SA–Breath Weapon (Su): Cone of corrosive gas, 60 feet long, every
1d4 rounds; damage 24d6, Reflex half DC 37.
SA–Frightful Presence (Ex): Dragons can unsettle foes with their mere
presence. This ability takes effect automatically (radius 360 ft) whenever the
dragon attacks, charges, or flies overhead. A potentially affected creature (one
with less than 38 HD) that succeeds at a Will save (DC 35) remains immune to
that dragon's frightful presence for one day. On a failure, creatures with 4 or
fewer HD become panicked for 4d6 rounds and those with more than 5 HD become
shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
SA–Spell-Like Abilities: 3/day - suggestion; 1/day - plant
growth, dominate person, and command plants.
SQ–Immunities (Ex): Immune to acid, sleep, paralysis.
SQ–Water Breathing (Ex): This dragon can breathe underwater
indefinitely and can freely use its breath weapons, spells, and other abilities
while submerged.
SQ–Blindsight (Ex): Dragons can ascertain creatures by nonvisual means
(mostly hearing and scent, but also by noticing vibrations and other
environmental clues); this dragon's range is 360 feet.
SQ–Keen Senses (Ex): Dragons can see four times as well as humans in
low-light conditions and twice as well in normal light. They also have
darkvision (range 1200 feet).
Spells Known (cast 6/8/8/7/7/7/7/6/4; as a level 17 sorcerer): 0–detect
magic, resistance, detect poison, read magic, dancing
lights, ghost sound, mage hand, open/close, mending;
1–endure elements, mage armor, shield, true strike,
charm person; 2–bull's strength, cat's grace, blur,
endurance, fog cloud; 3–haste, dispel magic, protection
from elements, slow; 4–dimension door, improved
invisibility, detect scrying, confusion; 5–cloudkill,
dominate person, summon monster V, teleport; 6–greater
dispelling, disintegrate, programmed image; 7–spell
turning, greater scrying, forcecage; 8–mass charm, maze.
Heru rules a portion of the Island of Dinosaurs, and is worshiped as a god by the natives of that island.