# monster

full_attack:
Bite +37 (2d8+12) melee, 2 Claws +37 (2d6+6) melee, 2 Wings +36 (1d8+6) melee, Tail Slap +36 (2d6+18) melee

special_attacks:
Breath weapon (50 ft. cone of weakening gas or 50 ft. cone of fire 14d10, DC 29), crush 2d8+18 (DC 29), frightful presence (DC 28)

special_qualities:
1st, alternate form, bless, blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spell resistance 25, spells (caster level 9th), vulnerability to cold, water breathing

abilities:
Str 35, Dex 10, Con 23, Int 20, Wis 21, Cha 20

skills:
Concentration +27, Diplomacy +25, Disguise +25, Escape Artist +20, Heal +25, Intimidate +26, Knowledge (any 2) +34, Listen +36, Search +34, Sense Motive +25, Spot +36, Swim +32, Use Magic Device +25

stat_block:
Mature adult gold dragon; CR 19; Huge dragon (fire); HD 26d12+156; hp 325; Init +4; Spd 60 ft., fly 200 ft. (poor), swim 60 ft.; AC 33 (-2 size, +25 natural), touch 8, flat-footed 33; Base Atk +26; Grp +46; Atk +37 melee (2d8+12, bite); Full Atk +37 melee (2d8+12, bite) and +37 melee (2d6+6, 2 claws) and +36 melee (1d8+6, 2 wings) and +36 melee (2d6+18, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA Breath weapon (50 ft. cone of weakening gas or 50 ft. cone of fire 14d10, DC 29), crush 2d8+18 (DC 29), frightful presence (DC 28); SQ 1st, alternate form, bless, blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spell resistance 25, spells (caster level 9th), vulnerability to cold, water breathing; AL LG; SV Fort +21, Ref +15, Will +20; Str 35, Dex 10, Con 23, Int 20, Wis 21, Cha 20

Skills and Feats: Concentration +27, Diplomacy +25, Disguise +25, Escape Artist +20, Heal +25, Intimidate +26, Knowledge (any 2) +34, Listen +36, Search +34, Sense Motive +25, Spot +36, Swim +32, Use Magic Device +25; Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Gold Dragon
Gold Dragon, Mature adult
Huge Dragon (Fire)
Hit Dice:
26d12+156 (325 hp)
Initiative:
+4
Speed:
60 ft., fly 200 ft. (poor), swim 60 ft.
Armor Class:
33 (-2 size, +25 natural), touch 8, flat-footed 33
Base Attack/Grapple:
+26/+46
Attack:
Bite +37 (2d8+12) melee
Full Attack:
Bite +37 (2d8+12) melee, 2 Claws +37 (2d6+6) melee, 2 Wings +36 (1d8+6) melee, Tail Slap +36 (2d6+18) melee
Space/Reach:
15 ft./10 ft. (15 ft. with bite)
Special Attacks:
Breath weapon (50 ft. cone of weakening gas or 50 ft. cone of fire 14d10, DC 29), crush 2d8+18 (DC 29), frightful presence (DC 28)
Special Qualities:
1st, alternate form, bless, blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spell resistance 25, spells (caster level 9th), vulnerability to cold, water breathing
Saves:
Fort +21, Ref +15, Will +20
Abilities:
Str 35, Dex 10, Con 23, Int 20, Wis 21, Cha 20
Skills:
Concentration +27, Diplomacy +25, Disguise +25, Escape Artist +20, Heal +25, Intimidate +26, Knowledge (any 2) +34, Listen +36, Search +34, Sense Motive +25, Spot +36, Swim +32, Use Magic Device +25
Feats:
Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Warm plains
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
19
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
27-28 HD (Huge)
Level Adjustment:
-

Dragon (Fire)


Environment: Warm plains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 5; very young 7; young 9; juvenile 11; young adult 14; adult 16; mature adult 19; old 21; very old 22; ancient 24; wyrm 25; great wyrm 27


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 9-10 HD; very young 12-13 HD; young 15-16 HD; juvenile 18-19 HD; young adult 21-22 HD; adult 24-25 HD; mature adult 27-28 HD; old 30-31 HD; very old 33-34 HD; ancient 36-37 HD; wyrm 39-40 HD; great wyrm 42+ HD


Level Adjustment: Wyrmling +4; very young +5; young +6; others -


Gold Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
M
8d12+16 (68)
17
10
15
14
15
14
+8/+11
+11
+8
+6
+8
2d10 (16)
-

Very young
L
11d12+33 (104)
21
10
17
16
17
16
+11/+20
+15
+10
+7
+10
4d10 (18)
-

Young
L
14d12+42 (133)
25
10
17
16
17
16
+14/+25
+20
+12
+9
+12
6d10 (20)
-

Juvenile
L
17d12+68 (178)
29
10
19
18
19
18
+17/+30
+25
+14
+10
+14
8d10 (22)
-

Young adult
H
20d12+100 (230)
31
10
21
18
19
18
+20/+38
+28
+17
+12
+16
10d10 (25)
24

Adult
H
23d12+115 (264)
33
10
21
20
21
20
+23/+42
+32
+18
+13
+18
12d10 (26)
26

Mature adult
H
26d12+156 (325)
35
10
23
20
21
20
+26/+46
+36
+21
+15
+20
14d10 (29)
28

Old
G
29d12+203 (391)
39
10
25
24
25
24
+29/+55
+39
+23
+16
+23
16d10 (31)
31

Very old
G
32d12+256 (464)
41
10
27
26
27
26
+32/+59
+43
+26
+18
+26
18d10 (34)
34

Ancient
G
35d12+315 (542)
43
10
29
28
29
28
+35/+63
+47
+28
+19
+28
20d10 (36)
36

Wyrm
C
38d12+380 (627)
45
10
31
30
31
30
+38/+71
+47
+31
+21
+31
22d10 (39)
39


Great wyrm
C
41d12+451 (717)
47
10
33
32
33
32
+41/+75
+51
+33
+22
+33
24d10 (41)
41


Gold Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
17 (+7 natural), touch 10, flat-footed 17
Alternate form, immunity to fire, vulnerability to cold, water breathing
-
-

Very young
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
19 (-1 size, +10 natural), touch 9, flat-footed 19
-
-

Young
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
22 (-1 size, +13 natural), touch 9, flat-footed 22
1st
-

Juvenile
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
25 (-1 size, +16 natural), touch 9, flat-footed 25
Bless
3rd
-

Young adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
27 (-2 size, +19 natural), touch 8, flat-footed 27
Damage reduction 5/magic
5th
21

Adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
30 (-2 size, +22 natural), touch 8, flat-footed 30
Luck bonus
7th
23

Mature adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
33 (-2 size, +25 natural), touch 8, flat-footed 33
Damage reduction 10/magic
9th
25

Old
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
34 (-4 size, +28 natural), touch 6, flat-footed 34
Geas/quest, detect gems
11th
27

Very old
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
37 (-4 size, +31 natural), touch 6, flat-footed 37
Damage reduction 15/magic
13th
28

Ancient
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
40 (-4 size, +34 natural), touch 6, flat-footed 40
sunburst 15th
30

Wyrm
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
39 (-8 size, +37 natural), touch 2, flat-footed 39
Damage reduction 20/magic
17th
31

Great wyrm
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
42 (-8 size, +40 natural), touch 2, flat-footed 42
Foresight
19th
33


*Can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells.

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 are completely golden. Gold dragons' faces are bewhiskered and sagacious; as they age, their pupils fade until the eyes resemble pools of molten gold.


Combat
Gold dragons usually parley before fighting. When conversing with intelligent creatures, they use Intimidate and Sense Motive 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.
Breath Weapon (Su): A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.


Alternate Form (Su): A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Water Breathing (Ex): A gold 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 an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell 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 on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.


Detect Gems (Sp): An old or older gold 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. This ability is the equivalent of a 2ndlevel spell.


Other Spell-Like Abilities: 3/day-bless (juvenile or older); 1/day-geas/quest (old or older), sunburst (ancient or older), foresight (great wyrm).


Skills: Disguise, Heal, and Swim are considered class skills for gold dragons.


speed:
60 ft., fly 250 ft. (clumsy), swim 60 ft.

armor_class:
34 (-4 size, +28 natural), touch 6, flat-footed 34

full_attack:
Bite +40 (4d6+14) melee, 2 Claws +40 (2d8+7) melee, 2 Wings +39 (2d6+7) melee, Tail Slap +39 (2d8+21) melee

special_attacks:
Breath weapon (60 ft. cone of weakening gas or 60 ft. cone of fire 16d10, DC 31), crush 4d6+21 (DC 31), frightful presence (DC 31), tail sweep 2d6+21 (DC 31)

special_qualities:
1st, alternate form, bless, blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., detect gems, geas/quest, immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spell resistance 27, spells (caster level 11th), vulnerability to cold, water breathing

abilities:
Str 39, Dex 10, Con 25, Int 24, Wis 25, Cha 24

skills:
Concentration +36, Diplomacy +35, Disguise +35, Escape Artist +28, Heal +35, Intimidate +35, Knowledge (any 3) +39, Listen +41, Search +39, Sense Motive +35, Spot +41, Swim +42, Use Magic Device +35

stat_block:
Old gold dragon; CR 21; Gargantuan dragon (fire); HD 29d12+203; hp 391; Init +4; Spd 60 ft., fly 250 ft. (clumsy), swim 60 ft.; AC 34 (-4 size, +28 natural), touch 6, flat-footed 34; Base Atk +29; Grp +55; Atk +40 melee (4d6+14, bite); Full Atk +40 melee (4d6+14, bite) and +40 melee (2d8+7, 2 claws) and +39 melee (2d6+7, 2 wings) and +39 melee (2d8+21, tail slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA Breath weapon (60 ft. cone of weakening gas or 60 ft. cone of fire 16d10, DC 31), crush 4d6+21 (DC 31), frightful presence (DC 31), tail sweep 2d6+21 (DC 31); SQ 1st, alternate form, bless, blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., detect gems, geas/quest, immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spell resistance 27, spells (caster level 11th), vulnerability to cold, water breathing; AL LG; SV Fort +23, Ref +16, Will +23; Str 39, Dex 10, Con 25, Int 24, Wis 25, Cha 24

Skills and Feats: Concentration +36, Diplomacy +35, Disguise +35, Escape Artist +28, Heal +35, Intimidate +35, Knowledge (any 3) +39, Listen +41, Search +39, Sense Motive +35, Spot +41, Swim +42, Use Magic Device +35; Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover

full_text:
Gold Dragon
Gold Dragon, Old
Gargantuan Dragon (Fire)
Hit Dice:
29d12+203 (391 hp)
Initiative:
+4
Speed:
60 ft., fly 250 ft. (clumsy), swim 60 ft.
Armor Class:
34 (-4 size, +28 natural), touch 6, flat-footed 34
Base Attack/Grapple:
+29/+55
Attack:
Bite +40 (4d6+14) melee
Full Attack:
Bite +40 (4d6+14) melee, 2 Claws +40 (2d8+7) melee, 2 Wings +39 (2d6+7) melee, Tail Slap +39 (2d8+21) melee
Space/Reach:
20 ft./15 ft. (20 ft. with bite)
Special Attacks:
Breath weapon (60 ft. cone of weakening gas or 60 ft. cone of fire 16d10, DC 31), crush 4d6+21 (DC 31), frightful presence (DC 31), tail sweep 2d6+21 (DC 31)
Special Qualities:
1st, alternate form, bless, blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., detect gems, geas/quest, immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spell resistance 27, spells (caster level 11th), vulnerability to cold, water breathing
Saves:
Fort +23, Ref +16, Will +23
Abilities:
Str 39, Dex 10, Con 25, Int 24, Wis 25, Cha 24
Skills:
Concentration +36, Diplomacy +35, Disguise +35, Escape Artist +28, Heal +35, Intimidate +35, Knowledge (any 3) +39, Listen +41, Search +39, Sense Motive +35, Spot +41, Swim +42, Use Magic Device +35
Feats:
Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover
Environment:
Warm plains
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
21
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
30-31 HD (Gargantuan)
Level Adjustment:
-

Dragon (Fire)


Environment: Warm plains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 5; very young 7; young 9; juvenile 11; young adult 14; adult 16; mature adult 19; old 21; very old 22; ancient 24; wyrm 25; great wyrm 27


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 9-10 HD; very young 12-13 HD; young 15-16 HD; juvenile 18-19 HD; young adult 21-22 HD; adult 24-25 HD; mature adult 27-28 HD; old 30-31 HD; very old 33-34 HD; ancient 36-37 HD; wyrm 39-40 HD; great wyrm 42+ HD


Level Adjustment: Wyrmling +4; very young +5; young +6; others -


Gold Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
M
8d12+16 (68)
17
10
15
14
15
14
+8/+11
+11
+8
+6
+8
2d10 (16)
-

Very young
L
11d12+33 (104)
21
10
17
16
17
16
+11/+20
+15
+10
+7
+10
4d10 (18)
-

Young
L
14d12+42 (133)
25
10
17
16
17
16
+14/+25
+20
+12
+9
+12
6d10 (20)
-

Juvenile
L
17d12+68 (178)
29
10
19
18
19
18
+17/+30
+25
+14
+10
+14
8d10 (22)
-

Young adult
H
20d12+100 (230)
31
10
21
18
19
18
+20/+38
+28
+17
+12
+16
10d10 (25)
24

Adult
H
23d12+115 (264)
33
10
21
20
21
20
+23/+42
+32
+18
+13
+18
12d10 (26)
26

Mature adult
H
26d12+156 (325)
35
10
23
20
21
20
+26/+46
+36
+21
+15
+20
14d10 (29)
28

Old
G
29d12+203 (391)
39
10
25
24
25
24
+29/+55
+39
+23
+16
+23
16d10 (31)
31

Very old
G
32d12+256 (464)
41
10
27
26
27
26
+32/+59
+43
+26
+18
+26
18d10 (34)
34

Ancient
G
35d12+315 (542)
43
10
29
28
29
28
+35/+63
+47
+28
+19
+28
20d10 (36)
36

Wyrm
C
38d12+380 (627)
45
10
31
30
31
30
+38/+71
+47
+31
+21
+31
22d10 (39)
39


Great wyrm
C
41d12+451 (717)
47
10
33
32
33
32
+41/+75
+51
+33
+22
+33
24d10 (41)
41


Gold Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
17 (+7 natural), touch 10, flat-footed 17
Alternate form, immunity to fire, vulnerability to cold, water breathing
-
-

Very young
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
19 (-1 size, +10 natural), touch 9, flat-footed 19
-
-

Young
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
22 (-1 size, +13 natural), touch 9, flat-footed 22
1st
-

Juvenile
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
25 (-1 size, +16 natural), touch 9, flat-footed 25
Bless
3rd
-

Young adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
27 (-2 size, +19 natural), touch 8, flat-footed 27
Damage reduction 5/magic
5th
21

Adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
30 (-2 size, +22 natural), touch 8, flat-footed 30
Luck bonus
7th
23

Mature adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
33 (-2 size, +25 natural), touch 8, flat-footed 33
Damage reduction 10/magic
9th
25

Old
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
34 (-4 size, +28 natural), touch 6, flat-footed 34
Geas/quest, detect gems
11th
27

Very old
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
37 (-4 size, +31 natural), touch 6, flat-footed 37
Damage reduction 15/magic
13th
28

Ancient
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
40 (-4 size, +34 natural), touch 6, flat-footed 40
sunburst 15th
30

Wyrm
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
39 (-8 size, +37 natural), touch 2, flat-footed 39
Damage reduction 20/magic
17th
31

Great wyrm
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
42 (-8 size, +40 natural), touch 2, flat-footed 42
Foresight
19th
33


*Can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells.

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 are completely golden. Gold dragons' faces are bewhiskered and sagacious; as they age, their pupils fade until the eyes resemble pools of molten gold.


Combat
Gold dragons usually parley before fighting. When conversing with intelligent creatures, they use Intimidate and Sense Motive 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.
Breath Weapon (Su): A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.


Alternate Form (Su): A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Water Breathing (Ex): A gold 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 an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell 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 on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.


Detect Gems (Sp): An old or older gold 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. This ability is the equivalent of a 2ndlevel spell.


Other Spell-Like Abilities: 3/day-bless (juvenile or older); 1/day-geas/quest (old or older), sunburst (ancient or older), foresight (great wyrm).


Skills: Disguise, Heal, and Swim are considered class skills for gold dragons.


full_attack:
Bite +44 (4d6+15) melee, 2 Claws +44 (2d8+7) melee, 2 Wings +43 (2d6+7) melee, Tail Slap +43 (2d8+22) melee

special_attacks:
Breath weapon (60 ft. cone of weakening gas or 60 ft. cone of fire 18d10, DC 34), crush 4d6+22 (DC 34), frightful presence (DC 34), tail sweep 2d6+22 (DC 34)

special_qualities:
1st, alternate form, bless, blindsense 60 ft., damage reduction 15/magic, darkvision 120 ft., detect gems, geas/quest, immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spell resistance 28, spells (caster level 13th), vulnerability to cold, water breathing

abilities:
Str 41, Dex 10, Con 27, Int 26, Wis 27, Cha 26

skills:
Concentration +42, Diplomacy +42, Disguise +42, Escape Artist +34, Heal +42, Intimidate +42, Knowledge (any 3) +43, Listen +45, Search +43, Sense Motive +42, Spot +45, Swim +49, Use Magic Device +42

stat_block:
Very old gold dragon; CR 22; Gargantuan dragon (fire); HD 32d12+256; hp 464; Init +4; Spd 60 ft., fly 250 ft. (clumsy), swim 60 ft.; AC 37 (-4 size, +31 natural), touch 6, flat-footed 37; Base Atk +32; Grp +59; Atk +44 melee (4d6+15, bite); Full Atk +44 melee (4d6+15, bite) and +44 melee (2d8+7, 2 claws) and +43 melee (2d6+7, 2 wings) and +43 melee (2d8+22, tail slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA Breath weapon (60 ft. cone of weakening gas or 60 ft. cone of fire 18d10, DC 34), crush 4d6+22 (DC 34), frightful presence (DC 34), tail sweep 2d6+22 (DC 34); SQ 1st, alternate form, bless, blindsense 60 ft., damage reduction 15/magic, darkvision 120 ft., detect gems, geas/quest, immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spell resistance 28, spells (caster level 13th), vulnerability to cold, water breathing; AL LG; SV Fort +26, Ref +18, Will +26; Str 41, Dex 10, Con 27, Int 26, Wis 27, Cha 26

Skills and Feats: Concentration +42, Diplomacy +42, Disguise +42, Escape Artist +34, Heal +42, Intimidate +42, Knowledge (any 3) +43, Listen +45, Search +43, Sense Motive +42, Spot +45, Swim +49, Use Magic Device +42; Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

full_text:
Gold Dragon
Gold Dragon, Very old
Gargantuan Dragon (Fire)
Hit Dice:
32d12+256 (464 hp)
Initiative:
+4
Speed:
60 ft., fly 250 ft. (clumsy), swim 60 ft.
Armor Class:
37 (-4 size, +31 natural), touch 6, flat-footed 37
Base Attack/Grapple:
+32/+59
Attack:
Bite +44 (4d6+15) melee
Full Attack:
Bite +44 (4d6+15) melee, 2 Claws +44 (2d8+7) melee, 2 Wings +43 (2d6+7) melee, Tail Slap +43 (2d8+22) melee
Space/Reach:
20 ft./15 ft. (20 ft. with bite)
Special Attacks:
Breath weapon (60 ft. cone of weakening gas or 60 ft. cone of fire 18d10, DC 34), crush 4d6+22 (DC 34), frightful presence (DC 34), tail sweep 2d6+22 (DC 34)
Special Qualities:
1st, alternate form, bless, blindsense 60 ft., damage reduction 15/magic, darkvision 120 ft., detect gems, geas/quest, immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spell resistance 28, spells (caster level 13th), vulnerability to cold, water breathing
Saves:
Fort +26, Ref +18, Will +26
Abilities:
Str 41, Dex 10, Con 27, Int 26, Wis 27, Cha 26
Skills:
Concentration +42, Diplomacy +42, Disguise +42, Escape Artist +34, Heal +42, Intimidate +42, Knowledge (any 3) +43, Listen +45, Search +43, Sense Motive +42, Spot +45, Swim +49, Use Magic Device +42
Feats:
Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover
Environment:
Warm plains
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
22
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
33-34 HD (Gargantuan)
Level Adjustment:
-

Dragon (Fire)


Environment: Warm plains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 5; very young 7; young 9; juvenile 11; young adult 14; adult 16; mature adult 19; old 21; very old 22; ancient 24; wyrm 25; great wyrm 27


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 9-10 HD; very young 12-13 HD; young 15-16 HD; juvenile 18-19 HD; young adult 21-22 HD; adult 24-25 HD; mature adult 27-28 HD; old 30-31 HD; very old 33-34 HD; ancient 36-37 HD; wyrm 39-40 HD; great wyrm 42+ HD


Level Adjustment: Wyrmling +4; very young +5; young +6; others -


Gold Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
M
8d12+16 (68)
17
10
15
14
15
14
+8/+11
+11
+8
+6
+8
2d10 (16)
-

Very young
L
11d12+33 (104)
21
10
17
16
17
16
+11/+20
+15
+10
+7
+10
4d10 (18)
-

Young
L
14d12+42 (133)
25
10
17
16
17
16
+14/+25
+20
+12
+9
+12
6d10 (20)
-

Juvenile
L
17d12+68 (178)
29
10
19
18
19
18
+17/+30
+25
+14
+10
+14
8d10 (22)
-

Young adult
H
20d12+100 (230)
31
10
21
18
19
18
+20/+38
+28
+17
+12
+16
10d10 (25)
24

Adult
H
23d12+115 (264)
33
10
21
20
21
20
+23/+42
+32
+18
+13
+18
12d10 (26)
26

Mature adult
H
26d12+156 (325)
35
10
23
20
21
20
+26/+46
+36
+21
+15
+20
14d10 (29)
28

Old
G
29d12+203 (391)
39
10
25
24
25
24
+29/+55
+39
+23
+16
+23
16d10 (31)
31

Very old
G
32d12+256 (464)
41
10
27
26
27
26
+32/+59
+43
+26
+18
+26
18d10 (34)
34

Ancient
G
35d12+315 (542)
43
10
29
28
29
28
+35/+63
+47
+28
+19
+28
20d10 (36)
36

Wyrm
C
38d12+380 (627)
45
10
31
30
31
30
+38/+71
+47
+31
+21
+31
22d10 (39)
39


Great wyrm
C
41d12+451 (717)
47
10
33
32
33
32
+41/+75
+51
+33
+22
+33
24d10 (41)
41


Gold Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
17 (+7 natural), touch 10, flat-footed 17
Alternate form, immunity to fire, vulnerability to cold, water breathing
-
-

Very young
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
19 (-1 size, +10 natural), touch 9, flat-footed 19
-
-

Young
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
22 (-1 size, +13 natural), touch 9, flat-footed 22
1st
-

Juvenile
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
25 (-1 size, +16 natural), touch 9, flat-footed 25
Bless
3rd
-

Young adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
27 (-2 size, +19 natural), touch 8, flat-footed 27
Damage reduction 5/magic
5th
21

Adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
30 (-2 size, +22 natural), touch 8, flat-footed 30
Luck bonus
7th
23

Mature adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
33 (-2 size, +25 natural), touch 8, flat-footed 33
Damage reduction 10/magic
9th
25

Old
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
34 (-4 size, +28 natural), touch 6, flat-footed 34
Geas/quest, detect gems
11th
27

Very old
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
37 (-4 size, +31 natural), touch 6, flat-footed 37
Damage reduction 15/magic
13th
28

Ancient
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
40 (-4 size, +34 natural), touch 6, flat-footed 40
sunburst 15th
30

Wyrm
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
39 (-8 size, +37 natural), touch 2, flat-footed 39
Damage reduction 20/magic
17th
31

Great wyrm
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
42 (-8 size, +40 natural), touch 2, flat-footed 42
Foresight
19th
33


*Can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells.

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 are completely golden. Gold dragons' faces are bewhiskered and sagacious; as they age, their pupils fade until the eyes resemble pools of molten gold.


Combat
Gold dragons usually parley before fighting. When conversing with intelligent creatures, they use Intimidate and Sense Motive 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.
Breath Weapon (Su): A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.


Alternate Form (Su): A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Water Breathing (Ex): A gold 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 an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell 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 on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.


Detect Gems (Sp): An old or older gold 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. This ability is the equivalent of a 2ndlevel spell.


Other Spell-Like Abilities: 3/day-bless (juvenile or older); 1/day-geas/quest (old or older), sunburst (ancient or older), foresight (great wyrm).


Skills: Disguise, Heal, and Swim are considered class skills for gold dragons.


special_attacks:
Breath weapon (60 ft. cone of weakening gas or 60 ft. cone of fire 20d10, DC 36), crush 4d6+24 (DC 36), frightful presence (DC 36), tail sweep 2d6+24 (DC 36)

special_qualities:
1st, alternate form, bless, blindsense 60 ft., damage reduction 15/magic, darkvision 120 ft., detect gems, geas/quest, immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spells (caster level 30), sunburst 15th, vulnerability to cold, water breathing

abilities:
Str 43, Dex 10, Con 29, Int 28, Wis 29, Cha 28

skills:
Concentration +47, Diplomacy +47, Disguise +47, Escape Artist +38, Heal +47, Intimidate +47, Knowledge (any 4) +47, Listen +49, Search +47, Sense Motive +47, Spot +49, Swim +54, Use Magic Device +47

stat_block:
Ancient gold dragon; CR 24; Gargantuan dragon (fire); HD 35d12+315; hp 542; Init +4; Spd 60 ft., fly 250 ft. (clumsy), swim 60 ft.; AC 40 (-4 size, +34 natural), touch 6, flat-footed 40; Base Atk +35; Grp +63; Atk +48 melee (4d6+16, bite); Full Atk +48 melee (4d6+16, bite) and +48 melee (2d8+8, 2 claws) and +47 melee (2d6+8, 2 wings) and +47 melee (2d8+24, tail slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA Breath weapon (60 ft. cone of weakening gas or 60 ft. cone of fire 20d10, DC 36), crush 4d6+24 (DC 36), frightful presence (DC 36), tail sweep 2d6+24 (DC 36); SQ 1st, alternate form, bless, blindsense 60 ft., damage reduction 15/magic, darkvision 120 ft., detect gems, geas/quest, immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spells (caster level 30), sunburst 15th, vulnerability to cold, water breathing; AL LG; SV Fort +28, Ref +19, Will +28; Str 43, Dex 10, Con 29, Int 28, Wis 29, Cha 28

Skills and Feats: Concentration +47, Diplomacy +47, Disguise +47, Escape Artist +38, Heal +47, Intimidate +47, Knowledge (any 4) +47, Listen +49, Search +47, Sense Motive +47, Spot +49, Swim +54, Use Magic Device +47; Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

full_text:
Gold Dragon
Gold Dragon, Ancient
Gargantuan Dragon (Fire)
Hit Dice:
35d12+315 (542 hp)
Initiative:
+4
Speed:
60 ft., fly 250 ft. (clumsy), swim 60 ft.
Armor Class:
40 (-4 size, +34 natural), touch 6, flat-footed 40
Base Attack/Grapple:
+35/+63
Attack:
Bite +48 (4d6+16) melee
Full Attack:
Bite +48 (4d6+16) melee, 2 Claws +48 (2d8+8) melee, 2 Wings +47 (2d6+8) melee, Tail Slap +47 (2d8+24) melee
Space/Reach:
20 ft./15 ft. (20 ft. with bite)
Special Attacks:
Breath weapon (60 ft. cone of weakening gas or 60 ft. cone of fire 20d10, DC 36), crush 4d6+24 (DC 36), frightful presence (DC 36), tail sweep 2d6+24 (DC 36)
Special Qualities:
1st, alternate form, bless, blindsense 60 ft., damage reduction 15/magic, darkvision 120 ft., detect gems, geas/quest, immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spells (caster level 30), sunburst 15th, vulnerability to cold, water breathing
Saves:
Fort +28, Ref +19, Will +28
Abilities:
Str 43, Dex 10, Con 29, Int 28, Wis 29, Cha 28
Skills:
Concentration +47, Diplomacy +47, Disguise +47, Escape Artist +38, Heal +47, Intimidate +47, Knowledge (any 4) +47, Listen +49, Search +47, Sense Motive +47, Spot +49, Swim +54, Use Magic Device +47
Feats:
Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover
Environment:
Warm plains
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
24
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
36-37 HD (Gargantuan)
Level Adjustment:
-

Dragon (Fire)


Environment: Warm plains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 5; very young 7; young 9; juvenile 11; young adult 14; adult 16; mature adult 19; old 21; very old 22; ancient 24; wyrm 25; great wyrm 27


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 9-10 HD; very young 12-13 HD; young 15-16 HD; juvenile 18-19 HD; young adult 21-22 HD; adult 24-25 HD; mature adult 27-28 HD; old 30-31 HD; very old 33-34 HD; ancient 36-37 HD; wyrm 39-40 HD; great wyrm 42+ HD


Level Adjustment: Wyrmling +4; very young +5; young +6; others -


Gold Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
M
8d12+16 (68)
17
10
15
14
15
14
+8/+11
+11
+8
+6
+8
2d10 (16)
-

Very young
L
11d12+33 (104)
21
10
17
16
17
16
+11/+20
+15
+10
+7
+10
4d10 (18)
-

Young
L
14d12+42 (133)
25
10
17
16
17
16
+14/+25
+20
+12
+9
+12
6d10 (20)
-

Juvenile
L
17d12+68 (178)
29
10
19
18
19
18
+17/+30
+25
+14
+10
+14
8d10 (22)
-

Young adult
H
20d12+100 (230)
31
10
21
18
19
18
+20/+38
+28
+17
+12
+16
10d10 (25)
24

Adult
H
23d12+115 (264)
33
10
21
20
21
20
+23/+42
+32
+18
+13
+18
12d10 (26)
26

Mature adult
H
26d12+156 (325)
35
10
23
20
21
20
+26/+46
+36
+21
+15
+20
14d10 (29)
28

Old
G
29d12+203 (391)
39
10
25
24
25
24
+29/+55
+39
+23
+16
+23
16d10 (31)
31

Very old
G
32d12+256 (464)
41
10
27
26
27
26
+32/+59
+43
+26
+18
+26
18d10 (34)
34

Ancient
G
35d12+315 (542)
43
10
29
28
29
28
+35/+63
+47
+28
+19
+28
20d10 (36)
36

Wyrm
C
38d12+380 (627)
45
10
31
30
31
30
+38/+71
+47
+31
+21
+31
22d10 (39)
39


Great wyrm
C
41d12+451 (717)
47
10
33
32
33
32
+41/+75
+51
+33
+22
+33
24d10 (41)
41


Gold Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
17 (+7 natural), touch 10, flat-footed 17
Alternate form, immunity to fire, vulnerability to cold, water breathing
-
-

Very young
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
19 (-1 size, +10 natural), touch 9, flat-footed 19
-
-

Young
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
22 (-1 size, +13 natural), touch 9, flat-footed 22
1st
-

Juvenile
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
25 (-1 size, +16 natural), touch 9, flat-footed 25
Bless
3rd
-

Young adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
27 (-2 size, +19 natural), touch 8, flat-footed 27
Damage reduction 5/magic
5th
21

Adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
30 (-2 size, +22 natural), touch 8, flat-footed 30
Luck bonus
7th
23

Mature adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
33 (-2 size, +25 natural), touch 8, flat-footed 33
Damage reduction 10/magic
9th
25

Old
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
34 (-4 size, +28 natural), touch 6, flat-footed 34
Geas/quest, detect gems
11th
27

Very old
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
37 (-4 size, +31 natural), touch 6, flat-footed 37
Damage reduction 15/magic
13th
28

Ancient
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
40 (-4 size, +34 natural), touch 6, flat-footed 40
sunburst 15th
30

Wyrm
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
39 (-8 size, +37 natural), touch 2, flat-footed 39
Damage reduction 20/magic
17th
31

Great wyrm
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
42 (-8 size, +40 natural), touch 2, flat-footed 42
Foresight
19th
33


*Can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells.

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 are completely golden. Gold dragons' faces are bewhiskered and sagacious; as they age, their pupils fade until the eyes resemble pools of molten gold.


Combat
Gold dragons usually parley before fighting. When conversing with intelligent creatures, they use Intimidate and Sense Motive 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.
Breath Weapon (Su): A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.


Alternate Form (Su): A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Water Breathing (Ex): A gold 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 an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell 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 on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.


Detect Gems (Sp): An old or older gold 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. This ability is the equivalent of a 2ndlevel spell.


Other Spell-Like Abilities: 3/day-bless (juvenile or older); 1/day-geas/quest (old or older), sunburst (ancient or older), foresight (great wyrm).


Skills: Disguise, Heal, and Swim are considered class skills for gold dragons.


armor_class:
39 (-8 size, +37 natural), touch 2, flat-footed 39

full_attack:
Bite +48 (4d8+17) melee, 2 Claws +48 (4d6+8) melee, 2 Wings +47 (2d8+8) melee, Tail Slap +47 (4d6+25) melee

special_attacks:
Breath weapon (70 ft. cone of weakening gas or 70 ft. cone of fire 22d10, DC 39), crush 4d8+25 (DC 39), frightful presence (DC 39), tail sweep 2d8+25 (DC 39)

special_qualities:
1st, alternate form, bless, blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., detect gems, geas/quest, immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spell resistance 31, spells (caster level 17th), sunburst 15th, vulnerability to cold, water breathing

abilities:
Str 45, Dex 10, Con 31, Int 30, Wis 31, Cha 30

skills:
Concentration +51, Diplomacy +51, Disguise +51, Escape Artist +41, Heal +51, Intimidate +51, Knowledge (any 5) +51, Listen +53, Search +51, Sense Motive +51, Spot +53, Swim +58, Use Magic Device +51

stat_block:
Wyrm gold dragon; CR 25; Colossal dragon (fire); HD 38d12+380; hp 627; Init +4; Spd 60 ft., fly 250 ft. (clumsy), swim 60 ft.; AC 39 (-8 size, +37 natural), touch 2, flat-footed 39; Base Atk +38; Grp +71; Atk +48 melee (4d8+17, bite); Full Atk +48 melee (4d8+17, bite) and +48 melee (4d6+8, 2 claws) and +47 melee (2d8+8, 2 wings) and +47 melee (4d6+25, tail slap); Space/Reach 30 ft./20 ft. (30 ft. with bite); SA Breath weapon (70 ft. cone of weakening gas or 70 ft. cone of fire 22d10, DC 39), crush 4d8+25 (DC 39), frightful presence (DC 39), tail sweep 2d8+25 (DC 39); SQ 1st, alternate form, bless, blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., detect gems, geas/quest, immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spell resistance 31, spells (caster level 17th), sunburst 15th, vulnerability to cold, water breathing; AL LG; SV Fort +31, Ref +21, Will +31; Str 45, Dex 10, Con 31, Int 30, Wis 31, Cha 30

Skills and Feats: Concentration +51, Diplomacy +51, Disguise +51, Escape Artist +41, Heal +51, Intimidate +51, Knowledge (any 5) +51, Listen +53, Search +51, Sense Motive +51, Spot +53, Swim +58, Use Magic Device +51; Alertness, Blind-Fight, Cleave, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

full_text:
Gold Dragon
Gold Dragon, Wyrm
Colossal Dragon (Fire)
Hit Dice:
38d12+380 (627 hp)
Initiative:
+4
Speed:
60 ft., fly 250 ft. (clumsy), swim 60 ft.
Armor Class:
39 (-8 size, +37 natural), touch 2, flat-footed 39
Base Attack/Grapple:
+38/+71
Attack:
Bite +48 (4d8+17) melee
Full Attack:
Bite +48 (4d8+17) melee, 2 Claws +48 (4d6+8) melee, 2 Wings +47 (2d8+8) melee, Tail Slap +47 (4d6+25) melee
Space/Reach:
30 ft./20 ft. (30 ft. with bite)
Special Attacks:
Breath weapon (70 ft. cone of weakening gas or 70 ft. cone of fire 22d10, DC 39), crush 4d8+25 (DC 39), frightful presence (DC 39), tail sweep 2d8+25 (DC 39)
Special Qualities:
1st, alternate form, bless, blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., detect gems, geas/quest, immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spell resistance 31, spells (caster level 17th), sunburst 15th, vulnerability to cold, water breathing
Saves:
Fort +31, Ref +21, Will +31
Abilities:
Str 45, Dex 10, Con 31, Int 30, Wis 31, Cha 30
Skills:
Concentration +51, Diplomacy +51, Disguise +51, Escape Artist +41, Heal +51, Intimidate +51, Knowledge (any 5) +51, Listen +53, Search +51, Sense Motive +51, Spot +53, Swim +58, Use Magic Device +51
Feats:
Alertness, Blind-Fight, Cleave, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover
Environment:
Warm plains
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
25
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
39-40 HD (Colossal)
Level Adjustment:
-

Dragon (Fire)


Environment: Warm plains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 5; very young 7; young 9; juvenile 11; young adult 14; adult 16; mature adult 19; old 21; very old 22; ancient 24; wyrm 25; great wyrm 27


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 9-10 HD; very young 12-13 HD; young 15-16 HD; juvenile 18-19 HD; young adult 21-22 HD; adult 24-25 HD; mature adult 27-28 HD; old 30-31 HD; very old 33-34 HD; ancient 36-37 HD; wyrm 39-40 HD; great wyrm 42+ HD


Level Adjustment: Wyrmling +4; very young +5; young +6; others -


Gold Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
M
8d12+16 (68)
17
10
15
14
15
14
+8/+11
+11
+8
+6
+8
2d10 (16)
-

Very young
L
11d12+33 (104)
21
10
17
16
17
16
+11/+20
+15
+10
+7
+10
4d10 (18)
-

Young
L
14d12+42 (133)
25
10
17
16
17
16
+14/+25
+20
+12
+9
+12
6d10 (20)
-

Juvenile
L
17d12+68 (178)
29
10
19
18
19
18
+17/+30
+25
+14
+10
+14
8d10 (22)
-

Young adult
H
20d12+100 (230)
31
10
21
18
19
18
+20/+38
+28
+17
+12
+16
10d10 (25)
24

Adult
H
23d12+115 (264)
33
10
21
20
21
20
+23/+42
+32
+18
+13
+18
12d10 (26)
26

Mature adult
H
26d12+156 (325)
35
10
23
20
21
20
+26/+46
+36
+21
+15
+20
14d10 (29)
28

Old
G
29d12+203 (391)
39
10
25
24
25
24
+29/+55
+39
+23
+16
+23
16d10 (31)
31

Very old
G
32d12+256 (464)
41
10
27
26
27
26
+32/+59
+43
+26
+18
+26
18d10 (34)
34

Ancient
G
35d12+315 (542)
43
10
29
28
29
28
+35/+63
+47
+28
+19
+28
20d10 (36)
36

Wyrm
C
38d12+380 (627)
45
10
31
30
31
30
+38/+71
+47
+31
+21
+31
22d10 (39)
39


Great wyrm
C
41d12+451 (717)
47
10
33
32
33
32
+41/+75
+51
+33
+22
+33
24d10 (41)
41


Gold Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
17 (+7 natural), touch 10, flat-footed 17
Alternate form, immunity to fire, vulnerability to cold, water breathing
-
-

Very young
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
19 (-1 size, +10 natural), touch 9, flat-footed 19
-
-

Young
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
22 (-1 size, +13 natural), touch 9, flat-footed 22
1st
-

Juvenile
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
25 (-1 size, +16 natural), touch 9, flat-footed 25
Bless
3rd
-

Young adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
27 (-2 size, +19 natural), touch 8, flat-footed 27
Damage reduction 5/magic
5th
21

Adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
30 (-2 size, +22 natural), touch 8, flat-footed 30
Luck bonus
7th
23

Mature adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
33 (-2 size, +25 natural), touch 8, flat-footed 33
Damage reduction 10/magic
9th
25

Old
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
34 (-4 size, +28 natural), touch 6, flat-footed 34
Geas/quest, detect gems
11th
27

Very old
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
37 (-4 size, +31 natural), touch 6, flat-footed 37
Damage reduction 15/magic
13th
28

Ancient
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
40 (-4 size, +34 natural), touch 6, flat-footed 40
sunburst 15th
30

Wyrm
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
39 (-8 size, +37 natural), touch 2, flat-footed 39
Damage reduction 20/magic
17th
31

Great wyrm
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
42 (-8 size, +40 natural), touch 2, flat-footed 42
Foresight
19th
33


*Can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells.

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 are completely golden. Gold dragons' faces are bewhiskered and sagacious; as they age, their pupils fade until the eyes resemble pools of molten gold.


Combat
Gold dragons usually parley before fighting. When conversing with intelligent creatures, they use Intimidate and Sense Motive 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.
Breath Weapon (Su): A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.


Alternate Form (Su): A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Water Breathing (Ex): A gold 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 an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell 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 on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.


Detect Gems (Sp): An old or older gold 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. This ability is the equivalent of a 2ndlevel spell.


Other Spell-Like Abilities: 3/day-bless (juvenile or older); 1/day-geas/quest (old or older), sunburst (ancient or older), foresight (great wyrm).


Skills: Disguise, Heal, and Swim are considered class skills for gold dragons.


armor_class:
42 (-8 size, +40 natural), touch 2, flat-footed 42

full_attack:
Bite +52 (4d8+18) melee, 2 Claws +52 (4d6+9) melee, 2 Wings +51 (2d8+9) melee, Tail Slap +51 (4d6+27) melee

special_attacks:
Breath weapon (70 ft. cone of weakening gas or 70 ft. cone of fire 24d10, DC 41), crush 4d8+27 (DC 41), frightful presence (DC 41), tail sweep 2d8+27 (DC 41)

special_qualities:
1st, alternate form, bless, blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., detect gems, foresight, geas/quest, immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spell resistance 33, spells (caster level 19th), sunburst 15th, vulnerability to cold, water breathing

abilities:
Str 47, Dex 10, Con 33, Int 32, Wis 33, Cha 32

skills:
Concentration +55, Diplomacy +55, Disguise +55, Escape Artist +44, Heal +55, Intimidate +55, Knowledge (any 6) +55, Listen +57, Search +55, Sense Motive +55, Spot +57, Swim +62, Use Magic Device +55

stat_block:
Great wyrm gold dragon; CR 27; Colossal dragon (fire); HD 41d12+451; hp 717; Init +4; Spd 60 ft., fly 250 ft. (clumsy), swim 60 ft.; AC 42 (-8 size, +40 natural), touch 2, flat-footed 42; Base Atk +41; Grp +75; Atk +52 melee (4d8+18, bite); Full Atk +52 melee (4d8+18, bite) and +52 melee (4d6+9, 2 claws) and +51 melee (2d8+9, 2 wings) and +51 melee (4d6+27, tail slap); Space/Reach 30 ft./20 ft. (30 ft. with bite); SA Breath weapon (70 ft. cone of weakening gas or 70 ft. cone of fire 24d10, DC 41), crush 4d8+27 (DC 41), frightful presence (DC 41), tail sweep 2d8+27 (DC 41); SQ 1st, alternate form, bless, blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., detect gems, foresight, geas/quest, immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spell resistance 33, spells (caster level 19th), sunburst 15th, vulnerability to cold, water breathing; AL LG; SV Fort +33, Ref +22, Will +33; Str 47, Dex 10, Con 33, Int 32, Wis 33, Cha 32

Skills and Feats: Concentration +55, Diplomacy +55, Disguise +55, Escape Artist +44, Heal +55, Intimidate +55, Knowledge (any 6) +55, Listen +57, Search +55, Sense Motive +55, Spot +57, Swim +62, Use Magic Device +55; Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

full_text:
Gold Dragon
Gold Dragon, Great wyrm
Colossal Dragon (Fire)
Hit Dice:
41d12+451 (717 hp)
Initiative:
+4
Speed:
60 ft., fly 250 ft. (clumsy), swim 60 ft.
Armor Class:
42 (-8 size, +40 natural), touch 2, flat-footed 42
Base Attack/Grapple:
+41/+75
Attack:
Bite +52 (4d8+18) melee
Full Attack:
Bite +52 (4d8+18) melee, 2 Claws +52 (4d6+9) melee, 2 Wings +51 (2d8+9) melee, Tail Slap +51 (4d6+27) melee
Space/Reach:
30 ft./20 ft. (30 ft. with bite)
Special Attacks:
Breath weapon (70 ft. cone of weakening gas or 70 ft. cone of fire 24d10, DC 41), crush 4d8+27 (DC 41), frightful presence (DC 41), tail sweep 2d8+27 (DC 41)
Special Qualities:
1st, alternate form, bless, blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., detect gems, foresight, geas/quest, immunity to fire, immunity to sleep and paralysis, keen senses, luck bonus, spell resistance 33, spells (caster level 19th), sunburst 15th, vulnerability to cold, water breathing
Saves:
Fort +33, Ref +22, Will +33
Abilities:
Str 47, Dex 10, Con 33, Int 32, Wis 33, Cha 32
Skills:
Concentration +55, Diplomacy +55, Disguise +55, Escape Artist +44, Heal +55, Intimidate +55, Knowledge (any 6) +55, Listen +57, Search +55, Sense Motive +55, Spot +57, Swim +62, Use Magic Device +55
Feats:
Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover
Environment:
Warm plains
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
27
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
42+ HD (Colossal)
Level Adjustment:
-

Dragon (Fire)


Environment: Warm plains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 5; very young 7; young 9; juvenile 11; young adult 14; adult 16; mature adult 19; old 21; very old 22; ancient 24; wyrm 25; great wyrm 27


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 9-10 HD; very young 12-13 HD; young 15-16 HD; juvenile 18-19 HD; young adult 21-22 HD; adult 24-25 HD; mature adult 27-28 HD; old 30-31 HD; very old 33-34 HD; ancient 36-37 HD; wyrm 39-40 HD; great wyrm 42+ HD


Level Adjustment: Wyrmling +4; very young +5; young +6; others -


Gold Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
M
8d12+16 (68)
17
10
15
14
15
14
+8/+11
+11
+8
+6
+8
2d10 (16)
-

Very young
L
11d12+33 (104)
21
10
17
16
17
16
+11/+20
+15
+10
+7
+10
4d10 (18)
-

Young
L
14d12+42 (133)
25
10
17
16
17
16
+14/+25
+20
+12
+9
+12
6d10 (20)
-

Juvenile
L
17d12+68 (178)
29
10
19
18
19
18
+17/+30
+25
+14
+10
+14
8d10 (22)
-

Young adult
H
20d12+100 (230)
31
10
21
18
19
18
+20/+38
+28
+17
+12
+16
10d10 (25)
24

Adult
H
23d12+115 (264)
33
10
21
20
21
20
+23/+42
+32
+18
+13
+18
12d10 (26)
26

Mature adult
H
26d12+156 (325)
35
10
23
20
21
20
+26/+46
+36
+21
+15
+20
14d10 (29)
28

Old
G
29d12+203 (391)
39
10
25
24
25
24
+29/+55
+39
+23
+16
+23
16d10 (31)
31

Very old
G
32d12+256 (464)
41
10
27
26
27
26
+32/+59
+43
+26
+18
+26
18d10 (34)
34

Ancient
G
35d12+315 (542)
43
10
29
28
29
28
+35/+63
+47
+28
+19
+28
20d10 (36)
36

Wyrm
C
38d12+380 (627)
45
10
31
30
31
30
+38/+71
+47
+31
+21
+31
22d10 (39)
39


Great wyrm
C
41d12+451 (717)
47
10
33
32
33
32
+41/+75
+51
+33
+22
+33
24d10 (41)
41


Gold Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
17 (+7 natural), touch 10, flat-footed 17
Alternate form, immunity to fire, vulnerability to cold, water breathing
-
-

Very young
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
19 (-1 size, +10 natural), touch 9, flat-footed 19
-
-

Young
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
22 (-1 size, +13 natural), touch 9, flat-footed 22
1st
-

Juvenile
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
25 (-1 size, +16 natural), touch 9, flat-footed 25
Bless
3rd
-

Young adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
27 (-2 size, +19 natural), touch 8, flat-footed 27
Damage reduction 5/magic
5th
21

Adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
30 (-2 size, +22 natural), touch 8, flat-footed 30
Luck bonus
7th
23

Mature adult
60 ft., fly 200 ft. (poor), swim 60 ft.
+0
33 (-2 size, +25 natural), touch 8, flat-footed 33
Damage reduction 10/magic
9th
25

Old
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
34 (-4 size, +28 natural), touch 6, flat-footed 34
Geas/quest, detect gems
11th
27

Very old
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
37 (-4 size, +31 natural), touch 6, flat-footed 37
Damage reduction 15/magic
13th
28

Ancient
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
40 (-4 size, +34 natural), touch 6, flat-footed 40
sunburst 15th
30

Wyrm
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
39 (-8 size, +37 natural), touch 2, flat-footed 39
Damage reduction 20/magic
17th
31

Great wyrm
60 ft., fly 250 ft. (clumsy), swim 60 ft.
+0
42 (-8 size, +40 natural), touch 2, flat-footed 42
Foresight
19th
33


*Can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells.

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 are completely golden. Gold dragons' faces are bewhiskered and sagacious; as they age, their pupils fade until the eyes resemble pools of molten gold.


Combat
Gold dragons usually parley before fighting. When conversing with intelligent creatures, they use Intimidate and Sense Motive 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.
Breath Weapon (Su): A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.


Alternate Form (Su): A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Water Breathing (Ex): A gold 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 an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell 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 on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.


Detect Gems (Sp): An old or older gold 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. This ability is the equivalent of a 2ndlevel spell.


Other Spell-Like Abilities: 3/day-bless (juvenile or older); 1/day-geas/quest (old or older), sunburst (ancient or older), foresight (great wyrm).


Skills: Disguise, Heal, and Swim are considered class skills for gold dragons.


special_attacks:
Breath weapon (20 ft. cone of paralyzing gas or 20 ft. cone of cold 2d8, DC 14)

special_qualities:
Alternate form, blindsense 60 ft., cloudwalking, darkvision 120 ft., immunity to acid and cold, immunity to sleep and paralysis, keen senses, vulnerability to fire

skills:
Bluff +6, Concentration +6, Diplomacy +6, Disguise +6, Escape Artist +4, Intimidate +7, Jump +5, Knowledge (any 2) +12, Listen +14, Search +12, Sense Motive +6, Spot +14, Use Magic Device +6

special_abilities:
Alternate Form (Su), Blindsense (Ex), Breath Weapon (Su), Cloudwalking (Su), Crush (Ex), Frightful Presence (Ex), Immunities (Ex), Keen Senses (Ex), Spell Resistance (Ex), Tail Sweep (Ex)

stat_block:
Wyrmling silver dragon; CR 4; Small dragon (cold); HD 7d12+7; hp 52; Init +4; Spd 40 ft., fly 100 ft. (average); AC 17 (+1 size, +6 natural), touch 11, flat-footed 17; Base Atk +7; Grp +4; Atk +9 melee (1d6+1, bite); Full Atk +9 melee (1d6+1, bite) and +9 melee (1d4, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon (20 ft. cone of paralyzing gas or 20 ft. cone of cold 2d8, DC 14); SQ Alternate form, blindsense 60 ft., cloudwalking, darkvision 120 ft., immunity to acid and cold, immunity to sleep and paralysis, keen senses, vulnerability to fire; AL LG; SV Fort +6, Ref +5, Will +7; Str 13, Dex 10, Con 13, Int 14, Wis 15, Cha 14

Skills and Feats: Bluff +6, Concentration +6, Diplomacy +6, Disguise +6, Escape Artist +4, Intimidate +7, Jump +5, Knowledge (any 2) +12, Listen +14, Search +12, Sense Motive +6, Spot +14, Use Magic Device +6; Alertness, Hover, Improved Initiative

full_text:
Silver Dragon
Silver Dragon, Wyrmling
Small Dragon (Cold)
Hit Dice:
7d12+7 (52 hp)
Initiative:
+4
Speed:
40 ft., fly 100 ft. (average)
Armor Class:
17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple:
+7/+4
Attack:
Bite +9 (1d6+1) melee
Full Attack:
Bite +9 (1d6+1) melee, 2 Claws +9 (1d4) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon (20 ft. cone of paralyzing gas or 20 ft. cone of cold 2d8, DC 14)
Special Qualities:
Alternate form, blindsense 60 ft., cloudwalking, darkvision 120 ft., immunity to acid and cold, immunity to sleep and paralysis, keen senses, vulnerability to fire
Saves:
Fort +6, Ref +5, Will +7
Abilities:
Str 13, Dex 10, Con 13, Int 14, Wis 15, Cha 14
Skills:
Bluff +6, Concentration +6, Diplomacy +6, Disguise +6, Escape Artist +4, Intimidate +7, Jump +5, Knowledge (any 2) +12, Listen +14, Search +12, Sense Motive +6, Spot +14, Use Magic Device +6
Feats:
Alertness, Hover, Improved Initiative
Environment:
Temperate mountains
Organization:
Solitary or clutch (2-5)
Challenge Rating:
4
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
8-9 HD (Small)
Level Adjustment:
+4

Dragon (Cold)


Environment: Temperate mountains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD


Level Adjustment: Wyrmling +4; very young +4; young +5; others -


Silver Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
S
7d12+7 (52)
13
10
13
14
15
14
+7/+4
+9
+6
+5
+7
2d8 (14)
-

Very young
M
10d12+20 (85)
15
10
15
14
15
14
+10/+12
+12
+9
+7
+9
4d8 (17)
-

Young
M
13d12+26 (110)
17
10
15
16
17
16
+13/+16
+16
+10
+8
+11
6d8 (18)
-

Juvenile
L
16d12+48 (152)
19
10
17
18
19
18
+16/+24
+19
+13
+10
+14
8d8 (21)
-

Young adult
L
19d12+76 (199)
23
10
19
18
19
18
+19/+29
+24
+15
+11
+15
10d8 (23)
23

Adult
H
22d12+110 (253)
27
10
21
20
21
20
+22/+38
+28
+18
+13
+18
12d8 (26)
26

Mature adult
H
25d12+125 (287)
29
10
21
20
21
20
+25/+42
+32
+19
+14
+19
14d8 (27)
27

Old
H
28d12+168 (350)
31
10
23
22
23
22
+28/+46
+36
+22
+16
+22
16d8 (30)
30

Very old
H
31d12+186 (387)
33
10
23
24
25
24
+31/+50
+40
+23
+17
+24
18d8 (31)
32

Ancient
G
34d12+238 (459)
35
10
25
26
27
26
+34/+58
+42
+26
+19
+27
20d8 (34)
35

Wyrm
G
37d12+333 (573)
39
10
29
28
29
28
+37/+63
+47
+29
+20
+29
22d8 (37)
37


Great wyrm
C
40d12+400 (660)
43
10
31
30
31
30
+40/+72
+48
+32
+22
+32
24d8 (40)
40


Silver Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average)
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
Alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire
-
-

Very young
40 ft., fly 150 ft. (poor)
+0
19 (+9 natural), touch 10, flat-footed 19
-
-

Young
40 ft., fly 150 ft. (poor)
+0
22 (+12 natural), touch 10, flat-footed 22
1st
-

Juvenile
40 ft., fly 150 ft. (poor)
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
Feather fall
3rd
-

Young adult
40 ft., fly 150 ft. (poor)
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
Damage reduction 5/magic
5th
20

Adult
40 ft., fly 150 ft. (poor)
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
Fog cloud
7th
22

Mature adult
40 ft., fly 150 ft. (poor)
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Damage reduction 10/magic
9th
24

Old
40 ft., fly 150 ft. (poor)
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Control winds
11th
26

Very old
40 ft., fly 150 ft. (poor)
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Damage reduction 15/magic
13th
27

Ancient
40 ft., fly 200 ft. (clumsy)
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Control weather
15th
29

Wyrm
40 ft., fly 200 ft. (clumsy)
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Damage reduction 20/magic
17th
30

Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
41 (-8 size, +39 natural), touch 2, flat-footed 41
Reverse gravity
19th
32


*Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.

A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.


Combat
Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.


Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an anirmal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.


Spell-Like Abilities: 3/day-fog cloud (adult or older), control winds (old or older); 2/day-feather fall (juvenile or older); 1/day- control weather (ancient or older), reverse gravity (great wyrm).


Skills: Bluff, Disguise, and Jump are considered class skills for silver dragons.


special_attacks:
Breath weapon (30 ft. cone of paralyzing gas or 30 ft. cone of cold 4d8, DC 17)

skills:
Bluff +7, Concentration +8, Diplomacy +8, Disguise +7, Escape Artist +6, Intimidate +8, Jump +7, Knowledge (any 2) +15, Listen +17, Search +15, Sense Motive +8, Spot +17, Use Magic Device +7

stat_block:
Very young silver dragon; CR 5; Medium dragon (cold); HD 10d12+20; hp 85; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 19 (+9 natural), touch 10, flat-footed 19; Base Atk +10; Grp +12; Atk +13 melee (1d8+2, bite); Full Atk +13 melee (1d8+2, bite) and +12 melee (1d6+1, 2 claws) and +12 melee (1d4+1, 2 wings); Space/Reach 5 ft./5 ft.; SA Breath weapon (30 ft. cone of paralyzing gas or 30 ft. cone of cold 4d8, DC 17); SQ Alternate form, blindsense 60 ft., cloudwalking, darkvision 120 ft., immunity to acid and cold, immunity to sleep and paralysis, keen senses, vulnerability to fire; AL LG; SV Fort +9, Ref +7, Will +9; Str 15, Dex 10, Con 15, Int 14, Wis 15, Cha 14

Skills and Feats: Bluff +7, Concentration +8, Diplomacy +8, Disguise +7, Escape Artist +6, Intimidate +8, Jump +7, Knowledge (any 2) +15, Listen +17, Search +15, Sense Motive +8, Spot +17, Use Magic Device +7; Alertness, Hover, Improved Initiative, Weapon Focus (bite)

full_text:
Silver Dragon
Silver Dragon, Very young
Medium Dragon (Cold)
Hit Dice:
10d12+20 (85 hp)
Initiative:
+4
Speed:
40 ft., fly 150 ft. (poor)
Armor Class:
19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple:
+10/+12
Attack:
Bite +13 (1d8+2) melee
Full Attack:
Bite +13 (1d8+2) melee, 2 Claws +12 (1d6+1) melee, 2 Wings +12 (1d4+1) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon (30 ft. cone of paralyzing gas or 30 ft. cone of cold 4d8, DC 17)
Special Qualities:
Alternate form, blindsense 60 ft., cloudwalking, darkvision 120 ft., immunity to acid and cold, immunity to sleep and paralysis, keen senses, vulnerability to fire
Saves:
Fort +9, Ref +7, Will +9
Abilities:
Str 15, Dex 10, Con 15, Int 14, Wis 15, Cha 14
Skills:
Bluff +7, Concentration +8, Diplomacy +8, Disguise +7, Escape Artist +6, Intimidate +8, Jump +7, Knowledge (any 2) +15, Listen +17, Search +15, Sense Motive +8, Spot +17, Use Magic Device +7
Feats:
Alertness, Hover, Improved Initiative, Weapon Focus (bite)
Environment:
Temperate mountains
Organization:
Solitary or clutch (2-5)
Challenge Rating:
5
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
11-12 HD (Medium)
Level Adjustment:
+4

Dragon (Cold)


Environment: Temperate mountains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD


Level Adjustment: Wyrmling +4; very young +4; young +5; others -


Silver Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
S
7d12+7 (52)
13
10
13
14
15
14
+7/+4
+9
+6
+5
+7
2d8 (14)
-

Very young
M
10d12+20 (85)
15
10
15
14
15
14
+10/+12
+12
+9
+7
+9
4d8 (17)
-

Young
M
13d12+26 (110)
17
10
15
16
17
16
+13/+16
+16
+10
+8
+11
6d8 (18)
-

Juvenile
L
16d12+48 (152)
19
10
17
18
19
18
+16/+24
+19
+13
+10
+14
8d8 (21)
-

Young adult
L
19d12+76 (199)
23
10
19
18
19
18
+19/+29
+24
+15
+11
+15
10d8 (23)
23

Adult
H
22d12+110 (253)
27
10
21
20
21
20
+22/+38
+28
+18
+13
+18
12d8 (26)
26

Mature adult
H
25d12+125 (287)
29
10
21
20
21
20
+25/+42
+32
+19
+14
+19
14d8 (27)
27

Old
H
28d12+168 (350)
31
10
23
22
23
22
+28/+46
+36
+22
+16
+22
16d8 (30)
30

Very old
H
31d12+186 (387)
33
10
23
24
25
24
+31/+50
+40
+23
+17
+24
18d8 (31)
32

Ancient
G
34d12+238 (459)
35
10
25
26
27
26
+34/+58
+42
+26
+19
+27
20d8 (34)
35

Wyrm
G
37d12+333 (573)
39
10
29
28
29
28
+37/+63
+47
+29
+20
+29
22d8 (37)
37


Great wyrm
C
40d12+400 (660)
43
10
31
30
31
30
+40/+72
+48
+32
+22
+32
24d8 (40)
40


Silver Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average)
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
Alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire
-
-

Very young
40 ft., fly 150 ft. (poor)
+0
19 (+9 natural), touch 10, flat-footed 19
-
-

Young
40 ft., fly 150 ft. (poor)
+0
22 (+12 natural), touch 10, flat-footed 22
1st
-

Juvenile
40 ft., fly 150 ft. (poor)
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
Feather fall
3rd
-

Young adult
40 ft., fly 150 ft. (poor)
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
Damage reduction 5/magic
5th
20

Adult
40 ft., fly 150 ft. (poor)
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
Fog cloud
7th
22

Mature adult
40 ft., fly 150 ft. (poor)
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Damage reduction 10/magic
9th
24

Old
40 ft., fly 150 ft. (poor)
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Control winds
11th
26

Very old
40 ft., fly 150 ft. (poor)
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Damage reduction 15/magic
13th
27

Ancient
40 ft., fly 200 ft. (clumsy)
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Control weather
15th
29

Wyrm
40 ft., fly 200 ft. (clumsy)
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Damage reduction 20/magic
17th
30

Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
41 (-8 size, +39 natural), touch 2, flat-footed 41
Reverse gravity
19th
32


*Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.

A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.


Combat
Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.


Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an anirmal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.


Spell-Like Abilities: 3/day-fog cloud (adult or older), control winds (old or older); 2/day-feather fall (juvenile or older); 1/day- control weather (ancient or older), reverse gravity (great wyrm).


Skills: Bluff, Disguise, and Jump are considered class skills for silver dragons.


special_attacks:
Breath weapon (30 ft. cone of paralyzing gas or 30 ft. cone of cold 6d8, DC 18)

special_qualities:
Alternate form, blindsense 60 ft., cloudwalking, darkvision 120 ft., immunity to acid and cold, immunity to sleep and paralysis, keen senses, spells (caster level 1st), vulnerability to fire

skills:
Bluff +11, Concentration +11, Diplomacy +11, Disguise +11, Escape Artist +8, Intimidate +12, Jump +11, Knowledge (any 2) +19, Listen +21, Search +19, Sense Motive +11, Spot +21, Use Magic Device +11

stat_block:
Young silver dragon; CR 7; Medium dragon (cold); HD 13d12+26; hp 110; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 22 (+12 natural), touch 10, flat-footed 22; Base Atk +13; Grp +16; Atk +17 melee (1d8+3, bite); Full Atk +17 melee (1d8+3, bite) and +17 melee (1d6+1, 2 claws) and +16 melee (1d4+1, 2 wings); Space/Reach 5 ft./5 ft.; SA Breath weapon (30 ft. cone of paralyzing gas or 30 ft. cone of cold 6d8, DC 18); SQ Alternate form, blindsense 60 ft., cloudwalking, darkvision 120 ft., immunity to acid and cold, immunity to sleep and paralysis, keen senses, spells (caster level 1st), vulnerability to fire; AL LG; SV Fort +10, Ref +8, Will +11; Str 17, Dex 10, Con 15, Int 16, Wis 17, Cha 16

Skills and Feats: Bluff +11, Concentration +11, Diplomacy +11, Disguise +11, Escape Artist +8, Intimidate +12, Jump +11, Knowledge (any 2) +19, Listen +21, Search +19, Sense Motive +11, Spot +21, Use Magic Device +11; Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Silver Dragon
Silver Dragon, Young
Medium Dragon (Cold)
Hit Dice:
13d12+26 (110 hp)
Initiative:
+4
Speed:
40 ft., fly 150 ft. (poor)
Armor Class:
22 (+12 natural), touch 10, flat-footed 22
Base Attack/Grapple:
+13/+16
Attack:
Bite +17 (1d8+3) melee
Full Attack:
Bite +17 (1d8+3) melee, 2 Claws +17 (1d6+1) melee, 2 Wings +16 (1d4+1) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon (30 ft. cone of paralyzing gas or 30 ft. cone of cold 6d8, DC 18)
Special Qualities:
Alternate form, blindsense 60 ft., cloudwalking, darkvision 120 ft., immunity to acid and cold, immunity to sleep and paralysis, keen senses, spells (caster level 1st), vulnerability to fire
Saves:
Fort +10, Ref +8, Will +11
Abilities:
Str 17, Dex 10, Con 15, Int 16, Wis 17, Cha 16
Skills:
Bluff +11, Concentration +11, Diplomacy +11, Disguise +11, Escape Artist +8, Intimidate +12, Jump +11, Knowledge (any 2) +19, Listen +21, Search +19, Sense Motive +11, Spot +21, Use Magic Device +11
Feats:
Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Temperate mountains
Organization:
Solitary or clutch (2-5)
Challenge Rating:
7
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
14-15 HD (Medium)
Level Adjustment:
+5

Dragon (Cold)


Environment: Temperate mountains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD


Level Adjustment: Wyrmling +4; very young +4; young +5; others -


Silver Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
S
7d12+7 (52)
13
10
13
14
15
14
+7/+4
+9
+6
+5
+7
2d8 (14)
-

Very young
M
10d12+20 (85)
15
10
15
14
15
14
+10/+12
+12
+9
+7
+9
4d8 (17)
-

Young
M
13d12+26 (110)
17
10
15
16
17
16
+13/+16
+16
+10
+8
+11
6d8 (18)
-

Juvenile
L
16d12+48 (152)
19
10
17
18
19
18
+16/+24
+19
+13
+10
+14
8d8 (21)
-

Young adult
L
19d12+76 (199)
23
10
19
18
19
18
+19/+29
+24
+15
+11
+15
10d8 (23)
23

Adult
H
22d12+110 (253)
27
10
21
20
21
20
+22/+38
+28
+18
+13
+18
12d8 (26)
26

Mature adult
H
25d12+125 (287)
29
10
21
20
21
20
+25/+42
+32
+19
+14
+19
14d8 (27)
27

Old
H
28d12+168 (350)
31
10
23
22
23
22
+28/+46
+36
+22
+16
+22
16d8 (30)
30

Very old
H
31d12+186 (387)
33
10
23
24
25
24
+31/+50
+40
+23
+17
+24
18d8 (31)
32

Ancient
G
34d12+238 (459)
35
10
25
26
27
26
+34/+58
+42
+26
+19
+27
20d8 (34)
35

Wyrm
G
37d12+333 (573)
39
10
29
28
29
28
+37/+63
+47
+29
+20
+29
22d8 (37)
37


Great wyrm
C
40d12+400 (660)
43
10
31
30
31
30
+40/+72
+48
+32
+22
+32
24d8 (40)
40


Silver Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average)
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
Alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire
-
-

Very young
40 ft., fly 150 ft. (poor)
+0
19 (+9 natural), touch 10, flat-footed 19
-
-

Young
40 ft., fly 150 ft. (poor)
+0
22 (+12 natural), touch 10, flat-footed 22
1st
-

Juvenile
40 ft., fly 150 ft. (poor)
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
Feather fall
3rd
-

Young adult
40 ft., fly 150 ft. (poor)
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
Damage reduction 5/magic
5th
20

Adult
40 ft., fly 150 ft. (poor)
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
Fog cloud
7th
22

Mature adult
40 ft., fly 150 ft. (poor)
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Damage reduction 10/magic
9th
24

Old
40 ft., fly 150 ft. (poor)
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Control winds
11th
26

Very old
40 ft., fly 150 ft. (poor)
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Damage reduction 15/magic
13th
27

Ancient
40 ft., fly 200 ft. (clumsy)
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Control weather
15th
29

Wyrm
40 ft., fly 200 ft. (clumsy)
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Damage reduction 20/magic
17th
30

Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
41 (-8 size, +39 natural), touch 2, flat-footed 41
Reverse gravity
19th
32


*Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.

A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.


Combat
Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.


Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an anirmal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.


Spell-Like Abilities: 3/day-fog cloud (adult or older), control winds (old or older); 2/day-feather fall (juvenile or older); 1/day- control weather (ancient or older), reverse gravity (great wyrm).


Skills: Bluff, Disguise, and Jump are considered class skills for silver dragons.


special_attacks:
Breath weapon (40 ft. cone of paralyzing gas or 40 ft. cone of cold 8d8, DC 21)

special_qualities:
Alternate form, blindsense 60 ft., cloudwalking, darkvision 120 ft., feather fall, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spells (caster level 3rd), vulnerability to fire

skills:
Bluff +15, Concentration +15, Diplomacy +16, Disguise +15, Escape Artist +12, Intimidate +16, Jump +15, Knowledge (any 2) +23, Listen +25, Search +23, Sense Motive +16, Spot +25, Use Magic Device +15

stat_block:
Juvenile silver dragon; CR 10; Large dragon (cold); HD 16d12+48; hp 152; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +16; Grp +24; Atk +20 melee (2d6+4, bite); Full Atk +20 melee (2d6+4, bite) and +20 melee (1d8+2, 2 claws) and +19 melee (1d6+2, 2 wings) and +19 melee (1d8+6, tail slap); Space/Reach 10 ft./5 ft. (10 ft. with bite); SA Breath weapon (40 ft. cone of paralyzing gas or 40 ft. cone of cold 8d8, DC 21); SQ Alternate form, blindsense 60 ft., cloudwalking, darkvision 120 ft., feather fall, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spells (caster level 3rd), vulnerability to fire; AL LG; SV Fort +13, Ref +10, Will +14; Str 19, Dex 10, Con 17, Int 18, Wis 19, Cha 18

Skills and Feats: Bluff +15, Concentration +15, Diplomacy +16, Disguise +15, Escape Artist +12, Intimidate +16, Jump +15, Knowledge (any 2) +23, Listen +25, Search +23, Sense Motive +16, Spot +25, Use Magic Device +15; Alertness, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Silver Dragon
Silver Dragon, Juvenile
Large Dragon (Cold)
Hit Dice:
16d12+48 (152 hp)
Initiative:
+4
Speed:
40 ft., fly 150 ft. (poor)
Armor Class:
24 (-1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple:
+16/+24
Attack:
Bite +20 (2d6+4) melee
Full Attack:
Bite +20 (2d6+4) melee, 2 Claws +20 (1d8+2) melee, 2 Wings +19 (1d6+2) melee, Tail Slap +19 (1d8+6) melee
Space/Reach:
10 ft./5 ft. (10 ft. with bite)
Special Attacks:
Breath weapon (40 ft. cone of paralyzing gas or 40 ft. cone of cold 8d8, DC 21)
Special Qualities:
Alternate form, blindsense 60 ft., cloudwalking, darkvision 120 ft., feather fall, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spells (caster level 3rd), vulnerability to fire
Saves:
Fort +13, Ref +10, Will +14
Abilities:
Str 19, Dex 10, Con 17, Int 18, Wis 19, Cha 18
Skills:
Bluff +15, Concentration +15, Diplomacy +16, Disguise +15, Escape Artist +12, Intimidate +16, Jump +15, Knowledge (any 2) +23, Listen +25, Search +23, Sense Motive +16, Spot +25, Use Magic Device +15
Feats:
Alertness, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Temperate mountains
Organization:
Solitary or clutch (2-5)
Challenge Rating:
10
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
17-18 HD (Large)
Level Adjustment:
-

Dragon (Cold)


Environment: Temperate mountains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD


Level Adjustment: Wyrmling +4; very young +4; young +5; others -


Silver Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
S
7d12+7 (52)
13
10
13
14
15
14
+7/+4
+9
+6
+5
+7
2d8 (14)
-

Very young
M
10d12+20 (85)
15
10
15
14
15
14
+10/+12
+12
+9
+7
+9
4d8 (17)
-

Young
M
13d12+26 (110)
17
10
15
16
17
16
+13/+16
+16
+10
+8
+11
6d8 (18)
-

Juvenile
L
16d12+48 (152)
19
10
17
18
19
18
+16/+24
+19
+13
+10
+14
8d8 (21)
-

Young adult
L
19d12+76 (199)
23
10
19
18
19
18
+19/+29
+24
+15
+11
+15
10d8 (23)
23

Adult
H
22d12+110 (253)
27
10
21
20
21
20
+22/+38
+28
+18
+13
+18
12d8 (26)
26

Mature adult
H
25d12+125 (287)
29
10
21
20
21
20
+25/+42
+32
+19
+14
+19
14d8 (27)
27

Old
H
28d12+168 (350)
31
10
23
22
23
22
+28/+46
+36
+22
+16
+22
16d8 (30)
30

Very old
H
31d12+186 (387)
33
10
23
24
25
24
+31/+50
+40
+23
+17
+24
18d8 (31)
32

Ancient
G
34d12+238 (459)
35
10
25
26
27
26
+34/+58
+42
+26
+19
+27
20d8 (34)
35

Wyrm
G
37d12+333 (573)
39
10
29
28
29
28
+37/+63
+47
+29
+20
+29
22d8 (37)
37


Great wyrm
C
40d12+400 (660)
43
10
31
30
31
30
+40/+72
+48
+32
+22
+32
24d8 (40)
40


Silver Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average)
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
Alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire
-
-

Very young
40 ft., fly 150 ft. (poor)
+0
19 (+9 natural), touch 10, flat-footed 19
-
-

Young
40 ft., fly 150 ft. (poor)
+0
22 (+12 natural), touch 10, flat-footed 22
1st
-

Juvenile
40 ft., fly 150 ft. (poor)
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
Feather fall
3rd
-

Young adult
40 ft., fly 150 ft. (poor)
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
Damage reduction 5/magic
5th
20

Adult
40 ft., fly 150 ft. (poor)
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
Fog cloud
7th
22

Mature adult
40 ft., fly 150 ft. (poor)
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Damage reduction 10/magic
9th
24

Old
40 ft., fly 150 ft. (poor)
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Control winds
11th
26

Very old
40 ft., fly 150 ft. (poor)
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Damage reduction 15/magic
13th
27

Ancient
40 ft., fly 200 ft. (clumsy)
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Control weather
15th
29

Wyrm
40 ft., fly 200 ft. (clumsy)
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Damage reduction 20/magic
17th
30

Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
41 (-8 size, +39 natural), touch 2, flat-footed 41
Reverse gravity
19th
32


*Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.

A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.


Combat
Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.


Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an anirmal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.


Spell-Like Abilities: 3/day-fog cloud (adult or older), control winds (old or older); 2/day-feather fall (juvenile or older); 1/day- control weather (ancient or older), reverse gravity (great wyrm).


Skills: Bluff, Disguise, and Jump are considered class skills for silver dragons.


special_attacks:
Breath weapon (40 ft. cone of paralyzing gas or 40 ft. cone of cold 10d8, DC 23), frightful presence (DC 23)

special_qualities:
Alternate form, blindsense 60 ft., cloudwalking, damage reduction 5/magic, darkvision 120 ft., feather fall, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 20, spells (caster level 5th), vulnerability to fire

skills:
Bluff +17, Concentration +18, Diplomacy +17, Disguise +17, Escape Artist +13, Intimidate +18, Jump +19, Knowledge (any 2) +26, Listen +28, Search +26, Sense Motive +18, Spot +28, Use Magic Device +17

stat_block:
Young adult silver dragon; CR 13; Large dragon (cold); HD 19d12+76; hp 199; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 27 (-1 size, +18 natural), touch 9, flat-footed 27; Base Atk +19; Grp +29; Atk +25 melee (2d6+6, bite); Full Atk +25 melee (2d6+6, bite) and +25 melee (1d8+3, 2 claws) and +24 melee (1d6+3, 2 wings) and +24 melee (1d8+9, tail slap); Space/Reach 10 ft./5 ft. (10 ft. with bite); SA Breath weapon (40 ft. cone of paralyzing gas or 40 ft. cone of cold 10d8, DC 23), frightful presence (DC 23); SQ Alternate form, blindsense 60 ft., cloudwalking, damage reduction 5/magic, darkvision 120 ft., feather fall, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 20, spells (caster level 5th), vulnerability to fire; AL LG; SV Fort +15, Ref +11, Will +15; Str 23, Dex 10, Con 19, Int 18, Wis 19, Cha 18

Skills and Feats: Bluff +17, Concentration +18, Diplomacy +17, Disguise +17, Escape Artist +13, Intimidate +18, Jump +19, Knowledge (any 2) +26, Listen +28, Search +26, Sense Motive +18, Spot +28, Use Magic Device +17; Alertness, Empower Spell, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Silver Dragon
Silver Dragon, Young adult
Large Dragon (Cold)
Hit Dice:
19d12+76 (199 hp)
Initiative:
+4
Speed:
40 ft., fly 150 ft. (poor)
Armor Class:
27 (-1 size, +18 natural), touch 9, flat-footed 27
Base Attack/Grapple:
+19/+29
Attack:
Bite +25 (2d6+6) melee
Full Attack:
Bite +25 (2d6+6) melee, 2 Claws +25 (1d8+3) melee, 2 Wings +24 (1d6+3) melee, Tail Slap +24 (1d8+9) melee
Space/Reach:
10 ft./5 ft. (10 ft. with bite)
Special Attacks:
Breath weapon (40 ft. cone of paralyzing gas or 40 ft. cone of cold 10d8, DC 23), frightful presence (DC 23)
Special Qualities:
Alternate form, blindsense 60 ft., cloudwalking, damage reduction 5/magic, darkvision 120 ft., feather fall, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 20, spells (caster level 5th), vulnerability to fire
Saves:
Fort +15, Ref +11, Will +15
Abilities:
Str 23, Dex 10, Con 19, Int 18, Wis 19, Cha 18
Skills:
Bluff +17, Concentration +18, Diplomacy +17, Disguise +17, Escape Artist +13, Intimidate +18, Jump +19, Knowledge (any 2) +26, Listen +28, Search +26, Sense Motive +18, Spot +28, Use Magic Device +17
Feats:
Alertness, Empower Spell, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Temperate mountains
Organization:
Solitary or clutch (2-5)
Challenge Rating:
13
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
20-21 HD (Large)
Level Adjustment:
-

Dragon (Cold)


Environment: Temperate mountains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD


Level Adjustment: Wyrmling +4; very young +4; young +5; others -


Silver Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
S
7d12+7 (52)
13
10
13
14
15
14
+7/+4
+9
+6
+5
+7
2d8 (14)
-

Very young
M
10d12+20 (85)
15
10
15
14
15
14
+10/+12
+12
+9
+7
+9
4d8 (17)
-

Young
M
13d12+26 (110)
17
10
15
16
17
16
+13/+16
+16
+10
+8
+11
6d8 (18)
-

Juvenile
L
16d12+48 (152)
19
10
17
18
19
18
+16/+24
+19
+13
+10
+14
8d8 (21)
-

Young adult
L
19d12+76 (199)
23
10
19
18
19
18
+19/+29
+24
+15
+11
+15
10d8 (23)
23

Adult
H
22d12+110 (253)
27
10
21
20
21
20
+22/+38
+28
+18
+13
+18
12d8 (26)
26

Mature adult
H
25d12+125 (287)
29
10
21
20
21
20
+25/+42
+32
+19
+14
+19
14d8 (27)
27

Old
H
28d12+168 (350)
31
10
23
22
23
22
+28/+46
+36
+22
+16
+22
16d8 (30)
30

Very old
H
31d12+186 (387)
33
10
23
24
25
24
+31/+50
+40
+23
+17
+24
18d8 (31)
32

Ancient
G
34d12+238 (459)
35
10
25
26
27
26
+34/+58
+42
+26
+19
+27
20d8 (34)
35

Wyrm
G
37d12+333 (573)
39
10
29
28
29
28
+37/+63
+47
+29
+20
+29
22d8 (37)
37


Great wyrm
C
40d12+400 (660)
43
10
31
30
31
30
+40/+72
+48
+32
+22
+32
24d8 (40)
40


Silver Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average)
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
Alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire
-
-

Very young
40 ft., fly 150 ft. (poor)
+0
19 (+9 natural), touch 10, flat-footed 19
-
-

Young
40 ft., fly 150 ft. (poor)
+0
22 (+12 natural), touch 10, flat-footed 22
1st
-

Juvenile
40 ft., fly 150 ft. (poor)
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
Feather fall
3rd
-

Young adult
40 ft., fly 150 ft. (poor)
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
Damage reduction 5/magic
5th
20

Adult
40 ft., fly 150 ft. (poor)
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
Fog cloud
7th
22

Mature adult
40 ft., fly 150 ft. (poor)
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Damage reduction 10/magic
9th
24

Old
40 ft., fly 150 ft. (poor)
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Control winds
11th
26

Very old
40 ft., fly 150 ft. (poor)
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Damage reduction 15/magic
13th
27

Ancient
40 ft., fly 200 ft. (clumsy)
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Control weather
15th
29

Wyrm
40 ft., fly 200 ft. (clumsy)
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Damage reduction 20/magic
17th
30

Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
41 (-8 size, +39 natural), touch 2, flat-footed 41
Reverse gravity
19th
32


*Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.

A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.


Combat
Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.


Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an anirmal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.


Spell-Like Abilities: 3/day-fog cloud (adult or older), control winds (old or older); 2/day-feather fall (juvenile or older); 1/day- control weather (ancient or older), reverse gravity (great wyrm).


Skills: Bluff, Disguise, and Jump are considered class skills for silver dragons.


special_attacks:
Breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 12d8, DC 26), crush 2d8+12 (DC 26), frightful presence (DC 26)

special_qualities:
Alternate form, blindsense 60 ft., cloudwalking, damage reduction 5/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 22, spells (caster level 7th), vulnerability to fire

skills:
Bluff +22, Concentration +23, Diplomacy +23, Disguise +22, Escape Artist +17, Intimidate +23, Jump +25, Knowledge (any 2) +30, Listen +32, Search +30, Sense Motive +23, Spot +32, Use Magic Device +22

stat_block:
Adult silver dragon; CR 15; Huge dragon (cold); HD 22d12+110; hp 253; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 29 (-2 size, +21 natural), touch 8, flat-footed 29; Base Atk +22; Grp +38; Atk +29 melee (2d8+8, bite); Full Atk +29 melee (2d8+8, bite) and +29 melee (2d6+4, 2 claws) and +28 melee (1d8+4, 2 wings) and +28 melee (2d6+12, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA Breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 12d8, DC 26), crush 2d8+12 (DC 26), frightful presence (DC 26); SQ Alternate form, blindsense 60 ft., cloudwalking, damage reduction 5/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 22, spells (caster level 7th), vulnerability to fire; AL LG; SV Fort +18, Ref +13, Will +18; Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20

Skills and Feats: Bluff +22, Concentration +23, Diplomacy +23, Disguise +22, Escape Artist +17, Intimidate +23, Jump +25, Knowledge (any 2) +30, Listen +32, Search +30, Sense Motive +23, Spot +32, Use Magic Device +22; Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Silver Dragon
Silver Dragon, Adult
Huge Dragon (Cold)
Hit Dice:
22d12+110 (253 hp)
Initiative:
+4
Speed:
40 ft., fly 150 ft. (poor)
Armor Class:
29 (-2 size, +21 natural), touch 8, flat-footed 29
Base Attack/Grapple:
+22/+38
Attack:
Bite +29 (2d8+8) melee
Full Attack:
Bite +29 (2d8+8) melee, 2 Claws +29 (2d6+4) melee, 2 Wings +28 (1d8+4) melee, Tail Slap +28 (2d6+12) melee
Space/Reach:
15 ft./10 ft. (15 ft. with bite)
Special Attacks:
Breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 12d8, DC 26), crush 2d8+12 (DC 26), frightful presence (DC 26)
Special Qualities:
Alternate form, blindsense 60 ft., cloudwalking, damage reduction 5/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 22, spells (caster level 7th), vulnerability to fire
Saves:
Fort +18, Ref +13, Will +18
Abilities:
Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20
Skills:
Bluff +22, Concentration +23, Diplomacy +23, Disguise +22, Escape Artist +17, Intimidate +23, Jump +25, Knowledge (any 2) +30, Listen +32, Search +30, Sense Motive +23, Spot +32, Use Magic Device +22
Feats:
Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Temperate mountains
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
15
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
23-24 HD (Huge)
Level Adjustment:
-

Dragon (Cold)


Environment: Temperate mountains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD


Level Adjustment: Wyrmling +4; very young +4; young +5; others -


Silver Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
S
7d12+7 (52)
13
10
13
14
15
14
+7/+4
+9
+6
+5
+7
2d8 (14)
-

Very young
M
10d12+20 (85)
15
10
15
14
15
14
+10/+12
+12
+9
+7
+9
4d8 (17)
-

Young
M
13d12+26 (110)
17
10
15
16
17
16
+13/+16
+16
+10
+8
+11
6d8 (18)
-

Juvenile
L
16d12+48 (152)
19
10
17
18
19
18
+16/+24
+19
+13
+10
+14
8d8 (21)
-

Young adult
L
19d12+76 (199)
23
10
19
18
19
18
+19/+29
+24
+15
+11
+15
10d8 (23)
23

Adult
H
22d12+110 (253)
27
10
21
20
21
20
+22/+38
+28
+18
+13
+18
12d8 (26)
26

Mature adult
H
25d12+125 (287)
29
10
21
20
21
20
+25/+42
+32
+19
+14
+19
14d8 (27)
27

Old
H
28d12+168 (350)
31
10
23
22
23
22
+28/+46
+36
+22
+16
+22
16d8 (30)
30

Very old
H
31d12+186 (387)
33
10
23
24
25
24
+31/+50
+40
+23
+17
+24
18d8 (31)
32

Ancient
G
34d12+238 (459)
35
10
25
26
27
26
+34/+58
+42
+26
+19
+27
20d8 (34)
35

Wyrm
G
37d12+333 (573)
39
10
29
28
29
28
+37/+63
+47
+29
+20
+29
22d8 (37)
37


Great wyrm
C
40d12+400 (660)
43
10
31
30
31
30
+40/+72
+48
+32
+22
+32
24d8 (40)
40


Silver Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average)
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
Alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire
-
-

Very young
40 ft., fly 150 ft. (poor)
+0
19 (+9 natural), touch 10, flat-footed 19
-
-

Young
40 ft., fly 150 ft. (poor)
+0
22 (+12 natural), touch 10, flat-footed 22
1st
-

Juvenile
40 ft., fly 150 ft. (poor)
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
Feather fall
3rd
-

Young adult
40 ft., fly 150 ft. (poor)
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
Damage reduction 5/magic
5th
20

Adult
40 ft., fly 150 ft. (poor)
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
Fog cloud
7th
22

Mature adult
40 ft., fly 150 ft. (poor)
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Damage reduction 10/magic
9th
24

Old
40 ft., fly 150 ft. (poor)
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Control winds
11th
26

Very old
40 ft., fly 150 ft. (poor)
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Damage reduction 15/magic
13th
27

Ancient
40 ft., fly 200 ft. (clumsy)
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Control weather
15th
29

Wyrm
40 ft., fly 200 ft. (clumsy)
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Damage reduction 20/magic
17th
30

Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
41 (-8 size, +39 natural), touch 2, flat-footed 41
Reverse gravity
19th
32


*Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.

A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.


Combat
Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.


Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an anirmal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.


Spell-Like Abilities: 3/day-fog cloud (adult or older), control winds (old or older); 2/day-feather fall (juvenile or older); 1/day- control weather (ancient or older), reverse gravity (great wyrm).


Skills: Bluff, Disguise, and Jump are considered class skills for silver dragons.


special_attacks:
Breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 14d8, DC 27), crush 2d8+13 (DC 27), frightful presence (DC 27)

special_qualities:
Alternate form, blindsense 60 ft., cloudwalking, damage reduction 10/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 24, spells (caster level 9th), vulnerability to fire

skills:
Bluff +24, Concentration +25, Diplomacy +25, Disguise +24, Escape Artist +20, Intimidate +25, Jump +28, Knowledge (any 2) +33, Listen +35, Search +33, Sense Motive +25, Spot +35, Use Magic Device +24

stat_block:
Mature adult silver dragon; CR 18; Huge dragon (cold); HD 25d12+125; hp 287; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 32 (-2 size, +24 natural), touch 8, flat-footed 32; Base Atk +25; Grp +42; Atk +33 melee (2d8+9, bite); Full Atk +33 melee (2d8+9, bite) and +33 melee (2d6+4, 2 claws) and +32 melee (1d8+4, 2 wings) and +32 melee (2d6+13, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA Breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 14d8, DC 27), crush 2d8+13 (DC 27), frightful presence (DC 27); SQ Alternate form, blindsense 60 ft., cloudwalking, damage reduction 10/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 24, spells (caster level 9th), vulnerability to fire; AL LG; SV Fort +19, Ref +14, Will +19; Str 29, Dex 10, Con 21, Int 20, Wis 21, Cha 20

Skills and Feats: Bluff +24, Concentration +25, Diplomacy +25, Disguise +24, Escape Artist +20, Intimidate +25, Jump +28, Knowledge (any 2) +33, Listen +35, Search +33, Sense Motive +25, Spot +35, Use Magic Device +24; Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Silver Dragon
Silver Dragon, Mature adult
Huge Dragon (Cold)
Hit Dice:
25d12+125 (287 hp)
Initiative:
+4
Speed:
40 ft., fly 150 ft. (poor)
Armor Class:
32 (-2 size, +24 natural), touch 8, flat-footed 32
Base Attack/Grapple:
+25/+42
Attack:
Bite +33 (2d8+9) melee
Full Attack:
Bite +33 (2d8+9) melee, 2 Claws +33 (2d6+4) melee, 2 Wings +32 (1d8+4) melee, Tail Slap +32 (2d6+13) melee
Space/Reach:
15 ft./10 ft. (15 ft. with bite)
Special Attacks:
Breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 14d8, DC 27), crush 2d8+13 (DC 27), frightful presence (DC 27)
Special Qualities:
Alternate form, blindsense 60 ft., cloudwalking, damage reduction 10/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 24, spells (caster level 9th), vulnerability to fire
Saves:
Fort +19, Ref +14, Will +19
Abilities:
Str 29, Dex 10, Con 21, Int 20, Wis 21, Cha 20
Skills:
Bluff +24, Concentration +25, Diplomacy +25, Disguise +24, Escape Artist +20, Intimidate +25, Jump +28, Knowledge (any 2) +33, Listen +35, Search +33, Sense Motive +25, Spot +35, Use Magic Device +24
Feats:
Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Temperate mountains
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
18
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
26-27 HD (Huge)
Level Adjustment:
-

Dragon (Cold)


Environment: Temperate mountains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD


Level Adjustment: Wyrmling +4; very young +4; young +5; others -


Silver Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
S
7d12+7 (52)
13
10
13
14
15
14
+7/+4
+9
+6
+5
+7
2d8 (14)
-

Very young
M
10d12+20 (85)
15
10
15
14
15
14
+10/+12
+12
+9
+7
+9
4d8 (17)
-

Young
M
13d12+26 (110)
17
10
15
16
17
16
+13/+16
+16
+10
+8
+11
6d8 (18)
-

Juvenile
L
16d12+48 (152)
19
10
17
18
19
18
+16/+24
+19
+13
+10
+14
8d8 (21)
-

Young adult
L
19d12+76 (199)
23
10
19
18
19
18
+19/+29
+24
+15
+11
+15
10d8 (23)
23

Adult
H
22d12+110 (253)
27
10
21
20
21
20
+22/+38
+28
+18
+13
+18
12d8 (26)
26

Mature adult
H
25d12+125 (287)
29
10
21
20
21
20
+25/+42
+32
+19
+14
+19
14d8 (27)
27

Old
H
28d12+168 (350)
31
10
23
22
23
22
+28/+46
+36
+22
+16
+22
16d8 (30)
30

Very old
H
31d12+186 (387)
33
10
23
24
25
24
+31/+50
+40
+23
+17
+24
18d8 (31)
32

Ancient
G
34d12+238 (459)
35
10
25
26
27
26
+34/+58
+42
+26
+19
+27
20d8 (34)
35

Wyrm
G
37d12+333 (573)
39
10
29
28
29
28
+37/+63
+47
+29
+20
+29
22d8 (37)
37


Great wyrm
C
40d12+400 (660)
43
10
31
30
31
30
+40/+72
+48
+32
+22
+32
24d8 (40)
40


Silver Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average)
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
Alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire
-
-

Very young
40 ft., fly 150 ft. (poor)
+0
19 (+9 natural), touch 10, flat-footed 19
-
-

Young
40 ft., fly 150 ft. (poor)
+0
22 (+12 natural), touch 10, flat-footed 22
1st
-

Juvenile
40 ft., fly 150 ft. (poor)
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
Feather fall
3rd
-

Young adult
40 ft., fly 150 ft. (poor)
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
Damage reduction 5/magic
5th
20

Adult
40 ft., fly 150 ft. (poor)
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
Fog cloud
7th
22

Mature adult
40 ft., fly 150 ft. (poor)
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Damage reduction 10/magic
9th
24

Old
40 ft., fly 150 ft. (poor)
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Control winds
11th
26

Very old
40 ft., fly 150 ft. (poor)
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Damage reduction 15/magic
13th
27

Ancient
40 ft., fly 200 ft. (clumsy)
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Control weather
15th
29

Wyrm
40 ft., fly 200 ft. (clumsy)
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Damage reduction 20/magic
17th
30

Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
41 (-8 size, +39 natural), touch 2, flat-footed 41
Reverse gravity
19th
32


*Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.

A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.


Combat
Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.


Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an anirmal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.


Spell-Like Abilities: 3/day-fog cloud (adult or older), control winds (old or older); 2/day-feather fall (juvenile or older); 1/day- control weather (ancient or older), reverse gravity (great wyrm).


Skills: Bluff, Disguise, and Jump are considered class skills for silver dragons.


special_attacks:
Breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 16d8, DC 30), crush 2d8+15 (DC 30), frightful presence (DC 30)

special_qualities:
Alternate form, blindsense 60 ft., cloudwalking, control winds, damage reduction 10/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 26, spells (caster level 11th), vulnerability to fire

skills:
Bluff +30, Concentration +31, Diplomacy +31, Disguise +30, Escape Artist +24, Intimidate +31, Jump +34, Knowledge (any 2) +37, Listen +39, Search +37, Sense Motive +31, Spot +39, Use Magic Device +30

stat_block:
Old silver dragon; CR 20; Huge dragon (cold); HD 28d12+168; hp 350; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 35 (-2 size, +27 natural), touch 8, flat-footed 35; Base Atk +28; Grp +46; Atk +37 melee (2d8+10, bite); Full Atk +37 melee (2d8+10, bite) and +37 melee (2d6+5, 2 claws) and +36 melee (1d8+5, 2 wings) and +36 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA Breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 16d8, DC 30), crush 2d8+15 (DC 30), frightful presence (DC 30); SQ Alternate form, blindsense 60 ft., cloudwalking, control winds, damage reduction 10/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 26, spells (caster level 11th), vulnerability to fire; AL LG; SV Fort +22, Ref +16, Will +22; Str 31, Dex 10, Con 23, Int 22, Wis 23, Cha 22

Skills and Feats: Bluff +30, Concentration +31, Diplomacy +31, Disguise +30, Escape Artist +24, Intimidate +31, Jump +34, Knowledge (any 2) +37, Listen +39, Search +37, Sense Motive +31, Spot +39, Use Magic Device +30; Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover

full_text:
Silver Dragon
Silver Dragon, Old
Huge Dragon (Cold)
Hit Dice:
28d12+168 (350 hp)
Initiative:
+4
Speed:
40 ft., fly 150 ft. (poor)
Armor Class:
35 (-2 size, +27 natural), touch 8, flat-footed 35
Base Attack/Grapple:
+28/+46
Attack:
Bite +37 (2d8+10) melee
Full Attack:
Bite +37 (2d8+10) melee, 2 Claws +37 (2d6+5) melee, 2 Wings +36 (1d8+5) melee, Tail Slap +36 (2d6+15) melee
Space/Reach:
15 ft./10 ft. (15 ft. with bite)
Special Attacks:
Breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 16d8, DC 30), crush 2d8+15 (DC 30), frightful presence (DC 30)
Special Qualities:
Alternate form, blindsense 60 ft., cloudwalking, control winds, damage reduction 10/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 26, spells (caster level 11th), vulnerability to fire
Saves:
Fort +22, Ref +16, Will +22
Abilities:
Str 31, Dex 10, Con 23, Int 22, Wis 23, Cha 22
Skills:
Bluff +30, Concentration +31, Diplomacy +31, Disguise +30, Escape Artist +24, Intimidate +31, Jump +34, Knowledge (any 2) +37, Listen +39, Search +37, Sense Motive +31, Spot +39, Use Magic Device +30
Feats:
Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover
Environment:
Temperate mountains
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
20
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
29-30 HD (Huge)
Level Adjustment:
-

Dragon (Cold)


Environment: Temperate mountains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD


Level Adjustment: Wyrmling +4; very young +4; young +5; others -


Silver Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
S
7d12+7 (52)
13
10
13
14
15
14
+7/+4
+9
+6
+5
+7
2d8 (14)
-

Very young
M
10d12+20 (85)
15
10
15
14
15
14
+10/+12
+12
+9
+7
+9
4d8 (17)
-

Young
M
13d12+26 (110)
17
10
15
16
17
16
+13/+16
+16
+10
+8
+11
6d8 (18)
-

Juvenile
L
16d12+48 (152)
19
10
17
18
19
18
+16/+24
+19
+13
+10
+14
8d8 (21)
-

Young adult
L
19d12+76 (199)
23
10
19
18
19
18
+19/+29
+24
+15
+11
+15
10d8 (23)
23

Adult
H
22d12+110 (253)
27
10
21
20
21
20
+22/+38
+28
+18
+13
+18
12d8 (26)
26

Mature adult
H
25d12+125 (287)
29
10
21
20
21
20
+25/+42
+32
+19
+14
+19
14d8 (27)
27

Old
H
28d12+168 (350)
31
10
23
22
23
22
+28/+46
+36
+22
+16
+22
16d8 (30)
30

Very old
H
31d12+186 (387)
33
10
23
24
25
24
+31/+50
+40
+23
+17
+24
18d8 (31)
32

Ancient
G
34d12+238 (459)
35
10
25
26
27
26
+34/+58
+42
+26
+19
+27
20d8 (34)
35

Wyrm
G
37d12+333 (573)
39
10
29
28
29
28
+37/+63
+47
+29
+20
+29
22d8 (37)
37


Great wyrm
C
40d12+400 (660)
43
10
31
30
31
30
+40/+72
+48
+32
+22
+32
24d8 (40)
40


Silver Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average)
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
Alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire
-
-

Very young
40 ft., fly 150 ft. (poor)
+0
19 (+9 natural), touch 10, flat-footed 19
-
-

Young
40 ft., fly 150 ft. (poor)
+0
22 (+12 natural), touch 10, flat-footed 22
1st
-

Juvenile
40 ft., fly 150 ft. (poor)
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
Feather fall
3rd
-

Young adult
40 ft., fly 150 ft. (poor)
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
Damage reduction 5/magic
5th
20

Adult
40 ft., fly 150 ft. (poor)
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
Fog cloud
7th
22

Mature adult
40 ft., fly 150 ft. (poor)
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Damage reduction 10/magic
9th
24

Old
40 ft., fly 150 ft. (poor)
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Control winds
11th
26

Very old
40 ft., fly 150 ft. (poor)
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Damage reduction 15/magic
13th
27

Ancient
40 ft., fly 200 ft. (clumsy)
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Control weather
15th
29

Wyrm
40 ft., fly 200 ft. (clumsy)
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Damage reduction 20/magic
17th
30

Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
41 (-8 size, +39 natural), touch 2, flat-footed 41
Reverse gravity
19th
32


*Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.

A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.


Combat
Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.


Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an anirmal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.


Spell-Like Abilities: 3/day-fog cloud (adult or older), control winds (old or older); 2/day-feather fall (juvenile or older); 1/day- control weather (ancient or older), reverse gravity (great wyrm).


Skills: Bluff, Disguise, and Jump are considered class skills for silver dragons.


special_attacks:
Breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 18d8, DC 31), crush 2d8+16 (DC 31), frightful presence (DC 32)

special_qualities:
Alternate form, blindsense 60 ft., cloudwalking, control winds, damage reduction 15/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 27, spells (caster level 13th), vulnerability to fire

abilities:
Str 33, Dex 10, Con 23, Int 24, Wis 25, Cha 24

skills:
Bluff +37, Concentration +36, Diplomacy +37, Disguise +37, Escape Artist +30, Intimidate +37, Jump +41, Knowledge (any 3) +41, Listen +43, Search +41, Sense Motive +37, Spot +43, Use Magic Device +37

stat_block:
Very old silver dragon; CR 21; Huge dragon (cold); HD 31d12+186; hp 387; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 38 (-2 size, +30 natural), touch 8, flat-footed 38; Base Atk +31; Grp +50; Atk +41 melee (2d8+11, bite); Full Atk +41 melee (2d8+11, bite) and +41 melee (2d6+5, 2 claws) and +40 melee (1d8+5, 2 wings) and +40 melee (2d6+16, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA Breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 18d8, DC 31), crush 2d8+16 (DC 31), frightful presence (DC 32); SQ Alternate form, blindsense 60 ft., cloudwalking, control winds, damage reduction 15/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 27, spells (caster level 13th), vulnerability to fire; AL LG; SV Fort +23, Ref +17, Will +24; Str 33, Dex 10, Con 23, Int 24, Wis 25, Cha 24

Skills and Feats: Bluff +37, Concentration +36, Diplomacy +37, Disguise +37, Escape Artist +30, Intimidate +37, Jump +41, Knowledge (any 3) +41, Listen +43, Search +41, Sense Motive +37, Spot +43, Use Magic Device +37; Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

full_text:
Silver Dragon
Silver Dragon, Very old
Huge Dragon (Cold)
Hit Dice:
31d12+186 (387 hp)
Initiative:
+4
Speed:
40 ft., fly 150 ft. (poor)
Armor Class:
38 (-2 size, +30 natural), touch 8, flat-footed 38
Base Attack/Grapple:
+31/+50
Attack:
Bite +41 (2d8+11) melee
Full Attack:
Bite +41 (2d8+11) melee, 2 Claws +41 (2d6+5) melee, 2 Wings +40 (1d8+5) melee, Tail Slap +40 (2d6+16) melee
Space/Reach:
15 ft./10 ft. (15 ft. with bite)
Special Attacks:
Breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 18d8, DC 31), crush 2d8+16 (DC 31), frightful presence (DC 32)
Special Qualities:
Alternate form, blindsense 60 ft., cloudwalking, control winds, damage reduction 15/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 27, spells (caster level 13th), vulnerability to fire
Saves:
Fort +23, Ref +17, Will +24
Abilities:
Str 33, Dex 10, Con 23, Int 24, Wis 25, Cha 24
Skills:
Bluff +37, Concentration +36, Diplomacy +37, Disguise +37, Escape Artist +30, Intimidate +37, Jump +41, Knowledge (any 3) +41, Listen +43, Search +41, Sense Motive +37, Spot +43, Use Magic Device +37
Feats:
Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover
Environment:
Temperate mountains
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
21
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
32-33 HD (Huge)
Level Adjustment:
-

Dragon (Cold)


Environment: Temperate mountains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD


Level Adjustment: Wyrmling +4; very young +4; young +5; others -


Silver Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
S
7d12+7 (52)
13
10
13
14
15
14
+7/+4
+9
+6
+5
+7
2d8 (14)
-

Very young
M
10d12+20 (85)
15
10
15
14
15
14
+10/+12
+12
+9
+7
+9
4d8 (17)
-

Young
M
13d12+26 (110)
17
10
15
16
17
16
+13/+16
+16
+10
+8
+11
6d8 (18)
-

Juvenile
L
16d12+48 (152)
19
10
17
18
19
18
+16/+24
+19
+13
+10
+14
8d8 (21)
-

Young adult
L
19d12+76 (199)
23
10
19
18
19
18
+19/+29
+24
+15
+11
+15
10d8 (23)
23

Adult
H
22d12+110 (253)
27
10
21
20
21
20
+22/+38
+28
+18
+13
+18
12d8 (26)
26

Mature adult
H
25d12+125 (287)
29
10
21
20
21
20
+25/+42
+32
+19
+14
+19
14d8 (27)
27

Old
H
28d12+168 (350)
31
10
23
22
23
22
+28/+46
+36
+22
+16
+22
16d8 (30)
30

Very old
H
31d12+186 (387)
33
10
23
24
25
24
+31/+50
+40
+23
+17
+24
18d8 (31)
32

Ancient
G
34d12+238 (459)
35
10
25
26
27
26
+34/+58
+42
+26
+19
+27
20d8 (34)
35

Wyrm
G
37d12+333 (573)
39
10
29
28
29
28
+37/+63
+47
+29
+20
+29
22d8 (37)
37


Great wyrm
C
40d12+400 (660)
43
10
31
30
31
30
+40/+72
+48
+32
+22
+32
24d8 (40)
40


Silver Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average)
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
Alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire
-
-

Very young
40 ft., fly 150 ft. (poor)
+0
19 (+9 natural), touch 10, flat-footed 19
-
-

Young
40 ft., fly 150 ft. (poor)
+0
22 (+12 natural), touch 10, flat-footed 22
1st
-

Juvenile
40 ft., fly 150 ft. (poor)
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
Feather fall
3rd
-

Young adult
40 ft., fly 150 ft. (poor)
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
Damage reduction 5/magic
5th
20

Adult
40 ft., fly 150 ft. (poor)
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
Fog cloud
7th
22

Mature adult
40 ft., fly 150 ft. (poor)
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Damage reduction 10/magic
9th
24

Old
40 ft., fly 150 ft. (poor)
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Control winds
11th
26

Very old
40 ft., fly 150 ft. (poor)
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Damage reduction 15/magic
13th
27

Ancient
40 ft., fly 200 ft. (clumsy)
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Control weather
15th
29

Wyrm
40 ft., fly 200 ft. (clumsy)
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Damage reduction 20/magic
17th
30

Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
41 (-8 size, +39 natural), touch 2, flat-footed 41
Reverse gravity
19th
32


*Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.

A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.


Combat
Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.


Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an anirmal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.


Spell-Like Abilities: 3/day-fog cloud (adult or older), control winds (old or older); 2/day-feather fall (juvenile or older); 1/day- control weather (ancient or older), reverse gravity (great wyrm).


Skills: Bluff, Disguise, and Jump are considered class skills for silver dragons.


special_attacks:
Breath weapon (60 ft. cone of paralyzing gas or 60 ft. cone of cold 20d8, DC 34), crush 4d6+18 (DC 34), frightful presence (DC 35), tail sweep 2d6+18 (DC 34)

special_qualities:
Alternate form, blindsense 60 ft., cloudwalking, control weather, control winds, damage reduction 15/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 29, spells (caster level 15th), vulnerability to fire

abilities:
Str 35, Dex 10, Con 25, Int 26, Wis 27, Cha 26

skills:
Bluff +44, Concentration +43, Diplomacy +44, Disguise +44, Escape Artist +36, Intimidate +44, Jump +48, Knowledge (any 3) +45, Listen +47, Search +45, Sense Motive +44, Spot +47, Use Magic Device +44

stat_block:
Ancient silver dragon; CR 23; Gargantuan dragon (cold); HD 34d12+238; hp 459; Init +4; Spd 40 ft., fly 200 ft. (clumsy); AC 39 (-4 size, +33 natural), touch 6, flat-footed 39; Base Atk +34; Grp +58; Atk +43 melee (4d6+12, bite); Full Atk +43 melee (4d6+12, bite) and +43 melee (2d8+6, 2 claws) and +42 melee (2d6+6, 2 wings) and +42 melee (2d8+18, tail slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA Breath weapon (60 ft. cone of paralyzing gas or 60 ft. cone of cold 20d8, DC 34), crush 4d6+18 (DC 34), frightful presence (DC 35), tail sweep 2d6+18 (DC 34); SQ Alternate form, blindsense 60 ft., cloudwalking, control weather, control winds, damage reduction 15/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 29, spells (caster level 15th), vulnerability to fire; AL LG; SV Fort +26, Ref +19, Will +27; Str 35, Dex 10, Con 25, Int 26, Wis 27, Cha 26

Skills and Feats: Bluff +44, Concentration +43, Diplomacy +44, Disguise +44, Escape Artist +36, Intimidate +44, Jump +48, Knowledge (any 3) +45, Listen +47, Search +45, Sense Motive +44, Spot +47, Use Magic Device +44; Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

full_text:
Silver Dragon
Silver Dragon, Ancient
Gargantuan Dragon (Cold)
Hit Dice:
34d12+238 (459 hp)
Initiative:
+4
Speed:
40 ft., fly 200 ft. (clumsy)
Armor Class:
39 (-4 size, +33 natural), touch 6, flat-footed 39
Base Attack/Grapple:
+34/+58
Attack:
Bite +43 (4d6+12) melee
Full Attack:
Bite +43 (4d6+12) melee, 2 Claws +43 (2d8+6) melee, 2 Wings +42 (2d6+6) melee, Tail Slap +42 (2d8+18) melee
Space/Reach:
20 ft./15 ft. (20 ft. with bite)
Special Attacks:
Breath weapon (60 ft. cone of paralyzing gas or 60 ft. cone of cold 20d8, DC 34), crush 4d6+18 (DC 34), frightful presence (DC 35), tail sweep 2d6+18 (DC 34)
Special Qualities:
Alternate form, blindsense 60 ft., cloudwalking, control weather, control winds, damage reduction 15/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 29, spells (caster level 15th), vulnerability to fire
Saves:
Fort +26, Ref +19, Will +27
Abilities:
Str 35, Dex 10, Con 25, Int 26, Wis 27, Cha 26
Skills:
Bluff +44, Concentration +43, Diplomacy +44, Disguise +44, Escape Artist +36, Intimidate +44, Jump +48, Knowledge (any 3) +45, Listen +47, Search +45, Sense Motive +44, Spot +47, Use Magic Device +44
Feats:
Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover
Environment:
Temperate mountains
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
23
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
35-36 HD (Gargantuan)
Level Adjustment:
-

Dragon (Cold)


Environment: Temperate mountains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD


Level Adjustment: Wyrmling +4; very young +4; young +5; others -


Silver Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
S
7d12+7 (52)
13
10
13
14
15
14
+7/+4
+9
+6
+5
+7
2d8 (14)
-

Very young
M
10d12+20 (85)
15
10
15
14
15
14
+10/+12
+12
+9
+7
+9
4d8 (17)
-

Young
M
13d12+26 (110)
17
10
15
16
17
16
+13/+16
+16
+10
+8
+11
6d8 (18)
-

Juvenile
L
16d12+48 (152)
19
10
17
18
19
18
+16/+24
+19
+13
+10
+14
8d8 (21)
-

Young adult
L
19d12+76 (199)
23
10
19
18
19
18
+19/+29
+24
+15
+11
+15
10d8 (23)
23

Adult
H
22d12+110 (253)
27
10
21
20
21
20
+22/+38
+28
+18
+13
+18
12d8 (26)
26

Mature adult
H
25d12+125 (287)
29
10
21
20
21
20
+25/+42
+32
+19
+14
+19
14d8 (27)
27

Old
H
28d12+168 (350)
31
10
23
22
23
22
+28/+46
+36
+22
+16
+22
16d8 (30)
30

Very old
H
31d12+186 (387)
33
10
23
24
25
24
+31/+50
+40
+23
+17
+24
18d8 (31)
32

Ancient
G
34d12+238 (459)
35
10
25
26
27
26
+34/+58
+42
+26
+19
+27
20d8 (34)
35

Wyrm
G
37d12+333 (573)
39
10
29
28
29
28
+37/+63
+47
+29
+20
+29
22d8 (37)
37


Great wyrm
C
40d12+400 (660)
43
10
31
30
31
30
+40/+72
+48
+32
+22
+32
24d8 (40)
40


Silver Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average)
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
Alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire
-
-

Very young
40 ft., fly 150 ft. (poor)
+0
19 (+9 natural), touch 10, flat-footed 19
-
-

Young
40 ft., fly 150 ft. (poor)
+0
22 (+12 natural), touch 10, flat-footed 22
1st
-

Juvenile
40 ft., fly 150 ft. (poor)
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
Feather fall
3rd
-

Young adult
40 ft., fly 150 ft. (poor)
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
Damage reduction 5/magic
5th
20

Adult
40 ft., fly 150 ft. (poor)
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
Fog cloud
7th
22

Mature adult
40 ft., fly 150 ft. (poor)
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Damage reduction 10/magic
9th
24

Old
40 ft., fly 150 ft. (poor)
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Control winds
11th
26

Very old
40 ft., fly 150 ft. (poor)
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Damage reduction 15/magic
13th
27

Ancient
40 ft., fly 200 ft. (clumsy)
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Control weather
15th
29

Wyrm
40 ft., fly 200 ft. (clumsy)
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Damage reduction 20/magic
17th
30

Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
41 (-8 size, +39 natural), touch 2, flat-footed 41
Reverse gravity
19th
32


*Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.

A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.


Combat
Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.


Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an anirmal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.


Spell-Like Abilities: 3/day-fog cloud (adult or older), control winds (old or older); 2/day-feather fall (juvenile or older); 1/day- control weather (ancient or older), reverse gravity (great wyrm).


Skills: Bluff, Disguise, and Jump are considered class skills for silver dragons.


full_attack:
Bite +48 (4d6+14) melee, 2 Claws +48 (2d8+7) melee, 2 Wings +47 (2d6+7) melee, Tail Slap +47 (2d8+21) melee

special_attacks:
Breath weapon (60 ft. cone of paralyzing gas or 60 ft. cone of cold 22d8, DC 37), crush 4d6+21 (DC 37), frightful presence (DC 37), tail sweep 2d6+21 (DC 37)

special_qualities:
Alternate form, blindsense 60 ft., cloudwalking, control weather, control winds, damage reduction 20/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 30, spells (caster level 17th), vulnerability to fire

abilities:
Str 39, Dex 10, Con 29, Int 28, Wis 29, Cha 28

skills:
Bluff +49, Concentration +49, Diplomacy +49, Disguise +49, Escape Artist +40, Intimidate +49, Jump +54, Knowledge (any 4) +49, Listen +51, Search +49, Sense Motive +49, Spot +51, Use Magic Device +49

stat_block:
Wyrm silver dragon; CR 24; Gargantuan dragon (cold); HD 37d12+333; hp 573; Init +4; Spd 40 ft., fly 200 ft. (clumsy); AC 42 (-4 size, +36 natural), touch 6, flat-footed 42; Base Atk +37; Grp +63; Atk +48 melee (4d6+14, bite); Full Atk +48 melee (4d6+14, bite) and +48 melee (2d8+7, 2 claws) and +47 melee (2d6+7, 2 wings) and +47 melee (2d8+21, tail slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA Breath weapon (60 ft. cone of paralyzing gas or 60 ft. cone of cold 22d8, DC 37), crush 4d6+21 (DC 37), frightful presence (DC 37), tail sweep 2d6+21 (DC 37); SQ Alternate form, blindsense 60 ft., cloudwalking, control weather, control winds, damage reduction 20/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 30, spells (caster level 17th), vulnerability to fire; AL LG; SV Fort +29, Ref +20, Will +29; Str 39, Dex 10, Con 29, Int 28, Wis 29, Cha 28

Skills and Feats: Bluff +49, Concentration +49, Diplomacy +49, Disguise +49, Escape Artist +40, Intimidate +49, Jump +54, Knowledge (any 4) +49, Listen +51, Search +49, Sense Motive +49, Spot +51, Use Magic Device +49; Alertness, Blind-Fight, Cleave, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

full_text:
Silver Dragon
Silver Dragon, Wyrm
Gargantuan Dragon (Cold)
Hit Dice:
37d12+333 (573 hp)
Initiative:
+4
Speed:
40 ft., fly 200 ft. (clumsy)
Armor Class:
42 (-4 size, +36 natural), touch 6, flat-footed 42
Base Attack/Grapple:
+37/+63
Attack:
Bite +48 (4d6+14) melee
Full Attack:
Bite +48 (4d6+14) melee, 2 Claws +48 (2d8+7) melee, 2 Wings +47 (2d6+7) melee, Tail Slap +47 (2d8+21) melee
Space/Reach:
20 ft./15 ft. (20 ft. with bite)
Special Attacks:
Breath weapon (60 ft. cone of paralyzing gas or 60 ft. cone of cold 22d8, DC 37), crush 4d6+21 (DC 37), frightful presence (DC 37), tail sweep 2d6+21 (DC 37)
Special Qualities:
Alternate form, blindsense 60 ft., cloudwalking, control weather, control winds, damage reduction 20/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, spell resistance 30, spells (caster level 17th), vulnerability to fire
Saves:
Fort +29, Ref +20, Will +29
Abilities:
Str 39, Dex 10, Con 29, Int 28, Wis 29, Cha 28
Skills:
Bluff +49, Concentration +49, Diplomacy +49, Disguise +49, Escape Artist +40, Intimidate +49, Jump +54, Knowledge (any 4) +49, Listen +51, Search +49, Sense Motive +49, Spot +51, Use Magic Device +49
Feats:
Alertness, Blind-Fight, Cleave, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover
Environment:
Temperate mountains
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
24
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
38-39 HD (Gargantuan)
Level Adjustment:
-

Dragon (Cold)


Environment: Temperate mountains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD


Level Adjustment: Wyrmling +4; very young +4; young +5; others -


Silver Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
S
7d12+7 (52)
13
10
13
14
15
14
+7/+4
+9
+6
+5
+7
2d8 (14)
-

Very young
M
10d12+20 (85)
15
10
15
14
15
14
+10/+12
+12
+9
+7
+9
4d8 (17)
-

Young
M
13d12+26 (110)
17
10
15
16
17
16
+13/+16
+16
+10
+8
+11
6d8 (18)
-

Juvenile
L
16d12+48 (152)
19
10
17
18
19
18
+16/+24
+19
+13
+10
+14
8d8 (21)
-

Young adult
L
19d12+76 (199)
23
10
19
18
19
18
+19/+29
+24
+15
+11
+15
10d8 (23)
23

Adult
H
22d12+110 (253)
27
10
21
20
21
20
+22/+38
+28
+18
+13
+18
12d8 (26)
26

Mature adult
H
25d12+125 (287)
29
10
21
20
21
20
+25/+42
+32
+19
+14
+19
14d8 (27)
27

Old
H
28d12+168 (350)
31
10
23
22
23
22
+28/+46
+36
+22
+16
+22
16d8 (30)
30

Very old
H
31d12+186 (387)
33
10
23
24
25
24
+31/+50
+40
+23
+17
+24
18d8 (31)
32

Ancient
G
34d12+238 (459)
35
10
25
26
27
26
+34/+58
+42
+26
+19
+27
20d8 (34)
35

Wyrm
G
37d12+333 (573)
39
10
29
28
29
28
+37/+63
+47
+29
+20
+29
22d8 (37)
37


Great wyrm
C
40d12+400 (660)
43
10
31
30
31
30
+40/+72
+48
+32
+22
+32
24d8 (40)
40


Silver Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average)
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
Alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire
-
-

Very young
40 ft., fly 150 ft. (poor)
+0
19 (+9 natural), touch 10, flat-footed 19
-
-

Young
40 ft., fly 150 ft. (poor)
+0
22 (+12 natural), touch 10, flat-footed 22
1st
-

Juvenile
40 ft., fly 150 ft. (poor)
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
Feather fall
3rd
-

Young adult
40 ft., fly 150 ft. (poor)
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
Damage reduction 5/magic
5th
20

Adult
40 ft., fly 150 ft. (poor)
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
Fog cloud
7th
22

Mature adult
40 ft., fly 150 ft. (poor)
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Damage reduction 10/magic
9th
24

Old
40 ft., fly 150 ft. (poor)
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Control winds
11th
26

Very old
40 ft., fly 150 ft. (poor)
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Damage reduction 15/magic
13th
27

Ancient
40 ft., fly 200 ft. (clumsy)
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Control weather
15th
29

Wyrm
40 ft., fly 200 ft. (clumsy)
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Damage reduction 20/magic
17th
30

Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
41 (-8 size, +39 natural), touch 2, flat-footed 41
Reverse gravity
19th
32


*Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.

A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.


Combat
Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.


Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an anirmal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.


Spell-Like Abilities: 3/day-fog cloud (adult or older), control winds (old or older); 2/day-feather fall (juvenile or older); 1/day- control weather (ancient or older), reverse gravity (great wyrm).


Skills: Bluff, Disguise, and Jump are considered class skills for silver dragons.


full_attack:
Bite +49 (4d8+16) melee, 2 Claws +49 (4d6+8) melee, 2 Wings +48 (2d8+8) melee, Tail Slap +48 (4d6+24) melee

special_attacks:
Breath weapon (70 ft. cone of paralyzing gas or 70 ft. cone of cold 24d8, DC 40), crush 4d8+24 (DC 40), frightful presence (DC 40), tail sweep 2d8+24 (DC 40)

special_qualities:
Alternate form, blindsense 60 ft., cloudwalking, control weather, control winds, damage reduction 20/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, reverse gravity, spell resistance 32, spells (caster level 19th), vulnerability to fire

abilities:
Str 43, Dex 10, Con 31, Int 30, Wis 31, Cha 30

skills:
Bluff +53, Concentration +53, Diplomacy +53, Disguise +53, Escape Artist +43, Intimidate +53, Jump +59, Knowledge (any 5) +53, Listen +55, Search +53, Sense Motive +53, Spot +55, Use Magic Device +53

stat_block:
Great wyrm silver dragon; CR 26; Colossal dragon (cold); HD 40d12+400; hp 660; Init +4; Spd 40 ft., fly 200 ft. (clumsy); AC 41 (-8 size, +39 natural), touch 2, flat-footed 41; Base Atk +40; Grp +72; Atk +49 melee (4d8+16, bite); Full Atk +49 melee (4d8+16, bite) and +49 melee (4d6+8, 2 claws) and +48 melee (2d8+8, 2 wings) and +48 melee (4d6+24, tail slap); Space/Reach 30 ft./20 ft. (30 ft. with bite); SA Breath weapon (70 ft. cone of paralyzing gas or 70 ft. cone of cold 24d8, DC 40), crush 4d8+24 (DC 40), frightful presence (DC 40), tail sweep 2d8+24 (DC 40); SQ Alternate form, blindsense 60 ft., cloudwalking, control weather, control winds, damage reduction 20/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, reverse gravity, spell resistance 32, spells (caster level 19th), vulnerability to fire; AL LG; SV Fort +32, Ref +22, Will +32; Str 43, Dex 10, Con 31, Int 30, Wis 31, Cha 30

Skills and Feats: Bluff +53, Concentration +53, Diplomacy +53, Disguise +53, Escape Artist +43, Intimidate +53, Jump +59, Knowledge (any 5) +53, Listen +55, Search +53, Sense Motive +53, Spot +55, Use Magic Device +53; Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

full_text:
Silver Dragon
Silver Dragon, Great wyrm
Colossal Dragon (Cold)
Hit Dice:
40d12+400 (660 hp)
Initiative:
+4
Speed:
40 ft., fly 200 ft. (clumsy)
Armor Class:
41 (-8 size, +39 natural), touch 2, flat-footed 41
Base Attack/Grapple:
+40/+72
Attack:
Bite +49 (4d8+16) melee
Full Attack:
Bite +49 (4d8+16) melee, 2 Claws +49 (4d6+8) melee, 2 Wings +48 (2d8+8) melee, Tail Slap +48 (4d6+24) melee
Space/Reach:
30 ft./20 ft. (30 ft. with bite)
Special Attacks:
Breath weapon (70 ft. cone of paralyzing gas or 70 ft. cone of cold 24d8, DC 40), crush 4d8+24 (DC 40), frightful presence (DC 40), tail sweep 2d8+24 (DC 40)
Special Qualities:
Alternate form, blindsense 60 ft., cloudwalking, control weather, control winds, damage reduction 20/magic, darkvision 120 ft., feather fall, fog cloud, immunity to acid and cold, immunity to sleep and paralysis, keen senses, reverse gravity, spell resistance 32, spells (caster level 19th), vulnerability to fire
Saves:
Fort +32, Ref +22, Will +32
Abilities:
Str 43, Dex 10, Con 31, Int 30, Wis 31, Cha 30
Skills:
Bluff +53, Concentration +53, Diplomacy +53, Disguise +53, Escape Artist +43, Intimidate +53, Jump +59, Knowledge (any 5) +53, Listen +55, Search +53, Sense Motive +53, Spot +55, Use Magic Device +53
Feats:
Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover
Environment:
Temperate mountains
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
26
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
41+ HD (Colossal)
Level Adjustment:
-

Dragon (Cold)


Environment: Temperate mountains


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD


Level Adjustment: Wyrmling +4; very young +4; young +5; others -


Silver Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
S
7d12+7 (52)
13
10
13
14
15
14
+7/+4
+9
+6
+5
+7
2d8 (14)
-

Very young
M
10d12+20 (85)
15
10
15
14
15
14
+10/+12
+12
+9
+7
+9
4d8 (17)
-

Young
M
13d12+26 (110)
17
10
15
16
17
16
+13/+16
+16
+10
+8
+11
6d8 (18)
-

Juvenile
L
16d12+48 (152)
19
10
17
18
19
18
+16/+24
+19
+13
+10
+14
8d8 (21)
-

Young adult
L
19d12+76 (199)
23
10
19
18
19
18
+19/+29
+24
+15
+11
+15
10d8 (23)
23

Adult
H
22d12+110 (253)
27
10
21
20
21
20
+22/+38
+28
+18
+13
+18
12d8 (26)
26

Mature adult
H
25d12+125 (287)
29
10
21
20
21
20
+25/+42
+32
+19
+14
+19
14d8 (27)
27

Old
H
28d12+168 (350)
31
10
23
22
23
22
+28/+46
+36
+22
+16
+22
16d8 (30)
30

Very old
H
31d12+186 (387)
33
10
23
24
25
24
+31/+50
+40
+23
+17
+24
18d8 (31)
32

Ancient
G
34d12+238 (459)
35
10
25
26
27
26
+34/+58
+42
+26
+19
+27
20d8 (34)
35

Wyrm
G
37d12+333 (573)
39
10
29
28
29
28
+37/+63
+47
+29
+20
+29
22d8 (37)
37


Great wyrm
C
40d12+400 (660)
43
10
31
30
31
30
+40/+72
+48
+32
+22
+32
24d8 (40)
40


Silver Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average)
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
Alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire
-
-

Very young
40 ft., fly 150 ft. (poor)
+0
19 (+9 natural), touch 10, flat-footed 19
-
-

Young
40 ft., fly 150 ft. (poor)
+0
22 (+12 natural), touch 10, flat-footed 22
1st
-

Juvenile
40 ft., fly 150 ft. (poor)
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
Feather fall
3rd
-

Young adult
40 ft., fly 150 ft. (poor)
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
Damage reduction 5/magic
5th
20

Adult
40 ft., fly 150 ft. (poor)
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
Fog cloud
7th
22

Mature adult
40 ft., fly 150 ft. (poor)
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Damage reduction 10/magic
9th
24

Old
40 ft., fly 150 ft. (poor)
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Control winds
11th
26

Very old
40 ft., fly 150 ft. (poor)
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Damage reduction 15/magic
13th
27

Ancient
40 ft., fly 200 ft. (clumsy)
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Control weather
15th
29

Wyrm
40 ft., fly 200 ft. (clumsy)
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Damage reduction 20/magic
17th
30

Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
41 (-8 size, +39 natural), touch 2, flat-footed 41
Reverse gravity
19th
32


*Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.

A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.


Combat
Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.


Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an anirmal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.


Spell-Like Abilities: 3/day-fog cloud (adult or older), control winds (old or older); 2/day-feather fall (juvenile or older); 1/day- control weather (ancient or older), reverse gravity (great wyrm).


Skills: Bluff, Disguise, and Jump are considered class skills for silver dragons.


armor_class:
25 (-2 size, +17 natural), touch 8, flat-footed 25

full_attack:
Bite +18 melee (4d6+8) and 2 claws +13 melee (2d8+4)

special_qualities:
Darkvision 60 ft., immunity to fire, sleep, and paralysis, low-light vision, scent

skills:
Diplomacy +3, Hide +7*, Intimidate +16, Listen +16, Search +16, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Swim +21

feats:
Blind-Fight, Cleave, Improved Bull Rush, Power Attack, Snatch

stat_block:
Dragon turtle; CR 9; Huge dragon (aquatic); HD 12d12+60; hp 138; Init +0; Spd 20 ft. (4 squares), swim 30 ft.; AC 25 (-2 size, +17 natural), touch 8, flat-footed 25; Base Atk +12; Grp +28; Atk +18 melee (4d6+8, bite); Full Atk +18 melee (4d6+8, bite) and +13 melee (2d8+4, 2 claws); Space/Reach 15 ft./10 ft.; SA Breath weapon, snatch, capsize; SQ Darkvision 60 ft., immunity to fire, sleep,  and paralysis, low-light vision, scent; AL N; SV Fort +13, Ref +8, Will +9; Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12

Skills and Feats: Diplomacy +3, Hide +7*, Intimidate +16, Listen +16, Search +16, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Swim +21; Blind-Fight, Cleave, Improved Bull Rush, Power Attack, Snatch

full_text:
Dragon Turtle

Dragon Turtle
Huge Dragon (Aquatic)

Hit Dice:
12d12+60 (138 hp)

Initiative:
+0

Speed:
20 ft. (4 squares), swim 30 ft.

Armor Class:
25 (-2 size, +17 natural), touch 8, flat-footed 25

Base Attack/Grapple:
+12/+28

Attack:
Bite +18 melee (4d6+8)

Full Attack:
Bite +18 melee (4d6+8) and 2 claws +13 melee (2d8+4)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Breath weapon, snatch, capsize

Special Qualities:
Darkvision 60 ft., immunity to fire, sleep, and paralysis, low-light vision, scent

Saves:
Fort +13, Ref +8, Will +9

Abilities:
Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12

Skills:
Diplomacy +3, Hide +7*, Intimidate +16, Listen +16, Search +16, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Swim +21

Feats:
Blind-Fight, Cleave, Improved Bull Rush, Power Attack, Snatch

Environment:
Temperate aquatic

Organization:
Solitary

Challenge Rating:
9

Treasure:
Triple standard

Alignment:
Usually neutral

Advancement:
13-24 HD (Huge); 25-36 HD (Gargantuan)


Level Adjustment:
-

Its rough, deep green shell is much the same color as the deep water the monster favors, and the silver highlights that line the shell resemble light dancing on open water. The turtle's legs, tail, and head are a lighter green, flecked with golden highlights. An adult dragon turtle can measure from 20 to 30 feet from snout to tail, with a shell from 15 to 25 feet in diameter, and can weigh 8,000 to 32,000 pounds.
Dragon turtles speak Aquan, Draconic, and Common.
Combat
Dragon turtles are fierce fighters and generally attack any creature that threatens their territory or looks like a potential meal.
Breath Weapon (Su): Cloud of superheated steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 21 half; effective both on the surface and underwater. The save DC is Constitution-based.


Capsize (Ex): A submerged dragon turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.


Skills: A dragon turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
It can use the run action while swimming, provided it swims in a straight line.
*Dragon turtles have a +8 racial bonus on Hide checks when submerged.


full_attack:
Bite +12 melee (2d6+4) and 2 claws +7 melee (2d4+2)

abilities:
Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12

feats:
Blind-Fight, Combat Reflexes, Improved Initiative, Track

stat_block:
Dragonne; CR 7; Large magical beast; HD 9d10+27; hp 76; Init +6; Spd 40 ft. (8 squares), fly 30 ft. (poor); AC 18 (-1 size, +2 dex, +7 natural), touch 11, flat-footed 16; Base Atk +9; Grp +17; Atk +12 melee (2d6+4, bite); Full Atk +12 melee (2d6+4, bite) and +7 melee (2d4+2, 2 claws); Space/Reach 10 ft./5 ft.; SA Pounce, roar; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +9, Ref +8, Will +4; Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12

Skills and Feats: Listen +11, Spot +11; Blind-Fight, Combat Reflexes, Improved Initiative, Track

full_text:
Dragonne

Dragonne

Large Magical Beast


Hit Dice:
9d10+27 (76 hp)

Initiative:
+6

Speed:
40 ft. (8 squares), fly 30 ft. (poor)

Armor Class:
18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16

Base Attack/Grapple:
+9/+17

Attack:
Bite +12 melee (2d6+4)

Full Attack:
Bite +12 melee (2d6+4) and 2 claws +7 melee (2d4+2)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Pounce, roar

Special Qualities:
Darkvision 60 ft., low-light vision, scent

Saves:
Fort +9, Ref +8, Will +4

Abilities:
Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12

Skills:
Listen +11, Spot +11

Feats:
Blind-Fight, Combat Reflexes, Improved Initiative, Track

Environment:
Temperate deserts

Organization:
Solitary, pair, or pride (5-10)

Challenge Rating:
7

Treasure:
Double standard

Alignment:
Usually neutral

Advancement:
10-12 HD (Large); 13-27 HD (Huge)


Level Adjustment:
+4 (cohort)

A dragonne possesses huge claws and fangs, and large eyes, usually the color of its scales. A dragonne is about 12 feet long and weighs about 700 pounds.
Dragonnes speak Draconic.
Combat
A dragonne's wings are useful only for short flights, carrying the creature for 10 to 30 minutes at a time. Nevertheless, it uses its wings effectively in battle. If opponents attempt to charge or encircle it, the dragonne simply takes to the air and finds a more defensible position.
Pounce (Ex): If a dragonne charges, it can make a full attack in the same round.


Roar (Su): A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based.


Skills: Dragonnes have a +4 racial bonus on Listen and Spot checks.


Carrying Capacity: A light load for a dragonne is up to 348 pounds; a medium load, 349-699 pounds, and a heavy load, 700-1,050 pounds.


attack:
Dagger +5 melee (1d6+2/19-20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/x3)

full_attack:
2 daggers +3 melee (1d6+2/19-20, 1d6+1/19-20) and bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/x3)

abilities:
Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16

skills:
Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9

feats:
Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)

organization:
Solitary, pair, or troupe (1-2 plus 7-12 Medium monstrous spiders)

stat_block:
Drider; CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb 15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10; Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1 melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5 ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE; SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16

Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)

full_text:
Drider

Drider
Large Aberration

Hit Dice:
6d8+18 (45 hp)

Initiative:
+2

Speed:
30 ft. (6 squares), climb 15 ft.

Armor Class:
17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15

Base Attack/Grapple:
+4/+10

Attack:
Dagger +5 melee (1d6+2/19-20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/x3)

Full Attack:
2 daggers +3 melee (1d6+2/19-20, 1d6+1/19-20) and bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/x3)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Spells, spell-like abilities, poison

Special Qualities:
Darkvision 60 ft., spell resistance 17

Saves:
Fort +5, Ref +4, Will +8

Abilities:
Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16

Skills:
Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9

Feats:
Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)

Environment:
Underground

Organization:
Solitary, pair, or troupe (1-2 plus 7-12 Medium monstrous spiders)

Challenge Rating:
7

Treasure:
Double standard

Alignment:
Always chaotic evil

Advancement:
By character class


Level Adjustment:
+4

Driders speak Elven, Common, and Undercommon.
Combat
Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy's reach.
Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution based.


Spell-Like Abilities: 1/day-dancing lights (DC 13), clairaudience/clairvoyance,  darkness,  detect good,  detect law,  detect magic,  dispel magic,  faerie fire,  levitate,  suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based.


Spells: Driders cast spells as 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. The typical spells prepared shown here are for a drider sorcerer.
Typical Sorcerer Spells Known (6/7/6/4, base save DC 13 + spell level): 0-daze,  detect magic,  ghost sound,  mage hand,  ray of frost,  read magic,  resistance; 1st-mage armor,  magic missile,  ray of enfeeblement,  silent image; 2nd- invisibility,  web; 3rd-lightning bolt.


Skills: A drider has a +4 racial bonus on Hide and Move Silently checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.


armor_class:
17 (+4 Dex, +3 natural), touch 14, flat-footed 13

attack:
Dagger +6 melee (1d4/19-20) or masterwork longbow +7 ranged (1d8/x3)

full_attack:
Dagger +6 melee (1d4/19-20) or masterwork longbow +7 ranged (1d8/x3)

special_qualities:
Damage reduction 5/cold iron, tree dependent, wild empathy

abilities:
Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18

skills:
Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 (+6 with bindings)

stat_block:
Dryad; CR 3; Medium fey; HD 4d6; hp 14; Init +4; Spd 30 ft. (6 squares); AC 17 (+4 dex, +3 natural), touch 14, flat-footed 13; Base Atk +2; Grp +2; Atk +6 melee (1d4/19-20, dagger) or +7 ranged (1d8/x3, masterwork longbow); Full Atk +6 melee (1d4/19-20, dagger) or +7 ranged (1d8/x3, masterwork longbow); Space/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Damage reduction 5/cold iron, tree dependent, wild empathy; AL CG; SV Fort +3, Ref +8, Will +6; Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18

Skills and Feats: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 (+6 with bindings); Great Fortitude, Weapon Finesse

full_text:
Dryad

Dryad
Medium Fey

Hit Dice:
4d6 (14 hp)

Initiative:
+4

Speed:
30 ft. (6 squares)

Armor Class:
17 (+4 Dex, +3 natural), touch 14, flat-footed 13

Base Attack/Grapple:
+2/+2

Attack:
Dagger +6 melee (1d4/19-20) or masterwork longbow +7 ranged (1d8/x3)

Full Attack:
Dagger +6 melee (1d4/19-20) or masterwork longbow +7 ranged (1d8/x3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Spell-like abilities

Special Qualities:
Damage reduction 5/cold iron, tree dependent, wild empathy

Saves:
Fort +3, Ref +8, Will +6

Abilities:
Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18

Skills:
Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 (+6 with bindings)

Feats:
Great Fortitude, Weapon Finesse

Environment:
Temperate forests

Organization:
Solitary or grove (4-7)

Challenge Rating:
3

Treasure:
Standard

Alignment:
Usually chaotic good

Advancement:
By character class


Level Adjustment:
-

A dryad's delicate features are much like a female elf's, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes color with the seasons.
Although they are generally solitary, up to seven dryads have been encountered in one place on rare occasions.
Dryads speak Common, Elven, and Sylvan.
Combat
Shy, intelligent, and resolute, dryads are as elusive as they are alluring-they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a dryad uses charm person or suggestion,  attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the dryad into a frenzied defense.
Spell-Like Abilities: At will-entangle (DC 13), speak with plants,  tree shape; 3/day- charm person (DC 13), deep slumber (DC 15), tree stride; 1/day-suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.


Tree Dependent (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad's oak does not radiate magic.


Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that the dryad has a +6 racial bonus on the check.


speed:
20 ft. in scale mail (4 squares); base speed 20 ft.

armor_class:
16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16

attack:
Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3)

full_attack:
Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3)

abilities:
Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6

skills:
Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2

organization:
Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)

alignment:
Often lawful good
(Deep: Usually lawful neutral or neutral)

stat_block:
1st-level warrior dwarf; CR "; Medium humanoid (dwarf); HD 1d8+2; hp 6; Init +0; Spd 20 ft. in scale mail (4 squares); base speed 20 ft.; AC 16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16; Base Atk +1; Grp +2; Atk +3 melee (1d10+1/x3, dwarven waraxe) or +1 ranged (1d6/x3, shortbow); Full Atk +3 melee (1d10+1/x3, dwarven waraxe) or +1 ranged (1d6/x3, shortbow); Space/Reach 5 ft./5 ft.; SA Dwarf traits; SQ Darkvision 60 ft., dwarf traits; AL LG; SV Fort +4*, Ref +0*, Will -1*; Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6

Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2; Weapon Focus (dwarven waraxe)

full_text:
Dwarf

Dwarf, 1st-Level Warrior


Medium Humanoid (Dwarf)


Hit Dice:
1d8+2 (6 hp)


Initiative:
+0


Speed:
20 ft. in scale mail (4 squares); base speed 20 ft.


Armor Class:
16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16


Base Attack/Grapple:
+1/+2


Attack:
Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3)


Full Attack:
Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3)


Space/Reach:
5 ft./5 ft.


Special Attacks:
Dwarf traits


Special Qualities:
Darkvision 60 ft., dwarf traits


Saves:
Fort +4*, Ref +0*, Will -1*


Abilities:
Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6


Skills:
Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2


Feats:
Weapon Focus (dwarven waraxe)


Environment:
Temperate mountains

(Deep: Underground)

Organization:
Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)


Challenge Rating:
"


Treasure:
Standard coins; double goods; standard items


Alignment:
Often lawful good

(Deep: Usually lawful neutral or neutral)

Advancement:
By character class



Level Adjustment:
+0


Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.
Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves.
Most dwarves encountered outside their home are warriors.
Combat
Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.
Dwarf Traits (Ex): Dwarves possess the following racial traits.

 +2 Constitution, -2 Charisma.

 Medium size.


-A dwarf's base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

 Darkvision out to to 60 feet.

 Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

 Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

 Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

 +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.

 +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.

 +1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).

 +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

 +2 racial bonus on Appraise checks that are related to stone or metal items.

 +2 racial bonus on Craft checks that are related to stone or metal.

 Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.

 Favored Class: Fighter.


The dwarf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.




Subraces
The information above is for hill dwarves, the most common variety.
There are three other major dwarven subraces, which differ from hill dwarves as follows.
Deep Dwarf
These dwarves live far underground and tend to be more standoffish with non-dwarves.
Deep dwarves are the same height as other dwarves, but leaner.  Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.
Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon.
Deep Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.

 Racial bonus on saves against spells and spell-like abilities increases to +3.

 Racial bonus on Fortitude saves against poisons increases to +3.

 Darkvision out to 90 feet.

 Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.






Duergar
Sometimes called gray dwarves, these evil beings dwell in the underground.
Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.
Duergar speak Dwarven and Undercommon.
Duergar Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.

 -4 Charisma instead of -2.

 Darkvision out to 120 feet.

 Immunity to paralysis, phantasms, and poison. This trait replaces the hill dwarf's +2 racial bonus on saving throws against poison.

 +2 racial bonus on saves against spells and spell-like abilities.

 Spell-Like Abilities: 1/day-enlarge person and invisibility as a wizard of twice the duergar's class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.

 Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell.

 +4 racial bonus on Move Silently checks.

 +1 racial bonus on Listen and Spot checks.

 Automatic Languages: Common, Dwarven, Undercommon.


Bonus Languages: Draconic, Giant, Goblin, Orc, Terran. This trait replaces the hill dwarf's automatic and bonus languages.

 Favored Class: Fighter.

 Level adjustment +1

 Unlike other dwarves, duergar do not have weapon familiarity with the dwarven waraxe and dwarven urgrosh.


The duergar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


Challenge Rating: Duergar with levels in NPC classes have a CR equal to their character level. Duergar with levels in PC classes have a CR equal to their character level +1.




Mountain Dwarf
Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves. They average about 4-1/2 feet tall and have lighter skin and hair than hill dwarves, but the same general appearance.


armor_class:
18 (+5 Dex, +3 natural), touch 15, flat-footed 13

abilities:
Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11

stat_block:
Medium air elemental; CR 3; Medium elemental (air, extraplanar); HD 4d8+8; hp 26; Init +9; Spd Fly 100 ft. (perfect) (20 squares); AC 18 (+5 dex, +3 natural), touch 15, flat-footed 13; Base Atk +3; Grp +4; Atk +8 melee (1d6+1, slam); Full Atk +8 melee (1d6+1, slam); Space/Reach 5 ft./5 ft.; SA Air mastery, whirlwind; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort +3, Ref +9, Will +1; Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11

Skills and Feats: Listen +3, Spot +4; Dodge, Flyby Attack, Improved Initiative, Weapon Finesse

full_text:
Air Elemental

Air Elemental, Medium




Medium Elemental (Air, Extraplanar)


Hit Dice:

4d8+8 (26 hp)


Initiative:

+9


Speed:

Fly 100 ft. (perfect) (20 squares)


Armor Class:

18 (+5 Dex, +3 natural), touch 15, flat-footed 13


Base Attack/Grapple:

+3/+4


Attack:

Slam +8 melee (1d6+1)


Full Attack:

Slam +8 melee (1d6+1)


Space/Reach:

5 ft./5 ft.


Special Attacks:

Air mastery, whirlwind


Special Qualities:

Darkvision 60 ft., elemental traits


Saves:

Fort +3, Ref +9, Will +1


Abilities:

Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11


Skills:

Listen +3, Spot +4


Feats:

Dodge, Flyby Attack, Improved Initiative B, Weapon Finesse B


Environment:

Elemental Plane of Air


Organization:

Solitary


Challenge Rating:

3


Treasure:

None


Alignment:

Usually neutral


Advancement:

5-7 HD (Medium)



Level Adjustment:

-


Air elementals speak Auran, though they rarely choose to do so.
Combat
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.


Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Air Elemental Sizes


----- Whirlwind -----


Elemental
Height
Weight
Save DC
Damage
Height

Small
4 ft.
1 lb.
11
1d4
10-20 ft.

Medium
8 ft.
2 lb.
13
1d6
10-30 ft.

Large
16 ft.
4 lb.
16
2d6
10-40 ft.

Huge
32 ft.
8 lb.
22
2d8
10-50 ft.

Greater
36 ft.
10 lb.
25
2d8
10-60 ft.


Elder
40 ft.
12 lb.
28
2d8
10-60 ft.



armor_class:
20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13

special_qualities:
Damage reduction 5/-, darkvision 60 ft., elemental traits

abilities:
Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11

stat_block:
Large air elemental; CR 5; Large elemental (air, extraplanar); HD 8d8+24; hp 60; Init +11; Spd Fly 100 ft. (perfect) (20 squares); AC 20 (-1 size, +7 dex, +4 natural), touch 16, flat-footed 13; Base Atk +6; Grp +12; Atk +12 melee (2d6+2, slam); Full Atk +12 melee (2d6+2, 2 slams); Space/Reach 10 ft./10 ft.; SA Air mastery, whirlwind; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits; AL N; SV Fort +5, Ref +13, Will +2; Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11

Skills and Feats: Listen +5, Spot +6; Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Weapon Finesse

full_text:
Air Elemental

 
Air Elemental, Large




Large Elemental (Air, Extraplanar)

Hit Dice:


8d8+24 (60 hp)

Initiative:


+11

Speed:


Fly 100 ft. (perfect) (20 squares)

Armor Class:


20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13

Base Attack/Grapple:


+6/+12

Attack:


Slam +12 melee (2d6+2)

Full Attack:


2 slams +12 melee (2d6+2)

Space/Reach:


10 ft./10 ft.

Special Attacks:


Air mastery, whirlwind

Special Qualities:


Damage reduction 5/-, darkvision 60 ft., elemental traits

Saves:


Fort +5, Ref +13, Will +2

Abilities:


Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11

Skills:


Listen +5, Spot +6

Feats:


Combat Reflexes, Dodge, Flyby Attack, Improved Initiative B, Weapon Finesse B

Environment:


Elemental Plane of Air

Organization:


Solitary

Challenge Rating:


5

Treasure:


None

Alignment:


Usually neutral

Advancement:


9-15 HD (Large)


Level Adjustment:


-

Air elementals speak Auran, though they rarely choose to do so.
Combat
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.


Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Air Elemental Sizes


----- Whirlwind -----


Elemental
Height
Weight
Save DC
Damage
Height

Small
4 ft.
1 lb.
11
1d4
10-20 ft.

Medium
8 ft.
2 lb.
13
1d6
10-30 ft.

Large
16 ft.
4 lb.
16
2d6
10-40 ft.

Huge
32 ft.
8 lb.
22
2d8
10-50 ft.

Greater
36 ft.
10 lb.
25
2d8
10-60 ft.


Elder
40 ft.
12 lb.
28
2d8
10-60 ft.



armor_class:
21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12

abilities:
Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11

feats:
Alertness, Combat Reflexes, Dodge, Flyby Attack, Mobility, Spring Attack

stat_block:
Huge air elemental; CR 7; Huge elemental (air, extraplanar); HD 16d8+64; hp 136; Init +13; Spd Fly 100 ft. (perfect) (20 squares); AC 21 (-2 size, +9 dex, +4 natural), touch 17, flat-footed 12; Base Atk +12; Grp +24; Atk +19 melee (2d8+4, slam); Full Atk +19 melee (2d8+4, 2 slams); Space/Reach 15 ft./15 ft.; SA Air mastery, whirlwind; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits; AL N; SV Fort +9, Ref +19, Will +5; Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11

Skills and Feats: Listen +11, Spot +12; Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Spring Attack, Weapon Finesse

full_text:
Air Elemental

Air Elemental, Huge




Huge Elemental (Air, Extraplanar)



Hit Dice:
16d8+64 (136 hp)



Initiative:
+13



Speed:
Fly 100 ft. (perfect) (20 squares)



Armor Class:
21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12



Base Attack/Grapple:
+12/+24



Attack:
Slam +19 melee (2d8+4)



Full Attack:
2 slams +19 melee (2d8+4)



Space/Reach:
15 ft./15 ft.



Special Attacks:
Air mastery, whirlwind



Special Qualities:
Damage reduction 5/-, darkvision 60 ft., elemental traits



Saves:
Fort +9, Ref +19, Will +5



Abilities:
Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11



Skills:
Listen +11, Spot +12



Feats:
Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative B, Mobility, Spring Attack, Weapon Finesse B



Environment:
Elemental Plane of Air



Organization:
Solitary



Challenge Rating:
7



Treasure:
None



Alignment:
Usually neutral



Advancement:
17-20 HD (Huge)




Level Adjustment:
-



Air elementals speak Auran, though they rarely choose to do so.
Combat
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.


Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Air Elemental Sizes


----- Whirlwind -----


Elemental
Height
Weight
Save DC
Damage
Height

Small
4 ft.
1 lb.
11
1d4
10-20 ft.

Medium
8 ft.
2 lb.
13
1d6
10-30 ft.

Large
16 ft.
4 lb.
16
2d6
10-40 ft.

Huge
32 ft.
8 lb.
22
2d8
10-50 ft.

Greater
36 ft.
10 lb.
25
2d8
10-60 ft.


Elder
40 ft.
12 lb.
28
2d8
10-60 ft.



armor_class:
26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16

special_qualities:
Damage reduction 10/-, darkvision 60 ft., elemental traits

abilities:
Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11

feats:
Alertness, Blind-fight, Combat Reflexes, Flyby Attack, Iron Will, Mobility, Power Attack, Spring Attack

stat_block:
Greater air elemental; CR 9; Huge elemental (air, extraplanar); HD 21d8+84; hp 178; Init +14; Spd Fly 100 ft. (perfect) (20 squares); AC 26 (-2 size, +10 dex, +8 natural), touch 18, flat-footed 16; Base Atk +15; Grp +28; Atk +23 melee (2d8+5, slam); Full Atk +23 melee (2d8+5, 2 slams); Space/Reach 15 ft./15 ft.; SA Air mastery, whirlwind; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits; AL N; SV Fort +11, Ref +22, Will +9; Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11

Skills and Feats: Listen +14, Spot +14; Alertness, Blind-fight, Combat Reflexes, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finesse

full_text:
Air Elemental


Air Elemental, Greater




Huge Elemental (Air, Extraplanar)


Hit Dice:

21d8+84 (178 hp)


Initiative:

+14


Speed:

Fly 100 ft. (perfect) (20 squares)


Armor Class:

26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16


Base Attack/Grapple:

+15/+28


Attack:

Slam +23 melee (2d8+5)


Full Attack:

2 slams +23 melee (2d8+5)


Space/Reach:

15 ft./15 ft.


Special Attacks:

Air mastery, whirlwind


Special Qualities:

Damage reduction 10/-, darkvision 60 ft., elemental traits


Saves:

Fort +11, Ref +22, Will +9


Abilities:

Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11


Skills:

Listen +14, Spot +14


Feats:

Alertness, Blind-fight, Combat Reflexes, Flyby Attack, Improved Initiative B, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finesse B


Environment:

Elemental Plane of Air


Organization:

Solitary


Challenge Rating:

9


Treasure:

None


Alignment:

Usually neutral


Advancement:

22-23 HD (Huge)



Level Adjustment:

-


Air elementals speak Auran, though they rarely choose to do so.
Combat
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.


Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Air Elemental Sizes


----- Whirlwind -----


Elemental
Height
Weight
Save DC
Damage
Height

Small
4 ft.
1 lb.
11
1d4
10-20 ft.

Medium
8 ft.
2 lb.
13
1d6
10-30 ft.

Large
16 ft.
4 lb.
16
2d6
10-40 ft.

Huge
32 ft.
8 lb.
22
2d8
10-50 ft.

Greater
36 ft.
10 lb.
25
2d8
10-60 ft.


Elder
40 ft.
12 lb.
28
2d8
10-60 ft.



armor_class:
27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16

abilities:
Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11

feats:
Alertness, Blind-fight, Cleave, Combat Reflexes, Flyby Attack, Iron Will, Mobility, Power Attack, Spring Attack

stat_block:
Elder air elemental; CR 11; Huge elemental (air, extraplanar); HD 24d8+96; hp 204; Init +15; Spd Fly 100 ft. (perfect) (20 squares); AC 27 (-2 size, +11 dex, +8 natural), touch 19, flat-footed 16; Base Atk +18; Grp +32; Atk +27 melee (2d8+6, slam); Full Atk +27 melee (2d8+6, 2 slams); Space/Reach 15 ft./15 ft.; SA Air mastery, whirlwind; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits; AL N; SV Fort +12, Ref +25, Will +10; Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11

Skills and Feats: Listen +29, Spot +29; Alertness, Blind-fight, Cleave, Combat Reflexes, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finesse

full_text:
Air Elemental



Air Elemental, Elder




Huge Elemental (Air, Extraplanar)

Hit Dice:


24d8+96 (204 hp)

Initiative:


+15

Speed:


Fly 100 ft. (perfect) (20 squares)

Armor Class:


27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16

Base Attack/Grapple:


+18/+32

Attack:


Slam +27 melee (2d8+6)

Full Attack:


2 slams +27 melee (2d8+6)

Space/Reach:


15 ft./15 ft.

Special Attacks:


Air mastery, whirlwind

Special Qualities:


Damage reduction 10/-, darkvision 60 ft., elemental traits

Saves:


Fort +12, Ref +25, Will +10

Abilities:


Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11

Skills:


Listen +29, Spot +29

Feats:


Alertness, Blind-fight, Cleave, Combat Reflexes, Flyby Attack, Improved Initiative B, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finesse B

Environment:


Elemental Plane of Air

Organization:


Solitary

Challenge Rating:


11

Treasure:


None

Alignment:


Usually neutral

Advancement:


25-48 HD (Huge)


Level Adjustment:


-

Air elementals speak Auran, though they rarely choose to do so.
Combat
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.


Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Air Elemental Sizes


----- Whirlwind -----


Elemental
Height
Weight
Save DC
Damage
Height

Small
4 ft.
1 lb.
11
1d4
10-20 ft.

Medium
8 ft.
2 lb.
13
1d6
10-30 ft.

Large
16 ft.
4 lb.
16
2d6
10-40 ft.

Huge
32 ft.
8 lb.
22
2d8
10-50 ft.

Greater
36 ft.
10 lb.
25
2d8
10-60 ft.


Elder
40 ft.
12 lb.
28
2d8
10-60 ft.



armor_class:
17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17

special_qualities:
Darkvision 60 ft., earth glide, elemental traits

abilities:
Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11

special_abilities:
Earth Glide (Ex), Earth Mastery (Ex), Push (Ex)

stat_block:
Small earth elemental; CR 1; Small elemental (earth, extraplanar); HD 2d8+2; hp 11; Init -1; Spd 20 ft. (4 squares); AC 17 (+1 size, -1 dex, +7 natural), touch 10, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee (1d6+4, slam); Full Atk +5 melee (1d6+4, slam); Space/Reach 5 ft./5 ft.; SA Earth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits; AL N; SV Fort +4, Ref -1, Will +0; Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11

Skills and Feats: Listen +3, Spot +2; Power Attack

full_text:
Earth Elemental

Earth Elemental, Small



Small Elemental (Earth, Extraplanar)



Hit Dice:
2d8+2 (11 hp)



Initiative:
-1



Speed:
20 ft. (4 squares)



Armor Class:
17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17



Base Attack/Grapple:
+1/+0



Attack:
Slam +5 melee (1d6+4)



Full Attack:
Slam +5 melee (1d6+4)



Space/Reach:
5 ft./5 ft.



Special Attacks:
Earth mastery, push



Special Qualities:
Darkvision 60 ft., earth glide, elemental traits



Saves:
Fort +4, Ref -1, Will +0



Abilities:
Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11



Skills:
Listen +3, Spot +2



Feats:
Power Attack



Environment:
Elemental Plane of Earth



Organization:
Solitary



Challenge Rating:
1



Treasure:
None



Alignment:
Usually neutral



Advancement:
3 HD (Small)




Level Adjustment:
-



When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.
Earth elementals speak Terran but rarely choose to do so.
Combat
Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth's surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)


Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.


Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Elemental Sizes

Elemental
Height
Weight
Elemental
Height
Weight

Small
4 ft.
80 lb.
Huge
32 ft.
48,000 lb.

Medium
8 ft.
750 lb.
Greater
36 ft.
54,000 lb.


Large
16 ft.
6,000 lb.
Elder
40 ft.
60,000 lb.



armor_class:
18 (-1 Dex, +9 natural), touch 9, flat-footed 18

abilities:
Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11

stat_block:
Medium earth elemental; CR 3; Medium elemental (earth, extraplanar); HD 4d8+12; hp 30; Init -1; Spd 20 ft. (4 squares); AC 18 (-1 dex, +9 natural), touch 9, flat-footed 18; Base Atk +3; Grp +8; Atk +8 melee (1d8+7, slam); Full Atk +8 melee (1d8+7, slam); Space/Reach 5 ft./5 ft.; SA Earth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits; AL N; SV Fort +7, Ref +0, Will +1; Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11

Skills and Feats: Listen +4, Spot +3; Cleave, Power Attack

full_text:
Earth Elemental

Earth Elemental, Medium




Medium Elemental (Earth, Extraplanar)


Hit Dice:

4d8+12 (30 hp)


Initiative:

-1


Speed:

20 ft. (4 squares)


Armor Class:

18 (-1 Dex, +9 natural), touch 9, flat-footed 18


Base Attack/Grapple:

+3/+8


Attack:

Slam +8 melee (1d8+7)


Full Attack:

Slam +8 melee (1d8+7)


Space/Reach:

5 ft./5 ft.


Special Attacks:

Earth mastery, push


Special Qualities:

Darkvision 60 ft., earth glide, elemental traits


Saves:

Fort +7, Ref +0, Will +1


Abilities:

Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11


Skills:

Listen +4, Spot +3


Feats:

Cleave, Power Attack


Environment:

Elemental Plane of Earth


Organization:

Solitary


Challenge Rating:

3


Treasure:

None


Alignment:

Usually neutral


Advancement:

5-7 HD (Medium)



Level Adjustment:

-


When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.
Earth elementals speak Terran but rarely choose to do so.
Combat
Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth's surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)


Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.


Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Elemental Sizes

Elemental
Height
Weight
Elemental
Height
Weight

Small
4 ft.
80 lb.
Huge
32 ft.
48,000 lb.

Medium
8 ft.
750 lb.
Greater
36 ft.
54,000 lb.


Large
16 ft.
6,000 lb.
Elder
40 ft.
60,000 lb.



armor_class:
18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18

special_qualities:
Damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits

abilities:
Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11

stat_block:
Large earth elemental; CR 5; Large elemental (earth, extraplanar); HD 8d8+32; hp 68; Init -1; Spd 20 ft. (4 squares); AC 18 (-1 size, -1 dex, +10 natural), touch 8, flat-footed 18; Base Atk +6; Grp +17; Atk +12 melee (2d8+7, slam); Full Atk +12 melee (2d8+7, 2 slams); Space/Reach 10 ft./10 ft.; SA Earth mastery, push; SQ Damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits; AL N; SV Fort +10, Ref +1, Will +2; Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11

Skills and Feats: Listen +6, Spot +5; Cleave, Great Cleave, Power Attack

full_text:
Earth Elemental

 
Earth Elemental, Large




Large Elemental (Earth, Extraplanar)

Hit Dice:


8d8+32 (68 hp)

Initiative:


-1

Speed:


20 ft. (4 squares)

Armor Class:


18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18

Base Attack/Grapple:


+6/+17

Attack:


Slam +12 melee (2d8+7)

Full Attack:


2 slams +12 melee (2d8+7)

Space/Reach:


10 ft./10 ft.

Special Attacks:


Earth mastery, push

Special Qualities:


Damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits

Saves:


Fort +10, Ref +1, Will +2

Abilities:


Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11

Skills:


Listen +6, Spot +5

Feats:


Cleave, Great Cleave, Power Attack

Environment:


Elemental Plane of Earth

Organization:


Solitary

Challenge Rating:


5

Treasure:


None

Alignment:


Usually neutral

Advancement:


9-15 HD (Large)


Level Adjustment:


-

When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.
Earth elementals speak Terran but rarely choose to do so.
Combat
Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth's surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)


Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.


Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Elemental Sizes

Elemental
Height
Weight
Elemental
Height
Weight

Small
4 ft.
80 lb.
Huge
32 ft.
48,000 lb.

Medium
8 ft.
750 lb.
Greater
36 ft.
54,000 lb.


Large
16 ft.
6,000 lb.
Elder
40 ft.
60,000 lb.



abilities:
Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11

feats:
Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack

stat_block:
Huge earth elemental; CR 7; Huge elemental (earth, extraplanar); HD 16d8+80; hp 152; Init -1; Spd 30 ft. (6 squares); AC 18 (-2 size, -1 dex, +11 natural), touch 7, flat-footed 18; Base Atk +12; Grp +29; Atk +19 melee (2d10+9, slam); Full Atk +19 melee (2d10+9, 2 slams); Space/Reach 15 ft./15 ft.; SA Earth mastery, push; SQ Damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits; AL N; SV Fort +15, Ref +4, Will +7; Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11

Skills and Feats: Listen +10, Spot +9; Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack

full_text:
Earth Elemental

Earth Elemental, Huge




Huge Elemental (Earth, Extraplanar)



Hit Dice:
16d8+80 (152 hp)



Initiative:
-1



Speed:
30 ft. (6 squares)



Armor Class:
18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18



Base Attack/Grapple:
+12/+29



Attack:
Slam +19 melee (2d10+9)



Full Attack:
2 slams +19 melee (2d10+9)



Space/Reach:
15 ft./15 ft.



Special Attacks:
Earth mastery, push



Special Qualities:
Damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits



Saves:
Fort +15, Ref +4, Will +7



Abilities:
Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11



Skills:
Listen +10, Spot +9



Feats:
Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack



Environment:
Elemental Plane of Earth



Organization:
Solitary



Challenge Rating:
7



Treasure:
None



Alignment:
Usually neutral



Advancement:
17-20 HD (Huge)




Level Adjustment:
-



When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.
Earth elementals speak Terran but rarely choose to do so.
Combat
Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth's surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)


Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.


Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Elemental Sizes

Elemental
Height
Weight
Elemental
Height
Weight

Small
4 ft.
80 lb.
Huge
32 ft.
48,000 lb.

Medium
8 ft.
750 lb.
Greater
36 ft.
54,000 lb.


Large
16 ft.
6,000 lb.
Elder
40 ft.
60,000 lb.



armor_class:
20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20

special_qualities:
Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits

abilities:
Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11

feats:
Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack

stat_block:
Greater earth elemental; CR 9; Huge elemental (earth, extraplanar); HD 21d8+105; hp 199; Init -1; Spd 30 ft. (6 squares); AC 20 (-2 size, -1 dex, +13 natural), touch 7, flat-footed 20; Base Atk +15; Grp +33; Atk +23 melee (2d10+10, slam); Full Atk +23 2 melee (2d10+10, 2 slams); Space/Reach 15 ft./15 ft.; SA Earth mastery, push; SQ Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits; AL N; SV Fort +17, Ref +6, Will +9; Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11

Skills and Feats: Listen +14, Spot +14; Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack

full_text:
Earth Elemental


Earth Elemental, Greater




Huge Elemental (Earth, Extraplanar)


Hit Dice:

21d8+105 (199 hp)


Initiative:

-1


Speed:

30 ft. (6 squares)


Armor Class:

20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20


Base Attack/Grapple:

+15/+33


Attack:

Slam +23 melee (2d10+10)


Full Attack:

2 slams +23 melee (2d10+10) 2


Space/Reach:

15 ft./15 ft.


Special Attacks:

Earth mastery, push


Special Qualities:

Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits


Saves:

Fort +17, Ref +6, Will +9


Abilities:

Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11


Skills:

Listen +14, Spot +14


Feats:

Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack


Environment:

Elemental Plane of Earth


Organization:

Solitary


Challenge Rating:

9


Treasure:

None


Alignment:

Usually neutral


Advancement:

22-23 HD (Huge)



Level Adjustment:

-


When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.
Earth elementals speak Terran but rarely choose to do so.
Combat
Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth's surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)


Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.


Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Elemental Sizes

Elemental
Height
Weight
Elemental
Height
Weight

Small
4 ft.
80 lb.
Huge
32 ft.
48,000 lb.

Medium
8 ft.
750 lb.
Greater
36 ft.
54,000 lb.


Large
16 ft.
6,000 lb.
Elder
40 ft.
60,000 lb.



armor_class:
22 (-2 size, -1 Dex, +15 natural), touch 7, flat-footed 22

abilities:
Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11

feats:
Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack

stat_block:
Elder earth elemental; CR 11; Huge elemental (earth, extraplanar); HD 24d8+120; hp 228; Init -1; Spd 30 ft. (6 squares); AC 22 (-2 size, -1 dex, +15 natural), touch 7, flat-footed 22; Base Atk +18; Grp +37; Atk +27 melee (2d10+11/19-20, slam); Full Atk +27 melee (2d10+11/19-20, slams); Space/Reach 15 ft./15 ft.; SA Earth mastery, push; SQ Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits; AL N; SV Fort +19, Ref +7, Will +10; Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11

Skills and Feats: Listen +29, Spot +29; Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack

full_text:
Earth Elemental



Earth Elemental, Elder




Huge Elemental (Earth, Extraplanar)

Hit Dice:


24d8+120 (228 hp)

Initiative:


-1

Speed:


30 ft. (6 squares)

Armor Class:


22 (-2 size, -1 Dex, +15 natural), touch 7, flat-footed 22

Base Attack/Grapple:


+18/+37

Attack:


Slam +27 melee (2d10+11/19-20)

Full Attack:


slams +27 melee (2d10+11/19-20)

Space/Reach:


15 ft./15 ft.

Special Attacks:


Earth mastery, push

Special Qualities:


Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits

Saves:


Fort +19, Ref +7, Will +10

Abilities:


Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11

Skills:


Listen +29, Spot +29

Feats:


Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack

Environment:


Elemental Plane of Earth

Organization:


Solitary

Challenge Rating:


11

Treasure:


None

Alignment:


Usually neutral

Advancement:


25-48 HD (Huge)


Level Adjustment:


-

When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.
Earth elementals speak Terran but rarely choose to do so.
Combat
Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth's surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)


Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.


Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Elemental Sizes

Elemental
Height
Weight
Elemental
Height
Weight

Small
4 ft.
80 lb.
Huge
32 ft.
48,000 lb.

Medium
8 ft.
750 lb.
Greater
36 ft.
54,000 lb.


Large
16 ft.
6,000 lb.
Elder
40 ft.
60,000 lb.



armor_class:
15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14

special_qualities:
Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold

abilities:
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11

stat_block:
Small fire elemental; CR 1; Small elemental (fire, extraplanar); HD 2d8; hp 9; Init +5; Spd 50 ft. (10 squares); AC 15 (+1 size, +1 dex, +3 natural), touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus 1d4 fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam); Space/Reach 5 ft./5 ft.; SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL N; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11

Skills and Feats: Listen +2, Spot +3; Dodge, Improved Initiative, Weapon Finesse

full_text:
Fire Elemental

Fire Elemental, Small



Small Elemental (Fire, Extraplanar)



Hit Dice:
2d8 (9 hp)



Initiative:
+5



Speed:
50 ft. (10 squares)



Armor Class:
15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14



Base Attack/Grapple:
+1/-3



Attack:
Slam +3 melee (1d4 plus 1d4 fire)



Full Attack:
Slam +3 melee (1d4 plus 1d4 fire)



Space/Reach:
5 ft./5 ft.



Special Attacks:
Burn



Special Qualities:
Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold



Saves:
Fort +0, Ref +4, Will +0



Abilities:
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11



Skills:
Listen +2, Spot +3



Feats:
Dodge, Improved Initiative B, Weapon Finesse B



Environment:
Elemental Plane of Fire



Organization:
Solitary



Challenge Rating:
1



Treasure:
None



Alignment:
Usually neutral



Advancement:
3 HD (Small)




Level Adjustment:
-



A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.
Fire elementals speak Ignan, though they rarely choose to do so.
Combat
A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.
Burn (Ex): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

Fire Elemental Sizes


Elemental
Height
Weight
Burn Save DC

Small
4 ft.
1 lb.
11

Medium
8 ft.
2 lb.
14

Large
16 ft.
4 lb.
17

Huge
32 ft.
8 lb.
22

Greater
36 ft.
10 lb.
24


Elder
40 ft.
12 lb.
26



abilities:
Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11

stat_block:
Medium fire elemental; CR 3; Medium elemental (fire, extraplanar); HD 4d8+8; hp 26; Init +7; Spd 50 ft. (10 squares); AC 16 (+3 dex, +3 natural), touch 13, flat-footed 13; Base Atk +3; Grp +4; Atk +6 melee (1d6+1 plus 1d6 fire, slam); Full Atk +6 melee (1d6+1 plus 1d6 fire, slam); Space/Reach 5 ft./5 ft.; SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL N; SV Fort +3, Ref +7, Will +1; Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11

Skills and Feats: Listen +3, Spot +4; Dodge, Improved Initiative, Mobility, Weapon Finesse

full_text:
Fire Elemental

Fire Elemental, Medium




Medium Elemental (Fire, Extraplanar)


Hit Dice:

4d8+8 (26 hp)


Initiative:

+7


Speed:

50 ft. (10 squares)


Armor Class:

16 (+3 Dex, +3 natural), touch 13, flat-footed 13


Base Attack/Grapple:

+3/+4


Attack:

Slam +6 melee (1d6+1 plus 1d6 fire)


Full Attack:

Slam +6 melee (1d6+1 plus 1d6 fire)


Space/Reach:

5 ft./5 ft.


Special Attacks:

Burn


Special Qualities:

Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold


Saves:

Fort +3, Ref +7, Will +1


Abilities:

Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11


Skills:

Listen +3, Spot +4


Feats:

Dodge, Improved Initiative B, Mobility, Weapon Finesse B


Environment:

Elemental Plane of Fire


Organization:

Solitary


Challenge Rating:

3


Treasure:

None


Alignment:

Usually neutral


Advancement:

5-7 HD (Medium)



Level Adjustment:

-


A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.
Fire elementals speak Ignan, though they rarely choose to do so.
Combat
A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.
Burn (Ex): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

Fire Elemental Sizes


Elemental
Height
Weight
Burn Save DC

Small
4 ft.
1 lb.
11

Medium
8 ft.
2 lb.
14

Large
16 ft.
4 lb.
17

Huge
32 ft.
8 lb.
22

Greater
36 ft.
10 lb.
24


Elder
40 ft.
12 lb.
26



armor_class:
25 (-2 size, +9 Dex, +8 natural), touch 17, flat-footed 16

abilities:
Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11

feats:
Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon Focus (slam)

stat_block:
Elder fire elemental; CR 11; Huge elemental (fire, extraplanar); HD 24d8+96; hp 204; Init +13; Spd 60 ft. (12 squares); AC 25 (-2 size, +9 dex, +8 natural), touch 17, flat-footed 16; Base Atk +18; Grp +32; Atk +26 melee (2d8+6 plus 2d8 fire, slam); Full Atk +26 melee (2d8+6 plus 2d8 fire, 2 slams); Space/Reach 15 ft./15 ft.; SA Burn; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL N; SV Fort +14, Ref +23, Will +10; Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11

Skills and Feats: Listen +28, Spot +29; Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (slam)

full_text:
Fire Elemental



Fire Elemental, Elder




Huge Elemental (Fire, Extraplanar)

Hit Dice:


24d8+96 (204 hp)

Initiative:


+13

Speed:


60 ft. (12 squares)

Armor Class:


25 (-2 size, +9 Dex, +8 natural), touch 17, flat-footed 16

Base Attack/Grapple:


+18/+32

Attack:


Slam +26 melee (2d8+6 plus 2d8 fire)

Full Attack:


2 slams +26 melee (2d8+6 plus 2d8 fire)

Space/Reach:


15 ft./15 ft.

Special Attacks:


Burn

Special Qualities:


Damage reduction 10/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold

Saves:


Fort +14, Ref +23, Will +10

Abilities:


Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11

Skills:


Listen +28, Spot +29

Feats:


Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon Finesse B, Weapon Focus (slam)

Environment:


Elemental Plane of Fire

Organization:


Solitary

Challenge Rating:


11

Treasure:


None

Alignment:


Usually neutral

Advancement:


25-48 HD (Huge)


Level Adjustment:


-

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.
Fire elementals speak Ignan, though they rarely choose to do so.
Combat
A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.
Burn (Ex): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

Fire Elemental Sizes


Elemental
Height
Weight
Burn Save DC

Small
4 ft.
1 lb.
11

Medium
8 ft.
2 lb.
14

Large
16 ft.
4 lb.
17

Huge
32 ft.
8 lb.
22

Greater
36 ft.
10 lb.
24


Elder
40 ft.
12 lb.
26



abilities:
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11

stat_block:
Small water elemental; CR 1; Small elemental (water, extraplanar); HD 2d8+2; hp 11; Init +0; Spd 20 ft. (4 squares), swim 90 ft.; AC 17 (+1 size, +6 natural), touch 11, flat-footed 17; Base Atk +1; Grp -1; Atk +4 melee (1d6+3, slam); Full Atk +4 melee (1d6+3, slam); Space/Reach 5 ft./5 ft.; SA Water mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11

Skills and Feats: Listen +2, Spot +3; Power Attack

full_text:
Water Elemental

Water Elemental, Small



Small Elemental (Water, Extraplanar)



Hit Dice:
2d8+2 (11 hp)



Initiative:
+0



Speed:
20 ft. (4 squares), swim 90 ft.



Armor Class:
17 (+1 size, +6 natural), touch 11, flat-footed 17



Base Attack/Grapple:
+1/-1



Attack:
Slam +4 melee (1d6+3)



Full Attack:
Slam +4 melee (1d6+3)



Space/Reach:
5 ft./5 ft.



Special Attacks:
Water mastery, drench, vortex



Special Qualities:
Darkvision 60 ft., elemental traits



Saves:
Fort +4, Ref +0, Will +0



Abilities:
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11



Skills:
Listen +2, Spot +3



Feats:
Power Attack



Environment:
Elemental Plane of Water



Organization:
Solitary



Challenge Rating:
1



Treasure:
None



Alignment:
Usually neutral



Advancement:
3 HD (Small)




Level Adjustment:
-



A water elemental can't venture more than 180 feet from the body of water from which it was conjured.
Water elementals speak Aquan but rarely choose to do so.
Combat
A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.


Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).


Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.
Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Water Elemental Sizes


------- Vortex -------


Elemental
Height
Weight
Save DC
Damage
Height

Small
4 ft.
34 lb.
13
1d4
10-20 ft.

Medium
8 ft.
280 lb.
15
1d6
10-30 ft.

Large
16 ft.
2,250 lb.
19
2d6
10-40 ft.

Huge
32 ft.
18,000 lb.
25
2d8
10-50 ft.

Greater
36 ft.
21,000 lb.
28
2d8
10-60 ft.


Elder
40 ft.
24,000 lb.
31
2d8
10-60 ft.



abilities:
Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11

stat_block:
Medium water elemental; CR 3; Medium elemental (water, extraplanar); HD 4d8+12; hp 30; Init +1; Spd 20 ft. (4 squares), swim 90 ft.; AC 19 (+1 dex, +8 natural), touch 11, flat-footed 18; Base Atk +3; Grp +6; Atk +6 melee (1d8+4, slam); Full Atk +6 melee (1d8+4, slam); Space/Reach 5 ft./5 ft.; SA Water mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort +7, Ref +2, Will +1; Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11

Skills and Feats: Listen +3, Spot +4; Cleave, Power Attack

full_text:
Water Elemental

Water Elemental, Medium




Medium Elemental (Water, Extraplanar)


Hit Dice:

4d8+12 (30 hp)


Initiative:

+1


Speed:

20 ft. (4 squares), swim 90 ft.


Armor Class:

19 (+1 Dex, +8 natural), touch 11, flat-footed 18


Base Attack/Grapple:

+3/+6


Attack:

Slam +6 melee (1d8+4)


Full Attack:

Slam +6 melee (1d8+4)


Space/Reach:

5 ft./5 ft.


Special Attacks:

Water mastery, drench, vortex


Special Qualities:

Darkvision 60 ft., elemental traits


Saves:

Fort +7, Ref +2, Will +1


Abilities:

Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11


Skills:

Listen +3, Spot +4


Feats:

Cleave, Power Attack


Environment:

Elemental Plane of Water


Organization:

Solitary


Challenge Rating:

3


Treasure:

None


Alignment:

Usually neutral


Advancement:

5-7 HD (Medium)



Level Adjustment:

-


A water elemental can't venture more than 180 feet from the body of water from which it was conjured.
Water elementals speak Aquan but rarely choose to do so.
Combat
A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.


Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).


Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.
Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Water Elemental Sizes


------- Vortex -------


Elemental
Height
Weight
Save DC
Damage
Height

Small
4 ft.
34 lb.
13
1d4
10-20 ft.

Medium
8 ft.
280 lb.
15
1d6
10-30 ft.

Large
16 ft.
2,250 lb.
19
2d6
10-40 ft.

Huge
32 ft.
18,000 lb.
25
2d8
10-50 ft.

Greater
36 ft.
21,000 lb.
28
2d8
10-60 ft.


Elder
40 ft.
24,000 lb.
31
2d8
10-60 ft.



abilities:
Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11

stat_block:
Large water elemental; CR 5; Large elemental (water, extraplanar); HD 8d8+32; hp 68; Init +2; Spd 20 ft. (4 squares), swim 90 ft.; AC 20 (-1 size, +2 dex, +9 natural), touch 11, flat-footed 18; Base Atk +6; Grp +15; Atk +10 melee (2d8+5, slam); Full Atk +10 melee (2d8+5, 2 slams); Space/Reach 10 ft./10 ft.; SA Water mastery, drench, vortex; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits; AL N; SV Fort +10, Ref +4, Will +2; Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11

Skills and Feats: Listen +5, Spot +6; Cleave, Great Cleave, Power Attack

full_text:
Water Elemental

 
Water Elemental, Large




Large Elemental (Water, Extraplanar)

Hit Dice:


8d8+32 (68 hp)

Initiative:


+2

Speed:


20 ft. (4 squares), swim 90 ft.

Armor Class:


20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18

Base Attack/Grapple:


+6/+15

Attack:


Slam +10 melee (2d8+5)

Full Attack:


2 slams +10 melee (2d8+5)

Space/Reach:


10 ft./10 ft.

Special Attacks:


Water mastery, drench, vortex

Special Qualities:


Damage reduction 5/-, darkvision 60 ft., elemental traits

Saves:


Fort +10, Ref +4, Will +2

Abilities:


Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11

Skills:


Listen +5, Spot +6

Feats:


Cleave, Great Cleave, Power Attack

Environment:


Elemental Plane of Water

Organization:


Solitary

Challenge Rating:


5

Treasure:


None

Alignment:


Usually neutral

Advancement:


9-15 HD (Large)


Level Adjustment:


-

A water elemental can't venture more than 180 feet from the body of water from which it was conjured.
Water elementals speak Aquan but rarely choose to do so.
Combat
A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.


Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).


Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.
Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Water Elemental Sizes


------- Vortex -------


Elemental
Height
Weight
Save DC
Damage
Height

Small
4 ft.
34 lb.
13
1d4
10-20 ft.

Medium
8 ft.
280 lb.
15
1d6
10-30 ft.

Large
16 ft.
2,250 lb.
19
2d6
10-40 ft.

Huge
32 ft.
18,000 lb.
25
2d8
10-50 ft.

Greater
36 ft.
21,000 lb.
28
2d8
10-60 ft.


Elder
40 ft.
24,000 lb.
31
2d8
10-60 ft.



