The legendary dragon of stone and earth has returned but with greater power. The berserking frenzy of earthen disasters.
Earth Dragon [Dragon’s Den] (CR 23)
XP 819,200
CN Gargantuan Dragon (Boss, Earth)
Init +7; Senses Dragon senses 120 ft., Tremorsense 120 ft.; Perception +40
DEFENSE
AC 43, touch 13, flat-footed 36 (+30 natural, +7 dex, -4 size)
hp 1189 [1508] (29d12+406)
Fort +31, Ref +23, Will +25
Absorb Earth; DR 20/magic;
Immune Ability Drain, Berserk, Charmed, Confuse, Cowering, Death, Diseased, Doom, Energy Drain, Entangled, Exhausted, Fatigued, Fear, Frightened, Frog, Immobilized, Imperil, Mini, Nauseated, Panicked, Paralysis, Petrify, Sap, Shaken, Sleep, Staggered, Stop, Stunned, Zombie;
SR 34; Strong Lightning
Weakness Water and Wind
OFFENSE
Speed 60 ft., burrow 40 ft.
Melee Bite +43 (4d8+30 plus 2d8 earth damage), 2 claws +43 (2d8+20 plus 2d4 earth damage), tail slap +41 (2d8+30 plus 2d4 earth damage)
Space 20 ft.; Reach 15 ft.
Special Abilities 50 Gs
Special Attacks Breath Weapon (140-ft. line, 24d10 earth damage, Reflex DC 37 half, usable every 1d4 rounds), Crush (medium creatures, DC 37, 4d6+30), Earthquake, Horned Tusk, Landslide, Magnitude 8, Tail Sweep (small creatures, DC 37, 2d6+30)
Burst Mode Earthen Rage
STATISTICS
Str 50, Dex 24, Con 36, Int 24, Wis 24, Cha 26
Base Atk +29; CMB +53; CMD 70 (74 vs. trip)
Feats All-Consuming Swing, Awesome Blow, Cleave, Devastating Strike, Furious Focus, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Overrun, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Toughness, Vital Strike
Skills Appraise +40, Bluff +41, Climb +57, Diplomacy +41, Heal +40, Intimidate +41, Knowledge (arcana, dungeoneering, local) +40, Perception +40, Sense Motive +40, Stealth +32, Use Magic Device +33; Racial Modifiers +4 Climb, +4 Stealth
Languages Undercommon, Draconic plus 6 more
SU Horned Tusk
SPECIAL ABILITIES [phase i]
Earthquake (Su)
As a swift action, Earth Dragon can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect for 1d6 rounds (Reflex save DC 32 for half damage and negates the status effect). Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
During Phase II, increase radius to 90-ft.
Horned Tusk (Ex)
Whenever struck by a melee attack as a counter attack, the Earth Dragon will return one claw strike at 3d6+27 points of damage that ignores DR.
During Phase II, Earth Dragon can use this once every 1d2+1 rounds as a standard action this however doesn’t affect it’s cooldown when used as a counter attack.
Landslide (Su) [Phase I Only]
Once every 1d2+1 rounds as a standard action, Earth Dragon causes a landslide within a 60-ft.-cone radius. Creatures within the area of effect takes 8d8 points of earth damage and the area is considered difficult terrain for 2d4+1 rounds. They must make a successful Reflex save (DC 32) for half damage.
Magnitude 8 (Su)
Once every 1d3+1 rounds as a standard action, Earth Dragon can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make a successful Reflex save (DC 32) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana DC 31).
During Phase II, increase radius to 90-ft.
50 Gs (Su)
Once when someone has fly or float active as an immediate action, Earth Dragon applies pressure to all those around himself within a 200-ft.-radius. Anyone within the area of effect gets their float and fly effects dispelled immediately falling down to the ground from where they are at, unless they make a Will save (DC 32).
Once per round, Earth Dragon will use Earthquake and then Magnitude 8 after using 50 Gs, this bypasses the normal action economy.
SPECIAL ABILITIES [phase Ii]
Earthern Rage (Su) [Begins Phase II]
Once below 50% health (754), This Burst Mode lets Earth Dragon lose control of himself, going into a complete rage. For a number of rounds equal to 1 + 1 round for every four HD, Earth Dragon goes into a rage gaining a +2 bonus on melee attack rolls, melee damage rolls, and Will saving throws but takes a –2 penalty to his Armor Class. He also gains 116 temporary hit points. These temporary hit points are lost first when a character takes damage. While in a rage, he cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). He also gains 1d8 points of earth damage to all his melee attacks and hasteja. This limit break requires only a swift action to activate.