We were given the option of either reclaiming her fallen corpse for the venture, or fleshcrafting a body. And to be honest the latter prospect is yucky and we have to kill Fifteen Across the Face anyway, so what's a little detour into a divine graveyard and a little deific defilement between relatives?

#NoContext #JustValyrianThings
 
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I AM HEREEEE! FINALLY!

Took me close to a month to read everything. And I mean, every.single.page.

And what a journey it has been! Between the saltsplosions, inter-planar warfare and horrors from beyond, the thread's done well for itself.

Looking forward for more DP!
Welcome aboard, dude.

Making it through the entire thread in a month is crazy. That's a good sign that you'll fit in around here.
I, my friends have caught up!!!
Hahaha look forward to contributing now.
I know you've posted a little bit recently, but you get a "Welcome aboard!" as well, since you have officially caught up. ;)
 
Oh, I'm not complaining, and I'm aware why we haven't.

Still doesn't make imagining a pouting Syrax any less funny.
So much for "Just as planned" :V
Not me. None of that for me.

I am wary of the hoary battleaxe. No need to down play her. For all we roped her, this is the lady who had a hand in playing Asmodeus and spanking Tiamat's red ass.
 
Vote closed.
Adhoc vote count started by DragonParadox on Nov 26, 2019 at 7:28 AM, finished with 157 posts and 13 votes.

  • [X] Insist that they be told at once and the checkups begin
    -[X] "My own mages will perform the examinations, my lord, and at no cost to your coffers. Should they learn the Wild Magic confluence is having a negative effect on your employees, then we will seek to cure them of the damage or determine how long a worker may be exposed before the damage becomes truly dangerous."
    --[X] "This is not merely a matter of protecting the lives of consenting adults who choose to risk themselves in your mines, my lord. Wild Magic can be dangerous in any number of ways. That is precisely why it is termed 'Wild', and among those dangers is the potential for...metamorphosis, of both the mind and body. You should not discount the possibility of willing miners becoming unwilling monsters. I certainly would not."
    ---[X] "Warn your workers of the dangers, tell them that you have arranged for outside experts to monitor their health, and make them aware that they should report any unusual symptoms or afflictions immediately."
    -[X] In the meantime, we will arrange for a more in-depth study of the Wild Magic effects in the coming weeks. If we are not mistaken, Denys Trainer should be up to the task, with Mercy along to provide assistance, conduct the examinations, and provide medical care should it be needed. (Will require a research action next month: 10 progress)
 

Adult Mind Dragon - 61 to 1,000 years (CR 10)
Size/Type:
Huge Dragon
Hit Dice: 12d12 + 72 (150 HP)
Initiative: +0
Speed: Ground: 60 ft, Fly: 240 ft (Good)
Armor Class: 23 (-2 Size, +15 Natural), Touch 8, Flat-Footed 23
Base Attack/Grapple: +12/+20
Attack: Tail Sting +20 (2d6+15 plus poison)
Full Attack: Tail Sting +20 (2d6+15 plus poison), Bite +15 (2d8+10), 2 Claws +15 (2d6+5), 2 Wings +15 (1d8+5), Crush +20 (2d8+15)
Space/Reach: 15 ft./10 ft. (10ft. with bite, 30 ft. with tail)
Special Attacks: Poison
Special Qualities: Blindsense 60 ft, Darkvision 120 ft, Low-Light Vision, Immunity to Sleep & Paralysis, Spell Resistance 24, Telepathy 240 ft
Saves: Fort +14, Ref +8, Will +13
Abilities: Str 30, Dex 11, Con 23, Int 16, Wis 16, Cha 18
Skills: Bluff +5, Diplomacy +5, Sense Motive +5, plus 135 points
Feats: Iron Will(B), Mindsight(B), Practiced Spellcaster(B), plus 5 feats
Languages: Draconic, plus 3 languages
Alignment: Any Good

Poison (Ex): Injury, Fortitude DC 24; Initial Damage: 1d6 Wisdom damage, plus Dazed for 1 round, Secondary Damage: 2d6 Wisdom damage, plus Stunned for 1d4 minutes. The save DC is Constitution-based and includes a +2 Racial bonus.

Spell Tail (Ex): By default, Mind Dragons deliver Touch spells using their long flexible tails rather than their shorter less dexterous claws. They can choose whether or not to inflict damage or inject their poison when making tail-based Touch attacks.

Alternate Forms (Su): If they learn the Alter Self spell, Adult Mind Dragons can assume one of two different forms, that of either a Tiny-sized Pseudodragon or a unique Medium-sized Human. They are able to remain in this chosen form indefinitely, but can return to their true form as a Standard Action.

Telepathy (Su): Mind Dragons can communicate Telepathically with any creature who speaks one of its known languages, provided they are within 240 feet.

Informed Prediction (Su): If the Mind Dragon has successfully used Detect Thoughts against a creature within 24 hours, it gains a +2 Dodge bonus against that creature's attacks and a +2 Insight bonus on saves against that creature's spells and special attacks.

Skills: Mind Dragons gain a +5 Racial bonus to Bluff, Diplomacy, and Sense Motive checks.

Spell-Like Abilities (Sp): Caster Level: 12th, At Will: Detect Thoughts (DC 16), 1/Day: Dream, Mind Blank, Phantasmal Killer (DC 18), Telepathic Bond.

Spellcasting: Adult Mind Dragons cast spells as 9th level Sorcerers.

Spells Known (Caster Level 12th): Spell DC = 10 + 4 (CHA) + Spell Level
Level 0: Eight spells known (6/day)
Level 1: Five spells known (6+1/day)
Level 2: Four spells known (6+1/day)
Level 3: Three spells known (6+1/day)
Level 4: Two spell known (4+1/day)
Young Adult Mind Dragon - 21 to 59 years (CR 8)
Size/Type:
Large Dragon
Hit Dice: 10d12 + 50 (115 HP)
Initiative: +1 (DEX)
Speed: Ground: 60 ft, Fly: 200 ft (Good)
Armor Class: 22 (-1 Size, +1 Dex, +12 Natural), Touch 9, Flat-Footed 21
Base Attack/Grapple: +10/+14
Attack: Tail Sting +17 (1d8+12 plus poison)
Full Attack: Tail Sting +17 (1d8+12 plus poison), Bite +12 (1d10+8), 2 Claws +12 (1d8+4), 2 Wings +12 (1d6+4)
Space/Reach: 10 ft./10 ft. (15 ft. with tail)
Special Attacks: Poison
Special Qualities: Blindsense 60 ft, Darkvision 120 ft, Low-Light Vision, Immunity to Sleep & Paralysis, Spell Resistance 22, Telepathy 180 ft
Saves: Fort +12, Ref +8, Will +12
Abilities: Str 26, Dex 13, Con 20, Int 16, Wis 16, Cha 18
Skills: Bluff +5, Diplomacy +5, Sense Motive +5, plus 117 points
Feats: Iron Will(B), Mindsight(B), Practiced Spellcaster(B), plus 4 feats
Languages: Draconic, plus 3 languages
Alignment: Any Good

Poison (Ex): Injury, Fortitude DC 22; Initial Damage: 1d4 Wisdom damage, plus Dazed for 1 round, Secondary Damage: 1d6 Wisdom damage, plus Stunned for 1d3 minutes. The save DC is Constitution-based and includes a +2 Racial bonus.

Spell Tail (Ex): By default, Mind Dragons deliver Touch spells using their long flexible tails rather than their shorter less dexterous claws. They can choose whether or not to inflict damage or inject their poison when making tail-based Touch attacks.

Alternate Forms (Su): If they learn the Alter Self spell, Young Adult Mind Dragons can assume one of two different forms, that of either a Tiny-sized Pseudodragon or a unique Medium-sized Human. They are able to remain in this chosen form indefinitely, but can return to their true form as a Standard Action.

Telepathy (Su): Mind Dragons can communicate Telepathically with any creature who speaks one of its known languages, provided they are within 180 feet.

Informed Prediction (Su): If the Mind Dragon has successfully used Detect Thoughts against a creature within 24 hours, it gains a +2 Dodge bonus against that creature's attacks and a +2 Insight bonus on saves against that creature's spells and special attacks.

Skills: Mind Dragons gain a +5 Racial bonus to Bluff, Diplomacy, and Sense Motive checks.

Spell-Like Abilities (Sp): Caster Level: 10th, At Will: Detect Thoughts (DC 16), 1/Day: Dream, Phantasmal Killer (DC 18), Telepathic Bond.

Spellcasting: Young Adult Mind Dragons cast spells as 7th level Sorcerers.

Spells Known (Caster Level 10th): Spell DC = 10 + 4 (CHA) + Spell Level
Level 0: Seven spells known (6/day)
Level 1: Five spells known (6+1/day)
Level 2: Three spells known (6+1/day)
Level 3: Two spell known (4+1/day)
Juvenile Mind Dragon - 6 to 20 years (CR 6)
Size/Type:
Medium Dragon
Hit Dice: 8d12 + 48 (100 HP)
Initiative: +2 (DEX)
Speed: Ground: 60 ft, Fly: 150 ft (Perfect)
Armor Class: 21 (+2 Dex, +9 Natural), Touch 12, Flat-Footed 19
Base Attack/Grapple: +8/+8
Attack: Tail Sting +14 (1d6+9 plus poison)
Full Attack: Tail Sting +14 (1d6+9 plus poison), Bite +9 (1d8+6), 2 Claws +9 (1d6+3), 2 Wings +9 (1d4+3)
Space/Reach: 5 ft./5 ft. (10 ft. with tail)
Special Attacks: Poison
Special Qualities: Blindsense 60 ft, Darkvision 120 ft, Low-Light Vision, Immunity to Sleep & Paralysis, Spell Resistance 20, Telepathy 120 ft
Saves: Fort +10, Ref +8, Will +10
Abilities: Str 22, Dex 15, Con 18, Int 14, Wis 14, Cha 16
Skills: Bluff +5, Diplomacy +5, Sense Motive +5, plus 88 points
Feats: Iron Will(B), Mindsight(B), plus 3 feats
Languages: Draconic, plus 2 languages
Alignment: Any Good

Poison (Ex): Injury, Fortitude DC 20; Initial Damage: 1d3 Wisdom damage, plus Dazed for 1 round, Secondary Damage: 1d6 Wisdom damage, plus Stunned for 1 minute. The save DC is Constitution-based and includes a +2 Racial bonus.

Spell Tail (Ex): By default, Mind Dragons deliver Touch spells using their long flexible tails rather than their shorter less dexterous claws. They can choose whether or not to inflict damage or inject their poison when making tail-based Touch attacks.

Alternate Form (Su): If they learn the Alter Self spell, Juvenile Mind Dragons can assume the form of a Tiny-sized Pseudodragon. They are able to remain in this form indefinitely, but can return to their true form as a Standard Action.

Telepathy (Su): Mind Dragons can communicate Telepathically with any creature who speaks one of its known languages, provided they are within 120 feet.

Informed Prediction (Su): If the Mind Dragon has successfully used Detect Thoughts against a creature within 24 hours, it gains a +2 Dodge bonus against that creature's attacks and a +2 Insight bonus on saves against that creature's spells and special attacks.

Skills: Mind Dragons gain a +5 Racial bonus to Bluff, Diplomacy, and Sense Motive checks.

Spell-Like Abilities (Sp): Caster Level: 8th, At Will: Detect Thoughts (DC 15), 1/Day: Phantasmal Killer (DC 17), Telepathic Bond

Spellcasting: Juvenile Mind Dragons cast spells as 4th level Sorcerers.

Spells Known (Caster Level 4th): Spell DC = 10 + 3 (CHA) + Spell Level
Level 0: Six spells known (6/day)
Level 1: Three spells known (6+1/day)
Level 2: One spell known (3+1/day)
Wyrmling Mind Dragon - 0 to 5 years (CR 4)
Size/Type:
Small Dragon
Hit Dice: 6d12 + 18 (57 HP)
Initiative: +4 (DEX)
Speed: Ground: 60 ft, Fly: 150 ft (Perfect)
Armor Class: 21 (+1 Size, +4 Dex, +6 Natural), Touch 15, Flat-Footed 17
Base Attack/Grapple: +6/+2
Attack: Tail Sting +10 (1d4+4 plus poison)
Full Attack: Tail Sting +10 (1d4+4 plus poison), Bite +7 (1d6+3), 2 Claws +7 (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Blindsense 60 ft, Darkvision 120 ft, Low-Light Vision, Immunity to Sleep & Paralysis, Spell Resistance 18, Telepathy 60 ft
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 16, Dex 18, Con 16, Int 14, Wis 14, Cha 14
Skills: Bluff +5, Diplomacy +5, Sense Motive +5, plus 72 points
Feats: Mindsight(B), plus 3 feats
Languages: Draconic, plus 2 languages
Alignment: Any Good

Poison (Ex): Injury, Fortitude DC 18; Initial Damage: 1 Wisdom damage, plus Dazed for 1 round, Secondary Damage: 1d4 Wisdom damage, plus Stunned for 1d4 round. The save DC is Constitution-based and includes a +2 Racial bonus.

Spell Tail (Ex): By default, Mind Dragons deliver Touch spells using their long flexible tails rather than their shorter less dexterous claws. They can choose whether or not to inflict damage or inject their poison when making tail-based Touch attacks.

Telepathy (Su): Mind Dragons can communicate Telepathically with any creature who speaks one of its known languages, provided they are within 60 feet.

Informed Prediction (Su): If the Mind Dragon has successfully used Detect Thoughts against a creature within 24 hours, it gains a +2 Dodge bonus against that creature's attacks and a +2 Insight bonus on saves against that creature's spells and special attacks.

Skills: Mind Dragons gain a +5 Racial bonus to Bluff, Diplomacy, and Sense Motive checks.

Spell-Like Abilities (Sp): Caster Level: 6th, At Will: Detect Thoughts (DC 14), 1/Day: Telepathic Bond

Spellcasting: Wyrmling Mind Dragons cast spells as 2nd level Sorcerers.

Spells Known (Caster Level 2nd): Spell DC = 10 + 3 (CHA) + Spell Level
Level 0: Five spells known (6/day)
Level 1: Two spells known (4+1/day)
A new species of Dragon brought into being through the efforts of Imperial Fleshcrafters and the Old Gods blessed Goggossosi Flesh Forge, Mind Dragons are among the most socially inclined of all Dragon breeds, eagerly seeking the company of their fellow Dragons as well as that of the mortal races. They possess a generally benevolent disposition and respect for sentient life, which greatly tempers the inborn instinct and pride which plague all Dragon breeds.

Although they lack the raw physical potential displayed by many of their cousins and have no breath weapon to call their own, Mind Dragons make up for these shortcomings through an innate talent for sorcery and their powerful mental abilities, including nearly unrivaled telepathic range and an inborn immunity to powers which might influence or control their minds. Like their Pseudodragon ancestors, Mind Dragons are gifted with long, sinuous tails tipped with a venomous stinger which delivers a powerful toxin that numbs the mind and reduces a victim's mental defenses and decision making ability.

Upon reaching adulthood, a Mind Dragon's body is approximately 18 feet long, their head and neck combined are 10 feet long, and their tails are 30 feet long. They stand at 12 feet but can rear up to 24 feet when standing on their hind legs, and at full extension they have a wingspan of 80 feet. For all their impressive size, Mind Dragons are much less bulky than a similarly-sized True Dragon, weighing a comparatively light 8,000 pounds.

A Mind Dragon female can lay a clutch of 2 to 5 eggs as often as every 10 to 20 years after she reaches adulthood. Each egg incubates for roughly 14 months before hatching, though the Wyrmling Mind Dragon is often conscious and able to communicate Telepathically with their parents and clutchmates by the 7th month of incubation. Unlike many Dragon breeds, Mind Dragons are highly involved in rearing their young, keeping them close at hand and instructing them throughout their time as Wyrmlings and often well into their Juvenile years before trusting them to make their way in the world.



Mighty Adult Mind Dragon (CR 15)
Size/Type:
Huge Dragon
Hit Dice: 12d12 + 72 + 120[Mighty] (274 HP)
Initiative: +5 (Mighty)
Speed: Ground: 90 ft, Fly: 270 ft (Good)
Armor Class: 28 (-2 Size, +5 Dodge, +15 Natural), Touch 13, Flat-Footed 23
Base Attack/Grapple: +17/+25; Melee (+25/+33), Ranged (+15)
Attack: Tail Sting +25 (2d6+20 plus poison)
Full Attack: Tail Sting +25 (2d6+20 plus poison), Bite +20 (2d8+15), 2 Claws +20 (2d6+10), 2 Wings +20 (1d8+10), Crush +20 (2d8+20)
Space/Reach: 15 ft./10 ft. (10ft. with bite, 30 ft. with tail)
Special Attacks: Poison
Special Qualities: Damage Reduction 4/--, Blindsense 60 ft, Darkvision 120 ft, Low-Light Vision, Immunity to Sleep & Paralysis, Immunity to Mind-Affecting effects, Spell Resistance 27, Telepathy 240 ft
Saves: Fort +19, Ref +13, Will +18
Abilities: Str 30, Dex 11, Con 23, Int 16, Wis 16, Cha 18
Skills*: Bluff +5, Diplomacy +5, Sense Motive +5, plus 135 Skill Points; *NOTE: All skills, even untrained ones, benefit from a +5 Competence bonus to all skill checks.
Feats: Iron Will(B), Mindsight(B), Practiced Spellcaster(B), plus 5 feats
Languages: Draconic, plus 3 Languages
Alignment: Any Good

Poison (Ex): Injury, Fortitude DC 31; Initial Damage: 1d6 Wisdom damage, plus Dazed for 1 round, Secondary Damage: 2d6 Wisdom damage, plus Stunned for 1d4 minutes. The save DC is Constitution-based and includes a +2 Racial bonus.

Spell Tail (Ex): By default, Mind Dragons deliver Touch spells using their long flexible tails rather than their shorter less dexterous claws. They can choose whether or not to inflict damage or inject their poison when making tail-based Touch attacks.

Alternate Forms (Su): Using their Alter Self spell, Mind Dragons can assume one of two different forms, that of either a Tiny-sized Pseudodragon or a unique Medium-sized Human. They are able to remain in this chosen form indefinitely, but can return to their true form as a Standard Action.

Telepathy (Su): Mind Dragons can communicate Telepathically with any creature who speaks one of its known languages, provided they are within 240 feet.

Informed Prediction (Su): If the Mind Dragon has successfully used Detect Thoughts against a creature within 24 hours, it gains a +2 Dodge bonus against that creature's attacks and a +2 Insight bonus on saves against that creature's spells and special attacks.

Skills: Mind Dragons gain a +5 Racial bonus to Bluff, Diplomacy, and Sense Motive checks.

Spell-Like Abilities (Sp): Caster Level: 12th, At Will: Detect Thoughts (DC 23), 1/Day: Dream, Mind Blank, Phantasmal Killer (DC 25), Telepathic Bond

Spellcasting: Adult Mind Dragons cast spells as 9th level Sorcerers.

Spells Known (Caster Level 12th): Spell DC: 10 + 4 (CHA) + 7 (Mighty) = 21 + Spell Level
Level 0: Eight spells known (6/day)
Level 1: Five spells known (6+1/day)
Level 2: Four spells known (6+1/day)
Level 3: Three spells known (6+1/day)
Level 4: Two spells known (4+1/day)

----


Mighty Adult Mind Dragon (CR 15)
Size/Type:
Huge Dragon
Hit Dice: 12d12 + 96 + 120[Mighty] (298 HP)
Initiative: +5 (Mighty) + 2 (DEX) = +7
Speed: Ground: 90 ft, Swim: 90ft (Heart of Water), Fly: 270 ft (Good)
Armor Class: 40 (-2 Size, +2 Dex, +6 Dodge, +15 Natural, +5 Belt, +4 Mage Armor), Touch 25, Flat-Footed 32; *Includes continual Haste effect via Channel Vigor (+1 Dodge)
Base Attack/Grapple: +17/+25; Melee (+26/+34), Ranged (+17)
Attack: Tail Sting +26 (2d6+21 plus poison)
Full Attack: *Includes continual Haste effect via Channel Vigor (+1 Attack bonus, +1 additional Tail Sting)
  • Normal: 2 Tail Stings +27 (2d6+21 plus poison), Bite +22 (2d8+16), 2 Claws +22 (2d6+10), 2 Wings +22 (1d8+10), Crush +27 (2d8+21)
  • w/Unarmed Attacks: Unarmed +27/+22/+17/+12 (3d6+16), 2 Tail Stings +22 (2d6+21 plus poison), Bite +22 (2d8+15), 2 Claws +22 (2d6+10), 2 Wings +22 (1d8+10), Crush +27 (2d8+21)
Space/Reach: 15 ft./10 ft. (10ft. with bite, 30 ft. with tail)
Special Attacks: Poison
Special Qualities: Damage Reduction 4/--, Blindsense 60 ft, Darkvision 120 ft, Low-Light Vision, Immunity to Sleep & Paralysis, Immunity to Mind-Affecting effects, Spell Resistance 27, Telepathy 240 ft, Resist Cold & Electricity 5, Immune to Baleful Polymorph [Single use], Immune to all Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
Saves: Fort +21, Ref +16, Will +19; *Includes continual Haste effect via Channel Vigor (+1 Reflex save)
Abilities: Str 30(32)*, Dex 11(14), Con 23(26), Int 16, Wis 16(18), Cha 18(22); *+8 for the purposes of determining carrying capacity.
Skills*: Bluff +16, Concentration +28, Diplomacy +31, Knowledge (Arcana) +23, Knowledge (Dungeoneering) +23, Knowledge (The Planes) +23, Knowledge (War) +13, Listen +19, Sense Motive +29, Spellcraft +23, Spot +19, Swim +23; *Gain a +5 Competence bonus to any untrained skill check made using skills not listed here.
Feats: Arcane Mastery, Draconic Bloodline, Expanded Arcana (Ancestral Awakening, Elemental Dart), Expanded Arcana (Dispel Magic, Hydrophobia), Iron Will(B), Mindsight(B), Practiced Spellcaster(B), Versatile Spellcaster
Languages: Draconic, Low Valyrian (Braavosi), Valyrian, Westerosi (Common)
Alignment: Any Good

Poison (Ex): Injury, Fortitude DC 33; Initial Damage: 1d6 Wisdom damage, plus Dazed for 1 round, Secondary Damage: 2d6 Wisdom damage, plus Stunned for 1d4 minutes. The save DC is Constitution-based and includes a +2 Racial bonus.

Spell Tail (Ex): By default, Mind Dragons deliver Touch spells using their long flexible tails rather than their shorter less dexterous claws. They can choose whether or not to inflict damage or inject their poison when making tail-based Touch attacks.

Alternate Forms (Su): Using their Alter Self spell, Mind Dragons can assume one of two different forms, that of either a Tiny-sized Pseudodragon or a unique Medium-sized Human.

Telepathy (Su): Mind Dragons can communicate Telepathically with any creature who speaks one of its known languages, provided they are within 240 feet.

Informed Prediction (Su): If the Mind Dragon has successfully used Detect Thoughts against a creature within 24 hours, it gains a +2 Dodge bonus against that creature's attacks and a +2 Insight bonus on saves against that creature's spells and special attacks.

Skills: Mind Dragons gain a +5 Racial bonus to Bluff, Diplomacy, and Sense Motive checks.

Spell-Like Abilities (Sp): Caster Level: 12th, At Will: Detect Thoughts (DC 25), 1/Day: Dream, Mind Blank, Phantasmal Killer (DC 27), Telepathic Bond

Spellcasting: Adult Mind Dragons cast spells as 9th level Sorcerers.

Spells Known (Caster Level 12th; 16th to resist Dispelling & Counterspelling): Spell DC: 10 + 6 (CHA) + 7 (Mighty) + 1 (Arcane Concordance) = 24 + Spell Level
Level 0: Arcane Mark, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Message, Prestidigitation (6/day)
Level 1: Comprehend Languages, Enlarge Tail, Mage Armor, Magic Missile(RotF), Shield, Touch of Blindness, True Casting (6+2/day)
Level 2: Alter Self, Elemental Dart, Mirror Image, Resist Energy, Scintillating Scales, Wings of Cover (6+2/day)
Level 3: Ancestral Awakening, Dispel Magic, Fireball(RotF), Heart of Water, Heroism, Hydrophobia, Protection from Energy, Venomfire (6+1/day)
Level 4: Dimension Door, Fear, Freedom of Movement(RotF), Psychic Poison (4+1/day)

Permanent Spell Effects:
  • Contingency Spells: Renewal Pact; Stalwart Pact; Contingent(Heal)[Activated on Stun, Feeblemind, Insanity, Confusion, Dazed, Nauseated, or loss of 100+ HP]
  • Arcane Concordance (Su): You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Silent Spell Metamagic feat unless you otherwise choose to forego this effect. Any allies within 10 feet of you also benefit from these effects.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
    • Limbs: You gain the benefits of a haste spell.
    • Mind: You gain a +4 competence bonus on Knowledge, Listen, and Spot skill checks and on ranged attack rolls.
    • Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks.
    • Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks.
Armor Class: 44 (-2 Size, +2 Dex, +6 Dodge, +15 Deflection, +5 Belt, +4 Mage Armor, +4 Shield), Touch 44, Flat-Footed 36; *Includes continual Haste effect via Channel Vigor (+1 Dodge) & Scintillating Scales (converts Natural Armor bonus to Deflection bonus)

Full Attack: *Includes continual Haste effect via Channel Vigor (+1 Attack bonus, +1 additional Tail Sting), Heroism (+2 Morale bonus to Attacks), & Enlarge Tail (+1 Attack bonus & +2 Damage w/Tail)
  • Normal: 2 Tail Stings +30 (2d6+23 plus poison & 72 Acid damage), Bite +24 (2d8+16), 2 Claws +24 (2d6+10), 2 Wings +24 (1d8+10), Crush +29 (2d8+21)
  • w/Unarmed Attacks: Unarmed +29/+24/+19/+14 (3d6+16), 2 Tail Stings +25 (2d6+23 plus poison & 72 Acid damage), Bite +24 (2d8+15), 2 Claws +24 (2d6+10), 2 Wings +24 (1d8+10), Crush +29 (2d8+21)
Space/Reach: 15 ft./10 ft. (10ft. with bite, 35 ft. with tail); *Includes effect from Enlarge Tail (+5 feet of Reach)

Saves: Fort +23, Ref +18, Will +21; *Includes continual Haste effect via Channel Vigor (+1 Reflex save) & Heroism (+2 Morale bonus to Saving Throws)

Skills*: Bluff +18, Concentration +30, Diplomacy +33, Knowledge (Arcana) +25, Knowledge (Dungeoneering) +25, Knowledge (The Planes) +25, Knowledge (War) +15, Listen +21, Sense Motive +31, Spellcraft +25, Spot +21, Swim +25; *Gain a +5 Competence bonus to any untrained skill check made using skills not listed here. Includes effect from Heroism (+2 Morale bonus to all skill checks)

Remaining Spell Slots: Cantrips (6), 1st Level (5), 2nd Level (6), 3rd Level (4), 4th Level (3)

Spells In Effect:
Level 1: Enlarge Tail, Mage Armor, Shield
Level 2: Mirror Image, Scintillating Scales
Level 3: Ancestral Awakening, Heroism, Venomfire
Level 4: Freedom of Movement, Psychic Poison

Special Effects of Note:
  • Psychic Poison (Estadrach): Any creature which targets the Mind Dragon with a Mind-Affecting effect, a Divination effect, or any psionic power, must succeed on a DC 28 Will save or immediately suffer 1d8 points of Wisdom damage, followed by another 1d8 points of Wisdom damage one minute later if they fail a second DC 28 Will save.
  • Ancestral Awakening: Used to learn the Sudden Maximize feat, which is in turn used to Maximize a casting of Venomfire so that it inflicts 72 points of Acid damage each time the Mind Dragon succeeds on a Tail Sting attack.

Boneward Monk's Belt: +3 Constitution, +2 Strength
  1. You gain the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
  2. Your strength score is 8 higher than normal when determining your carrying capacity.
  3. Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
  4. Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  5. As a Standard Action, you can deploy or stow a masterwork quality military saddle comfortably attached to the back of your belt strap. It can accommodate a single Medium-sized passenger.
Greater Amulet of Arcane Freedom:
  1. Convert any spell of 4th level and above to Freedom of Movement.
  2. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
  3. Hold breath for up to 12 hours before having to make a Constitution check.
Greater Radiant Circlet of Rapid Casting:
  1. Immunity to Blindness and Dazzling effects.
  2. Convert any spell of 3rd level and above to Fireball.
  3. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  4. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  5. 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Raiment of the Four(Incomplete): Uniting the magic of three enchanted items (Ring of Untarnished Glory, Greater Radiant Circlet of Rapid Casting, Greater Amulet of Arcane Freedom) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Ring of Untarnished Glory: +4 Charisma, +2 Wisdom
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
  3. Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.
  4. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Soulfire Mithral Bracers (+1):
  • Immune to all Death spells, magical Death Dffects, and Energy Drain, and any Negative Energy effects.
Tail-Ring of Zephyr's Grace: +3 Dexterity
  1. 3/Day as a Swift Action, your tail elongates, extending its Reach by 10 feet for one round.
  2. 3/Day use Wings of Air to increase your aerial maneuverability from Good to Perfect for three minutes.
  3. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Equipped Magic Items: Bead of Newt Prevention, Boneward Monk's Belt (+3 CON, +2 STR), Greater Amulet of Arcane Freedom, Greater Radiant Circlet of Rapid Casting, Ring of Sustenance, Ring of Untarnished Glory (+4 CHA, +2 WIS), Soulfire Mithral Bracers (+1), Tail-Ring of Zephyr's Grace (+3 DEX)

Current Population: 10
  • Males:
    • Nizuss
    • Soallae
  • Females:
    • Galferyx
    • Zavaenia: Cheerful and bubbly personality, with a "younger" tone to her mind than her fellows. Has an irregular star-shaped birth mark between her brows.
 
Last edited:
Inserted tally
Adhoc vote count started by DragonParadox on Nov 26, 2019 at 7:28 AM, finished with 157 posts and 13 votes.

  • [X] Insist that they be told at once and the checkups begin
    -[X] "My own mages will perform the examinations, my lord, and at no cost to your coffers. Should they learn the Wild Magic confluence is having a negative effect on your employees, then we will seek to cure them of the damage or determine how long a worker may be exposed before the damage becomes truly dangerous."
    --[X] "This is not merely a matter of protecting the lives of consenting adults who choose to risk themselves in your mines, my lord. Wild Magic can be dangerous in any number of ways. That is precisely why it is termed 'Wild', and among those dangers is the potential for...metamorphosis, of both the mind and body. You should not discount the possibility of willing miners becoming unwilling monsters. I certainly would not."
    ---[X] "Warn your workers of the dangers, tell them that you have arranged for outside experts to monitor their health, and make them aware that they should report any unusual symptoms or afflictions immediately."
    -[X] In the meantime, we will arrange for a more in-depth study of the Wild Magic effects in the coming weeks. If we are not mistaken, Denys Trainer should be up to the task, with Mercy along to provide assistance, conduct the examinations, and provide medical care should it be needed. (Will require a research action next month: 10 progress)
 
Part MMMCXCVI: When Gold Speaks
When Gold Speaks

Twenty Third Day of the Eleventh Month 293 AC

Loath as you are to turn your own scholars away from the many and varied avenues of study already open to you, you cannot in good conscience allow your future subjects to toil under the effects of wild magic. Even without the fey seer's words still ringing in your ears, you know too well how perilous magic run amok can be. "My own mages will perform the examinations, my lord, and at no cost to your coffers. Should they learn the wild magic confluence is having a negative effect on your employees, then we will seek to cure them of the damage or determine how long a worker may be exposed before the damage becomes truly dangerous."

"That seems a waste of gold to me," Lord Lychester says doubtfully. "Time too, for that matter. The smallfolk will be well enough taking the risk for the price offered."

"Let us leave comparisons aside for a moment, my lord, lest they lead us astray. The growing of blood crystals is not, in fact, the same as operating a mine, nor is the greatest peril being crushed to death or slowly suffocating under fallen rubble, dreadful as those possibilities are. I could not now tell you how and to whom wild magic is a danger," From the sudden tightening of his features, you suspect Lord Derman has realized that the latter could just as easily mean him as the men he is paying to go down into the dark. Just to make the point clear, you continue, "That is precisely why it is termed 'wild', and among those dangers is the potential for... metamorphosis, of both the mind and body. You should not discount the possibility of willing miners becoming unwilling monsters. I certainly would not."

"What must be done to guard against such a fate then?" the lord asks urgently. "Perhaps we should acquire some tomes regarding the crystals and their effects from the stone folk..."

A quick wit, at least, you note approvingly. "I have already done so. For now you must warn your workers of the dangers, tell them that you have arranged for outside experts to monitor their health, and make them aware that they should report any unusual symptoms or afflictions without delay."

"Yes, of course, Your Grace." In spite of his considerable bulk, Derman Lychester manages to kneel easily enough to give his vows to you, an oath given wholeheartedly, you would judge.

Less then an hour later, you receive word from your mother that House Wayn has also pledged to your banner, her task having been half-done before she even entered their halls, through the auspices of Walder Frey wielding the traditional tool of alliances in the Riverlands and beyond; a favorable marriage. That is not to say there had been no hurdles to overcome. There had been several Lannister spies among the lord's household knights, but at Ser Kennos' suggestion, she had simply bought their loyalty a second time. Former hedge knights might make for inconspicuous spies in these troubled times, but not reliable ones.

Lost 300 IM (Hedge Knight payment)

Of the three, two are to fake their deaths at the hands of the Lads with the third simply riding off, supposedly in fear, never to return. This fresh 'outrage' will hopefully strengthen the impression that Ser Howard would never dream of raising the Dragon banner himself while inconspicuously putting out Tywin's eyes in his household. As for the knights themselves, all have agreed to join the Legion as so many of their station have already done. You can certainly use every horseman trained to fight in armor you can get.

Which lord do you visit next?

[] Write in (List of Houses can be found here, more details about them here)

OOC: A really short update this time but the break point was inevitable.
 
Last edited:
When Gold Speaks

Twenty Third Day of the Eleventh Month 293 AC

Loath as you are to turn your own scholars away from the many and varied avenues of study already open to you, you cannot in good conscience allow your future subjects to toil under the effects of wild magic. Even without the fey seer's words still ringing in your ears, you know too well how perilous magic run amok can be. "My own mages will perform the examinations, my lord, and at no cost to your coffers. Should they learn the Wild Magic confluence is having a negative effect on your employees, then we will seek to cure them of the damage or determine how long a worker may be exposed before the damage becomes truly dangerous."

"That seems a waste of gold to me," lord Lychester says doubtfully. "Time too, for that matter. The smallfolk will be well enough taking the risk for the price offered."

"Let us leave comparisons aside for a moment, my lord, lest they lead us astray. The growing of blood crystals is not, in fact, the same as operating a mine, nor is the greatest peril being crushed to death or slowly suffocating under fallen rubble, dreadful as those possibilities are. I could not now tell you how and to whom wild magic is a danger," From the sudden tightening to his features, you suspect Lord Derman has realized that the latter could as easily mean him as the men he is paying to go down into the dark. Just to make the point clear, you continue, "That is precisely why it is termed 'Wild', and among those dangers is the potential for...metamorphosis, of both the mind and body. You should not discount the possibility of willing miners becoming unwilling monsters. I certainly would not."

"What must be done to guard against such a fate then?" the lord asks urgently. "Perhaps we should acquire some tomes regarding the crystal and its effects from the stone folk..."

A quick wit at least, you note approvingly. "I have already done so. For now you must warn your workers of the dangers, tell them that you have arranged for outside experts to monitor their health, and make them aware that they should report any unusual symptoms or afflictions without delay."

"Yes, of course, Your Grace." In spite of his considerable bulk, Derman Lychester manages to kneel easily enough to give his vows to you, an oath given wholeheartedly, you would judge.

Less then an hour later, you receive word from your mother that House Wayn has also pledged to your banner, her task having been half done before she even entered their halls, through the auspices of Walder Frey wielding the traditional tool of alliances in the Riverlands and beyond; a favorable marriage. That is not to say there had been no hurdles to overcome. There had been several Lannister spies among the lord's household knights, but at Ser Kennos' suggestion, she had simply bought their loyalty a second time. Former hedge knights might make for inconspicuous spies in these troubled times, but not reliable ones.

Lost 300 IM (Hedge Knight payment)

Of the three, two are to fake their deaths at the hands of the Lads with the third simply riding off, supposedly in fear, never to return. This fresh 'outrage' will hopefully strengthen the impression that Ser Howard would never dream of raising the Dragon banner himself while inconspicuously putting out Tywin's eyes in his household. As for the knights themselves, all have agreed to join the legion as so many of their station have already done. You can certainly use every horseman trained to fight in armor you can get.

Which lord do you visit next?

[] Write in (List of Houses can be found here, more details about them here)

OOC: A really short update this time but the break point was inevitable. Not yet edited.
Here's an edited version of the chapter, DP.
 
[X] Travel to the lands of Lord Harold Keath, who it seems has plans to bring legal action against Ser Benjicot for the death of his heir once Westeros is brought into the Imperium.
 
Forge Mechanics:
Forge Mechanics:
Fungus Forge:
  • Location: Lys
  • Date Acquired: Twenty-First Day of the First Month 293 AC
  • CR Limit: 15 (caster level of spellcasting creatures cannot exceed 10th level and spells cannot exceed 5th level)
  • Available Non-Standard Plant Lifeforms:
Flesh Forge:
Forge Recycling Mechanics: As part of a Forge order, preserved corpses can be used to offset or completely negate the cost of growing new creatures. This mechanic allows for corpse Hit Dice to be used on a 3 HD-to-1 CR ratio when growing new creatures, with the caveat that the maximum Challenge Rating of such creatures is equal to 1/3rd the CR of the highest CR corpse used in that particular order. For example, an order placed using a CR 18 corpse and a total of 300 corpse HD could grow up to 100 CR 6 creatures.

Notable Forge Templates: Advanced (+1 CR), Aquatic Creature (+0 CR), Aqueous (+0 or +1 CR), Axiomatic (+0, +1, or +2 CR), Blood Magic Creature (+2 CR), Cleric Creature (+1, +2, or +3 CR), Commando Construct (Bio-Constructs Only) (+1 or +2 CR), Dire Creature (+2 CR), *Dragon-based Templates, Druid Creature (+1, +2, or +3 CR), **Fire-based Templates, Giant (+1 CR), Gigantean (CR Varies), Lycanthrope (Werebear, Wereboar, or Werewolf) (+1), Magebred Animal (+1 CR), Mighty (+5 CR), Miniature (CR Reduction Varies), ***Plant-based Templates (Fungal Forge Only), Primitive (+1 CR), Quickling (+3 CR), Resolute (+0 or +1 CR), Runeslave (Lacks Arcane Decay weakness, +1 CR), Shadow Animal (+1 or +2 CR), Shadow Creature (+1 CR), Silverblood Lycanthrope (Wereboar) (+2), Sorcerer Creature (+1, +2, or +3 CR), Sublime (+2 CR), Time Seer Creature (CR +1), Vahana (+2 CR), Watchman Creature (+2 CR Modified), Wizard Creature (+1, +2, or +3 CR)
Deep Dragon (+2 CR), Draconic Creature (+1 CR), Feral Dragon (-CR Varies), Half-Dragon (+2 CR)
Fiery Creature (+0 or +1 CR), Fire Creature (+2 CR), Fire-Infused Creature (+1 CR), Fire-Souled Creature (+1 CR), Flame-Spawned Creature (+1 or +2 CR)
Bladeleaf Creature (minus elemental immunities) (+1 CR), Eruphyte Creature (CR +1), Flesh-Plant (+1 CR), Fungal (+1 CR), Fungoid (+1 CR), Greenbound (+2 CR, Alteration: +4 Strength instead of +6, -2 Dexterity instead of +2), Green Warden (+2 CR), Moss Lich (+2 CR), Plant-Imbued Creature (+2 or +3 CR), Plantblood (+1 CR), Thorny (+1 CR), Woodling (+2 CR), Wood Element Creature (+1 CR)
Advanced (+1 CR), Commando Construct (Necro-Craft Undead Only) (+1 or +2 CR), Metal-Clad (Adamantain: +4 CR, Lead: +1 CR, Mithral: +3 CR) Mighty (+5 CR), Skeleton (including variants) (CR varies), Soul-Forged (+1 CR), Zombie (including variants) (CR varies)

Notable Forge Creature Types: Necrotic Mold (w/Blood Clot variants), Undead/Necrocraft

Notable Forge Upgrades:
  • Bio-Construct Creation: The Flesh Forge can grow Bio-Constructs without the use of unborn human fetuses, though this increases the final price based on their CR by 33%.
  • Telepathy: Forge-grown creatures can be gifted with Telepathy, allowing them to telepathically communicate with any creature within 100 feet which has a language. Granting Telepathy to a creature being grown in a Forge increases its cost by 10%.
    • Telepathy Graft: This Telepathic ability can be bestowed to upon other sentient living creatures, though doing so inflicts a permanent -5 penalty to Spot and Listen skill checks and costs 5,000 IM.
  • Leshy Cosmetic Alteration: The physical appearances of all types of Leshy grown in the Fungal Forge can be tailored for specific purposes, such as creating less inhuman visages to make integration into the Imperium less difficult.
  • Watchman Creature Template Modifications: Watchman Creatures cannot have spellcasting templates, must have at least 6 Hit Dice, and their at-will Greater Teleport and Plane Shift spell-like abilities are limited to transporting themselves plus no more than 50 pounds of non-living cargo.
  • Leucrotta Bone: The Forges are capable of growing creatures which integrate the special properties of a Leucrotta jaw bone, which effectively mimics the properties of Adamantine(Hardness 20, 40 Hit Points per inch). Unlike Adamantine, however, this special type of bone is vulnerable to acid, which treats its Hardness as 10 rather than 20. Growing leucrotta bone costs 75 IM per round.
    • Additional Cost by Creature Size:
      • Fine: +0.2734 IM
      • Diminutive: +2.1875 IM
      • Tiny: +17.5 IM
      • Small: +140.625 IM
      • Medium: +1,125 IM
      • Large: +9,000 IM
      • Huge: +72,000 IM
      • Gargantuan: +576,000 IM
      • Colossal: +4,608,000 IM
Forge-Grown Creature Costs:
CR 1: 225 IM
CR 2: 300 IM
CR 3: 450 IM
CR 4: 600 IM
CR 5: 900 IM
CR 6: 1,200 IM
CR 7: 1,800 IM
CR 8: 2,400 IM
CR 9: 3,600 IM
CR 10: 4,800 IM
CR 11: 7,200 IM
CR 12: 9,600 IM
CR 13: 14,400 IM
CR 14: 19,200 IM
CR 15: 28,800 IM
Creation Forges:
Upkeep Cost: 5,000 IM per month per Creation Forge

Notable Warforged Types:
  • Enchanted Steel:
    • Alternate Attribute Modifiers: +2 Strength, -2 Wisdom, -2 Charisma
    • Special Ability: Damage Reduction 5/Magic
  • Bronze:
    • Alternate Attribute Modifiers: -2 Strength, -2 Wisdom, +2 Charisma
    • Special Ability: Spellcasting Prodigy as a bonus feat
  • Mithral:
    • Alternate Attribute Modifiers: +4 Dexterity, -2 Constitution, -2 Wisdom
    • Special Abilities: Mithral Body and Mithral Fluidity as bonus feats, Spell Resistance (6 + Hit Dice), and Unarmed Strikes count as Silver for the purpose of overcoming Damage Reduction
    • Level Adjustment: +1
  • Cold Iron:
    • Alternate Attribute Modifiers: +2 Strength, -2 Dexterity, +2 Constitution
    • Special Abilities: Cold Iron Tracery as a bonus feat, and any held weapon is considered Cold Iron overcoming Damage Reduction
  • Adamantine:
    • Alternate Attribute Modifiers: +4 Strength, -4 Dexterity, +2 Constitution, +2 Wisdom
    • Special Abilities: Adamantine Body and Improved Damage Reduction (x2) as bonus feats, and carrying capacity is calculated as if the Adamantine Warforged were a Large-sized creature
    • Level Adjustment: +1
Forge-Constructed Warforged Costs:
CR 1: 225 IM
CR 2: 300 IM
CR 3: 450 IM
CR 4: 600 IM
CR 5: 900 IM
Water Elemental Creche:
Creche-Formed Water Elemental Costs:
Small: 225 IM (CR 1)
Medium: 450 IM (CR 3)
Large: 900 IM (CR 5)
Huge: 1,800 IM (CR 7)
Greater: 3,600 IM (CR 9)
Elder: 7,200 IM (CR 11)

Water Elemental Size Statistics​
HeightWeightVortex DCVortex DamageVortex Height
Small
4 ft.​
34 lb.​
13​
1d4
10-20 ft.​
Medium
8 ft.​
280 lb.​
15​
1d6
10-30 ft.​
Large
16 ft.​
2,250 lb.​
19​
2d6
10-40 ft.​
Huge
32 ft.​
18,000 lb.​
25​
2d8
10-50 ft.​
Greater (Huge)
36 ft.​
21,000 lb.​
28​
2d8
10-60 ft.​
Elder (Huge)
40 ft.​
24,000 lb.​
31​
2d8
10-60 ft​
Elemental Gemcarving Worshop:
  • Location: Sorcerer's Deep
  • Date Founded: 1st day of the 3rd month, 294 AC
  • Important Equipment:
    • 8 Gemcarver's Tools
      • Increasing to 12 in the 5th month, 294 AC
    • 8 Jeweler's Loupes (+10 Competence bonus to Crafting [Jewelry])
      • Increasing to 12 in the 5th month, 294 AC
  • Available Creations: Elemental Gems (Air, Earth, Fire, and Water)
Gemcarving Mechanics: Using sets of Gemcarver's Tools which function as Masterwork Tools (+2 Circumstance bonus to Crafting [Jewelry]), their Enchanted Jeweler's Loupes (+10 Competence bonus to Crafting [Jewelry]), the effect granted by a Statue of Crafter's Fortune (+5 Luck bonus to Crafting), and the Blessing of the Dawn Tree (+4 Enhancement bonus to Intelligence), teams of jewel crafters work in shifts to produce 90 Elemental Gems of each type (Air, Earth, Fire, and Water) per month per set of Gemcarver's Tools. Each set of Gemcarver's Tools has a dedicated staff of five jeweler's, allowing for uninterrupted production throughout the month.

Elemental Gems: When crushed, smashed, or broken as a Standard Action, a Large Elemental of a type matching the gem appears as if Summoned by a Summon Nature's Ally V spell at 11th caster level. The Elemental is under the control of whoever broke the gem for the next 11 rounds.
Production Costs:
  • Individual Elemental Gem: 225 IM
  • Monthly Elemental Gem Production Cost by Type: 20,250 IM (Limit of 90 per month per set of Gemcarver's Tools)
  • Current Staffing Costs: 1,600 IM (20 jewel crafters, 80 IM per month each)
  • Total Monthly Elemental Gem Production Cost: 82,600 IM

Forge Creations:
Aureate Seawyrm [Advanced Fire-Souled Half-Dragon Sorcerer Creature Gilded Sea Serpent (w/+8 Racial HD)] (CR 15, 13 HD)[28,800 IM]
Children of the Briar, Bladeleaf (CR2)[300 IM]
Constrictor, Gigantean Half-Dragon Shadow Creature (CR 10, 18 HD)[4,800 IM]
Crab (Shipwrecker), Half-Dragon (CR 15)[28,800 IM]
Darkenbeast, Giant Fungal (CR 6, 5 HD)[1,200 IM]
Dragon Turtle (Grand) (CR 15)[28,800 IM]
Dragon (Mind) (CR 15)[28,800 IM]
Dragon (Myrkdreki), Very Old (CR 15)[28,800 IM]
Drake (Coral), Plant-Imbued (CR 10, 11 HD)[4,800 IM]
Drake (Sea), Advanced Plant-Imbued (CR 10, 7 HD)[4,800 IM]
Electric Eel, Plant-Imbued (w/+6 Racial HD) (CR 6, 10 HD)[1,200 IM]
Fiery Dragonbeast (CR 15)[28,800 IM]
Golem, Kelp (Reskinned Aquatic Pumpkin Golem) (CR 8, 8 HD)[2,400 IM]
Golem, Mushroom (CR 10, 12 HD)[4,800 IM]
Hippocampus, Advanced Plant-Imbued Giant (CR 6, 2 HD)[1,200 IM]
Hippogriff, Advanced Magebred (w/+3 Racial HD)] (CR 5, 6 HD)[900 IM]
Istaheq (CR 6, 7 HD)[1,200 IM]
Jesulan, Aquatic Cleric Creature (CR 10, 12 HD)[4,800 IM]
Kelpie, Advanced (w/+4 Racial HD) (CR 6; 9 HD)[1,200 IM]
Leshy (Dawnbloom) (CR6)[1,320 IM)
Leshy (Lotus), Advanced Cleric Creature (CR 8, 7 HD)[2,400 IM]
Leshy (Lotus), Advanced Druid Creature (CR 8, 7 HD)[2,400 IM]
Leshy (Lotus), Advanced Wizard Creature (CR 8, 7 HD)[2,400 IM]
Leshy (Seaweed), Advanced Druid Creature (CR 6, 4 HD)[600 IM]
Leshy (Snapdragon), Advanced Aquatic (w/+4 Racial HD) (CR 6, 10 HD)[1,200 IM]
Leshy (Snapdragon), Advanced Sorcerer Creature (w/+8 Racial HD) (CR 10, 14 HD)[4,800 IM]
Leshy (Snapdragon), Half-Dragon Sorcerer Creature (w/+7 Racial HD) (CR 10, 13 HD)[4,800 IM]
Manta Ray, Advanced Plant-Imbued Gigantean (CR 6, 12 HD)[1,200 IM]
Mirror Serpent, Advanced (CR 6)[1,200 IM]
Naga (Guardian) (CR 10, 12 HD)[4,800 IM]
Necrotic Molds: Necrotic Mold (CR 2)[300 IM], Blood Clot Mold (CR 10)[4,800 IM], Greater Blood Clot Mold (CR 15)[28,800 IM]
Orca, Advanced Plant-Imbued (CR 8, 9 HD)[2,400 IM]
Orca, Advanced Plant-Imbued Druid Creature (CR 10, 9 HD)[4,800 IM]
Rhinoceros, Advanced Thorny (CR 6)[1,200 IM]
Sea Cat, Bladeleaf Plant-Imbued (w/+3 Racial HD) (CR 8, 8 HD)[2,400 IM]
Seawyrm (CR 15)[28,800 IM]
Shadow Cat (CR 6, 6 HD)[1,200 IM]
Sperm Whale (Shadebreacher) (CR 12)[9,600 IM]
Tuogou (CR 4)[600 IM]
Treant, Druid Creature (CR 9, 7 HD)[3,600 IM]
Undead (CR Varies)
Verdant Kingfisher (CR 2, 2 HD)[300 IM]
Verdant Phoenix (CR 15)[28,800 IM]
Verdant Raven [Advanced Plant-Imbued Giant Raven (w/+4 Racial HD)] (CR 6, 6 HD)[1,200 IM]
Verdant Wolf (CR 6, 6 HD)[1,200 IM]
Vigilant Briar (CR 4)[660 IM]
Vigilant Hunter (CR 10)[5,280 IM]
Vigilant Kelp (CR 4)[660 IM]
Vigilant Shadow Cat (CR 8)[2,640 IM]
Vinespawn, Amphibious Quickling (CR10, 12 HD)[4,800 IM]
Watchmole (CR 6)[1,320 IM]
Imperial Warforged:
Enchanted Steel Warforged (CR 1)[225 IM] x101
Bronze Warforged (CR 1)[225 IM] x101
Mithral Warforged (CR 2)[300 IM] x101
Cold Iron Warforged (CR 1)[225 IM] x101
Adamantine Warforged (CR 2)[300 IM] x101

Note: Creation Forge output is currently dedicated to producing its maximum of 9,000 Warforged bodies per month as part of our efforts to restore the allied Undead of Sarnor to a semblance of life.
Large Water Elementals (CR 5)[900 IM] x2,050
Greater Water Elementals (CR 9)[3,600 IM] x400
Elder Water Elementals (CR 11)[7,200 IM] x161
Advanced Fungal Collective Mimic Swarm (w/Telepathy, limited to Collectives of no more than 10) (CR 6, 4 HD) [1,320 IM]
Advanced Giant Primitive Wood Element Mimic (w/+8 RHD & Telepathy) (CR 10, 15 HD) [5,280 IM]
Miniature Mimic (w/Telepathy) (CR 1, 1 HD) [330 IM]

Imperial Forge Orders:
11th Month, 1st Day:
Supplementary Scholarium Instructors:

30 Advanced Cleric Lotus Leshy (CR 8, 7 HD)
30 Advanced Wizard Lotus Leshy (CR 8, 7 HD)
Heart Tree Guardians:
52 Verdant Wolves (CR 6, 6 HD)
52 Advanced Druid Lotus Leshy (CR 8, 7 HD)
26 Druid Creature Treants (CR 10, 7 HD)
Flesh Forge Guardians:
20 Verdant Wolves (CR 6, 6 HD)
20 Advanced Druid Lotus Leshy (CR 8, 7 HD)
10 Druid Creature Treants (CR 10, 7 HD)
Guerilla Forces:
500 Bladeleaf Children of the Briar (CR2)
Aquatic Forces:
60 Advanced Plant-Imbued Gigantean Manta Ray (CR 6, 12 HD)
900 Advanced Plant-Imbued Giant Hippocampus (CR 6, 2 HD)
123 Advanced Druid Creature Seaweed Leshy (CR 6, 4 HD)
20 Plant-Imbued Coral Drake (CR 10, 12 HD)
25 Advanced Plant-Imbued Sea Drake (CR 10, 7 HD)
100 Advanced Plant-Imbued Orca (CR 8, 9 HD)
20 Advanced Plant-Imbued Druid Creature Orca (CR 10, 9 HD)
30 Amphibious Quickling Vinespawn (CR10, 12 HD)
11th Month, 1st Day:
Aquatic Goliaths:

3 Giant Plant-Imbued Sea Serpent (CR 15, HD 15)
6 Plant-Imbued Sperm Whales (CR 12, HD 15)

3 Advanced Half-Dragon Sea Serpent (CR 15, HD 15) - Seawyrms
6 Advanced Shadow Animal Sperm Whales (CR 12, HD 15) - Shadebreacher Sperm Whales
9 Giant Mighty Dragon Turtles (CR 15, HD 12) - Grand Dragon Turtles
Viserys' Red Wing Wardens:
4 Advanced Mighty Gigantean Telepathic Sorcerer Creature Pseudodragon - 57,600 IM each (CR 15) - Mighty Mind Dragons
8 Advanced Fiery Gigantean Half-Dragon Drakenbeasts (CR15) - Fiery Dragonbeasts
8 Advanced Gigantean Plant-Imbued Drakenbeasts (CR15)
12th Month, 1st Day:
Aquatic Forces:
25 Plant-Imbued Coral Drake (CR 10, 11 HD) - 4,800 IM each (Total: 120,000)
25 Aquatic Cleric Creature Jesulan (CR 10, 12 HD) - 4,800 IM each (Total: 120,000)
100 Plant-Imbued Electric Eel (w/+6 Racial HD) (CR 6, 10 HD) - 1,200 IM each (Total: 120,000)
25 Bladeleaf Plant-Imbued Sea Cats (w/+3 Racial HD) (CR 8, 8 HD) - 2,400 IM each (Total: 60,000)
50 Advanced Aquatic Snapdragon Leshy (w/+4 Racial HD) (CR 6, 10 HD) - 1,200 IM each (Total: 60,000)

Construct Forces:
20 Mushroom Golems (CR 10, 12 HD) - 4,800 IM each (Total: 96,000)
40 Kelp Golems (Reskinned Aquatic Pumpkin Golem) (CR 8, 8 HD) - 2,400 IM each (Total: 96,000)

Other Forces:
250 Verdant Kingfisher (CR 2, 2 HD) - 300 IM each (Total: 75,000)
25 Plant-Imbued Shadow Creature Cat (w/+4 Racial HD) (CR 6, 6 HD) - 1,200 IM each (Total: 30,000)
25 Advanced Sorcerer Creature Snapdragon Leshy (w/+8 Racial HD) (CR 10, 14 HD) - 4,800 IM each (Total: 120,000)
25 Verdant Raven [Advanced Plant-Imbued Giant Raven (w/+4 Racial HD)] (CR 6, 6 HD) - 1,200 IM each (Total: 30,000)
12th Month, 1st Day:
Special Forces:
1 Grand Dragon Turtle (CR 15) - 28,800 IM
7 Seawyrm (CR 15) - 28,800 IM each (Total: 201,600)
6 Mighty Mind Dragons (CR 15) - 28,800 IM each (Total: 172,800)
5 Aureate Seawyrm [Advanced Fire-Souled Half-Dragon Sorcerer Creature Gilded Sea Serpent (w/+8 Racial HD)] (CR 15, 13 HD) - 28,800 IM each (Total: 144,000)

Other Forces:
25 Guardian Naga (CR 10, 12 HD) - 4,800 IM each (Total: 120,000)
30 Imperial Hippogriffs [Advanced Magebred Hippogriff (w/+3 Racial HD)] (CR 5, 6 HD) - 900 IM each (Total: 27,000 IM)

Fire Whale Guardians:
12 Gigantean Half-Dragon Shadow Creature Constrictor (CR 10, 18 HD) - 4,800 IM each (Total: 57,600)
12 Half-Dragon Sorcerer Creature Snapdragon Leshy (w/+7 Racial HD) (CR 10, 13 HD) - 4,800 IM each (Total: 57,600)

Hermetia's Mount:
1
Horse-Eagle, an "Aerebalyan Steed" (Draconic Magebred Vahana Advanced Horse w/+8 Racial HD) (CR 8, 10 HD) - 2,400 IM
Initial Stage of the Imperial Kobold Project: Growth of 1st Generation Imperial Kobolds and support system. (Cost: 500,000 IM)
Purpose Built Undead/Necrocraft:
Gogossos Defense Force:

40x Paralyzing Snatcher - 28,800 IM
10x Snatching Terror - 35,600 IM
2x Necro-Kraken - 9,760 IM
5x Black Brute - 23,500 IM
5x Black Champion - 26,800 IM
50x Black Knight (Mobility Upgrade) - 28,000 IM

Strategic:
10x Black Champion - 53,360 IM (high-class bodyguards for squishy mages on deployment)

Inquisition Force:
20x Paralyzing Snatcher - 14,400 IM
5x Snatching Terror - 17,800 IM
50x Black Knight - 24,500 IM

City of Brass Preparations:
500x Necro-Harpy - 120,000 IM
2,000x Firefly - 80,000 IM
1,000x Spitter - 30,000 IM
500x Spitter Swarm - 30,000 IM

Deep One Preparations:
2,000x Firefly (aquatic) - 80,000 IM
5x Necro-Kraken - 24,400 IM
50x Paralyzing Snatcher - 36,000 IM
10x Black Brute (aquatic) - 47,000 IM
1,000x Spitter (aquatic) - 30,000 IM
500x Spitter Swarm (aquatic) - 30,000 IM

Fire Whale Support:
120x Burning Bloodshark - 51,750 IM
Combined Flesh and Fungal Forge, and Undead Necrocraft Order - Comprehensive Guard Force (as detailed here)
578 Black Knights, (490 IM each) -- 283,220 IM.
722 Black Knights (mobility upgrade), (560 IM each) -- 404,320 IM.
111 Black Champions, (5,360 IM each) -- 594,960 IM.
3 Greater Bloodclot Mold - Black Champion controlling units (28,800 IM each) -- 86,400 IM.
44 Black Brutes, (4,700 IM each) -- 206,800 IM.
24 Necrotic Molds - Black Brute controlling units, (450 IM each) -- 10,800 IM total.
955 Spitter Swarms, (60 IM each) -- 57,300 IM.
234 Plant-Imbued Shadow Creature Cats, (1,200 IM each) -- 281,800 IM.
299 Verdant Wolves, (1,200 IM each) -- 358,800 IM.
117 Advanced Druid Creature Lotus Leshy, (2,400 IM each) -- 280,800 IM.
15 Advanced Wizard Creature Lotus Leshy, (2,400 IM each) -- 36,000 IM total
55 Druid Creature Treants, (4,800 IM each) -- 264,000 IM.
690 Verdant Kingfishers, (300 IM each) -- 207,000 IM.
69 Verdant Ravens [Advanced Plant-Imbued Giant Raven (w/+4 Racial HD)] CR 6, 6 HD, (1,200 IM each) -- 82,800 IM
159 Advanced Sorcerer Creature Snapdragon Leshy, (4,800 IM each) -- 734,400 IM.
10 Necro-Krakens, (4,880 IM each) -- 48,800 IM.
50 Spitter Swarms (Aquatic) - (60 IM each) -- 3,000 IM.
75 Advanced Druid Creature Seaweed Leshy, CR 6, 4 HD (1,200 IM each) -- 90,000 IM.
10 Advanced Plant-Imbued Sea Drake, CR 10, 7 HD (4,800 IM each) -- 24,000 IM.
20 Amphibious Quickling Vinespawn (CR 10, 12 HD) - 4,800 IM each (96,000 IM total).
10 Kelp Golems (Reskinned Aquatic Pumpkin Golem), CR 8, 8 HD (2,400 IM each) -- 48,000 IM.
10 Very Old Myrkdreki Dragons, CR 15 (28,800 IM each) -- 288,000 IM.
24 Wyrmling Myrkdreki Dragons, CR 3 (450 IM each) - 10,350 IM.
284 Tuogou, CR 4 (600 IM each) -- 170,400 IM.
12 Greater Blood Clot Molds (28,800 IM each) -- 345,600 IM.
69 Blood Clot Molds (4,800 IM each) -- 331,200 IM.
303 Necrotic Molds (450 IM each) -- 136,350 IM.
1,000 Necro-Cases, CR 1 (10 IM each) -- 10,000 IM.
50 Black Wardens, CR 8 (630 IM each) -- 31,500 IM.
10 Black Wardens, mobility Upgrade, CR 8 (700 IM each) -- 7,000 IM.
1 Half-Dragon Shipwrecker Crab -- 28,800 IM.
243 Hunter Jellyfish, CR 7 (1,800 IM each) -- 437,400 IM.
27 Advanced Dire Hunter Jellyfish, CR 10 (4,800 IM each) -- 129,400 IM.
1 Mighty Mind Dragon (CR 15) - (28,800 IM).
Enchanted Steel Warforged: x100 (Cost: 225 IM each, Total: 22,500 IM)
Bronze Warforged: x100 (Cost: 225 IM each, Total: 30,000 IM)
Mithral Warforged: x100 (Cost: 300 IM each, Total: 22,500 IM)
Cold Iron Warforged: x100 (Cost: 225 IM each, Total: 22,500 IM)
Adamantine Warforged: x100 (Cost: 300 IM each, Total: 30,00 IM)

Client Forge Orders:
Vialisk Fungal Forge Order: COMPLETE
Opaline Vault Fungal & Flesh Forge Order:
50 Red Dragonshark: CR 10 (Primitive Half-Dragon (Red) Bulette)

0 Razorshark: CR 10 (Advanced Fungal Bladeleaf Bulette)

Hedgethorn Hippogriff
Dire Greenbound Hippogriff [advanced to 6 Racial HD] - CR 8

N Huge Plant
Init +4; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft., scent; Listen +4, Spot +9
DEFENSE
AC
29, touch 14, flat-footed 24 (+4 Dex, +1 dodge, +16 natural, -2 size)
HP 198 (12d8+144)
Fort +16, Ref +12, Will +7
Immune: Plant Traits, Resist Cold & Electricity 10, DR 10/Magic & Slashing, Fast Healing 3
OFFENSE
Speed
50 ft., fly 110 ft. (average)
Melee bite +19 (2d6+9), 2 claws +19 (1d8+9)
Space 10 ft. Reach 10 ft.
STATISTICS
Str
29, Dex 19, Con 26, Int 2, Wis 16, Cha 17
Base Attack/Grapple: +12/+24
Feats Ability Focus (Entangle), Dodge, Hover, Wingover
Skills Listen +7, Spot +19; Racial Modifiers +4 Listen & Spot

Plant Immunities (Ex): Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

Spell-Like Abilities (Sp): 12th Caster Level: At will - Entangle (DC 16), Pass Without Trace, Speak with Plants, 1/Day: Wall of Thorns
Order: x100
Assassin Wyvern
Advanced Feral Quickling Forked-Tail Wyvern - CR 8

N Large Dragon
Init +15; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +18
DEFENSE
AC
30, touch 20, flat-footed 19 (+7 Dex, +4 Dodge, +10 natural, -1 size)
HP 139 (9d12+81)
Fort +15, Ref +13, Will +9
Immune: dragon traits, magic paralysis and sleep; Resist acid 10, fire 10; SR 19, Fast Healing 1
OFFENSE
Speed:
80 ft., fly 240 ft. (Average), swim 160 ft.
Melee: bite +17 (2d6+9 plus grab), 2 stings +17 (1d6+9 plus poison), 2 wings +12 (1d6+4)
Space: 10 ft.; Reach 5 ft.
Special Attacks: breath weapon (30-ft. cone, 6d6 fire damage plus fumes, Reflex DC 23 half, usable every 1d4 rounds), rake (2 talons +20, 1d6+9)
STATISTICS
Str 29, Dex 24, Con 28, Int 2, Wis 12, Cha 15
Base Attack/Grapple: +9/+13
Feats: Ability Focus(Poison), Combat Reflexes, Deadly Poison, Dodge, Flyby Attack, Improved Initiative, Improved Poison, Mobility, Spring Attack
Skills: Balance +17, Jump +19, Listen +9, Spot +18, Swim +9, Tumble +17; Racial Modifiers +8 Listen & Spot, +10 Balance, Jump, & Tumble

Breath Weapon (Su): Once every 1d4 rounds, an Assassin Wyvern can emit a cloud of noxious fire in a 30-foot cone that deals 6d6 points of fire damage and the fumes cause temporary blindness as though affected by Glitterdust for 4 rounds. A DC 23 Reflex save halves the fire damage and negates the Glitterdust effect. The save DC is Constitution-based.

Poison (Ex): Injury - Fortitude DC 25: Initial 2d8 Constitution damage, Secondary 4d8 Constitution damage. The save DC is Constitution-based.

Rapid Actions (Ex): An Assassin Wyvern gains one extra attack or move action each round. This does not stack with other haste effects.

Hold Breath (Ex): The Assassin Wyvern can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Aging Vulnerability (Ex): An Assassin Wyvern takes 50% more damage from aging effects, including the number of years aged.
Order: x0
Githzerai Monastery Fungal Forge Order:
Fungal Bladeleaf Hippogriff CR 4
N Large Plant (augmented)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Spot +9

DEFENSE
AC 25, touch 11, flat-footed 23 (+1 Dex, +1 dodge, +14 natural, –1 size)
HP 28 (3d8+12)
Fort +7, Ref +4, Will +2
Defensive Abilities: Damage Reduction 5/Slashing & Magic & Cold Iron, Fast Healing 5, Plant Traits, Resist Cold & Electricity 10, Immune: Disease

OFFENSE
Speed 30 ft., fly 90 ft. (average)
Melee bite +6 (1d6+4), 2 claws +6 (1d4+4); +1d6 (Sundering Storm; see below)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 19, Dex 13, Con 18, Int 2, Wis 12, Cha 9
Base Atk +3
Feats Dodge, Wingover
Skills Fly +4, Spot +9; Racial Modifiers +4 Spot

Plant Immunities (Ex): Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

Poison Spore Cloud (Ex): Once per day, a Razorspore Hippogriff can exhale a choking cloud of spores in a 30-foot cone that lingers in the air for 10 rounds. This cloud functions as an inhaled poison. Any breathing creature in the cloud must succeed at a Fortitude save or inhale the spores. A creature that remains in the area of the spore cloud must continue to attempt Fortitude saves against its effects. Multiple spore clouds from multiple Razorspore Hippogriffs require multiple saves from any creature in an area where the clouds overlap.
  • Fungal Spores: Poison—inhaled; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and fatigued for 1 minute; cure 2 saves.
Poisonous Blood (Ex): A Razorspore Hippogriff's blood and flesh are ingested poisons. Any creature that makes a bite attack against a Fungal Bladeleaf Hippogriff, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.
  • A Razorspore Hippogriff's blood can be used as an ingested poison that functions as described above. However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC 15 Profession [cook] check). The Fungal Bladeleaf Hippogriff must suffer at least 1 point of damage to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.
  • Fungal Blood or Flesh: Poison—ingested; save Fort DC 19; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex damage, and nauseated for 1 minute; cure 2 saves.
Fungal Metabolism (Ex): Razorspore Hippogriffs breathe, but they do not eat or sleep in the typical manner.

Animate Leaves (Su): Razorspore Hippogriff can shed its leaves as a standard action. When shed, the leaves often change to autumn colors and become hard and sharp as steel, animated into a swarm by the will of the Razorspore Hippogriff. The animated leaves are treated as a swarm (see below). If the swarm is destroyed, the Razorspore Hippogriff can completely re-grow all its lost leaves in 1 minute. The Razorspore Hippogriff may reattach these shed leaves as a standard action, in which case they return to their normal color and texture. The Razorspore Hippogriff controls the swarm as a free action and can maneuver it out to a distance of 300 ft. Animated leaves create the statblock below.

Sundering Storm (Su): A Razorspore Hippogriff that has not shed its leaves deals +1d6 slashing damage in addition to damage dealt on a successful hit in melee. Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a Razorspore Hippogriff with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the Razorspore Hippogriff's Con modifier) damage unless they are using a reach and/or cold iron weapon.

N Fine plant (swarm)
Init +1; Senses low-light vision; Perception +9

AC 25, touch 19, flat-footed 24 (+1 Dex, +6 natural armor, +8 size)
hp 14 HP
Fort +7, Ref +4, Will +2
Defensive Abilities plant and swarm traits;
Resist Cold & Electricity 10, Immune to weapon damage

Speed 90 ft. fly (perfect)
Melee swarm (1d6+4, plus bleed and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks bleed (half swarm damage), distraction (DC 16), sundering storm

Str 1, Dex 13, Con 19, Int 2, Wis 12, Cha 9
Base Atk +3

Sundering Storm (Su): Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a bladeleaf creature with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the bladeleaf's Con modifier) damage unless they are using a reach and/or cold iron weapon.
Order: x20
Greenbound Bladeleaf Hippogriff CR 5
N Large Plant (augmented)
Init +3; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft., scent; Spot +9

DEFENSE
AC 31, touch 13, flat-footed 27 (+3 Dex, +1 dodge, +18 natural, –1 size)
HP 28 (3d8+12)
Fort +7, Ref +6, Will +2
Defensive Abilities: Damage Reduction 10/Slashing & Magic & Cold Iron, Fast Healing 5, Plant Traits, Resist Cold & Electricity 10

OFFENSE
Speed 40 ft., fly 100 ft. (average)
Melee bite +7 (1d6+5), 2 claws +7 (1d4+5) OR slam (1d8+5); +1d6 (Sundering Storm; see below)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 21, Dex 17, Con 18, Int 2, Wis 12, Cha 13
Base Atk +3
Feats Dodge, Wingover
Skills Fly +6, Spot +9; Racial Modifiers +4 Spot, +16 Hide & Move Silently in forested areas

Plant Immunities (Ex): Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

Spell-like Abilities (Sp): 3rd Caster Level: At-Will: Entangle (DC 12), Pass Without Trace, Speak with Plants, 1/Day: Wall of Thorns

Animate Leaves (Su): A Razorleaf Hippogriff can shed its leaves as a standard action. When shed, the leaves often change to autumn colors and become hard and sharp as steel, animated into a swarm by the will of the Razorleaf Hippogriff. The animated leaves are treated as a swarm (see below). If the swarm is destroyed, the Razorleaf Hippogriff can completely re-grow all its lost leaves in 1 minute. The Razorleaf Hippogriff may reattach these shed leaves as a standard action, in which case they return to their normal color and texture. The Razorleaf Hippogriff controls the swarm as a free action and can maneuver it out to a distance of 300 ft. Animated leaves create the statblock below.

Sundering Storm (Su): A Razorleaf Hippogriff creature that has not shed its leaves deals +1d6 slashing damage in addition to damage dealt on a successful hit in melee. Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a Razorleaf Hippogriff with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the Razorleaf Hippogriff's Con modifier) damage unless they are using a reach and/or cold iron weapon.

N Fine plant (swarm)
Init +3; Senses low-light vision; Perception +9

AC 31, touch 21, flat-footed 28 (+3 Dex, +10 natural armor, +8 size)
hp 14 HP
Fort +7, Ref +6 Will +2
Defensive Abilities plant and swarm traits; Immune to weapon damage, Resist Cold & Electricity 10

Speed 90 ft. fly (perfect)
Melee swarm (1d6+5, plus bleed and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks bleed (half swarm damage), distraction (DC 16), sundering storm

Str 1, Dex 17, Con 19, Int 2, Wis 12, Cha 9
Base Atk +3;

Sundering Storm (Su): Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a bladeleaf creature with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the bladeleaf's Con modifier) damage unless they are using a reach and/or cold iron weapon.
Order: x10
Dire Fungal Bladeleaf* Ankylosaurus (*Modified) CR 10
N Gargantuan Plant (augmented)
Init -1; Senses darkvision 60 ft., low-light vision, scent; Spot +19

DEFENSE
AC
36, touch 5, flat-footed 36 (-1 Dex, +31 natural, -4 size)
HP 275 (20d8+180)
Fort +25, Ref +15, Will +9
Defensive Abilities: Damage Reduction 10/Slashing & Magic & Cold Iron, Fast Healing 10, Plant Traits, Immune to Disease

OFFENSE
Speed
30 ft.
Melee tail +30 (3d8+2d6+21 plus Stun)
Space 20 ft.; Reach 15 ft. (20 ft. with tail)
Special Attack Razorleaf Bombard

STATISTICS
Str
39, Dex 8, Con 29, Int 2, Wis 17, Cha 12
Base Atk +15
Feats Ability Focus (Razorleaf Burst), Ability Focus (Stun), Great Fortitude, Improved Bull Rush, Improved Overrun, Lightning Reflexes, Power Attack, Weapon Focus (tail)
Skills Spot +19

Plant Immunities (Ex): Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

Stun (Ex): The Razortail Ankylosaurus' tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 36 Fortitude save or be Dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead Stunned for 1d4 rounds. The save DC is Strength-based.

Poisonous Blood (Ex): A Razortail's blood and flesh are ingested poisons. Any creature that makes a bite attack against a Razortail, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.
  • A Razortail's blood can be used as an ingested poison that functions as described above. However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC 15 Profession [cook] check). The Razortail must suffer at least 1 point of damage to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.
  • Fungal Blood or Flesh: Poison—ingested; save Fort DC 29; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex damage, and nauseated for 1 minute; cure 2 saves.
Fungal Metabolism (Ex): Razortails breathe, but they do not eat or sleep in the typical manner.

Sundering Armor (Su): A Razortail Ankylosaurus deals +2d6 slashing damage in addition to damage dealt on a successful hit in melee. Creatures that hit a Razortail Ankylosaurus with a melee attack must make a DC 20 Reflex save or suffer 1d6+9 (CON modifier) damage unless they are using a reach and/or cold iron weapon.

Razorleaf Bombard (Su): The Razortail Ankylosaurus can launch from its razorleaf-studded tail a churning bundle of leaves and poisonous slores which travels up to 1,000 feet with unerring accuracy. Upon striking a target, the bundle explodes into a 20 ft. radius cloud of slashing leaves which inflicts 15d6 damage (damage-type is Slashing and counts as Magic, Cold Iron, Silver, and Adamantine for the purposes of overcoming Damage Reduction) to everything within the area (Reflex DC 31 halves damage) and expose those damaged by it to the Razortail's poisonous spores (see below). The Razortail Ankylosaurus can use this ability as often as once per minute, but no more than three times per hour.
  • Fungal Spores: Poison—injury; save Fort DC 29; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and fatigued for 1 minute; cure 2 saves.
Order: x2

Obsolete Information:
Roster includes Forge-grown creatures born during the 12th month, 293 AC, and afterward:

Heavy Duty Servitors:
Special Forces Servitors:
Fungal Constructs:
Supplementary Scholarium Instructors:
  • 30 Advanced Cleric Lotus Leshy (CR 8, 7 HD)
  • 30 Advanced Wizard Lotus Leshy (CR 8, 7 HD)
Heart Tree Guardians:
  • 52 Verdant Wolves (CR 6, 6 HD)
  • 52 Advanced Druid Lotus Leshy (CR 8, 7 HD)
  • 26 Druid Creature Treants (CR 10, 7 HD)
Flesh Forge Guardians:
  • 20 Verdant Wolves (CR 6, 6 HD)
  • 20 Advanced Druid Lotus Leshy (CR 8, 7 HD)
  • 10 Druid Creature Treants (CR 10, 7 HD)
Guerilla Forces:
Aquatic Forces:
Fire Whale Guardians:
Gogossos Defense Force:
40x Paralyzing Snatcher
10x Snatching Terror
2x Necro-Kraken
5x Black Brute
5x Black Champion
50x Black Knight (Mobility Upgrade)

Strategic:
10x Black Champion (high-class bodyguards for squishy mages on deployment)

Inquisition Force:
20x Paralyzing Snatcher
5x Snatching Terror
50x Black Knight

City of Brass Preparations:
500x Necro-Harpy
2,000x Firefly
1,000x Spitter
500x Spitter Swarm

Deep One Preparations:
2,000x Firefly (aquatic)
5x Necro-Kraken
50x Paralyzing Snatcher
10x Black Brute (aquatic)
1,000x Spitter (aquatic)
500x Spitter Swarm (aquatic)

Fire Whale Support:
120x Burning Bloodshark
On Assignment:
 
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I've been hitting a bit of a wall on Yi Ti so I decide to do something simpler to get things rolling, Ser Balon Swann up in the Painted Mountains
I roll his action first Healthcare: 6/9, OK that's easy enough Background next...

*one bad roll and back to back crits*

This will tale a while.
 
Here's the finalized version of the new Mind Dragons, including the four we're growing with the revised Mighty template, plus sheets for the unmodified Mind Dragons at all four Age Categories (Wyrmling, Juvenile, Young Adult, and Adult).

The old version can be found HERE. I've rolled the various template effects into the stat blocks and made adjustments to account for some of their effects (ex: Practiced Spellcaster as a bonus feat to account for the disparity between casting ability and caster level introduced by the Sorcerer Creature template), along with dialing back on various abilities (poison efficacy, Telepathy range, spell-like abilities, etc) based on the Mind Dragon's age.
On the regular versions:

Okay, I think SR and spellcasting on a Wyrmling is a unusual and, I think, not very fitting.
Let them grow into their power a bit, as all True Dragons do. Juvenile seems like a good point to start with both.

Secondly, the Adult doesn't seem to have a Frightful Presence? That definitly belongs in any dragon of that size.

The Poison-DC looks a bit high, compared to other draconic natural weapons of dragons with similar HD?
1/2 HD +CON-Mod +2 if I see that right?
Maybe the Con-modifier in general is a bit on the high side, in a broader view on dragons?

The Flight is very good, not beyond Mercury Dragons but I think better than any other True Dragon?

I think I like the rest of this.
 
On the regular versions:

Okay, I think SR and spellcasting on a Wyrmling is a unusual and, I think, not very fitting.
Let them grow into their power a bit, as all True Dragons do. Juvenile seems like a good point to start with both.

Secondly, the Adult doesn't seem to have a Frightful Presence? That definitly belongs in any dragon of that size.

The Poison-DC looks a bit high, compared to other draconic natural weapons of dragons with similar HD?
1/2 HD +CON-Mod +2 if I see that right?
Maybe the Con-modifier in general is a bit on the high side, in a broader view on dragons?

The Flight is very good, not beyond Mercury Dragons but I think better than any other True Dragon?

I think I like the rest of this.
The Mind Dragons are based on Pseudodragons, which have SR 19 as Tiny-sized CR 1 creatures. The Wyrmlings are only starting off with SR 18. I want to keep that, but good point about the spellcasting. That can go until they reach Juvenile age.

Mind Dragons deliberately don't get Frightful Presence. Their gifts slew more toward Telepathy and magic rather than being innately terrifying. They also don't get Damage Reduction, a Breath Weapon, or elemental immunity. They're Dragons, but not quite in the time-honored "True Dragon" category.

The Poison DC on the Mighty Mind Dragons is high, both because of their good Constitution attribute and the +7 bonus they get from the Mighty template. I don't want to lose that. The highly effective poison is part of the trade-off for not having a Breath Weapon or Frightful Presence, IMO.
 
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The Poison DC on the Mighty Mind Dragons is high, both because of their good Constitution attribute and the +7 bonus they get from the Mighty template. I don't want to lose that.
Only talking about the regulars.
Maybe a slightly lower CON would make sense for them?
Mind Dragons deliberately don't get Frightful Presence. Their gifts slew more toward Telepathy and magic rather than being innately terrifying. They also don't get Damage Reduction, a Breath Weapon, or elemental immunity. They're Dragons, but not quite in the time-honored "True Dragon" category.
Talking about that, if we take enough from Tiamat True Dragons might become an option.

Still, all in all thank you very much for creating these.
 
Only talking about the regulars.
Maybe a slightly lower CON would make sense for them?

Talking about that, if we take enough from Tiamat True Dragons might become an option.

Still, all in all thank you very much for creating these.
Looking at their Constitution, it is a bit high compared to most other Dragons. I'll see about adjusting it when I get back to my computer.
 
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