Shade
Monster Junkie
We've long had these "lesser" dragons on our to-do list, and since I had some time (and some use for them), I thought I'd update them to 3.5.
Let me know if anything looks wrong.
Gargouille
Gargantuan Dragon (Aquatic)
Hit Dice: 20d12+160 (290 hp)
Initiative: +5
Speed: 10 ft. (2 squares), swim 60 ft.
Armor Class: 30 (-4 size, +1 Dex, +23 natural), touch 7, flat-footed 29
Base Attack/Grapple: +20/+45
Attack: Bite +29 melee (6d6+13/19-20) or tail slap +29 melee (2d8+19)
Full Attack: Bite +29 melee (6d6+13/19-20) and tail slap +27 melee (2d8+19)
Space/Reach: 20 ft./15 ft.
Special Attacks: Amphibious, breath weapon, improved grab, swallow whole
Special Qualities: Darkvision 60 ft., immune to fear effects, paralysis, sleep, and water-based effects, slow-light vision, scent
Saves: Fort +20, Ref +13, Will +15
Abilities: Str 36, Dex 13, Con 26, Int 7, Wis 13, Cha 11
Skills: Listen +24, Spot +24, Survival +24, Swim +44
Feats: Improved Critcal (bite), Improved Initiative, Improved Natural Attack (bite), Iron Will, Mulitattack, Power Attack, Track
Environment: Temperate or warm aquatic
Organization: Solitary
Challenge Rating: 15
Treasure: Double standard
Alignment: Usually neutral
Advancement: 21-40 HD (Gargantuan); 41-60 HD (Colossal)
Level Adjustment: -
This massive beast has a crocodilian body and flippers in place of feet. Its head is clearly draconic, with an immense maw filled with swordlike teeth.
A gargouille is a ferocious marine predator that hunts anything in its territory, including seafaring humanoids, fish, whales, dragon turtles, giant squids, and even kraken. They are utterly fearless, and if food becomes scarce, will even leave the water to attack coastal cities.
Gargouilles lair in immense underwater caves or the combined wreckage of large ships. They hoard treasure like true dragons, mainly as testaments to their hunting prowess. These solitary creatures generally only associate with others of their kind to mate, for few locales can support the appetite of even one gargouille for long. Legends tell of rare instances where two or more gargouilles converge upon a coastal city, combining their breath weapons to create a cataclysmic flood.
A gargouille's stomach contains a special sac filled with ever-replenishing magical water. This water can be harvested from a dead gargouille, functioning as a decanter of endless water.
These enormous creatures measure up to 70 feet long from snout to tail, and weigh about 4 tons.
Gargouilles can speak Draconic, but rarely converse with their prey.
Combat
Gargouilles are confident predators at the top of the food chain. They generally open with their breath weapons against ships or large groups of smaller creatures, then quickly devour those they can catch. Against larger adversaries, gargouilles focus on melee attacks.
Amphibious (Ex): Although gargouilles are aquatic, they can survive indefinitely on land.
Breath Weapon (Su): A gargouille has one type of breath weapon, a 60-foot cone of water which deals 5d10 points of bludgeoning damage. A successful DC 28 Reflex save halves the damage. If used on land, creatures within the area are considered bull rushed by the gargouille (with a check result equal to the damage dealt). If used underwater, victims must succeed on a DC 20 Swim check or be swept away (see Aquatic Terrain in the DMG). The save DC is Constitution-based.
Unlike most breath weapons, a gargouille may maintain its breath weapon for consecutive rounds as long as it takes no other actions. The breath weapon continues to deal damage to those within its area and victims must still make opposed bull rush attempts or Swim checks to avoid being swept away. Once a gargouille stops using its breath weapon, it must wait 1d4 rounds before using it again.
Additionally, a gargouille's breath weapon causes any seagoing vessel to capsize if the character steering it fails a DC 28 Profession (sailor) check. This check DC is Constitution-based. A modifier applies to this check, based on type of ship, as follows: rowboat -2, warship +0, galley or keelboat +3, sailing ship +5, longship +7. Any creature flung into the water by a capsizing ship is immediately affected by the gargouille's breath weapon and must succeed on a DC 15 Swim check or immediately begin drowning.
Immunity to Water Effects (Ex): A gargouille is immune to all water-based effects, both natural (such as water pressure) and supernatural (such as a water elemental's vortex ability).
Improved Grab (Ex): To use this ability, a gargouille must hit an opponent at least two sizes smaller (Large for a Gargantuan gargouille) with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the target in the following round.
Swallow Whole (Ex): A gargouille can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the swallowed creature takes 2d8+13 points of bludgeoning damage and 1d8 points of acid damage per round from the gargouille's digestive juices. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gargouille's digestive tract (AC 21). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out. A Gargantuan gargouille's gullet can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Skills: A gargouille 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.
Originally appeared in Dragon Magazine #248, "Dragon's Bestiary: Dragon-Kin", Gregory W. Detwiler, p. 84.
Let me know if anything looks wrong.
Gargouille
Gargantuan Dragon (Aquatic)
Hit Dice: 20d12+160 (290 hp)
Initiative: +5
Speed: 10 ft. (2 squares), swim 60 ft.
Armor Class: 30 (-4 size, +1 Dex, +23 natural), touch 7, flat-footed 29
Base Attack/Grapple: +20/+45
Attack: Bite +29 melee (6d6+13/19-20) or tail slap +29 melee (2d8+19)
Full Attack: Bite +29 melee (6d6+13/19-20) and tail slap +27 melee (2d8+19)
Space/Reach: 20 ft./15 ft.
Special Attacks: Amphibious, breath weapon, improved grab, swallow whole
Special Qualities: Darkvision 60 ft., immune to fear effects, paralysis, sleep, and water-based effects, slow-light vision, scent
Saves: Fort +20, Ref +13, Will +15
Abilities: Str 36, Dex 13, Con 26, Int 7, Wis 13, Cha 11
Skills: Listen +24, Spot +24, Survival +24, Swim +44
Feats: Improved Critcal (bite), Improved Initiative, Improved Natural Attack (bite), Iron Will, Mulitattack, Power Attack, Track
Environment: Temperate or warm aquatic
Organization: Solitary
Challenge Rating: 15
Treasure: Double standard
Alignment: Usually neutral
Advancement: 21-40 HD (Gargantuan); 41-60 HD (Colossal)
Level Adjustment: -
This massive beast has a crocodilian body and flippers in place of feet. Its head is clearly draconic, with an immense maw filled with swordlike teeth.
A gargouille is a ferocious marine predator that hunts anything in its territory, including seafaring humanoids, fish, whales, dragon turtles, giant squids, and even kraken. They are utterly fearless, and if food becomes scarce, will even leave the water to attack coastal cities.
Gargouilles lair in immense underwater caves or the combined wreckage of large ships. They hoard treasure like true dragons, mainly as testaments to their hunting prowess. These solitary creatures generally only associate with others of their kind to mate, for few locales can support the appetite of even one gargouille for long. Legends tell of rare instances where two or more gargouilles converge upon a coastal city, combining their breath weapons to create a cataclysmic flood.
A gargouille's stomach contains a special sac filled with ever-replenishing magical water. This water can be harvested from a dead gargouille, functioning as a decanter of endless water.
These enormous creatures measure up to 70 feet long from snout to tail, and weigh about 4 tons.
Gargouilles can speak Draconic, but rarely converse with their prey.
Combat
Gargouilles are confident predators at the top of the food chain. They generally open with their breath weapons against ships or large groups of smaller creatures, then quickly devour those they can catch. Against larger adversaries, gargouilles focus on melee attacks.
Amphibious (Ex): Although gargouilles are aquatic, they can survive indefinitely on land.
Breath Weapon (Su): A gargouille has one type of breath weapon, a 60-foot cone of water which deals 5d10 points of bludgeoning damage. A successful DC 28 Reflex save halves the damage. If used on land, creatures within the area are considered bull rushed by the gargouille (with a check result equal to the damage dealt). If used underwater, victims must succeed on a DC 20 Swim check or be swept away (see Aquatic Terrain in the DMG). The save DC is Constitution-based.
Unlike most breath weapons, a gargouille may maintain its breath weapon for consecutive rounds as long as it takes no other actions. The breath weapon continues to deal damage to those within its area and victims must still make opposed bull rush attempts or Swim checks to avoid being swept away. Once a gargouille stops using its breath weapon, it must wait 1d4 rounds before using it again.
Additionally, a gargouille's breath weapon causes any seagoing vessel to capsize if the character steering it fails a DC 28 Profession (sailor) check. This check DC is Constitution-based. A modifier applies to this check, based on type of ship, as follows: rowboat -2, warship +0, galley or keelboat +3, sailing ship +5, longship +7. Any creature flung into the water by a capsizing ship is immediately affected by the gargouille's breath weapon and must succeed on a DC 15 Swim check or immediately begin drowning.
Immunity to Water Effects (Ex): A gargouille is immune to all water-based effects, both natural (such as water pressure) and supernatural (such as a water elemental's vortex ability).
Improved Grab (Ex): To use this ability, a gargouille must hit an opponent at least two sizes smaller (Large for a Gargantuan gargouille) with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the target in the following round.
Swallow Whole (Ex): A gargouille can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the swallowed creature takes 2d8+13 points of bludgeoning damage and 1d8 points of acid damage per round from the gargouille's digestive juices. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gargouille's digestive tract (AC 21). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out. A Gargantuan gargouille's gullet can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Skills: A gargouille 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.
Originally appeared in Dragon Magazine #248, "Dragon's Bestiary: Dragon-Kin", Gregory W. Detwiler, p. 84.
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