Draconomicon, Part 1
Sventsorggviresh's Volcano Lair
By Skip Williams

A volcano is the perfect spot for a red dragon to make a lair, and Sventsorggviresh has found a nice, comfortable one. Any dragon that's lived as long as this one has plenty of minions to do her bidding and deadly traps with which to protect her lair. So, what are you waiting for? Check out Sventsorggviresh, one of the sample red dragons in Draconomicon, and her fully detailed lair, both by designer Skip Williams! Drop Sventsorggviresh's lair into your campaign today and punch up the excitement with a draconic foe that can take whatever the PCs dish out! Sventsorggviresh is a suitable foe for 20th-level characters.

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1. Crater Rim (EL 10 or 20)

This area is shown only in the side view of the lair, as given on the map. The rim rises about 800 feet above the surrounding terrain and 325 feet above the lava pool in area 8. Thanks to the glow from the lava pool, characters can see the crater's interior from here at any time of the day or night.

A steaming crater gapes wide at the volcano's summit. The opening is a good bowshot wide and several hundred feet deep. A lake of orange-white magma fills the crater bottom, and tendrils of yellow smoke and white vapor rise from its surface, tainting the air with a whiff of brimstone. Numerous vents in the crater walls emit similar fumes. Even here, the heat from the lava is like a physical presence. It rises in faintly visible waves, like heat from a hot stove on a winter day.

Six very large openings, each 40 feet wide or more, are arranged along the interior of the shaft like steps in spiral staircase. A lip of black, hardened lava lies below each opening.

The characters can linger here for as long as they wish, but any visible character at the crater rim brings a swarm of mephits to investigate.

Creatures: A dozen mephits from areas 3 and 8 come to greet any characters they see here. If you wish to have the characters encounter Sventsorggviresh early, she too is close enough to catch sight of the characters when they reach the rim.

Fire Mephits (6): hp 15, 14, 14, 13, 12, 12; see the mephit entry in the Monster Manual.

Magma Mephits (2): hp 16, 14; see the mephit entry in the Monster Manual.

Steam Mephits (4): hp 15, 14, 13, 12; see the mephit entry in the Monster Manual.

Sventsorggviresh (Optional): Female old red dragon; CR 20; Gargantuan dragon (fire); HD 28d12+196; hp 378; Init +0; Spd 40 ft., fly 200 ft. (clumsy); AC 33, touch 6, flat-footed 33; Base Atk +28; Grp +52; Atk +36 melee (4d6+12, bite); Full Atk +36 melee (4d6+12, bite) and +32 melee (2d8+6/19-20/+1d6, 2 claws) and +31 melee (2d6+6, 2 wings) and +31 melee (2d8+18, tail slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA breath weapon (60-ft. cone of fire), crush 4d6+18, frightful presence, spell-like abilities, spells, tail sweep 2d6+18; SQ blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., immunities (fire, paralysis, sleep), keen senses, low-light vision, spell resistance 24, vulnerability to cold; AL CE; SV Fort +23, Ref +16, Will +21; Str 35, Dex 10, Con 25, Int 20, Wis 21, Cha 20.

Skills and Feats: Appraise +33, Bluff +25, Concentration +27, Diplomacy +37, Hide -12, Intimidate +35, Jump +44, Knowledge (arcana) +29, Knowledge (geography) +29, Knowledge (religion) +29, Listen +33, Search +33, Sense Motive +19, Spellcraft +20, Spot +26; Cleave, Flyby Attack, Great Cleave, Hover, Improved Critical (claw), Overwhelming Critical (claw), Power Attack, Snatch, Weapon Focus (claw), Wingover.

Breath Weapon (Su): Once every 1d4 rounds, Sventsorggviresh can breathe a 60-foot cone of fire. Each creature in the area takes 16d10 points of fire damage (Reflex DC 31 half).

Crush (Ex): Whenever Sventsorggviresh flies or jumps, she can land on opponents as a standard action, using her whole body to crush them. Her crush attack affects Medium or smaller opponents within a 20-foot-by-20-foot area. Each potentially affected creature must succeed on a DC 31 Reflex save or be pinned, automatically taking 4d6+18 points of bludgeoning damage during the next round unless the dragon moves off. If Sventsorggviresh 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.

Frightful Presence (Ex): Whenever Sventsorggviresh attacks, charges, or flies overhead, each creature in a 240-foot radius that has 27 or fewer HD must make a DC 29 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD).

Spell-Like Abilities: 8/day -- locate object; 3/day -- suggestion (DC 18). Caster level 11th.

Spells: Sventsorggviresh casts spells as an 11th-level sorcerer.

Tail Sweep (Ex): Sventsorggviresh can sweep with her tail as a standard action. The sweep affects Small or smaller creatures in a half-circle with a radius of 30 feet extending from an intersection on the edge of the dragon's space in any direction. Each potentially affected creature in the area takes 2d6+18 points of damage (Reflex DC 31 half).

Keen Senses (Ex): Sventsorggviresh can see four times as well as a human in shadowy illumination and twice as well in normal light. She also has darkvision to a range of 120 feet.

Sorcerer Spells Known (6/8/7/7/7/5; save DC 15 + spell level): 0 -- arcane mark, dancing lights, detect magic, ghost sound, guidance, mage hand, prestidigitation, read magic, resistance; 1st -- alarm, cure light wounds, divine shield, shield, true strike; 2nd -- cat's grace, cure moderate wounds, invisibility, magic mouth, shatter; 3rd -- deeper darkness, dispel magic, haste, protection from energy; 4th -- arcane eye, confusion, phantasmal killer; 5th -- hold monster, wall of force.

Equipment: 2 gloves of storing, necklace of adaptation, ring of swimming, wand of chaos hammer (caster level 8th, 28 charges), wand of fire shield (22 charges).

About the Author

Skip Williams keeps busy with freelance projects for several different game companies, and he has been Dragon Magazine's Sage since 1986. Skip was a codesigner of the D&D 3rd edition game and the chief architect of the Monster Manual. When not devising swift and cruel deaths for player characters, Skip putters in his kitchen or garden. (His borscht gets rave reviews.)


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