-~*Variant Dragonspawn of Tiamat*~- [Archive] - Wizards Community

Post/Author/DateTimePost
Gasdyf_Warefayer

08-19-06, 04:56 PM
Okay, while I do think that the Monster Manual IV was, for the most part, a total waste of money, I do find the dragonspawn incredibly interesting, and worth basing an entire campaign around them. As I began to check them out, thought it woul dbe interesting try and find a compatable template that I could apply to each one. While some of the template's I've chosen aren't exactly the best ones I could find, I do like how some of them came out, so I decided that I'd go ahead and post one variant of each type. I'm mostly just bored, so I'll probably regret this in a bit. :P

Half-Vampire Blackspawn Raider CR 6

As one of the most sneaky of the dragonspawn, the half-vampire template (Libris Mortis) seemed an interesting add-on to the blackspawn riader. With the addition of the template, the raider gains some ability boosts, a good use for those nasty-looking teeth of theirs, as well as resiliency in their fast healing.

The first brood of half-vampire blackspawn raiders were born when, as an act of curiosity, a black dragon introduced the blood of a recently slain vampire into its eggs. Whether by accident or by Tiamat's will, the eggs hatched to become blackspawn raiders, but as much of their mother's heritage that they had, they were also born tainted with the vampire blood that had been infused into them.

A half-vampire blackspawn raider typically stalks its prey until it has a chance to attack one of them by itself. Once the victim has been incapacitated, the raider begins to feed on its blood, preferably until the victim dies of Constitution damage.


Half-Vampire Blackspawn Raider
Always CE Medium monstrous humanoid (dragonblood)
Init +7; Senses darkvision 60ft., low-light vision; Listen +8, Spot +8
Languages Common, Draconic
---------------------
AC 17, touch 12, flat-footed 15
(+2 Dex, +5 natural)
hp 60 (8 HD); DR 5/magic, silver, or good
Immune acid, paralysis, sleep
Fort +5, Ref +8, Will +6
---------------------
Speed 40 ft. (8 squares)
Melee falchion +11/+6 (2d4+3/18-20) or
Melee slam +11 (1d6+3) or
Ranged javelin +10 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +10
Atk Options Power Attack
Special Actions breath weapon, blood drain
Combat Gear oil of magic weapon, potion of cure moderate wounds, 2 potions of invisibility, potion of jump, potion of pass without trace, potion of protection from good
--------------------
Abilities Str 16, Dex 17, Con 16, Int 10, Wis 11, Cha 10
SQ resistance to cold 5, resistance to electricity 5, fast healing 1
Feats Improved Initiative, Power Attack, Track
Skills Bluff +2, Hide +5, Jump +7, Listen +8, Move Silently +5, Spot +8, Survival +10
Advancement by character class; Favored Class ninja
Possessions combat gear plus falchion, 2 javelins, silk rope (50 ft.), 5 tiger eyes worth 10 gp each.
--------------------
Breath Weapon (Su) 40-ft. line, once every 1d4 rounds, 4d4 acid, Reflex DC 17 half. The breath weapon damage increases by 1d4 for every 2 additional HD.
Blood Drain (Ex) If pinning an opponent, the half-vampire blackspawn raider can make a bite attack that does 1d4 Constitution damage each round and the half-vampire blackspawn raider gains 5 temporary hp each round. If the half-vampire blackspawn raider does not drain at least 1 Constitution point of blood each day from a living creature, it becomes fatigued (FortNeg, DC 15 + number of days since it last drank). If the half-vampire blackspawn raider still does not feed, it becomes Exhausted (FortNeg, DC 20 + number of days since it last drank). Drinking blood removes the fatigue –or- reduces the exhaustion to fatigue.



Shadow Blackspawn Stalker CR 10

While the Blackspawn Stalker is creepy enough by itself, the addition of the Shadow creature template (Manual of the Planes) makes it damned near terrifying. With the template, the stalker can now hide in the shadows of the ceiling, gaining total concealment until it's ready to attack.

Scholars speculate that for every type of being in existance, a specialized copy of that creature exists on many of the various planes. These fearsome beasts found on the Plane of Shadow may very well prove that theory...either that, or Tiamat just wasn't satisfied with how she made the blackspawn stalkers the first time around.

A shadow blackspawn stalker usually hides in the darkest corner of the room, typically a shadowy corner of the ceiling. From there, it waits until it has a chance to capture the most troublesome-looking party members in its webs, then it spookily lunges out of the shadows for them. Should the stalker find itself in trouble, it quickly retreats, then uses its plane shift ability to escape until it heals its wounds.


Shadow Blackspawn Stalker
Always CE Large magical beast (dragonblood)
Init +2; Senses darkvision 60ft., low-light vision, scent, tremorsense 60 ft.; Listen +3, Spot +3
Languages Draconic
--------------------
AC 25, touch 11, flat-footed 23
(-1 size, +2 Dex, +14 natural)
hp 105 (10 HD)
Immune acid
Fort +12, Ref +9, Will +4
---------------
Speed 60 ft. (8 squares), climb 60 ft.
Melee bite +15 (2d6+6/19-20 plus 1d6 acid), and 2 tail slaps +13 each (1d8+3)
Ranged 2 webs +11 ranged touch each (entangle)
Space 10 ft.; Reach 5 ft. (10 ft. with tail slap)
Base Atk +10; Grp +20
Attack Options Power Attack, deadly charge 4d6+9
Special Actions spit acid
Spell-like Abilities (CL 15th)
1/day – Plane shift (Self only; Plane of Shadows only)
---------------
Abilities Str 23, Dex 15, Con 21, Int 5, Wis 13, Cha 11
SQ Tiamat’s blessing (acid), resistance to cold 15, shadow blend, fast healing 2
Feats Improved Critical (bite), Multiattack, Power Attack, Track
Skills Climb +16, Jump +12, Listen +3, Move Silently +8, Spot +3, Survival +3
Advancement 11-18 HD (Large); 19-30 HD (Huge)
---------------
Deadly Charge (Ex) A shadow blackspawn stalker typically begins a battle by charging at an opponent. In addition to the normal benefits and hazards of a charge, this allows the shadow blackspawn stalker to make a single gore attack with a +15 attack bonus that deals 4d6+9 points of damage.
Web (Ex) A shadow blackspawn stalker can throw two webs per round, up to eight times per day. Each of these attacks is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Huge size. The web anchors the target in place, allowing no movement. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. An entangled creature can escape with a DC 21 Escape Artist check or burst it with a DC 21 Strength check. The check DCs are Constitution-based. The web has 12 hit points, hardness 0, and takes double damage from fire. A shadow blackspawn stalker also can create sheets of sticky webbing up to 20 feet square. It usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Each 5-foot section of webbing has 12 hit points and damage reduction 5/--. A shadow blackspawn stalker can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.
Spit Acid (Su) A shadow blackspawn stalker can spit its acidic saliva up to 60 feet as a standard action. This is a ranged touch attack with no range increment that deals 5d6 points of acid damage. This acid damage increases by 1d6 for every 2 additional HD.
Tiamat’s Blessing (Acid) (Su) All spawn of Tiamat within 5 feet of a shadow blackspawn stalker gain immunity to acid.
Shadow Blend (Su) As long as a shadow blackspawn stalker is not in full daylight (or a daylight spell), it can blend into the shadows, gaining total concealment.
Skills Shadow blackspawn stalkers have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. In addition, shadow blackspawn stalkers also receive a +6 racial bonus on Move Silently checks.



Fiendish Bluespawn Ambusher CR 6

While I realize there are much more interesting templates that can be added onto a bluespawn ambusher, I wanted to keep at least one of the variants presented here a simple one...and you can't get much simpler than the fiendish template (Monster Manual).

The existance of fiendish bluespawn ambushers is a fairly simple one to understand. It is likely that Tiamat created a few of these demonic beasts to roam Evil-aligned planes, perhaps to begin her eventual domination of those planes of existance as well.

The attack methods of a fiendish bluespawn ambusher don't vary much from those found on the Material Plane. Both tend to hide underground until approached, whereupon they burst out of the ground and attack. If they do locate a good-aligned party member, they immidiately gang up on that member, using their smite good attacks as soon as possible.

Fiendish Bluespawn Ambusher
Always LE Medium magical beast (dragonblood, extraplanar)
Init +0; Senses darkvision 60 ft, low-light vision, tremorsense 60 ft.; Listen +4, Spot +4
Languages Draconic
--------------------
AC 18, touch 10, flat-footed 18
(+8 natural)
hp 30 (4 HD); DR 5/magic
Immune electricity
SR 9
Fort +6, Ref +4, Will +3
---------------------
Speed 20 ft. (4 squares), burrow 20 ft. (earth and stone)
Melee 2 claws +8 each (1d8+4) and gore +6 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +8
Atk Options smite good
Special Actions electricity burst
--------------------
Abilities Str 19, Dex 10, Con 14, Int 3, Wis 14, Cha 13
SQ resistance to fire 10, resistance to cold 10
Feats Ability Focus (electricity burst), Multiattack
Skills Climb +7, Hide +0, Listen +4, Spot +4
Advancement 5-10 HD (Medium)
--------------------
Smite Good (Su) Once per day, a fiendish bluespawn ambusher may attempt to smite good with one normal melee attack. If the designated normal attack hits, it deals 1 extra point of damage per HD. If the fiendish bluespawn ambusher accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.
Electricity Burst (Su) A fiendish bluespawn ambusher can activate an electricity burst as a standard action every 1d4 rounds. Any creature within to feet must succeed on a DC 17 Reflex save or take 4d6 points of electricity damage. A successful save results in half damage. The save DC is Constitution-based. The burst damage increases by 1d6 for each additional HD.



Mineral Bluespawn Burrower CR 10

Okay, I must say that the addition of the Mineral Warrior template (Underdark) to a Bluespawn Burrower was far too obvious to pass up. However, rather than being tacky, the bluespawn burrower actually fits the flavor of the template very well.

Awhile ago, a mating pair of bluespawn burrowers broke into a buried ruin while digging out a new lair. While searching for a suitable way to dig out of the ruins, they triggered a portal that teleported them to the Elemental Plane of Earth. Forced to survive on a plane made entirely of earth and air-pockets, the two did surprisingly well, managing to survive for an entire year. During that time, the bodies of the two burrowers began to take on the characteristics of the rocks and minerals they were forced to spend much of their time surrounded by. When the two finally found a portal back to the Material Plane, they found that their offspring they had afterwards maintained the same body structure as they had inherited.

A mineral bluespawn burrower attacks much like its fleshy versions: they hide under the sand in groups, then surround whatever they're attacking while using their electricity attacks to storm their prey. Mineral bluespawn burrowers use their earth stike ability right away, with no thought as to saving it for later.


Mineral Bluespawn Burrower
Always NE Medium magical beast (dragonblood, earth)
Init +2; Senses darkvision 60ft., low-light vision, tremorsense 60 ft.; Listen +3, Spot +3
Languages –
--------------------
AC 28, touch 11, flat-footed 26
(-1 size, +2 Dex, +17 natural)
hp 134 (12 HD); DR 8/adamantine
Immune electricity
Fort +14, Ref +10, Will +4
--------------------
Speed 30 ft. (6 squares), burrow 20 ft.
Melee tail slap +19 (1d8+12/19-20 plus shock) and 2 claws +18 each (2d8+3)
Space 10 ft.; Reach 5 ft. (10 ft. with tail slap)
Base Atk +12; Grp +23
Atk Options Combat Reflexes, improved grab, shock, earth strike 1/day
Special Actions lightning sweep
---------------------
Abilities Str 27, Dex 15, Con 23, Int 1, Wis 6, Cha 9
SQ electricity shield, Tiamat’s blessing (electricity)
Feats Combat Reflexes, Improved Critical (tail slap), Iron Will, Multiattack, Weapon Focus (claw)
Skills Listen +3, Sense Motive +3, Spot +3
Advancement 13-17 HD (Large); 18-30 HD (Huge)
---------------------
Improved Grab (Ex) To use this ability, a mineral bluespawn burrower must hit an opponent up to one size larger than itself with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.
Shock (Su) A mineral bluespawn burrower deals an extra 2d6 points of electricity damage with its tail slap attack. In addition to this extra electricity damage, the tail slap attack deals an extra 1d10 points of electricity damage on a successful critical hit.
Lightning Sweep (Su) 60-ft. cone, 3/day, standard action, damage 6d6 electricity, Reflex DC 22 half. The save DC is Constitution-based. The lightning sweep damage increases by 1d6 for every 2 additional HD.
Electricity Shield (Su) A mineral bluespawn burrower’s body generates a prodigious electrical charge that arcs to nearby creatures. Any creature that strikes or touches a mineral bluespawn burrower with its body or a weapon, or that grapples a mineral bluespawn burrower automatically takes 2d6 points of electricity damage (Reflex DC 22 half). A creature wielding a metal weapon takes a -2 circumstance penalty on this saving throw. The save DC is Constitution-based. A creature takes damage from this ability only once per round.
Tiamat’s Blessing (Electricity) (Su) All spawn of Tiamat within 5 feet or riding on a mineral bluespawn burrower gain immunity to electricity.
Earth Strike (Ex) Once a day, a mineral bluespawn burrower may make a tail slap attack against an opponent standing on stone or earth. This attack receives bonus to attack equal to the mineral bluespawn burrower’s Constitution modifier, as well as a bonus to damage equal to the mineral bluespawn burrower’s racial HD.



Bluespawn Godslayer of Legend CR 12

Of all the dragonspawn, the Bluespawn Godslayer fits the idea of a Monster of Legend template (Monster Manual II) better than any other. While We all know who would really win, just imagine for a second this legendary Godslayer taking on the Tarrasque...yeah, you can just imagine that fight, can't you?

While Tiamat designed the Godslayers to already be powerful against the aspects of other dragon gods, as well as other dragons, one Godlsayer proved himself above the rest. Successfully defeating the Aspect of Bahamut, as well as reaching a total good-dragon kill count of 30 beings, Tiamat blessed the Godlsayer so that he could become an inspiration to evil dragons about how the Dragonqueen rewards her followers...as well as to show them what she'll send after them should they fail her.

Using its superior speed, as well as its powerful attacks, the Godslayer of Legend charges into battle proudly, focusing all of its attacks on any being that shows alliegance to Bahamut or good-dragonkind. Should a battle start to go the wrong way, the Godslayer is not too proud to retreat to try again another day.

Bluespawn Godslayer of Legend
Usually LE Huge outsider (native, dragonblood)
Init +5; Senses darkvision 60ft.; Listen +2, Spot +3
Languages Draconic
--------------------
AC 32, touch 10, flat-footed 30
(-2 size, +1 Dex, +2 shield, +20 natural, +1 dodge)
hp 196 (12 HD); DR 10/chaotic
Immune electricity, paralysis, sleep
SR 20
Fort +23, Ref +13, Will +12
--------------------
Speed 60 ft. (12 squares)
Melee +2 bastard sword +28/+28/+23/+18 (3d8+17/17-20 plus 2d6 electricity) and bite +23 (2d6+7 plus 2d6 electricity)
Space 15 ft.; Reach 15 ft.
Base Atk +12; Grp +35
Atk Options Awesome Blow, Improved Bull Rush, Power Attack, dragon slayer, outsider slayer
--------------------
Abilities Str 40, Dex 12, Con 35, Int 10, Wis 13, Cha 12
SQ raging blood, reflective hide, haste
Feats Awesome Blow, Improved Bull Rush, Improved Critical (bastard sword), Power Attack, Weapon Focus (bastard sword), Multiattack, Improved Initiative
Skills Climb +15, Jump +15, Listen +2, Spot +3
Advancement by character class; Favored Class fighter
Possessions +2 bastard sword, heavy dragonskull shield
--------------------
Dragon Slayer (Su) A bluespawn godslayer of legend deals an extra 2d6 points of damage when it hits a dragon or dragonblood creature.
Outsider Slayer (Su) A bluespawn godslayer of legend deals an extra 2d6 points of damage when it hits an outsider.
Raging Blood (Su) Whenever a bluespawn godslayer of legend is injured by a slashing or piercing weapon, its electrically-charged blood sprays out in a 5’cone. All creatures splashed with the blood take 1d4 points of electricity damage (no save).
Reflective Hide (Su) A bluespawn godslayer of legend is treated as always being protected by a spell turning effect.
Haste (Su) A bluespawn godslayer of legend is treated as always having the haste spell cast upon it.




Half-Chiang Lung Bluespawn Stormlizard CR 8

Originally, I was going to have the Ambusher have a half-dragon template (Monster Manual/Races of the Dragon), but then, after seeing the Cause Rain ability of a half-chiang lung dragon, as well as the name itself of the Stormlizard, the combination was too enticing to resist. Now, not only can the Stormlizard use its electricity attacks, but now it can literally create a rainstorm (In my campiagn, rain means that the electricity would deal 2d6 extra damage).

No one is not sure how exactly a chiang lung dragon and a blue dragon met each other, but however they did, Tiamat must have blessed the meeting for these half-breed Stormlizards to have been born. Worshiped by some simple-minded folk to be the embodiment of storms, little to the common folk know that these beasts do herald stormy times for those who stand against Tiamat.

Half-chiang lung Bluespawn Stormlizards always use their cause rain ability before joining a battle, knowing that the rain only serves to further power their already impressive electrical attacks. Other than that, they also use their unique ability to fly to further use their electrical powers to their advantage.


Half-Chiang Lung Bluespawn Stormlizard
Always LE Large dragon
Init -1; Senses darkvision 60ft., low-light vision; Listen +11, Spot +11
Languages –
--------------------
AC 27, touch 8, flat-footed 27
(-1 size, -1 Dex, +19 natural)
hp 80 (6 HD); DR 5/magic
Immune electricity, sleep, paralysis
Fort +12, Ref +4, Will +6
--------------------
Speed 40 ft. (8 squares), fly 80 ft. (Average)
Melee gore +17 (2d6+18) or
Melee bite +17 (1d6+18)
Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +22
Atk Options Improved Bull Rush, Improved Overrun, Power Attack, deadly charge 4d6+12, magic strike
Special Actions electricity arc, electricity link, cause rain
--------------------
Abilities Str 35, Dex 9, Con 24, Int 4, Wis 14, Cha 10
SQ Tiamat’s blessing (electricity), water breathing
Feats Improved Bull Rush, Improved Overrun, Power Attack
Skills Jump+21, Listen +11, Spot +11
Advancement 7-11 HD (Large); 12-17 HD (Huge); 18 HD (Gargantuan)
--------------------
Deadly Charge (Ex) A half-chiang lung bluespawn stormlizard typically begins a battle by charging at an opponent. In addition to the normal benefits and hazards of a charge, this allows the half-chiang lung bluespawn stormlizard to deal 4d6+12 points of damage with its gore attack.
Electricity Arc (Su) 100-ft. line, once every 1d4 rounds, standard action, damage 6d6 electricity, Reflex DC 19 half. The save DC is Constitution-based.
Electricity Link (Su) When half-chiang lung bluespawn stormlizards gather, electricity surges between them. As a swift action, a half-chiang lung bluespawn stormlizard can cause a line of electricity to fire from its horn to that of another bluespawn stormlizard within 100 feet. Creatures in the line must succeed on a DC 19 Reflex save or take 3d6 points of electricity damage. The save DC is Constitution-based.
Cause Rain (Su) A half-chiang lung bluespawn stormlizard can breathe storm clouds three times a day, causing rain to fall for 2d4 hours in a 2-mile radius centered on the half-chiang lung bluespawn stormlizard.
Tiamat’s Blessing (Su) All spawn of Tiamat within 5 feet of or riding on a half-chiang lung bluespawn stormlizard gain immunity to electricity.



Note: I shall post the rest in a little bit...I need to take a quick break. ^^