Monday, January 3, 2011

General Rules: Monsters - Dragon, Shadow

Dragon, Shadow (from Monsters of Færûn)
Dragon (Shadow)

Special Attacks: Breath Weapon, Create Shadows, Crush, Frightful Presence, Spells, Spell-Like Abilities, Tail-Sweep
Special Qualities: Immunities, SR, Blindsight, Keen Senses, Shadow Blend
Skills: Shadow dragons have 6 skill points per Hit Die, plus bonus points equal to their Intelligence modifier x Hit Dice and purchase the following skills at 1 rank per skill point: Listen, Spot, and Search. The remaining skill points are generally spent on Bluff, Concentration, Diplomacy, Escape Artist, and Knowledge (any)(all skills taken individually) at a cost of 1 skill point per rank. Dragons cannot purchase skills that are exclusive to a class.
Feats: Shadow dragons have one feat plus an additional feat per 4 hit dice. Dragons favor Cleave, Improved Initiative, Improved Sunder, Power Attack, Skill Augmentation (Listen and Spot), Weapon Focus, and any metamagic feat that is available and useful to sorcerers. They can also choose from the following feats: Flyby Attack, Hover, Quicken Spell-Like Ability, Snatch, and Wingover.
Environment: Underground
Organization: Wyrmling, very young, young, juvenile, and young adult: Solitary or clutch (2 - 5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: Solitary, pair, or family (1 -2 and 2 - 5 offspring)
Challenge Rating: Wrymling 2; very young 3; young 5; juvenile 7; young adult 10; adult 12; mature adult 15; old 17; very old 18; ancient 20; wyrm 21; great wyrm 23
Treasure: Double standard
Alignment: Always neutral evil
Advancement: Wyrmling 5 - 6 HD (Tiny); very young 8 - 9 HD (Small); young 11 - 12 HD (Small); juvenile 14 - 15 HD (Medium); young adult 17 - 18 HD (Medium); adult 20 - 21 HD (Large); mature adult 23 - 24 HD (Large); old 26 - 27 HD (Huge); very old 29 - 30 HD (Huge); ancient 32 - 33 HD (Huge); wyrm 35 - 36 HD (Gargantuan); great wyrm 38+ HD (Gargantuan)

Shadow dragons are sly and devious creatures with ties to the Realm of Shadows descended from the dragon sire Œmbar. They are most often found where ties to the Realm of Shadows is strongest.

Shadow dragons have translucent scales and dark bodies, giving them an indistinct appearance - from a distance, they seem to be nothing but a foreboding mass of shadows.

Combat
A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).

Shadow dragons prefer to attack from hiding, employing their shadow blend ability. They use illusion spells to confuse and misdirect their foes.

Shadow Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
T
4d12+4 (30)
+0
80 feet; fly 150 feet (average)19 (+2 size, +7 natural)
12
19
Very Young
S
7d12+7 (52)
+0
80 feet; fly 150 feet (average)21 (+1 size, +10 natural)
11
21
Young
S
10d12+10 (75)
+0
80 feet; fly 150 feet (average)24 (+1 size, +13 natural)
11
24
Juvenile
M
13d12+26 (110)
+0
80 feet; fly 150 feet (poor)26 (+16 natural)
10
26
Young Adult
M
16d12+32 (136)
+0
80 feet; fly 150 feet (poor)29 (+18 natural)
10
29
Adult
L
19d12+57 (180)
+0
80 feet; fly 150 feet (poor)31 (-1 size, +22 natural)
9
31
Mature Adult
L
22d12+88 (231)
+0
80 feet; fly 150 feet (poor)
34 (-1 size, +25 natural)
9
34
Old
H
25d12+125 (287)
+0
80 feet; fly 150 feet (poor)
36 (-2 size, +28 natural)
8
36
Very Old
H
28d12+140 (322)
+0
80 feet; fly 150 feet (poor)39 (-2 size, +31 natural)
8
39
Ancient
H
31d12+186 (387)
+0
80 feet; fly 150 feet (poor)42 (-2 size, +34 natural)
8
42
Wyrm
G
34d12+238 (459)
+0
80 feet; fly 150 feet (clumsy)43 (-4 size, +37 natural)
6
43
Great Wyrm
G
37d12+296 (536)
+0
80 feet; fly 150 feet (clumsy)
46 (-4 size, +40 natural)
6
46

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+4/-4
+6 (1d4)
+1 (1d3)
-
-
-
-
Very Young
+7/+4
+11 (1d6+1)
+6 (1d4)
-
-
-
-
Young
+10/+7
+14 (1d6+1)
+9 (1d4)
-
-
-
-
Juvenile
+13/+15
+18 (1d8+2)
+13 (1d6+1)
+13 (1d4+1)
-
-
-
Young Adult
+16/+19
+21 (1d8+3)
+16 (1d6+1)
+16 (1d4+1)
-
-
-
Adult
+19/+27
+26 (2d6+4)
+21 (1d8+2)
+21 (1d6+2)
+21 (1d8+6)
-
-
Mature Adult
+22/+32
+29 (2d6+6)
+24 (1d8+3)
+24 (1d6+3)
+24 (1d8+9)
-
-
Old
+25/+41
+33 (2d8+8)
+28 (2d6+4)
+28 (1d8+4)
+27 (2d6+12)
DC 29 (2d8+12)
-
Very Old
+28/+45
+37 (2d8+9)
+32 (2d6+4)
+32 (1d8+4)
+32 (2d6+13)
DC 32 (2d8+13)
-
Ancient
+31/+49
+41 (2d8+10)
+36 (2d6+5)
+36 (1d8+5)
+36 (2d6+15)
DC 34 (2d8+15)
-
Wyrm
+34/+57
+43 (4d6+11)
+38 (2d8+5)
+38 (2d6+5)
+38 (2d8+16)
DC 37 (4d6+16)
DC 37 (2d6+16)
Great Wyrm
+37/+61
+47 (4d6+12)
+42 (2d8+6)
+42 (2d6+6)
+42 (2d8+18)
DC 39 (4d6+18)
DC 39 (2d6+18)

Age
Space/Reach
Fortitude
Reflex
Will
Breath Weapon (DC)
Fear DC
SR
Caster Level
Wyrmling
2½ feet by 2½ feet/5 feet
+6
+5
+6
1, 15-foot cone (14)
-
12
-
Very Young
5 feet by 5 feet/5 feet
+7
+6
+7
1, 20-foot cone (16)
-
13
-
Young
5 feet by 5 feet/5 feet
+10
+8
+10
1, 20-foot cone (18)
-
15
-
Juvenile
5 feet by 5 feet/5 feet
+11
+9
+11
2, 30-foot cone (20)
-
17
1st
Young Adult
5 feet by 5 feet/5 feet
+14
+11
+14
2, 30-foot cone (22)
22
20
3rd
Adult
5 feet by 10 feet/10 feet
+16
+12
+15
3, 40-foot cone (24)
24
22
5th
Mature Adult
5 feet by 10 feet/10 feet
+19
+14
+18
4, 40-foot cone (26)
26
25
7th
Old
10 feet by 20 feet/10 feet
+21
+15
+19
5, 50-foot cone (29)
29
27
9th
Very Old
10 feet by 20 feet/10 feet
+23
+17
+22
5, 50-foot cone (32)
32
28
11th
Ancient
10 feet by 20 feet/10 feet
+25
+18
+23
6, 50-foot cone (34)
34
30
13th
Wyrm
20 feet by 40 feet/15 feet
+28
+20
+26
7, 60-foot cone (37)
37
31
15th
Great Wyrm
20 feet by 40 feet/15 feet
+30
+22
+28
8, 60-foot cone (39)
39
33
17th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
11
14
14
10
13
15
Energy Drain Immunity
Very Young
13
16
16
10
13
17
Shadow Blend
Young
13
16
16
10
13
17
-
Juvenile
15
18
18
10
15
19
Mirror Image
Young Adult
17
18
18
10
15
19
Damage Reduction 5/+1
Adult
19
20
20
10
17
21
Dimension Door
Mature Adult
23
20
20
10
19
21
Damage Reduction 10/+1
Old
27
24
24
10
21
25
Nondetection
Very Old
29
26
26
10
21
27
Damage Reduction 15/+1
Ancient
31
28
28
10
23
29
Shadow Walk
Wyrm
33
30
30
10
25
31
Damage Reduction 20/+3
Great Wyrm
35
32
32
10
27
33
Create Shadows

Blindsight (Ex): A shadow dragon can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet x the dragon's age category.

Breath Weapon (Su): The shadow dragon's breath weapon is a cone of billowing, smoky shadows with an energy drain effect. Creatures within the cone gain the number of negative levels shown on the accompanying table; the saving throw to remove the negative level is shown on the table as well. A successful Reflex save (against the same DC) reduces the number of negative levels by half (rounded down). Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.

Create Shadows (Su): Three times per day, a great wyrm shadow dragon can conjure a mass of leaping shadows with a radius of 100 yards and a duration of 1 hour (this is a creation effect). All normal and magical light sources are negated within this radius. All characters and creatures gain a +4 bonus on Hide checks within the shadows, and can hide even if directly observed. Shadow dragons and other creatures with ties to the Plane of Shadow gain total concealment within the shadows (50% miss chance), thought they can move and attack normally. Their attacks gain a +2 bonus and deny their opponents any Dexterity bonus to Armor Class because they are considered invisible.

Crush: A jumping or flying shadow dragon of at least Huge size can land on opponents as a standard action, using its whole body to crush them. Crush attacks are only effective against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must attempt a Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attacks. Pinned opponents take crush damage each round if they don't escape.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks or charges. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer Hit Dice than the dragon. A potentially affected creature that succeeds at a Will save remain immune to the dragon's frightful presence for one day. On a failure, creatures with 4 or fewer Hit Dice become panicked for 4d6 rounds and those with 5 or more Hit Dice become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Immunities (Ex): Shadow dragons are immune to sleep and paralysis effects. Deep dragons are also immune to energy drain effects.

Keen Senses (Ex): A dragon sees four times as well as a human in low-light conditions, and twice as well in normal light. It also has darkvision with a range of 100 feet x the dragon's age category.

Shadow Blend (Su): During any conditions other than full daylight, a shadow dragon can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities as listed on the table above.

Tail Sweep: A dragon of at least Gargantuan size can sweep with its tail as a standard action. The sweep affects a half-circle with a diameter of 30 feet, centered on the dragon's rear. Creatures within the swept area are affected if they are four or more sizes smaller than the dragon. The sweep automatically deals the listed damage. Affected creatures can attempt Reflex saves to take half damage.

Spell-Like Abilities: Three times per day - mirror image, nondetection; twice per day - dimension door; once per day - shadow walk.

Spells: A shadow dragon knows and casts arcane spells as a sorcerer of the level indicated on the table above, gaining bonus spells for a high Charisma score. Shadow dragons can also cast cleric spells and those from the Chaos, Evil, Shadow, and Trickery domains as arcane spells.

Skills: Shadow dragons that can cast spells have the Spellcraft skill for free at 1 rank per Hit Die. Shadow dragons have the Jump skill for free at 1 rank per Hit Die.

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