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Scales the color of black armor this ferocious wyrmling dragon while crowned with large curved pointy horns.

Black Dragon, Wyrmling (CR 6)

XP 2,400
NE or N Small Dragon (Shadow)
Init +7; Senses Dragon senses, see in darkness; Perception +10

DEFENSE

AC 19, touch 14, flat-footed 16 (+3 dex, +5 natural, +1 size)
hp 63 (7d12+7)
mp 21
Fort +8, Ref +8, Will +6
Immune Shadow, Paralysis, Sleep
Weakness Holy

OFFENSE

Speed 60 ft., fly 150 ft. (average)
Melee Bite +10 (1d6+4), 2 Claws +10 (1d4+3)
Special Attacks Black Waves, Breath Weapon (40-ft. line, 2d10 shadow damage, Reflex DC 14 half, usable every 1d4 rounds)
Special Abilities Terror Touch
Spells Known (FC CL 7th, Concentration +10)

At will – bleed, dark orb, detect magic, message, read magic
1st (DC 14) bone armor, dark, fear
2nd (DC 15) dark II, death armor, death knell

STATISTICS

Str 16, Dex 16, Con 12, Int 11, Wis 12, Cha 16
Base Atk +7; CMB +10; CMD 24 (28 vs. trip)
Feats Combat CastingImproved InitiativeLightning ReflexesPower Attack
Skills Fly +15, Knowledge (arcana) +10, Perception +10, Spellcraft +10, Stealth +25, Survival +11; Racial Modifiers +8 Stealth
Languages Draconic

SPECIAL ABILITIES

Black Waves (Su)

Once every 1d2 round as a standard action, a black dragon spreads dark waves from herself. All creatures within a 30 ft.-radius must make a Reflex save (DC 16) for half damage or take 3d6+12 points of shadow damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).

See in Darkness (Su)

A black dragon can see perfectly in darkness of any kind, including that created by the blacklight spell.

Terror Touch (Su)

As a standard action, a black dragon reaches out with terror towards an opponent within 35 feet. The affected creature becomes frightened. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. If the subject succeeds on a Will save (DC 16), it is shaken for 1 round. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17).