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Fellithysaar: Male great wyrm brass dragon; CR 23; Gargantuan dragon (fire); HD 37d12+296, hp 536; Init +0; Spd 60 ft., burrow 30 ft., fly 250 ft. (poor); AC 42, touch 6, flatfooted 42; Base Atk +46; Grp +62; Atk +46 melee (4d6+13, bite); Full Atk +46 melee (4d6+13, bite), +41 melee (2d8+6, 2 claws), +41 melee (2d6+6, 2 wings), +41 melee (2d8+19, tail slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA breath weapon, crush, frightful presence, spell-like abilities, spells; SQ blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., endure elements, immunity to fire, magic sleep effects, and paralysis, low-light vision, spell resistance 30, summon djinni, vulnerability to cold; AL CG; SV Fort +28, Ref +20, Will +31; Str 37, Dex 10, Con 27, Int 20, Wis 21, Cha 20. Skills and Feats: Bluff +45, Concentration +32, Diplomacy +49, Gather Information +25, Hide –1, Intimidate +27, Knowledge (arcana) +27, Knowledge (geography) +21, Knowledge (local) +23, Knowledge (nature) +25, Listen +45, Search +45, Sense Motive +45, Spellcraft +27, Spot +45; Adroit Flyby Attack, Blind-Fight, Empower Spell, Epic Will, Flyby Attack, Heighten Breath, Hover, Improved Maneuverability, Iron Will, Power Attack, Recover Breath, Shape Breath, Suppress Weakness. Breath Weapon (Su): 120-ft. line (60-ft. cone if shaped), 12d6 fire, Reflex DC 36 half (or higher if heightened); or 60ft. cone (120-ft. line if shaped), sleep 1d6+12 rounds, Will DC 36 negates (or higher if heightened). Crush (Ex): Area 20 ft. by 20 ft.; Medium or smaller opponents take 4d6+19 points of bludgeoning damage, and must succeed on a DC 36 Reflex save or be pinned. Endure Elements (Sp): 3/day—as endure elements, but 120ft. radius. Caster level 19th.
SAMPLE DRAGONS
Fellithysaar Great Wyrm Brass Dragon As old as his desert home, Fellithysaar speaks with the wisdom of ages in his low, rumbling voice. Unlike Conjazmynabryte, he gladly shares his thoughts with anyone who will listen, hoping thereby to make the world better for his having been in it. Scarred from literally hundreds of past battles, Fellithysaar knows his end is near, and meets every possible threat wondering, “Will this be my doom at last?” An aura of resigned melancholy surrounds him, yet his endless stories are full of heroism, virtue, and hope. He has an acute appreciation of tragedy, and loves tales of valiant self-sacrifice and painful struggles against overwhelming odds.
Frightful Presence (Ex): 360-ft. radius, HD 36 or fewer, Will DC 33 negates. Spell-Like Abilities: At will—speak with animals; 1/day—control weather, control winds, suggestion. Caster level 19th; save DC 15 + spell level. Spells: As 19th-level sorcerer. Summon Djinni (Sp): 1/day—as summon monster VII, but summons 1 djinni; 19th-level caster. Tail Sweep (Ex): Half-circle 30 ft. in diameter, Small or smaller opponents take 2d6+19 points of bludgeoning damage, Reflex DC 36 half. Sorcerer Spells Known (6/8/7/7/7/7/6/6/6/4; save DC 15 + spell level): 0—cure minor wounds, dancing lights, detect magic, ghost sound, guidance, mage hand, prestidigitation, read magic, resistance; 1st—command, divine favor, magic missile, protection from evil, shield; 2nd—cat’s grace, enthrall, fog cloud, pyrotechnics, Tasha’s hideous laughter; 3rd—clairaudience/clairvoyance, cure serious wounds, haste, protection from energy; 4th—bestow curse, confusion, freedom of movement, good hope; 5th—greater command, hold monster, mirage arcana, telekinesis; 6th—animate objects, Bigby’s forceful hand, heal; 7th—insanity, prismatic spray, spell turning; 8th—mass charm monster, maze, symbol of death; 9th—foresight, time stop.
CHAPTER 5:
magic, ghost sound, guidance, mage hand, prestidigitation, read magic, resistance; 1st—command, divine favor, magic missile, protection from evil, shield; 2nd—cat’s grace, enthrall, fog cloud, pyrotechnics, Tasha’s hideous laughter; 3rd—clairaudience/clairvoyance, cure serious wounds, haste, protection from energy; 4th—bestow curse, confusion, freedom of movement, good hope; 5th—greater command, hold monster, mirage arcana, telekinesis; 6th—animate objects, Bigby’s forceful hand, heal; 7th—insanity, prismatic spray, spell turning; 8th—maze, symbol of insanity.
SAMPLE BRONZE DRAGONS Listed below are twelve sample bronze dragons, one of each age category. The descriptions include basic personality and encounter notes that the DM will want to flesh out for his campaign, along with a set of statistics that make the dragon ready to play. Water Breathing (Ex): All bronze dragons can breathe underwater indefinitely and can freely use their breath weapons, spells, and other abilities underwater. Skills: A bronze dragon can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. The dragon can always can choose to take 10 on a Swim check, even if distracted or endangered. The dragon can use the run action while swimming, provided it swims in a straight line. Immersa Wyrmling Bronze Dragon Immersa is as playful as a dolphin and curious as a cat. She seldom sits still. Immersa loves animals, and makes frequent use of her speak with animals ability. She has befriended almost every creature that swims, flies, or crawls along her section of rocky seacoast. She finds humanoid fishers and hunters somewhat distasteful. While she would never deny a being sustenance or a means of making a livelihood, she remains alert for signs of over harvesting, killing for sport, or cruelty. From time to time, Immersa aids shipwrecked sailors, helping them to shore and sending them inland toward civilization. This gives her a good reputation among the local sailors even if the hunters and fishers don’t care for her much.
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