🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

IlthuliakCreature 21


UniqueCEGargantuanAcidAmphibiousDragon
Source Pathfinder Kingmaker
Perception +37 (darkvision, scent (imprecise) 60 feet)
Languages Aklo, Common, Draconic, Goblin, Jotun, Orcish, Sylvan
Skills Acrobatics +35, Arcana +36, Athletics +41, Deception +40, Lore +38, Intimidation +40, Stealth +35
Str +8, Dex +5, Con +6, Int +4, Wis +5, Cha +5

AC 47; Fort +38; Reflex +35; Will +35; +1 status to all saves vs. magic, +4 status vs. mental
HP 450
Speed 70 feet (fly 180 feet, swim 70 feet)
Immunities acid, paralyzed, sleep

Jaws One Action +39 (+34, +29) to hit (acid, magical, reach 20) 4d12 + 18 Piercing + 2d6 Acid
Claw One Action +39 (+35, +31) to hit (agile, magical, reach 15) 4d8 + 18 Slashing
Tail One Action +37 (+32, +27) to hit (magical, reach 25) 4d6 + 16 Bludgeoning
Horns One Action +37 (+32, +27) to hit (magical, reach 20) 3d6 + 16 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. Magic+4 Status to All Saves vs. MentalFrightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 41 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Tail Lash Reaction

Trigger A creature within reach of the dragon's tail takes an action to Strike or attempt a skill check


Effect The dragon Strikes with its tail at the triggering creature at a -2 penalty. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.

Effect: Tail Lash (Attack Roll)

Effect: Tail Lash (Skill Check)

Breath Weapon Two Actions (acid, arcane, evocation)

Ilthuliak breathes a spray of acid that deals 22d6 acid damage in a 100 foot line (DC 44 basic reflex save).

She can't use Breath Weapon again for 1d4 rounds.

Corrupt Water One Action (arcane, concentrate, necromancy)

Frequency Once per day


Effect The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life.

This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 41 will save to protect liquids in its possession). This doesn't affect liquids in a creature's body.


Arcane Prepared Spells (DC 44, +32 to hit)

Cantrips (10th Level): Dancing Lights, Electric Arc, Prestidigitation, Read Aura, Shield
1st Level: Command, Ray of Enfeeblement, True Strike
2nd Level: Glitterdust, Mirror Image, Telekinetic Maneuver
3rd Level: Blindness, Slow, Stinking Cloud
4th Level: Clairvoyance, Dimension Door, Resilient Sphere, Suggestion
5th Level: Black Tentacles, Prying Eye
6th Level: Dominate, True Seeing, Wall of Force
7th Level: Finger of Death, Reverse Gravity, Spell Turning
8th Level: Disappearance, Horrid Wilting, Mind Blank
9th Level: Disjunction, Implosion, Weird
10th Level: Time Stop

Arcane Innate Spells (DC 44, +36 to hit)

2nd Level: Darkness (At Will)


Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind-except perhaps to mate or temporarily collaborate to take down a mutual enemy.

Black dragons are amphibious-although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They're immune to the fetid water that comes as a result of their magical ability to corrupt water.

Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can't survive the dragon's acidic presence.


While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Acid

Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.