Epic Level Dragons

The Serge

First Post
These are my Named Ones, dragons of such might, power, and age, that they exist in the unifying consciousness of all lesser (humanoid, giant, goblinoid, monstrous humanoid, and aberration) creatures. Due to this, they have achieved a level of divinity, although they are not gods. They have varying goals and attitudes, but all will be involved in the end of the world apocalypse of my campaign.

Here's the first one, and one of the weakest. Heh heh heh...

Torminus Icenhearth
White Named One
Colossal+ Dragon (Cold)

Hit Dice: 60d12+976 (1696 hp)
Initiative: +8 (+8 Superior Initiative)
Speed: 60 ft., fly 300 ft. (clumsy), swim 60 ft., burrow 30 ft.
AC: 67 (-8 size, +59 natural, +6 bracers of armor)
Attacks: Bite +75 melee, 2 Claws +73 melee, 2 Wings +70 melee, 1 Tail Slap +70 melee.
Damage: Bite 8d6+23, Claws 4d8+11/19-20/x2 + 1d6, Wings 4d6+11, Tail 4d8+34.
Face/Reach: 40ft. by 80 ft./20ft.
Special Attacks: Crush 8d6+34 (DC 56), Tail Sweep 4d6+34 (Reflex DC 56), breath weapon and freeze (DC 56), freezing touch, frightful presence (DC 48), spells (caster level 25th), spell-like abilities
Special Qualities: Divine Rank 0 (Named One traits); SR 39; DR 35/+6, blindsight, cold subtype, icewalking, keen senses (darkvision 1600 ft.), reflection.
Saves: Fort +36 Ref +20 Will +27
Abilities: Str 57, Dex 10, Con 47, Int 24, Wis 25, Cha 26
Skills: Animal Empathy (arctic or polar only) +37, Appraise +28, Bluff 28, Concentration +36, Diplomacy +20, Escape Artists +37, Hide +7, Intimidate +20, Intuit Direction +28, Knowledge (Arcana) +22, Knowledge (The Godspell) +22, Knowledge (Norvern History) +22, Listen +68, Search +68, Spellcraft +27, Spot +68.
Feats: Cleave, Combat Reflexes, Epic Weapon Focus (claws), Flyby Attack, Great Cleave, Improved Critical (claws), Improved Initiative, Improved Spell Capacity (10th), Maximize Spell, Overwhelming Critical (claws), Power Attack, Quicken Spell-like Ability (wall of ice), Spellcasting Harrier, Snatch, Superior Initiative, Weapon Focus (claws), Wingover.
Climate/Terrain: Throughout the Norv and environs therein underground
Organization: Unique
Challenge Rating: 39
Treasure: Quadruple standard
Alignment: Chaotic Evil
Advancement: N/A

The monstrous Torminus Icenhearth is well known to the people south of the Crown of Burquebain, having been a terror to the Hobgoblins of the Urgranan Plains, the various people of Xyl, and the ancient city-state of Cholis. Cruel and unpredictable, the only thing that has kept Torminus in the background of the histories of these lands is his relative lack of intelligence and imagination? at least as far as dragons go.

Torminus is even larger than Glaciut and certainly fatter. His relatively small wings, seemingly incapable of lifting his bulk, nevertheless afford him great speed. Due to the nature of his scales, Torminus appears to be made from a single piece of crystal-like ice, frigid air wafting across his massive body. Over 300 feet long, Torminus?s spines and claws look like jagged pieces of rock, allowing him to appear like a massive boulder or small hill when he sits still. His eyes are pitch black, betraying almost none of his significant intelligence.

Torminus is known to have been allied to the earliest worshippers of the cult of Kostchtchie, a Demon Lord of the Abyss, which put him in conflict with the small cult of Lestonises, a Duke of Hell risen to the status of godhood. As a result of this conflict, Torminus regularly harried the various barbarians and more civilized settlers, often under the direct aid of one of Kostchtchie?s Frost Giant or Gnoll servants. Clearly, Torminus? efforts were not successful, and the people of the southern Norv prospered. Torminus would prove to be a threat still when he destroyed the Urgranan city of Grug?Patooi in the Fifth Age, the largest Hobgoblin city of the time. Later, Torminus, uninterested in drawing the attention of Euroclydon when he took control of the Duchies of Ugran, focused his attention on the city-states of Xyl. There, he became involved with some Magistrates and played a significant role during the Battles of the Magistrates during the Demon Wars. As before, Torminus was a tool of a demon prince, this time Demon Prince of Undeath, Orcus, who sought to take complete control of the Magistrates, who were divided between the forces of Hell and the powers of the Abyss. Those that supported Orcus and other Demons lost, and were forced to flee. Eventually, they founded Cholis with the direct aid of Torminus. Although the influence of Orcus and other Abyssal Demon Princes was shattered, the new rulers, now dedicated to divine magic rather than The Word, managed to bind Torminus to their family. Now known as the H?Sthith or Frozen Masters, the rulers of Cholis claim that Torminus is ever at their beck and call, living under the Frozen Globe of the Masters in Cholis. Only once since that time did Torminus leave without the command of the Frozen Masters, the Dragonhold. Although it seemed apparent that the H?Sthith hoped to use Torminus as part of their desire to rule all of the north but knew that such an attempt would have ensured the unified front from the various powers of the north, including their Magistrate cousins in Xyl, the Dwarves of Burquebain, and the Duchies of Ugran. During The Darkhold, Torminus aided the Heroes of Noon at the behest of the H?Sthith. Still angered at their defeat at the hands of his worshippers thousands of years earlier, the H?Sthith forced Torminus to fight the Prince of Winter, Lestonises. This fight destroyed the Frozen Globe and most of Cholis but ensured that the Heroes of Noon defeated the armies of the Frozen Lord. Apparently, Torminus later helped to rebuild an even larger, grander Frozen Globe and would later help the H?Sthith defend Cholis against the aggressions of Xyl and their new leader, Pandrila the Great.

Torminus could freeze any mortal with a touch in a manner similar to The Word flesh to stone, often eating or smashing these statues afterwards. His breath was also capable of the same effect. Additionally, magical effects that require the precise aim of the caster often reflected off of his ice-like hide, as did most forms of missile weapon.

Combat

Torminus is a direct combatant, not given to elaborate tactics, and he doesn?t bother with developing strategies. He simply dives in and begins destroying, often starting with his breath weapon and a quickened wall of ice in an attempt to start cutting off escape routes. Only if pressed does he begin to consider casting spells, often those that deal a lot of fire damage to a lot of victims.

Breath Weapon (Su): Like all Drmian White Dragons, Torminus breaths a blisteringly cold cone of cold that looks like white, heatless flame. The cone is 150 feet long, high, and wide. It deals 31d6 points of damage, Reflex DC 56 for half damage. In addition, all those in the area of effect (including Rogues and others with evasion abilities) are subject to being turned into frozen statues if they fail a Fortitude save, DC 56. Once turned to ice, nothing short of greater restoration, miracle, or wish can return the victim to their original form; likewise, natural conditions do not melt the statue. It is believed that Torminus can restore life as a free action; if this is true, he?s never bothered to do so, often devouring or shattering frozen victims as soon as possible.

Freezing Touch (Ex): Any creature struck by Torminus in melee must make a Fortitude save against a DC = 10+ damage dealt or be turned into a frozen statue. Once turned to ice, nothing short of greater restoration, miracle, or wish can return the victim to their original form; likewise, natural conditions do not melt the statue. It is believed that Torminus can restore life as a free action; if this is true, he?s never bothered to do so, often devouring or shattering frozen victims as soon as possible.

Reflecting Hide (Ex): Torminus? mirror-like hide reflects all ray attacks and all missile weapons with an enchantment of +3 or less. When this occurs, there is a 20% chance that the ray or missile weapon will reflect back at the attacker.

Presence of a Named One (Ex): All who witness Torminus in his true form are instantly struck by the age, majesty, and might of this dragon. All lesser creatures (i.e. non-divine) automatically know Torminus? special abilities and qualities, and his name and background.

Due to this knowledge, all but the most stout of heart or insane are truly terrified of Torminus. Whenever Torminus attacks, charges, or flies overhead, his mere presence unsettles foes. A potentially affected creature that succeeds at a Will save DC 55 are unaffected by Torminus? for one day. Those that fail with 15 or fewer HD become panicked for 4d6 rounds, those with 16 to 20 HD become frightened and those with 21 or more HD become shaken. So potent is this fear that even Paladins and other mortal creatures normally immune to fear effects (including lesser dragons) are affected.

Named One Traits: Torminus is immune to polymorphing, petrification, or any other attack that alters its form; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune mind-affecting effects; fire resistance 20; nondetection; polymorph self 3/day; true seeing at will.

Spell-Like Abilities (Sp): 3/day ? gust of wind, fog cloud, wall of ice; 1/day ? control weather. Caster level 25th; save DC 18 + spell level.

Cold Subtype: Torminus is immune to cold damage; however, he takes double damage from frire unless a saving throw for half damage is allowed (the standard cold resistance 20 non White Dragon Named Ones have is not shared by Torminus), in which case he takes half damage on a success and double damage on a failure.

Sorcerer Spells per day (9/5/5/4/4/4/3/3/3/3/1; base 18 + spell level): 0 ? daze, detect magic, ghost sound, mage hand, mending, open/close, prestidigitation, ray of frost, read magic; 1st ? identify, mage armor, magic missile, shield, true strike; 2nd ? darkness, flaming sphere, Melf?s acid arrow, mirror image, cat?s grace; 3rd ? displacement, fireball, haste, magic circle against law; 4th ? dimensional anchor, electrical orb, improved invisibility, wall of fire; 5th ? dismissal, energy buffer, hold monster, telekinesis; 6th ? antimagic field, chain lightning, greater dispelling; 7th ? delayed blast fireball, simulacrum, teleport without error; 8th ? Bigby?s clenched fist, great shout, polymorph any object; 9th ? chain contingency, .summon monster IX, wish; 10th ? delayed blast fireball (maximized).

Possession: Bracers of Armor +6. It is a certainty that Torminus has other items, but he rarely finds the need to wear them. However, since he is usually called by the H?Sthith to perform a service, they will instruct him as to what to prepare for if combat is inevitable.
 

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Pretty nasty. The SR seems a bit low. A CR 39 critter having SR 39 is usually way too low. Typically SR is CR + 10, but other than this nitpick, nice job.
 


Thanks, folks! I'm pleased people are finally looking at him!

As for the SR, I will go back and check my calculations. I built him using the Epic Level Handbook, so he may not automatically get that SR you mentioned. I could be wrong.

Like I said, Torminus is one of the weaker Named Ones. You ought to see the Reds...
 





The Serge said:
Not sure what you're asking. Please clarify.

How long does it take you to come up with the stats for your epic dragons? Do you type it by hand, or do you use a program to start it and touch up the rest by hand?

(I also offered to help, if you need it.)
 

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