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| JosephKell03-07-07, 04:42 PM | I was bored today, so I decided to fiddle with monsters (when I write an adventure I typically start with one monster and figure out what would be around them. What do you guys think would go great with Bluegoyles? Use them as a band of "free" Bluegoyles that have come to town. Maybe have one Bluegoyle that has forced his/her way to being the leader of a wing of gargoyles? Bluegoyle (Half-Blue Dragon Gargoyle) Medium Dragon (Monstrous Humanoid, Earth) Hit Dice: 4d10+20 (42 hp) Initiative: +2 Speed: 40 ft. (8 squares), fly 60 ft. (average) Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18 Base Attack/Grapple: +4/+10 Attack: Claw +10 melee (1d4+6) Full-Attack: 2 claws +10 melee (1d4+6), bite +10 (1d6+3), and gore +10 (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Breath Weapon Special Qualities: Damage Reduction 10/magic, darkvision 60 ft., low-light vision, freeze, immunity to sleep, immunity to paralysis effects, immunity to electricity, vulnerable to dragon fear Saves: Fort +6, Ref +6, Will +4 Abilities: Str 23, Dex 14, Con 20, Int 8, Wis 11, Cha 9 Skills: Climb +9 (3.5), Hide +11* (7), Intimidate +2 (3.5), Listen +9 (7), Spot +9 (7), Feats: Improved Multiattack, Multiattack Environment: Any (especially desert) Organization: Solitary, pair, or wing (5-16) Challenge Rating: 6 Treasure: Standard Alignment: Usually Lawful Evil (sometimes Neutral Evil) Advancement: 5-6 HD (Medium), 7-12 HD (Large), or by character class Level Adjustment: +8 This creature looks like a grotesque, winged humanoid with a horned head and a blue stony hide. A gargoyle is a vicious flying predator that enjoys torturing creatures weaker than itself; bluegoyles are more so. No one is certain which Blue Dragon first conducted experiments on gargolyes that transformed a number into half-dragons. Their lawful nature is the result of the infusion of blue dragon combined with the fear blue dragons are able to inspire in them. It is believed that gargoyles were selected for use as guardians because they have no deitary needs, other theories include mutual affinity for earth. Bluegoyles often appear to be winged stone statues made of blue rock, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain. When not enjoying their favorite pastime, a wing of bluegoyles can be found waiting silently for prey or bragging among themselves. Bluegoyles speak Draconic and either Common or Terran. Combat Bluegoyles either remain still, then suddenly attack, or dive onto their prey. A bluegoyle's natural weapons are treated as magic weapons for the purposes of overcoming damage reduction. Freeze (Ex): A bluegoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the bluegoyle is really alive. Breath Weapon (Su): 60-foot line, once per day, damage 6d8 electric, Reflex DC 17 half. The save DC is Constitution-based. Vulnerable to Dragon Fear (Ex): Unlike other creatures with the dragon type, bluegoyles are vulnerable to the fearsome aura of blue dragons. Blue dragons have the option to not affect bluegoyles. Skills: Bluegoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 whena bluegoyle is concealed against a background of stone. Bluegoyle Guardians: Many bluegoyles are in servitude to blue dragons (guarding lairs, clutches, etc.). Bluegoyles guarding blue wyrmlings often bring killed intruders to their charges. True Bluegoyle (Advanced Half-Blue Dragon Gargoyle) Large Dragon (Monstrous Humanoid, Earth) Hit Dice: 7d10+35 (73 hp) Initiative: +1 Speed: 40 ft. (8 squares), fly 80 ft. (average) Armor Class: 20 (+1 Dex, -1 size, +10 natural), touch 10, flat-footed 19 Base Attack/Grapple: +7/+21 Attack: Claw +16 melee (1d6+10) Full-Attack: 2 claws +16 melee (1d6+10), bite +16 (1d8+5), and gore +16 (1d8+5) Space/Reach: 10 ft./10 ft. (5 ft. for bite and gore) Special Attacks: Breath Weapon Special Qualities: Damage Reduction 10/magic, darkvision 60 ft., low-light vision, freeze, immunity to sleep, immunity to paralysis effects, immunity to electricity Saves: Fort +9, Ref +6, Will +5 Abilities: Str 31, Dex 12, Con 24, Int 8, Wis 11, Cha 9 Skills: Climb +15 (5), Hide +8* (10), Intimidate +8 (5), Listen +12 (10), Spot +12 (10), Feats: Improved Multiattack, Large and Incharge, Multiattack Environment: Any (especially desert) Organization: Solitary or pair; or solitary accompanied by a wing of bluegoyles (3-5) Challenge Rating: 8 Treasure: Standard Alignment: Usually Lawful Evil (sometimes Neutral Evil) Advancement: 8-12 HD (Large) or by character class Level Adjustment: +8 True bluegoyles are older bluegoyles that have grown larger. In addition to an increase in size, true bluegoyles have overcome their weakness to the fearsome presence of blue dragons. When found in the company of smaller bluegoyles, the true bluegoyle tends rule through fear and intimidation. Combat Bluegoyles either remain still, then suddenly attack, or dive onto their prey. A bluegoyle's natural weapons are treated as magic weapons for the purposes of overcoming damage reduction. Freeze (Ex): A bluegoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the bluegoyle is really alive. Breath Weapon (Su): 60-foot line, once per day, damage 6d8 electric, Reflex DC 20 half. The save DC is Constitution-based. Skills: Bluegoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 whena bluegoyle is concealed against a background of stone. Encounters If the PCs are tracking down a dragon's lair, they may run into the dragonslayer Azulglide (disguised as a half-orc). Azulglide is willing to partner with other dragonslayers provided he gets access to at least one dragon's remains. Azulglide secretly serves an unknown blue dragon, acting as her (or his) assassin and collector. Azulglide slays dragons to collect parts for the mysterious experiments of his master, he quickly transports parts back and forth by using his portable hole and half of a ring of gate (the portable hole has no weight so it can transport upto 280 cu. ft. of dragon through the ring at a time). Azulglide: Male Bluegoyle Fighter 1/Dragonslayer 3; CR 10; Medium dragon; HD 4d10+20 plus 1d10+5 plus 3d10+15; hp 84; Init +2; Spd 40 ft., fly 60 ft. (average); AC 25, touch 12, flat-footed 23, Dodge feat; Base Atk +8; Grp +15; Atk +16 melee (1d8+8 +1 electric, 19-20/x2, +1 dragonfang (blue) longsword); Full Atk +16/+11 melee (1d8+8 +1 electricity, 19-20/x2, +1 dragonfang (blue) longsword) and +10 melee (1d4+3, 20/x2, claw) and +10 melee (1d6+3, 20/x2, bite) and +10 melee (1d6+3, 20/x2, gore) or +11/+6 ranged (1d8+8, 20/x3, +1 dragonbone (+7) composite longbow, range increment 130 ft.); SA breath weapon, damage bonus (+3 vs. dragons); SQ aura of courage, darkvision 60 ft., DR 1/-, DR 10/magic, freeze, immunities (electricity, paralysis effects, sleep), low-light vision; AL LE; SV Fort +11, Ref +7, Will +9; Str 24, Dex 14, Con 20, Int 8, Wis 11, Cha 9. Skills and Feats: Hide +7* (7), Knowledge (Arcana) +2 (3.5), Listen +9 (7), Spot +9 (7), Tumble +10 (10); Close-Quarts Fighting, Dodge, Iron Will, Overhead Thrust. Azulglide has a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when Azulglide is concealed against a background of stone. Languages: Draconic and Common Aura of Courage (Su): Azulglide is immune to fear. Allies within 10 feet of Azulglide get a +4 morale bonus on saving throws against fear effect. Damage Bonus (Ex): Azulglide gets his dragonslayer level as a bonus on damage rolls against dragons. Freeze (Ex): Azulglide can hold himself so still he appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the Azulglide is really alive. Breath Weapon (Su): 60-foot line, once per day, damage 6d8 electric, Reflex DC 19 half. The save DC is Constitution-based. Possessions: +1 dragonfang (blue) longsword, +1 dragonbone (+7) composite longbow, +1 dragoncraft (blue) scalemail, hat of disguise, portable hole, half of a ring gate. Azulglide is typically equiped with potions of resist energy 30 appropriate to the dragon he has been dispatched to kill. Tactics Round-by-Round: Azulglide tries to hold by his ability to fly, approaching on foot (particularly when working with other dragonslayers). Prior to combat: hat of disguise to look like a half-orc and drink a potion of resist energy. Round 1: declare dodge on the dragon, while fighting defensively, attempt to tumble next to the dragon and attack (-4 to hit, +4 dodge). Azulglide wants to provoke the dragon to try to smash him from above so that he can use his Overhead Thrust feat to deal triple damage. Round 2: full-attack the dragon. Dragoncraft Scalemail is treated as light armor with a +4 AC bonus, max dex to AC of +3, and -2 action check penalty. |
| spncrbrrtt03-07-07, 06:42 PM | thanks for this. I love gargoyles. :D Nice job. |