Iron Dragon
- Details
- Category: Bestiary
- Published on Monday, 16 November 2009 05:00
- Written by David Fryer
Iron Dragon
CR 10 (9,600 xp)
Usually NE Large Dragon
Init: +2, Senses: Blindsight 60 ft, Darkvision 120 ft, Low-light Vision, Perception +21
hp 154 (11d12+22)
Fort +14, Ref +14, Will +19
DR 5/Magic
Immune to electricity, paralysis and sleep effects
Melee Bite +14 (8d8+3) and 2 claws +14 each (8d6+3)
Special Attacks Breath eapon (80 ft line, 6d8 electricity damage, Reflex DC 17 for half, usable every 1d4 rounds), Frightful Presence (150 ft radius, 10 HD or less, Will DC 19 to avoid)
Spell-like Abilities (CL 11)
Twice per day: Greater Invisibility, Nightmare (DC 19), Teleport 3/day: Dominate Person (DC 19), Hypnotism (DC 15), Suggestion (DC17)
At Will: Charm Monster (DC 18), Darkness, Daze (DC 14)
Base Atk +11, CMB +15, CMD 27
Feats Dodge, Intimidating Prowess, Iron Will, Lightning Stance, Mobility, Wind Stance
Skills Acrobatics +16, Bluff +18, Diplomacy +18, Intimidate +21, Knowledge (Nature) +16, Perception +21, Spellcraft +16, Use Magic Device +18
Languages Comon, Draconic, Giant, Gnoll
Organization Solitary, Pair, Skulk (3-20)
Treasure Double
Iron dragons are ambush predators. They are deceptive and manipulative by nature and prefer to strike from the shadows and do battle from range. They prefer to manipulte others into doing thir fighting for them, particularly hobgoblins, ogres, and gnolls. If their intervention will win the day, then they strike when the time is right, otherwise an iron dragon is more than willing to abandon their erstwhile allies to save their own necks.
Author's Note: Converted from the 4th Edition Dungeons & Dragons Monster Manual 2.
Init: +2, Senses: Blindsight 60 ft, Darkvision 120 ft, Low-light Vision, Perception +21
DEFENSE
AC 25, touch 11, flat footed 21 (+2 Dex, +23 natural, +1 dodge -1 size)hp 154 (11d12+22)
Fort +14, Ref +14, Will +19
DR 5/Magic
Immune to electricity, paralysis and sleep effects
OFFENSE
Speed 50 ft, fly 120 ft (average)Melee Bite +14 (8d8+3) and 2 claws +14 each (8d6+3)
Special Attacks Breath eapon (80 ft line, 6d8 electricity damage, Reflex DC 17 for half, usable every 1d4 rounds), Frightful Presence (150 ft radius, 10 HD or less, Will DC 19 to avoid)
Spell-like Abilities (CL 11)
Twice per day: Greater Invisibility, Nightmare (DC 19), Teleport 3/day: Dominate Person (DC 19), Hypnotism (DC 15), Suggestion (DC17)
At Will: Charm Monster (DC 18), Darkness, Daze (DC 14)
BASE STATISTICS
Str 17, Dex 14, Con 14, Int 15, Wis 20, Cha 19Base Atk +11, CMB +15, CMD 27
Feats Dodge, Intimidating Prowess, Iron Will, Lightning Stance, Mobility, Wind Stance
Skills Acrobatics +16, Bluff +18, Diplomacy +18, Intimidate +21, Knowledge (Nature) +16, Perception +21, Spellcraft +16, Use Magic Device +18
Languages Comon, Draconic, Giant, Gnoll
ECOLOGY
Environment Temperate Hills and forestsOrganization Solitary, Pair, Skulk (3-20)
Treasure Double
Iron dragons are ambush predators. They are deceptive and manipulative by nature and prefer to strike from the shadows and do battle from range. They prefer to manipulte others into doing thir fighting for them, particularly hobgoblins, ogres, and gnolls. If their intervention will win the day, then they strike when the time is right, otherwise an iron dragon is more than willing to abandon their erstwhile allies to save their own necks.
Author's Note: Converted from the 4th Edition Dungeons & Dragons Monster Manual 2.
| Additional Ratings |
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| Balance: |
1 1 1 1 1 1 1 1 1 1 Rating 5.00 (1 Vote) |
| Utility: |
1 1 1 1 1 1 1 1 1 1 Rating 4.00 (2 Votes) |
| Clarity: |
1 1 1 1 1 1 1 1 1 1 Rating 4.50 (2 Votes) |

