Revision Spotlight, Red Dragons

Previous very old red dragon:

Very old red dragon: CR 20; Gargantuan Dragon (Fire); HD 31d12+248; hp 449; Init +4; Spd 40 ft, fly 200 ft (clumsy); AC 36 (-4 size, +30 natural); Melee bite +40 (4d6+13), 2 claws +35 (2d8+6), 2 wings +35 (2d6+6), tail slap +35 (2d8+19); SA breath weapon, frightful presence, locate object, other spell-like abilities; SQ fire subtype, immunities, DR 15/+2, blindsight, keen senses; Face/Reach 20 ft by 40 ft / 15 ft; SR 26; AL CE; SV Fort +25, Ref +17, Will +23; Str 37, Dex 10, Con 27, Int 22, Wis 23, Cha 22.
Skills and Feats: Bluff +37, Concentration +39, Diplomacy +37, Escape Artist +31, Knowledge (arcana, geography, history) +37, Listen +39, Scry +37, Search +37, Sense Motive +37, Spellcraft +37, Spot +39; Hover, Flyby Attack, Power Attack, Cleave, Snatch, Improved Initiative, Spell Focus (Evocation), Alertness.
SA–Breath Weapon (Su): Cone of fire, 60 feet long, every 1d4 rounds; damage 18d10, Reflex half DC 33.
SA–Frightful Presence (Ex): Dragons can unsettle foes with their mere presence. This ability takes effect automatically (radius 270 ft) whenever the dragon attacks, charges, or flies overhead. A potentially affected creature (one with less than 31 HD) that succeeds at a Will save (DC 31) 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–Locate Object (Sp): This dragon can locate object 9/day as the spell of the same name.
SA–Other Spell-Like Abilities: 3/day - suggestion.
SQ–Immunities (Ex): Immune to 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 270 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 900 feet).
SQ–Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
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, divine favor, cure light wounds, shield; 2–bull's strength, cat's grace, blur, endurance, fog cloud; 3–haste, dispel magic, protection from elements, slow; 4–spell immunity, dimension door, improved invisibility, detect scrying; 5–cloudkill, righteous might, dominate person; 6–heal, greater dispelling.

New very old red dragon
Very Old Red Dragon: CR 21; Gargantuan dragon (fire); HD 31d12+248, hp 449; Init +4; Spd 40 ft., fly 200 ft. (clumsy); AC 36, touch 6, flat-footed 36; Base Atk +31; Grp +56; Atk +40 melee (4d6+13, bite); Full Atk +40 melee (4d6+13, bite), +35 melee (2d8+6, 2 claws), +35 melee (2d6+6, 2 wings), +35 melee (2d8+19, tail slap); Space/Reach 20 ft./15 ft. (bite 20 ft.); SA breath weapon, crush, frightful presence, snatch, spell-like abilities, spells, tail sweep; SQ damage reduction 15/magic, darkvision 120 ft., immunity to fire, sleep, and paralysis, low-light vision, spell resistance 25, vulnerability to cold; AL CE; SV Fort +25, Ref +19, Will +25; Str 37, Dex 10, Con 27, Int 22, Wis 23, Cha 22.

Skills and Feats: Appraise +31, Bluff +37, Concentration +28, Craft (trapmaking) +18, Hide +2, Intimidate +39, Jump +48, Knowledge (arcana) +31, Knowledge (local) +31, Knowledge (religion) +31, Listen +37, Search +37, Sense Motive +37, Spellcraft +39, Spot +37, Use Magic Device +22; Awesome Blow, Flyby Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Snatch, Wingover.

Breath Weapon (Su): 60-ft. cone, damage 18d10 fire, Reflex DC 33 half.

Crush (Ex): Area 20 ft. by 20 ft.; Medium or smaller opponents take 4d6+19 points of bludgeoning damage, and must succeed on a DC 33 Reflex save or be pinned; grapple bonus +56.

Frightful Presence (Ex): 270-ft. radius, HD 30 or less, Will DC 29 negates.

Snatch (Ex): Grapple bonus +56; claw against creature of Medium or smaller for 2d8+6/round, bite against Large or smaller for 4d6+13/round, or 8d6+26 if the dragon does not move; snatched creature can be flung 90 ft. for 9d6 points of damage.

Spell-Like Abilities: 9/day-locate object; 3/day-suggestion. Caster level 13th; save DC 16 + spell level.

Spells: As 13th-level sorcerer.

Typical Sorcerer Spells Known (6/8/8/7/7/7/5; save DC 16 + spell level):0-arcane mark, dancing lights, detect magic, ghost sound, guidance, mage hand, prestidigitation, read magic, resistance; 1st-alarm, chill touch, divine favor, magic missile, shield; 2nd-cat's grace, cure moderate wounds, darkness, detect thoughts, invisibility; 3rd-deeper darkness, dispel magic, haste, protection from elements; 4th-charm monster, emotion, restoration, spell immunity; 5th-circle of doom, feeblemind, shadow evocation; 6th-acid fog, heal.

Tail Sweep (Ex): Half-circle 30 ft. in diameter, Small or smaller opponents take 2d6+19 points of bludgeoning damage, Reflex DC 33 half.

The size-related abilities (eg Snatch, Tail Sweep) still look pretty lame, if you ask me. I was hoping for DR 5/adamantine - oh well, that's what stoneskin's for.

I think the spell list is pretty good, but it will probably be different in the book (eg emotion - huh?). I would add Wall of [whatever] instead, so I can isolate players, then crush or full attack them one at a time *evil laughter* However, a Protection from Acid/Acid Fog combo might make my choice of Wall spell redundant (the players can't move fast, they can't see...).

PS where's the dragon's blindsense?
PPS darkvision has been reduced from 900 ft. to 270 ft.
 

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Ref and Will saves are actually the same; this particular dragon happens to have Iron Will and Lightning Reflexes. Subtract those bonuses out, and you have 3.0e saves (which is good, 'cause the HD, Dex, & Wis are all the same ).

Good catch.

Thaumaturge.

Letting the details slide since '77.
 

Gez said:
I'm still trying to understand how the half-dragon's head is positionned exactly...

Either the half-dragon has a dinosaurian neck (S-curve), or it's just wearing a helmet carved in the shape of a dragon's head. The resolution is too poor to tell exactly.

Demiurge out.
 

>Either the half-dragon has a dinosaurian neck (S-curve), or it's just wearing a helmet carved in the shape of a dragon's head. The resolution is too poor to tell exactly.

It's actually his head. If you squint really hard, you can see the horns coming out of his eyesockets, just like a black dragon. And he has a fin on the back of his head, kinda like a black dragon too. My guess? He's a half-black dragon. Clever, neh?

And am I alone in thinking that dragons are damned powerful enough that they don't NEED to be able to cast heal at all? That always seemed ludicrous to me. That the only heal magic they have just happens to be the most powerful and useful one of all.
 

hong said:
Imagine now, adventurers bragging about how they got an awesome blow from a red dragon.

No, no, no. It's a Feat from the expanded 3.5e drug rules. An adventurer would buy some awesome blow from a red dragon.

-- Nifft
 

From Andy Collins...

"The creature can choose to deliver blows that send its smaller opponents flying like bowling pins." (It's for Large, strong creatures.)

For those fans of the old TSR Marvel Super Heroes Game, think "1-area slam"...


Hmm, I created a feat a few months back which was very similar to this called "Sweep"...


Cheers,

A'koss.
 

Kalanyr said:
Hmm DR /magic, heh, guess Dragon DR is now totally irrellevant.

Don't forget Sunder. With +40 attack bonus and that obscene damage, the red dragon can probably pretty much snap any weapon that actually hurts it.

Ashardalon is looking reeeeeeally mean by now...
 

Spiteful Dwarf said:
And am I alone in thinking that dragons are damned powerful enough that they don't NEED to be able to cast heal at all? That always seemed ludicrous to me. That the only heal magic they have just happens to be the most powerful and useful one of all.

Keep in mind that that's just the suggested spell list. But from a DM's standpoint, it's pretty amusing if a party decides to try to hurt the dragon, then retreat (fleeing or teleport) and rest up for a day to return to finish it off. :)

"Yeah, all he'll heal is 31 hit points from rest - we've got 'im beat!"

Then said red dragon is fully healed - and warned.
 

Klaus said:
Ashardalon is looking reeeeeeally mean by now...

The thing is, he's not looking quite as mean as he used to, if blindsight and darkvision are gone from him now.

To me, putting 15/Magic on him is about as effective as giving him ray of frost as an offensive spell, unless it just ensures that he won't be harmed by armies of peasants. Any 20th level + party will have magic weapons on them - multiple weapons for each PC, likely.
 

Henry said:


The thing is, he's not looking quite as mean as he used to, if blindsight and darkvision are gone from him now.

To me, putting 15/Magic on him is about as effective as giving him ray of frost as an offensive spell, unless it just ensures that he won't be harmed by armies of peasants. Any 20th level + party will have magic weapons on them - multiple weapons for each PC, likely.
´

Yeah. But it's not like the DR of X / +3 of the old great wyrm mattered anyhow.
 

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