Dragloth: Difference between revisions

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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
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| WeakAgainst = '''''Vulnerable (1.5x damage):'''''Cold Iron
| WeakAgainst = '''''Vulnerable (1.5x damage):''''' Cold Iron
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         vulnerabilities based on type (e.g. Vermin) are automatically added
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| Pri-Atk-Dmg-Type =  
| Pri-Atk-Dmg-Type = crushing
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| Sec-Atk-Dmg-Type =  
| Sec-Atk-Dmg-Type = slashing
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| Ranged-Atk-Dmg-Type =  
| Ranged-Atk-Dmg-Type = negative
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| RangedAtkNotes = Negative Energy Damage
| RangedAtkNotes =  
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| Ability-1-Description = Once per encounter, as a standard action, a Dragloth brings forth a dense cloud of roiling black negative energy. This affects all enemies in a 5x5 space and has a three hundred foot range.
| Ability-1-Description = Once per encounter as a standard action, a Dragloth brings forth a dense cloud of roiling black negative energy. This affects all enemies in a 5x5 space and has a three hundred foot range.
 
:Breath of Shadow deals {{Special-Standard-Dmg}} of {{dmg|negative}} damage and all enemies caught in it must make a Will save versus a DC of {{Save-DC}}. Those who make their save take only half damage from the breath. Those who fail their save take full damage and are [[Dazzled]] for the rest of the encounter. If creatures with a [[Dazzled]] condition fail a second save against Breath of Shadow they become [[Baffled]] until the end of the encounter. Baffled creatures who fail a third save against Breath of Shadow are [[Confused]] until the condition is broken with a Dispel Magic or other condition-removing effect. The confused condition caused by ''breath of shadow'' cannot be ended with any of the methods listed in the 'ended-by' section of the condition description, nor does it automatically end at the end of the encounter &mdash; it must be cured through some other means (e.g. a Restoration or Dispel Magic spell).


:Breath of Shadow deals {{#var:Special1StandardDmg}} of negative energy damage and all enemies caught in it must make a Will save versus a DC of {{#var:Special1SaveDC}}. Those who make their save take only half damage from the breath. Those who fail their save take full damage and are [[Dazzled]] for the rest of the encounter. If creatures with a [[Dazzled]] condition fail a second save against Breath of Shadow they become [[Baffled]] until the end of the encounter. Baffled creatures who fail a third save against Breath of Shadow are [[Confused]] until the condition is broken with a Dispel Magic. The Caster Level of Breath of Shadow is the Challenge Rating (CR) of the Dragloth.
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| Ability-2-Description = Once per encounter, as a standard action, a Dragloth may emit an ear-shattering howl. This is a sonic-based attack that affects all enemy creatures within 30 feet of the Dragloth's space. The Dragloth must have line of effect for this power to operate, but does not require line of sight. This power inflicts {{#var:Special2AlphaDmg}} of sonic damage. Shattering Scream allows a Fort save versus a DC of {{#var:Special2SaveDC}} to take half damage.  If this save is failed, the Dragloth may roll one free Sunder attempt against their victim, choosing an item to attack at random and rolling a d20 plus their Maneuver Offense of {{#var:Special2-Maneuver-Offense}} against their victim's Maneuver Defense.  If they equal or exceed the Maneuver Defense, they inflict a Sunder on their chosen item, although as always, if the victim has a shield they may interpose it to take the Sunder on that instead.  
| Ability-2-Description = Once per encounter as a standard action, a Dragloth may emit an ear-shattering howl. This is a sonic-based attack that affects all enemy creatures within 30 feet of the Dragloth's space. The Dragloth must have line of effect for this power to operate, but does not require line of sight. This power inflicts {{Special-Alpha-Dmg}} of {{dmg|sonic}} damage. Shattering Scream allows a Fort save versus a DC of {{Save-DC}} to take half damage.  If this save is failed, the Dragloth may also roll one free [[Sunder]] attempt against their victim, choosing an item to attack at random and making a Maneuver Offense check (1d20 + {{Maneuver-Offense}} versus the victim's [[Maneuver Defense]]).  If they equal or exceed the victim's Maneuver Defense, they inflict a Sunder on their chosen item, although as always, if the victim has a shield they may interpose it to take the Sunder on that instead.  
 
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:



Revision as of 13:10, 30 July 2019

Dragloth (CR 15)

Neutral Evil - Large - Fey (Dragon)
Lore: Know (Nature)
32 45
Basic DC Full DC
Initiative
Initiative Icon 2.png
25
Perception:
35 +25
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
37
Man Def
Shield Icon 3.png
37
Monster Health
429 214 29
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +17
Refl: +12
Will: +12

Strong Against:

Weak Against:

  • Vulnerable (1.5x damage): Cold Iron

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+22
Sword Icon 3.png
Man Off
+25
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Dark-Toothed Bite +22 (3d10+23/x2)
    as crushing (physical, common)

Full Attack (Melee):

  • 1x Dark-Toothed Bite +22 (3d10+23/x2)
    as crushing (physical, common)
  • 2x Blackened Claws +22 (3d6+9/x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Bolt of Darkness +22 (3d10+23/x2)
    as negative (energy, uncommon)
    (Increment: 50 ft.; Max Range: 500 ft.)

Full Attack (Ranged):

  • 3x Bolt of Darkness +22 (3d10+23/x2)
    as negative (energy, uncommon)
    (Increment: 50 ft.; Max Range: 500 ft.)

Siege Damage: Not siege capable

Statistics

22
STR
24
DEX
18
CON
10
INT
14
WIS
22
CHA

Skills:

Languages: Undercommon, Common

Feats:

Special Abilities

Breath of Shadow (Su)

Once per encounter as a standard action, a Dragloth brings forth a dense cloud of roiling black negative energy. This affects all enemies in a 5x5 space and has a three hundred foot range.

Breath of Shadow deals 3d8+16 of negative (energy, uncommon) damage and all enemies caught in it must make a Will save versus a DC of 26. Those who make their save take only half damage from the breath. Those who fail their save take full damage and are Dazzled for the rest of the encounter. If creatures with a Dazzled condition fail a second save against Breath of Shadow they become Baffled until the end of the encounter. Baffled creatures who fail a third save against Breath of Shadow are Confused until the condition is broken with a Dispel Magic or other condition-removing effect. The confused condition caused by breath of shadow cannot be ended with any of the methods listed in the 'ended-by' section of the condition description, nor does it automatically end at the end of the encounter — it must be cured through some other means (e.g. a Restoration or Dispel Magic spell).
Shattering Scream (Ex)

Once per encounter as a standard action, a Dragloth may emit an ear-shattering howl. This is a sonic-based attack that affects all enemy creatures within 30 feet of the Dragloth's space. The Dragloth must have line of effect for this power to operate, but does not require line of sight. This power inflicts 3d10+24 of sonic (energy, common) damage. Shattering Scream allows a Fort save versus a DC of 26 to take half damage. If this save is failed, the Dragloth may also roll one free Sunder attempt against their victim, choosing an item to attack at random and making a Maneuver Offense check (1d20 + 25 versus the victim's Maneuver Defense). If they equal or exceed the victim's Maneuver Defense, they inflict a Sunder on their chosen item, although as always, if the victim has a shield they may interpose it to take the Sunder on that instead.

Dragloth

Dragloth

When the Matriarchs sought more powerful males to do their bidding and crush their enemies, after decades of work they created the Driders. No one can argue with the power of the Driders, and usually their loyalty is without peer. The houses that developed the Driders saw their fortunes rise compared to other great Houses among the Drow, and they were smug and well-pleased.

However, not all was perfect for the Drow, even with the incredible might of the Driders at their side.
The Drow Matriarchs needed vast armies to enact their terrible wars of conquest and vengeance. And while the Driders are incredible engines of destruction, they are also...expensive. Thus it was that, after a goodly time passed, the houses that had not developed Driders on their own began to experiment in developing new males, equally as dangerous and powerful in battle as the Driders, but who were easier to create, so that vast armies of them could be fielded to destroy everything in their path.
The Drow Strategists tasked with this work were utterly ruthless, as you would expect, and they tried everything. Demon hybrids, spider hybrids, aboleth hybrids, every type of aberration you can imagine, even devils and dark, horrible things from the Outer Madness, all these things were attempted. And while hundreds of sickening abominations were created, none of them were quite what they were looking for.
Until, in the fullness of time, the heartless, searching Drow decided to try something really scary... they made a hybrid with a dragon.
Here, at last, the Drow had everything they could wish for. Incredible power, ridiculous fecundity, and if they were just a touch too arrogant for perfect obedience, well, so be it, it was a small price to pay for being so ideal in so many other ways.
The new creations were called Dragloths, and finally, the Houses that lacked Driders had their own mighty and deadly troops to bring to the battlefield.
The use of Dragloths spread like wildfire among the Great Houses, with nearly every House acquiring some breeding stock as quickly as they could. Equality reigns among the Drow Great Houses once again, and with the eternal deadlock renewed, the Drow are once again turning their dark, jealous gaze to the outside world, always seeking more resources, more power, with which to wage their eternal battles.

Combat Tactics

Dragloths are not gifted tacticians, but with their terrible powers, they hardly need to be. They begin combat with a third to a half of them using Breath of Shadow and the rest Bolts of Darkness as they advance toward their enemies. The reason they alternate is so that they can stagger their Breath of Shadow power, seeking to stack up status conditions, looking to Confuse or otherwise hamper enemy spell casters and ranged attackers.

As they close in, the leading Dragloths use their Shattering Scream, to soften up their foes even more, while more of them will use Breath of darkness. As the front row of attackers moves to melee, they will use their weak Blindsense to find any hidden or invisible enemies (they were designed to fight Drow), and will engage spell casters, ranged attackers, and hidden foes in melee.
As the reserve Dragloths enter melee range, they repeat this process, seeking to swamp their foes in a tidal wave of damage and status conditions. It is a simple and brutally effective tactic.
Once engaged in battle, Dragloths are as proud as their draconic heritage would indicate, and are very unlikely to disengage in battle. Once Dragloths attack, not even a female Drow can order them off their victims.

Out of Combat

"Off Duty", Dragloths are indolent and proud, and the Matriarchs are well-pleased to indulge their mighty pets. That said, the Ladies of Shadow are also not ones to abide a shirker, and as such, they seek to keep their powerful and capricious Draconic toys busy with projects and activities. It would not do for their adorable little monsters to get bored, or heaven forbid, lose their edge.

Rewards

XP: 51,200

Treasure: Sellable Goods worth 32,125 gp.

Weight: 150 lbs.     Volume: 6 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)