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Dragon Gods (Aasterinian, Chronepsis, and Faluzure)
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<blockquote data-quote="BOZ" data-source="post: 472500" data-attributes="member: 1241"><p>OK, as promised, worked out the rest of the major parts of the stat blocks today. Please, take your time, look everything over, make sure the numbers and calculations are in the right places (mathematically speaking, not opinion-wise). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Now that we’ve got that stuff mostly figured out, we need to give these three Domain Powers, Spell-Like Abilities, Salient Divine Abilities, Sorcerer Spells Known, and Possessions (if needed?). I really don’t know what to do, or even how to do these things. Help! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>We also need to give them Skills and Feats. Both dragon gods in the DDG have the following:</p><p>Skills: Alchemy, Bluff, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), Listen, Scry, Search, Sense Motive, Spellcraft, Spot, Wilderness Lore</p><p>Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Great Cleave, Hover, Improved Critical (bite), Improved Initiative, Power Attack, Snatch, Wingover</p><p></p><p></p><p></p><p></p><p>AASTERINIAN</p><p>Colossal Dragon (Fire)</p><p>Divine Rank: 10</p><p>Hit Dice: 46d12+552 (1,104 hp)</p><p>Initiative: +4 (Improved Initiative)</p><p>Speed: 140 ft, fly 300 ft (perfect), swim 230 ft</p><p>AC: 59 (-8 size, +10 divine, +45 natural +12 deflection)</p><p>Attacks: Bite +66 melee, 2 claws +61 melee, 2 wings +61 melee, tail slap +61 melee; or spell +66 melee touch or +48 ranged touch</p><p>Damage: Bite 4d8+18, claw 2d8+9, wing 2d8+9, tail slap 4d6+9; or by spell</p><p>Face/Reach: 40 ft by 80 ft/15 ft</p><p>Special Attacks: Breath weapons, crush, tail sweep, spells, spell-like abilities, domain powers, salient divine abilities, swallow whole</p><p>Special Qualities: SR 42, damage reduction 45/+4, fire resistance 30, dawn magic</p><p>Saves: Fort +47, Ref +35, Will +46</p><p>Abilities: Str 46, Dex 10, Con 35, Int 35, Wis 33, Cha 35</p><p>Skills: Hide +, Spot +</p><p>Feats: Improved Initiative</p><p></p><p> Breath Weapons (Su): Aasterinian has three different breath weapons.</p><p> Fire: A line of fire 170 feet long that deals 12d6 points of damage. A Reflex save (DC 55) reduces the damage by half.</p><p> Sleep: A cone of sleep 85 long. Creatures within the cone must succeed at a Will save (DC 55) or fall asleep, regardless of HD, for 1d6+10 rounds.</p><p> Spiral of Degeneration: A swirling mist fills a cone 120 feet long, and settles into a 50-foot radius sphere that moves 10 feet in a random direction every round. Creatures within the cone that are hostile to Aasterinian find that the fabric of reality is altered to change events. For the next hour, the area of effect is 50% likely to be active each round. This causes spellcasters to lose one currently memorized spell from each spell level. Aasterinian is not immune to the effects of this breath weapon. All attempts at verbal communication in this area become unintelligible babbling. Mind-affecting magic as well as any sort of magical communication is impossible in this area. Anyone who attempts to use such magic will be stunned for one round per level of the spell cast.</p><p> This also affects magic items in the following ways: Weapons and armor lose one level of enhancement bonus (a longsword +2 becomes a longsword +1). Magic items with charges are permanently drained of 1d10 charges. Potions and scrolls are rendered permanently useless. All other permanent magic items are rendered inoperable. Permanent magic items regain their effects when the spiral of degeneration ends, or 1d10 round after being brought out of the area of effect; single use and charged items are not restored.</p><p> Once Aasterinian uses a breath weapon, she must wait 1d4 rounds before she can breathe again, no matter which breath weapon she has used.</p><p> Dawn Magic (Su): Aasterinian’s magic is more potent from one hour before dawn, until one hour after dawn. During this time, saving throws against her spells are subject to a –3 penalty (cumulative with any other penalties in effect), and her Spell Resistance increases by +3.</p><p> Crush (Ex): Aasterinian can land on foes as a standard action, using her whole body to crush them. Crush attacks are effective only against opponents that are Large or smaller. A crush attack affects as many creatures as can fit under Aasterinian’s body. Creatures in the affected area must succeed at Reflex saves (DC 55) or be pinned automatically, taking (4d8+27) damage each round until Aasterinian moves. Aasterinian can maintain the pin as a normal grapple attack.</p><p> Tail Sweep (Ex): As a standard action, Aasterinian can sweep her tail in a half-circle with a 40-foot diameter. Medium-size or smaller creatures within the tail sweep area automatically take (2d8+27) points of damage and must succeed at a Reflex save (DC 55) to avoid being knocked down.</p><p> Swallow Whole (Ex): Aasterinian can try to swallow an opponent of Huge size or smaller. To do so, she needs only to make a successful bite attack with a natural 14 or better. If the victim fails at a Reflex save (DC 55), it is slain instantly and all of its equipment is destroyed.</p><p> Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.</p><p> Salient Divine Abilities: Spell Immunity*. * Unique ability, described below.</p><p> Cleric Spells/Day: 6/8/8/8/7/7/6/6/5/5; base DC = 21 + spell level.</p><p> Sorcerer Spells Known: (6/9/9/9/9/8/8/8/8/7; base DC = 22 + spell level):</p><p> Spell Immunity (unique salient divine ability): Aasterinian is immune to the effect of any spell or spell-like ability of 5th level or lower.</p><p></p><p></p><p></p><p></p><p>CHRONEPSIS</p><p>Colossal Dragon</p><p>Divine Rank: 15</p><p>Hit Dice: 49d12+539 (1,127 hp)</p><p>Initiative: +4 (Improved Initiative)</p><p>Speed: 140 ft, fly 500 ft (perfect)</p><p>AC: 70 (-8 size, +15 divine, +48 natural +15 deflection)</p><p>Attacks: Bite +75 melee, 2 claws +70 melee, 2 wings +70 melee, tail slap +70 melee; or spell +75 melee touch or +56 ranged touch</p><p>Damage: Bite 0, claw 0, wing 0, tail slap 0; or by spell</p><p>Face/Reach: 40 ft by 80 ft/15 ft</p><p>Special Attacks: Breath weapons, crush, tail sweep, spells, spell-like abilities, domain powers, salient divine abilities</p><p>Special Qualities: SR 47, damage reduction 50/+4, fire resistance 35</p><p>Saves: Fort +52, Ref +41, Will +56</p><p>Abilities: Str 49, Dex 10, Con 33, Int 39, Wis 40, Cha 40</p><p>Skills: Hide +, Spot +</p><p>Feats: Improved Initiative</p><p></p><p> Breath Weapons (Su): Chronepsis’ sole breath weapon is a line of magical force that stretches up to 300 feet away. When the line strikes an object or creature, it becomes the center of a cube of disintegration, 100 feet on each side. This effect affects living matter only, and requires a Reflex save (DC 60) to avoid. Chronepsis and his harp are immune to this effect.</p><p> Once Chronepsis uses his breath weapon, he must wait 1d6 rounds before he can breathe again.</p><p> Crush (Ex): Chronepsis can land on foes as a standard action, using his whole body to crush them. Crush attacks are effective only against opponents that are Large or smaller. A crush attack affects as many creatures as can fit under Chronepsis’s body. Creatures in the affected area must succeed at Reflex saves (DC 60) or be pinned automatically, taking (4d8+28) damage each round until Chronepsis moves. Chronepsis can maintain the pin as a normal grapple attack.</p><p> Tail Sweep (Ex): As a standard action, Chronepsis can sweep his tail in a half-circle with a 40-foot diameter. Medium-size or smaller creatures within the tail sweep area automatically take (2d8+28) points of damage and must succeed at a Reflex save (DC 60) to avoid being knocked down.</p><p> Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.</p><p> Salient Divine Abilities: Alter Size, Annihilating Strike, Hand of Death, Life and Death, Spell Immunity*. * Unique ability, described below.</p><p> Cleric Spells/Day: 6/9/9/9/8/8/7/7/6/6; base DC = 25 + spell level.</p><p> Sorcerer Spells Known: (6/10/10/9/9/9/9/8/8/8; base DC = 24 + spell level):</p><p> Spell Immunity (unique salient divine ability): Chronepsis is immune to the effect of any spell or spell-like ability of 7th level or lower, as well as any sort of petrification effect, and wish spells that would affect his true nature (i.e., alignment, ability scores, etc.).</p><p> Possessions: Harp</p><p></p><p></p><p></p><p></p><p>FALUZURE</p><p>Colossal Dragon</p><p>Divine Rank: 10</p><p>Hit Dice: 45d12+540 (1,080 hp)</p><p>Initiative: +4 (Improved Initiative)</p><p>Speed: 50 ft, burrow 30 ft</p><p>AC: 59 (-8 size, +10 divine, +44 natural +13 deflection)</p><p>Attacks: Bite +64 melee, 2 claws +59 melee, tail slap +59 melee; or spell +64 melee touch or +47 ranged touch</p><p>Damage: Bite 4d8+17 plus special damage, claw 2d8+8 plus special damage, tail slap 4d6+8 plus special damage; or by spell</p><p>Face/Reach: 40 ft by 80 ft/15 ft</p><p>Special Attacks: Breath weapons, crush, tail sweep, spells, spell-like abilities, domain powers, salient divine abilities, special damage, undead mastery</p><p>Special Qualities: SR 42, damage reduction 45/+4, fire resistance 30</p><p>Saves: Fort +46, Ref +34, Will +45</p><p>Abilities: Str 45, Dex 10, Con 35, Int 37, Wis 33, Cha 37</p><p>Skills: Hide +, Spot +</p><p>Feats: Improved Initiative</p><p></p><p> Breath Weapons (Su): Faluzure’s breath weapon is a cloud of billowing, smoky shadows 30 feet high, 40 feet wide, and 50 feet long, with an energy drain effect. Creatures within the cone gain 10 negative levels; the saving throw to remove the negative level is DC 54. A successful Reflex save (DC 54) reduces the number of negative levels by half. Creatures reduced to zero level or below become juju zombies under control of Faluzure. These vapors also cause a disease (Fort save DC 54) that is fatal in 2d4 hours, unless cured by a cleric of 12th-level or higher.</p><p> Once Faluzure uses his breath weapon, he must wait 1d6 rounds before he can breathe again.</p><p> Crush (Ex): Faluzure can land on foes as a standard action, using his whole body to crush them. Crush attacks are effective only against opponents that are Large or smaller. A crush attack affects as many creatures as can fit under Faluzure’s body. Creatures in the affected area must succeed at Reflex saves (DC 54) or be pinned automatically, taking (4d8+25) damage each round until Faluzure moves. Faluzure can maintain the pin as a normal grapple attack.</p><p> Tail Sweep (Ex): As a standard action, Faluzure can sweep his tail in a half-circle with a 40-foot diameter. Medium-size or smaller creatures within the tail sweep area automatically take (2d8+25) points of damage and must succeed at a Reflex save (DC 54) to avoid being knocked down.</p><p> Special Damage (Su): Faluzure can cause permanent paralysis and fear with any successful melee attack with his natural weapons. Victims must make one successful Fort save (DC 54) for each effect; if the victim fails both saves, it becomes permanently insane.</p><p> Undead Mastery (Su): Faluzure has the ability to command undead as a 20th-level cleric. He can animate dead at will, and summon 3d4 shadows per round.</p><p> Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.</p><p> Salient Divine Abilities: Spell Immunity*. * Unique ability, described below.</p><p> Cleric Spells/Day: 6/8/8/8/7/7/6/6/5/5; base DC = 21 + spell level.</p><p> Sorcerer Spells Known: (6/10/9/9/9/9/8/8/8/8; base DC = 23 + spell level):</p><p> Spell Immunity (unique salient divine ability): Faluzure is immune to the effect of any spell or spell-like ability of 5th level or lower, as well as any sort of petrification effect.</p><p></p><p></p><p></p><p>Sources for Aasterinian, Chronepsis, and Faluzure:</p><p>Monster Mythology (1992).</p><p>Planescape Campaign Setting (1994) – Chronepsis.</p><p>Planes of Chaos (1994) – Aasterinian.</p><p>Planes of Conflict (1995) – Faluzure.</p><p>Defenders of the Faith (2001).</p></blockquote><p></p>
[QUOTE="BOZ, post: 472500, member: 1241"] OK, as promised, worked out the rest of the major parts of the stat blocks today. Please, take your time, look everything over, make sure the numbers and calculations are in the right places (mathematically speaking, not opinion-wise). ;) Now that we’ve got that stuff mostly figured out, we need to give these three Domain Powers, Spell-Like Abilities, Salient Divine Abilities, Sorcerer Spells Known, and Possessions (if needed?). I really don’t know what to do, or even how to do these things. Help! :) We also need to give them Skills and Feats. Both dragon gods in the DDG have the following: Skills: Alchemy, Bluff, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), Listen, Scry, Search, Sense Motive, Spellcraft, Spot, Wilderness Lore Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Great Cleave, Hover, Improved Critical (bite), Improved Initiative, Power Attack, Snatch, Wingover AASTERINIAN Colossal Dragon (Fire) Divine Rank: 10 Hit Dice: 46d12+552 (1,104 hp) Initiative: +4 (Improved Initiative) Speed: 140 ft, fly 300 ft (perfect), swim 230 ft AC: 59 (-8 size, +10 divine, +45 natural +12 deflection) Attacks: Bite +66 melee, 2 claws +61 melee, 2 wings +61 melee, tail slap +61 melee; or spell +66 melee touch or +48 ranged touch Damage: Bite 4d8+18, claw 2d8+9, wing 2d8+9, tail slap 4d6+9; or by spell Face/Reach: 40 ft by 80 ft/15 ft Special Attacks: Breath weapons, crush, tail sweep, spells, spell-like abilities, domain powers, salient divine abilities, swallow whole Special Qualities: SR 42, damage reduction 45/+4, fire resistance 30, dawn magic Saves: Fort +47, Ref +35, Will +46 Abilities: Str 46, Dex 10, Con 35, Int 35, Wis 33, Cha 35 Skills: Hide +, Spot + Feats: Improved Initiative Breath Weapons (Su): Aasterinian has three different breath weapons. Fire: A line of fire 170 feet long that deals 12d6 points of damage. A Reflex save (DC 55) reduces the damage by half. Sleep: A cone of sleep 85 long. Creatures within the cone must succeed at a Will save (DC 55) or fall asleep, regardless of HD, for 1d6+10 rounds. Spiral of Degeneration: A swirling mist fills a cone 120 feet long, and settles into a 50-foot radius sphere that moves 10 feet in a random direction every round. Creatures within the cone that are hostile to Aasterinian find that the fabric of reality is altered to change events. For the next hour, the area of effect is 50% likely to be active each round. This causes spellcasters to lose one currently memorized spell from each spell level. Aasterinian is not immune to the effects of this breath weapon. All attempts at verbal communication in this area become unintelligible babbling. Mind-affecting magic as well as any sort of magical communication is impossible in this area. Anyone who attempts to use such magic will be stunned for one round per level of the spell cast. This also affects magic items in the following ways: Weapons and armor lose one level of enhancement bonus (a longsword +2 becomes a longsword +1). Magic items with charges are permanently drained of 1d10 charges. Potions and scrolls are rendered permanently useless. All other permanent magic items are rendered inoperable. Permanent magic items regain their effects when the spiral of degeneration ends, or 1d10 round after being brought out of the area of effect; single use and charged items are not restored. Once Aasterinian uses a breath weapon, she must wait 1d4 rounds before she can breathe again, no matter which breath weapon she has used. Dawn Magic (Su): Aasterinian’s magic is more potent from one hour before dawn, until one hour after dawn. During this time, saving throws against her spells are subject to a –3 penalty (cumulative with any other penalties in effect), and her Spell Resistance increases by +3. Crush (Ex): Aasterinian can land on foes as a standard action, using her whole body to crush them. Crush attacks are effective only against opponents that are Large or smaller. A crush attack affects as many creatures as can fit under Aasterinian’s body. Creatures in the affected area must succeed at Reflex saves (DC 55) or be pinned automatically, taking (4d8+27) damage each round until Aasterinian moves. Aasterinian can maintain the pin as a normal grapple attack. Tail Sweep (Ex): As a standard action, Aasterinian can sweep her tail in a half-circle with a 40-foot diameter. Medium-size or smaller creatures within the tail sweep area automatically take (2d8+27) points of damage and must succeed at a Reflex save (DC 55) to avoid being knocked down. Swallow Whole (Ex): Aasterinian can try to swallow an opponent of Huge size or smaller. To do so, she needs only to make a successful bite attack with a natural 14 or better. If the victim fails at a Reflex save (DC 55), it is slain instantly and all of its equipment is destroyed. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Spell Immunity*. * Unique ability, described below. Cleric Spells/Day: 6/8/8/8/7/7/6/6/5/5; base DC = 21 + spell level. Sorcerer Spells Known: (6/9/9/9/9/8/8/8/8/7; base DC = 22 + spell level): Spell Immunity (unique salient divine ability): Aasterinian is immune to the effect of any spell or spell-like ability of 5th level or lower. CHRONEPSIS Colossal Dragon Divine Rank: 15 Hit Dice: 49d12+539 (1,127 hp) Initiative: +4 (Improved Initiative) Speed: 140 ft, fly 500 ft (perfect) AC: 70 (-8 size, +15 divine, +48 natural +15 deflection) Attacks: Bite +75 melee, 2 claws +70 melee, 2 wings +70 melee, tail slap +70 melee; or spell +75 melee touch or +56 ranged touch Damage: Bite 0, claw 0, wing 0, tail slap 0; or by spell Face/Reach: 40 ft by 80 ft/15 ft Special Attacks: Breath weapons, crush, tail sweep, spells, spell-like abilities, domain powers, salient divine abilities Special Qualities: SR 47, damage reduction 50/+4, fire resistance 35 Saves: Fort +52, Ref +41, Will +56 Abilities: Str 49, Dex 10, Con 33, Int 39, Wis 40, Cha 40 Skills: Hide +, Spot + Feats: Improved Initiative Breath Weapons (Su): Chronepsis’ sole breath weapon is a line of magical force that stretches up to 300 feet away. When the line strikes an object or creature, it becomes the center of a cube of disintegration, 100 feet on each side. This effect affects living matter only, and requires a Reflex save (DC 60) to avoid. Chronepsis and his harp are immune to this effect. Once Chronepsis uses his breath weapon, he must wait 1d6 rounds before he can breathe again. Crush (Ex): Chronepsis can land on foes as a standard action, using his whole body to crush them. Crush attacks are effective only against opponents that are Large or smaller. A crush attack affects as many creatures as can fit under Chronepsis’s body. Creatures in the affected area must succeed at Reflex saves (DC 60) or be pinned automatically, taking (4d8+28) damage each round until Chronepsis moves. Chronepsis can maintain the pin as a normal grapple attack. Tail Sweep (Ex): As a standard action, Chronepsis can sweep his tail in a half-circle with a 40-foot diameter. Medium-size or smaller creatures within the tail sweep area automatically take (2d8+28) points of damage and must succeed at a Reflex save (DC 60) to avoid being knocked down. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Size, Annihilating Strike, Hand of Death, Life and Death, Spell Immunity*. * Unique ability, described below. Cleric Spells/Day: 6/9/9/9/8/8/7/7/6/6; base DC = 25 + spell level. Sorcerer Spells Known: (6/10/10/9/9/9/9/8/8/8; base DC = 24 + spell level): Spell Immunity (unique salient divine ability): Chronepsis is immune to the effect of any spell or spell-like ability of 7th level or lower, as well as any sort of petrification effect, and wish spells that would affect his true nature (i.e., alignment, ability scores, etc.). Possessions: Harp FALUZURE Colossal Dragon Divine Rank: 10 Hit Dice: 45d12+540 (1,080 hp) Initiative: +4 (Improved Initiative) Speed: 50 ft, burrow 30 ft AC: 59 (-8 size, +10 divine, +44 natural +13 deflection) Attacks: Bite +64 melee, 2 claws +59 melee, tail slap +59 melee; or spell +64 melee touch or +47 ranged touch Damage: Bite 4d8+17 plus special damage, claw 2d8+8 plus special damage, tail slap 4d6+8 plus special damage; or by spell Face/Reach: 40 ft by 80 ft/15 ft Special Attacks: Breath weapons, crush, tail sweep, spells, spell-like abilities, domain powers, salient divine abilities, special damage, undead mastery Special Qualities: SR 42, damage reduction 45/+4, fire resistance 30 Saves: Fort +46, Ref +34, Will +45 Abilities: Str 45, Dex 10, Con 35, Int 37, Wis 33, Cha 37 Skills: Hide +, Spot + Feats: Improved Initiative Breath Weapons (Su): Faluzure’s breath weapon is a cloud of billowing, smoky shadows 30 feet high, 40 feet wide, and 50 feet long, with an energy drain effect. Creatures within the cone gain 10 negative levels; the saving throw to remove the negative level is DC 54. A successful Reflex save (DC 54) reduces the number of negative levels by half. Creatures reduced to zero level or below become juju zombies under control of Faluzure. These vapors also cause a disease (Fort save DC 54) that is fatal in 2d4 hours, unless cured by a cleric of 12th-level or higher. Once Faluzure uses his breath weapon, he must wait 1d6 rounds before he can breathe again. Crush (Ex): Faluzure can land on foes as a standard action, using his whole body to crush them. Crush attacks are effective only against opponents that are Large or smaller. A crush attack affects as many creatures as can fit under Faluzure’s body. Creatures in the affected area must succeed at Reflex saves (DC 54) or be pinned automatically, taking (4d8+25) damage each round until Faluzure moves. Faluzure can maintain the pin as a normal grapple attack. Tail Sweep (Ex): As a standard action, Faluzure can sweep his tail in a half-circle with a 40-foot diameter. Medium-size or smaller creatures within the tail sweep area automatically take (2d8+25) points of damage and must succeed at a Reflex save (DC 54) to avoid being knocked down. Special Damage (Su): Faluzure can cause permanent paralysis and fear with any successful melee attack with his natural weapons. Victims must make one successful Fort save (DC 54) for each effect; if the victim fails both saves, it becomes permanently insane. Undead Mastery (Su): Faluzure has the ability to command undead as a 20th-level cleric. He can animate dead at will, and summon 3d4 shadows per round. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Spell Immunity*. * Unique ability, described below. Cleric Spells/Day: 6/8/8/8/7/7/6/6/5/5; base DC = 21 + spell level. Sorcerer Spells Known: (6/10/9/9/9/9/8/8/8/8; base DC = 23 + spell level): Spell Immunity (unique salient divine ability): Faluzure is immune to the effect of any spell or spell-like ability of 5th level or lower, as well as any sort of petrification effect. Sources for Aasterinian, Chronepsis, and Faluzure: Monster Mythology (1992). Planescape Campaign Setting (1994) – Chronepsis. Planes of Chaos (1994) – Aasterinian. Planes of Conflict (1995) – Faluzure. Defenders of the Faith (2001). [/QUOTE]
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Dragon Gods (Aasterinian, Chronepsis, and Faluzure)
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