![]() | System Reference Document v3.5 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Epic MonstersBEHEMOTH
BEHEMOTH EAGLESkills: *A behemoth eagle receives a +8 racial bonus on Spot checks. Carrying Capacity: A light load for a behemoth eagle is up to 2,400 pounds; a medium load, 2,401-4,800 pounds; and a heavy load, 4,801-7,200 pounds. BEHEMOTH GORILLACOMBATRend (Ex): A behemoth gorilla that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an additional 8d8+20 points of damage. BRACHYURUSLarge Magical Beast Hit Dice: 38d10+684 (893 hp) COMBATFrightful Howl (Su): As a standard action, a brachyurus can emit a howl in a 60-foot-radius spread that affects opponents with fewer Hit Dice or levels than the brachyurus has. The affected creature must make a successful Will save (DC 33) or become shaken. Success indicates that the target is immune to that brachyurus’s frightful howl for one day. The DC is Charisma-based. Savage (Ex): If a brachyurus successfully trips an opponent, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 15d6+25 points of damage. If an opponent goes prone for any reason in an area a brachyurus threatens, the brachyurus can also savage the victim as a free action (treat as the brachyurus’s attack of opportunity for the round), even though it had nothing to do with tripping the foe. COLOSSUS
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Diminutive Undead
Hit Dice: 21d12 (130 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: Fly 180 ft. (perfect)
AC: 51 (+4 size, +3 Dex, +5 natural armor, +8 bracers of armor, +2 ring of protection, +21 insight)
Base Attack/Grapple: +10/-2
Attack: Touch +35 (10d6+20 plus paralyzing touch) melee
Full Attack: Touch +35 (10d6+20 plus paralyzing touch) melee
Space/Reach: 1 ft./0 ft.
Special Attacks: Trap the soul, fear aura, paralyzing touch, 21st-level wizard spellcaster, Perfect Automatic Still Spell, spell-like abilities
Special Qualities: Magic immunity, phylactery transference, turn resistance +20, DR 15/Epic and bludgeoning, undead traits, acid resistance 20, fire resistance 20, sonic resistance 20, immune to cold, electricity, polymorph, and mind-affecting attacks.
Saves: Fort +10, Ref +12, Will +17
Abilities: Str 10, Dex 16 (with gloves), Con -, Int 39 (with headband), Wis 24, Cha 20
Skills: Concentration +25, Craft (alchemy) +34, Hide +35, Knowledge (arcana, religion, the planes) +34, Knowledge (history) +26, Listen +27, Move Silently +23, Search +34, Sense Motive +27, Spellcraft +36, Spot +27
Feats: Brew Potion, Combat Casting, Craft Wondrous Item, Enlarge Spell, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness
Epic Feats: Automatic Quicken Spell, Blinding Speed, Improved Spell Capacity (10th), Tenacious Magic (any)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 29
Treasure: Standard
Alignment: Neutral evil
Advancement: By character class
Demiliches speak the languages they knew as liches and as living creatures.
A demilich’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Trap the Soul (Su): A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fortitude saving throw (DC 36). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours-at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save. The DC is Charisma-based
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the demilich must succeed at a Will save (DC 19) or be affected as though by fear as cast by a 21st-level caster. The DC is Charisma-based.
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude save (DC 36) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.
Spells: The demilich can cast any spells it could cast as a lich. This sample demilich was a 21st-level wizard (spells per day: 4/12/8/7/7/7/7/6/6/6/3). The last three spell slots are 10th-level slots and available for 0-9th level metamagic spells.
Perfect Automatic Still Spell (Ex): A demilich can cast all the spells it knows without gestures.
Spell-Like Abilities: Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are all 36. The DC is Charisma-based.
At will - alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself ), summon monster I-IX, telekinesis, weird;
2/day - greater planar ally.
Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally.
Phylactery Transference (Su): Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. The sample demilich “wears” bracers of armor +8, headband of intellect +6, pink Ioun stone, ring of wizardry I, ring of protection +2, and gloves of Dexterity +2.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.
“Demilich” is a template that can be added to any lich. It uses all the lich’s statistics and special abilities except as noted here. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below.
Size: Medium-size and Large liches become Diminutive demiliches, Huge liches become Small demiliches, Gargantuan liches become Medium-size demiliches, and Colossal liches become Large demiliches.
Hit Dice: As lich.
Speed: Change to fly 180 ft. (perfect). The lich’s supernatural (not natural) fly speed, if any, is also retained.
AC: The demilich retains the lich’s +5 natural armor bonus and gains an insight bonus equal to AC equal to its Hit Dice, as well as a probable size adjustment to AC.
Attack: The demilich gains an insight bonus equal to its Hit Dice as a bonus on its touch attacks.
Damage: The demilich gains an enhanced touch attack over that of its previous lich form (it now uses its entire flying skull to make the touch attack), including paralyzing touch. The demilich’s touch attack uses negative energy to deal 10d6+20 points of damage to living creatures (no saving throw). Liches with other natural attacks lose them.
Special Attacks: The demilich retains all the lich’s special attacks and also gains those described below.
Trap the Soul (Su): A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fort saving throw (DC 10 + demilich’s HD + demilich’s Cha modifier). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours-at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save.
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60- foot radius that look at the demilich must succeed at a Will save (DC 14 + demilich’s Cha modifier) or be affected as though by fear as cast by a 21st-level caster.
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude save (DC 10 + demilich’s HD + demilich’s Cha modifier) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.
Spells: The demilich can cast any spells it could cast as a lich.
Perfect Automatic Still Spell: The demilich can cast all the spells it knows without gestures.
Spell-Like Abilities: Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are equal to 10 + the demilich’s HD + the demilich’s Charisma modifier.
At will - alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself ), summon monster I-IX, telekinesis, weird;
2/day - greater planar ally.
Special Qualities: The demilich retains all the lich’s special qualities and also has those described below.
Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally.
Phylactery Transference (Su): Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.
Turn Resistance (Ex): A demilich has turn resistance +20.
Damage Reduction (Su): A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded).
Resistances (Ex): Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20.
Saves: Same as the lich.
Abilities: A demilich gains +10 to Intelligence, Wisdom, and Charisma.
Skills: Demiliches receive a +20 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the lich (this overlaps with the previous racial bonus gained by the lich; it does not stack).
Feats: Same as the lich.
Epic Feats: Demiliches gain the feats Blinding Speed, Tenacious Magic, and Automatic Quicken Spell.
Climate/Terrain: Same as the lich.
Organization: Solitary or consistory (1 demilich and 3-6 liches).
Challenge Rating: Same as the lich + 6.
Treasure: Same as the lich.
Alignment: Any evil.
Advancement: By character class.
The process of becoming a demilich can be undertaken only by a lich acting of its own free will. The demilich retains all class abilities it had as a lich.
Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do demiliches. Demiliches also have eight soul gems, each of which acts like a phylactery in its own right. If all the soul gems, as well as the demilich’s phylactery, are not destroyed after a demilich is downed, the demilich reappears 1d10 days after its apparent death. The soul gems also allow the demilich to use its most devastating ability, trap the soul (see above). Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich.
| Devastation Centipede Colossal Vermin | Devastation Spider Colossal Vermin | ||
|---|---|---|---|
| Hit Dice: | 128d8+1,152 (1,728 hp) | 128d8+1,280 (1,856 hp) | |
| Initiative: | +13 (Dex) | +14 (Dex) | |
| Speed: | 80 ft. | 60 ft., climb 40 ft. (80 ft., climb 40 ft.) | |
| Armor Class: | 55 (-8 size, +13 Dex, +40 natural) | 58 (-8 size, +14 Dex, +42 natural) | |
| Base Attack/Grapple: | +96/+128 | +96/+125 | |
| Attack: | Bite +99 (20d10+16 plus poison) melee | Bite +101 (18d10+19 plus poison) melee | |
| Full Attack: | Bite +99 (20d10+16 plus poison) melee | Bite +101 (18d10+19 plus poison) melee | |
| Space/Reach: | 50 ft./40 ft. | 50 ft./40 ft. | |
| Special Attacks: | Poison | Poison | |
| Special Qualities: | Darkvision 300 ft., SR 50, DR 10/- | Darkvision 300 ft., SR 50, DR 10/- | |
| Saves: | Fort +75, Ref +55, Will +42 | Fort +76, Ref +56, Will +42 | |
| Abilities: | Str 33, Dex 37, Con 29, Int -, Wis 10, Cha 2 | Str 37, Dex 39, Con 30, Int -, Wis 10, Cha 2 | |
| Skills: | Climb +19, Hide +1, Jump +31, Spot +8 | Climb +21, Hide +2 (-2), Jump +25 (+39), Move Silently +14, Spot +8 (+12) | |
| Climate/Terrain: | Any land | Any land | |
| Organization: | Solitary or cluster (2-5) | Solitary or cluster (2-5) | |
| Challenge Rating: | 39 | 41 | |
| Treasure: | None | None | |
| Alignment: | Always neutral | Always neutral | |
| Advancement: | None | None |
| Devastation Scorpion Colossal Vermin | Devastation Beetle Colossal Vermin | ||
|---|---|---|---|
| Hit Dice: | 128d8+1,408 (1,984 hp) | 128d8+2,304 (2,880 hp) | |
| Initiative: | +12 (Dex) | +10 (Dex) | |
| Speed: | 100 ft. | 70 ft. | |
| Armor Class: | 60 (-8 size, +12 Dex, +46 natural) | 72 (-8 size, +10 Dex, +60 natural) | |
| Base Attack/Grapple: | +96/+126 | +96/+128 | |
| Attack: | 2 claws +102 melee, sting +97 melee | Bite +104 melee | |
| Full Attack: | Claw 10d10+14, sting 8d10+7 plus poison | Bite 25d10+24 | |
| Space/Reach: | 50 ft./40 ft. | 50 ft./40 ft. | |
| Special Attacks: | Improved grab, squeeze, poison | Trample 30d10+24, acid cloud | |
| Special Qualities: | Darkvision 300 ft., SR 50, DR 15/- | Darkvision 300 ft., SR 60, DR 20/- | |
| Saves: | Fort +77, Ref +54, Will +42 | Fort +84, Ref +52, Will +42 | |
| Abilities: | Str 38, Dex 35, Con 32, Int -, Wis 10, Cha 2 | Str 42, Dex 31, Con 46, Int -, Wis 10, Cha 9 | |
| Skills: | Climb +22, Hide +4, Jump +42, Spot +8 | Jump +31, Listen +0, Spot +0 | |
| Climate/Terrain: | Any land | Any land | |
| Organization: | Solitary or cluster (2-5) | Solitary or cluster (2-5) | |
| Challenge Rating: | 42 | 50 | |
| Treasure: | None | None | |
| Alignment: | Always neutral | Always neutral | |
| Advancement: | None | None |
Poison (Ex): Bite, Fort save (DC 93); initial and secondary damage 2d12 temporary Dex.
Skills: Devastation centipedes receive a +8 racial bonus on Climb, Hide, and Spot checks.
Poison (Ex): Bite, Fort save (DC 94); initial and secondary damage 2d12 temporary Con.
Web (Ex): A single web strand is strong enough to support the spider and one creature of Gargantuan size. Web-spinning devastation spiders can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 150 feet, with a range increment of 30 feet, and is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 38) or burst it with a Strength check (DC 44). Both are standard actions. Web-spinning spiders often create sheets of sticky webbing about 1,000 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed at a Spot check (DC 20) to notice a web; otherwise, they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 24 hit points, and sheet webs have damage reduction 20/fire. A devastation spider can move across its own sheet web at its climb speed and can determine the exact location of any creature caught in the web.
Skills: Web-spinning devastation spiders receive a +4 racial bonus on Hide and Spot checks. Hunting spiders receive a +6 racial bonus on Jump checks and a +8 racial bonus on Spot checks (using the modifiers given in parentheses). *All devastation spiders gain a +8 competence bonus on Hide and Move Silently checks when using their webs.
Improved Grab (Ex): To use this ability, the devastation scorpion must hit with its claw attack. If it gets a hold, it hangs on and squeezes.
Squeeze (Ex): A devastation scorpion that gets a hold on a Gargantuan or smaller opponent automatically deals damage with both claws and its sting.
Poison (Ex): Sting, Fort save (DC 95); initial and secondary damage 2d12 temporary Str.
Skills: Devastation scorpions receive a +4 racial bonus on Climb, Hide, and Spot checks.
Trample (Ex): A devastation beetle can trample Gargantuan and smaller creatures for 30d10+24 points of damage. Opponents who do not make attacks of opportunity against the devastation beetle can attempt a Reflex save (DC 90) to halve the damage.
Acid Cloud (Ex): A devastation beetle exudes a constant vapor that radiates outward in every direction for 60 feet. This vapor deals 6d6 points of acid damage each round to anyone caught in the cloud.
The standard advancement rules allow dragons theoretically infinite progression even beyond the stage of great wyrm. The following rules let dragons improve more than their Hit Dice as they progress to epic heights of power.
Age Category: A standard dragon gains one “virtual age category” for every 3 Hit Dice it gains beyond the great wyrm stage. Abilities that function once per day per age category or otherwise use the dragon’s age category as part of a calculation use this adjusted number. Epic dragons gain one age category per 5 Hit Dice beyond great wyrm.
Size: One important element of dragon advancement is increasing size. The dragons that don’t reach Colossal size by the great wyrm stage can never reach it according to the standard advancement rules. When advancing a dragon, consider its basic size group: lesser (white, black, brass, and copper dragons), ordinary (green, blue, and bronze dragons), greater (silver, red, and gold), or epic (force and prismatic). A dragon that is Tiny as a wyrmling is in the lesser group, a dragon that is Small as a wyrmling and never reaches Colossal size is in the ordinary group, and a dragon that is Small to Large as a wyrmling and reaches Colossal by the great wyrm stage is in the greater group. A lesser dragon becomes Colossal when it gains two age categories (6 Hit Dice) beyond great wyrm. It increases to Colossal+ when it gains an additional four age categories (12 HD). An ordinary dragon becomes Colossal when it gains one age category (3 Hit Dice) beyond great wyrm. It increases to Colossal+ when it gains an additional four age categories (12 HD). A greater dragon becomes Colossal+ when it gains four age categories (12 HD) more than it needed to reach the Colossal size.
Epic dragons, already Colossal+ by the time they reach the great wyrm stage, do not increase in size thereafter. Use the information presented under the epic dragon entry, below, to determine the statistics of a Colossal+ dragon.
Armor Class: A dragon’s natural armor bonus increases by +1 for every Hit Die it gains beyond the great wyrm stage. (This rule applies for lesser dragon advancement as well, since natural armor and Hit Dice always increase at the same rate.)
Breath Weapon: If a dragon’s breath weapon deals damage, the damage typically increases by 2 dice for every virtual age category the dragon gains. The two exceptions among standard dragons are the brass and white dragons, whose breath weapon damage increases by only 1 die per age category. The saving throw DC against a dragon’s breath weapon remains 10 + 1/2 the dragon’s Hit Dice + its Constitution modifier.
Spell Resistance: For standard advanced dragons, spell resistance increases by 2 per additional age category. For epic dragons, spell resistance increases by 3 (for force dragons) or 6 (for prismatic dragons) per additional age category.
Speed: When a dragon becomes Colossal, its fly speed increases by 50 feet and its maneuverability becomes clumsy. When it reaches Colossal+, its fly speed increases by another 50 feet, and its maneuverability remains clumsy. A dragon’s land speed and other special movement types (swim, burrow, and so on) do not change.
Ability Scores: A great wyrm’s Strength and Constitution scores both increase by +2 for every virtual age category the dragon gains. Its Dexterity remains unchanged. Its Intelligence, Wisdom, and Charisma increase by +2 for every two age categories the dragon gains.
Special Abilities: Dragons do not gain additional spell-like abilities, but their damage reduction continues to increase as they gain Hit Dice. For most dragons (the exceptions being the force and prismatic dragons), the great wyrm’s damage reduction increases to 15/epic after exceeding the great wyrm age category and the dragon’s natural weapons count as epic weapons for the purposes of bypassing damage reduction.
Force and prismatic dragons have the following DR progression: wyrmling 10/magic, young 15/magic, young adult 15/epic, mature adult 20/epic, very old 25/epic.
Caster Level: A great wyrm’s caster level increases by 2 for every virtual age category the dragon gains. As with the epic dragons described later, advanced dragons gain the Improved Spell Capacity feat as a bonus feat once for every three caster levels above 20th.
Feats: Like ordinary dragons, advanced dragons receive one feat for every 3 Hit Dice they have. Feats gained after the dragon attains great wyrm status can be epic feats.
Challenge Rating: For standard dragons, CR increases by 2 per additional age category. For epic dragons, CR increases by 3 per additional age category. All other dragon statistics are as presented for dragons in general and specific dragon varieties.
All epic dragons speak Draconic.
Epic Dragon Age Categories
| Category | Age (Years) |
|---|---|
| 1 Wyrmling | 0–10 |
| 2 Very young | 11-30 |
| 3 Young | 31-50 |
| 4 Juvenile | 51-100 |
| 5 Young adult | 101-200 |
| 6 Adult | 201-400 |
| 7 Mature adult | 401-800 |
| 8 Old | 801-1,200 |
| 9 Very old | 1,2001-1,600 |
| 10 Ancient | 1,601-2,000 |
| 11 Wyrm | 2,001-2,400 |
| 12 Great wyrm | 2,401+ |
Epic dragons share all the combat characteristics of standard dragons. Even wyrmling epic dragons are Huge, however, and are capable of making tail sweep and crush attacks. Although there is no size category larger than Colossal, the oldest epic dragons have a greater reach and deal more damage with their attacks than other Colossal dragons, as shown on the Epic Dragon Face and Reach and Epic Dragon Attacks tables below. In addition, the breath weapon of the oldest epic dragons is a larger cone than most Colossal dragons possess. The size modifier for these dragons remains -8.
Epic Dragon Space and Reach
| Size | Space/Reach* |
|---|---|
| Huge | 15 ft./10 ft. |
| Gargantuan | 20 ft./15 ft. |
| Colossal | 30 ft./20 ft. |
| Colossal+ | 30 ft./20 ft. |
Epic Dragon Attacks
| Size | 1 Bite | 2 Claws | 2 Wings | 1 Tail Slap | 1 Crush | 1 Tail Sweep |
|---|---|---|---|---|---|---|
| Huge | 2d8 | 2d6 | 1d8 | 2d6 | 2d8 | 2d4 |
| Gargantuan | 4d6 | 2d8 | 2d6 | 2d8 | 4d6 | 2d6 |
| Colossal | 4d8 | 4d6 | 2d8 | 4d6 | 4d8 | 2d8 |
| Colossal+ | 8d6 | 4d8 | 4d6 | 4d8 | 8d6 | 4d6 |
| Dragon Size | Cone* (Length) |
|---|---|
| Huge | 50 ft. |
| Gargantuan | 60 ft. |
| Colossal | 70 ft. |
| Colossal+ | 80 ft. |
| * A cone is as high and wide as its length. | |
Wyrmling epic dragons possess certain abilities that common dragons do not acquire until later in life, including frightful presence, spellcasting, and spell resistance. An epic dragon with a caster level above 20th gains the Improved Spell Capacity feat as a bonus feat once for every three caster levels above 20th. Any epic dragon can choose epic feats for which it otherwise meets the prerequisites. Epic dragons also have access to dragon feats, as well as the additional feats described in this book.
Empower Spell-Like Ability: An epic dragon can apply the Empower Spell feat to one of its spell-like abilities that it can use at least twice per day. If the dragon has limited use of the spell-like ability, the empowered ability uses up two uses of the ability. If the dragon can use the ability at will, there is no cost for empowering the ability. The dragon does not need to specify a spell-like ability when it chooses this feat; it can apply the feat to any spell-like ability it possesses.
Maximize Spell-Like Ability: The dragon can apply the Maximize Spell feat to one of its spell-like abilities that it can use at least three times per day. If the dragon has limited use of the spell-like ability, the maximized ability uses up three uses of the ability. If the dragon can use the ability at will, there is no cost for maximizing the ability. The dragon does not need to specify a spell-like ability when it chooses this feat; it can apply the feat to any spell-like ability it possesses.
Epic dragons fly even faster than common dragons, and can cover greater distances.
Epic Dragon Overland Flying Speeds
| Flight Speed | |||
|---|---|---|---|
| 250 feet | 300 feet | 350 feet | |
| One Hour | |||
| Normal | 40 miles | 50 miles | 60 miles |
| Hustle | 80 miles | 100 miles | 120 miles |
| One Day | |||
| Normal | 320 miles | 400 miles | 480 miles |
Except as noted here, epic dragons conform to the general information that applies to all dragons given.
Dragon (Force)
Climate/Terrain: Any land and underground
Organization: Wyrmling, very young, young, juvenile and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 13; very young 19; young 21; juvenile 25; young adult 28; adult 31; mature adult 35; old 37; very old 39; ancient 43; wyrm 50; great wyrm 59
Treasure: Double standard
Alignment: Usually neutral
Advancement Range: Wyrmling 21-24 HD (Huge); very young 26-29 HD (Huge); young 31-34 HD (Gargantuan); juvenile 36-39 HD (Gargantuan); young adult 41-44 HD (Gargantuan); adult 46-49 HD (Gargantuan); mature adult 51-54 HD (Colossal); old 56-59 HD (Colossal); very old 61-64 HD (Colossal); ancient 66-69 HD (Colossal); wyrm 71-74 HD (Colossal+); great wyrm 76+ HD (Colossal+)
Force Dragons by Age
| Age | Size | Hit Dice (hp) | Str | Dex | Con | Int | Wis | Cha | Base Attack/ Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon DC | Frightful Presence DC |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Wyrmling | H | 20d12+100 (230) | 31 | 10 | 21 | 18 | 19 | 18 | +20/+38 | +28 | +17 | +12 | +16 | 5d12 (25) | 24 |
| Very young | H | 25d12+150 (312) | 35 | 10 | 23 | 22 | 23 | 22 | +25/+45 | +35 | +20 | +14 | +20 | 10d12 (28) | 28 |
| Young | G | 30d12+210 (405) | 39 | 10 | 25 | 26 | 27 | 26 | +30/+56 | +40 | +24 | +17 | +25 | 15d12 (32) | 33 |
| Juvenile | G | 35d12+315 (542) | 43 | 10 | 29 | 30 | 31 | 30 | +35/+63 | +47 | +28 | +19 | +29 | 20d12 (36) | 37 |
| Young adult | G | 40d12+440 (700) | 47 | 10 | 33 | 34 | 35 | 34 | +40/+70 | +54 | +33 | +22 | +34 | 25d12 (41) | 42 |
| Adult | G | 45d12+585 (877) | 51 | 10 | 37 | 38 | 39 | 38 | +45/+77 | +61 | +37 | +24 | +38 | 30d12 (45) | 46 |
| Mature adult | C | 50d12+750 (1,075) | 55 | 10 | 41 | 42 | 43 | 42 | +50/+88 | +64 | +42 | +27 | +43 | 35d12 (50) | 51 |
| Old | C | 55d12+935 (1,292) | 59 | 10 | 45 | 46 | 47 | 46 | +55/+95 | +71 | +46 | +29 | +47 | 40d12 (54) | 55 |
| Very old | C | 60d12+1,140 (1,530) | 63 | 10 | 49 | 50 | 51 | 50 | +60/+102 | +78 | +51 | +32 | +52 | 45d12 (59) | 60 |
| Ancient | C | 65d12+1,365 (1,787) | 67 | 10 | 53 | 54 | 55 | 54 | +65/+109 | +85 | +55 | +34 | +56 | 50d12 (63) | 64 |
| Wyrm | C+ | 70d12+1,610 (2,065) | 71 | 10 | 57 | 58 | 59 | 58 | +70/+116 | +92 | +60 | +37 | +61 | 55d12 (68) | 69 |
| Great wyrm | C+ | 75d12+1,875 (2,362) | 75 | 10 | 61 | 62 | 63 | 62 | +75/+123 | +99 | +64 | +39 | +65 | 60d12 (72) | 73 |
Force Dragon Abilities by Age
| Age | Speed | Initiative | Armor Class | Special Abilities | Caster Level | SR |
|---|---|---|---|---|---|---|
| Wyrmling | 60 ft., fly 250 ft. (poor) | +0 | 31 (-2 size, +4 deflection, +19 natural), touch 12, flat-footed 31 | Damage reduction 10/magic, deflecting force, immune to force | 3rd | 24 |
| Very young | 60 ft., fly 250 ft. (poor) | +0 | 38 (-2 size, +6 deflection, +24 natural), touch 14, flat-footed 38 | 6th | 27 | |
| Young | 60 ft., fly 300 ft. (clumsy) | +0 | 43 (-4 size, +8 deflection, +29 natural), touch 14, flat-footed 43 | Damage reduction 15/magic | 9th | 30 |
| Juvenile | 60 ft., fly 300 ft. (clumsy) | +0 | 50 (-4 size, +10 deflection, +34 natural), touch 16, flat-footed 50 | resilient sphere, blur | 12th | 33 |
| Young adult | 60 ft., fly 300 ft. (clumsy) | +0 | 57 (-4 size, +12 deflection, +39 natural), touch 18, flat-footed 57 | Damage reduction 15/epic | 15th | 36 |
| Adult | 60 ft., fly 300 ft. (clumsy) | +0 | 64 (-4 size, +14 deflection, +44 natural), touch 20, flat-footed 64 | Wall of force | 18th | 39 |
| Mature adult | 60 ft., fly 300 ft. (clumsy) | +0 | 67 (-8 size, +16 deflection, +49 natural), touch 18, flat-footed 67 | Damage reduction 20/epic | 21st | 42 |
| Old | 60 ft., fly 300 ft. (clumsy) | +0 | 74 (-8 size, +18 deflection, +54 natural), touch 20, flat-footed 74 | Forcecage, displacement | 24th | 45 |
| Very old | 60 ft., fly 300 ft. (clumsy) | +0 | 81 (-8 size, +20 deflection, +59 natural), touch 22, flat-footed 81 | Damage reduction 25/epic | 27th | 48 |
| Ancient | 60 ft., fly 300 ft. (clumsy) | +0 | 88 (-8 size, +22 deflection, +64 natural), touch 24, flat-footed 88 | Maze | 30th | 51 |
| Wyrm | 60 ft., fly 350 ft. (clumsy) | +0 | 95 (-8 size, +24 deflection, +69 natural), touch 26, flat-footed 95 | 33rd | 54 | |
| Great wyrm | 60 ft., fly 350 ft. (clumsy) | +0 | 102 (-8 size, +26 deflection, +74 natural), touch 28, flat-footed 102 | telekinetic sphere, invisibility | 36th | 57 |
A force dragon’s natural weapons are treated as magic (wyrmling - juvenile) or epic (young adult - great wyrm) for the purpose of overcoming damage reduction.
Breath Weapon (Su): A force dragon has one type of breath weapon, a cone of force that tears through creatures and objects in its area to devastating effect.
Immune to Force (Ex): A force dragon cannot be harmed by any force effect, including magic missiles, explosive runes, mage’s sword, the sphere spells, or any other spell or effect with the Force descriptor. It can move freely through barriers made of force, such as a wall of force.
Deflecting Force (Su): A force dragon is protected by a shield of force that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon’s Charisma bonus.
Blur (Su): When a force dragon reaches juvenile age, the force surrounding its body distorts the light around it so that it is hard to discern the dragon’s exact location. This functions as a continuous blur spell, giving the dragon concealment (20% miss chance).
Displacement (Su): An old force dragon’s deflecting force bends light even more extremely, giving the dragon the benefit of the displacement spell (50% miss chance). This supersedes its blur ability.
Invisibility (Su): A great wyrm force dragon is a creature of pure force, and is completely invisible (as though protected by greater invisibility). A creature that can see invisible creatures must still contend with the dragon’s displacement ability.
Spell-Like Abilities: The DCs are Charisma-based.
3/day - forcecage, maze, resilient sphere, telekinetic sphere, wall of force.
Gargantuan Dragon (Force)
Hit Dice: 45d12+585 (877 hp)
Initiative: +0
Speed: 60 ft., fly 300 ft. (clumsy)
AC: 64 (-4 size, +14 deflection, +44 natural)
Base Attack/Grapple: +45/+77
Attack: Bite +61 (4d6+20/19-20) melee
Full Attack: Bite +61 (4d6+20/19-20) melee, 2 claws +56 (2d6+10/19-20) melee, 2 wings +56 (2d6+10/19-20) melee, tail slap +56 (2d8+30/19-20) melee
Space/Reach: 20 ft./15 ft.
Special Attacks: Crush 4d6+30 (DC 45), tail sweep 2d6+30 (DC 45), breath weapon, frightful presence (DC 46), spells (caster level 18th), spell-like abilities
Special Qualities: Immunities, DR 15/epic, SR 39, blindsense 60ft., keen senses, deflecting force, blur (20% miss chance)
Saves: Fort +37, Ref +24, Will +38
Abilities: Str 51, Dex 10, Con 37, Int 38, Wis 39, Cha 38
Skills: Appraise +50, Bluff +62, Concentration +61, Craft (alchemy) +50, Diplomacy +74, Escape Artist +48, Gather Information +20, Intimidate +68, Jump +32, Knowledge (all) +56, Listen +64, Search +72, Sense Motive +50, Spellcraft +68, Spot +74
Feats: Alertness, Cleave, Combat Reflexes, Empower Spell-Like Ability, Flyby Attack, Hover, Improved Critical (bite), Improved Critical (claws), Improved Critical (wings), Improved Critical (tail slap), Improved Initiative, Improved Sunder, Maximize Spell-Like Ability, Power Attack, Spell Knowledge, Wingover
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: 31
Treasure: Double standard
Alignment: Usually neutral
Advancement: 46-49 HD (Gargantuan)
A force dragon’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Breath Weapon (Su): Cone of force, 60 ft., damage 30d12, Ref half (DC 45). The DC is Constitution-based.
Spell-Like Abilities: 3/day-resilient sphere, wall of force. Caster level 18th; save DC 24 + spell level.
Immunities (Ex): Immune to sleep and paralysis, immune to force effects.
Sorcerer Spells Known (6/10/10/ 9/9/9/9/8/7/5; base DC 24 + spell level):
0 - arcane mark, dancing lights, detect magic, flare, ghost sound, light, mending, open/close, read magic;
1st - disguise self, comprehend languages, detect secret doors, magic missile, true strike;
2nd - bull’s strength, cat’s grace, darkness, locate object, mirror image;
3rd - clairaudience/clairvoyance, fireball, haste, lightning bolt;
4th - charm monster, greater invisibility, scrying, stoneskin;
5th - contact other plane, dream, hold monster, teleport;
6th - analyze dweomer, greater dispel magic, true seeing;
7th - forcecage, spell turning, summon monster VII;
8th - polymorph any object, protection from spells;
9th - time stop.
Possessions: Crystal ball with true seeing, circlet of eyes*, pearl of power (7th-level spell), 8,000 gp. *Variant of robe of eyes; benefit included in Search and Spot skill modifiers
Climate/Terrain: Any land and underground
Organization: Wyrmling, very young, young, juvenile and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 14; very young 16; young 22; juvenile 30; young adult 34; adult 39; mature adult 43; old 48; very old 52; ancient 57; wyrm 61; great wyrm 66
Treasure: Double standard
Alignment: Usually neutral
Advancement Range: Wyrmling 24-27 HD (Huge); very young 29-32 HD (Huge); young 34-37 HD (Gargantuan); juvenile 39-42 HD (Gargantuan); young adult 44-47 HD (Gargantuan); adult 49-52 HD (Gargantuan); mature adult 54-57 HD (Colossal); old 59-62 HD (Colossal); very old 64-67 HD (Colossal); ancient 69-72 HD (Colossal+); wyrm 74-77 HD (Colossal+); great wyrm 79+ HD (Colossal+)
Prismatic Dragons by Age
| Age | Size | Hit Dice (hp) | Str | Dex | Con | Int | Wis | Cha | Base Attack/ Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon DC | Frightful Presence DC |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Wyrmling | H | 23d12+138 (287) | 29 | 10 | 23 | 20 | 21 | 20 | +23/+40 | +30 | +19 | +13 | +18 | 27 | 26 |
| Very young | H | 28d12+196 (378) | 33 | 10 | 25 | 24 | 25 | 24 | +28/+47 | +37 | +23 | +16 | +23 | 32 | 31 |
| Young | G | 33d12+297 (511) | 37 | 10 | 29 | 28 | 29 | 28 | +33/+58 | +42 | +27 | +18 | +27 | 35 | 35 |
| Juvenile | G |