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.
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