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ShenronEdit
Greater Deity | |
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Symbol: | One orb with 6 orbs around it, each with a different number of stars in them ranging from 1 − 7. |
Home Plane: | Outer Planes |
Alignment: | Lawful Good |
Portfolio: | Exploration, Travel, Discovery, Knowledge and Wishes |
Clergy Alignments: | LG, NG, LN |
Domains: | Travel, Luck, Knowledge and Magic |
Favored Weapon: | Claw |
The Eternal Dragon, the deity of exploration, travel and luck, summoned by the Dragon Balls.
Shenron is an Eastern dragon, whose kind are benevolent and sacred in Oriental mythologies. Unlike the Western dragons, which have large dorsal foldable wings on their backs, he has none. He has bright vivid green scales, solid red eyes and the horns of a stag. He has a long snout with crescent shaped nostrils and a row of large sharp teeth, long flowing whiskers, and flowing green hair on his cheeks. He has four toes on each foot, each with a large razor sharp claw. Shenron is massive dragon of epic proportions, with a long serpentine body (his tail takes up three-fourths of his length). In his natural form his body is even longer than a colossal ancient red or gold dragon who are usually around 120 feet long, and Shenron is around 150 feet long. When coiled in 1 spot he generally occupies a 30 ft square.
DogmaEdit
Shenron teaches that people should explore and see the world. He thinks that they should discover new places and new things. He teaches to take the road less travelled and to take the scenic route and see the beauty around them, and to learn about the different places, creatures and plants they see. Shenron tries to encourage his followers to do this by teaching his Namekian clerics how to make the magic artifact known as dragon balls, a series of 7 small orbs, when gathered and the magic phrase is uttered, Shenron will appear before them and reward the person who gathered the balls and summoned him with any 3 wishes of their choice, usually fulfilled through use of his Miracle spell-like ability at will or through his Divine Creation or Alter Reality salient divine abilities. Shenron instructs his clerics to only have 1 set of dragon balls active per realm/plane.
When summoned with the dragon balls he normally uses his alter size ability to make himself appear larger than he really is. Sometimes appearing 200 - 400 feet long coiled along the skyline, depending how he's feeling that day, with the tip of his tail disappearing back into the dragon balls.
Clergy and TemplesEdit
Shenron has no temples as he feels this would lead to people being stuck in 1 place, and not getting out and exploring. There are many shrines to Shenron on most all major pathways and even the occasional shrine on less beaten paths. His clerics generally dress in green garb with red or tan trim. They travel the path ways assisting travelers they find with food, water, aid and shelter. If they do camp with travelers they meet, they share knowledge of any dangers looming the other direction, or even just stories to entertain, all in order to help those that they meet be able to better continue in their journey.
StatisticsEdit
Male Eternal Dragon Wizard 20 / Cleric 20 / Bard 10 | |
LG, Colossal+ Dragon (Eternal) | |
Init/Senses | +4 (Improved Initiative)/Darkvision 60 ft Lowlight Vision; Listen +50, Spot +50 |
Aura | Good (20th), Divine Rank 16 |
Languages | Can understand, speak and read any language, even non verbal languages |
AC | 72, touch 28, flat-footed 72 (+16 Divine, +44 Natural, +10 Deflection, -8 Size) |
hp | 1,476 (70d12 (840) HD); +636 from Con |
Immune | Immune to Fire, Cold, Electricity, Acid damage, Poisons, Diseases, Energy Drain, Ability Drain, Ability Damage, Paralysis, Transmutations, Mind-Affecting effects (Charms, Compulsions, Phantasms, Patterns and Morale effects) and magical sleep effects. Immune to banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. |
SR/PR/Resist | 48/48/Damage Reduction 51/+4 |
Fort/Ref/Will | +65/+53/+70 |
Speed | 60 ft., fly 360 ft |
Melee | Bite +78 melee, 2 claws +73 melee, tail slap +73 melee − Bite 4d8 + 20 /19-20, claws 2d8 + 10, tail slap 4d6 + 31 |
Space/Reach | 30 ft (coiled)/30 ft. |
Base Atk/Grp | +45/+73 (45 BAB, 20 Str, 8 Size) |
Atk Options | Breath Weapon: 80 ft cone of fire. 36d10 points of damage. A Reflex save (DC 60) reduces the damage by half. |
Special Actions | At will uses these abilities as a 20th level caster. The save DC's are 33 + the spells level. Aid, Analyze Dweomer, Antimagic Field, Astral Projection, Break Enchantment, Clairaudience / Clairvoyance, Detect Secret Doors, Detect Thoughts, Dimension Door, Discern Location, Entropic Shield, Disjunction, Dispel Magic, Divination, Find the Path, Fly, Foresight, Freedom of Movement, Identify, Imbue with spell ability, Locate Object, Legend Lore, Longstrider, Miracle, Mislead, Moment of Prescience, Phase Door, Protection from energy, Protection from spells, Spell resistance, Spell turning, Teleport, Teleport Greater, True Seeing |
Combat Gear | None |
Abilities | Str 50 (+20), Dex 10 (+0), Con 35 (+12), Int 40 (+15), Wis 45 (+17), Cha 30 (+10) |
SQ | Alter Reality, Alter Size, Clearsight, Craft Artifact, Create Object, Create Object (Greater), Divine Creation, Divine Inspiration, Divine Recall (History), Extra Domain (Luck), Frightful Presence, Gift of Life, Hand of Death, Know Death, Know Secrets, Life and Death, Mass Life and Death, Power of Truth, See Magic, Speak with Creatures (Plants and Animals), True Knowledge |
Feats | Power Attack, Combat Expertise, Improved Initiative, Skill Focus (Sense Motive), Improved Critical (Bite), Skill Focus (Listen), Skill Focus (Spot), Combat Casting, Scribe Scroll, Spell Mastery, Forge Ring, Craft Rod, Craft Wand, Craft Staff, Eschew Materials, Still Spell, Craft Magic Arms and Armor, Silent Spell, Quicken Spell, Craft Wondrous Item, Extend Spell, Persistent Spell, Empower Spell, Maximize Spell, Ignore Material Components, Improved Turning, Hover, Flyby Attack, Cleave, Great Cleave |
Skills | Appraise 45 (30r), Bluff 50 (40r), Concentration 72 (60r), Craft (Alchemy) 65 (50r), Decipher Script 75 (60r), Diplomacy 80 (70r), Gather Information 60 (50r), Heal 42 (25r), Intimidate 60 (50r), Knowledge (Arcana) 85 (70r), Knowledge (Dungeoneering) 85 (70r), Knowledge (Geography) 85 (70r), Knowledge (History) 85 (70r), Knowledge (Nature) 85 (70r), Knowledge (Nobility) 85 (70r), Knowledge (Religion) 85 (70r), Knowledge (The Planes) 85 (70r), Knowledge (Psionics) 35 (20r), Listen 50 (30r), Perform (X) 34 (24r), Search 45 (30r), Sense Motive 90 (70r), Spellcraft 75 (60r), Spot 50 (30r), Survival 47 (30r), Use Magic Device 35 (25r) |
Possessions | combat gear plus None |
Patron Deity | Domains: Travel, Luck, Knowledge and Magic |
Wizard Spells/Day: | (Levels 0-9) 4/9/9/9/9/8/8/8/8/7; base DC = 30 + spell level. |
Cleric Spells/Day: | (Levels 0-9) 4/9/9/9/9/8/8/8/8/7; base DC = 30 + spell level. |
Bard Spells/Day: | (Levels 0-4)4/9/9/8/8; base DC = 28 + spell level. |
Alter Reality: | Shenron can merely think of something and then make it so. Which can include rendering any magical or supernatural effects permanent, and he can reshape any landscape, creating any type of terrain Shenron can imagine to take shape. This ability is similar to the wish spell and duplicates any spell of 9th level or lower, and can duplicate a spell with any metamagic feat (so long as the metamagic feat is available to characters of 20th level or lower). |
Clearsight: | Shenron can always see illusions, transmuted creatures and objects, and disguised creatures or objects for what they really are, provided they are within 160 feet of him. This ability is similar to the true seeing spell, except that it does not reveal creatures’ alignments and it does foil mundane disguises. |
Divine Creation: | As a full-round action, Shenron can create any kind of magic item, including artifacts, whose total weight is up to 1,600 pounds, or with a total volume of 320 cubic feet. Shenron can use this ability to create any kind of mortal creatures that do not have a divine rank. He can create a creature with class levels, but never with more than 16 total class levels. |
Divine Inspiration: | Shenron can enchant creatures to create a specific emotion. He can affect up to 16 creatures at once, and up to the same number each day. All must be within Shenron’s line of sight when first affected. The specific effects depend on the emotional state induced. (See: Divine Inspiration). |
Know Secrets: | Shenron can learn a creature’s entire history (including any embarrassing or vital secrets it might know) just by looking at it. (Will save DC 36) |
Mass Life and Death: | Shenron can designate any number of mortals and snuff out their lives, or he can designate any number of dead mortals and restore them to life. The amount of time the subject has been dead is irrelevant. Shenron cannot restore a creature to life against its will, but he can resurrect any elemental or outsider. He can even resurrect a creature whose soul is trapped, provided the soul is not held by a deity of higher rank than himself. No two mortals affected by a single use of this ability can be more than 16 miles apart. |
Power of Truth: | Shenron knows when any creature he can perceive (other than a deity of equal or higher rank) deliberately lies to him. Shenron can also can enchant creatures so they become truthful. The enchanted creatures become unable to utter any deliberate falsehoods or evasions of truth for one day. (Will save DC 36) |
True Knowledge: | Shenron never fails a bardic knowledge check, no matter how obscure the knowledge involved. He speaks and understands all languages. Shenron can use legend lore and analyze dweomer as free actions at will. |
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