Raagens: Elemental and baseline constituent energy dragons

Air Raagen, Large, CR 8

"A swirling vortex of wind and air takes a draconic form, with a serpentine body and six smaller, whirling limbs. It moves with a hissing sound, like a fierce gale given life. This being is a guardian of the skies and the upper reaches of the elemental planes, a creature of pure air and storm."

XP: 4,800
N Large Elemental (Dragon)
Init
+11; Senses: Low Light Vision, Darkvision 60ft, Scent 30ft, Keen Senses


Defense

AC: 23 (+7 Dex, +7 Natural, -1 Size), Touch: 16, Flat-Footed: 17
Hit Dice: 11d12+33 (115 hp)
Fort +11, Ref +14, Will +5
Immune: Electricity, Paralysis, Sleep, Poison, Stunning, Flanking, Sneak Attack, Critical Hits
Resist: Acid 10, Fire 10, Cold 10
Weaknesses: Vulnerability to Earth-Based Attacks
Defensive Abilities: Elemental Traits, Dragon Traits, DR 5/-, SR: 22


Offense

Speed: 100 ft., Fly 200 ft. (Perfect)
Melee: 6 Claws +11 (1d6+2), Bite +16 (1d8+5), Tail Swipe +11 (1d8+2+Trip)
Ranged: Breath Weapon +18 Ranged Touch (11d8 Air Pressure)
Special Attacks: Whirlwind, Discorporate, Adaptive Breath Weapon: 60ft cone, 120 ft line or long-range ranged touch attack, DC 19 Reflex/half, Air Mastery, Trip


Spells (as a Cleric of 6 HD)

  • Spell-Like Abilities: Gust of Wind (2/day), Levitate (2/day)
  • Cleric Spells Prepared:
    • 0 (at will): Create Water, Detect Poison, Guidance
    • 1st (4/day): Obscuring Mist, Cure Light Wounds, Windy Escape
    • 2nd (3/day): Wind Wall, Cure Moderate Wounds, Gust of Wind
    • 3rd (2/day): Gaseous Form, Lightning Bolt, Call Lightning

Statistics

Str 20, Dex 25, Con 18, Int 11, Wis 13, Cha 13
Base Atk
+8; CMB +13; CMD 30 (34 vs. trip)
Feats: Dodge, Flyby Attack, Weapon Finesse, Combat Reflexes, Improved Initiative, Multiattack
Skills: Acrobatics +21, Perception +15, Stealth +15, Knowledge (Planes) +6
SQ: Darkvision 60ft, Scent, Low Light Vision, Keen Senses


Ecology

Environment: Elemental Plane of Air, High Altitude Regions
Organization: Solitary, Pair, or Flight (3-6)
Treasure: Standard

Combat:

In battle, the Air Raagen displays a mastery over the skies that is both awe-inspiring and terrifying. It begins by circling high above, analyzing the battlefield with keen senses attuned to every movement and sound. With the agility of a gust and the force of a hurricane, it dives towards its enemies, unleashing powerful blasts of concentrated air from its maw.

Its six limbs, though smaller than its body, strike with the speed of a tempest, each swipe accompanied by a howling wind. The Raagen's tail whips through the air like a sudden whirlwind, capable of knocking foes off their feet. It uses its breath weapon strategically, either as a focused blast to target individual foes or as a sweeping gust to clear out multiple adversaries at once.

When threatened, the Air Raagen employs its Discorporate ability, dissolving into a burst of wind only to reappear elsewhere, catching its enemies off-guard. This ability makes it incredibly difficult to pin down, as it seemingly vanishes and reemerges at will and will use Windy Escape against attacks it cannot avoid.

The Raagen's command of the air and storms is evident as it manipulates the battlefield to its advantage, creating sudden gusts to disrupt ranged attacks or to buffet and disorient its opponents or bolts of lightning from the sky to target individuals. Its mastery of the air element allows it to turn the tide of battle, often controlling the pace and flow of the combat with its aerial superiority.

Despite its powerful offensive capabilities, the Air Raagen also exhibits a keen sense of tactics and self-preservation, knowing when to strike with precision and when to retreat, only to return with renewed fury. In combat, it is not just a creature of raw power but also of intelligence and cunning, making it a formidable opponent that embodies the untamed spirit of the wind.


Special Abilities

Adaptive Breath Weapon (Ex): Once every 1d4 rounds, 60 ft. cone or 120 ft. line of concentrated air, dealing 11d8 bludgeoning damage, DC 19 Reflex half. Can also be a ranged touch attack with 210 ft. range.

Discorporate (Su): When struck in combat or as a move action, can teleport up to 30 ft away, similar to "dimension slide." Cannot attack or cast spells while discorporated.

Elemental Form (Ex): When discorporated, becomes a cloud of air. Immune to physical attacks; treated under effects of Gaseous Form.

Natural Flight (Ex): Flies as an extraordinary ability at double its base movement speed with perfect maneuverability.

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air raagen.

Whirlwind (Su): Once every 10 minutes, Air Raagens can transform themselves into whirlwinds and remain in that form for up to 6 rounds. It can continue to fly at at it's full movement speed while in whirlwind form. The whirlwind is 5 feet wide at its base, 40 feet high and 20 feet wide at the top.

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlwind and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 20) when it comes into contact with the whirlwind or take 1d8+4 damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

Trip (Ex): The Air Raagen can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with it's tail swipe attack. If the attempt fails, the raagen is not tripped in return.
 

Attachments

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Water Raagen, Large, CR 8

"A massive, serpentine dragon composed entirely of churning water, with six smaller, fluid limbs spirals up from the ocean. It's eyes are deep and cruel, reflecting the unforgiving depths of the ocean. A guardian of deep waters and elemental portals, this Raagen embodies the untamed power of the elemental plane of water."

XP: 4,800
N Large Elemental (Dragon)
Init
+2; Senses: Low Light Vision, Darkvision 60ft, Scent 30ft, Keen Senses


Defense

AC: 20 (+2 Dex, +9 Natural, -1 Size), Touch: 11, Flat-Footed: 18
Hit Dice: 11d12+33 (121 hp)
Fort +10, Ref +6, Will +4
Immune: Drowning, Paralysis, Sleep, Poison, Stunning, Flanking, Sneak Attack, Critical Hits
Resist: Fire 10, Acid 10, Cold 10
Weaknesses: Vulnerability to Freezing or Dehydrating Attacks
Defensive Abilities: Elemental Traits, Dragon Traits, DR 5/-, SR: 22


Offense

Speed: 40 ft., Swim 100 ft., Fly 40 ft/ Good
Melee: 6 Claws +11 (1d6+3), Bite +16 (1d8+6), Tail Swipe +11 (1d8+3+Trip)
Ranged: Breath Weapon +12 Ranged Touch (11d8 Water Pressure)
Special Attacks: Vortex, Discorporate, Adaptive Breath Weapon: 60ft cone, 120 ft line or 210ft ranged touch attack, DC 19 Reflex/half, Trip, Water Mastery, Drench


Spells (as a Cleric of 6 HD)

  • Spell-Like Abilities: Create Water (3/day), Sleet Storm (2/day)
  • Cleric Spells Prepared:
    • 0 (at will): Create Water, Ray of Frost, Guidance
    • 1st (4/day): Obscuring Mist, Cure Light Wounds, Hydraulic Push
    • 2nd (3/day): Fog Cloud, Cure Moderate Wounds, Slipstream
    • 3rd (2/day): Aqueous Orb, Quench, Hydraulic Torrent

Statistics

Str 22, Dex 14, Con 20, Int 10, Wis 13, Cha 13
Base Atk
+8; CMB +15; CMD 27
Feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Iron Will
Skills: Swim +20, Perception +15, Stealth +10, Knowledge (Planes) +6
SQ: Darkvision 60ft, Scent, Low Light Vision, Keen Senses


Ecology

Environment: Elemental Plane of Water, Deep Oceans
Organization: Solitary, Pair, or Wave (3-6)
Treasure: Standard

Combat:

In the heat of battle, the Water Raagen is as relentless and overwhelming as a tidal wave. It moves with surprising speed for its size, its form flowing and reshaping with the adaptability of water. The Raagen’s six fluid limbs lash out like crashing waves, each strike capable of sweeping foes away with the force of a surging current. Its powerful bite and tail swipe, enhanced with the ability to trip adversaries, mimic the ebb and flow of the tides, pulling and pushing its enemies with ease.

When employing its breath weapon, the Raagen unleashes a focused torrent of high-pressure water, capable of knocking even the sturdiest foes off balance and inflicting significant damage and tt's Discorporate ability allows the Raagen to momentarily dissolve into a cascade of water, repositioning itself strategically or evading attacks. This capability makes it an elusive and unpredictable opponent, able to adapt its form to the changing tides of combat.

With its "Vortex" ability, the Water Raagen can transform into a powerful whirlpool, drawing in and trapping enemies within its swirling depths dealing automatic damage to them every round. This ability not only damages its foes but also disorients them, leaving them vulnerable to further attacks and it's Water Mastery trait enhances the Raagen's dominance in aquatic environments, allowing it to leverage the presence of water to its advantage, whether to bolster its own attacks or to hinder those of its adversaries. In combat, the Water Raagen is not just a force of destruction but also a master of the battlefield, using its deep connection to the elemental plane of water to control the flow of the fight.

It will use it's spell like abilities regularly, using Obscuring Mist and Sleet Storm to disorient foes and Hydraulic Push and Hydraulic Torrent to push foes into more advantageous positions or off cliffs or into the water if possible and will use it's Cure spells to keep itself healed.

The Water Raagen is a tenacious and adaptable foe with a mean disposition. They are aggressive and intelligent and use all the tools at their disposal to their highest advantage. If threatened with death they use
Slipstream and dive into the water going as deep down as possible to flee.

Special Abilities


Adaptive Breath Weapon (Ex): Once every 1d4 rounds, 60 ft. cone or 120 ft. line of high-pressure water, dealing 11d8 bludgeoning damage and knocking foes of Large size or smaller Prone, a DC 19 Reflex save for half damage and to negate the trip effect. Can also be a ranged touch attack with 210 ft. range.

Discorporate (Su): When struck in combat or as a move action, can teleport up to 30 ft away, similar to "dimension slide." Cannot attack or cast spells while discorporated.

Elemental Form (Ex): When discorporated, becomes a cloud of mist. Immune to physical attacks; treated under effects of Gaseous Form.

Vortex (Su): Can transform into a whirlpool for 1 round per 2 HD, trapping and damaging creatures caught within
Once every 10 minutes, Water Raagens can transform themselves into whirlpools and remain in that form for up to 6 rounds. It can continue to swim at at it's full movement speed while in whirlpool form. The whirlpool is 5 feet wide at its base, 40 feet high and 20 feet wide at the top.

The whirlpool form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlpool if it touches or enters the whirlpool, or if the whirlpool moves into or through the creature’s space. A creature in whirlpool form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlpool and may be pulled underwater. An affected creature must succeed on a Reflex save (DC 20) when it comes into contact with the whirlpool or take 1d8+5 damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful vortex, automatically taking the indicated damage each round. A creature that can swim is allowed a Reflex save each round to escape the whirlpool. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlpool cannot move except to go where the whirlpool carries them or to escape the whirlpool. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlpool take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlpool can have only as many creatures trapped inside at one time as will fit inside the whirlpool’s volume. The whirlpool can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

If the whirlpool’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlpool’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

Water Mastery (Ex): A water Raagen gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the Raagen is touching the ground, the Raagen takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

Natural Swim (Ex): Swims as an extraordinary ability at double its base movement speed with perfect maneuverability.

Trip (Ex): The Water Raagen can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with it's tail swipe attack. If the attempt fails, the raagen is not tripped in return.

Drench (Ex): The Raagen’s touch puts out non-magical flames of Large size or smaller. The Raagen can dispel magical fire it touches as Dispel Magic CL 11.
 

Attachments

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Earth Raagen, Large, CR 8

"Rising from the ground like a living mountain, the Earth Raagen stands as a towering figure of stone and soil. Its serpentine body is covered in layers of rock, with six small but incredibly sturdy limbs. Its eyes wash over you with a cold uncaring gaze. This Raagen embodies the unyielding strength and ancient stability of the elemental plane of earth, and the callous nature of stone."

XP: 4,800
N Large Elemental (Dragon)
Init
-1; Senses: Low Light Vision, Darkvision 60ft, Tremorsense 60ft, Keen Senses


Defense

AC: 21 (-1 size, -1 Dex, +13 natural), Touch: 8, Flat-Footed: 21
Hit Dice: 11d12+55 (126 hp)
Fort +12, Ref +2, Will +4
Immune: Paralysis, Sleep, Poison, Stunning, Flanking, Sneak Attack, Critical Hits
Resist: Acid 10, Fire 10, Electricity 10
Weaknesses: Vulnerability to Sonic Attacks
Defensive Abilities: Elemental Traits, Dragon Traits, DR 5/-, SR: 22


Offense

Speed: 50 ft., Burrow 50 ft., Climb 20 ft.
Melee: 6 Claws +14 (1d8+5), Bite +19 (2d6+12), Tail Swipe +14 (1d8+5+Trip)
Ranged: Breath Weapon +13 Ranged Touch (11d8 Bludgeoning)
Special Attacks: Tremor, Discorporate, Adaptive Breath Weapon: 60ft cone, 120 ft line, DC 18 Reflex half, Rock Throwing, Earth Mastery


Spells (as a Cleric of 6 HD, CL 11)

Spell-Like Abilities: Soften Earth and Stone (3/day), Wall of Earth (2/day)
Cleric Spells Prepared:

  • 0 (at will): Mending, Detect Magic, Acid Splash
  • 1st (4/day): Stone Shield, Tremor Blast, Entangle
  • 2nd (3/day): Stone Call, Cure Moderate Wounds, Bull's Strength
  • 3rd (2/day): Stone Shape, Cure Serious Wounds, Spiked Pit

Statistics

Str 30, Dex 8, Con 20, Int 11, Wis 13, Cha 13
Base Atk +8; CMB +20; CMD 29
Feats
: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Iron Will
Skills: Climb +25, Perception +15, Stealth +10, Knowledge (Planes) +6
SQ: Darkvision 60ft, Tremorsense 60ft, Low Light Vision, Keen Senses


Ecology

Environment: Elemental Plane of Earth, Mountains, Caverns
Organization: Solitary, Pair, or Cluster (3-6)
Treasure: Standard

Combat

The Earth Raagen fights with the unstoppable force of an avalanche. It uses its powerful limbs to strike at foes. Its tail can sweep opponents off their feet, and its bite can crush even the hardest of armors.

It opens combat by using its breath weapon the Earth Raagen can unleash a torrent of rocks and soil, bombarding enemies with the raw power of the earth. Its "Discorporate" ability allows it to blend into the earth, evading attacks and repositioning itself to strike from unexpected angles and it's Stone Shield spell to intercept attacks it can't evade.

It will use it's Stone Throwing and Breath Weapon along with it's spell like abilities and magic to bombard foes and shape the battlefield to be more advantageous for it and soften foes up before allowing foes to close in and tearing them apart.

In melee, or close range it uses it's Tremor ability to knock foes off their feet and then it uses it's claws, bite and tail swipe to pulverize opponents, at range it utilizes it's Rock Throwing ability to hurl large stones at distant enemies. The "Earth Mastery" trait allows it to dominate on solid ground, gaining bonuses in combat when both it and its opponent are touching the earth.

The Raagen's spells focus on manipulating the earth and enhancing its physical prowess. It can heal itself with cleric spells, harrass foes with Entangle, topple foes with Tremor Blast, or fortify its defenses with Bull's Strength. Soften Earth and Stone, Spiked Pit, and Wall of Earth are used to reshape the battlefield to its advantage.

In combat, the Earth Raagen is a tactical and resilient opponent, using its connection to the earth to control the battlefield and overpower its foes with sheer physical might and earth-based magic.


Special Abilities

Adaptive Breath Weapon (Ex):
Once every 1d4 rounds, unleashes a 60 ft. cone or 120 ft. line of earth and stone, dealing 11d8 damage Blugeoning Damage DC 20 Reflex for half damage. Can be used as a ranged touch attack within 210 ft.

Discorporate (Su):
Can teleport up to 30 ft away when struck or as a move action, similar to "dimension slide." Cannot attack or cast spells while discorporated.

Earth Mastery (Ex):
Gains a +1 bonus on attack and damage rolls if both it and its opponent are touching the ground. Suffers a -4 penalty on attack and damage rolls if the opponent is airborne.

Rock Throwing (Ex): Skilled at hurling rocks with a +1 racial bonus on attack rolls. Can throw rocks up to two size categories smaller than itself 120ft.

Rock Catching (Ex): Earth Raagens of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a Raagen that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The Raagen must be aware of the attack in order to make a rock catching attempt.

Tremor (Su): Can cause a localized tremor to disrupt opponents, all foes within 30ft must make a DC 20 Reflex save or be knocked prone and take 5d6 points of bludgeoning damage. a successful save halves the damage and negates the prone effect.

Trip (Ex): The Earth Raagen can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with it's tail swipe attack. If the attempt fails, the raagen is not tripped in return.

Natural Climb (Ex): Can climb at a speed of 20 ft., moving across rocky or vertical surfaces effortlessly.
 

Attachments

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