Vellath The Undying

ANCIENT RED DRAGON (CR 19) + LICH (CR+2)

XP 204,800
CE Gargantuan Undead (fire)
Init +3; Senses dragon senses, smoke vision, Darkvision 60 ft; Perception +33
Aura fire, frightful presence (300 ft., DC 27)

DEFENSE

AC 38, touch 5, flat-footed 38 (–1 Dex, +33 natural, –4 size)
hp 525 (25d8+125) (Hp Maxed due to boss status)
Fort Immune, Ref +13, Will +22
DR 15/bludgeoning and magic; Immune fire, cold, electricity, paralysis, sleep, death effects, disease, mind-affecting effects, poison, sleep, stun, and any effect that requires a fortitude save; ability drain, energy drain and non-lethal damage; immune to damage to Str, Dex or Con; fatigue and exhaustion; SR 30; channel resistance +4
Weaknesses

OFFENSE

Speed 40 ft., fly 250 ft. (clumsy)
Melee bite +35 (4d6+21/19–20), 1 claw +35 (2d8+14), 2 wings +33 (2d6+7), tail slap +33 (2d8+21), touch of death +35 (1d8+12 Negative energy) (Any creature struck by an attack needs to pass a Fortitude save DC 28 or be permanently paralyzed.)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 30, 20d10 fire), crush, manipulate flames, melt stone, tail sweep, paralyzing touch

Spell-Like Abilities (CL 25th)
At will—detect magic, find the path, pyrotechnics (DC 17), suggestion (DC 18), wall of fire
Spells Known (CL 15th)
7th (4/day)—limited wish, spell turning
6th (6/day)—antimagic field, contingency, greater dispel magic
5th (7/day)—polymorph, telekinesis (DC 21), teleport, wall of force
4th (7/day)—fear (DC 20), fire shield, greater invisibility, stoneskin
3rd (7/day)—dispel magic, displacement, haste, tongues
2nd (7/day)—alter self, detect thoughts (DC 18), misdirection (DC 18), resist energy, see invisibility
1st (8/day)—alarm, grease (DC 17), magic missile, shield, true strike
0 (at will)—arcane mark, bleed, light, mage hand, mending, message, open/close, prestidigitation, read magic

STATISTICS

Str 39, Dex 8, Con Nil, Int 22, Wis 23, Cha 22
Base Atk +25; CMB +43; CMD 52 (56 vs. trip)
Feats Cleave, Critical Focus, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell, Staggering Critical, Vital Strike
Skills Appraise +33, Bluff +33, Diplomacy +33, Disguise +27, Fly +11, Intimidate +33, Knowledge (arcana) +33, Knowledge (history) +33, Perception +41, Sense Motive +41, Spellcraft +33, Stealth +23
Languages Abyssal, Common, Draconic, Dwarven, Giant, Orc, Infernal, Aklo

ECOLOGY
Environment
Organization
Treasure

SPECIAL ABILITIES
Fire Aura (Su) Vellath is surrounded by an aura of intense heat. All creatures within 10 feet take 2d6 points of fire damage at the beginning of the dragon's turn.
Manipulate Flames (Su) An old or older red dragon can control any fire spell within 10 feet per age category of the dragon as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.
Melt Stone (Su) Vellath can use its breath weapon to melt rock at a range of 100 feet, affecting a 50-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.
Smoke Vision (Ex) Vellath can see perfectly in smoky conditions (such as those created by pyrotechnics).
Dragon Senses (Ex): Vellath has darkvision 120 ft. and blindsense 60 ft. He can see four times as well as a human in dim light and twice as well in normal light.
Frightful Presence (Ex): Vellath's frightful presence has a 300 foot range. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than Vellath has. An affected opponent can resist the effects with a successful Will save (DC 27). An opponent that succeeds on the saving throw is immune to that same creature's frightful presence for 24 hours. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. Frightful presence is a mind-affecting fear effect.
Immunities (Ex): Every dragon is immune to sleep and paralysis. In addition, Vellath is immune to fire.
Spell Resistance (Ex): Vellath has Spell Resistance 30
Undead Traits (Ex) Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.
Rejuvenation (Su): When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.

SPECIAL ATTACKS
Crush (Ex): If flying or jumping Vellath can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against medium sized opponents or smaller. A crush attack affects as many creatures as fit in the dragon's space. Creatures in the affected area must succeed on a Reflex save (DC 30) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If Vellath chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape. Vellath's crush attack deals 4d6+21 damage.

Tail Sweep (Ex): Vellath may sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are small sized or lower. A tail sweep automatically deals 2d6+21 damage. Affected creatures can attempt Reflex saves to take half damage (DC 30).

Breath Weapon (Su): Vellath can use its breath weapon once every 1d4 rounds as a standard action. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction of the dragon's choice. Vellath's breath weapon
is 60-ft. cone, deals 20d10 fire damage, with a DC 30 Reflex save for half. Vellath can use its breath weapon when it is grappling or being grappled.

Touch of Death: Vellath has a touch attack that it can use once per round as a natural weapon. Vellath uses its natural weapons in addition to its touch attack (which is treated as a primary natural weapon that replaces one claw or slam attack). Vellath's touch attack uses negative energy to deal 1d8+12 points of damage to living creatures. As negative energy, this damage can be used to heal undead creatures. A lich can take a full-round action to infuse itself with this energy, healing damage as if it had used its touch attack against itself.

Fear Aura (Su): Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save DC 28 or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for 25 rounds. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. This is a mind-affecting fear effect.

Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save DC 28 or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC 28). The effect cannot be dispelled. Anyone paralyzed by Vellath seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.

Description

Combat Tactics

Knowledge Check Results