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| Korone11-08-06, 03:15 PM | This thread is for all type of spawn of Tiamat that I create. Feel free to post request (just note that I have some difficulty with Cr) or your customs spawns of Tiamat too. All images, names and whole creatures are ™, so WotC, don't even think about stealing something from this thread. Spawns created so far: Bluespawn Guard (http://boards1.wizards.com/showpost.php?p=11479059&postcount=46) Whitespawn Howler (http://boards1.wizards.com/showpost.php?p=10998105&postcount=30) Redspawn Bomber (http://boards1.wizards.com/showpost.php?p=10615217&postcount=9) Redspawn Zealot (http://boards1.wizards.com/showpost.php?p=12117965&postcount=49) Brownspawn Mauler(same post) Brownspawn Sandtrooper (http://boards1.wizards.com/showpost.php?p=10598177&postcount=2) Hellfirespawn Burner (http://boards1.wizards.com/showpost.php?p=10613991&postcount=6) Template: Chosen of Tiamat (http://boards1.wizards.com/showpost.php?p=11442468&postcount=38) --- Spawns by Dracomortis Blackspawn Slitherer (http://boards1.wizards.com/showpost.php?p=9947642&postcount=295) Bluespawn Render (http://boards1.wizards.com/showpost.php?p=10522244&postcount=572) Redspawn Lavashark (http://boards1.wizards.com/showpost.php?p=9812410&postcount=134) http://xs110.xs.to/xs110/06493/SpawnBrun.jpg Brownspawn mauler Huge Monstrous Humanoid (dragonblood) Hit Dice: 11d8+122 (173 hp) Initiative: +3 Speed: 60ft.; burrow 20ft. Armor Class: 24 (–2 size, +3 Dex, +13 natural), touch 11, flat-footed 21 Base Attack/Grapple: +11/+32 Attack: Slam +18 2d6+9 or Gore +18 1d10+9 Full Attack: 2 Slams +18 2d6+9 and +13 Gore 1d10+4 Space/Reach: 15 ft./15 ft. Special Attacks: Constrict, improved grab, powerful charge, counter grapple, sleeper lock Special Qualities: Darkvision 60 ft., immunity to acid, paralysis, and sleep, low-light vision, tremorsense, DR 5/- Saves: Fort +14, Ref +10, Will +10 Abilities: Str 28, Dex 16, Con 32, Int 7, Wis 16, Cha 14 Skills: Escape Artist 12, Tumble 12, Jump 18, Spot 4, Listen 4 Feats: Improved Grapple (b), Mobility (b), Deflect Arrow, Improved Bull Rush, Improved Trip, Power Attack, Awesome Blow Environment: Any desert Organization: Solitary, pack (2-3) Challenge Rating: 9 Treasure: None Alignment: Usually neutral evil Advancement: 12-20HD (Huge) Level Adjustment: — A huge humanoid with draconic features appear before you. It carry no weapon nor armor, although with its massively muscular body and thick scaled skin make for it. Its hands seems disproportionated, very large and plated, appearing as evident weapons. It then lower its plated head and charge in your direction... Brownspawn mauler are born of brown dragon, made out of pure strength to dismember Tiamat's enemies. They are some of the first hitter, going into melee quickly to dispatch the spellcaster. When not into armies, they serve as brown dragon's guard or they form mercenaries bands with bluespawns godslayer. A typical brownspawn mauler's height is 17 feet high(and almost as large) and weighs about 20,000 pounds. They speak Draconic. Combat Brownspawn mauler delight in melee combat, loving to tore bone apart, breaking neck and destroying everything with its heavily plated hands and head. It usually charge into combat and hit the most frail looking enemy until it end with the stronger fighter or barbarian which they try to constrict to death. Constrict (Ex): On a successful grapple check, a brownspawn mauler deals 2d6+18 points of damage. Improved Grab (Ex): To use this ability, a brownspawn mauler must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Powerful Charge (Ex) A brownspawn mauler deals 2d10+18 points of damage when it makes a charge. Counter grapple (Ex)*As described in Complete Warrior; Reaping Mauler ability, page 76. Sleeper Lock (Ex)*As described in Complete Warrior; Reaping Mauler ability, page 76. Tremorsense (Ex) Brownspawn mauler can automatically sence the location of anything within 200 feet that is in contact with the ground. Skills: Brownspawn mauler have a +4 racial bonus on Escape Artist and Tumble checks and a +8 racial bonus on jump checks. |
| Korone11-08-06, 05:48 PM | http://xs410.xs.to/xs410/06524/SpawnBrunII.jpg Brownspawn sandtroopers Medium Monstrous Humanoid (dragonblood) Hit Dice: 2d8+4 (16 hp) Initiative: +2 Speed: 40ft.; burrow 10ft. Armor Class: 17 (+2 Dex, +2 Armor, +3 natural), touch 12, flat-footed 15 Base Attack/Grapple: +2/+2 Attack: Flail +4 1d8+2 or Longbow +4 1d8 Full Attack: Flail +4 1d8+2 or Longbow +4 1d8 Space/Reach: 5 ft./5 ft. Special Attacks: Breath Weapon, Humanoid hunter Special Qualities: Darkvision 60 ft., immunity to acid, paralysis, and sleep, low-light vision, tremorsense, Hide in plain sight, perfect sight Saves: Fort +2, Ref +5, Will +3 Abilities: Str 14, Dex 15, Con 14, Int 10, Wis 10, Cha 8 Skills: Hide 11, Move Silently 5, Listen 3 Feats: Run(b), Power attack Environment: Any desert Organization Solitary, gang (2-5), team (10-15 plus one commander of 3rd-5th level), commando (20-55 plus 5 sergeants of 3rd level, 3 5th level lieutenants, 1 8th level captains and 1-3 brownspawn mauler) Challenge Rating: 3 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class Level Adjustment: — You see a tall humanoid, broad looking. It haves draconic features and its skin is brown, melding perfectly in the sand. It haves multiples, thick, dark horns on its heads. It wears a leather armor and hold a massive flail in its hand. Uppon seeing your anatomy, a sadistic smile emerge from its face. Brownspawn sandtroopers lives in desert, prefering to hunt on humanoid over any other kind of creature. They are sadistic murderer that hunt for fun or for gold. They attacks human, elven or any other humanoid village when sandstorm are strong. Brownspawn sandtroopers are 7 feet tall and weight around 220lbs. They speaks draconic. Combat Brownspawn sandtroopers attacks humanoid on sight before any other enemies. They weaken them with ranged attacks. Then, when in range, they use their breath weapons on their enemies, hoping to blind them before crushing them with their flail. Breath Weapon (Su)Each 1d4 rounds, the brownspawn sandtroopers can emit a 20 feets long cone of acid and sand, dealing 2d6 acid damage. In adition, creature caught in the cone must make a ref save or be blinded for 1d2 rounds. DC 13. Hide in plain sight (Ex) As the ranger ability, but only usable in desert and desert-like arena. Humanoid hunter (Ex) Brownspawn sandtroopers love hunting humanoid creature. Their constant training provide them a bonus of 1d6 damage on all damage roll agaisnt them. Perfect sight (Ex) Brownspawn sandtroopers sight aren't affected by wind/sand effects, thus, can see normally in sandstorm and other events. Tremorsense (Ex) Brownspawn sandtroopers can automatically sence the location of anything within 200 feet that is in contact with the ground. Skills: Brownspawn sandtroopers have +4 racial bonus on hide checks and increase to +8 in desert. |
| Korone11-09-06, 05:20 PM | Added organization and made some correction. Oh, and bump ! |
| Sorcen_Anenooata11-09-06, 09:53 PM | I like the concept of having more spawn than just the chromatics. I'm interested to see what other dragons you use for spawn. If your taking suggestions, how about the hellfire wyrm, theres variations of them as true dragons so its viable and they already live in Baator so they're bound to have been in contact with Tiamat at some point. |
| Korone11-10-06, 08:42 AM | Well, I had the fang dragon in mind too. Maybe the shadow and deep ones too, but I haven't really looked at them yet. Weirdly, I haven't even thought about the hellfire wyrm. I'm working on one right now. And go ahead for suggestion, they're all welcome. |
| Korone11-10-06, 09:56 AM | Here's the first hellfirespawn. Hellfirespawn Burner Medium Monstrous Humanoid (dragonblood) Hit Dice: 7d8+14 (46 hp) Initiative: +6 Speed: 30ft., fly 50ft. (perfect) Armor Class: 22 (+6 Dex, +6 natural), touch 16, flat-footed 16 Base Attack/Grapple: +7/+9 Attack: Claw +9 1d6+1d4(fire)+2 or Hellfire ray +14 3d6(fire) Full Attack: 2 Claws +9 1d6+1d4(fire)+2 or Hellfire ray +14/+9 3d6(fire) Space/Reach: 5 ft./5 ft. Special Attacks: Hellfire ray Special Qualities: Immunity to fire, paralysis, and sleep, smoking, infernal aura, blindsight 150ft., levitate, Tiamat's favor Saves: Fort +4, Ref +11, Will +8 Abilities: Str 14, Dex 22, Con 15, Int 5, Wis 17, Cha 6 Skills: Listen 8, Hide 11 Feats: Weapon focus (hellfire ray), Precise shot, Flyby attack Environment: Any fire based environment Organization Pair, pack (4 or 6) Challenge Rating: 8 Treasure: Standard Alignment: Always lawful evil Advancement: By character class Level Adjustment: — An eyeless draconic humanoid levitate around you, his body being heavily spiked, its dark red and black scales moving as if it were melting lava. Smoke comes out from his body constantly, as an ever burning giant torch. Born as twin from hellfire wyrm's eggs, these spawn are very dangerous, violent and act with a disturbing synchronization between themselves. In fact, if you go into their territory or if they had the initiative to prepare themselves, most thing are doomed to their death. Few have seen them through their blinding and choking smoke and even fewer have survived to talk about it. Hellfirespawn burner guards hellfire wyrm's lair and act as tactical assassins in Tiamat's army, infiltrating building, filling it with smoke and destroying every living creature in it. Hellfirespawn burner are generally 6 feets tall and weight 190lbs. They speak Draconic but barely never bother to do so. Combat "You doesn't fear Hell untill it came from the depths to kill you." Hellfirespawn burner favor closed places such as caverns and buildings, being able to use their smoking ability to full efectiveness. When completely submerged with smoke and in range, they attack with their hellfire ray. Hellfire ray (Su) The hellfirespawn burner can shot a ray of hell fire from its hands. Such rays can be shot at a range of 80 feets, dealing 3d6 damage, half fire, and other half coming from infernal power and is therefore not subject to reduction by protective elemental magic. It is a ranged touch attack and is threated as a projectile weapon. Smoking (Ex) The hellfirespawn burner is constantly smoking and produce a lot of it. Each round, twenty cubic feets of smoke is produced (or four complete squares). The smoke is considered normal smokes for any effects it can inflict. A character who breathes the smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Also, smoke obscures vision, providing concealment to characters within it. Infernal Aura (Su) Every creature within five feets of the hellfirespawn burner takes 2d4 points of fire damage. It can suppress this aura as a free action. Levitate (Su) The hellfirespawn burner can levitate at a speed of 50ft. per round and have a perfect maneuvrability. Tiamat's favor (Su): Every spawns adjacent to the hellfire spawn burner are immunised to fire, unafected by smoke effect and can see perfectly throught it. |
| Sorcen_Anenooata11-10-06, 11:13 AM | Awesome Korone, the fang dragons could be cool as well. What about prismatic and force dragons. Check out the RavinRay's Dracodex for a pretty complete listing of dragons and that can give you some ideas of which ones. The CR looks fine by the way, it may be a point or two too low but I'm not sure. |
| Dracomortis11-10-06, 12:23 PM | I'd bump up the hit points on the hellfirespawn burner; at level 8, the PCs are going to kill it in one or two rounds easy. Other than that, looks pretty good. I like the idea of Tiamat creating other types of spawn besides the chromatics; makes sense that she'd want a greater variety. Oh, and if you're interested at all, I've done a blackspawn slitherer (http://boards1.wizards.com/showpost.php?p=9837475&postcount=204), a bluespawn render (http://boards1.wizards.com/showpost.php?p=9474096&postcount=15), and a redspawn lavashark (http://boards1.wizards.com/showpost.php?p=9770559&postcount=77). |
| Korone11-10-06, 12:38 PM | Sorcen: Thanks. But doesn't prismatic dragons have their own god ? If yes, it doesn't really make sense to me that Tiamat create spawns out of them. And as far as I remember, the force dragon doesn't have an evil alignment. I might be wrong though... But there's some interesting stuff in the Dracodex that I will surely use. Dracomortis: Sure, the PCs would kill it without much effort. But if they are stuck in deep smoke and a couple of these things attacks them, it could turn very bad for them. They'll be chocking and receiving fire attacks from a completely concealed opponent. Unless they have any way to get rid of the smoke, they're pretty much burned. And yes, I have seen the three spawns you have created. Very nice and already incorporated in my game. :) If you're going to create other spawns of Tiamat, we could use this thread as an index of homemade spawns. Here's an other. And again, the CR must be completely wrong(?). Picture (http://xs.to/xs.php?f=65877698.JPG&h=xs308&d=06455) Redspawn bomber Gargantuan Dragon Hit Dice: 12d12+84 (162 hp) Initiative: +2 Speed: 40ft., fly 250ft. (poor) Armor Class: 20 (-4 size, +1 Dex, +13 natural), touch 7, flat-footed 19 Base Attack/Grapple: +12/+35 Attack: Bite +16 2d6+1d6(fire)+7 or talon +16 1d10+7 or gore +16 3d6+7 Full Attack: Gore +17 3d6+7, bite +14 2d6+1d6(fire)+3, 2 talons +14 1d10+7 Space/Reach: 20 ft./15 ft. (20ft. with bite) Special Attacks: Breath Weapon, Mighty swing Special Qualities: Darkvision 120 ft., immunity to fire, paralysis, and sleep, low-light vision, Tiamat's favor Saves: Fort +17, Ref +9, Will +9 Abilities: Str 24, Dex 12, Con 25, Int 2, Wis 13, Cha 10 Skills: Spot 16 Feats: Multiattack, fly-by attack, great fortitude, power attack, Weapon Focus (gore) Environment: Hot mountain Organization Solitary, pair, mounted (1-2bomber and 2-4 redspawn arcaniss) Challenge Rating: 9 Treasure: Standard Alignment: Always chaotic evil Advancement: 12-18HD (gargantuan). 19-25HD (colossal), 26HD+ (colossal+) Level Adjustment: — This creature look like a enlarged red scaled wyvern. Although its head is heavily horned and have no sting on its tail. Redspawn bomber are the high sky artillery used in Tiamat's army. Commanded by redspawn arcaniss, these huge creature are used as mount for long travel and combats. They grow quickly and can reach immense size. Redspawn bomber lenght around 50ft. and weight 80 tons. They understand draconic but cannot speak it. Combat Redspawn bomber attack with their breath as much as they can when fighting non-flying opponent. When fighting fire immune or flying creature, they use their large number of natural weapons agaisnt them. Breath Weapon (Su) The redspawn bomber have three breath weapons. One is a ball of explosive magma, which is generally thrown from the air. Once it hit something, the ball explode in a 10 feet radius, dealing 6d10 fire damage. If the ball is thrown on a specific target, such as a creature or object, it must make a ref save or it receive an additional 1d8 bludgeoning damage. Its second breath weapon in a line of semi-liquid fire. The line is 50 feets long and deal 4d10 fire damage. Since the line is semi-liquid, the breath stay active on the ground for 2d4 rounds as a 5 feets large, 10 feets high wall of fire. Anything that go through that wall of fire receive 2d10 fire damage. Its third breath weapon is a fire ball similar to the spell of the same name. The redspawn bomber can spit a ball of fire with great velocity. The ball of fire is spit in a direction and continu its way up to 1000 feets away before it fall to the ground. When the ball hit something solid, it explode in a 30 feets radius, dealing 10d6 fire damage. The redspawn bomber's breaths are usable each 1d4 rounds. DC 25 Mighty swing (Ex) When using its gore attack, the redspawn bomber can target three adjacent square that he threaten. The attack apply to all creature in these squares. Make one attack roll and apply that roll agaisnt each defender. Tiamat's favor (Su) Every spawn adjacent to the redspawn bomber is immunised to fire. |
| Dracomortis11-10-06, 12:46 PM | Heh, I overlooked the part where the burner can see through the smoke, although I should've picked that up using common sense. Good to hear my spawn got to see some use. Actually, I'm going to drop a pair of hellfirespawn burners in a game I'm running tomorrow - right in the middle of a room made of floating stone tiles suspended over a rising lake of lava. |
| Korone11-10-06, 01:01 PM | Please post a resume of the fight after the session. The place alone seems nasty. |
| Dracomortis11-10-06, 01:12 PM | Will do. |
| Korone11-12-06, 01:24 PM | Bump. |
| Dracomortis11-12-06, 07:07 PM | Oh, how evil the hellfirespawn buners turned out to be! The first round, they both levitated out from the lava beneath the PCs, exposing them to the smoke and their infernal aura, and fired off hellfire rays. At first, the smoke wasn't that big of a deal; even the wizard passed the save. The wizard decided to use a bit of metagaming and assumed (wrongly) that the spawn had vulnerability to cold, so he polymorphed into a white dragon and used his breath weapon. When he only did 5 points of damage, I think he got the idea they weren'y vulnerable. The ranger and the mind flayer moved into melee, attacking with hand axes and tentacles, respectively. For all their troubles, they got exposed to the smoke and the infernal aura again on the second round. Third round, the PCs decided they'd had enough of the fire damage and chugged some potions of resist fire. The look on the 'flayer's face when he still got damaged by the next hellfire ray was priceless. Wizard decided to try melee with the second spawn, only to get grappled - and taken down into the lava. It went on for probably a good twenty rounds or so before the PCs finally killed the spawn. Every time I mention the words "lava" or "magma", the PCs draw their weapons and slide around it. |
| Korone11-12-06, 08:05 PM | Hahaha, sound like your PCs had some difficulty with them. Seems that it was one heck of a fight. So, do you think CR 8 is correct for them? |
| Korone11-17-06, 12:00 PM | Bump. |
| Doom_Linnorm11-17-06, 01:58 PM | I'll submit some of my Spawn aswell if you do not mind that is... be patient though, I'm still not a very good monster statter. I'm nothing less then terrible of assigning CR to a homebrew. Progress list: Blackspawn Venomgut: 20% Blackspawn Impailer: 15% Blackspawn Darkflayer: 15% |
| kaizer_soatze11-17-06, 08:43 PM | Do you need some stats for the true hell fire dragon? here Hellfire Dragon Dragon (Extraplanar, Fire) Environment: The Nine Hells Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring) Challenge Rating: - Treasure: Triple standard Alignment: Always lawful evil Hellfire dragons are the physically weakest of the epic dragons, but they make up for it with being the most magical, gaining a large number of spell-like abilities over time and having innate spellcasting abilities the equal of the prismatic dragons. They focus much of their magical talent into mind affecting enchantments and fire magic (their favored energy form). It is whispered that when Asmodeus was hurled down, a few of his serpent's scales fell to the newly created ground and burrowed into it, germinating quickly in the rich infernal earth. When Asmodeus's Infernal children arose from his fallen blood, the first of the hellfire dragons already awaited them. Through occasional skirmishes, the two groups, Infernal and Draconic, came to a wary truce that has never wavered. When Asmodeus ascended to the Serpent's Throne, he drew most of the hellfire dragons into Nessus as another "surprise" for those daring, powerful, and stupid enough to penetrate so many of Hell's defenses. It is even rumored amongst the devils that not every pit fiend in Nessus is what it seems, for the dragons shapeshift often to disguise their true strength. Despite so many of their kind being in hiding, hellfire dragons are not too rare an encounter. Most of those with lairs in Hell are found in Avernus (though they are far less inclined to piety than other dragon species, they recognize and respect Tiamat's greater power), naturally. Most free hellfire dragons, however, range across the planes, manipulating, maneuvering, and occasionally mutilating any who catch their interest. A hellfire dragon is less materially inclined than other dragons (though they do tend to gather enormous hordes over time anway), and derives far more amusement from ruining other's lives with their subtle ways. Some establish cults, others rule nations, and still others act as tempters, not to gain souls as the Infernals do, but to watch with interest and glee as they pull sentient creatures deeper and deeper into madness and evil. Combat Breath Weapon (Su): A hellfire dragon can breathe a cone of infernal fire. One-half of the damage from this attack is infernal and not subject to elemental protection against fire. Fiendish Form (Su): A hellfire dragon can, at will, produce an effect like that of a shapechange spell, except that only the normal form of any tiefling or devil may be assumed. Infernal Aura (Su): Any creature coming too close to a hellfire dragon automatically takes fire damage, as listed on the age progression table. The radius begins at 5’, and expands as the dragon gets older. Infernal Senses (Ex): Like the devils, a hellfire dragon can see perfectly in any darkness. Summon Baatezu (Sp): Starting at Very young age, and once per day, a hellfire dragon may summon a single barbazu with a 100% chance of success. This ability functions like a summon monster spell of the appropriate level. A summoned devil automatically returns whence it came after one hour. At Young Adult age, the dragon may choose to summon a single gelugon or three barbazu with a 100% chance of success. At Old age, the dragon may choose to summon one cornugon, two gelugons, or 5 barbazu with a 100% chance, or may summon a single adult Hellfire Dragon with a 50% chance of success. At Wyrm age, The dragon may choose to summon two cornugons, four gelugons, or a dozen barbazu with 100% chance of success, or two adult Hellfire Dragons with a 50% chance of success. Lesser Spell-Like Abilities: At will – hold person, sending, suggestion, unhallow, wall of fire, desecrate. Caster Level: 20th; DC 19 + spell level + Dragon’s Cha modifier Minor Spell-Like Abilities: At will – charm person, demand, greater dispelling, pyrotechnics, true seeing. Caster Level: 20th; DC 19 + spell level + dragon’s Cha modifier Major Spell-Like Abilities: At will – improved invisibility, teleport without error, unholy aura. Caster Level: 20th; DC 19 + spell level + dragon’s Cha modifier Greater Spell-Like Abilities: - At will – blasphemy, dictum, fire storm. Caster Level: 20th; DC 19 + spell level + dragon’s Cha modifier Skills: Bluff, Diplomacy, and Knowledge (arcana) are considered class skills for hellfire dragons. Spells: Hellfire Dragons can also cast cleric spells and those from the Destruction, Evil, and Law domains as arcane spells. I hate doing it this way, but this should be decently clear (if anyone would rather have the Excel table of this, PM me). Wyrmling Size:L HD:7d12 + 56 Str 29 Dex 10 Con 27 Int 23 Wis 22 Cha 28 Base Attack/Grapple: +7/+19 Attack: +15 Fort: +13 Ref: +5 Will: +11 Breath: 6d10 (21) Fright DC: 22 Speed: 60 ft., fly 150 ft.Init: +0 Armor Class: 37 (-1 size, +28 natural) touch 9, flat-footed 37 Special Abilities: Immunity to fire, fire subtype, fiendish form, infernal aura, infernal senses, DR 15/magic Aura: 5d4 Caster Level: 3rd SR: 15 Very Young Size: H HD: 11d12 + 99 Str 32 Dex 10 Con 29 Int 25 Wis 24 Cha 30 Base Attack/Grapple: +11/+26 Attack: +20 Fort: +16 Ref: +7 Will: +14 Breath: 8d10 (24) Fright DC: 25 Speed: 60 ft., fly 200 ft. Init: +0 Armor Class: 40 (-2 size, +32 natural) touch 8, flat-footed 40 Special Abilities: DR 15/epic, summon baatezu Aura: 7d4, 10 ft. radius Caster Level: 6th SR: 18 Young Size: H HD: 15d12 + 150 Str 35 Dex 10 Con 31 Int 27 Wis 26 Cha 32 Base Attack/Grapple: +15/+33 Attack: +25 Fort: +19 Ref: +9 Will: +17 Breath: 10d10 (27) Fright DC: 28 Speed: 60 ft., fly 200 ft. Init.:+0 Armor Class: 44 (-2 size, +36 natural) touch 8, flat-footed 44 Special Abilities: Lesser Spell-Like Abilites Aura: 9d4 Caster Level: 9th SR: 21 Juvenile Size: H HD: 19d12 + 209 Str 38 Dex 10 Con 33 Int 29 Wis 28 Cha 34 Base Attack/Grapple: +19/+39 Attack: +31 Fort: +22 Ref: +11 Will: +20 Breath: 12d10 (30) Fright DC: 31 Speed: 60 ft., fly 200 ft. Init: +0 Armor Class: 50 (-2 size, +40 natural, +2 profane) touch 8, flat-footed 50 Aura: 11d4 Caster Level: 12th SR: 24 Young Adult Size: H HD: 23d12 + 276 Str 41 Dex 10 Con 35 Int 31 Wis 30 Cha 36 Base Attack/Grapple: +23/+44 Attack: +36 Fort: +25 Ref: +13 Will: +23 Breath: 14d10 (33) Fright DC: 34 Speed: 60 ft., fly 200 ft. Init: +0 Armor Class: 56 (-2 size, +44 natural, +4 profane) touch 8, flat-footed 56 Special Ability: Summon Baatezu II Aura: 13d4, 15 ft. radius Caster Level: 15th SR: 27 Adult Size: G HD: 27d12 + 351 Str 44 Dex 10 Con 37 Int 33 Wis 32 Cha 38 Base Attack/Grapple: +27/+52 Attack: +40 Fort: +28 Ref:+15 Will: +26 Breath: 16d10 (36) Fright DC: 37 Speed: 60 ft., fly 250 ft. Init: +0 Armor Class: 60 (-4 size, +48 natural, +6 profane) touch 6, flat-footed 60 Special Abilities: DR 15/epic, Minor Spell-Like Abilities Aura: 15d4 Caster Level: 18th SR: 30 Mature Adult Size: G HD: 31d12 + 434 Str 47 Dex 10 Con 39 Int 35 Wis 34 Cha 40 Base Attack/Grapple: +31/+57 Attack: +45 Fort: +31 Ref: +17 Will: +29 Breath: 18d10 (39) Fright DC: 40 Speed: 60 ft., fly 250 ft. Init: +0 Armor Class: 66 (-4 size, +52 natural, +8 profane) touch 6, flat-footed 66 Aura: 17d4 Caster Level: 21st SR: 33 Old Size: G HD: 35d12 + 525 Str 50 Dex 10 Con 41 Int 37 Wis 36 Cha 42 Base Attack/Grapple: +35/+63 Attack: +51 Fort: +34 Ref: +19 Will: +32 Breath: 20d10 (42) Fright DC: 43 Speed: 60 ft., fly 250 ft. Init: +0 Armor Class: 72 (-4 size, +56 natural, +10 profane) touch 6, flat-footed 78 Special Abilities: Summon Baatezu III Aura: 19d4, 20 ft. radius Caster Level: 24th SR: 36 Very Old Sixze: G HD: 39d12 + 624 Str 53 Dex 10 Con 43 Int 39 Wis 38 Cha 42 Base Attack/Grapple: +39/+68 Attack: +56 Fort: +37 Ref: +21 Will: +35 Breath: 22d10 (45) Fright DC: 46 Speed: 60 ft., fly 250 ft. Init: +0 Armor Class: 78 (-4 size, +60 natural, +12 profane) touch 6, flat-footed 78 Special Abilities: Major Spell-Like Abilities Aura: 21d4 Caster Level: 27th SR: 39 Ancient Size: C HD: 43d12 + 731 Str 56 Dex 10 Con 45 Int 41 Wis 40 Cha 46 Base Attack/Grapple: +43/+76 Attack: +60 Fort: +40 Ref: +23 Will: +38 Breath: 24d10 (48) Fright DC: 49 Speed: 60 ft., fly 300 ft. Init: +0 Armor Class: 80 (-8 size, +64 natural, +14 profane) touch 6, flat-footed 80 Special Abilities: DR 20/epic and good Aura: 23d4 Caster Level: 30th SR: 42 Wyrm Size: C HD: 47d12 + 846 Str 59 Dex 10 Con 47 Int 43 Wis 42 Cha 48 Base Attack: +47/+79 Attack: +65 Fort: +43 Ref: +25 Will: +41 Breath: 26d10 (51) Fright DC: 52 Speed: 60 ft., fly 300 ft. Init: +0 Armor Class: 86 (-8 size, +68 natural, +16 profane) touch 6, flat-footed 86 Special Abilities: Summon Baatezu IV Aura: 25d4, 25 ft. radius Caster Level: 33rd SR: 45 Great Wyrm Size: C HD: 51d12 + 969 Str 62 Dex 10 Con 49 Int 45 Wis 44 Cha 50 Base Attack/Grapple: +51/+85 Attack: +71 Fort: +46 Ref: +27 Will: +44 Breath: 28d10 (54) Fright DC: 55 Speed: 60 ft., fly 300 ft. Init: +0 Armor Class: 92 (-8 size, +72 natural, +18 profane) touch 6, flat-footed 92 Special Abilities: Greater Spell-Like Abilities Aura: 27d4 Caster Level: 36th SR:48 |
| Korone11-18-06, 09:18 AM | Doom Linnorn: Sure, do post them when they'll be finished ! Kaizer : ...yes, I already have stats for the hellfire wyrm, why are you asking? Otherwise, I wouldn't had been able to do a spawn for it. And try to modify your post to remove all this big block of text. And you should have waited for an answer before posting it anyway, don't you think? |
| Dracomortis11-18-06, 11:30 AM | Yeah, CR 8 is perfect for the burner. And can't wait for the spawn, Doom_Linnorm. |
| Korone11-29-06, 04:04 PM | Bump. |
| Korone12-05-06, 09:02 PM | Added a picture of the brownspawn mauler. Spawn in progress: Whitespawn howler |
| d2447866712-05-06, 09:19 PM | Hmm.. I wonder what a dracolichspawn would be like? But that seems more Falazure then Tiamat, actually... |
| Korone12-07-06, 05:14 PM | Yep, plus the fact that the spawns would need to be created in a completely different manner, if possible at all. |
| JiCi12-11-06, 08:48 PM | In my campaign, not only the five true chromatics are blessed by Tiamat, but any other evil dragon that worship her. She created more than five breed of dragon, the brown being the sixth.Same here, I got the black, blue, green, red and white, plus the yellow, orange, purple, the brown and the grey (homebrewed) Hmmm... you got potential at creating spawn, I'll give you that. Those are pretty nasty creatures. Redspawn bomber - snip - You should only a bite, 2 claws and a tail attack for this one. It seems overpowered just by the sheer number of attacks per round. However, if you want to improve the "bomber" aspect of the spawn, you should give a breath weapon that,s similar to the fireball spell. Make it deal 10d6 points of fire damage, have it shoot a orb of fire to a line area, and make it burst on the very first creature/object the orb hits in its path. Kaboom ! |
| Korone12-12-06, 08:50 PM | About the number of attacks, well, I thought about it and I rolled all damage rolls as if they all touched something. And it resulted 65 damages and a second time for... 80 damages. It really seems too much agaisnt a lvl 9 character, according that all attacks did hit. I might remove some attacks from it. And I'm loving that breath weapon idea. You can be sure I'll add it, but do 3 breath weapons seems too much ? Ah.. there can't be too much ! I'll update it in a couple of days. Where can I find the orange, purple and yellow dragons? I tried to make a grey dragon some times ago, but I haven't managed to make something really interesting.. any link about this ? I'm interested to see it. |
| Sorcen_Anenooata12-12-06, 10:03 PM | At first I thought you were going for all types of dragons regardless of alignment and worship, sorry for the confusion. Anyway I just got Shining South and saw the Rattelyr dragon, its lawful evil so it could work I'd think. |
| JiCi12-13-06, 04:36 PM | About the number of attacks, well, I thought about it and I rolled all damage rolls as if they all touched something. And it resulted 65 damages and a second time for... 80 damages. It really seems too much agaisnt a lvl 9 character, according that all attacks did hit. I might remove some attacks from it.Like I said, a bite, 2 claws and a tail should be enough. And I'm loving that breath weapon idea. You can be sure I'll add it, but do 3 breath weapons seems too much ? Ah.. there can't be too much ! I'll update it in a couple of days.That would cause the problem as the number of natural attacks. 1 boosted breath weapon will be enough. Where can I find the orange, purple and yellow dragons? I tried to make a grey dragon some times ago, but I haven't managed to make something really interesting.. any link about this ? I'm interested to see it.1- the orange, purple and yellow are all in the Dragon Compendium Vol. 1 2- here's the link to my Grey Dragon (http://boards1.wizards.com/showthread.php?t=685598) |
| Korone12-24-06, 03:17 PM | Redspawn bomber's natural weapon have been changed and I added the breath weapon. Now that thing really look like a living artillery ! I made a correction to its Ac, since I forgot that the gargantuan penalty was -4 and I gave it mighty swing with its gore attack. Aye, the orange, yellow and purple really need a new 'make-over', a wyvern, a snake with legs and a crocodile... ah, right. Whitespawn howler should be coming soon. |
| Korone12-24-06, 04:22 PM | This thing was suposed to be some kind of 'support' spawn, being some kind of bard howling at other spawns and giving them bonuses, but it ended being a melee brute enhancing others spawns into melee. And... Cr ? Now I'm clueless. Whitespawn howler Medium Monstrous Humanoid (dragonblood) Hit Dice: 5d8+25 (49 hp) Initiative: +4 Speed: 40ft. Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14 Base Attack/Grapple: +5/+10 Attack: Claw +10 2d6+5 or bite 1d8+1d4cold+5 Full Attack: 2 Claws +10 2d6+5 and bite +8 1d8+1d4cold+2 Space/Reach: 5 ft./5 ft. Special Attacks: Ice shard Special Qualities: Darkvision 60 ft., immunity to cold, paralysis, and sleep, low-light vision, Tiamat's rage, snow walking, Tiamat's Favor Saves: Fort +4, Ref +8, Will +6 Abilities: Str 21, Dex 18, Con 20, Int 4, Wis 14, Cha 22 Skills: Intimidate +14 Feats: Intimidating rage(b), Multiattack, Power attack Environment: Cold mountain Organization: Solitary, pair, band (5-10 plus 1 leader level 3), squad (4-5, 2-3 level 2 and 1 commander level 4 plus 10-25 whitespawn hordeling, 4-5 whitespawn hunter and 5-6 whitespawn iceskidder) Challenge Rating: ? Treasure: None Alignment: Always chaotic evil Advancement: 6-9HD (Medium), 10-16HD (Large) Level Adjustment: - A tall, muscular reptilian humanoid howl at you, its large clawed hand open. Its scales are pure white and its head look like that of a white dragon but with a overly long crest. Whitespawn howlers are in some way the messengers of Tiamat, delivering her hate and rage agaisnt her enemies. Supported through divine power, they can enter a devastating rage, destroying everything in their way, even putting other spawns into its rage. Their presence means very rarely something good since Tiamat use these to channel her rage. Experienced whitespawn howler often follow the barbarian's path, although none can't ignore the frienzed berzerker and those who follow this path ends up as commanders. Whitespawn howlers are 8 feets high and weigth around 650lbs, their body being thick and massive. They talk draconic. Combat "This thing is more stupid than a troll, but its presence alone will scare the hell out of you." Whitespawn howlers tries to hide before engaging enemies, trying to weaken these with its ice shards. It then enter into rage and charge into melee. Ice shard (Ex): Each 1d4 rounds, a whitespawn howler can spit a small poisoned shard of ice at a range of 60ft. It must make a ranged touch attack and if the hit is successed, the target receive 1d4+5 piercing damage and 1d4 cold damage. In addition, it must make a fort save or be weakened by the poison inside the ice (DC 17) or suffer a penalty of -2 on attack roll. Dc is Con based. Snow walking (Ex):A Whitespawn howler can walk normally on snow and ice with no problems, no matters the situation. When on such terrains, they suffer no speed penalty and everything trying to track the creature receive a -8 penalty. Tiamat's rage (Su):Whitespawns howler can enter a very deep and terrifying rage, evoking Tiamat's anger agaisnt metallic dragon. While in this rage, it gain +4Str, +2Dex, +4Con, speed +10ft., regeneration 2 and gain immunity to fear effect. In addition, it gain a cold aura of 5 feets dealing 1d6 cold damage and give it a fear aura of 20ft. radius. Each creatures entering the aura is affected as if it were hit by the Fear spell as cast by a sorcerer of the howler's HD. Even if reduced to -10 or less Hp, the howler isn't dying untill its rage ends. It cannot use intelligence, dexterity or wisdom skills while raging, which last for a numbers of rounds equal to 3 + its newly improved constitution modifier and otherwise work like the barbarian's rage and it stack with any other rage effect. It can enter this rage a number of times per day equal to its HD divided by four. Tiamat's favor (Su):When a whitespawn howler enter Tiamat's rage, every adjacent spawns must make a will save (Dc 18, Cha based) or they enter the rage too as if they had the ability to enter Tiamat's rage. The other spawns can voluntarily fail their will save. Although, every other spawn will gain a different aura, depending on its dragon blood. Redspawn's aura will deal fire damage, bluespawn will deal electricity damage, greenspawn will deal acid damage, etc. In addition every spawn adjacent to the whitespawn howler are immune to cold. |
| JLaurHughes12-25-06, 01:14 PM | I like the brownspawn sandtroopers, I think I'll use them in a campaign sometime. |
| Atolm12-25-06, 02:27 PM | Wow those are some sweet ideas :D nice job...and happy holidays |
| Korone12-28-06, 04:38 PM | Glad that you likes my minis-Tiamat. *Added a pic for the brownspawn sandtroopers. But damn ! I forgot his armor. |
| Illithid0012-28-06, 05:19 PM | I'm definitely going to start using some of those in my game. I just need to wait until my players are high enough level so I can smash them with even more draconic might. |
| Korone01-18-07, 03:47 PM | There are never enough draconic might ! Er, bump. |
| JiCi01-18-07, 03:55 PM | From what I've seen from Fiendish Codex II, hellfire doesn't deal fire, but pure profane damage as it burns hotter than normal fire. The Hellfirespawn Burner's ray should be updated with that rule. |
| Korone01-21-07, 11:34 AM | Well, I haven't got to read that book yet so, until then, I'll keep that on hold. |
| Korone02-10-07, 12:07 AM | Not really a spawn, but related to Tiamat. A bluespawn is on the way, too. Ages ago, Tiamat created an offshoot of the chromatic dragons, known as the spawn of Tiamat, to serve her infernal plans. Powerful, fearsome, and utterly devoted to her will, they are nevertheless limited in their usefulness, particularly those with limited intelligence. She needed something that could lead her armies into battle, yet were still single-minded enough to serve her unquestionably. To this end, she created the creatures known as Chosen of Tiamat. A Chosen of Tiamat is born when a creature willingly undergoes a special ritual that transforms it into a new, more powerful form, devoting itself forever to Tiamat’s cause. To the casual observer, a Chosen of Tiamat appears to be nothing more than a half-dragon or a creature with draconic heritage. In truth, Chosen of Tiamat are far more powerful, drawing their power directly from their newfound goddess. Often encountered leading vast armies of Tiamat’s spawn, the chosen ones are feared as a living testament to the Queen’s powers. Chosen of Tiamat Creating a Chosen of Tiamat "Chosen of Tiamat" is a template that can be added to any living, corporeal non-dragon creature of non-good alignment. A Chosen of Tiamat uses all the base creature’s statistics and special abilities except as noted here. Size and Type The creature's type changes to dragon. All racials HD changes to dragon HD. Creature's size increase by one category but cannot exceed Colossal. Speed Increase base walk speed by 150%. A Chosen of Tiamat has large scally wings. Unless the base creature has a better fly speed, the creature can fly at twice the creature’s new base land speed (average maneuverability). Armor Class Chosen of Tiamats skin become very hard scales. Natural armor improves by +4. Attack A Chosen of Tiamat grow long rasorsharp talons and teeths, gaining two claws attacks and a bite attack. The bite is the primary natural weapon. Damage Chosen of Tiamat have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table. If the base creature already have these kinds of attacks, use the greater one. Table Size Bite Claws Tiny 1d4 1d3 Small 1d6 1d4 Medium 1d8 1d6 Large 2d6 1d8 Huge 2d8 2d6 Gargantuan 4d6 2d8 Colossal 4d8 4d6 Special Attacks A Chosen of Tiamat retains all the special attacks of the base creature and gains the following special attack. Smite Dragon (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a dragon foe. Breath Weapon (Su): Once every 1d4 rounds, it can use a breath weapon depending on its variety. A Chosen of Tiamat associated with red dragon have a cone shaped breath dealing fire damage, one associated with black dragon have a line shaped breath dealing acid damage, etc. The breath deals 1d8 points of damage per two HD of the creature with a reflex save for half. Table Size Line (Length) Cone (Length) Tiny 30 ft. 15 ft. Small 40 ft. 20 ft. Medium 60 ft. 30 ft. Large 80 ft. 40 ft. Huge 100 ft. 50 ft. Gargantuan 120 ft. 60 ft. Colossal 140 ft. 70 ft. Spells (Su): A Chosen of Tiamat gain natural spellcasting as a sorcerer of its HD divided by two. Special Qualities A Chosen of Tiamat has all the special qualities of the base creature, plus the following special qualities. -Darkvision out to 60 feet. -Low-light vision -Immunity to sleep and paralysis -Immunity to one of the following energy: Fire, cold, electricity or acid and gain resist 10 for the three others. -Gain a +4 racial bonus on saves agaisnt poison. -Damage reduction 5/magic if 6HD or less; Damage Reduction 10/magic if 7HD or more. -A Chosen of Tiamat natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. -Spell Resistance of 8+HD -Blindsense 30 feet. -Dragon empathy: +2 to all bluff, diplomacy, intimidate and sense motive checks when communicating with dragons. -A Chosen of Tiamat count as Spawn of Tiamat in order to receive bonus from the Tiamat's Blessing ability of Spawn of Tiamat. Abilities Increase from the base creature as follows: Str +12, Dex +2, Con +8, Int +2, Wis +2, Cha +4. These bonus takes into account the abilities modification for the size increase. Challenge rating As base creature +4 LA: +5 |
| JiCi02-10-07, 08:34 AM | Woaw, nice template you got there Korone. Yet I have lots of things to say; - "LA: +5/+6" should be enough, considering that it has lots of abilites that advance according to HD. - DR should be progressive, as nothing, than 5/magic and then 10/magic - SR should be 5 +HD, 13 +HD is a tad too high. - Would Chosen of Tiamat be a better name ? We have seen a chosen of Mystra, a chosen of Bane and a chosen of Malar. Furthermore, dratgonborn are also known as chosen of Bahamut. - Can you apply this template to a creature with the dragonblood subtype ? - Too bad you cannot apply it to a chromatic half-dragon, although the Human Heritage feat from Races of Destiny can allow you to take this template, as you become a Humanoid (human). Aside from that, it's all good. |
| Dracomortis02-10-07, 11:35 AM | I'd suggest bumping the CR increase as well. This template is significantly better than the half-dragon template. +5 would probably be more accurate. EDIT: Reworked flavor text. Ages ago, Tiamat created an offshoot of the chromatic dragons, known as the spawn of Tiamat, to serve her infernal plans. Powerful, fearsome, and utterly devoted to her will, they are nevertheless limited in their usefulness, particularly those with limited intelligence. She needed something that could lead her armies into battle, yet were still single-minded enough to serve her unquestionably. To this end, she created the creatures known as Tiamat’s blessed. A Tiamat’s blessed is born when a creature willingly undergoes a special ritual that transforms it into a new, more powerful form, devoting itself forever to Tiamat’s cause. To the casual observer, a Tiamat’s blessed appears to be nothing more than a half-dragon or a creature with draconic heritage. In truth, Tiamat’s blessed are far more powerful, drawing their power directly from their newfound goddess. Often encountered leading vast armies of Tiamat’s spawn, the blessed are feared as a living testament to the Queen’s powers. |
| Korone02-11-07, 08:10 PM | Thanks both of you. I just realised that I managed to forget the table about the breath and the natural attacks, icks. I'll post these soon. JiCi; Changed the Dr and took Chosen of Tiamat as the template's name, which is by far better. Not sure where I got such an high Sr... 8+HD seems better, 5+HD seems, too low. Not sure why. Though, no, you can't add this template to a creature with the dragonblood substype since it already have a dragon part. Mechanically, yes, the Human heritage feat would let you give this template to a chromatic half-dragon. I'll surely create a similar template but for dragons/dragon blooded creatures only. Dracomortis; +5 to Cr seems a bit high as the Half-dragon gives a +2 increases. +4 seems OK to me, although you're free to explain your reasoning on this, I lack the ability to judge Cr correctly. The flavor looks much better that way ! |
| Dracomortis02-12-07, 05:37 PM | Ah, I tried to remember the half-dragon template off the top of my head, but mistook the LA for the CR increase. +4 works just fine. |
| JiCi02-13-07, 08:20 AM | Mechanically, yes, the Human heritage feat would let you give this template to a chromatic half-dragon. I'll surely create a similar template but for dragons/dragon blooded creatures only.Come to think of it, you could apply the half-dragon AFTER applying your template... as long as the dragon specie matches. Another thing: since the base creature increases in size, must I advance the base creature's ability scores before applying the template's modifiers ? If so... then we have a prolem. For example, a human chosen of Tiamat will receive these modifiers in the end: Str +18 (+8 size, +10 template), Dex +0 (-2 size, +2 template), Con +12 (+4 size, +8 template), Int +2, Wis +2, Cha +4. I thought at first that increasing the size would be a nice feature, but now I think it's a bit much. You can easily remove the size increase, as well as lowering both the CR and LA by 1, since you don't get more hard-hitting weapons and a 10-foot reach, not to mention advanced ability scores. Aside from that, it's all good. There's not much to change now. May I ask you to let use it in my game ? |
| Korone02-13-07, 04:42 PM | No, the size increase doesn't give the ability bonus, I forgot to mention that. Otherwise, the bonus would be really too much. Although I might raise strength a bit since it is basically only giving a bonus of +2. But sure, feel free to use it. À la simple 'condition' que tu poste un résumé de comment les choses vont se passer. |
| JiCi02-13-07, 05:25 PM | Thought so, thanks for the input. About the playtest: "Mes joueurs sont encore de bas niveau, donc je vais attendre avant de leur envoyer une telle créature." |
| Korone02-13-07, 07:16 PM | Aucun problème. Here's a Bluespawn mean to protect. Although I could use some ideas so it can have some more abilities related to protection and such. I'm thinking of giving it a rend ability with its bites attack, thought ? Cr ? Bluespawn Guard Gargantuan Monstruous Humanoid (dragonblood) Hit Dice: 16d8+184 (256 hp) Initiative: +4 Speed: 60ft. Armor Class: 28 (-4 size, +18 natural, +4 Insight), touch 10, flat-footed 28 Base Attack/Grapple: +16/+33 Attack: Bite +25 4d6+2d6electricity+13 Full Attack: 2 bites +25 4d6+2d6electricity+13 18-20/x3 and bite +20/+15 4d6+2d6electricity+13 18-20/x3 Space/Reach: 20ft./20ft. Special Attacks: Trample 4d8+19, Breath weapon, Dire Critical Special Qualities: Immune electricity, stun, mind-affecting effect, paralysis and sleep, Frightful presence, Blindsense 250 ft., Stone Shape, Empathic Link, Stone Walk, DR 15/Adamantine, DR 10/-, Tiamat's blessing, Living Shield Saves: Fort +17, Ref +10, Will +15 Abilities: Str 37, Dex 10, Con 35, Int 12, Wis 21, Cha 14 Skills: Listen +32, Search +28, Spot +32 Feats: Improved Initiative, Power Attack, Shock Wave*, Run, Rapidstrike*, Improved Rapidstrike* Environment: Any desert Organization: Solitary or pair Challenge Rating: 16 Treasure: None Alignment: Always loyal evil Advancement: 17-31HD (Gargantuan); 32+HD (Colossal) Level Adjustment: (Do someone really want to play such a thing?) As you enter the vast chamber, you see a very tall statue, with evident draconic traits. Its body is massive with a broad tail. Its impresive bulk sprout four small arms. Two heads stand fiercely on its torso, each being different with a common traits; a large horn on the front of their head. As you go closer to it, its scales seems to become alive, the color changing from an old grey to a deep, dark blue. The heads then moves in your direction, roaring at your presence. Bluespawn Guard have been created by Tiamat to guard important items or creatures, having the ability to morph into stone, ignoring time while still able to hear and see. They stand up to 50 feets high and weight around 50,000lbs. They speak draconic and infernal, in addition, if guarding a creature, it can speak an additional language that the creature know. Combat "Watch out, for they guard Tiamat's most precious possession." Bluespawn guard stand still until they feel something coming near them. Hiding in walls, it tries to attack by surprise with its breath weapon, stunning and shocking its opponents. At all times it stay between the intruders and its protection, to which it'll die for. Trample(Ex): Reflex DC 31. The save Dc is strength based. Breath Weapon(Su): The Bluespawn Guard have two breath weapons. The first is a line of electricity 120 feets long, dealing 12d8 electricity damage. The second breath weapon is a powerful five feet large ball of electricity which can be spit up to 200 feets away. The ball travel the distance until it hit something or its max range, where it explode. The explosion deal 7d8 electricity plus 2d6 sonic damage in a 15 feets radius and every creature within the radius must make a successful save or be stunned. The breath goes through stone as if it were air and have 25% chance to ignore any other kind of material, if the bluespawn guard want it so. Each head can breath once every 1d4 round. DC 30, Con based. Frightful Presence(Ex): This ability takes effect automatically whenever the Bluespawn Guard attacks or charges. Creatures within a radius of 80 feets are subject to the effect. An affected creature that succeeds on a Will save (DC 19) remains immune to the frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dire Critical(Ex): The Bluespawn Guard’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit. In addition, it receive a +4 bonus to confirm critical hits. When a critical hit is confirmed, the creature receive an additional 4d6 of electricity damage. Stone Shape(Su): At will, the Bluespawn Guard can change its body into a statue of stone. While in this form, it doesnt need to breath, sleep or eat and all its senses are still active, although it is unable to move. Stone Walk(Su): The Bluespawn Guard can pass through stone as if it were ethereal. In addition it gain a climb speed of 60ft. on stone surface. Empathic Link(Su): The Bluespawn Guard have a direct contact with the very thing it guard, be it an object, a creature or a place. It can sence the location and the state of what it guard, or if a creature, feel what it feel. Living Shield(Ex): The bluespawn guard is exceptionally quick to protect its biding. When the object or creature the bluespawn guard is guarding would normally receive damage from an attack, the bluespawn guard can make an opposed attack roll with the opponent. If it succed, it takes the damage instead of its proteger. The bluespawn guard can use this ability once per turn as an immediate action. Tiamat's blessing(Su): Adjacent spawn of Tiamat are immune to electricity. Skills: Bluespawn Guard have a racial bonus of +8 on search, listen and spot check. It also have a bonus of +16 on hide check while in stony area or surrounded by stone. *Feats found in Draconomicon |
| Korone02-16-07, 04:07 PM | Table for the Chosen of Tiamat added. Created a small 'index' of the spawn created so far in the first post. |
| Korone02-28-07, 10:23 PM | Bump. |
| Korone04-16-07, 06:33 PM | Cross-posted from the new monster request thread. Redspawn Zealot Medium Monstrous Humanoid (dragonblood) Hit Dice: 7d8+35 (66 hp) Initiative: +7 Speed: 70ft. Armor Class: 21 (+3 Dex, +9 natural), touch 13, flat-footed 19 Base Attack/Grapple: +7/+10 Attack: Anarchic Claw +10 1d6+3+1d6fire or +1 Anarchic Flaming Whip +12 1d3+3+1d6fire Full Attack: 2 Anarchic Claws +10 1d6+3+1d6fire or +1 Anarchic Flaming Whip +12/+7 1d3+3+1d6fire Space/Reach: 5ft./5ft. (15ft. with whip) Special Attacks: Breath Weapon, Spell-like abilities, Abyssal song Special Qualities: Anarchic, Anarchic Aura, Aura of Courage, Fast Healing 4, Immunity to fire, sleep and paralysis, Tiamat's Resistance Saves: Fort +14, Ref +16, Will +14 Abilities: Str 16, Dex 16, Con 20, Int 14, Wis 15, Cha 24 Skills: Bluff 17, Diplomacy 17, Intimidate 17, Perform (Sing) 12 Feats: Improved Disarm, Improved Initiative, Leadership, Weapon Focus (Whip) Environment: Warm mountain Organization: Team (1 Redspawn Zealot, 2-4 Redspawn Arcaniss, 3-6 Redspawn Berserker); Brood (2-3 Redspawn Zealot, 1 Redspawn Bomber, 4-10 Redspawn Arcaniss, 10-20 Redspawn Berserker) Challenge Rating: 8-9(?) Treasure: Common, Double coins and one +1 Flaming Whip Alignment: Always Chaotic Evil Advancement: By character class Level Adjustment: +7 At first sight, this tall creature seems to be some kind of draconic creature coming directly from the plane of chaos itself, things near this creature you hear and see seems to be distortioned. It ressemble alot a red dragon, long spiked horns on its head, somehow too long. Its hands are merged in flames, long rasorsharp claw coming out of the fire. A frills of flames stand above its head and continu all the way to half its back. Redspawn Zealots are some of the highly charismatics leaders giving life to bring doom and fear to the high queen's enemies. Although it is a highly chaotic creature, the Redspawn Zealot is the perfect leader for front line troops, bringing as much destruction as the troops themselves. It is also feared a lot by lawful opponent, where this creature is a real beast. The Redspawn Zealot live for war and dedicate his death to the queen. The bigger his troops, the more arrogant and dangerous a Redspawn Zealot is agaisnt everything that live. A Redspawn Zealot is normally 7 feets tall and weight around 250 lb. It speak draconic and infernal in addition to any enemy's language it is fighting. Combat "It will burn and destroy everything it its path and it will crush violently and eradicate every form of law other than Tiamat's law, as it will do so with your mind if you ever have the bad luck to talk to one. If you ever face one in battle, even if you have numerous Godslayer charging at you or whatever, you have to kill this thing before anything else." Redspawn Zealot never fight alone, yet encountered alone. It usually stay behind while the stronger allies immobilise the enemies, where it can attack at distance, using its abyssal song or magical abilities to support its troops. It tries to always have the Displacement and Entropic Shield active on itself. Breath Weapon(Su): Each 1d4 rounds, the Redspawn Zealot can breath a 60ft. long line of fire dealing 4d10 fire damage. While using this breath weapon, the Redspawn Zealot can emit a powerful and disturbing scream, shacking violently everything 10ft. around him as well as the line of fire. Creatures and objects caugth in this area and the breath receive 2d6 sonic damage and must make a fortitude save or be deafened for 2d4 rounds as well as a -1 morale penalty to saving throw and attack roll. DC 18, Con based. Spell-like abilities(Su): At Will: Magic Circle against Good, Produce Flame, Cure Light Wounds, Detect Toughts. 3/Day: Fire Seeds 1/Day: Unholy Blight, Dispel Good. Caster level 5th. Anarchic(Su): The touch alone of a Redspawn Zealot produce and transmit chaotic energy. Its natural weapons as well as any weapon it weilds are treated as anarchic. Anarchic Aura(Su): The chaotic energy surrounding the Redspawn Zealot is transmited to other spawn of Tiamat, enhancing their weapons as if they had the anarchic property. Lawful enemies struct by the distorting aura must make a moral save (DC 20, Cha based) or have -1 penalty to their armor class, attack roll and saving throw. The aura is active on a 50ft. radius around the Zealot. Aura of courage(Su) The Redspawn Zealot represent the powerful strength of the spawn gifted by Tiamat, as such, an intence energy emerge from it. All allies within a radius of 100ft. receives a +3 morale bonus on saving throws agaisnt charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. Tiamat's Resistance(Su): The Redspawn Zealot add a bonus equal to its Charisma bonus on all saving throws. Abyssal song(Su): The Redspawn Zealot's presence alone is disruptive, but when it start singing, the world around seems to get upside down. Its song can shape thought and material alike. But to do so, it must successed a Perform (sing) check. If it fails the DC, nothing happen. Enemies that hear this creature singing have a -1 morale save on saving throw and lawful enemies have a -2 penalty to saving throw. The first round it start singing, it need to take a standard action to do so, but each round there after if it continu singing, it is a free action. Deaf enemies for 1d4 rounds (Dc20 fort negates). DC 20 Shatter; as the spell, Cl 6th. DC 17 Displacement; as the spell, Cl 5th. Zealot only. DC 20 Charm Person; as the spell, Cl 6th. DC 18 Stony Grasp; as the spell, Cl 6. DC 20 Entropic Shield; as the spell, Cl 10th. DC 17 Confusion; as the spell, Cl 3th. DC 24 |
| Sorcen_Anenooata04-16-07, 07:04 PM | The Axiomatic and Axiomatic Aura abilities of your Redspawn Zealot should be lawful and not chaotic. And the Abyssal Song should probably be changed to Song of Hell or something to that effect to keep the confusion from devils and demons, Lawful Evil and Chaotic Evil respectively. |
| Korone04-16-07, 07:10 PM | Oups. Thanks for the clarification. Seems that I got confused a bit. But I don't see the point for changing Abyssal song since the Zealot is nothing but chaotic and evil. It doesn't have a lot to do with a lawful plane even if its goddess live there. Unless I missed something in your point. |
| Sorcen_Anenooata04-16-07, 07:23 PM | Oh sorry I think of the spawns as having to be lawful evil since Tiamat lives in Baator. At least I accidentally got a proper suggestion in. ;) |
| Lord_Bahamut04-17-07, 07:29 PM | Holy crap! This thread is awsome! I'm totally using these in a homebrew campaign! Awesome, Korone. Just awesome. :thumbsup: :clap: Do I have your permission to steal it all to use? |
| Korone04-17-07, 10:13 PM | Sure, it's all there for that ! Glad that you like my spawns. |
| Lord_Bahamut05-14-07, 10:50 PM | Hi Korone, I'm back. I was wondering if there are any other Spawn on the list to come out, as it's been almost a month since you last posted anything. I was thinking of posting some of my own spawn, if that's ok with you. |
| Korone05-15-07, 11:42 AM | Yeah, current have one on the work, but I haven't touched it for a couple of weeks. Should get back to it soon. But sure, go ahead, post all of your spawn. This thread is not only for 'my' spawns, but for all spawns of Tiamat. The family need to get bigger ! |
| Korone08-05-07, 10:53 PM | Bump. |
| Korone11-16-07, 07:02 PM | A bump from the past. JiCi; As-tu eu la chance de lancer un choisi de Tiamat contre tes joueurs ? Lord_Bahamut; Where's your spawns of Tiamat ? Any chance of seeing them? |
| WebJiCi11-16-07, 09:08 PM | A bump from the past. JiCi; As-tu eu la chance de lancer un choisi de Tiamat contre tes joueurs ?Désolé, mais mes études m'ont tenu et me tiennent toujours à l'écart de mes joueurs. |
| starvingillithid06-01-08, 02:03 PM | this is sooo cool:D :D :D (currently running a dragonfall war champain) ( not in fearun though) and my players work with tiamat. I wish bahamat had cool spawn thingies for my charictors to fight:) |