Author Topic: Dragons Galore: Statting up D&D's iconic monsters  (Read 11377 times)

Offline SorO_Lost

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #20 on: November 20, 2012, 09:20:38 PM »
btw, a more complete TD list by type.

Chromatic: Black, Blue, Green, Red, Silver.
Epic: Force, Prismatic.
Faerûnian (draco): Fang,  Shadow,  Song,  Brown,  Deep.
Fiendish (draco):  Howling, Rust, Pyroclastic, Styx, Tarterian.
Gem: Amethyst, Crystal, Emerald, Sapphire, Topaz.
Lung: Chiang, Li, Wang, Pa, Shen, T’ien, Tun Mi.
Metallic: Brass, Bronze, Copper, Gold, Mercury, Steel.
Other (dof): Deep, Fang, Mist, Sand, Song, Rattelyr.
Planar: Battle, Chaos, Ethereal, Oceanus, Radiant.
-------------------------------------------------------------------------------------
Arcane: Hex, Tome. (343)
Chromatic: Orange, Purple, Yellow. (compendium)
Epic: Time. (259)
Ferrous: Chromium, Cobalt, Iron, Nickel, Tungsten. (356)
Incarnum: Incarnum. (MoI)
Planar: Astral, Chole, Elysian, Gloom. (344)
Psionic: Ectoplasmic, Obsidian (online), & Brainstealer. (337)
Other: Ozalus. (349)
Other 2: Amphi, Aquatic, Fire, Frost. (dragon's of kyrnn)
Outer Planes: Adamantine, Aboreal, Axial, Beast, Concordant. (321)
*I still haven't finished off Dragonlance.

Do you need a source list for WotC's TDs or are you good?

Offline ksbsnowowl

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #21 on: November 20, 2012, 09:31:29 PM »
Do you need a source list for WotC's TDs or are you good?
I'm good.

Like I said in the first post, this is more me just statting up dragons for my campaign.  At the time I didn't realize there were already some good resources out there to do so more easily.

More than anything, what I could really benefit from (because my google-fu is failing me) is a list of the better feats and spells for a dragon, and why they are the best (for those who sometimes can't see the obvious).

Flyby attack is a no-brainer, and multiattack is pretty good given the large number of secondary attacks, but beyond that?  Which metabreath feats are worth it? Et cetera.  Is power attack a good choice?

Likewise, scintillating scales is a no-brainer, but is mage armor worth it?  Shield? Wraithstrike?
What about higher-level?

Offline betrayor

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #22 on: November 20, 2012, 09:31:47 PM »
btw, a more complete TD list by type.

Chromatic: Black, Blue, Green, Red, Silver.
Epic: Force, Prismatic.
Faerûnian (draco): Fang,  Shadow,  Song,  Brown,  Deep.
Fiendish (draco):  Howling, Rust, Pyroclastic, Styx, Tarterian.
Gem: Amethyst, Crystal, Emerald, Sapphire, Topaz.
Lung: Chiang, Li, Wang, Pa, Shen, T’ien, Tun Mi.
Metallic: Brass, Bronze, Copper, Gold, Mercury, Steel.
Other (dof): Deep, Fang, Mist, Sand, Song, Rattelyr.
Planar: Battle, Chaos, Ethereal, Oceanus, Radiant.
-------------------------------------------------------------------------------------
Arcane: Hex, Tome. (343)
Chromatic: Orange, Purple, Yellow. (compendium)
Epic: Time. (259)
Ferrous: Chromium, Cobalt, Iron, Nickel, Tungsten. (356)
Incarnum: Incarnum. (MoI)
Planar: Astral, Chole, Elysian, Gloom. (344)
Psionic: Ectoplasmic, Obsidian (online), & Brainstealer. (337)
Other: Ozalus. (349)
Other 2: Amphi, Aquatic, Fire, Frost. (dragon's of kyrnn)
Outer Planes: Adamantine, Aboreal, Axial, Beast, Concordant. (321)
*I still haven't finished off Dragonlance.

Do you need a source list for WotC's TDs or are you good?

Add Spinewyrm  from Dungeon 110.....

Offline SorO_Lost

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #23 on: November 21, 2012, 10:57:11 AM »
Add Spinewyrm  from Dungeon 110.....
My archive doesn't go back to 2E?

I'll see if I can track down one that old, kind of have more than just a name list.

Offline betrayor

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #24 on: November 21, 2012, 01:41:58 PM »
Add Spinewyrm  from Dungeon 110.....
My archive doesn't go back to 2E?

I'll see if I can track down one that old, kind of have more than just a name list.
It is 3.5....
Dungeon magazine started quite later than dragon,so for dungeon 3.x begins after issue 80 or so....

Offline awaken_D_M_golem

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #25 on: November 21, 2012, 03:42:44 PM »
I remember that someone had created a 3.5 Dragon Npc generator......

http://www.pathguy.com/dragons.htm

I have used it to create my first draft of the dragon and then change it as needed.......
Now, that right there, is a GREAT resource.

 :hmm ... I play that guy's Chess Applet for the numerous variants.
Your codpiece is a mimic.

Offline Clanjos

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #26 on: November 23, 2012, 11:05:54 AM »
Anything that improves the dragon's aerial mobility is good. As long as it remembers to circle strafe while casting and using a breath weapon, it should have a lot more survivability. And for heaven's sake, don't let them engage it on top of its horde where it has to worry about collateral damage. As for metabreath, Clinging Breath is pretty good. Tack on Recover Breath to use the breath weapon more often.
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Offline ksbsnowowl

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #27 on: November 25, 2012, 12:11:05 AM »
Just statted something up based upon a Juvenile Shadow Dragon.  The stat block from Realmshelp was VERY inaccurate in a whole bunch of places.  Just FYI.

Offline ksbsnowowl

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #28 on: December 23, 2012, 11:10:35 PM »
From an Epic Insights article: http://www.wizards.com/default.asp?x=dnd/ei/20040109a

I plan to use this guy someday.  I want to change some of his feats (Greater Weapon Focus!) to better things, like Devastating Critical and Awaken Spell Resistance (SR 44!).  He's also descended from an Ice Troll, so he'll have some measly regeneration.  Interesting that he is immune to cold, but does not have the Cold subtype...

I'll probably make him smarter (Ice Trolls have Intelligence 10), and I could go ahead and gestalt 28 levels of Sorcerer onto it, making it a Gestalt CR 28 creature.  That would keep it more in-line with true dragons' sorcerer casting abilities (though would be more powerful), and give him two bonus epic feats (Improved Spell Capacity should be one).

Glacierdrak
Colossal Dragon
Hit Dice: 44d12+572 (858 hp)
Initiative: +3
Speed: 40 ft. (8 squares), burrow 40 ft. (8 squares), climb 40 ft. (8 squares)
Armor Class: 34 (-8 size, -1 Dex, +33 natural), touch 1, flat-footed 34
Base Attack/Grapple: +44/+78
Attack: Bite +56 melee (2d8+18)
Full Attack: Bite +56 melee (2d8+18/19-20/plus 1d6) and 2 claws +52 (4d6+9)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Freezing gaze, frightful presence, stunning strike
Special Qualities: Damage reduction 20/-, darkvision 60 ft., ice glide, immunities (cold, mind-affecting effects, sleep, paralysis), low-light vision, spell resistance 36
Saves: Fort +37, Ref +23, Will +27
Abilities: Str 47, Dex 8, Con 36, Int 4, Wis 16, Cha 20
Skills: Climb +26, Hide +30, Listen +50, Spot +50
Feats: Awesome Blow, Blind-Fight, Cleave, Great Cleave, Greater Weapon Focus (bite), Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Improved Sunder, Multiattack, Overwhelming Critical (bite), Power Attack, Track, Weapon Focus (bite)
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 28
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 45-132 HD (Colossal)
Level Adjustment: --

This monstrous reptilian behemoth has scales that seem to be made of ice. Ridges of ice run down its back, and jagged horns on its head glitter coldly. The creature's massive jaws are filled with teeth the size of trees.

The unbelievably huge glacierdrak is thought to be a variation of the tundra landwyrm; in truth, the glacierdrak bears several superficial resemblance to the other landwyrms. The glacierdrak cannot fly, and, like the landwyrm, its mere presence inspires terror. But the glacierdrak is, if anything, even more primeval than the other landwyrms, and it barely acts as anything more than a monstrous force of destruction. Certainly, other landwyrms are quick to deride the glacierdrak's notorious lack of intellect, but the fact remains that the glacierdrak is a monstrously powerful and dangerous foe.

Glacierdraks understand a few words of Draconic, but they generally have little interest in conversation.

Combat

A glacierdrak, despite its size, has a shockingly effective ability to hide. Onlookers can easily mistake a motionless glacierdrak for a glacier or mountain of ice. When the creature attacks, it moves to crush large concentrations of smaller enemies and lashes out at single targets all around with its physical attacks. Generally too stupid to retreat from combat, a glacierdrak is not often put in a position where retreat is a wise tactical move.

Freezing Gaze (Su): A glacierdrak's gaze has the terrible power to freeze opponents solid. This gaze weapon has a range of 120 feet, and any creature that succumbs to it immediately takes 6d6 points of temporary Dexterity damage as its limbs and muscles freeze. A successful Fortitude save (DC 37) negates the Dexterity damage for that round. The save DC is Charisma-based.

When a creature with 0 Dexterity (or no Dexterity) is subjected to the gaze again, it takes temporary Constitution damage instead of Dexterity damage. Creatures killed in this manner are permanently frozen solid; even application of fire cannot thaw them. A frozen creature cannot be brought back to life by raise dead. Creatures that are immune to cold are immune to this attack, but those with resistance to cold are affected fully. Creatures with cold vulnerability take a -4 penalty on the saving throw.

Frightful Presence (Ex): Whenever a glacierdrak attacks, charges, or flies overhead, each creature in a 500-foot radius that has fewer HD than it does must make a DC 37 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD).

Stunning Strike (Ex): Any creature that is critically hit by a glacierdrak's bite or claw attack must make a DC 50 Fortitude saving throw or be stunned for 2d6 rounds. The save DC is Strength-based.

Ice Glide (Su): A glacierdrak can move through frozen liquid as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, and it does not create any ripple or other signs of its presence. A glacierdrak cannot burrow through other solid materials.
« Last Edit: February 22, 2013, 01:34:21 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #29 on: December 26, 2012, 11:27:32 PM »
This guy, from Magic of Faerun, would be a great creature to base off of a half-fiend troll.
I'll advance its HD later, getting it to huge size and CR 13 (20 HD).  Feats of interest would be awaken spell resistance. And of course give it regeneration. Improved flight (races of the wild) would also be decent, and improved speed (Draconomicon).  Also, swap out Alertness for Multiattack.

Scalamagdrion
Large Dragon
Hit Dice: 10d12+30 (95 hp)
Initiative: +2 (Dex)
Speed: 15 ft., fly 40 ft. (poor)
AC: 19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
BAB/Grapple: +10/+18
Attacks: Bite +13 melee, 2 claws +8 melee, 2 wings +8 melee
Damage: Bite 2d6+4, claw 1d8+2, wing 1d6+2
Face/Reach: 10 ft./5 ft.
Special Attacks: Rend 2d8+6
Special Qualities: Cold immunity, fire immunity, silence, spell turning
Saves: Fort +10, Ref +9, Will +8
Abilities: Str 19, Dex 14, Con 16, Int 9, Wis 12, Cha 9
Skills: Climb +17, Knowledge (arcana) +12, Listen +16, Move Silently +15, Spot +16
Feats: Alertness, Cleave, Combat Reflexes, Power Attack
Climate/Terrain: Any cold underground
Organization: Solitary
Challenge Rating: 7
Treasure: Double standard
Alignment: Usually neutral
Advancement: 11–18 HD (Large); 19–26 HD (Huge)
Level Adjustment: LA +8 (cohort)

The scalamagdrion is a large silvery dragon-like creature with significant antimagic qualities.

Scalamagdrions speak Draconic, but they also have a secret silent language of their own. This language is conveyed with movements of mouth, wings, and claws — it is a Draconic sign language.

A scalamagdrion prefers to rend fighters and other melee specialists first, trusting to its spell turning ability to defend it from magical attacks in the meantime.

Rend (Ex): If a scalamagdrion hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+6 damage.
Immunities (Ex): Scalamagdrions are immune to fire and cold.
Silence (Su): This ability continuously duplicates the effects of the spell of the same name, centered on the scalamagdrion. The scalamagdrion can suppress this ability if desired.
Spell Turning (Su): This ability continuously duplicates the effects of the spell of the same name with the scalamagdrion as the target. Unlike the spell, the scalamagdrion’s spell turning ability has an unlimited ability to turn spells (the spell turning is never exhausted).

Scalamagdrion: Dragon; +10/+18; 10 ft./5 ft.; Climb +17, Knowl- edge (arcana) +12, Listen +16, Move Silently +15, Spot +16; Alert- ness, Cleave, Combat Reflexes, Power Attack; LA +8 (cohort).

Advanced to 18 HD (2 stat boosts to Dex)
(click to show/hide)

Advanced to 20 HD (2 stat boosts to Dex, 1 to Str)
(click to show/hide)

That looks pretty good.  Add Regeneration 5 (Fire & Acid), and it's perfect.  The Regeneration would up its CR by 1, but factoring in it's for gestalt characters, it's a wash, effectively Gestalt CR 13.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
« Last Edit: December 27, 2012, 02:11:02 AM by ksbsnowowl »

Offline ksbsnowowl

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #30 on: December 27, 2012, 01:29:32 PM »
This guy, from Silver Marches, would be a good product of a half-fiend cave troll. It already has pounce and a bit of fast healing. (A base cave troll would have an iffy chance of surviving the maximized, empowered forbiddance effects surrounding the henges, but they advance by HD, not class, and an advanced specimen could survive it.)
Edit: actually, a base cave troll could survive it, having 112 hit points, while the most a maximized empowered forbiddance can do is 108 points of damage.

When I advance this guy, I'll give him improved speed, and I don't know what else.

Rock Wyrm
Large Dragon
Hit Dice: 8d12+24 (76 hp)
Initiative: +2 (Dex)
Speed: 30 ft, fly 50 ft. (clumsy)
AC: 21 (–1 size, +2 Dex, +10 natural)
BAB/Grapple: +8/+17
Attacks: Bite +12 melee, tail +10 melee, 2 wings +10 melee, 2 claws +10 melee
Damage: Bite 2d6+5 (19–20/x2), tail slap 1d8+7, wing 1d6+2, claw 1d8+2
Face/Reach: 10 ft./5 ft.
Special Attacks: Paralyzing ray, pounce
Special Qualities: Fast healing 1, mimicry, scent, camouflage
Saves: Fort +9, Ref +8, Will +8
Abilities: Str 20, Dex 14, Con 17, Int 12, Wis 14, Cha 11
Skills: Bluff +4 (+8 mimicking voices) [4], Craft (trapmaking) +8 [7], Hide +13 (+17 in rocky areas) [11], Jump +16 [11], Listen +13 [11], Move Silently +13 [11], Spot +13 [11], Use Magic Device +11 [11].
Feats: Combat Reflexes, Improved Critical (bite), Multiattack
Climate/Terrain: Cold and temperate hills and mountains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: +6


Rock wyrms are often mistaken for dragons. These reptiles resemble dragons and wyverns, but they tend to be sly and cunning ambushers rather than wide-ranging hunters. Since rock wyrms are careful to slay and devour isolated victims while avoiding groups of creatures, their kills are often blamed on other predators or brigands. Sometimes called “false dragons,” rock wyrms have rough hides of mottled gray and brown scales, smallish wings that are more suited for fighting than flying, and blunt faces with powerful jaws and a large third eye in the middle of their foreheads. Rock wyrm foreclaws are nimble enough to serve as hands for most purposes, and their tails are long and powerful.

Rock wyrms are found in cold, mountainous areas across Faerûn. As settlers in the Silver Marches push into the wilderness, and steadings rise in many long-uninhabited places, rock wyrms are becoming an increasing problem. There are even rumors that these hunters work together, skulking and spying, so as to better avoid armed bands and guards and strike at unprotected and isolated targets.

Rock wyrms stash treasure (coins, gems, tools, and other items taken from prey they deem useful for later trade or personal ransom) in rock clefts or hollows that they can conceal and guard with clever traps, but have no single, true lair. They sleep in the same fashion that they hunt— lying motionless covered by their wings, with their scaly hides matching their surroundings (usually gray rocks or white snow) in hue.

Rock wyrms speak Common and Draconic, and also master small working vocabularies in many other languages — depending on what prey they come into contact with.

Combat
Rock wyrms can spring into a pounce, take flight silently, or emit their paralyzing ray, all from a statuelike state that they can maintain for hours. Rock wyrms usually lurk near trails or stalk prey deliberately, awaiting a chance to pounce. They often construct traps in traveled areas and then strike at captured or wounded victims. These intelligent hunters can mimic a wide range of voices and can recall overheard phrases perfectly, to lure prey into their traps or reach.

Rock wyrms often construct traps (or lurk near traps created by others) to take advantage of disabled prey. These are usually simple or spiked 20-foot-deep pit traps, concealed by woven brush. Rock wyrms are also bright and dexterous enough to use many types of magic items. They espe- cially like wands with spells of protection or concealment.

Paralyzing Ray (Su): A rock wyrm’s third eye can emit a par- alyzing ray once every 1d4 rounds. The ray has a range of 75 feet. The rock wyrm must succeed at a ranged touch attack (+9 attack bonus) against its target. Targets struck by the ray must make a Fortitude save (DC 17) or be paralyzed for 1d6+2 minutes. (This ability is Constitution-based.)

Pounce (Ex): If a rock wyrm leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Fast Healing (Ex): A rock wyrm heals 1 point of damage each round so long as it has at least 1 hit point.

Mimicry (Ex): Rock wyrms can mimic most speaking voices perfectly, plus other vocal sounds ranging from coughing and retching to high bird-trills or deep, thunderous croakings. They can remember and perfectly reproduce phrases they have overheard, and they have a knack for echoing vocal mannerisms and catchphrases.

Skills: Rock wyrms can change the reflectiveness, color, and apparent texture of their hides, allowing them to blend into their surroundings like chameleons. They gain a +4 racial bonus on Hide checks. *In rocky areas, this bonus on Hide checks improves to +8.
*A rock wyrm’s mimicry ability confers a +4 racial bonus on Bluff checks involving attempts to deceive foes by mimicking a particular voice or animal call.

Rock Wyrm: Dragon; +8/+17; 10 ft./5 ft.; Bluff +4 (+8 mimicking voices), Craft (trapmaking) +8, Hide +13 (+17 in rocky areas), Jump +16, Listen +13, Move Silently +13, Spot +13, Use Magic Device +11; Combat Reflexes, Multiattack, Weapon Focus (bite); LA +6.


Advanced (12 HD) (1 stat bump to Con)
(click to show/hide)


Advanced (14 HD) (1 stat bump to Con)
(click to show/hide)
« Last Edit: February 22, 2013, 10:53:22 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #31 on: April 15, 2013, 06:16:03 PM »
He's not done yet.  I threw this together quickly because he will make a cameo appearance in my game tonight, and I needed some basic stats for him:

Níðhöggr
(click to show/hide)
« Last Edit: June 04, 2013, 08:30:46 PM by ksbsnowowl »

Offline awaken_D_M_golem

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #32 on: April 18, 2013, 06:25:08 PM »
 :pout ... how is a Dragon > Ranger ?


better saves and skill points (not skill access), flight
vs.
fewer "class" features and slower
casting prog including the blasty thing
Your codpiece is a mimic.

Offline ksbsnowowl

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #33 on: June 03, 2013, 02:51:29 PM »
Half-Blue Dragon Greater Dusk Giant
Huge Dragon
Hit Dice: 18d10+216 (315 hp)
Initiative: –1
Speed: 40 ft. (8 squares)
Armor Class: 28 (–2 size, -1 Dex, +21 natural), touch 7, flat-footed 28
Base Attack/Grapple: +13/+44
Attack: Claw +34 melee (1d8+23) or huge greatclub +34 melee (3d8+34) or Rock +35 ranged (2d8+23)
   Power Attack (5): Claw +29 melee (1d8+28) or huge greatclub +29 melee (3d8+44)†
   Power Attack (13): Claw +21 melee (1d8+36) or huge greatclub +21 melee (3d8+60)†
Full Attack: 2 claws +34 melee (1d8+23) and bite +32 (2d6+11) or
   greatclub +34/+29/+24 melee (3d8+34) and bite +32 (2d6+11)
      Power Attack (5): 2 claws +29 melee (1d8+28) and bite +27 (2d6+16) or
         huge greatclub +29/+24/+19 melee (3d8+44) and bite +27 (2d6+16)†
      Power Attack (13): 2 claws +21 melee (1d8+36) and bite +19 melee (2d6+24) or
         huge greatclub +21/+16/+11 melee (3d8+60) and bite +19 melee (2d6+24)†
Space/Reach: 15 ft./15 ft.
Special Attacks: Cannibalize, rend 2d8+34, rock throwing, spell-like abilities, Breath Weapon
Special Qualities: Darkvision 60 ft., low-light vision, pall of twilight, rock catching, immune to electricity, sleep, and paralysis
Saves: Fort +23, Ref +5, Will +18
Abilities: Str 56, Dex 9, Con 34, Int 16, Wis 14, Cha 20
Skills: Balance +6, Bluff +10, Climb +44, Intimidate +28, Jump +36, Listen +23, Sense Motive +12, Spellcraft +8, Spot +23, Tumble +11, UMD +15 (+17 scrolls)
   Cross Class ranks: 10 Sense Motive, 10 UMD, 5 Balance, 5 Bluff, 7 Jump, 5 Spellcraft, 10 Tumble
Feats: Brutal Throw, Endurance, Improved Bull Rush, Dragon Breath, Multiattack, Power Attack, Steadfast Determination
Environment: Cold, temperate, and warm mountains and plains
Organization: Solitary or gang (2–4)
Challenge Rating: 16
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 18–24 HD (Huge)
Level Adjustment: —

 †Includes adjustments for Power Attack feat.

   A greater dusk giant (Huge) begins at roughly 15 feet in height and roughly
4,000 pounds but can grow as large as 20 feet and roughly 12,000 pounds.
   Dusk giants speak Common, Giant, and any two other languages common to the region in which they live. (Dwarven, Elven, Goblin, and Orc are all favorites.)

Breath Weapon (Su): This half-dragon's breath weapon is a 60-foot line of electricity, dealing 6d8 points of damage (Ref DC 31 half), useable once every 1d4 rounds.

Cannibalize (Ex):  Dusk giants gain power—Strength, Constitution, even size and mystical abilities—by consuming other creatures. For every 5 Hit Dice of sentient (Intelligence 3) living creatures or every 20 Hit Dice of nonsentient living creatures that a dusk giant consumes, it gains 1 Hit Die. These additional Hit Dice grant the dusk giant the following special benefit:

• With every additional Hit Die, the dusk giant gains 1 Strength.
• With every 2 additional Hit Dice, the dusk giant gains 1 Constitution and 1 natural armor.

   This special benefit is in addition to the benefit the dusk giant gains when changing category (least to lesser, lesser to greater), to the benefit all creatures gain when increasing in size, and the standard benefit for increasing Hit Dice (extra hit points, improved base attack bonus and saves, and additional feats). All these changes have already been taken into account in the stats for different dusk giant categories presented above.
   When a least dusk giant’s Hit Dice reach 12, it becomes a lesser dusk giant. Its size increases from Medium to Large (with the usual size adjustments; see page 314 of the Monster Manual), it grows stronger of purpose and will (represented in an increase to Charisma), and it gains several potent new abilities. A similar advancement occurs at 18 Hit Dice, when a lesser dusk giant becomes a greater dusk giant and its size increases from Large to Huge. Dusk giants never grow larger than Huge, but they can continue to gain Hit Dice, and the benefi t that comes with them, to a maximum of 24 Hit Dice.
   Unfortunately for the giant, these gains are not permanent. A dusk giant must continue to consume the fl esh of other creatures to maintain its current status. For every day that passes in which a dusk giant does not consume at least 2 Hit Dice worth of sentient creatures, or 8 Hit Dice-worth of nonsentient creatures, its own Hit Dice decrease by 1, with a corresponding loss of all associated benefits. Thus, even the most potent greater giant can weaken and revert to a least giant in times of hardship. Dusk giants hate being weak, and losing Hit Dice is a painful process to them, so they do whatever they must to avoid this circumstance. They cannot weaken beyond 6 Hit Dice; any further starvation beyond that follows normal starvation rules.
   Note that the stats presented here represent the weakest form of dusk giant in each given category.
   Rend (Ex): If a dusk giant hits with both claw attacks, it latches onto its target’s body and tears the flesh. This attack automatically deals extra damage equal to two claw attacks plus 1-1/2 times the giant’s Strength modifier.
   Rock Throwing (Ex): A lesser dusk giant can hurl rocks weighing 40 to 50 pounds each (Small objects), and a greater dusk giant can hurl rocks of 60 to 80 pounds (Medium objects) out to a distance of up to fi ve range increments. A dusk giant has a 1 racial bonus on attack rolls when throwing rocks. The range increment for a lesser dusk giant’s thrown rocks is 120 feet, or 140 feet for a greater dusk giant.
   Pall of Twilight (Su): A dusk giant is constantly surrounded by an aura of gloom that darkens bright light and casts an equal pallor upon the spirits of its enemies. In a 10-foot radius around a least dusk giant, bright light is treated as shadowy illumination, although creatures with low-light vision (or darkvision) suffer no penalties in this area. In addition, enemies within this area take a –2 penalty on all saving throws because of the despair it elicits.
   The radius of a dusk giant’s pall of twilight expands as it grows. A lesser dusk giant’s aura has a radius of 20 feet, and a greater dusk giant’s aura has a 30-foot radius.
   Rock Catching (Ex): A lesser dusk giant or a greater dusk giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, if the giant would normally be hit by a rock, it can make a Refl ex save to catch the rock as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.
   Spell-Like Abilities: Caster level equals the dusk giant’s current Hit Dice total. The save DC's are Charisma-based.
   Lesser dusk giant: 1/day—enervation, ray of enfeeblement.
   Greater dusk giant: 1/day—dimension door, energy drain (DC 24); 2/day—shield, slow (DC 18);
      3/day—enervation, ray of enfeeblement.

Half-Blue Dragon Greater Dusk Giant
Huge Dragon
Hit Dice: 18d10+216 (315 hp)
Initiative: –1
Speed: 40 ft. (8 squares)
Armor Class: 28 (–2 size, -1 Dex, +21 natural), touch 7, flat-footed 28
Base Attack/Grapple: +13/+44
Attack: Claw +34 melee (1d8+23) or huge longsword (2-handed) +34 melee (3d6+34) or Rock +35 ranged (2d8+23)
   Power Attack (5): Claw +29 melee (1d8+28) or huge longsword (2-handed) +29 melee (3d6+44)†
   Power Attack (13): Claw +21 melee (1d8+36) or huge longsword (2-handed) +21 melee (3d6+60)†
Full Attack: 2 claws +34 melee (1d8+23) and bite +32 (2d6+11) or
   longsword +34/+29/+24 melee (3d6+23) and claw +32 melee (1d8+11) and bite +32 (2d6+11)
      Power Attack (5): 2 claws +29 melee (1d8+28) and bite +27 (2d6+16) or
         huge longsword +29/+24/+19 melee (3d6+28) and claw+27 melee (1d8+16) and bite +27 (2d6+16)†
      Power Attack (13): 2 claws +21 melee (1d8+36) and bite +19 melee (2d6+24) or
         huge longsword +21/+16/+11 melee (3d6+36) and claw +19 melee (1d8+24) and bite +19 melee (2d6+24)†
Space/Reach: 15 ft./15 ft.
Special Attacks: Cannibalize, rend 2d8+34, rock throwing, spell-like abilities, Breath Weapon
Special Qualities: Darkvision 60 ft., low-light vision, pall of twilight, rock catching, immune to electricity, sleep, and paralysis
Saves: Fort +23, Ref +5, Will +18
Abilities: Str 56, Dex 9, Con 34, Int 16, Wis 14, Cha 20
Skills: Balance +6, Bluff +10, Climb +44, Intimidate +28, Jump +36, Listen +23, Sense Motive +12, Spellcraft +8, Spot +23, Tumble +11, UMD +15 (+17 scrolls)
   Cross Class ranks: 10 Sense Motive, 10 UMD, 5 Balance, 5 Bluff, 7 Jump, 5 Spellcraft, 10 Tumble
Feats: Brutal Throw, Endurance, Improved Bull Rush, Dragon Breath, Multiattack, Power Attack, Steadfast Determination
Environment: Cold, temperate, and warm mountains and plains
Organization: Solitary or gang (2–4)
Challenge Rating: 16
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 18–24 HD (Huge)
Level Adjustment: —

 †Includes adjustments for Power Attack feat.

   A greater dusk giant (Huge) begins at roughly 15 feet in height and roughly
4,000 pounds but can grow as large as 20 feet and roughly 12,000 pounds.
   Dusk giants speak Common, Giant, and any two other languages common to the region in which they live. (Dwarven, Elven, Goblin, and Orc are all favorites.)

Breath Weapon (Su): This half-dragon's breath weapon is a 60-foot line of electricity, dealing 6d8 points of damage (Ref DC 31 half), useable once every 1d4 rounds.

Cannibalize (Ex):  Dusk giants gain power—Strength, Constitution, even size and mystical abilities—by consuming other creatures. For every 5 Hit Dice of sentient (Intelligence 3) living creatures or every 20 Hit Dice of nonsentient living creatures that a dusk giant consumes, it gains 1 Hit Die. These additional Hit Dice grant the dusk giant the following special benefit:

• With every additional Hit Die, the dusk giant gains 1 Strength.
• With every 2 additional Hit Dice, the dusk giant gains 1 Constitution and 1 natural armor.

   This special benefit is in addition to the benefit the dusk giant gains when changing category (least to lesser, lesser to greater), to the benefit all creatures gain when increasing in size, and the standard benefit for increasing Hit Dice (extra hit points, improved base attack bonus and saves, and additional feats). All these changes have already been taken into account in the stats for different dusk giant categories presented above.
   When a least dusk giant’s Hit Dice reach 12, it becomes a lesser dusk giant. Its size increases from Medium to Large (with the usual size adjustments; see page 314 of the Monster Manual), it grows stronger of purpose and will (represented in an increase to Charisma), and it gains several potent new abilities. A similar advancement occurs at 18 Hit Dice, when a lesser dusk giant becomes a greater dusk giant and its size increases from Large to Huge. Dusk giants never grow larger than Huge, but they can continue to gain Hit Dice, and the benefi t that comes with them, to a maximum of 24 Hit Dice.
   Unfortunately for the giant, these gains are not permanent. A dusk giant must continue to consume the fl esh of other creatures to maintain its current status. For every day that passes in which a dusk giant does not consume at least 2 Hit Dice worth of sentient creatures, or 8 Hit Dice-worth of nonsentient creatures, its own Hit Dice decrease by 1, with a corresponding loss of all associated benefits. Thus, even the most potent greater giant can weaken and revert to a least giant in times of hardship. Dusk giants hate being weak, and losing Hit Dice is a painful process to them, so they do whatever they must to avoid this circumstance. They cannot weaken beyond 6 Hit Dice; any further starvation beyond that follows normal starvation rules.
   Note that the stats presented here represent the weakest form of dusk giant in each given category.
   Rend (Ex): If a dusk giant hits with both claw attacks, it latches onto its target’s body and tears the flesh. This attack automatically deals extra damage equal to two claw attacks plus 1-1/2 times the giant’s Strength modifier.
   Rock Throwing (Ex): A lesser dusk giant can hurl rocks weighing 40 to 50 pounds each (Small objects), and a greater dusk giant can hurl rocks of 60 to 80 pounds (Medium objects) out to a distance of up to fi ve range increments. A dusk giant has a 1 racial bonus on attack rolls when throwing rocks. The range increment for a lesser dusk giant’s thrown rocks is 120 feet, or 140 feet for a greater dusk giant.
   Pall of Twilight (Su): A dusk giant is constantly surrounded by an aura of gloom that darkens bright light and casts an equal pallor upon the spirits of its enemies. In a 10-foot radius around a least dusk giant, bright light is treated as shadowy illumination, although creatures with low-light vision (or darkvision) suffer no penalties in this area. In addition, enemies within this area take a –2 penalty on all saving throws because of the despair it elicits.
   The radius of a dusk giant’s pall of twilight expands as it grows. A lesser dusk giant’s aura has a radius of 20 feet, and a greater dusk giant’s aura has a 30-foot radius.
   Rock Catching (Ex): A lesser dusk giant or a greater dusk giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, if the giant would normally be hit by a rock, it can make a Refl ex save to catch the rock as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.
   Spell-Like Abilities: Caster level equals the dusk giant’s current Hit Dice total. The save DC's are Charisma-based.
   Lesser dusk giant: 1/day—enervation, ray of enfeeblement.
   Greater dusk giant: 1/day—dimension door, energy drain (DC 24); 2/day—shield, slow (DC 18);
      3/day—enervation, ray of enfeeblement.
« Last Edit: June 03, 2013, 04:34:46 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #34 on: November 04, 2013, 04:05:39 PM »
Harakar
Andvari-Cursed Young Adult Red Dragon (Fire Troll)
Size & Type: Huge Dragon (Fire, augmented giant, augmented outsider)
Hit Dice: 19d12+95 (218 hp)
Initiative: +0 (Dex)
Speed: 40 ft., {Fly spell: 60 foot (perfect) - can't run}
Armor Class: 26 (-2 size, +18 natural), touch 8, flat-footed 26
Mage Armor, Shield, Scint Scales AC: 34 (-2 size, +18 defl), touch 26, flat-footed 34
BAB/Grapple: +19/+37
Attack: Bite +27 melee (2d8+10); or Crush (2d8+15) [Ref DC 24]
Shock Trooper (5): Bite +27 melee {+29 charging} (2d8+15) {AC 21}
Full Attack: Bite +27 melee (2d8+10), 2 Claws +25 melee (2d6+5), 2 Wings +25 melee (1d8+5), 1 Tail slap +25 melee (2d6+15)
Face/Reach: 15 ft./10 ft. (15 ft. with Bite)
Special Attacks: Breath weapon, frightful presence, spell-like abilities, spells
Special Qualities: Immunities, damage reduction 5/+1, SR 19, blindsense, keen senses, immune to fire, vulnerable to cold; Acidic Blood, Immune to Acid, Regeneration 8, Fiery Regeneration.
Saves: Fort +16, Ref +11, Will +13
Abilities: Str 31, Dex 10, Con 21, Int 14, Wis 15, Cha 14
Skills: *Appraise +2 [ 0], *Bluff +2 [0 ], Climb +20 [10 cc], *Concentration +18 [13], *Diplomacy +2 [0 ], *Escape Artist +0 [0 ], *Intimidate +2 [0 ], *Jump +14 [0 ], *Kn (Arcana) +16 [14], *Listen +22 [20], *Search +22 [20], *Sense Motive +13 [11], Spellcraft +6 [4 cc], *Spot +22 [20], *Use Magic Device +22 [20]
Feats: Blind-Fight, Power Attack, Multiattack, Imp Bull Rush, Shock Trooper, Versatile Spellcaster, Practiced Spellcaster
Climate/Terrain: Warm mountains
Organization: Solitary, pair, or family
Challenge Rating: 14 [GCR 13] (originally CR 13)
Treasure: Triple standard
Alignment: Chaotic evil
Advancement: 26-27 HD (Huge), 28-39 HD (Gargantuan), 40 HD (Colossal)

A mature adult red dragon's natural weapons are treated as +1 weapons for the purpose of overcoming damage reduction.

Breath Weapon (Su): A red dragon has one type of breath weapon, a 50-foot cone of fire. 10d10 Fire (Ref DC 24 half).

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the 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 21) remains immune to that 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.

Immunities (Ex): All dragons have immunity to sleep and paralysis effects. Each variety of dragon has immunity to one or two additional forms of attack no matter what its age, as given in its description.  This andvari-cursed red dragon is immune to fire and acid.

Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Locate Object (Sp):  A juvenile or older red dragon can use this ability as the spell of the same name, once per day per age category (5/day).

Spells: A young adult red dragon casts spells as a 5th level sorcerer (CL 9th).  Save DC's 12+spell level.
Spells per Day:  (6/7/5/1)
Spells Known:
0 (6) - Detect Poison, Detect Magic, Read Magic, Mage Hand, Message, Arcane Mark
1 (4) - Shield, Mage Armor, Lesser Vigor, Feather Fall
2 (2) - Scintillating Scales, Wraith Strike
3 (1) - Fly

Acidic Blood (Ex): The fire troll's blood is highly acidic. Any weapon used to strike the troll risks exposure to this searing acid. The acid deals 1d6 points of damage. A DC 24 Reflex save negates this damage. The weapon's hardness does not provide any protection against this acid. Attackers who use natural weapons, such as an unarmed strike, must make this save or take the damage. This ability's save DC is Constitution-based.

Fiery Regeneration (Ex): The fire troll's regeneration ability draws on the energy available in areas of severe heat (110 *F or higher). Under such conditions, the fire troll's regeneration increases by 4 points to 12 points per round. If any effect that deals fire damage targets a troll, its regeneration ability increases to 20 points for 1 round. If the troll is exposed to multiple attacks during the same round, its improved regeneration's duration remains 1 round.

Regeneration (Ex): Electricity deals normal damage to a fire troll.

HD  1 - 9:     72 skill points
HD 10 - 15:    42 skill points
HD 16 - 19:    32 skill points
Total: 146 skill points   Max ranks 22
Max out six of them (132), then spend the extra 14 skill points on a 7th skill.

Offline ksbsnowowl

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #35 on: December 01, 2013, 04:00:28 PM »
Half Steel Dragon Klurichir
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Offline dna1

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Re: Dragons Galore: Statting up D&D's iconic monsters
« Reply #36 on: December 01, 2013, 06:32:52 PM »
You know actually I have a CR 27 Black Dragon 'Dark Lord', I statted up for a Ravenloft game... Although it might not be exactly what your looking for I will see if I can track it down. It happens to be one that was actually written on a character sheet as opposed to kept in digital format. So me finding it is actually doubtful..  but I will look :D
Roses are Red. Gaming is fun. You're over encumbered and cannot Run.