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There is only one known Death Dragon to exist, although rumors persist of a mate to Glamcatlos who survived the transformation. When the Empire destroyed all dragons in their territory, a desperate Amber Dragon fled their assualt and entered the forsaken land of Lorsternos, on the far western edge of the Empire's continent. This is a land of death ruled by the undead where the living fear to tread. Glamcatlos sought refuge from the oblivion which persued him but somehow the forces that rule the land of Lorsternos transformed the amber dragon into an undead abomination. A dragon who retained most of his living powers but gained the strength of the undead.

Although evil mages and priests have tried to duplicate the process by which Glamcatlos became a Death Dragon, they have never been successful. Failed experiments can sometimes be found as skeletal or zombie dragons. Stories persist of partially successful attempts where the dragon's retain their memory and some abilities but decay and fall apart spreading plague and contagion wherever they go before their inevitable destruction.

GLAMCATLOS CR 18

LE huge undead
Init +5; Senses Blindsense (60 ft.), Darkvision (120 ft.), Perception +40,
Aura Fear Aura (60 ft., DC 29), Frightful Presence (270 ft., DC 29),
Languages Abyssal, Celestial, Valis, Draconic, Elven, Giant, Gnoll, Goblin, Infernal, Orc, Terran

AC 44, touch 13, flat-footed 39
hp 420 (20HD) DR 15/bludgeoning and magic
Fort +21, Ref +17, Will +21
Defensive Abilities Channel Resistance +4,
Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Electricity, Energy Drain, Exhaustion, Fatigue, Fire, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,
Spell Resistance 29


Speed 60 ft. (12 squares) Burrow 30 ft. Fly 200 ft. (Poor)
Melee bite +32 (2d8+21)
Melee claw +32/+32 (2d6+14)
Melee tail slap +30 (2d6+21)
Melee touch +32 (1d8+10)
Melee wings +30/+30 (1d8+7)
Face 15 ft. Reach 10 ft.
Base Atk +20; CMB +36; CMD 51 (55 vs trip)
Atk Options Power Attack,
Special Actions Breath Weapon (100' Line of Fire 18d4 fire, DC 20), Change Shape, Crush (2d8+21, DC 20), Destructive Crush, Fear Aura (60 ft., DC 29), Paralyzing Touch (DC 29), Sound Imitation
Known Sorcerer Spells (CL 14th):
7th (4/day) - limited wish
6th (6/day) - chain lightning (DC 25) , globe of invulnerability
5th (8/day) - baleful polymorph (DC 24) , lightning arc (DC 24) , polymorph (DC 24)
4th (8/day) - ball lightning (DC 23) , detonate (DC 23) , hallucinatory terrain (DC 23) , shocking image
3rd (8/day) - dispel magic , fireball (DC 22) , lightning bolt (DC 22) , nondetection (DC 22)
2nd (8/day) - acid arrow , alter self (DC ) , detect thoughts (DC 21) , scorching ray , shatter (DC 21)
1st (9/day) - cause fear (DC 20) , charm person (DC 20) , corrosive touch , magic missile , shocking grasp
0th (at will) - acid splash , arcane mark , dancing lights , detect magic , detect poison , ghost sound (DC 19) , haunted fey aspect (DC ) , prestidigitation (DC 19) , spark (DC 19)
Innate Spell-Like Abilities: control winds ( DC 24, at will) endure elements ( DC 20, at will) speak with animals ( DC , at will) suggestion ( DC 22, at will)
Abilities Str 38, Dex 21, Con *, Int 30, Wis 29, Cha 28
Special Qualities Frightful Presence (270 ft., DC 29), Rejuvenation, Woodland Stride
Feats Cleave, Cleaving Finish, Death from Above, Flyby Attack, Great Cleave, Hover, Multiattack, Power Attack, Rending Claws, Wingover
Skills Acrobatics +5, Acrobatics (Jump) +17, Appraise +23, Bluff +32, Climb +32, Craft (Untrained) +10, Diplomacy +32, Disguise +22, Escape Artist +5, Fly +20, Heal +22, Intimidate +32, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +18, Knowledge (Engineering) +18, Knowledge (Geography) +18, Knowledge (History) +33, Knowledge (Local) +18, Knowledge (Nature) +28, Knowledge (Nobility) +18, Knowledge (Planes) +23, Knowledge (Religion) +23, Perception +40, Perception (Notice unusual stonework/Underground) +9, Perform (Untrained) +9, Ride +5, Sense Motive +40, Spellcraft +33, Stealth +13, Survival +27, Survival (Follow or identify tracks/Underground) +9, Swim +27, Use Magic Device +32,

Breath Weapon (Su) 100' Line of Entropic Energy 18d4 magic, DC 20, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.

Change Shape (Su) You can assume any humanoid form three times per day as if using polymorph

Channel Resistance (Ex) You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.

Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon's space. Creatures in the affected area must succeed on a Reflex save (DC 20) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape. A crush attack deals 2d8+21.

Destructive Crush (Su) When you make a crush attack, the impact kicks up debris in a 20-foot-radius burst for 1d6 rounds. The debris obscures the vision of creatures within the debris field and grants concealment to those creatures. The amber dragon can see normally within and through the debris field

Fear Aura (Su) Creatures of less than 5 HD in a 60-foot radius that look at the death dragon must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the death dragon's Hit Dice. A creature that successfully saves cannot be affected again by the same death dragon's aura for 24 hours. This is a mind-affecting fear effect.

Frightful Presence (Ex) Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is 270 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 29). On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.

Immunity to Ability Drain (Ex) You are immune to ability drain attacks.

Immunity to Cold (Ex) You never take cold damage.

Immunity to Death Effects (Ex) You are never subject to death effects.

Immunity to Death from Massive Damage (Ex) You are not at risk of death from massive damage.

Immunity to Disease (Ex) You are never subject to disease effects.

Immunity to Electricity (Ex) You never take electricity damage.

Immunity to Energy Drain (Ex) You are immune to energy drain attacks.

Immunity to Exhaustion (Ex) You can never be exhausted.

Immunity to Fatigue (Ex) You can never be fatigued.

Immunity to Fire (Ex) You never take fire damage.

Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Immunity to Nonlethal Damage (Ex) You are never subject to nonlethal damage.

Immunity to Paralysis (Ex) You can never be paralyzed.

Immunity to Poison (Ex) You never take poison damage.

Immunity to Sleep (Ex) You are never subject to sleep effects.

Immunity to Stunning (Ex) You are never subject to stunning.

Paralyzing Touch (Su) Any living creature a death dragon hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, DC 29). The effect cannot be dispelled. Anyone paralyzed by a death dragon seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.

Rejuvenation (Su) When a death dragon is destroyed, its phylactery (which is generally hidden by the death dragon in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead body nearby. This process takes 1d10 days--if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the death dragon wakens fully healed, usually with a burning need for revenge against those who previously destroyed it.

Sound Imitation (Ex) You can mimic any voice or sound you have heard by making a successful Bluff check against the listener's Sense Motive check.

Woodland Stride (Ex) As the druid ability of the same name.

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