In the not too distant future, my players are going to be going through "Steelheart" from Dungeon #53. I'm tyring to get all the 3.5 updates taken care of, and now with Dragons of Faerun having info on the steel dragon, I can finish.
My question is, when a steel dragon does the polymorph thing into a human, what portion of their innate abilities and such do they still keep. I'll paste both the draconic form and the polymorphed human form I came up with below for your perusal. Did I stat out the draconic part correctly and did I make the polymorph right?
Thanks in advance.
Steelheart; juvenile steel dragon female: CR 8; medium dragon (air); HD 13d12 +26; hp 110; Init +0; Spd 70 ft., swim 40 ft., fly 220 ft. (average); AC 22 (+12 natural), touch 10, flat-footed 22; BAB +13; Grap +16; Atk +16 melee (1d8 +3, bite); Full Atk +16 melee (1d8 +3, bite), +11 melee (1d6 +1, 2 claws), +11 melee (1d4 +1, 2 wings); SA breath weapon (line of acid, 4d6, DC 18; poisonous gas, 4 Con, DC 18), enthrall (1/day); SQ blindsense 60 ft., darkvision 120 ft., immune to magic sleep effects and paralysis, alternate form, immunity to acid, poison resistance, moderate arcane shield, SR 22; AL LN; SV Fort +10, Ref +8, Will +10; Str 17, Dex 10, Con 15, Int 16, Wis 15, Cha 14.
Skills: Bluff +16, Concentration +17, Craft (cooking) +8; Diplomacy +9, Disguise +6; Gather Information +9; Hide +3, Intimidate +8, Knowledge (local) +7, Listen +18, Profession (Cook) +8, Search +16, Sense Motive +5, Spellcraft +8, Spot +7; Feats: Alertness, Flyby Attack, Hover, Improved Speed, Improved Maneuverabilty.
Spells (6/6; DC = 11 + spell level): 0 - detect magic, mage hand, prestidigitation, read magic, resistance; 1st - chill touch, expeditious retreat, hypnotism.
Steelheart; juvenile steel dragon female (in human form): CR 8; medium humanoid; HD 13d12; hp 84; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; BAB +13; Grap +13; Atk +13 melee (1d3, unarmed); Full Atk +13 melee (1d3, unarmed); SQ alternate form; AL LN; SV Fort +8, Ref +8, Will +10; Str 10, Dex 10, Con 10, Int 16, Wis 15, Cha 14.
Skills: Bluff +16, Concentration +17, Craft (cooking) +8; Diplomacy +9, Disguise +6; Gather Information +9; Hide +3, Intimidate +8, Knowledge (local) +7, Listen +18, Profession (Cook) +8, Search +16, Sense Motive +5, Spellcraft +8, Spot +7; Feats: Alertness.
Spells (6/6; DC = 11 + spell level): 0 - detect magic, mage hand, prestidigitation, read magic, resistance; 1st - chill touch, expeditious retreat, hypnotism.
My question is, when a steel dragon does the polymorph thing into a human, what portion of their innate abilities and such do they still keep. I'll paste both the draconic form and the polymorphed human form I came up with below for your perusal. Did I stat out the draconic part correctly and did I make the polymorph right?
Thanks in advance.
Steelheart; juvenile steel dragon female: CR 8; medium dragon (air); HD 13d12 +26; hp 110; Init +0; Spd 70 ft., swim 40 ft., fly 220 ft. (average); AC 22 (+12 natural), touch 10, flat-footed 22; BAB +13; Grap +16; Atk +16 melee (1d8 +3, bite); Full Atk +16 melee (1d8 +3, bite), +11 melee (1d6 +1, 2 claws), +11 melee (1d4 +1, 2 wings); SA breath weapon (line of acid, 4d6, DC 18; poisonous gas, 4 Con, DC 18), enthrall (1/day); SQ blindsense 60 ft., darkvision 120 ft., immune to magic sleep effects and paralysis, alternate form, immunity to acid, poison resistance, moderate arcane shield, SR 22; AL LN; SV Fort +10, Ref +8, Will +10; Str 17, Dex 10, Con 15, Int 16, Wis 15, Cha 14.
Skills: Bluff +16, Concentration +17, Craft (cooking) +8; Diplomacy +9, Disguise +6; Gather Information +9; Hide +3, Intimidate +8, Knowledge (local) +7, Listen +18, Profession (Cook) +8, Search +16, Sense Motive +5, Spellcraft +8, Spot +7; Feats: Alertness, Flyby Attack, Hover, Improved Speed, Improved Maneuverabilty.
Spells (6/6; DC = 11 + spell level): 0 - detect magic, mage hand, prestidigitation, read magic, resistance; 1st - chill touch, expeditious retreat, hypnotism.
Steelheart; juvenile steel dragon female (in human form): CR 8; medium humanoid; HD 13d12; hp 84; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; BAB +13; Grap +13; Atk +13 melee (1d3, unarmed); Full Atk +13 melee (1d3, unarmed); SQ alternate form; AL LN; SV Fort +8, Ref +8, Will +10; Str 10, Dex 10, Con 10, Int 16, Wis 15, Cha 14.
Skills: Bluff +16, Concentration +17, Craft (cooking) +8; Diplomacy +9, Disguise +6; Gather Information +9; Hide +3, Intimidate +8, Knowledge (local) +7, Listen +18, Profession (Cook) +8, Search +16, Sense Motive +5, Spellcraft +8, Spot +7; Feats: Alertness.
Spells (6/6; DC = 11 + spell level): 0 - detect magic, mage hand, prestidigitation, read magic, resistance; 1st - chill touch, expeditious retreat, hypnotism.