

GULGAMANTH
(WHITE DRAGON)
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Gargantuan Great Wyrm White Dragon
(Cold) |
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Hit Dice: |
36d12+288 (522 hp) |
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Initiative: |
+2 |
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Speed: |
60 ft. (12 squares), burrow 30 ft.,
fly 250 ft. (clumsy), swim 60 ft. |
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Armor Class: |
43 (–4 size, +2 Dex,+35 natural),
touch 8, flat-footed 41 |
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Base Attack/Grapple: |
+36/+63 |
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Attack: |
Bite +51 melee (4d6+15) |
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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) |
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Space/Reach: |
20 ft./15 ft. (20 ft. with bite) |
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Special Attacks: |
Breath Weapon (12d6, DC 36), crush
(4d6+19, DC 36), tail sweep (2d6+22) |
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Special Qualities: |
SR 27, DR 20/magic, spell-like
abilities, cold immunity, vulnerability to fire, frightful presence (DC
33), energy radiance, fiery innards |
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Saves: |
Fort +28, Ref +22, Will +21 |
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Abilities: |
Str 41, Dex 14, Con 27, Int 22, Wis
17, Cha 20 |
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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 |
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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) |
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Environment: |
Cold Mountains |
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Organization: |
Solitary, pair, or family (1-2 and 2-5
offspring) |
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Challenge Rating: |
23 |
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Treasure: |
Triple Standard |
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Alignment: |
Chaotic Evil |
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Advancement: |
37+ HD (Gargantuan) |
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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.
Amulet
of Toteth (summon balor once
per week; ghost touch attacks while worn; etherealness, 3/day)