The Dragon Uncarnate

Wanting to use this in an article I'm thinking of writing and trying to get it jusssst right. Any suggestions, comments and (constructive) criticism very much welcome.

(Man, full dragon stats are TOUGH!)

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Dragon Uncarnate

Dragon (Dreamborn, Incorporeal)

Climate/Terrain: Mindfields, Plane of Dreams, Shallows
Organization: Wyrmling: solitary; very young, young, juvenile, and young adult: solitary or clutch (2-5); else: solitary, pair, or family (1-2, and 2-5 very young)
Treasure: None
Alignment: Always chaotic neutral

Dragon uncarnates are ultimately imaginative, creative and unpredictable. They dislike anything that hints at routine or conforming to a norm. They value uniqueness and surprise above all other things. Some say they come from the unheard of liasons of an ethereal and a ectoplasmic dragon, while others say the first dragon uncarnate was a great wyrm of a mind drake that managed to become pure thought.

A predator of the medium of thoughts and dreams, a dragon uncarnate is incorporeal and can appear to anyone as any creature it likes, though it rarely bothers, appearing before them in its natural form as a dragon with a very long, sinuous body and tail that extends far out of sight, with no visible end. Its scales are in constant motion, lifting off of the dragon and rearranging and wandering about its surface before lying flat. They are slightly transparent, resembling pure crystal, with the faintest of white glows. It has massive, membranous wings that perfectly reflect light, having a mirror-like effect. The head of the dragon is long and indistinct with blurred features that never quite come into focus. Two black holes in the face are the shape of eyes, though within tiny white lights chase and revolve about each other. Four thick tentacles protrude from around its mouth, two on top, two on the bottom, eerily resembling a mindflayer's maw. The mouth itself is toothless, with only a dark hole of fathomless depth within.
Dragon Uncarnates are almost always on the move, but they are known to often mentally craft themselves a lair in out-of-the-way areas within the Dream Plane/Mindfields. This is, as ofton as not, miles above with large openings in the air itself. These lairs do not always have gravity thats corresponds with the outter pull.
Dragon Uncarnates breed by use of metaconcert to combine their minds. Together they produce a mindegg that the female keeps within her until a suitable mind can be found.
Dragon Uncarnates communicate telepathically.


Combat:

A dragon uncarnate usually has no need to fight, stealthily invading a mind and putting them to sleep. Once within the dream the dragon uncarnate has full sway over events. Normally this consists of the dragon sending the dreamer through tests and obstacles requiring imaginative strategies or original thinking to escape. These tests may be cruel and sadistic or quite enjoyable, but either way the dreamer must be creative and win before the dragon allows the sleeper to wake. The dragon drains one temporary level of wisdom from its victim, feeding off of the creativity produced. Those who solve its riddles quickly or do something so unexpected that the dragon uncarnate did not think of it, is normally the recipient of a mind egg, if the dragon is mature. The riddles and scenarios are simple to figure when the dragon is young, but as it ages they become increasingly more difficult.

Breath Weapon (Ps): A Dragon Uncarnate has two types of breath weapon, a spray of fragmented mindblades as thrown by a soulknife or a cone of psionic sleep. Creatures within the cone must succeed at a Will save or fall asleep, regardless of HD, for 6d10 rounds plus 1 round per age category of the dragon.


Detect Dreams (Ps):
The dragon can use this ability at will such as if using the Detect Psionics ability except it can only detect dreaming beings. the dragon can scan a 60-degree arc each round: By concentrating for one round it knows if there are anyone sleeping within the arc; 2 rounds of concentration reveals the exact number of sleeping folk; and three rounds reveal their exact location and their race, allowing it to make a jump straight into their minds.

Dreamborn Subtype:
Dreamborn creaturs appear hazy and out of focus, such that all melee and ranged attacks against a Dreamborn creature are assessed a 20 percent miss chance. This 20-percent miss chance is not the same as concealment and does not preclude the possibility of effective sneak attacks.

Dreamless
Telepathy (Compulsion) [Evil, Mind-Affecting]
Level: Telepath 4
Display: Mental
Manifesting Time: 1
Range: Medium (100 feet +10/level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7

The subject's brain functions are subtely altered so that the target cannot achieve a dream state. He is able to sleep, but not dream, allowing the use of related spells and psionics against the subject, but the subject themselves are unable to use psionics or magic the next day without their much needed mental downtime. All ability damage caused by this cannot be healed naturally until the subject gets a good night's sleep.

Dreamless cannot be dispelled, for a change is made directly to the workings of the brain itself, causing an extended condition. This affect can be removed by psychic chicurgery, reality revision, and similiar effects. Restoration, Heal, Greater Restoration, Bend Reality and Limited Wish remove the affliction. This can only be used if the subject is awake.

A second usage of this ability restores the brain to proper balance.

Over 8 days, the subject suffers more and more severe reprocussions from the lack of healthy sleep. Subjects that don't dream are unaffected by this power. Those who meditate instead of dreaming are still affected as they are blocked from the neccessary subconscious interaction to refresh themselves.


First day: The subject becomes edgy and tired, resulting in a the loss of a point of both intelligence and wisdom.

(Int -1, Wis -1, Cha -0)


Second day: The subject's adrenaline tries to make up for the lack of sleep, resulting in a +1 bonus to constitution and reflex saves. The mind however is even more weary, resulting in the loss of an additional point of intelligence and wisdom.

(+1 Con, Int -2, Wis -2, Cha -0, +1 Reflex)




Third day: The subject's adrenaline high wears off, and their entire body is weary with fatigue, resulting in 2 points of constitution, strength, dexterity damage. The subject also takes a -2 penalty on reflex saves. An additional point of intelligence, wisdom and charisma is lost. They also take a -1 to all skill checks.

(Str -2, Dex -2 Con -2, Int -3, Wis -3, Cha -1, -2 Reflex, -1 Skill checks)

Fourth day: The subject becomes both fatigued and shaken. Two additional points of intelligence, wisdom and charisma are lost. They also take a -2 to all skill checks. They also start to see things that are not there or feel sensations that do not truely exist.

(Str -2, Dex -2, Con -2, Int -5, Wis -5, Cha -3, -2 Reflex, -2 Skill Checks, Fatigued, Shaken)

Fifth Day: The subject becomes exhausted. Two additional points of intelligence, wisdom and charisma damage. They also take a -4 to all skill checks. They are continuously in the grip of illusions. The subject will panic once every hour unless they make a successful will save (DC 12).

(Str -2, Dex -2, Con -2, Int -7, Wis -7, Cha -7, -2 Reflex, -4 Skill Checks, Fatigued, Shaken)

Sixth Day: The subject must make a Will save (DC 10) or go insane. They also two additional points of intelligence and wisdom, and two points of charisma.

(Str -2, Dex -2, Con -2, Int -9, Wis -9, Cha -9, -2 Reflex, -4 Skill Checks, Fatigued, Shaken)

Seventh Day: The subject must make a Will save (DC 10) or go insane. Even if the save is made they are reduced to a gibbering wreck, unable to act in any way and are considered helpless.

(Str -2, Dex -2, Con -2, Int -9, Wis -9, Cha -9, -2 Reflex, -4 Skill Checks, Fatigued, Shaken)

Eighth Day: The subject falls into a coma, and dies 2d4 hours later, no will save.

Augment:

Augment: For every additional two power points spent this power affects another target, and the manifestation time increases by 1 round.

Incorporeal Subtype:
A dragon uncarnate has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. He is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons).
A dragon uncarnate can enter or pass through solid objects. It can sense the presence of creatures or objects within a square adjacent to his current location, but enemies have total concealment (50% miss chance) from a dragon uncarnate that is inside an object. To see farther from the object it is in and attack normally, the dragon uncarnate must emerge. An dragon uncarnate inside an object has total cover, but when he attacks a creature outside the object he only has cover, so a creature outside with a readied action could strike at it as he attacks. An dragon uncarnate cannot pass through a force effect unless using dream travel.
A dragon uncarnate's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects work normally against it. It can pass through and operate in water as easily as he does in air. An dragon uncarnate cannot fall or take falling damage. It cannot make trip or grapple attacks, nor can it be tripped or grappled. In fact, it cannot take any physical action that would move or manipulate an opponent or its equipment, nor is it subject to such actions.
Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attack rolls and its ranged attack rolls. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Incorporeal Touch (Ps):
A dragon uncarnate deals damage with its claws same as a normal would, but does it with its incorporeal touch, ignoring nonmagical armor and shields.

Mind Egg (Ps):
To reproduce a dragon uncarnate lies a mind egg within the consciousness of individuals who have shown themselves to be of unusual resourcefulness and imagination. This egg takes 800 full days to 'hatch' at which point it has completely taken over the host's personality. The human to all appearances is the same, and the wyrmling uncarnate has been within him long enough to know how to control the body and have it act in the general way it did before. Once the wyrmling has grown one size category it is mature enough to leave the host. The host is left with his own personality intact, but is dazed for a day, and has no recollection of what has transpired since the day the wyrmling 'hatched'.

Psychic chirugery can remove a mind egg, but not the wyrmling. Healing spells and abilities are useless as the egg/wyrmling is not damaging the host in any way. While the wyrmling is in possession of the body it takes damage to the host as its own. It also takes all the physical abilities and properties of the host.

The host gains the Wild Talent feat after it has been released, the possession of the wyrmling having strengthened and expanded the mind to fit its needs during its growth.

Mind Melody (Ps):
The mindsong is an odd malady that is picked up after telepathic discourse with a mind much more powerful than the subject's, leaving a sort of psionic ringing in the mind that disrupts telepathic communication. It is also passed by telepathic contact with one suffering from this affliction.
The first day it takes three extra power points to use any kind of telepathy. The second day twice as many. The third day a player must use up every one of their allotted psionic points to attempt or hear even the briefest message.

After three days of this, the ringing forms into a melody that starts to play in the subjects mind. Most of those whom have had this have mentioned that the tune is almost always lovely beyond words. However, every day for the next week it grows louder and louder. The first day of the melody the player is telepathically deaf, and cannot send or receive. It hits its peak at the eighth day of the illness, where the melody is so loud that they cannot even hear normally, and no psionic abilities can be concentrated on. This last for two solid days before slowly becoming softer, reversing the effects until no song is heard, only a ringing, and then this to disappears at the end of the second eight-day. All in all this mental malady takes 18 days to disappear after contacting.

While ringing the subject takes a -2 to concentration and listen checks.
While the melody plays the subject takes -6 to concentration and listen checks.
At peak no concentration, listening or psionic abilities is possible, even with the Unconditional Power feat.

A second bout of this disease leaves a subject partially psionically deafened, causing a permanent doubling of psionic points to use telepathic powers and they act as if Dazed during the peak two days.

A third bout leaves the subject permanently telepathically deaf and they act as if Insane during the peak.

A fourth bout leaves the subject permanently insane as the melody continues unabated.

It can be cured by Psychic Chirurgery, but the manifester has a chance of contacting the malady in doing so (a roll of 1 on a six sided die means it has spread to the manifester). Reality Revision can also cure the mindsong.

Subconscious Banishment:
As psionic banishment, except the banishment is to the plane of dreams, affects all living, thinking creatures. Their bodies are not physically sent, only their minds, making Dream Travel unusable to return. Their physical body remains living, but in a deep coma, such as if under Suspend Life except they are unaware of what is happening about their bodies. Their minds can only be called back using psychic chicurgery, revivify, or any other spells for bringing the soul back to the body.

Psionic Powers:
At will - Dream haunting, Dream travel, Incorporeal touch, Mind Melody, Uncarnate bridge, Read Thoughts, ; 6/day - Psionic sleep; 2/day - Mass psionic sleep; 1/day - Dreamless, Subconscious Banishment; 1/month - genesis, 4/month - Mind egg, Metaconcert

Dragon Uncarnate By Age

Code:
Age          Size  HitDice    AC                             AB   FS   RS   WS 

Wymling      *     *          *                                +4   *    *    +10
Very Young   S     6d12+18 17 (+1 size, +3 dex, +3 deflect)    +6   +3   +8   +12   
Young        S     9d12+36 18 (+1 size, +3 dex, +4 deflect)    +9   +5   +10  +14
Juvenile     S    12d12+60 20 (+1 size, +4 dex, +5 deflect)    +12  +6   +12  +16  
Young Adult  M    15d12+90 20 (+6 deflect, +4 dex)             +16  +8   +14  +18
Adult        M    18d12+126 23 (+7 deflect, +6 dex)            +20  +10  +16  +20
Mature Adult M    21d12+168 24 (+8 deflect, +6 dex)            +24  +12  +17  +22
Old          L    24d12+216 25 (-1 size, +7 dex, +9 deflect)   +28  +14  +19  +25
Very old     L    27d12+270 26 (-1 size, +7 dex, +10 deflect)  +32  +15  +20  +28
Ancient      H    30d12+330 28 (-2 size, +9 dex, +11 deflect)  +36  +17  +22  +30
Wyrm         G    33d12+396 27 (-4 size, +9 dex, +12 deflect)  +38  +18  +24  +33
Great Wyrm   C    36d12+468 25 (-8 size, +10 dex, +13 deflect) +42  +20  +25  +35

BW(DC)   Fear DC    SR
2d4      -          -
4d4      -          -
6d4      -          -
8d4      -          -
10d4     25         22
12d4     27         24
14d4     30         26
16d4     33         28
18d4     35         29
20d4     37         31
22d4     40         32
24d4     42         34


Dragon Uncarnate Abilities By Age


Code:
Age           Speed  Str Dex Con Int Wis Cha   Special Abilities    

Wyrmling       -      *   *   *   *   *   *     Uncarnate, fatelink, 
                                                incorporeal subtype,
                                                psionic sleep
Very Young     -      -   16  12  16  17  16     Dream Haunting,
                                                incorporeal touch            
Young          -      -   16  12  18  19  18     Dream Travel
Juvenile       -      -   19  15  20  21  20     Uncarnate bridge 
Young Adult    -      -   19  17  22  23  22     Mindegg, Metaconcert
Adult          -      -   22  17  24  25  24     Psionic mass sleep
Mature Adult   -      -   22  19  26  27  26     Mind Melody, Damage 
                                                reduction 5/+1
Old            -      -   25  21  28  29  28     Detect Dreams
Very old       -      -   25  21  30  31  30     Dreamless
Ancient        -      -   28  23  32  33  32     Genesis
Wyrm           -      -   28  25  34  35  34     Damage reduction 15/+2
Great Wyrm     -      -   31  25  36  37  36     Subconscious Banishment 


Psion Level**

-
-
-
1st
3rd
5th
7th
9th
11th
13th
15th
17th

* A dragon uncarnate wyrmling has only the stats of its current host.
** Can also manifest abilities from the psychic warrior category.


If you read through the whole thing I salute you. Hows it look?
 
Last edited:

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