TEXT: ◆ True Dragon ◆
  
  1
  Lead Designers: Jeff Swank
  Additional Design & Editing: Forrest Heck, Andreas Rönnqvist
  Cover Artist: Jacob E. Blackmon
  Cover Design: Erik Nowak
  Interior Design: Erik Nowak
  Interior Layout: Levi Jones
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the 
  third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper 
  names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form 
  without written permission.
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  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
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  Monster Classes: True Dragon is published by Dreamscarred Press under the Open Game License version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. 
  © 2016 Dreamscarred Press
  Monster class: 
  True Dragon
  
  2
  Monster Classes
  True Dragon 
  MonsTer Class
  A dragon is a reptile-like creature, usually winged, with 
  magical or unusual abilities.
  Dragons are depicted as any of various species of 
  large, intelligent, magical, reptilian beasts, each typically 
  defined by a combination of their demeanor and either 
  the color of their scales or their elemental affinity. 
  True dragons are divided into two broad categories: 
  chromatic and metallic. Chromatic dragons are almost 
  universally evil, seeking only to sate their endless lust 
  for food, treasure, and bloodshed. Metallic dragons are 
  generally good and often protect the lands under their 
  care.
  Different Dragons
  As you can probably tell, the true dragon racial class is 
  very different from the other racial classes in this book. 
  This is because dragons, like many monsters, prove to 
  be fairly problematic when stacked up next to PCs with 
  a similar amount of hit dice. True dragons have always 
  been incredibly dangerous monsters in campaigns, and 
  their base statistics and ability scores are incredible, 
  and much higher than we at Dreamscarred Press were 
  comfortable rolling into a racial class. In addition, while 
  their ability scores and combat abilities are significant, 
  some things about true dragons (namely, their breath 
  weapons) are actually underpowered, compared to what 
  an even-leveled PC could do. Because breath weapons 
  scale by age category, they’re fairly small and weak 
  compared to what they probably should be at early 
  and middle levels, and then the progression speeds up 
  significantly once the hit die gap between age categories 
  shrinks. In addition, some dragons get abilities at higher 
  levels that really ought to have shown up much sooner.
  By reducing the ability scores of the true dragons, 
  standardizing the breath weapon’s progression, and 
  scattering abilities across the class in places where 
  they’re more balanced, we hope to have created a much 
  more fun play experience for players and GMs wanting 
  to include dragons in their campaigns.
  Age Categories
  This racial class dispenses of traditional dragon aging to 
  allow players to gain power as they level up. After all, 
  many campaigns don’t take place over periods of time 
  long enough for dragons to fully gain their power. There 
  are several possible approaches to dragon age categories 
  we recommend:
  • Dragon PCs can gain power through experience, 
  rather than (or in addition to) age. One possible fluff 
  explanation for this is that most dragons spend their 
  time hiding in lairs or building hoards, rather than 
  adventuring, and that any dragon experiencing 
  sufficient life-or-death situations might grow into a 
  more powerful dragon sooner as well.
  • Dragon PCs cannot gain levels past their age 
  category until reaching that age. A dragon can 
  freely multiclass out of its racial class, so the dragon 
  should simply take levels in other classes rather 
  than its racial class until it reaches the appropriate 
  age.
  • This dragon PC in particular is unique, and gaining 
  power significantly faster than it should. This option 
  introduces possible plot hooks if other dragons are 
  involved, and allows for the player of the dragon 
  to gain his full dragon abilities without drastically 
  changing the campaign world.
  True Dragon Racial Traits
  In addition to the racial traits gained by specific varieties 
  of dragons, all true dragons have the following traits:
  • Darkvision (Ex): True dragons can see perfectly in 
  the dark up to 60 feet.
  • Low-Light Vision (Ex): True dragons can see twice 
  as far as humans in conditions of dim light.
  • Dragon Variety: All true dragons must choose a 
  single type of true dragon to be, gaining additional 
  racial traits and class features based on the type 
  chosen. See the specific dragons’ entries below for 
  the exact abilities each type of true dragon gains.
  • Languages: True dragons begin play speaking 
  Common and Draconic. True dragons with high 
  Intelligence scores can choose any languages they 
  want (except secret languages, such as Druidic).
  Hit Die: d12.
  Starting Wealth: 5d6 × 10 gp (average 175 gp.)
  CLASS SKILLS
  The true dragon’s class skills are Appraise (Int), Bluff 
  (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly 
  (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), 
  Linguistics (Int), Perception (Wis), Sense Motive (Wis), 
  Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), 
  and Use Magic Device (Cha).
  Skill Ranks per Level: 6 + Int modifier.
  CLASS FEATURES
  All the following are class features of the true dragon 
  class.
  Weapon and Armor Proficiency: A true dragon is 
  proficient with all simple weapons, but not with any 
  type of armor or shield.
  Ability Score Increases: As a true dragon gains levels, 
  its ability scores increase as noted on Table: True Dragon. 
  These increases stack and are gained as if through level 
  advancement.
  Age Categories: At 3rd level, and every three levels 
  thereafter, a true dragon advances an age category as 
  noted on Table 1-1: True Dragon. For effects based on 
  age category, the Hatchling age category is treated as 0.
  Natural Armor (Ex): At 1st level, a true dragon gains a 
  +1 natural armor bonus to its AC. This bonus increases by 
  +1 at 2nd level and every level thereafter (to a maximum 
  of +20 at 20th level).
  
  3
  Monster Classes
  Natural Weapons (Ex): A true dragon gains natural 
  attacks as it grows in size. At 1st level, a true dragon has 
  gains a bite attack and 2 claw attacks. Which natural 
  attacks a true dragon gains, and the damage of these 
  natural attacks, as shown on the following table:
  • Bite: This is a primary attack that deals the indicated 
  damage plus 1-1/2 times the true dragon’s Strength 
  modifier (even though it has more than one attack). 
  A true dragon’s bite attack has reach as if the 
  creature were one size category larger (already 
  included in the size increases below).
  Table 1-1: True Dragon
   
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Reflex 
  save
  Will 
  Save
  Special
  1st
  +1
  +2
  +2
  +2
  +1 natural armor, Hatchling age category,  natural weapons, wings 
  (glide 30 ft.)
  2nd
  +2
  +3
  +3
  +3
  +2 Str, +1 natural armor, agile runner (+10 ft.), breath weapon 1d10
  3rd
  +3
  +3
  +3
  +3
  +2 Cha, +1 natural armor, Wyrmling age category, damage reduction 3/
  magic
  4th
  +4
  +4
  +4
  +4
  +2 Int, +1 natural armor, breath weapon 2d10, sorcery (1st)
  5th
  +5
  +4
  +4
  +4
  +2 Wis, +1 natural armor, dragon senses (vision), wings (fly 50 ft.)
  6th
  +6
  +5
  +5
  +5
  +2 Str, +1 natural armor, Very Young age category, size increase, agile 
  runner (+20 ft), breath weapon 3d10
  7th
  +7
  +5
  +5
  +5
  +2 Con, +1 natural armor, damage reduction 5/magic, secondary breath 
  weapon
  8th
  +8
  +6
  +6
  +6
  +1 natural armor, breath weapon 4d10, sorcery (2nd), wings (fly 100 ft.)
  9th
  +9
  +6
  +6
  +6
  +2 Int, +1 natural armor, Young age category, spell resistance
  10th
  +10
  +7
  +7
  +7
  +2 Str, +1 natural armor, size increase, agile runner (+30 ft), breath 
  weapon 5d10
  11th
  +11
  +7
  +7
  +7
  +2 Con, +1 natural armor, dragon senses (blindsense), wings (fly 150 ft.)
  12th
  +12
  +8
  +8
  +8
  +2 Cha, +1 natural armor, Juvenile age category, breath weapon 6d10, 
  sorcery (3rd)
  13th
  +13
  +8
  +8
  +8
  +2 Con, +1 natural armor, damage reduction 10/magic
  14th
  +14
  +9
  +9
  +9
  +1 natural armor, breath weapon 7d10, wings (fly 200 ft.)
  15th
  +15
  +9
  +9
  +9
  +2 Str, +1 natural armor, Young Adult age category
  16th
  +16
  +10
  +10
  +10
  +1 natural armor, size increase, breath weapon 8d10, sorcery (4th)
  17th
  +17
  +10
  +10
  +10
  +2 Cha, +1 natural armor, frightful presence, wings (fly 250 ft.)
  18th
  +18
  +11
  +11
  +11
  +1 natural armor, Adult age category, breath weapon 9d10
  19th
  +19
  +11
  +11
  +11
  +2 Str, +2 Wis, +1 natural armor
  20th
  +20
  +12
  +12
  +12
  +1 natural armor, breath weapon 10d10, sorcery (5th), wings (fly 300 ft.)
  • Claws: These are primary attacks that deal the 
  indicated damage plus the true dragon’s strength 
  modifier.
  • Wings: A Medium or larger dragon can slam its 
  enemies with its wings. These are secondary attacks 
  that deal the indicated damage plus 1/2 the true 
  dragon’s strength modifier.
  • Tail Slap: A Large or larger dragon can use its tail 
  to bludgeon enemies. This is a secondary attack 
  that deals the indicated damage plus 1/2 the true 
  dragon’s strength modifier.
  • Crush: A flying or jumping Huge or larger true 
  dragon can land on foes 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 true dragon. A 
  crush attack affects as many creatures as fit in 
  the true dragon’s space. Creatures in the affected 
  area must succeed on a Reflex save (DC 10 + 1/2 
  the true dragon’s Hit Dice + the true dragon’s 
  Size
  Bite
  2 Claws
  2 Wings
  Tail Slap
  Crush
  Tiny
  1d4
  1d3
  —
  —
  —
  Small
  1d6
  1d4
  —
  —
  —
  Medium
  1d8
  1d6
  1d4
  —
  —
  Large
  2d6
  1d8
  1d6
  1d8
  —
  Huge
  2d8
  2d6
  1d8
  2d6
  2d8
  
  4
  Monster Classes
  Constitution modifier) 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, it must succeed at a 
  combat maneuver check as normal. Pinned foes 
  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 
  modifier.
  Wings (Ex): At 1st level, a true dragon can use its wings 
  to glide, negating damage from any fall and allowing 20 
  feet of forward movement for every 5 feet of descent. It 
  glides at a speed of 30 feet with average maneuverability. 
  It cannot use its wings to actually gain altitude; it merely 
  coasts in other directions as it falls.
  At 5th level, its wings grow stronger, and it gains 
  the ability to fly at a speed of 50 feet. At 8th level, and 
  every 3 levels thereafter, the true dragon’s fly speed 
  increases by 50 feet. Its maneuverability depends on its 
  size; Medium or smaller true dragons fly with average 
  maneuverability, Large or Huge true dragons fly with 
  poor maneuverability, and Gargantuan or larger dragons 
  fly with clumsy maneuverability.
  While a true dragon is encumbered or wearing 
  medium or heavy armor, its fly speed is reduced by 10 
  feet.
  Agile Runner (Ex): At 2nd level and again at 6th level 
  and 10th level, a true dragon’s base land speed increases 
  by +10 feet. Apply this bonus before modifying the true 
  dragon’s speed because of any load carried or armor 
  worn. This bonus stacks with any other bonuses to the 
  true dragon’s land speed.  
  Breath Weapon (Su): At 2nd level, a true dragon 
  gains the ability to exhale a cone of energy once every 
  1d4 rounds as a breath weapon. A true dragon’s breath 
  weapon deals 1d8 points of damage per two class levels, 
  and a successful Reflex save (DC 10 + 1/2 the true dragon’s 
  Hit Dice + the true dragon’s Constitution modifier) halves 
  the damage.
  The exact breath weapon depends on the type of true 
  dragon (see the specific dragons’ entries below), and the 
  size the breath weapon is determined by the size of the 
  true dragon, as shown on the following table:
  weapon, the DC is the same. A true dragon can still 
  only breath once every 1d4 rounds, regardless of which 
  breath weapon it used.
  Damage Reduction (Ex): Starting at 3rd level, a true 
  dragon becomes more resistant to damage. It gains 
  damage reduction 3/magic. At 7th level, this damage 
  reduction increases to 5/magic, and at 13th level, it 
  increases to 10/magic.
  In addition, the true dragon’s natural weapons are 
  treated as magic weapons for the purpose of overcoming 
  damage reduction.
  Sorcery: At 4th level, a true dragon gains the ability 
  to cast spells as a 1st-level sorcerer. The true dragon also 
  gains the cantrips ability of the sorcerer class, although 
  it does not gain other sorcerer class features, such as 
  bloodline powers or bloodline spells. At 8th level, and 
  every 4 levels thereafter, the true dragon’s effective 
  sorcerer level increases by one, granting him new 
  spells per day and spells known as if he was a sorcerer 
  of his effective sorcerer level. If the true dragon later 
  takes levels in the sorcerer class, its sorcery ability and 
  sorcerer levels stack for determining its spellcasting 
  abilities.
  Dragon Senses (Ex): At 5th level, a true dragon’s visual 
  acuity improves. The range of its darkvision increases to 
  120 feet, and it can now see four times as far as humans 
  in conditions of dim light.
  At 11th level, a true dragon’s senses further improve. 
  It gains blindsense with a range of 60 feet. If the true 
  dragon has a burrow speed, it also gains tremorsense 
  with a range of 60 feet.
  Size Increases: At 6th level and again at 10th level 
  and 16th level, a true dragon increases in size by one size 
  category. Its ability scores do not change, and it gains the 
  benefits and drawbacks appropriate to its new size.
  • Small: The true dragon’s space and reach increase 
  to 5 feet, and it gains a +1 size bonus to their AC, a +1 
  size bonus on attack rolls, a –1 penalty to its Combat 
  Maneuver Bonus and Combat Maneuver Defense, 
  and a +4 size bonus on Stealth checks.
  • Medium: The true dragon loses the bonuses and 
  penalties it had for being Small size. Its space and 
  reach do not change, although the reach of its bite 
  increases to 10 feet.
  • Large: The true dragon’s space increases to 10 
  feet, and it gains a –1 size modifier to attacks and 
  armor class, a +1 special size modifier to its Combat 
  Maneuver Bonus and Combat Maneuver Defense, a 
  –2 penalty to Fly checks, and a –4 penalty to Stealth 
  checks, as normal. Its reach does not change.
  • Huge: The true dragon’s space increases to 15 
  feet, and it gains a –2 size modifier to attacks and 
  armor class, a +2 special size modifier to its Combat 
  Maneuver Bonus and Combat Maneuver Defense, a 
  –4 penalty to Fly checks, and a –8 penalty to Stealth 
  checks, as normal. Its reach increases to 10 feet (15 
  feet with bite).
  Size
  Line
  Cone
  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.
  At 7th level, a true dragon gains the ability to use a 
  secondary breath weapon (described in the specific 
  dragons’ entries below). Most secondary breath weapons 
  do not deal damage, and instead have inflict a condition 
  or have a special effect. If the secondary breath weapon 
  calls for a different save than the primary breath 
  
  5
  Monster Classes
  Spell Resistance (Ex): At 9th level, a true dragon 
  becomes resistant to magic, gaining spell resistance 
  equal to 11 + its Hit Dice.
  Frightful Presence (Ex): At 17th level, a true dragon 
  gains the ability to strike terror into the hearts of those 
  who witness its fury. The true dragon can activate this 
  ability as a free action whenever it attacks, charges, uses 
  its breath weapon, or flies overhead. This ability only 
  affects enemies with less Hit Dice than the true dragon. 
  All enemies within a range of 30 feet times the true 
  dragon’s age category must succeed on a Will save (DC 
  10 + 1/2 the true dragon’s Hit Dice + the true dragon’s 
  Charisma modifier) or become shaken for 5d6 rounds, or 
  panicked for the same duration if the affected creature 
  has 4 or fewer Hit Dice. A creature that successfully 
  saves cannot be affected by the same true dragon’s 
  frightful presence for 24 hours. This is a mind-affecting 
  fear effect.
  Black Dragons
  In addition to the racial traits gained by all true dragons, 
  black dragons have the following traits:
  • +2 Dexterity: Young black dragons are nimble and 
  quick.
  • Tiny: Black dragons are Tiny creatures and gain a 
  +2 size bonus to their AC, a +2 size bonus on attack 
  rolls, a –2 penalty to their Combat Maneuver Bonus 
  and Combat Maneuver Defense, and a +8 size bonus 
  on Stealth checks. Their space is 2-1/2 feet and their 
  natural reach is 0 feet (5 feet with bite).
  • Dragon (Water): Black dragons are dragons with 
  the water subtype, gaining the following traits as 
  a result:
  • Black dragons are immune to paralysis and sleep 
  effects.
  • Normal Speed: Black dragons have a base speed of 
  30 feet on land. They also have a swim speed equal 
  to their base land speed, can move in water without 
  making Swim checks, always treat Swim as a class 
  skill, and gain a +8 racial bonus on Swim checks.
  • Immunity to Acid (Ex): Black dragons take no 
  damage from acid.
  • Water Breathing (Ex): A black dragon can breathe 
  underwater indefinitely and can freely use its 
  breath weapon, spells, and other abilities while 
  submerged.
  Class Features
  In addition to the class features gained by all true 
  dragons, black dragons have the following class features:
  Breath Weapon (Su): A black dragon’s breath weapon 
  is a line of corrosive liquid that deals acid damage. A 
  black dragon’s secondary breath weapon is a cone of 
  sticky goo that entangles creatures that fail their reflex 
  saves for 1d6 rounds plus one round per age category of 
  the black dragon.
  Darkness (Sp): At 3rd level, a black dragon gains the 
  ability to use darkness as a spell-like ability once per day 
  with a caster level equal to its class level. At 5th level, 
  it can use this ability three times per day, at 7th level it 
  can use it five times per day, and at 9th level, it can use 
  it at-will.
  Swamp Stride (Ex): Starting at 6th level, a black 
  dragon can move through bogs and quicksand without 
  penalty, ignoring difficult terrain or other hindering 
  effects on movement from the environment.
  Speak with Reptiles (Sp): At 9th level, a black dragon 
  gains the constant spell-like ability to speak with reptiles. 
  This functions as a speak with animals spell, except it 
  only allows the dragon to converse with reptiles.
  Corrupt Water (Sp): At 19th level, a black dragon 
  gains the ability to stagnate a body of water once per day. 
  When it uses this ability, it corrupts up to 10 cubic feet of 
  water within a range of 30 feet times the black dragon’s 
  age category, making it foul and unable to support 
  water-breathing life. The ability spoils liquids containing 
  water. Liquid-based magic items (such as potions) and 
  items in a creature’s possession must succeed on a Will 
  save (DC 10 + 1/2 the black dragon’s Hit Dice + the black 
  dragon’s Charisma modifier) or become ruined. This is 
  the equivalent of a 1st-level spell.
  Blue Dragons
  In addition to the racial traits gained by all true dragons, 
  blue dragons have the following traits:
  • +2 Dexterity: Blue dragons are not as strong as their 
  larger kin, but make up for it in dexterity.
  • Small: Blue dragons are Small creatures and gain a 
  +1 size bonus to their AC, a +1 size bonus on attack 
  rolls, a –1 penalty to their Combat Maneuver Bonus 
  and Combat Maneuver Defense, and a +4 size bonus 
  on Stealth checks.
  • Dragon (Earth): Blue dragons are dragons with 
  the earth subtype, gaining the following traits as a 
  result:
  • Blue dragons are immune to paralysis and sleep 
  effects.
  • Slow Speed: Blue dragons have a base speed of 20 
  feet. They also have a burrow speed equal to half 
  their base land speed.
  • Immunity to Electricity (Ex): Blue dragons take no 
  damage from electricity.
  • Tremorsense (Ex): While burrowing, blue dragons 
  have tremorsense with a range of 5 feet.
  Class Features
  In addition to the class features gained by all true 
  dragons, blue dragons have the following class features:
  Breath Weapon (Su): A blue dragon’s breath weapon 
  is a line of lightning that deals electricity damage. A blue 
  dragon’s secondary breath weapon is a tremendous cone 
  of thunder that knocks creatures that fail their reflex 
  saves prone and deafens them for one round per age 
  category of the blue dragon.
  Spell-Like Abilities (Sp): Starting at 1st level, a blue 
  dragon gains limited spell-like abilities. The exact 
  
  6
  Monster Classes
  abilities gained depend on the blue dragon’s class level, 
  according to the following table. In each case, the caster 
  level equals the blue dragon’s class level. The DC for a 
  saving throw against a blue dragon’s spell-like ability is 
  10 + the spell level + the blue dragon’s Charisma modifier.
  When the same spell appears multiple times on the 
  table, the blue dragon gains the higher-level ability. 
  Otherwise, these spell-like abilities are cumulative.
  Level
  Blue Dragon Spell-Like Abilities
  1st
  ghost sound 3/day
  2nd
  ghost sound 5/day
  3rd
  ghost sound at-will, minor image 1/day
  4th
  5th
  ventriloquism 1/day
  6th
  minor image 3/day
  7th
  8th
  ventriloquism 3/day
  9th
  minor image 5/day
  10th
  11th
  ventriloquism 5/day
  12th
  minor image at-will
  13th
  14th
  ventriloquism at-will
  Desert Thirst (Su): At 3rd level, a blue dragon gains 
  the ability to cast create water at-will, with a caster level 
  equal to its class level. Alternatively, the blue dragon can 
  destroy up to 2 gallons of liquid per class level in a 10-
  foot burst around it as a standard action. Unattended 
  liquids are instantly reduced to sand. Liquid-based 
  magic items (such as potions) and liquid-based items in 
  a creature’s possession must succeed on a Will save (DC 
  10 + 1/2 the blue dragon’s Hit Dice + the blue dragon’s 
  Charisma modifier) or be destroyed.
  Sound Imitation (Ex): At 5th level, a blue dragon 
  gains the ability to mimic any voice or sound it has heard 
  by making a successful Bluff check against a listener’s 
  Sense Motive check.
  Electricity Aura (Su): At 19th level, a blue dragon 
  gains the ability to surround itself with an aura of 
  electricity. Suppressing or resuming this ability is a 
  free action. Creatures within 5 feet take 1d6 points of 
  electricity damage at the beginning of the blue dragon’s 
  turn, and must succeed on a Fortitude save or become 
  sickened for one round from the painful shock.
  Green Dragons
  In addition to the racial traits gained by all true dragons, 
  green dragons have the following traits:
  • +2 Dexterity: Green dragons are well-adapted to 
  weaving swiftly through tight locations.
  • Small: Green dragons are Small creatures and gain 
  a +1 size bonus to their AC, a +1 size bonus on attack 
  rolls, a –1 penalty to their Combat Maneuver Bonus 
  and Combat Maneuver Defense, and a +4 size bonus 
  on Stealth checks.
  • Dragon (Air): Green dragons are dragons with the 
  air subtype, gaining the following traits as a result:
  • Green dragons are immune to paralysis and 
  sleep effects.
  • Slow Speed: Green dragons have a base speed of 20 
  feet on land. They also have a swim speed equal to 
  their base land speed, can move in water without 
  making Swim checks, always treat Swim as a class 
  skill, and gain a +8 racial bonus on Swim checks.
  • Immunity to Acid (Ex): Green dragons take no 
  damage from acid.
  • Water Breathing (Ex): A green dragon can breathe 
  underwater indefinitely and can freely use its 
  breath weapon, spells, and other abilities while 
  submerged.
  Class Features
  In addition to the class features gained by all true dragons, 
  green dragons have the following class features:
  Breath Weapon (Su): A green dragon’s breath weapon 
  is a cone of corrosive gas that deals acid damage. A green 
  dragon’s secondary breath weapon is a line of immense 
  natural energy that causes plants and undergrowth 
  to sprout and thicken, creating difficult terrain in all 
  squares within its area. In an area that cannot sustain 
  plant life (such as a volcano or in midair), these plants 
  wither and die after one round per age category. A green 
  dragon is unaffected by the difficult terrain created by 
  its breath weapon.
  Spell-Like Abilities (Sp): Starting at 4th level, a green 
  dragon gains limited spell-like abilities. The exact abilities 
  gained depend on the green dragon’s class level, according 
  to the following table. In each case, the caster level equals 
  the green dragon’s class level. The DC for a saving throw 
  against a green dragon’s spell-like ability is 10 + the spell 
  level + the green dragon’s Charisma modifier.
  When the same spell appears multiple times on the 
  table, the green dragon gains the higher-level ability. 
  Otherwise, these spell-like abilities are cumulative.
  Level
  Green Dragon Spell-Like Abilities
  4th
  entangle 1/day
  5th
  charm person 1/day
  6th
  entangle 3/day
  7th
  charm person 3/day
  8th
  entangle 5/day
  9th
  charm person 5/day, suggestion 1/day
  10th
  entangle at-will
  11th
  charm person at-will, suggestion 3/day
  12th
  13th
  suggestion 5/day
  14th
  15th
  suggestion at-will
  
  7
  Monster Classes
  Woodland Stride (Ex): Starting at 6th level, a green 
  dragon can move through any sort of foliage at full 
  speed without taking damage or suffering impairment. 
  Areas of foliage that have been magically manipulated 
  affect it normally.
  Trackless Step (Ex): Starting at 15th level, a green 
  dragon does not leave a trail in natural surroundings 
  and cannot be tracked. The green dragon can still choose 
  to leave a trail, if it so desires.
  Red Dragons
  In addition to the racial traits gained by all true dragons, 
  red dragons have the following traits:
  • 
  +2 Strength: Red dragons are among the strongest 
  breed of dragon, second only to golds.
  • 
  Small: Red dragons are Small creatures and gain a 
  +1 size bonus to their AC, a +1 size bonus on attack 
  rolls, a –1 penalty to their Combat Maneuver Bonus 
  and Combat Maneuver Defense, and a +4 size bonus 
  on Stealth checks.
  • 
  Dragon (Fire): Red dragons are dragons with the 
  fire subtype, gaining the following traits as a result:
  • 
  Red dragons are immune to fire, paralysis and 
  sleep effects.
  • 
  Vulnerability to Cold (Ex): Red dragons take 
  half again as much damage (+50%) from cold, 
  regardless of whether a saving throw is allowed 
  or if the save is a success or failure.
  • 
  Slow Speed: Red dragons have a base speed of 20 
  feet on land.
  Class Features
  In addition to the class features gained by all true dragons, 
  red dragons have the following class features:
  Breath Weapon (Su): A red dragon’s breath 
  weapon is a cone of horrifyingly-hot flames that 
  deals fire damage. A red dragon’s secondary 
  breath weapon is a cloud of dense smoke that 
  acts like an obscuring mist spell, except 
  that its area is that of a cone breath 
  weapon, and its duration is 1d6 rounds 
  plus one round per age category of 
  the red dragon.
  Smoke Vision (Ex): Starting at 
  6th level, a red dragon can see 
  perfectly in smoky conditions 
  (such as those created by 
  pyrotechnics or its secondary 
  breath weapon).
  Spell-Like Abilities (Sp): 
  Starting at 9th level, a 
  red dragon gains limited 
  spell-like abilities. The exact 
  abilities gained depend on 
  the red dragon’s class level, 
  according 
  to 
  the 
  following 
  table. In each case, the caster 
  level equals the red dragon’s class 
  level. The DC for a saving throw against a red dragon’s 
  spell-like ability is 10 + the spell level + the red dragon’s 
  Charisma modifier.
  When the same spell appears multiple times on the 
  table, the red dragon gains the higher-level ability. 
  Otherwise, these spell-like abilities are cumulative.
  Level
  Red Dragon Spell-Like Abilities
  9th
  detect magic at-will, pyrotechnics 1/day
  10th
  suggestion 1/day
  11th
  pyrotechnics 3/day
  12th
  suggestion 3/day
  13th
  pyrotechnics 5/day
  14th
  suggestion 5/day
  15th
  pyrotechnics at-will
  16th
  suggestion at-will
  White Dragons
  In addition to the racial traits gained by all true dragons, 
  white dragons have the following traits:
  • 
  +2 Dexterity, +2 Wisdom, –2 Intelligence: White 
  dragons are highly dangerous predators, but among 
  the least intelligent of dragonkind.
  
  8
  Monster Classes
  • Tiny: White dragons are Tiny creatures and gain a 
  +2 size bonus to their AC, a +2 size bonus on attack 
  rolls, a –2 penalty to their Combat Maneuver Bonus 
  and Combat Maneuver Defense, and a +8 size bonus 
  on Stealth checks. Their space is 2-1/2 feet and their 
  natural reach is 0 feet (5 feet with bite).
  • Dragon (Cold): White dragons are dragons with the 
  cold subtype, gaining the following traits as a result:
  • White dragons are immune to cold, paralysis 
  and sleep effects.
  • Vulnerability to Fire (Ex): White dragons take 
  half again as much damage (+50%) from fire, 
  regardless of whether a saving throw is allowed 
  or if the save is a success or failure.
  • Normal Speed: White dragons have a base speed 
  of 30 feet on land. They also have a burrow speed 
  equal to half their base land speed, and a swim 
  speed equal to their base land speed, can move in 
  water without making Swim checks, always treat 
  Swim as a class skill, and gain a +8 racial bonus on 
  Swim checks.
  • Tremorsense (Ex): While burrowing, white 
  dragons have tremorsense with a range of 5 feet.
  Class Features
  In addition to the class features gained by all true dragons, 
  white dragons have the following class features:
  Breath Weapon (Su): A white dragon’s breath weapon 
  is a cone of freezing ice and snow that deals cold damage. 
  A white dragon’s secondary breath weapon is a line of 
  freezing water and sleet that coats its area with slippery 
  ice, acting as a grease spell with a duration of one minute 
  per age category of the white dragon.
  Icewalking (Ex): Starting at 1st level, a white dragon 
  can move across icy surfaces without penalty, and do not 
  need to make Acrobatics checks to run or charge on ice. 
  In addition, it can scale walls and ceilings as if by a spider 
  climb spell, except that it can only climb on ice-covered 
  surfaces.
  Snow Vision (Ex): Starting at 6th level, a white dragon 
  can see perfectly well in snowy conditions, and does not 
  suffer any penalties to Perception checks while in snow.
  Ice Shape (Su): At 9th level, a white dragon gains 
  the ability to shape ice and snow at-will. This ability 
  functions as a stone shape spell with a caster level equal 
  to the white dragon’s class level, except it only targets 
  ice and snow, rather than stone. only targeting ice and 
  snow, not stone.
  Cold Aura (Su): At 19th level, a white dragon gains the 
  ability to lower the temperature around its body with a 
  thought. Suppressing or resuming this ability is a free 
  action. Creatures within 5 feet take 1d6 points of cold 
  damage at the beginning of the white dragon’s turn, and 
  must succeed on a Fortitude save or become slowed for 
  one round (as the spell slow) from the bone-chilling cold.
  Brass Dragons
  In addition to the racial traits gained by all true dragons, 
  brass dragons have the following traits:
  • +2 Dexterity: Brass dragons are quite dextrous 
  compared to their larger kin.
  • Tiny: Brass dragons are Tiny creatures and gain a 
  +2 size bonus to their AC, a +2 size bonus on attack 
  rolls, a –2 penalty to their Combat Maneuver Bonus 
  and Combat Maneuver Defense, and a +8 size bonus 
  on Stealth checks. Their space is 2-1/2 feet and their 
  natural reach is 0 feet (5 feet with bite).
  • Dragon (Fire): Brass dragons are dragons with the 
  fire subtype, gaining the following traits as a result:
  • Brass dragons are immune to fire, paralysis and 
  sleep effects.
  • Vulnerability to Cold (Ex): Brass dragons take 
  half again as much damage (+50%) from cold, 
  regardless of whether a saving throw is allowed 
  or if the save is a success or failure.
  • Normal Speed: Brass dragons have a base speed of 
  30 feet. They also have a burrow speed equal to half 
  their base land speed.
  • Tremorsense (Ex): While burrowing, brass dragons 
  have tremorsense with a range of 5 feet.
  Class Features
  In addition to the class features gained by all true 
  dragons, brass dragons have the following class features:
  Breath Weapon (Su): A brass dragon’s breath weapon 
  is a line of intense flames that deals fire damage. A brass 
  dragon’s secondary breath weapon is a cone of sleep 
  gas. Creatures within the cone must succeed on a Will 
  save or fall asleep for 1d6 rounds plus one round per age 
  category of the brass dragon.
  Spell-Like Abilities (Sp): Starting at 3rd level, a 
  brass dragon gains limited spell-like abilities. The exact 
  abilities gained depend on the brass dragon’s class level, 
  according to the following table. In each case, the caster 
  level equals the brass dragon’s class level. The DC for a 
  saving throw against a brass dragon’s spell-like ability 
  is 10 + the spell level + the brass dragon’s Charisma 
  modifier.
  When the same spell appears multiple times on the 
  table, the brass dragon gains the higher-level ability. 
  Otherwise, these spell-like abilities are cumulative.
  Move Sand (Sp): At 9th level, a brass dragon gains 
  the ability to control the desert environments it calls 
  home. This ability can be used at-will, and functions as 
  a move earth spell with a caster level equal to the brass 
  dragon’s class level, except it only affects sand. This is 
  the equivalent of a 5th-level spell.
  Desert Wind (Su): Starting at 12th level, a brass 
  dragon can call up the desert wind to serve it. This 
  functions as a gust of wind spell, and when used in an 
  environment with loose sand or dust (such as a desert), 
  any creature in its path must succeed on a Fortitude 
  save (DC 10 + 1/2 the brass dragon’s Hit Dice + the brass 
  
  9
  Monster Classes
  a cone of repulsion gas. Creatures within the cone must 
  succeed on a Will save or be compelled to do nothing but 
  move away from the bronze dragon for 1d6 rounds plus 
  one round per age category of the bronze dragon. This is 
  a mind-affecting compulsion effect.
  Spell-Like Abilities (Sp): Starting at 3rd level, a 
  bronze dragon gains limited spell-like abilities. The exact 
  abilities gained depend on the bronze dragon’s class 
  level, according to the following table. In each case, the 
  caster level equals the bronze dragon’s class level. The 
  DC for a saving throw against a bronze dragon’s spell-
  like ability is 10 + the spell level + the bronze dragon’s 
  Charisma modifier.
  When the same spell appears multiple times on the 
  table, the bronze dragon gains the higher-level ability. 
  Otherwise, these spell-like abilities are cumulative.
  Level
  Bronze Dragon Spell-Like Abilities
  3th
  speak with animals 3/day
  4th
  5th
  speak with animals 5/day
  6th
  7th
  speak with animals at-will
  8th
  create food and water 1/day
  9th
  10th
  create food and water 3/day
  11th
  fog cloud 1/day
  12th
  create food and water 5/day
  13th
  fog cloud 3/day
  14th
  create food and water at-will
  15th
  fog cloud 5/day
  16th
  17th
  fog cloud at-will
  Change Shape (Su): At 9th level, a bronze dragon gains 
  the ability to change into another form three times per 
  day. This ability functions as a polymorph spell, except 
  the bronze dragon can only take animal and humanoid 
  forms. It can remain in an alternate form indefinitely.
  Wave Mastery (Su): Starting at 12th level, a bronze 
  dragon, along with any creatures and vessels within 50 
  feet, can move twice their normal speed in water for up 
  to 10 minutes each day per age category of the bronze 
  dragon.
  Copper Dragons
  In addition to the racial traits gained by all true dragons, 
  copper dragons have the following traits:
  • +2 Dexterity: Copper dragons, like many smaller 
  dragons, are slightly quicker and more agile than 
  others.
  dragon’s Constitution modifier) or become blinded by 
  the blown particles for 1d4 rounds
  Level
  Brass Dragon Spell-Like Abilities
  3th
  speak with animals 3/day
  4th
  5th
  speak with animals 5/day
  6th
  7th
  endure elements 1/day, speak with 
  animals at-will
  8th
  9th
  endure elements 3/day
  10th
  suggestion 1/day
  11th
  endure elements 5/day
  12th
  suggestion 3/day
  13th
  endure elements at-will
  14th
  suggestion 5/day
  15th
  16th
  suggestion at-will
  Bronze Dragons
  In addition to the racial traits gained by all true dragons, 
  bronze dragons have the following traits:
  • +2 Dexterity: Bronze dragons are quite dextrous 
  compared to their larger kin.
  • Small: Bronze dragons are Small creatures and 
  gain a +1 size bonus to their AC, a +1 size bonus on 
  attack rolls, a –1 penalty to their Combat Maneuver 
  Bonus and Combat Maneuver Defense, and a +4 size 
  bonus on Stealth checks.
  • Dragon (Water): Bronze dragons are dragons with 
  the water subtype, gaining the following traits as a 
  result:
  • Bronze dragons are immune to paralysis and 
  sleep effects.
  • Slow Speed: Bronze dragons have a base speed of 
  20 feet on land. They also have a swim speed equal 
  to their base land speed, can move in water without 
  making Swim checks, always treat Swim as a class 
  skill, and gain a +8 racial bonus on Swim checks.
  • Immunity to Electricity (Ex): Bronze dragons take 
  no damage from electricity.
  • Water Breathing (Ex): A bronze dragon can 
  breathe underwater indefinitely and can freely use 
  its breath weapon, spells, and other abilities while 
  submerged.
  Class Features
  In addition to the class features gained by all true dragons, 
  bronze dragons have the following class features:
  Breath Weapon (Su): A bronze dragon’s breath 
  weapon is a line of lightning that deals electricity 
  damage. A bronze dragon’s secondary breath weapon is 
  
  10
  Monster Classes
  • Tiny: Copper dragons are Tiny creatures and gain a 
  +2 size bonus to their AC, a +2 size bonus on attack 
  rolls, a –2 penalty to their Combat Maneuver Bonus 
  and Combat Maneuver Defense, and a +8 size bonus 
  on Stealth checks. Their space is 2-1/2 feet and their 
  natural reach is 0 feet (5 feet with bite).
  • Dragon (Earth): Copper dragons are dragons with 
  the earth subtype, gaining the following traits as a 
  result:
  • Copper dragons are immune to paralysis and 
  sleep effects.
  • Slow Speed: Copper dragons have a base speed of 
  20 feet.
  • Immunity to Acid (Ex): Copper dragons take no 
  damage from acid.
  Class Features
  In addition to the class features gained by all true dragons, 
  copper dragons have the following class features:
  Breath Weapon (Su): A copper dragon’s breath 
  weapon is a line of caustic liquid that deals acid damage. 
  A copper dragon’s secondary breath weapon is a cone of 
  slowing gas. Creatures within the cone must succeed on 
  a Fortitude save or be slowed (as the spell slow) for 1d6 
  rounds plus one round per age category of the copper 
  dragon.
  Climb Stone (Ex): Starting at 3rd level, a copper 
  dragon can climb on stone surfaces as though using a 
  spider climb spell.
  Spell-Like Abilities (Sp): Starting at 3rd level, a 
  copper dragon gains limited spell-like abilities. The exact 
  abilities gained depend on the copper dragon’s class 
  level, according to the following table. In each case, the 
  caster level equals the copper dragon’s class level. The 
  DC for a saving throw against a copper dragon’s spell-
  like ability is 10 + the spell level + the copper dragon’s 
  Charisma modifier.
  When the same spell appears multiple times on the 
  table, the copper dragon gains the higher-level ability. 
  Otherwise, these spell-like abilities are cumulative.
  Level
  Copper Dragon Spell-Like Abilities
  3th
  grease 1/day
  4th
  5th
  grease 3/day
  6th
  7th
  grease 5/day
  8th
  hideos laughter 1/day
  9th
  grease at-will, stone shape 1/day
  10th
  hideous laughter 3/day
  11th
  stone shape 3/day
  12th
  hideous laughter 5/day
  13th
  stone shape 5/day
  14th
  hideous laugher at-will
  15th
  stone shape at-will
  Trap Master (Ex): Starting at 6th level, a copper 
  dragon receives a racial bonus equal to its age category 
  on Craft (traps) and Perception checks made to locate 
  a trap. In addition, the copper dragon can use Disable 
  Device to disarm magic traps as if he had the rogue’s 
  Trapfinding class feature.
  Uncanny Dodge (Ex): Starting at 9th level, a copper 
  dragon can react to danger before its senses would 
  normally allow it to do so. It cannot be caught flat-
  footed, nor does it lose its Dex bonus to AC if the attacker 
  is invisible. It still loses its Dexterity bonus to AC if 
  immobilized. A copper dragon with this ability can still 
  lose its Dexterity bonus to AC if an opponent successfully 
  uses the feint action against it. 
  If the copper dragon already has uncanny dodge 
  from a different class, it automatically gains improved 
  uncanny dodge (see the Glossary) instead.
  Gold Dragons
  In addition to the racial traits gained by all true dragons, 
  gold dragons have the following traits:
  • +2 Strength: Gold dragons are the most physically 
  strong of the metallic dragons, and one of the 
  strongest types of all dragons.
  • Small: Gold dragons are Small creatures and gain a 
  +1 size bonus to their AC, a +1 size bonus on attack 
  rolls, a –1 penalty to their Combat Maneuver Bonus 
  and Combat Maneuver Defense, and a +4 size bonus 
  on Stealth checks.
  • Dragon (Fire): Gold dragons are dragons with the 
  fire subtype, gaining the following traits as a result:
  • Gold dragons are immune to fire, paralysis and 
  sleep effects.
  • Vulnerability to Cold (Ex): Gold dragons take 
  half again as much damage (+50%) from cold, 
  regardless of whether a saving throw is allowed 
  or if the save is a success or failure.
  • Slow Speed: Gold dragons have a base speed of 20 
  feet on land. They also have a swim speed equal to 
  their base land speed, can move in water without 
  making Swim checks, always treat Swim as a class 
  skill, and gain a +8 racial bonus on Swim checks.
  • Water Breathing (Ex): A gold dragon can breathe 
  underwater indefinitely and can freely use its 
  breath weapon, spells, and other abilities while 
  submerged (its breath weapon becomes a cone of 
  boiling water and superheated steam).
  Class Features
  In addition to the class features gained by all true 
  dragons, gold dragons have the following class features:
  Breath Weapon (Su): A gold dragon’s breath weapon 
  is a cone of bright flames that deals fire damage. A gold 
  dragon’s secondary breath is a cone of weakening gas. 
  Creatures within the cone must succeed on a Fortitude 
  save or one point of Strength damage per age category 
  of the gold dragon.
  Spell-Like Abilities (Sp): Starting at 3rd level, a 
  gold dragon gains limited spell-like abilities. The exact 
  
  11
  Monster Classes
  abilities gained depend on the gold dragon’s class level, 
  according to the following table. In each case, the caster 
  level equals the gold dragon’s class level. The DC for a 
  saving throw against a gold dragon’s spell-like ability is 
  10 + the spell level + the gold dragon’s Charisma modifier.
  When the same spell appears multiple times on the 
  table, the gold dragon gains the higher-level ability. 
  Otherwise, these spell-like abilities are cumulative.
  Level
  Gold Dragon Spell-Like Abilities
  3th
  detect evil 3/day
  4th
  5th
  detect evil 5/day
  6th
  bless 1/day
  7th
  detect evil at-will
  8th
  bless 3/day
  9th
  daylight 1/day
  10th
  bless 5/day
  11th
  daylight 3/day
  12th
  bless at-will
  13th
  daylight 5/day
  14th
  15th
  daylight at-will
  Change Shape (Su): At 6th level, a gold dragon gains 
  the ability to change into another form once per. This 
  ability functions as a polymorph spell, except the gold 
  dragon can only take animal and humanoid forms. It can 
  remain in an alternate form indefinitely.
  At 9th level, a gold dragon can use this ability three 
  times per day.
  Detect Gems (Sp): At 9th level, a gold dragon gains the 
  ability to detect gems near it three times per day. This 
  functions as a locate object spell with a caster level equal 
  to the gold dragon’s class level, except it can only be used 
  to locate gemstones.
  Fast Flight (Ex): Starting at 10th level, a gold 
  dragon’s fly speed is always 50 feet faster than a that 
  of a normal true dragon of its class level. However, it 
  counts as one size category larger when determining its 
  maneuverability.
  Luck (Sp): At 19th level, a gold dragon gains the ability 
  to touch a gemstone and enspell it with great luck as a 
  standard action once per day. For as long as the gold 
  dragon carries the gem, it and every good creature 
  within 10 feet per age category gain a +1 luck bonus on 
  all saving throws. The gold dragon can give the enspelled 
  gem to another creature, but only the bearer will gain 
  the bonus. This effect lasts 1d3 hours plus 3 hours per 
  age category of the gold dragon. This is the equivalent of 
  a 2nd-level spell.
  Silver Dragons
  In addition to the racial traits gained by all true dragons, 
  silver dragons have the following traits:
  • +2 Strength: Though not as strong as gold dragons, 
  silver dragons possess a natural might that rivals 
  many. 
  • Small: Silver dragons are Small creatures and gain 
  a +1 size bonus to their AC, a +1 size bonus on attack 
  rolls, a –1 penalty to their Combat Maneuver Bonus 
  and Combat Maneuver Defense, and a +4 size bonus 
  on Stealth checks.
  • Dragon (Cold): Silver dragons are dragons with the 
  cold subtype, gaining the following traits as a result:
  • Silver dragons are immune to cold, paralysis 
  and sleep effects.
  • Vulnerability to Fire (Ex): Silver dragons take 
  half again as much damage (+50%) from fire, 
  regardless of whether a saving throw is allowed 
  or if the save is a success or failure.
  • Slow Speed: Silver dragons have a base speed of 
  20 feet.
  Class Features
  In addition to the class features gained by all true dragons, 
  silver dragons have the following class features:
  Breath Weapon (Su): A silver dragon’s breath weapon 
  is a cone of frigid air that deals cold damage. A silver 
  dragon’s secondary breath is a cone of paralyzing gas. 
  Creatures within the cone must succeed on a Fortitude 
  save or be paralyzed for 1d6 rounds plus one round per 
  age category of the silver dragon.
  Change Shape (Su): At 3rd level, a silver dragon gains 
  the ability to change into another form once per. This 
  ability functions as a polymorph spell, except the silver 
  dragon can only take animal and humanoid forms. It can 
  remain in an alternate form indefinitely.
  At 6th level, a silver dragon can use this ability three 
  times per day.
  Cloudwalking (Su): Starting at 4th level, a silver 
  dragon can land and walk on clouds or fog as though on 
  solid ground.
  Spell-Like Abilities (Sp): Starting at 3rd level, a 
  silver dragon gains limited spell-like abilities. The exact 
  abilities gained depend on the silver dragon’s class level, 
  according to the following table. In each case, the caster 
  level equals the silver dragon’s class level. The DC for a 
  saving throw against a silver dragon’s spell-like ability 
  is 10 + the spell level + the silver dragon’s Charisma 
  modifier.
  When the same spell appears multiple times on the 
  table, the silver dragon gains the higher-level ability. 
  Otherwise, these spell-like abilities are cumulative.
  Graceful Flight (Ex): Starting at 9th level, a silver 
  dragon’s maneuverability when flying is one step better 
  than normal for a true dragon of its size.
  Fog Vision (Ex): Starting at 12th level, a silver dragon 
  can see perfectly in fog and clouds, even magical ones. It 
  does not suffer miss chance from such obstructions.
  
  12
  Monster Classes
  Level
  Silver Dragon Spell-Like Abilities
  3th
  detect evil 3/day
  4th
  5th
  detect evil 5/day
  6th
  feather fall 1/day
  7th
  detect evil at-will
  8th
  feather fall 3/day
  9th
  fog cloud 1/day
  10th
  feather fall 5/day
  11th
  fog cloud 3/day
  12th
  feather fall at-will
  13th
  fog cloud 5/day
  14th
  15th
  fog cloud at-will
  New Feats
  Unless specifically noted, any character can take the 
  following feats if they meet the prerequisites, even if 
  they aren’t a true dragon.
  Half-Dragon Form (Heritage)
  You have more control over your shapeshifting.
  Prerequisites: Humanoid Form feat.
  Benefit: When you use your Humanoid Form 
  feat to change shape, you can choose to retain your 
  breath weapon, natural armor bonus to your AC, 
  natural weapons (though you can only retain the ones 
  appropriate to your new size), and wings. These function 
  as normal, adjusted for your current size.
  Humanoid Form (Heritage)
  You can disguise yourself as a nondragon, allowing you 
  to blend into places you would not otherwise be able to 
  visit.
  Prerequisites: Dragon type, non-humanoid form.
  Benefit: You gain the ability to change shape as a full-
  round action. When you use this ability, you assume the 
  appearance of a specific humanoid form (selected at the 
  time of choosing the feat). This form is Medium-sized or 
  Small size, with eyes and hair the color of your scales. 
  Your ability scores do not change, although you lose 
  the ability to use your breath weapon (if any), natural 
  attacks, and wings, as well as your natural armor bonus 
  to your AC. You do not gain any of the special abilities or 
  traits of your new form. You can return to your natural 
  form as a free action. You can remain in your alternate 
  form indefinitely. This is a supernatural ability.
  If you already have the change shape ability, you 
  can use that ability one additional time per day (it still 
  functions as normal).
  Fires of Youth
  The power of your inner fire is far beyond your years.
  Prerequisites: True dragon level 3rd.
  Benefit: Your levels in the true dragon monster classes 
  and your levels in other classes stack for determining 
  the effectiveness of your breath weapon (including 
  treating you as a higher age category, if applicable). You 
  still do not gain your secondary breath weapon unless 
  you reach 7th level in the true dragon monster class.
  Village Burner
  You can unleash wide, strafing blasts of energy towards 
  the ground while in flight.
  Prerequisites: Breath weapon, Flyby Attack.
  Benefit: While using your breath weapon with the 
  Flyby Attack feat, you can strafe the ground with a larger 
  area of effect. As long as you move in a straight line, you 
  can use your breath weapon for a distance of up to half 
  your fly speed. To determine the affected area, find the 
  area that your breath weapon would normally affect, 
  then extend its effects the desired distance in a straight 
  line. Measure the extended distance from the center of 
  the area.
  For example, if a dragon with a 60-foot cone breath weapon 
  breathed was flying at an altitude of 30 feet and breathed 
  directly downwards while in flight for 80 feet of distance, 
  its breath weapon would cover an oblong area 30 feet wide 
  and 110 feet long (because the dragon’s cone-shaped breath 
  affects a 15-foot radius circle on the ground from that altitude, 
  it would create a rectangle 80 feet long and 30 feet wide, with 
  15-foot radius semicircles on each end).
  Other Feats
  The following feats have been collected for ease of 
  reference when building and playing a true dragon.
  Flyby Attack
  You can fluidly flow from aerial movement to attacking 
  and back again.
  Prerequisites: Fly speed.
  Benefit: While flying, you can take a move action and 
  another standard action at any point during the move. 
  You cannot take a second move action during a round 
  when you makes a flyby attack.
  Normal: Without this feat, you can only take a 
  standard action either before or after your move.
  Hold Prey
  You pull your prey in and don’t let go.
  Prerequisites: Bite or tentacle attack, base attack 
  bonus +4.
  Benefit: You gain the Grab special attack with your 
  bite and/or tentacle attacks.
  Multiattack
  You are particularly skilled at making attacks with your 
  natural weapons. 
  Prerequisites: Three or more natural attacks. 
  Benefit: Your secondary attacks with natural weapons 
  take only a –2 penalty.
  Normal: Without this feat, your secondary attacks 
  with natural weapons take a –5 penalty.
  
  13
  Monster Classes
  Glossary
  Air Subtype
  This subtype is usually used for outsiders with a 
  connection to the Elemental Planes of Air. Air creatures 
  always have fly speeds and usually (but not always) 
  have perfect maneuverability. Air creatures treat Fly as 
  a class skill.
  Blindsense (Ex)
  Blindsense lets a creature notice things it cannot see, 
  but without the precision of blindsight. A creature with 
  blindsense usually does not need to make Perception 
  checks to notice and locate creatures within range of 
  its blindsense ability, provided that it has line of effect 
  to that creature. Any opponent that cannot be seen has 
  total concealment (50% miss chance) against a creature 
  with blindsense, and the blindsensing creature still has 
  the normal miss chance when attacking foes that have 
  concealment. Visibility still affects the movement of a 
  creature with blindsense. A creature with blindsense is 
  still denied its Dexterity bonus to Armor Class against 
  attacks from creatures it cannot see.
  Cold Subtype
  A creature with the cold subtype has immunity to cold 
  and vulnerability to fire.
  Dragon Type
  A dragon is a reptile-like creature, usually winged, 
  with magical or unusual abilities.
  A dragon possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  • Darkvision 60 feet and low-light vision.
  • Immunity to magic sleep effects and paralysis effects.
  • Proficient with its natural weapons only unless 
  humanoid in form (or capable of assuming 
  humanoid form), in which case proficient with all 
  simple weapons and any weapons mentioned in 
  its entry.
  • Proficient with no armor.
  • Dragons breathe, eat, and sleep.
  Earth Subtype 
  This subtype is usually used for outsiders with a 
  connection to the Elemental Planes of Earth. Earth 
  creatures usually have burrow speeds, and most earth 
  creatures can burrow through solid rock. Earth creatures 
  with a burrow speed possess tremorsense.
  Fire Subtype
  A creature with the fire subtype has immunity to fire 
  and vulnerability to cold.
  Grab (Ex)
  If a creature with this special attack hits with the 
  indicated attack (usually a claw or bite attack), it deals 
  normal damage and attempts to start a grapple as a 
  free action without provoking an attack of opportunity. 
  Unless otherwise noted, grab can only be used against 
  targets of a size equal to or smaller than the creature 
  with this ability. If the creature can use grab on creatures 
  of other sizes, it is noted in the creature’s Special Attacks 
  line. 
  The creature has the option to conduct the grapple 
  normally, or simply use the part of its body it used in 
  the grab to hold the opponent. If it chooses to do the 
  latter, it takes a –20 penalty on its CMB check to make 
  and maintain the grapple, but does not gain the grappled 
  condition itself. A successful hold does not deal any extra 
  damage unless the creature also has the constrict special 
  attack. If the creature does not constrict, each successful 
  grapple check it makes during successive rounds 
  automatically deals the damage indicated for the attack 
  that established the hold. Otherwise, it deals constriction 
  damage as well (the amount is given in the creature’s 
  descriptive text).
  Creatures with the grab special attack receive a +4 
  bonus on combat maneuver checks made to start and 
  maintain a grapple.
  Improved Uncanny Dodge
  A creature with this ability can no longer be flanked. 
  This defense denies a rogue the ability to sneak attack 
  the character by flanking him, unless the attacker has 
  at least four more rogue levels than the target does. If a 
  character already has uncanny dodge from another class, 
  the levels from the classes that grant uncanny dodge 
  stack to determine the minimum rogue level required to 
  flank the character.
  Tremorsense (Ex)
  A creature with tremorsense is sensitive to vibrations 
  in the ground and can automatically pinpoint the 
  location of anything that is in contact with the ground. 
  Aquatic creatures with tremorsense can also sense the 
  location of creatures moving through water. The ability’s 
  range is specified in the creature’s descriptive text.
  Water Subtype 
  This subtype is usually used for Outsiders with a 
  connection to the Elemental Planes 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 can usually 
  breathe air as well. Water creatures treat the Swim skill 
  as a class skill.
  
  14
  Monster Classes
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