FalazureColossal+ Undead Dragon (Cosmic, Evil)
Hit Dice: 52d12 + 780 (1,404 hp)
Initiative: +7
Speed: 90 ft., fly 400 ft. (good), swim 90 ft.
Armor Class: 88 (+15 deflection, +3 Dexterity, +13 insight, +55 natural, -8 size), touch 33, flat-footed 72
Base Attack/Grapple: +52/+88
Attack: Bite +64 melee (6d8 + 20 and 3d6 cold and paralyzation)
Full Attack: Bite +64 melee (6d8 + 20 + 3d6 cold and paralyzation) and 2 claws +59 melee (6d6 + 10 + 3d6 cold plus energy drain and paralyzation) and 2 wings +59 melee (4d8 + 10 + 3d6 cold and paralyzation) and tail slap +59 melee (6d6 + 30 + 3d6 cold and paralyzation)
Space/Reach: 50 ft. /50 ft.
Special Attacks: Blood drain, breath weapon, charm, create spawn, dominate, frightful presence, paralyzing gaze, paralyzing touch, rebuke undead, spell-like abilities, spells, tail sweep
Special Qualities: Alternate form, blindsense 1000 ft., damage reduction 30/greater epic, good and bludgeoning, darkvision, fast healing 20, immune to acid, cold, electricity and polymorphing, low-light vision, see invisibility 1000 ft., spell resistance 55, turn resistance +12, water breathing
Saves: Fort +42, Ref +33, Will +41
Abilities: Str 51, Dex 16, Con -, Int 41, Wis 37, Cha 40
Skills: Appraise +70, Bluff +78, Concentration +70, Diplomacy +60, Disguise +42 (+48 acting), Escape Artist +30, Gather Information +70, Hide +50, Intimidate +76, Jump +99, Knowledge (arcana) +70, Knowledge (history) +70, Knowledge (nobility) +70, Knowledge (nature) +42, Knowledge (the planes) +70, Knowledge (religion) +70, Listen +78, Move Silently +66, Search +78, Sense Motive +76, Spellcraft +76, Spot +78, Survival +40 (+44 above ground, +46 on other planes, +46 tracking), Swim +47
Feats: Alertness, Combat Reflexes, Dark Speech, Dodge, Empower Spell, Fell Drain, Fly-by Attack, Greater Spell Penetration, Improved Energy Drain, Improved Initiative, Lightning Reflexes, Power Attack, Quicken Spell, Recover Breath, Shape Breath, Spell Penetration, Violate Breath, Wingover
Epic Feats: Automatic Quicken Spell (x3), Epic Spellcasting, Improved Metamagic (x2)
Climate/Terrain: Plane of Oblivion
Organization: Solitary (unique) or with 2-20 various undead dragons
Challenge Rating: 45
Treasure: Quintuple Standard
Alignment: Neutral Evil
Combat Falazure usually begins combat by killing his foes. So far this strategy seems to work for him.
Blood Drain (Ex): Falazure can drain blood from a living victim of Large size or larger. If he pins a foe with whom he is grappling, he deals 3d4+3 points of Constitution drain each round the pin is maintained. Falzure heals 5 hit points per point of Constitution drain he deals.
Breath Weapon (Ex): Falazure possesses two different breath weapons, a line of acid and an enervating cone. Not including metabreath effects, Falzure must wait 1d4-1 rounds between using his breath weapon again.
Acid: 34d4 points of acid damage. 160 ft. line. (Reflex DC 51 half)
Enervation: 8d4 negative levels. 80 ft. cone. (Fortitude DC 51 to remove)
Charm (Su): Falazure's voice can bewitch listeners. As a full round action, Falzure can cause all creatures within 510 feet of him to make a Will save (DC 51) or become
charmed. The charm is immediately broken if Falazure uses his frightful presence within range of the charmed individual or makes any attack against them.
Create Spawn (Su): Humanoids, giants, and monstrous humanoids slain by Falazure's energy drain rise as vampire spawn. Such creatures slain by his blood drain attack rise as newborn vampires if they had 5 or more hit dice, and as vampire spawn if they had 4 or less hit dice.
Adult or older dragons slain by Falazure's blood drain attack rise as vampire dragons. Younger dragons, or dragons slain by Falazure’s energy drain attack, rise as mindless zombie dragons.
All spawn created by Falazure are under his absolute control. Falzure has no limit on how many undead he may hold under his control in this manner.
Domination: Falazure crushes the will of those who look into his eyes. With a standard action, Falzure can cause an opponent within 200 feet that meets his gaze to make a Will save (DC 51) or fall under his control. (As
dominate monster.)
Energy Drain (Su): Living creatures struck by Falazure's claw attacks suffer 2d4 negative levels. For each negative energy Falazure bestows, he gains a +1 bonus to skill checks, ability checks, attack rolls and saving throws for an hour.
Frightful Presence (Ex): 500 ft. radius, 51 HD or less (13 HD or less panicked), 17d6 rounds, Will DC 51 negates.
Non-mindless undead are affected by Falazure’s frightful presence despite their immunity to mind affecting effects. Undead under 26 HD affected by the frightful presence are under his command as if he had successfully rebuked them.
Paralyzing Gaze (Su): All creatures within 120 feet of Falazure's gaze must make a Fortitude save (DC 51) or be paralyzed for 2d6 minutes. A creature that successfully saves is immune to Falazure's gaze for 24 hours.
Paralyzing Touch (Su): Any creature struck by Falazure's natural attacks must make a Fortitude save (DC 51) or be paralyzed for 2d6 rounds. A successful save against this paralysis does not confer any special immunity to subsequent attacks.
Rebuke Undead: Falazure rebukes undead as a 52nd level cleric. He can do so 18/day, and gains a +6 synergy bonus on rebuke checks.
Spells: Falazure casts spells as a dread necromancer and a cleric with the Darkness, Death, Dragon, Evil, Undeath domains.
Cleric spells per day (0-13th): 6/10/9/9/9/9/7/7/7/7/2/2/2/2 (Caster level 36th, DC 23+spell level)
Dread necromancer spells per day (1-15th): 10/10/10/9/9/9/9/8/7/3/3/2/2/2/2 (Caster level 36th, DC 25+spell level)
Spell-like Abilities: Always active –
death watch, detect magic, detect scrying; At will –
dispelling breath, greater planeshift, greater teleport, rebuking breath; 5/day –
awaken undead, discern location, dragon knight (black or shadow dragon),
greater stunning breath (DC 33); 1/day –
dragon strike (black or shadow dragons),
maddening whispers (DC 33),
plague of undead. Caster level 52nd
Tail Sweep (Ex): Half circle 100 ft. in diameter; Large or smaller opponents take 4d8 + 30 points of bludgeoning damage, Reflex DC 51 half.
Alternate Form (Ex): Falazure can take a new form as a move-equivalent action. Falazure retains all his extraordinary, supernatural and spell-like abilities in his new form, and takes on only the appearance of the form. If he takes on a form of a different size, he takes a -4 penalty to Strength for every size he is under Colossal, otherwise his statistics remain the same.
Cosmic Entity: Falazure has a +8 bonus on rank checks.
Dragon God: Falazure may duplicate the effects of any his domain's spells as a swift supernatural action. (DC 59)
Phylactery: If Falazure perishes (see below) his spirit is immediately returned to his phylactery. If no dragon type corpse is within 9 miles for him to possess, he is trapped there until such a corpse becomes available. (Don't hold your breath for this, chump) For Falazure to be completely slain, his phylactery must be destroyed and he must be slain before he can craft a new one. (Which just might cause him to become a ghostly dragon.
)
Falazure typically stores his phylactery inside one of the many undead dragons that guard his horde. A corpse creature radiant dragon currently holds the phylactery inside its gullet. The phylactery is crafted from star metal tempered in the heart of Oblivion. It has a hardness of 40, 500 hit points and causes the surrounding 9 mile area to gain the negative dominant trait. Touching or holding it causes a
harm effect on the violator every round. (Caster level 52nd, DC 38 half)
Vulnerabilities: Direct sunlight limits Falazure to a single standard or move action per round. He may withstand direct sunlight for 17 minutes, after which he perishes. A wooden stake through his heart slays him immediately. Falazure cannot enter a home uninvited.
Reducing Falazure to 0 hit points does not slay him. He immediately assumes
gaseous form and attempts to return to his lair. Unlike typical vampiric dragons, Falazure’s
gaseous form deals 34d4 points of acid damage (no save) to any creature within its space. If Falazure does not reach his horde within 2 hours of being reduced to 0 hit points, he perishes. Falazure's fast healing does not function once he has been reduced to 0 hit points.
Water Breathing (Ex): Falazure has no need to breathe, but his breath weapons function normally underwater.