Glamcatlos the Fallen

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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. Raveners are the closest anyone has come to recreating a Death Dragon but their power does not compare to that which Glamcatlos wields.

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Male Death Dragon (Amber) dragon 20 LE gargantuan undead
Init +3;
Senses Blindsense (60 ft.), Darkvision (120 ft.), Low-Light Vision, Perception +42,
Aura Electricity Aura (5 ft., 1d6), Fear Aura (60 ft., DC 34),
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Orc

AC 35, touch 9, flat-footed 32
hp 462 (20HD)
DR 15/bludgeoning and magic
Fort +26, Ref +15, Will +23
Defensive Abilities Channel Resistance +4,
Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Electricity, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,
Spell Resistance 30

Speed 40 ft. (8 squares) Burrow 30 ft. Swim 60 ft. Fly 250 ft. (Clumsy)
Melee bite +31 (4d8+22)Melee claws +31/+31 (3d8+15)Melee touch +31 (1d8+10)Melee wings +29/+29 (2d6+7)Melee tail slap +29 (2d8+22)
Face 20 ft. Reach 15 ft.
Base Atk +20; CMB +39; CMD 52 (56 vs trip)
Atk Options Power Attack,
Special Actions Breath Weapon (120' Line of Lightning 16d6 electricity, DC 20), Breath Weapon (100' Line of Entropic Energy 18d4 magic, DC 20), Crush (4d6+22, DC 20), Fear Aura (60 ft., DC 34), Paralyzing Touch (DC 34), , Sound Imitation, Tail Sweep (2d6+22, DC 20),


Innate Spell-Like Abilities: create food and water ( at will) detect thoughts ( DC 26, at will) fog cloud ( at will) speak with animals ( DC , at will)

Sorcerer: Spells per Day: (0/10/10/9/9/7/0/0/0/ DC:25+spell level),

Spells Known:

0th - Arcane Mark, Dancing Lights, Daze, Detect Magic, Ghost Sound, Mage Hand, Open/Close, Prestidigitation, Spark
1st - Charm Person, Comprehend Languages, Identify, Magic Missile, Unseen Servant
2nd - Alter Self, Detect Thoughts, Fog Cloud, Misdirection, Whispering Wind
3rd - Aura Sight, Clairaudience/Clairvoyance, Dispel Magic, Nondetection
4th - Hallucinatory Terrain, Phantasmal Killer, Vitriolic Mist
5th - False Vision, Polymorph

Abilities Str 41, Dex 16, Con *, Int 34, Wis 32, Cha 38

Special Qualities Bite, Blindsense, Breath Weapon, Change Shape, Claw, Damage Reduction, Darkvision, Dragon Senses, Electricity Aura (5 ft., 1d6), Frightful Presence, Immunities, Low-Light Vision, Rejuvenation, Spell-Like Abilities, Spell Resistance, Spells, Tail Slap, Wing,

Feats Craft Wondrous Item, Eldritch Claws, Flyby Attack, Hover, Improved Natural Attack (Bite, Claws), Multiattack, Power Attack, Rending Claws, Wingover

Skills Acrobatics +3, Acrobatics (Jump) +7, Appraise +25, Bluff +37, Climb +28, Craft (Untrained) +12, Diplomacy +32, Disguise +22, Escape Artist +3, Fly +12, Heal +19, Intimidate +37, Knowledge (Arcana) +35, Knowledge (Dungeoneering) +20, Knowledge (Engineering) +20, Knowledge (Geography) +30, Knowledge (History) +35, Knowledge (Local) +35, Knowledge (Nature) +30, Knowledge (Nobility) +20, Knowledge (Planes) +35, Knowledge (Religion) +35, Perception +42, Perform (Untrained) +14, Ride +3, Sense Motive +37, Spellcraft +35, Stealth +22, Survival +24, Swim +31, Use Magic Device +37,

Bite This is a primary attack that deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (even though it has more than one attack). A dragon's bite attack has reach as if the creature were one size category larger (+10 feet for Colossal dragons).

Blindsense (Ex) Range 60 ft.; Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Breath Weapon (Su) 120' Line of Lightning 16d6 electricity, DC 20, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.

Breath Weapon (Su) Instead of a line of electricity, Glamcatlos can breathe a cone of entropic energy. 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.

Breath Weapon (Su) Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction of the dragon's choice. Breath weapons come in two shapes, lines and cones, whose areas vary with the dragon's size. If a breath weapon deals damage, those caught in the area can attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 dragon's HD + dragon's Con modifier. Saves against various breath weapons use the same DC; the type of saving throw is noted in the variety descriptions. A dragon can use its breath weapon when it is grappling or being grappled.

Change Shape (Su) A death dragon can take any animal or humanoid form 3/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.

Claw These primary attacks deal the indicated damage plus the dragon's Strength bonus.

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 4d6+22.

Damage Reduction Dragons gain damage reduction as they age, as indicated on each dragon's specific entry. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Darkvision (Ex) Range 120 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Dragon Senses (Ex) Dragons have have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light.

Electricity Aura (Su) A death dragon has an aura of electricity. All creatures within 5 feet take 1d6 points of electricity damage at the start of the dragon's turn.

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) A dragon's frightful presence has a range equal to 30 feet x the dragon's age category [240'], but otherwise functions as detailed on page 300.

Immunities (Ex) Every dragon is immune to sleep and paralysis. In addition, a dragon is immune to one or two additional forms of attack no matter what its age, as given in its description.

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 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.

Low-Light Vision (Ex) You can see x4 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

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 34). 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 spellcaster's 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 (albeit without any gear it left behind on its old body), 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.

Spell-Like Abilities A dragon's caster level for its spelllike abilities is equal to its total Hit Dice.

Spell Resistance (Ex) As dragons grow older, they become more resistant to spells and spell-like abilities, as indicated in the dragon descriptions. A dragon's SR is equal to 11 + its CR.

Spells A dragon knows and casts arcane spells as a sorcerer of the level indicated in its specific description. Its caster level depends on its age, as shown for each type.

Tail Slap The dragon can slap one foe each round with its tail. A tail slap is a secondary attack that deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (this is an exception to the normal secondary attack rules).

Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6+22. Affected creatures can attempt Reflex saves to take half damage (DC 20).

Wing The dragon can slam foes with its wings, even when flying. Wing attacks are secondary attacks that deal the indicated damage plus 1/2 the dragon's Strength bonus.