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<blockquote data-quote="CRGreathouse" data-source="post: 135270" data-attributes="member: 474"><p>Here's the start of an idea. It's not finished, but it should start you off. The miracles are "just in case".</p><p></p><p>You're immune to sleep, paralysis, and poison. Your worst save is Reflex +38. You have 1271 hit points. You can cast 5 9th level sorcerer spells: Mordenkainen's disjunction or time stop. You can cast 5 miracles and 30d6 blade barriers. Your check to overcome SR is +24 (cleric) or +23 (sorcerer). You have a free reroll 1/day.</p><p></p><p>Weak points: Initiative is only +9, and AC is only 45.</p><p></p><p>Tactics: Once you go, caste haste, time stop, and your buffing spells. Proceed to destroy your enemies - antimagic isn't a concern when your lowest attack bonus is +52.</p><p></p><p>Left to do: Choose 2 more feats, a few more skills, and the remainder of your cleric spells. Buy equipment.</p><p></p><p>Great wyrm axiomatic celestial gold dragon Clr14, Contemplative6: CR 50; Colossal Dragon (Fire); HD 6d6+14d8+41d12+915; hp 1271; Init +9; Spd 70 ft, fly 250 ft (clumsy), swim 60 ft; AC 45 (-8 size, +3 Dex, +40 natural); Melee bite +54 (4d8+21), 2 claws +52 (4d6+10), 2 wings +52 (2d8+10), tail slap +52 (4d6+31); SA breath weapon, frightful presence, spell-like abilities, luck bonus, detect gems, smite evil, smite chaos, spells, turn undead; SQ divine health, slippery mind, divine wholeness, divine body, water breathing, linked minds, fire subtype, immunities, acid resistance 20, cold resistance 20, electricity resistance 20, sonic resistance 20, DR 20/+3, blindsight, keen senses; Face/Reach 40 ft by 80 ft / 15 ft; SR 33; AL LG; SV Fort +51, Ref +38, Will +48; Str 52, Dex 17, Con 40, Int 36, Wis 35, Cha 39.</p><p>Skills and Feats: Bluff +52, Concentration +52, Diplomacy +52, Escape Artist +41, Jump +59, Knowledge (arcana, architecture, geography, history, nature, nobility, planes, religion) +52, Listen +54, Scry +52, Search +52, Sense Motive +52, Spellcraft +52, Spot +54; Hover, Flyby Attack, Power Attack, Cleave, Snatch, Improved Initiative, Spell Focus (Evocation), Alertness, Wingover, Quicken Spell-Like Ability, Sunder, Spell Penetration, Greater Spell Penetration, Multiattack, Empower Spell, 2 more.</p><p>SA–Breath Weapon (Su): Cone of fire, 70 feet long, every 1d4 rounds; damage 24d10, Reflex half DC 45. This dragon can use a cone of weakening gas instead, forcing subjects who fail a Fortitude save to take 12 points of temporary Strength damage.</p><p>SA–Frightful Presence (Ex): Dragons can unsettle foes with their mere presence. This ability takes effect automatically (radius 360 ft) whenever the dragon attacks, charges, or flies overhead. A potentially affected creature (one with less than 41 HD) that succeeds at a Will save (DC 44) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with more than 5 HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.</p><p>SA–Spell-Like Abilities: 3/day - polymorph self and bless; 1/day - geas/quest, sunburst, foresight.</p><p>SA–Luck Bonus (Sp): Once per day the dragon can touch one gem (usually embedded in the dragon's hide) and enchant it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 120-foot radius receives a +1 luck bonus as per stone of good luck. If the dragon gives the gem to another creature, only the bearer gets the bonus. The enchantment lasts 1d3+36 hours but ends if the gem is destroyed. </p><p>SA–Detect Gems (Sp): 3/day, the dragon can use this ability. Similar to detect magic, this spell finds only gems. Studying for one round reveals presence or absence of gems, 2 rounds reveals exact number of gems, and 3 rounds reveals exact location, type, and value. </p><p>SA–Smite Evil (Su): 1/day, deal an additional +20 damage against an evil foe.</p><p>SA–Smite Chaos (Su): 1/day, deal an additional +20 damage against a chaotic foe.</p><p>SA–Turn Undead (Su): 17/day, the axiomatic celestial gold dragon can attempt to turn undead creatures. He can turn undead with no more than (1d20+64)/3 HD (max 24). Each attempt, he turns 2d6+34 total HD. Undead with 10 or fewer HD are destroyed instead.</p><p>SQ–Linked Minds (Ex): Axiomatic celestial gold dragons type within 300 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No axiomatic celestial gold dragons in the group are considered flanked unless they all are.</p><p>SQ–Immunities (Ex): Immune to sleep and paralysis.</p><p>SQ–Water Breathing (Ex): This dragon can breathe underwater indefinitely and can freely use its breath weapons, spells, and other abilities while submerged.</p><p>SQ–Blindsight (Ex): Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 360 feet. They do not need to make Spot or Listen checks </p><p>SQ–Keen Senses (Ex): Dragons can see four times as well as humans in low-light conditions and twice as well in normal light. They also have darkvision (range 1200 feet).</p><p>SQ–Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.</p><p>Spells Known (cast 6/9/9/9/8/8/8/8/7/5; as a level 19 sorcerer): 0–detect magic, resistance, detect poison, read magic, dancing lights, ghost sound, mage hand, open/close, mending; 1–endure elements, mage armor, divine favor, cure light wounds, shield; 2–bull's strength, cat's grace, blur, endurance, fog cloud; 3–haste, dispel magic, protection from elements, slow; 4–spell immunity, dimension door, improved invisibility, detect scrying; 5–cloudkill, righteous might, dominate person, teleport; 6–heal, greater dispelling, harm; 7–spell turning, destruction, greater scrying; 8–mass charm, maze, protection from spells; 9–Mordenkainen's disjunction, time stop.</p><p>Cleric Spells Prepared (6/8/8/8/8/7/6/6/6/5): 8-Empowered blade barrier (6); 9-miracle (5).</p><p>Domain Spells (No Devotion/Celerity, Luck, Mysticism, and Travel): 1-blur; 2-cat’s grace; 3-lesser aspect of the deity; 4-dimension door; 5-righeous might; 6-aspect of the deity; 7-teleport without error; 8-blink; 9-greater aspect of the deity.</p></blockquote><p></p>
[QUOTE="CRGreathouse, post: 135270, member: 474"] Here's the start of an idea. It's not finished, but it should start you off. The miracles are "just in case". You're immune to sleep, paralysis, and poison. Your worst save is Reflex +38. You have 1271 hit points. You can cast 5 9th level sorcerer spells: Mordenkainen's disjunction or time stop. You can cast 5 miracles and 30d6 blade barriers. Your check to overcome SR is +24 (cleric) or +23 (sorcerer). You have a free reroll 1/day. Weak points: Initiative is only +9, and AC is only 45. Tactics: Once you go, caste haste, time stop, and your buffing spells. Proceed to destroy your enemies - antimagic isn't a concern when your lowest attack bonus is +52. Left to do: Choose 2 more feats, a few more skills, and the remainder of your cleric spells. Buy equipment. Great wyrm axiomatic celestial gold dragon Clr14, Contemplative6: CR 50; Colossal Dragon (Fire); HD 6d6+14d8+41d12+915; hp 1271; Init +9; Spd 70 ft, fly 250 ft (clumsy), swim 60 ft; AC 45 (-8 size, +3 Dex, +40 natural); Melee bite +54 (4d8+21), 2 claws +52 (4d6+10), 2 wings +52 (2d8+10), tail slap +52 (4d6+31); SA breath weapon, frightful presence, spell-like abilities, luck bonus, detect gems, smite evil, smite chaos, spells, turn undead; SQ divine health, slippery mind, divine wholeness, divine body, water breathing, linked minds, fire subtype, immunities, acid resistance 20, cold resistance 20, electricity resistance 20, sonic resistance 20, DR 20/+3, blindsight, keen senses; Face/Reach 40 ft by 80 ft / 15 ft; SR 33; AL LG; SV Fort +51, Ref +38, Will +48; Str 52, Dex 17, Con 40, Int 36, Wis 35, Cha 39. Skills and Feats: Bluff +52, Concentration +52, Diplomacy +52, Escape Artist +41, Jump +59, Knowledge (arcana, architecture, geography, history, nature, nobility, planes, religion) +52, Listen +54, Scry +52, Search +52, Sense Motive +52, Spellcraft +52, Spot +54; Hover, Flyby Attack, Power Attack, Cleave, Snatch, Improved Initiative, Spell Focus (Evocation), Alertness, Wingover, Quicken Spell-Like Ability, Sunder, Spell Penetration, Greater Spell Penetration, Multiattack, Empower Spell, 2 more. SA–Breath Weapon (Su): Cone of fire, 70 feet long, every 1d4 rounds; damage 24d10, Reflex half DC 45. This dragon can use a cone of weakening gas instead, forcing subjects who fail a Fortitude save to take 12 points of temporary Strength damage. SA–Frightful Presence (Ex): Dragons can unsettle foes with their mere presence. This ability takes effect automatically (radius 360 ft) whenever the dragon attacks, charges, or flies overhead. A potentially affected creature (one with less than 41 HD) that succeeds at a Will save (DC 44) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with more than 5 HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. SA–Spell-Like Abilities: 3/day - polymorph self and bless; 1/day - geas/quest, sunburst, foresight. SA–Luck Bonus (Sp): Once per day the dragon can touch one gem (usually embedded in the dragon's hide) and enchant it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 120-foot radius receives a +1 luck bonus as per stone of good luck. If the dragon gives the gem to another creature, only the bearer gets the bonus. The enchantment lasts 1d3+36 hours but ends if the gem is destroyed. SA–Detect Gems (Sp): 3/day, the dragon can use this ability. Similar to detect magic, this spell finds only gems. Studying for one round reveals presence or absence of gems, 2 rounds reveals exact number of gems, and 3 rounds reveals exact location, type, and value. SA–Smite Evil (Su): 1/day, deal an additional +20 damage against an evil foe. SA–Smite Chaos (Su): 1/day, deal an additional +20 damage against a chaotic foe. SA–Turn Undead (Su): 17/day, the axiomatic celestial gold dragon can attempt to turn undead creatures. He can turn undead with no more than (1d20+64)/3 HD (max 24). Each attempt, he turns 2d6+34 total HD. Undead with 10 or fewer HD are destroyed instead. SQ–Linked Minds (Ex): Axiomatic celestial gold dragons type within 300 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No axiomatic celestial gold dragons in the group are considered flanked unless they all are. SQ–Immunities (Ex): Immune to sleep and paralysis. SQ–Water Breathing (Ex): This dragon can breathe underwater indefinitely and can freely use its breath weapons, spells, and other abilities while submerged. SQ–Blindsight (Ex): Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 360 feet. They do not need to make Spot or Listen checks SQ–Keen Senses (Ex): Dragons can see four times as well as humans in low-light conditions and twice as well in normal light. They also have darkvision (range 1200 feet). SQ–Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save. Spells Known (cast 6/9/9/9/8/8/8/8/7/5; as a level 19 sorcerer): 0–detect magic, resistance, detect poison, read magic, dancing lights, ghost sound, mage hand, open/close, mending; 1–endure elements, mage armor, divine favor, cure light wounds, shield; 2–bull's strength, cat's grace, blur, endurance, fog cloud; 3–haste, dispel magic, protection from elements, slow; 4–spell immunity, dimension door, improved invisibility, detect scrying; 5–cloudkill, righteous might, dominate person, teleport; 6–heal, greater dispelling, harm; 7–spell turning, destruction, greater scrying; 8–mass charm, maze, protection from spells; 9–Mordenkainen's disjunction, time stop. Cleric Spells Prepared (6/8/8/8/8/7/6/6/6/5): 8-Empowered blade barrier (6); 9-miracle (5). Domain Spells (No Devotion/Celerity, Luck, Mysticism, and Travel): 1-blur; 2-cat’s grace; 3-lesser aspect of the deity; 4-dimension door; 5-righeous might; 6-aspect of the deity; 7-teleport without error; 8-blink; 9-greater aspect of the deity. [/QUOTE]
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