Showing posts with label Fire. Show all posts
Showing posts with label Fire. Show all posts

Monday, June 17, 2019

Campaign Design - Bloodlines: Molten Sûl-Blooded

Molten Sûl-Blooded
(adapted from Unearthed Arcana)

Though the descendants of Rœðan are rare, they are not nonexistent. Once in a great while, a molten dragon will form a bond with another creature that can withstand the intense heat of the dragon's body, and from those unions come the molten blooded. Most who bear this bloodline have rough, hardened skin, and when they gain their natural armor bonus, their skin begins to take on the appearance of sheets of rock. They tend to have flaming red hair and orange eyes that almost glow from the fires within their souls.

Molten Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Sense Motive checks
4th
+2 on Sense Motive checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Fire resistance 5 (Ex)2
10th
Molten Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Open Lock checks
16th
Fire resistance 5 (Ex)2Fire resistance 10 (Ex)2
18th
Constitution +1
20th
Molten Sûl affinity +21Summon Mephit, once per day (Sp)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with molten dragons and other creatures descended from molten dragons, including others with this bloodline.
2 If you gain fire resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow fire resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 You can summon a lava mephit once per day as if using Summon Monster XX as a sorcerer of a level equal to your character level.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Molten Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select molten dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Molten Sûl-Blooded dragon shaman must choose the Molten Sûl Totem.

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Sunday, June 9, 2019

Campaign Design - Bloodlines: Deep Sûl-Blooded

Deep Sûl-Blooded
(adapted from Unearthed Arcana)

Though deep dragons are rarely seen, because Gorsiaur's brood share his ability to assume humanoid form, those who share this bloodline are more common than one might expect. Those who bear this bloodline tend towards paranoia, seeking always to distract and trick possible foes.

Deep Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Bluff checks
4th
+2 on Bluff checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2
10th
Deep Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Escape Artist checks
16th
Cold resistance 5 (Ex)2Fire resistance 5 (Ex)2
18th
Constitution +1
20th
Deep Sûl affinity +21Stone Shape, once per day (Sp)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with deep dragons and other creatures descended from deep dragons, including others with this bloodline.
2 If you gain cold or fire resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow cold or fire resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.



Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Deep Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select deep dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Deep Sûl-Blooded dragon shaman must choose the Deep Sûl Totem.

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Sunday, May 19, 2019

Campaign Design - Bloodlines: Red Sûl-Blooded

Red Sûl-Blooded
(adapted from Unearthed Arcana)

Though Mahþildin's doesn't enjoy friendly relationships with humanoids, some of his brood has occasionally spawned bloodlines among such creatures. Such descendants exhibit extraordinary powers beyond those of their people. A character with a red dragon bloodline is usually covetous and vain, and may smell faintly of smoke.

Red Sûl Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Bluff checks
2nd
-+2 on Bluff checksSkill Augmentation (Listen and Spot)
3rd
--Strength +1
4th
+2 on Bluff checksSkill Augmentation (Listen and Spot)Fire resistance 5 (Ex)2
5th
--Red Sûl affinity +21
6th
-Strength +1+1 to natural armor
7th
--+2 on Intimidate checks
8th
Skill Augmentation (Listen and Spot)Fire resistance 5 (Ex)2Fire resistance 10 (Ex)2
9th
--Constitution +1
10th
-Red Sûl affinity +21Locate object, once per day (Sp)
11th
--Red Sûl affinity +41
12th
Strength +1+1 to natural armor+1 to natural armor
13th
--+2 on Appraise checks
14th
-+2 on Intimidate checksPower Attack
15th
--Charisma +1
16th
Fire resistance 5 (Ex)2Fire resistance 10 (Ex)2Breath weapon (Ex)3
17th
--Red Sûl affinity +61
18th
-Constitution +1+1 to natural armor
19th
--+2 on Jump checks
20th
Red Sûl affinity +21Locate object, once per day (Sp)Immunity to fire (Ex)2
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with gold dragons and other creatures descended from gold dragons, including others with this bloodline..
2 If you gain fire resistance (or immunity) from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow fire resistance (or immunity) of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 30-foot cone of fire, 6d8 damage; Reflex half (DC 10 + ½ your Hit Dice + your Constitution modifier). Usable once per day. If you have a breath weapon ability from sorcerer levels, this ability instead indicates that you may use your sorcerous breath weapon an additional time per day. If you have a breath weapon ability from dragon shaman levels, this ability instead means that you gain +2d6 to your dragon shaman breath weapon.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Red Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select red dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Red Sûl-Blooded dragon shaman must choose the Red Sûl Totem.

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Campaign Design - Bloodlines: Gold Sûl-Blooded

Gold Sûl-Blooded
(adapted from Unearthed Arcana)

In ages past, Hrægnscaga would occasionally take more than a passing interest in mortals. Thanks to his ability to polymorph, some of these dalliances left a lasting reminder of his presence in the form of a half-dragon child. Even many generations later this sûlic blood can manifest in the form of bloodline traits. Descendants of the gold dragon line tend to get along well with other good-aligned creatures, displaying uncommon grace and courtesy.

Gold Sûl Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Sense Motive checks
2nd
-+2 on Sense Motive checksSkill Augmentation (Listen and Spot)
3rd
--Strength +1
4th
+2 on Sense Motive checksSkill Augmentation (Listen and Spot)Fire resistance 5 (Ex)3
5th
--Gold Sûl affinity +21
6th
-Strength +1+1 to natural armor
7th
--+2 on Heal checks
8th
Skill Augmentation (Listen and Spot)Fire resistance 5 (Ex)3Fire resistance 10 (Ex)3
9th
--Constitution +1
10th
-Gold Sûl affinity +21Water breathing (Ex)2
11th
--Gold Sûl affinity +41
12th
Strength +1+1 to natural armor+1 to natural armor
13th
--+2 on Swim checks
14th
-+2 on Heal checksPower Attack
15th
--Intelligence +1
16th
Fire resistance 5 (Ex)3Fire resistance 10 (Ex)3Breath weapon (Ex)4
17th
--Gold Sûl affinity +61
18th
-Constitution +1+1 to natural armor
19th
--+2 on Jump checks
20th
Gold Sûl affinity +21Water breathing (Ex)2Immunity to fire (Ex)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with gold dragons and other creatures descended from gold dragons, including others with this bloodline..
2 You can breathe underwater indefinitely and can freely use special abilities while submerged.
3 If you gain fire resistance (or immunity) from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow fire resistance (or immunity) of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
4 30-foot cone of fire, 6d8 damage; Reflex half (DC 10 + ½ your Hit Dice + your Constitution modifier). Usable once per day. If you have a breath weapon ability from sorcerer levels, this ability instead indicates that you may use your sorcerous breath weapon an additional time per day. If you have a breath weapon ability from dragon shaman levels, this ability instead means that you gain +2d6 to your dragon shaman breath weapon.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Gold Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select gold dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Gold Sûl-Blooded dragon shaman must choose the Gold Sûl Totem.

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Campaign Design - Bloodlines: Brass Sûl-Blooded

Brass Sûl-Blooded
(adapted from Unearthed Arcana)

Bards tell a popular tale of a lost desert traveler encountering a friendly woman who nurses him back to health before putting him on the path home. In the tale, this helpful individual turns out to be Waldburga who merely wanted someone to talk to and who, many months later, gave birth to a half-dragon child. The descendants of this and other chance encounters between humans and brass dragons are often talkative and friendly.

Brass Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Gather Information checks
4th
+2 on Gather Information checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Fire resistance 5 (Ex)2
10th
Brass Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Bluff checks
16th
Fire resistance 5 (Ex)2Fire resistance 10 (Ex)2
18th
Constitution +1
20th
Brass Sûl affinity +21Speak with animals, once per day (Sp)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with brass dragons and other creatures descended from brass dragons, including others with this bloodline.
2 If you gain fire resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow fire resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Brass Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select brass dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Brass Sûl-Blooded dragon shaman must choose the Brass Sûl Totem.

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Thursday, November 16, 2017

Campaign Design - Bloodlines: Ignan-Blooded

Ignan-Blooded
(adapted from Unearthed Arcana)

Individuals with elemental blood in their veins are not uncommon in the Three Worlds. Creatures of elemental fire often crossbreed with the inhabitants of the world, resulting in progeny with abilities and affinities that reflect their elemental ancestry. Sometimes those with elemental blood show up immediately, and in some places they are common enough to form their own communities and breed true among themselves. In others the effect of such crossbreeding can lie fallow for generations, only to come to the fore after many generations of dormancy.

In most cases, the elemental ancestor can be ascertained, or at least guessed at based upon family histories and legends, but in others it is a mystery. Some scholars have speculated that no interbreeding with an elemental creature is necessary to result in elemental-blooded children - only that the parent be exposed to a powerful enough source of elemental power during conception, pregnancy, or delivery of the child.

Those who bear elemental fire within their veins are often high-strung and quick-tempered. Their eyes often seem to glow like embers, and their skin may take on a reddish hue.

Ignan Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Tumble checks
4th
+2 on Tumble checksDodge
6th
Dexterity +1
8th
DodgePyrotechnics, once per day (Sp)
10th
Ignan affinity +21
12th
Dexterity +1Mobility
14th
+2 on Listen checks
16th
Pyrotechnics, once per day (Sp)Fire Resistance 10 (Ex)
18th
Constitution +1
20th
Ignan affinity +21Spring Attack
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fire elementals and other creatures from the Elemental Plane of Fire.

Favored Class: Ignan-Blooded individuals may replace their racial favored class with the Sorcerer class. Ignan-Blooded individuals must take the Elemental sorcerous bloodline and select fire as their element type.

Exclusive Class: All elemental-blooded individuals must replace their racial exclusive class with the Shugenja class. An Ignan-Blooded shugenja must choose the fire element focus.

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Monday, January 3, 2011

General Rules: Monsters - Smoke Creature (Template)

Smoke Creature (from Dragon Magazine #347)

Smoke element creatures dwell on the Elemental Planes of Air and Fire. The have the same general form as beings from the Three Worlds but are composed entirely of thick, black smoke with red-hot cinders for eyes and tendrils of smoke that end in wicked claws in place of arms.

"Smoke" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "elemental (air, fire)". Smoke creatures encountered in the Three Worlds have the "extraplanar" subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

Speed: An smoke element creature gains a fly speed of 90 feet with good maneuverability unless the base creatures has a higher fly speed.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: An smoke creature retains all the special abilities of the base creature and also gains the following ones:
  • Smoke Claws (Ex): A smoke element creature can engulf opponents by moving on top of them. It fills the air around one opponent smaller than itself without provoking an attack of opportunity. The target must succeed at a Fortitude save or inhale part of the creature. The save DC is 10 + ½ the smoke element creature's Hit Dice + the smoke element creature's Constitution modifier. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing damage each round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace. The amount of damage depends on the Hit Dice of the smoke element creature.
Hit DiceDamage Reduction
Acid Damage
1 - 3
-
-
4 - 7
-
1d4
8 - 11
5/+1
1d6
12+
10/+1
2d6
Special Qualities: A smoke creature retains all the special qualities of the base creature, and also gains the following ones:
  • Elemental: Immune to poison, sleep, paralysis, and stunning, Not subject to critical hits.

  • Darkvision with a range of 60 feet.

  • Damage reduction (see the table to the right). If the base creature already has damage reduction, use the better value. If a smoke element creature gains damage reduction, its natural weapons are treated as magic equivalent weapons for the purpose of overcoming damage reduction.
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.

Abilities: Modify the base creature's ability scores as follows: Dexterity +6.

Skills: Same as the base creature. If the smoke creature has an Intelligence of 4 or greater, it speaks Auran or Ignan.

Feats: Same as the base creature.

Climate/Terrain: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: Variable (see below):

Hit DiceCR
Up to 4
Same as base creature
4 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.

Alignment: Usually neutral.

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +4.

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General Rules: Monsters - Hell Hound

Hell Hound (from the Monster Manual)
Medium Outsider [Evil, Extraplanar, Fire, Lawful]

Hit Dice: 4d8 + 4 (22 hit points)
Initiative: +5
Speed: 40 feet
Armor Class: 16 (+1 Dexterity, +5 natural); touch 11, flat-footed 15
BAB/Grapple: +4/+5
Attack: Bite +5 melee (1d8+1 plus 1d6 fire, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +5 melee (1d8+1 plus 1d6 fire, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Breath weapon, fiery bite
Special Qualities: Darkvision 60 feet, immunity to fire, scent, vulnerability to cold
Saves: Fortitude +5, Reflex +5, Will +4
Abilities: Str 13, Int 6, Wis 10, Dex 13, Con 13, Cha 6
Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7 (+15 when tracking by scent)
Feats: Improved Initiative, Run, Track
Environment: Hells
Organization: Solitary, pair, or pack (5 - 12)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 5 - 8 Hit Dice (Medium); 9 - 12 Hit Dice (Large)
Level Adjustment: +3 (cohort)

Hell hounds are aggressive, fire-breathing canines from the Infernal Realms. Specimens are frequently brought to the Three Worlds to serve evil beings, and many have established indigenous breeding populations.

A typical hell hound stands 4½ feet high at the shoulder and weighs 120 pounds.

Hell hounds do not speak, but understand Infernal.

Combat
Hell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their fiery breath. If the prey doesn't run, the pack closes in. Hell hounds track fleeing prey relentlessly.

A hell hound's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire; Reflex save DC 13 for half damage. The save DC is Constitution-based.

Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.

Skills: Hell hounds gain a +5 racial bonus on Hide and Move Silently checks. Hell hounds gain a +8 racial bonus on Survival checks when tracking by scent due to their keen sense of smell.

Hell Hounds Workers as Familiars
Hell hounds can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be within one alignment step of lawful evil, take the Improved Familiar feat, have a Base Attack Bonus of at least +5, and be at least a 5th-level caster.

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General Rules: Monsters - Akyanzi

Akyanzi (from Dungeon Crawl Classics #19: The Volcano Caves)
Small Undead (Fire)

Hit Dice: 1d12 (6 hit points)
Initiative: +3
Speed: Fly 30 feet (good)
Armor Class: 16 (+2 natural, +3 Dexterity, +1 size); touch 14, flat-footed 13
BAB/Grapple: +0/-4
Attack: Bite +4 melee (1d4)
Full Attack: Bite +4 melee (1d4)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Eat enchantment, profane sunder
Special Qualities: Darkvision 60 feet, immunity to fire, smell steel, vulnerability to cold, undead traits
Saves: Fortitude +0, Reflex +3, Will +4
Abilities: Str 10, Int 11, Wis 14, Dex 16, Con -, Cha 10
Skills: Escape Artist +7, Hide +11, Intimidate +4, Knowledge: Arcana +3, Listen +6, Move Silently +7, Search +4, Sense Motive +4, Spot +6
Feats: Weapon Finesse
Environment: Any land and underground
Organization: Cluster (2 - 5) or pack (5 - 20)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 2 - 3 HD (Small), 4 - 5 HD (Medium)
Level Adjustment: -

Akyanzi , also called sword-eaters, are disproportionately large humanoid heads. Fire wreathes them. How they came to be is unknown, but evil priests and necromancers sometimes employ them to weaken opponents. Akyanzi can sniff out steel, and their greatest joy, if they can experience such an emotion, is shattering metal. Their bite also drains the enchantments from weapons.

Combat
Akyanzi swoop about a battlefield, searching out weapons to shatter. They make little distinction between friend and foe, and only if they have destroyed all available weapons do they turn their bites on living beings.

Eat Enchantment (Su): Akyanzi are inherently disruptive to a weapon's magical enchantments. Any time a sword-eater comes into contact with an enchanted weapon, whether striking or being struck, that weapons special abilities are suppressed for 1d4 hours. This is an antimagic effect, rendering the weapon mundane in all ways.

Profane Sunder (Ex): Sword-eaters enjoy the benefits of the Improved Sunder feat, as well as a +8 profane bonus to opposed attack rolls when striking weapons. A sword-eater's bite deals 1d6 points of damage and ignores hardness. Sword-eaters only attack weapons and shields.

Smell Steel (Ex): Akyanzi automatically detect the presence of any steel object within 100 feet. They are able to determine the general placement of steel objects, no matter how small, but gain no special means of precisely locating secret hiding places or seeing through disguises. This ability does not detect any other materials.

Undead: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, fatigue, or exhaustion effects. Cannot heal damage on its own. Immune to any effect that requires a Fortitude save unless it also works on objects or is harmless. Not a risk of death due to massive damage. Does not eat, breathe, or sleep.

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General Rules: Monsters - Magma Creature (Template)

Magma Creature (from Dragon Magazine #347)

Magma element creatures live near volcanoes on the Elemental Planes of Earth and Fire. They have the same general form as beings from the Three Worlds but are composed entirely of lava, hardened into rock in some places while still fiery and molten at joints and other spots. Burning coals sit where eyes should be and the mouth is a furnace of flame.

"Magma" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "elemental (earth, fire)". Magma creatures encountered in the Three Worlds have the "extraplanar" subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

Speed: Same as the base creature.

Armor Class: Natural armor improves by +3.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A magma creature retains all the special abilities of the base creature and also gains the following ones:
  • Heat (Ex): In addition to the damage from their attacks, magma creatures deal additional fire damage with their natural weapons (including claw, bite, slam, or tail attacks). The amount of damage depends on the Hit Die total of the creature (see the table below).
Hit DiceDamage Reduction
Fire Damage
1 - 3
-
-
4 - 7
-
1d4
8 - 11
5/+1
1d6
12+
10/+1
2d6
Special Qualities: A magma creature retains all the special qualities of the base creature, and also gains the following ones:
  • Elemental: Immune to poison, sleep, paralysis, and stunning, Not subject to critical hits.

  • Darkvision with a range of 60 feet.

  • Damage reduction (see the table to the right). If the base creature already has damage reduction, use the better value. If a magma element creature gains damage reduction, its natural weapons are treated as magic equivalent weapons for the purpose of overcoming damage reduction.

  • Fire Subtype (Ex): Fire immunity, double damage from cold except on successful save.
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.

Abilities: Modify the base creature's ability scores as follows: Strength +2, Dexterity -2.

Skills: Same as the base creature. If the magma creature has an Intelligence of 4 or greater, it speaks Ignan or Terran.

Feats: Same as the base creature.

Climate/Terrain: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: Variable (see below):

Hit DiceCR
Up to 4
Same as base creature
4 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.

Alignment: Usually neutral.

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +5.

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General Rules: Monsters - Dragon, Molten

Dragon, Molten (from Draconic Lore)
Dragon (Fire)

Special Attacks: Breath Weapon, Crush, Frightful Presence, Spells, Spell-Like Abilities, Summon Mephit, Tail-Sweep
Special Qualities: Cold Susceptibility, Immunities, SR, Blindsight, Keen Senses, Melt Weapon
Skills: Molten 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: Molten 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: Temperate and warm hills and mountains
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 6; young adult 9; adult 11; mature adult 13; old 15; very old 17; ancient 19; wyrm 20; great wyrm 21
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: Wyrmling 4 - 5 HD (Small); very young 7 - 8 HD (Medium); young 10 - 11 HD (Large); juvenile 13 - 14 HD (Large); young adult 16 - 17 HD (Large); adult 19 -20 HD (Huge); mature adult 22 - 23 HD (Huge); old 25 - 26 HD (Huge); very old 28 - 29 HD (Huge); ancient 31 - 32 HD (Gargantuan); wyrm 34 - 35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan)

Molten dragons dwell in the boiling lava of active volcanoes, swimming in the liquid rock as an otter might play in a stream. These dragons make their lairs in active volcanoes or underground lava flows. Island chains, which often contain many volcanoes are among their most common habitats.

Wyrmling molten dragons look like small, dragon-shaped rivulets of brilliant white-yellow lava. As they age, their fires dim somewhat and the outer rock becomes more visible. Rœðan, the dragon sire of the molten dragons, resembled nothing so much as a congealed lump of lava or a rock outcropping that random natural forces gave a slightly draconic shape - until it moved. Then the massive armor plates split and blinding orange flame flares through the cracks. Finally, streams of liquid rock flow along its body, revealing its true form as it begins its attack.

Molten dragons are slightly smaller than most of their kin but possess extraordinary strength and toughness. They are poor spellcasters, learning no magic until very late in life, and even then considering it to be unreliable and unfit for common use. Molten dragons are poor flyers, so any specimens seen on the wing are probably close to their lair.

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).

Molten dragons use their breath weapon first, spraying a gout of lava at any targets before landing and attacking with tooth and claw. Molten dragons with spellcasting levels tend to focus on defensive magics, especially those that grant resistance to cold attacks. Stealth and subtlety are not their hallmarks - instead they find pleasure in such things as the taste of their victim charring to ash as they are being eaten.

Molten Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
S
3d12+3 (22)
-1
40 feet; fly 80 feet (poor); burrow 20 feet18 (+1 size, -1 Dexterity, +8 natural)
10
18
Very Young
M
6d12+12 (51)
-1
40 feet; fly 80 feet (poor); burrow 30 feet20 (-1 Dexterity, +10 natural)
9
20
Young
M
9d12+27 (85)
-1
40 feet; fly 80 feet (poor); burrow 30 feet23 (-1 Dexterity, +14 natural)
9
23
Juvenile
L
12d12+48 (126)
-1
40 feet; fly 100 feet (clumsy); burrow 30 feet25 (-1 size, -1 Dexterity, +17 natural)
8
25
Young Adult
L
15d12+75 (172)
-1
40 feet; fly 100 feet (clumsy); burrow 30 feet28 (-1 size, -1 Dexterity, +20 natural)
8
28
Adult
L
18d12+90 (207)
-1
40 feet; fly 100 feet (clumsy); burrow 30 feet31 (-1 size, -1 Dexterity, +23 natural)
8
31
Mature Adult
L
21d12+126 (262)
-1
40 feet; fly 100 feet (clumsy); burrow 30 feet
34 (-1 size, -1 Dexterity, +26 natural)
8
34
Old
H
24d12+168 (324)
-1
40 feet; fly 150 feet (clumsy); burrow 30 feet
36 (-2 size, -1 Dexterity, +29 natural)
7
36
Very Old
H
27d12+216 (391)
-1
40 feet; fly 150 feet (clumsy); burrow 30 feet39 (-2 size, -1 Dexterity, +32 natural)
7
39
Ancient
H
30d12+270 (465)
-1
40 feet; fly 200 feet (clumsy); burrow 40 feet42 (-2 size, -1 Dexterity, +35 natural)
7
42
Wyrm
G
33d12+330 (544)
-1
40 feet; fly 200 feet (clumsy); burrow 40 feet43 (-4 size, -1 Dexterity, +38 natural)
5
43
Great Wyrm
G
36d12+396 (630)
-1
40 feet; fly 200 feet (clumsy); burrow 40 feet
47 (-4 size, -1 Dexterity, +41 natural)
5
47

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+3/+1
+5 (1d6+2)
+3 (1d4+1)
-
-
-
-
Very Young
+6/+9
+9 (1d8+3)
+6 (1d6+1)
+6 (1d4+1)
-
-
-
Young
+9/+12
+12 (1d8+3)
+10 (1d6+1)
+10 (1d4+1)
-
-
-
Juvenile
+12/+20
+16 (2d6+4)
+13 (1d8+2)
+13 (1d6+2)
+13 (1d8+6)
-
-
Young Adult
+15/+19
+20 (2d6+5)
+18 (1d8+2)
+18 (1d6+2)
+18 (1d8+7)
-
-
Adult
+18/+27
+25 (2d6+7)
+22 (1d8+3)
+22 (1d6+3)
+22 (1d8+10)
-
-
Mature Adult
+21/+34
+30 (2d6+9)
+26 (2d6+3)
+26 (1d6+3)
+26 (1d8+13)
-
-
Old
+24/+43
+35 (2d8+11)
+30 (2d6+5)
+30 (1d8+5)
+30 (2d6+16)
DC 29 (2d8+16)
-
Very Old
+27/+47
+39 (2d8+12)
+34 (2d6+6)
+34 (1d8+6)
+34 (2d6+18)
DC 31 (2d8+18)
-
Ancient
+30/+52
+41 (2d8+14)
+36 (2d6+7)
+36 (1d8+7)
+36 (2d6+21)
DC 34 (2d8+21)
-
Wyrm
+33/+60
+48 (4d6+15)
+43 (2d8+7)
+43 (2d6+7)
+43 (2d8+22)
DC 36 (4d6+22)
DC 36 (2d6+22)
Great Wyrm
+36/+65
+53 (4d6+17)
+48 (2d8+8)
+48 (2d6+8)
+48 (2d8+25)
DC 39 (4d6+25)
DC 39 (2d6+25)

Age
Space/Reach
Fortitude
Reflex
Will
Breath Weapon (DC)
Fear DC
SR
Caster Level
Wyrmling
5 feet by 5 feet/5 feet
+4
+2
+2
2d8, 20-foot cone (12)
-
-
-
Very Young
5 feet by 5 feet/5 feet
+7
+4
+5
4d8, 30-foot cone (15)
-
-
-
Young
5 feet by 5 feet/5 feet
+9
+5
+6
6d8, 30-foot cone (17)
-
-
-
Juvenile
5 feet by 10 feet/10 feet
+12
+7
+9
8d8, 40-foot cone (19)
-
-
-
Young Adult
5 feet by 10 feet/10 feet
+14
+8
+10
10d8, 40-foot cone (22)
18
13
-
Adult
5 feet by 10 feet/10 feet
+16
+10
+13
12d8, 40-foot cone (23)
20
14
-
Mature Adult
5 feet by 10 feet/10 feet
+19
+11
+14
14d8, 40-foot cone (26)
22
15
1st
Old
10 feet by 20 feet/10 feet
+22
+13
+16
16d8, 50-foot cone (29)
24
16
2nd
Very Old
10 feet by 20 feet/10 feet
+24
+14
+18
18d8, 50-foot cone (31)
26
17
3rd
Ancient
10 feet by 20 feet/10 feet
+27
+16
+20
20d8, 50-foot cone (34)
28
18
4th
Wyrm
20 feet by 40 feet/15 feet
+29
+17
+22
22d8, 60-foot cone (36)
30
19
5th
Great Wyrm
20 feet by 40 feet/15 feet
+32
+19
+24
24d8, 60-foot cone (39)
33
20
6th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
14
8
9
10
13
10
Fire Immunity, Cold Susceptibiliy
Very Young
16
8
10
10
15
10
-
Young
16
8
10
10
17
10
Melt Weapon
Juvenile
19
10
12
10
19
12
Damage Reduction 5/+1
Young Adult
21
10
12
10
21
12
-
Adult
25
10
14
10
21
12
Damage Reduction 10/+2
Mature Adult
29
12
14
10
23
14
Call Mephit
Old
33
12
14
10
25
14
Damage Reduction 15/+3
Very Old
35
14
16
10
27
16
-
Ancient
38
14
16
10
29
16
Damage Reduction 20/+3
Wyrm
41
16
18
10
31
18
Earthquake
Great Wyrm
45
16
18
10
33
20
Damage Reduction 25/+4

Blindsight (Ex): A molten 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 molten dragon's breath weapon is a cone of lava expelled under great pressure. 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. Creatures caught in the area can attempt Reflex saves to take half damage, the DC is listed on the tables above.

Call Mephit (Su): Once per day, a molten dragon can automatically summon 1d4 magma mephits. Summoned mephits automatically return whence they came after an hour.

Cold Susceptibility (Ex): A molten dragon takes double damage from cold except on a successful saving throw.

Crush: A jumping or flying molten 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): Molten dragons are immune to sleep and paralysis effects. Molten dragons are also immune to fire.

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.

Melt Weapon (Ex): Any weapon that strikes a molten dragon is likely to melt. The wielder must make a Reflex save (DC equal to the dragon's breath weapon save) or the weapon suffers 1d6 points of fire damage per age category of the dragon, ignoring hardness. Anyone who makes an unarmed or touch attack against a molten dragon must make a Reflex save (DC equal to the dragon's breath weapon save) or suffer 1d6 points of fire damage per age category.

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: Once per day - earthquake.

Spells: A molten 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.

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

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