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Zaydos
2010-10-22, 02:01 PM
The first of 6 dragons of the 7 Heavens is up, hope people like it.*

Also while an Io dragon isn't in the works, one that combines powers of all 5 metallic dragons is (but it'll be a bit).

*Why 6 and not 7 you ask? Cause no one but the head of the Archons has ever returned from the 7th Layer of Mount Celestia, so while there might be dragons belonging to it I can't really write about them; it's one of Planescape's great mysteries after all.

DrWeird
2010-10-22, 02:19 PM
That's because the meaning of life is on the 7th layer, and everybody who learns it can never leave, lest they destroy reality by revealing it.

Secret. Secret dragons...

Invisibility dragons.

Dragons that are invisible that act like ghosts and steal massive amounts of treasure and might be inherent to the astral or ethereal plane.

I can imagine someone looking up as the entire king's treasury goes flying off in a vaguely draconic formation, perplexed by its apparently self-sustained flight.

GreatWyrmGold
2010-10-22, 03:45 PM
Gaah! TvTropes! My one weakness.

*Goes off to read for four hours*
Oo (http://tvtropes.org/pmwiki/pmwiki.php/Main/NiceJobBreakingItHero)ps (http://tvtropes.org/pmwiki/pmwiki.php/Main/CompletelyMissingThePoint). TWO links! Too bad it's not three. (http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfThree) Wait...cool!

Zaydos
2010-10-22, 05:03 PM
Mercuria Dragon:
Dragon (Extraplanar, Fire, Good, Law)
Environment: Temperate Mountains (Mount Celestia)
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or formation (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or squad (2-5).
Challenge Rating: Wyrmling 4; very young 5; young 7; juvenile 9;
young adult 11; adult 14; mature adult 17; old 19; very old 20; ancient 22;
wyrm 23; great wyrm 26
Treasure: Standard.
Alignment: Always Lawful Good.

Where Lunia dragons guard the borders of Mount Celestia, the Mercuria dragons are the primary draconic warriors of the plane. Physically powerful creatures they have been known to barrel through fiendish legions when they are sent on crusades to Prime undergoing demonic assault. Mercuria dragons are not numerous, even the Lunia dragons outnumber these celestial warriors, but what they lack in numbers they make up in power. Mercuria dragons will serve as mounts for archon cavalry when archons are forced to go to war on other planes.

Occasionally Mercuria dragons will stop their battles to help guide travelers across the layer. Each dragon performs such services, or other forms of low servitude, one year out of every seven. These services remind the dragons, who due to their elevated role as warriors grow haughty and proud, of the value of humility and that power is not the true measure of value in sapient beings.

Mercuria dragons have scales the color of untainted, polished gold, with a latticework of pure white scales which run in between them. Their eyes are a fiery golden red, and despite their reptilian scales and bodies their wings are feathered like those of a hawk or a celestial. Mercuria dragons have strong and sturdy bodies, more compressed than those of some of the more serpentine dragons, but far from fat.



Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence


Wyrmling
M
7d12+14 (59 hp)
21
10
15
10
15
14
7/12
12
7
5
7
2d10
15
-


Very Young
L
10d12+20 (85 hp)
25
10
15
12
15
16
10/21
16
9
7
9
4d10
17
-


Young
L
13d12+39 (117 hp)
27
10
17
12
17
16
13/25
20
11
8
11
6d10
19
-


Juvenile
H
16d12+48 (143 hp)
29
10
17
14
19
18
16/33
23
13
10
14
8d10
21
-


Young Adult
H
19d12+76 (199 hp)
31
10
19
16
19
20
19/37
27
15
11
15
10d10
23
24


Adult
H
22d12+110 (253 hp)
33
10
21
16
21
20
22/41
31
18
13
18
12d10
26
26


Mature Adult
H
25d12+150 (312 hp)
35
10
23
18
21
22
25/45
35
20
14
19
14d10
28
28


Old
G
28d12+168 (350 hp)
39
10
23
18
23
22
28/54
38
22
16
22
16d10
30
30


Very Old
G
31d12+217 (418 hp)
41
10
25
20
25
24
31/58
42
24
17
24
18d10
32
32


Ancient
G
34d12+272 (493 hp)
43
10
27
22
27
26
34/62
46
27
19
27
20d10
35
35


Wyrm
C
37d12+343 (573 hp)
47
10
29
24
29
28
37/71
47
29
20
29
22d10
37
37


Great Wyrm
C
40d12+400 (650 hp)
49
10
31
26
31
30
40/75
51
32
22
32
24d10
40
40





Age
Speed
Init
AC
SR
Special Abilities
Caster Level


Wyrmling
40-ft, fly 100-ft (average)
+0
16 (+6 natural)
-
Immunity to fire, electricity and petrification, +4 on saves versus Poison, Warbred, Vulnerability to cold
-


Very Young
40-ft, fly 150-ft (poor)
+0
18 (-1 size, +9 natural)
-
Alternate Form, Sword of Celestia
-


Young
40-ft, fly 150-ft (poor)
+0
21 (-1 size, +12 natural)
-
Magic Circle against Evil, Tongues
-


Juvenile
40-ft, fly 150-ft (poor)
+0
23 (-2 size, +15 natural)
-
Domains
1st


Young Adult
40-ft, fly 150-ft (poor)
+0
26 (-2 size, +18 natural)
21
DR 5/evil
3rd


Adult
40-ft, fly 150-ft (poor)
+0
29 (-2 size, +21 natural)
23
Light of Mercuria
5th


Mature Adult
40-ft, fly 150-ft (poor)
+0
32 (-2 size, +24 natural)
26
DR 10/evil
7th


Old
40-ft, fly 200-ft (clumsy)
+0
33 (-4 size, +27 natural)
28
Aura of Menace
9th


Very Old
40-ft, fly 200-ft (clumsy)
+0
36 (-4 size, +30 natural)
31
DR 15/evil
11th


Ancient
40-ft, fly 200-ft (clumsy)
+0
39 (-4 size, +33 natural)
34
Greater Teleport
13th


Wyrm
40-ft, fly 250-ft (clumsy)
+0
38 (-8 size, +36 natural)
37
DR 20/evil
15th


Great Wyrm
40-ft, fly 250-ft (clumsy)
+0
41 (-8 size, +39 natural)
40
Aura of Terror, Burning Sun
17th



Special Abilities:

Breath Weapon (Su): A mercuria dragon has a single breath weapon a cone of holy fire. This breath weapon deals fire damage but ignores any fire resistance or immunity that evil creatures struck by it might possess. In addition undead struck by this breath weapon are turned as if by a cleric whose level is half the mercuria dragon’s hit dice.

Warbred (Ex): A mercuria dragon gains proficiency in light and medium armor, as well as shields. They may also select any one exotic shield, weapon, or light or medium armor and gain proficiency in it as well. Mercuria dragons are considered war-trained mounts for the purposes of the Ride skill.

Alternate Form (Su): A very young or older Mercuria dragon can assume any humanoid form of Medium size or smaller or the form of a riding dog or a large warhound (use stats for a dire wolf) as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its canine or humanoid form until it chooses to assume a new one or return to its natural form.

Sword of Celestia (Su): A very young or older Mercuria dragon adds one-half (rounded down) of its age category as bonus weapon damage to: creatures with the evil subtype, evil paladins, evil clerics, evil incarnates, undead, and evil aligned outsiders. They add only one-fourth their age category against evil aligned creatures which do not fall into any of these categories.

Magic Circle against Evil (Su): A young or older Mercuria dragon is constantly surrounded by an aura of protection against evil which functions like a Magic Circle against Evil (caster level 14th).

Tongues (Su): A young or older Mercuria dragon can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Domains: A juvenile Mercuria dragon must select two domains from the following list: Good, Law, Strength, Protection, War, Dragon, Metallic Dragon (from a dragon magazine), Air, Fire, Nobility, Courage, Wrath (BoED version), Endurance, Glory, and Hero (shaman domain from OA). They gain the ability to cast spells from these domains (see spells below), and gain the granted power from these domains (their effective cleric level equals their racial caster level). They may also instead choose the Celestia domain in place of both domains they would normally have access to.

Light of Mercuria (Su): When an adult or older Mercuria dragon uses its breath weapon it flashes with brilliant light; for a split second it radiates bright light within a radius equal to their length of their breath weapon, and shadowy illumination for an equal distance beyond that. Any neutral creature within this area must make a Fort save (same DC as Frightful Presence) or be dazzled for 1d4 rounds. Evil creatures within this area are blinded for 1 round and then dazzled for 1d4 rounds if they fail the save. Undead and creatures with the Evil subtype are dazzled for 1d4 rounds even if they succeed their saving throw. This ability interacts with magical darkness as if it were a light spell with a spell level equal to the Mercuria dragon’s age category.

Aura of Menace (Su): A righteous aura surrounds old or older mercuria dragons that fight or get angry. Any hostile creature within a 20-foot radius of a mercuria dragon must succeed on a Will save to resist its effects. The save DC equals that of the dragon’s frightful presence. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the dragon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same dragon’s aura for 24 hours.

Aura of Terror (Su): A great wyrm’s mercuria dragon’s aura of menace is even more terrible. Hostile creatures within a 20-ft radius of a Mercuria dragon which make their saves still suffer the normal effects of an Aura of Menace (see above), and those that fail their saves cower for 1 round and take double the normal penalty from Aura of Menace. Striking the Mercuria dragon is no longer enough for those who fail their save against this effect, they must successfully deal at least 25 damage to the Mercuria dragon to end it.

Form of the Burning Sun (Su): A great wyrm mercuria dragon may, 1/day as a free action immolate itself. While it burns with holy fires it gains a +4 sacred bonus to all ability scores, a deflection bonus to AC equal to its Charisma modifier, and deals bonus damage to any evil creature it strikes equal to its Charisma modifier. Its SR is also increased by its Charisma modifier. While ablaze the Mercuria dragon produces bright light within a 120-ft radius, and shadowy illumination another 120-ft beyond that; this light is as strong as a 12th level light descriptor spell's and suppresses magical darkness that is weaker than this. Finally any creature striking it with a non-reach weapon in melee takes 1d6+15 fire damage and cold effects deal half damage to the dragon while this ability is active, half of this damage is divine in nature and unaffected by fire resistance or immunity. This ability is extremely draining and each round it is active the Mercuria dragon takes 2 points of Constitution burn and the dragon must make a Fortitude save to continue this ability after each round, the DC is 45 + 2 per previous save.
While this ability is active the dragon is wreathed in holy flames which cause it to appear almost like a four-legged phoenix. Only their feathers are not completely concealed by this bright flame.

Spells: A Mercuria dragon may cast spells from the two domains it selected above. Its spells per day are those of a cleric of the listed level (normal and domain spells put together) but all slots must be filled with spells from the dragon’s two domains.

Spell-like Abilities: At-will Greater Teleport (ancient or older, self and lawful good rider with up to 50 lbs of gear each only).

Skills: Heal, Ride, and Tumble are class skills for a Mercuria dragon.

Zaydos
2010-10-22, 05:04 PM
As an aside: Baator's fluff is so, so, so much better than Celestia's. Yet these dragons are more fun to make; it's nice to see good win; and I'm really getting to fluff the Plane as I go (because Celestia has almost no fluff).

unosarta
2010-10-22, 05:09 PM
Oo (http://tvtropes.org/pmwiki/pmwiki.php/Main/NiceJobBreakingItHero)ps (http://tvtropes.org/pmwiki/pmwiki.php/Main/CompletelyMissingThePoint). TWO links! Too bad it's not three. (http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfThree) Wait...cool!

Must... ignore... links...

Zaydos
2010-10-22, 05:15 PM
Must... ignore... links...

But they're wonderful (http://tvtropes.org/pmwiki/pmwiki.php/SugarWiki/TvTropesWillEnhanceYourLife?from=Main.TVTropesWill EnhanceYourLife) and I had been managing to stay off that site.

The Tygre
2010-10-22, 05:26 PM
We'll teach you how to float, Uno. We all float down here. (http://tvtropes.org/pmwiki/pmwiki.php/HighOctaneNightmareFuel/IT)

unosarta
2010-10-22, 05:29 PM
But they're wonderful (http://tvtropes.org/pmwiki/pmwiki.php/SugarWiki/TvTropesWillEnhanceYourLife?from=Main.TVTropesWill EnhanceYourLife) and I had been managing to stay off that site.


We'll teach you how to float, Uno. We all float down here. (http://tvtropes.org/pmwiki/pmwiki.php/HighOctaneNightmareFuel/IT)

:smalleek:

flabort
2010-10-22, 07:05 PM
Hmm. Just because, and i KNOW you said earlier that a ferrofluid dragon would seem too techy, but...
With the completed lodestone dragon, it could be a rare "mutation", with bard abilities. And other abilities based on heavy (http://tvtropes.org/pmwiki/pmwiki.php/Main/ThePowerOfRock) metal (http://tvtropes.org/pmwiki/pmwiki.php/Main/Ptitlek3dpejg9vq2s) [/pun] and Rule of cool (http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfCool).

Mmm, kay. maybe we should (http://tvtropes.org/pmwiki/pmwiki.php/Main/WikiWalk) stop posting tvtropes links.

firemagehao
2010-10-22, 07:15 PM
For Halloween, you could make the scariest of all monsters: A broken one, whose CR is way less then accurate.

Zaydos
2010-10-22, 07:21 PM
Hmm. Just because, and i KNOW you said earlier that a ferrofluid dragon would seem too techy, but...
With the completed lodestone dragon, it could be a rare "mutation", with bard abilities. And other abilities based on heavy (http://tvtropes.org/pmwiki/pmwiki.php/Main/ThePowerOfRock) metal (http://tvtropes.org/pmwiki/pmwiki.php/Main/Ptitlek3dpejg9vq2s) [/pun] and Rule of cool (http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfCool).

Mmm, kay. maybe we should (http://tvtropes.org/pmwiki/pmwiki.php/Main/WikiWalk) stop posting tvtropes links.

Check out Victory Dragon; not a construct, but it does have Heavy Metal based bard powers. It wasn't the most serious dragon (it was a celebratory thing). And yes because those things will eat my time (thankfully I am familiar with those tropes already).


For Halloween, you could make the scariest of all monsters: A broken one, whose CR is way less then accurate.

Looks at thread. Looks at MM. I'd say that's already been done in this thread. Although... I have one I've been tinkering with it wouldn't be too hard to under CR (CR = Age category; what do you mean a creature with 80 HD, that casts as a 30 some level sorcerer isn't CR 12?).

Then an optimized Lv 12 party kills it without expending 1/4th of their daily resources.

firemagehao
2010-10-22, 08:17 PM
Possibly a wyrmling that gets unlimited wishes.

Zaydos
2010-10-22, 09:12 PM
Possibly a wyrmling that gets unlimited wishes without XP loss.

Fixed that for you; CR measures power in 1 fight, as monsters have arbitrary amounts of XP and no need to save it since they are only meant to last 1 fight anything that ignores XP costs is just begging for PCs to find a way to get around it.

You know I could make the wyrmling CR 1/10, 1/8 very young, 1/6 young, 1/4 juvenile, 1/3 young adult, 1/2 adult, 1 mature adult, 2 old, 3 very old, 4 ancient, 5 wyrm, 6 great wyrm so how about a CR 1 that when you slay it curses you if you're within 1 mile and the curse can only be removed by direct deific intervention?

firemagehao
2010-10-22, 09:20 PM
As far as power: "I wish you, you, you, you, you, and then that guy behind the tree were banished to the lowest plane of the abyss for eternity."

Zaydos
2010-10-22, 10:06 PM
Venya Dragon:
Dragon (Air, Extraplanar, Good, Law)
Environment: Temperate Mountain (Mount Celestia)
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22.
Treasure: Standard.
Alignment: Always Lawful Good.

Messengers and heralds of Bahamut, the Venya dragons more than any other of the Mountain’s dragons can be found off of their native lair. They are most prevalent in the first four lairs of Mount Celestia but can be found on the Prime and throughout the Planes on errands for Bahamut. Those Venya dragons not actively working in the service of their god tend to find good works to busy themselves, becoming edgy and distraught when not actively working towards another’s betterment.

Where Lunia and Mercuria dragons were both creatures born for battle, Venya dragons are mostly peaceful creatures. When threatened they rely on their great speed and magical abilities to slip between Planes to escape and warn other celestials of the threat before even considering fighting it themselves. They serve as scouts when the archons must prepare for war, due to their abilities to remain hidden and to escape and return to the main ranks. While Venya dragons will perform these duties unquestioningly, they prefer to avoid them for they find only horror and disgust in combat no glory or joy as some of their brethren seem to find.

A Venya dragon lacks wings, despite the fact that it flies better than most (but not all) dragons. They take the forms of long serpents with four legs ending in draconic talons, and powerful heads which boast a great mane. The color of their scales cannot be determined while they are alive for even the youngest dragons have chameleon like scales which blend into their surroundings. Their eyes though always remain the opalescent white of the pearly heaven. Dead Venya dragon’s have scales that are the color of the sky of Venya, as is the hair on their manes.



Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence


Wyrmling
T
4d12+4 (30 hp)
11
10
13
12
13
14
4/-4
6
5
4
5
1d4+1
13
-


Very Young
S
7d12+14 (59 hp)
13
10
15
14
15
16
7/4
9
7
5
7
1d4+2
15
-


Young
M
10d12+20 (85 hp)
15
10
15
14
15
16
10/12
12
9
7
9
1d4+3
17
-


Juvenile
M
13d12+39 (117 hp)
17
10
17
16
17
18
13/16
16
11
8
11
1d4+4
19
-


Young Adult
L
16d12+48 (143 hp)
21
10
17
18
19
20
16/25
20
13
10
14
1d4+5
21
23


Adult
L
19d12+76 (199 hp)
23
10
19
18
19
20
19/29
24
15
11
15
1d4+6
23
24


Mature Adult
H
22d12+110 (253 hp)
25
10
21
20
21
22
22/37
27
18
13
18
1d4+7
26
27


Old
H
25d12+125 (287 hp)
27
10
21
20
21
22
25/41
31
19
14
19
1d4+8
27
28


Very Old
H
28d12+168 (350 hp)
29
10
23
22
23
24
28/45
35
22
16
22
1d4+9
30
31


Ancient
H
31d12+186 (387 hp)
31
10
23
24
25
26
31/49
39
23
17
24
1d4+10
31
33


Wyrm
G
34d12+238 (459 hp)
35
10
25
26
27
28
34/58
42
26
19
27
1d4+11
34
36


Great Wyrm
G
37d12+296 (536 hp)
37
10
27
28
29
30
37/62
46
28
20
29
1d4+12
36
38





Age
Speed
Init
AC
SR
Special Abilities
Caster Level


Wyrmling
60-ft, fly 150-ft (good)
+0
15 (+2 size, +3 natural)
-
Immune to Electricity and petrifiction, +4 on saves versus poison, Alternate Form, Chameleon Skin
-


Very Young
60-ft, fly 150-ft (good)
+0
17 (+1 size, +6 natural)
-
Invisibility
-


Young
60-ft, fly 200-ft (good)
+0
19 (+9 natural)
-
Greater Teleport
-


Juvenile
60-ft, fly 200-ft (good)
+0
22 (+12 natural)
-
Camouflage
1st


Young Adult
60-ft, fly 200-ft (good)
+0
24 (-1 size, +15 natural)
19
DR 5/magic
3rd


Adult
60-ft, fly 200-ft (good)
+0
27 (-1 size, +18 natural)
21
Planeswalking
5th


Mature Adult
60-ft, fly 200-ft (good)
+0
29 (-2 size, +21 natural)
22
DR 10/magic
7th


Old
60-ft, fly 200-ft (good)
+0
32 (-2 size, +24 natural)
24
Message, Sending
9th


Very Old
60-ft, fly 200-ft (good)
+0
35 (-2 size, +27 natural)
25
DR 15/magic
11th


Ancient
60-ft, fly 200-ft (good)
+0
38 (-2 size, +30 natural)
27
Plane Shift
13th


Wyrm
60-ft, fly 250-ft (good)
+0
39 (-4 size, +33 natural)
28
DR 20/magic
15th


Great Wyrm
60-ft, fly 250-ft (good)
+0
42 (-4 size, +36 natural)
30
Instant Transport
17th



Special Abilities

Breath Weapon (Su): A Venya dragon has one breath weapon a line of electricity dealing the listed damage and stunning the target for 1d4 rounds. Any creature struck must make a Reflex save, on a successful Reflex save they take one half damage and are not stunned.

Wingless: Venya dragons lack wings and cannot make wing attacks.

Flight (Su): A Venya dragon's flight is supernatural in nature.

Chameleon Skin (Ex): A Venya dragon’s color shifting scales grant it a +10 bonus on hide checks.

Alternate Form (Su) A Venya dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Camouflage (Ex): A juvenile or older Venya dragon may hide even if it does not have cover or concealment as long as it is not observed.

Planes Walking (Su): An adult or older Venya dragon may travel the planes as the Plane Shift spell three times per day but may only travel to an adjacent Outer Plane or, when on Mount Celestia, to a Prime. From the Prime they may only go to Mount Celestia. The Venya travel may only transport itself and up to 50 lbs of objects with this ability.

Instant Transport (Su): A great wyrm Venya dragon may use its Greater Teleport ability as a move or swift action 1/round.

Spells: Venya dragons cast spells as a sorcerer of the listed level but choose their spells known only from the Air, Dragon, Good, Luck, Protection, Nobility, Storm, Herald, and Celestia domains.

Spell-like Abilities: At-will: Greater Teleport (self and 50 lbs of goods only, young and older), Invisibility (self only, very young or older), Plane Shift (self and 50 lbs only; ancient or older), Message (old or older); 3/day: Sending (old or older).

Skills: Heal, Hide, and Move Silently are class skills for Venya dragons.

Zaydos
2010-10-22, 10:43 PM
The 3rd Heavenly dragon is complete.

As a side-note Evil is no longer the most common alignment on the thread. There are more dragons at least part Neutral than there are that are Evil (but that's two axises so doesn't count) and more Lawful dragons than there are either Evil or part Neutral.

Also neglecting the Heaven and Hell dragon there are more Lawful Good dragons than Lawful Evil.

Chaos apparently is a sad forgotten misfit outnumbered by every alignment but Neutral on the moral alignment axis.

firemagehao
2010-10-22, 11:05 PM
The 3rd Heavenly dragon is complete.
Chaos apparently is a sad forgotten misfit outnumbered by every alignment but Neutral on the moral alignment axis.

That is why you need a dragon, every aspect of which is random.

Zaydos
2010-10-23, 11:27 AM
Solania Dragon
Dragon (Earth, Extraplanar, Good, Law)
Environment: Cold Mountain (Mount Celestia)
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
Challenge Rating: Wyrmling 5; very young 6; young 7; juvenile 9; young adult 11; adult 14; mature adult 17; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Standard.
Alignment: Always Lawful Good.

Amidst the monasteries of Solania dwell these powerful dragons. They serve as guides, and watchers along the mountain paths making sure that no creature of evil manages to ascend this far into the Mountains to prey upon petitioners and travelers. They are odd dragons, and perhaps it would be conductive to simply call upon Zasper’s manuscripts on the matter (please excuse the missing segment, a cat decided the papers were a toy).

…are found on the fourth layer of Mount Celestia. Unlike most dragons they have no innate psionic powers; the most popular theories have it they were formed from the ‘afterbirth’ of the first metallic dragons, although I personally doubt this theory and consider it nothing more than graybeards rattling their bone-boxes on something they know nothing about. My own studies say that they were made by Bahamut when a noble hearted bronze dragon named Ithyion died. Bahamut granted Ithyion a piece of his divine essence and Ithyion was transformed into the first Solania dragon and a minor draconic demigod named Caexlen. Caexlen is rarely heard of on Prime Material Worlds, in fact to my knowledge he is a parochial, or mono-prime, deity only worshipped by a certain subspecies of bronze dragons in Tilyx-space. These bronze…

…better than any man, that there are many species of dragons which lack magical prowess and just because Solania dragons lack it does not mean they are connected to these bronze dragons. Even their shared aptitude for the sublime way is still far from conclusive proof. The hero-deity Ithyion/Caexlen’s psionic talents are what first formed the connection in my mind, that and the shared worship of such an obscure deity. Yes I know gem dragons have psionic powers and no magic, so maybe Solania dragons are related to them instead, and the dark of it is I don’t have proof for my theory yet. Till then I guess it’s just my own personal idea, but there it is.

Regardless of their creation, Solania dragons mix the martial powers of the sublime way with the psionic arts of a journeyman egoist. Unlike the dragons of the lower layers of Celestia they lack magic of any sort relying instead only on these two sources of power. Just because neither can stand up to an enraged wizard at the height of his power, doesn’t mean that anyone other than a berk or a barmy would want to fight one of these bloods. They’re strong, determined, and able to use their coupled powers to quite some effectiveness when they…

…Solania dragons also seem to have a unique relationship with the First Monastery of the Planes-Militant*. This representation of the ideals of paladinhood, one could say the very heart of all paladinic orders in the multiverse, has been threatened more than once by fiendish assault. After an evil warrior ascended to godhood and riding the wave of newfound power tried to destroy the monastery its archon potentate commander called together all the Solania dragons and divided the entirety of these works between the Solania dragons granting each dragon one portion. The descendants of these dragons have had a mixture of the works, growing into their very scales. Even should the First Monastery ever fall its lore will be preserved in the form of these dragons.

-Zasper, Archmage of the…

Again I apologize that the cats tore the manuscript so that the translation is incomplete. As for the footnote while it was lost before I could finish translating it, I believe it referenced the books entitled The Planes of Law as another possible source of information on the First Monastery.

Solania dragons are noble-minded aids to travelers on the layer, but they are also the final watchmen of the 7 Heavens a last line to prevent the impure from rising to the upper heavens. As no assault in the recent (last 100,000 years) history of the planes has successfully breached this layer they would seem to do a competent job.

Solania dragons have stout bodies the color of stone. Their grey scales are covered in celestial writing, the collected records of the First Monastery if Zasper is to be believed. Their heads have 14 horns, arranged in two rows of seven, and seven spines run down their backs. Their eyes are the color of burnished silver. They have 4 claws upon each hand (the additional notes by Zasper do detail his investigation into the possible relationship with lung dragons, but I only translate his summaries), and their tails are flat and wide.



Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence


Wyrmling
M
9d12+18 (76 hp)
19
10
15
10
15
10
9/13
13
8
6
8
2d6
16
-


Very Young
L
12d12+24 (102 hp)
21
10
15
12
15
12
12/21
16
10
8
10
4d6
18
-


Young
L
15d12+45 (136 hp)
23
10
17
12
17
12
15/25
20
12
9
12
6d6
20
-


Juvenile
H
18d12+54 (162 hp)
25
10
17
14
19
14
18/33
23
14
11
14
8d6
22
-


Young Adult
H
21d12+84 (220 hp)
27
10
19
16
19
14
21/37
27
16
12
16
10d6
24
22


Adult
H
24d12+120 (276 hp)
29
10
21
16
21
16
24/41
31
19
14
19
12d6
27
25


Mature Adult
H
27d12+162 (337 hp)
31
10
23
18
21
16
27/45
35
21
15
21
14d6
29
26


Old
G
30d12+180 (375 hp)
35
10
23
18
23
18
30/54
38
23
17
23
16d6
31
29


Very Old
G
33d12+231 (445 hp)
37
10
25
20
25
18
33/58
42
25
18
25
18d6
33
30


Ancient
G
36d12+288 (522 hp)
39
10
27
22
27
20
36/62
46
28
20
28
20d6
36
33


Wyrm
C
39d12+361 (604 hp)
43
10
29
24
29
22
39/71
47
30
21
30
22d6
38
35


Great Wyrm
C
42d12+420 (686 hp)
45
10
31
26
31
24
42/75
51
33
23
33
24d6
41
38





Age
Speed
Init
AC
SR
Special Abilities
Manifester Level
Initiator Level
Maneuvers Known
Maneuvers Readied
Stances Known


Wyrmling
40-ft, climb 20-ft
+0
18 (+8 natural)
-
Immunity to cold, electricity and petrification, Gravity, vulnerability to fire
-
-
-
-
-


Very Young
60-ft, climb 30-ft
+0
20 (-1 size, +11 natural)
-
Smite Evil
-
-
-
-
-


Young
60-ft, climb 30-ft
+0
23 (-1 size, +14 natural)
-
-
-
-
-
-
-


Juvenile
60-ft, climb 30-ft
+0
25 (-2 size, +17 natural)
-
Battle Art of the Stone Dragon
-
1st
2
1
1


Young Adult
60-ft, climb 30-ft
+0
28 (-2 size, +20 natural)
21
DR 5/evil
-
3rd
4
1
1


Adult
60-ft, climb 30-ft
+0
31 (-2 size, +23 natural)
23
Battle Art of the Diamond Mind
-
5th
6
2
1


Mature Adult
60-ft, climb 30-ft
+0
34 (-2 size, +26 natural)
26
DR 10/evil
1st
7th
8
2
1


Old
60-ft, climb 60-ft
+0
35 (-4 size, +29 natural)
28
Battle Art of the Iron Heart
3rd
9th
10
3
2


Very Old
60-ft, climb 60-ft
+0
38 (-4 size, +32 natural)
31
DR 15/evil
5th
11th
12
3
2


Ancient
60-ft, climb 60-ft
+0
41 (-4 size, +35 natural)
34
Battle Art of the Devoted Spirit
7th
13th
14
4
2


Wyrm
60-ft, climb 60-ft
+0
40 (-8 size, +38 natural)
37
DR 20/evil
9th
15th
16
4
2


Great Wyrm
60-ft, climb 60-ft
+0
43 (-8 size, +41 natural)
40
Holy Warrior
11th
17th
18
5
3



Special Abilities:

Breath Weapon (Su): A Solania dragon has only one breath weapon a cone of righteous energy. It turns chaos and evil in against themselves. A lawful good, neutral good, or lawful neutral creature takes no damage from this effect. A lawful evil, true neutral, or chaotic good creature takes half the listed damage (Will halves). A neutral evil or chaotic neutral creature takes the listed damage (Will halves) and if it fails its Will save is sickened for 1d4+age category rounds. A chaotic evil creature takes double the listed damage (Will halves) and if it fails its Will save is nauseated for 1d4 rounds and then sickened for 1 round per age category.

Wingless: A Solania dragon has no wings and may not make wing attacks.

Gravity (Su): All spells and effects that grant flight (including spells to polymorph into winged creatures) with a spell level equal to or less than the Solania dragon’s age category are suppressed within 30-ft per age category of the Solania dragon. This suppression is like an anti-magic field, and does not allow even the use of Feather Fall or the slow falling effect of a dispelled Fly spell.

Smite Evil (Su): 1/encounter a very young or older Solania dragon may perform a smite. If this attack is against an evil aligned creature it adds its Charisma modifier to its attack roll, and its hit dice to its damage.

Battle Art of the Stone Dragon (Su): Whenever a juvenile or older Solania dragon strikes a foe in melee for lethal damage it gains temporary hp equal to its constitution modifier (minimum 1). In addition the natural weapons of a Solania dragon now count as Adamantine for the purposes of overcoming DR.

Battle Art of the Diamond Mind (Su): Whenever an adult or older Solania dragon strikes a foe in melee for lethal damage it may attempt to regain its psionic focus as a swift action. In addition the natural weapons of a Solania dragon now count as Silver for the purposes of overcoming DR.

Battle Art of the Iron Heart (Su): An old or older Solania dragon automatically confirms critical threats when it hits an enemy in melee. In addition the natural weapons of a Solania dragon now count as Cold Iron for the purposes of overcoming DR.

Battle Art of the Devoted Spirit (Su): An ancient or older Solania dragon heals all good aligned creatures within 60-ft other than itself an amount equal to its hit dice each time it deals lethal damage to an evil creature in melee.

Holy Warrior (Su): An great wyrm Solania dragon deals an extra 5 points of damage per attack against creatures with DR penetrable to good aligned weapons (including good and/or another source).

Martial Maneuvers: A Solania dragon learns the listed number of maneuvers (it does not get to swap out old ones upon leveling up) and stances and may ready the listed number. It may learn maneuvers from the Devoted Spirit, Diamond Mind, Iron Heart, and Stone Dragon disciplines. It may spend a full round action to re-ready 1 maneuver of its choice.

Psionics: A Solania dragon manifests psionic powers as a psion of the listed level. It may select powers from the psion/wilder general list, the egoist discipline list, and the guardian and physical power mantles.

Skills: Solania dragons gain a +8 racial bonus on climb checks due to their climb speed. Balance, Climb, and Jump are class skills for Solania dragons.

flabort
2010-10-23, 05:35 PM
:smalleek:I will never, EVER, upset that solania great wyrm.
It could probably kill me in twelve different ways, resurrect me, and kill me a hundred ways more.
In an hour.

I'm so glad it's LG.

GreatWyrmGold
2010-10-23, 06:23 PM
:smalleek:I will never, EVER, upset that solania great worm.

Great wyrms of any dragon races, or any dragon for that matter, are good not to annoy. And writing as though the greatest of dragons were mere earthworms...Thankfully, I'm not serious.

Zaydos
2010-10-24, 04:03 PM
Mertion Dragon
Dragon (Extraplanar, Good, Law)
Environment: Temperate Mountains (Mount Celestia)
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
Challenge Rating: Wyrmling 2; very young 4; young 6; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 20; ancient 22; wyrm 23; great wyrm 24
Treasure: Standard.
Alignment: Always Lawful Good.

Mertion dragons are cunning strategists and tacticians. They approach all things as if it were a battle, making lightning fast strategies that humans can only look at in awe. An example of how they work is when they play Chess; the time limit they impose upon each move is 2 seconds leaving no time for thought. Chess is but the simplest game of wyrmlings to them, the speed at which they play limited not by the speed of their mind but of their body. With a single glance they analyze the battlefield and then they move with extreme haste.

Mertion dragons are heavenly commanders. Extremely rare and low in number, they have not gone forth in full battle since the War of the Five Thorns, when Bahamut marched against Tiamat and the great order of Mechanus was thrown into chaos for over eight-hundred years by the wars of the dragons. There are devils and demons, including some current arch-fiends, that remember that war and still tremble with fear at the idea of armies led by these dragons once more. Only one Mertion dragon survived that war. Bahamut gifted her with a clutch of eggs and from this line all current Mertion dragons are descended.

Their bodies seem to be made from the same substance as the black domes of Mertion. Lithe and small for the bodies of dragonkind, Mertion dragons are agile beyond almost any of their kin, but they lack the great strength of dragonkind. Even full grown, they are still no stronger than ogres, despite their greater mass. Mertion dragons have bodies that look like fragile works of noble metals, their wings and tails seeming mere filigrees. What they lack in physical power, these dragons make up for with their commands of magical powers and the battlefield.



Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence


Wyrmling
D
2d12+2 (15 hp)
5
14
11
18
17
18
2/-13
3(8)
3
5
6
1d8
11
-


Very Young
T
5d12+5 (37 hp)
7
16
13
20
19
20
5/-5
5(10)
5
7
8
2d8
13
-


Young
S
8d12+16 (68 hp)
9
18
13
20
19
20
8/3
8(13) 7
10
10
3d8
15
-


Juvenile
S
11d12 + 22 (93 hp)
11
20
15
22
21
22
11/7
12(17)
9
12
12
4d8
17
-


Young Adult
M
14d12+42 (133 hp)
13
22
15
24
21
24
14/15
15(21)
11
15
14
5d8
19
24


Adult
M
17d12+68 (178 hp)
13
24
17
26
23
26
17/19
18(25)
13
17
16
6d8
21
26


Mature Adult
M
20d12+100 (230 hp)
15
26
19
28
25
28
20/23
22(29)
16
20
19
7d8
24
29


Old
L
23d12+115 (264 hp)
17
28
21
30
25
30
23/31
25(32)
18
22
20
8d8
26
31


Very Old
L
26d12+156 (325 hp)
19
30
21
30
27
30
26/34
29(36)
20
25
23
9d8
28
33


Ancient
L
29d12+174 (362 hp)
19
32
23
32
29
32
29/37
32(40)
22
27
25
10d8
30
35


Wyrm
H
32d12+224 (432hp)
21
34
23
34
31
34
32/45
35(43)
24
30
28
11d8
32
38


Great Wyrm
H
35d12+280 (507 hp)
23
36
25
36
33
36
35/49
39(47)
26
32
30
12d8
34
40





Age
Speed
Init
AC
Special Abilities
SR
Caster Level


Wyrmling
60-ft, fly 100-ft (good)
+2
16 (+4 size, +2 Dex)
Immunity to Electricity and Petrification, +4 on saves versus poison, Battle Master (Offense)
-
-


Very Young
60-ft, fly 100-ft (good)
+3
17 (+2 size, +3 Dex, +2 natural)
Battle Master (Defense), Magic Circle against Evil
-
1st


Young
60-ft, fly 100-ft (good)
+4
19 (+1 size, +4 Dex, +4 natural)
Imbue Spirit (Warrior's)
-
3rd


Juvenile
60-ft, fly 100-ft (good)
+5
22 (+1 size, +5 Dex, +6 natural)
Battle Master (Aegis), Telepathic Bond
-
5th


Young Adult
60-ft, fly 150-ft (average)
+6
24 (+6 Dex, +8 natural)
DR 5/evil
16
7th


Adult
60-ft, fly 150-ft (average)
+7
27 (+7 Dex, +10 natural)
Battle Master (Grand Commander), Greater Teleport
18
9th


Mature Adult
60-ft, fly 150-ft (average)
+8
30 (+8 Dex, +12 natural)
DR 10/evil
21
11th


Old
60-ft, fly 150-ft (average)
+9
32 (-1 size, +9 Dex, +12 natural)
Imbue Spirit (Hero's), Heroe's Feast
24
13th


Very Old
60-ft, fly 150-ft (average)
+10
35 (-1 size, +10 Dex, +16 natural)
DR 15/evil
26
15th


Ancient
60-ft, fly 150-ft (average)
+11
38 (-1 size, +11 Dex, +19 natural)
Battle Master (Dual Mastery), Holy Word
28
17th


Wyrm
60-ft, fly 200-ft (poor)
+12
40 (-2 size, +12 Dex, +20 natural)
DR 20/evil
29
19th


Great Wyrm
60-ft, fly 200-ft (poor)
+13
43 (-2 size, +13 Dex, +22 natural)
Battle Master (Heaven's General), Imbue Spirit (Undying Legion)
30
21st



Special Abilities:

Breath Weapon (Su): Mertion dragons have two forms of breath weapon. The first is a line of electricity dealing the listed damage (Reflex halves) and any creature within the line must make a Will save or be frightened for 1 round per age category. The second is a cone which prevents evil and neutral creatures within the area from casting spells or using spell-like abilities (or manifesting psionics/psi-like abilities) for 1d4 + age category rounds (Will negates).

Battle Master (Ex): A Mertion dragon can strategic direct a number of creatures other than itself equal to its age category that it can see and that can hear it. To begin this ability is a full round action, as is switching targets. This bonus is lost when the dragon is flat-footed.
Offense: All Mertion dragons may direct creature’s in their attacks, granting them an insight bonus to attack rolls equal to its Charisma modifier.
Defense: A very young dragon may instead choose to grant the targeted creatures an insight bonus to AC. It requires a standard action to switch who gains the bonus.
Aegis: A juvenile may choose to grant this bonus as an insight bonus to saving throws. It requires a standard action to switch who gains the bonus.
Grand Commander: An adult Mertion dragon may grant this bonus to a number of creatures up to 5 times its age category, and if in telepathic communications with a creature does not need to see it or be able to be heard by it for that creature to gain the benefits of this ability.
Dual Command: An ancient or older Mertion dragon may grant this bonus to a combination of two out of AC, attack, and saves at the same time.
Heaven’s General: A great wyrm Mertion dragon may grant this bonus to 10 times its age category creatures, and continues to grant this bonus even when flat-footed.

Magic Circle against Evil: A very young or older Mertion dragon is constantly surrounded by an aura of protection against evil which functions like a Magic Circle against Evil (caster level 14th).

Imbue Spirit (Su): A young or older Mertion dragon may imbue allies nearby with the courage and valor of the warrior spirits which call Mertion home. It may spend a move action to grant a number of lawful good creatures equal to its age category within 20-ft per age category immunity to fear and compulsion effects and one of the additional benefits listed below. These bonuses last as long as the Mercuria dragon spends a move action every round to maintain them, and 1 round thereafter.
Warrior’s The affected creatures also deal +1d4 electric damage per hit per age category of the Mercuria dragon.
Hero’s: An old or older Mertion dragon may instead imbue them with the spirits of heroes granting them DR 8/- and a +4 sacred bonus to Strength.
Undying Legion: A great wyrm Mertion dragon may choose to instill the targets with the undying and unflinching warrior spirits of Mertion. These targets gain a +6 sacred bonus to Constitution and Regeneration 12, and all damage dealt to them is subdual while they are under this effect. If a creature is immune to non-lethal it may not benefit from the bonuses of the Undying Legion.

Telepathic Bond (Su): A juvenile or older Mertion dragon may form a telepathic bond with one creature per age category. This bond lasts 24 hours or until the dragon chooses to end it and allows the dragon and the selected creatures to communicate with each other as long as they are on the same plane as the dragon. A Mertion dragon may only have one telepathic bond active at a time and forming a new one disbands the old one. It requires a full minute to form a telepathic bond, and all creatures must be within 100-ft throughout the process, it is a free action for the dragon to end the bond or drop a specific creature from it.

Spells: A Mertion dragon casts spells as a favored soul of the listed level.

Spell-like Abilities: At-will: Greater Teleport (adult or older, self and 50 lbs of gear only); 3/day: Holy Word (ancient or older); 1/day Heroes’ Feast (old or older).

Skills: Bluff, Heal, and Spellcraft are class skills for Mertion dragons.

Zaydos
2010-10-24, 04:05 PM
Mertion dragon up, 5 of the 7 heavens down; one more to go (Chronias is a mystery and I'm not going to infringe upon that).

Zaydos
2010-10-24, 09:40 PM
Jovian Dragon
Dragon (Extraplanar, Good, Law, Psionic)
Environment: Temperate Mountains (Mount Celestia)
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or council (2-5).
Challenge Rating: Wyrmling 3; very young 5; young 7; juvenile 10; young adult 13; adult 16; mature adult 19; old 21; very old 22; ancient 24; wyrm 26; great wyrm 28
Treasure: Standard.
Alignment: Always Lawful Good.

Jovian dragons are the mystic dragons of the sixth heaven. They are the holiest of the six known Heavenly dragons, who exist solely to guide others to the light. They are most commonly seen on Jovar, aiding petitioners in making the last step to Chronias. Despite that they rarely fight in battles, Jovian dragons are rare as upon reaching adulthood they feel the call to ascend and rise to Chronias themselves; a great wyrm dragon is a being of impressive goodness, one who has chosen to forsake absolute paradise for over a thousand years solely to help others reach it before them.

Jovian dragons wield divine magic to match their powerful bodies and powerful psionic abilities to complement both. Though they rarely fight, they are no weaklings in combat and have numerous offensive powers at their beck and call. Wounds they inflict cannot be healed by evil creatures, although the exact resistance they have to healing varies with age. To hear some tell the tale their breath weapon is the pure force of creation itself*. It is said that the only being more dangerous in Jovar than the eldest of the Jovian dragons is Sealtiel himself, and other rumors say even the archon lord is weaker than the greatest of these dragons a certain Zastaphiel which has put off ascent for over two-thousand years now.

Jovian dragons’ bodies appear to be made of glistening rubies, their eyes shining the unbridled power of a quasar; it is said their gaze can cause evil creatures to be instantly destroyed without a trace**. Their wings glow with the gentle warmth of a hearth’s fire, providing a gentle illumination as they fly.

*: Zasper says they have two breath weapons a blast of holy energy that hurts and blinds evil, and a second weapon which renders those creatures within allergic to actions of evil making committing an evil action physically painful to them.

**: The most Zasper would confirm here is that it is best if the forces of evil believe this, does it matter if it is true or not?



Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence


Wyrmling
S
5d12+5 (37 hp)
13
10
13
18
19
18
5/2
7
5
4
8
2d10
13
-


Very Young
M
8d12+16 (66 hp)
15
10
15
20
21
20
8/10
10
8
6
11
4d10
16
-


Young
M
11d12+22 (93 hp)
17
10
15
20
21
20
11/14
14
9
7
12
6d10
17
-


Juvenile
L
14d12+42 (133 hp)
21
10
17
22
23
22
14/23
18
12
9
15
8d10
20
-


Young Adult
L
17d12+68 (178 hp)
23
10
19
24
25
24
17/27
22
14
10
17
10d10
22
25


Adult
H
20d12+80 (210 hp)
25
10
19
26
27
26
20/35
25
16
12
20
12d10
24
28


Mature Adult
H
23d12+115 (264 hp)
27
10
21
28
29
28
23/39
29
18
13
22
14d10
26
30


Old
H
26d12+130 (299 hp)
29
10
21
30
31
30
26/43
33
20
15
25
16d10
28
33


Very Old
H
29d12+174 (362 hp)
31
10
23
30
31
30
29/47
37
22
16
26
18d10
30
34


Ancient
G
32d12+224 (432 hp)
35
10
25
32
33
32
32/56
40
25
18
29
20d10
33
37


Wyrm
G
35d12+281 (508 hp)
37
10
27
34
35
34
35/60
44
27
19
31
22d10
35
39


Great Wyrm
G
38d12+343 (590 hp)
41
10
29
36
37
36
38/65
49
30
21
34
24d10
38
42





Age
Speed
Init
AC
SR
Special Abilities
Caster Level
Manifester Level


Wyrmling
60-ft, fly 100-ft (average)
+0
15 (+1 size, +4 natural)
-
Inner Light, Lasting Wounds, Tongues, Immunity to electricity and petrification, +4 to saves versus poison
1st
-


Very Young
60-ft, fly 150-ft (poor)
+0
17 (+7 natural)
-
Magic Circle against Evil
3rd
-


Young
60-ft, fly 150-ft (poor)
+0
20 (+10 natural)
-
-
5th
-


Juvenile
60-ft, fly 150-ft (poor)
+0
22 (-1 size, +13 natural)
-
Greater Teleport
7th
1st


Young Adult
60-ft, fly 150-ft (poor)
+0
25 (-1 size, +16 natural)
22
DR 5/good
9th
3rd


Adult
60-ft, fly 150-ft (poor)
+0
27 (-2 size, +19 natural)
24
Aura of Menace, Deadly Glare (1/day), Remove Curse
11th
5th


Mature Adult
60-ft, fly 150-ft (poor)
+0
30 (-2 size, +22 natural)
26
DR 10/good
13th
7th


Old
60-ft, fly 150-ft (poor)
+0
33 (-2 size, +25 natural)
28
Revivify
15th
9th


Very Old
60-ft, fly 150-ft (poor)
+0
36 (-2 size, +28 natural)
30
DR 15/good
17th
11th


Ancient
60-ft, fly 200-ft (clumsy)
+0
37 (-4 size, +31 natural)
32
Holy Word
19th
13th


Wyrm
60-ft, fly 200-ft (clumsy)
+0
40 (-4 size, +34 natural)
34
DR 20/good
21st
15th


Great Wyrm
60-ft, fly 200-ft (clumsy)
+0
43 (-4 size, +37 natural)
36
Deadly Glare (at will), Mass Heal
23rd
17th



Special Abilities

Inner Light (Su): A Jovian dragon produces light as a torch.

Breath Weapon (Su): A Jovian dragon has two breath weapons. The first is a cone of Holy Smite which deals the listed damage to evil creatures caught within and blinds them for 1 round per age category (a successful Fort save halves the damage and negates the blindness). The second is a cone of holy energy that renders evil deeds anathema to creatures caught within. Any creature caught within the field must make a Will save or for 1 day per age category of the dragon whenever they perform an evil act they take the listed breath weapon damage (Will save for half).

Lasting Wounds (Su): Any damage dealt by a Jovian’s natural weapons to an evil creature cannot be healed by natural means (Fast Healing still functions). A remove curse spell ends these effects.
Beginning at Young spells and abilities (excluding natural Fast Healing) of evil creatures cannot be used to heal these wounds.
Beginning at Young Adult the fast healing of targets can no longer heal these wounds, and they ignore any regeneration an evil creature may have dealing lethal damage regardless.
Beginning at Mature Adult no spells or abilities may be used to heal damage from these wounds. Beginning at Very Old Remove Curse can no long function to remove this effect, but only suppress it for 1 minute.
Beginning at Wyrm only a Miracle or Wish spell immediately followed by a CL 20+ Remove Curse may remove this effect.

Tongues (Su): A Jovian dragon can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Magic Circle against Evil: A very young or older Jovian dragon is constantly surrounded by an aura of protection against evil which functions like a Magic Circle against Evil (caster level 14th).

Aura of Menace (Su): A righteous aura surrounds adult or older Jovian dragons that fight or get angry. Any hostile creature within a 20-foot radius of a Jovian dragon must succeed on a Will save to resist its effects. The save DC equals that of the dragon’s frightful presence. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the dragon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

Deadly Gaze (Su): 1/day as a standard action an old or older Jovian dragon may use a Destruction gaze. This functions as the activated portion of a gaze attack with a range of 10-ft per age category, and affects the target as a Destruction spell; the save DC for this ability is 17 + Charisma modifier, as if it were a Spell-like Ability.
A great wyrm may use this ability at-will and the save DC is increased by 4 to 21 + Charisma modifier.

Spells: A Jovian dragon casts spells as a Favored Soul of the listed level. In addition to the cleric spell list they know all spells from the Healing Domain and may choose from the Air, Dragon, Good, Luck, Protection, Nobility, Storm, Courage, Metallic Dragon (from a Dragon Magazine) and Celestia domains. They may know 1 spell per spell level from the Sorcerer spell list as well.

Psionics: A Jovian dragon manifests psionic powers as a psion of the listed level. They select their powers known from the Psion power list and/or the Good Mantle, but have no natural access to the various discipline lists available to psions. In addition a Jovian dragon, regardless of age, gains 1 bonus power point.

Spell-like Abilities: At-will: Greater Teleport (self and 50-lbs of objects, juvenile or older), Remove Curse (adult or older); 3/day: Holy Word (ancient or older), Revivify (old or older); 1/day Mass Heal (great wyrm).

Skills: Heal is a class skill for Jovian dragons.

DrWeird
2010-10-25, 10:08 AM
Candy Corn dragon, with all the powers of candy corn.

Silverscale
2010-10-25, 11:33 AM
I have an idea for 5 new HP themed dragons. The Hogwarts Dragons. One for each house and one for the school as a whole. Each House Dragon should embody the ideals of their house, resemble their house's animal, and have coloration similar to their house's colors.

I would make the Gryffindor Dragon Chaotic Good, the Slytherin Dragon Lawful with leanings between Neutral and Evil, the Ravenclaw Dragon Lawful with leanings between Neutral and Good, and the Hufflepuff Dragon Good with leanings between Lawful and Neutral

As to the Hogwarts Dragon, I leave that up to you to decide since it's hard to pin down fluff for the whole school.

Zaydos
2010-10-25, 12:29 PM
Here's a question: When should I post the Halloween dragon(s)?

I'm going to be gone most of Friday and Saturday so options are: Friday morning, Saturday evening, or Sunday morning/afternoon or possibly after going to see the freaks in costume on Sunday evening (so late Sunday night/past midnight).

Which would people prefer?

flabort
2010-10-25, 01:16 PM
I've got a vote for Friday morning.

Silverscale
2010-10-25, 02:11 PM
I second the vote for Friday Morning

Debihuman
2010-10-25, 02:52 PM
Jovian dragon should have the Psionic Subtype (the other psionic dragons should have it too). See here: http://www.d20srd.org/srd/psionic/monsters/overview.htm#thePsionicSubtype.

Debby

Zaydos
2010-10-25, 02:55 PM
Jovian dragon should have the Psionic Subtype (the other psionic dragons should have it too). See here: http://www.d20srd.org/srd/psionic/monsters/overview.htm#thePsionicSubtype.

Debby

Completely right. :smallredface: (copied and pasted it from Mertion dragons then changed the CR).

Zaydos
2010-10-25, 04:00 PM
Basilo Dragon
Dragon (Aquatic)
Environment: Warm aquatic
Organization: solitary, pair, or pod (2-5).
Challenge Rating: Wyrmling 6; very young 8; young 10; juvenile 12; young adult 14; adult 16; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: None.
Alignment: Usually Chaotic Neutral.

I first encountered these dragons on the water world of Basilo where they form the dominant species and one of the few sentient life forms the planet has to offer (the others being eyes of the deep). Basilo dragons are, by draconic standards, bestial predators with little cognitive ability; so about the mental equals of whites.

Basilo dragons are powerful swimmers, and primarily act as predators eating the larger undersea life forms. They lack breath weapons and I was personally tempted to classify them as something more akin to wyverns or dragon turtles than true dragons on first contact, except that they show divisions of aging like the more famous (or infamous) reds, blues, golds, silvers, etc and also show a talent for sorcery as well.

Basilo dragons form family units of up to five members; usually the mother and father, if present, will become the leaders. If neither the mother nor the father is present it forms a loose anarchic group. While observing them I saw a single ambitious ancient member of the species attempt to corral some families into an effective fighting force to battle aggression from eyes of the deep, but to no avail as the creatures simply refused to listen. Even when it proved impossible to avoid fighting the eye tyrants (not that any of the dragons really wanted to in the first place) the dragons fought in a completely disorganized manner with only family groups showing any attempts to coordinate their efforts. Further observations have shown the dragons to be free spirited and not care about rules imposed by others as a general note.

Basilo dragons take the form of long, fat serpentine dragons. They have thick armored scales which run across these bodies. They have powerful finned fore-claws, but their hind claws have vanished and only small vestigial stumps remain of their hind legs. Their tail is thick and serves as a heavily finned rudder, and a large dorsal fin dominates their back. Their heads, placed on the end of long necks, are narrow and long, filled with rows of sharp teeth. They move through the water similar to an eel, their body undulating up and down, where an eel’s moves left and right.

A final note as I seem to have neglected to mention it is their size. Even at birth they dwarf red and gold dragons, and they reach a size comparable to red great wyrms long before a red dragon does. Even non-extraordinary great wyrms surpass that size to grow to an extent that normally only dragons which legends are made from ever reach.

-Zasper, Grand Archmage of the 10th Circle, Bearer of the Crystal Crown, Keeper of the Transfinite Seal, He Who Walks Amongst Dragons, Friend to Bahamut, Foe to Tiamat, Hero of a Hundred Kingdoms, Keeper of the 89th Secret of Talorn, Walker of Worlds, the Immaculate Sage, the Purple Archmage, Champion of Halm, and former Emperor of Cyrell (retired). Editor’s Note: Zasper threatened to turn me into a toad if I didn’t include his titles this time.



Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Frightful Presence


Wyrmling
L
10d12+20 (85 hp)
17
10
15
6
11
6
10/17
12
9
7
7
-


Very Young
H
13d12+39 (123 hp)
21
10
17
6
11
6
13/26
16
11
8
8
-


Young
H
16d12+48 (152 hp)
25
10
17
6
11
6
16/31
21
13
10
10
-


Juvenile
H
19d12+76 (199 hp)
29
10
19
8
11
8
19/36
26
15
11
11
-


Young Adult
G
22d12+110 (253 hp)
33
10
21
8
11
10
22/45
29
18
13
13
21


Adult
G
25d12+125 (287 hp)
35
10
21
10
11
12
25/49
33
19
14
14
23


Mature Adult
G
28d12+168 (350 hp)
37
10
23
12
13
12
28/53
37
22
16
17
25


Old
C
31d12+217 (418 hp)
41
10
25
12
13
12
31/62
38
24
17
18
26


Very Old
C
34d12+272 (493 hp)
43
10
27
14
15
14
34/66
42
27
19
21
29


Ancient
C
37d12+333 (573 hp)
47
10
29
14
15
14
37/70
46
29
20
22
30


Wyrm
C+
40d12+400 (660 hp)
49
10
31
14
15
16
40/74
50
32
22
24
33


Great Wyrm
C+
43d12+473 (752 hp)
51
10
33
18
19
18
43/78
54
34
23
27
35





Age
Speed
Init
AC
Special Abilities
SR
Caster Level


Wyrmling
5-ft, swim 60-ft
+0
18 (-1 size, +9 natural)
Cold immunity, pressure immunity, amphibious, blindsight 30-ft, blindsense 300-ft
-
-


Very Young
5-ft, swim 60-ft
+0
20 (-2 size, +12 natural)
Song
-
-


Young
5-ft, swim 60-ft
+0
23 (-2 size, +15 natural)
-
-
-


Juvenile
5-ft, swim 60-ft
+0
26 (-2 size, +18 natural)
Song of Despair
-
-


Young Adult
5-ft, swim 90-ft
+0
27 (-4 size, +21 natural)
DR 5/magic
21
-


Adult
5-ft, swim 90-ft
+0
30 (-4 size, +24 natural)
Jet
23
1st


Mature Adult
5-ft, swim 90-ft
+0
33 (-4 size, +27 natural)
DR 10/magic
25
3rd


Old
5-ft, swim 120-ft
+0
32 (-8 size, +30 natural)
Song of Destruction
27
5th


Very Old
5-ft, swim 120-ft
+0
35 (-8 size, +33 natural)
DR 15/magic
29
7th


Ancient
5-ft, swim 120-ft
+0
38 (-8 size, +36 natural)
Control Water
31
9th


Wyrm
5-ft, swim 180-ft
+0
41 (-8 size, +39 natural)
DR 20/magic
33
11th


Great Wyrm
5-ft, swim 180-ft
+0
44 (-8 size, +42 natural)
Lose Breath
35
13th


Special Abilities

Wingless: A basilo dragon lacks wings and cannot make wing attacks.

Pressure Immunity (Ex): A basilo dragon does not take damage from the pressure at the depths of the sea.

Song (Ex): A basilo dragon of very young or older may hear and communicate via subsonic songs that cannot be heard unaided by most creatures. These songs allow them to communicate easily from up to 1000-ft on land, or 10 miles underwater.

Song of Despair (Su): A juvenile or older basilo dragon may alter its song so that it is audible to most creatures and is made in such a way to fill such creatures with dread. All creatures within the water and within 60-ft of a basilo dragon performing a song of despair suffer a -2 penalty to attack, weapon damage, and saving throws. Performing a song of despair is a standard action to begin and a dragon may continue to sing as a swift action each round. While singing the dragon may not cast spells with verbal components. A basilo dragon is immune to the songs of other basilo dragons.

Jet (Ex): While swimming a basilo dragon may jet forward at great speed. When swimming an adult or older basilo dragon that takes a run action moves ten times their normal speed instead of four times it.

Song of Destruction (Su): Once per day an old or older basilo dragon may alter its song so that it is audible to most creatures and is made to destroy them. It is not the sound itself, but the magical powers it invokes which is most deadly. When a basilo dragon performs its song of destruction creatures and objects within 60-ft of the dragon and within the water, take 8d8 sonic damage per round. A successful Fortitude save (same DC as Frightful Presence) halves this damage. Performing a song of destruction is a standard action to begin and a dragon may continue to sing as a swift action each round. While singing the dragon may not cast spells with verbal components. A basilo dragon is immune to the songs of other basilo dragons.

Lose Breath (Su): Any creature struck by a great wyrm basilo dragon’s bite attack has any spells (including polymorph and body altering effects) which grant the ability to breathe water dispelled. In addition any creature struck by a great wyrm basilo dragon’s bite attack must make a DC 42 Fortitude save (the DC is constitution based) or be unable to hold its breath for 1 round and lose any breath it is already holding causing it to start drowning unless it has some means to breathe weapon.

Spells: A basilo dragon casts spells as a sorcerer of the listed level.

Spell-like Abilities: 3/day Control Water (ancient or older).

Skills: Survival and Swim are class skills for basilo dragons.

Zaydos
2010-10-25, 04:01 PM
I don't think I ever gave you my request for a prehistoric dragon. Do you think you could add a basilosaurus dragon on to that big old boat load of requests you've got?

Is the above satisfactory (sorry it took so long got caught up in the 7 Heavens)?

monkman
2010-10-25, 04:15 PM
Zaydos i would give these creature higher str, If they have low str then these creature are extreamly weak and then are not able to hurt/kill anyone
there a space in your table making that the str is in the nothing and there is no cha
you fixed it so no comments

Zaydos
2010-10-25, 04:17 PM
Zaydos i would give these creature higher str, If they have low str then these creature are extreamly weak and then are not able to hurt/kill anyone

I blinked a few times when I read this, scrolled up to the table and then realized I had an unlisted column and everything right of hit dice were shifted one extra step to the right. It's supposed to have 10 Dex... and end up with 51 Strength which should be enough to hurt most people.

Edit: Ninja editted.

Silverscale
2010-10-25, 08:18 PM
An interesting note for the HP themed dragons, this site http://en.wikipedia.org/wiki/Hogwarts notes that according to J.K. Rowling Hufflepuff roughly corresponds to the element of Earth, and Ravenclaw roughly corresponds to the element of Air. It would not be too much of a stretch therefore to have Gryffendor correspond to Fire and Slytherin correspond to Water. Also the site lists the major adjectives associated with each of the house.

On a side note; it is stated that Muggles are unable to see Hogwarts, instead seeing ruins and signs of danger. Perhaps the Hogwarts Dragon is similarly unable to be seen by anyone with no casting ability, though for the sake of game play I would stipulate that the ability to cast Divine Magic is enough to be able to see them, thus allowing both Divine Casters and Arcane Casters to see them, but not Fighters or other non-magic wielding folk (Not sure about psionics since I rarely use them in my games........)

As to which Halloween Dragon to do....why not do them all or at least all the ones different enough to be counted separately.

Debihuman
2010-10-25, 09:26 PM
The Frightful Presence column is blank in the Basilo dragon.

Debby

The Tygre
2010-10-25, 09:43 PM
ALON-SQUUEEEEEEEE! Which is to say, it's perfect. :smallbiggrin: Have you thought about making a subtype for all these prehistoric dragons, like maybe they're actually the forerunners or primitive forms of modern dragons?

Zaydos
2010-10-25, 10:35 PM
The Frightful Presence column is blank in the Basilo dragon.

Debby

Fixed it; thanks (forgot to remove the dividers when I decided they shouldn't have breath weapons).


ALON-SQUUEEEEEEEE! Which is to say, it's perfect. :smallbiggrin: Have you thought about making a subtype for all these prehistoric dragons, like maybe they're actually the forerunners or primitive forms of modern dragons?

Thought about it, and I'm still considering doing it for listing purposes if nothing else. The reason I haven't is that they have very different powers and even sources. For example Lepidodendron Dragons have all the standard dragon abilities (except they cast as a druid and not a sorcerer), Gorgonid Dragons lack spells, and Basilo Dragons lack a breath weapon. That's not to say that making these hasn't gotten me thinking about dragon evolution (examples spoilered)

I actually see Basilo Dragons as having evolved from, probably black, dragons stranded on a water world with a low level of background magic so that the draconis fundamentalis had to adapt to focus purely on its primary role of converting food to energy and lost its ability to produce breath weapons; as their hind legs perform no function in gathering food and in fact slow it in the water they were lost as well.
Meanwhile I think Lepidodendron Dragons, as the climate changed away from their moist habitats became closer to the growing fey courts and eventually became the Arbor Dragons such as Redwood, Oak, and Willow Dragon.
Gorgonid Dragons I see as related to Bellum Dragons (although I fluffed those as being an act of divine creationism, I did this while making Bellum Dragons) and Enyo Dragons, as well as possibly Solania Dragons.
I think I could actually start on other breeds of dragons but I won't yet.

Zaydos
2010-10-26, 12:00 PM
Sun Dragon:
Dragon (Fire)
Environment: Fire worlds, wildspace, or any warm land
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
Challenge Rating: Wyrmling 5; very young 7; young 9; juvenile
11; young adult 14; adult 16; mature adult 19; old 21; very old 22;
ancient 24; wyrm 25; great wyrm 27
Treasure: Double Standard.
Alignment: Always Lawful Good.

Sun dragons were named such either because they are typically (but not always) found near the fiery primaries of crystal spheres or because their red and yellow flaming bodies resemble the sun. Sun dragons see themselves as the guardians of wildspace, hating the phlogiston due to their explosive nature which renders travel through the Flow deadly to adults of the species. In their self-appointed roles as guardians sun dragons will patrol space lanes to make sure that they are safe from pirates, neogi, and illithids.

Sun dragons have a strong sense of honor and duty. They believe it is the duty of the strong to defend the weak, and that for one to abuse such power is the greatest dishonor possible. As such they have a hatred for those they see as abusing their powers which sometimes leads them to fight other lawful creatures. This makes them very prone, though, to fighting against Lawful Evil and Chaotic Evil creatures.

As beings born to fly through the void of wildspace sun dragons believe it is the duty of their groundling kin to protect groundlings. As space has so few dragons it is up to those it does have to defend the squishy humans which ply its depths. As such sun dragons are rarely seen on groundling planets. Due to their needs for food and nests, though, sun dragons can occasionally be seen on planets although they have no great love for them, preferring to fly through the skies.

A sun dragon will occasionally skim a world for food, flying down to guzzle water and microscopic protists and algae to fuel their draconic bodies before bursting back into the skies. If there are no convenient asteroid belts, or semi-solid fire bodies in the sphere, sun dragons will also use earth bodies as nesting grounds to raise their young as young space dragons cannot fly at spelljamming speeds and need a conveniently available food source.

Sun dragons have bright and reflective red and yellow scales, although only in the youngest is this easily recognized as their scales quickly grow white hot and are eventually engulfed in fire. Their heads are wide, and flat topped, with relatively short snouts and their eyes are large for dragonkind. They have three pairs of smaller wings instead of the large wings of most dragons and even their tails have a long fin-wings like those of gold and brass dragons.

Adaptation: If you don’t use Spelljammer (which most of us don’t; I’ve never actually gotten to play it but I got the books as a kid and loved the setting) then you can strip away the space flavor from this dragon fairly easily. In this case it becomes more limited in the scope of its defensive ideals, living in tropical lands where it acts as a great protector beast/spirit to nearby inhabitants serving to protect them against evil and injustice. Remove Breathless, and Small Eater and Natural Spelljammer.



Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence


Wyrmling
M
7d12+14 (59 hp)
21
10
15
12
13
12
7/12
12
7
5
6
2d10
15
-


Very Young
L
10d12+20 (85 hp)
25
10
15
12
13
12
10/21
16
9
7
8
4d10
17
-


Young
L
13d12+39 (117 hp)
27
10
17
14
15
14
13/25
20
11
8
10
6d10
19
-


Juvenile
H
16d12+48 (143 hp)
29
10
17
14
15
14
16/33
23
13
10
12
8d10
21
-


Young Adult
H
19d12+76 (199 hp)
31
10
19
16
17
16
19/37
27
15
11
14
10d10
23
22


Adult
H
22d12+110 (253 hp)
33
10
21
16
17
16
22/41
31
18
13
16
12d10
26
24


Mature Adult
H
25d12+150 (312 hp)
35
10
23
18
19
18
25/45
35
20
14
18
14d10
28
26


Old
G
28d12+168 (350 hp)
39
10
23
18
19
18
28/54
38
22
16
20
16d10
30
28


Very Old
G
31d12+217 (418 hp)
41
10
25
20
21
20
31/58
42
24
17
22
18d10
32
30


Ancient
G
34d12+272 (493 hp)
43
10
27
20
21
20
34/62
46
27
19
24
20d10
35
32


Wyrm
C
37d12+343 (573 hp)
47
10
29
22
23
22
37/71
47
29
20
26
22d10
37
34


Great Wyrm
C
40d12+400 (650 hp)
49
10
31
24
25
24
40/75
51
32
22
29
24d10
40
37





Age
Speed
Init
AC
SR
Special Abilities
Caster Level


Wyrmling
40-ft, fly 200-ft (good), swim 20-ft
+0
16 (+6 natural)
-
Immunity to fire, cold vulnerability, breathless, small eater
-


Very Young
40-ft, fly 250-ft (good), swim 20-ft
+0
18 (-1 size, +9 natural)
-
Burning Flesh
-


Young
40-ft, fly 250-ft (good), swim 20-ft
+0
21 (-1 size, +12 natural)
-
Natural Spelljammer
-


Juvenile
40-ft, fly 300-ft (good), swim 20-ft
+0
23 (-2 size, +15 natural)
-
Mind Shield
1st


Young Adult
40-ft, fly 300-ft (good), swim 20-ft
+0
26 (-2 size, +18 natural)
19
DR 5/magic
3rd


Adult
40-ft, fly 300-ft (good), swim 20-ft
+0
29 (-2 size, +21 natural)
21
Body of Flames
5th


Mature Adult
40-ft, fly 300-ft (good), swim 20-ft
+0
32 (-2 size, +24 natural)
23
DR 10/magic
7th


Old
40-ft, fly 350-ft (good), swim 20-ft
+0
33 (-4 size, +27 natural)
25
Solar Inferno
9th


Very Old
40-ft, fly 350-ft (good), swim 20-ft
+0
36 (-4 size, +30 natural)
27
DR 15/magic
11th


Ancient
40-ft, fly 350-ft (good), swim 20-ft
+0
39 (-4 size, +33 natural)
29
Inferno Body
13th


Wyrm
40-ft, fly 400-ft (good), swim 20-ft
+0
38 (-8 size, +36 natural)
31
DR 20/magic
15th


Great Wyrm
40-ft, fly 400-ft (good), swim 20-ft
+0
41 (-8 size, +39 natural)
33
Death Throes
17th



Special Abilities

Breath Weapon (Su): A sun dragon has a single type of breath weapon a cone of fire dealing the listed damage (reflex halves).

Breathless (Ex): A sun dragon has no need to breathe.

Small Eater (Ex): A sun dragon needs to only eat 1 meal a month, and drink the appropriate amount of water once a month instead of once a day.

Burning Flesh (Su): A very young or older sun dragon’s body is red hot and any creature or object touching it takes 2d6 fire damage per round of contact or per unarmed strike/natural weapon that they hit the sun dragon with.

Natural Spelljammer (Su): A young or older sun dragon may reach Spelljamming speeds in the same circumstances as a spelljamming vessel. In addition when outside of the gravity of an object at least one mile in its largest dimension a sun dragon may fly at 10 times its normal fly speed. The dragon produces fresh oxygen at the same rate its body's flames would burn it.

Mind Shielding (Su): A sun dragon’s mind is shielded against mental intrusion. Although not impenetrable to it, any attempt to affect a juvenile or older sun dragon with a mind-affecting spell (or psionic power), spell-like ability, or other ability affected by SR requires a caster against a DC equal to the sun dragon’s Hit Dice. This is in addition to the sun dragon’s SR and both must be checked against separately.

Body of Flames (Su): An adult or older sun dragon’s body is actively licked by fires leaking from within it. Any creature striking it in melee without a reach weapon takes 4d6 damage (this does not stack with the damage from Burning Flesh). Should an adult or older sun dragon be submerged in water this ability functions for 1 round before being suppressed. Should an adult or older sun dragon enter the Phlogiston it immediately explodes in a fire ball that radiates in all directions as far as a dragon of the same size’s line breath weapon would extend dealing damage equal to its hit points (Reflex save halves, DC equals breath weapon’s) to all creatures within the radius and killing the dragon destroying its body.

Solar Inferno (Su): 1/day as a standard action an old or older sun dragon may call upon its massive reserves of internal energy to create a horrible inferno of flames. For 1 minute per age category the dragon is surrounded by a swirling inferno of fire which deals 1d6 fire damage per age category (Reflex halves; same DC as Frightful Presence), this swirling inferno extends 60-ft at huge or smaller, 90-ft at gargantuan, 120-ft at colossal, and 200-ft at colossal +.

Inferno Body (Su): An ancient or older sun dragon’s flames burn even hotter. Its Body of Flames ability deals extra damage equal to its Charisma modifier.

Death Throes (Ex): A great wyrm sun dragon explodes upon death dealing its breath weapon damage to all creatures within 120-ft (Reflex halves; same DC as its breath weapon).

Spells: A sun dragon casts spells as a sorcerer of the listed level they may also choose spells from the Fire, Sun, and Dragon domains.

Silverscale
2010-10-26, 06:27 PM
With the Sun Dragon you now have over 70 Dragons. I think it's time to update the thread title.

Zaydos
2010-10-26, 06:34 PM
>.>
<.<
Shhh... I was hoping nobody would notice for another week.If you ask why; it's a secret

firemagehao
2010-10-26, 08:14 PM
How about a Sci-Fi dragon.

Zaydos
2010-10-26, 09:51 PM
How about a Sci-Fi dragon.

A dragon based on sci-fi tropes with laser breath that eventually becomes anti-matter breath?

A dragon which could be used for science fiction without anything intrinsically magical and only low levels of breaks from reality (possibly using the they eat hydrogen/helium rich substances and use enzymes in their body to isolate the gasses and thus fly approach or else going flightless).

A dragon based upon a certain novel series or sub-genre?

A biomech dragon piloted by a young Japanese school-child with social/psychological problems (and a whole bunch of daddy issues) to defend the world from other dragons which are coming to destroy all humanity?

Edit: Realized where I was serious and where I was being a sarcastic jerk joking weren't really clear in the above post. I have colored the joking portion green for clarity. The rest are in fact serious questions, while the last was just an example of some of the absurdity possible.

DrWeird
2010-10-27, 12:45 PM
a Dune Sandworm Dragon. Not a desert dragon, not an earth dragon, not some intrinsic dragon with a burrow speed, an honest to Ao Dune-Universe Sandworm inspired Dragon.

He who controls the spice, controls the universe.

Zeofar
2010-10-27, 10:23 PM
a Dune Sandworm Dragon. Not a desert dragon, not an earth dragon, not some intrinsic dragon with a burrow speed, an honest to Ao Dune-Universe Sandworm inspired Dragon.

He who controls the spice, controls the universe.

http://icanhascheezburger.files.wordpress.com/2007/01/spicekitty.jpg

(Lazers sound pretty nice to me, if you want to go cheezy.)

flabort
2010-10-28, 12:53 PM
Kitty!! :smallbiggrin:

If you want to do a sci-fi dragon, why not base it off of Lego genetics? (http://tvtropes.org/pmwiki/pmwiki.php/Main/LegoGenetics)

DrWeird
2010-10-28, 03:10 PM
Made a picture for it.

http://img222.imageshack.us/img222/9272/sandworm.gif

Zaydos
2010-10-29, 06:11 AM
Shroud Dragon
LARGE CONSTRUCT (DRAGONFORGED)
HD 14d10+44 (114 hp)
Speed 40 ft. (8 squares); Fly 60-ft (average)
Init: +1
AC 18; touch 10; flat-footed 17 (-1 size, +1 Dex, +8 natural)
BAB +10; Grp +22
Attack Bite +17 melee (3d6+8)
Full-Attack Bite +17 melee (3d6+8) and 2 claws +15 melee (1d8+4)
Space 10 ft.; Reach 5 ft. (bite 10-ft)
Special Attacks: Frightful Presence, Breath Weapon, Moans of the Flesh, Consume
Special Qualities: Fast Healing 5, Construct Traits, Blindsense 60-ft, Fire Immunity, Turning Vulnerability, Turn Resistance +2.
Saves Fort +9, Ref +6, Will +9.
Abilities Str 27, Dex 12, Con -, Int 6, Wis 10, Cha 15
Skills: Spot +9, Listen +10.
Feats: Multiattack, Improved Natural Weapon (bite), Improved Toughness, Stand Still, Power Attack, Cleave.
Environment: Any land or underground (graveyards)
Organization Solitary, pair, masquerade (3-8)
Challenge Rating: 8
Treasure Standard
Alignment: Always Neutral Evil
Advancement 15-18 HD (large), 19-24 HD (huge), 25-30 HD (gargantuan)
Level Adjustment: -

Shroud dragons are not, as their name implies, dragons. Their means of animation does, though, draw upon draconic spirits and energies to give them their power. Shroud dragons were first made by a master tailor who once made the costumes for royal masquerades, until a new king came into power and ended the masquerades. The costume maker turned to his art, making more and more costumes, trying to make the perfect costume. These costumes animated during the light of the full moon to dance the old balls.
Plague came to the city, and these dancing costumes were blamed. The townsfolk burnt them as they danced, and the costume maker was awakened by the burning costumes clambering to get back into his home. His house ignited. The old man tried to flee only to be threatened by the angry peasants carrying farming implements turned weapons and torches, who forced him back into the burning house. He retreated to his final piece of work, a dragon costume sewn from the scales of a red dragon and the finest silks. Inside his costume the costume maker burnt to death, and the costume itself was reduced to taters only surviving at all due to the blood red scales that made up so much of it.
The plague continued in the city, but now something else moved and stalked the streets. Slain by men the desire for vengeance had still burnt in the dragon costume. Burnt by his neighbors, the costume maker’s hatred merged with the dragon’s and focused it against the townsfolk. The magic of the tailor’s art gave them a vehicle for their wrath in the form of the half destroyed costume. It prowled the streets at night, eating any foolish enough to leave their homes, preying by choice on the king’s courtiers. With each body it consumed its tattered frame became more complete, and more powerful. Eventually it was too large to walk the streets of the city any longer, and taking to the air it broke down the palace walls and bursting into the castle the massive beast devoured the king himself.
The city was soon abandoned as merchants and peasants fled the city ruled by the unliving monstrosity. Heroes came, astride mighty white steeds the paladins of the Solar Circlet rode into town. They slew the creature, and dozens of its unholy spawn, and people returned to the city. But the paladins warned that they did not know if all the creatures were gone, for the tunnels beneath the castle went far, old escape routes that stretched ten miles in any direction, and even now the means of the creature’s duplication is unknown. Thankfully these duplicates lacked the original’s burning ambition and keen intellect, and are little more than flesh-hungry beasts.
Shroud dragons appear as dragons made from the stitching together of human flesh, especially faces. Their teeth and claws are made up of jaggedly broken bones, and a framework of human bones supports their body. Their eye sockets are empty, staring into a dark empty head. They can understand and speak Common and Draconic, although they rarely choose to do so.

Breath Weapon (Su): As a standard action a shroud dragon may breath out a blast of flesh rotting dust. This fills a 30-ft cone and deals 10d6 damage to living creatures with flesh within the area. A Fort save DC 19 halves the damage (the DC is Charisma based). After using this breath weapon a shroud dragon must wait 1d4 rounds to use it again.

Consume (Su): A shroud dragon may perform a coup de grace with its bite attack as an attack action (taking its bite attack for the round). In addition if they kill a creature via a coup de grace they pull out a portion of that creature’s soul and a mass of its skin (including its face). This flesh adds to the dragon’s body healing it 3d8+5 hp and giving it a +2 to Str and Dex for 1 round per hit die of the slain creature.

Frightful Presence (Ex): If the shroud dragon attacks, roars, or otherwise performs a threatening action, all creatures within 30-ft which can see it and have 16 or less hit dice must make a Will save (DC 19, charisma based) or be shaken for as long as they remain within 30-ft of the shroud dragon and 2d6 rounds thereafter.

Moans of the Flesh (Su): As a standard action a shroud dragon may make the faces of the creatures whose bodies make up its form moan in despair. All creatures within 60-ft must make a DC 19 Will save (the save DC is charisma based) or be shaken for 3d6 rounds; regardless of whether they succeed or fail their save they suffer a -2 to attacks, AC, and saves for the duration. This is a mind-affecting, fear effect and no creature can be affected by the Moans of the Flesh ability of a given shroud dragon more than once within 24 hours.

Turning Vulnerability (Ex): Despite not being an undead creature a shroud dragon can be turned and rebuked as if it were an undead creature.

Zaydos
2010-10-29, 06:15 AM
Candy Dragon:
Dragon (Feykin)
Environment: Any forest
Organization: Solitary, pair, family (2-5), or trap (2-5 and a hag or evil sorceress)
Challenge Ratings: Wyrmling ½, young 2, adult 3, old 5, wyrm 7, great wyrm 9.
Treasure: ½ standard treasure’s value in candy
Alignment: Often Neutral Evil.

Lurking in the deep woods of Alger dwells a dragon sickly sweet. How this dragon came about I cannot attest, it is a mystery even to me, but I have seen them with my own eyes. Their blood is like liquid chocolate, their teeth candy corn, their flesh a hard candy. They are most commonly found accompanying witches, who use them to lure children in and eat them, although some members of the species have adapted and now lure children in as food all their own.

Few weapons fully harms a candy dragon save magical teeth. They are also highly vulnerable to acid which can cause them to dissolve, but are resistant to both fire and cold. Their breath weapons cause debilitating stomach sickness in all but the most hardy of creatures. The plus side is that they are quite delicious.

-Zasper, Grand Archmage of the 10th Circle, Bearer of the Crystal Crown, Keeper of the Transfinite Seal, He Who Walks Amongst Dragons, Friend to Bahamut, Foe to Tiamat, Hero of a Hundred Kingdoms, Keeper of the 89th Secret of Talorn, Walker of Worlds, the Immaculate Sage, the Purple Archmage, Champion of Halm, and former Emperor of Cyrell (retired).

Candy Dragons
{table]Age| Size| Hit Dice | Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon
"Wyrmling"| D| 1d12+1 (7 hp) | 9| 14| 13| 6| 11| 10| 1/-12| 4| 3| 4| 2| DC 11
"Young"| T| 3d12+6 (25 hp) | 11| 14| 15| 8| 13| 12| 3/-5| 5| 5| 5| 4| DC 13
"Adult"| T| 5d12+10 (42 hp) | 13| 14| 15| 10| 15| 14| 5/-2| 8| 6| 6| 6| DC 14
"Old"| S| 7d12+21 (66 hp) | 15| 14| 17| 10| 15| 14| 7/5| 10| 8| 7| 7| DC 16
"Wyrm"| S| 9d12+36 (94 hp) | 19| 14| 19| 12| 17| 16| 9/9| 14| 10| 8| 9| DC 18
"Great Wyrm"| M| 11d12+55 (126 hp) | 23| 14| 21| 14| 19| 18| 11/17| 17| 12| 9| 11| DC 20[/table]

{table]Age |Speed |Init |AC |SR |Special Abilities |Caster Level |Bite Damage |Claw Damage |Breath Weapon Range
"Wyrmling"| 20-ft, fly 30-ft (good) |+2 |16 (+4 size, +2 Dex) |- |Acid vulnerability, resist fire 10, resist cold 10 |- |1d3 |1d2 |10-ft
"Young"| 40-ft, fly 60-ft (average) |+2 |16 (+2 size, +2 Dex, +2 natural) |- |DR 5/slashing and piercing and bludgeoning |- |1d4 |1d3 |15-ft
"Adult"| 40-ft, fly 60-ft (average) |+2 |18 (+2 size, +2 Dex, +4 natural) |14 |Resist Fire 20, Resist Cold 20, Charm Person |1st |1d4 |1d3 |15-ft
"Old"| 40-ft, fly 90-ft (average) |+2 |19 (+1 size, +2 Dex, +6 natural) |17 |DR 5/slashing and piercing and bludgeoning and magic |3rd |1d6 |1d4 |20-ft
"Wyrm"| 40-ft, fly 90-ft (average) |+2 |21 (+1 size, +2 Dex, +8 natural) |19 |Resist Fire 30, Resist Cold 30, Dominate Person |5th |1d6 |1d4 |20-ft
"Great Wyrm"| 60-ft, fly 120-ft (poor) |+2 |22 (+2 Dex, +10 natural) |22 |DR 10/slashing and piercing and bludgeoning and magic |7th |1d8 |1d6 |30-ft[/table]

Candy Dragons and aging
{table]Category |Age
"Wyrmling" |0-3 years.
"Young" |4-15 years.
"Adult" |16-30 years
"Old" |31-45 years.
"Wyrm"| 46-90 years.
"Great Wyrm"| 91 + Charisma score times 5 years.[/table]

Special Abilities:

Breath Weapon (Su): A candy dragon has a single type of breath weapon, a cone of stomach ache inducing sweet gas. This gas tastes like pure sugar, but any creature caught in the cone must make a Fortitude save (of the listed DC) or be nauseated for 1d4 + age category rounds. A creature that makes its save is sickened for the duration instead.

Spells: A candy dragon casts spells as a sorcerer of the indicated level.

Spell-like Abilities: 3/day: Charm Person (“adult” or older); 1/day: Dominate Person (“wyrm” or older).

Skills: Bluff, Concentration, Hide, Knowledge (all skills selected seperately), Listen, Move Silently, Search, Sense Motive, Spot, and Use Magic Device are all class skills for candy dragons.

Zaydos
2010-10-29, 06:16 AM
Deimos Dragon
Dragon (Chaos, Evil, Extraplanar)
Environment: Temperate and Warm Forest and Mountain (http://www.giantitp.com/forums/showthread.php?t=173299]61st ( )
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or hunt (2-5).
Challenge Rating: Wyrmling 4; very young 6; young 8; juvenile 9; young adult 10; adult 12; mature adult 14; old 15; very old 17; ancient 18; wyrm 20; great wyrm 22
Treasure: Standard.
Alignment: Always Chaotic Evil.

Deimos dragons dwell on http://www.giantitp.com/forums/showthread.php?t=173299]Deimos ( [url) the 61st layer of the Abyss. There they serve Amdusias its horrific lord, and prey upon creatures foolish enough to enter the Abyss. Their origins trace back to a single blue dragon that found itself trapped in the Maw of Webs and was offered a choice by Amdusias, become one of his mates or die. It chose the former and became the mother of a race of fiendish dragons known today as Deimos dragons.

Deimos dragons appear as blue and white scaled dragons. A great pair of goat horns ordains their head and they each have 6 red insectoid eyes. The dragons’ mouths drip with venom and they move about the cliffs and webs of the plane like spiders. Their wings are pure white.

Deimos dragons love the chase, and have been known to make warning calls towards creatures they are hunting. They love when their prey breaks into a run of terror, fleeing from fright and fear, only to be crushed by the quicker dragon. They are especially fond of driving their victims into the Maw of Webs to be trapped and devoured.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence
Wyrmling S 6d12+6 (45 hp) 13 10 13 10 11 10 6/3 8 6 5 5 2d8 14 13
Very Young M 9d12+18 (76 hp) 15 10 15 10 11 10 9/11 11 8 6 6 4d8 16 14
Young M 12d12 + 24 (102 hp) 17 10 15 12 13 12 12/15 15 10 8 9 6d8 18 17
Juvenile L 15d12+45 (142 hp) 19 10 17 12 13 12 15/23 18 12 9 10 8d8 20 18
Young Adult L 18d12+72 (189 hp) 23 10 19 14 15 14 18/28 23 15 11 13 10d8 23 21
Adult H 21d12+105 (241 hp) 27 10 21 16 17 16 21/37 27 17 12 15 12d8 25 23
Mature Adult H 24d12+120 (276 hp) 29 10 21 16 17 16 24/41 31 19 14 17 14d8 27 25
Old H 27d12+162 (337 hp) 31 10 23 18 19 18 27/45 35 21 15 19 16d8 29 27
Very Old H 30d12+180 (375 hp) 33 10 23 18 19 18 30/49 39 23 17 21 18d8 31 29
Ancient G 33d12+231 (445 hp) 35 10 25 20 21 20 33/57 41 25 18 23 20d8 33 31
Wyrm G 36d12+288 (522 hp) 37 10 27 20 21 20 36/61 45 28 20 25 22d8 36 33
Great Wyrm G 39d12+312 (565 hp) 39 10 27 22 23 22 39/65 49 29 21 27 24d8 37 35



Age Speed Init AC Special Abilities SR
Wyrmling 60-ft, fly 100-ft (average), climb 40-ft +0 16 (+1 size, +5 natural) Electricity immunity, poison immunity, horns, web-walking -
Very Young 60-ft, fly 150-ft (poor), climb 40-ft +0 18 (+8 natural) Poison, Ventriloquism -
Young 60-ft, fly 150-ft (poor), climb 40-ft +0 21 (+11 natural) DR 5/good or cold iron -
Juvenile 60-ft, fly 150-ft (poor), climb 40-ft +0 23 (-1 size, +14 natural) Fear -
Young Adult 60-ft, fly 150-ft (poor), climb 40-ft +0 26 (-1 size, +17 natural) DR 10/good or cold iron 21
Adult 60-ft, fly 150-ft (poor), climb 40-ft +0 28 (-2 size, +20 natural) Aura of Fear 23
Mature Adult 60-ft, fly 150-ft (poor), climb 40-ft +0 31 (-2 size, +23 natural) DR 15/good or cold iron 25
Old 60-ft, fly 150-ft (poor), climb 40-ft +0 34 (-2 size, +26 natural) Nightmare Terrain 27
Very Old 60-ft, fly 150-ft (poor), climb 40-ft +0 37 (-2 size, +29 natural) DR 20/good or cold iron and DR 10/good and cold iron 29
Ancient 60-ft, fly 200-ft (clumsy), climb 40-ft +0 38 (-4 size, +32 natural) Quickened Death Dragon 31
Wyrm 60-ft, fly 200-ft (clumsy), climb 40-ft +0 41 (-4 size, +35 natural) DR 20/good and cold iron 34
Great Wyrm 60-ft, fly 200-ft (clumsy), climb 40-ft +0 44 (-4 size, +38 natural) Death from Fright 37


Special Abilities:

Breath Weapon (Su): A Deimos dragon has a single breath weapon, a line of electricity dealing the listed damage (Reflex halves).

Web-walking (Ex): A Deimos dragon is never caught or tangled in a web of any sort (including that created by a Web spell) and may move over them at its climb speed.

Horns: A Deimos dragon’s horns give it a headbutt attack which deals the same damage as their claws but is bludgeoning.

Poison (Ex): A very young or older Deimos dragon’s bite attack carries a poison which deals 1d6 Strength damage as both initial and secondary damage. The save DC is the same as their breath weapon’s.

Fear Aura (Su): An adult or older Deimos dragon’s Frightful Presence becomes more powerful. It may affect dragons as well as creatures with immunity to Frightful Presence and creatures which fail their saves are frightened instead of shaken. Creatures of less than 5 HD which fail their saves die from fear.

Death from Fright (Su): As a standard action, 3/day, a great wyrm Deimos dragon can instill so much fear in a creature within 100-ft that it dies. This is a mind-affecting fear effect as well as a death effect. A successful Will save reduces it to merely 10d6 damage and the target is shaken for 1 minute.

Zaydos
2010-10-29, 06:18 AM
Mummified Dragon (Template)
Many adventurers have heard of mummies. Ritualistically killed and reanimated tomb guards, who carry a deadly disease and fear only fire. What many adventurers don’t know is that humans are not the only race to create mummies. The first mummified dragons were made by a powerful blue dragon priest-king to guard his lair which would become his tomb.
Mummified dragons serve much the same purposes as mummies, they are unflinching undead warriors who will fight till they or their opponent are dead. Rarely, if ever, though do they serve the dark god whose powers animate them; instead most mummified dragons were unwilling sacrifices.

“Mummified Dragon” is an acquired template that can be added to any true dragon (hereafter referred to as the base creature). A mummified dragon uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: The base dragon’s Hit Dice remain the same, but it loses any Constitution bonus to its hit points (see Abilities, below). However, a mummified dragon adds its Charisma bonus to its hit points (see Profane Toughness below).

Speed: A mummified dragon’s flight maneuverability is reduced by one grade (to a minimum of clumsy) and its land speed is reduced by 10-ft (if the dragon has a burrow or climb speed that is equal to its land speed, then its burrow and climb speeds are reduced by 10-ft as well).

AC: A mummified dragon’s natural armor bonus increases by +4.

Special Attacks: A mummified dragon retains the base creatures special attacks and gains:

Breath Weapon (Su): A mummified dragon’s breath weapon’s save DC is now Charisma based instead of Constitution based. A mummified dragon gains an additional breath weapon if it already has a breath weapon. The use of this breath weapon is restricted by all the same restrictions as the base creature’s breath weapon(s) and is the same size and shape. Any creature caught in it must make a Fortitude save (DC 10 + ½ Hit Dice + Charisma).

Mummy Rot (Su): Supernatural disease—bite, Fortitude DC 10 +1/2 hit dice + Charisma, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.
Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

Aura of Despair (Su): A mummified dragon loses its Frightful Presence but gains an Aura of Despair with the same range. Any creature within this aura that sees the dragon must make a Will save (DC 10 +1/2 hit dice + Charisma) or be paralyzed in fear for 1d4 +1/2 age categories rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummified dragon’s despair ability for 24 hours.

Special Qualities: A mummified dragon retains all the base creature’s special qualities (except for subtypes) and gains the abilities listed below. If the base dragon had any immunities based on its subtype (such as immunity to fire for the fire subtype), it keeps those immunities despite losing the subtype.

Damage Reduction 5/- (Ex): A mummified dragon retains any damage reduction it had in life and gains DR 5/-. If the dragon already had DR 5+/- its DR /- is increased by 2.

Fire Vulnerability (Ex): A mummified dragon gains vulnerability to fire unless it is already immune to fire.

Profane Toughness (Ex): A mummified dragon adds its Charisma modifier if positive to its hit points.

Saves: As undead, mummified dragons are immune to anything that requires a Fortitude save unless it affects objects.

Abilities: Increase from the base dragon as follows: Str +8, Int -4, Wis +4, Cha +4. As undead creatures, mummified dragons have no Constitution score.
Organization: Solitary or warden squad (2-5)
Challenge Rating: Same as the base dragon +3.
Treasure: Double standard.
Alignment: Usually Lawful Evil.
Advancement: Up to +2 HD.

Zaydos
2010-10-29, 06:19 AM
Hope you guys all enjoy them, and that you have a

HAPPY HALLOWEEN

Debihuman
2010-10-29, 07:10 AM
Very cool dragons indeed!. Unfortunately your tables are off a bit with the Age categories of the Candy dragon and the Breath Weapon/Frightful Presence of the Deimos dragon. Seems to be missing a "|" in places.

Shroud dragon seems to advance to an awful lot of HD for a creature made of cloth.

Otherwise, it looks really good.

Debby

Ziegander
2010-10-29, 07:25 AM
Candy Dragon is wonderful. :smallsmile:

Debihuman
2010-10-29, 07:39 AM
One more thing: is the maximum age category of the candy dragon Charisma X5 or Charisma modifier x 5? It looks like you are missing the word "modifier" there.

Debby

Zaydos
2010-10-29, 08:00 AM
One more thing: is the maximum age category of the candy dragon Charisma X5 or Charisma modifier x 5? It looks like you are missing the word "modifier" there.

Debby

Charisma times 5; it's the same as WotC used for (chromatic) dragonwrought kobolds, and the Draconomicon uses 50 times Charisma for "when Twilight" sets in for chromatic dragons (100 times Charisma for metallic dragons). So I stuck close to WotC's methods of determining draconic maximum ages which in itself is an oddity.

I will replace the x with the word times, though, as it is clearer.

Edit: On that note should I make a note about them entering the twilight like true dragons or should that be their absolute maximum like kobolds?

NecroticPunch
2010-10-30, 02:55 PM
Hey, Zaydos, can you make a Dragon of the Dance?

Zaydos
2010-10-31, 02:43 PM
Malison Dragon
Dragon (Evil)
Environment: Any land or Lower Plane.
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
Challenge Ratings: I don’t know Wyrmling 1/10, Very Young 1/8, Young 1/6, Juvenile 1/4, Young Adult 1/3, Adult 1/2, Mature Adult 1, Old 2, Very Old 3, Ancient 4, Wyrm 5, Great Wyrm 6
Treasure: Triple Standard
Alignment: Always Evil.

Now I must warn heroes of the greatest force of evil I have ever encountered. Their elders stand upon the same footing as arch-fiends, and their great wyrms may be even higher. Their greed knows no limits, and whole Crystal Spheres have fallen under the sway of singular members of the species. Thankfully I believe none live that have reached the great wyrm stage; Tiamat wants no rivals for her position.

These malison dragons are a foe for any hero. Their dark powers surpass those of a red dragon by as much as a red dragon’s surpass a kobold’s*, if not by far more than that. To slay a malison dragon you must deal with its powers of possession, its mastery of dark speech, and its powerful dark spellcasting surpassing that of all but the greatest archmages. Not only is it a magically formidable foe with these powers, it is highly intelligent (by adult hood only the most intelligent human wizards ever recorded can hope to rival its dreadful intellect), and its extremely powerful body makes it a deadly foe in melee even should it choose to forsake the use of its magical powers. When slain they release a dreadful curse upon the target, and the strongest dragons’ curses cannot be removed by any creature less than a god (or perhaps the mythical Mithril Dragons, said to be the direct spawn of Bahamut himself).

Malison dragons are beings of the greatest evil and depravity. In their search for power no deed is too horrible, or vile for them to commit. They are sadistic and foul, taking great pleasure in acts that even orcs and goblins would find too horrible to ever contemplate. They love to see the corruption of innocents, sorrow brought to those who were happy, true love torn asunder, and noble ideals crushed. Their love for evil is as pure as a fiend’s.

Malison dragons have no weakness I can report. They can cast spells to make a wizard tremble with jealousy, drawing upon spells normally only granted by the gods, or even spells that are normally studied by bards and assassins as easily as those of wizards and sorcerers. They are unaffected by necromancy, and age brings them immunity to any assault on their minds or any attempt to cripple their body. They can see in utter darkness, and their breath is a deadly burst of pure evil energy that kills indiscriminately. Not only does their breath lack elemental affinities to allow resistance, it also inflicts a diabolic disease called the faceless hate which only magic can cure. My advice to dragon slayers is do not face these beasts if you can avoid it, instead flee, evacuate the world and sphere in its entirety. If you must face one seek out a dragon of equal or greater power or the aid of the legions of the upper planes, those may be enough to help turn the battle against one of these terrifying creatures.

-Zasper; Grand Archmage of the 9th Circle, Bearer of the Crystal Crown, Friend to Bahamut, Foe to Tiamat, Hero of a Hundred Kingdoms, Keeper of the 89th Secret of Talorn, Walker of Worlds, the Purple Archmage, and Champion of Halm.

*Editor’s Note: Seems Zasper has never heard of Pun-Pun. Thank goodness.

As Zasper seems to have forgotten a physical description it is up to me to complete the task. Malison dragons have dark, blood red scales, blotched with black. Their wings are a dark purple and ooze a viscous red liquid. A malison dragon’s own blood is a deep purple, so dark as to be called black. They have five claws for foot, and long whip-like tails. Their tongues seem at first to be very deeply forked, but in truth they have two tongues.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence
Wyrmling H 25d12+175 (337 hp) 33 10 25 16 17 16 25/44 34 21 14 17 5d12 29 25
Very Young H 30d12+270 (465 hp) 37 10 29 20 21 20 30/51 41 26 17 22 10d12 34 30
Young G 35d12+385 (612 hp) 41 10 33 24 25 24 35/62 46 30 19 26 15d12 38 34
Juvenile G 40d12+520 (780 hp) 45 10 37 28 29 28 40/69 53 35 22 31 20d12 43 39
Young Adult G 45d12+675 (967 hp) 49 10 41 32 33 32 45/76 60 39 24 35 25d12 47 43
Adult C 50d12+850 (1175 hp) 53 10 45 36 37 36 50/87 63 44 27 40 30d12 52 48
Mature Adult C 55d12+1045 (1402 hp) 57 10 49 40 41 40 55/94 70 48 29 44 35d12 56 52
Old C 60d12+1260 (1650 hp) 61 10 53 44 45 44 60/101 77 53 32 49 40d12 61 57
Very Old C 65d12+1495 (1917 hp) 65 10 57 48 49 48 65/108 84 57 34 53 45d12 65 61
Ancient C+ 70d12+1750 (2205 hp) 69 10 61 52 53 52 70/115 91 62 37 58 50d12 70 66
Wyrm C+ 75d12+2025 (2512 hp) 73 10 65 56 57 56 75/122 98 66 39 62 55d12 74 70
Great Wyrm C+ 80d12+2320 (3280 hp) 77 10 69 60 61 60 80/129 105 71 42 67 60d12 79 75



Age Speed Init AC SR Special Abilities Caster Level
Wyrmling 60-ft, fly 250-ft (average) +0 35 (-2 size, +24 natural, +3 Deflection) 26 Immune to Acid, Death effects, energy drain, fire, negative energy, and necromancy, DR 10/epic, Profane Shield 6th
Very Young 60-ft, fly 250-ft (average) +0 42 (-2 size, +29 natural, +5 deflection) 33 Immunity to Ability Damage and Drain, Least Death Curse 9th
Young 60-ft, fly 300-ft (poor) +0 47 (-4 size, +34 natural, +7 deflection) 40 DR 15/epic 12th
Juvenile 60-ft, fly 300-ft (poor) +0 54 (-4 size, +39 natural, +9 deflection) 47 Immune to Mind-Affecting Effects, Death Curse 15th
Young Adult 60-ft, fly 300-ft (poor) +0 61 (-4 size, +44 natural, +11 deflection) 54 DR 20/epic and DR 5/- 18th
Adult 60-ft, fly 350-ft (clumsy) +0 64 (-8 size, +49 natural, +13 deflection) 61 Possession, See in Darkness 21st
Mature Adult 60-ft, fly 350-ft (clumsy) +0 71 (-8 size, +54 natural, +15 deflection) 68 DR 20/epic and DR 10/- 24th
Old 60-ft, fly 350-ft (clumsy) +0 78 (-8 size, +59 natural, +17 deflection) 75 Greater Death Curse, Dark Speech 27th
Very Old 60-ft, fly 350-ft (clumsy) +0 85 (-8 size, +64 natural, +19 deflection) 82 DR 20/epic and 15/- 30th
Ancient 60-ft, fly 400-ft (clumsy) +0 92 (-8 size, +69 natural, +21 deflection) 89 Wish 33rd
Wyrm 60-ft, fly 400-ft (clumsy) +0 99 (-8 size, +74 natural, +23 deflection) 93 DR 20/- 36th
Great Wyrm 60-ft, fly 400-ft (clumsy) +0 106 (-8 size, +79 natural, +25 deflection) 100 Pinnacle of Evil, True Death Curse 39th


Special Abilities

Breath Weapon (Su): Malison dragons have only one breath weapon a cone of corrupting energy. This energy deals the listed profane damage (this is considered evil for the purposes of regeneration) and infects targets with Faceless Hate (the DC to resist the disease is the same as the DC for this breath weapon) with no incubation time. A successful Fortitude save halves the damage and resists the disease. Faceless Hate can be found in the Book of Vile Darkness.

Profane Shield (Su): Malison dragons are warded by the pure spirit of evil and gain a deflection bonus to their AC equal to their Charisma bonus.

Least Death Curse (Su): When a very young or older malison dragon is slain it may curse the creature which kills it as per the spell Bestow Curse. The save DC is the same as the dragon’s Frightful Presence.

Death Curse (Su): When a juvenile or older malison dragon is slain it may curse the creature which kills it as per the spell Greater Bestow Curse. The save DC is the same as the dragon’s Frightful Presence. It may instead curse up to 4 creatures within 100-ft as per the Bestow Curse spell (DC same as the dragon’s Frightful Presence). The Death Curse of a juvenile or older malison dragon cannot be removed except by a Wish or Miracle spell.

Possession (Su): An adult or older malison dragon can possess creatures and objects as a fiend (see The Book of Vile Darkness and The Fiendish Codex I for complete rules).

See in Darkness (Su): An adult or older malison dragon may see in utter darkness (including magical darkness) as easily as full daylight.

Greater Death Curse (Su): When an old or older malison dragon is slain it may curse up to 8 creatures within 200-ft as per the Greater Bestow Curse spell (DC same as the dragon’s Frightful Presence). The Death Curse of an old or older malison dragon cannot be removed simply by the direct intervention of a deity, they may be suppressed for 1 week via a Wish or Miracle spell.

Dark Speech (Su): An old or older malison dragon gains the Dark Speech feat as a bonus feat and takes 1 less point of ability damage from using any Dark Speech ability.

Pinnacle of Evil: A great wyrm malison dragon gains Divine Rank 0.

True Death Curse (Su): When an great wyrm malison dragon is slain it may curse up to 12 creatures within 1 mile as per the Greater Bestow Curse spell (DC same as the dragon’s Frightful Presence). The Death Curse of a great wyrm malison dragon is passed on to your children, including those already born. The Death Curse of a great wyrm malison dragon cannot be removed simply by the direct intervention of a deity, they may be suppressed for 1 week via a Wish or Miracle spell.

Spells: A malison dragon casts spells as a sorcerer and may choose from the cleric spell list, the bard spell list, the Evil, Fury, Demonic, Diabolic, Corruption, Darkness, Greed, Pain, Dragon, Chromatic Dragon (Dragon Magazine), Baator, Grey Waste, and Abyss domains, and the sorcerer spell list.

Spell-like Abilities: 3/day Wish (ancient and older).

Skills: All skills are class skills for a malison dragon’s racial hit dice.

Zaydos
2010-10-31, 02:44 PM
HAPPY HALLOWEEN

I had been saving that one for more than a week; hope you all like it. I finally made an epic evil aligned dragon.

NecroticPunch
2010-10-31, 03:47 PM
That dragon.... it....

It's awesome.

Silverscale
2010-10-31, 06:57 PM
HAPPY HALLOWEEN

I had been saving that one for more than a week; hope you all like it. I finally made an epic evil aligned dragon.

There's only one thing missing from this Dragon......Challenge Ratings

The Tygre
2010-10-31, 07:12 PM
There's only one proper response to that dragon;

http://logo.cafepress.com/1/1221917.2111591.jpg

Zaydos
2010-11-01, 07:00 AM
Mithral Dragon
Dragon (Good, Fire, Cold, Water, Earth, Air)
Environment: Any land or Upper Plane.
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
Challenge Ratings: Its power level, IT’S OVER NIIINE-THOOOOUUUUSANDDDDD!!!!
Honestly, the game breaks down before their higher age categories so I’m going to admit my inability to give even a semblance of an accurate CR for these guys; my scouter only goes so high.
Treasure: Triple Standard
Alignment: Always Good.

The grand, the mighty, the awe-inspiring, mithral dragons are amongst the greatest forces of good in the multiverse. Rare beyond belief, mithral dragons have the full power one would expect from a race said to have sprung from the coupling of Bahamut and an obscure draconic goddess. Mithral dragons wield this power with the knowledge that having it makes them responsible for its use, and that lack of use can be as bad as abuse. To fail to save a life through inaction is no better than to have murdered them yourself, is the philosophy of mithral dragons and they are known to scold lesser metallic dragons on this principle. Evil is lucky that they are so rare; so rare in fact that it is rumored there are less than five, if any, surviving great wyrms in the entire multiverse. When there are that few, the problems of one world must be measured against those of a thousand others and the mithral dragons cannot be everywhere at once.

Mithril dragons are rarities wherever they are found and not native to any one point. The most likely place to encounter one is Bahamut’s palace on Mount Celestia, because many pilgrimage there between quests, but normally they wander the planes as night-errants.

Mithril dragons have bodies the color of pure mithral, their eyes a bright, clear royal purple. A great crest caps their head and it is not unheard of for mortals and lesser dragons to mistake a mithral dragon for Bahamut himself.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence
Wyrmling H 25d12+175 (337 hp) 33 10 25 24 25 24 25/44 34 28 21 28 5d12 29 29
Very Young H 30d12+270 (465 hp) 37 10 29 28 29 28 30/51 41 35 26 35 10d12 34 34
Young G 35d12+385 (612 hp) 41 10 33 32 33 32 35/62 46 41 30 41 15d12 38 38
Juvenile G 40d12+520 (780 hp) 45 10 37 36 37 36 40/69 53 48 35 48 20d12 43 43
Young Adult G 45d12+675 (967 hp) 49 10 41 40 41 40 45/76 60 54 39 54 25d12 47 47
Adult C 50d12+850 (1175 hp) 53 10 45 44 45 44 50/87 63 61 44 61 30d12 52 52
Mature Adult C 55d12+1045 (1402 hp) 57 10 49 48 49 48 55/94 70 67 48 67 35d12 56 56
Old C 60d12+1260 (1650 hp) 61 10 53 52 53 52 60/101 77 74 53 74 40d12 61 61
Very Old C 65d12+1495 (1917 hp) 65 10 57 56 57 56 65/108 84 80 57 80 45d12 65 65
Ancient C+ 70d12+1750 (2205 hp) 69 10 61 60 61 60 70/115 91 87 62 87 50d12 70 70
Wyrm C+ 75d12+2025 (2512 hp) 73 10 65 64 65 64 75/122 98 93 66 93 55d12 74 74
Great Wyrm C+ 80d12+2320 (3280 hp) 77 10 69 68 69 68 80/129 105 100 71 100 60d12 79 79



Age Speed Init AC SR Special Abilities Caster Level
Wyrmling 80-ft, fly 300-ft (average) +0 39 (-2 size, +24 natural, +7 deflection) 26 Immune to Acid, Cold, Electricity and Fire, DR 10/epic, Alternate Form, Unnatural Grace, Turn Undead 6th
Very Young 80-ft, fly 300-ft (average) +0 46 (-2 size, +29 natural, +9 deflection) 33 Immune to Death effects, negative levels, energy drain, and necromancy 9th
Young 80-ft, fly 350-ft (poor) +0 51 (-4 size, +34 natural, +11 deflection) 40 DR 15/epic 12th
Juvenile 80-ft, fly 350-ft (poor) +0 58 (-4 size, +39 natural, +13 deflection) 47 Immune to Mind-Affecting Effects 15th
Young Adult 80-ft, fly 350-ft (poor) +0 65 (-4 size, +44 natural, +15 deflection) 54 DR 20/epic and DR 5/- 18th
Adult 80-ft, fly 400-ft (poor) +0 68 (-8 size, +49 natural, +17 deflection) 61 Immunity to Ability Damage and Drain, Turn Evil 21st
Mature Adult 80-ft, fly 400-ft (poor) +0 75 (-8 size, +54 natural, +19 deflection) 68 DR 20/epic and DR 10/- 24th
Old 80-ft, fly 400-ft (poor) +0 82 (-8 size, +59 natural, +21 deflection) 75 Censure Evil 27th
Very Old 80-ft, fly 400-ft (poor) +0 89 (-8 size, +64 natural, +23 deflection) 82 DR 20/epic and 15/- 30th
Ancient 80-ft, fly 450-ft (poor) +0 96 (-8 size, +69 natural, +25 deflection) 89 Wish, Turn Evil Dragons 33rd
Wyrm 80-ft, fly 450-ft (poor) +0 103 (-8 size, +74 natural, +27 deflection) 93 DR 20/- 36th
Great Wyrm 80-ft, fly 450-ft (poor) +0 110 (-8 size, +79 natural, +29 deflection) 100 Supreme Pinnacle 39th


Special Abilities:

Breath Weapon (Su): A mithral dragon has 9 types of breath weapon. These are a cone or line of any of acid, cold, electricity, or fire damage (dragon’s choice). The 9th breath weapon is a cone of paralysis gas which paralyzes the target for 2d6+2 rounds per age category.

Frightful Presence (Ex): A mithral dragon’s frightful presence functions like that of a normal dragon’s except that creatures with more than 5-HD that fail their saves are frightened instead of shaken.

Turn Undead (Su): A mithral dragon may turn undead 3 + charisma modifier times per day with an effective cleric level of their age category + their caster level.

Unnatural Grace (Su): A mithral dragon gains a deflection bonus to AC and a bonus to all saves equal to its Charisma modifier.

Alternate Form (Su): A mithral dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Turn Evil (Su): An adult or older mithral dragon’s turn undead ability now also works on any creature with the Evil subtype or an Aura of Evil (as a cleric of an evil god, a paladin of tyranny, or an evil aligned incarnate).

Censure Evil (Su): The mere presence of an old or older mithral dragon is a bane to evil. Evil creatures within 300-ft of a mithral dragon take damage equal to the dragon’s hit dice each round and are nauseated for 1 round (Fort save halves damage and negates nausea, same DC as Frightful Presence). This damage is of a purely divine source and cannot be reduced by energy resistance of any type. Undead and creatures with the evil subtype or an Aura of Evil take double damage and are stunned (in addition to nauseated) during any round in which they failed their save. This damage is considered to be good aligned for the purposes of regeneration.

Turn Evil Dragons (Su): An ancient or older mithral dragon’s turn undead ability now also works on any dragon with the evil alignment.

Supreme Pinnacle (Ex): A great wyrm mithral dragon gains Divine Rank 0, in addition they may take two full rounds worth of actions every round, and no longer automatically fail saves or miss with attacks on a natural 1. Their natural weapons now affect incorporeal creatures as if they had ghost touch. In addition they become immune to critical hits and nonlethal damage, poison, disease, sonic, and force.

Spells: Mithral dragons cast spells as a sorcerer with a favored souls spells known progression, they may select spells from the Good, Dragon, Metallic Dragon (Dragon Magazine), Strength, Air, Earth, Fire, Water, Cold, War, Protection, Celestial, Hope (Dragon Magazine) Endurance, Glory, Herald, Wrath (BoED version), Celestia, Elysium, and Arborea domains, the cleric and druid spell lists, the bard spell list, the paladin spell list, and the wu jen spell list in addition to the sorcerer spell list. They may also select exalted spells and may cast spells with the archon, celestial, eladrin, and guardinal components despite not being a celestial of any of those types.

Spell-like Abilities: 3/day Wish (ancient or older); this Wish spell-like ability, though not divine intervention, can be used to remove the Death Curse of a Malison Dragon up to one age category higher than the Mithral Dragon from one creature (a great wyrm’s may remove the curse from an entire family line).

Skills: All skills are class skills for a mithral dragon’s racial hit dice.

Zaydos
2010-11-01, 07:05 AM
Now to celebrate having more dragons than I can find in official sources by creating another dragon which has no CR.

Silverscale
2010-11-01, 07:17 AM
Have I mentioned lately that you are Awesome?:smallbiggrin:

In a Forgotten Realm of the Multiverse; Sir Caleb Silverscale drops to his knees in reverence upon meeting one of these great Dragons.

firemagehao
2010-11-01, 08:59 AM
I really did not like that last one. It makes it possible to stop the one before it.
What about an epic neutral dragon?

Silverscale
2010-11-01, 09:30 AM
I really did not like that last one. It makes it possible to stop the one before it.
What about an epic neutral dragon?

But the Universe is about Balance how would an Epic Neutral help balance these two out? I'm not saying an Epic Neutral is a bad idea, just that why is the ultimate good a bad thing?

Zaydos
2010-11-01, 09:51 AM
But the Universe is about Balance how would an Epic Neutral help balance these two out? I'm not saying an Epic Neutral is a bad idea, just that why is the ultimate good a bad thing?

The bolded portion is exactly why I made Mithril dragons able to remove Malison dragons' curses; because they create a balance (also as Great Wyrms they are both technically deities and could perform direct divine intervention in the form of Remove Curse). Also there is an epic neutral dragon (Cataclysm) but it is, oddly, not as powerful as either of these (despite being the apocalypse).

I do plan on making one of Neutrality, but it hasn't come to me yet. Might make ones for Law and Chaos first, or instead.

flabort
2010-11-01, 11:25 AM
You've got a typo in the mummified dragons.
Third sentence.
"Humans were not the only ones to create Dragons"
Bolded word should be "Mummies".

:smalleek:
Mummified Thermite dragon?
Or worse, Mummified Spellweave dragon?!

Thermite loses hp, gets an easier breath to beat, ect., because it's con is higher than it's cha. However, it has fire immunity.
But a spellweave, despite not having fire immunity, has higher cha than con, and therefor gets higher hp, higher DC on breath, ect., not to mention the bonus to cha, which is, of course, it's casting stat.

:smallamused: :smallbiggrin: It's perfect....

firemagehao
2010-11-01, 05:06 PM
Bjust that why is the ultimate good a bad thing?

In a world with only good, what is evil?
Without evil you have no basis on how to define good.
In a world with only evil, what is good.
Evil and good are opinions. Neutrality however, is always the same.


A dragon based on sci-fi tropes with laser breath that eventually becomes anti-matter breath? That is what I was thinking of when I posted.


A dragon which could be used for science fiction without anything intrinsically magical and only low levels of breaks from reality (possibly using the they eat hydrogen/helium rich substances and use enzymes in their body to isolate the gasses and thus fly approach or else going flightless).This is also a very cool idea.


A dragon based upon a certain novel series or sub-genre?
Only if you want to make one for every sub-genre or series (just to be fair).


A biomech dragon piloted by a young Japanese school-child with social/psychological problems (and a whole bunch of daddy issues) to defend the world from other dragons which are coming to destroy all humanity?
Give a meta-dragon to a human as a guardian spirit-type thing

blackjack217
2010-11-01, 05:45 PM
No TOB dragon that gets up close and rips your face off? What I thought it might be interesting to fight.

Zaydos
2010-11-01, 06:07 PM
No TOB dragon that gets up close and rips your face off? What I thought it might be interesting to fight.

Bellum Dragon (http://www.giantitp.com/forums/showpost.php?p=9528802&postcount=401). Four legs. Martial Maneuvers. Melee beast.

There's also Enyo Dragon which is a bipedal martial initiating true dragon that uses melee. I believe it is actually better at martial maneuvers than Bellum dragon that uses them as just icing on the cake of 2 extra claw attacks, really good strength, rage, pounce, swift action heal, and being a general melee badass.

Could make another one though.

NecroticPunch
2010-11-01, 07:37 PM
What? No opinion on the Dragon of Dance? He can be an Epic Chaotic dragon! Or something cool like that...

Terror_Incognito
2010-11-02, 02:18 AM
So I was listening to Maurice Ravel's "Bolero" on the way home from work today, a piece of music that always makes me think of some exotic caravan from a far off mystic land. I started thinking about just how exotic this caravan could be with dragons as pack animals.

Here is my idea.

The Herd Dragon:
Weak individually, but stronger in it's herd.
Herbivorous
Low to Mid level CR (Great Wyrm=CR19), True Neutral
Stupid
Give them Plant Growth as a SLA
For a breath weapon I was thinking mildly corrosive, casts web in area of cone and nauseates (Cone of Cud)

flabort
2010-11-02, 06:54 PM
Would you envision this "herd" dragon as more like:
A)Llamas, Cows, sheep, and other herd mentality animals in real life, or
B)Cranium Rats?


My ideas related:
If A):
wingless, flightless dragons, with curly wool. VERY HIGH QUALITY wool. As opposed to scales. proximity to eachother gives zebra-like advantages: partial cover, bonus to AC. The more, the higher the bonus.
If B):
Bright red translucent orbs on either side of their heads. closer proximity increases their effective sorcerer level, which... is null by themselves. zero. zip. nada. Actually, not quite, but it's MUCH slower than normal.

Silverscale
2010-11-02, 07:49 PM
Would you envision this "herd" dragon as more like:
A)Llamas, Cows, sheep, and other herd mentality animals in real life, or
B)Cranium Rats?


My ideas related:
If A):
wingless, flightless dragons, with curly wool. VERY HIGH QUALITY wool. As opposed to scales. proximity to eachother gives zebra-like advantages: partial cover, bonus to AC. The more, the higher the bonus.
If B):
Bright red translucent orbs on either side of their heads. closer proximity increases their effective sorcerer level, which... is null by themselves. zero. zip. nada. Actually, not quite, but it's MUCH slower than normal. I vote for both...one of each.

As to the Dragon of Dance.....I for one think it an interesting idea.

firemagehao
2010-11-07, 01:26 PM
The Herd Dragon:
Weak individually, but stronger in it's herd.

Lets see...
A Lvl1 fighter has a CR of .1
A herd, say 20, has a CR of 20, and is able to challenge almost epic level characters.

Silverscale
2010-11-07, 02:38 PM
Lets see...
A Lvl1 fighter has a CR of .1
A herd, say 20, has a CR of 20, and is able to challenge almost epic level characters.

Well it is a herd of Dragons after-all. And actually I'm thinking of making them CR1/2 individually or at least trying to, since Zaydos doesn't have time to right now with the holidays and exams coming up. At the moment I'm working up the Mouse Dragon I just need to find time to actually write it up when I don't have other things I have to get to and not very much computer time.

Silverscale
2010-11-08, 08:35 PM
Mouse Dragons

Tiny Dragon
Hit Dice: 5d10+4 (34)
Initiative: +7
Speed: 20ft, Climb 20ft, Fly 50ft (Good), Swim 20ft
Armor Class: 19(+2 Size, +3 Dex, +4 Natural), touch 16, flat-footed 15
Base Attack/Grapple: +6/+10
Attack:Bite +9 melee (1d4)
Full Attack: Bite +9 melee (1d4), 2 Claws +4 melee (1d4)
Space/Reach: 2.5ft/0ft
Special Attacks: Breath Weapon, SLA's
Special Qualities: Low-light Vision, Dark Vision 60ft, Scent, Immunity to magic sleep effects and paralysis, Spell resistance 15
Saves: Fort +5, Ref +8, Will +6
Abilities Str 11, Dex 17, Con 12, Int 4, Wis 14, Cha 10
Skills: Balance +12, Climb +4, Hide +10, Listen +10, Move Silently +12, Spot +10, Swim +10
Feats: Improved Init, Weapon Finesse
Environment: Any Forest
Organization: Solitary, Pair, or Family
Challenge Rating: 4
Treasure: Standard (Mostly Cheese)
Alignment: Generally Chaotic Good
Advancement: -
Level Adjustment: -

Description: The vaguely Draconic creature in front of you has iridescent scales white fur showing between the scales especially on it's chest and paws. The rose colored eyes study you curiously as you approach, and the long, fleshy tail waves around playfully.

Background: First created by a wizard curious to find out what would happen if he paired a Fairy Dragon with a mouse, the resulting creation turned out to inherit many characteristics from both and has since been found to breed true.

Characteristics: Like most dragons, Mouse Dragons are fond of hoarding, however, unlike most other dragons Mouse Dragons strongly enjoy cheese and therefore hoard it as much or more than they hoard other treasure. Given their tiny size, they tend to hoard fairly small objects that they can carry though families have been know to take a liking to Larger objects from time to time and moved their hoards to it, instead of trying to haul it to their hoards.

Combat: Generally preferring to stay out of combat when possible, Mouse Dragons will only fight as a last resort to protect themselves if the cannot either run away or drive away the attacker with their SLA's. If forced into combat they will start with their Breath Weapon

Breath Weapon: The Mouse Dragons Breath Weapon is a cloud of stinking gas that comes out in a 20ft cone. Any creature caught in the cloud must make a Fort Save (DC 14) or be sickened for the first round and nauseated for the second round.

Ability descriptions
Mouse Dragons have a +4 Racial Bonus to Hide and Move Silently.

Mouse Dragons have a +8 Racial Bonus to Balance, Climb, and Swim.

A Mouse Dragon can choose to take 10 on Climb checks even if rushed or threatened.

Mouse Dragons Use their Dex Mod instead if their Strength Mod for Climb and Swim checks.

Mouse Dragons have a +8 racial bonus on swim checks to perform some special action or avoid a hazard. They can always take 10 on Swim checks even when distracted or endangered. They can use the Run action while swimming, provided they swim in a straight line.

Good-Cheese:(SLA) Mouse Dragons can 3/day create cheese that functions the same way the berries do for a Good-Berry spell as per the Good-Berry spell

Animate Cheese Golem:(SLA) Mouse Dragons can 1/week animate part of their cheese hoard into a Tiny Golem with 2 HD (Haven't figure out the Stats for the Cheese Golem yet but if anyone want to throw one together feel free)

Spell-Like Abilities: At Will - Dancing Lights, Ghost Sound 3/Day - Glitterdust (DC 13), Invisibility (DC 13), Major Image (DC 14) 1/Day - Animate Objects.

firemagehao
2010-11-08, 08:43 PM
Possibly a burrow speed?
I would enjoy a colossal form of this to throw a swarm of into a PvP arena of demigod-level characters.

LOTRfan
2010-11-08, 10:49 PM
Hey, Zaydos. I'm currently posting the paleozoic/mesozoic-themed campaign over at Competitor Games. You it be okay if I posted a link to the two dragons? You will be getting full credit, of course.

Zaydos
2010-11-09, 11:23 AM
Hey, Zaydos. I'm currently posting the paleozoic/mesozoic-themed campaign over at Competitor Games. You it be okay if I posted a link to the two dragons? You will be getting full credit, of course.

Of course it would be. I'm just glad to see it used.

Silverscale
2010-11-09, 09:32 PM
Updated the Mouse Dragon. Up Next.................the Cat Dragon:smallbiggrin: I may eventually turn these into True Dragons but for now...enjoy!

Silverscale
2010-11-11, 04:01 PM
Dragon Cats

Small Dragon
Hit Dice: 8d10 (54hp)
Initiative: +8
Speed: 30ft, Fly 50ft (Good), Swim 15ft
Armor Class: 19(+1 Size, +4Dex, +4 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/+5
Attack: Claw +6 melee (1d4)
Full Attack: 2 Claws +6 melee, Bite +1 melee (1d6)
Space/Reach: 5ft/5ft
Special Attacks: Hair-Ball, SLA's
Special Qualities: Low-light vision, Dark vision 60ft, scent, Immunity to magic sleep effects and paralysis, SR 18
Saves: Fort +7, Ref +10, Will +9
Abilities Str 11, Dex 18, Con 10, Int 13, Wis 14, Cha 16
Skills: Balance +10, Climb +6, Diplomacy +6, Hide +18, Intimidate +4, Jump +10, Listen +12 Move Silently +12, Sense Motive +12, Spot +12, Survival +2
Feats: Improved Initiative, Pounce, Weapon Finesse
Environment: Any Temperate
Organization: Solitary or Pair
Challenge Rating: 6
Treasure: Standard (Mostly Toys)
Alignment: Chaotic Good
Advancement: -
Level Adjustment: -

Description: The creature in front of you looks like a large black house cat. Further inspection reveals that underneath the fur are iridescent blue scales. Even this shimmery blue wings are edged in black fur. While casually grooming itself the creature regards you with it's yellow feline eyes.

Background: First created by the same wizard who created Mouse Dragons, curious to find out what would happen if he paired a Fairy Dragon with a cat, the resulting creation turned out to inherit many characteristics from both and has since been found to breed true. (One can only wonder if he'll try dogs next). Wealthy persons will often domesticate one or more of these creatures both as play things for their children and as a way to protect their homes.

Characteristics: Like most dragons, Dragon Cats are fond of hoarding, however, they are especially fond of toys and therefore hoard them as much or more than they hoard other treasure. More intelligent then Mouse Dragons, Dragon Cats turn that intelligence to new and interesting ways to play and hunt their prey.

Combat: Dragon Cats prefer to sneak up on their prey or set up ambushes in areas that give them some form of advantage.

Ability descriptions
Dragon Cats have a +4 racial bonus on Climb, Hide, and Move Silently check.

Dragon Cats have a +8 racial bonus on Jump and Balance check

Dragon Cats us their Dexterity Modifier instead of their Strength Modifier for Climb and Jump checks.

Dragon Cats have a +8 racial bonus on swim checks to perform some special action or avoid a hazard. They can always take 10 on Swim checks even when distracted or endangered. They may not use a run action while swimming, though they can swim Dragon Cats Do Not like water.

Hair-Ball: A "Breath Weapon" of sorts the Dragon Cat can projectile vomit a giant hair ball that covers a 15ft by 10ft area. Any one caught in the area at the time of the attack is entangled, DC 14 to break free of all the fur and sick. Anyone trying to move through the area must spend 2x movement to avoid either becoming entangled in the mess or slipping on the now slick surface. There is a DC 16 reflex save to avoid being entangled by the initial attack.

Spell-Like Abilities: At will - dancing lights, ghost sound (DC13), 3/day charm monster (DC17), entangle (DC14), invisibility (DC 15), major image (DC 16), animate objects, 1/day project image (DC 20), summon nature's ally IV. Dragon Cats often use animate object to animate various objects in their hoard to help protect it.


Dragon Cats are up. Don't forget to check out the Mouse Dragons above as well.

The Tygre
2010-11-15, 02:01 PM
Alright, does anyone know how to calculate Epic CR? I'm running a basic calculator on the malison, and the wyrmling alone comes out at CR 32, while the Great Wyrm is well into the 700s range. Something's gone awry here.

Silverscale
2010-11-15, 03:31 PM
Alright, does anyone know how to calculate Epic CR? I'm running a basic calculator on the malison, and the wyrmling alone comes out at CR 32, while the Great Wyrm is well into the 700s range. Something's gone awry here.

I think they were designed to be stupid powerful more powerful then some of the gods. I'm no good at calculating CR but with numbers that high I think there must be something off because the gods are only CR 60-80 or something like that, and some of them can cast such game-breakers as Epic Time-Stop.

The Tygre
2010-11-15, 03:57 PM
Still, I loathe incompletion. We should at least put up some ball-park estimates based on the Prismatic or some dragons from the Immortal's Handbook.

The Tygre
2010-11-24, 03:12 PM
Yo Zaydos, would you mind if I took the Malison dragon and its lil' bro to show off at EN World. I'll give you full credit and all that. The boys down there wanna' give him a closer look for CR estimates, and they do love populating the board with epic monsters.

flabort
2010-11-24, 09:41 PM
speaking of, it's been a while since this little projects seen the light. School bogging you down, there? :smallfrown:

Silverscale
2010-11-24, 10:13 PM
Zaydos has been unable to work on Dragons recently because of the holidays and school piling up and taking up a lot of time he should be back in the game....no pun intended....after the holidays accourding to my last correspondence with him.

Zaydos
2010-12-04, 01:59 PM
Sorry I've been away. Originally it was a heavy work load + nanowrimo making it so I had no time. Then it was not being depressed (my reaction to depression is an escapist one and involves retreating into D&D because it's the first thing that made me really happy) and I started making excuses to myself not to get on because it reminded me of being depressed. So I intend to get back to homebrewing, but I probably won't be nearly as active as I had been in say October or September.

@The Tygre: Please do I wouldn't mind at all, quite the contrary.

Itous
2010-12-14, 10:28 AM
OMG I HAVE A REQUEST!


well three requests actually

can you stat out for me please....

a Ruby Dragon
a Jade Dragon

and a Dragon which would be their offspring?


i don't suppose you happen to do "elemental's" as well do you?


-----EDIT-----

hey man is it ok if you clear out some messeges from your inbox i would like to pm you something.

Zaydos
2011-01-14, 05:22 PM
Jade Dragon:
Dragon (Air, Psionic)
Environment: Any mountains, inner planes
Organization: solitary, pair, or family (2-5).
Challenge Rating:
Treasure: Triple Standard
Alignment: Always Lawful Neutral.

Jade dragons are a rare form of gem dragon found in secluded mountains sheltered from the outside world. According to the ancient tales they tell jade dragons once were the grand and marvelous rulers of all gem dragons serving directly beneath the magnificent Diamond Dragon. Whether this was true or not even the dragon-sage Zasper has been unable to confirm. Jade dragons can be haughty and proud, but can also serve as powerful sages. Their natural abilities allow them to combat magic wielding foes, draining away magic and psionic abilities from enemies around them as well as reflecting magical rays and energies.

Jade dragons appear the color of green jade with eyes the color of yellow jade. As they age both scales and eyes whiten becoming the color of pure white jade. Jade dragons have five claws on each hand and foot with long whip-like tails and necks. Their bodies are thin and somewhat serpentine and their wings appear as hundreds of thin spines with small overlaps of membrane.

Jade Dragon


Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon
Frightful Presence


Wyrmling
T
2d12 (13 hp)
11
10
11
14
17
14
2/-6
4
3
3
6
2d6 (DC 11)
-


Very Young
S
5d12+5 (37 hp)
13
10
13
16
19
16
5/2
7
5
4
8
4d6 (DC 13)
-


Young
S
8d12+8 (60 hp)
15
10
13
18
21
18
8/6
11
7
6
11
6d6 (DC 15)
-


Juvenile
M
11d12+22 (98 hp)
17
10
15
20
23
20
11/14
14
9
7
13
8d6 (DC 17)
-


Young Adult
M
14d12+28 (119 hp)
19
10
15
20
25
20
14/18
18
11
9
16
10d6 (DC 19)
22


Adult
L
17d12+51 (161 hp)
21
10
17
22
27
22
17/26
21
13
10
18
12d6 (DC 21)
24


Mature Adult
L
20d12+80 (210 hp)
21
10
19
24
29
24
20/29
24
16
12
21
14d6 (DC 24)
27


Old
H
23d12+115 (264 hp)
23
10
21
26
31
26
23/37
27
18
13
23
16d6 (DC 26)
29


Very Old
H
26d12+130 (299 hp)
25
10
21
26
33
26
26/41
31
20
15
26
18d6 (DC 28)
31


Ancient
H
29d12+174 (362 hp)
27
10
23
28
35
28
29/45
35
22
16
28
20d6 (DC 30)
33


Wyrm
H
32d12+196 (408 hp)
29
10
23
30
37
30
32/49
39
24
18
31
22d6 (DC 32)
35


Great Wyrm
G
35d12+245 (472 hp)
31
10
25
32
39
32
35/57
41
26
19
33
24d6 (DC 34)
38





Age
Speed
Init
AC
SR
Special Abilities
Manifester Level


Wyrmling
30-ft, fly 100-ft (average)
+0
14 (+2 size, +2 natural)
-
Immunity to Electricity
-


Very Young
30-ft, fly 100-ft (average)
+0
16 (+1 size, +5 natural)
-
Resistance to Divination
-


Young
30-ft, fly 100-ft (average)
+0
19 (+1 size, +8 natural)
-
-
-


Juvenile
30-ft, fly 150-ft (poor)
+0
21 (+11 natural)
-
Knowledge Mantle, Elements Mantle, Sense the Winds
1st


Young Adult
30-ft, fly 150-ft (poor)
+0
24 (+14 natural)
-
3rd Mantle, DR 5/magic
3rd


Adult
30-ft, fly 150-ft (poor)
+0
26 (-1 size, +17 natural)
21
Synchronicity
5th


Mature Adult
30-ft, fly 150-ft (poor)
+0
29 (-1 size, +20 natural)
23
4th Mantle, DR 10/magic
7th


Old
30-ft, fly 200-ft (clumsy)
+0
31 (-2 size, +23 natural)
25
Shield of Warding
9th


Very Old
30-ft, fly 200-ft (clumsy)
+0
34 (-2 size, +26 natural)
28
5th Mantle, DR 15/magic
11th


Ancient
30-ft, fly 200-ft (clumsy)
+0
37 (-2 size, +29 natural)
30
Maelstrom of the Mind
13th


Wyrm
30-ft, fly 200-ft (clumsy)
+0
40 (-2 size, +32 natural)
33
6th Mantle, DR 20/magic
15th


Great Wyrm
30-ft, fly 200-ft (clumsy)
+0
41 (-4 size, +35 natural)
35
Maelstrom of the Soul
17th



Special Abilities

As gem dragons jade dragons have all the abilities associated with gem dragons (see Monster Manual II or the 3.0 Psionics Handbook web enhancement).

Breath Weapon (Su): A jade dragon has a single type of breath weapon a line of electricity dealing the listed damage (reflex halves).

Resistant to Divination (Ex): A very young or older jade dragon gains a +4 on saving throws against divination (and clairsentience) spells and effects, as well as a +8 to its pre-existing spell resistance against these effects.

Psionics: A juvenile or older jade dragon manifests psionic powers as a psion of the indicated level. Unlike a normal psion it does not choose its powers from the psion power list but from the lists associated with any and all mantles it has available to it due to its age.

Knowledge Mantle: A juvenile or older jade dragon gains access to the knowledge mantle. It may choose its psionic powers known from this mantle and gains full access to the mantle’s granted ability.

Elements Mantle: A juvenile or older jade dragon gains access to the elements mantle. It may choose its psionic powers known from this mantle and gains full access to the mantle’s granted ability.

Nth Mantle: Where indicated a jade dragon gains access to a new psionic mantle. It may choose its psionic powers known from this mantle and gains full access to the mantle’s granted ability.

Synchronocity (Ps): An adult or older jade dragon may use the psionic ability Synchronocity at will.

Shield of Warding (Su): An old or older jade dragon may generate a mystical field of energy which wards off ranged touch attacks (including but not limited to spells). This field causes such attacks to have a 20% chance of being redirected towards the attacker using the same attack roll. This is not a miss chance.

To activate the Shield of Warding requires a Move Action and a Swift Action and to maintain it requires a Move Action each round.

Maelstrom of the Mind (Su): Any non-jade dragon creature within 60-ft of a very old or older jade dragon loses 1 power point per age category at the beginning of each of their turns. If a creature uses Time Stop or a similar effect to create more subjective time they suffer this abilities effects at the beginning of each of their subjective rounds during the Time Stop.

Maelstrom of the Soul (Su): ]: Any non-jade dragon creature within 60-ft of a great wyrm jade dragon loses their highest level spell slot at the beginning of each of their turns. If a creature uses Time Stop or a similar effect to create more subjective time they suffer this abilities effects at the beginning of each of their subjective rounds during the Time Stop.

Silverscale
2011-01-14, 09:03 PM
Hey Zaydos, it's good to see you back homebrewing more Dragons and this one looks cool.

Hope you had a good Winter Break by the way.

Zaydos
2011-01-15, 02:35 AM
Ruby Dragon:
Dragon (Fire, Psionic)
Environment: Underground, inner planes
Organization: solitary, pair, or family (2-5).
Challenge Rating:
Treasure: Triple Standard
Alignment: Always Lawful Neutral.

Ruby dragons are a rare and reclusive breed of gem dragons. Isolationist in the extreme they seek self-enlightenment through introspection rarely bothering to even glance at the outside world. Zasper informs me that one should approach these dragons with extreme care due to their tendency towards dangerous outbursts.

Ruby dragons are highly connected to the elemental forces of fire and have power to control and manipulate these energies. They dwell mainly in areas where the elemental plane of fire leaks into the elemental plane of earth and deep within the ground, so deep that they near the molten magma beneath the crust. They find themselves uncomfortable in the Elemental Plane of Fire proper, although they can sometimes be found lairing on rare patches of solid ground even there.

Ruby dragons are at birth rather dull in coloration with simmering red eyes. At full maturity they have obtained the luster normally associated with gem dragons. Physically they are squat for dragons with relatively short necks and tails. They have 6 claws on each forelimb and four on each hind limb, those on their forelimbs being particularly elongate and sharp. They have three rows of teeth used in eating, with additional rows which slide into place when they lose teeth. Their wings are long and flowing, with some even describing them as gown like.



Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence


Wyrmling
S
5d12+5 (37 hp)
13
10
13
12
13
12
5/2
7
5
4
5
2d8
13
-


Very Young
M
8d12+16 (66 hp)
15
10
15
14
15
14
8/10
10
8
6
8
4d8
16
-


Young
M
11d12+22 (93 hp)
17
10
15
14
15
14
11/14
14
9
7
9
6d8
17
-


Juvenile
L
14d12+42 (133 hp)
21
10
17
16
17
16
14/23
18
12
9
12
8d8
20
-


Young Adult
L
17d12+68 (178 hp)
23
10
19
18
19
18
17/27
22
14
10
14
10d8
22
22


Adult
H
20d12+80 (210 hp)
25
10
19
18
19
18
20/35
25
16
12
16
12d8
24
24


Mature Adult
H
23d12+115 (264 hp)
27
10
21
20
21
20
23/39
29
18
13
18
14d8
26
26


Old
H
26d12+130 (299 hp)
29
10
21
22
23
22
26/43
33
20
15
21
16d8
28
29


Very Old
H
29d12+174 (362 hp)
31
10
23
22
23
22
29/47
37
22
16
22
18d8
30
30


Ancient
G
32d12+224 (432 hp)
35
10
25
24
25
24
32/56
40
25
18
25
20d8
33
33


Wyrm
G
35d12+281 (508 hp)
37
10
27
26
27
26
35/60
44
27
19
27
22d8
35
35


Great Wyrm
G
38d12+343 (590 hp)
41
10
29
28
29
28
38/65
49
30
21
30
24d8
38
38





Age
Speed
Init
AC
SR
Special Abilities
Manifester Level


Wyrmling
60-ft, fly 100-ft (average)
+0
15 (+1 size, +4 natural)
-
Immunity to Fire, Cold Vulnerability, Sense the Heat
-


Very Young
60-ft, fly 150-ft (poor)
+0
17 (+7 natural)
-
-
-


Young
60-ft, fly 150-ft (poor)
+0
20 (+10 natural)
-
-
-


Juvenile
60-ft, fly 150-ft (poor)
+0
22 (-1 size, +13 natural)
-
Energy Mantle, Elements Mantle
-


Young Adult
60-ft, fly 150-ft (poor)
+0
25 (-1 size, +16 natural)
20
3rd Mantle, DR 5/magic
1st


Adult
60-ft, fly 150-ft (poor)
+0
27 (-2 size, +19 natural)
22
Repel the Frost
3rd


Mature Adult
60-ft, fly 150-ft (poor)
+0
30 (-2 size, +22 natural)
24
4th Mantle, DR 10/magic
5th


Old
60-ft, fly 150-ft (poor)
+0
33 (-2 size, +25 natural)
26
Realm of Flames
7th


Very Old
60-ft, fly 150-ft (poor)
+0
36 (-2 size, +28 natural)
28
5th Mantle, DR 15/magic
9th


Ancient
60-ft, fly 200-ft (clumsy)
+0
37 (-4 size, +31 natural)
30
Focus the Flames
11th


Wyrm
60-ft, fly 200-ft (clumsy)
+0
40 (-4 size, +34 natural)
32
6th Mantle, DR 20/magic
13th


Great Wyrm
60-ft, fly 200-ft (clumsy)
+0
43 (-4 size, +37 natural)
34
Lord of the Flames
15th



Special Abilities

As gem dragons ruby dragons have all the abilities associated with gem dragons (see Monster Manual II or the 3.0 Psionics Handbook web enhancement).

Breath Weapon (Su): A ruby dragon has a single type of breath weapon a cone of fire dealing the listed damage (reflex halves).

Sense the Heat (Su): A ruby dragon can sense the usage, and approximate level, of any spell, power, or ability with the fire descriptor or dealing fire damageand the presence and size of any mundane fire, within 1000-ft of it (if the ability does not have a spell level or equivalent, such as a supernatural ability, use one-half the HD or relevant level of the user). In addition this ability functions as blind-sight when dealing with creatures with the fire subtype. This ability is not blocked by lack of line of sight or line of effect.

Psionics: A juvenile or older ruby dragon manifests psionic powers as a psion of the indicated level. Unlike a normal psion it does not choose its powers from the psion power list but from the lists associated with any and all mantles it has available to it due to its age.

Energy Mantle: A juvenile or older ruby dragon gains access to the energy mantle. It may choose its psionic powers known from this mantle and gains full access to the mantle’s granted ability.

Elements Mantle: A juvenile or older ruby dragon gains access to the elements mantle. It may choose its psionic powers known from this mantle and gains full access to the mantle’s granted ability.

Nth Mantle: Where indicated a ruby dragon gains access to a new psionic mantle. It may choose its psionic powers known from this mantle and gains full access to the mantle’s granted ability.

Repel the Frost (Su): Whenever an adult or older ruby dragon would take cold damage it may, as an immediate action, make a DC 10 Charisma check. On a success it gains Cold Resistance equal to twice its hit dice until the beginning of its next turn.

Realm of Flames (Su): An old or older ruby dragon creates an aura of supernatural flames around it at all times. These flames deal 5d6 + the ruby dragon’s Constitution modifier fire damage to all creatures within 60-ft of the ruby dragon. In addition any creature without immunity to fire damage must make a Fort save each round (same DC as the dragon’s Frightful Presence) or be fatigued until it leaves the aura and 1d4 rounds afterwards; a ruby dragon’s Realm of Flames’ fatigue effect does not stack with itself. A ruby dragon may suppress or resume this ability at-will as a free action.

Focus the Flames (Su): As a swift action an ancient or older ruby dragon may focus its aura of supernatural flames on one creature. That creature takes damage as if from the ruby dragon’s breath weapon and is fatigued for 1d4 + the ruby dragon’s Con modifier rounds. A successful Fort save (same DC as breath weapon) halves the damage and reduces the fatigue to 1 round. A creature which is immune to fire is also immune to this ability. Using this ability suppresses the dragon’s Realm of Flames for 1 round.

Lord of the Flames (Su): Whenever a great wyrm ruby dragon senses a fire descriptor spell or ability which deals fire damage with its Sense the Heat ability it may, as a free action usable out of turn, view the location (as if using clairaudience/clairvoyance) and take control of the spell or effect redirecting it towards another valid target within range. In addition a great wyrm ruby dragon maintains an aura of power which can either grant all fire subtype creatures (other than the dragon itself) a +4 morale bonus to attack and damage, or a -4 penalty to attack and damage (this is a mind-affecting ability).

The-Mage-King
2011-01-15, 08:02 PM
My friend, I must make a new request.

I'd like highly powerful dragon with the ability to manipulate people's minds like clay. A chessmaster of a dragon, that doesn't rely on spells, and if it needs to handle something personally, can possess one of its minions' bodies, giving the minion a massive boost to power.

LOTRfan
2011-01-15, 08:13 PM
I'm glad to see you are back, but is everything okay?

Zaydos
2011-01-16, 01:20 PM
Coral Dragon:
Dragon (Water)
Environment: Any aquatic
Organization: Solitary, pair, or school (2-5).
Challenge Rating:
Treasure: Triple Standard
Alignment: Usually Chaotic Good.

I first encountered coral dragons in the Sea of Yr on the world of Itterus, although I have sense encountered and studied them on many other worlds in other crystal spheres and even in the planar river of Oceanus. Coral dragons are playful and friendly creatures which delight in interaction with others. These friendly dragons are known to approach sailing vessels for some company talking to the seamen and many are on good terms with captains of vessels which go through their domain. Their playful antics do tend to slow down the sailing ship as they are forced to stay and play for a while but most captains see this as a worthwhile expense for the protection provided by the dragon from various attacks and even in some cases the weather.

Coral dragons are, like many sea-dragons, long with atrophied legs and wings only their forelimbs (used primarily for grasping prey and combat) obtaining full length leaving them somewhat awkward when on the land or flying. Coral dragons are an interplay of many colors, although bright red may be the most common, and older dragons are even covered in a series of sharp blade that cut foes who foolishly get too close.

Coral dragons notably lack resistance to magic, although they do prove quite resilient to energy attacks with complete immunity to lightning and cold and resistance to fire. They couple this with their excellent aquatic mobility and ability to control the seas around them to prove a deadly threat, although few are willing to face a mage, or even fight, outside of their aquatic domain. They also notably lack a directly damaging breath weapon, instead relying on breath weapons which reduce their enemies’ functionality or instead actually augment that of their allies. Actually listing these differences makes me realize just how many they have, as they also show a distinct lack of sorcerous ability instead relying on druidic magic to fulfill the same role. A final important note is their, relative to most common good dragons, lack of intelligence. Unlike most good dragons which are, at minimum, as intelligent as an average human from birth they lack such intelligence until they have lived several years and even their great wyrms are on average no more intelligent than the brightest of novice human wizards, nor any more wise than the most talented young priests and easily outstripped by those truly exceptional arch-mages who, taking their extraordinarily rare (less than 1 in 100) intelligence then pursued a career in magic at the cost of all else.

Despite my previous note on their intelligence one should not underestimate a coral dragon. Even if their minds are lackluster for dragons they are still dragons with all the great physical power and magical might that it entails, the decades of time with which to plan and a mind that rivals geniuses. Their sharp body armor makes melee attacks against them dangerous and their maneuverability in the water, coupled with their ability to control the current, makes them difficult to escape from without magical means. Although anyone fighting a mature dragon without access to spells is committing suicide to begin with.

Now to note their social nature, coral dragons love company and companionship but have an aversion to others of their kind. They make exception for mates and, sometimes, family members but in general two coral dragons will avoid each other actively shaping their territory to avoid overlap. They highly value freedom, their own and others. Also while I have been referring to them as “good dragons” I should be careful about placing them in the same category as metallic dragons, the various ‘celestial’ dragons*, baneslayer dragons, and other such dragons. This is because while the majority of coral dragons are noble paragons of virtue and morality there are on the whole several orders more coral dragons which deviate from the path of light and towards more selfish roads. While few are evil, many lack the compassion and drive necessary to be good. Very rarely does this mean they will be marauding monsters, but they may not be as kind and friendly as I have indicated previously so approach them with the foreknowledge that they are not always paragons.

-Zasper, Grand Archmage of the 10th Circle, Bearer of the Crystal Crown, Keeper of the Transfinite Seal, He Who Walks Amongst Dragons, Friend to Bahamut, Foe to Tiamat, Hero of a Hundred Kingdoms, Keeper of the 89th Secret of Talorn, Walker of Worlds, the Immaculate Sage, the Purple Archmage, Champion of Halm, Friend of Amber, and former Emperor of Cyrell (retired).

*: I believe this usage of the word celestial does not refer to upper planar dragons but instead the Sun, Moon, and Star dragons which live primarily outside of the normal reaches of a planet.


Age
Size
Hit Dice Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon DC
Frightful Presence


Wyrmling
S
4d12+4 (30 hp)
11
10
13
8
11
8
4/0
5
5
4
4
13
-


Very Young
M
7d12+14 (59 hp)
13
10
15
8
11
8
7/8
8
7
5
5
15
-


Young
M
10d12+20 (85 hp)
15
10
15
10
11
10
10/12
12
9
7
7
17
-


Juvenile
L
13d12+39 (123 hp)
19
10
17
10
13
10
13/21
16
11
8
9
19
-


Young Adult
L
16d12+64 (168 hp)
21
10
19
12
13
12
16/25
20
14
10
11
22
19


Adult
H
19d12+76 (199 hp)
25
10
19
12
13
12
19/34
24
15
11
12
23
20


Mature Adult
H
22d12+110 (256 hp)
27
10
21
14
15
14
22/38
28
18
13
15
26
23


Old
H
25d12+125 (287 hp)
29
10
21
14
15
14
25/42
32
19
14
16
27
24


Very Old
H
28d12+168 (350 hp)
31
10
23
16
17
16
28/46
36
22
16
19
30
27


Ancient
G
31d12+186 (387 hp)
35
10
23
16
17
16
31/55
39
23
17
20
31
28


Wyrm
G
34d12+238 (459 hp
37
10
25
18
19
18
35/59
43
26
19
23
34
31


Great Wyrm
G
37d12+296 (537 hp)
39
10
27
18
19
18
39/63
47
28
20
24
36
32





Age
Speed
Init
AC
Special Abilities
Caster Level


Wyrmling
20-ft, fly 40-ft (poor), swim 80-ft
+0
14 (+1 size, +3 natural)
Immunity to cold and electricity, speak with aquatic animals, fire resistance 30
-


Very Young
20-ft, fly 40-ft (poor), swim 80-ft
+0
16 (+6 natural)
Water Mastery
-


Young
20-ft, fly 40-ft (poor), swim 80-ft
+0
19 (+9 natural)
Alternate Form
-


Juvenile
20-ft, fly 40-ft (poor), swim 80-ft
+0
21 (-1 size, +12 natural)
Body Blades
1st


Young Adult
20-ft, fly 40-ft (poor), swim 80-ft
+0
24 (-1 size, +15 natural)
DR 5/magic
1st


Adult
20-ft, fly 80-ft (clumsy), swim 80-ft
+0
26 (-2 size, +18 natural)
Blessing of the Waves
3rd


Mature Adult
20-ft, fly 80-ft (clumsy), swim 80-ft
+0
29 (-2 size, +21 natural)
DR 10/magic
5th


Old
20-ft, fly 80-ft (clumsy), swim 80-ft
+0
32 (-2 size, +24 natural)
Control Weather
7th


Very Old
20-ft, fly 80-ft (clumsy), swim 80-ft
+0
35 (-2 size, +27 natural)
DR 15/magic
9th


Ancient
20-ft, fly 80-ft (clumsy), swim 80-ft
+0
36 (-4 size, +30 natural)
Improved Critical
11th


Wyrm
20-ft, fly 80-ft (clumsy), swim 80-ft
+0
39 (-4 size, +33 natural)
DR 20/magic
13th


Great Wyrm
20-ft, fly 80-ft (clumsy), swim 80-ft
+0
42 (-4 size, +36 natural)
Control the Flow
15th



Special Abilities:

Breath Weapon (Su): A coral dragon has two types of breath weapon the first is a cone of slow gas. All creatures caught within must make a Fort save or be slowed for 1d6 + age category rounds. The second is a cone of vitalizing energy. Any creature with the aquatic or water subtype caught within it (other than the coral dragon itself) gains 5 temporary hp per age category of the dragon and is hasted for 1d4 + age category rounds (the temporary hp lasts this amount of time as well).

Speak with Aquatic Animals (Su): A coral dragon may speak with sea-dwelling creatures of the animal type.

Water Master (Su): When both a very young or older coral dragon and its enemy are in contact with the water the coral dragon gains a +1 bonus to attack and damage rolls. If either the coral dragon or its enemy are not in contact with water it instead suffers a -4 to attack and damage.

Alternate Form (Su): A young or older dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Body Blades (Ex): The blades of sharp coral covering the main body of a juvenile or older coral dragon have lengthened and sharpened to such an extent that they now deal damage equal to its age category to any creature striking it in melee without using a reach weapon. In addition all of a coral dragon’s natural weapons deal slashing and piercing damage in addition to whatever other types of damage they may have dealt.

Blessing of the Waves (Su): Due to their ever growing connection with the powers of water, while submerged in the water an adult or older coral dragon gains a +4 enhancement bonus to Dex, a +20-ft enhancement bonus to its swim speed, and a +4 resistance bonus to reflex saves.

Control Weather (Sp): Old or older; 3/day.

Improved Critical (Ex): Due to the sharp coral blades covering their body an ancient or older coral dragon’s claw and bite attacks have an 18-20/x3 critical.

Control the Flow (Su): A great wyrm coral dragon can control the current of any water nearby changing the speed of the current by up to 100-ft in any direction. For the greatest detail on how current affects movement and combat check Stormwrack.

Zaydos
2011-01-16, 01:23 PM
My friend, I must make a new request.

I'd like highly powerful dragon with the ability to manipulate people's minds like clay. A chessmaster of a dragon, that doesn't rely on spells, and if it needs to handle something personally, can possess one of its minions' bodies, giving the minion a massive boost to power.

I will get started on it (I had already started the coral dragon and just wanted to finish it up first). This might end up with me making a template I'm guessing.


I'm glad to see you are back, but is everything okay?

Thanks for the concern. Finals were more brutal than I thought, and life just kind of started to get me down. Still actually is but I'll be fine.

Zaydos
2011-01-19, 11:04 AM
Weaver Dragon:
Dragon
Environment: Any urban or underground
Organization: Solitary, or pair.
Challenge Rating:
Treasure: Triple Standard
Alignment: Always Evil (usually Neutral Evil).

After malison dragons I didn’t expect to have to offer you another warning, but while exploring the Underdark (I was looking for deep dragon eggs) I encountered a creature who was terrifying for completely different reasons. I was attacked by a mixed group of drows, umber hulks, and mind flayers. I barely managed to defeat them and from that point on was harried, not given the time to sleep and regain my spells, for days until I was finally captured. They took me to their city of Me’zzac, and brought me before their king in chains. They were ruled by a single dragon. Physically it was imposing, easily larger than an elephant but worse I sensed a keen mind behind its serpentine gaze.
I spent three weeks as a captive, enduring painful interrogation, and battling wits with my draconic captor. In the end I escaped, but I have since begun my investigation on this heretofore unknown breed of dragon and I have found no information whatsoever. The only lead I did have, a book a monk told me was in his home monastery was destroyed in a fire moments after I teleported to the location. I believe that they are actively suppressing this information and destroying all records of their existence.*
The dragon itself was black scaled, with great yellow eyes. Its head had a series of four horns that spiraled together to form a mere two horns. Its wings were long and splendid, the membrane being shining silver in color. Their tail is less flexible than that of most dragons having fewer, but longer, bones in it. In fact even though I initially thought I had slain it, I now suspect that the creature only feigned death to escape and it still somehow watching me. Divination seems to be useless in this battle.
It would seem to have been powerful enough to inspire mind flayers and drow to work together, and an able enough schemer to have kept both races in check; something I rather doubt raw power alone is enough to do. From what I can tell Me'zzac was once a powerful drow city, but now no one dared approach it.
--Zasper the Dragon Sage

*Editor’s Note: If they’re destroying all records of them why give me this? I don’t want scary dragons eating me.

I went to the city of Me’zzac. I found no city, or even ruins there. The entire area had been destroyed by some great force leaving only a crater within the underdark. Afterwards I fled lest whosoever wielded this power of destruction should return.
--Commander Ys Irongold, warforged mercenary.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Frightful Presence
Wyrmling S 4d12+4 (30 hp) 13 10 13 16 15 16 4/1 6 5 4 6 2d6 (DC 13) 15
Very Young M 7d12+14 (59 hp) 15 10 15 18 17 18 7/9 9 7 5 8 4d6 (DC 15) 17
Young M 10d12+20 (85 hp) 17 10 15 18 17 18 10/13 13 9 7 10 6d6 (DC 17) 19
Juvenile L 13d12+39 (123 hp) 21 10 17 20 19 20 13/22 17 11 8 12 8d6 (DC 19) 21
Young Adult L 16d12+64 (168 hp) 23 10 19 22 21 22 16/26 21 14 10 15 10d6 (DC 22) 24
Adult H 19d12+76 (199 hp) 27 10 19 22 21 22 19/35 25 15 11 16 12d6 (DC 23) 25
Mature Adult H 22d12+110 (256 hp) 29 10 21 24 23 24 22/39 29 18 13 19 14d6 (DC 26) 28
Old H 25d12+125 (287 hp) 31 10 21 26 25 26 25/43 33 19 14 21 16d6 (DC 27) 30
Very Old H 28d12+168 (350 hp) 33 10 23 28 27 28 28/47 37 22 16 24 18d6 (DC 30) 33
Ancient G 31d12+186 (387 hp) 37 10 23 30 29 30 31/56 40 23 17 26 20d6 (DC 31) 35
Wyrm G 34d12+238 (459 hp 39 10 25 32 31 32 34/60 44 26 19 29 22d6 (DC 34) 38
Great Wyrm G 37d12+296 (537 hp) 41 10 27 34 33 34 37/64 48 28 20 31 24d6 (DC 36) 40



Age Speed Init AC Special Abilities Caster Level
Wyrmling 40-ft, fly 150-ft (average), 20-ft burrow +0 14 (+1 size, +3 natural) Immunity to Acid, Unforeseen -
Very Young 40-ft, fly 150-ft (average), 20-ft burrow +0 16 (+6 natural) Telepathy 300-ft -
Young 40-ft, fly 150-ft (average), 20-ft burrow +0 19 (+9 natural) Alternate Form 1st
Juvenile 40-ft, fly 200-ft (poor), 20-ft burrow +0 21 (-1 size, +12 natural) Possession, Charm Monster 1st
Young Adult 40-ft, fly 200-ft (poor), 20-ft burrow +0 24 (-1 size, +15 natural) DR 5/magic 3rd
Adult 40-ft, fly 200-ft (poor), 20-ft burrow +0 26 (-2 size, +18 natural) Telepathy 3000-ft, Eyes of the Snake 5th
Mature Adult 40-ft, fly 200-ft (poor), 20-ft burrow +0 29 (-2 size, +21 natural) DR 10/magic 7th
Old 40-ft, fly 200-ft (poor), 20-ft burrow +0 32 (-2 size, +24 natural) Mindcrusher's Aura 9th
Very Old 40-ft, fly 200-ft (poor), 20-ft burrow +0 35 (-2 size, +27 natural) DR 15/magic 11th
Ancient 40-ft, fly 250-ft (clumsy), 20-ft burrow +0 36 (-4 size, +30 natural) Permanent Image, Telepathy 3 miles 13th
Wyrm 40-ft, fly 250-ft (clumsy), 20-ft burrow +0 39 (-4 size, +33 natural) DR 20/magic 15th
Great Wyrm 40-ft, fly 250-ft (clumsy), 20-ft burrow +0 42 (-4 size, +36 natural) Dominate Monster, Mind's Webs, Telepathy (Global) 17th


Special Abilities:
Breath Weapon (Su): A weaver dragon has a single breath weapon, a cone of acid dealing the listed damage (a successful reflex save halves this damage).

Unforeseen (Su): A weaver dragon ignores all insight bonuses, both those it would gain and those granted to its opponents. Any attack roll, caster level check, opposed roll, or skill check made against a weaver dragon loses any insight bonuses to the roll, and any insight bonus to AC doesn’t apply against a weaver dragon’s attacks, nor insight bonuses to saves against its breath weapon, spells, or other abilities. In addition a weaver dragon’s actions cannot be foreseen by mortal magic and its future actions are treated by spells that see the future as not happening. A weaver dragon also ignores the Foresight spell.

As a side effect a weaver dragon cannot use oracular spells to tell its own future either as they do not exist according to such magic.

Alternate Form (Su): A young or older weaver dragon can assume any animal, humanoid, or vermin form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Spellcasting: A young or older weaver dragon casts spells as a beguiler of the listed level.

Possession (Su): A juvenile or older weaver dragon may implant its psyche into a willing creature. This requires 1 full minute and may only be done 1/day and it may only possess one creature in this fashion at a time. The weaver dragon’s telepathy functions with the possessed creature over an infinite distance and it may, at any time, attempt to control the creature (as if through a Dominate effect) forcing the creature to make a Will save (same DC as Frightufl Presence) or be controlled for 1 hour. On a successful save the link is broken and the possession ended. A weaver dragon has access to all its possessed host’s senses and any thoughts that the host should think while possessed. A weave dragon may end the link at any time as a standard action on its part.
This possessed creature gains a +4 morale bonus to Str, Dex, and Con, and a +8 moral bonus to Int, Wis, and Cha although this increase may never improve the possessed creature’s Int, Wis, or Cha to a point where its Int, Wis, or Cha is equal to or higher than the weaver dragon’s and if the creature’s Int, Wis, or Cha is higher this bonus is reduced to where it is low enough that the possessed creature’s Int/Wis/Cha is lower than the weaver dragon’s or the bonus is a +0 (whichever is higher).
In addition the possessed creature may make all Will saves, spot/listen checks, and sense motive checks twice and take the better result. The possessed creature is also immune to sleep, paralysis and Hold effects as well as the frightful presence of dragons.
The weaver dragon may allow the possessed creature to cast any spell that the weaver dragon has access to using the weaver dragon’s caster level, although this expends the weaver dragon’s spell slot as if it had cast the spell itself. The possessed creature may also use the weaver dragon’s spell-like abilities, mindwebs (although the weaver dragon is still the one who can observe through the webs), eyes of the snake, and mindcrusher aura abilities, although it does not gain any immunity or protection from the mindcrusher aura.
Possession does have its costs for the weaver dragon leaving its defenses weakened while it is in the other creature’s body. It suffers a -4 to Will saves and Initiative, a -4 to Dex, and a -8 to Spot and Listen checks while possessing a body. In addition it loses blindsense for the duration.

Eyes of the Snake (Su): As a standard action an adult or older weaver dragon may look into the eyes of one creature. That creature must make a Will save (DC is the same as the dragon’s frightful presence ability) or be charmed for 1 minute per age category of the dragon. A creature which successfully saves against this ability may not be targeted with it for another 5 rounds.

Mindcrusher’s Aura (Su): An old or older weaver dragon produces an aura which devastates the weak minded. Any creature with an Intelligence, Wisdom, or Charisma score of 15 or less within 60-ft of an old or older weaver dragon takes 1d4 Intelligence damage, 1d4 Wisdom damage, and 1d4 Charisma damage each round.

Mindwebs (Su): A great wyrm weaver dragon may as a swift action create up to 12 “mind webs”. Each web connects it with another creature allowing the weaver dragon to see through that creature’s eyes, hear what that creature hears, and access all other senses of that creature as well as allow the dragon to read that creature’s thoughts as per the spell Brain Spider although it may not make suggestions. A weaver dragon may only make webs with creatures within 10-ft per age category and can only have a number of webs equal to its age category at a time. There is no saving throw to resist the web, nor any limit on what range over which it will work (including interplanar*), although it can be detected by Arcane Sight or True Seeing. A mind web cannot be observed through the use of Detect Magic. A Remove Curse spell can be used to remove the mind web.

*If Spelljammer is used a weaver dragon’s mind webs do not function while either it or the target are in the Phlogiston, but resume activity once they are no longer in the Rainbow Sea.

Spell-like Abilities (Sp): 3/day: Charm Monster (juvenile), Permanent Image (ancient); 1/day: Dominate Monster (great wyrm).

Mystic Muse
2011-01-19, 05:04 PM
I think you misplaced the Constitution column.

EDIT: What I mean is, the dexterity score is in the Constitution column, and the Constitution score is in the dexterity column.

Tacitus
2011-01-19, 05:21 PM
Actually, more like the Strength column disappeared and all the data hopped over one.

Zaydos
2011-01-20, 01:49 AM
Thanks :smallsmile:

Should be fixed now and I counted all the dragons (okay I used the computer to do so) and then had to fix the alignment table because it was completely wacky.

Law is the plurality, and Neutral/Chaotic dragons outnumber lawful ones by 1.
Evil is relatively lower and Good/Neutral dragons outnumber evil ones by 10.
Of course Lawful ones outnumber Neutral ones by 17, and Chaotic ones by 21 and Evil ones outnumber Good ones by 6.5, and neutrals by 18.

Well I'll glance over the standing requests, and/or take new ones that interest me. If there's any old requests that didn't make it to the to do list and people still want them let me know.

Moribundus
2011-01-20, 11:33 PM
I just have to say, after reading all 21 pages of this I am astounded.

Incredible dragons! I've got an idea as well. Glacial/fjord dragons.

flabort
2011-01-21, 07:17 PM
I have a minor spelling nitpick, within the fluff. You seem to frequently repeat it throughout Zasper's writings, and possibly other places. Since you are using a 'proper' word that gets past spell checker, but not the write one, I don't blame you for missing it.
"Sense" instead of "Since".
The former refers to touch, taste, sight, ect, while the latter means 'afterwards', or 'following that event', or other similar things.

Zaydos
2011-01-21, 07:24 PM
I have a minor spelling nitpick, within the fluff. You seem to frequently repeat it throughout Zasper's writings, and possibly other places. Since you are using a 'proper' word that gets past spell checker, but not the write one, I don't blame you for missing it.
"Sense" instead of "Since".
The former refers to touch, taste, sight, ect, while the latter means 'afterwards', or 'following that event', or other similar things.

:smallredface:

It's even more embarrassing since I used sense properly in the same fluff. I'll admit I've had trouble with homophones since I was a kid and writing on the computer has actually made it worse as I'm so used to spell check telling me when I do make mistakes. Time to make some edits to at least the dragons on this page.

flabort
2011-01-21, 07:34 PM
Bah, it's not much of a problem. A minor one. a nuisance, like a mosquito bite :smallannoyed:. Nothing to get all in arms about.:smallwink:
Yes, fixing it WILL help avoid headaches, but they won't be like someone smashing you over the head with a hammer.:smalltongue:
Still though, they are there, and we do understand.:smallbiggrin:

Debihuman
2011-01-22, 08:27 AM
The weaver dragon's possession covers an infinite distance but I think you should state that the possessed creature has to be on the same plane of existence as the dragon.

Debby

Zaydos
2011-01-22, 12:24 PM
Glacier Dragon:
Dragon (Air, Cold)
Environment: Cold Mountains
Organization: Solitary, pair, or family (2-5).
Challenge Rating:
Treasure: Triple Standard
Alignment: Always Chaotic (any).

4th of Airys, 12th year of the reign of King Alsbret the Eternal

I’ve been lost in the Caskan Mountains for nearly two weeks now. Winter is approaching, as if the eternal frost of these god forsaken mountains wasn’t enough in what passes for autumn here. I saw a silver dragon today, a magnificent being who I hoped could save me. I scrambled towards it as fast as my cold body could move, calling out. It heard me, for it looked towards me, but it was to no avail. Something attacked it.
At first I couldn’t see what, but as blood splattered on its form I could make it out. The creature was a cloudy white like thick ice. The two dragons fought, ice against ice, but the silver dragon fell victim to its assailant and like a coward I hid myself.

I’m out of food, and almost out of firewood. I won’t last another three days. Gods please help me.

6th of Airys, 12th year of the reign of King Alsbret the Eternal

I blacked out. I thought I was dead. I would be dead now had I not been saved. A great dragon, white and gray like ice, had save me. At first I thought it was the same dragon that had slain the silver drake, and was very frightened. I have since come to learn that while they are the same species they vary greatly on ideological grounds. I suspect that this is a lie, everyone knows the gods made but ten breeds of dragon and for the safety of the lesser races they color coded these dragons so that a single glance could show you which were good and which evil.

Even so I have, for now, no choice but to trust my savior even though I fear that it plans some evil if not to use me to commit some evil.

12th of Airys, 12th year of the reign of King Alsbret the Eternal

I have only now left the abode of my draconic savior and, after a quick ride through the blizzard that rages across the mountain tops, am now once more in the low lands. I have yet to discover what plot the dragon was up to. Perhaps it was telling the truth when it claimed not to be one of those predatory and savage white dragons. Could there actually be more than ten types of dragons?

Despite what the journal of the famed warblade Ilyon of Greymarsh may indicate, there seems to be well over ten types of dragons, probably more than a hundred breeds in fact. Glacier dragons are a breed found in frozen mountains. They are among the more morally flexible dragons running the gamut from heroic freedom fighters to murderous sociopaths; even so they do have a common tendency towards independence and a hatred of being controlled and manipulated.

Glacier dragons are broad dragons with relatively short limbs, as well as relatively short length in general. Their eyes are a dull yellow-brown at birth, becoming a brighter yellow as they age. Their scales are a bright white at birth but as they age the coloration becomes dimmer and grey begins to be intermixed looking in the end like the icy surface of frozen water.

Glacier dragons are in many ways similar to white dragons. Both have similar colors (especially when newly born), similar habitats, and often similar habits as solitary predators. Even their breath weapons are similar, with only a difference in the sheer intensity. Even so the differences are quite noticeable to dragon hunters. Glacier dragons are bigger, and physically stronger than a white of the same age. They are smarter, when young their intelligence is comparable to a red’s of the same age though they do not gain intellect as swiftly. They have more powerful magic, albeit only slightly. Their senses are keener, able to track creatures by scent or even detect their footsteps. They also have several powers that channel the most brutal and fierce parts of the nature of frozen regions, as opposed to white dragon’s fog based abilities.



Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon
Frightful Presence


Wyrmling
M
6d12+12 (51 hp)
17
10
15
10
11
10
6/13
9
7
5
5
2d10 (15)
(-)


Very Young
L
9d12+18 (76 hp)
21
10
15
10
11
10
9/22
13
8
6
6
4d10 (16)
(-)


Young
L
12d12+36 (114 hp)
23
10
17
12
13
12
12/26
17
11
8
9
6d10 (19)
(-)


Juvenile
L
15d12+45 (142 hp)
25
10
17
12
13
12
16/30
21
12
9
10
8d10 (20)
(-)


Young Adult
H
18d12+76 (193 hp)
27
10
19
14
15
14
18/38
24
15
11
13
10d10 (23)
21


Adult
H
21d12+105 (241 hp)
29
10
21
16
17
16
21/42
28
17
12
15
12d10 (25)
23


Mature Adult
H
24d12+144 (310 hp)
31
10
23
16
17
16
24/46
32
20
14
17
14d10 (28)
25


Old
H
27d12+189 (314 hp)
33
10
25
18
19
18
27/50
36
22
15
19
16d10 (30)
27


Very Old
G
30d12+210 (405 hp)
37
10
25
18
19
18
30/59
39
24
17
21
18d10 (32)
29


Ancient
G
33d12+264 (478 hp)
39
10
27
20
21
20
33/63
43
26
18
23
20d10 (34)
31


Wyrm
G
36d12+324 (558 hp)
41
10
29
22
23
22
36/67
47
29
20
26
22d10 (37)
34


Great Wyrm
C
39d12+351 (604 hp)
45
10
29
22
23
22
39/76
48
30
21
27
24d10 (38)
35





Age
Speed
Init
AC
SR
Special Abilities
Caster Level


Wyrmling
40-ft, fly 150-ft (poor), burrow 20-ft
+0
15 (+5 natural)
-
Fire Vulnerability, Immunity to Cold, Icewalking
-


Very Young
40-ft, fly 150-ft (poor), burrow 20-ft
+0
17 (-1 size, +8 natural)
-
Scent
-


Young
40-ft, fly 150-ft (poor), burrow 20-ft
+0
20 (-1 size, +11 natural)
-
Tremorsense 60-ft
1st


Juvenile
40-ft, fly 150-ft (poor), burrow 20-ft
+0
23 (-1 size, +14 natural)
-
Control Temperature
3rd


Young Adult
40-ft, fly 150-ft (poor), burrow 20-ft
+0
25 (-2 size, +17 natural)
18
DR 5/magic
1st


Adult
40-ft, fly 150-ft (poor), burrow 20-ft
+0
28 (-2 size, +20 natural)
20
Call Avalanche
3rd


Mature Adult
40-ft, fly 150-ft (poor), burrow 20-ft
+0
31 (-2 size, +23 natural)
22
DR 10/magic
5th


Old
40-ft, fly 150-ft (poor), burrow 20-ft
+0
34 (-2 size, +26 natural)
23
Frigid Bite
7th


Very Old
40-ft, fly 200-ft (clumsy), burrow 20-ft
+0
35 (-4 size, +29 natural)
25
DR 15/magic
9th


Ancient
40-ft, fly 200-ft (clumsy), burrow 20-ft
+0
38 (-4 size, +32 natural)
27
Frostfell
11th


Wyrm
40-ft, fly 200-ft (clumsy), burrow 20-ft
+0
41 (-4 size, +35 natural)
29
DR 20/magic
13th


Great Wyrm
40-ft, fly 200-ft (clumsy), burrow 20-ft
+0
40 (-8 size, +38 natural)
31
Iceberg
15th



Special Abilities:

Breath Weapon (Su): A glacier dragon has a single breath weapon, a cone of cold dealing the listed damage (Reflex save halves).

Icewalking (Ex): As the spider climb spell, but the surfaces the dragon climbs must be icy; always in effect.

Spells: A glacier dragon casts spells as a sorcerer of the listed level. They may also select spells from the Air, Cavern, Cold, and Dragon domains as arcane spells.

Frigid Bite (Su): An old or older glacier dragon’s fangs radiate supernatural cold. This cold has the effect of freezing the life of those the dragon bites dealing 2 Dex damage to any creature bit by the glacier dragon. If this Dex damage should reduce the creature’s Dexterity to 0 the creature instantly dies, completely frozen from the inside out. A creature immune to cold damage is immune to this effect.

Spell-like Abilities: 3/day: Control Temperature (juvenile or older), Iceberg (great wyrm); 1/day: Call Avalanche (Adult or older), Frostfell (ancient or older). All spells are from Frostburn.

Zaydos
2011-01-22, 12:26 PM
Finished glacier dragon. Not my proudest work, I used more SLAs than I'm used to and it really feels mostly like an upgraded white dragon.


Bah, it's not much of a problem. A minor one. a nuisance, like a mosquito bite :smallannoyed:. Nothing to get all in arms about.:smallwink:
Yes, fixing it WILL help avoid headaches, but they won't be like someone smashing you over the head with a hammer.:smalltongue:
Still though, they are there, and we do understand.:smallbiggrin:

Yeah, but I still sometimes want to be a real writer so I do need to work on it.


The weaver dragon's possession covers an infinite distance but I think you should state that the possessed creature has to be on the same plane of existence as the dragon.

Debby

I was debating that. Honestly I'd like to get The-Mage-King's opinion because it was at least trying to fulfill his request.

The-Mage-King
2011-01-22, 12:35 PM
I was debating that. Honestly I'd like to get The-Mage-King's opinion because it was at least trying to fulfill his request.

Oh, sorry for not popping in yet. It looks great. It should do the trick...

flabort
2011-01-22, 12:43 PM
What's the count of dragons at now?
80?

It's really time for a thread title change. :smalltongue:

The title advertises 60% of what your signature advertises, and only 37.5% of the total. And the signature is only advertising 62.5% of the total. Considering that leaves exactly (100-62.5=) 37.5% of the dragons unadvertised, period, and the thread's title leaves 62.5% unadvertised, and 40% of the signature unadvertised.......

Zaydos
2011-01-22, 01:21 PM
What's the count of dragons at now?
80?

It's really time for a thread title change. :smalltongue:

The title advertises 60% of what your signature advertises, and only 37.5% of the total. And the signature is only advertising 62.5% of the total. Considering that leaves exactly (100-62.5=) 37.5% of the dragons unadvertised, period, and the thread's title leaves 62.5% unadvertised, and 40% of the signature unadvertised.......

I know I've changed this threads title before, but I can't remember how to do it. I thought it was just change the title of the original post but I changed that some time ago and it didn't change the thread title. My sig should be updated at this point.

LOTRfan
2011-01-22, 01:50 PM
I know I've changed this threads title before, but I can't remember how to do it. I thought it was just change the title of the original post but I changed that some time ago and it didn't change the thread title. My sig should be updated at this point.

When you first enter the homebrew forums, just click the empty space right next to the thread name.

Silverscale
2011-01-22, 02:05 PM
When you first enter the homebrew forums, just click the empty space right next to the thread name. To be precise; I just found that if you double-click in the space next to the title of a thread, that you have created, you can change it as you would any other text.

LOTRfan
2011-01-22, 02:09 PM
To be precise; I just found that if you double-click in the space next to the title of a thread, that you have created, you can change it as you would any other text.

Oh, sorry, I just thought that went without saying. :smallredface:

Once again, I'm glad to see you are back Zaydos. Its good to hear you are fine. I just felt worried after your last comment, so I thought I should ask. :smallsmile:

Debihuman
2011-01-29, 09:13 AM
In regard to the Glacial dragon's Frigid Bite: Being at Dex 0 doesn't normally kill you, it just renders you immobile (can't move at all). Being at Con 0 will kill you. I think it would slow you like the spell and also cause Con damage as you are slowly freezing to death.

Debby

firemagehao
2011-01-29, 02:34 PM
Do we have a Plasma Dragon yet?

Silverscale
2011-02-10, 09:35 PM
More Dragons??????

Zaydos
2011-02-11, 01:24 AM
More Dragons??????

Sorry I've been distracted with starting campaigns and trying to stat out phyrexians and slivers... and I shouldn't mix those with dragons or my players will kill me very quickly.

flabort
2011-02-11, 11:04 AM
So don't give them too your players, give them to us! We, of course, won't kill you. We might get killed ourselves for using them, but what the hey, that mixture sounds rather awesome!

Tacitus
2011-02-11, 04:47 PM
Dragons played a very influential part of that whole mess. Granted, it was very nearly the wrong part, but they were there. XP

Also, this intrigues me and I have the urge to know of such homebrew. >.>

Zaydos
2011-02-13, 01:26 PM
Added more half-dragons to post #248 (http://www.giantitp.com/forums/showpost.php?p=9481289&postcount=248). If anyone wants me to make a specific half-dragon just ask.

Hopefully I'll feel the stirring that leads to dragon creation soon; I just haven't had inspiration for dragons. I have posted slivers... then found out the Demented_One already had much earlier, and probably done a better job... I still intend to make my own (which means I must now resist the temptation to read his).

LOTRfan
2011-02-13, 01:28 PM
Could you possibly make the Lepidodendron Half-Dragons?

Zaydos
2011-02-13, 01:35 PM
Could you possibly make the Lepidodendron Half-Dragons?

Updated the aforementioned post #248 (http://www.giantitp.com/forums/showthread.php?p=9481289#post9481289) to include it (I almost wanted to give it swim speed but I think I gave it enough to make up for breath weapon as is). If people think it's unwieldy to read, just tell me and I'll start a new one for Even More Half-Dragons.

LOTRfan
2011-02-13, 01:41 PM
Awesome, I like it. By the way, I think the Breath Weapon DC/Damage needs to be fixed for the Lepidodendrons. Currently, its just a number (which I assume is the Reflex DC? I'm not exactly sure what it is)

Zaydos
2011-02-13, 01:47 PM
Awesome, I like it. By the way, I think the Breath Weapon DC/Damage needs to be fixed for the Lepidodendrons. Currently, its just a number (which I assume is the Reflex DC? I'm not exactly sure what it is)

Their breath weapon is a ranged touch that deals the listed damage with no damage roll or saving throw. It just deals 6 damage per age category with a ranged touch. Kind of weak for a breath weapon, but it doesn't provoke AoOs for using it in melee and it may full-attack sans bite and breathe in the same round.

Also if you're wondering why I still haven't updated the name of the thread it's because I couldn't get it to let me.

Edit: Because the name is too long and is bigger than the area in which you can click to change the name... :smallredface:

LOTRfan
2011-02-13, 01:50 PM
Their breath weapon is a ranged touch that deals the listed damage with no damage roll or saving throw. It just deals 6 damage per age category with a ranged touch. Kind of weak for a breath weapon, but it doesn't provoke AoOs for using it in melee and it may full-attack sans bite and breathe in the same round.

Also if you're wondering why I still haven't updated the name of the thread it's because I couldn't get it to let me.

Edit: Because the name is too long and is bigger than the area in which you can click to change the name... :smallredface:

Oh, should've read more carefully. :smallredface:

I have the same problem with the Dino thread. It sucks, really.

EDIT: How about a Gorgonid Half-Dragon?

Zaydos
2011-02-13, 02:40 PM
Plasma Dragon:
Dragon (Fire, Air)
Environment: Warm mountains; Wildspace
Organization: Solitary, pair, or family (2-5)
Challenge Rating: Wyrmling 2, Very Young 4, Young 6, Juvenile 9, Young Adult 11, Adult 14, Mature Adult 16, Old 19, Very Old 21, Ancient 23, Wyrm 26, Great Wyrm 27
Treasure: Triple Standard
Alignment: Always Chaotic.

Fire that burns hottest
The wyrm that shone with power
It comes once again
---Unknown sage.

Plasma dragons are powerful dragons despite their physical frailties. They are capable of flames that burn through any magical defense and can even strike and harm creatures which are made from fire and naught else. They are beings of air and fire, an equal mix of each energy. Not only do they have the ability to channel breath of such heat and power that it cannot be fully resisted* but they are also powerful mages in their own right.

These dragons vary in nature, but share certain common traits. They love their personal freedom and have a tendency towards fickleness. They, like almost all dragons, have a love for gold and other valuable and shiny objects. They also have intense curiosity, whether this manifests in the form of taking creatures apart like a child playing with ants, or hoarding a library that puts mortal ones to shame is not a constant amongst the species.

Great wyrms of the species, as well as some younger members, can sometimes be found dwelling around or near the fiery suns of crystal spheres basking in their warmth. A plasma dragon encountered in the Flow, though, is even more terrifying as the Rainbow Sea will turn their breath into an even deadlier explosive weapon.

*Zapser informs me that Iron Golems are able to not only fully resist their breath weapon but they may suffer slowing from the electricity within it.

Plasma Dragon


Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence


Wyrmling
T
3d12+3 (22 hp)
10
10
13
14
15
16
3/-5
5
4
3
5
3d12
12
-


Very Young
S
6d12+12 (51 hp)
13
10
15
14
15
16
6/3
8
7
5
7
6d12
15
-


Young
S
9d12+18 (76 hp)
13
10
15
16
17
18
9/6
12
8
6
9
9d12
16
-


Juvenile
M
12d12+36 (114 hp)
15
10
17
18
19
20
12/14
15
11
8
12
12d12
19
-


Young Adult
M
15d12+60 (157 hp)
17
10
19
18
19
20
15/18
19
13
9
13
15d12
21
22


Adult
L
18d12+76 (193 hp)
19
10
19
20
21
22
18/26
21
15
11
16
18d12
23
25


Mature Adult
L
21d12+105 (241 hp)
21
10
21
22
23
24
21/30
25
17
12
18
21d12
25
27


Old
L
24d12+120 (276 hp)
23
10
21
22
23
24
24/34
29
19
14
20
24d12
27
29


Very Old
H
27d12+138 (287 hp)
27
10
23
22
23
24
27/43
33
21
15
21
27d12
29
30


Ancient
H
30d12+180 (375 hp)
29
10
23
24
25
26
30/47
37
23
17
24
30d12
31
33


Wyrm
H
33d12+231 (445 hp)
31
10
25
24
25
26
33/51
41
25
18
25
33d12
33
34


Great Wyrm
G
36d12+288 (522 hp)
33
10
27
26
27
28
37/59
43
28
20
28
39d12
36
37





Age
Speed
Init
AC
SR
Special Abilities
Spells


Wyrmling
60-ft, fly 100-ft (average)
+0
14 (+2 size, +2 natural)
-
Immunity to Fire, Cold Vulnerability, Electricity Vulnerability
-


Very Young
60-ft, fly 100-ft (average)
+0
16 (+1 size, +5 natural)
-

1st


Young
60-ft, fly 100-ft (average)
+0
19 (+1 size, +8 natural)
-
Rebuke Fire Creatures
3rd


Juvenile
60-ft, fly 150-ft (poor)
+0
21 (+11 natural)
-
No Electricity Vulnerability
5th


Young Adult
60-ft, fly 150-ft (poor)
+0
24 (+14 natural)
16
DR 5/magic
7th


Adult
60-ft, fly 150-ft (poor)
+0
26 (-1 size, +17 natural)
18
Starborn, Electricity Resistance 10
9th


Mature Adult
60-ft, fly 150-ft (poor)
+0
29 (-1 size, +20 natural)
20
DR 10/magic
11th


Old
60-ft, fly 150-ft (poor)
+0
32 (-1 size, +23 natural)
21
Electricity Resistance 30
13th


Very Old
60-ft, fly 150-ft (poor)
+0
34 (-2 size, +26 natural)
23
DR 15/magic
15th


Ancient
60-ft, fly 150-ft (poor)
+0
37 (-2 size, +29 natural)
24
Electricity Immunity
17th


Wyrm
60-ft, fly 150-ft (poor)
+0
40 (-2 size, +32 natural)
25
DR 20/magic
19th


Great Wyrm
60-ft, fly 200-ft (clumsy)
+0
41 (-4 size, +35 natural)
27
Starfarer
21st



Breath Weapon (Su): A plasma dragon has a single breath weapon a line of plasma dealing half fire damage and half electricity damage (damage listed above) with a Reflex save (listed above) for half. This breath weapon ignores fire resistance and any magically granted fire immunity, and deals half damage to creatures naturally immune to fire; electricity resistance and immunity still apply normally against the electric portion of this attack.

Spellcasting: A very young or older plasma dragon casts spells as a sorcerer of the listed level.

Rebuke Fire Creatures (Su): A young or older plasma dragon can rebuke/command creatures with the fire subtype as an evil cleric rebukes/commands undead. They may use this ability 1/day per age category.

Starborn (Ex): An adult or older plasma dragon no longer needs to breathe and can go 1 day/age category without water and 1 week/age category without food.

Starfarer (Su): A great wyrm plasma dragon may, when outside of the gravity of any other object/creature and meeting all the other normal conditions on flying at spelljamming speeds, fly at spelljamming speeds.

Skills: Craft, Gather Information, and Spellcraft are class skills for plasma dragons.


Half-Plasma Dragon: A half-plasma dragon has fire immunity. Their breath weapon is a line which deals 50% fire damage and 50% electricity damage.

Zaydos
2011-02-13, 03:08 PM
Do we have a Plasma Dragon yet?

There (finally) is. Sorry it took so long. I finally got the idea to spark.


Oh, should've read more carefully. :smallredface:

I have the same problem with the Dino thread. It sucks, really.

EDIT: How about a Gorgonid Half-Dragon?

Yes it does suck (I'd like to be able to say 70+ dragons more than Wizards and Dragon Magazine combined :smallcool:) but so be it.

And as you wish I've updated #248 again.

Mystic Muse
2011-02-13, 03:09 PM
Maybe I just can't find it, but I don't see a challenge rating for the Plasma dragon.

Zaydos
2011-02-13, 03:12 PM
Maybe I just can't find it, but I don't see a challenge rating for the Plasma dragon.

I know I'm not good at assigning CRs so I've half given up. I can try to make one, but it would be iffy at best (then again dragons have lower CR for their power then everything else in the MM anyway). So I'll try but... I hope it will be accurate.

Edit: Added but I'd still say look at the finished stats and the party stats and be prepared to level up or down an age category (I'd say that for published dragons as well) or choose worse feats (plasma dragons are much more dangerous with Maximize Breath than without for example [468 damage, save for half, half of it cannot be reduced except by natural fire immunity]).

Mystic Muse
2011-02-13, 03:15 PM
I know I'm not good at assigning CRs so I've half given up. I can try to make one, but it would be iffy at best (then again dragons have lower CR for their power then everything else in the MM anyway). So I'll try but... I hope it will be accurate.

It doesn't have to have one. I was just pointing it out.

Zaydos
2011-02-13, 03:20 PM
It doesn't have to have one. I was just pointing it out.

Thanks for that. CR is the only thing I intentionally leave off since it's really haphazard and I know I tend to under CR things that aren't dragon; possibly because I'm most familiar with CR as it works with dragons. There are reasons I use dragons to test my characters; they're almost universally strong for their CR.

Silverscale
2011-02-13, 03:48 PM
I'd be curious to see a Half Meta-dragon. Would such a thing even be possible? since they are Living Constructs and I'm not even sure if Living Constructs can breed....still I await more of your awesomeness.

Zaydos
2011-02-13, 04:00 PM
I'd be curious to see a Half Meta-dragon. Would such a thing even be possible? since they are Living Constructs and I'm not even sure if Living Constructs can breed....still I await more of your awesomeness.

I say it is... I almost did that instead of half-mithral but decided I didn't want to do something that required me to re-read the actual template atm.

Zaydos
2011-02-14, 11:10 AM
Mouse Dragon
Dragon (Fire)
Environment: Temperate and Warm Plains
Organization: Solitary, pair, family (2-5), or hive (1 wyrm or great wyrm and 6-24 others)
Challenge Ratings: Wyrmling 1, young 2, adult 4, old 6, wyrm 9, great wyrm 11.
Treasure: Standard
Alignment: Always Good (any).

I encountered these dragons first in the kingdom of Drath on Arcas, but have since found them on several other worlds. Their appearance is like some prehistoric creature, part reptile but furred like a mammal, even if their nature is closer to that of a dragon's. They have long furred tails, and their draconic wings are made all the more bat-like because of the actual presence of fur covering them. They gain their name from the mouse-like shape of their head coupled with their external ears and whiskers, once you pull away from their heads the resemblance is significantly reduced. They have long necks, and long limbs which end in deadly claws. At adulthood they are no bigger than a dog, and even at maximum growth they are only of similar size to a horse.

They are friendly creatures. They might eat the occasional sheep, but they take pride in being the defenders of the sapient races nearby. Their greed sometimes gets the better of them, and dwarven miners are known to dislike them for their tendency to steal gold and other metallic objects especially if left unintended.

---Zasper

Mouse Dragons and aging
Category Age
"Wyrmling" 0-3 years.
"Young" 4-15 years.
"Adult" 16-30 years
"Old" 31-45 years.
"Wyrm" 46-90 years.
"Great Wyrm" 91 +Charisma x5 years.

{table]Age| Size| Hit Dice | Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon
"Wyrmling"| D| 1d12 (6 hp) | 6| 20| 10| 5| 11| 11| 1/-13| 3| 2| 7| 2| 1d6 (DC 10)
"Young"| T| 3d12+3 (22 hp) | 10| 20| 12| 7| 13| 11| 3/-5| 5| 4| 8| 4| 3d6 (DC 12)
"Adult"| S| 5d12+10 (42 hp) | 14| 20| 14| 9| 15| 13| 5/3| 9| 6| 9| 6| 5d6 (DC 14)
"Old"| S| 7d12+14 (59 hp) | 16| 22| 14| 9| 15| 13| 7/6| 11| 7| 11| 7| 7d6 (DC 15)
"Wyrm"| M| 9d12+27 (85 hp) | 20| 22| 16| 11| 17| 15| 9/14| 14| 9| 12| 9| 9d6 (DC 17)
"Great Wyrm"| L| 11d12+44 (115 hp) | 24| 22| 18| 13| 19| 15| 11/22| 17| 11| 13| 11| 11d6 (DC 19)[/table]

{table]Age |Speed |Init |AC |Special Abilities |Caster Level |Bite Damage |Claw Damage |Wing Damage |Tail Slap |Breath Weapon Range
"Wyrmling"| 30-ft, fly 60-ft (good) |+5 |19 (+4 size, +5 Dex) |Cold Vulnerability, Fire Immunity, Keen Senses, Blindsense, Bite reach, Scent |- |1d3 |1d2 |- |- |10-ft
"Young"| 40-ft, fly 90-ft (good) |+5 |19 (+2 size, +5 Dex, +2 natural) |Greater Mage Hand |- |1d4 |1d3 |- |- |15-ft
"Adult"| 50-ft, fly 120-ft (average) |+5 |20 (+1 size, +5 Dex, +4 natural) |DR 5/magic |2nd |1d6 |1d4 |- |- |20-ft
"Old"| 50-ft, fly 120-ft (average) |+6 |23 (+1 size, +6 Dex, +6 natural) |Bigby's Disrupting Hand |4th |1d6 |1d4 |- |- |20-ft
"Wyrm"| 60-ft, fly 150-ft (average) |+6 |24 (+6 Dex, +8 natural) |DR 10/magic |6th |1d8 |1d6 |1d4 |- |30-ft
"Great Wyrm"| 70-ft, fly 200-ft (average) |+6 |25 (-1 size, +6 Dex, +10 natural) |Telekinesis, Bigby's Interposing Hand |8th |2d6 |1d8 |1d6 |2d6 |40-ft[/table]

Special Abilities

Keen Senses (Ex): As the true dragon ability of the same name.

Bite Reach: A tiny mouse dragon has a 5-ft reach with its bite attack, and a large mouse dragon has a 10-ft reach with its bite attack.

Breath Weapon (Su): A mouse dragon has a single breath weapon a cone of fire. All creatures within the cone take the listed fire damage with a reflex save for half.

Spells: A mouse dragon casts spells as a sorcerer of the listed level.

Spell-like Abilities: 3/day: Greater Mage Hand (young or older), Bigby's Disrupting Hand (old or older), Telekinesis (Great Wyrm); 1/day: Bigby's Interposing Hand (Great Wyrm).

Skills: Concentration, Diplomacy, Escape Artist, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Spot, Survival, and Use Magic Device are all class skills for mouse dragons.

Silverscale
2011-02-14, 11:47 AM
Your version is better than mine.



Because some of these dragons have stingers, ignite on contact with fire, are bipedal, or are the personification of the end of an age; who doesn't want their daddy to be the bringer of the apocalypse (it makes you a special snowflake). This always makes me laugh by the way.

Zaydos
2011-02-14, 12:21 PM
Your version is better than mine.

This always makes me laugh by the way.

Half-Cataclysm dragons have now been added. I might have given them too high of a strength and natural armor boost (+16 and +8 respectively).

Silverscale
2011-02-14, 12:41 PM
Half-Cataclysm dragons have now been added. I might have given them too high of a strength and natural armor boost (+16 and +8 respectively).

They are the progeny of a Dragon whose CR starts at 15 for wyrmling and goes all they way to 68 which is higher than some Gods.
Although after taking a look at them I would suggest upping their LA or changing their breathweapon to just be 1d8 per 2 hit dice instead of base 6d8 because combined with the rest of their abilities that just seems too powerful to me for a possible character race especially since it's "What ever is the most effective energy type against the target"

Zaydos
2011-02-14, 10:52 PM
Regulator Dragon
Dragon (Lawful)
Environment: Any land or Lawful aligned plane.
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
Challenge Ratings: Should only be rendered as cube roots.
Treasure: Triple Standard
Alignment: Always Lawful.

The third species of Mythic Dragons, I have only ever encountered a wyrmling of the species and even it was powerful enough to put up a dangerous fight. The older specimens are, like their kin Malison and Mithral dragons, beings of power beyond the understanding of common men and towering in strength so far beyond normal dragons that they make great wyrms seem like unhatched eggs.

Regulator dragons are beings of absolute law and order and rarely interfere in the world of men. When they have done so they have been known, should the dragon sage Auxilphyn be believed, create societies that work exactly like clockwork with no freedom but only pure order.

They appear as blue-grey dragons of awesome glory, with four horns rising from their heads pointing backwards and sixteen spines running down their throat, back, and tail equally placed apart. They are unique to my knowledge in having eight toes on each claw and according to the only specimen I have ever encountered this has to do with the powers of two. Two eyes, four horns, eight appendages (tail, wings, legs, neck), sixteen spines, and thirty-two digits. I don't know how accurate this is, but it seems to be their belief that every aspect of their nature represents flawless order pure and simple.

--Zasper the Dragon Sage

I am the LAW
--Judge Dredd


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence
Wyrmling H 25d12+175 (337 hp) 33 10 25 20 21 20 25/44 34 21 14 19 5d12 29 27
Very Young H 30d12+270 (465 hp) 37 10 29 24 25 24 30/51 41 26 17 24 10d12 34 32
Young G 35d12+385 (612 hp) 41 10 33 28 29 28 35/62 46 30 19 28 15d12 38 36
Juvenile G 40d12+520 (780 hp) 45 10 37 32 33 32 40/69 53 35 22 33 20d12 43 41
Young Adult G 45d12+675 (967 hp) 49 10 41 36 37 36 45/76 60 39 24 37 25d12 47 45
Adult C 50d12+850 (1175 hp) 53 10 45 40 41 40 50/87 63 44 27 42 30d12 52 50
Mature Adult C 55d12+1045 (1402 hp) 57 10 49 44 45 44 55/94 70 48 29 46 35d12 56 54
Old C 60d12+1260 (1650 hp) 61 10 53 48 49 48 60/101 77 53 32 51 40d12 61 59
Very Old C 65d12+1495 (1917 hp) 65 10 57 52 53 52 65/108 84 57 34 55 45d12 65 63
Ancient C+ 70d12+1750 (2205 hp) 69 10 61 56 57 56 70/115 91 62 37 60 50d12 70 68
Wyrm C+ 75d12+2025 (2512 hp) 73 10 65 60 61 60 75/122 98 66 39 64 55d12 74 72
Great Wyrm C+ 80d12+2320 (3280 hp) 77 10 69 64 65 64 80/129 105 71 42 69 60d12 79 77



Age Speed Init AC SR Special Abilities Caster Level
Wyrmling 60-ft, fly 250-ft (good) +0 35 (-2 size, +24 natural, +3 Deflection) 26 Immune to cold, mind-affecting effects, electricity and illusions, DR 10/epic, Shield of Order 6th
Very Young 60-ft, fly 250-ft (good) +0 42 (-2 size, +29 natural, +5 deflection) 33 Immunity to Ability Damage and Drain and Death Effects 9th
Young 60-ft, fly 300-ft (average) +0 47 (-4 size, +34 natural, +7 deflection) 40 DR 15/epic 12th
Juvenile 60-ft, fly 300-ft (average) +0 54 (-4 size, +39 natural, +9 deflection) 47 Immune to energy drain, Curse of Law 15th
Young Adult 60-ft, fly 300-ft (average) +0 61 (-4 size, +44 natural, +11 deflection) 54 DR 20/epic and DR 5/- 18th
Adult 60-ft, fly 350-ft (poor) +0 64 (-8 size, +49 natural, +13 deflection) 61 Perfected Vision 21st
Mature Adult 60-ft, fly 350-ft (poor) +0 71 (-8 size, +54 natural, +15 deflection) 68 DR 20/epic and DR 10/- 24th
Old 60-ft, fly 350-ft (poor) +0 78 (-8 size, +59 natural, +17 deflection) 75 Reverse Time 27th
Very Old 60-ft, fly 350-ft (poor) +0 85 (-8 size, +64 natural, +19 deflection) 82 DR 20/epic and 15/- 30th
Ancient 60-ft, fly 400-ft (poor) +0 92 (-8 size, +69 natural, +21 deflection) 89 Wish, Ultimate Command 33rd
Wyrm 60-ft, fly 400-ft (poor) +0 99 (-8 size, +74 natural, +23 deflection) 93 DR 20/- 36th
Great Wyrm 60-ft, fly 400-ft (poor) +0 106 (-8 size, +79 natural, +25 deflection) 100 Perfection of Order, Reverse Time (at-will) 39th


Special Abilities

Breath Weapon (Su): Regulator dragons have a single breath weapon a cone of absolute order. This energy deals the listed axiomatic damage (this is considered lawful for the purposes of regeneration) and stuns any creature within the area for 1 round. A successful Will save halves the damage and negates the stun.

Shield of Order (Su): Regulator dragons are warded by the pure spirit of law and gain a deflection bonus to their AC equal to their Charisma bonus.

Curse of Law (Su): A juvenile or older regulator dragon may, as a swift action, place a curse of law on any creature that has attacked it in the last minute and is within 100-ft per age category. This curse forces the creature to repeat their actions from the last round as exactly as possible in the same order as the round before. If the target moved 30-ft forward and then attacked a creature 200-ft to their right with a longbow they must move 30-ft forward (if possible) and then attack a creature 200-ft to their right with a longbow. If they no longer possess a longbow they move 30-ft forward and attack a creature 200-ft to their right with an imaginary longbow. If there is no creature to their right they attack the air. If they cast a spell they no longer have prepared they go through the motions once more to no effect. If there is a wall 10-ft in front of them they walk into the wall, continue walking into it for "20-ft" of movement and then attack. If there is a cliff 10-ft in front of them they walk off the cliff and fall and then attack.

Perfected Vision (Su): An adult or older regulator dragon is continuously affected by the clerical version of true seeing except out to a range equal to their natural sight and can see through any magically created barriers such as Solid Fog. They are also able to see in darkness, mundane or magical, as easily as daylight. Finally they gain a +20 to all Spot checks.

Reverse Time (Su): 3/day An old or older regulator dragon may undo all the effects of the last round, reversing time to the start of its previous turn, at the cost of 4 points of Con burn. Only the regulator dragon, and any creatures within 100-ft per age category that it chooses, remember the events of the undone rounds. A great wyrm regulator dragon may do so at-will.

Perfection of Order: A great wyrm regulator dragon gains Divine Rank 0.

Spells: A regulator dragon casts spells as a sorcerer and may choose from the cleric spell list, the bard spell list, the Law, Community, Domination, Pact, Summoning, Fate, Family, Inquisition, Time, Knowledge, Protection, Tyranny, Trade, Rune, Oracle, Diabolic, Nobility, Dragon, Baator, Celestia, and Mechanus domains, and the sorcerer spell list.

Spell-like Abilities: 3/day Wish (ancient and older).

Skills: All skills are class skills for a regulator dragon’s racial hit dice.

Silverscale
2011-02-14, 11:24 PM
I love all these Dragons and if I ever get "Dragon World" going again I intend to use them, in addition to the "official" dragons to populate that setting.

And now we have, between Cataclysm, Regulator, Mithral, and Malison Dragons, the Draconic embodiments of morality from both axis. I don't recall but is there an ultimate embodiment of Neutrality?

Upon inspection of the OP, i see that there are 3 dragons listed as True Neutral, Ashwood, Quartz, and Cedar, non of which top CR30 at Greatwyrm.

Zaydos
2011-02-14, 11:35 PM
Actually I don't count Cataclysm myself, it's a very different beast from the other three epic dragons I've made (although notably Mithral is the strongest of them). I intend to make Chaotic and Neutral ones once I feel an inspiration to do so.

Also yeah I'm going to up cataclysm half-dragon LA to +6 instead of +5.

Edit: Also I'd forgotten you'd done the mouse dragon (or missed it entirely) or else I wouldn't have done it myself. Sorry :smallredface:

I did note the dragon cats and I should link those both to the OP... when I'm fully conscious.

Zaydos
2011-02-15, 02:49 AM
Snow Wyvern

A lesser dragon I felt like making. Maybe someone can put it to good use.

Medium Dragon (Cold)
HD 4d12+8 (34 hp)
Speed 20 ft. (4 squares), fly 60-ft (good)
Init: +2
AC 15; touch 12; flat-footed 13 (+2 Dex, +3 Natural)
BAB +4; Grp +6
Attack Bite +6 melee (1d6+2 and poison)
Full-Attack Bite +6 melee (1d6+2 and poison), and 2 wings +1 melee (1d4+1); when flying bite +6 melee (1d6+2 and poison), and 2 claws +1 melee (1d4+1 and poison)
Space 5 ft.; Reach 5 ft.
Special Attacks: Poison
Special Qualities: Cold Immunity, Fire Vulnerability, Keen Sight, Scent
Saves Fort +6 Ref +6 Will +5
Abilities Str 14, Dex 15, Con 14, Int 5, Wis 12, Cha 11
Skills: Spot +10, Listen +6, Hide +8*, Move Silently +7
Feats: Improved Flight (from Races of the Wild and Complete Adventurer), Ability Focus (Poison).
Environment: Cold mountains and plains
Organization Solitary, pair, or nest (2-12)
Challenge Rating 3
Treasure Standard
Alignment Usually Neutral Evil
Advancement by HD (5-6 HD medium, 7-11 HD large, 12-16 HD huge)
Level Adjustment –

A white scaled reptilian creature. It stands, hunched over its latest meal, ripping into the flesh of its prey with its powerful teeth. It raises its head looking at you, it's blue eyes glinting with territorial rage. It is around the size of a wolf with wings, and walks like a giant chicken would. Its long whip-like tail twitches idly even as it takes off into the air with a flurry of flapping wings

Snow wyverns are native to the icy tundras of Nilflyr where they are sometimes used as hunting birds by frost giants dwelling in the area. They prey upon the tundra goblins, although if rumors from Stormvault are true a pack of the beasts have allied with the goblin city of Cytr and the two have joined to threaten Stormvault from the air and the tunnels below.

Snow wyverns speak (broken) draconic.

Combat: A snow wyvern fights on the wing since when flying it is able to unleash its claws to fight. These claws carry a more dilute form of the venom packed behind its teeth. Unlike their more famous kin, snow wyvern's venom is not in and of itself deadly, but the immobility it causes has left more than one fool hardy adventure dead.

Poison (Ex): A snow wyvern's bite attack carries a poison with an initial damage of 1d6 Dexterity and a secondary damage of 1d6 Dexterity. Its claws have initial damage of 1d4 Dexterity and a secondary damage of 1d4 Dexterity. Regardless of whether the claw or bite strikes a DC 16 Fort save prevents the damage (this is Constitution based) although note the secondary damage 1 minute later.

Keen Sight (Ex): A snow wyvern can see twice as far as a human in full daylight, suffering only a -1 per 10-ft of distance when making spot checks (instead of -2 per 10-ft). In addition they have 120-ft darkvision, and superior low-light vision.

Skills: A snow wyvern gains a +4 racial bonus to Spot checks and a +8 to hide checks made in snow covered terrain or against white/grey clouded skies. The spot bonus, but not the hide bonus, is included above.

As Familiars: A character with the improved familiar feat and a caster level of 7 may select a snow wyvern as a familiar. If they do so they gain a +2 bonus to Spot checks (because Improved Familiars should give some perk style benefits too :smallannoyed:).

Tundra Linnorm
Large Dragon (Cold)
HD 7d12+21 (66 hp)
Speed 40 ft. (4 squares), climb 20-ft, burrow 20-ft
Init: +2
AC 18; touch 11; flat-footed 16 (-1 size, +2 Dex, +7 Natural)
BAB +7; Grp +21
Attack Bite +12 melee (1d8+6)
Full-Attack Bite +12 melee (1d8+6), claw +7 melee (1d6+3), and claw +7 melee (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks: Constrict 1d8+7, Improved Grab
Special Qualities: Cold Immunity, Fire Vulnerability, Blindsense, Scent, Detect Casting
Saves Fort +8 Ref +7 Will +6
Abilities Str 23, Dex 15, Con 16, Int 13, Wis 12, Cha 15
Skills: Sense Motive +13, Spellcraft +11, Spot +11, Listen +11, Bluff +12, Diplomacy +14, Intimidate +14, Survival +1*
Feats: Improved Grapple (B), Mage Slayer, Track, Pierce Magical Defense
Environment: Cold plains and underground
Organization Solitary, pair, or family (2-5)
Challenge Rating 6
Treasure Standard
Alignment Usually Lawful Evil
Advancement by character class
Level Adjustment –

A great blue snake lies poised in front of you. It is easily the size of a python but the intelligence burning in its red eyes and its clawed forearms betray it as a linnorm. It hisses once as it watches, ready.

Tundra linnorms dwell in the snow plains of Niflyr. They once stretched in the Tunnels all the way to the caverns below Stormvault, but the dwarves drove them away with iron axes and magic flames. Tundra linnorms do their best to avoid the powerful frost giants, knowing that they are no match physically for the powerful warriors. Occasionally frost giants find tundra linnorm eggs and raise them using them as guards and hunting beasts. These tundra linnorms have their Survival skill increased by 8 but have 2 less in Sense Motive, Bluff, Diplomacy, and Intimidate.

Rumors have it that the tundra linnorms themselves are forming a civilization of some sort called the "Consensus of Linnorms." This group, said to number almost 100 and include many advanced members and is said to be readying for battle against the frost giants of the snow plains.

Tundra linnorms speak Draconic and one other language (normally Giant or Dwarven).

Combat: A tundra linnorm strikes out with its fangs before coiling around its foe to constrict them to death.

Improved Grab (Ex): When a tundra linnorm hits a medium or smaller opponent with its bite attack it may attempt to begin a grapple for free without making a melee touch attack or provoking an attack of opportunity.

Detect Casting (Su): A tundra linnorm automatically knows when any spell or spell-like ability is cast within 60-ft of it. Who cast it (if they are within 60-ft), where it is targeted (if that point is within 60-ft), and what spell it is.

Necro_EX
2011-02-15, 05:04 AM
Just wanted to pop in and say I love all the work you've done. These are just plain awesome, and I'm gonna love getting throw new dragons at my local group, they won't know what to expect of them!; and that's a big part of what makes the game exciting from a player's standpoint. :D

Debihuman
2011-02-15, 05:46 AM
If you make your save against the snow wyvern's poison do you take half damage or no damage?

Double attacks should be listed as 2 wings not duplicated.

Also, advancement is off. Creatures normally increase in size when they double their hit dice.

You don't have to list the source for monster feats from the core books (they are in the SRD).

Debby

P.S. Hate that stat block.


Snow Wyvern
Medium Dragon (Cold)
Hit Dice: 4d12+8 (34 hp)
Speed: 20 ft. (4 squares), fly 60-ft (good)
Initiative: +2
Armor Class: 15 (+2 Dex, +3 Natural); touch 12; flat-footed 13
BAB/Grapple: +4/+6
Attack: Bite +6 melee (1d6+2 and poison)
Full Attack: Bite +6 melee (1d6+2 and poison) and 2 wings +1 melee (1d4+1) and claw +1 melee (1d4+1 and poison)*
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Cold Immunity, Fire Vulnerability, Keen Sight, Scent
Saves: Fort +6 Ref +6 Will +5
Abilities: Str 14, Dex 15, Con 14, Int 5, Wis 12, Cha 11
Skills: Spot +10**, Listen +6, Hide +8 (+16 in snow), Move Silently +7
Feats: Improved Flight Races of the Wild and Complete Adventurer, Ability Focus (Poison)
Environment: Cold mountains and plains
Organization: Solitary, pair, or nest (2-12)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 5-6 (Medium), 7-12 (Large)
Level Adjustment: —
*Snow wyverns only use their claw attack while flying

Zaydos
2011-02-15, 11:04 AM
Just wanted to pop in and say I love all the work you've done. These are just plain awesome, and I'm gonna love getting throw new dragons at my local group, they won't know what to expect of them!; and that's a big part of what makes the game exciting from a player's standpoint. :D

Thanks for the encouragement.


If you make your save against the snow wyvern's poison do you take half damage or no damage?

Double attacks should be listed as 2 wings not duplicated.

Also, advancement is off. Creatures normally increase in size when they double their hit dice.

You don't have to list the source for monster feats from the core books (they are in the SRD).

Debby

P.S. Hate that stat block.


Snow Wyvern
Medium Dragon (Cold)
Hit Dice: 4d12+8 (34 hp)
Speed: 20 ft. (4 squares), fly 60-ft (good)
Initiative: +2
Armor Class: 15 (+2 Dex, +3 Natural); touch 12; flat-footed 13
BAB/Grapple: +4/+6
Attack: Bite +6 melee (1d6+2 and poison)
Full Attack: Bite +6 melee (1d6+2 and poison) and 2 wings +1 melee (1d4+1) and claw +1 melee (1d4+1 and poison)*
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Cold Immunity, Fire Vulnerability, Keen Sight, Scent
Saves: Fort +6 Ref +6 Will +5
Abilities: Str 14, Dex 15, Con 14, Int 5, Wis 12, Cha 11
Skills: Spot +10**, Listen +6, Hide +8 (+16 in snow), Move Silently +7
Feats: Improved Flight Races of the Wild and Complete Adventurer, Ability Focus (Poison)
Environment: Cold mountains and plains
Organization: Solitary, pair, or nest (2-12)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 5-6 (Medium), 7-12 (Large)
Level Adjustment: —
*Snow wyverns only use their claw attack while flying


A didn't list with poison because I thought it was assumed in poison that the initial save resists the initial damage completely but a second save is required 1 minute later to resist the secondary damage.

The advancement I never saw that trend, and checking the MM... I still don't see it (many things seem to advance at +50% HD though).

It was 3 something AM and I had tried to go to sleep and couldn't because I was coughing too much so I... still don't know why I thought I'd need to site the MM.

I just mimicked the MM's format (to include always applicable skill modifiers and mark others with *) except on the attack line where I actually marked in some way that it didn't get claws while walking (unlike wyvern where it's a throwaway line in the strategy section) because everyone is familiar with it. Also didn't know how to superscript, but will fix the books line using that and compacted its wings and claws into 2 wings and 2 claws respectively.

As always thanks for the PEACH it is always helpful :smallsmile:

Zaydos
2011-02-15, 04:17 PM
Sliver Dragon
Dragon (Sliver)
Environment: Any
Organization: Solitary, or pair; plus slivers
Challenge Rating: ... umm...
Treasure: Triple Standard
Alignment: Always Lawful Evil.

I found these dragons on a world abandoned by all other lifeforms save one. These creatures, called slivers by the texts I found in the abandoned and destroyed cities of the former inhabitants, had swarmed over the entire planet. The dragons of this world, though, had adapted and changed. They had become beings like those that had overrun their world insinuating their way into the swarm. The greatest wyrms even grew so strong in the hive that they were able to wrest control from the Sliver Queen herself and created five warring swarms.

These dragons appear rather normal, with streamlined bodies lacking horns or spines. Their scales are a light blue-green and their eyes a glowing violent red. Their mouths are full with rows of needle-like teeth, and their claws are long and scythe-like.

They are covetous, proud, and arrogant creatures. From my observations they each seem to be ruled by the will to power, their greatest desire is to rule over others including their lesser kin. The five great wyrms that rule the world now, kill any members that approach their age. Unfortunately for the multiverse, it would seem that some fool hardy adventurers stole a wyrmling from this world.

---Zapser, Grand Archmage of the 10th Circle, Bearer of the Crystal Crown, Keeper of the Transfinite Seal, He Who Walks Amongst Dragons, Friend to Bahamut, Foe to Tiamat, Hero of a Hundred Kingdoms, Keeper of the 89th Secret of Talorn, Walker of Worlds, the Immaculate Sage, the Purple Archmage, Champion of Halm, and former Emperor of Cyrell (retired).

Sliver Dragon

Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence
Wyrmling S 4d12+4 (30 hp) 11 10 13 8 11 8 4/0 5 5 4 4 2d6 13 -
Very Young M 7d12+14 (59 hp) 13 10 15 8 11 8 7/8 8 7 5 5 4d6 15 -
Young M 10d12+20 (85 hp) 15 10 15 10 11 10 10/12 12 9 7 7 6d6 17 -
Juvenile L 13d12+39 (123 hp) 19 10 17 10 13 10 13/21 16 11 8 9 8d6 19 -
Young Adult L 16d12+64 (168 hp) 21 10 19 12 13 12 16/25 20 14 10 11 10d6 22 19
Adult H 19d12+76 (199 hp) 25 10 19 12 13 12 19/34 24 15 11 12 12d6 23 20
Mature Adult H 22d12+110 (256 hp) 27 10 21 14 15 14 22/38 28 18 13 15 14d6 26 23
Old H 25d12+125 (287 hp) 29 10 21 14 15 14 25/42 32 19 14 16 16d6 27 24
Very Old H 28d12+168 (350 hp) 31 10 23 16 17 16 28/46 36 22 16 19 18d6 30 27
Ancient G 31d12+186 (387 hp) 35 10 23 16 17 16 31/55 39 23 17 20 20d6 31 28
Wyrm G 34d12+238 (459 hp 37 10 25 18 19 18 35/59 43 26 19 23 22d6 34 31
Great Wyrm G 37d12+296 (537 hp) 39 10 27 18 19 18 39/63 47 28 20 24 24d6 36 32



Age Speed Init AC Special Abilities Caster Level
Wyrmling 60-ft, fly 100-ft (average) +0 14 (+1 size, +3 natural) Immunity to Electricity, Share Breath, Hivemind, Sliver traits -
Very Young 60-ft, fly 100-ft (average) +0 16 (+6 natural) - -
Young 60-ft, fly 100-ft (average) +0 19 (+9 natural) Summon Slivers (Least) -
Juvenile 60-ft, fly 150-ft (poor) +0 21 (-1 size, +12 natural) Share Immunity 1st
Young Adult 60-ft, fly 150-ft (poor) +0 24 (-1 size, +15 natural) DR 5/magic 3rd
Adult 60-ft, fly 150-ft (poor) +0 26 (-2 size, +18 natural) Summon Slivers (Lesser) 5th
Mature Adult 60-ft, fly 150-ft (poor) +0 29 (-2 size, +21 natural) DR 10/magic 7th
Old 60-ft, fly 150-ft (poor) +0 32 (-2 size, +24 natural) Share DR 9th
Very Old 60-ft, fly 150-ft (poor) +0 35 (-2 size, +27 natural) DR 15/magic 11th
Ancient 60-ft, fly 200-ft (clumsy) +0 36 (-4 size, +30 natural) Summon Slivers (Greater) 13th
Wyrm 60-ft, fly 200-ft (clumsy) +0 39 (-4 size, +33 natural) DR 20/magic 15th
Great Wyrm 60-ft, fly 200-ft (clumsy) +0 42 (-4 size, +36 natural) Share Power 17th


Breath Weapon (Su): A sliver dragon has a single breath weapon a line of electricity dealing the listed damage with a Reflex save for half.

Hivemind (Su): A sliver dragon shares a hivemind with all slivers in 100-ft and none of them are surprised unless all are surprised, and none are flat-footed unless all are, and none are flanked unless all are.

An old or older sliver dragon is above the control of a sliver queen and all slivers (except the Queen, Overlord, or Legion) within 100 miles of the sliver dragon can hear its telepathic commands and will obey them. All slivers (including the queen) within 1 mile are considered to have its mental ability scores or the best of all slivers within the area for all saves, skill checks, ability checks, or other effects dependent upon mental ability scores and are neither flat-footed nor flanked unless all slivers within 1 mile of the dragon are flat-footed or flanked. This control also applies sliver dragons of any age category below theirs.

At wyrm even the Queen, Overlord, and Legion must obey.

Share Breath (Su): All other slivers within 100-ft of the sliver dragon gain a breath weapon with the same area as the sliver dragon's and dealing 1d6 electricity damage per age category of the dragon. If they already have an electric breath weapon dealing this much or more damage the save DC for the breath increases by 2.

Summon Slivers (Su): As a full-round action a young or older sliver dragon can summon 1d4 CR 1 or 2 slivers of the same type. Once they reach adult age category they may instead summon 1d4 CR 3 or 4 slivers of the same type or 2d4 CR 1 or 2 slivers. Once they reach the ancient age category they can summon 1d4 CR 5 to 8 slivers, 2d4 CR 3 or 4 slivers, or 2d6+1 CR 1 or 2 slivers.

Share Immunity (Su): All other slivers within 100-ft gain immunity to electricity.

Share DR (Su): All other slivers gain DR X/magic where X is whatever DR the sliver dragon has. If they already have DR of this type they gain +5 to their DR or it is increased to the sliver dragon's (whichever is higher).

Share Powers (Su): The sliver dragon is considered to be within 100-ft of any and all slivers within 1000-ft of her for the effects of their abilities. In addition other slivers within 100-ft of the queen gain all effects that the queen gains through this power.

Skills: Bluff is a class skill for sliver dragons.

Silverscale
2011-02-15, 08:56 PM
Sliver Dragon
Dragon (Sliver)
Environment: Any
Organization: Solitary, or pair; plus slivers
Challenge Rating: ... umm...
Treasure: Triple Standard
Alignment: Always Lawful Evil.

.............
And now we have turned the corner from Awesome to Scary.

BTW you need to proofread the section about Hivemind because some of the references still say Silver Queen instead of Sliver Dragon

Mystic Muse
2011-02-16, 02:32 AM
the numbers for Breath weapon damage and breath weapon DC are in the wrong spots.

firemagehao
2011-02-16, 07:43 PM
Now we need a bose-einstein condensate dragon.

Zaydos
2011-03-05, 10:40 PM
Barrow Dragon
Dragon (Fire)
Environment: Temperate and Cold Hills, Mountains, Plains, and Underground; burial mounds
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
Challenge Ratings:
Treasure: Double Standard
Alignment: Always Chaotic Evil

Despite the name barrow dragons do not have a connection with the necromantic arts. These dragons find their ways into ancient barrow mounds lairing there upon the mounds of gold buried with ancient kings. They are weaker magically than most dragons, found most often on those worlds starved for arcane energies.

Barrow dragons are extremely territorial and hostile to those who would tread through their terrain. Many will sleep for ages (or even age categories) unless their horde is disturbed at which point they will go off in berserk rage seeking their stolen wealth. Many can be bribed, but woe be to any hero tasked with reclaiming a portion of their hoard.

This is for the Fire Drake, Fafnir (sometimes Fafnir the Golden), and their mixed fantasy inducing imitation Smaug the Golden



Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence


Wyrmling
M
7d12+14 (59)
17
10
15
8
13
8
7/10
10
7
5
6
2d10
15
-


Very Young
L
10d12+30 (95)
21
10
17
10
13
10
10/19
14
10
7
8
4d10
18
-


Young
L
13d12+39 (123)
25
10
17
10
15
10
13/24
19
11
8
10
6d10
19
-


Juvenile
L
16d12+64 (168)
29
10
19
12
15
12
16/29
24
14
10
12
8d10
22
-


Young Adult
H
19d12+95 (218)
31
10
21
12
17
12
19/37
27
16
11
14
10d10
24
20


Adult
H
22d12+110 (253)
33
10
21
14
17
14
22/41
31
18
13
16
12d10
26
23


Mature Adult
H
25d12+150 (312)
33
10
23
14
19
14
25/44
34
20
14
18
14d10
28
24


Old
G
28d12+196 (378)
35
10
25
16
19
16
28/52
36
23
16
20
16d10
31
27


Very Old
G
31d12+248 (449)
37
10
27
16
21
16
31/56
40
25
17
22
18d10
33
28


Ancient
G
34d12+306 (527)
39
10
29
18
21
18
34/60
44
28
19
24
20d10
36
31


Wyrm
G
37d12+370 (610)
41
10
31
18
23
18
37/64
48
30
20
26
22d10
38
32


Great Wyrm
C
40d12+400 (660)
45
10
31
20
25
20
40/73
49
32
22
29
24d10
40
35





Age
Speed
Init
AC
Special Abilities


Wyrmling
40 ft., fly 150 ft. (poor)
+0
16 (+6 natural)
Immune to Fire, Vulnerability to Cold


Very Young
40 ft., fly 150 ft. (poor)
+0
18 (-1 size, +9 natural)
Hoard Sense


Young
40 ft., fly 150 ft. (poor)
+0
21 (-1 size, +12 natural)
DR 5/magic


Juvenile
40 ft., fly 150 ft. (poor)
+0
24 (-1 size, +15 natural)
Locate Object


Young Adult
40 ft., fly 150 ft. (poor)
+0
26 (-2 size, +18 natural)
DR 10/magic


Adult
40 ft., fly 150 ft. (poor)
+0
29 (-2 size, +21 natural)
Suggestion


Mature Adult
40 ft., fly 150 ft. (poor)
+0
32 (-2 size, +24 natural)
DR 15/magic


Old
40 ft., fly 200 ft. (clumsy)
+0
33 (-4 size, +27 natural)
Charm Monster


Very Old
40 ft., fly 200 ft. (clumsy)
+0
36 (-4 size, +30 natural)
DR 20/magic and DR 5/adamantine


Ancient
40 ft., fly 200 ft. (clumsy)
+0
39 (-4 size, +33 natural)
Discern Location


Wyrm
40 ft., fly 200 ft. (clumsy)
+0
42 (-4 size, +36 natural)
DR 20/magic and DR 10/Adamantine


Great Wyrm
40 ft., fly 200 ft. (clumsy)
+0
41 (-8 size, +39 natural)
Dominate Monster



Special Abilities

Breath Weapon (Su): A barrow dragon has a single breath weapon, a cone of fire dealing the listed damage (Reflex save for half).

Hoard Sense (Su): A barrow dragon is preternaturally bound to its hoard and, while in contact with its hoard, can sense if a portion of its hoard has been removed from the hoard (taken more than 100-ft away from the main body of the hoard), what item it was and how long ago it was taken. A sleeping barrow dragon that is in contact with its hoard will immediately awaken if something is removed.

Spell-like Abilities (Sp): At-will: Locate Object (Juvenile or older, only may be used on portions of their hoard), Discern Location (Ancient or older, only may be used on portions of their hoard or creatures which have taken items from their hoard); 3/day Suggestion (Adult or older), Charm Monster (old or older), Dominate Monster (great wyrm).

Skills: A barrow dragon treats Appraise, Bluff, and Jump as class skills.

Silverscale
2011-03-06, 10:26 AM
Yay my creations have been recognized by the OP list. Would you like me to do any others?


Barrow Dragon
.....
This is for the Fire Drake, Fafnir (sometimes Fafnir the Golden), and their mixed fantasy inducing imitation Smaug the Golden
Since you say that this represents dragons like Fafnir and Smaug and the Wiki-page for Fafnir says that he started out life as a Dwarf and was transformed by his greed into a dragon to better protect his hoard, does that mean the Barrow Dragons are created by humanoids being transformed by their greed or is this more generally representative of the classic greedy dragon who doesn't do much more then amass and protect a hoard of treasure?

Zaydos
2011-03-06, 10:49 AM
Yay my creations have been recognized by the OP list. Would you like me to do any others?


Since you say that this represents dragons like Fafnir and Smaug and the Wiki-page for Fafnir says that he started out life as a Dwarf and was transformed by his greed into a dragon to better protect his hoard, does that mean the Barrow Dragons are created by humanoids being transformed by their greed or is this more generally representative of the classic greedy dragon who doesn't do much more then amass and protect a hoard of treasure?

The latter as only 1 out of the 3 listed started out as dwarves.

Zaydos
2011-03-07, 03:06 PM
True Linnorm
Dragon (Earth)
Environment: Temperate and Cold mountains, hills, plains, and underground
Organization: Solitary, pair, or family (2-5)
Challenge Rating: ... umm...
Treasure: Triple Standard
Alignment: Always Neutral Evil.

On many worlds one can find linnorms, cast off remnants and mutants of ancient deific wars. It is rare that one finds a true linnorm, though, an ancient breed of dragon that once rose up against the spawn of Tiamat and Bahamut and with claw and fang clashed against dragons chromatic and metallic. That is not to say they did not have allies, one needs only learn why purple dragons are so uncommon to know what happened to their peripheral allies in this great conflict. One thousands of worlds they were scourged away by the wrath of Tiamat's spawn, reduced to nothing more than a few scattered nests. Even so evil has deep roots, and like all of evil's finest weeds linnorms spring forth again.

These dragons being linnorms, or land worms, lack hind legs and wings relying on their serpentine bodies for transportation, and their claws and fangs, as well as ample arcane powers. They have grey, brown, green, or brown-green scales, and brilliant red to gold eyes. Their heads look more like those of some large, venomous snakes until they open their mouths. They lack the detachable jaws of a serpent, but also have a mouth brimming with deadly fangs. Even should one keep its mouth closed its powerful forearms are a dead give away that this is no snake or deadly viper but a terrible linnorm.

Linnorms come armed with the ability to charm men, to create a cloud of darkness, and even penetrate all illusions. Not only that but they also have substantial magical powers greater than those of a red or even gold dragon. Their breath weapon is a deadly poison that can cripple or kill even the bravest of heroes with enough exposure, and the oldest project an aura of supernatural disease. I would advice that even a skilled dragon slayer should approach these beasts with care.

These linnorms are perhaps best dealt with by exploiting their mentalities. Despite their keen intellects and ample charisma these avaricious, petty, and jealous creatures are prone to in-fighting, disastrous overconfidence, and general exertions of ego. It is these weapons I'd advice a would-be dragon slayer to use first, and remember that due in part to their great intellects these beasts know that there is no creature more dangerous to them than a wizard and as such are liable to overlook the threat that a determined warrior can be.

---Zapser, Grand Archmage of the 10th Circle, Bearer of the Crystal Crown, Keeper of the Transfinite Seal, He Who Walks Amongst Dragons, Friend to Bahamut, Foe to Tiamat, Hero of a Hundred Kingdoms, Keeper of the 89th Secret of Talorn, Walker of Worlds.

True Linnorm


Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence


Wyrmling
S
6d12+6 (45 hp)
13
10
13
12
13
12
6/3
8
6
5
6
1d2
14
-


Very Young
M
9d12+18 (76 hp)
15
10
15
12
13
12
9/11
11
8
6
7
2d2
16
-


Young
M
12d12+24 (96 hp)
17
10
15
12
13
12
12/15
15
10
8
9
3d2
18
-


Juvenile
L
15d12+45 (142 hp)
21
10
17
14
15
14
15/24
19
12
9
11
4d2
20
-


Young Adult
L
18d12+76 hp (193 hp)
23
10
19
14
15
14
18/28
23
15
11
13
5d2
23
21


Adult
H
21d12+84 (220 hp)
27
10
19
14
15
14
21/37
27
16
12
14
6d2
24
22


Mature Adult
H
24d12+120 (276 hp)
29
10
21
16
17
16
24/41
31
19
14
17
7d2
27
25


Old
H
27d12+135 (310 hp)
31
10
21
16
17
16
27/45
35
20
15
18
8d2
28
26


Very Old
H
30d12+180 (375 hp)
33
10
23
18
19
18
30/49
39
23
17
21
9d2
31
29


Ancient
G
33d12+198 (412 hp)
37
10
23
18
19
18
33/58
42
24
18
22
10d2
32
30


Wyrm
G
36d12+252 (486 hp)
39
10
25
20
21
20
36/62
46
27
20
25
11d2
35
33


Great Wyrm
G
39d12+312 (565 hp)
43
10
27
22
23
22
39/67
51
29
21
26
12d2
37
34





Age
Speed
Init
SR
AC
Special Abilities
Caster Level


Wyrmling
40-ft
+0
-
16 (+1 size, +5 natural)
Immunity to poison and disease, Breath Weapon, Wingless
-


Very Young
50-ft
+0
-
18 (+8 natural)
-
1st


Young
50-ft
+0
-
21 (+11 natural)
Charm Person
3rd


Juvenile
60-ft
+0
19
23 (-1 size, +14 natural)
Blacklight, See in Darkness
5th


Young Adult
60-ft
+0
21
26 (-1 size, +17 natural)
DR 5/magic
7th


Adult
70-ft
+0
23
28 (-2 size, +20 natural)
Poison
9th


Mature Adult
70-ft
+0
24
31 (-2 size, +23 natural)
DR 10/magic
11th


Old
70-ft
+0
26
34 (-2 size, +26 natural)
Absorb Spell
13th


Very Old
70-ft
+0
28
37 (-2 size, +29 natural)
DR 15/magic
15th


Ancient
80-ft
+0
30
38 (-4 size, +32 natural)
True Seeing
17th


Wyrm
80-ft
+0
32
41 (-4 size, +35 natural)
DR 20/magic
19th


Great Wyrm
80-ft
+0
34
44 (-4 size, +38 natural)
Aura of Contagion
21st



Special Abilities

Breath Weapon (Su): A true linnorm has a single breath weapon a cone of poisonous gas. This is a contact poison which deals the listed Con damage (Fort negates), and forces a save 1 minute later against secondary damage (which is identical to the initial damage). This is a poison effect

Wingless: A true linnorm lacks wings and therefore never gains wing attacks.

Poison (Ex): An adult or older true linnorm's bite attack gains a poison attack. This poison deals 1d8 Int, Wis, and Cha damage as both initial and secondary damage. The fort DC is Con based (so normally the same as their breath weapon).

Absorb Spells (Su): If an old or older true linnorm's spell resistance prevents a spell from affecting it then it heals 5 hp per level of the spell.

Aura of Contagion (Su): A great wyrm true linnorm is surrounded by an aura of disease out to 60-ft. Any living creature entering this aura must make a Fort save (Con based so same as breath weapon's) or be inflicted with a disease of the true linnorm's choosing with no incubation period. A true linnorm can change which disease his aura inflicts as a free action once per round. A creature that is affected by a true linnorm's aura (whether they failed their save or succeeded) is immune to that true linnorm's aura of contagion for 24 hours.

Spell-like Abilities (Sp): 3/day: Charm Person (young or older), Blacklight (juvenile or older), True Seeing (ancient or older).

Spells: A true linnorm casts spells as a sorcerer of the indicated level. They may also select and learn Cleric spells and spells from the Darkness, Evil, and Pride domains as if they were sorcerer spells.

Skills: Bluff, Hide, and Move Silently are class skills for true linnorms.

MammonAzrael
2011-03-07, 06:18 PM
The second table for True Linnorm is off...its in the Initiative/SR header.:smallsmile:

Are you still taking requests, or submissions made by others? Because I'm thinking of converting my 4e Coin Dragon (http://www.giantitp.com/forums/showthread.php?t=91199) to 3.5. If you'd rather take a crack at it you'd be more than welcome, otherwise I'd like to post it in this thread if you don't mind.

Zaydos
2011-03-07, 08:23 PM
The second table for True Linnorm is off...its in the Initiative/SR header.:smallsmile:

Are you still taking requests, or submissions made by others? Because I'm thinking of converting my 4e Coin Dragon (http://www.giantitp.com/forums/showthread.php?t=91199) to 3.5. If you'd rather take a crack at it you'd be more than welcome, otherwise I'd like to post it in this thread if you don't mind.

1) Thanks. I copied and pasted one without SR and forgot to add the divider | in between... again :smallredface:

2) Both requests and submissions; since you made it why don't you convert it and post it.

Edit: If you'd prefer me to convert it I will, though. Never done conversion before so it'd be interesting.

MammonAzrael
2011-03-07, 09:46 PM
I'll get to work on it then. :smallsmile: As it is intended to be a full true dragon, I'm debating whether it should be a construct, living construct, or what. There seem to be a lot of possible, and reasonable, ways to go with it, so I shall start work.

Zaydos
2011-03-07, 10:41 PM
I'll get to work on it then. :smallsmile: As it is intended to be a full true dragon, I'm debating whether it should be a construct, living construct, or what. There seem to be a lot of possible, and reasonable, ways to go with it, so I shall start work.

Well if you decide to go with the living construct idea you'll need to figure out BAB and saves for one (they lose features such as BAB and saves), although warforged charger gives precedence that they would use Construct ones. I just made a subtype for the subtype for living construct dragons found here (http://www.giantitp.com/forums/showpost.php?p=9435786&postcount=78) which gives them better fort and will saves as well as more skill points per level splitting the difference between construct and dragon.

Also would anyone know where I could find a template for 4e monsters that would have all the stuff properly tagged for the forum? I usually use Fax's thread for PrCs and stuff but I think it's 3.5 only. If not then my current thing will take a little longer as I figure out formatting.

Silverscale
2011-03-07, 11:38 PM
Well there is president for you to choose Living-Construct to stat out a true dragon. just take a look at the Meta-dragons.

Zaydos
2011-03-08, 10:57 AM
4th Edition Victory Dragon

My first attempt at making a 4e monster... how'd I do? Also how can I improve the formatting? I don't know what the standard way of marking melee, ranged, and burst/blast on homebrew is, or recharge numbers.

Young Victory Dragon (http://www.youtube.com/watch?v=bMN6CuB6R1c) Level 4 Solo Soldier (Leader)
Large natural magical beast (dragon) ; XP 875
Initiative +6; Senses Perception +7, Darkvision
HP 224; Bloodied 112, see also bloodied breath
AC 23; Fort 19; Ref 16; Will 20
Resist 15 sonic
Saving Throws +5
Speed 6, fly 8 (clumsy), overland flight 10
Action Points 2
Mb Bite: Standard, at-will * Sonic
Reach 2; +12 vs AC; 1d10+4 and 1d8 sonic damage (another 1d8 sonic damage if they make an attack that does not include the Victory Dragon before the start of the Victory Dragon’s next turn).
Mb Claw: Standard, at-will
Reach 2; +12 vs AC; 1d10+4
M Double Attack: Standard, at-will
The dragon makes two claw attacks.
M Tail Strike: Immediate reaction if an adjacent enemy makes an attack that either misses the victory dragon or does not include it; at-will
Triggering enemy; +8 vs Ref; 1d4+3 and the target is knocked prone
B Breath Weapon: standard, recharge 5/6 * Sonic
Close Blast 5; +8 vs Ref; 3d6+4 and the target is deafened (save ends); Miss: half damage
B Bloodied Breath: free, when first bloodied, encounter
The dragon’s breath instantly recharges and the young victory dragon uses it.
B Frightful Presence: standard, encounter * Fear
Close Burst 5; targets enemies; +6 vs Will; the target is stunned until the end of the dragon’s next turn. Aftereffect the target takes a -2 penalty on attack rolls (save ends).
B Inspirational Roar: minor, recharge 5/6
Close Burst 5; targets allies; the target gains a +2 power bonus to attack and damage until the end of the dragon’s next turn.
Alignment: Good; Languages: Common, Draconic
Skills: Diplomacy +11, Insight +7, Intimidate +11
Str 18 (+6) Dex 14 (+4) Wis 10 (+2)
Con 16 (+5) Int 10 (+2) Cha 18 (+6)

Zaydos
2011-03-08, 02:41 PM
Victory Dragon 2e (http://www.youtube.com/watch?v=Z3gIhsOFamM)
Environment: Temperate, sub-tropical, and tropical plains and hills.
Frequency: Very rare
Organization: Solitary or Clan
Activity Cycle: Any
Diet: Special
Intelligence: High (13-14)
Treasure: Special
Alignment: Chaotic Good
No. Appearing: 1 (2-5)
Armor Class: -2 (base)
Movement: 12, FL 30 ( C), Jp 3
Hit Dice: 13 (base)
THAC0: 9
No. of Attacks: 3+ Special
Damage/Attack: 1-6//1-6/3-24 (3d8)
Special Attacks: Special
Special Defenses Variable
Magic Resistance: Variable
Size G (39’ base)
Morale: Fearless (19-20)
XP Value: Variable

Victory dragons are a rare breed of dragon. Legends tell about how, in the dawn of time, they fought alongside mankind against eldritch horrors from beyond reality. Their mighty songs inspired the greatest heroes to battle and victory against these abominations. This threat to reality gone, the victory dragons returned to the mystic lands from which they came, or so the legends go.

Victory dragons have scales of a red-gold color and a single great frill that rises above their head further than the height of their skull and runs down their backs. Their wings are a deeper red, closer in coloration to brass. They have a single small horn above each nostril, and small frills around their ears. Small bony-spurs rise up their forelimbs and their tails are long and sinuous.

Victory dragons speak their own language and a language common to all good dragons, and 17% of hatchling victory dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases to 5% per age category of the dragon.

Combat: Victory dragons are prone to headlong rushes and direct confrontation. If allies stand beside them then they will seek to serve as an inspiration to their fellow warriors fighting on the front line with claw and fang.

Breath weapon/special abilities: A victory dragon's breath is either a cone of uplifting energy 60' long, 5’ wide at the dragon’s mouth and 20' wide at the end of the cone, or a concentrated beam of high pitched sound 90' long and 5' wide. Creatures caught in the gas may immediately re-roll a failed save against fear, paralysis, or effects that nauseate like a troglodyte’s stench. Creatures caught in the beam of sound take damage, save vs. breath weapon for half. A victory dragon cannot cast spells but uses its magical abilities at 8th level plus its combat modifier.

At birth, victory dragons can use music to inspire allies as a bard and are immune to sound based attacks and all forms of fear. As they age, they gain the following additional powers:

Young: bless three times a day. Juvenile: roar three times a day, this gives all enemies within 120’ of them a -2 to attacks, damage, and saves for 1 round + 1 round per age category of the dragon, a successful save versus fear causes this penalty to only last 1 round; immunity to fear and any special bonuses against fear apply against this effect. Adult: produce an aura of courage granting allies within 60’ a +4 on saves versus fear and immunity to the frightful presence of dragons. Old: 1/day perform a more powerful roar which deals damage as per the dragon’s breath weapon against all evil aligned planar creatures, illithids, beholders, and similar creatures as well as stunning them for 1d4+1 rounds, and deals ½ the damage of its breath weapon to all other creatures and stuns them for 1 round; a successful save versus paralyzation negates the stunning effect and halves the damage. Ancient: 3 times per day may enter a berserk rage lasting 5 rounds; while in this rage they gain a +2 to attack rolls and damage but a -2 to their AC (increasing it by 2). Great wyrm: their speed increases to 18’ fly 40’ (C ). A victory dragon can jump 30 yards forward or sideways, reaching heights up to 20' at mid jump. They can jump 30' straight up.
Habitat/Society: Victory dragons can most often be found on the plane of Ysgard, but on the Prime they like warm plains and hills in which there is little cover, preferring open terrain for hunting and battle. They are known to lair in copses of trees, naturally occurring caverns, and even human constructed buildings if their size permits it.

Victory dragons appreciate courage, valor and a willingness to battle, and will usually leave good or neutral creatures alone if they can face the dragon without flinching or other obvious shows of cowardice. Victory dragons consider cowardice a sure sign of evil intentions, and will pursue, often hostilely, those they perceive as cowards.

Because of their nature victory dragons often rush into battle, either on the lower planes, or against gibbering mouthers, mind flayers, beholder-kin, or evil dragons that occupy the same region. This has the side-effect of keeping victory dragon populations dangerously low.

Ecology: Victory dragons are skilled hunters, and enjoy the challenge of the hunt preferring to eat predatory animals. Like most dragons they may subsist on almost anything, including inorganic materials such as metal. However, like most dragons they have a favored food. Victory dragons prefer the flesh of abominations against the natural order such as beholder-kin.

{table]Age|Body Length (‘)|Tail Length (‘)|AC|Breath Weapon|MR|Treasure Type|XP Value
1|4-9|3-8|1|2d8+2|Nil|Nil|6,000
2|9-18|6-14|0|4d8+2|Nil|Nil|8,000
3|18-30|14-24|-1|6d8+3|Nil|Nil|9,000
4|30-41|24-34|-2|8d8+4|Nil|D,P|12,000
5|41-53|34-44|-3|10d8+5|30%|E,P|15,000
6|53-62|44-55|-4|12d8+6|35%|H,P|16,000
7|62-77|55-65|-5|14d8+7|40%|H,P|17,000
8|77-90|65-76|-6|16d8+8|45%|H,P|19,000
9|90-105|76-86|-7|18d8+9|50%|H, Px2|20,000
10|105-119|86-97|-8|20d8+10|55%|H,Px2|22,000
11|119-136|97-108|-9|22d8+11|60%|H,Px2|23,000
12|136-153|108-120|-10|24d8+12|65%|H,Px3|24,000[/table]

Note: converting things is hard, though maybe it's just that I've never really homebrewed 2e.

MammonAzrael
2011-03-09, 04:39 AM
I'm curious about a couple of things regarding your meta-dragons:


Why aren't the Sense Dragon ability, Keen Senses, Blindsense, and the ability to cast repair light damage traits of Dragonforged? I would think that would be more streamlined.
Additionally, what is the point of Sense Dragon? Normal dragons can't do it, so why can constructed dragons?
Are there any Dragonforged that aren't living constructs? Is there any reason not to make this subtype only applicable to living constructs...or even combine them into a singular new subtype?
Why only 3/4 BAB?
Why did you choose to poor reflex saves? With the traditional lack of Dexterity that dragons have, your meta-dragons have truly abominable reflex saves.
Why the Dragonblood subtype? I thought that these were intended to be True Dragons? In which case shouldn't it say that instead of dragonblooded?
Darkvision 60 ft. is redundant, since Keen Senses grant darkvision 120 ft.


If I were to tackle the subtype, I might do something like this (particulars depending on answers to some questions):

Dragonforged Construct Subtype: A dragonforged construct is a new subtype of construct, a created being in the image of dragons given sentience and free will through powerful and complex creation enchantments. Dragonforged constructs combine aspects of both constucts and dragons, as detailed below:

Features: A dragonforged construct has the following features.

10-sided Hit Dice.
Base attack bonus equal to 3/4 total Hit Dice (as cleric).
Good Fortitude and Will saves.
Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.


Traits: A dragonforged construct possesses the following traits (unless otherwise noted in a creature’s entry).

Dragonforged constructs are considered true dragons for all intents and purposes.
Unlike other constructs, a dragonforged construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
Keen Senses, as the true dragon ability.
Blindsense out to 60 feet.
Unlike other constructs, a dragonforged construct is not immune to mind-influencing effects.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
A dragonforged construct cannot heal damage naturally.
Unlike other constructs, dragonforged constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
Unlike other constructs, a dragonforged construct can use the run action.
Dragonforged constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a dragonforged construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a dragonforged construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a dragonforged construct.
A dragonforged construct responds slightly differently from other living creatures when reduced to 0 hit points. A dragonforged construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When it's hit points are less than 0 and greater than -10, a dragonforged construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert dragonforged construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable.
Can be raised or resurrected.
Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
Does not need to sleep, but must rest for 8 hours before preparing spells.


I didn't include the Sense Dragon or repair light damage as I don't feel the first makes any sense, and the second...well, lack of natural healing is a drawback of being a construct, and they can easily learn that spell. Also, wouldn't 1 RLD/age category be a lot more healing that natural healing? Given that this subtype would be specifically for emulating dragons, I was tempted to increase the BAB, and possibly the Ref saves. Perhaps they should have all three medium saves? Yes this is a fantastic subtype, but that would be reflected in the CR, as this shouldn't ever be an issue that players get to enjoy. Thoughts?

Zaydos
2011-03-09, 10:18 AM
I'm curious about a couple of things regarding your meta-dragons:


Why aren't the Sense Dragon ability, Keen Senses, Blindsense, and the ability to cast repair light damage traits of Dragonforged? I would think that would be more streamlined.
Additionally, what is the point of Sense Dragon? Normal dragons can't do it, so why can constructed dragons?
Are there any Dragonforged that aren't living constructs? Is there any reason not to make this subtype only applicable to living constructs...or even combine them into a singular new subtype?
Why only 3/4 BAB?
Why did you choose to poor reflex saves? With the traditional lack of Dexterity that dragons have, your meta-dragons have truly abominable reflex saves.
Why the Dragonblood subtype? I thought that these were intended to be True Dragons? In which case shouldn't it say that instead of dragonblooded?
Darkvision 60 ft. is redundant, since Keen Senses grant darkvision 120 ft.


If I were to tackle the subtype, I might do something like this (particulars depending on answers to some questions):

Dragonforged Construct Subtype: A dragonforged construct is a new subtype of construct, a created being in the image of dragons given sentience and free will through powerful and complex creation enchantments. Dragonforged constructs combine aspects of both constucts and dragons, as detailed below:

Features: A dragonforged construct has the following features.

10-sided Hit Dice.
Base attack bonus equal to 3/4 total Hit Dice (as cleric).
Good Fortitude and Will saves.
Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.


Traits: A dragonforged construct possesses the following traits (unless otherwise noted in a creature’s entry).

Dragonforged constructs are considered true dragons for all intents and purposes.
Unlike other constructs, a dragonforged construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
Keen Senses, as the true dragon ability.
Blindsense out to 60 feet.
Unlike other constructs, a dragonforged construct is not immune to mind-influencing effects.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
A dragonforged construct cannot heal damage naturally.
Unlike other constructs, dragonforged constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
Unlike other constructs, a dragonforged construct can use the run action.
Dragonforged constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a dragonforged construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a dragonforged construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a dragonforged construct.
A dragonforged construct responds slightly differently from other living creatures when reduced to 0 hit points. A dragonforged construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When it's hit points are less than 0 and greater than -10, a dragonforged construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert dragonforged construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable.
Can be raised or resurrected.
Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
Does not need to sleep, but must rest for 8 hours before preparing spells.


I didn't include the Sense Dragon or repair light damage as I don't feel the first makes any sense, and the second...well, lack of natural healing is a drawback of being a construct, and they can easily learn that spell. Also, wouldn't 1 RLD/age category be a lot more healing that natural healing? Given that this subtype would be specifically for emulating dragons, I was tempted to increase the BAB, and possibly the Ref saves. Perhaps they should have all three medium saves? Yes this is a fantastic subtype, but that would be reflected in the CR, as this shouldn't ever be an issue that players get to enjoy. Thoughts?


Keen Senses and the others were left out of dragonforged so it could be used for lesser dragon imitation as well as imitation of true dragons.

Sense Dragon was added due to the fluff of the original meta-dragons which had them being constructed to fight evil dragons.

I made it as an addition to Living Construct but it should be possible to make it work for normal constructs.

The lack of full BAB was because they are merely imitations and it was to represent that; also part of it goes back to the first one or two which were manufactured by humanoids and my original plans for this template.

Bad Ref was because it seemed fitting although coupled with the low Dex it does give horrid saves. Even so it also came from my desire to make it "like dragon but not quite as good" due to their fluff which they later outgrew.

Dragonblood subtype was given because it saved me having to reprint the wording of the ability (which people found confusing) and said "they count as dragon for many things". As far as I know it's the most common way to say X counts as type Y despite being type Z.

Again it was because I did want the template to be able to imitate lesser dragons as well.


That said, I don't mind the changes you've made, but I felt I should answer the list of questions.

MammonAzrael
2011-03-09, 04:04 PM
I can understand this. The issue with that meta-dragons don't have any classification or part of their crunch where they are noted as meta-dragons. It isn't a type or subtype or anything, so it feels like it is just floating around, unclassified.
Fair enough, though it sounds like that is something more appropriate to be on the individual dragons, rather than the broad...classification of meta-dragon.
I can completely understand this.
That is what I thought...I guess my reason for wondering was that I was under the impression (from the thread title) that these are all supposed to be true dragons. So it just feels strange to see artificial dragons that are also true dragons, but also aren't as good as real dragons. I guess if they weren't intended to be true dragons in the first place, then it feels better.
Well then it might be worth revisiting to either give them a better Ref save. Or give them a better Dex score, as they are artificial, and aren't hindered by normal dragon's natural tendencies of 10 Dex.
Dragonblood works for general dragoniness, so long as you aren't intended to have them be true dragons.
Makes sense.




That said, I don't mind the changes you've made, but I felt I should answer the list of questions.

Indeed you have. I made the changes primarily under the impression of creating artificial true dragons, and not just artificial dragon-like creatures. Really up to what you inteded your meta-dragons to be. :smallsmile:

Zaydos
2011-03-09, 06:59 PM
[LIST]
Indeed you have. I made the changes primarily under the impression of creating artificial true dragons, and not just artificial dragon-like creatures. Really up to what you inteded your meta-dragons to be. :smallsmile:

Actually might add the part about for all abilities and effects being considered true dragons to the part on Meta-Dragons. The reason I didn't include a subtype or anything is because the same is true of all true dragons (which is where loredrake kobolds come from :smalleek:), gem dragons, and lung dragons (both of which never were updated to 3.5) which have additional traits and qualities but are simply defined as being in that category without a subtype. That said looking at it that is not the best set of precedence as it is either 3.0 or allows loredrake kobolds (I like the idea of playing a kobold, I don't like the idea of playing a kobold because they're the strongest race a kobold being a true dragon).

Noxsis
2011-03-14, 06:39 PM
Can you make a epic dragon that uses Shadow Magic(ToM) please and thank you

firemagehao
2011-03-15, 07:49 PM
Bode-Einstein Condensate Dragon?

Zaydos
2011-03-15, 10:38 PM
Can you make a epic dragon that uses Shadow Magic(ToM) please and thank you

I will get working on it as soon as I figure out where my little brother put my Tome of Magic.


Bode-Einstein Condensate Dragon?

This making me think of this strip http://www.giantitp.com/comics/oots0754.html. Dragons make physics cry and physics makes me... at least it's not orgo. I'll try but it'll require a quick slow trip to wikipedia first.

Zaydos
2011-03-16, 11:15 AM
Black Lotus Dragon
Dragon (Water)
Environment: Warm swamps and underground.
Organization: Solitary, pair, or family (2-5)
Challenge Rating: Wyrmling 2, Very Young 3, Young 4, Juvenile 6, Young Adult 8, Adult 11, Mature Adult 14, Old 17, Very Old 19, Ancient 20, Wyrm 22, Great Wyrm 24
Treasure: Triple Standard.
Alignment: Neutral Evil

I was seeking that fabled plant, the black lotus, in the Sun Band far to the South. I found it, but worse was there with it. The lizardfolk had built a great temple around the fabled plant, a temple to worship their god and king. This beast was a dragon, the size of an elephant if not more. It's eyes a blazing hateful purple, and its scales an oily black.

It resembled the black dragon of our lands, except slimmer in build and longer of tail and neck. Unfortunately I was to discover that the physical similarities were not great. Like the black dragons we are familiar with it was impervious to acid, but it also carried with it the stench of death and its breath was as poisonous as the plants that grew in its lair. No acid need I have feared, but its poisons were every bit as deadly if not more so.

I managed to escape the beast. Returning equipped with periapts that could absorb and neutralize poison, I managed to slay it when next we met, but it was still a difficult struggle. It lacked many of the powers of a black dragon, but it had those a black dragon does not. It was, I believe, more cunning, and its magical powers were greater than its appearance had led me to expect.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence
Wyrmling T 3d12+3 (22 hp) 11 10 13 10 11 10 3/-5 5 4 3 3 1 12 -
Very Young S 6d12+6 (44 hp) 13 10 13 10 11 10 6/3 8 6 5 5 1d2 14 -
Young M 9d12+18 (75 hp) 15 10 15 12 13 12 9/11 11 8 6 7 1d3 16 -
Juvenile M 12d12+24 (102 hp) 17 10 15 12 13 12 12/15 15 10 8 9 1d4 18 -
Young Adult L 15d12+45 (142 hp) 21 10 17 14 15 14 15/24 19 12 9 11 1d6 20 19
Adult L 18d12+72 (189 hp) 23 10 19 16 17 16 18/28 23 15 11 14 1d8 23 22
Mature Adult H 21d12+105 (241 hp) 27 10 21 18 19 18 21/37 27 17 12 16 1d10 25 24
Old H 24d12+120 (276 hp) 29 10 21 18 19 18 24/41 31 19 14 18 2d6 27 26
Very Old H 27d12+162 (337 hp) 31 10 23 20 21 20 27/45 35 21 15 20 2d6+1 29 28
Ancient H 30d12+180 (375 hp) 33 10 23 20 21 20 30/49 39 23 17 22 2d6+2 31 30
Wyrm G 33d12+231 (445 hp) 35 10 25 22 23 22 33/57 41 25 18 24 3d6 33 32
Great Wyrm G 36d12+288 (522 hp) 37 10 27 24 25 24 36/61 45 28 20 27 3d6+1 36 35



Age Speed Init SR AC Special Abilities Caster Level
Wyrmling 40-ft, swim 40-ft, fly 100-ft (average) +0 - 14 (+2 size, +2 natural) Immunity to Poison, Acid Resistance 10 -
Very Young 40-ft, swim 40-ft, fly 100-ft (average) +0 - 16 (+1 size, +5 natural) Acid Resistance 30 -
Young 40-ft, swim 40-ft, fly 100-ft (average) +0 - 18 (+8 natural) Acid Immunity -
Juvenile 40-ft, swim 40-ft, fly 150-ft (poor) +0 - 21 (+11 natural) Imbue Toxin 1st
Young Adult 40-ft, swim 40-ft, fly 150-ft (poor) +0 18 23 (-1 size, +14 natural) DR 5/magic 3rd
Adult 40-ft, swim 40-ft, fly 150-ft (poor) +0 19 26 (-1 size, +17 natural) Miasma 5th
Mature Adult 40-ft, swim 40-ft, fly 150-ft (poor) +0 21 28 (-2 size, +20 natural) DR 10/magic 7th
Old 40-ft, swim 40-ft, fly 150-ft (poor) +0 22 31 (-2 size, +23 natural) Fear Venom 9th
Very Old 40-ft, swim 40-ft, fly 150-ft (poor) +0 24 34 (-2 size, +26 natural) DR 15/magic 11th
Ancient 40-ft, swim 40-ft, fly 200-ft (clumsy) +0 25 37 (-2 size, +29 natural) Hexing Gaze 13th
Wyrm 40-ft, swim 40-ft, fly 200-ft (clumsy) +0 27 38 (-4 size, +32 natural) DR 20/magic 15th
Great Wyrm 40-ft, swim 40-ft, fly 200-ft (clumsy) +0 29 41 (-4 size, +35 natural) Deadly Miasma 17th


Breath Weapon (Su): A black lotus dragon has a single breath weapon, a cone of poisonous gas. This gas is a poison, and therefore bonuses to saves and immunity to poison apply, and has an initial and secondary damage listed above in Str and Con damage.

Imbue Toxin (Su): A juvenile or older black lotus dragon may 1/round imbue its claws with poison. The next time it successfully makes a claw attack before the start of its next turn, the target is afflicted with a poison dealing 1d8 Dex damage as both initial and secondary damage. A fort save can, as usual for poison, resist this damage. Due to its supernatural nature this poison ignores magical immunity to poison or save bonuses specifically against poison due to spells or magic items. The DC is Con based and therefore usually the same as for Breath Weapon although feats can influence these DCs.

Miasma (Ex): An adult or older black lotus dragon is surrounded by a miasma of deadly gas. While this gas does not provide cover or concealment it does give a -2 on spot checks through it, into it, or when in it to all creatures other than the black lotus dragon and other black lotus dragons. In addition any creature entering or starting its turn in the miasma must make a Fort save (DC is con based) or take 2d4 Con damage; this is considered a poison for save bonuses and immunity. Any creature which makes or fails its save is immune to that black lotus dragon's miasma for 1 minute.

Fear Venom (Su): An old or older black lotus dragon's bite attack carries a supernatural poison. The initial and secondary damage is to be shaken for 2d6 minutes; a successful Fort save will resist this damage (DC is Con based).

Hexing Gaze (Su): An ancient or older black lotus dragon's gaze carries a curse. This is a gaze attack that only affects enemies. Any enemy meeting the dragon's gaze must make a Will save (DC is Cha based so the same as Frightful Presence) or suffer a -2 to AC, saves, skill and ability checks, and attack rolls for 1 hour. Any creature affected is immune to that dragon's hexing gaze for 24 hours, but a creature that successfully saves does not gain this immunity. Black lotus dragons are immune to this effect.

Deadly Miasma (Su): A great wyrm black lotus dragon's miasma gains a supernatural element to it. Magical immunity to poison, or save bonuses specifically against poison granted by magic effects, do not apply against a great wyrm's miasma. Also should a creature fail its save it takes 4d6 Con damage instead of 2d4 and even on a successful save they still take 2d4. In an area of antimagic or dead magic the deadly miasma ability reverts to the extraordinary miasma ability.

Skills: A Black Lotus Dragon treats Hide, Move Silently, and Swim as class skills.

Mystic Muse
2011-03-16, 11:18 AM
So, can I tap and sacrifice this dragon to add 3 mana of any one color to my mana pool? :smalltongue:

Zaydos
2011-03-16, 11:21 AM
So, can I tap and sacrifice this dragon to add 3 mana of any one color to my mana pool? :smalltongue:

My original lay out had five Su/Sp abilities it could use one for each color of mana. I'm still tempted to make that.

I went with basing it on vague recollections of black lotus extract from The Tower of the Elephant and heavy poison abilities instead of M:tG though.

Still working on Bose-Einstein, and epic shadow magic dragons.

Mystic Muse
2011-03-16, 11:23 AM
I didn't think you'd made it off of MTG, I just had to make that joke.

Zaydos
2011-03-16, 12:59 PM
I didn't think you'd made it off of MTG, I just had to make that joke.

I know. I had to admit I was tempted to make it off of M:tG, especially when I was having trouble thinking of abilities.

Debihuman
2011-03-17, 11:12 AM
Needs a | after Hit Dice...


Black Lotus Dragon
Dragon (Water)
Environment: Warm swamps and underground.
Organization: Solitary, pair, or family (2-5)
Challenge Rating: Wyrmling 2, Very Young 3, Young 4, Juvenile 6, Young Adult 8, Adult 11, Mature Adult 14, Old 17, Very Old 19, Ancient 20, Wyrm 22, Great Wyrm 24
Treasure: Triple Standard.
Alignment: Neutral Evil

I was seeking that fabled plant, the black lotus, in the Sun Band far to the South. I found it, but worse was there with it. The lizardfolk had built a great temple around the fabled plant, a temple to worship their god and king. This beast was a dragon, the size of an elephant if not more. It's eyes a blazing hateful purple, and its scales an oily black.

It resembled the black dragon of our lands, except slimmer in build and longer of tail and neck. Unfortunately I was to discover that the physical similarities were not great. Like the black dragons we are familiar with it was impervious to acid, but it also carried with it the stench of death and its breath was as poisonous as the plants that grew in its lair. No acid need I have feared, but its poisons were every bit as deadly if not more so.

I managed to escape the beast. Returning equipped with periapts that could absorb and neutralize poison, I managed to slay it when next we met, but it was still a difficult struggle. It lacked many of the powers of a black dragon, but it had those a black dragon does not. It was, I believe, more cunning, and its magical powers were greater than its appearance had led me to expect.

{table]Age| Size| Hit Dice| Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon Damage | Breath Weapon DC| Frightful Presence
Wyrmling| T| 3d12+3 (22 hp) | 11| 10| 13| 10| 11| 10| 3/-5| 5| 4 | 3| 3| 1 | 12 |-
Very Young| S| 6d12+6 (44 hp) | 13| 10| 13| 10| 11| 10| 6/3| 8| 6 | 5| 5| 1d2 | 14 |-
Young | M| 9d12+18 (75 hp) | 15| 10| 15| 12| 13| 12| 9/11| 11| 8 | 6| 7| 1d3 | 16 |-
Juvenile| M| 12d12+24 (102 hp) | 17| 10| 15| 12| 13| 12| 12/15| 15| 10 | 8| 9| 1d4 | 18 |-
Young Adult| L| 15d12+45 (142 hp) | 21| 10| 17| 14| 15| 14| 15/24| 19| 12 | 9| 11| 1d6 | 20 | 19
Adult| L| 18d12+72 (189 hp) | 23| 10| 19| 16| 17| 16| 18/28| 23| 15 | 11| 14| 1d8 | 23 | 22
Mature Adult| H| 21d12+105 (241 hp) | 27| 10| 21| 18| 19| 18| 21/37| 27| 17 | 12| 16| 1d10 | 25 | 24
Old | H| 24d12+120 (276 hp) | 29| 10| 21| 18| 19| 18| 24/41| 31| 19 | 14| 18| 2d6 | 27 | 26
Very Old| H| 27d12+162 (337 hp) | 31| 10| 23| 20| 21| 20| 27/45| 35| 21 | 15| 20| 2d6+1 | 29 | 28
Ancient| H| 30d12+180 (375 hp) | 33| 10| 23| 20| 21| 20| 30/49| 39| 23 | 17| 22| 2d6+2 | 31 | 30
Wyrm | G| 33d12+231 (445 hp) | 35| 10| 25| 22| 23| 22| 33/57| 41| 25 | 18| 24| 3d6 | 33 | 32
Great Wyrm | G| 36d12+288 (522 hp) | 37| 10| 27| 24| 25| 24| 36/61| 45| 28 | 20| 27| 3d6+1 | 36 | 35[/table]

{table]Age |Speed |Init | SR |AC |Special Abilities |Caster Level
Wyrmling |40-ft, swim 40-ft, fly 100-ft (average) |+0 |- |14 (+2 size, +2 natural) |Immunity to Poison, Acid Resistance 10 |-
Very Young |40-ft, swim 40-ft, fly 100-ft (average) |+0 |- |16 (+1 size, +5 natural) |Acid Resistance 30 |-
Young |40-ft, swim 40-ft, fly 100-ft (average) |+0 |- |18 (+8 natural) |Acid Immunity |-
Juvenile |40-ft, swim 40-ft, fly 150-ft (poor) |+0 |- |21 (+11 natural) |Imbue Toxin |1st
Young Adult |40-ft, swim 40-ft, fly 150-ft (poor) |+0 | 18 |23 (-1 size, +14 natural) |DR 5/magic |3rd
Adult |40-ft, swim 40-ft, fly 150-ft (poor) |+0 | 19 |26 (-1 size, +17 natural) |Miasma |5th
Mature Adult |40-ft, swim 40-ft, fly 150-ft (poor) |+0 | 21 |28 (-2 size, +20 natural) |DR 10/magic |7th
Old |40-ft, swim 40-ft, fly 150-ft (poor) |+0 | 22 |31 (-2 size, +23 natural) |Fear Venom |9th
Very Old |40-ft, swim 40-ft, fly 150-ft (poor) |+0 | 24 |34 (-2 size, +26 natural) |DR 15/magic |11th
Ancient |40-ft, swim 40-ft, fly 200-ft (clumsy) |+0 | 25 |37 (-2 size, +29 natural) |Hexing Gaze |13th
Wyrm |40-ft, swim 40-ft, fly 200-ft (clumsy) |+0 | 27 |38 (-4 size, +32 natural) |DR 20/magic |15th
Great Wyrm |40-ft, swim 40-ft, fly 200-ft (clumsy) |+0 | 29 |41 (-4 size, +35 natural) |Deadly Miasma |17th [/table]
Breath Weapon (Su): A black lotus dragon has a single breath weapon, a cone of poisonous gas. This gas is a poison, and therefore bonuses to saves and immunity to poison apply, and has an initial and secondary damage listed above in Str and Con damage.

Imbue Toxin (Su): A juvenile or older black lotus dragon may 1/round imbue its claws with poison. The next time it successfully makes a claw attack before the start of its next turn, the target is afflicted with a poison dealing 1d8 Dex damage as both initial and secondary damage. A fort save can, as usual for poison, resist this damage. Due to its supernatural nature this poison ignores magical immunity to poison or save bonuses specifically against poison due to spells or magic items. The DC is Con based and therefore usually the same as for Breath Weapon although feats can influence these DCs.

Miasma (Ex): An adult or older black lotus dragon is surrounded by a miasma of deadly gas. While this gas does not provide cover or concealment it does give a -2 on spot checks through it, into it, or when in it to all creatures other than the black lotus dragon and other black lotus dragons. In addition any creature entering or starting its turn in the miasma must make a Fort save (DC is con based) or take 2d4 Con damage; this is considered a poison for save bonuses and immunity. Any creature which makes or fails its save is immune to that black lotus dragon's miasma for 1 minute.

Fear Venom (Su): An old or older black lotus dragon's bite attack carries a supernatural poison. The initial and secondary damage is to be shaken for 2d6 minutes; a successful Fort save will resist this damage (DC is Con based).

Hexing Gaze (Su): An ancient or older black lotus dragon's gaze carries a curse. This is a gaze attack that only affects enemies. Any enemy meeting the dragon's gaze must make a Will save (DC is Cha based so the same as Frightful Presence) or suffer a -2 to AC, saves, skill and ability checks, and attack rolls for 1 hour. Any creature affected is immune to that dragon's hexing gaze for 24 hours, but a creature that successfully saves does not gain this immunity. Black lotus dragons are immune to this effect.

Deadly Miasma (Su): A great wyrm black lotus dragon's miasma gains a supernatural element to it. Magical immunity to poison, or save bonuses specifically against poison granted by magic effects, do not apply against a great wyrm's miasma. Also should a creature fail its save it takes 4d6 Con damage instead of 2d4 and even on a successful save they still take 2d4. In an area of antimagic or dead magic the deadly miasma ability reverts to the extraordinary miasma ability.

NecroticPunch
2011-03-17, 05:50 PM
Several of your tables have broken... and when are you gonna make a dragon that dances? C'mon, y'know ya' wan'na!

firemagehao
2011-03-17, 05:52 PM
I know. I had to admit I was tempted to make it off of M:tG, especially when I was having trouble thinking of abilities.

Would it be too much to ask for a modular dragon?

Zaydos
2011-03-17, 07:07 PM
Several of your tables have broken... and when are you gonna make a dragon that dances? C'mon, y'know ya' wan'na!

That's... weird... I'll have to figure out how to fix that (apparently Edit + Save changes = fixed). Thanks for pointing it out. Well would dancing dragon + heavy metal dragon = :smallconfused: from players?


Would it be too much to ask for a modular dragon?

It would be very odd to make. Ultimately modular would be possible but the question of range comes up. Long range and CR becomes completely meaningless. Short range and you have to have them be able to be a threat in large numbers. I'm tempted to say it would be easier in 4e, or 2e. This will require thought. And I'm still trying to figure out what exactly a bose-einstein condensate's physical properties are.

NecroticPunch
2011-03-17, 07:11 PM
That's... weird... I'll have to figure out how to fix that (apparently Edit + Save changes = fixed). Thanks for pointing it out. Well would dancing dragon + heavy metal dragon = :smallconfused: from players?



It would be very odd to make. Ultimately modular would be possible but the question of range comes up. Long range and CR becomes completely meaningless. Short range and you have to have them be able to be a threat in large numbers. I'm tempted to say it would be easier in 4e, or 2e. This will require thought. And I'm still trying to figure out what exactly a bose-einstein condensate's physical properties are.

Heavy metal is heavy metal, I was more thinking a dragon that dances, not head bang! :smalltongue:

Zaydos
2011-03-17, 07:51 PM
Shamrock Wyvern

Small Dragon
HD 4d12+8 (34 hp)
Speed 20 ft. (4 squares), fly 60-ft (good)
Init: +2
AC 18; touch 15; flat-footed 16 (+1 size, +2 Dex, +3 Natural, +3 luck)
BAB +4; Grp +2
Attack Bite +7 melee (1d4+2 and poison)
Full-Attack Bite +7 melee (1d4+2 and poison); when flying bite +7 melee (1d4+2 and poison), and 2 claws +2 melee (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: Poison
Special Qualities: Poison Immunity, Aura of Luck, Keen Sight, Blind-sense 60-ft
Saves Fort +8 Ref +8 Will +7
Abilities Str 14, Dex 15, Con 14, Int 9, Wis 14, Cha 14
Skills: Spot +11, Listen +7, Hide +12, Move Silently +7
Feats: Improved Flight (from Races of the Wild and Complete Adventurer), Ability Focus (Poison)
Environment: Cold and Temperate mountains and plains
Organization Solitary, or pair
Challenge Rating 3
Treasure Standard
Alignment Usually Chaotic Good
Advancement by HD (5 HD small, 6-9 HD medium, 10-14 HD large)
Level Adjustment –

An emerald green creature. Not quite a dragon, it lacks fore limbs instead relying only on hind-claws and wings. Its teeth drip with an amber venom, and its eyes alight with a non-human intelligence.

Shamrock wyverns are a small breed of wyvern known for their preternatural luck. They are valued by wizards and sorcerers alike as familiars for their ability to serve as quick aerial messengers and the good luck they are thought to bring. They are known to have a fondness for ales and beers, and have been caught by cunning hunters who used such bait.

Shamrock wyverns speak draconic.

Combat: A shamrock wyvern fights on the wing since when flying it is able to unleash its claws to fight. A shamrock wyvern's primary attack form, though, is its venomous bite which carries a mind dulling poison.

Poison (Ex): A shamrock wyvern's bite attack carries a poison with an initial damage of 1d6 Wisdom and a secondary damage of 1d6 Wisdom. A DC 16 Fort save prevents the damage (this is Constitution based) although note the secondary damage 1 minute later.

Aura of Luck (Su): A shamrock wyvern adds its Charisma modifier as a luck bonus to AC and saving throws.

Keen Sight (Ex): A shamrock wyvern can see twice as far as a human in full daylight, suffering only a -1 per 10-ft of distance when making spot checks (instead of -2 per 10-ft). In addition they have 120-ft darkvision, and superior low-light vision.

Skills: A shamrock wyvern gains a +4 racial bonus to Spot checks; this bonus is included above.

As Familiars: A character with the improved familiar feat and a caster level of 7 may select a shamrock wyvern as a familiar. If they do so they gain a +1 luck bonus to all saving throws.

For Saint Patrick's Day.

Silverscale
2011-03-17, 08:42 PM
{Looks at Shamrock Wyvern}:smallbiggrin:{Does a Jig}

LOTRfan
2011-03-17, 08:51 PM
Shamrock Wyvern

Small Dragon
HD 4d12+8 (34 hp)
Speed 20 ft. (4 squares), fly 60-ft (good)
Init: +2
AC 18; touch 15; flat-footed 16 (+1 size, +2 Dex, +3 Natural, +3 luck)
BAB +4; Grp +2
Attack Bite +7 melee (1d4+2 and poison)
Full-Attack Bite +7 melee (1d4+2 and poison); when flying bite +7 melee (1d4+2 and poison), and 2 claws +2 melee (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: Poison
Special Qualities: Poison Immunity, Aura of Luck, Keen Sight, Blind-sense 60-ft
Saves Fort +8 Ref +8 Will +7
Abilities Str 14, Dex 15, Con 14, Int 9, Wis 14, Cha 14
Skills: Spot +11, Listen +7, Hide +12, Move Silently +7
Feats: Improved Flight (from Races of the Wild and Complete Adventurer), Ability Focus (Poison)
Environment: Cold and Temperate mountains and plains
Organization Solitary, or pair
Challenge Rating 3
Treasure Standard
Alignment Usually Chaotic Good
Advancement by HD (5 HD small, 6-9 HD medium, 10-14 HD large)
Level Adjustment –

An emerald green creature. Not quite a dragon, it lacks fore limbs instead relying only on hind-claws and wings. Its teeth drip with an amber venom, and its eyes alight with a non-human intelligence.

Shamrock wyverns are a small breed of wyvern known for their preternatural luck. They are valued by wizards and sorcerers alike as familiars for their ability to serve as quick aerial messengers and the good luck they are thought to bring. They are known to have a fondness for ales and beers, and have been caught by cunning hunters who used such bait.

Snow wyverns speak (broken) draconic.

Combat: A shamrock wyvern fights on the wing since when flying it is able to unleash its claws to fight. A shamrock wyvern's primary attack form, though, is its venomous bite which carries a mind dulling poison.

Poison (Ex): A shamrock wyvern's bite attack carries a poison with an initial damage of 1d6 Wisdom and a secondary damage of 1d6 Wisdom. A DC 16 Fort save prevents the damage (this is Constitution based) although note the secondary damage 1 minute later.

Aura of Luck (Su): A shamrock wyvern adds its Charisma modifier as a luck bonus to AC and saving throws.

Keen Sight (Ex): A shamrock wyvern can see twice as far as a human in full daylight, suffering only a -1 per 10-ft of distance when making spot checks (instead of -2 per 10-ft). In addition they have 120-ft darkvision, and superior low-light vision.

Skills: A shamrock wyvern gains a +4 racial bonus to Spot checks; this bonus is included above.

As Familiars: A character with the improved familiar feat and a caster level of 7 may select a shamrock wyvern as a familiar. If they do so they gain a +1 luck bonus to all saving throws.

For Saint Patrick's Day.

Happy Saint Patrick's Day! :smallsmile:

LOTRfan
2011-03-17, 09:25 PM
Just so you know, I'd put the LA for the Shamrock Dragon at LA +3/+4. Would you mind if I made some savage progressions for some of these?

Zaydos
2011-03-17, 09:28 PM
Just so you know, I'd put the LA for the Shamrock Dragon at LA +3/+4. Would you mind if I made some savage progressions for some of these?

I wouldn't mind at all, just let me see it when you're done :smallbiggrin:

LOTRfan
2011-03-17, 09:47 PM
Alright, than, thank you. I guess I'll do the Shamrock Wyvern, Lepidodendron wyrmling, and Gorgonid wyrmling.

Zaydos
2011-03-18, 09:46 AM
Dance Dragon
Dragon (Air)
Environment: Any plains
Organization: Solitary, pair, or troop (2-5).
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 13; mature adult 15; old 16; very old 17; ancient 19; wyrm 20; great wyrm 23
Treasure: Standard
Alignment: Always Chaotic Good

These rare dragons are known on only a few worlds. They seem to dance to music that only they can hear, although at times they can release it, sped up a hundred fold in a short burst of destructive energy through their breath weapon. They are highly agile for dragons, and even more so in their ability to evade attacks, as if their dance brings them intone with the multiverse.

These dragons seem, from my observations, highly friendly beasts. They actively seek the company of others, using their ability to shape shift to appear as beautiful, young, human maidens to elicit such companionship when required; or strapping, humanoid youths I would assume (my dealings were limited mostly to the female of the species).

My first encounter with such a dragon was while searching for the elusive Umbra Dragon, a search that is still unsuccessful at the moment, although I seem to have found some interesting clues. Unlike normal, the dragon was the one who approached me, intending to keep her draconic nature a secret. Of course with my expertise in the field of dragons it was not hard to see such telltale signs such as were in her accent and stride.

These dragons are nomads by nature, and on the world I found them well acquainted with the local gipsy folk, often accompanying their wagons. It is considered to be good luck to have one accompanying the wagons in humanoid guise, but the luck is marred if their identity is revealed. This also makes them more open to outsiders than on many worlds as the outsider may in fact be a lucky companion. Due to their nomadic nature they are less likely to keep hoards than moste dragons, and in fact show a preference for pieces of art, musical instruments, and magic items over gold and gems.

Physically they are sleak bodied creatures, with long, sinuous tails, necks and torsoes. Their scales are a bright gold in color, although their two pairs of wings, one set in front of the other, prevent mistaking them for the more common gold dragons. Their heads are slim and snake-like, but two long, bony, head-tails stretch back from above their eyes. These serve no practical purpose, although long head-tails are considered a sign of prowess and virility in males. Of further interest is their six toed claws, which give them a distinctive foot print.

Beyond these matters of superficial appearance, there are several more interesting qualities to these dragons. They are hard to catch, but have relatively soft scales even though they still harden against non-magical weapons and even against all weapons not sanctified to Order. They can dodge and weave as if with a supernatural grace or as if some presience guides them. This same combination of cosmic prescience and agility allows them to effectively evade many spells and most breath weapons of other dragons. In combat they are capable of devastating strafing attacks where they use their bite to the best of their ability to strike at as many foes as possible while they pass. They do, though, lack immunity to the breath weapons of other dance dragons, in fact lacking any resistance to such attacks and being fully vulnerable to sonic assault despite their own breath weapon being a sonic attack.

I return to my search for an umbra dragon now. Good luck with your own research.
--Zasper




Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence


Wyrmling
S
5d12+5 (37 hp)
13
12
13
10
15
14
5/2
7
5
5
6
2d6
13
-


Very Young
M
8d12+16 (66 hp)
15
12
15
10
17
16
8/10
10
8
7
9
4d6
16
-


Young
M
11d12+22 (93 hp)
17
14
15
12
17
16
11/14
14
9
9
10
6d6
17
-


Juvenile
L
14d12+42 (133 hp)
21
14
17
12
19
18
14/23
18
12
11
13
8d6
20
-


Young Adult
L
17d12+68 (178 hp)
23
16
19
12
19
18
17/27
22
14
13
14
10d6
22
19


Adult
H
20d12+80 (210 hp)
25
16
19
14
21
20
20/35
25
16
15
17
12d6
24
22


Mature Adult
H
23d12+115 (264 hp)
27
18
21
14
21
20
23/39
29
18
17
18
14d6
26
23


Old
H
26d12+130 (299 hp)
29
18
21
16
23
22
26/43
33
20
19
21
16d6
28
26


Very Old
H
29d12+174 (362 hp)
31
20
23
16
23
22
29/47
37
22
21
22
18d6
30
27


Ancient
G
32d12+224 (432 hp)
35
20
25
18
25
24
32/56
40
25
23
25
20d6
33
30


Wyrm
G
35d12+281 (508 hp)
37
22
27
20
25
24
35/60
44
27
25
26
22d6
35
32


Great Wyrm
G
38d12+305 (552 hp)
39
22
27
20
27
26
38/64
48
29
27
29
24d6
37
34





Age
Speed
Init
AC
SR
Special Abilities


Wyrmling
60-ft, fly 100-ft (good)
+0
15 (+1 size, +1 Dex, +2 misc, +1 natural)
-
Battle Dancing, Alternate Form


Very Young
60-ft, fly 100-ft (good)
+0
17 (+1 Dex, +3 misc, +3 natural)
-
Evasion


Young
60-ft, fly 100-ft (good)
+0
20 (+2 Dex, +3 misc, +5 natural)
-
DR 5/magic


Juvenile
60-ft, fly 100-ft (good)
+0
22 (-1 size, +2 Dex, +4 misc, +7 natural)
-
Improved Evasion


Young Adult
60-ft, fly 100-ft (good)
+0
25 (-1 size, +3 Dex, +4 misc, +9 natural)
24
DR 10/magic


Adult
60-ft, fly 150-ft (good)
+0
27 (-2 size, +3 Dex, +5 misc, +11 natural)
26
Dancing Strafe


Mature Adult
60-ft, fly 150-ft (good)
+0
30 (-2 size, +4 Dex, +5 misc, +13 natural)
28
DR 15/magic


Old
60-ft, fly 150-ft (good)
+0
33 (-2 size, +4 Dex, +6 misc, +15 natural)
30
Spell Guard Dance


Very Old
60-ft, fly 150-ft (good)
+0
36 (-2 size, +5 Dex, +6 misc, +17 natural)
32
DR 20/magic and DR 5/law


Ancient
60-ft, fly 200-ft (good)
+0
37 (-4 size, +5 Dex, +7 misc, +19 natural)
34
Otto's Irrisitable Dance


Wyrm
60-ft, fly 200-ft (good)
+0
40 (-4 size, +6 Dex, +7 misc, +21 natural)
36
DR 20/magic and DR 10/law


Great Wyrm
60-ft, fly 200-ft (good)
+0
43 (-4 size, +6 Dex, +8 misc, +23 natural)
39
Reflection Dance



Special Abilities:

Breath Weapon (Su): A dance dragon's breath weapon is a line of concentrated music, the same music to which the dragon seems to be continuously dancing but sped up several hundred times and the pitch changed to create a destructive blast. All creatures in the line take the listed sonic damage, although a successful Fort save halves the damage.

Battle Dancing (Ex): A dance dragon adds its Charisma to its AC when not wearing armor or using a shield, as per the monk ability except for the ability score adde. They may also use Perform (Dance) in place of Concentration checks.

Alternate Form (Su): 3/day as a standard action a dance dragon may assume the form of a medium or smaller humanoid. They may remain in this form indefinitely or until they chose to return to their natural form or assume a new form.

Evasion (Ex): A very young or older dance dragon gains Evasion as the rogue ability of the same name.

Improved Evasion (Ex): A juvenile or older dance dragon gains Improved Evasion as the rogue ability of the same name.

Dancing Strafe (Ex): As a full round action an adult or older dance dragon may move up to its speed (or fly speed) and make one bite attack on each creature that passes through its bite reach, up to one bite attack per point of Dex bonus. No creature may be attacked more than once during a single dancing strafe.

Spell Guard Dance (Su): As a move action an old or older dance dragon may engage in its Spell Guard Dance which increases its Spell Resistance by 5 and gives it a +4 on all saves versus spells. This bonus lasts until the dragon moves more than 5-ft.

Reflection Dance (Su): When a great wyrm dance dragon enters into its spell guard dance it also changes its natural armor bonus to a deflection bonus and any ranged touch attack made against it that misses is reflected back at the source using the same attack bonus.

Skills: Balance, Perform, and Tumble are class skills for dance dragons.

NecroticPunch
2011-03-18, 10:27 AM
Dance Dragon
Dragon (Air)
Environment: Any plains
Organization: Solitary, pair, or troop (2-5).
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 13; mature adult 15; old 16; very old 17; ancient 19; wyrm 20; great wyrm 23
Treasure: Standard
Alignment: Always Chaotic Good

These rare dragons are known on only a few worlds. They seem to dance to music that only they can hear, although at times they can release it, sped up a hundred fold in a short burst of destructive energy through their breath weapon. They are highly agile for dragons, and even more so in their ability to evade attacks, as if their dance brings them intone with the multiverse.

These dragons seem, from my observations, highly friendly beasts. They actively seek the company of others, using their ability to shape shift to appear as beautiful, young, human maidens to elicit such companionship when required; or strapping, humanoid youths I would assume (my dealings were limited mostly to the female of the species).

My first encounter with such a dragon was while searching for the elusive Umbra Dragon, a search that is still unsuccessful at the moment, although I seem to have found some interesting clues. Unlike normal, the dragon was the one who approached me, intending to keep her draconic nature a secret. Of course with my expertise in the field of dragons it was not hard to see such telltale signs such as were in her accent and stride.

These dragons are nomads by nature, and on the world I found them well acquainted with the local gipsy folk, often accompanying their wagons. It is considered to be good luck to have one accompanying the wagons in humanoid guise, but the luck is marred if their identity is revealed. This also makes them more open to outsiders than on many worlds as the outsider may in fact be a lucky companion. Due to their nomadic nature they are less likely to keep hoards than moste dragons, and in fact show a preference for pieces of art, musical instruments, and magic items over gold and gems.

Physically they are sleak bodied creatures, with long, sinuous tails, necks and torsoes. Their scales are a bright gold in color, although their two pairs of wings, one set in front of the other, prevent mistaking them for the more common gold dragons. Their heads are slim and snake-like, but two long, bony, head-tails stretch back from above their eyes. These serve no practical purpose, although long head-tails are considered a sign of prowess and virility in males. Of further interest is their six toed claws, which give them a distinctive foot print.

Beyond these matters of superficial appearance, there are several more interesting qualities to these dragons. They are hard to catch, but have relatively soft scales even though they still harden against non-magical weapons and even against all weapons not sanctified to Order. They can dodge and weave as if with a supernatural grace or as if some presience guides them. This same combination of cosmic prescience and agility allows them to effectively evade many spells and most breath weapons of other dragons. In combat they are capable of devastating strafing attacks where they use their bite to the best of their ability to strike at as many foes as possible while they pass. They do, though, lack immunity to the breath weapons of other dance dragons, in fact lacking any resistance to such attacks and being fully vulnerable to sonic assault despite their own breath weapon being a sonic attack.

I return to my search for an umbra dragon now. Good luck with your own research.
--Zasper


{table]Age| Size| Hit Dice | Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon Damage| Breath Weapon DC| Frightful Presence
Wyrmling| S| 5d12+5 (37 hp) | 13| 12| 13| 10| 15| 14| 5/2| 7| 5| 5| 6| 2d6| 13 |-
Very Young| M| 8d12+16 (66 hp) | 15| 12| 15| 10| 17| 16| 8/10| 10| 8| 7| 9| 4d6| 16 |-
Young | M| 11d12+22 (93 hp) | 17| 14| 15| 12| 17| 16| 11/14| 14| 9| 9| 10| 6d6| 17 |-
Juvenile| L| 14d12+42 (133 hp) | 21| 14| 17| 12| 19| 18| 14/23| 18| 12| 11| 13| 8d6| 20 |-
Young Adult| L| 17d12+68 (178 hp) | 23| 16| 19| 12| 19| 18| 17/27| 22| 14| 13| 14| 10d6| 22 |19
Adult| H| 20d12+80 (210 hp) | 25| 16| 19| 14| 21| 20| 20/35| 25| 16| 15| 17| 12d6| 24 |22
Mature Adult| H| 23d12+115 (264 hp) | 27| 18| 21| 14| 21| 20| 23/39| 29| 18| 17| 18| 14d6| 26 |23
Old | H| 26d12+130 (299 hp) | 29| 18| 21| 16| 23| 22| 26/43| 33| 20| 19| 21| 16d6| 28 |26
Very Old| H| 29d12+174 (362 hp) | 31| 20| 23| 16| 23| 22| 29/47| 37| 22| 21| 22| 18d6| 30 |27
Ancient| G| 32d12+224 (432 hp) | 35| 20| 25| 18| 25| 24| 32/56| 40| 25| 23| 25| 20d6| 33 |30
Wyrm | G| 35d12+281 (508 hp) | 37| 22| 27| 20| 25| 24| 35/60| 44| 27| 25| 26| 22d6| 35 |32
Great Wyrm | G| 38d12+305 (552 hp) | 39| 22| 27| 20| 27| 26| 38/64| 48| 29| 27| 29| 24d6| 37 |34[/table]

{table]Age |Speed |Init |AC |SR |Special Abilities
Wyrmling |60-ft, fly 100-ft (good) |+0 |15 (+1 size, +1 Dex, +2 misc, +1 natural) |- |Battle Dancing, Alternate Form
Very Young |60-ft, fly 100-ft (good) |+0 |17 (+1 Dex, +3 misc, +3 natural) |- |Evasion
Young |60-ft, fly 100-ft (good) |+0 |20 (+2 Dex, +3 misc, +5 natural) |- |DR 5/magic
Juvenile |60-ft, fly 100-ft (good) |+0 |22 (-1 size, +2 Dex, +4 misc, +7 natural) |- |Improved Evasion
Young Adult |60-ft, fly 100-ft (good) |+0 |25 (-1 size, +3 Dex, +4 misc, +9 natural) |24 |DR 10/magic
Adult |60-ft, fly 150-ft (good) |+0 |27 (-2 size, +3 Dex, +5 misc, +11 natural) |26 |Dancing Strafe
Mature Adult |60-ft, fly 150-ft (good) |+0 |30 (-2 size, +4 Dex, +5 misc, +13 natural) |28 |DR 15/magic
Old |60-ft, fly 150-ft (good) |+0 |33 (-2 size, +4 Dex, +6 misc, +15 natural) |30 |Spell Guard Dance
Very Old |60-ft, fly 150-ft (good) |+0 |36 (-2 size, +5 Dex, +6 misc, +17 natural) |32 |DR 20/magic and DR 5/law
Ancient |60-ft, fly 200-ft (good) |+0 |37 (-4 size, +5 Dex, +7 misc, +19 natural) |34 |Otto's Irrisitable Dance
Wyrm |60-ft, fly 200-ft (good) |+0 |40 (-4 size, +6 Dex, +7 misc, +21 natural) |36 |DR 20/magic and DR 10/law
Great Wyrm |60-ft, fly 200-ft (good) |+0 |43 (-4 size, +6 Dex, +8 misc, +23 natural) |39 |Reflection Dance[/table]
Special Abilities:

Breath Weapon (Su): A dance dragon's breath weapon is a line of concentrated music, the same music to which the dragon seems to be continuously dancing but sped up several hundred times and the pitch changed to create a destructive blast. All creatures in the line take the listed damage, although a successful Fort save halves the damage.

Battle Dancing (Ex): A dance dragon adds its Wisdom to its AC when not wearing armor or using a shield, as per the monk ability. This ability does not stack with the monk AC bonus or a swordsage's.

Alternate Form (Su): 3/day as a standard action a dance dragon may assume the form of a medium or smaller humanoid. They may remain in this form indefinitely or until they chose to return to their natural form or assume a new form.

Evasion (Ex): A very young or older dance dragon gains Evasion as the rogue ability of the same name.

Improved Evasion (Ex): A juvenile or older dance dragon gains Improved Evasion as the rogue ability of the same name.

Dancing Strafe (Ex): As a full round action an adult or older dance dragon may move up to its speed (or fly speed) and make one bite attack on each creature that passes through its bite reach, up to one bite attack per point of Dex bonus. No creature may be attacked more than once during a single dancing strafe.

Spell Guard Dance (Su): As a move action an old or older dance dragon may engage in its Spell Guard Dance which increases its Spell Resistance by 5 and gives it a +4 on all saves versus spells. This bonus lasts until the dragon moves.

Reflection Dance (Su): When a great wyrm dance dragon enters into its spell guard dance it also changes its natural armor bonus to a deflection bonus and any ranged touch attack made against it that misses is reflected back at the source using the same attack bonus.

Woot! Thanks for the Dragon, mr. Zaydos!

flabort
2011-03-18, 03:10 PM
Copy pasta error in the shamrock wyvern: "Snow wyverns speak (broken) draconic".
:smallwink:

MammonAzrael
2011-03-18, 08:42 PM
Coin Dragon

Type: Construct (dragonforged construct)
Environment: Any
Organization: Wyrmling, very young, young, juvenile, and young adult, adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary
Challenge Rating: Wyrmling 2; very young 3; young 5; juvenile 7; young adult 10; adult 13; mature adult 16; old 19; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: None or triple standard
Alignment: Any
Advancement:

Coin dragons are monstrous constructs created to protect vast hoards of treasure. Or rather, they are created so that vast hoards can protect themselves. Originally invented by an ancient and clever red dragon, the coin dragon was intended so that he could leave his nest (in search for more treasure) without worrying about some conniving adventurer stealing anything. Ashardalon has claimed on several occasions to be this rumored dragon, but records indicate that the rituals involved predate the fearsome red. Since their creation they have protected treasure and accumulated a great deal more, evolving as many different magics are incorporated into their bodies. As their owners have fallen, coin dragons continued to protect the horde as that is their original purpose in life, but without a master to own them, they become fearsome dragons in their own right, and some of the most greedy and avaricious of all dragons, being the very embodiment of a dragon’s hoard.

No matter where they are now, coin dragons are all created to protect the treasure that forms their bodies. They are intelligent and aware, but completely subservient to their creator. They can be of any alignment, but will always reflect their creator in alignment, temperament, and desire. If their master is slain a coin dragon will not instantly understand what has occurred and will continue to act as it has since creation (creating a nasty surprise for any dragon-looter who thinks the hard part is over). It takes several days for a coin dragon to understand what has happened, and to determine it’s course of action now that it is free. If the creator of the coin dragon is resurrected, the coin dragon remains it’s own agent, as the magics that once held it in thrall are irreparably destroyed.

Unlike normal dragons, coin dragons don’t advance by age in the most literal sense. They increase in size and power depending on how large the hoard that they are composed of is. See page 282 of the Draconomicon for an idea of how large a hoard is for the appropriate HD; the CR of the hoard is roughly equal to the HD of the coin dragon. Because of this, successful coin dragons can grow at an extremely fast rate, but they are always in danger of shrinking should some enterprising adventurer manage to steal some of the hoard. The hoard dragon always contains a huge number of coins, enough that a dragon of similar size would have no problem lounging upon the inert coin dragon as a bed. Magical items of variable bonuses, such as weapons and armor, are always found in appropriately sized hoards.

Table: Coin Dragons by Age
{table=head]Age|Size|
Hit Dice (HP)|Str|Dex|Con|Int|Wis|Cha|BAB/Grp|Atk|Fort|Ref|Will|
Breath[br]Weapon (DC)|
Frightful[br]Presence DC

Wyrmling|
S|
3d10+3 (19)|11|10|13|14|11|6|
+3/-1|+4|+4|+3|+1|
1d8 (12)|
--

Very Young|
S|
6d10+6 (39)|13|10|13|14|11|6|
+6/+3|+8|+6|+5|+2|
2d8 (14)|
--

Young|
M|
9d10+18 (67)|17|12|15|16|13|8|
+9/+12|+12|+8|+7|+4|
4d8 (16)|
--

Juvenile|
M|
12d10+36 (102)|19|12|17|16|13|8|
+12/+16|+16|+11|+9|+5|
5d8 (19)|
--

Young Adult|
M|
15d10+60 (142)|21|14|19|18|15|10|
+15/+20|+20|+13|+11|+7|
6d8 (21)|
17

Adult|
L|
18d10+90 (189)|25|14|21|18|15|10|
+18/+29|+24|+16|+13|+8|
8d8 (24)|
19

Mature Adult|
L|21d10+105 (220)|27|16|21|20|17|12|
+21/+33|+28|+17|+15|+10|
9d8 (25)|
21

Old|
L|24d10+144 (276)|29|16|23|20|17|12|
+24/+37|+32|+20|+17|+11|
10d8 (28)|
23

Very Old|
H|27d10+189 (337)|33|18|25|22|19|14|
+27/+46|+36|+22|+19|+13|
12d8 (30)|
25

Ancient|
H|30d10+210 (375)|35|18|25|22|19|14|
+30/+50|+40|+24|+21|+14|
13d8 (32)|
27

Wyrm|
H|33d10+264 (445)|37|20|27|24|21|16|
+33/+54|+44|+26|+23|+16|
14d8 (34)|
29

Great Wyrm|
G|36d10+288 (486)|41|20|27|26|23|18|
+36/+63|+47|+28|+25|+18|
16d8 (36)|
32[/table]

Table: Coin Dragon Abilities by Age
{table=head]Age|Speed|Init|AC|Special Abilities|Infuser Level|SR

Wyrmling|60 ft., fly 100 ft. (average)|+0|15 (+1 size, +4 natural), touch 11, flat-footed 14|Absorption, light fortification|--|--

Very Young|60 ft., fly 100 ft. (average)|+0|18 (+1 size, +7 natural), touch 11, flat-footed 17|Body of useful items|--|--

Young|60 ft., fly 150 ft. (poor)|+1|21 (+1 Dex, +10 natural), touch 11, flat-footed 20|Medium fortification|--|--

Juvenile|60 ft., fly 150 ft. (poor)|+1|24 (+1 Dex, +13 natural), touch 11, flat-footed 23|Suggestion (http://www.d20srd.org/srd/spells/suggestion.htm)|1st|--

Young Adult|60 ft., fly 150 ft. (poor)|+2|28 (+2 Dex, +16 natural), touch 12, flat-footed 26|DR 5/bludgeoning|3rd|17

Adult|60 ft., fly 150 ft. (poor)|+2|30 (-1 Size, +2 Dex, +19 natural), touch 11, flat-footed 28|Construct body|5th|20

Mature Adult|60 ft., fly 150 ft. (poor)|+3|34 (-1 Size, +3 Dex, +22 natural), touch 12, flat-footed 31|DR 10/bludgeoning|7th|23

Old|60 ft., fly 150 ft. (poor)|+3|37 (-1 Size, +3 Dex, +25 natural), touch 12, flat-footed 34|Mass suggestion (http://www.d20srd.org/srd/spells/suggestionMass.htm)|9th|26

Very Old|60 ft., fly 200 ft. (clumsy)|+4|40 (-2 Size, +4 Dex, +28 natural), touch 12, flat-footed 36|DR 15/bludgeoning|11th|28

Ancient|60 ft., fly 200 ft. (clumsy)|+4|43 (-2 Size, +4 Dex, +31 natural), touch 12, flat-footed 39|Mass charm monster (http://www.d20srd.org/srd/spells/charmMonsterMass.htm)|13th|30

Wyrm|60 ft., fly 200 ft. (clumsy)|+5|47 (-2 Size, +5 Dex, +34 natural), touch 13, flat-footed 42|DR 20/bludgeoning|15th|31

Great Wyrm|60 ft., fly 200 ft. (clumsy)|+5|48 (-4 Size, +5 Dex, +37 natural), touch 11, flat-footed 43|Dominate monster (http://www.d20srd.org/srd/spells/dominateMonster.htm)|17th|33[/table]

Combat
Preferring to surprise intruders, coin dragons will lie still, looking like nothing more than an unguarded pile of treasure, until their prey has come within their reach. a coin dragon will take time to use suggestion on intruders (mass suggestion or mass charm monster for older coin dragons), usually to calm any wariness, and perhaps to put down their weapons while they look at all the shining treasure. It may try to pickpocket items from the particularly unobservant. A coin dragon will always take it’s prey by surprise if it can, opening it’s surprise round with either it’s breath weapon or a particularly relevant magic item. If things are looking grim, the coin dragon will try to absorb any close items before fleeing.

DM Note: A coin dragon is it's own treasure. All the coins and items used to make it in the Living Horde ritual spill into a pile upon the coin dragon's death, and are retrievable. This includes any items it has absorbed.

Breath Weapon (Su)
A coin dragon has one type of breath weapon, a bludgeoning cone of coins. Creatures on the gound that fail their save against the breath weapon are knocked prone (http://www.d20srd.org/srd/conditionSummary.htm#prone).

Absorption (Ex)
As a standard action, a coin dragon can absorb one unattended magical item in it’s space into itself, gaining full use of the item.

Body of Useful Items (Ex)
Any magical items that are part of the hoard are a part of the coin dragon. A very young coin dragon or older has full access to any magical item that makes up their body and can use or activate the item without issue. Any magical weapons add their enhancement bonus to the coin dragon’s attacks and any special abilities apply to all the dragon’s natural weapons. Any magical armor adds it’s enhancement bonus to the coin dragon’s AC and the dragon benefits from any special abilities of the armor. Enhancement bonuses don’t stack, so only the highest bonus would apply.

A creature may take a full-round action to attempt to pull an item free of the dragon’s body. The creature must make a successful grapple attempt against the coin dragon to pull the specified item from the coin dragon. If the coin dragon contains multiple items, there is a 30% chance that the wrong item will be retrieved.

Construct Body (Ex)
An adult or older coin dragon is no longer subject to critical hits, subdual damage, death from massive damage, necromancy effects, or any spell or spell-like ability which allows a Fort save and does not also affect objects.

Other Spell-Like Abilities
3/day - suggestion (http://www.d20srd.org/srd/spells/suggestion.htm) (juvenile or older); 1/day - mass suggestion (http://www.d20srd.org/srd/spells/suggestionMass.htm) (old or older), mass charm monster (http://www.d20srd.org/srd/spells/charmMonsterMass.htm) (ancient or older), dominate monster (http://www.d20srd.org/srd/spells/dominateMonster.htm) (great wyrm)

Skills
Disguise, Move Silently, and Sleight of Hand are considered class skills for coin dragons.

Dragonforged Construct Subtype
A dragonforged construct is a new subtype of construct, a created being that captures the awesome might of dragons in an artificial form, the construct given sentience and free will through powerful and complex creation enchantments. Dragonforged constructs combine aspects of both constucts and dragons, as detailed below:

Features: A dragonforged construct has the following features.

10-sided Hit Dice.
Base attack bonus equal to Hit Dice (as fighter).
Good Fortitude and Reflex saves.
Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.


Traits: A dragonforged construct possesses the following traits (unless otherwise noted in a creature’s entry).

Dragonforged constructs are considered true dragons for all intents and purposes.
Unlike other constructs, a dragonforged construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
Keen Senses, as the true dragon ability.
Blindsense out to 60 feet.
Unlike other constructs, a dragonforged construct is not immune to mind-influencing effects.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
A dragonforged construct cannot heal damage naturally.
Unlike other constructs, dragonforged constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
Unlike other constructs, a dragonforged construct can use the run action.
Dragonforged constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a dragonforged construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a dragonforged construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a dragonforged construct.
A dragonforged construct responds slightly differently from other living creatures when reduced to 0 hit points. A dragonforged construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When it's hit points are less than 0 and greater than -10, a dragonforged construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert dragonforged construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable.
Can be raised or resurrected.
Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
Does not need to sleep, but must rest for 8 hours before preparing spells.

Zaydos
2011-03-18, 09:14 PM
Umbra Dragon
Dragon
Environment: Any underground or Plane of Shadow
Organization: Solitary, pair, clutch (2-5 of same age) or coven (1 or 2 older members and 2-8 younger members)
Challenge Rating: Wyrmling 11, Very Young 16, Young 19, Juvenile 23, Young Adult 26, Adult 29, Mature Adult 32, Old 36, Very Old 38, Ancient 41, Wyrm 48, Great Wyrm 56. These are mostly guestimates by comparing it to Shadow Dragon and Force Dragon.
Treasure: Triple Standard.
Alignment: Always Neutral Evil.

I managed to find the ellusive umbra dragon on the world I thought they could be found. In the land of Argath, which lies under the shadow, I found my prey. Thankfully it lacked the divinations to detect me, or I should say they did. A coven of the beasts, led by a pair of ancients, ruled the country with an adamantine claw. I caught one of the young alone and I fought it. Our battle destroyed the palace in which we fought, bringing the rest of the coven and their loyalist mages. I was forced to flee, and return with the aid of certain allies and friends. We fought these creatures, a battle which bathed the land of Argath in light. In the end the eldest dragon was captured, although my time for studies was limited by the requirement of bringing it to trial in the Upper Planes.

Umbra dragons are amongst the strongest of evil dragons, their might only surpassed by Malison dragons to my knowledge. They are tied with the essence of shadow and even though most are native to the Prime (although the surface dwelling habits of the dragons I encountered go contrary to the race's primal nature as they prefer deep underground lairs if the conversations I overheard are any indication) some can be found on the plane of shadows.

They do not have access to the typical arcane magic of most dragons, instead relying on the much more limited shadow magic. They supplement this mystical power with their connection to shadow which makes them almost undetectable in less than total daylight. Even in anti-magic they can hide in the smallest shadows. The adults even carry darkness with them as an absolute cloak and only the most powerful magic can disrupt it (it required the most powerful light spell I have ever used to disrupt the ancients' and I wouldn't have even dared try against a great wyrm).

As if to only add to the amount of destructive ability these beasts can bring to bear, the older members' sight can pierce any illusion, and even their young can assume the shape of other beasts while retaining their strength and toughened skin.

The creatures appear with scales of pure black, darker than pitch. Their eyes are like inky pools of deeper darkness within this, absolute holes into hell from which no light can escape. Their heads are almost arrow shaped, wide at the back and narrowing to a point. Their limbs are long and supple, ending in five-clawed appendages. They lack horns, but a ridge of spikes run down their backs.

That is all I will right write this night, my body is sore, my magic expended, and sleep calls to me like a sweet mistress.

-Zasper the Exhausted.


Umbra Dragon

Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence
Wyrmling H 15d12+60 (157 hp) 27 10 19 18 19 18 15/31 21 13 9 13 2 21 21
Very Young H 20d12+100 (230 hp) 31 10 21 22 23 22 20/38 28 17 12 18 4 25 26
Young H 25d12+125 (287 hp) 35 10 23 26 27 26 25/45 35 20 14 22 6 28 30
Juvenile G 30d12+240 (435 hp) 39 10 27 30 31 30 30/56 40 25 17 27 8 33 35
Young Adult G 35d12+350 (577 hp) 43 10 31 34 35 34 35/63 47 29 19 31 10 37 39
Adult G 40d12+480 (740 hp) 47 10 35 38 39 38 40/70 54 34 22 36 12 42 44
Mature Adult G 45d12+630 (922 hp) 51 10 39 42 43 42 45/77 61 38 24 40 14 46 48
Old C 50d12+800 (1125 hp) 55 10 43 46 47 46 50/88 64 43 27 45 16 51 53
Very Old C 55d12+990 (1347 hp) 59 10 47 50 51 50 55/95 71 47 29 49 18 55 57
Ancient C 60d12+1200 (1590 hp) 63 10 51 54 55 54 60/102 78 52 32 54 20 60 62
Wyrm C 65d12+1430 (1852 hp) 67 10 55 58 59 58 65/109 85 56 34 58 22 64 66
Great Wyrm C+ 70d12+1680 (2135 hp) 71 10 59 62 63 62 70/116 92 61 37 63 24 69 71



Age Speed Init AC SR Special Abilities Shadowcasting
Wyrmling 60-ft, fly 200-ft (poor) +0 26 (-2 size, +4 deflection, +14 natural) 19 Death Warded, Shadow Meld, See in Darkness, DR 10/magic 3rd
Very Young 60-ft, fly 200-ft (poor) +0 33 (-2 size, +6 Deflection, +19 natural) 22 Change Shape 6th
Young 60-ft, fly 200-ft (poor) +0 40 (-2 size, +8 deflection, +24 natural) 25 DR 15/magic 9th
Juvenile 60-ft, fly 250-ft (poor) +0 45 (-4 size, +10 deflection, +29 natural) 28 Hide in Plain Sight 12th
Young Adult 60-ft, fly 250-ft (poor) +0 52 (-4 size, +12 deflection, +34 natural) 31 DR 15/epic 15th
Adult 60-ft, fly 250-ft (poor) +0 59 (-4 size, +14 deflection, +39 natural) 34 Aura of Night 18th
Mature Adult 60-ft, fly 250-ft (poor) +0 66 (-4 size, +16 deflection, +44 natural) 37 DR 20/epic 21st
Old 60-ft, fly 300-ft (clumsy) +0 69 (-8 size, +18 deflection, +49 natural) 40 Initiate Mysteries (Supernatural), Master Mysteries (Spell-like) 24th
Very Old 60-ft, fly 300-ft (clumsy) +0 76 (-8 size, +20 deflection, +54 natural) 43 DR 25/epic 27th
Ancient 60-ft, fly 300-ft (clumsy) +0 83 (-8 size, +22 deflection, +59 natural) 46 True Sight 30th
Wyrm 60-ft, fly 300-ft (clumsy) +0 90 (-8 size, +24 deflection, +64 natural) 49 Master Mysteries (Supernatural)33rd
Great Wyrm 60-ft, fly 350-ft (clumsy) +0 97 (-8 size, +26 deflection, +69 natural) 52 Master of Mysteries 36th


Special Abilities

Breath Weapon (Su): An umbra dragon has a single breath weapon, a cone of energy that shunts an opponent's life energy into the shadow stuff giving them the listed number of negative levels. A successful Fort save halves these negative levels, and they last for 24 hours at which point Fort saves must be made to remove them (at the same DC).

Shadow Meld (Su): An umbra dragon wraps itself in shadow stuff gaining a deflection bonus to AC equal to its Charisma modifier. In addition when in illumination less than direct sunlight or the light of a Daylight spell they gain total concealment.

Death Warded (Ex): An umbra dragon is immune to any effect that is protected against by the death ward spell.

See in Darkness (Ex): An umbra dragon may see in darkness, even magical darkness, as easily as a true dragon sees in daylight (better than a human due to their keen senses ability).

Change Shape (Su): A very young or older umbra dragon may, 3 times per day, assume the form of any large or smaller Giant, Humanoid, or Animal as per the Change Shape ability. They may remain in this form for as long as desired, and returning to their own shape does not count as a use of this ability.

Hide in Plain Sight (Ex): A juvenile or older umbra dragon can use the Hide skill even while being observed.

Aura of Night (Su): An adult or older umbra dragon is continuously surrounded by an aura of darkness (no illumination) out to 30-ft per age category. This aura negates any [light] descriptor spell with a spell level equal to or less than the umbra dragon's age category, although a higher level [light] descriptor spells illumination will supercede the absolute darkness imposed by this ability. An umbra dragon may reduce or increase the area of darkness up to its maximum area, or turn off this ability, or resume it, any number of times per round as a free action.

True Sight (Su): An ancient or older umbra dragon is continuously affected as if by the True Seeing spell except with an infinite range.

Master of Mysteries: A great wyrm umbra dragon knows all mysteries of every path.

Mysteries: An umbra dragon may use Mysteries as a Shadowcaster of the listed level. At Old age category due to their greater mastery Initiate mysteries become supernatural and usable 3 times per day each, and Master mysteries become spell-like and usable 2 times per day each. At Wyrm Master mysteries become supernatural and usable 3 times per day each.

Skills: Bluff, Hide, and Move Silently are class skills for Umbra Dragons and they gain a bonus to all three equal to their age category.

Zaydos
2011-03-18, 09:17 PM
Ok, so here is most of the info on the Coin Dragon, what do you think? I'm not sure about CRs, and I have don't know the proper equation to determine spell resistance. And finally I'm not sure what Ancient coin dragons should get.

Haven't had time to look over it yet (just finished making an epic dragon), but:

CRs: I'm never sure, my best attempt is to compare them to other dragons.

SR: As far as I can tell there isn't one, and the designers just slapped ones on mostly at random.

Ancient: I'll have to look over it in depth before I answer that one.

mouseyone
2011-03-18, 10:30 PM
ok maybe its me, but several of these are missing the charts (not meaning to complain, But these are awesome dragons and i would love to see the work that was done on them...) especially the earlier dragons..pages one thru three so far. i keep seeing no code inserted here where the charts should be...is there a fix for this? :smallsigh:

flabort
2011-03-18, 10:35 PM
I'm sorry, mouseyone, I don't see what you're talking about :smallconfused:
They're still there far as I can see.

mouseyone
2011-03-18, 10:50 PM
ok thats weird. i went to quote the Asphodel dragon & where it tells me no code has been inserted in the quote it has the table....:smallconfused:

mouseyone
2011-03-18, 11:58 PM
:smallbiggrin: on the request side...perhaps a spider dragon? something perhaps for the demonweb pits?

Noxsis
2011-03-19, 09:58 AM
just logged in and found you did the umbra dragon i must say i really am immpressed it came out better then i ever thought it would thanks for doing it if i ever need a dragon i know where to go to get one. oh i just thought of something can you make a templete for dragons that are born from two different types of dragons i dont think the standard half-dragon templete works to well in this situation please and thank you

Zaydos
2011-03-19, 01:43 PM
Racer Dragon
Dragon (Earth)
Environment: Temperate Plains
Organization: Solitary, pair, or family (2-5)
Challenge Rating:
Treasure: Standard
Alignment: Always Lawful Good

My battle with the umbra dragon reminded me I have not yet informed you about my friend Sebastian. Sebastian is a dragon ascendant great wyrm, and an inestimatable asset of Bahamut's, but that is not what is important to your studies. What is important is his species. Sebastian is a racer dragon from the world of Tryphellus.

Tryphellus is a world of powerful storms that limit flight, and great wide open plains. On these plains racer dragons are the top predator, able to run across the plains with extraordinary speed. Where most dragons have evolved to fight on the wing, due to Tryphellus's difficulties with flight (powerful winds that start at somewhere from 10 to 30-ft above the ground, enough to render most airborne creatures landbound more often than not) racer dragons rely on their foot speed, and they are as swift on the ground as most dragons are in the air.

Racer dragons have pure white scales, dull at birth but growing more lustrous with age, with red markings on their face and sometimes elsewhere on their backs. These markings, starting dull and gaining brightness and luster, are unique to each dragon and provides an easy means of identification. Despite not relying heavily on aerial combat, racer dragons do have wings, like those of a silver dragon, and are actually very graceful, if not fast, flyers.

--Zasper the Dragon Sage



Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence


Wyrmling
S
4d12+4 (30 hp)
13
14
13
10
11
12
4/1
6
5
6
4
2d8
13
-


Very Young
M
7d12+14 (59 hp)
17
16
15
10
11
14
7/10
10
7
8
5
4d8
15
-


Young
L
10d12+30 (95 hp)
21
18
17
12
13
14
10/19
14
10
11
8
6d8
18
-


Juvenile
L
13d12+39 (123 hp)
23
20
17
12
13
16
13/23
18
11
13
9
8d8
19
-


Young Adult
H
16d12+64 (168 hp)
27
22
19
14
15
18
16/32
22
14
16
12
10d8
22
22


Adult
H
19d12+76 (199 hp)
29
24
19
14
15
18
19/36
26
15
18
13
12d8
23
23


Mature Adult
H
22d12+110 (256 hp)
31
26
21
16
17
20
22/40
30
18
21
16
14d8
26
26


Old
H
25d12+125 (287 hp)
33
28
21
18
19
22
25/44
34
19
23
18
16d8
27
28


Very Old
G
28d12+168 (350 hp)
37
30
23
18
19
22
28/53
37
22
26
20
18d8
30
30


Ancient
G
31d12+217 (418 hp)
39
32
25
20
21
24
31/57
41
24
28
22
20d8
32
32


Wyrm
G
34d12+272 (491 hp)
41
34
27
20
21
26
34/61
45
27
31
24
22d8
35
35


Great Wyrm
C
37d12+333 (574 hp)
45
36
29
22
23
28
37/70
46
29
33
26
24d8
37
37





Age
Speed
Init
AC
SR
Special Abilities
Caster Level


Wyrmling
100-ft, fly 60-ft (good)
+2
14 (+1 size, +2 Dex, +1 natural)
-
Immunity to Electricity, Unbroken Stride
-


Very Young
150-ft, fly 60-ft (good)
+3
16 (+3 Dex, +3 natural)
-
Breathe on the Run
-


Young
150-ft, fly 60-ft (good)
+4
18 (-1 size, +4 Dex, +5 natural)
-
Freedom of Movement
-


Juvenile
150-ft, fly 60-ft (good)
+5
21 (-1 size, +5 Dex, +7 natural)
-
Pounce
1st


Young Adult
200-ft, fly 60-ft (good)
+6
23 (-2 size, +6 Dex, +9 natural)
20
DR 5/magic
3rd


Adult
200-ft, fly 60-ft (good)
+7
26 (-2 size, +7 Dex, +11 natural)
22
Running Strafe
5th


Mature Adult
200-ft, fly 60-ft (good)
+8
29 (-2 size, +8 Dex, +13 natural)
24
DR 10/magic
7th


Old
200-ft, fly 60-ft (good)
+9
32 (-2 size, +9 Dex, +15 natural)
26
Sonic Boom
9th


Very Old
200-ft, fly 60-ft (good)
+10
33 (-4 size, +10 Dex, +17 natural)
27
DR 15/magic
11th


Ancient
200-ft, fly 60-ft (good)
+11
36 (-4 size, +11 Dex, +19 natural)
29
Swift Movement
13th


Wyrm
200-ft, fly 60-ft (good)
+12
39 (-4 size, +12 Dex, +21 natural)
30
DR 20/magic
15th


Great Wyrm
250-ft, fly 60-ft (good)
+13
38 (-8 size, +13 Dex, +23 natural)
32
Strafing Pounce
17th



Special Abilities

Breath Weapon (Su): A racer dragon has two breath weapons a line of electricity dealing the listed damage (Reflex halves) and a cone of slow gas. Any creature caught in the cone must make a Fort save or be slowed for 1d8 + 1 per age category rounds.

Unbroken Stride (http://www.youtube.com/watch?v=GvQkl7qa6RQ) (Ex): A racer dragon ignores non-magical difficult terrain. In addition it uses the Dragon Overland Flight tables to determine its overland movement with land speed but not with fly speed.

Breathe on the Run (http://www.youtube.com/watch?v=3KcYnEd_-tA&feature=related) (Ex): A very young or older racer dragon may use a standard action to use its breath weapon at any point during a move action.

Freedom of Movement (http://www.youtube.com/watch?v=ioE_O7Lm0I4) (Su): A young or older racer dragon is continuously affected by an effect which mimics the spell Freedom of Movement. In addition they ignore magical effects which slow them, and magically created/augmented/modified difficult terrain.

Pounce (http://www.youtube.com/watch?v=btPJPFnesV4) (Ex): A juvenile or older racer dragon may make a full attack at the end of a charge.

Running Strafe (http://www.youtube.com/watch?v=AZKpByV5764&feature=related) (Ex): As a full-round action an adult or older racer dragon may move up to its speed and make a single bite attack on each creature that is within its bite range during this movement, up to Dex modifier bites (minimum 1). Despite this abilities name it may be used when flying, swimming, climbing, or burrowing.

Sonic Boom (http://www.youtube.com/watch?v=JPC8W672mXc) (Su): 1/minute an old or older racer dragon may move up to 30 times its land speed in a straight line as a full-round action. Any creature within its bite reach during this movement takes sonic damage equal to the amount the dragon's breath weapon would have dealt and are stunned for 1 round and deafened for 1 minute. A successful Fort save (DC is Con-based so equal to breath weapon) halves the damage, negates the stun, and reduces the duration of the deafness to 1 round. While moving in this fashion they may move over water or similar liquids as if they were solid ground, but at the end of the movement if they are still standing on a liquid medium they will sink or at least break the surface.

Swift Movement (https://www.youtube.com/watch?v=iIpfWORQWhU) (Su): An ancient or older racer dragon may move up to its land speed as a swift action. It may not use this ability to climb, swim, burrow, or fly (land movement only); nor may it use this ability during or after a full-attack action (before is fine though) or during a running strafe or strafing pounce.

Strafing Pounce (http://www.youtube.com/watch?v=q9eCqwzAjTY&feature=related) (Ex): A great wyrm racer dragon when using its Running Strafe ability end make a full-attack at the end of its movement. It may not use the bite attack from its full-attack on a target that received a bite attack from the Running Strafe.

Spellcasting: A racer dragon casts spells as a sorcerer of the listed level and may select from the sorcerer, cleric, celerity domain, and travel domain lists.

Skills: Balance, Jump, and Tumble are class skills for racer dragons.

Zaydos
2011-03-19, 01:47 PM
ok thats weird. i went to quote the Asphodel dragon & where it tells me no code has been inserted in the quote it has the table....:smallconfused:

It happened after the forums got re-ordered; I had fixed it for the main list but hadn't gotten to the planar, construct, and fey lists. They should all be fixed now. Don't really know what was up except that editing them (without making any changes) fixed it.


:smallbiggrin: on the request side...perhaps a spider dragon? something perhaps for the demonweb pits?

Shouldn't be too difficult, but it might be a few days; I'm a little beat right now.


just logged in and found you did the umbra dragon i must say i really am immpressed it came out better then i ever thought it would thanks for doing it if i ever need a dragon i know where to go to get one. oh i just thought of something can you make a templete for dragons that are born from two different types of dragons i dont think the standard half-dragon templete works to well in this situation please and thank you

Not sure if I can do that one. For just MM dragons it would probably be possible, but one universal template for all official dragons, much less all the dragons on this, might prove impossible. I'll think on it. I was already thinking about making a half-red blue dragon progression. Maybe one template for each dragon would work... hmm...

Noxsis
2011-03-19, 01:58 PM
then how about this make a epic psionic dragon that is about as powerful as the umbra dragon think of it as the ultimate dragon of mind(as a challenge make an ultimate dragon of body and soul as well to round out the group.)

Zaydos
2011-03-19, 02:01 PM
then how about this make a epic psionic dragon that is about as powerful as the umbra dragon think of it as the ultimate dragon of mind(as a challenge make an ultimate dragon of body and soul as well to round out the group.)

*bridges fingers* That seems workable. Although I still want to contemplate half-dragon dragons... Although I do think most types of true dragon would need their own template. I might just work on some "dominant" breeds for now (Red, Gold, and... um...); the top dragons which would be the stronger in most pairings. Of course they'd need a disclaimer that the DM should consider what dragon they were applying it to (for example a half-gold red dragon would probably end up stronger than either of the above)...

Noxsis
2011-03-19, 02:06 PM
i was refering to a templete with two base creatures(the two dragon to be combined) that stats combined to form one single dragon kinda like a hybrid.
think of it kinda of like the tauric templete from monster manual II

Zaydos
2011-03-19, 02:27 PM
i was refering to a templete with two base creatures(the two dragon to be combined) that stats combined to form one single dragon kinda like a hybrid.
in other word its very different to the standard half-dragon templete in that it can only be aplied to true dragon

I know, my way would be make one for say Half-Red Dragon to be applied to Green, Blue, White, and Black etc dragons as a base creature, and one for half-Gold Dragon which could also be applied to Green, Blue, White, Black etc. Another way to do it would be something like:

Type & Subtype: Retains all the non-alignment based subtypes of both base dragons and any alignment based subtypes that match its new alignment.

HD: average of the two rounded up.

Size: Average of the two. If they are within one step of each other go with larger.

Nat Armor: HD -1.

Ability Scores: Average of the two.

Special Abilities:
Breath Weapon: Select as many breath weapons from both the base dragons as the base dragon with the most breath weapons.

DR: Use the better DR amongst the base dragons.

Spells/Manifesting/Maneuvers/Shadowcasting/Truenaming/: Use the average CL of the two base dragons.

Immunity: Gains immunities of the dragon from which it gained a breath weapon and resistance 20 (if energy immunity) and +4 on saves versus any effects that the other base dragon was immune to. If it has a breath weapon from each base parent it chooses one to gain immunities from.

Others: At each age category it gains one special ability from one parent, at wyrmling it gains as many abilities as the base parent with the most Special Abilities gains excepting immunities.

CR: Use your best judgment.

Alignment: If both base dragons share an alignment on either axis it is always that alignment. If one base dragon is good/evil/chaotic/lawful and the other is neutral on that axis it is always the non-neutral alignment. If the base dragons have opposed alignments on an axis then it is always neutral on that axis.

My plan, though, would be:

Half-Red Dragon True Dragon

This template is applied to dragons which are spawned by the coupling of a red dragon and a weaker dragon. The spawn has mainly the traits of the weaker dragon (hereafter referred to as the base dragon), but gains some abilities from its red dragon parentage.

Hit Dice: Increase Hit Dice by 1; this increases saves and BAB as normal.

Size: Increases by one stage; do not modify ability scores for this size increase.

AC: Increase natural armor by 1.

Special Attacks:

Breath Weapon: Gain the ability to breathe a cone of fire dealing 2d8 fire damage per age category or the base dragon's breath weapon's base damage whichever is higher, in addition to their normal breath weapon(s).

Caster Level: A base dragon which can cast arcane spells increases their arcane caster level by 2.

Spell-like Abilities: Old or older: Suggestion.

Special Qualities:
Fire Resistance 30.

Abilities: +6 Str, +4 Con, +2 Int, +2 Wis, +2 Cha.

Noxsis
2011-03-19, 02:34 PM
now onto the Epic dragons of mind, body, and soul

Zaydos
2011-03-19, 09:42 PM
Demonweb Dragon

Dragon (Chaotic, Evil)
Environment: The Demonweb (Layer 66 of the Abyss)
Organization: Juvenile or younger: solitary, pair, or clutch (2-5); Young Adult or older: Solitary.
Challenge Rating: Wyrmling 3, Very Young 4, Young 6, Juvenile 8, Young Adult 10, Adult 13, Mature Adult 15, Old 18, Very Old 19, Ancient 20, Wyrm 21, Great Wyrm 24
Treasure: Triple Standard
Alignment: Always Chaotic Evil

Repaying a debt I had incurred, I delved into the Abyss to confront the Queen of Webs; indirectly of course. While carrying out my mission, I had time to fight a type of dragon that has only recently to my knowledge spawned in the Abyss. These dragons hung upon the webs of that accursed place like overripe fruits and their attack was a vicious one.

The battle was quick, for they had been only children, and there was only so much I could learn from their corpses. I soon had an encounter with a grown female. 28-ft in length without accounting for neck or tail, it was a bloated black scaled creature marked with a red skull upon its stomach and back. It walked on four distended legs, with two thick and powerful fore-arms serving as claws not used in the actual process of walking.

It tried to ambush me, but I sensed it through the use of basic defensive spells. I lay the first attack, but the battle was far from quick. I learned many things through the combat: Lolth's blessing protects their mind almost completely; they have the resistances of tanar'ri to energies as well as total immunity to acid and poison; the ability to cast webs like a spider; the ability to teleport (having to kill the great wyrm to escape that labyrinth of webs coupled with this ability was very annoying); summoning powers; and (a disection revealed) poison which they inject via their fangs. I cannot tell you when they develop many of these abilities. Only that the juveniles I faced had only developed their myriad resistances and immunities as well as their webbing. It is at some point during adulthood that they develop their poison, and magical abilities.

What I observed during my fortnight trapped in that labyrinth chasing a teleporting wyrm, I will continue to report. The males are a pale color, and after mating are usually attacked and eaten by the females. This would be of little difficulty if they matured at the normal rate of dragons but instead the females reach each age category 10% sooner than the norm and the males each age category 25% later (disections are useful). The dragons themselves will fight mercilessly even against their own kind (with the exception of during the act of courtship), with the exception of juveniles or younger from the same clutch. To compensate for this infighting, it would seem that the females lay anywhere from 3 to 10 clutches of 2 to 5 at a time instead of the normal 2 to 5 eggs giving these dragons a fecundity somewhere around six and a half times that of most dragons. Despite this their numbers seem to be increasing only slowly, most likely due to their aggresive and canabilistic nature (I saw one female eat unhatched eggs, and a male slaughter and devour a group of wyrmlings). Their sadistic nature, such that in one case I saw a female slay a clutch of young dragons and then mutilate and leave their bodies, is another reason I doubt that they will ever form a threat to creatures not entering their Abyssal abodes.

--Sincerely Zasper, pressed for time (I took too long studying these dragons killing that wyrm.

Demonweb Dragon

Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence
Wyrmling S 4d12+4 (30 hp) 11 10 13 10 11 10 4/0 5 5 4 4 2d10 13 -
Very Young M 7d12+14 (59 hp) 13 10 15 10 11 10 7/8 8 7 5 5 4d10 15 -
Young M 10d12+30 (95 hp) 15 10 17 12 13 12 10/12 12 10 7 8 6d10 18 -
Juvenile L 13d12+39 (123 hp) 19 10 17 12 13 12 13/21 16 11 8 9 8d10 19 -
Young Adult L 16d12+64 (168 hp) 21 10 19 14 15 14 16/25 20 14 10 12 10d10 22 20
Adult H 19d12+76 (199 hp) 25 10 19 14 15 14 19/34 24 15 11 13 12d10 23 21
Mature Adult H 22d12+110 (256 hp) 27 10 21 16 17 16 22/38 28 18 13 16 14d10 26 24
Old H 25d12+125 (287 hp) 29 10 21 18 19 18 25/42 32 19 14 18 16d10 27 26
Very Old H 28d12+168 (350 hp) 31 10 23 18 19 18 28/46 36 22 16 20 18d10 30 28
Ancient G 31d12+217 (418 hp) 35 10 25 20 21 20 31/55 39 24 17 22 20d10 32 30
Wyrm G 34d12+272 (491 hp) 37 10 27 20 21 20 34/59 43 27 19 24 22d10 35 32
Great Wyrm G 37d12+333 (574 hp) 39 10 29 22 23 22 37/63 47 29 20 26 24d10 37 34



Age Speed Init AC SR Special Abilities
Wyrmling 50-ft, fly 100-ft (average), climb 50-ft +0 14 (+1 size, +3 natural) - Immunity to Acid and Poison, Spider Climb
Very Young 50-ft, fly 150-ft (poor), climb 50-ft +0 16 (+6 natural) - Electricity Immunity, Cold and Fire Resistance 10
Young 50-ft, fly 150-ft (poor), climb 50-ft +0 19 (+9 natural) - DR 5/magic
Juvenile 50-ft, fly 150-ft (poor), climb 50-ft +0 21 (-1 size, +12 natural) - Webs, Tremorsense
Young Adult 50-ft, fly 150-ft (poor), climb 50-ft +0 24 (-1 size, +15 natural) 21 DR 10/magic
Adult 50-ft, fly 150-ft (poor), climb 50-ft +0 26 (-2 size, +18 natural) 25 Poison
Mature Adult 50-ft, fly 150-ft (poor), climb 50-ft +0 29 (-2 size, +21 natural) 27 DR 15/magic
Old 50-ft, fly 150-ft (poor), climb 50-ft +0 32 (-2 size, +24 natural) 30 Greater Teleport
Very Old 50-ft, fly 150-ft (poor), climb 50-ft +0 35 (-2 size, +27 natural) 31 DR 20/magic and 5/cold iron and good
Ancient 50-ft, fly 200-ft (clumsy), climb 50-ft +0 36 (-4 size, +30 natural) 33 Mind Shielding
Wyrm 50-ft, fly 200-ft (clumsy), climb 50-ft +0 39 (-4 size, +33 natural) 34 DR 20/magic and 10/cold iron and good
Great Wyrm 50-ft, fly 200-ft (clumsy), climb 50-ft +0 42 (-4 size, +36 natural) 36 Summon Spiders


Special Abilities:

Breath Weapon (Su): A demonweb spider has a single breath weapon a cone of acid dealing the listed damage. A successful Reflex save halves this damage.

Spider Climb (Su): A demonweb spider is under the continuous effect of a spider climb spell which may not be dispelled. It may dismiss or reactivate this ability as a free action.

Webs (Ex): A juvenile or older demonweb spider can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet increasing to 100 feet when they reach the ancient age category, with a range increment of 10 feet increasing to 20 feet when they reach the ancient age category, and is effective against targets up to one size category larger than the dragon. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are Constitution based and therefore equal to the DC of the dragon's breath weapon.

Demonweb dragons often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

A demonweb dragon can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): A juvenile or older demonweb dragon can pinpoint the location of any creature within 60-ft touching the ground or one of its webs.

Poison (Ex): An adult or older demonweb dragon's bite attack carries a poison that numbs the body. The initial damage of the poison is 1d4 Dex damage and the secondary damage is paralysis for 1d4+1 minutes. A fort save negates these effects (each effect saved against seperately) and the DC is Con based therefore normally equalling the DC of their breath weapon.

Greater Teleport (Sp): Old or older; At will; self plus 50-lbs of equipment only; CL = 2 times age category.

Mind Shielding (Su): An ancient or older demonweb spider is permanently protected by a supernatural version of Mind Blank which may not be dispelled.

Summon Spiders (Sp): A great wyrm demonweb spider may 1/day summon 2 advanced 52-HD half-demonweb dragon colossal spiders within 240-ft, these spiders serve it for 1 hour before vanishing. This is the equivalent of a 12th level spell and is a Conjuration (Summoning) effect. CL = Twice the demonweb dragon's age category.

Skills: Bluff, Hide, and Move Silently are class skills for demonweb dragons.

Advanced 52-HD Half-Demonweb Dragon Colossal Spiders
Colossal Dragon (augmented vermin); HD: 52d10+156; hp 442; Init +2; Spd 30-ft, climb 20-ft, fly 60-ft (average); AC 26 (-8 size, +2 Dex, +22 natural); BAB/Grp +39/+75; Atk 2 Claws +51 melee (3d6+17) and bite +46 melee (4d6+8 and poison); Face/Reach 40-ft/30-ft; SA: Poison, Web, Breath Weapon; SQ: Acid Immunity, Immunity to sleep and paralysis, darkvision 60-ft, tremorsense 60-ft, vermin traits; SV Fort +31, Ref +19, Will +17; AL CE; Str 44, Dex 15, Con 16, Int 2, Wis 10, Cha 4.
Skills and Feats: None.

Poison (Ex): Bite; Initial damage 2d8 Str; Secondary damage 2d8 Str; Fort save DC 39.

Web (Ex): Can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions the Strength check is DC 43, and the Escape Artist check is DC 39. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Breath Weapon (Su): 30-ft cone of acid dealing 6d8 damage. A successful Reflex save (DC 39) halves this damage.

mouseyone
2011-03-19, 11:11 PM
hehe i love it! you are way awesome!:smallcool:

Noxsis
2011-03-20, 10:27 AM
i cant tell whos my favorite designer on this form but my top two are you zaydos for this fourm and realms of chaos for his desent of shadow project so im rooting for you all the way.
i think the dragon of body should use martial manuvers. no sure what the dragon of soul should use though.

Zaydos
2011-03-22, 08:37 AM
Cake Dragon:
Dragon (fire, extraplanar)
Environment: Limbo
Organization: Solitary, pair, family (2-5), or party (5-30)
Challenge Ratings: Wyrmling 1, young 3, adult 4, old 6, wyrm 8, great wyrm 11.
Treasure: Standard
Alignment: Always Chaotic (usually Evil).

Found in the depths of the shifting world of Limbo is a rare breed of dragon. One of the “demi-dragons” as I have come to recognize them, these dragons demonstrate only six age categories and lack many of the powers of a true dragon and even full grown are little larger than a wolf. Even so they are capable of channeling middling magical abilities (wings of flurry seems to be a favorite amongst them) and to fight quite well for their diminutive sizes.

The dragons I am speaking of today come in two superficially different types. Some have white scales, beginning as an imperfect cream color and growing more pure as they age, others have black scales which at birth are only a dark brown slowly becoming a pure black. There seems to be no difference associated with the colorations other than that of color, an oddity among dragons. In other physical traits they are similar to most dragons. They do have a few features of note, though. Upon the crown of their head several bony growths protrude. Each of these growths is tipped by a single flame, which will relight if extinguished. These growths can be used to determine their age as they are born with but a single growth and grow another three within their first three years. Afterwards each age category sees three more growths develop upon their head by the time it is complete. In addition the scales around their jaw and ankles almost seem to be like a liquid frozen in the middle of some downward flow.

Their physical capabilities include: the hypnotic effects of their candle horns; an excellent skill with lies; an aura of flames that shields them against their natural weakness; resistance to even magical weapons; and a frightful presence like a true dragon. These abilities make these dragons amongst the most dangerous of these “demi-dragons”.

Psychologically many of them are pathological liars, and tricksters. While not all are actively malignant in their lies and tricks, from my studies I’d guess than about one-half of them take it further than mere tricks. Instead these dragons turn to physical assault, murder, and malignant trickery. If one encounters such a dragon they should be careful, as it may prove dangerous.
-Zasper, Grand Archmage of the 10th Circle, Bearer of the Crystal Crown, Keeper of the Transfinite Seal, He Who Walks Amongst Dragons, Friend to Bahamut, Foe to Tiamat, Hero of a Hundred Kingdoms, Keeper of the 89th Secret of Talorn, Walker of Worlds, the Immaculate Sage, the Purple Archmage, Champion of Halm, and former Emperor of Cyrell (retired).

{table]Age| Size| Hit Dice | Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon
"Wyrmling"| T| 2d12+2 (15 hp) | 9| 12| 13| 8| 11| 12| 2/-7| 3| 4| 4| 3| 1d10 (DC 12)
"Young"| T| 4d12+8 (34 hp) | 11| 12| 15| 10| 13| 14| 4/-4| 6| 6| 5| 5| 2d10 (DC 14)
"Adult"| S| 6d12+18 (57 hp) | 15| 12| 17| 10| 13| 14| 6/4| 9| 8| 6| 6| 3d10 (DC 16)
"Old"| S| 8d12+24 (76 hp) | 17| 12| 17| 12| 15| 16| 8/7| 12| 9| 7| 8| 4d10 (DC 17)
"Wyrm"| M| 10d12+40 (105 hp) | 21| 12| 19| 14| 17| 18| 10/15| 15| 11| 8| 10| 5d10 (DC 19)
"Great Wyrm"| M| 12d12+60 (138 hp) | 25| 12| 21| 16| 19| 20| 12/19| 19| 13| 9| 12| 6d10 (DC 21)[/table]
{table]Age |Speed |Init |AC |SR |Special Abilities |Caster Level |Charisma based DC |Bite Damage |Claw Damage |Wing Damage |Breath Weapon Range
"Wyrmling"| 40-ft, fly 60-ft (average) |+1 |14 (+2 size, +1 natural, +1 Dex) |- |Fire Immunity, Cold Vulnerability |- |12 |1d4 |1d3 |- |15-ft
"Young"| 40-ft, fly 60-ft (average) |+1 |16 (+2 size, +1 Dex, +3 natural) |- |The Cake Lies |1st |14 |1d4 |1d3 |- |15-ft
"Adult"| 40-ft, fly 90-ft (average) |+1 |17 (+1 size, +1 Dex, +5 natural) |15 |Hypnotic Flames |3rd |15 |1d6 |1d4 |- |20-ft
"Old"| 40-ft, fly 90-ft (average) |+1 |19 (+1 size, +1 Dex, +7 natural) |18 |DR 5/magic |5th |17 |1d6 |1d4 |- |20-ft
"Wyrm"| 60-ft, fly 120-ft (poor) |+1 |20 (+1 Dex, +9 natural) |20 |Corona of Flames |7th |19 |1d8 |1d6 |1d4 |30-ft
"Great Wyrm"| 60-ft, fly 120-ft (poor) |+1 |22 (+1 Dex, +11 natural) |23 |DR 10/magic and 5/epic, Frightful Presence (DC 21) |9th |21 |1d8 |1d6 |1d4 |30-ft[/table]

Cake Dragons and aging
{table]Category |Age
"Wyrmling" |0-3 years.
"Young" |4-15 years.
"Adult" |16-30 years
"Old" |31-45 years.
"Wyrm"| 46-90 years.
"Great Wyrm"| 91 + Charisma score times 5 years.[/table]

Special Abilities:

Breath Weapon (Su): A cake dragon has a single type of breath weapon, a cone of fire which deals the listed damage. A successful Reflex save (DC listed) halves this damage. Once a cake dragon has used its breath weapon it cannot use its breath weapon again for 1d4 rounds.

The Cake Lies (Su): A cake dragon gains a racial bonus on bluff checks of 3 per age category. In addition Discern Lies and similar effects have no effect against a cake dragon’s lies. Cake dragons are immune to Zone of Truth and any other spells that prevent them from lying.
Spells: A cake dragon casts spells as a sorcerer of the indicated level. In addition to the sorcerer spell list they may select spells from the Gluttony domain list (Spell Compendium).

Hypnotic Flames (Su): Any creature within 60-ft seeing an adult or older cake dragon must make a Will save (Cha based) or be dazed by its flames. They gain a new saving throw each round for as long as they can see the dragon and for 1d4+1 rounds thereafter, and are dazed until one of the following conditions are met: They take lethal damage; they make their saving throw; or the 1d4+1 rounds have passed. A successful save grants a +4 bonus on all future saves against this ability of that cake dragon for 24 hours, but does not grant immunity. Any effect that protects against gaze effects also protects against this ability. A cake dragon may suppress or resume this ability as a standard action.

Corona of Flames (Su): A wyrm or older cake dragon is continuously surrounded by a corona of flames functioning as a warm Fire Shield (http://www.d20srd.org/srd/spells/fireShield.htm) with a CL equal to the cake dragon’s hit dice. This effect may be dispelled but will automatically resume in 1d4 rounds.

Frightful Presence (Ex): A great wyrm cake dragon gains a frightful presence (as a true dragon’s frightful presence ability) and gains immunity to those of other dragons. The range for this is 60-ft, unlike those of true dragons.

Skills: Bluff, Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (all skills selected seperately), Listen, Search, Sense Motive, Spot, and Use Magic Device are all class skills for cake dragons.

Zaydos
2011-03-22, 08:41 AM
hehe i love it! you are way awesome!:smallcool:

Thanks :smallcool:


i cant tell whos my favorite designer on this form but my top two are you zaydos for this fourm and realms of chaos for his desent of shadow project so im rooting for you all the way.
i think the dragon of body should use martial manuvers. no sure what the dragon of soul should use though.

:smallredface: Thanks, I can't really say how much that means to me.

Incarnum would probably work for dragon of soul, but balancing them against each other will take a bit, and getting that elusive spirit known as a muse to help possibly longer (I'll admit that sometimes it takes me weeks to make a dragon I think will take hours, and an hour to make one that I think will take weeks).

Mystic Muse
2011-03-22, 11:35 AM
On the cake dragon, there should be a clause about how if you somehow manage to make their flames permanently go out, you get one wish. :smallamused:

Zaydos
2011-03-22, 12:37 PM
On the cake dragon, there should be a clause about how if you somehow manage to make their flames permanently go out, you get one wish. :smallamused:

I was originally going to detail how much damage putting out the flames dealt to it, then decided that was too complicated. As for a Wish that's just begging for abuse. Although... with a Great Wyrm a Limited Wish might be appropriate (it's CR 11).

And yes I realize that the above was most likely at least mostly joking.

Mystic Muse
2011-03-22, 12:40 PM
I was originally going to detail how much damage putting out the flames dealt to it, then decided that was too complicated. As for a Wish that's just begging for abuse. Although... with a Great Wyrm a Limited Wish might be appropriate (it's CR 11).

And yes I realize that the above was most likely at least mostly joking.

Yeah, mostly joking.

Silverscale
2011-03-22, 01:15 PM
Out of curiosity, what is the occasion for posting the Cake Dragon? If its your Birthday then Happy Birthday!:smallbiggrin:

On a different note any idea when you might get around to the Potterverse Themed Dragons?

Back on topic....yes my brain is on Random right now....Are the Cake Dragons in anyway related to the Blackberry Dragons or the Candy Dragons?

Actually that brings up another topic....are you going to do any other Holiday themed dragons like perhaps a Christmas themed dragon of some sort?

Zaydos
2011-03-22, 01:19 PM
Out of curiosity, what is the occasion for posting the Cake Dragon? If its your Birthday then Happy Birthday!:smallbiggrin:

On a different note any idea when you might get around to the Potterverse Themed Dragons?

Back on topic....yes my brain is on Random right now....Are the Cake Dragons in anyway related to the Blackberry Dragons or the Candy Dragons?

Actually that brings up another topic....are you going to do any other Holiday themed dragons like perhaps a Christmas themed dragon of some sort?

I thought about making them the day after my birthday, so I waited till someone on the forums I actually know at least via the forums was having a birthday.

No idea.

Well they're all demi-dragons. I think they're probably related to Candy Dragons, but I'm not sure.

Bunny Dragons? It's a definite possibility. If I do it, though, it will be near/on the Holiday in question so no Christmas ones for a while.

Debihuman
2011-03-23, 11:26 AM
Breath Weapon (Su): A racer dragon has two breath weapons a line of electricity dealing the listed damage (Reflex halves) and a cone of slow gas. Any creature caught in the cone must make a Fort save or be slowed for 1d8 + age category rounds.

Do you mean it is slowed 1d8+1 per age category rounds? Otherwise it makes no sense since an age category isn't a number.


A cake dragon gains a racial bonus on bluff checks equal to 3 times its age category. Do you mean it gains +3 to Bluff at every age category? Otherwise this sentence makes no sense. An age category isn't a number so you can't multiply by it.

You forgot the "|" after the Hit Dice in the Demonweb Dragon and in the Racer Dragon so the charts are off.

Corrected Demonweb Dragon Table
{table]Age| Size| Hit Dice| Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon Damage | Breath Weapon DC| Frightful Presence
Wyrmling| S| 4d12+4 (30 hp)| 11| 10| 13| 10| 11| 10| 4/0| 5| 5| 4| 4| 2d10 | 13 |-
Very Young| M| 7d12+14 (59 hp)| 13| 10| 15| 10| 11| 10| 7/8| 8| 7| 5| 5| 4d10 | 15 |-
Young | M| 10d12+30 (95 hp)| 15| 10| 17| 12| 13| 12| 10/12| 12| 10| 7| 8| 6d10 | 18 |-
Juvenile| L| 13d12+39 (123 hp)| 19| 10| 17| 12| 13| 12| 13/21| 16| 11| 8| 9| 8d10 | 19 |-
Young Adult| L| 16d12+64 (168 hp)| 21| 10| 19| 14| 15| 14| 16/25| 20| 14| 10| 12| 10d10 | 22| 20
Adult| H| 19d12+76 (199 hp)| 25| 10| 19| 14| 15| 14| 19/34| 24| 15| 11| 13| 12d10 | 23| 21
Mature Adult| H| 22d12+110 (256 hp)| 27| 10| 21| 16| 17| 16| 22/38| 28| 18| 13| 16| 14d10 | 26| 24
Old | H| 25d12+125 (287 hp)| 29| 10| 21| 18| 19| 18| 25/42| 32| 19| 14| 18| 16d10 | 27| 26
Very Old| H| 28d12+168 (350 hp)| 31| 10| 23| 18| 19| 18| 28/46| 36| 22| 16| 20| 18d10 | 30| 28
Ancient| G| 31d12+217 (418 hp)| 35| 10| 25| 20| 21| 20| 31/55| 39| 24| 17| 22| 20d10 | 32| 30
Wyrm | G| 34d12+272 (491 hp)| 37| 10| 27| 20| 21| 20| 34/59| 43| 27| 19| 24| 22d10 | 35| 32
Great Wyrm | G| 37d12+333 (574 hp)| 39| 10| 29| 22| 23| 22| 37/63| 47| 29| 20| 26| 24d10 | 37| 34[/table]


Corrected Racer Dragon Table
{table]Age| Size| Hit Dice| Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon Damage | Breath Weapon DC| Frightful Presence
Wyrmling| S| 4d12+4 (30 hp)| 13| 14| 13| 10| 11| 12| 4/1| 6| 5| 6| 4| 2d8 | 13 |-
Very Young| M| 7d12+14 (59 hp)| 17| 16| 15| 10| 11| 14| 7/10| 10| 7| 8| 5| 4d8 | 15 |-
Young | L| 10d12+30 (95 hp)| 21| 18| 17| 12| 13| 14| 10/19| 14| 10| 11| 8| 6d8 | 18 |-
Juvenile| L| 13d12+39 (123 hp)| 23| 20| 17| 12| 13| 16| 13/23| 18| 11| 13| 9| 8d8 | 19 |-
Young Adult| H| 16d12+64 (168 hp)| 27| 22| 19| 14| 15| 18| 16/32| 22| 14| 16| 12| 10d8 | 22| 22
Adult| H| 19d12+76 (199 hp)| 29| 24| 19| 14| 15| 18| 19/36| 26| 15| 18| 13| 12d8 | 23| 23
Mature Adult| H| 22d12+110 (256 hp)| 31| 26| 21| 16| 17| 20| 22/40| 30| 18| 21| 16| 14d8 | 26| 26
Old | H| 25d12+125 (287 hp)| 33| 28| 21| 18| 19| 22| 25/44| 34| 19| 23| 18| 16d8 | 27| 28
Very Old| G| 28d12+168 (350 hp)| 37| 30| 23| 18| 19| 22| 28/53| 37| 22| 26| 20| 18d8 | 30| 30
Ancient| G| 31d12+217 (418 hp)| 39| 32| 25| 20| 21| 24| 31/57| 41| 24| 28| 22| 20d8 | 32| 32
Wyrm | G| 34d12+272 (491 hp)| 41| 34| 27| 20| 21| 26| 34/61| 45| 27| 31| 24| 22d8 | 35| 35
Great Wyrm | C| 37d12+333 (574 hp)| 45| 36| 29| 22| 23| 28| 37/70| 46| 29| 33| 26| 24d8 | 37| 37[/table]

Utterdark
2011-03-24, 09:39 AM
Zaydos! You have to make a truenaming dragon!

Zaydos
2011-03-24, 09:44 AM
Zaydos! You have to make a truenaming dragon!

Word Dragons (http://www.giantitp.com/forums/showpost.php?p=9588106&postcount=468) I guess it's not marked Truenaming dragon like most of the subsystem using ones.

Or did you mean another truenaming dragon needs to be built?

Utterdark
2011-03-24, 11:20 AM
Word Dragons (http://www.giantitp.com/forums/showpost.php?p=9588106&postcount=468) I guess it's not marked Truenaming dragon like most of the subsystem using ones.

Or did you mean another truenaming dragon needs to be built?

Another one must be made, along the lines of how there are two ( I think ) shadow magic; this one would have to be an Epic Truenaming dragon! :smallbiggrin:

Noxsis
2011-03-24, 12:26 PM
I love all things epic so i second this idea EPIC DRAGONS FOREVER!

Noxsis
2011-03-25, 11:49 AM
i would love a half-dragon template for the umbra dragon but i think condsidering that it is an epic dragon that the template should be a bit different also a umbra dragon eqivulant to the deepwyrm drow(they are desenced form deep dragons) please and thank you

Zaydos
2011-03-25, 12:04 PM
i would love a half-dragon template for the umbra dragon but i think condsidering that it is an epic dragon that the template should be a bit different also a umbra dragon eqivulant to the deepwyrm drow(they are desenced form deep dragons) please and thank you

Does it need to be drow? Also should they stay roughly the same power level as drow (underpowered LA +2 that should be LA +1) or can they be stronger (actually fitting for LA +2 or maybe LA +3)?

If the answer is drow and somewhat stronger...

Shadowscale Drow

+2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma.
Medium sized
Humanoid with the elf and dragonblood subtypes.
Darkvision out to 120 feet.
Low-Light Vision; shadowscale drow are more at home in the shadows than other drow.
+2 racial bonus to Bluff and Intimidate checks.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Spell resistance equal to 11 + class levels.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against energy draining effects (including the saving throw to prevent negative levels from becoming level loss) and death effects.
Spell-Like Abilities: Drow can use the following spell-like abilities three times per day (each functions as the mystery of the same name): Mystic Reflections, Black Candle. They can use the following spell-like abilities once per day (each functions as mystery of the same name): Carpet of Shadow, Voice of Shadow. Caster level equals the drow’s class levels. The shadow essence that flows through their veins warps shadowscale drows' natural magic turning it even darker than before.
Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword.
Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Favored Class: Shadowcaster.
Level adjustment +2

Noxsis
2011-03-25, 12:06 PM
they can be more powerful after all umbra dragons are epic deep dragons are not it only makes sense and what other race do you think would fit better? also dont you think since umbra dragons can see perfectly in the dark that shadowscale drow should have better darkvision the a nomal drow and i think the shadow essense in there blood would make shadowcaster there favored class(ps i am really bad a designing things myself so its your call)

Silverscale
2011-03-25, 12:19 PM
May I humbly request a collection of Half-breed Dragons in the same vein as the Shadowscale Drow and the others presented in the Draconomicon, based on other of your creations.

Noxsis
2011-03-25, 12:23 PM
i must say that would be interesting to see what the results would be

Zaydos
2011-03-25, 12:34 PM
they can be more powerful after all umbra dragons are epic deep dragons are not it only makes sense and what other race do you think would fit better?

Not sure, maybe humans...

-lightbulb- Illumians. They had the audacity to build a city on the plane of shadows after all.

Shadowsoul Illumian:
When the illumians founded their great city of Elirhondas on the plane of shadows they little knew what beasts they were stirring up.

The great wyrms of the shadow plane did not move to strike the illumians directly, but instead worked subtly. They stole children, they disguised themselves as their foes, and over generations they bred a new servitor race. They tolerate Elirhondas, for now, because it is in a neutral zone, where they dare not act openly lest they bring the wrath of other of their own kind down upon their heads, but little do the illumians realize that should they set act outside those regions they might soon find a far greater danger in the shadows than any they have ever faced.

The shadow illumians that the umbra wyrms have forged from long generations, have spread throughout their domains in the plane of shadow. Given as gifts from one dragon to another, until they have become seen as indispensible aids and loyal servants.

Shadowforged Illumian Racial Traits (these are in addition to those of normal illumians unless otherwise indicated; as I can't reprint the entire illumian race):

+2 Constitutiona and +2 Charisma; the shadow stuff infuses them with greater power and potency.
Dragonblood subtype; a shadowforged illumian has the blood of dragons flowing through them. They gain the dragonblood subtype.
Darkvision: A shadowforged illumian can see up to 60-ft in non-magical darkness, and up to 30-ft through magical darkness.
Beshadowed Sigils: A shadowforged illumian's sigil does not produce light, but is otherwise identical to those of other illumians.
Shadow Sigil (Su): On attaining 3rd level in any class a shadowforged illumian gains a third power sigil. Unlike the other two this sigil is never visible except under True Seeing and does not combine with the others to make a word. In addition the bonus from each sigil increases by 1 to +3 and is no longer limited by character level but instead by ECL.
Shadow Word (Su): While the third sigil doesn't combine with the first two it combines with the primal shadow within the shadowforged illumian gaining additional powers even as it is twisted.
"Vigor": A shadowforged illumian with the "Vigor" sigil as their shadow sigil can replace their Dexterity bonus with their Strength bonus for determining their AC; they are still limited by their armor's Max Dex.
"Life": A shadowforged illumian with the "Life" sigil as their shadow sigil gains fast healing 2 when at less than half health. This ability is lost while in direct sunlight, or the radius of bright light from a daylight or stronger [light] spell.
"Magic": A shadowforged illumian with the "Magic" sigil as their shadow sigil gains a bonus spell each day of the highest level they can cast, or a bonus use of any 1 mystery they know each day.
"Mind": A shadowforged illumian with the "Mind" sigil as their shadow sigil gains bonus power points equal to their character level.
"Grace": A shadowforged illumian with the "Grace" sigil as their shadow sigil may use their Dexterity to determine weapon damage with finessable weapons instead of Strength, and they gain Weapon Finesse as a bonus feat.
"Soul": A shadowforged illumian with the "Soul" sigil as their shadow sigil may use their Charisma instead of Dexterity bonus to determine their AC; they are still limited by their armor's Max Dex.
Shadowborn: A shadowforged illumian automatically succeeds on any saving throw against a spell or effect of the shadow descriptor.
LA: +1; Shadowforged illumians are stronger than their normal kin gaining +1 LA.

Zaydos
2011-03-25, 12:40 PM
they can be more powerful after all umbra dragons are epic deep dragons are not it only makes sense and what other race do you think would fit better? also dont you think since umbra dragons can see perfectly in the dark that shadowscale drow should have better darkvision the a nomal drow and i think the shadow essense in there blood would make shadowcaster there favored class(ps i am really bad a designing things myself so its your call)

I went with giving them Low-Light Vision so they could see better in shadowy illumination since they already had 120-ft darkvision, and I was wary of giving them natural ways to make magical darkness and the ability to see in it. Good catch on the favored class.


May I humbly request a collection of Half-breed Dragons in the same vein as the Shadowscale Drow and the others presented in the Draconomicon, based on other of your creations.

If I'm doing more than one or two should I do it here, or start a new thread for it though?


i must say that would be interesting to see what the results would be

So am I.

Noxsis
2011-03-25, 12:40 PM
i still like drow more afterall the normal enviroment for an umbra dragons is both underground and plane of shadow and the only creatures i can think of that is frequlently found in both is a drow. i say start a new thread that links to this one

MammonAzrael
2011-03-25, 01:49 PM
Did you ever get a chance to look over the Coin Dragon (http://www.giantitp.com/forums/showpost.php?p=10583897&postcount=690) more?

Zaydos
2011-03-25, 02:03 PM
Did you ever get a chance to look over the Coin Dragon (http://www.giantitp.com/forums/showpost.php?p=10583897&postcount=690) more?

Sorry started making pokemon and an epic character.

Looking over it.

Like I said I'm bad with CRs and due to their ability to apply enhancement bonuses and magic item effects on their natural weapons with armor its deceptively strong (but only the equivalent of 2d6/age category breath weapon) but without looking at exactly how much gear it will be using maybe:
Wyrmling 2; very young 3; young 5; juvenile 7; young adult 10; adult 13; mature adult 16; old 19; very old 21; ancient 23; wyrm 24; great wyrm 26.

For SR they something like CR +6 to +8 seems to be common.

For ancient: Charm Monster maybe?

MammonAzrael
2011-03-25, 02:22 PM
Sorry started making pokemon and an epic character.

Looking over it.

Like I said I'm bad with CRs and due to their ability to apply enhancement bonuses and magic item effects on their natural weapons with armor its deceptively strong (but only the equivalent of 2d6/age category breath weapon) but without looking at exactly how much gear it will be using maybe:
Wyrmling 2; very young 3; young 5; juvenile 7; young adult 10; adult 13; mature adult 16; old 19; very old 21; ancient 23; wyrm 24; great wyrm 26.

For SR they something like CR +6 to +8 seems to be common.

For ancient: Charm Monster maybe?

No worries. :smallsmile:

I agree that their ability to absorb magical items can make things harder to judge, but they'll have items roughly equivalent to the party, assume it is an appropriate CR. A juvenile coin dragon should not have a +5 Vorpal axe hidden in them somewhere. :smalltongue: The CRs you suggest see a solid base, starting like a White Dragon, but improving.

I like the charm monster idea, upped it by one step.

Thanks!

EDIT: Anyways, it is updated and tentatively complete!

Zaydos
2011-03-25, 05:15 PM
http://www.giantitp.com/forums/showthread.php?p=10632185#post10632185

For dragonblood subraces if they are desired... I should probably port the two I made here over there, now that I think about it.

Noxsis
2011-03-27, 08:07 AM
i would love to see a pic of the umbra dragon(plus the others)

Zaydos
2011-03-27, 09:57 AM
i would love to see a pic of the umbra dragon(plus the others)

No artistic talent at all, sorry about that.

Noxsis
2011-03-27, 10:02 AM
can you get someone to draw them for you

Zaydos
2011-03-27, 10:24 AM
can you get someone to draw them for you

Don't know anyone who is really good at drawing, or who'd I wish that much work upon.

Noxsis
2011-03-27, 10:25 AM
i was wondering what happened to the space dragon(the counterpart to the time dragon)

Zaydos
2011-03-27, 10:29 AM
Partially difficulty in thinking up its abilities, partially a desire to finish the alignment based super-epics (malison dragon and mithral were bits of test runs for making it) before to learn more about creating insanely high powered epic dragons before trying to create something ultra-epic. Partially just being daunted by the idea of trying to balance, even if only against time dragon, something that insanely powerful.

Noxsis
2011-03-27, 10:30 AM
you can bounce ideas off me i may not be good at personaly making things but i am good at coming up with ideas. PS i would love a umbra dragon avatar but dont know who to get to make one think you could help with that. PPS your from north carolina so am i

LOTRfan
2011-03-27, 12:43 PM
May I ask for a powerful Half-Time Dragon template, or is that better suited for Ralasha's thread?

Blynkibrax
2011-03-27, 12:51 PM
I've just been admiring your shamrock wyvern, Zaydos. How about a Welsh dragon for St. David's Day? Call it a 'ddraig' or something?

http://en.wikipedia.org/wiki/Welsh_Dragon

Zaydos
2011-03-27, 12:59 PM
May I ask for a powerful Half-Time Dragon template, or is that better suited for Ralasha's thread?

Did it in the Expanded Dragonblood thread.


I've just been admiring your shamrock wyvern, Zaydos. How about a Welsh dragon for St. David's Day? Call it a 'ddraig' or something?

http://en.wikipedia.org/wiki/Welsh_Dragon

I know nothing about St. David's Day, I'll half to look it up before I can say if I'll do it or not.

Edit: Would stuff for a new draconic deity go in Worldbuilding subforum? I'm guessing it would be I feel a bit like confirming and I don't feel right pestering a mod over it.

Mordos
2011-03-28, 11:08 AM
These dragons are amazing! Might I request a dragon made of pure lightning?

mouseyone
2011-03-28, 11:14 AM
k not trying to be a pest but i have 2 questions
1 do all lung dragons start @ juvenile?
2 is there cr for the occulus dragon?:smalltongue:

Zaydos
2011-03-28, 12:41 PM
k not trying to be a pest but i have 2 questions
1 do all lung dragons start @ juvenile?
2 is there cr for the occulus dragon?:smalltongue:

1) Yes, just like all but yu lung of the official lung dragons. Like the OA lung dragons before juvenile they are yu lung.

2) I wouldn't know where to begin with it.

mouseyone
2011-03-28, 03:13 PM
1) Yes, just like all but yu lung of the official lung dragons. Like the OA lung dragons before juvenile they are yu lung.

2) I wouldn't know where to begin with it.

thanks for answering. i had never really looked at the lung dragons(or much of the oriental setting, truthfully) my current world is more of a forgotten realms mainstay with my own twist so this is a new thing for me to consider. :smallredface:

Silverscale
2011-04-05, 02:02 PM
More Dragons Please!:biggrin:

Noxsis
2011-04-06, 11:47 AM
i really would love to see a epic psionic dragon soon please and thank you

Zaydos
2011-04-06, 07:29 PM
More Dragons Please!:biggrin:

I just realized I've been sitting on one half done for a week :smalleek: Looking through homebrew and getting ready for a high homebrew epic gestalt pbp was a lot of effort which derailed it slightly.


i really would love to see a epic psionic dragon soon please and thank you

Incarnum first, because I have it half finished and I don't have an idea where to start with psionic, yet (sublime will probably come first).

flabort
2011-04-06, 09:20 PM
Ahh. I've contributed a couple dragons to this project, & feel like adding another. I may as well take one of the requests off of zaydos's hands, if he doesn't mind. :smalltongue:
I can't take the epic psion, though, since I have troubles with both epic & psionics. :smalltongue:

Let's see... what's on the "To do" list that zaydos won't get to yet...
...
...
...dammit, I don't think I can do any of them. :smallannoyed:
I'll just have to see what kind I can think up of otherwise.

Zaydos
2011-04-06, 10:02 PM
Prana Dragon
Dragon (Incarnum)
Environment: Any desert or underground.
Organization: Solitary, pair, clutch (2-5 of same age) or gathering (1 or 2 older members and 2-8 younger members)
Challenge Rating: Wyrmling 11, Very Young 16, Young 19, Juvenile 23, Young Adult 26, Adult 29, Mature Adult 32, Old 36, Very Old 38, Ancient 41, Wyrm 50, Great Wyrm ?. These are mostly copy-pasta from umbra dragon (same chassis) but their last two abilities are a little bit of a power boost.
Treasure: Triple Standard.
Alignment: Wyrmling always True Neutral; very young and older, never True Neutral.

On Rakis, in Kazadspace, I found prana dragons. Among the strongest of dragonkin, prana dragons are thought by some to be a primal conduit of incarnum into the world and I cannot confirm whether this is true or false only note that Rakis is also home to many incarnum using humanoids and incarnum and necrocarnum dragons. This correlation does not prove causation, though, as it could just be as easy that prana dragon are attracted by the same sources of incarnum as incarnum dragons and incarnum wielding humans.

Prana dragons are rare even in the high powered realm of Kazadspace, and when two meet they immediate attempt to sense the alignment of the other. If their alignments are diametrically opposed, or vary on one axis and oppose on the other, the dragons will immediately become hostile to each other, viciously fighting and only magic can prevent this hatred. Should they oppose on only one axis and agree upon the other, or vary on both axes without opposing on either, they will react according to whether the dragon is in their territory and other actions. Should they agree on one axis and not oppose on the other the dragons are prone to working together or at least treat each other well before seeing the other out of their territory.

Prana dragons have scintillatingly bright blue scales and eyes of pure sapphire. Their bodies seem to shine in the sun, and they have a series of plates running down their neck. Unlike most dragons, and animals, they do not actually rely on their nose and mouth for breathing, but have small blow holes between the plates on their necks. Wyrmlings are born with un-split tails and dull scales, but as they age their tail splits into two further and further down its length and their scales grow a brighter and more reflective blue.


-Zasper.

Prana Dragon


Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence


Wyrmling
H
15d12+60 (157 hp)
27
10
19
18
19
18
15/31
21
13
9
13
5d12
21
21


Very Young
H
20d12+100 (230 hp)
31
10
21
22
23
22
20/38
28
17
12
18
10d12
25
26


Young
H
25d12+125 (287 hp)
35
10
23
26
27
26
25/45
35
20
14
22
15d12
28
30


Juvenile
G
30d12+240 (435 hp)
39
10
27
30
31
30
30/56
40
25
17
27
20d12
33
35


Young Adult
G
35d12+350 (577 hp)
43
10
31
34
35
34
35/63
47
29
19
31
25d12
37
39


Adult
G
40d12+480 (740 hp)
47
10
35
38
39
38
40/70
54
34
22
36
30d12
42
44


Mature Adult
G
45d12+630 (922 hp)
51
10
39
42
43
42
45/77
61
38
24
40
35d12
46
48


Old
C
50d12+800 (1125 hp)
55
10
43
46
47
46
50/88
64
43
27
45
40d12
51
53


Very Old
C
55d12+990 (1347 hp)
59
10
47
50
51
50
55/95
71
47
29
49
45d12
55
57


Ancient
C
60d12+1200 (1590 hp)
63
10
51
54
55
54
60/102
78
52
32
54
50d12
60
62


Wyrm
C
65d12+1430 (1852 hp)
67
10
55
58
59
58
65/109
85
56
34
58
55d12
64
66


Great Wyrm
C+
70d12+1680 (2135 hp)
71
10
59
62
63
62
70/116
92
61
37
63
60d12
69
71





Age
Speed
Init
AC
SR
Special Abilities
Essentia
Max Essentia
Meldshaper Level
# Melds
Chakra Binds


Wyrmling
60-ft, fly 200-ft (poor)
+0
26 (-2 size, +4 deflection, +14 natural)
19
Immune to ability damage and drain, immune to essentia damage and drain, Devour Essentia, Meldshaping, DR 10/magic, Soul Armor
4
2
4th
2
Crown (1)


Very Young
60-ft, fly 200-ft (poor)
+0
33 (-2 size, +6 Deflection, +19 natural)
22
Change Shape, See Alignment
8
3
8th
3
Feet, Hands (2)


Young
60-ft, fly 200-ft (poor)
+0
40 (-2 size, +8 deflection, +24 natural)
25
DR 15/magic
12
4
12th
4
Arms, brow, shoulders (3)


Juvenile
60-ft, fly 250-ft (poor)
+0
45 (-4 size, +10 deflection, +29 natural)
28
Armored Meldshaper
16
5
16th
5
Throat, Waist (4)


Young Adult
60-ft, fly 250-ft (poor)
+0
52 (-4 size, +12 deflection, +34 natural)
31
DR 15/epic
20
6
20th
6
Heart (5)


Adult
60-ft, fly 250-ft (poor)
+0
59 (-4 size, +14 deflection, +39 natural)
34
Totemist Soulmelds, Devour Chakra
24
7
24th
7
Soul (6)


Mature Adult
60-ft, fly 250-ft (poor)
+0
66 (-4 size, +16 deflection, +44 natural)
37
DR 20/epic
28
8
28th
8
Totem (7)


Old
60-ft, fly 300-ft (clumsy)
+0
69 (-8 size, +18 deflection, +49 natural)
40
Twin Bind
32
9
32nd
9
(8)


Very Old
60-ft, fly 300-ft (clumsy)
+0
76 (-8 size, +20 deflection, +54 natural)
43
DR 25/epic
36
10
36th
10
(9)


Ancient
60-ft, fly 300-ft (clumsy)
+0
83 (-8 size, +22 deflection, +59 natural)
46
Doubled Chakras
40
11
40th
11
(10)


Wyrm
60-ft, fly 300-ft (clumsy)
+0
90 (-8 size, +24 deflection, +64 natural)
49
The Essentia Must Flow
44
12
44th
12
(11)


Great Wyrm
60-ft, fly 350-ft (clumsy)
+0
97 (-8 size, +26 deflection, +69 natural)
52
Chakra Mastery
48
13
48th
13
(12/Infinite)



Special Abilities:
Breath Weapon (Su): A prana dragon’s breath weapon is a cone of energy that rips the animating force from creatures dealing the listed damage to living and unliving creatures as well as unattended magic items (or magic items of creatures that roll a natural 1 on their save); a successful Will save halves this damage. In addition it deals 2 points of essentia damage per age category of the prana dragon.

Devour Essentia (Su): The bite of a prana dragon rends the lifeforce of its target dealing damage directly to it. Incarnum users are shielded for a time by the essentia they draw from outer forces but even that is prone to damage. A prana dragon’s bite attack deals 2 essentia damage per hit, or 1 Constitution damage to creatures without essentia and if they have neither, they instead take 2 charisma damage per hit.

Soul Armor (Su): A prana dragon gains a deflection bonus to AC and an untyped bonus to Fort saves against Death effects equal to its Charisma modifier.

Meldshaping: A prana dragon can shape soulmelds from the incarnate or soulborn meldshape list. It’s essentia, max essentia it may invest (into magic items, feats, or soulmelds), number of soulmelds shaped, effective meldshaper level, and number of chakra binds, as well as what chakra binds are open to it, are listed in the table above.

Change Shape (Su): A very young or older prana dragon gains the change shape ability and is able to assume the shape of any large or smaller humanoid, giant, or animal 3 times per day for as long as desired.
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A true seeing spell or ability reveals the creature’s natural form. A creature using change shape reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use change shape to take the form of a creature with a template. Changing shape results in the following changes to the creature:
• The creature retains the type and subtype of its original form. It gains the size of its new form.
• The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
• The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
• The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
• The creature retains the ability scores of its original form.
• Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
• The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
• The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
• Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.
See Alignment (Su): A very young or older prana dragon can see the alignment auras of any creature, even (superior) invisible ones (allowing it to know what square they are in, though they retain total concealment), within its line of sight; this is a continuous ability and requires no effort on the dragon’s part. It also sees the strength of the alignment aura of said creatures, and whether they have an aura due to being a cleric/paladin/incarnate/outsider of said alignment. Spells and effects that prevent the detection of alignments only work if they have a CL (or equivalent) higher than the dragon’s meldshaper level; if they do not have a CL (for Su abilities for example) then use the effect’s creator’s hit dice. This ability does not function on creatures with an intelligence of 2 or less, or on non-intelligent creatures; though it does function on aligned magic items detecting what type of aligned damage they deal.

Armored Meldshaper (Su): A juvenile or older prana dragon may wear and use magic items in the body slots associated with chakras it has meldshapes bound to.

Devour Chakra (Su): An adult or older prana dragon’s bite attack rends and cuts off access to the chakras of damaged creatures. Each time a creature is struck by a prana dragon’s bite attack it must make a Fort save (Charisma based so same DC as Frightful Presence) or lose access to one chakra of the prana dragon’s choice. Any soulmelds shaped in that chakra or bound to it (in the case of the Totem Chakra where they are shaped in a different chakra) are unshaped and the creature loses all access to that chakra for 1 hour. This also causes the affected creature to lose all effects from magic items that use the associated body slot.

Totemist Soulmelds: An adult or older prana dragon gains access to all totemist soulmelds as well as all incarnate and soulborn soulmelds (a DM should feel free to add any homebrewed soulmelds they find fitting as well as totemist ones). They may not bind a soulmeld to the totem chakra until they reach mature adult, though.

Twin Bind (Su): An old or older prana dragon can bind the same soulmeld to two different chakras; doing so takes 2 of their chakra binds but only one soulmeld shaped. A prana dragon may bind any number of soulmelds in this way up to its maximum number of chakra binds/soulmelds shaped/bind locations.

Doubled Chakras (Su): An ancient or older prana dragon can shape/bind two soulmelds (or items) to each chakra; if they have the Double Chakra feat this stacks allowing them to bind three soulmelds to that chakra.

The Essentia Must Flow (Su): A wyrm or older prana dragon is always treated as having its maximum essentia in each soulmeld it has formed (but not feats, chakra bound items, etc). This essentia cannot be disinvested, nor does it count for effects based upon their total essentia; it is merely virtual essentia that makes them effectively have maximum essentia in every soulmeld they have shaped.

Chakra Mastery (Su): A great wyrm prana dragon may have any number of chakra binds only limited by the number of soulmelds it can form and number of chakras it has; this does not increase the number of chakra binds it may have at the same location only their total number of chakra binds (theoretically they could have 33 chakra binds; though that would require 7 Shape Extra Soulmeld epic feats or 7 chakra bound items).

Skills: Hide, Move Silently and Survival are class skills for a prana dragon in addition to those of a normal true dragon.