Seharvepernfan
2015-01-28, 03:11 PM
Unlike my previous few homebrews, I'm actually looking for PEACHes for this one. I am aiming for CR 20-21. Please ignore minor formatting errors; I'm not publishing a splat book here. Also, I use a houserule that for each +1 of a weapon's enhancement, that weapon ignores 5 points of DR/magic - I don't really have a point there, just letting people know why I did it's DR like I did. I never liked dragon's casting spells or using items, so I avoided that with this one.
Dragon
Gargantuan Dragon
Hit Dice: 20d12+200 (310 hp)
Initiative: +1
Speed: 40ft, Fly 200ft (Clumsy)
Armor Class: 41 (-4 size, +1 Dex, +4 Deflection, +30 Natural), touch 11, flat-footed 40
Base Attack/Grapple: +20/+45
Attack: Bite +32 (4d6+16), or Slams +30 (2d10+9), or 2 Talons +30 (2d6+9), or Tail Slap/Sweep +30 (2d8+22)
Full Attack: Bite +32 (4d6+16), 2 Slams +30 (2d10+9) or 2 Talons +30 (2d6+9), Tail Slap/Sweep +30 (2d8+22)
Space/Reach: 20ft/15ft
Special Attacks: Breath Weapon, Crush, Curse, Death Curse, Improved Grab, Spell-like Abilities (20th), Swallow Whole, Trample
Special Qualities: Blindsense (60ft), DR 25/Magic, DR 15/Cold Iron, Energy Resistance 30, Engine of Destruction, Freedom of Movement, Frightful Presence, Immune to Curse/Paralysis/Sleep Effects, Keen Senses, Regeneration 10/Cold Iron, Scent, SR 30, True Seeing, Unholy Aura (DC 28)
Saves: Fort +26, Ref +17, Will +26
Abilities: Str 37, Dex 12, Con 31, Int 26, Wis 26, Cha 26
Skills: Arcana 13, Architecture/Engineering 9, Balance 6, Bluff 33, Climb 22, Diplomacy 33, Dungeoneering 9, Geography 9, Hide 0, History 9, Intimidate 33/45, Jump 40, Listen 31, Local 9, Nature 15, Nobility/Royalty 13, Move Silently 12, Planar 9, Religion 9, Search 31/33, Sense Motive 33, Spellcraft 22, Spot 31, Survival 20/22/24
Feats: Track, Multi-attack, Breath Weapon Focus, Power Attack, Iron Will, Flyby Attack, Quicken Spell-like Ability (Greater Dispel Magic)
Languages: Draconic, Common, Dwarven, Elven, Undercommon, Giant, Orc, Goblin, Sylvan
Environment: Any Cold
Organization: Solitary
Challenge Rating: 20? 21?
Treasure: Up to you
Alignment: Chaotic Evil
Talons = feet claws
The dragon can make slam attacks if not flying, or talon attacks if flying, but not both. It's tail slap attack works like a tail sweep if it so chooses, and can be made as part of a full-attack.
Breath Weapon (Su): A jet of super-heated acid, laden with poisonous fumes. 120ft spreading line*. 10d6 fire damage + 10d6 acid damage, DC 32 Reflex save for half. Anyone who takes any damage from the breath weapon continues taking damage in subsequent rounds. In the 1st round after taking damage from the breath weapon, the target takes an additional 5d6 fire + 5d6 acid damage (or 2d6 fire + 2d6 acid if they made their save). This happens again in the third round, with the damage dealing half what it did in the 2nd round (2d6+2d6 or 1d6+1d6), and again in the fourth round (unless they made their save) for 1d6+1d6. Anyone who took fire damage from the attack catches fire, taking an additional 1d6 damage each round unless they put the fire out (same as alchemists fire) - this is in addition to the continuing damage, and putting out this fire does not stop the continuing damage. Anyone inside the area of the breath weapon must make a fortitude save vs. poison (DC 32) or be affected with the effects of the "rage" spell for one minute (secondary effect is 1d6 con damage) - this is considered an "inhaled" poison. Finally, after the dragon uses it's breath weapon in combat, it's bite damage deals an additional 1d6 fire and 1d6 acid damage with each successful attack.
http://i62.tinypic.com/bjc1at.jpg
http://i59.tinypic.com/1zez8lf.png
Curse (Su): Will Save (DC 30) - The dragon can lay a curse on any creature within it's frightful presence radius that it is aware of as a free action by speaking a few words. The dragon then knows the exact location of that creature, anywhere in the multiverse, until the dragon curses a different creature. The affect is magical, but is not blocked by any spells or spell resistance. Cha-based, +2 racial bonus.
Death Curse (Su): save Will (DC 28); affects the creature that slays the dragon. The affected creature can no longer be affected by healing spells and does not heal damage naturally from rest. Removing the curse via spell requires the caster to pass a CL check (DC 30).
The save DC is Charisma-based.
Energy Resistance (Ex): The dragon resists the first 30 points of damage each time it takes damage from an energy source (acid, cold, electricity, fire, & sonic). Weapons with energy enhancements (such as flaming, or shocking burst) still deal their damage if any of the attack's other damage manages to bypass the Dragon's DR.
Engine of Destruction (Su): The dragon's natural weapons have +3 enhancement bonus. It's attacks ignore hardness of 8 or less, and deal double damage to objects. Every slam or tailslap/sweep attack it makes gains the brutal surge enhancement (free bull-rush to maximum distance, but the dragon does not have to follow them). Bull-rushed enemies take 1d6 damage for every 5ft they would have traveled if they are stopped by an object, and bull-rushed enemies who are moved into the space of another creature deal this damage to the creature as well. Both are affected by a trip attempt. The dragon can trample for free as part of a move action rather than as a full-round action. The dragon gains a +8 bonus on Str checks to break objects. Otherwise as the Juggernaut spell (with augment).http://i60.tinypic.com/2qcqs0o.png
Frightful Presence (Ex): As an "ancient" dragon (DC 28). Affects anyone with 20HD or less.
Improved Grab: Bite & Talons.
Keen Senses (Ex): As a true dragon.
Regeneration (Su): The dragon heals wounds at a rate of 10hp per round, except those caused by cold iron weapons. In addition, the dragon heals ability damage at a rate of 1 point per round (1 point of each ability).
Spell-like Abilities (CL 20th): At will - Greater Dispel Magic. 3/day - Quickened Greater Dispel Magic, Plane Shift, Spell Turning, Greater Teleport. Constant (at will) - Freedom of Movement, True Seeing.
Swallow Whole: 10d6 acid damage per round + save vs. breath poison + continuing acid damage if target escapes the gullet.
Trample: 2d10+22 (DC 33)
Unholy Aura (Su): As the spell, affects only the dragon, can be dispelled but will reappear at the beginning of the dragon's next turn. Cha-based.
This massive unique dragon has traits of both true dragons and linnorms, suggesting that it may be a crossbreed of the two. The only physical difference between it and a true dragon is that it does not have six limbs; it's forelegs are also it's wings, though they look to be designed as legs first and wings second. Also, the dragon has prominent fists on it's forelegs, rather than the typical clawed foot of other dragons, which it walks on like an ape would. It slams enemies with it's forelegs like a human would punch with it's fists. It's fingers continue on behind the dragon to become the wings, which fold back sharply, pointing up and behind the dragon at a 45 degree angle.
The dragon is grey-green in color, with glowing red eyes and a brown-grey underbelly. The leathery membranes of it's wings are similar in color to it's underbelly, but somewhat redder. It's scaly hide is rough and uneven, like an alligator. It has a heavy, dense muscular build, with a plodding gait. It's movements shake the ground, giving off the impression of a walking landslide.
Dragon
Gargantuan Dragon
Hit Dice: 20d12+200 (310 hp)
Initiative: +1
Speed: 40ft, Fly 200ft (Clumsy)
Armor Class: 41 (-4 size, +1 Dex, +4 Deflection, +30 Natural), touch 11, flat-footed 40
Base Attack/Grapple: +20/+45
Attack: Bite +32 (4d6+16), or Slams +30 (2d10+9), or 2 Talons +30 (2d6+9), or Tail Slap/Sweep +30 (2d8+22)
Full Attack: Bite +32 (4d6+16), 2 Slams +30 (2d10+9) or 2 Talons +30 (2d6+9), Tail Slap/Sweep +30 (2d8+22)
Space/Reach: 20ft/15ft
Special Attacks: Breath Weapon, Crush, Curse, Death Curse, Improved Grab, Spell-like Abilities (20th), Swallow Whole, Trample
Special Qualities: Blindsense (60ft), DR 25/Magic, DR 15/Cold Iron, Energy Resistance 30, Engine of Destruction, Freedom of Movement, Frightful Presence, Immune to Curse/Paralysis/Sleep Effects, Keen Senses, Regeneration 10/Cold Iron, Scent, SR 30, True Seeing, Unholy Aura (DC 28)
Saves: Fort +26, Ref +17, Will +26
Abilities: Str 37, Dex 12, Con 31, Int 26, Wis 26, Cha 26
Skills: Arcana 13, Architecture/Engineering 9, Balance 6, Bluff 33, Climb 22, Diplomacy 33, Dungeoneering 9, Geography 9, Hide 0, History 9, Intimidate 33/45, Jump 40, Listen 31, Local 9, Nature 15, Nobility/Royalty 13, Move Silently 12, Planar 9, Religion 9, Search 31/33, Sense Motive 33, Spellcraft 22, Spot 31, Survival 20/22/24
Feats: Track, Multi-attack, Breath Weapon Focus, Power Attack, Iron Will, Flyby Attack, Quicken Spell-like Ability (Greater Dispel Magic)
Languages: Draconic, Common, Dwarven, Elven, Undercommon, Giant, Orc, Goblin, Sylvan
Environment: Any Cold
Organization: Solitary
Challenge Rating: 20? 21?
Treasure: Up to you
Alignment: Chaotic Evil
Talons = feet claws
The dragon can make slam attacks if not flying, or talon attacks if flying, but not both. It's tail slap attack works like a tail sweep if it so chooses, and can be made as part of a full-attack.
Breath Weapon (Su): A jet of super-heated acid, laden with poisonous fumes. 120ft spreading line*. 10d6 fire damage + 10d6 acid damage, DC 32 Reflex save for half. Anyone who takes any damage from the breath weapon continues taking damage in subsequent rounds. In the 1st round after taking damage from the breath weapon, the target takes an additional 5d6 fire + 5d6 acid damage (or 2d6 fire + 2d6 acid if they made their save). This happens again in the third round, with the damage dealing half what it did in the 2nd round (2d6+2d6 or 1d6+1d6), and again in the fourth round (unless they made their save) for 1d6+1d6. Anyone who took fire damage from the attack catches fire, taking an additional 1d6 damage each round unless they put the fire out (same as alchemists fire) - this is in addition to the continuing damage, and putting out this fire does not stop the continuing damage. Anyone inside the area of the breath weapon must make a fortitude save vs. poison (DC 32) or be affected with the effects of the "rage" spell for one minute (secondary effect is 1d6 con damage) - this is considered an "inhaled" poison. Finally, after the dragon uses it's breath weapon in combat, it's bite damage deals an additional 1d6 fire and 1d6 acid damage with each successful attack.
http://i62.tinypic.com/bjc1at.jpg
http://i59.tinypic.com/1zez8lf.png
Curse (Su): Will Save (DC 30) - The dragon can lay a curse on any creature within it's frightful presence radius that it is aware of as a free action by speaking a few words. The dragon then knows the exact location of that creature, anywhere in the multiverse, until the dragon curses a different creature. The affect is magical, but is not blocked by any spells or spell resistance. Cha-based, +2 racial bonus.
Death Curse (Su): save Will (DC 28); affects the creature that slays the dragon. The affected creature can no longer be affected by healing spells and does not heal damage naturally from rest. Removing the curse via spell requires the caster to pass a CL check (DC 30).
The save DC is Charisma-based.
Energy Resistance (Ex): The dragon resists the first 30 points of damage each time it takes damage from an energy source (acid, cold, electricity, fire, & sonic). Weapons with energy enhancements (such as flaming, or shocking burst) still deal their damage if any of the attack's other damage manages to bypass the Dragon's DR.
Engine of Destruction (Su): The dragon's natural weapons have +3 enhancement bonus. It's attacks ignore hardness of 8 or less, and deal double damage to objects. Every slam or tailslap/sweep attack it makes gains the brutal surge enhancement (free bull-rush to maximum distance, but the dragon does not have to follow them). Bull-rushed enemies take 1d6 damage for every 5ft they would have traveled if they are stopped by an object, and bull-rushed enemies who are moved into the space of another creature deal this damage to the creature as well. Both are affected by a trip attempt. The dragon can trample for free as part of a move action rather than as a full-round action. The dragon gains a +8 bonus on Str checks to break objects. Otherwise as the Juggernaut spell (with augment).http://i60.tinypic.com/2qcqs0o.png
Frightful Presence (Ex): As an "ancient" dragon (DC 28). Affects anyone with 20HD or less.
Improved Grab: Bite & Talons.
Keen Senses (Ex): As a true dragon.
Regeneration (Su): The dragon heals wounds at a rate of 10hp per round, except those caused by cold iron weapons. In addition, the dragon heals ability damage at a rate of 1 point per round (1 point of each ability).
Spell-like Abilities (CL 20th): At will - Greater Dispel Magic. 3/day - Quickened Greater Dispel Magic, Plane Shift, Spell Turning, Greater Teleport. Constant (at will) - Freedom of Movement, True Seeing.
Swallow Whole: 10d6 acid damage per round + save vs. breath poison + continuing acid damage if target escapes the gullet.
Trample: 2d10+22 (DC 33)
Unholy Aura (Su): As the spell, affects only the dragon, can be dispelled but will reappear at the beginning of the dragon's next turn. Cha-based.
This massive unique dragon has traits of both true dragons and linnorms, suggesting that it may be a crossbreed of the two. The only physical difference between it and a true dragon is that it does not have six limbs; it's forelegs are also it's wings, though they look to be designed as legs first and wings second. Also, the dragon has prominent fists on it's forelegs, rather than the typical clawed foot of other dragons, which it walks on like an ape would. It slams enemies with it's forelegs like a human would punch with it's fists. It's fingers continue on behind the dragon to become the wings, which fold back sharply, pointing up and behind the dragon at a 45 degree angle.
The dragon is grey-green in color, with glowing red eyes and a brown-grey underbelly. The leathery membranes of it's wings are similar in color to it's underbelly, but somewhat redder. It's scaly hide is rough and uneven, like an alligator. It has a heavy, dense muscular build, with a plodding gait. It's movements shake the ground, giving off the impression of a walking landslide.