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Tacitus
2011-04-06, 11:02 PM
I'm not sure whether you'd prefer it requested here or in the Dragonblood thread, but now that you've got me salivating over the above, maybe a Half-Prana?

And yes, the last two abilities are nuts, but not overly so. Though, if you went by HD, they should have an Essentia Capacity of 8, so the 13 is a wee bit high. Incarnates at level 20 with an item get a capacity of 7, 8 for specifics with a feat. Then again, Dragon, so... Well, the Incarnum Dragon is CR 4-24 and has a capacity of 0-6, and I suppose roughly double the CR should get roughly double the capacity, so that might not be so terrible.

Without delving into homebrew, I'm not entirely sure how many soulmelds the Incarnate and Soulborn have that can be bound to multiple locations, so that function isn't quite as strong as you might figure. Totemist? Yeah. The other two? Not so much. Most are 1 or 2 locations, with the exception of the Soulspark Familiar.

Do the Prana Dragons have to obey the alignment restrictions on the melds? As True Neutral they wouldn't be able to shape any soulmelds with the alignment descriptor unless you intend otherwise.

Tacitus
2011-04-06, 11:04 PM
[Double post because the forum apparently hates updating when a post would create a new page]

Zaydos
2011-04-06, 11:07 PM
I'll post it on the Dragonblood but either works for requesting it.

And I've only played/built Totemists so I didn't really think about how most Incarnate soulmelds can only be put on one chakra; though I'm guessing they'd be using a fair number of totemist ones anyway (and only need ones that can be placed on two since they can't bind anything to three different ones at once regardless). That said it does nerf their final ability a bit.

Only the wyrmlings are True Neutral, once they pass that stage they are any other alignment.

Tacitus
2011-04-06, 11:24 PM
Wow, even just glancing at it again, I feel like I missed so much reading it the first time. X.x My eyes must have jumped past much of it in my haste to take it all in. XD

Noxsis
2011-04-07, 08:40 AM
well theres the dragon of soul now its time for dragons of mind and body

Zaydos
2011-04-07, 11:29 AM
Sublime Dragon
Dragon
Environment: Any land, underground, Ysgard, Acheron, or the Blood War.
Organization: Solitary, pair, or familiy (2-5).
Challenge Rating: Wyrmling 11, Very Young 16, Young 20, Juvenile 24, Young Adult 27, Adult 30, Mature Adult 33, Old 37, Very Old 39, Ancient 42, Wyrm 49, Great Wyrm 57. These are copy-pasta from the Umbra Dragon giving a +1 often since it seems more dangerous in a fight.
Treasure: Triple Standard.
Alignment: Often chaotic neutral (more likely chaotic than lawful, and evil than good).

As I traveled the Lower Planes, seeking lost dragons who had once served a fallen Lord of the Nine, I encountered a sublime dragon for the second time in my journeys. As I have recently told you about other dragons of similar strength, I thought you might be interested in these powerful dragons.

Massively powerful, sublime dragons have red scales with yellow markings around their claws and eyes. The fleshy flaps that connect their wing bones are a deep blue, and their eyes are the same blue. Their fangs are larger proportionately than most dragons, but only begin truly terrifying when they charge them with destructive energy.

Sublime dragons live for the fight, the joy and thrill of battle. In fact one of the mighty dragons attempted to attack me but due to their lack of magic it was easily circumvented by simply stepping to the next plane over. When I first saw them, though, they were locked into deadly battle not because of any differences in beliefs like the tanar’ri and baatezu, but due solely to the desire for a powerful fight.

I am uncertain as of yet of their exact connection to the Sublime Way, though I have heard that Reshar was a sublime dragon, others simply that he was taught by one in secret. Whether these rumors are true I have failed to successfully confirm or disprove, but I can say that they do show a mastery of all nine swords and more.

As a side note, I got captured by Mephistopheles so could you please send a small group of heroes.

-Zasper, trapped in Baator

Now excuse me for a bit while I get my source out of a Baatorian prison.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Rend Flesh Frightful Presence
Wyrmling H 15d12+90 (187 hp) 31 12 23 16 17 16 15/33 23 15 10 12 5d12 20
Very Young H 20d12+160 (290 hp) 35 14 27 20 21 20 20/40 30 20 14 17 10d12 25
Young H 25d12+250 (412 hp) 39 16 31 24 25 24 25/47 37 24 17 21 15d12 29
Juvenile G 30d12+360 (555 hp) 43 18 35 28 29 28 30/58 42 29 21 26 20d12 34
Young Adult G 35d12+490 (717 hp) 47 20 39 32 33 32 35/65 49 33 24 30 25d12 38
Adult G 40d12+640 (900 hp) 51 22 43 36 37 36 40/72 56 38 28 35 30d12 43
Mature Adult G 45d12+810 (1102 hp) 55 24 47 40 41 40 45/79 63 42 31 39 35d12 47
Old C 50d12+1000 (1325 hp) 59 26 51 44 45 44 50/90 66 47 35 44 40d12 52
Very Old C 55d12+1210 (1567 hp) 63 28 55 48 49 48 55/97 73 51 38 48 45d12 56
Ancient C 60d12+1440 (1830 hp) 67 30 59 52 53 52 60/104 80 56 42 53 50d12 61
Wyrm C 65d12+1690 (2112 hp) 71 32 63 56 57 56 65/111 87 60 45 57 55d12 65
Great Wyrm C+ 70d12+1960 (2315 hp) 75 34 67 60 61 60 70/118 94 65 49 62 60d12 70



Age Speed Init AC SR Special Abilities Unhealing Wounds DC Maneuvers Known Maneuvers Readied Stances Known Highest Level Maneuver Known
Wyrmling 60-ft, fly 200-ft (poor) +1 26 (-2 size, +1 Dex, +4 deflection, +13 natural) 19 Immune to Transmutation, Immune to Spell Damage, Armor of Fate - 8 5 2 2nd
Very Young 60-ft, fly 200-ft (poor) +2 33 (-2 size, +2 Dex, +6 Deflection, +17 natural) 22 Change Shape, Fear Immunity - 11 6 3 3rd
Young 60-ft, fly 200-ft (poor) +3 40 (-2 size, +3 Dex, +8 deflection, +21 natural) 25 DR 15/magic and steel or magic and adamantine - 14 7 4 5th
Juvenile 60-ft, fly 250-ft (poor) +4 45 (-4 size, +4 Dex, +10 deflection, +25 natural) 28 Rhythmic Strike - 17 8 4 6th
Young Adult 60-ft, fly 250-ft (poor) +5 52 (-4 size, +5 Dex, +12 deflection, +29 natural) 31 DR 15/epic and steel or epic and adamantine - 20 10 5 8th
Adult 60-ft, fly 250-ft (poor) +6 59 (-4 size, +6 Dex, +14 deflection, +33 natural) 34 Dual Stance - 23 11 5 9th
Mature Adult 60-ft, fly 250-ft (poor) +7 66 (-4 size, +7 Dex, +16 deflection, +37 natural) 37 DR 20/epic and steel or epic and adamantine - 26 12 6 9th
Old 60-ft, fly 300-ft (clumsy) +8 69 (-8 size, +8 Dex, +18 deflection, +41 natural) 40 Unhealing Wounds 55 29 13 7 9th
Very Old 60-ft, fly 300-ft (clumsy) +9 76 (-8 size, +9 Dex, +20 deflection, +45 natural) 43 DR 25/epic and steel or epic and adamantine 59 32 14 7 9th
Ancient 60-ft, fly 300-ft (clumsy) +10 83 (-8 size, +10 Dex, +22 deflection, +49 natural) 46 Instant Recovery 64 35 16 8 9th
Wyrm 60-ft, fly 300-ft (clumsy) +11 90 (-8 size, +11 Dex, +24 deflection, +53 natural) 49 Triple Stance 68 38 17 8 9th
Great Wyrm 60-ft, fly 350-ft (clumsy) +12 97 (-8 size, +12 Dex, +26 deflection, +57 natural) 52 Sublime Mastery, DR 25/epic and steel 73 41 18/All 9 9th


Special Abilities:

Rend Flesh (Su): Once every other round, a sublime dragon may, as part of a bite attack or a martial strike delivered by a bite, apply the listed damage as bonus damage. In addition DR and hardness do not apply to an attack augmented by this ability, and it is considered to be ghost touch.

Immune to Transmutation (Ex): A sublime dragon automatically makes all saves versus transmutation spells or effects (including Su or Ex effects that duplicate Transmutation spells) and has infinite SR against such effects (although it may lower this SR as a standard action).

Immune to Spell Damage (Ex): A sublime dragon takes no damage or ability damage (though ability penalties and ability drain still apply) from spells or spell-like abilities (this does not extend to Su abilities).

Armor of Fate (Su): A sublime dragon gains a deflection bonus to AC equal to its Charisma modifier. In addition 1/encounter they may treat a natural 1 on a saving throw as a natural 20. This ability also has a 10% chance per age category of turning a critical hit into a normal hit and negating damage from sneak attacks.

Martial Initiator: A sublime dragon can naturally initiate maneuvers. Their Initiator Level equals their Hit Dice but their highest level maneuver known is indicated by the table as opposed to normal mechanics (for the purposes of multiclassing their initiator level for determining maneuvers they can learn is equal to 3 per age category). They have access to any 9 disciplines (all official disciplines if you aren’t using homebrew). A sublime dragon’s natural weapons are considered associated weapons for every discipline. A sublime dragon may recover maneuvers using the warblade’s recovery method.

Damage Reduction (Su/Ex): A sublime dragon takes normal damage from magical steel and adamantine weapons. Alchemical silver, and even cold iron, weapons do reduced damage even if they are magical. Only the /magic portion of the DR is Su. At Young this ability becomes /Epic and Steel or Epic and Adamantine, and the Epic portion is Su. A great wyrm is no longer affected by adamantine weapons only those metal weapons that do not do damage as a special weapon type and are epic in power fully harms it.

Change Shape (Su): A very young or older sublime 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.

Rhythmic Strike (Ex): A juvenile or older sublime dragon can when taking a full-attack option deliver a standard action strike with its bite attack.

Dual Stance (Su): An adult or older sublime dragon may use two stances at once, and when they initiate a stance they may initiate or change up to two stances at the same time.

Unhealing Wounds (Su): An old or older sublime dragon inflicts wounds that do not heal easily. Their natural weapons ignore Regeneration, and any creature struck by a sublime dragon’s natural weapon has any Fast Healing and Regeneration abilities suppressed for 1 round per age category of the sublime dragon; in addition during this time they receive only 1/4th the normal amount of healing from other spells or effects that restore hp. A successful Fortitude save (DC listed in table; Con based) allows any extraordinary Fast Healing and Regeneration of the target to continue to function but that granted by spells or Supernatural effects does not, and the reduction to healing from other spells and effects is also not negated or reduced.

Instant Recovery (Ex): An ancient or older sublime dragon automatically recovers all expended maneuvers as a free action at the start of each turn.

Triple Stance (Ex): A wyrm or older sublime dragon can perform three stances at the same time, and may change or initiate as many stances as it can perform as a single free action usable once per round.

Sublime Mastery (Su): A great wyrm or older sublime dragon is considered to have all maneuvers it knows readied and when it uses a maneuver it is not expended. They may also change any and all stances they are in as an immediate action 1/encounter.

Skills: Martial Lore and the associated skills for all disciplines available to a sublime dragon (normally Tumble, Balance, Jump, Concentration, Diplomacy, Sense Motive, Hide, and Intimidate) are considered class skills in addition to those skills considered class skills for all true dragons.

Noxsis
2011-04-07, 11:56 AM
now we have both dragons of body and soul now all thats left is the dragon of mind. good work on them by the way.
Edit: just noticed that you forgot to change references of the prana dragon in several abilities of the sublime dragon

Zaydos
2011-04-07, 04:48 PM
Diamond Dragon
Dragon (Psionic)
Environment: Any mountain, underground, or Inner Plane.
Organization: Solitary, pair, or familiy (2-5).
Challenge Rating: Wyrmling 11, Very Young 16, Young 20, Juvenile 24, Young Adult 27, Adult 30, Mature Adult 33, Old 37, Very Old 39, Ancient 42, Wyrm 49, Great Wyrm 57. These are copy-pasta from the Umbra Dragon giving a +1 often since it seems more dangerous in a fight.
Treasure: Triple Standard.
Alignment: Always True Neutral

While I wait to be released, executed, or thrown into a pit of hellfire to fight gelugons that are on their way to becoming a pit fiend and pit fiends that have only recently been promoted, I figured I might as well talk about another type of dragon.

Since I have been detailing the fabulously powerful species recently, I decided I might as well take this opportunity to describe one of my patrons. The diamond dragon Asophelos provides funding for my expeditions and explorations into the nature and abilities of dragon-kind across the myriad worlds of existence. Known for being the greatest of sages even within the world of dragons, and heralded as a myth, diamond dragons are extremely reclusive and rare. They dislike intrusions into their meditations and will often grow violent towards the invasive nuisances, just like we would grow annoyed by ants which invade our homes. As such should you attempt to gain wisdom or audience with a diamond dragon always remember to bring a suitable offering or tribute for approaching one of the truly great sages of the multiverse.

For those that are curious diamond dragons begin life dull and lusterless; an ugly grey save for their dull blue eyes. As they age their body grows lustrous like a fine diamond, and their eyes begin to look more and more like a blue diamond. They have a pair of double wings and their tails are long and lithe. They are relatively lightly built with proportionately large limbs.

Diamond dragons are usually found on the Inner Planes, although they are not native to these planes returning to the Prime to lay eggs and tend them like a sea turtle returning to its birth place. On the Prime they prefer isolated mountains or deep underground, places of solitude where they are unlikely to be disturbed. On the Inner Planes they also search out places unlikely to contain others in which to sequester themselves.

Now hurry up and get me out of here.

-Zasper, still trapped in Baator and getting annoyed



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
3d12
21
21


Very Young
H
20d12+100 (230 hp)
31
10
21
22
23
22
20/38
28
17
12
18
6d12
25
26


Young
H
25d12+125 (287 hp)
35
10
23
26
27
26
25/45
35
20
14
22
9d12
28
30


Juvenile
G
30d12+240 (435 hp)
39
10
27
30
31
30
30/56
40
25
17
27
12d12
33
35


Young Adult
G
35d12+350 (577 hp)
43
10
31
34
35
34
35/63
47
29
19
31
15d12
37
39


Adult
G
40d12+480 (740 hp)
47
10
35
38
39
38
40/70
54
34
22
36
18d12
42
44


Mature Adult
G
45d12+630 (922 hp)
51
10
39
42
43
42
45/77
61
38
24
40
21d12
46
48


Old
C
50d12+800 (1125 hp)
55
10
43
46
47
46
50/88
64
43
27
45
24d12
51
53


Very Old
C
55d12+990 (1347 hp)
59
10
47
50
51
50
55/95
71
47
29
49
27d12
55
57


Ancient
C
60d12+1200 (1590 hp)
63
10
51
54
55
54
60/102
78
52
32
54
30d12
60
62


Wyrm
C
65d12+1430 (1852 hp)
67
10
55
58
59
58
65/109
85
56
34
58
33d12
64
66


Great Wyrm
C+
70d12+1680 (2135 hp)
71
10
59
62
63
62
70/116
92
61
37
63
36d12
69
71





Age
Speed
Init
AC
SR
Special Abilities
Manifester Level


Wyrmling
60-ft, fly 200-ft (poor), burrow 30-ft, swim 40-ft
+0
26 (-2 size, +4 deflection, +14 natural)
19
Immune to mind-affecting effects DR 10/magic, Deflecting Force, Mind-Armor
3rd


Very Young
60-ft, fly 200-ft (poor), burrow 30-ft, swim 40-ft
+0
33 (-2 size, +6 Deflection, +19 natural)
22
Change Shape, Telepathy, Improved Mindsight
6th


Young
60-ft, fly 200-ft (poor), burrow 30-ft, swim 40-ft
+0
40 (-2 size, +8 deflection, +24 natural)
25
DR 15/magic
9th


Juvenile
60-ft, fly 250-ft (poor), burrow 30-ft, swim 40-ft
+0
45 (-4 size, +10 deflection, +29 natural)
28
Mindhop, Tongues
12th


Young Adult
60-ft, fly 250-ft (poor), burrow 30-ft, swim 40-ft
+0
52 (-4 size, +12 deflection, +34 natural)
31
DR 15/epic
15th


Adult
60-ft, fly 250-ft (poor), burrow 30-ft, swim 40-ft
+0
59 (-4 size, +14 deflection, +39 natural)
34
Fortress of the Awakened Mind
18th


Mature Adult
60-ft, fly 250-ft (poor), burrow 30-ft, swim 40-ft
+0
66 (-4 size, +16 deflection, +44 natural)
37
DR 20/epic
21st


Old
60-ft, fly 300-ft (clumsy), burrow 30-ft, swim 40-ft
+0
69 (-8 size, +18 deflection, +49 natural)
40
Draconic Sage
24th


Very Old
60-ft, fly 300-ft (clumsy), burrow 30-ft, swim 40-ft
+0
76 (-8 size, +20 deflection, +54 natural)
43
DR 25/epic
27th


Ancient
60-ft, fly 300-ft (clumsy), burrow 30-ft, swim 40-ft
+0
83 (-8 size, +22 deflection, +59 natural)
46
Control the Mindless
30th


Wyrm
60-ft, fly 300-ft (clumsy), burrow 30-ft, swim 40-ft
+0
90 (-8 size, +24 deflection, +64 natural)
49
Programmed Amnesia
33rd


Great Wyrm
60-ft, fly 350-ft (clumsy), burrow 30-ft, swim 40-ft
+0
97 (-8 size, +26 deflection, +69 natural)
52
Flow of Power
36th



Special Abilities:

Gem Dragon Traits: A diamond dragon is considered a gem dragon and has all the normal traits of gem dragons (a sub-grouping of true dragons).
Breath Weapon (Su): A diamond dragon’s breath weapon is a cone of psychic pressure. It deals the listed damage and stuns creatures within for 1d6 + 1 round per age category. A successful Will save halves the damage and negates the stun. This is a mind-affecting effect. Creatures with psionic power points instead lose a number of power points equal to the damage that would have been dealt (and any excess are lost as hit points), but are still stunned on a failed save.

Deflecting Force (Su): A diamond dragon gains a deflection bonus to AC equal to its Charisma modifier.

Armor of the Mind (Su): A diamond dragon gains double the normal (augmented if appropriate) armor and shield bonus from psionic powers that grant an armor or shield bonus to AC.

Psionics: A diamond dragon has the psionic powers of a psion of the listed level with access to all discipline lists.

Change Shape (Su): A very young or older diamond 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.

Improved Mindsight (Ex/Su): A very young or older diamond dragon gains Mindsight as a bonus feat (this is Ex) and improves upon it. Their mindsight allows them to sense the exact location of intelligent creatures within the area negating invisibility and miss chances due to concealment. Creatures that are immune to mind-affecting effects appear as gaps which reduces this to a blindsense equivalent; mindless creatures are still completely unseen by improved mindsight.

Telepathy (Su): A very young or older diamond dragon has telepathy out to 100-ft per age category. This increases to 1000-ft per age category at Old, and 1 mile per age category at Great Wyrm.

Mindhop (Su): A juvenile or older diamond dragon may teleport as the spell Greater Teleport to any sentient (Int 3+) creature that it knows personally (it must have met and interacted with the target) 3 times per day. It appears adjacent to the creature, and unlike with the Greater Teleport spell does not need to know the location of the target. If the creature is on another plane this ability fails. Upon reaching the Old age category this now can function as Greater Teleport or Greater Planeshift and can be used Intelligence modifier times per day.

Tongues (Psi): A juvenile or older diamond dragon is under the effects of a continuous Psionic Tongues ability. If this ability is dispelled the diamond dragon may resume it with a standard action.

Fortress of the Awakened Mind (Su): An adult or older diamond dragon produces an aura that functions as the spell Antilife Shell except only towards mindless creatures (regardless of whether they are alive or not) and those that are immune to mind-affecting effects. The radius of the auar is 30-ft per age category of the dragon although it may increase or decrease the size of this aura as a free action during its turn. As a Su ability SR does not apply, but creatures immune to mind-affecting effects (but not mindless creatures) are allowed a Will save (DC is Charisma based so the same as it’s frightful presence) to enter the barrier. If they fail the save they cannot try again for 24 hours, although if they succeed and then leave the area of the aura they must make the save once more.

Draconic Sage (Ex): An old or older diamond dragon knows many things. It has Lore as a Loremaster with a level equal to its Hit Dice and is considered to have max ranks in all Knowledge skills.

Control the Mindless (Su): An ancient or older diamond dragon can as a standard action attempt to control any mindless creature within 60-ft. The creature is allowed a Will save to resist this effect. This is not a mind-affecting effect and actually represents the diamond dragon taking control of the very essence of the being; should it already by under control of another creature the Diamond Dragon and the other creature must make opposed Charisma checks for control. A diamond dragon can only control a number of creatures equal to its charisma modifier and cannot control any creature with as many or more hit dice than it has.

Programmed Amnesia (Psi): A wyrm or older diamond dragon may use the Programmed Amnesia spell 3/day as a Psi-like Ability.

Flow of Power (Su): A great wyrm diamond dragon may, 1/day as a free action, enter a state where they can fully tap into their psionic potential. In this state the great wyrm diamond dragon may 1/round as a free action regain its psionic focus, and any power points spent during this period are not subtracted from their total. They may maintain this state for 1 round per point of Constitution bonus at the point they entered this state, although every 3rd round causes 1 point of Constitution burn.

Skills: Autohypnosis, Psicraft, and Use Psionic Device are class skills for diamond dragons in addition to those available to all true dragons.

Zaydos
2011-04-07, 04:54 PM
now we have both dragons of body and soul now all thats left is the dragon of mind. good work on them by the way.
Edit: just noticed that you forgot to change references of the prana dragon in several abilities of the sublime dragon

And diamond dragon is done.

Also forgot skills (which isn't that uncommon even for official dragons) both should be fixed.

Noxsis
2011-04-07, 05:04 PM
good work but you forgot to list the manifester level

Noxsis
2011-04-07, 05:22 PM
all gem dragon apperently have a swim and burrow speed.

LOTRfan
2011-04-07, 05:37 PM
sorry about the double post but where is the mindsight feat located

Lords of Madness: The Book of Aberrations

Noxsis
2011-04-07, 05:38 PM
thanks for the info

Zaydos
2011-04-07, 11:10 PM
all gem dragon apperently have a swim and burrow speed.

Thanks, good catch. Added a burrow and swim speed to Diamond Dragon.

flabort
2011-04-10, 06:55 PM
I figured out what kind of dragon I can add to this project now. Inspiration struck a day or two ago at one of my dad's concerts (He plays trumpet, in that band/orchestra/whatever). It's not finished yet, but here's what I've got so far.

Orchestral Dragon
Dragon (Air)
Environment: temperate plains or mountains
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: Wyrmling <x>, very young <x>, young <X>, juvenile <x>, Young adult <x>, adult <x>, mature adult <x>, old <x>, very old <x>, ancient <x>, wyrm <x>, great wyrm <x>
Treasure: Wyrmling, very young, young, juvenile, and young adult: Standard; adult, mature adult, old, very old, ancient, wyrm, or great wyrm: Triple Standard
Alignment: Any non-lawful, usually good


I saw once a dragon fiddle,
Rubbing it's wings with glee.
I once saw a dragon raise it's great horns,
A sound of trumpets broke free.
I saw once a dragon whistle,
Wind through it's claws, numbered three.

I once heard a dragon roar,
a choir of voices sang bright.
I once heard a dragon's deep cello,
stretched down it's back just right.
I once heard a dragon's round tuba,
the sounds from his ears gave me fright.

I once felt a dragon's trombone,
The sound piercing past all.
I once felt a dragon's dull bass,
I climbed up, found it so tall!
I once felt it's drum set so broad,
A saddle to protect me from fall.

--Bardic song about orchestral dragons

Orchestral dragons are usually a bright yellow color. Their bodies have quite a few organs resembling stringed and wind instruments, and often the blowing winds will cause them to produce quite melodies. An orchestral dragon can cause mild winds to blow, although a young dragon has little practice controlling the notes it plays, and so is often in discord. Older dragons can produce songs much like the orchestras that they get their names from.
Small bone ridges down their backs, legs, and wings support taught sinuous strings, which vibrate at mild touch, and it has several hollow bone structures, through which the wind runs to produce sounds liken to several various wind instruments.
It has three claws each on it's forelimbs, four large horns on it's head tilted back, and bone protrusions down the sides of it's neck. Orchestral dragons are born about the same size as most dragons, but grow at a slower pace.

Orchestral Dragons by Age
{table]Age|Size|Hit Dice (h0)|Str|Dex|Con|Int|wis|cha|Bab/Grp|Atk|Fort|Ref|Will|Breath Weapon (DC)|Frightful Presence DC
Wyrmling|S|3d12+3 (23)|9|10|13|12|12|14|+3/-6|+3|+1|+3|+3|1d4 (12)|13
Very young|S|6d12+6 (45)|11|10|13|12|12|14|+6/-2|+7|+2|+5|+5|2d4 (14)|15
Young|M|9d12+18 (77)|13|10|15|14|14|16|+9/+6|+10|+3|+6|+6|3d6 (16)|17
Juvenile|M|12d12+24 (102)|15|10|15|14|14|18|+12/+10|+14|+4|+8|+8|4d6 (18)|20
Young adult|M|15d12+45 (143)|18|10|17|16|16|20|+15/+15|+19|+5|+9|+9|5d6 (20)|22
Adult|L|18d12+72 (189)|21|10|19|16|16|22|+18/+23|+22|+6|+11|+11|6d6 (23)|25
Mature adult|L|21d12+105 (242)|24|10|21|18|18|22|+21/+28|+27|+7|+12|+12|7d6 (25)|26
Old|L|24d12+120 (276)|26|10|21|18|18|24|+24/+32|+31|+8|+14|+14|8d6 (27)|29
Very Old|L|27d12+162 (338)|28|10|23|20|20|24|+27/+36|+36|+9|+15|+15|9d6 (29)|30
Ancient|H|30d12+180 (375)|30|10|23|20|20|26|+30/+44|+38|+10|+17|+17|10d6 (31)|33
Wyrm|H|33d12+231 (446)|32|10|25|22|22|26|+33/+48|+42|+11|+18|+18|11d6 (33)|34
Great Wrym|H|36d12+288 (522)|34|10|27|22|22|28|+36/+52|+46|+12|+20|+20|12d6 (36)|37[/table]

{table]Age|Speed|Init|AC|Special Abilities|Caster level|SR
Wyrmling|60 ft., fly 100 ft (Average)|+0|13 (+1 size, +2 natural), Touch 11, flatfooted 13|Cacophony, Instrumental body|-|-
Very Young|60 ft., fly 100 ft (Average)|+0|16 (+1 size, +5 natural), touch 11, flatfooted 16|Bardic Progression, Inspire Alertness|1st|-
Young|60 ft., fly 150 ft (poor)|+0|18 (+8 natural), touch 10, flatfooted 18||3rd|-
Juvenile|60 ft., fly 150 ft (poor)|+0|21 (+11 natural), touch 10, flatfooted 21||5th|-
young adult|60 ft., fly 150 (poor)|+0|24 (+14 natural), touch 10, flatfooted 24|Up Tempo, DR 5/magic|7th|
adult|60 ft., fly 150 (poor)|+0|26 (-1 size, +17 natural), touch 9, flatfooted 26||9th|
mature adult|60 ft., fly 150 (poor)|+0|29 (-1 size, +20 natural), touch 9, flatfooted 29|DR 10/magic|11th|
old|60 ft., fly 150 (poor)|+0|32 (-1 size, +23 natural), touch 9, flatfooted 32||13th|
very old|60 ft., fly 150 (poor)|+0|35 (-1 size, +26 natural), touch 9, flatfooted 35|DR 15/magic|15th|
ancient|60 ft., fly 150 (poor)|+0|37 (-2 size, +29 natural), touch 8, flatfooted 37||17th|
wyrm|60 ft., fly 150 (poor)|+0|40 (-2 size, +32 natural), touch 8, flatfooted 40|DR 20/magic|19th|
great wyrm|60 ft., fly 150 (poor)|+0|43 (-2 size, +35 natural), touch 8, flatfooted 43||21st|[/table]

Breath weapon
Orchestral dragons have a cone of sonic.

Cacophony
Up to and including juvenile age, an orchestral dragon takes a -4 penalty to perform checks, because whenever it tries to use one or more instruments, others also play. Young adult and older no longer have this penalty (see Up Tempo).

Instrumental body
Doesn't require instruments for perform (string instruments) and perform (wind instruments). Imposes -4 penalty to grapple checks.

Bardic progression
The Orchestral Dragon progresses as a Bard of it's caster level, instead of a Sorcerer.

Inspire Alertness
An Orchestral dragon of Very Young age or older with at least 3 ranks in perform is capable of driving away fatigue. By making a perform check....something something... Each round the orchestral dragon makes a perform check... No longer Fatigued, or if exhausted, becomes fatigued.... something higher check.... no longer exhausted or fatigued....

Up Tempo
A young adult and older Orchestral Dragon is no longer affected by Cacophony, and is capable of making a single perform check each round as a free action during another standard action, for purposes of Bardic Music and other abilities. However, if it makes it's perform check during another ability, it takes a -2 to any other checks it makes during it's standard action that round, such as attack rolls, or any other abilities that require a skill or ability check, or save.


Work in progress.
Still needs: finish abilities by age table, add more abilities, finish current abilities, spellcheck

Silverscale
2011-04-10, 09:17 PM
If you've ever seen the movie Mary Poppins, then you know the image I have in my head right now, of a One-man-band.

So far, I think it's a cool idea. The poem mentions drumming....are you going to include that as some part of the dragon or are they just fond of using drums to accompany their performances?

Zaydos
2011-04-10, 09:36 PM
We need one more music based dragon.

There's the official Song Dragon

There's the Victory and Dance dragons.

And now this.

One more and we have a full set of 5 Bardic Dragons :smallbiggrin:

Mystic Muse
2011-04-10, 09:49 PM
The Rap dragon?:smalltongue:

flabort
2011-04-10, 11:13 PM
Silverscale, they are just fond of drums.

Zaydos, I have a tiny problem. I forget how I'm supposed to determine the Atk column, what goes in it. Is it based on BaB?
Frightful pressence and breath weapon columns only not filled because I'm tired, and am going to bed.

I like the idea of a rap dragon, but I like the idea of a blues/jazz dragon more, to contrast with the classical music that an orchestra plays. Maybe both.

Zaydos
2011-04-10, 11:15 PM
Zaydos, I have a tiny problem. I forget how I'm supposed to determine the Atk column, what goes in it. Is it based on BaB?
Frightful pressence and breath weapon columns only not filled because I'm tired, and am going to bed.


BAB + Size modifier + Strength modifier. It's their melee attack bonus sans feats and spells, because WotC didn't expect dragons to make many ranged attacks (which would just be HD + Size Modifier for most dragons).

flabort
2011-04-10, 11:15 PM
Thanks, and good night!

Silverscale
2011-04-11, 11:03 AM
Silverscale, they are just fond of drums.
Oh, ok, cool. That just reenforces my image of the one-man-band.
I like the idea of a rap dragon, but I like the idea of a blues/jazz dragon more, to contrast with the classical music that an orchestra plays. Maybe both.]
My vote is for a blues/jazz dragon.

Zaydos
2011-04-15, 03:45 PM
Because I don't have a thread for this yet, and there's not enough for me to make one for them yet...

2 new vestiges themed after draconic gods I made:

Nykthog the Shadow that Lives
Level: 6th
Binding DC: 30 (26 for dragons and dragonblood creatures)
Legend: Some claim Nykthog as a god, worshipped by shadow worshipers and dragon cultists. Others claim he is merely a vestige and those who worship him as a god have become mistaken through some plot of the dark vestige. Neither are quite right. When the spiritual mass that became Nykthog ascended to godhood from the Astral Plane, a portion was left behind; his mortality shed. Even so it had touched godhood and could not simply die after its long stay as an astral spirit, but instead was pulled into the Void. Now it lurks seeking not to escape the Void but to spread it till it consumes all reality.
Special requirement: Nykthog can only be bound in shadowy or no illumination. In addition some object designed to create light (torch, tindertwig, sunrod) must be broken or destroyed in the presence of his seal before he will appear to make a pact.
Manifestation: Nykthog manifests as a 13 headed dragon made of inky darkness, so dark that it is darker than mere darkness, and almost an anti-light visible from close (10-ft) range even in absolute darkness. Each head is rotting and marred by great wounds, and as he speaks the flesh falls from each head in turn, eyes hanging loose and dropping out, before the bones tremble and fall, until only one head remains.
Sign: Your eyes become pure black, and a lattice of black lines runs across your entire body.
Influence: Nykthog’s influence manifests as a hatred of light and urge to extinguish sources of light.

Granted ability:
See in Darkness: You can see in darkness, even magical darkness, as easily as broad daylight.

Quench Light: As a standard action you may extinguish one light source within 120-ft. If it is a mundane light source the light flickers out and dies, although any flame remains burning. If it is a magical light source it is dispelled, and suppressed for 1 hour (in the case of magic items and other sources which reactivate on their own) as long as its CL is equal to or less than your EBL. Once you use this ability you cannot use it for another 5 rounds.

Shadow Evocation: You may imitate any damage dealing evocation with an instantaneous duration of 6th level or lower as a standard action. This remains a supernatural ability (and thus ignores SR), but is only 70% real allowing a Will save to reduce the effect as per the spell Shadow Evocation. Once you use this ability you cannot use it again for another 5 rounds.

Shadow Armor: You gain a deflection bonus to AC equal to your Charisma modifier. You lose this bonus if you wear heavy armor.



Jormund the Comatose God
Level: 5th
Binding DC: 24 (20 for dragons and dragonblood creatures)
Legend: Binders argue whether Jormund should even be classified as a vestige. He was first bound by mistake, intercepting the call for another vestige. Unlike most vestiges Jormund is not dead, merely trapped in a state between life and death, and he does not inhabit the Void but some realm between it and reality waiting till his deific form can be fully revived. Once he was a great draconic spirit who was slain in battle against champions of Tiamat, but Bahamut granted a portion of his own divine essence to his loyal servant preserving his life. Even so it was not enough to restore life to the dragon fully and now he sleeps a dreaming god.
Special requirement: Jormund will not make pacts with binders of a non-good alignment, and he will allow himself to be bound alongside Nykthog or Ashardalon immediately ending the bind if either of them are bound as well (unless the binder has the Ignore Special Requirements feat).
Manifestation: Jormund manifests as a hollow draconic skull made entirely out of steel. Blue smoke begins to billow out of the skull and makes a series of letters and pictographs to communicate the pact making process.
Sign: The binder’s skin takes on a metallic texture like that of polished steel. Their voice also changes having a bell-like ring to it.
Influence: Jormund’s influence incites rage against the spawn of Tiamat and requires you to attempt to slay any chromatic dragons or dragonblooded creatures you encounter.

Granted ability:
Cold and Force Resistance: While you have Jormund bound you gain Cold and Force resistance equal to your EBL.

Force Missile: As a standard action you may fire a missile of force that deals 1d8+1 damage per three binder levels. This missile has a range of 200-ft and strikes its target unerringly as long as you have Line of Sight and Line of Effect to the target.

Immunity to Fear: While Jormund is bound the binder gains immunity to fear, and whenever they would normally have to make a Will save against Fear they instead gain a +1 morale bonus to attack rolls and saving throws for 5 rounds.

Relentless Will: When an attack would reduce you to 0 or lower hit points you may heal 2d4+1/2 binder level hp as an immediate action. Once you have used this ability you must wait 5 rounds before you use it again.

Zaydos
2011-04-15, 11:51 PM
Hymn Dragon
Dragon (Air)
Environment: Temperate and cold hills and mountains
Organization: Solitary, pair, or choir (2-5)
Challenge Rating: Wyrmling 3; very young 5; young 7; juvenile 8; young adult 10; adult 12; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Double standard
Alignment: Always neutral good

Finally having escaped that Baatorian prison, I have been able to return to my studies of draconic species. On my return I visited the world of Shangr and found a species of dragons made by Tamara, the draconic goddess of life, instead of Bahamut or Tiamat as is the norm for draconic races.

Tamara's dragons, or hymn dragons as the natives of Shangr call them, were in ways reminescent of victory dragons. Like these other dragons they use songs to inspire power in their allies, and grant them increased power, but unlikes victory dragons these hymn dragons focus upon healing and protection instead of urging allies towards battle. To help them in these efforts they have access to limited magical arts, reminiscent of those of bards in many ways.

A hymn dragon is limited in the number of hymns of power it can sing each day, with the older and more powerful dragons able to perform many more each day. They also gain an increase in variety with age, wyrmlings unable to perform any songs of power, and only ancient dragons get ones that directly add to the offensive power of themselves and their allies.

Hymn dragons have pearly white scales, with patches of blue which begin as sky blue over a large portion of their body but slowly fade till by wyrmdom it is the merest of blue highlights on their flawless scales. They are not particularly lithe for dragons, but not particularly stout, with sturdy head frills composed of a ridge of bone that circle their head from jar to jar.

--Zasper, perplexed at why you went to get Victory Dragons to help me instead of just hiring some adventurers quickly.

Hymn 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
4d12+4 (30 hp)
11
10
13
10
15
14
4/-4
6
5
4
6
1d10
13
-


Very Young
S
7d12+7 (52 hp)
13
10
13
10
17
16
7/4
9
6
5
8
2d10
14
-


Young
M
10d12+20 (85 hp)
15
10
15
12
17
16
10/12
12
9
7
10
3d10
17
-


Juvenile
M
13d12+26 (110 hp)
17
10
15
12
19
18
13/16
16
10
8
12
4d10
18
-


Young Adult
L
16d12+48 (152 hp)
19
10
17
14
19
18
16/24
19
13
10
14
5d10
21
22


Adult
L
19d12+76 (199 hp)
23
10
19
14
21
20
19/29
24
15
11
16
6d10
23
24


Mature Adult
H
22d12+110 (253 hp)
27
10
21
16
23
22
22/38
28
18
13
19
7d10
26
27


Old
H
25d12+125 (287 hp)
29
10
21
16
25
24
25/42
32
19
14
21
8d10
27
29


Very Old
H
28d12+168 (350 hp)
31
10
23
18
27
26
28/46
36
22
16
24
9d10
30
32


Ancient
H
31d12+186 (387 hp)
33
10
23
18
29
28
31/50
40
23
17
26
10d10
31
34


Wyrm
G
34d12+238 (459 hp)
35
10
25
20
31
30
34/58
42
26
19
29
11d10
34
37


Great Wyrm
G
37d12+296 (536 hp)
37
10
27
20
33
32
37/62
46
28
20
31
12d10
36
39





Age
Speed
Init
AC
SR
Special Abilities
Caster Level


Wyrmling
60-ft, fly 100-ft (good), swim 60-ft
+0
15 (+2 size, +3 natural)
-
Sonic Healing, Change Shape
-


Very Young
60-ft, fly 150-ft (average), swim 60-ft
+0
17 (+1 size, +6 natural)
-
Lesser Hymn of Healing
1st


Young
60-ft, fly 150-ft (average), swim 60-ft
+0
19 (+9 natural)
-
Lesser Hymn of Fortification
3rd


Juvenile
60-ft, fly 150-ft (average), swim 60-ft
+0
22 (+12 natural)
-
Blessed Sound
5th


Young Adult
60-ft, fly 200-ft (poor), swim 60-ft
+0
24 (-1 size, +15 natural)
16
DR 5/magic
7th


Adult
60-ft, fly 200-ft (poor), swim 60-ft
+0
27 (-1 size, +18 natural)
18
Greater Hymn of Healing
9th


Mature Adult
60-ft, fly 200-ft (poor), swim 60-ft
+0
29 (-2 size, +21 natural)
20
DR 10/magic
11th


Old
60-ft, fly 200-ft (poor), swim 60-ft
+0
32 (-2 size, +24 natural)
22
Greater Hymn of Fortification
13th


Very Old
60-ft, fly 200-ft (poor), swim 60-ft
+0
35 (-2 size, +27 natural)
24
DR 15/magic
15th


Ancient
60-ft, fly 200-ft (poor), swim 60-ft
+0
38 (-2 size, +30 natural)
25
Hymn of the Heavenly Warhost
17th


Wyrm
60-ft, fly 250-ft (clumsy), swim 60-ft
+0
39 (-4 size, +33 natural)
26
DR 20/magic
19th


Great Wyrm
60-ft, fly 250-ft (clumsy), swim 60-ft
+0
42 (-4 size, +36 natural)
28
True Song of Healing
21st



Natural Weapons: A hymn dragon's claws are its primary natural weapons instead of its bite.

Breath Weapon (Su): A hymn dragon has two breath weapons, a cone of sound that deals the listed damage (Fort halves) to all creatures within the area, and a cone of positive energy which helas the listed amount (Will halves) to all creatures within the area. The hymn dragon may select creatures within the area to which it has line of sight to instead be affected by its other breath weapon whenever it uses this ability.

Change Shape (Su): A hymn dragon may change shape into any small or medium humanoid 3 times per day +1/day per age category. It may remain in this shape for as long as it likes, returning to its natural form does not expend a use of this ability.


Change Shape
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.


Sonic Healing (Ex/Su): A hymn dragon is immune to sonic damage (Extraordinary). In addition when they would take sonic damage they instead are healed 1 hp per 3 points of sonic damage prevented by their immunity (Su).

Spellcasting: A hymn dragon casts spells as a divine bard, but may select any spell on the cleric spell list or the Family, Good, and Sun domain lists as if they were a bard spell of the same level.

Lesser Hymn of Healing (Su): 3 + charisma modifier times per day a very young or older hymn dragon may, as a standard action, perform a lesser hymn of healing. The dragon must sing to perform this ability, and therefore it cannot use it when it cannot breathe or otherwise produce sound. When a hymn dragon uses this ability all allies within 30-ft which can hear the hymn dragon are immediately healed 2d8+1/HD of the hymn dragon hp. This is a positive energy effect.

Lesser Hymn of Fortification (Su): By expending a use of their Lesser Hymn of Healing a young or older hymn dragon may perform a Lesser Hymn of Fortification. This hymn requires a standard action to activate and lasts as long as the dragon sings and 1 round/3 age categories afterwards. All allies within 60-ft which can hear the dragon gain DR 5/-, 2 temporary hp per hit die, and a +3 competence bonus to Fortitude saves. While performing this hymn the hymn dragon may not speak, use bite attacks, or cast spells (even those without verbal components).

Blessed Noise (Su): Should a juvenile or older hymn dragon attempt to use one of its hymn abilities within an area of magical silence, that magical silence is immediately dispelled unless of deific strength.

Greater Hymn of Healing (Su): When an adult or older hymn dragon uses its lesser hymn of healing it may instead use a greater hymn of healing which heals 4d8 +2/HD of the hymn dragon damage to all allies within range.

Greater Hymn of Fortification (Su): When an old or older hymn dragon uses its lesser hymn of fortification it may instead use a greater hymn of fortification which grants a +6 competence bonus to Fortitude saves, DR 10/-, 4 temporary hp/HD of recipient, and universal energy resistance 5 to all allies within 60-ft for the duration of the song and 1 round/6 age categories after it stops.

Hymn of the Heavenly Host (Su): When an ancient or older hymn dragon uses its lesser hymn of fortification it may instead perform a hymn of the heavenly host. This functions as a lesser hymn of fortification but the targets recieve a +4 morale bonus to melee attack rolls and weapon damage, and all weapons (including natural weapons) they wield are considered to have the Holy property dealing +2d6 damage against evil creatures, and overcoming DR as if Good aligned. Finally all affected creatures gain a flight speed equal to their base land speed with good maneuverability (this includes the hymn dragon giving it Fly 60-ft [good] as well as it's normal fly speed).

True Song of Healing (Su): When a great wyrm hymn dragon uses its lesser hymn of healing it may instead expend 3 uses of the ability to duplicate a Mass Heal spell with a CL equal to its hit dice.

Skills: Disguise, Heal, and Perform are class skills for Hymn Dragons.

Zaydos
2011-04-16, 01:26 AM
Amber Dragon
Dragon
Environment: Coniferous Forests (Temperate and Cold Forests)
Organization:Solitary, pair, or family (2-5)
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23
Treasure: None (incidental only)
Alignment: Always true neutral

Note: I'm actually just updating these from 2e. Fluff will be up when I have the book back but it's unavailable atm (I statted them a few hours ago). As a note the book listed them getting 11th level priest spells... priest spells in 2e went up to 7th level :smallsigh:

Found in ancient forests. Amber dragons have wooden barky skin which is a brown-grey like those of the trees with which they surround themselves. As capricious as nature itself, they do not form a single permanent lair but instead move throughout a range upwards of 900 square miles.

They have a flat, spade-like horn upon their heads reaching up to a foot in length which they use to stab into conifers to drink their sap.

Amber Dragon


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


Wyrmling
T
4d12+4 (30 hp)
11
10
13
8
13
8
4/-4
6
5
4
5
13
-


Very Young
S
7d12+7 (52 hp)
13
10
13
8
13
8
7/4
9
6
5
6
14
-


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


Juvenile
M
13d12+26 (110 hp)
17
10
15
10
15
10
13/16
16
10
8
10
18
-


Young Adult
L
16d12+48 (152 hp)
19
10
17
12
17
12
16/24
19
13
10
13
21
19


Adult
L
19d12+76 (199 hp)
23
10
19
12
17
12
19/29
24
15
11
14
23
20


Mature Adult
H
22d12+110 (253 hp)
27
10
21
14
19
14
22/38
28
18
13
17
26
23


Old
H
25d12+125 (287 hp)
29
10
21
14
19
14
25/42
32
19
14
18
27
24


Very Old
H
28d12+168 (350 hp)
31
10
23
16
21
16
28/46
36
22
16
21
30
27


Ancient
H
31d12+186 (387 hp)
33
10
23
16
21
16
31/50
40
23
17
22
31
28


Wyrm
G
34d12+238 (459 hp)
35
10
25
18
23
18
34/58
42
26
19
25
34
31


Great Wyrm
G
37d12+296 (536 hp)
37
10
27
20
25
20
37/62
46
28
20
27
36
33





Age
Speed
Init
AC
SR
Special Abilities
Caster Level


Wyrmling
60-ft, fly 150-ft (average)
+0
15 (+2 size, +3 natural)
-
Wild Shape (small)
-


Very Young
60-ft, fly 150-ft (average)
+0
17 (+1 size, +6 natural)
-
Blink
1st


Young
60-ft, fly 200-ft (poor)
+0
19 (+9 natural)
-
Wild Shape (medium)
3rd


Juvenile
60-ft, fly 200-ft (poor)
+0
22 (+12 natural)
-
Wild Shape (tiny, or large)
5th


Young Adult
60-ft, fly 200-ft (poor)
+0
24 (-1 size, +15 natural)
18
DR 5/magic
7th


Adult
60-ft, fly 200-ft (poor)
+0
27 (-1 size, +18 natural)
20
Magnetize
9th


Mature Adult
60-ft, fly 200-ft (poor)
+0
29 (-2 size, +21 natural)
22
DR 10/magic
11th


Old
60-ft, fly 200-ft (poor)
+0
32 (-2 size, +24 natural)
24
Wild Shape (Huge or Plant)
13th


Very Old
60-ft, fly 200-ft (poor)
+0
35 (-2 size, +27 natural)
26
DR 15/magic
15th


Ancient
60-ft, fly 200-ft (poor)
+0
38 (-2 size, +30 natural)
27
Wild Shape (Elemental, Gargantuan, or Diminutive)
17th


Wyrm
60-ft, fly 250-ft (clumsy)
+0
39 (-4 size, +33 natural)
28
DR 20/magic
19th


Great Wyrm
60-ft, fly 250-ft (clumsy)
+0
42 (-4 size, +36 natural)
30
Wild Shape (Colossal or Fine)
21st



Breath Weapon (Su): An amber dragon's breath weapon is a cone of sap. This sap hardens around any creature within the area. A Reflex save is allowed to avoid total immobilization. Those creatures which succeed their save are immobilized (unable to move) for 1d6 + 1 round per age category but need simply make a DC 10 Strength check (as a standard action) to break themselves free, 5 damage dealt to the sap covering them (hardness of 5) will also break them free; if they have evasion they ignore this sap completely. Those creatures which fail are immobilized for 2d6 + 2 rounds per age category and cannot even speak. They may make one attempt to break free as a full round action requiring a DC 15 + age category of the dragon Strength check to succeed, on a failure they cannot try again and are unable to move until the duration has elapsed or the sap covering them has been dealt 15 damage per age category of the dragon (hardness 5 + 1 per age category of the dragon).

Wild Shape (Su): 1/day per age category an amber dragon may use wild shape as a druid of its hit dice. It begins with access only to small animals, but eventually gains access to animals, plants, and elementals of all sizes. When it uses wild shape to assume an elemental form it follows the rules for wild shaping into an elemental as a normal druid except that such uses still come from their normal wild shape pool.

Spellcasting: An amber dragon casts spells as a druid of the listed level.

Blink (Sp): An amber dragon may use Blink as an SLA 1/day per two age categories.

Magnetize (Su): 3 times per day an adult or older amber dragon may magnetize a target creature. The target may make a Will save (same DC as their frightful presence) to resist this effect. If they fail they are magnetized. If they are wearing metal armor or a metal shield their armor check penalty increases by 2 (to a minimum of -2), or to double their existing armor check penalty (whichever is worse) and suffer a -10-ft speed reduction if wearing medium armor and a -20-ft speed reduction if wearing heavy (this cannot reduce their speed below 5-ft), their arcane spell failure also increases by 20% or doubles (whichever is worse). They suffer a -2 to attack rolls with metal weapons, and cannot use ranged weapons with metal ammunition. In addition if they are near a metal wall or floor they are Slowed as per the spell.

Skills: Handle Animal, Hide, and Survival are class skills for amber dragons.

Mystic Muse
2011-04-16, 08:33 AM
I suggest changing the wording of the armor check penalty to something more like "Their armor check penalty increases by 2" rather than "They get an additional -2 penalty" since the second can sort of be read to mean "If I don't have an armor check penalty, it doesn't actually apply even if that was the intent."

I just think it could be a little cleaer is all. That's all I have time for critiquing at the moment though.

flabort
2011-04-16, 01:54 PM
orchestral dragon got a minor update. Still needs a lot of work.

Hymn dragons are really cool, that it advances as a variant class is unexpected, but awesome.
And I guess that's the 5th in the set? Or so?

I'm amazed at how fast you can crank out a dragon. I guess having a template helps, But still I stubbornly refuse to use one. :smalltongue: When I have more time I'll finish up orchestral dragon, but again you've proven you are the master of dragons.

Zaydos
2011-04-16, 02:21 PM
I suggest changing the wording of the armor check penalty to something more like "Their armor check penalty increases by 2" rather than "They get an additional -2 penalty" since the second can sort of be read to mean "If I don't have an armor check penalty, it doesn't actually apply even if that was the intent."

I just think it could be a little cleaer is all. That's all I have time for critiquing at the moment though.

Thanks, clarified (I think).


orchestral dragon got a minor update. Still needs a lot of work.

Hymn dragons are really cool, that it advances as a variant class is unexpected, but awesome.
And I guess that's the 5th in the set? Or so?

I'm amazed at how fast you can crank out a dragon. I guess having a template helps, But still I stubbornly refuse to use one. :smalltongue: When I have more time I'll finish up orchestral dragon, but again you've proven you are the master of dragons.

Questionably, as song dragons have nothing to do with music :smallsigh: Why didn't they stick with their 2e name (weredragon) it made more sense (and it was weredragon despite them being dragons and not in any way lycanthropes), so there might need to be a new 5th I haven't decided.

Template, experience, and knowledge of how official dragons progress (HD - 3X + Y, casting = 2X - Z, Natural armor = HD -1), that and I have dragons of most HD/Con combinations to copy paste from if I really wanted to (I don't usually because they're hard to find, but sometimes you'll notice I'll make 2 dragons with identical Str, Con, and HD in a row).

I have another one in the works, but I doubt it'll get finished this weekend.

Zaydos
2011-04-17, 11:00 PM
Saurian Dragon
Dragon (Earth)
Environment: Warm deserts and plains
Organization: Solitary, pair, or family (2-5)
Challenge Rating: Wyrmling 4, Very Young 5, Young 6, Juvenile 9, Young Adult 12, Adult 13, Mature Adult 16, Old 18, Very Old 19, Ancient 20, Wyrm 21, Great Wyrm 22.
Treasure: Triple Standard.
Alignment: Always chaotic evil.

The ground shook, and I looked at the men. Spacers, all of them, come to my world in their fancy sky boat and wanted to hunt some of the big game. Fools! Oh I took them on, a fool’s gold is as good as a wise man’s, and I showed them the tyrant king, and the thunder lizard, that would have satisfied them except we found tracks from one of the real big boys. They followed, bloody fools, and they went too deep into its territory. It was coming.

It stood, over 100-ft in length and bristling with armored plates, sword-like teeth, resembling those of one of the tyrant king’s but several times large, and ready to kill. Its clawed feet had one particularly deadly implement, a curved claw that they could swing down like a hammer cutting through the flesh of those already caught in its claws, and its tail ended in a large bony knob. Even its wings were deadly, covered in dozens of tiny blades. It ran at us, feet pounding against the ground and tail swinging wildly, I watched as its sword-like teeth rent a man in two and arrows bounced from its hide. I ran, running as fast as my feet could carry me and knowing that it still wasn’t fast enough. Half a dozen men succumbed to its breath, their flesh turning to stone even as I struggled forward. It rushed after me when I saw their accursed sky ship fly towards them to pick them up. The arrival of the giant flying vehicle distracted the beast and it spread its wings landing upon their ship.

I ran. To this day I do not know whether they lived or died, but I curse myself for accepting fool’s gold.

-Untitled.

Saurian dragons are powerful natural predators. Physically they rival red dragons, but their wings are underdeveloped and they lack magic making them significantly weaker in the long run. They have great tyrannosaurus like heads, and claws like those of a deinonychus. Stegosaurus plates adorn their back, and their tails end in bony club-like appendages. As the previous text mentioned, even their wings are covered in small serrated blades. Their scales are a dull brown-green, and their eyes a vibrant yellow.

They have two types of breath weapon available to them, one is a stream of acid and the other is a cone of petrifying gas which turns a creature to stone from inside out. Their bodies have a supernatural resilience to weapons made of materials other than stone, and the ability to ignore damage reduction.

Saurian dragons are mostly solitary, and very defensive of their territory. Thankfully they can be bribed and bargained with due to their great love of gold. Unfortunately if they think they can take your gold they’d rather just do that and offering a bargain can be taken as a sign of weakness.

PS: Happy birthday to LOTRfan



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
6d12+12 (51 hp)
17
10
15
6
11
6
6/9
9
7
5
5
2d8
15
-


Very Young
L
9d12+27 (85 hp)
21
10
17
6
11
6
9/18
13
9
6
6
4d8
17
-


Young
L
12d12+36 (113 hp)
25
10
17
8
13
8
12/23
18
11
8
9
6d8
19
-


Juvenile
L
15d12+60 (157 hp)
29
10
19
8
13
8
15/28
23
13
9
10
8d8
21
-


Young Adult
H
18d12+90 (207 hp)
31
10
21
10
15
10
18/36
26
16
11
13
10d8
24
19


Adult
H
21d12+105 (241 hp)
33
10
21
10
15
10
21/40
30
17
12
14
12d8
25
20


Mature Adult
H
24d12+144 (300 hp)
33
10
23
12
17
12
24/43
33
20
14
17
14d8
28
23


Old
G
27d12+189 (364 hp)
35
10
25
12
17
12
27/51
35
22
15
18
16d8
30
24


Very Old
G
30d12+240 (435 hp)
37
10
27
14
19
14
30/55
39
25
17
21
18d8
33
27


Ancient
G
33d12+297 (511 hp)
39
10
29
14
19
14
33/59
43
27
18
22
20d8
35
28


Wyrm
G
36d12+360 (594 hp)
41
10
31
16
21
16
36/63
47
30
20
25
22d8
38
31


Great Wyrm
C
39d12+390 (643 hp)
45
10
31
18
23
18
39/72
48
31
21
27
24d8
39
33





Age
Speed
Init
AC
Special Abilities
SR


Wyrmling
50-ft, fly 60-ft (poor), burrow 20-ft
+0
17 (+7 natural)
Immune to acid and petrification, bypass DR 2
14


Very Young
50-ft, fly 60-ft (poor), burrow 20-ft
+0
19 (-1 size, +10 natural)
Natural Arsenal, Alternate Form
15


Young
50-ft, fly 60-ft (poor), burrow 20-ft
+0
22 (-1 size, +13 natural)
DR 5/magic
17


Juvenile
50-ft, fly 60-ft (poor), burrow 20-ft
+0
25 (-1 size, +16 natural)
Bypass DR 5
20


Young Adult
50-ft, fly 60-ft (poor), burrow 20-ft
+0
27 (-2 size, +19 natural)
DR 10/magic
22


Adult
50-ft, fly 60-ft (poor), burrow 20-ft
+0
30 (-2 size, +22 natural)
Acidic Blood
24


Mature Adult
50-ft, fly 60-ft (poor), burrow 20-ft
+0
33 (-2 size, +25 natural)
DR 15/magic
26


Old
50-ft, fly 90-ft (clumsy), burrow 20-ft
+0
34 (-4 size, +28 natural)
Bypass DR 10
28


Very Old
50-ft, fly 90-ft (clumsy), burrow 20-ft
+0
37 (-4 size, +31 natural)
DR 20/magic and DR 5/stone
29


Ancient
50-ft, fly 90-ft (clumsy), burrow 20-ft
+0
40 (-4 size, +34 natural)
Spell Turning
31


Wyrm
50-ft, fly 90-ft (clumsy), burrow 20-ft
+0
43 (-4 size, +37 natural)
DR 20/magic and DR 10/stone
32


Great Wyrm
50-ft, fly 90-ft (clumsy), burrow 20-ft
+0
42 (-8 size, +40 natural)
Bypass DR, Petrifying Bite
34



Special Abilities
Breath Weapon (Su): A saurian dragon has two types of breath weapons, a line of acid dealing the listed damage (Ref halves) and a cone of petrifying gas dealing 1 Dexterity damage per age category (Fort halves) which petrifies any creature reduced to 0 Dex by this ability.

Bypass Damage Reduction (Su): A saurian dragon’s natural weapons treat all DR (even DR /- and DR /epic) as reduced by the number above. When they become a great wyrm they automatically bypass all DR no matter the source or amount. This only applies to their natural weapons and not any other weapons they may wield.

Natural Arsenal: A very young or older saurian dragon’s natural weapons, and true dragon attack forms (crush, tail sweep) deal damage as if they were one size category larger. They do not gain an increased reach, or access to new natural weapons and attack forms by virtue of this ability.

Alternate Form: 3/day a very young or older saurian dragon may assume the form of a small or medium humanoid with the reptilian subtype as per the alternate form ability. This transformation lasts until the saurian dragon chooses to return to its natural form or take another form.

Damage Reduction (Su): A young or older saurian dragon gains DR as listed above. DR /stone is Supernatural (an exception to the rule of thumb that DR /material is Extraordinary) and can only be overcome by weapons which have a striking surface made of stone, including flint and volcanic obsidian.

Acidic Blood (Ex): Whenever an adult or older saurian dragon takes slashing or piercing damage all adjacent creatures take 1d8 acid damage per age category of the dragon. A successful Reflex save (same DC as breath weapon) negates this damage.

Spell Turning (Su): An ancient or older saurian dragon is under a continuous Spell Turning effect. Unlike the actual spell there is no limit to how many levels it may turn, although it has absolutely no effect on a 9th level or higher spell.

Petrifying Bite (Su): When a great wyrm saurian dragon scores a critical hit with its bite attack the target must immediately make a Fortitude save (same DC as breath weapon) or be petrified and take Dexterity damage equal to their current Dexterity score. Even on a successful save they take 4 Dexterity damage and if this reduces their Dexterity to 0 are petrified.

Skills: Hide, Move Silently, and Survival are class skills for saurian dragons.

Silverscale
2011-04-18, 08:05 AM
The description reminds me of the dragons from Final Fantasy 12. About the only thing it's missing is a giant ring floating around its neck. Would you be interested in stating up one of the FF12 Dragons, perhaps one of the really big/mean ones from the end of the game.

Zaydos
2011-04-18, 11:44 PM
The description reminds me of the dragons from Final Fantasy 12. About the only thing it's missing is a giant ring floating around its neck. Would you be interested in stating up one of the FF12 Dragons, perhaps one of the really big/mean ones from the end of the game.

Having never played, nor seen, the game I'm afraid I'd not be the best suited for capturing it's feel.

ION: Anybody got a good synonym for Chaos? Not xaos, anarchy, anarchic, or entropy/entropic.

DrWeird
2011-04-19, 10:56 AM
Pandemonium. :smallcool:

flabort
2011-04-19, 11:17 AM
Heh. And that's an -ium, too, so it sounds like uranium's sibling. Awesome.

Zaydos
2011-04-19, 11:17 AM
Pandemonium. :smallcool:

Unfortunately a plane in D&D. Even were it not it has a distinct reference of evil to it (you know since it's All Demons ium or Land of All Demons). I'm really looking for pure, undilute Chaos... if I can't find something soon I might use Anarchic :smallfrown:

flabort
2011-04-19, 11:21 AM
Ataxia

Bedlam

Turmoil

Those work for you? Brought to you by the magic of thesaurus.com :smalltongue:

Zaydos
2011-04-19, 11:24 AM
Ataxia

Bedlam

Turmoil

Those work for you? Brought to you by the magic of thesaurus.com :smalltongue:

Ataxia is a type of muscular disfunction (I found it and looked it up because it sounded so perfect)

Bedlam might, though it still is more madness than Chaos (perhaps that's why Chaos is such a fine word it has two distinct meanings, disarray and before things were sorted into place).

Turmoil is again quite different from pure chaos and has a definite evil bend to it.

At this point I'd go with Bedlam or Anarchic. Entropic would be good except it actually represents a direction, and a destructive nature which while part of Chaos is not all of Chaos. Dang WotC having to have named a limbo dragon Chaos Dragon already.

Zaydos
2011-04-21, 12:39 AM
Cyclopean Dragon
Dragon (Earth)
Environment: Volcanoes and underground
Organization: Solitary, pair, or family (2-5)
Challenge Rating: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 21; wyrm 22; great wyrm 24.
Treasure: Triple Standard.
Alignment: Always chaotic evil.

The creation myths told about the dragons I am informing you about today vary. Some say they were created by Gruumsh from volcanic dust following the loss of his eye, filling them with hatred towards elves and a thirst for elven blood. Thus these dragons have but one eye and tirelessly eat the flesh of elves and their favorite allies men.

Others contest this pointing to the god of war and magic of some crystal spheres. This god, who wandered the worlds in search of knowledge traded one of his eyes for a drink from the well of wisdom and some say the first of these dragons developed from that eye and they became hateful of his chosen followers, men, for they were abandoned to better these others

A third group points to another pantheon which holds a close tie to both titans and, more importantly, cyclopses with divine ranks. They point to the latter and say that the descendants of these quasi-deific entities and dragons gave rise to the cyclopean dragons and that like the lesser cyclopses they share a taste for human flesh.

I will not comment on the veracity of these legends, save to note that they do not seem particularly prone to eating elves over other humanoids, but that may just show the lack of skill Gruumsh has in creation if the orcs did not already show his ineptitude. I will instead describe these creature’s physical nature, psychological outlook, and what danger and threats they may present and what resistances one can expect.

Cyclopean dragons are amongst the largest of dragonkind, only the great dragons exceed them in size, although they are not the most powerful. They lack sorcerous power instead limited to the much less versatile arts of a duskblade and thus relying even more heavily on their plentiful array of physical weapons and raw strength. They are unaffected by even the hottest flames, but do not spew it forth and are actually more closely related elementally to earth than fire.


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 L 7d12+14 (59) 19 10 15 8 11 6 7/15 10 7 5 5 2d6 15 -
Very Young H 10d12+30 (95) 23 10 17 10 13 6 10/24 14 10 7 8 4d6 18 -
Young H 13d12+52 (136) 27 10 19 12 13 8 13/29 19 12 8 9 6d6 20 -
Juvenile H 16d12+64 (168) 29 10 19 12 15 8 16/33 23 14 10 12 8d6 22 -
Young Adult G 19d12+95 (218) 33 10 21 14 15 10 19/42 26 16 11 13 10d6 24 19
Adult G 22d12+132 (275) 35 10 23 14 17 10 22/46 30 19 13 16 12d6 27 21
Mature Adult G 25d12+175 (337) 35 10 25 16 19 12 25/49 33 21 14 18 14d6 29 23
Old C 28d12+224 (406) 39 10 27 18 19 12 28/58 34 24 16 20 16d6 32 25
Very Old C 31d12+279 (480) 41 10 29 20 21 14 31/62 38 26 17 22 18d6 34 27
Ancient C 34d12+340 (561) 43 10 31 20 21 14 34/66 42 29 19 24 20d6 37 29
Wyrm C 37d12+370 (610) 45 10 31 22 23 16 37/70 46 30 20 26 22d6 38 31
Great Wyrm C+ 40d12+440 (700) 49 10 33 24 25 18 40/75 51 33 22 29 24d6 41 34



Age Speed Init AC Special Abilities Spellcasting SR
Wyrmling 40 ft., fly 100 ft. (clumsy), burrow 40-ft +0 15 (-1 size, +6 natural) Immune to Fire and Electricity, inferior sight - -
Very Young 40 ft., fly 100 ft. (clumsy), burrow 40-ft +0 17 (-2 size, +9 natural) Smite - -
Young 40 ft., fly 100 ft. (clumsy), burrow 40-ft +0 20 (-2 size, +12 natural) Arcane Channeling 1st 17
Juvenile 40 ft., fly 100 ft. (clumsy), burrow 40-ft +0 23 (-2 size, +15 natural) Quick Cast 1/day 3rd 20
Young Adult 40 ft., fly 150 ft. (clumsy), burrow 40-ft +0 24 (-4 size, +18 natural) DR 5/magic 5th 22
Adult 40 ft., fly 150 ft. (clumsy), burrow 40-ft +0 27 (-4 size, +21 natural) Arcane Channeling (Full Attack), Quick Cast 2/day 7th 25
Mature Adult 40 ft., fly 150 ft. (clumsy), burrow 40-ft +0 30 (-4 size, +24 natural) DR 10/magic 9th 27
Old 40 ft., fly 150 ft. (clumsy), burrow 40-ft +0 33 (-4 size, +27 natural) [i]Greater Magic Fang, Quick Cast 3/day 11th 29
Very Old 40 ft., fly 150 ft. (clumsy), burrow 40-ft +0 32 (-8 size, +30 natural) DR 15/magic 13th 30
Ancient 40 ft., fly 150 ft. (clumsy), burrow 40-ft +0 35 (-8 size, +33 natural) Arcane Channeling (Breath), Quick Cast 4/day 15th 31
Wyrm 40 ft., fly 150 ft. (clumsy), burrow 40-ft +0 38 (-8 size, +36 natural) DR 20/magic 17th 32
Great Wyrm 40 ft., fly 200 ft. (clumsy), burrow 40-ft +0 41 (-8 size, +39 natural) Quick Cast at-will 19th 34


Special Abilities

Breath Weapon (Su): A cyclopean dragon has a single breath weapon a line of lightning dealing the listed damage; a successful Reflex save halves this damage.

Inferior Vision: A cyclopean dragon’s one eye leaves it with worse vision than other true dragons. It lacks the Keen Senses ability of other true dragons, having merely 120-ft darkvision and low-light vision. It also suffers a -4 on Spot and Search checks as well as a -2 on ranged attack rolls.

Smite (Su): As part of an attack a very young or older cyclopean dragon may declare a smite gaining a +4 to hit and dealing extra damage equal to its HD. Once it has used this ability, even on a miss, it must wait 1 minute to use it again.

Arcane Channeling (Su): When casting a melee touch spell a young or older cyclopean dragon may make a natural weapon attack as part of the same action as casting the touch spell and applying the touch spell to the target of the natural weapon attack on a successful hit. When cast in this way the spell does not provoke attacks of opportunity for being cast, and it is automatically stilled with no change to casting time or spell level. When they reach adulthood they may cast a melee touch spell as part of making a full-attack action and the effects of the spell are applied once to each creature struck by one of its natural weapons during the full-attack. Upon reaching the Ancient age category they may instead apply a single melee touch spell to their breath weapon as part of the action required to use it and all creatures which fail their Reflex save or take damage from the breath weapon are affected as if they had been targeted by the touch spell; in this case the spell is automatically silenced as well as stilled.

Spellcasting: A young or older cyclopean dragon casts spells as a duskblade of the listed level. They may also learn spells from the bard spell list as well as the craft, and creation domain lists as if they were duskblade spells.

Quick Cast (Su): A juvenile or older cyclopean dragon may, the listed number of times per day, cast a duskblade spell as if it had been affected by the Quicken Spell feat without increase to casting time or spell level.

Greater Magic Fang (Sp): 3/day an old or older cyclopean dragon may use Greater Magic Fang as a spell-like ability.

Skills: Appraise, Craft, and Decipher Script are class skills for cyclopean dragons in addition to those available to all true dragons.

Zaydos
2011-04-21, 12:41 AM
Feathered Dragon
Dragon (Air)
Environment: Warm forests.
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: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23
Treasure: Triple Standard
Alignment: Always Good (any).

In the forests of Kalaban in Kazadspace I found the race of dragons called feathered dragons. Okay, to say I found them is incorrect, they were already well known to the natives as well as known to spacers and planar travelers who visited the planet, suffice it to say you can find them on that world.

Feathered dragons are kind hearted dragons whose power over poison makes them legendary; it is said that they can, with a single touch, revive anyone who was killed by poison and can undo all harm inflicted even by magical poisons. Some even say that they can undo the poison of a god, though I have never had a situation to verify this I have heard it from trustworthy and trusted sources not prone to exaggeration.

Existing on the same planet as black lotus dragons the two are natural enemies, though they rarely face each other directly instead meddling in the affairs of mortals using the native lizardfolk as pawns and champions. Feathered dragons tend to be more withdrawn from these affairs than their evil counterparts, but like them they are oftentimes worshipped as if gods and they don’t seem to mind the adoration.

Feathered dragons are rather small for dragonkind, on par with white and brass dragons but frailer than either. They are physically agile and quick, never losing their speed even as they age and it can come as a rather nasty surprise to people. Their appearance, though, is an oddity among dragons though I dare not say such an oddity is unique, I have seen far too many dragons to make such a claim. Their oddity that I speak of is, of course, the same one that gives them their name. A feathered dragon has green scales across its body, and sapphire blue eyes, but one would hardly know it to look upon them. Their bodies are covered in brightly colored feathers, pink and yellow being most common followed by blue and red. A special frill of feathers is on their neck, able to be raised to stand erect like the tail of a male peafowl when angered or annoyed. They have four claws on each foot, and three spines on their back. Their wings resemble those of birds as much, if not more so, than those of other dragons.

As a final note worth mentioning is their connection to the natural spirits of the place. Their spells draw upon these spirits instead of the normal arcane power of dragons, but that is not the only way this connection manifests. It deepens as they age granting them the ability to speak normally despite magical silence, to see the true reality, protection from mental assault, and even the ability to shed their physical form for a time.



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


Wyrmling
T
3d12 (19 hp)
11
14
11
8
13
10
3/-5
5
3
5
4
11
-


Very Young
S
6d12+6 (45 hp)
13
14
13
10
15
12
6/3
8
6
7
7
14
-


Young
M
9d12+9 (67 hp)
15
14
13
10
15
12
9/11
11
7
8
8
15
-


Juvenile
M
12d12+24 (102 hp)
17
14
15
12
17
14
12/15
15
10
10
11
18
-


Young Adult
L
15d12+30 (127 hp)
21
14
15
12
17
14
15/24
19
11
11
12
19
19


Adult
L
18d12+54 (171 hp)
23
14
17
14
19
16
18/28
23
14
13
15
22
22


Mature Adult
H
21d12+84 (220 hp)
27
14
19
14
21
16
21/37
27
16
14
17
24
23


Old
H
24d12+120 (276 hp)
29
14
21
16
21
18
24/41
31
19
16
19
27
26


Very Old
H
27d12+135 (310 hp)
31
14
21
16
23
18
27/45
35
20
17
21
28
27


Ancient
H
30d12+180 (375 hp)
33
14
23
18
23
20
30/49
39
23
19
23
31
30


Wyrm
G
33d12+198 (412 hp)
35
14
23
18
25
20
33/57
41
24
20
25
32
31


Great Wyrm
G
36d12+252 (486 hp)
37
14
25
20
27
22
36/61
45
27
22
28
35
34





Age
Speed
Init
AC
Special Abilities
Spellcasting
SR


Wyrmling
40 ft., fly 100 ft. (average), climb 20-ft
+2
16 (+2 size, +2 Dex, +2 natural)
Immune to poison, pass without trace, woodland stride
-
-


Very Young
40 ft., fly 100 ft. (average), climb 20-ft
+2
18 (+1 size, +2 Dex, +5 natural)
Invisibility
-
-


Young
40 ft., fly 150 ft. (average), climb 20-ft
+2
20 (+2 Dex, +8 natural)
Silence
-
-


Juvenile
40 ft., fly 150 ft. (average), climb 20-ft
+2
23 (+2 Dex, +11 natural)
Voice of Spirits
1st
-


Young Adult
40 ft., fly 150 ft. (average), climb 20-ft
+2
25 (-1 size, +2 Dex, +14 size)
DR 5/magic
3rd
18


Adult
40 ft., fly 150 ft. (average), climb 20-ft
+2
28 (-1 size, +2 Dex, +17 natural)
Heal Poison
5th
20


Mature Adult
40 ft., fly 200 ft. (poor), climb 20-ft
+2
30 (-2 size, +2 Dex, +20 natural)
DR 10/magic
7th
23


Old
40 ft., fly 200 ft. (poor), climb 20-ft
+2
33 (-2 size, +2 Dex, +23 natural)
True Sight
9th
25


Very Old
40 ft., fly 200 ft. (poor), climb 20-ft
+2
36 (-2 size, +2 Dex, +26 natural)
DR 15/magic
11th
27


Ancient
40 ft., fly 200 ft. (poor), climb 20-ft
+2
39 (-2 size, +2 Dex, +29 natural)
Spiritual Blessing
13th
28


Wyrm
40 ft., fly 250 ft. (clumsy), climb 20-ft
+2
40 (-4 size, +2 Dex, +32 natural)
DR 20/magic
15th
29


Great Wyrm
40 ft., fly 250 ft. (clumsy), climb 20-ft
+2
43 (-4 size, +2 Dex, +35 natural)
Spirit Form
17th
31




Breath Weapon (Su): A feathered dragon has a single breath weapon, a cone of positive energy which turns undead regardless of their hit dice; a Will save is allowed to resist being turned, with a special bonus equal to ½ their turn resistance. On a failed save the undead is turned for 1d8 + 1 round per age category. This breath weapon has no effect on creatures that are not affected by a cleric’s Turn Undead.

Pass Without Trace (Su): As the druid ability.

Woodland Stride (Ex): As the druid ability.

Invisibility (Sp): A feathered dragon may use Invisibility as a spell-like ability at-will; it’s duration is 24 hours, though, instead of 1 minute/level.

Silence (Sp): A feathered dragon may use Silence as a spell-like ability three times per day.

Spellcasting: A juvenile or older feathered dragon casts spells as a spirit shaman of the listed level. In addition to the druid spell list they may choose from the Air, Good, and Healing domain lists when selecting their spells known.

Voice of the Spirits (Su): A juvenile or older feathered dragon’s connection with spirits has advanced to such a degree that it may speak normally in magical silence, being heard as if there was no magical silence. This also allows it to cast spells with verbal components normally in such conditions. An ancient or older feather dragon may speak even in areas of magical silence with deity level power.

Heal Poison (Su): The touch of an adult or older feathered dragon acts as Neutralize Poison. In addition it heals any ability damage or drain caused by poison. It may even revive a dead character killed due to damage from poison (usually due to Con damage either dropping their hp to -10 or Con to 0; note if they are not killed directly by the poison but instead bleed out or are killed by another attack while weakened by poison this ability does not function on them). Such creatures may not have been dead for longer than 1 week per age category of the dragon; this ability otherwise functions as Raise Dead but has no material component. If the poison cannot normally be healed by magic or is of deific strength the feathered dragon has an 8% chance per age category of successfully healing it; if it fails it cannot try again till it has advanced to a higher age category.

True Sight (Su): The spirits grant an old or older feathered dragon the ability to see as if continuously under the effect of a clerical True Seeing spell. In addition the feathered dragon adds a sacred bonus to all Spot and Search checks equal to its Wisdom modifier (minimum +1). This is a supernatural ability and therefore cannot be dispelled.

Spiritual Blessing (Su): The spirits protect an ancient or older feathered dragon granting it the equivalent of a Mind Blank spell. Even against effects that can normally overcome the spell a feathered dragon gains a +10 to its save (in addition to any bonus they might grant for creatures normally immune to mind-affecting effects), or are allowed a save (10 +1/2 users HD + Cha if used by a creature; use CL for HD in the case of artifacts; use spell level + stat for spells that normally ignore saves) if the effect normally does not allow one. This is a supernatural ability and therefore cannot be dispelled.

Spirit Form (Su): A great wyrm feathered dragon can shed its physical form. As a full-round action a feathered dragon may become ethereal or incorporeal (it may not become incorporeal while on the ethereal plane, but may on other planes unconnected to the ethereal) and may remain so for as long as desired using a full-round action to become corporeal once more or to return to the Prime Material Plane. Should they use this ability to return to the Prime they may choose to return as an incorporeal creature, and while incorporeal they may enter the Ethereal Plane becoming corporeal upon that plane. While incorporeal through this effect they are warded off by Protection from Good (or their Law/Chaos alignment spell) as if they were extraplanar creatures and they may not return to the Prime within an area warded by a Magic Circle against Good or similar that protects against their alignment, nor may they use this ability to enter a similarly warded portion of the Ethereal Plane.

Skills: Heal, Perform, and Survival are class skills for a feathered dragon in addition to those shared by all true dragons.

Zaydos
2011-04-21, 12:43 AM
Anarchic Dragon
Dragon (Chaos)
Environment: Any land or Chaotic 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: wyrmling O, very young w, young a, juvenile *, young adult @, adult -, mature adult g, old $, very old t, ancient &, wyrm n, great wyrm ).
Treasure: Triple Standard
Alignment: Always Chaotic

The fourth, and final, species of Mythic Dragons, I have only ever encountered one once. Thankfully that was not a hostile encounter or else I might not be here to tell the tale today. Anarchy dragons, like the other mythic dragons, have great power that can rival, or dare I say surpass, that of some gods.

Anarchy dragons are the ultimate representatives of chaos amongst dragons, imbued with its shifting and ever-changing power. What I record here is only what I could discover about these dragons but I must warn that should they deviate, even severely, from the norm it should not be taken as surprising due to their nature as representatives of supreme chaos.

Their appearance varies, the color of their scales and even structure of their skulls can differ wildly from individual to individual. As such I will not attempt to describe their general appearance other than that they seem to have a random assortment of horns and spines, and that they maintain the same basic body shape as other dragons, a head, two wings, four legs, and a tail. They often shimmer as if surrounded by a heat daze, which can be useful in their identification although even this trait is not universal.

--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 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 energy, and polymorph, DR 10/epic, Cloak of Chaos, Change Shape 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 and Energy Drain 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 mind-affecting effects, Shroud of Madness 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 Disrupt Order 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 Chaos Magic (3/day) 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, Choose Fate 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 True Chaos, Chaos Magic (at-will) 39th


Special Abilities

Breath Weapon (Su): Anarchic dragons have two types of breath weapon. The first is a cone of polymorphing energy. Any creature that fails a Fort save against this effect are polymorphed as if by the Baleful Polymorph spell, transforming into a random animal (non-fatal forms only) and have to make a Will save as per the spell; as a Su ability this cannot be dispelled, but it can be removed with the Remove Curse, Break Enchantment, Limited Wish, Wish, or Miracle spells. Its second breath weapon deals half anarchic damage and half damage of all five energy types for a total of the listed amount; the anarchic damage is pure chaos and not reduced by energy resistance of any type, while the five-fold energy damage is only reduced by energy resistance that applies to all 5 energy types but increased by any energy vulnerability (although only by the greatest vulnerability).

Change Shape (Su): Anarchic dragons may 3/day use the Change Shape ability to become any creature with less HD than they have.

Cloak of Chaos (Su): Anarchic dragons are guarded by the pure entropy and randomness and gain a deflection bonus to their AC equal to their Charisma bonus. All ranged attacks made against a dragon suffer a 20% miss chance.

Shroud of Madness (Su): A juvenile or older anarchic dragon is continuously surrounded by an aura of madness. Any creature within its (non-bite) reach must make a Will save or be Confused (as the Confusion spell) for as long as they are within range and for 1 hour thereafter. A successful save renders the creature immune for as long as it is in range and 1 hour thereafter. This is a mind-affecting effect. A dragon may suppress or resume this ability as a free action.

Disrupt Order (Su): An adult or older anarchic dragon may as a standard action disrupt order within one creature or object (or a 2700 cubic feet of a truly massive object) within 100-ft. The target must make a Fort save (DC is charisma based so normally equal to Frightful Presence) or take damage equal to its maximum hp (this damage is always lethal regardless of any regeneration the target may have). Once the anarchic dragon has used this ability it must wait 1d4+4 rounds before using it again. On a successful save they merely take 1d4 Constitution damage or lose their hardness for 1d4 days in the case of an object. Creatures with the Chaotic subtype take half damage from this ability, but even they have enough of a modicum of order that the pure chaos an anarchic dragon causes to be expressed is still dangerous even to their nature. A creature or object slain/destroyed by this ability does not leave remains suitable for Resurrection.

Chaos Magic (Su): 3/day An old or older anarchic dragon may, as a free action, radiate an aura of wild magic out to 1 mile. All spells cast within the area have a 50% chance of working ordinarily, a 20% of replicating the effects of a Rod of Wonders, a 20% chance of backfiring completely (reversed effect for buff spells, reversed target for offensive spells, DM creativity for battlefield control), a 5% chance of working normally but not expending a spell slot, and a 5% chance of creating a Deck of Many Things. This ability lasts 3 rounds, and does not affect an anarchic dragon’s own spells. At great wyrm they may use this ability at-will.

Choose Fate (Su): Whenever an ancient or older dragon uses a Rod of Wonders or other magic item with a random effect it may choose what effect results. In addition 1/day when they make a roll they may choose whatever result they wish on the die as if they had rolled it naturally.

True Chaos: A great wyrm anarchic dragon gains Divine Rank 0.

Spells: A dragon casts spells as a sorcerer and may choose from the cleric spell list, the bard spell list, the Chaos, Travel, Demonic, Celerity, Luck, Trickery, Illusion, Fey, Liberation, Madness, Destruction, Creation, Entropy, Dragon, Abyss, Arborea, and Limbo domains, and the sorcerer spell list.

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

Skills: All skills are class skills for an anarchic dragon’s racial hit dice.

Zaydos
2011-04-21, 12:47 AM
And with that there are now 100 completed dragons on this thread (+1 uncompleted one).


100 True Dragons Yay!!!!!

As such I'd like to take a moment to thank everyone who has contributed to this thread. Whether via creations of their own or simply posting either encouragement, critiques, fixing errors and mistakes, suggestions, requests, or other miscellanea I have not mentioned by name.

I'd like to give a special thanks to flabort, Ziegander, and MammonAzreal as they've contributed true dragons all their own. As well as to firemagehao because without his request I'd have never added any beyond the three that it started with. Also to Silverscale for keeping it alive when I was unable to this December.

flabort
2011-04-21, 11:20 AM
Congrats on hitting that magic number! Over 100 dragons is a lot of work, but now you've more than I think were ever created, anywhere, by anyone. Congratulations, because if I want a Dragon to use, You're the expert to go to now.

And thanks for putting me in the special thanks :smalltongue:
Really, though, you rock.

DrWeird
2011-04-21, 11:40 AM
Congratulations, Zaydos, you've won the internets.

All the internets.

Noxsis
2011-04-21, 11:42 AM
three cheers for zaydos and his army of dragons

LOTRfan
2011-04-21, 11:43 AM
Woo! One hundred! Thats more than four times WotC's amount, right?

flabort
2011-04-21, 12:14 PM
Speaking of the unfinished dragon, It just needs SR (I cannot figure out how to determine that), and some more abilities. Oh, yeah, and to clean up the current abilities.

I think Up Tempo may be much too strong in combination with Inspire Alertness, but...
It's a dragon, right? It needs strong abilities, right?

Silverscale
2011-04-21, 01:22 PM
Congratulations on such a momentous mile-stone. I'm always happy to help keep alive projects I'm interested in (especially when they have as much baring on my on CWBP as this one does)

Also congratulations on completing the set of Epic-Alignment Dragons. Can't wait to see what else you might come up with. (still keeping my eyes out for the Hogwarts Dragons)

Zaydos
2011-04-28, 12:22 AM
Finally got some ideas, and too sleepy to detail them yet but I'll put down what they are to see if people have any suggestions, etc. Also just to let people know I haven't abandoned my baby the thread.

Dust Dragon: Dragons of the quasi-elemental plane of dust. Fairly small, Neutral Evil alignment (I know the quasi-elemental planes, nor the Negative Energy Plane they bordered didn't have alignment subtypes but for the most part natives of the negative quasi-elemental planes tended towards Evil alignments). Casts as sorcerers with cleric list access as well as Destruction and one or two other domains. Disintegration breath/immunity.

Dusk Dragon: Semi-epic dragon (4X+Y HD, where X is age category and Y is arbitrary number; large size as wyrmling; some deflection bonus to AC; DR 20/epic before great wyrm +). True Neutral. Skilled in magic (3X-3 CL, so 3rd level at very young and reaching 33rd at Great Wyrm). Something of a maintainer of balance.

Effulgent Dragon: Dragons of the quasi-elemental plane of radiance. On the small side, Chaotic Neutral alignment (again the plane isn't aligned but it does fit the tendencies of the plane). Casts as sorcerers with cleric list access as well as Suna nd one or two other domains. Light based breath weapon.

Tacitus
2011-04-28, 12:51 AM
On the Radiance you may want to find a different name and/or make sure it doesn't much step on the toes of the LG Radiant Dragon of the Seven Mounting Heavens of Celestia.

Zaydos
2011-04-28, 12:56 AM
On the Radiance you may want to find a different name and/or make sure it doesn't much step on the toes of the LG Radiant Dragon of the Seven Mounting Heavens of Celestia.

Good catch, thanks.

Should have remembered those myself (one of my favorite planar dragons).

Changed it to effulgent, though Rainbow might have been better I decided I might want to use that for something else later.

Silverscale
2011-04-28, 04:18 AM
Does this mean you're going to be doing a series of Dragons of the Quai-elemental planes?

Zaydos
2011-04-30, 10:06 AM
Dust Dragon
Dragon (Earth, Extraplanar)
Environment: Temperate deserts (the Quasi-Elemental Plane of Dust).
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: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 13; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23
Treasure: Triple standard (magic items and precious metals only)
Alignment: Always chaotic evil.
Lairing on the quasi-elemental plane of dust, dust dragons are beings that represent destruction in one of its purest forms. Able to gain sustenance from the very act of destruction, they are terrible creatures with little love for other life.

They live a hateful, and solitary, existence in the depths of their plane, occasionally wandering close to, or even into, the Elemental Plane of Earth in search of treasure for their hoards. They’ve been known to enter the Prime Material Plane through natural vortexes and portals. They take a special delight in spreading destruction through the Prime and are especially feared and hated by dwarves as they often manifest in played out mines (and other areas where the natural resources have been hacked away or taken, such as clear cut forests) and their love of precious metals often lead them to attack the gold-rich dwarves in plundering missions and their love for destruction causes them to wreak havoc in a dwarven community when it reaches it, destroying structures that would otherwise have stood for ages of the world.

Dust dragons are relatively small, with lithe and smooth bodies that seem to have been polished by the disintegrating winds of their home plane. Their eyes are a dull, hateful yellow that seems almost to shine with avarice when presented with gold. They do not value silver or copper, even though the metals are resistant to their wasting effects, seeking only gold, platinum, and mithral. While their disintegrative effects have no effect on adamantine they loath that material with a special hatred and find it anathema to their very being.

-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 T 4d12+8 (34 hp) 11 10 15 8 11 10 4/-4 6 6 4 4 2d10 14 (12)
Very Young S 7d12+14 (59 hp) 13 10 15 8 11 10 7/4 9 7 5 5 4d10 15 (13)
Young M 10d12+30 (95 hp) 15 10 17 10 13 12 10/12 12 10 7 8 6d10 18 (16)
Juvenile M 13d12+39 (123 hp) 17 10 17 10 13 12 13/16 16 11 8 9 8d10 19 (17)
Young Adult L 16d12+64 (168 hp) 19 10 19 12 15 14 16/24 19 14 10 12 10d10 22 20
Adult L 19d12+95 (218 hp) 23 10 21 12 15 14 19/29 24 16 11 13 12d10 24 21
Mature Adult H 22d12+132 (275 hp) 27 10 23 14 17 16 22/38 28 19 13 16 14d10 27 24
Old H 25d12+150 (312 hp) 29 10 23 14 17 16 25/42 32 20 14 17 16d10 28 25
Very Old H 28d12+196 (378 hp) 31 10 25 16 19 18 28/46 36 23 16 20 18d10 31 28
Ancient H 31d12+217 (418 hp) 33 10 25 16 19 18 31/50 40 24 17 21 20d10 32 29
Wyrm G 34d12+272 (493 hp) 35 10 27 18 21 20 34/58 42 27 19 24 22d10 35 32
Great Wyrm G 37d12+333 (573 hp) 37 10 29 20 23 22 37/62 46 29 20 26 24d10 37 34



Age Speed Init AC SR Special Abilities
Wyrmling 40-ft, fly 150-ft (average), burrow 40-ft +0 15 (+2 size, +3 natural) 15 Immunity to disintegration, weak spot, tremorsense [/tr]
Very Young 40-ft, fly 150-ft (average), burrow 40-ft +0 17 (+1 size, +6 natural) 16 Spider Climb
Young 40-ft, fly 200-ft (poor), burrow 40-ft +0 19 (+9 natural) 18 DR 5/magic
Juvenile 40-ft, fly 200-ft (poor), burrow 40-ft +0 22 (+12 natural) 20 Disruptive Aura, loses weak spot
Young Adult 40-ft, fly 200-ft (poor), burrow 40-ft +0 24 (-1 size, +15 natural) 23 DR 10/magic
Adult 40-ft, fly 200-ft (poor), burrow 40-ft +0 27 (-1 size, +18 natural) 25 Destroy Matter
Mature Adult 40-ft, fly 200-ft (poor), burrow 40-ft +0 29 (-2 size, +21 natural) 27 DR 15/magic
Old 40-ft, fly 200-ft (poor), burrow 40-ft +0 32 (-2 size, +24 natural) 29 Disintegrate
Very Old 40-ft, fly 200-ft (poor), burrow 40-ft +0 35 (-2 size, +27 natural) 31 DR 20/magic and 5/adamantine
Ancient 40-ft, fly 200-ft (poor), burrow 40-ft +0 38 (-2 size, +30 natural) 32 Sphere of Ultimate Destruction
Wyrm 40-ft, fly 250-ft (clumsy), burrow 40-ft +0 39 (-4 size, +33 natural) 33 DR 20/magic and 10/adamantine
Great Wyrm 40-ft, fly 250-ft (clumsy), burrow 40-ft +0 42 (-4 size, +36 natural) 34 Winds of Wasting


Frightful Presence Note: A dust dragon does not have Frightful Presence until young adult but as they have other charisma based effects the DC was still listed. Parenthesis indicate that they do not yet have frightful presences.

Breath Weapon (Su): A dust dragon has a single breath weapon, a line of disintegration which deals the listed damage (Fort halves); it deals x1.5 damage to objects and ignores hardness. Any creature, or object, reduced to 0 or fewer hp by it are instantly disintegrated as per the disintegrate spell. Adamantine is immune to this effect.

Immunity to Disintegration (Ex): A dust dragon is immune to any effect that disintegrates a creature/object. This includes, but is not limited to, the Disintegrate spell and any spell or effect based off of it. This also includes the Disruptive Ability of other dust dragons (and their own), Winds of Wasting, and other similar abilities.

Weak Spot (Su): The destructive energies inherent in a young or younger dust dragon are vulnerable to destabilization. If a young or younger dust dragon is hit by a critical hit, an adamantine weapon, or, when flat-footed or otherwise denied their dexterity bonus to AC, suffers precision damage they continue to take 2 additional damage each round for a number of rounds equal to the character level of the character which struck them. A juvenile or older dust dragon no longer has this vulnerability.

Tremorsence (Ex): 60-ft.

Spider-Climb (Sp): A very young or older dust dragon may use Spider-Climb at-will (CL equals its age category as standard for a non-casting dragon). It has the following limitation: Self-only and it only functions for climbing dirt, stone, or metal.

Disruptive Aura (Su): A juvenile or older dust dragon radiates an aura of disintegrative force out to 10-ft per age category. Any creature, or unattended object, within this aura at the start of their turn takes 2 damage per age category of the dust dragon, ignoring hardness. Should this damage reduce a creature or object to 0 or less hit points they are disintegrated. Magic items (but not constructs) and precious metals (including mithral and adamantine) are immune to this ability. Each round an affected creature may make a Fort save (DC is charisma based; same as Frightful Presence) to negate this damage. A dust dragon gains nutrition from matter destroyed this way like it would if it ate it.

Destroy Matter (Su): An adult or older dust dragon may fire a ray of destructive energy as a standard action. This ray functions as a disintegrate spell but it only affects objects. Adamantine is immune to this ability.

Disintegrate (Sp): An old or older dust dragon may use disintegrate as a spell-like ability 3 times per day. Caster level equals double its age category. Unlike normal this spell-like ability has no effect on adamantine.

Sphere of Ultimate Destruction (Sp): An ancient or older dust dragon may use sphere of ultimate destruction as a spell-like ability three times per day. Caster level equals double its age category. Unlike normal this spell-like ability has no effect on adamantine.

Winds of Wasting (Su): A great wyrm dust dragon may, 3 times per day, release a storm of destructive energy as a swift action. All creatures and unattended objects within 60-ft take 2d6 damage per age category of the dust dragon and are disintegrated (as per the disintegrate spell) if they are reduced to 0 or less hp. They are allowed a Fortitude save (DC is Charisma based) to reduce it to a mere 5d6 damage; non-magic items, and magic items which fail their save are automatically destroyed. Adamantine is immune to this ability.

Skills: Hide, Move Silently, and Survival are class skills for a dust dragon in addition to those shared by all true dragons.

Zaydos
2011-04-30, 10:11 AM
Does this mean you're going to be doing a series of Dragons of the Quai-elemental planes?

Possibly, technically Luster Dragons were designed for Mineral, and note to use it instead of games that use that plane, but I place them on Earth as that's the standard cosmology.

The negative quasielemental planes ought to be fairly easy; destructive abilities and planar traits make for an easily created dragon more than... well the positive quasielemental planes.

Ash: Heat drain.
Salt: Dessication.
Vaccuum: Hardest of the four.

Meanwhile positive ones:
Radiance: I want to make it but... color draining and Prismatic Dragon did prismatic effects.
Lightning/Storm: Done so much already.
Steam: ???

Silverscale
2011-04-30, 02:21 PM
A lot of these Dragons would probably find a great home in my revitalized Dragon-World CWBP thread (http://www.giantitp.com/forums/showthread.php?t=197115).

Ok enough of the shameless plugging.

For something with so many different ways to reduce you and your friends to piles of dust, don't you think the CR's for the Dust Dragon are a bit low? A Great wyrm can make 10 different attempts to disintegrate you......before using it's Breath Weapon which can also disintegrate you.

Zaydos
2011-04-30, 04:15 PM
A lot of these Dragons would probably find a great home in my revitalized Dragon-World CWBP thread (http://www.giantitp.com/forums/showthread.php?t=197115).

Ok enough of the shameless plugging.

For something with so many different ways to reduce you and your friends to piles of dust, don't you think the CR's for the Dust Dragon are a bit low? A Great wyrm can make 10 different attempts to disintegrate you......before using it's Breath Weapon which can also disintegrate you.

I think I was overestimating the power of 15th level casting (or forgetting that since black dragons have sorcerer casting they don't get 8th level spells). So I might ought to raise the CR of some of the higher levels by 1. It's almost the same as a black dragon (better SR and DR and +2 Con; disintegration based powers instead of casting) so I kept the CRs fairly close.

As a note, though, Disintegrate is about equal to their breath weapon at Great Wyrm (40d6 compared to 24d10; 8 points in favor of Disintegrate but single target and lower save for a much greater damage reduction), Sphere is multi-use but eats your move actions (preventing it from using a dragon's best tactic, full attack). Winds of Wasting, though, is good (quickened AoE disintegrate with halved damage) and Maximized Breath makes their breath weapon truly scary (240 damage save for half).

Yeah the higher age categories (especially great wyrm) need a +1 or +2 CR. Mostly because their breath weapon is always effective (only immediate action teleportation and Mettle prevent it completely) and deals good (red dragon level) damage which makes up more for loss of spells than normal. Throw in Winds of Wasting and they are reaching the Big Boss level even for a Level 20 party. A well-specced caster will decimate them before they can act (Foresight + Celerity + Optimized Orb of X) but otherwise they're a beast.

Noxsis
2011-04-30, 04:23 PM
i was wondering if you could do some more gem dragons i made a list of gems you could choose from (im not a gem expert so some may be same with a different name)
garnet, opal, moonstone, lapis lazuli, jasper, citrine, onyx, peridot, tourmaline, agate, pearl, Alexandrite, bloodstone, tanzinite
feel free to make them however you feel like but they should follow the normal rules for gem dragons you can make some of the rarer gems epic if you feel like it please and thank you

Zaydos
2011-05-01, 02:10 AM
Rainbow Dragon
Dragon (Extraplanar, Fire)
Environment: Temperate land (The Quasi-Elemental Plane of Radiance).
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: Wyrmling 3; very young 5; young 6; juvenile 9; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23
Treasure: Double standard
Alignment: Always chaotic neutral.
Living on the quasi-elemental plane of radiance, rainbow dragons are fickle creatures. They spend a great amount of their time traversing the great expanses of their home plane searching for food as matter is a rarity on their home plane. Due to this many lair near the border with the plane of mineral both for easy access to treasure for their hoard, territory, but also for access to possible food sources. Other lair near the plane of fire eating those fire creatures that venture into radiance.

Rainbow dragons have a preference for bright gems and coins, so fresh gold can be used to distract them in some situations. In others simply talking can work, though in both cases a hungry enough rainbow dragon will see nothing wrong with eating a human “friend” so it is advisable that one have some (large) amount of food to share with the beast in this situation.

Rainbow dragons are fiercely protective of their territory, only rarely sharing it with clutch-mates and even then only usually to protect against the predation of other of their kind or similarly powerful creatures. Due to limits on resources, these dragons are far and few between in the vast, empty plane of colors.

Rainbow dragons are comparable to white or black dragons in size, with shining scales of ever-shifting colors. On their home plane they are nearly invisible due to the interplay of these lights which will shift to match the shifting colors of radiance. On other planes they seem to shine with light of each of seven colors in turn creating a prismatic spectacle.

-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
T
4d12+4 (30 hp)
11
10
13
8
11
12
4/-4
6
5
4
4
1d10
13
(13)


Very Young
S
7d12+7 (52 hp)
13
10
13
8
11
12
7/4
9
6
5
5
2d10
14
(14)


Young
M
10d12+20 (85 hp)
15
10
15
10
13
14
10/12
12
9
7
8
3d10
17
(17)


Juvenile
M
13d12+26 (110 hp)
17
10
15
10
13
16
13/16
16
10
8
9
4d10
18
(19)


Young Adult
L
16d12+48 (152 hp)
19
10
17
12
15
16
16/24
19
13
10
12
5d10
21
21


Adult
L
19d12+76 (199 hp)
23
10
19
12
15
18
19/29
24
15
11
13
6d10
23
23


Mature Adult
H
22d12+110 (253 hp)
27
10
21
14
17
18
22/38
28
18
13
16
7d10
26
25


Old
H
25d12+125 (287 hp)
29
10
21
14
17
20
25/42
32
19
14
17
8d10
27
27


Very Old
H
28d12+168 (350 hp)
31
10
23
16
19
22
28/46
36
22
16
20
9d10
30
30


Ancient
H
31d12+186 (387 hp)
33
10
23
16
19
22
31/50
40
23
17
21
10d10
31
31


Wyrm
G
34d12+238 (459 hp)
35
10
25
18
21
24
34/58
42
26
19
24
11d10
34
34


Great Wyrm
G
37d12+296 (536 hp)
37
10
27
20
23
26
37/62
46
28
20
26
12d10
36
36





Age
Speed
Init
AC
SR
Special Abilities


Wyrmling
40-ft, fly 200-ft (good)
+0
15 (+2 size, +3 natural)
-
Immunity to blindness, light and prismatic effects, Fire Immunity, Cold Vulnerability, luminescent body, see invisibility


Very Young
40-ft, fly 200-ft (good)
+0
17 (+1 size, +6 natural)
-
Color Drain (Orange, Blue)


Young
40-ft, fly 250-ft (average)
+0
19 (+9 natural)
-
DR 5/magic


Juvenile
40-ft, fly 250-ft (average)
+0
22 (+12 natural)
17
Color Drain (Red, Yellow), Imbue Hue (Orange, Blue)


Young Adult
40-ft, fly 250-ft (average)
+0
24 (-1 size, +15 natural)
18
DR 10/magic


Adult
40-ft, fly 250-ft (average)
+0
27 (-1 size, +18 deflection)
20
Rainbow Armor, Imbue Hue (Red, Yellow)


Mature Adult
40-ft, fly 250-ft (average)
+0
29 (-2 size, +21 deflection)
23
DR 15/magic


Old
40-ft, fly 250-ft (average)
+0
32 (-2 size, +24 deflection)
25
Color Drain (Violet, Green)


Very Old
40-ft, fly 250-ft (average)
+0
35 (-2 size, +27 deflection)
27
DR 20/magic and 5/cold iron


Ancient
40-ft, fly 250-ft (average)
+0
38 (-2 size, +30 deflection)
28
Color Drain (Indigo), Imbue Hue (Violet, Green)


Wyrm
40-ft, fly 300-ft (poor)
+0
39 (-4 size, +33 deflection)
29
DR 20/magic and 10/cold iron


Great Wyrm
40-ft, fly 300-ft (poor)
+0
42 (-4 size, +36 deflection)
31
Sealing Breath, Imbue Hue (Indigo)



Frightful Presence Note: A dust dragon does not have Frightful Presence until young adult but as they have other charisma based effects the DC was still listed. Parenthesis indicate that they do not yet have frightful presences.

Breath Weapon (Su): A rainbow dragon has two breath weapons, a cone of searing light which deals the listed damage (Will halves) and a burst of blinding light which permanently blinds all creatures within the area (centered within the rainbow dragon’s bite reach) which fail their Will.


Size Burst Radius
Tiny10-ft
Small20-ft
Medium30-ft
Large40-ft
Huge60-ft
Gargantuan 80-ft
Colossal 100-ft


Immunity to Light and Prismatic Effects[/i] (Ex): A rainbow dragon is immune to the harmful effects of any light (but not darkness) based spell or attack as well as Color Spray, and any spell with Prismatic in its name. They are immune to the Imbue Hue ability of other rainbow dragons, as well as the Color Drain ability. If unclear the DM should decide whether the effect is applicable.

[b]Luminescent Body (Su): A rainbow dragon produces bright illumination out to 10-ft per age category (and shadowy for twice that length). For the purposes of interaction with magical light and darkness, this is considered to have a spell level equal to the rainbow dragon’s age category.

See Invisibility (Su): A rainbow dragon can see invisible creatures normally as if it were continuously under the effects of a See Invisibility spell.

Color Drain (Su): Whenever a very young or older rainbow dragon successfully hits a target with a bite attack (even if the attack itself fails to deal damage) it may also drain a color from the creature. The creature becomes transparent to that color of light. A creature wearing no, or little, clothing (such as an enemy dragon, or minotaur) which has been drained of at least 3 colors gains concealment, which improves further by 7% for each additional pigment lost. See Invisibility or other spells and effects that negate invisibility, or strongly colored light of a different color negate this concealment, conversely strongly colored light of the lost pigment may increase the effects at the DM’s discretion. This is not purely beneficial, though, because depending upon which color is lost the target also suffers ability drain and other penalties.

The following is true of all colors:
The target suffers 6 points of ability drain to a designated ability score, this may not bring the score to 0 or less, although if coupled with ability damage or drain from other sources it may do so (it is applied whenever is most deleterious to the target unless the DM dictates otherwise). Indigo does not drain a specific ability score but instead applies 2 points of drain to each ability score. This ability drain affects even undead and constructs.

The target suffers 1 point of ability drain to Charisma. This may reduce the target’s Charisma to 0 or less even in conjunction with Violet or Indigo. This ability drain affects even undead and constructs.

The target takes 1 point of ability damage to each ability score drained due to Color Drain (including Charisma) +1 additional point of ability damage per 2 colors drained from them. This does not stack from having multiple colors drained (although the damage increases as already noted).

All effects (i.e. partial transparency, ability damage, and secondary ones) last until the ability drain has been healed which also restores that color completely. A Remove Curse spell instantly restores 1 color to a drained target, converting the ability drain afflicted by its lost to ability damage and negating the secondary effect.

The individual colors:
Orange: Wisdom drain; in addition the target gets a -2 to caster level for divine spells, as well as -2 to truenamer level for the determination of truenaming abilities.

Blue: Intelligence drain; in addition the target gets a -2 to caster level for mysteries as well as to their manifester level.

Red: Strength drain; in addition the target gets a -2 to their initiator level.

Yellow: Dexterity drain; in addition the target gets a -2 to all skill checks, although this penalty cannot be greater than the number of ranks they have in that skill.

Green: Constitution drain; in addition the target gets a -2 to meldshaper level and effective binder level.

Violet: Charisma drain; in addition the target gets a -2 to caster level for arcane spell, artificer infusions, and spell-like abilities. Any missed forms of casting should go in this color unless strongly closer to another form of casting.

Indigo: 2 points of drain to each ability score; in addition the target suffers 2 negative levels. These levels never result in permanent level loss, but cannot be cured until the target has recovered their indigo hue. A creature slain by this level loss does not rise as a wight, although may rise as a unique Plane of Radiance based undead should the DM see fit (or someone homebrew an appropriate creature/template).

A creature that has lost all of its colors dies and their body vanishes completely. They may not be raised or resurrected unless a Wish or Miracle spell is used to restore color to their soul (and if properly worded restore their body as well) and then a Resurrection or True Resurrection spell is cast.

Imbue Hue (Su): Once per round with a melee touch, or a natural attack, a rainbow dragon may infuse a creature with a certain color. It may not also drain a color with the same natural attack, although it is free to drain a color with its bite and then infuse one with a different natural attack.

Each imbued hue has a different effect, and a permanent duration. A creature cannot be imbued with more than one hue at a time. Should a creature with an imbued hue be drained of that color, or a creature drained of a color be imbued with it, the two effects cancel out and negate each other returning it to its natural state (as well as healing any ability drain dealt by the color drain) instead of having their normal effects. The Remove Curse and Break Enchantment spells can also be used to remove the effects of a single Imbued Hue. Any ability burn dealt affects a creature regardless of its creature type.

Orange: The affected creature gains a +6 competence bonus to Spot and Listen checks but suffers a -4 to saving throws against gaze attacks, visual-based illusions and effects (such as hypnotic pattern, or the blinding effect of glitterdust), language based spells and effects, as well as any ability with the sonic descriptor or which deals sonic damage. In addition whenever they cast a divine spell, or speak an utterance, they must make a Concentration check (DC 15 + 3 times the level of spell or utterance used) or the effect is cast at a +2 CL but they take 2 points of Charisma burn.

Blue: The affected creature gains a +4 competence bonus to Knowledge checks, but suffer a -4 to Spot, Listen, and Initiative checks. They also must make a Will save (DC is Charisma based, but has a -5 to the DC making it 5 less than the number listed under frightful presence) whenever they attempt to perform a task that requires concentration (such as cast any spell) or be unable to focus losing the action. Finally whenever they use a mystery or manifest a psionic power they must make a Concentration check (DC 15 + 3 times the level of mystery or power used) or the effect is cast at a +2 CL or +2 ML but they take 2 points of Charisma burn.

Red: The affected creature gains a +4 (I need a good type for this) bonus to their Strength, but suffer a 20% miss chance with all attacks. Finally whenever they initiate a martial strike they must make a skill check with that discipline’s key skill (DC 15 + 2 times the level of maneuver used) or the attack deals +2d6 damage but they suffer 2 points of Constitution burn (a creature with a non-ability for Con instead suffers Charisma burn).

Yellow: The affected creature gains a +2 dodge bonus to AC and a +2 competence bonus to Reflex saves and Initiative checks. They must also move at least one-half their base land speed each round or fall prone. Whenever a creature attempts a skill check if they roll an unmodified 19 or 20 they gain a +5 to the roll, but if they roll a 1 or 2 they suffer 2 points of Constitution burn (a creature with a non-ability for Con instead suffers Charisma burn); they may not take 20 on any skill check while affected by this ability.

Green: The affected creature gains fast healing 5 and heals 1 point of ability damage per minute (but not drain or burn). They suffer a -2 penalty to all Will saves.

Violet: The affected creature gains a +6 competence bonus to Bluff, Diplomacy, Gather Information, and Intimidate, but suffers a -2 penalty to all Fort saves. In addition whenever they cast an arcane spell, use an infusion, or use a spell-like ability their CL is increased by 2 but they suffer 2 points of Constitution burn (a creature with a non-ability for Con instead suffers Charisma burn).

Indigo: The affected creature suffers 1 point of damage each round. In addition whenever they take a full-round action, or more than 1 of a standard action, move action, or swift action each round (an immediate action counts as a swift action for your next round for this effect) they take damage equal to 1/2 their character level.


Rainbow Armor (Su): An adult or older rainbow dragon loses its racial natural armor bonus but gains a deflection bonus equal to what its natural armor was/would have been. When this ability is suppressed or otherwise negated it regains its racial natural armor bonus.

Sealing Breath (Su): Any extraplanar creature that fails its saving throw against a great wyrm rainbow dragon’s breath weapon (either variety) is instantly returned to their native plane (note the rainbow dragon is not extraplanar when on the Plane of Radiance), it cannot be transported to other planes by magical means or even a naturally occurring portal, including via astral projection or any teleportation effect that works via movement through the Astral Plane (which is standard unless otherwise noted), for 24 hours. In addition any creature, extraplanar or otherwise, that fails its Will save against a great wyrm rainbow dragon’s breath weapon cannot teleport, or be teleported, plane shift, or otherwise travel the planes (including via astral Projection or naturally occurring portal) for 1d6+12 minutes.

Skills: Hide, Move Silently, and Perform are class skills for a rainbow dragon in addition to those shared by all true dragons. In addition a rainbow dragon gains a +20 on hide checks within the Plane of Radiance as its shimmering hide blends in with the shimmering lights of the plane.

Zaydos
2011-05-01, 02:17 AM
First, not really sure about the aesthetics of the color drain and imbue hue abilities and exactly how powerful they are; or at least how much damage they'll do the day they affect the target (Remove Curse should be available, at least via NPC casters by the time the PCs fight a very young or older rainbow dragon). It kind of falls under the dragon preparation clause; if you know you're facing a rainbow dragon you prepare something that heals/prevents ability drain and be done with it; if you don't it's much more dangerous although it mainly means a resource drain the next day.

Should I possibly make the ability drain amount increase with age category?


i was wondering if you could do some more gem dragons i made a list of gems you could choose from (im not a gem expert so some may be same with a different name)
garnet, opal, moonstone, lapis lazuli, jasper, citrine, onyx, peridot, tourmaline, agate, pearl, Alexandrite, bloodstone, tanzinite
feel free to make them however you feel like but they should follow the normal rules for gem dragons you can make some of the rarer gems epic if you feel like it please and thank you

I'll warn you it might be a while, my inspiration seems to be on the fritz at the moment. I think it'll will force it to see me through 1 more dragon before Tuesday, but that'll mean reaching a personal threshold (100 true dragons I've made instead of just in the thread) and I can't guarantee what'll happen after that.

Volthawk
2011-05-01, 03:48 AM
The breath weapon DC column seems to have it's title absorbed into the title of breath weapon damage column, and no numbers anywhere, not even in the damage column.

firemagehao
2011-05-01, 11:56 AM
Belated congratulations on reaching 100! This thread is one of the best things on GitP, and you are by far the best at making dragons. Keep up the good work.

Zaydos
2011-05-03, 01:18 PM
Twilight Dragon
Dragon (Spirit, Chaos, Evil, Good, Law)
Environment: Any land or underground; commonly found on the Prime, the Outlands, and the Astral 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: Honestly I’d like some advice for the younger age categories. The older ones fall into my Epic CRs do not function category.
Treasure: Triple standard.
Alignment: Always true neutral.
Twilight dragons are a reclusive species of dragons that maintain the balance of the multiverse. They are beings that have an intuitive sense of the nature of things and seek out ways to preserve reality so that all may prosper.

They don’t, normally, do this altruistically. Instead they are creatures born of Io’s blood and share his nine-fold nature being equal parts Law and Chaos, Good and Evil, existing in a harmonious balance. To them an imbalance towards either of these extremes can cause great discomfort. Some feel this on the local level, making them into seemingly cruel dictators who squash happiness and sorrow with equal pleasure. Others feel this on a cosmic scale and have been known to seek out and maintain this balance on not just one, but many worlds at once. A very few choose a side, allowing their belief that they have chosen rightly to override the pain caused by rebelling against their nature. These are few and far between, but I know of ones who do thus.

I could write books on their habits, but I will be brief. They are powerful mages, capable of countering the attempts of other mages nearby and instinctually sensing all magic performed within a region of several thousand feet in their oldest ages. The older members are more resistant to magic than even golems, although capable of lowering such protection without even the need for conscious thought.

A twilight dragon looks similar to a red dragon save in size and color. They are larger than a red of the same age, and a skilled observer can easily tell the difference between a wyrmling and a very young dragon regardless of size similarities (body proportions are one of the easiest signs to observe). Their scales, though, are a silvery-grey which begins dull but takes on a lustrous blue sheen as they age.

-Zasper the Dragon Sage.

{table]Age| Size| Hit Dice | HP | Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon Damage| Breath Weapon DC| Frightful Presence
Wyrmling| L| 14d12+42 | 133 | 27| 10| 17| 14| 15| 14| 14/26| 21| 15| 12| 14| 4d10| 23 |-
Very Young| L| 18d12+72 | 189 | 29| 10| 19| 16| 17| 18| 18/31| 26| 20| 16| 19| 8d10| 26 | 26
Young | H| 22d12+132 | 275 | 33| 10| 23| 20| 21| 22| 22/41| 31| 25| 19| 24| 12d10| 30 | 30
Juvenile| H| 26d12+208 | 377 | 37| 10| 27| 22| 23| 26| 26/47| 37| 30| 22| 29| 16d10| 34 | 34
Young Adult| G| 30d12+270 | 465 | 41| 10| 29| 26| 27| 30| 30/57| 41| 34| 25| 33| 20d10| 37 | 38
Adult| G| 34d12+374 | 595 | 45| 10| 33| 30| 31| 34| 34/63| 47| 39| 28| 38| 24d10| 41 | 42
Mature Adult| G| 38d12+456 | 703 | 47| 10| 35| 34| 35| 38| 38/69| 53| 43| 31| 43| 28d10| 44 | 46
Old | C| 42d12+588 | 861 | 51| 10| 39| 38| 39| 42| 42/78| 58| 48| 34| 48| 32d10| 48 | 50
Very Old| C| 46d12+690 | 989 | 55| 10| 41| 42| 43| 46| 46/84| 64| 52| 37| 53| 36d10| 51 | 54
Ancient| C| 50d12+850 | 1175 | 59| 10| 45| 46| 47| 50| 50/90| 70| 57| 40| 58| 40d10| 55 | 58
Wyrm | C| 54d12+1026 | 1377 | 63| 10| 49| 50| 51| 54| 54/96| 76| 62| 43| 63| 44d10| 59 | 62
Great Wyrm | C+| 58d12+1218 | 1595 | 67| 10| 53| 54| 55| 58| 58/102| 82| 67| 46| 68| 48d10| 63 | 66[/table]
{table]Age |Speed |Init |AC |SR |Special Abilities |Caster Level
Wyrmling |60-ft, fly 250-ft (good) |+0 |22 (-1 size, +13 natural) |25 |Immune to mind-affecting effects and death effect, DR 5/magic, ghost touch, smite, Nine-In-One |-
Very Young |60-ft, fly 250-ft (good) |+0 |28 (-1 size, +17 natural, +2 deflection) |30 |Twilight Grace |1st
Young |60-ft, fly 300-ft (average) |+0 |32 (-2 size, +21 natural, +3 deflection) |35 |DR 10/magic |4th
Juvenile |60-ft, fly 300-ft (average) |+0 |37 (-2 size, +25 natural, +4 deflection) |40 |Discern Magic, Reactive Counterspell |7th
Young Adult |60-ft, fly 300-ft (average) |+0 |40 (-4 size, +29 natural, +5 deflection) |45 |DR 15/magic |10th
Adult |60-ft, fly 350-ft (poor) |+0 |45 (-4 size, +33 natural, +6 deflection) |50 |Twilight Disjunction |13th
Mature Adult |60-ft, fly 350-ft (poor) |+0 |50 (-4 size, +37 natural, +7 deflection) |55 |DR 20/magic and 5/unaligned |16th
Old |60-ft, fly 350-ft (poor) |+0 |51 (-8 size, +41 natural, +8 deflection) |infinite |Spell Immunity |19th
Very Old |60-ft, fly 350-ft (poor) |+0 |56 (-8 size, +45 natural, +9 deflection) |infinite |DR 20/epic and 10/unaligned |22nd
Ancient |60-ft, fly 400-ft (poor) |+0 |61 (-8 size, +49 natural, +10 deflection) |infinite |Twilight Action |25th
Wyrm |60-ft, fly 400-ft (poor) |+0 |66 (-8 size, +53 natural, +11 deflection) |infinite |DR 20/epic and unaligned |28th
Great Wyrm |60-ft, fly 400-ft (poor) |+0 |71 (-8 size, +57 natural, +12 deflection) |infinite |Immunity to ability damage and drain, immunity to stun and daze |31st[/table]

Breath Weapon (Su): A twilight dragon has two breath weapons. The first is a cone of force dealing the listed force damage. The second is a burst of dispelling magic which acts as an area dispel magic effect centered on a space within the dragon’s bite reach. The twilight dragon is unaffected by it’s own dispelling breath. The dragon uses its hit dice as the bonus on the dispel check, and there is no maximum bonus. See the table below for the burst radius for the dispelling breath.
{table]Size |Burst Radius
Tiny|10-ft
Small|20-ft
Medium|30-ft
Large|40-ft
Huge|60-ft
Gargantuan |80-ft
Colossal |100-ft
Colossal+|120-ft[/table]

Ghost Touch (Su): A twilight dragon’s natural weapons are considered to have the ghost touch property giving them the ability to strike incorporeal creatures freely. In addition they may choose to physically interact with ethereal creatures and objects as if they were corporeal on the Prime.

Smite (Su): Once per day per age category, a twilight dragon may declare a single melee attack a smite. This attack gains a bonus to hit equal to the twilight dragon’s Charisma modifier (normally +2/age category) and a bonus to damage equal to the twilight dragon’s racial hit dice. A twilight dragnon’s smite attack functions on any creature regardless of alignment, but it has no function on true neutral mindless creatures and true neutral creatures with less than 3 Intelligence.

Nine-in-One (Su): When exposed to a spell that detects alignment (such as Detect Law or the Clerical version of True Seeing) a twilight dragon registers as every alignment. When a spell or effect has differing effects based upon alignment, a twilight dragon is affected by whichever is most beneficial. When a damaging effect does not affect creatures of a certain alignment a twilight dragon does not suffer the damage (making them immune to Smite Evil, Unholy Blight and Dictum, as well as negative levels from wielding an anarchic weapon if Lawful), when a beneficial effect can only be used on a creature of a certain alignment it functions on a twilight dragon (such as Greater Luminous Armor).

Twilight Grace (Su): A very young or older twilight dragon adds ½ its charisma modifier to all saving throws and as a deflection bonus to AC.

Spellcasting: A twilight dragon casts spells as a sorcerer of the indicated level. They may select cleric spells, as well as those from the Balance, Chaos, Evil, Good, and Law domains as sorcerer spells known.

Damage Reduction (Su): A twilight dragon’s damage reduction is Supernatural. In addition once they reach the mature adult age category they gain resistance to any weapon that deals damage as if aligned (so any Unholy weapon, any Sacred weapon, weapons used by fiends, etc).

Discern Magic (Su): A juvenile or older twilight dragon automatically knows the location, target, CL, save DC, and nature (including specific spell, what metamagic is applied to it, and amount of metamagic reducers upon it, as well as what class’s casting is used or if it is an invocation, or a different type of spell-like ability, or is produced via magic item) of any spell or spell-like ability (including Mysteries that are not Su, utterances, and psionic powers) used within 300-ft per age category. This is not an action, a twilight dragon simply knows this information automatically. It does not need line of sight or line of effect for this ability. A twilight dragon may allow any spell it senses in this way to overcome its Spell Resistance as easily as it senses the nature of the spell. This does not lower its spell resistance for other effects.

Reactive Counterspell (Su): A juvenile or older twilight dragon may attempt to counterspell any spell, or psionic power (but not Spell-like Ability or Psi-like ability), which it senses through Discern Magic and which it shares Line of Effect with the caster. Doing so requires an immediate action, and the twilight dragon makes a character level check with a DC of 10 + the CL of the effect. They may use this ability at will.

Twilight Disjunction (Sp): Three times per day an adult or older twilight dragon may use Twilight Disjunction. This ability functions like Mage’s Disjunction except that magic items affected are not destroyed only rendered inert for 1d4 hours. Major Artifacts affected are only rendered inert for 1d4 minutes.

Spell Immunity (Su): An old or older twilight dragon gains effectively infinite SR. Unlike other creatures with spell immunity it may, through the use of Discern Magic, allow spells to affect it normally when it so chooses.

Twilight Action (Ex): An ancient or older twilight dragon may take an extra immediate action each round, and the 1st immediate action they use each round does not expend their swift action for the next round.

Skills: All skills are class skills for a twilight dragon.

Zaydos
2011-05-03, 01:22 PM
Belated congratulations on reaching 100! This thread is one of the best things on GitP, and you are by far the best at making dragons. Keep up the good work.

Thanks :smallredface:

Also now I have 100 dragons that I made by myself; and I need to update the OP because there's now 103 dragons, but I'm lazy right now. Might take a break from new dragons for a few days or a week or two (depends upon how much Salt, Ash, and Vaccuum develop unbidden), because I have something else in mind.

DrWeird
2011-05-03, 02:54 PM
The day he doesn't build a true dragon is coming.

Noxsis
2011-05-03, 04:16 PM
i just had a thought i would be intresting if one of the gems dragons unique focus is psicrystals

DrWeird
2011-05-03, 04:26 PM
A...psicrystal dragon, you mean?

Noxsis
2011-05-03, 04:28 PM
ya sorta but the name should be some type of gem for it to be a gem dragon like opal or onyx or pearl stuff like that

Zaydos
2011-05-04, 01:44 AM
Torengath:

Nature
Torengath is a paragon red dragon wyrmling. He could serve as a minor boss character (depending upon play style of PCs), a random encounter (if they are travelling through mountains even after Greater Teleport is available), or as a powerful guard in a temple of Tiamat.

Personality
Merely three years old, this young dragon’s ambitions are already on the rise. Torengath sees himself as the perfection of the draconic form. He’s stronger, smarter, better than his siblings in every way and his power is great enough it has even attracted the eyes of Tiamat herself.

This has led to Torengath growing arrogant in ways and he is prone to overextension. While his personal power is immense he has not yet built up a strong follower base and his plans of expansion are overly ambitious leading him to spread his followers even more thinly.

Lair:
Torengath lairs in an active volcano amidst several perilous and tall peaks. An enslaved dwarven village rests upon the foothill of the mountain, communication cut off by Torengath’s intermittent personal patrols, his early slaughter of most of their leaders as well as the entire clergy of the village, and his hill giant servants.

Allies:
Torengath’s four clutch mates (red dragon wyrmlings) serve him, as does a tribe of hill giants. His lair is also home to a group of fire elementals, stranded from their native realm they have become companions to the red wyrmling and serve as guards. Finally there are several abashai, and a powerful kobold cleric of Tiamat that were sent to aid and guide him by the Mother of All Evil Dragons.

Appearance:
Torengath has red scales, of a bright scarlet hue, and deep yellow eyes like gold with the smallest hint of brass. His body looks almost too perfect and statuesque, like a classical statue come to life. His every movement is one of fluidic grace, and his wings spread like a cloak of pyroclastic doom.

Tactics:
Torengath’s tactics are as simple as they are limited. He prefers to attack on the wing, using his high speed. He is not above use of stealth, and in fact wears a ring of invisibility for this sole purpose although his skills at remaining hidden allow him to function full well without magical aid. Torengath will attack with a powerful bite attack as he passes a foe, occasionally strafing them with flames.

If Torengath has allies available he will fly into the enemy formation using Intimidate to cripple it and then use Haste to augment his allies before beginning the assault with his formidable array of natural weapons.

Hoard:
Torengath’s hoard is great for a dragon of his age, especially if those items bestowed upon him by Tiamat and which he wears at all times are included. In addition to this combat gear (listed in his stats below) his hoard consists of:
10,281 Gold Pieces
17,080 Silver Pieces
2028 Copper Pieces
A mithral goblet inlaid with 12 onyxes worth 1800 GP
A pair of dice carved from force dragon bone and studded with emeralds (worth 10000 GP)
Various pieces of dwarven sculpture (worth a total of 12500 GP)
An obsidian egg worth 800 GP.

Stats:
Torengath; Male Paragon Wyrmling Red Dragon; Medium Dragon (Fire); CR: 19; HD: 7d12+154; Hp: 238; Init: +7; Speed: 120-ft, fly 450-ft (poor); AC: 58 (+7 Dex, +12 insight, +12 luck, +6 natural, +7 armor, +4 deflection), t 45, FF 51; BAB/Grapple: +7/+43*; Attack Bite +43 melee (1d8+31); Full Attack: Bite +43 melee (1d8+31), 2 claws +38 melee (1d6+25), 2 wings +38 melee (1d4+25); SA: Breath Weapon*, Spell-like Abilities; SQ: Fire Immunity, Cold Vulnerability, Cold Resistance 10, DR 13/epic, 3/-, SR 31, Fast Healing 20; Saves: Fort +29, Ref +27, Will +31; AL CE; Abilities: Str 32, Dex 25, Con 30, Int 25, Wis 25, Cha 26
Skills: Appraise +25, Bluff +28, Diplomacy +32, Hide +22, Intimidate +35, Knowledge (Arcana) +27, Knowledge (Religion) +27, Listen +27, Move Silently +22, Sense Motive +29, Spot +27, Tumble +22, Use Magic Device +28.
Skill Tricks: Never OutnumberedCSc.
Languages: Draconic, Common, Infernal, Dwarven, Abyssal, Ignan, Terran, Auran.
Feats: Fly-by Attack, Imperious CommandDotU, Awaken Spell-ResistanceDrac
Epic Feats: Epic Will, Damage Reduction
Gear: Mithril Fearsome Deathward Energy Immunity +3 Chainshirt Barding (43,100 GP), ring of protection +4 (32,000), cloak of resistance +5 (25,000), Ring of Invisibility (20000).
Special Attacks:
Breath Weapon (Su): Torengath’s breath weapon is a 30-ft cone of fire dealing 2d10+13 damage. A successful Reflex save DC 36 halves this damage.
Spell-like Abilities: 3/day each (CL 15): Haste, See Invisibility, Greater Dispel Magic.

* Denotes something that is different than application of the template on a wyrmling red dragon actually provides.
I added the luck bonus to attack rolls to grapple checks as well because otherwise it would get grappled (+18) too easily.
I added the +13 to damage and save DC of its breath weapon (despite it explicitly saying this didn’t work that way) because otherwise that attack did absolutely nothing. Instead of almost nothing.

Zaydos
2011-05-04, 01:45 AM
Sigorm

Nature
Sigorm is a great wyrm iron rose dragon sorcerer. He could serve as a powerful force in the Unseelie Court, as usurper to the Unseelie Court or to both Seelie and Unseelie Courts, as rightful ruler of the Unseelie Court, all depending upon power level of fey courts in the game.

Personality
Sigorm is a patient plotter who planned his rise to power for over a millennia. He is a cunning creature, not above a bit of vanity but careful of hubris. Sigorm is a calculating tyrant who moves pieces only as they need to be moved. He does nothing without being prepared, and hates to make haste. He disdains having to act directly, preferring to play the role of puppetmaster.

Lair:
Sigorm’s lair is a great iron fortress amongst the unseelie woods. It is defended by a continuous ice storm, and permanent freezing fogs. Within this fog a dangerous maze of rosebushes surrounds the castle, their deadly long thorns dripping with supernatural venom. The castle itself abounds with booby traps for the unwary.

Allies:
Sigorm’s network of allies, spies, and minions is too long to list. Hundreds, if not thousands, of unseelie creatures serve him. In addition he has made an alliance with Mephistopholes and may expect help from the archfiend’s diabolic legions, and possibly the avatar of the archfiend himself. He also employs a group of highly skilled changeling (Fiend Folio) mercenary-adventurers, ranging from 18th to 24th level. Evil air elemental, and ice paraelemental, creatures also find a home in his snow-swept fortress as do several frost giants.

Appearance:
Sigorm appears like a dragon wrought from black metal. He wears a crown wrought of adamantine and jeweled with 3 star sapphires, and a frill that seems to be woven from the night sky itself is worn behind the two natural frills that run down his neck. Finger-less gloves cover his fore-claws, allowing his claws to stretch through for their deadly tasks. His movements seem sluggish and ungainly until he is ready for battle at which point he will show that he is able to move with a surprising grace not hinted by his great size. His eyes glow a bright red-yellow like the furnaces of hell, and his maw seems particularly beastly due to the effects of the bite of the werebear spell that he maintains upon himself at all times.

Tactics:
Sigorm only truly fears disjunction or other means to remove his magical buffs. He enters combat already prepared with several persisted spells and is quite capable of melee combat. He uses quickened spells in combat, laying down fog which his persisted freedom of movement and his Storm Sight to ignore completely. Sigorm’s first task, though, is to use his persisted Greater Arcane Sight coupled with Quickened Mage’s Disjunction to wipe away any significant magical defenses. He will then lay waste, killing perceived casters first so that they cannot disjoin his own defensive spells. Before using his own breath weapon he will often use Persisted Breath Weapon Admixture once more to add a third energy type and bring the damage up to 72d8 (average 319 damage).

Sigorm prefers not to act personally, though, and only joins battle when things seem truly dire. He is more likely to act through agents, and even in a final confrontation is likely to be accompanied by at least one or two pit fiends and other powerful companions. Sigorm will also use a trap laden battlefield, forcing opponents to be careful of where they move. He prefers energy based traps as his own defensive magic renders him immune to their effects, but he recognizes that his opponents can resist such things as easily as he can.

Hoard: Sigorm’s personal gear would be a hoard to satisfy some wyrms, and his lair is a castle that would cost many hoards to produce, but his actual hoard is nothing to scoff at.
Exactly 10,000,000 Copper Pieces make his “bed”.
200,121 silver pieces lie atop.
58,132 Gold Pieces
6,872 Platinum Pieces
150,000 GP worth of fey tapestries and paintings.
120,000 GP worth of iron-work.

Stats:
Sigorm; Male Great Wyrm Iron Rose Dragon Sorcerer 4; Gargantuan Dragon (Cold, Feytouched); CR: 28**; HD: 38d12+380 and 4d4+40 (+128); Hp: 682 (810); Init: +6; Speed: 60-ft, fly 200-ft (clumsy); AC: 72 (-4 size, +9 Dex, +35 deflection, +6 armor, +7 natural, +2 insight, +7 monk’s belt), t 59, FF 63; BAB/Grapple: +40/+78; Attack Bite +67 melee touch (6d8+30 +2d6 cold); Full Attack: Bite +67 melee touch (6d8+30 +2d6 cold), 2 claws +62 melee (4d6+17), 2 wings +62 melee (2d6+17), and tail +62 melee (2d8+42); SA: Breath Weapon, Time Stop, Freezing Bite, Aura of Snow, Frightful Presence, Spellcasting; SQ: Cold Immunity, Fire Immunity, Sonic Immunity, Acid Immunity, Electricity Immunity, Enchantment Immunity, Fire Vulnerability, Storm Sight, See Invisibility, Alternate Form, Sense Lies, All-Seeing Eyes, Fast Ability Damage Healing, DR 20/magic and cold iron, SR 33, 50% miss chance (see invisibility + magic weapon reduces to 20%, ghost touch reduces to 20%, ghost touch + see invisibility reduces to 0%), mind blank, undead immunities; Saves: Fort +32, Ref +32, Will +35; AL LE; Abilities: Str 44 (60), Dex 22 (28), Con 30 (38), Int 24 (30), Wis 25 (31), Cha 34 (40)***
Skills: Survival +22, Bluff +65, Sense Motive +67, Diplomacy +71, Disguise +30, Knowledge (Nature) +53, Knowledge (Arcana) +57, Spellcraft +59, Knowledge (Nobility and Royalty) +53, Knowledge (the Planes) +53, Intimidate +67, Spot +65, Listen +53, Concentration +60, Use Magic Device +33.
Languages: Draconic, Common, Infernal, Sylvan, Elven, Undercommon, Abyssal, Goblin.
Feats: Extend Spell, Persist SpellCA, Quicken Spell, Accelerate MetamagicRotD, Practical Metamagic (Persist Spell)RotD, Twin SpellCA, Practical Metamagic (Quicken Spell)RotD. Blind-Fight (from Bite of the Werebear), Power Attack (from Bite of the Werebear).
Epic Feats: Improved Metamagic x5, Epic Spellcasting, Spell Knowledge.
Gear: Cloak of Charisma +6 and Resistance +5, Circlet of Persuasion and Intellect +6, Periapt of Wisdom +6, 2 Rings of Greater CounterspellsMiC (Greater Dispel Magic is currently in each of them), Gloves of Dexterity +6, Monk’s Belt, Orange Ioun Stone, Pale Green Ioun Stone, Luckstone. Inherent +3 to Str and +4 to Cha.
Special Attacks:
Breath Weapon (Su): Sigorm has two breath weapons. The first is a 60-ft cone of cold dealing 24d8 cold damage and 24d8 damage of another energy type chosen at the start of each day (Ref DC 44 halves). The latter is a 70-ft cone of pacification gas that causes any creature within the area to be unable to make hostile actions for 1d6 + 12 rounds (Will DC 44 negates); this ends for any creature that takes damage and is a mind-affecting effect.

Frightful Presence (Ex): Sigorm’s frightful presence affects creatures with 39 or less HD, and with a 360-ft range. Creatures which fail the 45 Will save are shaken for 4d6 rounds (panicked if they have 5 or less HD). A successful save grants immunity for 24 hours. Dragons are immune to this effect, but fey suffer a -4 on their saving throws.

Time Stop (Sp): 1/day; CL 18.

Aura of Snow (Su): Sigorm produces a 240-ft aura within which the temperature is always unearthly cold (as defined in Frostburn, approximately -60 degrees F), and there is a continuous flurry of heavy snow (as defined in Frostburn) within this aura. This snow vanishes 1 round after falling to the ground. As a free action 1/round Sigorm may suppress this ability, resume this ability, or reduce it to severe cold and regular snow.

Freezing Bite (Su): Sigorm’s bite attack deals 2d6 extra points of cold damage (included above). This increases to 4d6 on a critical hit. In addition a creature hit by Sigorm’s bite attack must make a DC 44 Fort save or suffer 2d6 cold damage each round for 40 rounds.

Special Qualities:
Storm Sight (Ex): Sigorm suffers no penalties or reduction to vision due to inclement weather and can see through fog (including that created by magic spells and effects) and mist.

Alternate Form (Su): Sigorm may assume the shape of a medium or smaller humanoid, or a large or smaller animal 3 times per day. He rarely does so as in this form he loses the majority of his physical powers and defenses.

Sense Lies (Su): Sigorm can sense lies told nearby. This ability functions as the spell Discern Lies but the dragon does not need to concentrate on the effect, it is continuous, and applies to all creatures within 60-ft. The Will save to resist is DC 45.

Fast Ability Damage Healing (Su) Sigorm heals 1 point of ability damage per round; and 1 point of ability drain per minute.

All-Seeing Gaze (Su): Sigorm benefits from a continual clerical version of the True Seeing effect.

Spells: Caster Level 19.
(spells cast/spells per day) Level: Spells Known.
(2/6) 0 level: Prestidigitation*, Detect Magic*, Read Magic, Ghost Sound, Cure Minor Wounds, Create Water, Dancing Lights, Purify Food and Drink, Mending
(1/10) 1st: Speak with Animals*, Grease (DC 26), True Strike, Ray of Enfeeblement, Charm Person (DC 26)
(2/10) 2nd: Wings of CoverRotD, WraithstrikeSC*, Scintillating Scales*, Glitterdust
(9/9) 3rd: Greater Magic Fang* (x6), Greater Mage ArmorSC*, Speak with Plants*, Tongues*
(1/9) 4th: Wings of FlurryRotD (DC 29), Charm Monster (DC 29), Freedom of Movement*, Solid Fog
(1/9) 5th: Greater BlinkSC*, Contact Other Plane, Commune with Nature, Control Winds
(6/9) 6th: Energy ImmunitySC* (x4), Bite of the WerebearSC*, Greater Dispel Magic, Greater Anticipate TeleportSC*
(1/9) 7th: Greater Teleport, Planeshift, Greater Arcane Sight*
(3/8) 8th: Mind Blank*, Veil of UndeathSC*, Moment of Prescience
(2/6) 9th: Mage’s Disjunction, Breath Weapon AdmixtureSC*, Foresight*.
*: Indicates a spell active on himself either through Persist Spell or 24 hour duration. They have been included in the stat bloc wherever appropriate.

**CR is an approximation. Optimization level can vary what level something should be a challenge greatly. Sigorm is fairly evilly designed, or at least I think so.

***Abilities before racial modifiers, and inherent modifiers: Str 13, Dex 10, Con 14, Int 10, Wis 11, Cha 14

Debihuman
2011-05-04, 08:39 AM
I hate to say this, I've never been fond of the Paragon Creature template. It's slightly less absurd with a dragon than say a cat (adding the template to a cat was ridiculous and I ought to know since I made one). However the template doesn't add to grapple or a creature's breath weapon DC as you mentioned. What it tends to create is a glass cannon compared to a creature which is the appropriate CR (say a standard CR 19 red dragon mature adult with 24 HD).

How do you get Reflex save 36 for the breath weapon? 2d10 (DC 15) goes to 2d10+13 (DC 28) if you add +13 Luck bonus to the DC.

However, you also mis-applied the template to Torengath since it only should have 3 regular feats and one bonus feat. It does not qualify for Epic feats at 7 HD even with CR 19. To qualify for epic feats, a creature must have 21+ HD. See acquiring epic feats. Losing the epic feats really isn't a big deal. DR 3/- and +4 on Will saves isn't going to make or break this creature. You could go with a feat from Draconomicon: Awaken Frightful Presence or Quicken Breath or Clinging Breath. I think those are more interesting than even the epic feats that you gave it.

Since you use things are aren't open content (skill tricks from Complete Scoundrel for example) you should cite to them.

Debby

Zaydos
2011-05-04, 01:40 PM
I hate to say this, I've never been fond of the Paragon Creature template. It's slightly less absurd with a dragon than say a cat (adding the template to a cat was ridiculous and I ought to know since I made one). However the template doesn't add to grapple or a creature's breath weapon DC as you mentioned. What it tends to create is a glass cannon compared to a creature which is the appropriate CR (say a standard CR 19 red dragon mature adult with 24 HD).

Don't particularly like the template either, to tell the truth. I just thought it would be an interesting thing to see what it got.


How do you get Reflex save 36 for the breath weapon? 2d10 (DC 15) goes to 2d10+13 (DC 28) if you add +13 Luck bonus to the DC.

Con modifier increase from the +15 Con from the template gives a +7 or +8 (depending upon initial Con score of the creature) to the DC.


However, you also mis-applied the template to Torengath since it only should have 3 regular feats and one bonus feat. It does not qualify for Epic feats at 7 HD even with CR 19. To qualify for epic feats, a creature must have 21+ HD. See acquiring epic feats. Losing the epic feats really isn't a big deal. DR 3/- and +4 on Will saves isn't going to make or break this creature. You could go with a feat from Draconomicon: Awaken Frightful Presence or Quicken Breath or Clinging Breath. I think those are more interesting than even the epic feats that you gave it.

The Paragon Illithid has 2 epic feats in addition to the normal feats of an illithid in the errata for the ELH; and had 5 before hand. As it also lacks 21+ HD I figured the bonus feats from Paragon template could be Epic Feats possibly ignoring prerequisites. I think Quicken Breath would be more interesting, though, but Awaken Frightful Presence would be completely useless due to its 7 HD meaning that it would only affect 6 or less HD creatures.


Since you use things are aren't open content (skill tricks from Complete Scoundrel for example) you should cite to them.

Debby

Yeah I was inconsistent about that. That should be a quick enough fix.

In conclusion, thanks :smallbiggrin:.

Zaydos
2011-05-04, 10:13 PM
Asfagar the Hand of Tenebrous:
Nature
Asfagar is a Young Adult Soulshell Dragon. She is presented as the leader of a cult of Tenebrous, but could easily serve as an elite warrior in the service of such a cult or in the service of a cult of Orcus. Give him a tanar’ri rider and he could even serve as the mount of a medium-sized fiend. Possibly even the elite pet of a succubus dread necromancer.

As soulshell dragons draw heavily on the rules presented in Tome of Magic access to that resource is a necessity to run Asfagar.

Personality
Asfagar is completely loyal to her “master” Tenebrous. He seeks to restore Orcus to the divine position of Tenebrous, raising the demon lord back to the position of godhood and power with which to threaten the entire multiverse. Asfagar has no personal ambitions, serving only as the perfect vessel for Tenebrous’s will, although even in the dragon something new is growing a desire and will for personal power. Where once she only wished to serve Tenebrous, and restore the dead god to full divinity, now she seeks to become Tenebrous’s right hand when Orcus is restored to her divine placement or perhaps even usurp Orcus as Tenebrous’s vessel in godhood.

Asfagar is rather detached, and unlikely towards emotional outburst. She is filled with a certain sad melancholy.

Lair:
Asfagar’s lair is deep beneath the surface. It is at the heart of a series of catacombs under a prosperous human city; catacombs once held in highest sanctity that have fallen, through the actions of several cults and generations of neglect. The free-willed undead, and even cults of other dark gods, that make use of the upper catacombs serve as Asfagar’s natural defense system, weakening enemies before they can threaten the dragon directly. Asfagar’s lair is further defended by traps built by a group of kobold wights that serve him as their god and master. Furthermore demonic servants and priests can be found in quarters built into the catacombs. A secret passage from the catacombs leads to the surface some ways outside of town for when Asfagar or her servants see it as too dangerous to go the normal path.

Allies:
Asfagar’s allies include a group of kobold wights, as well as a small cult dedicated to Tenebrous who provide aid in the form of animation of undead and defensive wards and spells. Finally several lower ranking fiends in the service of Orcus remain in Asfagar’s lair. These are the allies that she can easily call upon. It is possible for him to call upon an aspect (low CR version) of Orcus to her aid if she is given forewarning of a specific need.

In addition he is an ally to the cult of Orcus in the larger world, and could potentially call upon the aid of Tial, a dread necromancer succubus in Orcus’s servant, or even Il’barri, a marilith general subservient to the demon lord.

Appearance:
The dragon appears a dull, flint black with eyes like inky pools. Two pairs of vaguely bull-like horns stretch upwards from its head, each horn connected with its mate by a frill of thin skin.

Tactics:
Asfagar fights cloaked in deeper darkness, using it to gain a stealth advantage against her enemies. She sends her wights in to harry casters while she positions himself to unleash her breath weapon. Once she has released her ultimate attack she wades into melee, using Tenebrous’s Touch of the Void to empower her bite attacks. If her foes look sufficiently powerful she will even use her 1/day ability to perform Flicker to gain the chance of avoiding enemy attacks.

Hoard:
As a soulshell dragon Asfagar has had little drive to gather a hoard, yet. her goals fixate around Tenebrous’s will to such an extent her hoard is mere scraps. It contains:
54 Platinum Pieces
672 Gold Pieces
1234 Silver Pieces
12 pieces of quartz worth 50 GP each.
A +1 Battle-Axe.
A scroll of Circle of Death
A potion of inflict critical wounds.

Stats:
Asfagar; Female Young Adult Soulshell Dragon; Large Dragon; CR: 11; HD: 17d12+68; HP: 178; Init: +0; Speed: 40-ft, fly 150-ft (poor); AC: 24 (-1 size, +15 natural), t 9, FF 24; BAB/Grapple: +17/+27; Attack Bite +22 melee (2d6+6); Full Attack: Bite +22 melee (2d6+6), 2 claws +17 melee (1d8+3), 2 wings +17 melee (1d6+3), tail +17 melee (1d8+9); SA: Breath Weapon, Tenebrous AbilitiesToM; page 48; SQ: True Dragon traits, immunity to fear, slippery mind, detect vestige, soulbinding, bound one’s whispers, hasten vestige, empty vessel; Saves: Fort +16, Ref +12, Will +13; AL CE; Abilities: Str 23, Dex 10, Con 19, Int 12, Wis 13, Cha 18.

Skills: Bluff +14, Diplomacy +18, Intimidate +16, Knowledge (Arcana) +21, Knowledge (the Planes) +21, Knowledge (Religion) +21, Listen +21, Sense Motive +13, Spot +21.
Languages: Draconic, Abyssal.
Feats: Favored Vestige (Tenebrous), Rapid Vestige Recovery (Tenebrous), Heighten Breath, Maximize Breath, Clinging Breath, Quicken Breath.
Gear:
Special Attacks:
Breath Weapon (Su): Asfagar has two breath weapons. The first is an 80-ft line of spiritual energy which deals 5d8 untyped damage; a Fort save DC 22 halves this damage. The second is a 40-ft cone of soul shriveling gas which deals 2 points of Wisdom damage; a Will save DC 22 halves this damage. Asfagar’s preferred breath weapon is a quickened, maximized, clinging version of her spiritual energy attacked fully heightened causing it to deal 40 damage (and 20 damage in the following round) with a Fort save DC of 26 for half as a swift action; doing so increases its recharge time to 1d4+13.
Special Qualities:
Soulbinding: Asfagar can bind vestiges as a 7th level binder. She always binds Tenebrous, though. Unlike a binder Asfagar, regardless of her EBL, does not gain access to more than one vestige at a time.

Detect Vestige (Sp): As the spell, from Tome of Magic, at-will with a CL of 7.

Bound One’s Whispers (Su): As long as Asfagar has a vestige bound she gains a +2 insight bonus to one of attack rolls, AC, or saving throws chosen when she makes the pact. Asfagar currently has saving throws chosen.

Empty Vessel (Su): Asfagar automatically fails binding checks. As such she is affected by Tenebrous’s influence and cannot act first in combat.

Hasten Vestige (Su): Asfagar recovers vestige abilities that would normally take 5 rounds to recover in 1d4 rounds instead. Due to her Rapid Vestige Recovery feat those abilities of Tenebrous recover in 1d4-1 rounds (minimum of 1 round) instead.

Undead: Asfagar controls two wights via the rebuke undead ability of Tenebrous. These wights accompany him at all times serving him in combat.

Zaydos
2011-05-04, 10:17 PM
A question: Do people like the dragon stats I'm posting now? Or are they completely pointless and I should just return to making new types of true dragons?

As it is this shows how one can be built, gives an idea for using them in an adventure, and so forth, but I don't know if it is worth it.

Silverscale
2011-05-05, 05:09 AM
A question: Do people like the dragon stats I'm posting now? Or are they completely pointless and I should just return to making new types of true dragons?

As it is this shows how one can be built, gives an idea for using them in an adventure, and so forth, but I don't know if it is worth it.

Keep it up these are interesting.

Noxsis
2011-05-05, 09:04 AM
though i would like to see more gem dragon if your not making new dragon right now i would like to see diamond umbra prana and sublime dragon profiles

Sereg
2011-05-05, 10:01 AM
I'm still enjoying your work. I have to ask though, was the Twilight Dragon partially influenced by my Cold Iron Dragon?

Silverscale
2011-05-05, 11:36 AM
I'm still enjoying your work. I have to ask though, was the Twilight Dragon partially influenced by my Cold Iron Dragon?

Perhaps if you put a link to it here, we can compare them. At any rate I'd like a link just so I can admire your work.

Zaydos
2011-05-05, 11:39 AM
Keep it up these are interesting.

Okay; though even these will slow down. I'm spending some of my D&D time reading a 2e book that is currently useful for the other project I wanted to start and am delaying to read the book that theoretically did it.


though i would like to see more gem dragon if your not making new dragon right now i would like to see diamond umbra prana and sublime dragon profiles

I'll see about it; the problem being that epic dragons take a lot longer to build than non-epic ones. Although a great wyrm umbra dragon would be fairly easy (all spells = no spells).


I'm still enjoying your work. I have to ask though, was the Twilight Dragon partially influenced by my Cold Iron Dragon?

Mostly it was influenced by being stuck in a car for a few hours with nothing to do; and then helping my little brother walk his dog and waiting 5+ minutes as it sat still and ate grass (that's when I figured out what it's counterspell ability actually did). I remember looking at your dragon last year so it's possible, but I doubt it (partially because I don't remember much except doesn't it deal damage as cold iron?). Is it an anti-magic dragon? Those seem to be one of the themes I return to a lot, and what Twilight Dragon ultimately ended up being (despite originally having been Balance of the 9 Alignments the dragon).

DrWeird
2011-05-05, 12:20 PM
I can see eventually that you're gonna start making draconic items.

For now, though, I love these more personally designed dragons you're building. Have you tried building the lowest CR dragon enemy possible that's still interesting with your current list of dragons?

Zaydos
2011-05-05, 03:07 PM
Vishk
Nature
Vishk is a wyrmling bellum dragon. Due to his limited mental capabilities he could easily be a mere attack pet for a larger villain, but is presented as a boss encounter for 2nd or 3rd level PCs using his goblin minions and canyon home to fill the dungeon. Vishk could even be used as a random encounter for low to low-mid level PCs.

Bellum dragons draw heavily on the Tome of Battle, but as they have no abilities which draw on it, or interact with it in any way until Juvenile, Vishk can be used as presented without access to that book or the rules therein.

Personality
Vishk is only learning his powers. The goblins serve him, but he does not fully trust them after their previous leader attempted to manipulate and use him. For now he is satisfied by the tribute they pay him, and what he gains from raiding nearby human settlements with their backing. He is primitive and barbaric in his mentality but not completely unreasonable. For proper tribute he will spare travellers he encounters, and should PCs simply encounter him travelling through his territory they could most likely pay him off with gold or weapons and armor which he seems to value highly.

Vishk does enjoy killing, though, which means that simple murder is enough of a reason for him to do so unless they appeal to his sense of vanity and greed.

Lair:
Vishk’s lair is in a cavern beneath a goblin village. The village is situated alongside the walls of a canyon, providing defense from two directions and only a narrow (20-ft wide) passage for invaders along the other two. The cavern is mostly a serious of thin, winding tunnels leading to Vishk’s hoard allowing him to take advantage of its walls to pin adventurers as their own team-mates, or his goblinoid allies, cut off their retreat. The tunnel’s floor is covered in loose rubble and stones making it difficult terrain; a tactical decision made by the goblin adept.

Allies:
Vishk’s allies are a tribe of goblins now under his control. Their previous leader attempted to enslave the dragon, but such an attempt proved disastrous and Vishk took control of the tribe although administrative authority still resides in its head shaman (an adept). Should the tribe be attacked the adept will send his (raven) familiar to Vishk to call the dragon to their aid.

Appearance:
Vishk’s scales are dull yellow-brown, and his red eyes squint from deep set sockets. Spikes cover his chest and legs, as well as running down his tail. Four hornlets adorn his snout, even as another set of 6, in two rows of 3, run down the underside of his mouth. He walks on six legs, using the front four all for combat.

His body is about 3’ 8” long, with a neck reaching another 1’ 7” and a tail 2’ 9” long. He stands 2’ 1” tall, and as broad as he is tall.

Tactics:
Vishk’s tactics are fairly simple: Full Attack the enemy. He will go after the most powerful looking foe first, as he has yet to learn the danger of magic, and will use Entangling Exhalation early to limit his enemy’s movements while he positions for a full-attack. The Stand Still feat allows him to prevent movement with AoOs, which when coupled with a wall to prevent direct flight allows him to hopefully get off a very deadly full attack routine.

He will make few truly flying attacks, but instead use his flight speed to move over difficult terrain and position himself, landing at the end of the action as he is unlikely to make use of enough fly speed to stay in the air should he end his movement without landing.

Hoard: Vishk’s hoard is as of yet rather small, but he is actively attempting to increase it whether through tribute or raiding. He has a special place in his draconic heart for weapons and armor, and the set of full-plate armor is currently in its composite pieces as he uses the armor as his personal bed.
Tea Kettle (worth 4 GP).
1,255 Copper Pieces
1,137 Silver Pieces
Masterwork Silvered Greatsword
Set of chain mail barding (large, horse)
12 longswords
Set of Full-Plate Armor
10 Cold Iron Arrows
Set of wooden cups and plates (1 GP).

Stats:
Vishk; Male Wyrmling Bellum Dragon; Small Dragon; CR: 4; HD: 6d12+6; HP: 45; Init: +0; Speed: 80-ft, fly 100-ft (average); AC: 18 (+1 size, +7 natural), t 11, FF 18; BAB/Grapple: +6/+11; Attack Bite +11 melee (1d6+4); Full Attack: Bite +11 melee (1d6+4), 4 claws +9 melee (1d4+2); SA: Breath Weapon; SQ: True Dragon traits, immunity to fire, spiked body; Saves: Fort +6, Ref +5, Will +3; AL CE; Abilities: Str 19, Dex 10, Con 13, Int 6, Wis 7, Cha 6.

Skills: Intimidate +6, Listen +7, Sense Motive +7, Spot +7.
Languages: Draconic, Goblin
Feats: Entangling ExhalationRotD, Multiattack, Stand StillXPS.
Special Attacks:
Breath Weapon (Su): Vishk has a single breath weapon, a 20-ft cone of fire dealing 2d8 damage (Reflex save, DC 14 for half).
Special Qualities:
Spiked Body: Any creature grappling Vishk takes 1d8+2 damage each round from the spikes that cover his body.

Adaptation: To increase Vishk's power level you could replace Stand Still with Travel DevotionComplete Champion. This would give him swift action movement to practically ensure a full attack each round.

The Black Staff
2011-05-05, 05:15 PM
I demand a Kellus Truenamer Dragon.

Debihuman
2011-05-05, 11:17 PM
The Paragon Illithid has 2 epic feats in addition to the normal feats of an illithid in the errata for the ELH; and had 5 before hand. As it also lacks 21+ HD I figured the bonus feats from Paragon template could be Epic Feats possibly ignoring prerequisites. I think Quicken Breath would be more interesting, though, but Awaken Frightful Presence would be completely useless due to its 7 HD meaning that it would only affect 6 or less HD creatures.

I think the Paragon Illithid is a bad example because it looks like WotC didn't even follow their own rules. It looks like they used CR for assigning feats rather than HD, which was a mistake on their part. I so wish John Cooper had reviewed this on on Enworld.org. He would have explained it so much better than I ever could.

Debby

Zaydos
2011-05-05, 11:24 PM
I think the Paragon Illithid is a bad example because it looks like WotC didn't even follow their own rules. It looks like they used CR for assigning feats rather than HD, which was a mistake on their part. I so wish John Cooper had reviewed this on on Enworld.org. He would have explained it so much better than I ever could.

Debby

I think they didn't really bother to follow the rules either. Technically the errata on the template seems to indicate it should now only grant 1 bonus epic feat. I finally decided it was bonus feats from an epic template so that as bonus feats they RAW don't actually have to fulfill the prerequisites and it wouldn't be breaking things to make them epic feats especially since that seems to have been the RAI of the template (especially post errata it seems to be the RAI).

Really though he could be just about as strong if they weren't epic feats (-2 to Will saves and -1 to DR).

Sereg
2011-05-06, 12:40 AM
Perhaps if you put a link to it here, we can compare them. At any rate I'd like a link just so I can admire your work.


Mostly it was influenced by being stuck in a car for a few hours with nothing to do; and then helping my little brother walk his dog and waiting 5+ minutes as it sat still and ate grass (that's when I figured out what it's counterspell ability actually did). I remember looking at your dragon last year so it's possible, but I doubt it (partially because I don't remember much except doesn't it deal damage as cold iron?). Is it an anti-magic dragon? Those seem to be one of the themes I return to a lot, and what Twilight Dragon ultimately ended up being (despite originally having been Balance of the 9 Alignments the dragon).

Yes, the Cold Iron Dragon (http://www.giantitp.com/forums/showthread.php?t=137185) did have anti-magic as a theme and yes, it did deal damage as cold iron.

Zaydos
2011-05-06, 12:51 AM
Yes, the Cold Iron Dragon (http://www.giantitp.com/forums/showthread.php?t=137185) did have anti-magic as a theme and yes, it did deal damage as cold iron.

Okay, I'd forgotten a lot about this one, it was pretty neat. I like the combination of ToB and Anti-magic abilities (I'm surprised I haven't done that yet). But nah, I just like anti-mage dragons it seems a rather natural evolution (there's at least 3 on the thread now, maybe more). One of the ones I'd made before ever signing up on the forums (the 1st four in the thread) was actually anti-mage. And Twilight Disjunction just comes from an idea to fix Mage's Disjunction into a usable form (the complaint being that it either destroys your treasure if you use it, and destroys your gear if your opponents use it), though I can't claim to be original in that idea since I've seen it put forth on these forums a few times.

Debihuman
2011-05-06, 10:56 AM
I think they didn't really bother to follow the rules either. Technically the errata on the template seems to indicate it should now only grant 1 bonus epic feat. I finally decided it was bonus feats from an epic template so that as bonus feats they RAW don't actually have to fulfill the prerequisites and it wouldn't be breaking things to make them epic feats especially since that seems to have been the RAI of the template (especially post errata it seems to be the RAI).

Really though he could be just about as strong if they weren't epic feats (-2 to Will saves and -1 to DR).

I didn't see anything in the errata about feats. All I could find was that SR is changed to CR +25 and CR is changed to Base Creature +15 in the errata. Is there another errata that I missed? The online SRD has the corrections already.

The Epic Level Handbook states, "Feats: Same as base creature plus two bonus feats." I suppose you could give it epic feats that way. Although it is difficult to tell which are the bonus feats since WotC didn't list them. Also, the ELH was written as 3.0 so the number of feats is often wrong for 3.5. Under 3.0, the number feats were up to the designer so some monsters have too many and some have too few for 3.5.

This is another reason I was so angry for WotC for going to 4e before 3.5 was finished. Too many books were left hanging when they should have been updated.

Enough about the paragon creature template, let me just say I love how you are writing all these incredible dragons.

Debby

Zaydos
2011-05-06, 11:36 AM
I didn't see anything in the errata about feats. All I could find was that SR is changed to CR +25 and CR is changed to Base Creature +15 in the errata. Is there another errata that I missed? The online SRD has the corrections already.

The Epic Level Handbook states, "Feats: Same as base creature plus two bonus feats." I suppose you could give it epic feats that way. Although it is difficult to tell which are the bonus feats since WotC didn't list them. Also, the ELH was written as 3.0 so the number of feats is often wrong for 3.5. Under 3.0, the number feats were up to the designer so some monsters have too many and some have too few for 3.5.

This is another reason I was so angry for WotC for going to 4e before 3.5 was finished. Too many books were left hanging when they should have been updated.

Enough about the paragon creature template, let me just say I love how you are writing all these incredible dragons.

Debby

The 3.5 update handbook which at least used to be downloadable from WotC fixed the number of feats on all creatures from ELH, MMII, Deities and Demigods, Manual of the Planes, and maybe another one (Fiend Folio was already using 3.5 feats). As opposed to the actual errata which I got off WotC long ago and never actually looked at till now (they're in the same folder).

And thanks; your comments and critiques are always useful :smallsmile:

Zaydos
2011-05-06, 02:33 PM
Kalpha:
Nature
Kalpha is a mature adult maleficence dragon. Due to her limited magical capabilities she could easily be a mere attack beast for a larger villain, but is presented as a boss encounter for 12th level PCs. Vishk could even be used as a random encounter for high level PCs.

Maleficence dragons draw heavily on the Heroes of Horror, and as presented require that book to be used.

Personality
Kalpha is a murderous, hateful creature with no redeeming qualities, save for her twisted love of the vampire Ardioch. Kalpha is beyond merely murderous a terrible sadist that enjoys slowly destroying the mind and souls of captive foes, watching as depravity brings insanity to them. Kalpha takes pleasure in killing, and has been making raids on a nearby community simply for captives to torture to death. Even Kalpha’s minions are not completely safe,

Lair:
Kalpha’s lair is an old temple of Pelor (or equivalent deity) that was built in the wilds several miles outside of town. Due to the dragon’s profane acts and long inhabitation the entire complex is tainted causing possible corruption and depravity increase (taint see Heroes of Horror page 62) as is the surrounding area. It’s entirely possible that this taint has even reached the town’s water supply risking damaging the inhabitants indirectly via increase in corruption. There are two entrances to Kalpha’s lair. The original entrance, now far too small for the dragon, and the entrance the dragon and its minions have made that leads outside through a large secret door in a nearby hill.

Both entrances are guarded by various undead and traps, many of which also serve to heal the undead guards (Mass Inflict Serious Wounds is a possibility).

Allies:
Kalpha’s allies are primarily undead; many of which are under her control via Control Undead spells. Living minions do not remain thus for long, as the kobold ghouls that now serve her can attest after her betrayal led to a ghoul decimating their population. Her most important ally is the vampire Ardioch, once a cleric of Pelor of some high standing he was turned into an undead creature decades ago and now serves Nerull. Kalpha has decided to take him as her “lover” and the two share a twisted romance. Ardioch is responsible for the construction of many of the traps that fill the lair, as well as the initial animation of many of the undead creatures. I’d suggest for him to be a 13th level cleric, in addition to being a vampire, and could easily be fought alongside Kalpha for a more dangerous confrontation (EL 17.5).

It is highly possible for Kalpha to have allies in her own children; either Half-Maleficence Dragon Half-Vampire Humans (too many templates) that were sired with Ardioch, or else full blooded maleficence dragons from before their union. They should be no older than Adult (assuming normal draconic aging; it’s highly possible for you to rule that exceptional dragons might advance through age categories faster than normal dragons as that is about the only way to explain draconic PCs actually advancing as dragons), and would probably do best to be Young Adults as that places them still young enough that they might hide under their mother’s aegis but also powerful enough that they might could fight alongside their CR 16 mum. 3 CR 11 Young Adult maleficence dragons added to an encounter with Ardioch and Kalpha would raise the EL to 18, or if added to an encounter of Kalpha alone would raise the EL to 17.

Appearance:
Kalpha’s body is covered in bone white scales. Her eyes glow a ghostly blue, and the sunken aspect of her face coupled with its color gives the impression of a terrible draconic skull. She lacks lips, her draconic fangs being completely uncovered like the teeth of a skull, and her breath condescends in front of her face giving her an even more sinister appearance. Her spine is visible across her back, although her ribs are covered in rippling draconic muscle. On either shoulder is a large natural pauldron upon which several humanoid faces are visible, the souls of those sealed within her draconic flesh visible across her scales.

She wears a black and silver cloak of charisma, originally designed for a humanoid, as well as an amulet of health carved from troll bone. On her forelimbs she wears a pair of blue colored bracers (of armor and resistance).

Tactics:
Kalpha will attempt to keep False Life active at all times outside of combat giving her another 1d10+7 hp (not much but still something). In addition there is a chance she will also have a darkness spell active, giving her a measure of concealment. Finally she is likely to be holding a charge of Inflict Serious Wounds at the start of a combat adding an additional 3d8+7 damage (average +20.5; DC 18 Will save halves this bonus damage) to her first bite attack; although if she casts another spell before making this attack it is wasted.

It is also possible for her to hide her monstrous nature for some time, even joining the PCs by mixing amongst her captives as a young child of the appropriate race. If she does so she will most likely strike at the PCs when they are resting. It is highly possible for some of her children to use this tactic if their mother does not.

Hoard: Kalpha’s hoard is one built largely of old regalia of holy sites, nor desecrated. All worth assumes that the desecration of the goods is removed (simple enough, all it requires is 24 hours within a consecrated area) first. Until that point all items are tainted in some way; dealing 1 point of Corruption or Depravity for each 1000 GP worth of goods carried each day.
5,328 Gold Pieces
790 Platinum Pieces
Golden Holy Symbol of Pelor with Ruby Eyes (worth 2250 GP to the church of Pelor); due to its current desecration it appears dull and cannot be used to repel vampires or as a divine focus.
Ephod of Authority
+1 Holy Undead Bane Morningstar
Set of 4 celestial tiger hide bound prayer books of Pelor; paper coming from rare trees found only on Elysium (worth 3000 GP for whole set to church of Pelor; 600 each if sold separately).
Pelorian bishop’s ring; a silver ring inlaid with a signet based off of Pelor’s holy symbol (worth 300 GP; 1000 GP to church of Pelor)
600 GP worth of Incense
Tapestry depicting legendary Pelorian arch-bishop defeating an Abyssal Prince (worth 1100 GP)
Golden goblet inscribed with sun discs of Pelor and depictions of religious scenes (sell price 1500 GP; also purifies any drink place within it; 1000 GP of value purely due to artistic purposes).

Stats:
Kalpha; Female Mature Adult Maleficence Dragon; Huge Dragon (Evil); CR: 16; HD: 23d12+115 (+23); HP: 264 (287); Init: +0; Speed: 60-ft, fly 150-ft (poor); AC: 34 (-2 size, +23 natural, +3 armor), t 8, FF 34; BAB/Grapple: +23/+39; Attack Bite +29 melee (2d8+9, and 2 points of corruption); Full Attack: Bite +29 melee (2d8+9, and 2 points of corruption), 2 claws +29 melee (2d6+4, and 1 points of corruption), 2 wings +29 melee (1d8+4), tail +29 melee (2d6+13); Face/Reach: 15-ft/10-ft (15-ft bite); SA: Breath Weapon, tainted bite, tainted claws, babble of the damned, frightful presence, fear aura, spellcasting; SQ: True Dragon traits, deathward, see in darkness, change shape, DR 10/magic, SR 23; Saves: Fort +22, Ref +16, Will +20; AL CE; Abilities: Str 27, Dex 10, Con 21 (23), Int 18, Wis 18, Cha 21 (23).

Skills: Diplomacy +34, Intimidate +32, Knowledge (Arcana) +30, Knowledge (Local) +30, Knowledge (Religion) +30, Knowledge (the Planes) +30, Listen +30, Sense Motive +30, Spot +30, Use Magic Device +32.
Languages: Draconic, Common, Abyssal, Orc, Giant
Feats: Ability Focus (Babble of the Damned), Heighten BreathDrac, Quicken BreathDrac, Maximize BreathDrac, Multiattack, Greater MultiattackDrac, Ability Focus (Fear Aura), Stand StillXPH
Gear: Cloak of Charisma +2, Amulet of Health +2, Bracers of Armor and Resistance +3
Special Attacks:
Breath Weapon (Su): Kalpha has a single breath weapon a 100-ft line of spirit rending energy. This line deals 14d6 damage to all living creatures and sentient undead within its area, and gives them 3 depravity (taint; see Heroes of Horror page 62). A successful Will save (DC 27) halves this damage and negates the taint. A creature killed by Kalpha’s breath weapon has its soul consumed and cannot be revived until the dragon is slain; even then they are revived with Moderate Corruption and Depravity (taint see Heroes of Horror page 62) unless they had higher taint already. Kalpha’s preferred means of using this breath is by applying all her metabreath feats on it at once and performing it as a swift action which deals 84 damage and 3 depravity with a save DC of 33; if she does so her breath takes 1d4+13 rounds to recharge instead of the normal 1d4 rounds.

Frightful Presence (Ex): Kalpha’s frightful presence is augmented by her fear aura (see below). When she makes a hostile action (roaring, charging, attacking, breath weapon) all enemies within 210-ft with 22 or less hit dice which can see her must make a DC 29 Will save or be frightened for 4d6 rounds; if they have 5 or less hit dice they are cowered for 1d4 rounds and then panicked for 4d6 rounds. In an anti-magic field this ability is reduced to DC 26 Will save and shaken for 4d6 rounds (panicked for 4d6 rounds against 5 HD or less targets).

Fear Aura (Su): Kalpha radiates a fear aura that augments her Frightful Presence. Should a creature be vulnerable to frightful presence see the details for that ability above. Should a creature be immune to frightful presence (but not fear effects) they still must make a DC 29 Will save, but on a failure they are only shaken for 4d6 rounds (panicked for 4d6 rounds against 5 HD or less targets).

Tainted Bite (Su): Kalpha’s bite attack carries corruption (included in stat bloc above). Whenever she successfully hits with a bite attack the target takes 2 points of corruption (taint see Heroes of Horror page 62) unless they succeed at a DC 27 Fort save. Even on a successful save they still take 1 point of corruption. A creature killed by Kalpha’s bite has its soul consumed and cannot be revived until the dragon is slain; even then they are revived with Moderate Corruption and Depravity (taint see Heroes of Horror page 62) unless they had higher taint already.

Tainted Claws (Su): Kalpha’s claw attack carries corruption (included in stat bloc above). Whenever she successfully hits with a claw attack the target takes 1 points of corruption (taint see Heroes of Horror page 62) unless they succeed at a DC 27 Fort save. A creature killed by Kalpha’s claw attack has its soul consumed and cannot be revived until the dragon is slain; even then they are revived with Moderate Corruption and Depravity (taint see Heroes of Horror page 62) unless they had higher taint already.

Babble of the Damned (Su): The faces on Kalpha’s shoulder chatter and moan out their pain and agony. Any creature within 60-ft of Kalpha must make a DC 28 Will save or suffer 3 points of depravity and be dazed for 1 round as intense feelings of suffering and mental agony sweep over them. A successful save negates both effects. On a failure or success that creature is immune to this ability for 24 hours. Kalpha can suppress this ability as a free action, or reactivate it as a free action, 1/round.

Special Qualities

Deathward (Ex): Kalpha is immune to any effect deathward protects against.

Change Shape (Su): Kalpha can assume the form of a child of any 1 or less HD humanoid race (includes most PC races).

Spells: Kalpha casts spells as a 7th level dread necromancer. For her advanced learning I’d suggest either Kelgor’s Grave MistPHBII or Lesser Shivering TouchFrostburn.

LOTRfan
2011-05-06, 06:46 PM
Out of curiosity, are you familiar with Alagaësian Dragons?

Zaydos
2011-05-06, 07:08 PM
Out of curiosity, are you familiar with Alagaësian Dragons?

Googles...

Eragon?

I read the first one in a few hours, but otherwise no. Seemed like fairly standard fantasy dragons; kind of a mix of the ones from Dragonlance and A Wizard of Earth Sea.

Why?

LOTRfan
2011-05-06, 07:15 PM
Never mind. I think I might try making 'em, then.

Milo v3
2011-05-06, 07:38 PM
If it is possible can I request the following types of Dragons?


Each one lives in a different environment so here are the environments.

Marsh dwelling (Swamp or Jungle Either is good)
Plain Dwelling (Maybe with heavy resistance to magic with barely any magic powers)
Ruins Dwelling


I realise its three dragons not one so I might be asking a bit much. Also can they not be psionic as I don't have any of the psionic books.

Zaydos
2011-05-06, 07:41 PM
If it is possible can I request the following types of Dragons?


Each one lives in a different environment so here are the environments.

Marsh dwelling (Swamp or Jungle Either is good)
Plain Dwelling (Maybe with heavy resistance to magic with barely any magic powers)
Ruins Dwelling


I realise its three dragons not one so I might be asking a bit much. Also can they not be psionic as I don't have any of the psionic books.

The numbers aren't a problem but the information is rather scant. For example black dragons, lepidodendron, and black lotus dragons all live in swamps, and almost any dragon can dwell in ruins but cyclopean dragons, true linnorms, and barrow dragons are especially appropriate. So a little more information on what exactly you want would be appreciated as otherwise I doubt that it would be effective.

Milo v3
2011-05-06, 08:33 PM
Okay here's some more information. (Just so you know the Setting is Blades of Keran (Info can be found on D&D Wiki)).

Marsh Dweller (I don't have a name yet)

I was thinking it could live in the Swamps of South Karma. A land which has tonnes of disease and is home to two sentient races the Ranx (Insect Men) and Lizardfolk. I think it could have some sort of disease-related abilites. Probably Acid or a dieased attack as a breath weapon.

Plain Dweller (I don't have a name yet)

It would live in the plains of North Karma. They fear magic and kill anything that uses it (Except Divine Magic) so It shouldn't have very many Magical Effects. Also maybe make it very easy to spot as North Karmainians like to show they are their and hate deception. Probably a good resistance to magic (Maybe even Immunity or Antimagic Field). No idea about breath weapon.

Ruins Dweller (I don't have a name yet)
It live in the Ruins, which are the destroyed remains of Dragonborn Society. They were destroyed by pure magical energy and now the entire Ruins is a waste full of Magical Pockets of Energy. So maybe it uses the Ambient Magical Energy to give it poweful effects. But it would be uncontrollable magic which makes it chaotic and insane and not truely able to control its powers.
Is this better?

Silverscale
2011-05-06, 09:39 PM
It live in the Ruins, which are the destroyed remains of Dragonborn Society. They were destroyed by pure magical energy and now the entire Ruins is a waste full of Magical Pockets of Energy. So maybe it uses the Ambient Magical Energy to give it poweful effects. But it would be uncontrollable magic which makes it chaotic and insane and not truely able to control its powers.OOooo a dragon that manifests Wild Magic...yes that would be awesome. Maybe it's breath weapon is another bit of randomness, every time it uses it's breath weapon roll 1D10 for various effects. Yeah that sounds like fun.

Zaydos
2011-05-06, 10:02 PM
Plague Dragon
Dragon (Water)
Environment: Temperate and warm swamps.
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: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Triple standard.
Alignment: Always chaotic evil.

Living in the depths of fetid bogs and swamps, plague dragons are hateful creatures that enjoy spreading disease to the “lesser” creatures they encounter. Four of these beasts attacked me and my companions while I was gathering reagents for a certain magical ritual (I have yet to finish gathering all the necessary reagents but believe me I will eventually inform you of the results). This is when something happened that has postponed my research for the foreseeable future. While we fought off these four with no difficulty, in fact quite a bit of ease, another elder of the race attacked. Before we managed to fight it off, it managed to blast Sillana with its fetid breath weapon. While many of my companions came down with a disease I had not yet encountered, which I have since discovered is called the Black Spit, it proved easily cured by a simple expenditure of magical energy, although it did prove difficult and resistant to such attempts. Unfortunately Sillana’s proved completely immune, my research informs me that such a disease cannot be conventionally cured instead requiring a special ritual and special reagents unfortunately only found deep within the Abyss. As such I write this before heading onto an expedition into that demonic realm, to inform future travellers of the danger these dragons represent.

These dragons have a dull brown hide, growing darker and nearer to black as they age. Their head has a single horn, reminiscent of both that of a blue dragon and that of a unicorn. For it has the spiral nature of an alicorn, but is short and stump-like, useless for actual combat, like a blue dragon’s. This resemblance to a unicorn is puzzling as one has the power to alleviate others of plague while the other inflicts it, and begs for more research that I sadly lack the opportunity to perform at this moment.

--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 5d12+5 (37 hp) 13 10 13 8 11 8 5/2 7 5 4 4 2d4 13 -
Very Young M 8d12+16 (66 hp) 15 10 15 8 11 8 8/10 10 8 6 6 4d4 16 -
Young M 11d12+22 (93 hp) 17 10 15 10 11 10 11/14 14 9 7 7 6d4 17 -
Juvenile L 14d12+42 (133 hp) 21 10 17 10 13 10 14/23 18 12 9 10 8d4 20 -
Young Adult L 17d12+68 (178 hp) 23 10 19 12 13 12 17/27 22 14 10 11 10d4 22 19
Adult H 20d12+80 (210 hp) 25 10 19 12 13 12 20/35 25 16 12 13 12d4 24 21
Mature Adult H 23d12+115 (264 hp) 27 10 21 14 15 14 23/39 29 18 13 15 14d4 26 23
Old H 26d12+130 (299 hp) 29 10 21 14 15 14 26/43 33 20 15 17 16d4 28 25
Very Old H 29d12+174 (362 hp) 31 10 23 16 17 16 29/47 37 22 16 19 18d4 30 27
Ancient G 32d12+224 (432 hp) 35 10 25 16 17 16 32/56 40 25 18 21 20d4 33 29
Wyrm G 35d12+281 (508 hp) 37 10 27 18 19 18 35/60 44 27 19 23 22d4 35 31
Great Wyrm G 38d12+343 (590 hp) 39 10 29 18 19 18 38/64 48 30 21 25 24d4 38 33



Age Speed Init AC SR Special Abilities Caster Level
Wyrmling 40-ft, fly 100-ft (average), swim 40-ft +0 15 (+1 size, +4 natural) - Immunity to disease and acid, water breathing -
Very Young 40-ft, fly 150-ft (poor), swim 40-ft +0 17 (+7 natural) - Diseased Saliva -
Young 40-ft, fly 150-ft (poor), swim 40-ft +0 20 (+10 natural) - Withstand Magic -
Juvenile 40-ft, fly 150-ft (poor), swim 40-ft +0 22 (-1 size, +13 natural) - Festering Wounds -
Young Adult 40-ft, fly 150-ft (poor), swim 40-ft +0 25 (-1 size, +16 natural) 22 DR 5/magic 1st
Adult 40-ft, fly 150-ft (poor), swim 40-ft +0 27 (-2 size, +19 natural) 24 Contagion 3rd
Mature Adult 40-ft, fly 150-ft (poor), swim 40-ft +0 30 (-2 size, +22 natural) 27 DR 10/magic 5th
Old 40-ft, fly 150-ft (poor), swim 40-ft +0 33 (-2 size, +25 natural) 28 Stench of the Plague 7th
Very Old 40-ft, fly 150-ft (poor), swim 40-ft +0 36 (-2 size, +28 natural) 29 DR 15/magic 9th
Ancient 40-ft, fly 200-ft (clumsy), swim 40-ft +0 37 (-4 size, +31 natural) 31 Death Rot 11th
Wyrm 40-ft, fly 200-ft (clumsy), swim 40-ft +0 40 (-4 size, +34 natural) 32 DR 20/magic 13th
Great Wyrm 40-ft, fly 200-ft (clumsy), swim 40-ft +0 43 (-4 size, +37 natural) 34 Evil Plague 15th


Breath Weapon (Su): A plague dragon has a single breath weapon, a cone of disgusting, bacteria-ridden acidic sludge. This cone deals the listed acid damage and also deals 1 point of Constitution damage per 2 age categories; a successful Reflex save halving both. A Fort save (same DC) is also required. On a successful Fort save the Con damage is further halved (or reduced to 0 if both saves are successful), but on a failure the creature becomes infected with Black Spit (see below).
Black Spit: The disease’s name come from one of the more interesting symptoms, it colors the patient’s saliva and phlegm an ashy black. As a warning to caretakers the disease seems to spread through bodily fluids. This is a supernatural disease.
Incubation Period: 1d4+1 days; 1d4 hours via a plague dragon’s breath weapon. Fort save DC: 14; when infected via a plague dragon’s breath weapon the DC is based off the dragon’s hit dice and Constitution, normally equaling the save DC of their breath weapon (heighten breath and ability focus do not raise this DC). Damage: 1d3 Constitution, and 1 Wisdom.

[b]Diseased Saliva (Ex): A very young or older plague dragon’s saliva carries another dangerous disease. This is a particularly virulent, and fast acting, strain of Red Ache.

The incubation period for this strain, when directly inflicted by the plague dragon, is 1d8+1 hours, otherwise it is 1 day. The Fort save DC, when directly inflicted, is based off of the dragon’s hit dice and Constitution (this is the same formula used to get Breath Weapon DCs so they are normally the same), when not directly inflicted the DC is only 16 (1 higher than normal for Red Ache). Finally the damage, also, is increased to 1d8 Strength damage.

Withstand Magic (Su): Any disease inflicted by a young or older plague dragon is hard to remove even by magic. Any attempt to magically remove the disease, such as by the Remove Disease spell, is prevented unless the caster makes a successful Caster Level check (DC is the same as the Fort save to resist the disease). A paladin using their Remove Disease spell-like ability gains a +5 to their Caster Level to remove the disease, and a unicorn gains a +10 to their caster level when using their racial Remove Disease spell-like ability. This affects any disease inflicted by the plague dragon even extraordinary ones, and those inflicted by it in an anti-magic field (this ability is negated in an anti-magic field, though, hence it is supernatural).

Festering Wounds (Ex): Elements in a juvenile or older plague dragon’s diseased saliva also prevents wounds from closing properly. Any creature that takes damage from a plague dragon’s bite attack suffers an additional 1 damage per round until they receive at least 1 point of magical healing or someone performs a DC 20 heal check as a standard action to remove the chemicals.

Spellcasting: A young adult or older plague dragon casts spells as a sorcerer of the indicated level. They may also cast spells from the druid spell list as if they were sorcerer spells.

Contagion (Sp): Adult or older; 3/day.

Stench of the Plague (Su): An old or older plague dragon is surrounded by a horrid stench. Any creature coming within 30-ft which can smell the plague dragon must make a Fort save (DC is Charisma based, therefore identical to frightful presence DC) or be nauseated for 1d4 +1/age category rounds. A creature with scent suffers a -4 to this save, and is affected at double range (and can smell an old or older plague dragon at 4 times normal range). A creature that saves against this ability, or fails and is affected by it, is immune to that plague dragon’s Stench of the Plague for 24 hours.

Death Rot (Su): The Constitution damage inflicted by an ancient or older plague dragon’s Black Spit is increased by 2, and it requires 3 consecutive successful saving throws to remove it. The Black Spit is now completely incurable by normal magic, but can be cured by gathering special powerful reagents (details left to the DM; suggestion is actually make a quest out of it, but if you don’t want to do that DC 15 + CR of dragon Knowledge (Arcana) check and 800 times CR of dragon GP to buy them) to empower the spell, or by a paladin or unicorn’s Remove Disease ability.

Evil Plague (Su): A great wyrm plague dragon’s red ache now deals 2d6 damage per failed save and requires 3 consecutive successful saving throws to remove it. It is also now completely incurable by normal magic, but can be cured by gathering special powerful reagents (details left to the DM; suggestion is actually make a quest out of it, but if you don’t want to do that DC 15 + CR of dragon Knowledge (Nature) check and 800 times CR of dragon GP to buy them) to empower the spell, or by a paladin’s Remove Disease ability. In addition their black spit is now incapable of being naturally healed, or cured by a paladin’s Remove Disease or unicorn’s spell-like ability.

Skills: Bluff, Heal, and Survival are class skills for a plague dragon in addition to those standard for all true dragons.

Zaydos
2011-05-06, 10:06 PM
First a random question: does anybody read the fluff part of the dragons I make? I'm just curious.

Second: If anybody is interested in the Inner Planes (I think some of you might be) I started a thread to work on/expand them (using the 2e cosmology) in the world-building sub-forum. It's currently in my sig, so if anyone is interested.

Self-promotion over.


Okay here's some more information. (Just so you know the Setting is Blades of Keran (Info can be found on D&D Wiki)).

Marsh Dweller (I don't have a name yet)

I was thinking it could live in the Swamps of South Karma. A land which has tonnes of disease and is home to two sentient races the Ranx (Insect Men) and Lizardfolk. I think it could have some sort of disease-related abilites. Probably Acid or a dieased attack as a breath weapon.

Plain Dweller (I don't have a name yet)

It would live in the plains of North Karma. They fear magic and kill anything that uses it (Except Divine Magic) so It shouldn't have very many Magical Effects. Also maybe make it very easy to spot as North Karmainians like to show they are their and hate deception. Probably a good resistance to magic (Maybe even Immunity or Antimagic Field). No idea about breath weapon.

Ruins Dweller (I don't have a name yet)
It live in the Ruins, which are the destroyed remains of Dragonborn Society. They were destroyed by pure magical energy and now the entire Ruins is a waste full of Magical Pockets of Energy. So maybe it uses the Ambient Magical Energy to give it poweful effects. But it would be uncontrollable magic which makes it chaotic and insane and not truely able to control its powers.
Is this better?

Called the swamp dwellers plague dragons. Do they look good?

LOTRfan
2011-05-06, 10:15 PM
I always read the fluff first. If I don't like the fluff of a monster, I don't even bother looking at the mechanics. So far, I've liked the fluff of each dragon.

Milo v3
2011-05-06, 10:50 PM
Firstly, I read the fluff (And from the ones I've read they were all great).
Secondly, the Plague Dragon is perfect. Tonnes better than I imagined. I am amazed on how fast you made it while it still being this perfect.

Zaydos
2011-05-07, 01:28 AM
Plains Dragon
Dragon (Air)
Environment: Any plains.
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: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 15; old 17; very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Triple standard.
Alignment: Always chaotic (usually neutral).

Returning, assaulted by demonic monkeys but unhurt, I have seen to Sillana’s treatment. My mind at ease, it turned towards another dragon I encountered on this world. These dragons lived in the northern plains, making rudimentary lairs but living a primarily nomadic lifestyle. We arrived as winter was ending and what seemed to be the start of the mating season. Two males were participating in some type of ritualistic battle. They clashed with teeth and fangs, clashing for some time teeth and claws trying to find purchase before finally the battle ended. The victor seeing me seemed to take me a rival for the female’s affections and attacked, charging forward. I contemplated ending it with a simple spell, but instead performed a spell of transformation to find a physical form to adequately fight back. Emerging the victor I was attacked by the female, either because of some secret love for the defeated male or because I had assumed the form of a dragon unknown on this world and apparently hostile.

After that battle I began to research these dragons, and find myself approached aggressively by several young males who seemed eager to claim some type of bragging rights by defeating me. Finally, pushed too far, I chose to simply charm one of the dragons and interrogate it for a spell. It turns out that the dragons did see me as an oddity, taking the form of an unknown dragon and flying about in a strange ship, and I had become some sort of special trophy that they each wanted to fetch. I learned more than just their interest in me, of course, such as notes about their abilities.

First I will describe their physical characteristics as they have impact upon their non-superficial qualities. These dragons glow faintly, although they can suppress this glow, like the silvery light of the moon. They have what natives call manes, a series of long downward facing horns made of some light, flexible natural material that run across the bottom of their lower jaw and the front of their necks; like a lion’s this is more noticeable on a male, but unlike among lions it is present in the females as well. Their eyes are flat, and long, giving a dragged out and pointed impression, and tend towards orange colors, while their scales range from pale blue to bone white to a silvery gray. I could not tell a certain pattern based on age in these latter except that as they age they tend more towards a medium hue and brightness.

I wonder if these dragons share some spiritual connection to the moon, in part because of their coloring and faint glow, but also because they show themselves to be resistant to steel weapons suffering full wounds only from silver blades. In addition they are in fact more resistant to a magical blade than a mundane one, sometimes enough to make it better to use an unenchanted blade than one wrought by a wizard’s art. Both their glow and this resistant seem to develop together around their 16th or so year, when full resistance to non-magic steel does not even begin to be shown until decades later. Resistance to magical silver does not develop till late in life and even then it is minor to any blade that befits such a hero.

This is not the only power they have related to light, as their breath weapon is a searing burst of light, similar to the divine spell called Searing Light, or a cone shaped blinding burst. The first is unlike most draconic breath weapons a relatively small, but intense, beam. Another oddity seen in both is that, for dragons, they have quite a short range comparable to that of a dragon about half their size; why even the largest I observed (a seven hundred and twenty three year old specimen) could only project the former some span less than thirty yards, and the latter about forty feet. Another trait that seems to tie them to the moon is their eyes. They can see through invisibility and, with age, see through any illusion or even transformational magic.

The dragons themselves are not particularly unfriendly, although as they took me as a rival male in their mating season, which seems to come but once in five years, my reception was not the friendliest. From what I can tell they run the gamut from friendly, and even helpful, to despicably violent. Regardless none likes to stay in one place for long and prefer to move from lair to lair regularly, either keeping multiple lairs which the occupy for anywhere from a month to half a year at a time or moving constantly. The only time they seem to remain stationary for an extended period is after mating the mother, and occasionally the father as well, will typically stay with her eggs until they hatch and for their first year before returning to her nomadic lifestyle. Whether they take their wyrmling with them when they return to their normal lifestyle does not seem to be a constant.

I would not rank these amongst the best of the dragons I have encountered, nor would I rank them amongst the worst. They have many admirable qualities, although they place too much faith and honor in physical prowess.

--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
5d12+5 (37 hp)
13
10
13
8
11
8
5/2
7
5
4
4
2d8
13
-


Very Young
M
8d12+16 (66 hp)
17
10
15
8
11
8
8/11
11
8
6
6
4d8
16
-


Young
M
11d12+22 (93 hp)
19
10
15
10
11
10
11/15
15
9
7
7
6d8
17
-


Juvenile
L
14d12+42 (133 hp)
23
10
17
10
13
10
14/24
19
12
9
10
8d8
20
-


Young Adult
L
17d12+51 (161 hp)
25
10
17
12
13
12
17/28
23
13
10
11
10d8
21
19


Adult
H
20d12+80 (210 hp)
29
10
19
12
13
12
20/37
27
16
12
13
12d8
24
21


Mature Adult
H
23d12+92 (241 hp)
31
10
19
14
15
14
23/41
31
17
13
15
14d8
25
23


Old
H
26d12+130 (299 hp)
33
10
21
14
15
14
26/45
35
20
15
17
16d8
28
25


Very Old
H
29d12+145 (333 hp)
35
10
21
16
17
16
29/49
39
21
16
19
18d8
29
27


Ancient
G
32d12+192 (400 hp)
39
10
23
16
17
16
32/58
42
24
18
21
20d8
32
29


Wyrm
G
35d12+210 (437 hp)
41
10
23
18
19
18
35/60
46
25
19
23
22d8
33
31


Great Wyrm
G
38d12+266 (513 hp)
43
10
25
18
19
18
38/64
50
28
21
25
24d8
36
33





Age
Speed
Init
AC
SR
Special Abilities


Wyrmling
50-ft, fly 100-ft (average)
+0
15 (+1 size, +4 natural)
-
Immunity to blinding and light effects


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


Young
50-ft, fly 150-ft (poor)
+0
20 (+10 natural)
-
Moonscale Hide


Juvenile
50-ft, fly 150-ft (poor)
+0
22 (-1 size, +13 natural)
-
See Invisibility


Young Adult
50-ft, fly 150-ft (poor)
+0
25 (-1 size, +16 natural)
26
DR 5/silver


Adult
50-ft, fly 150-ft (poor)
+0
27 (-2 size, +19 natural)
28
Arrow-blocking Hide


Mature Adult
50-ft, fly 150-ft (poor)
+0
30 (-2 size, +22 natural)
30
DR 10/silver


Old
50-ft, fly 150-ft (poor)
+0
33 (-2 size, +25 natural)
32
True Seeing


Very Old
50-ft, fly 150-ft (poor)
+0
36 (-2 size, +28 natural)
33
DR 15/silver


Ancient
50-ft, fly 200-ft (clumsy)
+0
37 (-4 size, +31 natural)
34
Sunscale Hide


Wyrm
50-ft, fly 200-ft (clumsy)
+0
40 (-4 size, +34 natural)
35
DR 20/silver and 5/non-magic


Great Wyrm
50-ft, fly 200-ft (clumsy)
+0
43 (-4 size, +37 natural)
37
Death Ward



Breath Weapon (Su): A plains dragon has two breath weapons, but is considered one size category smaller for determining the length of its breath weapons. The first is a ray of searing light which requires a ranged touch attack, and can be used against 1 target within range (use the Line breath weapon to determine maximum range); a struck target takes the listed untyped damage (this is light based for cases where that is important) with no save. The second is a cone of blinding light which blinds all creatures within for 1d4 minutes +1 minute per age category. A successful Will save reduces this to the dazzled condition, and the duration to rounds instead of minutes.

Moonscale Hide (Su): A young or older plains dragon continuously produces light as per the Light spell, although they may suppress this ability or resume it at will as a move action. In addition they are considered two age categories older for determining their damage reduction when struck by magical weapons (a wyrm or older plains dragon instead gains DR 5/- when struck by a magical weapon).

See Invisibility (Su): A juvenile or older plains dragon can see invisible creatures as per the See Invisibility spell.

Arrow Blocking Hide (Su): An adult or older plains dragon’s DR is increased by 5 against ranged, but not thrown, weapons and it gains DR 5/- against such weapons (this of course does not stack with its increased DR X/silver).

True Seeing (Su): An old or older plains dragon continuously benefits from a (arcane version) True Seeing spell. As a supernatural effect this cannot be dispelled.

Sunscale Hide (Su): An ancient or older plains dragon’s body now radiates light as per a Daylight spell, although it may still suppress this ability or reduce it to the equivalent of a light spell as a move action. In addition they gain universal energy resistance 10, and ignore the first 10 points of damage from other supernatural non-weapon damage sources (such as force, hellfire, negative energy, or untyped magical effects such as a warlock’s eldritch blast).

Death Ward (Su): A great wyrm plains dragon is continuously protected by a supernatural Death Ward effect.

Skills:Gather Information, Swim, and Survival are class skills for a plague dragon in addition to those standard for all true dragons.

Zaydos
2011-05-07, 01:32 AM
I always read the fluff first. If I don't like the fluff of a monster, I don't even bother looking at the mechanics. So far, I've liked the fluff of each dragon.

That's a big compliment, thanks.


Firstly, I read the fluff (And from the ones I've read they were all great).
Secondly, the Plague Dragon is perfect. Tonnes better than I imagined. I am amazed on how fast you made it while it still being this perfect.

Again thanks.

Finished a plains dragon. Few direct anti-magic abilities, a rather high SR for a dragon (CR +15; average for MM dragons is less than CR +10) and resistance to magic weapons being all (oh yeah the resistance to direct damage effects), but I just made an anti-magic dragon which might be why (when I've just made a dragon I tend to avoid similar abilities). Somehow the comment about visibility said Light based abilities to me so it ended up with laser breath and a glowing body. And it's late enough I'm saying silly stuff so hopefully I'll work on the next one tomorrow.

Edit: I caught the fact that I forgot to modify hp for modified Con from the one I copy-pasted the table from.

Milo v3
2011-05-07, 01:46 AM
The Plains Dragon Looks great as well. I like how they like combat so much, which is very similar to the Warlike Karmainians who live in the same plains.

Note: I'm currently offically adding Plague Dragon to my campaign Blades of Blood and Plains Dragon is next.

Thier is going to be one change upon placing the Plains Dragon in the Setting. In blades of keran there are four moon, with only one being white. But all I will change is add the moons name to the description.

Zaydos
2011-05-07, 01:48 AM
The Plains Dragon Looks great as well. I like how they like combat so much, which is very similar to the Warlike Karmainians who live in the same plains.

Note: I'm currently offically adding Plague Dragon to my campaign Blades of Blood and Plains Dragon is next.

Thier is going to be one change upon placing the Plains Dragon in the Setting. In blades of keran there are four moon, with only one being white. But all I will change is add the moons name to the description.

Just thought to ask, what size should Ruin Dragons be? Should they start Tiny (white/black), Small (blue/green), or Medium (red)? Technically Silver are on their own scale of the Core 10 dragons (they start Small but end Colossal) which makes the four main growth rates.

Milo v3
2011-05-07, 02:00 AM
I think white/black size progression. That way they can get into ruins better and have better flying.

Terror_Incognito
2011-05-07, 05:12 AM
I'm loving all these dragons. I was just wondering if you'd given any thought to my herd dragon idea?

Again, fantastic work on the dragons.

Silverscale
2011-05-07, 08:19 AM
First a random question: does anybody read the fluff part of the dragons I make? I'm just curious.I always read the fluff often times just skimming the crunch because for me the fluff is the best part.


Second: If anybody is interested in the Inner Planes (I think some of you might be) I started a thread to work on/expand them (using the 2e cosmology) in the world-building sub-forum. It's currently in my sig, so if anyone is interested.I'll have to take a look at that.

Speaking of Inner planes, does anyone know where I can find the book that I think talks about it? I've seen several threads that seem to reference a lot of stuff about cooking and food, including a Chef PRC........Sorry for the random side question.


I'm loving all these dragons. I was just wondering if you'd given any thought to my herd dragon idea?I don't know if Zaydos has or not, but I had actually given some thought to them myself way back when you made the suggestion. If I were to do them, I would probably do them in the same vain I did the Mouse Dragon, and the Dragon Cat, which is to say I would do them as a Lesser Dragon instead of a True Dragon.

Debihuman
2011-05-07, 08:41 AM
First a random question: does anybody read the fluff part of the dragons I make? I'm just curious.

I also read the fluff. You write well and it's usually pertinent information.


Second: If anybody is interested in the Inner Planes (I think some of you might be) I started a thread to work on/expand them (using the 2e cosmology) in the world-building sub-forum. It's currently in my sig, so if anyone is interested. I could be. I used to like Planescape.


Called the swamp dwellers plague dragons. Do they look good?

I think so. I've been enjoying all of these even if I don't comment very often.

Debby

Noxsis
2011-05-07, 10:18 AM
just found something intresting it might help you determine what each of the types of gems dragon can do heres the link (http://www.wizards.com/default.asp?x=dnd/pse/20030426a) hope this gives you some ideas

Zaydos
2011-05-07, 04:21 PM
I think white/black size progression. That way they can get into ruins better and have better flying.

Okay some questions.
1. Are the ruins actual ruined buildings or a magical wasteland? The description I could find on the wiki was closer to the latter.
2. Do you have Monster Manual III or the Eberron Campaign Setting? Has to do with the seed of an idea for ruins dragons.


I'm loving all these dragons. I was just wondering if you'd given any thought to my herd dragon idea?

Again, fantastic work on the dragons.

Well gorgonid dragons do move in herds. Remind me what kind of power level you were looking for?


I always read the fluff often times just skimming the crunch because for me the fluff is the best part.

I'll have to take a look at that.

Speaking of Inner planes, does anyone know where I can find the book that I think talks about it? I've seen several threads that seem to reference a lot of stuff about cooking and food, including a Chef PRC........Sorry for the random side question.

:smallsmile: Okay I had started to wander if anybody did.

As for the book the only books I know that actually detail them are The DM's Guide to the Planes (Planescape Boxed Set 2e), The Inner Planes (Planescape 2e), and Planescape Monstrous Compendium Appendix 3 (Planescape 2e), any other books that actually have useful amounts of information on them are unknown to me.


I also read the fluff. You write well and it's usually pertinent information.

I could be. I used to like Planescape.



I think so. I've been enjoying all of these even if I don't comment very often.

Debby

Thanks :smallsmile:


just found something intresting it might help you determine what each of the types of gems dragon can do heres the link (http://www.wizards.com/default.asp?x=dnd/pse/20030426a) hope this gives you some ideas

Will be a bit before I do a gem dragon, but thanks.

Milo v3
2011-05-07, 05:50 PM
Okay some questions.
1. Are the ruins actual ruined buildings or a magical wasteland? The description I could find on the wiki was closer to the latter.
2. Do you have Monster Manual III or the Eberron Campaign Setting? Has to do with the seed of an idea for ruins dragons.
1. The Ruins are a Magical Wasteland with many Ruined Buildings in them. Have you every heard of S.T.A.L.K.E.R (The Game Series) its kind of similar to that.
2. I have the Monster Mannuals (1-5). But I don't have any Eberron Books.

Zaydos
2011-05-07, 06:01 PM
1. The Ruins are a Magical Wasteland with many Ruined Buildings in them. Have you every heard of S.T.A.L.K.E.R (The Game Series) its kind of similar to that.
2. I have the Monster Mannuals (1-5). But I don't have any Eberron Books.

1. Okay.
2. I was thinking about giving them the ability to create living spells the template of which is in both MMIII and Eberron Campaign setting, but I couldn't put the details so it would be pointless if you didn't have one of the two.

Milo v3
2011-05-07, 06:18 PM
That idea sounds very dangerous (To players) and awesome (For Everyone).
And it fits the flavour of the Ruins.

Zaydos
2011-05-07, 10:36 PM
Spellwaste Dragon
Dragon (Earth)
Environment: Any land or underground (magical wastelands).
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: Wyrmling 2; very young 4; young 6; juvenile 9; young adult 11; adult 13; mature adult 15; old 17; very old 19; ancient 21; wyrm 23; great wyrm 26
Treasure: Triple standard.
Alignment: Usually Chaotic Evil

Another dragon I met on that world reminded me of a creature I had seen on other worlds when lost amidst ancient ruins of a wizardly society. The cause of the cataclysm on the two worlds did not seem overly similar, but its effects were very close to each other. A blighted waste land filled with twisting ambient magic and monstrosities that have been changed and altered by their homes, and amongst these mutants can even be counted dragons. Whether these dragons on different worlds were originally the same species or not I cannot be certain, having not yet done the necessary studies. What can be said is that this species carries wild magic with them, in their very beings and are terrifying foes to wizards and others who wield magic.

They are fairly small, similar in size to white dragons, but their magical powers cannot be compared to such. Even from birth they are resistant to some magics, but their resistance to magic seems to vary depending upon the grade of magic used against them. The exact extent of the variation I have not yet tested, but generally it would seem that there are only two levels of resistance and what spells are weak enough to fall into the stronger level of resistance’s domain are based on the dragon’s own magical powers and age. In addition to this, usually superior, magical resistance these dragons also show magical abilities superior to most dragons, though of course there are many exceptions to this that I could list.

Merely the ability to resist spells and to cast them is not, amongst dragons, a notable achievement. What is more notable is there aura, which from my experiences can extend from seventy to about one-hundred feet and I would predict ranges up to one-hundred and fifty feet at full growth, and possibly as little as forty feet when first born (if they even have such abilities from birth). This aura twists and warps magic used nearby, causing it to spiral wildly out of control, making it unreliable except in the hands of one whose knowledge and control of magic is superb, though I cannot say I have allowed my magic to be twisted from my control personally I have seen it happen to my friends and allies. Even their powerful breath relies upon the qualities of magic, turning magical power inward against its wielders and causing the magic inherent in all living things to burn and rebel against itself, causing a being’s natural magic to annihilate them.

Even this, fascinating as the prospect of a theoretically controllable source of wild mage is, is not their most fabulous ability. They can imbue spells with life, creating dangerous oozes which obey their mental commands. It would seem that there is a small chance for these spells to last beyond their normal span, but if they do so the mental link is broken. In many ways I wonder if these dragons are responsible for the propagation of living spells on many prime material worlds. Yet another possibility to investigate.

While this covers their magical abilities that I have encountered so far, I have not yet covered their mental qualities nor their physical appearance. Mentally they are fairly intelligent on the scale of chromatic dragons which they seem to most closely, mentally, resemble. They are angry and ferocious beasts who seem to consider themselves the absolute kings of all they purvey, but they are capable when it comes to a battle of wits. These dragons attack with vicious cunning once they have been shown that they lack the sheer magical, and physical, might that is required to make an encounter a simple thing, they will use stealth and trickery. Though their attempts at ambush proved untrained from lack of use, as did their ability to function as a team, they were clever enough to at least consider such a possibility. It would seem that naturally they are highly individualistic and arrogant considering themselves above most other forms of life.

In physical appearance they have splotched bodies with scales of dull tan colors mixed with brown and various hues in between. Their eyes seem like a swirling mixture of colors, no one color standing out for long as each is subsumed quickly by the others. Similar to gold dragons they have catfish-like “whiskers” on the sides of their otherwise plain heads. A simple frill runs down their back between two wings situated in the fin-like manner of a brass dragon. Their claws are heavy, designed as much for digging as killing, and capable of being used to dig into the side of stone to facilitate climbing.

This concludes the information I have been able to, thus far, gather on these spellwaste dragons.
--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
T
3d12+3 (22 hp)
11
10
13
10
11
10
3/-5
5
4
3
3
2d4
12
(11)


Very Young
S
6d12+12 (51 hp)
13
10
15
12
11
12
6/3
8
7
5
5
4d4
15
(14)


Young
M
9d12+18 (76 hp)
15
10
15
12
13
12
9/11
11
8
6
7
6d4
16
(15)


Juvenile
M
12d12+36 (114 hp)
17
10
17
14
13
14
12/15
15
11
8
9
8d4
19
(18)


Young Adult
L
15d12+60 (157 hp)
19
10
19
16
15
16
15/23
18
13
9
11
10d4
21
20


Adult
L
18d12+76 (193 hp)
21
10
19
16
15
16
18/27
22
15
11
13
12d4
23
22


Mature Adult
H
21d12+105 (241 hp)
23
10
21
18
17
18
21/35
25
17
12
15
14d4
25
24


Old
H
24d12+120 (276 hp)
25
10
21
20
17
20
24/39
29
19
14
17
16d4
27
27


Very Old
H
27d12+162 (337 hp)
27
10
23
20
19
20
27/43
33
21
15
19
18d4
29
28


Ancient
H
30d12+180 (375 hp)
29
10
23
22
19
22
30/47
37
23
17
21
20d4
31
31


Wyrm
G
33d12+231 (445 hp)
33
10
25
22
21
22
33/56
40
25
18
23
22d4
33
32


Great Wyrm
G
36d12+288 (522 hp)
35
10
27
24
21
24
36/60
44
28
20
25
24d4
36
35





Age
Speed
Init
AC
SR
Special Abilities
Caster Level


Wyrmling
40-ft, fly 150-ft (average), burrow 20-ft, climb 20-ft
+0
14 (+2 size, +2 natural)
-
Spell Warding (0 and 1st),
-


Very Young
40-ft, fly 150-ft (average), burrow 20-ft, climb 20-ft
+0
16 (+1 size, +5 natural)
10
Aura of Wild Magic
1st


Young
40-ft, fly 200-ft (poor), burrow 20-ft, climb 20-ft
+0
18 (+8 natural)
12
Spell Warding (2nd, and 3rd), Wild Power (restrained)
3rd


Juvenile
40-ft, fly 200-ft (poor), burrow 20-ft, climb 20-ft
+0
21 (+11 natural)
15
Create Spell, Wild Power
5th


Young Adult
40-ft, fly 200-ft (poor), burrow 20-ft, climb 20-ft
+0
23 (-1 size, +14 natural)
17
DR 5/magic
7th


Adult
40-ft, fly 200-ft (poor), burrow 20-ft, climb 20-ft
+0
26 (-1 size, +17 natural)
20
Spell Warding (4th, 5th, and 6th)
9th


Mature Adult
40-ft, fly 200-ft (poor), burrow 20-ft, climb 20-ft
+0
28 (-2 size, +20 natural)
22
DR 10/magic
11th


Old
40-ft, fly 200-ft (poor), burrow 20-ft, climb 20-ft
+0
31 (-2 size, +23 natural)
24
Devour Magic
13th


Very Old
40-ft, fly 200-ft (poor), burrow 20-ft, climb 20-ft
+0
34 (-2 size, +26 natural)
26
DR 15/magic
15th


Ancient
40-ft, fly 200-ft (poor), burrow 20-ft, climb 20-ft
+0
37 (-2 size, +29 natural)
28
Spell Warding (7th and 8th)
17th


Wyrm
40-ft, fly 250-ft (clumsy), burrow 20-ft, climb 20-ft
+0
38 (-4 size, +32 natural)
31
DR 20/magic
19th


Great Wyrm
40-ft, fly 250-ft (clumsy), burrow 20-ft, climb 20-ft
+0
41 (-4 size, +35 natural)
34
Spell Warding (9th), Create Spell (9th)
21st



Frightful Presence Note: A spellwaste dragon does not develop frightful presence until the young adult age category (as normal) but beginning at very young has abilities dependent upon Charisma based DCs and therefore it is listed at younger age categories in parenthesis.

Breath Weapon (Su): A spellwaste dragon has a single type of breath weapon a cone of magical pressure that turns the internal magical energy of any creature against its self, dealing the listed damage (Will save halves). This attack is especially potent against dragons, aberrations, fey, undead, constructs, outsiders, and elementals, as well as any creature that can cast spells and any creature that is capable of using one or more spell-like ability, take +1 damage per age category of the dragon. If they can cast spells spontaneously, or have at least one at-will spell-like ability, they instead take +2 damage per age category of the dragon.

Spellwarding (Su): A spellwaste dragon’s Spell Resistance is considered 10 higher against 0 and 1st level spells (and spell-like abilities), as a wyrmling this causes it to have spell resistance 10 against such spells. As a young dragon this becomes effective against 2nd and 3rd level spells as well; at adult it is also effective against spells of 6th level or lower; at ancient this affects spells of 8th level or lower; and as a great wyrm this affects any spell of 9th level or lower.

Aura of Wild Magic (Su): A very young or older spellwaste dragon radiates an aura that disrupts the normal flow of magic nearby. Whenever a creature attempts to cast a spell (including psionic powers or mysteries), or use a spell-like ability, within 30-ft +10-ft per age category of the spellwaste dragon they must succeed a Spellcraft check. The DC of this spellcraft check is based off of the spellwaste dragon’s hit dice and charisma (rendering it equal to their frightful presence under normal situations) with certain special modifications. If they are casting a prepared spell, or using a spell completion or spell trigger item, they suffer a -5 to the check; if they are casting a divine spell or using a mystery as a supernatural ability they gain a +5 to the check; if they are using a spell-like ability (other than an invocation, or mystery) or warlock’s eldritch blast they gain a +10 on the check. Should they succeed the check the spell acts normally, should they fail roll 1d20 and consult the table below; a wild mage’s (Complete Arcane) Student of Chaos allows them to roll on this table twice and pick the better result. This aura even affects spells cast by the spellwaste dragon; should multiple renditions of this aura stack only the strongest (highest DC) aura is rolled for.


#
Effect


1
Spell is wasted with no effect


2
Spell fails, and roll again on the Rod of Wonder random effects table


3
Spell targets a random creature(s) within area (if targeted, or ranged touch spell) or roll on grenade-like weapons deviation and roll 1d20 for how many squares away from target for Area of Effect spells or spells that create effects


4
Spell fails, but is not expended.


5
Spell works normally


6
Spell works as normal but then caster and target switch places; if the spell creates a free-standing effect (such as Solid Fog) caster and spell switch places (caster is moved to origin of the spell and the spell is treated as being centered on a corner of the caster’s square)


7
Spell is empowered


8
Spell is cast at caster level 1.


9
Spell is cast with a -1d8 to its caster level.


10
Spell is cast with a +1d4 to its caster level.


11
Spell fails but the caster creates a bolt of magical energy dealing 2d6 damage per spell level to any creature or object within 30-ft with a ranged touch attack.


12
Spell fails and all creatures within the wild magic aura heal 3 damage times spell level squared.


13
Spell is cast with a +6 to its caster level


14
Spell has any saving throw DCs increased by 2


15
Spell works as normal but the caster suffers 1d4+1 Con burn


16
Spell works as normal but the caster suffers 1d4+1 ability drain to whatever stat determines their casting


17
Spell works as normal but the caster gains a +4 enhancement bonus to all ability scores for 1 minute per spell level


18
Spell fails but caster gains flight 60-ft with good maneuverability for 1 minute per spell level.


19
Spell has any saving throw DCs associated with it reduced by 5


20
Spell functions normally but is not expended



Spellcasting: A very young or older spellwaste dragon casts spells as a sorcerer of the listed level.

Wild Power (Su): Whenever a young or older spellwaste dragon casts a spell it gets a -2 penalty to its caster level and then adds +1d6 to its caster level to determine what CL the spell was cast at. When they reach juvenile the penalty is increased to -3, but they add +1d10 to their CL for the spell’s effective CL.

Create Spell (Sp): A young or older spellwaste dragon may, as a swift action, expend a spell slot to create a living spell of up to one spell level lower than the expended slow, to a maximum of 8th level, of any spell that it knows and to which the living spell template may be applied. The CL for the living spell is 2 less than the spellwaste dragon’s caster level before magical effects (or Wild Power) modify it, and without any bonus from the Practiced Spellcaster feat. The living spell is under the spellwaste dragon’s mental control, functioning as an extension of its will, and remains for 1 round per CL before vanishing. A spellwaste dragon may only have one living spell under its control at a time, but there is a 1 in 20 chance that when the duration of a living spell ends it remains free from the spellwaste dragon’s control. A great wyrm spellwaste dragon may, by expending a 10th level spell slot gained through an epic feat, create a living spell of a 9th level spell.

Devour Magic (Su): An old or older spellwaste dragon’s bite attack also dispels one spell effect on any creature or object it bites, as per dispel magic; the spellwaste dragon uses its CL (with Wild Power) +4 for this effect and there is no maximum caster level bonus to the dispel check. This effect always affects the highest CL spell effect on a target. Should a spellwaste dragon bite a freestanding magical effect (such as the fog created by Solid Fog) it is affected as if by Dispel Magic using the same bonus to the dispel check.

Skills: Hide, Move Silently, and Spellcraft are class skills for a spellwaste dragon in addition to those common to true dragons.

Zaydos
2011-05-07, 10:38 PM
That idea sounds very dangerous (To players) and awesome (For Everyone).
And it fits the flavour of the Ruins.

Ruins dragon should be done. It was harder than expected.

Tacitus
2011-05-07, 11:14 PM
The table has Spellshield for the higher age categories but the text and younger categories list Spell Warding.

Breath weapon has a type imo, "If they can cast spells spontaneously, or have at least one at-will spell-like ability,"

Also on the breath weapon, I'm somewhat torn. Its an AoE untyped damage with a will save that isn't mind affecting and doesn't target SR. So, its fairly strong, but I'm not sure that entirely warrants the die size reduction. Then again, the people it will hurt most are potentially the squishy ones, so I dunno.

Huh... I can't recall off the top of my head. Are invocations Sp or Su?

Zaydos
2011-05-07, 11:19 PM
The table has Spellshield for the higher age categories but the text and younger categories list Spell Warding.

Breath weapon has a type imo, "If they can cast spells spontaneously, or have at least one at-will spell-like ability,"

Also on the breath weapon, I'm somewhat torn. Its an AoE untyped damage with a will save that isn't mind affecting and doesn't target SR. So, its fairly strong, but I'm not sure that entirely warrants the die size reduction. Then again, the people it will hurt most are potentially the squishy ones, so I dunno.

Huh... I can't recall off the top of my head. Are invocations Sp or Su?

Invocations are spell-like.
Another thing to remember is that the creature hurt most (casters) also tend to have good Will saves (extremely good if they take multiple PrCs). It's also only comparable in damage with Wings of Flurry (24d4 or on average 23d6) which is an AoE force effect (one spell can completely negate force damage, but unless force ward is active force is better than untyped). In truth if I wanted to be nasty I'd make it a Reflex save as that's what casters are least likely to succeed (though I could argue Fort or Will on a fluff basis)

Milo v3
2011-05-08, 03:34 AM
I like the Spellwaste Dragon. But I think I might have to change the fluff a bit. Specifically the multiple worlds part. Will try and add them to the Setting as soon as possible.
Edit: These were so good do you think you could make another for me? :smallredface:
A Sand Dragon (I know there is one in sandstorm but I think Zaydos can probably make a better one). It would live in the Sumran Wastes which consists of manly of which is Sandy Desert. Most people in Sumra are arcane casters so probably good with spells. Size probably start as small end as Colossal. One thing about it phyiscally, can its wings be spines with a Membrane between them (I love this part of sand dragons in Sandstorm and will hope for it to be the features of your Sand Dragon (If you do take the spines as wings off in place of something else thats fine though as it is your dragon)).

Zaydos
2011-05-11, 02:48 PM
Steam Dragon
Dragon (Water, Cold)
Environment: Any sky (The Quasielemental Plane of Steam)
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: Wyrmling 3; very young 5; young 6; juvenile 9; young adult 10; adult 12; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 23
Treasure: Triple standard.
Alignment: Often Neutral Good

Even deep within the fogs and mists of the Quasielemental Plane of Steam you can encounter dragons. These dragons, called steam dragons after their home since the more accurate descriptions of fog and mist dragons are already in use for more common dragons, are usually kind and gentle creatures with a deep love of philosophy. They can normally be found dreaming their days away on floating blocks of elemental earth, or else listlessly floating on the eddies of Steam.

Steam dragons, unlike many of the races of the Inner Planes, seem quite interested in the factions of Sigil. Many steam dragons belong to one of the factions, with Signers, Sensates, and Godsmen being the most common and Xaositects, Doomguard, and Mercykillers being amongst the rarest. Hardheads and Indeps both are practically unknown among steam dragons; the first because they don’t so much have a philosophy but just orders, and the second because existing outside of the power base of the factions steam dragons don’t see any need to label themselves a group just to say they aren’t part of a group. If you know what faction the dragon you’re dealing with belongs to it can be easier to deal with.

Steam dragons are smallish dragons, with pale grey-blue scales and white eyes. Their wings, long and bat-like, are translucent like a fine mist. The central claw on each paw is significant in that it is proportionately large compared to those of other dragons.



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
10
13
10
4/-4
6
5
4
5
1d10
13
-


Very Young
S
7d12+7 (52 hp)
13
10
13
10
13
10
7/4
9
6
5
6
2d10
14
-


Young
M
10d12+20 (85 hp)
15
12
15
12
15
12
10/12
12
9
8
9
3d10
17
-


Juvenile
M
13d12+26 (110 hp)
17
12
15
12
15
12
13/16
16
10
9
10
4d10
18
-


Young Adult
L
16d12+48 (152 hp)
19
12
17
14
17
14
16/24
19
13
11
13
5d10
21
20


Adult
L
19d12+76 (199 hp)
23
14
19
14
17
14
19/29
24
15
13
14
6d10
23
21


Mature Adult
H
22d12+110 (253 hp)
27
14
21
16
19
16
22/38
28
18
15
17
7d10
26
24


Old
H
25d12+125 (287 hp)
29
14
21
16
19
16
25/42
32
19
16
18
8d10
27
25


Very Old
H
28d12+168 (350 hp)
31
16
23
18
21
18
28/46
36
22
19
21
9d10
30
28


Ancient
H
31d12+186 (387 hp)
33
16
23
18
21
18
31/50
40
23
20
22
10d10
31
29


Wyrm
G
34d12+238 (459 hp)
35
16
25
20
23
20
34/58
42
26
22
25
11d10
34
32


Great Wyrm
G
37d12+296 (536 hp)
37
18
27
22
25
22
37/62
46
28
24
27
12d10
36
33





Age
Speed
Init
AC
SR
Special Abilities


Wyrmling
40-ft, fly 250-ft (average), swim 40-ft
+0
15 (+2 size, +3 natural)
-
Immunity to cold, fire vulnerability, child of the mists, water breathing


Very Young
40-ft, fly 250-ft (average), swim 40-ft
+0
17 (+1 size, +6 natural)
-
Fog Cloud


Young
40-ft, fly 300-ft (poor), swim 40-ft
+1
20 (+9 natural, +1 Dex)
-
DR 5/magic


Juvenile
40-ft, fly 300-ft (poor), swim 40-ft
+1
23 (+12 natural, +1 Dex)
17
Solid Fog


Young Adult
40-ft, fly 300-ft (poor), swim 40-ft
+1
25 (-1 size, +15 natural, +1 Dex)
18
DR 10/magic


Adult
40-ft, fly 300-ft (good), swim 40-ft
+2
29 (-1 size, +18 natural, +2 Dex)
20
Fog Wings


Mature Adult
40-ft, fly 300-ft (good), swim 40-ft
+2
31 (-2 size, +21 natural, +2 Dex)
22
DR 15/magic


Old
40-ft, fly 300-ft (good), swim 40-ft
+2
34 (-2 size, +24 natural, +2 Dex)
24
Control Winds


Very Old
40-ft, fly 300-ft (good), swim 40-ft
+3
38 (-2 size, +27 natural, +3 Dex)
26
DR 20/magic and 5/silver


Ancient
40-ft, fly 300-ft (good), swim 40-ft
+3
41 (-2 size, +30 natural, +3 Dex)
27
Dimension Well


Wyrm
40-ft, fly 350-ft (average), swim 40-ft
+3
42 (-4 size, +33 natural, +3 Dex)
28
DR 20/magic and 10/silver


Great Wyrm
40-ft, fly 350-ft (average), swim 40-ft
+4
46 (-4 size, +36 natural, +4 Dex)
30
Gathering Clouds



Breath Weapon (Su): A steam dragon has two breath weapons. The first is a cone of cold that deals the listed damage (Reflex save halves). The second is a cone of numbing gas that afflicts a Slow spell on targets (Fortitude negates).

Child of the Mists (Ex): A steam dragon’s sight and movement are not hindered or restricted by clouds, fogs, or mists; even magical ones.

Fog Wings (Su): An adult or older steam dragon gains a supernatural improvement to its flight maneuverability of two grades. This is already included in its stats, so that they lose 2 grades of maneuverability should they enter and anti-magic field.

Dimension Well (Su): Other creatures within 30-ft per age category of an ancient or older steam dragon are unable to teleport or perform planar travel. Any attempts to use such means to travel out of this area fails automatically (should a check based on CL be allowed through some special feature this is considered to have a CL equal to the dragon’s hit dice). Any attempt to enter this area is met with similar failure, as are any summoning or calling spells that would bring something into this area. Naturally occurring portals are unaffected.

Gathering Clouds (Su): A great wyrm steam dragon is continuously surrounded by thick clouds of fog and water vapor out to 30-ft. This has two effects. First unless a creature can breathe both water and air finds itself unable to breathe in this area; should a creature be suddenly plunged into this region they are allowed a Reflex save (DC 15 + dragon’s Dexterity modifier) to hold their breath, otherwise they do not catch it in time and begin to drown. Secondly adjacent creatures in the mist have concealment, and any creature deeper into the mist has full concealment (a steam dragon’s child of the mist ability allows it to see through this). A steam dragon can suppress this ability as a free action, or extend it to 100-ft for Con modifier rounds 3 times per day as a swift action; the later leaves the dragon fatigued until the end of the encounter when it is finished and cannot be done while the dragon is fatigued.

Spell-like Abilities: CL equals twice the steam dragon’s age category. 3/day: Fog Cloud (very young), Control Winds (old). 1/day: Solid Fog (juvenile).

Skills: Autohypnosis, Heal, and Spellcraft are class skills for a steam dragon in addition to those common to all true dragons.

DrWeird
2011-05-11, 02:58 PM
I've been waiting for another elemental-esque dragon; you didn't disappoint.

Oh, I've noticed you've yet to create a necromantic dragon - that is, a dragon which specializes in unholy magic and possibly hoards rare undead minions animated by fell innate magic they possess, possibly with foetid, undead-creating negative energy breath, probably with some undead traits themselves, but true dragons nonetheless.

Zaydos
2011-05-11, 03:05 PM
Don't have undead traits but specialize in building undead armies and has negative energy breath death dragon (http://www.giantitp.com/forums/showpost.php?p=9520785&postcount=366).

Debihuman
2011-05-11, 03:18 PM
Steam Dragon

{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| 4d12+4 (30 hp) | 11| 10| 13| 10| 13| 10| 4/-4| 6| 5| 4| 5| 1d10| 13 |-
Very Young| S| 7d12+7 (52 hp) | 13| 10| 13| 10| 13| 10| 7/4| 9| 6| 5| 6| 2d10| 14 |-
Young | M| 10d12+20 (85 hp) | 15| 12| 15| 12| 15| 12| 10/12| 12| 9| 8| 9| 3d10| 17 |-
Juvenile| M| 13d12+26 (110 hp) | 17| 12| 15| 12| 15| 12| 13/16| 16| 10| 9| 10| 4d10| 18 |-
Young Adult| L| 16d12+48 (152 hp) | 19| 12| 17| 14| 17| 14| 16/24| 19| 13| 11| 13| 5d10| 21 |20
Adult| L| 19d12+76 (199 hp) | 23| 14| 19| 14| 17| 14| 19/29| 24| 15| 13| 14| 6d10| 23 |21
Mature Adult| H| 22d12+110 (253 hp) | 27| 14| 21| 16| 19| 16| 22/38| 28| 18| 15| 17| 7d10| 26 |24
Old | H| 25d12+125 (287 hp) | 29| 14| 21| 16| 19| 16| 25/42| 32| 19| 16| 18| 8d10| 27 |25
Very Old| H| 28d12+168 (350 hp) | 31| 16| 23| 18| 21| 18| 28/46| 36| 22| 19| 21| 9d10| 30 |28
Ancient| H| 31d12+186 (387 hp) | 33| 16| 23| 18| 21| 18| 31/50| 40| 23| 20| 22| 10d10| 31 |29
Wyrm | G| 34d12+238 (459 hp) | 35| 16| 25| 20| 23| 20| 34/58| 42| 26| 22| 25| 11d10| 34 |32
Great Wyrm | G| 37d12+296 (536 hp) | 37| 18| 27| 22| 25| 22| 37/62| 46| 28| 24| 27| 12d10| 36 |33[/table]


I think you are missing a "|" between the breath weapon and the DC of the breath weapon.

Apparently the Quasielemental Plane of Steam is cold (it probably should have been called Mist rather than Steam).

If it has Autohypnosis, it should have the Psionic Subtype.

Debby

The Tygre
2011-05-11, 04:29 PM
Well, I was going to ask for a Komodo Dragon based... um, dragon. But you gots that plague dragon up there. Kind of redundant now, huh?

DrWeird
2011-05-11, 07:33 PM
Oh, wow. How did I miss that?

DM didn't tell me I rolled 1 on my Spot check, I guess.

Zaydos
2011-05-11, 09:36 PM
Dry Dragon
Dragon (Earth)
Environment: Warm deserts
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: Wyrmling 4; very young 5; young 7; juvenile 9; young adult 12; adult 14; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple standard.
Alignment: Usually True Neutral

Found in the deserts which are as dry as these dragons’ breath, dry dragons are dangerous predators. Young dragons hunt primarily by night, relying on hit and run tactics using their desiccating breath and terrible fangs to tear into their foes while using their speed to avoid retribution. Few desert tribes that have faced these dragons do not fear them.

As they mature their strategy changes. An adult dragon no longer needs to wait till night to hunt its prey and will move in the dreadful heat of their arid realms applying tooth and claw to foes. They lair near the surface of the sand and should a creature venture past the lair of a dry dragon it will burst from below rending with tooth and claws, sweeping with deadly breath to debilitate foes.

As they dwell in deserts, along with both blue and brass dragons, dry dragons find that they have draconic competition. Battles with brass dragons tend to be short and end with the weaker (usually brass) dragon fleeing the territory. Battles with blue dragons are longer and drawn out affairs as the blue dragon attempts to manipulate the battlefield to its advantage; many dry dragons die in such fights.

Dry dragons have scales the color of the night sky, some of which twinkle faintly in even the dimmest light, like makeshift stars. Their scales are darker than blue dragons, and their body is completely different. Like several breeds of metallic dragons their wings are made of membrane stretched tightly over a series of spines that runs from the base of their skull all the way to their tail. When at rest they sometimes extend these wings and allow heat to ooze from their blood, pumped through the thin membrane, into the cooler air around them. Although a dry dragon does not need to drink, it is not a creature of flames and great heats can distress even one of their kind. Their heads end in flat noses, and they have a slight under-bite giving their skulls a distinct shape among dragonkind.



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
8
11
8
5/2
7
5
4
4
1d8 & 1d6
13
-


Very Young
M
8d12+16 (66 hp)
15
10
15
10
11
10
8/10
10
8
6
6
2d8 & 2d6
16
-


Young
M
11d12+22 (93 hp)
17
10
15
10
13
10
11/14
14
9
7
8
3d8 & 3d6
17
-


Juvenile
L
14d12+42 (133 hp)
21
10
17
12
13
12
14/23
18
12
9
10
4d8 & 4d6
20
-


Young Adult
L
17d12+68 (178 hp)
23
10
19
14
15
14
17/27
22
14
10
12
5d8 & 5d6
22
20


Adult
H
20d12+100 (230 hp)
25
10
21
14
15
14
20/35
25
17
12
14
6d8 & 6d6
25
22


Mature Adult
H
23d12+138 (287 hp)
27
10
23
16
17
16
23/39
29
19
13
16
7d8 & 7d6
27
24


Old
H
26d12+182 (351 hp)
29
10
25
16
17
16
26/43
33
22
15
18
8d8 & 8d6
30
26


Very Old
H
29d12+232 (420 hp)
31
10
27
18
19
18
29/47
37
24
16
20
9d8 & 9d6
32
28


Ancient
G
32d12+288 (496 hp)
35
10
29
20
21
20
32/56
40
27
18
23
10d8 & 10d6
35
31


Wyrm
G
35d12+315 (543 hp)
37
10
29
22
23
22
35/60
44
28
19
25
11d8 & 11d6
36
33


Great Wyrm
C
38d12+380 (627 hp)
41
10
31
24
25
24
38/69
45
31
21
28
12d8 & 12d6
39
36





Age
Speed
Init
AC
SR
Special Abilities
Spellcasting


Wyrmling
40-ft, fly 200-ft (average), burrow 40-ft
+0
15 (+1 size, +4 natural)
-
Immunity to desiccation, hold breath
-


Very Young
40-ft, fly 250-ft (poor), burrow 40-ft
+0
17 (+7 natural)
-
Swift Strike +1d6
-


Young
40-ft, fly 250-ft (poor), burrow 40-ft
+0
20 (+10 natural)
-
Tremorsense
-


Juvenile
40-ft, fly 250-ft (poor), burrow 40-ft
+0
22 (-1 size, +12 natural)
17
Fire Resistance 10, Swift Strike +2d6
1st


Young Adult
40-ft, fly 250-ft (poor), burrow 40-ft
+0
25 (-1 size, +16 natural)
18
DR 5/magic
3rd


Adult
40-ft, fly 250-ft (poor), burrow 40-ft
+0
27 (-2 size, +19 natural)
20
Fire Resistance 30, Swift Strike +3d6
5th


Mature Adult
40-ft, fly 250-ft (poor), burrow 40-ft
+0
30 (-2 size, +22 natural)
22
DR 10/magic
7th


Old
40-ft, fly 250-ft (poor), burrow 40-ft
+0
33 (-2 size, +25 natural)
24
Summon Twister, Swift Strike +4d6
9th


Very Old
40-ft, fly 250-ft (poor), burrow 40-ft
+0
36 (-2 size, +28 natural)
26
DR 15/magic
11th


Ancient
40-ft, fly 300-ft (clumsy), burrow 40-ft
+0
37 (-4 size, +31 natural)
27
Fire Immunity, Swift Strike +5d6
13th


Wyrm
40-ft, fly 300-ft (clumsy), burrow 40-ft
+0
40 (-4 size, +34 natural)
28
DR 20/magic
15th


Great Wyrm
40-ft, fly 300-ft (clumsy), burrow 40-ft
+0
39 (-8 size, +37 natural)
30
Dust Tornado, Swift Strike +6d6
17th



Breath Weapon (Su): A dry dragon has a single breath weapon. They can spray a cone of desiccating sand which deals slashing and desiccating damage (see Sandstorm for desiccating damage).The slashing is listed in d8s while the desiccation deals dice of d6. A successful Reflex save halves both.

Hold Breath (Ex): A dry dragon can go 1 hour per 2 points of Con without breathing.

Swift Strike (Ex): If a very young or older dry dragon moves at least 10-ft it adds precision damage to any melee attacks it makes in that turn equal to that listed on the table.

Tremorsense (Ex): A young or older dry dragon gains tremorsense out to 10-ft per age category.

Spellcasting: A juvenile or older dry dragon casts spells as a sorcerer of the indicated level.

Summon Twister (Su): An old or older dry dragon may, 3 times per day, summon a small twister of sand and wind. This twister appears within 100-ft +20-ft/age category of the dry dragon. It occupies an area 1 square by 1 square but 10 squares high. Any creature in a square it occupies takes 1d6 slashing damage/2 age categories and is buffered by hurricane force winds (except save DC is increased to that of the dry dragon’s Con based save DCs; normally equal to its breath weapon). All squares within 10-ft of the twister have windstorm force winds (with the same increased DC) and the effects of a greater duststorm (DMG pg 95). This twister remains for 1 round per age category of the dragon and it may direct it to move up to 40-ft as a swift action. The twister vanishes if it is ever not in contact with the ground or further than 100-ft +20-ft/age category of the dry dragon.

Dust Tornado (Su): Once per day a great wyrm dry dragon may surround itself with a terrible tornado force winds. It must decide the area of these winds when it first creates them, with an eye of from 20-ft to 60-ft radius centered on square it occupies and a total area covering a radius 3 times that of the eye. This ability has no effect within the eye, but in the remaining area there are tornado force winds (with their DC increased to the dragon’s Con based save DC) and all creatures within take 5d6 slashing damage from the terrible sands which blow through it, as well as the effects of a greater dust storm. A dry dragon may maintain this effect for as long as it wishes, but if it exits the eye of the storm the effect immediately ends. This effect cannot be moved by the dry dragon creating it.

Skills: Hide, Move Silently, and Survival are class skills for a dry dragon in addition to those common to all true dragons. A dry dragon gains +1 per age category to Hide checks made to hide while flying at night.

Zaydos
2011-05-11, 09:38 PM
I like the Spellwaste Dragon. But I think I might have to change the fluff a bit. Specifically the multiple worlds part. Will try and add them to the Setting as soon as possible.
Edit: These were so good do you think you could make another for me? :smallredface:
A Sand Dragon (I know there is one in sandstorm but I think Zaydos can probably make a better one). It would live in the Sumran Wastes which consists of manly of which is Sandy Desert. Most people in Sumra are arcane casters so probably good with spells. Size probably start as small end as Colossal. One thing about it phyiscally, can its wings be spines with a Membrane between them (I love this part of sand dragons in Sandstorm and will hope for it to be the features of your Sand Dragon (If you do take the spines as wings off in place of something else thats fine though as it is your dragon)).

Done. Next up... I don't know... salt?

Milo v3
2011-05-11, 10:48 PM
A Sand Dragon (I know there is one in sandstorm but I think Zaydos can probably make a better one).

I was right. This is better and suits the other "Wild Dragons" (Some of your dragons selected for my setting). I don't know if I should add Planar dragons to the setting if I do I ask if you can make them.

Zaydos
2011-05-11, 11:36 PM
I was right. This is better and suits the other "Wild Dragons" (Some of your dragons selected for my setting). I don't know if I should add Planar dragons to the setting if I do I ask if you can make them.

Dragon Magazine + the Draconomicon have ones for most of the Outer Planes, as well as Ethereal and Astral Planes. Shadow Dragons, though not technically Planar Dragons (they have casting and normal draconic DR) are from the Plane of Shadows. I have two dragons from the Outer Planes (Arcadia and Baator) which finishes up the Outer Planes when coupled with the official ones; and I'm currently working on ones for the Inner Planes (but I'm starting with the planes they took out in 3.X because those apparently are easier to make things for than the elemental ones). Also I have one for each layer of Baator and Celestia.

Milo v3
2011-05-12, 01:05 AM
How about these planar dragons:

Ataxi Dragon (The Plane of Ataxi is kind of like Keran's limbo but also has the elements of Wood, Positive, and Negative. I don't know what powers it could have, but probably elemental in nature)
Astral Dragon (As Cores Astral so maybe it could have planar travel related powers)
Asylum Dragon (Asylum is a Prison Plane so maybe abilites which stop its targets from moving and I think it would like torture)
Hellpit Dragons (Basically dragons from the Ninehells and I will probably just use your Hellfire Dragon)
Dragon of the Work (The work is like mechanis from core as is made from gears this dragon might be very lawful with some construct traits, I think).

Zaydos
2011-05-12, 01:10 AM
How about these planar dragons:

Ataxi Dragon (The Plane of Ataxi is kind of like Keran's limbo but also has the elements of Wood, Positive, and Negative. I don't know what powers it could have, but probably elemental in nature)
Astral Dragon (As Cores Astral so maybe it could have planar travel related powers)
Asylum Dragon (Asylum is a Prison Plane so maybe abilites which stop its targets from moving and I think it would like torture)
Hellpit Dragons (Basically dragons from the Ninehells and I will probably just use your Hellfire Dragon)
Dragon of the Work (The work is like mechanis from core as is made from gears this dragon might be very lawful with some construct traits, I think).


Will have to think, but for the last one possibly the clockwork dragon. It's kind of half-way between construct and dragon, and it already commonly was found on Mechanus.

DrWeird
2011-05-12, 10:08 AM
Since you seem to be an expert on dragons for the most part, do you recall a plant dragon or plant-imitating dragon? I was going through some of my DM's notes from a decade ago and I got hit with a wall of nostalgia when I found some referencing a fight with a 'plant dragon' that wasn't fey in any sense but from what I read was more like an all natural plant-based dragon. Has anyone ever heard of such a thing?

Zaydos
2011-05-12, 12:17 PM
Since you seem to be an expert on dragons for the most part, do you recall a plant dragon or plant-imitating dragon? I was going through some of my DM's notes from a decade ago and I got hit with a wall of nostalgia when I found some referencing a fight with a 'plant dragon' that wasn't fey in any sense but from what I read was more like an all natural plant-based dragon. Has anyone ever heard of such a thing?

2e had Amber Dragon which was druidic and fed off of tree-sap. I don't know of a 3.X dragon like that other than the updated Amber Dragon and Lepidodrendron Dragon I made. Even so I don't think either are what you are looking for. Do you remember which edition it was?

Vorthon
2011-05-17, 09:32 AM
What about something silly like a dragon made of dragons? Or something (Only slightly) more serious like Noble Gas Dragons? (Neon Dragons are an awesome idea.)

Blynkibrax
2011-05-18, 07:20 PM
Have you done lead dragons, yet? Slow-moving, blunt-snouted, perhaps a little dim-witted, poisonous? :smallwink:

Lord_Gareth
2011-05-18, 10:41 PM
You should totally do a Wyrd Dragon; fey theme, tons of evasion abilities, debilitating status effects, the works. Teleporting dragon ninja!

Zaydos
2011-05-23, 12:19 AM
Salt Dragon
Dragon (Extraplanar)
Environment: Any desert or underground (Quasielemental Plane of Salt)
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: Wyrmling 4; very young 5; young 7; juvenile 9; young adult 11; adult 13; mature adult 15; old 17; very old 18; ancient 20; wyrm 21; great wyrm 22
Treasure: Triple standard.
Alignment: Usually Chaotic Neutral

I was gathering mana-salts on the Quasielemental Plane of Salt, a key ingredient in the creation of pearls of power or at least one that can be used, when I encountered a salt dragon. As you are always interested in my discoveries I thought to tell you about this race.

Salt dragons are reclusive beings which dwell on the Quasielemental Plane of Salt avoiding contact with other creatures. They were once mistaken for salt quasielementals by planar scholars, but the idea that salt quasielementals would look like salt encrusted purple reptiles seems silly in retrospect. These dragons dislike intrusion, and actively seek solitude making even the friendlier of their kind a hazard to approach.

These dragons have purple scales covered with what looks like salty crust, but is in truth part of their flesh. Their wings are usually kept folded against their bodies, the better to dig through the salt, but when they are in an area where they can take advantage of flight they will spread their great purple wings and use them to good effect.

-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
5d12+5 (37 hp)
13
10
13
8
11
8
5/2
7
5
4
4
2d6
13
(11)


Very Young
M
8d12+16 (66 hp)
15
10
15
10
11
10
8/10
10
8
6
6
4d6
16
(14)


Young
M
11d12+22 (93 hp)
17
10
15
10
11
10
11/14
14
9
7
7
6d6
17
(15)


Juvenile
L
14d12+42 (133 hp)
21
10
17
12
13
12
14/23
18
12
9
10
8d6
20
(18)


Young Adult
L
17d12+68 (178 hp)
23
10
19
12
13
12
17/27
22
14
10
11
10d6
22
19


Adult
H
20d12+80 (210 hp)
25
10
19
14
15
14
20/35
25
16
12
14
12d6
24
22


Mature Adult
H
23d12+115 (264 hp)
27
10
21
14
15
14
23/39
29
18
13
15
14d6
26
23


Old
H
26d12+156 (325 hp)
29
10
23
16
17
16
26/43
33
21
15
18
16d6
29
26


Very Old
H
29d12+174 (362 hp)
31
10
23
16
17
16
29/47
37
22
16
19
18d6
30
27


Ancient
G
32d12+224 (432 hp)
35
10
25
18
19
18
32/56
40
25
18
22
20d6
33
30


Wyrm
G
35d12+245 (473 hp)
37
10
25
18
19
18
35/60
44
26
19
23
22d6
34
31


Great Wyrm
G
38d12+304 (551 hp)
39
10
27
20
21
20
38/64
48
29
21
26
24d6
37
34




Age
Speed
Init
AC
SR
Special Abilities


Wyrmling
40-ft, fly 100-ft (average), burrow 40-ft
+0
15 (+1 size, +4 natural)
-
Immunity to desiccation, breathless, water vulnerability, destroy water


Very Young
40-ft, fly 150-ft (poor), burrow 40-ft
+0
17 (+7 natural)
-
Drain Moisture


Young
40-ft, fly 150-ft (poor), burrow 40-ft
+0
20 (+10 natural)
-
DR 5/magic


Juvenile
40-ft, fly 150-ft (poor), burrow 40-ft
+0
22 (-1 size, +12 natural)
17
Saline Blood


Young Adult
40-ft, fly 150-ft (poor), burrow 40-ft
+0
25 (-1 size, +16 natural)
18
DR 10/magic


Adult
40-ft, fly 150-ft (poor), burrow 40-ft
+0
27 (-2 size, +19 natural)
20
Desiccation field


Mature Adult
40-ft, fly 150-ft (poor), burrow 40-ft
+0
30 (-2 size, +22 natural)
22
DR 15/magic


Old
40-ft, fly 150-ft (poor), burrow 40-ft
+0
33 (-2 size, +25 natural)
24
Flesh to Salt


Very Old
40-ft, fly 150-ft (poor), burrow 40-ft
+0
36 (-2 size, +28 natural)
26
DR 20/magic and 5/adamantine


Ancient
40-ft, fly 200-ft (clumsy), burrow 40-ft
+0
37 (-4 size, +31 natural)
27
Desiccating Bite


Wyrm
40-ft, fly 200-ft (clumsy), burrow 40-ft
+0
40 (-4 size, +34 natural)
28
DR 20/magic and 10/adamantine


Great Wyrm
40-ft, fly 200-ft (clumsy), burrow 40-ft
+0
43 (-4 size, +37 natural)
30
Roar of the Saline Emperor



Breath Weapon (Su): A salt dragon has a single breath weapon a cone of desiccation dealing the listed damage (as normal for desiccation damage this can be modified if the target is a water elemental or particularly resistant).

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

Water Vulnerability (Ex): Normal water damages a salt dragon like holy water damages undead.

Destroy Water (Ex): Any water that touches a salt dragon is instantly destroyed.

Drain Moisture (Su): As a standard action a very young or older salt dragon may drain moisture from one creature within 60-ft. This attack deals 1d6 desiccation damage per age category, but a successful Fort save (DC is charisma based) halves this damage.

Saline Blood (Su): The blood of a salt dragon is infused with magically concentrated salt. This makes a juvenile or older salt dragon’s blood dangerously corrosive. Any slashing or piercing weapon which damages it takes 5d6 acid damage per age category, this damage ignores hardness and is not halved as normal against objects, a successful Reflex save (Con based) halves this damage. In addition any creature adjacent to a salt dragon when it takes damage from a slashing or piercing weapon (or spell) must make a Reflex save (Con based) or take 2d6 acid damage.

Desiccation Field (Su): When an adult or older salt dragon uses its Drain Moisture ability it may choose to instead affect all creatures within 60-ft.

Flesh to Salt (Sp): This ability functions like Flesh to Stone but instead transforms the target into pure salt. An old or older salt dragon may use this ability once per day per 2 age categories attained and has a CL of 2 per age category when doing so.

Desiccating Bite (Su): An ancient or older salt dragon’s bite draws moisture from the target dealing 3d6 desiccation damage per hit.

Roar of the Saline Emperor (Su): A great wyrm salt dragon may, 3 times per day, release a horrifying roar. Any creature within 100-ft must make a Fortitude save (Charisma based) or take 1d6 Constitution damage as their blood, or other vital fluids, are turned to salt within them. Elementals without the Water subtype are immune. Vampires, despite lacking a Constitution score, take 8 points of damage per point of Constitution damage that would have been dealt.


Skills: Autohypnosis, and Spellcraft are class skills for a salt dragon in addition to those common to all true dragons.

DrWeird
2011-05-25, 09:27 PM
How deadly do you think you could make a True Dragon of the smallest size bracket?

Zaydos
2011-05-25, 09:37 PM
How deadly do you think you could make a True Dragon of the smallest size bracket?

Infinitely. You can get pretty arbritary in this game with stats and such.

More seriously, pretty deadly. They can have casting from one or more classes, magical powers, and resistances stretching from one side of the battlefield to the other. Mental stats on par with, or surpasing, fully equipped casters, and have enough feats to rival them; barring the cheesier PrCs a dragon's casting is as more deadly than a sorcerer's of the same CL. It wouldn't be a melee brute at that point, though.

DrWeird
2011-05-26, 06:47 PM
Ah, but now the hardest part.

Making it believable that it would be so small but so powerful.

...Of course, in the suspension of disbelief within a D&D sense, not a real life physics style.

Zaydos
2011-05-30, 02:08 AM
Blood Dragon
Dragon (Fire)
Environment: Temperate and Warm Mountains and Underground
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or brood (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
Challenge Ratings: Wyrmling 4; very young 5; young 7; 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 Chaotic Evil

While visiting the dragon Mistalphos at his isle on the world of Interra I found certain texts talking about a variety of red dragons twisted by the blood god Nyull. These ‘blood dragons’ were created by Nyull to serve as his elite shock troopers as he brought war against the rest of the deities of the world. These dragons were vicious creatures that had no purpose other than to wage destruction on the creations of the other gods, and were exterminated at the end of the war; or at least they were believed to have been.

Mistalphos told me otherwise, and I will repeat what he told me of these creatures, before adding what I have discovered due to my frequent travels.

They weren’t completely wiped out, my friend. Yes most were killed, hunted by man and dragon alike; metallic and chromatic working together like Io had intended though I doubt the Nine-Fold One wanted it to be under such circumstances. I remember the hunts still; the blood that stung like acid, washing against my scales, the flesh that would not burn from my breath. Still they fell, as it would have to have been for the First Borns, who had feasted on their master’s blood and thus grown at a rate that no natural dragon could ever match, had already been slain in the War.

What were these First Borns like? They were mighty, stronger even than the red wyrms. I slew two myself, one was almost physically my match even without its mastery of blood, something that could have been said of only one red dragon of the time, although even it lacked my force of personality. That force of personality wasn’t what saved me; it was a mixture of luck, those powers Tiamat had granted me to act as her avatar, and my own wit and cunning. Similar to how I had defeated dragons far older than myself in my path to power.

Sorry, you did want to hear about blood dragons, not my past accomplishments didn’t you? So blood dragons, yes some survived the hunts, hiding in the forsaken places of the world. Were I not limited by my role as Trial of Heroes I would hunt them down myself, for they are an evil growth that threatens to gnaw at the roots of this world. In truth I post bounties upon their heads commonly throughout the great cities of the world, though woe upon the so-called hero who would bring a red dragon’s head and attempt to pass it off as a blood dragon’s head. I think my policy for punishing such transgressions have made the bounties a little feared, but really can such vermin, excuse me I know you have some love for humans but really some of them are mere vermin although I will admit that some can earn my friendship a feat that few of the great kind can do, expect to live after such a thing? To expect me to pay bounty on my own kind’s heads? Oh yes sorry, about blood dragons.

Well they were twisted from my kind, tainted by the blood of Nyull the Destroyer. His blood drives them to madness even as it gives them resistance to acid and breath weapons that even my scales cannot resist without the aid of magic. They are ferocious creature who, before the Hunts, knew only destruction. Unfortunately the Hunts taught them the benefits of subterfuge and those that survived are more cunning in their tactics relying on stealth and remaining unnoticed. Even so they kill for pleasure, but be thankful; they are likely to prolong your life to extend your pain killing you slowly giving a chance for reinforcements to arrive. Unfortunately they are also likely to work with those vermin foolish enough to worship Nyull, and succumb to the promises the demon-god makes offerings of wealth, and power.

He gave me more information about the beasts, but I believe that is enough of an excerpt of our conversation, and to include more of his rambling would be detrimental to this work. Suffice it to say I could have written a much longer passage on them than I will from just his conversation, even were I to edit out all the unnecessary portions. Moving along.

I hunted for one of these blood dragons personally, and subduing it attempted to reason with it. I found the creature filled with a vile darkness to turn even a baatezu’s black heart, and eventually the beast had to be killed before it could escape and kill more; the only other option would have been to use even more morally repugnant means of forcibly purifying another’s soul.

This encounter, and Mistalphos’s stories, led me to search for one of these creatures on another world and I did manage to find such a beast. Though its creation was different, it shared a common link to the Far Realm and a dark god which dwelt within that place.

Blood dragons are twisted from red dragons and look similar with a body structure that to anyone not skilled in the art of identifying dragons could easily be passed off as a red dragon’s. Their horns are thicker in proportion to their length, but slightly shorter in proportion to their heads, and they have a few extra joints in their tail giving it more flexibility, but to mistake one for a red dragon would be a natural accident. As their scales range from the color of fresh blood to that of old and dry blood, it is their coloration which serves as the easiest means of differentiation, although those with lighter scales can have scales as light as red dragons with darker scales. If applying for a bounty make sure the dragon breathed a mixture of fire and acid, had blood which burned when struck, and/or had the ability to sprout blades of its own blood before turning in the head lest your reward be execution.

Blood dragons have all the normal capabilities one should expect from a dragon, but they develop resistance to normal weapons quicker than the majority of spellcasting dragons, have spell resistance that is on par with an older red dragon, and physical capabilities to match their sires even as the blood which courses through them can extend outwards with a life of its own. Their breath is a cone of burning hot acidic blood, and they can stretch their blood out into a pair of deadly scythes. Finally the oldest have an aura of unholy power that can prove dangerous to even powerful heroes of good.
-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 M 7d12+14 (59) 17 10 15 8 9 10 7/10 10 7 5 4 2d10 15 -
Very Young L 10d12+30 (95) 21 10 17 10 11 12 10/19 14 10 7 7 4d10 18 -
Young L 13d12+39 (123) 25 10 17 10 11 12 13/24 19 11 8 8 6d10 19 -
Juvenile L 16d12+64 (168) 29 10 19 12 13 14 16/29 24 14 10 11 8d10 22 -
Young Adult H 19d12+76 (199) 31 10 21 12 13 14 19/37 27 16 11 12 10d10 24 21
Adult H 22d12+132 (275) 33 10 21 14 17 16 22/41 31 18 13 16 12d10 26 24
Mature Adult H 25d12+150 (312) 33 10 23 16 17 18 25/44 34 20 14 17 14d10 28 26
Old G 28d12+196 (378) 35 10 25 18 19 20 28/52 36 23 16 20 16d10 31 29
Very Old G 31d12+248 (449) 37 10 27 20 21 22 31/56 40 25 17 22 18d10 33 31
Ancient G 34d12+306 (527) 39 10 29 22 23 24 34/60 44 28 19 25 20d10 36 34
Wyrm G 37d12+370 (610) 41 10 31 22 23 24 37/64 48 30 20 26 22d10 38 35
Great Wyrm C 40d12+400 (660) 45 10 31 24 25 26 40/73 49 32 22 29 24d10 40 38



Age Speed Init AC Special Abilities Spellcasting SR
Wyrmling 40 ft., fly 150 ft. (clumsy) +0 16 (+6 natural) Immune to Fire and Acid, Cold vulnerability - -
Very Young 40 ft., fly 150 ft. (clumsy) +0 18 (-1 size, +9 natural) Blades of Blood - -
Young 40 ft., fly 150 ft. (clumsy) +0 21 (-1 size, +12 natural) DR 5/magic 1st -
Juvenile 40 ft., fly 150 ft. (clumsy) +0 23 (-2 size, +15 natural) Fast Healing 3rd 19
Young Adult 40 ft., fly 150 ft. (clumsy) +0 26 (-2 size, +18 natural) DR 10/magic 5th 21
Adult 40 ft., fly 150 ft. (clumsy) +0 29 (-2 size, +21 natural) Burning Blood 7th 23
Mature Adult 40 ft., fly 150 ft. (clumsy) +0 32 (-2 size, +24 natural) DR 15/magic 9th 24
Old 40 ft., fly 200 ft. (poor) +0 33 (-4 size, +27 natural) Fatal Blades of Blood 11th 26
Very Old 40 ft., fly 200 ft. (poor) +0 36 (-4 size, +30 natural) DR 20/magic and 5/cold iron or good 13th 28
Ancient 40 ft., fly 200 ft. (poor) +0 39 (-4 size, +33 natural) Blood Drain 15th 30
Wyrm 40 ft., fly 200 ft. (poor) +0 42 (-4 size, +36 natural) DR 20/magic and 10/cold iron and good 17th 32
Great Wyrm 40 ft., fly 200 ft. (poor) +0 41 (-8 size, +39 natural) Unholy Aura 19th 34


Breath Weapon (Su): A blood dragon has a single breath weapon a cone of searing hot, acidic blood which deals the listed damage as half fire and half acid damage.

Blades of Blood (Su): A young or older blood dragon may, as a swift action, take 2 points of Con damage to sprout a pair of long blade-like limbs made of its own blood. These limbs deal damage as a claw attack and count as secondary natural weapons but overcome DR as if they were magical, chaotic, evil, silver, and cold iron weapons, and deal +1 fire and +1 acid damage per two age categories; they deal slashing and piercing damage. These blades last for 1 minute after which time it must recreate them to use them any further.

Fast Healing (Ex): A juvenile or older blood dragon heals 2 hp per age category per round.

Burning Blood (Su): Any creature that strikes an adult or older blood dragon while within the blood dragon’s claw reach, or strikes it in melee with a non-reach weapon, is covered in a shower of burning blood. This blood ignites into flame on contact with the air and deals 1d12 acid damage +1 fire damage per age category, and ignites any flammables it strikes. A successful Reflex save (Con based) negates this damage.

Fatal Blades of Blood (Ex): An old or older blood dragon’s blades of blood provoke a critical threat on an 18-20 and deal triple damage on a critical hit.

Blood Drain (Su): Any creature struck by an ancient or older blood dragon’s blade of blood takes 1d3 Con damage in addition to the regular damage as the blade sucks out the blood of the injured creature. In addition the blood dragon heals 5 damage per point of Con damage inflicted in this way, if it already has full health it instead gains 10 temporary hit points per point of Con damage dealt; these temporary hit points fade after 10 minutes.

Unholy Aura (Su): Any good aligned creature within 100-ft of a great wyrm blood dragon must make a Will save each round or be sapped with soul numbing depression for that round suffering a -2 on attack rolls, caster level checks, skill checks, saving throws, and ability checks. Afterwards they must make a Fort save or be sickened for 1 round.

Skills: Hide, Jump, and Move Silently are class skills for a blood dragon in addition to those common to all true dragons.

Silverscale
2011-05-30, 11:10 AM
Now imagine if All of these Dragons could be found along with All the core Dragons on a single world. 150 different types of Dragons lurking around every corner........Has your min drun away in terror yet?

Zaydos
2011-05-30, 11:12 AM
Now imagine if All of these Dragons could be found along with All the core Dragons on a single world. 150 different types of Dragons lurking around every corner........Has your min drun away in terror yet?

No, but my suspension of disbelief has began to question the ecology of that world. There's a reason I make heavy use of Spelljammer in my fluff for these.

Silverscale
2011-05-30, 11:32 AM
No, but my suspension of disbelief has began to question the ecology of that world. There's a reason I make heavy use of Spelljammer in my fluff for these.Very true which is why if we ever make any more progress on Dragon-World I would select a few of the more believable ones, and call it a world.

Cipher Stars
2011-05-30, 12:09 PM
Whoa, Love the blood dragon.:smallamused:

Zaydos
2011-05-30, 12:10 PM
Thanks, it was actually the first dragon I ever tried, in 3.X, to make, but I gave up on it (that was almost a decade ago now), so I decided to finally actually make it.

Omeganaut
2011-06-08, 06:55 PM
Wow. Slow clap for Zaydos!
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Zaydos
2011-06-16, 12:32 AM
Okay working on a necron dragon as someone requested it to me. Seeing as how I don't know much about Warhammer 40k or otherwise (HeroQuest takes place in the Warhammer Universe, right? Also Slann mage-priests are too expensive for a kid to buy but saurials are cool and the halberds the Slann body-guards carry are awesome) I have mainly the Lexicanum to work off of, and stuff I've seen on TVtropes.

So I was wondering what kind of damage I should use as their breath weapon, intending to base it off the particle whip of the Necron Monolith, and whether I should give them Fast Healing or what would be an appropriate thing to have penetrate their regeneration? For the breath weapon maybe just have it disintegrate basing it off of the Gauss weapons? The C'tan's vulnerability to the Warp makes me think about using aligned damage to overcome it, but that's rather weak since most high-mid+ characters have access to a holy sword rather easily. Maybe only Chaotic damage?

Also contemplating a lich-like resurrection technique.

Zaydos
2011-07-02, 08:22 PM
Anti-Green Dragon:
Dragon (Earth)
Environment: Temperate Forest
Organization: solitary, pair, or family (2-5).
Challenge Rating:
Treasure: Triple Standard
Alignment: Always Chaotic Good.

Anti-Green Dragons hate green things, especially green dragons. They were spawned from silly message board games. Zasper thinks I've gone crazy.

Anti-Green Dragons have scales that are Anti-Green. This color does not exist in a non-magical reality and is best represented by a color that is comprised of all colors of light except green.

{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| 10| 13| 12| 13| 12| 5/2| 7| 5| 4| 5| 2d6 |13 |-
Very Young| M| 8d12+16 (66 hp) | 15| 10| 15| 14| 15| 14| 8/10| 10| 8| 6| 8| 4d6 |16 |-
Young | M| 11d12+22 (93 hp) | 17| 10| 15| 14| 15| 14| 11/14| 14| 9| 7| 9| 6d6 |17 |-
Juvenile| L| 14d12+42 (133 hp) | 21| 10| 17| 16| 17| 16| 14/23| 18| 12| 9| 12| 8d6 |20 |-
Young Adult| L| 17d12+68 (178 hp) | 23| 10| 19| 18| 19| 18| 17/27| 22| 14| 10| 14| 10d6 |22 |22
Adult| H| 20d12+80 (210 hp) | 25| 10| 19| 18| 19| 18| 20/35| 25| 16| 12| 16| 12d6 |24 |24
Mature Adult| H| 23d12+115 (264 hp) | 27| 10| 21| 20| 21| 20| 23/39| 29| 18| 13| 18| 14d6 |26 |26
Old | H| 26d12+130 (299 hp) | 29| 10| 21| 22| 23| 22| 26/43| 33| 20| 15| 21| 16d6 |28 |29
Very Old| H| 29d12+174 (362 hp) | 31| 10| 23| 22| 23| 22| 29/47| 37| 22| 16| 22| 18d6 |30 |30
Ancient| G| 32d12+224 (432 hp) | 35| 10| 25| 24| 25| 24| 32/56| 40| 25| 18| 25| 20d6 |33 |33
Wyrm | G| 35d12+281 (508 hp) | 37| 10| 27| 26| 27| 26| 35/60| 44| 27| 19| 27| 22d6 |35 |35
Great Wyrm | G| 38d12+343 (590 hp) | 41| 10| 29| 28| 29| 28| 38/65| 49| 30| 21| 30| 24d6 |38 |38[/table]

{table]Age |Speed |Init |AC |SR |Special Abilities |Caster Level
Wyrmling |60-ft, fly 100-ft (average), burrow 30-ft |+0 |15 (+1 size, +4 natural) |- |Immunity to Electricity and Acid, Smite Green |-
Very Young |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |17 (+7 natural) |- |- |-
Young |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |20 (+10 natural) |- |Diminish Plants |-
Juvenile |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |22 (-1 size, +13 natural) |- |Remove Green |1st
Young Adult |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |25 (-1 size, +16 natural) |19 |DR 5/magic |3rd
Adult |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |27 (-2 size, +19 natural) |21 |Anti-Green Shell |5th
Mature Adult |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |30 (-2 size, +22 natural) |22 |DR 10/magic |7th
Old |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |33 (-2 size, +25 natural) |24 |- |9th
Very Old |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |36 (-2 size, +28 natural) |25 |DR 15/magic |11th
Ancient |60-ft, fly 200-ft (clumsy), burrow 30-ft |+0 |37 (-4 size, +31 natural) |27 |Green Weakening Aura |13th
Wyrm |60-ft, fly 200-ft (clumsy), burrow 30-ft |+0 |40 (-4 size, +34 natural) |28 |DR 20/magic |15th
Great Wyrm |60-ft, fly 200-ft (clumsy), burrow 30-ft |+0 |43 (-4 size, +37 natural) |30 |Time Stop |17th[/table]

Special Abilities

Breath Weapon (Su): An anti-green dragon has a single type of breath weapon, a line of electricity (Reflex halves).

Smite Green (Su): An anti-green dragon adds its age category to melee damage against green creatures, or creatures wearing high amounts of green (DM's discretion). In addition their breath weapon deals +50% damage to such creatures.

Spells: A juvenile or older anti-green dragon casts spells as a sorcerer of the listed level.

Remove Green (Su): A juvenile or older anti-green dragon can return something that has been made green (for example by the spell prestidigitation to its original coloration.

Anti-Green Shell (Su): An anti-green dragon projects an aura into which green creatures, or creatures wearing high amounts of green, cannot enter. This aura extends 10-ft per age category. A green creature forced into this aura can ignore it till it leaves and tries to reenter.

Green Weakening Aura (Su): Green creatures within 10-ft per age category of an ancient or older anti-green dragon suffer a cumulative -2 penalty to all ability scores per round they spend within that distance. This penalty fades at a rate of 1 point per minute outside of its aura.

Spell-like Abilities: 3/day: Diminish Plants (young or older), Time Stop (Great wyrm)

Skills: In addition to the class skills common to all true dragons anti-green dragons have Bluff, Hide, and Move Silently.

Lateral
2011-07-02, 08:24 PM
Anti-Green Dragon:
Dragon (Earth)
Environment: Temperate Forest
Organization: solitary, pair, or family (2-5).
Challenge Rating:
Treasure: Triple Standard
Alignment: Always Chaotic Good.

Anti-Green Dragons hate green things, especially green dragons. They were spawned from silly message board games. Zasper thinks I've gone crazy.

Anti-Green Dragons have scales that are Anti-Green. This color does not exist in a non-magical reality and is best represented by a color that is comprised of all colors of light except green.

{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| 10| 13| 12| 13| 12| 5/2| 7| 5| 4| 5| 2d6 |13 |-
Very Young| M| 8d12+16 (66 hp) | 15| 10| 15| 14| 15| 14| 8/10| 10| 8| 6| 8| 4d6 |16 |-
Young | M| 11d12+22 (93 hp) | 17| 10| 15| 14| 15| 14| 11/14| 14| 9| 7| 9| 6d6 |17 |-
Juvenile| L| 14d12+42 (133 hp) | 21| 10| 17| 16| 17| 16| 14/23| 18| 12| 9| 12| 8d6 |20 |-
Young Adult| L| 17d12+68 (178 hp) | 23| 10| 19| 18| 19| 18| 17/27| 22| 14| 10| 14| 10d6 |22 |22
Adult| H| 20d12+80 (210 hp) | 25| 10| 19| 18| 19| 18| 20/35| 25| 16| 12| 16| 12d6 |24 |24
Mature Adult| H| 23d12+115 (264 hp) | 27| 10| 21| 20| 21| 20| 23/39| 29| 18| 13| 18| 14d6 |26 |26
Old | H| 26d12+130 (299 hp) | 29| 10| 21| 22| 23| 22| 26/43| 33| 20| 15| 21| 16d6 |28 |29
Very Old| H| 29d12+174 (362 hp) | 31| 10| 23| 22| 23| 22| 29/47| 37| 22| 16| 22| 18d6 |30 |30
Ancient| G| 32d12+224 (432 hp) | 35| 10| 25| 24| 25| 24| 32/56| 40| 25| 18| 25| 20d6 |33 |33
Wyrm | G| 35d12+281 (508 hp) | 37| 10| 27| 26| 27| 26| 35/60| 44| 27| 19| 27| 22d6 |35 |35
Great Wyrm | G| 38d12+343 (590 hp) | 41| 10| 29| 28| 29| 28| 38/65| 49| 30| 21| 30| 24d6 |38 |38[/table]

{table]Age |Speed |Init |AC |SR |Special Abilities |Caster Level
Wyrmling |60-ft, fly 100-ft (average), burrow 30-ft |+0 |15 (+1 size, +4 natural) |- |Immunity to Electricity and Acid, Smite Green |-
Very Young |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |17 (+7 natural) |- |- |-
Young |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |20 (+10 natural) |- |Diminish Plants |-
Juvenile |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |22 (-1 size, +13 natural) |- |Remove Green |1st
Young Adult |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |25 (-1 size, +16 natural) |19 |DR 5/magic |3rd
Adult |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |27 (-2 size, +19 natural) |21 |Anti-Green Shell |5th
Mature Adult |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |30 (-2 size, +22 natural) |22 |DR 10/magic |7th
Old |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |33 (-2 size, +25 natural) |24 |- |9th
Very Old |60-ft, fly 150-ft (poor), burrow 30-ft |+0 |36 (-2 size, +28 natural) |25 |DR 15/magic |11th
Ancient |60-ft, fly 200-ft (clumsy), burrow 30-ft |+0 |37 (-4 size, +31 natural) |27 |Green Weakening Aura |13th
Wyrm |60-ft, fly 200-ft (clumsy), burrow 30-ft |+0 |40 (-4 size, +34 natural) |28 |DR 20/magic |15th
Great Wyrm |60-ft, fly 200-ft (clumsy), burrow 30-ft |+0 |43 (-4 size, +37 natural) |30 |Time Stop |17th[/table]

Special Abilities

Breath Weapon (Su): An anti-green dragon has a single type of breath weapon, a line of electricity (Reflex halves).

Smite Green (Su): An anti-green dragon adds its age category to melee damage against green creatures, or creatures wearing high amounts of green (DM's discretion). In addition their breath weapon deals +50% damage to such creatures.

Spells: A juvenile or older anti-green dragon casts spells as a sorcerer of the listed level.

Remove Green (Su): A juvenile or older anti-green dragon can return something that has been made green (for example by the spell prestidigitation to its original coloration.

Anti-Green Shell (Su): An anti-green dragon projects an aura into which green creatures, or creatures wearing high amounts of green, cannot enter. This aura extends 10-ft per age category. A green creature forced into this aura can ignore it till it leaves and tries to reenter.

Green Weakening Aura (Su): Green creatures within 10-ft per age category of an ancient or older anti-green dragon suffer a cumulative -2 penalty to all ability scores per round they spend within that distance. This penalty fades at a rate of 1 point per minute outside of its aura.

Spell-like Abilities: 3/day: Diminish Plants (young or older), Time Stop (Great wyrm)

Skills: In addition to the class skills common to all true dragons anti-green dragons have Bluff, Hide, and Move Silently.

There's an internet coming in your PM box. Good day, sir.

DracoDei
2011-07-02, 10:40 PM
Randomly popping in to this thread (I really should resume reading it carefully one of these days, and get fully caught up on the backlog.)

More seriously, pretty deadly. They can have casting from one or more classes, magical powers, and resistances stretching from one side of the battlefield to the other. Mental stats on par with, or surpasing, fully equipped casters, and have enough feats to rival them; barring the cheesier PrCs a dragon's casting is as more deadly than a sorcerer's of the same CL. It wouldn't be a melee brute at that point, though.
I created a dragon (see my signature if you care) that would probably get MORE deadly if you reversed the advancement proceedures in the MM to reduce its starting size category and/or to give it the dexterity boost for losing a size category (but without any actual size reduction) in place of gaining each size category. It is built more like a rogue than a fighter. Of course, if they didn't reach larger sizes, they wouldn't be nearly as cool as PC carrying NPCs (insist on calling them a "mount" and they will scrape you off against the nearest cliff... not that I don't think that should be true of all dragons, although the METHOD of removing the passenger might vary from species to species).


Blood Dragon sounds like its BW should require HP to use (but perhaps be usable every 1 round (plus modifications for metabreath).
Also, the blood drain should perhaps have a mechanic for repairing a single point of Con damage on an especially good hit (so two good hits fully recovers to normal Con).

Also, all 150 species could exist on one world I think... just remove most or all the humanoids and replace them with about 1/500th that many dragons. High-speed flight and long lives (meaning a long time to seek a mate), means that the gene pools wouldn't stagnate for lack of being able to find suitable individuals within one's ability to easily reach who you weren't already related to.

Zaydos
2011-07-06, 04:29 PM
Dragon Bunny

So apparently real inspiration is hard to come by atm so another mostly joke creature.

Tiny Dragon
HD 2d12+4 (17 hp)
Speed 50 ft. (4 squares), burrow 30-ft (good)
Init: +3
AC 15; touch 13; flat-footed 12 (+3 Dex, +2 Natural)
BAB +2; Grp -8
Attack Bite +7 melee (1d6-2; 18-20/x3)
Full-Attack Bite +7 melee (1d6-2; 18-20/x3), and 2 wings +2 melee (1d2-2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks: Leaping Charge
Special Qualities: Keen Sight, Scent, Tremorsense 60-ft
Saves Fort +5 Ref +6 Will +4
Abilities Str 6, Dex 17, Con 14, Int 2, Wis 13, Cha 13
Skills: Hide +11, Jump +22, Listen +6, Move Silently +7, Spot +6
Feats: Weapon FinesseB, Alertness
Environment: Temperate plains
Organization Solitary, pair, or borrow (4-16)
Challenge Rating 1
Treasure 1/2 standard
Alignment Always true neutral
Advancement by HD (3-5 HD small, 6-9 HD medium)
Level Adjustment –

This small creature has rabbit-like ears and great, flat hindlegs made for prodigious leaps. Its body is covered in pastel blue scales, and its mouth houses several over-sized fangs. Small, mostly useless wings stretch from their sides; incapable of flight they flap them to aid their jumps and to strike enemies.

Dragon bunnies are a small race of draconic predator, preying primarily on small animals such as rodents, cats, birds, and bats. They are capable of tremendous leaps to attack their prey.

Combat: A bunny dragon uses it sharp teeth and powerful leaps in combat.

Leaping Charge (Ex): If a dragon bunny makes a DC 20 Jump check as part of a charge it gains +2 to hit (in addition to the regular bonus) and +1d6 damage.

Keen Sight (Ex): A dragon bunny 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 dragon bunny gains a +16 racial bonus to Jump checks.

As Familiars: A character with the improved familiar feat and a caster level of 5 may select a dragon bunny as a familiar. If they do so they gain a +3 bonus to Jump checks (because Improved Familiars should give some perk style benefits too :smallannoyed:).

Lord_Gareth
2011-07-07, 01:35 AM
You should totally do a Wyrd Dragon; fey theme, tons of evasion abilities, debilitating status effects, the works. Teleporting dragon ninja!

If inspiration is hard to come by, this repost may help!

Debihuman
2011-07-07, 12:09 PM
I almost hate to say it, but I'm not at all fond of the Dragon Bunny.

You've given it triple threat range on its bite and dramatically increased the damage on a critical without giving it any explanation. Plus, it has a lot of special abilities for just 2 HD, mostly understandable, but few are really pulled from the dragon traits.

On the upside, I do like that it can't fly. Trading Tremorsense for Blindsense makes good sense. Leaping Charge was also a good feature.

One question: why pastel blue scales?

On the downside, gaining a wing attack is usually based on the dragon's size. Tiny dragons only have bite and claw attacks. It should be medium size before it gains a wing attack. Sadly, it has no breath weapon. A 15-foot cone of carrot breath wouldn't be unreasonable for some of the advanced bunny dragon (minimum 4 HD).

One last thing, dragons normally get Keen Senses and Keen Sight isn't much better. The normal penalty is -1 for every 10 feet not -2. Even increasing it to -1 for every 20 feet isn't really significant for a CR 1 encounter. The tremorsense makes it more likely to be its method of detection rather than a Spot check.

Debby

DracoDei
2011-07-09, 05:41 PM
What mechanical effect would the carrot breath have? Do you just mean it would smell like carrots or would it materialize a bunch of high-velocity carrots flying out of its mouth? Bludgeoning and/or Piercing damage?

Debihuman
2011-07-09, 11:27 PM
Actually with carrot breath, I guess it would smell like carrots and cause bludgeoning damage. Maybe it spits out carrot bits and turns you horrible shade of orange for a while (4 hours? 24 hours?). I wasn't sure what would be reasonable.

Debby

Emperor Ing
2011-07-25, 08:29 PM
Hypt Dragons
Construct (Living Construct, Dragonforged)
Environment: Warm Mountains or Underground
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), Phalanx: Any age, (2-8)
Challenge Ratings: Wyrmling 4, Very Young 6, Young 8, Juvenile 10, Young Adult 11, Adult 13, Mature Adult 15, Old 16, Very Old 18, Ancient 20, Wyrm 22, Great Wyrm 24.
Treasure: Triple Standard
Alignment: Always Lawful Evil

Hypt Dragons are one of the most distinct of the Meta Dragon genus. Their silhouette immediately recognizable as that of a skeletal dragon. Their frames are formed into the shape of remarkably thick skeletons of dragons. Despite this apparent mass their actual forms are remarkably gaunt, though this should never be mistaken for structural weakness. Their rib cages and upper body do give credit to their powerful build. Their metallic bodies are made of a dark grey, almost black adamantium. Their eyes and the vents in their rib cage betray the technomancy Hypt Dragons use to maintain their forms. A distinct green light permeates these structures....This is also shown in a series of glowing stripes along the Hypt Dragon's body that seems to vary depending on the dragon.

They are feared, even among their Meta Dragon kindred. Their motives...are best described as Omnicide. Hypt Dragon lairs are typically made around lifeless areas, either that which are inherently lifeless or by the destruction created by a Hypt Dragon itself...Given their motives, Hypt Dragons are united in cause. For this reason, this species of meta-dragons demonstrates the greatest amount of cooperation between individuals as members of the omnicidal race will often form a phalanx between each other for no other reason than to inflict mass destruction.

A Hypt Dragon's most distinct feature is their breath weapon. An arc of green energy that strikes a single target with striking similarities to the Disintegrate spell...Hypt Dragons are also quick, nimble fliers.

Hypt Dragons are also adept technomancers in the same way an ordinary True Dragon would be an adept sorcerer. Their magical aura glows a grid of black and green colored lawful energy...providing further evidence of the connection between the technomancer academy of Hypt and their alleged draconic progeny that dub themselves after the Acadmey.

-Excerpts from the Index Draconis Vol. CXXII, Hyptian Dragons. Archmagister Prime Zekel.
{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| M| 7d10+6 (50 hp) | 15| 10| 13| 12| 11| 10| 4/6| 6| 6| 2| 5| 4d6 |15 |-
Very Young| M| 10d10+18 (72 hp) | 17| 10| 15| 14| 13| 10| 6/9| 9| 8| 3| 7| 8d6 |17 |-
Young | L| 13d10+36 (107 hp) | 19| 10| 17| 16| 13| 12| 9/18| 13| 11| 4| 9| 12d6 |20 |-
Juvenile| L| 16d10+60 (147 hp) | 21| 10| 19| 18| 15| 12| 11/21| 16| 13| 5| 11| 16d6 |22 |-
Young Adult| H| 19d10+90 (213 hp) | 25| 10| 23| 20| 15| 14| 13/29| 20| 16| 6| 13| 20d6 |24 |22
Adult| H| 22d10+126 (268 hp) | 27| 10| 25| 22| 17| 14| 15/32| 23| 18| 7| 15| 24d6 |28 |24
Mature Adult| H| 25d10+168 (330 hp) | 31| 10| 27| 24| 17| 16| 18/37| 28| 21| 8| 17| 28d6 |31 |27
Old | H| 28d10+216 (401 hp) | 33| 10| 29| 28| 19| 16| 20/40| 31| 23| 9| 19| 32d6 |33 |28
Very Old| G| 31d10+270 (471 hp) | 37| 10| 31| 30| 19| 18| 22/48| 35| 26| 10| 21| 36d6 |36 |31
Ancient| G| 34d10+330 (550 hp) | 39| 10| 33| 32| 21| 20| 24/51| 39| 28| 11| 23| 40d6 |38 |33
Wyrm | G| 37d10+396 (636 hp) | 41| 10| 35| 34| 21| 22| 27/55| 42| 31| 12| 25| 44d6 |41 |36
Great Wyrm | C| 40d10+468 (728 hp) | 45| 10| 37| 36| 23| 24| 30/64| 47| 33| 13| 27| 48d6 |43 |38[/table]

{table]Age |Speed |Init |AC |SR |Special Abilities |Artificer Level
Wyrmling |40-ft, fly 150-ft (Average) |0 |21 (+11natural) |- |Adamantium Body, Living Metal, Moderate Fortification |-
Very Young |40-ft, fly 200-ft (Average) |0 |24 (+14 natural) |- |Nerveskitter |-
Young |40-ft, fly 200-ft (Average) |0 |26 (-1 size, +17 natural) |- |DR 5/magic |-
Juvenile |40-ft, fly 200-ft (Average) |0 |29 (-1 size, +20 natural) |- |Construct Body |-
Young Adult |40-ft, fly 200-ft (Average) |0 |31 (-2 size, +23 natural) |19 |DR 10/magic |1st
Adult |40-ft, fly 200-ft (Average) |0 |34 (-2 size, +26 natural) |21 |Spark of Unmaking |3rd
Mature Adult |50-ft, fly 250-ft (Poor) |0 |37 (-2 size, +29 natural) |23 |DR 15/magic |5th
Old |50-ft, fly 250-ft (Poor) |0 |40 (-2 size, +32 natural) |25 |Disruption Shroud |7th
Very Old |50-ft, fly 250-ft (Poor) |0 |41 (-4 size, +35 natural) |27 |DR 20/magic and DR 5/adamantine |9th
Ancient |50-ft, fly 250-ft (Poor) |0 |44 (-4 size, +38 natural) |29 |Discharge |11th
Wyrm |50-ft, fly 300-ft (Clumsy) |0 |47 (-4 size, +41 natural) |31 |DR 20/magic and DR 10/adamantine |13th
Great Wyrm |60-ft, fly 300-ft (Clumsy) |0 |46 (-8 size, +44 natural) |33 |Instrument of Omnicide |15th[/table]

Special Abilities:

Breath Weapon (Su): Hypt Dragons have only one breath weapon, a Disintegrate effect as per the spell, with the exceptions as noted. Creatures who make their Fortitude save against the breath weapon only take half damage from the Disintegrate effect, and are not in danger of dying from being brought to negative HP except if the target is brought to or below -10 hp if they succeed on their save, otherwise a target is reduced to ash if they are brought to 0 or lower HP from the breath weapon. Damage done by the Disintegrate effect is listed per age category. The Dragon must succeed on a ranged touch attack against a single enemy. This Effect is treated as a Line for the purposes of determining distance. Furthermore, this breath weapon cannot gain the benefits of Shape Breath, Spreading Breath, Extend Spreading Breath, and Tempest Breath metabreath feats.

Adamantium Body (Ex): A Hypt Dragon's natural weapons are considered Adamantium for the purpose of overcoming damage reduction and Hardness up to 20 pts.

Construct Body (Ex): A Juvenile or older Hypt Dragon is no longer subject to critical hits, subdual damage, death from massive damage, Death effects, or any spell or spell-like ability which allows a Fort save and does not also affect objects. The Dragon's natural weapons are now considered Manufactured for the purposes of applying infusions to them. The Hypt Dragon maintains a Con score for the purposes of Fortitude saves against effects that affect objects, and Hit Points, among other effects.

Discharge (Su): An Ancient or older Hypt Dragon, as a swift action, can fire off their breath weapon in a flash against all enemies within half the breath weapon's reach. The Hypt Dragon chooses at least one target to fire a Discharge onto. The dragon then must divide damage dice for a normal breath weapon ttack up amongst the targets as the dragon sees fit. The Hypt Dragon cannot allocate more than half of the total damage dice onto one target. Afterwards (and not before) the dragon must make a Ranged Touch Attack against all targets, rolling separately for each target. If damage dealt causes a target to fall to or below 0 hp, the target is turned into ash. If the target makes a Fortitude save equal to the DC of the breath weapon, the damage dealt is half, and the target may survive being brought to or below 0 hp. Using this ability counts as a use of the dragon's breath weapon.

Disruption Shroud (Su): An Old or older Hypt Dragon glows a vile green. The Hypt Dragon gains a miss chance of 20% due to Concealment.

Instrument of Omnicide (Ex): The Hypt Dragon of Great Wyrm age may use the Pouncing Charge maneuver at will. Furthermore, the Hypt Dragon gains the benefits of the Great Cleave feat, even if it doesn't meet the prerequisites for it.

Living Metal (Su): The spark of unlife in the Hypt Dragon gives its metal hide the ability to repair itself. The Hypt Dragon gains Fast Healing 3 + 1 per age category after Wyrmling.

Infusions: A Hypt Dragon may use infusions as an artificer of the listed level. It may also use spells from the Death domain as if they were artificer infusions of the same level.

PLACEHOLDER

Spell-like Abilities: Nerveskitter 3/day (Very Young or older)

Skills: Appraise is a class skill for Hypt Dragons.[/QUOTE]


Hypt Dragon
Monster Class/Racial Progression Class
Homebrew Monster

Class:

HD: D10

{table=head]Level|BAB|Fort|Ref|Will|
Special

1st|
+0|
+2|
+0|
+2|Meta Dragon Body, Artifice-Borne, Item Creation
2nd|
+1|
+3|
+0|
+3|Light Fortification, Electric Breath, +1 Str, +1 Con
3rd|
+2|
+3|
+1|
+3|Nerveskitter, +1 Int
4th|
+3|
+4|
+1|
+4|Wings, Bonus Feat
5th|
+3|
+4|
+1|
+4|Adamantium Frame, +1 Str, +1 Con
6th|
+4|
+5|
+2|
+5|Living Metal, Unliving Contraption, +1 Int
7th|
+5|
+5|
+2|
+5|Growth, Tail Slap
8th|
+6|
+6|
+2|
+6|Medium Fortification +1 Str, +1 Con
9th|
+6|
+6|
+3|
+6|Disruption Shroud, Bonus Feat, +1 Int
10th|
+7|
+7|
+3|
+7|Lithe Frame
11th|
+8|
+7|
+3|
+7|Enchanted Chassis, +1 Str, +1 Con
12th|
+9|
+8|
+4|
+8|Ironsides, Unliving Machine, +1 Int
13th|
+9|
+8|
+4|
+8|Growth, Crush
14th|
+10|
+9|
+4|
+9|Flaying Breath, Bonus Feat, +1 Str, +1 Con
15th|
+11|
+9|
+5|
+9|Heavy Fortification, +1 Int
16th|
+12|
+10|
+5|
+10|Discharge
17th|
+12|
+10|
+5|
+10|Spark of Unlife, +1 Str, +1 Con
18th|
+13|
+11|
+6|
+14|Unliving Mechanicus, +1 Int
19th|
+14|
+11|
+6|
+11|Growth, Tail Sweep, Bonus Feat
20th|
+15|
+12|
+6|
+12|Instrument of Omnicide, Ultimate Fortification, +1 Str, +1 Con[/table]

Skill Points: (4 + Int modifier) per level, x4 at first level.
Class Skills: Appraise, Bluff, Concentration, Climb, Hide, Intimidate, Jump, Knowledge (Any), Listen, Search, Spellcraft, Spot, Use Magic Device

Proficiencies: The Hypt Dragon gains proficiency with its natural weapons only.

Meta Dragon Body: The Hypt Dragon loses all other racial bonuses and becomes a [Living Construct, Dragonforged], granting it Darkvision 60 ft, Immunity to Sleep and Paralysis, as well as immunity to Poison and Disease, both natural and unnatural. Hypt Dragons are initially Medium sized creatures with a base land speed of 40, possessing Claw/Bite attacks that deal 1d8/1d6 + Str modifier respectively, the bite attack dealing 1d8 + 1.5 damage with a reach as if the dragon were one size category larger, effectively increasing it's reach by 5 ft. and Natural Armor equal to their Con modifier +2. A Hypt Dragon has Draconic and Common as a starting language, with additional languages for a high Int score as normal. The Hypt Dragon has wings, but they are too weak to do anything yet.

Artifice-Borne The Hypt Dragon gains infusions and Artificer Craft Reserve equal to an Artificer of the appropriate level according to the following table.
Furthermore the Hypt Dragon is treated as having the Item Creation class feature from the Artificer class and can create magic items with his caster level being equal to his levels in Hypt Dragon.
If the Hypt Dragon multiclasses to Artificer, he is already treated as having levels in Artificer according to the table for the purposes of determining their infusion levels and craft reserve.
{table]Dragon level | Virtual Artificer Casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]
Aside from Infusions and Craft Reserve, the dragon does not gain the class features of an Artificer from Virtual Artificer Levels.
If the Hypt Dragon multiclasses to Artificer, they may gain class features according to actual artificer levels. The Hypt Dragon/Artificer still stacks Virtual Artificer Levels with real Artificer levels for the purposes of determining minimum caster level for item creation.



Attribute Bonus: Ability scores increase according to the following table
(Bonuses shown on the table are cumilative to the Dragon's level)
{table]Dragon level | Attribute Bonuses
2|+1 Str, +1 Con
3|+1 Str, +1 Con, +1 Int
5|+2 Str, +2 Con, +1 Int
6|+2 Str, +2 Con, +2 Int
8|+3 Str, +3 Con, +2 Int
9|+3 Str, +3 Con, +3 Int
11|+4 Str, +4 Con, +3 Int
12|+4 Str, +4 Con, +4 Int
14|+5 Str, +5 Con, +4 Int
15|+5 Str, +5 Con, +5 Int
17|+6 Str, +6 Con, +5 Int
18|+6 Str, +6 Con, +6 Int
20|+7 Str, +7 Con, +6 Int
[/table]

Electric Breath: At 2nd level the Hypt Dragon can fire a line 60 feet dealing 1d6 Electric damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. The line increases by 10 feet with each extra HD the player takes from here.

Fortification: At 2nd level the Hypt Dragon gains resistance to Precision Damage attacks like Sneak Attack, Skirmish, and Critical hits. At 2nd level, 25% of attacks that deal critical, or precision damage don't deal any additional damage. At 8th level this increased to 50%. At 15th level this increases to 100%. At 20th level the Hypt Dragon cannot be dealt additional damage from precision attacks, even if class features and/or equipment gives the creature the ability to normally bypass fortification effects.

Nerveskitter At 3rd level, the Hypt Dragon gains Nerveskitter as a Spell-Like Ability once per day per HD/3

Bonus Feats: At 4th, 9th, 14th, and 19th level, the Hypt Dragon may gain any item creation or other Artificer Bonus Feat he meets the prerequisites for as a Bonus Feat.

Wings: At 4th level the Hypt Dragon's wings grant the dragon a flight speed of 40 ft + 10 ft per HD at Average maneuverability. The Hypt Dragon also gains two secondary Wing attacks that deals 1d4 + Str modifier.

Adamantium Frame: At 5th level the Hypt Dragon's weapons are treated as Adamantium for the purposes of overcoming Damage Reduction and hardness. Furthermore, the Hypt Dragon's natural weapons are treated as Manufatured for the purposes of applying Infusions to them or any other effects that may be beneficial. Hypt Dragon natural weapons may be enchanted.

Living Metal At 6th level the Hypt Dragon gains Fast Healing equal to HD/4 + 1

Unliving Contraption Aspects of the Hypt Dragon's unnatural nature begins to manifest. The Hypt Dragon is now healed by Negative Energy effects equal to the amount it would normally heal an undead / 2. The Hypt Dragon is still healed by Positive Energy effects as normal. In addition, the Hypt Dragon no longer needs to eat, sleep, or breathe. At 12th level the Hypt Dragon is immune to Level Damage, and Death Effects. At 17th level the Hypt Dragon gains immunity to Ability Drain, Level Drain, and Negative Level effects.

Growth: At 7th level, the Hypt Dragon grows to Large size. At 13th level, the Hypt Dragon grows to Huge Size. At 19th level the dragon grows to Gargantuan size. Each progressive increase in size also grants the Hypt Dragon +1 to Natural Armor.

Tail Slap: At 7th level, the Hypt Dragon gains the ability to use a Tail Slap secondary attack for 1d8 + str damage (indexed for Large size)

Disruption Shroud: At 9th level a Hypt Dragon is shrouded in an eerie green glow, rendering many portions of the Hypt Dragon's body indistinct. It is treated as if under a permanent Blur effect. This effect is Supernatural.

Lithe Frame At 10th level the gaunt, skeletal frame of a Hypt Dragon begins to have tangible benefits. The Hypt Dragon is treated as being one size category smaller when such an effect is advantageous, for example modifiers to Hide, AC, attacks, and other such benefits.

Enchanted Chassis At 11th level, the Hypt Dragon gains Spell Resistance equal to his HD + 11

Ironsides:At 12th level, the Hypt Dragon gains Damage Reduction/Magic equal to the dragon's HD/2. The Hypt Dragon also gains Damage Reduction/Adamantine equal to the dragon's HD/4

Crush: At 13th level, the Hypt Dragon can make a crush attack dealing 2d8 damage base (Indexed for Huge Size from Growth)

This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents.)

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus.

Flaying Breath: At 14th level the Hypt Dragon may elect to use a new type of breath attack. This breath attack targets a single creature of the Hypt Dragon's choice, he must make a Ranged Touch Attack to hit with it. The attack deals damage equal to twice that of the dragon's breath attack. If it hits the target must make a Fortitude save vs half damage. On a failed save, if the target is brought to or below 0 HP, the target is reduced to ash, killed instantly. This effect affects objects, and uses the save DC of the breath weapon. Furthermore, this breath weapon cannot gain the benefits of Shape Breath, Spreading Breath, Extend Spreading Breath, and Tempest Breath metabreath feats.

Frightful Presence: At 14th level, enemies within a radius of 30 feet × HD/2 are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Int modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead.

Discharge: At 16th level, the dragon may elect to expend a use of their breath weapon to do one of two things with it. One, they may halve the damage of their Electricity Breath to spread it out in an emanation centered on the dragon with a radius of 10 ft + 10 ft per 5 hd. Targets are allowed a reflex save for half damage, DC = Breath Weapon. Second, the Hypt Dragon may emit their Flaying Breath, cutting it apart into multiple arcs against numerous enemies. The Hypt Dragon chooses what targets come under effect from the Discharge, and must make a Ranged Touch attack against a number of targets equal to the dragon's HD at maximum, one target minimum. The dragon must then divide up Flaying Breath damage dice among the targets. Resolve this before resolving the Ranged Touch attacks. The Hypt Dragon cannot target one creature more than once, and cannot allocate more than half of Flaying Breath damage dice into one target. Targets are allowed a Fortitude save to halve damage. The Radius of this effect is equal to 10 ft + 10 ft per 5 hd.

Spark of Unlife: At 17th level the Hypt Dragon gains access to the Death Domain as Infusions. Treat Cleric caster level for determining spell access as the dragon's Virtual Artificer levels. The dragon does not gain the bonus domain power.

Tail Sweep: At 19th level a Hypt Dragon can sweep his tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are three or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 + 1.5 str. Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Instrument of Omnicide: At 20th level the Hypt Dragon's natural weapons are treated as Magic, Lawful, and Evil for the purposes of overcoming damage reduction. Furthermore, the Hypt Dragon's natural weapons automatically bypass the first HD/5 points of all forms of damage reduction.



Well, here it is. I had this idea in my head for a while so...yeah. This was my idea for a Necron-themed Dragon. I'm sure someone else may be able to do it better but...PEACH anyways.

Tacitus
2011-07-25, 09:00 PM
At the very least, Nerveskitter and Unliving Construct in the monster class are incomplete. [/quick skim] I like the concept, and it seems to fit the role of a Necron Dragon fairly well, but I'm terrible at balance concerns, so yeah...

Emperor Ing
2011-07-25, 09:09 PM
At the very least, Nerveskitter and Unliving Construct in the monster class are incomplete. [/quick skim] I like the concept, and it seems to fit the role of a Necron Dragon fairly well, but I'm terrible at balance concerns, so yeah...

Nerveskitter was incomplete. Yep. Sorry, got distracted. Fixed.

And Unliving Contraption is complete. :smallconfused:

Tacitus
2011-07-25, 09:28 PM
Unliving Construct At 18th level the Hypt Dragon's unnatural construction and purpose manifests. The Hypt Dragon is gains immunity to

Unliving Construct. Not contraption. It dead ends there.

Emperor Ing
2011-07-25, 10:09 PM
Unliving Construct. Not contraption. It dead ends there.

Yep. Found it. Deleted.

Debihuman
2011-07-26, 08:18 AM
Adamantium should be remained Adamantine because Adamantine is standard and Adamantium is not.

Debby

Togath
2011-07-26, 09:54 PM
Adamant, Adamantine, and Admantium are all the names of the same thing in mythology, so any of the three can apply just fine to DnD tbh, as all of them mean the same thing. At least in my opinion

Debihuman
2011-07-27, 10:19 AM
Adamant, Adamantine, and Admantium are all the names of the same thing in mythology, so any of the three can apply just fine to DnD tbh, as all of them mean the same thing. At least in my opinion



Ah, rose by any other name...however, how are we (the readers) suppose to know that you actually meant Adamantine and not some other homebrewed substance? While I agree that Adamant, Adamantine, Adamantite, and Adamantium may just be different names for the same substance, they don't have to be. Since you mean it to Adamantine, I don't have to bother further with this, just pointing out that using standard names from the SRD makes it easier to figure out.

Debby

flabort
2011-07-29, 10:53 PM
It's been a long while since I last checked on your progress, Zaydos. sorry I never finished the Orchestral Dragon, I lost my internet access for a long while. I skimmed the posts since my last, and so haven't seen many of the newest dragons. If you haven't already, feel free to finish my uncompleted work. I didn't have a very complete vision of it to start, so....

Cipher Stars
2011-08-02, 06:00 PM
A dragon based off Owtho's Cytolysis damage (Or simply "Water Damage") would be great.

http://www.giantitp.com/forums/showpost.php?p=11291734&postcount=44

Blynkibrax
2011-08-08, 04:52 PM
Erm... I'd like to request a crab dragon, mainly because of this awesome picture...

http://sovietrussia.org/big/src/12293512270442221.png

flabort
2011-08-16, 11:33 AM
"Check that thing out."

"Bet you 3 Gold Coins I can leap up onto it and drop it with one blow"

"Your on. Do it before it gets any more of our elephants and I'll make it 9 Coins."

Blynkibrax
2011-08-17, 07:49 AM
"Check that thing out."

"Bet you 3 Gold Coins I can leap up onto it and drop it with one blow"

"Your on. Do it before it gets any more of our elephants and I'll make it 9 Coins."
I like you. :smallbiggrin:

Qwertystop
2011-08-17, 12:41 PM
I want a dragon with a breath weapon of a random Enchantment spell, and another one that breathes Major Images that are self-sustaining.

Just because.

Noxsis
2011-09-01, 02:53 PM
can i request some arcane dragons like the hex and tome dragons presented in dragon #343 they an intresting concept please and thank you

Garryl
2011-09-04, 12:00 PM
Do you have (and are there any objections to) any dragons that use homebrew systems?

Noxsis
2011-09-04, 12:16 PM
What kinda of homebrew systems?

Garryl
2011-09-04, 01:05 PM
I made a dragon (http://brilliantgameologists.com/boards/index.php?topic=7516.msg251712#msg251712) for my knock-off of Incarnum (http://brilliantgameologists.com/boards/index.php?topic=7516) a long while ago. If/when I finish revising the system I'd like to show it off. I can also see dragons for Kellus's Truenaming and Xenoalchemy, a Far Realms dragon using Realms of Chaos's Xenotheurgy, a Ki-wielding dragon based based on Dralnu's Z Fighter, and maybe even a shapeshifting dragon based on Owrtho's Ozodrin or a dragon with an eviler dragon inside it based on Lord_Gareth's Harrowed.

DracoDei
2011-10-18, 05:43 PM
So... are you going to actually do that peanut dragon?

ShadowFireLance
2012-02-16, 07:45 PM
You all forget the last Dragon stage :Draco Invictus:smalleek:

Zaydos
2012-06-28, 10:05 PM
Hooded Dragon:
Dragon (Fire, Psionic)
Environment: Warm plains, deserts, and underground.
Organization: Solitary, brood (2-5 young + mother), clutch (2-5).
Challenge Rating: I’m bad at these, but they’re about as strong as red dragons falling behind at high levels (weaker spells). Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 22; wyrm 23; great wyrm 24.
Treasure: Triple standard.
Alignment: Always Chaotic Evil.
Mistaken at times for wingless linnorms, hooded dragons are massive dragons with long narrow bodies. They lack hind legs and their frill-like wings fold back alongside their bodies giving them the impression of lacking wings entirely when they are not in use. Like linnorms, hooded dragons do have fore-arms ending in the terrible claws of true dragons. Their heads are reminiscent of the distinctive heads of red dragons and coupled with their fire breath and vulnerability to cold might indicate a connection to the more common species long in the past. Physically, though, their most distinct feature is their “hood”. Actually their wings, this “hood” is reminiscent of a great cobra’s and used more often to amplify and focus their mental abilities than to fly.
Magically speaking hooded dragons are noteworthy for their psionic prowess. Though not particularly stronger than that of any given breed of gem dragon, it is of interest that they show such similarities with red dragons and are quite thoroughly more like chromatic dragons in temperament and yet have psychic powers. This, coupled with their semi-serpentine form, might indicate that the yuan-ti had a role in their creation. Even today they have close relations with the yuan-ti and their serpentine god, and it is not unheard of for a hooded dragon of great age to stand in as the representative of the snake god through which he deals with his chosen people.


Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/Grapple AttackFort SaveRef SaveWill Save Breath Weapon DamageBreath Weapon DC Frightful Presence DC
Wyrmling M 6d12+18 (57) 15 10 17 10 11 10 +6/+8 +8 +8 +5 +5 2d6 15 —
Very young L 9d12+36 (94) 17 10 19 12 13 12 +9/+16 +11 +10 +6 +7 2d6 18 —
Young L 12d12+48 (126) 21 10 19 12 13 14 +13/+21 +16 +12 +8 +9 2d6 20 —
Juvenile L 15d12+75 (172) 23 10 21 14 15 16 +15/+25 +20 +14 +9 +11 2d8 22 —
Young adult H 18d12+108 (225) 27 10 23 14 15 18 +18/+34 +24 +17 +11 +13 2d825 23
Adult H 21d12+126 (262) 29 10 23 16 17 18 +21/+38 +28 +18 +12 +15 2d8 26 24
Mature adult H 24d12+168 (324) 29 10 25 18 19 20 +24/+41 +31 +21 +14 +18 2d10 29 27
Old G 27d12+216 (391) 31 10 27 20 21 22 +27/+49 +33 +23 +15 +20 2d10 31 29
Very old G 30d12+270 (465) 33 10 29 22 23 24 +30/+53 +37 +26 +17 +23 2d10 34 32
Ancient G 33d12+330 (544) 35 10 31 24 25 26 +33/+57 +41 +28 +18 +25 3d8 36 34
Wyrm G 36d12+396 (630) 35 10 33 24 25 28 +36/+60 +44 +31 +20 +27 3d839 37
Great wyrm C 39d12+468 (721) 39 10 35 26 27 30 +39/+69 +45 +32 +21 +29 3d8 41 39



Age Speed Initiative AC Special Abilities Effective Telepath Level SR
Wyrmling 40 ft., fly 75 ft. (clumsy) +0 15 (+5 natural), touch 10, flat-footed 15Immunity to fire and poison, vulnerability to cold — —
Very young 40 ft., fly 75 ft. (clumsy) +0 17 (-1 size, +8 natural), touch 9, flat-footed 17 Scare—-
Young 40 ft., fly 75 ft. (clumsy) +0 20 (-1 size, +11 natural), touch 9, flat-footed 20Poison -—
Juvenile 40 ft., fly 75 ft. (clumsy) +0 23 (-1 size, +14 natural), touch 9, flat-footed 23 Somnolent Hiss - —
Young adult 40 ft., fly 75 ft. (clumsy) +0 25 (-2 size, +17 natural), touch 8, flat-footed 25 DR 5/magic 2nd 19
Adult 40 ft., fly 100 ft. (clumsy) +0 28 (-2 size, +20 natural), touch 8, flat-footed 20 Hypnotic Gaze4th 21
Mature adult 40 ft., fly 75 ft. (clumsy) +0 31 (-2 size, +23 natural), touch 8, flat-footed 31 DR 10/magic 6th 23
Old 40 ft., fly 150 ft. (clumsy) +0 32 (-4 size, +26 natural), touch 6, flat-footed 32 Stupefying Miasma8th 24
Very old 40 ft., fly 150 ft. (clumsy) +0 35 (-4 size, +29 natural), touch 6, flat-footed 35 DR 15/magic 10th 26
Ancient 40 ft., fly 150 ft. (clumsy) +0 38 (-4 size, +32 natural), touch 6, flat-footed 38 Mass Somnolent Hiss 12th 28
Wyrm 40 ft., fly 150 ft. (clumsy) +0 41 (-4 size, +35 natural), touch 6, flat-footed 41 DR 20/magic 14th 30
Great wyrm 40 ft., fly 150 ft. (clumsy) +0 40 (-8 size, +38 natural), touch 2, flat-footed 40 Paralyzing Gaze 16th 32


Breath Weapon (Su): A hooded dragon’s breath weapon is a cone of gas which seeps into the flesh of creatures within the area. Affected creatures find their very blood igniting, flames bursting from within. Any creature struck by the breath weapon takes the listed fire damage each round for 2 rounds per age category of the hooded dragon. A successful Fort save reduces the duration of this effect by half. Multiple instances of the same hooded dragon’s breath weapon do not stack, instead resetting the duration. This means that the Clinging Breath metabreath feat has no effect for a hooded dragon’s breath weapon and the Lingering Breath metabreath feat only aids against creatures which enter the cloud, an exception being with wyrmlings whose breath weapons were successfully saved against.

Effective Telepath Level: A hooded dragon has power points and powers known as a telepath of the listed level, and a manifester level that equals it.

Scare (Su): Through a combination of physical intimidation and tendrils of magical manipulation a very young hooded dragon may instill fear in its onlookers. As a standard action, during a round in which the hooded dragon did not fly through its natural flight ability, a hooded dragon can unfurl its hood and strike fear into the hearts of onlookers. Any creature which sees the dragon must make a Will save (DC is Charisma based, this is the same as Frightful Presence except for age categories before it gains that ability; very young DC 15, young DC 18, juvenile DC 20) or be frightened for 2d4 rounds. A creature which successfully saves against this ability is immune for 24 hours. This is a mind-affecting, fear effect.

Poison (Ex): A young hooded dragon’s bite injects a deadly toxin. The poison has an initial damage of 1d3 Con damage, and a secondary damage dealing 2d6 damage per round until either magical healing, a remove poison spell, or a successful Heal check (DC 15) is applied (an antitoxin provides a +5 circumstance bonus to this heal check). As a Con-based saving throw DC it uses the same number in the Breath Weapon DC table.

Somnolent Hiss (Su): A juvenile hooded dragon may let out a long, melodic hiss which lures its enemies to sleep. As a standard action, the hooded dragon hisses and one target within 60-ft which can hear it must make a Will save (DC is Charisma based and follows Frightful Presence; DC 20 as a juvenile) or fall into a deep sleep (as the Sleep spell) for 1 hour per age category of the dragon. The creature is difficult to awaken requiring 1 point of non-lethal or lethal damage to be dealt to them instead of the normal standard action. Snakes, yuan-ti, and dragons are immune to this ability. This is a mind-affecting effect.
An ancient hooded dragon may use its Somnolent Hiss to affect all other creatures within 60-ft instead of just a single target.

Hypnotic Gaze (Su): An adult hooded dragon gains a mind-melting stare when its hood is unfurled. This gaze attack ceases to function in any round in which the hooded dragon flies or makes wing attacks, and has a range of 10-ft per two age categories (30-ft at adult, 40-ft at old, 50-ft at ancient, 60-ft at great wyrm). Any creature meeting the gaze must make a Will save (Charisma based) or be treated as Flat-Footed and suffers a -2 penalty to their AC, attack rolls, ability and skill checks for 1 round. This is a mind-affecting effect.

Stupefying Miasma (Su): An old or older hooded dragon’s very exhalation is laced with invisible mind-numbing energy and fumes. Any creature within 30-ft of an old or older hooded dragon, or caught in its breath weapon, must make a Fortitude save (DC is Cha based) or suffer a -1 to all Will saves for as long as it remains within the area or taking damage from the dragon’s breath weapon. A creature which remains within the area must continue to make the Fortitude save every round that it does so, a creature caught by the creature’s breath weapon need only save once, and multiple penalties from a hooded dragon’s Stupefying Miasma stack with themselves, but not those of other hooded dragons, up to a maximum penalty equal to the hooded dragon’s age category +2. This is not in itself a mind-affecting effect as its effects are mostly bio-chemical in nature.

Paralyzing Gaze (Su): A great wyrm hooded dragon’s gaze is more dreadful than its younger kin’s. In any round in which its hypnotic gaze is active a great wyrm hooded dragon can choose one creature within the area to be affected by a more dangerous paralyzing gaze instead. If the creature is averting its eyes it still retains that protection, though as always the hooded dragon can use a standard action to circumvent that. The creature targeted must make a Will save (DC is Cha based) or be paralyzed for 1 round and dazed for another 1d4 rounds after that. Unlike most paralysis effects this functions by completely freezing both mind and body and the target cannot take even mental actions while paralyzed by this ability. This is a mind-affecting effect.

Skills: In addition to the class skills for all dragons a hooded dragon has Autohypnosis, Bluff, and Spellcraft as class skills. A hooded dragon gains a racial bonus to Intimidate checks equal to its age category.

Zaydos
2012-06-28, 10:09 PM
In short I'm back and going to be making dragons again. But I'm going to limit myself, no more than one every 1 to 2 weeks at most, possibly only one a month. That said, I will still be taking requests and taking polls of what to make next.

Current options (will try and have it made on the 10th at the latest, so voting will be open till the 6th):
An Abyssal Dragon: I've stayed clear of making a planar dragon for the Abyss because there is an official one in Dragon Magazine, but 1) I can't find my copy of that issue (my little brother lost most of them :smallannoyed:) and 2) I hated it so I've finally said I'll make a dragon for the Abyss. Now doing this for the abyss as a whole will be difficult, but I'll try my best.

A Peanut Dragon: 'Nuff said. You know why this is on here as well as I do.

A Kraken-dragon: Maybe it's aquatic week it just occurred to me.

Feel free to PM requests, if they strike my fancy I'll add them to the poll.

Send in your votes via PM so as not to clutter the thread too much.

Debihuman
2012-06-29, 02:32 AM
Hooded Dragon is missing Psionic Subtype and its chart is messed up.

If it has two legs, technically it's a wyvern and not a dragon.

How do Scare and Frightful Presence work together?

Debby

Milo v3
2012-06-29, 03:39 AM
If it has two legs, technically it's a wyvern and not a dragon.

Debby

Firstly you mean True Dragon, and secondly why not? Wyvern is a specific species in D&D, not name to every dragon without four legs.

Zaydos
2012-06-29, 10:02 AM
Added psionic subtype, fixed chart (lost my old ones I'd finally gotten working so I'm having to remake them :smallsigh:).

As for Scare and Frightful Presence they're two separate fear effects so you theoretically could be forced to save against both in the same round. Might should up the CR a bit to reflect that, but I'm not sure how much more dangerous it makes them. Panicked isn't much worse than Frightened which Scare already inflicts.

Is it a wyvern? It might be, I was under the impression that wyverns had hind legs with which they walked instead of only forearms, but I could be mistaken. If it is a wyvern thanks for pointing it out since it bugged me that I couldn't place it.

@Milo v3: In non-D&D terms wyvern is a dragon with no fore-arms only hind legs and wings. Just like linnorm is drawn from real world terminology (no wings or hind legs). I might be mistaken about the exact requirements for a wyvern (front legs might be fine).

Debihuman
2012-06-29, 12:23 PM
Technically, wyverns have 2 legs and Dragons have 4. It comes from British Heraldry but D&D has kept up the distinction.

Your hooded dragon reminded me of the cobra dragon from Dragon Magazine #146 (no, I'm not accusing you of plagarism, just synchronicity). The cobra dragon was converted to 3.5 by Shade over on EnWorld. Sadly, he recently passed away, but he left a remarkable legacy of homebrew conversions. He had working on converting every creature from earlier editions to 3.5. It is a massive undertaking with extraordinary high standards. I'd urge everyone who loves homebrews to go to EnWorld's Forums to take a look: http://www.enworld.org/forumdisplay.php?f=27.

Sorry to derail this. I'm back on target now. Anyhow, I would think that a hooded dragon's frightful presence would take affect first and then it would try to scare anyone. So if you became immune to frightful presence, you'd still have to save against fear. If you failed your FP save [On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons], you could still be affected by Scare but if a target were already panicked by FP, what would happen? He's panicked for 4d6 (say 12 rounds )and on on round 6 he's panicked again (say 4 rounds). The times overlap so really it has no additional effect since you can't be more panicked. Maybe you should rule that if a creature is already panicked by the hooded dragon's FP, it faints and become helpless.

Debby

Zaydos
2012-06-29, 03:48 PM
I think I'm going to leave it following normal rules for fear effects stacking because if you're fighting an 18HD (CR ~13) dragon and have 5 or less HD you need all the help you can get, and otherwise it doesn't come into effect. It is possible for a very young one to acquire a frightful presence (Awaken Frightful Presence feat from Draconomicon) but even then I think being panicked is bad enough already and at those levels getting the 2nd chance for them to fail their saves and have to flee can be worth a standard action.

Zaydos
2012-07-06, 09:38 AM
Kraken Dragon
Dragon (Water)
Environment: Any aquatic.
Organization: Solitary, pod (2-5), brood (6-30 immature).
Challenge Rating: Wyrmling 1/4; very young 3; young 4; juvenile 7; young adult 9; adult 12; mature adult 14; old 17; very old 19; ancient 21; wyrm 23; great wyrm 25.
Treasure: Juvenile or younger Standard; young adult or adult double standard.
Alignment: Usually Neutral Evil.
Found in the western sea, the kraken dragon is a terror to those who try to sail around the Badlands. Oddities amongst dragon kind, kraken dragons are quite small at birth despite growing to sizes rivaling even the greatest of red dragons. Kraken dragons are also surprisingly fecund, giving birth to hundred if not thousands of children at once. These wyrmlings are born alive, though it is my belief that they do go through an egg phase while still within the mother and are not true live births, and small enough to be held in one-hand ranging at birth from three to six inches in length. These wyrmlings lack several abilities associated with newly born true dragons, they cannot yet use their breath weapons, they cannot fly, and they are mentally little more than animals mentally less developed than white dragons. In fact a new born wyrmling is incapable of communicating in draconic for at least their first year and sometimes longer. These wyrmlings feed on plankton, shrimp, and other small ocean creatures, and are themselves fed upon by large fish and sharks.
Kraken dragons grow swiftly, though, and by the time they have reached the very young stage they are well on their way to becoming predators in their own right. By adulthood they have respectable power, though are still weaker than many dragons. Part of this weakness comes from their natural magic. Where most dragons are capable of wielding the full primal power of sorcery, kraken dragons’ magic tends towards the subtler arts of enchantment and illusion and the magic of the songspinners. In fact their predilection for song is reflected in other aspects of their nature, as even before adulthood they have master the ability to sing tempting songs to lead sailors and other prey to them. Despite their lack of long term child care, kraken dragons are capable of long term relationships and friendships. It is not uncommon for small groups of siblings to continue to work together even into adulthood, forming bonds which last more than the lifespan of elves and which makes them truly to feared by sailors for while one dragon is dangerous, five are a threat to even the greatest heroes. Kraken dragons typically mate for life, if a kraken dragon keeps a draconic mate for only a few decades then their parting was unlikely to be peaceful. This even extends into dealings with charismatic humans. Kraken dragons often take humanoid form and have been known to form relationships which last till their mate dies as his short-lived human body fails under strain of its own age. Many of the bards born near the western Badlands on Masor are thought to have kraken dragon heritage. Other lovers are not as lucky, being taken away from the human lands by their draconic “beloved” and held effectively prisoner for the rest of their lives which may be cut short if the dragon grows bored of them. While a kraken dragon is capable of great love and great loyalty, they are full of the passion and jealousy of evil dragons and the desire control and mastery.
Physically kraken dragons have smooth, fish-like scales of bright reds and blues. They have streamlined heads and even their claws have been modified to more spear like shapes to lower the resistance encountered with water. When not in use their great, bat-like wings, fold tight against their bodies to minimize their own interference with a kraken dragon’s watery lifestyle. Their names, though, come from the tentacles they have in place of their hind legs; instead of the four legs common to most dragons they have only the two front limbs before their wings and ten tentacles which sprout from their lower body and are used to control their swimming. Their heads, long and torpedo shaped, also have six small tentacles which hang over their mouths and which they use to grab onto prey and guide it into their maw. Gills cover the sides of their long necks, the number increasing with age from three per side as a wyrmling to over thirty amongst the oldest great wyrms.
On their supernatural features kraken dragons are closer to the norm. While they possess some unique features, such as their breath weapon and ability to bestow water breathing on others, they progress in resistance to weapons at the most normal rate and mainly show certain natural powers with enchantment. A kraken dragon’s breath weapon is not a devastating blast of energy which destroys its foe’s bodies but a devastating wave of mind-shredding power. This cone can be seen, a ripple of blue-green through the water or air, and is as physically real as lightning or fire or the freezing vapors of the white dragon, but it is unique in its semi-mental form. They also have their captivating songs, which have the haunting beauty of the sea which calls men to it even as its fickle nature and deadly storms send them to their watery graves. They also maintain a suite of innate magical abilities which can be catalogued and connected to their age without significant change, several powers to charm others and the power to control the weather bending it to a storm or calming the sea.
-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 D 1d12 (6 hp) 11 10 11 4 13 12 +1/-7 +5 +2 +2 +3 - 10-
Very Young T 5d12+5 (37 hp) 13 10 13 8 13 14 +5/+2 +8 +5 +4 +5 2d6 14-
Young S 8d12+16 (68 hp) 15 10 15 10 15 16 +8/+6 +11 +8 +6 +8 6d6 17-
Juvenile M 12d12+36 (114 hp) 19 10 17 10 15 18 +12/+16 +16 +11 +8 +10 8d8 20-
Young Adult M 15d12+45 (142 hp) 21 10 17 12 17 20 +15/+20 +20 +13 +9 +13 10d8 2222
Adult L 19d12+76 (199 hp) 25 10 19 12 17 22 +19/+30 +25 +16 +11 +15 12d8 2525
Mature Adult L 22d12+110 (253 hp) 29 10 21 14 19 24 +22/+35 +30 +19 +13 +18 14d8 2828
Old H 26d12+156 (325 hp) 33 10 23 14 21 26 +26/+45 +35 +22 +16 +21 16d8 3131
Very Old H 29d12+203 (391 hp) 35 10 25 16 21 28 +29/+49 +39+24 +17 +22 18d8 33 33
Ancient G 33d12+264 (478 hp) 39 10 27 16 23 30 +33/+59 +43 +27 +19 +25 20d8 3636
Wyrm G36d12+324 (558 hp) 41 10 29 18 23 32 +36/+63 +47 +30 +21 +27 22d8 3939
Great Wyrm C 40d12+400 (660 hp) 45 10 31 20 25 34 +40/+73 +49 +32 +22 +29 24d8 42 42



Age Speed Init AC SR Special Abilities Spellcasting
Wyrmling swim 40-ft+0 15 (+4 size, +1 natural) - Immunity to mind-affecting effects, improved grab, Water Breathing -
Very Young 5-ft, fly 40-ft (average), swim 60-ft+0 16 (+2 size, +4 natural) - Jet-
Young 20-ft, fly 60-ft (average), swim 60-ft+0 18 (+1 size, +7 natural) - Alternate Form, Major Image1st
Juvenile20-ft, fly 80-ft (poor), swim 60-ft+0 20 (+11 natural) - Captivating Song 3rd
Young Adult 30-ft, fly 100-ft (poor), swim 60-ft+0 24 (+14 natural) 17DR 5/magic, tentacles5th
Adult 30-ft, fly 120-ft (poor), swim 80-ft+0 27 (-1 size, +18 natural) 20Charm Monster, Bestow Water Breathing7th
Mature Adult 30-ft, fly 120-ft (poor), swim 80-ft+0 30 (-1 size, +21 natural) 22DR 10/magic, Control Weather 9th
Old 30-ft, fly 120-ft (poor), swim 80-ft+0 33 (-2 size, +25 natural) 25Capsize, Mirage Arcana11th
Very Old 30-ft, fly 120-ft (poor), swim 80-ft+0 36 (-2 size, +28 natural) 27DR 15/magic13th
Ancient 40-ft, fly 150-ft (clumsy), swim 100-ft+0 38 (-4 size, +32 natural) 29 Mass Charm Monster 15th
Wyrm 40-ft, fly 150-ft (clumsy), swim 100-ft+0 41 (-4 size, +35 natural) 31DR 20/magic17th
Great Wyrm 40-ft, fly 150-ft (clumsy), swim 120-ft+0 41 (-8 size, +39 natural) 33Monstrous Thrall19th

Natural Weapons: As a diminutive dragon, a wyrmling kraken dragon does not have the full array of natural weapons available to older dragons. It instead has a single bite attack dealing 1d3 damage with a reach of 0-ft.

Improved Grab (Ex): A kraken dragon which successfully hits a creature up to 1 size category larger than it with its bite attack can attempt to start a grapple as a free action without provoking an attack of opportunity or requiring a melee touch attack.

Water Breathing (Ex): A kraken dragon may breathe water as easily as air and may make use of its breath weapon while underwater.

Breath Weapon (Su): A kraken dragon has a single breath weapon a cone of mind-rending energy. This energy deals the listed damage and allows a Will save for half. It is considered a mind-affecting effect. Unlike most breath weapons a kraken dragon’s breath weapon uses Charisma to determine its saving throw DC.

Jet (Ex): A very young or older kraken dragon may, as part of a run action, move up to 10 times its normal swim speed while underwater or 6 times its normal fly speed. Once a kraken dragon has done so it may not do so again for 1 minute.

Alternate Form (Su): 3/day a young or older kraken dragon may assume the form of a small or medium humanoid or animal with an aquatic environment as a standard action. It may maintain this form for as long as desired and returning to its natural form does not expend a use of this ability.

Captivating Song (Su): A juvenile or older kraken dragon may sing a song of haunting beauty that calls those who hear it towards the dragon. Any creature which can hear the dragon must make a Will save (DC is charisma based, so same DC as frightful presence or breath weapon) or be compelled to move towards it by the quickest means possible. They must spend every action possible moving towards the dragon or attempting to remove impediments preventing them from doing so and will use limited use magic items or abilities (such as spells) to move closer more quickly. A creature may make another saving throw every five rounds or each round they are adjacent to the dragon. This is a mind-affecting effect.
A kraken dragon may choose to grant certain creatures immunity to this effect for one hour, doing so requires the dragon to touch them and takes a full-round action. A kraken dragon may also use this ability as part of a performance, in which case in addition to having its standard effect the dragon also gains a +2 racial bonus to its Perform (Song) check per age category it has attained.

Tentacles (Ex): A young adult or older kraken dragon’s tentacles have developed to such an extent that they may more easily restrain large creatures and aid it in grappling. When grappling a creature the kraken dragon gains a bonus based on the lower of the kraken dragon and the creature’s sizes as shown on the table below.

SizeBonus
Small or smaller+0
Medium+2
Large+4
Huge+6
Gargantuan+8
Colossal+10


Bestow Water Breathing (Su): A young adult or older kraken dragon may suffer 1 point of Constitution damage to grant another creature the ability to breathe water. To do so the dragon must touch the target and spend a full-round action. This ability last indefinitely, but while this ability is active the Constitution damage the kraken dragon dealt itself cannot be healed by any means.

Capsize (Ex): A submerged kraken dragon that surfaces under a boat or ship has a chance to capsize the vessel based upon its own and the vessel’s size.
{table]Dragon Size|<20-ft|20-60-ft|>60-ft
Huge|95%|50%|20%
Gargantuan|95%|75%|50%
Colossal|99%*|95%|75%[/table]
*: Vessel may instead remain completely on the dragon’s back.

Spellcasting: A kraken dragon casts spells as a bard of the listed level. In addition to spells from the bard spell list they may select spells from the Druid spell list, and the Water, Blackwater, Ocean, and Storm domain lists as if they were bard spells of the same level.

Spell-like Abilities: 3/day: Major Image (young or older), Charm Monster (adult or older), Mirage Arcana (old or older); 1/day: Control Weather (mature adult or older), Mass Charm Monster (ancient or older); 1/week Monstrous Thrall (great wyrm).

Skills: In addition to the class skills common to all true dragons, kraken dragons treat Perform, Swim, and Disguise as class skills. A kraken dragon gains a racial bonus on Perform (Song) checks equal to the number of age categories it has attained.

Zaydos
2012-07-21, 05:07 PM
Peanut Dragon:
Dragon (Wood)
Environment: Warm and temperate plains, forests, and underground.
Organization: Solitary, pair, family (2-5 young and 1-2 adults), clutch (2-5).
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 20; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple standard.
Alignment: Always Neutral Evil.

"I was given a mirror labeled Erutnevda recently by an anonymous benefactor. While investigating said mirror I accidentally passed through it and into a world filled with marvelous creatures. I saw: beings like fanciful chess knights, the upper bodies of men grafted onto the heads of magnificent alabaster horses; a golem maid of the finest porcelain, with whom I shared exquisite tea; a flower, who argued that objects were all colors but those they appeared; to list but a paltry few. These creatures are not the beings I will discuss here, this is a tome of dragons and within I will tell of the dragon I found in this land of Erutnevda.

"The dragon had pale orange-brown scales and a hard outer shell with the distinct squares and shape of a peanut. A foul plotter the beast struck me as singularly arrogant as we begun our game of Dur'vkel'varesh'dolor, or Draconic Speed Chess. At first we chatted lightly, each trying to thus size up our opposition and perhaps even make them relax and lower their guard, but such small talk soon fell away as we were both forced to concentrate on the game ahead. When I had captured boards 3 and 6, sealing his korgik onto boards 4 and 5 with my jrulshrith and mate was inevitable within twelve turns, instead of surrendering as honor would demand my opponent instead blasted both me and the board with his acidic breath, destroying the fine crystal set. The very plants of the place, dozens of floral monsters, came to the dragon's aid and for a moment I thought I might prove overwhelmed. In the end, though, I was able to force the dragon to beat a hasty retreat.

"Peanut dragons are without honor, motivated only by their own egomania and desire for control. Despicable creatures they build empires of plant creatures within which they sit like a spider in its web. Peanut dragons have hard outer shells giving them resistance to weapons and many attacks, as well as skill with druidic magic. They are capable of creating plant horrors, and their acidic breath can slow foes and even turn those it kills into their new floral servitors."

--Zasper, the Dragon Sage.


Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/Grapple AttackFort SaveRef SaveWill Save Breath Weapon Frightful Presence DC
Wyrmling T 4d12+8 (34) 9 8 15 14 13 8 +4/-5 +5 +6 +3 +5 2d4 (14) —
Very young S 7d12+14 (59) 11 8 15 16 13 8 +7/+3 +8 +7 +4 +6 4d4 (15) —
Young M 10d12+30 (95) 13 8 17 16 15 10 +10/+11 +11 +10 +6 +9 6d4 (18) —
Juvenile M 13d12+39 (123) 15 8 17 18 15 10 +13/+15 +15 +11 +7 +10 8d4 (19) —
Young adult L 16d12+48 (168) 17 8 19 18 17 12 +16/+23 +18 +14 +9 +13 10d4 (22) 19
Adult L 19d12+95 (218) 21 8 21 20 17 12 +19/+28 +23 +16 +10 +14 12d4 (24) 20
Mature adult H 22d12+132 (275) 25 8 23 22 19 14 +22/+37 +27 +19 +12 +17 14d4 (27) 23
Old H 25d12+150 (312) 27 8 23 24 19 14 +25/+41 +31 +20 +13 +18 16d4 (28) 24
Very old H 28d12+196 (378) 29 8 25 26 21 16 +28/+45 +35 +23 +15 +21 18d4 (31) 27
Ancient H 31d12+217 (418) 31 8 25 28 21 16 +31/+49 +39 +24 +16 +22 20d4 (32) 28
Wyrm G 34d12+272 (493) 33 8 27 30 23 18 +34/+57 +41 +27 +18 +25 22d4 (35) 31
Great wyrm G 37d12+333 (573) 35 8 29 32 25 20 +37/+61 +45 +29 +19 +27 24d4 (37) 33



Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft., fly 75 ft. (good) -1 17 (+2 size, -1 Dex, +6 natural), touch 11, flat-footed 17Immunity to acid and poison, vulnerability to cold, DR 5/magic, Lessened Arsenal — —
Very young 40 ft., fly 75 ft. (good) -1 19 (+1 size, -1 Dex, +9 natural), touch 10, flat-footed 19 Immunity to polymorph and stunning1st-
Young 40 ft., fly 100 ft. (good)-121 (-1 Dex, +12 natural), touch 9, flat-footed 22DR 10/magic 3rd16
Juvenile40 ft., fly 100 ft. (good) -124 (-1 Dex, +15 natural), touch 9, flat-footed 25 Immunity to mind-affecting effects 5th18
Young adult 40 ft., fly 100 ft. (good)-1 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 27 DR 15/magic 7th 20
Adult 40 ft., fly 100 ft. (good)-129 (-1 size, -1 Dex, +21 natural), touch 8, flat-footed 30 Not subject to critical hits 9th 22
Mature adult 40 ft., fly 100 ft. (good)-1 31 (-2 size, -1 Dex, +24 natural), touch 7, flat-footed 31 DR 20/magic 11th 25
Old 40 ft., fly 100 ft. (good)-1 34 (-2 size, -1 Dex, +27 natural), touch 7, flat-footed 34 Reviving Breath13th 27
Very old 40 ft., fly 100 ft. (good) -1 37 (-2 size, -1 Dex, +30 natural), touch 7, flat-footed 37 DR 20/magic and 5/- 15th 30
Ancient 40 ft., fly 100 ft. (good) -1 40 (-2 size, -1 Dex, +33 natural), touch 7, flat-footed 40 -17th 31
Wyrm 40 ft., fly 150 ft. (good) -1 41 (-4 size, -1 Dex, +36 natural), touch 5, flat-footed 41 DR 20/magic and DR 10/- 19th 33
Great wyrm 40 ft., fly 150 ft. (good)-1 44 (-4 size, -1 Dex, +39 natural), touch 5, flat-footed 44 Create Plant Monster 21st 35


Breath Weapon (Su): A peanut dragon’s breath weapon is a cone of acid which deals the listed damage (reflex half). Any creature which fails its saving throw against this breath weapon are also entangle for 2d4 rounds.

Lessened Arsenal: A peanut dragon's natural weapons are weaker compared to other comparatively sized dragons. For determining what natural weapons a peanut dragon has access to, and their damage, a peanut dragon is treated as one size category smaller. A tiny peanut dragon has no claw attacks and its bite deals 1d3 damage.

Caster Level: A peanut dragon casts spells as a sorcerer of the listed level, with the following exceptions. First they may select Druid spells, Cleric spells, and those from the Evil, Plant, and Knowledge domains as sorcerer spells. Second their bonus spells, maximum spell level, and save DCs are all determined by Intelligence instead of Charisma.

Reviving Breath (Su): A medium or small sized creature killed by an old or older peanut dragon's breath weapon is transformed into a vine horror (Fiend Folio) and revived 1d4 rounds later. This vine horror is under the control of the peanut dragon. As long as the vine horror is alive the creature cannot be revived and should the vine horror be killed a limited wish spell is required to restore the body to allow resurrection to function, and raise dead simply will not. If the vine horror is dead then a true resurrection will still work normally.

Create Plant Monster (Su): By spending 1 day performing a mystical ritual a great wyrm peanut dragon may create a plant creature with a CR of 15 or less.

Skills: In addition to the class skills for all dragons a peanut dragon has Bluff, Spellcraft, and Survival as class skills. A peanut dragon gains a racial bonus to Craft (Alchemy), Knowledge (Nature), Profession (Herbalist), and Survival checks equal to the number of age categories it has obtained.[/QUOTE]

Zaydos
2012-07-21, 05:12 PM
Choice for Poll #3: Decided to use an actual post for this so I'll have more room. Also wanted to do something a little different so the options this time are; as a general note I reserve the right to choose which specific kind of dragon to work with for any given option, but requests will be considered (this is in part to reduce the chance of a tie):

A 20 level class in the vein of the community monster classes for playing one of the dragons I've made.

Stats for 3 specific true dragons, including name, personality, feats, spells, and equipment. One will be CR 4 to 8, one CR 9 to 14 and one CR 15+.

Stats for 2 specific dragons which are half-breeds of two true dragons. Include name, personality, feats, spells, and equipment.

A dragon lair intended for a party near level 15 (might end up higher or lower) with a boss being a dragon with a CR = to party level and minions to bring the EL up to 2 higher.

A prestige class made for true dragons.

Voting will be open till the 5th of August at 4 PM GMT. Please vote via PM.

Debihuman
2012-07-22, 05:11 AM
I love your peanut dragon as a sort of lesser dragon. Just a few things. Your chart has the information for Breath Weapon DC in with the Breath weapon damage (which is fine in itself), but the information for the Frightful Presence is in where the BW DC is, and thus the FP column is blank.

This is worded a bit oddly: "Create Plant Monster (Su): By spending 1 day a great wyrm peanut dragon may create a plant creature with a CR of 15 or less."

By spending a 1 day doing what? Also, Plant creatures aren't generally created, they can be summoned though. I suggest that you change this to the following:

Summon Plant Creature (Sp): Once a day as a Standard Action, a great wyrm peanut dragon may summon a Plant creature with a CR 15 or less as summon monster IX.

Debby

Milo v3
2012-07-22, 05:20 AM
This is worded a bit oddly: "Create Plant Monster (Su): By spending 1 day a great wyrm peanut dragon may create a plant creature with a CR of 15 or less."

By spending a 1 day doing what?
I'd say its warping a seed into an evil tree for that day, or weaving vines into a humanoid form.


Also, Plant creatures aren't generally created, they can be summoned though. I suggest that you change this to the following:
Summon Plant Creature (Sp): Once a day as a Standard Action, a great wyrm peanut dragon may summon a Plant creature with a CR 15 or less as summon monster IX.
I don't think he wants it to be a summoned creature. I think the Peanut Dragon creates a plant monster, regardless of whether or not it has been done before.

Tychris1
2012-07-22, 11:40 PM
Make a level 20 class for playing a Death Dragon! Pweeeeeze.....

Emperor Ing
2012-07-29, 12:29 AM
Clockwork Dragon
Monster Class/Racial Progression Class
Homebrew Monster

Class:

HD: D10

{table=head]Level|BAB|Fort|Ref|Will|
Special

1st|
+0|
+2|
+0|
+2|Meta Dragon Body, Clockwork Technomancy
2nd|
+1|
+3|
+0|
+3|Light Fortification, Steam Breath, Keen Senses +1 Str, +1 Con
3rd|
+2|
+3|
+1|
+3|Least Overclock +1 Int
4th|
+3|
+4|
+1|
+4|Wings, Bonus Feat
5th|
+3|
+4|
+1|
+4|Growth, +1 Str
6th|
+4|
+5|
+2|
+5|Grinding Gears, Shift Gears +1 Int
7th|
+5|
+5|
+2|
+5|Miasma, Exhaust
8th|
+6|
+6|
+2|
+6|Medium Fortification, Overclock +1 Str, +1 Con
9th|
+6|
+6|
+3|
+6|Cold Logic, +1 Int
10th|
+7|
+7|
+3|
+7|Tail Slap, Growth, Shifting Plates
11th|
+8|
+7|
+3|
+7|Enchanted Chassis, +1 Str, +1 Con
12th|
+9|
+8|
+4|
+8|Ironsides, +1 Int
13th|
+9|
+8|
+4|
+8|Clockwork Mind, Crush
14th|
+10|
+9|
+4|
+9|Greater Overclock, Bonus Feat, +1 Str
15th|
+11|
+9|
+5|
+9|Heavy Fortification, Crush, Growth, +1 Int, +1 Con
16th|
+12|
+10|
+5|
+10|Machine Spirits
17th|
+12|
+10|
+5|
+10|Clockwork Body, +1 Str
18th|
+13|
+11|
+6|
+11|Wall of Gears +1 Int
19th|
+14|
+11|
+6|
+11|Tail Sweep
20th|
+15|
+12|
+6|
+12|Growth, Perfect Overclock, Ultimate Fortification, +1 Str, +1 Con[/table]

Skill Points: (4 + Int modifier) per level, x4 at first level.
Class Skills: Appraise, Bluff, Concentration, Craft (any), Hide, Intimidate, Jump, Knowledge (Any), Listen, Search, Spellcraft, Spot, Use Magic Device

Proficiencies: The Clockwork Dragon gains proficiency with its natural weapons only.

Meta Dragon Body: The Clockwork Dragon loses all other racial bonuses and becomes a [Living Construct, Dragonforged.] The character gains Darkvision 60 ft and Immunity to Sleep and Paralysis. Clockwork Dragons are initially Small sized creatures with a base land speed of 40, possessing Claw/Bite attacks that deal 1d8/1d6 + Str modifier respectively, the bite attack dealing 1d8 + 1.5 damage with a reach as if the dragon were one size category larger. The dragon has a Natural Armor equal to their Con modifier +2. A Clockwork Dragon has Draconic and Common as a starting language, with additional languages for a high Int score as normal. The Clockwork Dragon has wings, but they are too weak to do anything yet.

Clockwork Technomancy The Clockwork Dragon gains infusions and Artificer Craft Reserve equal to an Artificer of the appropriate level according to the following table.
If the Clockwork Dragon Dragon multiclasses to Artificer, he is already treated as having levels in Artificer according to the table. Furthermore, the Clockwork Dragon's caster level is treated as being equal to his levels in Clockwork Dragon.
{table]Dragon level | Virtual Artificer Casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]
Aside from Infusions and Craft Reserve, the dragon does not gain the class features of an Artificer from Virtual Artificer Levels.

Attribute Bonus: Ability scores increase according to the following table
(Bonuses shown on the table are cumilative to the Dragon's level)
{table]Dragon level | Attribute Bonuses
2|+1 Str, +1 Con
3|+1 Str, +1 Con, +1 Int
5|+2 Str, +1 Con, +1 Int
6|+2 Str, +2 Con, +2 Int
8|+3 Str, +2 Con, +2 Int
9|+3 Str, +2 Con, +3 Int
11|+4 Str, +3 Con, +3 Int
12|+4 Str, +3 Con, +4 Int
14|+5 Str, +3 Con, +4 Int
15|+5 Str, +4 Con, +5 Int
17|+6 Str, +4 Con, +5 Int
18|+6 Str, +4 Con, +6 Int
20|+7 Str, +5 Con, +6 Int
[/table]

Steam Breath: [Su] At 2nd level A Clockwork Dragon can fire a 30 ft cone of scalding steam dealing 1d6 Fire damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. The cone increases by 5 feet per HD.

Fortification: [Ex] At 2nd level the Clockwork Dragon gains resistance to Precision Damage attacks like Sneak Attack, Skirmish, and Critical hits. At 2nd level, 25% of attacks that deal critical, or precision damage don't deal any additional damage. At 8th level this increased to 50%. At 15th level this increases to 100%. At 20th level the Clockwork Dragon cannot be dealt additional damage from precision attacks, even if class features and/or equipment gives the creature the ability to normally bypass fortification effects.

Keen Senses: [Ex] At 2nd level the Clockwork Dragon's senses become more refined and more attuned, granting them extraordinary sensory ability. They can see four times as well as a human in low light and twice as well in bright light. In addition he gains Darkvision 120-ft.

Least Overclock: [Su] At 3rd level a Clockwork Dragon can set the machinery within into overdrive. Once per day per 5 HD plus one or by voluntarily accepting 2 points of Constitution damage to himself, he gains an extra move action a round. This damage cannot be reduced and bypasses any immunity, although it can be restored as normal. Activating Least Overclock is a Swift Action.

Bonus Feats: At 4th, and 14th level, the Clockwork Dragon may gain any item creation or other Artificer Bonus Feat he meets the prerequisites for as a Bonus Feat.

Wings: At 4th level the Clockwork Dragon's Dragon's wings grant the dragon a flight speed of 10 ft per HD at Average maneuverability. The Clockwork Dragon also gains two secondary Wing attacks that deal 1d4 + Str modifier.

Growth: At 5th level, the Clockwork Dragon grows to Medium size. At 10th level, the Clockwork Dragon grows to Large Size. At 15th level the dragon grows to Huge size, and at 20th level the Clockwork Dragon becomes Gargantuan. Each progressive increase also grants the Clockwork Dragon +1 to Natural Armor.

Grinding Gears: [Ex] The churning machinery that makes up a Clockwork Dragon makes one dangerous to stand next to, let alone actively attack you. At 5th level the Clockwork Dragon's natural weapons are treated as being one size category larger. This stacks with any other effects that increases weapon damage in steps such as the Improved Natural Attack feat. Furthermore, they are treated as Manufatured for the purposes of applying Infusions to them.

In addition, the Clockwork Dragon no longer needs to eat, sleep, or breathe.

Shift Gears: [Ex] At 6th level the Clockwork Dragon gains a +1 per 3 HD Racial bonus to a single skill of the Clockwork Dragon's choice. As a full-round-action the Clockwork Dragon can elect to move the skill bonus to any other single skill, even if it is a cross-class skill. A Clockwork Dragon cannot use Shift to move any bonus if the GM declares a skill check must be made.

Miasma: [Su] Clockwork Dragons can breathe two additional alternate forms of gas in lieu of their steam breath. At 6th level the Clockwork Dragon can breathe a cone of gas with the effect of Haste or Slow, whichever the character's choice. It is treated as a Cone with the same range and DC for Will Save (negates) as the Steam Breath attack. This is considered a use of the dragon's breath attack.

Exhaust: [Su] At 7th level the Clockwork Dragon gains the use of Solid Fog as an SLA Once per day per 2 HD

Overlock: [Su] At 8th level Clockwork Dragons are able to shift their gears into more extreme forms of quickness and mobility. They can, once per day per 8 HD or else by voluntarily dealing 4 points of Constitution damage to himself, he gains an extra Standard Action per round. This damage cannot be reduced and bypasses any immunity, although it can be restored. Activating Overclock is a Swift Action.

Cold Logic: [Ex] At 9th level Clockwork Dragons add their Intelligence bonus as Insight bonuses to Charisma based skills.

Tail Slap: [Ex] At 10th level, the Clockwork Dragon gains the ability to use a Tail Slap secondary attack for 1d10 + str damage (indexed for Large size and Grinding Gears)

Shifting Plating [Su] At 10th level the body of the Dragon is developed enough that it is not only a miniature factory producing its own components but additional outer plating as well. By concentrating for one minute, the Clockwork Dragon can now produce for himself a free set of nonmagical Masterwork armor of the Dragon's choice. It cannot be of a material besides Steel. The Dragon must still suffer penalties incurred by wearing armor as normal where applicable, and the armor cannot be removed by anything short of a Limited Wish spell or by removing it from a Clockwork Dragon corpse at the GM's discretion. A Clockwork Dragon can switch between armors after concentrating for one minute as well, and even while unarmored the dragon's hide is now treated as Manufactured for the purposes of applying Infusions as well as enchanting. The Clockwork Dragon may enchant this armor or have it enchanted, though they must pay gold and xp costs as normal when applicable. In addition, special materials may be added in this manner. The Clockwork Dragon is considered to be Proficient in this armor.

Enchanted Chassis [Ex] At 11th level, the Clockwork Dragon gains Spell Resistance equal to his HD + 11

Ironsides: [Ex] At 12th level, the Clockwork Dragon Dragon gains Damage Reduction/Magic equal to the dragon's HD/2. The Clockwork Dragon also gains Damage Reduction/Adamantine equal to the dragon's HD/4

Clockwork Mind: [Ex] At 13th level the Clockwork Dragon becomes immune to Mind-Affecting effects.

Frightful Presence: [Ex] At 14th level, enemies within a radius of 30 feet × HD/2 are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Int modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead.

Greater Overclock [Su] At 14th level the Clockwork Dragon can drive itself to unnatural levels of energy. Once per day per 10 HD else by voluntarily taking 6 points of Constitution damage the Clockwork Dragon can grant himself an additional Move and Standard Action. The Constitution damage bypasses immunities and cannot be mitigated, although it can be restored once inflicted as normal. Greater Overclock is a Swift Action

Crush: [Ex] At 15th level, the Clockwork Dragon can make a crush attack dealing 4d6 damage base (Indexed for Huge Size and Grinding Gears)

This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents.)

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus.

Machine Spirits: [Su] At 16th level a Clockwork Dragon may interact and converse with normally mindless Constructs. When the dragon attempts to communicate with the Construct, it is considered to have an Intelligence score of 10 for all intents and purposes, and an attitude of Indifferent. This may cause normally hostile constructs to become hesitant to attack the Dragon or his allies, or other effects at the GM's discretion. When in conversation the construct always speaks a language the dragon can understand, however only the dragon can hear it, and the Construct is treated as being under a tongues spell. The Clockwork Dragon also gains a +5 bonus in interaction skill tests when interacting with non-mindless constructs, including living constructs.

Clockwork Body [Ex] At 17th level the Clockwork Dragon becomes immune to Ability Damage (except when applied via Overlock effects,) Necromantic and Death effects, and spells that require a fortitude save except where it applies to objects. For the purposes of determining bonus hit points as well as fortitude save against spells that require fortitude saves that target objects such as Disintegrate the Clockwork Dragon retains their Constitution score.

Wall of Gears [Su] At 18th level the Clockwork Dragon can use Wall of Gears as an SLA once per day per 4 HD

Tail Sweep: [Ex] At 19th level a Clockwork Dragon can sweep his tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are three or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 + 1.5 str (indexed for Huge size and Grinding Gears.) Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Perfect Overclock: [Su] At 20th level the overdrive systems in the meta-dragon have reached their pinnacle. He may now duplicate the effects of Time Stop as per the spell once per day per 10 hd minus one or else by taking 8 points of Constitution damage. During the Time Stop effect the Clockwork Dragon may not make use of any of its Overclock abilities including Perfect Overclock, and must wait 1d4+1 rounds before using Perfect Overclock again, however he is free to use any of the other Overclock abilities. Perfect Overclock is a Swift Action to activate.


So here's another attempt by me to make a racial progression class.

Questions? Comments? Critique?

Debihuman
2012-07-29, 11:15 PM
I'd say its warping a seed into an evil tree for that day, or weaving vines into a humanoid form.[quote] Possibly. I'm still skeptical as to how to incorporate this as a Supernatural Ability. It doesn't seem to have an requirements that usually go with creating things.


[quote]I don't think he wants it to be a summoned creature. I think the Peanut Dragon creates a plant monster, regardless of whether or not it has been done before.

The problem that I have with Plant creatures being created is that they aren't constructs. So how do you "create" one? Handwaving it as "magic" doesn't work for me because it has no creation costs and no material components. As a DM, I don't like it because it messes up the CR of the creature. How many assassin vines could such a dragon have protecting its lair for example. They are permanent fixtures rather than temporary ones. That means the party has to deal with them and so should get the experience for them Here are the rules on Summon as a Special Ability: I want to bold important differences between summoning a creature and creating one:


Summon

A creature with the summon ability can summon specific other creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature that has just been summoned cannot use its own summon ability for 1 hour. Most creatures with the ability to summon do not use it lightly, since it leaves them beholden to the summoned creature. In general, they use it only when necessary to save their own lives. An appropriate spell level is given for each summoning ability for purposes of Concentration checks and attempts to dispel the summoned creature. No experience points are awarded for summoned monsters.

Created creatures don't disappear after and hour and experience points should be awarded for defeating them since there can be so many. A great wyrm could have several years' worth of plant creatures (and their offspring) guarding it's lair. This is just too easy to abuse.

Debby

Zaydos
2012-08-07, 07:27 PM
Without further wait the winner of poll #3:

A racial progression class...


Death Dragon Monster Class/Racial Progression Class

Class:

HD: D12



Level
BAB
Fort
Ref
Will

Special


1st

+1

+2

+0

+2
Dragon Body, Arcane Blood


2nd

+2

+3

+0

+3
Enervating Breath, Keen Senses


3rd

+3

+3

+1

+3
Rebuke Undead, +1 Con, +1 Cha


4th

+4

+4

+1

+4
Growth, Wings


5th

+5

+4

+1

+4
Unflappable


6th

+6

+5

+2

+5
Animate Dead, +1 Str


7th

+7

+5

+2

+5
Deadly Arcana, +1 Cha


8th

+8

+6

+2

+6
Mastery of the Undead +1, +1 Con


9th

+9

+6

+3

+6
Death’s Child, +1 Str


10th

+10

+7

+3

+7
Tail Slap, Growth, +1 Cha


11th

+11

+7

+3

+7
Arcane Hide, Legions of the Dead, Mastery of the Undead +2


12th

+12

+8

+4

+8
Profane Scales, +1 Con


13th

+13

+8

+4

+8
Frightful Presence, Create Undead, +1 Str, +1 Cha


14th

+14

+9

+4

+9
Life Draining Bite, Legions of the Dead, Mastery of the Undead +3


15th

+15

+9

+5

+9
Greater Deathly Arcana, +1 Con


16th

+16

+10

+5

+10
Growth, Crush, +1 Str, +1 Cha


17th

+17

+10

+5

+10
Life Draining Claws, Mastery of the Undead +4, +1 Con


18th

+18

+11

+6

+11
Bring Forth the Dead, +1 Str, +1 Cha


19th

+19

+11

+6

+11
Awaken Undead, +1 Con


20th

+20

+12

+6

+12
Embodiment of Death



Skill Points: (4 + Int modifier) per level, x4 at first level.
Class Skills: Concentration (Con), Intimidate (Cha), Knowledge (each skill taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha).

Proficiencies: The Death Dragon gains proficiency with its natural weapons only.

Dragon Body: The death dragon loses all other racial bonuses, and gains the Dragon type and dragon traits, a bite dealing 1d6 damage, 2 claws which act as secondary natural weapons dealing 1d4 damage each and 40 base speed which increases by +5 for every 5 HD it has. The death dragon has wings, but they're too weak to do anything for now. Its claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do. The Death Dragon is small sized, and gains immunity to Death effects, energy drain, and charm effects.

The death dragon also gets a natural armor bonus equal to its Con modifier -1. Whenever the dragon dragon grows one size category, his natural armor increases by a further 1.

Arcane Blood: A Death Dragon receives spells per day as a bard of same level, but it casts as a dread necromancer and knows all spells of every level it has access to from the dread necromancer list.

If it multi-classes as a dread necromancer it counts as already having dread necromancer casting depending on its dragon level, as shown on the following table.


Dragon level
Virtual Dread Necromancer Casting


1
-


2
1


3
2


4
3


5
4


6
5


7
6


8
6


9
7


10
8


11
8


12
9


13
10


14
10


15
11


16
12


17
12


18
13


19
13


20
13


So for example a dragon 2 who takes a level of dread necromancer would count as already having 1 level of dread necromancer and gains the spell slots and spells known that a dread necromancer gains when leveling from level 1 to 2, but not the spell slots and spells known from the 1st level of dread necromancer. He would get the familiar ability, but dragon levels wouldn't count for it.

A dragon 18 who takes a level of dread necromancer would count as having 14 levels of dread necromancer(13+1) and gain the spell slots and spells known that a dread necromancer gains when leveling from level 13 to 14, but not the spell slots and spells known that a dread necromancer gets from level 1 to 13. He would get the familiar ability, but dragon levels wouldn't count for it.

His Caster level remains equal to his full HD when multiclassing to dread necromancer.

If a dragon takes a casting Prestige Class, it may choose to advance his casting as that of a dread necromancer. So a Dragon 10/Loremaster 10 would cast as a 18th level dread necromancer (he would still receive spell slots and spells known from a bard 10 from the first 10 dragon levels and then the spell slots and spells known from a dread necromancer 11-18 for the loremaster levels).

Attribute Bonus: Ability scores increase according to the following table
(Bonuses shown on the table are cumulative to the Dragon's level)


Dragon level
Attribute Bonuses


3
+1 Con, +1 Cha


6
+1 Str, +1 Con, +1 Cha


7
+1 Str, +1 Con, +2 Cha


8
+1 Str, +2 Con, +2 Cha


9
+2 Str, +2 Con, +2 Cha


10
+2 Str, +2 Con, +3 Cha


12
+2 Str, +3 Con, +3 Cha


13
+3 Str, +3 Con, +4 Cha


15
+3 Str, +4 Con, +4 Cha


16
+4 Str, +4 Con, +5 Cha


17
+4 Str, +5 Con, +5 Cha


18
+5 Str, +5 Con, +6 Cha


19
+6 Str, +6 Con, +6 Cha


Note these are total modifiers at those levels, you do not add those of multiple levels only the highest level you have obtained.

Enervating Breath: [Su] At 2nd level a Death Dragon can exhale a cone of brownish gray gas. The breath weapon is a 30 foot cone inflicting 1 negative level + 1 per 3 HD of the Death Dragon on all creatures caught within, with a reflex save DC of 10+1/2 HD+Constitution modifier for half and takes 1d4 rounds to recharge. The cone increases by 5 feet for every extra hit die the dragon gains. At 8th level creatures which fail their saves are also sickened for 1 minute. At 14th level creatures which fail are killed by this breath weapon immediately reanimate as wights with a friendly attitude towards the Death Dragon. At 20th level a Death Dragon may choose to have its victims reanimate as wraiths instead.

Keen Senses: [Ex] At 2nd level the Death Dragon’s sense sharpen. It can see four times as well as a human in low-light and twice as well in bright light. In addition it gains Darkvision 120-ft.

Rebuke Undead: [Su] At 3rd level a Death Dragon can rebuke undead as a cleric of its class level. If it takes level in Cleric or another class which grants Rebuke Undead the two classes stack for determining effective cleric level.

Aura of Desecration (Su): At 3rd level a Death Dragon is continuously surrounded by a field of negative energy. This functions as a Desecrate spell centered on the Death Dragon.

Growth: At 4th level the Death Dragon grows to Medium size, its natural weapon damage increasing by 1 die size and its natural armor increasing by 1 as noted in Dragon Body. At 10th level the Death Dragon grows further increasing to Large size, its natural weapon damage increasing by 1 die size and its natural armor increasing by 1 as noted in Dragon Body. At 16th level the Death Dragon grows to Huge size, its natural weapon damage increasing by 1 die size and its natural armor increasing by 1 as noted in Dragon Body.

Wings: At 4th level the Death Dragon's wings grant the dragon a flight speed of 10 ft per HD at Average maneuverability. The Death Dragon also gains two secondary natural weapon Wing attacks that deal 1d4 + Str modifier damage (this is already taking into account medium size).

Unflappable (Ex): At 5th level, the Death Dragon grows disaffected with the hopes and fears of the world. They gain a permanent immunity to morale bonuses and penalties as well as fear effects.

Animate Dead (Sp): At 6th level the Death Dragon gains the ability to use Animate Dead as a spell-like ability 1/week per 3 HD. Your caster level for this effect equals your hit dice.

Deathly Arcana: At 7th level the Death Dragon’s dark magic improves. Choose one necromancy spell of level 4 or less from the Cleric, Sor/Wiz, or Dread Necromancer spell list which does not have a costly material component. You may use this spell as a spell-like ability 1/day per 3 hit dice. Your caster level for this effect equals your hit dice.

Mastery of the Undead (Ex): At 8th level, the Death Dragon’s growing powers over the dead grants it a +1 bonus to its effective cleric level, it gains a +1 untyped bonus on attack and weapon damage rolls against the undead, and on saving throws against spells or effects of undead creatures. At level 11, and every 3rd level thereafter, these bonuses increase by +1.

Death’s Child: At level 9 a Death Dragon becomes immune to damage from negative energy, and if they would suffer Constitution damage or drain they suffer 2 less.

Tail Slap: At 10th level the Death Dragon’s tail has grown large and powerful enough that it may use it to attack its foes. This gives them a tail slap secondary natural weapon which deals 1d8 damage (already taking into account large size).

Arcane Hide (Ex): At 11th level the Death Dragon’s magical nature has spilled forth protecting it from the sorcerer of others. The Death Dragon gains SR 11 + Hit Dice.

Legions of the Dead (Ex): At 11th level the Death Dragon’s mastery over the dead has grown to a point where it can control far more undead than normal. A Death Dragon can control 4+Charisma modifier HD of undead created with Animate Dead per caster level.

Profane Scales (Su): At 12th level the Death Dragon’s scales have thickened and grown giving it DR X/magic where X is equal to one half its hit dice.

Frightful Presence (Ex): At 13th level the presence of a Death Dragon has grown so dread that those which near it cannot help but feel fear. This ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Opponents within a radius of 30 feet per dragon levels must make a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier). On a failure, opponents with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. On success the creature is immune to the Death Dragon’s frightful presence for 24 hours. A creature cannot be subject to the same Death Dragon’s frightful presence twice in the same encounter, and creatures with at least as many Hit Dice as the Death Dragon are unaffected by this ability. Dragons ignore the frightful presence of other dragons.

Create Undead (Sp): At 13th level the Death Dragon gains the ability to create undead with a touch. 1/week per 6 HD, the Death Dragon may use Create Undead as a Spell-like Ability. Your caster level for this effect equals your hit dice.

Life Draining Bite: At 14th level the Death Dragon’s bite attack becomes charged with its necromantic powers. Any creature struck by a Death Dragon’s bite takes 2 negative levels, a successful Fortitude save (DC 10 + ½ the dragon’s AC + the dragon’s Constitution modifier) reduces this to only one negative level.

Unbreakable Legions: At 14th level the undead serving a Death Dragon grow more powerful. All undead created by you or controlled through the use of Rebuke Undead gain a +4 untyped bonus to their Strength score and +2 hp per Hit Die.

Greater Deathly Arcana: At 15th level the Death Dragon’s dark magic improves. Choose one necromancy spell of level 8 or less from the Cleric, Sor/Wiz, or Dread Necromancer spell list which does not have a costly material component. You may use this spell as a spell-like ability 1/day per 6 hit dice. Your caster level for this effect equals your hit dice.

Crush: At 16th level the Death Dragon’s size is such to allow it to crush opponents under it’s sheer bulk. It gains a Crush attack dealing 2d8.

This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).

Life Draining Claws (Su): At 17th level a Death Dragon’s claws are infused with the same deadly energy as their teeth. A Death Dragon’s claw attacks now inflict 1 negative level per hit, a Fort save (DC 10 + ½ the dragon’s HD + the dragon’s Con) negates this negative level.

Bring Forth the Dead (Sp): At 18th level a Death Dragon has become a conduit for bringing forth the undead into the world. 1/day a Death Dragon can, as a standard action, summon a Deathshrieker (MMIII) or 1d3+1 atropal scions for 1 round per class level. These summoned undead gain benefits from any feats or abilities which improve undead you create.

Awaken Undead (Sp): At 19th level a Death Dragon gains the ability to infuse an undead creature with a bit of malign sentience. 1/day they may use Awaken Undead as a spell-like ability. Your caster level for this effect equals your hit dice.

Embodiment of Death (Su): You are now considered an unholy altar for the purposes of the Desecrate spell. In addition Death Ward and similar effects (spells or magic items for example) do nothing to protect against spells or abilities you possess, although it still functions against magic items you use (including spell trigger and spell completion items). 1/day per 10 HD you may use Wail of the Banshee as a spell-like ability. Finally your presence raises legions of the dead, gathering skeletons and zombies about you. These undead follow you unhesitatingly, and are considered to have been created by you. You attract a number of skeletons and zombies as you would attract followers with the Leadership feat ignoring special modifiers such as reputation or those for followers only; use skeleton or zombie CRs for their level as followers.

Tychris1
2012-08-07, 07:42 PM
*Heart pounds*
*Begins Hyperventilating (http://www.youtube.com/watch?v=y0_6nRY5Jpo&feature=related)*

THANK YOU ZAYDOS! I can't even begin thanking you for this class, it's just... perfect! I cannot wait to try it out.

Zaydos
2012-08-08, 11:27 PM
Now onto the fourth poll; as usual I prefer PM'd votes though you can post them here and I'll still count them.

Options:

Gravedirge Dragon: A bardic dragon of the graveyard.

Abyssal Dragon: A planar dragon for the Abyss because... well I am not satisfied by the Dragon Magazine one which was really only applicable to a very uninteresting layer.

Vapor Dragon: A dragon capable of assuming a semi-gaseous form.

Sei Lung: A lung dragon charged with the task of maintaining the stars in their rightful positions.

Vacuum Dragon: A dragon of the quasielemental plane of vacuum.

---

And because I forgot to mention it before; the use of creation instead of summoning on the peanut dragon was intentional. One because it falls under the part in, well it was in the 3.0 DMG, where it talks about how minions that don't take resources from the creator/summoner in this battle (such as spell slots) should be included in XP and ECL, and placing it on a creature with more than 36 RHD puts it squarely in the DM only zone until at least epic levels where such a feat can already be performed (Origin of Species epic spell). It gives the DM an excuse to populate the lair with plant monsters or the surrounding area and mostly acts as a fluff ability. The lack of description on what kind of action this takes, I could defend with something about leaving it up to the DM so that they can weave it into their own world, but was really just sloppy writing on my part.

Logic
2012-08-09, 02:34 AM
I'm officially suggesting:

The Obdurium Dragon


An incredibly rare and hard metal that represents the pinnacle of nonmagical strength. Even dwarven metallurgists speak of obdurium as more legend than fact. Devices crafted from obdurium are treated as though they were adamantine, except that their hardness is 30, they have 60 hit points per inch of thickness (or twice as many hit points as a typical item, whichever is greater), and their price is twice that of adamantine.
I propose this dragon would be an Epic Dragon, with no particular alignment leaning, with a high Damage Reduction (of the X/- variety.)

LordErebus12
2013-08-24, 11:31 PM
In my world, there are only 6 types of dragons.

They represent natural disasters and live apart from the world they live in. They do not breed anymore, all are ancient and immortal; far too powerful to wish for more competition. This means half-dragons do not exist, nor does any other variation of draconic blooded creatures.

They are all corrupt Evil beings; they despise and slaughter all non-dragons on sight (they tolerate the dragons to a degree), and generally work to end the world as it currently is. They also all worship 'The Devourer', a CE greater god (with the domains: Chaos, Dragon, Evil, Greed, Hatred, Destruction, Suffering) that seeks to devour the world.

I have....

Plague (Plague Dragons you've finished. It'll work perfectly for what I need, although i dont care much for the water flavor to it. (http://www.giantitp.com/forums/showpost.php?p=10939842&postcount=844))
Pyroclastic (Draconomicon has it covered, although i might shift its alignment to NE and drop the extraplanar subtype)

which leaves four more dragons....
Earthquake
Hurricane
Radiation (radiation in my rules is handled like negative temp HP, reducing your maximum HP)
Tsunami

Dealing with power level, id imagine Radiation being the strongest, followed by the rest.

Zaydos
2013-08-24, 11:37 PM
I'll need to see your radiation rules if you could PM them to me, or some such.

It might take me a bit, it has been a while since I've made a dragon, but the challenge sounds fun :smallcool:

If there are no results within a week something distracted me and I need to be reminded (poke me with a PM).

LordErebus12
2013-08-24, 11:46 PM
I'll need to see your radiation rules if you could PM them to me, or some such.

It might take me a bit, it has been a while since I've made a dragon, but the challenge sounds fun :smallcool:

If there are no results within a week something distracted me and I need to be reminded (poke me with a PM).

Radiation Damage
radiation damage works rather like the opposite of temporary hp, you lose health off of the top of your hit point total, rather than your current pool. If this radiation damage reaches 50% of your total hp, you begin suffering radiation sickness. Healing spells return either normal hp back, or remove radiation damage, not both.

If travelling through radiated areas, creatures begin suffering radiation damage. The creature must make a fortitude save at each instance of a save or suffer full radiation damage. Those who successfully save only take half the damage in radiation. Those who beat the save DC by 5 or more take no radiation damage.

{table=head]{colsp=4}
Areas of Radiation
Radiation Severity|Fortitude Save DC|Radiation Damage|Frequency of Damage
Light|DC 15|2 Radiation|1/day
Moderate|DC 20|1d4+1 Radiation|1/day
Heavy|DC 25|1d6+2 Radiation|1/hour
Lethal|DC 30|2d6+3 Radiation|1/minute
[/Table]

Radiation Sickness
Whenever your total health is reduced by 50% by radiation damage, you are fatigued and begin suffering 1 point of constitution damage per day until the radiation damage is healed below this 50% point. There is also a 5% chance of gaining a mutation for each point of constitution damage taken.

---------

on a side note, if you could create me a plague dragon that does not favor water or have the water subtype, and would instead work towards animating a plague-ridden zombie army, id be overjoyed.
http://i.imgur.com/3ExZsFg.jpg

Zaydos
2013-08-25, 11:40 PM
Question: Pyroclastic dragons aren't casters, do you want the others to be naturally capable of casting spells, or not, or would you prefer it to vary from species to species (possibly even some with other forms of casting such as Druid spells, or even subsystems such as Psionics, Incarnum, or Martial Maneuvers depending upon which are used in your setting)?

I'd imagine the plague dragons (need to think of something to call them for sorting them in the thread to prevent confusion... maybe use contagion) would have necromantic spellcasting (maybe based directly off of Dread Necromancers'), and the rest seem like they might have druidic magic instead of arcane (except possibly radiation which for some reason I associate with psionics, probably the sci-fi associations).

LordErebus12
2013-08-26, 12:32 AM
Question: Pyroclastic dragons aren't casters, do you want the others to be naturally capable of casting spells, or not, or would you prefer it to vary from species to species (possibly even some with other forms of casting such as Druid spells, or even subsystems such as Psionics, Incarnum, or Martial Maneuvers depending upon which are used in your setting)?

I think they should all be casters of some variety. Also, I didn't realize Pyroclastic dragons couldn't cast... thats problematic and makes me like them less as written...

Druidic casting could/would work in some cases.
As far as Psionics, yeah, I guess.
Incarnum, no... Not familiar with anything from that book, with the exception of the incarnum wraith.
Martial maneuvers I'm hesitant about, I don't think dragons/monsters should have them. I do use Tome of Battle in my world.


I'd imagine the plague dragons (need to think of something to call them for sorting them in the thread to prevent confusion... maybe use contagion) would have necromantic spellcasting (maybe based directly off of Dread Necromancers'), and the rest seem like they might have druidic magic instead of arcane (except possibly radiation which for some reason I associate with psionics, probably the sci-fi associations).

It could work that way. The plague dragon should definitely be an necromantic caster.

The elemental ones (Earthquake, Hurricane, Pyroclastic, and Tsunami) should have a combination of both druidic spells and Wiz/Sor spells, all cast as if arcane (dont the metallic/chromatic dragons cast certain cleric spells as arcane?).

Psionics for the radiation dragon... i never thought about that before... perhaps it could work. I don't know what the implications/associations would be, but it sounds cool.

Arcanist
2013-08-26, 05:28 AM
Would you be willing to make a Gramarie (http://www.giantitp.com/forums/showthread.php?t=291019) Dragon?

Noxsis
2013-08-26, 09:08 AM
is it possible to create a way to convert the dragons over to Pathfinder that would be awesome. Please and thank you.:smallsmile:

LordErebus12
2013-08-27, 10:52 PM
is it possible to create a way to convert the dragons over to Pathfinder that would be awesome. Please and thank you.:smallsmile:

honestly though, besides skills being slightly different in pf and you would have to add a few extra feats in, they are already so close to PF that its unnecessary to do a full conversion.

not to mention thats over a hundred dragons to convert... Far too much to ask someone. if you want it in PF, you're gonna have to put in some light work into it. Follow the couple spoilered guides below, and you got yourself a converted dragon.

Grapple becoming CMB and CMD:
Grapple gets thrown out. Instead you have CMB and CMD.

Follow the handy little rule entry here to figure that out. (http://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers)

Skills and Ranks:
Skills have a maximum limit 3 lower in PF (effectively equal to HD, rather than HD+3). Remember that, since dragons often add maximum skill ranks in the skills they pick. the trade off is that if a skill has even a single rank in the skill, it gains a +3 'trained skill' bonus. This does not apply to cross class skills, but that does not matter for dragons, since they dont have cross class skills (unless it has classes).

subtract 3x (6 + Dragon's current Int) worth of Skill points off of the top of their spent ranks. mostly this should also lower it below that maximum skill rank change, so each skill has no higher number of ranks than equal to its HD.

Any ranks in Balance, Jump, Tumble need to be removed, because they all became Acrobatics. as did Hide and Move Silently, which became Stealth. once those are correctly allocated to equal no higher than the current HD, figure out if you want the dragon to have high ranks in Fly, a new skill in PF.

If the short answer is yes (and it should be), allocate max ranks into that.

Feats:
count up the number of feats the dragon has. once you find the total, write that down.

Pathfinder has a feat at EVERY odd level. look at the HD of the dragon, if it is an odd total, divide it by two and add one. If even, divide it by two.

with these two numbers, figure out the difference. with this difference, start adding feats until you hit the higher number.

You now have converted the dragon (more or less) to PF.

BWR
2013-08-28, 03:00 AM
I'd like to request a thermite dragon. (really, REALLY hot breath, 5000 degrees F to be exact)

And you don't think the fire breath of a big red or gold is probably going to be that hot?

Noxsis
2013-08-28, 09:47 AM
i was mainly referring to the epic dragons the basic changes at each age category in pathfinder dont seem to transition well for them at all

Zaydos
2013-08-29, 03:02 PM
Earthquake Dragon
Dragon (Earth)
Environment: Warm and Temperate desert, hills, mountains, or underground.
Organization: Solitary, pair, family (2-5 young and 1-2 adults), clutch (2-5).
Challenge Rating: Wyrmling 4; very young 6; young 8; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 25
Treasure: Triple standard.
Alignment: Always Chaotic Evil.

Traveling in the desert of Korthos I found only ruins of a once great dwarven civilization. The buildings had collapsed, their foundations shaken and broken. I had to consult my dwarven friend, Tovalris, as to the reason but he confirmed that they seem to have been plagued by powerful, near constant earthquakes.

It took me 3 months to find out what had happened, and serendipitously also track down the new breed of dragon the modern residence had spoken of. They were powerful beasts, comparable to a red dragon in sheer bulk and strength, but their scales were like a covering of rocks worn smooth by friction with the desert sands, and their wings were short and stunted. When the largest among them caused the ground to begin to tremble and quake, I realized that it was most likely an elder of their species which was now known, and worshiped, throughout the region as the Devil God of the Sands. I was able to get one of the dragons to yield, after its companions were dead, and talk to it at length, but while traveling through the crystal sphere known as Silverspace it attempted to break out of the ship in Wildspace and was slain in the resulting combat.

To speak of a physical description, we have a surprisingly streamlined dragon for one which avoids water and barely flies. It's head is almost spear-like and its body is slightly longer and smaller than a red dragon of comparable mass. Its front claws are heavy and powerful, used in digging, and its scales are rock-like in texture though despite their river stone smoothness are much harder than rock. Observing a hatchling, I saw that they are born with rough and uneven scales, and it is their nature to move through the earth like some strange cross between a burrowing mammal and a fish at sea and it is this swimming movement that renders their bodies smooth; I expect specimens that live in non-desert habitats to therefore be noticeably rougher than the desert dwellers. Their stunted wings are capable of flight, though they are loath to fly long distances, and fold up tightly into small indentations on their sides to help streamline their body when they are not in use. Their long tails widen at the end into a sort of rudder for when they tunnel through the earth. Despite encountering them in the desert, I have confirmed they are able to burrow through bedrock as easily as sand, at least once they have reached a certain size.

As for their combat capabilities, they are a match for red dragons physically, though their reduced intelligence leaves them somewhat easier to deal with. They are not as innately powerful with magic, but that leaves the eldest of them almost a match magically for even powerful mortal wizards. Their scales resist the cutting force of stone and steel, though I have verified that this is a supernatural boon and can be overcome in an anti-magic field. Their breath weapon is an invisible force which drags targets to the ground, suppressing even magical flight, and may be their deadliest weapon as it can leave even a seasoned warrior unable to move for some time.

-Zasper, the Dragon Sage

Earthquake Dragon
{table]Age| Size| Hit Dice| Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon DC| Frightful Presence
Wyrmling| M| 7d12+14 (59)| 17| 10| 15| 8| 9| 8| 7/10| 10| 7| 5| 4| 15 |-
Very Young| L| 10d12+30 (95)| 21| 10| 17| 10| 11| 10| 10/19| 14| 10| 7| 7| 18 |-
Young | L| 13d12+39 (123)| 25| 10| 17| 10| 11| 10| 13/24| 19| 11| 8| 8| 19 |-
Juvenile| L| 16d12+64 (168)| 29| 10| 19| 12| 13| 12| 16/29| 24| 14| 10| 11| 22 |-
Young Adult| H| 19d12+76 (199)| 31| 10| 21| 12| 13| 12| 19/37| 27| 16| 11| 12| 24 |20
Adult| H| 22d12+132 (275)| 33| 10| 21| 14| 17| 14| 22/41| 31| 18| 13| 16| 26 |23
Mature Adult| H| 25d12+150 (312)| 33| 10| 23| 16| 17| 16| 25/44| 34| 20| 14| 17| 28 |25
Old | G| 28d12+196 (378)| 35| 10| 25| 18| 19| 18| 28/52| 36| 23| 16| 20| 31 |28
Very Old| G| 31d12+248 (449)| 37| 10| 27| 20| 21| 20| 31/56| 40| 25| 17| 22| 33 |30
Ancient| G| 34d12+306 (527)| 39| 10| 29| 22| 23| 22| 34/60| 44| 28| 19| 25| 36 |33
Wyrm | G| 37d12+370 (610)| 41| 10| 31| 22| 23| 22| 37/64| 48| 30| 20| 26| 38 |34
Great Wyrm | C| 40d12+400 (660)| 45| 10| 31| 24| 25| 24| 40/73| 49| 32| 22| 29| 40 |37[/table]


{table]Age |Speed |Init |AC |Special Abilities |Spellcasting |SR
Wyrmling |40 ft., fly 100 ft. (clumsy), burrow 40-ft |+0 |16 (+6 natural) |Immune to Acid, Tremorsense 60-ft, Hold Breath |- |-
Very Young |40 ft., fly 100 ft. (clumsy), burrow 40-ft |+0 |18 (-1 size, +9 natural) |DR 5/non-metal and non-stone |- |-
Young |40 ft., fly 100 ft. (clumsy), burrow 40-ft |+0 |21 (-1 size, +12 natural) |Stone Digger |- |-
Juvenile |40 ft., fly 100 ft. (clumsy), burrow 40-ft |+0 |23 (-2 size, +15 natural) |Earth Tremors |1st |19
Young Adult |40 ft., fly 100 ft. (clumsy), burrow 40-ft |+0 |26 (-2 size, +18 natural) |DR 5/magic |3rd |21
Adult |40 ft., fly 100 ft. (clumsy), burrow 40-ft |+0 |29 (-2 size, +21 natural) |DR 10/non-metal and non-stone |5th |23
Mature Adult |40 ft., fly 100 ft. (clumsy), burrow 40-ft |+0 |32 (-2 size, +24 natural) |DR 10/magic, Improved Hold Breath |7th |24
Old |60 ft., fly 150 ft. (clumsy), burrow 60-ft |+0 |33 (-4 size, +27 natural) |Earthquakes |9th |26
Very Old |60 ft., fly 150 ft. (clumsy), burrow 60-ft |+0 |36 (-4 size, +30 natural) |DR 15/magic |11th |28
Ancient |60 ft., fly 150 ft. (clumsy), burrow 60-ft |+0 |39 (-4 size, +33 natural) |DR 15/non-metal and non-stone |13th |30
Wyrm |60 ft., fly 150 ft. (clumsy), burrow 60-ft |+0 |42 (-4 size, +36 natural) |DR 20/magic |15th |32
Great Wyrm |60 ft., fly 150 ft. (clumsy), burrow 60-ft |+0 |41 (-8 size, +39 natural) |Powerful Earthquake |17th |34[/table]

Breath Weapon (Su): An Earthquake Dragon's breath weapon is an invisible cone of energy. Any creature caught in this cone must make a Fort save or be knocked prone, and unable to stand or fly for a number of rounds equal to the dragon's age category. A flying creature plummets to the ground at a rate of 300-ft per round (even if under the effects of a Feather Fall spell or other effect that would reduce their falling speed) and upon striking it is knocked prone as previously described. A creature under this effect can attempt a Strength check (DC = Breath Weapon save DC) 1/round to stand (but not fly) as a swift action, in addition they gain a +5 bonus to this Strength check for every previous attempt they have made to shrug off the binding effect. A second use of this breath weapon while a creature is still affected by a previous one resets this bonus and the duration but they do not have to make 2 Strength checks to stand.

Hold Breath (Ex): An Earthquake Dragon can hold its breath for a number of hours equal to its Constitution score times its age category.

DR X/non-metal and non-stone (Su): This DR does not stack with the Earthquake Dragon's DR Y/magic; it applies to any weapon damage dealt by a weapon with a metal or stone striking surface (swords, arrows, javelins), but not those with a wooden or bone striking surface (most clubs), or natural weapons/unarmed strikes.

Stone Digger (Ex): Beginning at the Young age category, an Earthquake Dragon can dig through solid rock, though it does so at 1/4th its normal speed.

Spellcasting: An Earthquake Dragon can cast spells as a sorcerer of the listed level and may select spells from the Destruction, Dragon, and Earth domains, as well as druid spells as if they were sorcerer spells.

Earth Tremors (Su): A Juvenile or older Earthquake Dragon can send out powerful tremors through the ground. To do this the Earthquake Dragon must be in contact with the ground, and it has a range of 100-ft times the Earthquake Dragon's age category squared, and requires a full round action. Any creatures standing within the area must make a DC 20 Balance check or fall, and any structures within the area take 2d6 damage per age category. Once it has used this ability an Earthquake Dragon must wait 1 minute before using it again.

Improved Hold Breath (Ex): A Mature Adult or older Earthquake Dragon can now hold its breath for a number of years equal to their age category, or 20 years per age category when hibernating. They use this ability to dwell beneath the ground for generations at a time.

Earthquakes (Su/Sp): An Old or older Earthquake Dragon can cause terrible earthquakes that can be felt for miles around, but have limited in game effects. To do so requires the dragon to maintain concentration (counts as a 9th level spell for DCs), spending a Standard action each round, and requires 1 full minute to activate. In addition they may use Earthquake as a spell-like ability 3 times per day.

Powerful Earthquake (Su/Sp): A Great Wyrm Eathquake Dragon can cause earthquakes with a far larger scale than their younger kin. This earthquake can be felt for hundreds of miles, and near its epicenter may have noticeable effects identical to those of a non-magical earthquake. Creating an earthquake of this magnitude is twice as tiring as hustling (following the same rules as for it, but with half an hour of quake equaling an hour of hustling) and requires a full-round action each round to maintain. In addition they may now use Earthquake as a spell-like ability at-will.

Skills: An Earthquake Dragon treats Balance, Climb, and Jump as class skills in addition to those common to all true dragons.

Zaydos
2013-08-29, 03:11 PM
Would you be willing to make a Gramarie (http://www.giantitp.com/forums/showthread.php?t=291019) Dragon?

Like Kellus's true naming fix it's a fairly big homebrew to look through and grok, so while I might someday do so (and don't mind being poked about it every month or so), it is unlikely to happen and even if it does it will not be soon.


is it possible to create a way to convert the dragons over to Pathfinder that would be awesome. Please and thank you.:smallsmile:

Having only ever played Pathfinder, and never DMed it, I wouldn't know where to begin save the most obvious (skill and feat changes) which as dragons don't have preset skills and feats don't even require a change. Looking at the PF SRD they seem to have streamlined the process more (especially Str and Con increases). Epic dragons in 3.5 increased in 5 HD increments, instead of 3 HD like other true dragons (which was dropped to 2 HD for PF apparently), with a relatively streamlined ability score progression (mine are less streamlined than the official pair I believe) I think it was of +4 to all ability scores (except Dex) each age category but that's a hazy memory, with natural armor increasing by 5 instead of 3 each category (natural armor on almost all official true dragons = HD - 1), and size being mostly that they start off bigger. That should help a bit with a quick and dirty fix, but a true fix would require more streamlining than I'd like to do since there's already enough similarity between various dragons.

Noxsis
2013-08-29, 03:44 PM
okay then how about making a few more arcane dragons (hex and tome are two such dragons) i curious as to what you come up with

Zaydos
2013-08-29, 08:25 PM
Tsunami Dragon
Dragon (Water)
Environment: Any aquatic
Organization: Solitary, pair, family (2-5 young and 1-2 adults), clutch (2-5).
Challenge Rating: Wyrmling 4; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 23; wyrm 25; great wyrm 26
Treasure: Triple standard.
Alignment: Always Chaotic Evil.

The next world I went to in my travels, before journeying to Silverspace, contained another interesting variety of dragon. The tsunami dragon as the natives called it brings with it dangerous, unruly seas, which threaten to crash those ships that the creature doesn't directly capsize with its mass. They swim through the ocean, rising up to crush and destroy leaving only devastation in their wake, taking what treasure they can from the sunken ships to add to their hoards resting on the sea bed.

It was an easy task to talk to one of the younger of their species, a simple show of magical force, and it was willing to tell me whatever I wanted if I'd let it out of its cage. Unfortunately, after only filling three rolls of, thankfully water proofed, papyrus, our conversation was cut short. A strange hill of water, several hundred feet in height, came surging towards my craft. It was an elder of the species, great wyrm if I had to guess from comparison of sizes, and it brought with it a swelling in the very surface of the ocean. The battle saw three good men drown, as the water rushed over our ship too quickly to prevent, and the dragon was upon us. I was, unfortunately yet again, unable to take the great wyrm alive. I can tell you what I have learned about their physiology and their combat strategies.

Physically the tsunami is somewhere between a red and blue dragon. They are about the same size as a red dragon, though their bodies are almost pointed in front, but they are not as physically strong. Like gold dragons they have long "whiskers" across the front of their face, but unlike the metallic wyrms whose whisker serve no purpose other than to look wise to mortals, these seem to have a practical purpose serving to host large amounts of sensory organs which serve to locate the position of other creatures in the water letting them pinpoint prey more easily even in the darkest depths. Their claws are webbed, serving as paddle as much as weapon, and their legs are relatively short. Their back has a long, fin-like ridge which runs down it, only fully merging back into their body at the base of their tail where it almost immediately begins to rise again; this fin is larger in males and is used in mating displays. Even their wings stretch out alongside their bodies like those of a great ray, and seem designed to move through the water as much, if not more than, through the air. They lack true teeth, instead having lamprey like mouths, filled with sharp, bony ridges. Their piscine bodies are covered in silver-blue scales, which brighten with age till they are almost a gleaming silver; I wonder if these are the Silver Dragons of the Sea I have heard of on Lamphros and I must return to that planet to investigate this.

In combat the tsunami dragon relies on the sea itself as their first weapon, letting the dangerous currents slow both prey and would be predators. Against ships they bring to bear not only these staggering waves, but their own bodies which enable them to capsize ships. In addition to these abilities that make them deadly within their native environment, tsunami dragons have a deadly breath weapon which is composed of what I can only describe as the essence of salt, desiccating things even as they are surrounded by water. Even when this array of weapons fails, a tsunami dragon will resort to sorcery to bring its foes low before engaging a prepared opponent in close combat. They will often try to remove magical wards upon creatures, especially aiming to remove from them any magical aid in swimming or water breathing. Only as a last resort will one engage in physical combat against an opponent that has proven their capabilities. I have also heard, but not seen, that they maintain a second breath weapon capable of stripping a creature of its ability to breathe air.

-Zasper, the Dragon Sage

Tsunami Dragon
{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| M| 6d12+12 (51)| 15| 10| 15| 10| 9| 10| 6/8| 8| 7| 5| 4| 2d10 |15 |-
Very Young| L| 9d12+27 (85)| 19| 10| 17| 10| 11| 12| 9/17| 12| 9| 6| 6| 4d10 |17 |-
Young | L| 12d12+36 (112)| 21| 10| 17| 12| 11| 12| 12/21| 16| 11| 8| 8| 6d10 |19 |-
Juvenile| L| 15d12+60 (157)| 23| 10| 19| 12| 13| 14| 15/25| 20| 13| 9| 10| 8d10 |21 |-
Young Adult| H| 18d12+71 (188)| 27| 10| 21| 14| 13| 16| 18/34| 24| 16| 11| 12| 10d10 |24 |22
Adult| H| 21d12+127 (263)| 29| 10| 21| 16| 17| 18| 21/38| 28| 17| 12| 15| 12d10 |25 |24
Mature Adult| H| 24d12+144 (300)| 29| 10| 23| 18| 17| 20| 24/41| 31| 20| 14| 17| 14d10 |28 |27
Old | G| 27d12+189 (364)| 33| 10| 25| 20| 19| 22| 27/50| 34| 22| 15| 19| 16d10 |30 |29
Very Old| G| 30d12+240 (435)| 35| 10| 27| 22| 21| 22| 30/54| 38| 25| 17| 22| 18d10 |33 |31
Ancient| G| 33d12+297 (511)| 35| 10| 29| 22| 23| 24| 33/57| 41| 27| 18| 24| 20d10 |35 |33
Wyrm | G| 36d12+360 (594)| 37| 10| 31| 24| 23| 24| 36/61| 45| 30| 20| 26| 22d10 |38 |35
Great Wyrm | C| 39d12+429 (682)| 41| 10| 33| 24| 25| 26| 39/70| 46| 32| 21| 28| 24d10 |40 |37[/table]


{table]Age |Speed |Init |AC |Special Abilities |Spellcasting |SR
Wyrmling |40 ft., fly 100 ft. (poor), swim 60-ft |+0 |15 (+5 natural) |Immunity to Desiccation, Cold, and Pressure Water Breathing |- |-
Very Young |40 ft., fly 100 ft. (poor), swim 60-ft |+0 |17 (-1 size, +8 natural) |Wavesense |- |-
Young |40 ft., fly 100 ft. (poor), swim 60-ft |+0 |20 (-1 size, +11 natural) |Control Water |- |-
Juvenile |40 ft., fly 100 ft. (poor), swim 60-ft |+0 |22 (-2 size, +14 natural) |Stormy Waters |1st |18
Young Adult |40 ft., fly 100 ft. (poor), swim 60-ft |+0 |25 (-2 size, +17 natural) |DR 5/magic |3rd |20
Adult |40 ft., fly 100 ft. (poor), swim 60-ft |+0 |28 (-2 size, +20 natural) |Capsize |5th |22
Mature Adult |40 ft., fly 100 ft. (poor), swim 60-ft |+0 |31 (-2 size, +23 natural) |DR 10/magic |7th |23
Old |40 ft., fly 150 ft. (clumsy), swim 90-ft |+0 |32 (-4 size, +26 natural) |Control Weather |9th |25
Very Old |40 ft., fly 150 ft. (clumsy), swim 90-ft |+0 |35 (-4 size, +29 natural) |DR 15/magic |11th |27
Ancient |40 ft., fly 150 ft. (clumsy), swim 90-ft |+0 |38 (-4 size, +32 natural) |Dark School |13th |29
Wyrm |40 ft., fly 150 ft. (clumsy), swim 90-ft |+0 |41 (-4 size, +35 natural) |DR 20/magic |15th |31
Great Wyrm |40 ft., fly 150 ft. (clumsy), swim 90-ft |+0 |40 (-8 size, +38 natural) |Deluge |17th |33[/table]

Breath Weapon (Su): A tsunami dragon has a pair of breath weapons. The first is a line desiccating force, visible as a cloud of salt, which deals the listed damage to all creatures in its path, this does no damage to nonliving creatures, and any effect that prevents desiccation damage (as introduced in Sandstorm) prevents this damage. It deals an additional damage per die to plants, and any creature with the aquatic or water subtype. A successful Reflex save halves this damage. The second is a cone of gas which causes creatures within it to no longer be able to breathe air. Any creature caught in this cone must make a Fortitude save or lose the ability to breathe air for a number of rounds equal to the tsunami dragon's age category. Any creature not already holding its breath when they are hit by this ability immediately must begin making Constitution checks as if they had held their breath for 2 rounds per point of Constitution already. A creature suffering from the effects of their second breath weapon may re-roll their Fort save against the effect as a Full-Round Action. A second use of this breath weapon resets the duration, but has no other effect. A creature able to breathe water may continue to do so normally.

Wavesense (Ex): A very young or older tsunami dragon's sensitive "whiskers" allow it to sense the location of objects and creatures moving through the water. This functions as tremorsense out to 60-ft per age category the dragon has obtained, and blindsight out to 20-ft per age category, but only functions when the tsunami dragon is in the water and only detects creatures in the same body of water.

Spell-like Abilities: 3/day Control Water (young or older), 1/day Control Weather (old or older).

Stormy Waters (Su): A juvenile or older tsunami dragon carries with it an aura of unrest in the sea. Any sizable (as defined by the DM, but generally must be at least 20-ft in every dimension) body of water within 60-ft of the tsunami dragon per age category is continuously churned and stirred with unrest. This causes it to be treated as a stormy sea, and difficult terrain for any creature swimming through the area. Any square adjacent to the tsunami dragon remains calm and unaffected by this ability.

Capsize (Ex): A submerged tsunami dragon that surfaces under a boat or ship has a chance to capsize the vessel based upon its own and the vessel’s size.
{table=Head]Dragon Size| <20-ft| 20-60-ft| >60-ft
Huge| 95%| 50%| 20%
Gargantuan| 95%| 75%| 50%
Colossal| 99%*| 95%| 75%[/table]
*: Vessel may instead remain completely on the dragon’s back.

Dark School (Ex/Su): An ancient or older tsunami dragon pulls in horrible sea creatures from beyond its world. It will be accompanied by 4 creatures from among the following (there may be repeats). These are already included in the tsunami dragon's CR as if they were summoned creatures. In addition to their normal abilities these creatures may move freely through the stormy waters which surround a tsunami dragon. These creatures are fiercely loyal to the tsunami dragon, and while not truly magically compelled resist magical charm effects as if charmed by the tsunami dragon. If they are slain they are replaced after 1d4 days; if they are separated from it (by more than 1 mile) they return to their home plane after 1d4 days and are replaced after another 1d4-1. The arrival of these creatures is a supernatural calling effect.

The options are: 38-HD Fiendish Dire Shark (gargantuan), 28-HD Half-Fiend Kraken, 30-HD Half-Fiend Eye of the Deep (huge, Lords of Madness), Myrmixicus (Fiend Folio, wyrm or great wyrm only), Amphibious (Storm Wrack) Marilith, or 40-HD Fiendish Elder Water Elemental.

Deluge (Su): A great wyrm tsunami dragon wears destruction like a cloak. As long as a great wyrm tsunami dragon is no more than 360-ft above (pre-existing) sea level the sea level around the tsunami dragon is increased. This increase is 360-ft at the tsunami dragon itself reducing by 1-ft per every 2-ft away from the tsunami dragon horizontally (not up and down) one goes. When a tsunami dragon is at sea this creates a small hill of water atop the ocean 360-ft tall at its peak and 750-ft in diameter. This also allows the tsunami dragon to flood low lands as water will rise up out of the ground to cover the area if it is less than 360-ft above sea level.

Skills: Hide, Spellcraft, and Swim are class skills for a tsunami dragon in addition to those common to all true dragons.

Zaydos
2013-08-29, 08:27 PM
okay then how about making a few more arcane dragons (hex and tome are two such dragons) i curious as to what you come up with

I'll have to remember exactly what the traits of an arcane dragon were (and which issue that was; I loved tome dragons, hex dragons retributive curse was a little too strong in the game I ran one in so I had to nerf the DC). I think Spellweave dragons (http://www.giantitp.com/forums/showpost.php?p=9527129&postcount=381) might qualify as arcane dragons (I know they were inspired by them), and possibly the joke peanut dragons.

ThatOneGuy79
2013-08-30, 12:06 AM
Would it be possible for you to create an epic, time-related dragon? My epic campaign would be greatly enhanced by such a thing. Thanks!

LordErebus12
2013-08-30, 12:21 AM
hmm... some things are strange about the two new dragons... lets see. their breath weapons are worded strangely, and in the earthquake dragon's case, the table is blank in places.

Earthquake Dragon:
the earthquake's extra DR is kind of stupid, imo. its should just have DR X/--- or at least DR X/Bludgeoning and Magical at the minimum.

it should have Earthglide at some point, allowing it to fly/swim through rock as easily as air.

Tsunami Dragon:
Although its part of the subtype, you should mention somewhere that a water creature can breathe underwater and usually can breathe air as well. Giving it the amphibious special quality might work too.

You should really site the page numbers with those creatures in its Dark School entry. I had a bit of trouble finding some of them. In the case of the Amphibious Maralith, it involves having to stat one up, which doesn't strike me as simple. May I suggest a Lucent worm from Fiend Folio page 118?

Perhaps a Maelstrom (Spell Compendium pg 135) spell like ability?

Deluge should deal some damage, perhaps equal to its breath weapon damage, but deal crushing damage, thus overcoming all DR...

Noxsis
2013-08-30, 09:18 AM
there is already an epic time dragon i was in dragon #359 it was one of the most powerful creatures ever released in 3.5 even as a wyrmling look for your self

LordErebus12
2013-09-11, 05:38 AM
any progress on the other types?

Zaydos
2013-09-11, 08:25 AM
Not particularly yet, got distracted with base class contest and just a feeling of lack of inspiration. Would try to work on it in the next few days but I'm definitely going to be distracted by people for the rest of the week (and on a different computer) which means unless I get a burst of inspiration which gets me through one in like half an hour I'll probably not even start working on them till Monday.

Debihuman
2013-09-11, 08:40 AM
Earthquake Dragon
Dragon (Earth)

Your Breath Weapon DCs appear to be missing. Breath Weapon DCs are as follows: 12, 15, 16, 19, 20, 23, 25, 28, 30, 33, 34, 37

Woops, those numbers are based on Cha instead of Con (my mistake). Your numbers are right. Sorry.

Debby

Zaydos
2013-09-11, 08:54 AM
Your Breath Weapon DCs appear to be missing. Breath Weapon DCs are as follows: 12, 15, 16, 19, 20, 23, 25, 28, 30, 33, 34, 37

Debby

Thanks for pointing that out (had the breath weapon DCs in the Frightful Presence row for both Earthquake and Tsunami) it should be fixed now.

Zaydos
2014-08-24, 08:57 PM
Devastation Dragon
Dragon (Evil)
Environment: Any land or underground
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 (1–2 and 2–5 offspring)
Challenge Rating: Wyrmling 4; very young 5; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young 12–13 HD; juvenile 15–16 HD; young adult 18–19 HD; adult 21–22 HD; mature adult 24–25 HD; old 27–28 HD; very old 30–31 HD; ancient 33–34 HD; wyrm 36–37 HD; great wyrm 39+ HD
Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others —


I once believed that Devastation Dragons were somehow related to Cataclysm Dragons, and while that still may be true, I find that they have a different role. Where Cataclysm Dragons represent the cycle of birth and rebirth, the cleansing to make way for a new creation, Devastation Dragons seem to be much more destructively inclined if thankfully individually weaker. Devastation Dragons seem to be intent on destruction, naturally cruel even by the standards of evil dragons. My research into their natural life cycle is unfortunately incomplete. I have seen them on a total of 16 worlds, but on only one of these worlds have I found a breeding group, on the others they were beings of varying ages but each unique. I am therefore uncertain if their propagation is a result of spelljamming journeys, planar travel, divine intervention, or some spawning of the force of destruction itself, or some sort of freak mutation within other dragon races.

The scholar Paluto, philosopher-king of the country of Altens on one of the worlds which had such a beast, theorized they were chromatic dragons which had been born affected by the echoes of the final days in a manner similar to human doomsayers ( http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) and their spontaneous propagation was a result there of. The Devastation dragon Gix’tar’ziel claimed to be the son of Tiamat herself, birthed by the draconic goddess to wipe out all of humanity upon his world due to the actions of rampant dragon hunters centuries earlier; I have not been able to confirm his claims, while there were no longer any humans on his world and he was disturbingly close to godhood his ascension was fueled by a powerful artifact, thousands of lizardfolk priests and cultists, and opposed by the priests of Tiamat on his world which decried the great wyrm as a blasphemer. A possible Abyssal origin for Devastation Dragons is shown from the last records of the Pit Fiend general Baalfilzebion who disappeared with a cohort of diabolic troops upon the river Styx on Carceri. While long presumed lost in the Styx, a written record from the Pit Fiend was found on Carceri within the lair of a Prison Spider. I have been unable to independently verify its origin, but the Baatezu seem to accept it. In this record Baalfilzebion describes her arrival on a layer of the Abyss previously unexplored by the Baatezu. While setting up a beach head the pit fiend’s forces were attacked by several dragons matching the physical descriptions of Devastation dragons. These dragons devastated her forces and the pit fiend was forced to retreat. Gathering her surviving troops the pit fiend warned about the layer’s powerful draconic inhabitants and gave a copy of her warning to each of her surviving troops and then ordered them to scatter and find an escape route from the layer, predicting that few if any would survive. It is possible that the dragons I have encountered ultimately originated from this layer of the Abyss. I have been unable to find it, and would not hazard to travel there even if I could as the pit fiend described a great wyrm of incalculable age and skilled in wizardry.

The dragons themselves are relatively thin and long for their overall mass, with proportionately long tails and necks. Their heads are long and pointed, with six backwards pointing horns, two from the top of their heads, two from the bottom of their chins, and two wider, fin-like horns from the sides of their heads. Their wings have long alar phalanges with those farthest from their bodies being longest. Their backs lack spines being smooth, and they have a single rib less than the norm for dragons. The scales on their bodies are black, a dull coal-black at birth but gaining in luster as they age. Their belly and wing scales are a dull, deep midnight blue at birth, but almost like dark sapphires by the time they have grown into their power.

For dragon hunters which would face the beast I must first warn that their breath is none of the conventional five energies which would be easily fended off with magic. Instead they breathe out great gouts of destructive energy. Visible only as a distortion in the way light passes through the area for a few moments they fire off wide cones which fill the air with crushing force that seems to strike from chaotically shifting directions, tearing and rending everything within the area of the breath. They are aggressive creatures and can often be lured into attacking without much foresight, especially when young; it is not until adulthood that these dragons are full mental matches for average humanoids and, unlike white dragons which are natural predators using such cunning as is common to such beasts, their sadistic love of destruction can lead them to underestimate opponents rather easily. Even as they age they are impatient and destructive creatures with a tendency to lash out first and think second. A hunter must be careful, however, to pick their field wisely as the dragons are able to disintegrate and otherwise destroy objects making it dangerous to fight them in a region where the floor or ground is thin; to take advantage of these powers older Devastation dragons have been known to enslave kobolds, gnomes, and other humanoids to force them to dig great pits and tunnels mere feet beneath the ground throughout their lair and its surroundings; as such I would advise flight against these beasts even more than against most dragons. Older specimens also show an uncanny foresight and knowledge of event sometimes far and away from their lair; I believe they have a certain oracular ability, but have been unable to confirm it. As their spellcasting ability seems uniquely dependent upon the spoken word, or at least more so than common spells of wizards and sorcerers, I would suggest that if it is possible to place them in an area of magical silence it can prove quite valuable to do so, but they are also not the type to rely heavily on the use of magic when facing an opponent instead preferring long standing effects. The oldest wyrms I’ve seen are the ones to earn their name. The wyrm of Kal’s End as it was called, if only in text, had the ability to call down a storm of destruction across a region hundreds of miles in radius, leaving the land dead and buildings irreparably damaged, beyond the touch of magic and beyond the skills of even the world’s finest artisans to find any use for the materials, all attempts to do so found only wretched things that warped against the nature of such materials and arts. Gix’tar’ziel showed the same capability, and worse seemed to be able to shatter weapons which struck him, and his very presence twisted the landscape making it a land of the living dead and infused the region with a deep evil. As a final warning to would be hunters, or any which deal with such creatures, the peasants who fear to speak their names lest the dragon sense it and be enraged are half right. One should never speak the name of such a dragon, for they warp it into a tool of destruction and the very speaking of it can cause pain, or even death, to the speaker. Even titles and euphemisms eventually develop such a destructive nature, which forced Gix’tar’ziel’s priesthood to be very creative in their appellations for the wyrm. The names herein should now be safe, their bearers dead.

As a closing note I will urge any who reads this to slay any Devastation dragon they should come upon. They are creatures fueled by an urge to destroy and bring devastation to their surroundings and from my encounters I have seen nothing else within them than a sadistic love of these acts. As such they are truly dangerous creatures which place above even fiends on the scale of foes to other beings and which will destroy whole countries, races, and civilizations if not stopped.
-Zasper, the Dragon Sage, Liber Draconis vol. LIV


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
5d12+5 (37 hp)
11
10
13
6
9
12
+5/-3
+7
+5
+4
+3
2d6
13
-


Young Adult
S
8d12+16 (68 hp)
13
10
15
6
11
12
+8/+5
+10
‘ +8
+6
+5
4d6
16
-


Young
M
11d12+22 (93 hp)
15
10
15
8
11
14
+11/+13
+13
+9
+7
+7
6d6
15
-


Juvenile
M
14d12+42 (133 hp)
17
10
17
8
11
14
+14/+17
+17
+12
+9
+9
8d6
20
-


Young Adult
L
17d12+68 (178 hp)
19
10
19
10
13
16
+17/+25
+20
+14
+10
+11
10d6
22
21


Adult
L
20d12+100 (230 hp)
23
10
21
10
13
16
20/30
25
17
12
13
12d6
25
23


Mature Adult
H
23d12+138 (287 hp)
27
10
23
10
15
18
23/39
29
19
13
15
14d6
27
25


Old
H
26d12+156 (325 hp)
29
10
23
12
15
18
26/43
33
21
15
17
16d6
29
27


Very Old
H
29d12+203 (391 hp)
31
10
25
12
17
20
29/47
37
23
16
19
18d6
31
29


Ancient
H
32d12+224 (387 hp)
33
10
25
14
17
20
32/51
41
25
18
21
20d6
33
31


Wyrm
G
35d12+280 (514 hp)
35
10
27
16
19
22
35/59
43
27
19
23
22d6
35
33


Great Wyrm
G
38d12+342 (589 hp)
37
10
29
18
21
24
38/63
47
30
21
26
24d6
38
36





Age
Speed
Init
AC
Special Abilities
Doomsayer Level
SR


Wyrmling
60-ft, fly 100-ft (average)
+0
16 (+2 size, +4 natural)
Force Immunity, Sustenance from Destruction, Name of Destruction
-
-


Very Young
60-ft, fly 100-ft (average)
+0
18 (+1 size, +7 natural)
Word of Destruction
-
17


Young
60-ft, fly 150-ft (poor)
+0
20 (+10 natural)
Wake of Destruction
1st
18


Juvenile
60-ft, fly 150-ft (poor)
+0
23 (+13 natural)
Mind of Devastation
3rd
20


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


Adult
60-ft, fly 150-ft (poor)
+0
28 (-1 size, +19 natural)
Force of Annihilation
7th
24


Mature Adult
60-ft, fly 150-ft (poor)
+0
30 (-2 size, +22 natural)
DR 10/magic
9th
27


Old
60-ft, fly 150-ft (poor)
+0
33 (-2 size, +25 natural)
Commune, Vision
11th
29


Very Old
60-ft, fly 150-ft (poor)
+0
36 (-2 size, +28 natural)
DR 15/magic
13th
31


Ancient
60-ft, fly 150-ft (poor)
+0
39 (-2 size, +31 natural)
See the True Name
15th
32


Wyrm
60-ft, fly 200-ft (clumsy)
+0
40 (-4 size, +34 natural)
Apocalypse Rains from the Sky, DR 20/magic
17th
33


Great Wyrm
60-ft, fly 200-ft (clumsy)
+0
43 (-4 size, +37 natural)
Living Blight, Shatter Swords, DR 20/epic
19th
35



Breath Weapon (Su): An Devastation Dragon has one form of breath weapon a cone of destructive force. This breath weapon is a force effect dealing the listed damage, but ignores hardness and deals double damage to objects in its path.

Force Immunity (Ex): An Devastation Dragon is immune to damage from force effects and can even pass through force effects when it so desires, moving through them as if they were not there; it may choose to allow a force effect to block its path or sustain its weight. If an Devastation dragon is unconscious it automatically passes through all force effects.

Sustenance from Destruction (Su): An Devastation Dragon does not need to eat, simply to destroy. As long as a Devastation Dragon spreads a sufficient amount of destruction (increasing with size and age category; exact amount determined by the DM) it does not need to eat, drink, or sleep.

Name of Destruction (Su): An Devastation Dragon is a creature of doom foreshadowed and its very name a word of devastation and destruction. Any creature speaking the personal truename of an Devastation Dragon takes 3d6 damage per age category of the dragon but may make a Fortitude save (DC is Charisma based like Frightful Presence, DC 13 at Wyrmling, 14 at Very Young, 16 at Young, 17 at Juvenile, and as Frightful Presence beyond that point) to halve this damage. Even an impersonal truename is dangerous and any creature speaking a truename which applies to a Devastation Dragon takes 1d6 damage per age category of the dragon, a successful Fortitude save (same DC) negates. Finally any name, title, or appellation being used to refer to an Devastation Dragon and that the dragon recognizes as referring to it and has done so for at least 10 years is dangerous dealing 1d6 damage per 2 age categories of the Devastation Dragon; a successful Fortitude save (same DC) negates this damage. Devastation Dragons are immune to this effect even that of other Devastation dragons.

Word of Destruction (Su): By uttering a single word a very young or older devastation dragon can destroy one object up within 100-ft. An attended or magical object is allowed a Fortitude save (DC is Constitution based and equals that of the dragon’s breath weapon normally) to resist this destruction, and an object with a volume greater than 125 cubic feet per two age categories of the dragon (1 5-ft cube/2 age category; 6 5-ft cubes at great wyrm) only has that portion of it destroyed starting from a point within range of the dragon’s choosing. An devastation dragon may use this ability 1/day per age category they have attained.

Wake of Destruction (Su): A young or older devastation dragon leaves a trail of destruction in its wake. Whenever a young or older devastation dragon leaves the space that was previously occupied by the dragon is rent by a pure destructive force. This force deals 1d6 damage to any creature in the square or which enters the square, a successful Fortitude save (DC is Con based, use breath weapon table) halves this damage; this is a force effect. This effect deals double damage to objects in the space or walls, ceilings, and floors touching the space. This effect lasts for 1 round after the dragon leaves the square(s) and during that time the space it is affecting is difficult to see through offering concealment to creatures with at least 1 square of it between them and the viewer. An devastation dragon can choose to suppress or reactivate this ability as a free action.

Invocations: A young or older Devastation Dragon has the ability to use invocations as a Doomsayer ( http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) of the listed level. They gain the bonus Malison for each grade associated with the Path of Destruction whenever they gain access to a new grade of invocations, but do not gain any other abilities associated with an Apocalyptic Path.

Mind of Devastation (Su): The mind of a Juvenile or older Devastation Dragon is a dangerous thing. Any creature targeting it with an Enchantment or Telepathy effect or contacting it through telepathy (including sensing it through Mindsight) must make a Will save (DC is Charisma based, same as Frightful Presence, 18 at Juvenile) or take 1d8 Int, Wis, and Cha damage and be confused for 1 round per 2 age categories the Devastation Dragon has obtained.

Force of Annihilation (Special): An Adult or older Devastation Dragon begins to show their true nature. An object destroyed by such an devastation dragon cannot be restored, even mundane attempts to restore it by (for example) smelting it down and recasting the metal come out inevitably twisted and ruined, and magical attempts see the same results; it is rendered useless even as raw materials. A creature slain by such an Devastation Dragon cannot be revived, even True Resurrection failing to restore life to such a creature, although they can be reanimated or return as a ghost or other incorporeal undead; this effect damages the soul preventing true rest thus making such a return more probable (at the DM’s discretion). An undead creature reduced to 0 hit points by such a dragon is instantly destroyed even if they would normally return (such as being a lich, ghost, or vampire). Mortal magic cannot overcome these effects, but direct divine action or certain major artifacts can do so. Though in many ways closest to a Supernatural ability this ability functions even in anti-magic generated by anything less than a god and abilities which grant a creature the Supernatural abilities of another creature cannot grant them this ability.

Commune (Sp): An Old or older Devastation Dragon can commune with the force of destruction itself once per day. This functions as the spell Commune but instead of contacting a specific deity they contact the essence of destruction; this essence can be assumed to have knowledge that is possessed by any god with a portfolio including death or destruction. Their caster level equals their caster level for invocations.

Vision (Sp): An Old or older Devastation Dragon can use Vision as a spell-like ability once per day. Their caster level equals their caster level for invocations.

See the True Name (Su): A Venerable or older Devastation Dragon is able to feel a creature or object’s truename the better to destroy it utterly. An Devastation Dragon of this age instantly knows the personal truename of anything it sees if it desires such information.

Apocalypse Rains from the Sky (Sp): A Wyrm or older Devastation Dragon is able to invoke absolute destruction within a wide area. Once per month they may, as a standard action, use Apocalypse Rains from the SkyBoVD as a spell-like ability they do not suffer any effect due to the Corruption cost or need any material component or other components. Their caster level for this spell like ability equals their caster level for invocations +4.

Living Blight (Su): Wherever a Great Wyrm Devastation Dragon lives becomes a blighted region incapable of sustaining life. Any region in which is lairs for at least 1 month becomes unable to support plant life of any form, all normal plants within the area immediately dying at the end of the first month of occupancy and even magical plants following. Creatures cannot regain hit points within the area, nor can they be resurrected, and any dead creature within the area will rise as an undead creature within 24 hours unless such a rise is prevented by magic. In addition if Taint rules are used the area becomes tainted with both Corruption and Depravity. This extends out 120 miles from the Great Wyrm’s lair and this effect lasts 1 year per month that the Great Wyrm lairs within the region (time spent living there is counted for this duration including the first month before it activates).

Shatter Swords (Su): A force of absolute destruction a Great Wyrm Devastation Dragon is not easily harmed. Ray spells and other magical ranged touch attacks targeting the dragon have a 20% miss chance, in addition to any other miss chances they may possess and if they miss due to this chance are redirected at their source. Any weapon striking a Great Wyrm Devastation Dragon with less than a +6 enhancement bonus is instantly destroyed (Reflex negates, DC is Constitution based like Breath Weapon). If a creature strikes the dragon with a natural weapon it is not destroyed but they take 6d6 damage and cannot use that natural weapon for any purpose (including as a hand or wing) for 1 minute, a successful Fortitude save (same DC) halves the damage and allows them to continue to use that limb.

Skills: In addition to the skills common to all true dragons an devastation dragon treats Hide, Move Silently, and Truespeak as class skills.

Zaydos
2014-08-24, 08:58 PM
Renewal Dragon
Dragon (Water)
Environment: Any land or underground
Organization: Solitary or with other Lawful Good dragons (replace 1 dragon in group with a renewal dragon).
Challenge Rating: Wyrmling 2; very young 3; young 4; juvenile 5; young adult 7; adult 8; mature adult 10; old 12; very old 14; ancient 16; wyrm 18; great wyrm 20
Treasure: Triple standard
Alignment: Always Lawful Good
Advancement: Wyrmling 4 HD; very young 6 HD; young 8 HD; juvenile 10 HD; young adult 12 HD; adult 14 HD; mature adult 16 HD; old 18 HD; very old 20 HD; ancient 22 HD; wyrm 24 HD; great wyrm 26+ HD
Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; young adult +4, adult +4, mature adult +4.

Renewal dragons, called White Gold Dragons, the Tears of Bahamut, or Tears of Tamara, are a very rare sport amongst the Lawful Good dragons. Stories of their origin vary. Some tales say that they were first created from Bahamut’s blood spilled in a fight with an evil dragon of extreme power, occasionally listed as the deity Garyx, which he imbued with life to help mend the wounds inflicted to the world from their battle. Other stories say that they were a gift from Bahamut to Tamara, or Tamara to Bahamut, given to the other as a peace offering after some minor spat between the draconic deities. Whatever the truth, they now show up as sports and mutants amongst the population of Gold, Silver, and Bronze dragons as well as certain other species of Lawful Good dragons. Roughly 1 in 1000 gold dragons hatch as a renewal dragon instead, and these numbers drop lower amongst other breeds.

A renewal dragon is a kind, gentle creature and they rarely fight, preferring to avoid combat, either through stealth, their breath weapon or aura, or through the use of simple diplomacy. They have a natural desire to tend to the wounded, using their healing abilities to help even creatures which have threatened them before. They are cognizant of the dangers within, but see if as their duty to help others, even if it means putting themselves at risk. This altruism makes such dragons even rarer, as many find themselves enslaved or slain by evil creatures while still young, and due to their miraculous powers of revival which manifest in their full maturity they are often slain by entities which seek to spread destruction to prevent their rise to full maturity.

Physically a renewal dragon is reminiscent of a mix of metallic dragons. They have the same head and skull structure as a gold dragon, down to the whiskers, albeit with a silver dragon’s wings and body proportions of a bronze dragon. Their scales are a pale gold at birth, almost white, growing deeper and more metallic with age. By wyrm they are almost platinum in color. Renewal dragons are virtual dragons, lacking something of the power of true dragons, and as such are disadvantaged in a fight with most draconic specimens of similar age, though relatively magically powerful compared to their physical prowess. Their aura of fascination, and pacifying breath help them remain free from combat. Of course their most noteworthy powers are those to overcome death. A renewal dragon is constantly healing, and is capable of healing a creature with the merest touch. As they age they can prevent death from any source, can revive the dead with a single breath, and a great wyrm is said to have comparable power over life to that of a true deity; although I do not believe it is truly as great as some say.

Renewal dragons are amongst the most benevolent of dragon kind and would be hunters should realize that they are not a danger, but a resource to be preserved. Do not harm these magnificent creatures, instead befriend them.

-Zasper, the Dragon Sage, Liber Draconis vol. XXXVII.

A virtual dragon is a dragon which is for all extents and purposes a true dragon except that it gains less hit dice per age category; a mere 2 additional hit dice per age category instead of the normal 3. As such it is not until Great Wyrm that they may all necessarily take Epic feats; otherwise they are considered true dragons for all purposes, although as many grow slower than other true dragons they may advance size category differently when advancing beyond Great Wyrm.



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


Wyrmling
T
3d12 (19 hp)
9
10
11
14
17
14
+3/-6
+4
+3
+3
+6
11
13


Young Adult
T
5d12+5 (37 hp)
11
10
13
14
17
14
+5/-3
+7
‘ +5
+4
+7
13
14


Young
S
7d12+7 (52 hp)
13
10
13
16
19
16
+7/+4
+9
+6
+5
+9
14
16


Juvenile
S
9d12+18 (76 hp)
15
10
15
16
19
16
+9/+7
+12
+8
+6
+10
16
17


Young Adult
M
11d12+22 (93 hp)
17
10
15
18
21
18
+11/+14
+14
+9
+7
+11
17
19


Adult
M
13d12+39 (123 hp)
19
10
17
18
21
18
13/17
17
11
8
13
19
21


Mature Adult
L
15d12+45 (142 hp)
21
10
17
20
23
20
15/24
19
12
9
15
20
22


Old
L
17d12+68 (178 hp)
23
10
19
20
23
20
17/27
22
14
10
16
22
23


Very Old
L
19d12+72 (195 hp)
25
10
19
22
25
22
19/30
25
15
11
18
23
25


Ancient
L
21d12+105 (241 hp)
27
10
21
24
27
24
21/34
29
17
12
20
25
27


Wyrm
H
23d12+0 (514 hp)
29
10
21
26
29
26
23/40
30
18
13
22
26
29


Great Wyrm
H
25d12+150 (312 hp)
31
10
23
28
31
28
25/43
33
20
14
24
28
31





Age
Speed
Init
AC
Special Abilities
Caster Level
SR


Wyrmling
60-ft, fly 100-ft (average), swim 40-ft
+0
14 (+2 size, +2 natural)
Immune to Death effects, Fast Healing, Water Breathing
-
-


Very Young
60-ft, fly 100-ft (average), swim 40-ft
+0
16 (+2 size, +4 natural)
Touch of Healing
-
-


Young
60-ft, fly 100-ft (average), swim 40-ft
+0
17 (+1 size, +6 natural)
Close Wounds
-
-


Juvenile
60-ft, fly 100-ft (average), swim 40-ft
+0
19 (+1 size, +8 natural)
Forbid Death, Plant Growth
1st
-


Young Adult
60-ft, fly 150-ft (poor), swim 40-ft
+0
20 (+10 natural)
DR 5/magic
3rd
15


Adult
60-ft, fly 150-ft (poor), swim 40-ft
+0
22 (+12 natural)
Fascinating Aura
5th
17


Mature Adult
60-ft, fly 150-ft (poor), swim 40-ft
+0
23 (-1 size, +14 natural)
DR 10/magic
7th
18


Old
60-ft, fly 150-ft (poor), swim 40-ft
+0
25 (-1 size, +16 natural)
Breath of Life
9th
20


Very Old
60-ft, fly 150-ft (poor), swim 40-ft
+0
27 (-1 size, +18 natural)
DR 15/magic
11th
22


Ancient
60-ft, fly 150-ft (poor), swim 40-ft
+0
29 (-2 size, +20 natural)
Aura of Inviolate Life
13th
24


Wyrm
60-ft, fly 150-ft (poor), swim 40-ft
+0
30 (-2 size, +22 natural)
DR 20/magic
15th
26


Great Wyrm
60-ft, fly 150-ft (poor), swim 40-ft
+0
32 (-2 size, +24 natural)
Miracle of Life
17th
28




Breath Weapon (Su): A renewal dragon has a single breath weapon a cone or line of pacifying gas. Any creature caught in this effect must make a Will save or be unable to take any hostile or actively combative action (including summoning creatures, casting defensive buff effects, etc) for 1d6 rounds + 1 round per age category of the renewal dragon. This is a mind-affecting effect, and any attack made against an affected creature immediately ends it for that creature.

Fast Healing (Ex): A renewal dragon is full of life force, healing continuously. A renewal dragon has fast healing of 2 per age category it has obtained (24 at great wyrm).

Water Breathing (Ex): A renewal dragon may breathe water as easily as air and may use its breath weapon normally while underwater.

Touch of Healing (Su): A very young or older renewal dragon can heal with a touch. This functions like a paladin’s Lay on Hands ability but the dragon may heal 20 hit points per age category with this ability each day, and if they heal 20 hit points in one go the target is also affected as if by Lesser Restoration, 60 hit points increases this to Restoration, and 120 hit points increases this to Greater Restoration.

Close Wounds (Sp): A young or older renewal dragon can lash out with their recuperative powers, healing a creature. This functions as the Close WoundsSpC spell and can be used 3 times per day. A renewal dragon’s Caster Level for this effect is its age category or favored soul caster level whichever is higher.

Forbid Death (Su): A juvenile or older renewal dragon can forbid death itself through sheer will. 3 times per day, as an immediate action, a renewal dragon can prevent a single attack or effect from killing any creature within 10-ft per age category. This only works on a spell, effect, or attack which would have killed one or more creatures within the range and completely negates all effects and damage of it within the range. For example if a fireball would kill a creature within range it could be used to prevent all damage from the fireball within the area, but any portion of the fireball’s area outside the range of this effect would not be prevented. A renewal dragon may, and often must, use this ability after damage has been rolled. If the renewal dragon would be killed by an effect or attack and the dragon has uses of this ability remaining this ability automatically activates even if the renewal dragon is unaware of the effect or attack and without it being required to use an immediate action to activate it.

Plant Growth (Sp): A juvenile or older renewal dragon can imbue an area with growth. This functions like the spell Plant Growth and can be used 1/day. A renewal dragon’s Caster Level for this effect is its age category or favored soul caster level whichever is higher.

Spellcasting: Once a renewal dragon reaches the juvenile age category they gain the ability to cast spells. They cast spells as a Favored Soul of the listed level but may select spells from the Community, Family, Good, Healing, Law, Protection, and Renewal domains as if they were Cleric spells.

Fascinating Aura (Su): An adult or older renewal dragon radiates an aura of fascination. Any creature with at least 3 less hit dice than the renewal dragon within 20-ft per age category which can see the dragon must make a Will save (Charisma based DC) or be fascinated for as long as it remains in the aura or until it is directly threatened. A creature with 5 or less hit dice is fascinated for an additional 5d6 minutes after it leaves the aura although the effect is still ended if they are threatened.

Breath of Life (Su): An old or older renewal dragon gains a second use of its breath weapon. Once per day it may charge its breath with the power of life. Any dead creature within the area which has a mostly intact skeleton or corpse is resurrected as if by the resurrection spell. Unlike resurrection the effect does not regrow missing limbs unless all bones associated with that limb are intact. Undead within the area are destroyed unless they succeed a Will save and then are resurrected as living creatures if their soul is free and willing to return.

Aura of Inviolate Life (Su): An ancient or older renewal dragon radiates an aura of life. Any other living creature within 10-ft of the renewal dragon per age category it has attained cannot die. If they would die they do not, although sufficient damage will render them unconscious as will having a 0 Constitution. If they leave the renewal dragon’s aura for even a moment while in a state which would normally result in death (such as having -10 or less hit points or 0 Constitution) they die instantly; even teleporting with the renewal dragon is enough time out of the aura to cause this effect.

Miracle of Life (Special): Once per year a great wyrm renewal dragon may cause a miracle of life. This ability can revive all creatures killed in a day, resurrect a creature which has a soul that is unwilling to return, cause a region to become verdant, resurrect a creature which died of old age, or another effect appropriate to an intermediate (13 divine rank) deity with a portfolio of life. Though in many ways closest to a Supernatural ability this ability functions even in anti-magic generated by anything less than a god and abilities which grant a creature the Supernatural abilities of another creature cannot grant them this ability.

Skills: In addition to the class skills for all dragons a renewal dragon treats Hide, Heal, and Swim as class skills.

Zaydos
2014-08-24, 09:04 PM
WITH DESTRUCTION AND REBIRTH I WOULD LIKE TO PROUDLY ANNOUNCE MY RETURN

SO I JUST WANTED TO POST THESE 2 NEW DRAGONS AND MAKE A FEW ANNOUNCEMENTS

FIRST THINGS FIRST I HAVE MANAGED TO COME TO AN AGREEMENT WITH ZASPER ONCE MORE. IN EXCHANGE FOR SPARING YOUR WORLD HE'S WILLING TO PROVIDE ME WITH INFORMATION ON NEW SPECIES ONCE MORE. NEXT I INTEND TO WORK ON UPDATING ALL THE OLD DRAGONS' TABLES. TO DETERMINE WHICH ONES DESERVE IT MOST, AND BECAUSE I AM MAKING A NEW DRAGON THEMED BASE CLASS I WOULD LIKE YOU, THE PASSING FORUMITE, TO TELL ME WHICH DRAGONS ARE YOUR FAVORITES. WHICH DRAGONS YOU SEE AS THE MOST IMPORTANT TO BE UPDATED. SO I WOULD LIKE YOU EACH TO TELL ME WHICH 20 NON-EPIC DRAGONS YOU SEE AS BEING EITHER YOUR FAVORITE, THE MOST INTERESTING, OR WELL WHATEVER REASON CAUSES YOU TO DESIRE TO EITHER SEE ITS TABLE UPDATED OR CLASS FEATURES BASED ON IT. SO VOTE AWAY, SHOOT REQUESTS, COMMENT, OR JUST LURK WHATEVER YOUR CHOICE, ENJOY...I AM GOING TO GO GRUMBLE ABOUT MY ASSOCIATE. HE WOULDN'T EVEN LET ME HAVE JAPAN OR ICELAND. I'D HAVE BEEN HAPPY WITH EITHER OF THOSE.

ALSO HERE IS THE MUSIC OF DRAGONS (https://www.youtube.com/playlist?list=PLD37B48A4E47BAED0), THERE'D BE FAR FEWER WITHOUT IT.

For voting please just make either a list or table of 10 non-epic dragons I made (I cannot edit the posts made by others so I cannot fix their tables). Each dragon listed counts as a vote, whichever 10 dragons get the most votes by ~9 PM EST on the 27th will be the first 10 updated and have class features made for them.

Example Vote:

Victory Dragon
Deep Trench Dragon
Ebony Dragon
Maleficense Dragon
Ashwood Dragon
Dis Dragon
Lodestone Dragon
Iron Rose Dragon
Salt Dragon
Mu Lung Dragon


Decide on your votes however you want (name sounds cool, brief description sounds cool, you want to run one in the game, you want me to add a CR/LA to it because you want to play a dragon-beholder), Meta-Dragons are fine, as are Fey, Planar, 9 Hells, 7 Heavens; demi-dragons and other non-true dragons will not be counted, nor will epic dragons for this first round.

Also if you like the PC side of dragons check out the current Base Class Contest (http://www.giantitp.com/forums/showthread.php?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us)since it's about dragon classes and you might find something you enjoy.

Also the alignment distribution table may be incorrect at this point... it is likely to remain thus for some time since I don't want to scour the thread to fix it.

And yeah the choice of dragons to come back with was for symbolic importance. Renewal Dragon could be seen as a resolution to actually make more of these and to fix the tables at long last.

Zaydos
2014-08-25, 10:07 AM
Ran out of space in the OP due to fixing tables, so I have to start moving the 3 original dragons out of it. So without further ado

Deep Trench Dragon
Dragon (Aquatic, Water)
Environment: Undersea trenches (any aquatic)
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 (1–2 and 2–5 offspring)
Challenge Rating: Wyrmling 4; very young 5; young 6; juvenile 9; young adult 12; adult 14; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Always neutral evil
Advancement:Wyrmling 7–8 HD; very young 10–11 HD; young 13–14 HD; juvenile 16–17 HD; young adult 19–20 HD; adult 22–23 HD; mature adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38 HD; great wyrm 40+ HD.

They have draconic scales which are a bright silver-blue at birth and darken till by the great wyrm stage they could be called black (although in the proper light they reveal a little blue). Even so their bodies are reminiscent of eels except for two massive arrays of fin-wings similar to the fins of a flying fish and for their two massive arms which end in crustacean-like claws. Their heads are definitely draconic and right behind their heads are their first fins, although periodically along their body more can be found. They hate bronze dragons but rarely interact as they spend most of their time at the sea bed only rarely coming to surface and even then almost always in the middle of the ocean. Their lack of legs reduces them to slow crawling when on land and their sub-par wings hinder them in the air making them slower and less agile than other breeds of dragons.
They often war with krakens over territories and have been known to rule over sahagin kingdoms. They often demand tribute from those who would pass through their territories and this sometimes brings them in conflict with sea dwelling storm giants. The giants have been known to use young deep trench dragons as slaves, but so too have mature dragons been known to capture and enslave storm giants. Most mated pairs include one older and obviously dominant member and usually do not last long as they have a compulsion to dominate the area and hate each other probably more than any other competitors they have in the seas.

Deep Trench Dragons by Age


Age
Size
HD (hp)
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence DC


Wyrmling
M
6d12+12 (51)
17
10
15
6
9
8
+6/+9
+9
+7
+5
+4
2d8
15
-


Very young
L
9d12+27 (85)
21
10
17
8
11
10
+9/+18
+13
+9
+6
+6
4d8
17
-


Young
L
12d12+36 (114)
25
10
17
8
11
10
+12/+23
+19
+11
+8
+8
6d8
19
-


Juvenile
L
15d12+60 (157)
29
10
19
10
13
12
+15/+27
+23
+13
+9
+10
8d8
21
-


Young Adult
H
18d12+90 (207)
31
10
21
10
13
12
+18/+36
+26
+16
+11
+12
10d8
24
20


Adult
H
21d12+105 (241)
33
10
21
12
15
14
+21/+40
+30
+17
+12
+13
12d8
25
22


Mature Adult
H
24d12+144 (300)
33
10
23
12
15
14
+24/+43
+33
+20
+14
+15
14d8
28
24


Old
G
27d12+189 (364)
35
10
25
14
17
16
+27/+51
+35
+22
+15
+17
16d8
30
26


Very Old
G
30d12+240 (435)
37
10
27
16
19
18
+30/+55
+39
+25
+17
+21
18d8
33
29


Ancient
G
33d12+297 (511)
39
10
29
18
21
20
+33/+59
+43
+27
+18
+23
20d8
35
31


Wyrm
G
36d12+360 (594)
41
10
31
20
23
22
+36/+63
+47
+30
+20
+26
22d8
38
34


Great Wyrm
C
39d12+390 (643)
43
10
31
20
23
22
+39/+71
+49
+31
+21
+28
24d8
39
35



Deep Trench Dragon Abilities by Age


Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR


Wyrmling
20 ft., swim 100-ft, fly 100 ft. (clumsy)
+0
16 (+6 natural) touch 10, flat-footed 16
Immunity to fire and pressure, blindsense 360-ft, powerful claws, weak wings




Very young
20 ft., swim 100-ft, fly 100 ft. (clumsy)
+0
18 (–1 size, +9 natural) touch 9, flat-footed 18
-




Young
20 ft., swim 100-ft, fly 100 ft. (clumsy)
+0
21 (–1 size, +12 natural) touch 9, flat-footed 21
-




Juvenile
20 ft., swim 100-ft, fly 100 ft. (clumsy)
+0
24 (–1 size, +15 natural), touch 9, flat-footed 24
Tojinada Sight
1st



Young adult
20 ft., swim 150-ft, fly 100 ft. (clumsy)
+0
26 (–2 size, +18 natural), t 8, FF 26
DR 5/magic
3rd
19


Adult
20 ft., swim 150-ft, fly 100 ft. (clumsy)
+0
29 (–2 size, +21 natural), t 8, FF 29
-
5th
21


Mature adult
20 ft., swim 150-ft, fly 100 ft. (clumsy)
+0
32 (–2 size, +24 natural) t 8, FF 32
DR 10/magic
7th
23


Old
20 ft., swim 200-ft, fly 150 ft. (clumsy)
+0
33 (–4 size, +27 natural), t 6, FF 33
Transformation of the Deep
9th
24


Very old
20 ft., swim 150-ft, fly 150 ft. (clumsy)
+0
36 (–4 size, +30 natural), t 6, FF 36
DR 15/magic
11th
26


Ancient
20 ft., swim 150-ft, fly 150 ft. (clumsy)
+0
39 (–4 size, +33 natural),t 6, FF 39
Blackwater Tentacle
13th
28


Wyrm
20 ft., swim 150-ft, fly 150 ft. (clumsy)
+0
42 (–4 size, +36 natural) t 6, FF 42
DR 20/magic
15th
30


Great wyrm
20 ft., swim 150-ft, fly 150 ft. (clumsy)
+0
41 (–8 size, +39 natural) t 2, FF 41
Blood to Water
17th
32


*Can also cast spells from the Blackwater, Ocean, and Storm domains as arcane spells.

Breath Weapon (Su): A line of superheated liquid, deals fire damage.

Powerful Claws: Deals claw damage as a dragon one size category larger. Its claws, though, are not opposable in its natural form (no fingers or thumbs)

Weak Wings: Their wings are half-way between wing and fin making them less useful in combat or agile in flight than those of most dragons. As such they deal wing damage as a dragon one size category smaller and postpone gaining wing attacks until they reach one size category larger than is normally required.

Skills: Appraise, Jump, and Swim are class skills for Deep Trench Dragons.

Milo v3
2014-08-25, 07:57 PM
Fungal
Necrocarnum
Victory
Soulshell
Amber
Spellwaste
Dry
Solania
Forgewright
clockwork

Erik Vale
2014-08-25, 08:07 PM
Destruction Wyrmling is listed as doing 13 damage, which is in general slightly less then Young Adults 4d6 but I do believe you mean 1d3 or some other die roll.

weso12
2014-08-26, 12:09 AM
Weird idea that almost definately exists
Elemental Dragons
Acid Dragon
Air Dragon
Earth Dragon
Electric Dragon
Water Dragon
Plant Dragon
Sound Dragon
Ice Dragon

Zaydos
2014-08-26, 12:43 AM
Fu Tsang Lung
Dragon (Earth, Fire)
Environment: Warm Mountains and Underground
Organization: Solitary, clutch (2-5 young adults or juveniles), pair (2 adult or older), or family (1 or 2 adult or older and 2-5 young adults or younger).
Challenge Rating: Juvenile 8; young adult 10; adult 13; mature adult 15; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Triple standard
Alignment: Usually True Neutral
Advancement: Juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD
Level Adjustment: -

Fu Tsang Lung are placed in charge of the wealth hidden in the earth, keeping the flows of energy moving properly under the ground. A fu tsang lung is a volcanic dragon, a keeper of the flowing magma beneath the surface of the earth, and it is said they cause volcanic eruptions when they go up to heaven to report.

In their role of keeper of the earth they often find themselves opposing miners and even spelunking adventurers. Fu Tsang Lung make fierce opponents in combat against the ill-prepared using their numerous natural weapons and their mastery of fiery powers to lay waste to foes, preferably beginning the attack while invisible.

Fu Tsang Lung appear to be sinuous reptilian creatures with red and black scales. Antlers jut out backwards from their heads, long white manes growing back from between the antlers. They lack wings, flying through supernatural power alone.



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


Juvenile
M
16d12+48 (172 hp)
25
10
17
10
13
12
16/23
23
13
10
11
-
-


Young Adult
L
19d12+76 (199 hp)
27
10
19
12
15
14
19/31
26
15
11
13
21
-


Adult
L
22d12+110 (253 hp)
29
10
21
12
15
14
22/35
30
18
13
15
26
23


Mature Adult
L
25d12+125 (287 hp)
31
10
21
14
17
16
25/39
34
19
14
17
27
25


Old
H
28d12+168 (350 hp)
35
10
23
14
17
16
28/48
38
22
16
19
30
27


Very Old
H
31d12+217 (418 hp)
37
10
25
16
19
18
31/52
42
24
17
21
32
29


Ancient
H
34d12+272 (493 hp)
39
10
27
16
19
18
34/56
46
27
19
23
35
31


Wyrm
H
37d12+333 (573 hp)
41
10
29
18
21
20
37/60
50
29
20
25
37
33


Great Wyrm
G
40d12+400 (660 hp)
43
10
31
18
21
20
40/68
52
32
22
27
40
35





Age
Speed
Init
AC
SR
Special Abilities


Juvenile
40-ft, fly 150-ft (poor), burrow 40-ft, swim 20-ft
+0
26 (+16 natural)
-
Fly, Fire Immunity, Cold Vulnerability, Magma Breathing, Tremorsense, Volcanic Blood, Tunneling


Young Adult
40-ft, fly 150-ft (poor), burrow 40-ft, swim 20-ft
+0
28 (-1 size, +19 natural)
20
DR 5/magic


Adult
40-ft, fly 150-ft (poor), burrow 40-ft, swim 20-ft
+0
31 (-1 size, +22 natural)
22
Magma Spout, Metal Sense


Mature Adult
40-ft, fly 150-ft (poor), burrow 40-ft, swim 20-ft
+0
34 (-1 size, +25 natural)
24
DR 10/magic


Old
40-ft, fly 200-ft (poor), burrow 40-ft, swim 20-ft
+0
36 (-2 size, +28 natural)
26
Earth Glide, Commune with Nature


Very Old
40-ft, fly 200-ft (poor), burrow 40-ft, swim 20-ft
+0
39 (-2 size, +31 natural)
28
DR 15/magic


Ancient
40-ft, fly 200-ft (poor), burrow 40-ft, swim 20-ft
+0
42 (-2 size, +34 natural)
30
Stone Tell, Inner Flames


Wyrm
40-ft, fly 200-ft (poor), burrow 40-ft, swim 20-ft
+0
45 (-2 size, +37 natural)
32
DR 20/magic


Great Wyrm
40-ft, fly 250-ft (clumsy), burrow 40-ft, swim 20-ft
+0
46 (-4 size, +40 natural)
34
Transmute Rock to Lava, Earthquake



Special Abilities

Fu Tsang Lungs are lung dragons and have all the traits common to lung dragons.

Fly (Su): A fu tsang lung dragon has a white pearl worth 1000 GP embedded within its skull that allows it to fly.

Magma Breathing (Ex): A fu tsang lung may breathe magma as easily as air.

Tremorsense (Ex): A fu tsang lung has tremorsense out to 30-ft per age category.

Tunneling (Ex): A fu tsang lung may tunnel through solid stone, leaving behind a usable passage if it desires, at a rate of 5-ft per round.

Volcanic Blood (Su): A fu tsang lung’s blood is red hot magma. Any creature striking it in melee, except with reach weapons, takes 2d6 fire damage and takes the same damage at the end of each of their turns for 2 rounds unless they spend a full round action to scrape off the magma.

Magma Spout (Su): A fu tsang lung commands the powers of volcanic magma. 3 times per day and no more than once per minute, as a standard action, an adult fu tsang lung may call up a devastating burst of magma from the ground. This can only be used when the fu tsang lung has line of effect to the ground, or a ground floor, within 100-ft of the fu tsang lung and within a region at least theoretically volcanically active (most of the Prime would qualify, the Plane of Air, or Elysium would not). When the fu tsang lung uses this ability a geyser of magma rises up from the designated spot. This creates a cylinder of magma 100-ft high reaching up from the designated spot and 5-ft in radius. Any creature within this area takes damage as if submerged in lava (20d6 fire damage which is applied for 2 rounds after escaping) and must make a Reflex save or be caught in the geyser pushed up to 80-ft above minus 10-ft per size category above fine; on a successful Reflex save (DC is Constitution based, see table above) they are pushed aside by the magma shunting to the nearest empty square; if the creature has Evasion and succeeds their save they take no damage and are shunted aside, a creature with Improved Evasion is shunted aside (but still takes full damage) even on a failed save. A creature caught in the magma must make a Concentration check (using the damage dealt by the magma as continuous damage) at a -5 penalty to successfully perform any act that would require Concentration and must make a Fortitude or Reflex save (against the same DC) to move if they have a valid form of movement while within the lava (for a colossal creature walking would be a valid form of movement as they are not suspended). Any creature within 50-ft of this geyser not caught in it must make a Reflex save or be pelted by magma taking 2d6 damage, this damage will be inflicted for the following 2 rounds unless a full round action is used to scrape it off; this save must be made each round the magma geyser continues. This geyser lasts for 2 rounds.

Sense Metals (Su): A Fu Tsang Lung can sense nearby metal deposits. An adult fu tsang lung knows the location of all naturally occurring ore and gems within 1 mile.

Earth Glide (Su): An old or older Fu Tsang Lung may move through earth and unworked stone like an earth elemental. They may not, however, move through metal in this fashion.

Spell-like Abilities: 3/day: Earthquake (great wyrm), Stone Tell (ancient); 1/day: Commune with Nature, Transmute Rock to Lava. Caster level: 6 + the number of age categories they have attained.

Inner Flames (Ex): An ancient or older Fu Tsang Lung is filled with the heat of their magmatic blood, causing their entire body to glow with a baleful orange. They produce heat with their mere presence and any natural weapon attack they make deals an additional 2d6 fire damage from the scalding heat. Any creature striking them with a natural weapon or unarmed strike or grappling or touching them takes 2d6 fire damage.

Skills: A Fu Tsang Lung treats Disguise, Perform, and Swim as class skills like most lung dragons.

Zaydos
2014-08-26, 12:48 AM
Finally posted an earth elemental lung dragon even if I cheated a bit (did some wiki-ing to find mythical ones... there were li lungs and ones associated with volcanoes so I went with that) and made it Earth and Fire.


Destruction Wyrmling is listed as doing 13 damage, which is in general slightly less then Young Adults 4d6 but I do believe you mean 1d3 or some other die roll.

There was a problem putting its Strength in its Hit Points and everything past that shifted 1 to the left, thanks for the catch.


Weird idea that almost definately exists
Elemental Dragons
Acid Dragon
Air Dragon
Earth Dragon
Electric Dragon
Water Dragon
Plant Dragon
Sound Dragon
Ice Dragon

Gonna have to ask for something more specific. Do you mean something like the elemental drakes in Draconomicon (except as True Dragons) where they are dragons composed almost entirely from the element? Or just strongly elementally themed dragons? The latter has probably been done, the former... well there are a few, but I've never finished my Inner Planar Dragons (got Ooze and Earth or Mineral and the others were Light, Mist, destruction of matter, and salt) and more would need to be done to finish the whole list.

weso12
2014-08-26, 02:42 AM
Gonna have to ask for something more specific. Do you mean something like the elemental drakes in Draconomicon (except as True Dragons) where they are dragons composed almost entirely from the element? Or just strongly elementally themed dragons? The latter has probably been done, the former... well there are a few, but I've never finished my Inner Planar Dragons (got Ooze and Earth or Mineral and the others were Light, Mist, destruction of matter, and salt) and more would need to be done to finish the whole list.
Closer to the former thanks

Sorrcerousflux
2014-08-27, 01:35 PM
Zados I noticed that some of the posts linked to on the first post have broken tables, im impressed by your work but the posts take longer to get through without working tables.

Zaydos
2014-08-27, 02:51 PM
Zados I noticed that some of the posts linked to on the first post have broken tables, im impressed by your work but the posts take longer to get through without working tables.

Currently in the (rather slow) process of updating them, letting people vote for which I should do first (so far only Milo has voted). It's also slowed by the fact that I'm making a base class which gets abilities based on dragons and I'm making abilities for these as I update their tables.

Jester of Doom
2014-08-27, 07:16 PM
More Dragon voting:


Racer Dragon
Occulus Dragon
Gorgonid Dragon
Pumpkin Dragon
Kraken Dragon
Clockwork Dragon
True Linnorm
Barrow Dragon
Saurian Dragon
Far Spawn Dragon

Zaydos
2014-08-27, 07:56 PM
The following dragons have been updated to working tables and added to Dragonsoul Acolyte:

Mu Lung (http://www.giantitp.com/forums/showsinglepost.php?p=9464225&postcount=191)
Fu Tsang Lung (http://www.giantitp.com/forums/showsinglepost.php?p=18004180&postcount=971)
Clockwork Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=9573627&postcount=436)
Forgewright Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=9482141&postcount=253)
Deep Trench Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=17999805&postcount=967)
Ebony Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=9412922&postcount=4)
Fungal Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=9426505&postcount=38)
Necrocarnum Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=9437460&postcount=84)
Victory Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=9527850&postcount=392)
Soulshell Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=9606576&postcount=488)
Prana Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=10721805&postcount=750)
Solania Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=9614587&postcount=519)
Renewal Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=17997286&postcount=965)
Devesatation Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=17997279&postcount=964)
Dry Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=10972722&postcount=872)
Spellwaste Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=10945447&postcount=861)
Twilight Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=10915000&postcount=810)
Amber Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=10790669&postcount=775)
Hymn Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=10790260&postcount=774)
Diamond Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=10727503&postcount=758)
Spellweave Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=9527129&postcount=381)


21 down, about 100 to go.

Feel free to post which ones you want updated next, epic or not. I intend to fix all the tables in the next few weeks, but it'll take some time. Chitin-skin, Dark Cloud, Custodian, and Hellfire will all be reposted when I update their tables because the first two were posted in the overcrowded OP and the other two are technically on a different thread.

I'll add the others that were voted for soon.

Garryl
2014-08-27, 08:15 PM
Do you...
1) do requests?
2) do requests with homebrew subsystems?

I am willing to trade assistance with table conversions for requests if you're interested. And, if you're not, here's a table conversion for the Far Spawn Dragon anyways.


AgeSizeHit DiceStrDexConIntWisChaBAB/GrpAtkFortRefWillBreath WeaponFrightful Presence:Aura of Madness
WyrmlingM8d12+ (51 hp)198171010178/1212956DC 17DC 17-
Very YoungL11d12+27 (85 hp)21101912121711/21151178DC 19DC 18-
YoungL14d12+36 (114 hp)25102112121914/252014910DC 22DC 21-
JuvenileL17d12+60 (157 hp)29122314142117/3025161112DC 24DC 23-
Young AdultH20d12+90 (207 hp)33122514142120/3929191314DC 27DC 25DC 25
AdultH23d12+105 (241 hp)35142516162323/4333211516DC 28DC 27DC 27
Mature AdultH26d12+144 (300 hp)37142718182526/4737241719DC 31DC 30DC 30
OldG29d12+189 (364 hp)39142920202529/5539261820DC 33DC 31DC 31
Very OldG32d12+240 (435 hp)41163122222732/5943292124DC 36DC 34DC 34
AncientG35d12+297 (511 hp)43163324242935/6347312226DC 38DC 36DC 36
WyrmG38d12+360 (594 hp)45183524243138/6751342528DC 41DC 37DC 37
Great WyrmC41d12+390 (643 hp)49183726263341/7652362630DC 43DC 41DC 41



AgeSpeedInitACSpecial AbilitiesSRPsionics
Wyrmling30-ft, swim 30-ft-115 (-1 Dex, +6 natural) Stingers, Universal Energy Resistance 10, DR 5/slashing, Teleport Step--
Very Young40-ft, swim 40-ft+018 (-1 size, +9 natural)Tongues, Aberrant Blood--
Young40-ft, swim 40-ft+021 (-1 size, +12 natural)DR 5/magic and slashing, All-Around Vision-1st
Juvenile50-ft, swim 50-ft+125 (-1 size, +1 Dex, +15 natural)Tongue, Aura of Madness, Universal Energy Resistance 20-3rd
Young Adult50-ft, swim 50-ft+127 (-2 size, +1 Dex, +18 natural)DR 10/magic and slashing, Duo-Dimensional Claws235th
Adult60-ft, swim 60-ft+231 (-2 size, +2 Dex, +21 natural)Entropic Warding, Blindsight 60-ft257th
Mature Adult60-ft, swim 60-ft+234 (-2 size, +2 Dex, +24 natural)DR 15/magic and slashing, Universal Energy Resistance 30279th
Old60-ft, swim 60-ft+235 (-4 size, +2 Dex, +27 natural)Anticipate Teleport2911th
Very Old70-ft, swim 70-ft+339 (-4 size, +3 Dex, +30 natural)DR 20/magic and slashing and 5/lawful3013th
Ancient70-ft, swim 70-ft+342 (-4 size, +3 Dex, +33 natural)Poison, Universal Energy Resistance 403215th
Wyrm80-ft, swim 80-ft+446 (-4 size, +4 Dex, +36 natural)DR 20/magic and slashing and 10/lawful3417th
Great Wyrm80-ft, swim 80-ft+445 (-8 size, +4 Dex, +39 natural)Maw of Chaos3619th






AgeSizeHit DiceStrDexConIntWisChaBAB/GrpAtkFortRefWillBreath WeaponFrightful Presence:Aura of Madness
WyrmlingM8d12+ (51 hp)198171010178/1212956DC 17DC 17-
Very YoungL11d12+27 (85 hp)21101912121711/21151178DC 19DC 18-
YoungL14d12+36 (114 hp)25102112121914/252014910DC 22DC 21-
JuvenileL17d12+60 (157 hp)29122314142117/3025161112DC 24DC 23-
Young AdultH20d12+90 (207 hp)33122514142120/3929191314DC 27DC 25DC 25
AdultH23d12+105 (241 hp)35142516162323/4333211516DC 28DC 27DC 27
Mature AdultH26d12+144 (300 hp)37142718182526/4737241719DC 31DC 30DC 30
OldG29d12+189 (364 hp)39142920202529/5539261820DC 33DC 31DC 31
Very OldG32d12+240 (435 hp)41163122222732/5943292124DC 36DC 34DC 34
AncientG35d12+297 (511 hp)43163324242935/6347312226DC 38DC 36DC 36
WyrmG38d12+360 (594 hp)45183524243138/6751342528DC 41DC 37DC 37
Great WyrmC41d12+390 (643 hp)49183726263341/7652362630DC 43DC 41DC 41



AgeSpeedInitACSpecial AbilitiesSRPsionics
Wyrmling30-ft, swim 30-ft-115 (-1 Dex, +6 natural) Stingers, Universal Energy Resistance 10, DR 5/slashing, Teleport Step--
Very Young40-ft, swim 40-ft+018 (-1 size, +9 natural)Tongues, Aberrant Blood--
Young40-ft, swim 40-ft+021 (-1 size, +12 natural)DR 5/magic and slashing, All-Around Vision-1st
Juvenile50-ft, swim 50-ft+125 (-1 size, +1 Dex, +15 natural)Tongue, Aura of Madness, Universal Energy Resistance 20-3rd
Young Adult50-ft, swim 50-ft+127 (-2 size, +1 Dex, +18 natural)DR 10/magic and slashing, Duo-Dimensional Claws235th
Adult60-ft, swim 60-ft+231 (-2 size, +2 Dex, +21 natural)Entropic Warding, Blindsight 60-ft257th
Mature Adult60-ft, swim 60-ft+234 (-2 size, +2 Dex, +24 natural)DR 15/magic and slashing, Universal Energy Resistance 30279th
Old60-ft, swim 60-ft+235 (-4 size, +2 Dex, +27 natural)Anticipate Teleport2911th
Very Old70-ft, swim 70-ft+339 (-4 size, +3 Dex, +30 natural)DR 20/magic and slashing and 5/lawful3013th
Ancient70-ft, swim 70-ft+342 (-4 size, +3 Dex, +33 natural)Poison, Universal Energy Resistance 403215th
Wyrm80-ft, swim 80-ft+446 (-4 size, +4 Dex, +36 natural)DR 20/magic and slashing and 10/lawful3417th
Great Wyrm80-ft, swim 80-ft+445 (-8 size, +4 Dex, +39 natural)Maw of Chaos3619th

Zaydos
2014-08-28, 01:31 PM
Finished the other 10 updates that were voted for. Now to go randomly update some others.


Do you...
1) do requests?
2) do requests with homebrew subsystems?

I am willing to trade assistance with table conversions for requests if you're interested. And, if you're not, here's a table conversion for the Far Spawn Dragon anyways.

1) Used to. Now I'm wary of saying yes (because then I feel obliged to do them), so will instead say if they interest me and I can think of a good dragon to make from them I'll do them, and I enjoy doing them, but there are no promises.
2) I haven't; and I've turned down requests for Kellus's truenaming system before. It really would depend upon how familiar I am with the homebrew and how much it interests me, but as I'm not familiar with many of the homebrew subsystems it tends towards no.

And converting the tables is tedious more than difficult, the time is that I'm actually going back over for other editing/formatting issues (Farspawn having been a big offender with lack of spacing between abilities, table before fluff and no break between Challenge rating, environment, etc and tables) and also making abilities for a base class while I'm at it. Which is in large part a way to get me to do it despite the tedium involved (I like making things).

Zaydos
2014-08-28, 07:35 PM
Hellfire Dragon
Dragon (Extraplanar, Evil, Lawful)
Environment: The Nine Hells of Baator
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 (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 5; very young 6; young 8; juvenile 11; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: Wyrmling 8–9 HD; very young 11–12 HD; young 14–15 HD; juvenile 17–18 HD; young adult 20–21 HD; adult 23–24 HD; mature adult 26–27 HD; old 29–30 HD; very old 32–33 HD; ancient 35–36 HD; wyrm 38–39 HD; great wyrm 41+ HD.

These powerful wyrms stylize themselves as the true warriors of dragonkind, claiming descent from a now dead draconic war god they call Korkalash. Dwelling on Baator, primarily on the first layer of Avernus, these dragons are tyrannical and manipulative to match their arrogance and power. They construct great towers of green steel and black stone upon the plane, and lair atop these towers, looking out over what they consider their domain; the eldest such dragons do not even brook interference within their domains by anything less than one of the Lords of the Nine and have been known to defy even their will. One wyrm, Alla’kadar, in particular is notably unruly, the great wyrm having once led armies in assault upon Bel requiring Asmodeus to threaten intercession to force the wyrm to back down from declaring himself the Lord of the First. Another aging dragon, Tilpha'dorax, had long been a fixture of Dispater's court, but has recently vanished. The rumors I've heard says that Dispater is not pleased with this disappearance as the dragon still seems to have agents in the Iron City and is nearing his growth into a true wyrm, a thing which Dispater wanted to make certain to arrange the dragon's death before.

Hellfire dragons have several similarities with baatezu they are also called Baatezu Dragons and Pit Dragons. When born they have scales like fresh blood but by adulthood they darken to the color of dried blood. Their eyes begin as a pale green but with age they become deep viridian which shines with an inner glow. They have two large bony forward pointing horns and the fleshy membranes of their wings are a deep purple. Their breath weapon is a horrible green flame, the same in nature as Mephistopheles's diabolic hellfire, able to burn even devils to cinders.

Their natural tendency towards imperial aspirations means that although they often work with baatezu the relationship between the two races is continuously strained. They enjoy battle and conquest, and sometimes encroach onto both Acheron and Gehenna due to this love. They find something about these planes distasteful, and rarely make a permanent lair on either plane, preferring instead to claim a portal and attempt to carve out empire through it. Older drakes learn the folly of such attempts, as such portals are often temporary, and even those which last mortal lifetimes will fade before the dragon, and turn their attention more fully to the Nine Hells so it is primarily younger dragons who pursue such tasks.

For hunters I must warn these dragons are dangerous. Their breath weapon is almost irresistible, no known spells preventing hellfire's burns. They often work with baatezu so be careful of diabolic interlopers in your battle. They are not burned by flames, either those of the Prime or Hell, and are resistant to both acid and frost. If they ready themselves for melee they will cloak their form in darkness, using their ability to see through magical shadows to gain a tactical advantage, be prepared with spells to conjure forth light to banish such shadows or to see in them yourselves. If they see you truly as a threat they will lace their breath with energies to stun and stop a foe, but such a trick is something they can do but a limited number of times in a day, and should you weather it once you should be safe.

-Zasper, the Dragon Sage, Arch...

Hellfire Dragons by Age

AgeSizeHit Die (hp)StrDex ConIntWis ChaBAB/Grapple AttackFort Ref Will Breath WeaponFrightful Presence
WyrmlingM7d12+14 (59)1710 15101112+7/+10 +10+7 +5 +5 2d6 (15)-
Very youngL10d12+30 (95)2110 17121314+10/+19 +14+10 +7 +8 4d6 (18)-
YoungL13d12+39 (123)2510 17121314+13/+24 +19+11 +8 +9 6d6 (19)18
JuvenileL16d12+64 (168)2910 19141516+16/+29 +24+14+10+128d6 (22)21
Young AdultH19d12+95 (218)3110 21141518+19/+37 +27+16+11+1310d6 (24)23
AdultH22d12+110 (253)3310 21161920+22/+41 +31+18+13+1712d6 (26)26
Mature AdultH25d12+150 (312)3310 23181920+25/+44 +34+20+14+1814d6 (28)27
OldG28d12+196 (378)3510 25202122+28/+52 +36+23+16+2116d6 (31)30
Very OldG31d12+248 (449)3710 27222324+31/+56 +40+25+17+2318d6 (33)32
AncientG34d12+306 (527)3910 29242526+34/+60 +44+28+19+2620d6 (36)35
WyrmG37d12+370 (610)4110 31242528+37/+64 +48+30+20+2722d6 (38)37
Great WyrmC40d12+400 (660)4510 31262730+40/+73 +49+32+22+3024d6 (40)40



AgeSpeedInitiativeACSpecial AbilitiesSR
Wyrmling60-ft, fly 100-ft (poor)+016 (+6 natural)Immunity to fire and hellfire, cold and acid resistance 1017
Very Young60-ft, fly 100-ft (poor)+018 (+8 natural)Charm Person, Deeper Darkvision18
Young60-ft, fly 100-ft (poor)+021 (-1 size, +12 natural)DR 5/magic20
Juvenile60-ft, fly 100-ft (poor)+024 (-1 size, +15 natural)See Invisibility, Darkness23
Young Adult60-ft, fly 100-ft (poor)+026 (-2 size, +18 natural)DR 10/magic25
Adult60-ft, fly 100-ft (poor)+029 (-2 size, +21 natural)Charm Monster, Stunning Breath27
Mature Adult60-ft, fly 100-ft (poor)+032 (-2 size, +24 natural)DR 15/magic30
Old60-ft, fly 150-ft (clumsy)+033 (-4 size, +27 natural)Wall of Evil, Greater Teleport31
Very Old60-ft, fly 150-ft (clumsy)+036 (-4 size, +30 natural)DR 20/magic and 5/good33
Ancient60-ft, fly 150-ft (clumsy)+039 (-4 size, +33 natural)Blasphemy, Power Word Stun34
Wyrm60-ft, fly 150-ft (clumsy)+042 (-4 size, +35 natural)DR 20/magic and 10/good35
Great Wyrm60-ft, fly 150-ft (clumsy)+041 (-8 size, +39 natural)Lash of Force37


Special Abilities:

Breath Weapon (Su): A hellfire dragon’s breath weapon is a cone of hellfire which deals, obviously, the listed amount of hellfire damage. A Reflex save halves this damage.

Deeper Darkvision (Ex): A very young or older hellfire dragon’s darkvision functions in magical darkness just as well as in natural darkness.

Spell-like Abilities: Caster level equals age category. 3/day: Charm Person (very young), Darkness (juvenile), Greater Teleport (old), See Invisibility (juvenile), Wall of Evil (old). 1/day: Blasphemy (ancient), Charm Monster (adult), Lash of Force (Great Wyrm), Power Word Stun (Ancient), Stunning Breath (Adult).

Skills: Bluff and Spellcraft are class skills for Hellfire Dragons.

Zaydos
2014-08-29, 01:39 PM
A(daptive) M(anipulator) Dragon
Construct (Air, Dragonwrought, Living Construct)
Environment: Underground.
Organization: Wyrmling, very 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 (1 and 2-5 young).
Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24 - Challenge ratings represent the final confrontation with the dragon; traps it creates, encounters with its golems, and the like should reward XP as normal, with potential bonus XP due to draconic breath attacks that pepper the battles.
Alignment: Always Lawful Evil
Treasure: Double Standard.

Possibly the greatest piece of gnomish artifice ever performed. The Adaptive Manipulator, or AM, Dragon is a meta-dragon created not by gods, nor even the essence of half-dead deities, but by sheer mortal ingenuity. Created by a gnomish artificer to serve as a guardian for the communities, by actively changing, adapting, and manipulating the warrens to repulse attackers, something went horribly wrong. The gnomish lands of Kallibur, where these dragons were first produced, is no more. The AM dragons went rogue, and instead of protecting the gnomish settlements, conquered, enslaved, and destroyed them one by one. From there they spread forth like a virus rooting themselves into the deep places of the world, creating their own private domains where their will is the absolute will of a mad god.

AM dragons delight in nothing more than sadism. They love mortals, to an extent, trying always to lure them into their domain to keep as tortured pets and slaves, forcing them to build edifices and monuments in their honor, even as the dragon slowly breaks down these servants mentally and physically. Dangerous mortals they kill, and they take a perverse joy in doing so, preferring a complicated death trap that gives the would-be hero a false glimmer of hope before they extinguish it.

I am uncertain how AM dragons reproduce except that it appears to only need one adult, and I suspect it requires magical items. They lay clutches of two to five eggs at a time. I have seen a family working together, a parent and its four young, but believe that such things are rare due to their species wide egomania and god complex. As only one AM dragons can control the lair, and each dragon will desire to do so, such a family unit is rare. Even the young rarely stay together in a full clutch.

AM Dragons appear as spindly dragons made of black metal. Their heads are narrow and long but do not taper to a point instead ending flatly. Their eyes are two, red, glowing stones. Dragon hunters should be aware of their electrical breath, and ability to project it throughout their entire lair. Created to manipulate the lay out of gnomish warrens, the dragons are adept at modifier the caves and tunnels in which they live, using magic to change the passages and craft traps and pit falls. They are even able to create constructs to perform their will both within and outside of their lairs.


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 7d10+7 (45 hp) 13 10 13 12 13 12 5/2 7 6 2 6 2d6 14 -
Very Young M 10d10+20 (75 hp) 15 10 15 14 15 14 7/9 9 9 3 9 4d6 17 -
Young M 13d10+26 (97 hp) 17 10 15 14 15 14 9/12 12 10 4 10 6d6 18 -
Juvenile L 16d10+48 (136 hp) 19 10 17 16 17 16 12/21 15 13 5 13 8d6 21 -
Young Adult L 19d10+76 (180 hp) 23 8 19 16 17 16 14/24 18 15 6 14 10d8 23 22
Adult L 22d10+88 (209 hp) 23 10 19 18 19 18 16/27 21 17 7 17 12d6 25 25
Mature Adult H 25d10+125 (262 hp) 25 10 21 20 21 20 18/34 23 19 8 19 14d6 27 27
Old H 28d10+168 (322 hp) 27 10 23 22 23 22 21/38 27 22 9 22 16d6 30 30
Very Old H 31d10+217 (387 hp) 29 10 25 22 23 22 23/41 30 24 10 23 18d6 32 31
Ancient G 34d10+272 (459 hp) 33 10 27 24 25 24 25/49 32 27 11 26 20d6 35 34
Wyrm G 37d10+333 (536 hp) 35 10 29 26 27 26 27/52 35 29 12 28 22d6 37 36
Great Wyrm G 40d10+360 (580 hp) 37 10 29 28 29 28 30/56 39 31 13 31 24d6 39 39




Age
Speed
Init
AC
Special Abilities
SR
Caster Level


Wyrmling
40-ft, fly 100-ft (average)
+0
17 (+1 size, +6 natural)
Electricity Immunity, Infest, the Walls have Ears, Project Breath, Create Traps
12
-


Very Young
40-ft, fly 100-ft (average)
+0
19 (+9 natural)
Bud Constructs, Voice in the Walls
14
1st


Young
40-ft, fly 100-ft (average)
+0
22 (+12 natural)
DR 5/magic
16
3rd


Juvenile
40-ft, fly 100-ft (average)
+0
24 (-1 size, +15 natural)
Shift Walls, Craft Constructs, Information Connection
19
5th


Young Adult
40-ft, fly 100-ft (average)
+0
27 (-1 size, +18 natural)
DR 10/magic
22
7th


Adult
40-ft, fly 100-ft (average)
-1
30 (-1 size, +21 natural)
Craft Wondrous Architecture, Whispering Wind
25
9th


Mature Adult
40-ft, fly 100-ft (average)
+0
32 (-2 size, +24 natural)
DR 15/magic and 5/adamantine
27
11th


Old
40-ft, fly 100-ft (average)
+0
35 (-2 size, +27 natural)
Rebuke Constructs, Greater Scrying
29
13th


Very Old
40-ft, fly 100-ft (average)
-1
38 (-2 size, +30 natural)
DR 20/magic and 10/adamantine
31
15th


Ancient
40-ft, fly 150-ft (poor)
-1
39 (-4 size, +33 natural)
Transform Bodies
33
17th


Wyrm
40-ft, fly 150-ft (poor)
+0
42 (-4 size, +36 natural)
DR 20/magic and adamantine
35
19th


Great Wyrm
40-ft, fly 150-ft (poor)
+0
45 (-4 size, +39 natural)
Wish
38
21st



Special Abilities

Breath Weapon (Su): AM Dragons have a single breath weapon, a line of electricity dealing the indicated damage (Reflex halves).

Infest (Su): An AM dragon is able to dig long, root-like tendrils into the ground. This allows it to infest an area stretching out up to 100-ft times its age category square in all directions from it. Infesting an area takes 10 minutes, and any part of the area not connected physically to the spot that the dragon is infesting are not considering infested. An AM dragon that is infesting an area cannot move, and it takes 3 rounds for it to cease infestation but this does not cost it actions during this time. A dwarf, or other creature with stonecunning, can detect such an infestation with a DC 25 search check.

The Walls have Ears: An AM dragon is able to see and hear from every wall, floor, and ceiling that it has infested. It may hear from these areas passively, but must spend a move action to form a sensor to see from. This sensor takes the form of a red eye, and can be spotted with a Spot check with the same DC as the dragon's frightful presence plus 5 (passively or actively), or a Search check with the same DC as the dragon's frightful presence (up through Juvenile this DC is the same as it breath weapon).

Project Breath (Su): As a standard action an AM dragon may form a projector from which to fire its breath weapon on any wall, floor, or ceiling that it has infested. It may release its breath weapon, or any spell it is capable of casting through this projector as if it were there. An AM dragon may only have one such projector at a time.

Create Traps (Su): By spending 10 full round actions an AM dragon can create a trap with a CR of up to its age category anywhere within its infested area. It may only create a number of traps this way equal to its Charisma modifier. While this trap is being created the Search check to find it is reduced by 10 and a successful Disable Device check (taking 1 round) at a DC 10 less than its normal DC can disable it forcing the dragon to begin building it anew.

Bud Constructs (Su): A very young or older AM dragon can create a variety of constructs as desired. This is ultimately a plot power, and the costs in both action and limits to size are left to the DM's discretion. These constructs only function within an area infested by the AM dragon, and give XP as normal (they do not count as summoned creatures, but full creatures for encounter design).

Voice from the Walls (Su): A very young or older AM dragon can speak from any wall, floor, or ceiling within the area it has infested.

Spellcasting: A very young or older AM dragon casts spells as a sorcerer of the indicated level. They may select spells from the Cleric spell list and Law and Evil domains in addition to the Sorcerer spell list.

Shift Walls (Su): A juvenile or older AM dragon can redesign walls and surfaces of its infested area at a rate of 5 cubic feet per round, adding or removing walls, creating tunnels, pits, etc. This is a full round action.

Craft Construct (Ex): A juvenile AM dragon gains Craft Construct as a bonus feat and may craft constructs as an artificer of its effective sorcerer level.

Information Connection (Su): A juvenile or older AM dragon is connected to various mystical libraries through the Astral Plane. They gain a bonus to all Knowledge checks equal to their age category, and may use Legend Lore as a supernatural ability at-will (CL equals 3 times their age category), except that it takes 1 hour with mere rumors, 10 minutes with a little detail, and only 1 minute with the object at hand, by mentally searching through these storehouses of knowledge.

Craft Wondrous Architecture (Su): An adult or older AM dragon can create wondrous architecture (see Stronghold Builder's Guide) within its infested area. This architecture takes 8 hours of concentration to create per 2000 GP of its cost.

Spell-like Abilities: At-will: Greater Scrying (Old), Whispering Wind (Adult); 3/day: Wish (great wyrm).

Rebuke Constructs (Su): An Old or older AM dragon can rebuke and command constructs as a cleric of 3 times its age category rebukes and commands undead. Living constructs are considered to have turn resistance equal to their hit dice or character level against this effect.

Transform Bodies (Su): An Ancient or older AM dragon can manipulate the body of any willing or unconscious creature within its infested area. To do such requires a full round action each round for 10 minutes and functions as a Polymorph any Object spell except the effects are always permanent and cannot be dispelled within the area of the dragon's infestation.

Skills: Bluff and Disable Device are class skills for an AM dragon.

Zaydos
2014-08-31, 10:30 AM
Dark Cloud Dragon:
Dragon (Air)
Environment: The sky (mountains)
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 (1–2 and 2–5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Standard
Alignment: Always Chaotic evil
Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young 12–13 HD; juvenile 15–16 HD; young adult 18–19 HD; adult 21–22 HD; mature adult 24–25 HD; old 27–28 HD; very old 30–31 HD; ancient 33–34 HD; wyrm 36–37 HD; great wyrm 39+ HD.

A dark cloud dragon lives its life in the air. They are hatched usually at the tops of mountains or tall towers and can fly within moments of birth. Unlike most dragons they can fly with utmost ease, even keeping it up when sleeping. Light sleepers they only half sleep more like fish (or dolphins) than men.

Physically they are of a lighter build than other dragons of their general size with thinner bodies and larger wings. Their legs, and claws, are short and stunted with ill-used muscles, but they make up for this with a un-dragon-like agility and speed. Their scales are a dull grey at birth with soft pale blue eyes but both darken as they age until they have angry storm cloud black scales and dark night blue eyes. Their heads are sharply pointed with few horns or ridges but long whisker-like hairs come from the front of their faces giving them a somewhat catfish-esque appearance. Their tales are long and narrow as they go along, and their chests are actually quite well developed in contrast with all their other muscles. They eat more than is normal for dragons of their size, spending so much time in flight putting extra drains on their metabolism, and get most of their water from clouds. They can fly faster and higher than almost any other race of dragons.

Dark Cloud Dragons by Age


Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/Grapple
Attack
Fort
Ref
Will
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
S
5d12+5 (37)
10
13
13
10
11
10
+5/+1
+6
+5
+5
+4
2d6 (13)



Very young
M
8d12+7 (59)
12
15
15
10
11
10
+8/+9
+9
+8
+8
+6
4d6 (16)



Young
M
11d12+22 (93)
15
15
15
12
13
12
+11/+13
+13
+9
+9
+8
6d6 (17)



Juvenile
L
14d12+42 (133)
17
17
17
14
15
14
+14/+21
+16
+12
+12
+11
8d6 (20)



Young adult
L
17d12+68 (178)
21
19
19
14
15
14
+17/+26
+21
+14
+14
+12
10d6 (22)
20


Adult
H
20d12+100 (230)
25
21
21
16
17
16
+20/+36
+26
+17
+17
+15
12d6 (25)
23


Mature adult
H
23d12+115 (264)
27
21
21
16
17
16
+23/+39
+29
+18
+18
+16
14d6 (26)
24


Old
H
26d12+156 (325)
27
23
23
18
19
18
+26/+42
+32
+21
+21
+19
16d6 (29)
27


Very old
H
29d12+174 (362)
29
23
23
18
19
18
+29/+46
+36
+22
+22
+20
18d6 (30)
28


Ancient
G
32d12+224 (432)
31
25
25
20
21
20
+32/+54
+38
+25
+25
+23
20d6 (33)
31


Wyrm
G
35d12+280 (507)
33
27
27
20
21
20
+35/+58
+42
+27
+27
+24
22d6 (35)
32


Great wyrm
G
38d12+304 (551)
35
27
27
22
23
22
+38/+62
+46
+29
+29
+27
24d6 (37)
35



Dark Cloud Dragon Abilities by Age


Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR


Wyrmling
30 ft., fly 150 ft. (good)
+1
15 (+1 size, +1 Dex, +3 natural) t 12 FF 13
Immunity to electricity, altitude acclimation, weaker claws, cold resistance 5




Very young
30 ft., fly 200 ft. (good)
+2
17 (+2 Dex, +5 natural) t 12, FF 15
cold resistance 10




Young
30 ft., fly 200 ft. (good)
+2
20 (+2 Dex, +8 natural) t 12, FF 18
cold resistance 15




Juvenile
30 ft., fly 200 ft. (good)
+3
22 (–1 size, +3 Dex, +10 natural) t 12, FF 19
cold resistance 20
1st



Young adult
30 ft., fly 200 ft. (good)
+4
25 (–1 size, +4 Dex, +12 natural) t 13, FF 21
DR 5/magic, cold resistance 25
3rd
19


Adult
30 ft., fly 200 ft. (good)
+5
27 (–2 size, +5 Dex, +14 natural) t 13, FF 22
Gust of Wind, cold resistance 30
5th
21


Mature adult
30 ft., fly 200 ft. (good)
+5
30 (–2 size, +5 Dex, +17 natural) t 13, FF 25
DR 10/magic, cold resistance 35
7th
22


Old
30 ft., fly 200 ft. (good)
+6
33 (–2 size, +6 Dex, +19 natural) t 14, FF 27
Control Winds, cold resistance 40
9th
24


Very old
30 ft., fly 200 ft. (good)
+6
36 (–2 size, +6 Dex, +22 natural) t 14, FF 30
DR 15/magic, cold resistance 45
11th
25


Ancient
30 ft., fly 250 ft. (good)
+7
37 (–4 size, +7 Dex, +24 natural) t 13, FF 30
Summon Storm Elemental, cold resistance 50
13th
27


Wyrm
30 ft., fly 250 ft. (good)
+8
40 (–4 size, +8 Dex, +26 natural) t 14, FF 32
DR 20/magic, cold resistance 55
15th
28


Great wyrm
30 ft., fly 250 ft. (good)
+8
43 (–4 size, +8 Dex, +29 natural) t 14, FF 35
Control Weather, cold resistance 60
17th
30


May also cast spells from the Air, Sky, and Storm domains as Arcane Spells.

Breath Weapon (Su): A dark cloud dragon’s breath weapon is a cone of electricity, dealing the listed damage with a Reflex save for half.

Weaker Claws: A dark cloud dragon’s claws are stunted and weak compared to those of other dragons and they deal damage as if they were one size category smaller.

Spell-like Abilities: 3/day: Gust of Wind; 1/day: Control Winds, Control Weather.

Summon Storm Elemental (Sp): 1/day an ancient or older dark cloud dragon can summon 1 Greater Storm Elemental, 1d3 Huge Storm Elementals, or 1d4+1 Storm Elementals of a smaller size. This ability otherwise functions as Summon Monster IX.

Skills: Bluff, Move Silently, and Spot are class skills for dark cloud dragons.

Zaydos
2014-08-31, 10:33 AM
Chitin-Skin Dragon

Dragon (Earth)
Environment: Warm woods
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, clutch (2–5) or gathering (4-20); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, family (1–2 and 2–5 offspring) or gathering (3-7 and sometimes young).
Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Triple standard
Alignment: Always evil; usually neutral evil.
Advancement:Wyrmling 5–6 HD; very young 8–9 HD; young 11–12 HD; juvenile 14–15 HD; young adult 17–18 HD; adult 20–21 HD; mature adult 23–24 HD; old 26–27 HD; very old 29–30 HD; ancient 32–33 HD; wyrm 35–36 HD; great wyrm 38+ HD

These dragons seem half-way between dragons and insects. Instead of scales they have chitin plates and even their wings are made of flexible pieces of chitin. They have the segmented eyes of a giant insect and down their necks range several antennae that look almost feathered, these antennae are used to pick up and detect sounds and scents. Their legs have several small openings which when opened wide can be used to project destructive sound waves, and they have six legs, the hindmost resemble those of a cricket’s and are used to propel them in mighty leaps and also by both males and females to create sub-sonic mating songs.

Unlike insects they have internal skeletons, and razor-sharp teeth. They also have long dragon-like tails and the draconis fundamentalis of true dragons. They have small horns of chitin-covered bone which emerge across their heads and similar bumps down their spines. Like most true dragons they have long serpentine necks. In total their appearance is bizarre and places them quite close to Aberrations.

When born their chitin is a bright green but over the years when it is regrown after molting it becomes a dull brown. Their eyes begin a ruby red but dull to a burning ember by full growth. They live mostly in tropical forests, having once been found throughout what is now Toyama before the Toyaman samurai hunted them to extinction within. They are capricious and cruel beings, and more unpredictable than most true dragons as they have no tendency towards law or chaos (and neutral evil is more unpredictable than either). They are cunning creatures, but lack the dominating nature of green dragons and live mostly for their own appetites. For evil dragons they were quite communal and sometimes found in groups as large as 7 adult individuals. These groupings would include only one dragon of one gender and all others would serve as its mate. Even so they were short lived as when too many children were born, or a certain mate shown too much favor they would fall on each other in cannibalistic fury. The most enduring of these groups were those in which a wyrm or great wyrm male held sway over a seraglio of lesser females (a female’s reproductive life ends during the ancient age category, where as a male’s stretches into the great wyrm category although a reduced potency).

Chitin-Skin Dragons by Age


Age
Size
HD (hp)
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will


Wyrmling
T
4d12+4 (30)
11
10
13
10
11
10
+4/-4
+6
+5
+4
+4


Very young
S
7d12+7 (52)
13
10
13
10
11
10
+7/+4
+9
+6
+5
+5


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


Juvenile
M
13d12+39 (123)
15
10
17
12
11
12
+13/+16
+16
+11
+8
+8


Young Adult
L
16d12+64 (168)
17
10
19
14
13
14
+16/+23
+18
+14
+10
+11


Adult
L
19d12+94 (218)
21
10
21
14
13
14
+19/+25
+20
+16
+11
+12



Mature Adult
H
22d12+132 (275)
25
10
23
16
15
16
+22/+37
+27
+19
+13
+15


Old
H
25d12+150 (312)
27
10
23
16
15
16
+25/+41
+31
+20
+14
+16


Very Old
H
28d12+196 (378)
29
10
25
18
17
18
+28/+45
+35
+23
+16
+19


Ancient
H
31d12+217 (418)
31
10
25
18
17
18
+31/+49
+39
+24
+17
+20


Wyrm
G
34d12+238 (459)
35
10
25
20
19
20
+34/+58
+42
+26
+19
+23


Great Wyrm
G
37d12+333 (573)
35
10
29
20
21
22
+37/+61
+45
+29
+20
+25





Age Category
Breath Weapon Damage (electricity or sonic)
Breath Weapon DC
Frightful Presence DC


Wyrmling
2d4 or 1d6
13
-


V. Young
4d4 or 2d6
14
-


Young
6d4 or 3d6
17
-


Juvenile
8d4 or 4d6
19
-


Y. Adult
10d4 or 5d6
22
20


Adult
12d4 or 6d6
24
21


M. Adult
14d4 or 7d6
27
24


Old
16d4 or 8d6
28
25


V. Old
18d4 or 9d6
31
28


Ancient
20d4 or 10d6
32
29


Wyrm
22d4 or 11d6
34
32


Great Wyrm
24d4 or 12d6
37
34



Chitin Dragon Abilities by Age


Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR


Wyrmling
60 ft., climb 30-ft., fly 100 ft. (average)
+0
15 (+2 size, +3 natural), touch 12, flat-footed 15
Immunity to acid, vulnerability to sonic, modified draconic senses




Very young
60 ft., climb 30-ft., fly 100 ft. (average)
+0
17 (+1 size,+6 natural) touch 11, flat-footed 17
-




Young
60 ft., climb 40-ft., fly 150 ft. (poor)
+0
19 (+9 natural), touch 10, flat-footed 19
-




Juvenile
60 ft., climb 40-ft., fly 150 ft. (poor)
+0
22 (+12 natural), touch 10, flat-footed 22
Summon Swarm




Young adult
60 ft., climb 50-ft., fly 150 ft. (poor)
+0
24 (–1 size, +15 natural), touch 9, flat-footed 24
DR 5/magic
1st
17


Adult
60 ft., climb 60-ft., fly 150 ft. (poor)
+0
27 (–1 size, +18 natural), touch 9, flat-footed 27
Web
3rd
18


Mature adult
60 ft., climb 50-ft., fly 150 ft. (poor)
+0
29 (–2 size, +21 natural), touch 8, flat-footed 29
DR 10/magic
5th
21


Old
60 ft., climb 60-ft., fly 150 ft. (poor)
+0
32 (–2 size, +24 natural), touch 8, flat-footed 32
Vermin Growth
7th
22


Very old
60 ft., climb 60-ft., fly 150 ft. (poor)
+0
35 (–2 size, +27 natural), touch 8, flat-footed 35
DR 15/magic
9th
23


Ancient
60 ft., climb 60-ft., fly 150 ft. (poor)
+0
38 (–2 size, +30 natural), touch 8, flat-footed 38
Insect plague
11th
25


Wyrm
60 ft., climb 60-ft., fly 200 ft. (clumsy)
+0
39 (–4 size,+33 natural) touch 6, flat-footed 39
DR 20/magic
13th
26


Great wyrm
60 ft., climb 60-ft., fly 200 ft. (clumsy)
+0
42 (–4 size, +36 natural)
Creeping Doom
15th
28



Breath Weapon (Su): Either a line of acid or an blast of sonic vibration which deals damage to all creatures within a certain range of the creature. This secondary breath weapon has a range of 5-ft as Tiny, 10-ft as Small and Medium, 15-ft as Large, 20-ft as Huge, and 25-ft as Gargantuan. Although vulnerable to most sonic attacks Chitin Skin Dragons are immune to the Sonic breath weapon of other Chitin Skin Dragons.

Spell-like Abilities: All spell-like abilities (except summon swarm) are 1/day (Sum Sw is 3/day).

Modified Dragon Senses: Unlike other dragons, a chitin-skin dragon only has Darkvision 60-ft and low-light vision (instead of double strength low-light vision); during day light it sees as well as a human instead of twice as well. In exchange it gets blindsense out to 30-ft + 30-ft per age category, blindsight out to half the range of its blindsense, and scent (although its sound based blindsight makes it vulnerable to sonic spells and attacks).

Spells: May learn and cast druid spells as if they were on the sor/wiz spell list.

Skills: Jump, Climb, Hide and Move Silently are class skills for chitin-skin dragons. They also make all jump checks as running jumps.

Zaydos
2014-08-31, 10:36 AM
With the movement of the last 2 of the original 3 dragons that started this thread to their own posts, I'd like to proudly say that all Evil dragons should have had their tables fixed at this point.

Feel free to make suggestions for new dragons to be made, and as to which should be updated next.

Zaydos
2014-09-02, 03:00 PM
Custodian Dragon
Dragon (Lawful, Extraplanar)
Environment: Arcadia
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 (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 5; young 6; juvenile 8; young adult 11; adult 13; mature adult 15; old 18; very old 20; ancient 21; wyrm 22; great wyrm 23
Treasure: Triple standard
Alignment: Always lawful good or lawful neutral.
Advancement: Wyrmling 5–6 HD; very young 8–9 HD; young 11–12 HD; juvenile 14–15 HD; young adult 17–18 HD; adult 20–21 HD; mature adult 23–24 HD; old 26–27 HD; very old 29–30 HD; ancient 32–33 HD; wyrm 35–36 HD; great wyrm 38+ HD

Yet another race of planar dragons, the custodian dragons dwell on Arcadia. These creatures enforce the laws and peace of Arcadia, and bring down those who would disrupt these. This sometimes brings them into conflict with even good aligned adventurers, especially those that are also chaotic. More often they deal with those evil creatures which enter Arcadia and those other beings which intentionally disrupt the order of the plane.

They are physically powerful with the ability to loose blasts of frigid air or cones of pacification gas. They also have several other abilities with which to strike down the forces of chaos. These powers make them feared by the baatezu servants of Enyalius which insist on invading Arcadia on their way to Mount Celestia and the tanar’ri which seek continuously to destroy Arcadia. They are revered by the natives of Arcadia who respect them for their role as guardians and enforcers of the law.

They are born with pale silver and blue scales with age turning them to a metallic grey near white with deep azure blue. Their eyes are a bright shining yellow at birth but dull to a smoldering gold as they age. They have backward pointing horns, and a long frill that goes down their neck and down to the base of their tail.



Age
Size
Hit Die (hp)
Str
Dex
Con
Int
Wis
Cha
BAB/Grapple
Attack
Fort
Ref
Will
Breath Weapon
Frightful Presence


Wyrmling
T
4d12+4 (30)
13
10
13
10
13
10
+4/-3
+7
+5
+4
+4
2d4 (13)
12


Very young
S
7d12+7 (52)
15
10
13
10
13
10
+7/+5
+10
+6
+5
+5
4d4 (14)
13


Young
M
10d12+20 (85)
17
10
15
12
15
12
+10/+13
+13
+9
+7
+8
6d4 (17)
16


Juvenile
M
13d12+26 (110)
19
10
15
12
15
12
+13/+17
+17
+10
+8
+9
8d4 (18)
17


Young Adult
L
16d12+48 (152)
21
10
17
14
17
14
+16/+25
+20
+13
+10
+12
10d4 (21)
20


Adult
L
19d12+76 (199)
25
10
19
14
17
14
+19/+30
+25
+15
+11
+13
12d4 (22)
21


Mature Adult
H
22d12+110 (253)
29
10
21
16
19
16
+22/+39
+29
+18
+13
+16
14d4 (26)
24


Old
H
25d12+125 (287)
31
10
21
16
19
16
+25/+43
+33
+19
+14
+17
16d4 (27)
25


Very Old
H
28d12+168 (350)
33
10
23
18
21
18
+28/+47
+37
+22
+16
+20
18d4 (30)
28


Ancient
H
31d12+186 (387)
35
10
23
18
21
18
+31/+53
+41
+23
+17
+21
20d4 (31)
29


Wyrm
G
34d12+238 (459)
37
10
25
20
23
20
+34/+59
+43
+26
+19
+24
22d4 (34)
32


Great Wyrm
G
37d12+296 (536)
39
10
27
20
23
20
+37/+63
+47
+28
+20
+25
24d4 (36)
33





Age
Speed
Initiative
AC
Special Abilities
SR


Wyrmling
60-ft, fly 100-ft (average)
+0
16 (+2 size, +4 natural)
Immunity to cold, Discern Lies
12


Very Young
60-ft, fly 100-ft (average)
+0
18 (+1 size, +7 natural)
Tongues
14


Young
60-ft, fly 150-ft (poor)
+0
20 (+10 natural)
DR 5/magic
16


Juvenile
60-ft, fly 150-ft (poor)
+0
23 (+13 natural)
Smite Chaos
18


Young Adult
60-ft, fly 150-ft (poor)
+0
25 (-1 size, +16 natural)
DR 10/magic
20


Adult
60-ft, fly 150-ft (poor)
+0
28 (-1 size, +19 natural)
Order's Wrath, Wall of Ice
22


Mature Adult
60-ft, fly 150-ft (poor)
+0
30 (-2 size, +22 natural)
DR 15/magic
24


Old
60-ft, fly 150-ft (poor)
+0
33 (-2 size, +25 natural)
Wall of Gear
26


Very Old
60-ft, fly 150-ft (poor)
+0
36 (-2 size, +28 natural)
DR 20/magic and 5/chaos
28


Ancient
60-ft, fly 150-ft (poor)
+0
39 (-2 size, +31 natural)
True Seeing
30


Wyrm
60-ft, fly 200-ft (clumsy)
+0
40 (-4 size, +34 natural)
DR 20/magic and 10/chaos
32


Great Wyrm
60-ft, fly 200-ft (clumsy)
+0
43 (-8 size, +37 natural)
Mass Hold Monster
34



Special Abilities
Breath Weapon: A custodian dragon has two breath weapons. One is a line of super cold air which deals the listed amount of cold damage (Ref halves), the other is a cone of pacification gas. Any creature caught in the cone must make a Will save or be held (as per hold monster but no round by round saves) for 1d4 rounds +1 round per age category.

Discern Lies (Sp): A custodian dragon has a continuously active discern lies spell. This may be dispelled but the dragon may resume it as a standard action.

Tongues (Sp): A very young or older custodian dragon has a continuously active tongues spell. This may be dispelled but the dragon may resume it as a standard action.

Smite Chaos (Su): Once per day a juvenile or older custodian dragon can make a normal attack to deal extra damage equal to its hit dice to a chaotic creature.

True Seeing (Sp): An ancient or older custodian dragon has a continuously active true seeing spell. This may be dispelled but the dragon may resume it as a standard action.

Spell-like Abilities: 3/day: Wall of Ice (Adult); 1/day: Mass Hold Monster (Great Wyrm), Order’s Wrath (Adult), Wall of Gears (Old).

Zaydos
2014-09-02, 03:01 PM
And with that every True Dragon's table should be updated (if you find one that is not please let me know). Also check out the current Base Class Challenge (http://www.giantitp.com/forums/showthread.php?367155-Base-Class-Contest-XXIV-Will-Breed-for-Class) to see the class I've been working on with powers for all of these dragons (chat thread here (http://www.giantitp.com/forums/showthread.php?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us)).

Feel free to bring forth suggestions as to what should be made next; I'm gonna take a break for a (good long) while before scouring the related materials for things that need tables fixed.

Tychris1
2014-09-02, 04:00 PM
Well, I always love me playing some dragons (As you well know) so if you could update the Death Dragon racial class's table that would be cool.

If you're looking for suggestions as to what new material you should make, pumping out another racial class seems challenging and easy enough (As it's just readjusting older material). Pumpkin Dragons and Peanut Dragons are pretty cool.:smalltongue:(Though the peanut dragons header could use some work, specifically the age progression table for stats, hit dice, and breathe weapon hasn't been updated).

Bohandas
2017-01-21, 07:36 PM
These are awesome! I'm still reading through them!

Graysire
2017-04-18, 08:52 PM
I only just found this, and I'm amazed by the sheer amount of effort and ideas that went into this.

This is amazing, I wish I could say I was this good at making homebrew stuff

Kajai_Dractore
2018-10-07, 04:31 PM
This is a really cool thread, I hope that it one day gets picked back up again.

Bohandas
2018-10-07, 05:41 PM
I've got an idea for an evocation themed equivalent of the Tome Dragon and Hex Dragon which would be called a Blaster Wyrm, would know all sor/wiz evocation spells and conjuration(fire) spells (just as the Tome knows all sor/wiz divinations and the Hex knows all sor/wiz necromancy spells) and whose breath weapon would be a combination of fire and hirricane force wind

Kajai_Dractore
2018-10-07, 09:12 PM
That sounds really interesting. Could be really cool.

Bohandas
2018-10-07, 10:02 PM
I think I'll may take a shot at statting it up then. The only thing is I don't know the first thing about balancing that sort of thing.

Bohandas
2018-12-03, 03:22 AM
I apologize for the lateness of this reply. I also have no idea if this is balanced or not or what the challenge ratings should be. Also I'll try to flesh out the description more later

Blaster Wyrm:

Dragon (Air,Fire)
Environment: Warm mountains and deserts.
Organization:
Challenge Ratings:
Treasure:
Alignment: Usually Chaotic Neutral







Age
Speed
Init
AC
Special Abilities


Wyrmling
40 ft., fly 90 ft. (good)
+0
15 (+2 size, +3 natural), touch 12, flat-footed 15
CL 1, SR 9, Immune to Fire and Vulnerability to Cold, Resist Acid/Cold/Sonic/Electricity 5, Resistant Senses, Alternate Form, Sense Elements, Magic Missile 3/day


Very Young
40 ft., fly 90 ft. (good)
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
CL 3, SR 11, Resist Acid/Cold/Sonic/Electricity 6, Pyrotechnics 3/day


Young
50 ft., fly 120 ft. (good)
+0
19 (+9 natural), touch 10, flat-footed 19
CL 5, SR 13, Resist Acid/Cold/Sonic/Electricity 7, Sound Burst


Juvenile
50 ft., fly 120 ft. (good)
+0
22 (+12 natural), touch 10, flat-footed 22
CL 7, SR 15, Resist Acid/Cold/Sonic/Electricity 8, DR 5/magic


Young Adult
50 ft., fly 120 ft. (good)
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
CL 9, SR 17, Resist Acid/Cold/Sonic/Electricity 9


Adult
50 ft., fly 120 ft. (good)
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
CL 11, SR 19, Resist Acid/Cold/Sonic/Electricity 10, Disintegrate 3/day


Mature Adult
60 ft., fly 150 ft. (good)
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
CL 13, SR 21, Resist Acid/Cold/Sonic/Electricity 11, DR 10/magic


Old
60 ft., fly 150 ft. (good)
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
CL 15, SR 23, Resist Acid/Cold/Sonic/Electricity 12, Control Weather


Very Old
60 ft., fly 150 ft. (good)
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
CL 17, SR 25, Resist Acid/Cold/Sonic/Electricity 13, Incendiary Cloud


Ancient
60 ft., fly 150 ft. (good)
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
CL 19, SR 27, Resist Acid/Cold/Sonic/Electricity 14, DR 15/magic, Sunburst


Wyrm
60 ft., fly 180 ft. (good)
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
CL 21, SR 29, Resist Acid/Cold/Sonic/Electricity 15, Reality Maelstrom


Great Wyrm
60 ft., fly 180 ft. (good)
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
CL 23, SR 31, Resist Acid/Cold/Sonic/Electricity 16, Meteor Swarm




Special Abilities

Breath Weapon (Su): The Blaster Wyrm's breath weapon is a cone of fire and storm force winds (the specific severity is noted in the table)

Alternate Form (Su): An acrane dragon can assume another form 3 times per day as a standard action. Each arcane dragon can assume the form of any animal or humanoid creature of size medium or smaller.

Graceful Flight (Ex): Arcane dgagnns have thin, frail wings, yet they soar through the air with effortless grace. While slower than many other dragons, arcane dragons fly with good maneuverability no matter their size.

Physical Frailty (Ex): Arcane dragons have shorter limbs and weaker natural weapons than other breeds, and are far less suited to physical combat. When detcrmining file type and damage dealt by their natural attacks, treat arcane dragons as if they were one size category smaller than they actually are (minimum Tiny), and subtract 5 feet from the reach of all claw and wing attacks with a reach 0f 10 feet or more.

Resistant Senses (Ex): A Blaster Wyrm gains a +2 bonus to saves against effects that would blind it with light or deafen it with sound

Sense Elements (Sp): As a full-round action, a Blaster Wyrm can become aware of all sources of Air or Fire within 10 x Age Category feet of
them. The Blaster Wyrm learns the size of the objects but not their precise location or actual nature.
By concentrating longer, a Blaster Wyrm can either extend her magical senses or gather more information about the elements he has detected. Each additional round spent in concentration allows the Blaster Wyrm to add 5 feet to the radius of his sense ability, to a maximum of 5 additional feet per caster level. Alternatively, the Blaster Wyrm can focus on one source of the sensed element per round, attempting a Spellcraft check to determine more about that single item. The amount of information he learns depends on his Spellcraft check result:

Check Result Information Learned

20 or higher: Item’s general location (square containing it, or its nearest boundary if it is larger than a 5-foot square)

25 or higher: Whether the item is natural or a spell effect. (A normal Spellcraft check against DC 20 + spell level can then determine the nature of the spell effect.)

30 or higher: Whether the item is a creature or an object.

35 or higher: The exact nature of the item (for example whether a creature is an efreeti or a fire elemental, whether an object is gold or stone, whether air is breathable or not.)

In subsequent rounds, a Blaster Wyrm can retry their Spellcraft check on the same item, shift their attention to a different item, or extend the range of his senses.

Spellcasting: A wyrmling Blaster Wyrm casts spells as a 1st level sorcerer and gains two additional caster levels per age category. In addition to their normal picks for sorcerer spells known Blaster Wyrms automatically know all Evocation spells on the sorcerer spell list as well as all the spells from the Air, Fire, Knowledge, Storm (spell compendium p280)

Spell Resistence: A wyrmling Blaster Wyrm starts out with SR 9 as a wyrmling and gains 2 points of SR per age category

Spell-like Abilities: 1/day: Control Weather (Old or older), Incendiary Cloud (Very Old or older),Reality Maelstrom (Wyrm or older), Sound Burst (Young or older), Sunburst (ancient or older), Meteor Swarm (great wyrm). 3/day: Disintegrate (Adult or older), Pyrotechnics (Very Young or older), Magic Missile (Wyrmling or older)

Skills: Blaster Wyrms add Bluff and Spellcraft as class skills

EDIT:
The [redacted] forum ate one on the stat tables!

Here's my notes until I can reconstruct it:

Dragon (Air, Fire)
HD, Size, BAB, & Base saves: As Brass Dragon
Breath weapon: 2d10 as wyrmling +2d10 per age category Cone of fire and severe wind as wyrmling, increasing to windstorm at very young, hurricane as young, and finally tornado force as young adult
str-as hex dragon (9 to 29)
dex- 10
con- as blue dragon (13 to 27)
Int- as red dragon (10 tp 26)
Wis-As white dragon (11 to 19)
Cha-as copper dragon (12 to 22)

Bohandas
2018-12-04, 12:58 AM
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
9
10
12
10
10
12
4/-5
3
5
4
4
2d10 + Severe Wind
13
-


Very Young
S
7d12+14
10
10
14
12
10
12
7/3
7
7
5
5
4d10 + Windstorm
15
-


Young
M
10d12+20
10
10
14
12
10
14
10/10
10
9
7
7
6d10 + Hurricane
17
-


Juvenile
M
13d12+39
12
10
16
14
10
14
13/14

14
11
8
8
8d10 + Tornado
19
-


Young Adult
L
16d12+64
14
10
18
14
10
16
16/22
18
14
10
10
10d10 + Tornado
22
21


Adult
L
19d12+95
16
10
20
16
10
16
19/26
22
16
11
11
12d10 + Tornado
24
22


Mature Adult
H
22d12+110
18
10
20
18
12
18
22/34
26
18
13
14
14d10 + Tornado
26
25


Old
H
25d12+150
20
10
22
20
12
18
25/38
30
20
14
15
16d10 + Tornado
28
26


Very Old
H
28d12+168
22
10
22
22
14
20
28/42
34
22
16
18
18d10 + Tornado
30
29


Ancient
H
31d12+217
24
10
24
24
14
20
31/46
38
24
17
19
20d10 + Tornado
32
30


Wyrm
G
34d12+272
26
10
26
24
14
22
34/54
42
27
19
21
22d10 + Tornado
35
33


Great Wyrm
G
37d12+296
28
10
26
26
18
22
37/58
46
28
20
24
24d10 + Tornado
36
34



Here's the other Half