Ebon Dragloth
Ebon Dragloth (CR 17)
Pure Evil - Large - Fey (Dragon, Aberration) |
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Lore: | Know (Nature) | ||
34 | 49 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
38 | +28 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 120 ft.
- Blindsense 60 ft.
Movement Types:
- Walk 50 ft.
- Lesser Flight 90 ft.
Defense
AC |
Man Def |
Monster Health | ||
611 | 305 | 32 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +19 |
Refl: | +14 |
Will: | +14 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Ebon Fangs +25 (5d10+35/x2)
as negative (energy, uncommon)
Full Attack (Melee):
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
24 |
STR |
24 |
DEX |
20 |
CON |
12 |
INT |
14 |
WIS |
24 |
CHA |
Skills:
- Intimidate: 28
- Movement: 30
- Perception: 28
- Sense Motive: 28
- Survival: 28
- All other skills: 23 (no ranks)
Languages: Undercommon, Common
Special Abilities
Ebon Breath (Su) Standard Action |
As a standard action, an Ebon Dragloth brings forth a dense cloud of roiling black negative energy. This affects all enemies in a 5x5 space anywhere within a three-hundred foot range. Breath of Shadow deals 4d8+17 points of negative energy (energy, uncommon) damage, and all enemies caught in it must make a Will save versus a DC of 27. Those who make their save take only half damage from the breath and suffer no further ill effects. Those who fail their save take full damage and are Hindered for the rest of the encounter, as they are wrapped about with gauzy, clinging strands of darkness. If creatures that already have the Hindered condition fail a save against Breath of Shadow they become Baffled until the end of the encounter. Baffled creatures who fail a save against Breath of Shadow are Entangled until the condition is broken with a Dispel Magic. The Caster Level of Ebon Breath is the Challenge Rating (CR) of the Dragloth (CR 17). |
Ebon Grasp (Su) Standard Action |
As a standard action, the Ebon Dragloth can extend its hands and thick, inky ropes of darkness pulse forth in a gush. These ropy strands of blackness target a single creature within 500 feet of the Dragloth to which it has line of sight and line of effect. A targeted creature is allowed a Reflex save against a DC of 27. If they fail this save, they take 4d8+17 points of negative energy (energy, uncommon) damage and are Entrapped in a massive ropy mass of darkness. If they make this save, they take half damage and are Hindered. |
Shattering Scream (Ex) Standard Action 1/Enc |
Once per encounter, as a standard action, a Dragloth may emit an ear-shattering howl. This is a sonic-based attack that affects all enemy creatures within 30 feet of the Dragloth's space. The Dragloth must have line of effect for this power to operate, but does not require line of sight. This power inflicts 4d8+17 points of sonic (energy, common) damage. Shattering Scream allows a Fort save versus a DC of 27 to take half damage. If this save is failed, the Dragloth may roll one free Sunder attempt against their victim, choosing an item to attack at random and rolling a d20 plus their Maneuver Offense of 28 against their victim's Maneuver Defense. If they equal or exceed the Maneuver Defense, they inflict one point of Durability damage on their chosen item, although as always, if the victim has a shield they may interpose it to take the Sunder on the shield, instead. |
Ebon Dragloth
When the Matriarchs sought more powerful males to do their bidding and crush their enemies, after decades of work they created the Driders. No one can argue with the power of the Driders, and usually their loyalty is without peer. The houses that developed the Driders saw their fortunes rise compared to other great Houses among the Drow, and they were smug and well-pleased.
However, not all was perfect for the Drow, even with the incredible might of the Driders at their side.
The Drow Matriarchs needed vast armies to enact their terrible wars of conquest and vengeance. And while the Driders are incredible engines of destruction, they are also...expensive. Thus it was that, after a goodly time passed, the houses that had not developed Driders on their own began to experiment in developing new males, equally as dangerous and powerful in battle as the Driders, but who were easier to create, so that vast armies of them could be fielded to destroy everything in their path.
The Drow Strategists tasked with this work were utterly ruthless, as you would expect, and they tried everything. Demon hybrids, spider hybrids, aboleth hybrids, every type of aberration you can imagine, even devils and dark, horrible things from the Outer Madness, all these things were attempted. And while hundreds of sickening abominations were created, none of them were quite what they were looking for.
Until, in the fullness of time, the heartless, searching Drow decided to try something really scary... they made a hybrid with a dragon.
Here, at last, the Drow had everything they could wish for. Incredible power, ridiculous fecundity, and if they were just a touch too arrogant for perfect obedience, well, so be it, it was a small price to pay for being so ideal in so many other ways.
The new creations were called Dragloths, and finally, the Houses that lacked Driders had their own mighty and deadly troops to bring to the battlefield.
The use of Dragloths spread like wildfire among the Great Houses, with nearly every House acquiring some breeding stock as quickly as they could. Equality reigns among the Drow Great Houses once again, and with the eternal deadlock renewed, the Drow are once again turning their dark, jealous gaze to the outside world, always seeking more resources, more power, with which to wage their eternal battles.
Ebon Dragloths are a more powerful strain of the germ plasm used to create the Dragloths, the Great Coccoons being used to their fullest ability. As a result, Ebon Dragloths are more tightly sourced from their draconic roots, and have deeper ties to the powers of darkness and negativity than most Dragloths.
Combat Tactics
Ebon Dragloths are not gifted tacticians, but with their terrible powers, they hardly need to be. They typically begin combat with a third to a half of them using Ebon Breath and the rest Ebon Bolts as they advance toward their enemies. If there are any particularly mobile opponets (flying or hovering enemies, for example), they will use Ebon Grasp on those creatures. Spell casters or healers are also prime targets for Ebon Grasp attacks.
The reason they alternate is so that they can stagger their Ebon Breath power, seeking to stack up status conditions or otherwise hamper enemy spell casters and ranged attackers. As they close in, the leading Dragloths use their Shattering Scream, to soften up their foes even more, while more of them will use Ebon Breath or Ebon Grasp.
As the front row of attackers moves to melee, they will use their Blindsense to find any hidden or invisible enemies (they were designed to fight Drow), and will engage spell casters, ranged attackers, and hidden foes in melee or with more Ebon Grasp.
As the reserve Dragloths enter melee range, they repeat this process, seeking to swamp their foes in a tidal wave of damage and status conditions. It is a simple and brutally effective tactic.
Once engaged in battle, Dragloths are as proud as their draconic heritage would indicate, and are very unlikely to disengage in battle. Once Dragloths attack, not even a female Drow can order them off their victims.
Out of Combat
Ebon Dragloths are as indolent and spoiled as great cats, and the Dusky Ladies are wont to pamper them ridiculously when they are 'off duty'. However, as with all things in Drow life, the Maidens of Night like their men to be industrious and hard-working when the time comes.
As a result, Ebon Dragloths are often assigned to many projects and activities, under the watchful and measuring gaze of their indulgent Mistresses. Dragloths are not expected to be decision makers or have much brains at all, really. They are expected to be decorative and dangerous in equal measures, roles at which they excel.
Rewards
XP: 102,400
Treasure: Sellable Goods worth 51,444 gp.
- Weight: 170 lbs. Volume: 6.8 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) |