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| Dćгơs12-12-06, 05:02 AM | hi all, this is my first time on this forum (i usually live on the homebrew forum) and i need a little help with a dragon i am designing for a group of 5-6 level 7 gestalt characters. the encounter is set in the adventure "start at the end" from WoTC, but i wanted something different from a normal dragon as the main monster, also i needed it to be tougher, as im pretty sure the party can take stuff at 2-3 levels above their level without too much trouble. anyway here it is: Large Dragon Hit Dice: 13d12+66 (151 hp) Initiative: +5 Speed: 60 ft. (12 squares), burrow 10 ft, fly 120 ft (average). Armor Class: 22 (–1 size, +1 Dex, +13 natural), touch 10, flat-footed 22 Base Attack/Grapple: +16/+27 Attack: Bite +23 melee (2d6+13/19–20) Full Attack: Bite +23 melee (2d6+13/19–20) and 2 claws +11 melee (1d8+7) Space/Reach: 10 ft./5 ft. Special Attacks: Frightful presence, breath wepon Special Qualities: Forest adaptation, commune with nature, immune to acid, sleep, paralysis, darkvision 60 ft, low-light vision Saves: Fort +13, Ref +11, Will +15 Abilities: Str 36, Dex 14, Con 21, Int 9, Wis 21, Cha 20 Skills: Climb +26*, Concentration +10, Diplomacy +18, Gather Information +4, Hide +11*, Knowledge (local) +6, Knowledge (nature) +6, Listen +10, Move Silently +15, Sense Motive +19, Spot +14, Survival 10 Feats: Improved Critical (bite), Improved Initiative, Multiattack, Power Attack, Stealthy, Track Environment: Temperate forests Organization: Solitary, pair, or cluster (3–6) Challenge Rating: 10? Treasure: Double Alignment: Usually neutral evil Combat Forest landwyrms prefer to strike from hiding, attacking unwary opponents with its claws and bite. Such attacks may come from below (thanks to the landwyrm’s burrowing ability) or above (as they are quite capable of climbing large trees). breath weapon (Su): 60ft. line, 6d8 acid damage (reflex save DC23) Commune with Nature (Sp): Once per day a forest landwyrm can use commune with nature. Caster level 16th. Forest Adaptation (Ex): Forest landwyrms can ignore any concealment provided by foliage. Frightful Presence (Ex): 60-ft. radius, HD 15 or fewer, Will DC 18 negates. Skills: Forest landwyrms have a +4 racial bonus on Climb checks. *They have a +4 racial bonus on Hide checks when in cold or temperate forest environments. This bonus on Hide checks increases to +8 when the landwyrm is immobile. |