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CG vs. LE: Chaotic Good is Victorious!

ugulu

First Post
Ye Mods:[sblock]If the breath weapon counts, go with that. Otherwise (if legal) move around to 55n65e and take a bite.[/sblock]
 
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Gansk

Explorer
20cc:[sblock]You can breathe again this round. You sense something gargantuan move to 55N65E.[/sblock]

20cc is bitten (rolled 56, beat miss chance) for 32-10 and has 23 hp left.
 


PJSlavner

Explorer
Round 627

20cc hits with just one claw (best missing roll 41-2=39; worst hitting roll 47-2=45; three attacks missed due to fog, even with his feat) for 16-2=14 points of damage. Mister Rustoleum has 412 HP remaining.

20cc takes 3 points of acid damage. He is down to 20 HP.
 


PJSlavner

Explorer
Mister Rustoleum hits with everything but a claw and a wing (the other wing inflicts no damage), inflicting 70-30=40 points of damage. 20cc is dead.

The fog disappears (36 CL check).

Psybo pops into the arena. "Attention, everyone! Chaotic Good's general is about to enter the arena. Chaotic Good's general is a, uh, I had that written down somewhere...please wait while I check my notes..."

Gansk, we need your help.
 


PJSlavner

Explorer
Psybo comes back. "Ahem, I found the note. My wife keeps telling me that I would lose my head if it were not attached. Another thing my wife says is... never mind, where was I? Oh, now entering, the Chaotic Good general, General VorelMiirikvurVaeri, the brass dragon wyrm!"
 

Evilhalfling

Adventurer
The Gargantuan Mrs. VorelMiirikvurVaeri shining of brass, greens and red trim on her fan-like wings appears at 5e55n
and after composing a beautiful haiku in memory of all previous CG champions, she casts a spell.
[sblock]Do meta breath spells allow Spell resistance? I assuming yes, but it is not stated.
and do they get a save vs spell dc, breath dc or both? The book seems to imply 1 sv at breath DC, but is unclear.

Cast Draconic might (drc111) please note changes to spell and breath DC's [/sblock]
 

Gansk

Explorer
Brass Dragon Stats:[sblock]
Brass Dragon Wyrm CR 21
Always CG Gargantuan Dragon (fire)
Init +4; Senses darkvision 120 ft, blindsense 60 ft, keen senses, low-light vision
Languages draconic, animals
AC 39, touch 6, flat-footed 39 (-4 size, +33 natural) (+2 vs dragons)
hp 459 (HD 34d12+238)
Immune SR 34, DR 20/magic, immune to fire, sleep, paralysis, evasion vs. dragons
Fort +26, Ref +19, Will +26 (+19 vs dragons)
Speed 60 ft, fly 250 ft (clumsy), burrow 30 ft
Melee bite +42 melee (4d6+12), 2 claws +37 melee (2d8+6), 2 wings +37 melee (2d6+6) and tail +37 melee (2d8+18) (+2 vs dragons)
Space 20ft, Reach 15ft (bite & wings 20 ft, tail 30 ft) BAB +34; Grapple +58
Atk Options Crush (4d6+18), Tail Sweep (2d6+18), Frightful Presence, Power Attack
Spell-Like Abilities (CL 11, save DC Cha-based, +2 vs dragons)
At will – speak with animals
3/day – endure elements
1/day – suggestion (DC 18), control winds (DC 20), control weather
Spells (CL 17, save DC Cha-based, +2 vs dragons)
Sorcerer Spells Known (6/8/7/7/7/7/6/6/4)
1st – Mage Armor, Shield, Silent Image (DC 16), Disguise Self
2nd – Mirror Image, False Life, Cure Moderate Wounds, See Invisibility, Resist Energy
3rd – Magic Circle vs Evil, Haste, Blink, Slow (DC 18)
4th – Dispelling Breath, Breath Weapon Substitution, Greater Invisibility, Lower Spell Resistance (DC 36)
5th – True Seeing, Wall of Force, Teleport, Draconic Might
6th - True Seeing, Heal, Greater Dispel Magic
7th – Greater Stunning Breath, Energy Immunity, Waves of Exhaustion
8th – Enervating Breath, Otto’s Irresistible Dance
Abilities Str 35, Dex 10, Con 25, Int 20, Wis 21, Cha 20
Feats Iron Will, Improved Initiative, Suppress Weakness, Overcome Weakness, Dragon Hunter, Dragon Foe, Dragon Hunter Defense, Awaken Spell Resistance, Power Attack, Ability Focus (breath weapon), Recover Breath
Skills Concentration +22, Knowledge (arcana, dungeoneering, nature, religion and planes) +20, Listen +41, Spellcraft +25, Spot +41, Performance (the rest)
Breath Weapon (Su): 120 ft line of fire 11d6, reflex save DC 36 or 60 ft cone of sleep gas, Will save DC 36. If failed save vs. cone of gas then sleep for 1d6 rounds plus 11 rounds.
Frightful Presence (Ex): A dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 330 ft are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 32) remains immune to that dragon’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. Dragons ignore the frightful presence of other dragons.
Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light.
Crush (Ex): This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC 34) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. A crush attack deals 4d6+18 damage.
Tail Sweep (Ex): As a standard action, sweep a half-circle with a 30 foot radius. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. The tail sweep deals 2d6+18 damage. Affected creatures can attempt Reflex saves (DC 34) to half damage.[/sblock]

EH:[sblock]Metabreath spells simply transform your breath weapon, which is still a supernatural attack. There is no spell resistance and the save DC is the breath weapon DC.[/sblock]

MR's turn.
 

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