Angry Wizard |
Again spoilers. Players beware!
So, I'm a little imbalanced, because I tend to plan my campaigns..... many months before they actually happen. One of the things I tend to plan is things that happen beyond the scope of the campaign. This time, it's the Curse of the Crimson Throne campaign, and since it's already out for 3.5, I took the liberty of reading the whole thing and now I'm planning a contingency for a post-campaign adventure with the gathering of all the 7 relics of Kazavon and his subsequent resurrection/defeat. After exploring the forums for stats for a Great Wyrm Blue Dragon Ravener, I saw there were none, so took the liberty of composing one myself. An hour and several chewed nails later, this is what I composed.
GREAT WYRM BLUE DRAGON RAVENER CR 23
XP 819,200
LE Colossal undead (earth)
Init +2; Senses blindsense 120 ft., darkvision 240 ft.; Perception +47
Aura electricity (10ft., 2d6 electricity), frightful presence (360 ft., DC 30)
DEFENSE
AC 42, touch 4, flat-footed 42 (-2 Dex, +38 natural, +4 deflection, -8 size)
hp 378 (28d8+252)
Fort +25, Ref +14, Will +24
Defensive Abilities channel resistance +4, soul ward (28 hp [56 hp max]); DR 20/good; Immune electricity, death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, ability drain, ability damage, ability penalties, energy drain, nonlethal damage, fatigue, exhaustion, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless); SR 34
OFFENSE
Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
Melee bite +37 (4d8+24/17-20), 2 claws +36 (4d6+16/19-20), 2 wings +34 (2d8+8/19-20), tail slap +34 (4d6+24/19-20) [If the ravener scores a critical hit with a natural weapon, the target gains 1 negative level. A DC 30 Fortitude save is required to remove this negative level. Whenever a creature gains a negative level in this way, the ravener adds 5 points to its soul ward.]
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (140-ft. line, DC 33, 24d8 electricity, 2 energy drain), crush (Large creatures, DC 33, 4d8+24), desert thirst (DC 32), mirage (DC 26), sandstorm, storm breath (DC 33, 24d8 electricity), tail sweep (Medium creatures, DC 33 half, 4d8+21)
Spell-Like Abilities (CL 31th; concentration +40)
At will—ghost sound (DC 19), hallucinatory terrain (DC 23), minor image (DC 21), mirage arcana (DC 24), veil (DC 25), ventriloquism (DC 20)
Spells Known (CL 20th; concentration +29)
8th (4/day)—iron body, prismatic wall (DC 27)
7th (6/day)—insanity (DC 26), reverse gravity, simulacrum
6th (7/day)—forceful hand, mislead, mass hold person (DC 25)
5th (7/day)—dream, persistent image, hold monster (DC 24), teleport
4th (7/day)—dimension door, enervation (DC 23), fire shield, stoneskin
3rd (7/day)—dispel magic, displacement, haste, vampiric touch (DC 22)
2nd (8/day)—darkness, false life, invisibility, resist energy, shatter (DC 21)
1st (8/day)—alarm, mage armor, shield, true strike, unseen servant
0 (at will)—arcane mark, bleed (DC 16), detect magic, light, mage hand, mending, message, read magic, resistance
STATISTICS
Str 43 (+16), Dex 6 (-2), Con –, Int 26 (+8), Wis 27 (+8), Cha 28 (+9)
Base Atk +28; CMB +52; CMD 60 (64 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend Spell, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Quicken Spell, Silent Spell, Shatter Defenses, Vital Strike, Weapon Focus (bite)
Skills Bluff +40, Diplomacy +40, Fly +21, Intimidate +48, Knowledge (arcana) +39, Knowledge (geography) +39, Knowledge (history) +39, Knowledge (local) +39, Knowledge (planes) +39, Knowledge (religion) +39, Perception +47, Spellcraft +39, Stealth +21, Survival +39; Racial Bonuses +8 Intimidate, +8 Perception, and +8 Stealth.
Languages Auran, Common, Draconic, Giant, Ignan, Infernal, Shadowtongue, Terran, Varisian
SQ sound imitation
SPECIAL ABILITIES
Desert Thirst (Su)
A blue dragon can cast create water at will (CL 28). Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 33) or be destroyed.
Electricity Aura (Su)
A great wyrm blue dragon is surrounded by an aura of electricity. Creatures within 10 feet take 2d6 points of electricity damage at the beginning of the dragon's turn.
Mirage (Su)
A great wyrm blue dragon can make itself appear to be in two places at once as a free action for 28 rounds per day. This ability functions as project image but the dragon can use its breath weapon through the mirage.
Sandstorm (Su)
As a standard action, a great wyrm blue dragon can create a sandstorm centered on itself with a radius of 1,200 feet. Creatures other than the dragon inside the storm take 2d6 points of damage per round in addition to the normal sandstorm penalties (Pathfinder RPG Core Rulebook 431). This sandstorm lasts for up to 1 hour, but can be dismissed by the dragon as a free action.
Sound Imitation (Ex)
A very young or older blue dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener'sSense Motive check.
Storm Breath (Su)
A wyrm blue dragon can use its breath weapon to create a storm of lightning. This functions as call lightning storm but the damage is 24d8. The dragon can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is 32. Additional uses of this ability extend the duration by an additional 1d6 rounds.
Soul Ward (Su)
An intangible field of siphoned soul energy protects a ravener from destruction. This ward has a maximum number of hit points equal to twice the ravener’s Hit Dice, but starts at half this amount. Whenever a ravener would be reduced below 1 hit point, all damage in excess of that which would reduce it to 1 hit point is instead dealt to its soul ward. If this damage reduces the soul ward to fewer than 0 hit points, the ravener is destroyed.
Breath Weapon (Su)
A ravener’s breath weapon bestows 2 negative levels on all creatures in the area. A successful Reflex save halves the damage and reduces the energy drain to 1 negative level. The save DC to remove these negative levels is equal to the ravener’s breath weapon DC. The ravener adds 1 hit point to its soul ward ability for each negative level bestowed in this way.
Cowering Fear (Su)
Any creature shaken by the ravener’s frightful presence is cowering instead of shaken for the first round of the effect, and shaken for the rest of the duration. Any Creature that is panicked by its frightful presence is instead cowering for the duration.
Soul Consumption (Su)
When a living creature within 30 feet of a ravener dies, that creature’s soul is torn from its body and pulled into the ravener’s maw if the dying creature fails a Will save (DC 33). This adds a number of hit points to the ravener’s soul ward equal to the dead creature’s Hit Dice. Creatures that have their souls consumed in this way can only be brought back to life through miracle, true resurrection, or wish.
Soul Magic (Sp)
A ravener retains the base creature’s spellcasting capability, adding three levels to the base creature’s caster level. This increases the number of spells known by the ravener, but the ravener loses all spell slots. Instead, whenever the ravener wishes to cast any one of its spells known, it consumes a number of hit points from its soul ward equal to the spell slot level necessary to cast the spell (including increased levels for metamagic feats and so on). If the soul ward has insufficient hit points, the ravener cannot cast that spell. Casting a spell that reduces its soul ward to exactly 0 hit points does not harm the ravener (though most are not comfortable without this buffer of soul-energy and try to replenish it quickly).
Please let me know if I miscalculated a number anywhere. Anyways, this is just your basic Great Wyrm Blue Dragon Ravener. When I have time in between college and Dark Souls 3, I will come back and flavor him up a bit with some new spells or something, maybe a mythic version too. Please feel free to take this and add whatever you like, I just wanted to get the hard part out of the way for a lot of people while also feeding my insane need to plan WAAAAAAAY too far in advance.
I can hardly wait for the hard copy in September! =D
Zhangar |
Since it's Kazavon, I'd suggest replacing his deadly stroke feat (which blue dragons shouldn't have anyways - it requires greater weapon focus) with leadership. (And perhaps give him a kyton eremite (who immediately arrives at the battlefield) as his cohort. Because Kazavon's kind of a big deal.)
I'd also recommend giving him some sort of Change Shape (su) ability to assume humanoid form at will, and allow him to take cleric spells for some of his spells known (reflecting his deep ties to Zon-Kuthon).
Replacing another one of his feats with Deific Obedience (Zon-Kuthon) would also be thematically appropriate.