Showing posts with label CR 22. Show all posts
Showing posts with label CR 22. Show all posts

Thursday, February 04, 2010

Asteroth: Demon Liche

Asteroth is an ancient demon who through a bizarre series of events and a strange curse survived his own destruction. Now, by the use of his arcane powers, he persists as a liche.

In the centuries since then he has served as a mercenary wizard, enchanter and sage to many of the most powerful and important personages of the underworlds. None know where his sanctum lies.

Asteroth is the creator of the spell Asteroth's Snare.

His normal form is a towering skeletal humanoid with the skull of a jackal and glowing, red eyes, but often he appears in other guises. He leaves a trail of ash wherever he walks.

Asteroth CR 22
Size Large Undead Outsider (Evil)
Wizard 17
Alignment: Neutral Evil
Languages: Abyssal, Telepathy to 100 feet
Senses: darkvision, Listen +12, Spot +15
Initiative: +6

AC: 26 (flatfooted 19, touch 14), +1 dodge bonus against one target, +4 with Shield cast, +4 vs. attacks of opportunity when moving
DR 15 / bludgeoning and magic and 10 / adamantium from Stoneskin
Hit Dice: (22d12)
Hit Points: 136
Saves: Fortitude: +11, Reflex: +13, Will: +21
Immune: cold, electricity, paralysis, mind-affecting attacks, poison, acid
Resist: 20 cold, 20 fire
Aura: fear (affects creatures of 5 HD and less within 60 feet, Will DC 24 negates)
Turn Resistance: +4
Spell Resistance: 29

Speed: 40 ft.
Attacks: +13 negative energy touch
Damage: 1d8+5 (Will DC 24 halves) and permanent paralysis (Will DC 24 negates)
Face / Reach: 10 ft. / 10 ft.

Feats: Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Forge Ring, Improved Initiative, Mobility, Scribe Scroll, Spell Penetration, Greater Spell Penetration

Special Abilities & Qualities: See Below

Abilities: STR 17 (+3), DEX 15 (+2), CON - (-), INT 28 (+9), WIS 18 (+4), CHA 19 (+4)

Skills: Appraise 10; Balance 2; Bluff 5; Concentration 29; Decipher Script 9; Diplomacy 9; Hide 11; Knowledge (Arcana) 28; Knowledge (Architecture and Engineering) 10; Knowledge (Dungeoneering) 9; Knowledge (Geography) 10; Knowledge (History) 13; Knowledge (Local) 14; Knowledge (Nature) 10; Knowledge (Nobility and Royalty) 14; Knowledge (Religion) 12; Knowledge (The Planes) 15; Listen 12; Move Silently 10; Ride 4; Search 17; Sense Motive 13; Spellcraft 30; Spot 15; Survival 3; Swim 1;

Possessions: Amulet of Natural Armor +3; Ring of Protection +3; Bracers of Armor +4; Cloak of Resistance +4; Headband of Intellect +4; Wand of Cat's Grace; Wand of Scorching Ray (11th level caster); Wand of Lightning Bolt (10th level caster); Wand of Magic Missile (9th level caster); Wand of Polymorph; Wand of Suggestion;

Spell-like Abilities (as 17th level wizard, save DC 19 + spell level): At-Will: alter self, greater teleport. 3/Day: geas, true seeing

Wizard Spells:
Spell Save DC:19 + spell level
Mana: 193
Level 0 (4 / day): Arcane Mark, Daze, Detect Magic, Touch of Fatigue
Level 1 (7 / day): Identify, Ray of Enfeeblement x 2, Shield, True Strike, Charm Person, Protection From Good
Level 2 (6 / day): Mirror Image, Detect Thoughts, Invisibility, Resist Energy, Touch of Idiocy, Web
Level 3 (6 / day): Blink, Slow, Fly, Fire Ball, Vampyric Touch, Protection From Energy
Level 4 (6 / day): Enervation, Fire Shield, Greater Invisibility, Mass Reduce Person, Stoneskin, Resilient Sphere
Level 5 (6 / day): Feeblemind, Baleful Polymorph, Telekinesis, Dominate Person, Wall of Force, Cloudkill
Level 6 (5 / day): Flesh to Stone, Globe of Invulnerability, True Seeing, Greater Dispel Magic, Repulsion
Level 7 (4 / day): Mage's Sword, Spell Turning, Finger of Death, Force Cage
Level 8 (3 / day): Horrid Wilting, Clenched Fist, Temporal Stasis
Level 9 (2 / day): Mass Hold Monster, Time Stop

Summon Daemon: once per day, Asteroth can summon 3d6 Canaloths or 2d4 Nycaloths with 100% chance of success, or 1d6 Nycoloths or 1 Ultroloth with a 50% chance of success. See the Manual of the Planes for statistics of these fiends.

Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Turn Resistance (Ex): A lich has +4 turn resistance.

Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

Friday, April 20, 2007

River Dragon

Presented below is Unicorn Rampant, Claw / Claw / Bite !, and my first new, original True Dragon. I'm quite pleased for a number of reasons. First of all, I feel like I'm really contributing to the cannon of great d20 system material out there. A true dragon, and a chromatic dragon at that, is something that feels like a real creative accomplishment.

In addition, this post marks a new addition to the Claw / Claw / Bite ! crew: Joe Calkins of Cerberus Art. Joe's great illustration below really captures the terror and majesty of a water beast like this nicely. Welcome aboard, Joe!

-Adam, The Priest of Doom


Aquamarine (River) Dragon

Size/Type: True Dragon (Water)

Environment: Any river or underground water source

Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)

Challenge Rating: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25

Treasure: Triple standard

Alignment: Chaotic Neutral with Evil tendencies

Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD

Level Adjustment: Wyrmling +4; very young +4; young +6; others —

These cruel river dragons crawl from their wet shells a icy blue color highlighted by tiny white spines in rows along their backs and limbs. Their long sinuous bodies are powerfully muscled making them excellent swimmers but their wings are somewhat small. As they age and spend long periods lying amongst the rocks and mud at the bottoms of progressively deeper rivers their hides take on the coloration of the river they inhabit, be it mossy, muddy, or rocky as they become impregnated with those materials.

Aquamarine dragons live in rivers; from headwaters at young ages to deltas once older. They spend their long lives hiding underwater, controlling currents and capriciously drowning people. They tend to bury their hordes in caches and caves they dig at the bottom of their rivers and into cavernous aquifers.

Occasionally they will encounter another river dragon as they age and move slowly from their mountaintop springs to deeper waters. When these encounters take place they will generally fight for dominance and control of the river. Losers are slain if they cannot escape back upriver. On the occasions when they are of opposite sexes, mating may occur before or after the fight for dominance, and the victor will send the loser upriver to hide the eggs amongst the stones at the springs and headwaters of the river.


Combat

River dragons are rarely found out of their rivers, and use the water as cover from which to make quick strikes and then fade away.


Breath Weapon (Su)

A river dragon's breath weapon is a powerful line of frigid water. The damage dealt is half cold and half bludgeoning. In addition to the damage, creatures must make a strength check opposed by the dragon's breath weapon DC or be affected as by a bull rush: being pushed back 5 ft and and additional foot for every point by which they lost the opposed strength check.


Water Breathing (Ex)

A river dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Create Spring (Su)

A river dragon can create a new spring once per day as a full-round action. The dragon digs down into the earth and spits water from it's mouth as a use of it's breath weapon. This creates a small, permanent spring at that spot, large enough to feed a small stream.


Spell-Like Abilities


At will— water walk; 1/day fog cloud (young or older), 3/day control water (adult or older); 1/day—control weather (great wyrm).


Skills

Bluff, Intimidate, and Survival are considered class skills for aquamarine dragons.

River Dragons by Age

Age

Size

Hit Dice (hp)

Str

Dex

Con

Int

Wis

Cha

Base Attack/
Grapple

Attack

Fort
Save

Ref
Save

Will
Save

Breath
Weapon (DC)

Frightful
Presence DC

Wyrmling

S

6d12+6 (45)

14

10

13

14

15

14

+6/+3

+9

+6

+5

+7

2d4 (14)

—

Very young

M

9d12+18 (76)

16

10

15

14

15

14

+9/+11

+12

+8

+6

+8

4d4 (16)

—

Young

M

12d12+24 (102)

18

10

15

16

17

16

+12/+15

+16

+10

+8

+11

6d4 (18)

—

Juvenile

L

15d12+45 (142)

20

10

17

18

19

18

+15/+23

+17

+12

+9

+13

8d4 (20)

—

Young adult

L

18d12+72 (189)

24

10

19

18

19

18

+18/+28

+24

+15

+11

+15

10d4 (23)

23

Adult

H

21d12+105 (241)

28

10

21

20

21

20

+21/+37

+28

+17

+12

+17

12d4 (25)

25

Mature adult

H

24d12+120 (276)

30

10

21

20

21

20

+24/+41

+32

+19

+14

+19

14d4 (27)

27

Old

H

27d12+162 (337)

32

10

23

22

23

22

+27/+45

+36

+21

+15

+21

16d4 (29)

29

Very old

H

30d12+180 (375)

34

10

23

22

23

22

+30/+49

+40

+23

+17

+23

18d4 (31)

31

Ancient

G

33d12+231 (445)

36

10

25

24

25

24

+33/+57

+42

+25

+18

+25

20d4 (33)

33

Wyrm

G

36d12+288 (522)

38

10

27

26

27

26

+36/+61

+46

+28

+20

+28

22d4 (36)

36

Great wyrm

G

39d12+312 (565)

40

10

27

26

27

26

+39/+65

+50

+29

+21

+29

24d4 (37)

37



River Dragon Abilities by Age

Age

Speed

Initiative

AC

Special Abilities

Caster
Level1

SR


Wyrmling

40 ft., fly 30 ft. (poor), swim 60 ft.

+0

16 (+1 size, +5 natural),
touch 11, flat-footed 16

Immunity to cold,
water breathing, water walk

—

—

Very young

40 ft., fly 60 ft. (poor), swim 60 ft.

+0

18 (+8 natural),
touch 10, flat-footed 18


—

—

Young

40 ft., fly 60 ft. (poor), swim 60 ft.

+0

21 (+11 natural),
touch 10, flat-footed 21

Fog cloud

1st

—

Juvenile

40 ft., fly 60 ft. (poor), swim 60 ft.

+0

23 (-1 size, +14 natural),
touch 9, flat-footed 23

Create Spring

3rd

—

Young adult

40 ft., fly 60 ft. (poor), swim 90 ft.

+0

26 (-1 size, +17 natural),
touch 9, flat-footed 26

DR 5/magic

5th

20

Adult

40 ft., fly 90 ft. (poor), swim 90 ft.

+0

28 (-2 size, +20 natural),
touch 8, flat-footed 28

control water

7th

22

Mature adult

40 ft., fly 90 ft. (poor), swim 90 ft.

+0

31 (-2 size, +23 natural),
touch 8, flat-footed 31

DR 10/magic

9th

23

Old

40 ft., fly 90 ft. (poor), swim 90 ft.

+0

34 (-2 size, +26 natural),
touch 8, flat-footed 34


11th

25

Very old

40 ft., fly 90 ft. (poor), swim 90 ft.

+0

37 (-2 size, +29 natural),
touch 8, flat-footed 37

DR 15/magic

13th

26

Ancient

40 ft., fly 120 ft. (clumsy), swim 120 ft.

+0

38 (-4 size, +32 natural),
touch 6, flat-footed 38


15th

28

Wyrm

40 ft., fly 120 ft. (clumsy), swim 120 ft.

+0

41 (-4 size, +35 natural),
touch 6, flat-footed 41

DR 20/magic

17th

29

Great wyrm

40 ft., fly 120 ft. (clumsy), swim 120 ft.

+0

44 (-4 size, +38 natural),
touch 6, flat-footed 44

Control weather

19th

31

  1. Can also cast cleric spells and those from the Cruelty, Trickery, and Water domains as arcane spells.