The Dragonlance Nexus

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The Dragon Overlords

D&D 3e (3.0/3.5) Rules

by André La Roche


Over the course of the 5th Age, various areas of Ansalon were besieged by dragons larger than those ever seen before. The size of said dragons grew even larger by means of a mysterious and horrific method that was used to purge their enemies—a theft of their very life force. All but one of the greatest of these dragons came from across the sea, a land unknown to any on Ansalon. Though a great number of dragons claimed areas of Ansalon for their own, out of all of these dragons there were five key ones, these dragons, now known as the dragon overlords, have influenced both the political and physical aspects of the lands they now dwell in. Below lies statistics and information for the five greatest dragons on Ansalon.

It is important to note that all the dragons below share two extremely rare abilities: dragonspawning and terraforming. These unnatural processes, developed by Khellendros and Malystryx respectively, have come to be known as the trademark of the dragon overlords.

Create Spawn

Developed by Khellendros, this ability resembles more of a bridge between the arcane magic of the previous ages of Ansalon, and the newer mystical magic. Based off of a spell learned while Khellendros was searching for the soul of his former rider, Kitiara Uth-Matar, this spell-like ability combines the power and fierceness of a dragon and the loyalty and tactical mind of a draconian, binding them into a human body. A blending of the draconian and human mind and spirit occurs, resulting in an excruciating week-long transformation. These creatures, called dragonspawn, are exceptionally loyal to the overlords. Indeed, this reverence can even be considered a fault as newly spawned individuals have no will of their own, make no distinction from one thing to another without the continual guidance of the dragon who created them. In time, those spawned get over this childish literalism. Upon spawning, the physical transformation is inevitable, however when it comes to the utter sublimation of the will of the victim, there is always a chance, no matter how minor that the individual will be able to resist these effects at least temporarily. When targeted by the create spawn ability, the victim must succeed a Willpower saving throw with a DC equal to that of the dragon's fear DC.

It is important to note that other dragons can be "taught" this ability, by this means were all the overlords of Ansalon able to learn of the process. Indeed, the overlords have even taught this spawning ability to their most trusted overlords. For these lesser dragons however, the process is too taxing and they must wait a period of 2 days per the total number of hit dice of humans or half-elves spawned in one sitting before performing the act again.

Regardless of what dragon casts this spell, it drains 20 spell points from each pool spell points.

Terraforming

More gruesome than the act of spawning, terraforming is accomplished by arranging the skulls of the dragons slain by each Overlord into a totem. The creation of a skull totem is achieved by perfectly preserving the brains of the dragons used in the totems immediately after their deaths, and them imbuing the totems with a bit of the overlord's life force. This ability is only known to the five overlords listed below. The effects of a skull totem only take place once at least one skull of each type of dragon is placed on it. Once activated, the overlord can shape an area equal to that of a circle with a radius of 20 miles times the number of hit dice of the overlord. To maintain the effects of the terraforming, an overlord must not leave his or her realm. However, the overlords can be away for a week before noticeable effects begin to occur.

Beryllinthranox

The mighty green Beryllinthranox, known as Beryl to men, is mistress of the vast Qualinesti Forest, though she has never been seen by most of her thousands of subjects. One of the Great Dragons who came to Ansalon from across the oceans, she prefers to remain in her lair and work on magically extending the thick woodland that marks her territory. Recently she caused thick blankets of kelp to clog the Sirrion coastline. In the southeast, she uses her powers to remorselessly close in on Tarsis; the border of her tangled forest creeps forward by several feet every day.

Beryl desires magic, especially in the form of items of magical power. She collects artifacts, weapons, and all types of enchanted objects, and is inclined to look favorably upon one who gives her a gift any of these.

She is certain that, eventually, she will become the most powerful dragon overlord in Ansalon, surpassing even Malys. She believes that the Tower of Wayreth is the key to gaining ultimate power, and she has charged many elves and green dragons with finding the elusive center of sorcery. The dragons search in response to her will, while the elves search only because Beryl has demonstrated a willingness to annihilate an entire village to compel the obedience of a few young woodsmen.

Beryl watches over her realm avariciously, and her servant dragons guard her borders and inform her about matters important to her.

Though the emerald matriarch spends much time in her lair, she will leave in response to any report to the Tower of Wayreth or any incursion by a large dragon or other overlord. If smaller dragons, human war parties, and other nuisances intrude, she allows her minions to deal with the threat, though she has the skulls of the victims brought to her lair to add to her collection.

Colossal Ancient Green Wyrm (air)
Hit Dice: 42d12+420 (735 hp)
Initiative: +0
Speed: 50 ft., fly 250 ft. (clumsy), swim 40 ft.
AC: 42 (-8 size, +40 natural)
Attacks: Bite +51 melee, 2 claws +46 melee, 2 wings +46 ranged, tail slap +46 melee, crush +51 grapple, tail sweep +51
Damage: Bite 4d8+17, claw 4d6+8, wing 2d8+8, tail slap 4d6+23, crush 4d8+23, tail sweep 2d8+23
Face/Reach: 30 ft. x 300 ft./30ft.
Special Attacks: Breath weapon, suggestion, plant growth, dominate person, command plants
Special Qualities: Acid immunity, 150-ft. blindsight, 500-ft. darkvision, water breathing, damage reduction 25/+3, SR 32
Saves: Fort +33, Ref +23, Will +33
Abilities: Str 44, Dex 11, Con 31, Int 31, Wis 30, Cha 25.
CR: 25
Alignment: Lawful Evil
Caster Level: Primal Sorcerer 19/Mystic 9
Casting Bonus: Primal Sorcerer +17, Mystic +7

Skills:
Alchemy +31, Bluff +33, Climb +26, Concentration +52, Diplomacy +28, Escape Artist +42, Gather Information +28, Intimidate +30, Intuit Direction +30, Knowledge (arcana) +52, Knowledge (local) +26, Listen +52, Scry +30, Search +52, Sense Motive +20, Spellcraft +52, Spot +52, Wilderness Lore +33

Feats:
Alertness, Cleave, Flyby Attack, Great Cleave, Hover, Improved Initiative, Power Attack, Snatch, Quicken Spell-Like Ability, Quick Point Gain(Sorcery), Quick Point Gain(Mysticism), Weapon Focus (Claw), Wingover, School of Sorcery(Aeromancy, Divination, Enchantment, Electromancy, Geomancy, Hydromancy, Pyromancy, Spectramancy, Summoning, Transmutation), Sphere of Mysticism(Animism, Mentalism, Meditation, Necromancy, Sensitivity)

Special Abilities:

Breath Weapon: Beryl can breathe a 70 foot long cone of corrosive gas every 1d4 rounds; damage 26d6, Ref save halves (DC 39).

Spell-Like Abilities: 3/day—suggestion and dominate person; 1/day plant growth and command plants

Special Qualities:

Water Breathing: Beryl can breathe underwater indefinitely and can freely use her breath weapon, spells, and other abilities while submerged.

Frightful Presence: Beryllinthranox unsettles foes with her mere presence whenever she attacks, charges, or flies overhead. Creatures with 42 or fewer Hit Dice (excluding other dragons) within 390 feet must succeed at a Will save (DC 38) to avoid this fear effect. On a failure, creatures with 10 or fewer HD become panicked for 4d6 rounds. Those with 11 or more HD become shaken for 4d6 rounds. On a success, the creature is immune to Beryllinthranox's fear effect for one day.

Gellidus

The white dragon overlord Gellidus, or Frost, has come to Ansalon from across the sea. He created a vast wasteland of glacier and icefield, making a realm where winter is eternal. Fortunately, Gellidus seems content with the initial size of his realm; for the time being, at least, the glaciers extending north from his icy realm have ceased growing.

Unlike Beryl, Gellidus spends much time wandering about his realm, relishing the violence of the nearly constant blizzards or wallowing in the deep powder of vast snow fields.

Frequently he sleeps for weeks or even months at a time on a snow field or glacier; within a few days, snowfall and drifting make him completely unrecognizable as anything other than an irregularity in the surface. Upon awakening, Gellidus cracks the ice from his eyelids (by opening them) and then watches and waits. His patience is immeasurable, and eventually—occasionally after weeks or months—some unsuspecting refugee or traveler will come by. Emerging in a wave of fury and snow, Frost devours the trespasser and then announces his triumph with roars of delight.

Gellidus is not an overlord who spends time scheming, nor does he dwell upon things that he does not possess. For the most part, this is because he lacks imagination. However when someone suggests to him that Malys has a larger realm, or that Beryl's is growing faster than his, he feels slighted and jealous. Still, he is too lazy to follow through on any plan that requires him to do a lot of work—especially when that work is as involved as expanding the size of his realm. Instead, he relishes the glorious weather in the territory he controls and keeps busy by terrorizing his subjects and any strangers he encounters.

Colossal Ancient White Wyrm (Cold)
Hit Dice: 39d12+390 (645 hp)
Initiative: +0
Speed: 70 ft., fly 300 ft. (clumsy), swim 70 ft, burrow 40 ft.
AC: 38 (-8 size, +40 natural)
Attacks: Bite +46 melee, 2 claws +41 melee, 2 wings +41 ranged, tail slap +41 melee, crush +46 grapple, tail sweep +46 melee
Damage: Bite 4d8+15, claw 4d6+7, wing 2d8+7, tail slap 4d6+22, crush 4d8+22, tail sweep 2d8+22
Face/Reach: 30 ft. x 200 ft./30ft.
Special Attacks: Breath weapon, fog cloud, gust of wind, freezing fog, wall of ice, control weather
Special Qualities: Cold subtype, 150-ft. blindsight, 500-ft. darkvision, ice walking, damage reduction 25/+4, SR 29
Saves: Fort +33, Ref +23, Will +30
Abilities: Str 40, Dex 10, Con 30, Int 22, Wis 22, Cha 21.
CR: 22
Alignment Chaotic Evil
Caster Level: Primal Sorcerer 15/Mystic 7
Casting Bonus: Primal Sorcerer +13, Mystic +5

Skills: Bluff +28, Climb +27, Concentration +40, Diplomacy +20, Escape Artist +39, Gather Information +24, Intimidate +31, Intuit Direction +26, Jump +34, Knowledge (local) +31, Knowledge (nature) + 45, Listen +45, Search +45, Sense Motive +21, Spellcraft +45, Spot +45

Feats: Alertness, Cleave, Flyby Attack, Great Cleave, Hover, Improved Initiative, Power Attack, Snatch, Quicken Spell-Like Ability, Quick Point Gain(Sorcery), Weapon Focus (Claw), Wingover, School of Sorcery(Aeromancy, Enchantment, Electromancy, Geomancy, Hydromancy, Spectramancy, Summoning, Transmutation), Sphere of Mysticism(Animism, Channeling, Necromancy, Spiritualism)

Special Abilities:

Breath Weapon: Gellidus can breathe a 70 foot long cone of cold every 1d4 rounds; damage 14d6, Ref save halves (DC 38)

Freezing Fog: This spell-like ability can be used three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the form on any surface the fog touches, creating the effect of a grease spell. Gellidus is immune to the grease effect do to his icewalking ability.

Other Spell-Like Abilities: 3/day—gust of wind, fog cloud, wall of ice; 1/day—control weather

Special Qualities:

Cold Subtype: Gellidus is immune to the cold, but takes double damage from fire except on a successful save.

Icewalking: This ability works like the spider climb spell, but the surfaces Gellidus climbs must be icy. This ability is always in effect.

Frightful Presence: Gellidus unsettles foes with his mere presence whenever he attacks, charges, or flies overhead. Creatures with 39 or fewer Hit Dice (excluding other dragons) within 390 feet must succeed at a Will save (DC 34) to avoid this fear effect. On a failure, creatures with 10 or fewer HD become panicked for 4d6 rounds. Those with 11 or more HD become shaken for 4d6 rounds. On a success, the creature is immune to Gellidus's fear effect for one day.

Khellendros

Second only to Malys in size, power, and influence, Khellendros, also known as Skie or the Storm Over Krynn, has established a great realm for himself. He is the only one of the five overlords who grew to adulthood on Ansalon. As such, many of the continent's blue dragons still respect him.

The Storm Over Krynn has rendered much of the landscape into desert, for he favors this type of terrain. Except for the storms created by the mighty blue serpent, the skies over his realm remain clear, and the sunlight is unrelenting and intense.

Khellendros holds himself more aloof from his realm than the other overlords in their domains. Though he discovered the means of creating spawn—a tactic now employed by all the overlords—Skie concerns himself mostly with matters beyond Krynn. He leaves the tending of his realm to the Knights of Takhisis he has appointed in Palanthas and to the mighty blue dragons who patrol his realm—in particular, mighty Gale.

Skie's main wish is to free the spirit of Kitiara, his rider during the War of the Lance, so that she can rule at his side. He believes that her spirit still exists but is stranded somewhere in the ethereal space known as the Gray.

He possesses great treasures, many of them plundered or taxed from Palanthas. However, he willingly parts with these to follow up on promises that might lead him to an operational gate or portal that would bring him closer to Kit. Of course, if that promise does not lead to success, his vengeance will be relentless and terrible.

Khellendros has another strong desire: He wants to see Malys crushed into oblivion. He will use any means of conspiracy and misdirection to undermine or attack her; in the past, he has used heroes as his pawns. Some have said that he resents the presence of "foreign" dragons in Ansalon.

Colossal Ancient Blue Wyrm; (earth)
Hit Dice: 42d12+462; (785 hp)
Initiative: +0
Speed: 50 ft., fly 250 ft. (clumsy), burrow 30 ft.
AC: 44 (-8 size, +42 natural)
Attacks: Bite +53 melee, 2 claws +48 melee, 2 wings +48 ranged, tail slap +48 melee, crush +53 grapple, tail sweep +53
Damage: Bite 4d8+19, claw 4d6+8, wings 2d8+9, tail slap 4d6+28, crush 4d8+28, tail sweep 2d8+28
Face/Reach: 30 ft. x 400 ft./30ft.
Special Attacks: Breath weapon, create/destroy water,sound imitation, ventriloquism, Hallucinatory terrain, Veil, Mirage arcana
Special Qualities: Electricity immunity, 150-ft. blindsight, 500-ft. darkvision, damage reduction 25/+4; SR 33
Saves: Fort +34, Ref +23, Will +30
Abilities: Str 49, Dex 11, Con 33, Int 36, Wis 28, Cha 33.
Challenge Rating: 26
Alignment: Lawful Evil
Caster Level: Primal Sorcerer 19/Mystic 9
Casting Bonus: Primal Sorcerer +17, Mystic +7

Skills: Appraise +33, Bluff +53, Climb +34, Concentration +53, Diplomacy +53, Escape Artist +42, Gather Information +33, Hide +5, Intimidate +34, Intuit Direction +19, Jump +40, Knowledge (Arcana) +55, Knowledge (History) +55, Knowledge (Local) +30, Knowledge (The Planes) +14, Knowledge (Nature) +55, Listen +51, Scry +33, Search +55, Spellcraft +55, Spot +51
Feats: Alertness, Cleave, Flyby Attack, Great Cleave, Hover, Power Attack, Snatch, Quicken Spell-Like Ability, Quick Point Gain(Sorcery), Quick Point Gain(Mysticism), Wingover, School of Sorcery(Aeromancy, Cryomancy, Divination, Enchantment, Electromancy, Geomancy, Hydromancy, Pyromancy, Spectramancy, Summoning,), Sphere of Mysticism(Alteration, Mentalism, Meditation, Sensitivity, Spiritualism)

Special Attacks:

Breath Weapon: Khellendros can breathe a 140 foot long line of lightning every 1d4 rounds; damage 26d8, Ref save halves (DC 39)

Create/Destroy Water: Khellendros can use this ability three times per day. It works like the create water spell, except that he can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed at a Will save (DC equal to that of Khellendros's frightful presence) or be ruined.

Sound Imitation: Khellendros can mimic any voice or sound he has heard, anytime he likes. Listeners must succeed at a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.

Other Spell-Like Abilities: 3/day—ventriloquism; 1/day—hallucinatory terrain, veil, and mirage arcana.

Special Qualities:

Electricity Immunity: Khellendros is immune to all forms of electricity and lightning, those mundane and magical.

Frightful Presence: Khellendros unsettles foes with his mere presence whenever he attacks, charges, or flies overhead. Creatures with 42 or fewer Hit Dice (excluding other dragons) within 390 feet must succeed at a Will save (DC 42) to avoid this fear effect. On a failure, creatures with 10 or fewer HD become panicked for 4d6 rounds. Those with 11 or more HD become shaken for 4d6 rounds. On a success, the creature is immune to Khellendros's fear effect for one day.

Malystryx

Malys was the first, and is still the mightiest, of the great wyrms who have come from across the sea to master so much of Ansalon. her realm, vastest of all the overlord's, encompasses the great eastern peninsula of Ansalon once known, ironically, as Goodlund. The extent of the red's alteration has rendered that name into a cruel mockery now.

Still, though the realm of Malystryx might seem like a barren wasteland, it is not entirely so. Tribes of goblins, ogres, and draconians wander the hinterlands, and the red overlord tolerates some villages of humans and kender. (Most of these ragged communities are located on the coast.) The cities of Port Balifor and Flotsam and various Khurrish tribal villages are the most notable communities.

Malys wants many things, but her arrogance and utter selfishness drive these desires. She wants treasures, especially items of magic, so that the whole world will envy her trove. She adores flattery, though if she perceives insincerity (whether or not it is present) her vengeance is swift and instinctive. She wishes to be feared and worshiped, as Takhisis was, by dragons and two-legs alike. Indeed, the more she learns about the Queen of Darkness, the more envious of Takhisis she becomes.

The red matriarch wants all the other overlords to acknowledge her mastery and obey her. Still, though she is physically able to best any one of the other great wyrms, she must yield to their will when several of them act in concert.

Like her hoard, Malys wants her realm to be further proof of her mastery. To this end she never ceases raising new mountains and diverting streams of lava. Eventually she hopes to consume Kern and extend her influence far into the Khalkist Mountains. She has also toyed with the idea of raising dry land out of the Courrain Ocean, extending the eastern coast of the continent outwards. Initial efforts to commence this alteration have, for the moment, convinced her that such a fundamental change is still beyond her powers.

Colossal Legendary Red Wyrm (Fire)
Hit Dice: 50d12+1000 (1370 hp)
Initiative: +4
Speed: 50 ft., fly 250 ft. (clumsy);
AC: 50 (-8 size, +48 natural)
Attacks: Bite +65 melee, 2 claws +61 melee, 2 wings +60 ranged, tail slap +60 melee, crush +65 grapple, tail sweep +65 melee
Damage: Bite 4d8+23, claw 4d6+11, wings 2d6+11, tail slap 4d6+34, crush 4d8+34, tail sweep 2d8+34
Face/Reach: 30 ft. x 500 ft./30ft.
Special Attacks: Breath weapon, 14/day—Locate Object; 3/day—sugggestion; 1/day—eyebite, discern location
Special Qualities: Fire subtype, 150-ft. blindsight, 500-ft. darkvision, damage reduction 25/+4, Find the Path SR 37
Saves: Fort +34, Ref +23, Will +30
Abilities: Str 56, Dex 11, Con 40, Int 32, Wis 38, Cha 36.
Challenge Rating: 30
Alignment: Chaotic Evil
Caster Level: Primal Sorcerer 23/Mystic 11
Casting Bonus: Primal Sorcerer +21, Mystic +9

Skills: Alchemy +37, Bluff +48, Climb +48, Concentration +65, Diplomacy +43, Escape Artist +50, Gather Information +38, Hide +9, Intimidate +40, Intuit Direction +39, Jump +73, Knowledge (arcana) +53, Knowledge (geography) +61, Knowledge (local) +51, Listen +63, Move Silently +15, Scry +61, Search +61, Sense Motive +24, Spellcraft +61, Spot +66
Feats: Alertness, Cleave, Flyby Attack, Great Cleave, Hover, Improved Initiative, Power Attack, Snatch, Quicken Spell-Like Ability, Quick Point Gain(Sorcery), Quick Point Gain(Mysticism), Weapon Focus (Claw), Wingover, School of Sorcery(Aeromancy, Divination, Enchantment, Electromancy, Geomancy, Hydromancy, Pyromancy, Spectramancy, Summoning, Transmutation), Sphere of Mysticism(Alteration, Animism, Channeling, Mentalism, Necromancy, Spiritualism)

Special Attacks:

Breath Weapon: Malystryx can breathe a 70 foot long cone of fire every 1d4 rounds; damage 28d10, Ref save halves (DC 44)

Spell-Like Abilities: 14/day—locate object, 3/day—suggestion; 1/day—eyebite and discern location

Special Qualities:

Fire Subtype: Fire immunity, double damage from cold except on a successful save.

Skills: Malystryx has the Jump skill for free at 1 rank per hit die.

Frightful Presence: Malystryx unsettles foes with her mere presence whenever she attacks, charges, or flies overhead. Creatures with 50 or fewer Hit Dice (excluding other dragons) within 420 feet must succeed at a Will save (DC 48) to avoid this fear effect. On a failure, creatures with 10 or fewer HD become panicked for 4d6 rounds. Those with 11 or more HD become shaken for 4d6 rounds. On a success, the creature is immune to Malystryx's fear effect for one day.

Find the Path: This ability works as the spell of the same name, however it is always in effect.

Onysablet

Onysablet, or Sable the Black, creator of the New Swamp, has come to Ansalon from across the sea. In the very heart of the continent she has created her perfect home, a realm that is rank with death, fetid of air, and nearly impenetrable because of thorns, quicksand, mangrove, and mire. Nevertheless, it teems with life in myriad forms—for Sable, this is one of its greatest attractions.

All manner of reptilian creatures dwell within the swamp, including countless varieties of snakes and monstrous aquatic lizards such as alligators, crocodiles, and giant crocodiles. Birds are common as well, with many decked in bright plumage, and the drone of insects is a constant backdrop of noise. Black dragons and bakali, too, dwell in the trackless murk; the latter live in small tribes, but their numbers have been steadily increasing.

Many other strange things have been occurring with the vibrant natural life of the New Swamp. Lately, rare specimens have shown signs of interbreeding—a cobra with the wings of a parrot was recently found by a human slave, who brought the creatures to Sable. Others have brought word of venomous crocodiles, or monstrously oversized birds of prey.

Sable herself occasionally goes beyond her realm, submersing in the sea for days at a time before rising to destroy a hapless trading vessel or warship bound for Haligoth or Sanction.

Sable desires to capture examples of every type of creature that dwells in her swamp. In fact, much of her realm's major city, the formerly bustling Shrentak, has become a home to her steadily-growing menagerie. The great black dragon is capable of bestowing great favor on someone who brings her a creature she has never before seen; she will be ecstatic if she is presented with a mated pair of unique beings.

Because of her control over the precious mines of Trueheart, Sable has assembled one of the largest treasure troves of any overlord. Nevertheless, to Sable these stones are mere trinkets, useful primarily for bartering in exchange for new creatures for her menagerie.

Colossal Ancient Black Wyrm (Water)
Hit Dice: 40d12+400 (704 hp)
Initiative: +0
Speed: 70 ft., fly 250 ft. (clumsy), swim 70 ft
AC: 41 (-8 size, +39 natural)
Attacks: Bite +47 melee, 2 claws +42 melee, 2 wings +42 ranged, tail slap +42 melee, crush +47 grapple, tail sweep +47 melee
Damage: Bite 4d8+15, claw 4d6+7, wing 2d8+7, tail slap 4d6+22, crush 4d8+22, tail sweep 2d8+22
Face/Reach: 30 ft. x 240 ft./30ft.
Special Attacks: Breath weapon, darkness, corrupt water, plant growth, insect plague, charm reptiles
Special Qualities: 150-ft. blindsight, 500-ft. darkvision, water breathing, damage reduction 25/+4, SR 32
Saves: Fort +34, Ref +24, Will +32
Abilities: Str 40, Dex 10, Con 30, Int 29, Wis 26, Cha 26
CR 23;
Alignment: Chaotic Evil
Caster Level: Primal Sorcerer 17/Mystic 8
Casting Bonus: Primal Sorcerer +15, Mystic +7

Skills: Alchemy +49, Bluff +53, Climb +35, Concentration +40, Escape Artist +30, Intimidate +25, Intuit Direction +28, Jump +30, Knowledge (arcana) +39, Knowledge (Biology) +49, Knowledge (Nature) +29, Listen +48, Scry +29, Search +49, Sense Motive +29, Spellcraft +49, Spot +48

Feats: Cleave, Flyby Attack, Great Cleave, Hover, Improved Bull Rush, Power Attack, Snatch, Quicken Spell-Like Ability, Quick Point Gain(Sorcery), Quick Point Gain(Mysticism), Sunder, School of Sorcery(Aeromancy, Cryomancy, Divination, Enchantment, Geomancy, Hydromancy, Pyromancy, Spectramancy, Summoning), Sphere of Mysticism (Animism, Channeling, Necromancy, Sensitivity)

Special Abilities:

Breath Weapon:
Onysablet can breathe a 140 foot long line of acid every 1d4 rounds; damage 26d4, Ref save halves (DC 38)

Corrupt Water:
Once per day Onysablet can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed at a Will save (DC equal to that of Onysablet's frightful presence) or become fouled.

Charm Reptiles:
Onysablet can use this ability three times per day. It operates as a mass charm spell that works only on reptilian animals. The dragon can communicate with any charmed reptiles as thought casting a speak with animals spell.

Other Spell-Like Abilities:
3/day—darkness (radius 140 feet) and insect plague; 1/day—plant growth.

Special Qualities:

Acid Immunity:
Onysablet is immune to all forms of acid, magical and mundane.

Water Breathing:
Sable can breathe underwater indefinitely and can freely use her breath weapon, spells, and other abilities while submerged.

Frightful Presence:
Onysablet unsettles foes with her mere presence whenever she attacks, charges, or flies overhead. Creatures with 40 or fewer Hit Dice (excluding other dragons) within 390 feet must succeed at a Will save (DC 38) to avoid this fear effect. On a failure, creatures with 10 or fewer HD become panicked for 4d6 rounds. Those with 11 or more HD become shaken for 4d6 rounds. On a success, the creature is immune to Onysablet's fear effect for one day.

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