Dominad
| Statistic | Value |
|---|---|
| Size/Type | Medium Outsider (Earth) |
| Hit Dice | 5d8+35 (57 hp) |
| Initiative | -1 |
| Speed | 30 ft. (6 squares), burrow 10 ft., climb 20 ft. |
| Armor Class | 25 (-1 Dex, +16 natural), touch 9, flat-footed 25 |
| Base Attack/Grapple | +5/+9 |
| Attack | Claw +10 melee (1d6+4/x3) |
| Full Attack | 4 claws +10 melee (1d6+4/x3) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | ― |
| Special Qualities | Darkvision 60 ft., damage reduction 5/―, immunities, sonic vulnerability |
| Saves | Fort +11, Ref +3, Will +5 |
| Abilities | Str 19, Dex 8, Con 24, Int 10, Wis 13, Cha 14 |
| Skills | Climb +12, Craft (any one) +5, Hide +9, Listen +7, Search +2, Sense Motive +8, Spot +7 |
| Feats | Power Attack, Weapon Focus (claws) |
| Environment | Warm desert |
| Organization | Solitary, family (2–4), or pack (5–20 plus 1 3rd-level bond leader per 4 adults and 1 clan leader of 4th–6th level) |
| Challenge Rating | 5 |
| Treasure | Standard |
| Alignment | Usually chaotic neutral |
| Advancement | 6–9 HD (Medium), 10–12 HD (Large) |
| Level Adjustment | ― |
Description
This beautiful, glassy form has a hawk-like, crested head, a powerful humanoid torso with four lean arms, and a serpentine lower body. This creature glistens like a multi-faceted statue made of purest crystal.
These beings are composed entirely of flawless crystal, and they gleam and shimmer whenever a light source illuminates their form. Physically the dominad have the lower body of a serpent. The powerful torso and upper body is somewhat humanoid, with four arms and a row of ridged spines down their backs. The head resembles that of a hawk, with an upright crest and flat sides that form a slight mane.
The physically-tough dominad can dwell in settings that would be dangerous or lethal for most creatures. They do not need to breath, and so can reside underwater or in a pure vacuum. However their preference is for the pristine beauty of rugged desert lands.
These beings live in small family groups or clans, although they can have a complex social network of friends, relatives, and allies. Murdering a dominad is likely to bring down the wrath of its many allies, and these can be very determined foes.
Combat
At the end of each limb a dominad has three claws equipped with razor-sharp talons. It prefers to fight using its natural weapons, although it is able to use simple weapons and shields. Due to the tough, hard body the dominad has little need for armor.
The transparent body of the dominad makes it immune to the effects of spells based on light, but it is vulnerable to magic that uses sonic energy. Upon being slain the dominad loses the life energy that allows it to maintain a diamond form, so it transforms into charcoal and bursts apart into a wispy cloud of black soot.
Immunities (Ex): Immune to poison, acid, disease, death effects, and light spells. Does not need to breathe.
Sonic Vulnerability (Ex): Double damage from sonic energy except on a successful save.
Skills: Dominad have a +4 racial bonus on Climb and Hide checks.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, dominads also gain the following special benefits.
- 6+ HD ― The racial bonus on Climb checks improve to +6.
- 7+ HD ― +2 racial bonus on saving throws against light-type effects.
- 8+ HD ― The claws of a dominad have a threat range of 19–20.
- 9+ HD ― The racial bonus on Climb checks improve to +8.
- 10+ HD ― Damage reduction 10/―.
- 11+ HD ― +4 racial bonus on saving throws against light-type effects.
- 12 HD ― The claws of a dominad have a threat range of 18–20.
Also in this section of the source
Dragon, Gray
Author: Robert J. Hall.
| Statistic | Value |
|---|---|
| Size/Type | Dragon (Air) |
| Environment | Temperate mountains |
| Organization | Wyrmling, very young, and young: solitary or clutch (2–5); juvenile, young adult, adult, mature adult: solitary, pair, or family (1–2 and 2–5 offspring); old, very old, ancient, wyrm, or great wyrm: solitary |
| Challenge Ratings | Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 13; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25 |
| Treasure | 50% coins; quadruple goods; triple items |
| Alignment | Always neutral |
| Advancement | Wyrmling 5–6 HD; very young 8–9 HD; young 11–12 HD; juvenile 14–15 HD; young adult 17–18 HD; adult 21–22 HD; mature adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38 HD; great wyrm 39+ HD |
| Level Adjustment | Wyrmling +2; very young +3; young +4; juvenile +4; others ― |
This dull gray-hued dragon has a triangular head, with a double row of horns over its nose and forehead. The neck is unusually long and sleek, with a flare of scales before the chest. Each scale is slightly frayed at the edges, giving the appearance of a fuzzy down. Its body is long and slender, with no wings. The tip of its tail is shaped like an arrow head.
When they are born, the scales of a gray dragon are a light gray hue similar to clouds on a mountain side. The edge of each scale is frayed, giving the dragon the appearance of being covered in a light down. As the dragon ages, the scales become darker, approaching the dull gray of granite. The face and neck remain sleek and smooth like a serpent, while the frills become darker than the body. Their dull coloration, in combination with their ability to conceal themselves, can make gray dragons difficult to locate and track. Due to their stealthy, wingless flying qualities they are sometimes called mist dragons.
Gray dragons are highly artistic by nature, and will spend their contemplative moments composing rhyme and song. They are often taciturn and mysterious creatures, holding themselves aloof from the mundane and ordinary ways of lesser creatures. But in the company of those possessing artistic talent, they can be quite loquacious and forthcoming.
The gray dragons love the solitary expanses of rugged mountains, and will soar for hours in the updrafts listening to the song of the wind. They lair in mountainous grottoes along the sides of windy valleys, usually high up a cliff side that is all but inaccessible to most creatures. They painstaking shape their lair to produce eerie sounds whenever a wind blows, and to reflect daylight across the walls. The cavernous interior of their homes is ideal for amplifying sounds.
Gray dragons are omnivorous by nature, and will eat almost anything to sate their hunger. They can go for weeks without eating, but once hungry they can become ravenous and consume several large beasts at one sitting. They particularly favor wild herd creatures that dwell in the mountain valleys. However they have no compunction against consuming intelligent prey that wander into their hunting territory, sparing only those with artistic qualities or accompanied by artists.
Because they share a common habitat, grey dragons are often mistaken for silver dragons. The two species will peacefully coexist for the most part, with the gray dragon usually deferring to the more powerful silver whenever conflict arises. The gray dragon possesses little of the noble nature of silver dragons, however, having only a selfish desire to gather and horde beauty.
Due to their artistic nature, gray dragons enjoy sublime works of artistic merit, and care less for more mundane treasures such as coins. They become downright greedy when a magnificent and valuable work of art can be obtained.
Occasionally they will seek out a living companion of great beauty, and are often none too particular about how such company is obtained. But they are gracious to their guests, and will see to their every comfort and desire. They also permit visits by creatures of a particularly artistic bent, and are sometimes patrons to bards and fine artists.
Combat
Gray dragons will fight ferociously to protect themselves and their possessions, but otherwise they have little interest in combat. They rely primarily on their command of visual illusions and the winds, battering an opponent into submission from above. They will use their remarkable auditory senses to gain an advantage, stalking foes and using surprise to keep opponents off balance.
Breath Weapon (Su): A gray dragon has one type of breath weapon, a nearly invisible cone of sonic energy.
Blindsense (Ex): A gray dragon can use their keen hearing to notice and locate all foes within 120 feet. Opponents still have 100% concealment against a creature with blindsense.
Sound Imitation (Ex): A juvenile or older gray dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.
Spell-Like Abilities: At will―dancing lights; 2/day―invisibility (juvenile or older), gaseous form (adult or older), greater invisibility (old or older); 1/day―mislead (ancient and older), 1/day―scintillating pattern (great wyrm).
Skills: Bluff, Hide, Move Silently, and Perform are considered class skills for gray dragons. *In areas of granite rock, gray dragons gains a +8 bonus to Hide checks.
Mature Adult Gray Dragon: CR 17; Huge dragon (air); HD 24d12+120; hp 276; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 30, touch 8, flat-footed 30; Base Atk +24; Grp +41; Full Atk +31 melee (2d8+9, bite), +26 melee (2d6+4, 2 claws), +26 melee (1d8+4, 2 wings), +26 melee (2d6+4, tail slap); Space/Reach 15 ft./10 ft. (bite 15 ft.); SA breath weapon, crush, frightful presence, spell-like abilities, spells; SQ damage reduction 10/magic, darkvision 120 ft., blindsense 120 ft., immunity to sonic, sleep, and paralysis, low-light vision, spell resistance 23; AL N; SV Fort +19, Ref +14, Will +17; Str 28, Dex 10, Con 21, Int 20, Wis 17, Cha 22.
Skills and Feats: Bluff +20, Concentration +29, Diplomacy +29, Escape Artist +15, Hide +7*, Intimidate +29, Listen +32, Knowledge (architecture) +25, Move Silently +27, Perform (oratory) +21, Perform (sing) +12, Search +28, Sense Motive +22, Spellcraft +20, Spot +32, Use Magic Device +14; Alertness, Blind-Fight, Enlarge Spell, Flyby Attack, Improved Initiative, Persuasive, Power Attack, Cleave, Wingover.
Breath Weapon (Su): 50-ft. Cone, damage 14d6 sonic, Reflex DC 27 half.
Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+13 points of bludgeoning damage, and must succeed on a DC 27 Reflex save or be pinned; grapple bonus +41.
Frightful Presence (Ex): 210-ft. radius, HD 23 or less, Will DC 28 negates.
Sound Imitation (Ex): Can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on DC 28 Will saves to detect the ruse.
Spells: As 7th-level sorcerer.
Typical Sorcerer Spells Known (6/7/7/5; save DC 16 + spell level): 0―detect magic, detect poison, light, mage hand, mending, prestidigitation, read magic; 1st―alarm, charm person, comprehend languages, magic missile, ray of enfeeblement; 2nd―detect thoughts, glitterdust, invisibility; 3rd―dispel magic, fireball.
Spell-Like Abilities: At will―dancing lights. 2/day―invisibility, gaseous form. Caster level 7th.
Skills: *In areas of granite rock, gray dragons gains a +8 bonus to Hide checks.
Gray Dragons by Age
| Age | Size | Hit Dice | Str | Dex | Con | Int | Wis | Cha | Base Attack/Grapple | Atk | Fort Save | Ref Save | Will Save | Breath Weapon (DC) | Fright-ful Presence DC |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Wyrmling | S | 4d12+4 (30) | 12 | 10 | 13 | 12 | 11 | 14 | +4/+1 | +6 | +5 | +4 | +4 | 2d6 (13) | ― |
| Very Young | M | 7d12+14 (59) | 14 | 10 | 15 | 12 | 11 | 16 | +7/+9 | +9 | +7 | +5 | +5 | 4d6 (15) | ― |
| Young | M | 10d12+20 (85) | 16 | 10 | 15 | 14 | 13 | 16 | +10/+13 | +13 | +9 | +7 | +8 | 6d6 (17) | ― |
| Juvenile | L | 13d12+39 (123) | 18 | 10 | 17 | 16 | 13 | 18 | +13/+21 | +16 | +11 | +8 | +9 | 8d6 (19) | ― |
| Young Adult | L | 16d12+64 (168) | 20 | 10 | 19 | 16 | 15 | 20 | +16/+25 | +20 | +14 | +10 | +12 | 10d6 (22) | 23 |
| Adult | H | 20d12+100 (230) | 24 | 10 | 21 | 18 | 15 | 20 | +20/+35 | +25 | +17 | +12 | +14 | 12d6 (25) | 25 |
| Mature Adult | H | 24d12+120 (276) | 28 | 10 | 21 | 20 | 17 | 22 | +24/+41 | +31 | +19 | +14 | +17 | 14d6 (27) | 28 |
| Old | H | 27d12+162 (337) | 30 | 10 | 23 | 20 | 17 | 24 | +27/+45 | +35 | +21 | +15 | +18 | 16d6 (29) | 30 |
| Very old | H | 30d12+180 (375) | 32 | 10 | 23 | 22 | 19 | 24 | +30/+49 | +39 | +23 | +17 | +21 | 18d6 (31) | 32 |
| Ancient | G | 33d12+231 (445) | 34 | 10 | 25 | 24 | 19 | 26 | +33/+57 | +41 | +25 | +18 | +22 | 20d6 (33) | 34 |
| Wyrm | G | 36d12+288 (522) | 36 | 10 | 27 | 24 | 21 | 28 | +36/+61 | +44 | +28 | +20 | +25 | 22d6 (36) | 37 |
| Great Wyrm | G | 38d12+304 (551) | 38 | 10 | 27 | 26 | 21 | 30 | +38/+67 | +48 | +29 | +21 | +26 | 24d6 (37) | 39 |
Gray Dragon Abilities by Age
| Age | Speed | Initiative | AC | Special Abilities | Caster Level | SR |
|---|---|---|---|---|---|---|
| Wyrmling | 40 ft., fly 100 ft. (average) | +0 | 15 (+1 size, +4 natural) touch 11, flat-footed 15 | Immunity to sonic, blindsense 120 ft., dancing lights | ― | ― |
| Very Young | 40 ft., fly 100 ft. (poor) | +0 | 17 (+7 natural), touch 10, flat-footed 17 | — | ― | ― |
| Young | 40 ft., fly 150 ft. (poor) | +0 | 20 (+10 natural), touch 10, flat-footed 20 | — | ― | ― |
| Juvenile | 40 ft., fly 150 ft. (poor) | +0 | 22 (-1 size, +13 natural), touch 9, flat-footed 22 | Invisibility | 1st | ― |
| Young Adult | 40 ft., fly 150 ft. (poor) | +0 | 25 (-1 size, +16 natural), touch 9, flat-footed 25 | DR 5/magic | 3rd | 20 |
| Adult | 40 ft., fly 150 ft. (poor) | +0 | 27 (-2 size, +19 natural), touch 8, flat-footed 27 | Gaseous form | 5th | 21 |
| Mature Adult | 40 ft., fly 150 ft. (poor) | +0 | 30 (-2 size, +22 natural), touch 8, flat-footed 30 | DR 10/magic | 7th | 23 |
| Old | 40 ft., fly 150 ft. (poor) | +0 | 33 (-2 size, +25 natural), touch 8, flat-footed 33 | Greater invisibility | 9th | 24 |
| Very Old | 40 ft., fly 150 ft. (poor) | +0 | 36 (-2 size, +28 natural), touch 8, flat-footed 36 | DR 15/magic | 11th | 26 |
| Ancient | 40 ft., fly 150 ft. ( poor) | +0 | 37 (-4 size, +31 natural), touch 6, flat-footed 37 | Mislead | 13th | 27 |
| Wyrn | 40 ft., fly 200 ft. (clumsy) | +0 | 40 (-4 size, +34 natural), touch 6, flat-footed 40 | DR 20/magic | 15th | 29 |
| Great Wyrm | 40 ft., fly 200 ft. (clumsy) | +0 | 43 (-4 size, +37 natural), touch 6, flat-footed 43 | Scintillating pattern | 17th | 30 |
Draug
Author: Robert J. Hall.
| Statistic | Value |
|---|---|
| Size/Type | Medium Undead |
| Hit Dice | 7d12 (45 hp) |
| Initiative | +3 |
| Speed | 20 ft. (4 squares), swim 20 ft. |
| Armor Class | 17 (+3 Dex, +4 natural), touch 13, flat-footed 14 |
| Base Attack/Grapple | +3/+10 |
| Attack | Slam +9 melee (1d6+6) |
| Full Attack | Slam +9 melee (1d6+6) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Drown |
| Special Qualities | Damage reduction 5/good, darkvision 60 ft., resistance to cold 10, undead traits |
| Saves | Fort +4, Ref +5, Will +7 |
| Abilities | Str 23, Dex 16, Con ―, Int 7, Wis 15, Cha 13 |
| Skills | Climb +7, Listen +4, Move Silently +15, Spot +4, Swim +11 |
| Feats | Alertness, Great Fortitude, Weapon Focus (grapple) |
| Environment | Cold aquatic |
| Organization | Solitary |
| Challenge Rating | 4 |
| Treasure | None |
| Alignment | Always chaotic evil |
| Advancement | 8–12 HD (Medium) |
| Level Adjustment | ― |
This loathsome human corpse has pale blue, sagging flesh, and blackened pits where the eyes once rested. The gums and tongue have turned black and swollen, and the surviving teeth are twisted and cracked into sharp points.
The draug are a type of undead that are created when a cursed or geas'd human is drowned at sea. Upon their untimely death, the necrotic flesh of a draug quickly becomes invested with negative energy and so is unpalatable to the various scavengers and organisms that normally feed upon a decaying corpse. As a result the flesh remains nearly intact, but turns a pallid, pale blue hue that is frigid to the touch. Only the eyes are lost, leaving blackened pits in the face. The gums and tongue turn black and swollen, and the teeth twisted and cracked.
Draug haunt the oceans where they met their demise, seeking other victims to draw beneath the waves. When a ship becomes becalmed at sea, at night the draug will climb aboard and silently stalk each crewman until the ship is left empty. Draug have no interest in consuming the flesh, but savor the final moments as their victim succumbs to the ocean depths.
A draug can only be restored to life by first removing the original curse or geas, then using appropriate spells to resurrect the victim. After they are restored to life they lose any draug-like traits and regain their previous makeup.
Combat
The draug use no weapons or armor, but they are powerful beings who can overpower an opponent by grabbing hold and drawing the foe beneath the waves to drown. They will maintain their grip until life completely passes from the victim, and draw further strength from the departing life spirit. A draug stills maintains something of it's former tormented intelligence, and will be cautious enough not strike until conditions are suitable.
Despair (Su): At the mere sight of a draug, the viewer must succeed on a DC 14 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot again be affected again by the same mummy's despair ability for 24 hours. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, a draug must hit with its slam attack. It can then attempt to start a grapple without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to drown.
Drown (Su): If a grappled creature is brought below zero hit points while being drowned by a draug, each round thereafter it must succeed on a DC 14 Will save or immediately die. If the save is failed, the draug immediately gains 1d8 points of healing from negative energy. Any hit points gained beyond the amount needed to heal any damage become temporary hit points. This ability is otherwise identical to the death knell spell. (Caster level 7th). The save DC is Charisma-based.
Skills: Draug have a +4 racial bonus on Move Silently and Swim checks.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, draug also gain the following special benefits.
- The save DC of the despair ability is equal to 10 + ½ HD + Charisma modifier.
- The save DC of the drown ability is equal to 10 + ½ HD + Charisma modifier.
- 8+ HD ― Gain a +2 racial bonus on Climb and Swim checks.
- 9–10 HD ― Gain +1 turn resistance.
- 10+ HD ― Gain 2d8 points of healing from negative energy on a successful drown.
- 11+ HD ― Gain +2 turn resistance.
- 12 HD ― Resistance to cold 15.
Dread
Author: Robert J. Hall.
These horrific undead are solely the creation of evil clerics. The risen being appears in its normal form, but is cloaked in cursed tendrils of negative energy. These tendrils strengthen any undead cohorts in the vicinity, making them more resistant to turn attempts. However the powers of a dread are vulnerable to direct sunlight, and animals are able to sense their unnatural aura. The direct touch of a dread sends a deep sensation of horror coursing through any living being.
Sample Dread
This walking human corpse has pallid, rotting flesh and a mouth stretched in a rictus grin. It is cloaked in eerie dark tendrils of nebulous form that shift and move about in a disturbing manner.
This example uses a human commoner zombie as the base creature.