Red Dragons Pt. 3

Adult red dragons have come into their own, and know their place in the world. That place just so happens to be the top of the food chain. They are starting to become more reclusive, but that certainly doesn’t mean cowardly or docile.

Adult, Kivelä, CR 15

Kivelä is an adult, and has grown past a need to show her prowess. She suffers no challenges, and is quick to defend herself, but no longer needs to seek out foes to prove her worth.

Combat Statistics

Size/Type:Huge Dragon (Fire)
Hit Dice:22d12+132 = 275 HP
Initiative:+4
Speed:40ft, 150ft fly (poor)
Armor Class:10 -2 Size + 21 Natural +4 Armor = 33
Base Attack/Grapple:+22/43
Attack:Bite +33 3d6+13
Full Attack:Bite +33 3d6+13, 2 Claws +33 1d8+6, 2 wings +33 1d6+6, and Tail Slap +33 1d8+19
Space/Reach:15ft/10ft, 15ft w/bite
Special Qualities:Blindsense 60ft, Darkvision 120ft, DR 5/Magic, SR 21
Immune:Fire, Sleep, Paralysis
VulnerableCold
Saves:Fort – 13 +6 Con = 19
Ref –  13 + 0 Dex + 2 = 15
Will – 13 + 5 Wis = 18
Abilities:Str 36 | Dex 10 | Con 22 | Int 16 | Wis 20 | Cha 16
Skills:Appraise 28, Bluff 28, Intimidate 28, Listen 30, search 28, Sense Motive 30, spot 28, Use Magic Device 28, Swim 38,
Languages:Draconic, Dwarven, Common, Celestial, Terran
Feats:Flyby attack, Multiattack, Ability Focus (Breath Weapon), Improved Multiattack, Lightning Reflexes, Practiced Spellcaster, Improved Initiative, Ability Focus (Frightful Presence), Improved Natural Attack (Bite)
Alignment:Chaotic Evil

Kivelä is an adult red dragon, and as such no longer actively seeks conflict. It seeks her. She spends her time in her lair, warming herself by the magma, and conversing with her ring. It knows something of Spellcraft, which Kivelä is interested, and in exchange Kivelä doesn’t throw it in the magma. She generally has mage armor prepared (it lasts 11 hours), but if it wears off she may forget to recast (50%). If she hears someone attempting to gain entrance, she casts resist energy (cold), and see invisibility before swimming out to take a look. If a threat, she casts shield and mirror image before engaging in melee. She does her best to engage those below the lava first, and force them to stay down for an extended period, and will then engage any who attempt to leave. The ring will engage in combat, and shout the names of spells as they are cast. It use its lightning abilities each round until they are all expended. They aren’t a major threat, but will be concentrated on anyone casting a spell, to serve as a distraction.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Kivelä can breathe a cone of fire 50ft long dealing 12d10 fire damage reflex save DC 30.

Frightful Presence EX: Kivelä can unsettle foes with a 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 22 hit die. A potentially affected creature that succeeds on a Will save (DC 26) remains immune to Kivelä‘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.

Spell Like Abilities

  • Locate Object – 6/Day

Sorcerer Spells – CL = 11

  • Level 0 – 6/Day – DC 13
    • Light, Ghost Sound, Mage Hand, Prestidigitation, Arcane Mark, Detect Magic, Read Magic
  • Level 1 – 7/Day – DC 14
    • Mage Armor, Comprehend Languages, Magic Missile, Identify, Shield
  • Level 2 – 7/Day – DC 15
    • See Invisibility, Mirror Image, Resist Energy
  • Level 3 – 5/Day – DC 16
    • Fireball, Dispel Magic

Lair

Kivelä values solitude, and has found an extremely difficult to access lair. A random magma pool in the Limingsor Wastes, one of hundreds, is actually a lava tube which can be traversed to a fork to an underground cavern. If you’re able to survive the journey.   

Photo by Pixabay on Pexels.com

Horde

Kivelä has taken to consuming anything she wants to add to her horde, and coughing it back up once she is in the safety of her lair. The protestations were how she discovered the ring was sentient.

  • Bolt of Silver Cloth (900 gp)
  • Bronze Ring set with Azurite (100 gp)
  • Carved Wooden Dice (pair) (40 gp)
  • Dragonscale Talisman (400 gp)
  • Electrum Rapier (700 gp)
  • Electrum Sundial set with Violet Garnet (4,000 gp)
  • Ermine Ribbon (100 gp)
  • Ermine Tabard set with Black Star Sapphire (5,000 gp)
  • Gilded Wooden Amphora (6,000 gp)
  • Glass Eye (1,200 gp)
  • Jet Box (1,100 gp)
  • Leather Belt with Silver Buckle (200 gp)
  • Painted Glass Dice (pair) (10 gp)
  • Painted Glass Miniature of a Temple (10 gp)
  • Platinum Brooch (300 gp)
  • Rabbit Fur Ribbon (90 gp)
  • Rhodochrosite Ring set with Freshwater Pearl (300 gp)
  • Silver Cloth Robe (2,500 gp)
  • Small Carpet (1,000 gp)
  • Arcane Scroll (Mount (25 gp))
  • Arcane Scroll (Bull’s Strength (150 gp))
  • Arcane Scroll (Knock (150 gp))
  • Arcane Scroll (Calm Emotions (200 gp))
  • Arcane Scroll (Fox’s Cunning (150 gp))
  • +3 Holy Greatsword (50,350 gp)
  • +1 Small Heavy Steel Shield (1,170 gp)
  • Potion of Hide from Undead (50 gp)
  • Potion of Spider Climb (300 gp)
  • Intelligent Ring of Shooting Stars (Neutral Good, Int 14, Wis 14, Cha 10, Ego 6, Speech (Common, Gnoll, Dwarven) and telepathy (wielder only), Vision (120 ft.) and hearing, Intimidate 10 ranks, Spellcraft 10 ranks) (64,000 gp) (Worn)              
  • Coins    17,645 gp

Mature adult, Aleksanteri, CR 18

Aleksanteri has matured and begun to unlock the true secret to their draconic power. His spellcasting. Sure he is a formidable martial force, but his buff spells make martial combat indisputable. Sure he can breathe gouts of flame, and they are lethal, but his spellcasting is finally to a level where he can blast every round for most encounters and doesn’t have to retreat. An Infernal alliance has put him in a position of power, which he does not hesitate to use.

Combat Statistics

Size/Type:Huge Dragon (Fire)
Hit Dice:25d12+175 = 337 HP
Initiative:+4
Speed:40ft, 150ft fly (poor)
Armor Class:10 -2 Size + 24 Natural +4 Armor = 36
Base Attack/Grapple:+25/46
Attack:Bite +38 3d6+15
Full Attack:Bite +38 3d6+15, 2 Claws +38 2d6+8, 2 wings +38 1d6+8, and Tail Slap +38 1d8+21
Space/Reach:15ft/10ft, 15ft w/bite
Special Qualities:Blindsense 60ft, Darkvision 120ft, DR 10/Magic, SR 23
Immune:Fire, Sleep, Paralysis
VulnerableCold
Saves:Fort – 14 + 7 Con = 21
Ref –  14 + 0 Dex + 2 = 16
Will – 14 + 5 Wis = 19
Abilities:Str 37 | Dex 10 | Con 24 | Int 18 | Wis 20 | Cha 18
Skills:Appraise 32, Bluff 32, Diplomacy 32, Intimidate 32, Listen 33, search 32, Sense Motive 33, spot 32, Use Magic Device 32, Spellcraft 32
Languages:Draconic, Elven, Common, Infernal, Ignan, Giant
Feats:Flyby attack, Multiattack, Ability Focus (Breath Weapon), Improved Multiattack, Lightning Reflexes, Practiced Spellcaster, Improved Initiative, Ability Focus (Frightful Presence), Improved Natural Attack (Bite), Improved Natural Attack (Claws)
Alignment:Chaotic Evil

Aleksanteri sees his strength as his spells, and always focuses on them as his go to tactics. He always has mage armor cast, but supplements it with as much buffing as possible. Spells with durations of just over 2 hours are cast at he slightes hint of a threat, and the others are cast when or if he thinks the chance is probable. He will take flight, and blast strafing runs of breath weapons and spells as needed, and can always resort to a melee if warranted. He his spells seem ineffective, Aleksanteri will cast dimension door to land adjascent to enemy spellcasters, or whoever is unharmed by his spells, and engage in combat.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Aleksanteri can breathe a cone of fire 50ft long dealing 14d10 fire damage reflex save DC 31.

Frightful Presence EX: Aleksanteri can unsettle foes with a 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 25 hit die. A potentially affected creature that succeeds on a Will save (DC 28) remains immune to Aleksanteri‘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.

Spell Like Abilities

  • Locate Object – 7/Day

Sorcerer Spells – CL = 13

  • Level 0 – 6/Day – DC 14
    • Light, Ghost Sound, Mage Hand, Prestidigitation, Arcane Mark, Detect Magic, Read Magic, Message
  • Level 1 – 7/Day – DC 15
    • Mage Armor, Comprehend Languages, Magic Missile, Identify, Shield
  • Level 2 – 7/Day – DC 16
    • See Invisibility, Mirror Image, Resist Energy, Scorching Ray
  • Level 3 – 7/Day – DC 17
    • Fireball, Dispel Magic, Magic Circle against Good
  • Level 4 – 5/Day – DC 18
    • Dimension Door, Wall of Fire

Lair

Aleksanteri lairs on Avernus, within a fortress he has claimed as his own. Through infernal pact, he has managed to gain leadership of a legion of Bearded Devils, and pair of Ice Devil commanders. In exchange for his position, his troops maintain an active defensive position guarding a, currently inactive, portal to the abyss.

Photo by Riccardo Bertolo on Pexels.com

Horde

Aleksanteri’s horde is like any other king or ruler. Mostly in a vault in the depths of his castle, and heavy with fine good, gems, and gold.

  • Alexandrite (600 gp)
  • Amber (130 gp)
  • Black Opal (1,000 gp)
  • Blue Quartz (9 gp)
  • Canary Diamond (3,000 gp)
  • Carnelian (70 gp)
  • Deep Blue Spinel (500 gp)
  • Deep Blue Spinel (600 gp)
  • Eye Agate (15 gp)
  • Jasper (50 gp)
  • 2 x Lapis Lazuli (6 gp)
  • Lapis Lazuli (12 gp)
  • Silver Pearl (80 gp)
  • Smoky Quartz (50 gp)
  • White Pearl (120 gp)
  • Bolt of Gold Cloth (1,400 gp)
  • Brass Cloth Sash (600 gp)
  • Carved Ivory Drinking Horn inlaid with Platinum (1,300 gp)
  • Ebony Comb inlaid with Electrum (2,200 gp)
  • Electrum Framed Masterpiece Landscape Painting (5,000 gp)
  • Feathered Hunter’s Cap (50 gp)
  • Feathered Sash (110 gp)
  • Fine Cloth Gown (40 gp)
  • Fine Cloth Sash threaded with Electrum (500 gp)
  • Diamond False Eye (1,300 gp)
  • Leather Shortsword Scabbard (10 gp)
  • Marble Statue of a God of Luck (700 gp)
  • Platinum Framed Painting of a Smiling Dog (3,000 gp)
  • Platinum Hairpin inlaid with Brass (800 gp)
  • Rabbit Fur Gloves (10 gp)
  • Rabbit Fur Talisman (30 gp)
  • Silk Pennant threaded with Silver (130 gp)
  • Silver Rapier (1,100 gp)
  • Small Carpet threaded with Fine Steel (1,300 gp)
  • Small Silver Mirror (100 gp)
  • Amulet of Mighty Fists (+2) (24,000 gp) (worn)
  • Mask of the Skull (22,000 gp)
  • Ring of Force Shield (8,500 gp)
  • Wand of Keen Edge (31 of 50 charges) (6,975 gp)
  • Coins    17,252 gp

Old, Orvokki, CR 20

Orvokki is an old red dragon. She has seen the rise and fall of might empires, and Orvokki has always endured. Now she simply desires solitude, and lairs deep within Mt. Flemcoln, biding her time and keeping an eye on the major players of the prime (through scrying). If one does happen to obtain something she wants, she will go take it, but otherwise, she is content to wait and consume the never ending stream of adventurers who march to her dining table.

Combat Statistics

Size/Type:Gargantuan Dragon (Fire)
Hit Dice:28d12+224 = 406 HP
Initiative:+4
Speed:40ft, 200ft fly (clumsy)
Armor Class:10 -4 Size + 27 Natural +4 Armor = 37
Base Attack/Grapple:+28/55
Attack:Bite +39 6d6+15
Full Attack:Bite +39 6d6+15, 2 Claws +39 3d8+7, 2 wings +39 2d6+7, and Tail Slap +39 2d8+22
Space/Reach:20ft/15ft, 20ft w/bite
Special Qualities:Blindsense 60ft, Darkvision 120ft, DR 10/Magic, SR 24, Evasion
Immune:Fire, Sleep, Paralysis
VulnerableCold
Saves:Fort – 16 + 8 Con = 24
Ref –  16 + 0 Dex + 2 = 18
Will – 16 + 6 Wis = 22
Abilities:Str 40 | Dex 10 | Con 26 | Int 20 | Wis 22 | Cha 20
Skills:Appraise 36, Bluff 36, Diplomacy 36, Intimidate 36, Knowledge Arcane 36, Listen 37, search 36, Sense Motive 37, spot 37, Use Magic Device 36, Spellcraft 36
Languages:Draconic, Elven, Common, Dwarven, Ignan, Auran, Undercommon
Feats:Flyby attack, Multiattack, Ability Focus (Breath Weapon), Improved Multiattack, Lightning Reflexes, Practiced Spellcaster, Improved Initiative, Ability Focus (Frightful Presence), Improved Natural Attack (Bite), Improved Natural Attack (Claws), Power Attack
Alignment:Chaotic Evil

Orvokki is gargantuan dragon. She is a powerful mage, but knows her mere presence is enough to turn the tide of most battles. She relies heavily on her frightful presence ability to simply terrify most foes into submission, followed by an intimidate check to render them helpless. She is more than happy to sling spells, and return to her old tactics of a strafing breath weapon and spell slinging if a battle seems tough, and she will not hesitate to teleport away, back to her lair, if things are going poorly. If cornered in her lair, she will fight to the end, rather than lose her horde. She always keeps mage armor active, and will buff with her spells if it looks like frightful presence won’t do the job on its own. She has no problems using the staff and wand for healing, or her arcane scrolls if the opportunity calls for it.  

Breath Weapon SU: as a standard action, once per 1d4 rounds, Orvokki can breathe a cone of fire 60ft long dealing 16d10 fire damage reflex save DC 34.

Frightful Presence EX: Orvokki can unsettle foes with a 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 28 hit die. A potentially affected creature that succeeds on a Will save (DC 31) remains immune to Orvokki 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.

Spell Like Abilities: CL = 15

  • Locate Object – 8/Day
  • Suggestion – 3/Day – DC 18

Sorcerer Spells – CL = 15

  • Level 0 – 6/Day – DC 15
    • Light, Ghost Sound, Mage Hand, Prestidigitation, Arcane Mark, Detect Magic, Read Magic, Message, Dancing Lights
  • Level 1 – 8/Day – DC 16
    • Mage Armor, Comprehend Languages, Magic Missile, Identify, Shield
  • Level 2 – 7/Day – DC 17
    • See Invisability, Mirror Image, Resist Energy, Scorching Ray, Shatter
  • Level 3 – 7/Day – DC 18
    • Fireball, Dispel Magic, Magic Circle against Good, Shrink Item
  • Level 4 – 7/Day – DC 19
    • Dimension Door, Wall of Fire, Scrying
  • Level 5 – 5/Day – DC 20
    • Teleport, Cloudkill

Lair

Mt. Flemcoln is an old mountain, worn low from the ages, in a remote mountain range in an otherwise unremarkable part of the country. As such, Orvokki finds it perfect for her lair. Its out of the way, in a peaceful, stable region, free from invading armies or upstart kingmakers. Here she bides her time, waiting for relics of power worthy of her majesty.

Photo by Pixabay on Pexels.com

Horde

Orvokki has been amassing her horde for well over 500 years, and can’t remember the specifics how or why she has most of the items, but has a perfect inventory of what each item is, and its rough gold value. Some came from slain adventurers, some from tribute, others from raids. The source isn’t whats important, just that she owns them.

  • Alexandrite (200 gp)
  • Alexandrite (700 gp)
  • Amber (100 gp)
  • Azurite (9 gp)
  • Banded Agate (10 gp)
  • Bloodstone (80 gp)
  • Carnelian (20 gp)
  • Deep Green Spinel (90 gp)
  • Golden Yellow Topaz (400 gp)
  • Golden Yellow Topaz (600 gp)
  • Moss Agate (9 gp)
  • Obsidian (12 gp)
  • Rock Crystal (60 gp)
  • Silver Pearl (140 gp)
  • Smoky Quartz (40 gp)
  • Star Rose Quartz (80 gp)
  • Turquoise (4 gp)             
  • Bolt of Bronze Cloth (1,400 gp)
  • Bolt of Electrum Cloth set with Aquamarine (4,000 gp)
  • Bolt of Gold Cloth (1,300 gp)
  • Bolt of Silk threaded with Bronze (500 gp)
  • Bolt of Silver Cloth (1,700 gp)
  • Brass Scroll Case (600 gp)
  • Carved Wooden Orb (120 gp)
  • Carved Wooden Ring (120 gp)
  • Carved Wooden Staff (20 gp)
  • Copper Chain set with Turquoise (600 gp)
  • Dragonscale Talisman (200 gp)
  • Ebony Rod (900 gp)
  • Electrum Longsword Scabbard (1,000 gp)
  • Ermine Mask (700 gp)
  • Fine Leather Ribbon set with Hematite (600 gp)
  • Gilded Wooden Amphora (4,000 gp)
  • Gilded Wooden Figurine of a Male Halfling Knight (1,000 gp)
  • Gilded Wooden Miniature of a Tree inlaid with Fine Steel (1,000 gp)
  • Gilded Wooden Orb wreathed in Green Continual Flame (5,000 gp)
  • Iron Scepter (100 gp)
  • Jade Coffer (1,200 gp)
  • Lacquered Wooden Dice (pair) set with Malachite (100 gp)
  • Leopard Fur Belt set with Red Spinel (1,300 gp)
  • Marble Bowl (500 gp)
  • Painted Glass Jar (70 gp)
  • Painted Glass Puzzle Box (60 gp)
  • Pewter Pin (110 gp)
  • Polished Stone Miniature Art Piece(100 gp)
  • Polished Stone Rod (90 gp)
  • Rosewood Miniature of a Ship set with Freshwater Pearl (100 gp)
  • Sable Vest 1,800 gp
  • Silk Coat (60 gp)
  • Silk Gown trimmed with Fox Fur (300 gp)
  • Silk Tabard trimmed with Fox Fur (500 gp)
  • Silver Cloth Robe set with Alexandrite (6,000 gp)
  • Silver Coffer (200 gp)
  • Silver Pendant inlaid with Silver (1,000 gp)
  • Silver Pendant set with Malachite (200 gp)
  • Small Silver Mirror (20 gp)
  • Small Tapestry (600 gp)
  • Small Vial of Perfume (110 gp)
  • Smoky Quartz Miniature Mage’s Tower set with Zircon (1,300 gp)
  • Tooled Leather Hunter’s Cap (700 gp)
  • Tooled Leather Ribbon set with Moss Agate (500 gp)
  • Wood Framed Painting (1,300 gp)          
  • Arcane Scroll (Lightning Bolt (375 gp))
  • Arcane Scroll (Contagion (700 gp))
  • Arcane Scroll (Repel Vermin (1,000 gp)
  • +2 Ghost Touch Heavy Steel Shield (25,170 gp)
  • Ring of Evasion (25,000 gp) (Worn)
  • Staff of Life (14 of 50 charges) (43,610 gp)
  • Wand of Cure Moderate Wounds (4 of 50 charges) (360 gp)
  • Coins    49,712 gp

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

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