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<blockquote data-quote="Mark Chance" data-source="post: 251736" data-attributes="member: 2795"><p>North of the Howling Hills and the blighted land of Iuz bubbles the Cold Marsh, home to a host of evil creatures. The deadliest and most feared of all these horrid denizens is the black dragon Zaggamalan, an unholy knight in the service of Erythnul, God of Slaughter. From his flooded lair, <span style="color: red">Zaggamalan</span> claims a vast section of the Cold Marsh as his own and deals with trespassers most cruelly.</p><p></p><p>Most of the time, Zaggamalan is content to wreak terror and death on the evil humanoids and other monsters of the Marsh. When he feels the call, however, Zaggamalan stirs up the hornet's nest. He drives entire tribes of evil humanoids from the Marsh into surrounding regions, threatening them with destruction should they not return with sufficient tribute. Other times he flies far from his home to strike at some village in Perrenland, Furyondy, and the Shield Lands.</p><p></p><p>Zaggamalan does not seem to have any real plan or overarching goal to his campaigns of terror. Some scholars, however, who delve into the ways of Erythnul and study the habits of that loathesome god's servants believe that the Many has some specific destiny in mind for Zaggamalan. Ancient halfling prophecy warns of a dragon-knight that will one day lead a mighty army on a campaign to break the back of the goddess Yondalla's people. Halfling cleric and paladin followers of the Blessed One anxiously watch the Cold Marsh for signs that Zaggamalan is mustering an army.</p><p></p><p>Zaggamalan, Adult Male Black Dragon Blackguard 5: CR 15; Large Dragon (Water); HD 19d12+76 plus 5d10+20; hp 251; Init +4; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 27 (-1 size, +18 natural) (touch 9, flat-footed 27); Atk 1 bite +24 melee (2d6+6), 2 claws +18 melee (1d8+3), 2 wings +18 melee (1d6+3), 1 tail slap +18 melee (1d8+9); Face/Reach 5 ft. by 10 ft./10 ft.; SA breath weapon (line of acid, 12d4, Ref save DC 23), frightful presence (Will save DC 19), spells, spell-like abilities, smite good (1/day), aura of despair, rebuke undead (as 3rd level cleric), sneak attack +1d6, use poison; SQ immunities (sleep, paralysis, acid), blindsight, keen senses, water breathing, dark blessing (already added to saves), fiendish servant, DR 5/+1, SR 18; AL CE; SV Fort +20, Ref +13, Will +15; Str 23, Dex 10, Con 19, Int 12, Wis 14, Cha 12.</p><p></p><p>Skills: Bluff +13, Concentration +22, Diplomacy +19, Hide +12, Knowledge (religion) +16, Listen +23, Scry +13, Search +22, Spellcraft +20, Spot +21. Feats: Alertness, Cleave, Improved Initiative, Power Attack, Sunder, Weapon Focus (bite).</p><p></p><p>Sorcerer Spells (6/6 per day chosen from following list; base save DC 11 + spell level): 0 - arcane mark, detect magic, ghost sound, light, read magic; 1st - alarm, change self, reduce.</p><p></p><p>Blackguard Spells (2/2; base save DC 12 + spell level): 1st - doom (x2); 2nd - bull's strength, shatter.</p><p></p><p>Spell-like Abilities: corrupt water - 1/day; darkness (50 ft. radius) - 3/day; detect good - at will.</p><p></p><p>Khal, Fiendish Dire Rat (Fiendish Servant): CR 1/3; Small Magical Beast; HD 3d10+3; hp 20; Init +3; Spd 40 ft., climb 20 ft.; AC 16 (+1 size, +3 Dex, +2 natural); Atk +7 melee (1d4/bite); SA disease, smite good (1/day); SQ cold and fire resistance 5, scent, empathic link, improved evasion, share spells, SR 6; AL NE; SV Fort +14, Ref +13, Will +11; Str 11, Dex 17, Con 12, Int 6, Wis 12, Cha 4.</p><p></p><p>Skills: Climb +11, Hide +11, Move Silently +8. Feats: Weapon Finesse (bite).</p><p></p><p>Note: Yes, I didn't do possessions. Dragon hordes ought be personalized.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 251736, member: 2795"] North of the Howling Hills and the blighted land of Iuz bubbles the Cold Marsh, home to a host of evil creatures. The deadliest and most feared of all these horrid denizens is the black dragon Zaggamalan, an unholy knight in the service of Erythnul, God of Slaughter. From his flooded lair, [COLOR=red]Zaggamalan[/COLOR] claims a vast section of the Cold Marsh as his own and deals with trespassers most cruelly. Most of the time, Zaggamalan is content to wreak terror and death on the evil humanoids and other monsters of the Marsh. When he feels the call, however, Zaggamalan stirs up the hornet's nest. He drives entire tribes of evil humanoids from the Marsh into surrounding regions, threatening them with destruction should they not return with sufficient tribute. Other times he flies far from his home to strike at some village in Perrenland, Furyondy, and the Shield Lands. Zaggamalan does not seem to have any real plan or overarching goal to his campaigns of terror. Some scholars, however, who delve into the ways of Erythnul and study the habits of that loathesome god's servants believe that the Many has some specific destiny in mind for Zaggamalan. Ancient halfling prophecy warns of a dragon-knight that will one day lead a mighty army on a campaign to break the back of the goddess Yondalla's people. Halfling cleric and paladin followers of the Blessed One anxiously watch the Cold Marsh for signs that Zaggamalan is mustering an army. Zaggamalan, Adult Male Black Dragon Blackguard 5: CR 15; Large Dragon (Water); HD 19d12+76 plus 5d10+20; hp 251; Init +4; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 27 (-1 size, +18 natural) (touch 9, flat-footed 27); Atk 1 bite +24 melee (2d6+6), 2 claws +18 melee (1d8+3), 2 wings +18 melee (1d6+3), 1 tail slap +18 melee (1d8+9); Face/Reach 5 ft. by 10 ft./10 ft.; SA breath weapon (line of acid, 12d4, Ref save DC 23), frightful presence (Will save DC 19), spells, spell-like abilities, smite good (1/day), aura of despair, rebuke undead (as 3rd level cleric), sneak attack +1d6, use poison; SQ immunities (sleep, paralysis, acid), blindsight, keen senses, water breathing, dark blessing (already added to saves), fiendish servant, DR 5/+1, SR 18; AL CE; SV Fort +20, Ref +13, Will +15; Str 23, Dex 10, Con 19, Int 12, Wis 14, Cha 12. Skills: Bluff +13, Concentration +22, Diplomacy +19, Hide +12, Knowledge (religion) +16, Listen +23, Scry +13, Search +22, Spellcraft +20, Spot +21. Feats: Alertness, Cleave, Improved Initiative, Power Attack, Sunder, Weapon Focus (bite). Sorcerer Spells (6/6 per day chosen from following list; base save DC 11 + spell level): 0 - arcane mark, detect magic, ghost sound, light, read magic; 1st - alarm, change self, reduce. Blackguard Spells (2/2; base save DC 12 + spell level): 1st - doom (x2); 2nd - bull's strength, shatter. Spell-like Abilities: corrupt water - 1/day; darkness (50 ft. radius) - 3/day; detect good - at will. Khal, Fiendish Dire Rat (Fiendish Servant): CR 1/3; Small Magical Beast; HD 3d10+3; hp 20; Init +3; Spd 40 ft., climb 20 ft.; AC 16 (+1 size, +3 Dex, +2 natural); Atk +7 melee (1d4/bite); SA disease, smite good (1/day); SQ cold and fire resistance 5, scent, empathic link, improved evasion, share spells, SR 6; AL NE; SV Fort +14, Ref +13, Will +11; Str 11, Dex 17, Con 12, Int 6, Wis 12, Cha 4. Skills: Climb +11, Hide +11, Move Silently +8. Feats: Weapon Finesse (bite). Note: Yes, I didn't do possessions. Dragon hordes ought be personalized. [/QUOTE]
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