Dragon, Black Juvenile (CR 6)

Medium Dragon (Water)
Alignment: Always Chaotic Evil
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Draconic


AC: 22 (+12 natural), touch 10, flat-footed 22
Hit Dice: 13d12+26 (110 hp)
Fort +10, Ref +7, Will +8
Speed: 60 ft., fly 150 ft., (poor), swim 60 ft.
Space: 5 ft./5 ft.
Base Attack +13; Grapple +16
Attack: 1 Bite +26, 2 claws +21, 2 wings +21 melee; Breath +26 ranged
Damage: 1 bite 1d8+3, 2 claws 1d6+1, 2 wings 1d4+1, Breath weapon 8d4 (18)
Special Attacks: Breath weapon
Abilities: Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Special Qualities: Acid immunity, water breathing, Darkness
Feats: #Feats: 5
Skills: Skill points: 6
Advancement: 14-15 HD (Large)
Climate/Terrain: Any marsh and underground
Organization: solitary or clutch (2-5)
Treasure/Possessions: Double Standard

Source: Monster Manual

Dragons are winged, reptile-like creatures of ancient lineage. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world.

All dragons gain more abilities and greater power as they age. They range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm.

Though they are fearsome predators, dragons scavenge when necessary and can eat almost anything if they are hungry enough. A dragon's metabolism operates like a highly efficient furnace and can metabolize even inorganic material. Some dragons have developed a taste for such fare. Although goals and ideals very among varieties, all dragons are covetous. They like to hoard wealth collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is never enough treasure: It's pleasing to look at, and they bask in its radiance. Dragons like to make beds of their hoards, shaping nooks and mounds to fit their bodies. By the time a dragon matures to the great wyrm stage, hundreds of gems and coins are embedded in its hide.

All dragons speak Draconic.

Although all dragons are believed to have come from the same roots tens of thousands of years ago, the present varieties keep to themselves and cooperate only under extreme circumstances, such as a powerful mutual threat. Good dragons never work with evil dragons, however, though a few neutral specimens have been found with either. Gold dragons occasionally associate with silver dragons.

When evil dragons of different varieties encounter one another, they usually fight to protect their territories. Good dragons are more tolerant, though also very territorial, and usually try to work out differences in a peaceful manner.

Dragons follow a number of reproductive strategies to suit their needs and temperaments. These help assure the continuation of a dragon's bloodline, no matter what happens to the parent or the parent's lair. Young adults, particularly evil or less intelligent ones, tend to lay clutches of 1d4+1 eggs all around the countryside, leaving their offspring to fend for themselves. These hatch into clutches of dragons, usually juvenile or younger, which stick together until they can establish their own lairs.

Older and more intelligent dragons form families consisting of a mated pair and 1d4+1 young. Mated dragons are always adults or mature adults; offspring found with their parents are wyrmlings (01-10 on d%), very young (11-30), young (31-50), juvenile (51-90), or young adult (91-100). Shortly after a dragon reaches the young adult (or rarely, juvenile) stage, it leaves its parents to establish a lair of its own.

A pair of mated dragons beyond the mature adult stage usually splits up, independence and the lust for treasure driving them apart. Older females continue to mate and lay eggs, but only one parent stays in the lair to raise young. Often an older female lays many clutches of eggs, keeping one to tend herself and one for her mate, and leaving the rest untended. Sometimes a female dragon places an egg or wyrmling with non-draconic foster parents.

Dragon Overland Movement

Dragons are exceedingly strong flyers and can cover vast distances quickly. Dragons do not tire as quickly as other creatures when moving overland. If a dragon attempts a hustle or forced march (see page 143 in the Player's Handbook), check for subdual damage once every 2 hours instead of every hour.

Black dragons are evil-tempered, cunning, and malevolent, characteristics that are reflected in their crafty, sinister faces. They are sometimes known as "skull dragons" because of their deep-socketed eyes and distinctive nasal opening.

Adding to the skeletal impression is the gradual deterioration of the hide around the horn base and cheekbones. This 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 lair in large, damp caves and multichambered subterranean caverns. They smell of rotting vegetation and foul water, with an acidic undertone. Older dragons hide the entrance to their lairs using plant growth. Black dragons dine primarily on fish, mollusks, and other aquatic creatures. They also hunt for red meat but like to "pickle" it by letting it lie in ponds within the lair for days before eating it.

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 out-matched, 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. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice. The black dragon's breath weapon deals 8d4 acid damage. Creatures caught in the area can attempt Reflex saves (DC 18) to take half damage

Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Spell-Like Abilities: 3/day - darkness (radius 40 feet).