Spawn of Tiamat (Converted Unique Dragons)

Shade

Monster Junkie
The following conversions are from the excellent article "Spawn of Tiamat, Children of Bahamut" by Keith Strohm in Dragon Magazine #260. Tiamat figures prominently in my campaign, so I had need of these conversions and figured I'd share.

Mordukhavar the Reaver
Colossal Dragon (Evil, Extraplanar, Lawful)
Hit Dice: 42d12+420 (693 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 200 ft. (clumsy)
Armor Class: 45 (–8 size, +0 Dex, +43 natural) touch 2, flat-footed 45
Base Attack/Grapple: +42/+75
Attack: Bite +52 melee (4d8+17/19-20 plus paralysis)
Full Attack: 2 bites +52 melee (4d8+17/19-20 plus paralysis) and 2 claws +49 melee (4d6+8 plus paralysis) and 2 wings +49 melee (2d8+8 plus paralysis) and tail slap +49 melee (4d6+25 plus paralysis)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, crush 4d8+25, frightful presence, paralysis, spell-like abilities, spells, summon baatezu, tail sweep 2d8+25
Special Qualities: Blindsense 60 ft., damage reduction 20/good and silver, fiendish form, immunity to acid, fire, paralysis, poison, and sleep, keen senses, regeneration 10, resistance to cold 20, spell resistance 38
Saves: Fort +33, Ref +23, Will +31
Abilities: Str 45, Dex 10, Con 31, Int 26, Wis 27, Cha 26
Skills: Bluff +53, Concentration +55, Diplomacy +57, Disguise +53 (+55 acting), Hide -16, Intimidate +55, Jump +66, Knowledge (arcana) +53, Knowledge (religion) +53, Knowledge (the planes) +53, Listen +53, Search +53, Sense Motive +53, Spellcraft +55, Spot +53, Survival +8 (+10 on other planes)
Feats: Awesome Blow, Cleave, Flyby Attack, Great Cleave, Hover, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack, Quicken Spell-Like Ability (greater teleport), Snatch, Weapon Focus (bite), Wingover
Epic Feats: Dire Charge
Environment: Nine Hells of Baator
Organization: Solitary
Challenge Rating: 28
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: -
Level Adjustment: -

This massive, two-headed dragon has fiery-red scales and reeks of brimstone. Its wings are powerful, batlike appendages with wicked claws, and its thick tail ends in a cruel barb.

Sages speak of Mordukhavar in whispers. Reputed to be the offspring of Tiamat and one of the Dark Eight, the two-headed Mordukhavar is one of the most powerful abominations ever to climb from the pits of Baator.

Mordukhavar moves between the Nine Layers of Hell, gathering information and making deals on behalf of Tiamat. Recently, Mordukhavar received command of a large detachment of baatezu with orders to fight in the Blood War.

Occasionally, Mordukhavar answers the summons of an evil wyrm or great wyrm as a representative of Tiamat. Such visitations to the Material Plane are rare, but they usually involve the long-term plans of the Chromatic Dragon.

Mordukhavar is 170 feet long and weighs over 350 tons.

Mordukhavar speaks Draconic and Infernal.

Combat

Mordukhavar prefers close combat, as it enjoys rending flesh and shattering bone.

Mordukhavar's natural weapons are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): As a standard action, Mordukhavar can breathe either with one head or with both heads simultaneously. It can produce two different breath weapons, a 70-foot cone of acid or a 140-foot line of hellfire. The acid breath from its left head deals 20d8 points of acid damage, while the right head's hellfire breath deals 22d10 points of damage. Half the damage is fire damage, but the other half results directly from infernal power and is therefore not subject to being reduced by resistance to fire-based attacks. A successful Reflex save (DC 41) halves the damage from either attack. A creature caught in both breath weapons is affected by both and must save against each one separately. Once Mordukhavar breathes, it must wait 1d4 rounds before using its breath weapon again.

Crush (Ex): When flying or jumping, Mordukhavar can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under it's body. Each creature in the affected area must succeed at a Reflex save (DC 41) or be pinned, automatically taking 4d8+25 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Mordukhavar chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Frightful Presence (Ex): Whenever Mordukhavar attacks, charges, or flies overhead, each creature in a 360-foot radius that has fewer HD than it does must make a DC 39 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD). A creature that succeeds on its Will save remains immune to that Mordukhavar's frightful presence for 24 hours. The save DC is Charisma-based.

Paralysis (Ex): Those hit by Mordukhavar's physical attacks must succeed on a DC 41 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Constitution-based.

Spell-Like Abilities: At will—animate dead, charm person (DC 19), detect chaos/evil/good/law, detect magic, fireball (DC 21), greater invisibility, greater teleport (self plus 50 pounds of objects only), hold person (DC 21), persistent image (DC 23), polymorph, produce flame, pyrotechnics, suggestion (DC 21), see invisibility, symbol of pain (DC 23), and wall of fire (DC 22). Caster level 20th. The save DCs are Charisma-based.

Spells: Mordukhavar casts arcane spells as a 14th-level sorcerer, and can also cast cleric spells and those from the Destruction, Evil, Law, and Trickery domains as arcane spells.

Typical Sorcerer Spells Known (spells known 9/5/5/4/4/3/2/1/-/-; spells per day 6/8/8/8/8/7/6/4/-/-; save DC 18 + spell level): 0—dancing lights, detect magic, flare, guidance, mage hand, message, prestidigitation, read magic, resistance; 1st—expeditious retreat, mage armor, magic missle, shield, ray of enfeeblement; 2nd—bear's endurance, cat's grace, detect thoughts, resist energy, touch of idiocy; 3rd—clairaudience/clairvoyance, displacement, haste, nondetection; 4th—detect scrying, dimensional anchor, order's wrath, unholy blight; 5th—dispel good, mass inflict light wounds, plane shift; 6th—disintegrate, heal; 7th—blasphemy.

Blindsense (Ex): Mordukhavar can pinpoint creatures within a distance of 60 feet. Opponents Mordukhavar can't actually see still have total concealment against it.

Fiendish Form (Su): Once per day, Mordukhavar can produce an effect like that of a shapechange spell, except that only the form of a 30-foot-tall Huge pit fiend may be assumed.

Keen Senses (Ex): Mordukhavar sees four times as well as a human in shadowy illumination and twice as well in normal light.

Regeneration (Ex): Mordukhavar takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Summon Baatezu (Sp): Twice per day, Mordukhavar can automatically summon 6 lemures, bone devils, or bearded devils, or 3 barbed devils, erinyes, horned devils, or ice devils. This ability is the equivalent of a 9th-level spell.

Additionally, Mordukhavar may attempt to summon an avatar of Tiamat (see Deities and Demigods) with a 65% chance of success. However, it only uses this ability as a last resort.

Mordukhavar and the Draconomicon

If you are using the Draconomicon, the following changes are recommended.

Feats: Replace Dire Charge, Improved Initiative, and Quicken Spell-Like Ability with Clinging Breath, Maximize Breath, and Quicken Breath.

Spells: Replace touch of idiocy with scintillating scales, detect scrying with sharptooth, and mass inflict light wounds with superior magic fang.

Source: Mordukhavar first appeared in Dragon Magazine #260 ("Spawn of Tiamat, Children of Bahamut", Keith Francis Strohm, p. 51).
 
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I don't know the original. but he looks good! :)
At this level of power, I'd argue that his DR should be epic and silver, instead of magic and silver.
And I'm not sure if a unique creature should have an advancement line...
 

Thanks, Knight.

Look again...the DR is good and silver (modeled after the pit fiend). ;)

Good point on the advancement, though. I'll edit it to be "-".
 

Holy mother of all that is unholy!!! That is one badass dragon. I like it :D

What are the names of his siblings and cousins?
 
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I thought you might, Krishnath. ;)

I'm about finished converting his "siblings", An-Ur the Wandering Death and Dhrakoth the Corrupter. I think you'll like them, too. :D
 
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Dhrakoth the Corrupter
Colossal Undead (Evil, Extraplanar)
Hit Dice: 35d12+90 (307 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 200 ft. (clumsy)
Armor Class: 38 (–8 size, +0 Dex, +36 natural) touch 2, flat-footed 38
Base Attack/Grapple: +17/+48
Attack: Bite +24 melee (4d8+15)
Full Attack: 2 bites +24 melee (4d8+15) and 2 claws +22 melee (4d6+7) and 2 wings +22 melee (2d8+7) and tail slap +22 melee (4d6+22)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, command undead, crush 4d8+22, feed, frightful presence, spell-like abilities, tail sweep 2d8+22
Special Qualities: Blindsense 60 ft., damage reduction 20/good and magic, immunity to cold, electricity, and polymorph, keen senses, spell resistance 35, turn immunity, undead traits
Saves: Fort +11, Ref +13, Will +26
Abilities: Str 41, Dex 10, Con -, Int 24, Wis 25, Cha 28
Skills: Bluff +47, Diplomacy +13, Hide +22, Intimidate +49, Knowledge (religion) +45, Knowledge (the planes) +45, Listen +45, Move Silently +38, Search +45, Sense Motive +45, Spot +45, Survival +7 (+10 on other planes), Use Magic Device +47
Feats: Flyby Attack, Hover, Improved Initiative, Lightning Reflexes, Multiattack, Snatch, Wingover
Epic Feats: Epic Toughness (x3), Undead Mastery
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 23
Treasure: Triple standard
Alignment: Always neutral evil
Advancement: -
Level Adjustment: -


The dragon's head looks decidedly like a skull thanks to its deep-socketed empty eye sockets that pulse with sickening green light and wide, flat nasal opening. It has forward-curving horns and a spinal crest that peaks just behind the head and tapers off about three quarters of the way down the neck. Its scales are mostly dull ebony and dark gray, and it possesses scarred, oozing, membranous wings.

Cold, manipulative, and utterly evil, Dhrakoth represents the pinnacle of undeath.

Dhrakoth makes its home in ancient underground tombs, slowly exerting its evil influence over the rotting corpses buried within. In fact, Dhrakoth can animate dead as often as it wishes, limiting the size of its undead army to the availability of corpses.

Born in the heart of the Negative Energy Plane, Dhrakoth's essence was fused with a corporeal dragon through Tiamat's dark magic. The foul creature once served Tiamat unswervingly. As Dhrakoth's power grew, however, it began to seduce several of Tiamat's key generals. The small but powerful cadre seceded from Tiamat's court and began a centuries-long campaign to annihilate every living thing in the multiverse.

Although still fiercely independent, Dhrakoth has recently sealed a pact with the court of Tiamat. Thus, the creature bides its time, building its dark forces until Tiamat is ready to begin her conquest of the multiverse. Though a potentially unstoppable pair, these two dragons hold no love for each other. Tiamat knows that Dhrakoth's ultimate goal is the destruction of all life - including her own - and has set several of her servants to watch this necromantic beast for treachery. Dhrakoth, for its part, feels that Tiamat's resolve is weak, and it plots to overthrow her and assume her role as the ruler of all evil dragons.

As an undead creature, Dhrakoth does not require physical sustenance. Rather, the beast feeds on the life energy of its victims.

Dhrakoth is 100 feet long and weighs over 200 tons.

Dhrakoth speaks Draconic and Infernal.

Combat

Dhrakoth eschews personal combat, preferring to command its legions of undead followers against any threat. If forced to melee, it uses its breath weapons before clawing and biting its way to victory.
Dhrakoth's natural weapons are treated as evil-aligned magic weapons for the purpose of overcoming damage reduction.

Breath Weapon (Su): Dhrakoth has two types of breath weapon, a cone of pure decay or a line of negative energy with an energy drain effect.

Dhrakoth's first breath weapon, a blast of pure decay, painfully corrupts any living tissue, dealing 10d8 points of damage and 1d4 points of permanent Charisma drain as skin, hair, and other matter decay beneath the blast. A successful Reflex save (DC 36) halves the damage and Charisma drain.

Dhrakoth's other breath weapon is a line of negative energy with an energy drain effect. Creatures within the area gain 8 negative levels. A successful Reflex save (DC 36) reduces the number of negative levels by half (round down). The DC is 36 for the Fortitude save to remove a negative level. The save DC is Charisma-based.

Once Dhrakoth breathes, it must wait 1d4 rounds before using its breath weapon again.

Command Undead (Su): Dhrakoth can command undead as an 35th-level evil cleric. Dhrakoth may attempt to command undead 12 times per day. Because Dhrakoth has 5 or more ranks in Knowledge (religion), it gets a +2 bonus on command checks.

Crush (Ex): When flying or jumping, Dhrakoth can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under it's body. Each creature in the affected area must succeed at a Reflex save (DC 27) or be pinned, automatically taking 4d8+22 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Dhrakoth chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Feed (Su): When Dhrakoth slays an opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.

Frightful Presence (Ex): Whenever Dhrakoth attacks, charges, or flies overhead, each creature in a 360-foot radius that has fewer HD than it does must make a DC 36 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD). A creature that succeeds on its Will save remains immune to that Dhrakoth's frightful presence for 24 hours. The save DC is Charisma-based.

Spell-Like Abilities: At will—animate dead. Caster level 20th. The save DCs are Charisma-based.

Blindsense (Ex): Dhrakoth can pinpoint creatures within a distance of 60 feet. Opponents Dhrakoth can't actually see still have total concealment against it.

Keen Senses (Ex): Dhrakoth sees four times as well as a human in shadowy illumination and twice as well in normal light.

Turn Immunity (Ex): Dhrakoth cannot be affected by a turn, rebuke, command, or bolster attempt.

Source: Dhrakoth first appeared in Dragon Magazine #260 ("Spawn of Tiamat, Children of Bahamut", Keith Francis Strohm, p. 51).
 
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