Legacy of Fire
Major artifact, Intelligent Brass dragon airship
Aura Overwhelming Transmutation; CL 22nd
Slot none; Price none; Weight 40tons
Kynathyria is a sleek airship with a brass dragon head, on a long neck, as the figurehead and what appears to be wings folded onto the sides of the vessel. The entire ship appears to be composed of brass dragon scales. While in the air the wings on the side unfurl and from the ground it could pass as a very large Brass Dragon in flight, with the exception of a tail. The main parts of the ship are composed of Living Brass and is impervious to fire damage of any sort and other energy attackes only deal half damage. Kynathyria can repair herself at a rate of 1 hit point per minute until she has resumed her original form. She provides SR 27 to all who travel with her.
She is unable to use any of her abilities unless given permission by someone holding the ship’s wheel. Kynathyria is able to fly by herself if given permission or is controllable as a normal sailing vessel if desired. Kynathyria still has her ancient brass dragon abilities. Those abilities are:
Desert Wind – An ancient brass dragon can call up the desert wind to serve her. This functions as gust of wind, but any creature in its path must make a Fortitude save or be blinded for 1d4 rounds by the sand. The save DC for this effect is equal to the dragon’s breath weapon DC (DC28)
Fire Aura – An ancient brass dragon is surrounded by an aura of intense heat. All creatures within 10 feet of the dragon take 1d6 points of fire damage at the beginning of the dragon’s turn. A brass dragon can suppress or activate this aura at will as a free action.
Move Sand – An ancient brass dragon can move sand to excavate ruins or hide treasures. This functions as move earth, but it only affects sand. The dragon uses her HD (22) in place of her caster level for this effect. This is equivalent to a 5th-level spell.
Sandstorm – An ancient brass dragon can create a powerful sandstorm once per day as a full-round action. This storm has a radius of 1 mile and lasts for 10 minutes. This functions as a sandstorm (Pathfinder RPG Core Rulebook 431), except that it is also accompanied by windstorm-level winds.
The figurehead is capable of speech (Common, Draconic and 22 other languages). She has darkvision to 120 ft. and blindsense to 60 ft and she can see four times as well as a human in dim light and twice as well in normal light. She also still has her Brass Dragon breath weapons (100-ft. line, DC 28, 20d4 fire or a 100-ft cone of sleep gas, DC 28 Will or fall asleep for 1d6 rounds plus 10 rounds). She can cast Control Weather, Control Winds, Endure Elements, Speak with Animals, and Suggestion (DC 25) (CL 22nd) at will and uses her Control Winds spell to move while in the air, giving her a speed of 200’ with poor manueverability. She has gained the ability to Plane Shift twice a day with all occupants but is only able to use this ability when commanded by someone touching the ship’s wheel.
The only physical attack that she still has is her bite (2d8+16), her wings have gone mostly rigid and are only used to stabilize her in flight. Kynathyria still has spells as if she was a 15th level sorcerer.
Int 20, Wis 21, Cha 20
Kynathyria was once a mighty ancient Brass Dragon that roamed the lands of Osirian and what would become Katapesh around 2251AD. She kept the lands she watched safe and protected but she ultimately fell in battle to a group of Efreet, led by an Efreet warlord named Anwar. Anwar thought it would be great to take her back to the City of Brass and experiment with her and Living Brass. Their plans succeeded beyond their expectations and Kynathyria’s soul was transferred into the Living Brass of a magnificent air ship. The problem was that Kynathyria’s will was too strong and she was left mostly in control of the airship. Anwar tried to control Kynathyria but she was too strong for him in this new form and she quickly destroyed him.
After Anwar’s death, the rest of Anwar’s family used their magic to put some controls on Kynathyria and now she is unable to use any of her abilities unless commanded by someone grasping the ship’s wheel. Kynathyria was used for a short period of time afterwards but the Efreet’s soon became bored with her and locked her away. The family has mostly forgotten her and checks in on her infrequently. She has come to terms with her new form and only wishes to be free of Efreet control and return home to fly the skies of her home once more.