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Huge Dragon (Fire)
Hit Dice: 23d12+138 (287 hp)
Initiative: +7
Speed: 60 ft, fly 200 ft (poor), swim 60 ft
AC: 33 (+3 Dex, -2 size, +22 natural)
Attacks: Bite +32 melee, 2 claws +27 melee, 2 wings +27 melee, tail slap +27 melee
Damage: Bite 2d8+11, claw 2d6+5, wing 1d8+5, tail slap 2d6+16
Face/Reach: 10 ft by 20 ft / 10 ft
Special Attacks: Breath weapon, spell-like abilities, luck bonus, frightful presence
Special Qualities: Water breathing, fire subtype, immunities, DR 5/+1, blindsight, keen senses, SR 23
Saves: Fort +19, Ref +16, Will +15
Abilities: Str 32, Dex 16, Con 22, Int 16, Wis 14, Cha 23
Skills: Bluff +29, Concentration +29, Diplomacy +29, Escape Artist +26, Jump +34, Listen +25, Scry +26, Search +26, Sense Motive +25, Spellcraft +26, Spot +25
Feats: Hover, Flyby Attack, Power Attack, Cleave, Snatch, Improved Initiative

Challenge Rating: 15
Alignment: Always lawful good

SA–Breath Weapon (Su): Cone of fire, 50 feet long, every 1d4 rounds; damage 12d10, Reflex half DC 27. This dragon can use a cone of weakening gas instead, forcing subjects who fail a Fortitude save to take 6 points of temporary Strength damage.
SA–Frightful Presence (Ex): Dragons can unsettle foes with their mere presence. This ability takes effect automatically (radius 180 ft) whenever the dragon attacks, charges, or flies overhead. A potentially affected creature (one with less than 23 HD) that succeeds at a Will save (DC 27) remains 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 more than 5 HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
SA–Spell-Like Abilities: 3/day - polymorph self and bless.
SA–Luck Bonus (Sp): Once per day the dragon can touch one gem (usually embedded in the dragon's hide) and enchant it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 60 foot radius receives a +1 luck bonus as per stone of good luck. If the dragon gives the gem to another creature, only the bearer gets the bonus. The enchantment lasts 1d3+18 hours but ends if the gem is destroyed.
SQ–Immunities (Ex): Immune to sleep, paralysis.
SQ–Water Breathing (Ex): This dragon can breathe underwater indefinitely and can freely use its breath weapons, spells, and other abilities while submerged.
SQ–Blindsight (Ex): Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 180 feet.
SQ–Keen Senses (Ex): Dragons can see four times as well as humans in low-light conditions and twice as well in normal light. They also have darkvision (range 600 feet).
SQ–Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Spells Known (cast 6/8/8/5; as a level 7 sorcerer): 0–detect magic, resistance, detect poison, read magic, dancing lights, ghost sound, mage hand; 1–endure elements, mage armor, divine favor, cure light wounds, shield; 2–bull's strength, cat's grace, blur; 3–haste, dispel magic.Top of Form 1

Bottom of Form 1


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Last modified: 06/23/2005