| Darksol the Painbringer |
As the title.
Halloween is around the corner, and I wanted to make a BBEG that became a Dragon from a clandestine order, but whose blood was cursed with the stain of vampirism for his affiliation with family members and their alleged forbidden witchcraft, and was outcast. Think of Dracula AKA Vlad the Impaler, except with more of a "fantasy" take on him. (No, he won't actually be called Dracula, unfortunately.) The flavor and motivations of the BBEG I can figure out for myself (such as using Disguise Self to masquerade amongst the living undetected of his true being, his ultimate goal to take the life of a direct descendant of the deity that cast him away and turn him into the very thing he was cursed as for retribution of his loss).
The problem I have with is quantifying the bad guy's abilities and mechanics due to conflicting statistics, as well as determining what sort of level (or levels, minimum and maximum,) I can expect to throw him at the PCs without him wiping the floors, or even better yet, allowing him to escape and return as a recurring villain.
For starters, I wanted to apply the Dread Vampire template to him, since he is, after all, an extremely notable vampire. The good news is that he'll have a ton of immunities and other defenses, solid senses, while maintaining his full Saving Throw and BAB progression with his Hit Dice. The bad news is that his actual hit dice go from D12 to D8, and he loses a Constitution score, meaning his hit points are Charisma based now. Sure, some Dragons have better Charisma than Constitution, but I'm more worried about the hit dice loss than anything (even if he gets Fast Healing in exchange). Would this be an acceptable loss, or should I just give him all of the good and none of the bad to make him a truly menacing BBEG?
Next, I'm curious as to what sort of Dragon type he should emulate. I'm leaning towards Umbral, since it has the Charisma boost I'm looking for, as well as a lot of appropriate goodies that Dracula should utilize, but I'd rather have something that doesn't pigeon-hole him into being outright countered by Death Ward, while still maintaining the "Dracula" flavor. So, I'd be interested in some suggestions for "alternate" Dragon types or abilities that I could utilize so that it's not a "LOLDeathWardGGEZ" fight.
I'm also interested in other, general suggestions for brainstorming, as this is quite a daunting task to do by myself. How would you make Dracula as a Dragon?
| lemeres |
I have an idea of how you can do it, at least in getting this to work story wise.
Go with half dragon template, and make it more 'experimental/ritual' version. It is easy- vampires.
Make it a blood thing. Maybe make his transition to being a vampire was a desperate attempt to grab power. It isn't hard with the typical dracula backstory (fghting the ottomons and all). And then introduce dragon blood at either the start (as part of whatever he did to become a vampire), or afterwards since he still sought more power.
Maybe make the 'half' bit into a story thing. Have him hunt down dragons, seeking their blood so he can finish his transition into being a full dragon.
EDIT- no advice on mechanics though. I would personally tend towards homebrew/fudging mechanics if you are making your BBEG. Maybe add some of the casting of a dragon as he advances through his metamorphosis.
| Darksol the Painbringer |
I have an idea of how you can do it, at least in getting this to work story wise.
Go with half dragon template, and make it more 'experimental/ritual' version. It is easy- vampires.
Make it a blood thing. Maybe make his transition to being a vampire was a desperate attempt to grab power. It isn't hard with the typical dracula backstory (fghting the ottomons and all). And then introduce dragon blood at either the start (as part of whatever he did to become a vampire), or afterwards since he still sought more power.
Maybe make the 'half' bit into a story thing. Have him hunt down dragons, seeking their blood so he can finish his transition into being a full dragon.
I'd be more unsure as to how being a half-dragon dread vampire would work for racial hit dice, or even if he'd have class levels, and so on (even if it sounds pretty metal). I'm wanting more to keep this simple and flavorful than to complicate things with numerous templates.
I also thought that the Dracula backstory was that he was part of an order (the Order of the Dragon, to be exact, hence the "Vampire Dragon" I want to create), had his wife accused of witchcraft and crucified, and his son turning gravely ill and dying (with some versions of Dracula using his now-cursed blood to prevent his son from dying to instead become a Vampire like him, AKA Alucard). I'd need to look into this more so I can get a more accurate rendition, but I'm unsure as to what I can reliably (and coherently) read to get that information.
| lemeres |
lemeres wrote:I have an idea of how you can do it, at least in getting this to work story wise.
Go with half dragon template, and make it more 'experimental/ritual' version. It is easy- vampires.
Make it a blood thing. Maybe make his transition to being a vampire was a desperate attempt to grab power. It isn't hard with the typical dracula backstory (fghting the ottomons and all). And then introduce dragon blood at either the start (as part of whatever he did to become a vampire), or afterwards since he still sought more power.
Maybe make the 'half' bit into a story thing. Have him hunt down dragons, seeking their blood so he can finish his transition into being a full dragon.
I'd be more unsure as to how being a half-dragon dread vampire would work for racial hit dice, or even if he'd have class levels, and so on (even if it sounds pretty metal). I'm wanting more to keep this simple and flavorful than to complicate things with numerous templates.
I also thought that the Dracula backstory was that he was part of an order (the Order of the Dragon, to be exact, hence the "Vampire Dragon" I want to create), had his wife accused of witchcraft and crucified, and his son turning gravely ill and dying (with some versions of Dracula using his now-cursed blood to prevent his son from dying to instead become a Vampire like him, AKA Alucard). I'd need to look into this more so I can get a more accurate rendition, but I'm unsure as to what I can reliably (and coherently) read to get that information.
Wait, is there vlad the impaler material by Paizo? There are so many version of dracula in media, so I was thinking in general outlines, rather than something definite. My mind was going for the Hellsing anime for a good dracula backstory/characterization.
And yeah- I realize that the HD thing gets sticky with the template combo. As I added in an edit- I would tend more towards rule of cool than typical mechanics for this kind of villain.
| Darksol the Painbringer |
Darksol the Painbringer wrote:lemeres wrote:I have an idea of how you can do it, at least in getting this to work story wise.
Go with half dragon template, and make it more 'experimental/ritual' version. It is easy- vampires.
Make it a blood thing. Maybe make his transition to being a vampire was a desperate attempt to grab power. It isn't hard with the typical dracula backstory (fghting the ottomons and all). And then introduce dragon blood at either the start (as part of whatever he did to become a vampire), or afterwards since he still sought more power.
Maybe make the 'half' bit into a story thing. Have him hunt down dragons, seeking their blood so he can finish his transition into being a full dragon.
I'd be more unsure as to how being a half-dragon dread vampire would work for racial hit dice, or even if he'd have class levels, and so on (even if it sounds pretty metal). I'm wanting more to keep this simple and flavorful than to complicate things with numerous templates.
I also thought that the Dracula backstory was that he was part of an order (the Order of the Dragon, to be exact, hence the "Vampire Dragon" I want to create), had his wife accused of witchcraft and crucified, and his son turning gravely ill and dying (with some versions of Dracula using his now-cursed blood to prevent his son from dying to instead become a Vampire like him, AKA Alucard). I'd need to look into this more so I can get a more accurate rendition, but I'm unsure as to what I can reliably (and coherently) read to get that information.
Wait, is there vlad the impaler material by Paizo? There are so many version of dracula in media, so I was thinking in general outlines, rather than something definite. My mind was going for the Hellsing anime for a good dracula backstory/characterization.
And yeah- I realize that the HD thing gets sticky with the template combo. As I added in an edit- I would tend more towards rule of cool than typical mechanics for this kind of villain.
I wasn't referring to Paizo material. Maybe I'm just confusing the realistic Vlad the Impaler with the one I remember in Castlevania (Symphony of the Night to be exact), but I would rather use that version since one of the players we have is a Castlevania fan (and he'd get a kick out of the design behind it), and because I find that version's overall backstory more compelling as a BBEG.
@ Azten: Thanks a ton for that template link. Combining that with the existing Dread Vampire template and taking the best of both subjects (removing any stacking of course) will cut down a lot of the theoretical paperwork I have to do, and it doesn't make me have to compromise a lot of his power. (He is a unique individual, after all, and probably the first of his kind.)
| lemeres |
I wasn't referring to Paizo material. Maybe I'm just confusing the realistic Vlad the Impaler with the one I remember in Castlevania (Symphony of the Night to be exact), but I would rather use that version since one of the players we have is a Castlevania fan (and he'd get a kick out of the design behind it), and because I find that version's overall backstory more compelling as a BBEG.
No, no. Fair enough. I was going on my own tangent too. It is good that we could clarify what style of dracula we are using, since there are so many different depictions.
| David C Smith |
I did this real quick, so didn't maximize it. But it is kinda neat.
Dracula
Lawful Evil half-dragon human dread vampire
antipaladin (lord of darkness) 20
Strength: 24 (+7)
Dexterity: 18 (+4)
Constitution: - (+10)
Intelligence: 20 (+5)
Wisdom: 17 (+3)
Charisma: 30 (+10)
Acrobatics: +9
Appraise: +5
Bluff: +43
CL vs SR: +20
Climb: +15
Diplomacy: +10
Disable Device: +2
Disguise: +10
Escape Artist: +4
Fly: +25
Handle Animal: +18
Heal: +3
Intimidate: +33
Knowledge (religion): +28
Linguistics: +5
Perception: +33
Ride: +4
Sense Motive: +31
Sleight of Hand: +4
Spellcraft: +13
Stealth: +47
Survival: +3
Swim: +7
Use Magic Device: +30
Hit Points: 420 HP
Hit Dice: 20d10+220
Initiative: +4
Attack Bonus: +20/+15/+10/+5
(melee: +27/+22/+17/+12)
(ranged: +24/+19/+14/+9)
Fortitude Save: +32
Reflex Save: +20
Will Save: +25
Armor Class: 33
(touch: 10)
(flat-footed: 33)
CMB: +27
CMD: 41
(flat-footed: 37)
Feats & Traits: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Bolstered Resilience, Cleave, Command Undead (DC 30), Creature of Darkness, Great Cleave, Improved Grapple, Martial Weapon Proficiency - All, Multiattack, Power Attack -6/+12, Resistance to Positive Energy, Resistance to Positive Energy, Sacrificial Channel, Shield Proficiency, Simple Weapon Proficiency - All, Weapon Focus (Greatsword)
Special Abilities: Blindsight (20 feet) (Ex), Darkvision (120 feet), Low-Light Vision, Scent (Ex), Aura of Depravity -4 (10 ft.) (Su), Aura of Despair -2 (10 ft.) (Su), Aura of Obedience (1/day, DC 30) (Su), Aura of Sin (10 ft.) (Su), Fast Healing 5 (Ex), Dread Rejuvenation (Su), Damage Reduction (10/good), Damage Reduction (10/silver), Immunity to Ability Drain, Immunity to Acid, Immunity to Bleed, Immunity to Cold, Immunity to Death Effects, Immunity to Disease, Immunity to Energy Drain, Immunity to Exhausted, Immunity to Fatigue, Immunity to Mind-Affecting effects, Immunity to Nonlethal Damage, Immunity to Paralysis, Immunity to Physical Ability Damage, Immunity to Poison, Immunity to Sleep, Immunity to Stunning, Undead Traits, Energy Resistance, Electricity (10), Energy Resistance, Positive energy (10), Energy Resistance, Sonic (10), Blood Drain (1d6 Con) (Ex), Breath Weapon (1/day, DC 20) (Su), Children of the Night (3/day) (Su), Create Spawn (Su), Death Variant Channeling 10d6 plus 5 channel bonus (10/day, DC 30) (Su), Dominate (30 feet, DC 20) (Su), Domination (DC 30) (Su), Energy Drain (2 levels, DC 20) (Su), Smite Good (7/day) (Su), Darkness (3/day), Deeper Darkness (1/day), Detect Good (At will) (Sp), Fog Cloud (3/day), Aura of Evil (Ex), Change Shape (any animal, vermin or undead; polymorph) (Su), Cruelty (Charmed, DC 30) (6 rds) (Su), Cruelty (Commanded, DC 30) (Su), Cruelty (Cursed, DC 30) (Su), Cruelty (Paralyzed, DC 30) (1 round) (Su), Cruelty (Shaken, DC 30) (20 rounds) (Su), Cruelty (Staggered, DC 30) (10 rounds) (Su), Death Variant Channeling (±5 Profane), Fiendish Boon (Weapon +6, 20 mins, 4/day) (Sp), Gaseous Form (At will) (Su), Heartseeker, Swarm Shape (Su), Tongue of Lies (Ex), Touch of Corruption (10d6 hit points, 20/day) (Su), Uncanny Climber (Su), Unholy Champion (Su)
+3 heartseeker unholy cold iron greatsword (+31/+26/+21/+16, 2d6+13 plus 2d6 vs. good damage, crit 19-20/×2)
Bite (Half-Dragon) (+25, 1d6+3 damage, crit ×2)
Claw (Half-Dragon) (+25, 1d4+3 damage, crit ×2)
Gauntlet (from armor) (+27/+22/+17/+12, 1d3+7 damage, crit ×2)
Unarmed strike (+27/+22/+17/+12, 1d3+7 nonlethal damage, crit ×2)
Magic Items: +3 heartseeker unholy cold iron greatsword, +3 quickness shadow, improved half-plate
Other Gear:
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| Lady-J |
apply both this template ravener and the dread vampire template that way they get to keep their d12 hit die and all good saves i would probably only have this combo be a +4 cr instead of a +5(+2 and +3 cr templates) as many of the template boons don't end up stacking also give him a few levels of unchained monk and anti paladin
| Darksol the Painbringer |
@ David C Smith: This might be good for simplification purposes, though I'd still have to tweak the stats around for the modified Vampire Dragon template I whipped up. I'm also doubtful that I can find the actual statblock, so unless it's linked for me, I can't really make use of it. Thanks for trying, though.
@ Rathendar: This sounds more like a statblock for Alucard than for Dracula, given he's much more Humanoid than I'd like him to be. I appreciate the work put into this, but the version of Dracula I use doesn't really use any manufactured weapons, compared to his more humanized son.
| Dastis |
Drake-ula
Honestly it depends on your party. If they are well optimized I would just say screw CR and go with Eltacoibres idea. If only reasonably I would drop mythic. Honestly most parties I have gmed for could take that on provided the base dragon was reasonably killable. The big issue with the vampire template is that while it adds plenty of power, it also adds some huge weaknesses. Big enough that it honestly doesn't add much to the CR given the players can make a decent knowledge check.
| ChaiGuy |
Carn Linnorm aren't true dragons, but I think a dread vampire Carn linnorm would work ok, depending on what CR you'd be looking for (it'd be CR 21). They're not very smart though, but with the template it'd have intelligence of 9.
| Zhangar |
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I was actually going to suggest a silver or gold dragon for the base creature, making him a mighty champion who had spectacularly fallen from grace and turned to absolute evil.
That has the perk of giving him access to Change Shape for indefinite human form. (And he keeps his ridiculous vampire dragon stats while in human form, for added shock value.)
| Lady-J |
alright, the cr may be a bit screwed up and i may have missed a few things with the math and replacing text but here it is
LE Colossal dragon, undead(mythic rank 10)
Init +32; Senses dark vision special, blind sight 60 ft., blind sense 120 ft., true sight 240 ft. smoke vision; Perception +86
Frightful presence (600 ft., DC 58)
DEFENSE
AC 104, touch 52, flat-footed 95 (+8 Dex, +52 natural, -8 size, +23 deflection, +18 untyped, +1 dodge)
hp 1785 (51d12+1173); fast healing 10
Fort +80, Ref +65, Will +75
DR 20/good and adamantine and mythic; Immune fire, cold, acid, electricity, paralysis,petrification, sleep, positive energy, ability damage, undead immunities; SR 55-special, channel resist +12
sonic resist 25, force resist 25
evasion(see rogue ability), stalwart(see inquisitor ability), uncanny dodge, improved uncanny dodge
OFFENSE
Speed 60 ft., fly 360 ft. (perfect)
Melee bite +81 (8d8+53/17-20x4), 2 claws +81 (8d6+53/17-20x4), gore +81 (8d6+53/17-20x4)(2 wings +81 (4d8+53/17-20x4), tail slap +81 (8d6+53/17-20x4)
Melee with power attack bite +68 (8d8+131/17-20x4), 2 claws +68 (8d6+131/17-20x4), gore +68 (8d6+131/17-20x4)(2 wings +68 (4d8+131/17-20x4), tail slap +68 (8d6+131/17-20x4)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (150-ft. cone or 360-ft. line with 20 foot width, DC 58, 30d12 special), crush (gargantuan creatures, DC 58, 8d6+24), manipulate flames, melt stone, tail sweep (Medium creatures, DC 58, 2d8+24), pounce
Spell-Like Abilities (CL 51th; concentration +74)
At will— detect magic, discern location, find the path, pyrotechnics , suggestion , wall of fire, dimension door(self only and any equipped gear), plane shift
Spells Known (CL 51th; concentration +74)
9th (16/day)— time stop, weird , wish, Mage’s Disjunction, create demiplate greater, suffocation mass
8th (18/day)— greater shout, prismatic wall, screen, orb of the void, dimensional lock
7th (18/day)— limited wish, mass hold person, spell turning, force cage, power word blind, finger of death
6th (19/day)— antimagic field, contingency, greater dispel magic, acid fog, disintegrate
5th (19/day)— polymorph, telekinesis, teleport, wall of force, cone of cold, dominate person, waves of fatigue
4th (19/day)— fear (DC 20), fire shield, greater invisibility, stoneskin, arcane eye, black tentacles, dimension door, enervation, greater invisibility
3rd (19/day)— dispel magic, displacement, haste, tongues
2nd (20/day)— alter self, detect thoughts, misdirection, resist energy, see invisibility, blur, glitter dist, invisibility, summon swarm, whispering wind
1st (20/day)— alarm, grease, magic missile, shield, true strike, mage armor, shield, obscuring mist
0 (at will)— arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic, resistance, create water
STATISTICS
Str 74(+32), Dex 27(+8), Con -, Int 41(+15), Wis 46(+18), Cha 55(23)
Base Atk +51; CMB +91; CMD 151 (155 vs. trip)
Feats craft wondrous items, dimensional agility, dimensional assault, dimensional dervish, dimensional savant,dodge, Empower Spell, Improved Critical, Improved Iron Will, Iron Will, , Power Attack, Quicken Spell, Wingover, weapon focus, dragon style, improved unarmed strike, tiger style, tiger claws, tiger pounce, Alertness, Combat Reflexes, Improved Grapple, Improved Initiative, and Lightning Reflexes , improved lightning reflexes, lingering spirit, vampiric nobility, hover, flyby attack, great fortitude, improved great fortitude, mythic iron will, mythic lightning reflexes, mythic great fortitude, mythic improved critical, mythic power attack, mythic improved initiative
Skills Appraise +69, Bluff +87,climb +60, Diplomacy +87, Fly +70, Intimidate +87, Knowledge all +69, Perception +86, Sense Motive +86, Spellcraft +69, Stealth +46,swim +61 Use Magic Device +77
Languages all of them
the save dc for all the hellscape dragons abilities are charisma based, also due to the hellscape dragon having both the mythic ability hard to kill and the feat lingering spirit they can continue to fight on until they reach negative double their charisma score instead of being killed at 0hp
mythical casting(su)
if any of the spells, spell like or supernatural abilities use a spell with a mythic version, use the mythic version instead
Stable Form (Ex)
A dread lich is immune to all polymorph effects except those it casts on itself.
Acidic Bite (Su)
the bite of a Hellscape dragon deals an additional 8d10 acid damage.
Flame claws (Su)
the claws of a Hellscape dragon deal an additional 6d10 fire damage
Superior natural attacks (ex)
the natural attacks of a Hellscape dragon deal damage as if they were one size category larger even though they are already colossal size this effect stacks with other effects that boost natural weapon damage die based on creature size such as impact, in addition they can bypass all forums of alignment based DR, as well as adamantine, silver, cold iron and magic based DR
superior flight(ex and su)
the flight of the hellscape dragon is both supernatural and extraordinary in nature allowing them to fly at full speed with perfect maneuverability and maintain such abilities even in an anti magic field
incineration breath (ex)
the damage type of the Hellscape dragon is both acid and fire, however it is so potent a creature needs to have equal resistances to both fire and acid to gain the most effect meaning they need both acid and fire resist 10 to block 10 damage from the breath weapon if a creature has fire resist 5 and acid resist 10 only 5 damage will be blocked, a creature with immunity to one of the damage types but not the other takes full damage from the breath weapon unless they have resistance to the other damage type in which case the damage will be reduced by an amount equal to resistance, if a creature is immune to both fire and acid damage they take no damage from the breath weapon, any creature damaged by the breath weapon must make a second reflex save (dc 58) on a failed save they take 6d6 incineration damage each round until they make the save creatures may take a full round action to roll around on the ground to grant themselves a +6 bonus to their save
unholy might(ex)
the hellscape dragon gains a bonus to saves equal to its charisma modifier this even applies to fortitude saves even though you already receive your charisma modifier to fortitude saves from being undead, it also gains a deflection bonus to ac equal to its charisma modifier and a un-typed bonus to ac equal to its wisdom modifier plus an additional 1 per 5 hit die(the wisdom modifier to ac is only active while not wearing armor or using a shield and does not stack with the normal monks wisdom bonus to ac)
lord of undeath(ex)
the hellscape dragon is immune to any abilities that would normally allow a creature to bypass its immunities including its undead immunities in addition instead of being immune to energy drain and negative levels the hellscape dragon instead gains a bonus to hit, ac, damage, saves, skills equal to the number of negative levels gained as well as gaining 15 temporary hit points per negative level this effect stacks indefinitely the hellscape dragon can never die from negative levels any temporary negative levels automatically become permanent negative levels these bonuses last until the negative levels are removed however each time they would regain spells they must make a fortitude save dc 95 or lose a negative level
spell suppression(ex)
the hellscape dragon gains SR 55 and suppresses any feats and abilities that allow piercing spell resistance from non mythic sources
incinerate metal and stone(su)
instead of dealing the normal breath weapons damage a hellscape dragon can instead just incinerate all metal and stone(also minerals) within its breath weapon range the action to do this is decreased to a swift action
imperial strength(ex)
all the hellscape dragon's natural attacks are changed to primary attacks as long as they don't attack with manufactured weapons in the same round(this makes their wing attacks and any other secondary attacks they may gain primary attacks) in addition they always gain 1.5 times strength modifier to damage with each natural attack
imperial strikes(ex)
a hellscape dragons natural attacks have a critical threat range of 19-20 x3 this stacks with other effects that grant increased threat range and critical multipliers such as improved critical. In addition any feat that requires a specific weapon to be chosen such as weapon focus (bite) applies to all of the hellscape dragons natural attacks
soul rend(su)
each of the hellscape dragons natural attacks require those hit by them take 2 permanent negative levels(which may be removed via restoration and other similar abilities) on a critical hit they take 5 negative levels instead( the hellscape dragon can not use this ability on themselves
bringer of darkness
a hellscape dragon puts all the myths about vampires to rest, neither they nor their spawn have the typical vampire weaknesses, the hellscape dragon also receives max hit points per hit die
unhindered stride
a hellscape dragon never takes penalties to movement
Create Spawn (Su)
Hellscape dragons can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. The container is often a coffin however it may be another item that may be used for storage such as a crate or other similar item. When a hellscape dragon wants to make a specific creature its spawn, however, it often places the body in a specifically designed receptacle, such as an iron box. If a hellscape dragon’s or one of its spawn's coffin home is ever destroyed, they cannot reform and is destroyed when it reaches 0 hit points. They can however preform a ritual to create a new coffin home the cost of doing so varies but what ever the gm decides the cost to be the coffin home for the hellscape dragon should be 10 times that of the normal coffin homes of their spawn.
Under these conditions, a creature slain by a hellscape dragon's soul rend ability ability rises as a standard vampire (modified by the hellscape dragon's bringer of darkness ability) 24 hours after death. Any creature with an Intelligence score of 10 or higher whose Constitution score reaches 0 from a hellscape dragon's blood drain attack returns as dread vampire 24 hours after death. A vampire or dread vampire created in this manner is under the command of its creator (as dominate monster) and remains so until either it or the creator is destroyed. At any given time, a hellscape dragon may have enslaved vampires or dread vampires totaling no more than six times its own Hit Dice(number of vampires not hit die value of the vampires); spawn created that exceed this limit rise as free-willed vampires or dread vampires. A dread vampire enslaved to its creator may create and enslave spawn of its own; thus, a master dread vampire can indirectly control a large number of lesser vampires. A hellscape dragon may voluntarily free an enslaved vampire or dread vampire in order to enslave a new one, but once freed, the former spawn cannot be enslaved again.
Children of the Night (Su)
A hellscape can command the lesser creatures, dragons and undead of the world. Six times a day, as a standard action, a hellscape dragon can summon creatures of the animal, dragon vermin, or undead type. The hellscape dragon can summon any combination of creatures so long as their total Hit Dice is less than the dread vampire’s. Summoned creatures arrive in 2d6 rounds and serve the dread vampire for up to 1 hour.
Blood Drain (Ex)
A hellscape dragon can drink blood from a living victim with its fangs by making a successful grapple CMB roll. If it pins the foe, it drains blood, dealing 1d10 points of Constitution damage each round it maintains the pin. The hellscape dragon heals 25 hit points or gains 25 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Dominate (Su)
A hellscape dragon can crush an opponent’s will as a standard action. Anyone the hellscape targets must succeed on a Will or fall instantly under its influence as though by a dominate monster spell (caster level equals hellscape dragon's character level). The ability has a range of 90 feet and is a mind-affecting effect. The save DC is 58
Uncanny Climber (Su)
A hellscape dragon can climb with its hands (or upper limbs) free and even walk about on the ceiling as if affected by a spider climb spell. In addition, it can use the accelerated climb action to cover any distance up to four times its climb speed, with each check allowing it to climb a distance equal to its climb speed. Climbing a distance equal to or less than its climb speed is a move-equivalent action.
Rejuvenation (Su)
Hellscape dragons are notoriously hard to destroy. If reduced to 0 hit points in combat, a hellscape dragon turns to ash. It then begins to reform in its coffin, the hellscape dragon is helpless. It regains 1 hit point after 1 hour, and then is no longer helpless and resumes healing at the rate of 10 hit points per round.
Even if a hellscape dragon is killed, if its remains are bathed in the blood of one or more good creatures who's hit die total are at least a number of HD equal to the hellscape dragon's, it returns to unlife within instantly.
Humanoid forum(ex)
a hellscape dragon may take the forum of a human as a free action except that they retain all their abilities and natural attacks(they still have wings, claws a tail ect.) and even though they are now medium size they retain the full impact of their natural attacks(don't downgrade weapon damage die for natural attacks used in human forum)they may return to their normal forum as a free action
Mythic path champion
Sudden Attack (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Always a Chance (Ex)
You don’t automatically miss when you roll a 1 on an attack roll.
Punishing Blow (Ex)
Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can’t be suppressed or ignored (such as the tarrasque) is immune to this effect.
Maximized Critical (Ex)
Whenever you score a critical hit, the weapon’s damage result is always the maximum possible amount you could roll. This doesn’t affect other dice added to the damage, such as from sneak attack or the flaming weapon special ability. For example, if you score a critical hit with a longsword (1d8/×2), treat the sword’s damage dice as if you had rolled 8 both times, then add any other damage bonuses that you would normally apply to a critical hit.
Maneuver Expert (Ex)
You do not provoke any attacks of opportunity when you attempt a combat maneuver check.
As a free action, you can expend one use of your mythic power whenever you attempt a combat maneuver check to gain the benefits of the Improved and Greater feats tied to that maneuver. You must decide to use this ability before making the roll.
Destroyer (Ex)
Whenever you attack an object, including a held or worn item, you ignore any Hardness the object might possess. This includes spell effects such as wall of force, but not objects that are also creatures, such as animated objects.
Shatter Spells (Su)
You can destroy a magical effect (whether it’s on a creature or an independent effect such as a wall of fire) by attacking it with an unarmed strike or natural weapon. You must succeed at a melee touch attack against the creature or effect and expend one use of mythic power. If this attack hits, the creature or effect is subject to targeted greater dispel magic, using double your tier as your caster level. If you dispel an effect, you suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled.
Enhanced Ability (Ex)
You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.
Enhanced Ability (Ex)
You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.
Extra Mythic Feat (Ex)
You gain an extra mythic feat. You can take this ability a number of times equal to half your mythic tier (minimum 1). Each time you do, you gain another mythic feat.
Ever Ready (Ex)
Whenever you make an attack of opportunity, you gain a bonus on the attack roll and damage roll equal to your mythic tier. You can make attacks of opportunity while flat-footed, even if you don’t have the Combat Reflexes feat. At 3rd, 6th, and 9th tier, the number of attacks of opportunity you can make each round increases by one.
Legendary Champion (Ex)
At 10th tier, whenever you make an attack roll against a non-mythic foe and miss, you may immediately roll again. You must take the second roll, even if it’s lower. Once per round when you roll a natural 20 on an attack roll, you regain one use of mythic power.
Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Recuperation (Ex)
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Force of Will (Ex)
At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
Unstoppable (Ex)
At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyze d, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
Legendary Hero (Su)
At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.
treasure
fortuitous impact amulet of mighty fists +5 and natural armor +5, headband of mental perfection +6, belt of physical might +6, cloak of resistance +5,5 tomes of +5 to a stat one for str,dex,int,wis and cha they are released from the dragons body oppon its true and final death and a large amount of platinum
| Azten |
I was actually going to suggest a silver or gold dragon for the base creature, making him a mighty champion who had spectacularly fallen from grace and turned to absolute evil.
That has the perk of giving him access to Change Shape for indefinite human form. (And he keeps his ridiculous vampire dragon stats while in human form, for added shock value.)
Size Changes reduce the physical stats, I think.
| Zhangar |
Zhangar wrote:Size Changes reduce the physical stats, I think.I was actually going to suggest a silver or gold dragon for the base creature, making him a mighty champion who had spectacularly fallen from grace and turned to absolute evil.
That has the perk of giving him access to Change Shape for indefinite human form. (And he keeps his ridiculous vampire dragon stats while in human form, for added shock value.)
It's a little wonky - if the dragon was polymorphing with regular magic then he absolutely would.
But the Change Shape monster power provides
This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely.
(Bolded for emphasis.) Basically, since they don't get any of the stat bumps that come with a polymorph, they're spared having to do the other math as well.
Of course, Change Shape normally restricts how much the shapeshifter can grow or shrink, but dragons basically break that rule just by having the power, since they can get way bigger than what it scales for in the first place. Polymorph magic seems to cap off at huge creatures.
| Steelfiredragon |
I had a bbeg in a fan fiction that had unhallowed and advanced on top of vampire.
have your dracula follow that and on top of it add
evil undead