Source Pathfinder RPG Bestiary pg. 92 Hissing green acid drips from the fanged maw of this blackscaled, horned dragon.
True dragons are divided into two broad categories: chromatic and metallic. Chromatic dragons are almost universally evil, seeking only to slake their endless lust for food, treasure, and bloodshed. Metallic dragons are generally good and often protect the lands under their care. Age Categories Many of a true dragon's abilities, attacks, and other statistics improve as a dragon grows older. These increases are divided into 12 age categories—as a dragon ages, its base statistics change as noted on the Dragon Age Categories table.
Age Category  Age in Years  CR  Size  Hit Dice  Natural Armor  Breath Weapon  1 Wyrmling  0–5  Base  Base  Base  Base  Base  2 Very young  6–15  Base + 2  Base + 1  Base + 2  Base + 3  Base × 2  3 Young  16–25  Base + 4  Base + 2  Base + 4  Base + 6  Base × 3  4 Juvenile  26–50  Base + 5  Base + 2  Base + 6  Base + 9  Base × 4  5 Young adult  51–100  Base + 7  Base + 3  Base + 8  Base + 12  Base × 5  6 Adult  101–200  Base + 8  Base + 3  Base + 10  Base + 15  Base × 6  7 Mature adult  201–400  Base + 9  Base + 3  Base + 12  Base + 18  Base × 7  8 Old  401–600  Base + 11  Base + 4  Base + 14  Base + 21  Base × 8  9 Very old  601–800  Base + 12  Base + 4  Base + 16  Base + 24  Base × 9  10 Ancient  801–1,000  Base + 13  Base + 4  Base + 18  Base + 27  Base × 10  11 Wyrm  1,001–1,200  Base + 14  Base + 4  Base + 20  Base + 30  Base × 11  12 Great wyrm  1,201+  Base + 16  Base + 5  Base + 22  Base + 33  Base × 12 
Age Category: This is the age category's name. Age in Years: This is the dragon's actual age. CR: This column modifies the dragon's base CR. Size: This shows how many size categories by which to increase the dragon's base size, depending on its age (from Tiny to Small, Small to Medium, and so on). A true dragon does not gain the standard increases to ability scores when it achieves a larger size—instead, true dragons gain ability score increases according to their age category, as indicated on the Dragon Ability Scores table. Hit Dice: This shows how many additional Hit Dice a dragon gains over its base Hit Dice as it grows. Increases to Hit Dice grant extra hit points, feats, and skill ranks as well as increase the dragon's base attack bonus and base save bonuses. Dragons have skill ranks equal to 6 + their Intelligence modifier per Hit Die. A dragon's increases to ability scores for gaining Hit Dice are included in the total ability score increases (see the Dragon Ability Scores table). Natural Armor: This shows by what amount the dragon's base natural armor bonus increases with each age category. Breath Weapon: Each dragon has a breath weapon (see Combat) that deals a base amount of damage. This multiplier increases the number of dice of damage dealt by the dragon's breath weapon. For example, a mature adult dragon with a base breath weapon that deals 2d6 acid damage would deal 14d6 acid damage (due to the ×7 multiplier).
Age Category  Str  Dex  Con  Int  Wis  Chr  1 Wyrmling  Base  Base  Base  Base  Base  Base  2 Very young  Base + 4  Base – 2  Base + 2  Base + 2  Base + 2  Base + 2  3 Young  Base + 8  Base – 2  Base + 4  Base + 2  Base + 2  Base + 2  4 Juvenile  Base + 10  Base – 2  Base + 6  Base + 4  Base + 4  Base + 4  5 Young adult  Base + 12  Base – 4  Base + 6  Base + 4  Base + 4  Base + 4  6 Adult  Base + 14  Base – 4  Base + 8  Base + 6  Base + 6  Base + 6  7 Mature adult  Base + 16  Base – 4  Base + 8  Base + 6  Base + 6  Base + 6  8 Old  Base + 18  Base – 6  Base + 10  Base + 8  Base + 8  Base + 8  9 Very old  Base + 20  Base – 6  Base + 10  Base + 8  Base + 8  Base + 8  10 Ancient  Base + 22  Base – 6  Base + 12  Base + 10  Base + 10  Base + 10  11 Wyrm  Base + 24  Base – 8  Base + 12  Base + 10  Base + 10  Base + 10  12 Great wyrm  Base + 26  Base – 8  Base + 14  Base + 12  Base + 12  Base + 12  Combat The Dragon Attacks and Speeds table lists the attacks a dragon can employ and the damage it deals (a dash indicates that a dragon of that size does not possess that natural attack). Other abilities described here are gained by dragons when they reach a specific age category.
Size  Fly Speed (maneuverability)  1 Bite  2 Claws  2 Wings  1 Tail Slap  1 Crush  1 Tail Sweep  Breath Weapon  Line  Cone  Tiny  100 ft. (average)  1d4  1d3  —  —  —  —  30 ft.  15 ft.  Small  150 ft. (average)  1d6  1d4  —  —  —  —  40 ft.  20 ft.  Medium  150 ft. (average)  1d8  1d6  1d4  —  —  —  60 ft.  30 ft.  Large  200 ft. (poor)  2d6  1d8  1d6  1d8  —  —  80 ft.  40 ft.  Huge  200 ft. (poor)  2d8  2d6  1d8  2d6  2d8  —  100 ft.  50 ft.  Gargantuan  250 ft. (clumsy)  4d6  2d8  2d6  2d8  4d6  2d6  120 ft.  60 ft.  Colossal  250 ft. (clumsy)  4d8  4d6  2d8  4d6  4d8  2d8  140 ft.  70 ft.  Fly Speed: A dragon's fly speed increases as indicated, according to its size. Bite: This is a primary attack that deals the indicated damage plus 11/2 times the dragon's Strength bonus (even though it has more than one attack). A dragon's bite attack has reach as if the creature were one size category larger (+10 feet for Colossal dragons). Claws: These primary attacks deal the indicated damage plus the dragon's Strength bonus. Wings: The dragon can slam foes with its wings, even when flying. Wing attacks are secondary attacks that deal the indicated damage plus 1/2 the dragon's Strength bonus. Tail Slap: The dragon can slap one foe each round with its tail. A tail slap is a secondary attack that deals the indicated damage plus 11/2 times the dragon's Strength bonus (this is an exception to the normal secondary attack rules). Crush (Ex): A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon's space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape. A crush attack deals the indicated damage plus 11/2 times the dragon's Strength bonus. Tail Sweep (Ex): This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a halfcircle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 11/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon). Breath Weapon (Su): Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction of the dragon's choice. Breath weapons come in two shapes, lines and cones, whose areas vary with the dragon's size. If a breath weapon deals damage, those caught in the area can attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 dragon's HD + dragon's Con modifier. Saves against various breath weapons use the same DC; the type of saving throw is noted in the variety descriptions. A dragon can use its breath weapon when it is grappling or being grappled. Additional Dragon Rules Dragon Senses (Ex): Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light. Frightful Presence (Ex): A dragon's frightful presence has a range equal to 30 feet × the dragon's age category, but otherwise functions as detailed in the Universal Monster Rules. Spells: A dragon knows and casts arcane spells as a sorcerer of the level indicated in its specific description. Its caster level depends on its age, as shown for each type. SpellLike Abilities: A dragon's caster level for its spelllike abilities is equal to its total Hit Dice. Damage Reduction: Dragons gain damage reduction as they age, as indicated on each dragon's specific entry. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Immunities (Ex): Every dragon is immune to sleep and paralysis. In addition, a dragon is immune to one or two additional forms of attack no matter what its age, as given in its description. Spell Resistance (Ex): As dragons grow older, they become more resistant to spells and spelllike abilities, as indicated in the dragon descriptions. A dragon's SR is equal to 11 + its CR.Black Dragon CE dragon (water) Base Statistics CR 3; Size Tiny; Hit Dice 4d12 Speed 60 ft., swim 60 ft. Natural Armor +3; Breath Weapon line, 2d6 acid Str 11, Dex 16, Con 13, Int 8, Wis 11, Cha 8 Ecology Environment warm marshes Organization solitary Treasure triple Special Abilities Acid Pool (Su) An ancient or older black dragon can use its breath weapon to create an acid pool as a standard action. This acid pool has a radius of 5 feet per age category of the dragon. When an acid pool is created, anyone inside its area takes an amount of damage equal to the dragon's breath weapon (Reflex half). Any creature that starts its turn touching this pool takes damage, but can make a Reflex save for half. Each round, the total damage dice of the pool is halved until the result would be less than 1d6. The acid pool floats on water, and deals damage to anything on the surface. Acidic Bite (Su) At old age, a black dragon's bite deals an additional 2d6 points of acid damage. An ancient dragon's damage increases to 4d6, and a great wrym's to 6d6. Charm Reptiles (Sp) A great wyrm black dragon can use this ability three times per day. It works as a mass charm monster spell that affects only reptilian animals. This ability is the equivalent of an 8thlevel spell. Corrupt Water (Sp) Once per day an adult or older black dragon can stagnate 10 cubic feet of still water, making it foul and unable to support waterbreathing life. The ability spoils liquids containing water. Liquidbased magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to the dragon's frightful presence) or become ruined. This ability is the equivalent of a 1stlevel spell. Its range is equal to that of the dragon's frightful presence. Speak with Reptiles (Sp) A young or older black dragon gains the constant spelllike ability to speak with reptiles. This functions as speak with animals, but only with reptilian animals. SpellLike Abilities (Sp) A black dragon gains the following spelllike abilities, usable at will upon reaching the listed age category. Juvenile—darkness (radius 10 feet per age category); Old—plant growth; Ancient—insect plague. Swamp Stride (Ex) A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed. Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Age Category  Special Abilities  Caster Level  Wyrmling  Immunity to acid, water breathing  —  Very young  Swamp stride  —  Young  Speak with reptiles  —  Juvenile  Darkness  —  Young adult  DR 5/magic, spell resistance  1st  Adult  Corrupt water, frightful presence  3rd  Mature adult  DR 10/magic  5th  Old  Acidic bite, plant growth  7th  Very old  DR 15/magic  9th  Ancient  Acid pool, insect plague  11th  Wyrm  DR 20/magic  13th  Great wyrm  Charm reptiles  15th 
Creatures in "Dragon (Black)" CategoryDragon (Black), Ancient Black DragonAncient Black Dragon CR 16Source Pathfinder RPG Bestiary pg. 93 XP 76,800 CE Huge dragon (water) Init +4; Senses dragon senses; Perception +34 Aura frightful presence (300 ft., DC 25)DefenseAC 38, touch 8, flatfooted 38 (+30 natural, –2 size) hp 297 (22d12+154) Fort +20, Ref +13, Will +18 DR 15/magic; Immune acid, paralysis, sleep, SR 27OffenseSpeed 60 ft., fly 200 ft. (poor), swim 60 ft. Melee bite +32 (2d8+16 plus 4d6 acid), 2 claws +31 (2d6+11), 2 wings +29 (1d8+5), tail +29 (2d6+16) Space 15 ft., Reach 10 ft. (15 ft. with bite) Special Attacks acid pool (50ft. radius), acidic bite, breath weapon (100ft. line, DC 28, 20d6 acid), corrupt water, crush SpellLike Abilities (CL 22nd) At will—darkness (100ft. radius), insect plague, plant growth Spells Known (CL 11th) 5th (4/day)—cone of cold (DC 19), wall of force 4th (7/day)—arcane eye, black tentacles, dimension door 3rd (7/day)—dispel magic, heroism, hold person (DC 17), slow (DC 17) 2nd (7/day)—blur, glitterdust (DC 16), invisibility, summon swarm, whispering wind 1st (7/day)—alarm, mage armor, magic missile, obscuring mist, true strike 0 (at will)—dancing lights, detect magic, light, mage hand, mending, message, prestidigitation, read magic, resistanceStatisticsStr 33, Dex 10, Con 25, Int 18, Wis 21, Cha 18 Base Atk +22; CMB +35; CMD 45 (49 vs. trip) Feats Alertness, Combat Expertise, Flyby Attack, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite) Skills Fly +17, Handle Animal +26, Intimidate +29, Knowledge (arcana) +29, Knowledge (history) +29, Knowledge (geography) +29, Perception +34, Spellcraft +29, Stealth +23, Swim +44 Languages Common, Draconic, Giant, Goblin, Orc SQ speak with reptiles, swamp stride, water breathingEcologyEnvironment warm marshes
Lording over the darkest swamps and marshes, black dragons are the undisputed masters of their domain, ruling through cruelty and intimidation. Those who dwell within a black dragon’s reach live in fear. Black dragons tend to make their lairs in remote parts of the swamp, preferably in caves at the bottom of dark and fetid pools. Inside, they pile up their filthy treasure and sleep amid the roots and muck. Black dragons prefer their food a bit rotten and will often allow a meal to sit in a pool for days before consuming it. Black dragons prefer treasures that do not rot or decay, making their hoard, full of coins, gemstones, jewelry, and other objects made from stone or metal.
