Immortal Set Creatures Conversions

The creatures in this thread:

Nipper (CR 1/8)

Notion (CR 3)

Flicker (CR 4)

Jumper (CR 4)

Soo (CR 4)

Tonal (CR 5)

Protean, Giant (CR 6)

Nipper Swarm (CR 11)

Protean, Astral (CR 13)

Repeater (CR 23)

Baak (CR 26)

Dragon Ruler, Pearl (CR 29)

Dragon Ruler, Opal (CR 30)

Dragon Ruler, Diamond (CR 31)

Dragon Ruler, The Great Dragon (CR 33)

Draeden (CR 40)

Draeden, Greater (CR 45)

Megalith (CR 46)

Megalith, Advanced (CR 61)

Draeden (by paradox42) (CR 44,638)

----

TEMPLATES

Nightmare Creature (CR +0 or +1)
Nightmare Dire Bat (CR 2)

Immortal (CR +2, +3, or +4)
Immortal Medusa (CR 9)

Elemaster (CR +4)


Here is the baak:

BAAK
Colossal Construct
Hit Dice: 100d8+400 (850 hp)
Initiative: -5
Speed: 0 ft.
AC: 47 (-8 size, -5 Dex, +50 natural)
Base Attack/Grapple: +75/+94
Attack: Ray +70 ranged touch (8d10)
Full Attack: Ray +70 ranged touch (8d10)
Space/Reach: 30 ft./20 ft.
Special Attacks: Ray of energy, spell-like abilities
Special Qualities: DR 30/epic, DR 10/-, fast healing 5, immune to paralysis, SR 38
Saves: Fort +37 , Ref +28 , Will +32
Abilities: Str 17, Dex 1, Con 19, Int -, Wis 8, Cha 9
Skills: -
Feats: -
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 26
Treasure: None
Alignment: Always neutral
Advancement: 101-300 HD (Colossal)

A baak resembles a 100-foot cube of black diamond. They are believed to be creations of the gods of elemental Earth or the lawful gods(depending on which wizard or sage you ask). They are used as living barriers to protect artifacts and creatures that would threaten the stability of the universe if released.

COMBAT
A baak will attack any unauthorized creature that attempts to pass it, first using spell-like abilities to trap the creatures. It is not intelligent enough to use its abilities in any other way or to violate this mandate. If it is ordered (by a god or other approved being) to move, it does so using dimension door.

Ray of Energy (Su): A baak can emit a ray of energy up to a range of 1,000 feet (no range increment). This requires a ranged touch attack and deals 8d10 damage. This damage is not reduced by resistances, immunities, or damage reduction.

Spell-Like Abilities: At will – crushing despair, deep slumber, dimension door, hold monster, slow; 1/day – forcecage, imprisonment.
 
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Draeden

Here is the great draeden:



DRAEDEN
Colossal Outsider (Extraplanar)
Hit Dice: 72d8+720 (1,035 hp)
Initiative: +9
Speed: 80 ft., fly 80 ft. (perfect)
AC: 59 (-8 size, +5 Dex, +52 natural)
Base Attack/Grapple: +72/+101
Attack: Bite +65* melee (6d10+33*/19-20)
Full Attack: 4 bites +65* melee (6d10+33*/19-20)
Space/Reach: 30 ft./20 ft. (see text)
Special Attacks: Frightful presence, ray of energy, spell-like abilities, swallow whole
Special Qualities: Enormous bulk, DR 20/epic (9/-), fast healing 5, immune to paralysis and death effects, SR 51
Saves: Fort +37 , Ref +34 , Will +38
Abilities: Str 36, Dex 21, Con 30, Int 21, Wis 28, Cha 29
Skills: Bluff +84, Concentration +79, Diplomacy +84, Intimidate +84, Knowledge (arcana, history, planes, religion) +79, Listen +86, Search +84, Sense Motive +84, Spellcraft +79, Spot +86, Survival +84
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Endurance, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Natural Attack, Improved Overrun, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (bite), Whirlwind Attack
Epic Feats: Blinding Speed, Damage Reduction (3), Epic Reflexes, Epic Toughness (2), Epic Weapon Focus (bite), Epic Will
Climate/Terrain: Any
Organization: Solitary or charge (2-20)
Challenge Rating: 40
Treasure: None
Alignment: Often neutral
Advancement: 72 - 216 HD (Colossal)

A draeden is an enormous spherical creature ringed with tentacles. Each tentacle ends in a tooth-studded mouth big enough to swallow a whale. The draeden's body is about a mile wide, but is largely hollow. Despite its jellyfish-like, primitive appearance, the draeden is a highly intelligent being. No creature wishes to anger the draedens; a single draeden is exceeded in power only by the gods and the largest epic dragons, and the mere thought of an united group of draedens on the attack makes even gods tremble. Such a group attack is astronomically rare, but it has happened several times within the memory of the gods; each time, an entire world was depopulated. The sight of a group of draedens hovering over a world, taking it apart piece by piece, is the most terrifying vision in the multiverse.

COMBAT

A draeden will attempt to eat any smaller creature it sees, unless it has a reason to believe that creature might pose a threat. However, a draeden's almost unimaginable power and supreme arrogance mean that it hardly ever recognizes any other being as a threat.



Frightful Presence (Ex): Any creature within 600 feet which sees a draeden attack must make a Will save (DC 55) or be shaken for 5d6 rounds.

Spell-Like Abilities: At will – eagle's splendor, greater magic fang, greater teleport, haste, lightning bolt, mage armor, slay living, slow, telekinesis; 3/day – limited wish, meteor swarm, ruin (epic spell); 1/day – hellball (epic spell). 40th caster level, save DC 19 + spell level (29 for epic spells).

Improved Grab (Ex): If it makes a successful bite attack, a draeden can make a grapple check without making a touch attack or allowing an attack of opportunity. If it succeeds, it gets a hold and can try to swallow whole.

Ray of Energy (Su): A draeden can emit a ray of energy up to a range of 720 feet (no range increment). This requires a ranged touch attack and deals 20d10 damage. This damage is not reduced by resistances, immunities, or damage reduction.

Swallow Whole (Ex): If a draeden makes a successful grapple check against an already grappled opponent of Gargantuan or smaller size, it can swallow the opponent whole. A swallowed opponent takes 6d10 points of acid damage and 6d10+13 points of bludgeoning damage each round. The draeden's stomach can hold 8 Gargantuan, 32 Huge, 128 Large, or 512 Medium or smaller creatures at a time. A swallowed creature can escape by dealing 100 points of damage to the draeden's interior (which is AC 36). The creature need not use a light weapon, since the draeden's stomach is very spacious.

Enormous Bulk (Ex): The listed Space/Reach applies only to the draeden's mouths. The draeden can make attacks against any creature within 20 feet of any of its mouths. The draeden's core is nearly a mile in diameter, and has DR 100/-. In effect, the only way to kill a draeden is by damaging its mouths, the only vulnerable spots.

Feats: A draeden usually uses Power Attack, subtracting 20 from its attack roll and adding 20 to its damage.

GREATER DRAEDEN
Colossal Outsider (Extraplanar)
Hit Dice: 92d8+1,460 (1,575 hp)
Initiative: +9
Speed: 80 ft., fly 80 ft. (perfect)
AC: 63 (-8 size, +5 Dex, +56 natural)
Base Attack/Grapple: +92/+121
Attack: Bite +85* melee (8d10+43*/19-20)
Full Attack: 4 bites +85* melee (8d10+43*/19-20)
Space/Reach: 30 ft./20 ft. (see text)
Special Attacks: Frightful presence, ray of energy, spell-like abilities, swallow whole
Special Qualities: Enormous bulk, DR 20/epic (9/-), fast healing 5, immune to paralysis and death effects, SR 56
Saves: Fort +42 , Ref +34 , Will +38
Abilities: Str 46, Dex 21, Con 40, Int 21, Wis 28, Cha 33
Skills: Bluff +86, Concentration +79, Diplomacy +86, Intimidate +86, Knowledge (arcana, history, planes, religion) +79, Listen +86, Search +84, Sense Motive +84, Spellcraft +79, Spot +86, Survival +84
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Endurance, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Natural Attack, Improved Overrun, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (bite), Whirlwind Attack
Epic Feats: Armor Skin (x2), Blinding Speed, Damage Reduction (3), Epic Fortitude, Epic Reflexes, Epic Toughness (4), Epic Weapon Focus (bite), Epic Will
Climate/Terrain: Any
Organization: Solitary or charge (2-20)
Challenge Rating: 45
Treasure: None
Alignment: Often neutral
Advancement: 72 - 216 HD (Colossal)

A greater draeden is an enormous spherical creature even larger than an ordinary draeden. They have been known to devour minor gods.
COMBAT

A draeden will attempt to eat any smaller creature it sees, unless it has a reason to believe that creature might pose a threat. However, a draeden's almost unimaginable power and supreme arrogance mean that it hardly ever recognizes any other being as a threat.



Frightful Presence (Ex): Any creature within 600 feet which sees a draeden attack must make a Will save (DC 67) or be shaken for 5d6 rounds.

Spell-Like Abilities: At will – eagle's splendor, greater magic fang, greater teleport, haste, lightning bolt, mage armor, slay living, slow, telekinesis; 3/day – limited wish, meteor swarm, ruin (epic spell); 1/day – hellball (epic spell). 40th caster level, save DC 21 + spell level (31 for epic spells).

Improved Grab (Ex): If it makes a successful bite attack, a draeden can make a grapple check without making a touch attack or allowing an attack of opportunity. If it succeeds, it gets a hold and can try to swallow whole.

Ray of Energy (Su): A draeden can emit a ray of energy up to a range of 920 feet (no range increment). This requires a ranged touch attack and deals 30d10 damage. This damage is not reduced by resistances, immunities, or damage reduction.

Swallow Whole (Ex): If a draeden makes a successful grapple check against an already grappled opponent of Gargantuan or smaller size, it can swallow the opponent whole. A swallowed opponent takes 8d10 points of acid damage and 8d10+13 points of bludgeoning damage each round. The greater draeden's stomach can hold 8 Gargantuan, 32 Huge, 128 Large, or 512 Medium or smaller creatures at a time. A swallowed creature can escape by dealing 100 points of damage to the greater draeden's interior (which is AC 36). The creature need not use a light weapon, since the greater draeden's stomach is very spacious.

Enormous Bulk (Ex): The listed Space/Reach applies only to the greater draeden's mouths. The draeden can make attacks against any creature within 20 feet of any of its mouths. The draeden's core is nearly a mile in diameter, and has DR 150/-. In effect, the only way to kill a draeden is by damaging its mouths, the only vulnerable spots.

Feats: A greater draeden usually uses Power Attack, subtracting 25 from its attack roll and adding 25 to its damage.
 
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nope - this forum is for posting new monsters as well as conversions.

GMT is for discussions about monsters, as well as working on conversions and new monsters when seeking input from other posters.

at least, that's how i use 'em. ;)

Homebrews as showcase, GMT as workshop. :)
 

Aspect of BOZ said:
nope - this forum is for posting new monsters as well as conversions.

GMT is for discussions about monsters, as well as working on conversions and new monsters when seeking input from other posters.

at least, that's how i use 'em. ;)

Homebrews as showcase, GMT as workshop. :)

Oh, I see.

I've never done a conversion myself, so I'd never really had to look closely at the distinction. Although it does explain your "Posting in Homebrews" battlecry. :heh:
 


Dragon Rulers - #1, Pearl of the Moon

Here is my first dragon ruler, Pearl, Queen of the Moon:


Pearl, Dragon Queen of the Moon
Colossal Dragon (Earth, Extraplanar)
Hit Dice: 40d12+400 (640 hp)
Initiative: +8
Speed: 60 ft. (12 squares), fly 200 ft. (poor)
Armor Class: 44 (-8 size, +4 Dex, +38 natural), touch 6, flat-footed 40
Base Attack/Grapple: +40/+74
Attack: Bite +51 melee (6d6+18/19-20)
Full Attack: Bite +51 melee (6d6+18/19-20), 2 claws +45 melee (5d6+9), 2 wings +45 melee (3d6+9), tail slap +45 melee (3d8+9)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, frightful presence, ray of energy, roar, spell-like abilities, spells
Special Qualities: SR 34, DR 15/epic (6/-), immune to sleep and paralysis effects and acid, electricity resistance 30
Saves: Fort +36, Ref +28, Will +32
Abilities: Str 46, Dex 19, Con 30, Int 21, Wis 18, Cha 28
Skills: Bluff +52, Diplomacy +52, Hide +47, Intimidate +52, Knowledge (arcane, the planes) +47, Listen +47, Perform (singing) +52, Spellcraft +47, Spot +47, Survival +47
Feats: Alertness, Cleave, Great Cleave, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (bite)
Epic Feats: Damage Reduction (x2), Epic Will
Environment: Warm plains and forests
Organization: Solitary or troupe (1 plus 2 very old copper dragons)
Challenge Rating: 29
Treasure: Standard
Alignment: Always chaotic good
Advancement: --
Level Adjustment: --

Pearl is the ruler and protector of all chaotic good dragons (brass and copper dragons). She appears as a wondrous dragon of immense size, nearly 150 feet long, covered in bright pearly scales.

She loves songs, humor, poetry, and rhetoric, and sometimes searches the Material Plane in humanoid form. If she meets a bard of exceptional ability, she is likely to invite him to perform in her extraplanar realm.

COMBAT

Though good at heart, Pearl can be wrathful when angered. Her terrifying presence is often enough to frighten away foes. Against stouter enemies, she will let loose with a roar and then use her devastating breath weapon.

Breath Weapon (Su): Every 1d4 rounds, 80-foot cone, 24d6 acid damage, Reflex DC 40 half.

Frightful Presence (Ex): When Pearl attacks, every creature within 200 feet seeing her must make a Will save (DC 39). Creatures which fail this save are panicked for 5d6 rounds if they have 20 or fewer Hit Dice, and are shaken for 5d6 rounds if they have 21 or more Hit Dice.

Ray of Energy (Su): Pearl can emit a ray of energy up to a range of 400 feet (no range increment). This requires a ranged touch attack and deals 20d10 damage. This damage is not reduced by resistances, immunities, or damage reduction.

Roar (Su): Three times per day, Pearl can loose a tremendous roar. This roar deals 10d10 points of sonic damage to every creature in a 90-foot cone (Reflex DC 40 half). In addition, creatures failing their saves are deafened for 2d8 rounds.

Spell-Like Abilities: At will – cat’s grace, greater magic fang, protection from elements; 3/day – call lightning, haste; 1/day – mass charm monster, whirlwind.

Spells: Pearl casts spells as a 20th-level sorcerer (spells known 9/5/5/4/4/4/3/3/3/3, spells per day 6/6/6/6/6/6/6/6/6/6). The save DC is 19 + spell level.
 
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#2, Opal of the Sun

Let's see if I can get Opal right the first time!

Opal, Dragon King of the Sun
Colossal Dragon (Fire, Extraplanar)
Hit Dice: 44d12+528 (814 hp )
Initiative: +8
Speed: 60 ft. (12 squares), fly 200 ft. (poor)
Armor Class: 44 (-8 size, +4 Dex, +38 natural), touch 6, flat-footed 40
Base Attack/Grapple: +44/+82
Attack: Bite +59 melee (6d6+22/19-20)
Full Attack: Bite +59 melee (6d6+22/19-20), 2 claws +53 melee (5d6+11), 2 wings +53 melee (3d6+11), tail slap +53 melee (3d8+11)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, frightful presence, ray of energy, roar, spell-like abilities, spells
Special Qualities: SR 36, DR 20/epic (6/-), immune to sleep and paralysis effects and fire, cold resistance 30
Saves: Fort +38, Ref +34, Will +34
Abilities: Str 54, Dex 19, Con 34, Int 21, Wis 18, Cha 30
Skills: Bluff +57, Diplomacy +57, Hide +51, Intimidate +57, Knowledge (arcane, the planes) +51, Listen +51, Perform (singing) +57, Spellcraft +51, Spot +51, Survival +51
Feats: Alertness, Cleave, Great Cleave, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (bite)
Epic Feats: Damage Reduction (x2), Epic Reflexes, Epic Will
Environment: Warm mountains and plains
Organization: Solitary or troupe (1 plus 2 very old gold dragons)
Challenge Rating: 30
Treasure: Standard
Alignment: Always lawful good
Advancement: --
Level Adjustment: --

Opal is the ruler and protector of all lawful good dragons (bronze, gold, and silver dragons). He appears as a wondrous dragon of immense size, nearly 180 feet long, covered in bright opalescent scales.

He loves deeds of bravery and battle in the cause of good, and sometimes searches the Material Plane in humanoid form. If he meets a hero of truly exceptional ability and character, he is likely to reward him in some way.

COMBAT

Though a good spirit, Opal is utterly destructive to evil. His terrifying presence is often enough to frighten away foes. Against stouter enemies, he will let loose with a roar and then use his devastating breath weapon.

Breath Weapon (Su): Every 1d4 rounds, 80-foot cone, 24d12 fire damage, Reflex DC 44 half.

Frightful Presence (Ex): When Opal attacks, every creature within 200 feet seeing him must make a Will save (DC 42). Creatures which fail this save are panicked for 5d6 rounds if they have 20 or fewer Hit Dice, and are shaken for 5d6 rounds if they have 21 or more Hit Dice.

Ray of Energy (Su): Opal can emit a ray of energy up to a range of 440 feet (no range increment). This requires a ranged touch attack and deals 24d10 damage. This damage is not reduced by resistances, immunities, or damage reduction.
Roar (Su): Three times per day, Opal can loose a tremendous roar. This roar deals 14d12 points of sonic damage to every creature in a 90-foot cone (Reflex DC 44 half). In addition, creatures failing their saves are deafened for 2d8 rounds.

Spell-Like Abilities: At will – cat’s grace, greater magic fang, protection from elements; 3/day – call lightning, haste; 1/day – mass charm monster, whirlwind.

Spells: Opal casts spells as a 20th-level sorcerer (spells known 9/5/5/4/4/4/3/3/3/3, spells per day 6/6/6/6/6/6/6/6/6/6). The save DC is 20 + spell level.
 
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#3, Diamond of the Stars

Diamond, Dragon Queen of the Stars
Colossal Dragon (Cold, Extraplanar)
Hit Dice: 46d12+552 (851 hp )
Initiative: +8
Speed: 60 ft. (12 squares), fly 200 ft. (poor)
Armor Class: 44 (-8 size, +4 Dex, +38 natural), touch 6, flat-footed 40
Base Attack/Grapple: +46/+84
Attack: Bite +61 melee (6d6+22/19-20)
Full Attack: Bite +61 melee (6d6+22/19-20), 2 claws +55 melee (5d6+11), 2 wings +55 melee (3d6+11), tail slap +55 melee (3d8+11)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, frightful presence, ray of energy, roar, spell-like abilities, spells
Special Qualities: SR 38, DR 20/epic (6/-), immune to sleep and paralysis effects and cold, fire resistance 30
Saves: Fort +38, Ref +34, Will +34
Abilities: Str 54, Dex 19, Con 34, Int 21, Wis 18, Cha 32
Skills: Bluff +58, Diplomacy +58, Hide +51, Intimidate +58, Knowledge (arcane, the planes) +51, Listen +51, Perform (singing) +58, Spellcraft +51, Spot +51, Survival +51
Feats: Alertness, Cleave, Great Cleave, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (bite)
Epic Feats: Damage Reduction (x2), Epic Reflexes, Epic Will
Environment: Warm mountains and plains
Organization: Solitary or troupe (1 plus 2 wyrm silver dragons)
Challenge Rating: 31
Treasure: Standard
Alignment: Always neutral good
Advancement: --
Level Adjustment: --

Diamond is the ruler and protector of all good dragons. She appears as a wondrous dragon of immense size, nearly 200 feet long, covered in bright immaculate scales.

She loves deeds of kindness, especially healing, and sometimes searches the Material Plane in humanoid form. If he meets a healer of truly exceptional ability and caring, she is likely to reward him in some way.

COMBAT

Though a good spirit, Diamond can be a terror to evil. Her terrifying presence is often enough to frighten away foes. Against stouter enemies, she will let loose with a roar and then use her devastating breath weapon.

Breath Weapon (Su): Every 1d4 rounds, 80-foot cone, 28d12 cold damage, Reflex DC 45 half.

Frightful Presence (Ex): When Diamond attacks, every creature within 200 feet seeing him must make a Will save (DC 44). Creatures which fail this save are panicked for 5d6 rounds if they have 20 or fewer Hit Dice, and are shaken for 5d6 rounds if they have 21 or more Hit Dice.

Ray of Energy (Su): Diamond can emit a ray of energy up to a range of 460 feet (no range increment). This requires a ranged touch attack and deals 24d10 damage. This damage is not reduced by resistances, immunities, or damage reduction.

Roar (Su): Three times per day, Diamond can loose a tremendous roar. This roar deals 18d12 points of sonic damage to every creature in a 90-foot cone (Reflex DC 45 half). In addition, creatures failing their saves are deafened for 2d8 rounds.

Spell-Like Abilities: At will – call lightning, cat’s grace, greater magic fang, protection from elements; 3/day – chain lightning, haste; 1/day – mass charm monster, ruin (epic spell), whirlwind.

Spells: Diamond casts spells as a 20th-level sorcerer (spells known 9/5/5/4/4/4/3/3/3/3, spells per day 6/6/6/6/6/6/6/6/6/6). The save DC is 21 + spell level.
 
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#4, The Great Dragon

The Great Dragon
Colossal Dragon (Extraplanar)
Hit Dice: 50d12+653 (978 hp )
Initiative: +8
Speed: 60 ft. (12 squares), fly 200 ft. (poor)
Armor Class: 48 (-8 size, +4 Dex, +42 natural), touch 6, flat-footed 44
Base Attack/Grapple: +50/+90
Attack: Bite +65 melee (6d6+24/19-20)
Full Attack: Bite +64 melee (6d6+24/19-20), 2 claws +58 melee (5d6+12), 2 wings +58 melee (3d6+12), tail slap +58 melee (3d8+12)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, frightful presence, ray of energy, roar, spell-like abilities, spells
Special Qualities: SR 42, DR 25/epic (6/-), immune to sleep and paralysis effects and acid, cold, electricity, and fire
Saves: Fort +38, Ref +34, Will +34
Abilities: Str 58, Dex 19, Con 36, Int 21, Wis 18, Cha 32
Skills: Bluff +63, Diplomacy +63, Hide +55, Intimidate +63, Knowledge (arcane, the planes) +55, Listen +55, Perform (singing) +63, Spellcraft +55, Spot +55, Survival +55
Feats: Alertness, Cleave, Great Cleave, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (bite)
Epic Feats: Damage Reduction (x2), Epic Fortitude, Epic Reflexes, Epic Will
Environment: Warm mountains and plains
Organization: Solitary or troupe (1 plus 2 wyrm silver dragons)
Challenge Rating: 33
Treasure: Standard
Alignment: Always neutral
Advancement: --
Level Adjustment: --

The Great Dragon (whose true name is not known) claims to be the rightful ruler and protector of all dragons. However, evil dragons do not obey him unless they are in his immediate area of influence, and the older force and prismatic dragons are beyond his control. He appears as a wondrous dragon of immense size, nearly 250 feet long, covered in deep violet scales.

He sometimes searches the Material Plane in humanoid form. If he meets a humanoid who has greatly helped the cause of dragons, he is likely to reward him in some way.

COMBAT

The Great Dragon is a mighty force in battle. His terrifying presence is often enough to frighten away foes. Against stouter enemies, he will let loose with a roar and then use his devastating breath weapon.

Breath Weapon (Su): Every 1d4 rounds, 160-foot line, 30d12 electricity damage, Reflex DC 48 half.

Frightful Presence (Ex): When the Great Dragon attacks, every creature within 200 feet seeing him must make a Will save (DC 46). Creatures which fail this save are panicked for 5d6 rounds if they have 20 or fewer Hit Dice, and are shaken for 5d6 rounds if they have 21 or more Hit Dice.

Ray of Energy (Su): The Great Dragon can emit a ray of energy up to a range of 500 feet (no range increment). This requires a ranged touch attack and deals 26d10 damage. This damage is not reduced by resistances, immunities, or damage reduction.

Roar (Su): Three times per day, the Great Dragon can loose a tremendous roar. This roar deals 22d12 points of sonic damage to every creature in a 90-foot cone (Reflex DC 48 half). In addition, creatures failing their saves are deafened for 2d8 rounds.

Spell-Like Abilities: At will – call lightning, cat’s grace, greater magic fang, protection from elements; 3/day – chain lightning, haste; 1/day – greater ruin (epic spell), mass charm monster, whirlwind.

Spells: The Great Dragon casts spells as a 20th-level sorcerer (spells known 9/5/5/4/4/4/3/3/3/3, spells per day 6/6/6/6/6/6/6/6/6/6). The save DC is 21 + spell level.
 
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