Jezzen is a free thinker among dragons. Exiled from Argonnessen, he espoused the belief that any portents his kin witnessed were not complex prophetic visions; rather, they were the sad attempt of a once proud race to grant itself importance in a time where its power and majesty could be overcome by the work of a few dedicated humanoids. Not willing to believe that any given creature's destiny can be found spelled out on a cavern wall, night sky, ink blotted page, or ridiculous birthmark, this clever artificer spends a great deal of energy finding ways to debunk the theories and postulations of those dragons who believe themselves much wiser than he. Since such thoughts are considered heresy among the dragons of Argonnessen, Jezzen was chased off the continent and driven into hiding. Where the mischievous dragon currently resides is anyone's guess, though it is not an uncommon belief (among his draconic brethren) that the pesky red found his way to Khorvaire, where he works feverishly to develop groups of powerful individuals capable of moving fate to their own whim-thus proving Jezzen's theory that the draconic prophesies are nothing more than poetic ruminations and half-guesses, clearly something any halfwit conjurer or tea leaf reader could devise. Combat Generally speaking, Jezzen is not interested in direct confrontation. He prefers to move behind the scenes. That said, whenever he cannot avoid a fight, he likes to initially approach the conflict like a well-considered game of chess, moving allies into favorable positions as well as committing his personal resources in the most efficient and deadly manner possible. Once engaged in combat, however, Jezzen then tends to fly (no pun intended) by the seat of his pants, quickly adapting to the ever-changing chaos of battle with brutal efficiency. He is fond of using his infusions to power up himself and allies, and then attempts to weaken his opponents with an arsenal of magic before committing himself to physical combat.
Jezzen the Dragon (Juvenile)
Jezendrex'lendelius ("Jezzen") CR 12
Speed 40 ft. (8 squares), fly 150 ft. (poor) Melee bite +27 (2d6+9) and 2 claws +22 (1d8+4) and 2 wings +22 (1d6+4) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Base Atk +19; Grp +32 Special Actions breath weapon, infusions, spells, spell-like abilities Combat Gearscroll of ice storm, scroll of sleet storm, scroll of solid fog, scroll of wall of force Sorcerer Spells Known (CL 3rd): 1st (6/day)- comprehend languages, obscuring mist, true strike 0 (6/day)- detect magic, read magic, light, mage hand, message Infusions/Day (CL 5th): 4 1st Level/4 2nd Level/2 3rd Level Spell-Like Abilities (CL 4th): 4/day-locate object Abilities Str 29, Dex 10, Con 19, Int 17, Wis 15, Cha 14 SQ blindsense 60 ft., darkvision 120 ft., low-light vision; artificer knowledge +8, artisan bonus, disable trap, item creation, retain essence Feats Action BoostEBR, Brew Potion, Cleave, Craft HomunculusEBR, Craft Magic Arms and Armor, Craft Wondrous Item, Dragon ProphesierMOE, Exceptional ArtisanEBR, Flyby Attack, Heroic SpiritEBR, Hover, Power Attack, Scribe Scroll, Wingover Skills Appraise +15, Concentration +16, Diplomacy +16, Disable Device +15, Knowledge (arcana) +15, Knowledge (architecture and engineering) +15, Knowledge (history) +15, Knowledge (local) +15, Listen +18, Open Lock +12, Search +15, Sense Motive +14, Spot +18, Use Magic Device +14 (+16 to activate scrolls) Possessions combat gear, collar of camouflage, headband of intellect +2 Breath Weapon (Su): 40-ft. cone, once every 1d4 rounds, damage 8d10 fire, Reflex DC 24 half. Artificer Knowledge (Ex): Jezzen can make a special artificer knowledge check with a +8 bonus to detect whether a specific item has a magical aura. Jezzen must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. Artisan Bonus (Ex): Jezzen gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creature feat. Disable Trap (Ex): Jezzen can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + level of the spell used to create the trap. Jezzen can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell use to create the trap. If Jezzen beats a trap's DC by 10 or more with a Disable Device check, he can study a trap, figure out how it works, and bypass it (with his party) without disarming it. Item Creation (Ex): Jezzen can create a magic item even if he does not have access to the spells that are prerequisites for the item. He must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Retain Essence (Su): Jezzen has the ability to salvage the XP from a magic item and use those points to create another magic item. Jezzen must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day the item is destroyed and Jezzen adds the XP it took to create the item to his craft reserve.
Jezzen the Kobold (Juvenile)
Artificer Knowledge (Ex): Jezzen can make a special artificer knowledge check with a +8 bonus to detect whether a specific item has a magical aura. Jezzen must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. Artisan Bonus (Ex): Jezzen gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creature feat. Disable Trap (Ex): Jezzen can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + level of the spell used to create the trap. Jezzen can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell use to create the trap. If Jezzen beats a trap's DC by 10 or more with a Disable Device check, he can study a trap, figure out how it works, and bypass it (with his party) without disarming it. Item Creation (Ex): Jezzen can create a magic item even if he does not have access to the spells that are prerequisites for the item. He must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Retain Essence (Su): Jezzen has the ability to salvage the XP from a magic item and use those points to create another magic item. Jezzen must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day the item is destroyed and Jezzen adds the XP it took to create the item to his craft reserve.
Jezzen the Dragon (Adult) The wars on Khorvaire have finally died down to a dull roar and a few local squabbles. Jezzen has now begun his search for those beings that will rise from the ashes of their forefather's conflicts, and prove themselves worthy to take on the challenges that he would set before them-this, in preparation for the ultimate task of proving those haughty, draconic fools of Argonnessen wrong, ultimately shifting the burden of fate away from their insipid machinations and back into the hands of the individual. Jezendrex'lendelius ("Jezzen") CR 20 Crush (Ex): This special attack allows a flying or jumping red dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the red dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the red dragon's body. Creatures in the affected area must succeed on a DC 21 Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the red dragon moves off them. If the red dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape. A crush attack deals 2d8+16 points of damage. Frightful Presence (Su): Jezzen can inspire terror by charging, attacking, or flying overhead. Affected creatures must succeed on a DC 29 Will save or become shaken, remaining in that condition as long as they remain within 180 feet of Jezzen. The save DC is Charisma-based. Artificer Knowledge (Ex): Jezzen can make a special artificer knowledge check with a +14 bonus to detect whether a specific item has a magical aura. Jezzen must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. Artisan Bonus (Ex): Jezzen gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creature feat. Disable Trap (Ex): Jezzen can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + level of the spell used to create the trap. Jezzen can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell use to create the trap. If Jezzen beats a trap's DC by 10 or more with a Disable Device check, he can study a trap, figure out how it works, and bypass it (with his party) without disarming it. Item Creation (Ex): Jezzen can create a magic item even if he does not have access to the spells that are prerequisites for the item. He must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Retain Essence (Su): Jezzen has the ability to salvage the XP from a magic item and use those points to create another magic item. Jezzen must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day the item is destroyed and Jezzen adds the XP it took to create the item to his craft reserve. Metamagic Spell Trigger (Su): Jezzen can apply a metamagic afeat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to the spell.
Jezzen the Kobold (Adult) Jezendrex'lendelius ("Jezzen") CR 20 Frightful Presence (Su): Jezzen can inspire terror by charging, attacking, or flying overhead. Affected creatures must succeed on a DC 29 Will save or become shaken, remaining in that condition as long as they remain within 180 feet of Jezzen. The save DC is Charisma-based. Artificer Knowledge (Ex): Jezzen can make a special artificer knowledge check with a +14 bonus to detect whether a specific item has a magical aura. Jezzen must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. Artisan Bonus (Ex): Jezzen gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creature feat. Disable Trap (Ex): Jezzen can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + level of the spell used to create the trap. Jezzen can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell use to create the trap. If Jezzen beats a trap's DC by 10 or more with a Disable Device check, he can study a trap, figure out how it works, and bypass it (with his party) without disarming it. Item Creation (Ex): Jezzen can create a magic item even if he does not have access to the spells that are prerequisites for the item. He must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Retain Essence (Su): Jezzen has the ability to salvage the XP from a magic item and use those points to create another magic item. Jezzen must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day the item is destroyed and Jezzen adds the XP it took to create the item to his craft reserve. Metamagic Spell Trigger (Su): Jezzen can apply a metamagic afeat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to the spell. EBR Eberron Campaign Setting, MOE Magic of Eberron
About the Author Chris Lindsay plays at Wizards of the Coast during the day and spends evenings with his lovely wife and kids in not-so-sunny Renton, Washington. | |||||
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