HD:d12
{TABLE]
Level |
BAB |
Fort |
Ref |
Will |
Feature
1 | +1 | +2|+0 |+2 |Black Dragon body, Arcane blood
2| +2| +3|+0 |+3 | Keen senses, Acid Breath
3| +3| +3|+1| +3| Blindsense 60 feets, Con+2
4| +4| +4| +1|+4 | Wings, Home Conversion, +1 Str
5| +5| +4| +1| +4| Create/destroy water,
6| +6| +5|+2 |+5 | Darkness, +1 Str.
7| +7| +5| +2| +5| Caustic Arcana, +1 Cha, +1 Con
8| +8| +6| +2| +5| Tail slap, Growth
9| +9| +6|+3 |+6| Plant Growth, +1 Cha
10| +10| +7|+3 |+7 | Insect Plague, +1 Str, +1 Con
11| +11| +7| +3|+7 | Arcane Skin, Acidic Nightmare, +1 Cha
12| +12| +8| +4|+8 | Iron Scales, +1 Str, +1 Con
13| +13| +8| +4| +8| Grim Withering, Twisted Mind (WIS Damage), +1 Cha
14| +14| +9| +4| +9| Frightful presence, Crush.
15| +15| +9| +5| +9| One with the Depths, +1 Cha
16| +16| +10| +5| +10| Growth, Caustic Lord of Water, +1 Con, + 1 Str
17| +17| +10| +5|+10 | Drenched in Acid, + 1 Cha
18| +18| +11|+6 |+11 | Vicious Withering, Twisted Mind(WIS Drain), +1 Con
19| +19| +11| +6| +11| Acid Rain, The Acid Shall Not be Refused, +1 Str
20| +20| +12| +6| +12| Kaizer of the Murky Depths, +2 Con
[/TABLE]
4 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, Climb, Jump, Spot, Listen, Appraise, Bluff, Hide, Move Silently, Intimidate, Knowledge(any), Spellcraft, Swim.
Proficiencies: A Black Dragon isn't proficient with any armor or weapons, besides his own natural weapons.
Features:
Black dragon Body: The Black Dragon loses all other racial bonuses, and gains Dragon traits, Water subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, a swim speed equal to half his land speed and is medium sized. He can cast all spells, breath, and use his breath weapon while underwater indefinitly. The black dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.
The Black dragon also gets a natural armor bonus equal to his Con modifier. Whenever the blue dragon grows one size category, his natural armor increases by a further 1.
The black dragon is immune to acid. It has no particular vulnerablility.
Arcane Blood:A black dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard spell list.
If it multiclasses as a bard it's spellcasting increases as a bard.
If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table.
{table]Dragon level | Virtual sorceror casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]
So for example a dragon 2 who takes a level of sorceror would count as already having 1 level of sorceror and gains the spell slots and spells known that a sorceror gains when leveling from level 1 to 2, but not the spell slots and spells known from the 1st level of sorceror. He would get the familiar ability, but dragon levels wouldn't count for it.
A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(13+1) and gain the spell slots and spells known that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spells known that a sorceror gets from level 1 to 13. He would get the familiar ability, but dragon levels wouldn't count for it.
His Caster level remains equal to his full HD when multiclassing to sorceror.
If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 18th level sorceror (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorceror 11-18 for the loremaster levels)
Keen senses:The black dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Acid Breath: At 2nd level the black dragon can fire a line 60 feet dealing 1d6 acid damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Line increases by 10 feets with each extra HD the player takes from here.
Blindsense:As the normal ability, range 60 feets.
Ability score increase: The black dragon ability scores increase by the shown amount.
{table]
Level |
Bonus gained
3| Con+2
4 | +1 Str
5| None
6|+1 Str,
7| +1 Cha, +1 Con
9| +1 Cha
10| +1 Str, +1 Con
11| +1 Cha
12| +1 Str, +1 Con
13| +1 Cha
15| +1 Cha
16| +1 str, +1 con
17| +1 Cha
18| +1 Con
19 | +1 Str
20| +2 Con
[/table]
Home Conversion (SLA): At 4th level, the Black Dragon, after long travelling (Or a wish to impove it's home), fgures out how to drag the swamp to it. As a standard action, CHA modifier times per day, a Black Dragon may all ground in a radius equal to (Highest level spell known via Arcane Blood*10) into either a marshy bog (Difficult Terrain that does not affect Black Dragons or anything with more HD than the Black Dragon), a pool of boggy water (Treat as a small pool 20ft deep), or you may summon a cloud of mist (Area noted instead becomes an area of shadowy illumination, and). If you use this ability to create a pool, you may use Acidic Nightmare on the entire pool instead of it's normal range, and the acid lasts for HD/4 rounds instead. You may also use Acidic Nightmare in an area of Shadowy Illumination or darker. If you do, all living creatures in the area (Bar Black Dragons) take 1d4 non-lethal damage for 3 rounds or until they leave the area as the acid clings to your skin and disorientates you.
Wings: At 4th level the Black Dragon becomes able to fly at the speed of 10 feets per HD, with poor maneuverability. The maneuverability doesn't increase, but players can take any feat that increases it. Each wing can also be now used to deliver a natural atack dealing 1d4 damage.
Create/Destroy Water (Sp)A black dragon of 5th level can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.
Black dragon SLAs: At 6th level Darkness 1/day for each 3 HD.
At 9th level Plant Growth 1/day for each 5 HD.
At 10th level Insect Plague 1/day for each 6HD.
Grim Withering (Ex): A black dragon's face withers over time, making it seem more skeletal. Although this doesn't affect the black dragon, it puts fear into all his enemies. Any enemies of the Black Dragon who attack the dragon take a -1 morale penalty to attack rolls for 5 rounds.
Twisted Mind (Ex): A Black Dragon tends to be a bit vicious, even for Chromatic Dragons. This is reflected in their minds, which are not pleasant to be read, or to be forced. If the Black Dragon is affected by a mind affecting, charm, or compulsion spell, the originator of the effect takes WIS Damage equal to the Black Dragon's Cha modifier. The spell still affects the Dragon, and he may elect to not do damage, if he so wishes his mind to be peered into. Also, as a full round action, the Black Dragon may force it's mind's images apon every living creature within 20ft. Everyone within the 20ft must make a will save (DC=10+Dragon's Cha Modifier)or take WIS damage as if they had tried to peer into the Black Dragon's mind. If you deal WIS damage in this way, you may not do so for 3 rounds. At 18th level, the WIS damage listed becomes WIS drain instead.
Caustic Arcana: At 7th and 16th levels the black dragon adds any spell with the [acid] descriptor of a level he can cast to his list of spells known.
Growth:At 8th level the black dragon grows to large size.
At 16th level the black dragon grows to huge size.
His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.
Tail slap:The black dragon can now make a tail slap attack dealing 1d8 damage(already taking in acount large size).
Arcane skin: At 11th level the Black dragon gains SR equal to his HD+11.
Acidic Nightmare: The black dragon's magic allows it to turn water into a special, foul acid. At will, if a Black Dragon would use it's Create/Destroy Water ability, he may instead turn all water within it's range into a special acid that deals 2d6/2HD damage if partially exposed (instead of 1d6). The acid created by this effect turns into harmless water at the beginning of the next round. At 15th Level, the acid created by Acidic Nightmare affects creatures immune to acid for any reason (Conventional immunity, etheralness ect.), and stays acid instead of turning back to water next round.
Iron Scales: At 12th level the Black dragon gains DR/magic equal to half his HD.
Caustic Lord of Water: At 12th level the Black dragon gains +2 on the caster level of any spells with the [Acid] descriptor, and +1 on the caster level of any spells with the [Water] descriptor it casts and those spells ignore any limits on caster level they may have.
Crush: The dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
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This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).
Frightful Presence:The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
One with the Black Waters: At 15th level the black dragon's scales can absorb the light in such a way it perfectly mimics the swampy depths it normally lives in. The Black Dragon gains the abilty to Hide in Plain Sight, but only underwater or in places of Shadowy Illumination or darker.
Drenched in Acid: At 17th level, the Black Dragon spews acidic ooze from evey pore. Anything or anyone touching the Black Dragon takes 2d4 Acid Damage (No save). The Black Dragon may supress or re/activate this ability as a swift action.
Vicious Withering: At 18th level, the Black Dragon's face withers even more, turning it into a bloodcurdling sight. Anyone who attacks the Black Dragon takes a -3 morale penalty to attack rolls (no save) for 5 rounds. This stacks with Grim Withering.
The Acid Shall Not Be Refused At 19th level, acid in the vicinity of the Black Dragon is beyond resistance, and beyond protection. Anytime the Black Dragon or any of it's allies within 20ft of the Dragon would deal Acid damage to anyone or anything, it may ignore resistance or immunity to acid from any source.
Kaizer's Acid Rain: Twice per day, a 20th level Black Dragon may taint the very skies at it's whims to spew poison like none other. As a standard action, the Black Dragon summons acidic clouds that cover all area within 100ft, centered at the Black Dragon (They stay where they are once summoned, however). Anyone who stays underneath these clouds for a whole round takes 50 acid damage (reflex save to halve), and anyone in the air (via magical flight, ect.) takes double damage. These clouds last for a number of rounds equal to it's HD-5 before dissapating.