Aerolith (3.5e Creature)

The Aeroliths are not done and therefore shouldn't be treates as if they are. More will be added, but the creature itself is on hold.

Type: Dragon (Rock)
Environment: Mountains and caves.
Organization: Domesticated
Challenge Rating: Wyrmling 2; very young 3; young 3; juvenile 5; young adult 7; adult 8; mature adult 11; old 12; very old 13; ancient 15; wyrm 16; great wyrm 18
Treasure: Double Standard
Alignment: Lawful Neutral/Lawful Evil
Advancement: Wyrmling 5-6 HD; very young 8-9 HD; young 11-12 HD; juvenile 14-15 HD; young adult 17-18 HD; adult 20-21 HD; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38-40 HD
Level Adjustment:
Aerolith Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling S 3d8+6 (30) 11 12 12 10 11 14 5/1 5 5 4 4 1d6+2 (12)
Very young M 8d8+12 (76) 13 12 14 12 13 15 8/6 9 6 5 6 2d6+2 (14)
Young M 13d8+25 (129) 15 12 16 14 15 16 11/11 12 9 7 8 3d6+2 (16)
Juvenile L 18d8+32 (176) 17 12 18 16 17 17 14/16 16 10 8 10 4d6+2 (17)
Young adult L 23d8+57 (241) 19 12 20 18 18 18 17/21 20 13 9 12 5d6+2 (20) 21
Adult H 28d8+68 (292) 21 12 22 20 19 19 20/26 24 15 10 15 6d6+2 (21) 22
Mature adult H 33d8+94 (358) 23 12 24 22 20 20 23/31 27 18 12 17 7d6+2 (24) 25
Old H 38d8+109 (413) 25 12 26 24 21 21 26/36 31 19 13 20 8d6+2 (25) 26
Very old G 43d8+154 (498) 27 12 28 26 22 22 29/41 34 22 15 23 9d6+2 (28) 29
Ancient G 48d8+203 (587) 29 12 30 28 23 23 32/46 38 24 16 26 10d6+2 (30) 30
Wyrm C 53d8+275 (699) 31 12 32 30 24 24 35/51 42 27 18 28 11d6+2 (33) 33
Great wyrm C 58d8+327 (791) 33 12 34 32 26 25 38/56 46 30 19 30 12d6+2 (35) 36
Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 60 ft., fly 150 ft. (average), swim 30 ft. 0 15(+1 size, +4 natural), touch 11,
flat-footed 15
1st 16
Very young 60 ft., fly 150 ft. (average), swim 30 ft. 0 18(+1 size, +7 natural), touch 11,
flat-footed 18
3rd 18
Young 60 ft., fly 200 ft. (good), swim 30 ft. 0 20(+10 natural), touch 10,
flat-footed 20
5th 20
Juvenile 60 ft., fly 200 ft. (good), swim 30 ft. 0 23(+13 natural), touch 10,
flat-footed 23
7th 22
Young adult 60 ft., fly 200 ft. (good), swim 30 ft. 0 26(+16 natural), touch 10,
flat-footed 26
9th 24
Adult 60 ft., fly 200 ft. (perfect), swim 30 ft. 0 28(-1 size, 19 natural), touch 9,
flat-footed 28
11th 26
Mature adult 60 ft., fly 200 ft. (perfect), swim 30 ft. 0 31(-1 size, 22 natural), touch 9,
flat-footed 31
13th 28
Old 60 ft., fly 200 ft. (good), swim 30 ft. 0 34(-1 size, 25 natural), touch 9,
flat-footed 34
15th 30
Very old 60 ft., fly 200 ft. (good), swim 30 ft. 0 36(-2 size, 28 natural), touch 8,
flat-footed 36
17th 32
Ancient 60 ft., fly 200 ft. (average), swim 30 ft. 0 39(-2 size, 31 natural), touch 8,
flat-footed 39
19th 34
Wyrm 60 ft., fly 250 ft. (average), swim 30 ft. 0 42(-2 size, 34 natural), touch 8,
flat-footed 42
20th 36
Great wyrm 60 ft., fly 250 ft. (poor), swim 30 ft. 0 43(-4 size, 37 natural), touch 6,
flat-footed 43
21th 38

The Aeroliths have always been hunters, capable of great virtues of stealth. Their skin the color of the mountains and their minds sat for prey, they kill whatever they see as edible. The worst part of facing one is there could be thirty others nearby, able to come to it if you just struck it loud enough or it got to just give out one loud screech. If the mountain rocks move when you're near, I would get the hell out of there, because the number of rocks nearby could easily be the number of Aeroliths ready to eat you.

The Aeroliths live in the mountains and therefore look as such. From when they're small, they learn to move their massive wingspans to make them look like rocks and when they are old enough to hunt themselves they lay as the ground you walk on and strike. They have dark greyish brown scales covering their bodies and usually have small rocks growing over their scales, making them look like the mountains.

Combat


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 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 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.

Breath Weapon (Su): 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. Saves against nondamaging breath weapons use the same DC; the kind of saving throw is noted in the variety descriptions. The save DC against a breath weapon is 10 + 1/2 dragon’s HD + dragon’s Con modifier.

Breath weapons come in two basic shapes, line and cone, whose areas vary with the dragon’s size.

Dragon Breath Weapons
Dragon SizeLine* (Length)Cone** (Length)
Tiny30 ft.15 ft.
Small40 ft.20 ft.
Medium60 ft.30 ft.
Large80 ft.40 ft.
Huge100 ft.50 ft.
Gargantuan120 ft.60 ft.
Colossal140 ft.70 ft.
*A line is always 5 feet high and 5 feet wide.
**A cone is as high and wide as its length.

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 10 + 1/2 dragon’s HD + dragon’s Cha modifier) 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 (Su): 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: All dragons have skill points equal to (6 + Int modifier, minimum 1) x (Hit Dice + 3). Most dragons purchase the following skills at the maximum ranks possible: Listen, Search, and Spot. The remaining skill points are generally spent on Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device at a cost of 1 skill point per rank. All these skills are considered class skills for dragons. (Each dragon has other class skills as well, as noted in the variety descriptions.)

Feats: All dragons have one feat, plus additional feats based on Hit Dice just like any other creature. Dragons favor Alertness, Blind Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (claw or bite), Wingover, and any metamagic feat that is available and useful to sorcerers.


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