Shade
Monster Junkie
This is the second part of my conversions of the excellent article "Spawn of Tiamat, Children of Bahamut" by Keith Strohm in Dragon Magazine #260.
The Spawn of Tiamat can be found here:
http://www.enworld.org/forums/showthread.php?t=88900
Medrinia
Colossal Dragon (Water)
Hit Dice: 39d12+450 (703 hp)
Initiative: +4
Speed: 40 ft. (8 squares), swim 90 ft.
Armor Class: 45 (–8 size, +0 Dex, +43 natural) touch 2, flat-footed 45
Base Attack/Grapple: +39/+71
Attack: Bite +47 melee (4d8+16/19-20)
Full Attack: Bite +47 melee (4d8+16/19-20) and 2 claws +45 melee (4d6+8) and 2 wings +45 melee (2d8+8) and tail slap +45 melee (4d6+24/19-20 plus stun)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breach, breath weapon, crush 4d8+24, frightful presence, rapture of the deep, spell-like abilities, stun, summon aquatic creatures, tail sweep 2d8+24
Special Qualities: Blindsense 60 ft., damage reduction 20/evil and magic, enhance water creature, immunity to paralysis and sleep, keen senses, sea sphere, speak with aquatic animals, spell resistance 34, telepathy 100 ft.
Saves: Fort +31, Ref +27, Will +29
Abilities: Str 43, Dex 10, Con 31, Int 25, Wis 26, Cha 25
Skills: Concentration +53, Diplomacy +54, Hide -16, Knowledge (arcana) +50, Knowledge (nature) +50, Knowledge (religion) +50, Knowledge (the planes) +50, Listen +51, Search +50, Sense Motive +53, Spellcraft +52, Spot +51, Survival +51 (+53 following tracks, +53 on other planes, +53 in aboveground natural environments), Swim +67
Feats: Blind-Fight, Improved Critical (bite), Improved Critical (tail slap), Improved Initiative, Lightning Reflexes, Multitattack, Negotiator, Power Attack, Snatch, Track
Epic Feats: Epic Reflexes, Epic Toughness (x2), Legendary Tracker
Environment: Aquatic (Sea Reach)
Organization: Solitary or troupe (1d4 sea drakes* and 1d2 dragon turtles)
Challenge Rating: 25
Treasure: Triple standard
Alignment: Always lawful good
Advancement: -
Level Adjustment: -
*The sea drake appears in the Fiend Folio. If you are not using this book, replace the sea drakes with young bronze dragons.
This colossal, sleek dragon has deep blue-green scales and sturdy wings. The membrane stretching between the cartilage in its wings is thick, allowing it to use them as powerful fins. Its wide tail ends in a crescent-shaped fluke.
Medrinia is the representative of Bahamut to all aquatic dragons. She rules from her undersea palace - a magnificent structure made from coral, shells, and pearl - and protects good-aligned aquatic creatures. Medrinia is a sleek dragon with deep blue-green scales and sturdy wings. The membrane stretching between the cartilage in her wings is thick, allowing her to use them as powerful fins. Her wide tail also ends in a crescent-shaped fluke.
According to legend, Medrinia formed from a tear shed by Bahamut after the platinum dragon witnessed the carnage of the first battle between the draconic forces of good and those of the Chromatic Dragon. When Medrinia acts as Bahamut's representative, there is a 20% chance that she is accompanied by another emissary of Bahamut or even one of Bahamut's avatars.
Medrinia patrols the breadth and depth of the oceans in search of evil. She oversees a vast network of allied creatures - from dolphins and sea-horses to other aquatic dragons - that provides aid to its members in times of need.
Medrinia demonstrates compassion for good-aligned surface dwellers who find themselves threatened by the sea. Some even say that Medrinia sends out patrols of dolphins to rescue drowning sailors.
Medrinia's palace, Sea Reach, serves as haven for all good-aligned sea creatures in time of war.
Medrinia feeds upon vast amounts of fish and other simple aquatic creatures. Although she often fights other evil and powerful aquatic creatures - such as deepspawn, weresharks, morkoth, and especially sahuagin - Medrinia refuses to consume these evil creatures.
Medrinia is 120 feet long and weighs over 220 tons.
Medrinia speaks Draconic, Aquan and Celestial, and can communicate telepathically with any creature within 100 ft. that has a language and can speak with aquatic animals.
Combat
Though generally peaceful, Medrinia is quick to use her powers when one of her subjects is threatened.
Medrinia's natural weapons are treated as good-aligned magic weapons for the purpose of overcoming damage reduction.
Breach (Ex): As a full-round action, Medrinia can use a powerful breach attack against sailing vessels. Sinking as deep as necessary, she arrows toward the surface at top speed, breaking the surface and launching herself completely out of the water. Once airborne, Medrinia tucks in her wings, rolls on her side, and smashes the offending vessel. This attack automatically capsizes ships under 60 feet long, and has a 35% chance to capsize one over 60 feet long.
Breath Weapon (Su): Medrinia has one breath weapon, a 70-foot cone of force that deals 22d10 points of force damage, and like all force effects, her breath weapon affects ethereal creatures when Medrinia is on the Material Plane. A successful Reflex save (DC 39) halves the damage. The save DC is Constitution-based. Once Medrinia breathes, she must wait 1d4 rounds before using her breath weapon again.
Crush (Ex): When flying or jumping, Medrinia can land on opponents three or more sizes smaller than herself as a standard action, using her whole body to crush them. A crush attack affects as many creatures as can fit under her body. Each creature in the affected area must succeed at a Reflex save (DC 39) or be pinned, automatically taking 4d8+24 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Medrinia chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.
Frightful Presence (Ex): Whenever Medrinia attacks, charges, or flies overhead, each creature in a 360-foot radius that has fewer HD than she does must make a DC 37 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD). A creature that succeeds on its Will save remains immune to Medrinia's frightful presence for 24 hours. The save DC is Charisma-based.
Rapture of the Deep (Sp): At will, Medrinia can create an effect that mesmerizes those who can see her. Medrinia must maintain concentration on the ability, or the effect ends. If she continues to concentrate, the ability generates additional effects in each following round, as noted below. Each effect occurs during Medrinia's turn. All saving throws have a DC of 23.
1st-2nd Rounds: Those who fail their Will saves experience euphoria, and may not engage in combat in any capacity, but can otherwise act normally.
3rd-4th Rounds: Those who fail their Will saves are fascinated by Medrinia.
5th-6th Rounds: Those who fail their Will saves take 1d8 points of nonlethal damage.
7th-8th Rounds: Those who fail their Will saves take 3d8 points of nonlethal damage.
9th-10th Rounds: Those who fail their Will saves take 4d8 points of nonlethal damage.
After 10 rounds, the effect ends. Caster level 15th. This is the equivalent of a 6th-level spell. The save DCs are Charisma-based.
Spell-Like Abilities: At will—baleful polymorph (DC 22), control water (DC 23), polymorph, see invisibility, shellskin (as barkskin), summon monster VIII (Huge water elemental only), and water breathing. Caster level 15th. The save DCs are Charisma-based.
Speak with Aquatic Animals (Su): Medrinia can continuosly use speak with animals (caster level 15th), except she can only communicate with aquatic animals.
Stun (Ex): A creature struck by Medrinia's tail must succeed at a Fortitude save (DC 45) or be stunned for 1d4 rounds. The save DC is Strength-based.
Summon Aquatic Creatures (Sp): Three times per day, Medrinia can automatically summon 1d4 sea drakes* and 1d2 dragon turtles. This ability is the equivalent of a 9th-level spell.
*The sea drake appears in the Fiend Folio. If you are not using this book, replace the sea drakes with young bronze dragons.
Blindsense (Ex): Medrinia can pinpoint creatures within a distance of 60 feet. Opponents Medrinia can't actually see still have total concealment against her.
Enhance Water Creature (Sp): At will, Medrinia can enhance the abilities of a creature with the aquatic or water subtype by touching it. A creature with the aquatic subtype gains a +1 enhancement bonus to attack rolls, damage rolls, and saving throws for 1d4 rounds. Creatures with the water subtype gain all of these benefits, and additionally gain temporary hit points equal to their Hit Dice. Thus, an adult tojanida would gain a +1 enhancement bonus to attack rolls, damage rolls, and saving throws for 1d4 rounds and 7 temporary hit points. This ability is the equivalent of a 4th-level spell. Caster level 15th.
Keen Senses (Ex): Medrinia sees four times as well as a human in shadowy illumination and twice as well in normal light.
Sea Sphere (Sp): At will, Medrinia can touch a creature and bestow upon it a sea sphere. This confers the following benefits upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.
Those within the sea sphere can see underwater, allowing them to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) The sea sphere also contains fresh air, enabling those within to breathe freely. Finally, effected creatures gain the benefits of a freedom of movement spell. The sea sphere lasts for 15 minutes, and is the equivalent of a 4th-level spell. Caster level 15th.
Skills: Medrinia has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
Medrinia and the Draconomicon
If you are using the Draconomicon, the following changes are recommended.
Feats: Replace Blind-Fight, Epic Reflexes, and Lightning Reflexes with Shock Wave, Tail Sweep Knockdown, and Whirlwind Tail Sweep.
Source: Medrinia first appeared in Dragon Magazine #260 ("Spawn of Tiamat, Children of Bahamut", Keith Francis Strohm, p. 51).
The Spawn of Tiamat can be found here:
http://www.enworld.org/forums/showthread.php?t=88900
Medrinia
Colossal Dragon (Water)
Hit Dice: 39d12+450 (703 hp)
Initiative: +4
Speed: 40 ft. (8 squares), swim 90 ft.
Armor Class: 45 (–8 size, +0 Dex, +43 natural) touch 2, flat-footed 45
Base Attack/Grapple: +39/+71
Attack: Bite +47 melee (4d8+16/19-20)
Full Attack: Bite +47 melee (4d8+16/19-20) and 2 claws +45 melee (4d6+8) and 2 wings +45 melee (2d8+8) and tail slap +45 melee (4d6+24/19-20 plus stun)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breach, breath weapon, crush 4d8+24, frightful presence, rapture of the deep, spell-like abilities, stun, summon aquatic creatures, tail sweep 2d8+24
Special Qualities: Blindsense 60 ft., damage reduction 20/evil and magic, enhance water creature, immunity to paralysis and sleep, keen senses, sea sphere, speak with aquatic animals, spell resistance 34, telepathy 100 ft.
Saves: Fort +31, Ref +27, Will +29
Abilities: Str 43, Dex 10, Con 31, Int 25, Wis 26, Cha 25
Skills: Concentration +53, Diplomacy +54, Hide -16, Knowledge (arcana) +50, Knowledge (nature) +50, Knowledge (religion) +50, Knowledge (the planes) +50, Listen +51, Search +50, Sense Motive +53, Spellcraft +52, Spot +51, Survival +51 (+53 following tracks, +53 on other planes, +53 in aboveground natural environments), Swim +67
Feats: Blind-Fight, Improved Critical (bite), Improved Critical (tail slap), Improved Initiative, Lightning Reflexes, Multitattack, Negotiator, Power Attack, Snatch, Track
Epic Feats: Epic Reflexes, Epic Toughness (x2), Legendary Tracker
Environment: Aquatic (Sea Reach)
Organization: Solitary or troupe (1d4 sea drakes* and 1d2 dragon turtles)
Challenge Rating: 25
Treasure: Triple standard
Alignment: Always lawful good
Advancement: -
Level Adjustment: -
*The sea drake appears in the Fiend Folio. If you are not using this book, replace the sea drakes with young bronze dragons.
This colossal, sleek dragon has deep blue-green scales and sturdy wings. The membrane stretching between the cartilage in its wings is thick, allowing it to use them as powerful fins. Its wide tail ends in a crescent-shaped fluke.
Medrinia is the representative of Bahamut to all aquatic dragons. She rules from her undersea palace - a magnificent structure made from coral, shells, and pearl - and protects good-aligned aquatic creatures. Medrinia is a sleek dragon with deep blue-green scales and sturdy wings. The membrane stretching between the cartilage in her wings is thick, allowing her to use them as powerful fins. Her wide tail also ends in a crescent-shaped fluke.
According to legend, Medrinia formed from a tear shed by Bahamut after the platinum dragon witnessed the carnage of the first battle between the draconic forces of good and those of the Chromatic Dragon. When Medrinia acts as Bahamut's representative, there is a 20% chance that she is accompanied by another emissary of Bahamut or even one of Bahamut's avatars.
Medrinia patrols the breadth and depth of the oceans in search of evil. She oversees a vast network of allied creatures - from dolphins and sea-horses to other aquatic dragons - that provides aid to its members in times of need.
Medrinia demonstrates compassion for good-aligned surface dwellers who find themselves threatened by the sea. Some even say that Medrinia sends out patrols of dolphins to rescue drowning sailors.
Medrinia's palace, Sea Reach, serves as haven for all good-aligned sea creatures in time of war.
Medrinia feeds upon vast amounts of fish and other simple aquatic creatures. Although she often fights other evil and powerful aquatic creatures - such as deepspawn, weresharks, morkoth, and especially sahuagin - Medrinia refuses to consume these evil creatures.
Medrinia is 120 feet long and weighs over 220 tons.
Medrinia speaks Draconic, Aquan and Celestial, and can communicate telepathically with any creature within 100 ft. that has a language and can speak with aquatic animals.
Combat
Though generally peaceful, Medrinia is quick to use her powers when one of her subjects is threatened.
Medrinia's natural weapons are treated as good-aligned magic weapons for the purpose of overcoming damage reduction.
Breach (Ex): As a full-round action, Medrinia can use a powerful breach attack against sailing vessels. Sinking as deep as necessary, she arrows toward the surface at top speed, breaking the surface and launching herself completely out of the water. Once airborne, Medrinia tucks in her wings, rolls on her side, and smashes the offending vessel. This attack automatically capsizes ships under 60 feet long, and has a 35% chance to capsize one over 60 feet long.
Breath Weapon (Su): Medrinia has one breath weapon, a 70-foot cone of force that deals 22d10 points of force damage, and like all force effects, her breath weapon affects ethereal creatures when Medrinia is on the Material Plane. A successful Reflex save (DC 39) halves the damage. The save DC is Constitution-based. Once Medrinia breathes, she must wait 1d4 rounds before using her breath weapon again.
Crush (Ex): When flying or jumping, Medrinia can land on opponents three or more sizes smaller than herself as a standard action, using her whole body to crush them. A crush attack affects as many creatures as can fit under her body. Each creature in the affected area must succeed at a Reflex save (DC 39) or be pinned, automatically taking 4d8+24 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Medrinia chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.
Frightful Presence (Ex): Whenever Medrinia attacks, charges, or flies overhead, each creature in a 360-foot radius that has fewer HD than she does must make a DC 37 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD). A creature that succeeds on its Will save remains immune to Medrinia's frightful presence for 24 hours. The save DC is Charisma-based.
Rapture of the Deep (Sp): At will, Medrinia can create an effect that mesmerizes those who can see her. Medrinia must maintain concentration on the ability, or the effect ends. If she continues to concentrate, the ability generates additional effects in each following round, as noted below. Each effect occurs during Medrinia's turn. All saving throws have a DC of 23.
1st-2nd Rounds: Those who fail their Will saves experience euphoria, and may not engage in combat in any capacity, but can otherwise act normally.
3rd-4th Rounds: Those who fail their Will saves are fascinated by Medrinia.
5th-6th Rounds: Those who fail their Will saves take 1d8 points of nonlethal damage.
7th-8th Rounds: Those who fail their Will saves take 3d8 points of nonlethal damage.
9th-10th Rounds: Those who fail their Will saves take 4d8 points of nonlethal damage.
After 10 rounds, the effect ends. Caster level 15th. This is the equivalent of a 6th-level spell. The save DCs are Charisma-based.
Spell-Like Abilities: At will—baleful polymorph (DC 22), control water (DC 23), polymorph, see invisibility, shellskin (as barkskin), summon monster VIII (Huge water elemental only), and water breathing. Caster level 15th. The save DCs are Charisma-based.
Speak with Aquatic Animals (Su): Medrinia can continuosly use speak with animals (caster level 15th), except she can only communicate with aquatic animals.
Stun (Ex): A creature struck by Medrinia's tail must succeed at a Fortitude save (DC 45) or be stunned for 1d4 rounds. The save DC is Strength-based.
Summon Aquatic Creatures (Sp): Three times per day, Medrinia can automatically summon 1d4 sea drakes* and 1d2 dragon turtles. This ability is the equivalent of a 9th-level spell.
*The sea drake appears in the Fiend Folio. If you are not using this book, replace the sea drakes with young bronze dragons.
Blindsense (Ex): Medrinia can pinpoint creatures within a distance of 60 feet. Opponents Medrinia can't actually see still have total concealment against her.
Enhance Water Creature (Sp): At will, Medrinia can enhance the abilities of a creature with the aquatic or water subtype by touching it. A creature with the aquatic subtype gains a +1 enhancement bonus to attack rolls, damage rolls, and saving throws for 1d4 rounds. Creatures with the water subtype gain all of these benefits, and additionally gain temporary hit points equal to their Hit Dice. Thus, an adult tojanida would gain a +1 enhancement bonus to attack rolls, damage rolls, and saving throws for 1d4 rounds and 7 temporary hit points. This ability is the equivalent of a 4th-level spell. Caster level 15th.
Keen Senses (Ex): Medrinia sees four times as well as a human in shadowy illumination and twice as well in normal light.
Sea Sphere (Sp): At will, Medrinia can touch a creature and bestow upon it a sea sphere. This confers the following benefits upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.
Those within the sea sphere can see underwater, allowing them to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) The sea sphere also contains fresh air, enabling those within to breathe freely. Finally, effected creatures gain the benefits of a freedom of movement spell. The sea sphere lasts for 15 minutes, and is the equivalent of a 4th-level spell. Caster level 15th.
Skills: Medrinia has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
Medrinia and the Draconomicon
If you are using the Draconomicon, the following changes are recommended.
Feats: Replace Blind-Fight, Epic Reflexes, and Lightning Reflexes with Shock Wave, Tail Sweep Knockdown, and Whirlwind Tail Sweep.
Source: Medrinia first appeared in Dragon Magazine #260 ("Spawn of Tiamat, Children of Bahamut", Keith Francis Strohm, p. 51).
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