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Post by Deleted on Aug 18, 2009 13:23:21 GMT -5
Hellfire Wyrm Huge Dragon (Fire)Hit Dice: 23d12+184 (333 hp) Initiative: +4 Speed: 60 ft., burrow 30 ft., fly 250 ft. (clumsy) AC: 36 (–2 size, + 28 natural), touch 8, flat-footed 36 Attacks: Bite +30 melee and 2 claws +25 melee Damage: Bite 2d8+9, claw 2d6+4 Face/Reach: 10 ft. by 40 ft./10 ft. Special Attacks: Breath weapon, crush 2d8+13, frightful presence, spell-like abilities Special Qualities: DR 20/+5, fiendish form, fire subtype, immunities, infernal aura, keen senses, SR 37, summon baatezu Saves: Fort +21, Ref +13, Will +21 Abilities: Str 29, Dex 10, Con 27, Int 23, Wis 26, Cha 28 Skills: Bluff +26, Diplomacy +32, Intimidate +35, Jump +28, Knowledge (any four) +31, Listen +34, Scry +29, Search +26, Spot +34 Feats: Flyby Attack, Hover, Improved Initiative, , Quicken Spell-Like Ability, Snatch Climate/Terrain: Any land and underground Organization: Solitary, pair, or clutch (3–5) Challenge Rating: 26 Treasure: Double standard Alignment: Always lawful evil Advancement: 24–46 HD (Gargantuan) Hellfire wyrms are draconic agents of the Nine Hells of Baator that live among humanoid races on the Material Plane. They are masterful power brokers, manipulating people and events in subtle ways. Hellfire wyrms can steer rulers to fight in unjust wars, or support unholy alliances, or even commit despotic acts against their people. A hellfire wyrm is a diabolic-looking, winged dragon with vicious bone spikes jutting from its head and shoulders. Smoke rises continually from its scales, and its eyes burn an intense yellow. The monster’s scales shift in color to give the appearance of flowing molten lava, and they stink of brimstone. Hellfire wyrms entrench themselves in regional politics by using their knowledge, wealth, and persuasive abilities to force through their foul agendas. The typical wyrm does not limit its actions to any one kingdom, and it often has a different identity for each realm it visits. It takes great pains to hide its draconic form, usually assuming the shape of a charismatic tiefling when dealing with humanoids and assassinating anyone who learns its true identity. Hellfire wyrms retreat to secret lairs when not actively scheming. A hellfire wyrm speaks Draconic, Infernal, and Common, as well as the languages of any nearby humanoid races. Combat Utterly fearless and almost unstoppable in battle, hellfire wyrms are expert tacticians. They keep to the air, slinging mindaffecting spells and withering breath attacks at their enemies. Breath Weapon (Su): A hellfire wyrm can breathe a 50- foot cone of infernal flame that deals 14d10 points of damage. Each creature caught in the area can attempt a Reflex save (DC 29) to take half damage. One-half of the damage from this attack derives from infernal power and is therefore not subject to reduction by protective elemental magic. Once the wyrm breathes, it must wait 1d4 rounds before using its breath weapon again. Crush (Ex): A flying hellfire wyrm can land on opponents three or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the wyrm’s body. Each creature in the affected area must succeed at a Reflex save (DC 29) or be pinned, automatically taking 2d8+13 points of bludgeoning damage. Thereafter, if the wyrm chooses to maintain the pin, treat it as a normal grapple attack (grapple bonus +40). While pinned, the opponent takes crush damage each round. Frightful Presence (Ex): When a hellfire wyrm charges, attacks, or flies overhead, it inspires terror in all creatures within 240 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must attempt a Will save (DC 30). On a failure, a creature with 4 or fewer Hit Dice becomes panicked for 4d6 rounds, and one with 5 or more Hit Dice becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that hellfire wyrm’s frightful presence for 24 hours. Dragons ignore the frightful presence effect of a hellfire wyrm. Spell-Like Abilities: At will—blasphemy, charm person, demand, desecrate, dictum, fire storm, greater dispelling, hold person, improved invisibility, misdirection, pyrotechnics, sending, suggestion, teleport without error, true seeing (divine version), unholy aura, unhallow, wall of fire. Caster level 20th; save DC 19 + spell level. Fiendish Form (Su): At will, a hellfire wyrm can produce an effect like that of a shapechange spell, except that only the normal form of any tiefling or devil may be assumed. Fire Subtype (Ex): A hellfire wyrm is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure. Immunities: A hellfire wyrm is immune to sleep and paralysis effects. Infernal Aura (Su): Any creature within 5 feet of a hellfire wyrm automatically takes 5d4 points of fire damage per round. It can suppress this aura as a free action. Keen Senses (Ex): A hellfire wyrm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet. Summon Baatezu (Sp): Once per day, a hellfire wyrm may summon a single barbazu, cornugon, or gelugon with a 100% chance of success. This ability functions like a summon monster spell of the appropriate level. A summoned devil automatically returns whence it came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour. Feats: A creature that is flung by a hellfire wyrm after being snatched travels 100 feet and takes 10d6 points of damage. If the hellfire wyrm is flying, the creature takes this damage or the appropriate falling damage, whichever is greater. From Monster Manual II
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Post by Deleted on Aug 20, 2009 22:28:35 GMT -5
Dragon Turtle Dragon TurtleSize/Type: Huge Dragon (Aquatic) Hit Dice: 12d12+60 (138 hp) Initiative: +0 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 25 (-2 size, +17 natural), touch 8, flat-footed 25 Base Attack/Grapple: +12/+28 Attack: Bite +18 melee (4d6+8) Full Attack: Bite +18 melee (4d6+8) and 2 claws +13 melee (2d8+4) Space/Reach: 15 ft./10 ft. Special Attacks: Breath weapon, capsize Special Qualities: Darkvision 60 ft., immunity to fire, sleep, and paralysis, low-light vision, scent Saves: Fort +13, Ref +8, Will +9 Abilities: Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12 Skills: Diplomacy +3, Hide +7*, Intimidate +16, Listen +16, Search +16, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Swim +21 Feats: Blind-Fight, Cleave, Improved Bull Rush, , Snatch Environment: Temperate aquatic Organization: Solitary Challenge Rating: 9 Treasure: Triple standard Alignment: Usually neutral Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan) Level Adjustment: — Its rough, deep green shell is much the same color as the deep water the monster favors, and the silver highlights that line the shell resemble light dancing on open water. The turtle’s legs, tail, and head are a lighter green, flecked with golden highlights. An adult dragon turtle can measure from 20 to 30 feet from snout to tail, with a shell from 15 to 25 feet in diameter, and can weigh 8,000 to 32,000 pounds. Dragon turtles speak Aquan, Draconic, and Common. Combat Dragon turtles are fierce fighters and generally attack any creature that threatens their territory or looks like a potential meal. Breath Weapon(Su): Cloud of superheated steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 21 half; effective both on the surface and underwater. The save DC is Constitution-based. Capsize (Ex): A submerged dragon turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long. Skills A dragon turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Dragon turtles have a +8 racial bonus on Hide checks when submerged. From Monster Manual 3.5
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Post by Deleted on Aug 21, 2009 12:50:30 GMT -5
Dragon Eel Dragon EelLarge Dragon (Aquatic) Hit Dice: 14d12+70 (161 hp) Initiative: +4 Speed: 20 feet (4 squares), swim 60 ft. Armor Class: 27 (–1 size, +18 natural), touch 9, flatfooted 27 Base Attack/Grapple: +14/+26 Attack: Bite +21 melee (4d8+12 or Powerful Charge 4d8+12 plus 2d6) Full Attack: Bite +21 melee (4d8+12) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, swallow whole Special Qualities: Blindsense 30 ft., damage reduction 5/ adamantine, darkvision 60 ft., immunity to magic sleep effects and paralysis, low-light vision, keen scent Saves: Fort +14, Ref +9, Will +10 Abilities: Str 26, Dex 11, Con 21, Int 8, Wis 12, Cha 13 Skills: Bluff +18, Hide +13, Listen +18, Sense Motive +18, Spot +18, Swim +16 Feats: Cleave, Improved Bull Rush, Improved Initiative, Improved Sunder, , Powerful Charge Environment: Temperate aquatic Organization: Solitary or pair Challenge Rating: 11 Treasure: Standard Alignment: Usually neutral evil Advancement: 15–28 HD (Large); 29–42 HD (Huge) Level Adjustment: — Silvery scales glisten on the muscular flanks of this long, narrow, creature. A powerful, jagged beak snaps beneath frighteningly intelligent eyes. Pairs of small fins tipped with hooks march down its belly, while a frilled fin runs the full length of its back. The only redeeming quality of the terrible dragon eel is that it can’t stand to be near another dragon eel except when mating or raising young. One dragon eel can easily put a hole in the side of a sailing vessel, devouring the crew at its leisure after the vessel sinks. In groups they could destroy entire navies. Captains have been known to negotiate with dragon eels for safe passage of their ships, but dragon eels are reputed to be great liars and some crews who thought they were safe have vanished without a trace. A dragon eel is usually about 20 feet long and weighs about 1,000 pounds. Dragon eels speak Aquan and Draconic, and particularly intelligent individuals speak Sahuagin and Common. Combat A dragon eel prefers to attack ships by charging them, ramming holes in their sides beneath the waterline in an attempt to sink them. If an opponent is too large to swallow, a dragon eel attempts to grapple and then submerge with its foe, drowning it. Improved Grab (Ex): To use this ability, a dragon eel must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round (see below). Swallow Whole (Ex): A dragon eel can try to swallow a grabbed opponent of Medium or smaller size by making a successful grapple check. Once inside, the opponent takes 1d8+8 points of crushing damage plus 8 points of acid damage per round from the dragon eel’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large dragon eel’s interior can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive, or Fine opponents. Blindsense (Ex): A dragon eel can locate creatures underwater within 30 feet by nonvisual means. Opponents the dragon eel can’t actually see still have total concealment against the dragon eel. This ability works only when the dragon eel is underwater. Keen Scent (Ex): A dragon eel can notice creatures by scent within 180 feet, and detect blood in the water up to a mile away. Skills: A dragon eel has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. From Monster Manual III
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Post by Deleted on Aug 22, 2009 21:59:37 GMT -5
Dracotaur This large creature has the upper torso of a muscular reptilian humanoid, a spear held tightly in its clawed hands. Its eyes are black and its sharp teeth glisten. Its lower torso resembles the body of a wingless dragon with large, clawed feet and a spiked tail that flails from side to side. Dracotaurs are sly, merciless predators incapable of showing compassion and expecting none in return. Hard scales that vary in color from green to brown cover a dracotaur from head to tail. Males have ornate cresting on their heads, throats, and chests ranging from bright red to deep purple. A dracotaur’s 4-footlong tail, although used primarily for balance, ends in wicked spikes that can be brought to bear in battle. Dracotaurs excrete body oil that helps keep their scales and leather armor supple. They typically wield sharp spears. An adult dracotaur stands 7 feet tall and measures 10 feet long, weighing about 2,000 pounds. Dracotaurs speak Draconic. Combat Dracotaurs overwhelm their foes quickly using ambushes and flanking tactics. Cold, calculating creatures, dracotaurs usually announce their presence by spitting gouts of fire at their foes and then charge forward with their spears. In the unfolding conflict, a dracotaur relies on its brute strength and multiple attacks to win the day. Spit Fire (Su): A dracotaur can spit a glob of fi re as a standard action. Once a dracotaur spits, it cannot spit again for 1 minute. The dracotaur’s spittle is a sticky adhesive substance that ignites when exposed to air, much like alchemist’s fire. This glob of fiery spittle is treated as a ranged touch attack with a range increment of 20 feet. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of the point where the spittle hits takes 1d4 points of fire damage from the splash. Unlike alchemist’s fire, a dracotaur’s spittle does not continue to burn. Skills: Because of their tails, dracotaurs have a +4 racial bonus on Balance, Jump, and Swim checks. Dracotaur Rager The most feared warriors in a dracotaur tribe are often barbarians who use their brute strength and ferocity to claim power. The dracotaur rager presented here had the following ability scores before racial adjustments and Hit Dice ability score increases: Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10. Dracotaur Society Dracotaurs gather in small, nomadic tribes. Dracotaurs respect power above all, and they measure power in terms of raw strength and arcane magical ability. Their leaders are usually mighty warriors, sorcerers, or both. Although dracotaur tribes occasionally fight over land, rival tribes quickly band together when faced with a common outside threat. Dracotaurs will also ally with other reptilian creatures, including lizardfolk and nagas. Although they are not devout creatures, dracotaurs see true dragons as powerful embodiments of the ancient gods and will give their lives in the service of such creatures. Much of the race’s arcane knowledge comes from the ancient teachings of the true dragons. Dracotaurs rarely stay in any one place long enough to warrant the building of permanent settlements. However, tribes will often lay claim to ancient ruins and use them as sanctuaries, training grounds, or neutral meeting places. Dracotaurs and centaurs despise one another, and many a dracotaur warrior dreams of devouring the flesh of a fallen centaur foe. Combat Dracotaur barbarians enter a rage immediately upon joining a combat. Rage (Ex): Twice per day, this dracotaur rager can enter a state of fierce rage that lasts 10 rounds. The following changes are in effect as long as he rages: AC 18 (touch 9, flat-footed 18); hp increase by 14; Atk +15 melee (2d6+9/×3, battleaxe); Full Atk +13/ +8 melee (2d6+9/×3, battleaxe) and +13 (1d8+4×3, handaxe) and +8 melee (1d8+4, bite) and +8 melee (1d8+13, tail slap); SV Fort +14, Will +9; Str 28, Con 24. At the end of his rage, the dracotaur barbarian is fatigued for the remainder of the encounter. Trap Sense (Ex): A dracotaur rager has an intuitive sense that alerts it to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps. Uncanny Dodge (Ex): A dracotaur rager can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC even if it is caught flatfooted or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized. Dracotaurs as Characters When they are not hunting or defending their territory, many dracotaurs pursue the study of sorcery. Dracotaur barbarians, fighters, and rangers are also common. Dracotaur clerics (which are rare) worship Tiamat and can choose from the Destruction, Evil, and Trickery domains. Dracotaur characters possess the following racial traits: — +8 Strength, +2 Dexterity, +6 Constitution, +2 Intelligence, +2 Charisma. —Large size: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. —Space/Reach: 10 feet/5 feet. —A dracotaur’s base land speed is 50 feet. —Darkvision out to 60 feet, low-light vision. —Racial Hit Dice: A dracotaur begins with three levels of dragon, which provide 3d12 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +3, Ref +3, and Will +3. —Racial Skills: A dracotaur’s dragon levels give it skill points equal to 6 × (6 + Int modifier). Its class skills are Intimidate, Jump, Knowledge (arcana), Listen, Sense Motive, Spellcraft, Spot, Survival, Swim, and Use Magic Device. Because of their tails, dracotaurs have a +4 racial bonus on Balance, Jump, and Swim checks. —Racial Feats: A dracotaur’s Hit Dice give it two feats. —Weapon and Armor Proficiency: Proficient with natural weapons and with all simple weapons. Proficient with light armor. — +5 natural armor bonus. —Natural Weapons: Bite (1d8) and tail slap (1d8). —Special Attacks (see above): Spit fi re. —Special Qualities (see above): Immunity to magic sleep effects and paralysis. —Automatic Languages: Draconic. Bonus Languages: Any. —Favored Class: Sorcerer. —Level adjustment +5. From Monster Manual III
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Post by Deleted on Aug 22, 2009 22:22:11 GMT -5
Wyvern Large Dragon Hit Dice: 7d12+14 (59 hp) Initiative: +1 Speed: 20 ft. (4 squares), fly 60 ft. (poor) Armor Class: 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 Base Attack/Grapple: +7/+15 Attack: Sting +10 melee (1d6+4 plus poison) or talon +10 melee (2d6+4) or bite +10 melee (2d8+4) Full Attack: Sting +10 melee (1d6+4 plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, improved grab Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent Saves: Fort +7, Ref +6, Will +6 Abilities: Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9 Skills: Hide +7, Listen +13, Move Silently +11, Spot +16 Feats: Ability Focus (poison), Alertness, Flyby Attack, Multiattack Environment: Warm hills Organization: Solitary, pair, or flight (3–6) Challenge Rating: 6 Treasure: Standard Alignment: Usually neutral Advancement: 8–10 HD (Huge); 11–21 HD (Gargantuan) Level Adjustment: — A distant cousin to the true dragons, the wyvern is a huge flying lizard with a poisonous stinger in its tail. A wyvern’s body is 15 feet long, and dark brown to gray; half that length is tail. Its wingspan is about 20 feet. A wyvern weighs about one ton. Wyverns speak Draconic, but usually don’t bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator. Combat Wyverns are rather stupid but always aggressive: They attack nearly anything that isn’t obviously more powerful than themselves. A wyvern dives from the air, snatching the opponent with its talons and stinging it to death. A wyvern can slash with its talons only when making a flyby attack. Improved Grab (Ex): To use this ability, a wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings. Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 2d6 Con. The save DC is Constitution-based. Skills: Wyverns have a +3 racial bonus on Spot checks. From Monster Manual 3.5
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Post by Deleted on Aug 22, 2009 22:30:06 GMT -5
Pseudodragon Tiny Dragon Hit Dice: 2d12+2 (15 hp) Initiative: +2 Speed: 15 ft. (3 squares), fly 60 ft. (good) Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16 Base Attack/Grapple: +2/–8 Attack: Sting +4 melee (1d3–2 plus poison) Full Attack: Sting +4 melee (1d3–2 plus poison) and bite –1 melee (1) Space/Reach: 2-1/2 ft./0 ft. (5 ft. with tail) Special Attacks: Poison Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft. Saves: Fort +4, Ref +5, Will +4 Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10 Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks) Feats: Alertness, Weapon Finesse Environment: Temperate forests Organization: Solitary, pair, or clutch (3–5) Challenge Rating: 1 Treasure: None Alignment: Always neutral good Advancement: 3–4 HD (Tiny) Level Adjustment: +3 A pseudodragon has a body about 1 foot long, with a 2-foot tail. It weights about 7 pounds. A pseudodragon can communicate telepathically and can also vocalize animal noises. Combat A pseudodragon can deliver a vicious bite, but its principal weapon is its sting-equipped tail. Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus. Blindsense (Ex): A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon. Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet. Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8. From Monster Manual 3.5
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