Essipalis
Paragon Anarchic Great Wyrm Black Dragon
Gargantuan Dragon (Water)
Hit Dice: 37d12+1,036 (1,480 hp)
Initiative: +15 (+7 Dex, +8 Superior Initiative)
Speed: 180 ft., fly 600 ft. (clumsy), swim 180 ft.
AC: 73 (-4 size, +7 Dex, +36 natural, +12 insight, +12 luck)
Attacks: Bite +79 melee, 2 claws +74 melee, tail slap +74 melee
Damage: Bite 4d6+41, claw 2d8+30, tail slap 2d8+30
Face/Reach: 20 ft. by 40 ft. / 15 ft.
Special Attacks: Breath weapon, frightful presence, spells, spell-like abilities, corrupt water, charm reptiles, smite law
Special Qualities: Immunities, SR 45, blindsight 360 ft., keen senses, water breathing, acid, electricity, and sonic resistance 5, fire and cold resistance 10, fast healing 20, damage reduction 20/+6
Saves: Fort +46, Ref +39, Will +43
Abilities: Str 52, Dex 25, Con 42, Int 35, Wis 36, Cha 35
Skills: Alchemy +35, Appraise +40, Bluff +59, Concentration +46, Escape Artist +22, Intuit Direction +36, Knowledge (arcana) +59, Knowledge (religion) +59, Knowledge (the planes) +59, Listen +62, Sense Motive +28, Scry +47, Search +59, Spellcraft +59, Spot +62
Feats: Alertness, Cleave, Empower Spell, Flyby Attack, Great Cleave, Hover, Improved Initiative, Lightning Reflexes, Power Attack, Sunder, Wingover
Epic Feats: Superior Initiative
Climate/Terrain: Any land and underground
Challenge Rating: 35
Treasure: Double standard
Alignment: Always chaotic evil
Breath Weapon (Su): Using a breath weapon is a standard action. Once Essipalis breathes, he can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at Essipalis’ mouth and extends in a direction of his choice, as a line 120 ft. long, 5 ft. high, and 5 ft. wide. Creatures caught in the area take 24d4 points of acid damage, and can attempt Reflex saves (DC 57) to take half damage.
Frightful Presence (Ex): Essipalis can unsettle foes with his mere presence. The ability take effect automatically whenever he attacks, charges, or flies overhead. Creatures within a 360 ft. radius are subject to the effect if they have less than 37 Hit Dice. A potentially affected creature that succeeds at a Will save (DC 53) remains immune to Essipalis’ frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Spells: Essipalis casts arcane spells as a 15th-level sorcerer. He may cast 6 0-level spells, 9 1st-level spells, 9 2nd-level spells, 9 3rd-level spells, 9 4th-level spells, 8 5th-level spells, 8 6th-level spells, and 6 7th-level spells per day. Essipalis knows the following spells: 0 - arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, light, and read magic; 1st - chill touch, identify, magic missile, obscuring mist, and shield; 2nd - fog cloud, Melf’s acid arrow, misdirection, summon swarm, and web; 3rd - dispel magic, gaseous form, lightning bolt, and stinking cloud; 4th - charm monster, enervation, improved invisibility, and scrying; 5th - animate dead, cloudkill, mind fog, and mirage arcana; 6th - acid fog, control water, and move earth; 7th - insanity and reverse gravity. The save DC for these spells is 34+spell level.
Spell-like Abilities: 3/day - darkness (120 ft. radius), greater dispelling, haste, insect plague, and see invisibility; 1/day - plant growth. These abilities are as the spells cast by a 30th-level sorcerer.
Corrupt Water (Sp): Once per day Essipalis can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed at a Will save (DC 53) or become fouled.
Charm Reptiles (Sp): Essipalis can use this ability three times per day. It operates as a mass charm spell that works only on reptilian animals. Essipalis can communicate with any charmed reptiles as though casting a speak with animals spell.
Smite Law (Su): Once per day Essipalis can make a normal attack to deal +33 additional damage against a lawful opponent.
Immunities (Ex): Essipalis is immune to sleep and paralysis effects, as well as acid attacks, polymorphing, and petrification.
Keen Senses (Ex): Essipalis sees four times as well as a human in low-light conditions and twice as well in normal light. He also has darkvision with a range of 1,200 feet.
Water Breathing (Ex): Essipalis can breathe underwater indefinitely and can freely use his breath weapon, spells, and other abilities while submerged.