|The following is a listing of the monsters typically found on Aerastam. This change is merely to alter the feel of this particular campaign setting. As always the DM has the final say on what other creatures may exist.|
|* New Monster
** Monster Rewritten
|Dragon, Elder||Elder dragons (often refered to as dragon gods) are layered with plates of natural armor all of which are covered with horns giving the dragon a monstrously intimidating presence. A series of four-six massive horns detail it's brow. An ornate pattern of huge horns line its barbed spine as well as the ridge of it's tail ending at a blade-like tip to the tail.
Elder dragons are impressive beasts from another realm. They do not age and currently there is no record of how old one may be. In size they dwarf even the largest of wyrms by double. Their diet usually consists of something huge or larger once a year.
The scales of elder dragons are so thick that it is virtually impossible to harm them physically. Their scales vary in colors and often contain exotic blands and patterns not normally found amungst normal dragons. Once every century or so, a layer of an elder dragon's armor plating will flake off much like a humans dandruff. This is extremely rare but this "dandruff" can be used to craft powerful items and equipment. You can always tell when an elder dragon has done this by the new look of it's scales and horns.
Elder dragons care little for the workings of Aerastam or it's population and rarely interact with it. They simply enjoy living in Aerastam since it allows them to benefit from the arcane power that is so aboundant.
Every elder dragon handles himself differently when interacting with other intelligent races. Some are short-tempered bullies while others are very friendly and socialable. The one thing that does tend to remain as a constant is that they prefer not to battle. They will often allow others to do as they wish as long as it doesn't hurt them or their current ordeals. Their thought processes are so deep and intricate that they rarely even see a war as an interference in their lives.
A fact known only by a few is that elder dragons spawned true dragons. Before their arrival in Aerastam, dragons did not exist. It is not known why they created the race of dragons or exactly when but it is known that they retain a control over them that can only be described as a divine-like intervention.
Elder dragons have no natural enemies as they contain power that rivals the gods themsleves.
As mentioned before, elder dragons virtually never engage in combat. Such actions are far to pety for their supperior kind. It does however happen on occasion that a powerful being feels it can take on a great elder dragon. When this rare and intense event occurs, entire nations prey it happens on someone else's land.
Elder dragons do not enjoy combat and as such will seek to end it quickly. This has always resulted in the demise of the dragon's challenger as it is still understood that no elder dragon has fallen in the history of their presense on Aerastam.
The combat style used by elder dragons varies depending on their assesment of the enemy. They are quick to determine and exploit weaknesses and employ a wide variety of skills to accomplish this.
Breath Weapon (Su): An elder dragon has two types of breath weapons. The first is a line of fire up to 300 ft. long, the second is a cone of fire up to 150 ft. long. Each breath weapon deals 40d10 damage. A victim can take half this damage with a successful Reflex save DC 93.
Command, Greater (Su): An elder dragon can cast greater command at will as a 100th level sorcerer. This ability can only be used to effect reptiles and dragons. This ability effects all reptilian creature including animal companions. Familiars and summoned monsters are safe from this ability due to the magical bound with the arcane spell caster controlling them.
Crush (Ex): Area 50 ft. by 50 ft; Large or smaller opponents take 4d8+54 bludgeoning damage, and succeed at a DC 91 Reflex save or be pinned; grapple bonus +152.
Flyby Attack (Ex): Elder dragons can perform flyby attacks.
Frightful Presence (Ex): 720 ft. radius, HD 100 or less, Will save DC 86 negates.
Polymorph Self (Su): An elder dragon can polymorph self at will as a 100th level sorcerer. This ability is often used to allow the elder dragon to hide away from the mortal world.
Snatch (Ex): Grapple bonus +152; claw against large or smaller for 4d6+18/round, bite against huge or smaller for 4d8+54/round, or 8d8+108 if the dragon does not move. Snatched creature can be flung 150 ft. for 15d6 points of damage.
Spell-Like Abilities: 5/day-suggestion. Caster level 50th; save DC
|Colossal (long) Outsider
Hit Dice: 100d8+3100 (3550)
Speed: 80 ft., 400 ft. (clumsy)
Armor Class: 89 (-8 size, +80 natural), touch 9, flat-footed 75
Base Attack/Grapple: +100/+152
Attack: +152 melee (4d8+54, bite)
Full Attack: +152 melee (4d8+36, bite), +150 melee (4d6+18, 2 claws), +150 melee (2d8+18, 2 wings), +150 melee (4d6+54, tail slap)
Space/Reach: 100 ft./50 ft. (50 ft. with bite)
Special Attacks: Breath weapon, crush, flyby attack, frightful presence, snatch, spell-like abilities, spells, tail sweep (2d8+54/DC 91)
Special Qualities: Damage reduction 30/+5, dark vision 120 ft., fast healing 10, greater command, immunity to acid, cold, electricity, fire, paralysis, poison, and sleep, keen senses, low-light vision, polymorph self, spell resistance 62, waterbreathing
Saves: Fort +91, Ref +67, Will +90
Abilities: Str 82, Dex 25, Con 73, Int 65, Wis 70, Cha 63
Skills: Appraise +132, balance +110, bluff +131, climb +139, concentration +134, craft (alchemy) +130, craft (calligraphy) +130, craft (gemcutting) +130, craft (trapmaking) +130, decipher script +132, diplomacy +131, disable device +130, disguise +129, escape artist +110, forgery +130, gather information +131, heal +133, hide +102, intimidate +131, jump +139, knowledge (arcana) +130, knowledge (architecture and engineering) +130, knowledge (dungeoneering) +130, knowledge (history) +130, knowledge (nature) +130, knowledge (nobility and royalty) +130, knowledge (religion) +130, knowledge (the planes) +130, listen +133, search +132, sense motive +135, spellcraft +130, spot +133, survival +133, swim +139, use magic device +129
Feats: Ability focus (breath weapon), alertness, appraise magic value, awesome blow, brew potion, blind-fight, cleave, combat reflexes, craft magic arms and armor, craft rod, craft staff, craft wand, craft wondrous item, danger sense, death blow, deft oppurtunist, diligent, empower spell-like ability (suggestion), flyby attack, forge ring, goad, hover, improved bull rush, improved initiative, improved sunder, investigator, multiattack, negotiator, persuasive, power attack, quicken spell-like ability (suggestion), scribe scroll, snatch, wingover
Challenge Rating: 55*
Treasure: 4d4 level 20 treasures
Alignment: Always Neutral
Level Adjustment: -
|40. Elder dragons cast this spell as a free action. Range and Duration is increased by 50%.
Spells: As 50th-level sorcer. (?/?/?/?/?/?/?/?/?; save DC 37 plus spell level)(an elder dragon's spells are still being written due to a change in magic special to elder dragons (see dragon Magic))
Tail Sweep (Ex): Half-circle 80 ft. in diameter, Large or smaller opponents take 2d8+54 points of bludgeoning damage, Reflex DC 91 half.
Water Breathing (Ex): An elder dragon can breathe underwater indefinitely and can freely use it's breath weapon, spells, and other abilities while submerged. It's breath weapon will still take effect but count as damage taken from scalding hot water instead of fire.
*CR still being playtested
|Kitt||This cute creature looks just like a normal kitten and stays this way even as it matures.
Kitts are friendly and curious little creatures and often flee before confronting a predator. They are often domesticated but are still concidered a rare pet as they can be elusive. Just as their larger relatives (cats), they are very choosy about who they will obey and/or follow.
Kitts make ideal pets and familiars due to their size and provide the same bonus as a cat familiar would. A kitt's curious and attentive nature tends to aid adventurers, as a it may head off to examine something it's owner might not have noticed. Kitts are also well known for their playful and effectionate behaviors.
A kitt can be found in just as many color patterns as their larger cousins and typically weigh up to 1/2 a pound.
Kitts often avoid combat since they lack they physical ability to be effective in combat. Should one be forced into a conflict, it will often attempt to hold it's position, rearing back on its hind legs to give it full use of its claw and bite attacks. If the attacks seem ineffective, the kitt will try to flee.
When hunting, kitts prefer to sneak up on their prey.
Skills:Kitts, just like cats, have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump as well as Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
*In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
KITTS AS FAMILIARS
Due to their inquisitive natures, kitts make wonderful familiars granting their master a +3 bonus on Move Silently checks.
Hit Dice: 1/4 d8 (1 hp)
Speed: 15 (3 squares)
Armor Class: 14 (=2 size, +2 dex), touch 14, flat-footed 12.
Base Attack/Grapple: +0/-12
Attack: Claw +4 melee (1d2-4)
Full Attack: 2 claws +4 melee (1d2-4) and bite -1 melee (1d3-4)
Space/Reach: 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent.
Saves: Fort +2, Ref +4 Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3
Feats: Weapon Finesse
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: 1/8
Level Adjustment: -
|The following monsters have been changed to suit this campaign. This change is merely to alter the feel of this particular campaign setting.|