Monsters Dragons Chromatic

Morrus

Well, that was fun
Staff member
CHROMATIC DRAGONS
Chromatic dragons form the evil branch of dragonkind. They are aggressive, greedy, vain, and nasty.

BLACK DRAGON
Dragon (Water)
Environment: Warm marshes
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 5–6 HD; very young 8–9 HD; young 11–12 HD; juvenile 14–15 HD; young adult 17–18 HD; adult 20–21 HD; mature adult 23–24 HD; old 26–27 HD; very old 29–30 HD; ancient 32–33 HD; wyrm 35–36 HD; great wyrm 38+ HD
Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others —

Black Dragons by Age
Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/
Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC
Wyrmling
T
4d12+4 (30)
11
10
13
8
11
8
+4/–4
+6
+5
+4
+4
2d4 (13)

Very young
S
7d12+7 (52)
13
10
13
8
11
8
+7/+4
+9
+6
+5
+5
4d4 (14)

Young
M
10d12+20 (85)
15
10
15
10
11
10
+10/+12
+12
+9
+7
+7
6d4 (17)

Juvenile
M
13d12+26 (110)
17
10
15
10
11
10
+13/+16
+16
+10
+8
+8
8d4 (18)

Young adult
L
16d12+48 (152)
19
10
17
12
13
12
+16/+24
+19
+13
+10
+11
10d4 (21)
19
Adult
L
19d12+76 (199)
23
10
19
12
13
12
+19/+29
+24
+15
+11
+12
12d4 (23)
20
Mature adult
H
22d12+110 (253)
27
10
21
14
15
14
+22/+38
+28
+18
+13
+15
14d4 (26)
23
Old
H
25d12+125 (287)
29
10
21
14
15
14
+25/+42
+32
+19
+14
+16
16d4 (27)
24
Very old
H
28d12+168 (350)
31
10
23
16
17
16
+28/+46
+36
+22
+16
+19
18d4 (30)
27
Ancient
H
31d12+186 (387)
33
10
23
16
17
16
+31/+50
+40
+23
+17
+20
20d4 (31)
28
Wyrm
G
34d12+238 (459)
35
10
25
18
19
18
+34/+58
+42
+26
+19
+23
22d4 (34)
31
Great wyrm
G
37d12+296 (536)
37
10
27
20
21
20
+37/+62
+46
+28
+20
+25
24d4 (36)
33
Black Dragon Abilities by Age
Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR
Wyrmling
60 ft., fly 100 ft. (average), swim 60 ft.
+0
15 (+2 size,+3 natural), touch 12, flat-footed 15
Immunity to acid, water breathing


Very young
60 ft., fly 100 ft. (average), swim 60 ft.
+0
17 (+1 size,+6 natural), touch 11, flat-footed 17




Young
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
19 (+9 natural), touch 10, flat-footed 19




Juvenile
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
22 (+12 natural), touch 10, flat-footed 22
Darkness


Young adult
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
24 (–1 size,+15 natural), touch 9, flat-footed 24
DR 5/magic
1st
17
Adult
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
27 (–1 size,+18 natural), touch 9, flat-footed 27
Corrupt water
3rd
18
Mature adult
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
29 (–2 size,+21 natural), touch 8, flat-footed 29
DR 10/magic
5th
21
Old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
32 (–2 size,+24 natural), touch 8, flat-footed 32
Plant growth
7th
22
Very old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
35 (–2 size,+27 natural), touch 8, flat-footed 35
DR 15/magic
9th
23
Ancient
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
38 (–2 size,+30 natural), touch 8, flat-footed 38
Insect plague
11th
25
Wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
39 (–4 size,+33 natural), touch 6, flat-footed 39
DR 20/magic
13th
26
Great wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
42 (–4 size,+36 natural), touch 6, flat-footed 42
Charm reptiles
15th
28
Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.
Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.
Combat
Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.
Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence.
Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.
Other Spell-Like Abilities: 3/day—darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day—plant growth (old or older).
Skills: Hide, Move Silently, and Swim are considered class skills for black dragons.

BLUE DRAGON
Dragon (Earth)
Environment: Temperate deserts
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: Wyrmling 7–8 HD; very young 10–11 HD; young 13–14 HD; juvenile 16–17 HD; young adult 19–20 HD; adult 22–23 HD; mature adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38 HD; great wyrm 40+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —

Blue Dragons by Age
Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/
Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC
Wyrmling
S
6d12+6 (45)
13
10
13
10
11
10
+6/+3
+8
+6
+5
+5
2d8 (14)

Very young
M
9d12+18 (76)
15
10
15
10
11
10
+9/+11
+11
+8
+6
+6
4d8 (16)

Young
M
12d12+24 (102)
17
10
15
12
13
12
+12/+15
+15
+10
+8
+9
6d8 (18)

Juvenile
L
15d12+45 (142)
19
10
17
14
15
14
+15/+23
+18
+12
+9
+11
8d8 (20)

Young adult
L
18d12+72 (189)
23
10
19
14
15
14
+18/+28
+23
+15
+11
+13
10d8 (23)
21
Adult
H
21d12+105 (241)
27
10
21
16
17
16
+21/+37
+27
+17
+12
+15
12d8 (25)
23
Mature adult
H
24d12+120 (276)
29
10
21
16
17
16
+24/+41
+31
+19
+14
+17
14d8 (27)
25
Old
H
27d12+162 (337)
31
10
23
18
19
18
+27/+45
+35
+21
+15
+19
16d8 (29)
27
Very old
H
30d12+180 (375)
33
10
23
18
19
18
+30/+49
+39
+23
+17
+21
18d8 (31)
29
Ancient
G
33d12+231 (445)
35
10
25
20
21
20
+33/+57
+41
+25
+18
+23
20d8 (33)
31
Wyrm
G
36d12+288 (522)
37
10
27
20
21
20
+36/+61
+45
+28
+20
+25
22d8 (36)
33
Great wyrm
G
39d12+312 (565)
39
10
27
22
23
22
+39/+65
+49
+29
+21
+27
24d8 (37)
35
Blue Dragon Abilities by Age
Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR
Wyrmling
40 ft., burrow 20 ft., fly 100 ft. (average)
+0
16 (+1 size, +5 natural), touch 11, flat-footed 16
Immunity to electricity, create/destroy water


Very young
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
18 (+8 natural), touch 10, flat-footed 18




Young
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
21 (+11 natural), touch 10, flat-footed 21




Juvenile
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
23 (–1 size, +14 natural), touch 9, flat-footed 23
Sound imitation
1st

Young adult
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
26 (–1 size, +17 natural), touch 9, flat-footed 26
DR 5/magic
3rd
19
Adult
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
28 (–2 size, +20 natural), touch 8, flat-footed 28
Ventriloquism
5th
21
Mature adult
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
31 (–2 size, +23 natural), touch 8, flat-footed 31
DR 10/magic
7th
22
Old
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
34 (–2 size, +26 natural), touch 8, flat-footed 34
Hallucinatory terrain
9th
24
Very old
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
37 (–2 size, +29 natural), touch 8, flat-footed 37
DR 15/magic
11th
25
Ancient
40 ft., burrow 20 ft., fly 200 ft. (clumsy)
+0
38 (–4 size, +32 natural), touch 6, flat-footed 38
Veil
13th
27
Wyrm
40 ft., burrow 20 ft., fly 200 ft. (clumsy)
+0
41 (–4 size, +35 natural), touch 6, flat-footed 41
DR 20/magic
15th
29
Great wyrm
40 ft., burrow 20 ft., fly 200 ft. (clumsy)
+0
44 (–4 size, +38 natural), touch 6, flat-footed 44
Mirage arcana
17th
31
*Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.
A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by blowing desert sands. The size of its scales increases little as the dragon ages, although they do become thicker and harder. Its hide tends to hum and crackle faintly with built-up static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and sand. Their vibrant color makes blue dragons easy to spot in barren desert surroundings. However, they often burrow into the sand so only part of their heads are exposed.
Blue dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and use this coloration to their advantage.
Blue dragons lair in vast underground caverns, where they also store their treasure. Although they collect anything that looks valuable, they are most fond of gems—especially sapphires.
Combat
Typically, blue dragons attack from above or burrow beneath the sands until opponents come within 100 feet. Older dragons use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and improve their chances to surprise the target. Blue dragons run from a fight only if they are severely damaged, since they view retreat as cowardly.
Breath Weapon (Su): A blue dragon has one type of breath weapon, a line of lightning.
Create/Destroy Water (Sp): A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.
Sound Imitation (Ex): A juvenile or older blue dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon’s frightful presence) to detect the ruse.
Other Spell-Like Abilities: 3/day—ventriloquism (adult or older); 1/day—hallucinatory terrain (old or older), veil (ancient or older), mirage arcana (great wyrm).
Skills: Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

GREEN DRAGON
Dragon (Air)
Environment: Temperate forests
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young 12–13 HD; juvenile 15–16 HD; young adult 18–19 HD; adult 21–22 HD; mature adult 24–25 HD; old 27–28 HD; very old 30–31 HD; ancient 33–34 HD; wyrm 36–37 HD; great wyrm 39+ HD
Level Adjustment: Wyrmling +5; very young +5; young +5; juvenile +6; others —

Green Dragons by Age
Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/
Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC
Wyrmling
S
5d12+5 (37)
13
10
13
10
11
10
+5/+2
+7
+5
+4
+4
2d6 (13)

Very young
M
8d12+16 (68)
15
10
15
10
11
10
+8/+10
+10
+8
+6
+6
4d6 (16)

Young
M
11d12+22 (93)
17
10
15
12
13
12
+11/+14
+14
+9
+7
+8
6d6 (17)

Juvenile
L
14d12+42 (133)
19
10
17
14
15
14
+14/+22
+17
+12
+9
+11
8d6 (20)

Young adult
L
17d12+68 (178)
23
10
19
14
15
14
+17/+27
+22
+14
+10
+12
10d6 (22)
20
Adult
H
20d12+100 (230)
27
10
21
16
17
16
+20/+36
+26
+17
+12
+15
12d6 (25)
23
Mature adult
H
23d12+115 (264)
29
10
21
16
17
16
+23/+40
+30
+18
+13
+16
14d6 (26)
24
Old
H
26d12+156 (325)
31
10
23
18
19
18
+26/+44
+34
+21
+15
+19
16d6 (29)
27
Very old
H
29d12+174 (362)
33
10
23
18
19
18
+29/+48
+38
+22
+16
+20
18d6 (30)
28
Ancient
G
32d12+224 (432)
35
10
25
20
21
20
+32/+56
+40
+25
+18
+23
20d6 (33)
31
Wyrm
G
35d12+280 (507)
37
10
27
20
21
20
+35/+60
+44
+27
+19
+24
22d6 (35)
32
Great wyrm
G
38d12+304 (551)
39
10
27
22
23
22
+38/+64
+48
+29
+21
+27
24d6 (37)
35
Green Dragon Abilities by Age
Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR
Wyrmling
40 ft., fly 100 ft. (average), swim 40 ft
+0
15 (+1 size, +4 natural), touch 11, flat-footed 15
Immunity to acid, water breathing


Very young
40 ft., fly 150 ft. (poor), swim 40 ft
+0
17 (+7 natural), touch 10, flat-footed 17




Young
40 ft., fly 150 ft. (poor), swim 40 ft
+0
20 (+10 natural), touch 10, flat-footed 20




Juvenile
40 ft., fly 150 ft. (poor), swim 40 ft
+0
22 (–1 size, +13 natural), touch 9, flat-footed 22
1st



Young adult
40 ft., fly 150 ft. (poor), swim 40 ft
+0
25 (–1 size, +16 natural), touch 9, flat-footed 25
DR 5/magic
3rd
19
Adult
40 ft., fly 150 ft. (poor), swim 40 ft
+0
27 (–2 size, +19 natural), touch 8, flat-footed 27
Suggestion
5th
21
Mature adult
40 ft., fly 150 ft. (poor), swim 40 ft
+0
30 (–2 size, +22 natural), touch 8, flat-footed 30
DR 10/magic
7th
22
Old
40 ft., fly 150 ft. (poor), swim 40 ft
+0
33 (–2 size, +25 natural), touch 8, flat-footed 33
Plant growth
9th
24
Very old
40 ft., fly 150 ft. (poor), swim 40 ft
+0
36 (–2 size, +28 natural), touch 8, flat-footed 36
DR 15/magic
11th
25
Ancient
40 ft., fly 200 ft. (clumsy), swim 40 ft
+0
37 (–4 size, +31 natural), touch 6, flat-footed 37
Dominate person
13th
27
Wyrm
40 ft., fly 200 ft. (clumsy), swim 40 ft
+0
40 (–4 size, +34 natural), touch 6, flat-footed 40
DR 20/magic
15th
28
Great wyrm
40 ft., fly 200 ft. (clumsy), swim 40 ft
+0
43 (–4 size, +37 natural), touch 6, flat-footed 43
Command plants
17th
30
A wyrmling green dragon’s scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales grow larger and lighter, turning shades of forest, emerald, and olive green, which helps it blend in with its wooded surroundings.
Combat
Green dragons initiate fights with little or no provocation, picking on creatures of any size. If the target is intriguing or seems formidable, the dragon stalks the creature to determine the best time to strike and the most appropriate tactics to use. If the target appears weak, the dragon makes its presence known quickly—it enjoys
evoking terror. Sometimes the dragon elects to control a humanoid creature through intimidation and suggestion. Green dragons especially like to question adventurers to learn more about their society and abilities, what is going on in the countryside, and if there is treasure nearby.
Breath Weapon (Su): A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.
Water Breathing (Ex): A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Spell-Like Abilities: 3/day—suggestion (adult or older), dominate person (ancient or older); 1/day— plant growth (old or older), command plants (great wyrm).
Skills: Bluff, Hide, and Move Silently are considered class skills for green dragons.

RED DRAGON
Dragon (Fire)
Environment: Warm mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 8–9 HD; very young 11–12 HD; young 14–15 HD; juvenile 17–18 HD; young adult 20–21 HD; adult 23–24 HD; mature adult 26–27 HD; old 29–30 HD; very old 32–33 HD; ancient 35–36 HD; wyrm 38–39 HD; great wyrm 41+ HD
Level Adjustment: Wyrmling +4; very young +5; young +6; others —

Red Dragons by Age
Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/
Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC
Wyrmling
M
7d12+14 (59)
17
10
15
10
11
10
+7/+10
+10
+7
+5
+5
2d10 (15)

Very young
L
10d12+30 (95)
21
10
17
12
13
12
+10/+19
+14
+10
+7
+8
4d10 (18)

Young
L
13d12+39 (123)
25
10
17
12
13
12
+13/+24
+19
+11
+8
+9
6d10 (19)

Juvenile
L
16d12+64 (168)
29
10
19
14
15
14
+16/+29
+24
+14
+10
+12
8d10 (22)

Young adult
H
19d12+95 (218)
31
10
21
14
15
14
+19/+37
+27
+16
+11
+13
10d10 (24)
21
Adult
H
22d12+110 (253)
33
10
21
16
19
16
+22/+41
+31
+18
+13
+17
12d10 (26)
24
Mature adult
H
25d12+150 (312)
33
10
23
18
19
18
+25/+44
+34
+20
+14
+18
14d10 (28)
26
Old
G
28d12+196 (378)
35
10
25
20
21
20
+28/+52
+36
+23
+16
+21
16d10 (31)
29
Very old
G
31d12+248 (449)
37
10
27
22
23
22
+31/+56
+40
+25
+17
+23
18d10 (33)
31
Ancient
G
34d12+306 (527)
39
10
29
24
25
24
+34/+60
+44
+28
+19
+26
20d10 (36)
34
Wyrm
G
37d12+370 (610)
41
10
31
24
25
24
+37/+64
+48
+30
+20
+27
22d10 (38)
35
Great wyrm
C
40d12+400 (660)
45
10
31
26
27
26
+40/+73
+49
+32
+22
+30
24d10 (40)
38
Red Dragon Abilities by Age
Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR
Wyrmling
40 ft., fly 150 ft. (poor)
+0
16 (+6 natural), touch 10, flat-footed 16
Immunity to fire, vulnerability to cold


Very young
40 ft., fly 150 ft. (poor)
+0
18 (–1 size, +9 natural), touch 9, flat-footed 18




Young
40 ft., fly 150 ft. (poor)
+0
21 (–1 size, +12 natural), touch 9, flat-footed 21


1st

Juvenile
40 ft., fly 150 ft. (poor)
+0
24 (–1 size, +15 natural), touch 9, flat-footed 24
Locate object
3rd

Young adult
40 ft., fly 150 ft. (poor)
+0
26 (–2 size, +18 natural), touch 8, flat-footed 26
DR 5/magic
5th
19
Adult
40 ft., fly 150 ft. (poor)
+0
29 (–2 size, +21 natural), touch 8, flat-footed 29


7th
21
Mature adult
40 ft., fly 150 ft. (poor)
+0
32 (–2 size, +24 natural), touch 8, flat-footed 32
DR 10/magic
9th
23
Old
40 ft., fly 200 ft. (clumsy)
+0
33 (–4 size, +27 natural), touch 6, flat-footed 33
Suggestion
11th
24
Very old
40 ft., fly 200 ft. (clumsy)
+0
36 (–4 size, +30 natural), touch 6, flat-footed 36
DR 15/magic
13th
26
Ancient
40 ft., fly 200 ft. (clumsy)
+0
39 (–4 size, +33 natural), touch 6, flat-footed 39
Find the path
15th
28
Wyrm
40 ft., fly 200 ft. (clumsy)
+0
42 (–4 size, +36 natural), touch 6, flat-footed 42
DR 20/magic
17th
30
Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
41 (–8 size, +39 natural), touch 2, flat-footed 41
Discern location
19th
32
*Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.
The small scales of a wyrmling red dragon are a bright glossy scarlet, making the dragon easily spotted by predators and hunters, so it stays underground and does not venture outside until it is more able to take care of itself. Toward the end of young age, the scales turn a deeper red, and the glossy texture is replaced by a smooth, dull finish. As the dragon grows older, the scales become large, thick, and as strong as metal. The neck frill and wings are an ash blue or purple-gray toward the edges, becoming darker with age. The pupils of a red dragon fade as it ages; the oldest red dragons have eyes that resemble molten lava orbs.
Combat
Because red dragons are so confident, they seldom pause to appraise an adversary. On spotting a target, they make a snap decision whether to attack, using one of many strategies worked out ahead of time. A red dragon lands to attack small, weak creatures with its claws and bite rather than obliterating them with its breath weapon, so as not to destroy any treasure they might be carrying.
Breath Weapon (Su): A red dragon has one type of breath weapon, a cone of fire.
Locate Object (Sp): A juvenile or older red dragon can use this ability as the spell of the same name, once per day per age category.
Other Spell-Like Abilities: 3/day—suggestion (old or older); 1/day—find the path (ancient or older), discern location (great wyrm).
Skills: Appraise, Bluff, and Jump are considered class skills for red dragons.

WHITE DRAGON
Dragon (Cold)
Environment: Cold mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 2; very young 3; young 4; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 4–5 HD; very young 7–8 HD; young 10–11 HD; juvenile 13–14 HD; young adult 16–17 HD; adult 19–20 HD; mature adult 22–23 HD; old 25–26 HD; very old 28–29 HD; ancient 31–32 HD; wyrm 34–35 HD; great wyrm 37+ HD
Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +5; others —

White Dragons by Age
Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/
Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC
Wyrmling
T
3d12+3 (22)
11
10
13
6
11
6
+3/–5
+5
+4
+3
+3
1d6 (12)

Very young
S
6d12+6 (45)
13
10
13
6
11
6
+6/+3
+8
+6
+5
+5
2d6 (14)

Young
M
9d12+18 (76)
15
10
15
6
11
6
+9/+11
+11
+8
+6
+6
3d6 (16)

Juvenile
M
12d12+24 (102)
17
10
15
8
11
8
+12/+15
+15
+10
+8
+8
4d6 (18)

Young adult
L
15d12+45 (142)
19
10
17
8
11
10
+15/+23
+18
+12
+9
+9
5d6 (20)
17
Adult
L
18d12+72 (189)
23
10
19
10
11
12
+18/+28
+23
+15
+11
+11
6d6 (23)
20
Mature adult
H
21d12+105 (241)
27
10
21
12
13
12
+21/+37
+27
+17
+12
+13
7d6 (25)
21
Old
H
24d12+120 (276)
29
10
21
12
13
12
+24/+41
+31
+19
+14
+15
8d6 (27)
23
Very old
H
27d12+162 (337)
31
10
23
14
15
14
+27/+45
+35
+21
+15
+17
9d6 (29)
25
Ancient
H
30d12+180 (375)
33
10
23
14
15
14
+30/+49
+39
+23
+17
+19
10d6 (31)
27
Wyrm
G
33d12+231 (445)
35
10
25
14
15
16
+33/+57
+41
+25
+18
+20
11d6 (33)
29
Great wyrm
G
36d12+288 (522)
37
10
27
18
19
18
+36/+61
+45
+28
+20
+24
12d6 (36)
32
White Dragon Abilities by Age
Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR
Wyrmling
60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.
+0
14 (+2 size, +2 natural), touch 12, flat-footed 14
Icewalking, immunity to cold, vulnerability to fire


Very young
60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.
+0
16 (+1 size, +5 natural), touch 11, flat-footed 16




Young
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
+0
18 (+8 natural), touch 10, flat-footed 18




Juvenile
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
+0
21 (+11 natural), touch 10, flat-footed 21
Fog cloud


Young adult
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
+0
23 (–1 size, +14 natural), touch 9, flat-footed 23
DR 5/magic

16
Adult
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
+0
26 (–1 size, +17 natural), touch 9, flat-footed 26
Gust of wind
1st
18
Mature adult
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
+0
28 (–2 size, +20 natural), touch 8, flat-footed 28
DR 10/magic
3rd
20
Old
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
+0
31 (–2 size, +23 natural), touch 8, flat-footed 31
Freezing fog
5th
21
Very old
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
+0
34 (–2 size, +26 natural), touch 8, flat-footed 34
DR 15/magic
7th
23
Ancient
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
+0
37 (–2 size, +29 natural), touch 8, flat-footed 37
Wall of ice
9th
24
Wyrm
60 ft., burrow 30 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
38 (–4 size, +32 natural), touch 6, flat-footed 38
DR 20/magic
11th
25
Great wyrm
60 ft., burrow 30 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
41 (–4 size, +35 natural), touch 6, flat-footed 41
Control weather
13th
27
The scales of a wyrmling white dragon glisten like mirrors. As the dragon ages, the sheen disappears, and by very old age, scales of pale blue and light gray are mixed in with the white.
Combat
White dragons prefer sudden assaults, swooping down from aloft or bursting from beneath water, snow, or ice. They loose their breath weapon, then try to knock out a single opponent with a follow-up attack.
Breath Weapon (Su): A white dragon has one type of breath weapon, a cone of cold.
Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.
Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.
Other Spell-Like Abilities: 3/day—fog cloud (juvenile or older), gust of wind (adult or older), wall of ice (ancient or older); 1/day—control weather (great wyrm).
Skills: Hide, Move Silently, and Swim are considered class skills for white dragons.
 

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