GULGAMANTH

(WHITE DRAGON)

 

Gargantuan Great Wyrm White Dragon (Cold)

Hit Dice:

36d12+288 (522 hp)

Initiative:

+2

Speed:

60 ft. (12 squares), burrow 30 ft., fly 250 ft. (clumsy), swim 60 ft.

Armor Class:

43 (–4 size, +2 Dex,+35 natural), touch 8, flat-footed 41

Base Attack/Grapple:

+36/+63

Attack:

Bite +51 melee (4d6+15)

Full Attack:

Bite +51 melee (4d6+15) and 2 claws +49 (2d8+7) and 2 wings +49 (2d6+7) and Tail Slap +49 (2d8+22)

Space/Reach:

20 ft./15 ft. (20 ft. with bite)

Special Attacks:

Breath Weapon (12d6, DC 36), crush (4d6+19, DC 36), tail sweep (2d6+22)

Special Qualities:

SR 27, DR 20/magic, spell-like abilities, cold immunity, vulnerability to fire, frightful presence (DC 33), energy radiance, fiery innards

Saves:

Fort +28, Ref +22, Will +21

Abilities:

Str 41, Dex 14, Con 27, Int 22, Wis 17, Cha 20

Skills:

Concentration +39, Escape Artist +39, Hide +39, Intimidate +39, Knowledge (arcana) +39, Listen +39, Move Silently +39, Search +39, Scry +39, Spot +39, Swim +39, Use Magic Device +39

Feats:

Cleave, Great Cleave, Great Flyby Attack, Power Attack, Multiattack, Chew (successful bite snatches small or smaller adversary – who takes triple bite damage each round thereafter), Flyby Attack, Hover, Snatch, Improved Sunder, Rend (if same opponent hit with both claw attacks, suffer 4d8+22 points of additional damage), Clinging Breath, Wingstorm, Dragon Magic (bonus)

Environment:

Cold Mountains

Organization:

Solitary, pair, or family (1-2 and 2-5 offspring)

Challenge Rating:

23

Treasure:

Triple Standard

Alignment:

Chaotic Evil

Advancement:

37+ HD (Gargantuan)

 

 


A trickster dragon, Gulgamanth hides in the far north, unknown to the sages of Inzeladun, who believe the white dragon species is extinct.  He plays with lost travelers in the snows using ghost sounds and dancing lights, luring them to their deaths. The dragon has a beaked nose, spiny dewlaps, and a crest supported by a single, back curving spine.  His scales glisten like snow.  He is very fond of diamonds, and has a sizable collection of diamond studded treasures. He guards a collection of frozen animals, an ice-caged menagerie, so to speak.  This collection includes frozen winged elephants and mammoths dating from the 1st Age of Man.  He is suspicious of mortals, and will usually attack first, eat second, then ask questions, well, never.  He radiates with cold in an intense aura, accompanied by a crisp, faintly chemical odor.

Combat
White dragons prefer sudden assaults, swooping down from aloft or bursting from beneath water, snow, or ice. They loose their breath weapon, then try to knock out a single opponent with a follow-up attack. A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).  He powers up by casting displacement, greater invisibility, and scales of energy (which turn his natural armor bonuses into deflection bonuses).  He then casts true strike before he jumps out of hiding…

Breath Weapon (Su): A white dragon has one type of breath weapon, a 70 ft. long cone of cold (70 ft. wide at the end). Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. 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; the DC depends on the dragon’s age and variety, and is given in each individual entry. The save DC against a breath weapon is 10 + 1/2 dragon’s HD + dragon’s Con modifier.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Energy Radiance (Ex): The dragon's inner processes radiate so much cold energy that a character takes 2d6 points of cold damage if within 50' of dragon, Fort DC 24 to avoid.

Fiery Innards (Ex): Within this dragon, so much intensely frigid gas flows through its veins and between its organs that when a warrior strikes it, this deadly energy rushes out and engulfs the warrior (Ref DC=damage inflicted to avoid), doing 2d6 points of cold damage.

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 19 + spell level. All spell-like abilities are usable once per day unless otherwise noted.  

Spells: Gulgamanth casts spells as a 13th level Sorcerer.  It knows the following spells:

0 level (DC 15, 6 per day): Detect magic, ray of frost, ghost sounds, message, prestidigitation, dancing lights, touch of fatigue, mage hand, daze
1st level (DC 16, 8 per day): Familiarity of place, comprehend languages, identify, true strike, unseen servant
2nd level (DC 17, 7 per day): Small enough, fog cloud, shatter, web, spider climb
3rd level (DC 18, 7 per day): Burden (+325 lbs), scales of energy (protects against touch attacks), dispel magic, displacement
4th level (DC 19, 7 per day): Electrified lair, identify with flame, expel from lair, greater reduce person
5th level (DC 20, 7 per day): Unstoppable energy, burning water, dominate person
6th level (DC 21, 4 per day): Flesh to ice, chain lightning

Bite: Bite attacks deal the indicated damage plus the dragon’s Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat.

Claw: Claw attacks deal the indicated damage plus 1/2 the dragon’s Strength bonus (round down). The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a –5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to –2).

Wing: The dragon can slam opponents with its wings, even when flying. Wing attacks deal the indicated damage plus 1/2 the dragon’s Strength bonus (round down) and are treated as secondary attacks.

Tail Slap: The dragon can slap one opponent each round with its tail. A tail slap deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down) and is treated as a secondary attack.

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 36) 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 equal to that of the dragon’s breath weapon).

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 30 feet x the dragon’s age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 33) 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 the level indicated in its variety description, gaining bonus spells for a high Charisma score. Some dragons can also cast spells from the cleric list or cleric domain lists as arcane spells.

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.

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.

Skills: Hide, Move Silently, and Swim are considered class skills for white dragons.

Treasure:  40 diamonds worth 10,000 gp each; Ring of  Greater Fire Resistance; Rod of Greater Maximize Metamagic; Staff of Frost; Amulet of Toteth; Amulet of T'bor; Boots of Skating; Painting of Chaos Lord B'rath (7,000 gp); 13 Goblets from Oard (2,000 gp each, diamonds and silver); 17 goblets from Toteth (2;000 gp each; diamonds and silver); Jade idol of Dagon Hob with diamonds (7,000 gp); Chest of Preservation (non-magical Angustian Cloaks); 50 chain shirts; 5 suits of Angustian plate armor; 10 suits of half plate; 10 darkwood shields; 100 average locks; 50 superior locks; 25 good locks; Angustian healer's kit; 15 Angustian masterwork musical instruments; 124 masterwork polearms; 139 masterwork Angustian shields from 17 Chaos cities; and 8 Angustian cities; all showing the emblems of different families and orders; 300 masterwork greatswords; 412 crystal sheets; showing ownership of various lands in Angustian cities and properties from the first age; 12 maps of the First Age Inzeladun; 17 maps of the 4th Age Inzeladun; Manual of Dorje Golems; 754 identity crystals of the First Age; 42 frozen flying elephants; 3 frozen mind flayers from the first age; 17 frozen Angustians; Crown of Stars; 7 airsuits; 2 floatanchors; 4 gadabouts; 1 Angustian (high-collared) cloak of flying; tortoise shell hairbrush decorated with pearls and garnets worth 1,700 gp; ivory scroll case with platinum rune inlays worth 1,200 gp; silver dagger with sapphire in its pommel worth 300 gp; silver dagger with topaz in its pommel worth 1,300 gp; silver coffer worth 80 gp; silver crown (formerly the property of B'rath the Chaos Lord) worth 1,300 gp; gold crown (formerly the property of an Indorian battle lord); long-ship fashioned from carved crystal worth 1,200 gp; silver and platinum scepter (formerly the property of T'bor, a Chaos Lord) worth 4,000 gp; ceremonial shield, inlaid with gold and platinum, boss fashioned to resemble a stone golem raising its fist, worth 2,000 gp; small silver hand worth 50 gp; ivory comb worth 20 gp; carved walrus tusk worth 200 gp; 5 walrus tusks carved with spells (used like scrolls – contains alienist versions of Dimensional Lock, Mass Charm Monster, Teleport Object, Sequester, and Prismatic Spray); silver-bound walrus tusk drinking horn set with coral worth 600 gp; Indorian hunting knife with silver hilt worth 60 gp; large ivory box carved with war scene worth 600 gp; platinum brooch set with diamond worth 1,000 gp; gold ceremonial spear worth 4,000 gp; ivory chessboard inlaid with jade worth 1,700 gp.


Amulet of Toteth (summon balor once per week; ghost touch attacks while worn; etherealness, 3/day)

 Amulet of T'bor (grants Craft Golem feat to wearer; animate object 1/day, 10th caster level, +2 circumstance bonus to Spellcraft checks, Shifty Target ability [page 107, Path of Magic], +2 circumstance bonus to Craft checks)