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With this post, the kladivium series about kladivium continues delving into monsters. This entry covers a terrifying creature; the kladivium dragon.

Rare metal dragon, Kladivium

This dark red dragon moves abruptly and menacingly. Its powerful neck ends in a large head armed with an oversized set of metallic teeth.

Base statistics

NE Dragon (earth)

CR 5; Size Small; Hit Dice 6d12

Speed 30 ft., burrow 30 ft.

Natural Armor +6; Breath Weapon line, 2d4 bashing

Str 13, Dex 13, Con 15, Int 8, Wis 9, Cha 12

Ecology

Environment volcanic areas or underground

Organization solitary

Treasure triple

Special abilities

Burrowing Adaptation (Ex): A very young or older kladivium dragon can survive indefinitely under earth, dirt or stone. It can breathe normally in these conditions even if it is completely buried.

Fortification (Ex): When a critical hit or sneak attack is scored on a juvenile or older kladivium dragon, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This chance increases to 50% for old or older kladivium dragons. Kladivium great wyrms are immune to critical hits and sneak attacks. A natural 20 scored against a great wyrm kladivium dragon is still always a hit.

Impact Breath (Su): An ancient or older kladivium dragon can forego causing damage with its breath weapon. All creatures in the area of the breath weapon must succeed in a Reflex save (DC equal to that of the dragon’s breath weapon) to avoid being pushed back from the dragon a number of feet equal to half of the dragon’s breath weapon range (rounding down to the next 5 ft. value, with a minimum of 5 ft.).

This movement does not provoke attacks of opportunity. If a creature is pushed against a solid object, both the creature and the object suffer an amount of bashing damage equal to half of the damage of the dragon’s breath weapon. A successful Reflex save reduces the pushed distance and the damage suffered in the case of hitting a solid object in half.

Kladivium Shape (Su): An adult or older kladivium dragon can transform itself into an immobile statue of pure kladivium as a standard action for a number of minutes per day equal to its Hit Dice. This ability functions as the Statue spell, but the kladivium dragon gains hardness 18 instead of 8. A kladivium dragon gains the Freeze monster ability as long as it is using Kladivium shape. This ability allows it to take 20 on Stealth checks to hide in plain sight as a metallic dragon statue.

Meteor Landing (Ex): A flying or jumping Mature adult or older kladivium dragon can land near its foes as a standard action, using its weight and size to create a powerful shock wave. All creatures in a 30 ft. radius from the dragon (including those crushed by it) must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) to avoid falling prone and suffering one point of sonic damage for each damage dice of the dragon’s breath weapon. A successful save prevents the creature from falling prone but it still takes full damage. A kladivium dragon can use Meteor landing at the same time than Crush, with the same standard action. In that case a creature affected by both Crush and Meteor landing needs to make two Reflex saves, one for each ability.

Powerful Bite (Ex): The sharp teeth of a kladivium dragon are made from nearly pure kladivium, and it has extremely strong jaw muscles to power its bite. A kladivium dragon applies twice its Strength modifier to bite damage.

Spell-Like Abilities (Sp): A kladivium dragon gains the following spell-like abilities, usable at will upon reaching the listed age category. Young: message; Juvenile: soften earth and stone Adult: heat metal; Old: meld into stone; Ancient: discordant blast1; Great Wyrm: fabricate.

1: see the Spells section in Chapter 5 of the Pathfinder Roleplaying Game: Advanced Player’s Guide.

Age Category Special Abilities Caster Level
Wyrmling Powerful bite, Immunity to sonic
Very young Burrowing adaptation
Young Message
Juvenile Frightful presence, Fortification (25%)
Young adult DR 5/Magic, spell resistance 1st
Adult Kladivium shape, soften earth and stone 3rd
Mature adult Meteor landing, DR 10/Magic 5th
Old Fortification (50%), meld into stone 7th
Very old DR 15/Magic 9th
Ancient Impact breath, discordant blast 11th
Wyrm DR 20/Magic 13th
Great wyrm Fortification (Immunity), fabricate 15th

Kladivium dragons are narcissistic and obsessed with their appearance, believing that an intimidating and powerful presence is a very useful tool for maintaining lesser creatures firmly under their control without having to resort to violence that could harm potential their servants. Their desire of constantly reminding their slaves that they are under the dominion of a frightful master leads them to decorate their lairs with lifelike statues of themselves. This tradition is also motivated by pragmatic reasons, as it allows them to use their kladivium shape ability to ambush any intruder in their domains. Although most kladivium dragons search for servants that can create these statues for them, the most artistically inclined ones learn to sculpt these statues themselves with the help of their spell-like abilities.

Kladivium dragons never put themselves into danger if they can avoid it, as they consider themselves far too important to face any unnecessary risks. Intruders will be dealt with using servants, deadly ambushes or simple but effective traps. The dragon itself may use hit and run tactics to weaken its enemies if the opportunity arises, and will then escape to safety after pushing them away with their impact breath weapon. These prideful creatures usually treat all taunts and insults as weak lies, but if someone is clever enough to actually offend a kladivium dragon the monster will likely react with nearly mindless fury.

Young kladivium dragon (CR 9)

XP 6,400

NE Large Dragon (earth)

Initiative +0; Senses: dragon senses; Perception +9

Defense

AC 21, touch 9, flat-footed 21 (+0 Dex, +12 natural, -1 size)

hp 105 (10d12 + 40)

Fort +11, Ref +7, Will +9

Immunity sonic, paralysis, sleep

Offense

Speed 40 ft., burrow 30 ft., fly 200ft. (poor)

Melee bite +15 (2d6 + 10), 2 claws +14 (1d8 + 5), 2 wings +12 (1d6 + 2), tail slap +12 (1d8 + 7)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Special Attacks breath weapon (80-ft. line, DC 19, 6d4 bashing)

Spell-Like Abilities (CL 9th)

At will—message

Statistics

Str 21, Dex 11, Con 19, Int 10, Wis 11, Cha 14

Base Atk +10, CMB +16, CMD 26 (30 vs. trip)

Feats Weapon Focus (Bite), Dazzling Display, Gory Finish1, Multiattack, Iron Will

Skills Craft(Traps) +9, Intimidate +11, Fly +5, Perception +9, Sense motive +9, Stealth +1

Languages Common, Draconic

SQ powerful bite, burrowing adaptation

1: see the Feat descriptions section in Chapter 2 of Pathfinder Roleplaying Game Ultimate Combat.

Adult kladivium dragon (CR 13)

XP 25,600

NE Huge Dragon (earth)

Initiative -2; Senses: dragon senses; Perception +17

Aura frightful presence (180 ft., DC 23)

Defense

AC 27, touch 6, flat-footed 27 (-2 Dex, +21 natural, -2 size)

hp 200 (16d12 + 96)

Fort +16, Ref +8, Will +14

DR 5/magic; Defensive abilities Fortification 25%; Immunity sonic, paralysis, sleep; SR 24

Offense

Speed 40 ft., burrow 30 ft., fly 200ft. (poor)

Melee bite +23 (2d8 + 16), 2 claws +22 (2d6 + 8), 2 wings +20 (1d8 + 4), tail slap +20 (2d6 + 12)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (100-ft. line, DC 23, 12d4 bashing), crush

Spell-Like Abilities (CL 15th)

At will—message, soften earth and stone

Spells known (CL 3rd)

1st (6/day)—charm person (DC 15), mage armor, shield

0 (at will)—arcane mark, detect magic, mend, read magic, resistance

Statistics

Str 27, Dex 7, Con 23, Int 14, Wis 15, Cha 18

Base Atk +16, CMB +26, CMD 34 (38 vs. trip)

Feats Weapon Focus (Bite), Dazzling Display, Gory Finish1, Multiattack, Iron Will, Shatter Defenses, Skill focus (Intimidate), Ability focus (frightful presence)

Skills Craft(Traps) +17, Intimidate +22, Fly +9, Knowledge(Local) +7, Perception +17, Sense motive +17, Stealth +4

Languages Common, Draconic, three additional languages

SQ powerful bite, burrowing adaptation, kladivium shape

1: see the Feat descriptions section in Chapter 2 of Pathfinder Roleplaying Game Ultimate Combat.

Ancient kladivium dragon (CR 18)

XP 153,600

NE Gargantuan Dragon (earth)

Initiative -3; Senses: dragon senses; Perception +28

Aura frightful presence (300 ft., DC 30)

Defense

AC 27, touch 4, flat-footed 27 (-2 Dex, +33 natural, -4 size)

hp 348 (24d12 + 192)

Fort +22, Ref +11, Will +20

DR 15/magic; Defensive abilities Fortification 50%; Immunity sonic, paralysis, sleep; SR 29

Offense

Speed 40 ft., burrow 30 ft., fly 250ft. (clumsy)

Melee bite +37 (4d6 + 24), 2 claws +37 (2d8 + 12), 2 wings +34 (2d6 + 6), tail slap +34 (2d8 + 18)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Special Attacks breath weapon (120-ft. line, DC 29, 20d4 bashing), crush, tail sweep, meteor landing, impact breath

Spell-Like Abilities (CL 23th)

At will—message, soften earth and stone, meld into stone, discordant blast2 (DC 20)

Spells known (CL 11th)

5th (5/day)—hold monster (DC 23), transmute mud to rock (DC 21)

4th (7/day)—charm monster (DC 22), confusion (DC 22), fear (DC 20)

3rd (7/day)—dispel magic, slow (DC 19), spiked pit (DC 19), suggestion (DC 21)

2nd (8/day)—arcane lock, make whole, mirror image, resist energy, see invisibility

1st (8/day)—alarm, charm person (DC 19), identify, mage armor, shield

0 (at will)—arcane mark, detect magic, detect poison, ghost sound, mage hand, mend, open/close, read magic, resistance

Statistics

Str 35, Dex 5, Con 27, Int 18, Wis 19, Cha 22

Base Atk +24, CMB +36, CMD 44 (48 vs. trip)

Feats Weapon Focus (Bite), Dazzling Display, Gory Finish1, Multiattack, Iron Will, Shatter Defenses, Skill Focus (Intimidate), Ability Focus (frightful presence), Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Weapon Focus (Claws), Skill Focus (Stealth)

Skills Craft(Stone masonry) +9, Craft(Traps) +28, Intimidate +33, Fly +15, Knowledge(Arcana) +12, Knowledge(Local) +14, Perception +28, Sense motive +28, Stealth +12

Languages Common, Draconic, three additional languages

SQ powerful bite, burrowing adaptation, kladivium shape

1: see the Feat descriptions section in Chapter 2 of Pathfinder Roleplaying Game Ultimate Combat.

2: see the Spells section in Chapter 5 of the Pathfinder Roleplaying Game: Advanced Player’s Guide.

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