Dragon, Metallic, Copper, Young
- HP
- 85 (9d12+27)
- AC
- 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
- Speed
- 40 ft., fly 150 ft. (average); climb stone
- Init
- +6
- Melee
- bite +13 (1d8+6/19-20), 2 claws +13 (1d6+4), 2 wings +8 (1d4+2)
- Space
- 5 ft.
- Reach
- 5 ft. (10 ft. with bite)
- BAB
- +9
- CMB
- +13
- CMD
- 25 (29 vs. trip)
- Fort
- +9
- Ref
- +8
- Will
- +8
- Defensive Abilities
- uncanny dodge
breath weapon (60-ft. line, DC 17, 6d6 acid)
slow breath (30-ft. cone, DC 17, slowed for 1d6+3 rounds)
<p class="stat-block-1"> You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. </p>
<p class="stat-block-1"> 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.</p>
Bluff +14, Craft (trap) +14, Fly +14, Perception +14, Perform (comedy) +11, S. Motive +14, Stealth +14, Use Magic Device +14
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Uses feat: Combat Expertise (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Trip (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Grease (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Alarm (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Silent Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ghost Sound (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Light (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Message (Spell)House/Core — covered by the site's Section 15.
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