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Children of Bahamut (Converted Unique Dragons)

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).
 
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Aries_Omega

Explorer
Reaction + A Question

One word....SCWEEEEEEEEEEEET! I like this one. Very well written. One questions about dragons. The Iron Dragon, Mercury Dragon, etc. They are metallic dragons....ferrous dragons mind you not valuble metals. Are they considered part of the metallic faction or what?

Aries
 

Shade

Monster Junkie
I'm glad you like her! :)

The ferrous dragons are not considered part of the metallic dragon "family". In fact, I believe they are of neutral alignments, but I don't have information handy to confirm that fact.
 

Filby

First Post
Woah... total awesomeness...

Regarding the ferrous dragons, they actually range the alignment spectrum. Most are neutral, but a few are good or evil.
 



Shade

Monster Junkie
OK, it took me a long time to get back to these fellas here's the next one...

Xathanon
Colossal Dragon (Extraplanar)
Hit Dice: 34d12+306 (527 hp)
Initiative: +8
Speed: 60 ft. (12 squares), fly 200 ft. (clumsy)
Armor Class: 52 (–8 size, +0 Dex, +50 natural) touch 2, flat-footed 52
Base Attack/Grapple: +34/+66
Attack: Bite +42 melee (4d8+16 plus positive energy)
Full Attack: Bite +42 melee (4d8+16 plus positive energy) and 2 claws +40 melee (4d6+8 plus positive energy) and 2 wings +40 melee (2d8+8 plus positive energy) and tail slap +40 melee (4d6+24 plus positive energy)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Alternate form, breath weapon, crush 4d8+24, frightful presence, positive energy blast, positive energy lash, spell-like abilities, tail sweep 2d8+24
Special Qualities: Blindsense 60 ft., damage reduction 20/evil and magic, fuse essence, immunity to paralysis and sleep, keen senses, positive energy mastery, spell resistance 35, telepathy 100 ft.
Saves: Fort +28, Ref +25, Will +27
Abilities: Str 43, Dex 10, Con 29, Int 26, Wis 27, Cha 26
Skills: Balance +2, Bluff +45, Concentration +46, Diplomacy +49, Disguise +8 (+10 acting), Escape Artist +37, Hide -16, Intimidate +47, Jump +30, Knowledge (religion) +45, Knowledge (the planes) +45, Listen +45, Search +45, Sense Motive +45, Spot +45, Survival +45 (+47 on other planes, +47 following tracks), Tumble +37
Feats: Awesome Blow, Flyby Attack, Hover, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Snatch, Wingover
Epic Feats: Epic Reflexes, Superior Initiative
Environment: Positive Energy Plane
Organization: Solitary
Challenge Rating: 24
Treasure: Triple standard
Alignment: Always neutral good
Advancement: -
Level Adjustment: -

This colossal creature is shaped like a great dragon formed of golden energy. Its eyes appear to be multicolored, glowing crystals.

Xathanon has no physical form; it is composed entirely of positive energy. In fact, some say this beast isn't a dragon but rather the physical embodiment of the Positive Energy Plane. When on the Material Plane, Xathanon resembles a burst of golden energy in the shape of a dragon. Its eyes appear as multicolored, glowing 'crystals'. On the Positive Energy Plane, Xathanon is a formless swirl of positive energy.

Formed by Bahamut from the essence of the Positive Energy Plane, Xathanon serves Draco Paladin unswervingly. However, Xathanon rarely attends the Draconic Court on Mount Celestia, preferring the pulsing depths of the Positive Energy Plane. Despite its seeming isolation, Xathanon keeps a close watch over the events unfolding in the multiverse, and always answer a summons from Bahamut or one of Bahamut's children.

Xathanon holds a special hatred of Dhrakoth. The two have never met in combat, and some say that, if such a battle were to occur, the very fabric of the multiverse might tear under the opposing forces of positive and negative energy.

As a creature composed of pure energy, Xathanon does not require physical sustenance and does not need to breathe. It is not known whether this dragon must return to the Positive Energy Plane on a regular basis - except after infusing mortal heroes with its essence.

Xathanon is 165 feet long and weighs over 325 tons.

Xathanon speaks Draconic and Celestial, and can communicate telepathically with any creature within 100 ft. that has a language.

Combat

Xathanon detects evil and often acts outside the boundaries of law, responding swiftly to any perceived threat. In combat, Xathanon is a force of nature. It can fight in the form of a traditional dragon or take the form of a swirl of pure positive energy.

Xathanon's natural weapons are treated as good-aligned magic weapons for the purpose of overcoming damage reduction.

Breath Weapon (Su): Xathanon has one breath weapon, a 140-foot line of positive energy. Any good-aligned living creatures in the area immediately gain the benefits of a heal and greater restoration spell. Any living nongood creatures within the area take 8d8 points of damage. A successful Reflex save (DC 36) halves the damage. Any undead creature or creature native to the Negative Energy Plane within the area takes this damage, and must make an additional DC 36 Will save or be destroyed. The save DC is Constitution-based. The caster level for all spell effects is 25th. Once Xathanon breathes, it must wait 1d4 rounds before using its breath weapon again.

Additionally, if the body of any dead good-aligned creature is within the area of Xathanon's breath weapon, it is immediately resurrected, as the spell (caster level 25th).

Crush (Ex): When flying or jumping, Xathanon can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under its body. Each creature in the affected area must succeed at a Reflex save (DC 36) or be pinned, automatically taking 4d8+24 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Xathanon 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 Xathanon attacks, charges, or flies overhead, each creature in a 360-foot radius that has fewer HD than it does must make a DC 35 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 Xathanon's frightful presence for 24 hours. The save DC is Charisma-based.

Positive Energy Blast (Su): While in its "swirl of positive energy" form, Xathanon can release a blast of positive energy. Any creature struck by such a blast suffers 6d10 points of damage. In addition, the creature must make a DC 36 Fortitude saving throw or explode into millions of particles of positive energy, killing it instantly. The save DC is Constitution-based.

Positive Energy Lash (Su): Xathanon can make a touch attack or hit with any of its natural attacks to infuse a target with positive energy. Undead foes (even incorporeal ones) take an additional 3d10 points of damage. Xathanon can channel this positive energy into living creatures as well, healing up to 3d10 points of damage. Xathanon can control its positive energy enough to avoid healing living foes (dealing only the base damage).

Spell-Like Abilities: At will—detect evil, plane shift. Caster level 20th. The save DCs are Charisma-based.

Alternate Form (Su): Xathanon can shift between its dragon and "swirl of positive energy" forms as a standard action. In dragon form, it cannot use its positive energy blast, but it can fly and use its spell-like abilities, and its weapons. In swirl form, it can fly, make positive energy blast attacks, and use spell-like abilities, but it cannot use its natural weapons or its breath weapon. The swirl form is incorporeal, and Xathanon has no Strength score while in that form.

Xathanon remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does Xathanon revert to any particular form when killed. A true seeing spell reveals both forms simultaneously.

Blindsense (Ex): Xathanon can pinpoint creatures within a distance of 60 feet. Opponents Xathanon can't actually see still have total concealment against it.

Fuse Essence (Ex): When on the Material Plane, Xathanon can fuse its essence to the corporeal form of a good-aligned character. Filled with the power of the Positive Energy Plane, the creature transforms into a great wyrm gold dragon, as if under the effects of a shapechange spell. The change lasts one hour per character level. Afterward, Xathanon must immediately return to the Positive Energy Plane to recuperate for no less than 10 hours.

Keen Senses (Ex): Xathanon sees four times as well as a human in shadowy illumination and twice as well in normal light.

Positive Energy Mastery (Ex): Xathanon is immune to the detrimental effects typical to the Positive Energy Plane, though it still benefits from the regenerative nature of the plane. It can see normally on the Positive Energy Plane, as if in normal daylight. Xathanon does not need to eat or breathe.
Additionally, when on the Positive Energy Plane, Xathanon moves as swiftly as pure energy, able to greater teleport to any location on the plane as a free action. Xathanon gains a +8 bonus on Initiative checks while on the Positive Energy Plane.

Xathanon and the Draconomicon

If you are using the Draconomicon, the following changes are recommended.

Feats: Replace Improved Initiative and Weapon Focus (bite) with Quicken Breath and Tempest Breath.

Source: Xathanon first appeared in Dragon Magazine #260 ("Spawn of Tiamat, Children of Bahamut", Keith Francis Strohm, p. 51).
 

Shade

Monster Junkie
This critter is long overdue. Here's the last of the Children of Bahamut.

Vanathor
Colossal Dragon (Extraplanar)
Hit Dice: 35d12+315 (542 hp)
Initiative: +4
Speed: 60 ft. (12 squares), fly 250 ft. (clumsy), swim 60 ft.
Armor Class: 38 (–8 size, +0 Dex, +36 natural) touch 2, flat-footed 38
Base Attack/Grapple: +35/+67
Attack: Bite +43 melee (4d8+16)
Full Attack: Bite +43 melee (4d8+16) and 2 claws +41 melee (4d6+8) and 2 wings +41 melee (2d8+8) and tail slap +41 melee (4d6+24)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Crush 4d8+24, enthrall, frightful presence, song, spells, tail sweep 2d8+24
Special Qualities: Alternate form, bardic knowledge, blindsense 60 ft., damage reduction 20/evil and magic, immunity to paralysis, silence, sleep, and sonic, keen senses, songspeech, spell resistance 36
Saves: Fort +28, Ref +19, Will +28
Abilities: Str 43, Dex 10, Con 29, Int 28, Wis 29, Cha 28
Skills: Bluff +13, Concentration +47, Decipher Script +47, Diplomacy +53, Disguise +47, Gather Information +53, Intimidate +13, Jump +28, Knowledge (arcana) +47, Knowledge (history) +47, Knowledge (religion) +47, Knowledge (the planes) +47, Listen +47, Perform (sing, string instruments) +61, Sense Motive +47, Spellcraft +49, Spot +47, Survival +9 (+11 on other planes), Swim +24
Feats: Flyby Attack, Hover, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Shock Wave, Snatch, Wingover
Epic Feats: Epic Reputation, Epic Skill Focus (Perform [sing, string instruments])
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary
Challenge Rating: 25
Treasure: Triple standard
Alignment: Always lawful good
Advancement: -
Level Adjustment: -

This massive dragon has large, smooth, twin horns that sweep back from its nose and brow. Twin frills adorn its long neck, and whiskers around its mouth look like the barbels of a catfish. Its saillike wings start at its shoulders and trace down to the tip of its tail. The dragon smells of saffron and incense, and its scales glisten like polished gold, with a swirl of rainbow colors across its chest.

Regal Vanathor embodies everything that is pure and good in dragonkind. This dragon serves as Bahamut's advisor and bard in the demipower's palace on Mount Celestia. Vanathor is a master of all things musical.

Vanathor appears as a powerful and charismatic gold dragon with a swirl of rainbow colors across its scaled chest.

As one of Bahamut's most trusted and powerful advisors, Vanathor wields a great deal of influence over draconic affairs in Mount Celestia. When not advising the Platinum Dragon, Vanathor spends a good deal of its time serving as bard for the Draconic Court at Bahamut's palace. It is on good terms with all of the powers of Music - especially Corellon Larethian - and it often travels to share music and information.

Vanathor watches over Bards and other musicians who travel on the Material Plane. Occasionally, Vanathor travels to the Material Plane and takes the form of a handsome half-elven bard. In this form, it offers advice, shares information, and otherwise assists those in need. As a half-elf, Vanathor carries an elaborate ash wood harp that duplicates its own sonic abilities and wields a +3 flame tongue longsword. Vanathor sometimes comes to the aid of good-aligned bards if they mention its name in a song.

Unlike the other children of Bahamut, who were either created by Draco Paladin or spawned by mortal dragons, Vanathor simply appeared as an expected guest at Bahamut's Court and offered its service. Some sages say that this creature is actually a dead power from an ancient pantheon, given new life by Bahamut's magic.

Vanathor hunts and eats as a normal dragon. However, other dragons often bring it meals as a sign of reverence.

Vanathor is 145 feet long and weighs over 275 tons.

Vanathor speaks Celestial, Common, Draconic, Elven, and Sylvan. In addition, it can communicate with any creature through song.

Combat

Like Bahamut, Vanathor reveres all life and is reluctant to kill. However, the creature possesses powerful claws and a ferocious bite.

Vanathor's natural weapons are treated as good-aligned magic weapons for the purpose of overcoming damage reduction.

Crush (Ex): When flying or jumping, Vanathor can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under its body. Each creature in the affected area must succeed at a DC 36 Reflex save or be pinned, automatically taking 4d8+24 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Vanathor chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Enthrall (Su): Vanathor's deep, melodious speaking voice, coupled with the dragon's mastery of storytelling and oration, enthralls (as the spell) anyone listening to it for more than one round. A successful DC 36 Will save negates. This is a sonic, mind-affecting effect. The save DC is Charisma-based.

Frightful Presence (Ex): Whenever Vanathor attacks, charges, or flies overhead, each creature in a 360-foot radius that has fewer HD than it does must make a DC 36 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 Vanathor's frightful presence for 24 hours. The save DC is Charisma-based.

Song (Su): Instead of using a traditional breath weapon, Vanathor utilizes the power of its six-octave voice to help those in need and defeat particularly powerful opponents. The effects of each octave are as follows. Once Vanathor sings, it must wait 1d4 rounds before using its song again.

1st Octave: This subsonic rumble functions as a shatter spell, except that it also affects magical objects of any composition. This is a 90-foot-radius burst centered on Vanathor. All objects within the area must succeed on a DC 36 Will save or be smashed into dozens of pieces. The save DC is Charisma-based.

2nd Octave: This basso profound sound disrupts magic within a 60-foot-radius burst centered on Vanathor. This functions as an area greater dispel magic, except that magic items in the area can also be affected, ceasing to function for 2d4 minutes if the check is successful.

3rd Octave: This deep octave functions as a mass charm monster, except that it affects every creature within a 90-foot-radius burst centered on Vanathor. A successful DC 36 Will save negates. The save DC is Charisma-based.

4th Octave: This range of notes heals (as per the spell) all living creatures within a 60-foot-radius burst centered on Vanathor. Undead creatures take 200 points of damage (Will DC 36 half). The save DC is Charisma-based.

5th Octave: These bugle-like notes send anyone within a 60-foot-radius burst centered on Vanathor to a plane of Vanathor's choosing. Unwilling creatures may attempt a DC 36 Will save to negate the effect. The save DC is Charisma-based.

6th Octave: These piercing notes deal 10d12 points of sonic damage to any creature within a 60-foot-radius burst centered on Vanathor (no saving throw).

Spells: Vanathor casts arcane spells as a 19th-level sorcerer, and can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells.

Sorcerer Spells Known (spells known 9/5/5/4/4/4/3/3/3/2; spells per day 6/9/8/8/8/8/7/7/7/5; save DC 19 + spell level): 0—dancing lights, detect magic, ghost sound, guidance, mage hand, message, read magic, resistance, virtue; 1st—cure light wounds, mage armor, magic missle, shield, remove fear; 2nd—bear's endurance, calm emotions, cat's grace, detect thoughts, resist energy; 3rd—clairaudience/clairvoyance, deep slumber, lightning bolt, magic circle against evil; 4th—freedom of movement, holy smite, scrying, shout; 5th—dispel evil, dismissal, hold monster, mass cure light wounds; 6th—greater heroism, heal, legend lore; 7th—banishment, holy word, plane shift; 8th—holy aura, moment of prescience, shield of law; 9th—mass hold monster, miracle.

Alternate Form (Su): Vanathor can assume any animal or humanoid form of Medium size or smaller as a standard action at will. This ability functions as a polymorph spell cast on itself at its caster level, except that Vanathor does not regain hit points for changing form and can only assume the form of an animal or humanoid. Vanathor can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Bardic Knowledge: Vanathor can use bardic knowledge as a 20th-level bard (+31 modifier on the check).

Blindsense (Ex): Vanathor can pinpoint creatures within a distance of 60 feet. Opponents Vanathor can't actually see still have total concealment against it.

Immunities (Ex): Vanathor is immune to all silence spells and spells that dampen or otherwise affect sound.

Keen Senses (Ex): Vanathor sees four times as well as a human in shadowy illumination and twice as well in normal light.

Songspeech (Su): Vanathor can communicate with any creature via song. This otherwise functions as a tongues spell (caster level 20th).

Skills: Vanathor has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Vanathor and the Draconomicon

If you are using the Draconomicon, the following changes are recommended.

Feats: Replace Shock Wave with Weapon Focus (bite).

Source: Vanathor first appeared in Dragon Magazine #260 ("Spawn of Tiamat, Children of Bahamut", Keith Francis Strohm, p. 51).
 
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Shade

Monster Junkie
Essentially, he is gold (although he is not a true gold dragon).

These were unique dragons published by Keith Francis Strohm in Dragon Magazine pre-3E.
 

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