BOZ said:surprise!![]()
BOZ said:HIT DICE: 25 (169 hp)
SIZE: G (exact size unknown)
BOZ said:Vore Lekiniskiy attacks using his foreclaws and bite, or he can execute any of the special attacks described in the "Dragon" entry of the MONSTROUS MANUAL™ tome except those that require flight or quick movement - Vore Lekiniskiy is tied to the mountain.
BOZ said:Vore's breath weapon is like the erupting of a volcano. It is not just fire - but lava and molten rock as well. Because of his tie to the mountain, Vore may use his fiery breath once every three rounds, but it causes him 10 hp internal damage for every blast beyond the first. His breath is a 30' cone that extends at its widest point to 15 feet. It inflicts 25d6+25 hp damage on anything within that area, though victims may attempt to save vs. breath weapon for half. Nonmagical and magical objects must save vs. magical fire or be instantly burned to a crisp. On the following round, anything or any creature within the path of Vore's breath weapon must make a saving throw again or be overcome by the lava that rushes down the mountainside (Vore is smart enough to never breathe uphill.) The lava inflicts 15d6+15 hp damage to anything in a 15' wide area within 100 feet of Vore's snout.
BOZ said:Vore cannot hunt or move from the mountain, but he can emerge anywhere on the mountain in 2d4 rounds. He can retreat the same way and at the same pace. He can attack while retreating, but he usually retracts his head first, making his claw attacks at 4 until they return to the mountain.
BOZ said:Vore's gaze attack forces opponents to save vs. paralyzation at 4 or be paralyzed for 1d3 turns. He uses this to trap unwary trespassers so that he may occasionally feed (he grows hungrier as he wins free of the mountain). He seldom troubles with the power to automatically use geas, suggestion, or feeblemind on anyone trapped in his gaze, but this may change.
BOZ said:When Vore erupts from the mountainside, he causes an earthquake that forces everyone on the mountain to save vs. paralyzation or be thrown to the ground. The DM may allow modifiers to the saving throw based on how close the characters are to where Vore is erupting. Any character that sees Master Fire Worm ready for battle must save vs. spell at 4 or succumb to a fear spell.
BOZ said:Vore Lekiniskiy can cast wizard spells at the 20th level of ability and has access to nearly any spell available on Cerilia. Recently, there is evidence that Vore has access to realm magic as well (see the BIRTHRIGHT Campaign Set), though this has yet to be confirmed. Fortunately, Vore seldom uses his magical energy to cast spells - he is too concerned with freeing himself from the mountain.
That would translate to SR 34 or thereabouts.Shade said:Note that his spell resistance is 10% better than a great wyrm red dragon in 2E.
well, for a hint, 2E red dragon great wyrms had 23 HD, so obviously he's supposed to have more than them. we could be consistent, and give it 42 HD which would be 2 more than a modern great wyrm red dragon.Shade said:For starters, I'd argue that he's Colossal rather than Gargantuan. Either way, 25 HD is too low nowadays. I'd recommend modeling him after a red dragon. In that case, we're looking at 28-37 HD for Gargantuan, or 38+ HD for Colossal.
Vore Lekiniskiy attacks using his foreclaws and bite, or he can execute any of the special attacks described in the "Dragon" entry of the MONSTROUS MANUAL™ tome except those that require flight or quick movement - Vore Lekiniskiy is tied to the mountain.
Shade said:So I assume that means bite and claws and possibly tail slap and tail sweep, but rules out crush. What about wing buffets?
Vore's breath weapon is like the erupting of a volcano. It is not just fire - but lava and molten rock as well. Because of his tie to the mountain, Vore may use his fiery breath once every three rounds, but it causes him 10 hp internal damage for every blast beyond the first. His breath is a 30' cone that extends at its widest point to 15 feet. It inflicts 25d6+25 hp damage on anything within that area, though victims may attempt to save vs. breath weapon for half. Nonmagical and magical objects must save vs. magical fire or be instantly burned to a crisp. On the following round, anything or any creature within the path of Vore's breath weapon must make a saving throw again or be overcome by the lava that rushes down the mountainside (Vore is smart enough to never breathe uphill.) The lava inflicts 15d6+15 hp damage to anything in a 15' wide area within 100 feet of Vore's snout.
Shade said:I'd advise changing the frequency to match that of other dragons (1d4 rounds). We can look to the lava rules for the secondary effect.
Vore cannot hunt or move from the mountain, but he can emerge anywhere on the mountain in 2d4 rounds. He can retreat the same way and at the same pace. He can attack while retreating, but he usually retracts his head first, making his claw attacks at 4 until they return to the mountain.
is that what he's doing, or is he moving through some sort of passageways in the mountain itself?Shade said:Maybe we can mimic the meld into stone spell?
Vore's gaze attack forces opponents to save vs. paralyzation at 4 or be paralyzed for 1d3 turns. He uses this to trap unwary trespassers so that he may occasionally feed (he grows hungrier as he wins free of the mountain). He seldom troubles with the power to automatically use geas, suggestion, or feeblemind on anyone trapped in his gaze, but this may change.
cool - are those other powers spell-like abilities, or examples of spells he should be able to cast?Shade said:Gaze (Su): Paralysis for 1d3 minutes, X feet, Will DC X negates. The save DC is Charisma-based.
When Vore erupts from the mountainside, he causes an earthquake that forces everyone on the mountain to save vs. paralyzation or be thrown to the ground. The DM may allow modifiers to the saving throw based on how close the characters are to where Vore is erupting. Any character that sees Master Fire Worm ready for battle must save vs. spell at 4 or succumb to a fear spell.
or after actual earthquakes from the (IIRC) DMG. might as well do frightful presence, since he is a dragon.Shade said:Model after earthquake spell for the former, and frightful presence obviously for the latter.
Vore Lekiniskiy can cast wizard spells at the 20th level of ability and has access to nearly any spell available on Cerilia. Recently, there is evidence that Vore has access to realm magic as well (see the BIRTHRIGHT Campaign Set), though this has yet to be confirmed. Fortunately, Vore seldom uses his magical energy to cast spells - he is too concerned with freeing himself from the mountain.
maybe so, but he "has access to nearly any spell available on Cerilia"Shade said:I think we should give him sorcerer spellcasting like most true dragons.
i don't have any good reason to say no.Shade said:Other dragon traits to consider:
Damage reduction
Keen senses
BOZ said:what issue, article, and author was this from again?
BOZ said:well, for a hint, 2E red dragon great wyrms had 23 HD, so obviously he's supposed to have more than them. we could be consistent, and give it 42 HD which would be 2 more than a modern great wyrm red dragon.![]()
BOZ said:well, the Monstrous Manual lists claw/claw/bite routine (which is accounted for in the old stat block), as well as snatch, plummet (which is now crush), kick behind(which i think dragons no longer have), wing buffets, tail slap, and stop (which is now the Hover feat). i'd say snatch and hover are right out. i'd say tail slap/sweep are debatable since the dragon doesn't appear to move more than its front half outside the mountain. wing buffet might actually work.
BOZ said:is that what he's doing, or is he moving through some sort of passageways in the mountain itself?
BOZ said:cool - are those other powers spell-like abilities, or examples of spells he should be able to cast?
BOZ said:or after actual earthquakes from the (IIRC) DMG. might as well do frightful presence, since he is a dragon.![]()
BOZ said:maybe so, but he "has access to nearly any spell available on Cerilia"which is something that sorcerers tend to lack.