Black Dragons Pt. 3

Our black dragons have been growing in power and prestige, and these are the first that can well be called Dragons. These adult dragons war with kingdoms, seige castles, and claim cities.

Théroigne, Adult Black Dragon, CR 11

Théroigneis an Adult Dragon. She is confident and in control of her domain. After a party of adventurers was sent to dispatch her, not only did she slay them, but she tracked down the order of priests that hired them, and routed them from their Castle, claiming it for herself.  She keeps a standing bounty on priests or the followers of Pelor, and any local ne’er-do-wells are more than happy to bring her live captives. In this manner, she ensures that no one dares to mount a reclamation of the castle, and most are simply content to avoid Pelor, and Waelcombe Castle as best they can.

Combat Statistics
Size/Type:Large Dragon (Water)
Hit Dice:19d12+76 = 199 HP
Initiative:+4
Speed:60ft, 150ft fly (poor), 60ft Swim
Armor Class:10 Size – 1 Size + 18 Natural = 27
Base Attack/Grapple:+19/29
Attack:Bite +24 2d8+6
Full Attack:Bite +24 2d8+6, 2 Claws +22 1d10+3, 2 wings +22 1d6+3, and Tail Slap +22 1d8+9
Space/Reach:10ft, 5ft (10ft bite)
Special Qualities:Water Breathing Ex, Blindsense 60ft, Darkvision 120ft, DR 5/Magic, SR 18
Immune:Acid, Sleep, Paralysis
Saves:Fort – 11 + 4 Con = 15 Ref –  11 + 0 Dex = 11 Will – 11 + 1 Wis = 12
Abilities:Str 23 | Dex 10 | Con 19 | Int 12 | Wis 13 | Cha 12
Skills:Listen 23, spot 23, Knowledge Religion 23, move silently 23, hide 18, Intimidate 23, use magic device 23
Languages:Draconic, Common, Goblin
Feats:Flyby attack, multiattack, improved natural attack claws, improved natural attack bite, ability focus breath weapon, improved initiative, Practiced Spellcaster, ability focus frightful presence,
Alignment:Chaotic Evil

More often than not, adventurers come to the Castle to reclaim it, not simply to slay the dragon. This works to Théroigne’s advantage, and she generally always hears their approach as they battle the goblins, bugbears, and assorted scoundrels who have set up camp throughout Waelcombe. This gives her ample time to prepare for combat, casting Mage Armor for protection and Comprehend languages so she can eavesdrop on tactics. She will set up the chapel with zones of darkness for protection, and tends to hide in rafters to drop down on the party once they have entered the room, engaging in melee with any who do not run away in terror at first sight. If a party takes more than one day, she will not hesitate to ambush them in their sleep with a flyby attack from her breath weapon.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Théroigne can breathe a line of acid 80ft long dealing 12d4 acid damage reflex save DC 25.

Frightful Presence EX: Théroigne can unsettle foes with her mere presence. The ability takes effect automatically whenever she attacks, charges, or flies overhead. Creatures within a radius of 180ft are subject to the effect if they have fewer than 19 hit die. A potentially affected creature that succeeds on a Will save (DC 22) remains immune to Théroigne’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Corrupt Water SP: 1/Day Théroigne can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Items, Magical or otherwise, in a creature’s possession must succeed on a Will save 20 or become fouled. This ability is the equivalent of a 1st-level spell with a range of 180ft.

Spell Like Abilities:

  • Darkness 3/Day – CL = 7

Sorcerer Spells – CL = 7

  • Level 0 – 6/Day – DC 11
    • Detect Magic, Arcane Mark, Ghost Sound, Mage hand, Light
  • Level 1 – 6/Day – DC 12
    • Mage Armor, Identify, Comprehend Languages
Lair

Théroigne calls Waelcombe Castle her home. She drove out the priests who manned it about 30 years back and has taken up residence here. The various kobolds, goblins, and brigands of the surrounding area pay tribute in the form of captives, and gemstones. Théroigne mostly keeps to the chapel, which she has ruined and defaced, leaving the rest of the castle to her hanger-on’s. The centerpiece of the chapel is a rosewood amphora carved to resemble Pelor pouring water from his hands. It remains, on a raised dais, but has been changed. She has long since corrupted the water, turning the alter into a perversion of its previous use, and Théroigne delights in “baptizing” her captives.

Photo by Miquel Rosselló Calafell on Pexels.com
Horde

Théroigne’s horde is mostly comprised of gemstones, and a few magical items stolen from the priests. Her gold assets are relatively low, as she often pays out her bounties for live captives for use as entertainment. These are kept locked in the catacombs below the chapel, and occasionally brought forth to serve as playthings.

  • Amethyst (110 gp)
  • Aquamarine (600 gp)
  • Black Pearl (400 gp)
  • Black Pearl (500 gp)
  • Blue Star Sapphire (1,500 gp)
  • 2 x Deep Green Spinel (80 gp each)
  • Fire Opal (1,000 gp)
  • Freshwater Pearl (10 gp)
  • Moonstone (30 gp)
  • Pink Pearl (90 gp)
  • Rose Quartz (70 gp)
  • Tourmaline (80 gp)
  • Rosewood Amphora, carved to resemble Pelor pouring water from his hands. (1,000 gp)
  • Phylactery of Faithfulness (1,000 gp)
  • 3d6 Humanoid Slaves at any Given Time (NA gp)
  • +1 Light Steel Shield (1,150 gp)
  • Coins    4,851 gp

Lanoux, Mature Adult Black Dragon, CR 14

Lanoux’s magical prowess is beginning to manifest, and he has taken to its practice quite heavily. He considers himself quite the magician and is happy to discuss arcane matters with casters that visit him, and offer tribute.

Combat Statistics
Size/Type:Huge Dragon (Water)
Hit Dice:22d12+110 = 253 HP
Initiative:+4
Speed:60ft, 150ft fly (poor), 60ft Swim
Armor Class:10 Size – 2 Size + 21 Natural +4 Armor = 33
Base Attack/Grapple:+22/38
Attack:Bite +28 4d6+8
Full Attack:Bite +28 4d6+12, 2 Claws +26 2d8+4, 2 wings +26 2d6+4, and Tail Slap +26 2d6+12
Space/Reach:15ft/10ft (15w/Bite)
Special Qualities:Water Breathing Ex, Blindsense 60ft, Darkvision 120ft, DR 10/Magic, SR 21
Immune:Acid, Sleep, Paralysis
Saves:Fort – 13 + 5 Con = 18 Ref –  13 + 0 Dex = 13 Will – 13 + 2 Wis = 15
Abilities:Str 27 | Dex 10 | Con 21 | Int 14 | Wis 15 | Cha 14
Skills:Listen 27, spot 27, Knowledge Arcane 27, move silently 25, hide 17, Intimidate 27, use magic device 27, Search 27
Languages:Draconic, Common, Infernal, Celestial
Feats:Flyby attack, multiattack, improved natural attack claws, improved natural attack bite, ability focus breath weapon, improved initiative, Practiced Spellcaster, ability focus frightful presence, improved natural attack wings
Alignment:Chaotic Evil

Lanoux keeps mage armor cast so long as he is awake, due to its 9 hour duration, even if he isn’t expecting a fight. This is reflected in his stat block above. If he expects a fight, he will approach invisibly, and open with a line of acid on as many foes as he can. He will then utilize flyby attack and empowered magic missiles to attempt to finish off any wounded survivors while his breath weapon recharges. He will repeat this until entirely out of magic missiles, and then resort to melee combat.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Lanouxcan breathe a line of acid 100ft long dealing 14d4 acid damage reflex save DC 28.

Frightful Presence EX: Lanouxcan unsettle foes with his mere presence. The ability takes effect automatically whenever he attacks, charges, or flies overhead. Creatures within a radius of 210ft are subject to the effect if they have fewer than 22 hit die. A potentially affected creature that succeeds on a Will save (DC 25) remains immune to Lanoux’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Corrupt Water SP: 1/Day Lanouxcan stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Items, Magical or otherwise, in a creature’s possession must succeed on a Will save 20 or become fouled. This ability is the equivalent of a 1st-level spell with a range of 210ft.

Spell Like Abilities:

  • Darkness 3/Day – CL = 9

Sorcerer Spells – CL = 9

  • Level 0 – 6/Day – DC 12
    • Detect Magic, Arcane Mark, Ghost Sound, Mage hand, Light, Ray of Frost
  • Level 1 – 7/Day – DC 13
    • Mage Armor, Identify, Comprehend Languages, Magic Missile
  • Level 2 – 5/Day – DC 14
    • Invisibility, Locate Object
Lair

Lanoux lairs in a small air filled cave below a lake a week’s flight from L’Acadame Ésotérique. This allows him to send agents about to arrange meetings with its students (far from the lake). These meetings go one of two ways. If tribute and respect is shown, it can be a profitable meeting of the minds. If not, Lanoux at least leaves with their possessions and a snack.

Photo by Pixabay on Pexels.com
Horde

Lanoux’s horde is mostly gemstones, and magical components. He has begun to raid adventurers specifically, so that he can pilfer what he wants from their mages. His favorite item is his rod of empower metamagic, which he keeps with him at all times.  Most other magical, martial adventuring gear is sold through an intermediary and used to fund his magical experiments.

  • Aquamarine (500 gp)
  • Banded Agate (10 gp)
  • Banded Agate (11 gp)
  • Citrine (70 gp)
  • Coral (80 gp)
  • Deep Blue Spinel (500 gp)
  • Eye Agate (11 gp)
  • Fiery Yellow Corundum (1,000 gp)
  • Freshwater Pearl (11 gp)
  • Golden Yellow Topaz (500 gp)
  • Jade (110 gp)
  • Peridot (20 gp)
  • Red-brown Spinel (110 gp)
  • Silver Pearl (100 gp)
  • Turquoise (8 gp)
  • Violet Garnet (300 gp)
  • White Pearl (90 gp)
  • Bronze Vase (1,000 gp)
  • Pewter Miniature of the L’Acadame Ésotérique (100 gp)
  • Silver Rapier (500 gp)
  • Small Heavy Steel Shield Carved with a Relief of a Siren (+4 shield, Improved Sonic Resistance) (58,170 gp)
  • Rod of Empower Metamagic (Normal) (32,500 gp)
  • Coins    7,573 gp, 5 sp

Desaulniers, Old Black Dragon CR 16

Desaulniers is an old, established dragon. She has her horde, she has her lair, she doesn’t want for anything. She prefers to sleep her days away, keeping a watchful eye on her treasure, and occasionally accepting tribute from a tribe of neighboring Lizardfolk in exchange for protection. Her horde grows monthly, and she has minimal risk of interference. 

Combat Statistics
Size/Type:Huge Dragon (Water)
Hit Dice:25d12+125 = 287 HP
Initiative:+4
Speed:60ft, 150ft fly (poor), 60ft Swim
Armor Class:10 Size – 2 Size + 24 Natural +4 Armor = 36
Base Attack/Grapple:+25/42
Attack:Bite +32 4d6+9
Full Attack:Bite +32 4d6+9, 2 Claws +30 2d8+4, 2 wings +30 2d6+4, and Tail Slap +30 4d6+13
Space/Reach:15ft/10ft (15w/Bite)
Special Qualities:Water Breathing Ex, Blindsense 60ft, Darkvision 120ft, DR 10/Magic, SR 22, Endure Elements, Nondetection (as per spell)
Immune:Acid, Sleep, Paralysis
Saves:Fort – 14 + 5 Con = 19 Ref –  14 + 0 Dex = 14 Will – 14 + 2 Wis = 16
Abilities:Str 29 | Dex 10 | Con 21 | Int 14 | Wis 15 | Cha 14
Skills:Listen 30, spot 30, Knowledge Local 30, move silently 28, hide 20, Intimidate 30, use magic device 30, Search 30
Languages:Draconic, Common, Orc, Elven
Feats:Flyby attack, multiattack, improved natural attack claws, improved natural attack bite, ability focus breath weapon, improved initiative, Practiced Spellcaster, ability focus frightful presence, improved natural attack wings, improved natural attack tail slap
Alignment:Chaotic Evil

When encountered, Desaulniers always has mage armor, nondetection, and endure elements cast. This is reflected in her stat block. She rarely engages in combat with creatures if she can avoid it, but any who wander into her lair are blasted with the web spell. From there she will use her breath weapon and spells to kill at a distance. If her foes have ranged weapons, she will use her wand of mirror image to increase her defense. Lastly, if this normal tactic fails, she becomes enraged and engages in melee. 

Breath Weapon SU: as a standard action, once per 1d4 rounds, Desaulniers can breathe a line of acid 100ft long dealing 16d4 acid damage reflex save DC 30.

Frightful Presence EX: Desaulniers can unsettle foes with her mere presence. The ability takes effect automatically whenever she attacks, charges, or flies overhead. Creatures within a radius of 240ft are subject to the effect if they have fewer than 25 hit die. A potentially affected creature that succeeds on a Will save (DC 26) remains immune to Desaulniers’ frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Corrupt Water SP: 1/Day Desaulniers can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Items, Magical or otherwise, in a creature’s possession must succeed on a Will save 20 or become fouled. This ability is the equivalent of a 1st-level spell with a range of 240ft.

Spell Like Abilities:

  • Darkness 3/Day – CL = 11
  • Plant Growth 1/Day – CL = 11

Sorcerer Spells – CL = 11

  • Level 0 – 6/Day – DC 12
    • Detect Magic, Arcane Mark, ray of frost, Mage hand, Light, mending, prestidigitation
  • Level 1 – 7/Day – DC 13
    • Mage Armor, Identify, Comprehend Languages, Magic Missile, endure elements
  • Level 2 – 7/Day – DC 14
    • Invisibility, Locate Object, web
  • Level 3 – 4/Day – DC 15
    • Displacement, Nondetection
Lair

The Lizardfolk tribe nearby has arranged for Desaulniers to lair in a nearby cave sitting next to a relatively large pond. Desaulniers’ has spent considerable time corrupting as much of the pond as possible, and it does not sustain life. Its shores are littered with the bones of animals and travelers who were foolish enough to try and drink from it. Desaulniers considers this hunting and rarely goes out of sight of her cave. In the event of an attack, the Lizardfolk have instructed Desaulniers that they will blow a horn signaling their need. This has not happened yet, and Desaulniers often wonders how and if she will respond. 

Photo by icon0.com on Pexels.com
Horde

Desaulniers is not one to turn down tribute. Her horde is a collection of fine clothing, gemstones, magical items, coins, and simply mundane objects she has collected over the years. Her preference of course is for magical items, and fine clothing, but the crate of assorted flutes and recorders stolen from a merchant amuses her enough.

  • Aquamarine (700 gp)
  • Azurite (8 gp)
  • Blue Quartz (9 gp)
  • Citrine (40 gp)
  • Freshwater Pearl (6 gp)
  • Jasper (50 gp)
  • Onyx (50 gp)
  • Peridot (20 gp)
  • Smoky Quartz (60 gp)
  • Violet Garnet (600 gp)
  • Bottle of Fine Wine (Labeled Freveonote Rosato, with a picture of a white swan with sprigs of a red berry in its beak) (200 gp)
  • Brass Censer (500 gp)
  • Wooden Staff Carved with the Draconic Alphabet (100 gp)
  • Ceramic Scroll Case Painted to Show a Koi Pond  (120 gp)
  • Electrum Cloth Robe (1,800 gp)
  • Electrum Cloth Tabard set with Aquamarine (8,000 gp)
  • Eagle Feathered Talisman (120 gp)
  • Fine Cloth Gloves threaded with Platinum (110 gp)
  • Large (20X10ft) Tapestry Depicting a Vile Ghoul Feeding Frenzy (800 gp)
  • Leather Boots with Bronze Buckles (90 gp)
  • Leather Boots with Silver Buckles (500 gp)
  • Leopard Fur Sash inlaid with Silver (1,300 gp)
  • Moonstone Wolf Totem (6,000 gp)
  • Platinum Urn with Inlaid Silver Depicting a Group of 5 Men Battling a Hydra (1,800 gp)
  • Porcelain Amphora carved with Knotwork (2,000 gp)
  • Porcelain Vase carved with Shaped Porcelain Knotwork Surrounding the Rim (800 gp)
  • Silk Tabard threaded with Fine Steel (1,000 gp)
  • Silver Bracelet (500 gp)
  • Small Bag of Spices (Mixed. Spicy, yet Flavorful) (70 gp)
  • Small Vial of Perfume (smells of Lilac) (80 gp)
  • Black Pearl Idol of Blibdoolpoolp (1,700 gp)
  • +3 Ghost Touched Kama (Small) (32,302 gp)
  • Potion of Eagle’s Splendor (300 gp)
  • Ring of Improved Jumping (10,000 gp)
  • Wand of Mirror Image (7 of 50 charges) (630 gp)
  • 47 x Artisan’s Tools (Assorted) (5 gp, 5 lb, each)
  • Bottle of Good Wine (Unlabeled red, but not bad) (1 gp, 4 lb)
  • 8 x Cabinet (30 gp, each) (containing clothing)
  • Explorer’s Outfit (10 gp, 8 lb)
  • Fishing Net (4 gp, 5 lb)
  • 3 x Large Chest (30 gp, each) (containing horde)
  • 3 x Light Catapult (Disassembled) (550 gp, each)
  • 17 x Assorted Flutes and Recorders (1 gp, 1 lb, each)
  • 9 x Small Birdcage (10 gp, each)
  • 20 x Small Cask of Molasses (4 gp, 8 lb, each)
  • 6 x Wooden Holy Symbol (assorted) (1 gp each)
  • Coins    1,299 pp, 3 gp, 5 sp

To follow along with this project as it goes on, entries have been tagged with the dragon tag.

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