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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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