Dragon, Metallic, Gold, Young
- HP
- 126 (12d12+48)
- AC
- 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size)
- Speed
- 60 ft., fly 200 ft. (poor), swim 60 ft.
- Init
- +1
- 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)
- BAB
- +12
- CMB
- +20
- CMD
- 31 (35 vs. trip)
- Fort
- +12
- Ref
- +9
- Will
- +13
breath weapon (40-ft. cone, DC 20, 6d10 fire)
weakening breath
Alertness, Improved Critical (claw), Iron Will, Multiattack, Power Attack, Vital Strike
<p class="stat-block-1"> 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.</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 +2 bonus on all Will saving throws.</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>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
Diplomacy +18, Fly +10, Heal +18, Knowledge (local, religion) +18, Perception +22, Sense Motive +22, Spellcraft +18, Swim +30
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Uses feat: Alertness (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: Iron Will (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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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Evil (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mage Armor (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Shield (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: Light (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mending (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stabilize (Spell)House/Core — covered by the site's Section 15.
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