View Single Post

Thread: Call to Brew! [Crossroads]

  1. - Top - End - #191
    Dwarf in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Sep 2012
    Location
    North Swansea

    Default Re: Call to Brew! [Crossroads]

    Gaasyendietha
    A line of fire trails from the sky and hits the lake with a splash. A serpentine head pokes out of the water and before another moment passes, a flash of fire is headed toward you.

    ECOLOGY
    Environment
    Cold Lakes (potentially oceans)
    Organization solitary
    Treasure triple

    Gaasyendietha live peacefully in the lakes of the north. They are largely content to collect baubles and survive off ordinary wild game. They prefer to remain in the water, but if food is scarce or the balance is lost, it will feed on birds or land mammals.
    Like Most dragons, Gaasyendietha horde, but mostly naturally occuring treasures, they have a special fondness for pearls.
    Their favor shellfish especially and will eat it exclusively if possible.
    They avoid combat as much as possible, but will take up a fight if his favored haunt is threatened. They are fiercely aggressive territorially speaking, attacking any other Gaasyendietha who approaches.
    Sometimes called "Meteor Dragon" by those who have seen them fall from the sky and the ensuing chaos. Ancient Gaasyendietha have gained some spiritual significance for some under the title "Meteor Dragon."

    Spoiler: Juvenile Gaasyendietha (CR 7)
    Show
    N Medium dragon (Fire)
    Init +8; Senses dragon senses; Perception +15

    DEFENSE
    AC
    25, touch 14, flat-footed 21 (+4 Dex, +11 natural)
    hp 94 (9d12+36)
    Fort +10, Ref +10, Will +7
    Immune Fire, paralysis, sleep
    Resist 10 Cold

    OFFENSE
    Speed
    60 ft., fly 180 ft. (good), swim 60 ft.
    Melee bite +14 (1d8+6), tail slap +13 (1d6+4)
    Special Attacks breath weapon (30-ft. cone, DC 18, 8d6 fire)
    Spell-Like Abilities (CL 9th; concentration +9)

    At will—Detect Magic
    STATISTICS
    Str
    19, Dex 18, Con 19, Int 10, Wis 13, Cha 10
    Base Atk +9; CMB +13; CMD 27 (31 vs. trip)
    Feats Alertness, Flyby Attack, Improved Initiative, Power Attack, Weapon Focus (bite)
    Skills Fly +24, Intimidate +12, Perception +15, Spellcraft +12, Stealth +16, Swim +24; Racial Modifiers +8 Swim +8 Fly
    Languages Draconic

    SPECIAL ABILITIES
    Borne Aloft (Su)

    Adult or younger Gaasyendietha fly with good maneuverability while all Ancient Gaasyendietha have perfect.
    Fire Trail (Su)
    A Juvenile or older Gaasyendietha leaves a trail of fire in its wake. Any square its body occupied in the past 3 rounds catches fire, along with the whole of its flammable contents. Creatures in the area may make a DC 15 reflex save to avoid catching fire. This follows the rules for Catching on Fire. Those who begin their turn in the area of the trail take 3d6 damage. This fire occupies both land and open sky, regardless of whether or not it has fuel. Underwater it takes the form of steam and boiling water, but otherwise uses the same rules.
    Gaasyendietha can surpress Fire Trail from forming new trails as a free action.
    Water Breathing (Ex)
    A Gaasyendietha can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

    Spoiler: Adult Gaasyendietha (CR 10)
    Show
    N Large dragon (Fire)
    Init +7; Senses dragon senses; Perception +22 Aura Fire (5 ft., 1d6 fire damage), frightful presence (180 ft., DC 17)

    DEFENSES
    AC
    29, touch 12, flat-footed 26 (+3 Dex, +17 natural, –1 size)
    hp 149 (13d12+65)
    Fort +13, Ref +11, Will +10
    DR 5/magic; Immune Fire, paralysis, sleep; SR 21
    Resist 10 Cold

    OFFENSE
    Speed
    30 ft., fly 230 ft. (Good), swim 60 ft.
    Melee bite +19 (2d6+9/19–20), tail slap +18 (1d8+9)
    Space 10 ft.; Reach 5 ft. (10 ft. with bite)
    Special Attacks breath weapon (40-ft. cone, DC 21, 12d6 fire)
    Spell-Like Abilities (CL 13th)
    At will
    —detect magic, gust of wind
    Spells Known (CL 1st)
    1st (4/day)—shield, true strike
    0 (at will)—dancing lights, ghost sound, mending, open/close

    STATISTICS
    Str
    23, Dex 16, Con 21, Int 12, Wis 15, Cha 12
    BaseAtk +13; CMB +20; CMD 33 (37 vs. trip)
    Feats Alertness, Flyby Attack, Improved Critical (bite), Improved Initiative, Power Attack, Vital Strike, Weapon Focus (bite)
    Skills Fly +13, Intimidate +17, Knowledge (arcane) +17, Perception +22, Spellcraft +17, Stealth +15, Swim +30
    Languages any one, Draconic

    SPECIAL ABILITIES
    Borne Aloft (Su)
    Adult or younger Gaasyendietha fly with good maneuverability while all Ancient Gaasyendietha have perfect.
    Fire Aura (Su)
    An adult Gaasyendietha radiates an aura of heat. All creatures within 5 feet of the Gaasyendietha take 1d6 points of fire damage at the beginning of the Gaasyendietha's turn.
    Fire Trail (Su)
    A Juvenile or older Gaasyendietha leaves a trail of fire in its wake. Any square its body occupied in the past 3 rounds catches fire, along with the whole of its flammable contents. Creatures in the area may make a DC 15 reflex save to avoid catching fire. This follows the rules for Catching on Fire. Those who begin their turn in the area of the trail take 3d6 damage. This fire occupies both land and open sky, regardless of whether or not it has fuel. Underwater the fire trail takes the form of steam and boiling water, thus there is no risk of catching fire, but otherwise uses the same rules.
    Gaasyendietha can surpress Fire Trail from forming new trails as a free action.
    Water Breathing (Ex)
    A Gaasyendietha can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

    Spoiler: Ancient Gaasyendietha (CR 15)
    Show
    N Huge dragon (Fire)
    Init +6; Senses dragon senses; Perception +32
    Aura fire (10 ft., 2d6 fire damage), frightful presence (300 ft., DC 23)

    DEFENSE
    AC 39, touch 10, flat-footed 37 (+2 dex, +29 natural, –2 size)
    hp 283 (21d12+147)
    Fort +19, Ref +16, Will +16
    DR 15/magic; Immune Fire, paralysis, sleep; SR 26
    Resist 10 Cold

    OFFENSE
    Speed
    30 ft., fly 230 ft. (perfect), swim 60 ft.
    Melee bite +30 (2d8+15/19–20), tail slap +29 (2d6+15)
    Space 15 ft.; Reach 10 ft. (15 ft. with bite)
    Special Attacks Meteor Strike, breath weapon (50-ft. cone, DC 27, 20d6 fire),
    Spell-Like Abilities (CL 21st)
    At will—detect magic, gust of wind, wall of Fire
    Spells Known (CL 9th)
    4th (4/day)—charm monster (DC 17), cure critical wounds
    3rd (7/day)—dispel magic, displacement, lightning bolt (DC 16)
    2nd (7/day)—invisibility, fog cloud, resist energy, see invisibility
    1st (7/day)—alarm, grease (DC 14), magic aura, shield, true strike
    0 (at will)—acid splash, dancing lights, ghost sound, mage hand, mending, message, open/close read magic

    STATISTICS
    Str 31, Dex 14, Con 25, Int 16, Wis 19, Cha 16
    Base Atk +21; CMB +33; CMD 45 (49 vs. trip)
    Feats Alertness, Flyby Attack, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (bite)
    Skills Fly +18, Intimidate +27, Knowledge (arcane) +27, Knowledge (history) +27, Perception +32, Sense Motive +32, Spellcraft +27, Stealth +18, Swim +42
    Languages any one, Draconic

    SPECIAL ABILITIES
    Borne Aloft (Su)

    Adult or younger Gaasyendietha fly with good maneuverability while all Ancient Gaasyendietha have perfect.
    Fire Aura (Su)
    An ancient Gaasyendietha radiates an aura of heat. All creatures within 10 feet of the Gaasyendietha take 2d6 points of fire damage at the beginning of the Gaasyendietha's turn. Additionally, all attacks deal 2d6 fire damage.
    Fire Trail (Su)
    A Juvenile or older Gaasyendietha leaves a trail of fire in its wake. Any square its body occupied in the past 3 rounds catches fire, along with the whole of its flammable contents. Creatures in the area may make a DC 15 reflex save to avoid catching fire. This follows the rules for Catching on Fire. Those who begin their turn in the area of the trail take 3d6 damage. This fire occupies both land and open sky, regardless of whether or not it has fuel. Underwater it takes the form of steam and boiling water, but otherwise uses the same rules.
    Gaasyendietha can surpress Fire Trail from forming new trails as a free action.
    Meteor Strike (Su)
    An ancient Gaasyendietha can use its breath weapon in addition to striking the ground from above with such force as to create a crater (a 30’ semicircle appears in the terrain where the Gaasyendietha struck). Dust flies in the air creating total concealment for all within a 200’ radius. The dust will dissipate in 3d8 rounds. All within 60’ take damage as though targeted by the Gaasyendietha’s breath weapon. To do this, the Gaasyendietha must fly down at least 30'.
    Water Breathing (Ex)
    A Gaasyendietha can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
    Last edited by Perturbulent; 2014-03-31 at 02:31 PM. Reason: Adapting to forum reformat