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<blockquote data-quote="las" data-source="post: 390364" data-attributes="member: 889"><p>Recrum Great wyrm red dragon</p><p>Colossal Undead Dragon (Fire)</p><p>Hit Dice: 40d12+30 (290 hp)</p><p>Initiative: +0 (+0 Dex bonus)</p><p>Speed: 40 ft., fly 200 ft. (clumsy)</p><p>AC: 48 (-8 size, +41 natural, +5 deflection)</p><p>Attacks: Bite +50, 2 Claws +44, 2 wings +44, tail slap +44, Tail Sweep +49</p><p>Damage: Bite 4d8+17+1d6 cold, Claws 4d6+8+1d6 cold, Wings 2d8+8+1d6 cold, tail slap 4d6+25+1d6 cold, Tail Sweep 2d8+25+1d6 cold (Reflex save DC 40)</p><p>Face/Reach: 40 ft. by 80-ft./ 15 ft.</p><p>Special Attacks: Breath Weapon, Spell-like Abilities, Spells, Frightful Presence DC 39, Control Undead, Paralyzing Gaze, Paralyzing Touch</p><p>Special Qualities, DR 20/+3, Keen Senses, Fire Subtype, Immunities, SR 35, Invulnerability, Undead Subtype</p><p>Saves: Fort +37, Ref +27, Will +35</p><p>Abilities: Str 45, Dex 10, Con -, Int 26, Wis 27, Cha 28</p><p>Skills: Jump +57, Listen +48, Spot +48, Search +48, Bluff +48, Concentration +40, Diplomacy +48, Escape Artist +40, Scry +48, Knowledge (The plains) +48, Knowledge (Arcana) +48, Knowledge (history) +48, Knowledge (religion) +48, Knowledge (nobility & royalty) +48, Knowledge (geography) +48, Spellcraft +48.</p><p>Feats: Weapon Focus (bite), Toughness, Dwarf’s Toughness, Giant’s Toughness, Dragon’s Toughness, Power Attack, Arcane Preparation, Spell Penetration, Greater Spell Penetration, Quicken spell, Empower Spell.</p><p>Climate/Terrain: Temperate and warm hill, mountains, and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 28</p><p>Alignment: Always Chaotic Evil</p><p>Treasure: Double standard</p><p></p><p>One of orcus first dragons to come over to his side over the last 30,000 years. He has raised many other dragons in orcus name making it that they don’t make some of the mistakes that he made when he was a wyrmling. He leads orcuses dragons even thou there are some more powerful then he. He has collected wealth of unknown extend and has gust as easily given it up to the one that gave him unlife, orcus.</p><p></p><p>Combat</p><p>When he goes into combat the first thing he does is cast haste on him self. Then gust invisible, then the next round he castes mage armor and then breathes. Then he goes invisible then casts a spell in some order for he has a lot of fire power and he knows it and he knows how to use it.</p><p> </p><p>Control Undead (Sp): Once every three days, a dracolich can cast control undead as a 15th-level sorcerer. The dracolich cannot cast other spells while this ability is in effect.</p><p>Breath Weapon (Su): Every 1d4 rounds, cone of fire (70 ft.), and 24d10-fire damage Reflex half (DC 40).</p><p>Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.</p><p>Locate Object (Sp): As per spell 12/day.</p><p>Other Spell-Like Abilites: 2/day-suggestion; 1/day-eyebite and discern location.</p><p>Paralyzing Gaze (Su): The gaze of a dracolich’s glowing eyes can paralyze victims within 40 feet who fail a Fortitude save (DC 39). If the saving throw is successful, the character is forever immune to the gaze of that particular dracolich. If it fails, the victim is paralyzed for 2d6 rounds.</p><p>Paralyzing Touch (Su): A creature struck by any of a dracolich’s physical attacks must make a Fortitude save (DC 39) or be paralyzed for 2d6 rounds. A successful saving throw against this effect does not confer any immunity against subsequent attacks.</p><p>Immunities: In addition to the standard undead immunities, a dracolich is immune to polymorph, cold and electricity effects. Like a skeleton, it takes only half damage from piercing or slashing weapons.</p><p>Invulnerability: If a dracolich is slain, its spirit immediately returns to its phylactery. If there is no reptilian corpse within 90 feet for the spirit to possess, it is trapped in the phylactery until such a time—if ever—that a corpse becomes available. A dracolich is difficult to destroy. If its spirit is currently contained in its phylactery, destroying that item when suitable corpse is not within range effectively destroys the dracolich. Likewise, an active dracolich is unable to attempt further possessions if its phylactery is destroyed. The fate of a disembodied dracolich spirit—that is, a spirit with no body or phylactery—is unknown, but presumably it is drawn to the Lower Planes.</p><p>Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hit, subdual damage damage, ability damage, energy drain, or death from massive damage (see the Monster Manual, page 6).</p><p></p><p>Sorcerer Spells per day: (6/9/8/8/8/8/7/7/7/5) Save DC 19, Caster level 19th.</p><p>Sorcerer Spells known: 0th-Light, Flare, Daze, Arcane Mark, Detect Magic, Prestidigitation, Read Magic, Dancing Lights, Ghost Sound; 1st-Curse Water, Grease, Mage Armor, True Strike, Magic Missile; 2nd-Bone Soften *, Scare, Produce Flame, Desecrate, See Invisibility; 3rd-Haste, Lightning Bolt, Blood Siphon *, Animate Dead; 4th-Chaos Hammer, Unholy Blight, Improved Invisibility, Wall of Fire; 5th-Cone of Cold, Sending, Fire Shield, Flame Strike; 6th-Gate Seal, Circle of Death, Harm; 7th-Teleport without Error, Delayed Blast Fireball, Plane Shift; 8th-Sunburst, Clone, Binding; 9th-Wish, Time Stop.</p><p>*See Dragon #300 for these spells.</p><p></p><p>Possessions: Ring of defense (+5)*</p><p>See both of the links on the bottom of my posts (or if you know what it does) it has bean put into account in his states.</p><p></p><p>Heres one of his liches imm working on number two.</p></blockquote><p></p>
[QUOTE="las, post: 390364, member: 889"] Recrum Great wyrm red dragon Colossal Undead Dragon (Fire) Hit Dice: 40d12+30 (290 hp) Initiative: +0 (+0 Dex bonus) Speed: 40 ft., fly 200 ft. (clumsy) AC: 48 (-8 size, +41 natural, +5 deflection) Attacks: Bite +50, 2 Claws +44, 2 wings +44, tail slap +44, Tail Sweep +49 Damage: Bite 4d8+17+1d6 cold, Claws 4d6+8+1d6 cold, Wings 2d8+8+1d6 cold, tail slap 4d6+25+1d6 cold, Tail Sweep 2d8+25+1d6 cold (Reflex save DC 40) Face/Reach: 40 ft. by 80-ft./ 15 ft. Special Attacks: Breath Weapon, Spell-like Abilities, Spells, Frightful Presence DC 39, Control Undead, Paralyzing Gaze, Paralyzing Touch Special Qualities, DR 20/+3, Keen Senses, Fire Subtype, Immunities, SR 35, Invulnerability, Undead Subtype Saves: Fort +37, Ref +27, Will +35 Abilities: Str 45, Dex 10, Con -, Int 26, Wis 27, Cha 28 Skills: Jump +57, Listen +48, Spot +48, Search +48, Bluff +48, Concentration +40, Diplomacy +48, Escape Artist +40, Scry +48, Knowledge (The plains) +48, Knowledge (Arcana) +48, Knowledge (history) +48, Knowledge (religion) +48, Knowledge (nobility & royalty) +48, Knowledge (geography) +48, Spellcraft +48. Feats: Weapon Focus (bite), Toughness, Dwarf’s Toughness, Giant’s Toughness, Dragon’s Toughness, Power Attack, Arcane Preparation, Spell Penetration, Greater Spell Penetration, Quicken spell, Empower Spell. Climate/Terrain: Temperate and warm hill, mountains, and underground Organization: Solitary Challenge Rating: 28 Alignment: Always Chaotic Evil Treasure: Double standard One of orcus first dragons to come over to his side over the last 30,000 years. He has raised many other dragons in orcus name making it that they don’t make some of the mistakes that he made when he was a wyrmling. He leads orcuses dragons even thou there are some more powerful then he. He has collected wealth of unknown extend and has gust as easily given it up to the one that gave him unlife, orcus. Combat When he goes into combat the first thing he does is cast haste on him self. Then gust invisible, then the next round he castes mage armor and then breathes. Then he goes invisible then casts a spell in some order for he has a lot of fire power and he knows it and he knows how to use it. Control Undead (Sp): Once every three days, a dracolich can cast control undead as a 15th-level sorcerer. The dracolich cannot cast other spells while this ability is in effect. Breath Weapon (Su): Every 1d4 rounds, cone of fire (70 ft.), and 24d10-fire damage Reflex half (DC 40). Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save. Locate Object (Sp): As per spell 12/day. Other Spell-Like Abilites: 2/day-suggestion; 1/day-eyebite and discern location. Paralyzing Gaze (Su): The gaze of a dracolich’s glowing eyes can paralyze victims within 40 feet who fail a Fortitude save (DC 39). If the saving throw is successful, the character is forever immune to the gaze of that particular dracolich. If it fails, the victim is paralyzed for 2d6 rounds. Paralyzing Touch (Su): A creature struck by any of a dracolich’s physical attacks must make a Fortitude save (DC 39) or be paralyzed for 2d6 rounds. A successful saving throw against this effect does not confer any immunity against subsequent attacks. Immunities: In addition to the standard undead immunities, a dracolich is immune to polymorph, cold and electricity effects. Like a skeleton, it takes only half damage from piercing or slashing weapons. Invulnerability: If a dracolich is slain, its spirit immediately returns to its phylactery. If there is no reptilian corpse within 90 feet for the spirit to possess, it is trapped in the phylactery until such a time—if ever—that a corpse becomes available. A dracolich is difficult to destroy. If its spirit is currently contained in its phylactery, destroying that item when suitable corpse is not within range effectively destroys the dracolich. Likewise, an active dracolich is unable to attempt further possessions if its phylactery is destroyed. The fate of a disembodied dracolich spirit—that is, a spirit with no body or phylactery—is unknown, but presumably it is drawn to the Lower Planes. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hit, subdual damage damage, ability damage, energy drain, or death from massive damage (see the Monster Manual, page 6). Sorcerer Spells per day: (6/9/8/8/8/8/7/7/7/5) Save DC 19, Caster level 19th. Sorcerer Spells known: 0th-Light, Flare, Daze, Arcane Mark, Detect Magic, Prestidigitation, Read Magic, Dancing Lights, Ghost Sound; 1st-Curse Water, Grease, Mage Armor, True Strike, Magic Missile; 2nd-Bone Soften *, Scare, Produce Flame, Desecrate, See Invisibility; 3rd-Haste, Lightning Bolt, Blood Siphon *, Animate Dead; 4th-Chaos Hammer, Unholy Blight, Improved Invisibility, Wall of Fire; 5th-Cone of Cold, Sending, Fire Shield, Flame Strike; 6th-Gate Seal, Circle of Death, Harm; 7th-Teleport without Error, Delayed Blast Fireball, Plane Shift; 8th-Sunburst, Clone, Binding; 9th-Wish, Time Stop. *See Dragon #300 for these spells. Possessions: Ring of defense (+5)* See both of the links on the bottom of my posts (or if you know what it does) it has bean put into account in his states. Heres one of his liches imm working on number two. [/QUOTE]
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