Sharner Kobold Sharner Kobold


Vilefire, the Ancient
  Colossal+ 5-headed Dragon Aberration (Fire) – Corrupt Great Wyrm
Hit Dice: 57d12+1.425 (1.909 hp)
Initiative: +7
Speed: 40 ft., fly 250 ft. (clumsy)
Armor Class: 56 (–8 size, +3 dex, +51 natural), touch 5, flat-footed 53
Base Attack/Grapple: +48/+96
Attack: Bite +78 (8d8+28 +25 vile/19-20 +1d6 +death)
Full Attack: Bite +78 (8d8+28 +25 vile/19-20 +1d6 +death) and 4 Bites +76 (8d8+28 +25 vile/19-20 +1d6 +death) and 2 claws +74 (8d6+14 +25 vile) and 2 wings +74 (4d8+14 +25 vile) and tail slap +74 (8d6+42 +25 vile)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, Spell-Like-Abilities, Crush (8d8+42 +25 vile), Spells
Special Qualities: Blindsense 60 ft., darkvision 120 ft., fast healing 10, immunity to fire, sleep, and paralysis, low-light vision, frightful presence, SR 40, DR 15/epic
Saves: Fort +59, Ref +40, Will +51
Abilities: Str 66, Dex 17, Con 60, Int 39, Wis 38, Cha 37
Skills: Appraise +74, Bluff +73, Concentration +85, Diplomacy +73, Intimidiate +74, Jump +88, Knowledge (Arcane, Local, Religion) +74, Listen +82, Search +82, Sense Motive +74, Spot +81, Spellcraft +74
Feats: Cleave, Flyby Attack, Greate Cleave, Hover, Improved Critical (bite), Improved Initiative, Imroved Natural Attack, Multiattack*, Power Attack, Still Spell, Vile Natural attack, Weapon Focus (bite)*
Epic Feats: Devastating Critical (bite) (DC 62), Dire Charge, Extended Life Span (x2), Overwhelming Critical (bite), Spellcasting Harrier, Spell Stowaway (time stop), Improved Spell Resistance, Extended Life Span, Epic Weapon Focus (bite)
Challenge Rating: 31
Treasure: Ring of Greatness (+6 on all attributes), Death Ward Necklace of Resistance +7, Ring of Cold and Poison Immunity
Alignment: Chaotic evil

Vilefire looks like a colossal red dragons with 5 heads, but each head is from a different chromatic dragon type. Vilefire seems to have pieces of rotten and bleeding flesh over her complete body. Some of these marks seem to be sick with an infection and at some body parts she seems to hace fleshy mutations build through cancer. She looks like the sick and rotting mortal mirror image of Tiamat.


  • Breath Weapon (Su): Vilefire has five types of breath weapons, each on a different head, a cone of fire (80 ft. length, 80 ft. wide; 30d10) from the red head, a line of acid (160 ft. length; 30d4) from the black head, a line of lightning (160 ft. length; 30d8), from the blue head, a cone of corrosive (acid) gas (80 ft. length, 80 ft. wide; 30d6) from the gren head and a cone of cold (80 ft. length, 80 ft. wide; 15d6), from the white head. The reflex DC for half damage is equal to 60 for all five heads.
  • Crush (Ex): This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC 60) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
  • Disruptive Attack (Su): The corrupted creature deals additional vile damage when it touches uncorrupted, living, corporal nonoutsiders. The amount of vile damage dealt is equal to 24 points of vile damage.
  • Frightful Presence (Ex): A dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 300 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 47) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
  • Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
  • Locate Object (Sp): Vilefire can use this ability as the spell of the same name, 12 times per day.
  • Spell-Like Abilities: 3/day—suggestion; 1/day—find the path, discern location. Level 24th, DC 27.
  • Superior Two-Weapon Fighting (Ex): This feat allows Vilefire to use two weapons without any penalty to attack or damage. Base creatures with breath weapons or gaze attacks, or who can swallow whole, gain the ability to use that power with each head simultaneously. Special attacks (improved grab, poison, sonic attacks) related to a creature's head can be used with all heads at once.
  • Spells: Spells per Day: 6 / 9 / 9 / 9 / 9 / 8 / 8 / 8 / 8 / 5 (DC 23 + spell level) (19th level)
Level 0 Acid Splash, Detect Magic, Detect Poison, Flare, Light, Mage Hand, Read Magic, Resistance, Touch of Fatigue
Level I Alarm, Comprehend Languages, Magic Missile, Protection form Good, True Strike
Level II Darkness, Detect Thoughts, Glitterdust, Scorching Ray, Touch of Idiocy
Level III Clairaudience/Clairvoyance, Dispel Magic, Haste, Slow
Level IV Charm Monster, Dimensional Anchor, Greater Invisibility, Wall of Fire
Level V Baleful Polymorph, Dominate Person, Mind Fog, Wall of Force
Level VI Antimagic Field, Disintegrate, Greater Dispel Magic
Level VII Blasphemie, Firestorm, Greater Teleport
Level VIII Mind Blank, Maze, Temporal Stasis
Level IX Time Stop, Foresight
  • Tail Sweep (Ex): This special attack allows a dragon to 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 large or smaller. Affected creatures can attempt Reflex saves to take half damage (DC 60).

© André Himstedt