Archdragon, Green Infant (CR 8)

Physical Description

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Scales like verdant leaves armor this ferocious dragon. A single sharp horn protrudes from the end of its toothy snout.

CR 8: Infant Green Archdragon
    Any wyrmling green archdragon
    LE Medium dragon (aquatic)
    Background {$background}
    Init +2; Senses blindsense 60 ft., darkvision 90 ft., low-light vision, scent; Perception (Wis) (Novice +0)    
Defense
    hp 152 (8d12+56)
    DV 20, touch 20, flat-footed 18 (+8 defense, +2 Dex)
    Fort +11, Ref +8, Will +8    
    DR 16/armor (+8 armor [+8 inherent])    
    Immune acid, paralysis, sleep            
Offense
    Speed 20 ft., fly 20 ft. (average), swim 20 ft.
    Space 1/4 sqr.; Reach 0 ft.
    Base Atk +8; CMB +9; CMD 19
    Melee bite +11 (1d4+4 [12/8] plus 1 acid), 2 claws +11 (1d3+4 [10/7]), tail slap +11 (1d4+4 [12/8]), 2 wings +11 (1d3+4 [10/7])
    Melee bite +9 (1d4+10 [18/14] plus 1 acid), 2 claws +9 (1d3+10 [16/13]), tail slap +9 (1d4+10 [18/14]), 2 wings +9 (1d3+10 [16/13]); power attack    
    Special Attacks breath weapon (5-ft. cone, DC 14, 2d4 acid), noxious bite (DC 14, 2 rds.), tail sweep (0 ft., DC 14, 1d4)    
    Sorcerer Spells Known (CL 6th; concentration +6)
3rdbeast shape I
2ndprotection from arrows, vine strike (DC 12)
1stalarm, floating disk, mage armor, shield
0dancing lights, detect magic, mage hand, mending, prestidigitation, read magic, scrivener's chant    
Statistics
    Abilities Str 21, Dex 14, Con 20, Int 14, Wis 14, Cha 15
    Feats Combat Reflexes, Endurance, Multiweapon Fighting, Noxious Bite, Stealthy, Toughnessb, Weapon Focus (natural)
    Racial Feats Ability Focus (breath weapon), Improved Natural Armor
    Leadership Perks ()
    Skills
Acrobatics (Dex) (0 ACP, Novice +0)
Appraise (Int) (Novice +0)
Artistry (Int) (Novice +0)
Autohypnosis* (Wis) — (Novice +0)
Bluff (Cha) (Novice +0)
Climb (Str) (0 ACP, Novice +0)
Craft () (Int) (Novice +0)
Diplomacy (Cha) (Novice +0)
Disable Device* (Dex) — (0 ACP, Novice +0)
Disguise (Cha) (Novice +0)
Escape Artist (Dex) (0 ACP, Novice +0)
Fly (Dex) (0 ACP, Novice +0)
Handle Animal* (Cha) — (Novice +0)
Heal (Wis) (Novice +0)
Intimidate (Cha or Str) (Novice +0)
Knowledge* () (Int) — (Novice +0)
Linguistics* (Int) — (Novice +0)
Lore* (Int) — (Novice +0)
Perform () (Cha) (Novice +0)
Profession* () (Wis) — (Novice +0)
Ride (Dex) (0 ACP, Novice +0)
Sense Motive (Wis) (Novice +0)
Sleight of Hand* (Dex) — (0 ACP, Novice +0)
Spellcraft* (Int) — (Novice +0)
Stealth (Dex) (0 ACP, Novice +0)
Survival (Wis) (Novice +0)
Swim (Str) (0 ACP, Novice +0)
Truespeak* (Int) — (Novice +0)
Use Magic Device* (Cha) — (Novice +0)
    Languages 1 Draconic
    SQ amphibious, arm-walking
    Possessions Total GP Value 45,500 gol.    

Racial Traits


Standard Traits (starts at 139 CP)

  • Type: Archdragons are dragons with an elemental subtype.
  • Hit Dice: Archdragons begin with 6 Hit Dice (d12). These are their dragon HD. (2 CP)
  • Size: Wyrmling green archdragons are Small creatures, and thus gain -2 Strength, +2 Dexterity, -1 Constitution, +1 size bonus to attack rolls, -1 size penalty to CMB and CMD, +1 size bonus to DV, +2 size bonus to Fly, +2 size bonus to Stealth, have a space of 1/4 sqr., a reach of 0 ft., and a speed of 20 ft. (-4 CP)
  • Speed: Green archdragons begin with a base speed of 20 ft., a fly speed of 20 ft. (average), and a swim speed of 20 ft. (6 CP)
  • Languages: See the Linguistics skill page for more information about these languages.
  • Ability Scores: +2 Constitution, +2 Charisma. Archdragons begin with 10 ability score increases (up to 5 in any one ability score). (8 CP)

Defense Racial Traits

  • Immunities: Green archdragons are immune to acid, paralysis, and sleep. (8 CP)
  • Natural Armor: Archdragons begin a natural armor bonus equal to their total Hit Dice. (2 CP)
  • Saving Throws: Archdragons begin with good Fortitude, Reflex, and Will base saving throws bonuses for their dragon Hit Dice. (3 CP)
  • Spell Resistance: Archdragons begin with spell resistance equal to 11 + their total Hit Dice. (12 CP)

Feat and Skill Racial Traits

  • Class Skills: Archdragons start with the following class skills: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device. (17 CP)
  • Skill Ranks: Archdragons begin with 6 + Intelligence modifier skill ranks per dragon Hit Die with a number of proficiency increases equal to its dragon HD. (2 CP)
  • Tail: Archdragons have a tail that grants them a +1 racial bonus to Acrobatics checks. (2 CP)

Magical Racial Traits

  • Sorcerer Spellcasting: Archdragons have a sorcerer spellcasting progression, using their total Hit Dice as their sorcerer level. What spells are known depend on the type of archdragon. (20 CP)

Offense Racial Traits

  • Base Attack Bonus: Archdragons's begin with a base attack bonus is equal to their dragon Hit Dice (fast progression). (1 CP)
  • Breath Weapon: Green archdragons have a breath weapon that deals acid damage in a cone. (20 CP)
  • Bite: Archdragons have a bite attack that deals damage for its size. At 7th Hit Dice, and every 7 HD after, the bite's damage increases by 1 size. (2 CP)
  • Claws: Archdragons have 2 claw attacks that deal damage for its size. At 7th Hit Dice, and every 7 HD after, the claws' damage increases by 1 size. (4 CP)
  • Tail Slap: Archdragons have a tail slap attack that deals damage for its size. At 7th Hit Dice, and every 7 HD after, the tail slap's damage increases by 1 size. (2 CP)
  • Tail Sweep: Archdragons can make a tail sweep attack. (4 CP)
  • Wings: Archdragons have 2 wing attacks that deals damage for its size. At 7th Hit Dice, and every 7 HD after, the wings' damage increases by 1 size. (4 CP)

Senses Racial Traits

  • Blindsense: Archdragons have blindsense up to 30 feet. At 7th Hit Die, and every 7 HD after, the range increases by 30 feet. (4 CP)
  • Darkvision: Archdragons can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. (2 CP)
  • Low-light Vision: Archdragons can see twice as far as humans in conditions of dim light. At 7th Hit Die, they can see three times as far, four times as far at 14th HD, and so on every 7 HD after. (1 CP)
  • Scent: Archdragons have the scent ability. (3 CP)

Other Racial Traits

  • Amphibious: Green archdragons can breathe both air and water. They can cast spells and use their breath weapon freely while submerged in water. (2 CP)
  • Arm-walking: Archdragons can use their arms as part of their terrestrial locomation as a free action, gaining a +10 ft. bonus to their base speed and a +4 bonus to their CMD vs. trip, but unable to use those arms for other actions. They can return the use of their arms as a free action, losing the aforementioned modifiers. (10 CP)
  • Wings: Archdragons have a pair of wings. It takes no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, the creature can move up to 5 feet in any horizontal direction for every 1 foot it falls, at a speed of 60 feet per round. It cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with wings to rise, it can take advantage of the updraft to increase the distance it can glide. (2 CP)

Alternate Physical Traits

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Cultural Traits

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Racial Feats


Feat Name Category/Type Prerequisites Benefit
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