Dragon, Deep Ancient (CR 22)

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


AC: 40 (-2 size, +32 natural), touch 8, flat-footed 40
Hit Dice: 33d12+231 (445 hp); DR: DR 15/magic
Fort +25, Ref +18, Will +23
Speed: 40 ft., fly 200 ft. (poor) , burrow 20 ft., swim 30 ft.
Space: 15 ft./10 ft. (15 ft. with bite)
Base Attack +35; Grapple +53
Attack: 1 Bite +41, 2 claws +36, 2 wings +36, 1 Tail Slap +36, 1 crush +36, 1 Tail sweep +36 melee; Breath +41 ranged
Damage: 1 bite 2d8+11, 2 claws 2d6+5, 2 wings 1d8+5, 1 tail slap 2d6+16, 1 crush 2d8+16, Breath weapon 20d8 (33)
Special Attacks: Breath Weapon, fear (DC 32), SR 31
Abilities: Str 31, Dex 10, Con 25, Int 22, Wis 21, Cha 20
Special Qualities: True seeing, detect magic, freedom of movement, transmute rock to mud, passwall, charm immunity, cold and fire resistance 10, Snake form 4/day, humanoid form 4/day. CL 13. Can also cast cleric spells and those from the Earth, Evil and Trickery domains as arcane spells.
Feats: #Feats: 12
Skills:
Class Skills: Hide, Move Silently, Skill points: 204, and Swim
Advancement: 34-35 HD (Huge)
Climate/Terrain: Underground
Organization: Solitary or clutch (2-5)
Treasure/Possessions: Double Standard

Source: Monster Compendium: Monsters of Faerûn

Dragons are winged, reptile-like creatures of ancient lineage. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world.

All dragons gain more abilities and greater power as they age. They range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm.

Though they are fearsome predators, dragons scavenge when necessary and can eat almost anything if they are hungry enough. 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 very 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 never 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 great wyrm stage, hundreds of gems and coins are embedded in its hide.

All dragons speak Draconic.

Although all dragons are believed to have come from the same roots tens of thousands of years ago, the present varieties keep to themselves and cooperate only under extreme circumstances, such as a powerful mutual threat. Good dragons never work with evil dragons, however, though a few neutral specimens have been found with either. Gold dragons occasionally associate with silver dragons.

When evil dragons of different varieties encounter one another, they usually fight to protect their territories. Good dragons are more tolerant, though also very territorial, and usually try to work out differences in a peaceful manner.

Dragons follow a number of reproductive strategies to suit their needs and temperaments. These help assure the continuation of a dragon's bloodline, no matter what happens to the parent or the parent's lair. Young adults, particularly evil or less intelligent ones, tend to lay clutches of 1d4+1 eggs all around the countryside, leaving their offspring to fend for themselves. These hatch into clutches of dragons, usually juvenile or younger, which stick together until they can establish their own lairs.

Older and more intelligent dragons form families consisting of a mated pair and 1d4+1 young. Mated dragons are always adults or mature adults; offspring found with their parents are wyrmlings (01-10 on d%), very young (11-30), young (31-50), juvenile (51-90), or young adult (91-100). Shortly after a dragon reaches the young adult (or rarely, juvenile) stage, it leaves its parents to establish a lair of its own.

A pair of mated dragons beyond the mature adult stage usually splits up, independence and the lust for treasure driving them apart. Older females continue to mate and lay eggs, but only one parent stays in the lair to raise young. Often an older female lays many clutches of eggs, keeping one to tend herself and one for her mate, and leaving the rest untended. Sometimes a female dragon places an egg or wyrmling with non-draconic foster parents.

Dragon Overland Movement

Dragons are exceedingly strong flyers and can cover vast distances quickly. Dragons do not tire as quickly as other creatures when moving overland. If a dragon attempts a hustle or forced march (see page 143 in the Player's Handbook), check for subdual damage once every 2 hours instead of every hour.

Deep dragons are little known on the surface world. They are the hunters of the Underdark, stalking their prey with cunning and patience.

Deep dragons are an iridescent maroon when they hatch, darkening to deep, rich purple and almost black in the dragon's older centuries. Their natural forms are slender and serpentine, with sinuous necks and limbs and narrow wings. They are accomplished shapechangers, however, gaining the ability to assume different forms as they age - first a legless winged snake form, then a humanoid form. In these shapes, they make their way through narrow tunnels or move about among the other races of the Underdark.

Deep dragons are great explorers and sometimes venture to the surface world - though usually only in pursuit of stolen treasure, revenge on their foes, or magic to steal. Otherwise, they are found in trapped, well-defended lairs in the Underdark.

The "drakes of the depths" can eat almost anything, but they seem to prefer "seafood": clams, fish, kuo-toa, and aboleth.

Combat

Deep dragons love to stalk their prey through the lightless caverns of the Underdark. They are wary in battle, but find combat nearly irresistible. They avoid obvious traps and ambushes, but delight in the hunt, pouncing on creatures without warning, and using their spells to bury opponents under rockfalls.

Breath Weapon (Su): A deep dragon's breath weapon is a cone of flesh-corrosive gas 20d8 damage, Reflex save for half (DC 33). Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.

True Seeing (Su): Deep dragons have a permanent form of true seeing (as the spell).

Snake Form (Su): A deep dragon can assume its serpentine (legless) form four times per day. This form is the same size as the dragon, but able to move through smaller tunnels because it has no legs. The dragon's AC worsens by -6 in this form. It moves at 30 feet, flies at 10 feet (poor), and swims at 30 feet. It loses all claw attacks in this form, but can constrict opponents, dealing 3d6 damage.

If the dragon hits with this attack, it can make a free grapple check (without provoking an attack of opportunity). If it wins this check, it grabs and constricts its victim, automatically dealing the above damage every round until the opponent dies or breaks free.

Humanoid Form (Su): A deep dragon can polymorph self into a humanoid form four times per day. It can alter the size, shape, hue, and features of its bipedal form to resemble a human, elf (surface or drow), half-elf, half-orc, orc, hobgoblin, dwarf, duergar, or any similar creature of Medium-size. If the dragon wears armor to improve its AC in this form, the armor is destroyed when the dragon changes shape.