Monsters

Behemoth is a demigod under Chaozalem, ruler of the 1st layer of Hell. After being summoned by a member of the  Shadow Council (who had been imprisoned at the Technocrat headquarter), Behemoth was trapped and used by the Technocrats in their experiments with trying to breed demons with humans. The only two successfull offspring produced were the brothers Melchar and Borghard. Borghard later died and Melchar’s soul was destroyed by the evil Anthrax Picard, who used it to obtain Demilich status.

Behemoth was freed from imprisonment when Melchar, Anthrax and their companions stormed the Tecnhocrat HQ in an attempt to save Melchar’s mother. The mother, however, was too ruined after her experiences, so Melchar decided to give her the rest she so desperately needed – and killed her. Behemoth, thankful for his release, offered great gifts to the adventurers, and some of them accepted his offerings. Anthrax even sold his soul in return for mighty powers.

Some time later, the adventurers learned that Behemoth had started summoning a demon army in order to relesae his master, Chaozalem from Cloudhaven, a flying prison where the necromancer Sauron was being held. Sauron had previously tricked Chaozalem into manifesting inside his own body, and managed to trap him there. The adventurers gathered aid from the mightiest people they knew around the world and assaulted Behemoth and his minions, slaying Behemoeth almost instantly, since he was still rather weak.

But Behemoth had made some precautions, and instead of being sent back to Hell, his spirit stayed in his throne, waiting to manifest itself into whomever was foolish enough to sit on it. Haru, the golden emperor, decided to take the throne from safekeeping, but it disappeared and later reappeared in the tower of Anthrax Picard – where Anthrax decided to release the demon. Another of those who had helped deal with Behemoth, Balthazar Ilvatu, later orchestrated the invasion and subsequent release of Sauron/Chaozalem. The flying prison Cloudhaven was then seized and is now run by a former prisoner, Angerbast, while the previous warden, Dervious (an ancient blue dragon) barely escaped.

After Chaozalem was freed, Behemoth joined him and is helping him build another demon army, this time in order to wage war upon the whole planet. What Behemoth doesn’t know, however, is that it isn’t Chaozalem which is in control of the entity, but rather Sauron…..

 

Behemoth, 64 HD Paragon Famine Spirit, level 14 Demigod

STR 26
DEX 28
CON 30
INT 26
WIS 28
CHA 26

Size: Medium
HD: 64d12 (22.400 hp)
Initiative: +12
Speed: 72
AC: 161 (natural AC: 137)
Hit: +211
#: 3
Bite: (2d6+52)X10/9-20/vorpal bite
Claws: (1d6+51)X10
Special Attacks: Aura of Pain, vorpal bite

Feats: Cleave, Combat Expertise, Great Cleave, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Improved Natural Attack (Bite), Improved Trip, Multiattack, Power Attack, Sunder, Improved Toughness
Alignment: Neutral Evil
Free Action: Greater dispelling (X3 daily), Haste (X3 daily), See Invisibility (X3 daily)
SR: Fire 124, Cold 124 & 114/All
DR: 134/+6 & 114/All
Saves: +45
MR: 320%

Fast Healing 20
Scent
See invisibility
Darkvision 60 feet
Caster level 49
14d100X10 followers
Aura of Pain (Su): 60 feet Symbol of Pain (DC 41)
Vorpal Bite (Ex): Bites the head off a Large or smaller opponent on a critical hit
Create Spawn (Su): Slain opponents rise as Famine Spirits after 1d3 days unless a protection from evil spell is cast upon the corpse in time.
Ethereal Jaunt (Su): Produce ethereal jaunt effect 3 times a day as lvl 35 magic user
Soul Binding Contracts (Ex): Can make deals with sentient beings in return for their soul
3 WPs
4 NWPS
Teleport Without Error at will & Planeshift without error at will
Ignore any immunities of creatures up to 39 HD/lvl
Your magic works in anti-magic zones & Dead Magic Zones
Sense everything within 1k of self or any follower, holy objects or shrines
Comprehend and communicate in any language
Grant lvl 1 Low Power to followers, lvl 5 medium power to followers, lvl 9 High Power to followers
Create Signature Weapon, Avatar, signature Armor
Locate any object or creature on same plane (except artifacts, relics, epic characters and epic monsters)
Communicat: through Avatar
Kill any 9 HD/lvl creature on same plane at will
Shapeshift into any 30 HD monster at will
Grant abilities/changes/etc. to any being (pretty powerful)

Demigod Powers:
HPX10
+100 natural AC
Immune to Critical Hits
Immune to non-epic spells
All dmgX10
+100 hit
+100% MR
+100 DR/All
+100 SR/All
+10 crit range
Bypass critical immunity up to and including Demigods
Ability to cast Ancient Curse unlimtited times daily as a standard action
Ability to cast Miracle unlimited times daily as a standard action
+2 standard actions

Draconic dinosaurs are dinosaurs with dragonlike features, not dragons resembling dinosaurs. Therefore, they are neither dragons nor dragon-kin. They do not have names, class levels, feats, NWPS etc. But they are highly intelligent and able to communicate if they should choose to. However, they have not evolved naturally, so there was only ten of them on the wild world to begin with. And after a group of adventurers stumbled upon some of them, the number of draconic dinosaurs still alive has been dwindling down into near extinction.

Shared characteristics:

STR 35
DEX 35
CON 35
INT 35
WIS 35
CHA 35

Size: Colossal (200-500m long)
Initiative modifier: +27
Flyby Attack
Immune to Critical Hits
Breath Weapon is a Free Action and can be used every 4th round
100% Spell Penetration
Spellcasting is a Free Action
Able to cast any lvl 1-9 wizard and priest spell
All spells are Intensified (as per Intensify Spell feat)
All spells are cast as lvl 200 spellcaster
Dragon senses (100m pr. HD)

In addition, every draconic dinosaur has it own special abilities:

Black Draconic Dinosaur
Size: 400m
AC 270
Movement: 120, Flight 600 (C), Swim 120
HD: 200 (2.000 hp)
Hit: +212
#:3 + Breath Weapon or Spell
Damage: Claws (1d6+24)X10, Bite (3d6+24)X10
Breath Weapon [Ex]: 200m long, 100m wide, 100m high acidic cloud of stomach acids. (24d4+24)X10 acid damage the first round, half damage the second round and a quarter damage the third round. .
Immune to Acid
Hide in Shadows: 105%
Move Silently: 105%
MR: 250%
XP: 1.800.000

Blue Draconic Dinosaur
Size: 350m
AC: 280
Movement: 90, Flight 300 (C), Br 40
HD: 220 (2.200 hp)
Hit: +232
#: 3 + Breath Weapon or Spell
Damage:
Claws (1d8+24)X10
Bite (3d8+24)X10
Breath Weapon [Ex] 1.000 feet long, 50 feet wide bolt of lightning (24d8+24)10 lightning damage.
Special: The Blue Draconic Dinosaur attracts electricity, and is constantly sparking and igniting. Anyone who comes within 30 feet of it will automatically be hit by electricity charges [Ex] for 1d8X10 pr. round. Striking the dinosaur, releases lightning [Ex], and the attacker takes 3d10X8 lightning damage.
Immune to electricity and lightning
MR: 550%
XP: 1.450.000

Deep Draconic Dinosaur
Size: 300m
AC: 280
Movement: 120, Fl 300 (C), Br 60, Sw 90
HD: 220 (2.200 hp)
Hit: +232
#: 3 + Breath Weapon or Spell
Damage:
Claws (3d4+24)X10
Bite (3d8+24)X10
Breath Weapon [Ex]: Cloud of flesh eating acid gas, 500 feet long, 400 feet wide, 300 feet high, dealing (24d8+24)X10 acid damage
Immune to Acid, Cold and Fire
Permanent True Seeing
Immune to Charm, sleep and hold magic
Regeneration 100
Fast Healing 200
Stone Form [Ex]: When fearing for its life, the dinosaur can assume the form of a colossal rock as a Free Action. While in this form, its fast healing and regeneration abilities are dormant, but the rock itself is immune to magic and has DR 500/All.
MR: 600%
XP: 1.420.000

Green Draconic Dinosaur
Size: 300m
AC: 280
Movement: 90, Flight 300 (C), Sw 90
HD: 210 (2.100 hp)
Hit: +222
#: 3 + Breath Weapon or Spell
Damage:
Claws (1d8+24)X10
Bite (2d10+24)X10
Breath Weapon [Ex] 500 feet long, 400 feet wide and 300 feet hight cloud of poisonous chlorine gas (you must be immune to poison, acid and gas to be immune)
Fear [Ex]: The Green Draconic Dinosaur can instill compelte fear in one target every round. The target is unable to act, but can defend. This is an effect which works on anyone immune to fear, aside from Demigods, undeads, mindless constructs and those with higher HD than the dinosaur.
Zone of Truth [Su]: The dinosaur is surrounded by a 300 feet radius zone which prevents anyone other than himself from lying.
Immune to poison, acid and gases
MR: 550%
XP: 1.430.000

Gold Draconic Dinosaur
Size: 400m
AC: 320
Movement: 120, Fl 400 (C), Jp 30, Sw 120 (180)
HD: 240 (2.400 hp)
Hit: +252
#: 3 + Breath Weapon or Spell
Damage:
Claws (1d10+24)X10
Bite (6d6+24)X10
Breath Weapon [Ex]: A cone of molten gold 900 feet long, 50 feet wide at mouth, 300 feet wide at end, dealing (24d12+24)X10 fire damage. Anyone who fails their save vs Breath Weapon is also immediately encased in gold and dies of suffocation within 1/3 CON rounds. Those who save successfully is Slowed [Ex] by the gold patches on their body.
Immune to Fire and Gas
Luck [Ex]: Reroll any one die daily and choose best result, in addition to +10 on all ability saves.
Immune to all magic which do not deal damage
MR: 700%
XP: 1.490.000

Red Draconic Dinosaur Dracolich
Size: 450m
AC: 330
Movement: 90, Flight 300 (C), Jp 30
HD: 230 (2.300 hp)
Hit: +242
#: 3 + Breath Weapon or Spell
Damage:
Claws (1d10+24)X10 + 2d8X10 chill damage + Paralyzation (DC 20)
Bite (3d10+24)X10 + 2d8X10 chill damage + Paralyzation (DC 20)
Breath Weapon [Su]: Cone of Fire, 50 feet wide at mouth, 300 feet wide at end, 900 feet long. (24d10+24)X10 fire damage.
Immune to Fire
Darkvision
Immune to all Mind-Affecting effects
Immune to Poison, sleep effects, paralysis, stunning, disease and death effects
Impervious to Critical Hits, ability drain and energy drain
Immune to ability damage
Half damage from all physical damage
MR: 650%
XP: 580.000 (and another 1.160.000 once you find and destroy the host)

Shadow Draconic Dinosaur
Size: 250m
AC: 320
Movement: 180, Fl 300 (C), Jp 30
HD: 200 (2.000 hp)
Hit: +212
#: 3 + Breath Weapon or Spell
Damage:
Claws (1d6+24)X10
Bite (3d6+24)X10
Breath Weapon [Su]: Cloud of complete blackness, 400 feet long, 300 feet wide and 200 feet high, dealing (6d4+4)X10 negative energy damage and blinding anyone within for 10 rounds and draining half their base levels permanently. A successful save drains 1/4 base levels for 24 hours. If brought to lvl 0, you die and rise as a Wraith immediately.
Immune to negative energy
Hide in Shadows 200%
Move Silently 200%
Incorporeal at will
Ghost Touch
Shaded [Su]: The dinosaur is surrounded by an ever present aura of night, which has a radius of 5 kilometres. The aura can follow the dinosaur or be placed at a certain spot, making it impossible for anyone to predict where inside the aura the dinosaur is currently located. Inside the aura, everything is as dark as a clouded night. Outside the aura, looking in, everything seems normal. The dinosaur is aware of any presence within this aura.
MR:600%
XP: 1.420.000

Silver Draconic Dinosaur
Size: 300m
AC: 310
Movement: 90, Fl 300 (C), Jp 30
HD: 230 (2.300 hp)
Hit: +242
#: 3 + Breath Weapon or Spell
Damage:
Claws (1d8+24)X10
Bite (1d8+24)X10
Breath Weapon [Su]: Either a Cone of Cold 800 feet long, 50 feet wide at base, 300 feet wide at end for (24d10+24)X10 cold damage or a Cloud of Paralyzation gas 500 feet long, 400 feet wide and 200 feet high
Immune to Cold and Gases
Cloud Walk: Can walk on clouds as if they were solid objects
Reflective scales: The silvery scales makes it hard for opponents to aim due to how they reflect the light, resulting in a -24 hit penalty.
MR: 600%
XP: 1.470.000

Steel Draconic Dinosaur
Size: 250m
AC: 280
Movement: 90, Fl 300 (D), Sw 60
HD: 190 (1.900 hp)
Hit: +202
#: 3 + Breath Weapon or Spell
Damage:
Claws (1d10+24)X10
Bite (3d10+24)X10
Breath Weapon [Ex]: Cube of toxic gas, 700 feet in all sides. Save vs Poison DC 40 or die instantly. If you succeed, you take 7d4X10 damage.
Immune to Poison
Immune to arcane spells
Body of Steel: Half damage from all physical damage
MR: 800%
XP: 1.390.000

White Draconic Dinosaur
Size: 300m
AC: 270
Movement: 120, Fl 400 (C), Br 60, Sw 120
HD: 190 (1.900 hp)
Hit: +202
#: 3 + Breath Weapon or Spell
Damage:
Claws (1d6+24)X10
Bite (2d8+24)X10
Breath Weapon [Su]: Cone of frost, 700 feet long, 50 feet wide at mouth, 250 feet wide at end. (12d6+24)X10 cold damage.
Immune to Cold
Ice Walking (able to walk on ice as easily as others walk on normal ground)
Icy scales [Ex]: The dinosaur is so freezing cold within that a layer of ice always coveres its entire body. This layer repels all spells, with the exception of fire based spells (which work normally, assuming they penetrate the MR).
Aura of Winter [Ex]: The temperature around the dinosaur drops so much that all within a 300 feet radius take 3d10 cold damage every round (double damage for flying creatures) and the ground is immediately covered in ice for 24 hours.
MR:400%
XP: 1.380.000

There are only seven known blood dragons in the world. Zarovich, the Keeper of Blood (also known as Raugh) is the father of all blood dragons. His offspring, Vlaziska, has hatched four eggs and one of her children, Lestat, joined The Order of the Dracul along with his Dragon Rider, Ariel. In addition to these six dragons, a former gladiator named Enormious was turned into a blood dragon by Zarovich after he had helped release him from imprisonment in Hell. Enormious promptly changed his name to Blood and stayed on the Hellship Demonwing as payment for carrying the party to the depths of Hell and back.

Intelligence: Genious (17-18)
Alignment: Chaotic Evil
Movement: 24, Fl 40 (B) Jp 3, Sw 18
Hit Dice: 10 (80hp) at birth, + 8hp/1HD each lvl up to max 34 HD (272hp) at lvl 24
Thaco: +14 at birth, +1 pr. lvl up to max +38 at lvl 24
#: 3 + special
Damage/Attack: 2d10/2d10/4d12, (+ combat modifier on all attacks)
Special Attacks: Variable
Special Defenses: Variable
Morale: Fanatic (17-18)

A Blood Dragon is treated neither as a regular dragon (which is considered as a monster with no NWPs, WPs, Feats or class levels) or a special dragon (which has both NWPs, WPs, Feats and Class levels). Instead, it stands somewhere in the middle. It does not have WPs, NWPs or other class levels than the ones it needs to gain dragon immortality, but it starts gaining Feats at lvl 1 and get its first Epic Feat as lvl 1 Dragon Ascendant. Once it reaches lvl 24 (34 HD), it continues advancing as an Epic Dragon.

Combat: A blood dragon’s blood is hot and acidic and will burn away flesh, items, wood, stone, metal etc. Each time you inflict physical damage on a blood dragon, there will be blood splatter. Normal weapons are destroyed automatically. Magical weapons are not affected. The blood deals same dmg as dmg taken. You need invulnerability to both fire/acid to be immune and damage reduction to both fire/acid to have dmg reduced.

The Blood Dragons gain levels as normal characters up to level 24 (xp progression as fighter). The first 12 levels are Blood Scaled Fury levels, and the last 12 are Dragon Ascendant levels. At level 12 Blood Scaled Fury, the dragon needs a hoard of at least 500k gp value, and the entire hoard must be consumed in order to start the process of becoming a dragon ascendant (ie. start as lvl 1 dragon ascendant). And the dragon must reach lvl 12 dragon ascendant before his lifespan ends in order to gain dragon immortality.

Blood Dragons, unlike other dragons, have a short lifespan: 80+1d20 years (unless they gain dragon immortality first). But they also grow in power quickly:

Blood Dragon Age Table:

Hatchling: 0-1 year
Very Young: 2-5 years
Young: 6-10 years
Juvenile: 11-20 years
Young Adult: 21-30 years
Adult: 31-45 years
Mature Adult: 46-60 years
Old: 61-80 years
Very Old: 81-100 years
Venerable: 101- 250 years
Wyrm: 251 – 500 years
Great wyrm: 501 + years

This means that a Blood Dragon has to become a lvl 12 Dragon Ascendant in order to live beyond 100 years and grow Venerable and beyond.

Breath Weapon/Special Abilities:

A blood dragon’s breath weapon is a dark reddish cloud of hot, acidic gas which is 50′ long, 40′ wide and 30′ high. Creatures within the cloud may save vs breath weapon for half damage, and it deals both fire and acid damage. A blood dragon casts its spells as a lvl 13 magic user, adjusted by its combat modifier.
From birth, blood dragons are immune to fire and acid. As they age, they gain the following additional powers:

Hatchling: Heat blood at will (free action). 1 target. save vs spell to resist, spell resistance applies, immunity/resistance to fire applies.
Round 1:    You feel extremely warm.
Round 2:    1d4 dmg
Round 3:    2d4 dmg, unable to act (considered stunned)
Round 4:    2d4 dmg, unable to act (considered stunned)
Round 5:    2d4 dmg, unable to act (considered stunned)
Round 6:    1d4 dmg
Round 7:    Save vs spell or 1d6:
1)    Right hand unusable for 2d4 hours
2)    Left hand unusable for 2d4 hours
3)    Right foot unusable for 2d4 hours
4)    Left foot unusable for 2d4 hours
5)    Body, disabled for 1d4 turns (considered stunned)
6)    Head, unconcious for 2d4 rounds
Very Young: Flesh Runes. Carve magical runes into your scales. 1 rune pr. age category. Each rune adds either +1 hit, +1 dmg, +1 saves, + 1% MR, +1 DR/All, +1 AC, +1 SR/All (spelldmg reduction) or + 10 hp. Runes are permanent and cannot be replaced.
Young: Blood Sacrifice. Cast extra spells, but it cost 5 hp pr. spell lvl.
Juvenile: Turn Blood. Acts as Turn Undead, but only affects living creatures with blood running through their veins. As priest of same blood scaled fury (+ dragon ascendant) lvl.
Young Adult: Slow Blood. Free Action. Acts as the Slow spell, as a result of the blood running extremely slowly through the victims’ veins.. Only affects living beings, but in addition, they need to succeed DC 20 CON checks every round or fall unconcious due to the lack of blood to the brain. Making no actions at all allows you to skip this CON check.
Adult: Crystallic Blood. The Blood Dragon can choose to forfeit the acidic/fiery blood splatter when he is hit in return for his own blood turning crystallic, making him take half damage from all physical damage. Turning this ability on and off is a Free Action.
Mature Adult: Watery Blood. Only works against living beings. Save vs PP to avoid the effect. Magic resistance applies. Single target. 1r/lvl. Free Action: The victim’s blood becomes watery and he will take double damage from all physical damage for the duration of the spell.
Old: Fiery Blood. No save, magic resistance applies. Single target. Only works on a living tarket. Free Action: Cause the blood of your victim to ignite and explode in a red fiery ball, dealing 10d6 Fire damage in a 20 feet radius. Those in the vincinity must make a save vs BW for half damage. If the victim is still alive after the explosion, he is covered in horrible wounds and has suffered such a blood loss that he is stunned for 1d4 rounds.
Very Old: Blood to Sand. Only works on living targets. Save vs PP to avoid. Magic resistance applies. Free action: Your blood turns to sand for 1r/lvl rounds. Save vs CON DC 24 every round or die instantly. However, you are immune to physical damage for the duration of the spell.
Venerable: Vaporize Blood. Only works on living targets. Save vs spell to avoid, magic resistance applies. Free Action: The blood of the victim is disintegrated and he dies instantly. Only a Wish spell is able to restore the victim back to life.
Wyrm: The Blood Dragon’s Breath Weapon becomes a Free Action.
Great Wyrm: The save DC of all your abilities/spells increase by 12 and becomes a CON based ability check (which means that saving vs a regular spell becomes a DC 32 CON check instead of a DC 20 save vs spell).

Age-Body Length-Tail Length-AC-Breath Weapon-Wizard Spells-MR
1     4-5′            2-3′          22    1d12X2    1            25%
2    10-14′        6-10′         23    2d12X2    2            30%
3    18-23′        12-19′        24    3d12X2    2 1            35%
4    27-35′        21-28′        25    4d12X2    3 2            40%
5    36-44′        30-37′        26    5d12X2    3 2 1            45%
6    45-53′        39-46′        27    6d12X2    3 3 2            50%
7    54-62′        48-55′        28    7d12X2    3 3 2 1        55%
8    43-71′        57-64′        29    8d12X2    3 3 3 2 1        60%
9    52-80′        66-73′        30    9d12X2    3 3 3 2 2 1        65%
10    61-89′        75-82′        31    10d12X2    3 3 3 3 2 2 1        70%
11    70-98′        84-91′        32    11d12X2    3 3 3 3 3 2 2 1    75%
12    79-107′    93-100′    33    12d12X2    3 3 3 3 3 3 2 2 1    80%