Epic Monsters D-E

Morrus

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DEMILICH


Diminutive Undead
Hit Dice:
21d12 (130 hp)
Initiative:
+7 (+3 Dex, +4 Improved Initiative)
Speed:
Fly 180 ft. (perfect)
AC:
51 (+4 size, +3 Dex, +5 natural armor, +8 bracers of armor, +2 ring of protection, +21 insight)
Base Attack/Grapple:
+10/-2
Attack:
Touch +35 (10d6+20 plus paralyzing touch) melee
Full Attack:
Touch +35 (10d6+20 plus paralyzing touch) melee
Space/Reach:
1 ft./0 ft.
Special Attacks:
Trap the soul, fear aura, paralyzing touch, 21st-level wizard spellcaster, Perfect Automatic Still Spell, spell-like abilities
Special Qualities:
Magic immunity, phylactery transference, turn resistance +20, DR 15/Epic and bludgeoning, undead traits, acid resistance 20, fire resistance 20, sonic resistance 20, immune to cold, electricity, polymorph, and mind-affecting attacks.
Saves:
Fort +10, Ref +12, Will +17
Abilities:
Str 10, Dex 16 (with gloves), Con –, Int 39 (with headband), Wis 24, Cha 20
Skills:
Concentration +25, Craft (alchemy) +34, Hide +35, Knowledge (arcana, religion, the planes) +34, Knowledge (history) +26, Listen +27, Move Silently +23, Search +34, Sense Motive +27, Spellcraft +36, Spot +27
Feats:
Brew Potion, Combat Casting, Craft Wondrous Item, Enlarge Spell, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness
Epic Feats:
Automatic Quicken Spell, Blinding Speed, Improved Spell Capacity (10th), Tenacious Magic (any)
Climate/Terrain:
Any
Organization:
Solitary
Challenge Rating:
29
Treasure:
Standard
Alignment:
Neutral evil
Advancement:
By character class
Demiliches speak the languages they knew as liches and as living creatures.
A demilich’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Trap the Soul (Su): A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fortitude saving throw (DC 36). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours—at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw andis effective against the level loss on a successful save. The DC is Charisma-based
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the demilich must succeed at a Will save (DC 19) or be affected as though by fear as cast by a 21st-level caster. The DC is Charisma-based.
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude save (DC 36) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.
Spells: The demilich can cast any spells it could cast as a lich. This sample demilich was a 21st-level wizard (spells per day: 4/12/8/7/7/7/7/6/6/6/3). The last three spell slots are 10th-level slots and available for 0–9th level metamagic spells.
Perfect Automatic Still Spell (Ex): A demilich can cast all the spells it knows without gestures.
Spell-Like Abilities: At will—alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself ), summon monster I–IX, telekinesis, weird; 2/day—greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are all 36. The DC is Charisma-based.
Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally.
Phylactery Transference (Su): Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. The sample demilich “wears” bracers of armor +8, headband of intellect +6, pink Ioun stone, ring of wizardry I, ring of protection +2, and gloves of Dexterity +2.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive dam-age, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.


CREATING A DEMILICH
Demilich” is a tem-plate that can be added to any lich. It uses all the lich’s statistics and special abilities except as noted here. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below.
Size: Medium-size and Large liches become Diminutive demiliches, Huge liches become Small demiliches, Gargantuan liches become Medium-size demiliches, and Colossal liches become Large demiliches.
Hit Dice: As lich.
Speed: Replace with fly 180 ft. (perfect) or the lich’s supernatural (not natural) fly speed, whichever is better.
AC: The demilich retains the lich’s +5 natural armor bonus and gains an insight bonus equal to AC equal to its Hit Dice, as well as a probable size adjustment to AC.
Attack: The demilich gains an insight bonus equal to its Hit Dice as a bonus on its touch attacks.
Damage: The demilich gains an enhanced touch attack over that of its previous lich form (it now uses its entire flying skull to make the touch attack), including paralyzing touch. The demilich’s touch attack uses negative energy to deal 10d6+20 points of damage to living creatures (no saving throw). Liches with other natural attacks lose them.
Special Attacks: The demilich retains all the lich’s special attacks and also gains those described below.
Trap the Soul (Su):A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fort saving throw (DC 10 + demilich’s HD + demilich’s Cha modifier). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours—at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw andis effective against the level loss on a successful save.
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60- foot radius that look at the demilich must succeed at a Will save (DC 14 + demilich’s Cha modifier) or be affected as though by fear as cast by a 21st-level caster.
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude save (DC 10 + demilich’s HD + demilich’s Cha modifier) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.
Spells: The demilich can cast any spells it could cast as a lich.
Perfect Automatic Still Spell: The demilich can cast all the spells it knows without gestures.
Spell-Like Abilities: At will—alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself ), summon monster I–IX, telekinesis, and weird; 2/day— greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are equal to 10 + the demilich’s HD + the demilich’s Charisma modifier.
Special Qualities: The demilich retains all the lich’s special qualities and also has those described below.
Magic Immunity (Ex):Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally.
Phylactery Transference (Su):Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply.
Undead Traits:Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Immunities (Ex):Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.
Turn Resistance (Ex): A demilich has turn resistance +20.
Damage Reduction (Su):A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded).
Resistances (Ex):Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20.
Saves: Same as the lich.
Abilities: A demilich gains +10 to Intelligence, Wisdom, and Charisma.
Skills: Demiliches receive a +20 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the lich (this overlaps with the previous racial bonus gained by the lich; it does not stack).
Feats: Same as the lich.
Epic Feats: Demiliches gain the feats Blinding Speed, Tenacious Magic, and Automatic Quicken Spell.
Climate/Terrain: Same as the lich.
Organization: Solitary or consistory (1 demilich and 3–6 liches).
Challenge Rating: Same as the lich + 6.
Treasure: Same as the lich.
Alignment: Any evil.
Advancement: By character class.


DEMILICH CHARACTERS
The process of becoming a demilich can be undertaken only by a lich acting of its own free will. The demilich retains all class abilities it had as a lich.


CREATING SOUL GEMS
Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do demiliches. Demiliches also have eight soul gems, each of which acts like a phylactery in its own right. If all the soul gems, as well as the demilich’s phylactery, are not destroyed after a demilich is downed, the demilich reappears 1d10 days after its apparent death. The soul gems also allow the demilich to use its most devastating ability, trap the soul (see above). Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich.


DEVASTATION VERMIN
Vermin Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).


Devastation Centipede
Devastation Spider


Colossal Vermin
Colossal Vermin
Hit Dice:
128d8+1,152 (1,728 hp)
128d8+1,280 (1,856 hp)
Initiative:
+13 (Dex)
+14 (Dex)
Speed:
80 ft.
60 ft., climb 40 ft. (80 ft., climb 40 ft.)
AC:
55 (–8 size, +13 Dex, +40 natural)
58 (–8 size, +14 Dex, +42 natural)
Base Attack/ Grapple:
+96/+128
+96/+125
Attack:
Bite +99 (20d10+16 plus poison) melee
Bite +101 (18d10+19 plus poison) melee
Full Attack:
Bite +99 (20d10+16 plus poison) melee
Bite +101 (18d10+19 plus poison) melee
Space/Reach:
50 ft./40 ft.
50 ft./40 ft.
Special Attacks:
Poison
Poison
Special Qualities:
Darkvision 300 ft., SR 50, DR 10/–
Darkvision 300 ft., SR 50, DR 10/–
Saves:
Fort +75, Ref +55, Will +42
Fort +76, Ref +56, Will +42
Abilities:
Str 33, Dex 37, Con 29, Int –, Wis 10, Cha 2
Str 37, Dex 39, Con 30, Int –, Wis 10, Cha 2
Skills:
Climb +19, Hide +1, Jump +31, Spot +8
Climb +21, Hide +2 (-2), Jump +25 (+39), Move Silently +14, Spot +8 (+12)
Climate/Terrain:
Any land
Any land
Organization:
Solitary or cluster (2–5)
Solitary or cluster (2–5)
Challenge Rating:
39
41
Treasure:
None
None
Alignment:
Always neutral
Always neutral
Advancement:
None
None



Devastation Scorpion
Devastation Beetle


Colossal Vermin
Colossal Vermin
Hit Dice:
128d8+1,408 (1,984 hp)
128d8+2,304 (2,880 hp)
Initiative:
+12 (Dex)
+10 (Dex)
Speed:
100 ft.
70 ft.
AC:
60 (–8 size, +12 Dex, +46 natural)
72 (–8 size, +10 Dex, +60 natural)
Attacks:
2 claws +102 melee, sting +97 melee
Bite +104 melee
Damage:
Claw 10d10+14, sting 8d10+7 plus poison
Bite 25d10+24
Space/Reach:
50 ft./40 ft.
50 ft./40 ft.
Special Attacks:
Improved grab, squeeze, poison
Trample 30d10+24, acid cloud
Special Qualities:
Darkvision 300 ft., SR 50, DR 15/–
Darkvision 300 ft., SR 60, DR 20/–
Saves:
Fort +77, Ref +54, Will +42
Fort +84, Ref +52, Will +42
Abilities:
Str 38, Dex 35, Con 32, Int –, Wis 10, Cha 2
Str 42, Dex 31, Con 46, Int –, Wis 10, Cha 9
Skills:
Climb +22, Hide +4, Jump +42, Spot +8
Jump +31, Listen +0, Spot +0
Climate/Terrain:
Any land
Any land
Organization:
Solitary or cluster (2–5)
Solitary or cluster (2–5)
Challenge Rating:
42
50
Treasure:
None
None
Alignment:
Always neutral
Always neutral
Advancement:
None
None
DEVASTATION CENTIPEDE
Poison (Ex): Bite, Fort save (DC 93); initial and secondary damage 2d12 temporary Dex.
Skills: Devastation centipedes receive a +8 racial bonus on Climb, Hide, and Spot checks.
DEVASTATION SPIDER
Poison (Ex): Bite, Fort save (DC 94); initial and secondary damage 2d12 temporary Con.
Web (Ex): A single web strand is strong enough to support the spider and one creature of Gargantuan size. Web-spinning devastation spiders can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 150 feet, with a range increment of 30 feet, and is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 38) or burst it with a Strength check (DC 44). Both are standard actions. Web-spinning spiders often create sheets of sticky webbing about 1,000 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed at a Spot check (DC 20) to notice a web; otherwise, they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 24 hit points, and sheet webs have damage reduction 20/fire. A devastation spider can move across its own sheet web at its climb speed and can determine the exact location of any creature caught in the web.
Skills: Web-spinning devastation spiders receive a +4 racial bonus on Hide and Spot checks. Hunting spiders receive a +6 racial bonus on Jump checks and a +8 racial bonus on Spot checks (using the modifiers given in parentheses). *All devastation spiders gain a +8 competence bonus on Hide and Move Silently checks when using their webs.
DEVASTATION SCORPION
Improved Grab (Ex): To use this ability, the devastation scorpion must hit with its claw attack. If it gets a hold, it hangs on and squeezes.
Squeeze (Ex): A devastation scorpion that gets a hold on a Gargantuan or smaller opponent automatically deals damage with both claws and its sting.
Poison (Ex): Sting, Fort save (DC 95); initial and secondary damage 2d12 temporary Str.
Skills: Devastation scorpions receive a +4 racial bonus on Climb, Hide, and Spot checks.
DEVASTATION BEETLE
Trample (Ex): A devastation beetle can trample Gargantuan and smaller creatures for 30d10+24 points of damage. Opponents who do not make attacks of opportunity against the devastation beetle can attempt a Reflex save (DC 90) to halve the damage.
Acid Cloud (Ex): A devastation beetle exudes a constant vapor that radiates outward in every direction for 60 feet. This vapor deals 6d6 points of acid damage each round to anyone caught in the cloud.


DRAGON, ADVANCED
The standard advancement rules allow dragons theoretically infinite progression even beyond the stage of great wyrm. The following rules let dragons improve more than their Hit Dice as they progress to epic heights of power.


Age Category: A standard dragon gains one “virtual age category” for every 3 Hit Dice it gains beyond the great wyrm stage. Abilities that function once per day per age category or otherwise use the dragon’s age category as part of a calculation use this adjusted number. Epic dragons gain one age category per 5 Hit Dice beyond great wyrm.


Size: One important element of dragon advancement is increasing size. The dragons that don’t reach Colossal size by the great wyrm stage can never reach it according to the standard advancement rules. When advancing a dragon, consider its basic size group: lesser (white, black, brass, and copper dragons), ordinary (green, blue, and bronze dragons), greater (silver, red, and gold), or epic (force and prismatic). A dragon that is Tiny as a wyrmling is in the lesser group, a dragon that is Small as a wyrmling and never reaches Colossal size is in the ordinary group, and a dragon that is Small to Large as a wyrmling and reaches Colossal by the great wyrm stage is in the greater group. A lesser dragon becomes Colossal when it gains two age categories (6 Hit Dice) beyond great wyrm. It increases to Colossal+ when it gains an additional four age categories (12 HD). An ordinary dragon becomes Colossal when it gains one age category (3 Hit Dice) beyond great wyrm. It increases to Colossal+ when it gains an additional four age categories (12 HD). A greater dragon becomes Colossal+ when it gains four age categories (12 HD) more than it needed to reach the Colossal size.
Epic dragons, already Colossal+ by the time they reach the great wyrm stage, do not increase in size thereafter. Use the information presented under the epic dragon entry, below, to determine the statistics of a Colossal+ dragon.


Armor Class: A dragon’s natural armor bonus increases by +1 for every Hit Die it gains beyond the great wyrm stage. (This rule applies for lesser dragon advancement as well, since natural armor and Hit Dice always increase at the same rate.)


Breath Weapon: If a dragon’s breath weapon deals damage, the damage typically increases by 2 dice for every virtual age category the dragon gains. The two exceptions among standard dragonsare the brass and white dragons, whose breath weapon damage increases by only 1 die per age category. The saving throw DC against a dragon’s breath weapon remains 10 + 1/2 the dragon’s Hit Dice + its Constitution modifier.


Spell Resistance: For standard advanced dragons, spell resistance increases by 2 per additional age category. For epic dragons, spell resistance increases by 3 (for force dragons) or 6 (for prismatic dragons) per additional age category.


Speed: When a dragon becomes Colossal, its fly speed increases by 50 feet and its maneuverability becomes clumsy. When it reaches Colossal+, its fly speed increases by another 50 feet, and its maneuverability remains clumsy. A dragon’s land speed and other special movement types (swim, burrow, and so on) do not change.


Ability Scores: A great wyrm’s Strength and Constitution scores both increase by +2 for every virtual age category the dragon gains. Its Dexterity remains unchanged. Its Intelligence, Wisdom, and Charisma increase by +2 for every two age categories the dragon gains.


Special Abilities: Dragons do not gain additional spell-like abilities, but their damage reduction continues to increase as they gain Hit Dice. For most dragons (the exceptions being the force and prismatic dragons), the great wyrm’s damage reduction increases to 15/epic after exceeding the great wyrm age category and the dragon’s natural weapons count as epic weapons for the purposes of bypassing damage reduction.
Force and prismatic dragons have the following DR progression: wyrmling 10/magic, young 15/magic, young adult 15/epic, mature adult 20/epic, very old 25/epic.
Caster Level: A great wyrm’s caster level increases by 2 for every virtual age category the dragon gains. As with the epic dragons described later, advanced dragons gain the Improved Spell Capacity feat as a bonus feat once for every three caster levels above 20th.


Feats: Like ordinary dragons, advanced dragons receive one feat for every 3 Hit Dice they have. Feats gained after the dragon attains great wyrm status can be epic feats.


Challenge Rating: For standard dragons, CR increases by 2 per additional age category. For epic dragons, CR increases by 3 per additional age category. All other dragon statistics are as presented for dragons in general and specific dragon varieties.


DRAGON,EPIC
All epic dragons speak Draconic.
Epic Dragon Age Categories


Category
Age (Years)
1
Wyrmling
0–10
2
Very young
11–30
3
Young
31–50
4
Juvenile
51–100
5
Young adult
101–200
6
Adult
201–400
7
Mature adult
401–800
8
Old
801–1,200
9
Very old
1,201–1,600
10
Ancient
1,601–2,000
11
Wyrm
2,001–2,400
12
Great wyrm
2,401+
COMBAT
Epic dragons share all the combat characteristics of standard dragons. Even wyrmling epic dragons are Huge, however, and are capable of making tail sweep and crush attacks. Although there is no size category larger than Colossal, the oldest epic dragons have a greater reach and deal more damage with their attacks than other Colossal dragons, as shown on the Epic Dragon Face and Reach and Epic Dragon Attacks tables below. In addition, the breath weapon of the oldest epic dragons is a larger cone than most Colossal dragons possess. The size modifier for these dragons remains –8.


Epic Dragon Space and Reach
Size
Space/Reach
Huge
15 ft./10 ft.
Gargantuan
20 ft./15 ft.
Colossal
30 ft./20 ft.
Colossal+
30 ft./20 ft.

Epic Dragon Attacks
Size
1 Bite
2 Claws
2 Wings
1 Tail Slap
1 Crush
1 Tail Sweep
Huge
2d8
2d6
1d8
2d6
2d8
2d4
Gargantuan
4d6
2d8
2d6
2d8
4d6
2d6
Colossal
4d8
4d6
2d8
4d6
4d8
2d8
Colossal+
8d6
4d8
4d6
4d8
8d6
4d6

Epic Dragon Breath Weapons
Size
Cone* (Length)
Huge
50 ft.
Gargantuan
60 ft.
Colossal
70 ft.
Colossal+
80 ft.
* A cone is as high and wide as its length.
Wyrmling epic dragons possess certain abilities that common dragons do not acquire until later in life, including frightful presence, spellcasting, and spell resistance. An epic dragon with a caster level above 20th gains the Improved Spell Capacity feat as a bonus feat once for every three caster levels above 20th. Any epic dragon can choose epic feats for which it otherwise meets the prerequisites. Epic dragons also have access to dragon feats, as well as the additional feats described in this book.


Empower Spell-Like Ability: An epic dragon can apply the Empower Spell feat to one of its spell-like abilities that it can use at least twice per day. If the dragon has limited use of the spell-like ability, the empowered ability uses up two uses of the ability. If the dragon can use the ability at will, there is no cost for empowering the ability. The dragon does not need to specify a spell-like ability when it chooses this feat; it can apply the feat to any spell-like ability it possesses.


Maximize Spell-Like Ability: The dragon can apply the Maximize Spell feat to one of its spell-like abilities that it can use at least three times per day. If the dragon has limited use of the spell-like ability, the maximized ability uses up three uses of the ability. If the dragon can use the ability at will, there is no cost for maximizing the ability. The dragon does not need to specify a spell-like ability when it chooses this feat; it can apply the feat to any spell-like ability it possesses.


Epic dragons fly even faster than common dragons, and can cover greater distances.
Epic Dragon Overland Flying Speeds



————— Flight Speed —————


250 feet
300 feet
350 feet
One Hour


Normal
40 miles
50 miles
60 miles
Hustle
80 miles
100 miles
120 miles


One Day


Normal
320 miles
400 miles
480 miles

Except as noted here, epic dragons conform to the general information that applies to all dragons given.


FORCE DRAGON
Dragon (Force)
Climate/Terrain: Any land and underground
Organization: Wyrmling, very young, young, juvenile and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: Wyrmling 13; very young 19; young 21; juvenile 25; young adult 28; adult 31; mature adult 35; old 37; very old 39; ancient 43; wyrm 50; great wyrm 59
Treasure: Double standard
Alignment: Usually neutral
Advancement Range: Wyrmling 21–24 HD (Huge); very young 26–29 HD (Huge); young 31–34 HD (Gargantuan); juvenile 36–39 HD (Gargantuan); young adult 41–44 HD (Gargantuan); adult 46–49 HD (Gargantuan); mature adult 51–54 HD (Colossal); old 56–59 HD (Colossal); very old 61–64 HD (Colossal); ancient 66–69 HD (Colossal); wyrm 71–74 HD (Colossal+); great wyrm 76+ HD (Colossal+)


Force Dragons by Age
Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/
Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC
Wyrmling
H
20d12+100 (230)
31
10
21
18
19
18
+20/+38
+28
+17
+12
+16
5d12 (25)
24
Very young
H
25d12+150 (312)
35
10
23
22
23
22
+25/+45
+35
+20
+14
+20
10d12 (28)
28
Young
G
30d12+210 (405)
39
10
25
26
27
26
+30/+56
+40
+24
+17
+25
15d12 (32)
33
Juvenile
G
35d12+315 (542)
43
10
29
30
31
30
+35/+63
+47
+28
+19
+29
20d12 (36)
37
Young adult
G
40d12+440 (700)
47
10
33
34
35
34
+40/+70
+54
+33
+22
+34
25d12 (41)
42
Adult
G
45d12+585 (877)
51
10
37
38
39
38
+45/+77
+61
+37
+24
+38
30d12 (45)
46
Mature adult
C
50d12+750 (1,075)
55
10
41
42
43
42
+50/+88
+64
+42
+27
+43
35d12 (50)
51
Old
C
55d12+935 (1,292)
59
10
45
46
47
46
+55/+95
+71
+46
+29
+47
40d12 (54)
55
Very old
C
60d12+1,140 (1,530)
63
10
49
50
51
50
+60/+102
+78
+51
+32
+52
45d12 (59)
60
Ancient
C
65d12+1,365 (1,787)
67
10
53
54
55
54
+65/+109
+85
+55
+34
+56
50d12 (63)
64
Wyrm
C+
70d12+1,610 (2,065)
71
10
57
58
59
58
+70/+116
+92
+60
+37
+61
55d12 (68)
69
Great wyrm
C+
75d12+1,875 (2,362)
75
10
61
62
63
62
+75/+123
+99
+64
+39
+65
60d12 (72)
73


Force Dragon Abilities by Age
Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR
Wyrmling
60 ft., fly 250 ft. (poor)
+0
31 (–2 size, +4 deflection, +19 natural), touch 12, flat-footed 31
Damage reduction 10/magic, deflecting force, immune to force
3rd
24
Very young
60 ft., fly 250 ft. (poor)
+0
38 (–2 size, +6 deflection, +24 natural), touch 14, flat-footed 38


6th
27
Young
60 ft., fly 300 ft. (clumsy)
+0
43 (–4 size, +8 deflection, +29 natural), touch 14, flat-footed 43
Damage reduction 15/magic
9th
30
Juvenile
60 ft., fly 300 ft. (clumsy)
+0
50 (–4 size, +10 deflection, +34 natural), touch 16, flat-footed 50
resilient sphere, blur
12th
33
Young adult
60 ft., fly 300 ft. (clumsy)
+0
57 (–4 size, +12 deflection, +39 natural), touch 18, flat-footed 57
Damage reduction 15/epic
15th
36
Adult
60 ft., fly 300 ft. (clumsy)
+0
64 (–4 size, +14 deflection, +44 natural), touch 20, flat-footed 64
Wall of force
18th
39
Mature adult
60 ft., fly 300 ft. (clumsy)
+0
67 (–8 size, +16 deflection, +49 natural), touch 18, flat-footed 67
Damage reduction 20/epic
21st
42
Old
60 ft., fly 300 ft. (clumsy)
+0
74 (–8 size, +18 deflection, +54 natural), touch 20, flat-footed 74
Forcecage, displacement
24th
45
Very old
60 ft., fly 300 ft. (clumsy)
+0
81 (–8 size, +20 deflection, +59 natural), touch 22, flat-footed 81
Damage reduction 25/epic
27th
48
Ancient
60 ft., fly 300 ft. (clumsy)
+0
88 (–8 size, +22 deflection, +64 natural), touch 24, flat-footed 88
Maze
30th
51
Wyrm
60 ft., fly 350 ft. (clumsy)
+0
95 (–8 size, +24 deflection, +69 natural), touch 26, flat-footed 95


33rd
54
Great wyrm
60 ft., fly 350 ft. (clumsy)
+0
102 (–8 size, +26 deflection, +74 natural), touch 28, flat-footed 102
telekinetic sphere, invisibility
36th
57
A force dragon’s natural weapons are treated as magic (wyrmling – juvenile) or epic (young adult – great wyrm) for the purpose of overcoming damage reduction.
Combat
Breath Weapon (Su): A force dragon has one type of breath weapon, a cone of force that tears through creatures and objects in its area to devastating effect.
Immune to Force (Ex): A force dragon cannot be harmed by any force effect, including magic missiles, explosive runes, mage’s sword, the sphere spells, or any other spell or effect with the Force descriptor. It can move freely through barriers made of force, such as a wall of force.
Deflecting Force (Su): A force dragon is protected by a shield of force that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon’s Charisma bonus.
Blur (Su): When a force dragon reaches juvenile age, the force surrounding its body distorts the light around it so that it is hard to discern the dragon’s exact location. This functions as a continuous blur spell, giving the dragon concealment (20% miss chance).
Displacement (Su): An old force dragon’s deflecting force bends light even more ex-tremely, giving the dragon the benefit of the displacement spell (50% miss chance). This supersedes its blur ability.
Invisibility (Su): A great wyrm force dragon is a creature of pure force, and is completely invisible (as though protected by greater invisibility). A creature that can see invisible creatures must still contend with the dragon’s displacement ability.
Spell-Like Abilities: 3/day—forcecage, maze, resilient sphere, telekinetic sphere, wall of force. The DCs are Charisma-based.


Sample Force Dragon,Adult
Gargantuan Dragon (Force)
Hit Dice: 45d12+585 (877 hp)
Initiative: +0
Speed: 60 ft., fly 300 ft. (clumsy)
AC: 64 (–4 size, +14 deflection, +44 natural)
Base Attack/Grapple: +45/+77
Attack: Bite +61 (4d6+20/19-20) melee
Full Attack: Bite +61 (4d6+20/19-20) melee, 2 claws +56 (2d6+10/19-20) melee, 2 wings +56 (2d6+10/19-20) melee, tail slap +56 (2d8+30/19-20) melee
Space/Reach: 20 ft./15 ft.
Special Attacks: Crush 4d6+30 (DC 45), tail sweep 2d6+30 (DC 45), breath weapon, frightful presence (DC 46), spells (caster level 18th), spell-like abilities
Special Qualities: Immunities, DR 15/epic, SR 39, blindsense 60ft., keen senses, deflecting force, blur (20% miss chance)
Saves: Fort +37, Ref +24, Will +38
Abilities: Str 51, Dex 10, Con 37, Int 38, Wis 39, Cha 38
Skills: Appraise +50, Bluff +62, Concentration +61, Craft (alchemy) +50, Diplomacy +74, Escape Artist +48, Gather Information +20, Intimidate +68, Jump +32, Knowledge (all) +56, Listen +64, Search +72, Sense Motive +50, Spellcraft +68, Spot +74
Feats: Alertness, Cleave, Combat Reflexes, Empower Spell-Like Ability, Flyby Attack, Hover, Improved Critical (bite), Improved Critical (claws), Improved Critical (wings), Improved Critical (tail slap), Improved Initiative, Improved Sunder, Maximize Spell-Like Ability, Power Attack, Spell Knowledge, Wingover
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: 31
Treasure: Double standard
Alignment: Usually neutral
Advancement: 46–49 HD (Gargantuan)
A force dragon’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Breath Weapon (Su): Cone of force, 60 ft., damage 30d12, Ref half (DC 45). The DC is Constitution-based.
Spell-Like Abilities: 3/day—resilient sphere, wall of force. Caster level 18th; save DC 24 + spell level.
Immunities (Ex): Immune to sleep and paralysis, immune to force effects.
Sorcerer Spells Known(6/10/10/ 9/9/9/9/8/7/5; base DC 24 + spell level): 0—arcane mark, dancing lights, detect magic, flare, ghost sound, light, mending, open/close, read magic; 1st—disguise self, comprehend languages, detect secret doors, magic missile, true strike; 2nd— bull’s strength, cat’s grace, darkness, locate object, mirror image; 3rd—clairaudience/clairvoyance, fireball, haste, lightning bolt; 4th—charm monster, greater invisibility, scrying, stoneskin; 5th—contact other plane, dream, hold monster, teleport; 6th—analyze dweomer, greater dispel magic, true seeing; 7th—forcecage, spell turning, summon monster VII; 8th—polymorph any object, protection from spells; 9th— time stop.
Possessions: Crystal ball with true seeing, circlet of eyes*, pearl of power (7th-level spell), 8,000 gp. *Variant of robe of eyes; benefit included in Search and Spot skill modifiers.


PRISMATIC DRAGON
Dragon (Light)
Climate/Terrain: Any land and underground
Organization: Wyrmling, very young, young, juvenile and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: Wyrmling 14; very young 16; young 22; juvenile 30; young adult 34; adult 39; mature adult 43; old 48; very old 52; ancient 57; wyrm 61; great wyrm 66
Treasure: Double standard
Alignment: Usually neutral
Advancement Range: Wyrmling 24–27 HD (Huge); very young 29–32 HD (Huge); young 34–37 HD (Gargantuan); juvenile 39–42 HD (Gargantuan); young adult 44–47 HD (Gargantuan); adult 49–52 HD (Gargantuan); mature adult 54–57 HD (Colossal); old 59–62 HD (Colossal); very old 64–67 HD (Colossal); ancient 69–72 HD (Colossal+); wyrm 74–77 HD (Colossal+); great wyrm 79+ HD (Colossal+)


Prismatic Dragons by Age
Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/
Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon DC
Frightful Presence DC
Wyrmling
H
23d12+138 (287)
29
10
23
20
21
20
+23/+40
+30
+19
+13
+18
27
26
Very young
H
28d12+196 (378)
33
10
25
24
25
24
+28/+47
+37
+23
+16
+23
31
31
Young
G
33d12+297 (511)
37
10
29
28
29
28
+33/+58
+42
+27
+18
+27
35
35
Juvenile
G
38d12+418 (665)
41
10
33
32
33
32
+38/+65
+49
+32
+21
+32
40
40
Young adult
G
43d12+559 (838)
45
10
37
36
37
36
+43/+72
+56
+36
+23
+36
44
44
Adult
C
48d12+720 (1,032)
49
10
41
40
41
40
+48/+83
+59
+41
+26
+41
49
49
Mature adult
C
53d12+901 (1,245)
53
10
45
44
45
44
+53/+90
+66
+45
+28
+45
53
53
Old
C
58d12+1,102 (1,479)
57
10
49
48
49
48
+58/+97
+73
+50
+31
+50
58
58
Very old
C
63d12+1,323 (1,732)
61
10
53
52
53
52
+63/+104
+80
+54
+33
+54
62
62
Ancient
C+
68d12+1,564 (2,006)
65
10
57
56
57
56
+68/+111
+87
+59
+36
+59
67
67
Wyrm
C+
73d12+1,825 (2,299)
69
10
61
60
61
60
+73/+118
+94
+63
+38
+63
71
71
Great wyrm
C+
78d12+2,106 (2,613)
73
10
65
64
65
64
+78/+125
+101
+68
+41
+68
76
76



Prismatic Dragon Abilities by Age
Age
Speed
Inititative
AC
Special Abilities
Caster Level
SR
Wyrmling
60 ft., fly 250 ft. (poor)
+0
35 (–2 size, +5 deflection, +22 natural), touch 13, flat-footed 35
Damage reduction 10/magic, deflecting force, hypnotic pattern, immune to light and blindness
5th
24
Very young
60 ft., fly 250 ft. (poor)
+0
42 (–2 size, +7 deflection, +27 natural), touch 15, flat-footed 42


8th
30
Young
60 ft., fly 300 ft. (clumsy)
+0
47 (–4 size, +9 deflection, +32 natural), touch 15, flat-footed 47
Damage reduction 15/magic
11th
36
Juvenile
60 ft., fly 300 ft. (clumsy)
+0
54 (–4 size, +11 deflection, +37 natural), touch 17, flat-footed 54
Rainbow pattern
13th
42
Young adult
60 ft., fly 300 ft. (clumsy)
+0
61 (–4 size, +13 deflection, +42 natural), touch 19, flat-footed 61
Damage reduction 15/epic
17th
48
Adult
60 ft., fly 300 ft. (clumsy)
+0
64 (–8 size, +15 deflection, +47 natural), touch 17, flat-footed 64
Sunbeam
20th
54
Mature adult
60 ft., fly 300 ft. (clumsy)
+0
71 (–8 size, +17 deflection, +52 natural), touch 19, flat-footed 71
Damage reduction 20/epic
23rd
60
Old
60 ft., fly 300 ft. (clumsy)
+0
78 (–8 size, +19 deflection, +57 natural), touch 21, flat-footed 78
Sunburst
26th
66
Very old
60 ft., fly 300 ft. (clumsy)
+0
85 (–8 size, +21 deflection, +62 natural), touch 23, flat-footed 85
Damage reduction 25/epic
29th
68
Ancient
60 ft., fly 350 ft. (clumsy)
+0
92 (–8 size, +23 deflection, +67 natural), touch 25, flat-footed 92
Prismatic wall
32nd
74
Wyrm
60 ft., fly 350 ft. (clumsy)
+0
99 (–8 size, +25 deflection, +72 natural), touch 27, flat-footed 99


35th
80
Great wyrm
60 ft., fly 350 ft. (clumsy)
+0
106 (–8 size, +27 deflection, +77 natural), touch 29, flat-footed 106
Prismatic sphere
38th
86
A prismatic dragon’s natural weapons are treated as magic (wyrmling – juvenile) or epic (young adult – great wyrm) for the purpose of overcoming damage reduction.
Combat
Breath Weapon (Su): A prismatic dragon has one type of breath weapon, a prismatic spray effect. The breath weapon’s cone is of the size indicated by the dragon’s size, not the normal cone for the spell.
Deflecting Force (Su): A prismatic dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon’s Charisma bonus.
Immune to Light and Blindness (Ex): Prismatic dragons cannot be harmed by any light, including Evocation [Light] spells, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, they are immune to any spell or effect that causes blindness.
Spell-Like Abilities: At will—hypnotic pattern, rainbow pattern; 3/day—prismatic sphere, prismatic wall, sunbeam, sunburst. The DC is Charisma-based.


Sample Prismatic Dragon, Old
Colossal Dragon
Hit Dice: 58d12+1,102 (1,479 hp)
Initiative: +4 (Improved Initiative)
Speed: 60 ft., fly 300 ft. (clumsy)
AC: 78 (–8 size, +19 deflection, +57 natural)
Base Attack/Grapple: +58/+97
Attack: Bite +74 (4d8+23/19-20) melee
Full Attack: Bite +74 melee, 2 claws +69 (4d6+11) melee, 2 wings +68 (2d8+11) melee, tail slap +69 (4d6+34)melee
Space/Reach: 30 ft./20 ft
Special Attacks: Crush 4d8+34 (DC 58), tail sweep 2d8+34 (DC 58), breath weapon, frightful presence (DC 58), spells (caster level 26th), spell-like abilities
Special Qualities: Immunities, DR 20/epic, SR 66, blindsight, keen senses, deflecting force
Saves: Fort +50, Ref +31, Will +50
Abilities: Str 57, Dex 10, Con 49, Int 48, Wis 49, Cha 48
Skills: Balance +67, Bluff +80, Climb +84, Concentration +80, Diplomacy +92, Disable Device +80, Escape Artist +61, Gather Information +86, Heal +80, Intimidate +86, Jump +102, Knowledge (all) +80, Listen +80, Move Silently +61, Open Lock +61, Perform (any two) +80, Search +80, Sense Motive +80, Spellcraft +86, Spot +80, Survival +80, Tumble +67, Use Magic Device +80
Feats: Blinding Speed (x2), Cleave, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Spell Capacity (9th), Improved Spell Capacity (9th), Power Attack, Quicken Spell-Like Ability, Snatch, Spell Knowledge (x4), Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or family (1–2 and 2–5 off-spring)
Challenge Rating: 48
Treasure: Double standard
Alignment: Usually neutral
Advancement: 59–62 HD (Colossal)
A prismatic dragon’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Breath Weapon (Su): Cone of prismatic spray, 70 ft., effect as spell, Ref half (DC 58).
Spell-Like Abilities: At will—hypnotic pattern, rainbow pattern; 3/day—sunbeam, sunburst. Caster level 26th; save DC 29 + spell level. The DC is Charisma-based.
Immunities (Ex): Immune to sleep and paralysis effects, immune to light and blindness effects.
Sorcerer Spells Known(6/11/11/11/10/10/10/10/9/11; base DC 29 + spell level): 0—dancing lights, daze, detect magic, ghost sound, light, prestidigitation, ray of frost, read magic, resistance; 1st—enlarge person, mage armor, magic missile, shield, true strike, unseen servant; 2nd—alter self, blur, darkness, detect thoughts, levitate; 3rd—blink, fireball, greater magic weapon, haste, tongues, wind wall; 4th—confusion, polymorph, scrying, stoneskin; 5th— baleful polymorph, dismissal, fabricate, passwall, wall of force; 6th—antimagic field, greater dispel magic, true seeing; 7th—forcecage, sequester, spell turning, greater teleport; 8th—greater planar binding, mass charm monster, symbol of death, temporal stasis; 9th—dominate monster, gate, imprisonment, time stop, wish
Possessions: Staff of the cosmos, ring of regeneration, 15,563 gp.


ELEMENTAL,PRIMAL
Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.



Air Elemental, Primal
Earth Elemental, Primal


Colossal Elemental (Air, Extraplanar)
Colossal Elemental (Earth, Extraplanar)
Hit Dice:
64d8+576 (944 hp)
64d8+640 (1,048 hp)
Initiative:
+24 (+16 Dex, +8 Superior Initiative)
1 (Dex)
Speed:
Fly 100 ft. (perfect)
20 ft., burrow 40 ft.
AC:
66 (–8 size, +16 Dex, +48 natural)
49 (–8 size, –1 Dex, +48 natural)
Base Attack/Grapple:
+48/+75
+48/+80
Attack:
Slam +57 (4d8+16) melee
Slam +57 (4d10+24/19-20) melee
Full Attack:
2 Slams +57 (4d8+16) melee
2 slams +57 (4d10+24/19-20) melee
Space/Reach:
30 ft./30 ft.
30 ft./30 ft.
Special Attacks:
Air mastery, whirlwind
Earth mastery, push
Special Qualities:
Elemental traits, DR 10/­–,SR 42
Elemental traits, DR 15/–, SR 42
Saves:
Fort +42, Ref +52, Will +28
Fort +46, Ref +21, Will +28
Abilities:
Str 32, Dex 43, Con 28, Int 8, Wis 13, Cha 13
Str 43, Dex 8, Con 31, Int 8, Wis 13, Cha 13
Skills:
Listen +48, Spot +57
Jump +10, Listen +57, Spot +48
Feats:
Alertness, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Mobility, Lightning Reflexes, Spring Attack, Weapon Finesse, Weapon Focus (slam)
Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Epic Feats:
Blinding Speed (x2), Epic Prowess (x2), Epic Toughness (x4), Epic Will, Superior Initiative
Devastating Critical (slam), Epic Prowess (x3), Epix Toughness (x6), Epic Will, Overwhelming Critical (slam)
Climate/Terrain:
Any land
Any land
Organization:
Solitary
Solitary
Challenge Rating:
35
35
Treasure:
None
None
Alignment:
Usually neutral
Usually neutral
Advancement:
65–288 HD (Colossal)
65–288 HD (Colossal)




Fire Elemental, Primal
Water Elemental, Primal


Colossal Elemental (Fire, Extraplanar)
Colossal Elemental (Water, Extraplanar)
Hit Dice:
64d8+576 (944 hp)
64d8+640 (1,048 hp)
Initiative:
+22 (+14 Dex, +8 Superior Initiative)
+14 (Dex)
Speed:
50 ft.
20 ft., swim 90 ft.
AC:
64 (–8 size, +14 Dex, +48 natural)
64 (–8 size, +14 Dex, +48 natural)
Base Attack/Grapple:
+48/+75
+48/+80
Attack:
Slam +55 (4d8+16 plus 4d8 fire) melee
Slam +57 (4d10+24/19-20)
Full Attack:
2 slams +55 (4d8+16 plus 4d8 fire) melee
2 slam +57 (4d10+24/19-20)
Space/Reach:
30 ft./30 ft.
30 ft./30 ft.
Special Attacks:
Burn
Water mastery, drench, vortex
Special Qualities:
Elemental traits, DR 10/–, SR 42, fire immunity, cold vulnerability
Elemental traits, DR 15/–, SR 42
Saves:
Fort +32, Ref +50, Will +28
Fort +46, Ref +21, Will +28
Abilities:
Str 32, Dex 39, Con 28, Int 8, Wis 13, Cha 13
Str 42, Dex 38, Con 31, Int 8, Wis 13, Cha 13
Skills:
Jump +19, Listen +48, Spot +57
Jump +7, Listen +57, Spot +48, Swim +19
Feats:
Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Finesse, Weapon Focus (slam)
Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Epic Feats:
Blinding Speed, Dire Charge, Epic Prowess, (x2), Epic Toughness (x4), Epic Will, Superior Initiative
Devastating Critical (slam), Epic Prowess (x2), Epic Toughness (x6), Epic Will, Overwhelming Critical (slam)
Climate/Terrain:
Any land
Any land
Organization:
Solitary
Solitary
Challenge Rating:
35
35
Treasure:
None
None
Alignment:
Usually neutral
Usually neutral
Advancement:
65–288 HD (Colossal)
65–288 HD (Colossal)
PRIMAL AIR ELEMENTAL
Primal air elementals speak Auran.
Combat
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. A primal air whirlwind is 10 feet wide at the base, 40 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 53) when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed at a second Reflex save (DC 53) or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 53) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 53) to cast a spell. The DC is Strength-based.
PRIMAL EARTH ELEMENTAL
Earth elementals speak Terran.
Combat
Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or water-borne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given for earth mastery, above, also apply to the elemental’s opposed Strength checks.
PRIMAL FIRE ELEMENTAL
A primal fire elemental cannot enter water or any other nonflammable liquid. Unlike lesser fire elementals, a primal fire elemental may attempt to evaporate a lesser body of water if blocked. Fire elementals speak Ignan.
Combat
Burn (Ex): Those hit by a primal fire elemental’s slam attack must succeed at a Reflex save (DC 51) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch fire unless they succeed at a Reflex save. The DC is Constitution-based.
PRIMAL WATER ELEMENTAL
A primal water elemental can’t venture more than 360 feet from the body of water from which it emerged. Water elementals speak Aquan.
Combat
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or elemental is land-bound, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A primal water elemental can be a serious threat to a ship that crosses its path. It can easily overturn even large craft (ships of up to 5 feet in length per Hit Dice of the elemental) and stop massive vessels (ships of less than 10 feet in length per HD). Even ocean-going behemoths (ships of less than 20 feet in length per HD) can be slowed to half speed.
Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are Gargantuan or smaller. The creature can dispel magical fire it touches as dispel magic cast by a caster whose level equals the elemental’s HD total (64).
Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has (48 rounds). In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan and smaller creatures might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 58) when it comes into contact with the vortex or take 4d10 points of damage. It must also succeed at a second Reflex save (DC 68) or be picked up bodily and held suspended in the powerful currents, automatically taking 4d10 points of damage each round. A creature that can swim is allowed a Reflex save (DC 58) each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex hap-pens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including dark-vision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 58) to cast a spell. The DC is Strength-based.
 

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