Dragons Around the House

There were several dragons that entered into the House of Stone adventure.

Drrahhcole - The Friendly Gold Dragon



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

The Vengence of the Black Dragon
Harrakhaaahhrrr - Black Dragon Stats
The dragon has purchased 5 potions of extra healing. He has given 2 to Yissshith.
Yissshith - White Dragon Stats

Background
The dragon is very angry. It wants to cause as much pain and suffering as possible to the ones who killed his brother. His plan was to fall upon the Faire the party was organizing disgracing them forever. However, he recognizes them as formidable opponents and has taken some pains that his efforts will be successful no mater what the situation.
He has returned to his home in the Stump Bog with his friend from the Dragons Redoubt, Yisshith.
If they think they are in danger, they will fly to the Sarcrag to keep watch for them.
In the Stump Bog they have prepared a trap for the party with a collection of monsters.
They have a collection of slime and ooze monsters gathered in an area in the SW of the Bog.
Treasure in the Stump Bog
Goods: Azurite (6 gp); Deep blue spinel (800 gp); Brown-green garnet (70 gp); Malachite (10 gp); Red-brown spinel (100 gp); Rhodochrosite (10 gp); Iolite (60 gp); Fire opal (800 gp); Banded agate (16 gp); Blue star sapphire (900 gp).
Magic: Wand: Eagle`s Splendor (3) (Charges: 49) (4,410 gp); Ring: Chameleon Power (12,700 gp); Scroll: Modify Memory (10), Rainbow Pattern (7) (1,700 gp).
Currency: 7000 gp.
The reason the treasure of Sarcrag has never been found is because Harrakhaaaarr found it. It appears in addition to his regular treasure. Yissshith took no treasure with him.
orb (10Kgp), scepter (8Kgp), bejeweled crown (12K), and sword of state (6K) None are magical.
This treasure is in his spot in the Stump Bog



asdf

Harrakhaaahhrrr - The Vengful Black Dragon


Dragon, Black, Wyrm: CR20;Gargantuan Dragon (Water);
HD 34d12+238 (Dragon); hp459;
Init +4; Spd 60, Swim 60, Fly, Clumsy 200;
AC:40 (Flatfooted:40 Touch:6);
Atk +42 base melee, +30 base ranged; +43/+40/+40/+40 (4d6+12,Bite; 2d8+6,2 Claw; 2d6+6,2 Wing; 2d8+6,Tail Slap); +42 (4d6+18,Crush); +42 (2d6+18,Tail Sweep); +42 (22d4,Breath Weapon); SA: Breath Weapon (Su) ,
Spell-like Abilities Plant Growth 13 1 Darkness 13 3 Insect Plague 13 3 , Frightful Presence (Ex) , Corrupt Water (Sp) ,
Breath Weapon DC: 34 , Frightful Presence DC: 31 , Spells Sorcerer 13 , Frightful Presence Radius: 330 ft. ;
SQ: Immunity: Acid (Ex), Water Breathing (Ex), Immunity: Paralysis (Ex), Immunity: Sleep Effects (Ex), Keen Senses (Ex), Blindsense (Ex): 60 ft., Spell Resistance (Ex): 26, Damage Reduction (Su): 20/Magic, Darkvision (Ex): 120 ft., Low-light Vision (Ex); ALCE;
SV Fort +19, Ref +12, Will +16;
STR 35, DEX 10, CON 25, INT 18, WIS 19, CHA 18.
Skills: Concentration +44, Diplomacy +43, Escape Artist +37, Hide +25, Intimidate +41, Jump +24, Listen +43, Move Silently +37, Search +41, Sense Motive +41, Spellcraft +41, Spot +43, Swim +49, Use Magic Device +41.
Feats: Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Natural Armor, Multiattack, Power Attack, Snatch, Weapon Focus: Bite, Wingover.

Spells Known (SA Spells: Sor 6/7/7/7/7/6/4):
0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Touch of Fatigue. 
1st -- Cause Fear, Charm Person, Detect Secret Doors, Expeditious Retreat, Hypnotism, Identify, Magic Missile, Silent Image, Sleep, True Strike.
2nd -- Invisibility, Bull's Strength, Detect Thoughts, Hideous Laughter, Levitate, scintillating scales, Whispering Wind. 
3rd -- Displacement, Fireball, Fly, Reverse Arrows, Reasonating Bolt, Heroism, Tongues. 
4th -- Confusion, Crushing Despair, Enervation, Wings of Air
5th -- Baleful Polymorph, Breath Weapon Substitiution, Cone of Cold, Dominate Person, Hold Monster, Stunning Breath, Transmute Mud to Rock. 
6th -- Eyebite, Wall of Iron, Ooze Puppet
7th - Animate Breath,

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.

Chromatic dragons form the evil branch of dragonkind. They are aggressive, greedy, vain, and nasty.

Black dragons are evil-tempered, cunning, and malevolent, characteristics that are reflected in their crafty, sinister faces. They are sometimes known as "skull dragons" because of their deep-socketed eyes and distinctive nasal opening.
       Adding to the skeletal impression is the gradual deterioration of the hide around the horn base and cheekbones. This increases with age and does not harm the dragon. On hatching, a black dragon's scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.
       Black dragons lair in large, damp caves and multichambered subterranean caverns. They smell of rotting vegetation and foul water, with an acidic undertone. Older dragons hide the entrance to their lairs using plant growth. Black dragons dine primarily on fish, mollusks, and other aquatic creatures. They also hunt for red meat but like to "pickle" it by letting it lie in ponds within the lair for days before eating it.
       Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.


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).

Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.

Special Attacks: Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.
       Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
       Corrupt Water (Sp): Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed at a Will save (DC equal to that of the dragon's frightful presence) or become fouled.
       Charm Reptiles (Sp): The dragon can use this ability three times per day. It operates as a mass charm spell that works only on reptilian animals.
The dragon can communicate with any charmed reptiles as though casting a speak with animals spell.
       Other Spell-Like Abilities: 3/day-darkness (radius 10 feet per age category) and insect plague; 1/day-plant growth.

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.

Yissshith - The Easily Influenced White Dragon



Dragon, White, Young Adult: CR 8; Large Dragon (Cold);
HD 15d12+45 (Dragon) ; hp 142;
Init +4; Spd 60, Swim 60, Burrow 30, Fly, Poor 200;
AC:23 (Flatfooted:23 Touch:9);
Atk +18 base melee, +14 base ranged; +18/+13/+13/+13 (2d6+4, Bite; 1d8+2, 2 Claw; 1d6+2, 2 Wing; 1d8+2, Tail Slap); +18 (5d6, Breath Weapon); SA: Breath Weapon (Su) , Frightful Presence (Ex) , Spell-like Abilities Fog Cloud 5 3 ,
 Breath Weapon Type: 40 ft. Cone of Cold , Frightful Presence DC: 17 , Frightful Presence Radius: 150 ft. ;
SQ: Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex), Immunity: Cold (Ex), Keen Senses (Ex), Subtype: Cold, Icewalking (Ex), Blindsense (Ex): 60 ft., Darkvision (Ex): 120 ft.,
Damage Reduction (Su): 5/Magic, Spell Resistance (Ex): 16; AL CE;
SV Fort +12, Ref +9, Will +9;
STR 19, DEX 10, CON 17, INT 8, WIS 11, CHA 8.
Skills: Concentration +21, Diplomacy +19, Escape Artist +18, Hide +14, Intimidate +17, Jump +16, Listen +20, Move Silently +18, Search +17, Sense Motive +18, Spot +20, Swim +22, Use Magic Device +17.
Feats: Alertness, Blind-Fight, Flyby Attack, Improved Initiative, Improved Natural Attack: Bite, Wingover.
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.

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.

Chromatic dragons form the evil branch of dragonkind. They are aggressive, greedy, vain, and nasty.

Among the smallest and least intelligent of dragonkind, most white dragons are simply animalistic predators. Their faces express single-minded ferocity rather than the shrewdness of their more powerful kin.
       The scales of a wyrmling white dragon glisten like mirrors. As the dragon ages, the sheen disappears, and by very old age, scales of pale blue and light gray are mixed in with the white. A white dragon is distinguished by a beaked, crested head and is accompanied by a crisp, faintly chemical odor.
       White dragons' lairs are usually icy caves and deep subterranean chambers that open away from the warming rays of the sun. They store all of their treasure within the lair, preferably in caverns coated in ice, which reflect the gems. White dragons are especially fond of diamonds.
       Although white dragons, as all others, are able to eat nearly anything, they are very particular and will consume only food that has been frozen.
Usually a dragon devours a creature killed by its breath weapon while the carcass is still stiff and frigid. It buries other kills in snowbanks until they are suitably frozen.
       White dragons' natural enemies are frost giants, who kill the dragons for food and armor and capture them to use as guards.

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).

White dragons prefer sudden assaults, swooping down from aloft or bursting from beneath water, snow, or ice. They loose their breath weapon, then try to knock out a single opponent with a follow-up attack.

Special Attacks: Breath Weapon (Su): A white dragon has one type of breath weapon, a cone of cold.
       Freezing Fog (Sp): The dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability.
       Other Spell-Like Abilities: 3/day-gust of wind, fog cloud, wall of ice; 1/day-control weather.

Special Qualities: Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
       Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

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.