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Post by Masterbard Alyster Darkharp on Feb 14, 2009 0:03:32 GMT -5
Dracoliches The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will. The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body. A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon, DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse. If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich (see below). A dracolich appears as a skeletal or semiskeletal version of its former self, with glowing points of light in its shadowy eye sockets. Creating a Dracolich “Dracolich” is an acquired template that can be added to any evil dragon (hereafter referred to as the base creature), though dragons of old age or older, with spellcasting abilities, are preferred. A dracolich uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. Size is unchanged. Speed: A dracolich’s ability to fly becomes supernatural in nature. Armor Class: A dracolich gains an additional +2 natural armor bonus (the hide toughens when the dragon becomes a dracolich). Attacks: A dracolich cannot make crush attacks even if it was capable of doing so when the base creature was alive. Damage: A dracolich deals an extra 1d6 points of cold damage on any successful hit. A successful attack may also paralyze the victim (see below). Special Attacks: A dracolich retains all the special attack forms of the base creature, including breath weapon, spell use, and spell-like abilities. Some of these attack forms are enhanced, and it also gains some new abilities. Breath Weapon (Su): Since a dracolich doesn’t have a Constitution score, it uses its Charisma modifier to determine the save DC for its breath weapon instead. Control Undead (Sp): Once every three days, a dracolich can use control undead as the spell (caster level 15th). The dracolich cannot cast other spells while this ability is in effect. Frightful Presence (Ex): Since the creature’s Charisma score increases by 2, the save DC for the dracolich’s frightful presence ability increases by 1. Paralyzing Gaze (Su): The gaze of a dracolich’s glowing eyes can paralyze victims within 40 feet who fail a Fortitude save (DC 10 + 1/2 dracolich’s HD + dracolich’s Cha modifier). If the saving throw is successful, the character is forever immune to the gaze of that particular dracolich. If it fails, the victim is paralyzed for 2d6 rounds. Paralyzing Touch (Su): A creature struck by any of a dracolich’s physical attacks must make a Fortitude save (DC same as for the dracolich’s paralyzing gaze) or be paralyzed for 2d6 rounds. A successful saving throw against this effect does not confer any immunity against subsequent attacks. Special Qualities: A dracolich retains all the special qualities of the base creature. Again, some are enhanced, and a dracolich gains some new special qualities as well. Damage Reduction: Like a skeleton, a dracolich has damage reduction 5/bludgeoning. Immunities: In addition to the standard undead immunities (see below), a dracolich is immune to polymorph, cold, and electricity effects. Invulnerability: If a dracolich is slain, its spirit immediately returns to its phylactery. If no dragon-type corpse lies within 90 feet for the spirit to possess, the dracolich is trapped in the phylactery until such a time—if ever—that a corpse becomes available. A dracolich is difficult to destroy. If its spirit is currently contained in its phylactery, destroying that item when a suitable corpse is not within range effectively destroys the dracolich. Likewise, an active dracolich is unable to attempt further possessions if its phylactery is destroyed. The fate of a disembodied dracolich spirit—that is, a spirit with no body or phylactery—is unknown, but presumably it is drawn to the Lower Planes. Spell Resistance (Ex): Becoming a dracolich increases the dragon’s spell resistance by +3. A dracolich has a minimum spell resistance of 16. Undead Traits: A dracolich is immune to mind-affecting effects, poison, magic sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet (unless the base creature had a greater range). Saves: As undead, dracoliches are immune to anything that requires a Fortitude save unless it affects objects. Abilities: Being undead, the dracolich has no Constitution score (use its Charisma modifier to determine save DC against its breath weapon, tail sweep, and similar special attacks). Its Charisma score is increased by 2, which increases the DC of the save against its frightful presence and other special abilities. Otherwise, the dracolich’s ability scores remain the same as the base creature’s scores. Organization: Solitary. Challenge Rating: Same as base creature +3. Alignment: Always evil. Advancement: Up to +2 HD. Level Adjustment: Same as base creature +4. Proto-Dracoliches A proto-dracolich comes into being when a dracolich’s spirit possesses any body other than the corpse that was created when the dragon consumed its dose of dracolich brew. A proto-dracolich has the mind and memories of its original form but the hit points and immunities of a dracolich. A proto-dracolich can neither speak nor cast spells. Further, it cannot deal extra cold damage, use a breath weapon, or use frightful presence as a dracolich. Its Strength, speed, and Armor Class are those of the possessed body. A proto-dracolich transforms into a full-fledged dracolich in 2d4 days. When the transformation is complete, the dracolich’s form resembles that of its original body. It can now speak, cast spells, and employ the breath weapon it originally had, in addition to gaining all the abilities of a dracolich. A dracolich typically keeps a few “spare” bodies of a suitable size near the hiding place of its phylactery, so that if its current form is destroyed, it can possess and transform a new body within a few days. Dracolich Magic Items Dracolich Brew: This ingested poison (Fortitude DC 25; 2d6 Con/2d6 Con) is created specifically for a dragon who wishes to become a dracolich. It automatically slays the dragon for which it is prepared (no save allowed). See the dracolich entry for more information. Moderate necromancy; CL 11th; Brew Potion, Knowledge (arcana) 14 ranks; Price 5,000 gp. Dracolich Phylactery: A dracolich’s phylactery is crafted from a solid, inanimate object of at least 2,000 gp value. Gemstones, particularly ruby, pearl, carbuncle, and jet, are commonly used for the phylactery, since they must be able to resist decay. When a dracolich first dies, and any time its physical form is destroyed thereafter, its spirit instantly retreats to its phylactery regardless of the distance between that and its body. A dim light within the phylactery indicates the presence of the spirit. While so contained, the spirit cannot take any actions except to possess a suitable corpse; it cannot be contacted or attacked by magic. The spirit can remain in the phylactery indefinitely. See the dracolich entry for more information. Strong necromancy; CL 13th; Craft Wondrous Item, control undead, gem or similar item of minimum value 2,000 gp; Price 50,000 gp plus value of gem; Cost 25,000 gp plus value of gem + 2,000 XP. Source: Draconomicon
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Post by Masterbard Alyster Darkharp on Feb 14, 2009 0:25:56 GMT -5
Ghostly Dragons A ghost template is found in the Monster Manual. The ghostly dragon template presented here provides an alternative method of creating ghostly dragons to have them retain more of their innate draconic power and deadliness. Ghostly dragons are most often created when a powerful dragon is slain and its hoard looted. In such a case, the ghostly dragon can only be laid to rest by returning its lost treasure (or the equivalent value) to the creature’s lair. (You can estimate the ghostly dragon’s hoard by using the average treasure value for an encounter with the dragon, were it still alive.) Should this occur, the ghostly dragon settles upon the new hoard and disappears into nothingness, taking the hoard with it to the afterlife. Creating a Ghostly Dragon “Ghostly” is an acquired template that can be added to any dragon. The creature (referred to hereafter as the base dragon) must have a Charisma score of at least 8. A ghostly dragon uses all the base dragon’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead. It gains the incorporeal subtype. Size is unchanged. Hit Dice: The base dragon’s Hit Dice remain the same, but it loses any Constitution bonus to its hit points (see Abilities, below). However, a ghostly dragon gains bonus hit points equal to twice its HD. Speed: A ghostly dragon has a fly speed of 30 feet, unless the base dragon has a higher fly speed. Regardless of its fly speed, the ghostly dragon has perfect maneuverability. Armor Class: A ghostly dragon’s natural armor bonus is the same as the base dragon but applies only to ethereal encounters. When a ghostly dragon manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher. Attacks: A ghostly dragon retains all the attacks of the base dragon, although those relying on physical contact do not affect nonethereal creatures. It also gains an incorporeal touch attack, which it can use with any body part normally capable of attacking (which may include the bite, a claw, a wing, or a tail). Apply a ghostly dragon’s Dexterity modifier, not its Strength modifier, to its incorporeal touch attack roll. Damage: Against ethereal creatures, a ghostly dragon uses the base dragon’s damage ratings. Against nonethereal creatures, a ghostly dragon usually cannot deal physical damage but can use its special attacks, if any, when it manifests (see below). Special Attacks: A ghostly dragon retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The ghost gains the manifestation ability plus other special attacks described below. Saves against a ghostly dragon’s special attacks (including those of the base dragon) have a DC of 10 + 1/2 ghostly dragon’s HD + ghostly dragon’s Cha modifier unless otherwise noted. Breath Weapon (Su): In addition to any breath weapons it had in life, a ghostly dragon gains a breath weapon that creates a cone-shaped cloud of gray mist. Any creature caught within is affected by a catastrophic ability drain, permanently losing a number of points of Strength, Dexterity, and Constitution equal to the base dragon’s age category (Fortitude negates). A creature that successfully saves against this effect cannot be affected by this breath weapon from the same ghostly dragon for 24 hours (though it can be affected by the ghostly dragon’s other breath weapons as normal). This breath weapon can be used once every 1d4 rounds and a maximum of three times per day. Energy Drain (Su): With a successful touch attack, a ghostly dragon bestows two negative levels on the target. A ghostly dragon does not bestow negative levels with any of its natural attacks (claws, bite, wing, tail, and so on). Manifestation (Su): A ghostly dragon dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghostly dragon manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghostly dragon can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghostly dragon can pass through solid objects at will, and its own attacks pass through armor. A manifested ghostly dragon always moves silently. A manifested ghostly dragon can strike with its touch attack or with a ghost touch weapon. A manifested ghostly dragon remains partially on the Ethereal Plane, where is it not incorporeal. The creature can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghostly dragon’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghostly dragon is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghostly dragon manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghostly dragon’s touch spells don’t work on nonethereal targets. A ghostly dragon has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. Withering (Su): A ghostly dragon’s touch acts as a rod of withering, dealing 1d4 points of Strength damage and 1d4 points of Constitution damage with a successful touch attack (Fortitude negates). If a ghostly dragon scores a critical hit, the damage is ability drain instead. Special Qualities: A ghostly dragon has all the special qualities of the base dragon (except for any subtypes possessed). If the base dragon had any immunities based on its subtype (such as immunity to fire for the fire subtype), it keeps those immunities despite losing the subtype. It also gains the incorporeal subtype (see page 310 of the Monster Manual) and the special qualities described below. Rejuvenation (Su): In most cases, it’s difficult to destroy a ghostly dragon through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghostly dragon that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghostly dragon for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. Turn Resistance (Ex): A ghostly dragon has +4 turn resistance (see page 317 of the Monster Manual). Undead Traits: A ghostly dragon is immune to mindaffecting effects, poison, magic sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet (unless the base creature had a greater range). Saves: As undead, ghostly dragons are immune to anything that requires a Fortitude save unless it affects objects. Abilities: As the base dragon, except that the ghostly dragon has no Constitution score, and its Charisma score increases by 4. Skills: Ghostly dragons have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Organization: Solitary. Challenge Rating: Same as the base dragon +2. Treasure: None. Alignment: Usually same as the base dragon. Advancement: Up to +2 HD. Level Adjustment: Same as the base dragon +5. Source: Draconomicon
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Post by Masterbard Alyster Darkharp on Feb 14, 2009 0:41:34 GMT -5
Skeletal Dragons Skeletal dragons are created via the animate dead spell and function as normal skeletons in most ways, though they retain a few of their draconic abilities and qualities even after death. Despite a skeletal dragon’s loss of sentience, the pinpoints of red light smoldering in its eye sockets betray the spark of unlife that still exists. Like typical skeletons, skeletal dragons do only what they are ordered to do. They can draw no conclusions of their own and take no initiative. Necromancers particularly prize skeletal dragons, because they make formidable guardians. They are sturdier than a typical skeleton of their size, and their added qualities strike terror into would-be intruders. Powerful draconic spellcasters have even been known to animate the skeletons of their fallen rivals or, in the case of particularly vile dragons, family members who have passed away. Creating a Skeletal Dragon "Skeletal" is an acquired template that can be applied to any dragon (referred to hereafter as the base dragon). A skeletal dragon uses all the base dragon’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: The base dragon’s Hit Dice remain the same, but it loses any Constitution bonus to its hit points (see Abilities, below). However, a skeletal dragon gains bonus hit points equal to its HD. Speed: The creature retains its land speed, but loses fly and swim speeds. If it had a burrow or climb speed, it retains that as well. Armor Class: Replace the base dragon’s existing natural armor bonus to AC with a new natural armor bonus based on its size. Attacks: Same as the base dragon, except that skeletal dragons cannot make crush attacks. Special Attacks: A skeletal dragon loses all supernatural and spell-like special attacks possessed by the base dragon. It retains any exceptional special attacks (such as frightful presence or improved grab). Special Qualities: A skeletal dragon loses all supernatural and spell-like special qualities possessed by the base dragon. It retains any exceptional special qualities (such as immunities or blindsense). It loses any subtypes it had, though if the base dragon had any immunities based on its subtype (such as immunity to fire for the fire subtype), it keeps those immunities despite losing the subtype. It also gains additional special qualities as noted below. Damage Reduction (Ex): Skeletal dragons have damage reduction 5/bludgeoning. Immunity to Cold (Ex): Skeletal dragons have immunity to cold. Undead Traits: A skeletal dragon is immune to mind-affecting effects, poison, magic sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet (unless the base dragon had a greater range). Saves: As undead, skeletal dragons are immune to anything that requires a Fortitude save unless it affects objects. Abilities: A skeletal dragon retains the base dragon’s Strength, Dexterity, and Charisma scores. Being undead, a skeletal dragon has no Constitution score. It also has no Intelligence score. Its Wisdom score becomes 10. Skills: A skeletal dragon loses all skill ranks and racial skill bonuses possessed by the base dragon. Feats: A skeletal dragon loses all feats possessed by the base dragon. It gains Improved Initiative as a bonus feat. Environment: Any. Organization: Any. Challenge Rating: Base dragon’s CR × 1/2 (minimum 1). Treasure: None. Alignment: Always neutral. Advancement: Up to +2 HD. Level Adjustment: —. Source: Draconomicon
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Post by Masterbard Alyster Darkharp on Feb 14, 2009 1:14:40 GMT -5
Vampiric Dragons A vampiric dragon is forever anchored to its hoard, much like a normal vampire craves its coffin. It appears much as it did as a living dragon, though its eyes gleam with a feral and predatory glint. It dreams only of death and evil, spreading legends of its treasure to draw in unwitting adventurers in order to create vampire spawn. Thankfully, such creatures are rare in the extreme, most often created by energy draining effects or unique confluences of negative energy. Like normal vampires, vampiric dragons cast no shadows and throw no reflections in mirrors. They speak any languages they knew in life. Creating a Vampiric Dragon “Vampiric” is a template that can be added to any dragon of at least adult age (referred to hereafter as the base dragon). The creature uses all the base dragon’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead, and it loses any subtypes it had in life. Do not recalculate the creature’s base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: The base dragon’s Hit Dice remain the same, but it loses any Constitution bonus to its hit points (see Abilities, below). However, a vampiric dragon gains bonus hit points equal to four times its HD. Armor Class: The base dragon’s natural armor bonus improves by 2. Attacks: A vampiric dragon retains all the attacks of the base dragon. Unlike typical vampires, a vampiric dragon does not gain slam attacks. Special Attacks: A vampiric dragon retains all the special attacks of the base dragon and also gains those noted below. Saves have a DC of 10 + 1/2 vampiric dragon’s HD + vampiric dragon’s Cha modifier unless noted otherwise. Blood Drain (Ex): A vampiric dragon can suck blood from a living victim one size category smaller than itself or larger. If it pins the foe with whom it is grappling, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. Charm (Su): The voice of a vampiric dragon can bewitch listeners. This requires a full-round action by the vampiric dragon, but any creatures within 30 feet per age category of the base dragon who can hear its voice must make a Will save or become charmed (as charm monster). The charm is immediately broken if the vampiric dragon uses its frightful presence within range of the charmed individual or makes any attack against the charmed individual. A vampiric dragon need not see its targets to use this power. Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampiric dragon’s energy drain attack rises as a vampire spawn (see page 253 of the Monster Manual) 1d4 days after death. If a vampiric dragon instead drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampiric dragon that created it and remains enslaved until its master’s death. An adult or older dragon slain by a vampiric dragon’s blood drain returns as a vampiric dragon under the command of the vampiric dragon that created it, as noted above. Young adult or younger dragons slain by its blood drain attack, or any dragons slain by its energy drain attack, rise instead as mindless zombie dragons. Domination (Su): A vampiric dragon can crush an opponent’s will just by looking into its eyes. This ability works similarly to a gaze attack, except that the vampiric dragon must use a standard action, and those merely looking at the creature are not affected. Anyone the vampiric dragon targets must succeed on a Will save or fall instantly under the vampiric dragon’s influence as though by a dominate monster spell (caster level 18th). The ability has a range of 30 feet plus 10 feet per age category of the base dragon. Energy Drain (Su): A living creature hit by a vampiric dragon’s claw attack gains one negative level. Special Qualities: A vampiric dragon retains all the special qualities of the base dragon (except for any subtypes it possessed) and gains those noted below. If the base dragon had any immunities based on its subtype (such as immunity to fire for the fire subtype), it keeps those immunities despite losing the subtype. Fast Healing (Ex): A vampiric dragon heals 5 hit points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a vampiric dragon automatically assumes gaseous form (fly speed 40 feet, otherwise as the spell) and attempts to escape. It must reach its hoard within 2 hours or be utterly destroyed. (It can travel up to 18 miles in 2 hours.) Once at rest upon its hoard, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round. For obvious reasons, a vampiric dragon prefers to keep its hoard well concealed from adventurers and would-be thieves. Resistance (Ex): A vampiric dragon has resistance to cold 20 and electricity 20. Turn Resistance (Ex): A vampiric dragon has +4 turn resistance (see page 317 of the Monster Manual). Undead Traits: A vampiric dragon is immune to mindaffecting effects, poison, magic sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet (unless the base creature had a greater range). Vampiric Weaknesses: Vampiric dragons share the typical vampire’s vulnerability to sunlight. Direct sunlight slows a vampiric dragon, allowing it only a single standard action or move action each round. A vampiric dragon can survive exposure to direct sunlight for a number of consecutive rounds equal to its age category, after which it is utterly destroyed. Driving a wooden stake through a vampiric dragon’s heart slays it, just as with a normal vampire (though for larger dragons, you’ll need a stake the size of a spear). Unlike other vampires, vampiric dragons are not injured by immersion in water. Vampiric dragons are not repelled by garlic or mirrors (though they don’t keep mirrors in their hoards), and they can freely cross running water. They can’t enter a home unless invited, but most simply destroy the home and then pick through the rubble for their victims. Saves: As undead, vampiric dragons are immune to anything that requires a Fortitude save unless it affects objects. Abilities: Increase from the base dragon as follows: Str +4, Dex +6, Int +2, Wis +2, Cha +4. As undead creatures, vampiric dragons have no Constitution score. Skills: Vampiric dragons have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Feats: Vampiric dragons gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base dragon meets the prerequisites and doesn’t already have the feats. Organization: Solitary or guarded (1 plus 2–5 vampire spawn). Challenge Rating: Same as the base dragon +2. Treasure: Triple standard. Alignment: Always chaotic evil. Advancement: Up to +2 HD. Level Adjustment: +5. Source: Draconomicon
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Post by Masterbard Alyster Darkharp on Feb 14, 2009 1:25:58 GMT -5
Zombie Dragons A zombie dragon is created by use of the animate dead spell or by a vampiric dragon (see above). It functions as a normal zombie in most ways, though it retains a few of its draconic abilities and qualities even after death A zombie dragon stinks of death, and its once glorious scaled hide sports gaping holes chewed by worms. Because of the creature’s utter lack of intelligence, the instructions given to a newly created zombie dragon must be very simple, such as “Destroy anything that comes within sight.” Zombie dragons are often used as sentries (although they aren’t capable of calling for help, the sounds of the battle usually serve to raise the alarm) or guardians. Draconic spellcasters capable of creating such creatures may use the bodies of dead rivals or, in the case of particularly vile necromancers, deceased family members. Creating a Zombie Dragon
“Zombie” is a template that can be added to any dragon of at least adult age (referred to hereafter as the base dragon). The creature uses all the base dragon’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead, and it loses any subtypes it had in life. Do not recalculate the creature’s base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: The base dragon’s Hit Dice remain the same, but it loses any Constitution bonus to its hit points (see Abilities, below). However, a zombie dragon gains bonus hit points equal to twice its HD. Speed: Reduce flight maneuverability by one category (to a minimum of clumsy). Armor Class: Reduce natural armor bonus to one-half the base dragon’s value (rounding down). Special Attacks: A zombie dragon retains any exceptional special attacks of the base dragon (such as improved grab), except for special attacks with a save DC based on the base dragon’s Charisma (such as frightful presence). It loses all supernatural and spell-like special attacks possessed by the base dragon, except for any breath weapon attack, which is altered as noted below. Breath Weapon (Su): A zombie dragon keeps the base dragon’s breath weapon (if any), though it deals only half the listed damage. Breath weapons that don’t deal damage (such as the brass dragon’s sleep breath weapon) are unchanged. The save DC to resist the dragon’s breath weapon is 10 + 1/2 zombie dragon’s HD + zombie dragon’s Cha modifier. Special Qualities: A zombie dragon loses all supernatural and spell-like special qualities possessed by the base dragon. It retains any exceptional special qualities (such as immunities or blindsense). It loses any subtypes it had, though if the base dragon had any immunities based on its subtype (such as immunity to fire for the fire subtype), it keeps those immunities despite losing the subtype. It also gains additional special qualities as noted below. Damage Reduction (Ex): Zombie dragons gain damage reduction 5/slashing. Slow (Ex): Like zombies, zombie dragons have poor reflexes and can perform only a single standard action or move action each round. Undead Traits: A zombie dragon is immune to mindaffecting effects, poison, magic sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet (unless the base dragon had a greater range). Saves: As undead, zombie dragons are immune to anything that requires a Fortitude save unless it affects objects. Abilities: Adjust from the base dragon as follows: Str +0, Dex –2, Cha –6. Being undead, a zombie dragon has no Constitution score. It also has no Intelligence score. Its Wisdom score becomes 10 (regardless of the base dragon’s Wisdom). Skills: A zombie dragon loses all skill ranks and racial skill bonuses possessed by the base dragon. Feats: A zombie dragon loses all feats possessed by the base dragon. It gains Toughness as a bonus feat. Environment: Any. Organization: Any. Challenge Rating: Base dragon’s CR × 1/2 +1 (minimum 2). Treasure: None. Alignment: Always neutral. Advancement: Up to +2 HD. Level Adjustment: —. Source: Draconomicon
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Post by Deleted on Aug 27, 2009 16:42:23 GMT -5
Hoarder Dragon You approach the abandoned treasure hoard. As you get close enough to touch the glittering coins, you feel a palpable aura of terror, as the entire massive pile comes to life. Where the monstrosity should have eyes, flesh, claws, and teeth, it has gems, coins, daggers, and swords.Hoarders are dragons who were so greedy in life that when they died, they could not abandon their treasure. While they hold many similarities to ghosts, these creatures manifest for entirely different reasons. Their unfettered avarice causes them to haunt the site of their hoard, unwilling to give up a single coin. It will do whatever is necessary to prevent other creatures from acquiring any of its treasure. It will use items in its hoard when it feels threatened, but otherwise, it attempts to dispatch foes with its physical attacks and breath weapon. The most common tactic among hoarders is to wait on the ethereal plane until creatures come to steal its hoard. Most creatures are taken by surprise when the hoard animates and attacks them without warning. In life, most hoarders worshipped Task, the dragon god of greed. Scholars suggest that he rewards them for their service by transforming them into hoarders when they die. They point out that the creatures usually use gems the color of their scales for eyes. Creating a Hoarder "Hoarder" is a template that can be added to any nongood dragon (referred to hereafter as the base creature). A hoarder uses all of the base creature's statistics and special abilities except as noted here. Size and Type: The creature's type changes to undead. Do not recalculate the creature's base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged. Hit Dice: All current and future Hit Dice become d12s. Speed: The hoarder keeps the base creature's fly speed (if any), but has perfect maneuverability. If the hoarder's original form did not have a fly speed, it gains a fly speed of 30 (perfect maneuverability). The hoarder keeps the base creature's land speed when it has manifested, but if that form had the ability to burrow or climb, those forms of movement are lost. Armor Class: Natural armor is 5 less than the base creature's while possessing its hoard. When on the ethereal plane, its natural armor is the same as the base creature. When possessing its hoard, it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher. Attacks: A hoarder retains all the attacks of the base creature. When possessing its hoard, it cannot affect creatures on the ethereal plane. Likewise, when on the ethereal plane, it cannot attack creatures on the material plane. Damage: A hoarder uses the base creature's damage values, though all damage rolls suffer a -2 penalty. This penalty is subtracted from the total, after any other modifiers. On the ethereal plane, it does not suffer a damage penalty. Special Attacks: A hoarder retains all the special attacks of the base creature, except as noted. The hoarder also gains a number of special attacks. The save DC against a special attack is equal to 10 + ½ base creature's HD + hoarder's Cha modifier unless otherwise noted. Avaricious bite: A hoarder can steal its victim's life force with a bite. Creatures hit by its bite attack suffer one negative level. For each negative level bestowed, the hoarder gains 5 temporary hit points. The hoarder retains the hit points for one hour. Breath Weapon: A hoarder can breathe a spray of coins mixed with the normal energy of its breath weapon. Half the damage is bludgeoning, the other half energy. In all other ways, it functions as the base creature's breath weapon. If the base creature's breath weapon does not do damage, such as that of a shadow dragon, its effects are unchanged, though it appears to be suffused with coins. Special Qualities: A hoarder has all the special qualities of the base creature as well as those described below. Hoard Possession: As a free action, the hoarder can possess its treasure hoard, animating the coins, weapons, gems, and other items into a draconic shape similar to its form in life. Weapons become its claws and bite, coins its body, and gems its eyes. In this form, it can make all of its normal and special attacks. All items absorbed into the body strike as magic weapons. In addition, it can use magic items that are part of its hoard. Once per round, as a free action, it can activate a magic item (including spell-completion items). It automatically succeeds in the use of spell-completion items, without the need for a Use Magic Device check. When a hoarder is not possessing its hoard, it dwells on the ethereal plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a spellcasting hoarder is not possessing its hoard and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. Hoard Sense: A hoarder has the ability to sense when any creature approaches within 100 feet of its hoard. Rejuvenation: In most cases, it's difficult to destroy a hoarder through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A hoarder that would otherwise be destroyed returns to its hoard with a successful level check (1d20 + hoarder's HD) against DC 16. If the hoarder is reduced to 0 hit points and the treasure hoard is removed from its location and broken up using a successful break enchantment, greater dispel magic, limited wish, miracle, or wish spell vs. 11 + the hoarder's hit dice, the creature is destroyed forever. Turn Resistance: A hoarder has +4 turn resistance. Abilities: Same as the base creature, except that the hoarder has no Constitution score, and its Charisma score increases by +4. Skills: Hoarders have a +8 racial bonus on Knowledge (arcana) and Spellcraft checks. Challenge Rating: Same as base creature +2 Organization: Solitary. Treasure: Quadruple Standard. Level Adjustment: Same as the base creature +4. Source: Dragons of Faerun Web Enhancement Part 2
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