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SiegewyrmTHE LARGEST OF THE DRACONIC SKELETONS, a siegewyrmis made from the bones of mighty <strong>dragons</strong>. Itsclaws sink into the earth as it walks, causing bits ofbone to jut forth at random intervals all around it.Any loose bones twitch as it passes, tugged as thoughby a macabre parody of magnetism.SiegewyrmLevel 21 Elite ControllerHuge natural animate (dragon, undead) XP 6,400Initiative +17 Senses Perception +13; darkvisionJagged Bones aura 3; any creature that enters the aura or starts itsturn within the aura takes 10 damage. All creatures except thesiegewyrm treat the area within the aura as difficult terrain.HP 410; Bloodied 205AC 36; Fortitude 34, Reflex 32, Will 30Immune disease, poison; Resist 25 necrotic; Vulnerable 10radiantSaving Throws +2Speed 8Action Points 1m Bite (standard; at-will)Reach 3; +26 vs. AC; 3d6 + 9 damage, and the target slides 2squares.M Pinning Tail (immediate interrupt, when an enemy targets thesiegewyrm with a melee attack; encounter)The siegewyrm attacks the triggering enemy; reach 4; +26 vs.AC; 2d10 + 9 damage, and the target is knocked prone and isimmobilized (save ends).R Marrow Sluice (standard; recharge ⚃ ⚄ ⚅)The siegewyrm targets up to three creatures; the first targetmust be within 10 squares of the siegewyrm, the second targetwithin 10 squares of the first, and the third target within 10squares of the second; +25 vs. Reflex; 2d6 + 9 damage, andthe target is pushed 4 squares and knocked prone. Miss: Halfdamage, and the target is not pushed.A Osseous Cage (standard; encounter)Area burst 3 within 12; +25 vs. Reflex; 4d8 + 9 damage, andthe target is restrained (save ends). Miss: Half damage, and thetarget is immobilized (save ends). Aftereffect, on Hit Only: Thetarget is immobilized (save ends).Alignment Unaligned Languages —Str 23 (+16) Dex 25 (+17) Wis 17 (+13)Con 29 (+19) Int 3 (+6) Cha 10 (+10)Siegewyrm TacticsThe siegewyrm traps as many foes as possible in itsosseous cage, then moves up close enough to encompassthem in its jagged bones aura. Then it poundsthem with marrow sluice as often as it can.Encounter GroupsSkeletal <strong>dragons</strong> serve either as guardians for greatvaluables and important sites, or as living weapons.Lacking a master, they are aware enough to act ontheir own. Like humanoid skeletons, they lack anysense of self-preservation and follow orders (or pursuepotential prey) until destroyed.Level 14 Encounter (XP 5,200)✦ 1 razortalon (level 14 soldier)✦ 2 abyssal ghouls (level 16 skirmisher, MM 118)✦ 1 bodak skulk (level 16 lurker, MM 36)Level 20 Encounter (XP 14,800)✦ 1 siegewyrm (level 21 elite controller)✦ 1 nightwalker (level 20 elite brute, MM 197)✦ 1 rot harbinger (level 20 soldier, MM 223)VAMPIRIC DRAGONThe most feared undead transcend human form.Dragon vampires hunt the night, too.Vampiric Dragon LoreA character knows the following information with asuccessful Religion check, as well as about vampiresin general and vampire lords (MM 258). Everythingtrue of vampire lords is also true of vampiric <strong>dragons</strong>,except when contradicted here.DC 20: The only way to create a vampiric dragonis through the same dark ritual that creates a vampirelord. Sometimes, though, the victims of a vampiricdragon rise as spiritual undead such as ghosts andwraiths. Although that vampire has no direct controlover such spawn, they are obedient and serviletoward it.DC 25: Vampiric <strong>dragons</strong> have no coffins. As longas they rest the necessary amount of time, the locationdoesn’t matter.Thief of LifeTHE THIEF OF LIFE DRAINS ITS VICTIMS’ ESSENCE withits breath, restoring its own vigor in the process. Thisvampiric dragon is nearly colorless, its scales sicklypale, yet its eyes gleam with youthful vigor.Thief of LifeLevel 15 Solo SkirmisherLarge natural magical beast (dragon, undead) XP 6,000Initiative +12 Senses Perception +16; darkvisionHP 730; Bloodied 365; see also bloodied breathRegeneration 15 (regeneration does not function while the thiefof life is exposed to sunlight)AC 33; Fortitude 31, Reflex 30, Will 30Immune disease, poison; Resist 10 necrotic; Vulnerable 10radiantSaving Throws +5Speed 8, fly 8; see also fly to feastAction Points 2m Bite (standard; at-will)Reach 2; +20 vs. AC; 2d8 + 7 damage, and the target takesongoing 10 damage (save ends).m Claw (standard; at-will)Reach 2; +20 vs. AC; 2d8 + 7 damage.M Hunger Frenzy (standard; at-will)The thief of life makes a bite attack and two claw attacks. Theclaw attacks must target two different enemies.208CHAPTER 4 | New Monsters

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