Dragonnes speak Draconic.
If opponents attempt to charge or encircle it, the dragonne simply takes to the air and finds a more defensible position. Dragonnes prefer not to fight in the air, since they are very slow and maneuver poorly compared to most other flying creatures.
Roar (Su): A dragonne can loose a terrifying roar every 1d4 rounds. All creatures (except dragonnes) within 120 feet must succeed at a Will save (DC 15) or be weakened with fear, losing half their current Strength scores for 2d6 rounds. Those within 30 feet become deafened for 2d6 rounds: Creatures with 8 or fewer HD get no saving throw, but others can negate the effect with a successful Fortitude save (DC 15). Deafened creatures cannot be affected again by the dragonne's roar.
Skills: Dragonnes receive a +2 racial bonus to Listen and Spot checks.
Dragon turtles speak Aquan, Draconic, and Common.
Breath Weapon (Su): Cloud of superheated steam 20 feet high, 25 feet wide, and 50 feet long, every 1d4 rounds; damage 20d6, Reflex half DC 21; effective both on the surface and underwater.
Snatch (Ex): A dragon turtle that hits with a bite attack attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold on a creature three or more sizes smaller, it seizes the creature with its mouth and automatically deals bite damage each round. If it does not move and takes no other action in combat, it deals double bite damage to the snatched creature. A snatched creature gets no saving throw against the dragon turtle's breath weapon. The dragon turtle can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 60 feet and takes 6d6 points of damage.
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: *Dragon turtles receive a +8 racial bonus to Hide checks when submerged.
Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x30 feet long, every 1d4 rounds; damage 2d4, Reflex half DC 13; effective both on the surface and underwater.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All black dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 100 feet.
Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x40 feet long, every 1d4 rounds; damage 4d4, Reflex half DC 14; effective both on the surface and underwater.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All black dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 60 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 200 feet.
Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x60 feet long, every 1d4 rounds; damage 6d4, Reflex half DC 17; effective both on the surface and underwater.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All black dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 90 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 300 feet.
Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x60 feet long, every 1d4 rounds; damage 8d4, Reflex half DC 18; effective both on the surface and underwater.
Spell-Like Abilities: 3/day-darkness (radius 40 feet). These abilities are as the spells cast by a sorcerer of level 4 (save DC 10 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All black dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 120 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 400 feet.
Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x80 feet long, every 1d4 rounds; damage 10d4, Reflex half DC 22; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 16 Hit Dice (except for other dragons) within 150 feet of the dragon must succeed at a Will save (DC 19) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 1, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-darkness (radius 50 feet). These abilities are as the spells cast by a sorcerer of level 5 (save DC 11 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All black dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 150 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 500 feet.
Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x80 feet long, every 1d4 rounds; damage 12d4, Reflex half DC 23; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 19 Hit Dice (except for other dragons) within 180 feet of the dragon must succeed at a Will save (DC 20) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 3, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-darkness (radius 60 feet), 1/day-corrupt water (see below). These abilities are as the spells cast by a sorcerer of level 6 (save DC 11 + spell level).
Corrupt Water (Sp): Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed at a Will save (DC 20) or become fouled.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All black dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 180 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 600 feet.
Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x100 feet long, every 1d4 rounds; damage 14d4, Reflex half DC 26; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 22 Hit Dice (except for other dragons) within 210 feet of the dragon must succeed at a Will save (DC 23) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 5, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-darkness (radius 60 feet), 1/day-corrupt water (see below). These abilities are as the spells cast by a sorcerer of level 7 (save DC 11 + spell level).
Corrupt Water (Sp): Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed at a Will save (DC 23) or become fouled.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All black dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 210 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 700 feet.
Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x100 feet long, every 1d4 rounds; damage 16d4, Reflex half DC 27; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 25 Hit Dice (except for other dragons) within 240 feet of the dragon must succeed at a Will save (DC 24) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 7, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-darkness (radius 60 feet), 1/day-corrupt water (see below) and plant growth. These abilities are as the spells cast by a sorcerer of level 8 (save DC 12 + spell level).
Corrupt Water (Sp): Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed at a Will save (DC 24) or become fouled.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All black dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 240 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 800 feet.
Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x100 feet long, every 1d4 rounds; damage 18d4, Reflex half DC 30; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 28 Hit Dice (except for other dragons) within 270 feet of the dragon must succeed at a Will save (DC 27) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 9, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-darkness (radius 60 feet), 1/day-corrupt water (see below) and plant growth. These abilities are as the spells cast by a sorcerer of level 9 (save DC 13 + spell level).
Corrupt Water (Sp): Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed at a Will save (DC 27) or become fouled.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All black dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 270 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 900 feet.
Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x100 feet long, every 1d4 rounds; damage 20d4, Reflex half DC 31; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 31 Hit Dice (except for other dragons) within 300 feet of the dragon must succeed at a Will save (DC 28) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 11, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-darkness (radius 100 feet) and insect plague; 1/day-plant growth. These abilities are as the spells cast by a sorcerer of level 11 (save DC 13 + spell level).
Corrupt Water (Sp): Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed at a Will save (DC 28) or become fouled.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All black dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 300 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1000 feet.
Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x120 feet long, every 1d4 rounds; damage 22d4, Reflex half DC 34; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 34 Hit Dice (except for other dragons) within 330 feet of the dragon must succeed at a Will save (DC 31) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 13, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-darkness (radius 110 feet) and insect plague; 1/day-plant growth. These abilities are as the spells cast by a sorcerer of level 13 (save DC 14 + spell level).
Corrupt Water (Sp): Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed at a Will save (DC 31) or become fouled.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All black dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 330 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1100 feet.
Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x120 feet long, every 1d4 rounds; damage 24d4, Reflex half DC 36; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 37 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 33) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 15, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-darkness (radius 120 feet), charm reptiles (see below), and insect plague; 1/day-plant growth. These abilities are as the spells cast by a sorcerer of level 15 (save DC 15 + spell level).
Corrupt Water (Sp): Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed at a Will save (DC 33) or become fouled.
Charm Reptiles (Sp): The dragon can use this ability three times per day. It operates as a mass charm spell (as cast by a sorcerer of level 15) that works only on reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All black dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 360 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1200 feet.
Breath Weapon (Su): Line of lightning 5 feet high, 5 feet wide, and 5x5x40 feet long, every 1d4 rounds; damage 2d8, Reflex half DC 14; effective both on the surface and underwater.
Create/Destroy Water (Sp): The dragon can use this ability three times per day. It works like the create water spell (as by a sorcerer of level 1), 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 at a Will save (DC 13) or be ruined.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All blue dragons are also immune to electricity.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 100 feet.
Breath Weapon (Su): Line of lightning 5 feet high, 5 feet wide, and 5x5x60 feet long, every 1d4 rounds; damage 4d8, Reflex half DC 16; effective both on the surface and underwater.
Create/Destroy Water (Sp): The dragon can use this ability three times per day. It works like the create water spell (as by a 2 level sorcerer), 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 at a Will save (DC 14) or be ruined.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All blue dragons are also immune to electricity.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 60 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 200 feet.
Breath Weapon (Su): Line of lightning 5 feet high, 5 feet wide, and 5x5x60 feet long, every 1d4 rounds; damage 6d8, Reflex half DC 18; effective both on the surface and underwater.
Create/Destroy Water (Sp): The dragon can use this ability three times per day. It works like the create water spell (as by a 3 level sorcerer), 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 at a Will save (DC 17) or be ruined.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All blue dragons are also immune to electricity.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 90 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 300 feet.
Breath Weapon (Su): Line of lightning 5 feet high, 5 feet wide, and 5x5x80 feet long, every 1d4 rounds; damage 8d8, Reflex half DC 20; effective both on the surface and underwater.
Spells: Knows and casts arcane spells as a sorcerer of level 1, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.
Create/Destroy Water (Sp): The dragon can use this ability three times per day. It works like the create water spell (as by a 4 level sorcerer), 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 at a Will save (DC 19) or be ruined.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All blue dragons are also immune to electricity.
Sound Imitation (Ex): The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC 19) to detect the ruse.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 120 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 400 feet.
Breath Weapon (Su): Line of lightning 5 feet high, 5 feet wide, and 5x5x80 feet long, every 1d4 rounds; damage 10d8, Reflex half DC 23; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 18 Hit Dice (except for other dragons) within 150 feet of the dragon must succeed at a Will save (DC 21) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 3, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.
Create/Destroy Water (Sp): The dragon can use this ability three times per day. It works like the create water spell (as by a 5 level sorcerer), 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 at a Will save (DC 21) or be ruined.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All blue dragons are also immune to electricity.
Sound Imitation (Ex): The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC 21) to detect the ruse.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 150 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 500 feet.
Breath Weapon (Su): Line of lightning 5 feet high, 5 feet wide, and 5x5x100 feet long, every 1d4 rounds; damage 12d8, Reflex half DC 25; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 21 Hit Dice (except for other dragons) within 180 feet of the dragon must succeed at a Will save (DC 23) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 5, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.
Spell-Like Abilities: 3/day-ventriloquism. These abilities are as the spells cast by a 6 level sorcerer (save DC 13 + spell level).
Create/Destroy Water (Sp): The dragon can use this ability three times per day. It works like the create water spell (as by a 6 level sorcerer), 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 at a Will save (DC 23) or be ruined.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All blue dragons are also immune to electricity.
Sound Imitation (Ex): The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC 23) to detect the ruse.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 180 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 600 feet.
Breath Weapon (Su): Line of lightning 5 feet high, 5 feet wide, and 5x5x100 feet long, every 1d4 rounds; damage 14d8, Reflex half DC 27; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 24 Hit Dice (except for other dragons) within 210 feet of the dragon must succeed at a Will save (DC 25) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 7, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.
Spell-Like Abilities: 3/day-ventriloquism. These abilities are as the spells cast by a 7 level sorcerer (save DC 13 + spell level).
Create/Destroy Water (Sp): The dragon can use this ability three times per day. It works like the create water spell (as by a 7 level sorcerer), 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 at a Will save (DC 25) or be ruined.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All blue dragons are also immune to electricity.
Sound Imitation (Ex): The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC 25) to detect the ruse.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 210 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 700 feet.
Breath Weapon (Su): Line of lightning 5 feet high, 5 feet wide, and 5x5x100 feet long, every 1d4 rounds; damage 16d8, Reflex half DC 29; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 27 Hit Dice (except for other dragons) within 240 feet of the dragon must succeed at a Will save (DC 27) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 9, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.
Spell-Like Abilities: 3/day-ventriloquism; 1/day-hallucinatory terrain. These abilities are as the spells cast by a 9 level sorcerer (save DC 14 + spell level).
Create/Destroy Water (Sp): The dragon can use this ability three times per day. It works like the create water spell (as by a 9 level sorcerer), 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 at a Will save (DC 27) or be ruined.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All blue dragons are also immune to electricity.
Sound Imitation (Ex): The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC 27) to detect the ruse.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 240 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 800 feet.
Breath Weapon (Su): Line of lightning 5 feet high, 5 feet wide, and 5x5x100 feet long, every 1d4 rounds; damage 18d8, Reflex half DC 31; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 30 Hit Dice (except for other dragons) within 270 feet of the dragon must succeed at a Will save (DC 29) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 11, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.
Spell-Like Abilities: 3/day-ventriloquism; 1/day-hallucinatory terrain. These abilities are as the spells cast by a 11 level sorcerer (save DC 14 + spell level).
Create/Destroy Water (Sp): The dragon can use this ability three times per day. It works like the create water spell (as by a 11 level sorcerer), 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 at a Will save (DC 29) or be ruined.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All blue dragons are also immune to electricity.
Sound Imitation (Ex): The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC 29) to detect the ruse.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 270 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 900 feet.
Breath Weapon (Su): Line of lightning 5 feet high, 5 feet wide, and 5x5x120 feet long, every 1d4 rounds; damage 20d8, Reflex half DC 33; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 33 Hit Dice (except for other dragons) within 300 feet of the dragon must succeed at a Will save (DC 31) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 13, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.
Spell-Like Abilities: 3/day-ventriloquism; 1/day-hallucinatory terrain and veil. These abilities are as the spells cast by a 13 level sorcerer (save DC 15 + spell level).
Create/Destroy Water (Sp): The dragon can use this ability three times per day. It works like the create water spell (as by a 13 level sorcerer), 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 at a Will save (DC 31) or be ruined.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All blue dragons are also immune to electricity.
Sound Imitation (Ex): The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC 31) to detect the ruse.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 300 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1000 feet.
Breath Weapon (Su): Line of lightning 5 feet high, 5 feet wide, and 5x5x120 feet long, every 1d4 rounds; damage 22d8, Reflex half DC 36; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 36 Hit Dice (except for other dragons) within 330 feet of the dragon must succeed at a Will save (DC 33) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 15, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.
Spell-Like Abilities: 3/day-ventriloquism; 1/day-hallucinatory terrain and veil. These abilities are as the spells cast by a 15 level sorcerer (save DC 15 + spell level).
Create/Destroy Water (Sp): The dragon can use this ability three times per day. It works like the create water spell (as by a 15 level sorcerer), 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 at a Will save (DC 33) or be ruined.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All blue dragons are also immune to electricity.
Sound Imitation (Ex): The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC 33) to detect the ruse.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 330 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1100 feet.
Breath Weapon (Su): Line of lightning 5 feet high, 5 feet wide, and 5x5x120 feet long, every 1d4 rounds; damage 24d8, Reflex half DC 37; effective both on the surface and underwater.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 39 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 35) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 17, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.
Spell-Like Abilities: 3/day-ventriloquism; 1/day-hallucinatory terrain, veil, and mirage arcana. These abilities are as the spells cast by a 17 level sorcerer (save DC 16 + spell level).
Create/Destroy Water (Sp): The dragon can use this ability three times per day. It works like the create water spell (as by a 17 level sorcerer), 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 at a Will save (DC 35) or be ruined.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All blue dragons are also immune to electricity.
Sound Imitation (Ex): The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC 35) to detect the ruse.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 360 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1200 feet.
Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet wide, and 5x5x30 feet long or a cone of sleep gas 15x15x15 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 1d6, Reflex half DC 13; cone damage Will save (DC 13) or sleep for 1d6+1 rounds.
Spell-Like Abilities: At will-speak with animals. These abilities are as the spells cast by a 1 level sorcerer (save DC 10 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All brass dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 100 feet.
Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet wide, and 5x5x40 feet long or a cone of sleep gas 20x20x20 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 2d6, Reflex half DC 14; cone damage Will save (DC 14) or sleep for 1d6+2 rounds.
Spell-Like Abilities: At will-speak with animals. These abilities are as the spells cast by a 2 level sorcerer (save DC 10 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All brass dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 60 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 200 feet.
Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet wide, and 5x5x60 feet long or a cone of sleep gas 30x30x30 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 3d6, Reflex half DC 17; cone damage Will save (DC 17) or sleep for 1d6+3 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 1, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.
Spell-Like Abilities: At will-speak with animals. These abilities are as the spells cast by a 3 level sorcerer (save DC 11 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All brass dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 90 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 300 feet.
Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet wide, and 5x5x60 feet long or a cone of sleep gas 30x30x30 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 4d6, Reflex half DC 18; cone damage Will save (DC 18) or sleep for 1d6+4 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 3, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.
Spell-Like Abilities: At will-speak with animals; 3/day-endure elements (radius 40 ft.). These abilities are as the spells cast by a 4 level sorcerer (save DC 11 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All brass dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 120 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 400 feet.
Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet wide, and 5x5x80 feet long or a cone of sleep gas 40x40x40 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 5d6, Reflex half DC 21; cone damage Will save (DC 21) or sleep for 1d6+5 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 16 Hit Dice (except for other dragons) within 150 feet of the dragon must succeed at a Will save (DC 20) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 5, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.
Spell-Like Abilities: At will-speak with animals; 3/day- endure elements (radius 50 ft.). These abilities are as the spells cast by a 5 level sorcerer (save DC 12 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All brass dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 150 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 500 feet.
Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet wide, and 5x5x80 feet long or a cone of sleep gas 40x40x40 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 6d6, Reflex half DC 23; cone damage Will save (DC 23) or sleep for 1d6+6 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 19 Hit Dice (except for other dragons) within 180 feet of the dragon must succeed at a Will save (DC 21) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 7, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.
Spell-Like Abilities: At will-speak with animals; 3/day- endure elements (radius 60 ft.); 1/day-suggestion. These abilities are as the spells cast by a 7 level sorcerer (save DC 12 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All brass dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 180 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 600 feet.
Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet wide, and 5x5x100 feet long or a cone of sleep gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 7d6, Reflex half DC 26; cone damage Will save (DC 26) or sleep for 1d6+7 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 22 Hit Dice (except for other dragons) within 210 feet of the dragon must succeed at a Will save (DC 24) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 9, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.
Spell-Like Abilities: At will-speak with animals; 3/day- endure elements (radius 70 ft.); 1/day-suggestion. These abilities are as the spells cast by a 9 level sorcerer (save DC 13 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All brass dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 210 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 700 feet.
Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet wide, and 5x5x100 feet long or a cone of sleep gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 8d6, Reflex half DC 27; cone damage Will save (DC 27) or sleep for 1d6+8 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 25 Hit Dice (except for other dragons) within 240 feet of the dragon must succeed at a Will save (DC 25) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 11, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.
Spell-Like Abilities: At will-speak with animals; 3/day- endure elements (radius 80 ft.); 1/day-suggestion and control winds. These abilities are as the spells cast by a 11 level sorcerer (save DC 13 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All brass dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 240 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 800 feet.
Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet wide, and 5x5x100 feet long or a cone of sleep gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 9d6, Reflex half DC 30; cone damage Will save (DC 30) or sleep for 1d6+9 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 28 Hit Dice (except for other dragons) within 270 feet of the dragon must succeed at a Will save (DC 28) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 13, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.
Spell-Like Abilities: At will-speak with animals; 3/day- endure elements (radius 90 ft.); 1/day-suggestion and control winds. These abilities are as the spells cast by a 13 level sorcerer (save DC 14 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All brass dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 270 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 900 feet.
Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet wide, and 5x5x100 feet long or a cone of sleep gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 10d6, Reflex half DC 31; cone damage Will save (DC 31) or sleep for 1d6+10 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 31 Hit Dice (except for other dragons) within 300 feet of the dragon must succeed at a Will save (DC 29) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 15, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.
Spell-Like Abilities: At will-speak with animals; 3/day-endure elements (radius 100 ft.); 1/day-suggestion, control winds, and control weather. These abilities are as the spells cast by a 15 level sorcerer (save DC 14 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All brass dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 300 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1000 feet.
Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet wide, and 5x5x120 feet long or a cone of sleep gas 60x60x60 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 11d6, Reflex half DC 34; cone damage Will save (DC 34) or sleep for 1d6+11 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 34 Hit Dice (except for other dragons) within 330 feet of the dragon must succeed at a Will save (DC 32) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 17, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.
Spell-Like Abilities: At will-speak with animals; 3/day-endure elements (radius 110 ft.); 1/day-suggestion, control winds, and control weather. These abilities are as the spells cast by a 17 level sorcerer (save DC 15 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All brass dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 330 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1100 feet.
Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet wide, and 5x5x120 feet long or a cone of sleep gas 60x60x60 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 12d6, Reflex half DC 36; cone damage Will save (DC 36) or sleep for 1d6+12 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 37 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 33) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 19, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.
Spell-Like Abilities: At will-speak with animals; 3/day-endure elements (radius 120 ft.); 1/day-suggestion, control winds, and control weather. These abilities are as the spells cast by a 19 level sorcerer (save DC 15 + spell level).
Summon Djinni (Sp): This ability works like a summon monster spell cast by a 19 level sorcerer, except that it summons one djinni.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All brass dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 360 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1200 feet.
Breath Weapon (Su): Either a line of lightning 5 feet high, 5 feet wide, and 5x5x40 feet long or a cone of repulsion gas 20x20x20 feet long. It cannot use either breath weapon until 1d4 rounds later. Lightning damage 2d6, Reflex half DC 14; gas damage Will save (DC 14) or be compelled to do nothing but move away from the dragon for 1d6+1 rounds. This is a mind-influencing compulsion enchantment.
Spell-Like Abilities: At will - speak with animals. These abilities are as the spells cast by a 1 level sorcerer (save DC 12 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All bronze dragons are also immune to electricity.
Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 100 feet.
Breath Weapon (Su): Either a line of lightning 5 feet high, 5 feet wide, and 5x5x60 feet long or a cone of repulsion gas 30x30x30 feet long. It cannot use either breath weapon until 1d4 rounds later. Lightning damage 4d6, Reflex half DC 16; gas damage Will save (DC 16) or be compelled to do nothing but move away from the dragon for 1d6+2 rounds. This is a mind-influencing compulsion enchantment.
Spell-Like Abilities: At will - speak with animals. These abilities are as the spells cast by a 2 level sorcerer (save DC 12 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All bronze dragons are also immune to electricity.
Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 60 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 200 feet.
Breath Weapon (Su): Either a line of lightning 5 feet high, 5 feet wide, and 5x5x60 feet long or a cone of repulsion gas 30x30x30 feet long. It cannot use either breath weapon until 1d4 rounds later. Lightning damage 6d6, Reflex half DC 18; gas damage Will save (DC 18) or be compelled to do nothing but move away from the dragon for 1d6+3 rounds. This is a mind-influencing compulsion enchantment.
Spells: Knows and casts arcane spells as a sorcerer of level 1, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
Spell-Like Abilities: At will - speak with animals; 3/day-polymorph self. A bronze dragon's polymorph self ability works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 3 level sorcerer (save DC 13 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All bronze dragons are also immune to electricity.
Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 90 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 300 feet.
Breath Weapon (Su): Either a line of lightning 5 feet high, 5 feet wide, and 5x5x80 feet long or a cone of repulsion gas 40x40x40 feet long. It cannot use either breath weapon until 1d4 rounds later. Lightning damage 8d6, Reflex half DC 20; gas damage Will save (DC 20) or be compelled to do nothing but move away from the dragon for 1d6+4 rounds. This is a mind-influencing compulsion enchantment.
Spells: Knows and casts arcane spells as a sorcerer of level 3, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
Spell-Like Abilities: At will - speak with animals; 3/day-polymorph self. A bronze dragon's polymorph self ability works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 4 level sorcerer (save DC 14 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All bronze dragons are also immune to electricity.
Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 120 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 400 feet.
Breath Weapon (Su): Either a line of lightning 5 feet high, 5 feet wide, and 5x5x80 feet long or a cone of repulsion gas 40x40x40 feet long. It cannot use either breath weapon until 1d4 rounds later. Lightning damage 10d6, Reflex half DC 23; gas damage Will save (DC 23) or be compelled to do nothing but move away from the dragon for 1d6+5 rounds. This is a mind-influencing compulsion enchantment.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 18 Hit Dice (except for other dragons) within 150 feet of the dragon must succeed at a Will save (DC 23) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 5, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
Spell-Like Abilities: At will - speak with animals; 3/day-polymorph self. A bronze dragon's polymorph self ability works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 5 level sorcerer (save DC 14 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All bronze dragons are also immune to electricity.
Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 150 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 500 feet.
Breath Weapon (Su): Either a line of lightning 5 feet high, 5 feet wide, and 5x5x100 feet long or a cone of repulsion gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Lightning damage 12d6, Reflex half DC 25; gas damage Will save (DC 25) or be compelled to do nothing but move away from the dragon for 1d6+6 rounds. This is a mind-influencing compulsion enchantment.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 21 Hit Dice (except for other dragons) within 180 feet of the dragon must succeed at a Will save (DC 25) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 7, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
Spell-Like Abilities: At will - speak with animals; 3/day-create food and water, polymorph self, fog cloud. A bronze dragon's polymorph self ability works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 7 level sorcerer (save DC 15 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All bronze dragons are also immune to electricity.
Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 180 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 600 feet.
Breath Weapon (Su): Either a line of lightning 5 feet high, 5 feet wide, and 5x5x100 feet long or a cone of repulsion gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Lightning damage 14d6, Reflex half DC 27; gas damage Will save (DC 27) or be compelled to do nothing but move away from the dragon for 1d6+7 rounds. This is a mind-influencing compulsion enchantment.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 24 Hit Dice (except for other dragons) within 210 feet of the dragon must succeed at a Will save (DC 27) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 9, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
Spell-Like Abilities: At will - speak with animals; 3/day-create food and water, polymorph self, fog cloud. A bronze dragon's polymorph self ability works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 9 level sorcerer (save DC 15 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All bronze dragons are also immune to electricity.
Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 210 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 700 feet.
Breath Weapon (Su): Either a line of lightning 5 feet high, 5 feet wide, and 5x5x100 feet long or a cone of repulsion gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Lightning damage 16d6, Reflex half DC 29; gas damage Will save (DC 29) or be compelled to do nothing but move away from the dragon for 1d6+8 rounds. This is a mind-influencing compulsion enchantment.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 27 Hit Dice (except for other dragons) within 240 feet of the dragon must succeed at a Will save (DC 29) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 11, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
Spell-Like Abilities: At will - speak with animals; 3/day-create food and water, polymorph self, fog cloud, detect thoughts. A bronze dragon's polymorph self ability works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 11 level sorcerer (save DC 16 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All bronze dragons are also immune to electricity.
Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 240 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 800 feet.
Breath Weapon (Su): Either a line of lightning 5 feet high, 5 feet wide, and 5x5x100 feet long or a cone of repulsion gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Lightning damage 18d6, Reflex half DC 31; gas damage Will save (DC 31) or be compelled to do nothing but move away from the dragon for 1d6+9 rounds. This is a mind-influencing compulsion enchantment.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 30 Hit Dice (except for other dragons) within 270 feet of the dragon must succeed at a Will save (DC 31) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 13, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
Spell-Like Abilities: At will - speak with animals; 3/day-create food and water, polymorph self, fog cloud, detect thoughts. A bronze dragon's polymorph self ability works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 13 level sorcerer (save DC 16 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All bronze dragons are also immune to electricity.
Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 270 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 900 feet.
Breath Weapon (Su): Either a line of lightning 5 feet high, 5 feet wide, and 5x5x120 feet long or a cone of repulsion gas 60x60x60 feet long. It cannot use either breath weapon until 1d4 rounds later. Lightning damage 20d6, Reflex half DC 33; gas damage Will save (DC 33) or be compelled to do nothing but move away from the dragon for 1d6+10 rounds. This is a mind-influencing compulsion enchantment.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 33 Hit Dice (except for other dragons) within 300 feet of the dragon must succeed at a Will save (DC 33) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 15, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
Spell-Like Abilities: At will - speak with animals; 3/day-create food and water, polymorph self, fog cloud, detect thoughts, control water. A bronze dragon's polymorph self ability works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 15 level sorcerer (save DC 17 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All bronze dragons are also immune to electricity.
Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 300 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1000 feet.
Breath Weapon (Su): Either a line of lightning 5 feet high, 5 feet wide, and 5x5x120 feet long or a cone of repulsion gas 60x60x60 feet long. It cannot use either breath weapon until 1d4 rounds later. Lightning damage 22d6, Reflex half DC 36; gas damage Will save (DC 36) or be compelled to do nothing but move away from the dragon for 1d6+11 rounds. This is a mind-influencing compulsion enchantment.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 36 Hit Dice (except for other dragons) within 330 feet of the dragon must succeed at a Will save (DC 36) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 17, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
Spell-Like Abilities: At will - speak with animals; 3/day-create food and water, polymorph self, fog cloud, detect thoughts, control water. A bronze dragon's polymorph self ability works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 17 level sorcerer (save DC 18 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All bronze dragons are also immune to electricity.
Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 330 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1100 feet.
Breath Weapon (Su): Either a line of lightning 5 feet high, 5 feet wide, and 5x5x120 feet long or a cone of repulsion gas 60x60x60 feet long. It cannot use either breath weapon until 1d4 rounds later. Lightning damage 24d6, Reflex half DC 37; gas damage Will save (DC 37) or be compelled to do nothing but move away from the dragon for 1d6+12 rounds. This is a mind-influencing compulsion enchantment.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 39 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 37) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 19, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
Spell-Like Abilities: At will - speak with animals; 3/day-create food and water, polymorph self, fog cloud, detect thoughts, control water; 1/day-control weather. A bronze dragon's polymorph self ability works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 19 level sorcerer (save DC 18 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All bronze dragons are also immune to electricity.
Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 360 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1200 feet.
Breath Weapon (Su): Either a line of acid 5 feet high, 5 feet wide, and 5x5x30 feet long or a cone of slow gas 15x15x15 feet long. It cannot use either breath weapon until 1d4 rounds later. Acid damage 2d4, Reflex half DC 13; gas damage Fortitude save (DC 13) or be slowed for 1d6+1 rounds.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All copper dragons are also immune to acid.
Spider Climb (Ex): The dragon can climb on stone surfaces as though using the spider climb spell cast by a 1 level sorcerer.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 100 feet.
Breath Weapon (Su): Either a line of acid 5 feet high, 5 feet wide, and 5x5x40 feet long or a cone of slow gas 20x20x20 feet long. It cannot use either breath weapon until 1d4 rounds later. Acid damage 4d4, Reflex half DC 15; gas damage Fortitude save (DC 15) or be slowed for 1d6+2 rounds.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All copper dragons are also immune to acid.
Spider Climb (Ex): The dragon can climb on stone surfaces as though using the spider climb spell cast by a 2 level sorcerer.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 60 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 200 feet.
Breath Weapon (Su): Either a line of acid 5 feet high, 5 feet wide, and 5x5x60 feet long or a cone of slow gas 30x30x30 feet long. It cannot use either breath weapon until 1d4 rounds later. Acid damage 6d4, Reflex half DC 17; gas damage Fortitude save (DC 17) or be slowed for 1d6+3 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 1, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All copper dragons are also immune to acid.
Spider Climb (Ex): The dragon can climb on stone surfaces as though using the spider climb spell cast by a 3 level sorcerer.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 90 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 300 feet.
Breath Weapon (Su): Either a line of acid 5 feet high, 5 feet wide, and 5x5x60 feet long or a cone of slow gas 30x30x30 feet long. It cannot use either breath weapon until 1d4 rounds later. Acid damage 8d4, Reflex half DC 19; gas damage Fortitude save (DC 19) or be slowed for 1d6+4 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 3, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All copper dragons are also immune to acid.
Spider Climb (Ex): The dragon can climb on stone surfaces as though using the spider climb spell cast by a 4 level sorcerer.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 120 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 400 feet.
Breath Weapon (Su): Either a line of acid 5 feet high, 5 feet wide, and 5x5x80 feet long or a cone of slow gas 40x40x40 feet long. It cannot use either breath weapon until 1d4 rounds later. Acid damage 10d4, Reflex half DC 21; gas damage Fortitude save (DC 21) or be slowed for 1d6+5 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 17 Hit Dice (except for other dragons) within 150 feet of the dragon must succeed at a Will save (DC 21) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 5, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All copper dragons are also immune to acid.
Spider Climb (Ex): The dragon can climb on stone surfaces as though using the spider climb spell cast by a 5 level sorcerer.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 150 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 500 feet.
Breath Weapon (Su): Either a line of acid 5 feet high, 5 feet wide, and 5x5x80 feet long or a cone of slow gas 40x40x40 feet long. It cannot use either breath weapon until 1d4 rounds later. Acid damage 12d4, Reflex half DC 24; gas damage Fortitude save (DC 24) or be slowed for 1d6+6 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 20 Hit Dice (except for other dragons) within 180 feet of the dragon must succeed at a Will save (DC 23) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 7, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
Spell-Like Abilities: 2/day-stone shape. These abilities are as the spells cast by a 7 level sorcerer (save DC 13 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All copper dragons are also immune to acid.
Spider Climb (Ex): The dragon can climb on stone surfaces as though using the spider climb spell cast by a 7 level sorcerer.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 180 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 600 feet.
Breath Weapon (Su): Either a line of acid 5 feet high, 5 feet wide, and 5x5x100 feet long or a cone of slow gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Acid damage 14d4, Reflex half DC 27; gas damage Fortitude save (DC 27) or be slowed for 1d6+7 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 23 Hit Dice (except for other dragons) within 210 feet of the dragon must succeed at a Will save (DC 25) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 9, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
Spell-Like Abilities: 2/day-stone shape. These abilities are as the spells cast by a 9 level sorcerer (save DC 14 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All copper dragons are also immune to acid.
Spider Climb (Ex): The dragon can climb on stone surfaces as though using the spider climb spell cast by a 9 level sorcerer.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 210 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 700 feet.
Breath Weapon (Su): Either a line of acid 5 feet high, 5 feet wide, and 5x5x100 feet long or a cone of slow gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Acid damage 16d4, Reflex half DC 28; gas damage Fortitude save (DC 28) or be slowed for 1d6+8 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 26 Hit Dice (except for other dragons) within 240 feet of the dragon must succeed at a Will save (DC 27) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 11, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
Spell-Like Abilities: 2/day-stone shape; 1/day-transmute rock to mud or mud to rock. These abilities are as the spells cast by a 11 level sorcerer (save DC 14 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All copper dragons are also immune to acid.
Spider Climb (Ex): The dragon can climb on stone surfaces as though using the spider climb spell cast by a 11 level sorcerer.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 240 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 800 feet.
Breath Weapon (Su): Either a line of acid 5 feet high, 5 feet wide, and 5x5x100 feet long or a cone of slow gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Acid damage 18d4, Reflex half DC 30; gas damage Fortitude save (DC 30) or be slowed for 1d6+9 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 29 Hit Dice (except for other dragons) within 270 feet of the dragon must succeed at a Will save (DC 29) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 13, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
Spell-Like Abilities: 2/day-stone shape; 1/day-transmute rock to mud or mud to rock. These abilities are as the spells cast by a 13 level sorcerer (save DC 15 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All copper dragons are also immune to acid.
Spider Climb (Ex): The dragon can climb on stone surfaces as though using the spider climb spell cast by a 13 level sorcerer.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 270 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 900 feet.
Breath Weapon (Su): Either a line of acid 5 feet high, 5 feet wide, and 5x5x100 feet long or a cone of slow gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Acid damage 20d4, Reflex half DC 32; gas damage Fortitude save (DC 32) or be slowed for 1d6+10 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 32 Hit Dice (except for other dragons) within 300 feet of the dragon must succeed at a Will save (DC 31) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 15, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
Spell-Like Abilities: 2/day-stone shape; 1/day-transmute rock to mud or mud to rock, wall of stone. These abilities are as the spells cast by a 15 level sorcerer (save DC 15 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All copper dragons are also immune to acid.
Spider Climb (Ex): The dragon can climb on stone surfaces as though using the spider climb spell cast by a 15 level sorcerer.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 300 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1000 feet.
Breath Weapon (Su): Either a line of acid 5 feet high, 5 feet wide, and 5x5x120 feet long or a cone of slow gas 60x60x60 feet long. It cannot use either breath weapon until 1d4 rounds later. Acid damage 22d4, Reflex half DC 34; gas damage Fortitude save (DC 34) or be slowed for 1d6+11 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 35 Hit Dice (except for other dragons) within 330 feet of the dragon must succeed at a Will save (DC 33) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 17, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
Spell-Like Abilities: 2/day-stone shape; 1/day-transmute rock to mud or mud to rock, wall of stone. These abilities are as the spells cast by a 17 level sorcerer (save DC 16 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All copper dragons are also immune to acid.
Spider Climb (Ex): The dragon can climb on stone surfaces as though using the spider climb spell cast by a 17 level sorcerer.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 330 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1100 feet.
Breath Weapon (Su): Either a line of acid 5 feet high, 5 feet wide, and 5x5x120 feet long or a cone of slow gas 60x60x60 feet long. It cannot use either breath weapon until 1d4 rounds later. Acid damage 24d4, Reflex half DC 37; gas damage Fortitude save (DC 37) or be slowed for 1d6+12 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 38 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 35) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 19, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
Spell-Like Abilities: 2/day-stone shape; 1/day-transmute rock to mud or mud to rock, wall of stone, and move earth. These abilities are as the spells cast by a 19 level sorcerer (save DC 16 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All copper dragons are also immune to acid.
Spider Climb (Ex): The dragon can climb on stone surfaces as though using the spider climb spell cast by a 19 level sorcerer.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 360 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1200 feet.
Breath Weapon (Su): Either a cone of fire 30x30x30 feet long or a cone of weakening gas 30x30x30 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 2d10, Reflex half DC 16; gas damage Fortitude save (DC 16) or take 1 points of temporary Strength damage.
Spell-Like Abilities: 3/day-polymorph self. A gold dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 1 level sorcerer (save DC 12 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All gold dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 100 feet.
Breath Weapon (Su): Either a cone of fire 40x40x40 feet long or a cone of weakening gas 40x40x40 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 4d10, Reflex half DC 18; gas damage Fortitude save (DC 18) or take 2 points of temporary Strength damage.
Spell-Like Abilities: 3/day-polymorph self. A gold dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 2 level sorcerer (save DC 13 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All gold dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 60 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 200 feet.
Breath Weapon (Su): Either a cone of fire 40x40x40 feet long or a cone of weakening gas 40x40x40 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 6d10, Reflex half DC 20; gas damage Fortitude save (DC 20) or take 3 points of temporary Strength damage.
Spells: Knows and casts arcane spells as a sorcerer of level 1, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Law, Luck, and Good domains domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self. A gold dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 3 level sorcerer (save DC 13 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All gold dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 90 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 300 feet.
Breath Weapon (Su): Either a cone of fire 40x40x40 feet long or a cone of weakening gas 40x40x40 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 8d10, Reflex half DC 22; gas damage Fortitude save (DC 22) or take 4 points of temporary Strength damage.
Spells: Knows and casts arcane spells as a sorcerer of level 3, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Law, Luck, and Good domains domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self and bless. A gold dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 4 level sorcerer (save DC 14 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All gold dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 120 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 400 feet.
Breath Weapon (Su): Either a cone of fire 50x50x50 feet long or a cone of weakening gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 10d10, Reflex half DC 25; gas damage Fortitude save (DC 25) or take 5 points of temporary Strength damage.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 20 Hit Dice (except for other dragons) within 150 feet of the dragon must succeed at a Will save (DC 24) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 5, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Law, Luck, and Good domains domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self and bless. A gold dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 5 level sorcerer (save DC 14 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All gold dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 150 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 500 feet.
Breath Weapon (Su): Either a cone of fire 50x50x50 feet long or a cone of weakening gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 12d10, Reflex half DC 26; gas damage Fortitude save (DC 26) or take 6 points of temporary Strength damage.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 23 Hit Dice (except for other dragons) within 180 feet of the dragon must succeed at a Will save (DC 26) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 7, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Law, Luck, and Good domains domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self and bless. A gold dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 7 level sorcerer (save DC 15 + spell level).
Luck Bonus (Sp): Once per day the dragon can touch one gem, usually embedded in the dragon's hide, and enchant it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 60-foot radius dragon receives a +1 luck bonus to all saving throws and similar dice rolls, as for a stone of good luck. If the dragon gives a gem to another creature, only that bearer gets the bonus. The enchantment lasts 1d3+18 hours plus but ends if the gem is destroyed.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All gold dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 180 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 600 feet.
Breath Weapon (Su): Either a cone of fire 50x50x50 feet long or a cone of weakening gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 14d10, Reflex half DC 29; gas damage Fortitude save (DC 29) or take 7 points of temporary Strength damage.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 26 Hit Dice (except for other dragons) within 210 feet of the dragon must succeed at a Will save (DC 28) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 9, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Law, Luck, and Good domains domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self and bless; A gold dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 9 level sorcerer (save DC 15 + spell level).
Luck Bonus (Sp): Once per day the dragon can touch one gem, usually embedded in the dragon's hide, and enchant it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 70-foot radius dragon receives a +1 luck bonus to all saving throws and similar dice rolls, as for a stone of good luck. If the dragon gives a gem to another creature, only that bearer gets the bonus. The enchantment lasts 1d3+21 hours plus but ends if the gem is destroyed.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All gold dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 210 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 700 feet.
Breath Weapon (Su): Either a cone of fire 60x60x60 feet long or a cone of weakening gas 60x60x60 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 16d10, Reflex half DC 31; gas damage Fortitude save (DC 31) or take 8 points of temporary Strength damage.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 29 Hit Dice (except for other dragons) within 240 feet of the dragon must succeed at a Will save (DC 31) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 11, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Law, Luck, and Good domains domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self and bless; 1/day-geas/quest. A gold dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 11 level sorcerer (save DC 17 + spell level).
Luck Bonus (Sp): Once per day the dragon can touch one gem, usually embedded in the dragon's hide, and enchant it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 80-foot radius dragon receives a +1 luck bonus to all saving throws and similar dice rolls, as for a stone of good luck. If the dragon gives a gem to another creature, only that bearer gets the bonus. The enchantment lasts 1d3+24 hours plus but ends if the gem is destroyed.
Detect Gems (Sp): The dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All gold dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 240 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 800 feet.
Breath Weapon (Su): Either a cone of fire 60x60x60 feet long or a cone of weakening gas 60x60x60 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 18d10, Reflex half DC 34; gas damage Fortitude save (DC 34) or take 9 points of temporary Strength damage.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 32 Hit Dice (except for other dragons) within 270 feet of the dragon must succeed at a Will save (DC 34) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 13, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Law, Luck, and Good domains domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self and bless; 1/day-geas/quest. A gold dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 13 level sorcerer (save DC 18 + spell level).
Luck Bonus (Sp): Once per day the dragon can touch one gem, usually embedded in the dragon's hide, and enchant it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 90-foot radius dragon receives a +1 luck bonus to all saving throws and similar dice rolls, as for a stone of good luck. If the dragon gives a gem to another creature, only that bearer gets the bonus. The enchantment lasts 1d3+27 hours plus but ends if the gem is destroyed.
Detect Gems (Sp): The dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All gold dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 270 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 900 feet.
Breath Weapon (Su): Either a cone of fire 60x60x60 feet long or a cone of weakening gas 60x60x60 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 20d10, Reflex half DC 36; gas damage Fortitude save (DC 36) or take 10 points of temporary Strength damage.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 35 Hit Dice (except for other dragons) within 300 feet of the dragon must succeed at a Will save (DC 36) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 15, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Law, Luck, and Good domains domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self and bless; 1/day-geas/quest and sunburst. A gold dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 15 level sorcerer (save DC 19 + spell level).
Luck Bonus (Sp): Once per day the dragon can touch one gem, usually embedded in the dragon's hide, and enchant it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 100-foot radius dragon receives a +1 luck bonus to all saving throws and similar dice rolls, as for a stone of good luck. If the dragon gives a gem to another creature, only that bearer gets the bonus. The enchantment lasts 1d3+30 hours plus but ends if the gem is destroyed.
Detect Gems (Sp): The dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All gold dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 300 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1000 feet.
Breath Weapon (Su): Either a cone of fire 70x70x70 feet long or a cone of weakening gas 70x70x70 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 22d10, Reflex half DC 39; gas damage Fortitude save (DC 39) or take 11 points of temporary Strength damage.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 38 Hit Dice (except for other dragons) within 330 feet of the dragon must succeed at a Will save (DC 39) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 17, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Law, Luck, and Good domains domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self and bless; 1/day-geas/quest and sunburst. A gold dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 17 level sorcerer (save DC 20 + spell level).
Luck Bonus (Sp): Once per day the dragon can touch one gem, usually embedded in the dragon's hide, and enchant it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 110-foot radius dragon receives a +1 luck bonus to all saving throws and similar dice rolls, as for a stone of good luck. If the dragon gives a gem to another creature, only that bearer gets the bonus. The enchantment lasts 1d3+33 hours plus but ends if the gem is destroyed.
Detect Gems (Sp): The dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All gold dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 330 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1100 feet.
Breath Weapon (Su): Either a cone of fire 70x70x70 feet long or a cone of weakening gas 70x70x70 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 24d10, Reflex half DC 41; gas damage Fortitude save (DC 41) or take 12 points of temporary Strength damage.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 41 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 41) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 19, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Law, Luck, and Good domains domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self and bless; 1/day-geas/quest, sunburst, and foresight. A gold dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 19 level sorcerer (save DC 21 + spell level).
Luck Bonus (Sp): Once per day the dragon can touch one gem, usually embedded in the dragon's hide, and enchant it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 120-foot radius dragon receives a +1 luck bonus to all saving throws and similar dice rolls, as for a stone of good luck. If the dragon gives a gem to another creature, only that bearer gets the bonus. The enchantment lasts 1d3+36 hours plus but ends if the gem is destroyed.
Detect Gems (Sp): The dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All gold dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 360 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1200 feet.
Breath Weapon (Su): A cone of corrosive (acid) gas 20x20x20 feet long, every 1d4 rounds; damage 2d6, Reflex half DC 13.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All green dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 100 feet.
Breath Weapon (Su): A cone of corrosive (acid) gas 30x30x30 feet long, every 1d4 rounds; damage 4d6, Reflex half DC 16.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All green dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 60 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 200 feet.
Breath Weapon (Su): A cone of corrosive (acid) gas 30x30x30 feet long, every 1d4 rounds; damage 6d6, Reflex half DC 17.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All green dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 90 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 300 feet.
Breath Weapon (Su): A cone of corrosive (acid) gas 40x40x40 feet long, every 1d4 rounds; damage 8d6, Reflex half DC 20.
Spells: Knows and casts arcane spells as a sorcerer of level 1, gaining bonus spells for a high Charisma score.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All green dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 120 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 400 feet.
Breath Weapon (Su): A cone of corrosive (acid) gas 40x40x40 feet long, every 1d4 rounds; damage 10d6, Reflex half DC 22.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 17 Hit Dice (except for other dragons) within 150 feet of the dragon must succeed at a Will save (DC 20) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 3, gaining bonus spells for a high Charisma score.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All green dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 150 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 500 feet.
Breath Weapon (Su): A cone of corrosive (acid) gas 50x50x50 feet long, every 1d4 rounds; damage 12d6, Reflex half DC 25.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 20 Hit Dice (except for other dragons) within 180 feet of the dragon must succeed at a Will save (DC 23) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 5, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-suggestion. These abilities are as the spells cast by a 6 level sorcerer (save DC 13 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All green dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 180 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 600 feet.
Breath Weapon (Su): A cone of corrosive (acid) gas 50x50x50 feet long, every 1d4 rounds; damage 14d6, Reflex half DC 26.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 23 Hit Dice (except for other dragons) within 210 feet of the dragon must succeed at a Will save (DC 24) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 7, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-suggestion. These abilities are as the spells cast by a 7 level sorcerer (save DC 13 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All green dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 210 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 700 feet.
Breath Weapon (Su): A cone of corrosive (acid) gas 50x50x50 feet long, every 1d4 rounds; damage 16d6, Reflex half DC 29.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 26 Hit Dice (except for other dragons) within 240 feet of the dragon must succeed at a Will save (DC 27) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 9, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-suggestion; 1/day-plant growth. These abilities are as the spells cast by a 9 level sorcerer (save DC 14 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All green dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 240 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 800 feet.
Breath Weapon (Su): A cone of corrosive (acid) gas 50x50x50 feet long, every 1d4 rounds; damage 18d6, Reflex half DC 30.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 29 Hit Dice (except for other dragons) within 270 feet of the dragon must succeed at a Will save (DC 28) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 11, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-suggestion; 1/day-plant growth. These abilities are as the spells cast by a 11 level sorcerer (save DC 14 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All green dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 270 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 900 feet.
Breath Weapon (Su): A cone of corrosive (acid) gas 60x60x60 feet long, every 1d4 rounds; damage 20d6, Reflex half DC 33.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 32 Hit Dice (except for other dragons) within 300 feet of the dragon must succeed at a Will save (DC 31) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 13, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-suggestion and dominate person; 1/day-plant growth. These abilities are as the spells cast by a 13 level sorcerer (save DC 15 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All green dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 300 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1000 feet.
Breath Weapon (Su): A cone of corrosive (acid) gas 60x60x60 feet long, every 1d4 rounds; damage 22d6, Reflex half DC 35.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 35 Hit Dice (except for other dragons) within 330 feet of the dragon must succeed at a Will save (DC 32) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 15, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-suggestion and dominate person; 1/day-plant growth. These abilities are as the spells cast by a 15 level sorcerer (save DC 15 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All green dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 330 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1100 feet.
Breath Weapon (Su): A cone of corrosive (acid) gas 60x60x60 feet long, every 1d4 rounds; damage 24d6, Reflex half DC 37.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 38 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 35) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 17, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-suggestion and dominate person; 1/day-plant growth and command plants. These abilities are as the spells cast by a 17 level sorcerer (save DC 16 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All green dragons are also immune to acid.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 360 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1200 feet.
Breath Weapon (Su): A cone of fire 30x30x30 feet long, every 1d4 rounds; damage 2d10, Reflex half DC 15.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All red dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 100 feet.
Breath Weapon (Su): A cone of fire 40x40x40 feet long, every 1d4 rounds; damage 4d10, Reflex half DC 18.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All red dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 60 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 200 feet.
Breath Weapon (Su): A cone of fire 40x40x40 feet long, every 1d4 rounds; damage 6d10, Reflex half DC 19.
Spells: Knows and casts arcane spells as a sorcerer of level 1, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All red dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 90 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 300 feet.
Breath Weapon (Su): A cone of fire 40x40x40 feet long, every 1d4 rounds; damage 8d10, Reflex half DC 22.
Spells: Knows and casts arcane spells as a sorcerer of level 3, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.
Spell-Like Abilities: 4/day-locate object. These abilities are as the spells cast by a 4 level sorcerer (save DC 12 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All red dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 120 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 400 feet.
Breath Weapon (Su): A cone of fire 50x50x50 feet long, every 1d4 rounds; damage 10d10, Reflex half DC 24.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 19 Hit Dice (except for other dragons) within 150 feet of the dragon must succeed at a Will save (DC 21) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 5, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.
Spell-Like Abilities: 5/day-locate object. These abilities are as the spells cast by a 5 level sorcerer (save DC 12 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All red dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 150 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 500 feet.
Breath Weapon (Su): A cone of fire 50x50x50 feet long, every 1d4 rounds; damage 12d10, Reflex half DC 25.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 22 Hit Dice (except for other dragons) within 180 feet of the dragon must succeed at a Will save (DC 24) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 7, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.
Spell-Like Abilities: 6/day-locate object. These abilities are as the spells cast by a 7 level sorcerer (save DC 13 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All red dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 180 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 600 feet.
Breath Weapon (Su): A cone of fire 50x50x50 feet long, every 1d4 rounds; damage 14d10, Reflex half DC 28.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 25 Hit Dice (except for other dragons) within 210 feet of the dragon must succeed at a Will save (DC 26) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 9, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.
Spell-Like Abilities: 7/day-locate object. These abilities are as the spells cast by a 9 level sorcerer (save DC 14 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All red dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 210 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 700 feet.
Breath Weapon (Su): A cone of fire 60x60x60 feet long, every 1d4 rounds; damage 16d10, Reflex half DC 30.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 28 Hit Dice (except for other dragons) within 240 feet of the dragon must succeed at a Will save (DC 29) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 11, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.
Spell-Like Abilities: 8/day-locate object; 3/day-suggestion. These abilities are as the spells cast by a 11 level sorcerer (save DC 15 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All red dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 240 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 800 feet.
Breath Weapon (Su): A cone of fire 60x60x60 feet long, every 1d4 rounds; damage 18d10, Reflex half DC 33.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 31 Hit Dice (except for other dragons) within 270 feet of the dragon must succeed at a Will save (DC 31) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 13, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.
Spell-Like Abilities: 9/day-locate object; 3/day-suggestion. These abilities are as the spells cast by a 13 level sorcerer (save DC 16 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All red dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 270 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 900 feet.
Breath Weapon (Su): A cone of fire 60x60x60 feet long, every 1d4 rounds; damage 20d10, Reflex half DC 35.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 34 Hit Dice (except for other dragons) within 300 feet of the dragon must succeed at a Will save (DC 34) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 15, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.
Spell-Like Abilities: 10/day-locate object; 3/day-suggestion. 1/day-eyebite. These abilities are as the spells cast by a 15 level sorcerer (save DC 17 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All red dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 300 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1000 feet.
Breath Weapon (Su): A cone of fire 60x60x60 feet long, every 1d4 rounds; damage 22d10, Reflex half DC 38.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 37 Hit Dice (except for other dragons) within 330 feet of the dragon must succeed at a Will save (DC 35) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 17, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.
Spell-Like Abilities: 11/day-locate object; 3/day-suggestion; 1/day-eyebite. These abilities are as the spells cast by a 17 level sorcerer (save DC 17 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All red dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 330 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1100 feet.
Breath Weapon (Su): A cone of fire 70x70x70 feet long, every 1d4 rounds; damage 24d10, Reflex half DC 40.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 40 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 38) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 19, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.
Spell-Like Abilities: 12/day-locate object; 3/day-suggestion; 1/day-eyebite and discern location. These abilities are as the spells cast by a 19 level sorcerer (save DC 18 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All red dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 360 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1200 feet.
Breath Weapon (Su): Either a cone of cold 20x20x20 feet long or a cone of paralyzing gas 20x20x20 feet long. It cannot use either breath weapon until 1d4 rounds later. Cold damage 2d8, Reflex half DC 14; gas damage Fortitude save (DC 14) or be paralyzed for 1d6+1 rounds.
Spell-Like Abilities: 3/day-polymorph self. A silver dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 1 level sorcerer (save DC 12 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All silver dragons are also immune to cold and acid.
Cloudwalking (Su): The dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 100 feet.
Breath Weapon (Su): Either a cone of cold 30x30x30 feet long or a cone of paralyzing gas 30x30x30 feet long. It cannot use either breath weapon until 1d4 rounds later. Cold damage 4d8, Reflex half DC 17; gas damage Fortitude save (DC 17) or be paralyzed for 1d6+2 rounds.
Spell-Like Abilities: 3/day-polymorph self. A silver dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 2 level sorcerer (save DC 12 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All silver dragons are also immune to cold and acid.
Cloudwalking (Su): The dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 60 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 200 feet.
Breath Weapon (Su): Either a cone of cold 30x30x30 feet long or a cone of paralyzing gas 30x30x30 feet long. It cannot use either breath weapon until 1d4 rounds later. Cold damage 6d8, Reflex half DC 18; gas damage Fortitude save (DC 18) or be paralyzed for 1d6+3 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 1, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self. A silver dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 3 level sorcerer (save DC 13 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All silver dragons are also immune to cold and acid.
Cloudwalking (Su): The dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 90 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 300 feet.
Breath Weapon (Su): Either a cone of cold 40x40x40 feet long or a cone of paralyzing gas 40x40x40 feet long. It cannot use either breath weapon until 1d4 rounds later. Cold damage 8d8, Reflex half DC 21; gas damage Fortitude save (DC 21) or be paralyzed for 1d6+4 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 3, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self; 2/day-feather fall. A silver dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 4 level sorcerer (save DC 14 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All silver dragons are also immune to cold and acid.
Cloudwalking (Su): The dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 120 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 400 feet.
Breath Weapon (Su): Either a cone of cold 40x40x40 feet long or a cone of paralyzing gas 40x40x40 feet long. It cannot use either breath weapon until 1d4 rounds later. Cold damage 10d8, Reflex half DC 23; gas damage Fortitude save (DC 23) or be paralyzed for 1d6+5 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 19 Hit Dice (except for other dragons) within 150 feet of the dragon must succeed at a Will save (DC 23) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 5, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self; 2/day-feather fall. A silver dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 5 level sorcerer (save DC 14 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All silver dragons are also immune to cold and acid.
Cloudwalking (Su): The dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 150 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 500 feet.
Breath Weapon (Su): Either a cone of cold 50x50x50 feet long or a cone of paralyzing gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Cold damage 12d8, Reflex half DC 26; gas damage Fortitude save (DC 26) or be paralyzed for 1d6+6 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 22 Hit Dice (except for other dragons) within 180 feet of the dragon must succeed at a Will save (DC 26) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 7, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self and fog cloud; 2/day-feather fall. A silver dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 7 level sorcerer (save DC 15 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All silver dragons are also immune to cold and acid.
Cloudwalking (Su): The dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 180 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 600 feet.
Breath Weapon (Su): Either a cone of cold 50x50x50 feet long or a cone of paralyzing gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Cold damage 14d8, Reflex half DC 27; gas damage Fortitude save (DC 27) or be paralyzed for 1d6+7 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 25 Hit Dice (except for other dragons) within 210 feet of the dragon must succeed at a Will save (DC 27) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 9, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self and fog cloud; 2/day-feather fall. A silver dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 9 level sorcerer (save DC 15 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All silver dragons are also immune to cold and acid.
Cloudwalking (Su): The dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 210 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 700 feet.
Breath Weapon (Su): Either a cone of cold 50x50x50 feet long or a cone of paralyzing gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Cold damage 16d8, Reflex half DC 30; gas damage Fortitude save (DC 30) or be paralyzed for 1d6+8 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 28 Hit Dice (except for other dragons) within 240 feet of the dragon must succeed at a Will save (DC 30) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 11, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self, fog cloud, control winds; 2/day-feather fall. A silver dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 11 level sorcerer (save DC 16 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All silver dragons are also immune to cold and acid.
Cloudwalking (Su): The dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 240 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 800 feet.
Breath Weapon (Su): Either a cone of cold 50x50x50 feet long or a cone of paralyzing gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Cold damage 18d8, Reflex half DC 31; gas damage Fortitude save (DC 31) or be paralyzed for 1d6+9 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 31 Hit Dice (except for other dragons) within 270 feet of the dragon must succeed at a Will save (DC 32) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 13, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self, fog cloud, control winds; 2/day-feather fall. A silver dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 13 level sorcerer (save DC 17 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All silver dragons are also immune to cold and acid.
Cloudwalking (Su): The dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 270 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 900 feet.
Breath Weapon (Su): Either a cone of cold 60x60x60 feet long or a cone of paralyzing gas 60x60x60 feet long. It cannot use either breath weapon until 1d4 rounds later. Cold damage 20d8, Reflex half DC 34; gas damage Fortitude save (DC 34) or be paralyzed for 1d6+10 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 34 Hit Dice (except for other dragons) within 300 feet of the dragon must succeed at a Will save (DC 35) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 15, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self, fog cloud, control winds; 2/day-feather fall; 1/day-control weather. A silver dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 15 level sorcerer (save DC 18 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All silver dragons are also immune to cold and acid.
Cloudwalking (Su): The dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 300 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1000 feet.
Breath Weapon (Su): Either a cone of cold 60x60x60 feet long or a cone of paralyzing gas 60x60x60 feet long. It cannot use either breath weapon until 1d4 rounds later. Cold damage 22d8, Reflex half DC 36; gas damage Fortitude save (DC 36) or be paralyzed for 1d6+11 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 37 Hit Dice (except for other dragons) within 330 feet of the dragon must succeed at a Will save (DC 37) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 17, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self, fog cloud, control winds; 2/day-feather fall; 1/day-control weather. A silver dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 17 level sorcerer (save DC 19 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All silver dragons are also immune to cold and acid.
Cloudwalking (Su): The dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 330 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1100 feet.
Breath Weapon (Su): Either a cone of cold 70x70x70 feet long or a cone of paralyzing gas 70x70x70 feet long. It cannot use either breath weapon until 1d4 rounds later. Cold damage 24d8, Reflex half DC 39; gas damage Fortitude save (DC 39) or be paralyzed for 1d6+12 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 40 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 40) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 19, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.
Spell-Like Abilities: 3/day-polymorph self, fog cloud, control winds; 2/day-feather fall; 1/day-control weather and reverse gravity. A silver dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 19 level sorcerer (save DC 20 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All silver dragons are also immune to cold and acid.
Cloudwalking (Su): The dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 360 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1200 feet.
Breath Weapon (Su): A cone of cold 15x15x15 feet long, every 1d4 rounds; damage 1d6, Reflex half DC 12.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Icewalking (Ex): This ability works like the spider climb spell cast by a 1 level sorcerer, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 100 feet.
Breath Weapon (Su): A cone of cold 20x20x20 feet long, every 1d4 rounds; damage 2d6, Reflex half DC 14.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Icewalking (Ex): This ability works like the spider climb spell cast by a 2 level sorcerer, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 60 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 200 feet.
Breath Weapon (Su): A cone of cold 30x30x30 feet long, every 1d4 rounds; damage 3d6, Reflex half DC 16.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Icewalking (Ex): This ability works like the spider climb spell cast by a 3 level sorcerer, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 90 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 300 feet.
Breath Weapon (Su): A cone of cold 30x30x30 feet long, every 1d4 rounds; damage 4d6, Reflex half DC 18.
Spell-Like Abilities: 3/day-fog cloud. These abilities are as the spells cast by a 4 level sorcerer (save DC 9 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Icewalking (Ex): This ability works like the spider climb spell cast by a 4 level sorcerer, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 120 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 400 feet.
Breath Weapon (Su): A cone of cold 40x40x40 feet long, every 1d4 rounds; damage 5d6, Reflex half DC 20.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 15 Hit Dice (except for other dragons) within 150 feet of the dragon must succeed at a Will save (DC 16) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spell-Like Abilities: 3/day-fog cloud. These abilities are as the spells cast by a 5 level sorcerer (save DC 9 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Icewalking (Ex): This ability works like the spider climb spell cast by a 5 level sorcerer, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 150 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 500 feet.
Breath Weapon (Su): A cone of cold 40x40x40 feet long, every 1d4 rounds; damage 6d6, Reflex half DC 23.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 18 Hit Dice (except for other dragons) within 180 feet of the dragon must succeed at a Will save (DC 19) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 1, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-gust of wind and fog cloud. These abilities are as the spells cast by a 6 level sorcerer (save DC 10 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Icewalking (Ex): This ability works like the spider climb spell cast by a 6 level sorcerer, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 180 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 600 feet.
Breath Weapon (Su): A cone of cold 50x50x50 feet long, every 1d4 rounds; damage 7d6, Reflex half DC 25.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 21 Hit Dice (except for other dragons) within 210 feet of the dragon must succeed at a Will save (DC 21) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 3, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-gust of wind and fog cloud. These abilities are as the spells cast by a 7 level sorcerer (save DC 11 + spell level).
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Icewalking (Ex): This ability works like the spider climb spell cast by a 7 level sorcerer, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 210 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 700 feet.
Breath Weapon (Su): A cone of cold 50x50x50 feet long, every 1d4 rounds; damage 8d6, Reflex half DC 27.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 24 Hit Dice (except for other dragons) within 240 feet of the dragon must succeed at a Will save (DC 23) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 5, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-gust of wind and fog cloud. These abilities are as the spells cast by a 8 level sorcerer (save DC 11 + spell level).
Freezing Fog (Sp): The dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Icewalking (Ex): This ability works like the spider climb spell cast by a 8 level sorcerer, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 240 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 800 feet.
Breath Weapon (Su): A cone of cold 50x50x50 feet long, every 1d4 rounds; damage 9d6, Reflex half DC 29.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 27 Hit Dice (except for other dragons) within 270 feet of the dragon must succeed at a Will save (DC 25) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 7, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-gust of wind and fog cloud. These abilities are as the spells cast by a 9 level sorcerer (save DC 12 + spell level).
Freezing Fog (Sp): The dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Icewalking (Ex): This ability works like the spider climb spell cast by a 9 level sorcerer, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 270 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 900 feet.
Breath Weapon (Su): A cone of cold 50x50x50 feet long, every 1d4 rounds; damage 10d6, Reflex half DC 31.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 30 Hit Dice (except for other dragons) within 300 feet of the dragon must succeed at a Will save (DC 27) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 9, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-gust of wind, fog cloud, and wall of ice. These abilities are as the spells cast by a 10 level sorcerer (save DC 12 + spell level).
Freezing Fog (Sp): The dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Icewalking (Ex): This ability works like the spider climb spell cast by a 10 level sorcerer, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 300 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1000 feet.
Breath Weapon (Su): A cone of cold 60x60x60 feet long, every 1d4 rounds; damage 11d6, Reflex half DC 33.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 33 Hit Dice (except for other dragons) within 330 feet of the dragon must succeed at a Will save (DC 29) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 11, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-gust of wind, fog cloud, and wall of ice. These abilities are as the spells cast by a 11 level sorcerer (save DC 13 + spell level).
Freezing Fog (Sp): The dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Icewalking (Ex): This ability works like the spider climb spell cast by a 11 level sorcerer, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 330 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1100 feet.
Breath Weapon (Su): A cone of cold 60x60x60 feet long, every 1d4 rounds; damage 12d6, Reflex half DC 36.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 36 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 32) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level 13, gaining bonus spells for a high Charisma score.
Spell-Like Abilities: 3/day-gust of wind, fog cloud, wall of ice; 1/day-control weather. These abilities are as the spells cast by a 13 level sorcerer (save DC 14 + spell level).
Freezing Fog (Sp): The dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Icewalking (Ex): This ability works like the spider climb spell cast by a 13 level sorcerer, but the surfaces the dragon climbs must be icy. It is always in effect.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 360 feet.
Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1200 feet.