Grymm and Lochh (3.5e NPC)
NOTE: Grymm and Lochh are NPCs in the Years of Gold setting, and the entry reflects that. They should be easy enough to adapt to games and campaigns in other settings with only minor cosmetic changes.
Green dragon | |
NE Huge dragon (air) | |
Init/Senses | +4/blindsense 60 ft., keen senses; Listen +33, Spot +33 |
Languages | Maridian, Or |
AC | 33, touch 8, flat-footed 33 (-2 size, +25 natural) |
hp | 325 (26 HD) |
Fort/Ref/Will | +21/+15/+19 |
Speed | 40 ft., fly 150 ft. (poor), swim 40 ft |
Melee | bite +34 (3d8+10), 2 claws +32 (3d6+5), 2 wings +32 (1d8+5), tail slap +32 (2d6+15) |
Base Atk/Grp | +26/+44 |
Atk Options | crush 2d8+15 |
Special Actions | breath weapon, frightful presence, spells, spell-like abilities |
Spells Known | (CL 9th): 3rd (7/day)—stinking cloud, lightning bolt, slow 1st (7/day)—true strike, magic missile, color spray, ray of enfeeblement, reduce person 0 (6/day)—resistance, acid splash, dancing lights light, ghost sound, read magic, mage hand, prestidigitation |
Spell-Like Abilities | (CL 9th): 3/day—suggestion (DC 17) 1/day—plant growth |
Abilities | Str 31, Dex 10, Con 23, Int 18, Wis 19, Cha 18 |
SQ | immunity to sleep, paralysis and acid, water breathing, damage reduction 10/magic, spell resistance 24, blindsense 60 ft., keen senses |
Feats | Blind-Fight, Cleave, Hover, Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claw), Multiattack, Power Attack, Snatch |
Skills | Bluff +33, Concentration +35, Diplomacy +33, Escape Artist +29, Intimidate +33, Knowledge (local) +33, Listen +33, Search +33, Sense Motive +33, Spot +33 |
Breath Weapon (Su) | 50-foot cone of corrosive (acid) gas, once every 1d4 rounds, damage 16d6 cold, Reflex DC 29 half. The save DC is Constitution-based. |
Frightful Presence (Ex) | Grymm and Lochh can unsettle foes with their mere presence. The ability takes effect automatically whenever one of them attacks, charges, or flies overhead. Creatures within a radius of 240 feet are subject to the effect if they have fewer HD than them. A potentially affected creature that succeeds on a DC 27 Will save 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. |
Crush (Ex) | This special attack allows a flying or jumping Grymm or Lochh to land on opponents as a standard action, using their whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than either dragon (though they 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 DC 29 Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless it moves off them. If Grymm or Lochh 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. |
Water Breathing (Ex) | Grymm and Lochh can breathe underwater indefinitely and can freely use their breath weapon, spells, and other abilities while submerged. |
Blindsense (Ex) | Grymm and Lochh can pinpoint creatures within a distance of 60 feet. Opponents they can’t actually see still have total concealment against them. |
Keen Senses (Ex) | Grymm and Lochh see four times as well a human in shadowy illumination and twice as well in normal light. They also have darkvision out to 120 feet. |
History
Grymm and Lochh were spawned on consecutive days thousands of years ago. Aleister came upon them in his native Dunas and defeated them in combat. Instead of killing them, a prophetical vision came upon him: these two would be elemental in his history, and their slaying would change his future drastically. Unsure of what to do, the Green Devil forced the two to work as his generals. The two dragons completed their duties effectively and ruthlessly. Marveling at their skills, Aleister "adopted" them after a fashion, and taught them in lore.
Unfortunately Grymm and Lochh had not been blessed with great minds at birth, and were impervious to Aleister's teachings. The great dragon gave up and chose instead to make the two the generals of his warhordes, as well as personal bodyguards when need be. The two think of Aleister as a benevolent, if tyrannical father, while Aleister has nothing but contempt for the two. It hides this well, and the two don't even begin to guess at their "father's" true feelings.
Appearance and personality
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Twin terrors under Aleister's rule. |
Both Grymm and Lochh are unusually large and powerfully built for green dragons of their age. They are a much darker green than Aleister, and their scales are heavy-set and thick. Their great frames hide minds less awe-inspiring. They speak Maridian in a coarse fashion, mixing in words of other languages and swearing often.
Grymm takes great pride in being the older (if only by a day) of the two, and rarely passes a chance to mention this. The brothers often squabble and fight when Aleister is not watching, and can get very violent in these confrontations. They respect their adoptive father to an extent that's close to fanatical, and would do anything to protect him. Any suggestion that Aleister has anything but love and care for the two leads to a destructive rage; this can be used as a weapon against them, as they are reckless in this state. Aleister doesn't let them use the Mirror of True Lies, and thus they're always in dragon form.
Followers and allies
See Aleister.
Recent activity and plans
See Aleister.
Combat
Unlike their adoptive father, Grymm and Lochh enjoy up-close-and-personal fights, taking delight in the carnage of melee. They approach enemies quickly, usually with magical defenses up (stoneskin and blur being the two most important), and initiate melee on their own terms. Grymm and Lochh fight best when both are present and in the fray.
The two have a gift for strategy that allows them to work effectively together, flanking and snatching up foes. They never use their breath weapons simultaneously, opting instead to overpower foes by alternating them, putting enemies under continuous stress. When alone, their fighting capabilities are much lower. Grymm tends to rush to melee when fought one-on-one, using his breath weapon as often as possible; Lochh, on the other hand, breaths acid onto his enemies and keeps his distance, taking to the skies much more often.
The magical force of Grymm and Lochh are not nearly on the level of Aleister, and they know this; thus, they wont waste time on too much spellcasting. The occasional stinking cloud and lightning bolt are possible, especially when the fight is spearheaded by Aleister, but the two would much rather rip their enemies to shreds with their teeth and claws than befuddle them with magic. The two fight cleverly and have no qualms about escaping against bad odds, but if protecting their adoptive father, fight to the bitter end.
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