This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (Dr-Dw)

DRAGON, TRUE
The known varieties of true dragons (as opposed to other creatures that have the dragon type) fall into two broad categories: chromatic and metallic. The chromatic dragons are black, blue, green, red, and white; they are all evil and extremely fierce. The metallic dragons are brass, bronze, copper, gold, and silver; they are all good, usually noble, and highly respected by the wise.
All true dragons gain more abilities and greater power as they age. (Other creatures that have the dragon type do not.) They range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm. The size of a particular dragon varies according to age and variety.
A dragon’s metabolism operates like a highly efficient furnace and can metabolize even inorganic material. Some dragons have developed a taste for such fare.
Although goals and ideals vary among varieties, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is no such thing as enough treasure. It’s pleasing to look at, and they bask in its radiance. Dragons like to make beds of their hoards, shaping nooks and mounds to fit their bodies. By the time a dragon matures to the age of great wyrm, hundreds of gems and coins may be imbedded in its hide.
All dragons speak Draconic.
COMBAT
A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).
The table below provides space and reach statistics for dragons of various sizes, plus the natural weapons a dragon of a certain size can employ and the damage those attacks deal.
Bite: Bite attacks deal the indicated damage plus the dragon’s Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat.
Claw: Claw attacks deal the indicated damage plus 1/2 the dragon’s Strength bonus (round down). The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a –5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to –2).
Wing: The dragon can slam opponents with its wings, even when flying. Wing attacks deal the indicated damage plus 1/2 the dragon’s Strength bonus (round down) and are treated as secondary attacks.
Tail Slap: The dragon can slap one opponent each round with its tail. A tail slap deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down) and is treated as a secondary attack.
Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents 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 (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) 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, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down).
Tail Sweep (Ex): This special attack allows a dragon of at least Gargantuan size 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 the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).
Grappling: Dragons do not favor grapple attacks, though their crush attack (and Snatch feat, if they know it) use normal grapple rules. A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on Concentration checks.
Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon’s age and variety, and is given in each individual entry. Saves against nondamaging breath weapons use the same DC; the kind of saving throw is noted in the variety descriptions. The save DC against a breath weapon is 10 + 1/2 dragon’s HD + dragon’s Con modifier.
Breath weapons come in two basic shapes, line and cone, whose areas vary with the dragon’s size.
Dragon Breath Weapons
Dragon Size
Line* (Length)
Cone** (Length)
Tiny
30 ft.
15 ft.
Small
40 ft.
20 ft.
Medium
60 ft.
30 ft.
Large
80 ft.
40 ft.
Huge
100 ft.
50 ft.
Gargantuan
120 ft.
60 ft.
Colossal
140 ft.
70 ft.
*A line is always 5 feet high and 5 feet wide.
**A cone is as high and wide as its length.
Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon’s age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Spells: A dragon knows and casts arcane spells as a sorcerer of the level indicated in its variety description, gaining bonus spells for a high Charisma score. Some dragons can also cast spells from the cleric list or cleric domain lists as arcane spells.
Spell-Like Abilities: A dragon’s spell-like abilities depend on its age and variety. It gains the abilities indicated for its age plus all previous ones. Its age category or its sorcerer caster level, whichever is higher, is the caster level for these abilities. The save DC is 10 + dragon’s Cha modifier + spell level. All spell-like abilities are usable once per day unless otherwise noted.
Damage Reduction: Young adult and older dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): All dragons have immunity to sleep and paralysis effects. Each variety of dragon has immunity to one or two additional forms of attack no matter what its age, as given in its description.
Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities, as indicated in the variety descriptions.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Skills: All dragons have skill points equal to (6 + Int modifier, minimum 1) x (Hit Dice + 3). Most dragons purchase the following skills at the maximum ranks possible: Listen, Search, and Spot. The remaining skill points are generally spent on Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device at a cost of 1 skill point per rank. All these skills are considered class skills for dragons. (Each dragon has other class skills as well, as noted in the variety descriptions.)
Feats: All dragons have one feat, plus additional feats based on Hit Dice just like any other creature. Dragons favor Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (claw or bite), Wingover, and any metamagic feat that is available and useful to sorcerers.

Dragon Age Categories
Category
Age (Years)
1 Wyrmling
0–5
2 Very young
6–15
3 Young
16–25
4 Juvenile
26–50
5 Young adult
51–100
6 Adult
101–200
7 Mature adult
201–400
8 Old
401–600
9 Very old
601–800
10 Ancient
801–1,000
11 Wyrm
1,001–1,200
12 Great wyrm
1,201 or more

Dragon Space/Reach, Attacks, and Damage
Size
Space/Reach*
1 Bite
2 Claws
2 Wings
1 Tail Slap
1Crush
1 Tail Sweep
Tiny
2-1/2 ft./0 ft. (5 ft. with bite)
1d4
1d3




Small
5 ft./5 ft.
1d6
1d4




Medium
5 ft./5 ft.
1d8
1d6
1d4



Large
10 ft./5 ft. (10 ft. with bite)
2d6
1d8
1d6
1d8


Huge
15 ft./10 ft. (15 ft. with bite)
2d8
2d6
1d8
2d6
2d8

Gargantuan
20 ft./15 ft. (20 ft. with bite)
4d6
2d8
2d6
2d8
4d6
2d6
Colossal
30 ft./20 ft. (30 ft. with bite)
4d8
4d6
2d8
4d6
4d8
2d8
*A dragon’s bite attack has reach as if the creature were one size category larger. All other attacks are made with the standard reach for the dragon’s size.

Dragon Overland Movement
Chromatic and metallic dragons are exceedingly strong flyers and can cover vast distances quickly. A dragon’s overland flying speed is a function of its tactical fly speed, as shown on the table below.
Dragon Overland Flying Speeds

————— Dragon’s Fly Speed —————

100 feet
150 feet
200 feet
250 feet
One Hour




Normal
15 miles
20 miles
30 miles
40 miles
Hustle
24 miles
40 miles
60 miles
80 miles
One Day




Normal
120 miles
160 miles
240 miles
320 miles
Dragons do not tire as quickly as other creatures when moving overland on the ground. If a dragon attempts a hustle or a forced march, check for nonlethal damage once every 2 hours instead of every hour.
DRAGONHIDE
Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality.

CHROMATIC DRAGONS
Chromatic dragons form the evil branch of dragonkind. They are aggressive, greedy, vain, and nasty.

BLACK DRAGON
Dragon (Water)
Environment: Warm marshes
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 5–6 HD; very young 8–9 HD; young 11–12 HD; juvenile 14–15 HD; young adult 17–18 HD; adult 20–21 HD; mature adult 23–24 HD; old 26–27 HD; very old 29–30 HD; ancient 32–33 HD; wyrm 35–36 HD; great wyrm 38+ HD
Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others —

Black Dragons by Age
Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/
Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC
Wyrmling
T
4d12+4 (30)
11
10
13
8
11
8
+4/–4
+6
+5
+4
+4
2d4 (13)

Very young
S
7d12+7 (52)
13
10
13
8
11
8
+7/+4
+9
+6
+5
+5
4d4 (14)

Young
M
10d12+20 (85)
15
10
15
10
11
10
+10/+12
+12
+9
+7
+7
6d4 (17)

Juvenile
M
13d12+26 (110)
17
10
15
10
11
10
+13/+16
+16
+10
+8
+8
8d4 (18)

Young adult
L
16d12+48 (152)
19
10
17
12
13
12
+16/+24
+19
+13
+10
+11
10d4 (21)
19
Adult
L
19d12+76 (199)
23
10
19
12
13
12
+19/+29
+24
+15
+11
+12
12d4 (23)
20
Mature adult
H
22d12+110 (253)
27
10
21
14
15
14
+22/+38
+28
+18
+13
+15
14d4 (26)
23
Old
H
25d12+125 (287)
29
10
21
14
15
14
+25/+42
+32
+19
+14
+16
16d4 (27)
24
Very old
H
28d12+168 (350)
31
10
23
16
17
16
+28/+46
+36
+22
+16
+19
18d4 (30)
27
Ancient
H
31d12+186 (387)
33
10
23
16
17
16
+31/+50
+40
+23
+17
+20
20d4 (31)
28
Wyrm
G
34d12+238 (459)
35
10
25
18
19
18
+34/+58
+42
+26
+19
+23
22d4 (34)
31
Great wyrm
G
37d12+296 (536)
37
10
27
20
21
20
+37/+62
+46
+28
+20
+25
24d4 (36)
33

Black Dragon Abilities by Age
Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR
Wyrmling
60 ft., fly 100 ft. (average), swim 60 ft.
+0
15 (+2 size,+3 natural), touch 12, flat-footed 15
Immunity to acid, water breathing


Very young
60 ft., fly 100 ft. (average), swim 60 ft.
+0
17 (+1 size,+6 natural), touch 11, flat-footed 17



Young
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
19 (+9 natural), touch 10, flat-footed 19



Juvenile
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
22 (+12 natural), touch 10, flat-footed 22
Darkness


Young adult
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
24 (–1 size,+15 natural), touch 9, flat-footed 24
DR 5/magic
1st
17
Adult
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
27 (–1 size,+18 natural), touch 9, flat-footed 27
Corrupt water
3rd
18
Mature adult
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
29 (–2 size,+21 natural), touch 8, flat-footed 29
DR 10/magic
5th
21
Old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
32 (–2 size,+24 natural), touch 8, flat-footed 32
Plant growth
7th
22
Very old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
35 (–2 size,+27 natural), touch 8, flat-footed 35
DR 15/magic
9th
23
Ancient
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
38 (–2 size,+30 natural), touch 8, flat-footed 38
Insect plague
11th
25
Wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
39 (–4 size,+33 natural), touch 6, flat-footed 39
DR 20/magic
13th
26
Great wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
42 (–4 size,+36 natural), touch 6, flat-footed 42
Charm reptiles
15th
28
Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.
Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.
Combat
Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.
Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence.
Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.
Other Spell-Like Abilities: 3/day—darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day—plant growth (old or older).
Skills: Hide, Move Silently, and Swim are considered class skills for black dragons.

BLUE DRAGON
Dragon (Earth)
Environment: Temperate deserts
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: Wyrmling 7–8 HD; very young 10–11 HD; young 13–14 HD; juvenile 16–17 HD; young adult 19–20 HD; adult 22–23 HD; mature adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38 HD; great wyrm 40+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —

Blue Dragons by Age
Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/
Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC
Wyrmling
S
6d12+6 (45)
13
10
13
10
11
10
+6/+3
+8
+6
+5
+5
2d8 (14)

Very young
M
9d12+18 (76)
15
10
15
10
11
10
+9/+11
+11
+8
+6
+6
4d8 (16)

Young
M
12d12+24 (102)
17
10
15
12
13
12
+12/+15
+15
+10
+8
+9
6d8 (18)

Juvenile
L
15d12+45 (142)
19
10
17
14
15
14
+15/+23
+18
+12
+9
+11
8d8 (20)

Young adult
L
18d12+72 (189)
23
10
19
14
15
14
+18/+28
+23
+15
+11
+13
10d8 (23)
21
Adult
H
21d12+105 (241)
27
10
21
16
17
16
+21/+37
+27
+17
+12
+15
12d8 (25)
23
Mature adult
H
24d12+120 (276)
29
10
21
16
17
16
+24/+41
+31
+19
+14
+17
14d8 (27)
25
Old
H
27d12+162 (337)
31
10
23
18
19
18
+27/+45
+35
+21
+15
+19
16d8 (29)
27
Very old
H
30d12+180 (375)
33
10
23
18
19
18
+30/+49
+39
+23
+17
+21
18d8 (31)
29
Ancient
G
33d12+231 (445)
35
10
25
20
21
20
+33/+57
+41
+25
+18
+23
20d8 (33)
31
Wyrm
G
36d12+288 (522)
37
10
27
20
21
20
+36/+61
+45
+28
+20
+25
22d8 (36)
33
Great wyrm
G
39d12+312 (565)
39
10
27
22
23
22
+39/+65
+49
+29
+21
+27
24d8 (37)
35

Blue Dragon Abilities by Age
Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR
Wyrmling
40 ft., burrow 20 ft., fly 100 ft. (average)
+0
16 (+1 size, +5 natural), touch 11, flat-footed 16
Immunity to electricity, create/destroy water


Very young
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
18 (+8 natural), touch 10, flat-footed 18



Young
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
21 (+11 natural), touch 10, flat-footed 21



Juvenile
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
23 (–1 size, +14 natural), touch 9, flat-footed 23
Sound imitation
1st

Young adult
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
26 (–1 size, +17 natural), touch 9, flat-footed 26
DR 5/magic
3rd
19
Adult
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
28 (–2 size, +20 natural), touch 8, flat-footed 28
Ventriloquism
5th
21
Mature adult
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
31 (–2 size, +23 natural), touch 8, flat-footed 31
DR 10/magic
7th
22
Old
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
34 (–2 size, +26 natural), touch 8, flat-footed 34
Hallucinatory terrain
9th
24
Very old
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
37 (–2 size, +29 natural), touch 8, flat-footed 37
DR 15/magic
11th
25
Ancient
40 ft., burrow 20 ft., fly 200 ft. (clumsy)
+0
38 (–4 size, +32 natural), touch 6, flat-footed 38
Veil
13th
27
Wyrm
40 ft., burrow 20 ft., fly 200 ft. (clumsy)
+0
41 (–4 size, +35 natural), touch 6, flat-footed 41
DR 20/magic
15th
29
Great wyrm
40 ft., burrow 20 ft., fly 200 ft. (clumsy)
+0
44 (–4 size, +38 natural), touch 6, flat-footed 44
Mirage arcana
17th
31
*Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.
A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by blowing desert sands. The size of its scales increases little as the dragon ages, although they do become thicker and harder. Its hide tends to hum and crackle faintly with built-up static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and sand. Their vibrant color makes blue dragons easy to spot in barren desert surroundings. However, they often burrow into the sand so only part of their heads are exposed.
Blue dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and use this coloration to their advantage.
Blue dragons lair in vast underground caverns, where they also store their treasure. Although they collect anything that looks valuable, they are most fond of gems—especially sapphires.
Combat
Typically, blue dragons attack from above or burrow beneath the sands until opponents come within 100 feet. Older dragons use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and improve their chances to surprise the target. Blue dragons run from a fight only if they are severely damaged, since they view retreat as cowardly.
Breath Weapon (Su): A blue dragon has one type of breath weapon, a line of lightning.
Create/Destroy Water (Sp): A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.
Sound Imitation (Ex): A juvenile or older blue dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon’s frightful presence) to detect the ruse.
Other Spell-Like Abilities: 3/day—ventriloquism (adult or older); 1/day—hallucinatory terrain (old or older), veil (ancient or older), mirage arcana (great wyrm).
Skills: Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

GREEN DRAGON
Dragon (Air)
Environment: Temperate forests
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young 12–13 HD; juvenile 15–16 HD; young adult 18–19 HD; adult 21–22 HD; mature adult 24–25 HD; old 27–28 HD; very old 30–31 HD; ancient 33–34 HD; wyrm 36–37 HD; great wyrm 39+ HD
Level Adjustment: Wyrmling +5; very young +5; young +5; juvenile +6; others —

Green Dragons by Age
Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/
Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC
Wyrmling
S
5d12+5 (37)
13
10
13
10
11
10
+5/+2
+7
+5
+4
+4
2d6 (13)

Very young
M
8d12+16 (68)
15
10
15
10
11
10
+8/+10
+10
+8
+6
+6
4d6 (16)

Young
M
11d12+22 (93)
17
10
15
12
13
12
+11/+14
+14
+9
+7
+8
6d6 (17)

Juvenile
L
14d12+42 (133)
19
10
17
14
15
14
+14/+22
+17
+12
+9
+11
8d6 (20)

Young adult
L
17d12+68 (178)
23
10
19
14
15
14
+17/+27
+22
+14
+10
+12
10d6 (22)
20
Adult
H
20d12+100 (230)
27
10
21