Inzeladun

 

Kaantar Nethryl
the Blue Dragon of the Desert of Yam Ibn Saud

Gargantuan Ancient Male Blue Dragon Loremaster
Hit Dice: 35d12 +10d4+405 (658 hp)
Initiative: +4 (+4 improved initiative)
Speed: 40 ft, fly 200 ft (clumsy), burrow 40 ft
AC: 39 (-4 size, +32 natural, +1 secret knowledge) touch 7, flat footed 39
BAB/Grapple: +40/59
Attack: Bite +56 melee (4d6+16)
Full Attack: Bite +56 melee (4d6+16) and 2 claws +51 (2d8+8) and 2 wings +51 (2d6+8) and tail slap +51 melee (2d8+24) and tail spikes +51 (2d6+24 plus poison)
Damage: Bite 4d6 +16, claws 2d8 +12, wings 2d6 +6, tail slap 2d8 +17, 
Space/Reach: 20 ft./ 15 ft (20 ft. with bite)
Special Attacks: Breath Weapon (20d6 plus 10 Con damage); Crush (4d6 +24), Tail Sweep (2d6+24)
Special Qualities: Frightful presence, Spells, Spell like abilities, Immunities, spell resistance 27, secrets, lore, greater lore, true lore, spiked tail, energy radiance, fiery innards
Saves: Fort +32, Ref +25, Will +27
Abilities: Str 42 (+16) Dex 10 (+0), Con 29 (+9), Int 22 (+6), Wis 19 (+4), Cha 22 (+6)
Skills: Bluff +44, Concentration +57, Craft (Stonework) +36, Decipher Script +36, Gather Information +26, Hide +38, Intimidate +44, Knowledge (Arcana) +57, Knowledge (Nature) +44, Knowledge (Religion) +24, Listen +42, Search +42, Sense Motive +42, Spellcraft +54, Spot +42
Feats: Improved Initiative, Power Attack, Create Wondrous Item, Improved Sunder, Snatch, Hover, Flyby attack, Maximize Spell, Skill Focus (Knowledge [Arcana]), Cleave, Empower Spell, Debilitating Breath Weapon, Epic Spellcasting, Improved Bull Rush, Awesome Blow, Draconic Barrier, Dragon Magic (free feat, Dragon 308), Spellcasting Harrier (Loremaster bonus feat)

Environment: The Desert of Yam ibn Saud; Azrael
Organization: Solitary
Challenge Rating: 28
Treasure: Triple standard
Alignment: Lawful Evil

Born in 600 V, Kaantar Nethryl ruled the Desert with the Heart of the Desert until he was defeated by Yam ibn Saud.  He has learned 5 secrets of the universe.  These secrets grant him a bonus feat (Spellcasting Harrier), a bonus first level spell, a bonus second level spell, a secret bonus to AC, and a secret knowledge of avoidance (+2 to reflex saves).

Kaantar protects his lair with an army of Gargoyles of his own creation.  He steals from libraries in an effort to have the single greatest library in all of Inzeladun.  He owns copies of Grindill's collected works, three different translations of the infamous "Anophistograph of Hell", five different translations of the Draconomicon, The Books of Chaos (the collected teaching books used by First Age Chaos Lords), over fifty golem manuals, nearly twelve hundred spellbooks, the Book of Toteth, the Book of Dequille (an ancient Chaos city), the Galyna Journals, and hundreds of other volumes.  He also owns two of the Lions of Dequille, an Owl of Oard, and one Lion of Toteth.

Kaantar’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by blowing desert sands. His hide tends to hum and crackle faintly with built-up static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and sand. His vibrant color makes Kaantar easy to spot in barren desert surroundings. However, he often burrows into the sand so only part of his head is exposed.

Kaantar loves to soar in the hot desert air, usually flying in the daytime when temperatures are highest. He nearly matches the color of the desert sky and uses this coloration to his advantage.

Kaantar lairs in a vast underground cavern system, where he also stores his treasure. Although he collects anything that looks valuable, he is most fond of gems—especially sapphires—and books.

Combat
Typically, Kaantar attacks from above or burrows beneath the sands until opponents come within 100 feet. Kaantar uses his special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and improve his chances to surprise the target. Kaantar runs from a fight only if he is severely damaged, since he views retreat as cowardly.  He tends to concentrate his initial attacks on spellcasters and manifesters, using Identify with Flame spells (Dragon 308) to identify them. His Spellcasting Harrier allows him attacks of opportunity on spellcasters even if they cast on the defensive in a square he threatens; moreover, he makes that attack at a +4.

Breath Weapon (Su): A blue dragon has one type of breath weapon, a line of lightning that does 20d6 points of damage and 10 points of temporary Con damage. Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later.  A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage (including Con damage); the save DC against a breath weapon is 41.  

Spell-Like Abilities: A dragon’s spell-like abilities depend on its age and variety. It gains the abilities indicated for its age plus all previous ones. Its age category or its sorcerer caster level, whichever is higher, is the caster level for these abilities. The save DC is 10 + dragon’s Cha modifier + spell level. All spell-like abilities are usable once per day unless otherwise noted.

Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents 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 (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) 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, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down).

Tail Sweep (Ex): This special attack allows a dragon of at least Gargantuan size 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 the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC 41).

Grappling: Dragons do not favor grapple attacks, though their crush attack (and Snatch feat, if they know it) use normal grapple rules. A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on Concentration checks.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 300 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 38) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Spells: A dragon knows and casts arcane spells as a sorcerer of 23rd level, gaining bonus spells for a high Charisma score. Kaantar can cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.

Damage Reduction: Young adult and older dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Immunities (Ex): All dragons have immunity to sleep and paralysis effects. Each variety of dragon has immunity to one or two additional forms of attack no matter what its age, as given in its description.

Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities, as indicated in the variety descriptions.

Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.  

Spiked Tail (Ex):  The dragon's tail ends in long, sharp points (much like a stegosaur) coated with poison.  In combat, the dragon can attack with this as if it was a secondary weapon, using the same attack bonus it uses for claws, wings, and other attacks.  In addition to the damage, the spikes inject a poison that deals 1d10 Str initial and 1d10 Str secondary damage (Fort DC 23)

Energy Radiance (Ex): Kaantar's skin is alive with the electrical energy it uses to produce its breath weapon.  Any creature that moves within 80 feet of Kaantar takes 2d6 points of damage each round from strokes of electricity radiated from Kaantar's inner processes.  Creatures can make a Fort save (DC 24) each round to avoid this damage.

Fiery Innards (Ex): Within Kaantar, electrically charged blood flows through its veins and between its organs.  When a creature strikes Kaantar his weapon cleaves open a hole that allows this deadly fire to rush out and engulf, causing 2d6 points of damage.  When Kaantar is struck in melee, the attacker must make a Reflex save with a DC equal to the damage the attacker inflicted on the dragon to avoid the damage.

Epic Call Lightning
Evocation [Electricity]
Spellcraft DC: 65
Components: V, S
Casting Time: 1 round
Range: 100 ft
Area: 10 ft. radius, centered on enemy designated 
Duration: 1 round per caster level
Saving Throw: Reflex half
Spell Resistance: Yes 
To Develop: 585,000 gp; 12 days; 23,400 XP. Seed: Energy (DC 19), Animate (DC 25); Factors: Reduce Casting Time by 9 rounds (+18 DC), Increase damage dice by one step (+10 DC), Increase damage dice to 10 (+16 DC); Mitigating factors: Reduce duration to 1 round per level (ad hoc -20 DC), Reduce Range to 100 ft. (ad hoc -3 DC)

You cause the air above your enemies to emanate out electrical damage.  Bolts of lighting shoot out of the air above them, doing 10d8 points of damage per round to all enemy creatures in the area (your allies are not affected).  The effect is centered on one foe you designate, and it moves with that foe.  If the enemy uses magic (such as dimension door or teleport) to get out of the effect's area, it starts to move toward his new location; you may redesignate a new villain for the power to center on, however, at any time.

Rock Formation
Transmutation
Spellcraft DC: 49
Components: V, S
Casting Time: 1 minute
Range: 300 ft
Area: All enemy creatures within an 80 ft. radius hemisphere area
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes 
To Develop: 441,000 gp; 9 days; 17,640 XP. Seed: Transform (DC 21); Factors: Transform subject into something nonmagical and inanimate (+10 DC), Change from target to 20 ft. radius area (+10 DC) Increase area to 40 ft. area (+4 DC), increase area to 80 ft radius (+4 DC) 

You can turn your enemies into free standing stones and other rock formations.  Developed by the Kaantar, it is used on those who insist on trespassing through his desert.  Stone type is appropriate to terrain and can include granite, sandstone, limestone, igneous rock, and nearly anything else - however, the final result cannot be more than one size larger than the largest affected enemy.  The transformed subjects gain the new form's physical characteristics, but retain their intelligence, wisdom, and charisma.  However, the affected are blind, deaf, and dumb... and can only sense things as other inanimate objects can sense.  If a transformed subject is broken or destroyed, the creature returns to its original (albeit dead) form.  The spell does not affect the subjects' clothing, equipment, or magic items (other than cursed items determined to remain with the character), allowing you to collect such things for your own use or distribution.

Kaantar's Sandstorm of Destruction
Transmutation
Spellcraft DC: 65
Components: V, S
Casting Time: 1 minute
Range: 12,000 ft
Area: 80 ft. radius area
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes 
To Develop: 585,000 gp; 12 days; 23,400 XP. Seed: Destroy (DC 29); Factors: Change from target to 20 ft. radius area (+10 DC) Increase area to 40 ft. area (+4 DC), increase area to 80 ft radius (+4 DC), Increase damage die by one step (+10 DC), Increase damage by +4d8 (+8 DC) 

You create a blast of grit and sand that explodes out, doing 24d8 points of damage.  If anything in the area of effect is reduced to -10 hit points (or 0 hit points in the case of an object, undead, or construct), it is utterly destroyed as if disintegrated.

Raise Nation
Necromancy [evil]
Spellcraft DC: 65
Components: V, S, XP
Casting Time: 60 days
Range: Close (25 ft. + 5 ft per level)
Area: 640 ft. radius
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No 
To Develop: 585,000 gp; 12 days; 23,400 XP. Seed: Animate Dead (DC 23); Factors: Change from touch to target (+4 DC), Change from target to area (20 ft. radius) (+10 DC), Increase area to 40 ft. radius (+4 DC), Increase area to 80 ft. radius (+4 DC), Increase area to 160 ft. radius (+4 DC), Increase area to 320 ft. radius (+4 DC), Increase area to 640 ft. radius (+4 DC), Raise skeletons (-12 DC), add another 100 HD of skeletons to be created and controlled (+300 DC); Mitigating factors: Backlash 90d6 points of damage (-90 DC), Increase casting time to 60 days (-140 DC), 75 mile limit (-6 DC adhoc), burn 4,400 XP during casting (-44 DC)

The Desert of Yam ibn Saud and Azrael are replete with buried civilizations from past eons and Ages.  You can animate the skeletons of any long-dead civilization.  You must locate an appropriate site of ruins.  There need not be complete skeletons around the ruins (the skeletons will assemble from powdered fragments if that's all that remains of them), but there can be no sentient creatures living at the site and it must have been abandoned for at least 100 years.  Once cast, 120 HD of skeletons will animate.  The skeletons are completely under your command, but they are no smarter than any other skeleton.  They have no knowledge of their past lives or civilization - they are merely animated to serve you. The skeletons never venture further than 75 miles from their ruins.  Casting this spell inflicts 90d6 points of backlash damage and burns 4,400 XP from you.  

 

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