Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Spawn of Tiamat (Converted Unique Dragons)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shade" data-source="post: 1554791" data-attributes="member: 287"><p>The following conversions are from the excellent article "Spawn of Tiamat, Children of Bahamut" by Keith Strohm in Dragon Magazine #260. Tiamat figures prominently in my campaign, so I had need of these conversions and figured I'd share.</p><p> </p><p><strong>Mordukhavar the Reaver</strong></p><p>Colossal Dragon (Evil, Extraplanar, Lawful)</p><p>Hit Dice: 42d12+420 (693 hp)</p><p>Initiative: +4</p><p>Speed: 40 ft. (8 squares), fly 200 ft. (clumsy)</p><p>Armor Class: 45 (–8 size, +0 Dex, +43 natural) touch 2, flat-footed 45</p><p>Base Attack/Grapple: +42/+75</p><p>Attack: Bite +52 melee (4d8+17/19-20 plus paralysis)</p><p>Full Attack: 2 bites +52 melee (4d8+17/19-20 plus paralysis) and 2 claws +49 melee (4d6+8 plus paralysis) and 2 wings +49 melee (2d8+8 plus paralysis) and tail slap +49 melee (4d6+25 plus paralysis)</p><p>Space/Reach: 30 ft./20 ft. (30 ft. with bite)</p><p>Special Attacks: Breath weapon, crush 4d8+25, frightful presence, paralysis, spell-like abilities, spells, <em>summon baatezu</em>, tail sweep 2d8+25</p><p>Special Qualities: Blindsense 60 ft., damage reduction 20/good and silver, fiendish form, immunity to acid, fire, paralysis, poison, and <em>sleep</em>, keen senses, regeneration 10, resistance to cold 20, spell resistance 38</p><p>Saves: Fort +33, Ref +23, Will +31</p><p>Abilities: Str 45, Dex 10, Con 31, Int 26, Wis 27, Cha 26</p><p>Skills: Bluff +53, Concentration +55, Diplomacy +57, Disguise +53 (+55 acting), Hide -16, Intimidate +55, Jump +66, Knowledge (arcana) +53, Knowledge (religion) +53, Knowledge (the planes) +53, Listen +53, Search +53, Sense Motive +53, Spellcraft +55, Spot +53, Survival +8 (+10 on other planes)</p><p>Feats: Awesome Blow, Cleave, Flyby Attack, Great Cleave, Hover, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack, Quicken Spell-Like Ability (<em>greater teleport</em>), Snatch, Weapon Focus (bite), Wingover</p><p>Epic Feats: Dire Charge</p><p>Environment: Nine Hells of Baator</p><p>Organization: Solitary</p><p>Challenge Rating: 28</p><p>Treasure: Triple standard</p><p>Alignment: Always lawful evil</p><p>Advancement: -</p><p>Level Adjustment: -</p><p> </p><p><em>This massive, two-headed dragon has fiery-red scales and reeks of brimstone. Its wings are powerful, batlike appendages with wicked claws, and its thick tail ends in a cruel barb.</em></p><p> </p><p>Sages speak of Mordukhavar in whispers. Reputed to be the offspring of Tiamat and one of the Dark Eight, the two-headed Mordukhavar is one of the most powerful abominations ever to climb from the pits of Baator.</p><p> </p><p>Mordukhavar moves between the Nine Layers of Hell, gathering information and making deals on behalf of Tiamat. Recently, Mordukhavar received command of a large detachment of baatezu with orders to fight in the Blood War. </p><p> </p><p>Occasionally, Mordukhavar answers the summons of an evil wyrm or great wyrm as a representative of Tiamat. Such visitations to the Material Plane are rare, but they usually involve the long-term plans of the Chromatic Dragon.</p><p> </p><p>Mordukhavar is 170 feet long and weighs over 350 tons.</p><p> </p><p>Mordukhavar speaks Draconic and Infernal.</p><p> </p><p>Combat</p><p> </p><p>Mordukhavar prefers close combat, as it enjoys rending flesh and shattering bone.</p><p> </p><p>Mordukhavar's natural weapons are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.</p><p> </p><p><strong>Breath Weapon (Su):</strong> As a standard action, Mordukhavar can breathe either with one head or with both heads simultaneously. It can produce two different breath weapons, a 70-foot cone of acid or a 140-foot line of hellfire. The acid breath from its left head deals 20d8 points of acid damage, while the right head's hellfire breath deals 22d10 points of damage. Half the damage is fire damage, but the other half results directly from infernal power and is therefore not subject to being reduced by resistance to fire-based attacks. A successful Reflex save (DC 41) halves the damage from either attack. A creature caught in both breath weapons is affected by both and must save against each one separately. Once Mordukhavar breathes, it must wait 1d4 rounds before using its breath weapon again.</p><p> </p><p><strong>Crush (Ex): </strong>When flying or jumping, Mordukhavar can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under it's body. Each creature in the affected area must succeed at a Reflex save (DC 41) or be pinned, automatically taking 4d8+25 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Mordukhavar chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.</p><p> </p><p><strong>Frightful Presence (Ex): </strong>Whenever Mordukhavar attacks, charges, or flies overhead, each creature in a 360-foot radius that has fewer HD than it does must make a DC 39 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD). A creature that succeeds on its Will save remains immune to that Mordukhavar's frightful presence for 24 hours. The save DC is Charisma-based.</p><p> </p><p><strong>Paralysis (Ex): </strong>Those hit by Mordukhavar's physical attacks must succeed on a DC 41 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Constitution-based.</p><p> </p><p><strong>Spell-Like Abilities: </strong>At will—<em>animate dead, charm person </em>(DC 19), <em>detect chaos/evil/good/law, detect magic, fireball</em> (DC 21), <em>greater invisibility</em>, <em>greater teleport</em> (self plus 50 pounds of objects only), <em>hold person</em> (DC 21), <em>persistent image</em> (DC 23), <em>polymorph, produce flame, pyrotechnics, suggestion</em> (DC 21), <em>see invisibility, symbol of pain</em> (DC 23), and <em>wall of fire</em> (DC 22). Caster level 20th. The save DCs are Charisma-based.</p><p> </p><p><strong>Spells:</strong> Mordukhavar casts arcane spells as a 14th-level sorcerer, and can also cast cleric spells and those from the Destruction, Evil, Law, and Trickery domains as arcane spells.</p><p> </p><p><em>Typical Sorcerer Spells Known</em> (spells known 9/5/5/4/4/3/2/1/-/-; spells per day 6/8/8/8/8/7/6/4/-/-; save DC 18 + spell level): 0—<em>dancing lights, detect magic, flare, guidance, mage hand, message, prestidigitation, read magic, resistance</em>; 1st—<em>expeditious retreat, mage armor, magic missle, shield, ray of enfeeblement</em>; 2nd—<em>bear's endurance, cat's grace, detect thoughts, resist energy, touch of idiocy</em>; 3rd—<em>clairaudience/clairvoyance, displacement, haste, nondetection</em>; 4th—<em>detect scrying, dimensional anchor, order's wrath, unholy blight</em>; 5th—<em>dispel good, mass inflict light wounds, plane shift; 6th—disintegrate, heal</em>; 7th—<em>blasphemy</em>.</p><p> </p><p><strong>Blindsense (Ex):</strong> Mordukhavar can pinpoint creatures within a distance of 60 feet. Opponents Mordukhavar can't actually see still have total concealment against it.</p><p> </p><p><strong>Fiendish Form (Su):</strong> Once per day, Mordukhavar can produce an effect like that of a shapechange spell, except that only the form of a 30-foot-tall Huge pit fiend may be assumed.</p><p> </p><p><strong>Keen Senses (Ex):</strong> Mordukhavar sees four times as well as a human in shadowy illumination and twice as well in normal light.</p><p> </p><p><strong>Regeneration (Ex):</strong> Mordukhavar takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.</p><p> </p><p><strong><em>Summon Baatezu (Sp):</em></strong> Twice per day, Mordukhavar can automatically summon 6 lemures, bone devils, or bearded devils, or 3 barbed devils, erinyes, horned devils, or ice devils. This ability is the equivalent of a 9th-level spell.</p><p> </p><p>Additionally, Mordukhavar may attempt to summon an avatar of Tiamat (see <em>Deities and Demigods</em>) with a 65% chance of success. However, it only uses this ability as a last resort.</p><p> </p><p><strong>Mordukhavar and the <em>Draconomicon</em></strong></p><p> </p><p>If you are using the <em>Draconomicon</em>, the following changes are recommended.</p><p> </p><p><strong>Feats:</strong> Replace Dire Charge, Improved Initiative, and Quicken Spell-Like Ability with Clinging Breath, Maximize Breath, and Quicken Breath.</p><p> </p><p><strong>Spells:</strong> Replace <em>touch of idiocy</em> with <em>scintillating scales</em>, <em>detect scrying</em> with <em>sharptooth</em>, and <em>mass inflict light wounds</em> with <em>superior magic fang</em>.</p><p> </p><p><strong>Source:</strong> Mordukhavar first appeared in Dragon Magazine #260 ("<em>Spawn of Tiamat, Children of Bahamut</em>", Keith Francis Strohm, p. 51).</p></blockquote><p></p>
[QUOTE="Shade, post: 1554791, member: 287"] The following conversions are from the excellent article "Spawn of Tiamat, Children of Bahamut" by Keith Strohm in Dragon Magazine #260. Tiamat figures prominently in my campaign, so I had need of these conversions and figured I'd share. [b]Mordukhavar the Reaver[/b] Colossal Dragon (Evil, Extraplanar, Lawful) Hit Dice: 42d12+420 (693 hp) Initiative: +4 Speed: 40 ft. (8 squares), fly 200 ft. (clumsy) Armor Class: 45 (–8 size, +0 Dex, +43 natural) touch 2, flat-footed 45 Base Attack/Grapple: +42/+75 Attack: Bite +52 melee (4d8+17/19-20 plus paralysis) Full Attack: 2 bites +52 melee (4d8+17/19-20 plus paralysis) and 2 claws +49 melee (4d6+8 plus paralysis) and 2 wings +49 melee (2d8+8 plus paralysis) and tail slap +49 melee (4d6+25 plus paralysis) Space/Reach: 30 ft./20 ft. (30 ft. with bite) Special Attacks: Breath weapon, crush 4d8+25, frightful presence, paralysis, spell-like abilities, spells, [i]summon baatezu[/i], tail sweep 2d8+25 Special Qualities: Blindsense 60 ft., damage reduction 20/good and silver, fiendish form, immunity to acid, fire, paralysis, poison, and [i]sleep[/i], keen senses, regeneration 10, resistance to cold 20, spell resistance 38 Saves: Fort +33, Ref +23, Will +31 Abilities: Str 45, Dex 10, Con 31, Int 26, Wis 27, Cha 26 Skills: Bluff +53, Concentration +55, Diplomacy +57, Disguise +53 (+55 acting), Hide -16, Intimidate +55, Jump +66, Knowledge (arcana) +53, Knowledge (religion) +53, Knowledge (the planes) +53, Listen +53, Search +53, Sense Motive +53, Spellcraft +55, Spot +53, Survival +8 (+10 on other planes) Feats: Awesome Blow, Cleave, Flyby Attack, Great Cleave, Hover, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack, Quicken Spell-Like Ability ([i]greater teleport[/i]), Snatch, Weapon Focus (bite), Wingover Epic Feats: Dire Charge Environment: Nine Hells of Baator Organization: Solitary Challenge Rating: 28 Treasure: Triple standard Alignment: Always lawful evil Advancement: - Level Adjustment: - [i]This massive, two-headed dragon has fiery-red scales and reeks of brimstone. Its wings are powerful, batlike appendages with wicked claws, and its thick tail ends in a cruel barb.[/i] Sages speak of Mordukhavar in whispers. Reputed to be the offspring of Tiamat and one of the Dark Eight, the two-headed Mordukhavar is one of the most powerful abominations ever to climb from the pits of Baator. Mordukhavar moves between the Nine Layers of Hell, gathering information and making deals on behalf of Tiamat. Recently, Mordukhavar received command of a large detachment of baatezu with orders to fight in the Blood War. Occasionally, Mordukhavar answers the summons of an evil wyrm or great wyrm as a representative of Tiamat. Such visitations to the Material Plane are rare, but they usually involve the long-term plans of the Chromatic Dragon. Mordukhavar is 170 feet long and weighs over 350 tons. Mordukhavar speaks Draconic and Infernal. Combat Mordukhavar prefers close combat, as it enjoys rending flesh and shattering bone. Mordukhavar's natural weapons are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. [b]Breath Weapon (Su):[/b] As a standard action, Mordukhavar can breathe either with one head or with both heads simultaneously. It can produce two different breath weapons, a 70-foot cone of acid or a 140-foot line of hellfire. The acid breath from its left head deals 20d8 points of acid damage, while the right head's hellfire breath deals 22d10 points of damage. Half the damage is fire damage, but the other half results directly from infernal power and is therefore not subject to being reduced by resistance to fire-based attacks. A successful Reflex save (DC 41) halves the damage from either attack. A creature caught in both breath weapons is affected by both and must save against each one separately. Once Mordukhavar breathes, it must wait 1d4 rounds before using its breath weapon again. [b]Crush (Ex): [/b]When flying or jumping, Mordukhavar can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under it's body. Each creature in the affected area must succeed at a Reflex save (DC 41) or be pinned, automatically taking 4d8+25 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Mordukhavar chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. [b]Frightful Presence (Ex): [/b]Whenever Mordukhavar attacks, charges, or flies overhead, each creature in a 360-foot radius that has fewer HD than it does must make a DC 39 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD). A creature that succeeds on its Will save remains immune to that Mordukhavar's frightful presence for 24 hours. The save DC is Charisma-based. [b]Paralysis (Ex): [/b]Those hit by Mordukhavar's physical attacks must succeed on a DC 41 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Constitution-based. [b]Spell-Like Abilities: [/b]At will—[i]animate dead, charm person [/i](DC 19), [i]detect chaos/evil/good/law, detect magic, fireball[/i] (DC 21), [i]greater invisibility[/i], [i]greater teleport[/i] (self plus 50 pounds of objects only), [i]hold person[/i] (DC 21), [i]persistent image[/i] (DC 23), [i]polymorph, produce flame, pyrotechnics, suggestion[/i] (DC 21), [i]see invisibility, symbol of pain[/i] (DC 23), and [i]wall of fire[/i] (DC 22). Caster level 20th. The save DCs are Charisma-based. [b]Spells:[/b] Mordukhavar casts arcane spells as a 14th-level sorcerer, and can also cast cleric spells and those from the Destruction, Evil, Law, and Trickery domains as arcane spells. [i]Typical Sorcerer Spells Known[/i] (spells known 9/5/5/4/4/3/2/1/-/-; spells per day 6/8/8/8/8/7/6/4/-/-; save DC 18 + spell level): 0—[i]dancing lights, detect magic, flare, guidance, mage hand, message, prestidigitation, read magic, resistance[/i]; 1st—[i]expeditious retreat, mage armor, magic missle, shield, ray of enfeeblement[/i]; 2nd—[i]bear's endurance, cat's grace, detect thoughts, resist energy, touch of idiocy[/i]; 3rd—[i]clairaudience/clairvoyance, displacement, haste, nondetection[/i]; 4th—[i]detect scrying, dimensional anchor, order's wrath, unholy blight[/i]; 5th—[i]dispel good, mass inflict light wounds, plane shift; 6th—disintegrate, heal[/i]; 7th—[i]blasphemy[/i]. [b]Blindsense (Ex):[/b] Mordukhavar can pinpoint creatures within a distance of 60 feet. Opponents Mordukhavar can't actually see still have total concealment against it. [b]Fiendish Form (Su):[/b] Once per day, Mordukhavar can produce an effect like that of a shapechange spell, except that only the form of a 30-foot-tall Huge pit fiend may be assumed. [b]Keen Senses (Ex):[/b] Mordukhavar sees four times as well as a human in shadowy illumination and twice as well in normal light. [b]Regeneration (Ex):[/b] Mordukhavar takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. [b][i]Summon Baatezu (Sp):[/i][/b] Twice per day, Mordukhavar can automatically summon 6 lemures, bone devils, or bearded devils, or 3 barbed devils, erinyes, horned devils, or ice devils. This ability is the equivalent of a 9th-level spell. Additionally, Mordukhavar may attempt to summon an avatar of Tiamat (see [i]Deities and Demigods[/i]) with a 65% chance of success. However, it only uses this ability as a last resort. [b]Mordukhavar and the [i]Draconomicon[/i][/b] If you are using the [i]Draconomicon[/i], the following changes are recommended. [b]Feats:[/b] Replace Dire Charge, Improved Initiative, and Quicken Spell-Like Ability with Clinging Breath, Maximize Breath, and Quicken Breath. [b]Spells:[/b] Replace [i]touch of idiocy[/i] with [i]scintillating scales[/i], [i]detect scrying[/i] with [i]sharptooth[/i], and [i]mass inflict light wounds[/i] with [i]superior magic fang[/i]. [b]Source:[/b] Mordukhavar first appeared in Dragon Magazine #260 ("[i]Spawn of Tiamat, Children of Bahamut[/i]", Keith Francis Strohm, p. 51). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Spawn of Tiamat (Converted Unique Dragons)
Top