Ahi the Steel Dragon Working Draft
NOTE: This Working Draft is a restoration of one that was lost when the Enworld Database went down in Sept 2016.
Ahi, the Steel Dragon
Colossal Dragon
Hit Dice: 35d12+245 (472 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 300 ft. (poor)
Armor Class: 37 (–8 size, +35 natural), touch 2, flat-footed 37
Base Attack/Grapple: +35/+62
Attack: Bite +38 melee (4d6+11)
Full Attack: Bite +38 melee (4d6+11) and 2 claws +36 melee (4d6+5) and 2 claws +36 melee (4d6+5) and 2 wings +36 melee (2d8+5) and tail slap +36 melee (4d6+11)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, crush 4d8+16, frightful presence, reduced bite and tail damage, spell-like abilities, spells, tail sweep 2d8+11
Special Qualities: Blindsense 60 ft., darkvision 120 ft., fast healing 3 (from epic feat), gaseous form, immunity to paralysis, poison, and sleep, keen senses, vaporous appearance
Saves: Fort +26, Ref +19, Will +29
Abilities: Str 33, Dex 10, Con 25, Int 30, Wis 31, Cha 30
Skills: Balance +4, Bluff +48, Concentration +45, Diplomacy +56, Disguise +10 (+14 act in character), Intimidate +52, Jump +20, Knowledge (arcane) +48, Knowledge (the planes) +48, Knowledge (nature) +48, Hide +22, Listen +48, Move Silently +38, Search +48, Sense Motive +48, Spellcraft +52 (+56 scrolls), Survival +10 (+14 aboveground, +14 on other planes), Spot +48, Tumble +38, Use Magic Device +48 (+52 scrolls)
Feats: Blind-Fight, Fast Healing, Heighten Spell, Improved Initiative, Multiattack, Quicken Spell-Like Ability (greater dispel magic), Repeat Spell, Spell Focus (Abjuration), Spell Focus (Enchantment), Spell Penetration, Greater Spell Focus (Enchantment), Greater Spell Focus (Abjuration)
Environment: Any sky
Organization: Solitary
Challenge Rating: 22
Treasure: Triple standard
Alignment: Lawful good
Advancement: —
Level Adjustment: —
A shifting cloud shaped into a dragon. It is too misty and fluctuating to pin down its outline or even position.
Like his brother Rahab, Ahi, the Steel Dragon (Draco Ferrosus Carbo), is a unique dragon of unknown origin. Ahi looks like a dragon made out of mist. He is naturally solid but can freely switch to gaseous form. In either state, Ahi's appearance is so hazy it is hard to see where he is.
The steel dragon lives above the clouds in a castle that flies around the world on the west wind. Ahi is a loner who deals with trespassers promptly and strictly. He regularly descends from his castle to hunt for food and seize treasure from evil creatures.
Ahi is 60 feet long weighs 50 tons.
Ahi speaks Draconic, Auran, and Celestial.
Combat
The steel dragon is an incredibly clever combatant who prefers to deal with enemies indirectly. He uses his ability to control the winds and weather to great effect, often driving away intruders without them even seeing him. Ahi tends to use magic and breath weapons in combat, although he is not adverse to melee. He often uses his gaseous form ability to hide in clouds or mists, then maneuvers around to attack his enemies from an unexpected direction.
Breath Weapon (Su): Ahi has three breath weapons: a cone of poison, a cone of scalding vapor, and a cone of vaporizing breath.
The poison breath does 10d8 acid damage (DC 34 Ref save for half damage) and exposes any creature damaged to Ahi's poison.
The scalding breath does 20d8 fire damage (DC 34 Ref save for half damage), and any creature damaged must make a DC 34 Fort save or be blinded for 2d4 rounds.
The vaporizing breath does 10d8 nonlethal damage (DC 34 Ref save for half damage). If a creature is damaged by this breath, it must make a DC 34 Fort save, or it and any objects it carries turn into vapor as if they were affected by the gaseous form spell. This vaporous condition lasts for 1d6+4 minutes. The vaporous creature or object returns to solid form at the end of this duration. The vaporization effect can be neutralized by a dispel magic, remove curse, or break enchantment effect that succeeds at a caster level check against a DC equal to Ahi's spell resistance. A vaporized victim can also be restored by any effect that can transform a gaseous object into a solid one, such as the polymorph any object spell or a vampire's gaseous form ability.
The save DCs are Constitution-based.
Poison (Ex): injury, Fort DC 34, primary damage 2d6 Con, secondary damage 2d6 Con and unconsciousness. The Fort DC is Constitution-based.
Crush (Ex): When flying, Ahi can land on opponents three or more sizes smaller than himself as a standard action, using his whole body to crush them. A crush attack affects as many creatures as can fit under Ahi's body. Each creature in the affected area must succeed on a DC 34 Reflex save or be pinned, automatically taking 4d8+18 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Ahi chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.
Frightful Presence (Ex): Ahi can unsettle foes with his mere presence. The power takes effect automatically whenever Ahi attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have 35 or fewer Hit Dice. An affected creature can resist the effects by making a Will save (DC 37). A successful saving throw makes a creature immune to Ahi's frightful presence for one day. Creatures with 4 Hit Dice or fewer become panicked for 4d6 rounds if they fail their saving throws. Creatures with 5 or more Hit Dice become shaken for 4d6 rounds if they fail their saving throws. Dragons ignore the effects of Ahi's frightful presence.
Gaseous Form (Su): Ahi can assume gaseous form at will as a standard action, but he can remain gaseous indefinitely and has a fly speed of 300 feet with perfect maneuverability.
Keen Senses (Ex): Ahi sees four times as well a human in shadowy illumination and twice as well in normal light. He also has darkvision out to 120 feet.
Reduced Bite and Tail Damage (Ex): Ahi only adds his Strength bonus to the damage of his tail slap and tail sweep attacks. His slender tail is not powerful enough to add 1½ times his Strength bonus like most true dragons. Because of his small fangs and weak jaws, Ahi deals bite damage as if he were one size category smaller.
Spell-Like Abilities: At will—control winds; 5/day—greater dispel magic, suggestion; 3/day—control weather, limited wish, wind walk; 1/day—elemental swarm (air only), power word blind, whirlwind. Caster level 20th. The save DCs are Charisma-based.
Spells: Ahi casts spells as a 17th-level sorcerer. The steel dragon can cast spells of the Good, Luck and Weather domains as arcane spells.
Sorcerer Spells Known: (6/9/9/8/8/8/8/7/5; save DC 20 + spell level):
0—arcane mark, daze, detect magic, mage hand, message, prestidigitation, ray of frost, read magic, resistance;
1st—color spray, entropic shield, obscuring mist, protection from evil, ray of enfeeblement;
2nd—aid, fog cloud, glitterdust, gust of wind, invisibility;
3rd—arcane sight, dispel magic, lightning bolt, suggestion;
4th—freedom of movement, holy smite, scrying, solid fog;
5th—break enchantment, dispel evil, feeblemind, wall of force;
6th—blade barrier, geas/quest, true seeing;
7th—greater teleport, mass hold person, spell turning;
8th—holy aura, moment of prescience.
Vaporous Appearance (Ex): Ahi's appearance as a roiling dragon-shaped cloud makes it difficult to surmise his true location. Any melee or ranged attack directed at Ahi has a 50% miss chance unless the attacker can locate the steel dragon by some means other than sight. A true seeing effect allows the user to see Ahi's position, but see invisible has no effect.
Originally appeared in Dragon Magazine #62 (“Steel Dragon - Grey Dragon” by Pat Reinken, June 1982).
* SNIP *
Rahab, the Grey Dragon
Colossal Dragon
Hit Dice: 35d12+245 (472 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 50 ft. (poor)
Armor Class: 40 (–8 size, +3 profane, +35 natural), touch 5, flat-footed 40
Base Attack/Grapple: +35/+63
Attack: Bite +40 melee (4d8+12/19-20 plus 1d6 on a critical hit)
Full Attack: Bite +40 melee (4d8+12/19-20 plus 1d6 on a critical hit) and 2 claws +37 melee (4d6+6) and 2 claws +35 melee (4d6+6) and 2 wings +37 melee (2d8+6) and tail slap +37 melee (4d6+18)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Alacritous claws, aura of profane darkness, breath weapon, crush 4d8+18, frightful presence, pounce, spell-like abilities, spells, tail sweep 2d8+18
Special Qualities: Blindsense 60 ft., darkvision 120 ft., fast healing 3 (from epic feat), immunity to paralysis, poison, and sleep, keen senses, see in darkness
Saves: Fort +30, Ref +23, Will +25
Abilities: Str 35, Dex 10, Con 25, Int 14, Wis 15, Cha 16
Skills: Concentration +45, Intimidate +21, Knowledge (the planes) +40, Listen +40, Move Silently +38, Search +40, Spellcraft +40 (+42 scrolls), Spot +40, Survival +2 (+4 following tracks, +4 on other planes), Use Magic Device +23 (+25 scrolls)
Feats: Cleave, Devastating Critical (bite, DC 39), Fast Healing, Great Cleave, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Overwhelming Critical (bite), Power Attack, Snatch, Weapon Focus (bite)
Environment: Underground
Organization: Solitary
Challenge Rating: 22
Treasure: Triple standard
Alignment: Chaotic evil
Advancement: —
Level Adjustment: —
Thick, palpable darkness approaches, swallowing all light. Within can be heard the deep breathing of something incredibly large, accompanied by the scraping of scales and claws on the cavern floor.
Rahab, the Grey Dragon (Draco Nox Diabolus), is among the most hated members of dragonkind. His origins are concealed as well as his true form within the ever-present darkness that surrounds him. Some legends suggest that he's a unique half-black/half-brass dragon, filled with anger toward both factions that gave him life. Other tales suggest he is a failed experiment of Tiamat, or perhaps a former chosen consort that was cast aside for an unknown transgression and forever cloaked in darkness so she need never see him. Still others claim he is a metallic dragon that turned to evil and darkness, or possibly a radiant dragon corrupted by demons. The oldest legend says Rahab hatched from the same egg as Ahi the Steel Dragon and the twin dragons grew up to be complete opposites.
Rahab makes his lair in the deepest cavern of a remote mountain range. He never ventures forth from this lair, but has a network of charmed minions to bring him anything he desires.
The grey dragon is 48 feet long weighs 50 tons. Rahab is continually cloaked in darkness, so few see his true appearance. The Grey Dragon is long, flat, and sleek, akin to a crouching panther. His long, thin tail ends in an arrowlike point. His face is crocodilian, with large, yellow eyes and a pair of twisted horns. His scales are all a dull gray color.
Rahab speaks Draconic, Abyssal, and Undercommon.
Combat
Rahab uses the permanent darkness that surrounds him (and his ability to see through it) to great advantage. In melee, he fights like a panther, stalking prey until an optimal moment, then leaping forth and unleashing a swift barrage of attacks. However, Rahab is just as likely to use his magical abilities to toy with prey.
Alacritous Claws (Su): When making a full attack, Rahab may make two additional claw attacks with a -2 penalty.
Aura of Profane Darkness (Ex): Rahab is continually surrounded by a darkness effect (as the deeper darkness spell) to a radius of 30 feet.
Nonevil creatures within the aura also take unholy damage. Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures of neither good nor evil take 1d6 points of damage.
While the aura is active, Rahab receives a +3 profane bonus to Armor Class and a +4 resistance bonus on saving throws. These bonuses are already included in the statistics above.
Any light effect or similar effect brought into the area of the profane darkness is suppressed until brought outside of the aura of darkness. Once brought outside the aura of darkness, the light effect resumes. While this darkness will suppress a daylight spell, a daylight spell does not affect Rahab's aura. A sunburst effect suppresses the aura for 5 rounds. When Rahab dies, the aura of profane darkness fades away in 1d3 rounds.
Breath Weapon (Su): Once every 1d4 rounds, Rahab can breath a 60-foot cone of magic gas. Any creature in the cone that fails a DC 34 Reflex save is instantaneously charmed by Rahab (as the charm monster spell). This condition can only be removed by break enchantment or similar magic if the caster succeeds at a DC 32 caster level check. The save DC is Constitution-based.
Crush (Ex): When flying, Rahab can land on opponents three or more sizes smaller than himself as a standard action, using his whole body to crush them. A crush attack affects as many creatures as can fit under Rahab's body. Each creature in the affected area must succeed on a DC 34 Reflex save or be pinned, automatically taking 4d8+18 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Rahab chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.
Frightful Presence (Ex): Rahab can unsettle foes with his mere presence. The power takes effect automatically whenever Rahab attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have 35 or fewer Hit Dice. An affected creature can resist the effects by making a Will save (DC 30). A successful saving throw makes a creature immune to Rahab's frightful presence for one day. Creatures with 4 Hit Dice or fewer become panicked for 4d6 rounds if they fail their saving throws. Creatures with 5 or more Hit Dice become shaken for 4d6 rounds if they fail their saving throws. Dragons ignore the effects of Rahab's frightful presence.
Keen Senses (Ex): Rahab sees four times as well a human in shadowy illumination and twice as well in normal light. He also has darkvision out to 120 feet.
Pounce (Ex): If Rahab charges a foe, he can make a full attack.
See in Darkness (Su): Rahab can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Spell-Like Abilities: At will—greater dispel magic; 5/day—shadow conjuration, shadow evocation; 3/day—greater shadow conjuration, greater shadow evocation, suggestion (DC 16); 1/day—power word stun, shades. Caster level 20th. The save DCs are Charisma-based.
Spells: Rahab casts spells as an 11th-level sorcerer. The grey dragon can cast spells of the Darkness, Evil and Madness domains as arcane spells.
Sorcerer Spells Known: (6/7/7/7/6/4; save DC 13 + spell level):
0—arcane mark, detect magic, detect poison, ghost sound, mage hand, message, prestidigitation, read magic, resistance;
1st—alarm, identify, lesser confusion, protection from good, true strike;
2nd—blindness, command undead, eagle's splendor, hideous laughter, whispering wind;
3rd—blacklight, dispel magic, stinking cloud, vampiric touch;
4th—charm monster, confusion, crushing despair;
5th—dominate person, nightmare.
Tail Sweep (Ex): Rahab can sweep with his tail as a standard action. The sweep affects creatures four or more size categories smaller than Rahab within a 40-foot-radius half-circle centered on Rahab's rear. Each affected creature that fails a Reflex save (DC 34 half) takes 2d8+18 points of damage. The save DC is Constitution-based.