The Shadow Dragon
Colossal+ Advanced Dragon (Shadow)
Great Wyrm Shadow Dancer (10th level)
Hit Dice: 58d12 +10d8+1,020 (1,442 hp)
Initiative: +12 (+4 Dex, +8 Superior Initiative)
Speed: 80 ft, fly 250 (clumsy)
AC: 66 (-8 size, +4 dex, +60 natural) touch 6, flat-footed 62
BAB: +58 [not including Epic Attack Bonus +5, for ten levels of shadow dancer]
Attack: Bite +75 melee (12d6+20) or Tail Slap +70 melee (4d8+30)
Full Attacks: Bite +75 melee (12d6+20) and 2 Claws +70 melee (4d8+10) and 2 Wings +70 melee (4d6+10) and Tail Slap +70 melee (4d8+30)
Space/Reach: 40/ 20 ft (30 ft. with bite)
Special Attacks: Breath Weapon (15 energy levels), Crush (8d6+30), Tail Sweep (4d6+30)
Special Qualities: Damage Reduction 35/magic, SR 47, Blindsense 60 ft., Frightful presence, Spells, Shadow Blend, Spell like abilities, Immunities, Hide in plain sight, evasion, darkvision, shadow jump (160ft), defensive roll, uncanny dodge (can't be flanked), slippery mind, improved evasion, uncanny dodge (+1 vs. traps)
Saves: Fort +52, Ref +41, Will +47 [Base 32 + 5 epic + ability modifier]
Abilities: Str 51 (+20) Dex 18 (+4), Con 41(+15), Int 35 (+12), Wis 30 (+10), Cha 29 (+9)
Skills: Appraise +73, Balance +14, Bluff +19, Concentration +76, Decipher Script +37, Diplomacy +80, Escape Artist +75, Hide +75, Intimidate +70, Jump +60, Knowledge (Arcana) +73, Knowledge (Planes) +73, Knowledge (Religion) +43, Listen +81, Move Silently +44, Perform (Dance) +49, Search +83, Sense Motive +71, Spellcraft +68, Spot +81, Tumble +14, Use Magic Device +73, Cthulhu Mythos +52
Feats: Improved Initiative, Power Attack, Cleave, Quicken spell ability, Snatch, Hover, Flyby attack, Combat Reflexes, Dodge, Mobility, Clinging Breath (Dragon 296), Rend (Dragon 296), Wingstorm (Dragon 296), Epic Spellcasting, Superior Initiative, Blowhard (Savage Species), Great Flyby Attack (Savage Species), Dire Charge, Improved Bull Rush, Awesome Blow (MM 3.5), Improved Natural Attack (MM 3.5) (Bite), Wingover
Climate/Terrain: Isle of Munoz
Challenge Rating: 47
Treasure: Triple standard
Alignment: Chaotic Evil
Advancement: Character class
'Zografos, Ini Herit, and Sorilea then saw a movement in the shadows above them, a massive amount of movement. A deep, growl reverberated around. Two dark pools, visible only because they were so much darker than the darkness around them, came into view. The shadows formed into the shape of a massive dragon. The darkness that formed the body of the dragon encircled the room, and it dropped its legs down, lowering itself to the floor. It was easily 80 feet long from tip of tail to tip of snout. Ini-Herit felt his knees start to buckle from fear and India fainted.
"I am Xug Thaquaroth."'
Xug-Thaquaroth is a colossal shadow dragon devoted to the alienistic worship of Tenebrion. Xug-Thaquaroth's body and scales are translucent, so that when viewed from a distance he appears to be a mass of shadows. Most of his spells are shadow and illusion spells. An advanced dragon, he is regarded to be age category 19.
Xug-Thaquaroth's age is unknown, but he is believed to have lived since the First Age. Ancient texts reference a shadow dragon ally to the samat from that time with the name of Xug-Thaquaroth. Other texts mention the same dragon as aiding B'rath Tel of Oard in battle or with advice on more than one occasion. After the fall of Angust, Xug-Thaquaroth took command of a kingdom of yuan-ti, and ruled them with an iron hand for two centuries. Later, Xug-Thaquaroth is found in the histories as the tyrannical ruler of the human kingdom of Egest, a kingdom noted for its vile practices and dark sorceries. Toward the end of the Second Age, a dragon named Xug-Thaquaroth devastated over thirteen kingdoms of men and dwarves. Later this same dragon utterly destroyed an army of elves with an army of shadows. The name Xug-Thaquaroth reappears later in history, in the Third Age, as a mad cult leader who summoned an Old One to Inzeladun. Recently found Mind Flayer Quallith texts mention a Xug-Thaquaroth who utterly destroyed seven mind flayer communities when a Grand Elder Concorde of the Third Age found certain ancient relics. The last mention of a Xug-Thaquaroth in the Third Age is from an obscure text carved into the side of a mountain, where giants related the tale of a horrible shadow dragon came and skinned alive exactly seven hundred cloud giants. There is no mention of a Xug-Thaquaroth during the Fourth Age, and, of course, there are no surviving records of the following Ice Age. However, Xug-Thaquaroth reappeared in history during the Fifth Age, and this dragon is confirmed by scholars to definitely be the same dragon that currently lives on the Isle of Munoz. At this juncture of history, Xug-Thaquaroth began allowing certain cultists and fanatics access to a dark tome the dragon wrote (see below).
Currently he guards The Black Stone of Tenebrion as well as one of the Owls of Oard (a gift from B'rath Tel). He is rumored to know where the Lions of Oard (and other Chaos Cities) are hidden. Rumors place a Dark Speech translation of The White Isle in his lair. Xug-Thaquaroth is regarded by those who have met him as a thing with knowledge unholy to men, and, for proper sacrifices, will impart that knowledge to others. He is sly and devious. His treasure trove is a massive collection of magic items that produce shadows. Xug-Thaquaroth has done centuries of research into the forbidden lore of the Old Ones, and is said to have scribed his researches into a massive tome. Although he allows visitors to see the book, he never allows it to be taken. The Xug-Thaquarothium, as the book is called, is a highly sought after tome. (This book is described at the bottom of this page.) Most visits to Xug-Thaquaroth are arranged via the intervention of an entity known only as The Apothoker in Sigil.
Xug-Thaquaroth is geased to always obey a holder of an Elder Sign.
Bite: Bite attacks deal the listed damage plus the dragonís Strength bonus. The dragon also can use its bite to snatch opponents (see the descriptions of feats below). Bite attacks use the full attack bonus.
Claw: Claw attacks deal the listed damage plus half the dragonís Strength bonus (round down). The dragon also can use its claws to snatch opponents (see the descriptions of feats below). Claw attacks are at -5 to the attack bonus.
Wing: Xug-Thaquaroth can slam opponents with its wings, even when flying. Wing attacks deal the listed damage plus half the dragonís Strength bonus (round down) and are at -5 to the attack bonus.
Tail Slap: Xug-Thaquaroth can slap one opponent each round with its tail. A tail slap deals the listed damage plus 1 1/2 times the dragonís Strength bonus (round down) and is at -5 to the attack bonus.
Crush: If flying or jumping, Xug-Thaquaroth can land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more sizes 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 Xug-Thaquarothís body (see Table: Dragon Face and Reach above). Creatures in the affected area must succeed at a Reflex save against a DC 54 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 crush damage each round if they donít escape.
A crush attack deals the listed damage plus 1 1/2 times the dragonís Strength bonus (round down).
Tail Sweep: Xug-Thaquaroth can sweep with its tail as a standard action. The sweep affects a half circle with a diameter of 30 feet, centered on the dragonís rear. Xug-Thaquarothís tail sweep has a 40-foot radius. Creatures within the swept area are affected if they are four or more sizes smaller than the dragon. The sweep automatically deals the listed damage plus 1 1/2 times Xug-Thaquarothís Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage, against a DC 54.
Grappling: Xug-Thaquaroth does not favor grapple attacks, though its crush attack and Snatch feat (see the descriptions of feats) use normal grapple rules.
If grappled by a creature the same size or larger, Xug-Thaquaroth can return the attack with its bite and all four legs (the rear legs deal claw damage). If snatched or crushed by a larger dragon, Xug-Thaquaroth can respond only with grapple attacks to try winning free, or with bite or breath weapon attacks. If grappled by a creature smaller than itself, the dragon can respond with any of its physical attacks other than a tail sweep.
Xug-Thaquaroth can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds at Concentration checks.
Breath Weapon (Su): Using a breath weapon is a
standard action. Once Xug-Thaquaroth breathes, it canít
breathe again until 1d4 rounds later. A blast from a breath weapon always
starts at the dragonís mouth and extends in a direction of the dragonís
choice, with an area as noted below. Cone shaped black
energy misty shadows drain 15 energy levels from characters within the
cone. A success Reflex save against DC 54 will halve the negative
Frightful Presence (Ex): Xug-Thaquaroth can unsettle foes with its mere presence. The ability takes effect automatically whenever Xug-Thaquaroth attacks, charges, or flies overhead. Creatures within a radius of 570 feet are subject to the effect if they have fewer HD than Xug-Thaquaroth. A potentially affected creature that succeeds at a Will save (DC 48) remains immune to that dragonís frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Xug-Thaquaroth ignores the frightful presence of other dragons.
Spells: Xug-Thaquaroth knows
and casts arcane spells as a sorcerer of 33rd level, gaining bonus spells for a
high Charisma score. Xug-Thaquaroth can cast cleric spells and
those from the Chaos, Evil, and Trickery domains as arcane spells.
He can cast 9 0-level, 8 1st level, 7 2nd level, 6 3rd
level, 6 4th level, 6 5th level 5 6th level, 4 7th
level, 4 8th level, 4 9th level and 7 epic spells per
He knows the following spells:
0 level (DC 19): Dancing Lights, Ghost Sound, Daze, Arcane Mark, Detect Magic, Read Magic
1st level (DC 20): True Strike, Charm Person, Silent Image, Spider Climb, Chameleon Skin (+10 to hide), Foreaction (+5 Init)
2nd level (DC 21): Gloom, Invisibility, Hypnotic Pattern, Shadow Images, Desecrate, Levitate
3rd level (DC 22): Nondetection, Gaseous Form, Battle Projection (RR2), Malicious Image (RR2), Displacement, Animate Shadow (RR)
4th level (DC 23): Phantasmal Killer, Improved Invisibility, Shadow Conjuration, Lesser Geas, Charm Monster, Evard's Black Tentacles
5th level (DC 24): False Vision, Dismissal, Dream, Nightmare, Dispel Good, Teleport
6th level (DC 25): Mislead, Create Undead, Animate Objects, True Seeing, Shade Storm (RR2), Mass Suggestion
7th level (DC 26): Screen, Blasphemy, Plane Shift, Phase Door, Prismatic Spray, Limited Wish
8th level (DC 27): Maze, Trap the Soul, Shadow Twin (RR), Horrid Wilting, Symbol, Mass Charm
9th level (DC 28): Gate, Tendrils of Eternal Night (RR 2), Dominate Monster, Shape Change, Summon Monster IX, Mordenkainen's Disjunction
Epic Spells Known: Spell worm; Time Duplicate (Q); Momento Mori (Q); Epic Counterspell; Penumbral Worm Attack*; Living Darkness*; Perdurable Excruciation*
*See below for descriptions of custom epic spells. Other epic spells are as described in Epic Level Handbook.
Spell-Like Abilities: The save DC is 19 + spell level. All spell-like abilities are usable once per day unless otherwise specified. 3/day - mirror image, nondetection; 2/day - dimension door; 1/day - shadow walk
Immunities (Ex): Xug-Thaquaroth is immune to sleep and paralysis effects. Each variety of dragon is immune to one or two additional forms of attack no matter what its age, as listed in its description.
Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities, as listed in the variety descriptions.
Blindsight (Ex): A dragon can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 570 feet.Keen Senses (Ex): A dragon sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1900 feet.
Create Shadows (Sp): Range:0, Area of effect: 100'
Radius, Duration: 1 hour. The spherical area is filled with Leaping
Shadows (all creatures w/o night sight, or attacking beyond range of dark
sight, treat their target as having half-concealment, suffering a 20% miss
chance.) All creatures effectively have the ability "Hide in Plain Sight",
like a Shadow Dancer, while with in the area of this effect. Shadow
Dragons, Shadow Dancers, and other creatures of the Demi-Plane of Shadow
are able to Hide while attacking, and remaining hidden, and thus are able
to attack/defend as if invisible against any creature who fails their spot
check. This is especially useful to a Rogue or Assassin/Shadow Dancer, as
the 'sneak attack' rules would apply to every
Hide in Plain Sight: shadow dancers can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, shadow dancers can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadows. Hide in plain sight is a supernatural ability.
Evasion: At 2nd level, a shadow dancer
gains evasion. If exposed to any effect that normally allows his to attempt a
Reflex saving throw for half damage (such as a fireball), he takes no damage
with a successful saving throw. The evasion ability can only be used if the shadow dancer
is wearing light armor or no armor.
Darkvision: At 2nd level, a shadow dancer
can see in the dark as though he were permanently under the affect of a
darkvision spell. This is a supernatural ability.
Uncanny Dodge: At 2nd level and
above, the shadow dancer retains his Dexterity bonus to AC (if any) if caught
flat-footed or struck by an invisible attacker. At 5th level , the shadow dancer
can no longer be flanked. Another rogue at least four levels higher can still
flank. At 10th level, the shadow dancer receives a +1 bonus to Reflex
saves made to avoid traps and a +1 dodge bonus to AC against attacks made by
Shadow Illusion: When a shadow dancer
reaches 3rd level, he can create visual illusions from surrounding shadows. This
spell-like ability is identical to the arcane spell silent image and may be
employed once per day.
Summon Shadow: At 3rd level, a shadow dancer
can summon a shadow, an undead shade. Unlike a normal shadow, this shadowís
alignment matches that of the shadow dancer. The summoned shadow cannot be
turned, rebuked, or commanded by any third party. This shadow serves as a
companion to the shadow dancer and can communicate intelligibly with the shadow dancer.
Every third level gained by the shadow dancer allows his to summon an additional
shadow and adds +2 HD (and the requisite base attack and base save bonus
increases) to all his shadow companions.
If a shadow companion is destroyed, or the shadow dancer
chooses to dismiss it, the shadow dancer must attempt a Fortitude saving throw
(DC 15). If the saving throw fails, the shadow dancer loses 200 experience
points per shadow dancer level. A successful saving throw reduces the loss by
half, to 100 XP per prestige class level. The shadow dancerís experience can
never go below 0 as the result of a shadowís dismissal or destruction. A
destroyed or dismissed shadow companion cannot be replaced for a year and a day.
Shadow Jump: At 4th level, the shadow dancer
gains the ability to travel between shadows as if by means of a dimension door
spell. The limitation is that the magical transport must begin and end in an
area with at least some shadow. The shadow dancer can jump up to a total of 160
feet each day in this way, although this may be split among many jumps, but each
one, no matter how small, counts as a 10-foot increment.
Defensive Roll: Starting at 5th
level, the shadow dancer can roll with a potentially lethal blow to take less
damage from it. Once per day, when a shadow dancer would be reduced to 0 hit
points or less by damage in combat (from a weapon or other blow, not a spell or
special ability), the shadow dancer can attempt to roll with the damage. He
makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only
half damage from the blow. He must be aware of the attack and able to react to
it in order to execute his defensive roll. If he is in a situation that would
deny his any Dexterity bonus to AC, he canít attempt the defensive roll.
Slippery Mind: This extraordinary
ability, gained at 7th level, represents the shadow dancerís ability to
wriggle free from magical effects that would otherwise control or compel his. If
the shadow dancer is affected by an enchantment and fails his saving throw, 1
round later he can attempt his saving throw again. He only gets this one extra
chance to succeed at his saving throw. If it fails as well, the spellís
effects proceed normally.
In battle, an umbral worm forms into a coil 15 feet across, biting anything within reach.
Turn Resistance (Ex): An umbral worm has
+2 turn resistance.
Strength Damage (Su): The touch of a shadow deals 2d8 points of temporary Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies.
Create Spawn (Su): Any humanoid, animal, beast, magical beast reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
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