Harley Stroh wrote:Astro,
I looks like the *cough* author made some mistakes. I'll try to post a corrected stat block, but it will probably be a couple of days before I can get back to ol' Styogth.
//H
No worries, man. I got you covered.
Stygoth, diseased adult black dragon: CR 9; Large dragon (water); HD 19d12+76; hp 153; Init +0; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 20, touch 9, flatfooted 20; Base Atk +19; Grp +29; Atk bite +24 melee (2d6+6); Full Atk bite +24 melee (2d6+6) and 2 claws +22 melee (1d8+3) and 2 wings +22 melee (1d6+3) and tail slap +22 melee (1d8+9); Space/Reach 10 ft./5 ft. (10 ft. with bite); SA Breath weapon (see below), disease, corrupt water, darkness, frightful presence; SQ Blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., immunity to acid,
sleep, and paralysis, low-light vision, spell resistance 18, water breathing; AL CE; SV Fort +15, Ref +11, Will +12; Str 23, Dex 10, Con 19, Int 12, Wis 13, Cha 12.
Skills and Feats: Diplomacy +3, Gather Information +3, Intimidate +23, Knowledge (history) +23, Knowledge (local) +23, Listen +25, Search +23, Sense Motive +23, Spot +25, Survival +1 (+3 following tracks); Alertness, Cleave, Flyby Attack, Great Cleave, Multiattack, Power Attack, Snatch.
SA – Breath Weapon (Su): In his current state, Stygoth no longer has a breath weapon attack.
Corrupt Water (Sp): Once per day Stygoth can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. This ability spoils all liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a DC 20 Will save or become fouled. The range of this ability is 180 feet.
Disease (Ex): Any melee attack causing Stygoth 15 or more points of damage splatters the attacker with rotting gore for 1d6 points of damage. Those hit by the acidic bile must make a Fort save (DC 15) or contract the Blight.
Darkness (Sp): 3/day – as
darkness, but 50-foot radius. Caster level 5th.
Frightful Presence (Ex): 180-foot radius, HD 19 or less, Will DC 20 negates.
Spells Known (6/6; save DC 11 + spell level, CL 3rd): 0 –
detect magic, daze, mage hand, open/close, read magic; 1st –
expeditious retreat, mage armor, shield.