Scales the color of black armor this ferocious wyrmling dragon while crowned with large curved pointy horns.
Black Dragon, Wyrmling (CR 6)
XP 2,400
NE or N Small Dragon (Shadow)
Init +7; Senses Dragon senses, see in darkness; Perception +10
DEFENSE
AC 19, touch 14, flat-footed 16 (+3 dex, +5 natural, +1 size)
hp 63 (7d12+7)
mp 21
Fort +8, Ref +8, Will +6
Immune Shadow, Paralysis, Sleep
Weakness Holy
OFFENSE
Speed 60 ft., fly 150 ft. (average)
Melee Bite +10 (1d6+4), 2 Claws +10 (1d4+3)
Special Attacks Black Waves, Breath Weapon (40-ft. line, 2d10 shadow damage, Reflex DC 14 half, usable every 1d4 rounds)
Special Abilities Terror Touch
Spells Known (FC CL 7th, Concentration +10)
At will – bleed, dark orb, detect magic, message, read magic
1st (DC 14) – bone armor, dark, fear
2nd (DC 15) – dark II, death armor, death knell
STATISTICS
Str 16, Dex 16, Con 12, Int 11, Wis 12, Cha 16
Base Atk +7; CMB +10; CMD 24 (28 vs. trip)
Feats Combat Casting, Improved Initiative, Lightning Reflexes, Power Attack
Skills Fly +15, Knowledge (arcana) +10, Perception +10, Spellcraft +10, Stealth +25, Survival +11; Racial Modifiers +8 Stealth
Languages Draconic
SPECIAL ABILITIES
Black Waves (Su)
Once every 1d2 round as a standard action, a black dragon spreads dark waves from herself. All creatures within a 30 ft.-radius must make a Reflex save (DC 16) for half damage or take 3d6+12 points of shadow damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).
See in Darkness (Su)
A black dragon can see perfectly in darkness of any kind, including that created by the blacklight spell.
Terror Touch (Su)
As a standard action, a black dragon reaches out with terror towards an opponent within 35 feet. The affected creature becomes frightened. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. If the subject succeeds on a Will save (DC 16), it is shaken for 1 round. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17).