Dragon, Gold, Mature
Adult:CR19;Huge Dragon (Fire); HD 26d12+130 (Dragon); hp299; Init +4; Spd 60, Swim 60, Fly, Poor 200; AC:33 (Flatfooted:33 Touch:8); Atk +35 base melee, +24 base ranged; +35/+30/+30/+30 (2d8+11,Bite; 2d6+5,2 Claw; 1d8+5,2 Wing; 2d6+5,Tail Slap); +35 (2d8+16,Crush); +24 (14d10,Breath Weapon); SA: Breath Weapon (Su) , Spell-like Abilities Bless 9 3 , Frightful Presence (Ex) , Breath Weapon DC: 29 , Frightful Presence DC: 28 , Spells Cleric 9 , Spells Sorcerer 9 , Breath Weapon Type: 50 ft. Cone of Fire , Breath Weapon Type: 50 ft. Cone of Weakening Gas , Frightful Presence Radius: 210 ft. ; SQ: Water Breathing (Ex), Immunity: Paralysis (Ex), Immunity: Sleep Effects (Ex), Keen Senses (Ex), Alternate Form (Su), Blindsense (Ex): 60 ft., Immunity: Fire (Ex), Vulnerability: Cold (Ex), Luck Bonus (Sp), Damage Reduction (Su): 10/Magic, Spell Resistance (Ex): 25, Darkvision (Ex): 120 ft.; ALLG; SV Fort +17, Ref +12, Will +17; STR 33, DEX 10, CON 21, INT 20, WIS 21, CHA 20. Skills: Concentration +34, Diplomacy +38, Disguise +34, Escape Artist +29, Heal +34, Hide -6, Intimidate +34, Jump +23, Listen +7, Move Silently +2, Search +34, Sense Motive +36, Spot +36, Swim +40, Use Magic Device +34. Feats: Alertness, Blind-Fight, Flyby Attack, Improved Initiative, Leadership, Negotiator, Power Attack, Stealthy, Wingover. Spells Known (SA Spells: Clr 6/6/5/4/3/2): 0 -- Create Water, Cure Minor Wounds, Detect Ghost, Detect Magic, Detect Poison, Disrupt Ectoplasm, Guidance, Inflict Minor Wounds, Light, Mending, No Light, Preserve Organ, Purify Food and Drink, Read Magic, Resistance, Slash Tongue, Virtue; 1st -- Angry Ache, Bane, Bless, Bless Water, Burial Blessing, Cause Fear, Command, Comprehend Languages, Create Ectoplasm, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Drug Resistance, Endure Elements, Entropic Shield, Extract Drug, Faith Healing, Handfire, Heartache, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Painless Death, Pleasant Visage, Portal Beacon, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Protection from Possession, Regenerate Light Wounds, Remove Fear, Rosemantle, Sacrificial Skill, Sanctuary, Seething Eyebane, Shield of Faith, Slow Consumption, Sorrow, Spell Flower, Spider Hand, Spittle Spray, Stupor, Summon Monster I, Suspend Disease, Tongue of Baalzebul, Vision of Glory, Wieldskill; 2nd -- Addiction, Aid, Align Weapon, Augury, Aura against Flame, Avoid Planar Effects, Bear`s Endurance, Black Lungs, Blood Wind, Body Blades, Boneblast, Brambles, Bull`s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Curse of ill Fortune, Dance of Ruin, Darkbolt, Darkness, Death Knell, Delay Manifestation, Delay Poison, Desecrate, Devil`s Tongue, Divine Flame, Divine Zephyr, Eagle`s Splendor, Enthrall, Eyes of the Zombie, Fangs of the Vampire King, Filter, Find Traps, Fins to Feet, Fox`s Cunning, Gaze Screen, Gentle Repose, Ghost Lock, Ghost Touch Armor, Hand of Divinity, Hold Person, Inflict Moderate Wounds, Inky Cloud, Knife Spray, Lahm`s Finger Darts, Major Resistance, Make Whole, Mark of the Outcast, Owl`s Wisdom, Rapid Burrowing, Remove Paralysis, Resist Energy, Restoration, Lesser, Sap Strength, Shatter, Shield Other, Silence, Sound Burst, Spectral Stag, Spell Shield, Spider Legs, Spiritual Weapon, Spores of the Vrock, Status, Stone Bones, Summon Monster II, Undetectable Alignment, Wave of Grief, Wings of the Sea, Wither Limb, Zone of Truth; 3rd -- Absorb Mind, Air Breathing, Amanuensis, Animate Dead, Anyspell, Attune Form, Augment Object, Bestow Curse, Bladebane, Blessed Aim, Blessing of the Snake Mother, Blindness/Deafness, Blindsight, Boneblade, Briar Web, Bridge of Sound, Burrow, Chain of Eyes, Circle Dance, Circle of Nausea, Clutch of Orcus, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Curse of the Brute, Dark Way, Darkfire, Daylight, Death Lock, Deeper Darkness, Detect Metal and Minerals, Devil`s Eye, Dispel Magic, Flame of Faith, Flesh Ripper, Forced Incorporeality, Forced Manifestation, Forceward, Fuse Arm, Girallon`s Blessing, Glyph of Turning, Glyph of Warding, Handfang, Helping Hand, Hold Person or Ghost, Inflict Serious Wounds, Interplanar Message, Invisibility Purge, Laogzed`s Breath, Lesser Telepathic Bond, Locate Node, Locate Object, Love`s Pain, Mace of Odo, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Magic Vestment, Masochism, Mass Resist Elements, Meld into Stone, Mystic Lash, Obscure Object, Phantom Plow, Plague Carrier, Positive Energy Protection, Prayer, Protection from Energy, Red Fester, Regenerate Moderate Wounds, Remedy Moderate Wounds, Remove Blindness/Deafness, Remove Curse, Remove Disease, Rotting Curse of Urfestra, Sadism, Safety, Searing Light, Serpents of Theggeron, Shriveling, Sonorous Hum, Sound Lance, Speak with Dead, Spikes, Stone Shape, Summon Monster III, Sweet Water, Sword Stream, Touch of Juiblex, Understand Device, Unliving Weapon, Vile Lance, Water Breathing, Water Walk, Weapon of Impact, Wind Wall, Wrack, Zone of Respite, Zone of Revelation; 4th -- Absorb Strength, Abyssal Might, Aerial Summoning Dance, Air Walk, Beast Claws, Blindsight, Castigate, Claws of the Savage, Control Water, Cure Critical Wounds, Damning Darkness, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Divine Storm, Doomtide, Dread Blast, Earth Reaver, Ether Blast, Extend Tentacles, Favor of Ilmater, Freedom of Movement, Ghost Bane Weapon, Giant Vermin, Hand of Torm, Harrier, Hell`s Power, Identify Transgressor, Imbue with Spell Ability, Inflict Critical Wounds, Iron Bones, Know Vulnerabilities, Magic Weapon, Greater, Make Manifest, Neutralize Poison, Night`s Mantle, Planar Ally, Lesser, Poison, Proper State, Psychic Poison, Raise Ghost, Recitation, Repel Vermin, Restoration, Revenance, Sending, Shadowblast, Shape Metal, Skull of Secrets, Spell Immunity, Stone Metamorphosis, Stop Heart, Summon Monster IV, Tongues, Undead Bane Weapon, Unfailing Endurance, Wall of Chaos, Wall of Evil, Wall of Good, Wall of Law, Weapon of Energy, Weapon of the Deity, Weather Eye; 5th -- Atonement, Battletide, Bear`s Heart, Bolts of Bedevilment, Break Enchantment, Charnel Fire, Claws of the Bebilith, Command, Greater, Commune, Commune with Earth, Crawling Darkness, Cure Light Wounds, Mass, Dispel Chaos, Dispel Evil, Dispel Good, Dispel Law, Dispel Possession, Disrupting Weapon, Divine Agility, False Sending, Flame Strike, Forbidden Speech, Hallow, Heartclutch, Improved Blindsight, Inflict Light Wounds, Mass, Insect Plague, Mark of Justice, Mass Contagion, Mirror Walking, Monstrous Regeneration, Morality Undone, Plane Shift, Power Leech, Raise Dead, Regenerate Serious Wounds, Resonating Resistance, Righteous Might, Scrying, Skull Eyes, Slay Living, Soul Scour, Spell Phylactery, Spell Resistance, Stone Shape, Greater, Summon Monster V, Superior Resistance, Symbol of Pain, Symbol of Sleep, True Seeing, Unhallow, Wall of Dispel Magic, Wall of Ooze, Wall of Stone. (SA Spells: Sor 6/8/7/7/5): . Spells Prepared (SA Spells: Clr 6/6/5/4/3/2): . Description: Dragons are winged, reptilelike creatures of ancient lineage. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world. Known varieties of dragons fall into two broad categories: chromatic and metallic. The chromatic dragons are black, blue, green, red, and white, all evil and extremely fierce. The metallic dragons are brass, bronze, copper, gold, and silver, who are good, usually noble, and highly respected by the wise. All dragons gain more abilities and greater power as they age. They range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm. The exact size varies according to age and variety. Dragon Age Categories Category Age (Years) 1 Wyrmling 0-5 2 Very young 6-15 3 Young 16-25 4 Juvenile 26-50 5 Young adult 51-100 6 Adult 101-200 7 Mature adult 201-400 8 Old 401-600 9 Very old 601-800 10 Ancient 801-1,000 11 Wyrm 1,001-1,200 12 Great wyrm 1,201+ Though they are fearsome predators, dragons scavenge when necessary and can eat almost anything if they are hungry enough. A dragon's metabolism operates like a highly efficient furnace and can metabolize even inorganic material. Some dragons have developed a taste for such fare. Although goals and ideals vary among varieties, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is never enough treasure: It's pleasing to look at, and they bask in its radiance. Dragons like to make beds of their hoards, shaping nooks and mounds to fit their bodies. By the time a dragon matures to the great wyrm stage, hundreds of gems and coins are embedded in its hide. All dragons speak Draconic. Metallic dragons make up the good branch of dragonkind but are every bit as aggressive as their evil cousins when threatened or challenged. They also tend to be covetous and proud. Gold dragons are graceful, sinuous, and wise. They hate injustice and foul play, often embarking on self-appointed quests to promote good. A gold dragon usually assumes human or animal guise. On hatching, a gold dragon's scales are dark yellow with golden metallic flecks. The flecks get larger as the dragon matures until, at the adult stage, the scales grow completely golden. Gold dragons' faces are bewhiskered and sagacious; as they age their pupils fade until the eyes resemble pools of molten gold. They smell of saffron and incense. Gold dragons can live anywhere. Their lairs are secluded and always made of stone, whether caves or castles. These usually have loyal guards: animals appropriate to the terrain, storm giants, or good cloud giants. Giants usually form a mutual defensive agreement with a dragon. Gold dragons usually sustain themselves on pearls or small gems. Such gifts are well received, as long as they are not bribes. Combat: A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies). Gold dragons usually parley before fighting. When conversing with intelligent creatures they use discern lies and detect gems to gain the upper hand. In combat, they employ bless and their luck bonus; older dragons use their luck bonus at the start of each day. They make heavy use of spells in combat. Among their favorites are cloudkill, delayed blast fireball, fire shield, globe of invulnerability, maze, sleep, slow, and stinking cloud. Special Attacks: Breath Weapon (Su): A gold dragon has two forms of breath weapon, a cone of fire or a cone of weakening gas. Creatures within the latter must succeed at a Fortitude save or take 1 point of temporary Strength damage per age category of the dragon. Other Spell-Like Abilities: 3/day-polymorph self and bless; 1/day-geas/"quest, sunburst, and foresight. A gold dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). Special Qualities: Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save. Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater). Luck Bonus (Sp): Once per day the dragon can touch one gem, usually embedded in the dragon's hide, and enchant it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus to all saving throws and similar dice rolls, as for a stone of good luck (see the item description on page 227 in the DUNGEON MASTER's Guide). If the dragon gives a gem to another creature, only that bearer gets the bonus. The enchantment lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. Detect Gems (Sp): The dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. Society: Although all dragons are believed to have come from the same roots tens of thousands of years ago, the present varieties keep to themselves and cooperate only under extreme circumstances, such as a powerful mutual threat. Good dragons never work with evil dragons, however, though a few neutral specimens have been found with either. Gold dragons occasionally associate with silver dragons. When evil dragons of different varieties encounter one another, they usually fight to protect their territories. Good dragons are more tolerant, though also very territorial, and usually try to work out differences in a peaceful manner. Dragons follow a number of reproductive strategies to suit their needs and temperaments. These help assure the continuation of a dragon's bloodline, no matter what happens to the parent or the parent's lair. Young adults, particularly evil or less intelligent ones, tend to lay clutches of 1d4+1 eggs all around the countryside, leaving their offspring to fend for themselves. These hatch into clutches of dragons, usually juvenile or younger, which stick together until they can establish their own lairs. Older and more intelligent dragons form families consisting of a mated pair and 1d4+1 young. Mated dragons are always adults or mature adults; offspring found with their parents are wyrmlings (01-10 on d%), very young (11-30), young (31-50), juvenile (51-90), or young adult (91-100). Shortly after a dragon reaches the young adult (or rarely, juvenile) stage, it leaves its parents to establish a lair of its own. A pair of mated dragons beyond the mature adult stage usually splits up, independence and the lust for treasure driving them apart. Older females continue to mate and lay eggs, but only one parent stays in the lair to raise young. Often an older female lays many clutches of eggs, keeping one to tend herself and one for her mate, and leaving the rest untended. Sometimes a female dragon places an egg or wyrmling with nondraconic foster parents. |
Allignment - Neutral Good Possessions - Average Apparent Age - Middle-aged General - Imposing Sanity - Unstable General Tendencies - Sober Personality - Modest Disposition - Cheerful Intellect - Ponderous Nature - Resentful Materialism - Philanthropic Honesty - Decietful Bravery - Fearless Morals - Lustful Piety - Average Energy - Driven Thrift - Mean Interest - Learning Collections - Jewelry |