Hunting Panther FormMedium-Size Dragon (augmented Magical Beast, Shapechanger)
Hit Dice : 9d12 +54 (112 hp)
Init: +10 (+6 Dex, +4 Imp Init)
Speed: 60 ft.
AC: 25 (+6 dex, +9 natural), touch 16, flat-footed 19
BAB/Grap: +9/+15
Attacks: 2 Claws +15, Bite +13
Damage: Claw 1d4+6, Bite 1d6+3
Space/Reach: 5 ft/5 ft
Special Attacks: Pounce, Improved Grab, Rake 1d4+3, Breath Weapon
Special Qualities: Darkvision 60 ft, Low-Light Vision, Shapeshifting, DR 10/+1 and Silver, Regeneration 6, immune to fear, paralysis, and sleep, immune to fire, scent
Saves: Fort +12, Ref +12, Will +5
Abilities: Str 23, Dex 22, Con 22, Int 12, Wis 15, Cha 19
Skills: Balance +18, Climb +16, Hide +25*(+29 in tall grass/undergrowth), Jump +36, Listen +17, Move Silently +25, Spot +17, Survival +12, Swim +16
Feats: Dragon Breath, Combat Reflexes, Improved Initiative, Multiattack, Track*, Weapon Finesse*
Climate/Terrain: Any Land
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic evil
Shapeshifting (Su): Shifting between forms is a full-round action for the Beast of Malar; the shift becomes complete at the start of its subsequent action. Every time the beast shifts shape, it can heal up to its normal daily resting rate of damage, 9 points. Note that this allows the beast to heal even lethal damage that it cannot normally regenerate. Beasts of Malar frequently fail to take full advantage of this fact by fighting to the death instead of running off to recover and then attack again.
Regeneration (Ex): A Beast of Malar regenerates 6 points of damage per round. Divine magic and blessed weapons inflict lethal damage on the Beast of Malar.
Improved Grab (Ex): To use this ability, the Beast of Malar must hit with its bite attack. It is useable against Small and smaller foes.
Pounce (Ex): If a Beast of Malar in panther form charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): A panther that gets a hold can make two rake attacks (+15 melee) with its hind legs for 1d4+3 points of damage each. If the panther pounces on an opponent, it can also rake.
Breath Weapon (Su): 30 foot cone, 6d8 fire damage, Reflex DC 20 half. Every 1d4 rounds.
Skills: In all its forms, the beast gains a +4 racial bonus on Listen and Spot checks.
In panther form, the beast gains a +8 racial bonus on Hide, Jump, and Move Silently checks, and +12 on Balance checks. *In areas of tall grass or heavy undergrowth, the Hide bonus increases to +12.
Claw Slayer FormMedium-Size Dragon (augmented Magical Beast, Shapechanger)
Hit Dice : 9d12 +54 (112 hp)
Init: +6 (+2 Dex, +4 Imp Init)
Speed: 20 ft., climb 20 ft.
AC: 27 (+2 dex, +15 natural), touch 12, flat-footed 25
BAB/Grap: +9/+23
Attacks: Bite +23, 4 Claws +21
Damage: Bite 2d6+14, Claws 1d6+7 (19-20/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Improved Grab, Breath Weapon
Special Qualities: Darkvision 60 ft, Low-Light Vision, Shapeshifting, DR 10/+1 and Silver, Regeneration 6, immune to fear, paralysis, and sleep, immune to fire
Saves: Fort +12, Ref +8, Will +5
Abilities: Str 38, Dex 14, Con 22, Int 12, Wis 15, Cha 19
Skills: Climb +32, Hide +13, Jump +18, Listen +17, Move Silently +13, Spot +17, Survival +12, Swim +24
Feats: Dragon Breath, Combat Reflexes, Improved Initiative, Multiattack, Imp Crit (Claws)*, Power Attack*
Climate/Terrain: Any Land
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic evil
Shapeshifting (Su): Shifting between forms is a full-round action for the Beast of Malar; the shift becomes complete at the start of its subsequent action. Every time the beast shifts shape, it can heal up to its normal daily resting rate of damage, 9 points. Note that this allows the beast to heal even lethal damage that it cannot normally regenerate. Beasts of Malar frequently fail to take full advantage of this fact by fighting to the death instead of running off to recover and then attack again.
Regeneration (Ex): A Beast of Malar regenerates 6 points of damage per round. Divine magic and blessed weapons inflict lethal damage on the Beast of Malar.
Improved Grab (Ex): To use this ability, the Beast of Malar must hit with its bite attack. It is usable against Small and smaller foes.
Breath Weapon (Su): 30 foot cone, 6d8 fire damage, Reflex DC 20 half. Every 1d4 rounds.
Bat FormMedium-Size Dragon (augmented Magical Beast, Shapechanger)
Hit Dice : 9d12 +54 (112 hp)
Init: +6 (+2 Dex, +4 Imp Init)
Speed: 10 ft., fly 30 ft. (clumsy)
AC: 21 (+2 dex, +9 natural), touch 12, flat-footed 19
BAB/Grap: +9/+16
Attacks: Bite +17, 2 Claws +15
Damage: Bite 1d6+7 (19-20/x2), Claws 1d4+3
Space/Reach: 5 ft/5 ft
Special Attacks: Breath Weapon
Special Qualities: Darkvision 60 ft, Low-Light Vision, Shapeshifting, DR 10/+1 and Silver, Regeneration 6, immune to fear, paralysis, and sleep, immune to fire
Saves: Fort +12, Ref +8, Will +5
Abilities: Str 25, Dex 15, Con 22, Int 12, Wis 15, Cha 19
Skills: Climb +17, Hide +13, Jump +5, Listen +17, Move Silently +13, Spot +17, Survival +12, Swim +17
Feats: Dragon Breath, Combat Reflexes, Improved Initiative, Multiattack, Flyby Attack*, Imp Crit (Bite)*, Weap Foc (Bite)*
Climate/Terrain: Any Land
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic evil
Shapeshifting (Su): Shifting between forms is a full-round action for the Beast of Malar; the shift becomes complete at the start of its subsequent action. Every time the beast shifts shape, it can heal up to its normal daily resting rate of damage, 9 points. Note that this allows the beast to heal even lethal damage that it cannot normally regenerate. Beasts of Malar frequently fail to take full advantage of this fact by fighting to the death instead of running off to recover and then attack again.
Regeneration (Ex): A Beast of Malar regenerates 6 points of damage per round. Divine magic and blessed weapons inflict lethal damage on the Beast of Malar.
Breath Weapon (Su): 30 foot cone, 6d8 fire damage, Reflex DC 20 half. Every 1d4 rounds.
Beast of Malar's Skill ranks: 24 total
Skill Points: Climb [3], Hide [3], Jump [3], Listen [3], Move Silently [3], Spot [3], Survival [3], Swim [3]
Half-Dragon Beast of Malar's Skill ranks: 84 total (10 skill points each, plus 4 extra skill points)
Skill Points: Climb [10], Hide [11], Jump [10], Listen [11], Move Silently [11], Spot [11], Survival [10], Swim [10]
Replaced Alertness feat with Dragon Breath feat (allowing breath weapon every 1d4 rounds).
Half-Dragon:
Type -> Dragon
HD increases one die size: d10 -> d12
Large or larger: fly speed 2x land speed (Average) - [does not apply]
+4 Natural Armor
Bite (1d6), 2 Claws (1d4)
Breath Weapon: 6d8 (DC [20] half)
Darkvision 60 ft., low-light vision, immunity to sleep and paralysis, immunity to breath weapon energy
Str +8, Con +2, Int +2, Cha +2
Skill points (6+Int mod)x(racial HD+3) - base creature's skills are class skills
CR +2
As the curse progresses, the next step will be for the bat form to become a (slightly modified) red dragon wyrmling:
Red Wyrmling FormRed Wyrmling Form
Medium Dragon (augmented Magical Beast, Shapechanger, Fire)
Hit Dice: 9d12+54 (112 hp)
Initiative: +4 (Imp Init)
Speed: 40 ft., fly 150 ft. (poor)
AC: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +9/+12
Attack: 1 Bite +13, 2 claws +10, 2 wings +10 melee
Damage: 1 bite 1d8+3 (19-20/x2), 2 claws 1d6+1, 2 wings 1d4+1
Space: 5 ft./5 ft.
Special Qualities: Fire subtype, Darkvision 120 ft. Keen Senses, 60 ft. Blindsense, Shapeshifting, DR 10/+1 and Silver, Regeneration 6, immune to fear, paralysis, and sleep, immune to fire, vulnerable to cold.
Special Attacks: Breath weapon (6d8 fire, DC 20 half)
Saves: Fort +12, Ref +6, Will +8
Abilities: Str 17, Dex 10, Con 22, Int 12, Wis 15, Cha 19
Skills: Climb +13, Hide +11, Jump +17, Listen +17, Move Silently +11, Spot +17, Survival +12, Swim +13
Feats: Dragon Breath, Combat Reflexes, Improved Initiative, Multiattack, Flyby Attack*, Imp Crit (Bite)*, Weapon Focus (Bite)*
Climate/Terrain: Any land and underground
Organization: Solitary or clutch (2-5)
Challenge Rating: 13
Treasure: Double Standard
Alignment: Always Chaotic Evil
Advancement: - (next age category)
Shapeshifting (Su): Shifting between forms is a full-round action for the Beast of Malar; the shift becomes complete at the start of its subsequent action. Every time the beast shifts shape, it can heal up to its normal daily resting rate of damage, 9 points. Note that this allows the beast to heal even lethal damage that it cannot normally regenerate. Beasts of Malar frequently fail to take full advantage of this fact by fighting to the death instead of running off to recover and then attack again.
Regeneration (Ex): A Beast of Malar regenerates 6 points of damage per round. Divine magic and blessed weapons inflict lethal damage on the Beast of Malar.
Breath Weapon (Su): 30 foot cone, 6d8 fire damage, Reflex DC 20 half. Every 1d4 rounds.
Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Some of those afflicted with the curse will display more of their shadow creature heritage. In such an instance, the immunities and breath weapon of the half-dragon other forms would need to be changed to immunity to energy drain, and 1 negative level (DC 20 negates, and DC 20 to remove).
Juvenile Shadow Dragon FormJuvenile Shadow Dragon Form (reduced to 9 HD)
Medium Dragon (augmented Magical Beast, Shapechanger)
Hit Dice: 9d12+54 (112 hp)
Initiative: +4 (Imp Init)
Speed: 80 ft., fly 150 ft. (poor)
AC: 26 (+16 natural), touch 10, flat-footed 26
Base Attack/Grapple: +9/+11
Attack: 1 bite +12, 2 claws +9, 2 wings +9
Damage: 1 bite 1d8+2 (19-20/x2), 2 claws 1d6+1, 2 wings 1d4+1
Space: 5 ft./5 ft.
Special Qualities: Darkvision 120 ft. Keen Senses, 60 ft. Blindsense, Shapeshifting, DR 10/+1 and Silver, Regeneration 6, immune to fear, paralysis, and sleep, immune to energy drain, shadow blend, spell-like abilities, SR 17
Special Attacks: Breath weapon 2 negative levels (DC 20 half, and DC 20 to remove)
Saves: Fort +12, Ref +6, Will +8
Abilities: Str 15, Dex 10, Con 22, Int 12, Wis 15, Cha 19
Skills: Climb +12, Hide +11, Jump +28, Listen +17, Move Silently +11, Spot +17, Survival +12, Swim +12
Feats: Dragon Breath, Combat Reflexes, Improved Initiative, Multiattack, Flyby Attack*, Imp Crit (Bite)*, Weapon Focus (Bite)*
Climate/Terrain: Any land, or undergound
Organization: Solitary (1 dragon, any age), clutch (1d4+1 wyrmlings, very young, young, juvenile, or young adults), family (pair of mature adults and 1d4+1 offspring)
Challenge Rating: 14
Treasure: Triple Standard
Alignment: Always chaotic evil
Advancement: -
Shapeshifting (Su): Shifting between forms is a full-round action for the Beast of Malar; the shift becomes complete at the start of its subsequent action. Every time the beast shifts shape, it can heal up to its normal daily resting rate of damage, 9 points. Note that this allows the beast to heal even lethal damage that it cannot normally regenerate. Beasts of Malar frequently fail to take full advantage of this fact by fighting to the death instead of running off to recover and then attack again.
Regeneration (Ex): A Beast of Malar regenerates 6 points of damage per round. Divine magic and blessed weapons inflict lethal damage on the Beast of Malar.
Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Breath Weapon (Su): A shadow dragon’s breath weapon is a cone of billowing, smoky shadows with an energy drain effect. Creatures within the cone gain 2 negative levels; the saving throw to remove the negative level is DC 20. A successful Reflex save (DC 20) reduces the number of negative levels by half (round down).
Shadow Blend (Su): In any condition of illumination other than full daylight, a very young or older shadow dragon can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does.
Spell-Like Abilities: CL 4th; 3/day - Mirror Image.
Spells: Juvenile shadow dragons cast spells as 1st level sorcerers. Spell save DC 14+spell level. Shadow dragons can also cast cleric spells and spells from the Chaos, Evil, and Trickery domains as arcane spells.
Spells per day: (5/4)
Spells known:
0 (4) - Detect Magic, Read Magic, Mage Hand, Cure Minor Wounds
1 (2) - Shield of Faith, Feather Fall
Note, a possible good feat for 12th HD is Robilar's Gambit...
Other good options are Clinging Breath (take another negative level next round!), Recover Breath, or Rapidstrike. Rapidstrike would go very well with the pouncing panther form...