Almighty Not affected by allies spells.
Aura of Fear 5 Enemies in squares threatened by this creature gain morale save -5
Breath Weapon
Replaces attacks: Line; 60 Acid damage; DC 28
Crush 45 Can Move through a smaller enemies space to deal 45 damage and Stun; DC 28
DR 5 Takes 5 less damage from nonmagical melee and ranged attacks.
Fearless This creature automatically succeeds on morale saves. It cannot be frightened.
Flight This creature can fly over the battle grid instead of moving on the surface, landing at the end of its move. It isnt slowed by terrain features that normally slow movement, such as difficult terrain or statues. It must still fly around walls (which extend to the ceiling of the dungeon). It can move over pits but cannot end its movement on them. A flying creature is immune to Entangle effects. This creature can move and even charge through squares that other creatures occupy (though it cannot end its movement in a space occupied by another creature or in an illegal position). It ignores attacks of opportunity from enemies after the first square of movement during its turn. (It spends that first square taking off.)
Immune Acid The creature is not affected by Acid.
Independent This creature is always under command. It is capable of rallying itself as a commander does, though without a commander it adds only its own level to the morale save, as if it were being rallied by a Commander 0.
Indomitable If this creature is subject to any effect that would eliminate it but that does not deal damage, it is not destroyed but instead takes 100 damage
Massive This creature can end it's move in pits. I can move through walls and end its movement in walls as though in difficult terrain; it cannot see through walls. Enemies can attack this creature within a wall only if 1 full square of wall does not lie between it and the attacker.
Melee Reach 3 This creature can make melee attacks against enemies that are up 3 squares away. Use the ranged attack rules (see page 15) to determine whether the attacker has line of sight to the target and whether the target has cover. This ability does not allow a creature to threaten squares that are not adjacent or make attacks of opportunity against enemies that are not adjacent. Nor does it allow a charging or rushing creature to stop before it is adjacent to the enemy it is rushing or charging. A creature using Melee Reach to attack at a distance does not create a flanking situation.
Spell Resistance May ignore spells unless the caster rolls 11+
Tail Slap 15 15 damage to 1 adjacent enemy and push it 2 squares if Huge or smaller
Tail Sweep 20 Cone; 20 damage; DC 28
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Gargantuan Black Dragon |
EPIC 500 Points |
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1/60 ° Dungeons & Dragons ° © Wizards
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Description:
Black Dragons are evil-tempered, cunning and malevolent. Characteristics that are reflected in their crafty, sinister faces. They are sometimes known as "skull dragons" because of their deep-socketed eyes and distinctive nasal opening. Adding to the skeletal impression is the gradual deterioration of the hide around the horn base and cheekbones. This increases with age and does not harm the dragon. On hatching, a black dragon's scales are thin, small and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes. Black dragons lair in large, damp caves and multichambered subterranean caverns.They smell of rotting vegetation and foul water with an acidic undertone.Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leavy canopies limit their aerial maneuverability. When out-matched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Reference: 3E Monster Manual, Pg. 63
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