Las's Epic moster challenge

las

First Post
This is a place to put mosters with a CR 20+. This is for fun there is no stoping point on how high the CR can go. Heres a monster of my make (ill post what templates I used).

So long as I can get the template easly (Wizo book or hombrew template) you can use it. Just have fun.


Kawaze the Shark Lord
Colossal Elemental (Aquatic, Extraplanar, Kaiju ,Water)
Hite Dice: 114d8+4,473 (5,385 hp)
Initiative: +20 (+12 Dex, +8 Superior Initiative)
Speed: 60 ft., Fly 300 ft. (poor), Swim 300 ft.
AC: 78 (-8 size, +12 Dex, +40 natural, +12 insight, +12 luck), touch 38, flat-footed 66
Base Attack/Grapple: +62/+96
Attack: Bite +108 melee
Full Attack: 8 Bites +108 melee
Damage: Bite 8d6+59/15-20/x3
Space/Reach: 80 ft./20 ft.
Special Attacks: Augmented Critical, Battle Frenzy, Breath Weapon, Drench, Energized Attack, Improved grab, Ray Attack, Spell-Like Abilitys, Swallow Whole, Trample, Water Mastery
Special Qualities: Darkvision 120 ft., Death Throes, DR 10/Epic, Elemental, Fast healing 50, Immune to Mind-Influencing Effects, Immunities, Keen scent, Low-light Vision, No Breath, Reflect Spells, See Invisibility, SR 95
Saves: Fort +95, Ref +81, Will +78
Abilities: Str 63, Dex 34, Con 65, Int 17, Wis 29, Cha 42
Skills: Knowledge (the planes (Elemental Plane of Water)) +130, Listen +152, Search +144, Spot +152, Swim +166
Feats: Ability Focus (Breath Weapon) (B), Alertness, Blind-Fight, Cleave, Combat Expertise, Combate Reflexes (B), Dodge, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative (B), Improved Natural Attack (bite), Mobility, Power Attack, Skill Focus (Swim), Toughness x9, Weapon Focus (bite)
Epic Feats: Epic Ability Focus (Breath Weapon) (B), Epic Skill Focus (Swim), Epic Weapon Focus (bite), Fast Healing (x10), Improved Spell Resistance (x4), Superior Initiative
Environment: Any aquatic (the Elemental Plane of Water)
Organization: Solitary
Challenge Rating: 77
Treasure: None
Advancement: -
Level Adjustment: -
He is the one most people do not know about, the one they don’t want to know about. Those that know of kawaze, know that running is only a way to get your self-killed faster bye him. Yes he’s smart bye human standards but that does not mean he won’t eat you. He has one rule and one rule only eat first ask questions later. For he’s no small thing he big and in order to feed himself he uses that rule.
He is known bye other names on other worlds, like the eight headed one, the bringger of death ECT. For once every 10,000 years he some how leaves the elemental plane of water to another plane. How does it is not known but when he gets there he’s eats all sea life and every things else on the plane. His hunger is like none other.
Know one knows how long he has been around, if any one does there most likely dead. He has bean known to be killed but not often (usually during his 10,000 shift) and comes back every time. It seams when he dies he’s died for over a 1,000 years then reforms in his home plane. Usually buy the time every one has forgotten about him so it’s a new thing for most people when he comes back.
Some people he might be an elemental lord of some kind (at least those that have seen him and lived any way). The fact that that’s a small few and that most of the history of him is small means that theirs not many ways to tell if this is true or not for he wont say so himself (like any ones around while he’s talking anyway).
He looks like a hydra in the front but with a shark head in place of the common hydra heads. His back is that of a really large shark, instead of fines he has for legs with webbed feet. His back like it has a beetle shell that holds his massive wings. His main fin sticking out of the top (the shell is streamlined to the body so the fin has plenty of space to come out).
Kawaze speaks Aquan.

Combat
Battle Frenzy (Ex): When Kawaze is reduced to 25% of his maximum hit point total, he gains a +4 bonus to Strength and can make an additional melee attack with his primary natural attacks each round at a –5 penalty. These benefits cease if the he is healed above 25% of its maximum hit point total or he is rediced to 0 hit points or less.
Breath Weapon (Su): Kawaze possesses eight powerful breath weapons. He can use these breath weapons once every 1d4 rounds. These breath weapons takes the form of a line (ten feet wide and ten feet tall) with a length of 100 feet, and does 10d6 points of cold damage. Creatures can make Reflex saving throws (DC 109) for half damage.
Drench (Ex): Kawaze’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin, if these are of Large size or smaller. He can dispel magical fire he touches as dispel magic cast by a 114th-level sorcerer. He gains no benefit or disavantage against creatures from the Elemental Plane of Fire.
Energized Attack (Su): As a standard action once per minute, kawaze can infuce his natural attacks with cold energy. This lasts for 1d4+1 rounds; during this time, all his melee attacks do an extra 3d6+13 points of cold damage. This damage is not multiplied on a successful critical.
Improved Grap (Ex): If kawaze hits a Huge or smaller opponent with a bite attack, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If he gets a hold, he can try to swallow it in the next round. Alternatively, the kawaze has the option to conduct the grapple normally, or simply use his mouth to hold the opponent (-20 penalty on grapple check, but kawaze is not considered grappled). In either case each successful grapple check it makes during successive rounds automatically deals bite damage.
Ray Attack (Su): Once every 1d4 rounds, kawaze can generate a beam of energy from each of his eight mouths. He must make a ranged touch attack to hit the targets with its rays; all his rays have a range of 300 feet. If any of his rays hits, it causes 15d6+13 points of cold damage.
Spell-like Abilitys (Sp): 5/day-blur, darkness; 3/day-call lightning, cloudkill, dimension door, fireball, gaseous form, ice storm, invisibility, minute form, vulnerability; 1/day-control weather, haste.
These spell-like abilities function as if cast by a 35th-level sorcerer. The DC to resist these spell-like abilities is 16 + spell level..
Swallow Whole (Ex): Kawaze can try to swallow an opponent of Huge or smaller size by making a successful grapple check. Once swallowed, the opponent takes crushing damage equal to 2d8+ , plus 3d6 points of acid damage from kawaze’s digestive juices per round. A swallowed creature can cut its way out using claws or a light weapon by dealing 50 points of damage to kawaze’s digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.
Trample (Ex): As a standard action during kawaze’s turn each round, he he can run over an opponent of Gargantuan size or smaller. Kawaze has to merely move over the opponent.
The trample deals 4d12+26. Trampled opponents can attempt attacks of opportunity, but these incur a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves for half damage (DC 106).
Water Mastery (Ex): Kawaze gains a +1 bonus on attack and damage rolls if both him and his opponent touch water. If the the opponent or kawaze is landbound, he suffers a –4 penalty on attack and damage rolls.
Death Throes (Su): When he is killed, he explodes in a burst of energy that deals 20d6 points of cold damage to everything within 100 feet. Creatures in this region must make Reflex saving throws (DC 94) to take half damage.
Elemental: Immune to poison, slepp, paralysis, and stunning. Not subject to critical hits.
Immune to Mind-Influencing Effects (Ex): Kawaze is immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects). As he is a kaiju only powerful artifacts might be able to control him, luckly none is known.
Immunities (Ex): Kawaze is completely immune to acid, cold, electricity, fire and sonic attacks. He is also immune to disease and poison.
Keen Scent (Ex): Kawaze notices creatures by scent in a 180-foot radius and detects blood in the water at a range of up to 1 mile.
No Breath (Ex): Kawaze does not breathe and is immune to gas-based attacks that require a Fortitude saving throw. He can also exist buried in the earth, underwater, or in other airless environments with ease.
Reflect Spells (Su): Targeted spells and spell-like effects that fail to penetrate his spell resistance are reflected back upon their caster.
See Invisibility (Su): Kawaze can continously see invisibility as the spell cast by a 20th-level sorcerer. He can suppress or resume this ability as a free action.



New Feat


Epic Ability Focus [Epic]
One of the creature’s special attacks is realy more potent than normal.
Prerquisite: Ability Focus
Benefit: The Difficulty Class for all saving throws against the selected special attack increases by +4. This bonus stacks with ability focus.
Special: This feat can be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a different special attack.
 
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Inferno "The Solar Savant"

INFERNO, a.k.a. "The Solar Savant"

History of Inferno:

Inferno is the result of a mating between a male gold and a female red dragon, this unholy union in the eyes of the draconic community, led to the death of his parents shortly after his birth by a group of adventurers unknowingly employed and manipulated by the draconic god Tiamat, who decided that such unions will not be tolerated.

During this attack, several alchemy formules and magical ointments were spilled and mixed together over the eggs and exploded in a fiery blast, only one pre-hatchling survived the explosion, and it took refuge in a superheated lava vent inside his parents lair, for many weeks while the adventurers looted the lair and set up camp, he little wyrm had stayed hidden and never moved, until the day a gold dragon named Nexus, who heard about the incident showed up to speak with the adventurers, in the disguise of a local bard who wanted to write a melody about their brave heroics, so he might determine who was really responsible for the death of these two peaceful natured dragons.

The hatchling at this time had caught the scent of the gold dragon, and crawled out from the vent thinking a parent of his had come to his rescue, the adventurers who upon immediately seeing the golden sunny eyed hatchling went to catch it, only then did Nexus step forward and renedered the entire party of adventurers immobile and then went to work erasing all knowledge from their minds of the little wyrms existance.

Nexus was immediately intrigued by his eyes that blazed like the sun itself, and the fact that he tried to aggresively slay the adventures once he came out of hiding, and decided on the spot to name this fiery little hatchling Inferno. Nexus returned to his lair with the hatchling and decided to raise the dragon in secret, away from the prying eyes of all other draconic species. Nexus was soon amazed at how quickly the young crossbreed began to understand and use his natural magical abilities, especially when all of those abilities were gained well before any normal dragon of his age should have gained them.

One day many years later Nexus had come home and was amazed to find the avatar forms of the draconic god of fire and the draconic god of magic both coaching the young dragon to spit his fiery breath at them, it seems that Inferno had unknowingly unlocked and unleased divine radiant energy forces and had attracted the attention of both these gods. After many decades of discussions, Wonderbringer the draconic god of magic informed Nexus to let Inferno grow naturally in his skills without interference, and charged Nexus with training him in the advanced use of magic, and to help him in his studies of his choosing, which always seemed to be in the radiant energy field of knowledge.

As a youth Inferno quickly mastered the basics of magic and magical research techniques, after several hundred years even Nexus started to tire of constantly trying to find ways to satisfy Inferno's curious young mind, and made an arrangement with a friend of his to let Inferno have access to Candlekeep, so he could pursue any field of knowledge that he desired.

After Inferno had reached his great wyrm stage he decided it was time for him to leave his friend and mentor to further his studies on his own, and to make his mark on this world, he also needed to start his class trainings, Inferno at this point hadn't been told that his long life span was unique even for a dragon, and other draconics at his age where preparing for their coming death not just starting out, since up to this point in time he had only studied magic and used only his innate dragon abilities, it was at this time that Nexus told him the full truth about his unique status and his parents death and how most draconic species would treat him as a crossbreed, and how humanoids unlike the ones that he had been exposed too at Candlekeep, other draconics might treat him as a freak of nature, and too always be watchfull, because Tiamat will not tolerate an unfinished job.

Nexus also had kept and turned over to him at this time all his parents belongings, the entire horde, Nexus also gave Inferno a precious gift of his own crafting, a ring "Nexus Ring" that will not allow any known spell or item to gather information about the wearer, it also prevents such spells as true seeing from penetrating magical disguises and hides his personal aura from it's magic, of course any magical divination type spells would give a blank response and thus alert the caster that something ain't right, anyone wearing this ring simply doesn't exist to any known magic, including divine magic.

Inferno went out and spent many centuries adventuring and searching Toril for all knowledge on Radiant Energy and other related fields that interested him, he has studied with the God-King Thoth, the renegade insane renegade wizard Random from Halruua, and various other renegade mulhorandi/thayan wizards of old in the far southeastern region of Faerun, after a while he decided to settle down and continue his research in a lair of his own, he had chosen a spot very deep within the volcanic bowels of an ancient magically created mountain within the High Forest on the northwest continent of Faerun. His lair is located in the highest peak of the Star Mounts, the only known entrance is located on the north face of the peak within a glacier rift full of massive crystal shards that illuminate the area with a blinding glow even in the moonlight.

Inferno has studied with a couple of humanoid beings in the northern faerun area recently, and has revealed his true identity only to Ameilor Amantis of Secomber, who he considers an equal in the field of Alchemy and often visit's him to see what off-the-wall explosive disaster he has stumbled upon lately, and Flamesterd of the Moonshae Isle's who he enjoys engaging in suddual fire-spell fights and fire related spell research.

The only dragon that he truly trust at this time is Nexus(gold dragon) a powerful spellcaster and chosen of Wonderbringer with near demi-power ability and who has now left Faerun and is thought to be under going the process of divine ascension under the sponsorship of Wonderbringer.

Kizzap(blue)this dragon keeps his skills hidden from even Inferno, but has allowed him access to his greatest treasure, one of the lost Nether Scrolls, what magical knowledge the scroll has revealed is known only to Kizzap and Inferno. Kizzap is said to know many Nethril type spells of old, this may be because of his ancient family lair that is in the region, and/or the nether scrolls he has, his family lair is located in the nether mountains, and is protected by a fortress of advanced hobgoblin mercs, and the other dragons of the clan that live their, it is rumored that their is at least six dragons of adult age or older presently living in the complex.

Maelestor Rex(black) of the Dragonspear fame and a very versatile and potent spellcaster, this dragon has given Inferno the Dragonspear for safe keeping until he can find a way to destroy the artifact. This Black dragon has more spell-slots than can normally be obtained for one of his age and wizardly level, this is due to a deal he made with a powerful fiend-sorceror, and this being gave him the ability to cast more spells than normally possible, this dragon is known to lair in the High Moor region.

Torch(red) a non-classed old school style dragon, who has recently had an alignment shift to chaotic nuetral, do to a personal tragedy/encounter with a group of adventureres, that forced him to re-think his ethics. this dragon lives near the spine of the world mountains now, but frequently roams the savage north as far south as the High Moor region.

Shift(black) a rogue/assassin classed dragon with an uncanny shapechange ability into a human with dark skin, eyes, and hair, and a habit of stealing for the challenge it brings. Shift reportedly likes to wield a powerful magical longsword in battle while in human form, this sword was known to have sliced thru a magical metallic shield on one occassion. Shift reportedly has a underground, underwater lair to the northwest of Cormyr, in a swampy region just south of the southern Anauroch region

Icehaupt(white) a draconic cleric with a talent for creating powerful cold based clerical, and sorcerous type spells, and has a vast collection of magical items, his lair reportedly contains over thirty significant magical items and a million gold coins, some speculate that Icehaupt may be a priest of Auril, or a unknown para-elemental ice diety. This dragon lives in a ice cave, near the top on the sheer side of the snow covered mountain peak overlooking the capital city of Amn.

Soltice (mercury) a fiesty female dragon, with an unusally high dexterity, and a uncanny luck ability, and a good grasp on how to use spells in wierd ways to confuse and keep her enemies off balance, and a habit of finding trouble in the most unlikely places, her luck ability seems to get her in trouble, and then saves her constantly. Soltice seems to have a crush on Inferno, he also seems to find quite interesting, this dragon is presently staying with Inferno, but has a lair in the Raurin desert region and visits their often using a gate that Inferno built for her.

Inferno also once associated with the red dragons Brimstone and Gotha, until their interaction with some less than desirable dieties forced him to severe his association with them.

***Inferno's plans for the future:

Inferno plans to return to his former adventuring ways of his early years in search of unknown alchemy ingredients, new radiant energy spells, further his knowledge of spellcraft, and gain the needed levels required to increase the feats and skills he will need for several ambitious projects.

project1: He wishes to devise a potion that will let Chromatic dragons better handle the uncontrollable rage that is forced upon the chromatics every time a certain wandering red star appears in the heavens "a.k.a. Flight of Dragons" he already has developed some ideas about this rage effect, and knows that the metallics also experience it, but are better able to controll their emotions. He fears that another such event is nearing, and time is something that isn't in his favor.

project2: He would like to create an item that will help serve and protect all draconic species after he has passed from this world, this project he considers to be his legacy and knows he will need to gain epic powers, and he will also need help from a group epic adventures and/or epic draconics to successfully gain the items needed to complete the artifact and to accomplish his goals.

A few of the known items he needs to begin work on crafting the artifact are the purest natural unprocessed metals, (mithral/adamanite/meteorite iron) and the realms largest ruby, this gem he has already located, unfortunetly it is located in a temple in Calishman, and anyone who disturbs it will immediately find themself in a fight with a avatar of Talos and his golden great wyrm slave dragon, not to mention facing all the priest in their home temple, and any powerful city residents who decide to take advantage of the situation, he also needs the heart of an epic or avatar dragon, hopefully Tiamat's.

project3: To strike a blow at Tiamat, in such a way that it would reduce her standing among the draconic gods, make her vulnerable to the other gods of the Faerunian pantheon, and force the majority of her chromatics worshippers to rethink their believe in her as their patron diety of choice, he believes the death of her avatar on Toril, along with her special draconic co-horts in Hell, and the destruction of her main temple would accomplish this.

project4: To change the believe among all humanoid races that all chromatics are evil, and to help chromatics overcome their inbreeding habits, which he believes is a main cause for many of the species problems, and promote more crossbreeding among the species, even between the chromatics and metallics, he believes that if their is not a major change soon, the chromatic draconic races will be eliminated from this world within the next several thousand years.

***Other things that might interest the GM concerning Inferno:

Note: Inferno has a dislike for all undead and shadowy type creatures, especially draco-liches, it's nothing personal they just sometimes remind him of his nightmares and he always feels uncomfortable around such creatures, besides he thinks they are just plain creepy.

Note: Arunson knows of this dragon, it was him that Nexus went thru for him to gain access to Candlekeep's libraries, and he has kept this knowledge from all but Elminister, he occasionaly visit's Ameilor and Flamesterd to checkup on his progress and keeps a distant watchfull eye over him since he thinks he is a bit naive about keeping tabs on every stranger that visit's near his lair, plus he fears his interactions might soon lead to a draconic holy war breaking out in his backyard, with no way to tell who's on who's side, even among the metallics.

Note: Additional information on a few of his dragon friends can be found in the dracomonicon accessory, Kizzap and his clan have a lair in the Nether Mountains, and Icehaupt's lair just outside of the capital of Amn, Inferno has considered contacting Klauth for his support, but the dragon Torch has convinced him that one such as Klauth is better left alone, and would never comprehend his way of thinking, and might actually seek to betray him to Tiamat.

Note: In his lair he has a small lake of boiling gold which he pretends to occasionally submerge and rest in, the liquid gold is held above a flowing river of lava that leads to his true lair, by magical forces, and is really only a few inches deep, not even his closest friends are aware of this, the actual gold in the lake is only a few million gold pieces, but his visitors think it is hundreds of times that much in volumne, his lair is protected by many mechanical traps and Energy Transformation Fields, that are powering numerous magical traps and effects, only Inferno knows how to navigate thru the fields safely with transportation type spells .

Note: Recently a large adventuring party known as the Hammerfist had succefully infiltrated his lair "he let them in, after leaving clues on how to find the place" and tried to slay Inferno, he managed to capture them all alive and has them in his custody, this group is led by the realms so-called dragon hunting expert.

He has asked Flamesterd to take these adventures off his hands and prosecute them for the attempted murder of him in a human court of law, since he deemed it would seem unfair if he tried them himself since it was him they tried to murder.

Flamesterd was literally floored by this proposal Inferno had laid upon him, no court in the realms has ever tried adventurers for dragon slaying, and this particular group are considered heroes of the realm, not knowing how to respond he called upon Arunson for advice on how to handle the situation.

Arunson is also at a lost, and has asked Flamesterd to stall Inferno until he can think of a way to get Flamesterd out of this dilema, and keep Inferno from becoming an icon for sentinent rights activist groups across the realms.

Arunson suspects that Inferno has set up this scenario to force all humanoid leaders of the realms to official declare their standing on the matter of legal rights for all sentient beings, and he fears this action could lead to a civil split among the various intelligent races across the realms unless he can think of a way out of it.

***These following stats overide the normal stats for a dragon of his stature, class, species, and age:

Red/Gold crossbreed Advanced Great Wyrm Dragon
Advanced Dragon of Age category (20).
Alignment: Chaotic Nuetral with very good tendencies toward most draconics and who he considers trust-worthy humanoids.
Draconic Breath 6d4+6 per age category, DC of 4 per age category, this powerful radiant energy attack is divine in nature, this breath has an area effect of 15 feet in lenght and 5 feet in width/depth per age category, the effect is pure radiant energy heat, his breath attack is to be considered divine in nature when taking resistances into account.
Enhanced vision allows him to see in the infared and ultravision light spectrum at his normal sight range, x-ray vision at 1 foot per age category, and has magesight to a range of 5 feet per age category, darkvision at 10 feet per age category, it takes him one round to adjust between spectrums.
Cast one Radiant Energy type wizard spell of each spell level twice per day at his casting level, a supernatural ability, chooses spell at time of casting.
Cast one Radiant Energy type priest spell of each spell level twice per day at his casting level, a supernatural ability, chooses spell at time of casting.
Complete immunity to any radiant type energy negative effect if he wishes, and a resistance to any divine radiant energy negative effects, he even gets a save against radiant energy effects that don't normally allow one .
All his normal senses are to be considered keen, and he is naturally ambidexterous.
Regeneration at 1 point per age category per round.
+4 to Intelligence natural ability score.
All the Radiant Energy type abilities of the Red and Gold dragon species at his age category.
Inferno has the natural spell progression as the gold dragon species.
Cast all radiant energy type spells and natural spell like abilities at 2 levels per age category.

His class levels are listed below in case a GM decides to use them with his unique advanced dragon status abilities and the abilities gained from his unusal magical and radiant nature, along with his advanced magical training under various epic masters of magic. The God-King Thoth himself taught Inferno the secrets of being a Mage of the Arcane Order and Archmage, even granting him the ability to bypass the needed prerequisets, in exchange for hunting down rogue southern wizards who where trying to sell the secret of the southern magic script of old.

Inferno has 20 total class levels and 3 epic level.
Inferno's Epic levels are in his natural sorcery ability field and cast all his natural and socery spells at 40th level.
Elemental Savant Fire(10) Mage of the Arcane Order(5) Archmage(5) Epic(3)
*Inferno has the Epic Augmented Alchemy ability and all it's prerequist's, this ability is a permanent gift from Io for his advanced studies in draconic based alchemy and for his advancment of draconic research techniques for all dragonkind.

His body is that of a gold dragon with a red dragon facial, spine and wings. He appears to be in perfect health and is in proportion to a normal healthy Great Wyrm of his age, his scales are a deep fiery crimson in the center and slowly morph to a golden blaze at it's edges, his eyes shine like the sun itself. This dragon is truly an awesome sight to behold and may inspire a natural awe effect when first seen.

Inferno is to be considered a master in the following fields of knowledge, (Biology-Draconic/ Chemistry/ Physics).

In the following fields of study he should be considered the realms leading scholar and is always breaking new ground in this field, (Radiant Energy/ Electromagnetic Radiation/ Thermodynamics/ Radiowaves/ Microwaves/ Infared/ Ultrviolet/ X-Rays/ Gamma Rays).

Any DM's that are not familiar with Radiant Energy, just consider Inferno the foremost specialist on all heat and light based spells, and you might also use him to introduce any new heat/light based spells into your campaign, you also might want to give him reveresed forms of cold based spells such as Cone of Cold, and Otilukes Freezing Sphere and even any reversed forms of darkness/shadowy type spells to illumination type effects, he also has access to all fire and light based spells and a few Mulhorandi, Thayan, Halruann, Bedine, Draconic, Beholder, and Phaerimm spells if these spells are used in your campaign.

While he does consider the draconic gods of magic and fire as well as Io as patron dieties, he has no real worship style loyalty toward any diety.

He has full access to the following domains, and these domains are granted by Io himself, and he cannot be denied access to these domains from any god other than Io and/or Ao, (Magic/Fire/Sun/Healing).

The following list is some of Inferno's spells of 6th level or above that he has been known to use ocassionaly, this list is far from comprehensive, and is just a sampling of his commonly known spells, some of the spells will need to be converted to 3e rules.
Wish, Meteor Swarm, Black Blade of Disaster, Miracle, Prismatic Sphere, Elemental Swarm(fire), Incendiary Cloud, Great Shout, Devastate, Prismatic Wall, Sunburst, Horrid Wilting, Bane, Bombard, Destruction, Death Bolt, Delayed Blast Fireball, Miracle, Ressurection, Prismatic Spray, Limited Wish, Forcecage, Fire Storm, Fire Spiders, Fire Trail, Disentegrate, *Chain Lightning, *Otiluke's Freezing Sphere, *Acid Storm, Harm, Heal, Javelin, Magic Resistance, Greater Dispelling, Anti-Magic Shield.
* These spells he likes to change the energy to a Radiant based type energy.

**This dragon is a good way for DM's to introduce any new spells they might want to try out.
A sample of two unique spells created by Inferno:

Solar Wave: 8th level spell, this spell creates a moving wall of sunlight, this light is to be considered natural sunlight if any creature affected by such light comes into contact with it, and any undead in contact with it are to be considered to have been struck by a mace of disruption in additin to the sunlight effect on them, this spells area of effect is 10ft. wide, and 5ft. high/deep, and grows by a like amount each round, and moves at a rate of 0.5 movement/ per caster level/ per round, this spell continues to move and grow for 1 round per level of the castor.

Inferno's Internal Combustion: 9th level spell, Caster or Touch attack, this spell creates a globe of pure radiant energy heat in a radius effect that extends 5 feet from the body, and is centered on and moves with the target of the spell, and does 1d4+1 damage per 1/2 caster level, the globe persists until 1/2 round per caster level, even if the target or caster dies, and then dissipates, there is no save to anyone entering the area of effect, and heat resistances, protections, and immunities are only half as normally effective against this spell, if the caster is also the target of this spell he is also effected fully by this spell. "Inferno's unique radiant nature allows him to ignor the burning effects of this spell"

When prepared for a battle against a powerful foe, he normal goes with his unusual Breath attack, he uses his augmented alchemy epic feat to produce a potion of his dragon's breath at double power, and this is the breath attack he will use first in combat against a tough opponent, he has even been known to use one of his epic potions of white dragons breath to confuse his attackers, when using such a potion it does double the normal damage for a great wyrm of that species and must be used before his natural breath is used , these potions are deadly to non-draconics if consumed, a potion of his own breath can only be used by a divine draconic being as it will kill any normal draconic, he will also wear his special claw and carry the Dragonspear.

Known Magical Items of Importance: Rod of Absorbtion/ Staff of Fury/ NagaCrown/ Dragonspear/ Various Draconic Breath Potions/ Scarab of Protection +2/ Luck Stone/ Ring of Regeneration/ Ring of Thunder/ *Ring of Divine Draconic Might/ Nexus Ring/ Ring of X-Ray Vision/ Amulet of Adaptation/ Greenstone Amulet/ Circlet of the Great Wyrm/ Wand of Negation/ Wand of Salt/ Wand of Banishment/ and various Ion Stones.

Meteorite Iron Dragon Claw Glove +6 Flame Brand, this weapon has all the magical powers of a Frost Brand in reverse, damage as normal great wyrm gold dragon claw, treat as a near indestructable magical weapon, consider it a minor artifact, he uses this weapon mostly as a giant can-opener for certain structures.

Book of the Mad Firebomber: This enchanted book will hold 144 spell levels of Fire based spells only, it once belonged to a insane renegade southern wizard who terrorized an area within the Raurin Desert with his constant fire bombing acts using tiny crafted spheres that acted like delayed fireball grenades, he was known as the mad firebomber in his time, Inferno had stumbled on to his lair in the ruins of the legendary Lost City of Pheonix in the Raurin Desert over a millenum ago, the book also contains the formulas for making several fire related explosive devices, the book's cover is made from the skin of a Pit Fiend, and the pages within appear to be gold of a reddish blood color, the clasps & bindings are carved from the spine of a Dracosphinx, and the insigna on the front is that of a ruby incrusted exploding red star design, it has 144 spell pages and each spell occupies one page per spell level and they can be exchanged for other fire based spells, the inside back cover is a flat red crystal that if concentrated on will visually unviel the knowledge of the fiery formulas, and how to craft them as if scrying thru a crystal ball.

Dragonspear: Large Spear carved from the horn of a dragon by a fiend from hell, +6 to hit and damage, 1d12 normal damage, double damage to any draconic type creature, triple damage to any true dragon, special purpose is to cause fear in dragons, no save if hit with spear, gives bearer total immunity to any acidic attack, can be thrown up to 360 yards, even straight up, and returns to weilder automatically at the end of each round, this weapon is a artifact of Toril. Inferno will not hesitate to carry this spear into battle when facing another dragon, he mostly carries it as a moral buster on such foes.

Ring of Divine Draconic Might: Bestows a +6 to all natural ability scores when worn.

Greenstone Amulet: This amulet bestowes the following effects, Feather Fall as the spell, Cold Resistance -3 damage per die with a minimum of 1 point of damage and a +6 to save if any save is allowed, Wisdom bonus of +6, Free Action as the ring, This amulet is imbedded in Inferno's chest and is always active.

Inferno also reportedly has a large supply of various rare metals such as Mithral, Adamanite, and Meteroite ore, and caches of large precious gems like diamonds, rubies, emeralds, and sapphires.
 

Inferno "The Solar Savant"

INFERNO, a.k.a. "The Solar Savant"

History of Inferno:

Inferno is the result of a mating between a male gold and a female red dragon, this unholy union in the eyes of the draconic community, led to the death of his parents shortly after his birth by a group of adventurers unknowingly employed and manipulated by the draconic god Tiamat, who decided that such unions will not be tolerated.

During this attack, several alchemy formules and magical ointments were spilled and mixed together over the eggs and exploded in a fiery blast, only one pre-hatchling survived the explosion, and it took refuge in a superheated lava vent inside his parents lair, for many weeks while the adventurers looted the lair and set up camp, he little wyrm had stayed hidden and never moved, until the day a gold dragon named Nexus, who heard about the incident showed up to speak with the adventurers, in the disguise of a local bard who wanted to write a melody about their brave heroics, so he might determine who was really responsible for the death of these two peaceful natured dragons.

The hatchling at this time had caught the scent of the gold dragon, and crawled out from the vent thinking a parent of his had come to his rescue, the adventurers who upon immediately seeing the golden sunny eyed hatchling went to catch it, only then did Nexus step forward and renedered the entire party of adventurers immobile and then went to work erasing all knowledge from their minds of the little wyrms existance.

Nexus was immediately intrigued by his eyes that blazed like the sun itself, and the fact that he tried to aggresively slay the adventures once he came out of hiding, and decided on the spot to name this fiery little hatchling Inferno. Nexus returned to his lair with the hatchling and decided to raise the dragon in secret, away from the prying eyes of all other draconic species. Nexus was soon amazed at how quickly the young crossbreed began to understand and use his natural magical abilities, especially when all of those abilities were gained well before any normal dragon of his age should have gained them.

One day many years later Nexus had come home and was amazed to find the avatar forms of the draconic god of fire and the draconic god of magic both coaching the young dragon to spit his fiery breath at them, it seems that Inferno had unknowingly unlocked and unleased divine radiant energy forces and had attracted the attention of both these gods. After many decades of discussions, Wonderbringer the draconic god of magic informed Nexus to let Inferno grow naturally in his skills without interference, and charged Nexus with training him in the advanced use of magic, and to help him in his studies of his choosing, which always seemed to be in the radiant energy field of knowledge.

As a youth Inferno quickly mastered the basics of magic and magical research techniques, after several hundred years even Nexus started to tire of constantly trying to find ways to satisfy Inferno's curious young mind, and made an arrangement with a friend of his to let Inferno have access to Candlekeep, so he could pursue any field of knowledge that he desired.

After Inferno had reached his great wyrm stage he decided it was time for him to leave his friend and mentor to further his studies on his own, and to make his mark on this world, he also needed to start his class trainings, Inferno at this point hadn't been told that his long life span was unique even for a dragon, and other draconics at his age where preparing for their coming death not just starting out, since up to this point in time he had only studied magic and used only his innate dragon abilities, it was at this time that Nexus told him the full truth about his unique status and his parents death and how most draconic species would treat him as a crossbreed, and how humanoids unlike the ones that he had been exposed too at Candlekeep, other draconics might treat him as a freak of nature, and too always be watchfull, because Tiamat will not tolerate an unfinished job.

Nexus also had kept and turned over to him at this time all his parents belongings, the entire horde, Nexus also gave Inferno a precious gift of his own crafting, a ring "Nexus Ring" that will not allow any known spell or item to gather information about the wearer, it also prevents such spells as true seeing from penetrating magical disguises and hides his personal aura from it's magic, of course any magical divination type spells would give a blank response and thus alert the caster that something ain't right, anyone wearing this ring simply doesn't exist to any known magic, including divine magic.

Inferno went out and spent many centuries adventuring and searching Toril for all knowledge on Radiant Energy and other related fields that interested him, he has studied with the God-King Thoth, the renegade insane renegade wizard Random from Halruua, and various other renegade mulhorandi/thayan wizards of old in the far southeastern region of Faerun, after a while he decided to settle down and continue his research in a lair of his own, he had chosen a spot very deep within the volcanic bowels of an ancient magically created mountain within the High Forest on the northwest continent of Faerun. His lair is located in the highest peak of the Star Mounts, the only known entrance is located on the north face of the peak within a glacier rift full of massive crystal shards that illuminate the area with a blinding glow even in the moonlight.

Inferno has studied with a couple of humanoid beings in the northern faerun area recently, and has revealed his true identity only to Ameilor Amantis of Secomber, who he considers an equal in the field of Alchemy and often visit's him to see what off-the-wall explosive disaster he has stumbled upon lately, and Flamesterd of the Moonshae Isle's who he enjoys engaging in suddual fire-spell fights and fire related spell research.

The only dragon that he truly trust at this time is Nexus(gold dragon) a powerful spellcaster and chosen of Wonderbringer with near demi-power ability and who has now left Faerun and is thought to be under going the process of divine ascension under the sponsorship of Wonderbringer.

Kizzap(blue)this dragon keeps his skills hidden from even Inferno, but has allowed him access to his greatest treasure, one of the lost Nether Scrolls, what magical knowledge the scroll has revealed is known only to Kizzap and Inferno. Kizzap is said to know many Nethril type spells of old, this may be because of his ancient family lair that is in the region, and/or the nether scrolls he has, his family lair is located in the nether mountains, and is protected by a fortress of advanced hobgoblin mercs, and the other dragons of the clan that live their, it is rumored that their is at least six dragons of adult age or older presently living in the complex.

Maelestor Rex(black) of the Dragonspear fame and a very versatile and potent spellcaster, this dragon has given Inferno the Dragonspear for safe keeping until he can find a way to destroy the artifact. This Black dragon has more spell-slots than can normally be obtained for one of his age and wizardly level, this is due to a deal he made with a powerful fiend-sorceror, and this being gave him the ability to cast more spells than normally possible, this dragon is known to lair in the High Moor region.

Torch(red) a non-classed old school style dragon, who has recently had an alignment shift to chaotic nuetral, do to a personal tragedy/encounter with a group of adventureres, that forced him to re-think his ethics. this dragon lives near the spine of the world mountains now, but frequently roams the savage north as far south as the High Moor region.

Shift(black) a rogue/assassin classed dragon with an uncanny shapechange ability into a human with dark skin, eyes, and hair, and a habit of stealing for the challenge it brings. Shift reportedly likes to wield a powerful magical longsword in battle while in human form, this sword was known to have sliced thru a magical metallic shield on one occassion. Shift reportedly has a underground, underwater lair to the northwest of Cormyr, in a swampy region just south of the southern Anauroch region

Icehaupt(white) a draconic cleric with a talent for creating powerful cold based clerical, and sorcerous type spells, and has a vast collection of magical items, his lair reportedly contains over thirty significant magical items and a million gold coins, some speculate that Icehaupt may be a priest of Auril, or a unknown para-elemental ice diety. This dragon lives in a ice cave, near the top on the sheer side of the snow covered mountain peak overlooking the capital city of Amn.

Soltice (mercury) a fiesty female dragon, with an unusally high dexterity, and a uncanny luck ability, and a good grasp on how to use spells in wierd ways to confuse and keep her enemies off balance, and a habit of finding trouble in the most unlikely places, her luck ability seems to get her in trouble, and then saves her constantly. Soltice seems to have a crush on Inferno, he also seems to find quite interesting, this dragon is presently staying with Inferno, but has a lair in the Raurin desert region and visits their often using a gate that Inferno built for her.

Inferno also once associated with the red dragons Brimstone and Gotha, until their interaction with some less than desirable dieties forced him to severe his association with them.

***Inferno's plans for the future:

Inferno plans to return to his former adventuring ways of his early years in search of unknown alchemy ingredients, new radiant energy spells, further his knowledge of spellcraft, and gain the needed levels required to increase the feats and skills he will need for several ambitious projects.

project1: He wishes to devise a potion that will let Chromatic dragons better handle the uncontrollable rage that is forced upon the chromatics every time a certain wandering red star appears in the heavens "a.k.a. Flight of Dragons" he already has developed some ideas about this rage effect, and knows that the metallics also experience it, but are better able to controll their emotions. He fears that another such event is nearing, and time is something that isn't in his favor.

project2: He would like to create an item that will help serve and protect all draconic species after he has passed from this world, this project he considers to be his legacy and knows he will need to gain epic powers, and he will also need help from a group epic adventures and/or epic draconics to successfully gain the items needed to complete the artifact and to accomplish his goals.

A few of the known items he needs to begin work on crafting the artifact are the purest natural unprocessed metals, (mithral/adamanite/meteorite iron) and the realms largest ruby, this gem he has already located, unfortunetly it is located in a temple in Calishman, and anyone who disturbs it will immediately find themself in a fight with a avatar of Talos and his golden great wyrm slave dragon, not to mention facing all the priest in their home temple, and any powerful city residents who decide to take advantage of the situation, he also needs the heart of an epic or avatar dragon, hopefully Tiamat's.

project3: To strike a blow at Tiamat, in such a way that it would reduce her standing among the draconic gods, make her vulnerable to the other gods of the Faerunian pantheon, and force the majority of her chromatics worshippers to rethink their believe in her as their patron diety of choice, he believes the death of her avatar on Toril, along with her special draconic co-horts in Hell, and the destruction of her main temple would accomplish this.

project4: To change the believe among all humanoid races that all chromatics are evil, and to help chromatics overcome their inbreeding habits, which he believes is a main cause for many of the species problems, and promote more crossbreeding among the species, even between the chromatics and metallics, he believes that if their is not a major change soon, the chromatic draconic races will be eliminated from this world within the next several thousand years.

***Other things that might interest the GM concerning Inferno:

Note: Inferno has a dislike for all undead and shadowy type creatures, especially draco-liches, it's nothing personal they just sometimes remind him of his nightmares and he always feels uncomfortable around such creatures, besides he thinks they are just plain creepy.

Note: Arunson knows of this dragon, it was him that Nexus went thru for him to gain access to Candlekeep's libraries, and he has kept this knowledge from all but Elminister, he occasionaly visit's Ameilor and Flamesterd to checkup on his progress and keeps a distant watchfull eye over him since he thinks he is a bit naive about keeping tabs on every stranger that visit's near his lair, plus he fears his interactions might soon lead to a draconic holy war breaking out in his backyard, with no way to tell who's on who's side, even among the metallics.

Note: Additional information on a few of his dragon friends can be found in the dracomonicon accessory, Kizzap and his clan have a lair in the Nether Mountains, and Icehaupt's lair just outside of the capital of Amn, Inferno has considered contacting Klauth for his support, but the dragon Torch has convinced him that one such as Klauth is better left alone, and would never comprehend his way of thinking, and might actually seek to betray him to Tiamat.

Note: In his lair he has a small lake of boiling gold which he pretends to occasionally submerge and rest in, the liquid gold is held above a flowing river of lava that leads to his true lair, by magical forces, and is really only a few inches deep, not even his closest friends are aware of this, the actual gold in the lake is only a few million gold pieces, but his visitors think it is hundreds of times that much in volumne, his lair is protected by many mechanical traps and Energy Transformation Fields, that are powering numerous magical traps and effects, only Inferno knows how to navigate thru the fields safely with transportation type spells .

Note: Recently a large adventuring party known as the Hammerfist had succefully infiltrated his lair "he let them in, after leaving clues on how to find the place" and tried to slay Inferno, he managed to capture them all alive and has them in his custody, this group is led by the realms so-called dragon hunting expert.

He has asked Flamesterd to take these adventures off his hands and prosecute them for the attempted murder of him in a human court of law, since he deemed it would seem unfair if he tried them himself since it was him they tried to murder.

Flamesterd was literally floored by this proposal Inferno had laid upon him, no court in the realms has ever tried adventurers for dragon slaying, and this particular group are considered heroes of the realm, not knowing how to respond he called upon Arunson for advice on how to handle the situation.

Arunson is also at a lost, and has asked Flamesterd to stall Inferno until he can think of a way to get Flamesterd out of this dilema, and keep Inferno from becoming an icon for sentinent rights activist groups across the realms.

Arunson suspects that Inferno has set up this scenario to force all humanoid leaders of the realms to official declare their standing on the matter of legal rights for all sentient beings, and he fears this action could lead to a civil split among the various intelligent races across the realms unless he can think of a way out of it.

***These following stats overide the normal stats for a dragon of his stature, class, species, and age:

Red/Gold crossbreed Advanced Great Wyrm Dragon
Advanced Dragon of Age category (20).
Alignment: Chaotic Nuetral with very good tendencies toward most draconics and who he considers trust-worthy humanoids.
Draconic Breath 6d4+6 per age category, DC of 4 per age category, this powerful radiant energy attack is divine in nature, this breath has an area effect of 15 feet in lenght and 5 feet in width/depth per age category, the effect is pure radiant energy heat, his breath attack is to be considered divine in nature when taking resistances into account.
Enhanced vision allows him to see in the infared and ultravision light spectrum at his normal sight range, x-ray vision at 1 foot per age category, and has magesight to a range of 5 feet per age category, darkvision at 10 feet per age category, it takes him one round to adjust between spectrums.
Cast one Radiant Energy type wizard spell of each spell level twice per day at his casting level, a supernatural ability, chooses spell at time of casting.
Cast one Radiant Energy type priest spell of each spell level twice per day at his casting level, a supernatural ability, chooses spell at time of casting.
Complete immunity to any radiant type energy negative effect if he wishes, and a resistance to any divine radiant energy negative effects, he even gets a save against radiant energy effects that don't normally allow one .
All his normal senses are to be considered keen, and he is naturally ambidexterous.
Regeneration at 1 point per age category per round.
+4 to Intelligence natural ability score.
All the Radiant Energy type abilities of the Red and Gold dragon species at his age category.
Inferno has the natural spell progression as the gold dragon species.
Cast all radiant energy type spells and natural spell like abilities at 2 levels per age category.

His class levels are listed below in case a GM decides to use them with his unique advanced dragon status abilities and the abilities gained from his unusal magical and radiant nature, along with his advanced magical training under various epic masters of magic. The God-King Thoth himself taught Inferno the secrets of being a Mage of the Arcane Order and Archmage, even granting him the ability to bypass the needed prerequisets, in exchange for hunting down rogue southern wizards who where trying to sell the secret of the southern magic script of old.

Inferno has 20 total class levels and 3 epic level.
Inferno's Epic levels are in his natural sorcery ability field and cast all his natural and socery spells at 40th level.
Elemental Savant Fire(10) Mage of the Arcane Order(5) Archmage(5) Epic(3)
*Inferno has the Epic Augmented Alchemy ability and all it's prerequist's, this ability is a permanent gift from Io for his advanced studies in draconic based alchemy and for his advancment of draconic research techniques for all dragonkind.

His body is that of a gold dragon with a red dragon facial, spine and wings. He appears to be in perfect health and is in proportion to a normal healthy Great Wyrm of his age, his scales are a deep fiery crimson in the center and slowly morph to a golden blaze at it's edges, his eyes shine like the sun itself. This dragon is truly an awesome sight to behold and may inspire a natural awe effect when first seen.

Inferno is to be considered a master in the following fields of knowledge, (Biology-Draconic/ Chemistry/ Physics).

In the following fields of study he should be considered the realms leading scholar and is always breaking new ground in this field, (Radiant Energy/ Electromagnetic Radiation/ Thermodynamics/ Radiowaves/ Microwaves/ Infared/ Ultrviolet/ X-Rays/ Gamma Rays).

Any DM's that are not familiar with Radiant Energy, just consider Inferno the foremost specialist on all heat and light based spells, and you might also use him to introduce any new heat/light based spells into your campaign, you also might want to give him reveresed forms of cold based spells such as Cone of Cold, and Otilukes Freezing Sphere and even any reversed forms of darkness/shadowy type spells to illumination type effects, he also has access to all fire and light based spells and a few Mulhorandi, Thayan, Halruann, Bedine, Draconic, Beholder, and Phaerimm spells if these spells are used in your campaign.

While he does consider the draconic gods of magic and fire as well as Io as patron dieties, he has no real worship style loyalty toward any diety.

He has full access to the following domains, and these domains are granted by Io himself, and he cannot be denied access to these domains from any god other than Io and/or Ao, (Magic/Fire/Sun/Healing).

The following list is some of Inferno's spells of 6th level or above that he has been known to use ocassionaly, this list is far from comprehensive, and is just a sampling of his commonly known spells, some of the spells will need to be converted to 3e rules.
Wish, Meteor Swarm, Black Blade of Disaster, Miracle, Prismatic Sphere, Elemental Swarm(fire), Incendiary Cloud, Great Shout, Devastate, Prismatic Wall, Sunburst, Horrid Wilting, Bane, Bombard, Destruction, Death Bolt, Delayed Blast Fireball, Miracle, Ressurection, Prismatic Spray, Limited Wish, Forcecage, Fire Storm, Fire Spiders, Fire Trail, Disentegrate, *Chain Lightning, *Otiluke's Freezing Sphere, *Acid Storm, Harm, Heal, Javelin, Magic Resistance, Greater Dispelling, Anti-Magic Shield.
* These spells he likes to change the energy to a Radiant based type energy.

**This dragon is a good way for DM's to introduce any new spells they might want to try out.
A sample of two unique spells created by Inferno:

Solar Wave: 8th level spell, this spell creates a moving wall of sunlight, this light is to be considered natural sunlight if any creature affected by such light comes into contact with it, and any undead in contact with it are to be considered to have been struck by a mace of disruption in additin to the sunlight effect on them, this spells area of effect is 10ft. wide, and 5ft. high/deep, and grows by a like amount each round, and moves at a rate of 0.5 movement/ per caster level/ per round, this spell continues to move and grow for 1 round per level of the castor.

Inferno's Internal Combustion: 9th level spell, Caster or Touch attack, this spell creates a globe of pure radiant energy heat in a radius effect that extends 5 feet from the body, and is centered on and moves with the target of the spell, and does 1d4+1 damage per 1/2 caster level, the globe persists until 1/2 round per caster level, even if the target or caster dies, and then dissipates, there is no save to anyone entering the area of effect, and heat resistances, protections, and immunities are only half as normally effective against this spell, if the caster is also the target of this spell he is also effected fully by this spell. "Inferno's unique radiant nature allows him to ignor the burning effects of this spell"

When prepared for a battle against a powerful foe, he normal goes with his unusual Breath attack, he uses his augmented alchemy epic feat to produce a potion of his dragon's breath at double power, and this is the breath attack he will use first in combat against a tough opponent, he has even been known to use one of his epic potions of white dragons breath to confuse his attackers, when using such a potion it does double the normal damage for a great wyrm of that species and must be used before his natural breath is used , these potions are deadly to non-draconics if consumed, a potion of his own breath can only be used by a divine draconic being as it will kill any normal draconic, he will also wear his special claw and carry the Dragonspear.

Known Magical Items of Importance: Rod of Absorbtion/ Staff of Fury/ NagaCrown/ Dragonspear/ Various Draconic Breath Potions/ Scarab of Protection +2/ Luck Stone/ Ring of Regeneration/ Ring of Thunder/ *Ring of Divine Draconic Might/ Nexus Ring/ Ring of X-Ray Vision/ Amulet of Adaptation/ Greenstone Amulet/ Circlet of the Great Wyrm/ Wand of Negation/ Wand of Salt/ Wand of Banishment/ and various Ion Stones.

Meteorite Iron Dragon Claw Glove +6 Flame Brand, this weapon has all the magical powers of a Frost Brand in reverse, damage as normal great wyrm gold dragon claw, treat as a near indestructable magical weapon, consider it a minor artifact, he uses this weapon mostly as a giant can-opener for certain structures.

Book of the Mad Firebomber: This enchanted book will hold 144 spell levels of Fire based spells only, it once belonged to a insane renegade southern wizard who terrorized an area within the Raurin Desert with his constant fire bombing acts using tiny crafted spheres that acted like delayed fireball grenades, he was known as the mad firebomber in his time, Inferno had stumbled on to his lair in the ruins of the legendary Lost City of Pheonix in the Raurin Desert over a millenum ago, the book also contains the formulas for making several fire related explosive devices, the book's cover is made from the skin of a Pit Fiend, and the pages within appear to be gold of a reddish blood color, the clasps & bindings are carved from the spine of a Dracosphinx, and the insigna on the front is that of a ruby incrusted exploding red star design, it has 144 spell pages and each spell occupies one page per spell level and they can be exchanged for other fire based spells, the inside back cover is a flat red crystal that if concentrated on will visually unviel the knowledge of the fiery formulas, and how to craft them as if scrying thru a crystal ball.

Dragonspear: Large Spear carved from the horn of a dragon by a fiend from hell, +6 to hit and damage, 1d12 normal damage, double damage to any draconic type creature, triple damage to any true dragon, special purpose is to cause fear in dragons, no save if hit with spear, gives bearer total immunity to any acidic attack, can be thrown up to 360 yards, even straight up, and returns to weilder automatically at the end of each round, this weapon is a artifact of Toril. Inferno will not hesitate to carry this spear into battle when facing another dragon, he mostly carries it as a moral buster on such foes.

Ring of Divine Draconic Might: Bestows a +6 to all natural ability scores when worn.

Greenstone Amulet: This amulet bestowes the following effects, Feather Fall as the spell, Cold Resistance -3 damage per die with a minimum of 1 point of damage and a +6 to save if any save is allowed, Wisdom bonus of +6, Free Action as the ring, This amulet is imbedded in Inferno's chest and is always active.

Inferno also reportedly has a large supply of various rare metals such as Mithral, Adamanite, and Meteroite ore, and caches of large precious gems like diamonds, rubies, emeralds, and sapphires.
 

From my rogue's gallery thread, http://www.enworld.org/forums/showthread.php?t=44315&page=1, (which I guess more properly belongs in this forum). Its about the most ridiculous monster I could come up with. Enjoy.

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The God-Eater

Advanced Paragon Tarrasque of Legend
Colossal Magical Beast
Hit Dice: 100d10+3700 (4700 hp)
Initiative: +23 (+19 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 85 (-8 size, +12 insight, +12 luck, +19 Dex, +40 natural)
Base Attack/Grapple:+100/+146
Attack: Bite +150 melee (8d8+55/15-20 x4)
Full Attack: Bite +150 melee (8d8+55/15-20 x4), 2 horns +145 melee (2d10+40), 2 claws +145 melee (2d12+40), tail slap +145 (6d8+40)
Space/Reach: 40 ft. by 40 ft./25 ft.
Special Attacks: Poison, frightful presence, rush, improved grab, swallow whole, improved critical
Special Qualities: Haste, damage reduction 50/+10 and 25/--, carapace, immunities, regeneration 100, scent, SR 60, magic immunity, plane shift at will.*
Saves: Fort +87, Ref +75, Will +54
Abilities: Str 70, Dex 37, Con 60, Int 20, Wis 31, Cha 33
Skills: Bluff +58, Climb +77, Escape Artist +60, Hide +44, Intimidate +76, Jump +77, Knowledge (divinity) +52, Knowledge (history) +52, Knowledge (nature) +52, Knowledge (planes) +52, Knowledge (religion) +52, Listen +57, Move Silently +60, Search +52, Sense Motive +57, Spellcraft +52, Spot +58, Swim +77, Survival +58
Feats: Cleave, Combat Reflexes, Deadly Poison, Devastating Critical (bite), Devastating Critical (claw), Dodge, Epic Damage Reduction (5), Epic Weapon Focus (bite), Expertise, Fling Enemy, Great Cleave, Greater Mighty Roar, Improved Bullrush, Improved Combat Reflexes, Improved Critical (bite), Improved Critical (claw), Improved Disarm, Improved Initiative, Improved Multigrab, Improved Trip, Mighty Roar, Mobility, Multiattack, Multigrab, Power Attack, Overwhelming Critical (bite), Overwhelming Critical (claw), Spring Attack, Sunder, Virulent Poison, Weapon Focus (bite)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 85
Alignment: Neutral

Frightful Presence (Su): The God-Eater can inspire terror by charging or attacking. Affected creatures must succeed at a Will save (DC 71) or become shaken, remaining shaken until they leave the area of effect.

Rush (Ex): Once per minute, the normally slow-moving God-Eater can move at a speed of 450 feet.

Improved Grab (Ex): To use this ability, the God-Eater must hit a Huge or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe or fling him.

Swallow Whole (Ex): The God-Eater can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 4d8+40 points of crushing damage plus 4d8+12 points of acid damage per round from the God-Eater's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the God-Eater's digestive tract (AC 40). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The God-Eater's gullet can hold two Huge, four Large, eight Medium-size, or sixteen Small or smaller creatures.

Augmented Criticals (Ex): The God-Eater threatens a critical hit on a natural attack roll of 15-20, dealing quadruple damage on a successful critical hit.

Carapace (Ex): The God-Eater's armor-like carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 60% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.

Immunities (Ex): The God-Eater has fire, poison, and disease immunity.

Magic Immunity (Ex): The God Eater is immune to all spells and spell-like abilites from casters below divine rank 15. Deities of divine rank 15 or higher can still must contend with the God Eaters normal spell resistance and carapace.

Regeneration (Ex): No form of attack deals normal damage to the God-Eater. The God-Eater regenerates even if disintegrated or slain with death magic: These attack forms merely reduce it to -10 hit points. It is immune to effects that produce incurable or bleeding wounds, such as a sword of wounding, mummy rot, or a clay golem's wound ability. The God-Eater can be permanently slain only by reducing it to -100 hit points and using a wish or miracle spell cast by a deity of at least divine rank 15 to keep it dead. If the God-Eater loses a limb or body part, the lost portion regrows in 1d6 rounds (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Poison (Ex): A poison of unimaginable potency drips from the ravenous maw of the God-Eater and can affect creatures normally immune to poison, including deities. DC 77 Fort save, 6d6 Con damage primary, secondary damage death.

Haste (Su): The God-Eater acts and maneuvers with appalling speed, gaining an extra partial action every round.

It is said that no creature, from the smallest sparrow to the mightiest dragon, is untouched by the lingering caress of fear. Even the gods themselves occasionally find reason to tremble in the icy grip of terror. But what is it that could make a deity fear for his very existence? What could possibly frighten a being with the very powers of creation at its fingertips? The answer lies floating deep in the astral plane, slumbering peacefully amid visions of blood and divine horror.

A beast simply known as the God-Eater has lingered on the edge of every god’s mind since the beginning of time. It exists simply to keep the power of the gods in check…and to keep their numbers down. In the deepest realms of the astral plane the God-Eater slumbers for millennia at a time, awaking only when the numbers of lesser and demi-gods reach or exceed an unknown number. Then and only then the God-Eater awakens to stalk the planes and hunt the blood of the divine.

Even the oldest of greater deities cannot remember a time that the God-Eater did not exist, it very well may have come into being at the same time mortals first achieved divinity. But regardless of its origin the God-Eater performs a duty vital to the balance of power throughout the cosmos. God’s have the power to change and alter reality, to lead mortal men to the heights of enlightenment or the depths of ultimate folly. This power cannot go unchecked and when too many hold the fathomless abilities of divinity, the God-Eater stirs and awakens.

Thousands of lesser deities have fallen to the beast, gods and goddesses whose names have been erased from the annals of history and forgotten by mortals. The God-Eater shows now preference for goodly deities or those devoted to evil, slaying and devouring without discrimination. A bizarre and unspoken agreement between greater deities prohibits them from stopping the God-Eater or protecting those it hunts. Those deities that have achieved the rank of greater god understand the necessary role the God-Eater plays and reluctantly allow it to glut its desire for divine flesh.

Description & Tactics

The God-Eater is a terrible engine of ultimate destruction, nothing beyond the power of a greater deity can stand before it and those that have seen it cannot begin to describe the sheer majesty of its horror. Superficially the God-Eater resembles the legendary tarrasque, and in fact its incredibly rare progeny are the tarrasques that terrorize the worlds of Toril and Oerth. While its spawn are truly terrible they pale in comparison to their progenitor. Twice the size of a normal tarrasque and possessing a fierce intelligence that only serves to fuel its ravenous desires, the God-Eater is a true nightmare. Its massive maw is lined with three foot serrated blade-like teeth, harder than adamantine and coated in a poison so foul that the merest drop is enough to slay a hundred men. A thick carapace of gleaming metallic scales covers it back and is all but invulnerable to anything beyond the mightiest of enchanted blades. The God-Eater’s savage head is crowned with two massive horns that just from above its two blazing green eyes; huge grasping claws and a lashing tail complete the beast’s formidable arsenal.

The God-Eater is completely immune to magic in all its forms except that cast by a deity of rank 15 or higher, but even the most powerful godly spells are still subject to its magic resistance and carapace. Even those blades and spells that can actually harm the God-Eater do not do so for long. The beast regenerates at a rate that is simply mind boggling, instantly healing mortal wounds and even regrowing severed limbs, including its own head.

The God-Eater is no mindless beast and has existed for countless eons. Its knowledge of planar lore and especially the nature of its divine quarry are only rivaled by the sagest of deities. It is quite capable of hunting and tracking a fleeing god for weeks across dozens of planes, running its godly prey down like a wolf sniffing out an injured deer. Direct frontal assaults are the beast’s main mode of attack and there is little in the known universe that could stand before such an onslaught.

To date no mortal has ever seen the God-Eater, as knowledge of its existence is kept secret by the gods themselves. Only the mightiest of greater gods know of its exact location but they are bound to keep this information secret… even to the lesser deities that serve as the monster’s prey.
 

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