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<blockquote data-quote="Khisanth the Ancient" data-source="post: 3390785" data-attributes="member: 11368"><p><strong>#2, Opal of the Sun</strong></p><p></p><p>Let's see if I can get Opal right the first time!</p><p></p><p>Opal, Dragon King of the Sun</p><p> Colossal Dragon (Fire, Extraplanar)</p><p>Hit Dice: 44d12+528 (814 hp )</p><p>Initiative: +8</p><p>Speed: 60 ft. (12 squares), fly 200 ft. (poor)</p><p>Armor Class: 44 (-8 size, +4 Dex, +38 natural), touch 6, flat-footed 40</p><p>Base Attack/Grapple: +44/+82</p><p>Attack: Bite +59 melee (6d6+22/19-20)</p><p>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)</p><p>Space/Reach: 30 ft./20 ft. (30 ft. with bite)</p><p>Special Attacks: Breath weapon, frightful presence, ray of energy, roar, spell-like abilities, spells</p><p>Special Qualities: SR 36, DR 20/epic (6/-), immune to sleep and paralysis effects and fire, cold resistance 30</p><p>Saves: Fort +38, Ref +34, Will +34</p><p>Abilities: Str 54, Dex 19, Con 34, Int 21, Wis 18, Cha 30</p><p>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</p><p>Feats: Alertness, Cleave, Great Cleave, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (bite)</p><p>Epic Feats: Damage Reduction (x2), Epic Reflexes, Epic Will</p><p>Environment: Warm mountains and plains</p><p>Organization: Solitary or troupe (1 plus 2 very old gold dragons)</p><p>Challenge Rating: 30</p><p>Treasure: Standard</p><p>Alignment: Always lawful good</p><p>Advancement: --</p><p>Level Adjustment: --</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>COMBAT</p><p></p><p> 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.</p><p></p><p>Breath Weapon (Su): Every 1d4 rounds, 80-foot cone, 24d12 fire damage, Reflex DC 44 half.</p><p></p><p>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.</p><p></p><p>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.</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 3390785, member: 11368"] [b]#2, Opal of the Sun[/b] 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. [/QUOTE]
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