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| Sorcen_Anenooata07-20-06, 02:20 PM | Ok here's a little challenge for the great monster makers of the Monster's Lair forum, Whoever wishes may take a whack at making stats for my blood dragon. I've written out some of the flavor but you're certainly welcome to add to it or change it. I put the basic idea of what I envision down but if you need to change it go right ahead. Ok have fun and critique each other to eventually come out with the best and most balanced version of the blood dragon. Thank you ahead of time for all your participation. Blood Dragon Collosal? Dragon (there may be a blood subtype but i cant remember) Hit Dice: ?d12+? (? hp) Initiative: +? Speed: ? Armor Class: ? Base Attack/Grapple: ? Attack: ? Full Attack: ? Space/Reach: 5ft by 5ft/5ft ? Special Attacks: Special Qualities: Saves: Fort +?, Ref +?, Will +? Abilities: Str ?, Dex ?, Con ?, Int ?, Wis ?, Cha ? Skills: ? Feats: ? Environment: ? Organization: Solitary Challenge Rating: ? Treasure: None Alignment: Neutral evil Level Adjustment: - The dragon before you has blood red scales and its mouth drips blood almost constantly. It breaths a line of blood red energy at you and you feel all your blood vessels burst and your last sight is that of all your blood running out of your body through your skin and mouth and any other way it can get out. As your life leads your dying body, you notice your blood has joined with your companion's blood and is taking a humanoid form. The breath weapon magically causes all the blood vessels to burst in the victim's body and then the blood rushes out through the pores and other orifices of the body. The dragon can use a second breath weapon to target a pool of blood equal to a large creature's mass (4 tiny= 1 blood elemental, 3 small= 1 blood elemental, 2 medium sized creatures blood pools, 1 large creatures blood pool, 1 huge =2 blood elementals, 1 gargantuan= 3blood elementals, 1 collosal= 4 blood elementals) the targeted blood pool raises as a large blood elemental. The dragon's teeth and claws act as wounding weapons. Thanks to BladefellMaster, we now have stats for the blood dragons and the bloodspawn that come from their victim's blood. ta-dah!!! blood dragons -------------------------------------------------------------------------------- I thought about changing the name to Bloodmist Dragons, which in fact fits better into my current campaign than the half-finished hare-brained creation of the same name who I based these guys off of. It was pretty easy given that I had a similar, partial creature and your descriptions to add to it, especially that avasculating breath-- I didn' think of that at all. Bravo! Thats using the old noddle. Blood Dragon Gargantuan Dragon Hit Dice: 22D12+154 (297hp) Initiative: +5 Speed: 50ft, swim 50ft, fly 30ft(poor) Armor Class: 30 (-4 size,+1 DEX, +23 natural), touch 7, flatfooted 29 Base Attack/Grapple: +22/ +45 Attack: Bite + 29 melee (3D6+11 dmg, +7 acid, plus wounding) Full Attack: Bite + 29 melee (3D6+11 dmg, +7 acid, plus wounding) and Tail Blade +27 melee (2D8+5 dmg plus wounding, crit 18-20/x2) and 2 Claws + 27 melee (2D6+5 dmg) Space/Reach: 20ft/15ft (20ft with bite and tail) Special Attacks: Augmented Critical, Blood Drain, Breath Weapons, Daunting Pressence, Rake 3D6+16, Spells, Spell-Like Abilities, Wounding. Special Qualities: Acidic Defense, DR 10/+2, darkvision 120ft, immune to acid and poison, Keen Senses, low-light vision, Negative Energy Resistance, Poison Transferance, resistant to cold 10 & fire 10, scent, SR 23. Saves: Fort +20, Ref +14, Will +16 Abilities: STR 32, DEX 13, CON 25, INT 19, WIS 16, CHR 22 Skills: Bluff +16, Climb +16, Concentrate +23, Diplomacy +16, Hide +14, Intimidate +24, Jump +20, Knowledge(Arcana) +26, Knowledge(Religeon) +22, Listen +21, Move Silently +18, Search +19, Sense Motive +20, Spellcraft +24, Spot +21, Survival +10 (+16 tracking), Use Magic Device +26. Feats: Cleave, Combat Reflexes(B), Dodge, Enervate Spell, Flyby Attack, Improved Initiative, Mobility, Multiattack(B), Power Attack, Spring Attack, Track(B). Enviroment: Temperate or warm, misty hills and mountains, or underground. Organization: Solitary, pair, or nesting(1-2 adults and 2-5 eggs or hatchlings). Challenge Rating: 18 Treasure: Double or triple standard. Alignment: Always neutral evil. Advancement: 23-43 HD(gargantuan); 44-66 HD(colossal). Level Adjustment: -- A faint mist has been forming since the sun set. Now, it grows thicker, so thick you can hardly see, thick enough to diffuse and reflect the light of the full moon. A gentle breeze swirls a reddish color into the tendrils of mist. There! Ahead of you in the mist. A glint of red eyes directly in front of you, they vanish a swirl of thickening mist as it slips silently away. The coppery tang of blood scent fills your nostrils as the clouds around you grow thicker and redder still. You see the eyes again, this time accompanied by a viscious, fanged mouth, drooling foul smelling blood. It snaps at you! As it's teeth sink into your flesh you see it's long, sinuous neck trailing off into the mists. It vanishes again, stalking you, it's position betrayed by the occaisional gleam of it's glowing red eyes. You're bleeding, profusely, much more than you should be, your blood evaporating into the reddish mist. The eyes again shine forth and dart towards you, it's mouth opens and with a horrid, squelching noise it vomis forth a steaming mass of blood. It burns your skin, eating away your armor, and causes your blood to flow faster still. Youfeel weak, dazed and as you stumble, falling into a growing pool of your own blood, a large red and black dragon steps from the mists. Again the beast opens it's mouth a spes out a bloddy mass, but this time you're not the target, this time it focuses on the pool of blood you lie in. The acrid smell of bile and a horrible revulsion fill you dimming awareness as you watch you watch your blood flow into the form of a small humaniod, rising at the dragon's command. Blood dragons bear a resemblance to a gold dragon with stunted wings, except that they are red and black. The inside of their legs, their bellies, and the bottoms of their jaws, and long, serpentine necks are blood red darkening to a shade like dried blood on their tails, ribs and backs. A blood dragons horns, crest and wings are black, as are their teeth, claws, bones, and tail blades. Blood Dragons are a relatively new menace in the land, just a couple of centuries, but they've begun appearing almost everywhere, killing and devouring whole towns. Some rumors say that the hordes of the Abyss unleashed these beasts on world as a way to spread evil faster and farther then ever before. The clergy of Boccob claims they are the creation a secret sect of vampire priestesses of Wee-Jas, the goddess of death and magic, after all the foul necromancy these beasts practice fall under her domains. Still others claim that the Blood Dragons are the foul offspring of a corrupted gold dragon who mated with either e red or black vampiric dragon. Combat Blood dragons like to hunt and stalk in a manner similar to a lion or tiger,but they far larger and infintely more dangerous. They often charge, pounce and rake, making full use of their Flyby Attack, Mobility, and Spring Attack feats. Blood dragons are also formidable spellcasters who make excellent use of necromancy and evocation spells, but in offense and for stealth. They can use almost any magical item, but seem to prefer amulets, brooches, gems rods and staves, often weilding staffs of evocation, fire, or necromancy like rods or wands. Augmented Critical(Ex): A blood dragon threatens a critical hit on a natural 18-20 with it's tail attack and deals double damage on a successful critical hit. Blood Drain(Su): A blood dragon can suck the blood from a living victim by making a successful grapple check. If it pins the foe it drains blood, dealing 1D4 points of Constitution drain each round the pin is maintained. On each such successful attack, the blood dragons is healed 5 hp, gaining any excess as temporary hp which last for 1 hour. Breath Weapons(Su): Blood Dragons have two type of breath weapons, a line of avascualating, necrotic acid and cone-like spray of animating, necromantic blood. Avaculating Breath: Creatures caught within this line of necrotic acid must succeed at a DC 28 Fortitude save or lose half their current hit points, take 2D4 points of acid damage each round for the next 2-4 rounds, and be stunned for 1 round and shaken for the remaining duration of the acid effect. On a successful save the victim loses only one-quarter of their current hp, is shaken for 1 round and suffers only 1D4 points of acid damage the next round. This breath weapon is a line 100ft long, 5ft wide, and 5ft tall. Animating Breath: A blood dragon's secondary breath weapon is a 50ft cone of animating, necromantic blood which causes the pool of blood from an avasculated, or eviscerated, victim to arise as a bloodspawn under the dragon's control, it can only control up to 11 of these undead monstrosities at anyone time and any extra created are created without control. Blood Dragons can only use this animating breath once per day per point of Constitution bonus, typically seven times per day, and can only use it's breath weapons once every 1D4+1 rounds; no matter which breath weapon it used last or is trying to use currently. The save DC is Constitution-based. Daunting Pressence(Ex): As a free action, whenever it is threatening or attacking, a blood dragon can overawe it's opponents, causing all creatures within 60ft who can see it to make a DC 27 Will save or be shaken for the remainder of the encounter. Those who successfully save against this effect cannot be affected by the same blood dragon's Daunting Pressence for 24 hours. The save DC is Charisma-based. Rake(Ex): Attack bonus +27 melee, damage 3D6+16. A blood dragon gains two rake attacks if it attacks while swimming of flying, it also deals rake damage while grappling any creature large-sized or larger. Spells: Blood Dragons cast spells as 11th level sorcerors and can learn spells from the Death and Deathbound clerical domains. Spells per Day: 6/8/8/7/7/5 Spells Known: 9/5/5/4/3/2 Typical Spells Known: 0- Acid Splash, Detect Magic, Detect Poison, Disrupt Undead, Mage Hand, Message, Ray of Frost, Read Magic, Unnerving Gaze; 1st- Burning Hands, Cause Fear, Comprehend Languages, Magic Missile, True Strike; 2nd- Blur, Death Knell, Ghoul Touch, Melf's Acid Arrow, Scorching Ray; 3rd- Gaseous Form, Hold Person, Lightning Bolt, Vampiric Touch; 4th- Animate Dead, Crushing Despair, Whither Limb; 5th- Kiss of the Vampire, Slay Living. The save DCs are Charimsma-based and equal 16+ spell level. Spell-Like Abilities(Su): At will- Fog Cloud, Obscuring Mist, Solid Fog, Stinking Cloud(DC 19); x3 day- Death Knell(DC 18), Desecration, Flesh Ripper(DC 19), Vampiric Touch(DC 19); x1 day- Blood Star(DC 20), Cloudkill(DC 21), Consumptive Field(DC 20). Caster level 11th. The save DCs are Charisma-based. Wounding(Su): A hit by a blood dragon's tail or bite attacks causes a persistant, bleeding wound. An injured creature continues to bleed, losing an additional 1 hp per round, per wound. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped with a DC 28 Heal check, or a cure or heal spell. However, anyone attempting to cast a cure or heal spell on a creature hit by the dragon's tail or bite attack must succeed on a DC 28 caster level check, or the spell has no effect on the injured creature. The check DCs are Constitution-based. Acidic Defense(Ex): A blood dragon's blood is a highly caustic acid that poses a danger to anyone entering melee combat with the dragon. Creatures using slashing or peircing weapons to deal damage to the dragon must succeed at a Reflex save, DC equals damage dealt +7, or be splattered with the beast's foul blood and take acid damage. Acid damge is 2D4+7 damage the first round, 1D4+3 damage the second, and 2 points of acid damage the third round. A blood dragon also deals 7 points of acid damage with it's bite, ot if it is wounded and bleeding while grappling. The save DC and damage dealt is Consitution-based. Keen Senses(Ex): Blood Dragons have keen senses of hearing, sight, and smell. They can see twice as well as a human in any illumination, track by smell like a hound, and hear a cat's footfalls at a hundred paces, as well as having darkvision 120ft ans the scent ability, It's keen senses give the blood dragon a +6 racial bonus on Survival checks while tracking, a +4 racial bonus on Listen and Spot checks, and a +2 racial bonus on Search checks. Negative Energy Resistance(Su): Thanks to their befouled, corrupted origins blood dragons have negative energy resistance 20 and are immune to the consumptive field, death knell, energy drain, enervation, and vampiric touch spells. Furthermore, blood dragons are allowed a Fortitude save, with the DC equal to the save to remove it, to avoid ever gaining a negative level from attacks by undead and outsiders with the energy drain attack. Poison Transferance(Ex): Blood dragons are immune to poison, but even though they are immune the poison remains in their blood and allows them to deliver the poison, with a bite attck, themselves. Any poison the blood dragon in injected with makes it's way, through the beast's blood vessels, to the acid glands in the beast's mouth and is delivered in it's next bite attack. The poison takes 1D4 round to absorb into the dragon's blood and flow to it's fangs. In all respects, including damage and save DC, the poison is identicle to it's original form, except that is now delivered by the blood dragon's bite. Blood Dragon Lore Character's wishing to know more information about Blood Dragons can make Knowledge Arcana and Religeon skill checks to learn more. Knowledge Arcana check DC - Information Revealed 15 - Blood Dragons are evil dragons known to feed off of human blood. They derive great satisfaction from stalking and toying with their prey like great, vile cats. 18 - Blood Dragons are necromancers, animating both more coventional undead and the bizarre bloodspawn from their victim's bodies. 20 - Blood Dragons are nearly immune to attacks made with non-magical weapons (reveals DR) and highly resistant to spells (reveals SR). 22 - Blood Dragons are resistant to cold, fire, and negative energy. (Reveals resistances and spell immunities). 24 - Blood Dragons breath acid, have acid for blood, and can return any poison used against it back upon the creature that poisoned it. (Reveals acidic defense, poison transfer, and poison immunity). 30 - Blood Dragons are powerful necromancers able to call forth the blood of their victims with spells and breath weapons, they are highly resistant to non-magical attacks, resistant to elemental attacks and spells, and are corrupt, evil creatures created through foul magics.(Reveals all of the above and one of the rumors about their origins) Knowledge Religeon check DC - Information Revealed 30 - Blood Dragons are the creation of an insane cult of Afflux who also worshipped the vampiric black dragon Crimsonthirst of the Dark Talon as the Bloodwife, consort of Afflux. After the dragon's disappearance they performed many foul rituals on the eggs she left hind, believing that they could have the Bloodfather's essence enter the eggs and allow the birth of powerful new emissaries of their twisted deity. This is the true origin of the Blood Dragons. bloodspawn -------------------------------------------------------------------------------- Sorry about the delay,I was experiencing technical difficulties. Bloodspawn Medium Undead Hit Dice: 10D12+10 (75hp) Initiative: +1 Speed: 30ft, climb 20ft Armor Class: 22 (+1 DEX, +11 natural), touch 11, flatfooted 21 Base Attack/Grapple: +5/+8 Attack: Slam +8 melee (1d6+3 dmg plus blood call) Full Attack: 2 Slams +8 melee(1D6+3 dmg plus blood call) Special Attacks: Blood Call, Spit Acid Special Qualities: Acidic Defense, blindsight 60ft, DR 5/+2, fast healing 2, inescapable craving, lifesense, ooze traits, self spawn, undead traits. Saves: Fort +2, Ref +3, Will +6 Abilities: STR 17, DEX 13, CON --, INT 4, WIS 10, CHR 10 Skills: Climb +4, Hide +3, Jump +4, Listen +3, Move Silently +3, Swim +3 Feats: Ability Focus(Spit Acid), Cleave, Improved Toughness, Power Attack Enviroment: Any land or underground Organization: Solitary, pair, and spawning pool (3-6) Challenge Rating: 9 Treasure: None Alignment: Always neutral evil Advancement: 11-15 HD (medium); 16-30 HD (large) Level Adjustment: -- (+3 if intelligent) A squelching, sloshing noise echoes down the tunnels, whatever it is it is drawing nearer. Strange, you expected the tramping of the booted feet of hobgoblin warriors not these weird liquid sounds, but then you expected living sentries, not bloodless corpses, too. It is very close now, just a fewmore steps and you can leap out, ambushing it as it passes you. A strange creature, the likes of which you've never seen before, rounds the rocky outcropping you're hiding behind. What in the Nine Hells is it? The bizarre creature confronting you is a short, stocky humaniod about the size of a dwarf, but it is composed entirely of a red semi-liquid substance. Is that blood?! It's featureless head never turns and neither does it turn around, it simply sloshes directly towards you, seemingly walking backwards. The tangy scent of blood fills your nostrils as you hack at it with your axe, the blade of which passes cleanly through it, splattering you with it's foul-smelling blood. It burns! The drops of it's blood burn where they fell on your bare hands, forearms, and face. The pain drives all reason from your mind and you feel the fighting fury of you people coming over you. Voicing your warcry you rage towards the vile thing, hacking and slashing visciously, only to see it's wounds close almost as fast as your mighty axe cleaves through it's body. Combat Bloodspawn are nearly mindless, they rely on their damage reduction, fast healing, and high armor class to preserve them in combat rather than any kind of stategy or tactics. The only tactical attacks they seem to make is to save their acid spit for those who attack them with ranged weapons or spells. Blood Call(Su): Whenever a bloodspawn strikes a living creature in melee combat it's touch causes the target's body to expell a portion of it's own blood through it's pores. The expelled blood gathers and flows accross the distance between the bloodspawn and it's victim to be absorb by the creature. This attack deals 1D3 points of Constitution damage to the victim. If a bloodspawn deals as many points of Constitution damage during it's existance as it's full normal hit point total, it self spawns. Spit Acid(Ex): Five times per day, once per dat for every 2HD for advanced bloodspawn, the bloodspawn can spit it's foul necrotic acid as a ranged touch attack. Attack bonus +6, damage 2D4 points of acid damage the first round, 1D4 points the second, and 1 point the third round, range 30ft, this attack is usable once every 1D4+1 rounds. In addition, the acid has a necrotic quality which prevents clotting and allows the blood to flow freely. Those hit by the acid spittle must succeed at a DC 17 Fort save or take 1 point of Constitution damage and an additional 1 hp per round, for the three rounds the acid continues to deal damage, from this blood loss. Wounds inflicted by the acid spittle resist healing and require a DC 17 Heal check or caster level chack to be healed through the use of the heal skill or by casting cure or heal spells. The check DCs are Charisma-based and include a +2 inherent bonus from thebloodspawn's Ability Focus(Spit Acid) feat. Acidic Defense(Ex): A bloodspawn's amorphous body is composed of highly acidic blood that has a necrotizing effect, eating away the victims' flesh and perventing their blood from clotting. As such, any creature grappling with or making unarmed or natural attacks against the bloodspawn take 2D4 points of acid damage per round, with no save allowed. Creatures using melee weapons to strike the bloodspawn are allowed a DC 15 Reflex save to avoid this damage, by avoiding the splashes of acid blood. Wounds inflicted by the bloodspawn's acidic touch resist healing and require a DC 15 Heal check or caster level chack to be healed through the use of the heal skill or by casting cure or heal spells. The check DCs are Charisma-based. Inescapable Craving(Ex): A bloodspawn has an inescapable craving for blood, which it satisfies with it's blood call ability. Lifesense(Ex): A bloodspawn is blind, but it can percieve the life force of living creatures. A mediu-sized creature gives off sifficient life force to illuminate a 60ft radius, revealing itself and all features and objects in the area to the bloodspawn. Larger creatures give off more life-light than smaller ones. Large-sized creatures illuminate a 120ft radius, double this radius for each size category larger than medium-sized, up to a maximum radius of 960ft for colossal creatures. Ooze Traits: Despite being undead, bloodspawn have all the4 benefits and disadvantages of being an ooze. Like oozes, bloodspawn are blind, giving the immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. They are also immune topetrification, poison, magic sleep effects, paralysis, polymorph, and stunning, and they are not subject to extra damage from critical hits and flanking attacks. They are amorphous and as such can pass through spaces as small as an inch in diameter. Self Spawn(Su): If a bloodspawn deals as many points of Constitution damage during it's existance as it's full normal hit point total, it self spawns, splitting into two identicle bloodspawn, each with a number of hit points equal the original's full normal total. Bloodspawn are foul undead monstrosities created from the blood of living creatures, typically by a Blood Dragon's animating breath. Originally created through profane and vile rituals by the preists of Afflux, the knowledge necissary to create these bizarre undead has spread rpidly accross the netherworld and through many evil cult and temples. A bloodspawn can be created with the Create Undead spell by a spellcaster of 15th level or higher. The blood of one large, two medium, or 4 small creatures, a vial of acid , and a powdered black onyx worth at least 500 gold is needed to form the body and a DC 15 Heal check or Knowledge:Religeon check (if using the sacrifie rules in the Bookof Vile Darkness) is required to remove the victims' blood properly. A Blood Dragon using it's animating breath requires nothing but a pool of blood to create it's bloodspawn, as the bloody acid it spews forth forms the remainder of the creature's body. Sometimes when a bloodspawn is created is retains it's intelligence and portions of it's old personality, but it's alignment changes to evil (any). The cultists worshipping evil gods of death believe these creature to be the chosen of the dark god often worshipping them as avatars or emissaries. Intelligent bloodspawn lose all supernatural abilities of their race, if any, except for spell-like abilities, but they retain all exceptional abilities of their race. |
| savant_warlord1307-20-06, 06:45 PM | I would recommend not making the breath weapon an auto-kill, even if you allow a save |
| Sorcen_Anenooata07-20-06, 07:11 PM | That was just my flavor on it, the person it was used on could have just been very weak or maybe he had been slashed already by the claws, or if necessary change the flavor, like I said I just put out an idea and was too lazy to write up stats (not to mention I'm not very adept at it), and also to see how well all of you could make it. It could be based of the Avasculate spell in Libris Mortis, which it is already loosely based off of. That spell, if i remember correctly from a few hours ago, takes the opponent to half hit points and stuns them. |