Skie (during the War of the Lance)
D&D 3e (3.0/3.5) Rules
Khellendros the Blue (Skie)
Huge Old Blue Dragon (Earth)
Khellendros' powerful, sleek form is covered in scales that deepen from iridescent azure on his belly to dark indigo on his back. Khellendros (known to mortals as Skie) is a sinuous, graceful dragon, whose terrifying visage often bears a cryptic expression—amused, sinister, and distracted all at once. He obeys his mistress Kitiara with a fierce some, almost paternal loyalty.
Skie is ruthless in battle, yet clever enough to know when to charge and when to withdraw. However, should Khellendros retreat it is usually because he considers an opponent more valuable alive than dead.
Breath Weapon (Su): Khellendros's breath weapon is a line of lightning 160 feet long. Creatures caught in the area suffer 16d8 electricity damage (Reflex save halves, DC 29).
Frightful Presence (Ex): Khellendros can unsettle foes whenever he attacks, charges, or flies overhead. Creatures within a radius of 260 feet are subject to the fear if they have fewer than 27 HD.
An opponent that succeeds at a Will save (DC 27) remains immune to his fearful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Immunities (Ex): Khellendros is immune to electricity, sleep and paralysis effects.
Spells: Khellendros casts arcane spells as a 9th-level sorcerer (save DC 17 + spell level). He has access to the domains of Electromancy, Geomancy, and Summoning, and can also cast spells from the domain of Mentalism as arcane spells.
Create/Destroy Water (Sp): Khellendros can use this ability three times per day. It works like the create water spell, except that Khellendros 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 27) or be ruined.
Sound Imitation (Ex): Khellendros can mimic any voice or sound that he has heard, anytime he likes. Listeners must succeed at a Will save (DC 27 fright) to detect the ruse.
Spell-Like Abilities: 3/day — ventriloquism; 1/day — hallucinatory terrain. These are as the spells cast by a 9th-level sorcerer (save DC 17 + spell level).
Blindsight (Ex): Khellendros can ascertain creatures by nonvisual means with a range of 60 feet.
Keen Senses (Ex): Khellendros sees four times as well as a human in low-light conditions and twice as well in normal light. He also has darkvision with a range of 120 feet.
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