Help - I need to come up with 5 dragons before Sunday

Ghostwind

First Post
Hey gang-

Okay, I'm in a bit of a pickle because to time limitations and am turning to you for help. My epic group meets on Sunday and as a part of the climax to this multi-year campaign, they will have to face 5 dragons sent by Tiamat (one of each color) as a measure of extracting revenge upon past actions by the group. The group is 45th level and consists of a broad range of classes and prestige classes, including a Spellfire wielder and a half-titan warforged. So naturally, the dragons have to be tough and very formidable against this group.

What I need is both the stats and tactics that each of these dragons would likely employ against the group. I'd like to throw the group a curve ball and use modifications from Draconomicon and Monster's Handbook but don't have the time to do it because I have to prepare for 3 other campaigns for tomorrow at work. The dragons are fighting on unfamiliar territory and won't be using their environment as tactics as much as they normally would.

The setting where the dragons will be encountered is a place called Nexus, the city where all realities are controlled. The city is huge and filled with tall spires, bridges, portals and such. The players are trying to stop the BBEG from gaining control of Nexus and changing everything they know. The BBEG has some serious help on his side in the form of 4 deities (each with their own agenda concerning Nexus) - Tiamat, Lolth, Vecna and Orcus - all of whom bear intense hatred towards the group for past deeds and actions. Each deity will be sending "representatives" to engage the party at various points during the final battle. I've got most of the work done except for the dragons.

Can you help create some awesome dragons?
 

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PARAGON CREATURE
CREATING A PARAGON CREATURE
“Paragon” is a template that can be added to any creature (referred to hereafter as the base creature).
The base creature’s type remains unchanged. The paragon creature uses all the base creature’s statistics and special abilities except as noted here.
HD: A paragon creature always has maximum hit points. Paragon creatures also gain an additional 12 hit points per HD.
Speed: A paragon creature’s speed triples, for all movement types.
AC: Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus (if the creature already has natural armor, use whichever is better).
Attacks: A paragon creature makes all its attacks with a +25 luck bonus on the attack roll.
Damage: A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks.
Special Attacks: A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once.
Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level.
Special Qualities: A paragon creature retains all the special qualities of the base creature and also gains the following.
• Fire and cold resistance 10. If the creature already possesses such resistance, use whichever is better.
• Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better.
• Spell resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher.
• Fast healing 20. If the creature already possesses fast healing, use whichever is better.
• A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Saves: The paragon creature gains a +10 insight bonus on all its saving throws.
Abilities: All ability scores are 15 points higher than those of the base creature.
Skills: The paragon creature gains a +10 competence bonus on all its skill checks.
Feats: Same as the base creature, plus one bonus feat.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: As base creature +15.
Treasure: Standard for a creature of the adjusted CR.
Alignment: Same as the base creature.
Advancement: Same as the base creature.
 

DRAGON, ADVANCED
The standard advancement rules allow dragons theoretically infinite progression even beyond the stage of great wyrm. The following rules let dragons improve more than their Hit Dice as they progress to epic heights of power.

Age Category: A standard dragon gains one “virtual age category” for every 3 Hit Dice it gains beyond the great wyrm stage. Abilities that function once per day per age category or otherwise use the dragon’s age category as part of a calculation use this adjusted number. Epic dragons gain one age category per 5 Hit Dice beyond great wyrm.

Size: One important element of dragon advancement is increasing size. The dragons that don’t reach Colossal size by the great wyrm stage can never reach it according to the standard advancement rules. When advancing a dragon, consider its basic size group: lesser (white, black, brass, and copper dragons), ordinary (green, blue, and bronze dragons), greater (silver, red, and gold), or epic (force and prismatic). A dragon that is Tiny as a wyrmling is in the lesser group, a dragon that is Small as a wyrmling and never reaches Colossal size is in the ordinary group, and a dragon that is Small to Large as a wyrmling and reaches Colossal by the great wyrm stage is in the greater group. A lesser dragon becomes Colossal when it gains two age categories (6 Hit Dice) beyond great wyrm. It increases to Colossal+ when it gains an additional four age categories (12 HD). An ordinary dragon becomes Colossal when it gains one age category (3 Hit Dice) beyond great wyrm. It increases to Colossal+ when it gains an additional four age categories (12 HD). A greater dragon becomes Colossal+ when it gains four age categories (12 HD) more than it needed to reach the Colossal size.
Epic dragons, already Colossal+ by the time they reach the great wyrm stage, do not increase in size thereafter. Use the information presented under the epic dragon entry, below, to determine the statistics of a Colossal+ dragon.

Armor Class: A dragon’s natural armor bonus increases by +1 for every Hit Die it gains beyond the great wyrm stage. (This rule applies for lesser dragon advancement as well, since natural armor and Hit Dice always increase at the same rate.)

Breath Weapon: If a dragon’s breath weapon deals damage, the damage typically increases by 2 dice for every virtual age category the dragon gains. The two exceptions among standard dragons are the brass and white dragons, whose breath weapon damage increases by only 1 die per age category. The saving throw DC against a dragon’s breath weapon remains 10 + 1/2 the dragon’s Hit Dice + its Constitution modifier.

Spell Resistance: For standard advanced dragons, spell resistance increases by 2 per additional age category. For epic dragons, spell resistance increases by 3 (for force dragons) or 6 (for prismatic dragons) per additional age category.

Speed: When a dragon becomes Colossal, its fly speed increases by 50 feet and its maneuverability becomes clumsy. When it reaches Colossal+, its fly speed increases by another 50 feet, and its maneuverability remains clumsy. A dragon’s land speed and other special movement types (swim, burrow, and so on) do not change.

Ability Scores: A great wyrm’s Strength and Constitution scores both increase by +2 for every virtual age category the dragon gains. Its Dexterity remains unchanged. Its Intelligence, Wisdom, and Charisma increase by +2 for every two age categories the dragon gains.

Special Abilities: Dragons do not gain additional spell-like abilities, but their damage reduction continues to increase as they gain Hit Dice. For most dragons (the exceptions being the force and prismatic dragons), the great wyrm’s damage reduction increases to 15/epic after exceeding the great wyrm age category and the dragon’s natural weapons count as epic weapons for the purposes of bypassing damage reduction.
Force and prismatic dragons have the following DR progression: wyrmling 10/magic, young 15/magic, young adult 15/epic, mature adult 20/epic, very old 25/epic.
Caster Level: A great wyrm’s caster level increases by 2 for every virtual age category the dragon gains. As with the epic dragons described later, advanced dragons gain the Improved Spell Capacity feat as a bonus feat once for every three caster levels above 20th.

Feats: Like ordinary dragons, advanced dragons receive one feat for every 3 Hit Dice they have. Feats gained after the dragon attains great wyrm status can be epic feats.

Challenge Rating: For standard dragons, CR increases by 2 per additional age category. For epic dragons, CR increases by 3 per additional age category. All other dragon statistics are as presented for dragons in general and specific dragon varieties.
 

So paragon great wyrm black dragon is CR 37, blue dragon CR 40, green 39, red 41, and white 36.

Add 2 to CR for every 3 HD after base great wyrm for new age categories continuing past great wyrm.

What target CRs are you looking for?
 




Do you own or have access to the Monsternomicon? Cause there is some hard-core, guns blazin', smack your momma in the face dragon goodness in there.

Individually statted dragons (dragons in the Iron Kingdoms are individuals, not species) that each have kick tuckus info with them.

The whole book rocks (Bestest Art in forever) but the dragons in particular are so hip it hurts.
 


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