|Great Wyrm Black Dragon||CR 19|
Speed 60 ft., fly 250 ft. (clumsy), swim 60 ft.
Melee bite +36 (4d6+19 plus 6d6 acid), 2 claws +35 (2d8+13), 2 wings +33 (2d6+6), tail slap +33 (2d8+19)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks acid pool (60-ft. radius), acidic bite, breath weapon (120-ft. line, DC 31, 24d6 acid), corrupt water, crush (Medium creatures, DC 31, 4d6+19), tail sweep (Small creatures, 2d6+19, DC 31)
Spell-Like Abilities (CL 26th, concentration +31)
Spells Known (CL 15th, concentration +20)
6th (6/day)— acid fog, contingency, disintegrate
5th (7/day)— cone of cold (DC 19), dominate person, wall of force, waves of fatigue
4th (7/day)— arcane eye, black tentacles, dimension door, enervation
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 (8/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, resistance
Str 37, Dex 8, Con 27, Int 20, Wis 23, Cha 20
Base Atk +26; CMB +43; CMD 52 (56 vs. trip)
Feats Alertness, Combat Expertise, Critical Focus, Flyby Attack, Greater Vital Strike, Improved Initiative, Improved Natural Attack (Bite), Improved Vital Strike, Multiattack, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Fly +14, Handle Animal +31, Intimidate +34, Knowledge (arcana) +34, Knowledge (history) +34, Knowledge (geography) +34, Perception +39, Spellcraft +34, Stealth +22, Survival +35, Swim +50; Racial Modifiers +8 Swim
Languages Common, Draconic, Giant, Goblin, Orc
SQ charm reptiles, speak with reptiles, swamp stride, water breathing
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 60 feet. When an acid pool is created, anyone inside its area takes 24d6 points of acid damage (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 (10d6 round 2, 5d6 round 3, 2d6 round 4, 1d6 round 5) until the result would be less than 1d6. The acid pool floats on water, and deals damage to anything on the surface.
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.
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 8th-level spell.
Once per day an adult or older black dragon can stagnate 10 cubic feet of still water, making it foul and unable to support water-breathing life. The ability spoils liquids containing water. Liquid-based 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 1st-level spell. Its range is equal to that of the dragon’s frightful presence.
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 1-1/2 times the dragon’s Strength bonus.
A young or older black dragon gains the constant spell-like ability to speak with reptiles. This functions as speak with animals, but only with reptilian animals.
A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed.
This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle 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 1-1/2 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).
A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Environment 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.