Zardnaar
Legend
Its a Huey m'kay. From AC 11 THe Book of Wondrous Inventions I present the Dragonfly of Doom.
Dragonfly of Doom
Colossal Construct Unaligned
AC 20
Hit Points 320 (20d20+ 100)
Speed 30', Fly 80's
Str 24, Dexterity 10, Con 20, Int 3 (18 pilot), Wis 11, Cha 1
Damage Immunities: Fire, Poison, Psychic, bludgeoning, slashing and piercing weapons that are not adamantine
Condition Immunities: charmed, exhaustion, frightened, paralysed, petrified, poisoned
Senses Darkvision 120. Passive Perception 10
Languages. Understands the languages of its creator but can't speak.
Challenge: CR 18?
Immutable Form. The Dragonfly is immune to any spell or effect that would change its form.
Magic Resistance The Dragonfly has advantage on saving throws vs magic.
Actions.
The Dragonfly has a crew of 4 and is equipped with the finest magical artillery the mages of Glantri can provide. As an action it can use its magic missile ability twice per round and its lightning bolt or meteor swarm ability once. A Dragonfly has the lightning bolt or meteor swarm launcher equipped not both.
Spellcasting.
The Dragonfly is treated as a level 18 caster. Its spell casting ability is intelligence, (spell DC 18, +10 to hit with spell attacks)
At Will. Magic Missile (10 missiles).
Meteor Swarm (recharge 4-6)
Or
Lightning Bolt (12d6, 7 slots),
The Dragonfly is a magical construct that forms the elite of the Glantri armed forces. They are based in Glantri city but are only deployed in extreme circumstances (Alphatian invasion, Clerical uprising, Glantri city itself threatened). They can carry a dozen Glantri battlemages as passengers. Designed to clear southern Glantri against a clan of red dragons they are designed to have meteor swarm launcher to be able to swapped out for a rod of lightning bolt. The spells are powered off an internal power source so if destroyed the rods can not be salvaged. The Dragonflys however require a rare ore as fuel which is unique to Glantri and depleted although it is theoretically possible to create magical substitutes at great cost. Unknown to the world at large only 12 Dragonflies are left form the battles with the red Dragons enough for a single squadron and they are generally regarded as irreplaceable.
The Dragonflies on other worlds.
Dragonflies can be used on any world that has an element of magitec (Eberron, Midgard, Golarion etc) to it or can be used as a lost technology. In the Spelljammer setting they can make an appearance on the Spelljammer itself or suitably large ships such as Elven Armadas and Dwarven citidels. It is rumored that some Krynnish Gnomes have renovated an abandoned Dwarven citadel with several Dragonflies being utilised. An additional rumour of one exploding and destroying a fleet of 3 Neogi (Neogi are in Volos Guide to Monsters) Deathspiders.
Not recommended for use in jungle environments such as Chult.
Glantri Battlemage
Armor Class 14 (mage armor+ dexterity)
Hit Points: 27
Speed 30
Str 14, Dexterity 12, Constitution 12, Wis 13, Int 16, Cha 11
Skills. Arcana +5, Insight +5, Perception +3,
Arcane strike. As a bonus action the warmage can expend a spell slot to magically deal 10 (3d6) elemental damage (fire, lightning, frost, acid) to a target. If the warmage expends a slot of 2nd level or higher the extra damage increases by 1d6 for each level above 1.
Spell casting.
The is a 5th level spellcaster. Its spellcasting ability is intelligence. (spell save DC 13, +4 to hit with spell attacks). The battlemage has the following spells prepared.
Cantrips. Greenflame blade, ray of frost, light
1st level (4 slots), magic missile, shield, mage armor, feather fall
2nd level (3 slots). levitate, flaming sphere
3rd level. (2 slots) lighting bolt, fly
Actions.
Longsword, melee weapon attack, +4 to hit, 1d8+2 slashing damage.
Glantri Battlemages are trained for battle being proficient in sword and spell. The ones deployed to Dragonflies often precast levitate or use feather fall spells to act as a rapid deployment force. A single dragonfly is often enough to rout a small army, 12 of them full of battlemages can rout a large army very rapidly.
Dragonfly of Doom
Colossal Construct Unaligned
AC 20
Hit Points 320 (20d20+ 100)
Speed 30', Fly 80's
Str 24, Dexterity 10, Con 20, Int 3 (18 pilot), Wis 11, Cha 1
Damage Immunities: Fire, Poison, Psychic, bludgeoning, slashing and piercing weapons that are not adamantine
Condition Immunities: charmed, exhaustion, frightened, paralysed, petrified, poisoned
Senses Darkvision 120. Passive Perception 10
Languages. Understands the languages of its creator but can't speak.
Challenge: CR 18?
Immutable Form. The Dragonfly is immune to any spell or effect that would change its form.
Magic Resistance The Dragonfly has advantage on saving throws vs magic.
Actions.
The Dragonfly has a crew of 4 and is equipped with the finest magical artillery the mages of Glantri can provide. As an action it can use its magic missile ability twice per round and its lightning bolt or meteor swarm ability once. A Dragonfly has the lightning bolt or meteor swarm launcher equipped not both.
Spellcasting.
The Dragonfly is treated as a level 18 caster. Its spell casting ability is intelligence, (spell DC 18, +10 to hit with spell attacks)
At Will. Magic Missile (10 missiles).
Meteor Swarm (recharge 4-6)
Or
Lightning Bolt (12d6, 7 slots),
The Dragonfly is a magical construct that forms the elite of the Glantri armed forces. They are based in Glantri city but are only deployed in extreme circumstances (Alphatian invasion, Clerical uprising, Glantri city itself threatened). They can carry a dozen Glantri battlemages as passengers. Designed to clear southern Glantri against a clan of red dragons they are designed to have meteor swarm launcher to be able to swapped out for a rod of lightning bolt. The spells are powered off an internal power source so if destroyed the rods can not be salvaged. The Dragonflys however require a rare ore as fuel which is unique to Glantri and depleted although it is theoretically possible to create magical substitutes at great cost. Unknown to the world at large only 12 Dragonflies are left form the battles with the red Dragons enough for a single squadron and they are generally regarded as irreplaceable.
The Dragonflies on other worlds.
Dragonflies can be used on any world that has an element of magitec (Eberron, Midgard, Golarion etc) to it or can be used as a lost technology. In the Spelljammer setting they can make an appearance on the Spelljammer itself or suitably large ships such as Elven Armadas and Dwarven citidels. It is rumored that some Krynnish Gnomes have renovated an abandoned Dwarven citadel with several Dragonflies being utilised. An additional rumour of one exploding and destroying a fleet of 3 Neogi (Neogi are in Volos Guide to Monsters) Deathspiders.
Not recommended for use in jungle environments such as Chult.
Glantri Battlemage
Armor Class 14 (mage armor+ dexterity)
Hit Points: 27
Speed 30
Str 14, Dexterity 12, Constitution 12, Wis 13, Int 16, Cha 11
Skills. Arcana +5, Insight +5, Perception +3,
Arcane strike. As a bonus action the warmage can expend a spell slot to magically deal 10 (3d6) elemental damage (fire, lightning, frost, acid) to a target. If the warmage expends a slot of 2nd level or higher the extra damage increases by 1d6 for each level above 1.
Spell casting.
The is a 5th level spellcaster. Its spellcasting ability is intelligence. (spell save DC 13, +4 to hit with spell attacks). The battlemage has the following spells prepared.
Cantrips. Greenflame blade, ray of frost, light
1st level (4 slots), magic missile, shield, mage armor, feather fall
2nd level (3 slots). levitate, flaming sphere
3rd level. (2 slots) lighting bolt, fly
Actions.
Longsword, melee weapon attack, +4 to hit, 1d8+2 slashing damage.
Glantri Battlemages are trained for battle being proficient in sword and spell. The ones deployed to Dragonflies often precast levitate or use feather fall spells to act as a rapid deployment force. A single dragonfly is often enough to rout a small army, 12 of them full of battlemages can rout a large army very rapidly.
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