Living Breath Weapon: Difference between revisions

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m (Text replacement - " <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | Role-Only--Replace-Shooter-Power--Concentration" to " <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" o...)
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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 11
| Max-CR = 19


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat = Y
| Restrict-Role-Threat = Y
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| Description | One of the many tricks that blue dragons have up their proverbial sleeves is the ability to imbue their own breath weapons with some semblance of life.  This is accomplished by summoning an air elemental and binding it into the breath weapon as a vessel.  Living breath weapons are orbs of electricity that flit around the battlefield, serving the whims of the blue dragon that created them.  Given their appearance, they are sometimes confused for a [[Will-O-Wisp]], though they are far nastier.
| Description | One of the many tricks that blue dragons have up their proverbial sleeves is the ability to imbue their own breath weapons with some semblance of life.  This is accomplished by summoning an air elemental and binding it into the breath weapon as a vessel.  Living breath weapons are orbs of electricity that flit around the battlefield, serving the whims of the blue dragon that created them.  Given their appearance, they are sometimes confused for a [[Will-O-Wisp]], though they are far nastier.


: Outside of combat, blue dragons can use living breath weapons as scouts, seeing through them with a variant of clairvoyance.  This requires concentration, and since living breath weapons are brilliant balls of crackling electricity, it's not exactly subtle.  However, a blue dragon can use this to look over great distances without ever leaving the relative comfort of its lair, and can even project their voice through the breath weapon when it desires.  It is not entirely clear if there is a range limit to this effect, though there are documented cases of a dragon challenging the heroes of a town over 20 miles distant from its location using a living breath weapon as its mouthpiece.
Outside of combat, blue dragons can use living breath weapons as scouts, seeing through them with a variant of clairvoyance.  This requires concentration, and since living breath weapons are brilliant balls of crackling electricity, it's not exactly subtle.  However, a blue dragon can use this to look over great distances without ever leaving the relative comfort of its lair, and can even project their voice through the breath weapon when it desires.  It is not entirely clear if there is a range limit to this effect, though there are documented cases of a dragon challenging the heroes of a town over 20 miles distant from its location using a living breath weapon as its mouthpiece.


: Living breath weapons are insubstantial, making them very difficult to harm, and they are highly mobile.  Furthermore, since they are composed entirely of electricity, they can be used by a blue dragon as destinations of the dragon's Ride the Lightning ability.  It should be noted that living breath weapons can share the space of any corporeal creature without either party being subject to the squeezing rules.
Living breath weapons are insubstantial, making them very difficult to harm, and they are highly mobile.  Furthermore, since they are composed entirely of electricity, they can be used by a blue dragon as destinations of the dragon's Ride the Lightning ability.  It should be noted that living breath weapons can share the space of any corporeal creature without either party being subject to the squeezing rules.
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Outsider
| Type | Outsider
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Dragon
| Subtype | Dragon
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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::* '''''Immune (no effect):''''' any combat maneuver or forced movement (unless performed with a weapon dealing full damage to incorporeal creatures)
::* '''''Immune (no effect):''''' any combat maneuver or forced movement (unless performed with a weapon dealing full damage to incorporeal creatures)
::* '''''Immune (no effect):''''' Critical Hits
::* '''''Immune (no effect):''''' Critical Hits
::* '''''Hardened (damage):''''' Precision Damage
::* '''''Hardened (&frac12; damage):''''' Precision Damage
   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (&frac12; damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach = -1
| NudgeReach = -1
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Action-Required =  
| Ability-1-Action-Required = Full Round Action 1/Enc
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Once per encounter as a full round action, the living breath weapon can instantly arc to three separate locations within 100 feet of its starting point. At each of these three locations, the living breath weapon creates a 2x2 square (ten foot square) zone of crackling lightning. It may make a [[melee touch attack]] against any creature inside of each space, at {{Touch-Attack}}, dealing {{Special-Standard-Dmg}} points of {{dmg|lightning}} damage. It may overlap the areas of effect, but it may not attack any creature more than once. After the attacks are resolved, the living breath weapon returns to the space it began the round in.
| Ability-1-Description = Once per encounter as a full round action, the living breath weapon can instantly arc to three separate locations within 100 feet of its starting point. At each of these three locations, the living breath weapon creates a 2x2 square (ten foot square) zone of crackling lightning. It may make a [[melee touch attack]] against any creature inside of each space, at {{Touch-Attack}}, dealing {{Special-Standard-Dmg}} points of {{dmg|lightning}} damage. It may overlap the areas of effect, but it may not attack any creature more than once. After the attacks are resolved, the living breath weapon returns to the space it began the round in. This attack is not truly movement, and does not provoke attacks of opportunity, although the breath weapon technically moves to each location for an instant, allowing it to act on information it could perceive from those locations.


: Hit or miss, all spaces affected by Discharge continue to crackle with electricity for the remainder of the encounter, and for each affected square that a creature enters, it deals {{Special-Swift-Dmg}} points of additional {{dmg|lightning}} damage.  The living breath weapon may place the three affected 10' x 10' areas anywhere within range, but if any areas overlap, the affected creatures only suffer the damage once when entering an affected square.
Hit or miss, all spaces affected by Discharge continue to crackle with electricity for the remainder of the encounter, and for each affected square that a creature enters, it deals {{Special-Swift-Dmg}} points of additional {{dmg|lightning}} damage.  The living breath weapon may place the three affected 10' x 10' areas anywhere within range, but if any areas overlap, the affected creatures only suffer the damage once when entering an affected square.


: Note that blue dragons can use this lingering electricity as a destination point for their Ride the Lightning ability.
Note that blue dragons can use this lingering electricity as a destination point for their Ride the Lightning ability.


   <!-- 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:
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Action-Required =  
| Ability-2-Action-Required = Always On
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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| Ability-2-Description = Living Breath Weapons are [[Incorporeal]], meaning that they do not have a physical body. Incorporeal creatures are immune to all non-magical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all {{dmg|force}} effects.
| Ability-2-Description = Living Breath Weapons are [[Incorporeal]], meaning that they do not have a physical body. Incorporeal creatures are immune to all non-magical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all {{dmg|force}} effects.


: In addition, the living breath weapon can occupy the same space as corporeal creatures without inflicting a squeeze penalty on itself or the creature it is sharing a space with.  The living breath weapon cannot be grappled except by other incorporeal creatures, nor can it initiate a grapple.  Living breath weapons can pass through or hide inside objects, but if they make an attack, they must emerge from the object to do so, and gain no cover bonuses after attacking.
In addition, the living breath weapon can occupy the same space as corporeal creatures without inflicting a squeeze penalty on itself or the creature it is sharing a space with.  The living breath weapon cannot be grappled except by other incorporeal creatures, nor can it initiate a grapple.  Living breath weapons can pass through or hide inside objects, but if they make an attack, they must emerge from the object to do so, and gain no cover bonuses after attacking.
   <!-- 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:


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| Role-Only--Add-Skirmisher-Power--Type =  
| Role-Only--Add-Skirmisher-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Add-Skirmisher-Power--Concentration =  
| Role-Only--Add-Skirmisher-Power--Concentration =  
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| Role-Only--Replace-Sneak-Power--Type =  
| Role-Only--Replace-Sneak-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Sneak-Power--Concentration =  
| Role-Only--Replace-Sneak-Power--Concentration =  
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| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
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| CombatTactics = Living breath weapons can fly, pass through objects and creatures unimpeded, and take only half damage from nearly all attacks.  Blue dragons often use them as scouts, despite the living breath weapon's complete inability to hide when not totally inside an object.  Note that living breath weapons have no means of seeing through solid objects so they make terrible spies in this regard.  That said, they can be used to deliver messages from the dragon when desired, and are also quite capable combatants in their own right.
| CombatTactics = Living breath weapons can fly, pass through objects and creatures unimpeded, and take only half damage from nearly all attacks.  Blue dragons often use them as scouts, despite the living breath weapon's complete inability to hide when not totally inside an object.  Note that living breath weapons have no means of seeing through solid objects so they make terrible spies in this regard.  That said, they can be used to deliver messages from the dragon when desired, and are also quite capable combatants in their own right.


: Living breath weapons will rarely engage in a fight unless the blue dragon is nearby.  If attacked while away from their master, they will flee at the first opportunity.
Living breath weapons will rarely engage in a fight unless the blue dragon is nearby.  If attacked while away from their master, they will flee at the first opportunity.


: In combat, they will use discharge as soon as possible, in order to set up some battlefield control, deal some damage, and give the blue dragon more options for its Ride the Lightning ability.  After that, it will move to engage with the most heavily armored opponents it can find.
In combat, they will use discharge as soon as possible, in order to set up some battlefield control, deal some damage, and give the blue dragon more options for its Ride the Lightning ability.  After that, it will move to engage with the most heavily armored opponents it can find.


: Living breath weapons are only about as smart as dogs, and will attack single-mindedly once they engage, though their master can order them to change tactics, using simple commands, if necessary.
Living breath weapons are only about as smart as dogs, and will attack single-mindedly once they engage, though their master can order them to change tactics, using simple commands, if necessary.






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat =  
| OutOfCombat =  

Latest revision as of 19:17, 10 September 2022

Living Breath Weapon (CR 14)

Pure Evil - Large - Outsider (Dragon, Lightning)
Lore: Know (Planes)
30 46
Basic DC Full DC
Initiative
Initiative Icon 2.png
24
Perception:
35 +25
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
35
Man Def
Shield Icon 3.png
35
Monster Health
371 185 27
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +10
Refl: +16
Will: +11

Strong Against:

  • Immune (no effect): any combat maneuver or forced movement (unless performed with a weapon dealing full damage to incorporeal creatures)
  • Immune (no effect): Critical Hits
  • Hardened (½ damage): Precision Damage
Weak Against:

Offense

Size: Large
10 ft. 5 ft.
Space Reach
To-Hit
+21
Sword Icon 3.png
Man Off
+19
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Crackling Arc +25 vs. AC (always hits on a 17+ on the die) (3d8+13/19-20 x2)
    as lightning (energy, common)

Full Attack (Melee):

  • 3x Crackling Arc +25 vs. AC (always hits on a 17+ on the die) (3d8+13/19-20 x2)
    as lightning (energy, common)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

10
STR
16
DEX
14
CON
5
INT
5
WIS
5
CHA

Skills:

Languages: understands, but cannot speak, Draconic

Feats:

Special Abilities

Discharge (Su) Full Round Action 1/Enc

Once per encounter as a full round action, the living breath weapon can instantly arc to three separate locations within 100 feet of its starting point. At each of these three locations, the living breath weapon creates a 2x2 square (ten foot square) zone of crackling lightning. It may make a melee touch attack against any creature inside of each space, at 1d20 + 25 vs. AC (always hits on a 17+ on the die), dealing 3d8+13 points of lightning (energy, common) damage. It may overlap the areas of effect, but it may not attack any creature more than once. After the attacks are resolved, the living breath weapon returns to the space it began the round in. This attack is not truly movement, and does not provoke attacks of opportunity, although the breath weapon technically moves to each location for an instant, allowing it to act on information it could perceive from those locations.

Hit or miss, all spaces affected by Discharge continue to crackle with electricity for the remainder of the encounter, and for each affected square that a creature enters, it deals 3d6+8 points of additional lightning (energy, common) damage. The living breath weapon may place the three affected 10' x 10' areas anywhere within range, but if any areas overlap, the affected creatures only suffer the damage once when entering an affected square.

Note that blue dragons can use this lingering electricity as a destination point for their Ride the Lightning ability.

Incorporeal (Su) Always On

Living Breath Weapons are Incorporeal, meaning that they do not have a physical body. Incorporeal creatures are immune to all non-magical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force (energy, uncommon) effects.

In addition, the living breath weapon can occupy the same space as corporeal creatures without inflicting a squeeze penalty on itself or the creature it is sharing a space with. The living breath weapon cannot be grappled except by other incorporeal creatures, nor can it initiate a grapple. Living breath weapons can pass through or hide inside objects, but if they make an attack, they must emerge from the object to do so, and gain no cover bonuses after attacking.

Living Breath Weapon

Living Breath Weapon

One of the many tricks that blue dragons have up their proverbial sleeves is the ability to imbue their own breath weapons with some semblance of life. This is accomplished by summoning an air elemental and binding it into the breath weapon as a vessel. Living breath weapons are orbs of electricity that flit around the battlefield, serving the whims of the blue dragon that created them. Given their appearance, they are sometimes confused for a Will-O-Wisp, though they are far nastier.

Outside of combat, blue dragons can use living breath weapons as scouts, seeing through them with a variant of clairvoyance. This requires concentration, and since living breath weapons are brilliant balls of crackling electricity, it's not exactly subtle. However, a blue dragon can use this to look over great distances without ever leaving the relative comfort of its lair, and can even project their voice through the breath weapon when it desires. It is not entirely clear if there is a range limit to this effect, though there are documented cases of a dragon challenging the heroes of a town over 20 miles distant from its location using a living breath weapon as its mouthpiece.

Living breath weapons are insubstantial, making them very difficult to harm, and they are highly mobile. Furthermore, since they are composed entirely of electricity, they can be used by a blue dragon as destinations of the dragon's Ride the Lightning ability. It should be noted that living breath weapons can share the space of any corporeal creature without either party being subject to the squeezing rules.

Combat Tactics

Living breath weapons can fly, pass through objects and creatures unimpeded, and take only half damage from nearly all attacks. Blue dragons often use them as scouts, despite the living breath weapon's complete inability to hide when not totally inside an object. Note that living breath weapons have no means of seeing through solid objects so they make terrible spies in this regard. That said, they can be used to deliver messages from the dragon when desired, and are also quite capable combatants in their own right.

Living breath weapons will rarely engage in a fight unless the blue dragon is nearby. If attacked while away from their master, they will flee at the first opportunity.

In combat, they will use discharge as soon as possible, in order to set up some battlefield control, deal some damage, and give the blue dragon more options for its Ride the Lightning ability. After that, it will move to engage with the most heavily armored opponents it can find.

Living breath weapons are only about as smart as dogs, and will attack single-mindedly once they engage, though their master can order them to change tactics, using simple commands, if necessary.

Out of Combat

Rewards

XP: 38,400

Treasure: Sellable Goods worth 23,625 gp.

Weight: 140 lbs.     Volume: 5.6 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)