Half-Brown Dragon Ancient Greater Mudman (3.5e Creature)

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Braxas Galbedir

Half-Brown Dragon Ancient Greater Mudman

Size/Type: Gargantuan Ooze
Hit Dice: 27d12+648 (823 hp)
Initiative: +2 (-5 Dex, +8 Sup Init, +9 insight, -10 muddy)
Speed: 40' (8 squares), climb 25', fly 80' (average)
Armor Class: 54 (-4 size, -5 Dex, +9 insight, +44 natural), touch 10, flat-footed 54
Base Attack/Grapple: +20/+61
Attack: Claw +35 melee (2d6+19/19-20 plus dispel)
Full Attack: 2 claws and bite +30 melee (3d6+9/19-20 plus dispel)
Space/Reach: 20'/20'
Special Attacks: Breath weapon, dispel, engulf item, hurl mud, improved grab, spell absorption, spell-like abilities, spellcasting, suffocation
Special Qualities: Blindsight 150', DR 55/epic and bludgeoning, immune to acid, insight, magicsense 300', muddy, ooze traits, resist electricity 50 & fire 40, spell vulnerabilities
Saves: Fort +41, Ref +3, Will +22
Abilities: Str 48, Dex 1, Con 43, Int 21, Wis 36, Cha 15
Skills: Climb* +42, Concentration +56, Escape Artist* +30, Hide +3**, Intimidate +32, Knowledge (Arcana) +35, Knowledge (Nature)* +20, Listen +43, Sense Motive* +31, Spellcraft +67, Survival* +15
Feats: Cleave, Dire Charge, Extend Spell, EnduranceB, Great Wisdom, Heighten Spell, Improved Critical (Bite, Claw), Improved DisarmB, Improved Initiative, Superior Initiative, Power Attack
Environment: A gigantic mudpool in some godforsaken oasis
Organization: Unique, self plus 3-5 16-19 HD adv half-brn drgn mudmen plus one 64-HD adv half-brn drgn mudman (combination of dozens of smaller mudmen)
Challenge Rating: 18
Treasure: Double Standard (75% magic items; no coins, gems, or art objects)
Alignment: Chaotic Evil
Advancement: 28-37 (Gargantuan), 38-72 (Colossal), 73+ (Titanic)
Level Adjustment:


This vast quicksand behemoth -- its pool formed of a mixture of sand, spell components, and the blood of a family of brown dragons, tortured and murdered for a dread ritual by demonic cultists in centuries past -- has eschewed becoming small and weak again, choosing to grow ever larger, more powerful, and hungry.


Braxas is a draconic murder machine. It dire charges and rips you to shreds, but not before dropping spell nukes on your head.

Pretty much everything is the same as a greater mudman except as noted here.

Its natural weapons are treated as epic for the purpose of overcoming damage reduction.

If you wish to use the house rule that multiplies a creature's maximum hit points by one-tenth its CR once it reaches CR 11, Braxas Galbedier would instead have 1481 maximum hit points.


Breath Weapon (Su): 1/day standard action, 60' line, 6d8 acid damage (Ref DC 39 half).
Spell-Like Abilities (Sp): CL 27. DC's are 23 plus spell level (Wis-based). 3/day-- chain lightning (DC 29), earthquake (DC 31), incendiary cloud (DC 31); 2/day-- fire storm (DC 30), greater magic fang, weird (DC 32); 1/day-- gate, imprisonment, mass hold monster (DC 32), mass reduce person (DC 27), moment of prescience, poison (DC 26), transmute rock to mud, waves of exhaustion, word of recall
Spells: As a 13th-lvl wizard (keyed off Wis), CL 20. DC's are 23 plus spell level (Wis-based). Any spells not in the PH can be found in the Spell Compendium.
Typical spells prepared (4/8/7/7/7/6/4/3)
  • 0th-- create water (4)
  • 1st-- babau slime, produce flame, raging flame, scatterspray, true strike (2), wall of smoke (2)
  • 2nd-- bull's strength, balor nimbus, cat's grace, earthbind (2), gust of wind, owl's wisdom
  • 3rd-- acid breath, blacklight, great thunderclap, greater mage armor, nauseating breath, sleet storm, haste
  • 4th-- control water, eye of the hurricane, greater wings of air, orb of acid (2), wall of fire, wall of ice
  • 5th-- acid sheath, slay living, sonic rumble, stunning breath, telekinesis, wall of force
  • 6th-- harm (2), mass contagion, superior resistance
  • 7th-- emerald flame fist, master earth, slime wave
Spells known: A whole bunch. Like, most of them, y'know?

Adventure Ideas[edit]

  • High Level: The players are in the middle of tense talks with a seemingly unpleasable proxy of Heironeous. Braxas Galbedir suddenly plane shifts in and starts a ruckus. Despite this insulting intrusion into his domain, the quasi-deity chooses to stay his blade; instead he watches how the players respond. Their battle with the mud-wyrm, regardless of if they win or lose, could go a long way towards impressing -- or further displeasing -- the right-hand of the god of war.
  • Low Epic: The players must trek for this week's macguffin, but the way is barred by not only Braxas, but its entire family. And accompanying them is a very young timber dragon, who does not care if they're evil, they're a unique creation of nature (or so the naive dragon believes) and so should be preserved. If the players can somehow relocate the mud-wyrms, or convince it that they're abominations in need of destruction, they will not have to battle this dragon child who is at least as large and dangerous as a great red wyrm.

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