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Anyone need a planar steed?

zeo_evil

First Post
Here you go! Fully advanced abyssal drake fronm the Draconomicon (required). Supreme 30d6 breath weapon control! Have a nice fight!

Abyssal Drake: CR 19; Gargantuan outsider (chaotic, evil, extraplanar, fire); HD 30d8+210; hp 345; Init +1; Spd 40 ft., fly 150 ft. (poor); AC 23, touch 7, flat-footed 22; Base Atk +30; Grp +55; Atk +39 melee (1d8+13 plus poison, sting); Full Atk +39 melee (1d8+13 plus poison, sting) and +34 melee (2d8+6, bite); or +39 melee (2d6+13, 2 claws; Space/Reach 20 ft./15 ft.; SA breath weapon, frightful presence, poison, rend; SQ darkvision 60 ft., immunity to fire, magic sleep effects, and paralysis, low-light vision, resistance to acid 20, cold 20, and electricity 20, scent, vulnerability to cold; AL CE; SV Fort +24, Ref +18, Will +19; Str 37, Dex 12, Con 24, Int 6, Wis 15, Cha 15.

Skills and Feats: Bluff +35, Hide +22, Listen +37, Move Silently +34, Search +31, Spot +37; Alertness, Cleave, Extend Spreading Breath, Flyby Attack, Great Cleave, Hover, Power Attack, Recover Breath, Shape Breath, Spreading Breath, Wingover.

Breath Weapon (Su): 60 foot cone, every 1d4 rounds, 30d6 special, Reflex DC 32 half.

Frightful Presence (Ex): Creatures within a radius of 120 feet are subject to the effect if they have fewer HD than the abyssal drake. A potentially affected creature that succeeds on a Will save DC 27 remains immune to that abyssal drake’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Poison (Ex): Injury, Fortitude DC 32, initial and secondary damage 2d6 Con.

Rend (Ex): If an abyssal drake hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+19 points of damage.
 

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zeo_evil

First Post
Here is what I am putting on the drake. Together as an attack force that guards a tower in the Abyss.

Unholy Slaad

“This lean quick-looking slaad appears enduring and powerful. Its skin is dark like steel and looks rough. Its magnificent mane of blood-red hair flows down its back. It is adorned in blasphemous full plate with no helm.”

Tactics: Deadly touch, harm, divine might, and melee (smite good).

Spells Active: Bull’s strength, corrupt weapon, fly, greater invisibility, greater magic fang, magic circle against good, owl’s wisdom, resist energy, see invisibility.

Treasure: +4 full plate.

Unholy Slaad: CR 20; Medium outsider (chaotic, extraplanar, evil); HD 21d8+135; hp 229; Init +3; Spd 30 ft., fly 40 ft. (good); AC 38, touch 19, flat-footed 37; Base Atk +21; Grp +28; Atk +33 melee (2d6+12 or 18, slam); Full Atk +33 melee (2d6+12 or 18, 2 slams) and +31 melee (2d8+8 or 14, bite); Space/Reach 5 ft./5 ft.; SA smite good 7/day, spell-like abilities, summon slaad; SQ cause disease 5/week, change shape, DR 15/good and lawful, debilitating aura, darkvision 60 ft., divine grace, divine guard, divine health, FH 10, immunity to sonic, resistance to acid 5, cold 5, electricity 5 and fire 30, telepathy 100 ft.; AL CE; SV Fort +25, Ref +23, Will +26; Str 24, Dex 16, Con 21, Int 20, Wis 22, Cha 23.

Skills and Feats: Concentration +29, Craft (armorsmithing) +29 (+31 with related Appraise checks), Diplomacy +34, Handle Animal +32, Heal +30, Knowledge (nobility and royalty) +29, Knowledge (religion) +29, Listen +30, Ride +29, Search +29, Spot +30, Sense Motive +30, Survival +30 (+32 when tracking); Combat Casting, Divine Might, Empower Spell-like Ability (chaos hammer), Epic Toughness, Extra Smiting, Multiattack, Power Attack, Thrall to DemonB, Track.

Debilitating Aura (Su): Enemies within 10 feet of an unholy slaad take a -1 penalty to Armor Class.

Deadly Touch (Su): Each day it can cause 120 points of damage. Using deadly touch is a standard action. An opponent can make a Will save DC 26 to halve the damage dealt.

Paladin Spells Memorized (4/3/3/2; DC 16 + spell level): 1-corrupt weapon, divine favor (x3). 2-bull’s strength, owl’s wisdom, resist energy. 3-cure moderate wounds (x2), greater magic fang. 4-cure serious wounds (x2). Caster level 9th.

Smite Good (Su): A unholy slaad adds +6 to its attack roll and deals an extra 21 points of damage.

Spell-like Abilities: At will-animate objects, cause critical wounds (DC 20), chaos hammer (DC 20), detect evil, detect magic, dispel good (DC 22), fly, greater invisibility, halt undead (DC 19), heal mount, identify, magic circle against good, neutralize poison, prayer, remove disease, see invisibility, shatter (DC 18); 3/day-cloak of chaos (DC 24), undeath to death (DC 22), word of chaos (DC 23); 1/day-blade barrier, harm (DC 22), whirlwind. Caster level 20th.
 


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