Common Green Dragon

From Epic Path
Revision as of 23:00, 8 December 2014 by Reese (talk | contribs) (Created page with "Category:Epic Path Category:Bestiary Category:CR 13 * ''Go back to the Epic Path page.'' * ''Go back to the Bestiary page.'' Image:Common_Green_Dragon_...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search


xx

Dragon, Common Green (CR 13, Threat Role)

Dragons are so different from every other creature that they have their own unique classification. They have four legs, although the front 'feet' are dexterous enough to serve quite well as hands. They also have two or more completely functional wings, and they are powerful and speedy fliers. They have a large and dexterous prehensile tail, and seeing a monster as big as a dragon hanging from a branch is a sight you will remember for the rest of your life, however long that might be.

Dragons are intelligent and terribly alien. What a dragon considers important is not what other races consider important. They are also frequently, but not always, intensely malign. Some rare dragons may be allies with lesser races (all races are lesser to a dragon, as they see it) or even genuine friends to others. Most dragons, even those traditionally considered "good," are vain and jealous things, consumed with petty grievances and cruel enough to punish every slight, no matter how small or imaginary.

Dragons will hunt at great distances. Due to their powerful and magically enhanced metabolisms, dragons need to eat far less than would seem 'natural' for a beast their size. Rather than a blessing, this is a terrible curse upon the world, because things as awful as dragons should be rare, and, as the name "common white" might imply, they are not. Even worse, since dragons need far less food than is natural, they tend to be horrifically picky eaters, and have been known to kill an entire herd of cows to find the tastiest one, or rampage through an entire town looking for the prettiest maiden.

Dragons also have a tendency to 'play' with their food in most terrible ways. If you want to rescue that prettiest maiden, best to be quick about it. It is often speculated that dragons are deliberately wretched in their behavior, in order to force would-be dragon-slayers into action 'before they're ready', and so increase the dragon's long-term safety. Indeed, many dragons are far too intelligent and clever for their own good. There are hundreds of stories of adventurers taunting dragons into foolish actions, and it is true that, in a battle, it is hard for a dragon to take any 'lesser' race seriously. In a dragon's mind, the only creatures worthy of consideration, much less respect, are other dragons.

The world belongs to the dragons. The rest of us just live here.

Dragons tend to be categorized into loose species-groups based upon their physical appearance and traits. Most common among these are the white, black, blue, green, red chromatic dragons, followed closely by the bronze, copper, silver, gold and platinum metallic dragons. Other species groups exist, such as the earth dragons (brown, gray, yellow, and ocher), the spirit dragons (force, prismatic, empyrean, and tellurian) the gem dragons (crystal, onyx, jade, sapphire, ruby and amber), the drifting dragons (cloud, mist, shadow, sand, and dust), and the tempered dragons (iron, steel, mithril and adamant), to name the most common. In addition there are many odd dragons which defy categorization, such as coiled dragons, nested dragons, radiant dragons, sea dragons, celestial dragons, star dragons, moon dragons, sun dragons, fairy dragons, and many, many more besides.

While the physical appearance of the dragon is the easiest means of distinguishing them from one another, a dragon's coloration isn't a drab monochrome. Green dragons, for example, are not actually all that green. In fact, they are more camouflage-colored than anything else, their browns, tans and olive colors effortlessly blending into any flora-rich environment. While they prefer forests and other areas with ubiquitous flora, green dragons can be found nearly anywhere.

Green dragons are unique in several ways from other traditional dragons. First, they have only vestigial wings, which prevent full flight, but offer them protection from falling. They are, however, absurdly quick climbers, able to slither through forest branches with terrible grace. Second, they have very long tails (and sometimes more than one), each carrying a straight, poisoned barb on the end. While in motion, the tails do not appear disproportionately long, but in combat, they can stretch them to startling lengths. Finally, green dragons can breathe a cloud of acid which both softens up its prey and grants the dragon a concealing fog to mask its movements.


GENERAL

CR 13 Hit Dice 19

XP 102,400 (includes Threat role)

NE Huge Dragon

Init +6; Senses Blindsense 60 ft., Perception +20


DEFENSE

AC 34, touch 20, flat-footed 30 (+8 armor, +4 dex, +6 natural, +6 deflection)

hp 885 (includes Threat role)

Fort +16, Ref +16, Will +16 (dragon bonuses included)

Aura: Terrible Majesty (see below)

SR: -

Special Defenses: Rebirth (see below)

Immunities: magical sleep, paralysis, acid, sonic. Immunities to first five instances of all status conditions.

Weaknesses: -


OFFENSE

Speed 40 ft., Climb 80 ft., Vestigial Wings (take no falling damage, as feather fall)

Space / Reach: 15 ft. / 5 ft.

Single Melee

  • Dragon's Bite +19 (2d8+2/x2)
  • 2x Serpentine Tail +19 (2d8+2/x2) + Poison (see below)

Full Melee

  • Dragon's Bite +19 (2d8+2/x2)
  • 5x Serpentine Tail +19 (2d8+2/x2) + Poison (see below)

Ranged none, but see Dragon's Tail

Special Attacks Breath Weapon, Terrible Majesty, Addling Roar, Serpentine Tail, Body Roll

Action Points 2 (includes Threat role)


STATISTICS

Str 26, Dex 33, Con 21, Int 22, Wis 16, Cha 30

Base Atk +13; CMB +22; CMD 30

Feats

Skills Stealth +21,

Languages Common, Draconic, Awnsheghlien


SPECIAL ABILITIES

Addling Roar (Ex)

As a standard action, the dragon may emit an ear-shattering howl of unimaginable power. This is a sonic-based attack that affects all creatures within 100 feet of the dragon's space. The dragon must have line of effect for this power to operate, but does not require line of sight. This power inflicts 13d6 of sonic damage. Targets may make a Fort save, DC 22, for half damage if successful.


Breath Weapon (Ex)

As a standard action, the green dragon aspirates a long hiss, exhaling a cloud of noxious, acidic gas in a 30-foot cone. Creatures caught in the radius of the breath weapon must make a Reflex save, DC 22, or take 13d6 points of acid damage. Those who succeed on the save take only half damage.

Furthermore, the cloud lingers on the battlefield until the end of the encounter, dealing an additional 3d6+2 points of acid damage to all creatures within it at the start of each of the dragon's turns. (GM's are encouraged to add the cloud to the initiative order just before the dragon, to help remember this damage effect).

Last, all creatures inside the cloud have partial concealment (20% miss chance) against any other creature who relies on sight-based senses for targeting (note that the Green Dragon does not). Green dragons can use this partial concealment to initiate a Stealth stance, though they must follow all other rules for Stealth.


Terrible Majesty (Ex)

All enemy creatures who are within 100 feet of the dragon's space when it takes an attack action must make a Will save versus a DC of 22. This is a free action which requires line of sight, but does not require line of effect. Those who make this save receive the Nervous condition for one round. Those who fail this save receive the Trembling condition for the rest of the encounter. Note that once you have made this save once, succeed or fail, you are immune to that particular dragon's Terrible Majesty for the next 24 hours.


Serpentine Tail

The green dragon's tail can target any creature within 40 feet of the dragon as though the dragon had 40 feet of reach. However, this reach cannot be used outside of the dragon's turn for attacks of opportunity. It may only be used during an attack action during the dragon's turn.

Furthermore, creatures struck by the Serpentine Tail attack must make a Fortitude save, DC 22, or become poisoned:

  • Barbed tail — injury; save Fort DC 22; frequency 1/round for 4 rounds; effect 1d3 Dex damage and target is Slowed; cure 1 save.


Body Roll

As a move action up to once per round, the dragon may use Body Roll to move his ground speed (40 feet) and end his move in a space occupied by one or more creatures, instead of having to end his move in an unoccupied space. Creatures who are in one or more of the spaces where the dragon performed finishes this move action are moved to a square adjacent to the dragon's current space (the dragon chooses which space this is), following the standard rules for Forced Movement. Additionally, affected creatures must make a Reflex save, DC 22, or take 3d6+2 points of bludgeoning damage and be knocked Prone. Creatures who succeed on their save take no damage and are not knocked prone, but they are still subject to the forced movement.

While Body Roll allows a move action, the forced move, damage and prone effects only apply to any creatures who occupy one or more of the squares where the dragon ENDS the move action. Furthermore, Body Roll can only be used by the dragon if it begins and ends its move on the ground (it may not use Body Roll with its Climb speed). Finally, Body Roll can never be used more than once per round, regardless of how many move actions the dragon takes, or how many action points he spends in a given round.


Rebirth

The first time the dragon is reduced to zero or fewer hit points,


TREASURE

sell value of approximately 56,250 gp (Threat Role and Dragon Bonus included, which is 5x greater than normal for this CR)


COMBAT TACTICS

<describe typical actions taken during combat here>







xx

<Monster Name> (CR 13)

Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.

<insert descriptive text here>


GENERAL

CR 13 Hit Dice 19

XP 25,600

<alignment> <size> <racial keyword>

Init +6; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +20


DEFENSE

AC 34, touch 20, flat-footed 30 (+8 armor, +4 dex, +6 natural, +6 deflection)

hp 295

Fort +16, Ref +12, Will +12 <swap as needed; only one strong save>

Aura: -

SR: - <23, if any>

Special Defenses: -

Immunities: -

Weaknesses: -


OFFENSE

Speed 30 ft. <adjust as needed; list other movement types here also>

Space / Reach: 5 ft. / 5 ft. <adjust as needed>

Single Melee <melee weapon> +19 (2d8+3/19-20x2)

or: Single Melee Bite +19 (2d8+2/x2)

Full Melee 3x <melee weapon> +19 (2d8+3/19-20x2)

or: Full Melee Bite +19 (2d8+2/x2), 2x Claws +19 (2d6/x2) Tail +19 (2d8+2/x2),

Ranged <optional ranged attack> +19 (2d8+3/x2)

Special Attacks <copy from source; only list ability names here; describe below>

Action Points 0 <common monsters never have action points, named monsters often have one.>


STATISTICS

Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX <copy from source>

Base Atk +13; CMB +22; CMD 30

Feats <pick one or two thematically relevant feats; avoid complicated ones.>

Skills <choose only if relevant, values around 1.5 x creature’s CR>

Languages <copy from source>


SPECIAL ABILITIES

<special abilities should have a save DC 22>

<special attack damage (standard action): 7d6>

<special attack damage (aoe’s, swift actions or inflicting status effects): 3d6+2>


<ability name>

<ability description>


<ability name>

<ability description>


TREASURE

sell value of approximately 11,250 gp


COMBAT TACTICS

<describe typical actions taken during combat here>