User:Ryo-Wolf

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Note: All the creatures listed within are assumed to be under the affects of Augment Summoning and the various bonuses granted by a Malconvoker.

I: FIENDISH FORMIAN WORKER[edit]

Fiendish Formian Worker
Size/Type: Small Outsider (Lawful, Extraplanar)
Hit Dice: 1d8+5 (9 hp 13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +1/+0
Attack: Bite +5 melee (1d4+5)
Full Attack: Bite +5 melee (1d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Good
Special Qualities: Cure serious wounds, hive mind, immunity to poison, petrification, and cold, make whole, resistance to electricity 10, fire 10, and sonic 10
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 17, Dex 14, Con 17, Int 6, Wis 10, Cha 9
Skills: Climb +12, Craft (any one) +5, Hide +6, Listen +4, Search +2, Spot +4
Feats: Skill Focus (Craft [selected skill])
Environment: A lawful-aligned plane
Organization: Team (2–4) or crew (7–18)
Challenge Rating: 1/2
Treasure: None
Alignment: lawful evil
Advancement: 2–3 HD (Medium)
Level Adjustment:

A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety.

While workers cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, however, they can communicate just fine—although their intelligence still limits the concepts that they can grasp.

A worker is about 3 feet long and about 2-1/2 feet high at the front. It weighs about 60 pounds. Its hands are suitable only for manual labor.

Hive Mind (Ex): All formians are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No formian in a group is considered flanked unless all of them are.

Formian workers fight only to defend their hive-cities, using their mandibled bite.

A formian worker’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Cure Serious Wounds (Sp): Eight workers together can heal a creature’s wounds as though using the cure serious wounds spell (caster level 7th). This is a full-round action for all eight workers.

Make Whole (Sp): Three workers together can repair an object as though using the make whole spell (caster level 7th). This is a fullround action for all three workers.

II: FIENDISH PSEUDODRAGON[edit]

Size/Type: Tiny Dragon
Hit Dice: 2d12+10 (23 hp 34 hp)
Initiative: +2
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple: +2/–6
Attack: Sting +4 melee (1d3+2 plus poison)
Full Attack: Sting +4 melee (1d3+2 plus poison) and bite +2 melee (3)
Space/Reach: 2-1/2 ft./0 ft. (5 ft. with tail)
Special Attacks: Poison, Smite Good
Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft., Resistance to Cold and Fire 5
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 10, Dex 15, Con 17, Int 10, Wis 12, Cha 10
Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)
Feats: Alertness, Weapon Finesse
Environment: Temperate forests
Organization: Solitary, pair, or clutch (3–5)
Challenge Rating: 1
Treasure: None
Alignment: neutral evil
Advancement: 3–4 HD (Tiny)
Level Adjustment: +5

A pseudodragon has a body about 1 foot long, with a 2-foot tail. It weights about 7 pounds.

A pseudodragon can communicate telepathically and can also vocalize animal noises.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

Blindsense (Ex): A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.

Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.

Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.

III: FIENDISH BLINK DOG[edit]

Size/Type: Medium Magical Beast, (Extraplanar)
Hit Dice: 4d10+16 (38 hp 56 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+6
Attack: Bite +6 melee (1d6+4)
Full Attack: Bite +6 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Good
Special Qualities: Blink, darkvision 60 ft., dimension door, low-light vision, scent, Resistance to cold and fire 5, Spell Resistance 9, Damage Reduction 5/magic
Saves: Fort +6, Ref +7, Will +6
Abilities: Str 14, Dex 17, Con 14, Int 10, Wis 13, Cha 11
Skills: Hide +3, Listen +5, Sense Motive +3, Spot +5, Survival +4
Feats: Iron Will, Run, TrackB
Environment: Temperate plains
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 3
Treasure: None
Alignment: lawful evil
Advancement: 5–7 HD (Medium); 8–12 HD (Large)
Level Adjustment: +4 (cohort)

The blink dog is an intelligent canine that has a limited teleportation ability.

Blink dogs have their own language, a mixture of barks, yaps, whines, and growls that can transmit complex information. Fiendish Blink Dogs speak Infernal as well.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Blink (Su): A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.

Dimension Door (Su): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.

IV: FIENDISH FORMIAN WARRIOR[edit]

Formian Warrior
Size/Type: Medium Outsider (Lawful, Extraplanar)
Hit Dice: 4d8+24 (42 hp 56 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +4/+9
Attack: Sting +9 melee (2d4+7 plus poison)
Full Attack: Sting +9 melee (2d4+7 plus poison) and 2 claws +7 melee (1d6+5) and bite +7 melee (1d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Smite Good
Special Qualities: Hive mind, immunity to poison, petrification, and cold, resistance to electricity 10, fire 10, and sonic 10, spell resistance 18, Damage Reduction 5/magic
Saves: Fort +8, Ref +7, Will +7
Abilities: Str 21, Dex 16, Con 18, Int 10, Wis 12, Cha 11
Skills: Climb +12, Hide +10, Jump +16, Listen +8, Move Silently +10, (+3 following tracks), Tumble +12
Feats: Dodge, Multiattack
Environment: A lawful-aligned plane
Organization: Solitary, team (2–4), or troop (6–11)
Challenge Rating: 4
Treasure: None
Alignment: lawful Evil
Advancement: 5–8 HD (Medium); 9–12 HD (Large)
Level Adjustment:

A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety.

Warriors communicate through the hive mind to convey battle plans and make reports to their commanders. They cannot speak otherwise.

A warrior is about is about 5 feet long and about 4-1/2 feet high at the front. It weighs about 180 pounds.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Hive Mind (Ex): All formians are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No formian in a group is considered flanked unless all of them are.

Warriors are wicked combatants, using claws, bite, and a poisonous sting all at once. Through the hive mind, they attack with coordinated and extremely efficient tactics.

A fiendish formian warrior’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned and Magic aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Str. The save DC is Constitution-based.

V: FIENDISH HARPOON SPIDER[edit]

Fiendish Harpoon Spider
Size/Type: Large Aberration, (Extraplanar)
Hit Dice: 5d8+40 plus 5 (67 hp 85 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Bite +7 melee (1d8+7 plus poison) or fang +6 ranged (1d4+5 plus harpooning)
Full Attack: Bite +7 melee (1d8+7 plus poison) or 2 fangs +6 ranged (1d4+5 plus harpooning)
Space/Reach: 10 ft./5 ft.
Special Attacks: Harpooning, Poison, Smite Good
Special Qualities: Darkvision 120 ft., evasion, spines, web movement, Resistance to cold and fire 5, Spell Resistance 10, Damage Reduction 5/magic
Saves: Fort +7, Ref +5, Will +7
Abilities: Str 21, Dex 19, Con 22, Int 14, Wis 12, Cha 9
Skills: Balance +8, Climb +18, Hide +8, Jump +23, Spot +7, Tumble +11
Feats: Combat Reflexes, Improved Toughness, Improved Trip
Environment: Underground
Organization: Solitary, pair, or nest (2–5 plus 1-2 ettercaps and 2-4 Medium Monstrous Spiders)
Challenge Rating: 5
Treasure: Standard
Alignment: chaotic evil
Advancement: 6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment:


A subterranean creature, the harpoon spider is a lightning fast predator much feared by other denizens of its demesnes. Close examination reveals that a harpoon spider isn’t a true spider at all, but something far more sinister. It superficially resembles an enormous black widow, except that hundreds of razor-sharp spines cover its body. Each of its ten legs terminates in a tiny clawed hand, and its eight eyes are humanlike. It can extend either of its large mandibles on a long leathery tendril with surprising force. A harpoon spider measures around 8 feet long and weighs nearly 1,400 pounds.

Harpoon spiders are quite intelligent and can often be found nesting with ettercaps and monstrous spiders. Harpoon spiders use these creatures to bolster the defenses of their lair. They have a particularly morbid sense of humor and enjoy playing with their food while it ripens on their spines. Fiendish harpoon spiders speak Common, Undercommon and Abyssal in whispery voices.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Harpooning (Ex): As ranged attacks, a harpoon spider can fire one or two of its fangs up to 20 feet (no range increment). The spider can fire at two different targets if it chooses. A successful hit deals 1d4+1 points of damage as the harpoon hooks the flesh of the target and immediately exudes a thick, sticky glue. The spider can reel in a harpoon as a free action; treat this as a trip attack (+11 bonus) against any creature attached to the fang. Failure indicates that the harpoon rips free (and deals another 1d4+1 points of damage to the victim). Success indicates that the victim is pulled off its feet and dragged back to the spider, who can immediately make a free bite attack against the victim. A harpoon spider can only pull a creature smaller than itself in this manner. Attempts to retract a creature of its own size or larger automatically cause the fang to rip free as if the trip attack failed. The glue exuded by the spider’s fangs decomposes quickly, and at the end of the spider’s turn the fang automatically detaches.

Poison (Ex): Injury, Fortitude DC 16, initial damage 1d6 Dex, secondary damage 2d6 Dex. The save DC is Constitution-based.

Spines (Ex): Any creature striking a harpoon spider with its body or a handheld weapon must make a DC 16 Reflex save or take 1d6 points of piercing damage from the spider’s spines. (Creatures wielding reach weapons, such as long spears, are not subject to this damage.) The spines also deal an extra 1d6 points of damage on a successful grapple check (much like armor spikes). The save DC is Dexterity-based. As a full-round action, a harpoon spider can pick up a Medium or smaller helpless creature with its legs and impale the body on its spines, dealing 2d6 points of piercing damage. The spider can carry up to 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller creatures in this manner. Harpoon spiders often use this method to carry their next meals.

Web Movement (Ex): Although they cannot spin webs themselves, harpoon spiders can climb around and through webs with ease using their climb speed. They are immune to the effects of the web spell.

Skills: A harpoon spider has a +8 racial bonus on Climb checks and Jump checks, and it can always choose to take 10 on a Climb check, even if rushed or threatened.

Feats: A harpoon spider gains Improved Trip as a bonus feat, even though it does not meet the prerequisites.

VI: BELKER[edit]

Size/Type: Large Elemental (Air, Extraplanar)
Hit Dice: 7d8+35 (66 hp 91 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 50 ft. (perfect)
Armor Class: 22 (–1 size, +5 Dex, +8 natural), touch 14, flat-footed 17
Base Attack/Grapple: +5/+13
Attack: Wing +11 melee (1d6+6)
Full Attack: 2 wings +11 melee (1d6+6) and bite +6 melee (1d4+3) and 2 claws +6 melee (1d3+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Smoke claws
Special Qualities: Darkvision 60 ft., elemental traits, smoke form
Saves: Fort +5, Ref +10, Will +4
Abilities: Str 18, Dex 21, Con 17, Int 6, Wis 11, Cha 11
Skills: Listen +7, Move Silently +9, Spot +7
Feats: Alertness, Multiattack, Weapon Finesse
Environment: Elemental Plane of Air
Organization: Solitary, pair, or clutch (3–4)
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral evil
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment:

Belkers are creatures from the Plane of Air. They are composed primarily of smoke. Although undeniably evil, they are very reclusive and usually have no interest in the affairs of others. A belker’s winged shape makes it look distinctly demonic. It is about 7 feet long and weighs about 8 pounds.

Belkers speak Auran.

Smoke Claws (Ex): A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.

Smoke Form (Su): Most of the time a belker is more or less solid, but at will it can assume smoke form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. A belker in smoke form can fly at a speed of 50 feet (perfect). The ability is otherwise similar to a gaseous form spell (caster level 7th).

Skills: Belkers have a +4 racial bonus on Move Silently checks.

VII: FIENDISH CHIMERA[edit]

Size/Type: Large Magical Beast, (Extraplanar)
Hit Dice: 9d10+63 (112 hp 153 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 50 ft. (poor)
Armor Class: 19 (–1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +9/+19
Attack: Bite +14 melee (2d6+8)
Full Attack: Bite +14 melee (2d6+8) and bite +14 melee (1d8+8) and gore +14 melee (1d8+8) and 2 claws +12 melee (1d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, Smite Good
Special Qualities: Darkvision 60 ft., low-light vision, scent, Resistance to cold and fire 10, Spell Resistance 14, Damage Reduction 5/magic
Saves: Fort +11, Ref +7, Will +8
Abilities: Str 23, Dex 13, Con 21, Int 4, Wis 13, Cha 10
Skills: Hide +1*, Listen +9, Spot +9
Feats: Alertness, Hover, Iron Will, Multiattack
Environment: Temperate hills
Organization: Solitary, pride (3–5), or flight (6–13)
Challenge Rating: 9
Treasure: Standard
Alignment: chaotic evil
Advancement: 10–13 HD (Large); 14–27 HD (Huge)
Level Adjustment: +4 (cohort)

A chimera is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. A chimera’s dragon head might be black, blue, green, red, or white.

Chimeras can speak Draconic but seldom bother to do so, except when they risk dying to more powerful creatures.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Breath Weapon (Su): A chimera’s breath weapon depends on the color of its dragon head, as summarized on the table below. Regardless of its type, a chimera’s breath weapon is usable once every 1d4 rounds, deals 3d8 points of damage, and allows a DC 17 Reflex save for half damage. The save DC is Constitution-based.

To determine a chimera’s head color and breath weapon randomly, roll 1d10 and consult the table below.

1d10 Head Color Breath Weapon
1–2 Black 40-foot line of acid
3–4 Blue 40-foot line of lightning
5–6 Green 20-foot cone of gas (acid)
7–8 Red 20-foot cone of fire
9–10 White 20-foot cone of cold

Skills: A chimera’s three heads give it a +2 racial bonus on Spot and Listen checks.

  • In areas of scrubland or brush, a chimera gains a +4 racial bonus on Hide checks.

Carrying Capacity: A light load for a chimera is up to 348 pounds; a medium load, 349–699 pounds, and a heavy load, 700–1,050 pounds.

VIII: FIENDISH BEHIR[edit]

Size/Type: Huge Magical Beast (Extraplanar)
Hit Dice: 9d10+81 (130 hp 171 hp)
Initiative: +1
Speed: 40 ft. (8 squares), climb 15 ft.
Armor Class: 20 (–2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple: +9/+27
Attack: Bite +17 melee (2d4+16)
Full Attack: Bite +17 melee (2d4+16)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, constrict 2d8+10, improved grab, rake 1d4+7, swallow whole, Smite Good
Special Qualities: Can’t be tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent, Resistance to cold and fire 10, Spell Resistance 14, Damage Reduction 5/magic
Saves: Fort +13, Ref +7, Will +7
Abilities: Str 30, Dex 13, Con 25, Int 7, Wis 14, Cha 12
Skills: Climb +18, Hide +5, Listen +4, Spot +4, Survival +2
Feats: Alertness, Cleave, Power Attack, Track
Environment: Warm hills
Organization: Solitary or pair
Challenge Rating: 10
Treasure: Standard
Alignment: Neutral Evil
Advancement: 10–13 HD (Huge); 14–27 HD (Gargantuan)
Level Adjustment:

The behir is a serpentine monster that can slither like a snake or use its dozen legs to move with considerable speed. A behir is about 40 feet long and weighs about 4,000 pounds. It can fold its limbs close to its long, narrow body and slither in snake fashion if it desires. The coloration of behirs ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous but are actually used for preening the creature’s scales, not for fighting.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Breath Weapon (Su): 20-foot line, once every 10 rounds, damage 7d6 electricity, Reflex DC 19 half. The save DC is Constitution-based.

Constrict (Ex): A behir deals 2d8+10 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well.

Improved Grab (Ex): To use this ability, a behir must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round.

Rake (Ex): Six claws, attack bonus +17 melee, damage 1d4+7.

Swallow Whole (Ex): A behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.

A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent.

A swallowed creature takes 2d8+10 points of bludgeoning damage and 8 points of acid damage per round from the behir’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A behir’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: Behirs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

IX: FIENDISH JUVENILE CHROMATIC DRAGON[edit]

Fiendish Juvenile White Dragon[edit]

Size/Type: Medium Dragon (Cold, Extraplanar)
Hit Dice: 12d12+72 (150 hp 216 hp)
Initiative: +0
Speed: 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Armor Class: 21 (+11 natural), touch 10, flat-footed 21
Base Attack/Grapple: +12/+17
Attack: Bite +17 melee (1d8+7)
Full Attack: Bite +18 melee (1d8+7) and 2 claws +12 melee (1d6+4) and 2 wings +12 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath Weapon 4d6 (18), Fog Cloud, Smite Good
Special Qualities: Icewalking, Immunity to Cold, Vulnerability to Fire, Immunity to Sleep, Immunity to Paralysis, Darkvision 120 ft., Keen Senses, Blindsense, Spell Resistance 17, Damage Reduction 10/magic
Saves: Fort +12, Ref +8, Will +10
Abilities: Str 21, Dex 10, Con 19, Int 8, Wis 11, Cha 8
Skills: Swim +20, Search +15, Listen +15, Spot +15, Hide +15, Move Silently +15, Intimidate +8, Sense Motive +7
Feats: Weapon Focus (Bite), Wingover, Flyby Attack, Hover, Power Attack
Environment: Cold Mountains
Organization: solitary or clutch (2–5)
Challenge Rating: 8
Treasure: Triple Standard
Alignment: Chaotic Evil
Advancement: juvenile 13–14 HD; young adult 16–17 HD; adult 19–20 HD; mature adult 22–23 HD; old 25–26 HD; very old 28–29 HD; ancient 31–32 HD; wyrm 34–35 HD; great wyrm 37+ HD
Level Adjustment:


The scales of a wyrmling white dragon glisten like mirrors. As the dragon ages, the sheen disappears, and by very old age, scales of pale blue and light gray are mixed in with the white.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Breath Weapon (Su): A white dragon has one type of breath weapon, a cone of cold.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Other Spell-Like Abilities: 3/day, a Juvenile white dragon can create a fog cloud effect.

Skills: Hide, Move Silently, and Swim are considered class skills for white dragons. Listen, Search, Spot, Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device are considered class skills for all dragons.

Fiendish Juvenile Black Dragon[edit]

Size/Type: Medium Dragon (Water, Extraplanar)
Hit Dice: 13d12+78 (162 hp 234 hp)
Initiative: +0
Speed: 60 ft., fly 150 ft. (poor), swim 60 ft
Armor Class: 22 (+12 natural), touch 10, flat-footed 22
Base Attack/Grapple: +13/+21
Attack: Bite +21 melee (1d8+7)
Full Attack: Bite +21 melee (1d8+7) and 2 claws +16 melee (1d6+4) and 2 wings +16 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath Weapon 8d4 (18), Darkness, Smite Good
Special Qualities: Immunity to Acid, Immunity to Sleep, Immunity to Paralysis, Water Breathing, Darkvision 120 ft., Keen Senses, Blindsense, Resistance to cold and fire 10, Spell Resistance 18, Damage Reduction 10/magic
Saves: Fort +12, Ref +8, Will +10
Abilities: Str 21, Dex 10, Con 19, Int 10, Wis 11, Cha 10
Skills: Swim +21, Search +16, Listen +16, Spot +16, Hide +16, Move Silently +16, Intimidate +8, Sense Motive +8
Feats: Snatch, Blind Fight, Flyby Attack, Hover, Power Attack
Environment: Warm Marshes
Organization: solitary or clutch (2–5)
Challenge Rating: 9
Treasure: Triple Standard
Alignment: Chaotic Evil
Advancement: juvenile 14–15 HD; young adult 17–18 HD; adult 20–21 HD; mature adult 23–24 HD; old 26–27 HD; very old 29–30 HD; ancient 32–33 HD; wyrm 35–36 HD; great wyrm 38+ HD
Level Adjustment:


Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.

Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.

Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Other Spell-Like Abilities: 3/day, a Juvenile Black dragon can create a darkness effect in a range of 40 ft.

Skills: Hide, Move Silently, and Swim are considered class skills for black dragons. Listen, Search, Spot, Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device are considered class skills for all dragons.

Fiendish Juvenile Green Dragon[edit]

Size/Type: Large Dragon (Air, Extraplanar)
Hit Dice: 14d12+98 (189 hp 266 hp)
Initiative: +0
Speed: 40 ft., fly 150 ft. (poor), swim 40 ft
Armor Class: 22 (-1 size, +13 natural), touch 9, flat-footed 22
Base Attack/Grapple: +14/+24
Attack: Bite +19 melee (2d6+8)
Full Attack: Bite +19 melee (2d6+8) and 2 claws +14 melee (1d8+5) and 2 wings +14 melee (1d6+5)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Tail Slap, Breath Weapon 8d6 (20), Smite Good
Special Qualities: Immunity to Acid, Immunity to Sleep, Immunity to Paralysis, Water Breathing, Darkvision 120 ft., Keen Senses, Blindsense, Resistance to cold and fire 10, Spell Resistance 19, Damage Reduction 10/magic
Saves: Fort +14, Ref +9, Will +13
Abilities: Str 23, Dex 10, Con 21, Int 14, Wis 15, Cha 14
Skills: Bluff +19, Search +19, Listen +19, Spot +19, Intimidate +19, Sense Motive +19, Hide +17, Move Silently +17
Feats: Snatch, Wingover, Flyby Attack, Hover, Power Attack
Environment: Temperate forests
Organization: solitary or clutch (2–5)
Challenge Rating: 10
Treasure: Triple Standard
Alignment: Lawful Evil
Advancement: juvenile 15–16 HD; young adult 18–19 HD; adult 21–22 HD; mature adult 24–25 HD; old 27–28 HD; very old 30–31 HD; ancient 33–34 HD; wyrm 36–37 HD; great wyrm 39+ HD
Level Adjustment:

A wyrmling green dragon’s scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales grow larger and lighter, turning shades of forest, emerald, and olive green, which helps it blend in with its wooded surroundings.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Tail Slap: The green dragon can slap one opponent each round with its tail. A tail slap deals 1d8 damage plus 1-1/2 times the dragon’s Strength bonus (round down) and is treated as a secondary attack.

Breath Weapon (Su): A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.

Water Breathing (Ex): A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills: Bluff, Hide, and Move Silently are considered class skills for green dragons. Listen, Search, Spot, Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device are considered class skills for all dragons.

Fiendish Juvenile Blue Dragon[edit]

Size/Type: Large Dragon (Earth, Extraplanar)
Hit Dice: 15d12+105 (202 hp 285 hp)
Initiative: +0
Speed: 40 ft., burrow 20 ft., fly 150 ft. (poor)
Armor Class: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +15/+25
Attack: Bite +20 melee (1d8+8)
Full Attack: Bite +20 melee (1d8+8) and 2 claws +15 melee (1d6+5) and 2 wings +15 melee (1d4+5)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Tail Slap, Breath Weapon 8d8 (20), Create/Destroy Water, Smite Good
Special Qualities: Immunity to Electricity, Immunity to Sleep, Immunity to Paralysis, Darkvision 120 ft., Keen Senses, Blindsense, Resistance to cold and fire 10, Spell Resistance 20, Damage Reduction 10/magic
Saves: Fort +14, Ref +9, Will +13
Abilities: Str 23, Dex 10, Con 21, Int 14, Wis 15, Cha 14
Skills: Bluff +20, Search +20, Listen +20, Spot +20, Spellcraft +20, Intimidate +20, Sense Motive +20, Hide +18
Feats: Snatch, Wingover, Flyby Attack, Hover, Power Attack, Improved Sunder
Environment: Temperate deserts
Organization: solitary or clutch (2–5)
Challenge Rating: 10
Treasure: Triple Standard
Alignment: Lawful Evil
Advancement: juvenile 16–17 HD; young adult 19–20 HD; adult 22–23 HD; mature adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38 HD; great wyrm 40+ HD
Level Adjustment:


A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by blowing desert sands. The size of its scales increases little as the dragon ages, although they do become thicker and harder. Its hide tends to hum and crackle faintly with built-up static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and sand. Their vibrant color makes blue dragons easy to spot in barren desert surroundings. However, they often burrow into the sand so only part of their heads are exposed.

Blue dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and use this coloration to their advantage.

Blue dragons lair in vast underground caverns, where they also store their treasure. Although they collect anything that looks valuable, they are most fond of gems—especially sapphires.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Tail Slap: The blue dragon can slap one opponent each round with its tail. A tail slap deals 1d8 damage plus 1-1/2 times the dragon’s Strength bonus (round down) and is treated as a secondary attack.

Breath Weapon (Su): A blue dragon has one type of breath weapon, a line of lightning.

Create/Destroy Water (Sp): A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s Hit Dice) or be ruined. This ability is the equivalent of a 1st-level spell.

Sound Imitation (Ex): A juvenile blue dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon’s Hit Dice) to detect the ruse.

Skills: Bluff, Hide, and Spellcraft are considered class skills for blue dragons. Listen, Search, Spot, Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device are considered class skills for all dragons.

Fiendish Juvenile Red Dragon[edit]

Size/Type: Large Dragon (Fire, Extraplanar)
Hit Dice: 16d12+128 (232 hp 320 hp)
Initiative: +0
Speed: 40 ft., fly 150 ft. (poor
Armor Class: 24 (-1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: +16/+31
Attack: Bite +26 melee (1d8+13)
Full Attack: Bite +26 melee (1d8+13) and 2 claws +22 melee (1d6+7) and 2 wings +22 melee (1d4+7)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Tail Slap, Breath Weapon 8d10 (22), Locate Object, Smite Good
Special Qualities: Immunity to Fire, Vulnerability to Cold, Immunity to Sleep, Immunity to Paralysis, Darkvision 120 ft., Keen Senses, Blindsense, Spell Resistance 21, Damage Reduction 10/magic
Saves: Fort +16, Ref +10, Will +14
Abilities: Str 33, Dex 10, Con 23, Int 14, Wis 15, Cha 14
Skills: Jump +30, Bluff +21, Search +21, Listen +21, Spot +21, Appraise +21, Intimidate +21, Sense Motive +21
Feats: Weapon Focus (Claw), Snatch, Wingover, Flyby Attack, Hover, Power Attack
Environment: Warm Mountains
Organization: solitary or clutch (2–5)
Challenge Rating: 12
Treasure: Triple Standard
Alignment: Chaotic Evil
Advancement: 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:


The small scales of a wyrmling red dragon are a bright glossy scarlet, making the dragon easily spotted by predators and hunters, so it stays underground and does not venture outside until it is more able to take care of itself. Toward the end of young age, the scales turn a deeper red, and the glossy texture is replaced by a smooth, dull finish. As the dragon grows older, the scales become large, thick, and as strong as metal. The neck frill and wings are an ash blue or purple-gray toward the edges, becoming darker with age. The pupils of a red dragon fade as it ages; the oldest red dragons have eyes that resemble molten lava orbs.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Tail Slap: The blue dragon can slap one opponent each round with its tail. A tail slap deals 1d8 damage plus 1-1/2 times the dragon’s Strength bonus (round down) and is treated as a secondary attack.

Breath Weapon (Su): A red dragon has one type of breath weapon, a cone of fire.

Locate Object (Sp): A juvenile red dragon can use this ability as the spell of the same name, once per day per age category.

Skills: Appraise, Bluff, and Jump are considered class skills for red dragons. Listen, Search, Spot, Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device are considered class skills for all dragons.

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