NWN2 PREFABS: BLUEPRINTS- Jump to comments -
| Name | Great Red Wyrm | | Author | 7force | | Submitted / Updated | 04-02-2007 / 04-02-2007 | | Category | Creatures: Dragons | | Patch | 1.04 | | Description | this is the blueprint for a red dragon of Great Wyrm age. it is a standard great red wyrm encounter of challenge rating 26 and is made to be as close to PnP as possible within the constraints of the toolset while still posing a considerable threat. included in the erf is an item blueprint called "great red wyrm properties" which is already equipped to the dragon.
its character sheet data (stats, skills, feats, etc) were taken straight from the draconomicon and d20 srd then tweaked to best fit the nwn2 engine. using numbers given in the draconomicon for ancient and great wyrm sizes, i calculated an average size ratio which i used to scale the model. this means that the great red wyrm is the correct size.
here's the full lowdown. i tried to make it true to the monster manual as best i could within the limits of the toolset. in instances where i was limited, the spirit of fighting the beast took priority over what is PnP legal.
equipment:
Head: , Chest: , Boots: , Arms: , Right Hand: , Left Hand: , Cloak: , Left Ring: , Right Ring: , Neck: , Belt: , Arrows: , Bullets: , Bolts: , Creature Weapon 1: Claw2d8, Creature Weapon 2: Claw2d8, Creature Weapon 3: Bite4d6, Creature Hide: **Great Wyrm Red Dragon Properties
**custom hide that gives SR:32
challenge rating: 26
dragon lvl 20
*sorcerer lv 19
*cleric lvl 19
*i had to add these classes to activate the spells tab. the special abilities tab is borked in such a way that all special abilities always default to one use each upon importing the erf or opening the mod. extremely aggravating!. the spells tab works fine though
str:45 dex:10 con:31 int:26 wis:27 cha:26
fort:32 ref:22 will:30
HP:660 AC:41
Damage reduction: 20/magic
***attack bonus:
melee-58
off-hand-58
ranged-41
attacks/round-6
***these can't be changed directly unfortunately. however, i figure this makes up for the loss of grapple
feats:
cleave, empower spell, great fortitude, improved knockdown, iron will, knockdown, lightning reflexes, power attack, improved initiative, power critical, weapon proficiency(creature), weapon specialization, weapon focus, greater weapon specialization, greater weapon focus.
skills:
appraise 51, bluff 51, concentration 61, diplomacy 55, intimidate 53, listen 51, lore 30, move silently 9, parry 28, search 45, spellcraft 29, spot 51, survival 37, taunt 31
****the spells and stuff
sorcerer spells:
displacement, haste, improved mage armor, greater invisibility, lesser mind blank, globe of invulnerablility, energy immunity(cold), spell mantle, premonition, greater spell mantle
cleric spells:
restoration 1, greater dispel 4, heal(empowered) 5, regenerate 3
special abilities (these all default to one and must be changed before you save the module):
(20)aura of dragon fear 1, (20)dragon fire breath 10, (20)wing buffet 10, (20)tail sweep 10, 20(fear) 1, (19)meteor swarm(creature) 1 |  |
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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone
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