Agan the Arrogant

AGAN THE ARROGANT 

CR 24

Male Dragon (Brine) (Young Adult) Dragon 12 / Bard 7 / Daivrat 9

CN Large dragon (extraplanar, water)

Init +6; Senses Blindsense (60 ft.), Darkvision (120 ft.), Low-Light Vision, Perception +2,

DEFENSE
AC 26, touch 11, flat-footed 24 (+2 Dex, +15 natural, -1 size, )

hp 1051 (12d12)+(7d8)+(9d6)+252+545

Fort +28, Ref +24, Will +24

DR 5/magic

Immunities Acid, Magical Sleep, Paralysis,

Resistances Cold 5,

Spell Resistance 35

OFFENSE
Speed 60 ft. Swim 60 ft. Fly 200 ft. (Poor)

Melee bite +31 (2d6+16)

Melee claws +31/+31 (1d8+11)

Melee wings +26/+26 (1d6+5)

Melee tail slap +26 (1d8+16)

Special Attacks Breath Weapon (80' Line of Acid 10d6 acid, DC 25), The Depths of the Mountain, Distraction, Fascinate, The Quickening Pulse,

Spell-Like Abilities: obscuring mist ( at will) speak with animals (fish only) ( DC, at will) water breathing ( DC 10, at will)

Known Bard Spells (CL 15th, concentration +26):

5th (5/day) - dispel magic (greater), stunning finale (DC 26) , summon monster v , unwilling shield (DC 26)

4th (6/day) - cure critical wounds (DC 26), discordant blast , hold monster (DC 25) , summon monster iv

3rd (8/day) - crushing despair (DC 24), dispel magic , exquisite accompaniment , haunting choir (DC 24) , summon monster iii (reptiles only)

2nd (8/day) - allegro (DC ), cure moderate wounds (DC 24) , daze monster (DC 23) , glitterdust (DC 24) , sound burst (DC 23) , summon monster ii

1st (8/day) - ear-piercing scream (DC 22), flare burst (DC 22) , haze of dreams (DC 22) , hideous laughter (DC 22) , solid note , youthful appearance (DC ) 0th (at will) - dancing lights, detect magic , flare (DC 21) , light , lullaby (DC 21) , mending (DC 21)

STATISTICS
Str 32, Dex 15, Con 28, Int 18, Wis 14, Cha 32

Base Atk +21; CMB +33; CMD 45 (47 vs. grapple) (47 vs. overrun) (51 vs. trip)

Feats Arcane Shield, Dazing Spell, Destructive Dispel, Improved Initiative, Masterpiece (The Depths of the Mountain), Masterpiece (The Quickening Pulse), Masterpiece (Triple Time), Minor Spell Expertise, Mocking Dance, Spell Focus (Conjuration)

Skills Acrobatics +16, Appraise +4, Bluff +32, Climb +11, Craft (Untrained) +4, Diplomacy +11, Disguise +11, Escape Artist +2, Fly +19, Heal +2, Intimidate +11, Knowledge (Arcana) +27, Knowledge (Planes) +27, Linguistics(Aquan) +9, Perception +2, Perform (Percussion Instruments) +34, Perform (Untrained) +11, Ride +2, Sense Motive +15, Spellcraft +18, Stealth -2, Survival +2, Swim +19,

Languages Ancient Osiriani, Aquan, Auran, Draconic

Archetypes Sea Singer,

SQ Armored Casting, Bardic Performance, Bite, Blindsense, Breath Weapon, Cantrips, Claw, Damage Reduction, Darkvision, Dragon Senses, Elemental Attunement, Elemental Focus, Familiar, Frightful Presence, Genie's Friend, Genie-Tongue, Greater Elemental Focus, Immunities, Inspire Courage, Lore Master, Low-Light Vision, Sea Legs, Sea Shanty, Spell Fetch, Spell-Like Abilities, Spell Resistance, Spells, Still Water, Tail Slap, Triple Time, Water Breathing, Weapon and Armor Proficiency, Whistle the Wind, Wing, World Traveler, Zhyen Familiar,

SPECIAL ABILITIES
Armored Casting (Ex)  You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.

Bite This is a primary attack that deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (even though it has more than one attack). A dragon's bite attack has reach as if the creature were one size category larger (+10 feet for Colossal dragons).

Blindsense (Ex)  Range 60 ft.; Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Breath Weapon (Su)  80' Line of Acid 10d6 acid, DC 25, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.

Cantrips  You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Damage Reduction  Dragons gain damage reduction as they age, as indicated on each dragon's specific entry. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Darkvision (Ex)  Range 120 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Distraction (Su)  You can use your performance to counter magic effects that depend on sight.

Elemental Attunement (Ex)  You gain energy resistance 5 against cold

Elemental Focus (Su)  You gain a measure of connection with elemental powers. When casting spells of the Cold descriptor, you are considered to possess the Spell Focus feat for that spell.

Familiar  At 2nd level, a sea singer acquires an exotic pet, a monkey or parrot (treat as raven), that gains abilities as a wizard's familiar, using the sea singer's bard level as his wizard level. This ability replaces versatile performance.

Fascinate (Su)  You can use your performance to cause up to 3 creatures to become fascinated with you.

Frightful Presence (Ex)  A dragon's frightful presence has a range equal to 30 feet x the dragon's age category [150'], but otherwise functions as detailed on page 300.

Genie's Friend (Su)  You gain a +4 bonus to your caster level when conjuring genies

Genie-Tongue  You are well-versed in communicating with genies and genie-kin. You gain a +2 bonus on Charisma-based checks to influence the attitudes of genies and allies of genies, and a +4 bonus to Knowledge checks regarding genies.

Greater Elemental Focus (Su)  Your connection with your chosen element deepens. When casting spells with the Cold descriptor you are now considered to possess the Greater Spell Focus feat.

Inspire Courage (Su)  You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities.

Lore Master (Ex)  You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.

Low-Light Vision (Ex)  You can see x4 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Resistance to Cold (Ex)  You may ignore 5 points of Cold damage each time you take cold damage.

Sea Legs (Ex)  At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip. This ability replaces well-versed.

Sea Shanty (Su)  A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard's Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong.

Spell Fetch (Su)  Once per day, while preparing spells (or spell slots, for spontaneous casters), you can conjure a minor genie to find an unusual spell for you of level 8 or lower.

Still Water (Su)  At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard's level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components. This performance replaces inspire competence.

Triple Time (Su)  Your lively cadence puts a spring in the step of weary marchers.

Water Breathing (Ex)  

Whistle the Wind (Su)  A sea singer of 6th level or higher can use performance to create a gust of wind. This wind lasts for as long as he continues his performance. He can extend this duration to 1 minute by playing for 5 consecutive rounds. This performance replaces suggestion.

World Traveler (Ex)  A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.

Zhyen Familiar (Su)  You may select a Zhyen to serve as your familiar