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Hidden away in the swamps of Traykon, Shaugurg is a powerful Black Dragon who spends little time or thought on the affairs of anything outside of the various bogs and quagmires throughout the land. Mindful of the prohibition against ruling mortal kingdoms, Shaugurg advises and aids the various races of the swamps. As a Paragon, Shaugurg is sometimes called upon to exact retribution or punishment as Kel'volori wills. Other than at those times, he typically shuns interactions with other dragons.

Shaugurg doesn't have a permanent home and travels from one major swampy region to another every few years. It is during these times that adventurers are most likely to encounter him. Since he normally flies at night, he can sometimes be found sleeping in stream beds or small marshes as he waits for the cover of darkness to travel. Outside of his lairs, he is always alert and anyone trying to sneak up on him is unlikely to survive the attempt. Lairs he is not currently inhabiting are still protected by those who revere him and are fanatical about protecting his interests. There is a belief that he does have a favored lair where he returns every decade or two and keeps his most valuable and dangerous possessions.

Male Dragon (Black) (Great Wyrm)

CE gargantuan dragon (water)

Init +4; Senses Blindsense (60 ft.), Darkvision (120 ft.), Low-Light Vision, P

Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Speak with Reptiles,

AC 70, touch 11, flat-footed 65
hp 1000 (40HD)DR 40/magic
Fort +35, Ref +26, Will +33

Immunities Acid, Magical Sleep, Paralysis,
Spell Resistance 31

Speed 60 ft. (12 squares) Swim 60 ft. Fly 250 ft. (Clumsy), Swamp Stride

Melee bite +58 (4d6+33)
Melee claws +58/+58 (3d8+22)
Melee wings +56/+56 (2d6+11)
Melee tail slap +56 (2d8+33)

Face 20 ft. by 20 ft. Reach 15 ft.

Base Atk +40; CMB +66; CMD 81 (85 vs trip)
Atk Options Blind-Fight, Power Attack,
Special Actions Acidic Bite (6d6), Acid Pool, Breath Weapon (120' Line of Acid 38d6 acid, DC 43), Crush (4d6+33, DC 43), Tail Sweep (2d6+33, DC 43),

Innate Spell-Like Abilities: darkness (at will) insect plague (at will) plant growth (at will)


Sorcerer: Spells per Day: (0/8/8/8/8/7/7/7/7/ DC:19+spell level), Spells Known:

0th - Acid Splash, Bleed, Detect Magic, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Spark
1st - Burning Disarm, Corrosive Touch, Obscuring Mist, Sleep, Unseen Servant
2nd - Defoliate, Flaming Sphere, Hypnotic Pattern, Shatter, Web
3rd - Dispel Magic, Fireball, Lightning Bolt, Nondetection
4th - Detonate, Hallucinatory Terrain, Stoneskin, Volcanic Storm
5th - Acidic Spray, Passwall, Polymorph, Wall of Force
6th - Antimagic Field, Disintegrate, Shadow Walk
7th - Banishment, Prismatic Spray, Simulacrum
8th - Antipathy, Incendiary Cloud, Sunburst
9th - Etherealness, Shapechange, Time Stop

Abilities Str 54, Dex 18, Con 36, Int 28, Wis 32, Cha 26

Special Qualities Dragon Age Category, Bite, Blindsense, Breath Weapon, Charm Reptiles, Claw, Corrupt Water, Damage Reduction, Darkvision, Dragon Senses, Frightful Presence, Immunities, Low-Light Vision, Speak with Reptiles, Spell-Like Abilities, Spell Resistance, Spells, Swamp Stride, Tail Slap, Water Breathing, Wing,

Feats Blind-Fight, Bloody Assault, Cleave, Combat Reflexes, Deadly Finish, Death from Above, Dodge, Eldritch Claws, Endurance, Flyby Attack, Great Cleave, Hammer the Gap, Hover, Improved Natural Attack (Claws), Multiattack, Power Attack, Rending Claws, Snatch, Vital Strike, Wingover

Skills Acrobatics +4, Appraise +37, Bluff +51, Climb +65, Craft (Untrained) +9, Diplomacy +36, Disguise +8, Escape Artist +4, Fly +33, Heal +34, Intimidate +51, Knowledge (Arcana) +47, Knowledge (Geography) +32, Knowledge (History) +37, Knowledge (Planes) +42, Knowledge (Religion) +27, Perception +54, Perform (Untrained) +8, Ride +4, Sense Motive +54, Spellcraft +52, Stealth +20, Survival +54, Swim +53, Use Magic Device +51,

Dragon Age Category

Acidic Bite (Su) At old age, a black dragon's bite deals an additional 2d6 points of acid damage. An ancient dragon's damage increases to 4d6, and a great wrym's to 6d6.

Acid Pool (Su) An ancient or older black dragon can use its breath weapon to create an acid pool as a standard action. This acid pool has a radius of 95 feet. When an acid pool is created, anyone inside its area takes an amount of damage equal to the dragon's breath weapon (Reflex half). Any creature that starts its turn touching this pool takes damage, but can make a Reflex save for half. Each round, the total damage dice of the pool is halved until the result would be less than 1d6. The acid pool floats on water, and deals damage to anything on the surface.

Bite This is a primary attack that deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (even though it has more than one attack). A dragon's bite attack has reach as if the creature were one size category larger (+10 feet for Colossal dragons).

Blindsense (Ex) Range 60 ft.; Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Breath Weapon (Su) 120' Line of Acid 38d6 acid, DC 43, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.

Breath Weapon (Su) Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction of the dragon's choice. Breath weapons come in two shapes, lines and cones, whose areas vary with the dragon's size. If a breath weapon deals damage, those caught in the area can attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 dragon's HD + dragon's Con modifier. Saves against various breath weapons use the same DC; the type of saving throw is noted in the variety descriptions. A dragon can use its breath weapon when it is grappling or being grappled.

Charm Reptiles (Sp) A great wyrm black dragon can use this ability three times per day. It works as a mass charm monster spell that affects only reptilian animals. This ability is the equivalent of an 8th-level spell.

Claw These primary attacks deal the indicated damage plus the dragon's Strength bonus.

Corrupt Water (Sp) Once per day an adult or older black dragon can stagnate 10 cubic feet of still water, making it foul and unable to support water-breathing life. The ability spoils liquids containing water. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 0) or become ruined. This ability is the equivalent of a 1st-level spell. Its range is 570 ft.

Crush (Ex) A flying or jumping Huge or larger dragon can land on foes 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. A crush attack affects as many creatures as fit in the dragon's space. Creatures in the affected area must succeed on a Reflex save (DC 43) 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, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape. A crush attack deals 4d6+33.

Damage Reduction Dragons gain damage reduction as they age, as indicated on each dragon's specific entry. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Darkvision (Ex) Range 120 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Dragon Senses (Ex) Dragons have have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light.

Frightful Presence (Ex) A dragon's frightful presence has a range equal to 30 feet x the dragon's age category [570'], but otherwise functions as detailed on page 300.

Immunities (Ex) Every dragon is immune to sleep and paralysis. In addition, a dragon is immune to one or two additional forms of attack no matter what its age, as given in its description.

Immunity to Acid (Ex) You never take acid damage.

Immunity to Magical Sleep (Ex) You are never subject to magic sleep effects.

Immunity to Paralysis (Ex) You can never be paralyzed.

Low-Light Vision (Ex) You can see x4 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Speak with Reptiles (Sp) A young or older black dragon gains the constant spell-like ability to speak with reptiles. This functions as speak with animals, but only with reptilian animals.

Spell-Like Abilities A dragon's caster level for its spelllike abilities is equal to its total Hit Dice.

Spell Resistance (Ex) As dragons grow older, they become more resistant to spells and spell-like abilities, as indicated in the dragon descriptions. A dragon's SR is equal to 11 + its CR.

Spells A dragon knows and casts arcane spells as a sorcerer of the level indicated in its specific description. Its caster level depends on its age, as shown for each type.

Swamp Stride (Ex) A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed.

Tail Slap The dragon can slap one foe each round with its tail. A tail slap is a secondary attack that deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (this is an exception to the normal secondary attack rules).

Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6+33. Affected creatures can attempt Reflex saves to take half damage (DC 43).

Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Wing The dragon can slam foes with its wings, even when flying. Wing attacks are secondary attacks that deal the indicated damage plus 1/2 the dragon's Strength bonus.