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Deep Dragon
Climate/Terrain: Hill and mountain caverns, subterranean
Frequency: Rare
Organization: Solitary or clan
Activity Cycle: Any
Diet: Carnivorous
Intelligence: Exceptional (15-16)
Treasure: Special
Alignment: Chaotic evil
No. Appearing: 1 (2-5)
Armor Class: 0 (base)
Movement: 12, Fl 30 (C), Br 6, Sw 9
Hit Dice: 14 (base)
THAC0: 7 (base)
No. of Attacks: 3+special
Damage/Attack: 3-12/3-12/3-24
Special Attacks: See below
Special Defenses: Variable
Magic Resistance: Variable
Size: H (24' base)
Morale: Fanatic (17-18)
XP Value: Variable

Deep dragons are little known on the surface world. They are the hunters of the Underdark. Cunning and patient, they place their survival, followed by their joy of hunting, above all else. Deep dragons carefully amass and hide treasure in various caches, guarded with traps and magic. They are able to use most magical items.
Deep dragons are an iridescent maroon when they hatch, soft-scaled, and unable to change form. They keep to their birth-lair until they have mastered both of their other forms-a giant winged worm or snake and a human (or drow) form.

Combat: Deep dragons burrow and fight with powerful, stone-rending claws. They love to fight and hunt prey through the lightless caverns of the Underdark, employing their various forms. In snake form, they are AC 6, MV 9, Fl 4(D), Sw 11, losing claw attacks, but gaining a constriction attack (attack roll required, inflicts 3d8 points of damage per round, hampers movement, spellcasting, and causes -1 on attack rolls and a 1-point AC penalty).
In human form, a deep dragon is AC 10, MV 12, Sw 12, and causes damage by spell or weapon type. Armor can be worn, but it is always destroyed (inflicting 2d4 points of damage to the dragon) in any transformation of shape. A deep dragon can alter its features to resemble any humanoid of roughly human size.. It is 66% likely to copy a specific being well enough to be mistaken for the actual creature.
A deep dragon's breath weapon is a cone of flesh-corrosive gas 50 feet long, 40 feet wide, ad 30 feet high. Creatures in the cloud can save vs. breath weapon for half damage (if they have dry, exposed skin, they save against the flesh-eating gas at -2). Cloth, metal, and wood are not affected. Leather is treated as dry, exposed skin.
Deep dragons cast spells at 9th level, adjusted by their combat modifiers. They are born with infravision, true seeing, and unerring detect magic abilities, and immunities to charm, sleep, and hold magic. Deep dragons are immune to extremes of heat and cold (-3 on each die of damage taken, to a minimum of 1 hp per die).
As deep dragons age, they gain the following additional powers:

Age Ability
Very young assume snakeform 3 times/day
Young assume "human" form 3 times/day
Juvenile one more form change/day (each), regen. 1d4 hp/turn
Adult regenerate 1d4 hp/6 rounds; free action at will
Mature adult regenerate 1d4 hp/4 rounds; levitate 3 times/day
Old transmute rock to mud and telekinesis 3 times/day
Very old move earth 3 times/day
Venerable passwall and disintegrate 2 times/day
Wyrm one additional use/day of powers gained since Old age; stone shape 2
times/day, tongues once/day
Great wyrm repulsion 3 times/day, affecting all except dragons. One additional
use/day of stone shape and tongues

Habitat/Society:Deep dragons roam the Underdark and are great explorers. Most often deep dragons are found in well-defended lairs in the Underdark. They often use their powers to reach caverns inaccessible to most creatures. Deep dragons often work with drow.

Ecology: Deep dragons have been known to eat almost anything, but they particularly prize the flesh of clams, fish, kuo-toa, and aboleth. They view cloakers and mind flayers as dangerous rivals in the Underdark. Deep dragons avoid confrontations with other dragons and never fight or steal from others of their own kind.

Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 Hatchling 1-5 1-4 3 2d8+1 Nil Nil Nil 3,000
2 Very
4-12 17-28 2 4d8+2 Nil Nil Nil 5,000
3 Young 14-23 12-21 1 6d8+3 Nil Nil Nil 6,000
4 Juvenile 23-32 21-28 0 8d8+4 1 Nil H,Q 8,000
5 Young
28-36 51-60 -1 10d8+5 2 25% H,Qx2,E 10,000
6 Adult 41-50 36-45 -2 12d8+6 2 1 30% H,Qx3,E,S 12,000
7 Mature
45-54 71-84 -3 14d8+7 3 2 35% Hx2,Qx4,
8 Old 59-68 54-62 -4 16d8+8 4 2 1/1 40% Hx2,Qx4,
9 Very
68-77 62-70 -5 18d8+9 4 2 2/2 45% Hx3,Qx5,
10 Venerable 77-86 70-78 -6 20d8+10 4 3 2 1/2 1 50% Hx3,Q,E,S,
11 Wyrm 86-95 78-85 -7 22d8+11 4 3 3 2/3 2 55% Hx3,Q,E,S,
12 Great
85-94 134-146 -8 24d8+12 4 3 3 2 1/3 3 1 60% H,Q,E,S,T,

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