Dragon:Brass Dragon, Adult | Size & Type (subtype): | Large Dragon (Fire) | Hit Dice: | 19d12+76 (199) | Initiative: | +0 (Dex) | Speed: | 60 ft., fly 200 ft. (poor), burrow 30 ft. | Armor Class: | 27 (-1 size, +18 natural) | Attacks: | Bite +24 melee, 2 Claws +19 melee, 2 Wings +19 melee, 1 Tail slap +19 | Damage: | Bite 2d6+6, claw 1d8+3, wing 1d6+3, tail slap 1d8+9 | Face and Reach: | 5 ft. by 10 ft. / 10 ft. | Special Attacks: | Breath weapon, frightful presence, spells, spell-like abilities | Special Qualities: | Immunities, damage reduction 5/+1, SR 20, fire subtype, blindsight, keen senses | Saving Throws | Fortitude: 15 Reflex: 11 Will: 13
| Abilities: | Str: 23 Dex: 10 Con: 19 Int: 14 Wis: 15 Cha: 14 | Skills: | Bluff +16, Concentration +16, Diplomacy +16, Escape Artist +16, Knowledge (any) +16, Listen +19, Scry +15, Search +19, Spellcraft +19, Spot +19 | Feats: | Any 5 | Climate and Terrain: | Temperate and warm desert, plains, and underground | Climate: | temperate,warm | Terrain: | desert,plains,underground | Organization: | solitary, pair, or family (1-2 and 2-5 offspring) | Challenge Rating: | 11 | Challenge Rating Value: | 11 | Treasure: | Double standard | Alignment: | Always chaotic good | Advancement: | 20-21 HD (Large) |
| Description: |
Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet
wide, and 5x5x80 feet long or a cone of sleep gas 40x40x40 feet
long. It cannot use either breath weapon until 1d4 rounds later.
Fire damage 6d6, Reflex half DC 23; cone damage Will
save (DC 23) or sleep for 1d6+6 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its
mere presence whenever it attacks, charges, or flies overhead.
Creatures with fewer than 19 Hit Dice (except for other
dragons) within 180 feet of the dragon must succeed at a
Will save (DC 21) to avoid this fear effect, and remain immune
to that dragon's frightful presence for one day. On a failure,
creatures with 4 or fewer HD become panicked for 4d6 rounds and
those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level
7, gaining bonus spells for a high Charisma score. Can also
cast cleric spells and those from the Chaos and Knowledge domains
as arcane spells.
Spell-Like Abilities: At will-speak with animals; 3/day-
endure elements (radius 60 ft.); 1/day-suggestion. These abilities
are as the spells cast by a 7 level sorcerer (save DC 12 + spell
level).
Immunities (Ex): All dragons are immune to sleep and paralysis
effects. All brass dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold
except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly
hearing and scent, but also by noticing vibration and other environmental
clues) with a range of 180 feet.
Keen Senses (Ex): Sees four times as well a human in low-light
conditions and twice as well in normal light. It also has darkvision
with a range of 600 feet.
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Pseudodragon | Size & Type (subtype): | Tiny Dragon | Hit Dice: | 2d12+2 (15) | Initiative: | +0 | Speed: | 15 ft., fly 60 ft. (good) | Armor Class: | 18 (+2 size, +6 natural) | Attacks: | Sting +4 melee, bite -1 melee | Damage: | Sting 1d3 and poison, bite 1 | Face and Reach: | 2 1/2 ft. by 2 1/2 ft./0 ft. (5 ft. with tail) | Special Attacks: | Poison | Special Qualities: | See invisibility, telepathy, immunities, SR 19 | Saving Throws | Fortitude: 4 Reflex: 3 Will: 4
| Abilities: | Str: 11 Dex: 11 Con: 13 Int: 10 Wis: 12 Cha: 10 | Skills: | Hide +16*, Intuit Direction +3, Listen +5, Search +2,Spot +5 | Feats: | Alertness | Climate and Terrain: | Temperate and warm forest | Climate: | temperate,warm | Terrain: | forest | Organization: | Solitary, pair, or clutch (3-5) | Challenge Rating: | 1 | Challenge Rating Value: | 1 | Treasure: | None | Alignment: | Always neutral good | Advancement: | 3-4 HD (Tiny) |
| Description: |
A pseudodragon egg can fetch a price of up to 10,000 gp, and a
hatchling as much as 20,000 gp.
Combat
Poison (Ex): Sting, Fortitude save (DC 12); initial damage
sleep for 1 minute, secondary damage sleep for 1d3 days.
See Invisibility (Ex): Pseudodragons continuously see
invisibility as the spell, with a range of 60 feet.
Telepathy (Su): Pseudodragons can communicate telepathically
with creatures that speak Common or Sylvan, provided they are
within 60 feet.
Immunities (Ex): Pseudodragons are immune to sleep and
paralysis effects.
Skills: Pseudodragons have a chameleonlike ability that grants
them a +4 racial bonus to Hide checks. *In forests or overgrown
areas, this bonus improves to +8.
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Dragon:Brass Dragon, Great wyrm | Size & Type (subtype): | Gargantuan Dragon (Fire) | Hit Dice: | 37d12+296 (536) | Initiative: | +0 (Dex) | Speed: | 60 ft., fly 250 ft. (clumsy), burrow 30 ft. | Armor Class: | 42 (-4 size, +36 natural) | Attacks: | Bite +46 melee, 2 Claws +41 melee, 2 Wings +41 melee, 1 Tail slap +41 melee; or 1 Crush +46 melee; or 1 Tail sweep +46 m | Damage: | Bite 4d6+13, claw 2d8+6, wing 2d6+6, tail slap 2d8+19; or crush 4d6+19; or tail sweep 2d6+19 | Face and Reach: | 20 ft. by 40 ft. / 15 ft. | Special Attacks: | Breath weapon, frightful presence, spells, spell-like abilities | Special Qualities: | Immunities, damage reduction 20/+3, SR 30, fire subtype, blindsight, keen senses | Saving Throws | Fortitude: 28 Reflex: 20 Will: 25
| Abilities: | Str: 37 Dex: 10 Con: 27 Int: 20 Wis: 21 Cha: 20 | Skills: | Bluff +50, Concentration +50, Diplomacy +49, Escape Artist +49, Knowledge (any) +49, Listen +37, Scry +49, Search +37, Spellcraft +37, Spot +37 | Feats: | Any 10 | Climate and Terrain: | Temperate and warm desert, plains, and underground | Climate: | temperate,warm | Terrain: | desert,plains,underground | Organization: | solitary, pair, or family (1-2 and 2-5 offspring) | Challenge Rating: | 22 | Challenge Rating Value: | 22 | Treasure: | Double standard | Alignment: | Always chaotic good | Advancement: | 38+ HD (Gargantuan) |
| Description: |
Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet
wide, and 5x5x120 feet long or a cone of sleep gas 60x60x60 feet
long. It cannot use either breath weapon until 1d4 rounds later.
Fire damage 12d6, Reflex half DC 36; cone damage Will
save (DC 36) or sleep for 1d6+12 rounds.
Frightful Presence (Ex): The dragon can unsettle foes with its
mere presence whenever it attacks, charges, or flies overhead.
Creatures with fewer than 37 Hit Dice (except for other
dragons) within 360 feet of the dragon must succeed at a
Will save (DC 33) to avoid this fear effect, and remain immune
to that dragon's frightful presence for one day. On a failure,
creatures with 4 or fewer HD become panicked for 4d6 rounds and
those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level
19, gaining bonus spells for a high Charisma score. Can also
cast cleric spells and those from the Chaos and Knowledge domains
as arcane spells.
Spell-Like Abilities: At will-speak with animals; 3/day-endure
elements (radius 120 ft.); 1/day-suggestion, control winds, and
control weather. These abilities are as the spells cast by a
19 level sorcerer (save DC 15 + spell level).
Summon Djinni (Sp): This ability works like a summon monster
spell cast by a 19 level sorcerer, except that it summons
one djinni.
Immunities (Ex): All dragons are immune to sleep and paralysis
effects. All brass dragons are also immune to fire.
Fire Subtype (Ex): Fire immunity, double damage from cold
except on a successful save.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly
hearing and scent, but also by noticing vibration and other environmental
clues) with a range of 360 feet.
Keen Senses (Ex): Sees four times as well a human in low-light
conditions and twice as well in normal light. It also has darkvision
with a range of 1200 feet.
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Elemental:Fire Elemental, Huge | Size & Type (subtype): | Huge Elemental (Fire) | Hit Dice: | 16d8+64 (136) | Initiative: | +11 (+7 Dex, +4 Improved Initiative) | Speed: | 50 ft. | Armor Class: | 19 (-2 size, +7 Dex, +4 natural) | Attacks: | Slam +17/+12/+7 melee | Damage: | Slam 2d8+6 and 2d8 fire | Face and Reach: | 10 ft. by 5 ft./15 ft. | Special Attacks: | Burn | Special Qualities: | Elemental, damage reduction 10/+2, fire subtype | Saving Throws | Fortitude: 9 Reflex: 17 Will: 5
| Abilities: | Str: 18 Dex: 25 Con: 18 Int: 6 Wis: 11 Cha: 11 | Skills: | Listen +18, Spot +18 | Feats: | Dodge, Improved Initiative, Mobility, Weapon Finesse (slam) | Climate and Terrain: | Any land and underground | Climate: | cold,temperate,warm | Terrain: | desert,forest,hill,marsh,mountains,plains,underground | Organization: | Solitary | Challenge Rating: | 7 | Challenge Rating Value: | 7 | Treasure: | None | Alignment: | Usually neutral | Advancement: | 17-20 HD (Huge) |
| Description: |
A huge fire elemental is 32 feet high and weighs 8 lbs.
Fire elementals speak Ignan, though they rarely choose to do
so. When one does, its voice sounds like the crackle and hiss of
a great fire.
Combat
Elemental: Immune to poison, sleep, paralysis, and stunning.
Not subject to critical hits.
Burn (Ex): Those hit by a fire elemental's slam attack
must succeed at a Reflex save (DC 22) or catch fire. The flame burns for
1d4 rounds. A burning creature can take a move-equivalent action to
put out the flame.
Creatures hitting a fire elemental with natural weapons or
unarmed attacks take fire damage as though hit by the
elemental's attack, and also catch fire unless they succeed
at a Reflex save.
Fire Subtype (Ex): Fire immunity, double damage from cold
except on a successful save.
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Golem:Clay | Size & Type (subtype): | Large Construct | Hit Dice: | 11d10 (60) | Initiative: | -1 (Dex) | Speed: | 20 ft. (can't run) | Armor Class: | 22 (-1 size, -1 Dex, +14 natural) | Attacks: | 2 slams +14 melee | Damage: | Slam 2d10+7 | Face and Reach: | 5 ft. by 5 ft./10 ft. | Special Attacks: | Berserk, wound | Special Qualities: | Construct, magic immunity, damage reduction 20/+1, immune to piercing and slashing, haste | Saving Throws | Fortitude: 3 Reflex: 2 Will: 3
| Abilities: | Str: 25 Dex: 9 Con: Int: Wis: 11 Cha: 1 | Skills: | | Feats: | | Climate and Terrain: | Any land and underground | Climate: | cold,temperate,warm | Terrain: | desert,forest,hill,marsh,mountains,plains,underground | Organization: | Solitary or gang (2-4) | Challenge Rating: | 10 | Challenge Rating Value: | 10 | Treasure: | None | Alignment: | Always neutral | Advancement: | 12-18 HD (Large); 19-33 HD (Huge) |
| Description: |
A golem's creator can command it if the golem is within
60 feet and can see and hear its creator. If uncommanded, the
golem usually follows its last instruction to the best of its
ability, though if attacked it returns the attack. The creator
can give the golem a simple program to govern its actions in his
or her absence.
Golems do not need to breathe and are immune to most forms of
energy.
Construct: Immune to mind-influencing effects, poison,
disease, and similar effects. Not subject to critical hits,
subdual damage, ability damage, energy drain, or death from
massive damage.
Berserk (Ex): When a clay golem enters combat, there is a
cumulative 1% chance each round that its elemental spirit breaks
free and goes berserk. The uncontrolled golem goes on a rampage,
attacking the nearest living creature or smashing some object
smaller than itself if no creature is within reach, then moving
on to spread more destruction. Once the golem goes berserk, no
known method can reestablish control.
Wound (Ex): The damage a clay golem deals doesn't heal
naturally. Only a heal spell or a Healing spell of 6th level or
higher can heal it.
Immune to Slashing and Piercing (Ex): Slashing and piercing
weapons, even enchanted ones, deal no damage to a clay golem.
Magic Immunity (Ex): Clay golems are immune to all spells,
spell-like abilities, and supernatural effects, except as
follows. A move earth spell drives the golem back 120 feet and
deals 3d12 points of damage to it. A disintegrate spell slows the
golem (as the slow spell) for 1d6 rounds and deals 1d12 points of
damage. An earthquake cast directly at a clay golem stops it from
moving that round and deals 5d10 points of damage. The golem gets
no saving throw against any of these effects.
Haste (Su): After it has engaged in at least 1 round of
combat, a clay golem can haste itself once per day as a free
action. The effect lasts 3 rounds and is otherwise the same as
the spell.
Construction
The cost listed for each golem includes that of the physical
body and all the materials and spell components that are consumed
or become a permanent part of it.
Understanding the rituals requires a character of the required
level with the Craft Magic Arms and Armor and Craft Wondrous Item
feats. The creator must labor for at least 8 hours each day in a
specially prepared laboratory or workroom. The chamber is similar
to an alchemist's laboratory and costs 500 gp to establish.
When not working on the rituals, the creator must rest and can
perform no other activities except eating, sleeping, or talking.
If personally constructing the golem's body, the creator can
perform the building and rituals together. If the creator misses
a day of rituals, the process fails and must be started again.
Money spent is lost, but XP spent are not. The golem's body
can be reused, as can the laboratory.
Completing the ritual drains the appropriate XP from the
creator and requires casting any spells on the final day. The
creator must cast the spells personally, but they can come from
outside sources, such as scrolls.
The clay golem costs 60,000 gp to create, including 1,500 gp
for the body and 30,000 gp for vestments, which can be reused.
Creating the body requires a successful Craft (sculpting or
masonry) check (DC 15). The ritual requires a 16th-level creator
who can cast divine spells. Completing the ritual drains 1,200 XP
from the creator and requires animate objects, bless, commune,
prayer, and resurrection.
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