The polished bones of this draconic skeleton shimmer with an unsettling green light as she slithers into unholy life.
AC 40, touch 9, flat-footed 40 (+4 deflection, –1 Dex, +31 natural, –4 size)
Speed 40 ft., fly 250 ft. (clumsy), swim 40 ft.
Spells Known (CL 16th; concentration +24)
8th—horrid wilting (DC 26)
Str 39, Dex 8, Con —, Int 24, Wis 25, Cha 26
She can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment.
Any creature shaken by her frightful presence is also cowering instead of shaken for the first round of the effect, and shaken for the rest of the duration. Any creature frightened by the frightful presence is instead cowering for the duration.
She can use her breath weapon to create a cloud of acid as a standard action that deals damage to any creature inside it. The cloud moves with her and has a radius of 20 feet. When it's created, anyone inside this area takes an amount of damage equal to half the dragon's breath weapon, with a Reflex save for half damage. The number of damage dice rolled is halved each round until the result would be less than 1d6. Any creature that starts its turn inside the cloud takes damage, but can make a Reflex save for half. A strong wind, such as that created by a gust of wind, disperses the cloud in 1 round.
When a living creature within 30 feet of her dies, that creature’s soul is torn from its body and pulled into her maw if the creature fails a Will save (DC equals the save DC of the ravener’s breath weapon). This adds a number of hit points to her soul ward equal to the dead creature’s Hit Dice. Creatures that have their souls consumed in this way can only be brought back to life through miracle, true resurrection, or wish.
She retains her original spellcasting capability, but adding three levels to her caster level. This increases the number of spells known, but she loses all spell slots. Instead, whenever she wishes to cast any one of her spells known, she consumes a number of hit points from her soul ward equal to the spell slot level necessary to cast the spell (including increased levels for metamagic feats and so on). If the soul ward has insufficient hit points, she cannot cast that spell. Casting a spell that reduces her soul ward to exactly 0 hit points does not harm her (though most are not comfortable without this buffer of soul-energy and try to replenish it quickly).
An intangible field of siphoned soul energy protects her from destruction. This ward has a maximum number of 46 hit points (twice the ravener’s Hit Dice) but starts at 23 (half this amount.) Whenever she would fall below 1 hit point, all damage in excess of that is instead dealt to her soul ward. If this damage reduces the soul ward to fewer than 0 hit points, she is destroyed. Each time she uses her breath weapon, she adds 1 hit point to her soul ward for each negative level bestowed. Each time she strikes a cowering, frightened, panicked, or shaken creature with a natural weapon, she adds 1 hit point to her soul ward.
She does not leave a trail in natural surroundings and cannot be tracked but she can choose to leave a trail, if desired.
She can breathe underwater indefinitely and can freely use her breath weapon, spells, and other abilities while submerged.
She can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.