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Perilous
Gateways
The
Dragons' Claw Portals
By Robert
Wiese

Valraxaxath
(Black Dragon)
Valraxaxath:
Male mature adult
black dragon Wiz18; CR 31; Huge dragon (Water); HD 22d12+110 plus 18d4+90,
hp 388; Init +4; Spd 60 ft., swim 60 ft., fly 150 ft. (poor); AC 29, touch
8, flat-footed 29; Atk +37 melee (2d8+8, bite) and +35 melee (2d6+4, 2
claws) and +35 melee (1d8+4, 2 wings) and +35 melee (2d6+12, tail slap);
Face/Reach 10 ft. by 20 ft./10 ft.; SA Breath weapon (100-ft. line of
acid), crush 2d8+12, frightful presence, spell-like abilities, spells;
SQ Blindsight 210 ft., corrupt water, DR 10/+1, immunities , keen
senses, permanent tongues spell (caster level 17th), SR 21, water
breathing; AL CE; SV Fort +27, Ref +22, Will +24; Str 27, Dex 10, Con
21, Int 25, Wis 15, Cha 14.
Skills
and Feats: Alchemy +19, Bluff +15, Concentration +37, Diplomacy +28,
Hide -8, Intimidate +4, Knowledge (arcana) +33, Knowledge (geography)
+21, Knowledge (history) +19, Knowledge (nature) +19, Knowledge (planes)
+36, Listen +26, Scry +34, Search +29, Sense Motive +13, Spellcraft +44,
Spot +26, Swim +16; Alertness, Craft Wondrous Item, Create Portal,
Energy Substitution (acid), Extend Spell, Flyby Attack , Improved Initiative,
Maximize Spell, Multiattack, Persistent Spell, Quicken Spell, Scribe Scroll
, Signature Spell (teleport), Spell Focus (Transmutation), Spell Mastery
(fireball, polymorph self, teleport, vanish, haste, dispel magic, hold
monster), Spellcasting Prodigy (wizard).
Breath
Weapon (Su): Valraxaxath can breathe a 100-foot line of acid. This
attack allows a Reflex save (DC 26) for half damage. Once he has used
his breath weapon, he cannot do so again for 1d4 rounds. He is immune
to his own breath weapon.
Crush:
When flying or jumping, Valraxaxath can land on opponents three or more
size categories smaller than himself as a standard action, using his whole
body to crush them. A crush attack affects as many creatures as can fit
under his body. Each creature within the affected area must succeed at
a Reflex save (DC 26) or be pinned, automatically taking bludgeoning damage
during the next round unless Valraxaxath moves off. If he chooses to maintain
the pin, treat it as a normal grapple attack. The opponent takes 2d8+12
points of crush damage each round it remains pinned.
Frightful
Presence (Su): This ability takes effect automatically when Valraxaxath
attacks, charges, or flies overhead. It affects only opponents with 21
or fewer Hit Dice or levels within a 210-foot radius. The affected creature
must make a successful Will save (DC 23) or become shaken. Success indicates
that the target is immune to Valraxaxath's frightful presence for one
day. On a failure, a creature with 4 or fewer HD becomes panicked for
4d6 rounds, and a creature with 5 or more HD becomes shaken for 4d6 rounds.
Valraxaxath is immune to the frightful presence of other dragons.
Spell-like
Abilities: 3/day -- darkness (210-ft. radius).
Spells:
Valraxaxath knows and casts spells as a 5th-level sorcerer in addition
to his wizard spells.
Blindsight
(Ex): Valraxaxath can ascertain creatures by nonvisual means (mostly
hearing and scent, but also by noticing vibration and other environmental
clues) to a range of 210 feet. Invisibility and darkness are irrelevant,
though he still can't discern ethereal beings. Valraxaxath usually does
not need to make Spot or Listen checks to notice creatures within range
of his blindsight ability.
Corrupt
Water (Sp): Once per day, Valraxaxath can stagnate 10 cubic feet
of water, making it become still, foul, and unable to support animal life.
This ability spoils liquids containing water. A magic item (such as a
potion) or an item in another creature's possession must succeed at a
Will save (DC 23) or become fouled.
Immunities:
Valraxaxath is immune to acid, sleep, and paralysis effects
Keen
Senses (Ex): Valraxaxath has darkvision (700-foot radius) and low-light
vision (sees four times as well as a human in low-light conditions). He
also sees twice as well as a human in normal light.
Water
Breathing (Ex): Valraxaxath can breathe underwater indefinitely and
can freely use his breath weapon, spells, and other abilities while submerged.
Sorcerer
Spells Known (6/7/5; base DC = 12 + spell level): 0 -- dancing
lights, detect magic, ghost sound, mage hand, mending, ray of frost; 1st
-- expeditious retreat, shield, true strike, unseen servant; 2nd
-- invisibility, protection from arrows.
Wizard
Spells per Day: (4/6/6/6/6/5/5/4/4/2; base DC = 18 + spell level or
20 + spell level for transmutation spells).
Spellbook:
0 -- arcane mark, dancing lights, daze, detect magic, detect poison,
disrupt undead, flare, ghost sound, light, mage hand, mending, open/close,
prestidigitation, ray of frost, read magic, resistance; 1st -- charm
person, comprehend languages, detect secret doors, identify, mage armor,
magic missile, message, Tenser's floating disk, unseen servant, ventriloquism;
2nd -- alter self, bull's strength, cat's grace, continual flame,
detect thoughts, eagle's splendor, endurance, knock, levitate, locate
object, Melf's acid arrow, see invisibility; 3rd -- analyze portal,
blacklight, dispel magic, displacement, fireball, haste, hold person,
slow, tongues; 4th -- bestow curse, detect scrying, dimension door,
locate creature, polymorph other, polymorph self, scrying, thunderlance;
5th -- dismissal, hold monster, Leomund's secret chest, passwall,
permanency, stone shape, teleport; 6th -- circle of death, contingency,
control water, gate seal, true seeing; 7th -- Drawmij's instant
summons, forcecage, plane shift, reverse gravity, spell turning, teleport
without error, vanish; 8th -- clone, demand, discern location,
horrid wilting, Otiluke's telekinetic sphere, polymorph any object, symbol;
9th -- dominate monster, foresight, teleportation circle, time
stop, weird.
Possessions:
headband of intellect +6, ring of protection +6, crystal ball, cloak
of charisma +6 (worn in humanoid forms only, bonuses not included
above). Dungeon Masters may also wish to come up with more treasure for
his hoard. You can either use the Dungeon
Master's Guide
or the Epic-Level
Handbook as
a source for treasure!
The
Energy Substitution feat comes from Tome
and Blood and
allows the spellcaster to exchange one energy type for another in spells.
All other aspects of the spell are the same. Valraxaxath uses it to prepare
acid fireball spells (to which he is immune).
Spell
Tactics: He always carries a quickened teleport spell in a
9th-level spell slot and at least one maximized acid fireball (60
points of damage) in a 6th-level spell slot. When going into cities, he
usually casts a persistent detect thoughts spell (6th-level spell
slot) first. Persistent polymorph self (8th-level spell slot) is
another of his favorite selections.
Valraxaxath
traveled the world as he grew, planning to create a hoard later in life.
He was young and adventurous. During his early years, he developed a simple
understanding of the world and the place of dragons within it. Dragons
should not aspire to rule the world; they should instead hoard all the
wealth in the world. Wealth is power, and dragons that controlled (read:
hoarded) the wealth of an area could exert control later. He saw, however,
that dragons would never succeed at this goal because they did not work
together. This he set about changing while studying arcane arts such as
wizardry.
He achieved
the most success with the "you scratch my scales, I'll scratch yours"
philosophy. By getting different chromatic dragons to work together on
short-term projects, each acquires more wealth to hoard. Since he "partners"
with dragons from far away, there is little danger of in-fighting for
the treasure. The partnerships have also helped with lair defense. To
facilitate these partnerships, he created a series of portals that
link remote and dragon-infested parts of Toril. He never takes any of
the rewards of these ventures and instead builds his own hoard through
his own efforts or by partnering with a dragon new to the concept.
Valraxaxath
prefers not to fight, though he certainly can. He always carries a quickened
teleport spell to make a hasty exit, and his Signature Spell feat
allows him to convert any prepared spell of 5th level or higher to a teleport.
He is an excellent negotiator, and he does very well in business. He tends
to travel in disguise, usually using a persistent polymorph self
spell to appear as a human (or whatever is most favored at his destination)
merchant or wealthy noble.

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