From Compendium of Worldly Lore
Requirements
Base Attack Bonus: +30
Feats: Draconic Knowledge, Fast Healing, Great Fortitude, Improved Speed, Iron Will, Lightning Reflexes
Race: Any true dragon.
Special: Consume Hoard: A would-be dragon ascendant must eat its hoard to begin the process of divine ascension. Its hoard must have a value of at least 100,000 gp, but the dragon cannot choose to eat just 100,000 gp and leave the rest alone—it must consume its entire hoard.
Summary
So what if we made the most iconic monster in D&D a god or in the process of ascending? You'd get dragon ascendants. These guys are bad news should they be evil. They have improved SR, improved DR, to the point where only epic weapons affect them, an awe inspiring aura. The immunities get rid of most of your easy combat tactics like draining their stats or transmuting them into something else or petrifying them. Thought you had to be a mindshifter to gain transmutation immunity? No just be a big old dragon. You also can't affect their minds either. They're basically one step removed from being a golem.
Role: Tank Support
Characteristics: A dragon that gains several immunities and eventually becomes immortal
Source: Draconomicon
Game Rule Information
The Dragon Ascendant has the following game statistics.
Abilities: Constitution for bulk, Strength for big damage, Dexterity and Wisdom for your saves, Charisma for your class features
Alignment: Any
Hit Die: d12
Starting Gold: N/A
Class Skills
The Dragon Ascendant's class skills are Concentration (Con), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the following are class features of the Dragon Ascendant.
Weapon and Armor Proficiency: A Dragon Ascendant is proficient with whatever they were already proficient with.
Code of Conduct: A dragon ascendant must be absolutely true to the principles of its alignment, whatever they may be. A dragon ascendant loses its awesome aura if it ever willingly commits an act opposed to its alignment (and it does not regain its frightful presence), and it cannot gain more levels as a dragon ascendant. The dragon can regain its awesome aura and once more advance in the dragon ascendant prestige class if it atones for its violations, as appropriate.
Awesome Aura Ex: A dragon ascendant loses its innate frightful presence, replacing it with a special fear aura. This aura surrounds the dragon at any radius it chooses up to the extent of its frightful presence (30 feet × the dragon's age category), and is always active unless the dragon chooses to deactivate it. The dragon can choose to exclude its own allies from the effect of its aura. Creatures within the aura must make a Will save (DC equal to the dragon's frightful presence DC plus 1/2 its dragon ascendant levels). Creatures that fail their saving throws are shaken, while those that succeed are immune to the effect of that dragon's aura for 24 hours. If the dragon attacks or charges, shaken creatures must attempt a second Will save (same DC) or become frightened. When a dragon ascendant reaches 5th level, it can choose to modify its aura to inspire resolve in its allies and dread in its enemies. All allies of the dragon within the radius of its aura receive a +4 morale bonus on attack rolls, saves, and checks. The dragon's foes must succeed on a Will saving throw or take a —4 penalty on attack rolls, saves, and checks. When a dragon ascendant reaches 10th level, it gains a third option for its aura. The dragon can cause affected creatures to become dazed, simply staring at the dragon in fascinated awe, if they fail their Will saves. As with the fear aspect of the aura, the dragon can choose to exclude its allies from the effects of the aura. All uses of a dragon's awesome aura are mind-affecting effects.
Hit Point Increase Ex: At 2nd level, and every two levels thereafter, a dragon ascendant gains 1 hit point per Hit Die it possesses, including all its dragon Hit Dice and those gained from class levels. This benefit can never increase a dragon's hit points above the maximum for its Hit Dice and Constitution bonus. At 12th level, a dragon ascendant's hit points are equal to the maximum for its Hit Dice and Constitution bonus.
Transmutation Immunity Ex: At 3rd level, a dragon ascendant gains immunity to polymorphing, petrification, and any other attack that would alter its form. Any shape-altering powers or spells the dragon has work normally on itself.
Increased Damage Reduction Su: At 4th level, a dragon ascendant's damage reduction can be overcome only by epic weapons. At 8th level, the amount of the dragon's damage reduction (the number before the slash) is increased by 5. For example, an ancient black dragon/8th-level dragon ascendant has damage reduction 20/epic.
Lifewarding Ex: At 6th level, a dragon ascendant is no longer vulnerable to attacks that cause energy drain, ability drain, or ability damage.
Deflection Bonus Su: At 7th level, a dragon ascendant gains a deflection bonus to its Armor Class equal to its Charisma bonus, if any.
Iron Mind Ex: At 9th level, a dragon ascendant becomes immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Resistance to Fire Ex: At 11th level, a dragon ascendant gains resistance to fire 20, if it does not already possess immunity to fire.
Spell Resistance Ex: At 11th level, a dragon ascendant's spell resistance increases to 33.
Immortality Ex: A 12th-level dragon ascendant is actually a quasi-deity and can no longer die from natural causes. It does not need to eat, sleep, or breathe. It can still be slain in physical or magical combat, and it is still subject to death from massive damage.
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
---|---|---|---|---|---|
1st | +1 | +2 | +2 | +2 | Awesome aura (fear) |
2nd | +2 | +3 | +3 | +3 | Hit point increase |
3rd | +3 | +3 | +3 | +3 | Transmutation immunity |
4th | +4 | +4 | +4 | +4 | Hit point increase, increased damage reduction |
5th | +5 | +4 | +4 | +4 | Awesome aura (resolve) |
6th | +6 | +5 | +5 | +5 | Hit point increase, lifewarding |
7th | +7 | +5 | +5 | +5 | Deflection bonus |
8th | +8 | +6 | +6 | +6 | Hit point increase, increased damage reduction |
9th | +9 | +6 | +6 | +6 | Iron mind |
10th | +10 | +7 | +7 | +7 | Awesome aura (daze), hit point increase |
11th | +11 | +7 | +7 | +7 | Resistance to fire, spell resistance |
12th | +12 | +8 | +8 | +8 | Hit point increase, immortality |