Sin Dragon + Nymph = Echidna

Garnfellow

Explorer
Hey, all --

I'm getting ready for next weekend's game, which looks to be a showdown between the PCs and a big, nasty beastie. The monster concept is loosely based on Echidna of Greek myth by way of Edmund Spenser: a half woman, half dragon terror. I built her by "multiclassing" a young adult sin dragon from Green Ronin's Testament setting with a nymph. I then used the Monster's Handbook guidelines to add some more spell-like abilities and a poison sting.

Anyway, this is what I came up with in the end, and I'd appreciate any input -- problems, questions, ideas, suggested tactics, etc. The text in red are the back-up calcs, as per the useful Game Mechanics system for statting out NPCs.

Echidna is a Monster direfull dred,
Whom Gods doe hate, and heauens abhor to see;
So hideous is her shape, so huge her hed,
That euen the hellish fiends affrighted bee
At sight thereof, and from her presence flee:
Yet did her face and former parts professe
A faire young Mayden, full of comely glee;
But all her hinder parts did plaine expresse
A monstrous Dragon, full of fearefull vglinesse.

Spenser, The Faerie Queene Book VI, Canto VI.​

Echidna: female unique dragon; CR 15; Large Dragon [Evil, Extraplanar]; HD 18d12+90 plus 12d6+60; hp 314; Init +4 (+0 Dex, +4 Improved Initiative); Spd 60 ft, swim 30 ft; AC 31, touch 16, flat-footed 31 (-1 size, +15 natural, +7 deflection); BAB +24 (+18 Dragon, +6 Nymph); Grp +34; Atk +30 melee (1d8+9 plus poison, barbed tail) (+24 BAB, +6 Str, -1 size, +1 Weapon Focus); Full Atk Atk +30 melee (1d8+9 plus poison, barbed tail) (+24 BAB, +6 Str, -1 size, +1 Weapon Focus) and +27 melee (1d8+3, 2 claws) (+24 BAB, +6 Str, -1 size, -2 secondary attack); Space/Reach 10 ft/5 ft; SA blinding beauty, confront sin, poison, spells, spell-like abilities, stunning glance; SQ blindsense, cold resistance 10, DR 10/cold iron, divine vulnerability, fire resistance 10, keen senses, immunities, unearthly grace, wild empathy +13; SR 20; AL NE; SV Fort +27, Ref +26, Will +29 (Dragon F+11, R+11, W+11; Nymph F+4, R+8, W+8; Con +5, Dex +0, Wis +3; +7 unearthly grace); Str 22, Dex 10, Con 20, Int 18, Wis 16, Cha 24.

Skills and Feats: Concentration +38, Diplomacy +38, Escape Artist +19, Hide +20, Intimidate +25 (+29 against Medium-sized creatures), Knowledge (arcana) +11, Knowledge (religion) +25, Listen +38, Move Silently +29, Search +25, Sense Motive +34, Spot +38, Swim +33, Use Magical Device +13; Ability Focus (stunning glance) 6th, Alertness 1st, Blind Fight 21th, Cleave 24th, Improved Initiative 3rd, Improved Natural Attack (barbed tail) 18th, Improved Sunder 27th, Multiattack 12th, Power Attack 15th, Quicken Spell-like Ability (darkness) 30th, Weapon Focus (barbed tail) 9th.

Blinding Beauty (Su): This ability affects all humanoids within 30 feet of Echidna. Those who look directly at her must succeed on a DC 23 Fortitude save or be blinded permanently as though by the blindness spell. Echidna can suppress or resume this ability as a free action. The save DC is Charisma-based.

Blindsense (Ex): Echidna can pinpoint creatures within a distance of 60 feet. Opponents that Echidna can’t actually see still have total concealment against her.

Confront Sin (Su): Echidna is made stronger by the sin of her opponents. All physical attacks do bonus damage equal to +2 damage for each step the target's alignment is away from lawful good.

Divine Vulnerability (Su): Echidna has a weakness, a special action that any person with a good alignment can do to instantly destroy her. [I'm still playing around with what the special action might be. Any suggestions?]

Frightful Presence (Ex): The ability takes effect automatically whenever Echidna attacks or charges. Creatures within a 150 ft radius are subject to the effect if they have less than 18 HD. A potentially affected creature that succeeds on a DC 26 Will save remains immune to Echidna'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. The save DC is Charisma-based.

Immunities (Ex): Echidna is immune to sleep effects and paralysis effects.

Keen Senses (Ex): Echidna sees four times as well a human in shadowy illumination and twice as well in normal light. She also has darkvision out to 120 feet.

Poison (Ex): Injury, Fortitude DC 24, initial and secondary damage 1d6 Str. The save DC is Constitution-based.

Spell-Like Abilities: At will—darkness, discern lie (DC 20), dispel magic, magic circle against good; 3/day—confusion (DC 21), crushing despair (DC 21), deeper darkness, silence (DC 19), slow (DC 20), touch of idiocy; 1/day—dimension door, insanity (DC 24), plane shift (DC 23), mass suggestion (DC 23), song of discord (DC 22). Caster level 13th.

Spells: Echidna casts divine spells as a 7th-level druid and arcane spells as a 1st-level sorcerer.

Stunning Glance (Su): As a standard action, Echidna can stun a creature within 30 feet with a look. The target creature must succeed on a DC 25 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su): Echidna adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Wild Empathy (Ex): By making a successful wild empathy check, Echidna can improve the attitude of an animal as if making a Diplomacy check to improve the attitude of a person. The ability normally takes 1 minute to use, and Echidna and the animal have to be able to study each other (within 30 feet under normal visibility conditions).

Druid Spells Prepared (6/5/4/3/1, DC 13 + spell level): 0—flare, guidance (2), resistance (2), virtue; 1st—endure elements, entangle (2), obscuring mist, pass without trace; 2nd—bear's endurance, chill metal, fog cloud, owl's wisdom; 3rd—protection from energy, spike growth, wind wall; 4th—freedom of movement.

Sorcerer Spells Known (5/5, DC 17 + spell level): 0—daze, detect magic, ghost sound, resistance; 1—silent image, sleep.

Possessions: 34,000 gp—wand of hold person 4,500 gp, periapt of wisdom +2 (reflected in statistics above) 4,000 gp, fire opal pendant 3,600 gp, gold platter 3,300 gp, sapphire tipped sceptre 3,000 gp, ivory sword 2,700 gp, gold and silver coffer 2,500 gp, brass orb inlaid with moonstone 2400 gp, gold bull idol 1200 gp, brass bowl 1000 gp, tapestry 800 gp, scroll of endure elements, owl's wisdom, wind wall 575 gp, potion of blur 300 gp, ivory statuette 60 gp, scroll of ray of enfeeblement and summon monster I 50 gp, 4,015 gp remaining wealth in coins.

Physical Description: From above the waist, Echidna appears to be a beautiful human woman, but below is the form of a foul dragon with blue-black scales.

Skills (Dragon): Concentration 18 ranks (+5 Con), Diplomacy 16 ranks (+7 Cha, +2 synergy), Escape Artist 7 ranks (+0 Dex), Hide 16 ranks (+0 Dex, -4 size), Intimidate 18 ranks (+7 Cha), Knowledge (arcana) 7 ranks (+4 Int), Knowledge (religion) 21 ranks (+4 Int), Listen 18 ranks (+3 Wis, +2 Alertness), Move Silently 16 ranks (+0 Dex), Search 21 ranks (+4 Int), Sense Motive 18 ranks (+3 Wis), Spot 18 ranks (+3 Wis, +2 Alertness), Swim 7 ranks (+6 Str, +8 racial trait), Use Magic Device 9 ranks (+4 Int) = 270 (210 skill points)

Skills (Nymph): Concentration 15 ranks, Diplomacy 13 ranks, Escape Artist 12 ranks, Hide 12 ranks, Listen 15 ranks, Move Silently 13 ranks, Sense Motive 13 ranks, Spot 15 ranks, Swim 12 ranks = 120 (120 skill points).

NOTE: Number of feats is derived as follows: 1 at 1st, 3rd, 6th, 9th, 12th, 15th, 18th, 21st, 24th, 27th, 30th = 11


OTHER NOTES:

The sin dragon was modified for 3.5 (CR 8 > CR 9; fire resistance 20 > fire resistance 10; cold resistance 20 > cold resistance 10; DR 10/+3 > 10/cold iron) and water movement (loses fly speed and gains swim speed). Added 2 HD of dragon and a barbed sting (with poison) for +1 CR.

Using Monster's Handbook guidelines, added 6 HD of fey and increased CR by +3 with new spell-like abilities: confusion, crushing despair, deeper darkness, insanity, plane shift, mass suggestion, silence, song of discord, touch of idiocy. Increased caster level on all spell-like abilities (where appropriate) to 13th.
 
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Cool idea.

What level are the PCs? That blinding power at Fort DC23 is going to be harsh if they try to close to melee. Consider a good Fort save at level15 is 2+(15/2)=+9 plus let's say Con16 for +12. So they've got a 50/50 chance of going blind every round of combat. And with 314 hit points, there are going to be a couple rounds of combat. Ditto on the Frightful Presence DC, except worse. All that speculation is highly dependant on the party, perhaps you have a lot of multiclassing, PrCs, or items that have resulted in high saves. I'm just seeing a high Will save and then a high Fort save that can mess up both the typical wizard and the typical fighter - strength vs. weakness.

Do they know enough about her ahead of time to plan for her strengths and weaknesses? A lot of good divinations or bardic knowledges could help a lot, since they could go in using Blindsight on the lead fighter or somesuch.

As for the weakness, I'll offer up some cliches:
* Kiss her full on the lips
* Forgive her all her sins
* Entice her to drink holy water or eat consecrated food

john
 

Greybar said:
What level are the PCs? [SNIP]

Do they know enough about her ahead of time to plan for her strengths and weaknesses? A lot of good divinations or bardic knowledges could help a lot, since they could go in using Blindsight on the lead fighter or somesuch.

As for the weakness, I'll offer up some cliches:
* Kiss her full on the lips
* Forgive her all her sins
* Entice her to drink holy water or eat consecrated food

john

John,

Thanks for the suggested weaknesses. As for the party, there are 10 PCs total, and with their average level a CR 14 or 15 encounter makes for a pretty good, climactic fight. I think right now she's a little too tough for them to take on.

So far the players have only heard rumors of something nasty, with little specifics. A few sessions ago they actually scouted near Echidna's lair, but quickly got freaked out and left.

My players are pretty savvy and reasonably cautious -- so I don't expect a full-on confrontation any time soon. Probably they'll make a couple of hit-and-run sorties (and get the pants scared off them in the process), as well as make attempts to dig up some research on her.

I'd like to gradually build this up over a couple of sessions before the final throw down. Honestly, I think the more they learn the more frightened they are going to get . . .
 
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Garnfellow said:
John,

Thanks for the suggested weaknesses. As for the party, there are 10 PCs total, and with their average level a CR 14 or 15 encounter makes for a pretty good, climactic fight. I think right now she's a little too tough for them to take on.

...

I'd like to gradually build this up over a couple of sessions before the final throw down. Honestly, I think the more they learn the more frightened they are going to get . . .

Nice. I was worried that you meant that next weekend's game would be them facing her down.

10 PCs! I thought I was nuts with 6 PCs (though I know many here run more than that).

My two bits on having lots of PCs - have lots of enemies instead of one baddie. One baddie has to be strong enough to challenge them all, so by the same token it is going to be very capable of eliminating a PC. In this case, I think she doesn't have the "instant kill" capability that would unbalance things too much. Is she more of a "heart of the evil organization" type, surrounded by evil druids and rangers and fey and such?

Again, your mileage may vary - I don't mean to be negative on ya.

john
 

Greybar said:
10 PCs! I thought I was nuts with 6 PCs (though I know many here run more than that).

My two bits on having lots of PCs - have lots of enemies instead of one baddie. One baddie has to be strong enough to challenge them all, so by the same token it is going to be very capable of eliminating a PC. In this case, I think she doesn't have the "instant kill" capability that would unbalance things too much. Is she more of a "heart of the evil organization" type, surrounded by evil druids and rangers and fey and such?

John,

My experience with DMing large groups of PCs sounds very similar to yours -- it's hard to develop a standalone big bad monster that's going to be a challenge without killing anyone.

The large party size is certainly playing into my design choices here. A blinding ability is much more fearsome against an iconic four-member party -- blind one character, and you're affecting 25% of the group. With 10 PCs, they can more easily "share the love." Plus, they have a wider variety of resources to counter/cope with monster attacks.

Based on this experience, I agree that multiple opponents are better for larger PC groups than single boss monsters. However, I envision Echidna as largely a loner -- hated by and in turn hating all she encounters.

As you get closer and closer to her lair, you will encounter more and more of her progeny: wretched, chimerical monsters lurking in the wilderness. But she's not a very good mother, I'm afraid. She'll eat her own babies if she gets the chance. Although now that I think about it, throwing in a couple of weak "newborns" into a fight with her might add a certain zing.
 


I really like the background of the creature. With 4 PCs though, I'd up the CR by 1 or 2... probably out of pity for the characters :)
 

Creamsteak said:
I really like the background of the creature. With 4 PCs though, I'd up the CR by 1 or 2... probably out of pity for the characters :)

Yeah, I could get behind that. A CR of 15 is only in line with the challenge ratings of other dragons, which we know are low compared to other monster types.
 


Spawn of Echidna: The Braying Monster

Here's but one of Echidna's wretched progeny. The PCs will run into several of her ilk before encountering Echidna herself. This thing was built using a blight wolf (Creature Collection Revisited), advancing her out to 14 HD, and adding the Beast of Set template (Necropolis).

The Baying Monster: CR 13; Large Magical Beast; HD 15d10+120; hp 206; Init +7; Spd 90 ft; AC 21, touch 15, flat-footed 15; BAB +15; Grp +23; Atk +21 melee (2d6+4 plus poison, bite); Full Atk +21 melee (2d6+4 plus poison, bite) and +19 melee (1d6+2, 2 claws) or +21 melee (2d6+4 plus poison, bite) and +19 melee (1d8+2, tail); Space/Reach 10 ft/5 ft; SA chilling howl, frightful presence, poison, spell-like abilities; SQ DR 15/magic, immunities, resistance to acid, cold, electricity, and fire 10, scent, partial flight, sense purity; SR 30; AL CE; SV Fort +17, Ref +16, Will +5; Str 19, Dex 24, Con 26, Int 9, Wis 10, Cha 16.

Skills and Feats: Hide +4, Jump +4, Listen +6, Move Silently +14, Search +1, Spot +12, Survival +4; Alertness, Combat Reflexes, Improved Natural Attack (bite), Multiattack, Quicken Spell-Like Ability (cure moderate wounds), Weapon Finesse.

Chilling Howl (Su): The Baying Monster can howl as a standard action. This sonic, mind-affecting compulsion affects all creatures within a 400-foot radius. Affected creatures must succeed on a DC 20 Will save or be panicked for 1d6 rounds. Whether or not the save is successful, an affected creature is immune to the effects of the Baying Monster's howl again for 24 hours. The effect’s caster level is 15th. The save DC is Charisma-based.

Frightful Presence (Ex): The Baying Monster can inspire terror by making a loud sound. All creatures within 30 ft must make a DC 20 Will save or become frightened for 5d6 rounds. The save DC is Charisma-based.

Poison (Ex): Bite, DC 25 Fortitude save; initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Spell-Like Abilities: 3/day—cure moderate wounds (self only), darkness, displacement, polymorph; 1/day—desecrate, dispel good (DC 18), protection from good, unholy blight (DC 17). Caster level 15th.

Immunities (Ex): The Baying Monster has immunity to mind-affecting spells and effects, paralysis, and non-lethal damage.

Partial Flight (Ex): The Baying Monster can fly at a speed of 60 ft for up to 3 rounds, after which time it may not fly again for an equal number or rounds; it is treated as having clumsy maneuverability. Due to its wings, the Baying Monster's maximum jumping distance is not limited by its height, and moreover, it doubles the result of all Jump checks for purpose of determining jumping distance. If the Baying Monster should lose the use of its wings for any reason, it loses the partial flight ability, and its ground speed is reduced to 60 ft.

Scent (Ex): The Baying Monster can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Sense Purity (Su): The Baying Monster automatically senses good creatures, spells and items within 60 ft at will, as if they had spent 3 rounds concentrating with a detect good spell active. This ability does not constitute an action. If the Baying Monster actually spends one round concentrating, it can also discern whether a particular good subject is also lawful.

Physical Description: The Baying Monster has the head of a wolf, a dragonlike body and tail, and large, bat-like wings.
 
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