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CHAPTER 5<br />
DRACONIC<br />
CAMPAIGNS<br />
mobility are less of an advantage, but by the same token, the<br />
PCs have little hope of getting away from him during a fight.<br />
He is likely the most powerful foe they’ve ever faced.<br />
Heldrivor’s only interest is passing through the gate to<br />
the <strong>dragon</strong>font, and while he fights the PCs wholeheartedly,<br />
he doesn’t pursue them if they flee. However, if the characters<br />
return to the shrine later, the red <strong>dragon</strong> sees them<br />
as a persistent threat and chases them if they retreat again.<br />
As a result, most of the fight is likely to take place in the<br />
shrine’s maze.<br />
Heldrivor CR 14<br />
Male young adult red <strong>dragon</strong> sorcerer 1<br />
CE Huge <strong>dragon</strong> (fire)<br />
Init +4; Senses blindsense 60 ft., darkvision 120 ft., low-light<br />
vision (4 × human); Listen +20, Spot +20<br />
Aura corrupting presence (150 ft., DC 21)<br />
Languages Common, Draconic, Dwarven<br />
AC 27, touch 9, flat-footed 27<br />
(–2 size, +18 natural, +1 insight)<br />
hp 225 (20 HD); DR 5/<strong>magic</strong><br />
SR 19<br />
Immune fire, sleep, paralysis; detect thoughts, discern lies<br />
(ring of mind shielding)<br />
Fort +17, Ref +12, Will +16<br />
Weakness vulnerability to cold<br />
Speed 40 ft. (8 squares), fly 150 ft. (poor)<br />
Melee bite +22 (3d8+15/19–20) and<br />
2 claws +20/+20 (2d6+10) and<br />
2 wings +20/+20 (1d8+10) and<br />
1 tail slap +20 (2d6+20)<br />
Space 15 ft.; Reach 10 ft., 15 ft. with bite<br />
Base Atk +19; Grp +37<br />
Atk Options bull rush (1d20+22 Str check), Combat Reflexes,<br />
Power Attack (–5 attack/+5 damage included above)<br />
Special Actions breath weapon, crush<br />
Sorcerer Spells Known (CL 6th):<br />
3rd (3/day)—ferocity of sanguine rage†<br />
2nd (6/day)—<strong>dragon</strong>eye rune†, web (DC 14)<br />
1st (7/day)—<strong>magic</strong> missile, ray of enfeeblement<br />
(+17 ranged touch), shield, true strike<br />
0 (6/day)—arcane mark, detect <strong>magic</strong>, detect poison,<br />
mending, open/close, prestidigitation, read <strong>magic</strong><br />
Spell-Like Abilities (CL 6th):<br />
3/day—detect thoughts (DC 14; replaces normal locate<br />
object spell-like ability)<br />
Abilities Str 31, Dex 10, Con 21, Int 14, Wis 15, Cha 14<br />
Feats Combat Reflexes, Improved Bull Rush, Improved<br />
Critical (bite), Improved Initiative, Improved Natural<br />
Attack (bite), Multiattack, Power Attack<br />
Skills Concentration +20, Intimidate +20, Knowledge<br />
(arcana) +15, Knowledge (history) +15, Listen +20, Search<br />
+20, Sense Motive +27, Spellcraft +20, Spot +20<br />
Possessions combat gear plus ring of mind shielding, rod of<br />
metal and mineral detection, dusty rose ioun stone, 150 pp<br />
(embedded in wings), 3,325 gp (embedded in sides and<br />
belly), 5 star rubies (1,000 gp each, embedded in chest),<br />
65 bloodstones (50 gp each, embedded along spine)<br />
Corrupting Presence (Ex) Whenever Heldrivor attacks,<br />
charges, or flies overhead, creatures within 150 feet that<br />
have 19 HD or fewer become sickened for 2d6 rounds.<br />
Creatures with 4 or fewer HD instead become nauseated<br />
for 2d6 rounds. A DC 21 Fortitude save negates this<br />
effect and renders the creature immune to Heldrivor’s<br />
corrupting presence for 24 hours. Other <strong>dragon</strong>s ignore<br />
the corrupting presence. This ability replaces Heldrivor’s<br />
frightful presence.<br />
Breath Weapon (Su) Once every 1d4 rounds, 50-ft. cone,<br />
10d10 fire, Reflex DC 24.<br />
Crush (Ex) When flying or jumping, as a standard action,<br />
Heldrivor can land on targets who are three or more size<br />
categories smaller than him, using his whole body to<br />
crush them. Targets must make a successful DC 24 Reflex<br />
save or be pinned, automatically taking 2d8+15 points of<br />
bludgeoning damage in the next round and in each<br />
subsequent round that they remain pinned. See MM 68<br />
for more details.<br />
Hook Arrogant, thinks of everything as a game of hide and<br />
seek<br />
Tactics: Heldrivor treats any fight as a game of hide and<br />
seek, proudly claiming to have “found” foes before engulfing<br />
them in flame or attacking them. His bite is his most<br />
potent weapon, and if at all possible, he threatens multiple<br />
foes with its extended reach. He uses bull rush to push<br />
opponents around the battlefield, particularly when he can<br />
put a vulnerable back-rank enemy within reach by doing so.<br />
When possible, he uses detect thoughts before a fight begins<br />
to gauge enemy strengths.<br />
Developments: If Heldrivor is defeated but escapes, he<br />
becomes an implacable foe, sending minions to harass the<br />
PCs and working against their goals just to stymie them. If<br />
he drives off the characters, it gets him no closer to accessing<br />
the <strong>dragon</strong>font. Given as much as a week, he can have his<br />
minions kidnap a good-aligned <strong>dragon</strong> and force it to open<br />
the gate. However, if the PCs manage to delay him for at least<br />
two weeks, Amaravine finally arrives with enough allies to<br />
convince Heldrivor to flee.<br />
Treasure: Heldrivor has no treasure other than what he<br />
carries and has embedded in his hide.<br />
6. The Dragonfont<br />
This vast, rough chamber of rock seems neither finished nor abandoned,<br />
as the rest of the shrine does. A rich azure light illuminates<br />
the room, emanating from a glowing form in the middle of the<br />
chamber. The form seems to be a <strong>dragon</strong> made of pure blue energy,<br />
but its shape and size constantly shift and flow. The form seems<br />
almost liquid, and deep within it you can see small motes of bright,<br />
white light. Beyond the glowing form, an enormous draconic skeleton<br />
lays on the floor, unmoving.<br />
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