Belial_the_Leveler
2013-05-19, 08:44 PM
OK, here's an idea; what would actual volcanic eruptions look like in DnD? Now, let's take this one step further; what would a creature that caused volcanic eruptions would look like? Specifically, a dragon the size of a small volcano whose special attacks and abilities replicate phenomena associated with volcanoes or are linked to its physical size/shape, with a bit of cosmic power added 'cause a creature that can do that kind of stuff is deity-level.
Enter the Volcanic Archdragon.
A dragon-shaped primordial the size and mass and literal toughness of a mountain that can exhale the power of a volcano, roar with the fury of pyroclastic waves and step on you with its not-inconsiderable weight (because a couple billion tons does qualify as not-inconsiderable). And with a bit of the Power Primordial up its sleeve because those pesky wizards got lots of loophole exploits memorized.
So, what do you think? Specifically;
1) Is the strength/constitution right for something that large?
2) What CR would you assign to it?
3) Are its attacks over the top mechanically or have the results of volcanic eruptions been effectively replicated without totally breaking anything?
Volcanic Archdragon
Titanic Dragon (Earth, Fire, Primordial)
HD 88d12+7216 (8200 HP)
Speed 1 mile (4800 ft./960 squares); burrow 1/2 mile, fly 2 miles (clumsy)
Init: +14
AC 127; touch 35; flat-footed 127
(-1 dexterity -20 size +92 natural +16 cosmic +10 deflection, +20 insight)
BAB +X; Grp +X
Attack Bite +166 melee (20d20+123 plus stun fort dc 136 plus annihilation fort dc 136, 17-20/3x) OR Tail Slap +166 melee (15d20+82 plus stun fort dc 136 plus annihilation fort dc 136, 17-20/3x) OR Claw +166 melee (10d20+41 plus stun fort dc 136 plus annihilation fort dc 136, 17-20/3x)
All count as cosmic (i.e. beyond epic) and chaos.
Full-Attack 1 bite +4 claws +1 tail slap
Space 1 mile.; Reach 1 mile.
Special Attacks Reshape Reality, Earthshaker, Deep Impact, Terror, Thunderer, Pyroclastic Roar, Volcanic Winter, Magma Breath
Special Qualities Titanic Size, Power Primordial, Nigh Invulnerable
Defenses Spell Resistance CR+20, Damage Reduction 90/-, Dragon Traits, Fire Immune, Electricity Immune
Saves Fort +144 Ref +44 Will +84
Abilities Str 174, Dex 8, Con 174, Int 20, Wis 50, Cha 30
Skills Perception 88 ranks, Sense Motive 88 ranks, Intimidate 88 ranks, any 8 more maxed
Feats Lightning Reflexes, Iron Will, Power Attack, Awesome Blow, Vital Strike I-IV, Fly-By Attack, Whirlwind Attack, Damage Reduction 30x, Improved Spell Resistance 4x
Environment any volcanic (natural or created)
Challenge Rating ???
Deep Impact [Ex]
Creatures of titanic size are so vast that their melee attacks affect anyone on a 2000-ft cube for focused blows or 1000ft x 4000ft cylinder for more sweeping blows; roll attack once and affect objects and creatures whose AC is exceeded. In addition, such attacks possess tremendous force and normal impediments like walls or armor are all but irrelevant; they function as the "Irresistible Blows" and "Annihilating Strike" deific powers; hit as touch attacks, force saves against stunning for 1d4 rounds and instant destruction and automatically shatter natural and magical barriers less than 30 ft thick.
Earthshaker [Ex]
Titanic beings are massive like major geographical features are massive; each time they take a move action with their ground or burrow speed, earthquakes shake the surrounding area as the spell up to 1 mile per 10 HD the creature possesses (round up).
Their bulk comes with tremendous strength; they can move, lift, shove aside or break a volume of matter per round equal to their space, thus being capable of tearing down small mountains, opening massive features, burrowing through the planet's crust and so on and so forth.
Thunderer [Ex]
Titanic beings that fly physically -via wings or equivalent- displace tremendous amounts of air at enormous speeds. Whenever such beings take a move action with their fly speed, they cause blastwaves of supertornado-level wind. This causes 1d6 bludgeoning damage per point of strength modifier the titanic being has and any creatures in the area must make a strength check with a DC equal to the number of dice or be carried along by the blastwave. Objects less dense than solid stone are also carried alone if free or broken free by the damage dealt. The effect slowly loses strength by 1 dice per 400 ft traveled as it expands outwards at 1 mile/round.
Titanic Size [Ex]
Titanic beings are those beings sufficiently beyond Colossal size to be comparable to geographical features - such as mountains. The Titanic size confers +100 size bonus to strength and constitution over what Colossal does, an additional -12 size penalty to attack rolls and AC, and doubles all other penalties and bonuses of the Colossal size.
A Titanic being has a size/reach of at least 1 mile, one or more movement speeds at 1 mile/round and its weapons and natural attacks are more damaging due to sheer size; a primary natural attack or 2-handed weapon does 20d20 base damage, a standard natural attack or 1-handed weapon does 15d20 base damage and a secondary natural attack or light weapon does 10d20 base damage.
Titanic beings have several extraordinary abilities due to sheer size, strength and mass and always have at least 50 racial HD. They almost always are Cosmic or Primordial entities with multiple powers as well.
Magma Breath [Cs]
Much like its namesake, a volcanic archdragon can exhale massive amounts of superheated molten rock at supersonic speeds - and just like a volcanic eruption, this breath is powerful enough to shatter mountains. This breath weapon takes the form of a line 1000 feet wide and up to 9 miles long. Upon impact, it spreads into a torrent of magma 200 feet thick and at a radius of 2 miles. Creatures and objects in the area of the cone take 88d10 crushing and 88d10 fire damage from the primordial elemental power of the breath and must make a DC 136 fortitude save or be annihilated; objects and barriers are annihilated outright, similar to a divine blast. They must also make a strength check (DC equal to the dragon's strength modifier) or be carried along by the blast. Those in the spread area are not subject to annihilation, take 88d6 fire and 88d6 crushing damage and may attempt DC 136 fortitude saves for half damage.
Volcanic Archdragons can breathe once per minute. The magma of their breath is initially created by primal elemental forces but once the breath is used the remaining magma becomes mundane lava. It continues to spread if unimpeded like a thick viscous liquid at speeds not exceeding 40 mph until it becomes thin enough to form a crust (at 10 ft thick or less). While naturally spreading, treat as a combined avalanche and lava effects.
Nigh Invulnerable [Cs]
Volcanic Archdragons are nigh invulnerable. They have 66% chance to simply shrug off any effect - as if a Rank 16 deity using the Divine Dodge power except the effect comes from supernatural toughness rather than dodging.
In addition, at the end of their turn they recover from any lasting effect that isn't damage or death. An attacking deity, primordial or cosmic entity may make opposed rank checks to overcome this second aspect of their invulnerability. Mortals on the other hand have to contend with many of their abilities only having temporary effects.
A slain Volcanic Archdragon reforms in the planet's core in 6d100 years, its rise to the surface accompanied by the birth of a new volcano.
Power Primordial [Cs]
Like all Primordials, Volcanic Archdragons share a number of benefits common to gods and other powers.
First, they are immortal; not subject to aging or sleep and do not need to breathe, eat or drink - though they can still do so if they want to.
Secondly, they are deities; they are not subject to any mundane or environmental attacks, dangers and hazards - falling, normal poisons and diseases, mundane weaponry, common fires, cold and heat, pressure and vacuum are no danger to them. Third, they are not subject to ability damage, ability drain, ability penalty, energy drain, control effects, form-altering attacks, instant death, stunning, daze, turning, banishment or entrapment due to their divine nature; other Powers and Artifacts can make opposed Divine Rank checks to personally affect them. Mortal magic and power has to contend with such immunities though Epic Spells and class abilities gained at epic levels have 1% chance per level of the caster to work normally (if a spell/ability has multiple casters/users, the lowest applies).
Fourth, they are unique divine creatures with all the ramifications this has to various abilities that work differently on such.
Fifth, they have a measure of omniscience. All their senses (including touch) work at a range of 1 mile per Divine Rank fully. Ranged senses extend further, taking -1 penalty to perception per multiple of that distance. Such beings can also sense up to 1 mile away from places/objects/people of importance to them or any utterance of their name regardless of distance or intervening barriers. If an event is associated with their portofolio directly (such as the casting of a spell for a god of magic), they sense the event, its location and its perpetrator up to 1 week per rank before that event happens
Sixth, they are more powerful than mortals of the same race and class, getting +1 bonus per rank to any d20 rolls and checks except for pure ability checks.
Last but not least, they extend to all adjacent planes of existence; primordials have no trouble physically walking from one coterminous plane to the next, or observing and attacking (or being observed and attacked by) beings on overlapping planes such as the Ethereal or the Shadow.
Volcanic Archdragons typically have a divine rank of 16, equivalent to greater deities in mortal pantheons.
Preshape Reality [Cs]
Volcanic Archragons, like all primordials, gods and cosmic entities, can bend reality to their whim. As a full-round action they can use the Power Primordial to alter the world around them, performing a "miracle" equivalent to a spell effect of level 5+Divine Rank (21 in this case). This ability can be used to affect the world - such as raining meteor swarms from the heavens or altering the weather, other creatures - such as slaying or ressurrecting them, or even perform instantaneous effects on the Volcanic Archdragon itself. However, it is not powerful enough to boost the being's power with lasting buffs or directly affect other deities.
In addition, any being that can alter reality can grant spells to its mortal worshippers. Volcanic Archdragons rarely do so however - most mortal beings are beneath their notice.
Pyroclastic Roar [Cs]
Once per round as a swift action, a Volcanic Archdragon can roar with primal elemental force, unleashing a cone of destructive power similar to a volcano's pyroclastic wave. Creatures and objects in the cone take 41d6 piercing, 41d6 crushing, 41d6 fire and 41d6 sonic damage. If there is some sort of cover within reach when the wave hits, a creature may attempt a DC 136 reflex save for half damage and if they see the wave coming and withdraw behind total cover before it hits they take no damage - unless the wave destroys their cover at which case they take the full damage. Creatures caught in the open cannot avoid the wave with mundane means. The cone-shaped wave of the Pyroclastic Roar expands at a speed of 1 mile per round, to a maximum of 9 miles.
Terror [Cs]
Volcanic Archdragons are immensely powerful, immensely destructive creatures and absolutely terrifying simply due to what they are. However, their Power Primordial takes this far beyond natural fear.
Any being observing or feeling the presence of an active (i.e. not sleeping, dead or otherwise unaware) Volcanic Archdragon suffers 1d6 points of wisdom drain per round. A will save DC 71 reduces this to temporary ability damage. All beings observing or feeling the presence of a Volcanic Archdragon (including unaware but not dead) must then make a DC 71 will save each round or be panicked for 1d4 minutes. Immunity to fear reduces the panicked duration to a single round instead.
The "Terror" effect extends as far as the dragon can be clearly observed or its presence felt, typically 10 miles. Remote viewing with magic, telescopes or other abilities subjects the viewer to the Terror as if they were present.
Volcanic Winter [Cs]
The massive devastation caused directly by a Volcanic Archdragon is usually only a regional problem despite its intensity. However, the side-effects of the primordial's actions can affect vast areas indirectly; each time a Volcanic Archdragon uses its breath or roar, each time its wings tear up vast amounts of dirt and soil or its feet come down with the force of a meteoric impact, dust and ashes rise to the atmosphere.
For every minute of activity, ash comparable to a standard volcanic eruption is produced. This darkens the sky at a radius of 1 mile per each HD the dragon has and over the following week falls down in a rain of ash, covering everything in a fine layer of dull grey powder. This rain of ash reduces visibility comparably to mundane fog, slowly chokes smaller plants and causes respiration problems to common animals and humanoids. (fort DC 15 per hour or take 1 constitution damage). Prolonged activity expands the covered area by 20 miles radius per minute. For every 10 minutes of activity, enough ash is produced to have minor but significant effects on global climate; for the following month reduce global temperatures by 1 degree and light intensity by 5%. For each additional 10 minutes add a month of duration and for every 6 months reduce the temperature by 1 degree and visibility by a cumulative 1%, to a maximum of -20 degrees and -80% visibility.
Lasting activities by a Volcanic Dragon can produce really dark, really long global winters.
Enter the Volcanic Archdragon.
A dragon-shaped primordial the size and mass and literal toughness of a mountain that can exhale the power of a volcano, roar with the fury of pyroclastic waves and step on you with its not-inconsiderable weight (because a couple billion tons does qualify as not-inconsiderable). And with a bit of the Power Primordial up its sleeve because those pesky wizards got lots of loophole exploits memorized.
So, what do you think? Specifically;
1) Is the strength/constitution right for something that large?
2) What CR would you assign to it?
3) Are its attacks over the top mechanically or have the results of volcanic eruptions been effectively replicated without totally breaking anything?
Volcanic Archdragon
Titanic Dragon (Earth, Fire, Primordial)
HD 88d12+7216 (8200 HP)
Speed 1 mile (4800 ft./960 squares); burrow 1/2 mile, fly 2 miles (clumsy)
Init: +14
AC 127; touch 35; flat-footed 127
(-1 dexterity -20 size +92 natural +16 cosmic +10 deflection, +20 insight)
BAB +X; Grp +X
Attack Bite +166 melee (20d20+123 plus stun fort dc 136 plus annihilation fort dc 136, 17-20/3x) OR Tail Slap +166 melee (15d20+82 plus stun fort dc 136 plus annihilation fort dc 136, 17-20/3x) OR Claw +166 melee (10d20+41 plus stun fort dc 136 plus annihilation fort dc 136, 17-20/3x)
All count as cosmic (i.e. beyond epic) and chaos.
Full-Attack 1 bite +4 claws +1 tail slap
Space 1 mile.; Reach 1 mile.
Special Attacks Reshape Reality, Earthshaker, Deep Impact, Terror, Thunderer, Pyroclastic Roar, Volcanic Winter, Magma Breath
Special Qualities Titanic Size, Power Primordial, Nigh Invulnerable
Defenses Spell Resistance CR+20, Damage Reduction 90/-, Dragon Traits, Fire Immune, Electricity Immune
Saves Fort +144 Ref +44 Will +84
Abilities Str 174, Dex 8, Con 174, Int 20, Wis 50, Cha 30
Skills Perception 88 ranks, Sense Motive 88 ranks, Intimidate 88 ranks, any 8 more maxed
Feats Lightning Reflexes, Iron Will, Power Attack, Awesome Blow, Vital Strike I-IV, Fly-By Attack, Whirlwind Attack, Damage Reduction 30x, Improved Spell Resistance 4x
Environment any volcanic (natural or created)
Challenge Rating ???
Deep Impact [Ex]
Creatures of titanic size are so vast that their melee attacks affect anyone on a 2000-ft cube for focused blows or 1000ft x 4000ft cylinder for more sweeping blows; roll attack once and affect objects and creatures whose AC is exceeded. In addition, such attacks possess tremendous force and normal impediments like walls or armor are all but irrelevant; they function as the "Irresistible Blows" and "Annihilating Strike" deific powers; hit as touch attacks, force saves against stunning for 1d4 rounds and instant destruction and automatically shatter natural and magical barriers less than 30 ft thick.
Earthshaker [Ex]
Titanic beings are massive like major geographical features are massive; each time they take a move action with their ground or burrow speed, earthquakes shake the surrounding area as the spell up to 1 mile per 10 HD the creature possesses (round up).
Their bulk comes with tremendous strength; they can move, lift, shove aside or break a volume of matter per round equal to their space, thus being capable of tearing down small mountains, opening massive features, burrowing through the planet's crust and so on and so forth.
Thunderer [Ex]
Titanic beings that fly physically -via wings or equivalent- displace tremendous amounts of air at enormous speeds. Whenever such beings take a move action with their fly speed, they cause blastwaves of supertornado-level wind. This causes 1d6 bludgeoning damage per point of strength modifier the titanic being has and any creatures in the area must make a strength check with a DC equal to the number of dice or be carried along by the blastwave. Objects less dense than solid stone are also carried alone if free or broken free by the damage dealt. The effect slowly loses strength by 1 dice per 400 ft traveled as it expands outwards at 1 mile/round.
Titanic Size [Ex]
Titanic beings are those beings sufficiently beyond Colossal size to be comparable to geographical features - such as mountains. The Titanic size confers +100 size bonus to strength and constitution over what Colossal does, an additional -12 size penalty to attack rolls and AC, and doubles all other penalties and bonuses of the Colossal size.
A Titanic being has a size/reach of at least 1 mile, one or more movement speeds at 1 mile/round and its weapons and natural attacks are more damaging due to sheer size; a primary natural attack or 2-handed weapon does 20d20 base damage, a standard natural attack or 1-handed weapon does 15d20 base damage and a secondary natural attack or light weapon does 10d20 base damage.
Titanic beings have several extraordinary abilities due to sheer size, strength and mass and always have at least 50 racial HD. They almost always are Cosmic or Primordial entities with multiple powers as well.
Magma Breath [Cs]
Much like its namesake, a volcanic archdragon can exhale massive amounts of superheated molten rock at supersonic speeds - and just like a volcanic eruption, this breath is powerful enough to shatter mountains. This breath weapon takes the form of a line 1000 feet wide and up to 9 miles long. Upon impact, it spreads into a torrent of magma 200 feet thick and at a radius of 2 miles. Creatures and objects in the area of the cone take 88d10 crushing and 88d10 fire damage from the primordial elemental power of the breath and must make a DC 136 fortitude save or be annihilated; objects and barriers are annihilated outright, similar to a divine blast. They must also make a strength check (DC equal to the dragon's strength modifier) or be carried along by the blast. Those in the spread area are not subject to annihilation, take 88d6 fire and 88d6 crushing damage and may attempt DC 136 fortitude saves for half damage.
Volcanic Archdragons can breathe once per minute. The magma of their breath is initially created by primal elemental forces but once the breath is used the remaining magma becomes mundane lava. It continues to spread if unimpeded like a thick viscous liquid at speeds not exceeding 40 mph until it becomes thin enough to form a crust (at 10 ft thick or less). While naturally spreading, treat as a combined avalanche and lava effects.
Nigh Invulnerable [Cs]
Volcanic Archdragons are nigh invulnerable. They have 66% chance to simply shrug off any effect - as if a Rank 16 deity using the Divine Dodge power except the effect comes from supernatural toughness rather than dodging.
In addition, at the end of their turn they recover from any lasting effect that isn't damage or death. An attacking deity, primordial or cosmic entity may make opposed rank checks to overcome this second aspect of their invulnerability. Mortals on the other hand have to contend with many of their abilities only having temporary effects.
A slain Volcanic Archdragon reforms in the planet's core in 6d100 years, its rise to the surface accompanied by the birth of a new volcano.
Power Primordial [Cs]
Like all Primordials, Volcanic Archdragons share a number of benefits common to gods and other powers.
First, they are immortal; not subject to aging or sleep and do not need to breathe, eat or drink - though they can still do so if they want to.
Secondly, they are deities; they are not subject to any mundane or environmental attacks, dangers and hazards - falling, normal poisons and diseases, mundane weaponry, common fires, cold and heat, pressure and vacuum are no danger to them. Third, they are not subject to ability damage, ability drain, ability penalty, energy drain, control effects, form-altering attacks, instant death, stunning, daze, turning, banishment or entrapment due to their divine nature; other Powers and Artifacts can make opposed Divine Rank checks to personally affect them. Mortal magic and power has to contend with such immunities though Epic Spells and class abilities gained at epic levels have 1% chance per level of the caster to work normally (if a spell/ability has multiple casters/users, the lowest applies).
Fourth, they are unique divine creatures with all the ramifications this has to various abilities that work differently on such.
Fifth, they have a measure of omniscience. All their senses (including touch) work at a range of 1 mile per Divine Rank fully. Ranged senses extend further, taking -1 penalty to perception per multiple of that distance. Such beings can also sense up to 1 mile away from places/objects/people of importance to them or any utterance of their name regardless of distance or intervening barriers. If an event is associated with their portofolio directly (such as the casting of a spell for a god of magic), they sense the event, its location and its perpetrator up to 1 week per rank before that event happens
Sixth, they are more powerful than mortals of the same race and class, getting +1 bonus per rank to any d20 rolls and checks except for pure ability checks.
Last but not least, they extend to all adjacent planes of existence; primordials have no trouble physically walking from one coterminous plane to the next, or observing and attacking (or being observed and attacked by) beings on overlapping planes such as the Ethereal or the Shadow.
Volcanic Archdragons typically have a divine rank of 16, equivalent to greater deities in mortal pantheons.
Preshape Reality [Cs]
Volcanic Archragons, like all primordials, gods and cosmic entities, can bend reality to their whim. As a full-round action they can use the Power Primordial to alter the world around them, performing a "miracle" equivalent to a spell effect of level 5+Divine Rank (21 in this case). This ability can be used to affect the world - such as raining meteor swarms from the heavens or altering the weather, other creatures - such as slaying or ressurrecting them, or even perform instantaneous effects on the Volcanic Archdragon itself. However, it is not powerful enough to boost the being's power with lasting buffs or directly affect other deities.
In addition, any being that can alter reality can grant spells to its mortal worshippers. Volcanic Archdragons rarely do so however - most mortal beings are beneath their notice.
Pyroclastic Roar [Cs]
Once per round as a swift action, a Volcanic Archdragon can roar with primal elemental force, unleashing a cone of destructive power similar to a volcano's pyroclastic wave. Creatures and objects in the cone take 41d6 piercing, 41d6 crushing, 41d6 fire and 41d6 sonic damage. If there is some sort of cover within reach when the wave hits, a creature may attempt a DC 136 reflex save for half damage and if they see the wave coming and withdraw behind total cover before it hits they take no damage - unless the wave destroys their cover at which case they take the full damage. Creatures caught in the open cannot avoid the wave with mundane means. The cone-shaped wave of the Pyroclastic Roar expands at a speed of 1 mile per round, to a maximum of 9 miles.
Terror [Cs]
Volcanic Archdragons are immensely powerful, immensely destructive creatures and absolutely terrifying simply due to what they are. However, their Power Primordial takes this far beyond natural fear.
Any being observing or feeling the presence of an active (i.e. not sleeping, dead or otherwise unaware) Volcanic Archdragon suffers 1d6 points of wisdom drain per round. A will save DC 71 reduces this to temporary ability damage. All beings observing or feeling the presence of a Volcanic Archdragon (including unaware but not dead) must then make a DC 71 will save each round or be panicked for 1d4 minutes. Immunity to fear reduces the panicked duration to a single round instead.
The "Terror" effect extends as far as the dragon can be clearly observed or its presence felt, typically 10 miles. Remote viewing with magic, telescopes or other abilities subjects the viewer to the Terror as if they were present.
Volcanic Winter [Cs]
The massive devastation caused directly by a Volcanic Archdragon is usually only a regional problem despite its intensity. However, the side-effects of the primordial's actions can affect vast areas indirectly; each time a Volcanic Archdragon uses its breath or roar, each time its wings tear up vast amounts of dirt and soil or its feet come down with the force of a meteoric impact, dust and ashes rise to the atmosphere.
For every minute of activity, ash comparable to a standard volcanic eruption is produced. This darkens the sky at a radius of 1 mile per each HD the dragon has and over the following week falls down in a rain of ash, covering everything in a fine layer of dull grey powder. This rain of ash reduces visibility comparably to mundane fog, slowly chokes smaller plants and causes respiration problems to common animals and humanoids. (fort DC 15 per hour or take 1 constitution damage). Prolonged activity expands the covered area by 20 miles radius per minute. For every 10 minutes of activity, enough ash is produced to have minor but significant effects on global climate; for the following month reduce global temperatures by 1 degree and light intensity by 5%. For each additional 10 minutes add a month of duration and for every 6 months reduce the temperature by 1 degree and visibility by a cumulative 1%, to a maximum of -20 degrees and -80% visibility.
Lasting activities by a Volcanic Dragon can produce really dark, really long global winters.