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Description
Light Elemental
Large elemental, neutral good
Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90 ft. (hover)
STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60ft., passive perception 10
Languages —
Challenge 5 (1800 XP)
Light Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. It can enter a hostile creature's space and stop there.
Illumination. The elemental sheds bright light in a 60-foot radius and dim light an additional 30 feet.
ACTIONS
Multiattack. The elemental makes two slam attacks
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
a157f72dd88708aa965d67e32a0e7bfb.jpg
Light Elemental
A light elemental is seen as a bright glowing ball of light with white wings appearing out of the "back" of it. These elementals like to stay out in the open and their warm shine brighten others. This was the spirit that would help a soul cross into the afterlife.
GREY DRAGON
Type: Dragon (Water, Cold)
Environment: Frozen Marshes, Arctic Seashores
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Double standard
Alignment: Usually chaotic neutral
Advancement: Wyrmling 8–9 HD; very young 11–12 HD; young 14–15 HD; juvenile 17–18 HD; young adult 20–21 HD; adult 23–24 HD; mature adult 26–27 HD; old 29–30 HD; very old 32–33 HD; ancient 35–36 HD; wyrm 38–39 HD; great wyrm 41+ HD
Level Adjustment: Wyrmling +4; very young +5; young +6; others —
Grey Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling T 7d12+14 (59) 14 10 15 9 10 10 +7/-1 +11 +7 +5 +5 2d6 (15) —
Very young S 10d12+30 (95) 16 10 17 9 11 12 +10/+6 +14 +10 +7 +7 4d6 (18) —
Young M 13d12+39 (123) 19 10 17 10 12 12 +13/+17 +17 +11 +8 +9 6d6 (19) —
Juvenile M 16d12+64 (168) 22 10 19 11 13 14 +16/+22 +22 +14 +10 +11 8d6 (22) —
Young adult L 19d12+95 (218) 25 10 21 12 14 14 +19/+30 +25 +16 +11 +13 10d6 (24) 21
Adult L 22d12+110 (253) 28 10 21 12 15 16 +22/+35 +30 +18 +13 +15 12d6 (26) 24
Mature adult H 25d12+150 (312) 31 10 23 13 16 18 +25/+43 +33 +20 +14 +17 14d6 (28) 26
Old H 28d12+196 (378) 33 10 25 14 17 20 +28/+47 +37 +23 +16 +19 16d6 (31) 29
Very old H 31d12+248 (449) 35 10 27 15 18 22 +31/+51 +41 +25 +17 +21 18d6 (33) 31
Ancient G 34d12+306 (527) 37 10 29 16 19 24 +34/+59 +43 +28 +19 +23 20d6 (36) 34
Wyrm G 37d12+370 (610) 39 10 31 17 20 24 +37/+63 +47 +30 +20 +25 22d6 (38) 35
Great wyrm G 40d12+400 (660) 40 10 31 18 22 26 +40/+67 +51 +32 +22 +28 24d6 (40) 38
Grey Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 20 ft., fly 50 ft. (good) +0 18 (+2 size, +6 natural), touch 12,
flat-footed 18 Immunity to electricity and cold,
vulnerability to fire 1st —
Very young 30 ft., fly 100 ft. (good) +0 20 (+1 size, +9 natural), touch 11,
flat-footed 20: — 3rd —
Young 30 ft., fly 100 ft. (average) +0 22 (+12 natural), touch 10,
flat-footed 22 5th 10
Juvenile 40 ft., fly 130 ft. (average) +0 25 (+15 natural), touch 10,
flat-footed 25 Create Water 4th 15
Young adult 50 ft., fly 130 ft. (poor) +0 27 (–1 size, +18 natural), touch 9,
flat-footed 27 DR 5/magic 8th 19
Adult 50 ft., fly 150 ft. (poor) +0 30 (–1 size, +21 natural), touch 9,
flat-footed 30 Rope Trick 10th 21
Mature adult 50 ft., fly 150 ft. (poor) +0 33 (–1 size, +24 natural), touch 9,
flat-footed 33 DR 10/magic 13th 23
Old 50 ft., fly 170 ft. (poor) +0 35 (–2 size, +27 natural), touch 8,
flat-footed 35 Fabricate 15th 24
Very old 50 ft., fly 170 ft. (poor) +0 38 (–2 size, +30 natural), touch 8,
flat-footed 38 DR 15/magic 18th 26
Ancient 60 ft., fly 200 ft. (clumsy) +0 41 (–2 size, +33 natural), touch 8,
flat-footed 41 Plane Shift 20th 28
Wyrm 60 ft., fly 200 ft. (clumsy) +0 42 (–4 size, +36 natural), touch 6,
flat-footed 42 DR 20/magic 20th 30
Great wyrm 60 ft., fly 200 ft. (clumsy) +0 45 (–4 size, +39 natural), touch 6,
flat-footed 45 Create Life, Genesis 20th 32
*Grey dragons may cast spells from the Earth Builder, Fabrication(AEG: Gods) and Creation domains as arcane spells(you may substitute Artifice and Craft for Fabrication and Earth Builder if you lack the required materials).
The small scales of a wyrmling grey dragon are a glossy, bright grey with steel grey stripes, and a sky blue underbelly. Toward the end of young age, the scales begin to darken to steel grey as the stripes turn black, the underbelly becomes a less vivid icy blue, and the glossy texture is replaced by a smooth, dull finish. As the dragon grows older, the underbelly loses its color entirely and darkens to a medium light grey. The pupils of a grey dragon fade as it ages; the oldest greys have eyes that resemble bright, radiant pearls.
Grey dragons are a magical amalgam created by the goddess, Gnarlack Isam DuaDean. They have the lateral frills of Bahamut, the crest of a black dragon and horns of silver. Grey dragons also have a large third horn on their nose that arches back sharply along the snout and connects smoothly into the skull at its base. Their skulls are most akin to a white drake, however there are clear influences of silver in the shape along with the obvious blue decedent horn. They have the classic crocodilian white dragon tail and the distinct, paw like feet of a silver dragon. Their wings are most akin to a brass dragon and retain a blue-grey color throughout their life. Greys are always surrounded by the smell of ozone and snow to come.
COMBAT
Because grey dragons are so reviled and hunted by other dragons for their mixed heritage, they seldom come out of hiding and rarely enter combat. On spotting an enemy, they try and leave, using all manner of abilities to do so. If pressured into combat, a grey dragon relies on its ranged abilities first and fore most, casting blindsight and creating a massive fog to conceal itself before breathing electrified ice at an enemy and slinging spells while he readies another blast. Against heavy magic opponents, greys will flee rather than fight unless they have anti-magic field in which case they charge into melee with the spell casters disabled.
Breath Weapon (Su): A grey dragon has one type of breath weapon, a cone of charged ice(half electricity, half cold).
Create Water (Sp): A juvenile or older grey dragon can use this ability as the spell of the same name at will, they often choose to conjure the water as a fog and flee or ice to shield themselves. Water as vapor makes a thick fog giving partial concealment to those within five feet and total concealment beyond that, 100 feet cubed per caster level. Water as ice creates one half of a cubic foot per caster level with three health per inch of thickness and the normal slick traits of ice. Water as snow creates one cubic foot per caster level with three health per inch of thickness and no other qualities. Steam from this spell cannot be made hot enough to deal damage to creatures but may deal 1d3 fire damage to ice and snow structures per 5 foot cube of steam touching the structure, 50 feet cubed per caster level. Apart from steam, these figures were derived from what information I could scrounge up about the amount of water in each state in relation to the 2gal/lvl of the spell.
Other Spell-Like Abilities: 3/day—Rope Trick (adult or older), Fabricate (old or older); 1/day—Plane Shift (ancient or older), Create Life (great wyrm); 1/week Genesis(great wyrm).
Skills: Spellcraft, Knowledge Arcana, Concentration, Hide, and Swim are considered class skills for grey dragons.
DECEDENTS
Grey half dragons breathe a 30ft cone of lightning and are immune to cold. Grey dragon decedents may be considered both white and black for the purposes of qualifying for feats and special circumstance bonuses. Dragon sorcerers and creatures with Grey Draconic Heritage use the following table.
Races of the Dragon and Dragon Sorcerers
Subschool Class Skill Draconic Breath Draconic Legacy Spells Known Dragon Sorcerer Bonus Spells Known
Electricity Spellcraft Cone of Cold Rope Trick, Dimension Door, Plane Shift Create Water, Minor Creation, Fabricate
Grey dragon decedents have the following attributes for the ascendancy features.
Breath Weapon: Cone of Lightning for 6d6 damage DC 20
Energy Immunity: Electricity
Spell-Like Abilities: Create Water 1st level, Sorcerous Anyspell(spontaneous rather than prepared) 3rd level, Greater Sorcerous Anyspell 6th level
Other Abilities: Pick as blue, silver, white or black.
A Grey Dragonchild is immune to Cold.
GNARLACK
Gnarlack was an experiment of a mage gone mad. The fusion of fiendish and draconic elements with the unholy power of the undead made a being of more potential innate power than many of the lesser gods. After several hundred years and many adventures, Gnarlack vanished from the material plane. Information is scant about that era, time itself seems to have twisted such that the event would forever be lost to even the most skilled of chronomancers. Some time after her disappearance, she formed a new plane of ineffable magnitude. She never says how she disappeared, though she does occasionally mention she was banished, never to return to the material plane again. Some speculate that a chronomancer removed her from time, but this is just speculation.
In her plane, Gnarlack created life from the elements of her body and from her awe inspiring magic. Though she was powerful, many of her created were failures and she needed a template apart from herself. So she started a cult on the material plane, they would sacrifice living subjects through a portal to their queen and she would grant them divine power. With a steady supply of creatures, she began her work as a master monster maker. Eventually she started requesting dragons, namely the dragonborn of Bahamut and Tiamat's abominations for study, but also black, white, silver and blue. Soon enough, in the terms of an immortal dragon at least, she had all of the test subjects she needed on her plane and began the arduous task of combining them for full effect.
Though there were several resulting dragons, including a full blooded platinum, the grey was the first major success. Nearly as strong as a red with more magic than any other drake Gnarlack knew of aside from herself and the greater dragon gods, the Gnarlackian Grey Drakes were certainly a potent force. But Gnarlack had drawn the gaze of both Bahamut and Tiamat. They could not enter Gnarlack's realm separately, but when they eventually joined forces for a single battle against a common foe, the devastation was apocalyptic as they ripped through the barrier of Gnarlack's domain.
Tiamat spent more of her time trying to capture Gnarlack's experiments for her own gain while Bahamut went about slaying the abominations and disrupting the plane. Gnarlack was eventually felled as she defended the portal to the material plane, allowing some of her children to escape. The few of Gnarlack's experiments to survive, did so through the sacrificial gate of Gnarlack's cultists, taking refuge on the material plane.
For a short while the cultists revered the creatures as messengers of their goddess, but with Gnarlack absent, the cultist's divine power faded and with it, their reverence for the creatures vanished. The dragons scattered into hiding. The grey dragons took well to living in the cold reaches of the world with only winter-hardened humanoids to keep them company. They tended toward human settlements away from white dragon territories though they could easily best their brutish kin.
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