Kingdom of Toads: Mythic Edition is moving along quite well--well enough that I've updated my "Upcoming Products" page to include it (I've also moved
The Emergency Villain Collection to released products, as it will be available later this week). As a teaser, and to show the re-working I'm doing to about forty percent of the encounters in
Kingdom of Toads to make
Kingdom of Toads: Mythic Edition, here is the updated version of the powerful dragon Avoravax:
Avoravax CR
21/MR 7
XP 409,600
Mythic
ancient blue dragon
LE
Gargantuan dragon (earth, mythic)
Init +11M; Senses dragon senses, true seeing;
Perception +32
Aura electricity (10ft., 2d6
electricity), frightful presence (300 ft., DC 29)
Defense
AC 52, touch 5, flat-footed 52 (+4
armor, -1 Dex, +39 natural, +4 shield, -4 size)
hp 438 (24d12+262 plus 20 temporary hit
points)
Fort +22, Ref +13, Will +19;
second save
Defensive Abilities dragon blood (2d6
electricity), duplicitous veil, dust cloud; DR 15/epic and magic; Immune
electricity, paralysis, sleep; SR 36
Offense
Speed 40 ft., burrow 20 ft., fly 250
ft. (clumsy)
Melee bite +34 (4d6+19/19-20/x3) and 2
claws +33 (2d8+13) and 2 wings +31 (2d6+6) and tail slap +31 (2d8+19)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120-ft.
line, DC 30, 20d8 electricity), crush (Medium creatures, DC 30, 4d6+19), desert
thirst (DC 28), dragon fury (2d6 electricity), mirage, mythic power (7/day,
surge +1d10), overcharge breath, storm breath (DC 30, 20d8 electricity), tail
sweep (Small creatures, DC 30, 2d6+19)
Spell-Like Abilities (CL 24th;
concentration +30 [+34 to cast defensively])
At will—ghost sound (DC 16), hallucinatory terrain (DC 20), minor image (DC 18), veil (DC 22), ventriloquism (DC 19)
Spells Known (CL 13th; concentration
+19 [+23 to cast defensively])
6th (5/day;
4 remaining)—forceful hand, true seeing
5th (7/day)—hold monster (DC 21), persistent image, teleport
4th (7/day)—dimension door, enervation, fire shield, stoneskin
3rd (7/day)—dispel magic, displacement, haste, vampiric touch
2nd (7/day;
6 remaining)—darkness, false life, invisibility, resist energy,
shatter
1st (7/day;
6 remaining)—alarm, mage armor, shield, true strike, unseen servant
Tactics
Before Combat Avoravax casts true seeing, false life, mage armor,
and shield (in that order), all of
which are included in his statistics.
Statistics
Str 37, Dex 8, Con 27, Int 20, Wis 21, Cha 22
Base Atk +24; CMB +41; CMD 50 (54 vs.
trip)
Feats Combat Casting, Dazzling Display,
Deadly StrokeM, Extend Spell, Hover, Improved Critical (bite)M,
Improved InitiativeM, Multiattack, Quicken Spell, Shatter Defenses,
Silent Spell, Weapon Focus (bite)
Skills Bluff +33, Fly +10, Intimidate
+33, Knowledge (arcana) +32, Knowledge (history) +32, Knowledge (local) +32,
Knowledge (geography) +32, Perception +32, Spellcraft +32, Stealth +14,
Survival +32
Languages Auran, Common, Draconic,
Giant, Ignan, Infernal
SQ dragon cantrips, sound imitation
Special Abilities
Desert Thirst (Su) Avoravax can cast create water at will (CL 24).
Alternatively, he can destroy an equal amount of liquid in a 10-foot burst.
Unattended liquids are instantly reduced to sand. Liquid-based magic items
(such as potions) and items in a creature's possession must succeed on a DC 30
Will save or be destroyed.
Dragon Blood (Su) Avoravax's blood and
other fluids are infused with electricity. Every time Avoravax is damaged by a
piercing or slashing weapon, the attacking creature takes 2d6 electricity
damage (or double damage if the attack is a critical hit). Using a reach weapon
does not endanger the attacker in this way.
Dragon Cantrips (Su) Avoravax knows all
sorcerer/wizard cantrips and can cast them at will.
Dragon Fury (Su) If Avoravax confirms a
critical hit with a natural weapon, he adds his dragon blood damage to the
damage dealt by the natural attack.
Duplicitous Veil (Su) As an immediate
action, Avoravax may spend one use of mythic power to swap places with a target
of his veil spell-like ability, so
long as that creature is veiled to resemble Avoravax.
Dust Cloud (Ex) Sand and dust swirls
around Avoravax's body, attracted by his natural electrical charge. This
provides Avoravax with concealment but doesn't interfere with his senses or
attacks.
Electricity Aura (Su) Avoravax is
surrounded by an aura of electricity. Creatures within 10 feet take 2d6 points
of electricity damage at the beginning of his turn.
Mirage (Su) Avoravax can make himself
appear to be in two places at once as a free action for 24 rounds per day. This
ability functions as project image
but Avoravax can use his breath weapon through the mirage.
Overcharge Breath (Ex) By expending one
use of mythic power as a free action when using his breath weapon or storm
breath, Avoravax can cause the effect's electricity damage to bypass
electricity resistance and electricity immunity.
Second Save (Ex) Whenever Avoravax
fails a saving throw against an effect with a duration greater than 1 round, he
can keep trying to shake off the effect. At the start of his turn, if he is
still affected, he can attempt the save one more time as a free action. If this
save succeeds, the effect affects Avoravax as if he had succeeded at his
initial saving throw. If the effect already allows another saving throw on a
later turn to break the effect (such as for hold monster), this ability is in
addition to the extra saving throw from the effect.
Sound Imitation (Ex) Avoravax can mimic
any voice or sound he has heard by making a successful Bluff check against a
listener's Sense Motive check.
Storm Breath (Su) Avoravax can use his
breath weapon to create a storm of lightning. This functions as call lightning storm, but the damage is
20d8. Avoravax can call down 1 bolt per round as a free action for 1d6 rounds.
The save DC is 30. Additional uses of this ability extend the duration by an
additional 1d6 rounds.