inuyasha
2015-04-29, 12:02 AM
False Dragon
Size/Type:Large Aberration
Hit Dice:12d8+36 (90 hp)
Initiative:2
Speed:30 ft (6 squares), fly 60ft(Poor)
Armor Class:15 (-1 size,-2 dex, +8 Natural), touch 7, flat-footed 15
Base Attack/Grapple:+9/+20
Attack:bite +15 melee (1d8+7 plus 1d4 fire)
Full Attack:4 claws +11 melee (1d4+3 plus 1 fire) and bite +15 melee (1d8+7 plus 1d4 fire)
Space/Reach:10ft/5ft
Special Attacks:Incendiary ooze, Ooze drenched
Special Qualities:Darkvision 60ft, Immunity to fire, Agonizing existance, Dragonflesh
Saves:Fort +9, Ref +2, Will +11
Abilities: Str 24, Dex 6, Con 17, Int 7, Wis 12, Cha 6
Skills:Listen +16
Feats:Weapon focus (claws), Improved initiative, Power attack, Great fortitude, Iron will
Environment:Any non aquatic
Organization:Solitary
Challenge Rating:7
Treasure:Standard
Alignment:Usually Chaotic Evil
Advancement:13-18 HD (large) 19-24 HD (huge)
Level Adjustment:-
Before you is a discombobulated mess of what seems to be dragon parts, tails, claws, a head, scraps of bone, and two mismatched wings. They writhe and throb with unnatural prowess, but the eyes that you see shudder with agony. The pale orange skin seeps with a black, thin ooze, dripping over every bit of its form.
The False Dragon is some poor wizards attempt at making a dragon using parts available to him, unfortunately the beast bred true, and can breed with other dragons, causing more False Dragons to arise. The methods of their original creation were burned by the first false dragon.
Agonizing existence (Ex)
Due to the hellish pain the creature is wracked with for eternity, a false dragon must make a fortitude save every other round in combat, or every fifteen minutes outside of combat, or be affected by a confusion spell as cast by a bard of a level equal to the False Dragon's hit dice divided by two, and ignoring any level caps on the duration of the spell. This is because those False Dragons that live to become ancient only have worse more agony than the rest. The False Dragon does not have to make fortitude saves while confused, though the practice resumes as the effect ends.
Incendiary Ooze (Ex)
The ooze that covers a false dragon is highly flammable, and may be breathed as 20ft. long cone. Everyone within this cone must make a reflex save (DC 19, con based) or be coated with the black ooze. Those covered ignite on the next round, taking 4d6 (1/3 the dragons hit die) fire damage, and lighting on fire. This fire may not be put out until either five rounds have elapsed, or they are put out through some sort of magic. Incendiary ooze may be used once every 1d6+1 rounds.
Ooze Drenched (Ex)
The false dragon is covered with a hyper concentrated version of the goo that they breathe, this causes the dragons natural attacks to do fire damage as shown in the stat block. This goo does not however ignite upon the flesh of the false dragon who made it, only teeth and claws (or other hard/bony parts as the DM may wish) are affected.
Dragonflesh (Ex)
For determining whether or not a False Dragon is effected by a spell or attack, treat it as a true dragon. It may also count itself as a true dragon whenever doing so would be beneficial to it.
A False Dragon's Ooze Gland...
If the gland that creates the ooze is harvested from a false dragon properly (DC 15 survival, taxidermy, or other appropriate check at the DMs whim) the ooze contained within (1d3+1 doses) may be used to make a chemical to be mixed with alchemists fire (DC 5 alchemy check). This modified alchemists fire adds 5 to the reflex save DC to put out its fire and does 1 more die of damage (total of 2d6 in the normal cases, though this could change, epic alchemy effects it in the same way)
Size/Type:Large Aberration
Hit Dice:12d8+36 (90 hp)
Initiative:2
Speed:30 ft (6 squares), fly 60ft(Poor)
Armor Class:15 (-1 size,-2 dex, +8 Natural), touch 7, flat-footed 15
Base Attack/Grapple:+9/+20
Attack:bite +15 melee (1d8+7 plus 1d4 fire)
Full Attack:4 claws +11 melee (1d4+3 plus 1 fire) and bite +15 melee (1d8+7 plus 1d4 fire)
Space/Reach:10ft/5ft
Special Attacks:Incendiary ooze, Ooze drenched
Special Qualities:Darkvision 60ft, Immunity to fire, Agonizing existance, Dragonflesh
Saves:Fort +9, Ref +2, Will +11
Abilities: Str 24, Dex 6, Con 17, Int 7, Wis 12, Cha 6
Skills:Listen +16
Feats:Weapon focus (claws), Improved initiative, Power attack, Great fortitude, Iron will
Environment:Any non aquatic
Organization:Solitary
Challenge Rating:7
Treasure:Standard
Alignment:Usually Chaotic Evil
Advancement:13-18 HD (large) 19-24 HD (huge)
Level Adjustment:-
Before you is a discombobulated mess of what seems to be dragon parts, tails, claws, a head, scraps of bone, and two mismatched wings. They writhe and throb with unnatural prowess, but the eyes that you see shudder with agony. The pale orange skin seeps with a black, thin ooze, dripping over every bit of its form.
The False Dragon is some poor wizards attempt at making a dragon using parts available to him, unfortunately the beast bred true, and can breed with other dragons, causing more False Dragons to arise. The methods of their original creation were burned by the first false dragon.
Agonizing existence (Ex)
Due to the hellish pain the creature is wracked with for eternity, a false dragon must make a fortitude save every other round in combat, or every fifteen minutes outside of combat, or be affected by a confusion spell as cast by a bard of a level equal to the False Dragon's hit dice divided by two, and ignoring any level caps on the duration of the spell. This is because those False Dragons that live to become ancient only have worse more agony than the rest. The False Dragon does not have to make fortitude saves while confused, though the practice resumes as the effect ends.
Incendiary Ooze (Ex)
The ooze that covers a false dragon is highly flammable, and may be breathed as 20ft. long cone. Everyone within this cone must make a reflex save (DC 19, con based) or be coated with the black ooze. Those covered ignite on the next round, taking 4d6 (1/3 the dragons hit die) fire damage, and lighting on fire. This fire may not be put out until either five rounds have elapsed, or they are put out through some sort of magic. Incendiary ooze may be used once every 1d6+1 rounds.
Ooze Drenched (Ex)
The false dragon is covered with a hyper concentrated version of the goo that they breathe, this causes the dragons natural attacks to do fire damage as shown in the stat block. This goo does not however ignite upon the flesh of the false dragon who made it, only teeth and claws (or other hard/bony parts as the DM may wish) are affected.
Dragonflesh (Ex)
For determining whether or not a False Dragon is effected by a spell or attack, treat it as a true dragon. It may also count itself as a true dragon whenever doing so would be beneficial to it.
A False Dragon's Ooze Gland...
If the gland that creates the ooze is harvested from a false dragon properly (DC 15 survival, taxidermy, or other appropriate check at the DMs whim) the ooze contained within (1d3+1 doses) may be used to make a chemical to be mixed with alchemists fire (DC 5 alchemy check). This modified alchemists fire adds 5 to the reflex save DC to put out its fire and does 1 more die of damage (total of 2d6 in the normal cases, though this could change, epic alchemy effects it in the same way)