Library / Bestiary

Dragon, Metallic, Gold, Young

CR 11.00 Dragon LG Large HD 12
HP
126 (12d12+48)
AC
23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size)
Init
+1
Speed
60 ft., fly 200 ft. (poor), swim 60 ft.
Fort
+12
Ref
+9
Will
+13
BAB
+12
CMB
+20
CMD
31 (35 vs. trip)
Melee
bite +18 (2d6+10), 2 claws +18 (1d8+7/19-20), 2 wings +16 (1d6+3), tail +16 (1d8+10)
Space
10 ft.
Reach
5 ft. (10 ft. with bite)
str
25
+7
dex
12
+1
con
19
+4
int
16
+3
wis
17
+3
cha
16
+3

breath weapon (40-ft. cone, DC 20, 6d10 fire)

weakening breath

change shape

detect gems

fast flight

Universal Monster Rules

Breath Weapon (40-ft. cone, DC 20, 6d10 fire) Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.
Change Shape Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Special Abilities

Detect Gems from text
Fast Flight from text
Weakening Breath from text

Feats, Traits & Items

Alertness from Feat

You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Calculated: +2 Perception, +2 Sense Motive
Improved Critical (claw) from Feat

When using the weapon you selected, your threat range is doubled.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Multiattack from Feat

The creature's secondary attacks with natural weapons take only a –2 penalty.

Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Diplomacy +18, Fly +10, Heal +18, Knowledge (local, religion) +18, Perception +22, Sense Motive +22, Spellcraft +18, Swim +30

spell-like abilities:
At will—Detect Evil
spells known:
1st (4/day)—Mage Armor (DC 14), 1st (4/day)—Shield, At will—Detect Magic, At will—Light, At will—Mending (DC 13), At will—Stabilize (DC 13)
Details
Type
Dragon
Alignment
LG
Size
Large
Senses
dragon senses Perception +22
Languages
Common, Draconic, Elven, Halfling
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
12 House/Core 1 Recognized publisher
  • Uses feat: Alertness (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Critical (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Multiattack (Feat) — cites Paizo Inc.
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Vital Strike (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Armor (Spell) — core content under OGL 1.0a
  • Knows spell: Shield (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Light (Spell) — core content under OGL 1.0a
  • Knows spell: Mending (Spell) — core content under OGL 1.0a
  • Knows spell: Stabilize (Spell) — core content under OGL 1.0a

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OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.