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    Aug 2009
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    Erutnevda

    Default Re: Three+ New Dragons (apparently taking requests)

    Occulus Dragon
    Dragon
    Environment: Same as beholders (cold hills by RAW).
    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
    Challenge Ratings: TBA.
    Treasure: Triple Standard
    Alignment: Always lawful evil

    Occulus dragons are a disturbing sight. Its legs are thin and bony and atrophied looking with several almost insectoid joints, but end in proportionately large claws. Its neck is also long, thin and spindly and ends in a head that is disproportionately large. Its massive head is dominated by a single great eye, and crowned by several eyestalks hosting more, and sprouting even more as it ages. At birth an occulus dragon only has a single eye stalk, but by the time it reaches the juvenile age category it grows a 2nd stalk, a third grows by mature adulthood, and a fourth and final stalk by ancient.
    Their scales are large, plates, several layers thick, forming a tough armor around their body. Unlike many dragon species there is no single color that occulus dragons invariably are, although browns and oranges are common. Their teeth are sharp points, like those of a crocodile, as opposed to the more canine or shark like teeth common to other dragons and where common varieties of dragons move like a graceful tiger, occulus dragons move like a startled spider when they must walk or run.
    Occulus dragons rarely interact with each other past adulthood except for purposes of mating; they find the company of others of the same kind a grating experience. When they do mate, the two will seperate immediately after, the mother will find a place outside of her territory to lay her eggs and then abandon them. Beholders also find occulus dragons presence grating, although when a Hive Mother is involved they may in fact form an alliance with these dragons, and many will attempt to eradicate them as impurities; occulus dragons for their part consider beholders inferiors to be enslaved and controlled often charming or dominating them to work as powerful and useful guards.

    Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Frightful Presence:
    Wyrmling D 2d12+2 (15 hp) 11 10 13 14 13 14 2/-10 6 4 3 4 1d6 (DC 12) -
    Very Young T 5d12+5 (37 hp) 11 10 13 16 15 16 5/-3 7 5 4 6 2d6 (DC 14) -
    Young S 8d12+16 (68 hp) 13 10 15 16 17 16 8/5 10 8 6 9 3d6 (DC 16) -
    Juvenile S 11d12 + 22 (93 hp) 15 10 15 18 17 18 11/9 14 9 7 10 4d6 (DC 18) -
    Young Adult M 14d12+42 (133 hp) 15 10 17 20 19 20 14/16 16 12 9 13 5d6 (DC 21) DC 22
    Adult M 17d12+68 (178 hp) 17 10 19 22 21 22 17/20 20 14 10 15 6d6 (DC 23) DC 24
    Mature Adult M 20d12+100 (230 hp) 19 10 21 22 21 22 20/24 24 17 12 17 7d6 (DC 25) DC 26
    Old L 23d12+115 (264 hp) 21 10 21 24 23 24 23/32 27 18 13 19 8d6 (DC 27) DC 28
    Very Old L 26d12+156 (325 hp) 23 10 23 26 23 26 26/36 31 21 15 21 9d6 (DC 30) DC 31
    Ancient L 29d12+174 (362 hp) 23 10 23 28 25 28 29/39 34 22 16 23 10d6 (DC 31) DC 33
    Wyrm H 32d12+224 (432hp) 25 10 25 30 27 30 32/47 37 25 18 26 11d6 (DC 34) DC 35
    Great Wyrm H 35d12+280 (507 hp) 27 10 27 32 29 32 35/51 41 27 19 28 12d6 (DC 36) DC 37

    Age Speed Init AC Special Abilities SR Eyestalks (# usable) Eye Ability DC Spells
    Wyrmling 40-ft, fly 100-ft (average) +0 16 (+4 size, +2 natural) Central Eye (Fear Gaze), Immunity to Acid, Beholder Affinity - Daze (1) DC 13 -
    Very Young 40-ft, fly 100-ft (average) +0 17 (+2 size, +5 natural) - - Inflict Wounds (1) DC 15 1st
    Young 40-ft, fly 100-ft (good) +0 19 (+1 size, +8 natural) Central Eye (Daze) - Exhaustion, Energy Ray (1) DC 17 3rd
    Juvenile 40-ft, fly 100-ft (good) +0 22 (+1 size, +11 natural) Touch of Idiocy, All-Around Vision - Slow (2) DC 19 5th
    Young Adult 40-ft, fly 100-ft (good) +0 24 (+14 natural) DR 5/magic 17 Dispel Magic (2) DC 22 7th
    Adult 40-ft, fly 100-ft (good) +0 27 (+17 natural) Central Eye (stun), Ray of Stupidity 19 Fear, Telekinesis (3) DC 24 9th
    Mature Adult 40-ft, fly 100-ft (good) +0 30 (+20 natural) DR 10/magic 21 Charm (3) DC 26 11th
    Old 40-ft, fly 100-ft (good) +0 32 (-1 size, +23 natural) Central Eye (Lethargy), Feeblemind 23 Sleep (3) DC 28 13th
    Very Old 40-ft, fly 100-ft (good) +0 35 (-1 size, +26 natural) DR 15/magic 25 Flesh to Stone, Enervation (3) DC 31 15th
    Ancient 40-ft, fly 100-ft (good) +0 38 (-1 size, +29 natural) Central Eye (Lesser Disjunction), Maze 26 Disintegrate (4) DC 33 17th
    Wyrm 40-ft, fly 150-ft (good) +0 40 (-2 size, +32 natural) DR 20/magic 28 Finger of Death (4) DC 35 19th
    Great Wyrm 40-ft, fly 150-ft (good) +0 43 (-2 size, +35 natural) Central Eye (Antimagic), Unsuppressable Breath, Weird 31 Dominate, Harm (4) DC 37 22nd

    Special Abilities:

    Breath Weapon (Su): An occulus dragon has two breath weapons: a cone of acid which deals the listed damage (reflex save for half) and a cone of magical suppression which suppresses all pre-existing magical effects in the area for 1 round per age category of the dragon. The suppressing effect does not dispel effects, nor does it prevent new effects from being activated, but effects in existence before the dragon’s breath are treated as if they were in anti-magic for the next 12 rounds. Creatures struck may cast spells, use spell-like abilities, and activate supernatural abilities, but magic items become inert for the duration, summoned creatures vanish only to reappear after the duration of this effect has passed. Supernatural abilities that cannot be voluntarily activated are also suppressed. Vestige pacts and soulmelds are suppressed for the duration as if affected by an antimagic field and still count against maximum number of pacts/soul melds.
    Central Eye (Su): An occulus dragon’s central eye can have one of many effects, and it can change between these effects as a full-round action. As a wyrmling they only have access to Fear Gaze but as they advance in age they gain more as listed on the table above. All gazes have a range of 30-ft + 5-ft per 2 age categories.
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    Fear Gaze: Any creature meeting the occulus dragon’s gaze must make a Will save (at listed DC) or be shaken for 6 rounds. An occulus dragon’s fear gaze does not stack with itself or the fear gaze of other occulus dragons.

    Dazing Gaze: A young or older occulus dragon also has the option of a dazing gaze. Any creature meeting the occulus dragon’s gaze must make a Will save or be dazed for 1 round. This is a mind-affecting effect.

    Stunning Gaze: An adult or older occulus dragon has the option of a stunning gaze. Any creature meeting the occulus dragon’s gaze must make a Will save or be dazed for 1 round.

    Lethargic Gaze: An old or older occulus dragon has the option of a lethargic gaze. Any creature meeting the occulus dragon’s gaze must make a Fort save or take 1 point of Dexterity drain per two age categories of the occulus dragon.

    Lesser Disjunction: An ancient or older occulus dragon may as a standard action focus his eye on one target creature or object. If he does so this acts as a Mage’s Disjunction spell on that creature (or object) and all objects it holds except that magic items are not destroyed instead their magical qualities are negated for 1 minute per age category of the occulus dragon. An occulus dragon may activate this effect as part of the standard action to change to this eye ability.

    Antimagic: A great wyrm occulus dragon’s central eye may now replicate that most feared feature of the beholder. This ability functions as a beholder’s antimagic eye, except that if an occulus dragon uses its breath weapon in a round that it has its antimagic eye active the breath weapon’s area must be entirely covered by the antimagic effect.


    Beholder Affinity: An occulus dragon gains a +4 racial bonus on all saving throws versus the supernatural and racial abilities of beholders and beholderkin with the exception a Hive Mother’s domination ability. Occulus dragons below the old age category may be affected by a Hive Mother’s domination ability as if it were a beholder.

    Eye Rays (Su): These function like a beholder’s eye rays except their CL is the occulus dragon’s age category or its caster level as a sorcerer whichever is higher and they may use the indicated number of eye rays based upon their age category each round, and may not target a single creature with more than ½ their eye rays in a single round (minimum 1). They may only use their eye rays in any round in which they have used their breath weapon and only after using their breath weapon. The DC for these effects is the same as for their central eye.
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    Daze: This ray functions like the cantrip Daze except with a hit die cap = to the occulus dragon’s hit dice or, once a occulus dragon has reached the juvenile age category, Daze Monster with the same increased hit die cap.

    Inflict Wounds: This ray functions like Inflict Moderate Wounds; once an occulus dragon reaches the adult age category this ability improves to mimic Inflict Critical Wounds.

    Exhaustion: A creature struck by this ray is exhausted for 2 minutes per age category of the occulus dragon. This effect does not allow a save.

    Slow: A struck creature is slowed for 1 round/caster level (as spell); on a successful Will save they are slowed for 1 round.

    Dispel Magic: As a targeted Dispel Magic on whatever creature/object is struck by the ray, except there is no maximum CL bonus to the dispel check.

    Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by the spell.

    Telekinesis: An occulus dragon can move objects or creatures that weigh up to 25 pounds per caster level, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.

    Charm: As the charm monster spell. Will negates.

    Sleep: This works as the spell (will negates) except with no hit dice cap.

    Flesh to Stone: As spell.

    Enervation: As spell.

    Disintegrate: As spell with no CL cap on damage.

    Finger of Death: As spell.

    Domination: This functions as the spell Dominate Monster. An occulus dragon may only have a total number of hit dice of creatures dominated with this ability equal to its hit dice, or 1 creature of any number of hit dice.


    Spellcasting: An occulus dragon casts spells as a sorcerer of the listed level. They may also select spells from the cleric spell-list as well as the Madness, Law, and Evil domains as spells known.

    Spell-like Abilities: 3/day: Touch of Idiocy (juvenile or older), Ray of Stupidity (adult or older); 1/day: Feeblemind (old or older), Maze (ancient or older), Weird (great wyrm or older).
    Last edited by Zaydos; 2014-08-28 at 11:59 AM.
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