TEXT: Requires the use of the
  Dungeons & Dragons® Player's Handbook,
  Third Edition, published by Wizards of the Coast®
  
  Draconic Lore
  Credits
  LEAD DEVELOPER
  Kevin Wilson
  MANAGING DEVELOPER
  Greg Benage
  WRITING
  Michael Ferguson, Lysle Kapp, Lizard, John W. Mangrum, Wil Upchurch
  INTERIOR ILLUSTRATIONS
  Michael Clarke, Cris Dornaus, Britt Martin, Patricio Soler, Blaine Taggart
  GRAPHIC DESIGN
  Brian Schomburg
  COVER DESIGN
  Brian Schomburg
  EDITING
  Greg Benage, Jennifer Kalish,
  Kevin Wilson
  ART DIRECTION
  Kevin Wilson
  LAYOUT
  Brian Schomburg
  PUBLISHER
  Christian T. Petersen
  PRINTING
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  Name
  Page
  Bile wyrm
  5
  Blast lizard
  7
  Cavern dragon
  8
  Chthonian dragon
  10
  Diamondback dragon
  13
  Dire dragon
  16
  Dragonshark
  18
  Dragoths
  Worker
  20
  Knight
  21
  Adept
  22
  Drakes
  Overview
  23
  Courier
  25
  Guardian
  26
  Planar
  28
  Scout
  29
  Watcher
  30
  Name
  Page
  Entropic dragon
  32
  Molten dragon
  34
  Null dragon
  36
  Oceanic dragon
  38
  Reef dragon
  40
  Revenant dragon
  43
  Rift dragon
  44
  Rot dragon
  46
  Skulking dragon
  48
  Tome lizard
  50
  Vermin dragon
  51
  Waste runner
  54
  Watch wyrm
  55
  Whipwing
  56
  Wild dragon
  57
  Wind lizard
  60
  Wooly dragon
  61
  Dragons by Subtype
  Air: wind lizard
  Aquatic: bile wyrm, rift dragon, dragonshark, oceanic
  dragon, reef dragon, 
  Chaos: entropic dragon
  Cold: rift dragon, wooly dragon
  Earth: cavern dragon, diamondback dragon, wild drag-
  on
  Electricity: vermin dragon, 
  Fire: molten dragon, rift dragon
  Definition of Dragon Type
  A dragon is a reptilian creature, usually winged, with
  magical or unusual abilities.
  Hit Die: d12.
  Base Attack Bonus: As fighter (equal to HD).
  Good Saving Throws: Fortitude, Reflex, Will.
  Skill Points: (6 + Int modifier) × HD.
  Feats: 1 + 1 per 4 HD.
  Notes: Dragons are immune to sleep and paralysis
  effects, and unless otherwise noted, they have both
  darkvision with a range of 60 feet and low-light vision.
  Standard Dragon Abilities
  The following dragons use the standard dragon abilities
  from MM as noted below. This includes: bite, claw,
  wing, tail slap, crush, tail sweep, grappling, breath
  weapon, frightful presence, spells, spell-like abilities,
  spell resistance, blindsight, keen senses, skills and feats.
  Bile wyrm: See monster entry
  Cavern dragon: As standard dragon, no wing attacks
  Cthonian dragon: See monster entry
  Diamondback dragon: As standard dragon, plus poi-
  son (see monster entry)
  Dire dragon: As standard dragon, no breath weapon, no
  spells
  Entropic dragon: As standard dragon
  Molten dragon: As standard dragon
  Oceanic dragon: As standard dragon
  Reef dragon: As standard dragon
  Rift dragon: As standard dragon, no wing attacks
  Rot dragon: See monster entry
  Vermin dragon: See monster entry
  Wild dragon: See monster entry
  Wooly dragon: As standard dragon, plus gore (see
  monster entry)
  Alphabetical Listing of Dragons
  
  Name
  CR
  Page
  Watcher drake, hatchling
  1/2
  30
  Courier drake, hatchling
  1
  25
  Scout drake, hatchling
  1
  29
  Watcher drake, adult
  1
  30
  Courier drake, adult
  2
  25
  Dragoth worker
  2
  21
  Tome lizard
  2
  50
  Watcher drake, old
  2
  30
  Wind lizard
  2
  60
  Blast lizard
  3
  7
  Courier drake, old
  3
  25
  Guardian drake, hatchling
  3
  26
  Scout drake, adult
  3
  29
  Watcher drake, elder drake
  3
  30
  Whipwing
  3
  56
  Courier drake, elder drake
  4
  25
  Dragoth knight
  4
  20
  Dragoth knight (chromatic)
  5
  21
  Scout drake, old
  5
  29
  Waste runner
  5
  54
  Name
  CR
  Page
  Dragoth adept
  6
  22
  Guardian drake, adult
  6
  26
  Planar drake, hatchling
  6
  28
  Scout drake, elder drake
  7
  29
  Skulking dragon
  7
  48
  Watch wyrm
  7
  55
  Dragoth adept (chromatic)
  8
  22
  Guardian drake, old
  8
  26
  Planar drake, adult
  9
  28
  Guardian drake, elder drake
  11
  26
  Planar drake, old
  12
  28
  Planar drake, elder drake
  15
  28
  Null dragon
  17
  36
  Dragonshark
  19
  18
  Revenant dragon (template)
  Base +2
  43
  Age
  Bile
  Cavern
  Chthonian
  Diamondback
  Dire
  Entropic
  Molten
  Oceanic
  Reef
  Rift
  Rot
  Vermin
  Wild
  Wooly
  Wyrmling
  2
  2
  3
  3
  2
  3
  2
  2
  1
  2
  1
  2
  3
  2
  Very young
  3
  3
  4
  4
  4
  4
  3
  3
  2
  3
  3
  3
  5
  3
  Young
  5
  4
  6
  5
  6
  6
  5
  5
  3
  5
  5
  4
  7
  4
  Juvenile
  8
  6
  9
  7
  7
  9
  6
  7
  5
  6
  7
  7
  9
  6
  Young adult
  11
  8
  12
  9
  8
  12
  9
  10
  7
  9
  9
  10
  12
  8
  Adult
  13
  10
  14
  12
  10
  14
  11
  13
  9
  10
  12
  12
  15
  10
  Mature adult
  16
  13
  17
  14
  12
  17
  13
  15
  12
  12
  14
  15
  17
  13
  Old
  18
  15
  19
  16
  14
  19
  15
  17
  14
  14
  17
  17
  19
  15
  Very old
  19
  17
  20
  18
  15
  20
  17
  18
  15
  16
  18
  18
  20
  17
  Ancient
  21
  18
  22
  20
  17
  22
  19
  20
  17
  17
  20
  20
  22
  18
  Wyrm
  22
  20
  23
  22
  18
  23
  20
  22
  18
  18
  21
  21
  23
  20
  Great wyrm
  24
  21
  25
  24
  19
  25
  21
  24
  20
  19
  23
  23
  25
  22
  Dragons Ranked by Challenge Ratings
  Dragon CRs by Age and Type
  
  Welcome!
  Fantasy Flight Games is pleased to pre-
  sent Draconic Lore, the first softcover book in
  our Legends & Lairs line of sourcebooks for
  the d20 System. Draconic Lore is a collection
  of draconic creatures suited for even the most
  jaded DM.
  In this book, you’ll find monsters to fill
  many roles in your game. Each was designed
  for a specific purpose, explained below.
  Since this is a tome of dragons, many of
  the monsters in these pages are designed to be
  exceptionally challenging encounters. These
  “grudge monsters” can inflict permanent harm
  to a party of adventurers and should be used
  with care. The grudge monsters in this book
  include the chthonian dragon, diamondback
  dragon, dire dragon, entropic dragon, null drag-
  on, rot dragon, vermin dragon, and watch
  wyrm. In particular, the chthonian, entropic,
  and rot dragons are potentially lethal encoun-
  ters for an unprepared party.
  The next largest category of creatures in
  this book are those that have adapted to fit a
  particular environment. These “terrain crea-
  tures” give you, as the DM, some extra alterna-
  tives when placing encounters in unusual
  locales. The cavern dragon is best suited for
  life in lightless underground caverns, while the
  molten dragon is found in bubbling volcanoes
  and the wooly dragon roams the frozen moun-
  tains of the arctic. The largest group of terrain
  creatures in the book is adapted to life under-
  water, however, including the dragonshark,
  oceanic dragon, reef dragon, and rift dragon.
  These creatures are extremely deadly when the
  party is traveling by boat, particularly if they
  have no means of breathing water.
  A category often overlooked in bestiaries
  is comprised of creatures that players wish to
  chase down and either tame or kill. These
  “chase creatures” may possess particularly
  valuable treasure, or they may be especially
  suited for domestication. All of the drakes in
  this book are chase creatures, as are the tome
  and wind lizards. The drakes make good com-
  panions for any character, and the lizards are
  well suited to become familiars.
  A few of the monsters in this book bring
  a plot with them when introduced into a cam-
  paign. You can easily create an adventure
  around one of these “plot creatures” when
  short on ideas. The bile wyrm and wild
  dragon cause drastic changes to their environ-
  ment, drawing the party’s attention. Skulking
  dragons move into a city and begin feeding on
  the populace in secret, while revenant dragons
  can be used whenever a dragon is mistreated by
  the party, rising from the dead to teach them a
  lesson.
  The next category of creatures can great-
  ly change the flavor of a campaign or setting,
  depending on how you use them. Often, these
  “flavor creatures” can fill niches traditionally
  occupied by ordinary animals. You could
  choose to replace horses with waste runners in
  your campaign, for example. Blast lizards can
  make an interesting substitution for any bur-
  rowing creature found in the plains, such as
  prairie dogs or rabbits. Lastly, you might also
  consider swapping out a bird of prey for the
  whipwing, which uses a  sticky breath weapon
  to capture food on the wing and often shares a
  lair with larger dragons.
  Finally, one species in this book is intend-
  ed for use as PCs and NPCs. The three dragoth
  castes offer abilities and character hooks that
  should prove popular with your players, pro-
  vided you have an unexplored area to trans-
  form into the Dragoth Barrens.
  The Open Game License
  Draconic Lore is published under the
  terms of the Open Game License and d20
  System Trademark License. The OGL allows
  us to use the d20 System core rules and to pub-
  lish gaming material derived from those rules.
  In fact, material that is strictly rules relat-
  ed is Open Content. You can use this material
  in your own works, as long as you follow the
  conditions of the Open Game License. You can
  copy the material to your website or even put it
  in a book that you publish and sell.
  Not everything in this book is Open
  Content, however. The names of creatures and
  the game statistics, mechanics, and rules
  derived from the d20 SRD are designated as
  Open Content. The descriptions of the crea-
  tures are closed content and cannot be repub-
  lished, copied, or distributed without the con-
  sent of Fantasy Flight Games.
  All illustrations, pictures, and diagrams in
  this book are Product Identity and the property
  of Fantasy Flight Games, © 2002.
  The Open Game License is printed in its
  entirety at the end of this book. For further
  information, please visit the Open Gaming
  Foundation website at www.opengamingfoun-
  dation.org.
  INTRODUCTION
  4
  
  Bestiary
  Bile Wyrm
  Dragon (Aquatic)
  Climate/Terrain: Temperate and warm aquat-
  ic, marsh and underground
  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 plus 2–5 offspring)
  Challenge Ratings: Wyrmling 2; very young
  3; young 5; juvenile 8; young adult 11; adult
  13; mature adult 16; old 18; very old 19;
  ancient 21; wyrm 22; ancient wyrm 24
  Treasure: Double standard
  Alignment: Always neutral evil
  Advancement: Wyrmling 5 HD (Tiny); very
  young 7–8 HD (Small); young 10–11 HD
  (Medium-size); juvenile 13–15 HD (Large);
  young adult 17–20 HD (Large); adult 22 HD
  (Huge); mature adult 24–25 HD (Huge); old
  27–28 HD (Huge); very old 30–32 HD (Gar-
  gantuan); ancient 34–36 HD
  (Gargantuan); wyrm 38–39
  HD (Gargantuan); great
  wyrm 41+ HD (Colossal)
  Bile wyrms are serpentine hor-
  rors reputed to be primitive
  kindred to true dragons.
  Their bloated, limbless
  bodies are covered in
  jagged, greenish-yellow
  scales. This coloration
  fades to a sickly lime green
  around their reptilian maws.
  Long ropes of sizzling, acrid
  saliva continually drool from
  their jaws, hinting at the true
  threat lurking within the crea-
  ture's belly. Vile digestive juices
  pulse 
  through 
  a 
  bile
  wyrm's 
  body 
  under
  intense pressure. A bile
  wyrm can vomit forth
  this liquid in a steaming
  torrent; even the blood
  that sprays from its wounds can
  pose a serious threat to enemies
  unwise enough to engage the creature in melee.
  Bile wyrms prefer to live in marshes or
  swamps, using the water to help support their
  immense bulk. Bile wyrms are far less cunning
  and ambitious than their dragon kin, but they
  are possessed of a voracious appetite. In fact,
  most of a bile wyrm's treasure is often made up
  of indigestible coins, gems and trinkets lodged
  in its gullet. Smaller bile wyrms sometimes
  swim through underground rivers to seek out
  new hunting grounds, emerging from a natural
  spring or a village’s deepest well. As bile
  wyrms grow in size, however, these routes are
  closed off to them. They become increasingly
  territorial and devour everything that enters
  their domain. Even worse, the toxic fluids end-
  lessly seeping from the bile wyrm slowly poi-
  son the region’s waterways, leaving the crea-
  ture’s hunting grounds a stagnant, lifeless mire.
  Bile wyrms speak Draconic.
  Combat
  Bile wyrms are hateful creatures; only their
  sluggish nature limits their ravenous appetite.
  They viciously attack any creatures they
  encounter, seeking to devour them. Bile wyrms
  are canny enough to use the terrain of their
  blasted swamps to their advantage, hiding their
  bulk in deep waters.
  A bile wyrm makes bite and tail slap
  attacks as a true dragon of the same size.
  Very old or older bile wyrms can also
  make tail sweep attacks. Lacking
  limbs, a bile wyrm has no claw
  or wing attacks and cannot
  jump to make crushing
  attacks.
  Breath Weapon (Su):
  A bile wyrm has one type of
  breath weapon, a line of acidic
  toxins. Half of the damage
  this torrent inflicts is consid-
  ered poison damage, and
  half of it is considered acid
  damage. Once the wyrm
  breathes, it must wait
  1d4 rounds before using
  its breath weapon again.
  Acid Spray (Ex):
  When a bile wyrm's
  hide is cut, lethal acid
  sprays forth in the sec-
  onds before the wound
  seals shut. Whenever an
  opponent in an adjacent
  space damages a bile wyrm
  with a piercing or slashing weapon, that oppo-
  nent is subject to the damage listed below. As
  with the bile wyrm’s breath weapon, this dam-
  age is divided evenly between acid and poison.
  The sprayed subject can make a Reflex
  save (DC 10 + damage dealt to the bile
  wyrm) to take half damage.
  5
  
  Improved Grab (Ex): If a bile wyrm
  bites an opponent at least one size category
  smaller than itself, it deals normal damage and
  attempts to start a grapple as a free action with-
  out provoking an attack of opportunity. If it
  gets a hold, it automatically constricts.
  Thereafter, the bile wyrm can either conduct
  the grapple normally, or use its jaws to hold the
  opponent (–20 penalty on grapple check, but
  the bile wyrm is not considered grappled). In
  either case, each successful grapple check it
  makes during successive rounds automatically
  deals bite damage.
  Constrict (Ex): A young or older bile
  wyrm can constrict with a successful grap-
  ple check, dealing bludgeoning damage (see
  above) against beings its own size or smaller.
  Fast Healing (Ex): A bile wyrm heals
  damage each round so long as it is alive (see
  above). Fast healing does not restore hit points
  lost from starvation, thirst, or suffocation, and
  it does not allow the bile wyrm to regrow or
  reattach lost body parts.
  Water Breathing (Ex): A bile wyrm can
  breathe underwater indefinitely and can freely
  use its breath weapon and other abilities while
  submerged.
  Skills: A bile wyrm gains skills as a true
  dragon. It gains a +8 racial bonus to Balance
  checks but it cannot jump.
  Bestiary
  6
  Bile Wyrm Abilities by Age
  Age
  Speed
  Str Dex Con Int Wis Cha
  Special Abilities
  Acid
  Constrict
  Spray
  Damage
  1
  20 ft., swim 40 ft.
  12
  10
  13
  6
  10
  6
  Immunities, acid spray, 
  1d4–2
  —
  fast healing 1
  2
  20 ft., swim 40 ft.
  14
  10
  13
  6
  10
  6
  1d4–1
  —
  3
  20 ft., swim 40 ft.
  16
  10
  15
  6
  10
  8
  Constrict, fast healing 2,
  1d4
  1d4+4
  improved grab
  4
  20 ft., swim 40 ft.
  20
  10
  17
  6
  12
  8
  1d4+1
  1d6+7
  5
  20 ft., swim 40 ft.
  24
  10
  19
  8
  12
  10
  Damage reduction 5/+1
  1d4+1
  1d6+10
  6
  20 ft., swim 40 ft.
  28
  10
  21
  8
  12
  10
  Fast healing 4
  1d4+2
  1d8+13
  7
  20 ft., swim 40 ft.
  30
  10
  23
  8
  14
  12
  Damage reduction 10/+1
  1d4+2
  1d8+15
  8
  20 ft., swim 40 ft.
  33
  10
  25
  10
  14
  12
  Fast healing 6
  1d4+2
  1d8+16
  9
  20 ft., swim 40 ft.
  36
  10
  27
  10
  14
  14
  Damage reduction 15/+2
  1d4+4
  2d6+19
  10
  20 ft., swim 40 ft.
  38
  10
  28
  12
  16
  14
  Fast healing 8
  1d4+4
  2d6+21
  11
  20 ft., swim 40 ft.
  41
  10
  29
  12
  16
  16
  Damage reduction 20/+2
  1d4+4
  2d6+22
  12
  20 ft., swim 40 ft.
  44
  10
  30
  14
  16
  16
  Fast healing 10
  1d4+8
  2d8+25
  Bile Wyrms by Age
  Attack
  Fort
  Ref
  Will
  Breath
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Weapon (DC)
  DC
  SR
  1
  T
  4d12+5 (31)
  15 (+2 size, +3 natural)
  +7
  +5
  +4
  +4
  2d4 (13)
  —
  —
  touch 12, flat-footed 15
  2
  S
  6d12+6 (45)
  17 (+1 size, +6 natural)
  +9
  +6
  +5
  +5
  4d4 (14)
  —
  —
  touch 12, flat-footed 15
  3
  M
  9d12+18 (76)
  19 (+9 natural)
  +12
  +8
  +6
  +6
  6d4 (16)
  —
  —
  touch 12, flat-footed 15
  4
  L
  12d12+36 (114)
  21 (–1 size, +12 natural)
  +16
  +11
  +8
  +9
  8d4 (19)
  —
  —
  touch 12, flat-footed 15
  5
  L
  16d12+64 (168)
  24 (–1 size, +15 natural)
  +22
  +17
  +10
  +11
  10d4 (22)
  18
  16
  touch 12, flat-footed 15
  6
  H
  21d12+105 (241)
  26 (–2 size, +18 natural)
  +28
  +21
  +12
  +13
  12d4 (25)
  20
  18
  touch 12, flat-footed 15
  7
  H
  23d12+138 (287)
  29 (–2 size, +21 natural)
  +31
  +23
  +13
  +15
  14d4 (27)
  21
  20
  touch 12, flat-footed 15
  8
  H
  26d12+182 (351)
  32 (–2 size, +24 natural)
  +35
  +26
  +15
  +17
  16d4 (30)
  22
  21
  touch 12, flat-footed 15
  9
  G
  29d12+232 (420)
  33 (–4 size, +27 natural)
  +38
  +29
  +16
  +18
  18d4 (32)
  26
  23
  touch 12, flat-footed 15
  10
  G
  33d12+297 (511)
  36 (–4 size, +30 natural)
  +43
  +34
  +18
  +21
  20d4 (35)
  28
  24
  touch 12, flat-footed 15
  11
  G
  37d12+333 (573)
  39 (–4 size, +33 natural)
  +48
  +35
  +20
  +23
  22d4 (37)
  31
  25
  touch 12, flat-footed 15
  12
  C
  40d12+400 (660)
  38 (–8 size, +36 natural)
  +49
  +39
  +22
  +25
  24d4 (40)
  33
  27
  touch 12, flat-footed 15
  
  Bestiary
  Blast Lizard
  Small Dragon
  Hit Dice: 5d12+5 (37 hp)
  Initiative: +0
  Speed: 20 ft., burrow 20 ft.
  AC: 16 (+1 size, +5 natural), touch 11, flat-
  footed 16
  Attacks: Bite +7 melee, 2 claws +2 melee, tail
  sting +2 melee
  Damage: Bite 1d6+1, claw 1d4+1, tail sting
  1d3+1 plus poison
  Face/Reach: 5 ft. by 5 ft. / 5 ft.
  Special Attacks: Breath weapon, poison
  Special Qualities: None
  Saves: Fort +5, Ref +4, Will +5
  Abilities: Str 13, Dex 11, Con 13, Int 4, Wis
  13, Cha 10
  Skills: Hide +5, Move Silently +5, Listen +5
  Feats: Dodge, Run
  Climate/Terrain: Any mountain or under-
  ground
  Organization: Solitary or mated pair
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 6–7 HD (Small), 8–9 HD
  (Medium-size), 10–15 HD (Large)
  A blast lizard is a small reptile with the ability
  to emit a cone of magical energy from an ori-
  fice in its forehead.
  Blast lizards are small, grayish-red crea-
  tures slightly less than half the size of a man.
  They are carnivorous, possessing large claws
  for burrowing and powerful jaws for cracking
  bones. However, their fierce appearance belies
  their typically inoffensive demeanor. Blast
  lizards dwell in harsh lands where few
  humanoids choose to live.
  Wasteland-dwelling races often hunt blast
  lizards for their thick hide, which makes good
  armor, and for their meat, which is tasty when
  thoroughly boiled. Visitors to the wastelands
  sometimes attempt to hunt the creature as well,
  but unless a native has warned them about the
  blast lizard beforehand, they may be in for a
  surprise.
  The head of the blast lizard is marked by
  a small orifice set above and between the eyes.
  The uninformed often conclude that the crea-
  ture breathes through this opening, which it
  regularly opens and closes using a thin mem-
  brane. This assumption is dangerously wrong,
  however, as those familiar with the blast lizard
  are aware. When startled or attacked, the blast
  lizard is capable of projecting a devastating
  cone of magical energy from this orifice.
  Combat
  When threatened, a blast lizard first attempts to
  escape by burrowing away. Should this fail, it
  turns and unleashes its secret weapon, a cone of
  force that emanates from its blowhole. When
  attacking creatures smaller than itself, the blast
  lizard relies on its bite, claws, and tail attack.
  Breath Weapon (Su): The blast lizard
  can emit a cone of force from the orifice in its
  forehead. The cone is 30 feet long and 15 feet
  wide at the end. Anyone caught in the blast suf-
  fers 3d6 points of damage, Reflex save (DC 13)
  for half damage. Because this attack is so sud-
  den, there is a –4 circumstance penalty applied
  to the save unless the character knew of the
  blast lizard’s ability prior to being targeted by it
  (either by being warned by a native, or by mak-
  ing a Knowledge (nature) check, DC 20). This
  penalty only applies to the first breath weapon
  attack made by the first blast lizard an individ-
  ual encounters.
  Poison (Ex): A blast lizard delivers its
  poison (Fortitude save DC 13) with each suc-
  cessful tail attack. The initial and secondary
  damage is the same (1 point of Constitution
  damage).
  7
  
  Cavern Dragon
  Dragon (Earth)
  Climate/Terrain: Any underground
  Organization: Wyrmling, very young, young,
  juvenile, and young adult: solitary or clutch
  (2–5); adult, mature, old, very old, ancient,
  wyrm or great wyrm: solitary, pair, or fami-
  ly (1–2 and 2–5 offspring). 
  Challenge Ratings: Wyrmling 2; very young
  3; young 4; juvenile 6; young adult 8; adult
  10; mature 13; old 15; very old 17; ancient
  18; wyrm 20; great wyrm 21.
  Treasure: 1/10 coins; double goods; double
  items
  Alignment: Always chaotic evil
  Advancement: Wyrmling 5–6 HD (Tiny); very
  young 8–9 HD (Small); young 11–12 HD
  (Medium-size); juvenile 14–15 (Large);
  young adult 17–18 HD (Large); adult 20–21
  HD (Large); mature 23–24 HD (Huge); old
  26–27 HD (Huge); very old 29–30 HD
  (Huge); ancient 32–33 (Huge); wyrm 35–36
  (Gargantuan); 
  great 
  wyrm 
  38 
  HD
  (Gargantuan), 39+ HD (Colossal)
  A cavern dragon is a pale white dragon that has
  perfectly adapted itself to its underground
  haunts, spending its life in total darkness.
  Cavern dragons are completely blind.
  Their eyes have grown shut, resembling those
  of a cavefish. However, behind their eyes are
  prominent ears. These are highly sensitive and
  make up part of an innate sonar system by
  which a cavern dragon “sees” its pitch-black
  subterranean world. Its long, serpentine body
  enables the dragon to navigate the sharp turns
  and sudden drops that are often found in natur-
  al cave formations, while its vestigial claws
  give it extra purchase for climbing. The small
  scales of a cavern dragon wyrmling are a dull,
  dirty gray, but as the dragon ages, the absence
  of sunlight causes the scales to become nearly
  transparent. This allows older dragons to easily
  blend in with the unusual mineral and rock for-
  mations that form in the depths of the earth.
  Due to the scarcity of life underground,
  cavern dragons have learned to subsist on
  plants and lichen scraped from cavern walls,
  supplemented by mineral formations they
  crush up in their powerful jaws. Nevertheless,
  they have a taste for live food and will go to
  great lengths to catch a large creature.
  Bestiary
  8
  
  Bestiary
  Cavern dragons lair in the deepest of
  caves, preferring those carved out over the ages
  by the flow of water. Such caves provide natur-
  al traps in the form of deep pits, slippery rock
  faces, and unstable walls. Shallow pools of
  water also serve as early warning systems for
  the cavern dragon, since even the faintest
  splashes are sure to reach its keen ears.
  Once a cavern dragon has caught the
  scent of prey, it is a relentless hunter. An adven-
  turing party may escape from its clutches only
  to hear its distinctive shriek echoing down the
  winding tunnels behind them days or even
  weeks later. They may find that their only sal-
  vation lies in escaping the creature’s tunnels,
  since it will not follow them aboveground.
  Although cavern dragons amass treasure
  like their fellow dragons, the nature of their
  hoards is unique. Being blind, cave dragons are
  not attracted by the shiny baubles and coins
  that please other dragons, instead favoring
  objects that are tactilely interesting or offer
  unusual odors or tastes. A cavern dragon's
  hoard is as likely to contain worthless curiosi-
  ties, such as the remnants of an old spider web,
  as it is to have valuable gems, fabrics, and
  potions. According to one account, a treasure
  hunter was able to survive an encounter with an
  ancient cavern dragon by offering it a collec-
  tion of intricate wooden carvings.
  Cavern dragons speak Draconic.
  Combat
  Cavern dragons prefer to sneak up on their prey
  and ambush them. They rely on their breath
  weapon to disable opponents, finishing them
  off with their gaping jaws.
  Breath Weapon (Su): Cavern dragons
  breathe a cone of keening sonic energy. In addi-
  tion to making a Dexterity saving throw against
  the sonic attack for half damage, creatures
  within the cone must succeed at a Fortitude
  save (versus the same DC) or be deafened for
  1d4 rounds plus 1 per age category of the drag-
  on. Just before it breathes, a cavern dragon
  seals its ears with a small, muscular membrane.
  Alert adventurers can notice this with a suc-
  cessful Spot check (DC 20 due to the mem-
  brane’s diminutive size) and thus have the
  opportunity to cover their ears before the drag-
  on breathes. Those who do so receive a +10 cir-
  cumstance bonus to their Reflex save and auto-
  matically avoid being deafened.
  Blindsight (Ex): A cavern dragon detects
  its surroundings by non-visual means, primari-
  ly sound and scent. This ability has a range of
  50 feet per age category. Beyond that range, it
  treats all targets as totally concealed (see PHB,
  Concealment). The cavern dragon is suscepti-
  ble to scent- and sound-based attacks,
  although its sound screen ability can pro-
  tect it from the latter. Negating either the
  9
  Cavern Dragons by Age
  Attack
  Fort
  Ref
  Will
  Breath
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Weapon (DC)
  DC
  SR
  1
  T
  4d12+4 (30)
  15 (+2 size, +3 natural),
  +6
  +5
  +4
  +4
  1d8 (13)
  —
  —
  touch 12, flat-footed 15
  2
  S
  7d12+7 (52)
  17 (+1 size, +6 natural),
  +9
  +6
  +5
  +5
  2d8 (14) 
  —
  —
  touch 11, flat-footed 17
  3
  M 
  10d12+20 (85)
  19 (+9 natural),
  +12
  +9
  +7
  +7
  3d8 (17)
  —
  —
  touch 10, flat-footed 19
  4
  M
  13d12+26 (110)
  22 (+12 natural),
  +16
  +10
  +8
  +8
  4d8 (18)
  —
  —
  touch 10, flat-footed 22
  5
  L
  16d12+48 (152)
  24 (–1 size, +15 natural),
  +19
  +13
  +10
  +11
  5d8 (22)
  18
  18
  touch 9, flat-footed 24
  6
  L
  19d12+76 (199)
  27 (–1 size, +18 natural),
  +24
  +15
  +11
  +12
  6d8 (23)
  19
  20
  touch 9, flat-footed 27
  7
  H
  22d12+110 (253)
  29 (–2 size, +21 natural),
  +28
  +18
  +13
  +15
  7d8 (26)
  22
  22
  touch 8, flat-footed 29
  8
  H
  25d12+125 (287)
  32 (–2 size, +24 natural),
  +32
  +19
  +14
  +16
  8d8 (27)
  23
  23
  touch 8, flat-footed 32
  9
  H
  28d12+168 (350)
  35 (–2 size, +27 natural),
  +36
  +22
  +16
  +19
  9d9 (30)
  26
  25
  touch 8, flat-footed 35
  10
  H
  31d12+186 (387)
  38 (–2 size, +30 natural),
  +40
  +23
  +17
  +20
  10d8 (31)
  27
  27
  touch 8, flat-footed 38
  11
  G
  34d12+238 (459)
  40 (–4 size, +34 natural),
  +42
  +26
  +19
  +23
  11d8 (34)
  30
  28
  touch 6, flat-footed 40
  12
  G
  37d12+296 (536)
  42 (–4 size, +36 natural)
  +46
  +28
  +20
  +25
  12d8 (36)
  32
  30
  touch 6, flat-footed 42
  
  dragon’s sense of smell or hearing reduces this
  ability to the equivalent of having the Blind-
  Fight feat. If both are negated, the dragon is
  effectively blinded. 
  Sound Screen (Ex): The cavern dragon
  can cause a muscular membrane located in its
  ears to open or close its auditory canal. Thus,
  the dragon can effectively seal its ears, deafen-
  ing itself on purpose. It can open or close this
  membrane as a free action. Once the dragon
  has sealed its ears, it is immune to all sonic
  powers, spells, and effects. However, while it is
  thus deafened, its blindsight ability is reduced
  in effectiveness as above. If the dragon’s sense
  of smell has been negated and it then seals its
  ears, the dragon is effectively blinded.
  Immunities (Ex): The dragon is immune
  to gaze attacks, visual effects, illusions, and
  other attack forms that rely on sight.
  Locate Object (Sp): The dragon can use
  this ability as the spell of the same name, once
  per day per age category.
  Other Spell-Like Abilities: 3/day—
  blindness/deafness, soften earth, transmute
  rock to mud or mud to rock; 1/day—earth-
  quake.
  Skills: Cavern dragons have a racial
  bonus of +12 to all Listen checks. In addition,
  cavern dragons have a racial bonus of +10 to
  Balance checks on uneven or slippery rock
  faces.
  Chthonian Dragon
  Dragon
  Climate/Terrain: Underground
  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 9; young adult 12; adult
  14; mature adult 17; old 19; very old 20;
  ancient 22; wyrm 23; great wyrm 25
  Treasure: Double standard
  Alignment: Always lawful evil
  Advancement: Wyrmling 4 HD (Tiny); very
  young 6 HD (Small); young 8–9 HD
  (Medium-size); juvenile 11–14 HD (Large);
  young adult 16–18 HD (Large); adult 20–21
  HD (Huge); mature adult 23–24 HD (Huge);
  old 26–27 HD (Huge); very old 29–30 HD
  (Huge); ancient 32–33 HD (Gargantuan);
  wyrm 35–37 HD (Gargantuan); great wyrm
  39+ HD (Colossal)
  Deep in the hollows of the earth where inhu-
  man empires hold sway, the dreaded mind flay-
  ers use their fleshcrafting arts to reshape nature
  according to their own aesthetic ideals. Among
  the most monstrous of their creations is the
  chthonian dragon.
  Bestiary
  10
  Cavern Dragon Abilities by Age
  Age
  Speed
  Str Dex Con Int Wis Cha
  Special Abilities
  Caster Level
  1
  40 ft., swim 60 ft., 
  11
  10
  13
  8
  11
  6
  Blindsight, sound screen, immunities
  —
  burrow 20 ft., climb 30 ft.
  2
  40 ft., swim 60 ft., 
  13
  10
  13
  8
  11
  6
  —
  burrow 20 ft., climb 30 ft.
  3
  40 ft., swim 60 ft., 
  15
  10
  15
  10
  11
  8
  —
  burrow 20 ft., climb 30 ft.
  4
  40 ft., swim 60 ft., 
  17
  10
  15
  10
  11
  8
  Blindness/deafness
  —
  burrow 20 ft., climb 30 ft.
  5
  40 ft., swim 60 ft., 
  19
  10
  17
  12
  13
  10
  Damage reduction 5/+1
  1st
  burrow 20 ft., climb 30 ft.
  6
  40 ft., swim 60 ft., 
  23
  10
  19
  12
  13
  10
  Locate object
  3rd
  burrow 20 ft., climb 30 ft.
  7
  40 ft., swim 60 ft., 
  27
  10
  21
  14
  15
  12
  Damage reduction 10/+1
  5th
  burrow 20 ft., climb 30 ft.
  8
  40 ft., swim 60 ft., 
  29
  10
  21
  14
  15
  12
  Soften earth
  7th
  burrow 20 ft., climb 30 ft.
  9
  40 ft., swim 60 ft., 
  31
  10
  23
  16
  17
  14
  Damage reduction 15/+2
  9th
  burrow 20 ft., climb 30 ft.
  10
  40 ft., swim 60 ft., 
  33
  10
  23
  16
  17
  14
  Transmute rock to mud/mud
  burrow 20 ft., climb 30 ft.
  to rock
  11th
  11
  40 ft., swim 60 ft., 
  35
  10
  25
  18
  19
  16
  Damage reduction 20/+3
  13th
  burrow 20 ft., climb 30 ft.
  12
  40 ft., swim 60 ft.,
  37
  10
  27
  20
  21
  18
  Earthquake
  15th
  burrow 20 ft., climb 30 ft.
  
  Bestiary
  To create one of these horrors, the mind
  flayers must first capture and immobilize a true
  dragon. The dragon can be of any variety, but it
  must be alive and at least Medium-size. They
  then implant a modified specimen of one of
  their own tadpoles in the dragon’s brain. Over
  the next few days, the tadpole devours the
  dragons brain and adapts to the physiology of
  its host, mimicking the draconic form just as
  mind flayers mock the humanoid frame.
  Eventually, the newborn bursts from its host’s
  skull as a new chthonian dragon.
  A chthonian dragon resembles its dragon
  “parent” only in its basic shape. Rather than
  being covered in scales, the creature’s purplish
  hide is slick and rubbery, marbled with throb-
  bing veins and coated in oily slime. Its fangs
  and talons are black chitin, and its wings
  resemble great sheets of fungus, not leather. Its
  beady eyes, lacking pupils and entirely white,
  peer out from the horror that is the creature’s
  snout. Four trunklike tentacles ring a set of
  interlocking, insectile jaws. This maw conceals
  two additional, longer, thinner tentacles that
  can shoot out without warning. Each of these
  “extractor” tentacles ends in four clutching ten-
  drils, designed to rip the brains from the drag-
  on’s hapless prey after it has paralyzed them
  with its psionic blast.
  Chthonian dragons uneasily combine the
  pride and greed of their draconic parent with
  the scheming, manipulative nature of their
  mind flayer creators. Chthonian dragons detest
  all forms of life other than themselves and
  spend much of their existence torn between the
  desire to subjugate the creatures inhabiting the
  deep caverns near their lairs and the urge to
  simply devour them.
  The hoard of a chthonian dragon is often
  guarded by creatures that the dragon has per-
  suaded into service with its charm monster
  ability. The dragons typically don’t keep the
  same guards for too long, however, as they
  inevitably give into the urge to devour them.
  The mind flayers themselves are not
  exempt from the chthonian dragons’ contempt.
  Perhaps for this reason, the mind flayers strict-
  ly limit chthonian dragons’ numbers. These
  unnatural horrors cannot reproduce without the
  captive dragons and modified tadpoles pre-
  pared by the mind flayers. However, some-
  where deep beneath the surface, the chthonian
  dragons are surely working to overcome this
  limitation.
  Chthonian dragons speak Undercommon,
  but usually prefer to communicate telepathical-
  ly with other beings. Only rarely do they deign
  to learn Draconic.
  11
  
  Combat
  Chthonian dragons are cruel and cunning oppo-
  nents. Unlike their creators, these monstrosities
  feel no aversion toward direct combat.
  However, for purely sadistic reasons, they still
  prefer to immobilize foes with psionic attacks
  then move in to extract the helpless creatures’
  brains. Chthonian dragons have all of the nat-
  ural attacks of a true dragon of the same size
  category and also possess a number of tentacle
  attacks.
  Tentacles: A chthonian dragon can make
  four tentacle attacks per round, inflicting the
  damage listed above. The chthonian dragon can
  also use its tentacles to snatch opponents.
  Tentacle attacks are at –5 to the attack bonus.
  Extraction Tentacles: A chthonian drag-
  on can extend each of its extraction tentacles to
  a distance equal to the length of a cone breath
  weapon of a dragon its size. This grants an
  additional two tentacle attacks, but the chthon-
  ian dragon cannot make both a bite attack and
  its extraction tentacle attacks in the same
  round. Extraction tentacle attacks are at –5 to
  the attack bonus.
  Improved Grab (Ex): A chthonian drag-
  on can use its improved grab in one of two
  ways, depending on which set of tentacles it
  uses. To use the first form of improved grab,
  the chthonian dragon must hit a creature at least
  one size category smaller than itself with a ten-
  tacle attack using one of the four tentacles ring-
  ing its jaws. If it gets a hold, it automatically
  inflicts bite damage each round the hold is
  maintained. After a successful grab, the
  chthonian dragon can try to attach its remain-
  ing tentacles with a single grapple check. The
  opponent can escape with a single successful
  grapple check or Escape Artist check, but the
  chthonian dragon gets a +2 circumstance bonus
  for every tentacle in use at the beginning of the
  opponent’s turn.
  To use its second form of improved grab,
  the chthonian dragon must hit a creature with a
  tentacle attack using one of its extraction tenta-
  cles. The dragon can try to use its second
  extraction tentacle for a firmer grip and the
  opponent can attempt to escape as detailed
  above. A chthonian dragon cannot make bite
  attacks while maintaining a hold with its
  extraction tentacles or vice versa.
  Extract (Ex): A chthonian dragon that
  begins its turn with one extraction tentacle
  attached to an opponent at least three size cate-
  gories smaller than itself and successfully
  maintains its hold automatically extracts the
  opponent’s brain, instantly killing the creature.
  If the chthonian dragon begins its turn with
  both extraction tentacles attached and success-
  Bestiary
  12
  Chthonian Dragons by Age
  Breath
  Attack
  Fort
  Ref
  Will
  Weapon
  Fear
  Tentacle
  Age Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  (DC)*
  DC
  SR
  Damage
  1
  T
  3d12 (19)
  19 (+2 size, +7 natural),
  +5
  +3
  +7
  +5
  1d4 (13)
  —
  13
  1
  touch 12, flat-footed 19
  2
  S
  5d12 (32)
  20 (+1 size, +9 natural),
  +6
  +4
  +7
  +7
  1d4 (14)
  —
  16
  1d2
  touch 11, flat-footed 20
  3
  M
  7d12+7 (52)
  21 (+11 natural),
  +8
  +6
  +7
  +8
  1d6 (16)
  —
  19
  1d3
  touch 10, flat-footed 21
  4
  L
  10d12+20 (85)
  22 (–1 size, +13 natural),
  +12
  +9
  +8
  +11
  1d6 (19)
  —
  22
  1d4+1
  touch 9, flat-footed 22
  5
  L
  15d12+45 (142)
  25 (–1 size, +16 natural)
  +19
  +12
  +10
  +13
  1d8 (21)
  21
  25
  1d4+2
  touch 9, flat-footed 25
  6
  H
  19d12+76 (199)
  27 (–2 size, +19 natural),
  +25
  +15
  +12
  +16
  1d8 (24)
  24
  26
  1d6+4
  touch 8, flat-footed 27
  7
  H
  22d12+110 (253)
  30 (–2 size, +22 natural),
  +29
  +18
  +14
  +18
  2d6 (26)
  26
  28
  1d6+4
  touch 8, flat-footed 30
  8
  H
  25d12+150 (312)
  32 (–2 size, +24 natural),
  +34
  +20
  +15
  +20
  2d8 (28)
  28
  29
  1d6+5
  touch 8, flat-footed 32
  9
  H
  28d12+196 (378)
  33 (–2 size, +25 natural), 
  +39
  +23
  +16
  +22
  2d8 (30)
  30
  30
  1d6+6
  touch 8, flat-footed 33
  10
  G
  31d12+248 (449)
  36 (–4 size, +30 natural) 
  +41
  +25
  +17
  +24
  3d4 (32)
  32
  32
  1d8+7
  touch 6, flat-footed 36
  11
  G
  34d12+306 (527)
  39 (–4 size, +33 natural) 
  +45
  +28
  +19
  +27
  3d4 (35)
  35
  33
  1d8+7
  touch 6, flat-footed 39
  12
  C
  38d12+380 (627)
  40 (–8 size, +38 natural) 
  +46
  +31
  +21
  +29
  3d6 (37)
  37
  35
  2d6+8
  touch 2, flat-footed 40
  
  Bestiary
  fully maintains its hold, it can extract the brain
  of a creature equal to its own size or smaller.
  Frightful Presence (Ex): A young adult
  or older chthonian dragon has a frightful pres-
  ence just like that of a true dragon.
  Mind Blast (Sp): Although a chthonian
  dragon lacks a true breath weapon, it does
  inherit its creators’ ability to psionically assault
  its foes. A chthonian dragon’s mind blast is a
  cone as large as the breath weapon of a true
  dragon its size. Anyone caught in the cone must
  succeed at a Will save or be stunned for a num-
  ber of rounds determined by its age category.
  Psionics (Sp): At will—astral projection,
  charm monster, detect thoughts, levitate, sug-
  gestion, and telekinesis. These abilities are as
  the spells cast by a sorcerer of the caster level
  listed above.
  Aberration Traits (Ex): A chthonian
  dragon’s draconic physiology has been utterly
  warped by alien mutations. Although its crea-
  ture type is “dragon,” special attacks and magic
  properties (such as a ranger’s favored enemy
  bonuses or bane weapons) affect a chthonian
  dragon as if it were an aberration as well.
  Immunities (Ex): Chthonian dragons of
  at least very young age are immune to all mind-
  influencing effects.
  Telepathy (Su): Chthonian dragons can
  communicate telepathically with any creature
  within 100 ft. that has a language.
  Diamondback Dragon
  Dragon (Earth)
  Climate/Terrain: Temperate and warm desert
  and underground
  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,
  mated pair, or family (1–2 and 2–5 off-
  spring)
  Challenge Rating: Wyrmling 3; very young 4;
  young 5; juvenile 7; young adult 9; adult 12;
  mature adult 14; old 16; very old 18; ancient
  20; wyrm 22; great wyrm 24
  Treasure: Double standard
  Alignment: Always neutral evil
  Advancement: Wyrmling 7–8 HD (Medium-
  size); very young 10–11 HD (Medium-size);
  young 13–14 HD (Large); juvenile 16–17
  HD (Large); young adult 19–20 HD (Huge);
  adult 22–23 HD (Huge); mature adult 25–26
  HD (Huge); old 28–29 HD (Huge); very old
  31–32 
  (Gargantuan); 
  ancient 
  34–35
  (Gargantuan); wyrm 37–38 (Gargantuan);
  great wyrm 40+ (Colossal)
  Diamondback dragons are a magical cross-
  breed of green dragon and rattlesnake that
  combines the most vile and destructive
  qualities of each.
  13
  Chthonian Dragon Abilities by Age
  Age
  Speed
  Str Dex Con Int Wis Cha
  Special Abilities
  Caster Level
  1
  60 ft, fly 100 ft.
  10
  11
  10
  15
  14
  14
  Mind blast, telepathy
  —
  (average), swim 60 ft.
  2
  60 ft, fly 100 ft.
  11
  11
  10
  16
  14
  14
  Immunities
  —
  (average), swim 60 ft.
  3
  60 ft, fly 150 ft.
  12
  11
  12
  17
  16
  16
  —
  (poor), swim 60 ft.
  4
  60 ft, fly 150 ft.
  16
  11
  14
  19
  18
  18
  Detect thoughts, levitate
  3rd
  (poor), swim 60 ft.
  5
  60 ft, fly 150 ft.
  21
  11
  16
  19
  18
  18
  Damage reduction 5/+1
  5th
  (poor), swim 60 ft.
  6
  60 ft, fly 150 ft.
  26
  11
  18
  21
  20
  20
  Suggestion
  7th
  (poor), swim 60 ft.
  7
  60 ft, fly 150 ft.
  28
  11
  20
  21
  20
  20
  Charm monster, damage reduction 10/+1
  9th
  (poor), swim 60 ft.
  8
  60 ft, fly 150 ft.
  32
  11
  22
  23
  22
  22
  11th
  (poor), swim 60 ft.
  9
  60 ft, fly 150 ft.
  35
  11
  24
  23
  22
  22
  Damage reduction 15/+2
  13th
  (clumsy), swim 60 ft.
  10
  60 ft, fly 200 ft.
  38
  11
  26
  25
  24
  24
  15th
  (clumsy), swim 60 ft.
  11
  60 ft, fly 200 ft.
  40
  11
  28
  27
  26
  26
  Damage reduction 20/+3, telekinesis
  17th
  (clumsy), swim 60 ft.
  12
  60 ft, fly 200 ft.
  42
  11
  30
  27
  26
  26
  Astral projection
  19th
  (clumsy), swim 60 ft.
  
  Diamondback dragons have long, slender
  bodies (much like those of Oriental dragons).
  They have wide, flat heads, gleaming needle-
  like fangs, and large wings. Some older dia-
  mondbacks also have faint diamond-shaped
  patterns weaving across their scaly skin. 
  However, a diamondback dragon’s most
  prominent feature is the large rattle on the end
  of its tail, which is the source of its magical
  abilities.
  Diamondback dragons are nomadic for-
  agers, burrowing into the sand to surprise
  unsuspecting desert travelers. Their poisonous
  fangs and magical abilities make them among
  the most feared creatures in the desert.
  A diamondback’s patience is legendary.
  They have been known to lie in wait for prey
  for weeks on end, never moving an inch until
  they strike.
  Diamondback dragons make their lairs in
  cool, underground caverns, usually in canyons
  or mountains near a desert. However, they are
  restless creatures and generally only occupy
  their lairs when hibernating or raising young.
  As such, they are not usually around to guard
  their own lairs, which tend to be filled with
  gold coins and items. Because of this, dia-
  mondback dragon lairs have become notorious
  for the number and the complexity of mechan-
  ical traps that act as guardians against unwant-
  ed intruders. A few enterprising diamondback
  dragons have been known to employ other
  creatures to guard their lairs, such as bugbears
  and hobgoblins. However, these arrangements
  Bestiary
  14
  Diamondback Dragons by Age
  Breath
  Attack
  Fort
  Ref
  Will
  Weapon
  Fear
  Bite
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  (DC)
  DC
  SR
  DC
  1
  S
  6d12+6 (45)
  14 (+1 size, +3 natural),
  +7
  +6
  +5
  +5
  1d10 (13)
  —
  —
  10
  touch 11, flat-footed 14
  2
  M
  9d12+9 (67)
  16 (+6 natural),
  +10
  +7
  +6
  +6
  2d10 (16)
  —
  —
  13
  touch 10, flat-footed 16
  3
  M
  12d12+24 (102)
  19 (+9 natural),
  +14
  +10
  +8
  +9
  3d10 (17)
  —
  —
  16
  touch 10, flat-footed 19
  4
  L
  15d12+30 (127)
  22 (–1 size, +12 natural),
  +17
  +11
  +9
  +11
  4d10 (20)
  —
  —
  19
  touch 9, flat-footed 22
  5
  L
  18d12+54 (171)
  24 (–1 size, +15 natural),
  +21
  +14
  +11
  +13
  5d10 (22)
  20
  18
  22
  touch 9, flat-footed 24
  6
  H
  21d12+84 (220)
  26 (–2 size, +18 natural),
  +25
  +16
  +12
  +15
  6d10 (25)
  21
  20
  26
  touch 8, flat-footed 26
  7
  H
  24d12+120 (276)
  29 (–2 size, +21 natural),
  +30
  +19
  +14
  +17
  7d10 (26)
  24
  22
  28
  touch 8, flat-footed 29
  8
  H
  27d12+135 (310)
  32 (–2 size, +24 natural),
  +34
  +20
  +15
  +19
  8d10 (29)
  25
  23
  30
  touch 8, flat-footed 32
  9
  H
  30d12+180 (375)
  35 (–2 size, +27 natural),
  +38
  +23
  +17
  +21
  9d10 (30)
  28
  25
  32
  touch 8, flat-footed 35
  10
  G
  33d12+198 (412)
  37 (–4 size, +31 natural),
  +40
  +24
  +18
  +23
  10d10 (32)
  29
  26
  35
  touch 6, flat-footed 37
  11
  G
  36d12+252 (486)
  39 (–4 size, +33 natural),
  +44
  +27
  +20
  +25
  11d10 (35)
  32
  28
  38
  touch 6, flat-footed 39
  12
  C
  39d12+312 (565)
  42 (–8 size, +40 natural),
  +44
  +29
  +21
  +27
  12d10 (38)
  33
  30
  40
  touch 2, flat-footed 42
  
  Bestiary
  tend to be short-lived and lead to bloodshed
  due to the diamondback’s suspicious nature.
  Diamondback dragons fear and mistrust
  most humanoid races, mostly because assassins
  covet the poison contained in a diamondback
  dragon's fangs and have been known to send
  hunting parties to kill young diamondbacks and
  collect their poisonous fluids.
  Diamondback dragons speak Draconic.
  Combat
  When possible, diamondback dragons prefer to
  attack from the ground, burying themselves in
  sand or loose rock near desert paths and then
  ambushing unsuspecting travelers.
  Some older diamondbacks lay traps using
  their spell-like abilities. They create a false
  spring to attract prey, surging up out of the sand
  next to the illusionary oasis when the time is
  right.
  When attacking from the air, diamond-
  back dragons prefer to keep the sun at their
  backs, making themselves difficult to spot and
  keeping the sun in their opponents’ eyes.
  When encountering a single victim, dia-
  mondback dragons often try to use their hypno-
  sis and suggestion abilities to pacify their prey
  before attacking. However, they will not hesi-
  tate to use their breath weapons and fearsome
  natural attacks to destroy their enemies.
  Diamondback dragons are known to be
  cruel and to pick on victims far weaker than
  themselves; however, they generally dislike
  combat, and are not too proud to retreat when
  faced with a more powerful foe.
  Breath Weapon (Su): A diamondback
  dragon has one type of breath weapon, a cone
  of acidic gas. This acidic gas also contains a
  debilitating contact poison called dragon bile
  (see DMG, Chapter 3, Poison), which affects
  all victims struck by the breath weapon unless
  a successful Fort save (same DC as that made
  to avoid the breath weapon) is made. 
  Immunities (Ex): A diamondback drag-
  on is immune to poison and acid damage.
  Poison (Ex): A diamondback dragon’s
  bite injects its victim with a powerful neuro-
  toxin. In addition to standard bite damage, any
  creature bitten by a diamondback dragon must
  make a successful Fortitude save (as per age
  category) or suffer initial damage of 2d6 tem-
  porary points of Constitution, and secondary
  damage of 3d6 points of Constitution.
  Rattle (Sp): A diamondback dragon uses
  its other spell-like abilities by rattling its tail. If
  the tail is silenced or removed, the dragon is
  unable to utilize any of its spell-like abilities.
  The rattle can be severed with a single attack
  (–5 to the attack bonus) that deals damage
  equal to the dragon’s Hit Dice or more.
  Other Spell-Like Abilities: 3/day—cre-
  ate water, hypnotism, suggestion, hold per-
  son, hallucinatory terrain; 1/day—hold
  monster, mirage arcana
  15
  Diamondback Dragon Abilities by Age
  Age
  Speed
  Str Dex Con Int Wis Cha
  Special Abilities
  Caster Level
  1
  60 ft., fly 120 ft.
  11
  11
  12
  12
  10
  8
  Create water, hypnotism, immunities
  —
  (average), burrow 90 ft.
  2
  60 ft., fly 120 ft.
  13
  11
  13
  14
  11
  9
  —
  (average), burrow 90 ft.
  3
  60 ft., fly 180 ft.
  15
  11
  14
  15
  12
  10
  —
  (poor), burrow 90 ft.
  4
  60 ft., fly 180 ft.
  17
  11
  15
  16
  14
  11
  Suggestion
  1st
  (poor), burrow 90 ft.
  5
  60 ft., fly 180 ft.
  19
  11
  16
  17
  15
  12
  Damage reduction 5/+1
  3rd
  (poor), burrow 90 ft.
  6
  60 ft., fly 180 ft.
  23
  11
  18
  18
  16
  13
  Hold person
  5th
  (poor), burrow 90 ft.
  7
  60 ft., fly 180 ft.
  27
  11
  20
  20
  17
  14
  Damage reduction 10/+1
  7th
  (poor), burrow 90 ft.
  8
  60 ft., fly 240 ft.
  29
  11
  21
  21
  18
  15
  Hallucinatory terrain
  9th
  (clumsy), burrow 90 ft.
  9
  60 ft., fly 240 ft.
  31
  11
  22
  22
  19
  16
  Damage reduction 15/+2
  11th
  (clumsy), burrow 90 ft.
  10
  60 ft., fly 240 ft.
  33
  11
  23
  23
  20
  17
  Hold monster
  13th
  (clumsy), burrow 90 ft.
  11
  60 ft., fly 240 ft.
  35
  11
  24
  24
  21
  18
  Damage reduction 20/+3
  15th
  (clumsy), burrow 90 ft.
  12
  60 ft., fly 240 ft.
  37
  11
  26
  26
  22
  19
  Mirage arcana
  17th
  (clumsy), burrow 90 ft.
  
  Dire Dragon
  Dragon
  Climate/Terrain: Any land
  Organization: Wyrmling, very young, juve-
  nile, and young adult: Solitary or clutch
  (2–5); adult, mature adult, old, very old,
  ancient, wyrm, or great wyrm: solitary, pair,
  or family (1 mother and 2–5 wyrmlings)
  Challenge Ratings: Wyrmling 2, very young
  4, young 6, juvenile 7, young adult 8, adult
  10, mature adult 12, old 14, very old 15,
  ancient 17, wyrm 18, great wyrm 19
  Treasure:  1/2 standard
  Alignment: Always neutral
  Advancement:
  Wyrmling 
  11–12 
  HD
  (Medium-size); very young 14–15 HD
  (Large); young 17–18 HD (Large); juvenile
  20–21 HD (Huge); young adult 23–24 HD
  (Huge); adult 26–27 HD (Huge); mature
  adult 29–30 HD (Gargantuan); old 32–33
  HD (Gargantuan); very old 35–36 HD
  (Gargantuan); ancient 38–39 HD (Colossal);
  wyrm 41–42 HD (Colossal); great wyrm
  44+ HD (Colossal)
  Dire dragons, sometimes called prehistoric
  dragons or ancestral dragons, are creatures of
  pure physical force.
  Unlike most other dragons, dire dragons
  are little more than brute animals—in much the
  same way that a shark is little more than a fish
  with teeth. Dire dragons are all claws, teeth,
  and fury. They have no desires or vanities to
  play upon other than hunger. The creatures are
  huge; the newly hatched are already man-size,
  and the eldest of them easily stand head and
  shoulders above the largest reds or golds ever
  documented on the material plane.
  A dire dragon’s skin is smooth and light
  gray in its youth, becoming darker and rougher
  with age. The scales of older dire dragons are
  incredibly thick and tough, turning aside blows
  from even potent magical weapons. 
  Dire dragons are born with small bony
  nubs on each joint and a row of ridges along the
  back, all of which quickly grow into sharp
  spikes and horns. The back ridges arch back-
  ward like serrated scimitars, and the tail ends in
  several painful barbs. Close examination of any
  of the bony portions reveal that all of them are
  covered with small hooks and spines. Finally, a
  Bestiary
  16
  
  Bestiary
  dire dragon’s skeleton is greatly reinforced,
  granting it extraordinary strength, toughness,
  and power.
  Dire dragons can live anywhere other
  dragons can survive and often have slight
  traces of the adaptations possessed by their
  more modern counterparts. Swamp-dwelling
  dire dragons, for example, can hold their breath
  for prolonged periods and might have a crude
  variation of the distinctive horn patterns of
  black dragons. Desert-dwelling dire dragons
  often have a slight blue sheen, and so forth.
  Dire dragons have no culture or society—
  they mate when the urge comes upon them,
  which happens every few decades or so. The
  mother cares for the eggs until they hatch, then
  raises the wyrmlings for six months to a year
  until they are capable of feeding themselves.
  Mated pairs only stay together during the
  courtship and mating rituals and do not hunt or
  lair together.
  These brutish creatures lack the desire for
  wealth so common to other dragons. At most,
  they exhibit an urge to collect shiny objects and
  often drag reflective items such as polished
  armor or glistening gems back to their lairs.
  The lack of a valuable hoard of gold and mag-
  ical items can be problematic for those who
  dwell within the hunting territory of a dire
  dragon. Such unfortunates find that they can
  only attract a dragonslayer by appealing to the
  hunter’s sense of nobility or by raising a suit-
  able reward themselves. For most adventur-
  ers, the creature’s rather paltry hoard is
  simply not worth the risk of confronting
  it in combat.
  17
  Dire Dragon Abilities by Age
  Age
  Speed
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Special Abilities
  1
  50 ft., fly 100 ft. (average)
  18
  10
  15
  4
  12
  8
  Rage
  2
  50 ft., fly 100 ft. (average)
  21
  10
  15
  4
  12
  8
  Vorpal bite
  3
  50 ft., fly 100 ft. (average)
  24
  10
  17
  4
  12
  8
  Damage reduction 5/+1
  4
  50 ft., fly 150 ft. (poor)
  27
  10
  19
  4
  12
  10
  5
  50 ft., fly 150 ft. (poor)
  30
  10
  21
  4
  14
  10
  Damage reduction 10/+2
  6
  50 ft., fly 150 ft. (poor)
  33
  10
  21
  4
  14
  12
  7
  50 ft., fly 200 ft. (poor)
  36
  10
  21
  4
  14
  12
  Damage reduction 15/+2
  8
  50 ft., fly 200 ft. (poor)
  39
  10
  25
  4
  14
  14
  Greater rage
  9
  50 ft., fly 200 ft. (poor)
  42
  10
  25
  4
  16
  14
  Damage reduction 20/+3
  10
  50 ft., fly 200 ft. (clumsy)
  45
  10
  29
  4
  16
  16
  11
  50 ft., fly 200 ft. (clumsy)
  48
  10
  29
  4
  16
  16
  Damage reduction 25/+3
  12
  50 ft., fly 200 ft. (clumsy)
  51
  10
  29
  4
  16
  18
  Damage reduction 30/+4
  Dire Dragons by Age
  Attack
  Fort
  Ref
  Will
  Impaling
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Damage
  DC
  SR
  1
  M
  10d12+20 (85)
  20 (+10 natural)
  +14
  +9
  +7
  +8
  1d6+4
  —
  —
  touch 10, flat-footed 20
  2
  L
  13d12+26 (110)
  22 (–1 size, +13 natural)
  +18
  +10
  +8
  +9
  1d8+5
  —
  —
  touch 9, flat-footed 22
  3
  L
  16d12+48 (152)
  25 (–1 size, +16 natural)
  +23
  +13
  +10
  +11
  1d8+7
  —
  —
  touch 9, flat-footed 25
  4
  H
  19d12+76 (199)
  27 (–2 size, +19 natural)
  +27
  +15
  +11
  +12
  2d6+8
  —
  11
  touch 8, flat-footed 27
  5
  H
  22d12+110 (253)
  30 (–2 size, +22 natural)
  +32
  +18
  +13
  +15
  2d6+10
  21
  14
  touch 8, flat-footed 30
  6
  H
  25d12+125 (287)
  33 (–2 size, +25 natural)
  +36
  +19
  +14
  +16
  2d6+11
  23
  15
  touch 8, flat-footed 33
  7
  G
  28d12+140 (322)
  34 (–4 size, +28 natural)
  +41
  +21
  +16
  +18
  2d8+13
  25
  16
  touch 6, flat-footed 34
  8
  G
  31d12+217 (418)
  37 (–4 size, +31 natural)
  +45
  +23
  +17
  +19
  2d8+14
  27
  17
  touch 6, flat-footed 37
  9
  G
  34d12+238 (459)
  40 (–4 size, +34 natural)
  +50
  +26
  +19
  +22
  2d8+16
  29
  18
  touch 6, flat-footed 40
  10
  C
  37d12+333 (573)
  39 (–8 size, +37 natural)
  +54
  +29
  +20
  +23
  4d6+17
  31
  19
  touch 2, flat-footed 39
  11
  C
  40d12+360 (620)
  42 (–8 size, +40 natural)
  +59
  +30
  +21
  +24
  4d6+19
  33
  20
  touch 2, flat-footed 42
  12
  C
  43d12+387 (666)
  45 (–8 size, +43 natural)
  +63
  +32
  +23
  +26
  4d6+20
  35
  21
  touch 2, flat-footed 45
  
  Combat
  Dire dragons in combat have no strategy
  beyond raw force—but that’s typically all they
  need. Almost all dire dragons take Combat
  Reflexes as their first feat (to allow them to
  take better advantage of their impaling ability),
  and follow up with Improved Critical (vorpal
  bite), Weapon Focus (vorpal bite), Power
  Attack, Cleave, and Great Cleave. 
  Impaling (Ex): In addition to the natural
  attacks common to all dragons, dire dragons
  may use their various horns, spines, and spikes
  to make exceptionally vicious attacks of oppor-
  tunity. Whenever a dire dragon has an attack of
  opportunity against a creature within 5 ft., it
  may attempt to impale the creature on its
  jagged spikes (–5 to the attack bonus), doing
  damage as per its age category.
  Vorpal Bite (Ex): The dire dragon’s teeth
  are extraordinarily sharp, and its jaw muscles
  are among the strongest of any living creature.
  When a very young or older dire dragon scores
  a successful critical hit, the opponent’s head, if
  it has one, is severed.
  Rage (Ex): At will, a dire dragon may fly
  into a wild rage during battle. When the dragon
  does this, it temporarily gains +4 to Strength,
  +4 to Constitution, and a +2 morale bonus on
  Will saves but suffers a –2 penalty to AC. This
  rage lasts for a number of rounds equal to 3
  plus its (modified) Con bonus. The bonus to
  Constitution increases the dragon’s hit points
  by 2 per HD, but these hit points go away at the
  end of the rage when its Constitution score
  drops back to normal.
  At the end of this time, the dragon is
  fatigued (–2 to Strength, –2 to Dexterity, can’t
  charge or run) for the rest of the encounter.
  However, given the dire dragon’s high
  Constitution, its rage is likely to last for the
  entire combat.
  A dire dragon can only enter a rage once
  per encounter. Entering a rage takes no time
  itself, but the dragon can only do this during its
  action, not in response to someone else’s
  action.
  Greater Rage (Ex): An Old or older dire
  dragon’s rage bonuses become +6 to Strength,
  +6 to Constitution, and a +3 morale bonus to
  Will saves. The –2 penalty to the dragon’s AC
  remains the same. The improved bonus to
  Constitution now increases the dragon’s hit
  points by 3 per HD, though these hit points still
  go away at the end of the rage.
  Dragonshark
  Colossal Dragon (Aquatic)
  Hit Dice: 40d12+360 (620 hp)
  Initiative: +4
  Speed: 30 ft., swim 90 ft.
  AC: 31 (–8 size, +29 natural), touch 2, flat-
  footed 31
  Attacks: Bite +41 melee
  Damage: Bite 4d6+13
  Face/Reach: 40 ft. by 80 ft./15ft.
  Special Attacks: Improved grab, swallow
  whole, capsize
  Special Qualities: Blood frenzy, keen scent
  Saves: Fort +33, Ref +24, Will +27
  Abilities: Str 42, Dex 11,Con 28, Int 6, Wis 16,
  Cha 11
  Skills: Swim +47, Wilderness Lore +40, Spot
  +30, Move Silently +15, Hide +15,
  Intimidate +20, Listen +30
  Feats: Alertness, Cleave, Great Fortitude,
  Greater 
  Cleave, 
  Improved 
  Critical,
  Improved Initiative, Iron Will, Lightning
  Reflexes, Power Attack, Snatch, Track
  Climate/Terrain: Any aquatic
  Organization: Solitary or mated pair
  Challenge Rating: 19
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 41+ HD (Colossal)
  Dragonsharks are enormous, savage killing
  machines—half shark, half dragon. Their hunt-
  ing skills are legendary, and a dragonshark that
  catches the scent of wounded prey never gives
  up the chase.
  A dragonshark resembles a wingless
  dragon with webbed claws, a serpentine head,
  and a long, finned tail. Its skin is rough like a
  shark’s, and its dorsal fin contains a number of
  hard, bony spines. The dragonshark’s eyes are
  soulless and cruel, revealing only its endless
  appetite and barely suppressed fury.
  Dragonsharks do not have a culture. They
  occasionally gather to mate and lay eggs, but
  the resulting hatchlings are expected to fend for
  themselves, and the stronger hatchlings will
  typically make a meal of their younger siblings
  and any unhatched eggs.
  Some evil undersea societies have man-
  aged to tame dragonsharks while they are still
  young. Tame dragonsharks are rare, however,
  and only the rulers of such societies are privi-
  leged enough to ride one into battle.
  Bestiary
  18
  
  Bestiary
  Combat
  When attacking a ship, a dragonshark begins
  by surfacing under it to capsize the vessel. It
  then toys with its prey, circling around them
  and periodically darting in to kill a screaming
  victim. Once the smell of blood is strong in the
  water, however, the dragonshark enters a feed-
  ing frenzy and devours anyone within reach. 
  Blood Frenzy (Ex): Once 40 or more
  total points of damage have been inflicted dur-
  ing an encounter (either to or by the dragon-
  shark), the creature enters a feeding frenzy for
  the remainder of the fight. During this time, its
  Intelligence score drops to 2, and it is affected
  as though by a haste spell.
  Capsize (Ex): A submerged dragonshark
  that surfaces under a vessel less than 40 feet
  long capsizes the vessel 95% of the time. It has
  a 50% chance to capsize a vessel from 40 feet
  to 120 feet long and a 20% chance to capsize
  one over 120 feet long. 
  Improved Grab (Ex): If a dragonshark
  bites a Huge or smaller opponent, it deals nor-
  mal damage and attempts to start a grapple as a
  free action without provoking an attack of
  opportunity (grapple bonus +65). If it gets a
  hold, it can try to swallow in the next round.
  Thereafter, the dragonshark can either conduct
  the grapple normally or use its jaws to hold the
  opponent (–20 penalty on grapple check, but
  the dragonshark is not considered grappled). In
  either case, each successful grapple check it
  makes during successive rounds automatically
  deals bite damage.
  Swallow Whole (Ex): A dragonshark can
  swallow a Gargantuan or smaller creature by
  making a successful grapple check (grapple
  bonus +65), provided it already has that oppo-
  nent in its maw (see Improved Grab). Once
  inside the dragonshark, the opponent takes
  4d6+13 points of bludgeoning damage plus
  1d8+4 points of acid damage per round from
  the shark’s stomach. A successful grapple
  check allows the swallowed creature to climb
  out of the stomach and return to the dragon-
  shark’s mouth, where another successful grap-
  ple check is needed to get free. Alternatively, a
  swallowed creature can try to cut its way out
  with either claws or a light piercing or slashing
  weapon. Dealing at least 50 points of damage
  to the stomach (AC 31) in this way creates an
  opening large enough to permit escape. Once a
  single swallowed creature exits, muscular
  action closes the hole, forcing other swallowed
  opponents to cut their own way out. A dragon-
  shark’s stomach can hold up to 2 Gargantuan, 8
  Huge, 32 Large, 128 Medium-size, or 512
  Small or smaller opponents.
  Keen Scent (Ex): A dragonshark can
  sense other creatures by scent in a 180-foot
  radius and smell blood up to a mile away.
  19
  
  Bestiary
  A proud race of humanoid dragons that was old
  when the elven race was in its infancy, the
  dragoth are a dwindling race increasingly
  believed to be nothing more than a fable.
  The dragoth rule over lands known to
  sages as the Dragoth Barrens. This area was
  once a fertile and beautiful land but has fallen
  into decay due to constant civil wars.
  While the dragoth try to delude them-
  selves that their downfall is the product of
  elven and human treachery, the truth is that
  their own greed and politicking has led to
  the current state of this once-great race.
  Worker
  Most of the dragoth tribes are composed of
  workers—slaves that perform menial tasks for
  their adept and knight masters.
  Each worker bears the traditional scale
  markings of one of the five breeds of chromat-
  ic dragons. They are usually quite filthy and
  dress in rags thrown away by their masters.
  Even workers who toil in the most opulent of
  adept palaces are foul and pathetic-looking
  creatures—their masters see no reason to make
  a beast of burden look respectable.
  Dragoth
  Worker
  Medium-Size Dragon
  3d12+6 (25 hp)
  +0
  30 ft. 
  11 (+1 natural), touch
  10, flat-footed 11
  Bite +4 melee and 2
  claws –1 melee
  Bite 1d8+1, claws 1d6
  5 ft. by 5 ft./5 ft. 
  —
  Resistances
  Fort +5, Ref +3, Will +3
  Str 12, Dex 10, Con 14,
  Int 8, Wis 10, Cha 10
  Craft (any one) +5
  Listen +7, Spot +7
  Alertness
  Any land
  Solitary, pair, squad
  (3–8), gang (9–24), or
  work group (25–99)
  2
  None
  Any
  By character class
  Knight
  Medium-Size Dragon
  5d12+5 (37 hp)
  +5
  30 ft. 
  22 (+1 Dex, +1 natural,
  +10 draconic plate),
  touch 11, flat-footed 21
  Masterwork longsword
  +8/+3 melee, or bite +7
  melee and 2 claws +2
  melee
  Masterwork longsword
  1d8+2 and special, bite
  1d8+2, claws 1d6+1
  5 ft. by 5 ft./5 ft. 
  Breath weapon focus
  Resistances, SR 14
  Fort +5, Ref +5, Will +4
  Str 14, Dex 12, Con 12,
  Int 10, Wis 10, Cha 10
  Concentration +5, Craft
  (any two) or Knowledge
  (any two) +5, Listen
  +10, Spot +10
  Alertness, Improved
  Initiative
  Any land
  Solitary, company (2–4),
  squad (5–11), or strike
  force (12–24)
  4 (chromatic 5)
  Standard
  Usually evil
  By character class
  Adept
  Medium-Size Dragon
  4d12+4 (30 hp)
  +1
  30 ft.
  12 (+1 Dex, +1 natural),
  touch 11, flat-footed 11
  Masterwork ranseur +5
  melee, or bite +4 melee
  and 2 claws –1 melee
  Masterwork ranseur 2d4
  and special, bite 1d8,
  claws 1d6
  5 ft. by 5 ft./5 ft. (15 ft.
  with ranseur)
  Breath weapon focus,
  spells
  Resistances, SR 18
  Fort +5, Ref +5, Will +4
  Str 10, Dex 12, Con 12,
  Int 14, Wis 10, Cha 10
  Concentration +7, Craft
  (any two) or Knowledge
  (any two) +5, Listen +7,
  Scry +7, Spellcraft +7,
  Spot +7
  Alertness, Expertise
  Any land
  Solitary, or tribe (3–5,
  with 12–24 knights and
  25–99 workers)
  6 (chromatic 8)
  Double standard
  Usually evil
  By character class
  Hit Dice:
  Initiative:
  Speed:
  AC:
  Attacks:
  Damage:
  Face/Reach:
  Special Attacks:
  Special Qualities:
  Saves:
  Abilities:
  Skills:
  Feats:
  Climate/Terrain:
  Organization:
  Challenge Rating:
  Treasure:
  Alignment:
  Advancement:
  20
  
  Bestiary
  Dragoth workers are thought to be little
  better than livestock by their masters, and are
  expected to obey all orders given to them with-
  out hesitation. Because of this, most workers
  are craven, spineless cowards, cringing when-
  ever a knight or adept barks out orders nearby. 
  Even if workers muster the courage to try
  and improve their lot, it is death within the
  Dragoth Barrens for them to so much as touch
  a martial weapon or learn to read.
  Combat
  Most attacks on a dragoth tribe are handled by
  the knights, who are far more capable fighters
  than a dragoth worker could ever hope to be.
  Workers are only expected to fight in large
  numbers, where they are handed a crude
  weapon along with a hundred other workers,
  and expected to wade into the front lines of bat-
  tle situations and die. The only thing propelling
  these workers into combat is the knowledge
  that if they retreat, their dragoth knight com-
  manders will certainly cut them down as they
  try to escape from the fight.
  Resistances (Ex): Dragoth workers have
  resistances of 10 to the following damage
  types, depending upon their scale coloration:
  black or green: acid; blue: electricity; red: fire;
  white: cold.
  Knight
  If the dragoth adepts represent the heart and
  mind of the dragoth race, then the knights are
  its strong right arm. They serve the dragoth
  adepts without question. However, among the
  workers, a knight’s word is law, and their
  orders must be obeyed instantly.
  Dragoth knights wear draconic plate,
  which is made of a lightweight material found
  only in the Barrens. In addition, they typically
  wear garish cloaks that display their house
  insignia. Knights rarely walk, preferring
  instead to ride waste runners.
  The knights are the only dragoth that trav-
  el beyond the borders of the Dragoth Barrens
  on legitimate business. They wear closed hel-
  mets and drape themselves with heavy robes
  when leaving the Barrens, not wishing to be
  viewed by creatures they believe to be inferior
  to themselves.
  Dragoth knights believe themselves to be
  honorable warriors. This is certainly the case
  when they are among other dragoth. However,
  they believe creatures of other races, such as
  humans and elves, to be little better than clever
  animals. Given to another dragoth, a knight's
  word is his bond; given to any other being it is
  meaningless.
  All dragoth knights speak Draconic, and a
  few (25%) are also versed in the Elven and
  Common tongues.
  Combat
  Dragoth knights can be intelligent, strategic
  fighters. However, their impulsive natures tend
  to get the better of them in the heat of battle.
  They have no taste for ranged combat, seeing it
  as a coward’s tactic. They first attack their
  opponents using their breath weapon focus
  ability, and then turn to face whatever foes
  remain, in order from strongest to weakest.
  Dragoth knights refuse to accept defeat—they
  almost never retreat and often enter combat sit-
  uations of which they have little realistic
  chance of survival. Only when a greater goal is
  being pursued does discretion become the bet-
  ter part of valor, and only then will a dragoth
  knight consider fleeing from battle.
  Breath Weapon Focus (Su): Like all
  dragoth, members of the knight caste have
  some sort of chromatic dragon blood coursing
  through their veins—black, blue, green, red, or
  white. The color of a dragoth’s scales
  reflect its nature and powers. A select few
  (5%) are called chromatic knights—they
  21
  
  have the scale coloration of all five chromatic
  dragons and are more powerful than the aver-
  age dragoth knight.
  While they do not have breath weapons,
  dragoth knights can channel magical energies
  through a chosen weapon once per day. This
  weapon must be at least masterwork caliber,
  typically a longsword. When the knight men-
  tally summons forth the focused energy, it sur-
  rounds the weapon for a number of rounds
  equal to the knight’s Hit Dice. This energy
  causes the weapon to add +1d6 points of bonus
  damage of a type determined by the dragoth’s
  heritage, as shown below.
  Dragoth Variety
  Damage Type
  Black/Green
  Acid
  Blue
  Electricity
  Red
  Fire
  White
  Cold
  Chromatic
  Any of the above
  Resistances (Ex): Dragoth knights have
  resistances of 10 to the following damage
  types, depending upon their scale coloration:
  black or green: acid; blue: electricity; red: fire;
  white: cold. Chromatic knights  have resistance
  10 to all these damage types.
  Adept
  Introspective and scholarly, dragoth
  adepts are the sorcerous leaders of the dragoth.
  They use their powerful magical abilities to
  keep the remnants of the Dragoth Barrens
  intact.
  Shunning physical conflict, dragoth
  adepts rarely wear armor or wield weapons
  other than an ornate staff or ranseur. They wear
  simple robes through which their scale col-
  oration can be clearly seen. Adepts are almost
  never encountered beyond the realms of the
  Dragoth Barrens.
  While a dragoth knight often leaps head-
  long in battle without thought, adepts, as the
  political leaders of their race, analyze a situa-
  tion from every possible angle, refusing to take
  any sort of action until they believe they know
  for certain the best possible course of action. 
  Dragoth adepts are fluent in many lan-
  guages: Draconic, Elven, Common, and
  Dwarven are among those known to adepts.
  Combat
  Dragoth adepts rarely find themselves in com-
  bat situations. If they believe combat is immi-
  nent, adepts generally send dragoth knights to
  do their fighting for them or use dragoth work-
  ers to delay their attackers while they escape.
  Adepts that are forced into combat typically
  cast powerful offensive spells enhanced by
  their breath weapon focus ability until they can
  escape.
  Spells: A dragoth adept casts spells as a
  5th-level sorcerer.
  Breath Weapon Focus (Su): As with the
  dragoth knights, members of the adept caste
  have some chromatic dragon blood coursing
  through their veins—black, blue, green, red, or
  white. These colors represent the adept’s inner
  nature and powers. Also, as with the dragoth
  knights, a select few adepts (5%) are called
  chromatic adepts and have the scale colorations
  of all five chromatic dragons, making them
  more powerful than their brethren.
  Dragoth adepts have the ability to channel
  magical forces through their spells up to three
  times per day. When an adept mentally sum-
  mons the focused energy and casts a spell, the
  spell is amplified as though the adept was using
  the Empower Spell metamagic feat. This only
  works if the spell’s damage type is compatible
  with the adept’s draconic heritage, as shown on
  the next page.
  Bestiary
  22
  
  Bestiary
  Dragoth
  Compatible
  Variety
  Damage Type
  Black/Green
  Acid
  Blue
  Electricity
  Red
  Fire
  White
  Cold
  Chromatic
  Any of the above
  Resistances (Ex): Dragoth adepts have
  resistances of 15 to the following damage
  types, depending upon their scale coloration:
  black or green: acid; blue: electricity; red: fire;
  white: cold. Chromatic adepts have resistance
  15 to all these damage types.
  Dragoth Characters
  Most PC dragoth have left the Dragoth Barrens
  because they were banished or fled persecu-
  tion. Others could just as easily be traveling
  incognito to scout new lands for their empire to
  invade. The favored class for dragoth charac-
  ters is fighter for knights or workers and sor-
  cerer for adepts.
  A dragoth PC’s effective character level
  (ECL) is its class level plus the appropriate
  modifier; worker +2, knight +6 (+8 for a chro-
  matic knight), adept +12 (+15 for a chromatic
  adept). For example, a 1st-level worker fighter
  has an ECL of 3 and is the equivalent of a 3rd-
  level character.
  Drakes
  Drakes are smaller cousins of the true dragons.
  They are less intelligent and lack most of the
  magical abilities possessed by their larger rela-
  tives, but they are incredibly adaptable, often
  forming symbiotic relationships with other
  intelligent creatures, such as humans. They
  serve their companions in various ways in
  exchange for food, protection, and an enduring
  friendship. It is suspected that drakes were
  magically created by a wizard to serve as assis-
  tants and have since escaped into the wild to
  reproduce.
  Within each species of drake, individual
  personalities can vary a great deal. Just because
  courier drakes are generally very affectionate
  does not mean that an individual courier drake
  cannot be aloof and arrogant. Also, the bond
  between a drake and its companion can have a
  powerful effect on its personality over time as
  it picks up the mannerisms and habits of its
  companion.
  Although drakes do not speak, they can
  communicate telepathically with each other
  and their companion using their mental bond
  ability.
  The Drake Life Cycle
  All drakes progress through four distinct stages
  of life, growing larger and more powerful at
  each stage. Adult drakes lay a clutch of three to
  six eggs every three years in the spring. Of
  these, only one or two hatchlings will survive,
  pushing the others out of the nest as they grow
  larger. After the young grow up, they leave
  their parents and begin laying clutches of their
  own until well into their second century of life.
  Once a drake has become too old to
  breed, it begins to avoid others of its own kind,
  often seeking out a companion to bond with if
  it has not already done so. A drake may bond
  with another creature at any point in its devel-
  opment, but it will only form such a bond once
  during its life. If its companion is killed, a
  drake will pine away and die if left to its own
  devices.
  Drake Age Categories
  Category
  Age (Years)
  1
  Hatchling
  0–3
  2
  Adult
  4–70
  3
  Old
  71–150
  4
  Elder Drake
  151–300
  23
  
  Combat
  Larger drakes attack with their sharp claws and
  teeth, raking their opponent with their
  hindquarters whenever they get a secure grip
  with their front claws. Smaller drakes try to
  avoid entering combat, but use similar tactics if
  either they or their companion are threatened.
  Drake Face and Reach
  Drakes use the dragon face and reach chart.
  Drake Attacks
  Tail
  Size
  Bite
  2 Claws 2 Rakes Slap
  Diminutive
  1d3
  1d2
  1d3
  —
  Tiny
  1d4
  1d3
  1d4
  —
  Small
  1d6
  1d4
  1d6
  —
  Medium-size 1d8
  1d6
  1d8
  1d4
  Large
  2d6
  1d8
  2d6
  1d6
  Huge
  2d8
  2d6
  2d8
  1d8
  Bite: Bite attacks deal the listed damage
  plus the drake’s Strength bonus. Unlike drag-
  ons, drakes are not powerful enough to snatch
  opponents. Bite attacks use the full attack
  bonus.
  Claw: Claw attacks deal the listed dam-
  age plus half the drake's Strength bonus (round
  down). Claw attacks are at –5 to the attack
  bonus.
  Rake: Rake attacks deal the listed dam-
  age plus half the drake’s Strength bonus (round
  down). Before a drake can use its rake attacks
  against an opponent, it must first hit that oppo-
  nent with both of its claw attacks that round.
  Rake attacks are at –5 to the attack bonus.
  Tail Slap: The drake can slap one oppo-
  nent each round with its tail. A tail slap deals
  the listed damage plus 1 1/2 times the drake’s
  Strength bonus (round down). Tail slaps are at
  –5 to the attack bonus.
  Grappling: If grappled by another crea-
  ture, a drake can retaliate with its bite, claw,
  and rake attacks. The claws do not need to hit
  for it to use its rake attack in this instance.
  Immunities (Ex): All drakes are immune
  to sleep and paralysis effects. Some drakes may
  be immune to other forms of attack as well, as
  listed in their descriptions.
  Keen Senses (Ex): A drake sees twice as
  well as a human in low-light or normal lighting
  conditions. It also has darkvision with a range
  of 50 feet per age category of the drake.
  Mental Bond (Su): Drakes possess a
  telepathic bond that lets them communicate
  with other members of their species. This abil-
  ity is used to cry for help when in danger or to
  seek a mate. The maximum range this ability
  will reach is determined by its age category.
  Occasionally, a drake finds another sen-
  tient creature that greatly impresses it in some
  fashion. When this happens, the drake may
  extend a mental invitation to that creature to
  become its companion. If the invitation is
  accepted, the drake and its companion are
  linked for life and the drake can use its mental
  bond to communicate with its new companion.
  In addition, each type of drake confers certain
  instincts to its companion through this link that
  give the companion a competence bonus in a
  certain skill. The extent of this bonus is equal
  to twice the drake’s age category and is only
  granted when the drake and its companion are
  within telepathic range of each other.
  Drake Mental Bond Strength
  Age
  Telepathy
  Skill
  Category
  Range (feet)
  Bonus
  Hatchling
  500
  +2
  Adult
  1,000
  +4
  Old
  2,000
  +6
  Elder Drake
  1 mile
  +8
  An individual can only bond with one
  drake of any type at a time.
  Skills: All drakes start with (6 + Int mod)
  skill points per Hit Die and purchase the fol-
  lowing skills at 1 rank per Hit Die: Climb,
  Jump, Listen, Search, and Spot. Remaining
  points are typically spent on physical skills,
  like Swim, rather than skills like Diplomacy.
  Feats: All drakes have one feat, plus an
  additional feat per 4 HD. Drakes favor the fol-
  lowing feats: Alertness, Combat Reflexes,
  Improved Initiative, and Weapon Focus (claw
  or bite). Drakes can also choose from the fol-
  lowing dragon feats (see MM, Dragons): Flyby
  Attack, Hover, and Wingover.
  Drake Overland Movement
  Drakes have been bred for incredible
  endurance and suitability as pack animals and
  steeds. As a result, drakes only check for subd-
  ual damage once every two hours when
  attempting a hustle or forced march (see PHB,
  Chapter 9, Movement). In addition, they
  receive a +4 Strength bonus for purposes of
  computing carrying capacity (see PHB,
  Chapter 9, Carrying Capacity).
  Bestiary
  24
  
  Bestiary
  Drake, Courier
  Dragon
  Climate/Terrain: Any land
  Organization: Solitary, pack (2–4)
  Challenge Ratings: Hatchling 1; adult 2; old
  3; elder drake 4
  Treasure: None
  Alignment: Neutral
  Advancement: Hatchling 4 HD (Tiny); adult 6
  HD (Small); old 8 HD (Small); elder drake
  10 HD (Medium-size)
  Courier drakes are tiny dragons with the abili-
  ty to mentally project their memories into
  another being’s mind.
  Most courier drake are three feet long but
  can range anywhere from one to six feet in
  length, depending on its age. Its scales resem-
  ble gleaming pearls, and its deep black eyes
  lack pupils of any sort. The small tufts of hair
  on the drake’s legs and chin conceal scent
  glands that it uses both to mark its territory and
  to attract a mate.
  Although they originally used their mem-
  ory projection ability to share travel routes and
  the location of food caches with one another,
  bonded courier drakes have become prized by
  powerful individuals as a way to reliably deliv-
  er messages over long distances in a short
  amount of time.
  Courier drakes make loving and protec-
  tive friends. A courier drake’s bonded compan-
  ion can often be identified by the faintly musky
  smell left behind by the drake’s constant affec-
  tionate nuzzling.
  Combat
  Courier drakes will fight only in self-defense or
  to protect their bonded companion. In combat,
  an elder drake will use its memory overload
  ability first, following up with claw and bite
  attacks while its opponent is still stunned and
  reeling. Younger courier drakes simply attack
  with their claws and teeth from the air, taking
  advantage of their maneuverability and small
  size to harass their opponents in much the same
  way as a falcon might.
  25
  Courier Drakes by Age
  Hit
  Attack
  Fort
  Ref
  Will
  Age
  Size
  Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Hatchling
  T
  3d12+3 (22)
  13 (+2 size, +1 natural),
  +5
  +4
  +3
  +3
  touch 12, flat-footed 13
  Adult
  S
  5d12+5 (37)
  15 (+1 size, +4 natural),
  +7
  +5
  +4
  +4
  touch 11, flat-footed 15
  Old
  S
  7d12+7 (52)
  17 (+1 size, +6 natural),
  +9
  +6
  +5
  +5
  touch 11, flat-footed 17
  Elder Drake
  M
  9d12+18 (76)
  18 (+8 natural),
  +11
  +8
  +6
  +6
  touch 10, flat-footed 18
  Courier Drake Abilities by Age
  Age
  Speed
  Str
  Dex
  Con Int
  Wis
  Cha
  Special Abilities
  Hatchling
  30 ft., fly 60 ft. (good)
  11
  10
  12
  6
  10
  6
  Hidden mind, homing instinct
  Adult
  30 ft., fly 60 ft. (good)
  12
  10
  13
  7
  10
  7
  Project memory
  Old
  30 ft., fly 60 ft. (good)
  13
  10
  13
  8
  10
  8
  Read memory
  Elder Drake
  30 ft., fly 90 ft. (average)
  14
  10
  14
  9
  10
  9
  Memory overload
  
  Bonded Skill (Ex): Courier drakes grant
  a competence bonus to their bonded compan-
  ion’s Intuit Direction checks equal to twice
  their age category. Courier drakes also receive
  this as a racial bonus to their own Intuit
  Direction checks.
  Hidden Mind (Ex): A courier drake’s
  mind cannot be read or detected through magi-
  cal or psionic means. It is primarily this ability
  that makes courier drakes such trusted messen-
  gers. This ability will not protect against the
  read memory ability of a courier drake of a
  higher age category.
  Homing Instinct (Ex): Once a courier
  drake has physically visited a location, it can
  unerringly find its way to that location from
  any other location it has visited.
  Project Memory (Su): The courier drake
  can send a mental ‘illusion’ of one of its mem-
  ories to another living creature within 30 ft.
  The memory includes all five senses. This
  could be used to illustrate a route the drake has
  traveled or to repeat a message spoken in the
  drake’s presence, for instance. The courier
  drake can use this ability at will as a free
  action. This ability does not disorient or other-
  wise confuse the target, unlike the memory
  overload ability, below.
  Courier drakes frequently use this ability
  to share travel routes with one another. A drake
  can find its way to a location it has viewed in
  the memories of another drake using its hom-
  ing instinct ability.
  Read Memory (Su): Once per day, the
  courier drake can invade another creature’s
  mind and view one of its memories that is up to
  five minutes long. The creature must be within
  30 ft. of the drake, and an unwilling target can
  make a Will save to keep the drake out of its
  memories (DC 10 + twice the drake’s age cate-
  gory). Most courier drakes will not use this
  ability without an invitation, however, as they
  have found that members of other species
  greatly object to having their privacy violated
  in such a manner. Courier drakes typically
  don’t understand what all the fuss is about but
  humor those around them regardless.
  Memory Overload (Su): A courier drake
  can stun another creature within 30 ft. for
  1d4+1 rounds by sending a barrage of confus-
  ing and painful memories. The target can make
  a Will save (DC 10 + twice the drake’s age cat-
  egory) to avoid being stunned. The drake can
  use this ability twice per day and will only use
  it in dire circumstances, either to protect itself
  or its bonded companion.
  Drake, Guardian
  Dragon
  Climate/Terrain: Any temperate land
  Organization: Solitary, pack (2–4), litter (1
  adult plus 2–6 hatchlings)
  Challenge Ratings: Hatchling 3; adult 6; old
  8; elder drake 11
  Treasure: None
  Alignment: Neutral
  Advancement: Hatchling 6 HD (Small); adult
  8 HD (Medium-size); old 10 HD (Medium-
  size); elder drake 12–13 HD (Medium-size),
  14–15 HD (Large)
  Guardian drakes are empathic wolf-size drag-
  ons often used as guard dogs by nobles or other
  people in positions of power.
  Guardian drakes have thick armor plates
  on their back. These plates are reddish-brown,
  gaining a silver highlight at the edges as the
  drake ages. It has a silvery mane of hair around
  its neck and its legs are lean and muscular. In
  general, the creature has a weird, otherworldly
  look to it that unnerves those unfamiliar with
  the species.
  When a guardian bonds with another
  creature, it forms the most intense link with its
  companion of any species of drake. Indeed, a
  Bestiary
  26
  
  Bestiary
  guardian drake will give its life for its compan-
  ion without a second thought. Because of this,
  they are greatly treasured as bodyguards for
  young or sheltered nobility who lack the skills
  to defend themselves.
  Guardian drakes have a limited form of
  empathy that they can use to sense when other
  creatures mean to do harm to their companion.
  This can be awkward in tense political situa-
  tions, however, and a mistaken guardian drake
  attack has led to more than one war. Because of
  this, most countries ban guardian drakes from
  critical diplomatic meetings.
  In the wild, unbonded guardians form
  hunting packs, using their empathic abilities to
  detect enemies that could threaten them or their
  hatchlings. Often, hunters will attempt to cap-
  ture such packs, only to find that the drakes
  sensed them coming and have already left the
  area.
  Combat
  A guardian drake always acts to protect its
  bonded companion in combat, even at the cost
  of its own life. Commonly, it first uses its pro-
  ject fear ability to frighten off weaker foes that
  threaten its companion, then moves to intercept
  any enemies that have not panicked.
  Bonded Skill (Su): Guardian drakes
  grant a competence bonus to their bonded com-
  panion’s Sense Motive checks equal to twice
  their age category. Guardian drakes also
  receive this as a racial bonus to their own Sense
  Motive checks.
  Fury (Ex): Any enemy that scores a crit-
  ical hit on the drake’s bonded companion
  immediately finds itself the recipient of the
  guardian drake’s full fury. The drake abandons
  its current activity to attack that enemy to the
  exclusion of all else until one or the other is
  dead. While this ability is active, the drake
  receives a +2 bonus to attack rolls against the
  targeted enemy and a –2 penalty to its AC. The
  drake may only be called off by its bonded
  companion, and then only if the companion
  succeeds at a Handle Animal check (DC 18).
  Sense Emotions (Ex): A guardian drake
  can detect the basic drives and emotions of any
  creature within 30 feet that it can see. It can
  only sense a vague impression of what the crea-
  ture is feeling—it cannot detect thoughts. An
  unwilling target may make a Will save (DC 10
  + twice the guardian drake’s age category) to
  shield his or her emotions from the guardian
  drake for 24 hours.
  Fearless (Ex): A guardian drake is
  immune to all fear effects, both magical and
  non-magical.
  Project Fear (Su): Once per round, as a
  free action, a guardian drake can project a
  strong feeling of terror onto another creature
  within 30 feet that it can see. The target must
  succeed at a Will save (DC 10 + twice the
  guardian drake’s age category) or become pan-
  icked for 3d4 rounds. Whether or not the save
  succeeds, the target becomes immune to the
  guardian drake’s project fear ability for 24
  hours.
  Future Sense (Su): Elder drake guardian
  drakes have a form of sixth sense that warns
  them when their companion is about to be
  placed in danger. This ability works like the
  foresight spell with the drake’s bonded
  companion as the object of the spell,
  except that it is always active.
  27
  Guardian Drakes by Age
  Hit
  Attack
  Fort
  Ref
  Will
  Age
  Size
  Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Hatchling
  S
  5d12+5 (37)
  15 (+1 size, +4 natural),
  +7
  +6
  +5
  +7
  touch 11, flat-footed 15
  Adult
  M
  7d12+14 (59)
  17 (+7 natural),
  +9
  +8
  +6
  +9
  touch 10, flat-footed 17
  Old
  M
  9d12+18 (76)
  19 (+9 natural),
  +11
  +9
  +7
  +11
  touch 10, flat-footed 19
  Elder Drake
  M
  11d12+33 (104)
  21 (+11 natural),
  +14
  +11
  +8
  +13
  touch 10, flat-footed 21
  Guardian Drake Abilities by Age
  Age
  Speed
  Str
  Dex
  Con Int
  Wis
  Cha
  Special Abilities
  Hatchling
  30 ft.
  13
  10
  13
  5
  14
  10
  Fearless, fury, sense emotions
  Adult
  40 ft.
  14
  10
  14
  6
  16
  12
  Scent
  Old
  40 ft.
  15
  10
  15
  7
  18
  14
  Project fear
  Elder Drake
  40 ft.
  16
  10
  16
  8
  20
  16
  Future sense
  
  Drake, Planar
  Dragon
  Climate/Terrain: Any land
  Organization: Solitary, pack (2–4)
  Challenge Rating: Hatchling 6; adult 9; old
  12; elder drake 15
  Treasure: None
  Alignment: Neutral
  Advancement: Hatchling 10 HD (Medium-
  size); adult 12 HD (Medium-size); old 14
  HD (Large); elder drake 16-18 HD (Large)
  Planar drakes are draconic creatures with the
  innate ability to travel the planes. They are
  prized as steeds by adventurers who need to
  regularly visit other planes of existence.
  A planar drake has sleek, graceful lines,
  shining green scales, and a large sapphire in the
  center of its forehead. This gem is the source of
  the creature’s magical abilities and is some-
  times called a “planar gem.” A newborn planar
  drake’s wings are too small to carry it, and it is
  only when the drake learns to use the magical
  energies in its planar gem that it becomes capa-
  ble of flight. If removed or the planar drake
  dies, the sapphire turns to dust.
  Planar drakes are often somewhat spoiled
  and mischievous. A planar drake’s bonded
  companion is often the victim of the drake’s
  low sense of humor. However, a drake will not
  willingly place its companion in danger. Thus,
  a planar drake will occasionally teleport away,
  leaving its companion faced with a long walk
  home, but it would never leave its companion
  alone on a dangerous plane.
  Combat
  A planar drake makes good use of its powers in
  combat, using its blink ability to stay out of
  harm’s way while attacking with its bite and
  claws. Should the drake be obviously out-
  matched in a fight, it will use its other powers
  to flee, unless protecting its companion. 
  Bonded Skill (Su): Planar drakes grant a
  competence bonus to their companion’s Ride
  checks equal to twice their age category. Also,
  once per day, if a planar drake’s bonded com-
  panion is riding on the drake’s back, the com-
  panion may reroll a failed Ride check.
  Blink (Sp): A planar drake can use blink
  twice per day as a 20th-level sorcerer. This is a
  free action. The drake can also choose to affect
  its rider and any equipment the two are car-
  rying with the spell.
  Magical Flight (Su): A planar drake’s
  ability to fly is a supernatural ability. If this
  ability is suppressed or dispelled, the drake can
  only glide (as a feather fall spell that affects the
  drake and its rider, except that the drake can
  travel forward 10 feet for every 5 feet it falls.)
  Teleport Without Error (Sp): A planar
  drake can use teleport without error once per
  day as a 20th-level sorcerer. This is a free
  action. The drake can also choose to affect its
  rider and any equipment the two are carrying
  with the spell.
  Ethereal Jaunt (Sp): A planar drake can
  use ethereal jaunt once every three days as a
  20th-level sorcerer. The drake can also choose
  to affect its rider and any equipment the two are
  carrying with the spell.
  Planar Adaptation (Su): The planar
  drake is immune to the damaging planar effects
  of any plane it visits. The drake can also choose
  to protect its rider and any equipment the two
  are carrying with this ability as long as its rider
  remains within 30 feet of the drake.
  Plane Shift (Sp): Once per day, the pla-
  nar drake can use plane shift as a 20th-level
  sorcerer. The drake can also choose to affect its
  rider and any equipment the two are carrying
  with the spell.
  Bestiary
  28
  
  Bestiary
  Drake, Scout
  Dragon
  Climate/Terrain: Any land
  Organization: Solitary, pack (2–4)
  Challenge Ratings: Hatchlings 1; adult 3; old
  5; elder drake 7
  Treasure: None
  Alignment: Neutral
  Advancement: Hatchling 3 HD (Small); adult
  5 HD (Small); old 7 HD (Small); elder drake
  9–10 HD (Small)
  Scout drakes are small draconic creatures that
  can blend into their surroundings. They are
  often used as lookouts by forest-dwelling races.
  Scout drakes superficially resemble tiny
  copper dragons, although the comparison only
  lasts until the drake’s chameleon skin blends in
  with its background. Once camoflaged, a drake
  looks like just another piece of scenery.
  These drakes are well suited to military
  life. They enjoy a structured schedule and fol-
  low orders well. However, they lack initiative
  and have difficulty making decisions on their
  own—a task they usually turn over to their
  bonded companion at the earliest opportunity.
  Because of this, scout drakes make an excellent
  supplement to more traditional guards, but they
  are completely unsuitable as a replacement.
  In the wild, unbonded scout drakes live in
  small packs. Each member of the pack has a
  carefully defined place in the pecking order of
  their small society. Stepping outside of this role
  usually means banishment for the unlucky indi-
  vidual. It is this structured lifestyle that makes
  scout drakes so good at obeying orders.
  Combat
  Unless they or their bonded companion are in
  mortal danger, scout drakes prefer to avoid
  combat as much as possible. If forced into it,
  they generally begin by using their haste abili-
  ty, then attack with their bite and claw attacks.
  Ultimately, scout drakes are best used for hit
  and run assaults that rely on the enemy being
  too confused to put up much defense. Scout
  drakes are simply too fragile for a full scale
  frontal assault.
  29
  Planar Drakes by Age
  Hit
  Attack
  Fort
  Ref
  Will
  Age
  Size
  Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Hatchling
  M
  9d12+18 (76)
  17 (+7 natural),
  +11
  +8
  +6
  +6
  touch 10, flat-footed 17
  Adult
  L
  11d12+33 (104)
  19 (–1 size, +10 natural),
  +13
  +10
  +7
  +7
  touch 9, flat-footed 19
  Old
  L
  13d12+52 (136)
  21 (–1 size, +12 natural),
  +15
  +12
  +8
  +8
  touch 9, flat-footed 21
  Elder Drake
  L
  15d12+75 (172)
  23 (–1 size, +14 natural),
  +18
  +14
  +9
  +9
  touch 9, flat-footed 23
  Planar Drake Abilities by Age
  Age
  Speed
  Str
  Dex
  Con Int
  Wis
  Cha
  Special Abilities
  Hatchling
  40 ft.
  15
  10
  15
  7
  10
  6
  Blink
  Adult
  40 ft., fly 120 ft. (poor)*
  16
  10
  17
  8
  10
  7
  Magical flight, teleport without error
  Old
  40 ft., fly 120 ft. (poor)*
  17
  10
  19
  8
  10
  8
  Ethereal jaunt
  Elder Drake
  40 ft., fly 120 ft. (poor)*
  18
  10
  21
  9
  10
  9
  Planar adaptation, plane shift
  
  Bonded Skill (Su): Scout drakes grant a
  competence bonus to their bonded compan-
  ion’s Wilderness Lore checks equal to twice
  their age category. Scout drakes also receive
  this as a racial bonus to their own Wilderness
  Lore checks.
  Chameleon Skin (Ex): Scout drakes can
  blend into their surroundings. This gives them
  a +15 circumstance bonus to Hide checks.
  Hidden Mind (Ex): A scout drake’s mind
  cannot be read or detected through magical or
  psionic means. This ability will not protect
  against the read memory ability of a courier
  drake of a higher age category.
  Scentless (Ex): A scout drake has no
  scent. It cannot be detected with the scent abil-
  ity and cannot be tracked by scent.
  Haste (Su): Once per day, the scout drake
  can use haste on itself as a 20th-level sorcerer.
  Drake, Watcher
  Dragon
  Climate/Terrain: Any land
  Organization: Solitary, pack (2–4)
  Challenge Ratings: Hatchling 1/2; adult 1; old
  2; elder drake 3
  Treasure: Standard
  Alignment: Neutral
  Advancement: elder drake 5+ HD (Small)
  Watcher drakes are tiny drakes that bond to a
  companion as a group. They are often used as
  spies due to their ability to let their companion
  use their eyes and ears.
  Watcher drakes resemble miniature
  bronze dragons, though they lack the back and
  tail ridges of their larger relatives. They have
  small, nimble claws that allow them to manip-
  Bestiary
  30
  Watcher Drakes by Age
  Hit
  Attack
  Fort
  Ref
  Will
  Age
  Size
  Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Hatchling
  D
  1d12 (6)
  15 (+4 size, +1 Dex),
  +3
  +2
  +3
  +2
  touch 15, flat-footed 14
  Adult
  T
  2d12+2 (15)
  16 (+2 size, +4 natural),
  +3
  +4
  +3
  +3
  touch 12, flat-footed 16
  Old
  S
  3d12+3 (22)
  17 (+1 size, +6 natural),
  +4
  +4
  +3
  +4
  touch 11, flat-footed 17
  Elder Drake
  S
  4d12+4 (30)
  18 (+1 size, +7 natural),
  +6
  +5
  +4
  +5
  touch 11, flat-footed 18
  Watcher Drake Abilities by Age
  Age
  Speed
  Str Dex Con Int Wis Cha
  Special Abilities
  Hatchling
  30 ft., fly 60 ft. (good)
  6
  12
  11
  7
  10
  6
  Group bond, long range bond
  Adult
  30 ft., fly 60 ft. (average)
  8
  11
  12
  8
  11
  7
  Relay sight
  Old
  30 ft., fly 60 ft. (average)
  10
  11
  13
  9
  12
  8
  Relay sound
  Elder Drake
  30 ft., fly 60 ft. (average)
  12
  10
  13
  10
  13
  9
  Perfect bond
  Scout Drakes by Age
  Hit
  Attack
  Fort
  Ref
  Will
  Age
  Size
  Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Hatchling
  D
  2d12 (13)
  15 (+4 size, +1 Dex),
  +4
  +3
  +4
  +3
  touch 15, flat-footed 14
  Adult
  T
  4d12+4 (30)
  16 (+2 size, +4 natural),
  +5
  +5
  +4
  +4
  touch 12, flat-footed 16
  Old
  S
  6d12+6 (45)
  18 (+1 size, +7 natural),
  +7
  +6
  +5
  +5
  touch 11, flat-footed 18
  Elder Drake
  S
  8d12+16 (68)
  20 (+1 size, +9 natural),
  +10
  +8
  +6
  +6
  touch 11, flat-footed 20
  Scout Drake Abilities by Age
  Age
  Speed
  Str
  Dex
  Con Int
  Wis
  Cha
  Special Abilities
  Hatchling
  30 ft., fly 60 ft. (good)
  7
  12
  11
  9
  10
  6
  Chameleon skin
  Adult
  30 ft., fly 60 ft. (average)
  9
  11
  12
  10
  10
  7
  Hidden mind
  Old
  30 ft., fly 60 ft. (average)
  11
  11
  13
  11
  10
  8
  Scentless
  Elder Drake
  30 ft., fly 60 ft. (average)
  13
  10
  14
  12
  10
  9
  Haste
  
  Bestiary
  ulate objects with the dexterity of a human.
  Their scales are a dull mottled gray, allowing
  them to blend into many different types of
  scenery.
  These drakes mostly see use as spies and
  observers. Since an entire clutch of eggs (any-
  where from three to seven) typically bonds
  with a single companion, it isn’t unusual for
  such an individual to rise to become the local
  spymaster or head thief. There have even been
  instances of blind or deaf companions using
  their bond with the drakes to overcome their
  handicap.
  Combat
  Watcher drakes only fight in self defense or to
  protect their companion. When forced to do so,
  they use their bite and claw attacks. 
  Bonded Skill (Su): Watcher drakes grant
  a competence bonus to their bonded compan-
  ion’s Gather Information checks equal to twice
  their age category. Watcher drakes also receive
  this as a racial bonus to their own Gather
  Information checks.
  Group Bond (Su): Unlike other drakes,
  multiple watcher drakes can bond to a single
  companion. Only watcher drakes from the
  same clutch of eggs can share a bond in this
  fashion, so no one has bonded to more than
  seven watcher drakes at once.
  Long Range Bond (Su): The maximum
  range on a watcher drake’s bond with its com-
  panion is twice the normal range for its age cat-
  egory.
  Relay Sight (Su): If a watcher drake is in
  range to use its mental bond, the drake’s bond-
  ed companion may choose to look through the
  drake’s eyes. This ability acts like a clairaudi-
  ence/clairvoyance spell, transmitting what the
  drake sees to its companion, except that the
  effect lasts as long as the companion maintains
  concentration and lacks the ability to send
  sound.
  Spot checks can be made through the link
  using the drake’s skill, allowing the companion
  to benefit from its darkvision and keen senses.
  Relay Sound (Su): The watcher drake
  can send sound as well as sight when using its
  relay sight ability.
  Listen checks can be made through the
  link using the drake’s skill, allowing the com-
  panion to benefit from its keen senses.
  Perfect Bond (Su): The maximum range
  on the watcher drake’s mental bond with its
  companion increases to four times the normal
  range for its age category. In addition, most
  things that would block a clairaudience/clair-
  voyance spell (such as lead sheeting or a non-
  detection spell) do not block the drake’s relay
  sight and relay sound abilities. They can still be
  suppressed and dispelled as usual.
  31
  
  Entropic Dragon
  Dragon (Chaos)
  Climate/Terrain: Any land or underground.
  Organization: Wyrmling, very young, young,
  juvenile, and young adult: solitary or clutch
  (2–5); adult, mature, old, very old, ancient,
  wyrm or great wyrm: solitary, pair, or fami-
  ly (1–2 and 2–5 offspring).
  Challenge Ratings: Wyrmling 3; very young
  4; young 6; juvenile 9; young adult 12; adult
  14; mature 17; old 19; very old 20; ancient
  22 wyrm 23; great wyrm 25.
  Treasure: Double standard.
  Alignment: Always chaotic evil.
  Advancement: Advancement: Wyrmling 7–8
  HD (Small); very young 10–11 HD
  (Medium-size); young 11–12 HD (Medium-
  size); juvenile 16–17 (Large); young adult
  19–20 HD (Large); adult 22–23 HD (Large);
  mature 25–26 HD (Huge); old 28–29 HD
  (Huge); very old 31–32 HD (Huge);
  ancient 34–35 (Gargantuan); wyrm
  37–38 (Gargantuan); great wyrm
  40+ HD (Colossal)
  Often referred to as “decay dragons,” entropic
  dragons are capable of aging creatures and
  objects with their breath weapon—a blast of
  pure entropic energy.
  Entropic dragons are covered with dull,
  metallic plates that show signs of rust and
  decay. Their teeth are often ragged or missing,
  and their wings have shredded membranes with
  little flesh on the bone. Even the strongest and
  most robust members of this species always
  appear to be in a state of decay, often leading
  their opponents to underestimate their formida-
  ble power. Despite the appearance of their
  wings, entropic dragons can fly quickly. Also,
  their rusty armor plating protects them far bet-
  ter than the scales of most of the chromatic
  dragons.
  An entropic dragon’s breath weapon is
  designed to rejuvenate the creature. Whereas
  most animals eat and drink to replace vital
  nutrients and to help their cells regenerate, the
  entropic dragon simply collects all of the
  degenerative influences on its body and expels
  them through its mouth. As a result of this odd
  metabolic process entropic dragons do not need
  to eat or drink, though they may still do so if
  they wish.
  Bestiary
  32
  
  Bestiary
  The lair of an entropic dragon is filled
  with decayed, rotting material, thick layers of
  dust, and other detritus. Entropic dragons pre-
  fer to lair in caves or stone structures, since
  these are immune to their breath weapon, but
  they often stay close to large forests or other
  areas that they can target with their decaying
  blasts on a regular basis. Their lairs often har-
  bor ghouls and ghasts that act as servants to the
  creature. Undead make perfect minions for the
  entropic dragon, as they can engage its enemies
  in hand-to-hand combat without being
  destroyed by their master’s breath weapon.
  Entropic dragons keep treasure like other
  breeds of dragon, but they are especially fond
  of collecting magic items and other objects that
  exhibit resistance to the dragon’s breath, such
  as  gold or gems. Most entropic dragons create
  special niches within their lairs to store the
  magic items they acquire.
  Entropic dragons speak Draconic.
  Combat
  Entropic dragons must regularly use their fear-
  some breath weapon in order to survive. As
  such, any living creatures that enter their
  domain will find themselves quickly under
  attack. Because of this, entropic dragons have
  acquired a reputation for being ferocious pro-
  tectors of their territory and lairs. These drag-
  ons almost always open combat by breathing
  on as many opponents as possible, finish-
  ing off any surviving opponents with
  their other destructive abilities.
  33
  Entropic Dragons by Age
  Attack
  Fort
  Ref
  Will
  Breath
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Weapon (DC)
  DC
  SR
  1
  S
  6d12+6 (45)
  17 (+1 size, +6 natural),
  +8
  +6
  +5
  +5
  Entropy (14)
  — 
  —
  touch 11, flat-footed 17
  2
  M
  9d12+18 (76)
  19 (+9 natural),
  +11
  +8
  +6
  +6
  Entropy (16) 
  —
  —
  touch 10, flat-footed 19
  3
  M 
  12d12+24 (102)
  22 (+12 natural),
  +15
  +10
  +8
  +9
  Entropy (18)
  —
  —
  touch 10, flat-footed 22
  4
  L
  15d12+45 (142)
  24 (–1 size, +15 natural),
  +18
  +12
  +9
  +11
  Entropy (20)
  —
  —
  touch 9, flat-footed 24
  5
  L
  18d12+72 (189)
  27 (–1 size, +18 natural),
  +23
  +15
  +11
  +13
  Entropy (23)
  21
  19
  touch 9, flat-footed 27
  6
  H
  21d12+105 (241)
  29 (–2 size, +21 natural),
  +27
  +17
  +12
  +15
  Entropy (25)
  23
  21
  touch 8, flat-footed 29
  7
  H
  24d12+120 (276)
  32 (–2 size, +24 natural),
  +31
  +19
  +14
  +17
  Entropy (27)
  25
  22
  touch 8, flat-footed 32
  8
  H
  27d12+162 (337)
  35 (–2 size, +27 natural),
  +35
  +21
  +15
  +19
  Entropy (29)
  27
  24
  touch 8, flat-footed 35
  9
  H
  30d12+180 (375)
  38 (–2 size, +30 natural),
  +39
  +23
  +17
  +21
  Entropy (31)
  29
  25
  touch 8, flat-footed 38
  10
  G
  33d12+231 (445)
  39 (–4 size, +33 natural),
  +41
  +25
  +18
  +23
  Entropy (33)
  31
  27
  touch 6, flat-footed 39
  11
  G
  36d12+288 (522)
  42 (–4 size, +36 natural),
  +45
  +28
  +20
  +25
  Entropy (36)
  33
  29
  touch 6, flat-footed 42
  12
  G
  39d12+312 (565)
  45 (–4 size, +39 natural),
  +49
  +29
  +21
  +27
  Entropy (37)
  35
  31
  touch 6, flat-footed 45
  Entropic Dragon Abilities by Age
  Age
  Speed
  Str Dex Con Int Wis Cha
  Special Abilities
  Caster Level
  1
  40 ft., fly 100 ft. (average)
  13
  10
  13
  10
  11
  10
  Chaos subtype, entropic life, immunities
  —
  2
  40 ft., fly 150 ft. (poor)
  15
  10
  15
  10
  11
  10
  —
  3
  40 ft., fly 150 ft. (poor)
  17
  10
  15
  12
  13
  12
  —
  4
  40 ft., fly 150 ft. (poor)
  19
  10
  17
  14
  15
  14
  Corrupt water
  1st
  5
  40 ft., fly 150 ft. (poor)
  23
  10
  19
  14
  15
  14
  Damage reduction 5/+1
  3rd
  6
  40 ft., fly 150 ft. (poor)
  27
  10
  21
  16
  17
  16
  Rusting touch
  5th
  7
  40 ft., fly 150 ft. (poor)
  29
  10
  21
  16
  17
  16
  Damage reduction 10/+1
  7th
  8
  40 ft., fly 150 ft. (poor)
  31
  10
  23
  18
  19
  18
  Contagion
  9th
  9
  40 ft., fly 150 ft. (poor)
  33
  10
  23
  18
  19
  18
  Damage reduction 15/+2
  11th
  10
  40 ft., fly 200 ft. (clumsy)
  35
  10
  25
  20
  21
  20
  Move earth
  13th
  11
  40 ft., fly 200 ft. (clumsy)
  37
  10
  27
  20
  21
  20
  Damage reduction 20/+3
  15th
  12
  40 ft., fly 200 ft. (clumsy)
  39
  10
  27
  22
  23
  22
  Horrid wilting
  17th
  
  Breath Weapon (Su): Entropic dragons
  breathe a cone of decaying energy that affects
  almost everything it touches. Characters in the
  area effect age 1d4 years for every age catego-
  ry of the dragon. A successful Fortitude save
  halves the amount of aging caused. This accel-
  erated aging causes the normal penalties of
  aging to accrue immediately, but affected
  beings do not gain any of the listed bonuses for
  jumping to a higher age category. Thus, a 30-
  year-old human who was suddenly aged to 45
  years old would suffer a –1 penalty to his
  Strength, Constitution, and Dexterity, but he
  would not gain +1 to his Intelligence, Wisdom,
  and Charisma.
  If a character fails his save, any object he
  is either wearing or carrying also suffers the
  effects of the aging. Objects affected in this
  manner take 2d4 points of damage per age cat-
  egory of the dragon, ignoring hardness. Magic
  items get a saving throw to avoid this damage
  altogether, but most mundane items are likely
  to be destroyed. Food will spoil, but water is
  unaffected. Items carried in backpacks, pouch-
  es, and other containers are spared the first
  blast of an entropic dragon’s breath, but the
  containers themselves are likely to be
  destroyed unless they are made of clay, glass,
  or some other form of earth, crystal, or stone,
  which are immune to the aging effects of the
  attack.
  Entropic Life (Su): Using its breath
  weapon serves to regenerate the entropic drag-
  on and keep it alive. For every year it ages
  another creature using its entropic breath
  weapon, the dragon heals 1 hp, gaining any
  excess as temporary hit points.
  Immunities (Ex): The entropic dragon is
  immune to disease.
  Corrupt Water (Sp): Once per day the
  entropic dragon can stagnate 10 cubic feet of
  water, making it foul, undrinkable, and unable
  to support any animal or vegetable life. The
  ability spoils liquids containing water. Magic
  items (such as potions) and items in a creature’s
  possession must succeed at a Will save (DC
  equal to that of the dragon's frightful presence)
  or become fouled.
  Rusting Touch (Ex): Any metallic item
  that touches an entropic dragon is affected by a
  rusting grasp spell. Unlike the spell, this abili-
  ty also affects magic items, although they gain
  a Reflex save (DC 17) to avoid the effects.
  Other Spell-Like Abilities: 3/day—con-
  tagion, move earth; 1/day—horrid wilting.
  Molten Dragon
  Dragon (Fire)
  Climate/Terrain: Temperate and warm hills
  and mountains
  Organization: Wyrmling, very young, juve-
  nile, 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 5, juvenile 6, young adult 9, adult
  11, mature adult 13, old 15, very old 17,
  ancient 19, wyrm 20, great wyrm 21
  Treasure: Double standard (nonflammables
  only)
  Alignment: Always chaotic evil
  Advancement: Wyrmling 4–5 HD (Small);
  very young 7–8 HD (Medium-size); young
  10–11 HD (Large); juvenile 13–14 HD
  (Large); young adult 16–17 HD (Large);
  adult 19–20 HD (Huge); mature adult 22–23
  HD (Huge); old 25–26 HD (Huge); very old
  28–29 HD (Huge); ancient 31–32 HD
  (Gargantuan); 
  wyrm 
  34–35 
  HD
  (Gargantuan); great wyrm 37+ HD
  (Gargantuan)
  Molten dragons dwell in the boiling lava of
  active volcanoes, swimming in the liquid rock
  as an otter might play in a stream.
  Bestiary
  34
  
  Bestiary
  Wyrmling molten dragons look like
  small, dragon-shaped rivulets of brilliant
  white-yellow lava. As they age, their fires dim
  somewhat and the outer rock becomes more
  visible. A great wyrm molten dragon resembles
  nothing so much as a congealed lump of lava or
  a rock outcropping that random natural forces
  gave a slightly draconic shape—until it moves.
  Then the massive armor plates split and blind-
  ing orange flame flares through the cracks.
  Finally, streams of liquid rock flow along its
  body, revealing its true form as it begins its
  attack.
  Molten dragons are slightly smaller than
  most of their kin but possess extraordinary
  strength and toughness. They are poor spell-
  casters, learning no magic until very late in life,
  and even then considering it to be unreliable
  and unfit for common use.
  Sadistic and vicious, molten dragons take
  a special delight in destroying any settlements
  near their mountains—after they've allowed
  them to grow to a suitable size. Like the volca-
  noes in which they dwell, a molten dragon may
  go “dormant” for years at a time, causing those
  nearby to believe the dragon has gone away or
  died. Decades or even centuries later, the drag-
  on emerges from its liquid nest, spewing fiery
  destruction across the land.
  These dragons make their lairs in active
  volcanoes or underground lava flows. Island
  chains, which often contain many volcanoes,
  are among their most common habitats. Some
  molten dragons have set themselves up as gods
  on such islands, claiming to be “volcano spir-
  its” and demanding sacrifices.
  Molten dragons are poor flyers, so any
  specimens seen on the wing are probably close
  to their lair. A molten dragon spotted with no
  volcano nearby is either very lost, fleeing a
  powerful foe, or an omen of an impending vol-
  canic eruption.
  Underground, molten dragons can travel
  for hundreds of miles through buried lava
  flows, emerging from the subterranean realms
  to raid and feed before retreating. These hit and
  run tactics can make them an extremely diffi-
  cult enemy to pin down for a fight.
  Molten dragons love treasure as much as
  any dragon, but the nature of their lair makes
  the accumulation of such items very difficult.
  Most prefer jewels, which are extremely heat-
  resistant, while others seek out fireproof magi-
  cal items. Scrolls and potions are never found
  in a molten dragon’s lair.
  Combat
  Molten dragons use their breath weapon first,
  spraying a gout of lava in a cone at any targets
  before landing and attacking with tooth
  and claw. Molten dragons with spellcast-
  ing levels tend to focus on defensive
  35
  Molten Dragons by Age
  Attack
  Fort
  Ref
  Will
  Breath
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Weapon (DC)
  DC
  SR
  1
  S
  3D12+3 (22)
  18 (+1 size, +7 natural),
  +5
  +4
  +2
  +2
  2d6 (12)
  —
  —
  touch 11, flat-footed 18
  2
  M
  6D12+12 (51)
  20 (+10 natural),
  +9
  +7
  +4
  +5
  4d6 (15)
  —
  —
  touch 10, flat-footed 20
  3
  M
  9D12+27 (85)
  23 (+13 natural),
  +12
  +9
  +5
  +6
  6d6 (17)
  —
  —
  touch 10, flat-footed 23
  4
  L
  12d12+48 (126)
  25 (–1 size, +16 natural),
  +16
  +12
  +7
  +9
  8d6 (19)
  —
  —
  touch 9, flat-footed 25
  5
  L
  15d12+75 (172)
  28 (–1 size, +19 natural),
  +20
  +14
  +8
  +10
  10d6 (22)
  22
  13
  touch 9, flat-footed 28
  6
  L
  18d12+90 (207)
  31 (–1 size, +22 natural),
  +25
  +16
  +10
  +13
  12d6 (23)
  20
  14
  touch 9, flat-footed 31
  7
  L
  21d12+126 (262)
  34 (–1 size, +25 natural),
  +30
  +19
  +11
  +14
  14d6 (26)
  22
  15
  touch 9, flat-footed 34
  8
  H
  24d12+168 (324)
  36 (–2 size, +28 natural),
  +35
  +22
  +13
  +16
  16d6 (29)
  24
  16
  touch 8, flat-footed 36
  9
  H
  27d12+216 (391)
  39 (–2 size, +31 natural),
  +39
  +24
  +14
  +18
  18d6 (31)
  26
  17
  touch 8, flat-footed 39
  10
  H
  30d12+270 (465)
  42 (–2 size, +34 natural),
  +44
  +27
  +16
  +20
  20d6 (34)
  28
  18
  touch 8, flat-footed 42
  11
  G
  33d12+330 (544)
  43 (–4 size, +37 natural),
  +48
  +29
  +17
  +22
  22d6 (36)
  30
  19
  touch 6, flat-footed 43
  12
  G
  36d12+396 (630)
  47 (–4 size, +40 natural),
  +53
  +32
  +19
  +24
  24d6 (39)
  33
  20
  touch 6, flat-footed 47
  
  magics, especially those that grant resistance to
  cold attacks. Stealth and subtlety are not their
  hallmarks—instead, they find pleasure in such
  things as the taste of their victims charring to
  ash as they are being eaten.
  Breath Weapon (Su): A molten dragon
  has one breath weapon, a cone of lava expelled
  under great pressure. The damage from this
  attack is considered to be 1/2 fire and 1/2 blud-
  geoning, so resistance against fire alone is only
  partially effective. 
  Fire Subtype (Ex): Fire immunity, dou-
  ble damage from cold except on a successful
  save.
  Melt Weapon (Ex): Any weapon that
  strikes the dragon is likely to melt. The wield-
  er must make a Reflex save (DC equal to the
  dragon’s breath weapon save) or the weapon
  suffers 1d6 points of fire damage per age cate-
  gory of the dragon, ignoring hardness. Anyone
  who makes an unarmed or touch attack against
  a molten dragon must make a Reflex save (DC
  equal to the dragon’s breath weapon save) or
  suffer 1d6 points of fire damage per age cate-
  gory of the dragon.
  Call Mephit (Su): Once per day, the
  dragon can automatically summon 1d4 magma
  mephits.
  Spell-Like Abilities: 1/day—earthquake.
  Null Dragon
  Huge Dragon
  Hit Dice: 21d12+105 (241 hp)
  Initiative: +3
  Speed: 40 ft., burrow 40 ft.
  AC: 23 (–1 Dex, –2 size, +16 natural), touch 7,
  flat-footed 22
  Attacks: Bite +27 melee, 2 claws +22 melee,
  gore +22 melee
  Damage: Bite 2d8+8, claw 2d6+4, gore 2d8+4
  Face/Reach: 10 ft. by 20 ft./10 ft.
  Special Attacks: Drain magic
  Special Qualities: Blindsight 60 ft., nullifica-
  tion, resistance to magic weapons, sense
  magic, SR 25
  Saves: Fort +17, Ref +11, Will +14
  Abilities: Str 26, Dex 8, Con 20, Int 16, Wis
  14, Cha 12
  Skills: Bluff +22, Climb +29, Concentration
  +16, Diplomacy +11, Intimidate +10, Jump
  +20, Knowledge (arcana) +24, Listen +25,
  Scry +13, Search +24, Sense Motive +13,
  Spellcraft +24, Spot +25
  Feats: Alertness, Cleave, Improved Initiative,
  Power Attack, Sunder
  Climate/Terrain: Any land
  Organization: Solitary, or family (1–2 adults,
  3–4 young)
  Challenge Rating: 17
  Bestiary
  36
  Molten Dragon Abilities by Age
  Age
  Speed
  Str Dex Con Int Wis Cha
  Special Abilities
  Caster Level
  1
  40 ft., fly 80 ft.
  14
  9
  13
  8
  9
  10
  Fire subtype
  —
  (poor), burrow 20 ft.
  2
  40 ft., fly 80 ft.
  16
  9
  15
  8
  10
  10
  —
  (poor), burrow 30 ft.
  3
  40 ft., fly 80 ft.
  16
  9
  17
  8
  10
  10
  Melt weapon
  —
  (poor), burrow 30 ft.
  4
  40 ft., fly 100 ft.
  19
  9
  19
  10
  12
  12
  DR 5/+1
  —
  (clumsy), burrow 30 ft.
  5
  40 ft., fly 100 ft.
  21
  9
  21
  10
  12
  12
  —
  (clumsy), burrow 30 ft.
  6
  40 ft., fly 100 ft.
  25
  9
  21
  10
  14
  12
  DR 10/+2
  —
  (clumsy), burrow 30 ft.
  7
  40 ft., fly 100 ft.
  29
  9
  23
  12
  14
  14
  Call mephit
  1st
  (clumsy), burrow 30 ft.
  8
  40 ft., fly 150 ft. 
  33
  9
  25
  12
  14
  14
  DR 15/+3
  2nd
  (clumsy), burrow 30 ft.
  9
  40 ft., fly 150 ft.
  35
  9
  27
  14
  16
  16
  3rd
  (clumsy), burrow 30 ft.
  10
  40 ft., fly 200 ft.
  38
  9
  29
  14
  16
  16
  DR 20/+3
  4th
  (clumsy), burrow 40 ft.
  11
  40 ft., fly 200 ft. 
  41
  9
  31
  16
  18
  18
  Earthquake
  5th
  (clumsy), burrow 40 ft.
  12
  40 ft., fly 200 ft. 
  45
  9
  33
  16
  18
  20
  DR 25/+4
  6th
  (clumsy), burrow 40 ft.
  
  Bestiary
  37
  Treasure: Double standard; no magic
  Alignment: Usually neutral evil
  Advancement Range: 22–27 HD (Huge),
  28–38 HD (Gargantuan), 39+ HD (Colossal)
  Null dragons are horrible creatures who wan-
  der the world in search of magical items to feed
  their insatiable appetite for mystic energy.
  Null dragons have a very bad reputation
  among mages, who fear their ability to destroy
  that which they work so hard to create.
  Powerful wizards often hire parties of adven-
  turers to destroy such creatures when they wan-
  der to close to the spellcaster’s home.
  Null dragons are squat and stout, bearing
  a faint resemblance to armadillos. They have
  powerful claws for digging, a hide thick
  enough to turn aside powerful physical attacks,
  and a long prehensile tongue. Although the
  creatures possess wings, these are far too small
  to allow the null dragons to fly.
  Typically, null dragons are only found in
  areas of high magic levels, such as elven
  forests or near schools of wizardry. However, if
  they sense a large enough cache of magic, null
  dragons have been known to stalk prey for up
  to two weeks without resting.
  Null dragons speak Draconic and a few
  speak Common.
  Combat
  Null dragons use their sense magic ability to
  determine the greatest concentration of magic
  in their vicinity (usually the character with the
  most active magic items) and attack it with
  their nullifying tongue. They generally only
  resort to physical attacks if they are confronted
  by a foe that can damage them, or if they run
  out of available magic to drain.
  Drain Magic (Su): In place of its
  normal attacks, the null dragon can
  attempt to drain the magic from any
  magic item within 10 feet The
  creature attacks the item with its
  tongue, which drains the magic
  from anything it hits at its high-
  est base attack bonus. If the null
  dragon succeeds at a melee
  touch attack against the item,
  the object must make a Will save
  (DC 19) or be completely drained
  of magic. Drained items are only
  restorable by wish or miracle.
  The null dragon gains a num-
  ber of temporary hit points equal to
  five times the caster level of the item
  drained. The creature can only gain hit points
  in this manner once per day, although it can use
  the drain magic ability up to once per round.
  Nullification (Su): Any time the null
  dragon successfully makes a spell resistance
  check, it absorbs the essence of the spell that it
  resisted. The creature stores this power within
  itself, and once every 1d4 rounds it can expel it
  in a cone of raw magical force that deals 1d6
  points of damage per spell level expended. The
  dragon can expend a maximum number of spell
  levels per use equal to its HD/2.
  Should the null dragon ever absorb more
  than 30 levels of spells, it is immediately
  affected as if by a slow spell until it can release
  some of the energy. The slow effect lingers for
  1d4 rounds after it expels enough magical ener-
  gy to bring its total below 30 levels of spells.
  Resistance to Magic Weapons (Ex): The
  null dragon’s hide is protected against the dam-
  age caused by magical weapons, but it does rel-
  atively little against the ordinary variety. The
  creature gains damage reduction based on the
  power of the weapon that strikes it, as shown
  below. This damage reduction goes away
  immediately after the attack.
  Weapon Bonus
  Damage Reduction
  +1
  5/+2
  +2
  10/+3
  +3
  15/+4
  +4
  20/+5
  +5 or greater
  25/—
  Sense Magic (Su): As a free action, the
  null dragon can sense magic in a radius of 300
  ft., as per the detect magic spell. This ability
  can be used at will.
  
  Oceanic Dragon
  Dragon (Aquatic)
  Climate/Terrain: Any aquatic
  Organization: Wyrmling, very young, young,
  juvenile, and young adult: solitary or clutch
  (2–5); adult, mature, old, very old, ancient,
  wyrm or great wyrm: solitary, pair, or fami-
  ly (1–2 and 2–5 offspring). 
  Challenge Ratings: Wyrmling 2; very young
  3; young 5; juvenile 7; young adult 10; adult
  13; mature 15; old 17; very old 18; ancient
  20; wyrm 22; great wyrm 24.
  Treasure: Double Standard
  Alignment: Always chaotic evil
  Advancement: Wyrmling 7–8 HD (Small);
  very young 10–11 HD (Medium-size);
  young 13–14 HD (Medium-size); juvenile
  16–17 (Large); young adult 19–20 HD
  (Large); adult 22–23 HD (Huge); mature
  25–26 HD (Huge); old 28–29 HD (Huge);
  very old 31–32 HD (Huge); ancient 34–35
  (Gargantuan); wyrm 37–38 (Gargantuan);
  great wyrm 40+ (Gargantuan)
  Oceanic dragons are the undisputed masters of
  the seas. They are fast swimmers and deadly
  predators, with a fearsome array of physical
  capabilities and magical powers. 
  Oceanic dragons have long flowing pro-
  jections that run the length of their bodies.
  Though they appear at first to be wings, these
  projections are actually raylike fins. They
  allow the dragon to move as swiftly through
  water as other dragons fly through the air.
  These dragons cannot fly themselves but they
  are capable of breaching the surface of the
  water at high speeds and leaping into the air for
  short periods of time.
  The scales of wyrmlings are often brown-
  ish green in color. However, as the dragon ages,
  the scales on its back darken to a deep green or
  black, while the scales on its underbelly and the
  bottoms of its fins fade to almost a reflective
  white. The dark color makes the dragon diffi-
  cult to spot from the surface, while the
  sparkling white allows it to blend in with the
  light from the water's surface when seen by
  those swimming below it. Oceanic dragons
  give off a thick, briny odor. 
  Oceanic dragons make lairs in sea caves,
  deepwater trenches, and even old shipwrecks.
  Some have been known to seize new vessels to
  increase the size of their lairs, laying them to
  rest alongside existing wrecks as their bodies
  and hoards grow in size. Some use animate
  dead spells to turn the dead crews into servitors
  and guardians of their lairs.
  Oceanic dragons lay their eggs in the
  sandy bottom of the ocean floor. As few other
  creatures can withstand the incredible pres-
  sures of the depths, the eggs require little pro-
  tection. As soon as an egg hatches, the newborn
  dragon knows how to swim and immediately
  begins to seek out prey. They feed mainly on
  large fish, seals, and sharks before graduating
  to giant squid and orcas.
  Oceanic dragons can speak  Aquatic and
  Draconic.
  Combat
  Oceanic dragons tend to carefully size up their
  their prey before striking. Once a dragon has
  chosen its victim, its incredible speed usually
  allows it to take its prey by surprise. If the
  dragon is unable to seize its target on its first
  pass, or it is seeking two or more smaller prey,
  it will usually rely upon its vortex breath
  weapon to pull its prey towards its mouth. 
  Although it is capable of moving on land,
  it prefers to take its battles into the water. When
  dealing with opponents on the surface of the
  water, its favorite tactic is to dive deep and then
  swim towards the surface at a high speed. The
  dragon then breaches in order to use its claws
  Bestiary
  38
  
  Bestiary
  before crashing down on top of its opponent
  and dragging it underwater.
  Breath Weapon (Su): An oceanic dragon
  has two forms of breath weapon, a cone of
  superheated steam or a cone of vortex.
  Creatures one or more sizes smaller than
  the oceanic dragon take damage when caught
  in the vortex and may be swept up by it. An
  affected creature must make another Reflex
  save each round to escape the vortex (DC equal
  to the breath weapon’s original DC). If the
  creature fails its save, it is immediately pulled
  five feet closer to the oceanic dragon’s mouth.
  The creature still takes damage, but can leave
  the area of the vortex if the save is successful.
  The vortex lasts one round for every three age
  categories of the dragon, but always lasts for at
  least one round. The oceanic dragon uses the
  cone of steam breath weapon when above
  water, and the cone of vortex when below it.
  Breach (Ex): The dragon can breach the
  surface of the water and leap into the air. A
  breach is like a charge, but the swimming crea-
  ture must move a minimum of 50 feet under-
  water before it can breach.
  To breach, the dragon must swim towards
  the surface of the water in a straight line for a
  minimum of 50 feet. Once the dragon reaches
  the surface of the water, it continues to travel
  through the air a distance equal to one-fifth of
  the distance that it swam. For instance, if an
  oceanic dragon swam 150 feet toward the sur-
  face, it would breach the surface of the water
  and leap 30 feet through the air. The dragon
  may use a run action while breaching, provided
  it swims in a straight line. An oceanic dragon
  may take one partial action either before or
  after breaking the surface of the water as part of
  the breach action. Once the dragon has
  breached and is in the air, it continues in the
  same general direction that it was traveling
  when it breached. The dragon has no control
  over its direction or orientation.
  The dragon can only make claw attacks
  while in midair, but these deal double damage.
  Immunities (Ex): Oceanic dragons are
  immune to all electricity-based attacks.
  Capsize (Ex): An oceanic dragon surfac-
  ing under a boat may capsize the vessel
  depending upon the size of both the vessel
  and the dragon. Dragons that are Large or
  smaller cannot capsize a vessel. 
  39
  Oceanic Dragons by Age
  Attack
  Fort
  Ref
  Will
  Breath
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Weapon (DC)* DC
  SR
  1
  S
  6d12+6 (45)
  16 (+1 size, +5 natural),
  +8
  +6
  +5
  +5
  2d6 (14)
  —
  —
  touch 11, flat-footed 16
  2
  M
  9d12+18 (76)
  18 (+8 natural)
  +11
  +8
  +6
  +6
  4d6 (16)
  —
  —
  touch 10, flat-footed 18
  3
  M 
  12d12+24 (102)
  21 (+11 natural)
  +15
  +10
  +8
  +9
  6d6 (18)
  —
  —
  touch 10, flat-footed 21
  4
  L
  15d12+45 (142)
  23 (–1 size, +14 natural)
  +18
  +12
  +9
  +11
  8d6 (20)
  —
  —
  touch 9, flat-footed 23
  5
  L
  18d12+72 (189)
  26 (–1 size, +17 natural)
  +23
  +15
  +11
  +13
  10d6 (23)
  21
  19
  touch 9, flat-footed 26
  6
  H
  21d12+105 (241)
  28 (–2 size, +20 natural)
  +27
  +17
  +12
  +15
  12d6 (25)
  23
  21
  touch 8, flat-footed 28
  7
  H
  24d12+120 (276)
  31 (–2 size, +23 natural)
  +31
  +19
  +14
  +17
  14d6 (27)
  25
  22
  touch 8, flat-footed 31
  8
  H
  27d12+162 (337)
  34 (–2 size, +26 natural)
  +35
  +21
  +15
  +19
  16d6 (29)
  27
  24
  touch 8, flat-footed 34
  9
  H
  30d12+180 (375)
  37 (–2 size, +29 natural)
  +39
  +23
  +17
  +21
  18d6 (31)
  29
  25
  touch 8, flat-footed 37
  10
  G
  33d12+231 (445)
  38 (–4 size, +32 natural)
  +41
  +25
  +18
  +23
  20d6 (33)
  31
  27
  touch 6, flat-footed 38
  11
  G
  36d12+288 (522)
  41 (–4 size, +35 natural)
  +45
  +28
  +20
  +25
  22d6 (36)
  33
  29
  touch 6, flat-footed 41
  12
  G
  39d12+312 (565)
  44 (–4 size, +38 natural)
  +49
  +29
  +21
  +27
  24d6 (37)
  35
  31
  touch 6, flat-footed 44
  *Damage dealt by the vortex breath weapon is halved.
  
  A Huge oceanic dragon surfacing under a
  vessel less than 20 feet long capsizes the vessel
  95% of the time. It has 50% chance to capsize
  a vessel from 20 feet to 60 feet long and a 20%
  chance to capsize longer vessels.
  A Gargantuan oceanic dragon surfacing
  under a vessel less than 30 feet long capsizes
  the vessel 95% of the time. It has 50% chance
  to capsize a vessel from 30 feet to 90 feet long
  and a 20% chance to capsize longer vessels.
  A Colossal oceanic dragon surfacing
  under a vessel less than 40 feet long capsizes
  the vessel 95% of the time. It has 50% chance
  to capsize a vessel from 40 feet to 120 feet long
  and a 20% chance to capsize longer vessels.
  Charm Aquatic Animals (Sp): An
  oceanic dragon can use this ability three times
  per day. It operates as a mass charm spell that
  works only on aquatic animals. The dragon can
  communicate with any charmed animals as
  though casting a speak with animals spell.
  Other Spell-like Abilities: 3/day—cre-
  ate water and gust of wind; 1/day—control
  water and solid fog.
  New Dragon Feat
  Swim-By Attack [General]
  The dragon can attack while swimming or
  breaching.
  Prerequisite: Swim Speed
  Benefit: While swimming, the dragon
  can take a move action (including a breach) and
  another partial action at any time during the
  move. The dragon cannot take a second move
  action during the same round that it makes a
  swim-by attack.
  Normal: Without this feat, the dragon
  takes a partial action either before or after its
  move.
  Reef Dragon
  Dragon (Aquatic)
  Climate/Terrain: Any aquatic
  Organization: Wyrmling: swarm (3–18); very
  young: cluster (2–12); juvenile and young
  adult: solitary or clutch (2–5); adult, mature
  adult, old, very old, ancient, wyrm, or great
  wyrm: solitary
  Challenge Ratings: Wyrmling 1, very young
  2, young 3, juvenile 5, young adult 7, adult
  9, mature adult 12, old 14, very old 15,
  ancient 17, wyrm 18, great wyrm 20
  Treasure: Double standard
  Alignment: Always neutral good
  Advancement: Very young 3 HD (Tiny);
  young 5–6 HD (Small); juvenile 8–9 HD
  (Medium-Size); young adult 11–12 HD
  (Medium-Size); adult 14–15 HD (Large);
  mature adult 17–18 HD (Large); old 20–21
  HD (Huge); very old 23–26 HD (Huge);
  ancient 28–29 HD (Gargantuan); wyrm
  31–37 HD (Gargantuan); great wyrm
  39+ HD (Colossal)
  Reef dragons are among the smaller and weak-
  er of the true dragons, but they tend to make up
  for a lack of physical power with magical skill,
  cunning, and allies.
  Newly-hatched reef dragons are extreme-
  ly vulnerable. Unlike most other dragon
  species, there is no parental care given to the
  wyrmlings; they must survive on their own. For
  this reason, the cluster of hatchlings tends to
  stick together during the first few months of
  life, as the group can fight off foes that would
  be lethal to an individual. From this, reef drag-
  ons learn a lesson while young that most drag-
  Bestiary
  40
  Oceanic Dragon Abilities by Age
  Age
  Speed
  Str Dex Con Int Wis Cha
  Special Abilities
  Caster Level
  1
  40 ft., swim 100 ft.
  13
  10
  13
  10
  11
  10
  Breach, immunities
  —
  2
  40 ft., swim 150 ft.
  15
  10
  15
  10
  11
  10
  —
  3
  40 ft., swim 150 ft.
  17
  10
  15
  12
  13
  12
  —
  4
  40 ft., swim 150 ft.
  19
  10
  17
  14
  15
  14
  Create water
  1st
  5
  40 ft., swim 150 ft.
  23
  10
  19
  14
  15
  14
  Damage reduction 5/+1
  3rd
  6
  40 ft., swim 150 ft.
  27
  10
  21
  16
  17
  16
  Capsize, gust of wind
  5th
  7
  40 ft., swim 150 ft.
  29
  10
  21
  16
  17
  16
  Damage reduction 10/+1
  7th
  8
  40 ft., swim 150 ft.
  31
  10
  23
  18
  19
  18
  Solid fog
  9th
  9
  40 ft., swim 150 ft.
  33
  10
  23
  18
  19
  18
  Damage reduction 15/+2
  11th
  10
  40 ft., swim 200 ft.
  35
  10
  25
  20
  21
  20
  Control water
  13th
  11
  40 ft., swim 200 ft.
  37
  10
  27
  20
  21
  20
  Damage reduction 20/+3
  15th
  12
  40 ft., swim 200 ft.
  39
  10
  27
  22
  23
  22
  Charm aquatic animals
  17th
  *Can also cast cleric spells and those from the Animal, Evil and Water domains as arcane spells.
  
  Bestiary
  ons never learn at all—cooperation. While their
  food needs tend to require that older reef drag-
  ons stake out territory that will not be shared,
  their early lessons in the benefits of working
  well with others remain. Reef dragons are
  among the most gregarious of the draconic
  species and often form stable, mutually benefi-
  cial relationships with merfolk or reef elf com-
  munities. (More details on these cultures can be
  found in the Seafarer’s Handbook).
  Upon hatching, reef dragons resemble
  pallid white worms with a flowing dorsal fin
  that resembles a mane. They have large, pink-
  ish eyes. As they age, they begin to grow an
  outer shell of coral, granting them a consider-
  able defensive mechanism against sea preda-
  tors. An ancient or older reef dragon can easily
  be mistaken for part of the reef until it chooses
  to reveal itself. The coral that encrusts the reef
  dragon is alive, and it supports a number of
  other creatures as well.
  Reef dragons usually strike out in search
  of their own territory by the time they are juve-
  niles. At this point, about three-fourths of their
  littermates are dead, and the survivors are
  strong enough to swim through strange waters
  in search of a home. Reef dragons will settle in
  reefs that are not inhabited by other intelligent
  beings but prefer to find those with thriving sea
  elf, merfolk, or triton colonies. They avoid
  sahuagin and deal with locathah only if there
  are no better options. When such a reef is
  found, the dragon will offer its protection
  and support to the inhabitants in return for
  a large area of the reef declared to be his
  41
  Reef Dragons by Age
  Attack
  Fort
  Ref
  Will
  Breath
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Weapon (DC)
  DC
  SR
  1
  D
  1d12+0 (6)
  16 (+4 size, +2 natural),
  +3
  +2
  +2
  +2
  1d6 (10)
  —
  —
  touch 14, flat-footed 15
  2
  T
  2d12+2 (15)
  16 (+2 size, +4 natural),
  +4
  +3
  +3
  +3
  2d6 (12)
  —
  —
  touch 12, flat-footed 16
  3
  S
  4d12+4 (30)
  20 (+1 size, +9 natural),
  +6
  +4
  +4
  +4
  3d6 (13)
  —
  —
  touch 11, flat-footed 20
  4
  M
  7d12+14 (59)
  25 (+15 natural),
  +9
  +5
  +5
  +5
  4d6 (15)
  —
  —
  touch 10, flat-footed 25
  5
  M
  10d12+20 (85)
  30 (+20 natural),
  +12
  +7
  +7
  +7
  5d6 (17)
  18
  17
  touch 10, flat-footed 30
  6
  L
  13d12+39 (123)
  34 (–1 size, +25 natural),
  +16
  +8
  +8
  +8
  6d6 (19)
  19
  19
  touch 9, flat-footed 34
  7
  L
  16d12+48 (152)
  39 (–1 size, +30 natural),
  +19
  +10
  +10
  +10
  7d6 (21)
  22
  20
  touch 9, flat-footed 39
  8
  H
  19d12+95 (218)
  43 (–2 size, +35 natural),
  +25
  +11
  +11
  +11
  8d6 (24)
  24
  23
  touch 8, flat-footed 43
  9
  H
  22d12+110 (253)
  48 (–2 size, +40 natural),
  +28
  +13
  +13
  +13
  9d6 (26)
  26
  24
  touch 8, flat-footed 48
  10
  G
  27d12+189 (364)
  54 (–4 size, +48 natural),
  +35
  +15
  +15
  +15
  10d6 (30)
  29
  27
  touch 6, flat-footed 54
  11
  G
  30d12+210 (405)
  62 (–4 size, +56 natural),
  +38
  +17
  +17
  +17
  11d6 (32)
  31
  28
  touch 6, flat-footed 62
  12
  C
  38d12+342 (589)
  62 (–8 size, +64 natural),
  +46
  +21
  +21
  +21
  12d6 (34)
  36
  31
  touch 2, flat-footed 62
  
  territory. These requests are usually honored,
  since most undersea races greatly respect reef
  dragons and enjoy having one nearby.
  Reef dragons are very much in-tune with
  their homes and the surrounding waters. They
  are keenly aware of the complex machinery of
  nature and strive to live as a part of the sur-
  rounding world, rather than (as most dragons)
  the undisputed overlord of it. This is not to say
  that reef dragons are unwilling to use their
  powers when needed or that they are totally
  free of draconic arrogance. Rather, that arro-
  gance tends to take other forms than pure self-
  aggrandizement; a reef dragon is likely, as it
  ages, to become the self-elected protector of its
  territory, controlling the spread of local under-
  sea communities, harassing or even attacking
  fishing boats, and otherwise asserting its dom-
  inance in this fashion. Many reef dragons take
  class levels in druid.
  Reef dragons can speak Aquatic and
  Draconic.
  Combat
  Reef dragons will initiate combat only against
  those perceived as threats to themselves or the
  balance of their home. They will also attack
  evil subsurface races, especially sahuagin, on
  sight.
  If they have decided to attack and are as
  yet undetected (or not yet perceived to be a
  threat), they will use their considerable magical
  powers to enhance their speed and to confuse
  and disable their foes, then use their most
  potent offensive spell before moving in to
  melee range. Reef dragons typically do not call
  upon their allies for assistance unless they
  truly find themselves in dire straits. They
  see it as their duty to attend to threats to their
  home reef personally. To do otherwise is a
  shameful show of weakness in front of the very
  creatures the reef dragon has agreed to protect.
  Breath Weapon (Ex): Reef dragons
  breathe a cone of grit—a mix of ground coral,
  sand, bone, shell shards, and other hard matter,
  which is filtered out of the water by the dragon
  and then stored until needed. In addition to
  dealing piercing damage, all those caught with-
  in the cone must make a Fort save or be blind-
  ed for 1d6 rounds as the countless tiny particles
  tear into their eyes. Creatures that are wearing
  protective eye gear or who lack eyes automati-
  cally succeed at this save. The reef dragon can
  use this breath weapon both below and above
  water.
  Symbiote (Ex): Reef dragons have
  countless living creatures inhabiting the coral
  that grows on their bodies. Most of these are
  innocuous and inoffensive creatures—tiny fish,
  small, brightly colored worms, and so on. A
  small number, though, are of considerably
  greater power. These creatures often enter into
  a mutually beneficial relationship with their
  host. Once per day, a reef dragon can cast sum-
  mon nature’s ally II as a druid of 3rd level,
  though only aquatic animals can be summoned
  in this fashion.
  Symbiote II (Ex): As symbiote, except
  that the reef dragon can cast summon nature’s
  ally IV as a druid of 9th level.
  Symbiote III (Ex): As symbiote, except
  that the reef dragon can cast summon nature’s
  ally VIII as a druid of 17th level.
  Tsunami: One time per day, the reef drag-
  on can cast tsunami as a 19th-level sorcerer.
  Bestiary
  42
  Reef Dragon Abilities by Age
  Age
  Speed
  Str Dex Con Int Wis Cha
  Special Abilities
  Caster Level
  1
  15 ft., Swim 90 ft.
  7
  10
  11
  10
  12
  10
  —
  2
  15 ft., Swim 90 ft.
  11
  10
  12
  12
  12
  12
  1st
  3
  15 ft., Swim 90 ft.
  12
  10
  12
  12
  14
  12
  Symbiote I
  3rd
  4
  15 ft., Swim 90 ft.
  14
  10
  14
  14
  14
  14
  5th
  5
  15 ft., Swim 120 ft.
  14
  10
  14
  16
  16
  16
  Damage reduction 5/+1
  7th
  6
  15 ft., Swim 120 ft.
  18
  10
  16
  16
  16
  16
  Symbiote II
  9th
  7
  15 ft., Swim 120 ft.
  18
  10
  16
  18
  18
  18
  11th
  8
  20 ft., Swim 120 ft.
  26
  10
  20
  20
  18
  20
  13th
  9
  20 ft., Swim 120 ft.
  26
  10
  20
  22
  20
  20
  Damage reduction 10/+2
  15th
  10
  20 ft., Swim 150 ft.
  34
  10
  24
  24
  22
  22
  Symbiote III
  17th
  11
  20 ft., Swim 150 ft.
  34
  10
  24
  26
  24
  22
  Tsunami
  19th
  12
  20 ft., Swim 150 ft.
  42
  10
  28
  28
  26
  24
  Damage reduction 20/+3
  20th
  
  Bestiary
  Revenant Dragon
  Dragons are among the most powerful and
  resilient creatures in existence. They have no
  natural predators and generally die only at the
  hands of adventurers or other dragons. Often
  this comes in the form of a retributive strike,
  either by a dragon whose territory has been
  invaded or by a party of humanoids come to
  slay the vicious beast terrorizing their home-
  lands. Sometimes, however, a dragon is killed
  in cold blood while defending her eggs, or in
  some other unnecessary or unjust fashion.
  When this happens, the result is often the cre-
  ation of a revenant dragon.
  Revenant dragons appear as they did in
  life, though they are often pale and emaciated.
  Sometimes, the weapon that slew the beast is
  still lodged in place. The revenant dragon’s
  face is constantly twisted in rage. 
  Revenant dragons speak any languages
  they knew in life.
  Creating a Revenant Dragon
  “Revenant” is a template that may be added to
  any dragon. The creature (referred to hereafter
  as the “base creature”) must have a Charisma
  score of at least 12. The dragon’s creature type
  changes to “undead.” It otherwise uses all the
  base creature’s statistics and special abilities
  except as noted here.
  Hit Dice: Revenant dragons are even
  tougher than their living counterparts, gaining
  four additional Hit Dice.
  Speed: Revenant dragons are slower on
  the ground and in the air than they were in life.
  They lose 10 ft. from their base ground speed
  and 20 ft. from their flying, swimming, and
  burrowing speeds, if any. In addition, the base
  creature’s maneuverability is reduced by one
  step, to a minimum of “clumsy”.
  Attacks: Same as the base creature.
  Damage: Same as the base creature.
  Special Attacks: The revenant dragon
  retains all of the special attacks of the base
  creature as well as the following:
  Breath Weapon (Su): The revenant drag-
  on gains a new breath weapon, a cone of holy
  (good dragon) or unholy (evil dragon) energy
  that deals damage equal to the breath weapon
  of its base creature or 2d8 per age category,
  whichever is higher. The revenant may choose
  which breath weapon to use each time it
  breathes, but it must still wait the normal
  amount of time between blasts.
  Special Qualities: A revenant dragon has
  all the special qualities of the base creature and
  those listed below. In addition, the revenant
  dragon gains the “undead” type.
  Turn Resistance (Ex): The revenant drag-
  on has +4 turn resistance.
  Damage Reduction (Ex): A revenant
  dragon gains damage reduction 5/+1. If the
  base creature already had damage reduction,
  increase it by 5, and increase the type of
  weapon needed to negate the ability by one step
  (from silver to +1, +1 to +2, etc.).
  Fast Healing (Ex): A revenant dragon
  gains fast healing 10.
  Resistance to Energy (Ex): Revenant
  dragons are immune to cold and have fire and
  electricity resistance 15.
  Saves: The base creature’s saves are each
  increased by +2.
  Abilities: Revenant dragons have no
  Constitution score. They gain +2 Str, –2 Dex,
  and +4 Cha.
  Feats: Same as base creature.
  Climate/Terrain: Same as base creature.
  Organization: Same as base creature.
  Challenge Rating: As base creature +3.
  Treasure: Double standard.
  Alignment: As base creature.
  43
  
  Rift Dragon
  Dragon (Aquatic, Cold, Fire)
  Climate/Terrain: Aquatic
  Organization: Always solitary
  Challenge Ratings: Wyrmling 2, very young
  3, young 5, juvenile 6, young adult 9, adult
  10, mature adult 12, old 14, very old 16,
  ancient 17, wyrm 18, great wyrm 19
  Treasure: Double Standard
  Alignment: Always chaotic neutral
  Advancement: Wyrmling 7–8 HD (Small);
  very young 10–11 HD (Medium-size);
  young 13–14 HD (Medium-size); juvenile
  16–17 HD (Large); young adult 19–20 HD
  (Large); adult 22–23 HD (Huge); mature
  adult 25–26 HD (Huge); old 28–29 HD
  (Huge); very old 31–32 HD (Huge); ancient
  34–35 HD (Gargantuan); wyrm 37–38 HD
  (Gargantuan); 
  great 
  wyrm 
  40+ 
  HD
  (Gargantuan)
  Rift dragons are draconic beings of fire and ice
  that live in the deepest trenches of the oceans
  near volcanic vents.
  Rift dragons are among the strangest
  creatures known. They are considered dragons
  because of their form and abilities and because
  they seem to follow the life cycle of dragons—
  almost. There is a theory among the few sages
  who have studied the many species of dragons
  that the draconic form, like the humanoid one,
  is a metaphysical abstraction that shapes ener-
  gy to be like itself—this is why elemental
  beings, which evolved to meet wholly different
  conditions than those which exist in the mater-
  ial world, still look human, and why such
  things as rift dragons exist.
  Rift dragons do not hatch from eggs, do
  not have parents, and do not mate. They form
  spontaneously at the great undersea rifts, places
  where extreme temperatures and extreme pres-
  sure meet, cracking open the barriers between
  realities. Opposing energies join and flow, con-
  stantly colliding, and sometimes there is a
  spark of life that creates a rift dragon.
  The rift dragon has the general outline
  and build of a dragon, though longer, with fins
  that are feathery wisps and a body that seems
  half made up of its thin, flat tail. Despite its
  graceful and serpentine build, the rift dragon is
  heavily armored with dull, smoky black plates.
  As it moves, the heavy plates part, and raging
  fire is seen beneath them. Nonetheless, the
  dragon itself is cold to the touch unless it is
  using its elemental aura ability.
  Rift dragons are intelligent but highly
  mercurial creatures, having few things in com-
  mon with other undersea life and even less with
  surface visitors. They are built from conflicting
  forces and are thus conflicted themselves, often
  changing moods and motivations at random.
  Some scholars say there is an underlying pat-
  tern to their actions, if only it can be discov-
  ered; others claim that rift dragons are utterly
  mad, the strange circumstances of their birth
  condemning them to an existence of insanity.
  Certainly, talking to one can be maddening in
  itself—a conversation may be proceeding
  almost sanely for several minutes when sud-
  denly the dragon will issue a total nonsequiter
  and either swim away without a word or attack
  with blind fury.
  Rift dragons live in the rich waters sur-
  rounding the vents where they were born but
  are capable of prolonged voyages away from
  them. They have the entirety of the cold, silent
  realms of the abyssal ocean to rule over, with
  sprawls of territory that put the hunting
  grounds of most land-based dragons to shame.
  As greedy as any other dragon, they plunder
  shipwrecks, deep drow communities, and wan-
  dering tribes of deep merfolk with abandon. In
  instances where communities spring up near a
  Bestiary
  44
  
  Bestiary
  rift dragon’s home, the two often come to some
  accommodation where the dragon accepts reg-
  ular tribute, but the chaotic nature of the rift
  dragon means such bargains are tenuous at
  best.
  Combat
  Rift dragons sometimes go to great lengths to
  avoid conflict, even against clearly inferior
  opponents. At other times, they will attack
  obviously superior foes with savage fury, ask-
  ing and giving no quarter. It is best when deal-
  ing with a rift dragon to assume it will attack at
  any moment, but not to strike pre-emptively
  unless victory is absolutely assured. In combat,
  rift dragons will use their breath to weaken or
  kill as many foes as possible, then tear at a
  single target with teeth and claws.
  45
  Rift Dragons by Age
  Attack
  Fort
  Ref
  Will
  Breath
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Weapon (DC)
  DC
  SR
  1
  M
  6D12+6 (45)
  21 (+11 natural)
  +8
  +6
  +5
  +6
  2d6 (14)
  —
  —
  touch 10, flat-footed 21
  2
  M
  9D12+18 (76)
  23 (+13 natural)
  +12
  +8
  +6
  +7
  4d6 (16)
  —
  —
  touch 10, flat-footed 23
  3
  L
  12D12+36 (114)
  24 (–1 size, +15 natural)
  +14
  +11
  +8
  +10
  6d6 (19)
  —
  —
  touch 9, flat-footed 24
  4
  L
  15d12+60 (157)
  26 (–1 size, +17 natural)
  +18
  +13
  +9
  +12
  8d6 (21)
  —
  —
  touch 9, flat-footed 26
  5
  L
  18d12+90 (207)
  28 (–1 size, +19 natural)
  +22
  +16
  +11
  +14
  10d6 (23)
  22
  20
  touch 9, flat-footed 28
  6
  L
  21d12+126 (262)
  30 (–1 size, +21 natural)
  +27
  +17
  +12
  +16
  12d6 (25)
  23
  21
  touch 9, flat-footed 30
  7
  H
  24d12+189 (345)
  31 (–1 size, +23 natural)
  +32
  +20
  +14
  +19
  14d6 (28)
  26
  23
  touch 9, flat-footed 31
  8
  H
  27d12+168 (324)
  33 (–2 size, +25 natural)
  +36
  +22
  +15
  +20
  16d6 (30)
  27
  25
  touch 8, flat-footed 33
  9
  H
  30d12+240 (435)
  35 (–2 size, +27 natural)
  +40
  +25
  +17
  +23
  18d6 (33)
  30
  27
  touch 8, flat-footed 35
  10
  G
  33d12+297 (511)
  37 (–2 size, +29 natural)
  +45
  +27
  +18
  +24
  20d6 (35)
  32
  29
  touch 8, flat-footed 37
  11
  G
  36d12+360 (594)
  37 (–4 size, +31 natural)
  +47
  +30
  +20
  +27
  22d6 (38)
  34
  31
  touch 6, flat-footed 37
  12
  G
  39d12+429 (682)
  39 (–4 size, +33 natural)
  +52
  +32
  +21
  +29
  24d6 (40)
  36
  33
  touch 6, flat-footed 39
  Rift Dragon Abilities by Age
  Age
  Speed
  Str Dex Con Int Wis Cha
  Special Abilities
  Caster Level
  1
  Swim 75 ft.
  14
  11
  12
  11
  13
  10
  Fire, cold subtype, insane
  —
  2
  Swim 75 ft.
  16
  11
  14
  11
  13
  12
  —
  3
  Swim 75 ft.
  16
  11
  16
  13
  15
  12
  Elemental aura
  —
  4
  Swim 90 ft.
  19
  11
  18
  13
  17
  14
  Elemental spawn I
  1st
  5
  Swim 90 ft.
  21
  11
  20
  15
  17
  16
  Damage reduction 5/+1
  3rd
  6
  Swim 90 ft.
  25
  11
  20
  17
  19
  16
  Confusion
  5th
  7
  Swim 120 ft.
  29
  11
  22
  17
  21
  18
  Elemental spawn II
  7th
  8
  Swim 120 ft.
  33
  11
  24
  19
  21
  18
  Damage reduction 10/+2
  9th
  9
  Swim 120 ft.
  35
  11
  26
  21
  23
  20
  11th
  10
  Swim 150 ft.
  38
  11
  28
  21
  25
  22
  Damage reduction 15/+3,
  13th
  elemental spawn III
  11
  Swim 150 ft.
  41
  11
  30
  23
  25
  22
  Feeblemind
  15th
  12
  Swim 200 ft.
  45
  11
  32
  25
  27
  24
  Damage reduction 20/+4, elemental swarm 17th
  
  Fire And Cold Subtype: The rift dragon
  is one of the few, perhaps the only, creature that
  has both of these subtypes. This grants it
  immunity to both fire and cold. It does not,
  therefore, take extra damage from either attack
  type, but it is considered to be both types for all
  other purposes, eg., a spell that can command
  cold creatures will affect the rift dragon, and a
  spell providing protection from all fire type
  creatures will likewise be effective against it.
  Breath Weapon (Su): The rift dragon
  has two breath weapons. Both take the form of
  cones. The first is a cone of superheated
  water,that does fire damage and the second is a
  cone of supercold water, far below the temper-
  ature of ice but magically kept liquid, which
  does cold damage.
  Insane (Ex): Rift dragons exhibit the
  erratic and bizarre behavior that is characteris-
  tic to many forms of insanity. Each round, roll
  on the chart below to determine the creature’s
  behavior for that round.
  1d10
  Behavior
  1–3
  Dragon flies into a rage.
  4–7
  Dragon behaves rationally.
  8–10
  Dragon does nothing.
  Elemental Aura (Ex): The rift dragon
  can surround itself with either boiling or freez-
  ing water once per day for 2d6 rounds. Anyone
  entering this aura (which extends five feet from
  the dragon in all directions) takes 2d6 points of
  damage of the appropriate type for every three
  age categories of the dragon (minimum 2d6).
  Elemental Spawn I (Su): The rift dragon
  is a living elemental vortex. Once per day, it
  can summon 1d4 Medium-size fire or water
  elementals.
  Confusion (Sp): Talking to a rift dragon
  can be mind-boggling. Three times a day, a rift
  dragon can say or do something so unexpected
  and strange that it confuses all witnesses as a
  confusion spell cast by an 8th-level sorcerer.
  Elemental Spawn II (Su): As elemental
  spawn I, except that the elementals are Large.
  Elemental Spawn III (Su): As elemental
  spawn I, except that the elementals are Huge.
  Feeblemind (Sp): The rift dragon can
  turn the force of its own bizarre world view on
  a target, casting feeblemind once per day as a
  10th-level sorcerer.
  Elemental Swarm (Sp): The rift dragon
  may cast elemental swarm as an 18th-level
  druid. Only water or fire elementals may be
  summoned.
  Rot Dragon
  Undead
  Skills: Rot dragons gain skills as true dragons,
  starting with 6 skill points per Hit Die, plus
  bonus points equal to their Intelligence mod-
  ifier x HD. Rot dragons select from the same
  skills favored by their living kin.
  Feats: Rot dragons gain feats as true dragons,
  starting with one feat plus an additional feat
  per 4 HD. Dragons favor the same feats as
  their living kin.
  Climate/Terrain: Any land and underground
  Organization: Solitary
  Challenge Ratings: Wyrmling 1; very young
  3; young 5; juvenile 7; young adult 9; adult
  12; mature adult 14; old 17; very old 18;
  ancient 20; wyrm 21; ancient wyrm 23
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: Wyrmling 3 HD (Tiny); very
  young 5–6 HD (Small); young 8 HD
  (Medium-size); juvenile 10 HD (Medium-
  size); young adult 12–14 HD (Large); adult
  16–18 HD (Large); mature adult 20 HD
  (Huge); old 22 HD (Huge); very old 24 HD
  (Huge); ancient 26 HD (Huge); wyrm 27
  HD (Gargantuan); ancient wyrm 30+ HD
  (Gargantuan)
  Even dragons can have nightmares. For many,
  their nightmares manifest in the form of the rot
  dragon. According to draconic legend, the first
  of these undead monstrosities was created
  countless millennia ago, when an ancient drag-
  on spellcaster attempted to transform itself into
  an undead creature not unlike a lich. The ritual
  failed. Rather than grant the dragon a measure
  of immortality, the magic called into being a
  mass of writhing, spectral parasites that bur-
  rowed into the old wyrm’s flesh and made his
  will their own. The plague has slowly spread
  from dragon to dragon since that day.
  The shape of a rot dragon’s horns or the
  hue of its scales may hint at what the dragon’s
  species may have been in life, but the dragon’s
  body invariably shrivels and warps in the vio-
  lent passage to undeath. Its wings lie in tatters
  and its decomposing flesh hangs limp from its
  bones. Rents in the rot dragon’s hide reveal
  bloated, leaking entrails that continually writhe
  and pulsate with the motion of the luminous,
  spectral worms that drive it ever onward.
  A rot dragon knows nothing but misery
  and pain. In the end, it exists solely to spread its
  otherworldly parasites to new hosts. Even
  Bestiary
  46
  
  Bestiary
  worse, most rot dragons retain the malign cun-
  ning they need to successfully pursue this goal.
  Rot dragons no longer grow in size once
  they pass into undeath; the age categories
  below reflect dragons that were of different
  ages when transformed.
  Rot dragons seldom speak, but they
  understand both Abyssal and Draconic.
  Combat
  A rot dragon’s first priority is to spread its
  hideous parasites, always focusing its attacks
  on living dragons before moving on to any
  other foes. Rot dragons have all the natural
  attacks of true dragons, inflicting damage as a
  dragon of their size. Although a rot dragon’s
  wings are too degraded to sustain flight, the rot
  dragon can still use them to slam foes.
  Breath Weapon (Su): A rot dragon has
  one kind of breath weapon, vomiting forth a
  cone of the parasitic worms that riddle its flesh.
  These worms are semi-corporeal, passing
  through all armor, cover, and non-living matter
  but burrowing into the flesh of any living crea-
  tures they contact. The worms deal a number of
  points of Constitution drain as determined by
  the rot dragon’s age category. Opponents can
  make a Fortitude save to suffer only half this
  drain. The spectral worms can exist outside of
  a suitable host only for a few seconds, usually
  dissolving moments after inflicting their drain.
  Create Spawn (Su): The corpse of any
  true dragon slain by a rot dragon’s breath
  weapon shrivels and warps as the spectral
  worms spread throughout their new host. The
  corpse rises as a new rot dragon after 1d4 days
  unless dispel evil is cast on the corpse before
  the transformation is complete. The new rot
  dragon uses the slain dragon’s age category, but
  the transformation is so destructive that the
  creature does not otherwise possess any of the
  abilities it had in life. Spawn are under the
  command of the rot dragon that created them
  and remain enslaved until its death.
  Fear Aura (Su): Rot dragons can radiate
  an aura of fear as a free action. All living crea-
  tures within a radius of 30 feet × the rot drag-
  on’s age category are subject to the effect. A
  potentially affected creature that succeeds at a
  Will save remains immune to that rot dragon’s
  fear aura for one day. On a failure, creatures
  with 4 or fewer HD become panicked for 4d6
  rounds and those with 5 or more HD become
  shaken for 4d6 rounds.
  Spells: A rot dragon knows and casts
  arcane spells as a sorcerer of the level indicat-
  ed, gaining bonus spells for a high Charisma
  score. Most of a rot dragon’s spells are drawn
  from the school of Necromancy.
  Stench (Ex): Rot dragons are contin-
  ually awash in a putrescent stench. All
  living creatures within (10 feet per age
  47
  Rot Dragons by Age
  Attack
  Fort
  Ref
  Will
  Breath
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Weapon (DC)
  DC
  SR
  1
  T
  2d12 (13)
  19 (+2 size, +7 natural),
  +4
  +0
  +0
  +5
  1 (12)
  12
  —
  touch 12, flat-footed 19
  2
  S
  4d12 (26)
  21 (+1 size, +10 natural), 
  +5
  +1
  +1
  +7
  1d2 (13)
  13
  —
  touch 11, flat-footed 21
  3
  M
  7d12 (45)
  23 (+13 natural),
  +6
  +2
  +2
  +8
  1d3 (15)
  15
  —
  touch 10, flat-footed 23
  4
  M
  9d12 (58)
  26 (+16 natural),
  +8
  +3
  +3
  +10
  1d3 (17)
  17
  —
  touch 10, flat-footed 26
  5
  L
  11d12 (71)
  28 (–1 size, +19 natural),
  +9
  +3
  +3
  +11
  1d4 (18)
  18
  19
  touch 9, flat-footed 28
  6
  L
  15d12 (97)
  31 (–1 size, +22 natural),
  +13
  +5
  +5
  +14
  1d4 (21)
  21
  21
  touch 9, flat-footed 31
  7
  H
  19d12 (123)
  33 (–2 size, +25 natural),
  +16
  +6
  +6
  +16
  1d6 (23)
  23
  22
  touch 8, flat-footed 3
  8
  H
  21d12 (136)
  36 (–2 size, +28 natural),
  +18
  +7
  +7
  +18
  1d8 (25)
  25
  24
  touch 8, flat-footed 36
  9
  H
  23d12 (149)
  39 (–2 size, +31 natural),
  +20
  +7
  +7
  +19
  2d6 (26)
  26
  25
  touch 8, flat-footed 39
  10
  H
  25d12 (162)
  42 (–2 size, +34 natural),
  +22
  +8
  +8
  +21
  2d8 (28)
  28
  27
  touch 8, flat-footed 42
  11
  G
  27d12 (175)
  43 (–4 size, +37 natural),
  +22
  +9
  +9
  +22
  4d6 (29)
  29
  29
  touch 6, flat-footed 43
  12
  G
  29d12 (188)
  46 (–4 size, +40 natural),
  +27
  +9
  +9
  +24
  4d8 (32)
  32
  31
  touch 6, flat-footed 46
  
  category) of a rot dragon must succeed at a
  Fortitude save or be overcome with nausea.
  This nausea lasts for 10 rounds and deals 1d6
  points of temporary Strength damage. The sav-
  ing throw has a DC of 10 + 1/2 the rot dragon’s
  HD + the rot dragon’s Charisma modifier.
  Ethereal Duality (Su): The spectral
  worms infesting a rot dragon partially draw its
  decomposing flesh into the Ethereal Plane.
  Because of this, a rot dragon's natural attacks
  and breath weapon can affect ethereal oppo-
  nents as if the rot dragon itself were ethereal.
  Undead Traits: Immune to mind-influ-
  encing effects, poison, sleep, paralysis, stun-
  ning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain,
  or death from massive damage.
  Skulking Dragon
  Medium-Size Dragon
  Hit Dice: 10d12+10 (75 hp)
  Initiative: +6
  Speed: 60 ft., swim 30 ft.
  AC: 17 (+2 Dex, +5 natural), touch 10, flat-
  footed 15
  Attacks: 2 claws +12 melee, bite +7 melee
  Damage: Claw 1d8+2, bite 1d6+1
  Face/Reach: 5 ft. by 5 ft./5 ft
  Special Attacks: Breath weapon, pounce,
  improved grab, rake 1d8+1
  Special Qualities: Disease immunity, spider
  climb, scent
  Saves: Fort +8, Ref +9, Will +9
  Abilities: Str 14, Dex 15, Con 12, Int 9, Wis
  14, Cha 8
  Skills: Balance +5, Escape Artist +8, Hide +14,
  Listen +9, Move Silently +12, Spot +12,
  Wilderness Lore +8
  Feats: Alertness, Improved Initiative, Track
  Climate/Terrain: Temperate land, marsh or
  underground
  Organization: Solitary, pair, gang (2–5), pack
  (6–11)
  Challenge Rating: 7
  Treasure: Double standard
  Alignment: Usually chaotic evil
  The skulking dragon is a man-size, intelligent
  dragon that hunts in packs. Sometimes these
  beasts find their way into the slums or sewers
  of large cities, often with tragic results.
  Skulking dragons are sleek lizards with
  powerful legs and daggerlike claws. Crafty and
  intelligent hunters, they lurk in the shadows,
  waiting for prey. Often a victim doesn’t even
  realize it’s being stalked until it catches a
  reflective glint off the dragons’ deep red eyes.
  Bestiary
  48
  Rot Dragon Abilities by Age
  Age
  Speed
  Str Dex Con Int Wis Cha
  Special Abilities
  Caster Level
  1
  40 ft., climb 20 ft.
  12
  10
  —
  10
  15
  13
  Stench, fear aura, turn resistance +2
  —
  2
  40 ft., climb 20 ft.
  14
  10
  —
  10
  17
  13
  Turn resistance +3
  —
  3
  40 ft., climb 20 ft.
  16
  10
  —
  12
  17
  15
  —
  4
  40 ft., climb 20 ft.
  18
  10
  —
  14
  19
  17
  Turn resistance +4
  —
  5
  40 ft., climb 20 ft.
  20
  10
  —
  14
  19
  17
  Damage reduction 5/+1
  —
  6
  40 ft., climb 20 ft.
  24
  10
  —
  16
  21
  19
  Turn resistance +5
  1st
  7
  40 ft., climb 20 ft.
  28
  10
  —
  16
  21
  19
  Damage reduction 10/+1
  3rd
  8
  40 ft., climb 20 ft.
  30
  10
  —
  18
  23
  21
  Turn resistance +6
  5th
  9
  40 ft., climb 20 ft.
  32
  10
  —
  18
  23
  21
  Damage reduction 15/+2
  7th
  10
  40 ft., climb 20 ft.
  34
  10
  —
  20
  25
  23
  Turn resistance +7
  9th
  11
  40 ft., climb 20 ft.
  36
  10
  —
  20
  25
  23
  Damage reduction 20/+3
  11th
  12
  40 ft., climb 20 ft.
  38
  10
  —
  22
  27
  25
  Turn resistance +8
  13th
  
  Bestiary
  Skulking dragons stand only about four and a
  half feet tall, but are nearly seven feet long
  from snout to tail. Skulking dragons are
  marked by a musky smell similar to tar or oil.
  The territories of larger packs are usually thick
  with the odor.
  Skulking dragons are one of the few drag-
  ons that are encountered just as often in urban
  areas as in the wilderness. Alone or hunting in
  packs, a skulking dragon’s quick speed and
  sharp claws make it a deadly predator.
  It is not unusual to find packs of these
  creatures roaming the sewers and back alleys
  of major cities where food sources, treasure,
  and hiding places are plentiful. Skulking drag-
  ons are also well adapted for hunting in natural
  caves and caverns where their swimming and
  climbing abilities serve them well. There have
  even been tales of skulking dragons making
  their way up from the sewers, threatening those
  in the city slums. Much to their dismay, city
  dwellers soon find that skulking dragons are
  cunning, elusive, and swift. Worse, they dis-
  play an almost feline delight in toying with
  their prey before striking the killing blow.
  Like their larger cousins, skulking drag-
  ons tend to amass treasure. Although they tend
  to hunt in packs, individuals keep personal
  treasure hoards. These hoards are well hidden
  within a pack’s territory, often secured under
  piles of debris or muck, concealing them well
  both from intruders and other members of the
  pack. Treasure found by the pack is divided up
  in accordance with the rules of the pack, with
  stronger, more aggressive pack members keep-
  ing the largest shares of the spoils.
  Although immune to all diseases, skulk-
  ing dragons can serve as carriers of certain dis-
  eases if they dwell in unclean areas. Slumber
  dragons that reside in the sewers of major cities
  are likely to inflict diseases, such as filth fever,
  upon those they injure.
  Skulking dragons speak Draconic and
  some very intelligent individuals have also
  been known to speak Common. 
  Combat
  Skulking dragons prefer to hunt in packs.
  Once the pack has chosen its prey, a few mem-
  bers will often shadow the target and drive
  them into a dead end where the remainder of
  the pack lies hidden in the shadows or under
  the water in ambush. If the pack lies in a body
  of water, the shadowing dragon will employ its
  steam breath weapon to drive the target into the
  water and the awaiting jaws of the pack. In
  smaller numbers, skulking dragons generally
  stick to the shadows, ambushing their prey with
  a sudden attack. If a lone skulking dragon is
  surprised, it will try to use its breath weapon to
  cover its escape. It will then try to warn others
  of its kind and attempt to regroup with them. 
  Breath Weapon (Su): Cloud of super-
  heated steam 10 feet high, 15 feet wide and 30
  feet long, every 1d4 rounds, 8d6 points of fire
  damage, Reflex half DC 16.
  Pounce (Ex): If a skulking dragon leaps
  upon a foe during the first round of combat, it
  can make a full attack even if it has already
  taken a move action.
  Improved Grab (Ex): To use this ability,
  the skulking dragon must hit with a claw or bite
  attack. If it gets a hold, it can rake.
  Rake (Ex): A skulking dragon that gets a
  hold can make two rake attacks (+12 melee)
  with its hind legs for 1d8+1 points of damage
  each. If a skulking dragon pounces on an oppo-
  nent, it can also rake.
  Disease Immunity (Ex): A skulking
  dragon is immune to all natural, extraordinary,
  and supernatural diseases. However, skulking
  dragons are often carriers of diseases.
  Stonewalking (Ex): A skulking dragon
  can climb as though using the spider climb
  spell, but the surface the dragon climbs
  must be stone. It is always in effect.
  49
  
  Tome Lizard
  Tiny Dragon
  Hit Dice: 3d12+4 (23 hp)
  Speed: 30 ft., fly 60 ft., climb 15 ft.
  Initiative: +2
  AC: 17 (+2 size, +2 Dex, +3 natural), touch 12,
  flat-footed 15
  Attacks: Bite +7 melee, 2 claws +0 melee
  Damage: Bite 1d4, claw 1d3
  Face/Reach: 2 1/2 ft. by 2 1/2 ft./5 ft.
  Special Attacks: Breath weapon
  Special Qualities: Fire immunity, scent
  Saves: Fort +3, Reflex +5, Will +5
  Abilities: Str 11, Dex 15, Con 12, Int 2, Wis
  14, Cha 8
  Skills: Balance +5, Escape Artist +5, Hide +5,
  Listen +7, Move Silently +5, Spot +7
  Feats: Alertness, Weapon Finesse (bite)
  Climate/Terrain: Any land or underground
  Organization: Solitary, pair, gang (3–5) or
  colony (6–20)
  Challenge Rating: 2
  Treasure: No coins; no goods; triple items
  (books and scrolls only)
  Alignment: Usually neutral
  Advancement: 4–6 HD (Tiny); 7–9 HD
  (Small)
  Tome lizards are small flying lizards that seem
  drawn to libraries and other collections of liter-
  ary works. This odd attraction has made them
  both valued guardians and destructive pests. 
  Tome lizards are easily identified by their
  bulging eyes and flickering tongue. They pos-
  sess dexterous claws like a raccoon that assist
  the dragons in climbing walls and bookshelves.
  Tome lizards grow to be about three feet in
  length and usually exude a musty odor.
  Although the creatures apparently lack
  the intelligence to read, they nevertheless seek
  out literary collections, both large and small.
  Once a suitable location has been chosen, the
  creature gathers various tomes that serve both
  as lining for its nest and as a food source. The
  nesting process is quite destructive to the
  books. Some nesting books will have pages
  removed, while others will have certain pas-
  sages scorched or covered in a thick black ink
  that the creature also uses as a breath weapon.
  The exact criteria that the tome lizard uses to
  select the books for its nest are unknown. In
  one recorded instance, a tome lizard had
  selected only gnomish engineering texts for
  its nest, leaving other books, including
  dwarven texts on the same topic, untouched. In
  another case, a nest was found composed
  entirely of elven poetry. In still other instances,
  the books seemed to have been gathered com-
  pletely at random.
  Due to the creatures’ destructive tenden-
  cies, many wizards and scholars tend to kill
  tome lizards on sight. Indeed, they often
  delight in using the creature’s ink for their more
  prominent works. Books written with tome
  lizard ink have proven to be highly resistant to
  the ravages of time and magic spells.
  Tome lizards are rarely encountered out-
  side of urban areas. There have been a few
  reported sightings of individual tome lizards
  climbing trees in forests outside of towns, but
  in nearly every instance an individual has come
  forward claiming ownership of the creatures.
  Scholars believe that either a wizard or some
  forgotten god who favored ignorance to knowl-
  edge magically created these creatures.
  Vengeful apprentices and crafty criminals
  sometimes capture tome lizards and release
  them within libraries that house a despised
  master’s works or a constable’s detailed crimi-
  nal records. Still others have tried to domesti-
  cate the creatures to employ them as the
  guardians of precious books. These endeavors
  have met with varying degress of success. The
  small size, nimbleness, and ferocity of tome
  Bestiary
  50
  
  Bestiary
  lizards make them a nasty surprise for would-
  be book thieves. However, more than one keep-
  er has employed a tome lizard only to discover
  months later that the creature’s nest now
  includes a portion of his prized collection. 
  Combat
  Once a tome lizard has chosen a collection in
  which to nest, it becomes quite protective of
  the surrounding books. Any creature that
  appears to be a vandal or a thief makes a suit-
  able target. The tome lizard moves to a high
  vantage point and waits in ambush. It tries to
  blind its target with its ink breath weapon
  before driving its opponent away with its bite
  or fiery breath.  Tome lizards are careful not to
  harm the books they have chosen to protect
  with their breath weapons.
  Breath Weapon (Su): A tome lizard has
  two forms of breath weapon, a line of fire or a
  line of ink. The line of fire does 1d6 points of
  fire damage and is 15 feet long, five feet wide,
  and five feet high. Creatures within the line of
  fire may make a Reflex save (DC 13) for half
  damage. The line of ink is 15 feet long, five
  feet wide, and five feet high. Creatures within
  the line of ink must make a Reflex save (DC
  13) or be blinded for 1d4 rounds. Anything hit
  with the ink breath weapon is covered in a thick
  black substance. Scrolls, books, or other writ-
  ten materials that are covered with this ink are
  rendered illegible. The tome lizard’s ink can
  only be removed by fire or through the use of
  magic, though it will fade from flesh over the
  course of one week.
  Books or scrolls written in tome lizard ink
  receive a +2 circumstance bonus to any saves
  they make. The ink is extremely durable and
  hard to obscure, even using magic.
  Skills: Tome lizards receive a +8 racial
  bonus to Hide checks.
  Tome Lizards as Familiars
  In spite of its destructive nature, a tome lizard
  can make a good familiar. Tome lizards will
  only accept a wizard as their master, since they
  share the lizard’s love and respect for books.
  A tome lizard familiar grants its master no
  special ability, but it adopts the wizard’s spell-
  book as a favored tome and protects it jealous-
  ly from thieves. However, each time a new
  spell is added to the book after character cre-
  ation, there is a 5% chance that the tome lizard
  takes a strong dislike to it and destroys the
  pages it is on.
  Vermin Dragon
  Dragon (Electricity)
  Climate/Terrain: Any land or underground.
  Organization: Wyrmling, very young, young,
  juvenile, and young adult: solitary or clutch
  (2–5); adult, mature, old, very old, ancient,
  wyrm or great wyrm: solitary, pair, or fami-
  ly (1–2 and 2–5 offspring)
  Challenge Ratings: Wyrmling 2; very young
  3; young 4; juvenile 7; young adult 10; adult
  12; mature 15; old 17; very old 18; ancient
  20 wyrm 21; great wyrm 23.
  Treasure: Double standard.
  Alignment: Usually neutral evil.
  Advancement: Advancement: Wyrmling 6–7
  HD (Small); very young 9–10 HD
  (Medium-size); young 12–13 HD (Medium-
  size); juvenile 15–16 (Large); young adult
  18–19 HD (Large); adult 21–22 HD (Large);
  mature 24–25 HD (Huge); old 27–28 HD
  (Huge); very old 30–31 HD (Huge);
  ancient 33–34 (Gargantuan); wyrm
  36–37 (Gargantuan); great wyrm 39+
  HD (Gargantuan).
  Vermin dragons are a brutish hybrid of a
  blue dragon and several species of arachnid.
  These dragons share the traits of a num-
  ber of vermin, including scorpions and spiders,
  leading many sages to suggest that they are not
  dragons at all. Adventurers that have faced the
  creatures in combat refute this argument, how-
  ever. They point to the traits that vermin drag-
  ons share with other dragons, such as breath
  weapons, innate magical ability, and vicious
  natural attacks. To date, the issue remains unre-
  solved.
  Vermin dragons hunt much like a spider,
  finding a suitable target and capturing it in
  thick layers of webbing before injecting it with
  venom so it can be eaten. Even the smallest of
  these creatures hunt sheep, deer, and humans,
  with larger species often attacking whole cara-
  vans or large creatures such as griffons or even
  other dragons. They spend most of their time
  hunting, as the electrical energy their bodies
  generates is a constant drain on their resources.
  The lair of a vermin dragon is filled with
  the bones of its victims and old bits of web-
  bing. The floor is often stained by the crea-
  ture’s poison and webbing, both of which light-
  ly sear the stone of its cave. The creatures try
  to lair near a forest or other area with an
  abundant food source, and they have
  been known to make their homes near
  51
  
  large settlements where they can pick off
  domesticated animals and travelers at will.
  Vermin dragons have no real love for any
  specific treasure, and they generally arrange it
  in an enticing way so as to lure potential meals
  into their lair. Clever vermin dragons will even
  place treasure outside of their cave in order to
  catch the attention of passersby, hoping that
  their prey’s natural curiosity and greed will
  lead them into the dragon’s clutches.
  Vermin dragons speak Draconic and
  Common.
  Combat
  Vermin dragons prefer to begin combat
  by trapping as many opponents as possible in
  their web, and then using their electric stinger
  to damage multiple targets. If its opponents
  seem resistant to this attack or manage to free
  themselves from the webbing, then the creature
  charges into combat using its fearsome claw
  attacks to disable its enemies. Vermin dragons
  have a different array of attacks than standard
  dragons, as shown on the vermin dragon attack
  table on the next page.
  Breath Weapon (Su): Vermin dragons
  breathe a cone of sticky webbing that they use
  to trap their enemies before closing into melee.
  The dragon itself is unaffected by the web-
  bing and may move through it normally. All
  creatures caught within the area of effect
  must make a Reflex save or be stuck as if
  trapped by a web spell. Movement in or
  through an area of webbing is similar to the
  spell as well. The dragon’s webbing lasts for
  one minute before falling to the ground, dry
  and brittle. Like a spider, a vermin dragon can
  move through its web at its climb speed and
  can determine the exact location of any crea-
  ture touching the web.
  A vermin dragon’s webbing is an excel-
  lent conductor of electricity. Any electrical
  damage directed into the webbing is dealt to all
  creatures within 5 feet of its point of origin for
  each die of damage dealt.
  Improved Grab (Ex): If the dragon hits
  an opponent with a pincer attack it may attempt
  to start a grapple as a free action without pro-
  voking an attack of opportunity. The vermin
  dragon may only use its bite and stinger against
  grappled creatures, but it gains a +4 circum-
  stance bonus to its attack rolls against such
  foes. In addition, grappled foes automatically
  suffer damage from the vermin dragon’s shock
  shield each round if that ability is active.
  Electric Stinger (Ex): Three times per
  day as a free action, the vermin dragon can
  cause its stinger to deliver a powerful jolt of
  electricity. It may decide to use this ability after
  it strikes a foe with its stinger, in which case the
  target takes an additional 1d4 points of elec-
  tricity damage per age category. The target is
  Bestiary
  52
  Vermin Dragons by Age
  Attack
  Fort
  Ref
  Will
  Breath
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Weapon (DC)
  DC
  SR
  1
  S
  5d12+10 (42)
  16 (+1 size, +5 natural),
  +8
  +6
  +4
  +4
  Web (13)
  —
  —
  touch 11, flat-footed 16
  2
  M
  8d12+16 (68)
  18 (+8 natural),
  +11
  +8
  +6
  +6
  Web (16) 
  —
  —
  touch 10, flat-footed 18
  3
  M 
  11d12+33 (104)
  21 (+11 natural),
  +15
  +10
  +7
  +8
  Web (17)
  —
  —
  touch 10, flat-footed 21
  4
  L
  14d12+56 (147)
  23 (–1 size, +14 natural),
  +19
  +13
  +9
  +11
  Web (20)
  —
  —
  touch 9, flat-footed 23
  5
  L
  17d12+85 (195)
  26 (–1 size, +17 natural),
  +24
  +15
  +10
  +12
  Web (22)
  20
  20
  touch 9, flat-footed 26
  6
  H
  20d12+100 (230)
  28 (–2 size, +20 natural),
  +27
  +17
  +12
  +15
  Web (25)
  22
  21
  touch 8, flat-footed 28
  7
  H
  23d12+138 (287)
  31 (–2 size, +23 natural),
  +31
  +19
  +13
  +16
  Web (26)
  24
  23
  touch 8, flat-footed 31
  8
  H
  26d12+156 (325)
  34 (–2 size, +26 natural),
  +35
  +21
  +15
  +19
  Web (29)
  26
  24
  touch 8, flat-footed 34
  9
  H
  29d12+203 (391)
  37 (–2 size, +29 natural),
  +39
  +23
  +16
  +20
  Web (30)
  28
  26
  touch 8, flat-footed 37
  10
  G
  32d12+256 (464)
  38 (–4 size, +32 natural),
  +41
  +26
  +18
  +23
  Web (33)
  30
  28
  touch 6, flat-footed 38
  11
  G
  35d12+280 (507)
  41 (–4 size, +35 natural),
  +45
  +27
  +19
  +24
  Web (35)
  32
  29
  touch 6, flat-footed 41
  12
  G
  38d12+342 (589)
  44 (–4 size, +38 natural),
  +49
  +30
  +21
  +27
  Web (37)
  34
  31
  touch 6, flat-footed 44
  
  Bestiary
  not allowed a saving throw to reduce this dam-
  age.
  A vermin dragon will often touch its
  stinger to its webbing and discharge this abili-
  ty, causing damage to several creatures instead
  of just one. This still counts as one use of the
  dragon’s electric stinger ability, and affects
  creatures within 5 feet per dragon age category.
  Shock Shield (Sp): Three times per day
  as a standard action, the vermin dragon can
  cause its body to audibly buzz with electricity
  (+4 circumstance bonus to all Listen checks to
  detect the dragon’s presence). Any creature that
  touches the dragon with a metallic weapon or
  who is wearing metallic armor while touching
  the creature suffers 1d4 points of electricity
  damage per age category of the dragon. A suc-
  cessful Reflex save (DC 10 + the dragon’s age
  category) halves this damage. This ability lasts
  for one minute when activated.
  If the dragon has its shock shield active
  when it enters its webbing, water, or another
  electrically conductive substance, the ability is
  completely discharged, expending one of the
  dragon’s three uses for the day. When this hap-
  pens, all creatures within 5 feet per age catego-
  ry of the dragon are affected as if they touched
  the dragon while wearing metallic armor.
  Poison (Ex): A vermin dragon’s powerful
  bite also carries a potent poison that erodes a
  target’s ability to control his muscles. Often, a
  vermin will bite an opponent until it is helpless,
  and then leave it hanging in its web to be eaten
  later. The effects of the poison are outlined on
  the vermin dragon attack table.
  Immunities (Ex): The vermin dragon is
  immune to electricity.
  Other Spell-Like Abilities: 3/day—
  lightning bolt, obscuring mist; 1/day—
  giant vermin.
  53
  Vermin Dragon Abilities by Age
  Age
  Speed
  Str Dex Con Int Wis Cha
  Special Abilities
  Caster Level
  1
  30 ft., climb 80 ft.
  15
  10
  15
  8
  11
  8
  Electricity subtype
  —
  2
  40 ft., climb 80 ft.
  17
  10
  15
  10
  11
  10
  —
  3
  40 ft., climb 80 ft.
  19
  10
  17
  12
  13
  12
  —
  4
  50 ft., climb 80 ft.
  23
  10
  19
  12
  15
  12
  Shock shield
  —
  5
  50 ft., climb 80 ft.
  27
  10
  21
  14
  15
  14
  Damage reduction 10/+1
  —
  6
  60 ft., climb 80 ft.
  29
  10
  21
  14
  17
  14
  —
  7
  60 ft., climb 80 ft.
  31
  10
  23
  16
  17
  16
  Damage reduction 15/+2
  —
  8
  60 ft., climb 80 ft.
  33
  10
  23
  16
  19
  16
  Obscuring mist
  1st
  9
  60 ft., climb 80 ft.
  35
  10
  25
  18
  19
  18
  Damage reduction 20/+3
  3rd
  10
  60 ft., climb 80 ft.
  37
  10
  27
  18
  21
  18
  Lightning bolt
  5th
  11
  60 ft., climb 80 ft.
  39
  10
  27
  20
  21
  20
  Damage reduction 30/+3
  7th
  12
  60 ft., climb 80 ft.
  41
  10
  29
  20
  23
  20
  Giant vermin
  9th
  Vermin Dragon Attacks
  Initial and
  Size
  1 Bite
  2 Pincers
  4 Claws
  1 Tail Stinger
  1 Crush
  Poison DC
  Secondary Damage*
  Small
  1d6
  1d4
  1d3
  1d4 and poison
  —
  11
  1d2 Dex
  Medium-size
  1d8
  1d6
  1d4
  1d6 and poison
  —
  13
  1d3 Dex
  Large
  2d6
  1d8
  1d6
  1d8 and poison
  —
  16
  1d4 Dex
  Huge
  2d8
  2d6
  1d8
  2d6 and poison
  2d8
  18
  1d6 Dex
  Gargantuan
  4d6
  2d8
  2d6
  2d8 and poison
  4d6
  26
  1d8 Dex
  *All damage is temporary ability damage.
  
  Waste Runner
  Large Dragon
  Hit Dice: 8d12+40 (92 hp)
  Initiative: +2
  Speed: 60 ft.
  AC: 19 (+2 Dex, –1 size, +8 natural), touch 11,
  flat-footed 17
  Attacks: Bite +11
  Damage: Bite 2d6+6
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Qualities: Burst of speed, environ-
  mental adaptation
  Saves: Fort +10, Ref +8, Will +7
  Abilities: Str 18, Dex 14, Con 18, Int 6, Wis
  12, Cha 10
  Skills: Jump +10, Hide +6*, Listen +11, Sense
  Motive +6, Spot +11
  Feats: Alertness, Endurance, Run
  Climate/Terrain: Any land
  Organization: Solitary, pair, or herd (6–20)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement Range: 9–18 HD (Large),
  19–24 HD (Huge)
  Waste runners are large two-legged dragons
  often used as steeds in inhospitable areas due to
  their ability to ignore extremes of temperature.
  Waste runners appear to be a wingless
  species of wyvern, save for their vestigial horns
  and the lack of a scorpion’s sting on their tail.
  Their coloration varies widely, changing to
  match the waste runner’s surroundings over
  time.
  Waste runners are closer to normal beasts
  than most dragons, but their draconic heritage
  is evident in the strange adaptations they man-
  ifest. They often serve as steeds for intelligent
  humanoids who spend the time to bond with a
  herd rather than destroy it out of fear or hunger.
  These creatures make excellent companions,
  especially in harsh climates where they can
  survive much more easily than a horse or other
  mundane steed.
  Combat
  Waste runners prefer to flee combat rather
  than fight, but when they are cornered they use
  their natural reach and powerful jaws to deliv-
  er bone-crushing bites.
  Burst of Speed (Ex): Three times per day
  for up to one minute each, the waste runner can
  boost its base speed to 100 ft., allowing it to
  escape enemies or aid allies in need.
  Environmental Adaptation (Ex): Waste
  runners are amazingly adaptable to a variety of
  environments. They are immune to the subdual
  damage caused by extreme cold and heat, and
  their coloration blends into their surroundings,
  allowing them to hide easier.
  In addition, a waste runner has either fire
  or cold resistance 10, depending on its sur-
  roundings. If it lives in a moderate climate,
  determine its resistance randomly. A waste run-
  ner that enters a new environment and does not
  have the appropriate resistance will develop it
  within two days, losing its former resistance in
  favor of the new one. During this time, the run-
  ner’s coloration is easily seen against the new
  surroundings, making it difficult for the crea-
  ture to hide.
  Skills: *A waste runner receives a +4 cir-
  cumstance bonus to all Hide checks made
  when its environmental adaptation ability has
  adjusted to its current surroundings. However,
  this becomes a –4 penalty when the waste run-
  ner enters a new type of terrain. This penalty
  lasts until the waste runner has had a chance to
  adapt to the new terrain.
  Bestiary
  54
  
  Bestiary
  Watch Wyrm
  Huge Dragon
  Hit Dice: 6d12+6 (45 hp)
  Initiative: +1 (Dex)
  Speed: 50 ft.
  AC: 15 (–2 size, +1 Dex, +6 natural)
  Attacks: 2 stings +8 melee, 2 bites +6 melee, 2
  wings +6 melee; or 2 claws +8 melee
  Damage: Sting 1d4+2 and poison, bite 2d6+1,
  wing 1d6+1; or claw 1d4+2
  Face/Reach: 5 ft. by 10 ft./5 ft.
  Special Attacks: Poison, catalytic poison
  Special Qualities: Keen senses, scent
  Saves: Fort +6, Ref +6, Will +9
  Abilities: Str 15, Dex 12, Con 13, Int 9, Wis
  18, Cha 12
  Skills: Hide +4, Listen +14*, Search +6, Spot
  +14*
  Feats: Alertness, Multiattack
  Climate/Terrain: Temperate and warm desert,
  hill, and mountains
  Organization: Solitary or pair
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: 7–9 HD (Huge); 10–18 HD
  (Gargantuan)
  Watch wyrms are a strange offshoot of the
  wyvern, most easily distinguished from their
  more common kin by their lack of wings, twin
  heads, and two long, scorpion-like tails.
  Watch wyrms have dappled scales that are
  usually the color of rust, allowing them to blend
  in with the arid desert peaks and ridges they call
  home. Watch wyrms are fierce hunters and
  extremely territorial. When not actively hunt-
  ing, a watch wyrm perches motionless on top of
  a tall sand dune, relying on its extraordinarily
  sharp senses to monitor the valleys and plains
  below. It tirelessly searches for the slightest
  noise or motion, its heads sleeping in shifts to
  ensure that nothing escapes its attention.
  Watch wyrms are slightly smaller and
  more slender than the common breed of
  wyvern, but they are considerably more intelli-
  gent as well. Most watch wyrms speak
  Draconic. When they can actually be persuad-
  ed to speak, they bark out brief threats and
  phrases, with the heads finishing each other’s
  statements. Some canny desert inhabitants are
  rumored to have bargained with watch wyrms
  to recruit one of the violent creatures as an
  invaluable sentry for their stronghold.
  Combat
  Watch wyrms are highly aggressive hunters.
  When a watch wyrm detects prey or an inter-
  loper, it races to intercept, tackling its victim
  before jabbing the hapless creature with its
  stingers. Each of a watch wyrm’s two stingers
  produces distinctly different poisons. Each is
  dangerous enough alone, but when both poi-
  sons meet in a single creature’s heart, they
  combine to form a lethal venom that can
  instantly congeal the doomed victim’s blood.
  After making a quick meal of its prey, the
  watch wyrm returns to the high ground and its
  vigil begins anew.
  Poisons (Ex): Each of a watch wyrm’s
  stingers secretes a different poison.
  Left stinger: Sting, Fortitude save (DC
  15); initial and secondary damage 2d6 tempo-
  rary Strength.
  Right stinger: Sting, Fortitude save (DC
  15); initial and secondary damage 2d6 tempo-
  rary Dexterity.
  Catalytic Poison (Ex): If a creature that
  has already been injected with one of a watch
  wyrm’s poisons is also injected with the second
  before the first poison’s secondary damage has
  been resolved (in other words, while both poi-
  sons are active), then in addition to the effects of
  the separate poisons, the victim must succeed at
  an extra Fortitude save (DC 15) or its blood con-
  geals. This instantly kills any living creature
  with a circulatory system.
  55
  
  Improved Grab (Ex): If a watch wyrm
  hits an opponent that is at least one size cate-
  gory smaller than itself with both claw attacks,
  it deals normal damage and attempts to start a
  grapple as a free action without provoking an
  attack of opportunity (grapple bonus +10). If it
  gets a hold, it automatically hits with one sting
  of its choice on the same round. (This replaces
  its normal sting attacks for that round).
  Thereafter, the watch wyrm has the option to
  conduct the grapple normally, or simply use its
  claws to hold the opponent (–20 penalty on
  grapple check, but the watch wyrm is not con-
  sidered grappled.) In either case, each success-
  ful grapple check it makes during successive
  rounds automatically deals damage for both
  claw attacks and one sting attack of the watch
  wyrm’s choice.
  Keen Senses (Ex): A watch wyrm sees
  four times as well a human in low-light condi-
  tions and twice as well in normal light. It also
  has darkvision with a range of 300 feet.
  Skills: *A watch wyrm receives a +8
  racial bonus to Listen, Search and Spot checks
  when using both heads for the skill check. It
  receives an additional +3 racial bonus to Spot
  and Listen checks during daylight hours.
  Whipwing
  Medium-size Dragon
  Hit Dice: 5d12+10 (42 hp)
  Initiative: +7
  Speed: 40 ft., fly 150 ft. (average)
  AC: 17 (+3 Dex, +4 natural), touch 13, flat-
  footed 14
  Attacks: 2 claws +6 melee, bite +1 melee, 2
  wings +1 melee; or viscous spittle +8 ranged
  touch
  Damage: Claw 1d4+1, bite 1d6, wing 1d4
  Face/Reach: 5 ft. by 5 ft./5 ft. (10 ft. by 5 ft./5
  ft. when flying)
  Special Attacks: Viscous spittle
  Special Qualities: Bolstered courage, scent
  Saves: Fort +6, Ref +7, Will +6*
  Abilities: Str 12, Dex 17, Con 14, Int 6, Wis
  15, Cha 6
  Skills: Balance +8, Climb +6, Listen +7, Spot
  +7
  Feats: Improved Initiative, Flyby Attack
  Climate/Terrain: Temperate and warm hill
  and mountains
  Organization: Solitary, pair, or clutch (5–20)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually neutral
  Advancement:
  6–10 HD (Medium-size);
  11–15 HD (Large)
  Whipwings are small, lithe winged reptiles that
  can spit globs of a sticky mucus-like substance.
  They are considered by most sages to be a dis-
  tant relative of the wyvern. 
  A whipwing’s head features a narrow
  snout filled with needlelike teeth and sits atop
  a slender, flexible neck. The neck swells just
  behind the jaws, where large sacs produce the
  globs of mucus a whipwing uses to down aeri-
  al prey. A whipwing has two legs, a barrel
  chest, and a leathery hide covered in fine gray
  scales, ranging from the hue of a cloudy sky
  along its belly to a charcoal gray along its
  spine.These creatures seldom grow any larger
  than a halfling or kobold, but a long, whiplike
  tail more than doubles their total length. 
  Despite their graceful appearance, whip-
  wings exist primarily as scavengers in the
  mountain lairs of much larger dragons. The
  whipwings hunt for prey in the cramped fis-
  sures and passages their dragon master cannot
  access, effectively patrolling for intruders, and
  they add whatever shiny trinkets they find to
  the dragon’s hoard. In return, the dragon allows
  Bestiary
  56
  
  Bestiary
  the whipwings to feed off its larger kills and
  shields them from larger predators.
  Whipwings speak a degenerate dialect of
  Draconic, often screeching parroted phrases
  back and forth as they swoop in on their prey.
  Combat
  Whipwings are built to fly and are most dan-
  gerous in aerial battles. Whipwings are pos-
  sessed of a certain base cunning and usually
  attempt to steer foes high into the air or over
  the edge of lofty precipices. Once their foe is in
  position, the whipwings swoop in, attempting
  to immobilize it with their viscous spittle. After
  their foe has plunged to its death, they alight
  around it to feed. Whipwings are easily befud-
  dled when faced with an entangled foe that can
  stay aloft (such as a levitating adventurer) and
  often scatter in confusion unless specifically
  directed to attack by their dragon master.
  Viscous Spittle (Ex): Once every 1d4
  rounds, in lieu of a bite attack, a whipwing can
  spit a gob of viscous mucus at an opponent by
  making a ranged touch attack. Any creature
  struck by the sticky goo suffers a –2 penalty to
  attack rolls and a –4 penalty to effective
  Dexterity. The splattered creature must also
  make a successful Reflex save (DC 15 + tar-
  get’s size modifier) or be completely entangled
  and unable to move. Creatures on the ground
  are glued to their surroundings, but whipwings
  usually use their spittle to knock other flyers
  out of the sky. Whipwing mucus can immobi-
  lize other whipwings. 
  An immobilized creature can break free
  with a successful Strength check (DC 27) or by
  dealing 15 points of damage to the mucus with
  a slashing weapon. A creature trying to scrape
  goo off himself, or another creature assisting,
  does not need to make an attack roll; hitting the
  goo is automatic, after which the creature
  makes a damage roll to see how much of the
  goo he happened to scrape off. Once free, a
  creature can move at normal speed again. A
  creature capable of spellcasting who is bound
  by the goo must make a Concentration check
  (DC 15) to cast a spell. Whipwing saliva quick-
  ly breaks down the mucus; a whipwing need
  deal only 5 points of damage with its bite attack
  to free itself, after which it can move at full
  speed. The goo dissolves on its own after 10
  minutes.
  Bolstered Courage (Ex): Whipwings
  receive a +2 morale bonus to Will saves when-
  ever they are in the presence of a dragon of at
  least Huge size.
  Wild Dragon
  Dragon (Earth)
  Climate/Terrain: Any forest and marsh
  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
  5; young 7; juvenile 9; young adult 12; adult
  15; mature adult 17; old 19; very old 20;
  ancient 22; wyrm 23; great wyrm 25
  Treasure: Double standard
  Alignment: Always chaotic neutral
  Advancement: Wyrmling 6–7 HD (Small);
  very young 9–10 HD (Medium-size); young
  12–13 HD (Medium-size); juvenile 15–16
  HD (Large); young adult 18–19 HD (Large);
  adult 21–22 HD (Huge); mature adult 24–25
  HD (Huge); old 27–28 HD (Huge); very old
  31-32 HD (Huge); ancient 31–32 HD
  (Gargantuan); wyrm 34–35 HD
  (Gargantuan); great wyrm 37+
  (Gargantuan)
  Wild dragons, also known as “feral wyrms,”
  are the guardians of primordial forests and
  fairy glades, protecting these untouched
  57
  
  wilds against defilers and the intrusions of civ-
  ilization.
  A wild dragon has a blunt snout and a
  stocky, muscular build, carrying its frame low
  to the ground. They lack wings, but elaborate,
  antler-like horns sprout from their heads. Wild
  dragons have a thick hide of mottled brown and
  gray. Soil gathers in the gaps between their
  dense, pebbly scales, giving them a rich, loamy
  scent and allowing numerous tiny plants to take
  root. Older wild dragons are often draped in a
  shroud of mosses, lichens, and toadstools.
  When wild dragons rest, they curl themselves
  against ancient trees or natural formations and
  are often mistaken for stony, overgrown
  mounds of earth, with only their antlers and
  dark orange eyes betraying their presence. 
  Wild dragons are usually content to rest
  out in the open within their wooded homes, but
  when they decide to retreat from view, they use
  their claws and curving antlers to scoop out
  snug earthen lairs below clearings or in hill-
  sides. Wild dragons are carnivorous, but they
  lack the malice of their chromatic kin, prefer-
  ring to hunt wild animals rather than intelligent
  beings. They also lack the compassion of the
  metallic dragons, however, and do not hesitate
  to attack intelligent beings that prove bother-
  some. Wild dragons respect creatures that
  work to preserve their natural surroundings
  and can often be persuaded to cooperate
  with druids, clerics of nature gods, and the fey.
  However, they despise all those who would
  desecrate their woodlands, be they a bile wyrm
  or simply a group of commoners toppling trees
  to expand their fields.
  Wild dragons speak Draconic and Sylvan.
  Many older wild dragons also learn Druidic.
  Combat
  Wild dragons prefer to attack from con-
  cealment, literally turning the woods against
  their foes before closing in to finish them off.
  They begin their assaults by using entangle or
  plant growth to trap their foes, then switch to
  their breath weapon. Although a wild dragon’s
  breath weapon makes its foes more physically
  dangerous, they rapidly devolve into simple
  beasts that the dragon can control. Wild dragons
  also use their breath weapon to increase the size
  of their prey, allowing them to sustain them-
  selves on relatively few creatures, preserving
  the ecology of their hunting grounds.
  A wild dragon has the standard bite, claw
  ,and tail attacks of a dragon its size. It does not
  have wing attacks, but it gains a gore attack
  with its antler-like horns.
  Gore: Gore attacks deal the damage listed
  below. Gore attacks are at –5 to the attack bonus.
  Breath Weapon (Su): A wild dragon has
  one type of breath weapon, a cone of swirling,
  Bestiary
  58
  Wild Dragons by Age
  Breath
  Attack
  Fort
  Ref
  Will
  Weapon
  Fear
  Gore
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  (DC)
  DC
  SR
  Damage
  1
  S
  5d12+5 (37)
  16 (+1 size, +5 natural),
  +6
  +5
  +4
  +5
  1d2 (13)
  —
  —
  1d4
  touch 11, flat-footed 16
  2
  M
  8d12+16 (68)
  18 (+8 natural),
  +10
  +8
  +6
  +7
  1d3 (16)
  —
  —
  1d6+1
  touch 10, flat-footed 18
  3
  M
  11d12+33 (104)
  21 (+11 natural),
  +14
  +10
  +7
  +9
  1d3 (18)
  —
  —
  1d6+1
  touch 10, flat-footed 21
  4
  L
  14d12+56 (147)
  23 (–1 size, +14 natural),
  +18
  +13
  +9
  +11
  1d4 (21)
  —
  —
  1d8+2
  touch 9, flat-footed 23
  5
  L
  17d12+85 (195)
  26 (–1 size, +17 natural),
  +22
  +15
  +10
  +13
  1d4 (23)
  21
  16
  1d8+2
  touch 9, flat-footed 26
  6
  H
  20d12+140 (270)
  28 (–2 size, +20 natural),
  +26
  +19
  +12
  +15
  1d6 (26)
  23
  19
  2d6+3
  touch 8, flat-footed 28
  7
  H
  23d12+184 (333)
  31 (–2 size, +23 natural),
  +29
  +21
  +13
  +17
  1d6 (28)
  25
  21
  2d6+3
  touch 8, flat-footed 31
  8
  H
  26d12+234 (403)
  35 (–2 size, +27 natural),
  +34
  +24
  +15
  +19
  1d8 (31)
  27
  23
  2d6+4
  touch 8, flat-footed 32
  9
  H
  29d12+290 (478)
  38 (–2 size, +30 natural),
  +38
  +26
  +16
  +21
  2d6 (33)
  29
  25
  2d6+4
  touch 8, flat-footed 38
  10
  G
  30d12+330 (525)
  39 (–4 size, +33 natural),
  +40
  +28
  +17
  +22
  2d8 (35)
  30
  27
  2d8+5
  touch 6, flat-footed 39
  11
  G
  33d12+396 (610)
  42 (–4 size, +36 natural),
  +44
  +30
  +18
  +24
  4d6 (37)
  32
  29
  2d8+5
  touch 6, flat-footed 42
  12
  G
  36d12+468 (702)
  45 (–4 size, +39 natural),
  +48
  +33
  +20
  +26
  4d8 (40)
  34
  32
  2d8+6
  touch 6, flat-footed 45
  
  Bestiary
  luminous green vapor. The primal magic in this
  mist causes living creatures to regress into more
  savage and primitive shapes. Any aberration, ani-
  mal, beast, dragon, giant, humanoid, magical
  beast, monstrous humanoid, shapechanger, or
  vermin caught in the dragon’s breath weapon
  suffers the effective Intelligence decrease deter-
  mined by the wild dragon’s age category.
  Creatures that succeed at their Reflex save suffer
  only half the listed damage. For every 2 points of
  Intelligence the creature loses, it gains an effec-
  tive increase of 1 point of Strength, rounding
  down. (Thus, a creature that loses 5 points of
  Intelligence gains 2 points of Strength.)
  Affected creatures grow larger and more
  feral, soon resembling dire versions of their
  original forms. As an affected creature’s effec-
  tive Strength rises, use the table above to
  determine the transformation’s additional
  effects.
  Current Size: The subject’s size category
  before the breath weapon takes effect.
  Str Gained: When a subject of the listed
  current size gains this many effective points of
  Strength, it moves up to the next size category.
  A subject’s gear does not change; worn clothing
  and armor is ruined when the subject grows.
  New Size: The subject’s new size catego-
  ry once its effective Strength increase has been
  added. Remember to adjust the creature’s size
  modifier for AC and attack rolls to reflect its
  new dimensions.
  Dex Modifier: When a subject reaches the
  listed new size, apply this effective decrease to
  its Dexterity score.
  Con Modifier: When a subject reaches the
  listed new size, apply this effective increase to
  its Constitution score.
  Natural Armor Modifier: When a subject
  reaches the listed new size, apply this
  effective increase to its natural armor
  bonus.
  59
  Wild Dragon Breath Weapon Effects
  Current
  Str
  New
  Dex
  Con
  Natural Armor
  Size
  Gained
  Size
  Modifier
  Modifier
  Modifier
  Fine
  +1
  Diminutive
  –2
  —
  —
  Diminutive
  +2
  Tiny
  –2
  —
  —
  Tiny
  +4
  Small
  –2
  —
  —
  Small
  +4
  Medium-size
  –2
  +2
  —
  Medium-size
  +8
  Large
  –2
  +4
  +2
  Large
  +8
  Huge
  –2
  +4
  +3
  Huge
  +8
  Gargantuan
  –2
  +4
  +4
  Gargantuan
  +8
  Colossal
  –4
  +4
  +5
  Wild Dragon Abilities by Age
  Age
  Speed
  Str Dex Con Int Wis Cha
  Special Abilities
  Caster Level
  1
  40 ft., swim 20 ft.,
  12
  10
  13
  8
  13
  12
  Electricity immunity, natural presence
  —
  burrow 20 ft.
  2
  40 ft., swim 20 ft., 
  14
  10
  15
  8
  13
  12
  Charm person or animal
  —
  burrow 20 ft.
  3
  40 ft., swim 20 ft., 
  16
  10
  17
  10
  15
  14
  Entangle
  1st
  burrow 20 ft.
  4
  40 ft., swim 20 ft.,
  18
  10
  19
  10
  15
  14
  Pass without trace
  3rd
  burrow 20 ft.
  5
  40 ft., swim 20 ft.,
  20
  10
  21
  12
  17
  16
  Damage reduction 5/+1
  5th
  burrow 20 ft.
  6
  40 ft., swim 20 ft.,
  22
  10
  24
  12
  17
  16
  Plant growth
  7th
  burrow 20 ft.
  7
  40 ft., swim 20 ft.,
  24
  10
  26
  14
  19
  18
  Damage reduction 10/+1
  9th
  burrow 20 ft.
  8
  40 ft., swim 20 ft.,
  26
  10
  28
  14
  19
  18
  Freedom of movement
  11th
  burrow 20 ft.
  9
  40 ft., swim 20 ft.,
  28
  10
  30
  16
  21
  20
  Damage reduction 15/+2
  13th
  burrow 20 ft.
  10
  40 ft., swim 20 ft.,
  30
  10
  33
  16
  21
  20
  15th
  burrow 20 ft.
  11
  40 ft., swim 20 ft.,
  32
  10
  35
  18
  23
  22
  Damage reduction 20/+3
  17th
  burrow 20 ft.
  12
  40 ft., swim 20 ft.,
  34
  10
  37
  18
  23
  22
  Control weather
  19th
  burrow 20 ft.
  
  Multiple blasts of a wild dragon’s breath
  weapon stack, but they cannot drop a creature’s
  Intelligence or Dexterity scores below 1. The
  breath weapon cannot further affect subjects
  with an Intelligence score of 1. Intelligence and
  Strength scores return to normal at the rate of 1
  point each per day. As a subject’s effective
  Strength increase fades, it slowly returns to its
  original size. The subject is completely
  restored when all ability scores return to nor-
  mal. A successful casting of remove curse
  restores a subject to normal immediately.
  Example: A wyrm wild dragon blasts a
  human Wiz2 (Str 11, Dex 10, Con 11, Int 18,
  melee attack bonus +1, hp 5, AC 10, Medium-
  size) with its breath weapon. The sorcerer fails
  his Reflex save, resulting in an effective
  decrease of 17 points of Intelligence and an
  effective increase of 8 points of Strength.
  Gaining 8 points of Strength increases the sub-
  ject’s size to Large, so he also loses 2 points of
  Dexterity, gains 4 points of Constitution, and
  adds +2 to his natural armor. The subject is
  now a Large apelike creature with the follow-
  ing effective scores: Str 19, Dex 8, Con 14, Int
  1, melee attack bonus +4, hp 9, AC 11. This
  subject is immune to additional blasts of the
  wild dragon’s breath weapon until his
  Intelligence once again rises above 1.
  Natural Presence (Su): Living creatures
  with Intelligence scores below 3 (including
  those regressed by the wild dragon’s breath
  weapon) will never willingly attack a wild
  dragon and are not affected by its frightful
  presence unless the dragon wishes them to be.
  They can, however, be magically compelled to
  attack a wild dragon, and the creatures can
  defend themselves if the dragon attacks them
  as usual.
  Charm Creature (Sp): The dragon can
  use this ability at will. A wild dragon can
  charm any aberration, animal, beast, dragon,
  giant, humanoid, magical beast, monstrous
  humanoid, shapechanger, or vermin with an
  Intelligence score less than 3.
  Other Spell-like Abilities: At will—
  pass without trace, plant growth, 3/day—
  entangle, freedom of movement, 1/day—con-
  trol weather.
  Spells: A wild dragon casts divine spells
  as a druid of the level indicated, gaining bonus
  spells for a high Wisdom score.
  Skills: *A motionless wild dragon gains
  a +8 racial bonus to Hide checks in forested
  terrain.
  Wind Lizard
  Tiny Dragon (Air)
  Hit Dice: 3d12+3 (22 hp)
  Speed: 20 ft., fly 60 ft. (clumsy), climb 10 ft.
  Initiative: +2
  AC: 17 (+2 size, +2 Dex, +3 natural armor),
  touch 14, flat-footed 15
  Attacks: Bite +9 melee, 2 claws +2 melee
  Damage: Bite 1d6–1, claw 1d3–1
  Face/Reach: 2 1/2 ft. by 2 1/2 ft./5 ft.
  Special Attacks: Breath weapon
  Special Qualities: Electricity immunity, scent
  Saves: Fort +2, Reflex +5, Will +3
  Abilities: Str 8, Dex 14, Con 12, Int 2, Wis 10,
  Cha 9
  Skills: Climb +7, Hide +11, Jump +10, Spot +2
  Feats: Weapon Finesse (bite)
  Climate/Terrain: Warm forest, marsh or
  underground
  Organization: Solitary, pair, clutch (3–5), or
  colony (6–11)
  Challenge Rating: 2
  Treasure: None
  Alignment: Usually neutral
  Advancement: 3–6 HD (Tiny); 7–9 HD
  (Small)
  The wind lizard is a tiny lizard that can glide
  through the air. If provoked, the creature fires a
  focused bolt of lightning. 
  The wind lizard’s most prominent fea-
  tures are thin skin membranes that run along
  the sides of its body. Although it cannot truly
  fly, these membranes allow the lizard to glide
  through the air on even the slightest wind cur-
  rents. The average wind lizard grows to about
  two and a half feet in length from nose to tail
  and often smells of ozone. 
  Wind lizards primarily use their gliding
  abilities to move from tree to tree or from stone
  to stone when seeking food. There they feed on
  tiny mammals and vermin, killing them with
  their claws or bite. Should the wind become too
  weak to allow the lizard to glide, it cab fall
  back upon its considerable climbing and jump-
  ing skills.
  Naturally curious and outgoing creatures,
  wind lizards are generally friendly to those
  who intrude on their territory. However, if pro-
  voked, electric sparks begin to form around
  their mouths. An antagonist that is foolish
  enough to persist soon learns the nature of its
  mistake when struck by the wind lizard’s
  breath weapon, a bolt of lighting.
  Bestiary
  60
  
  Bestiary
  The nests of wind lizards are usually built
  high up in a tree or on a tall rock, far from
  predators. A wind lizard’s nest is composed of
  sticks and other loose materials found nearby,
  blending easily into its surroundings. In addi-
  tion, a nesting wind lizard secretes a jelly-like
  substance it uses to coat its nest and protect its
  eggs. Nearly transparent, this substance causes
  an electrical shock to the first creature that
  comes into contact with it. After a discharge,
  the adult wind lizard must secrete more of the
  substance to continue protecting its nest.
  Wind lizards raised from hatchlings are
  excellent pets and have been known to become
  powerful familiars. There has been some suc-
  cess with domesticating older wind lizards, but
  most are too wild to make suitable pets. 
  Combat
  Unless threatened or starving, a wind lizard
  will not attack a target larger than itself. Often,
  a wind lizard emits electric sparks from its
  mouth in an attempt to warn off a predator.
  However, if the predator continues to approach
  the wind lizard, it will use its breath weapon
  and then attempt to glide or climb to a safe
  spot. A wind lizard guarding a nest will only
  retreat in the face of impossible odds.
  Breath Weapon (Su): The wind lizard
  has a single breath weapon, a line of lightning
  30 feet in length. This breath weapon deals 1d6
  points of electrical damage. Once a wind lizard
  breathes, it can’t breathe again until 1d4 rounds
  later. Creatures caught in the area of the wind
  lizard’s breath can attempt a Reflex save (DC
  12) to take half damage. 
  Nesting Gel (Su): When nesting, the
  wind lizard secretes a fluid that stores a one-
  time electrical charge. The energy in the fluid is
  discharged whenever a creature comes into
  contact with it, inflicting 1d6 points of electri-
  cal damage. A wind lizard can secrete this sub-
  stance up to three times a day.
  Electricity immunity (Ex): Wind lizards
  are immune to all electricity-based attacks.
  Skills: Wind lizards receive a +8 racial
  bonus to Jump and Hide checks.
  Wind Lizards as Familiars
  Young wind lizards are often sought after as
  familiars. A character of 5th level or higher can
  acquire a wind lizard using the summon famil-
  iar ability, following the normal restrictions.
  The wind lizard grants its master electricity
  resistance 5 as a special ability.
  Wooly Dragon
  Dragon (Cold)
  Climate/Terrain: Any cold land and underground
  Organization: Wyrmling, very young, young,
  juvenile, and young adult: solitary or clutch
  (2–3); adult, mature adult, old, very old,
  ancient, wyrm, or great wyrm: solitary,
  mated pair, or family (1–2 and 1-3 offspring)
  Challenge Rating: Wyrmling 2; very young 3;
  young 4; juvenile 6; young adult 8; adult 10;
  mature adult 13; old 15; very old 17; ancient
  18; wyrm 20; great wyrm 22
  Treasure: Double standard
  Alignment: Always lawful evil
  Advancement: Wyrmling 5–6 HD (Medium-
  size); very young 8–9 HD (Large); young
  11–12 HD (Large); juvenile 14–15 HD
  (Large); young adult 17–18 HD (Huge);
  adult 20–21 HD (Huge); mature adult 23–24
  HD (Huge); old 26–27 HD (Huge); very old
  29–30 
  (Gargantuan); 
  ancient 
  32-33
  (Gargantuan); wyrm 35–36 (Gargantuan);
  great wyrm 38+(Colossal)
  While physically resembling their white dragon
  cousins, most wooly dragons are stronger,
  smarter, and far more cunning than their
  more common icy draconian relatives.
  61
  
  Young wooly dragons have bright sil-
  very-white scales, as well as thick tufts of light
  gray fur at the base of their necks and their
  claws. As wooly dragons grow older, the scales
  lose their shine, although they still retain their
  bright white coloring. Their fur, however, grad-
  ually grows darker and longer, becoming a
  chestnut brown for most adults and finally
  becoming pitch black for the most ancient
  wooly dragons. Adult wooly dragons also grow
  a large set of long, vicious tusks, which extend
  out from their lower jaws.
  Wooly dragons often feign dumb brutali-
  ty, but in fact they are highly intelligent preda-
  tors that enjoy a good hunt, and kill as much for
  pleasure as for survival.
  Typically despising the confines of an
  underground lair, wooly dragons prefer to
  make their homes near the tops of high snow-
  covered cliffs or mountains. While their vesti-
  gial wings are too small to allow wooly drag-
  ons to fly, their exceptional climbing abilities
  still allow them to live in high locations that are
  virtually inaccessible to other creatures.
  Wooly dragons take sadistic pleasure in
  killing their food slowly. They attempt when-
  ever possible to freeze or trap their prey
  alive, so that they can toy with their prey at
  their leisure before devouring it.
  Wooly dragons have only one natural
  enemy—the white dragon. The two dragon
  species despise one another and usually attack
  each other on sight. Wooly dragons have been
  known to form alliances with frost giants or
  human settlements for the sole reason of rid-
  ding themselves of a rival white dragon. 
  Combat
  Unless confronted directly, wooly dragons
  scheme constantly to attack opponents in a
  planned, deliberate manner and rarely fight
  opponents that they have not first scouted to
  learn strengths and weaknesses. Wooly dragons
  attempt to separate and isolate their intended
  victims when fighting a group of creatures,
  seeking to pick off the weaker members of that
  group one by one. They lead off combat
  encounters with their breath weapon and fol-
  low up with their other attacks, including a
  gore attack using their tusks.
  Breath Weapon (Su): Wooly dragons
  have a breath weapon known as cold fire,
  which resembles a cone of bluish-purple flame.
  Cold fire causes cold damage; however, due to
  its strange properties, magical resistances and
  immunities to cold-based attacks have no effect
  Bestiary
  62
  
  Bestiary
  against it. Also, when a creature rolls a        ‘nat-
  ural 1’ on its Reflex save against the breath
  weapon, it must make a successful Fort save
  (DC 18) or be frozen solid, unable to attack,
  move, or take any form of physical action. If
  the frozen target does not receive some form of
  magical healing (cure light wounds, heal, etc.)
  within 1d6+6 rounds of being frozen, the target
  begins to lose 1 point of Constitution per round
  until healed or until Constitution is reduced to
  zero, at which point the target dies.
  Gore (Ex): When possible, wooly drag-
  ons prefer to charge their opponents when
  entering melee combat, lowering their tusks
  and goring their opponents with a devastating
  blow. In addition to the standard benefits and
  penalties associated with a charging attack, the
  charge allows a wooly dragon to make a single
  goring attack as per its age category.
  Ice Walking (Ex): This ability resembles
  the spider climb spell, except it only works on
  icy surfaces. This ability is always in effect for
  the wooly dragon. 
  Cold Immunity (Ex): Wooly dragons are
  completely immune to all magical and non-
  magical cold-based attacks.
  Locate Object (Sp): A wooly dragon can
  use this magical ability as per the spell of the
  same name, once per day per age category.
  Other
  Spell-Like 
  Abilities 
  (Sp):
  3/day—feather fall, fog cloud, gust of wind;
  1/day—control weather.
  Skills: Wooly dragons have the
  Jump skill for free at 1/2 rank per Hit Die.
  63
  Wooly Dragon Abilities by Age
  Age
  Speed
  Str Dex Con Int Wis Cha
  Special Abilities
  Caster Level
  1
  60 ft., burrow 30 ft.
  13
  10
  13
  10
  11
  10
  Cold immunity, icewalking
  —
  2
  60 ft., burrow 30 ft.
  15
  10
  15
  10
  11
  10
  —
  3
  60 ft., burrow 30 ft.
  17
  10
  15
  12
  13
  12
  —
  4
  60 ft., burrow 30 ft.
  19
  10
  17
  14
  15
  14
  —
  5
  60 ft., burrow 60 ft.
  23
  10
  19
  14
  15
  14
  Damage reduction 5/+1
  —
  6
  60 ft., burrow 60 ft.
  27
  10
  21
  16
  17
  16
  Feather fall
  1st
  7
  60 ft., burrow 60 ft.
  29
  10
  21
  16
  17
  16
  Damage reduction 10/+1
  3rd
  8
  60 ft., burrow 60 ft.
  31
  10
  23
  18
  19
  18
  Fog cloud
  5th
  9
  60 ft., burrow 60 ft.
  33
  10
  23
  18
  19
  18
  Damage reduction 15/+2
  7th
  10
  60 ft., burrow 60 ft.
  35
  10
  25
  20
  21
  20
  Gust of wind
  9th
  11
  60 ft., burrow 60 ft.
  37
  10
  27
  20
  21
  20
  Damage reduction 20/+3
  11th
  12
  60 ft., burrow 60 ft.
  39
  10
  27
  22
  23
  22
  Control weather
  13th
  Wooly Dragons by Age
  Attack
  Fort
  Ref
  Will
  Breath
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Weapon (DC)
  DC
  SR
  1
  S
  4d12+6 (32)
  17 (+1 size, +6 natural),
  +6
  +5
  +3
  +5
  2d4 (12)
  —
  —
  touch 6, flat-footed 45
  2
  M
  7d12+9 (54)
  19 (+9 natural),
  +9
  +7
  +5
  +7
  4d4 (14)
  —
  —
  touch 6, flat-footed 45
  3
  L
  10d12+22 (87)
  21 (–1 size, +12 natural),
  +12
  +8
  +6
  +8
  6d4 (16)
  —
  —
  touch 6, flat-footed 45
  4
  L
  13d12+28 (112)
  24 (–1 size, +15 natural),
  +16
  +11
  +8
  +10
  8d4 (18)
  —
  —
  touch 6, flat-footed 45
  5
  L
  16d12+50 (154)
  27 (–1 size, +18 natural),
  +19
  +13
  +9
  +11
  10d4 (20)
  19
  17
  touch 6, flat-footed 45
  6
  H
  19d12+78 (201)
  29 (–2 size, +21 natural),
  +24
  +16
  +11
  +13
  12d4 (23)
  20
  18
  touch 6, flat-footed 45
  7
  H
  22d12+112 (255)
  32 (–2 size, +24 natural),
  +28
  +18
  +12
  +15
  14d4 (25)
  23
  21
  touch 6, flat-footed 45
  8
  H
  25d12+128 (290)
  35 (–2 size, +27 natural),
  +32
  +20
  +14
  +16
  16d4 (27)
  24
  22
  touch 6, flat-footed 45
  9
  H
  28d12+170 (352)
  38 (–2 size, +30 natural),
  +36
  +22
  +15
  +19
  18d4 (29)
  27
  23
  touch 6, flat-footed 45
  10
  G
  31d12+189 (390)
  39 (–4 size, +33 natural),
  +40
  +24
  +17
  +21
  20d4 (31)
  28
  25
  touch 6, flat-footed 45
  11
  G
  34d12+242 (463)
  42 (–4 size, +36 natural),
  +42
  +26
  +18
  +22
  22d4 (33)
  31
  26
  touch 6, flat-footed 45
  12
  G
  37d12+300 (540)
  45 (–4 size, +39 natural),
  +46
  +29
  +20
  +26
  24d4 (36)
  33
  28
  touch 6, flat-footed 45
  
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  System Reference Document Copyright 2000, Wizards of the Coast,
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
  original material by E. Gary Gygax and Dave Arneson.
  Draconic Lore Copyright 2002, Fantasy Flight, Inc.
  
  A compendium of awesome and terrifying
  dragons of sky, land, and sea.
  This book contains more than thirty new
  species of dragon with which to torment,
  tempt, and delight your players. Will they
  face the awe-inspiring might of the dire
  dragon or cower before the mind-
  destroying horror of the chthonian
  dragon? Perhaps one of them will be
  lucky enough to acquire the loyal
  and fearless guardian drake as a
  bodyguard, or ride across the
  planes of existence on the back of
  the regal planar drake.
  The dragons in this bestiary were
  created to fill specific roles in your
  campaign. Whether you need a
  particularly challenging encounter
  to spring on your players or just
  want to add a touch of exotic flair to
  your world, Draconic Lore has just
  the dragon you need.
  FANTASY
  FLIGHT
  GAMES
  www.fantasyflightgames.com
  � ������ ������
  �����
  DD33
  $14.95
  ISBN 1-58994-077-6
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dungeons and dragons mega book pack/Legends & Lairs Collection/Draconic Lore.pdf