Male great wyrm red dragon CR 25

Colossal dragon (fire)

40d12+400 (722 PV)
Init +4 . Spd 40 ft., fly 200 ft. (clumsy) . AC 46, touch 7, flat-footed 46

Full Atk
+49 melee (4d8+17, bite) and +45 melee (4d6+8, 2 claws) and +44 melee (2d8+8, 2 wings) and +44 melee (4d6+25, tail slap)
Face/Reach 40 ft. x 80 ft./15 ft.

Breath weapon (70 ft. cone of fire, save DC 40)
crush, frightful presence, spell-like abilities, spells, tail sweep

Special Qualities blindsight, darkvision 1,200 ft., DR 20/+3, dragon traits, fire subtype, immunities, low-light vision, SR 32; AL CE

Saving Throws Fort +32, Ref +22, Will +30

Habilities Str 45, Dex 10, Con 31, Int 26, Wis 27, Cha 26

Skills and Feats Appraise +28, Bluff +42, Climb +27, Concentration +53, Diplomacy +56, Gather Information +18, Hide 6, Intimidate +22, Jump +57, Knowledge (arcana) +51, Knowledge (Sword Coast North geography) +51, Knowledge (Sword Coast North history) +51, Listen +53, Move Silently +10, Scry +31, Search +51, Sense Motive +18, Spellcraft +48, Spot +53, Wilderness Lore +18; Alertness, Cleave, Delay Spell, Enlarge Spell, Flyby Attack, Hover, Improved Initiative, Power Attack, Snatch, Weapon Focus (claw), Wingover.

Breath Weapon (Su) Klauth can breathe a 70-foot cone of fire that deals 24d10 points of damage (Reflex DC 40 half). Once he has used his breath weapon, he must wait 1d4 rounds before doing so again.

Crush When flying or jumping, Klauth can land on opponents as a standard action, using his whole body to crush them. His crush attacks are effective only against large or smaller opponents, though he can attempt normal overrun or grapple attacks (grapple bonus +73) against larger opponents. A crush attack affects as many opponents of the appropriate size as can fit under his body. Each potentially affected creature must succeed at a Reflex save (DC 40) or be pinned, automatically taking 4d8+25 points of bludgeoning damage on that round and each round thereafter that the character remains pinned.

Frightful Presence
This ability takes effect automatically when Klauth attacks, charges, or flies overhead. It affects only opponents with 39 or fewer Hit Dice or levels within a radius of 360 feet. Each affected creature must make a successful Will save (DC 38) to resist the effect. On a failure, a creature with 5 or more Hit Dice or levels becomes shaken for 4d6 rounds, and a creature with 4 or fewer Hit Dice or levels becomes panicked for 4d6 rounds. Success indicates that the target is immune to Klauth's frightful presence for one day.

Spell-Like Abilities 12/day -- locate object; 3/day -- suggestion; 1/day -- discern location, find the path. Caster level 19th; save DC 18 + spell level.

Spells Klauth can cast spells as a 19th-level sorcerer.

Tail Sweep Klauth can sweep with his tail as a standard action. The sweep affects Medium-size or smaller creatures within a half-circle with a diameter of 40 feet, centered on his rear. The sweep automatically deals 2d8+25 points of bludgeoning damage (Reflex DC 40 half).

Blindsight Klauth can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) to a range of 360 feet. Invisibility and darkness are irrelevant, though he still can't discern ethereal beings. He usually does not need to make Spot or Listen checks to notice creatures within range of his blindsight ability.

Fire Subtype Klauth is immune to fire damage, and he takes double damage from cold unless a saving throw for half damage is allowed, in which case it takes half damage on a success and double damage on a failure.

Immunities Klauth is immune to fire, paralysis, and sleep.

Low-Light Vision Klauth can see four times as far as a human in starlight, moonlight, torchlight, and similar low-light conditions.

Sorcerer Spells Known (6/8/8/8/8/7/7/7/7/4; save DC 18 + spell level): 0 -- dancing lights, detect magic, disrupt undead, ghost sound, mage hand, mending, open/close, ray of frost, read magic; 1st -- expeditious retreat, identify, mage armor, shield, true strike; 2nd -- bull's strength, darkness, detect thoughts, Melf's acid arrow, web; 3rd -- clairaudience/clairvoyance, haste, lightning bolt, vampiric touch; 4th -- improved invisibility, scrying, solid fog, stoneskin; 5th -- Bigby's interposing hand, Mordenkainen's faithful hound, nightmare, wall of stone; 6th -- chain lightning, disintegrate, guards and wards; 7th -- banishment, ethereal jaunt, prismatic spray; 8th -- maze, power word blind, protection from spells; 9th -- wail of the banshee, wish.

Klauth has used wish spells to remove spells he knows from his repertoire to make room for different ones, so his spells known tends to change seasonally.

Possessions Wand of magic missile (9th level, 20 charges), wand of lightning bolt (8th level, 25 charges), wand of ice storm (7th level, 11 charges), wand of fireballs (8th level, 31 charges), wand of polymorph other (7th level, 16 charges), wand of hold person (10th level, 23 charges), wand of dispel magic (10th level, 13 charges), ring of minor cold resistance, ring of wizardry II, ring of protection +5. Klauth has many more magic items in his lair. If he is prepared for battle and has knowledge of his foes, he arms himself appropriately.

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