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Shadowscar, the Illithidragon!
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<blockquote data-quote="zeo_evil" data-source="post: 1280623" data-attributes="member: 11766"><p>The mutant protecter of the Elder Brain in my epic Forgotten Realms campaign. It swims in the Great Pool the Brain lives in. The players have assaulted Oryndoll. Might be a candidate for the Creature Collection.</p><p></p><p>Shadowscar: Male wyrm black illithidragon; CR 23; Gargantuan aberration (water); HD 34d8+238; hp 391; Init +6; Spd 60 ft., swim 60 ft., fly 250 ft. (clumsy); AC 43 (47), touch 8, flat-footed 41 (45); Base Atk +25; Grp +49; Atk +34 melee (3d6+12, tentacle); Full Atk +34 melee (3d6+12, 4 tentacles) and +31 melee (3d8+6, 2 claws) and +31 melee (2d6+6, 2 wings) and +31 melee (2d8+18, tail slap); Space/Reach 20 ft./15 ft. (20 ft. with tentacle); SA breath weapon (120-ft. line of acid), corrupt water, crush 4d6+18, extract, frightful presence, improved grab, mind blast (DC 22), spell-like abilities, spells, tail sweep 2d6+18; SQ blindsense 60 ft., damage reduction 20/epic and magic, darkvision 120 ft., immunities (acid, paralysis, sleep), keen senses, spell resistance 44, telepathy 100 ft., water breathing; AL CE; SV Fort +18, Ref +13, Will +27; Str 35, Dex 15, Con 25, Int 22, Wis 23, Cha 22.</p><p>Skills and Feats: Concentration +44, Hide +27, Listen +45, Search +43, Sense Motive +43, Spot +45, Survival +43 (+45 following tracks), Swim +57; Ability Focus (mind blast), Alertness, Blind-Fight, Combat Casting, Improved Initiative, Improved Natural Armor, Improved Natural Attack (claws), Improved Natural Attack (tentacle), Multiattack, Power Attack, Quicken Spell-Like Ability (darkness), Weapon Focus (tentacle).</p><p></p><p>Blindsense (Ex): Shadowscar can pinpoint creatures within a distance of 60 feet. Opponents that he cannot actually see still have total concealment against him.</p><p></p><p>Breath Weapon (Su): Once every 1d4 rounds, Shadowscar can breathe a 120-foot line of acid. Each creature within the area must make a successful Reflex save (DC 34) or take 22d4 points of acid damage.</p><p></p><p>Corrupt Water (Sp): Once per day, Shadowscar can stagnate 10 cubic feet of water, making it still, foul, and unable to support animal life. This ability spoils liquids containing water. A magic item (such as a potion) or an item in a creature’s possession must succeed on a Will save (DC 33) or become fouled. This effect is the equivalent of a 1st-level spell, and its range is 330 feet. Caster level 13th.</p><p></p><p>Crush (Ex): When flying or jumping, Shadowscar can land on Medium or smaller opponents as a standard action, using his whole body to crush them. His crush attack affects a 20-foot-by-20-foot area. Each creature in the affected area must succeed on a Reflex save (DC 34) or be pinned, automatically taking 4d6+18 points of bludgeoning damage each round that it remains pinned.</p><p></p><p>Enhanced Dexterity: The Elder Brain has used wish spells to increase Shadowscar’s Dexterity. His Dexterity has a +5 inherent bonus included in its value.</p><p></p><p>Frightful Presence (Ex): Shadowscar can unsettle foes with his mere presence. This ability takes effect automatically whenever he attacks, charges, or flies overhead. Each creature within a radius of 330 feet that has less than 34 HD is subject to the effect. A potentially affected creature that succeeds on a Will save (DC 33) remains immune to Shadowscar’s frightful presence for 24 hours. On a failure, a creature with 4 or fewer HD becomes panicked for 4d6 rounds, and one with 5 or more HD becomes shaken for 4d6 rounds. A panicked creature takes a -2 morale penalty on saving throws and must flee. A shaken creature takes a - 2 morale penalty on attack rolls, checks, and saving throws. Shadowscar ignores the frightful presence of other dragons.</p><p></p><p>Spells: Shadowscar can cast spells as a 13th-level sorcerer.</p><p></p><p>Sorcerer Spells Known (6/8/8/7/7/7/5; save DC 16 + spell level): 0—arcane mark, dancing lights, daze, detect magic, ghost sound, mage hand, open/close, read magic, resistance; 1st—hypnotism, identify, mage armor, reduce person, sleep; 2nd—blur, Melf ’s acid arrow, resist energy, Tasha’s hideous laughter, web; 3rd—dispel magic, displacement, hold person, suggestion; 4th—confusion, crushing despair, lesser geas, polymorph; 5th—baleful polymorph, feeblemind, mind fog; 6th—disintegrate, geas/quest.</p><p></p><p>Psionic Abilities: 3/day—darkness (radius 110 ft.), detect thoughts (DC 18), insect plague, levitate, suggestion (DC 19); 1/day—charm monster (DC 20), plant growth. Caster level 13th.</p><p></p><p>Tail Sweep (Ex): As a standard action, Shadowscar can sweep with his tail, affecting a half circle with a radius of 30 feet extending from an intersection on the edge of his space in any direction. Each Small or smaller creature within the swept area takes 2d6+18 points of bludgeoning damage (Reflex DC 34 half).</p></blockquote><p></p>
[QUOTE="zeo_evil, post: 1280623, member: 11766"] The mutant protecter of the Elder Brain in my epic Forgotten Realms campaign. It swims in the Great Pool the Brain lives in. The players have assaulted Oryndoll. Might be a candidate for the Creature Collection. Shadowscar: Male wyrm black illithidragon; CR 23; Gargantuan aberration (water); HD 34d8+238; hp 391; Init +6; Spd 60 ft., swim 60 ft., fly 250 ft. (clumsy); AC 43 (47), touch 8, flat-footed 41 (45); Base Atk +25; Grp +49; Atk +34 melee (3d6+12, tentacle); Full Atk +34 melee (3d6+12, 4 tentacles) and +31 melee (3d8+6, 2 claws) and +31 melee (2d6+6, 2 wings) and +31 melee (2d8+18, tail slap); Space/Reach 20 ft./15 ft. (20 ft. with tentacle); SA breath weapon (120-ft. line of acid), corrupt water, crush 4d6+18, extract, frightful presence, improved grab, mind blast (DC 22), spell-like abilities, spells, tail sweep 2d6+18; SQ blindsense 60 ft., damage reduction 20/epic and magic, darkvision 120 ft., immunities (acid, paralysis, sleep), keen senses, spell resistance 44, telepathy 100 ft., water breathing; AL CE; SV Fort +18, Ref +13, Will +27; Str 35, Dex 15, Con 25, Int 22, Wis 23, Cha 22. Skills and Feats: Concentration +44, Hide +27, Listen +45, Search +43, Sense Motive +43, Spot +45, Survival +43 (+45 following tracks), Swim +57; Ability Focus (mind blast), Alertness, Blind-Fight, Combat Casting, Improved Initiative, Improved Natural Armor, Improved Natural Attack (claws), Improved Natural Attack (tentacle), Multiattack, Power Attack, Quicken Spell-Like Ability (darkness), Weapon Focus (tentacle). Blindsense (Ex): Shadowscar can pinpoint creatures within a distance of 60 feet. Opponents that he cannot actually see still have total concealment against him. Breath Weapon (Su): Once every 1d4 rounds, Shadowscar can breathe a 120-foot line of acid. Each creature within the area must make a successful Reflex save (DC 34) or take 22d4 points of acid damage. Corrupt Water (Sp): Once per day, Shadowscar can stagnate 10 cubic feet of water, making it still, foul, and unable to support animal life. This ability spoils liquids containing water. A magic item (such as a potion) or an item in a creature’s possession must succeed on a Will save (DC 33) or become fouled. This effect is the equivalent of a 1st-level spell, and its range is 330 feet. Caster level 13th. Crush (Ex): When flying or jumping, Shadowscar can land on Medium or smaller opponents as a standard action, using his whole body to crush them. His crush attack affects a 20-foot-by-20-foot area. Each creature in the affected area must succeed on a Reflex save (DC 34) or be pinned, automatically taking 4d6+18 points of bludgeoning damage each round that it remains pinned. Enhanced Dexterity: The Elder Brain has used wish spells to increase Shadowscar’s Dexterity. His Dexterity has a +5 inherent bonus included in its value. Frightful Presence (Ex): Shadowscar can unsettle foes with his mere presence. This ability takes effect automatically whenever he attacks, charges, or flies overhead. Each creature within a radius of 330 feet that has less than 34 HD is subject to the effect. A potentially affected creature that succeeds on a Will save (DC 33) remains immune to Shadowscar’s frightful presence for 24 hours. On a failure, a creature with 4 or fewer HD becomes panicked for 4d6 rounds, and one with 5 or more HD becomes shaken for 4d6 rounds. A panicked creature takes a -2 morale penalty on saving throws and must flee. A shaken creature takes a - 2 morale penalty on attack rolls, checks, and saving throws. Shadowscar ignores the frightful presence of other dragons. Spells: Shadowscar can cast spells as a 13th-level sorcerer. Sorcerer Spells Known (6/8/8/7/7/7/5; save DC 16 + spell level): 0—arcane mark, dancing lights, daze, detect magic, ghost sound, mage hand, open/close, read magic, resistance; 1st—hypnotism, identify, mage armor, reduce person, sleep; 2nd—blur, Melf ’s acid arrow, resist energy, Tasha’s hideous laughter, web; 3rd—dispel magic, displacement, hold person, suggestion; 4th—confusion, crushing despair, lesser geas, polymorph; 5th—baleful polymorph, feeblemind, mind fog; 6th—disintegrate, geas/quest. Psionic Abilities: 3/day—darkness (radius 110 ft.), detect thoughts (DC 18), insect plague, levitate, suggestion (DC 19); 1/day—charm monster (DC 20), plant growth. Caster level 13th. Tail Sweep (Ex): As a standard action, Shadowscar can sweep with his tail, affecting a half circle with a radius of 30 feet extending from an intersection on the edge of his space in any direction. Each Small or smaller creature within the swept area takes 2d6+18 points of bludgeoning damage (Reflex DC 34 half). [/QUOTE]
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