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Pathfinder Second Edition

Compendium

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Ancient Black Dragon

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Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their Domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures is as acidic as their breath Weapons, and they rarely tolerate even other dragons of their kind—except perhaps to mate or temporarily collaborate to take down a mutual enemy.

Black dragons are amphibious—although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They’re immune to the fetid water that comes as a result of their Magical ability to corrupt water.

Black Dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black Dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can’t survive the dragon’s acidic presence.

Attributes

Ancient Black Dragon

Creature 16

CEHugeUncommon, Acid, Amphibious, Dragon
  • Perception30; darkvision, scent (imprecise) 60 feet
  • LanguagesCommon, Draconic, Goblin, Jotun, Orcish
  • Skills acrobatics 25 arcana 26 athletics 32 deception 29 intimidation 29 stealth 27
  • Str8Dex5Con6Int 4Wis5Cha5
  • AC 39 Fort30Ref27Will29 (+1 status to all saves vs. magic)
  • HP 325 Immunitiesacid, paralyzed, sleep
  • Frightful Presence 90 feet, DC 35. A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster’s Frightful Presence for 1 minute. Critical Success: The creature is unaffected by the presence. Success: The creature is frightened 1. Failure: The creature is frightened 2. Critical Failure: The creature is frightened 4.
  • Tail Lash TriggerA creature within reach of the dragon’s tail takes an action to Strike or attempt a skill check. Effect: The dragon Strikes with its tail at the triggering creature at a –2 penalty. If it hits, the creature takes a –2 circumstance penalty to the triggering roll.
  • Speed60 feet, fly 150 feet, swim 60 feet
  • Melee jaws 33 (acid, magical, reach 15 feet) Damage3d10+14 piercing claw 33 (agile, magical, reach 10 feet) Damage3d8+14 slashing tail 31 (magical, reach 20 feet) Damage3d10+12 bludgeoning horns 31 (magical, reach 15 feet) Damage2d10+12 piercing
  • Breath Weapon (acid, arcane, evocation) The dragon breathes a spray of acid that deals 17d6 (17d6) acid damage in a 100-foot line (DC 39 basic Reflex save). It can’t use Breath Weapon again for 1d4 (1d4) rounds.
  • Corrupt Water (arcane, concentrate, necromancy) Frequency: Once per day; Effect: The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life. This destroys liquid magic or alchemical items if they’re of a lower level than the dragon (a creature can attempt a DC 35 Will save to protect liquids in its possession). This doesn’t affect the liquids in a creature’s body.
  • Draconic Frenzy The dragon makes two claw Strikes and one horns Strike in any order.
  • Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
  • Arcane Innate Spells DC 37; 2nd darkness (at will)
  • Optional Arcane Prepared Spells DC 37, attack +32; 7th finger of death, mask of terror, reverse gravity; 6th dominate, true seeing, wall of force; 5th black tentacles, mariner’s curse, prying eye; 4th clairvoyance, dimension door, suggestion; 3rd paralyze, slow, stinking cloud; 2nd blur, glitterdust, invisibility; 1st alarm, ray of enfeeblement, true strike; Cantrips (7th) dancing lights, detect magic, prestidigitation, read aura, tanglefoot