The Red Dragon's Lair
The Red Dragon's Lair
The Red Dragon's Lair
CONTENTS
ONTENTS
Introduction 3
The Dragon 3
The Hoard 4
Major Items 6
Minor Items 9
New Spell 10
The Lair 10
Appendix I 15
Appendix II 18
Open Game License 19
2
Dragon’s Hoard: Lost Treasures
Then the baleful fiend its fire belched out, and bright
homes burned. The blaze stood high all landsfolk THE DRAGON
frighting. No living thing would that loathly one leave The red dragon Demrellkull has remained hidden
as aloft it flew. Wide was the dragon’s warring seen,
its fiendish fury far and near, as the grim destroyer from the eyes of man. Choosing his battles carefully,
those Geatish people hated and hounded. To hidden setting out from his lair only under cover of night
lair, to its hoard it hastened at hint of dawn. to pillage the gold and gems he prizes so highly,
-Beowulf the dragon has amassed a fortune in his few
centuries of plunder ... but Demrellkull’s greatest
INTRODUC
NTRODUC TION
ODUCTION treasures, those he covets most, have come to him
willingly. Most of his hoard is made up of items left
This e-book presents the ultimate adversary any behind by would-be dragonslayers. These treasures
group of adventurers may face and the hoarded have been lost to the world for centuries. Any hero
treasures those adventurers seek. The adversary is, seeking to slay this beast should beware this canny
of course, a dragon, completely statted and ready and treacherous foe, lest that hero only add to the
for use. The treasure includes new magic items and dragon’s hoard.
forgotten knowledge, lost to the world. Demrellkull, Old Red Dragon: CR 20;
For anyone who wants more dragons in their Gargantuan dragon (fire); HD 28d12+196, hp 378;
d20 fantasy game, Dragon’s Hoard can be dropped Init +4; Spd 40ft. (8 squares), fly 200 ft. (clumsy);
into the dungeon of your choice. Alternatively, you AC 33, touch 6, flat-footed 33; Base Atk +28, Grp
can develop a completely separate lair for the +52; Atk +36 melee (4d6+12 bite), Full Atk +36
dragon and its slaying can be an adventure in itself. melee (4d6+12 bite), +31 melee (2d8+6, 2 claws),
3
Dragon’s Hoard: Lost Treasures
+31 melee (2d6+6, 2 wings), +31 melee (2d8+18, protection from arrows, see invisibility.
tail slap); Space/Reach 20 ft./15 ft. (bite 20 ft.); SA 3– dispel magic, displacement, protection from
breath weapon, crush, frightful presence, snatch, energy, tongues.
spell-like abilities, spells, tail sweep; SQ blindsense 4– dimension door, greater invisibility, stoneskin.
60 ft., damage reduction 10/magic, darkvision 120 5– cloudkill, feeblemind.
ft., immunity to fire, sleep, and paralysis, low-light
vision, spell resistance 24, vulnerability to cold; AL TACTICS
CE; SV Fort +23, Ref +16, Will +21; Str 35, Dex 10,
If Demrellkull has warning of the PC’s approach he
Con 25, Int 20, Wis 21, Cha 20.
will cast the following spells in anticipation.
Skills and Feats: Appraise +35, Bluff +35,
Round 1: greater invisibility;
Concentration +27, Diplomacy +16, Escape Artist
Round 2: stoneskin;
+15, Intimidate +20, Knowledge (history) +20,
Round 3: eagle’s splendor;
Knowledge (arcana) +15, Knowledge (local) +20,
Round 4: true strike.
Jump +17, Listen +37, Search +35, Sense Motive
If possible, he will use his invisibility to attack
+36, Spellcraft +17, Spot +37, Use Magic Device
by surprise, using his melee attacks (perhaps while
+35; Cleave, Combat Expertise, Flyby Attack, Great
using his Hover feat as well) against any obvious
Cleave, Hover, Improved Bull Rush, Improved
spellcaster. He can use his Power Attack feat on this
Initiative, Lightning Reflexes, Power Attack, Snatch.
initial attack to raise his damage. If he had a chance
Breath Weapon (Su): 60-ft. cone, damage
to cast true strike in the round before he strikes, then
16d10 fire, Reflex DC 31 half.
he can convert his entire attack bonus into damage
Crush (Ex): Area 20 ft. by 20 ft.; Medium or
(an additional 36 points of damage) and still attack
smaller opponents take 4d6+18 points of
with a +20 to hit on his first roll.
bludgeoning damage, and must succeed on a DC
If the battle is going well for him, he will
31 Reflex save or be pinned; grapple bonus +52.
concentrate his attacks on one opponent at a time,
Frightful Presence (Ex): 240-ft. radius, HD 27
trying to slay that target as quickly as possible. He
or less, Will DC 29 negates.
will use his Great Cleave feat to deadly effect when
Snatch (Ex): Grapple bonus +52; claw against
he downs an opponent.
creature of Medium or smaller for 2d8+6/round,
If the dragon feels the battle is going poorly for
bite against Medium or smaller for 4d6+12/round;
him, he can use his Combat Expertise feat and fight
snatched creature can be flung as standard action
defensively to raise his AC, while using his breath
1d6 x 10 ft., taking 1d6 points of damage per ten
weapon and spells to fight from a distance.
feet traveled.
If Demrellkull is reduced to 80 hit points or less
Tail Sweep (Ex): Half-circle 30 ft. in diameter,
he will dimension door out of his lair and fly away.
Small or smaller opponents take 2d6+18 points of
Note: If you need to pause to consider the
bludgeoning damage, Reflex DC 31 half.
dragon’s next action, by all means, take the time. If
Spell-Like Abilities: 8/day - locate object; 3/day
your players object, tell them that portraying the
- suggestion. Caster level 11th; save DC 15+ spell
actions of a centuries old dragon with a genius level
level.
IQ takes a little thought.
Spells: As 11th level sorcerer.
Sorcerer Spells Known (6/8/7/7/7/5; save DC 15
+ spell level): THE HOARD
0– arcane mark, dancing lights, detect magic,
Red Dragons are the most covetous of their
detect poison, flare, ghost sound, guidance, read
brethren, and as a result they often amass the
magic, resistance.
greatest treasures. Demrellkull hasn’t done too
1– alarm, comprehend languages, feather fall,
badly for himself either, and he likes to safeguard
magic missile, true strike.
his ill-gotten gains as best he can.
2– cat’s grace, eagle’s splendor, mirror image,
The dragon has dug a deep hollow out of the
4
Dragon’s Hoard: Lost Treasures
5
Dragon’s Hoard: Lost Treasures
Chest Three: This chest is locked and trapped. Winter, is one of the legendary Blades of the Black
It contains 689 gp, a fire opal (1200 gp), amethyst Forge. The Black Forge itself was a volcano, and
(100 gp), obsidian (11 gp), black pearl (400 gp), upon its towering slopes there stood a monastery,
tourmaline (60 gp), alexandrite (600 gp), jade (80 founded by a man known only as the Black Abbot.
gp), aquamarine (600 gp), bloodstone (30 gp), The Abbot attracted a group of followers seeking
violet garnet (500 gp), carenlian (50 gp), citrine (60 to learn his secret sword style. The most apt pupils
gp), zircon (60 gp), and onyx (70 gp). were given magical swords forged in the volcano’s
Chest Four: This chest is unlocked. It contains fires. The tales of the Black Forge are a hundred
820 gp, a white pearl (110 gp), and a liar’s coin*. years old, and today nothing is known of the fate
Chest Five: This chest is locked and trapped. It of the Abbot or his students.
contains the sorrow of endless winter*, and an elixir Check Required: Knowledge (history) DC 30.
of love. The warrior Hoskuld – a big, brawling
Chest Six: This chest is locked and trapped. It Northerner who seemed a most unlikely student
contains a slaver’s brand*, the five ogres falchion*, of the Black Forge Monastery – wielded this blade,
the scimitar of the unbroken path*, and a fourfold known as the Sorrow of Endless Winter. He came
spellbook*. to the monastery seeking to perfect his sword
Chest Seven: This chest is locked and trapped. technique and was won over by the abbot’s
It contains a sash of embers*, five firebane arrows*, philosophy: that those with martial supremacy are
a dancing bridle* an eyepatch of the wandering eye*, the best suited to rule. This appealed to Hoskuld’s
and a stone of weight. power-hungry nature. He learned what he could
Items marked with (*) are new items. from the Abbot and the other students, biding his
time until he felt strong enough to return to his
homeland and wage a bloody coup. That time
MAJOR ITEMS never came, because Hoskuld’s arrogance led him
The new magic items in the Dragon’s Hoard are to believe he could best the evil dragon,
detailed in the following sections. The first italicized Demrellkull.
paragraph is a simple description of the item, Check Required: Bardic Knowledge DC 25.
meant to be read aloud to the players when they There are at least four other Blades of the Black
examine it. The next paragraphs are various skill Forge as mentioned in poems of the time. They are
checks the characters can make to recognize the Dirge of the Orphan’s Lament, Black Blade of
item and recall various facts or legends about it. Suffering, Twofold Cleavers of Soul and Bone, and
Finally the last block of text details the item’s Liar’s Tongue. Nothing is known of their fate, only
attributes and magical effects. that they were the blades of the dreaded students
of the Black Forge.
THE SORROW OF ENDLESS WINTER This +3 icy burst bastard sword can be spun in
This jagged-edged bastard sword has an ice- front of the wielder in a circular flourish, as a
blue blade, shot through with white filigree standard action, to form a shield of ice that will
that branches and rebranches like the hang in the air for a moment, then fall to the ground
patterns of snowflakes. The guard and hilt are and shatter. When the wielder is targeted by a
melee or ranged attack, he may choose (prior to
made of some strange blue-tinged metal and the attack roll) to use this ability for a +5 shield
look as if they were carved rather than forged. bonus to AC against that single attack only.
Check Required: Knowledge (history) DC 30, The Sorrow of Endless Winter seems to feed on
or Bardic Knowledge DC 25. cold, and is never sated. The bastard sword’s
This sword, known as the Sorrow of Endless wielder gains cold resistance 20, as the cold
6
Dragon’s Hoard: Lost Treasures
affecting him is sucked into the blade. SCIMITAR OF THE UNBROKEN PATH
Once per day, the sword can be stabbed into
The first thing that catches the eye is the blade
the ground to lay barren the ground around it, as a
of this curved sword - it has a blue-green
winter frost creeps out of the blade (Treat this as
the stunt growth version of the diminish plantssheen, and sparkles when the light hits it, like
spell). the sun-dappled waves of the open sea. The
Moderate evocation, transmutation; CL 10th;most distinctive element of the scimitar,
Craft Arms and Armor, diminish plants; 117,170 gp;
however, is the large golden basket around
Weight 6 lb.
the leather-wrapped hilt of the blade. It is
designed to resemble an astrolabe, with the
SLAVER’S BRAND base on the basket hilt ending in a pointed
This brand is a two-and-half foot long black
cross, denoting the four cardinal points in an
iron rod, topped with something that looks
archaic script.
like a large spider, its legs tucked in around Check Required: Knowledge (history) DC 30,
itself. The handle is wrapped in tattered and or Bardic Knowledge DC 25.
bloodstained leather. Legend attributes the creation of the Scimitar
Check Required: Knowledge (history) DC 30. of the Unbroken Path to the Wizard-Kings of long
The brand itself is less famous than the mark it sunken Quall. The Kings gave the sword to their
leaves behind. To the far south there are still greatest explorer, who traveled the world and
halflings who bear its mark - an ever-present charted the then-untamed continents. The blade
reminder of their enslavement by the One-Eye Clan, and the explorer were both lost centuries ago.
a now-scattered group of orc marauders. In the oral Check Required: Bardic Knowledge DC 20.
histories of the One-Eye Clan it is said the brand Many poems and songs tell of a great explorer
was a boon from the “dark gods of the deep earth.” named Myruk-Val, a sailor from a bygone age, who
Human arcanists suspect that the brand originated with a wave of a sword called the Unbroken Path,
with the drow, given its spider motif. could create a way for himself through even the
most treacherous terrain.
When the brand is red-hot, the spider’s eyes
glow white and it slowly unfolds its eight legs. The This +3 scimitar, when wielded, grants the
spider-shaped mark can then be burned into flesh following powers: find the path, freedom of
only as a coup de grace. movement, and longstrider. These powers may each
Anyone in possession of the brand is be used three times per day.
supernaturally aware of the exact direction and The scimitar’s bearer always knows his
distance to anyone bearing the brand’s mark relationship to the four cardinal points of north,
(provided they’re on the same plane of existence). south, east, and west, and also the exact time of
With the brand in hand, upon mental command, day (provided this information is applicable in the
the user can inflict terrible pain in as many of the character’s present location).
brand’s victims as he wishes. This inflicts 3d6 points When the sword is pointed straight ahead, the
of nonlethal damage to the victim(s). This power wielder can find a path through otherwise
can be used once per round. impassable undergrowth. Treat this as a magical
The brand’s magical mark can only be removed version of the druid’s woodland stride ability.
by a wish or miracle spell. An antimagic field will Moderate abjuration, divination, transmutation;
suppress the brand’s effects as long as the victim CL 11th; Craft Arms and Armor, find the path,
is in the field. freedom of movement, know direction, longstrider,
[Minor Artifact] Strong divination, evocation; CL creator must have five ranks in the Survival skill;
20th; Weight 5 lb. Price 182,983 gp; Weight 8 lb.
7
Dragon’s Hoard: Lost Treasures
8
Dragon’s Hoard: Lost Treasures
When worn by an arcane spellcaster, the sash be recited as the runes representing their true
grants the wearer a +1 bonus to the saving throw names are touched one by one. This will cause the
DCs of any fire-based spells he casts. Embroidered blade to be imbued with the energies of each of
into the sash is the spell martyr’s immolation (see the ogres in the Five Ogres Falchion. This ritual takes
page 10). a full-round action and requires a Concentration
Faint evocation; CL 3rd; Craft Wondrous Item, check if the wielder is interfered with. For the
creator must have the Spell Focus feat; Price 2,000 following hour the falchion deals an additional 2d6
gp, Weight 1 lb. fire damage, 2d6 cold damage, and gains the traits
speed, mighty cleaving and vicious.
FIVE OGRES FALCHION [Minor Artifact] Strong abjuration, evocation,
necromancy, and transmutation; CL 20th; Weight
A large falchion with a dull-colored blade. 8 lb.
Small black runes are barely perceptible
running the blade’s length. The blunt inside
curve of the falchion has five platinum rings MINOR ITEMS
attached through holes in the blade. The hilt The minor items found in the dragon’s hoard are
detailed in the following section. These are not the
is blackened wood and brass, wrapped in frost
storied relics found in the previous section, and
worm hide. each only features a simple description of the item.
Check Required: Bardic Knowledge DC 25.
This famous weapon was wielded by Kurkesh,
a famed dragonslayer, himself half-dragon, who DANCING BRIDLE
hailed from the north. After slaying his father, he This ornate bit and bridle has arcane glyphs burned
married the beautiful queen of a small kingdom. into the leather reins. When the bit and bridle are
Betrayed by his three daughters, who slew their thrown to the ground and a “cluck-cluck” sound is
mother and drove their father from the kingdom, made with the mouth a phantom steed rises from
he returned to a life of dragonslaying, recklessly the ground. A steed can be summoned in this
challenging any dragon he encountered. manner only once a day.
Check Required: Bardic Knowledge DC 30. The steed remains for eight hours, or until it
It is said each of the magical rings attached to loses all of its hit points or is dismissed.
the falchion contains the shattered soul of an ogre Moderate conjuration; CL 8th; Craft Wondrous
mage from a millennium ago, perhaps from the far Item, phantom steed; Price 8,640 gp; Weight 5 lb.
realms.
This +3 falchion has various powers, all ELIXIR OF LOVE
attributed to the five ogres contained in the rings. This sweet-tasting liquid causes the character
One of these powers may be invoked once each drinking it to become charmed with the first
round at 10th caster level. creature she sees after consuming the draft (as
charm person—the drinker must be a humanoid of
•Ogre of Ash: quench (Will DC 17 negates). Medium or smaller size, Will DC 14 negates). The
•Ogre of Stone: stoneskin (Will DC 18 negates). charm effects wear off in 1d3 hours.
•Ogre of Wind: wind wall, limited to a duration Faint transmutation; CL 4th; Craft Wondrous
of one round (see spell text, Reflex Save DC 17). Item, charm person; Price 150 gp.
•Ogre of Frost: cone of cold (Reflex DC 19 half ).
•Ogre of the Void: cause enervation on a
successful hit. EYEPATCH OF THE WANDERING EYE
This eyepatch looks ordinary on the outside but has
Once a year, the epithets of each of the five a small polished lens on the inside. A creature
ogres (i.e. ogre of the void, ogre of frost, etc.) can wearing the eyepatch may utter the command
9
Dragon’s Hoard: Lost Treasures
word “sight beyond sight” and invoke an arcane eye. cannot be disposed of by any nonmagical means—
The spell lasts for seven minutes, and can only be if it is thrown away or smashed, it reappears
invoked once per day. somewhere on his person. If a remove curse spell is
Moderate Divination; CL 7th; Craft Wondrous cast upon a loadstone, the item may be discarded
Item, arcane eye; Price 11,200 gp. normally and no longer haunts the individual.
Faint transmutation; CL 5th; Create Wondrous
FOURFOLD SPELLBOOK Item, slow; Price 1,000 gp.
This spellbook has ornate brass clasps and hinges
on all four sides. It may be opened from any of the N S
EW PELL
four sides, revealing one of four different 100-
hundred page spellbooks. These spellbooks are
currently blank. MARTYR’S IMMOLATION
Faint transmutation; CL 5th; Craft Wondrous Evocation [Fire]
Item, secret page; Price 15,000 gp; Weight 2 lb. Level: Sor/Wiz 4
Components: V, S, M
FIREBANE ARROW Casting Time: 1 standard action
Range: Touch
Primarily used by rogues to extinguish torches in
Target: Living creature touched
their general vicinity, this arrow acts as a quench
Duration: 1 round/level
spell where it strikes.
Saving Throw: Fortitude negates
Faint transmutation; CL 5th; Craft Magic Arms
Spell Resistance: Yes
and Armor, quench; Price 757 gp.
A martyr’s immolation spell wreathes the target
in an aura of fire. While under the effects of this
PEARL OF POWER (3RD LEVEL) spell the target suffers 1d6 points of fire damage
This seemingly normal pearl of average size and each round. Anyone touching or being touched by
luster is a potent aid to all spellcasters who prepare the creature suffers 2d6 points of fire damage.
spells (clerics, druids, rangers, paladins, and Since this aura extends around anything the
wizards). Once per day on command, a pearl of creature is touching, the fire damage is also added
power enables the possessor to recall any one spell to any attacks the creature makes with natural or
that she had prepared and then cast. The spell is melee weapons. The fire damage the creature
then prepared again, just as if it had not been cast. suffers each round will also be applied to anything
The spell must be of a particular level, depending it wears and any item it holds.
on the pearl. Different pearls exist for recalling one Material Component: A drop of oil.
spell per day of each level from 1st through 9th
and for the recall of two spells per day (each of a
different level, 6th or lower). T L
HE AIR
Strong transmutation; CL 17th; Craft Wondrous If you don’t want to place Demrellkull into an
Item, creator must be able to cast spells of the spell existing dungeon or lair, you can use the following
level to be recalled; Price 9,000 gp (3rd). background, map and minions to flesh out the
encounter fully. This could become part of an
existing scenario or be developed into an
STONE OF WEIGHT (LOADSTONE) adventure of its own.
Demrellkull makes his lair in a series of caves
This stone appears to be a dark, smoothly polished
set into the side of Mount Cerafel. Reaching his
stone. It reduces the possessor’s base land speed
lair involves passing through the Blacksmoke
to one-half of normal. Once picked up, the stone
10
Dragon’s Hoard: Lost Treasures
11
Dragon’s Hoard: Lost Treasures
12
Dragon’s Hoard: Lost Treasures
Skarath Blackblood (orc shaman), Male half- can make a normal melee attack to deal 8 points
fiend orc cleric 8: CR12; Medium outsider (half- of extra damage against a good foe.
fiend orc); HD 8d8+8; hp 65; Init +1; Spd 30 ft. (6 Spell-Like Abilities: 3/day–darkness, poison
squares), Fly 30 ft., (average); AC 19, touch 11, flat- (DC 15); 1/day–descrate, unholy blight (DC 15).
footed 18; Base Atk +7; Grp +12; Atk +13 melee Caster level is 8th.
(1d8+5, +1 dancing spell storing heavy mace) or +12 Cleric Spell Prepared (6/6/6/5/5/3; save DC 14 +
melee (1d4+5, claw); Full Atk +13 melee (1d8+5, spell level): 0–cure minor wounds, detect magic,
+1 dancing spell storing heavy mace) or +12 melee guidance, light, read magic, resistance; 1st–cause
(1d4+5, 2 claws), +7 melee (1d6+5, bite); SA smite fear, command, cure light wounds, doom, entropic
good, spells, spell-like abilities, rebuke undead 4/ shield, protection from good*; 2nd–bear’s endurance,
day; SQ damage reduction 5/magic, darkvision 60 bull’s strength, death knell*, hold person, silence,
ft., immunity to poison, resistance to acid 10, cold sound burst; 3rd–animate dead*, bestow curse,
10, electricity 10, and fire 10, spell resistance 18; contagion, cure serious wounds, dispel magic,
AL CE; SV Fort +8, Ref +4, Will +13; Str 20, Dex 13, invisibility purge; 4th–cure critical wounds, freedom
Con 13, Int 14, Wis 18, Cha 13. of movement, imbue with spell ability, summon
Skills: Concentration +9, Diplomacy +5, Heal +8, monster IV, unholy blight*; 5th–flame strike*, insect
Knowledge (arcana) +8, Knowledge (history) +6, plague, slay living.
Knowledge (local) +4, Knowledge (religion) +10, *Domain spell. Domains: Evil (cast evil spells at
Listen +7, Move Silently +3, Spellcraft +8. +1 caster level) and War (Weapon Focus bonus
Feats: Combat Casting, Eschew Materials, Iron feat).
Will, Weapon Focus (heavy mace), Track. Possessions: +2 breastplate, +1 dancing spell
Languages: Abyssal, Common, Orc, Under- storing heavy mace, minor cloak of displacement,
common. potion of gaseous form, bedroll, winter blanket,
Smite Good (Su): Once per day this half-fiend masterwork dagger, belt pouch containing 245 gp.
13
Dragon’s Hoard: Lost Treasures
TACTICS
When confronted with the party, any orc barbarian
present will enter rage immediately. They will close
distance and maneuver to keep the party from
closing with Gyruk or Skarath.
Gyruk will target the humans in the party first,
starting with any obvious spell casters. If possible,
he’ll start with ranged attacks using his manyshot
feat and maintain his distance as long as possible.
In close combat he’ll use his bane vs. humans
longsword to best effect. It inflicts 1d8+2d6+14
damage versus humans, more with the power
attack feat.
Skarath will do his best to keep his distance
from the party. He’ll start by loosing his dancing
spell storing great mace which will already have a
cause serious wounds stored in it. Then he will begin
casting spells to aid the other orcs. He’ll start with
summon monster and move on to his offensive
spells. If the party manages to close distance with
him, his first priority will be to keep Gyruk on his
feet with his cure critical wounds or cure serious
wounds spells. If Gyruk falls or if Skarath himself has
fewer than 20 hp left, he’ll flee. He can take flight if
possible or quaff his potion of gaseous form.
If the orcs engage the party first, Demrellkull
will cast the spells detailed in his tactics section and
make his way invisibly to the fight. He’ll choose the
character nearest the periphery of the melee and
make his first true strike aided attack. In subsequent
rounds he’ll hover above the melee and make full
attack actions against any unlucky character within
reach.
14
Dragon’s Hoard: Lost Treasures
15
Dragon’s Hoard: Lost Treasures
abilities, spells; SQ blindsense 60 ft., darkvision 120 Breath Weapon (Su): 50-ft. cone, damage
ft., immunity to fire, sleep, and paralysis, low-light 10d10 fire, Reflex DC 24 half.
vision, vulnerability to cold; AL CE; SV Fort +14, Ref Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller
+10, Will +12; Str 29, Dex 10, Con 19, Int 14, Wis 15, opponents take 2d8+15 points of bludgeoning
Cha 14. damage, and must succeed on a DC 24 Reflex save
Skills and Feats: Appraise +12, Bluff +12, or be pinned; grapple bonus +37.
Concentration +12, Hide +1, Intimidate +14, Jump Frightful Presence (Ex): 150-ft. radius, HD 18
+19, Knowledge (arcana) +12, Listen +14, Move or less, Will DC 21 negates.
Silently +5, Search +8, Sense Motive +7, Spellcraft Spell-Like Abilities: 5/day - locate object.
+13, Spot +14; Alertness, Blind-Fight, Flyby Attack, Spells: As 5th level sorcerer.
Hover, Power Attack, Weapon Focus (bite). Sorcerer Spells Known (6/4/2; save DC 12 + spell
Breath Weapon (Su): 40-ft. cone, damage 8d10 level):
fire, Reflex DC 22 half. 0– dancing lights, detect magic, ghost sound,
Spell-Like Abilities: 4/day - locate object. guidance, read magic, resistance.
Spells: As 3rd level sorcerer. 1– alarm, mage armor, magic missile, true strike.
Sorcerer Spells Known (5/3; save DC 12 + spell 2– protection from arrows, see invisibility.
level):
0– dancing lights, detect magic, ghost sound,
guidance, read magic.
1– mage armor, magic missile, true strike.
16
Dragon’s Hoard: Lost Treasures
damage, and must succeed on a DC 26 Reflex save opponents take 2d8+16 points of bludgeoning
or be pinned; grapple bonus +41. damage, and must succeed on a DC 28 Reflex save
Frightful Presence (Ex): 180-ft. radius, HD 21 or be pinned; grapple bonus +44.
or less, Will DC 24 negates. Frightful Presence (Ex): 210-ft. radius, HD 24or
Spell-Like Abilities: 6/day - locate object. less, Will DC 26 negates.
Spells: As 7th level sorcerer. Snatch (Ex): Grapple bonus +44; claw against
Sorcerer Spells Known (7/5/3/2; save DC 13 + creature of Small or smaller for 2d6+5/round, bite
spell level): against Small or smaller for 2d8+11/round;
0– detect magic, detect poison, flare, ghost sound, snatched creature can be flung as standard action
guidance, read magic, resistance. 1d6 x 10 ft., taking 1d6 points of damage per ten
1– alarm, comprehend languages, feather fall, feet traveled.
magic missile, true strike. Spell-Like Abilities: 7/day - locate object.
2– eagle’s splendor, protection from arrows, see Spells: As 9th level sorcerer.
invisibility. Sorcerer Spells Known (8/5/4/3/2; save DC 14 +
3– dispel magic, protection from energy. spell level):
0– dancing lights, detect magic, detect poison,
flare, ghost sound, guidance, read magic, resistance.
1– alarm, comprehend languages, feather fall,
magic missile, true strike.
2– bear’s endurance, eagle’s splendor, mirror
image, protection from arrows, see invisibility.
Demrellkull, Mature Adult Red Dragon: CR 18; 3– dispel magic, displacement, protection from
Huge dragon (fire); HD 25d12+150, hp 312; Init +4; energy, tongues.
Spd 40ft. (8 squares), fly 150 ft. (poor); AC 32, touch 4– dimension door, greater invisibility.
8, flat-footed 32; Base Atk +25, Grp +44; Atk +35
melee (2d8+11 bite), Full Atk +35 melee (2d8+11
bite), +29 melee (2d6+5, 2 claws), +29 melee
(1d8+5, 2 wings), +29 melee (2d6+16, tail slap);
Space/Reach 15 ft./10 ft. (bite 15 ft.); SA breath
weapon, crush, frightful presence, snatch, spell-like
abilities, spells; SQ blindsense 60 ft., damage
reduction 5/magic, darkvision 120 ft., immunity to
fire, sleep, and paralysis, low-light vision, spell
resistance 23, vulnerability to cold; AL CE; SV Fort
+20, Ref +14, Will +18; Str 35, Dex 10, Con 25, Int
20, Wis 21, Cha 20.
Skills and Feats: Appraise +18, Bluff +20,
Concentration +24, Diplomacy +16, Intimidate +22,
Jump +23, Knowledge (arcana) +20, Knowledge
(history) +9, Listen +24, Move Silently +5, Search
+14, Sense Motive +16, Spellcraft +20, Spot +22;
Alertness, Blind-Fight, Flyby Attack, Hover,
Improved Initiative, Improved Sunder, Power
Attack, Snatch, Weapon Focus (bite).
Breath Weapon (Su): 50-ft. cone, damage
14d10 fire, Reflex DC 28 half.
Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller
17
Dragon’s Hoard: Lost Treasures
APPENDIX II:
SPECIAL QUALITIES
DR: 10/magic SPELL TRACKER
SR: 24
Darkvision: 120 ft. Level (save DC 15 + spell level)
Immunity: fire/sleep/paralysis 0:
Low-light vision 1:
Vulnerability to cold 2:
Crush (Ex): Area 20 ft. by 20 ft.; Medium or
3:
smaller opponents take 4d6+18 points of
bludgeoning damage, and must succeed on 4:
a DC 31 Reflex save or be pinned; grapple 5:
bonus +52.
Frightful Presence (Ex): 240-ft. radius, HD 27 0– arcane mark, dancing lights, detect
or less, Will DC 29 negates. magic, detect poison, flare, ghost sound,
Snatch (Ex): Grapple bonus +52; claw against guidance, read magic, resistance.
creature of Medium or smaller for 2d8+6/ 1– alarm, comprehend languages, feather
round, bite against Medium or smaller for fall, magic missile, true strike.
4d6+12/round or 8d6+24; snatched creature 2– cat’s grace, eagle’s splendor, mirror
can be flung as standard action 1d6 x 10 ft., image, protection from arrows, see invisibility.
taking 1d6 points of damage per ten feet 3– dispel magic, displacement, protection
traveled. from energy, tongues.
Tail Sweep (Ex): Half-circle 30 ft. in diameter, 4– dimension door, greater invisibility,
Small or smaller opponents take 2d6+18 stoneskin.
points of bludgeoning damage, Reflex DC 31 5– cloudkill, feeblemind.
half.
18
Dragon’s Hoard: Lost Treasures
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted
material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent,
lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures,
processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly
identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures
characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes
and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas,
likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and
any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f ) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of
this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with
the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original
creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered
Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such
Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity.
The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy,
modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the
Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan,
Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
The Red Dragon Copyright 2004, The Game Mechanics, Inc. Author: JD Wiker.
19