Living Breath Weapon: Difference between revisions
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::* '''''Immune (no effect):''''' any combat maneuver or forced movement (unless performed with a weapon dealing full damage to incorporeal creatures) | ::* '''''Immune (no effect):''''' any combat maneuver or forced movement (unless performed with a weapon dealing full damage to incorporeal creatures) | ||
::* '''''Immune (no effect):''''' Critical Hits | ::* '''''Immune (no effect):''''' Critical Hits | ||
::* '''''Hardened ( | ::* '''''Hardened (½ damage):''''' Precision Damage | ||
<!-- Put any 'immunity' or 'hardened' values here; | <!-- Put any 'immunity' or 'hardened' values here; | ||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | ||
'''''Hardened ( | '''''Hardened (½ damage):''''' | ||
'''''Immune (no effect):''''' --> | '''''Immune (no effect):''''' --> | ||
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is given the "Swarm" role. It replaces the default "Personal Space Issues" power | is given the "Swarm" role. It replaces the default "Personal Space Issues" power | ||
(or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | ||
the Distracted | the Distracted condition when they damage a foe (or it grants an area of affect | ||
ranged attack if it is a troop). Leave this blank if you want the "Personal Space | ranged attack if it is a troop). Leave this blank if you want the "Personal Space | ||
Issues" or "Darken the Sky" power to appear when this monster is designated as a | Issues" or "Darken the Sky" power to appear when this monster is designated as a |
Latest revision as of 19:17, 10 September 2022
Living Breath Weapon (CR 14)
Pure Evil - Large - Outsider (Dragon, Lightning) |
---|
Lore: | Know (Planes) | ||
30 | 46 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
35 | +25 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
- Greater Flight 60 ft.
Defense
AC |
Man Def |
Monster Health | ||
371 | 185 | 27 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +10 |
Refl: | +16 |
Will: | +11 |
Strong Against:
- Incorporeal
- (Dragon 1) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Dragon 2) Immune (no effect): sonic (energy, common)
- (Dragon 3) Immune (no effect): fear
- Immune (no effect): lightning (energy, common) and sonic (energy, common) damage
- Immune (no effect): any combat maneuver or forced movement (unless performed with a weapon dealing full damage to incorporeal creatures)
- Immune (no effect): Critical Hits
- Hardened (½ damage): Precision Damage
Offense
Standard Attack (Melee):
- 1x Crackling Arc +25 vs. AC (always hits on a 17+ on the die) (3d8+13/19-20 x2)
as lightning (energy, common)
Full Attack (Melee):
- 3x Crackling Arc +25 vs. AC (always hits on a 17+ on the die) (3d8+13/19-20 x2)
as lightning (energy, common)
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
10 |
STR |
16 |
DEX |
14 |
CON |
5 |
INT |
5 |
WIS |
5 |
CHA |
Skills:
- Perception: 25
- All other skills: 18 (no ranks)
Languages: understands, but cannot speak, Draconic
Special Abilities
Discharge (Su) Full Round Action 1/Enc |
Once per encounter as a full round action, the living breath weapon can instantly arc to three separate locations within 100 feet of its starting point. At each of these three locations, the living breath weapon creates a 2x2 square (ten foot square) zone of crackling lightning. It may make a melee touch attack against any creature inside of each space, at 1d20 + 25 vs. AC (always hits on a 17+ on the die), dealing 3d8+13 points of lightning (energy, common) damage. It may overlap the areas of effect, but it may not attack any creature more than once. After the attacks are resolved, the living breath weapon returns to the space it began the round in. This attack is not truly movement, and does not provoke attacks of opportunity, although the breath weapon technically moves to each location for an instant, allowing it to act on information it could perceive from those locations. Hit or miss, all spaces affected by Discharge continue to crackle with electricity for the remainder of the encounter, and for each affected square that a creature enters, it deals 3d6+8 points of additional lightning (energy, common) damage. The living breath weapon may place the three affected 10' x 10' areas anywhere within range, but if any areas overlap, the affected creatures only suffer the damage once when entering an affected square. Note that blue dragons can use this lingering electricity as a destination point for their Ride the Lightning ability. |
Incorporeal (Su) Always On |
Living Breath Weapons are Incorporeal, meaning that they do not have a physical body. Incorporeal creatures are immune to all non-magical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force (energy, uncommon) effects. In addition, the living breath weapon can occupy the same space as corporeal creatures without inflicting a squeeze penalty on itself or the creature it is sharing a space with. The living breath weapon cannot be grappled except by other incorporeal creatures, nor can it initiate a grapple. Living breath weapons can pass through or hide inside objects, but if they make an attack, they must emerge from the object to do so, and gain no cover bonuses after attacking. |
Living Breath Weapon
One of the many tricks that blue dragons have up their proverbial sleeves is the ability to imbue their own breath weapons with some semblance of life. This is accomplished by summoning an air elemental and binding it into the breath weapon as a vessel. Living breath weapons are orbs of electricity that flit around the battlefield, serving the whims of the blue dragon that created them. Given their appearance, they are sometimes confused for a Will-O-Wisp, though they are far nastier.
Outside of combat, blue dragons can use living breath weapons as scouts, seeing through them with a variant of clairvoyance. This requires concentration, and since living breath weapons are brilliant balls of crackling electricity, it's not exactly subtle. However, a blue dragon can use this to look over great distances without ever leaving the relative comfort of its lair, and can even project their voice through the breath weapon when it desires. It is not entirely clear if there is a range limit to this effect, though there are documented cases of a dragon challenging the heroes of a town over 20 miles distant from its location using a living breath weapon as its mouthpiece.
Living breath weapons are insubstantial, making them very difficult to harm, and they are highly mobile. Furthermore, since they are composed entirely of electricity, they can be used by a blue dragon as destinations of the dragon's Ride the Lightning ability. It should be noted that living breath weapons can share the space of any corporeal creature without either party being subject to the squeezing rules.
Combat Tactics
Living breath weapons can fly, pass through objects and creatures unimpeded, and take only half damage from nearly all attacks. Blue dragons often use them as scouts, despite the living breath weapon's complete inability to hide when not totally inside an object. Note that living breath weapons have no means of seeing through solid objects so they make terrible spies in this regard. That said, they can be used to deliver messages from the dragon when desired, and are also quite capable combatants in their own right.
Living breath weapons will rarely engage in a fight unless the blue dragon is nearby. If attacked while away from their master, they will flee at the first opportunity.
In combat, they will use discharge as soon as possible, in order to set up some battlefield control, deal some damage, and give the blue dragon more options for its Ride the Lightning ability. After that, it will move to engage with the most heavily armored opponents it can find.
Living breath weapons are only about as smart as dogs, and will attack single-mindedly once they engage, though their master can order them to change tactics, using simple commands, if necessary.
Out of Combat
Rewards
XP: 38,400
Treasure: Sellable Goods worth 23,625 gp.
- Weight: 140 lbs. Volume: 5.6 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
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1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
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1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
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1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |