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LordofBones
Master of Realmslore
   
1597 Posts |
Posted - 02 Jan 2026 : 13:18:19
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FALAZURE The Night Dragon, the Reaver, the Deathwyrm, the Shadowed One Lesser Power of Carceri Symbol A draconic skull or (as Null) a circle divided diagonally into white and black semicircles Realm Mausoleum of Pain (Carceri/Minethys) Alignment Neutral Evil Aliases Faluzure, Null (Abeir-Toril) Superior Io Allies Afflux, Kalzareinad (dead), Mellifleur, Myrkul (dead), Nerull, Task, Velsharoon Foes Aasterinian, Arcanic, Astilabor, Bahamut, Chronepsis, Elemtia, Garyx, Hlal, Kereska, Lendys, Nathair Sgiathach, Rais, Sardior, Tamara, Tiamat, Zorquan Servants none Servitor Creatures aeserpents, baatezu (abishai), bone creatures, bone weirds, corpse creatures, darkness elementals, deathfangs, draconic undead of all types (especially dracoliches), evil dragons (deep, hex, shadow, and tarterian in particular), gloomwing moths, gloomwing serpents, liches, negative energy elementals, negative fundamentals, nightmares, nightshades, ravens, shadelings, shadow asps, shadow cloakers, shadow fiends, shadow lurkers, shadow mastiffs, skeletons, spectral deaths, tenebrous worms, undead cloakers, vampires, vargouilles, wraiths, wraithworms, xeg-yi, zombies (normal and juju) Manifestations a shadow cast by a monstrous dragon of indeterminate age or race; a draconic claw of varying size composed entirely of shadowstuff Signs of Favor black diamonds, black sapphires, black roses, mummified heads of creatures who died with a grimace of pain on their faces (favor); a sudden onset of intense chest pains that can affect even the undead, white lilies, blood-red rubies, cremation urns (disfavor) Worshipers the Cult of the Dragon, draconic undead of all types, evil dragons (deep, hex, shadow, styx, and tarterian in particular), illusionists, intelligent undead, necromancers, nihilists, power-hungry mortals, prospective undead (especially draconic), seekers of immortality and power through undeath Cleric Alignments CE, LE, NE Specialty Priests Necrowyrm, (as Null) Annihilist Holy Days the Reaving (solar eclipses) Important Ceremonies none Portfolio decay, energy-draining, exhaustion, illusion, necromancy, shadows, undeath Domains Avarice, Darkness, Death, Deathbound, Decay, Dragon, Envy, Evil, Illusion, Necromancer, Shadow, Suffering, Undead, Undeath Favored Weapon claw or scimitar
FALAZURE NE Colossal+ Dragon (Evil, Extraplanar) Virtual Age Category 23 Divine Rank 10 Init +13 (+5 Dex, +8 Superior Initiative); Senses 10-mile-radius; Listen +95, Spot +95; remote sensing (5 locations), portfolio sense Aura divine (1,000 ft., Will DC 77); Languages can communicate with any living creature; Dark Speech ________________________________________________________________
AC 112, touch 39, flat-footed 107 (-8 size, +5 Dex, +22 deflection, +10 divine, +73 natural) hp 2,240 (70d12 plus 1,400), divine shield 28/day (350 hp); DR 30/epic, good, and adamantine Immune ability damage, ability drain, antimagic, any effect that requires a Fortitude save unless it also works on objects, banishment, critical hits, death effects, disease, disintegration, electricity, energy drain, exhaustion, fatigue, imprisonment, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, sneak attacks, stunning, turning and rebuking Resist acid 30, sonic 30; SR 87 Fort +72 Ref +52 Will +69; +4 death effects, enchantment spells, negative energy effects ________________________________________________________________
Speed 180 ft.; burrow 140 ft. Melee 2 claws +103/+98/+93/+88 (4d8 + 15 plus 3d6 negative energy and 2 negative levels plus fear [left claw, Will DC 77] or paralysis [right claw, Fort DC 77] or insanity [fail both saves]/19-20/x2 plus 6d6 negative energy and 4 negative levels) and Melee bite +102 (8d6 + 30 plus 3d6 negative energy and 2 negative levels/20/x2 plus 6d6 negative energy and 4 negative levels) and Melee 2 wings +102 (4d6 + 15 plus 3d6 negative energy and 2 negative levels/20/x2 plus 6d6 negative energy and 4 negative levels) and Melee tail slap +102 (4d6 + 45 plus 3d6 negative energy and 2 negative levels/20/x2 plus 6d6 negative energy and 4 negative levels) or Melee spell + 102 Ranged spell +77 Base Atk +70; Grp +126 Space 30 ft.; Reach 20 ft. Atk Options crush (8d6 + 45, Ref DC 91), death touch 10/day (kill any creature with 70d6 hp or less), decay touch 10/day (1d4 Con damage against living creatures or 2d6 + 70 against undead, objects, or constructs without the living construct subtype), divine blast 25/day (10 miles, 32d12 damage), pain touch 10/day (-2 Str and Dex for 1 minute), rend (8d8 + 45), tail sweep (4d6 + 45; Ref DC 91 half); Awesome Blow, Blind-Fight, Combat Reflexes, Dire Charge, Epic Combat Reflexes, Improved Snatch, Life Drain (+22; Improved Energy Drain), Power Attack, Snatch, Spell Drain (22 spells) Special Actions alter reality, alter size, avarice 10/day (determine the most valuable object within 30 ft.), breath weapon (46d8 negative energy or 19 negative levels [Ref DC 91 half; Improved Energy Drain, Life Drain, Spell Drain] or disease [Fort DC 91 per round]); Clinging Breath, Extend Spreading Breath, Lingering Breath, Recover Breath, Shape Breath, Split Breath, Tempest Breath), capture magic’s shadow, create shadows 3/day, eldritch disruption 3/day (Will DC 69), eldritch vortex 1/day, innate counterspell 12/day, rebuke undead 29/day (+40 check, +92 damage), retributive curse (Will DC 65), shadow blend; Zone of Animation Combat Gear none
Spell-like Abilities (CL 70th or 71st for illusion and necromancy spells; +1 evil spells; +1 spells that deal ability damage, ability drain, or bestow negative levels) At will – animate dead, antilife shell, antipathy (DC 51), armor of darkness, avascular mass (DC 50), avasculate (DC 49), awaken undead, bane (DC 43), bear’s endurance, bestow curse (DC 45), blacklight, blade of pain and fear (DC 44), blasphemy (DC 49), blindness (DC 44), blight (DC 47), cause fear (DC 43), chill touch (DC 43), chill of the grave, command undead (DC 44), contagion (DC 45), control undead (DC 49), create greater undead, create undead, crushing despair (DC 47), darkness, death knell (DC 44), death ward, deathwatch, deeper darkness, desecrate, destruction (DC 49), detect undead, discern location, disguise self, dispel good (DC 47), displacement, dominate monster (DC 51), doom (DC 43), dragon ally, energy drain (DC 51), enervation, eyebite (DC 49), fangs of the vampire king, feeblemind (DC 47), greater magic fang, greater resist energy, greater shadow conjuration (DC 49), greater shadow evocation (DC 50), greater teleport, halt undead (DC 46), harm (DC 48), horrid wilting (DC 51), leomund’s secret chest, limited wish, locate object, magic circle against good, magic fang, magic jar (DC 48), mass inflict light wounds (DC 47), mass suggestion (DC 50), minor image (DC 44), mislead (DC 48), nightmare (DC 49), obscuring mist, persistent image (DC 47), phantasmal killer (DC 46), plane shift (DC 47), power word blind, power word kill, project image (DC 49), protection from good, prying eyes, ray of enfeeblement, revive undead, screen (DC 50), sequester (DC 49), shades (DC 51), shadow conjuration (DC 46), shadow evocation (DC 47), shadow walk (DC 48), shrink item (DC 46), silent image (DC 43), simulacrum, slay living (DC 47), sticky fingers, stoneskin, summon monster V (1d3 shadows only), summon monster IX (evil only), symbol of pain (DC 50), telekinesis (DC 47), touch of idiocy, treasure scent, true seeing, undeath to death (DC 49), unholy aura (DC 50), unholy blight (DC 46), vampiric touch, voice of the dragon, wail of the banshee (DC 51), waves of fatigue, weird (DC 51), wish, wither limb (DC 46), withering palm (DC 49). 5/day – any Mortalbane spell-like ability 3/day – any maximized spell-like ability, suggestion (DC 46) 2/day – any empowered spell-like ability 1/day – mass hold person (DC 49)
Mysteries Known (any metamagic feat 5/day, functions as equivalent metashadow feat) Master (Sp) 9th (5/day) – army of shadow, black labyrinth, consume essence (DC 68), ephemeral storm (DC 64), reflections of things to come, shadow surge, shadow time. 8th (5/day) – far sight, greater flesh fails (DC 68), soul puppet (DC 62), tomb of night (DC 63), umbral body. 7th (5/day) – dark soul (DC 61), ephemeral image, grasping shadows (DC 62), greater life fades (DC 66), prison of night (DC 62). Initiate (Su) 6th (5/day) – greater shadow evocation (DC 72), greater shadows fade, flood of shadow, killing shade (DC 82), unveil, voyage into shadow. 5th (5/day) – curtain of shadows, echo spell, languor (DC 67), pass into shadow (DC 67), sickening shadow (DC 82), unravel dweomer. 4th (5/day) – fearful gloom (DC 82), shadow evocation (DC 82), shadow vision (DC 70), shadows fade, step into shadow, warp spell (DC 67). Apprentice (Su) 3rd (at will) – afraid of the dark (DC 82), clinging darkness (DC 67), flicker, killing shadows (DC 67), umbral touch (DC 67). 2nd (at will) – black fire (DC 67), flesh fails (DC 72), thoughts of shadow. 1st (at will) – carpet of shadow, life fades (DC 72), mesmerizing shade (DC 67), voice of shadow (DC 67 or 72). Fundamentals (at will) (DC 54) – arrow of dusk, mystic reflections, sight obscured, umbral hand. Caster Level 51st or 56th for illusion and necromancy mysteries; 61st vs. SR or 66th for illusion and necromancy mysteries; +1 breath of twilight and ebon walls mysteries; +10 [darkness] and [shadow] mysteries; base DC fundamental mysteries DC 54; apprentice and initiate 67 or 72 for illusion and necromancy mysteries; master 54 + mystery level or 59 + mystery level for illusion and necromancy mysteries; +1 DC breath of twilight and ebon walls mysteries, +10 DC [darkness] and [shadow] mysteries Others Nocturnal Caster
Wizard Spells per Day (Levels 0-22nd) 4/10/10/9/9/9/9/8/8/8/6/5/5/5/5/4/4/4/4/3/3/3/3; Arcane Mastery, Spontaneous Wizard Spells; all spells are fell draining; two quickened spells per round; Caster Level 55th or 61st for illusion and necromancy spells; 65th vs. SR or 71st for illusion and necromancy spells; +1 evil spells; +1 spells that deal ability damage, ability drain, or bestow negative levels; +10 [darkness] and [shadow] spells; base DC 55 + spell level or 68 + spell level for illusion and necromancy spells; +10 DC [darkness] and [shadow] spells Others Nocturnal Caster
Epic Spells per Day 7 arcane, up to Spellcraft DC 156; Epic Spells Known In his plunder of the wealth and souls of entire worlds, Falazure has hoarded knowledge of all common epic spells and almost all epic spells devised by dragonkind. The vast vaults and treasuries of the Mausoleum of Pain contain records of all epic spells that manipulate darkness and shadow as well as all epic spells of the illusion and necromancy schools. The Night Dragon is ever-diligent in crafting unique epic spells that bring darkness and death, and spread the taint of inevitable undeath throughout the Planes. ________________________________________________________________
Abilities Str 70, Dex 20, Con 60, Int 55, Wis 50, Cha 55 SQ avatar (5), deathdrink, divinity, godly realm (Carceri 20 miles), immortality, keen senses, necrotic presence, shadow’s persistence, vile resistance +4 Feats Awesome Blow, Black Lore of Moil, Blind-Fight (B), Chain Spell, Clinging Breath, Combat Reflexes, Corpsecrafter, Dark Speech (B), Dragon Magic (B), Empower Spell, Empower Spell-like Ability (B), Enervate Spell, Eschew Materials (B), Extend Spreading Breath, Extra Turning (B), Fell Animate, Fell Drain, Fortify Spell, Greater Spell Focus (illusion, necromancy), Heighten Spell, Improved Critical (claw), Improved Energy Drain, Improved Initiative, Improved Multiattack, Improved Rapidstrike (claw), Initiate of Falazure (B), Irresistible Spell, Life Drain, Nocturnal Caster (illusion, necromancy), Lingering Breath, Maximize Spell, Maximize Spell-like Ability (B), Mortalbane, Multiattack, Path Focus (breath of twilight, ebon walls), Power Attack, Practiced Spellcaster (wizard), Quicken Spell, Rapidstrike (claw), Recover Breath, Rend, Repeat Spell, Scribe Scroll (B), Shape Breath, Skill Focus (Spellcraft), Snatch, Spell Drain, Spell Focus (illusion, necromancy), Split Breath, Tempest Breath, Twin Spell, Umbral Spell, Weapon Focus (claw) Epic Feats Dire Charge, Enhance Spell, Epic Combat Reflexes, Epic Skill Focus (Spellcraft), Epic Spell Focus (illusion, necromancy), Epic Spellcasting (B), Improved Heighten Spell, Intensify Spell, Multispell, Superior Initiative, Undead Mastery, Zone of Animation Salient Divine Abilities Arcane Mastery, Automatic Metamagic (fell drain), Beneath Black Wings (unique salient divine ability), Divine Shadowcaster (new salient divine ability), Divine Skill Focus (Spellcraft), Divine Spell Focus (illusion, necromancy), Divine Spellcasting, Dragon God, Hand of Death (Fort DC 77 or die; 20d6 damage on a successful save), Life and Death (Fort DC 77 or die; 10d20 damage on a successful save), Oblivion (unique salient divine ability), Spontaneous Wizard Spells, Void Incarnate (unique salient divine ability) Skills Appraise +97, Balance +84, Bluff +105, Climb +105, Concentration +108, Decipher Script +105, Diplomacy +113, Disable Device +89, Disguise +95 (+103 acting in-character), Forgery +97, Gather Information +97, Heal +95, Hide +72, Intimidate +113, Jump +109, Knowledge (arcana, religion, the planes) +105, Knowledge (architecture and engineering, dungeoneering, history, geography) +98, Listen +95, Move Silently +88, Search +97 (+105 secret doors and compartments), Sense Motive +103, Sleight of Hand +88, Spellcraft +146, Spot +95, Survival +95 (+103 above ground, avoiding getting lost, avoiding hazards, extraplanar, tracking, underground), Tumble +48, Use Magic Device +97 (+113 scrolls)
Alter Reality Falazure is an embodiment of divine power and reality is his to alter as he sees fit. This effectively functions as the wish spell that costs him no XP and requires a standard action to implement. In effect, this allows Falazure to duplicate any effect as long as it relates to his area of influence. In essence, he can duplicate any effect, class skill, ability, or spell that relates to darkness or shadow, decay, illusion, negative energy and energy-draining, necromancy, or undeath.
The Night Dragon can create temporary, nonmagical objects, magic items or creatures for up to 10 hours, and can also create permanent nonmagical objects. He can also render a magical or supernatural effect permanent and reshape landscapes. The limits to these abilities are fully defined in Deities and Demigods.
Alter Size As a free action, Falazure can assume any size from Fine to Colossal. He also can change the size of up to 1,000 pounds of objects he touches.
Avatar Falazure can have up to five avatars at any given time. The Night Dragon appears as a beautiful dragon, vast and sleek, with scales of black and midnight blue edged in silver, and small vestigial wings. While he is unable to fly, his sharp claws allow him to easily burrow through the earth. He has eyes of a baleful indigo, set in a sleek skull with long, curled horns. He may also appear as a handsome human or comely elf.
Beneath Black Wings (unique salient divine ability) Falazure is the Night Dragon, born from the primordial darkness that lingered when Io first began forging worlds. To fall under his shadow is to feel the full weight of that primeval void’s contempt towards all life.
The Deathwyrm’s shadow, which extends to a radius of 100 feet around him, devours light itself. This cold, cloying darkness is impenetrable to normal sight and darkvision except for Falazure’s own sight. Any spell, power, item or ability that creates light or illumination within the radius of his shadow is immediately snuffed out; even epic spells that create similar effects must succeed at a caster level check against Falazure or simply fail to function. Worse still is that the Night Dragon can choose to allow such spells and effects to be cast within the range of his shadow and can immediately seize control of the casting if the original caster fails a caster level check against him; if successful, he can spontaneously replace the spell’s effects with any [darkness], illusion, [shadow], or necromancy spell of the equivalent or lower level. Furthermore, when Falazure creates shadows or blends into shadows, the darkness cannot be dispelled save by divine intervention.
More hideous still is how Falazure has twisted his very shadow into a blight upon life. The area filled by his shadow functions as an utterdark spell and has the major negative dominant trait. Living creatures within his shadow suffer two negative levels every round they remain within it while plants and plant creatures of more than 35 Hit Dice must additionally succeed at a Fortitude saving throw (DC 77) or die; such creatures with less than 35 Hit Dice die instantly with no saving throw allowed to resist the effect. Furthermore, within the radius of Beneath Black Wings, the Night Dragon can employ his Extend Spreading Breath, Spreading Breath, and Split Breath feats without increasing his breath weapon recovery time. Negative energy effects within the radius of Beneath Black Wings are always empowered.
Perhaps most unsettling is Falazure’s ability to enlarge his own shadow and spread his disdain for all life. By concentrating, the Deathwyrm can extend the radius of Beneath Black Wings by 100 feet per round of concentration to a maximum of 1,000 feet (or to the entirety of his divine realm if in Carceri). This greater form of Beneath Black Wings does not move with Falazure (although his own shadow still does) but it is still considered to be part of the Night Dragon’s shadow in how it interacts with creatures and plants caught within it.
Finally, when casting mysteries or spells from the schools of illusion or necromancy within Beneath Black Wings, Falazure increases his caster level and the saving throw DC by +5 and the maximum caster level by +10. As a full round action (or standard action in the case of quickened spells), Falazure can infuse any mystery or spell cast within Beneath Black Wings with raw shadow energy; illusion effects gain the [shadow] descriptor and other effects gain the [darkness] descriptor. Any mystery or spell cast by Falazure with the [darkness] or [shadow] descriptors (even outside of Beneath Black Wings) has its caster level and saving throw DC increased by +10 and is automatically empowered.
Breath Weapon (Su) Falazure has two breath weapons. The first is a cone of billowing shadows (460 ft.; once every 1d4 rounds; 19 negative levels or 46d8 negative energy damage; Reflex DC 91 half). The Night Dragon’s energy-draining feats apply to the negative levels inflicted by his breath weapon and he gains 5 temporary hit points for each negative level he bestows.
Falazure’s secondary breath weapon is a cone of decay that inflicts a disease known as Falazure’s Putrescence (460 ft.; once every 1d4 rounds; instantaneous and then per round; 2d8 Con; Fort DC 91 every round). Any creature that dies rises within 1d4 rounds as a Corpse creature under Falazure’s control. Falazure’s Putrescence only ends when the victim’s ability score reaches 0 or if lifted by an epic spell using the Life seed that succeeds at a caster level check against the Deathwyrm.
The entropy of Falazure’s breath weapons corrodes undead flesh and non-living materials as though they were living. Constructs, undead, and other creatures immune to negative energy, energy drain, or disease do not apply their immunity against the Night Dragon’s breath weapons. Creatures without a Constitution score suffer Charisma damage instead.
Capture Magic's Shadow (Su) When Falazure successfully dispels a mystery or spell (such as with the mysteries shadows fade or unravel dweomer or the spells dispel magic or break enchantment), he can absorb its energy. He adds one-half the level (round down, minimum 1) of the mystery or spell he dispelled to the caster level of any mystery or spell he casts in the next round. He cannot draw power from dispelling his own mysteries or spells.
Create Shadows (Su) Three times per day, Falazure can conjure a mass of leaping shadows with a radius of 100 yards and a duration of 1 hour (this is a creation effect). All normal and magical light sources are negated within this radius. All characters and creatures gain a +4 bonus on their Hide checks within the shadows and can hide even if directly observed. Shadow dragons and other creatures with ties to the Plane of Shadow gain total concealment within the shadows (50% miss chance), though they can move and attack normally.
Crush (Ex) Falazure can land on opponents of Huge size or smaller when flying or jumping as a standard action, using his whole body to crush them. Creatures in the affected area must succeed on a Reflex save (DC 91) or be pinned, automatically taking 8d6 + 45 bludgeoning damage each round unless he moves off them.
Deathdrink (Su) If Falazure deals enough damage to a creature to kill it, he heals 1d8 points of damage per Hit Dice of the creature slain. For every 10 Hit Dice the creature possesses, he gains a +1 profane bonus to attack and damage rolls. For every 20 Hit Dice, he gains a +1 profane bonus to his caster level and spell saving throw DC.
Divine Blast 25 times per day, Falazure can create a ray of divine power that extends up to 10 miles, dealing up to 32d12 points of damage, as a ranged touch attack with no saving throw. He can alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Falazure’s divine blasts generally appear as reaching draconic claws of absolute darkness or manifest as crippling chest pains.
Divine Shield As a free action 28 times per day, Falazure can create a shield that lasts 10 minutes and stops 350 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Falazure is naturally immune to does not count towards the shield’s limits.
Eldritch Disruption (Su) Falazure can use a standard action to disrupt the magical energies of a single target within 60 feet. That target must make a Will saving throw (DC 69) or take a -4 penalty to its caster level for any mysteries or spells it casts for 1 minute. He can use eldritch disruption three times per day.
Eldritch Vortex (Su) Falazure can emit mystic energies in a 20-foot-radius burst around himself. Any creature other than him within that area takes a -4 penalty to caster level for any mysteries, spells, or spell-like abilities it casts or uses. The vortex lasts 1 minute and can be used once per day.
Innate Counterspell (Su) 12 times per day, Falazure can attempt to counter a mystery or spell without using a readied action. He can counter a spell as an immediate action, by expending a mystery or spell slot per day as long as the mystery or spell expended is of the same level or higher as the mystery or spell to be countered.
When Falazure successfully counters a mystery or spell using this ability, he retains some of the magical essence of the countered dweomer. He can choose to either gain one additional use of a mystery or regain an expended spell slot. The level of the mystery or spell he gains is equal to one-half the level of the mystery or spell countered (rounded down, minimum 1).
Keen Senses (Ex) Falazure sees four times as well as a human in shadowy illumination and twice as well in normal light. He also has darkvision out to 120 feet.
Oblivion (unique salient divine ability) Death is no escape from Falazure. The dark essence of the Negative Material Plane courses through him, twisted by the Night Dragon’s desire to end all life and infest all the multiverse with the taint of undeath. As a standard action, he can conjure a globe of chilling blackness that fills an area of up to 100 ft. radius and deals 35d8 points of negative energy damage unless a Will save (DC 77 half) is made. Any creature that takes damage from the blast that suffers from negative levels, such as those inflicted by his primary breath weapon, is affected by a vile curse called Oblivion.
Oblivion amplifies the necrotic taint inflicted by negative energy. Any creature affected by Oblivion that suffers from negative levels must succeed at a Fortitude save (DC 77) every round for every existing negative level it possesses or suffer 1d8 points of Charisma drain. Creatures affected by Oblivion additionally suffer a penalty to saving throws made against the special attacks of undead creatures, negative energy effects, spells from the illusion or necromancy schools, as well as spells with the [darkness] or [shadow] descriptors equal to number of negative levels suffered prior to the onset of Oblivion. Falazure can suppress the ability drain component of Oblivion if he desires.
At any time, the Night Dragon can cause the necrotic energy of any creature affected by Oblivion to physically and spiritually enlarge itself at the expense of the victim’s body and soul. If the subject succeeds on a Fortitude saving throw (DC 77), it takes half its existing hit points in damage, half of which is negative energy and half of which is vile damage. If the subject fails its saving throw, the overwhelming surge of negative energy annihilates it immediately. Regardless of whether the victim survives, all creatures within 100 feet of the victim must also succeed at the same Fortitude save or suffer the effects of Oblivion in turn.
The clemency of death is not granted to those slain by Oblivion. The lingering negative energies animate the victim as a bone creature, corpse creature, or juju zombie as decided by the Night Dragon within 1d4 rounds. Dragons and draconic creatures suffer an even worse fate; they suffer a -2 penalty per age category to their saving throws and any such dragon or draconic creature that dies from Oblivion’s effects can arise as any form of undead Falazure desires and are under the Reaver’s absolute control until he chooses to release them. Naturally, such freedom is never forthcoming.
Oblivion can only be removed by an epic spell using the Life seed that succeeds in a caster level check against Falazure or by a deity of higher rank using the Gift of Life or Life and Death salient divine abilities. Creatures that lack a Constitution score instead fall under the Night Dragon’s absolute control if affected by Oblivion unless a Will save (DC 77) is made and he can cause the necrotic energy within to overwhelm and destroy them as detailed previously.
Necrotic Presence (Ex) Falazure’s presence instills nearby undead creatures with vigor. Each undead creature within 30 feet of the Night Dragon at the start of his turn regains 11 hit points.
Rend (Ex) If Falazure hits with both claw attacks, he latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 8d8 + 45 points of damage.
Retributive Curse (Su) Falazure can channel his pain and anger into terrible retributive magic. On any round in which the Night Dragon is injured (taking hit point or ability damage), he may curse one of the opponents who injured him as a free action unless a Will save (DC 65) is made. He can choose any of the following curses:
• Sickness: Target is sickened for 1d4 rounds. • Agony: Target is crippled by agonizing pain (treat as nauseated) for 1d4 rounds. • Blindness: Target is permanently blinded. • Insanity: Target becomes permanently confused, as per the spell insanity. • Oblivion: Target is obliterated (as if affected by a sphere of annihilation).
Should the Night Dragon ever be killed or mortally wounded (reduced to negative hit points), he reflexively unleashes a death curse against all creatures within a 230 ft. radius. All creatures within the area must save as above or suffer the effects of this retributive curse.
Shadow Blend (Su) During any conditions other than full daylight, Falazure can disappear into the shadows, giving him nine-tenths concealment. Artificial illumination, even from a light or continual flame spell, does not negate this ability. Unlike normal shadow dragons, only epic spells that create light can negate this ability if they succeed at a caster level check against Falazure.
Shadow's Persistence (Su) Falazure gains temporary immunity to any mystery or spell captured or countered by means of his capture magic's shadow or innate counterspell ability. For 1 minute, he cannot be affected by any casting of that mystery or spell.
Tail Sweep (Ex) Falazure can sweep with his tail as a standard action. The sweep affects a half-circle with a radius of 40 feet extending from an intersection on the edge of his space in any direction, affecting creatures of Large size and smaller. Falazure’s tail sweep deals 4d6 + 45 damage (Reflex DC 91 half).
Vile Resistance (Ex) Falazure has a +4 bonus on saves versus death effects, enchantment spells, and effects that deal negative energy damage.
Void Incarnate (unique salient divine ability) The Night Dragon is Io’s shadow, said to have been born from the lingering primal darkness untouched by creation. Falazure can project this darkness outward to rebuke undead as an evil cleric of his Hit Dice. He always commands undead he would normally rebuke and draconic undead apply their turn resistance as a penalty against Falazure’s rebuke attempts. There is no limit to the amount of undead he can control.
The necrotic charge within the Night Dragon’s body is so powerful that it courses through his physical attacks and overwhelms the minds and souls those he strikes with horror and fear. Falazure’s physical attacks deal an additional 3d6 points of negative energy damage and 2 negative levels. In addition, any creature struck by Falazure’s left claw must succeed at a Will save (DC 77) or become panicked with terror while any creature struck by his right claw must succeed at a Fortitude save (DC 77) or be paralyzed by the necrotic charge spasming through it both physically and spiritually. If the target creature fails both saving throws, it is driven to gibbering madness as though affected by insanity. In addition, Falazure’s magic has been further enhanced and twisted by negative energy. The Night Dragon can taint his spells and mysteries with negative energy by increasing the casting time to a full round action (or to a standard action when casting quickened spells). This functions as the Energy Admixture feat save that Falazure deals the additional damage as negative energy damage. Any spell or mystery affected in such a manner is treated as a necromancy spell for the purposes of its caster level and the saving throw made to resist the effect.
The necrotic power coursing through Falazure is additionally so powerful that his negative energy effects and spells, as well as spells from the school of necromancy, ignore all forms of immunity against their effects. Creatures normally immune to such effects gain a +4 bonus to the relevant saving throw and Falazure can choose whether to suppress this ability when he so desires.
Finally, the Night Dragon is considered an undead creature when it benefits him, including in how he interacts with energy drain and level draining effects. He is healed by negative energy of any kind.
Possessions Falazure’s hoard is the wealth of the worlds he has consumed to maintain his beauty. He can obtain almost any form of treasure or magical equipment, including minor and even a few major artifacts. In particular, he prizes magic and treasure associated with death, decay, darkness, illusion, shadow and shadow magic, necromancy, and other items of macabre beauty and deathly significance.
Other Divine Powers As a lesser power, Falazure may take 10 on any check. Falazure treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses Falazure can see (using normal vision or darkvision), hear, touch, and smell at a distance of 10 miles. As a standard action, he can perceive anything within ten miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for ten hours. Portfolio Sense Falazure senses any act or event involving under the cover of darkness, any act involving draconic undead, or the consumption of life energy, as long as the event in question affects at least five hundred people. He is similarly aware of any illusion or necromancy spell being cast if the event is of similar scope. Automatic Actions Falazure can use any skill associated with his portfolio as a free action whether or not he has ranks in it, as long as the DC for the task is 20 or lower, or 30 or lower for Spellcraft. Falazure cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to five such free actions each round. Create Magic Items Falazure can create any kind of magic item that affects or enhances the undead, employs or enhances illusion and necromancy magic, or involves shadow and darkness as long as the item's market price does not exceed 30,000 gp.
NEW SALIENT DIVINE ABILITY DIVINE SHADOWCASTER Prerequisites Able to cast 9th level mysteries. Benefit The deity’s mastery of shadow magic grants it a number of unique benefits: • The deity gains a number of mysteries equal to its Intelligence modifier plus half its divine rank of any level or path it desires. • The deity’s Initiate mysteries are considered supernatural abilities and its Master mysteries are considered spell-like abilities. The DC calculation for Master mysteries remains unchanged. • The deity’s metamagic feats, if any, function as the equivalent metashadow feats and vice-versa. • The deity’s metashadow feats (or the equivalent metamagic feats when used as metashadow feats) are usable a number of times per day equal to half the deity’s divine rank. • The deity can use its Apprentice and Fundamental mysteries at will.
Designer's Note: Falazure having innate wizard spellcasting instead of sorcerer spellcasting is deliberate. He's the dark, twisted shadow of dragonkind, learning from the souls and worlds he's consumed to shape and twist magic to his will. Also, I wanted him to mirror Kereska.
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