Ophion (3.5e NPC)
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|Female Ancient Green Dragon Cleric 1 Unholy Ravager of Tiamat 5|
|LE Gargantuan Dragon|
|Init/Senses||+4/Blindsense 60ft. Darkvision 120 ft. low-light vision; Listen +37, Spot +37|
|Aura||Frightful Presence(Ex): 300 ft. radius, 31 HD or fewer, Will DC 31 negates, -2 to saves while in radius|
|AC||37, touch 6, flat-footed 37|
(-4 size, +31 natural)
|hp||544 (38 HD); DR 15/magic|
|Immune||acid, magic sleep effects, paralysis, poison (from Delay Poison)|
|Speed||40 ft. (8 squares), fly 200 ft. (40 squares, clumsy), swim 40 ft.|
|Melee||bite +45 (4d6+12), 2 claws +40 (2d8+6), 2 wings +40 (2d6+6), tail slap +40 (2d8+18);Can make a full attack on a charge|
|Space/Reach||20 ft./15 ft. (20ft. with bite)|
|Special Actions||Flyby Attack, Hover, Breath Weapon, Crush, Tail Sweep, Snatch|
|Spells Prepared||(CL 20th):|
3rd—Bestow Curse x2, Blindness/Deafness, Invisibility Purge, Dispel Magic x2 + NondetectionC D ; All automatically quickened
2nd—Bear's Endurance, Bull's Strength, Delay PoisonC, Hold Person, Silence, Cure Moderate Wounds + ShatterD ; All automatically quickened
1st—Shield of Faith, Entropic Shield, Deathwatch, Divine Favor, Detect Good, Curse Water + Inflict Light WoundsD ; All automatically quickened
C: Cast spell. Cast spells are included in the stat block.
|Abilities||Str 35, Dex 10, Con 26, Int 20, Wis 21, Cha 20|
|Feats||Improved Initiative, Recover Breath, Flyby Attack, Hover, Maximize Breath, Snatch, Dire Charge, Multisnatch, Extend Spell, Tempest Breath, Quicken Spell, Automatic Quicken Spell, Multispell|
|Skills||Listen +37, Search +30, Spot +37, Intimidate +37, Sense Motive +37, Bluff +37, Knowledge (religion) +43, Knowledge (history) +20, Knowledge (geography) +20, Knowledge (arcana) +26, Knowledge (the planes) +14, Survival +14, Swim +28, Spellcraft +37, Concentration +35|
|Possessions||Orange Ioun Stone, Strand of Prayer Beads|
|Breath Weapon (Su)||60 ft. cone, 20d6 acid, Reflex DC 33 half. 1d4-1 rounds (min 1) recharge.|
|Crush (Ex)||Area 20 ft. by 20 ft.; Medium or smaller opponents take 4d6+18 points of bludgeoning damage and must succeed on a DC 33 Reflex save or be pinned.|
|Tail Sweep (Ex)||30ft. diameter half-circle. Small or smaller creatures take 2d6+18 points of bludgeoning damage, Reflex DC 33 half.|
|Snatch (Ex)||Against Medium or smaller creatures, bite for 4d6+12/round or claw for 2d8+6/round; -10 to grapple to maintain hold.|
Ophion always knows something about her opponents before she fights them. Usually, she will send false illusions of herself several times in the day so that the party will expend spells preparing themselves (only to have them wasted). When she finally confronts the group she will usually surprise them if she can.
She will play with the group using Brain Spider before the encounter (hopefully causing a huge fight between them).
Often Ophion will lure groups to fight her deep underseas, where she can use her innate water breathing + freedom of movement to literally fly through the water. In these cases, she grapples opponents and flies away from groups, picking off their members one at a time.
Round 1: Cast 2 quickened Bestow Curse on nearby fighter types (the 50% chance to act normally option). Cast Time Stop, move close.
Round 1-i: Cast quickened Bull's Strength, Cast quickened Bear's Endurance. Cast extended Righteous Might, move close.
Round 1-ii: Cast quickened Shield of Faith, Cast quickened Entropic Shield. Cast extended Righteous Might, move close (try to hover around 750ft. above the party).
Rounds 1-iii to 1-v: Cast Spell Resistance, True Seeing, Freedom of Movement (not quickened), quickened Deathwatch, quickened divine favor, quickened delay poison
Round 2: If they are not flying: cast extended Earthquake (targeting the centre of the group).
If they are flying: cast Greater Command on the group (or as many as possible) tell the ones who failed to fall. Ones who succeed can be targeted with one of 2 quickened Hold Person spells this round.
Round 3+: At this point Ophion will do different things depending on the situation. She will usually fling death spells if she can, but if one character seems too powerful, she will not hesitate to grapple them with snatch and deal bite damage each round. She also loves to fly high up 60ft with a snatched opponent in her mouth and then fire her maximized breath and then drop the opponent straight down. They will take 120 acid damage (along with any allies caught in the cone) and then 6d6 fall damage.