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Dragon Soul

by Jamie Baty

Dragon 170
Diminutive Deathless (Extraplanar, Incorporeal)
Hit Dice: 1d12 (6 hp)
Initiative: +3 (+3 Dex)
Speed: fly 130 ft. (perfect)
Armour Class: 20 (+4 size, +3 Dex, +3 deflection), touch 20, flat-footed 17
Base Attack/Grapple: 0/-12
Attack: None
Full Attack: None
Space/Reach: 1 ft. /0 ft.
Special Attacks: group spellcasting
Special Qualities: Darkvision 60ft., immunity to turning, planar reach, telepathy, deathless traits
Saves: Fort +0, Ref +3, Will +5
Abilities: Str -, Dex 16, Con -, Int 15, Wis 16, Cha 16
Skills: Bluff +5, Diplomacy +5, Gather Information +5, Hide +15, Knowledge (arcana) +6, Knowledge (nobility) +4, Knowledge (the planes) +4, Listen +9, Sense Motive +5, Spot +9
Feats: Alertness
Environment: Draconic Planes
Organisation: 1-400
Challenge Rating: 1/8
Treasure: None
Alignment: Any
Advancement: 2 HD (Diminutive); 3 HD (Tiny)
Level Adjustment: -

Dragon souls are the simple life forces of deceased dragons, each serving the dragon ruler of its alignment. Dragon souls appear in a variety of shapes and colours, ranging in size from a small apple to a large pumpkin. A dragon soul's appearance, based on its colour in life, could be a translucent ball of golden light, a flickering red flame, a crackling node of blue lightning, a throbbing green haze, a billowing puff of white smoke, a gloomy shadow, etc.
Dragon souls can be found only in the region of their dragon ruler. Dragon souls communicate by telepathy. They have the ability to see and cast spells into the Prime Plane. Their primary uses are to provide the power and effects for living dragons' Ceremonies of Sublimation and Omens of Coming. The dragon souls also physically reach for a living dragon's life force and bind it to that of its suzerain, thereby generating dragon might. Their secondary function is to provide the power living dragons need to cast spells. Their least important function is to bring comfort to the dragon guardians and their rulers, or to act as their messengers, eyes, and ears. Dragon souls retain memory of their previous life until they are sent back to the Known World.

Combat
Dragon souls have no physical attack or defence. They do not fight unless no other option is available. When threatened, they flee, usually to the nearest immortal dragon guardian.

Group Spellcasting (Ex): Dragon souls, when grouped together can cast any divine or arcane spell of seventh level or less. For every ten dragon souls, the group can cast one spell level (10 souls can cast a 1st level spell, 70 can cast a seventh level spell). This casting is a full round action. After the spell is cast, the dragon souls involved must rest for 24 hours before being able to cast another spell.
Immunity to Turning (Ex): Unlike normal undead, dragon souls cannot be turned, destroyed, commanded, or rebuked by clerics.

Planar Reach (Ex): Dragon souls, as a full round action, may focus on a creature or location in the Prime Plane, and see and hear everything occurring in that spot at that moment. The dragon soul may watch as long as it maintains concentration. It may use this ability at will.
In addition, dragon souls may cast their spells into the Prime Plane by focusing for a full round on the desired target/location before casting the spell.

Telepathy (Su): A dragon soul can communicate telepathically with any other creature within 120ft. that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Deathless Traits: A deathless has the following traits.
No Constitution score.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy
Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
Cannot use the run action.
Uses Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hp or less, it is immediately destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures - including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire - do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
Proficient with its natural weapons and any weapons mentioned in its entries.
Proficient in whatever type of armour (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not listed as wearing armour are not proficient with armour.
Deathless do not breathe, eat, or sleep.