COMPETITION: Design an Epic Monster

Phillip Larwood

First Post
Initially this monster was an abomination born from the ill-fated union of a fallen angel and an evil god. Upon reflection I'm almost certain that this sort of abomination is already planned for one of the next epic bestiaries, so I turned the mahalat into a race of powerful evil doppleganger-type creatures instead.

Mahalat
Large Outsider (Evil, Extraplanar, Shapechanger)

Hit Dice: 48d8+432 (912 hp), 1824 if encountered on the upper or lower planes
Initiative: +21
Speed: 90 ft. (18 squares), fly 240 ft. (perfect)
Armor Class: 76 (–1 size, +9 Dex, +11 insight, +4 divine, +21 +19 animated infinite arrow deflection mithril heavy shield, +10 bracers of armor +10, +12 natural), touch 33, flat-footed 67
Base Attack/Grapple: +48/+64
Attack: Large +12 brilliant energy unholy power bastard sword +83 melee (2d8+35/19–20)
Full Attack: Large +12 brilliant energy unholy power bastard sword +83/+78/+73/+68 melee (2d8+35/19–20) and 2 wings +65 melee (2d6+17/19–20)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: halo of vengeance, spell-like abilities, vorpal wings
Special Qualities: acid resistance 20, cold immunity, damage reduction 20/epic and good, darkvision 120 ft., divine parody, electricity immunity, fast healing 20, fire resistance 20, heavenly insight, outsider traits, spell resistance 62, regeneration 20, telepathy 1000 ft., true seeing
Saves: Fort +52, Ref +50, Will +52
Abilities: Str 35, Dex 28, Con 32, Int 24, Wis 32, Cha 36
Skills: Bluff +72, Concentration +60, Craft (any two) +56, Diplomacy +66, Disguise +72 (+74 to act in character) *, Escape Artist +58, Hide +54, Intimidate +64, Knowledge (religion plus one other) +56, Listen +60, Move Silently +58, Search +56, Sense Motive +60, Spellcraft +56, Spot +60
Feats: Ability Focus (halo of vengeance), Combat Reflexes, Dodge, Exotic Weapon Proficiency (bastard sword), Quicken Spell-Like Ability (blade barrier), Improved Critical (wings), Improved Initiative, Improved Natural Attack (wings), Weapon Focus (bastard sword), Weapon Focus (wings)
Epic Feats: Blinding Speed, Epic Ability Focus (halo of vengeance), Epic Skill Focus (Bluff), Epic Skill Focus (Disguise), Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 43
Treasure: triple standard plus possessions
Alignment: Always chaotic evil
Advancement: 49–61 HD (Large), 61–72 HD (Huge)

This creature is tall and beautiful of countenance with large crystalline white wings, radiant silver skin and glowing sapphire eyes. Suddenly, the glowing golden halo above the angelic figure’s head blazes with crimson light and its visage takes on an altogether sinister yet still magnificent appearance.

Mahalat are a race of celestial doppelgangers that were created eons ago by a malevolent entity (some say an old one or elder one) to corrupt and overthrow good-aligned religions and murder any angel they meet.
Mahalat typically masquerade as lesser angels such as planetars or astral devas to corrupt virtuous paladins and clerics of good deities. They take particular delight in destroying the churches and minions of deities associated with angels and their kin.
Mahalat often serve as the figureheads for various fanatical cults, and draw their ranks from the disaffected or easily gulled followers of good deities. They delight in slowly destabilizing the religion from within until the church fragments into warring factions.
Angels detest mahalat more than almost any other creature and seek their destruction wherever they are located. Elohim in particular hate mahalat with a passion and battles between them are often fierce, long and bloody affairs.
In their natural form mahalat stand 12 feet tall and weigh just over 3,000 pounds.

Combat
As a race of deceivers, mahalat steer clear of combat if they can possibly help it, preferring that their minions handle any foes. This is not because mahalat are cowardly, but rather to maintain the lies they have so carefully forged and to see good creatures throw away their lives on its behalf. When forced into combat mahalat use their spell-like abilities or halo of vengeance before wading into melee.
A mahalat’s natural weapons, as well as any weapons it wields are treated as evil-aligned and epic weapons for the purpose of overcoming damage reduction.
Divine Parody (Su): A Mahalat has the ability to disguise itself as an angel of the third choir, magically altering its form to resemble a planetar, solar, astral, movanic or monadic deva. This ability is similar to the polymorph spell, but has an unlimited duration and the mahalat gains all the extraordinary, spell-like and supernatural abilities of the chosen angel.
While using its divine parody ability, a mahalat registers as good to all forms of alignment detection. True seeing and similar magics cannot penetrate the mahalat’s deception unless used by a creature of higher divine rank that the creature (typically divine rank 5 and above).
* Mahalat receive a +20 Disguise modifier when using their divine parody ability.
Divine Traits: Mahalat are effectively quasi-deities and as such receive a +4 divine bonus to armor class, attack rolls, checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative, saving throws and spell resistance.
Halo of Vengeance (Su): As a standard action, a mahalat can use the halo that hangs above its head as a weapon, targeting a single foe of up to Gargantuan size within 1 mile. The halo leaves the mahalat’s head and streaks unerringly towards the target, expanding to the appropriate size then contracting around their neck. The target must make a DC 58 Reflex save to avoid the halo. If the target fails it takes 15d6 points of divine fire damage per round. In addition, the target begins suffocating and must immediately make a DC 25 Constitution check to avoid falling unconscious. The DC increases by +2 each round after the first and any target that falls unconscious is slain the next round regardless of its hit point total. The target cannot speak while being strangled and must make a Concentration check to cast any non-verbal spells or use any spell-like abilities. The halo continues to strangle the target until it is dead or freed.
The halo remains around the target’s neck until they are dead, the mahalat recalls it (a free action) or the target somehow removes it. While the halo cannot be physically removed or destroyed, a miracle or wish can free the victim, as can a spell such as gaseous form. As soon as the victim moves out of sight of the mahalat for more than a single round, the halo fades and reappears around the mahalat’s head.
A mahalat can only target one creature at a time with this ability and creatures that lack heads (such as oozes and some aberrations or outsiders) are immune. Constructs, elementals, plants, undead, creatures with multiple heads, and creature’s that don’t breathe cannot be suffocated by the halo, but still take divine fire damage.
The save DC for the halo of vengeance is Charisma-based and includes a +6 modifier for the Ability Focus and Epic Ability Focus feats.
Heavenly Insight (Su): A mahalat’s unique position in the cosmos gives it an insight bonus to its armor class, attack rolls, damage rolls and saving throws equal to its Wisdom modifier.
Outsider Traits: A mahalat cannot be raised or resurrected.
Regeneration (Su): Mahalat take normal damage from weapons that are both epic and good, and from spells and effects with the good descriptor.
Spell-like Abilities: At will – blade barrier (DC 33), charm monster (DC 31), desecrate, detect evil, detect good, detect magic, displacement, greater dispel magic, greater invisibility, major image (DC 31), mind blank, unholy blight (DC 31), tongues; 3/day – blasphemy, dominate monster (DC 36), horrid wilting (DC 35), mirage arcana (DC 32); 1/day – damnation (DC 37), storm of vengeance (DC 37). Caster Level 48th. The save DCs are Charisma-based.
Vorpal Wings (Su): A mahalat’s wings are supernaturally sharp and can sever a creature’s head on a critical hit.

Okay, here's a mega-undead I created. It is pretty much a ruin infested with the spirits of thousands of dead souls brought about by the sort of magical catastrophe that only happens in epic games.


Ruin of Ages
Macro-Tiny Undead

Hit Dice: 750d20 + 120 + 840 (9210 hp)
Initiative: +8
Speed: 0 ft.
Armor Class: 683 (–128 size, +801 natural) touch –118, flat-footed 683
Base Attack/Grapple: +375/+462
Attack: bite +438 melee (15d10+135/19–20) or slam +438 melee (10d10+135/19–20)
Full Attack: 1d4 bites +438 melee (15d10+135/19–20) and 2d6 slams +438 melee (10d10+135/19–20)
Space/Reach: 1280 ft./ 960 ft.
Special Attacks: absorption, constrict 10d10+135, improved grab, negation aura, rebuke undead, shake down the sky, spawn loci, spell-like abilities, summon colossus, summon golems, summon undead, swallow whole
Special Qualities: blindsight 1 mile, damage reduction 90/–, fast healing 180, immunities, spell resistance 375, tremorsense 1 mile, turning immunity, undead growth, undead traits
Saves: Fort +254, Ref +254, Will +397
Abilities: Str 120, Dex –, Con –, Int 27, Wis 39, Cha 41
Skills: Concentration +558, Bluff +427, Diplomacy +430, Disguise +771 (+773 acting), Hide +728, Intimidate +428, Knowledge (all skills) +421, Listen +527, Search +421, Spellcraft +421, Spot +527
Feats: Awesome Blow, Cleave, Combat Casting, Great Cleave, Great Fortitude, Improved Initiative, Improved Critical (bite, slam), Improved Natural Armor (×40), Improved Natural Attack (bite, slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (animate object), Quicken Spell-Like Ability (imprisonment), Quicken Spell-Like Ability (wall of stone), Skill Focus (all skills), Toughness (×40)
Epic Feats: Devastating Critical (bite, slam), Epic Fortitude, Epic Potency (×40), Epic Prowess (×40), Epic Reflexes, Epic Skill Focus (all skills), Epic Toughness (×42), Epic Will, Overwhelming Critical (bite, slam), Planar Turning, Polyglot, Superior Initiative, Undead Mastery, Zone of Animation
Environment: Any land
Organization: Solitary
Challenge Rating: 207
Treasure: Special
Alignment: Any evil
Advancement: 751–1023 (Macro-Tiny), 1024–2047 (Macro-Small), 2048–4047 (Macro-Medium), 4048–8191+ (Macro-Large)

Suddenly, the ancient structure shudders and a terrible rumbling fills its passages and halls. Rock dust and debris cascades down the mighty building’s crumbling walls, and the ground yawns and heaves as if alive. Then one of the nearby towers rears up into a vaguely humanoid shape, accompanied by the screams of thousands of souls in mortal terror.

A ruin of ages is a monstrous type of undead formed when a large structure such as a renowned fortress, great library, royal pyramid or similar place is struck by a cataclysmic event, which causes the loss of thousands of lives. This cataclysmic event can be anything from the passing of a nehaschimic dragon to the casting of an epic spell gone awry, but must completely destroy the inhabitants bodies and leave the structure itself relatively intact. Only a structure where at least 2,000 thousand creature’s perished can become a ruins of ages.
At first glance, a ruin of ages is virtually indistinguishable from any other ruined building, tomb complex or other structure, and for centuries at a time is inactive. During these long periods of inactivity, the ruin is often filled with life, and becomes infested with vermin, magical beasts, humanoids and other creatures. During this time adventurers, heroes and even gods may travel through the structure without ever being aware of the edifice’s true nature or the terrible secrets that it holds.
The ruin of ages periods of inactivity invariably end, and with it the lives of virtually every living creature in the area. Most of these living creatures are quickly crushed to a pulp and entombed beneath the floors or within the walls of the structure, their bodies absorbed and their spirits joining the restless throngs of undead the ruin is made up of.
The exact size and weight of a ruin of ages is difficult to quantify. Most are several thousand feet in diameter and weigh several megatons, but some are much larger or heavier depending on the material the ruin is made from or its construction.

Combat
A ruin of ages is almost impossible to fight. In most cases a ruin simply ignores those attacking it and lets its summoned monsters decimate opposition. When forced to fight a ruin of ages spawn’s loci or animates a part of its structure to attack opposition, causing the ground to buckle and twist and crushing and enveloping anyone within reach as it forms several bludgeoning fists of stone and opens up giant black maws to swallow foes whole.
If attacked from a distance, the ruin uses its spell-like abilities to deal with the threat, often sending charmed monsters or waves of summoned golems and undead to keep its opponents occupied while it works its epic magic.
Absorption (Su): Any targets reduced to 0 hit points by a ruin of ages are absorbed into the structure over the course of a single round. Any target absorbed by the ruin is forever gone, its soul consumed.
Constrict (Ex): A ruin of ages deals automatic constriction damage on a successful grapple check.
Immunities: A ruin of ages is immune to acid, cold, fire, electricity, sonic and all enchantment, necromancy and transmutation magic. Since it has no eyes it cannot be blinded, dazzled, affected by gaze attacks or fooled by illusions.
Improved Grab (Ex): If a ruin of ages hits a creature of smaller size than itself with a bite or slam attack it can start a grapple as a free action without drawing an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict or swallow the target the following round.
Negation Aura (Su): As a free action, a ruin of ages can radiate an aura of negation. The aura functions as an anti-magic field, except that the ruin of ages own abilities (and those of any creatures it summons or loci it creates) are unaffected. The aura has a radius of 1 mile.
Rebuke Undead (Su): A ruin of ages can command, rebuke or turn undead (its choice) as a 750th-level cleric.
Shake Down the Sky (Su): A ruin of ages can cause the very materials it is made out of to lash out at any target sharing its space, causing the ground the shake and buckle, statues and walls to topple, traps to spontaneously activate and tunnels to collapse or seal off escape. Each time the ruin uses this ability it takes 10d100 points of damage. The power allows the ruin the following options:
• Duplicate the effects of an earthquake spell. The radius of the earthquake spell is sixteen times normal (1280 ft.).
• Activate all traps within a 1280 ft. radius.
• Engulf a nearby target. The target can make an attack of opportunity against the engulf attack but then does not gain a saving throw. Any target engulfed by the ruin must make a DC 400 Reflex save or be immobilized. An immobilized target cannot move and can take mental actions only.
The Caster level for all spell effects is 750th. All save DCs are Charisma-based.
Spawn Loci (Su): A ruin of ages can use a full-round action to spawn a genius loci. Any genius locus spawned by the ruin has maximum hit points and is under the ruin’s complete control. A ruin of ages can spawn a single locus once per day.
Spell-Like Abilities: At will – animate object, circle of death (DC 31), create greater undead, forbiddance (DC 31), greater glyph of warding (DC 31), guards and wards, illusory wall (DC 29), imprisonment (DC 34), mass hold monster (DC 34), maze, move earth, symbols (all), transmute mud to rock, transmute rock to mud, unhallow, wall of iron, wall of stone; 2/day – demise unseen (DC 35), enslave (DC 35), greater ruin (DC 35), momento mori (DC 35); 1/week – create living vault. Caster level 750th. The save DCs are Charisma-based.
Summon Colossus (Sp): A ruin of ages can summon a stone colossus once per day. Duration 20 rounds. This is the equivalent of a 17th-level spell. Epic spell DC 152.
Summon Golems (Sp): A ruin of ages can summon 4d6 stone golems once per day.
Summon Undead (Sp): A ruin of ages can summon 10d6 shadows, 4d6 dire wraiths or 1d6 advanced 30 HD devourers once per day.
Swallow Whole (Ex): A ruin of ages can try to swallow a grabbed target of Titanic size or smaller with its bite attack by making a successful grapple check. Once inside, the target takes 8d8 points of bludgeoning damage from grinding rocks and debris and gains 4d4 negative levels as it is bombarded with negative energy. A swallowed creature can cut its way out by dealing 900 points of damage to the ruins structure (AC 523). Once the creature exits, the hole closes over and another swallowed target must cut its own way out.
For each negative level bestowed by the ruin it gains 5 hit points. The save DC to remove a negative level is DC 400 and the save DC is Charisma-based.
Turning Immunity (Su): A ruin of ages cannot be turned, commanded or rebuked.
Undead Growth (Su): Over time ruins grow in size and power from the souls they absorb. For every 100 Hit Dice a ruin of ages absorbs by using its absorption power it grows by 1 Hit Hice.
 
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paradox42

First Post
Pretty cool idea in any case- an undead city (more or less). :) The Corpse Gatherer was one of my favorite ideas from the 3.0/5 Monster Manual II, and that's just a graveyard. Kudos!

The Mahalat is interesting in its own right, though I do wonder whether it should have a few Holy abilities in its Spell-Likes list to better maintain its deceptions. Fooling rubes would be easy enough on appearance alone, and Detect Good/Evil spells may fool low-level adventurers, but surely higher-level characters would expect it to use the spell-likes it should have as an angel to fight nasty things like (for example) demons. I hesitate to suggest Miracle, since that's absurdly powerful to grant as a spell-like ability, but some sort of anything-spell would do the trick. Perhaps Limited Wish?
 

Phillip Larwood

First Post
paradox42 said:
Pretty cool idea in any case- an undead city (more or less). :) The Corpse Gatherer was one of my favorite ideas from the 3.0/5 Monster Manual II, and that's just a graveyard. Kudos!

The Mahalat is interesting in its own right, though I do wonder whether it should have a few Holy abilities in its Spell-Likes list to better maintain its deceptions. Fooling rubes would be easy enough on appearance alone, and Detect Good/Evil spells may fool low-level adventurers, but surely higher-level characters would expect it to use the spell-likes it should have as an angel to fight nasty things like (for example) demons. I hesitate to suggest Miracle, since that's absurdly powerful to grant as a spell-like ability, but some sort of anything-spell would do the trick. Perhaps Limited Wish?

The mahalat's divine parody ability let's it assume the form of a deva, planetar or solar and use all their spell-like and supernatural abilities (but not spells). That includes the 1/day wish spell of a solar (if it takes that form). Mahalat are usually never found in their true form, but that of an angel of the third tier, and so have the powers of that angel.
 

paradox42

First Post
Phillip Larwood said:
The mahalat's divine parody ability let's it assume the form of a deva, planetar or solar and use all their spell-like and supernatural abilities (but not spells). That includes the 1/day wish spell of a solar (if it takes that form). Mahalat are usually never found in their true form, but that of an angel of the third tier, and so have the powers of that angel.
Oops, so it does. I missed that. :eek: Very good. Well, not so much (and that was the point). Carry on. :eek:
 

Hi all! :)

Just a reminder that the competition ends on the 30th April. After that I'll probably have people vote on their favourites, choose the top two then pick one that I particularly like and that will be our three winners. :D
 

Hey all! :)

Okay, this is technically the last day of the competition, so if you want to get an entry in you still have a few hours.

However, I have been sent some monsters by email, from a fellow in England who is having problems registering on ENWorld. I cannot exactly copy and paste them, for reasons that I cannot divulge at this time.

So I may extend the deadline (one day) until I get them fully typed up (I'm busy tonight, it being my birthday and all...no congratulations necessary I assure you).
 

Here is an entry by Adam Bousted sent to me via email.

Chimerical Dragon.
Drako Shapechanger
Dragon (Chaotic, Extraplanar, Shapechanger, Water)

Environment: Any
Organization: Solitary
Challenge Rating: Wyrmling 20, very young 26, young 32, juvenile 38,
young adult 44, adult 50, mature adult 56, old 62, very old 68, ancient 74,
wyrm 80, great wyrm 86.
Treasure: Quadruple standard
Alignment: Always chaotic Good
Advancement Range: Wyrmling 21-25 HD (Gargantuan), very young
27-31 HD (Gargantuan), young 33-37 HD (Colossal), juvenile 39-43 HD
(Colossal), young adult 45-49 HD (Colossal), adult 51-55 HD (Colossal),
mature adult 57-61 HD (Colossal), old 63 HD (Colossal), 64-67 HD
(Titanic), very old 69-73 HD (Titanic), ancient 75-79 HD (Titanic), wyrm
81-85 HD (Titanic), great wyrm 87-91 HD (Titanic), great, great wyrm 92-97
HD (Titanic).
Level Adjustment: Wyrmling +10, very young +13, young +16, juvenile
+19, young adult +22, adult +25, mature adult +28, old +31, very old +34,
ancient +37, wyrm +40, great wyrm +43.

The waves ripple and out of them flows a gargantuan serpent. It is covered in mirror like scales that seem to reflect your image and if you look closer still you can see that these mirror images are performing actions you are not. It sees you with weapons and curves it's tail over it head suddenly the tail shimmers and blurs it is now covered with spikes and the creatures flicks them at you like a Manticore. Then the tail changes back and the head does the same this time becoming that of a Golden Naga and spits poison at you.

The Chimerical Dragon, sometimes known as a Protean Dragon, is seldom met in it's true form for it is a master of shapechanging and loves to use other creatures forms. But when it is discovered, tricked, or persuaded to show it's true form it resembles a gargantuan silvery serpent with a mane of tentacles, large expressive and pointed ears, silvery eyes and whiskers. It's scales do shine like mirrors but they have a surprising ability those how look into it's scales can see their future. The dragon sometimes grant this insight to allies but it is very cautious about whom it shows this to knowing that knowledge of events before they happen can be a dangerous thing.

Chimerical Dragons are a curious anomaly for instead of gaining just spell-like abilities they gain strange abilities related to their shapechange abilities.

Ecology: Chimerical Dragons live wherever the whim takes them often adopting a form that, while probably strange, won't be suspected as being a Dragon so that they can live their lives as normal as possible without gods and other pesky monsters coming looking for it. They love water and are often found either in or near it they have been known to frequent the elemental plain of water and certain great aquatic areas of the Upper Planes. Chimerical Dragons can eat any thing but consider the flesh of evil shapechangers to be a delicacy.

Combat: Chimerical Dragons fight in what ever form they are in at the moment or shapechange into what ever form they feel will suit that particular combat. A favourite tactic of theirs is to shape into one form, use a particular form of special attack and then shapechange to use another. They find that this not only disorientates the attacker but can take down, through attrition, enemies that might otherwise be beyond their power to fight. If they are caught within anti-magic or dead magic areas they use their natural weapons and if they have them any useful divine ability.

Breath Weapon (Su): A Chimerical Dragon has one breath weapon a cone of reverse ageing gas. Anyone inhaling the breath including the dragon must make a Fortitude save DC Dragon's Con modifier +1/2 the dragons hit die + the dragons divine bonus if any, if they fail this save they are made younger by one age category. If the Dragon uses this ability enough times it can bring a target past it's youngest age category they die. The dragon can use this on it's self but it never brings it's self below Very young.

Chimerical Polymorph (Su): A Chimerical Dragon can Polymorph at will any part of it's body. This is as the spell except the dragon can never completely change all of it's body and it can remain in this form as long as it desires. DC constitution bonus +1/2 the Dragons hit die + any divine bonus if applicable.

Chimerical Shapechange (Su): Ancient Chimerical Dragons can at will shapechange any part of their body into a different form as a free action. Any new form cannot have more than twice the Dragon's hit die. The Dragon can gain all the extraordinary and supernatural abilities of the assumed form, so long as that particular body part could use that particular ability. It loses all it's own supernatural abilities that belong to the part of the body the Dragon has changed. This effect is the same as the shapechange spell except there is no duration to how long the dragon can keep this shape DC the dragon's constitution bonus + 1/2 the dragon's hit die + any divine bonus if applicable.

Immunities (Ex): Chimerical dragons are immune to polymorphing effects.

Great Constitution (Ex): Four ever age category the dragons constitution goes up by one point as if it had gained the great constitution feat.

Scales of Shallot (Su): If you stair into the scales of a Chimerical Dragon you can see into your future. One day per age category DC 10 + hit die. If any one strikes the dragon through the desire to deny their fate or just in aggression the dragon takes the damage normally but the dragons scales shatter as if they were made of glass the shards fly out at the attacker causing 1 point of slashing and piercing damage for every Hit Die of the dragon. The dragon heals any damage done to it as it would normally.

Water Breathing (Ex): A Chimerical dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Chimerical Dragons by Age
Age Size Hit Dice (hp) AC Base Breath Frightful Attack/ Fort Ref Will Weapon Presence Grapple Attack Save Save Save DC DC
Wyrmling G 20d20+120 34 (-4 size, +5 deflection, +4 divine, +20/+52 +36 +22 +16 +21 30 29
(520 hp) +19 natural) touch 15, flat-footed 34
Very Young G 26d20+182 42 (-4 size, +6 deflection, +5 divine, +26/+61 +45 +27 +20 +26 35
(702 hp) +25 natural) touch 17, flat-footed 42
Young C 32d20+256 47 (-8 size, +8 deflection, +6 divine, +32/+73 +49 +32 +24 +31 40
(896 hp) +31 natural) touch 16, flat-footed 47
Juvenile C 38d20+342 55 (-8 size, +9 deflection, +7 divine, +38/+82 +58 +37 +28 +36 45
(1102 hp) +37 natural) touch 18, flat-footed 55
Young Adult C 44d20+440 64 (-8 size, +11 deflection, +8 divine, +44/+90 +66 +42 +32 +41 50
(1320 hp) +43 natural) touch 21, flat-footed 64
Adult C 50d20+550 72 (-8 size, +12 deflection, +9 divine, +50/+99 +75 +47 +36 +46 55
(1550 hp) +49 natural) touch 23, flat-footed 72
Mature Adult C 56d20+672 81 (-8 size, +14 deflection, +10 divine, +56/+107 +83 +52 +40 +51 60 62
(1792 hp) +55 natural) touch 26, flat-footed 81
Old C 62d20+806 89 (-8 size, +15 deflection, +11 divine, +62/+116 +92 +57 +44 +56 65
(2046 hp) +61 natural) touch 28, flat-footed 89
Very Old T 68d20+952 90 (-16 size, +17 deflection, +12 divine, +68/+128 +92 +62 +48 +61 70
(2312 hp) +67 natural) touch 23, flat-footed 90
Ancient T 74d20+1110 98 (-16 size, +18 deflection, +13 divine, +74/+137 +101 +67 +52 +66 75
(2590 hp) +73 natural) touch 25, flat-footed 98
Wyrm T
80d20+1280 107 (-16 size, +20 deflection, +14 divine, +80/+145 +109 +72 +56 +71 80 84
(2880 hp) +79 natural) touch 28, flat-footed 107
Great Wyrm T 86d20+1462 115 (-16 size, +21 deflection, +15 divine, +86/+154 +118 +77 +60 +76 85 89
(3182 hp) +85 natural) touch 30, flat-footed 117

Age Speed Str Dex Con Int Wis Cha Special Abilities Damage Reduction Caster Level SR
Wyrmling 240 ft., swim 720 ft. 43 10 23 20 21 20 breath weapon Chimerical polymorph great constitution polymorph immunity keen senses scales of shallot water breathing 10 10th
Very Young 240 ft., swim 720 ft. 46 10 25 22 23 23 10 13th 45
Young 320 ft., swim 960 ft. 49 10 27 24 25 26 15 16th
Juvenile 320 ft., swim960 ft. 52 10 29 26 27 29 15 19th 63
Young Adult 320 ft., swim 960 ft. 55 10 31 28 29 32 20 22nd 72
Adult 320 ft., swim 960 ft. 58 10 33 30 31 35 25 25th 81
Mature Adult 320 ft., swim 960 ft. 61 10 35 32 33 38 25 28th 90
Old 320 ft., swim 960 ft. (clumsy) 64 10 37 34 35 41 30 31st 99
Very Old 480 ft., swim 1440 ft. 67 10 39 36 37 44 30 34th 108
Ancient 480 ft., swim 1440 ft. 70 10 41 38 39 47 Chimerical shapechainge 35 37th 117
Wyrm 480 ft., swim 1440 ft. 73 10 43 40 41 50 35 40th 126
Great Wyrm 480 ft., swim 1440 ft. 76 10 45 42 43 53 40 43rd 135

Okay, I'll need to edit that table to make it a bit more legible.
 


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