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Serpentine
2009-08-13, 11:14 AM
I'll probably have to come back and polish this up later and probably add more fluff and description, but as promised, here's the adventure. Feel free to correct any of my errors.

The Dragon Graveyard

For (hopefully) ~12 level party (probably more - my party has 5 or 6 members). To adapt to different levels, change the numbers of NPCs or their levels, the numbers and types of undead, and tactics.

Prelude (optional)
Six days out of the city, you pass through moderately dense woodland. As you leave the woods, you first feel and then hear an immense vibrating rumble through the earth. After a few minutes, a wave of bison crashes over the hill to your right and thunder across the road several hundred metres in front of you, driven by cackling small reptilian humanoids on the back of rotten-looking wyverns. One of them spots you and calls to his fellows. They shriek with glee, and their mounts veer around, driving the herd in your direction.

One or two of the kobolds focus on driving the bison over the party, while the other/s attack the party directly. Subtract any killed or incapacitated from the later battle/s.

{table=header]Creature:|Bison Herd (x20 Mobs)
Size/Type:|Gargantuan Animal
Hit Dice:|30d8
Initiative:|+0
Speed:|30ft
Armor Class:|10 (-4 size, +4 natural), touch 6, flat-footed 10
Base Attack/ Grapple:|+22/+40
Attack:|Swarm (5d8) OR Trample (2d12+9, Ref DC 21 half)
Full Attack:|Swarm (5d8) OR Trample (2d12+9, Ref DC 21 half)
Space/Reach:|20ft/0ft
Special Qualities:|Mob Anatomy (A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed.); Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells.
Saves:|Fort +15, Ref +17, +9 Will
Abilities:|Str 22, Dex 10, Con 16, Int 2, Wis 10, Cha 4
Skills:|Listen +7, Spot +5
Feats:|Alertness, Endurance, Improved Bull Rush, Improved Overrun
Environment:|Plains
Organization:|20/mob
Challenge Rating:|8
Treasure:|None
Alignment:|N[/table]

{table]Creature:|Wyvern Zombie
Size/Type:|Large Undead
Hit Dice:|14d12+3 (90 hp)
Initiative:|+0
Speed:|20 ft. (4 squares; can’t run), fly 60 ft. (poor)
Armor Class:|21 (-1 size, +12 natural), touch 9, flat-footed 21
Base Attack/Grapple:|+7/+16
Attack:|Slam +11 melee (2d6+7) or talons +11 melee (2d6+5)
Full Attack:|Slam +11 melee (2d6+7) or talons +11 melee (2d6+5)
Space/Reach:|10 ft./5 ft.
Special Attacks:|—
Special Qualities:|Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves:|Fort +4, Ref +4, Will +9
Abilities:|Str 21, Dex 10, Con Ø, Int Ø, Wis 10, Cha 1
Skills:|—
Feats:|Toughness
Environment:|Warm hills
Organization:|Any
Challenge Rating:|4
Treasure:|None
Alignment:|Always neutral evil
Advancement:|16-20 HD (Huge)
Level Adjustment:|—[/table]

{table]Creature:|Kobold Cabal Guards (Cleric 5) x 3 (total 8)
Size/Type:|Small Humanoid (reptilian)
Hit Dice:|5d8
Initiative:|+4
Speed:|20ft
Armor Class:|21 (+1 size, +1 natural, +5 +1 dragonbone chain shirt, +4 Dex), touch 15, flat-footed 17
Base Attack/ Grapple:|+4/-1
Attack:|+1 small ghost touch shortspear +10 ranged (1d4+4) or +1 medium (2-handed) ghost touch Macuahuitl +7 melee (1d8+4/x3, S/B)
Full Attack:|+1 small ghost touch shortspear +10 ranged (1d4+4) or +1 medium (2-handed) ghost touch Macuahuitl +7 melee (1d8+4/x3, S/B)
Space/Reach:|5ft/5ft
Special Attacks/ Abilities:|Rebuke Undead, Spontaneous Casting (swap any spell for an Inflict).
Special Qualities:|Light Sensitivity (Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.)
Saves:|Fort +7, Ref +5, Will +6
Abilities:|Str 16, Dex 18, Con 17, Int 11, Wis 14, Cha 8
Skills:|Bluff +1, Concentration 9, Craft(trapmaking) +2, Hide +8, Intimidate +1, Search +2, Spellcraft +6
Feats:|Extra Turning (u), Weapon Focus (shortspear), Weapon Focus (macuahuitl)
Spells:|Dragon & Undead domains. 0th level: Guidance, Purify Food and Drink, Mending, Read Magic, Inflict Minor Wounds, 1st level: Magic Fang (d), Detect Undead (u), Faith Healing, Resurgence, Doom, Hide from Undead, 2nd level: Resist Cold (d), Desecrate (u), Hold Person, Spiritual Weapon, Ghost Touch Armour, 3rd level: Magic Fang Greater (d), Animate Dead (u), Slashing Darkness, Bestow Curse
Environment:|Temperate Plains/Cemetary
Organization: 3 + 3 zombie wyverns + 20 mobs of bison.
Challenge Rating:|5
Treasure:|Equipment
Alignment:|NE (or any E)[/table]

The Plot Hook (optional)
The path approaches a small old bridge. You see a little girl sitting with her face in her hands on one of the bridge's stones. She appears to be crying.[Spot DC 25 (or DM's discretion) to notice that she's not entirely opaque.] If a character decides to approach... She looks up at you with tear-streaked eyes. "Mummy?" she asks plaintively. "Is that you, mummy?"[either in Draconic, possibly the local Common, or to each character in their native tongue]If the characters further approach (or similar): The little girl's face suddenly twists into a visage of unbridled fury. "YOU'RE NOT MY MUMMY!" she screeches. Her body starts to distort and bend, expanding and convulsing until there no longer stands a little girl before you, but a young silver dragon. You can see the bridge behind it, though its body. It lunges at you.

{table]Creature:|Young Silver Dragon Ghost
Size/Type:|Medium Undead (incorporeal)
Hit Dice:|13d12 (156hp)
Initiative:|+4 (23)
Speed:|Fly 150ft (perfect)
Armor Class:|No natural armour, Deflection = Cha or +1 (+5 Cha)
Base Attack/ Grapple:|+13/+16
Attack:|Physical don’t work v. non-ethereal enemies +16
Full Attack:|+16 Bite and +11 2 claws and 2 wings
Space/Reach:|5ft/5ft
Special Attacks/Abilities:|As dragon, non-physical attacks, DCs 10+1/2 HD+Cha = 21
|Manifestation, Corrupting Gaze, Corrupting Touch, Draining Touch, Frightful Moan, Horrific Appearance, Malevolence, Telekinesis, Breath Weapon 6d8 cone 30ft
Special Qualities:|As dragon, Rejuvenation, Turn Resistance +4, Alternate Form, Immunity to Acid and Cold and sleep and paralysis, Vulnerability to fire, Cloudwalking, Blindsense, Darkvision 120ft
Saves:|Fort +10, Ref +8, Will +11
Abilities:|Str 17, Dex 10, Con --, Int 16, Wis 17, Cha 20
Skills:|Bluff +29, Disguise +29, Hide +24, Jump +19, Listen +28, Search +19, Spot +27
Feats:|Improved Initiative, Hover, Flyby Attack, Wingover
Spells:|CL1
Environment:|Plains/Any
Organization:|Solitary
Challenge Rating:|9
Treasure:|None (yet)
Alignment:|LG (but crazy)[/table]

When defeated:
As the final blow falls, the dragon seems to fray at the edges, and dissolves into a light mist. It moves away from you, along the stream, up the slope.
Assuming they follow it...
The mist flows over the peak of the hill. As you in turn reach the peak, you see spread before you a huge crater, the remains of some ancient volcano or catastrophic meteor strike. [Appropriate Knowledge check to be sure] The floor is scattered with boulders, mounds, ditches and standing stones, with only scraggly and sickly-looking tufts of grass scattered about. The mist approaches a mound in the distance, and disappears.

[/spoiler]

Serpentine
2009-08-13, 11:16 AM
The Graveyard - I'll have to draw up a map
As you reach the peak, you see spread before you a huge crater, a dozen or more kilometers across, the remains of some ancient volcano or catastrophic meteor strike. [Appropriate Knowledge check to be sure] The floor is scattered with boulders, mounds, ditches and standing stones, with only scraggly and sickly-looking tufts of grass scattered about.

Spot DC 15: Off in the distance, to the west (/your left), you pick out a peculiar looking rock formation. It almost looks like a weathered ribcage of incredible size.
- This is the fossilized remains of a Colossal + dragon. Long-dead eggs are buried among the bones.
- A detect magic spell reveals a taint of necromantic evil, but also of a deep, old Good imbedded deep with the bones.

Good spellcasters feel ill and uneasy within the crater. Necromancers, clerics of evil deities of death and similar characters feel remarkably at ease.

Detect magic reveals a taint of necromantic evil smothering the entire crater in waves, emanating from the centre.

At the centre is an especially large mound, ringed by tall standing stones. Guarding the peak of this mound are a variety of dracowraiths.

As mentioned, the crater is scattered with boulders, stones, hollows, mounds and standing stones. Many of the stones, boulders and standing stones are engraved with epitaphs, mostly in Draconic, but also any number of other languages, exotic or otherwise. Here and there, especially near stones, mounds and standing stones, are holes that may lead to the underground system of tunnels, or simply to a small grave.

It gets a bit tricky... If it's getting towards evening, it's probably best if they spend the night outside the crater. If they do, they'll hear all sorts of horrifying sounds in the night - possibly require a Will save to sleep soundly. They may be attacked by one or more undead dragons, it's up to you, but they won't be constantly marauded(sp?). My party did not do this. As night comes on, undead dragons (and apparent humans and humanoids) start bursting from the ground, manifesting, rising, coming together... whatever that particular undead happens to do. If the party chooses to shelter down a hole, as my party did, there is a good chance that it will be occupied. After dispatching the unfortunate cadaver, they can settle in, but (to your discretion) will almost certainly be disturbed at least once, although at night they are mostly above ground. It's up to you how much rest they can get.
As the day wears on (in the case of my party, the second day), the moon comes slowly closer to the sun. NOTE TO SELF: YOU'RE UP TO HERE.

Spontaneous Undead - Feel free to make your own
Dracowraiths{table]Creature:|Young Adult Green Dracowraith
Type:|Large Undead (Incorporeal)
HD:|17d12+34 (144 hp)
Speed:|40 ft. (8 squares); fly 150 ft. (perfect), swim 40 ft
Init:|+6
AC:|15; touch 15; flat-footed 13 (+4 deflection, +2 Dex, -1 size) {27; touch 11; flat-footed 25 (+16 natural, +2 Dex, -1 size)}
BAB|+17; Grp +27
Attack|Incorporeal touch +20 melee (5 Con) or bite +22 melee (2d6+6, x2)
Full-Attack|Incorporeal touch +20 melee (5 Con) or bite +22 melee (2d6+6) and 2 claws +20 melee (1d8+3) and 2 wing slaps +20 melee (1d6+3) and tail slap +20 melee (1d8+9)
Space|10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks|Breath weapon DC 24, Constitution drain, frightful presence DC 20, spells (3rd level sorcerer)
Special Qualities|Incorporeal, immunity to acid, DR 5/magic, SR 19, turn resistance 2, unnatural aura 75 ft., lifesense 75 ft., daylight powerlessness, create spawn, undead traits
Saves|Fort +14 Ref +12 Will +12
Abilities|Str 23, Dex 14, Con -, Int 14, Wis 15, Cha 18
Skills|Meh (er...)
Feats|Ability Focus (breath weapon), Combat Expertise, Combat Reflexes, Flyby Attack, Improved Initiative, Multiattack, Weapon Focus (incorporeal touch)
Alignment|Lawful evil
Challenge Rating|12[/table]

Very Young Silver Dracowraith
Medium Undead (Incorporeal)
HD 10d12+20 (85 hp)
Speed 40 ft. (8 squares); fly 150 ft. (perfect)
Init: +6
AC 16; touch 16; flat-footed 14 (+4 deflection, +2 Dex) {21; touch 12; flat-footed 19 (+9 natural, +2 Dex)}
BAB +10; Grp +12
Attack Incorporeal touch +13 melee (2 Con) or bite +12 melee (1d8+2)
Full-Attack Incorporeal touch +13 melee (2 Con) or bite +12 melee (1d8+2) and 2 claws +10 melee (1d6+1) and 2 wing slaps +10 melee (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath weapon DC 19, Constitution drain
Special Qualities Incorporeal, immunity to acid, immunity to cold, cloudwalking, alternate form, turn resistance 2, unnatural aura 30 ft., lifesense 30 ft., daylight powerlessness, create spawn, undead traits
Saves Fort +9 Ref +9 Will +9
Abilities Str 15, Dex 14, Con -, Int 14, Wis 15, Cha 18
Skills Meh
Feats Ability Focus (breath weapon), Improved Initiative, Multiattack, Weapon Focus (incorporeal touch)
Alignment Lawful evil
Challenge Rating 6

Young Red Dracowraith
Large Undead (Incorporeal)
HD 13d12+26 (110 hp)
Speed 40 ft. (8 squares); fly 150 ft. (perfect)
Init: +6
AC 14; touch 14; flat-footed 12 (+3 deflection, +2 Dex, -1 size) {23; touch 11; flat-footed 21 (+12 natural, +2 Dex, -1 size)}
BAB +13; Grp +24
Attack Incorporeal touch +16 melee (3 Con) or bite +19 melee (2d6+7)
Full-Attack Incorporeal touch +16 melee (3 Con) or bite +19 melee (2d6+7) and 2 claws +17 melee (1d8+3) and 2 wing slaps +17 melee (1d6+3) and tail slap +17 melee (1d8+10)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks Breath weapon DC 21, Constitution drain, spells (1st level sorcerer)
Special Qualities Incorporeal, immunity to fire, turn resistance 2, unnatural aura 45 ft., lifesense 45 ft., daylight powerlessness, create spawn, undead traits
Saves Fort +11 Ref +10 Will +9
Abilities Str 25, Dex 14, Con -, Int 12, Wis 13, Cha 16
Skills Meh
Feats Ability Focus (breath weapon), Flyby Attack, Improved Initiative, Multiattack, Weapon Focus (incorporeal touch)
Alignment Chaotic evil
Challenge Rating 8

Young Copper Dracowraith
Medium Undead (Incorporeal)
HD 11d12+22 (93 hp)
Speed 40 ft. (8 squares); fly 150 ft. (perfect)
Init: +6
AC 16; touch 16; flat-footed 14 (+4 deflection, +2 Dex) {22; touch 12; flat-footed 20 (+10 natural, +2 Dex)}
BAB +11; Grp +13
Attack Incorporeal touch +14 melee (3 Con) or bite +13 melee (1d8+2)
Full-Attack Incorporeal touch +14 melee (3 Con) or bite +13 melee (1d8+2) and 2 claws +11 melee (1d6+1) and 2 wing slaps +11 melee (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath weapon DC 19, Constitution drain, spells (1st level sorcerer)
Special Qualities Incorporeal, immunity to acid, spider climb, turn resistance 2, unnatural aura 45 ft., lifesense 45 ft., daylight powerlessness, create spawn, undead traits
Saves Fort +9 Ref +9 Will +9
Abilities Str 15, Dex 14, Con -, Int 14, Wis 15, Cha 18
Skills Meh
Feats Ability Focus (breath weapon), Improved Initiative, Multiattack, Weapon Focus (incorporeal touch)
Alignment Chaotic neutral
Challenge Rating 8

Wyrmling White Dracowraith
Tiny Undead (Incorporeal)
HD 3d12+6 (25 hp)
Speed 60 ft. (8 squares); fly 150 ft. (perfect), burrow 30 ft., swim 60 ft.
Init: +6
AC 14; touch 14; flat-footed 12 (+2 Dex, +2 size) {16; touch 14; flat-footed 14 (+2 natural, +2 Dex, +2 size)}
BAB +3; Grp -5
Attack Incorporeal touch +8 melee (1 Con) or bite +5 melee (1d8+2)
Full-Attack Incorporeal touch +8 melee (1 Con) or bite +5 melee (1d4) and 2 claws +0 melee (1d3)
Space 2 1/2 ft.; Reach 0 ft. (5 ft. with bite)
Special Attacks Breath weapon DC 14, Constitution drain
Special Qualities Incorporeal, immunity to cold, icewalking, turn resistance 2, unnatural aura 15 ft., lifesense 15 ft., daylight powerlessness, create spawn, undead traits
Saves Fort +4 Ref +5 Will +3
Abilities Str 11, Dex 14, Con -, Int 6, Wis 11, Cha 10
Skills Meh
Feats Ability Focus (breath weapon), Weapon Focus (incorporeal touch)
Alignment Chaotic evil
Challenge Rating 3

Skeletons
Young Adult Gold Dragon Skeleton
Huge Undead (Fire)
HD 20d12 (130 HP)
Initiative: +5
Speed: 60 ft, Swim 60 ft.
AC: 12, touch 9, flat-footed 11
BAB/Grapple: +10/+28
Attack: Bite, +20, 2d8+10
Full Attack: 1 Bite, +20, 2d8+10; 2 claws, +15, 2d6+5; 2 Wings, +15, 1d8+5; 1 Tail Slap, +15, 2d6+5
Space/Reach: 15x15 ft./10 ft.
Special Attacks: --
Special Qualities: DR 5/Bludgeoning, Darkvision 60 ft, Immunity to cold and fire, Undead traits
Saves: Fort +6, Ref +7, Will +12
Abilities:
Str 31 (+10) Dex 12 (+1) Con Ø Int Ø Wis 10 (+0) Cha 1 (-5)
Feat: Improved Initiative
CR: 8

Great White Skeleton Wyrm
Gargantuan Undead
Hit Dice: 36d12+36 (252hp)
Initiative: +4 (Improved Initiative)
Speed: 60ft., Swim 60ft., Burrow 30ft.
AC: 12 (-4 size,+6 natural)
Attacks: Bite +45, 2 Claws +40, 2 Wings +35, Tail slap +30
Damage: Bite 4d6+13; 2 Claws 2d8+6; 2 Wings 2d6+6; Tail slap 2d8+19
Face/Reach: 20ft by 40ft/15ft
Special Qualities: DR 5/Bludgeoning; Cold Immunity; Undead Traits; No Fort Save
Saves: Fort --, Ref +20, Will +20
Abilities: Str 37, Dex 10, Con --, Int --, Wis 10, Cha 18
Feats: Improved Initiative
CR: 10

Zombies
Young Adult Gold Dragon Zombie
Huge Undead (Fire)
HD: 20d12+3 (133 HP)
Initiative: -1
Speed: 60 ft./fly (clumsy) 200 ft./swim 90 ft.
AC: 30 (-2 size, +23 natural), touch 7, flat-footed 30
BAB/Grapple: +10/+29
Attack: Slam (+16, 2d6+8) OR Bite (+21, 2d8+11) OR Claw (+16, 2d6+5) OR Wing (+16, 1d8+5) OR Tail Slap (+16, 2d6+5)
Full Attack: Same as normal attack, see Single Action Only.
Space/Reach: 15x15 ft./10ft.
Special Attacks: --
Special Qualities: Fire immunity, DR 5/Slashing, Undead traits, Single Action Only
Saves: Fort +6, Ref +5, Will +12
Abilities:
Str 33 (+11) Dex 8 (-1) Con Ø Int Ø Wis 10 (+0) Cha 1 (-5)
CR: 6

Vaporizing Zombie juvinile black dragon
Large Undead
HD 15d12+75 (173 hp)
Speed 40 ft. (8 squares); fly 80 ft. (clumsy); swim 80 ft.
Init: +1
AC 22; touch 11; flat-footed 17 (+13 natural, +1 Dex)
BAB +16; Grp +24
Attack Bite +21 melee (2d6+6+3 acid) or claw +21 melee (1d10+6)
Full-Attack Bite +21 melee (2d6+6+3) and 2 claws +16 melee (1d10+3) and 2 wings +16 melee (1d4+3) and tail slap +15 melee (1d6+4)
Space 10 ft. Reach 5 ft. (10 ft. with bite)
Special Attacks Breath weapon
Special Qualities Immunity to acid, slow, undead traits
Saves Fort +9 Ref +10 Will +9
Abilities Str 23, Dex 12, Con -, Int -, Wis 10, Cha 12
Skills None
Feats power attack
Alignment Neutral
Challenge Rating 5

Umbrals
Umbral Juvenile Red Dragon
Large Undead

HD 16d12 (132 HP)
Initiative +3
Speed Fly 40 ft. (8 squares)(Perfect)
Armor Class 15 (-1 size, +3 Dex, +3 deflection), touch 15, flat-footed 15
BAB/G +8/±0
Attack Incorporeal touch +8 melee (1d8 Str)
Full Attack Incorporeal touch +8 melee (1d8 Str)
Space/Reach 10 ft./5 ft.
Special Attacks Create Spawn
Special Qualities Fire Immunity, Cold Vulnerability, Locate Object
Saves Fort +8, Ref +8, Will +13
Abilities Str Ø, Dex 16, Con Ø, Int 14, Wis 17, Con 16
Challenge Rating 8

Create Spawn (Su): Any humanoid reduced to 0 Strength by the umbral dragon rises as a Shadow under its control in 1d4 rounds.

Revived Fossils
Revived Fossil Adult White Dragon
Large Undead (Augmented, Cold)

HD 18d12 + 30 (182 HP)
Initiative -1
Speed 60 ft. (12 squares), burrow 30 ft.
Armor Class 23(-1 size,-1 Dex, +15 natural) touch 8, flat-footed 23
BAB/G +9/+19
Attack Bite +15 melee (2d6+6) or claw +10 melee (2d8+3) or wing +10 melee (1d6+3) or tail slap +10 melee (1d8+9)
Full Attack Bite +15 melee (2d6+6) and 2 claws +10/+10 melee (2d8+3) and 2 wings
+5/+5 melee (1d6+3) and tail slap ±0 melee (1d8+9)
Space/Reach 10 ft./5 ft. (10 ft. with bite
Special Attacks -
Special Qualities DR 10/Adamantine, Cold Immunity
Saves Fort +1, Ref +5, Will +10
Abilities Str 23, Dex 8, Con Ø, Int Ø, Wis 10, Cha 1
Feats Combat Reflexes
Challenge Rating 9

Ghouls
Ghoulish Young Adult Iron Dragon
Huge Undead
HD:19d12+38+38 (199
Initiative: +4
AC: 16 (-2 Size, +4 Dex, +4 Natural), Touch 12, Flat Footed 12
Base Attack/Grapple: +19/+46
Attack: Bite +38 (2d8+14+paralysis+Ghoul Fever) or claw +38(2d6+7+paralysis) or wing +38 (1d8+7+) or tail slap +38 (2d6+21)
Full Attack: Bite +38 (2d8+14+paralysis+Ghoul Fever) and 2 claws +38 (2d6+7+paralysis) and 2 wings +38 (1d8+7) and tail slap +38 (2d6+21).
Special Attacks: Ghoul Fever, Ghould Paralysation, Breath Weapons DC 24, Crush Attack (2d8+21 Damage) DC 24
Special Qualities: Low Light Vision 4x as well as human. Darkvision 120ft, Blindsense 60ft, SR 19, Immunity to Sleep and Paralysis, Immunity to Fire, Frightful Presence., DR5/Magic, Turn Resistance +2, Undead Traits, Vulnerability to Cold
Space/Reach: 15ft/10ft (15ft with Bite)
Speed: 40ft, Burrow 40ft, Fly 150ft (Clumsy)
Saves: Fort +11, Ref + 15, Will +17
Abilities: Str 39, Dex 18, Con -, Int 20, Wis 23, Cha 20
Skills: Concentration +16, Diplomacy +8 Disguise +27, Gather Informtion +27, Intimidate +16, Jump +22, Listen +17, Sense Motive +8, Spot +17, Use Magic Device +16
If the dragon started of ghoulish:
Concentration +16,Disguise +27, Gather Information +27, Hide +15, Intimidate +16 Jump +36, Listen +17 Sense Motive +17 Use Magic Device + 16
Feats: Multiattack (1st), Improved Multiattack (3rd), Shape Breath (6th), Wingover (9th), Flyby Attack (12th), Split Breath (15th), Enlarge Breath (18th)
Alingment: Evil
CR: 12

Special Attacks

Breath Weapons (Su)
Once every 1d4 round the dragon can use a breath weapon (DC 24)
1. 50ft cone of Superheated Sparks for 10d10 damage. Half of it is Fire and half of it is Electricity Damage
2. 50ft cone of sleep gas. Will save or fall asleep regardless of HD for 1d6+5 rounds
3. A 50ft cone of gas that carries ghoul fever. This cone deals 5d4 Acid Damage and forces a Fortitude Save at a +2 bonus or contract Ghoul Fever.

Ghoul Fever (Su) Disease - bite, Fortitude DC varies, incubation period 1 day, damage 1d4+1 Con and 1d4+1 Dex. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 HD or more rises as a ghast, not a ghoul. Otherwise, this functions identically to a ghoul's ghoul fever ability.

Paralysis (Ex) Those hit by a ghoulish dragon's bite or claw attack must succeed on a Fortitude save or be paralyzed for a number of rounds equal to 1d4+5. Elves are immune to this paralysis; dragons are not. The save DC is Charisma-based.

Crush Attack (Ex) This dragon can, when flying make a crush attack as a standard attack against any number of opponents under it. The target of a crush attack must be three or more size categories smaller than the dragon (aka Small or Smaller.) Creatures in the area must succeed on a DC 24 Reflex Save or be Pinned. The dragon may choose to try to maintain the pin as per the normal grapple rules. Creatures that are pinned take 2d8+21 damage each round, but do not take any damage the round the crush is initiated.

Special Qualities

Turn Resistance (Ex)
A ghoulish dragon has +2 turn resistance.

Undead Traits A ghoulish dragon is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). It is not subject to critical hits, nonlethal damage, ability drain, energy drain, ability damage to its physical ability scores (Strength, Dexterity, and Constitution), fatigue, exhaustion or death from massive damage. It cannot be raised, and resurrection will only work if it is willing.

Spell Resistance
This Dragon has SR 19

Methods of Sight/Senses (Ex)
In addition tto normal sight this dragon has Blindsense up to 60ft. Darkvision up to 120ft. And a low light vision to 4x higher distance than a human.

Frightful Presence (Ex)
Creatures with less HD than this Dragon within 150ft must make a will save (DC) or be panicked for 4d6 rounds anytime the dragon charges, attacks or flies overhead if they have 4 or less hd. Creatures with 5 or more HD are only Shaken for the duration if they fail the save. A succesful save also means that you are immune to that particular dragons frightful presence for 24 hours. Dragons ignore the frightful precenses of other dragons.

Immunity/Vulnerability (Ex)
This dragon is immune to Fire but vulnerable to cold, Also immune to Sleep and Paralysis effects.

Damage Reduction (Ex)
This dragon has DR5/Magic

Ghoulish Black Wyrmling
Tiny Undead
HD 4d12+8 (34 hp)
Speed 60 ft. (12 squares); fly 100 ft. (poor), swim 60 ft.
Init: +2
AC 14; touch 14; flat-footed 12 (+2 Dex, +2 size)
BAB +4; Grp -3
Attack Bite +7 melee (1d4+1 and paralysis and ghoul fever) or claw +7 melee (1d3+1 and paralysis)
Full-Attack Bite +7 melee (1d4+1 and paralysis and ghoul fever) and 2 claws +2 melee (1d3+1 and paralysis)
Space 2 1/2 ft. Reach 0 ft. (5 ft. with bite)
Special Attacks Breath weapon, paralysis, ghoul fever
Special Qualities Immunity to acid, water breathing, turn resistance +2, undead traits
Saves Fort +4 Ref +6 Will +6
Abilities Str 13, Dex 14, Con -, Int 10, Wis 15, Cha 10
Skills Meh
Feats Ability Focus (breath weapon), Ability Focus (ghoul fever)
Alignment Chaotic evil
Challenge Rating 2

Breath Weapon (Su) A ghoulish black wyrmling has two types of breath weapon, a 30 ft. line of acid (2d4 damage, Reflex DC 14 half) and a 15 ft. cone of infectious acidic gas (1d4 damage plus ghoul fever, Reflex DC 14 half).

Ghoul Fever (Su) Disease - bite, Fortitude DC 14, incubation period 1 day, damage 1d4+1 Con and 1d4+1 Dex. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 HD or more rises as a ghast, not a ghoul. Otherwise, this functions identically to a ghoul's ghoul fever ability.

Paralysis (Ex) Those hit by a ghoulish black wyrmling's bite or claw attack must succeed on a Fortitude save (DC 12) or be paralyzed for 1d4 rounds. Elves are immune to this paralysis; dragons are not.

Juvenile Ghoulish Blue Dragon
Large Undead
HD 15d12+30 (127 hp)
Speed 40 ft. (8 squares); burrow 20 ft., fly 150 ft. (clumsy)
Init: +6
AC 14; touch 11; flat-footed 12 (+3 natural, +2 Dex, -1 size)
BAB +15; Grp +24
Attack Bite +20 melee (2d6+5 and paralysis and ghoul fever) or claw +19 melee (1d8+5 and paralysis)
Full-Attack Bite +20 melee (2d6+5 and paralysis and ghoul fever) and 2 claws +17 melee (1d8+2 and paralysis) and 2 wings +17 melee (1d6+2) and tail slap +17 melee (1d8+7)
Space 10 ft. Reach 5 ft. (10 ft. with bite)
Special Attacks Breath weapon, paralysis, ghoul fever
Special Qualities Immunity to electricity, sound imitation, turn resistance +2, undead traits
Saves Fort +9 Ref +11 Will +13
Abilities Str 21, Dex 14, Con -, Int 16, Wis 19, Cha 16
Skills Hide & Move Silently +20
Feats Ability Focus (ghoul fever), Ability Focus (paralysis), Flyby Attack, Improved Initiative, Multiattack, Weapon Focus (bite)
Alignment Chaotic evil
Challenge Rating 7

Breath Weapon (Su) A juvenile ghoulish blue dragon has two types of breath weapon, an 80 ft. line of electricity (8d8 damage, Reflex DC 20 half) and a 40 ft. cone of infectious acidic gas (4d4 damage plus ghoul fever, Reflex DC 20 half).

Ghoul Fever (Su) Disease - bite, Fortitude DC 22, incubation period 1 day, damage 1d4+1 Con and 1d4+1 Dex. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 HD or more rises as a ghast, not a ghoul. Otherwise, this functions identically to a ghoul's ghoul fever ability.

Paralysis (Ex) Those hit by a juvenile ghoulish blue dragon's bite or claw attack must succeed on a Fortitude save (DC 22) or be paralyzed for 1d4+3 rounds. Elves are immune to this paralysis; dragons are not.

Sound Imitation (Ex) A juvenile or older blue dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC 20) to detect the ruse.



Ghoulish Very Young Green Dragon
Medium Undead
HD: 8d12+16+16 (84)
Initiative: +8
AC: 16 (+4 Dex, +2 Natural) Touch 14, Flat Footed 12
Base Attack/Grapple: +8/+13
Attack: Bite +13 (1d8+5+Ghoul Fever+Paralysation) or Claw +13 (1d6+2+Paralysation) or Wing +13 (1d4+2)
Full Attack: Bite +13 (1d8+5+Ghoul Fever+Paralysation) + 2x Claw +11 (1d6+2
+Paralysation) + 2x Wing +11 (1d4+2)
Special Attacks: Breath Weapons, Ghoul Fever, Paralysation
Special Qualities: Water Breathing (Ex), Low light vision 4x human. Darkvision 120ft, Blindsense 60ft
Space/Reach: 5ft/5ft
Speed: 40ft, 150 ft Fly (Poor), Swim 40ft
Saves: Fort +6, Ref +10, Will +8
Abilities: Str 21, Dex 18, Con -, Int 12, Wis 15, Cha 12
Skills: Bluff +12, Hide +15, Intimidate +6 Move Silently +15, Sense Motive +7, Spot +7
If ghoulish from the start, drop Sense Motive Ranks
Feats: Hover (1st), Flyby Attack (3rd), Multiattack (6th)
Alingment: Evil
CR: 3

Special Attacks

Breath Weapons (Su)
This dragon can use the following (DC 15) breath weapons every 1d4 rounds
1. A 30ft cone of Acid. 4d6 Acid Damage
2. Breath Weapon (Su) In addition to any breath weapons it may have had in life, a ghoulish dragon gains a horrible exhalation of fetid, acrid gas that carries the crippling disease of the ghouls. This cone deals 2d4 acid damage. Additionally, creatures within the area of the breath must make a Fortitude save at a +2 bonus or be afflicted with ghoul fever (see below). This breath weapon can be used once every 1d4 rounds.

Ghoul Fever (Su) Disease - bite, Fortitude DC varies, incubation period 1 day, damage 1d4+1 Con and 1d4+1 Dex. The save DC is 15. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 HD or more rises as a ghast, not a ghoul. Otherwise, this functions identically to a ghoul's ghoul fever ability.

Paralysis (Ex) Those hit by a ghoulish dragon's bite or claw attack must succeed on a Fortitude save or be paralyzed for 1d4+1 rounds. Elves are immune to this paralysis; dragons are not. The save DC is 15.

Special Qualities

Water breathing (Su)
This dragon may breath indefinitely underwater (largely obsolete to an undead creature) and use breath weapons underwater


Turn Resistance (Ex) A ghoulish dragon has +2 turn resistance.

Undead Traits A ghoulish dragon is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). It is not subject to critical hits, nonlethal damage, ability drain, energy drain, ability damage to its physical ability scores (Strength, Dexterity, and Constitution), fatigue, exhaustion or death from massive damage. It cannot be raised, and resurrection will only work if it is willing. It has darkvision out to 60 feet (unless the base dragon had a greater range).


Young Ghoulish Green Dragon
Medium Undead
HD 11d12+22 (93 hp)
Speed 40 ft. (8 squares); fly 150 ft. (clumsy), swim 40 ft.
Init: +2
AC 14; touch 12; flat-footed 12 (+2 natural, +2 Dex)
BAB +11; Grp +15
Attack Bite +16 melee (1d8+4 and paralysis and ghoul fever) or claw +15 melee (1d6+4 and paralysis)
Full-Attack Bite +16 melee (1d8+4 and paralysis and ghoul fever) and 2 claws +13 melee (1d6+2 and paralysis) and 2 wings +13 melee (1d4+2)
Space 5 ft. Reach 5 ft.
Special Attacks Breath weapon, paralysis, ghoul fever
Special Qualities Immunity to acid, water breathing, turn resistance +2, undead traits
Saves Fort +7 Ref +9 Will +9
Abilities Str 19, Dex 14, Con -, Int 14, Wis 15, Cha 14
Skills Meh
Feats Ability Focus (breath weapon), Ability Focus (paralysis), Multiattack, Weapon Focus (bite)
Alignment Chaotic evil
Challenge Rating 4

Breath Weapon (Su) A young ghoulish green dragon has two types of breath weapon, a 30 ft. cone of corrosive gas (6d6 damage, Reflex DC 19 half) and a 30 ft. cone of infectious acidic gas (3d4 damage plus ghoul fever, Reflex DC 19 half).

Ghoul Fever (Su) Disease - bite, Fortitude DC 17, incubation period 1 day, damage 1d4+1 Con and 1d4+1 Dex. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 HD or more rises as a ghast, not a ghoul. Otherwise, this functions identically to a ghoul's ghoul fever ability.

Paralysis (Ex) Those hit by a young ghoulish green dragon's bite or claw attack must succeed on a Fortitude save (DC 19) or be paralyzed for 1d4+2 rounds. Elves are immune to this paralysis; dragons are not.

Young Adult Ghoulish Red Dragon
Huge Undead
HD 19d12+38 (161 hp)
Speed 40 ft. (8 squares); fly 150 ft. (clumsy)
Init: +6
AC 14; touch 10; flat-footed 12 (+4 natural, +2 Dex, -2 size)
BAB +19; Grp +38
Attack Bite +29 melee (2d8+11 and paralysis and ghoul fever) or claw +28 melee (1d6+11 and paralysis)
Full-Attack Bite +29 melee (2d8+11 and paralysis and ghoul fever) and 2 claws +26 melee (2d6+5 and paralysis) and 2 wings +26 melee (1d8+5) and tail slap +26 melee (2d6+16)
Space 15 ft. Reach 10 ft. (15 ft. with bite)
Special Attacks Breath weapon, paralysis, ghoul fever, crush 2d8+16
Special Qualities Immunity to fire, DR 5/magic, frightful presence DC 22, turn resistance +2, undead traits
Saves Fort +11 Ref +13 Will +15
Abilities Str 33, Dex 14, Con -, Int 16, Wis 19, Cha 16
Skills Meh
Feats Ability Focus (breath weapon), Ability Focus (paralysis), Flyby Attack, Hover, Improved Initiative, Power Attack, Weapon Focus (bite)
Alignment Chaotic evil
Challenge Rating 12

Breath Weapon (Su) A juvenile ghoulish blue dragon has two types of breath weapon, a 50 ft. cone of fire (10d10 damage, Reflex DC 24 half) and a 50 ft. cone of infectious acidic gas (5d4 damage plus ghoul fever, Reflex DC 24 half).

Ghoul Fever (Su) Disease - bite, Fortitude DC 22, incubation period 1 day, damage 1d4+1 Con and 1d4+1 Dex. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 HD or more rises as a ghast, not a ghoul. Otherwise, this functions identically to a ghoul's ghoul fever ability.

Paralysis (Ex) Those hit by a young adult ghoulish red dragon's bite or claw attack must succeed on a Fortitude save (DC 24) or be paralyzed for 1d4+3 rounds. Elves are immune to this paralysis; dragons are not.

Frightful Presence (Ex) The ability takes effect automatically whenever the ghoulish dragon attacks, charges, or flies overhead. Creatures within a radius of 150 feet are subject to the effect if they have fewer than 19 HD. A potentially affected creature that succeeds on a Will save (DC 22) remains immune to that ghoulish dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Crush (Ex) When flying or jumping, a young adult ghoulish red dragon can land on opponents of Small or smaller size as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the ghoulish dragon's body. Creatures in the affected area must succeed on a Reflex save (DC 24) or be pinned, automatically taking 2d8+16 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 attack. Pinned opponents take 2d8+16 damage from the crush each round if they don’t escape.

Very Young Ghoulish White Dragon
Small Undead
HD 6d12+12 (51 hp)
Speed 60 ft. (12 squares); burrow 30 ft., fly 150 ft. (poor), swim 60 ft.
Init: +2
AC 14; touch 13; flat-footed 12 (+2 Dex, +1 natural, +1 size)
BAB +6; Grp +4
Attack Bite +10 melee (1d6+2 and paralysis and ghoul fever) or claw +15 melee (1d4+2 and paralysis)
Full-Attack Bite +10 melee (1d6+2 and paralysis and ghoul fever) and 2 claws +7 melee (1d4+1 and paralysis)
Space 5 ft. Reach 5 ft.
Special Attacks Breath weapon, paralysis, ghoul fever
Special Qualities Immunity to cold, icewalking, turn resistance +2, undead traits
Saves Fort +5 Ref +7 Will +6
Abilities Str 15, Dex 14, Con -, Int 8, Wis 13, Cha 8
Skills Meh
Feats Ability Focus (breath weapon), Multiattack, Weapon Focus (bite)
Alignment Chaotic evil
Challenge Rating 3

Breath Weapon (Su) A very young ghoulish white dragon has two types of breath weapon, a 20 ft. cone of cold (2d6 damage, Reflex DC 14 half) and a 20 ft. cone of infectious acidic gas (2d4 damage plus ghoul fever, Reflex DC 14 half).

Ghoul Fever (Su) Disease - bite, Fortitude DC 12, incubation period 1 day, damage 1d4+1 Con and 1d4+1 Dex. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 HD or more rises as a ghast, not a ghoul. Otherwise, this functions identically to a ghoul's ghoul fever ability.

Paralysis (Ex) Those hit by a very young ghoulish white dragon's bite or claw attack must succeed on a Fortitude save (DC 12) or be paralyzed for 1d4-1 rounds. Elves are immune to this paralysis; dragons are not.

Juvenile Ghoulish Blue Dragon
Large Undead
HD 15d12+30 (127 hp)
Speed 40 ft. (8 squares); burrow 20 ft., fly 150 ft. (clumsy)
Init: +6 (
AC 14; touch 11; flat-footed 12 (+3 natural, +2 Dex, -1 size)
BAB +15; Grp +24
Attack Bite +20 melee (2d6+5 and paralysis and ghoul fever) or claw +19 melee (1d8+5 and paralysis)
Full-Attack Bite +20 melee (2d6+5 and paralysis and ghoul fever) and 2 claws +17 melee (1d8+2 and paralysis) and 2 wings +17 melee (1d6+2) and tail slap +17 melee (1d8+7)
Space 10 ft. Reach 5 ft. (10 ft. with bite)
Special Attacks Breath weapon, paralysis, ghoul fever
Special Qualities Immunity to electricity, sound imitation, turn resistance +2, undead traits
Saves Fort +9 Ref +11 Will +13
Abilities Str 21, Dex 14, Con -, Int 16, Wis 19, Cha 16
Skills Hide & Move Silently +20
Feats Ability Focus (ghoul fever), Ability Focus (paralysis), Flyby Attack, Improved Initiative, Multiattack, Weapon Focus (bite)
Alignment Chaotic evil
Challenge Rating 7

Breath Weapon (Su) A juvenile ghoulish blue dragon has two types of breath weapon, an 80 ft. line of electricity (8d8 damage, Reflex DC 20 half) and a 40 ft. cone of infectious acidic gas (4d4 damage plus ghoul fever, Reflex DC 20 half).

Ghoul Fever (Su) Disease - bite, Fortitude DC 22, incubation period 1 day, damage 1d4+1 Con and 1d4+1 Dex. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 HD or more rises as a ghast, not a ghoul. Otherwise, this functions identically to a ghoul's ghoul fever ability.

Paralysis (Ex) Those hit by a juvenile ghoulish blue dragon's bite or claw attack must succeed on a Fortitude save (DC 22) or be paralyzed for 1d4+3 rounds. Elves are immune to this paralysis; dragons are not.

Sound Imitation (Ex) A juvenile or older blue dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC 20) to detect the ruse.
Very Young Ghoulish White Dragon
Small Undead
HD 6d12+12 (51 hp)
Speed 60 ft. (12 squares); burrow 30 ft., fly 150 ft. (poor), swim 60 ft.
Init: +2
AC 14; touch 13; flat-footed 12 (+2 Dex, +1 natural, +1 size)
BAB +6; Grp +4
Attack Bite +10 melee (1d6+2 and paralysis and ghoul fever) or claw +15 melee (1d4+2 and paralysis)
Full-Attack Bite +10 melee (1d6+2 and paralysis and ghoul fever) and 2 claws +7 melee (1d4+1 and paralysis)
Space 5 ft. Reach 5 ft.
Special Attacks Breath weapon, paralysis, ghoul fever
Special Qualities Immunity to cold, icewalking, turn resistance +2, undead traits
Saves Fort +5 Ref +7 Will +6
Abilities Str 15, Dex 14, Con -, Int 8, Wis 13, Cha 8
Skills Meh
Feats Ability Focus (breath weapon), Multiattack, Weapon Focus (bite)
Alignment Chaotic evil
Challenge Rating 3

Breath Weapon (Su) A very young ghoulish white dragon has two types of breath weapon, a 20 ft. cone of cold (2d6 damage, Reflex DC 14 half) and a 20 ft. cone of infectious acidic gas (2d4 damage plus ghoul fever, Reflex DC 14 half).

Ghoul Fever (Su) Disease - bite, Fortitude DC 12, incubation period 1 day, damage 1d4+1 Con and 1d4+1 Dex. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 HD or more rises as a ghast, not a ghoul. Otherwise, this functions identically to a ghoul's ghoul fever ability.

Paralysis (Ex) Those hit by a very young ghoulish white dragon's bite or claw attack must succeed on a Fortitude save (DC 12) or be paralyzed for 1d4-1 rounds. Elves are immune to this paralysis; dragons are not.

Vampire
Vampiric Young Adult Gold Dragon
Huge Undead
Hit Dice: 20d12+80 (200 hp)
Initiative: +11
Speed: 60ft., Fly 200ft. (poor), Swim 60ft.
AC: 37 (-2size, +7 dex, +21 natural, +7 cover, +4 armor); Touch 22; Flatfoot 30
Attacks: Bite +35, 2 (or 4) Claws +33; 2 Wings +33; Tail Slap+33
Damage: Bite: 4d6+15 ; Claws: 2d8+7; Wings: 2d6+7; Tail Slap: 2d8+22
Face/Reach: 10ft. by 20ft./10ft.
Special Attacks: Breath Weapon, Blood Drain, Charm, Create Spawn, Domination, Energy Drain
Special Qualities: DR 5/magic, Bless, Polymorph Self, Water Breathing, Fast Healing 5, Resistance, Turn Resistance, Undead Traits, Vampiric Weaknesses, Vulnerability to Cold, Immunity to Fire, SR 21, Frightful Presence
Saves: Fort +12, Ref +26, Will +25
Abilities: Str 40, Dex 24, Con --, Int 25, Wis 26, Cha 28
Skills: +15 Bluff, +13 Move Silently, +15 Search, +14 Sense Motive, +14 Spot, +35 Jump
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Multiattack, Improved Natural Attack (bite), Improved Natural Attack (claw), Improved Natural Attack (wing), Improved Natural Attack (tail-slap), Hover
CR: 16

Breath Weapon (su): 10d10 cone of fire, Reflex half DC 20 (or 29)

Blood Drain (ex): Large size or larger, 1d4 con damage when pinned. Fort save 29

Charm (su): All creatures within 150ft, Will Save DC 29 or be Charmed as charm monster.

Create Spawn (su): same as normal Vampire

Domination (su): Must spend standard action to fixate on target. DC 29 or be Dominated as Dominate monster. Range 80ft.

Energy Drain (su): Living creature hit by claw attack takes one negative level.

Resistance (ex): Cold 20 and Electricity 20.

Vulnerability to Cold (ex): Twice damage from Cold on failed save.

Immunity to Fire (ex): Immune to fire.

Turn Resistance (ex): +4 turn resistance

Frightful Presence (ex): 150ft range. Will save DC 29.

Vampiric Weaknesses: Direct sunlight slows dragon, only one standard action or move equivalent. Can survive exposure to direct sunlight for 5 rounds. Driving a wooden stake into heart will kill it. Isn’t injured by immersion into water, not repelled by garlic or mirrors, freely cross water. Cannot enter homes.

Spells: Spells per day: 6/8/6 0th - Arcane Mark, Prestidigitation, Read Magic, Ghost Sound, Mending, Mage Hand; 1st - Shield, Mage Armor, Spider Climb, Color Spray; 2nd - Identify, Mirror Image

Equipment: Vest of Resistance +5, Periapt of Wisdom +4, Gloves of Dex +4, Cloak of Charisma +4

Mummy
Mummified Young Gold Dragon
Large Undead (Augmented Dragon, Fire)

HD 14d12
Initiative +4
Speed 50 ft. (10 squares), fly 200 ft. (poor), swim 60 ft.
Armor Class 22 (-1 Size, +13 Natural), touch 9, flat-footed 22
BAB/G +7/+22
Attack Bite +18 melee (2d6+6) or claw +13 melee (1d8+3) or wing +13 melee (1d6+3) or tail slap +13 melee (1d8+9) or slam (2d6)
Full Attack Bite +18 melee (2d6+6) and 2 claws +13/+13 melee (1d8+3) and 2 wings
+8/+8 melee (1d6+3) and tail slap +3 melee (1d8+9)
Space/Reach 10 ft./5 ft. (10 ft. with bite)
Special Attacks Breath Weapon, Despair, Mummy Rot, Spells
Special Qualities Blindsense, Cold Vulnerability, Darkvision 120 ft., DR 5/-, Immunities,
Water Breathing
Saves Fort +9, Ref +4, Will +14
Abilities Str 33, Dex 10, Con Ø, Int 12, Wis 21, Cha 20
Skills Concentration +23, Disguise +23, Intimidate +23, Knowledge (Arcana) +18, Knowledge (Religion) +18, Sense Motive +23, Use Magic Device +23
Feats Cleave, Flyby Attack, Hover, Improved Initiative, Power Attack
Challenge Rating 12

Breath Weapon (Su): The Mummified Young Gold Dragon has two types of breath weapon, a cone of fire (6d10, Reflex DC 20) and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save (DC 20) or take 3 points of Strength damage.

Despair (Su): At the mere sight of the Mummified Young Gold Dragon, the viewer must make a Will save (DC 23) or be paralyzed for 1d4 rounds. Whether or not the save is successful, the same creature cannot be affected for 24 hours

Mummy Rot (Su): Supernatural disease, natural weapons – Fortitude DC 23, incubation 1 minute, 1d6 Con and 1d6 Cha. Unlike normal diseases, mummy rot persists until the victim reaches Constitution 0 (and dies) or is cured (as described). Mummy rot is a supernatural curse, not a natural disease.

A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must make a DC20 caster level check, or else the spell has no effect on the afflicted creature.

To eliminate mummy rot, the curse must be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be cured as any normal disease.

An afflicted creature that dies of mummy rot shrivels away into sand that blows away into nothing at the first wind.

Spells – The Mummified Young Gold Dragon casts spells as a 1st level sorcerer.



1 juvenile ghoulish blue + 3 very young ghoulish white

Serpentine
2009-08-13, 11:18 AM
Created Undead
SkeletonsSkeletal Brass Wyrmling
Tiny Undead
HD 4d12+12 (38 hp)
Speed 60 ft. (12 squares)
Init: +6
AC 14; touch 12; flat-footed 12 (+2 Dex, +2 size)
BAB +4; Grp -2
Attack Bite +8 melee (1d4+2) or claw +8 melee (1d3+2)
Full-Attack Bite +8 melee (1d4+2) and 2 claws +3 melee (1d3+1)
Space 2½ ft. Reach 0 ft. (5 ft. with bite)
Special Attacks
Special Qualities Immunity to fire and cold, DR 5/bludgeoning, undead traits
Saves Fort +4 Ref +6 Will +4
Abilities Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10
Skills No
Feats Improved Initiative (B)
Alignment Neutral
Challenge Rating 2

Very Young Skeletal Bronze Dragon
Medium Undead
HD 9d12+27 (85 hp)
Speed 40 ft. (8 squares)
Init: +6
AC 14; touch 12; flat-footed 12 (+2 Dex, +2 natural armor)
BAB +9; Grp +13
Attack Bite +13 melee (1d8+4) or claw +13 melee (1d6+4)
Full-Attack Bite +13 melee (1d8+4) and 2 claws +8 melee (1d6+2) and 2 wings +8 melee (1d4+2)
Space 5 ft. Reach 5 ft.
Special Attacks
Special Qualities Immunity to electricity and cold, DR 5/bludgeoning, undead traits
Saves Fort +6 Ref +8 Will +6
Abilities Str 19, Dex 14, Con -, Int -, Wis 10, Cha 14
Skills No
Feats Improved Initiative (B)
Alignment Neutral
Challenge Rating 3

Young Skeletal Copper Dragon
Medium Undead
HD 11d12+33 (104 hp)
Speed 40 ft. (8 squares)
Init: +6
AC 14; touch 12; flat-footed 12 (+2 Dex, +2 natural armor)
BAB +11; Grp +15
Attack Bite +15 melee (1d8+4) or claw +15 melee (1d6+4)
Full-Attack Bite +15 melee (1d8+4) and 2 claws +10 melee (1d6+2) and 2 wings +10 melee (1d4+2)
Space 5 ft. Reach 5 ft.
Special Attacks
Special Qualities Immunity to acid and cold, DR 5/bludgeoning, undead traits
Saves Fort +7 Ref +9 Will +7
Abilities Str 19, Dex 14, Con -, Int -, Wis 10, Cha 14
Skills No
Feats Improved Initiative (B)
Alignment Neutral
Challenge Rating 4

Juvenile Skeletal Gold Dragon
Large Undead
HD 17d12+51 (161 hp)
Speed 60 ft. (12 squares)
Init: +6
AC 14; touch 11; flat-footed 12 (+3 natural armor, +2 Dex, -1 size)
BAB +17; Grp +32
Attack Bite +27 melee (2d6+11) or claw +27 melee (1d8+11)
Full-Attack Bite +27 melee (2d6+11) and 2 claws +22 melee (1d8+5) and 2 wings +10 melee (1d6+5) and tail slap +22 melee (1d8+16)
Space 10 ft. Reach 5 ft. (10 ft. with bite)
Special Attacks
Special Qualities Immunity to fire and cold, DR 5/bludgeoning, undead traits
Saves Fort +10 Ref +12 Will +10
Abilities Str 33, Dex 14, Con -, Int -, Wis 10, Cha 18
Skills No
Feats Improved Initiative (B)
Alignment Neutral
Challenge Rating 6

Young Skeletal Silver Dragon
Medium Undead
HD 13d12+39 (123 hp)
Speed 40 ft. (8 squares)
Init: +6
AC 14; touch 11; flat-footed 12 (+2 natural armor, +2 Dex)
BAB +13; Grp +18
Attack Bite +18 melee (1d8+5) or claw +18 melee (1d6+5)
Full-Attack Bite +18 melee (1d8+5) and 2 claws +13 melee (1d6+2) and 2 wings +13 melee (1d4+2)
Space 5 ft. Reach 5 ft.
Special Attacks
Special Qualities Immunity to acid and cold, DR 5/bludgeoning, undead traits
Saves Fort +8 Ref +10 Will +8
Abilities Str 21, Dex 14, Con -, Int -, Wis 10, Cha 16
Skills No
Feats Improved Initiative (B)
Alignment Neutral

Zombies
Young Brass Dragon Zombie
Medium Undead
HD 10d12+43 (108 hp)
Speed 60 ft. (12 squares); burrow 30 ft.; fly 200 ft. (clumsy)
Init: +1
AC 15; touch 11; flat-footed 14 (+4 natural, +1 Dex)
BAB +10; Grp +14
Attack Bite +14 melee (1d8+4) or claw +14 melee (1d6+4)
Full-Attack Bite +14 melee (1d8+4) and 2 claws +9 melee (1d6+2) and 2 wings +9 melee (1d4+2)
Space 5 ft. Reach 5 ft.
Special Attacks Breath weapon
Special Qualities Immunity to fire, DR 5/slashing, slow, undead traits
Saves Fort +7 Ref +8 Will +7
Abilities Str 19, Dex 12, Con -, Int -, Wis 10, Cha 6
Skills No
Feats Toughness (B)
Alignment Neutral
Challenge Rating 4

Breath Weapon (Su) A brass dragon zombie has two types of breath weapon, a 60 ft. line of fire (3d6/2 damage, Reflex DC 13 half) and a 30 ft. cone of sleep (Will DC 13 negates). Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6+3 rounds.

Slow (Ex) A brass dragon zombie can perform only a single standard action or move action each round.

Juvenile Bronze Dragon Zombie
Large Undead
HD 15d12+63 (160 hp)
Speed 40 ft. (8 squares); fly 150 ft. (clumsy); swim 60 ft.
Init: +1
AC 18; touch 11; flat-footed 17 (+7 natural, +1 Dex)
BAB +15; Grp +23
Attack Bite +20 melee (2d6+6) or claw +20 melee (1d8+6)
Full-Attack Bite +20 melee (2d6+6) and 2 claws +15 melee (1d8+3) and 2 wings +15 melee (1d6+3) and tail slap +15 melee (1d8+9)
Space 10 ft. Reach 5 ft. (10 ft. with bite)
Special Attacks Breath weapon
Special Qualities Immunity to electricity, DR 5/slashing, slow, undead traits
Saves Fort +9 Ref +10 Will +9
Abilities Str 23, Dex 12, Con -, Int -, Wis 10, Cha 12
Skills No
Feats Toughness (B)
Alignment Neutral
Challenge Rating 5

Breath Weapon (Su) A bronze dragon zombie has two types of breath weapon, an 80 ft. line of lightning (4d6 damage, Reflex DC 18 half) and a 40 ft. cone of repulsion gas (Will DC 18 negates). Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6+4 rounds. This is a mind-affecting compulsion enchantment effect.

Slow (Ex) A bronze dragon zombie can perform only a single standard action or move action each round.

Young Copper Dragon Zombie
Medium Undead
HD 11d12+44 (115 hp)
Speed 40 ft. (8 squares); fly 150 ft. (clumsy)
Init: +1
AC 16; touch 11; flat-footed 15 (+5 natural, +1 Dex)
BAB +11; Grp +15
Attack Bite +15 melee (1d8+4) or claw +15 melee (1d6+4)
Full-Attack Bite +15 melee (1d8+4) and 2 claws +10 melee (1d6+2) and 2 wings +10 melee (1d4+2)
Space 5 ft. Reach 5 ft.
Special Attacks Breath weapon
Special Qualities Immunity to acid, DR 5/slashing, slow, undead traits
Saves Fort +7 Ref +8 Will +7
Abilities Str 19, Dex 12, Con -, Int -, Wis 10, Cha 8
Skills No
Feats Toughness (B)
Alignment Neutral
Challenge Rating 4

Breath Weapon (Su) A copper dragon zombie has two types of breath weapon, a 60 ft. line of acid (3d4 damage, Reflex DC 14 half) and a 30 ft. cone of slow gas (Fortitude DC 14 negates). Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6+3 rounds.

Slow (Ex) A copper dragon zombie can perform only a single standard action or move action each round.

Very Young Gold Dragon Zombie
Large Undead
HD 11d12+44 (115 hp)
Speed 60 ft. (12 squares); fly 200 ft. (clumsy); swim 60 ft.
Init: +1
AC 14; touch 10; flat-footed 14 (+5 natural, +1 Dex, -1 size)
BAB +11; Grp +18
Attack Bite +17 melee (2d6+7) or claw +17 melee (1d8+7)
Full-Attack Bite +17 melee (2d6+7) and 2 claws +12 melee (1d8+3) and 2 wings +12 melee (1d6+3) and tail slap +12 melee (1d8+10)
Space 10 ft. Reach 5 ft. (10 ft. with bite)
Special Attacks Breath weapon
Special Qualities Immunity to fire, DR 5/slashing, slow, undead traits
Saves Fort +7 Ref +8 Will +7
Abilities Str 25, Dex 12, Con -, Int -, Wis 10, Cha 10
Skills No
Feats Toughness (B)
Alignment Neutral
Challenge Rating 4

Breath Weapon (Su) A gold dragon zombie has two types of breath weapon, a 40 ft. cone of fire (2d10 damage, Reflex DC 15 half) and a 40 ft. cone of weakening gas (Fortitude DC 15 negates). Creatures within a cone of weakening gas must succeed on a Fortitude save or take 2 points of Strength damage.

Slow (Ex) A gold dragon zombie can perform only a single standard action or move action each round.

Silver Wyrmling Zombie
Small Undead
HD 7d12+31 (76 hp)
Speed 40 ft. (8 squares); fly 100 ft. (poor)
Init: +1
AC 15; touch 12; flat-footed 14 (+3 natural, +1 Dex, +1 size)
BAB +7; Grp +6
Attack Bite +11 melee (1d6+3) or claw +11 melee (1d4+3)
Full-Attack Bite +11 melee (1d6+3) and 2 claws +6 melee (1d4+1)
Space 5 ft. Reach 5 ft.
Special Attacks Breath weapon
Special Qualities Immunity to acid and cold, DR 5/slashing, slow, undead traits
Saves Fort +5 Ref +6 Will +5
Abilities Str 17, Dex 12, Con -, Int -, Wis 10, Cha 8
Skills No
Feats Toughness (B)
Alignment Neutral
Challenge Rating 3

Breath Weapon (Su) A silver dragon zombie has two types of breath weapon, a 20 ft. cone of cold (1d8 damage, Reflex DC 12 half) and a cone of paralyzing gas (Fortitude DC 12 negates). Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6+1 rounds.

Slow (Ex) A copper dragon zombie can perform only a single standard action or move action each round.

The Evil Guys

Creature: Kobold Cabal Guards (Cleric 5) (total 8-2 killed=6)
Modifiers (with preparation): - Mass Conviction (+4 saving throws, 100 minutes)
- Mass lesser vigor (20 rnds, fast healing 1, auto stabilisation) on engaging.
Combat: 1. Direct undead dragons to attack, stay behind them. Hold Person.
2. Bestow Curse – defense reducing.
3. Slashing Darkness
4. Faith Healing or normal attacks.
Size/Type:
Small Humanoid (reptilian)
Hit Dice:
5d8 (35)
Initiative:
+4 (23)
Speed:
20ft
Armor Class:
21 (+1 size, +1 natural, +5 +1 dragonbone chain shirt, +4 Dex), touch 15, flat-footed 17
Base Attack/ Grapple:
+4/-1
Attack:
+1 small ghost touch shortspear +10 ranged (1d4+4) or +1 medium (2-handed) ghost touch Macuahuitl +7 melee (1d8+4/x3, S/B)
Full Attack:
+1 small ghost touch shortspear +10 ranged (1d4+4) or +1 medium (2-handed) ghost touch Macuahuitl +7 melee (1d8+4/x3, S/B)
Space/Reach:
5ft/5ft
Special Attacks/ Abilities: Rebuke Undead
Spontaneous Casting (swap any spell for an Inflict).
Special Qualities:
Light Sensitivity (Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.)

Saves:
Fort +7, Ref +5, Will +6
Abilities:
Str 16, Dex 18, Con 17, Int 11, Wis 14, Cha 8
Skills:
Bluff +1, Concentration 9, Craft(trapmaking) +2, Hide +8, Intimidate +1, Search +2, Spellcraft +6
Feats:
X2 Extra Turning (u), Weapon Focus (shortspear), Weapon Focus (macuahuitl)
Spells: Dragon & Undead domains.
0th level (DC10+Wis=12): Guidance, Purify Food and Drink, Mending, Read Magic, Inflict Minor Wounds
1st level (DC13): Magic Fang (d), Detect Undead (u), Faith Healing, Resurgence(sc), Doom, Hide from Undead
2nd level (DC14): Resist Cold (d), Desecrate (u), Hold Person, Spiritual Weapon, Ghost Touch Armour
3rd level (DC15): Magic Fang Greater (d), Animate Dead (u), Slashing Darkness(sc), Bestow Curse
Environment:

Organization:

Challenge Rating:
5
Treasure:
Potions Cure Moderate Wounds x2
Alignment:


Creature: Half-Dragon (blue) Kobold Captain (Cleric 10)
Modifiers (with preparation): - Mass Conviction (+4 saving throws, 100 minutes)
- Divine Vigour (std action, cost 1 rebuke, gain +10 movement & +2xCL (20) temp hp for cha mod (2) minutes)
- Mass lesser vigor 20 rnds, fast healing 1, auto stabilisation) on engaging.
- True seeing (10 minutes)
Combat: 1. Mass Curse of Ill Fortune
2. Earth Reaver
3. Recitation
4. Wrack
5. Resurgence, Mass Resurgence, Close Wounds or Faith Healing if necessary. Lightning breath if good circumstances.
6. Knight’s Move to get in good position, melee attack.
7. Spiritual Weapon if needs to cast more spells.
8. Talisman of Recall back to sanctum if heavily losing.
Size/Type:
Small Humanoid (dragon)
Hit Dice:
10d10+96 (153)
Initiative:
+4 (19)
Speed:
30ft
Armor Class:
27 (+1 size, +6 natural, +7 Exoskeleton (+2 dragon skeleton breastplate, spell resistance (15)), +3 Dex), touch 14, flat-footed 24
Damage reduction 5/bludgeoning, Spell resistance 15
Base Attack/ Grapple:
+7/+2//+0
Attack:
small +1 ghost touch shortspear +17 ranged (1d4+8) or +2 medium (2-handed) keen ghost touch nervewrack* Macuahuitl +17 melee (1d8+9//19-20/x3, S/B) or claw +14 melee (1d3+7)
Full Attack:
small +1 ghost touch shortspear +17 ranged (1d4+8) and bite +8 melee (1d4+7) or +2 medium (2-handed) keen ghost touch nervewrack* Macuahuitl +17 melee (1d8+9//19-20/x3, S/B) and bite +8 melee (1d4+7) or 2 claws +14 melee (1d3+7) and bite +8 melee (1d4+7)
*on crit, target is in pain for 1d4 rounds: -2 AC, attack rolls, damage, Reflex; ½ move, [ ] DC 15 to cast spells.
Space/Reach:
5ft/5ft
Special Attacks/ Abilities: Rebuke Undead (3+cha+4+4 = 13 times/day)
Spontaneous Casting (swap any spell for an Inflict).
Lightning breath 1/day (6d8 electricity, Ref DC10+½HD+Con for half)
When hit by an effect that allows a Ref save to neg or halve, instantly teleport as dimension door w/in 40ft instead (Ring of Instant Escape)
Profane Lifeleech (std action, cost 2 rebukes, deal 1d6 damage to all living creatures w/in 30ft burst, heal self damage dealt, can’t take enemy below 0)
Divine Vigour (std action, cost 1 rebuke, gain +10 movement & +2xCL (20) temp hp for cha mod (2) minutes)
Special Qualities:
Light Sensitivity (Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.)
Darkvision 60ft, low-light vision
Immunity to sleep, paralysis, electricity
Saves:
Fort +12, Ref +6, Will +11
Abilities:
Str 24, Dex 18, Con 20, Int 13, Wis 18, Cha 14
Skills:
Bluff +14, Concentration +20, Craft(trapmaking) +3, Heal +5, Hide +11, Intimidate +15, Knowledge (arcana) +5, Search +3, Spellcraft +11
Feats:
Extra Turning (u) (+4 rebukes)
Kobold Endurance (+4 str & Con ability checks, +4 Fort v. suffocation, +4 grapple to escape grapple or pin)
Diehard (1 move or std action when between -1 and -9hp)
Dragon breath (breath 1d4 rnds)
Profane Lifeleech (std action, cost 2 rebukes, deal 1d6 damage to all living creatures w/in 30ft burst, heal self damage dealt, can’t take enemy below 0)
Divine Vigour (std action, cost 1 rebuke, gain +10 movement & +2xCL temp hp for cha mod minutes)
Spells: Dragon & Undead domains.
0th level (6): Guidance, Purify Food and Drink, Mending, Read Magic, Inflict Minor Wounds x2
1st level (5): Magic Fang (d), Detect Undead (u), Faith Healing(sc), Resurgence(sc)x2, Doom, Hide from Undead
2nd level (5): Resist Cold (d), Desecrate (u), Hold Person x2, Spiritual Weapon, Close Wounds x2
3rd level (4): Greater Magic Fang (d), Animate Dead (u), Mass Conviction, Knight’s Move, Mass Resurgence(sc), Mass Lesser Vigor(sc)
4th level (4): Voice of the Dragon (d), Death Ward (u), Recitation(sc), Revenance(sc), Wrack(sc)x2
5th level (3): True Seeing (d), Circle of Death (u), Mass Curse of Ill-Fortune(sc), Earth Reaver(sc), Soul Scour (touch attack, std action, Will or take 2d6 Cha and 1d6 Wis damage, save again 1 minute later or take another 1d6 Cha damage)
Environment:

Organization:

Challenge Rating:
10
Treasure:
Potions Veil of Shadows x3, Potions Cure Moderate Wounds x4, Potions Cure Critical Wounds x3 Wand of Spark of Life, Wand of Moon Bolt, Nightstick (+4 rebukes), Periapt of Wisdom +4, Cloak of Charisma +4, Ring of Instant Escape.
Talisman of recall (teleports caster + 1/3CL=4 allies to specific location)
Alignment:
LE


Rebuke Undead:
Table: Turning Undead
Turning Check
Result Most Powerful Undead Affected
(Maximum Hit Dice)
0 or lower Cleric’s level -4
1—3 Cleric’s level -3
4—6 Cleric’s level -2
7—9 Cleric’s level -1
10—12 Cleric’s level
13—15 Cleric’s level +1
16—18 Cleric’s level +2
19—21 Cleric’s level +3
22 or higher Cleric’s level +4
Turning Checks
Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity.
You must present your holy symbol to turn undead. Turning is considered an attack.
Times per Day
You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. You can increase this number by taking the Extra Turning feat.
Range
You turn the closest turnable undead first, and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect.
Turning Check
The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). Table: Turning Undead gives you the Hit Dice of the most powerful undead you can affect, relative to your level. On a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table.
Turning Damage
If your roll on Table: Turning Undead is high enough to let you turn at least some of the undead within 60 feet, roll 2d6 + your cleric level + your Charisma modifier for turning damage. That’s how many total Hit Dice of undead you can turn.
If your Charisma score is average or low, it’s possible to roll fewer Hit Dice of undead turned than indicated on Table: Turning Undead.
You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them.
Effect and Duration of Turning
Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.
Destroying Undead
If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn.
Evil Clerics and Undead
Evil clerics channel negative energy to rebuke (awe) or command (control) undead rather than channeling positive energy to turn or destroy them. An evil cleric makes the equivalent of a turning check. Undead that would be turned are rebuked instead, and those that would be destroyed are commanded.
Rebuked
A rebuked undead creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds.
Commanded
A commanded undead creature is under the mental control of the evil cleric. The cleric must take a standard action to give mental orders to a commanded undead. At any one time, the cleric may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones.
Dispelling Turning
An evil cleric may channel negative energy to dispel a good cleric’s turning effect. The evil cleric makes a turning check as if attempting to rebuke the undead. If the turning check result is equal to or greater than the turning check result that the good cleric scored when turning the undead, then the undead are no longer turned. The evil cleric rolls turning damage of 2d6 + cleric level + Charisma modifier to see how many Hit Dice worth of undead he can affect in this way (as if he were rebuking them).
Bolstering Undead
An evil cleric may also bolster undead creatures against turning in advance. He makes a turning check as if attempting to rebuke the undead, but the Hit Dice result on Table: Turning Undead becomes the undead creatures’ effective Hit Dice as far as turning is concerned (provided the result is higher than the creatures’ actual Hit Dice). The bolstering lasts 10 rounds. An evil undead cleric can bolster himself in this manner.

Creature: Kobold Cultists (Dread Necromancer 8) (x6)
Modifiers (with preparation): Spectral hand.
Combat: 1. Bestow Curse (-6 to saves), Scabrous touch (Blinding sickness, 1d4Str, if takes >/=2 Str damage Fort save or permanently blinded, DC 16)
2. Counter with dispel magic or Blindness/Deafness
3. Evard’s black tentacles
4. Crushing despair
5. Counterspell with dispel magic or Blindness/Deafness
6. Crushing despair or ray of exhaustion.
7. Counterspell with dispel magic or Blindness/Deafness
8. Clutch of Orcus
9. Concentration or Inflict Serious Wounds or Vampiric Touch
10. Concentration or Clutch of Orcus
Size/Type:
Small Humanoid (reptilian)
Hit Dice:
8d6+24 (60)
Initiative:
+3 (6)
Speed:
30ft
Armor Class:
19 (+1 size, +1 natural, +3 Dex, +3 bone armour), touch 15, flat-footed 17
DR 4/bludgeoning & magic (Lich Body)
Base Attack/ Grapple:
+4/-7
Attack:
+1 medium shortspear +2 (1d6-2/x2) OR +1 blowgun +8 ranged (1+poison(1d6Str/1d6Dex, DC 18)/x2, 10’) OR 2 claws +1 melee (1d3-3) OR bite +1 melee (1d4-3)
Full Attack:
+1 medium shortspear +2 (1d6-2/x2) OR +1 blowgun +8 ranged (1+poison(1d6Str/1d6Dex, DC 18)/x2, 10’) OR 2 claws +1 melee (1d3-3) AND bite -5 melee (1d4-3)
Space/Reach:
5ft/5ft
Special Attacks/ Abilities: Rebuke Undead
Charnel Touch (Su): At will 1/rnd, melee touch attack, 1d8 +2 (1/4CL) neg damage, heals undead 3 (1+1/4CL) hp. Can use spectral hand spell to deliver from distance.
Negative energy burst: 2/day, 5ft burst, 8d4 (1d4/CL) neg damage, Will DC 18 (10+1/2CL+Cha) for half, heal undead same.
Scabrous touch: 1/day, Charnel touch deals disease as Contagion, no incubation, Fort DC 18 (10+1/2CL+Cha) negates. Activation swift, lasts until use of Charnel touch, can use spectral hand spell.
Special Qualities:
Light Sensitivity (Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.)
Lich Body (DR4/B&magic)
Advanced Learning: 2 new necro spells.
Mental Bastion: +2 vs. sleep, paralysis, stunning, poison and disease.
Fear aura: 5ft aura, Will DC 18 (10+1/2CL+Cha) or shaken.
Familiar: vargouille. Can deal touch attacks, std action to imbue it on familiar.
Undead Mastery: Created undead have +4 enhancement bonus to Str & Dex & 2
extra HP/HD. When using animate dead can control 4 + Cha HD undead/CL. When using control undead targets up to (2 + her Cha bonus) HD/level undead.
Saves:
Fort +5, Ref +5, Will +7
+2 vs. sleep, paralysis, stunning, poison and disease (Mental Bastion)
Abilities:
Str 4, Dex 16, Con 16, Int 10, Wis 12, Cha 18
Skills:
Concentration +10, Knowledge (arcana) +6, Knowledge (religion) +6, Spellcraft +7.
Feats:
X3 Corpsecrafter ( created undead gain +2hp/hd, +4 Str), spell focus (Necromancy) (+1 DC), Black Lore of Moil (Necro spells deal extra 1d6+1d6/2spell levels – 1d6 @ 1st, 2d6 @ 2nd & 3rd, etc. negative damage)
Spells: 1st level (DC13, 6/day): Bane, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, inflict light wounds, ray of enfeeblement, spirit worm (sc), summon undead I, undetectable alignment
2nd level (DC14, 6/day): Blindness/deafness, command undead, darkness, death knell, false life, gentle repose, ghoul touch, inflict moderate wounds, scare, spectral hand, living undeath, summon undead II
3rd level (DC15, 5/day): Crushing despair, death ward, halt undead, inflict serious wounds, ray of exhaustion, speak with dead, summon undead III, vampiric touch, clutch of orcus (sc)
4th level (DC 16, 3/day): Animate dead, bestow curse, contagion, death ward, dispel magic, enervation, Evard’s black tentacles, fear, giant vermin, inflict critical wounds, phantasmal killer, poison, summon undead IV, burning blood (sc)
Environment:

Organization:

Challenge Rating:
8
Treasure:
Potions Cure Moderate Wounds x2, Scroll Skull watch x3, , Bone armour-robe (light, +3 AC, +4 Dex)
Alignment:



Creature: Deadscale Master (Blue Half-Dragon Kobold Dread Necromancer 12)
Modifiers (with preparation): Spectral hand
Fly
Combat: 1. Mass Curse of Ill Fortune (sc)
2. Waves of Fatigue
3. Get away from danger, identify immediate apparent threat (or good Cleric), greymantle.
4. Wrack on threat.
5. Enervating Touch on next apparent threat, Enervation.
6. Phantasmal killer on next threat, or first if wrack removed.
7. Inflict critical wounds on most apparent threat.
8. Clutch of Orcus
9. Concentration or Enervating Touch
10. Concentration or Insect Plague
Size/Type:
Small Dragon
Hit Dice:
12d6+36 (80)
Initiative:
+3 (17)
Speed:
30ft
Armor Class:
25 (+1 size, +5 natural, +3 Dex, +3 Crown (armour), +3 Ring of Protection), touch 14, flat-footed 19
DR 6/bludgeoning & magic (Lich Body), Light Fortification 25%, Electricity resistance 10
Base Attack/ Grapple:
+6/+1//+6
Attack:
+1 returning distance paralysing barbed bolos +10 ranged (1d4+paralysis (Will DC 17, 10 rounds, new save every round)/20, 20’) OR +1 Vampiric Maquahuitl +8 melee (1d8+2+1d4(Fort DC16, heals wielder)/x3, S/B) OR bite +7 melee (1d4+1) OR 2 claws +7 melee (1d3+1)
Full Attack:
+1 returning distance paralysing barbed bolos +10 ranged (1d4+paralysis (Will DC 17, 10 rounds, new save every round)/20, 20’) OR +1 Vampiric Maquahuitl +8 melee (1d8+2+1d4(Fort DC16, heals wielder)/x3, S/B) AND bite +1 melee (1d4+1) OR 2 claws +7 melee (1d3+1) AND bite +1 melee (1d4+1)
Space/Reach:
5ft/5ft
Special Attacks/ Abilities: Rebuke Undead
Charnel Touch (Su): At will 1/rnd, melee touch attack vs. living, 1d8 +4 (1/4CL) negative energy damage, heals undead 5 (1+1/4CL) hp. Can use spectral hand spell to deliver from distance.
Negative energy burst: 2/day, 5ft burst, 12d4 (1d4/CL) negative damage, Will DC 24 (10+1/2CL+Cha) for half, heal undead same.
Scabrous touch: 2/day, Charnel touch deals disease as Contagion, no incubation, Fort DC 24 (10+1/2CL+Cha) negates, subsequent DC according to disease. Swift action, lasts until successful Charnel touch attack, can use with spectral hand spell.
Enervating Touch: Charnel touch bestows negative levels = ½ CL, max 2 each touch, DC 24 (10+1/2CL +Cha) to remove, swift, spectral hand.
Breath Weapon: 60ft line lighting 6d8 Ref DC 18 (10+1/2 HD + Con) for half.
Special Qualities:
Light Sensitivity (Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.)
Darkvision 60ft
Low-light vision
Lich Body (DR6/B&magic)
Advanced Learning: 3 new necro spells.
Mental Bastion: +2 vs. sleep, paralysis, stunning, poison and disease.
Fear aura: 5ft aura, Will DC 24 (10+1/2CL+Cha) or shaken.
Familiar: Ghostly Visage. Can deal touch attacks, std action to imbue it on familiar.
Undead Mastery: Created undead have +4 enhancement bonus to Str & Dex & 2
extra HP/HD. When using animate dead can control 4 + Cha HD undead/CL. When using control undead targets up to (2 + her Cha bonus) HD/level undead.
Saves:
Fort +9, Ref +10, Will +15
+2 vs. stunning, poison and disease (Mental Bastion); immune to sleep and paralysis, +4 vs. negative energy.
Abilities:
Str 12, Dex 16, Con 14, Int 18, Wis 18, Cha 26
Skills:
Bluff +13, Concentration +12 (+16 defensive casting), Craft (trapmaking) +6, Decipher Script +9, Disguise +8, Hide +12, Intimidate +13, Knowledge (arcana) +14, Knowledge (religion) +14, Profession (miner) +6, Search +6, Spellcraft +14
Feats:
Dragon wings (+10 Jump, glide 30ft), spell focus (necromancy) (+1 DC), Black Lore of Moil (Necro spells deal extra 1d6+1d6/2spell levels – 1d6 @ 1st, 2d6 @ 2nd & 3rd, etc. negative damage), Combat Casting (+4 [ ] defensive casting), Battle Casting (+2 dodge when casting)
Spells: Necromatic spells deal extra 1d6+1d6/2 spell levels – 1: +1d6, 2-3: 2d6, 4-5: 3d6 – negative damage (Lore of Moil)
1st level (DC19, 6/day): Bane, cause fear, chill touch, deathwatch, detect magic, detect undead, doom, hide from undead, inflict light wounds, ray of enfeeblement, spirit worm (sc), summon undead I, undetectable alignment
2nd level (DC20, 6/day): Blindness/deafness, command undead, darkness, death knell, false life, gentle repose, ghoul touch, inflict moderate wounds, scare, spectral hand, living undeath, summon undead II
3rd level (DC21, 6/day): Crushing despair, death ward, halt undead, inflict serious wounds, ray of exhaustion, speak with dead, summon undead III, vampiric touch
4th level (DC 22, 6/day): Animate dead, bestow curse, contagion, death ward, dispel magic, enervation, Evard’s black tentacles, fear, giant vermin, inflict critical wounds, phantasmal killer, poison, summon undead IV

5th level (DC 23, 5/day): Blight, cloudkill, fire in the blood (HoH), greater dispel magic, insect plague, lesser planar binding, magic jar, mass inflict light wounds, nightmare, oath of blood (HoH), slay living, summon undead V, undeath to death, unhallow, waves of fatigue, mass curse of ill fortune (sc), graymantle (sc), wrack (sc)

Potion: Cure Moderate Wounds (2)
Cloak: Fly (3/day, 5min ea)
Crown: Capture & redirect as standard action 10 levels of wearer-specific spells.
Clay: Passwall, Earth Shape, Earthlock (range 5ft/level (60ft), 4/day)
Environment:

Organization:

Challenge Rating:
8
Treasure:
Potions Cure Moderate Wounds x2, Stormrider cloak (fly 3/day 5min/use, Electricity resist 10), Crown of Sorcerous Terror (Adamantine dragon circlet, +6 Cha, +3 AC, +3 saves, can “capture” 10lvls of single target or ray spells cast on wearer & redirect as std action), Ring of Protection +3, Clay of Earth Manipulation (Passwall, Earth Shape, Earthlock 4/day at range 5ft/lvl)
Alignment:
The Big Bad Evil Guy (assuming they disrupt the ritual, but don't prevent it completely)
[spoiler]Creature: Afinahusaka Cocheta (“Blueberry Wings That You Cannot Imagine”)
Modifiers (with preparation):
Combat:
Size/Type:
Large Undead (Earth)
Hit Dice:
15d12 (97 hp)
Initiative:
+4
Speed:
40 ft (8 squares); burrow 20 ft, fly 150 ft (poor)
Armor Class:
25; touch 9; flat-footed 25 (-1 size, +16 natural)
Base Attack/ Grapple:
+15/+9/+3 // +23
Attack:
Bite +19 (2d6+4+paralysis) or claw +19 (1d8+2+paralysis) or wing +19 (1d6+2+paralysis) or tail slap +19 (1d8+6+paralysis)
Full Attack:
Bite +19 (2d6+4+paralysis) and two claws +17 (1d8+2+paralysis) and two wings +17 (1d6+2+paralysis) and tail slap +17 (1d8+6+paralysis)
Space/Reach:
10 ft./5 ft. (10 ft. with bite)
Special Attacks/ Abilities: Breath weapon: line of lightning, 8d8 electricity damage, Reflex DC 26 for half
Paralyzing gaze: Fort DC 26 negates, success means the target is forever immune to this dracolich's gaze, failure means the target is paralyzed for 2d6 rounds
Paralyzing touch: Fort DC 26 negates, success means the target is not paralyzed, but is still susceptible to later touches, failures means the target is paralyzed for 2d6 rounds
Special Qualities:
Sound imitation (at will); spell-like abilities; control undead
Saves:
Fort +9 Ref +9 Will +18
Abilities:
Str 19, Dex 10, Con -, Int 14, Wis 15, Cha 28
Skills:
Bluff +27, Concentration +18, Hide +18, Intimidate +27, Listen +20, Search +20, Sense Motive +24, Spot +18, Use Magic Device +24
Feats:
Improved Initiative, Energy Substitution (sonic), Power Attack, Multiattack, Force of Personality, Violate Spell (spell becomes evil, half of damage is vile (can only be healed in area of consecrate or hallow spell), takes up 1 slot higher)
Spells: Spell-like: 3/day- create/destroy water
Control Undead- usable once per three days at caster level 15th; the dracolich cannot cast spells while this ability is in effect
Spells:
0th (6/day, DC 19): resistance, detect magic, read magic, mage hand, prestidigitation, acid splash, virtue, stick, arcane mark, dancing lights
1st (8/day, DC 20): shield of faith, shield, mage armor, silent image, ray of enfeeblement
2nd (8/day, DC 21): shatter, glitterdust, scorching ray, bull's strength
3rd (8/day, DC 22): dispel magic, animate dead, haste
4th (6/day, DC 23): inflict critical wounds, divine power
5th (4/day, DC 24): flame strike
Environment:
Dragon Graveyard
Organization:
Solitary, or with Cultists (1 dracolich+lots of cultists)
Challenge Rating:
10-ish
Treasure:
- Gorget of the Dread Dragon
The Gorget grants its wearer a +6 enhancement bonus to Charisma, and acts as a +5 heavy shield of moderate fortification (+7 shield bonus to AC, 50% fortification) that does not require proficiency.
Undead only: +10 turn resistance, and the benefits of the Corpsecrafter feat (+2HP/HD, +4 Str).
Dragon only: Can use Extend Spreading Breath (changes line/cone to a spread at range), Shape Breath (make breath a cone or a line. +1 rnd ‘til next use), Lingering Breath (breath stays in same shape & size for 1 round, deals ½ previous damage/duration half as long in next round. Saves still apply in 2nd round. +2 rnds ‘til next use), and Recover Breath (time ‘til next use reduced by 1rnd) metabreath feats.
Extend Spreading Breath:


Undead only: Increases all saves against any racial abilities the wearer has by 2.
Alignment:
Lawful Evil

The Big Bad Evil Guy (if the ritual is completed/she gets away and finishes her growth)
Afinahusaka Cocheta! - full
Huge Undead (Earth)
HD 24d12 (156 hp)
Speed 40 ft (8 squares); burrow 20 ft, fly 150 ft (poor)
Init: +4
AC 33; touch 8; flat-footed 33 (-2 size, +25 natural)
BAB +24; Grp +41
Attack Bite +33 (2d8+9+paralysis) or claw +33 (2d6+4+paralysis) or wing +33 (1d8+4+paralysis) or tail slap +33 (2d6+13+paralysis)
Full-Attack Bite +33 (2d8+9+paralysis) and 2 claws +28 (2d6+4+paralysis) and 2 wings +28 (1d8+4+paralysis) and tail slap +28 (2d6+13+paralysis).
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks Crush (Reflex DC 29 to avoid, 2d8+13+paralysis damage if the crush hits); breath weapon (line of lightning, 14d8 electricity damage, Reflex DC 29 for half); spells; paralyzing gaze (Fort DC 29 negates, success means the target is forever immune to this dracolich's gaze, failure means the target is paralyzed for 2d6 rounds), paralyzing touch (Fort DC 29 negates, success means the target is not paralyzed, but is still susceptible to later touches, failures means the target is paralyzed for 2d6 rounds)
Special Qualities Frightful presence (Will DC 29); SR 25; DR 10/magic and 5/bludgeoning; sound imitation (at will); spell-like abilities; control undead
Saves Fort +14 Ref +14 Will +17
Abilities Str 29, Dex 10, Con -, Int 16, Wis 17, Cha 24
Skills Bluff +31, Concentration +27, Hide +27, Intimidate +31, Listen +30, Search +30, Sense Motive +31, Spot +30, Use Magic Device +31
Feats (9 total) Power Attack, Improved Initiative, Recover Breath, Tempest Breath, Clinging Breath, Large and In Charge, Leadership, Arcane Strike, your choice
Environment Dragon Graveyard
Organization Solitary, or with Cultists (1 dracolich+lots of cultists)
Challenge Rating 19
Treasure 144,000 gp plus equipment
Alignment Lawful Evil
Advancement by class

Spell-like abilities: 3/day- ventriloquism, create/destroy water

Control Undead- usable once per three days at caster level 15th; the dracolich cannot cast spells while this ability is in effect

Spells/day: 6/7/7/5
Spells Known: 7/5/3/2
0- resistance, detect magic, read magic, mage hand, prestidigitation, acid splash, virtue
1- shield of faith, shield, mage armor, silent image, ray of enfeeblement
2- shatter, glitterdust, alter self
3- dispel magic, animate dead

Equipment-
-lesser metamagic rod of extend
-cloak of charisma +6

Serpentine
2009-08-13, 11:19 AM
I know it's shoddy, but it's nearly 2.30am and I've got work in the morning :smallsigh: Will finish it later.