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Well we all know dragons are ace but which ones the daddy, and are they all so easy to kill with finger of death, because I killed one of 'em with it. http://www.tgeweb.com/cgi-bin/ubb/no.../angryfire.gif
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Reading the monster manual in waldens I think there is no way in hell a colossal great wyrm is gonna fall to a finger of death.
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------------------ Kneel before the biggest cheese in the world, ALL HAIL CHEESE! |
That was no great wrym. That was most likely a young adult, as they all are.
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With apologies to Memnoch ('cause I cut and pasted this from the Achieves from a thread back in Jan):
Say hello to Tiamat, ruler of the First Plane of the Nine Hells: 3rd Ed Stats - quite lengthy Tiamat Colossal Dragon Hit Dice: 49d12+588 (906 hp) Initiative: +4 (Improved Initiative) Speed: 40 ft., Fly 150 ft. (clumsy), Sw 40 ft. AC: 50 (-8 size, +48 natural) Attacks: 5 Bites, +60 melee; 2 wings, +55 melee; sting, +55 melee Damage: Bite, 4d6+19; wings, 2d8+9; sting, 4d6+9 plus poison Face/Reach: 15'x40' / 15' Special Attacks: Breath weapons, frightful presence, sound imitation, spells, spell-like abilities Special Defenses: Scent, spell resistance 30, damage reduction (25/+4), immunities, see invisibility, keen senses, water breathing Saves: Fort +39, Ref +27, Will +34 Abilities: Str 49, Dex 10, Con 35, Int 28, Wis 25, Cha 28 Skills: Alchemy +35, Bluff +61, Concentration +63, Diplomacy +61, Gather Information +59, Intimidate +61, Knowledge (Arcana) +31, Knowledge (Dragonkind) +34, Knowledge (History) +31, Knowledge (the Planes) +31, Knowledge (Religion) +31, Listen +61, Scry +61, Search +61, Sense Motive +59, Spellcraft +61, Spot +61, Wilderness Lore +33. Feats: Alertness, Blind-Fight, Combat Casting, Hover, Improved Critical (Bite), Improved Initiative, Expertise, Fly-By Attack, Power Attack, Quicken Spell-like Ability (domination), Snatch, Wingover Climate/Terrain: Any land and underground Organization: Solitary (1), Troupe (Tiamat and 1d6 chromatic dragons of age categories d8+4) Challenge Level: 25 (solitary) Treasure: When traveling, Tiamat carries her magic items and 2d12+2 gems of various sizes. Her lair contains 2d4 level 20 treasures. Alignment: Always lawful evil Advancement Range: N/A Combat: Multiple Heads: As shown above, Tiamat gains five bite attacks per round. A head can be severed with a slashing weapon if the weilder inflicts a single blow causing 185 hp damage. Breath Weapons (Su): Must wait d4 rounds between using breath weapons. As she has five heads, each head can deliver a different breath weapon. DC 46 Reflex save for half damage for each type of breath weapon: Cold: 12d6 damage Acid: 24d4 damage Gas: 24d6 damage Lightning: 24d8 damage Fire: 24d10 damage Frightful Presence (Ex): Can cause "panicked" or "shaken" state in creatures under 49 HD within a 480' range (DC 43 Will save negates for one day). Sound Imitation (Ex): Tiamat can mimic any sound or voice. DC 43 Will save to detect. Spells: Tiamat is a 20th-level sorcerer and a 20th-level Cleric with access to the domains of Evil and Law. Spell-like Abilities: In addition to her spells, Tiamat can cast each of the following three times per day as a 20th-level caster: command plants, control weather, darkness, domination, fog cloud, gust of wind, mirage arcana, plant growth, suggestion, summon swarm, veil, ventriloquism. DCs against these spells are 19 plus the spell level. She can corrupt water once per day. She can charm reptiles three times per day (as mass charm spell, DC 27 Will save negates). Poison (Ex): Stung creatures suffer 3d6 temporary Constitution damage (DC 46 Fort save to negate). After 1 minute, make a second save or suffer an additional 3d6 temporary Constitution damage. Water Breathing (Ex): At will, always active. Magic Items: Tiamat typically carries these items (not included in stats): amulet of the planes, +8 bracers of armor, carpet of flying, cloak of displacement, crystal ball with detect thoughts, darkskull, iron bands of Bilarro, iron flask, orb of storms, portable hole, +5 ring of deflection, +5 ring of resistance, rod of rulership, rod of splendor. Yeah, so I faced her on the Material plane once. Very funny. Party of 8, all 19-21 levels with 1200 followers in my Holy Estates. One day everything was normal, the next we were just a big scorch mark on the face of the planet. Last time I tell the DM that nothing is tough, to bring something hard on. http://www.tgeweb.com/cgi-bin/ubb/no...iles/smile.gif BK |
black night
what game were you playing when you faced her? Is it a computer game or what? |
There is a great wyrm: Ichachet (sp?) from HoW. Silver Dragon.
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It was obviously a live game, since otherwise you can't tell DM to do something http://www.tgeweb.com/cgi-bin/ubb/no...iles/smile.gif
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I think Caleb is father of all dragons: as dragons are pretty ugly....LOL!
------------------ In the foul darkness one figure will emerge to save the world from evil and despair.... Light flashes as his sword comes down, and thunder rolls through the sky when he points his sword up to heaven to signal his victory....People whisper his name as he walks by, evil tries to hide as they sense his presence nearby.... His name? Link...... |
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------------------ http://www.dabros.com/images/bg2guy/azurewolf1.jpg "I was born of darkness. My fathers eyes closed before mine opened. I am not of this world or the other, and I have the right to be what I am..." "I've put my trust in you, pushed as far as I can go. For all this theres only one thing you should know....." |
What about Bahamut(sp?)? Don't remember his stats too clearly, but he has better HP than Tiamut, I remember.
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Case closed I think! Yes the daddy of all dragons has to be.... The biscuit king. But the grandfathers me mwaaaa! Mhaaaaa!
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Whats up witht he laugh shadow you sound like your crying for your mommmy http://www.tgeweb.com/cgi-bin/ubb/no...iles/smile.gif I think bahamut and tiamat are the children of another dragon so he is the father of em all.
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Here are the stats for Bahamut.
<font color="silver"> BAHAMUT (The Platinum Dragon) Colossal Dragon Hit Dice: 53d12+742 (1086 hp) Initiative: +4 (Improved Initiative) Speed: 60 ft., Fly 300 ft. (poor), Sw 60 ft. AC: 54 (-8 size, +52 natural) Attacks: Bite, +66 melee; 2 claws, +61 melee; 2 wings, +61 melee; tail slap, +61 melee Damage: Bite, 4d8+21; claws, 4d6+10; wings, 2d8+10; tail slap, 4d6+10 Face/Reach: 10 ft. by 50 ft./ 20 ft. Special Attacks: Breath weapons, frightful presence, spells, spell-like abilities Special Defenses: Scent, spell resistance 30, damage reduction (25/+4), immunities, see invisibility, keen senses, water breathing Saves: Fort +43, Ref +29, Will +42 Abilities: Str 53, Dex 10, Con 39, Int 35, Wis 36, Cha 35 Skills: Alchemy +40, Animal Empathy +40, Bluff +65, Concentration +72, Diplomacy +65, Disguise +34, Escape Artist +56, Gather Information +65, Heal +41, Intimidate +65, Intuit Direction +41, Knowledge (Arcana) +34, Knowledge (Dragonkind) +37, Knowledge (History) +34, Knowledge (Nature) +34, Knowledge (the Planes) +34, Knowledge (Religion) +34, Listen +71, Scry +68, Search +65, Sense Motive +69, Spellcraft +68, Spot +71, Wilderness Lore +41. Feats: Alertness, Blind-Fight, Combat Casting, Hover, Improved Critical (Bite), Improved Disarm, Improved Initiative, Expertise, Fly-By Attack, Power Attack, Quicken Spell-like Ability (sunburst), Snatch, Wingover Climate/Terrain: Any land and underground Organization: Solitary (1), Troupe (Bahamut and seven great gold wyrms) Challenge Level: 25 (solitary) Treasure: When traveling, Bahamut carries his magic items and 1d8+4 gems of various sizes. Bahamut's palace contains 2d4 level 20 treasures. Alignment: Always lawful good Advancement Range: N/A COMBAT Breath Weapons (Su): Must wait d4 rounds between using breath weapons. Cold: 36d10 damage (DC 50 Reflex save for half) Gaseous Form: stunned and turned gaseous for 32 rounds (DC 50 Fortitude save negates). Disintegration: (DC 50 Fortitude save negates) Frightful Presence (Ex): Can cause "panicked" or "shaken" state in creatures under 53 HD within a 480-foot range (DC 48 Will save negates for one day). Spells: Bahamut is a 20th-level sorcerer and a 20th-level Cleric with access to the domains of Good and Air. Spell-like Abilities: In addition to his spells, Bahamut can cast each of the following three times per day as a 20th-level caster: control water, control winds, control weather, create food and water, detect thoughts, feather fall, fog cloud, foresight, quest, speak with animals, and sunburst. Can shapechange at will. DCs against these spells are 14 plus the spell level. Immunities (Ex): Immune to acid, cold, electricity, fire, poison, sleep, and paralysis. Immune to spells and spell-like powers of 5th level or less. See Invisible (Ex): Range 1600 feet, always active. Keen Senses (Ex): Excellent vision; has darkvision to range of 1600 feet. Water Breathing (Ex): At will, always active. Magic Items: Bahamut typically carries these items (not included in stats): amulet of proof against detection and location, bracers of armor +8, cloak of displacement, cubic gate, cube of force, gem of brightness, glove of storing, portable hole, +5 ring of deflection, +5 ring of resistance, rod of alertness, rod of cancellation, rod of enemy detection, staff of power. </font> ------------------ http://www.tgeweb.com/cgi-bin/ubb/no...es/genwalk.gif http://www.tgeweb.com/cgi-bin/ubb/no...es/memname.gif |
What about the pseudo dragon familiar you can get, that's pretty
tough. ------------------ Tiax will rule all! Who prodded Tiax?! Prepare to feel the mighty magical powers of Tiax... stop laughing! (The "wise" words of Tiax.) |
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That's not even a dragon! |
Aha! I knew Bahamut was better! Well, I think he is...less likely to torch you on sight, too, which is a plus in mY book. http://www.tgeweb.com/cgi-bin/ubb/no...es/biggrin.gif
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