Dragon, Black Wyrm (CR 19)

Gargantuan Dragon (Water)
Alignment: Always Chaotic Evil
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Draconic


AC: 39 (-4 size, +33 natural), touch 6, flat-footed 39
Hit Dice: 34d12+238 (459 hp); DR: 20/magic
Fort +26, Ref +19, Will +23
Speed: 60 ft., fly 200 ft., (clumsy), swim 60 ft.
Space: 20 ft./15 ft. (20 ft. with bite)
Base Attack +34; Grapple +58
Attack: 1 Bite +42, 2 claws +37, 2 wings +37, 1 Tail Slap +37, 1 crush +37, 1 Tail sweep +37 melee; Breath +42 ranged
Damage: 1 bite 4d6+12, 2 claws 2d8+6, 2 wings 2d6+6, 1 tail slap 2d8+18, 1 crush 4d6+18, 1 tail sweep 2d6+18, Breath weapon 22d4(31)
Special Attacks/Actions: Breath weapon, fear (DC 37), SR 26
Abilities: Str 35, Dex 10, Con 25, Int 18, Wis 19, Cha 18
Special Qualities: Acid immunity, water breathing, Darkness, Corrupt water; Plant growth; Insect plague, CL 13th
Feats: #Feats: 12
Skills: Skill points: 142
Advancement: 35-36 HD (Gargantuan)
Climate/Terrain: Any marsh and underground
Organization: solitary, pair, or family (1-2 and 2-5 offspring)
Treasure: Double Standard

Source: Monster Manual

Combat

Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. If the 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 the dragon's mouth and extends in a direction of the dragon's choice. The wyrm black dragon's breath weapon deals 22d4 acid damage. Creatures caught in the area can attempt Reflex saves (DC 34) to take half damage.

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

Corrupt Water (Sp): Once per day the 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 at a Will save (DC 26) or become fouled.

Other Spell-Like Abilities: 3/day - darkness (radius 110 feet) and insect plague; 1/day - plant growth.

Water Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.