Dungeon Dragon, Ancient

This dragon has a long serpentine neck, small wings, and glistening scales. Two small horns dominate its triangular head. Its body is gray in color, with scales tipped in flecks of gold and green. Its eyes are rounded and gray.

Ancient Dungeon Dragon CR 14

XP 38,400
N Huge dragon (shapechanger)
Init +3; Senses dragon senses; Perception +35; Aura frightful presence (300 ft., DC 23)

DEFENSE

AC 35, touch 7, flat-footed 35 (–1 Dex, +28 natural, –2 size)
hp 218 (19d12+95)
Fort +16; Ref +10; Will +18
DR 15/magic; Immune enchantment spells and effects, paralysis, sleep; SR 25

OFFENSE

Speed 30 ft., fly 200 ft. (poor)
Melee bite +28 (2d8+16), 2 claws +28 (2d6+11), 2 wings +26 (1d8+5), tail slap +26 (2d6+16)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100 ft. line or 50 ft. cone, DC 25, confusion 1d6 rounds), crush
Spell-like Abilities (CL 19th):

At-willcharm person (DC 15), charm monster (DC 18), detect thoughts (DC 16), mass suggestion (DC 20), suggestion (DC 17)

Sorcerer Spells Known (CL 14th)

7th (3/day)mass hold person (DC 21)
6th (5/day)antimagic field, greater dispel magic
5th (6/day)persistent image, prying eyes, teleport
4th (7/day)arcane eye, detect scrying, illusory wall (DC 18), lesser globe of invulnerability
3rd (7/day)arcane sight, deep slumber (DC 17), dispel magic, major image (DC 17)
2nd (7/day)arcane lock, magic mouth (DC 16), make whole, phantom trap, see invisibility
1st (7/day)alarm, hold portal, shield, silent image (DC 15), ventriloquism
0th (at will)dancing lights, daze (DC 14), detect magic, ghost sound (DC 14), light, mending, message, prestidigitation, read magic

STATISTICS

Str 33, Dex 9, Con 20, Int 20, Wis 20, Cha 18
Base Atk +19; CMB +32; CMD 41 (45 vs. trip)
Feats Alertness, Craft Wondrous Item B, Flyby Attack, Hover, Improved Initiative, Iron Will, Master Craftsman B, Multiattack, Skill Focus (Bluff), Persuasive, Skill Focus (Craft [crystal carving]), Skill Focus (Knowledge [engineering])
Skills Bluff +32, Craft (crystal carving) +24, Craft (traps) +17, Diplomacy +21, Disable Device +14, Fly +13, Intimidate +6, Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Knowledge (engineering) +33, Linguistics +27, Perception +35, Sense Motive +31, Spellcraft +27; Racial Modifiers +4 Perception
Languages 24 languages (except Druidic), plus Common and Draconic
SQ change shape (alter self), craft crystal ball

SPECIAL ABILITIES

Breath Weapon (Su)

A dungeon dragon’s breath weapon is a line or cone of warm mist. Creatures caught in the area must succeed on Fortitude save or be affected as if by a confusion spell for 1d6 rounds.

Change Shape (Su)

At will, a very young or older dungeon dragon can assume the form of any Small or Medium humanoid creature (as the alter self spell). It can remain in its humanoid form indefinitely. It cannot take the form of a specific individual.

Craft Crystal Ball (Ex)

Dungeon dragon parents begin teaching their wyrmlings the necessary skills and spells to craft a crystal ball soon after they leave the egg. A dungeon dragon gains the Master Craftsman feat for free as a bonus feat without having to meet the prerequisites.

Craft Wondrous Item (Ex)

Older dungeon dragons create new crystal balls with additional powers as they grow in intelligence and spellcasting ability. A young adult dungeon dragon gains the Craft Wondrous Item feat for free as a bonus feat.

ECOLOGY

Environment underground
Organization solitary
Treasure triple standard plus crystal ball

The dungeon dragon is a curious creature that gets amusement by watching other beings engaged in life and death struggles. To this end, a dungeon dragon sets up a labyrinthine lair, setting traps and populating it with monsters. Younger dungeon dragons tend to lair in natural caverns to ease the burden of construction. Older, more experienced dungeon dragons have been known to construct their own sprawling subterranean complexes, even to the point of hiring on dwarf work gangs and swearing them to secrecy.

Once the construction and refurbishing of its lair is complete, the dungeon dragon transforms itself into a humanoid and ventures into the surrounding countryside. There it spreads rumors and tales of this horrible catacomb in hopes of luring adventurers forth so it may watch them via its crystal ball. Young dungeon dragons often spend years living among humanoids, even to the point of joining adventurers involved in dungeon delves. On such adventures, the intrepid dungeon dragon takes notes regarding the devious traps and monsters it encounters so that it can add such things to its own lair.

Oddly enough, although a dungeon dragon goes to great pains to amass a treasure hoard, it cares little for material wealth. Rather, it uses the treasure it gathers as bait in its dungeon to lure in adventurers and provide it the entertainment it so greatly desires. Watching adventurers explore its catacomb is the only real treasure a dungeon dragon desires. The only material possession a dungeon dragon will risk its life to save is its crystal ball. Without this vital piece of equipment, all of the dragon’s labor is in vain.

A dungeon dragon in its natural form prefers to flee any combat. It likes to watch other creatures engaged in fights for life, not itself. If forced into melee, it swats at opponents with its powerful claws and bite. A dungeon dragon is proficient in the use of all simple and martial weapons and light and medium armor and shields.

Section 15: Copyright Notice

Dungeon Dragon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.

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