Weialaar the Inquisitive, The Whisper of What Could Be
ORANTH CR 16
Elite Male Dragon, Red, Young Loremaster 2 Wizard 5
NN Large Dragon (Fire)
Init + 7; Senses Blindsense (60 feet), Darkvision (120 feet), Dragon Senses, Low-Light Vision, Smoke Vision; Perception + 23
AC 27, touch 11, flat-footed 26 (+ 4 armor, + 1 Dex, -1 size, + 12 natural)
hp 339 (11d12+ 7d6+ 126 + 100)
Fort + 24, Ref + 19, Will + 28
Immune fire, paralysis, sleep
Weakness Vulnerability to Cold
Spd 40 ft., Flight (200 feet, Poor)
Melee Bite (Dragon, Red, Young) + 25 (2d6+ 10/20/x2) and
Claw x2 (Dragon, Red, Young) + 25 x2 (1d8+ 3/20/x2) and
Flame Tongue + 25/+ 20/+ 15 (1d8+ 8/19-20/x2) and
Tail Slap (Dragon, Red, Young) + 25 (1d8+ 10/20/x2) and
Unarmed Strike + 30/+ 25/+ 20 (1d4+ 7/20/x2) and
Wing x2 (Dragon, Red, Young) + 25 x2 (1d6+ 3/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Breath Weapon (40-ft. cone, 12d10 fire, every 1d4 r
Spell-Like Abilities Detect Magic (At will)
Sorcerer Spells Known (CL 1, + 20 melee touch, + 14 ranged touch):
1 (4/day) Unseen Servant, Comprehend Languages
0 (at will) Read Magic, Light, Detect Magic, Arcane Mark
Wizard Spells Known (CL 7, 20 melee touch, 14 ranged touch):
4 (1/day) Arcane Eye, Polymorph
3 (3/day) Suggestion (DC 16), Invisibility Sphere, Clairaudience/Clairvoyance, Dispel Magic
2 (4/day) Hideous Laughter (DC 15), Knock, Detect Thoughts (DC 15), Create Treasure Map, Make Whole
1 (5/day) Silent Image (DC 14), Magic Aura, Disguise Self, Detect Secret Doors, Expeditious Retreat, Hold Portal
0 (at will) Daze (DC 13), Open/Close (DC 13), Detect Poison, Ghost Sound (DC 13)
Str 25, Dex 12, Con 19/23, Int 17, Wis 14/20, Cha 12
Base Atk + 14; CMB + 22; CMD 34 (38 vs. Trip)
Feats Cleave, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack -4/+ 8, Scribe Scroll, Skill Focus: Knowledge: History, Toughness + 18, Vital Strike, Wizard Weapon Proficiencies
Skills Appraise + 17, Bluff + 15, Disguise + 6, Fly + 16, Intimidate + 15, Knowledge: Arcana + 17, Knowledge: Dungeoneering + 8, Knowledge: History + 24, Knowledge: Nature + 10, Knowledge: Religion + 10, Knowledge: The Planes + 12, Perception + 23, Sense Motive + 23, Spellcraft + 17, Stealth + 11, Survival + 10
Languages Ancient Elven, Common, Draconic, Dwarven
SQ Arcane Familiar Nearby, Deliver Touch Spells Through Familiar (Su), Divination, Diviner’s Fortune + 2 (6/day) (Sp), Empathic Link with Familiar (Su), Evocation, Forewarned + 2 (Su), Lore + 1 (Ex), Necromancy, Share Spells with Familiar, Speak With Familiar (Ex)
Combat Gear Flame Tongue; Other Gear Belt of Mighty Constitution, + 4, Bracers of Armor, + 4, Cloak of Resistance, + 4, Crystal Ball, Headband of Inspired Wisdom, + 6, Ioun Stone, Dusty Rose Prism, Ioun Stone, Incandescent Blue Sphere, Ioun Stone, Orange Prism
Environment Warm mountains
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm’s reach.
Arcane Blood (Su) Twice per day you can mimic any sorcerer spell level 4 and lower as a standard action by passing a spellcraft check. The DC is equal to 15 plus twice the level of the spell. Unless you could cast the spell normally, all variable numbers are treated as if you were the minimum necessary caster level. This ability cannot be augmented with metamagic feats or rods and like effects.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (40-ft. cone, 12d10 fire, every 1d4 rounds, Ref half) (DC 25) Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Control the Blood (Su) You can mimic the effects of a dominate monster spell at will on any creature that contains even a trace of red dragon blood.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner’s Fortune + 2 (6/day) (Sp) Creature touched gains + 2 to attackrolls, skill checks, ability checks, and saving throws for 1r.
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Elite This creature has the Elite template. It gains 100 base hp, + 5 to all saves, + 10 to all attacks, the Arcane Blood ability, and if it is a dragon it’s breath weapon damage dice are doubled.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Flight (200 feet, Poor) You can fly!
Forewarned + 2 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Lore + 1 (Ex) Add + 1 to all knowledge skill checks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Power Attack -4/+ 8 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Smoke Vision (Ex) A very young red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics).
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Vital Strike Standard action: x2 weapon damage dice.
The Voice of the Masters (Ex) Any verbal command given to a red scaled kobold will be obeyed without question or hesitation (provided you spoke in a language the creature can understand) with no save allowed. Any other kind of Kobold is entitled to a will save equal to 10 + your HD. Kobolds acting under the command of a like-colored dragon can choose to ignore your command if it would contradict or override one they are already undertaking.
Vulnerability to Cold You are vulnerable (+ 50% damage) to Cold damage
Oranth appears by all outward looks to be an average if slightly tall Elven spellcaster. Those with detect magic notice that he is wearing several potent magical items.
Motivations & Goals Oanth has only one true interest: the accumulation of knowledge. The rarer and more ancient the knowledge, the more he will do to obtain it. In particular, anything relating to the fate of Entelexia or the seven days of chaos he will not hesitate to pursue.