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.
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