For a long while now I've had the eventual plot goal for my gestalt PC's to fight a slightly altered Great Wyrm White Dragon (the dragon is the result of a curse upon a Half-Fiend Ice Troll; as such, the dragon will retain the Ice Troll's Regeneration 4 [fire/acid]).
The monster manual provides for randomly adding abilities to a monster, and adjusting its CR accordingly. Normally I'd say giving a creature regeneration should up its CR by at least one, maybe even two, but its being placed on a white dragon and is overcome by fire. Anyone would be trying to use fire effects on the darn thing anyway, since they deal +50% damage.
Adding Special Abilities
You can add any sort of spell-like, supernatural, or extraordinary ability to a creature. As with a class level, you should determine how much, or how little, this ability adds to the creature’s existing repertoire. A suite of abilities that work together should be treated as a single modifier for this purpose. If the ability (or combination of abilities) significantly increases the monster’s combat effectiveness, increase its CR by 2. Minor abilities increase the creature’s CR by 1, and truly trivial abilities may not increase CR at all. If the special abilities a monster gains are not tied to a class or Hit Die increase, this CR increase stacks.
A significant special attack is one that stands a good chance of incapacitating or crippling a character in one round. A significant special quality is one that seriously diminishes the monster’s vulnerability to common attacks. Do not add this factor twice if a monster has both special attacks and special qualities.
Make sure to "scale" your evaluation of these abilities by the monster’s current CR.
I'll probably still have to up the dragon's CR by 1 though (which effectively keeps it at CR 21, since my party is gestalt), because of this next part...
Yesterday I stumbled upon something else interesting: giving a great wyrm the Persistent Emanation epic feat to have a Widened Antimagic Field that the dragon can turn on and off as a free action. See my original post within the spoiler:
This is only applicable to a high-level dragon that gets "good" spellcasting advancement, but fun nonetheless.
According to the Draconomicon, dragons that have reached the Old age category are allowed to take Epic feats that they qualify for.
Red Dragon + Antimagic Field + Widen Spell + Arcane Thesis (Antimagic Field) + Permanent Emanation epic feat.
Pesky wizards trying to one-shot you with nasty spells? Now you can turn on an antimagic field at the end of your turn. When your turn comes up again, turn it off as a free action, act, then bring the AMF back on-line as a free action at the end of your turn. Lather, rise, repeat, dominate the world.
Note: Widen spell is required due to the fact that creatures larger that Large size are basically screwed when they try to use AMF. Sculpt Spell doesn't help, because that would stop it from being centered on you, and merely be a stationary effect with a range of 5 feet.
Versatile Spellcaster could probably help bring this on-line a bit faster, too.
Edit: Actually, I don't think Versatile Spellcaster will help, since it has to be a spell that you know that is one level higher (technically a 5th level spell with a +2 metamagic applied to it is still a 5th level spell; thus you can't use Versatile Spellcaster to cast it with two 6th level slots?)
Edit 2: Google has proved me wrong.
Practical Metamagic (also from Races of the Dragon) would help you pull this off, however.
So, Versatile Spellcaster, plus either Arcane Thesis (AMF) or Practical Metamagic (Widen Spell) would get this down to a 7th level spell slot, which you can cast with two 6th level spell slots. Thus CL 12th.
This makes it obtainable for all the Chromatic dragons, even the lowly Great White Wyrm.
Edit 3: Found one flaw. Spellcraft (25 ranks required for permanent emanation) isn't an automatic skill for all true dragons. It is only an additional class skill for Blue Dragons. Unless there is a way to get Spellcraft as a class skill, this is generally unobtainable.
Edit 4: Loredrake to the rescue... Loredrake would allow you to qualify for Permanent Emanation earlier anyway, so you might as well just go that route. It would save you one of the above feats, and then you just take Improved Toughness to make up for the lessened hit die size.
Edit 5: The Keeper of Forbidden Lore abyssal heritor feat also adds Spellcraft (and Know: Planes) as a class skill. Sort of an odd feat, thematically, for a Dragon, however.
So, I would like a little help in making this dragon, most specifically his feats.
He needs to take Widen Spell and Versatile Spellcaster, as well as one other method of decreasing the cost of Widen Spell on AMF, or increasing his racial caster level. He also needs to gain Spellcraft as a class skill.
Ways to decrease the cost of placing Widen Spell on AMF: Arcane Thesis (Antimagic Field), or Practical Metamagic (Widen Spell).
Ways to increase his racial sorcerer casting: Loredrake Archetype from Dragons of Eberron.
Ways to gain Spellcraft as a class skill: Loredrake Archetype or the Keeper of Forbidden Lore abyssal heritor feat from FCI.
Of the above, I'm leaning toward going with Practical Metamagic, as it makes Widen Spell more applicable in general (as it seems WAY over-priced at +3 spell levels). I'm also looking at going with Keeper of Forbidden Lore, which fits this dragon's background, as he is the result of a transformative curse upon a half-fiend. It also cuts down on the number of random sources I'm pulling on for this to work. However, due to the Intelligence requirement of Keeper of Forbidden Lore, he won't be able to take it until his 27th HD. That gives him 9 levels to dump lots of skill points into Spellcraft to get it up to 25, to qualify for Permanent Emanation by 36th HD.
Multiattack is probably a good idea, given the number of secondary attacks he's got. Power Attack would also be good, as I can give him Wraithstrike. Taking Fast Healing [epic] at 33rd HD is sort of devious, due to the way it interacts with him already having regeneration 4; it basically gives him Regeneration 7 until all the nonlethal is healed, then the regeneration turns off, and the fast healing continues to heal the fire and acid damage.
Anyway, here are his stats thus far. I need to figure out the remainder of his feats, as well as his skills (ranks are denoted in brackets). Any suggested alterations to what I have listed here are welcome.
(Note, I use the 3.0 tiered DR/magic, thus the DR 20/+3 listing in the stats.)
Loredrake VersionAndvari-Cursed Great Wyrm Loredrake White Dragon [BOSS]
Size & Type: Gargantuan Dragon (Cold, Augmented Giant)
Hit Dice: 36d10+288 (648 hp)[max hp's]
Initiative: +0 (Dex)
Speed: 60 ft., fly 250 ft. (clumsy), swim 60 ft., burrow 30 ft.
Armor Class: 41 (-4 size, +35 natural), touch 6, flat-footed 41
BAB/Grapple: +36/+61
Attack: Bite +45 melee (4d6+13)
Full Attack: Bite +45 melee (4d6+13), 2 Claws +40 melee (2d8+6), 2 Wings +40 melee (2d6+6), 1 Tail slap +40 melee (2d8+6); or 1 Crush +45 melee (4d6+19); or 1 Tail sweep +45 melee (2d6+19)
Face/Reach: 20 ft./15 ft. (20 ft. with Bite) [*20 ft. with Wings][30 ft. with Tail Slap/Sweep]
Special Attacks: Breath weapon, frightful presence, spells, spell-like abilities
Special Qualities: Immunities, damage reduction 20/+3, SR 36 (SR 27), cold subtype, icewalking, blindsense, keen senses, regeneration 4, fast healing 3
Saves: Fort +28, Ref +20, Will +24
Abilities: Str 37, Dex 10, Con 27, Int 18, Wis 19, Cha 18
Skills: *Concentration +X [25], *Diplomacy +X, *Escape Artist +X, *Hide +X, *Knowledge (Arcana) +X [10], *Knowledge (Planes) +X [10], *Listen +X [30], *Move Silently +X [18], *Search +X [30], *Sense Motive +X [20], Spellcraft +X [25], *Spot +X [30], *Swim +X [5], *Use Magic Device +X [25]
Feats: Flyby Attack, Hover, Wingover, Final Strike, Combat Reflexes, Awaken Spell Resistance, Versatile Spellcaster, Widen Spell*, Practical Metamagic (Widen Spell), Spellcasting Harrier, Practiced Spellcaster, Fast Healing, Permanent Emanation (Widened Antimagic Field)
Climate/Terrain: Any cold land and underground
Organization: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: 21 [22?] [GCR 20 or 21]
Treasure: Triple standard (261,000 gp)
Alignment: Always chaotic evil
Advancement: 37+ HD (Gargantuan)
Skill Points:
1: 4*(6-2) = 16
2-11: 10*(6-2) = 40
12-17: 6*(6-1) = 30
18-20: 3*(6+0) = 18
21-26: 6*(6+1) = 42
27-35: 9*(6+2) = 72
36: 1*(6+4) = 10
Grand Total: 228
*Technically metamagic feats have no prerequisites, so he could take Widen Spell before he even has a caster level, but we'll not cheese it that badly.
Breath Weapon (Su): A cone of cold 60x60x60 feet long, every 1d4 rounds; damage 12d6, Reflex half DC 36.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 36 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 32) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a 15th level sorcerer (CL 19th, Practiced Spellcaster).
Sorcerer Spells Known: (9/5/5/4/4/4/3/2/[1])
Spells per Day: (6/7/7/7/7/6/6/4/[1])
0 (9) -
1 (5) - Mage Armor, Feather Fall, Shield (or Nightshield?), Identify, ?
2 (5) - Wraith Strike, Scintillating Scales, See Invisibility, Resist Energy, Cat's Grace
3 (4) - Heart of Water, Ray of Dizziness, Anticipate Teleportation, Displacement
4 (4) - Dimension Door, Scrying, Enervation, Greater Mirror Image
5 (4) - True Haste (aka - 3.0 haste), Prying Eyes, Transmute Mud to Rock, ?
6 (3) - Antimagic Field, Stone Body, Greater Dispel Magic
7 (2) - Ethereal Jaunt?, Spell Turning?
[8] (1) - Otto's Irresistible Dance
Spell-Like Abilities: 3/day-gust of wind, fog cloud, wall of ice; 1/day-control weather. These abilities are as the spells cast by a 13 level sorcerer (save DC 14 + spell level).
Freezing Fog (Sp): The dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, +50% damage from fire.
Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.
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.
Regeneration (Ex): Ice trolls take normal damage from fire and acid. If an ice 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.
I'm thinking of adding one level of Fighter or Feat Rogue to this guy to give him Power Attack, and make him a touch more difficult. I haven't made up my mind yet. I'll see how the party does against a few more dragons building up to this epic fight, first.
Old VersionAndvari-Cursed Great Wyrm White Dragon
Size & Type: Gargantuan Dragon (Cold, Augmented Giant)
Hit Dice: 36d12+288 (522 hp)
Initiative: +0 (Dex)
Speed: 60 ft., fly 250 ft. (clumsy), swim 60 ft., burrow 30 ft.
Armor Class: 41 (-4 size, +35 natural), touch 6, flat-footed 41
BAB/Grapple: +36/+61
Attack: Bite +45 melee (4d6+13)
Full Attack: Bite +45 melee (4d6+13), 2 Claws +40 melee (2d8+6), 2 Wings +40 melee (2d6+6), 1 Tail slap +40 melee (2d8+6); or 1 Crush +45 melee (4d6+19); or 1 Tail sweep +45 melee (2d6+19)
Face/Reach: 20 ft./15 ft. (20 ft. with Bite) [*20 ft. with Wings]
Special Attacks: Breath weapon, frightful presence, spells, spell-like abilities
Special Qualities: Immunities, damage reduction 20/+3, SR 27, cold subtype, icewalking, blindsense, keen senses, regeneration 4
Saves: Fort +28, Ref +20, Will +24
Abilities: Str 37, Dex 10, Con 27, Int 18, Wis 19, Cha 18
Skills: *Concentration +X [25], *Diplomacy +X, *Escape Artist +X, *Hide +X, *Knowledge (Arcana) +X [10], *Knowledge (Planes) +X [10], *Listen +X [30], *Move Silently +X [18], *Search +X [30], *Sense Motive +X [20], Spellcraft +X [25], *Spot +X [30], *Swim +X [5], *Use Magic Device +X [25]
Feats: Flyby Attack, Hover, Wingover, 9, 12, 15, Versatile Spellcaster, Widen Spell*, 24, Keeper of Forbidden Lore, Practical Metamagic (Widen Spell), 33, Permanent Emanation (Widened Antimagic Field)
Climate/Terrain: Any cold land and underground
Organization: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: 21 [22?] [GCR 20 or 21]
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 37+ HD (Gargantuan)
Skill Points:
1: 4*(6-2) = 16
2-11: 10*(6-2) = 40
12-17: 6*(6-1) = 30
18-20: 3*(6+0) = 18
21-26: 6*(6+1) = 42
Total to this point: 146
27-35: 9*(6+2) = 72 (25 of these go into Spellcraft)
36: 1*(6+4) = 10
Grand Total: 228
*Technically metamagic feats have no prerequisites, so he could take Widen Spell before he even has a caster level, but we'll not cheese it that badly.
Breath Weapon (Su): A cone of cold 60x60x60 feet long, every 1d4 rounds; damage 12d6, Reflex half DC 36.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 36 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 32) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a 13th level sorcerer.
Spell-Like Abilities: 3/day-gust of wind, fog cloud, wall of ice; 1/day-control weather. These abilities are as the spells cast by a 13 level sorcerer (save DC 14 + spell level).
Freezing Fog (Sp): The dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.
Cold Subtype (Ex): Cold immunity, +50% damage from fire.
Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.
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.
Regeneration (Ex): Ice trolls take normal damage from fire and acid. If an ice 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.