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<blockquote data-quote="BiggusGeekus" data-source="post: 2582600" data-attributes="member: 1014"><p><strong>#29b</strong></p><p></p><p>Read the following out loud to your players:</p><p></p><p></p><p></p><p>Great wyrm fiendish half-celestial white dragon: CR 23; Gargantuan Outsider (Cold, Chaotic, Evil); HD 36d12+360; hp 594; Init +5; Spd 60 ft, fly 200 ft (poor), swim 60 ft, burrow 30 ft; AC 43 (+1 Dex, -4 size, +36 natural); Melee bite +47 (4d6+15), 2 claws +42 (2d8+7), 2 wings +42 (2d6+7), tail slap +42 (2d8+22); SA breath weapon, frightful presence, freezing fog, other spell-like ablities, smite good, half-celestial spell-like abilities; SQ +4 save vs. poison, icewalking, immunities, fire resistance 20, DR 20/+3, blindsight, keen senses; Face/Reach 20 ft by 40 ft / 15 ft; SR 27; AL CE; SV Fort +30, Ref +21, Will +26; Str 41, Dex 12, Con 31, Int 20, Wis 23, Cha 22.</p><p>Skills and Feats: Bluff +42, Concentration +46, Diplomacy +42, Escape Artist +37, Knowledge (arcana, geography, history, religion) +41, Listen +44, Scry +41, Search +41, Sense Motive +42, Spellcraft +41, Spot +44; Hover, Flyby Attack, Power Attack, Cleave, Snatch, Improved Initiative, Spell Focus (Evocation), Alertness, Wingover, Quicken Spell-Like Ability.</p><p>SA–Breath Weapon (Su): Cone of cold, 60 feet long, every 1d4 rounds; damage 12d6, Reflex half DC 38.</p><p>SA–Frightful Presence (Ex): Dragons can unsettle foes with their mere presence. This ability takes effect automatically (radius 360 ft) whenever the dragon attacks, charges, or flies overhead. A potentially affected creature (one with less than 36 HD) that succeeds at a Will save (DC 34) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with more than 5 HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.</p><p>SA–Freezing Fog (Sp): Similar to solid fog, this ability also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability.</p><p>SA–Other Spell-Like Abilities: 3/day - fog cloud, gust of wind, wall of ice; 1/day - control weather.</p><p>SA–Smite Good (Su): 1/day, deal an additional +20 damage against a good foe.</p><p>SA–Half-Celestial Spell-Like Abilities: 3/day-protection from evil, holy aura; 1/day-bless, aid, detect evil, cure serious wounds, neutralize poison, holy smite, remove disease, dispel evil, holy word, hallow, symbol, summon monster IX (celestials only), resurrection.</p><p>SQ–Icewalking (Ex): This ability works like the spider climb spell, but the surfaces must be icy. It is always in effect.</p><p>SQ–Immunities (Ex): Immune to acid, cold, disease, electricity, sleep, paralysis.</p><p>SQ–Blindsight (Ex): Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 360 feet.</p><p>SQ–Keen Senses (Ex): Dragons can see four times as well as humans in low-light conditions and twice as well in normal light. They also have darkvision (range 1200 feet).</p><p>Spells Known (cast 6/8/8/7/7/7/5; as a level 13 sorcerer): 0–detect magic, resistance, detect poison, read magic, dancing lights, ghost sound, mage hand, open/close, mending; 1–endure elements, mage armor, shield, true strike, charm person; 2–bull's strength, cat's grace, blur, endurance, fog cloud; 3–haste, dispel magic, protection from elements, slow; 4–dimension door, improved invisibility, detect scrying, confusion; 5–cloudkill, dominate person, summon monster V; 6–greater dispelling, disintegrate.</p><p></p><p></p><p></p><p>This is a role-play encounter.</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 2582600, member: 1014"] [b]#29b[/b] Read the following out loud to your players: Great wyrm fiendish half-celestial white dragon: CR 23; Gargantuan Outsider (Cold, Chaotic, Evil); HD 36d12+360; hp 594; Init +5; Spd 60 ft, fly 200 ft (poor), swim 60 ft, burrow 30 ft; AC 43 (+1 Dex, -4 size, +36 natural); Melee bite +47 (4d6+15), 2 claws +42 (2d8+7), 2 wings +42 (2d6+7), tail slap +42 (2d8+22); SA breath weapon, frightful presence, freezing fog, other spell-like ablities, smite good, half-celestial spell-like abilities; SQ +4 save vs. poison, icewalking, immunities, fire resistance 20, DR 20/+3, blindsight, keen senses; Face/Reach 20 ft by 40 ft / 15 ft; SR 27; AL CE; SV Fort +30, Ref +21, Will +26; Str 41, Dex 12, Con 31, Int 20, Wis 23, Cha 22. Skills and Feats: Bluff +42, Concentration +46, Diplomacy +42, Escape Artist +37, Knowledge (arcana, geography, history, religion) +41, Listen +44, Scry +41, Search +41, Sense Motive +42, Spellcraft +41, Spot +44; Hover, Flyby Attack, Power Attack, Cleave, Snatch, Improved Initiative, Spell Focus (Evocation), Alertness, Wingover, Quicken Spell-Like Ability. SA–Breath Weapon (Su): Cone of cold, 60 feet long, every 1d4 rounds; damage 12d6, Reflex half DC 38. SA–Frightful Presence (Ex): Dragons can unsettle foes with their mere presence. This ability takes effect automatically (radius 360 ft) whenever the dragon attacks, charges, or flies overhead. A potentially affected creature (one with less than 36 HD) that succeeds at a Will save (DC 34) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with more than 5 HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. SA–Freezing Fog (Sp): Similar to solid fog, this ability also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. SA–Other Spell-Like Abilities: 3/day - fog cloud, gust of wind, wall of ice; 1/day - control weather. SA–Smite Good (Su): 1/day, deal an additional +20 damage against a good foe. SA–Half-Celestial Spell-Like Abilities: 3/day-protection from evil, holy aura; 1/day-bless, aid, detect evil, cure serious wounds, neutralize poison, holy smite, remove disease, dispel evil, holy word, hallow, symbol, summon monster IX (celestials only), resurrection. SQ–Icewalking (Ex): This ability works like the spider climb spell, but the surfaces must be icy. It is always in effect. SQ–Immunities (Ex): Immune to acid, cold, disease, electricity, sleep, paralysis. SQ–Blindsight (Ex): Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 360 feet. SQ–Keen Senses (Ex): Dragons can see four times as well as humans in low-light conditions and twice as well in normal light. They also have darkvision (range 1200 feet). Spells Known (cast 6/8/8/7/7/7/5; as a level 13 sorcerer): 0–detect magic, resistance, detect poison, read magic, dancing lights, ghost sound, mage hand, open/close, mending; 1–endure elements, mage armor, shield, true strike, charm person; 2–bull's strength, cat's grace, blur, endurance, fog cloud; 3–haste, dispel magic, protection from elements, slow; 4–dimension door, improved invisibility, detect scrying, confusion; 5–cloudkill, dominate person, summon monster V; 6–greater dispelling, disintegrate. This is a role-play encounter. [/QUOTE]
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