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<blockquote data-quote="ElectricDragon" data-source="post: 7927017" data-attributes="member: 10778"><p><strong><span style="font-size: 26px">Farrag</span></strong></p><p><strong><em>Awesome</em></strong><em><strong>*</strong></em><strong><em> Dragon</em> (Earth, Evil, Lawful)</strong></p><p><strong>Divine Rank: </strong>3</p><p><strong>Hit Dice: </strong>50d12 + 850 (1,450 hp)</p><p><strong>Initiative: </strong>+6</p><p><strong>Speed: </strong>5 ft. (can’t run) (1 square), burrow 5 ft.</p><p><strong>AC: </strong>60 (touch 7, flat-footed 60)</p><p><strong>Base Attack/Grapple:</strong> +35/+85</p><p><strong>Attacks:</strong> Bite +38 melee*; or spell melee touch +37 or ranged touch +20</p><p><strong>Full Attack:</strong> Bite +38 melee*, two claws +36 melee*; or spell melee touch +37 or ranged touch +20</p><p>*Except for melee touch attacks, For any melee attack (including melee touch attacks), Farrag gets a +4 bonus to the attack if his opponent is standing on Farrag's body.</p><p><span style="font-size: 12px">*Physical attacks can only be targeted at Colossal and Colossal+ creatures.</span></p><p><strong>Damage:</strong> Bite 12d12+15/19, claw 8d10+7/19; or by spell</p><p><strong>Space/Reach*: </strong>100 ft. or more/30 ft. (40 ft. with bite)</p><p><span style="font-size: 12px">In Farrag’s heart chamber, he has no physical attacks and must rely on his beholden undead.</span></p><p><span style="font-size: 12px"><span style="font-size: 12px">*Farrag will constitute the whole adventuring area so make it as large as needed. The adventure will take place on his back and/or inside his heart chamber.</span></span></p><p><strong>Special Attacks: </strong>Breath weapon, dragon spell-like abilities, spells, domain powers, salient divine abilities, spell-like abilities.</p><p><strong>Special Qualities: </strong>Dragon traits; fast healing 15; hardness 40; tremorsense; divine aura (30 ft., DC 25); divine immunities; domain powers; DR 15/epic and good or epic and chaotic; fire resistance 16; godly realm; <em>greater teleport </em>at will; PR/SR 35; remote communication; understand, speak, and read all languages; and speak directly to all beings within 1 mile.</p><p><strong>Saves: </strong>Fort +39, Ref +30, Will +43</p><p><strong>Abilities: </strong>Str 40, Dex 6, Con 45, Int 31, Wis 33, Cha 34</p><p><strong>Skills: </strong>Appraise +66*, Bluff +68, Concentration +73, Diplomacy +84, Disguise +42*, Gather Information +72, Hide +25, Intimidate +64, Knowledge (arcana) +56*, Knowledge (geography) +56*, Knowledge (history) +38*, Knowledge (local) +38*, Knowledge (nature) +40*, Knowledge (nobility and royalty) +38*, Listen +67, Search +66, Sense Motive +67, Spellcraft +72, Spot +67, Survival +20</p><p><strong>Feats:</strong> Cleave, Combat Expertise, Fast Healing (x4) [Epic], Great Fortitude, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claw), Iron Will, Lightning Reflexes, Multiattack, Power Attack, Superior Initiative [Epic].</p><p></p><p></p><p><strong>Dragon Traits: </strong>Farrag is immune to petrification as he is already living stone. Because of the cursed changes brought about upon his heart by Desinora the Dreamer and Nethrancor, Farrag has gained an immunity to negative energy and necromantic effects. He also has darkvision, frightful presence (500 feet, 50HD or less, DC 50), and low-light vision. Farrag’s damage reduction is special in that <u>either</u> a chaotic epic weapon <u>or</u> a good epic weapon can bypass it.</p><p><span style="font-size: 12px">Frightful Presence is reserved for opponents that could damage or destroy his heart.</span></p><p><strong>Breath Weapon (Su):</strong> Petrification gas cone Fortitude save (DC 55) negates. Farrag can use his breath weapon every 1d4 rounds. The cone is 100 feet long and the save DC is Constitution-based.</p><p><span style="font-size: 12px">This attack is only used against Colossal and Colossal+ sized creatures.</span></p><p><strong>Fast Healing (Ex):</strong> Farrag heals 15 hit points a round so long as he has at least 1 hit point. At 0 hit points, Farrag literally turns to stone until his fast healing has healed him completely, whereupon he resumes his dragon form. Farrag can only truly be killed by removing or destroying his heart (see below).</p><p><strong>Hardness (Ex):</strong> Farrag’s skin is harder than the rock it appears to be, giving him a hardness of 40. Piercing and slashing weapons deal only half damage to Farrag.</p><p><strong>Cleric Spells/Day: </strong>6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+1; base DC = 24 + spell level. Farrag casts spells as a 30th level cleric with the domains of Earth, Protection, and Strength. Farrag can spontaneously cast any inflict spell just like an evil cleric. Any [Earth] descriptor spells (but not spell-like abilities) he casts are cast as free actions, up to 2 per round.</p><p><span style="font-size: 12px">Farrag can only target Colossal and Colossal+ creatures with his spells, unless his heart is at risk.</span></p><p></p><p></p><p><strong>Divine Immunities:</strong> Acid, cold, electricity, transmutation, draining and ability damage, mind effects, disease, poison, paralysis, stunning, disintegration, and death effects.</p><p><strong>Domain Powers: </strong>Farrag can turn/destroy air creatures or rebuke/command/bolster earth creatures (15/day as 3rd cleric, check: 1d20+15, 2d6+15 turning damage, he can use a <em>protective ward</em> 3/day (+3 to next save, lasts up to 1 hour); he can use a feat of strength 3/day (+3 enhancement bonus to Strength for 1 round). Farrag usually ignores creatures less than Colossal size.</p><p><strong>God Curse: Farrag’s Heart (Su):</strong> Farrag was cursed by a more powerful deity of madness and destruction during an epic battle for control of the material plane. Draconic legend states that this deity put a hole in Farrag's heart to teach him humility. Even so, Farrag is thought to have won the battle and banished the evil deity back to its home plane through the rituals of his Mountain Priests hidden deep within his fastness. Whatever the real story, Farrag’s heart radiates negative energy strongly enough that nearby living creatures gain one negative level if within 20 ft. of the heart and 2 levels (total) if within 5 ft. of the heart. Living creatures foolish enough to physically touch the heart must make a Fortitude save, DC 30 or lose one level/round of constant touching. A new save is allowed each round. Levels lost from touching the heart are not negative levels but actually lost levels. Corporeal undead creatures gain 5 hp/round of such touching up to double their normal hit points. These hit points are permanent; but, any undead that doubles its hp becomes beholden to Farrag (see Salient Divine Abilities below), no save.</p><p>Farrag cannot be killed permanently unless his heart is removed from his body and destroyed; otherwise his animus reanimates his body in just 1 month. Without his heart, Farrag loses his divine status and all divine abilities, but he will still retain his dragon abilities and awaken to full attack mode (no longer limited to only Colossal and Colossal+ targets.</p><p><strong>Salient Divine Abilities:</strong> Avalanche (Unique Salient Divine Ability), Beholden Undead (Unique Salient Divine Ability), Extra Sense Enhancement (blindsense, tremorsense).</p><p><strong>Spell-Like Abilities: </strong>Farrag uses these abilities as a 13th-level caster. The save DC's are 25 + spell level. <em>Antimagic field, bull’s strength, clenched fist, crushing hand, divine sending^, earth wave^, earthquake, elemental swarm*, enlarge person, grasping hand, iron body, magic stone, magic vestment, mind blank, prismatic sphere, protection from energy, repulsion, righteous might, sanctuary, shield other, soften earth and stone, spell immunity, spell resistance, spike stones, stone shape, stoneskin, wall of stone</em></p><p>As a dragon, Farrag has the following spell-like abilities, all activated as if cast by a 20th level caster. Save DC’s are 22 + spell level. At will—<em>chill metal</em> and <em>heat metal</em>, 3/day—<em>rusting grasp</em>, <em>transmute mud to rock</em>, and <em>transmute rock to mud</em>, 1/day—<em>commune with nature</em>, <em>move earth</em>, and <em>stone tell.</em></p><p><span style="font-size: 12px">Spells and spell-like abilities can only be targeted at Colossal and Colossal+ targets, unless his heart is at risk. Of course, many spells and spell-like abilities do not target creatures and can thus be used with impunity.</span></p><p><span style="font-size: 12px">*Cast as an earth spell only.</span></p><p><span style="font-size: 12px">^Found in “Domain Spells.”</span></p><p><strong>Avalanche (Unique Salient Divine Ability):</strong> Once per day, Farrag can cause part of the build-up of dirt and rocks on his body to fall toward any opponents he might have. This avalanche can be spotted from as far away as 1d10×500 feet down-slope by a character who makes a DC 20 Spot check, treating the avalanche as a Colossal creature. If all characters fail their Spot checks to determine the encounter distance, the avalanche moves closer to them, and they automatically become aware of it when it closes to half the original distance. The avalanche moves at a speed of 100 feet per round (20 squares). It’s possible to hear an avalanche coming even if you can’t see it. Under optimum conditions (no other loud noises occurring), a character who makes a DC 15 Listen check can hear the avalanche or landslide when it is 1d6×500 feet away. This check might have a DC of 20, 25, or higher in conditions where hearing is difficult (such as when Farrag is speaking: Listen DC 32).</p><p>Farrag’s avalanche consists of two distinct areas: the bury zone (in the direct path of the falling debris) and the slide zone (the area the debris spreads out to encompass). Characters in the bury zone always take damage from the avalanche; characters in the slide zone may be able to get out of the way. Characters in the bury zone take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried (see below). Characters in the slide zone take 3d6 points of damage, or no damage if they make a DC 15 Reflex save. Those who fail their saves are buried.</p><p>Buried characters take 1d6 points of nonlethal damage per minute. If a buried character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.</p><p>Farrag’s typical avalanche has a width of 1d6×100 feet, from one edge of the slide zone to the opposite edge. The bury zone in the center of the avalanche is half as wide as the avalanche’s full width.</p><p>To determine the precise location of characters in the path of an avalanche, roll 1d6×20; the result is the number of feet from the center of the path taken by the bury zone to the center of the party’s location. This ability has the [earth] descriptor.</p><p><span style="font-size: 12px">This ability is not limited by target creature size.</span></p><p><strong>Beholden Undead (Unique Salient Divine Ability):</strong> Corporeal undead that touch Farrag’s heart gain hit points while touching it. Corporeal undead creatures gain 5 hit points per round of such touching. These hit points are permanent; but, any undead that doubles their hit points becomes <em>beholden</em> to Farrag. An undead is limited to doubling its hit points from this touching, any more causes it to implode into nothingness and be permanently destroyed (even liches and vampires). Beholden undead cannot leave the heart chamber and must protect Farrag’s heart from theft or attack. Farrag’s heart chamber is populated with 10–20 undead beholden to him (usually vampires, liches, and mummies). Farrag’s heart can be considered the radiating point of an infernal cesspool. His body, the mountain, is infernal cesspool terrain and is sure to be populated by many dark creatures (see Dark template).Villages on his body have no churches except for the Temple of the Stone that worships the mountain itself (use Farrag's domains). Other faiths find it impossible to consecrate the ground so other churches, temples, or shrines simply do not exist there.</p><p><strong>Skills:</strong> Because of the multitude of villages, trees, bushes, and undergrowth on his body; Farrag gains a +6 racial bonus to all Hide checks when attempting to appear as just a mountain (all the time, so this is added in above) and a +10 circumstantial bonus to Disguise checks when trying to appear as a mountain (always).</p><p>*Farrag, because of his close association with all things earthen, gains a +6 racial bonus to all Appraise, Craft, Knowledge, and Profession checks involving earth, stones, metals, minerals, or gems.</p><p></p><p></p><p><strong>Other Divine Powers</strong></p><p><strong>Senses: </strong>Farrag can see, hear, touch, and smell at a distance of 3 miles (including darkvision and low-light vision). He can also use blindsense and tremorsense at a distance of 6 miles. As a standard action, he can perceive anything within 3 miles of his heart, as well as any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once and still sense what’s going on nearby.</p><p>Once he chooses a remote location to sense, he automatically receives sensory information from that location until he chooses a new location to sense, or until he can no longer sense the location.</p><p>He can block the sensing power of deities of his rank or lower at up to two remote locations plus the area within 1 mile of himself at once for up to 3 hours. This block has a radius of 3 miles, centered on his heart, or on a portfolio-related event.</p><p><strong>Portfolio Sense: </strong>Farrag senses any major mining operation in mountainous terrain when it starts (one that involves 1,000 people or more). He is similarly aware of anything generally that affects the welfare of mountain ranges (5 or more mountains). When Farrag senses an event, he simply knows that the event is occurring and where it is, but he receives no sensory information about the event. Once he notices an event, he can use his remote sensing power to perceive the event.</p><p><strong>Automatic Actions: </strong>Farrag can use any [earth] descriptor spell as a free action. He can also use any portfolio-related skill as a free action if the DC for the task is 15 or lower. He may perform up to 2 such actions per round.</p><p><strong>Create Magic Items: </strong>Farrag can create any weapon or item that produces or affects earth, stone, metal, mineral, or gems without need of the item craft feat with a market price of up to 4,500 gp; if he has the feat, the cost (in gold and XP) and creation times are halved.</p><p><strong>Godly Realm:</strong> <em>Dragon Mountain: </em>Farrag's godly realm is his body which is mountain-sized, an area much larger than normally allowed for a deity of his rank. He has made no changes to it of any kind, it appears as a normal mountain, complete with villages, roads, and various beasts. The weather is normal for the climate where it lies.</p><p><span style="font-size: 12px">DM's option as to where it actually is on the Material plane; but it is suggested that he lies in a temperate zone.</span></p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7927017, member: 10778"] [B][SIZE=7]Farrag[/SIZE] [I]Awesome[/I][/B][I][B]*[/B][/I][B][I] Dragon[/I] (Earth, Evil, Lawful) Divine Rank: [/B]3 [B]Hit Dice: [/B]50d12 + 850 (1,450 hp) [B]Initiative: [/B]+6 [B]Speed: [/B]5 ft. (can’t run) (1 square), burrow 5 ft. [B]AC: [/B]60 (touch 7, flat-footed 60) [B]Base Attack/Grapple:[/B] +35/+85 [B]Attacks:[/B] Bite +38 melee*; or spell melee touch +37 or ranged touch +20 [B]Full Attack:[/B] Bite +38 melee*, two claws +36 melee*; or spell melee touch +37 or ranged touch +20 *Except for melee touch attacks, For any melee attack (including melee touch attacks), Farrag gets a +4 bonus to the attack if his opponent is standing on Farrag's body. [SIZE=3]*Physical attacks can only be targeted at Colossal and Colossal+ creatures.[/SIZE] [B]Damage:[/B] Bite 12d12+15/19, claw 8d10+7/19; or by spell [B]Space/Reach*: [/B]100 ft. or more/30 ft. (40 ft. with bite) [SIZE=3]In Farrag’s heart chamber, he has no physical attacks and must rely on his beholden undead. [SIZE=3]*Farrag will constitute the whole adventuring area so make it as large as needed. The adventure will take place on his back and/or inside his heart chamber.[/SIZE][/SIZE] [B]Special Attacks: [/B]Breath weapon, dragon spell-like abilities, spells, domain powers, salient divine abilities, spell-like abilities. [B]Special Qualities: [/B]Dragon traits; fast healing 15; hardness 40; tremorsense; divine aura (30 ft., DC 25); divine immunities; domain powers; DR 15/epic and good or epic and chaotic; fire resistance 16; godly realm; [I]greater teleport [/I]at will; PR/SR 35; remote communication; understand, speak, and read all languages; and speak directly to all beings within 1 mile. [B]Saves: [/B]Fort +39, Ref +30, Will +43 [B]Abilities: [/B]Str 40, Dex 6, Con 45, Int 31, Wis 33, Cha 34 [B]Skills: [/B]Appraise +66*, Bluff +68, Concentration +73, Diplomacy +84, Disguise +42*, Gather Information +72, Hide +25, Intimidate +64, Knowledge (arcana) +56*, Knowledge (geography) +56*, Knowledge (history) +38*, Knowledge (local) +38*, Knowledge (nature) +40*, Knowledge (nobility and royalty) +38*, Listen +67, Search +66, Sense Motive +67, Spellcraft +72, Spot +67, Survival +20 [B]Feats:[/B] Cleave, Combat Expertise, Fast Healing (x4) [Epic], Great Fortitude, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claw), Iron Will, Lightning Reflexes, Multiattack, Power Attack, Superior Initiative [Epic]. [B]Dragon Traits: [/B]Farrag is immune to petrification as he is already living stone. Because of the cursed changes brought about upon his heart by Desinora the Dreamer and Nethrancor, Farrag has gained an immunity to negative energy and necromantic effects. He also has darkvision, frightful presence (500 feet, 50HD or less, DC 50), and low-light vision. Farrag’s damage reduction is special in that [U]either[/U] a chaotic epic weapon [U]or[/U] a good epic weapon can bypass it. [SIZE=3]Frightful Presence is reserved for opponents that could damage or destroy his heart.[/SIZE] [B]Breath Weapon (Su):[/B] Petrification gas cone Fortitude save (DC 55) negates. Farrag can use his breath weapon every 1d4 rounds. The cone is 100 feet long and the save DC is Constitution-based. [SIZE=3]This attack is only used against Colossal and Colossal+ sized creatures.[/SIZE] [B]Fast Healing (Ex):[/B] Farrag heals 15 hit points a round so long as he has at least 1 hit point. At 0 hit points, Farrag literally turns to stone until his fast healing has healed him completely, whereupon he resumes his dragon form. Farrag can only truly be killed by removing or destroying his heart (see below). [B]Hardness (Ex):[/B] Farrag’s skin is harder than the rock it appears to be, giving him a hardness of 40. Piercing and slashing weapons deal only half damage to Farrag. [B]Cleric Spells/Day: [/B]6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+1; base DC = 24 + spell level. Farrag casts spells as a 30th level cleric with the domains of Earth, Protection, and Strength. Farrag can spontaneously cast any inflict spell just like an evil cleric. Any [Earth] descriptor spells (but not spell-like abilities) he casts are cast as free actions, up to 2 per round. [SIZE=3]Farrag can only target Colossal and Colossal+ creatures with his spells, unless his heart is at risk.[/SIZE] [B]Divine Immunities:[/B] Acid, cold, electricity, transmutation, draining and ability damage, mind effects, disease, poison, paralysis, stunning, disintegration, and death effects. [B]Domain Powers: [/B]Farrag can turn/destroy air creatures or rebuke/command/bolster earth creatures (15/day as 3rd cleric, check: 1d20+15, 2d6+15 turning damage, he can use a [I]protective ward[/I] 3/day (+3 to next save, lasts up to 1 hour); he can use a feat of strength 3/day (+3 enhancement bonus to Strength for 1 round). Farrag usually ignores creatures less than Colossal size. [B]God Curse: Farrag’s Heart (Su):[/B] Farrag was cursed by a more powerful deity of madness and destruction during an epic battle for control of the material plane. Draconic legend states that this deity put a hole in Farrag's heart to teach him humility. Even so, Farrag is thought to have won the battle and banished the evil deity back to its home plane through the rituals of his Mountain Priests hidden deep within his fastness. Whatever the real story, Farrag’s heart radiates negative energy strongly enough that nearby living creatures gain one negative level if within 20 ft. of the heart and 2 levels (total) if within 5 ft. of the heart. Living creatures foolish enough to physically touch the heart must make a Fortitude save, DC 30 or lose one level/round of constant touching. A new save is allowed each round. Levels lost from touching the heart are not negative levels but actually lost levels. Corporeal undead creatures gain 5 hp/round of such touching up to double their normal hit points. These hit points are permanent; but, any undead that doubles its hp becomes beholden to Farrag (see Salient Divine Abilities below), no save. Farrag cannot be killed permanently unless his heart is removed from his body and destroyed; otherwise his animus reanimates his body in just 1 month. Without his heart, Farrag loses his divine status and all divine abilities, but he will still retain his dragon abilities and awaken to full attack mode (no longer limited to only Colossal and Colossal+ targets. [B]Salient Divine Abilities:[/B] Avalanche (Unique Salient Divine Ability), Beholden Undead (Unique Salient Divine Ability), Extra Sense Enhancement (blindsense, tremorsense). [B]Spell-Like Abilities: [/B]Farrag uses these abilities as a 13th-level caster. The save DC's are 25 + spell level. [I]Antimagic field, bull’s strength, clenched fist, crushing hand, divine sending^, earth wave^, earthquake, elemental swarm*, enlarge person, grasping hand, iron body, magic stone, magic vestment, mind blank, prismatic sphere, protection from energy, repulsion, righteous might, sanctuary, shield other, soften earth and stone, spell immunity, spell resistance, spike stones, stone shape, stoneskin, wall of stone[/I] As a dragon, Farrag has the following spell-like abilities, all activated as if cast by a 20th level caster. Save DC’s are 22 + spell level. At will—[I]chill metal[/I] and [I]heat metal[/I], 3/day—[I]rusting grasp[/I], [I]transmute mud to rock[/I], and [I]transmute rock to mud[/I], 1/day—[I]commune with nature[/I], [I]move earth[/I], and [I]stone tell.[/I] [SIZE=3]Spells and spell-like abilities can only be targeted at Colossal and Colossal+ targets, unless his heart is at risk. Of course, many spells and spell-like abilities do not target creatures and can thus be used with impunity. *Cast as an earth spell only. ^Found in “Domain Spells.”[/SIZE] [B]Avalanche (Unique Salient Divine Ability):[/B] Once per day, Farrag can cause part of the build-up of dirt and rocks on his body to fall toward any opponents he might have. This avalanche can be spotted from as far away as 1d10×500 feet down-slope by a character who makes a DC 20 Spot check, treating the avalanche as a Colossal creature. If all characters fail their Spot checks to determine the encounter distance, the avalanche moves closer to them, and they automatically become aware of it when it closes to half the original distance. The avalanche moves at a speed of 100 feet per round (20 squares). It’s possible to hear an avalanche coming even if you can’t see it. Under optimum conditions (no other loud noises occurring), a character who makes a DC 15 Listen check can hear the avalanche or landslide when it is 1d6×500 feet away. This check might have a DC of 20, 25, or higher in conditions where hearing is difficult (such as when Farrag is speaking: Listen DC 32). Farrag’s avalanche consists of two distinct areas: the bury zone (in the direct path of the falling debris) and the slide zone (the area the debris spreads out to encompass). Characters in the bury zone always take damage from the avalanche; characters in the slide zone may be able to get out of the way. Characters in the bury zone take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried (see below). Characters in the slide zone take 3d6 points of damage, or no damage if they make a DC 15 Reflex save. Those who fail their saves are buried. Buried characters take 1d6 points of nonlethal damage per minute. If a buried character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. Farrag’s typical avalanche has a width of 1d6×100 feet, from one edge of the slide zone to the opposite edge. The bury zone in the center of the avalanche is half as wide as the avalanche’s full width. To determine the precise location of characters in the path of an avalanche, roll 1d6×20; the result is the number of feet from the center of the path taken by the bury zone to the center of the party’s location. This ability has the [earth] descriptor. [SIZE=3]This ability is not limited by target creature size.[/SIZE] [B]Beholden Undead (Unique Salient Divine Ability):[/B] Corporeal undead that touch Farrag’s heart gain hit points while touching it. Corporeal undead creatures gain 5 hit points per round of such touching. These hit points are permanent; but, any undead that doubles their hit points becomes [I]beholden[/I] to Farrag. An undead is limited to doubling its hit points from this touching, any more causes it to implode into nothingness and be permanently destroyed (even liches and vampires). Beholden undead cannot leave the heart chamber and must protect Farrag’s heart from theft or attack. Farrag’s heart chamber is populated with 10–20 undead beholden to him (usually vampires, liches, and mummies). Farrag’s heart can be considered the radiating point of an infernal cesspool. His body, the mountain, is infernal cesspool terrain and is sure to be populated by many dark creatures (see Dark template).Villages on his body have no churches except for the Temple of the Stone that worships the mountain itself (use Farrag's domains). Other faiths find it impossible to consecrate the ground so other churches, temples, or shrines simply do not exist there. [B]Skills:[/B] Because of the multitude of villages, trees, bushes, and undergrowth on his body; Farrag gains a +6 racial bonus to all Hide checks when attempting to appear as just a mountain (all the time, so this is added in above) and a +10 circumstantial bonus to Disguise checks when trying to appear as a mountain (always). *Farrag, because of his close association with all things earthen, gains a +6 racial bonus to all Appraise, Craft, Knowledge, and Profession checks involving earth, stones, metals, minerals, or gems. [B]Other Divine Powers Senses: [/B]Farrag can see, hear, touch, and smell at a distance of 3 miles (including darkvision and low-light vision). He can also use blindsense and tremorsense at a distance of 6 miles. As a standard action, he can perceive anything within 3 miles of his heart, as well as any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once and still sense what’s going on nearby. Once he chooses a remote location to sense, he automatically receives sensory information from that location until he chooses a new location to sense, or until he can no longer sense the location. He can block the sensing power of deities of his rank or lower at up to two remote locations plus the area within 1 mile of himself at once for up to 3 hours. This block has a radius of 3 miles, centered on his heart, or on a portfolio-related event. [B]Portfolio Sense: [/B]Farrag senses any major mining operation in mountainous terrain when it starts (one that involves 1,000 people or more). He is similarly aware of anything generally that affects the welfare of mountain ranges (5 or more mountains). When Farrag senses an event, he simply knows that the event is occurring and where it is, but he receives no sensory information about the event. Once he notices an event, he can use his remote sensing power to perceive the event. [B]Automatic Actions: [/B]Farrag can use any [earth] descriptor spell as a free action. He can also use any portfolio-related skill as a free action if the DC for the task is 15 or lower. He may perform up to 2 such actions per round. [B]Create Magic Items: [/B]Farrag can create any weapon or item that produces or affects earth, stone, metal, mineral, or gems without need of the item craft feat with a market price of up to 4,500 gp; if he has the feat, the cost (in gold and XP) and creation times are halved. [B]Godly Realm:[/B] [I]Dragon Mountain: [/I]Farrag's godly realm is his body which is mountain-sized, an area much larger than normally allowed for a deity of his rank. He has made no changes to it of any kind, it appears as a normal mountain, complete with villages, roads, and various beasts. The weather is normal for the climate where it lies. [SIZE=3]DM's option as to where it actually is on the Material plane; but it is suggested that he lies in a temperate zone.[/SIZE] [/QUOTE]
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