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Zaydos
2010-09-21, 01:51 PM
Dragons made:


Dragon
Description
Alignment


Deep Trench Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=17999805&postcount=967)
Deep water dwelling dragons
Neutral Evil


Chitin-Skin Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=18032967&postcount=983)
Insectoid dragons
Evil (usually Neutral)


Dark Cloud Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=18032954&postcount=982)
Master of the air
Chaotic Evil


Ebony Dragon (http://www.giantitp.com/forums/showpost.php?p=9412922&postcount=4)
Anti-magic
Lawful Evil


Grimcrag Dragon (http://www.giantitp.com/forums/showpost.php?p=9414107&postcount=5)
Embodiments of the volcano
Chaotic Evil


Ashwood Dragon (http://www.giantitp.com/forums/showpost.php?p=9420209&postcount=13)
Smokey the Dragon
True Neutral


Electrum Dragon (http://www.giantitp.com/forums/showpost.php?p=9424625&postcount=26)
Noble king of the air
Chaotic Good


Magnesium Dragon (http://www.giantitp.com/forums/showpost.php?p=9424923&postcount=29)
A fiery personality, by flabort
Chaotic Stupid Good


Fungal Dragon (http://www.giantitp.com/forums/showpost.php?p=9426505&postcount=38)
Underdark dwelling titans
Lawful Evil


Enyo Dragon (http://www.giantitp.com/forums/showpost.php?p=9426995&postcount=44)
Martial humanoid dragon (?)
Chaotic Neutral or Evil


Thermite Dragon (http://www.giantitp.com/forums/showpost.php?p=9428572&postcount=48)
Fiery Heart - The Ultimate Breath of Flames
Lawful Evil


Occulus Dragons (http://www.giantitp.com/forums/showpost.php?p=9429925&postcount=53)
The true Ultimate Tyrant
Lawful Evil


Maleficense Dragon (http://www.giantitp.com/forums/showpost.php?p=9431201&postcount=54)
Soul-eating taint dragon
Chaotic Evil


Cataclysm Dragon (http://www.giantitp.com/forums/showpost.php?p=9432044&postcount=58)
The Primal Chaos and Apocalypse
Chaotic Neutral


Argentum Dragon (http://www.giantitp.com/forums/showpost.php?p=9434777&postcount=71)
Draconic hoard guards with sword breath
Lawful Neutral


Necrocarnum Dragon (http://www.giantitp.com/forums/showpost.php?p=9437460&postcount=84)
Ancient dragons who channel the powers of necrocarnum
Neutral Evil


Fog Dragon (http://www.giantitp.com/forums/showpost.php?p=9438553&postcount=91)
A sea dwelling dragon that attacks under cover of fog
Lawful Evil


Palladium Dragon (http://www.giantitp.com/forums/showpost.php?p=9440813&postcount=99)
Holy spellcasters of the metallic dragons
Lawful Good


Dawn Dragon (http://www.giantitp.com/forums/showpost.php?p=9442493&postcount=106)
Red Dragons severed from their darkness by a ritual of Pelor
Neutral Good


Eclipse Dragon (http://www.giantitp.com/forums/showpost.php?p=9444208&postcount=113)
The darkness severed from Dawn Dragons
Lawful Evil


Moon Dragon (http://www.giantitp.com/forums/showpost.php?p=9458185&postcount=152)
Moon dwelling dragons
Chaotic Good


Avenger Dragon (http://www.giantitp.com/forums/showpost.php?p=9463353&postcount=188)
A dragon filled with the wrath of Bahamut
Lawful Good


Baneslayer Dragon (http://www.giantitp.com/forums/showpost.php?p=9463548&postcount=190)
by Ziegander
Good (usually neutral)


Lepidodendron Dragon (http://www.giantitp.com/forums/showpost.php?p=9503651&postcount=313)
A dragon of primordial forests
Always non-chaotic and part neutral (usually good).


Gorgonid Dragon (http://www.giantitp.com/forums/showpost.php?p=9504857&postcount=323)
A fierce pack hunting dragon
Always Chaotic Neutral


Death Dragon (http://www.giantitp.com/forums/showpost.php?p=9520785&postcount=366)
An undead spawning dragon of pure death
Neutral Evil


Spellweave Dragon (http://www.giantitp.com/forums/showpost.php?p=9527129&postcount=381)
A draconic master of all magic
Any (I'm making that TN on the alignment chart)


Victory Dragon (http://www.giantitp.com/forums/showpost.php?p=9527850&postcount=392)
A dragon of heavy metal music that inflames the heart
Chaotic Good


Bellum Dragon (http://www.giantitp.com/forums/showpost.php?p=9528802&postcount=401)
The four armed dragon of war
Chaotic Evil


Word Dragon (http://www.giantitp.com/forums/showpost.php?p=9588106&postcount=468)
A dragon which is one with the words that wrought existence
Lawful Good


Star Dragon (http://www.giantitp.com/forums/showpost.php?p=9606583&postcount=489)
Majestic dragons of the Rainbow Sea
Neutral Good


Soulshell Dragon (http://www.giantitp.com/forums/showpost.php?p=9606576&postcount=488)
Draconic adepts of pact magic
Chaotic Evil


Quartz Dragon (http://www.giantitp.com/forums/showpost.php?p=9607445&postcount=493)
Draconic sages of fabled deserts
True Neutral


Basilo Dragon (http://www.giantitp.com/forums/showpost.php?p=9628961&postcount=532)
Massive water dwelling dragons
Usually Chaotic Neutral


Sun Dragon (http://www.giantitp.com/forums/showpost.php?p=9635172&postcount=540)
Powerful fiery dragons of Wildspace
Lawful Good


Malison Dragon (http://www.giantitp.com/forums/showpost.php?p=9669869&postcount=559)
The greatest force of evil (enough to leave Zasper shaking with fear)
Always Evil (any)


Mithral Dragon (http://www.giantitp.com/forums/showpost.php?p=9674544&postcount=564)
The greatest draconic force of Good
Always Good (any)


Jade Dragon (http://www.giantitp.com/forums/showpost.php?p=10161954&postcount=594)
New type of Gem Dragons
Always Lawful Neutral


Ruby Dragon (http://www.giantitp.com/forums/showpost.php?p=10165179&postcount=596)
Gem dragons of elemental fire
Always Lawful Neutral


Coral Dragon (http://www.giantitp.com/forums/showpost.php?p=10172970&postcount=599)
Good aligned aquatic dragons
Usually chaotic good


Weaver Dragon (http://www.giantitp.com/forums/showpost.php?p=10192834&postcount=601)
Malevolent plotters of the underdark
Always Evil (Neutral Evil)


Glacier Dragons (http://www.giantitp.com/forums/showpost.php?p=10212889&postcount=610)
Powerful dragons that dwell in icy mountains
Always Chaotic (any)


Plasma Dragon (http://www.giantitp.com/forums/showpost.php?p=10367044&postcount=630)
One of our longest standing requests
Always Chaotic (any)


Regulator Dragon (http://www.giantitp.com/forums/showpost.php?p=10377568&postcount=642)
The Ultimate Dragon of ORDER
Always Lawful


Sliver Dragon (http://www.giantitp.com/forums/showpost.php?p=10381670&postcount=649)
A thing that should not be
Always Lawful Evil


Barrow Dragon (http://www.giantitp.com/forums/showpost.php?p=10500980&postcount=653)
Greedy hoarding dragons with less magic
Always Chaotic Evil


True Linnorm (http://www.giantitp.com/forums/showpost.php?p=10510816&postcount=656)
Wingless true dragons with incredible power
Always Neutral Evil


Black Lotus Dragon (http://www.giantitp.com/forums/showpost.php?p=10567448&postcount=671)
Poisonous dragons of deep swamps
Always Neutral Evil


Dance Dragon (http://www.giantitp.com/forums/showpost.php?p=10580156&postcount=687)
Majestic dancing dragons
Always Chaotic Good


Umbra Dragon (http://www.giantitp.com/forums/showpost.php?p=10584098&postcount=691)
Epic dragons of (ToM) Shadow
Always Neutral Evil


Racer Dragon (http://www.giantitp.com/forums/showpost.php?p=10587297&postcount=698)
Dragons which run
Always Lawful Good


Prana Dragon (http://www.giantitp.com/forums/showpost.php?p=10721805&postcount=750)
Epic Incarnum dragons
Special (TN on chart)


Sublime Dragon (http://www.giantitp.com/forums/showpost.php?p=10725187&postcount=756)
Epic ToB dragons
Often CN


Diamond Dragon (http://www.giantitp.com/forums/showpost.php?p=10727503&postcount=758)
Epic gem dragons
Always TN


Hymn Dragon (http://www.giantitp.com/forums/showpost.php?p=10790260&postcount=774)
Dragons of Tamara
Always NG


Amber Dragon (http://www.giantitp.com/forums/showpost.php?p=10790669&postcount=775)
Updated from 2e
Always TN


Saurian Dragon (http://www.giantitp.com/forums/showpost.php?p=10802622&postcount=779)
Predatorial dinosaur-esque dragon
Always Chaotic Evil


Cyclopean Dragon (http://www.giantitp.com/forums/showpost.php?p=10827492&postcount=787)
Massive one-eyed dragons
Always Chaotic Evil


Feathered Dragon (http://www.giantitp.com/forums/showpost.php?p=10827504&postcount=788)
Poison healing dragons in tune with spirits
Always Good (any)


Anarchic Dragons (http://www.giantitp.com/forums/showpost.php?p=10827512&postcount=789)
Epic dragons of Chaos
Always Chaotic (any)


Twilight Dragons (http://www.giantitp.com/forums/showpost.php?p=10915000&postcount=810)
Semi-epic dragons with anti-magic and alignment powers
Always True Neutral


Plague Dragon (http://www.giantitp.com/forums/showpost.php?p=10939842&postcount=844)
Deadly disease spreading dragons of the swamp
Always Chaotic Evil


Plains Dragons (http://www.giantitp.com/forums/showpost.php?p=10940714&postcount=848)
Moon-linked dragons of the open plains
Always Chaotic (usually neutral)


Spellwaste Dragons (http://www.giantitp.com/forums/showpost.php?p=10945447&postcount=861)
Wild magic producing dragons of lands devastated by ancient magic
Usually Chaotic Evil


Dry Dragons (http://www.giantitp.com/forums/showpost.php?p=10972722&postcount=872)
Dragons as desiccating as the deserts in which they dwell
Usually True Neutral


Blood Dragon (http://www.giantitp.com/forums/showpost.php?p=11097225&postcount=887)
Corrupted dragons twisted by an ancient god of destruction
Always Chaotic Evil


Hooded Dragon (http://www.giantitp.com/forums/showpost.php?p=13472432&postcount=923)
Cobra-esque dragons with psychic powers
Always Chaotic Evil


Kraken Dragon (http://www.giantitp.com/forums/showpost.php?p=13508650&postcount=930)
Tentacled dragons of the open sea
Usually Neutral Evil


Peanut Dragon (http://www.giantitp.com/forums/showpost.php?p=13594312&postcount=931)
Megalomaniac dragons that are sore losers
Always Neutral Evil


Devastation Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=17997279&postcount=964)
Destructive dragons who speak the words of doom
Always Chaotic Evil


Renewal Dragon (www.giantitp.com/forums/showsinglepost.php?p=17997286&postcount=965)
A celebration of returning... I mean draconic healers
Always Lawful Good



Dragons of the Nine


Layer
Description


Nessus (http://www.giantitp.com/forums/showpost.php?p=9452312&postcount=138)
Shadowcasting dragons with a mastery of imps.


Cania (http://www.giantitp.com/forums/showpost.php?p=9453936&postcount=139)
Fanatic followers of Mephistopholes, wracked by the hellfire within them.


Maladomini (http://www.giantitp.com/forums/showpost.php?p=9456957&postcount=148)
Fallen radiant dragons, now beings of decay.


Stygian (http://www.giantitp.com/forums/showpost.php?p=9471366&postcount=212)
Spies of Levistus


Minauros (http://www.giantitp.com/forums/showpost.php?p=9474317&postcount=216)
Chain Dragons of the Jangling Hiter


Phlegethos (http://www.giantitp.com/forums/showpost.php?p=9477422&postcount=221)
Charming, ex-guards of the Pit of Flames


Avernus (http://www.giantitp.com/forums/showpost.php?p=9478127&postcount=222)
War Dragons of the Blood War


Dis (http://www.giantitp.com/forums/showpost.php?p=9478446&postcount=223)
Watchdogs of Dispater


Malbolgia (http://www.giantitp.com/forums/showpost.php?p=9480501&postcount=241)
Parthenogenic dragons of the 6th



Dragons of the Hallowed Mount


Layer
Description


Lunia (http://www.giantitp.com/forums/showthread.php?p=9608809#post9608809)
Sea dragons which guard Heaven


Mercuria (http://www.giantitp.com/forums/showpost.php?p=9610047&postcount=504)
Warriors of Heaven


Venya (http://www.giantitp.com/forums/showpost.php?p=9612158&postcount=516)
Heralds and messengers of Bahamut


Solania (http://www.giantitp.com/forums/showpost.php?p=9614587&postcount=519)
Lacking magic they perfect their bodies and minds


Mertion (http://www.giantitp.com/forums/showpost.php?p=9622075&postcount=522)
Generals of Heaven's forces


Jovar (http://www.giantitp.com/forums/showpost.php?p=9624575&postcount=524)
Holy dragons of the 6th



Meta-Dragons and Dragonwrought:


Name
Description
Alignment


Forgewright Dragon (http://www.giantitp.com/forums/showpost.php?p=9482141&postcount=253)
Meta-dragons forged by Moradin
Lawful Good


Brightsteel Dragon (http://www.giantitp.com/forums/showpost.php?p=9436302&postcount=80)
Artificial dragons who have outlived their creators.
Lawful Good


Ironrune Dragon (http://www.giantitp.com/forums/showpost.php?p=9527588&postcount=388)
Dragons infused by the divine spark of the Sleeper
Lawful Good


Pumpkin Dragon (http://www.giantitp.com/forums/showpost.php?p=9529982&postcount=408)
Dragons made from pumpkins, ripe for Halloween usage
Neutral Evil


Clockwork Dragon (http://www.giantitp.com/forums/showpost.php?p=9573627&postcount=436)
Adherents of cosmic law
Lawful Neutral


Lodestone Dragon (http://www.giantitp.com/forums/showpost.php?p=9606598&postcount=490)
Magnetic dragon warriors
Lawful Good


Coin Dragon (http://www.giantitp.com/forums/showpost.php?p=10583897&postcount=690)
By MammonAzreal
Any


Hypt Dragon (http://www.giantitp.com/forums/showpost.php?p=11496010&postcount=903)
Necron Dragons by Emperor Ing
Lawful Evil


AM Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=18023869&postcount=981)
Evil dragon AIs inspired by AM, HAL, GLaDOS, and Mother Brain.
Lawful Evil



Fey Dragons:


Name
Description
Alignment


Iron Rose Dragon (http://www.giantitp.com/forums/showpost.php?p=9464820&postcount=200)
Policemen of the Unseelie Lords
Lawful Evil


Nightmare Dragon (http://www.giantitp.com/forums/showpost.php?p=9486908&postcount=285)
Nightmare inducing dragons of the Unseelie court
Neutral Evil


Willow Dragon (http://www.giantitp.com/forums/showpost.php?p=9505941&postcount=327)
A dragon who shares its life with a willow tree
Chaotic Good


Oak Dragon (http://www.giantitp.com/forums/showpost.php?p=9510065&postcount=332)
A dragon of the mighty oak
Lawful Good


Redwood Dragon (http://www.giantitp.com/forums/showpost.php?p=9523460&postcount=375)
Dragon of the redwoods anti-mage
True Neutral



Plane-Associated Dragons:


Name
Description
Plane
Alignment


Luster Dragon (http://www.giantitp.com/forums/showpost.php?p=9467798&postcount=202)
Petrifying dragons
Plane of Mineral Earth
True Neutral


Hellfire Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=18020091&postcount=980)
Tyrannical dragons bent on conquest
Baatorian Planar Dragon (on other thread)
Lawful Evil


Custodian Dragon (http://www.giantitp.com/forums/showpost.php?p=7166854&postcount=7)
Peacekeepers
Arcadian planar dragon (on previous thread)
Lawful Good or Neutral


Far Spawn Dragon (http://www.giantitp.com/forums/showpost.php?p=9421047&postcount=14)
Horrible non-euclidean dragons
Far Realm
Chaotic Evil


Asphodel Dragon (http://www.giantitp.com/forums/showpost.php?p=9419473&postcount=12)
Small necromantic dragons
Negative Energy Plane
Neutral Evil


Elan Dragon (http://www.giantitp.com/forums/showpost.php?p=9423910&postcount=22)
Healers of dragon-kind
Positive Energy Plane
Neutral Good


Slime Dragon (http://www.giantitp.com/forums/showpost.php?p=9540305&postcount=415)
Dragons made of primal slime
Paraelemental plane of ooze
TN


Gemini Dragon (http://www.giantitp.com/forums/showpost.php?p=9572637&postcount=429)
Spawn of Demogorgon and Tiamat
The Abyss
CE


Deimos Dragon (http://www.giantitp.com/forums/showpost.php?p=9656138&postcount=551)
Dragons who can kill with nothing more than fear
61st layer of the Abyss
CE


Demonweb Dragon (http://www.giantitp.com/forums/showpost.php?p=10589755&postcount=705)
Dragons who serve Lolth the Queen of Spiders
66th layer of the Abyss
CE


Dust Dragon (http://www.giantitp.com/forums/showpost.php?p=10894647&postcount=801)
Dragons of disintegration
Quasi-Elemental Plane of Dust
CE


Rainbow Dragons (http://www.giantitp.com/forums/showpost.php?p=10899368&postcount=806)
Color devouring dragons
Quasi-Elemental Plane of Radiance
CN


Steam Dragon (http://www.giantitp.com/forums/showpost.php?p=10969890&postcount=866)
Draconic philosophers of the mists
Quasi-Elemental Plane of Steam
Often NG


Salt Dragon (http://www.giantitp.com/forums/showpost.php?p=11047982&postcount=883)
Solitude seeking dragons
Quasi-Elemental Plane of Salt
Often CN



Lung Dragons


Name
Description
Alignment


Jin Lung (http://www.giantitp.com/forums/showpost.php?p=9576061&postcount=448)
Bringers of wealth and luck
usually Lawful Neutral


Mu Lung (http://www.giantitp.com/forums/showpost.php?p=9464225&postcount=191)
Woodland Lung Dragon
usually Neutral Good


Tai Yang Lung (http://www.giantitp.com/forums/showpost.php?p=9574903&postcount=445)
Dragons of the sun
usually Lawful Neutral


Fu Tsang Lung (http://www.giantitp.com/forums/showsinglepost.php?p=18004180&postcount=971)
Volcanic dragons of the earth
Usually True Neutral



New Subtypes/Feats/Other:


Item
Description


Meta-Dragon and Dragonforged (http://www.giantitp.com/forums/showpost.php?p=9435786&postcount=78)
Living constructs with draconic spirits; subtype


Expanded Draconic Heritage (http://www.giantitp.com/forums/showpost.php?p=9441843&postcount=101)
Draconic Heritage feats for these dragons


Wood Subtype (http://www.giantitp.com/forums/showpost.php?p=9464250&postcount=192)
A subtype for creatures of elemental wood.


Feykin Subtype (http://www.giantitp.com/forums/showpost.php?p=9464838&postcount=201)
For those non-fey creatures that almost are fey.


Metal Subtype (http://www.giantitp.com/forums/showpost.php?p=9576375&postcount=451)
For creatures of the 5 Chinese Elements.


Half-Dragons (http://www.giantitp.com/forums/showpost.php?p=9481289&postcount=248)
Because some of these dragons are weird; incomplete


Blackberry Dragon (http://www.giantitp.com/forums/showpost.php?p=9518477&postcount=358)
Something between a lesser dragon and a true dragon.


Candy Dragons (http://www.giantitp.com/forums/showpost.php?p=9656134&postcount=550)
Supernaturally delicious, naturally evil


Shroud Dragon (http://www.giantitp.com/forums/showpost.php?p=9656128&postcount=549)
Constructs fueled by lingering hatred


Mummified Dragon (http://www.giantitp.com/forums/showpost.php?p=9656145&postcount=552)
Template for making dragon mummies.


Mouse Dragon (http://www.giantitp.com/forums/showpost.php?p=9725471&postcount=580)
A mouse-like lesser dragon by Silverscale


Dragon Cats (http://www.giantitp.com/forums/showpost.php?p=9744331&postcount=585)
A cat-like lesser dragon by Silverscale


Mouse Dragon (http://www.giantitp.com/forums/showpost.php?p=10372928&postcount=638)
Another demi-dragon


Snow Wyvern (http://www.giantitp.com/forums/showpost.php?p=10378754&postcount=645)
Me breaking my self-imposed limit of no lesser dragons completely.


Tundra Linnorm (http://www.giantitp.com/forums/showpost.php?p=10378754&postcount=645)
Linnorms that dwell in the Frostburn


Shamrock Wyvern (http://www.giantitp.com/forums/showpost.php?p=10576964&postcount=681)
Lucky wyverns for St. Patrick's Day


Cake Dragon (http://www.giantitp.com/forums/showpost.php?p=10605267&postcount=708)
Demi-dragons for birthdays



Other Editions:


Name
Description
Edition


Victory Dragons 4e (http://www.giantitp.com/forums/showpost.php?p=10516462&postcount=662)
WiP
4e


Victory Dragons (http://www.giantitp.com/forums/showpost.php?p=10517542&postcount=663)
What can I say I like them
2e



To Do


Dragon
Idea Sketch


Storm Dragon
Dragons of air and sea.


Illusion Dragon
Possibly combine with moon dragons?


Jubilex Dragon
Slimy dragons.


Fiendish Fungal Dragons for the Demon Queen of Fungus
Add some fiend abilities, add fiendish to their creations; refluff


Lung Dragons of the 5 elements
Water, and Earth left


Osmium Dragon
To consider it a noble metal or not?


Hedge Dragon
Dragons between the fey world and the Prime, members of no court.


Briar Dragon
Dragons of thorn bushes.


Harry Potter Dragons
Of the 4 Houses and of Hogwarts itself :smalleek:


Void Lung Dragon
A Lung Dragon of the Element of Void


More Half-Dragons
Because some of these dragons have stingers, ignite on contact with fire, are bipedal, or are the personification of the end of an age; who doesn't want their daddy to be the bringer of the apocalypse (it makes you a special snowflake). On a serious note some of these dragons are odd enough to use modification on the half-dragon template.



Alignment Distribution:


Alignment
Number of Dragons


Good
34


Neutral (G/E)
31.5


Evil
51.5


Lawful
44


Neutral (L/N)
38


Chaotic
36


Lawful Good
17.5


Neutral Good
9.5


Chaotic Good
7


Lawful Neutral
7.5


True Neutral
14.5


Chaotic Neutral
10.5


Lawful Evil
20


Neutral Evil
14


Chaotic Evil
18.5


Total
118

firemagehao
2010-09-21, 02:52 PM
Nice! Any chance of a volcano-dwelling fire dragon?

Zaydos
2010-09-21, 03:03 PM
Nice! Any chance of a volcano-dwelling fire dragon?

Unlikely; these were made years ago for a campaign of mine. I love dragons and I want to make some more but I just don't have any inspiration or drive to do so. I'd also have to remember the formulas used for their abilities by age category; it's pretty standard across all official dragons but I can't remember the exact math right now.

Edit: Ooh I found alternate/modified half-dragon templates for these three dragons.
New Half-Dragons

Half-Dark Cloud Dragon (Template):
“Half-dark cloud dragon” is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
A half-dark cloud dragon uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves.
Hit Dice: Increase base creature’s racial HD by one die size, to a maximum of d12. Do not increase class HD.
Speed: A half-dark cloud dragon has wings and can fly at twice its base land speed (maximum 120 ft.) with good maneuverability.
Armor Class: Natural armor improves by +3.
Attack: A half-dark cloud dragon has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-dark cloud dragon retains this ability. A half-dark cloud dragon fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack: A half-dark cloud dragon fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
Damage: Half-dark cloud dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
{table]Size |Bite Damage |Claw Damage
Fine |1| —
Diminutive |1d2| -
Tiny| 1d3 |1
Small| 1d4 |1d2
Medium| 1d6 |1d3
Large| 1d8 |1d4
Huge |2d6 |1d6
Gargantuan|3d6 |1d8
Colossal| 4d6| 2d6[/table]
Special Attacks: A half-dark cloud dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day. A half-dark cloud dragon’s breath weapon deals 6d8 points of electricity damage in a 60-ft line. A successful Reflex save (DC 10 + 1/2 half-dark cloud dragon’s racial HD + half-dark cloud dragon’s Con modifier) reduces damage by half.
Special Qualities: A half-dark cloud dragon has all the special qualities of the base creature, plus darkvision out to 60 feet and low-light vision. A half-dark cloud dragon has immunity to sleep and paralysis effects, and electricity immunity
Abilities: Increase from the base creature as follows: Str +6, Dex +2, Con +2, Int +2, Cha +2.
Skills: A half-dark cloud dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) × (HD + 3). Do not include Hit Dice from class levels in this calculation—the half-dark cloud dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Environment: Same as either the base creature or the dragon variety.
Challenge Rating: Same as the base creature + 2 (minimum 3).
Alignment: Same as the dragon variety.
Level Adjustment: Same as base creature +4.

Half-Deep Trench Dragon
“Half-deep trench dragon” is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
A half-deep trench dragon uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to dragon and it gains the aquatic subtype. Size is unchanged. Do not recalculate base attack bonus or saves.
Hit Dice: Increase base creature’s racial HD by one die size, to a maximum of d12. Do not increase class HD.
Speed: A half-deep trench dragon gains a swim speed equal to its base land speed.
Armor Class: Natural armor improves by +4.
Attack: A half-deep trench dragon has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-deep trench dragon does not retain this ability and is unable to manipulate tools and other objects due to its cilia-like claws which replace its hands.
Full Attack: A half-deep trench dragon fighting without weapons uses both claws and its bite when making a full attack.
Damage: Half-deep trench dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
{table]Size |Bite and Claw Damage
Fine |1
Diminutive |1d2
Tiny |1d3
Small |1d4
Medium |1d6
Large |1d8
Huge |2d6
Gargantuan |3d6
Colossal |4d6[/table]
Special Attacks: A half-deep trench dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day. A half-deep trench dragon’s breath weapon is a blast of superhot liquid which deals 6d8 points of fire damage in a 60-ft line. A successful Reflex save (DC 10 + 1/2 half-deep trench dragon’s racial HD + half-deep trench dragon’s Con modifier) reduces damage by half.
Special Qualities: A half-deep trench dragon has all the special qualities of the base creature, plus darkvision out to 60 feet and low-light vision. A half-deep trench dragon has immunity to sleep and paralysis effects, and immunity to fire as well as damage caused by pressure. A half-deep trench dragon also gains the ability to breath underwater if it did not already have this ability.
Abilities: Increase from the base creature as follows: Str +8, Con +2, Int +2, Cha +2.
Skills: A half-deep trench dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) × (HD + 3). Do not include Hit Dice from class levels in this calculation—the half-deep trench dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Environment: Same as either the base creature or the dragon variety.
Challenge Rating: Same as the base creature + 2 (minimum 3).
Alignment: Same as the dragon variety.
Level Adjustment: Same as base creature +3.

Half-Chitin Skin Dragon:
The only change from the base template is non-game mechanical in that you appear insectile instead of reptilian. Otherwise it functions like any other half-dragon with a 30-ft cone of acid breath weapon and immunity to acid.

Zaydos
2010-09-23, 05:51 PM
Ebony Dragon:
Dragon
Environment: Temperate Mountains and 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 Ratings: ?
Treasure: Triple standard
Alignment: Always lawful 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
Level Adjustment: ?



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


1
T
4d12+4 (30 hp)
11
10
13
14
11
14
+4/-4
+6
+5
+4
+4
2d4 (DC 13)
-


2
S
7d12+7 (52 hp)
13
10
13
16
13
16
+7/+4
+9
+6
+5
+6
4d4 (DC 14)
-


3
M
10d12+20 (85 hp)
15
10
15
16
13
16
+10/+12
+12
+9
+7
+8
6d4 (DC 17)
-


4
M
13d12+26 (110 hp)
17
10
15
18
15
18
+13/+16
+16
+10
+8
+8
8d4 (DC 18)
-


5
L
16d12+48 (152 hp)
19
10
17
18
15
18
+16/+24
+19
+13
+10
+12
10d4 (DC 21)
DC 21


6
L
19d12+76 (199 hp)
23
10
19
20
17
20
+19/+29
+24
+15
+11
+14
12d4 (DC 23)
DC 24


7
H
22d12+110 (253 hp)
27
10
21
22
17
22
+22/+38
+28
+18
+13
+17
14d4 (DC 26)
DC 27


8
H
25d12+125 (287 hp)
29
10
21
24
19
24
+25/+42
+32
+19
+14
+18
16d4 (DC 27)
DC 29


9
H
28d12+168 (350 hp)
31
10
23
26
19
26
+28/+46
+36
+22
+16
+20
18d4 (DC 30)
DC 32


10
H
31d12+186 (387 hp)
33
10
23
28
21
28
+32/+50
+40
+23
+17
+22
20d4 (DC 31)
DC 34


11
G
34d12+238 (459 hp)
35
10
25
30
21
30
+35/+58
+42
+26
+19
+24
22d4 (DC 34)
DC 37


12
G
37d12+296 (536 hp)
37
10
27
32
23
32
+39/+62
+46
+28
+20
+26
24d4 (DC 36)
DC 39





Age
Speed
Init
AC
Special Abilities
SR


1
60-ft, fly 100-ft (average)
+0
15 (+2 size, +3 natural)
Spell Absorption, Consume Enchantment, Cold Iron Weapons
12


2
60-ft, fly 100-ft (average)
+0
17 (+1 size, +6 natural)
Devour Magic
14


3
60-ft, fly 150-ft (poor)
+0
19 (+9 natural)
DR 5/magic, Ray Shielding
16


4
60-ft, fly 150-ft (poor)
+0
22 (+12 natural)
Penetrate Magic Concealment
18


5
60-ft, fly 150-ft (poor)
+0
24 (-1 size, +15 natural)
DR 10/magic
20


6
60-ft, fly 150-ft (poor)
+0
27 (-1 size, +18 natural)
Otiluke’s Suppressing Sphere
22


7
60-ft, fly 150-ft (poor)
+0
29 (-2 size, +21 natural)
DR 15/magic
24


8
60-ft, fly 150-ft (poor)
+0
32 (-2 size, +24 natural)
Spell Immunity
26


9
60-ft, fly 150-ft (poor)
+0
35 (-2 size, +27 natural)
DR 20/magic and 5/adamantine
28


10
60-ft, fly 150-ft (poor)
+0
38 (-2 size, +30 natural)
Antimagic Field
30


11
60-ft, fly 200-ft (clumsy)
+0
39 (-4 size, +33 natural)
DR 20/magic and 10/adamantine
32


12
60-ft, fly 200-ft (clumsy)
+0
42 (-4 size, +36 natural)
Disjoining Scales
34



Ebony dragons are a magical null. Their very nature disrupts and destroys magic nearby. Paradoxically they themselves are highly magical creatures, able to breath out blasts of pure magical energy, and even gain sustenance from the power fueling magical creations.
Ebony dragons tend to live in secluded mountains. They are vain and egotistical creatures that enslave lesser races so that they can sing its praises. Their egos have trouble accepting equals or near equals and few ebony dragons lair together for long, nor do they accept powerful casters dwelling in the neighboring regions.
Ebony dragons, like most dragons, can sustain themselves by eating almost anything. Their preferred food, though, are materials in which magical energy is concentrated. This includes magic items, but also the flesh of arcane casters and fey; living constructs are considered an especially tasty treat.

Special abilities:

Breath Weapon (Su): An ebony dragon has two types of breath weapon to choose from. The first is a line of eldritch energy dealing untyped damage as listed above (Reflex for half), the second is a cone of dispelling energy that functions as a targeted dispel magic on each creature and object in the area with a bonus on the dispel check is equal to 2 + twice the ebony dragon's age category.

Spell Absorption (Su): Whenever an ebony dragon's SR stops a spell or spell-like ability it gains 5 temporary hit points per level of the spell. These hit points last 24 hours.

Consume Enchantment (Su): An ebony dragon may spend a full-round action to eat a magic item. If it does so it heals 15 hp per caster level of the magic item if the item has unlimited uses or daily charges (eternal wand), or 5 hp per caster level with a one-time item or an item with a limited number of charges (wand). It may not heal more than 15 hp per age category from one use of this ability. If it devours a minor artifact it is instead affected by a Heal spell except that it heals 15 hp per caster level of the minor artifact up to 15 hp per age category. This ability has no effect on major artifacts.

Cold Iron Weapons: Due to an ebony dragon's natural ability to disrupt magical forces their natural attacks deal damage as if they were cold iron.

Devour Magic (Su): Whenever a very young or older ebony dragon hits a target with its bite attack it performs a targeted greater dispel magic on the target except it does not affect magic items. The bonus on the dispel check is equal to 2 + twice the ebony dragon's age category.

Ray Shielding (Su): 3/day a young or older ebony dragon may cause itself to become immune to rays and ranged touch attacks until the start of its next turn. To activate this ability requires an immediate action.

Penetrate Magical Concealment (Su): A juvenile or older ebony dragon's attacks ignore concealment and miss chances granted by spells or spell-like abilities; this does not allow an ebony dragon to see invisible creatures or ignore the miss chance caused by invisibility, or incorporealness, nor does it allow them to ignore the miss chance caused by magically created darkness. They are also able to automatically determine which images created by Mirror Image, and are able to see through magically created fog without penalty.

Spell-like Abilities: CL = twice their age category (instead of age category); At-Will: Spell Immunity (self only, may only have one use of this ability active at a time; old); 3/day: Otiluke's Suppressing Sphere (Adult), Antimagic Field (Ancient).

Disjoining Scales (Su): Any magical weapon striking a great wyrm ebony dragon must make a Fortitude save (DC 36) or instantly lose all its magical properties as if it had been disjoined via Mage's Disjunction.

Skills: Appraise, Bluff, and Spellcraft are class skills for an Ebony Dragon.

So any ideas on CR or at least what dragon it's closest in power to?

Zaydos
2010-09-23, 09:14 PM
Sorry for the triple post, but apparently I'm taking requests so:

Grimcrag Dragon:
Dragon (Earth, Fire)
Environment: Temperate and warm 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 Ratings: Wyrmling 3; very young 4; 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 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: ?

Grimcrag dragons are terrifying incarnations of elemental wrath. Dwelling in dormant, extinct, and active volcanoes, they are at one with fire and magma. Grimcrag dragons have some resemblances with red dragons. Both are dragons with hearts of burning flame, and both have red scales. Where red dragons are the children of Tiamat, grimcrag dragons are the personification of Gaea's wrath.
Physically they appear long and sleek, with bodies longer than is the norm for dragons and noticeably thinner. Their tails are stunted, short things only about half the length of other species'. Their heads are similar to those of monitor lizards except for two backward pointing bony horns. Their scales are predominantly red, although most also show some yellow-orange scales scattered across their bodies. These scales are dull when the dragon is young, becoming a bright red and yellow as they age. Their eyes are a bright green as a young dragon becoming a deep, dark green with age.



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


1
S
5d12+5 (37 hp)
15
10
13
8
11
12
+5/+3
+8
+5
+4
+4
2d8 (DC 13)
-


2
M
8d12+16 (68 hp)
17
10
15
8
11
12
+8/+11
+11
+8
+6
+6
4d8 (DC 16)
-


3
M
11d12+22 (93 hp)
19
10
15
10
13
14
+11/+15
+15
+9
+7
+8
6d8 (DC 17)
-


4
L
14d12+42 (133 hp)
21
10
17
12
15
16
+14/+23
+18
+12
+9
+11
8d8 (DC 20)
-


5
L
17d12+68 (178 hp)
25
10
19
12
15
16
+17/+28
+23
+14
+10
+12
10d8 (DC 22)
DC 21


6
H
20d12+100 (230 hp)
29
10
21
14
17
18
+20/+37
+27
+17
+12
+15
12d8 (DC 25)
DC 24


7
H
23d12+115 (264 hp)
31
10
21
14
17
20
+23/+41
+31
+18
+13
+16
14d8 (DC 26)
DC 26


8
H
26d12+156 (325 hp)
33
10
23
16
19
20
+26/+45
+35
+21
+15
+19
16d8 (DC 29)
DC 28


9
H
29d12+174 (362 hp)
35
10
23
16
19
22
+29/+49
+39
+22
+16
+20
18d8 (DC 30)
DC 30


10
G
32d12+224 (432 hp)
37
10
25
18
21
24
+32/+57
+41
+25
+18
+23
20d8 (DC 33)
DC 33


11
G
35d12+255 (472 hp)
39
10
25
18
21
24
+35/+61
+45
+26
+19
+24
22d8 (DC 34)
DC 34


12
G
38d12+304 (551 hp)
41
10
27
20
23
26
+38/+65
+49
+29
+21
+27
24d8 (DC 36)
DC 36





Age
Speed
Init
AC
Special Abilities
SR
CL


1
40-ft, fly 100-ft (average), burrow 20-ft, swim 20-ft
+0
16 (+1 size, +5 natural)
Immunity to fire, vulnerability to cold, magma breathing
-
-


2
40-ft, fly 150-ft (poor), burrow 20-ft, swim 20-ft
+0
18 (+8 natural)
Wings of Flame
-
-


3
40-ft, fly 150-ft (poor), burrow 20-ft, swim 20-ft
+0
21 (+11 natural)
-
-
-


4
40-ft, fly 150-ft (poor), burrow 20-ft, swim 20-ft
+0
23 (-1 size, +14 natural)
Fiery Magic, Fiery Bite
-
1st


5
40-ft, fly 100-ft (average), burrow 20-ft, swim 20-ft
+0
26 (-1 size, +17 natural)
DR 5/magic
20
3rd


6
40-ft, fly 150-ft (poor), burrow 20-ft, swim 20-ft
+0
28 (-2 size, +20 natural)
Light Fortification
22
5th


7
40-ft, fly 150-ft (poor), burrow 20-ft, swim 20-ft
+0
31 (-2 size, +23 natural)
DR 10/magic
24
7th


8
40-ft, fly 150-ft (poor), burrow 20-ft, swim 20-ft
+0
34 (-2 size, +26 natural)
Gaea's Flames, Fiery Claws
26
9th


9
40-ft, fly 150-ft (poor), burrow 20-ft, swim 20-ft
+0
37 (-2 size, +29 natural)
DR 15/magic
28
11th


10
40-ft, fly 200-ft (clumsy), burrow 20-ft, swim 20-ft
+0
38 (-4 size, +32 natural)
Immunity to stunning and poison
30
13th


11
40-ft, fly 200-ft (clumsy), burrow 20-ft, swim 20-ft
+0
41 (-4 size, +35 natural)
DR 20/magic
32
15th


12
40-ft, fly 200-ft (clumsy), burrow 20-ft, swim 20-ft
+0
44 (-4 size, +38 natural)
Fiery Body, Moderate Fortification
34
17th



Special Abilities

Breath Weapon (Su): A grimcrag dragon has one type of breath-weapon a line of fire dealing the listed damage (reflex save for half).

Magma Breathing (Ex): A grimcrag may breathe freely in lava as if it was air.

Wings of Flame (Su): When a very young or older grimcrag dragon flies fire spreads from its wings in all directions. Any creature adjacent to a grimcrag dragon during any part of its movement when it flies takes 1d10 damage per age category of the dragon; a successful reflex save (same DC as breath weapon) negates this damage.

Fiery Magic: A grimcrag dragon casts spells of the [Fire] descriptor at +2 CL, +1 to their save DC, and the grimcrag dragon can empower them without increasing their level even if they do not have the feat.

Fiery Bite (Su): A juvenile or older grimcrag dragon's bite attack deals an additional 1d6 fire damage.

Light Fortification: An adult or older grimcrag dragon has become so close to the elements of fire and earth that they take on some of their traits becoming resistant to critical hits. They gain light fortification (as the armor ability).

Gaea's Flames (Su): An old or older grimcrag dragon's fire breath now burns so hot that only creatures of elemental flame can resist it. Their breath weapon now ignores fire resistance and deals half damage to creatures with fire immunity that do not have the fire subtype. Creatures with the fire subtype retain their immunity to a grimcrag dragon's breath weapon.

Fiery Claws (Su): An old or older grimcrag dragon's claws become wreathed with flame when used to attack. Their claw attacks now deal an additional 1d6 fire damage, and their bite attack deals an additional 2d6 fire damage (this supersedes Fiery Bite).

Fiery Body (Su): A great wyrm grimcrag dragon's natural weapons all become wreathed in flame when used to attack. Their bite deals +3d6 fire damage, their claws deal +2d6 fire damage, and their other natural weapons each deal +1d6 fire damage. This supersedes (does not stack with) Fiery Bite and Fiery Claws.

Moderate Fortification (Ex) A great wyrm grimcrag dragon has become so close to the elements of fire and earth that they take on some more of their traits becoming even more resistant to critical hits. They gain moderate fortification (as the armor ability).

Skills: Balance, Jump, and Swim are class skills for a grimcrag dragon.

Zeta Kai
2010-09-23, 10:02 PM
Well, you get major points in my book for making true dragons; most people wouldn't bother with crafting a full age breakdown. I've made dragons before (http://www.giantitp.com/forums/showpost.php?p=5771527&postcount=121), so I understand & appreciate the effort that it takes. Kudos unto thee.

Zaydos
2010-09-24, 12:40 PM
Well, you get major points in my book for making true dragons; most people wouldn't bother with crafting a full age breakdown. I've made dragons before (http://www.giantitp.com/forums/showpost.php?p=5771527&postcount=121), so I understand & appreciate the effort that it takes. Kudos unto thee.

I'd say yours look like it took a lot more effort than any of mine. I tend to stick fairly closely to the normal dragon progression (actually to green dragons more often than not).

Also like the updated title says I'm willing to take requests because I do like making dragons.

firemagehao
2010-09-24, 04:11 PM
Yay! How about negative and positive energy dragons?

Zaydos
2010-09-24, 04:27 PM
Yay! How about negative and positive energy dragons?

:smallbiggrin: Those do sound fun... I can give the negative energy one Dread Necromancer casting instead of sorcerer and...

The-Mage-King
2010-09-24, 05:06 PM
Mind doing an eldritch abomination (http://tvtropes.org/pmwiki/pmwiki.php/Main/EldritchAbomination) dragon? Because I... have a passing interest in things hailing from the Far (http://tvtropes.org/pmwiki/pmwiki.php/Main/EldritchLocation) Realm (http://tvtropes.org/pmwiki/pmwiki.php/Main/AlienGeometries)...

flabort
2010-09-24, 06:41 PM
I noticed the chitin skin dragon is missing a ton of information from it's third table. perhaps you forgot the "|" marks to seperate the columns?

Oh, and if you really are taking requests, how about a dragon with wood+fire subtypes? I'd imagine it's appearence would remind a seasoned hero of a treant that's been burning for some time...

Zaydos
2010-09-24, 07:01 PM
Asphodel Dragon

Environment: Any underground (or the negative energy 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 (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 2; very young 3; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Always neutral evil.
Advancement: Wyrmling 4-5 HD; very young 7-8 HD; young 10–11 HD; juvenile 13–14 HD; young adult 16–17 HD; adult 19–20 HD; mature adult 22–23 HD; old 25–26 HD; very old 28–29 HD; ancient 31–32 HD; wyrm 33–34 HD; great wyrm 36+ HD


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Frightful Presence:
Wyrmling T 3d12 (19 hp) 11 10 11 12 13 12 +3/-5 5 3 3 3 2d8 (DC 11) -
Very Young S 6d12+6 (45 hp) 13 10 13 14 15 14 6/3 8 6 5 7 4d8 (DC 14) -
Young M 9d12+18 (76 hp) 15 10 15 14 15 14 9/11 11 8 6 8 6d8 (DC 16) -
Juvenile M 12d12+36 (114 hp) 17 10 17 16 17 16 12/15 15 11 8 11 8d8 (DC 19) -
Young Adult L 15d12+60 (157 hp) 19 10 19 18 19 18 15/23 18 13 9 13 10d8 (DC 21) DC 21
Adult L 18d12+85 (207 hp) 23 10 21 18 19 18 18/28 23 16 11 15 12d8 (DC 24) DC 23
Mature Adult H 21d12+126 (262 hp) 27 10 23 20 21 20 21/37 27 18 12 17 14d8 (DC 26) DC 25
Old H 24d12+168 (324 hp) 29 10 25 20 21 20 24/41 31 20 14 19 16d8 (DC 29) DC 27
Very Old H 27d12+216 (391 hp) 31 10 27 22 23 22 27/45 35 22 15 21 18d8 (DC 31) DC 29
Ancient H 30d12+270 (465 hp) 33 10 29 24 25 24 30/49 39 25 17 24 20d8 (DC 34) DC 32
Wyrm G 33d12+330 (544 hp) 35 10 31 26 27 26 33/57 41 27 18 26 22d8 (DC 36) DC 34
Great Wyrm G 36d12+396 (630 hp) 37 10 33 28 29 28 36/61 45 30 20 29 24d8 (DC 39) DC 37



Age Speed Init AC Special Abilities SRCL
1 60-ft, fly 150-ft (average) +0 13 (+2 size, +1 natural) Immunity to positive energy, Negative Energy Healing --
2 60-ft, fly 150-ft (average) +0 15 (+1 size, +4 natural) Rebuke Undead --
3 60-ft, fly 200-ft (poor)+0 17 (+7 natural) - -1st
4 60-ft, fly 200-ft (poor)+0 20 (+10 natural) Animate Dead -3rd
5 60-ft, fly 200-ft (poor)+0 22 (-1 size, +13 natural) DR 5/magic 205th
6 60-ft, fly 200-ft (poor)+0 25 (-1 size, +16 natural) Desecrate 227th
7 60-ft, fly 200-ft (poor)+0 27 (-2 size, +19 natural) DR 10/magic 259th
8 60-ft, fly 200-ft (poor)+0 30 (-2 size, +22 natural) Negative Energy Aura 2711th
9 60-ft, fly 200-ft (poor)+0 33 (-2 size, +25 natural) DR 15/magic 2913th
10 60-ft, fly 200-ft (poor)+0 36 (-2 size, +28 natural) Unhallow 3115th
11 60-ft, fly 250-ft (clumsy) +0 37 (-4 size, +31 natural) DR 20/magic 3217th
12 60-ft, fly 250-ft (clumsy) +0 40 (-4 size, +35 natural) Energy Drain 3419th


Asphodel dragons are small by draconic standards, comparable in size to white dragons. They are vicious creatures who take immense pleasure in the pain of others. They have a fascination with death, and the undead and are known to gather forces of undead around them. Asphodel dragons are found deep underground on the Prime, dwelling in the stygian Underdark lords of their own undead realms, only occasionally going to the surface when their eating habits have reduced their undead servants/livestock to too low numbers.
Asphodel dragons can also be found on the Negative Energy Plane where they serve to keep the population of undead in check with their voracious appetites.
Special Abilities:
Breath Weapon (Su): An asphodel dragon has only one type of breath weapon a cone of negative energy dealing the listed damage with a Fortitude save for half.
Immunity to Positive Energy (Ex): An asphodel is neither healed nor harmed by positive energy. They may still benefit from the other portions of positive energy based healing effects, but they never gain nor lose hit points from them.
Negative Energy Healing (Ex): An asphodel dragon is healed by negative energy as if they were undead. They are also immune to energy drain and negative level effects.
Rebuke Undead (Su): A very young or older asphodel dragon may rebuke and command undead as if a cleric with a level equal to twice its age category.
Spellcasting: An asphodel dragon casts spells as a dread necromancer of the level indicated on the table above. Every 4th caster level they obtain they gain Advanced Learning as a dread necromancer as well.
Negative Energy Aura (Su): An old or older asphodel dragon is continuously surrounded by an aura of negative energy. This deals negative energy damage equal to the asphodel dragon’s charisma modifier each round to all living creatures within 60-ft, and heals the asphodel dragon and all undead creatures within 60-ft the same amount.
Spell-like Abilities: 3/day: Animate Dead (juvenile and older), Desecrate (adult and older); 1/day: Unhallow (ancient and older), Energy Drain (great wyrm).
Skills: Bluff, Hide, and Spellcraft are class skills for an asphodel dragon.

Zaydos
2010-09-24, 09:11 PM
Ashwood Dragon:
Dragon (Fire, Wood)
Environment: Temperate and 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 (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Triple standard
Alignment: Always true neutral or neutral good
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
Level Adjustment: ?

At birth an ashwood dragon's scales are a pale gray (almost white) or pale brown, these scales are smooth, large and flaky with a texture reminiscent to (young) beech bark. As they age black marks form upon some scales, like those left on trees that survive a forest fire, and their scales darken and harden becoming thicker and more like those of grown oaks and pines. Their eyes are a bright amber at birth, becoming the more subdued color of fresh sap as they age. An ashwood dragon's wings are stunted and clumsy in flight, but their claws are longer and more flexible than is the norm amongst dragon species. Male ashwood dragons sport well developed antlers that grow throughout their life, these antlers are fragile and ineffectual as weapons. Females also show small velvety growths, although they never grow into the full blown antlers of the males.

Ashwood dragons serve to maintain the forest environment around them. They watch for forest fires that would be detrimental to the environment, while at other times starting controlled fires to clear away old growth and allow new plants to grow. As guardians of the wild Ashwood dragons tend to get along well with elves and druids and are often antagonistic towards humans.

Ashwood dragons can sometimes be seen amongst the fey courts and tend to be protective of any nymphs and dryads within their territory. It is not unheard of for an injured ashwood dragon to retreat to a nearby nymph's grotto for healing.



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


Wyrmling
M
6d12+12 (51 hp)
15
10
15
10
15
10
6/8
8
7
5
7
2d8 (DC 15)
-


Very Young
L
9d12+27 (85 hp)
19
10
17
12
15
12
9/17
12
9
6
8
4d8 (DC 17)
-


Young
L
12d12+36 (114 hp)
23
10
17
12
17
12
12/22
17
11
8
11
6d8 (DC 19)
-


Juvenile
L
15d12+60 (157 hp)
27
10
19
14
19
14
15/27
22
13
9
13
8d8 (DC 21)
-


Young Adult
H
18d12+90 (207 hp)
29
10
21
14
19
14
18/35
25
16
11
15
10d8 (DC 24)
DC 21


Adult
H
21d12+105 (241 hp)
31
10
21
16
21
16
21/39
29
17
12
17
12d8 (DC 25)
DC 23


Mature Adult
H
24d12+144 (300 hp)
31
10
23
18
21
18
24/42
32
20
14
19
14d8 (DC 28)
DC 26


Old
G
27d12+189 (364 hp)
33
10
25
20
23
20
27/50
34
22
15
21
16d8 (DC 30)
DC 28


Very Old
G
30d12+240 (435 hp)
35
10
27
22
25
22
30/54
38
25
17
24
18d8 (DC 33)
DC 31


Ancient
G
33d12+297 (511 hp)
37
10
29
24
27
24
33/58
42
27
18
26
20d8 (DC 35)
DC 33


Wyrm
G
36d12+360 (594 hp)
39
10
31
24
29
24
36/62
46
30
20
29
22d8 (DC 38)
DC 35


Great Wyrm
C
39d12+390 (643 hp)
43
10
31
26
31
26
39/71
47
31
21
31
24d8 (DC 39)
DC 37





Age
Speed
Init
AC
Special Abilities
SR
CL


Wyrmling
60-ft, fly 100-ft (poor)
+0
16 (+6 natural)
Fire Immunity, Cold Vulnerability, Change Shape (small, and medium), Woodland Stride, Speak with Animals
-
-


Very Young
60-ft, fly 100-ft (poor)
+0
18 (-1 size, +9 natural)
Speak with Plants
-
-


Young
60-ft, fly 100-ft (poor)
+0
21 (-1 size, +12 natural)
Change Shape (Large), Sense Fires
-
1st


Juvenile
60-ft, fly 100-ft (poor)
+0
24 (-1 size, +15 natural)
Control Flame
-
3rd


Young Adult
60-ft, fly 100-ft (poor)
+0
26 (-2 size, +18 natural)
DR 5/magic
20
5th


Adult
60-ft, fly 100-ft (poor)
+0
29 (-2 size, +21 natural)
Plant Growth, Change Shape (Tiny, and Huge)
22
7th


Mature Adult
60-ft, fly 100-ft (poor)
+0
32 (-2 size, +24 natural)
DR 10/magic
24
9th


Old
60-ft, fly 100-ft (poor)
+0
33 (-4 size, +27 natural)
Greater Scrying
26
11th


Very Old
60-ft, fly 150-ft (clumsy)
+0
36 (-4 size, +30 natural)
DR 15/magic, Change Shape (gargantuan)
27
13th


Ancient
60-ft, fly 150-ft (clumsy)
+0
39 (-4 size, +33 natural)
Control Weather
29
15th


Wyrm
60-ft, fly 150-ft (clumsy)
+0
42 (-4 size, +36 natural)
DR 20/magic
31
17th


Great Wyrm
60-ft, fly 150-ft (clumsy)
+0
41 (-8 size, +39 natural)
Storm of Vengeance, Change Shape (any)
33
19th



Special Abilities:

Breath Weapon (Su): A ashwood dragon has two types of breath weapons a line of fire dealing the listed damage (Reflex save for half), or a cone of gas. This gas puts out all non-magical fires in its area, and dispels magical fires (+2/age category on the dispel check) in its area, it also deals untyped damage to Elementals with the Fire subtype equal to the damage its fire breath normally deals, and any creature caught in the area must succeed at a Fortitude save or take 1 point of Dexterity damage per age category of the ashwood dragon.

Change Shape (Su): 3 times per day, as a standard action ashwood dragon may assume the shape of any small or medium animal with HD no more than ½ their own as per the Change Shape ability (listed on 306 and 307 of the Monster Manual, and has been errata’d). Beginning at young they may also assume the shape of large animals as well; at adult this extends to include Tiny and Huge animals; at very old they may also assume the shape of Gargantuan animals (rocs and dinos); at great wyrm they may assume the shape of any animal with HD no greater than ½ their own. They may remain in the new form until it chooses to assume a new form or return to its natural form.

Woodland Stride (Su): As the druid ability of the same name.

Sense Fires (Su): A very young or older ashwood dragon can sense the distance, direction, and size of any fire of small size or larger within 1 mile/age category.

Spellcasting: An ashwood dragon casts spells as a sorcerer of the level indicated on the table above with two exceptions. They use Wisdom instead of Charisma to determine spells per day and save DCs and they select their spells known from the Druid spell list, the All, Fire, and Wood elemental portions of the Wu Jen spell list, and the Animal and Plant Domain lists.

Spell-like Abilities: At-will: Speak with Animals (wyrmling and older), Speak with Plants (very young and older); 3/day: Control Flames[i] (juvenile and older; psionic power), [i]Plant Growth (adult and older), Greater Scrying; 1/day: Control Weather (ancient and older), Storm of Vengeance (great wyrm).

Skills: Hide, Move Silently, and Survival are class skills for ashwood dragons. Ashwood dragons gain a +4 to Move Silently checks in wooded terrain and a +8 to hide checks in wooded terrain.

Zaydos
2010-09-24, 11:52 PM
Farspawn Dragon:
Dragon (Extraplanar)
Environment: The Far Realm
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 6; very young 8; young 10; juvenile 13; young adult 16; adult 18; mature adult 21; old 23; very old 24; ancient 26; wyrm 27; great wyrm 28
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 9–10 HD; very young 12–13 HD; young 15–16 HD; juvenile 18–19 HD; young adult 21–22 HD; adult 24–25 HD; mature adult 27–28 HD; old 30–31 HD; very old 33–34 HD; ancient 36–37 HD; wyrm 39–40 HD; great
wyrm 42+ HD
Level Adjustment: ?

A repugnant and horrific life form a far spawn dragon is a twisted mockery of the perfection which is draconic form. These accursed abominations take the semblance of dragons, but they lack the wings of their pristine kin instead having long malformed tentacles ending in spearhead-like ossified spikes. Despite the bony endings to these vile tendrils, the creature's main body is almost lacking in bones. They move awkwardly for this reason, their limbs and legs bending in strange ways due to lack of support, the only truly solid bones in their body form their skulls, claws, and a rigid spine and tail, their arms, neck and legs comprised of a flexible substance not of this world. Their claws are webbed like a sea creature, and even their tail ends in a long flat fin, almost as if they are used to swimming in some otherwordly ocean. Their body seems to rupture in strange places, reminiscent to lenticels on a tree, and in some odd places they have eyes where eyes have no right to be. Few of these beasts have only one mouth, but instead along the side of their neck smaller feeding mouths are apparent, even though only their head's massive jaws serve as an offensive weapon amongst this legion. They have another weapon, disgusting and abhorrent like the rest of their form, their tongue. Several feet (and in some cases yards) in length, it splits into 4 someways down it and can be launched from the mouth to entangle prey like a net. Finally even their blood is deadly, for when wounded they create tentacles which strike at their aggressor. Truly these creatures are abominations and should be destroyed.
The Trial of Heroes, Mistalphos (former consort of Tiamat, former avatar of Tiamat on the Prime Material Realm, Lord of the Dragon Isle, Slayer of Nyull the Blood God), on the subject of far spawn dragons.

These dragons are dangerous creatures. In addition to the formidable array of physical traits listed above, they have an aura of madness, resistance to non-edged weapons due to the flexibility of their bodies, 2 dimensional claws, the ability to move between spaces, poison, psionic powers, and so much more.
Far Spawn Dragons come in a variety of colors, although greens, purples, reds, and browns are the most common.



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


Wyrmling
M
8d12+24 (51 hp)
19
8
17
10
10
17
8/12
12
9
5
6
DC 17
DC 17
-


Very Young
L
11d12+27 (85 hp)
21
10
19
12
12
17
11/21
15
11
7
8
DC 19
DC 18
-


Young
L
14d12+36 (114 hp)
25
10
21
12
12
19
14/25
20
14
9
10
DC 22
DC 21
-


Juvenile
L
17d12+60 (157 hp)
29
12
23
14
14
21
17/30
25
16
11
12
DC 24
DC 23
-


Young Adult
H
20d12+90 (207 hp)
33
12
25
14
14
21
20/39
29
19
13
14
DC 27
DC 25
DC 25


Adult
H
23d12+105 (241 hp)
35
14
25
16
16
23
23/43
33
21
15
16
DC 28
DC 27
DC 27


Mature Adult
H
26d12+144 (300 hp)
37
14
27
18
18
25
26/47
37
24
17
19
DC 31
DC 30
DC 30


Old
G
29d12+189 (364 hp)
39
14
29
20
20
25
29/55
39
26
18
20
DC 33
DC 31
DC 31


Very Old
G
32d12+240 (435 hp)
41
16
31
22
22
27
32/59
43
29
21
24
DC 36
DC 34
DC 34


Ancient
G
35d12+297 (511 hp)
43
16
33
24
24
29
35/63
47
31
22
26
DC 38
DC 36
DC 36


Wyrm
G
38d12+360 (594 hp)
45
18
35
24
24
31
38/67
51
34
25
28
DC 41
DC 37
DC 37


Great Wyrm
C
41d12+390 (643 hp)
49
18
37
26
26
33
41/76
52
36
26
30
DC 43
DC 41
DC 41





Age
Speed
Init
AC
Special Abilities
SR
Psionics


Wyrmling
30-ft, swim 30-ft
-1
15 (-1 Dex, +6 natural)
Stingers, Universal Energy Resistance 10, DR 5/slashing, Teleport Step
-
-


Very Young
40-ft, swim 40-ft
+0
18 (-1 size, +9 natural)
Tongues, Aberrant Blood
-
-


Young
40-ft, swim 40-ft
+0
21 (-1 size, +12 natural)
DR 5/magic and slashing, All-Around Vision
-
1st


Juvenile
50-ft, swim 50-ft
+1
25 (-1 size, +1 Dex, +15 natural)
Tongue, Aura of Madness, Universal Energy Resistance 20
-
3rd


Young Adult
50-ft, swim 50-ft
+1
27 (-2 size, +1 Dex, +18 natural)
DR 10/magic and slashing, Duo-Dimensional Claws
23
5th


Adult
60-ft, swim 60-ft
+2
31 (-2 size, +2 Dex, +21 natural)
Entropic Warding, Blindsight 60-ft
25
7th


Mature Adult
60-ft, swim 60-ft
+2
34 (-2 size, +2 Dex, +24 natural)
DR 15/magic and slashing, Universal Energy Resistance 30
27
9th


Old
60-ft, swim 60-ft
+2
35 (-4 size, +2 Dex, +27 natural)
Anticipate Teleport
29
11th


Very Old
70-ft, swim 70-ft
+3
39 (-4 size, +3 Dex, +30 natural)
DR 20/magic and slashing and 5/lawful
30
13th


Ancient
70-ft, swim 70-ft
+3
42 (-4 size, +3 Dex, +33 natural)
Poison, Universal Energy Resistance 40
32
15th


Wyrm
80-ft, swim 80-ft
+4
46 (-4 size, +4 Dex, +36 natural)
DR 20/magic and slashing and 10/lawful
34
17th


Great Wyrm
80-ft, swim 80-ft
+4
45 (-8 size, +4 Dex, +39 natural)
Maw of Chaos
36
19th



Special Abilities:

Breath Weapon (Su): A Far Spawn dragon has a single type of breath weapon a cone of madness inducing gas. All creatures caught in this effect must make a Fortitude save or suffer Wisdom damage equal to the Far Spawn dragon’s age category.

Stingers: Far Spawn dragons lack wings but instead have two stingers stretching from their shoulders. These stingers deal the same damage as a dragon of the same size’s wings would deal, but deal piercing damage instead of bludgeoning.

Teleport Step (Su): When a Far Spawn dragon uses a move action to move it may instead teleport up to twice its land speed.

Frightful Presence (Ex): A far spawn dragon has a frightful presence from the wyrmling age category onwards.

Aberrant Blood (Ex): A very young or older Far Spawn dragon’s blood itself is a dangerous weapon. Whenever it takes at least 1 point of piercing or slashing damage its blood may form a tentacle that attacks one enemy within melee reach dealing damage as a dragon of the same size’s wings. This is performed as a free action usable when it is not its turn and treated as a primary natural attack. A Far Spawn dragon may only use this ability 1/round.

All Around Vision (Ex): A young or older far spawn dragon can see through the eyes dotting its body. It gains a +4 bonus to Spot and Search checks and can no longer be flanked.

Tongue: A juvenile far spawn dragon gains a tongue attack. It may not use both this attack and its bite attack in the same round. This tongue attack is a primary natural weapon which deals damage as a bite from a dragon one size category smaller, when using this attack the far spawn dragon has +5-ft reach and the improved grab ability. A creature grabbed by the tongue can be pulled to the mouth and held with the mouth.

Aura of Madness (Su): A juvenile or older Far Spawn dragon has an aura of madness that extends to the same distance as its frightful presence. Any creature entering the area (or which has the area move around it) must make a Will save (listed DC) or begin suffering from both auditory and visual hallucinations. While they may tell that these images and sounds are fake they make it difficult for the afflicted to see and hear real threats, giving them a -4 on Search, Spot and Listen checks and a -2 to AC and attack rolls. These visions and associated penalties last for as long as they are within the aura and 1 minute per age category afterwards. A creature that successfully saves is immune to this aura for 24 hours.

Duo-Dimensional Claws (Ex) The claws of a young adult or older Far Spawn dragon no longer exist in all 3 dimensions. This has the benefit of making them incredibly sharp, increasing their threat range to 18-20 and threat multiplier to x3.

Entropic Warding: An adult or older far spawn dragon may use the warlock invocation entropic warding at will as a swift action.

Poison: A wyrm or older far spawn dragon’s stingers are poisonous. Any creature struck by one of these stingers must make a Fortitude save (Con based, so same DC as breath weapon) vs poison; the initial and secondary damage is 1d12 Strength damage

Spell-like Abilities: CL = Manifester level; At-will: Tongues (very young and older); 1/day: Anticipate Teleport (old and older), Maw of Chaos (great wyrm).

Psionics: A far spawn dragon manifests psionic powers as a psion of the listed level, they may only choose their powers known from the psion/wilder list without access to any discipline specific powers.

Skills: Autohypnosis, Psicraft, and Use Psionic Device are class skills for a Far Spawn Dragon. Far Spawn dragons gain a +8 racial bonus to all Escape Artist checks.

Silverscale
2010-09-24, 11:57 PM
Zaydos I'm loving your Dragons and want to use more of them in the CWBP-(Dragon World). I'ld like to see more Good Aligned Dragons as well.

Zaydos
2010-09-25, 12:26 AM
Well use all you want. The next thing on the queue is a positive energy dragon and since I made the negative energy one evil I'm probably making this one good. Although it will probably come out (one of) the wimpiest dragons in the game. Also spent the last 20 minutes trying to get something to print and think of precious metals other than the 5 already taken, electrum, platinum and mithril, so now I want to make an electrum and a mithril dragon (the latter would have to be epic and I'm not ready to open that can of worms atm though). Feel free to make suggestions/requests; also note that the ashwood dragon is rather close to good aligned how I described it and I'm really on the fence about its alignment (I put down True Neutral to emphasize the druidic aspects but I still might change it).

Zaydos
2010-09-25, 01:18 AM
In 3.5 not that I know of.

In the 2e Monstrous Compendium Appendix Annual 3 there was an Amber Dragon that actually (mixed with a healthy dose of fire) served as the inspiration for most of the ashwood dragon I made above.

Edit: I could have sworn I saw a post asking about if there was a wood dragon.

The Tygre
2010-09-25, 02:27 AM
Just a heads up, the image on the Asphodel is busted. Great job on all this, though. Truly superb. :smallcool:

Debihuman
2010-09-25, 05:43 AM
Dark Cloud Dragon's chart [Ancient line] is off a bit. You doubled up on Fort save.

These are excellent. I think you should state that it has cold resistance 5 as a wyrmling and that the cold resistance should increase by 5 at every age category thereafter, rather saying it has "cold resistance 5 times age category" since age categories don't generally have a number. Plus, this avoids someone declaring it is an exponential progression [5, 25, 125, etc.].

Debby

The-Mage-King
2010-09-25, 08:24 AM
*Snip*

...Pretty....

Thanks- Seeing as I'm running an Eberron campaign right now that focuses on the daeklyr... Well, this will give me a reasonable way to throw a dragon at my players...

Zaydos
2010-09-25, 12:19 PM
Just a heads up, the image on the Asphodel is busted. Great job on all this, though. Truly superb. :smallcool:

Thank you for the catch and the complement. I'll have to wait till I have access to a scanner and then scan in a better picture (red-eyes black dragon; my favorite Yu-Gi-Oh card)


Dark Cloud Dragon's chart [Ancient line] is off a bit. You doubled up on Fort save.

These are excellent. I think you should state that it has cold resistance 5 as a wyrmling and that the cold resistance should increase by 5 at every age category thereafter, rather saying it has "cold resistance 5 times age category" since age categories don't generally have a number. Plus, this avoids someone declaring it is an exponential progression [5, 25, 125, etc.].

Debby

Thank you for the catch and complement as well. Both of those should be fixed now.


...Pretty....

Thanks- Seeing as I'm running an Eberron campaign right now that focuses on the daeklyr... Well, this will give me a reasonable way to throw a dragon at my players...

Thanks I was worried it wouldn't be... well eldritch abomination-y enough. I love Lovecraft and the Cthulhu Mythos but I know I'm not the best at it, if it helps though I'm glad of it.

So any more requests?

Zaydos
2010-09-25, 02:46 PM
Elan Dragon Elan is a perfectly good word with a perfectly apt meaning for this dragon, and also the most awesome bard ever. As for the other elans... well they're closer to the far spawn found above.
Environment: Any forest or swamp (or the positive energy 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 (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 2; very young 3; young 4; juvenile 8; young adult 10; adult 12; mature adult 15; old 18; very old 20; ancient 22; wyrm 23; great wyrm 24
Treasure: Triple standard
Alignment: Always neutral good.
Advancement: Wyrmling 4-5 HD; very young 7-8 HD; young 10–11 HD; juvenile 13–14 HD; young adult 16–17 HD; adult 19–20 HD; mature adult 22–23 HD; old 25–26 HD; very old 28–29 HD; ancient 31–32 HD; wyrm 33–34 HD; great wyrm 36+ HD
Level Adjustment:?


Beings that are overflowing with life-force, elan dragons first appeared on the Positive Energy Plane although they have sense migrated to the Prime Material Plane and elsewhere throughout the multiverse. Elan dragons are friendly and caring creatures that bring new and verdant life in their wake. They dislike physical combat and violence, although they will fight if they have need to.
Elan dragons appear as pure white dragons, small downy feathers covering their scales except on their head and claws. Their eyes are a bright blue when they are born giving way to a brilliant violet as they age.



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


Wyrmling
T
3d12 (19 hp)
11
10
11
16
17
16
+3/-5
5
3
3
6
2d8 (DC 11)
-


Very Young
S
6d12+6 (45 hp)
13
10
13
18
19
18
6/3
8
6
5
9
4d8 (DC 14)
-


Young
M
9d12+18 (76 hp)
15
10
15
18
19
18
9/11
11
8
6
10
6d8 (DC 16)
-


Juvenile
M
12d12+36 (114 hp)
17
10
17
20
21
20
12/15
15
11
8
13
8d8 (DC 19)
-


Young Adult
L
15d12+60 (157 hp)
19
10
19
20
21
20
15/23
18
13
9
14
10d8 (DC 21)
DC 22


Adult
L
18d12+85 (207 hp)
23
10
21
22
23
22
18/28
23
16
11
17
12d8 (DC 24)
DC 25


Mature Adult
H
21d12+126 (262 hp)
27
10
23
24
25
24
21/37
27
18
12
20
14d8 (DC 26)
DC 28


Old
H
24d12+168 (324 hp)
29
10
25
26
27
26
24/41
31
21
14
22
16d8 (DC 29)
DC 30


Very Old
H
27d12+216 (391 hp)
31
10
27
26
27
26
27/45
35
23
15
23
18d8 (DC 31)
DC 31


Ancient
H
30d12+270 (465 hp)
33
10
29
28
29
28
30/49
39
26
17
26
20d8 (DC 34)
DC 34


Wyrm
G
33d12+330 (544 hp)
35
10
31
28
29
28
33/57
41
28
18
27
22d8 (DC 36)
DC 35


Great Wyrm
G
36d12+396 (630 hp)
37
10
33
30
31
30
36/61
45
31
20
30
24d8 (DC 39)
DC 38





Age
Speed
Init
AC
Special Abilities
SR
CL


1
60-ft, fly 150-ft (average)
+0
13 (+2 size, +1 natural)
Born of Life, Death Ward
-
-


2
60-ft, fly 150-ft (average)
+0
15 (+1 size, +4 natural)
Turn Undead
-
-


3
60-ft, fly 200-ft (poor)
+0
17 (+7 natural)
-
-
1st


4
60-ft, fly 200-ft (poor)
+0
20 (+10 natural)
Fast Healing 8
-
3rd


5
60-ft, fly 200-ft (poor)
+0
22 (-1 size, +13 natural)
DR 5/magic, Fast Healing 10
20
5th


6
60-ft, fly 200-ft (poor)
+0
25 (-1 size, +16 natural)
Plant Growth, Fast Healing 12
22
7th


7
60-ft, fly 200-ft (poor)
+0
27 (-2 size, +19 natural)
DR 10/magic, Fast Healing 14
25
9th


8
60-ft, fly 200-ft (poor)
+0
30 (-2 size, +22 natural)
Brilliant Energy Weapons, Animate Objects Fast Healing 16
27
11th


9
60-ft, fly 200-ft (poor)
+0
33 (-2 size, +25 natural)
DR 15/magic, Fast Healing 18
29
13th


10
60-ft, fly 200-ft (poor)
+0
36 (-2 size, +28 natural)
Reactive Heal, Fast Healing 20
31
15th


11
60-ft, fly 250-ft (clumsy)
+0
37 (-4 size, +31 natural)
DR 20/magic, Fast Healing 22
32
17th


12
60-ft, fly 250-ft (clumsy)
+0
40 (-4 size, +35 natural)
True Resurrection, Fast Healing 24
34
19th



Special Abilities:

Breath Weapon (Su): An elan dragon has two types of breath weapon a cone of positive energy healing the listed damage with a Will save for half, any hp that would be healed beyond the target’s maximum hp is instead granted to them as temporary hit points that last 1 minute/age category of the dragon; unlike normal temporary hit points, temporary hit points from this effect stack. If this effect causes them to have more temporary hit points than their maximum hit points they explode in a roiling riot of energy instantly killing them. An elan dragon’s second breath weapon is a cone of vital energy which grants all creatures caught in it a moral bonus to Str, Dex, and Con equal to ½ the elan dragon’s age category; this bonus lasts 1 round per age category.

Born of Life (Ex): An elan dragon cannot be killed by the Major Positive Energy Dominant planar trait (although it cannot gain more than 50% of its max hp in temporary hit points from that effect), nor other positive energy based effects that would kill a creature by causing it to have more than maximum hp.

Death Ward (Ex): An elan dragon has immunity to all effects that deathward protects against.

Turn Undead (Su): A very young or older elan dragon may turn and destroy undead as if a cleric with a level equal to twice its age category.

Spellcasting: An elan dragon casts spells as a sacred healer (http://www.giantitp.com/forums/showthread.php?t=126750) of the listed level.

Brilliant Energy Weapons (Su): An old or older elan dragon can, as a free action, transform all of its natural weapons into brilliant energy until end of turn. It may do this 1/day per age category it has obtained.

Reactive Heal: 1/day an ancient or older elan dragon may use Heal as the spell on itself as an immediate action. If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. This is the equivalent of a 9th level spell.

Spell-like Abilities: 3/day: Plant Growth (adult and older), Animate Objects (adult and older); 1/month: True Resurrection (great wyrm).

Skills: Heal, Spellcraft, and Survival are class skills for elan dragons.

flabort
2010-09-25, 02:49 PM
:smalleek:Wow.:smallsmile: I... just... :smallbiggrin:

That is awesome. I didn't think wood+fire would turn out so well, but that works really great. Thnx! :smallbiggrin:

What kinds of metal haven't been made into dragons yet? Mercury's online already, silver and gold are obviously done, Iron and or steel I'm pretty sure have been made, platinums in an obsure splat book...

Titanium! Magnesium! lead!
I'm sure these metals haven't been made into dragons yet.:smallamused:

I'll help, even :smallwink:. I'll do Magnesium. You don't mind?:smallconfused:

Zaydos
2010-09-25, 02:54 PM
:smalleek:Wow.:smallsmile: I... just... :smallbiggrin:

That is awesome. I didn't think wood+fire would turn out so well, but that works really great. Thnx! :smallbiggrin:

What kinds of metal haven't been made into dragons yet? Mercury's online already, silver and gold are obviously done, Iron and or steel I'm pretty sure have been made, platinums in an obsure splat book...

Titanium! Magnesium! lead!
I'm sure these metals haven't been made into dragons yet.:smallamused:

I'll help, even :smallwink:. I'll do Magnesium. You don't mind?:smallconfused:

Not at all.

I'll have to search for mercury dragons, see if they're like the old 2e ones. Steel is also called Greyhawk dragons was in a Dragon Magazine and in the 2e MM (they're super social LN dragons). Iron, Cobalt, Tungsten, Chromium, and... some other metal I can't remember at the moment make up the Ferrous Dragons (originally presented in a 1st or 2e Dragon Magazine and later updated in a 3.5 Dragon Magazine); they're Lawful dragons. Platinum is well Bahamut, although I've heard there's a 3rd party version in some Book of Immortals that has a crazy super epic CR from wyrmling onwards.

And why didn't I think of Titanium?

flabort
2010-09-25, 04:08 PM
I've got a periodic table of the elements open. I wouldn't have thought of it otherwise.

Its surprisingly quick to throw together a dragon. I've got the appearance and first table of the magnesium dragon finished. when it's done, do you want me to pm you or just post it?

edit: oh, yeah. to save you some searching, here. (http://www.wizards.com/default.asp?x=dnd/mm/20040103a) mercury dragons, 3.5.

Zaydos
2010-09-25, 05:03 PM
Electrum Dragon
Dragon (Air)
Environment: Temperate 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 Ratings: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Always chaotic good

Electrum dragons are the free-spirited inventors of dragon kind. They dwell on remote mountain peaks and rarely descend from these high abodes, preferring instead to fly through the heights of the sky. Young electrum dragons are filled with overflowing curiosity that leads them to attempt to catalogue and learn all the facts of the world, but as they age this zeal dulls and they fall deeper and deeper into lethargy. Due to their similar love for the upper heavens electrum dragons often come into conflict with dark sky dragons in deadly confrontations, and it is from the corpses that fall crashing from the upper atmosphere that both species are best known to mortal sages.
Electrum dragons have pale yellow scales when born with these scales growing brighter and more lustrous with age, until they are a bright, shining yellow as great wyrms. Their eyes similarly begin as a dull gray, become a clear pure white as they near the Twilight. They have two great wings, and a rather stocky body with proportionately short neck and tail. Their heads have a series of 12 hornlets, 6 on each side of their skull, that run from nose to behind their eyes.



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


1
S
5d12+5 (37 hp)
11
10
13
16
15
12
5/1
6
+5
+4
6
1d8 (DC 13)
-


2
M
8d12+16 (68 hp)
13
10
15
18
15
12
8/9
9
+8
+6
8
2d8 (DC 16)
-


3
M
11d12+22 (93 hp)
15
10
15
18
17
14
11/13
13
9
+7
10
3d8 (DC 17)
-


4
L
14d12+42 (133 hp)
17
10
17
20
19
16
14/21
16
+12
+9
13
4d8 (DC 20)
-


5
L
17d12+68 (178 hp)
21
10
19
22
19
16
17/26
21
+14
+10
+14
5d8 (DC 22)
DC 21


6
H
20d12+100 (230 hp)
25
10
21
24
21
18
20/35
25
+17
+12
+17
6d8 (DC 25)
DC 24


7
H
23d12+115 (264 hp)
27
10
21
26
21
20
23/39
29
+18
+13
+18
7d8 (DC 26)
DC 26


8
H
26d12+156 (325 hp)
29
10
23
28
23
20
26/43
33
+21
+15
+21
8d8 (DC 29)
DC 28


9
H
29d12+174 (362 hp)
31
10
23
28
23
22
29/47
37
+22
+16
+22
9d8 (DC 30)
DC 30


10
G
32d12+224 (432 hp)
33
10
25
30
25
24
32/55
39
+25
+18
+25
10d8 (DC 33)
DC 33


11
G
35d12+255 (472 hp)
35
10
25
32
25
24
35/59
43
+26
+19
+26
11d8 (DC 34)
DC 34


12
G
38d12+304 (551 hp)
37
10
27
34
27
26
38/63
47
+29
+21
+29
12d8 (DC 36)
DC 36





Age
Speed
Init
AC
Special Abilities
SR
CL


1
60-ft, fly 100-ft (good)
+0
16 (+1 size, +5 natural)
Immunity to sonic, Altitude Acclimation
-
-


2
60-ft, fly 150-ft (good)
+0
18 (+8 natural)
Alternate Form
-
-


3
60-ft, fly 150-ft (good)
+0
21 (+11 natural)
-
-
-


4
60-ft, fly 150-ft (good)
+0
23 (-1 size, +14 natural)
Storm Wings
-
1st


5
60-ft, fly 150-ft (good)
+0
26 (-1 size, +17 natural)
DR 5/magic
20
3rd


6
60-ft, fly 150-ft (good)
+0
28 (-2 size, +20 natural)
Solid Fog
22
5th


7
60-ft, fly 150-ft (good)
+0
31 (-2 size, +23 natural)
DR 10/magic
23
7th


8
60-ft, fly 150-ft (good)
+0
34 (-2 size, +26 natural)
Control Weather
25
9th


9
60-ft, fly 150-ft (good)
+0
37 (-2 size, +29 natural)
DR 15/magic
26
11th


10
60-ft, fly 200-ft (good)
+0
38 (-4 size, +32 natural)
Electricity Resistance 20
28
13th


11
60-ft, fly 200-ft (good)
+0
41 (-4 size, +35 natural)
DR 20/magic
29
15th


12
60-ft, fly 200-ft (good)
+0
44 (-4 size, +38 natural)
[i]Summon Monster IX (Air creatures only)
31
17th



Special Abilities:

Breath Weapon (Su): An electrum dragon has two types of breath weapons a line of destructive sound dealing the listed amount of sonic damage (Fort save for half), or a cone of immobilizing gas. Any creature caught in this gas must make a Will save or be unable to move from the square they are in (they may still teleport) for 1d6 rounds + 1 round/age category of the electrum dragon (a flying creature falls at a rate of 20-ft/round).

Altitude Acclimation (Ex): An electrum dragon is always considered to be acclimated to high and low altitudes.

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

Storm Wings (Su): A juvenile or older electrum dragon condenses clouds around it as it flies. In any round in which an electrum dragon flies at least 50-ft a fog forms around it giving it partial concealment.

Spellcasting: An electrum dragon casts spells as a wizard of the listed level, instead of as a sorcerer. The spells they gain in their spellbook automatically by virtue of these levels appear on their scales with no need for a spellbook, but they must keep a spellbook for any extra spells they learn via scrolls or other means.

Spell-like Abilities: 3/day: Solid Fog (adult and older; psionic power); 1/day: Control Weather (old and older), Summon Monster IX (great wyrm; air creatures only).



I've got a periodic table of the elements open. I wouldn't have thought of it otherwise.

Its surprisingly quick to throw together a dragon. I've got the appearance and first table of the magnesium dragon finished. when it's done, do you want me to pm you or just post it?

edit: oh, yeah. to save you some searching, here. (http://www.wizards.com/default.asp?x=dnd/mm/20040103a) mercury dragons, 3.5.

Just post it here.

Warpwolf16
2010-09-25, 05:16 PM
I absolutely love these, Im running a CoW style campaign were dragons are high and mighty and these just make my dragon shaman player jump for joy!

May I make a request? I'd love to see a necrocarnum dragon!

The Tygre
2010-09-25, 05:36 PM
Might I request a Calamity Dragon? Some old fashioned kind of storm dragon, roars with thunder and sees with lightning, breathes lava and causes windstorms when it flies over. An old fashioned elemental dragon, tied to all those cosmic concepts of destruction and death and rebirth, a living natural disaster on all fronts. Sorry if that's kind of vague. :smallredface:

flabort
2010-09-25, 06:12 PM
A fire subtyped creature with VULNERABILITY to fire? egads!
Magnesium Dragon

Type: Dragon (fire)
Environment: Temperate deserts and Underground
Orginization: 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 5, very young 6, young 7, juvenile 8, young adult 10, adult 12, mature adult 14, old 17, very old 18, ancient 19, wyrm 20, great wyrm 22
Treasure: Triple standard
Alignment: Always Chaotic stupid good

On birth, a magnesium dragon's scales are a mildly reflective dark grey, with tufts of white fur poking out from under several scales. As the dragon reaches adulthood, the scales become a highly reflective silver color, although the fur gets longer and covers most of the scales. As it ages further, it's scales become whiter, and it's fur takes on a blue tint in areas, although it remains decidedly white even past ancient age.

Magnesium dragons have two backwards pointing horns protruding from just under their under bite, and relatively short necks compared to other dragons. Their tails, however, have extraordinary length. It's joints, such as it's knees and where it's wings bend, have extra long tufts of fur, although it may groom these tufts to give a fiercer appearance. Even so, that doesn't stop it from looking very fuzzy.

Magnesium Dragons are considered by many of their metallic brethren to be a short fall away from being no better than a chromatic dragon. They tend not to think things through, and when they do, their plans are so harebrained that all others know not to get involved.

Magnesium Dragons by Age:
{table]Age|Size|Hit Dice (hp)|Str|Dex|Con|Int|Wis|Cha|Base Attack/Grapple|Attack|Fort save|Ref save|will save|Breath Weapon (DC)|Frightful Presence DC
Wyrmling|M|4d12+8 (34)|13|8|15|10|8|10|+4/-4|+6|+5|+4|+4|2d10 (14)|-
Very young|L|7d12+21 (66)|15|8|17|12|8|12|+7/+4|+9|+6|+5|+5|4d10 (16)|-
Young|L|10d12+30 (95)|17|8|17|12|10|12|+10/+12|+12|+9|+8|+7|6d10 (18)|-
Juvenile|L|13d12+52 (136)|19|8|19|14|10|14|+13/+16|+16|+10|+9|+8|8d10 (20)|-
Young adult|H|16d12+80 (184)|23|8|21|14|12|14|+16/+24|+19|+13|+12|+10|10d10 (23)|20
Adult|H|19d12+95 (218)|27|8|21|16|12|16|+19/+29|+24|+15|+13|+11|12d10 (24)|22
Mature adult|H|22d12+132 (275)|29|8|23|18|14|18|+22/+38|+28|+18|+16|+13|14d10 (27)|25
Old|G|25d12+175 (337)|31|8|25|20|14|20|+25/+42|+32|+19|+17|+14|16d10 (29)|27
Very Old|G|28d12+224 (406)|33|8|27|22|16|22|+28/+46|+36|+22|+20|+16|18d10 (32)|30
Ancient|G|31d12+279 (480)|35|8|29|24|16|24|+31/+50|+40|+23|+21|+17|20d10 (34)|32
Wyrm|G|34d12+340 (561)|39|8|31|24|18|24|+34/+58|+42|+26|+24|+19|22d10 (37)|34
Great wyrm|C|37d12+370 (610)|43|8|31|26|20|26|+37/+62|+46|+28|+25|+20|24d10 (38)|36[/table]

Magnesium Dragon Abilities by Age:
{table]Age|Speed|Initiative|AC|Special Abilities|Caster level|SR
wyrmling|60 ft., fly 100 ft. (poor)|+0|17 (-1 dex, +8 natural)|Immunity to cold, vulnerability to fire|-|-
very young|60 ft., fly 100 ft. (poor)|+0|20 (-1 dex, -1 size, +12 natural)|Improved Grab|-|-
young|60 ft., fly 100 ft. (poor)|+0|24 (-1 dex, -1 size, +16 natural)|Blinding flames|-|-
juvenile|60 ft., fly 100 ft. (poor)|+0|28 (-1 dex, -1 size, +20 natural)|Flare|-|-
young adult|60 ft., fly 100 ft. (poor)|+0|31 (-1 dex, -2 size, +24 natural)|DR 5/magic|-|12
adult|60 ft., fly 100 ft. (poor)|+0|35 (-1 dex, -2 size, +28 natural)|Scorching Ray|1st|15
Mature adult|60 ft., fly 100 ft. (poor)|+0|39 (-1 dex, -2 size, +32 natural)|DR 10/magic|3rd|17
old|60 ft., fly 150 ft. (clumsy)|+0|41 (-1 dex,-4 size, +36 natural) |Fireball|5th|19
very old|60 ft., fly 150 ft. (clumsy)|+0|45 (-1 dex, -4 size, +40 natural)|DR 15/magic|7th|21
Ancient|60 ft., fly 150 ft. (clumsy)|+0|49 (-1 dex, -4 size, +44 natural)|Flaming sphere|9th|22
Wyrm|60 ft., fly 150 ft. (clumsy)|+0|49 (-1 dex, -8 size, +48 natural)|DR 20/magic|11th|23
Great Wyrm|60 ft., fly 150 ft. (clumsy)|+0|53 (-1 dex, -8 size, +52 natural)|Wall of fire, Rain of fire|13th|25[/table]
Breath weapon (Su): Either a cone or line of fire, line deals half damage in return for an extra 1d4-1 con damage on a succesful hit. The dragon takes 1d4-1 damage each time he uses his own breath weapons, although his vulnerability to fire does not affect the damage he takes. Should he hit himself or another magnesium dragon with either his breath attacks, it deals half damage, although they are not immune.

Improved grab: If the magnesium dragon succesfully hits a creature one size smaller than it or smaller with it's tail slap or tail sweep, it deals normal damage and may attempt to start a grapple using it's tail as a free action without provoking an attack of opportunity. While in such a grapple, it may not use it's tail slap or tail sweep, but is not considered grappled itself, therefore still threatening an area, and still able to use it's remaining attacks against other opponents.

Blinding Flames: If the magnesium dragon takes 5 or more fire damage in a round, It's fur catches fire and burns extremely brightly. When this happens, all creatures within 30 feet must make a reflex save (DC 10 + 1/2 dragon's hit dice, + the dragon's charisma modifier) to cover it's eyes or be blinded for 1d4-1 rounds. the magnesium dragon itself is immune.

Spell like abilities: 3/day: Scorching Ray, Flare; 1/day: Fireball, Flaming sphere, Wall of fire

Epic spell like ability: 1/month: Rain of fire (http://www.d20srd.org/srd/epic/spells/rainOfFire.htm). Must succeed spellcraft check, DC 50, half range and duration as described. Also, the reflex save need only be repeated every 5 rounds, as opposed to every round.

dragonsamurai77
2010-09-25, 06:18 PM
I'd like to request a thermite dragon. (really, REALLY hot breath, 5000 degrees F to be exact)

flabort
2010-09-25, 06:19 PM
Might I request a Calamity Dragon? Some old fashioned kind of storm dragon, roars with thunder and sees with lightning, breathes lava and causes windstorms when it flies over. An old fashioned elemental dragon, tied to all those cosmic concepts of destruction and death and rebirth, a living natural disaster on all fronts. Sorry if that's kind of vague. :smallredface:

So, Very chaotic, evil for sure, but the kind that would hatch at CR 13? or such?

The Tygre
2010-09-25, 06:47 PM
Not necessarily evil so much as embodying the concept of the unknown wilderness and natural disaster. And, while I was trying to avoid saying it, I did picture it on the higher end of the power scale. I was thinking of something like Tiamat or Typhon, something intrinsically linked with the elements yet opposed to civilization.

Epsilon Rose
2010-09-25, 07:15 PM
Here's an idea for you if you want it: A relatively small dragon (no larger than huge) that walks on two feet and specializes in the arts of war instead of the arcane arts most of it's brethren prefer.

Silverscale
2010-09-25, 09:38 PM
Here's an idea for you if you want it: A relatively small dragon (no larger than huge) that walks on two feet and specializes in the arts of war instead of the arcane arts most of it's brethren prefer.

OOO I actually like that idea.....pretty please......

sciencepanda
2010-09-25, 10:02 PM
Hmm, this might be a bit odd, but I'd like to request some sort of beholder-esque dragon.

Zaydos
2010-09-25, 10:09 PM
Hmm, this might be a bit odd, but I'd like to request some sort of beholder-esque dragon.

That's odd? It might take a while, it's one of those creatures I've started brainstorming for a few times before and failed at.

firemagehao
2010-09-25, 10:21 PM
How about a taint (heroes of horror) dragon? I could truly use one in the campaign I'm running.

Zaydos
2010-09-25, 11:16 PM
Fungal Dragon
Dragon (Earth)
Environment: Underground.
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, clutch (2–5), or hatchery (2-5 plus 3-12 myconids of various ages); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, family (1–2 and 2–5 offspring), or cluster (1-2 and 2-5 offspring plus 3-36 myconids).
Challenge Ratings: Wyrmling 4; very young 7; young 9; juvenile 12; young adult 15; adult 17; mature adult 21; old 22; very old 24; ancient 26; wyrm 27; great wyrm 29 (might be too low or too high)
Treasure: Triple standard
Alignment: Always lawful evil.

A fungal dragon is a beast that dwells deep within the underdark. Its scales are made of fungus matting, hard or harder than steel, a sickly phosphorescent green as a wyrmling and a deep near-black green as a wyrm. It's eyes begin as bright flashes of red-orange, but by maturity are a grim ember burning in its sockets. Fungal dragons have wings, but have lost the ability to fly, instead relying on their wings to batter foes into submission.

Old fungal dragons have strict hierarchies, building vast underground networks of minions, lackeys, servants, and slaves. Ultimately their main means of promotion in the hierarchy is betrayal and murder of their superior, which means in the end all these empires collapse under a net of intrigue and murder.

Younger fungal dragons either submit to life in one of these empires or exist as little more than raging predators who delight in the service of lesser creatures.



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


Wyrmling
M
8d12+32 (84 hp)
17
10
19
6
13
6
8/11
11
10
6
7
2d6 (DC 18)
-


Very Young
L
11d12+55 (126 hp)
19
10
21
8
15
8
11/19
14
12
7
9
4d6 (DC 20)
-


Young
L
14d12+84 (175 hp)
21
10
23
8
15
8
14/23
18
15
9
11
6d6 (DC 23)
-


Juvenile
L
17d12+105 (215 hp)
23
10
25
10
17
10
17/27
22
17
10
13
8d6 (DC 25)
-


Young Adult
H
20d12+180 (260 hp)
25
10
29
12
19
12
20/35
25
21
12
16
10d6 (DC 29)
DC 21


Adult
H
23d12+230 (379 hp)
29
10
31
12
19
12
23/40
30
23
13
17
12d6 (DC 31)
DC 22


Mature Adult
H
26d12+286 (455 hp)
31
10
33
14
21
14
26/44
34
26
15
20
14d6 (DC 34)
DC 25


Old
G
29d12+348 (536 hp)
33
10
35
16
23
16
29/52
36
28
16
22
16d6 (DC 36)
DC 27


Very Old
G
32d12+384 (592 hp)
35
10
37
16
23
16
32/56
40
31
18
24
18d6 (DC 39}
DC 29


Ancient
G
35d12+490 (717 hp)
37
10
39
18
25
18
35/60
44
33
19
26
20d6 (DC 41)
DC 31


Wyrm
G
38d12+570 (817hp)
39
10
41
20
25
20
38/64
48
36
21
28
22d6 (DC 44)
DC 34


Great Wyrm
C
41d12+697 (963 hp)
43
10
45
22
27
22
41/72
49
39
22
30
24d6 (DC 47)
DC 36





Age
Speed
Init
AC
Special Abilities
SR Regeneration


Wyrmling
40-ft, burrow 10-ft
+0
16 (+6 natural)
Immunities, Plant Affinity, Plant Telepathy
-
-


Very Young
60-ft, burrow 20-ft
+0
18 (-1 size, +9 natural)
Bud Myconid, Second Breath Weapon
-
-


Young
60-ft, burrow 20-ft
+0
21 (-1 size, +12 natural)
DR 5/magic, Cloud of Spores
-
-


Juvenile
60-ft, burrow 20-ft
+0
24 (-1 size, +15 natural)
Breath Weapon (improved)
-
3


Young Adult
80-ft, burrow 30-ft
+0
26 (-2 size, +18 natural)
DR 10/magic
29
4


Adult
80-ft, burrow 30-ft
+0
29 (-2 size, +21 natural)
Fungal Rage
31
5


Mature Adult
80-ft, burrow 30-ft
+0
32 (-2 size, +24 natural)
DR 15/magic
33
6


Old
100-ft, burrow 40-ft
+0
33 (-4 size, +27 natural)
Bud Savage Thallid
35
6


Very Old
100-ft, burrow 40-ft
+0
36 (-4 size, +30 natural)
DR 20/magic
37
7


Ancient
100-ft, burrow 40-ft
+0
39 (-4 size, +33 natural)
Restore the Seeds
39
8


Wyrm
100-ft, burrow 40-ft
+0
42 (-4 size, +36 natural)
DR 20/magic and DR 5/-
40
8


Great Wyrm
120-ft, burrow 50-ft
+0
41 (-8 size, +39 natural)
Fungal Blooming
42
9




Special Abilities:

Breath Weapon (Su): A fungal dragon has two types of breath weapons a line of mystically charged spores which deal the listed amount of untyped damage (a Ref save halves), and any creature which takes damage must make a Fortitude save or be nauseated for 1 round per age category of the dragon. This breath weapon ignores hardness of objects and any creature or object reduced to 0 hp by this breath weapon is disintegrated. Their second breath weapon is gained at very young and is a cone of spores that infest an affected creature dealing 2 Con damage per round for 1 round per two age categories of the fungal dragon, a Fortitude save negates the effects and a Remove Disease will end it but not undo the ability damage already done. Starting at juvenile whenever a living creature with 5 or more hit dice under this effect dies from their constitution reaching 0 that creature explodes in a burst of fungus which creates one myconid (as bud myconid); like those created by fungal budding this myconid is under its creator’s telepathic control for 1 hour, after which it gains its independence.

Immunities (Ex): In addition to those immunities common to all true dragons, fungal dragons are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, and stunning. In addition fungal dragons are not subject to critical hits.

Plant Affinity (Ex): A fungal dragon affected as if it was a plant for any and all effects that specify that type (unless they also have a specific effect for dragons in which case the dragon effect supersedes the plant one). A fungal dragon is also considered a plant for all prerequisites.

Plant Telepathy (Su): A fungal dragon may telepathically communicate with all plant creatures with an intelligence score of 3 or greater within 30-ft per age category.

Bud Myconid (Su): 1/day as a swift action a fungal dragon may bud a number of myconids equal to its age category. These myconids appear adjacent to it and have a number of hit dice equal to ½ the fungal dragon’s age category (round up), taking the appropriate caste that is associated with that hit die amount (see MMII). These creatures are under their creator’s telepathic control for 1 hour, after which it gains their independence.

Cloud of Spores (Su): A young or older fungal dragon is continuously surrounded by a cloud of spores which extends to all adjacent squares. Any creature within this cloud has concealment from all creatures other than the fungal dragon as the spores conceal their exact location. A fungal dragon may not use this concealment to hide and may suppress this ability as a free action (it takes a full-round action to reactivate it).

Regeneration (Ex) A fungal dragon takes lethal damage from cold and fire.

Fungal Rage (Ex): An adult or older fungal dragon gains a +1 bonus to Strength for every 10 lethal damage it has taken since the end of its last turn.

Bud Savage Thallid (Su): 1/day as a swift action an old or older fungal dragon may bud two savage thallids. These savage thallids appear adjacent to it. These creatures are under their creator’s telepathic control for 1 hour, after which it gains their independence. An ancient fungal dragon’s savage thallids are advanced to 27 HD and huge size, and a great wyrm’s are advanced to 35 HD and gargantuan.

Restore the Seeds (Su): 1/day an ancient or older fungal dragon may heal any/all plant creatures within 30-ft 20 hp per age category and it immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.

Fungal Blooming (Sp): 1/day a great wyrm fungal dragon may select up to 3 target creatures within 100-ft. Each of these creatures must make a Fort save (DC 19 + Charisma modifier) or be incapacitated for 3 rounds taking 6d6 damage per round and killing them at the end of the duration. A wish or miracle spell cast on a subject during this time can eliminate the effect and save that creature. A creature that dies from this effect (whether from the damage or the final death effect) explodes in a fungal blooming that creates a 35-HD savage thallid. A creature that succeeds its fortitude save is still stunned for 2 rounds and takes 6d6 damage per round. This is considered a 9th level spell of the Transmutation and Necromancy schools and a [Death] effect. The caster level for this effect is twice the fungal dragon’s age category +6.

Skills: Climb, Jump, and Survival are all class skills for a fungal dragon.

Savage Thallid
Savage Thallid:
Large Plant
HD: 11d8+77 (126)
Init: +2
Spd: 40-ft.
AC: 19 (-1 Size, +2 Dex, +8 Natural), t 11, FF 17
BAB/Grp: +8/+18
Attack: 2 Slams +14 (2d6+7/x3)
S/R: 10-ft/10-ft
SA: Rage, Powerful blows.
SQ: Bud Saproling, Regeneration 6, Blindsense 60-ft, Acid and Cold Resistance 5, Low-light Vision, Plant traits, Darkvision 60-ft, Fire Vulnerability, Woodland Stride.
SV: F +13, R +5, W +6.
Str 23, Dex 14, Con 23, Int 4, Wis 13, Cha 6
Skills: Spot +8, Listen +8.
Feats: Improved Natural Weapon (Slam), Improved Toughness, Iron Will, Weapon Focus (Slam).
Environment: Darkwoods.
Organization: Solitary, or band (2-6)
CR: 8
Treasure: None.
Alignment: Usually Neutral
Advancement: 12-19 HD (Large), 20-31 HD (Huge), 32-39 HD (Gargantuan).
Powerful Blows (Ex): A savage thallid’s slam attacks deal triple damage on a critical hit.
Rage (Ex): Any time a savage thallid takes 20 or more damage from a single hit (whether a fireball spell or a single attack) it immediately enters a rage identical to that of a 1st level barbarian’s (duration 3+Con modifier rounds). It may not prevent this rage, or voluntarily end it. Once it has raged it may not do so again for 1 hour.
Regeneration (Ex): Fire and negative energy deal normal damage to Savage Thallids, as well as damage from the Blight spell and similar.
Bud Saproling (Ex): When a raging Savage Thallid takes enough damage to cause it to rage it instead buds 1d4+1 saprolings, this may only happen once per day, though. These saprolings come in multiple varieties, but Savage Thallids create “brute” saprolings which have the following stats, if the creator is advanced a size category so are its creations (they always have ½ as many hit dice as their creator), when they advance to medium-size their natural armor increases by 2 but otherwise they follow the normal progression; they come in both long and tall varieties with a 50% chance of either. These saprolings wither and die after 1 hour, until which point they are completely under the control of their creator. When saproling’s are created they are created flat-footed and dazed, they act on the thallid’s initiative but do not act on the initiative of the round they are created.

“Brute” Saproling: CR -; Small Plant (saproling); HD 5d8+15; hp 37; Init +4; Spd 30-ft; AC 19 (+1 size, +4 Dex, +4 natural); BAB/Grp +3/-1; Atk 2 slams +7 melee (1d4); S/R 5-ft/5-ft; SQ: Telepathic Link, Plant traits, low-light vision, Cold Resistance 5, Fire Vulnerability; SV F +7, R +5, W +1; Str 11, Dex 18, Con 17, Int -, Wis 11, Cha 6
Skills and Feats: Weapon Finesse (B)

Advanced Savage Thallid: CR 13; Huge Plant; HD 27d8+297; hp 416; Init +2; Spd 40-ft; AC 22 (-2 size, +2 Dex, +12 natural); BAB/Grp: +20/+39; Atk 2 slams +31 melee (3d6+11/x3); SA: Rage, powerful blows; SQ: Bud Saproling, Regeneration 6, Fire Vulnerability, Blindsense 60-ft, Acid and Cold Resistance 5, Low-light Vision, Plant traits, Darkvision 60-ft, Woodland Stride; SV F +24, R +13, W +13; Str 32, Dex 14, Con 28, Int 4, Wis 14, Cha 6.
Skills and Feats: Spot +17, Listen +17. Improved Natural Weapon (Slam), Improved Toughness x2, Iron Will, Weapon Focus (Slam), Lightning Reflexes, Improved Natural Armor, Suppress Weakness, Overcome Weakness, Power Attack, Cleave.

“Brute” Saproling: CR -; Medium Plant (saproling); HD 13d8+65; hp 123; Init +3; Spd 30-ft; AC 19 (+3 Dex, +6 natural); BAB/Grp +9/+12; Atk 2 slams +13 melee (1d6+3); S/R 5-ft/5-ft; SQ: Telepathic Link, Plant traits, low-light vision, Cold Resistance 5, Fire Vulnerability; SV F +11, R +7, W +4; Str 16, Dex 16, Con 20, Int -, Wis 11, Cha 6
Skills and Feats: Weapon Finesse (B).

Advanced Savage Thallid: CR 16; Gargantuan Plant; HD 35d8+455; hp 612; Init +6; Spd 40-ft; AC 25 (-4 size, +2 Dex, +17 natural), t 8, FF 23; BAB/Grp: +27/+64; Atk 2 slams +39 melee (4d6+26/x3)*; SA: Rage, powerful blows; SQ: Bud Saproling, Regeneration 6, Fire Vulnerability, Blindsense 60-ft, Acid and Cold Resistance 5, Low-light Vision, Plant traits, Fast Healing 3, Darkvision 60-ft, Woodland Stride; SV F +24, R +13, W +13; Str 42, Dex 14, Con 32, Int 4, Wis 14, Cha 6.
Skills and Feats: Spot +21, Listen +21. Improved Natural Weapon (Slam), Improved Toughness x2, Iron Will, Weapon Focus (Slam), Lightning Reflexes, Improved Natural Armor, Suppress Weakness, Overcome Weakness, Power Attack, Improved Initiative, Fast Healing, Dire Charge.
* Uses full (-5) power attack.
Raging Stats: Gargantuan Plant; HD 35d8+525; hp 682; Init +6; Spd 40-ft; AC 24 (-2 rage, -4 size, +2 Dex, +18 natural), t 6, FF 21; BAB/Grp: +27/+66; Atk 2 slams +41 melee (4d6+28/x3)*; SA: Rage, powerful blows; SQ: Bud Saproling, Regeneration 6, Fire Vulnerability, Blindsense 60-ft, Acid and Cold Resistance 5, Low-light Vision, Plant traits, Fast Healing 3, Darkvision 60-ft, Woodland Stride; SV F +26, R +13, W +15; Str 46, Dex 14, Con 36, Int 4, Wis 14, Cha 6.

“Brute” Saproling: CR -; Large Plant (saproling); HD 17d8+65; hp 123; Init +3; Spd 30-ft; AC 19 (-1 size, +2 Dex, +8 natural), t 11, FF 17; BAB/Grp +12/+23; Atk 2 slams +18 melee (1d8+7); S/R 10-ft/5-ft or 10-ft (50% chance of either); SQ: Plant traits, low-light vision, Telepathic Link, Cold Resistance 5, Fire Vulnerability; SV F +13, R +7, W +5; Str 25, Dex 14, Con 24, Int -, Wis 11, Cha 6

Zaydos
2010-09-25, 11:23 PM
Here's an idea for you if you want it: A relatively small dragon (no larger than huge) that walks on two feet and specializes in the arts of war instead of the arcane arts most of it's brethren prefer.

As a true dragon or just its own unique species with one age category? I'm currently assuming true dragon, which will be... interesting. It's supposed to be small... so I guess it starts as diminutive... hmm... -cue maniacal laughter-

Edit: Also by arts of war I assume you mean either actual weapons (hence the need to be bipedal) or martial maneuvers or both. I'm currently going with both.

Epsilon Rose
2010-09-25, 11:48 PM
As a true dragon or just its own unique species with one age category? I'm currently assuming true dragon, which will be... interesting. It's supposed to be small... so I guess it starts as diminutive... hmm... -cue maniacal laughter-

Edit: Also by arts of war I assume you mean either actual weapons (hence the need to be bipedal) or martial maneuvers or both. I'm currently going with both.

Right on both accounts.

Zaydos
2010-09-25, 11:56 PM
Right on both accounts.

I might should look at some of the other martial initiating dragons then. I think DracoDei made one (or I've seen one and I associate it with him, but he might just have posted on it), and I think there is an archetype in Dragons of Eberron that trades casting for martial maneuvers.

I'm probably just going to do my own thing.

Epsilon Rose
2010-09-26, 12:26 AM
You could probably get some pretty craze stuff in aside from swamping spells for maneuvers; like giving them a weaker breath weapon that they can use as part of an attack chain or making them more like mercenaries or soldiers as opposed to loners who hide in cave 70% of the time.

Zaydos
2010-09-26, 12:36 AM
You could probably get some pretty craze stuff in aside from swamping spells for maneuvers; like giving them a weaker breath weapon that they can use as part of an attack chain or making them more like mercenaries or soldiers as opposed to loners who hide in cave 70% of the time.

Currently I'm giving them swift action breath weapon once they hit adult, and making them wandering mercenary/blood knights who fight for the sheer pleasure of battle and the glory that they can obtain in it. Also highly resistant to magic (SR from wyrmling on, eventually reaching CR +15), and the ability to replace one attack out of a full-attack with a standard action strike. Although I'm not sure what their CR should be (they start out weaker than white dragons, but eventually become stronger), I think they might range from CR 1 (15 hp, 14 AC, +7 to hit, weak attacks and reach 0, weaker than an orc barbarian) to CR 22 (7 martial maneuvers, recover 1 each round automatically, 2 stances, swift action force breath, SR 37) but in between will be the tricky thing (and 22 is only a guess based on white dragons).

Zaydos
2010-09-26, 01:33 AM
And finished

Enyo Dragon
Dragon (Force)
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 Ratings: Wyrmling 1; very young 2; young 4; juvenile 6; young adult 8; adult 10; mature adult 13; old 16; very old 18; ancient 20; wyrm 21; great wyrm 23
Treasure: Standard
Alignment: Always chaotic neutral or chaotic evil.

Enyo dragons are an oddity amongst dragonkind. Unlike their kin and cousins they stand upon two legs and wield human weapons. The smallest of true dragons, enyo dragons have no innate skill with sorcery and the magical arts. They strive to make up for this with their bravery and skill in battle with varying results. Enyo dragons are naturally adept at the sublime way, mastering its techniques with ease and almost instant knowledge, this does little to prevent other true dragons from looking down on these poor powerless creatures.

Enyo dragons do not dwell in ancient caves upon hordes of gold like other dragons do, but instead wander the world seeking battle. They love the thrill of combat, the feeling of victory and conquest, the exultation of an enemy crushed before them. Enyo dragons will go anywhere, and some say do anything, looking for a great battle in which they can revel in the carnage. This often leads to enyo dragons acting as elite champions of mercenary forces, or as hired muscle for powerful forces. Do to their battle seeking nature (and some would say flagrant stupidity) few enyo dragons live to old age. Those that do, though, are cunning master strategists who have managed to survive a life of constant battle and should thus be feared and treated with careful respect.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Frightful Presence:
Wyrmling D 2d12+2 (15 hp) 13 10 13 8 13 8 2/-9 7 4 3 4 1d6 (DC 12) -
Very Young T 5d12+10 (42 hp) 15 12 15 10 13 10 5/-1 9 6 5 5 2d6 (DC 14) -
Young S 8d12+16 (68 hp) 19 12 15 10 15 10 8/8 13 8 7 8 3d6 (DC 16) -
Juvenile S 11d12 + 33 (104 hp) 21 14 17 12 17 12 11/12 17 10 9 10 4d6 (DC 18) -
Young Adult M 14d12+56 (147 hp) 23 16 19 14 17 14 14/20 20 13 12 13 5d6 (DC 21) DC 19
Adult M 17d12+85 (195 hp) 25 18 21 16 19 16 17/24 24 15 14 15 6d6 (DC 23) DC 21
Mature Adult M 20d12+100 (230 hp) 27 18 21 16 21 16 20/28 28 17 16 17 7d6 (DC 25) DC 23
Old L 23d12+138 (287 hp) 31 20 23 18 21 18 23/37 32 19 18 18 8d6 (DC 27) DC 25
Very Old L 26d12+182 (351 hp) 33 22 25 20 23 20 26/41 36 22 21 21 9d6 (DC 30) DC 28
Ancient L 29d12+203 (391 hp) 35 22 25 20 23 20 29/45 40 23 22 22 10d6 (DC 31) DC 29
Wyrm H 32d12+256 (464hp) 39 24 27 22 25 22 32/54 44 26 25 25 11d6 (DC 34) DC 32
Great Wyrm H 35d12+315 (542 hp) 41 26 29 24 27 24 35/58 48 28 27 27 12d6 (DC 36) DC 34



Age Speed Init AC Special Abilities SR Maneuvers Known Maneuvers Readied Stances Known Initiator Level
Wyrmling 20-ft, fly 30-ft (average) +0 14 (+4 size) Immunity to Force, Warrior's Reflexes 6 - - - -
Very Young 30-ft, fly 45-ft (average) +1 16 (+2 size, +3 natural, +1 Dex) Deflect Arrows 8 - - - -
Young 30-ft, fly 45-ft (average) +2 19 (+1 size, +6 natural, +1 Dex, +1 Insight) DR 5/magic 12 3 2 1 1st
Juvenile 40-ft, fly 60-ft (poor) +3 23 (+1 size, +9 natural, +2 Dex, +1 Insight) Deflect Rays 14 4 2 1 3rd
Young Adult 40-ft, fly 60-ft (poor) +4 26 (+12 natural, +3 Dex, +1 Insight) DR 10/magic 18 5 3 1 5th
Adult 40-ft, fly 60-ft (poor) +6 31 (+15 natural, +4 Dex, +2 insight) Swift Breath 21 6 3 2 7th
Mature Adult 60-ft, fly 100-ft (poor) +6 34 (+18 natural, +4 Dex, +2 insight) DR 15/magic 25 7 4 2 9th
Old 60-ft, fly 100-ft (poor) +7 36 (-1 size, +21 natural, +5 Dex, +2 Insight) Double Stance 28 8 4 2 11th
Very Old 60-ft, fly 100-ft (poor) +9 42 (-1 size, +24 natural, +6 Dex, +3 Insight) DR 20/magic and DR 5/adamantine 31 9 5 3 13th
Ancient 60-ft, fly 100-ft (poor) +9 45 (-1 size, +27 natural, +6 Dex, +3 Insight) Battle Routine 34 10 5 3 15th
Wyrm 80-ft, fly 150-ft (clumsy) +10 48 (-2 size, +30 natural, +7 Dex, +3 Insight) DR 20/magic and DR 10/- 36 11 6 3 17th
Great Wyrm 80-ft, fly 150-ft (clumsy) +12 53 (-2 size, +33 natural, +8 Dex, +4 Insight) Instant Reflexes 38 13 7 4 20th


Special Abilities:
Face/Reach, Natural Weapons, and Breath Weapon range for diminutive dragons: 1-ft/0-ft, bite: 1d3, claws 1d2; Line 15-ft, Cone 10-ft.

Enyo Dragon Reach by Size: Tiny: 0-ft; Small 5-ft; Medium 5-ft; Large 10-ft; Huge (15-ft).

Weapon and Armor Proficiencies: An enyo dragon is proficient in all simple and martial weapons, as well as 1 exotic weapon of choice per 4 age categories. They disdain armor and do not have any proficiency in it.

Breath Weapon (Su): An enyo dragon has a single breath weapon, a cone of force dealing the listed damage (reflex save for half).

Warrior’s Reflexes (Su): When unarmored and not wearing a shield an enyo dragon adds ½ its Wisdom modifier as an insight bonus to Initiative checks and AC.

Deflect Arrows (Ex): A very young or older enyo dragon may deflect arrows as the feat except it may deflect a number of arrows per round equal to ½ its Wisdom modifier (minimum 1/round), although it must make a Reflex save (DC = 10 + ½ attack roll + 5 per arrow after the 2nd deflected this turn) to deflect each arrow past the 1st in a single round.

Martial Maneuvers: A young or older enyo dragon has the ability to initiate maneuvers from 3 disciplines of the Sublime Way. These disciplines are chosen at birth and can never be changed. They gain the listed number of maneuvers known, and readied, as well as stances but have certain special restrictions. They are considered to only have the listed initiator level for learning maneuvers in this way and for using maneuvers learned this way. They may recover these maneuvers, though, at a rate of 1 of their choice per round. Whenever an enyo dragon advances an age category it may exchange all maneuvers and stances it knows for new maneuvers of any level it has access to.

Deflect Rays (Su): A juvenile or older enyo dragon may use its Deflect Arrows ability to deflect magical rays and ranged touch attacks as well as more mundane projectiles. This ability still does not function against giant’s boulders and siege weapons.

Swift Breath: An adult or older enyo dragon may use its breath weapon as a swift action.

Double Stance (Ex): An old or older enyo dragon may activate and use 2 stances at the same time; this functions like the 20th level warblade Dual Stance ability except that the two stances must be from different disciplines and of different levels.

Battle Routine (Ex): An ancient or older enyo dragon may use a standard action strike in place of one attack in a full-attack action; this strike uses that attack’s attack bonus.

Unearthly Speed (Ex): 1/encounter a great wyrm enyo dragon may make a move, attack, and swift action or a full-round action and a swift action as a free action.

Skills: An enyo dragon treats the class skills for their chosen disciplines as class skills.

Zaydos
2010-09-26, 01:53 AM
I'd like to request a thermite dragon. (really, REALLY hot breath, 5000 degrees F to be exact)

So what are you seeing with a thermite dragon? Really high breath weapon damage or something like grimcrag dragon's which ignores fire resistance and reduces fire immunity? Also what alignment are you looking for? Going with normal thermite being mostly iron would probably constitute a ferrous dragon (so Lawful something)? Also the quickly becoming standard question of should it cast spells (as can be seen I am not above making non-planar dragons unable to cast spells)?

akma
2010-09-26, 03:45 AM
A dragon that his breath weapon is blades instead of some energy, creating a swarm of blades (I imagined hundreds of small blades). Also, I imagined him metallic and shining, with silvery colour.

dragonsamurai77
2010-09-26, 10:44 AM
So what are you seeing with a thermite dragon? Really high breath weapon damage or something like grimcrag dragon's which ignores fire resistance and reduces fire immunity? Also what alignment are you looking for? Going with normal thermite being mostly iron would probably constitute a ferrous dragon (so Lawful something)? Also the quickly becoming standard question of should it cast spells (as can be seen I am not above making non-planar dragons unable to cast spells)?

Lawful, high damage, no spellcasting makes sense, like you suggested. Also, note that thermite can actually burn underwater, as it does not need oxygen from its surroundings.

Zaydos
2010-09-26, 12:11 PM
Thermite Dragon
Dragon (Fire)
Environment: Remote 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 (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 13; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Triple Standard
Alignment: Always lawful evil
Thermite dragons are a rarely encountered species, almost extinct from the aftermath of an ancient feud with red dragons. Now they rarely leave their layers as their population slowly rebuilds, and they wait plotting the downfall of red dragons everywhere. Few, if any, other creatures that exist are friendly towards thermite dragons although stories exist of a thermite dragon who has forged an alliance with illithids deep underground.
Many thermite dragons worship Oxian (http://www.giantitp.com/forums/showpost.php?p=9401218&postcount=108) and even now believe that they have the divine right to rule and that the place of red dragons as leaders amongst evil dragonkind is undeserved.
Thermite dragons have red-brown scales and eyes that gleam with white heat. Their head has a distinct crest formed by 5 backward pointing horns, which the thermite dragons call the Crown of Dragons, although some sages suggest that this phrase originally described a crown worn by a specific thermite dragon who ruled the race as king before the disastrous clash with the red dragons.

Build notes: I ended up giving it both high damage and bypass resistance since otherwise it would be too much of a are you prepared? Yes, cake walk; no, TPK. Now it is higher CR and more powerful in general but it is are you prepared? a threat; no, a draconic badass (or at least I hope it is; I base the CRs off of the closest dragon and fiddle it 1 to 2 points. I might be too low on this one.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Frightful Presence:
Wyrmling T 3d12+3 (22 hp) 11 10 13 10 11 10 3/-5 5 4 3 3 2d12+2 (DC 12) -
Very Young S 6d12+6 (45 hp) 13 10 13 10 11 10 6/3 8 6 5 5 4d12+4 (DC 14) -
Young M 9d12+18 (76 hp) 15 10 15 12 13 12 9/11 11 8 6 7 6d12+6 (DC 16) -
Juvenile M 12d12 + 24 (102 hp) 17 10 15 12 13 12 12/15 15 10 8 9 8d12+8 (DC 18) -
Young Adult L 15d12+45 (142 hp) 19 10 17 14 15 14 15/23 18 12 9 11 10d12+10 (DC 20) DC 19
Adult L 18d12+72 (189 hp) 23 10 19 14 15 14 18/28 23 15 11 13 12d12+12 (DC 23) DC 21
Mature Adult L 21d12+105 (241 hp) 27 10 21 16 17 16 21/33 27 17 12 15 14d12+14 (DC 25) DC 23
Old H 24d12+120 (276 hp) 29 10 21 16 17 16 24/41 31 19 14 17 16d12+16 (DC 27) DC 25
Very Old H 27d12+162 (337 hp) 31 10 23 18 19 18 27/45 35 21 15 19 18d12+18 (DC 29) DC 27
Ancient H 30d12+180 (375 hp) 33 10 23 18 19 18 30/49 39 23 17 21 20d12+20 (DC 31) DC 29
Wyrm G 33d12+231 (445 hp) 35 10 25 20 21 20 33/57 41 25 18 23 22d12+22 (DC 33) DC 31
Great Wyrm G 36d12+288 (522 hp) 37 10 27 20 21 20 36/61 45 28 20 25 24d12+24 (DC 36) DC 33



Age Speed Init AC Special Abilities SR Aura of Heat
Wyrmling 60-ft, fly 150-ft (average) +0 15 (+2 size, +3 natural) Fire Immunity, Fire Healing, Cold Vulnerability, Ignore Fire Resistance 5 - -
Very Young 60-ft, fly 150-ft (average) +0 17 (+1 size, +6 natural) - - -
Young 60-ft, fly 200-ft (poor) +0 19 (+9 natural) Ignore Fire Resistance 10 - -
Juvenile 60-ft, fly 200-ft (poor) +0 22 (+12 natural) - - -
Young Adult 60-ft, fly 200-ft (poor) +0 24 (-1 size, +15 natural) DR 5/magic, Ignore Fire Resistance 15 16 -
Adult 60-ft, fly 200-ft (poor) +0 27 (-1 size, +18 natural) Aura of Heat 18 2d6 (DC 23)
Mature Adult 60-ft, fly 200-ft (poor) +0 30 (-1 size, +21 natural) DR 10/magic, Ignore Fire Resistance 20 20 4d6 (DC 25)
Old 60-ft, fly 200-ft (poor) +0 32 (-2 size, +24 natural) Focused Breath 21 6d6 (DC 27)
Very Old 60-ft, fly 200-ft (poor) +0 35 (-2 size, +27 natural) DR 15/magic, Ignore Fire Resistance 25 23 8d6 (DC 29)
Ancient 60-ft, fly 200-ft (poor) +0 38 (-2 size, +30 natural) Retributive Explosion 24 10d6 (DC 31)
Wyrm 60-ft, fly 250-ft (clumsy) +0 39 (-4 size, +33 natural) DR 20/magic, Ignore Fire Resistance 30 25 12d6 (DC 33)
Great Wyrm 60-ft, fly 250-ft (clumsy) +0 42 (-4 size, +36 natural) Penetrate Immunity, Wall of Flame 27 14d6 (DC 36)

Special Abilities:
Breath Weapon (Su): A thermite dragon has a single breath weapon, a line of super-heated flames dealing the listed damage (reflex save for half).
Fire Healing (Su): When a thermite dragon would take damage from a fire effect it instead heals 1 point of damage per 2 points it would have taken (this is applied before immunity).
Ignore Fire Resistance (Su): A thermite dragon’s breath weapon ignores the listed amount of fire resistance.
Aura of Heat (Su): An adult or older thermite dragon can no longer contain the heat of its fiery heart within its body. They radiate an aura of heat out to 30-ft at all times. Any creature beginning its turn in this aura must make a Fortitude save or take the listed damage.
Focused Breath: An old or older thermite dragon may focus its breath into a deadly ray of heat. When they use their breath weapon they may instead use it as a ray with a maximum range equal to one half the length of their normal breath weapon. If they do so it only affects one creature and requires a ranged touch attack to hit that creature, but it deals double damage and ignores twice the listed amount of fire resistance. The creature still gets a reflex save for half.
Retributive Explosion (Su): Whenever an ancient or older thermite dragon is dealt struck by a melee attack it creates a small explosion dealing 3d6+9 damage (Reflex halves; same DC as breath weapon) to all creatures adjacent to it.
Wall of Flames (Su): A great wyrm thermite dragon can create a wall of fire (as spell of the same name) as a standard action at will, and last until the thermite dragon dies. These walls deal triple the listed damage and benefit from the thermite dragon’s Surpass Immunity ability. A thermite dragon may only have one wall of flames active at a time and activating a 2nd wall of flames disperses the first one instantly.
Surpass Immunity: A great wyrm thermite dragon’s wall of flame and breath weapon ignore all fire resistance a creature may have, and deal 50% damage to creatures that are immune to fire and do not have the fire subtype.
Skills: A thermite dragon treats hide, move silently and spot as class skills.

dragonsamurai77
2010-09-26, 01:38 PM
SS progression for the Thermite Dragon:

THERMITE DRAGON
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Dragon Body, Fire Breath 1d12+1, Fire Healing, Cold Vulnerability

2nd|
+2|
+3|
+0|
+3|Scales +1

3rd|
+3|
+3|
+1|
+3|Fire Breath 2d12+2, Ignore Fire Resistance 5

4th|
+4|
+4|
+1|
+4|+2 Str

5th|
+5|
+4|
+1|
+4|Scales +2

6th|
+6|
+5|
+2|
+5|Small, Fire Breath 4d12+4

7th|
+7|
+5|
+2|
+5|+2 Str, +2 Con

8th|
+8|
+6|
+2|
+6|

9th|
+9|
+6|
+3|
+6|Medium, Fly 200 ft, Ignore Fire Resistance 10, Fire Breath 6d12+6

10th|
+10|
+7|
+3|
+7|

11th|
+11|
+7|
+3|
+7|Scales +3

12th|
+12|
+8|
+4|
+8|Fire Breath 8d12+8

13th|
+12|
+8|
+4|
+8|+2 Str, +2 Con

14th|
+14|
+9|
+4|
+9|Scales +4

15th|
+15|
+9|
+5|
+9|Large, Fire Breath 10d12+10, DR 5/magic, Ignore Fire Resistance 15

16th|
+16|
+10|
+5|
+10|

17th|
+17|
+10|
+5|
+10|

18th|
+18|
+11|
+6|
+11|Fire Breath 12d12+12, Aura of Heat, SR 23

19th|
+19|
+11|
+6|
+11|+2 Str, +2 Con

20th|
+20|
+12|
+6|
+12|Scales +5[/table]

Zaydos
2010-09-26, 01:48 PM
SS progression for the Thermite Dragon:

THERMITE DRAGON
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Dragon Body, Fire Breath 1d12+1, Fire Healing, Cold Vulnerability

2nd|
+2|
+3|
+0|
+3|Scales +1

3rd|
+3|
+3|
+1|
+3|Fire Breath 2d12+2, Ignore Fire Resistance 5

4th|
+4|
+4|
+1|
+4|+1 Str

5th|
+5|
+4|
+1|
+4|Scales +2

6th|
+6|
+5|
+2|
+5|Small, Fire Breath 4d12+4

7th|
+7|
+5|
+2|
+5|+1 Str, +1 Con

8th|
+8|
+6|
+2|
+6|Scales +3

9th|
+9|
+6|
+3|
+6|Medium, Fly 200 ft, Ignore Fire Resistance 10, Fire Breath 6d12+6

10th|
+10|
+7|
+3|
+7|+1 Str

11th|
+11|
+7|
+3|
+7|Scales +4

12th|
+12|
+8|
+4|
+8|Fire Breath 8d12+8

13th|
+12|
+8|
+4|
+8|+1 Str, +1 Con

14th|
+14|
+9|
+4|
+9|Scales +5

15th|
+15|
+9|
+5|
+9|Large, Fire Breath 10d12+10, DR 5/magic, Ignore Fire Resistance 15

16th|
+16|
+10|
+5|
+10|+1 Str

17th|
+17|
+10|
+5|
+10|Scales +6

18th|
+18|
+11|
+6|
+11|Fire Breath 12d12+12, Aura of Heat, SR 23

19th|
+19|
+11|
+6|
+11|+1 Str, +1 Con

20th|
+20|
+12|
+6|
+12|Scales +7[/table]

No dead levels, but it's rather bland and the fire breath jumps around a bit. Any ideas?

If you're going for a Savage Species progression (gets all the ability score bonuses and abilities), it's going to have some dead levels. From personal experience if you drop 3 LA from the published dragons they're roughly tier 3/tier 4 (varies by dragon); not as good in melee as ToB characters but still able to fight, with some good battlefield control options, flight, lots of skills. Also typically they gain ability scores in increments of +2 not +1. There's also Osclemo's monster classes but they follow a completely different rubric than the base creature much less than savage species. For thermite dragon I'd compare its LA to White Dragon and maybe kick it up a bit (better mental stats, more than x4 breath weapon damage). I'd guestimate +0 for Wyrmling, then a dead level in very young, and another dead level in juvenile and maybe 2 more in young adult. Also just realized I've been starting frightful presence an age category early... fixing.

dragonsamurai77
2010-09-26, 02:21 PM
If you're going for a Savage Species progression (gets all the ability score bonuses and abilities), it's going to have some dead levels. From personal experience if you drop 3 LA from the published dragons they're roughly tier 3/tier 4 (varies by dragon); not as good in melee as ToB characters but still able to fight, with some good battlefield control options, flight, lots of skills. Also typically they gain ability scores in increments of +2 not +1. There's also Osclemo's monster classes but they follow a completely different rubric than the base creature much less than savage species. For thermite dragon I'd compare its LA to White Dragon and maybe kick it up a bit (better mental stats, more than x4 breath weapon damage). I'd guestimate +0 for Wyrmling, then a dead level in very young, and another dead level in juvenile and maybe 2 more in young adult. Also just realized I've been starting frightful presence an age category early... fixing.

Any better now?

Zaydos
2010-09-26, 02:30 PM
Any better now?

For some reason I was thinking of LA as dead levels (because you don't gain HD/etc) instead of levels without abilities (yes I know fail on my part). I'm finishing up the beholder dragon right now and then I'm going to have to spend the rest of the day studying, but remind me tomorrow and I should hopefully be able to help then. As it is it's closer to one of Osclemo's than Savage Species (for example a Savage Species progression would give it all its Wyrmling abilities exactly as they are now by the time it reached 3 HD).

Edit: And the wyrmlings for these guys probably do need one or two LA. The LA just doesn't need to increase as much as it does on most dragons.

Zaydos
2010-09-26, 04:07 PM
Occulus Dragon
Dragon
Environment: Same as beholders (cold hills by RAW).
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
Challenge Ratings: TBA.
Treasure: Triple Standard
Alignment: Always lawful evil

Occulus dragons are a disturbing sight. Its legs are thin and bony and atrophied looking with several almost insectoid joints, but end in proportionately large claws. Its neck is also long, thin and spindly and ends in a head that is disproportionately large. Its massive head is dominated by a single great eye, and crowned by several eyestalks hosting more, and sprouting even more as it ages. At birth an occulus dragon only has a single eye stalk, but by the time it reaches the juvenile age category it grows a 2nd stalk, a third grows by mature adulthood, and a fourth and final stalk by ancient.
Their scales are large, plates, several layers thick, forming a tough armor around their body. Unlike many dragon species there is no single color that occulus dragons invariably are, although browns and oranges are common. Their teeth are sharp points, like those of a crocodile, as opposed to the more canine or shark like teeth common to other dragons and where common varieties of dragons move like a graceful tiger, occulus dragons move like a startled spider when they must walk or run.
Occulus dragons rarely interact with each other past adulthood except for purposes of mating; they find the company of others of the same kind a grating experience. When they do mate, the two will seperate immediately after, the mother will find a place outside of her territory to lay her eggs and then abandon them. Beholders also find occulus dragons presence grating, although when a Hive Mother is involved they may in fact form an alliance with these dragons, and many will attempt to eradicate them as impurities; occulus dragons for their part consider beholders inferiors to be enslaved and controlled often charming or dominating them to work as powerful and useful guards.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Frightful Presence:
Wyrmling D 2d12+2 (15 hp) 11 10 13 14 13 14 2/-10 6 4 3 4 1d6 (DC 12) -
Very Young T 5d12+5 (37 hp) 11 10 13 16 15 16 5/-3 7 5 4 6 2d6 (DC 14) -
Young S 8d12+16 (68 hp) 13 10 15 16 17 16 8/5 10 8 6 9 3d6 (DC 16) -
Juvenile S 11d12 + 22 (93 hp) 15 10 15 18 17 18 11/9 14 9 7 10 4d6 (DC 18) -
Young Adult M 14d12+42 (133 hp) 15 10 17 20 19 20 14/16 16 12 9 13 5d6 (DC 21) DC 22
Adult M 17d12+68 (178 hp) 17 10 19 22 21 22 17/20 20 14 10 15 6d6 (DC 23) DC 24
Mature Adult M 20d12+100 (230 hp) 19 10 21 22 21 22 20/24 24 17 12 17 7d6 (DC 25) DC 26
Old L 23d12+115 (264 hp) 21 10 21 24 23 24 23/32 27 18 13 19 8d6 (DC 27) DC 28
Very Old L 26d12+156 (325 hp) 23 10 23 26 23 26 26/36 31 21 15 21 9d6 (DC 30) DC 31
Ancient L 29d12+174 (362 hp) 23 10 23 28 25 28 29/39 34 22 16 23 10d6 (DC 31) DC 33
Wyrm H 32d12+224 (432hp) 25 10 25 30 27 30 32/47 37 25 18 26 11d6 (DC 34) DC 35
Great Wyrm H 35d12+280 (507 hp) 27 10 27 32 29 32 35/51 41 27 19 28 12d6 (DC 36) DC 37



Age Speed Init AC Special Abilities SR Eyestalks (# usable) Eye Ability DC Spells
Wyrmling 40-ft, fly 100-ft (average) +0 16 (+4 size, +2 natural) Central Eye (Fear Gaze), Immunity to Acid, Beholder Affinity - Daze (1) DC 13 -
Very Young 40-ft, fly 100-ft (average) +0 17 (+2 size, +5 natural) - - Inflict Wounds (1) DC 15 1st
Young 40-ft, fly 100-ft (good) +0 19 (+1 size, +8 natural) Central Eye (Daze) - Exhaustion, Energy Ray (1) DC 17 3rd
Juvenile 40-ft, fly 100-ft (good) +0 22 (+1 size, +11 natural) Touch of Idiocy, All-Around Vision - Slow (2) DC 19 5th
Young Adult 40-ft, fly 100-ft (good) +0 24 (+14 natural) DR 5/magic 17 Dispel Magic (2) DC 22 7th
Adult 40-ft, fly 100-ft (good) +0 27 (+17 natural) Central Eye (stun), Ray of Stupidity 19 Fear, Telekinesis (3) DC 24 9th
Mature Adult 40-ft, fly 100-ft (good) +0 30 (+20 natural) DR 10/magic 21 Charm (3) DC 26 11th
Old 40-ft, fly 100-ft (good) +0 32 (-1 size, +23 natural) Central Eye (Lethargy), Feeblemind 23 Sleep (3) DC 28 13th
Very Old 40-ft, fly 100-ft (good) +0 35 (-1 size, +26 natural) DR 15/magic 25 Flesh to Stone, Enervation (3) DC 31 15th
Ancient 40-ft, fly 100-ft (good) +0 38 (-1 size, +29 natural) Central Eye (Lesser Disjunction), Maze 26 Disintegrate (4) DC 33 17th
Wyrm 40-ft, fly 150-ft (good) +0 40 (-2 size, +32 natural) DR 20/magic 28 Finger of Death (4) DC 35 19th
Great Wyrm 40-ft, fly 150-ft (good) +0 43 (-2 size, +35 natural) Central Eye (Antimagic), Unsuppressable Breath, Weird 31 Dominate, Harm (4) DC 37 22nd


Special Abilities:

Breath Weapon (Su): An occulus dragon has two breath weapons: a cone of acid which deals the listed damage (reflex save for half) and a cone of magical suppression which suppresses all pre-existing magical effects in the area for 1 round per age category of the dragon. The suppressing effect does not dispel effects, nor does it prevent new effects from being activated, but effects in existence before the dragon’s breath are treated as if they were in anti-magic for the next 12 rounds. Creatures struck may cast spells, use spell-like abilities, and activate supernatural abilities, but magic items become inert for the duration, summoned creatures vanish only to reappear after the duration of this effect has passed. Supernatural abilities that cannot be voluntarily activated are also suppressed. Vestige pacts and soulmelds are suppressed for the duration as if affected by an antimagic field and still count against maximum number of pacts/soul melds.
Central Eye (Su): An occulus dragon’s central eye can have one of many effects, and it can change between these effects as a full-round action. As a wyrmling they only have access to Fear Gaze but as they advance in age they gain more as listed on the table above. All gazes have a range of 30-ft + 5-ft per 2 age categories.

Fear Gaze: Any creature meeting the occulus dragon’s gaze must make a Will save (at listed DC) or be shaken for 6 rounds. An occulus dragon’s fear gaze does not stack with itself or the fear gaze of other occulus dragons.

Dazing Gaze: A young or older occulus dragon also has the option of a dazing gaze. Any creature meeting the occulus dragon’s gaze must make a Will save or be dazed for 1 round. This is a mind-affecting effect.

Stunning Gaze: An adult or older occulus dragon has the option of a stunning gaze. Any creature meeting the occulus dragon’s gaze must make a Will save or be dazed for 1 round.

Lethargic Gaze: An old or older occulus dragon has the option of a lethargic gaze. Any creature meeting the occulus dragon’s gaze must make a Fort save or take 1 point of Dexterity drain per two age categories of the occulus dragon.

Lesser Disjunction: An ancient or older occulus dragon may as a standard action focus his eye on one target creature or object. If he does so this acts as a Mage’s Disjunction spell on that creature (or object) and all objects it holds except that magic items are not destroyed instead their magical qualities are negated for 1 minute per age category of the occulus dragon. An occulus dragon may activate this effect as part of the standard action to change to this eye ability.

Antimagic: A great wyrm occulus dragon’s central eye may now replicate that most feared feature of the beholder. This ability functions as a beholder’s antimagic eye, except that if an occulus dragon uses its breath weapon in a round that it has its antimagic eye active the breath weapon’s area must be entirely covered by the antimagic effect.

Beholder Affinity: An occulus dragon gains a +4 racial bonus on all saving throws versus the supernatural and racial abilities of beholders and beholderkin with the exception a Hive Mother’s domination ability. Occulus dragons below the old age category may be affected by a Hive Mother’s domination ability as if it were a beholder.

Eye Rays (Su): These function like a beholder’s eye rays except their CL is the occulus dragon’s age category or its caster level as a sorcerer whichever is higher and they may use the indicated number of eye rays based upon their age category each round, and may not target a single creature with more than ½ their eye rays in a single round (minimum 1). They may only use their eye rays in any round in which they have used their breath weapon and only after using their breath weapon. The DC for these effects is the same as for their central eye.

Daze: This ray functions like the cantrip Daze except with a hit die cap = to the occulus dragon’s hit dice or, once a occulus dragon has reached the juvenile age category, Daze Monster with the same increased hit die cap.

Inflict Wounds: This ray functions like Inflict Moderate Wounds; once an occulus dragon reaches the adult age category this ability improves to mimic Inflict Critical Wounds.

Exhaustion: A creature struck by this ray is exhausted for 2 minutes per age category of the occulus dragon. This effect does not allow a save.

Slow: A struck creature is slowed for 1 round/caster level (as spell); on a successful Will save they are slowed for 1 round.

Dispel Magic: As a targeted Dispel Magic on whatever creature/object is struck by the ray, except there is no maximum CL bonus to the dispel check.

Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by the spell.

Telekinesis: An occulus dragon can move objects or creatures that weigh up to 25 pounds per caster level, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.

Charm: As the charm monster spell. Will negates.

Sleep: This works as the spell (will negates) except with no hit dice cap.

Flesh to Stone: As spell.

Enervation: As spell.

Disintegrate: As spell with no CL cap on damage.

Finger of Death: As spell.

Domination: This functions as the spell Dominate Monster. An occulus dragon may only have a total number of hit dice of creatures dominated with this ability equal to its hit dice, or 1 creature of any number of hit dice.

Spellcasting: An occulus dragon casts spells as a sorcerer of the listed level. They may also select spells from the cleric spell-list as well as the Madness, Law, and Evil domains as spells known.

Spell-like Abilities: 3/day: Touch of Idiocy (juvenile or older), Ray of Stupidity (adult or older); 1/day: Feeblemind (old or older), Maze (ancient or older), Weird (great wyrm or older).

Zaydos
2010-09-26, 08:17 PM
Maleficence 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 (2-5)
Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple Standard
Alignment: Always chaotic evil

Maleficence dragons are born with plate-like scales the color of sun-bleached bones. Their head looks skull-like, due to their thin flesh, bone colored scales, and a lack of lips to cover their shark-like teeth. The individual links of their neck and spine can be distinguished from their emancipated bodies, although their torso thickens with muscles and heavy scales. Even in the height of summer clouds of condensation form as they breath, and where they walk plants die.

As maleficence dragons age things only get worse. Their eyes, initially a pale blue sink deeper into their skulls and slowly begin to shine with an inner light until they hang like cold, blue flames in empty sockets. Their shoulders, always covered with plate-like scales that look like pauldrons made of bone slowly develop human-like faces. These faces scream and babble continuously, like souls in eternal torment which they are. When a maleficence dragon is born the souls of two recently departed humanoids are pulled into its body where their eternal pain serves as a source of energy for the dragon.

Maleficence dragons are vile and despicable creatures who delight in causing the destruction of other forms of life. Sages have studied their ultimate source and after many years have seemed to unearth some lore on the matter. The first maleficence dragon was hatched from the egg of a gold dragon, stolen and taken to an ancient temple to Orcus (or campaign appropriate god/demon), the dragon within was corrupted with unspeakable rituals, that ended with the death of a pair of chaste lovers whose souls locked in eternal torment, and always close enough to sense each other’s pain but never close enough to truly feel the other, were sealed within the unborn dragon. When the dragon hatched it was as an abomination whose sole desire was to cause destruction and pain to all other living creatures. The first of these would be its creators who were left drained and weakened from the ritual and did not expect the hatchling to attack them with such ferocity.

Maleficence dragons live in regions of taint (see Heroes of Horror) by preference, and any place they dwell in long becomes tainted by their presence. Many also congregate to graveyards, slowly desecrating the area with their presence.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Frightful Presence/Fear Aura:
Wyrmling S 5d12+5 (37 hp) 13 10 13 10 10 13 5/2 7 5 4 4 2d6 (DC 13) -
Very Young M 8d12+16 (68 hp) 15 10 15 12 12 15 8/10 10 8 6 7 4d6 (DC 16) -
Young M 11d12 + 22 (93 hp) 17 10 15 12 12 15 11/12 14 9 7 8 6d6 (DC 17) -
Juvenile L 14d12+42 (133 hp) 19 10 17 14 14 17 14/22 17 12 9 11 8d6 (DC 20) -
Young Adult L 17d12+68 (178 hp) 21 10 19 14 14 19 17/26 21 14 10 12 10d6 (DC 22) DC 22
Adult H 20d12+100 (230 hp) 25 10 21 16 16 21 20/35 25 17 12 15 12d6 (DC 25) DC 25
Mature Adult H 23d12+115 (264 hp) 27 10 21 18 18 21 23/39 29 18 13 17 14d6 (DC 26) DC 26
Old H 26d12+156 (325 hp) 31 10 23 20 20 23 26/44 34 21 15 20 16d6 (DC 29) DC 29
Very Old H 29d12+174 (362 hp) 33 10 23 22 22 23 29/48 38 22 16 22 18d6 (DC 30) DC 30
Ancient G 32d12+224 (432hp) 35 10 25 24 24 25 32/56 40 25 18 25 20d6 (DC 33) DC 33
Wyrm G 35d12+280 (507 hp) 37 10 27 24 24 27 35/60 44 27 19 26 22d6 (DC 35) DC 35
Great Wyrm G 38d12+342 (589 hp) 39 10 29 26 26 29 38/64 41 30 21 29 24d6 (DC 38) DC 38



Age Speed Init AC Special Abilities SR CL
1 60-ft, fly 100-ft (average) +0 16 (+1 size, +5 natural) Deathwarded, Tainted Bite, See in Darkness - -
2 60-ft, fly 150-ft (poor) +0 18 (+8 natural) Alternate Form - -
3 60-ft, fly 150-ft (poor) +0 21 (+11 natural) DR 5/magic - -
4 60-ft, fly 150-ft (poor) +0 23 (-1 size, +14 natural) Babble of the Damned, Fear Aura - 1st
5 60-ft, fly 150-ft (poor) +0 26 (-1 size, +17 natural) DR 10/magic 20 3rd
6 60-ft, fly 150-ft (poor) +0 28 (-2 size, +20 natural) Tainted Claws 22 5th
7 60-ft, fly 150-ft (poor) +0 31 (-2 size, +23 natural) DR 15/magic 23 7th
8 60-ft, fly 150-ft (poor) +0 34 (-2 size, +26 natural) Aura of Desecration 25 9th
9 60-ft, fly 150-ft (poor) +0 37 (-2 size, +29 natural) DR 20/magic and 5/good 26 11th
10 60-ft, fly 200-ft (poor) +0 38 (-4 size, +32 natural) Slaver of the Damned 28 13th
11 60-ft, fly 200-ft (poor) +0 41 (-4 size, +35 natural) DR 20/magic 30 15th
12 60-ft, fly 200-ft (poor) +0 44 (-4 size, +38 natural) Howl of Souls' Lament 32 17th


Special Abilities:
Breath Weapon (Su): A maleficence dragon has one type of breath weapon a line of soul disrupting energy. This attack deals the listed damage to all living creatures, and sentient undead, within the area (Will save for half) and applies 1 point of depravity (see Taint in Heroes of Horror) per 2 age categories of the dragon on a failed save. Any creature killed by this breath weapon has its soul bound into the maleficence dragon and cannot be revived until the maleficence dragon is slain, even then any creature revived from this state has 1 less than lethal Corruption and Depravity.

See in Darkness (Su): A maleficence dragon may see perfectly in darkness, including magical darkness, as if it were full light.

Deathwarded (Ex): A maleficence dragon is immune to any effect that deathward protects against (negative energy effects, death effects, and energy drain).

Tainted Bite (Su): Any creature hit by a maleficence dragon’s bite attack must make a fortitude save (same DC as their breath weapon) or gain 1 point of corruption (see Taint). At adulthood this increases to 2 points of corruption, and 1 even on a successful save.
Any creature slain by a maleficence dragon’s bite attack has its soul sealed within the dragon and cannot be revived until the maleficence dragon has been slain, even then any creature revived from this state has moderate taint if it did not already have a higher taint score.

Change Shape (Su): 3/day as a standard action very young or older maleficence dragon may assume the form of a child from one specific race of humanoid creatures. This race may be any 1-HD humanoid, although human is the most common. A maleficence dragon may remain in this form until it chooses to return to its natural form.

Spells A young or older maleficence dragon casts spells as a dread necromancer of the indicated level (see Heroes of Horror for details on Dread Necromancers).

Babble of the Damned (Su): At juvenile the faces on a maleficence dragon’s shoulders fully form and begin their eternal babbling. Any creature within 60-ft which hears this babbling must make a Will save (DC is the same as Frightful Presence’s) or gain 3 points of depravity and be dazed for one round as the feelings of pain and torment of the souls bound within the maleficence dragon sweeps over them. A maleficence dragon may suppress or resume this ability as a free action 1/turn. Once exposed to this ability a creature is immune to that maleficence dragon's babble of the damned for 24 hours.

Fear Aura (Su): Any action which triggers a maleficence dragon’s frightful presence also triggers its Fear Aura. If a creature is able to be affected by frightful presence it makes only 1 save against both and if it fails its save against a maleficence dragon’s Frightful Presence is frightened instead of shaken (if it had 5 or less HD it is cowered for 1d4 rounds and then panicked). In addition even creatures immune to Frightful Presence are vulnerable to a maleficence dragon’s fear aura (unless they are immune to fear) and must make a save, although if they fail they only suffer the effects associated with a normal dragon’s frightful presence ability.
A maleficence dragon that loses its frightful presence ability retains this ability, although in that case its effects are identical to a normal dragon’s frightful presence.

Tainted Claws (Su): Any creature hit by an adult or older maleficence dragon’s claw attack must make a fortitude save (same DC as their breath weapon) or gain 1 point of corruption (see Taint). Any creature slain by an adult or older maleficence dragon’s claw attack has its soul sealed within the dragon and cannot be revived until the maleficense dragon has been slain, even then any creature revived from this state has moderate taint if it did not already have a higher taint score.

Aura of Desecration (Su): An old or older maleficence dragon is continually surrounded by an aura which replicates a Desecration effect out to 120-ft.

Slaver of the Damned: The mouths on an ancient or older maleficence dragon’s shoulders have taken a further life of their own. Whenever the maleficence dragon takes a full attack action they may add 2 ranged touch attacks used as secondary natural weapons and dealing 3d6 negative energy damage (this does not heal or damage undead) and afflicting the target with 1 point of corruption (a successful fortitude save, same DC as their breath weapon negates the corruption).

Howl of Souls’ Lament (Sp): 1/day as a swift action a great wyrm maleficence dragon may cause the faces on its shoulder to howl out in the utter despair. Any living creature within 60-ft must make a Fortitude save or die, on a successful save they are cowered for 1 round. This is the equivalent of a 10th level spell. Any creature slain by this ability has its soul sealed within the dragon and cannot be revived until the maleficence dragon has been slain, even then any creature revived from this state has moderate taint if it did not already have a higher taint score.

The creepy thing is that as soon as I finished writing this I heard someone screaming in what seemed to be fear. I’ve decided it was a movie, but it was creepy.

Well firemagehao I hope this will be useful for your game. Not sure how powerful its abilities to apply taint are (never used it in my games) so I hope they aren't too little or too much.

Zaydos
2010-09-26, 09:53 PM
Might I request a Calamity Dragon? Some old fashioned kind of storm dragon, roars with thunder and sees with lightning, breathes lava and causes windstorms when it flies over. An old fashioned elemental dragon, tied to all those cosmic concepts of destruction and death and rebirth, a living natural disaster on all fronts. Sorry if that's kind of vague. :smallredface:

Finally starting on this one (still might be a bit), the numbers are big, and I'm not even going to bother putting a CR on the upper age categories (I've never played epic games). It's currently shaping up into a primordial force of chaos, older than good and evil, that tears at the world, and the world's order making way for something new, it would be easier to make them evil in ways but they are simply a sentient force of nature. Their job of tearing down the old, though, makes them a force of chaos.

They have more than 2000 hp and over +100 to hit. These numbers are silly.

The Tygre
2010-09-26, 10:14 PM
Finally starting on this one (still might be a bit), the numbers are big, and I'm not even going to bother putting a CR on the upper age categories (I've never played epic games). It's currently shaping up into a primordial force of chaos, older than good and evil, that tears at the world, and the world's order making way for something new, it would be easier to make them evil in ways but they are simply a sentient force of nature. Their job of tearing down the old, though, makes them a force of chaos.

They have more than 2000 hp and over +100 to hit. These numbers are silly.

The description alone has tears running down my face. :smallsmile: Don't worry about the CR. I know some guys...

Zaydos
2010-09-26, 10:26 PM
The description alone has tears running down my face. :smallsmile: Don't worry about the CR. I know some guys...

I went with just copying and pasting from Prismatic Dragon. Not really sure which is stronger but it ought to be close enough once you're in the mid 20s... before that Cataclysm Dragons might be a little strong (10d10 damage that is whatever energy is best against you at CR 14... hmm).

I also think I know what caused the last (or will cause the next) apocalypse in the next game world I have to figure that out for. It shouldn't be too much longer now I just have to type up what its special abilities actually do.

Zaydos
2010-09-26, 10:45 PM
Cataclysm Dragon
Dragon (Chaotic)
Environment: Any land or underground.
Organization: One at a time.
Challenge Ratings: Wyrmling 15; very young 17; young 23; juvenile 31; young adult 35; adult 42; mature adult 46; old 50; very old 54; ancient 59; wyrm 63; great wyrm 68.
Treasure: Incidental
Alignment: Always chaotic neutral

Before such mortal concepts as Good and Evil, there was only the World and its Order and Chaos which perpetually tore down that Order to replace it anew. The Cataclysm Dragon is the personification of that Chaos, born when the time has come for Order to be torn asunder once more and a new age of the world to begin. Cataclysm Dragons have a mastery and command of the powers of the natural world, though their nature means they inevitably destroy that world causing mass extinctions, sinking continents, and destroying mountains. When a Cataclysm Dragon is slain without finishing its task another is born somewhere in the world, just waiting to grow old and wax strong to finish its purpose. In the rare case that there are two living cataclysm dragons at once (thank you resurrection) the two dragons will pause in their natural mission to seek one and another out to destroy each other in a battle that will likely tear the world apart.


Cataclysm dragons look like red dragons of increased size, except they have golden markings along their necks and on their claws and face. Their eyes are mismatched blue and green and they seem to exude power in their every movement. Cataclysm dragons, due to their apocalyptic nature, have little care for wealth, although with their great intelligence they can understand the value of magical items.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon DC Breath Weapon Damage Frightful Presence
Wyrmling H 25d12+125 (287 hp) 31 10 23 18 19 18 25/43 33 20 14 18 18 10d10 16
Very Young H 30d12+240 (435 hp) 35 10 27 22 23 22 30/50 40 25 17 23 23 20d10 21
Young G 35d12+350 (577 hp) 39 10 31 26 27 26 35/61 45 29 19 27 27 30d10 25
Juvenile G 40d12+480 (740 hp) 43 10 35 30 31 30 40/68 52 34 22 32 32 40d10 30
Young Adult G 45d12+650 (922 hp) 47 10 39 34 35 34 45/75 59 38 24 36 36 50d10 34
Adult C 50d12+800 (1125 hp) 51 10 43 38 39 38 50/86 62 43 27 41 41 60d10 39
Mature Adult C 55d12+990 (1347 hp) 55 10 47 42 43 42 55/93 69 47 29 45 45 70d10 43
Old C 60d12+1200 (1590 hp) 59 10 51 46 47 46 60/100 76 52 32 50 50 80d10 48
Very Old C 65d12+1430 (1852 hp) 63 10 55 50 51 50 65/107 83 56 34 54 54 90d10 52
Ancient C+ 70d12+1680 (2135 hp) 67 10 59 54 55 54 70/114 90 61 37 59 59 100d10 57
Wyrm C+ 75d12+1950 (2437 hp) 71 10 63 58 59 58 75/121 97 65 39 63 63 110d10 61
Great Wyrm C+ 80d12+2240 (2760 hp) 75 10 67 62 63 62 80/128 104 70 42 68 68 120d10 66



Age Speed Init AC Special Abilities SR CL
1 60-ft, fly 250-ft (poor) +0 36 (-2 size, +24 natural, +4 Deflection) DR 10/magic, Immunities, Deflecting Force 24 4th
2 60-ft, fly 250-ft (poor) +0 43 (-2 size, +29 natural, +6 Deflection) Control Weather, Quicken Druid Spells 30 7th
3 60-ft, fly 300-ft (poor) +0 48 (-4 size, +34 natural, +8 Deflection) DR 15/magic 36 10th
4 60-ft, fly 300-ft (poor) +0 55 (-4 size, +39 natural, +10 Deflection) Word of Chaos 42 13th
5 60-ft, fly 300-ft (poor) +0 62 (-4 size, +44 natural, +12 Deflection) DR 20/epic 48 16th
6 60-ft, fly 300-ft (poor) +0 65 (-8 size, +49 natural, +14 Deflection) Eye of the Storm, Gaea's Protection 54 19th
7 60-ft, fly 300-ft (poor) +0 72 (-8 size, +54 natural, +16 Deflection) DR 25/epic and 5/law 60 22nd
8 60-ft, fly 300-ft (poor) +0 79 (-8 size, +59 natural, +18 Deflection) Volcano, Beast of a Thousand Legs 66 25th
9 60-ft, fly 300-ft (poor) +0 86 (-8 size, +64 natural, +20 Deflection) DR 30/epic and 10/law 72 28th
10 60-ft, fly 350-ft (average) +0 93 (-8 size, +69 natural, +22 Deflection) Global Warming, Ice Age 78 31st
11 60-ft, fly 350-ft (average) +0 100 (-8 size, +74 natural, +24 Deflection) DR 35/epic and 15/law 84 34th
12 60-ft, fly 350-ft (average) +0 107 (-8 size, +79 natural, +26 Deflection) Cataclysm, Great Drought, Fell Winter 90 37th


Special Abilities
Immunities (Ex): In addition to the immunities held by all true dragons, Cataclysm dragons are immune to natural weather effects, as well as fire, cold, electricity, acid, and sonic damage.

Deflecting Force (Su): A cataclysm dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon’s Charisma bonus.

Breath Weapon (Su): A cataclysm dragon’s breath weapon is a cone of roiling chaotic energy that deals damage as Acid, Cold, Electricity, Fire, or Sonic whichever would be most effective against that creature (a successful Reflex save halves this damage). A cataclysm dragon’s breath weapon has double the area of a normal dragon of the same size category’s breath weapon.

Spells: A cataclysm dragon casts spells as a sorcerer of the listed level. They may learn/cast Cleric, Druid, and Wu Jen spells as if they were sorcerer spells of the same level.

Quicken Druid Spells (Su): A cataclysm dragon may quicken any spell they cast that is on the Druid spell list and has a spell level lower than their age category without increasing that spells level.

Gaea’s Protection (Ex): An adult or older cataclysm dragon is immune to Death effects, Mind-Affecting effects, and Ability Damage and Drain.

Eye of the Storm (Su): An adult or older cataclysm dragon is continuously surrounded by hurricane force winds that go out 1 mile in all directions. The dragon itself and a cylinder that extends 200-ft beyond the cataclysm in all directions, and without limit up and down, is unaffected by this ability.

Cataclysm (Su): A great wyrm or older cataclysm dragon may cause a natural disaster as a full-round action this includes (but is not limited to): sinking an island or continent, destroying a mountain, splitting a fault line in two, causing global winter, causing a tornado, or similar effects.

Spell-like Abilities: At will: Control Weather (very young or older); 3/day: Word of Balance (juvenile or older, add twice age category to sorcerer casting level to determine CL); 1/week: Volcano, Beast of a Thousand Legs, Global Warming, Ice Age, Great Drought, Fell Winter.

Aran Banks
2010-09-26, 11:06 PM
Formatting on the thermite dragon is off.

You've got an extra column where you put in speeds, then initiative was shifted into the speed column, AC shifted into the initiative column, special abilities shifted into the AC columns, etc.

Zaydos
2010-09-26, 11:10 PM
Formatting on the thermite dragon is off.

You've got an extra column where you put in speeds, then initiative was shifted into the speed column, AC shifted into the initiative column, special abilities shifted into the AC columns, etc.

Thanks, I thought I had fixed that. Must have forgotten to click Save Changes... or fixed a different one and thought I was fixing Thermite.

The Tygre
2010-09-27, 12:30 AM
It's... it's...

http://i273.photobucket.com/albums/jj240/TheTygre/1282564152359.jpg

Simply glorious. There is a way to destroy continents as a full-round action. I can die happy now.

http://i273.photobucket.com/albums/jj240/TheTygre/1281938555843.gif

Sereg
2010-09-27, 09:23 AM
I might should look at some of the other martial initiating dragons then. I think DracoDei made one (or I've seen one and I associate it with him, but he might just have posted on it)

That would be me.

Anyway, I really appreciate what you're doing. I like dragons and they take a lot of effort to make.

Zaydos
2010-09-27, 09:53 AM
@The Tygre:
Thanks :smallredface::smallbiggrin::smallredface:

I felt a little bad about the continent destruction ability since it's pretty much DM fiat to destroy whatever in the world they want given actual rules which can lead to broken, broken things (Pun Pun), but I figured it can't be gated, is beyond shapechange, and can only be copied with epic level powers that could already be used to destroy the world however you like.

I almost listed "pull down the moon" as one of its options.


That would be me.

Anyway, I really appreciate what you're doing. I like dragons and they take a lot of effort to make.

Ah sorry I couldn't remember for sure who made it and didn't know the name or where to find it on the forum. I'll have to look at it again, I remember it was pretty neat.

Emperor Ing
2010-09-27, 10:07 AM
I have a rather stupid idea. Meta Dragons.

Image

http://www.akinvong.com/av/3d/Dragon/MetalDragon01.jpg


These are, put simply, robot dragons. The idea is that they're magical living constructs along the vein of the warforged, except far more advanced, in the way that they are able to self-evolve and self-replicate. I think they grow by consuming items, preferably magic ones, and the energy inside them transmutes the material into something usable by the meta dragon's body. By the time that they age, they are assumed to have eaten enough to grow their construct body. Think magical digestion. I see their alignment being MOSTLY Lawful Neutral.

Reproduction is done through magically consumed materials being made into metal eggs. Meta dragons spit this out. The egg transforms (robots in disguise!) over time into a meta dragon wyrmling, and the cycle repeats itself.

This might be me, but I see their breath weapon as either a burst of energy (shoop da whoop) or a cone of sonic.

Zaydos
2010-09-27, 10:23 AM
I have a rather stupid idea. Meta Dragons.


Not a stupid idea at all; although before I got half-way through I was trying to figure out how to stat their car forms. I think I reached the self-replicating part before my brain derailed into Transformers.

Me Grimlock not kisser, me Grimlock king!

Edit: to clarify I intend to start on these but I'm currently working on a different type and my nature demands I finish them first.

flabort
2010-09-27, 10:25 AM
:smalleek:Brrrrrrr...... rrrrrrrRRRRRUGH! *shivers*
That taint dragon. Is. Just. Plain. Scary.

I would NOT want to meet one face to face(s). The fact that it's birth binds two freshly departed souls into eternal torment is just....

I swear, your not the only one who heard coincidental screaming.:smalleek: Or, wailing in my case, as I was reading the tables. very freaky, but it must have been the washing machine making those noises.

You, sir, have topped lovecraftian horror with this. congratulations.

Zaydos
2010-09-27, 10:30 AM
:smallredface: You praise me too much

Edit: Can I sig this part

You, sir, have topped lovecraftian horror with this. congratulations.

TheGeckoKing
2010-09-27, 10:48 AM
Speaking of said horrific Maleficious Dragon, can I request an SS progression please? It seems like an interesting mob to play :smallbiggrin:

Zaydos
2010-09-27, 11:07 AM
Speaking of said horrific Maleficious Dragon, can I request an SS progression please? It seems like an interesting mob to play :smallbiggrin:

I'm glad you like it but that will probably take a while. Assigning LA is difficult (thankfully Maleficence Dragon doesn't have too many strange abilities that are directly useful) and I don't know what all PCs can do with a fixed taint score. Making a SS progression is actually probably more time consuming than making the original dragon because official dragons are very formulaic (Natural Armor of B+3X, HD of C+3X, breath weapon deals 1 or 2XdY, DR at young adult and ever 2 age categories afterward, etc; X = age category) and most of these follow the formula without much variation meaning the concept is the hardest part. Due to LA and breaking things across levels SS progressions are actually more difficult. Also I don't have my Dragon mags that have the SS progressions for all 10 MM dragons with me (those would be very useful in this situation), so it will probably end up waiting till after Fall Break. Which means it might be done just in time for Halloween.

At a glance I'd probably say a wyrmling wouldn't have LA (or maybe have a +1) in a game I was DMing, or it's flat out better than a green wyrmling (5 HD and +5 LA :smalleek:) but worse than a red wyrmling (7 HD and +4 LA; if you lower the LA to +1 it's roughly tier 3 or 4), probably most comparable with a blue wyrmling (6 HD and +4 LA, strictly better than green except in a highly aquatic campaign) and then I'd have to figure out higher levels.

TheGeckoKing
2010-09-27, 11:14 AM
How confuddling. Well, don't bother then. I'll see if I can't get a wyrmling version as a pet or a familiar or something :smallamused:

Zaydos
2010-09-27, 12:55 PM
Argentum Dragon
Dragon (Cold)
Environment: Temperate and Warm Mountains (interesting note: Fluff says red and silver dragons dwell in the same territory and often fight; environment entry lists them in different climates).
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, or old: solitary, pair, or family (2-5); very old, ancient, wyrm, or great wyrm: solitary, pair, family (2-5), or enclave (1 very old+ dragon, and 2-4 younger dragons with the possibility of another 4-10 juvenile or younger dragons).
Challenge Ratings: 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 lawful (any)

Argentum dragons are not a natural race, but instead were created by red dragons to serve as servitors and guardians protecting the lairs of their masters while the red dragons went forth to pillage and plunder. They were creating by the red dragon sorcerer Akchelaz with the aid of 5 priests of Tiamat, one of each of the 5 main breeds of abashai, and 5 silver dragon eggs all from the same clutch. It took him three generations of tampering (and several more generations of priests, those soft-fleshed bipedal races live such short lives) before he finally had shaped the new race. The first generation was too powerful, free willed and intelligent almost escaping Akchelaz’s control, the second was dumber but still powerful enough to challenge Akchelaz, but the third was relatively weak and docile and these Akchelaz allowed to mature.

When Akchelaz entered his twilight, in a fit of madness he came upon a plan to sacrifice his argentums servants to fuel his transcendence into godhood. Although only 2 of the original 3rd generation had survived they, along with their children and descendants Akchelaz had not done away with, rebelled and in a long battle deep underground they managed to kill the senile dragon, although only a few survived that great battle. These argentums dragons spread out in Akchelaz’s old domain and later throughout the world carving what niches they could amongst the more powerful red and silver dragons.

Argentum dragons look in many ways similar to the silver dragons from which they were formed. They have several similar identifiers in their head and face: similar overall structure, a highly reflective nose plate, a pointed tongue, and two long smooth silver pointing horns. There frill is smaller, beginning further back on the head and without the black tips to the spine that form nodes, and their two large horns are a pristine white-silver throughout without black tips. Their general body structure is also reminiscent of silver dragons, with their wings ending in two alar phalanges like those of silver dragons. Argentum dragons also share some traits with their red dragon creator, notably external ear frills and hornlets under their chins. They differ from both in being stockier with a larger proportional body to wings, tail, and neck, and wider feet.

Argentum dragons are highly loyal and social for dragons; more likely than other dragons to be found in family groups and even extended families have been reported as working together. As a result of their creation as guardians argentum dragons are miserly even by draconic standards, and prone to xenophobic paranoia and distrust. Argentum dragons can be quite merciless at times, although they are more likely to be apathetic towards others than hostile. Argentum dragons are willing to work with, or even for, others unlike most dragons and can sometimes be found hired to guard wizards’ towers, castles, or even merchant caravans.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence
Wyrmling S 6d12+6 (45 hp) 13 10 13 8 11 8 6/3 8 6 5 5 2d6 14 -
Very Young M 9d12+18 (76 hp) 15 10 15 8 11 8 9/11 11 8 6 6 4d6 16 -
Young M 12d12 + 24 (102 hp) 17 10 15 10 11 10 12/15 15 10 8 8 6d6 18 -
Juvenile L 15d12+45 (142 hp) 19 10 17 10 13 12 15/23 18 12 9 10 8d6 20 -
Young Adult L 18d12+72 (189 hp) 23 10 19 12 13 12 18/28 23 15 11 12 10d6 23 20
Adult H 21d12+105 (241 hp) 27 10 21 12 13 12 21/37 27 17 12 13 12d6 25 21
Mature Adult H 24d12+120 (276 hp) 29 10 21 12 15 14 24/41 31 19 14 16 14d6 27 24
Old H 27d12+162 (337 hp) 31 10 23 14 15 14 27/45 35 21 15 17 16d6 29 25
Very Old H 30d12+180 (375 hp) 33 10 23 16 17 16 30/49 39 23 17 20 18d6 31 28
Ancient G 33d12+231 (445 hp) 35 10 25 18 19 18 33/57 41 25 18 22 20d6 33 30
Wyrm G 36d12+288 (522 hp) 37 10 27 18 19 18 36/61 45 28 20 24 22d6 36 32
Great Wyrm G 39d12+312 (565 hp) 39 10 27 20 21 20 39/65 49 29 21 26 24d6 37 34



Age Speed Init AC Special Abilities SR CL
Wyrmling 60-ft, fly 100-ft (average), climb 30-ft +0 18 (+1 size, +7 natural) DR 5/magic, Cold Immunity, Fire Vulnerability - -
Very Young 60-ft, fly 150-ft (poor), climb 30-ft +0 20 (+10 natural) See Invisibility, Alternate Form - -
Young 60-ft, fly 150-ft (poor), climb 30-ft +0 23 (+13 natural) DR 5/adamantine and magic - -
Juvenile 60-ft, fly 150-ft (poor), climb 30-ft +0 25 (-1 size, +16 natural) Blindsight 60-ft - -
Young Adult 60-ft, fly 150-ft (poor), climb 30-ft +0 28 (-1 size, +19 natural) DR 10/adamantine and magic 18 1st
Adult 60-ft, fly 150-ft (poor), climb 30-ft +0 30 (-2 size, +22 natural) Spell Channeling Bite, True Seeing 19 3rd
Mature Adult 60-ft, fly 150-ft (poor), climb 30-ft +0 33 (-2 size, +25 natural) DR 15/adamantine and magic 22 5th
Old 60-ft, fly 150-ft (poor), climb 30-ft +0 36 (-2 size, +28 natural) Fulcrum of Battle 23 7th
Very Old 60-ft, fly 150-ft (poor), climb 30-ft +0 39 (-2 size, +31 natural) DR 20/adamantine and magic 24 9th
Ancient 60-ft, fly 200-ft (clumsy), climb 30-ft +0 40 (-4 size, +34 natural) Arcane Spellsurge 26 11th
Wyrm 60-ft, fly 200-ft (clumsy), climb 30-ft +0 43 (-4 size, +37 natural) DR 20/magic and Adamantine and DR 5/epic 27 13th
Great Wyrm 60-ft, fly 200-ft (clumsy), climb 30-ft +0 46 (-4 size, +41 natural) Freezing Fog 29 15th

Special Abilities

Breath Weapon (Su): An argentums dragon has two forms of breath. The first is line of energy that coalesces and hardens into sharp and jagged metal blades that vanish within moments; this deals slashing and piercing damage as listed above (Reflex save for half), this damage is affected by DR but overcomes it as if silver, cold iron, adamantine, and lawful as well as magic and beginning at the wyrm age category as epic. Their second breath weapon is a cone of freezing gas that causes ice crystals to form on all affected creatures dealing half the listed damage and entangling any creature in the area (Fort save halves the damage and negates the entangling effect), the entangling effect lasts 1d4 +1/4 age category rounds.

Alternate Form (Su) 3/day as a standard action a very young or older argentum dragon may assume the form of a dog, riding dog, wolf, or dire wolf and remain in this form until it chooses to assume another form or return to its natural form.

Spell Channeling Bite (Su) When an adult or older argentum dragon makes a bite attack as either a standard action or as part of a full-attack action it may also cast one touch spell it knows (expending the spell-slot normally) as part of the action used to attack channeling the touch spell through its bite.

Fulcrum of Battle (Su): The critical hit modifier for all spells cast by an old or older argentum dragon increases to x3 and any creature that rolls a natural 1 on a save versus its line of blades breath weapon takes double damage.

Arcane Spellsurge (Su): 1/round as a free action an ancient or older argentum dragon may expend a spell slot to gain an insight bonus to all attack rolls equal to the level of the expended slot and a +2 bonus to damage per spell level of the expended slot.

Spell-like Abilities: 5/day: See Invisibility (very young or older); 3/day: True Seeing (adult or older), Freezing Fog (great wyrm).

Skills: Argentum dragons add Appraise, Bluff, and Gather Information to their racial class skill list. I always seem to forget skills.

Zaydos
2010-09-27, 12:58 PM
A dragon that his breath weapon is blades instead of some energy, creating a swarm of blades (I imagined hundreds of small blades). Also, I imagined him metallic and shining, with silvery colour.

It's up, I hope you like it. I ended up giving them an energy breath in addition to the blade breath but made it half damage with a rider and in the end worse than their blade breath with the entangling breath feat.


How confuddling. Well, don't bother then. I'll see if I can't get a wyrmling version as a pet or a familiar or something :smallamused:

Oh now I want to do it, but it'll have to wait till I have the proper resources.

Edit: Tallying up the draconic alingments on this thread. So far 10.5 are evil, 4.5 are neutral, and 3 are good out of 18 dragons. On the ethical (Law/Chaos) scale: 8 are chaotic, 5 are lawful, 4 are neutral, and 1 is any.

EditEdit: Wow started reading necrocarnum fluff and at least for the first few soulmelds it's all about bound souls in torment, their pain wracked faces visible, used for power. This would make an awesome dragon... unfortunately I just made one that used that motif.

flabort
2010-09-27, 01:23 PM
Go ahead, I don't mind if you sig anything.

I'm trying to GIMP out a picture of the beholder dragon, JFF, but it may be a while. Just so your aware. :smalltongue:
Edit: Nope. never mind. got such a crappy computer... ugh. If I ever do get that picture done, this thread will have reached the 50 page limit. And that's not gonna happen for a while.
Edit #2: Magnesium dragon: I decreased rain of fire from 1/ week to 1/month. Despite only dealing 1 damage per round, with reflex saves to avoid such, it lasts 20 hours. 10x60x20=12000 damage. If three quarters damage is avoided, that's still 3000 damage! In fact, I'd better put something down to nerf it further. "Area and duration reduced by half"?
Also, the breath damage is in the frightful presence DC on the cataclysmic dragon. You missed another "|".

Zaydos
2010-09-27, 02:05 PM
I absolutely love these, Im running a CoW style campaign were dragons are high and mighty and these just make my dragon shaman player jump for joy!

May I make a request? I'd love to see a necrocarnum dragon!

I feel bad that I've been taking so long to get to this request, especially since I've done later ones already. I've started reading up on necrocarnum fluff, though, and I'm having trouble thinking of ideas for a dragon that would be unique. Mostly because of a resemblance to Maleficence Dragon (all the drawing on the power of tormented good souls, and screaming faces in eternal torment) I did not know existed till now. Any things in specific you want? Currently I'm picking off a single sentence from the Necrocarnate PrC's fluff talking about the rumors as to the Necrocarnate order's true purpose of corrupting all mortal souls as a spring board and thinking about emphasizing their abilities to corrupt combined with negative levels and/or Con damage and maybe necrocarnum zombie creation abilities. Have to look at Incarnum Dragons first too to see how they handle soulmelds.

flabort
2010-09-27, 02:11 PM
You could refluff the Maleficence dragon as being a "lesser" dragon created by the necrocarnum dragons in "thier own image", and the necrocarnums being made by orcus...

Also, I've got an urge of sorts to create some brand new dragon-only feats...

Zaydos
2010-09-27, 02:18 PM
You could refluff the Maleficence dragon as being a "lesser" dragon created by the necrocarnum dragons in "thier own image", and the necrocarnums being made by orcus...

Also, I've got an urge of sorts to create some brand new dragon-only feats...

I would except that devalues the Maleficence dragon somewhat and I liked the final effect and I also don't want to tread over the same ground twice. I'd rather make each of these at least somewhat unique, unless I'm going to make a set of 5 interconnected dragons like the Chromatic, Ferrous, Gem, Lung, or Metallic dragons.

I'm already disappointed in the Electrum Dragon since it's really half-generic and half-evil counterpart of Dark Cloud Dragons (I give Elan and Asphodel a slide because it's a case where there had to be yin and yang or else it wouldn't have fit well in my mind).

We'll see, although creating a link between Orcus and Necrocarnum might be nice for an incarnum heavy campaign which builds up to a battle against (an aspect of) Orcus and his cult.

Edit: Which is really why I'm asking Warpwolf what exactly he wanted; does he want the visual fluff of necrocarnum to be a major part or does he want the effects (life draining) on a dragon with soulmelds or... there's actually several options and the wailing souls is just the most obvious one and appeals to how my brain works but it's been done. If what Warpwolf wants is Maleficence dragon + necrocarnum soul melds I might just write up an alternative version that trades casting for melds (plus some other minor abilities) and maybe loses its taint based powers (but gains necrocarnum powers instead), if he wants something more unique I'll go for that.

EditEdit: Also started brainstorming about meta-dragons that The Randomizer requested; the living construct subtype doesn't have features... :smallannoyed: Have to decide whether to give them dragon features, construct features, or some bizarre amalgamation of both (which I'm leaning towards).

dragonsamurai77
2010-09-27, 03:51 PM
Any more thoughts about the playable Thermite progression?

Zaydos
2010-09-27, 03:52 PM
Meta-Dragon Traits:

All metadragons are Constructs with the Living Construct subtype and the Dragonforged subtype. They also all have the Sense Dragons ability, and may use Repair Light Damage as a spell-like ability 1/day per age category. They also have the Keen Senses, and Blindsense abilities normally attributed to true dragons.

Sense Dragons (Su): A metadragon may sense the direction and distance to the nearest creature with the Dragon type or Augmented Dragon subtype (but not the Dragonblood subtype) within 300-ft per age category. 100-ft of wood/soil, 10-ft of stone, or 5-ft of metal blocks this ability.


Dragonforged:
This subtype may only be applied to constructs, and usually goes along with the living construct subtype.
Features:

HD type: d10.
BAB: +3/4 levels.
Good Fortitude and Will saves.
Skill points equal to (4+ Int modifier minimum 1) per HD.


Traits:
In addition to those of constructs/living constructs Dragonforged have the following traits

A Dragonforged creature is also considered to have the Dragonblood subtype.
Darkvision 60-ft

Zaydos
2010-09-27, 03:59 PM
Any more thoughts about the playable Thermite progression?

Will probably end up waiting till I have the dragon magazines to compare to official dragon progressions. Looking at Thermite Dragon it's going to be tough, probably closest to Brass not White like I was comparing it to earlier, but it is also distinctly stronger at Wyrmling with several times the damage with its breath weapon and the ability to heal from fire. I also think dragons tend to be over LA'd.

Edit: Also a thank you to The Randomizer; I'd been wanting to find some dragons I made that could be used in a PbP I'm running on these forums and meta-dragons give me the chance :smallbiggrin:

Zaydos
2010-09-27, 05:04 PM
Brightsteel Dragon:
Construct (Living Construct, Dragonforged; Meta-Dragon)
Environment: Warm 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, or family (1 + 2-5 children).
Challenge Ratings: Wyrmling 3; very young 4; 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: Standard (no magic items unless actively used by the dragon)
Alignment: Always lawful good.

17th of Asfel, the 14th year of King Reginald’s reign. 16th report on Project Brightsteel

We have managed to tap the Sleeper’s life force and use it to imbue several husks with their own vitality. They have begun testing today, and already show great promise. The captive juvenile male was allowed to ‘escape’, it took less than half a minute for our new creations to bring it down out of the air and back to us dead. We request permission to test them on the field as soon as physically possible.

Artificially created by artificers of a now lost civilization, brightsteel dragons were made in imitation of red dragons when their artificers tapped the life-force of a quasi-deity, the last of the original dragons from when Tiamat and Bahamut worked in unison and metallic dragons were truly metallic, who was left all but dead by his mother’s fury at his insubordination. They were built as a means to fight a war against red dragons, designed to emulate the physical structure and power of their opponents and to target the weakness in the nature of red dragons. Unfortunately despite early successes they were physically outmatched by red dragons, as well as magically. Even so the kingdom that made them won the war and for many years would continue to use brightsteel dragons as constabulary.

Brightsteel dragons as a race were almost extinguished with their creators. A great dragon flew over the sky, its body silhouetted against the moon. The brightsteel dragons rushed at the red dragon beyond red dragons and unleashed their icy breath en masse on the beast. It didn’t even flinch and with a great howl that shook the sky it took their following charge. Below them the great island that was home to both the brightsteel dragons and their arcanist creators began to break apart and sink. In the end the dragon was slain, at a cost of the majority of the brightsteel dragons and the combined sacrifice of the survivors of their creators’ species.

Left without a home or masters the survivors flew in the winds till they settled on peaks which escaped the world-wide devastation the sinking of the continent had caused and they slumbered. From time to time the brightsteel dragons would awaken and slowly but surely they unlocked the full potential of the soulsparks that had been taken from the Sleeper and became true life able to self-replicate. The elders of the brightsteel dragons have since died in battle with red wyrms, although rumors say that some advanced by the turning of millennia still dwell waiting to awaken when the wyrm that destroyed their home is reborn. Others scoff at these legends pointing to the fact that even brightsteel dragons succumb to the twilight given time to dismiss these tales, but still the legends linger that some still live from this earlier age.

Brightsteel dragons in the modern era make it their purpose to defend others from evil dragons, especially red dragons. Many will adopt a certain race, civilization, city, or even just family as their ‘wards’ and protect them with unswerving dedication, although some have elected to more proactively hunt down red dragons, often dying in that pursuit. Brightsteel dragons are a proud, but noble species capable of kindness and great mercy.

As their reproduction requires the consumption of large amounts of magical items to gather the arcane energies to create eggs few brightsteel dragons keep such items in their hoard unless they actively use them. Many ‘wards’ will reward their defenders with such items.


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+7 (45 hp) 15 10 13 8 11 8 5/7 7 6 2 5 2d8 14 -
Very Young L 10d10+20 (75 hp) 19 10 15 8 11 8 7/15 10 9 3 7 4d8 17 -
Young L 13d10+26 (97 hp) 23 10 15 10 11 10 9/19 14 10 4 8 6d8 18 -
Juvenile L 16d10+48 (136 hp) 25 10 17 10 13 10 12/23 18 13 5 11 8d8 21 -
Young Adult H 19d10+76 (180 hp) 27 10 19 12 13 12 14/30 20 15 6 12 10d8 23 20
Adult H 22d10+88 (209 hp) 29 10 19 14 15 14 16/33 23 17 7 15 12d8 25 23
Mature Adult H 25d10+125 (262 hp) 31 10 21 14 17 14 18/36 26 19 8 17 14d8 27 24
Old G 28d10+168 (322 hp) 33 10 23 16 19 16 21/44 28 22 9 20 16d8 30 27
Very Old G 31d10+217 (387 hp) 35 10 25 18 21 18 23/47 31 24 10 22 18d8 32 29
Ancient G 34d10+272 (459 hp) 37 10 27 20 23 20 25/50 34 27 11 25 20d8 35 32
Wyrm G 37d10+333 (536 hp) 39 10 29 22 23 22 27/53 37 29 12 26 22d8 37 34
Great Wyrm C 40d10+360 (580 hp) 43 10 29 24 25 24 30/62 38 31 13 29 24d8 39 37



Age Speed Init AC Special Abilities SR Infusions
Wyrmling 40-ft, fly 150-ft (poor) +0 16 (+6 natural) Cold Immunity, Death Throes - -
Very Young 40-ft, fly 150-ft (poor) +0 18 (-1 size, +9 natural) Light Fortification - -
Young 40-ft, fly 150-ft (poor) +0 21 (-1 size, +12 natural) Immunity to Stunning, Death effects, and Necromantic effects - 1st
Juvenile 40-ft, fly 150-ft (poor) +0 24 (-1 size, +15 natural) Moderate Fortification - 3rd
Young Adult 40-ft, fly 150-ft (poor) +0 26 (-2 size, +18 natural) DR 5/magic and adamantine 18 5th
Adult 40-ft, fly 150-ft (poor) +0 29 (-2 size, +21 natural) Immunity to all mind-affecting effects 20 7th
Mature Adult 40-ft, fly 150-ft (poor) +0 32 (-2 size, +24 natural) DR 10/magic and adamantine 22 9th
Old 40-ft, fly 200-ft (poor) +0 33 (-4 size, +27 natural) Not subject to critical hits, subdual damage, ability damage, or ability drain 23 11th
Very Old 40-ft, fly 200-ft (poor) +0 36 (-4 size, +30 natural) DR 15/magic and adamantine 25 13th
Ancient 40-ft, fly 200-ft (poor) +0 39 (-4 size, +33 natural) Construct Immunities 27 15th
Wyrm 40-ft, fly 200-ft (poor) +0 42 (-4 size, +36 natural) DR 20/magic and adamantine 29 17th
Great Wyrm 40-ft, fly 200-ft (poor) +0 41 (-8 size, +39 natural) Temporal Acceleration 31 19th


Special Abilities:

Breath Weapon (Su): Brightsteel dragons have a single type of breath weapon a cone of cold dealing the listed damage (reflex save halves).

Death Throes (Su): When a brightsteel dragon dies the arcane energies animating it are released in a blast of freezing energy. This blast has a radius of 10-ft per age category of the brightsteel dragon, and deals 2d8 cold damage per age category of the dragon (Reflex save for half, uses the same DC as their breath weapon).

Infusions: A young or older brightsteel dragon gains the ability to use infusions as an artificer (see Eberron Campaign setting) of the listed level; they do not gain any other abilities of that class.

Construct Immunities (Ex): An ancient or older brightsteel dragon gains immunity to any effect that a construct is immune to, including any effect that allows a Fortitude save and does not affect objects.

Temporal Acceleration (Su): A great wyrm brightsteel dragon may take 6 points of Constitution burn to use 4 infusions as a single full-round action, or to take 2 full-attacks as a standard action. Despite their Construct Immunities and immunity to ability damage the brightsteel dragon is still vulnerable to this ability burn and despite not being subject to natural healing they still regain constitution at a rate of 1 per day; as ability burn they may not heal this damage by magical means.

Skills: In addition to those skills common to true dragons, Appraise, Jump, and Spellcraft are class skills for brightsteel dragons.

sciencepanda
2010-09-27, 05:45 PM
Innteresting. I'm unsure if it would me marginally off topic, but might someone be interested in building a Dragonforged player race?

Debihuman
2010-09-27, 05:52 PM
Your ashwood dragon has a Wood subtype. Where is this subtype from and what does it do?

Debby

Zaydos
2010-09-27, 06:08 PM
Your ashwood dragon has a Wood subtype. Where is this subtype from and what does it do?

Debby

It was requested... and I momentarily forgot they only have subtypes for the western elements and not the eastern ones.

Although now I'm tempted to make Wood and Metal subtypes.

Zaydos
2010-09-27, 08:05 PM
Necrocarnum Dragons

Dragon (Evil)
Environment: Warm deserts and 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 5; very young 6; young 8; juvenile 10; 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.

Beyond the setting sun, in the endless desert of the soul, I first saw them. Dark dragons, across whose scales strange shapes flitted continuously. Their scales were a dark amethyst, and these shapes which I later realized looked almost like faces, were a color darker than black. One turned its head towards me and I saw its soul devouring eyes; eyes which were like an infinite pool of darkness pulling me towards them, into the abyss.

You seek power, yes? Knowledge? I can grant you both, the power to overthrow man’s kingdoms, the knowledge of the times before.

Like a fool I found myself considering its offer, though every nerve in me howled that it was a being of utmost evil.

“At what cost?” I asked trembling.

“A couple of minor favors, nothing too odious, and that you use the power I grant you.” the creature said in a sibilant hiss.

“And what is this power?” I asked, willing myself away to no avail.

The creature’s eyes opened fully and I saw it, I felt it, the sheer power of innocent souls drained of what strength they have. I felt that dreaded dark taint and then I awoke, back from my soul’s wanderings into that endless desert, but I know I will never be the same.

Necrocarnum dragons are an ancient race filled with unspeakable malice. They dwell in deserts and swamps that are either distant and unpopulated by many creatures, or are supercharged with necrocarnum energies. What is known about these reclusive dragons is that as a race they seek to corrupt humanoid creatures, and many (if not all) serve a creature they refer to as “The Shadow Beyond the Gate”. Theories about these creatures abound: that they taught the first necrocarnates; that “The Shadow Beyond the Gate” is an ancient death god all but slain for intervening in the Blood War by the (combined) efforts of demons and devils; that “The Shadow Beyond the Gate” is secretly Orcus; that they were around during the time of the Aboleths and are in fact the first dragons, older even than Bahamut and Tiamat; that they come from the Far Realm; and many, many more.

Necrocarnum dragons are unrepentantly evil, and seem almost to live solely for that purpose. Even though their first and foremost goal is the corruption of mortals, they will also go out in search of wealth to take back to their remote lairs to build their hoard. This is the most likely business for a necrocarnum dragon encountered to be about, the continuous search for treasure to build their hoard, ever greater, for it is the hoard that creates ones standing amongst these dragons.

Necrocarnum dragons have dark purple skin, that only grows darker as they grow. Across their scales play shapes of utter darkness, shapes that occasionally form what look like human faces. Their eyes are pools of inky darkness that seem to draw creatures in to be consumed by the absolute evil that lurks inside. Their claws are long and articulate, looking like a finely crafted sculpture; although they prove that for all their beauty they sacrifice nothing in tearing power or sturdiness when they must wade into combat. Their heads are shaped almost like those of a panther’s, as opposed to the reptilian snouts common to their kin, and they have single chin horn to ornament them. They lack true wings instead relying on great fin-like structures like those of brass and gold dragons.



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


Wyrmling
S
5d12+5 (37 hp)
13
10
13
10
12
13
5/2
7
5
4
5
1
DC 13
-


Very Young
M
8d12+16 (68 hp)
15
10
15
12
14
15
8/10
10
8
6
8
1
DC 16
-


Young
M
11d12 + 22 (93 hp)
17
10
15
12
14
15
11/12
14
9
7
9
1
DC 17
-


Juvenile
L
14d12+42 (133 hp)
19
10
17
14
16
17
14/22
17
12
9
12
2
DC 20
-


Young Adult
L
17d12+68 (178 hp)
21
10
19
14
16
19
17/26
21
14
10
13
2
DC 22
DC 22


Adult
H
20d12+100 (230 hp)
23
10
21
16
18
21
20/34
24
17
12
16
2
DC 25
DC 25


Mature Adult
H
23d12+115 (264 hp)
25
10
21
18
20
21
23/38
28
18
13
18
3
DC 26
DC 26


Old
H
26d12+156 (325 hp)
29
10
23
20
22
23
26/43
33
21
15
21
3
DC 29
DC 29


Very Old
H
29d12+174 (362 hp)
31
10
23
22
22
23
29/47
37
22
16
22
3
DC 30
DC 30


Ancient
G
32d12+224 (432hp)
33
10
25
24
24
25
32/55
39
25
18
25
4
DC 33
DC 33


Wyrm
G
35d12+280 (507 hp)
35
10
27
24
26
27
35/59
43
27
19
27
4
DC 35
DC 35


Great Wyrm
G
38d12+342 (589 hp)
37
10
29
26
28
29
38/63
47
30
21
30
4
DC 38
DC 38





Age
Speed
Init
AC
Special Abilities
SR
Essentia


Wyrmling
40-ft, fly 150-ft (poor)
+0
16 (+6 natural)
Immunity to Ability Damage and Drain, Meldshaping
-
0


Very Young
40-ft, fly 150-ft (poor)
+0
18 (-1 size, +9 natural)
Harvest Essentia
-
0


Young
40-ft, fly 150-ft (poor)
+0
21 (-1 size, +12 natural)
Steal Essentia
-
1


Juvenile
40-ft, fly 150-ft (poor)
+0
24 (-1 size, +15 natural)
Crown Chakra (Necrocarnum Only)
-
2


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


Adult
40-ft, fly 150-ft (poor)
+0
29 (-2 size, +21 natural)
Arms Chakra (Necrocarnum only), Life Draining Aura
20
4


Mature Adult
40-ft, fly 150-ft (poor)
+0
32 (-2 size, +24 natural)
DR 10/good
22
5


Old
40-ft, fly 200-ft (poor)
+0
33 (-4 size, +27 natural)
Throat Chakra (Necrocarnum only)
23
6


Very Old
40-ft, fly 200-ft (poor)
+0
36 (-4 size, +30 natural)
DR 15/good
25
8


Ancient
40-ft, fly 200-ft (poor)
+0
39 (-4 size, +33 natural)
Waist Chakra (necrocarnum only), Consume Essence
27
10


Wyrm
40-ft, fly 200-ft (poor)
+0
42 (-4 size, +36 natural)
DR 20/good
29
12


Great Wyrm
40-ft, fly 200-ft (poor)
+0
41 (-8 size, +39 natural)
Heart Chakra (Necrocarnum only)
31
15



Special Abilities:

Breath Weapon (Su): A necrocarnum has one type of breath-weapon, a cone of soul-shattering energy. This breath weapon deals the listed Constitution damage and temporarily drains 1 essentia per age category of the necrocarnum dragon from all creatures in the area reducing their pool by that amount for 1 hour. A successful Fort save halves both the damage (or negates it if this reduces it to less than 1) and essentia drain.

Meldshaping Ability: A necrocarnum dragon has the innate ability to shape melds from the Incarnate meld list. It may have a number of melds shaped equal to ½ its age category (rounded up) and has a maximum essentia capacity in these melds equal to ½ its age category (rounded down). Its meld shaper level is twice its age category. They may have a number of chakra binds equal to 1/3 its age category, although they do not naturally gain any open chakras until juvenile. It does not gain other abilities (including opening chakras) that incarnates gain.

Harvest Essentia (Su): Whenever a creature within 30-ft per age category dies a very young or older necrocarnum dragon gains bonus essentia equal to ½ that creature’s hit dice; this bonus essentia lasts for 1 hour. A necrocarnum dragon may never have more than its age category worth of essentia from this ability at 1 time.

Steal Essentia (Su): When a young or older necrocarnum dragon bites a creature it drains 1 point of essentia from that creature’s essentia pool (assuming the target has one) and add it to its own. The necrocarnum dragon retains the stolen essentia for 10 minutes, after which point the target regains use of that point of essentia. A necrocarnum dragon may only have a number of points of essentia from this ability equal to its age category at one time; any beyond this amount are inaccessible to it until the duration for essentia stolen earlier has ended.

* Chakra (Necrocarnum only): Whenever they gain this ability the necrocarnum dragon opens the listed chakra for the purpose of binding necrocarnum soul melds to it. These chakra are only open for the purposes of necrocarnum melds.

Life Draining Aura (Su): An adult or older necrocarnum dragon is surrounded by a life-draining aura at all times. Any creature within 30-ft must make a Fortitude save (the DC is the same as that for Frightful Presence) each round or suffer 1 point of Constitution damage; if a creature has essentia it instead has 3 points of essentia drained (this essentia returns 1 hour later) on a failed save until it has no essentia left (at which point they take Con damage like everyone else). A necrocarnum dragon may suppress or resume this aura as a swift action.

Consume Essence (Su): When an ancient or older necrocarnum dragon hits a creature with a bite attack it unshapes one meld at random the target has shaped, or if the target has no shaped melds it instead deals 2 points of Constitution damage. A successful Fortitude save (same DC as the necrocarnum dragon’s breath weapon) negates this effect.

Skills: A necrocarnum dragon treats Appraise, Bluff, and Spellcraft as class skills for its racial hit dice.

Zaydos
2010-09-27, 08:08 PM
I absolutely love these, Im running a CoW style campaign were dragons are high and mighty and these just make my dragon shaman player jump for joy!

May I make a request? I'd love to see a necrocarnum dragon!

Sorry it took so long but here it is at last; I hope you like it.

Edit: Which reminds me I'm out of requests (save a standing request for more good aligned dragons) so if people have any just chime in.

un_known
2010-09-27, 08:18 PM
Zaydos you remember the long list of Dragon Homebrewed Class versions I made in the Improved Monster Classes Thread by Oslecamo? Cause I've been looking at these ones and I'm just falling over with joy as they give me what I'm really looking for in Dragon Monster-Class possibilities.

Would you be fine with me possibly making them into classes?

Zaydos
2010-09-27, 08:24 PM
Zaydos you remember the long list of Dragon Homebrewed Class versions I made in the Improved Monster Classes Thread by Oslecamo? Cause I've been looking at these ones and I'm just falling over with joy as they give me what I'm really looking for in Dragon Monster-Class possibilities.

Would you be fine with me possibly making them into classes?

Of course I would be. Haven't ever tried to make classes like Oslecamo's myself, but I will admit the fact that most of them get a capstone ability as a great wyrm was inspired by the monster classes on that thread.

Also as a random aside 20 DRAGONS! YEAH Only 19 are mine but still, YEAH!

flabort
2010-09-27, 08:56 PM
:smallconfused:??
I thought there was a wood subtype...
lets see... shapechanger... swarm... water... huh.
Alphabetically, wood would come after water, but... water's the last one.
Odd. I coulda sworn... :smallconfused:

Edit:
Oh! out of requests? I can help with that (again).
A) Another meta-dragon, with artificer casting. A living furnace, a literal forge.
B) Ferrofluid (http://tesladownunder.com/Ferrofluid.htm) Dragons
C) Aerogel (http://tesladownunder.com/interesting_stuff.htm#Aerogel) dragons (4x cost of gold, lightest thing Evahr!)
D) lode stones. There's a lode stone maurader, but that's not a dragon.
E) Something like a mouse-like, furry dragon. you could combine it with the Ferrofluid dragon if need be...
F) more dragons with both para-mental and elemental subtypes :smalltongue:

un_known
2010-09-27, 09:35 PM
I got a request Zaydos for ya. And you'll probably know where it will be used as you signed interest for the campaign.

Idea:

"Fog, Mist, Silence. Those are the coming signs of this beast; a dragon that slithers through the skies or the waters silently awaiting its prey. Shrouding all in a thick blanket of mist and fog before devouring them. Many a ship have been lost to these beasts for none know whether the mist that rises off shore be theirs or that of the natural world….”

I'm looking for a dragon that is all about stealth and fog. Something that really would terrorize ships even more so in the dark...

flabort
2010-09-27, 10:09 PM
"Experimenting on the stolen eggs of dragons was considered a bad thing. Bruce had seen examples of what had happened when a powerful wizard or a cabal of evil priests had created 'new life' from the eggs of dragons, and his immense sorrow for the noble beasts that would have been, had they not, threatened to tear his heart in twain. And yet, that was what he was about to do.

"Laid out in his laboratory were several tools, arcane supplies, divine foci, and runed panels he had devised for the ritual he was about to undertake. All these were laid around four massive eggs, almost steaming from the heat contained inside, stolen, or 'taken for Pelor', by a group of paladins that had recently slain several red dragons terrorizing the area. The night they'd brought the eggs over, he'd received a message from Pelor himself, and it was his mission to see this ritual out to it's end. Picking up a large golden sword covered with arcane spices, he started chanting, beginning the ritual.

"The ritual lasted several weeks. Without aid from clerics or mages to assist in it's undertaking, it naturally took longer than planned. Finally, though, it was complete. He'd held onto the golden sword through the whole thing, and his arms where ready to fall off. Collapsing to the ground with ragged breaths, a divine light filled his vision, enveloping the eggs with a golden glow. Gathering his strength, he limped off towards his quarters, waiting for the eggs to hatch. But, just as he reached the door leading from his laboratory, a slight cracking sound reached his ears. The eggs were hatching already."

Try to make a dragon off of that. A bit of a reversal, really, is all it's about. Usually it's the evil guys experimenting on the good dragons eggs. I just want to see what dragons would come out of reversing who's experimenting on who.:smallbiggrin:

Zaydos
2010-09-27, 10:42 PM
Fog Dragon

Dragon (Water)
Environment: 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, pod (2-5), or school (2-5 adults and 1-3 children per adult).
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19;
ancient 21; wyrm 23; great wyrm 25
Treasure: Triple Standard
Alignment: Always Lawful Evil.

Dwelling in the oceans of the Prime Material plane, fog dragons are known to rise up from the sea suddenly rising out to attack and sink sailing ships before returning to the depths, to seize the now sunken treasure for their own. Fog dragons are among the most social of dragon kind living in schools numbering as many as 20 strong; these schools are led by a single member who is the unquestioned ruler of the group due to superior age and strength. Many schools are known to extract tribute from coastal kingdoms and seafarers in return for protection from the school’s attacks. Others don’t bother with protection rackets and instead claim what they can, leaving merchants in ruin. It is said that on some primes the inhabitants never even manage to sail between continents due to the predations of these sea dragons. Others tell rumors of these dragons living in the seas of the Underdark, if this is true then it would seem aboleths are not the only threat these murky waters hold.

Fog dragons often war with deep trench dragons as both lay claim to the worlds’ oceans. This may be a reason for fog dragons’ social tendencies as they are physically weaker than the other dragons and will lose a one on one fight. They have been known to make alliances with water dwelling fiends and even on at least one occasion rule over a sahaugin city-state. Fog dragons favor night attacks as they allow them to capitalize on their blindsight ability.

Fog dragons have long snake-like bodies with no clear distinction between neck, tail, and torso. Their heads are smooth, to minimize water resistance when swimming. When they take to the air they spread a massive pair of fins and take to the air like massive flying fish. Their scales are a bright blue when young, fading to a dark navy by the time they are wyrms, and their eyes are a bright yellow throughout their life.


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 10 11 10 5/2 7 5 4 4 2d6+1 13 -
Very Young M 8d12+16 (68 hp) 15 10 15 10 11 10 8/10 10 8 6 6 4d6+2 16 -
Young M 11d12+22 (93 hp) 17 10 15 12 13 12 11/14 14 9 7 8 6d6+3 17 -
Juvenile L 14d12+42 (133 hp) 19 10 17 14 15 14 14/22 17 12 9 11 8d6+4 20 -
Young Adult L 17d12+68 (178 hp) 23 10 19 14 15 14 17/27 22 14 10 12 10d6+5 22 20
Adult H 20d12+100 (230 hp) 27 10 21 16 17 16 20/36 26 17 12 15 12d6+6 25 23
Mature Adult H 23d12+115 (264 hp) 29 10 21 16 17 16 23/40 30 18 13 16 14d6+7 26 24
Old H 26d12+156 (325 hp) 31 10 23 18 19 18 26/44 34 21 15 19 16d6+8 29 27
Very Old H 29d12+174 (362 hp) 33 10 23 18 19 18 29/48 38 22 16 20 18d6+9 30 28
Ancient G 32d12+224 (432 hp) 35 10 25 20 21 20 32/56 40 25 18 23 20d6+10 33 31
Wyrm G 35d12+280 (507) 37 10 27 20 21 20 35/60 44 27 19 24 22d6+11 35 33
Great Wyrm G 38d12+304 (551 hp) 39 10 27 22 23 22 38/64 48 29 21 27 24d6+12 37 35


Age Speed Init AC Special Abilities SR CL
Wyrmling 20-ft, fly 100-ft (poor), swim 60-ft +0 14 (+1 size, +3 natural) Immune to Electricity, Blindsight 15-ft (30-ft in Water), Water Breathing - -
Very Young 30-ft, fly 100-ft (poor), swim 60-ft +0 16 (+6 natural) Obscuring Mist - -
Young 30-ft, fly 100-ft (poor), swim 60-ft +0 19 (+9 natural) Blindsight 60-ft (120-ft in water) - -
Juvenile 30-ft, fly 100-ft (poor), swim 60-ft +0 21 (-1 size, +12 natural) Telepathy 60-ft, Fog Cloud - 1st
Young Adult 30-ft, fly 100-ft (poor), swim 60-ft +0 24 (-1 size, +15 natural) DR 5/magic 19 3rd
Adult 30-ft, fly 100-ft (poor), swim 60-ft +0 26 (-2 size, +18 natural) Blacklight, Hiss of Fear 21 5th
Mature Adult 30-ft, fly 100-ft (poor), swim 60-ft +0 29 (-2 size, +21 natural) DR 10/magic 22 7th
Old 30-ft, fly 100-ft (poor), swim 60-ft +0 32 (-2 size, +24 natural) Freezing Fog 24 9th
Very Old 30-ft, fly 100-ft (poor), swim 60-ft +0 35 (-2 size, +27 natural) DR 15/magic 25 11th
Ancient 40-ft, fly 150-ft (clumsy), swim 60-ft +0 36 (-4 size, +30 natural) Clinging Mist 27 13th
Wyrm 40-ft, fly 150-ft (clumsy), swim 60-ft +0 39 (-4 size, +33 natural) DR 20/magic and Adamantine and DR 5/epic 29 15th
Great Wyrm 40-ft, fly 150-ft (clumsy), swim 60-ft +0 42 (-4 size, +36 natural) Control Weather, Capsize 31 17th


Special Abilities

Breath Weapon (Su): A fog dragon has only one type of breath weapon a powerful line of lightning dealing the listed damage (Reflex save halves). Any creature wearing metal armor takes an additional +2 damage per age category from this breath.

Spells: A juvenile or older fog dragon casts spells as a sorcerer of the listed level and may select spells from the Ocean and Blackwater domains as spells known in addition to those from the sorcerer spell list.

Hiss of Fear (Su): Any non-dragon creature that an adult or older fog dragon communicates with via telepathy that cannot see the fog dragon must make a Will save (same DC as the dragon’s frightful presence) or be shaken for 1 minute or if they have 5 or less HD be panicked for the same duration. This is a mind-affecting, fear effect.

Clinging Mist (Su): An ancient or older fog dragon is continually surrounded by a thin cloud of mist that fills its squares. Any creature completely within those squares (i.e. the fog dragon and anything riding it) gains partial concealment against attacks made from more than 10-ft away.

Capsize (Ex) A submerged great wyrm fog dragon that surfaces under a boat or ship less than 20 feet long capsizes the vessel 80% of the time. It has a 40% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.

Spell-like Abilities: 3/day: Obscuring Mist (very young or older), Fog Cloud (juvenile or older), Blacklight (adult or older), Freezing Fog (old or older); 1/day Control Weather (great wyrm).

Skills: Appraise, Hide, and Move Silently are class skills for fog dragons.

Zaydos
2010-09-27, 10:48 PM
I got a request Zaydos for ya. And you'll probably know where it will be used as you signed interest for the campaign.

Idea:

"Fog, Mist, Silence. Those are the coming signs of this beast; a dragon that slithers through the skies or the waters silently awaiting its prey. Shrouding all in a thick blanket of mist and fog before devouring them. Many a ship have been lost to these beasts for none know whether the mist that rises off shore be theirs or that of the natural world….”

I'm looking for a dragon that is all about stealth and fog. Something that really would terrorize ships even more so in the dark...

It's up, see how you like it. Gave them blindsight and some fog abilities, they aren't the best in the air, and I might should up their swim speed.

As an aside when making them as monster classes be careful as I'm not really steady on the CRs for most of these.


:smallconfused:??
Edit:
Oh! out of requests? I can help with that (again).
A) Another meta-dragon, with artificer casting. A living furnace, a literal forge.
B) Ferrofluid (http://tesladownunder.com/Ferrofluid.htm) Dragons
C) Aerogel (http://tesladownunder.com/interesting_stuff.htm#Aerogel) dragons (4x cost of gold, lightest thing Evahr!)
D) lode stones. There's a lode stone maurader, but that's not a dragon.
E) Something like a mouse-like, furry dragon. you could combine it with the Ferrofluid dragon if need be...
F) more dragons with both para-mental and elemental subtypes :smalltongue:

How many of these are suggestions and how many are requests?
I intend to make another meta-dragon and note that this one already has artificer casting, but yes some sort of Forge Dragon is most certainly going to be one of the 5 "core" meta-dragons. As for the others, ferrofluid seems a little too technological for my tastes (read I wouldn't use it) if it's just a suggestion but if it's something you want because you'd like to use it that's another case altogether. Aerogel might be interesting, and a lode stone dragon would be really nice, maybe make it a meta-dragon (which isn't really a dragon but) and get the 3rd of those. The furry dragon well it would give me an excuse for a third dragon that never gets above huge. As for the elemental subtypes... I should probably be making more with them as all the main dragons have them.

As to your longer and more detailed suggestion... the question is should the experiment have succeeded in making something good aligned or not? Makes me feel like Sanctify the Wicked does a bit, but I will explore the concept (tomorrow or Wednesday).

un_known
2010-09-27, 11:49 PM
Zaydos I love the fog dragons. They are exactly the kind I was looking for. You won't necessarily be fighting them you might be working with them.

I have a few more ideas mainly concerning void and abyss but also a fungal bioluminescent idea.

Zaydos
2010-09-27, 11:54 PM
Void as in an emptiness or the Japanese element?

Abyss as in a big empty hole or the outer plane?

Bioluminescent fungus? Have you checked out the Fungal Dragon? Nothing about bioluminescense but a lot of fungus.

Tacitus
2010-09-28, 12:00 AM
What, no Belker influence on the Fog Dragon? Belkers are MEAN when placed inside fog.

Zaydos
2010-09-28, 12:10 AM
What, no Belker influence on the Fog Dragon? Belkers are MEAN when placed inside fog.

2 reasons. When making a sea dragon allying it with a smoke monster didn't occur to me. Number two is that they can still work together if they need/want to and aside from out and out summoning them they'd not have any reason to meet belkers.

Now I might make a Smoke Dragon that lives on the Paraelemental Plane of Smoke (they still exist!) and that would naturally fit with belkers.

akma
2010-09-28, 04:49 AM
It's up, I hope you like it. I ended up giving them an energy breath in addition to the blade breath but made it half damage with a rider and in the end worse than their blade breath with the entangling breath feat.


In short: it`s awesome. Much better then how I would have done it.



Edit: Which reminds me I'm out of requests (save a standing request for more good aligned dragons) so if people have any just chime in.

If you just feel like making some dragons, here are a few ideas (not requests):
A. Yellow, purple, indigo, lime green etc dragons.
B. Psionic dragons.
C. Divine magic dragons (clerics, druids etc).
D. Dirt dragons.
E. Soul dragons (whatever that means).
F. Undead dragons.
G. Invisible dragons.
H. Mud dragons.
I. Light and darkness dragons.
J. Magic dragons.

Zaydos
2010-09-28, 07:43 AM
Thanks Akma and I'm glad you liked them, they developed into their own creature quite well.

Which brings me to 2 things:
1) I'm thinking about starting a PbP where people are dragonhunters soon because I want to test out some of these dragons.

2) here's a list of the things I intend to work on next, if anyone has requests (from this list or not) I'm more than happy to postpone things on the list but these are just the ideas that are most interesting to me right now:


Something for another project I'm starting
Palladium Dragon: Metallic dragon with favored soul casting
The reversal of the normal experiment suggested by flabort
Forge Dragon: Meta-Dragon v.2
Blood Dragons of Nyull (an old 3.0 idea of mine that I never statted out).
Lodestone Dragon: Meta-Dragon v.3
Void Dragon: A dragon of the 5th element
Earthsoul Dragon: A stony dragon whose breath can petrify.

That's not to say the other suggestions won't get made, but just that they are unlikely in the immediate future.

Zaydos
2010-09-28, 11:05 AM
Palladium Dragon:
Dragon (Air)
Environment: Warm plains and temperate mountains.
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or part of gold or silver dragon clutch (1 and 1–4 other); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, paired with gold or silver, or part of gold/silver family (1-2 and 1-3 other).
Challenge Ratings: Wyrmling 5; very young 7; young 9; juvenile 11; young adult 14; adult 16; mature adult 19; old 21; very old 22; ancient 24; wyrm 25; great wyrm 26
Treasure: Triple Standard
Alignment: Always lawful good.

Also called Lesser Platinum Dragons, palladium dragons are a holy force of Bahamut’s justice. They are the divine magicians of dragon-kind wielding great magical power, and their wisdom is respected and sought after by other breeds of metallic dragons. They are seen as chosen by Bahamut and their glistening scales are seen as a sign of his blessing.

Palladium dragons are extremely rare, less than 1 in 500 gold and silver dragon eggs hatch to form palladium dragons and have a very low fecundity. In fact palladium dragons are a throwback to an ancient hybridization of gold and silver dragons. Like most hybrids palladium dragons have since found breeding and reproduction difficult. (screw Mendelian genetics it’s a fantasy world)

Palladium dragons take after their gold dragon ancestors in many traits, sharing their heads and bodies, although they have the great bat-like wings of silver dragons and scales of a similar, although more pristine and white, color.



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


Wyrmling
S
6d12+6 (45 hp)
13
10
13
16
17
16
6/3
8
8
8
8
14
-


Very Young
M
9d12+18 (76 hp)
15
10
15
18
19
18
9/11
11
10
10
10
16
-


Young
M
12d12 + 24 (102 hp)
17
10
15
18
19
18
12/15
15
12
12
12
18
-


Juvenile
L
15d12+45 (142 hp)
19
10
17
20
21
20
15/23
18
14
14
14
20
-


Young Adult
L
18d12+72 (189 hp)
23
10
19
20
21
20
18/28
23
16
16
16
23
24


Adult
H
21d12+105 (241 hp)
27
10
21
22
23
22
21/37
27
18
18
18
25
26


Mature Adult
H
24d12+120 (276 hp)
29
10
21
22
23
22
24/41
31
20
20
20
27
28


Old
H
27d12+162 (337 hp)
31
10
23
26
27
26
27/45
35
23
23
23
29
31


Very Old
H
30d12+180 (375 hp)
33
10
23
28
29
28
30/49
39
26
26
26
31
34


Ancient
G
33d12+231 (445 hp)
35
10
25
30
31
30
33/57
41
28
28
28
33
36


Wyrm
G
36d12+288 (522 hp)
37
10
27
32
33
32
36/61
45
31
31
31
36
39


Great Wyrm
G
39d12+312 (565 hp)
39
10
27
34
35
34
39/65
49
33
33
33
37
41





Age
Speed
Init
AC
Special Abilities
CL


Wyrmling
40-ft, fly 100-ft (good)
+0
14 (+1 size, +3 natural)
Divine Blessing, Immunity to Cold and Fire, Alternate Form
1st


Very Young
40-ft, fly 150-ft (average)
+0
16 (+6 natural)

3rd


Young
40-ft, fly 150-ft (average)
+0
19 (+9 natural)

5th


Juvenile
40-ft, fly 150-ft (average)
+0
21 (-1 size, +12 natural)
Detect Evil
7th


Young Adult
40-ft, fly 150-ft (average)
+0
24 (-1 size, +15 natural)
DR 5/magic, Holy Dread
9th


Adult
40-ft, fly 150-ft (average)
+0
26 (-2 size, +18 natural)
Holy Smite
11th


Mature Adult
40-ft, fly 150-ft (average)
+0
29 (-2 size, +21 natural)
DR 10/magic
13th


Old
40-ft, fly 150-ft (average)
+0
32 (-2 size, +24 natural)
Holy Aura
15th


Very Old
40-ft, fly 150-ft (average)
+0
35 (-2 size, +27 natural)
DR 15/magic
17th


Ancient
40-ft, fly 200-ft (poor)
+0
36 (-4 size, +30 natural)
Heal
19th


Wyrm
40-ft, fly 200-ft (poor)
+0
39 (-4 size, +33 natural)
DR 20/magic
21st


Great Wyrm
40-ft, fly 200-ft (poor)
+0
42 (-4 size, +36 natural)
Holy Word
23rd



Special Abilities

Breath Weapon (Su): A palladium dragon has only one type of breath weapon a cone of stunning gas. Any creature caught in this cone must make a Will save (of the listed DC) or be stunned for 1d6 + Age Category rounds.

Divine Blessing (Ex): A palladium dragon may use its Charisma modifier for any save instead of the normal ability modifier.

Alternate Form (Ex): 3/day as a standard action a palladium dragon may assume the form of a medium or smaller animal or humanoid. They may remain in this form indefinitely or until they chose to return to their natural form or assume a new form.

Spells: A palladium dragon casts spells as a Favored Soul of the listed level. In addition to the cleric spell list a palladium dragon may also select spells known from any domain Bahamut grants.

Holy Dread (Su): Evil creatures within 10-ft/age category of a young adult or older palladium dragon suffer a -2 to attack, damage, saves, skill and ability checks, and CL until they have successfully damage the palladium dragon. This is a mind-affecting, fear effect.

Spell-like Abilities: At will: Detect Evil (juvenile or older); 3/day: Holy Smite (adult or older), Holy Aura (old or older), Heal (ancient or older), Holy Word (great wyrm).

Skills: Bluff, Disguise, and Heal are class skills for Palladium dragons.

flabort
2010-09-28, 01:41 PM
Well, if ferrofluid is not something you're up to doing, I'd probably be up to the task:smalltongue:. lets see...
slashing resistance, high dex, low str & con, high int, low wis....
something to do with it's magnetic properties...

Meh, you're right :smallmad:. too advanced. Unless it's in an encounter with a lodestone maurader or a lodestone dragon, it's no better than a mercury dragon. :smallsigh:And as has been mentioned, they've been made already.

would have been cool, though.:smallfrown:

Zaydos
2010-09-28, 02:32 PM
Just realized I need to make effects for Draconic Heritage/Legacy for these dragons. Well I'll do it in pieces so first installment:

{table]Dragon type|Descriptor or Subschool|Class Skill|Spells Known (Draconic Legacy)
Argentum Dragon|Cold|Spot|Feather Fall, See Invisibility, True Seeing
Ashwood|Fire|Survival|Plant Growth, Speak with Animals, Wall of Fire
Asphodel|Negative Energy|Hide|Inflict Light Wounds, Desecrate, Animate Dead
Brightsteel|Cold|Sense Motive|Cone of Cold, Make Whole, Repair Light Damage
Chitin-Skin|Acid|Jump|Insect Plague, Jump, Summon Swarm
Custodian|Cold|Sense Motive|Discern Lies, Protection from Chaos, True Seeing (lv 5)
Dark Cloud|Electricity|Spot|Feather Fall, Cloud Wings, Overland Flight
Dawn|Fire|none|Daylight, Gravestrike, Mass Fire Shield
Deep Trench|Fire|Swim|Call Lightning, Cause Fear, Transformation of the Depths
Ebony|none|Spellcraft|Antimagic Field, Dispel Magic, Dispel Ward
Eclipse|Fire|Bluff|Friendly Face, Morality Undone, Undetectable Alignment
Elan|Healing|Heal|Cure Light Wounds, Lesser Restoration, Revivify
Enyo|Force|Balance|n/a
Fog|Electric|Swim|Blindsight, Freezing Fog, Obscuring Mist
Grimcrag|Fire|Jump|Mass Fireshield, Kelgore's Firebolt, Scorching Ray
Hellfire|Fire|Intimidate|Charm Person, Greater Darkvision, Hellfire Storm
Maleficence|Death|Intimidate|Cause Fear, Desecrate, Unholy Blight
Occulus|Acid|Knowledge (Dungeoneering)|Dominate Person, Ray of Exhaustion, Sleep
Palladium|Cold|Heal|Cure Light Wounds, Magic Circle against Evil, Spell Resistance
Thermite|Fire|Move Silently|Lesser Orb of Fire, Fireball, Wall of Fire[/table]

There are some I couldn't think up off the fly (Cataclysm, and Fungal) and some I felt were better suited to more tweaked versions of the feats (Far Spawn dragon should be available to Wilder's instead of Sorcerers; Palladium to Favored Souls).

firemagehao
2010-09-28, 02:43 PM
How about:
Astral, Cyborg, Plasma, Sonic, Bose-Einstein Condensate, and Storm (air, water) dragons.

Lord_Gareth
2010-09-28, 03:13 PM
I've always kinda wanted to see a Moon Dragon.

firemagehao
2010-09-28, 03:18 PM
How about a Dragon whose powers revolve around illusions.

Zaydos
2010-09-28, 03:22 PM
I've always kinda wanted to see a Moon Dragon.

I like the way you think.


How about:
Astral, Cyborg, Plasma, Sonic, Bose-Einstein Condensate, and Storm (air, water) dragons.


How about a Dragon whose powers revolve around illusions.

Can't make Astral there's already an officially published one (it's a Dragon Magazine dragon but still).

Now Storm sounds fun, and the Illusion one ^_^. Actually I finished one earlier that only gets 3 sor/wiz schools (Ench, Ill, and Trans) as well as all Druid schools, but I'm waiting to post it till I finish something I'm working on alongside it. Although this would be... agh I wish I had my Dragon Magazines they introduced a new variety of True Dragons called Tome Dragons and only made 2 I could make it a 3rd Tome Dragon (there must be 5).

Zaydos
2010-09-28, 04:12 PM
Dawn Dragon:

Dragon (Fire)
Environment: Warm mountains and 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 10; young adult 12; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Standard
Alignment: Always neutral good.


"Experimenting on the stolen eggs of dragons was considered a bad thing. Bruce had seen examples of what had happened when a powerful wizard or a cabal of evil priests had created 'new life' from the eggs of dragons, and his immense sorrow for the noble beasts that would have been, had they not, threatened to tear his heart in twain. And yet, that was what he was about to do.

"Laid out in his laboratory were several tools, arcane supplies, divine foci, and runed panels he had devised for the ritual he was about to undertake. All these were laid around four massive eggs, almost steaming from the heat contained inside, stolen, or 'taken for Pelor', by a group of paladins that had recently slain several red dragons terrorizing the area. The night they'd brought the eggs over, he'd received a message from Pelor himself, and it was his mission to see this ritual out to it's end. Picking up a large golden sword covered with arcane spices, he started chanting, beginning the ritual.

"The ritual lasted several weeks. Without aid from clerics or mages to assist in it's undertaking, it naturally took longer than planned. Finally, though, it was complete. He'd held onto the golden sword through the whole thing, and his arms where ready to fall off. Collapsing to the ground with ragged breaths, a divine light filled his vision, enveloping the eggs with a golden glow. Gathering his strength, he limped off towards his quarters, waiting for the eggs to hatch. But, just as he reached the door leading from his laboratory, a slight cracking sound reached his ears. The eggs were hatching already."

Dawn dragons are one of two results of a magical experiment by the priest-king of an ancient kingdom, the other being the dreaded Eclipse Dragons. Through a series of magical rituals the priest-king reshaped unborn red dragons into forces of good dedicated to Pelor. When the eggs hatched they produced two types of creatures. At birth these creatures looked identical, but as they aged one type grew ever brighter in coloration, while the other’s scales darkened even as its intellect sped. The former was clumsy in its actions, dull-witted as if the magic had in severing it from its inner evil also cut it from that spiritual force that gave its draconic mind power. The latter seemed a shining paragon of good until the day the king died, declaring it his heir.

Three years later the kingdom was enveloped in tyranny and destruction. The spawn of Tiamat patrolled the streets, and honest men and women hid in their homes seeking what small shelter they could find there. The dragon, now king, turned the kingdom into a living hell for years before he was slain by a dragon who came out of the great desert that lay to the south and came forth slaying the first eclipse dragons. After this event both dawn and eclipse dragons were scattered across the world.

Dawn dragons at birth look like red dragons, except for the pale yellow scales mixed with red upon their arms, tail, and wings. As they age their scales grow ever brighter and more lustrous until they shine like red-gold. As they age their features shift slightly, the hornlets on their face growing proportionately smaller with each generation, and their ear frills also growing smaller. A great wyrm dawn dragon has reached a state at which it is continuously surrounded by an aura of brilliant light.

Dawn dragons are, for dragons, extremely altruistic creatures. They have a very poor definition of self, and the boundaries between creatures, expecting other creatures to share their personal knowledge and know what they are feeling. Dawn dragons value the lives of others almost equal to their own, although they rarely take a violent role in the world. Unlike most good dragons dawn dragons rarely see evil as an abomination and affront to righteousness, instead seeing it as an inherently self-destructive act since they fail to understand what it means for each creature to be a unique entity (this trait has lead some sages to incorrectly report that these dragons have a gestalt hive mind).

In addition to stunting their mental faculties, the ritual stripped dawn dragons of their natural arcane powers. They do not develop sorcerous abilities, nor resistance to spells and magical effects with age, although they do learn how to use a few specific magical effects and gain abilities useful against evil and the undead.


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 8 7/10 10 7 5 4 2d10 15 -
Very Young L 10d12+30 (95) 21 10 17 8 9 8 10/19 14 10 7 6 4d10 18 -
Young L 13d12+39 (123) 25 10 17 10 11 10 13/24 19 11 8 8 6d10 19 -
Juvenile L 16d12+64 (168) 29 10 19 10 13 10 16/29 24 14 10 11 8d10 22 -
Young Adult H 19d12+95 (218) 31 10 21 10 13 10 19/37 27 16 11 12 10d10 24 19
Adult H 22d12+110 (253) 33 10 21 12 15 12 22/41 31 18 13 15 12d10 26 22
Mature Adult H 25d12+150 (312) 33 10 23 12 15 12 25/44 34 20 14 16 14d10 28 23
Old G 28d12+196 (378) 35 10 25 14 17 14 28/52 36 23 16 19 16d10 31 26
Very Old G 31d12+248 (449) 37 10 27 14 17 14 31/56 40 25 17 20 18d10 33 27
Ancient G 34d12+306 (527) 39 10 29 14 19 14 34/60 44 28 19 23 20d10 36 29
Wyrm G 37d12+370 (610) 41 10 31 16 19 16 37/64 48 30 20 24 22d10 38 31
Great Wyrm C 40d12+400 (660) 45 10 31 16 21 16 40/73 49 32 22 27 24d10 40 33



Age Speed Init AC Special Abilities
Wyrmling 40 ft., fly 150 ft. (poor) +0 16 (+6 natural) Immune to Fire, Vulnerability to Cold
Very Young 40 ft., fly 150 ft. (poor) +0 18 (-1 size, +9 natural) -
Young 40 ft., fly 150 ft. (poor) +0 21 (-1 size, +12 natural) -
Juvenile 40 ft., fly 150 ft. (poor) +0 24 (-1 size, +15 natural) Smite Evil
Young Adult 40 ft., fly 150 ft. (poor) +0 26 (-2 size, +18 natural) DR 5/magic
Adult 40 ft., fly 150 ft. (poor) +0 29 (-2 size, +21 natural) Turn Undead
Mature Adult 40 ft., fly 150 ft. (poor) +0 32 (-2 size, +24 natural) DR 10/magic
Old 40 ft., fly 200 ft. (clumsy) +0 33 (-4 size, +27 natural) Mass Fire Shield
Very Old 40 ft., fly 200 ft. (clumsy) +0 36 (-4 size, +30 natural) DR 15/magic
Ancient 40 ft., fly 200 ft. (clumsy) +0 39 (-4 size, +33 natural) Sunbeam
Wyrm 40 ft., fly 200 ft. (clumsy) +0 42 (-4 size, +36 natural) DR 20/magic and Adamantine and DR 5/epic
Great Wyrm 40 ft., fly 200 ft. (clumsy) +0 41 (-8 size, +39 natural) Meteor Swarm, Aura of Brillaince


Special Abilities

Breath Weapon (Su): A dawn dragon has a single breath weapon a cone of burning light. This breath weapon deals fire damage as listed in the table with a Reflex save for half.

Smite Evil (Su): 1/round a juvenile or older dawn dragon may declare an attack a smite gaining a +4 to hit and a bonus to damage equal to their age category with that attack if the target is evil aligned.

Turn Undead (Su): An adult or older dawn dragon gains the ability to turn undead as a cleric level (1.5 x age category) except they only gain a number of turn attempts equal to their charisma modifier.

Aura of Brilliance (Su): A great wyrm dawn dragon radiates an aura of brilliance which produces light equivalent to a daylight spell heightened to 9th level. Any undead creature entering the bright light from this aura is turned as if by a 20th level cleric (no turning roll; infinite turning damage).

Spell-like Abilities: 1/day: Mass Fire Shield (old or older), Sunbeam (ancient or older, Meteor Swarm (great wyrm).

Skills: A dawn dragon counts Appraise as a class skill. Bluff and Sense Motive are removed from their list of class skills and they suffer a -4 penalty to both checks.

un_known
2010-09-28, 06:28 PM
How about a set of Daemonic Dragons.

Each from one of the Nine Hells?

1) Avernus
2) Dis
3) Minauros
4) Phlegethos
5) Stygia
6) Malbolge
7) Maladomini
8) Cania
9) Nessus

Zaydos
2010-09-28, 06:53 PM
How about a set of Daemonic Dragons.

Each from one of the Nine Hells?

1) Avernus
2) Dis
3) Minauros
4) Phlegethos
5) Stygia
6) Malbolge
7) Maladomini
8) Cania
9) Nessus

Well can't say I have a full set of nine but http://www.giantitp.com/forums/showthread.php?t=129046 you can find a Baatorian dragon there.

un_known
2010-09-28, 07:11 PM
Or instead of 1 for Each Hell. How about 1 designed based off of each ArchDevil?


Like a personal breed of dragons that have entered into pacts with them. That would be more easy to make I think.

Zaydos
2010-09-28, 07:14 PM
Or instead of 1 for Each Hell. How about 1 designed based off of each ArchDevil?


Like a personal breed of dragons that have entered into pacts with them. That would be more easy to make I think.

I'd probably mix the two together if I did it; so an Avernus dragon would have some abilities related to Bel, and a Nessus Dragon would have awesome powers of mind-manipulation based on Asmodeus.

Edit: Also any specific ones you want to use? I have to find some ways to set priority here.

un_known
2010-09-28, 07:35 PM
The nine hells backwards so #9 then 8 and so on.

Zaydos
2010-09-28, 07:45 PM
The nine hells backwards so #9 then 8 and so on.

Alright I'll put them on the list; I've got a few I need to make first (the Eclipse Dragon mentioned in Dawn Dragon's fluff, and one I want to use for a PbP I'm running, and maybe the Illusion one).

And speaking of PbPs I want to test these guys out so I posted a thread on the recruiting forum if anybody wants to kill dragons.
http://www.giantitp.com/forums/showthread.php?t=170061

Zaydos
2010-09-28, 09:05 PM
Eclipse Dragon

Dragon (Fire)
Environment: Warm mountains and 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).
Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 10; adult 13; mature adult 15; old 18; very old 20; ancient 21; wyrm 23; great wyrm 25
Treasure: Standard
Alignment: Always lawful evil.

As told above eclipse dragons and dawn dragons were made by a priest-king from the eggs of red dragons. This would prove the destruction of one of the Great Kingdoms of Man and a harbinger of the beginning of the rule of dragons.

Eclipse dragons are physically very weak for their size, weaker even than dragons significantly smaller than them. They strive to make up for it with their keen minds, but too often their physical failings prove the end of them. They are but shadows; the evil of red dragons given its own form. They are more methodical, and calculating in their corruption than their ancestors, but that is all they are the greedy shadows of a red dragon.

Physically eclipse dragons look identical to dawn dragons at birth, but as they age certain traits begin to diverge. Where a dawn dragon grows continually lighter, and eclipse dragon’s scales darken as they age till they are the deep red of dried blood and their golden necks and wings fade to a dark gray. Their eyes, at birth shining like the full moon become empty black pits. Not only does color begin to differentiate the two dragons but their hornlets, which shrink to next to nothing in dawn dragons, grow into a series of horns and their ear frills expand becoming larger than those of red dragons. Their claws and teeth blacken till they look like polished ebony.

Eclipse dragons are oddities amongst their kin for several reasons. First due to some accident in their creation they deceive magic into believing them to be good. Were that not enough, they also lack a breath weapon of any sort, something only rarely encountered in the world of dragons. Other oddities are their extremely potent magical resistance, which proves useless against arcane powers and psionics, only capable of warding off the divine magic that was used in their creation. They are also capable of channeling divine, not arcane, power although the source of their spells is unknown (many suspect Tiamat). Lastly the eldest eclipse dragons are able to make unholy pacts with mortals granting humanoids vile powers in return for service and loyalty.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Frightful Presence
Wyrmling M 4d12+4 (30) 13 10 13 14 13 14 4/5 5 5 4 4 -
Very Young L 7d12+14 (59) 17 10 15 16 15 16 7/14 9 7 5 6 -
Young L 10d12+30 (95) 19 10 17 16 15 16 10/18 13 10 7 8 -
Juvenile L 13d12+39 (123) 23 10 17 18 17 18 13/23 18 11 8 11 -
Young Adult H 16d12+64 (168) 25 10 19 18 17 18 16/31 21 14 10 12 22
Adult H 19d12+95 (218) 27 10 21 20 19 20 19/35 25 16 11 15 24
Mature Adult H 22d12+110 (253) 27 10 21 20 19 20 22/38 28 18 13 16 26
Old G 25d12+150 (312) 29 10 23 22 21 22 25/46 30 20 14 19 28
Very Old G 28d12+196 (378) 31 10 25 22 21 22 28/50 34 23 16 20 30
Ancient G 31d12+248 (449) 33 10 27 24 23 24 31/54 38 25 17 23 32
Wyrm G 34d12+306 (527) 35 10 29 24 23 24 34/58 42 28 19 24 34
Great Wyrm C 37d12+370 (610) 39 10 31 26 25 26 37/67 43 30 20 27 36



Age Speed Init AC Special Abilities CL Divine SR
Wyrmling 40 ft., fly 150 ft. (poor) +0 13 (+3 natural) Immune to Fire, Vulnerability to Cold, Mask of the Divine - -
Very Young 40 ft., fly 150 ft. (poor) +0 15 (-1 size, +6 natural) Alternate Form - -
Young 40 ft., fly 150 ft. (poor) +0 18 (-1 size, +9 natural) - 1st -
Juvenile 40 ft., fly 150 ft. (poor) +0 21 (-1 size, +12 natural) See in Darkness 3rd -
Young Adult 40 ft., fly 150 ft. (poor) +0 23 (-2 size, +15 natural) DR 5/magic 5th 26
Adult 40 ft., fly 150 ft. (poor) +0 26 (-2 size, +18 natural) Morality Undone 7th 29
Mature Adult 40 ft., fly 150 ft. (poor) +0 29 (-2 size, +21 natural) DR 10/magic 9th 32
Old 40 ft., fly 200 ft. (clumsy) +0 30 (-4 size, +24 natural) Charm Monster 11th 35
Very Old 40 ft., fly 200 ft. (clumsy) +0 33 (-4 size, +27 natural) DR 15/magic 13th 38
Ancient 40 ft., fly 200 ft. (clumsy) +0 36 (-4 size, +30 natural) Dark Pact 15th 41
Wyrm 40 ft., fly 200 ft. (clumsy) +0 39 (-4 size, +33 natural) DR 20/magic and Adamantine and DR 5/epic 17th 44
Great Wyrm 40 ft., fly 200 ft. (clumsy) +0 38 (-8 size, +36 natural) Mind Rape 19th 47


Special Abilities

Divine Spell Resistance (Su): An eclipse dragon’s SR only applies against Divine spells and the spell-like abilities of Outsiders with the Good subtype. It has no effect on psionics, spell-like abilities (except as noted above), or spells cast by arcane casters.

Mask of the Divine (Su): An eclipse dragon has an Aura of Good as a cleric/paladin/incarnate/outsider (good) of its Hit Dice. In addition they do not radiate evil under Detect Evil. For any other magical and supernatural effects eclipse dragons are considered whichever of good and evil is more beneficial to them, this means they may use magic items that require the good alignment, take no damage from Unholy Blight or Holy Smite, do not receive extra damage from a paladin’s smite evil or a holy weapon, etc. They may also freely cast Exalted spells and spells of the good descriptor.

Alternate Form (Su): A very young or older eclipse dragon may, 3/day, assume the form of any medium or smaller humanoid. It may remain in this form until it chooses to assume a new form or return to its natural form.

See in Darkness (Su): A juvenile or older eclipse dragon may see in darkness, even magical darkness, as easily as the light of day.

Dark Pact (Su): An ancient or older eclipse dragon may enter into dark pacts with willing humanoids whose HD do not exceed the dragon’s age category + its Charisma modifier. The humanoid is sworn to obey one command of the dragon’s (as per the spell suggestion) but in return gains 2 bonus Vile feats of the dragon’s choice that they qualify for and a +2 profane bonus to Str, Con, Int, and Cha. The effects of this pact end after 1 week, or if the dragon is slain. Entering into this pact is a highly evil act that requires accepting all of one’s soul’s darkness and giving it free reign; any creature who accepts such a pact has their alignment immediately become evil. As the act of willfully accepting one’s own darkness is required for the pact to be completed a creature cannot be tricked into completing the pact and will automatically know that accepting the pact is an unquestionably evil act.

Spell-like Abilities: 3/day: Morality Undone (adult or older); 1/day: Charm Monster (old or older); 1/week: Mind Rape (great wyrm).

Skills: An eclipse dragon treats Bluff, Disguise, and Heal as class skills. They gain a bonus on Bluff and Disguise checks equal to their age category.

Zaydos
2010-09-28, 09:23 PM
Oh yes just to let you know flabort, your suggestion for "good guys experimenting on evil dragon eggs" has actually been put into the backstory for the campaign I've started recruiting for. It caused the downfall of one of the major human kingdoms and signaled the rise of the evil dragons.

sciencepanda
2010-09-29, 12:10 AM
Hmm, I'd like to request a Carbon Nanotube (http://en.wikipedia.org/wiki/Carbon_nanotube) Dragon.

Zaydos
2010-09-29, 12:11 AM
Hmm, I'd like to request a Carbon Nanotube (http://en.wikipedia.org/wiki/Carbon_nanotube) Dragon.

Now what that dragon will get used for I want to know.

sciencepanda
2010-09-29, 01:22 AM
Now what that dragon will get used for I want to know.

Hmm, how about a civilization that produces buildings from their corpses. So every so often they have to send people off to go hunt them. But the hunters have to make the moral decision about whether it is right or not. And eventually it escalates into a war between the dragons and the city people.

...I just made this up off the top of my head right now.

Zaydos
2010-09-29, 09:43 AM
Okay; I currently have enough suggestions/requests that I don't have time for the silly ones. :smallfrown:

Which isn't cool since they're fun, and I like making them, but I have to choose a priority and so I'm going for the more serious dragons first.

Zaydos
2010-09-29, 12:11 PM
Or instead of 1 for Each Hell. How about 1 designed based off of each ArchDevil?


Like a personal breed of dragons that have entered into pacts with them. That would be more easy to make I think.

How powerful do you want these bad boys? A great wyrm dragon gets up to a power level comparable with Asmodeus's Aspect in either BoVD or FCII. A great wyrm gold can tear into Asmodeus although my money would be on the demon lord (most of his tricks don't work but his DR and regen means he can just wail on it with his rod). I'm more concerned with the other archfiends as their CR and powers drop noticeably (Bel in FCII is only CR 20; a great wyrm white dragon is CR 21).

Igneel
2010-09-29, 01:56 PM
I've always been kind of interested in the Epic Time Dragon they featured in the last Dragon Magazine before they stopped printing it. Maybe we could do something along the lines of a 'Space' Dragon to compliment it. [Insert Palkia and Dialga pokemon jokes here]

Also if we are going to be having Abyssal Dragons, wouldn't it make sense to add more Celestial ones as well?

Lastly I've been interested in making a pseudo-Tiamat like dragon that is mortal.

Zaydos
2010-09-29, 02:00 PM
I've always been kind of interested in the Epic Time Dragon they featured in the last Dragon Magazine before they stopped printing it. Maybe we could do something along the lines of a 'Space' Dragon to compliment it. [Insert Palkia and Dialga pokemon jokes here]

I don't have that Dragon Magazine... and now I want... and the Space Dragon would obviously have to be better Dialga is way cooler than Palkia


Also if we are going to be having Abyssal Dragons, wouldn't it make sense to add more Celestial ones as well?

I agree there but I think I'm going to finish at least a few of the Baatorian ones first; on that note if we're making ones for the Lords of 9 we ought to make some for the Demon Lords of the Abyss.


Lastly I've been interested in making a pseudo-Tiamat like dragon that is mortal.

It would have to be stronger than a red dragon, so probably an epic dragon but then you'd just stat out Tiamat - Divine Ranks... hmm... I love the idea/concept but it'll take some time to figure out how best to handle it.

Do you want them epic or non-epic? Casters or non-casters?

un_known
2010-09-29, 02:58 PM
Zaydos think of the ArchDevils using the greayt wyrms and such as extremely powerful 'allies'.

How I'd view this is that say Asmodeus was goign to war he would entreat his Dragonkind to come with him so that they might revel in the blood and carnage. Make their personality types almost completely compatible with the ArchDevils that have been with them for so very long....



And yes we should do some dragons for the Abyssal Layers as well; but maybe we'd focus more on ones that exist in the more powerful areas like where Demogorgon and the other Demon Lords are and such...

I would love to see what you came up for the Dragon with Juiblex or Zuggtmoy.

Tacitus
2010-09-29, 03:40 PM
I'd suggest using an Aspect of Tiamat as a base for that purpose, which I recall being printed in an adventure module (lol, spoilers) but I can't recall if it was reproduced elsewhere.
Red Hand of Doom

Noxsis
2010-09-29, 04:16 PM
i second the space dragon. i really like the time dragon in dragon 359 it was the most powerful dragon i had ever seen with a cr of 26 as a wyrmling and 90 as a great wyrm its so cool

Debihuman
2010-09-29, 04:38 PM
Your Fog and Palladium Dragons are missing the DC from their respective breath weapon in their charts.


Debby

Zaydos
2010-09-29, 05:06 PM
@un_known: No matter how compatible their personalities they'd want to be top dog; and excempting Asmodeus great wyrms are as powerful as archfiends. It's not really a new problem, though, why doesn't a great wyrm dragon take over Baator already? Narrativium; this just put it into greater highlight.

The real question, though, is when using them alongside an archfiend. You wouldn't want them stronger than the fiend. Then again who uses archfiends straight from the book? I'll just go crazy and assume that if people want their archfiends to be stronger they'll use one of the stronger representations made in several other sources :smallbiggrin:

Also the fungal dragon could be refluffed to work for Zuggtmoy; change its alignment to CE and make the myconids it creates fiendish. Juiblex :smallbiggrin: will be fun.

@Tacitus: Did not know that. There is a CR 13 version in the web enhancement for FCII, a CR 10 version is on page 54 of the Miniature's Handbook, and another (weaker at a glance) CR 13 version in Dragon Magic on page 110. So what CR is the one from the module?

@Noxsis: It sounds real neat but until I can get that dragon magazine it's a no go :smallfrown:

@Debihuman: Thanks for the catch. Fixed fog dragons, and Palladium dragons still lack a damage listing because they don't have a damaging breath (only a save or lose like silvers).

Noxsis
2010-09-29, 05:17 PM
since it unlikly that you will find a real copy anytime soon i suggest you download a pdf of the it. it was the only way i could get some of the older one that had long been out of print try google it theres a lot of listing for downloading it

un_known
2010-09-29, 05:35 PM
Yeah when I use ArchDevils they are usually a lot more powerful then in the books. Mainly just homebrew them and give them abilities that make them feared by gods even more-so.

So when you get to Juiblex (After finishing the Nine) you'll refluff the Fungal with some changes to it for that dragon? As I can see other changes being made to make it rather different.

Can't wait...

Tacitus
2010-09-29, 05:35 PM
Again, possible spoilers about RHoD so a courtesy:

As it was intended to be the real end boss of the module I'm assuming CR 13, but I don't have the actual module, just the knowledge that a level 11 Clericzilla fully buffed and a badass bard with master thrower (with like 3-4 other useless PCs) thrown in somewhere can make delicious murdering of it.

The-Mage-King
2010-09-29, 05:43 PM
@Tacitus: Did not know that. There is a CR 13 version in the web enhancement for FCII, a CR 10 version is on page 54 of the Miniature's Handbook, and another (weaker at a glance) CR 13 version in Dragon Magic on page 110. So what CR is the one from the module?

13, actually. I think its the same as the Dragon Magic one, as well...

firemagehao
2010-09-29, 06:07 PM
If you have a lot of time you could make a dragon for every original 666 layers of the Abyss.

Debihuman
2010-09-29, 06:41 PM
One more thing: The Eclipse dragon's Frightful Presence lines are empty.

The text could use a little proofreading and editing. Hornlet isn't a real word and it should be "series" not serious.

For firemagehao, Why would each layer of the Abyss be home to a species of Dragon?

Zaydos
2010-09-29, 06:52 PM
I agree the text could use more proofreading... I'm quite bad at proofing my own (or others) work. I was on a creative binge when I started this and just wanted to make something, anything, and I saw my notes on Ebony Dragons and finished them, then decided that I'd make firemagehao's request and... things snowballed.

As for hornlet I actually do know it's not a word, but tell that to the people who wrote the Draconomicon fluff; they describe red dragons as having hornlets so I went with that.

And again thanks. I'll fix the table and the typo.

I especially need to be more careful about double checking my tables; most of the errors have been simple copy-paste mistakes. At this point I have a basic table typed out and when I remove a row or add one things get ugly sometimes.

flabort
2010-09-29, 08:10 PM
Meh. That's why you've got readers, fans, and PEACHers, willing to catch any mistakes you make at a moments notice, helping you stand out from the crowd, Inspiring you to work harder.

For some reason, I seem to recall a quote like that from a movie...
Nope. can't remember.

Anyways, just because you have a problem or mistake, doesn't mean you've messed up. Just that you can come back and fix it.

Zaydos
2010-09-29, 08:20 PM
Oh I know making a mistake isn't the end of the world; I do feel that grammar isn't what I should need PEACHers for, especially since it's mostly a thing of not wanting to go back over the ground I already have.

On that note, though, flabort I have to congratulate you. Your reversing the normal "evil ritual experiments on good dragons" led to the destruction of the greatest human kingdom the world had ever known in the PbP I'm starting to test/use/kill these dragons; and the only known variety of good aligned dragons.

Silverscale
2010-09-29, 09:08 PM
You mentioned somewhere that you might do a Metal Dragon so that there are one for each of the Chinese Elements....I want to see a set of 5 Dragons.... that don't necessarily need to be Lung's, that each correspond to one of the Chinese Elements.... actually on second thought they would probably have to be some variation on Lung Dragons....anyway that would be a cool thing to see.

Zaydos
2010-09-29, 09:15 PM
You mentioned somewhere that you might do a Metal Dragon so that there are one for each of the Chinese Elements....I want to see a set of 5 Dragons.... that don't necessarily need to be Lung's, that each correspond to one of the Chinese Elements.... actually on second thought they would probably have to be some variation on Lung Dragons....anyway that would be a cool thing to see.

Added to the queue and marked which dragon is currently in the works. Will have to look over lung dragons; especially what goodies they get for being lung dragons; it's been a while (last time I used a lung dragon it was a CR 18 one with a ghost dragon template on it... it was almost a TPK after I fudged the dice, and secretly nerfed it mid fight).

Zaydos
2010-09-30, 12:43 AM
Nessian Dragon
Dragon (Evil, Lawful)
Environment: Nessus (the 9 hells)
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.
Challenge Rating: Wyrmling 2; very young 4; young 6; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 20; ancient 22; wyrm 23; great wyrm 24
Treasure: Triple Standard
Alignment: Always LE


The smallest of the Baatorian dragons, the Nessian Dragon relies on its mental powers as opposed to physical might when participating in combat. They are consummate masters of shadow magic, as well as adept at enchantments and illusions. Nessian dragons can often be seen in the retinues of powerful pit fiends, and wyrmlings are sometimes granted to arcanists as familiars to tempt and lure them into deeper evils.

Nessian dragons prefer to avoid direct confrontation, striking from hiding if at all. They’d much rather use manipulation, guile, and trickery to make their enemies fight each other. Nessian dragons rarely interact with each other, for once they reach the height of their powers they fear only their own kin and the master of the Layer himself. Once, or at most three times, in their life a nessian dragon will get the urge to go forth and seek companionship of its own kind. When they cannot find it, you now know the source of the half-dragon imps sometimes joked about in Sigil’s Leaky Tankard tavern.

For that matter there is nessian dragons’ connection with imps. Some berks will rattle their boneboxes about what they get up to together, but dark of the matter is there’s something else there. Nessian dragons seem to be able to control the little devils, take over their minds and make them do what they want. Some bloods returning from the War have even told of groups of imps led by a single member with great magical powers, at first it seemed like an imp that had dabbled in illusions till it revealed it true form as one of these monsters. Some balmies even hint that these dragons have a way to fool true seeing but that just goes to show how unreliable the chant can be.

Nessian dragons have light violet scales throughout their lives. As they age specks of red, and green emerge across their body, and so that at great wyrm they’re only about half violet. Nessian dragons have smooth, clean features, narrow, pointed heads, and elegant, beautiful wings that seem made of ne piece of flexible metal. When a nessian dragon hits maturity (young adult), its scales split in several places, marring this beauty of form, a sign of the race’s ancient pact with Asmodeus and their eternal subjugation.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence
Wyrmling D 2d12+2 (15 hp) 7 14 11 16 13 16 2/-12 4 3 5 4 1d3 11 -
Very Young T 5d12+5 (37 hp) 9 14 13 18 15 18 5/-4 6 5 6 6 1d4 13 -
Young S 8d12+16 (68 hp) 11 14 13 20 17 20 8/4 9 6 7 9 1d6 15 -
Juvenile S 11d12 + 22 (93 hp) 13 14 15 20 17 20 11/7 13 9 9 10 1d8 17 -
Young Adult M 14d12+42 (133 hp) 13 14 15 22 19 22 14/15 15 11 11 13 1d10 19 23
Adult M 17d12+68 (178 hp) 15 14 17 24 21 24 17/19 19 13 12 15 1d10+1 21 25
Mature Adult M 20d12+100 (230 hp) 17 14 19 26 21 26 20/23 23 16 14 17 1d10+2 24 28
Old L 23d12+115 (264 hp) 19 14 21 28 23 28 23/31 26 18 15 19 1d10+3 26 30
Very Old L 26d12+156 (325 hp) 19 14 21 30 23 30 26/34 29 20 17 21 1d10+4 28 33
Ancient L 29d12+174 (362 hp) 21 14 23 32 25 32 29/37 32 22 18 23 1d10+5 30 35
Wyrm H 32d12+224 (432hp) 23 14 23 34 27 34 32/45 35 24 20 26 1d10+6 32 38
Great Wyrm H 35d12+280 (507 hp) 25 14 25 36 29 36 35/49 39 26 21 28 1d10+7 34 40


Age Speed Init AC Special Abilities SR Shadowcasting Level Arcane CL
Wyrmling 60-ft, fly 100-ft (good) +2 16 (+4 size, +2 Dex) Immunity to Fire and Poison; Resistance 10 to Cold, and Acid; See in Darkness - 1st -
Very Young 60-ft, fly 100-ft (good) +2 17 (+2 size, +2 Dex, +3 natural) Alternate Form - 3rd 1st
Young 60-ft, fly 100-ft (good) +2 19 (+1 size, +2 Dex, +6 natural) Improved Imp Shape - 5th 2nd
Juvenile 60-ft, fly 100-ft (good) +2 22 (+1 size, +2 Dex, +9 natural) Charming Whispers - 7th 4th
Young Adult 60-ft, fly 150-ft (average) +2 24 (+2 Dex, +12 natural) DR 5/good or silver 16 9th 5th
Adult 60-ft, fly 150-ft (average) +2 27 (+2 Dex, +15 natural) Circle of Evil's Power, Control Imps 18 11th 7th
Mature Adult 60-ft, fly 150-ft (average) +2 30 (+2 Dex, +18 natural) DR 10/good or silver 21 13th 9th
Old 60-ft, fly 150-ft (average) +2 32 (-1 size, +2 Dex, +21 natural) Dominate Person 24 15th 11th
Very Old 60-ft, fly 150-ft (average) +2 35 (-1 size, +2 Dex, +24 natural) DR 15/good or silver 26 17th 13th
Ancient 60-ft, fly 150-ft (average) +2 38 (-1 size, +2 Dex, +27 natural) Interplanar Vision 28 19th 15th
Wyrm 60-ft, fly 200-ft (poor) +2 40 (-2 size, +2 Dex, +30 natural) DR 20/good or silver 29 20th 17th
Great Wyrm 60-ft, fly 200-ft (poor) +2 43 (-2 size, +2 Dex, +33 natural) Ultimate Mask30 20th 19th

Special Abilities

Breath Weapon: A nessian dragon has a single breath weapon a line of hellish red light. This cone gives all creatures within it a penalty to their Intelligence and Wisdom equal to the number indicated above, with a Will save allowed to half the penalty. This penalty lasts 10 minutes per age category of the nessian dragon and cannot reduce an ability score below 3.

Spells: A nessian dragon learns spells as a sorcerer of the listed level. These spells may be drawn from Sor/Wiz Illusion and Enchantment spells, and the Evil, Law, and Diabolic Domains. They may also choose spells from the Sor/Wiz list that are Divination, Evocation, or have the Polymorph subschool but these spells are considered to be 1 spell levels higher for the nessian dragon (so Polymorph would be a 5th level spell unavailable to them till Old).

Alternate Form (Su): 3/day as a standard action a very young or older nessian dragon may assume the form of: 1 variety of medium or smaller humanoid (unique to each nessian dragon), a monstrous spider of up to medium-size, a raven, a rat, a boar, or an imp. The dragon may remain in this form indefinitely or until it chooses to return to its normal form.

Improved Imp Shape (Su): When a young or older nessian dragon uses its alternate form ability to take the shape of an imp it gains the imp’s spell-like abilities as long as it is in that form.

Charming Whispers (Su): If a juvenile or older nessian dragon talks with a creature for at least 1 minute that creature must make a Will save (DC 14 + the nessian dragon’s charisma modifier) or be charmed as per Charm Monster. Once active this effect may be dispelled as if it was a spell-like ability.

Circle of Evil’s Power (Su): An adult or older nessian dragon radiates an aura of evil power out to 10-ft per age category that suppresses all Protection from Evil, Magic Circle of Protection from Evil, Protection from Law, Magic Circle of Protection from Law, Holy Aura, Cloak of Chaos, Holy Word, and Word of Chaos spells within it.

Control Imps (Su): An adult or older nessian dragon may, 1/day, attempt to rebuke/command imps as an evil cleric does undead. The nessian dragon has an effective cleric level equal to its age category for this attempt.

Interplanar Gaze (Su): An ancient or older nessian dragon may observe any spot it is familiar with on any Lower Plane, or the Prime Material Plane, as if using Clairaudience/Clairvoyance with an unlimited and inter planar range at will. 3/day it may attempt to scry on a creature as Greater Scrying with a similar range the targets will save is modified as normal for Greater Scrying but the DC is equal to the dragon’s frightful presence DC.

Ultimate Mask (Su): A great wyrm nessian dragon is automatically able to sense when a creature is attempting to discern its alignment through magical means and can emulate any alignment for their effects. An unconscious nessian dragon’s alignment is instead undetectable by magical means. Also the original form of a great wyrm nessian dragon that is in another form is no longer revealed via True Seeing and they instead appear to be whatever form they have polymorphed/shapeshifted into.

Mysteries: A nessian dragon is born able to use the mysteries of shadow magic. Any nessian dragon may use mysteries as a shadowcaster of the listed level. They do not gain bonus feats for completing their paths.

Spell-like Abilities: 3/day Dominate Person (Old or Older)

Skills: Bluff, Disguise, and Perform are class skills for a Nessian Dragon.

Zaydos
2010-09-30, 10:03 AM
Canian Dragon
Dragon (Evil, Lawful, Cold)
Environment: Cania (the 9 hells)
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 or flight (2-5).
Challenge Rating: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 24
Treasure: Triple Standard
Alignment: Always LE

Canian dragons are soldiers, and warriors. Recruited eons ago from among Chromium dragons willing to align themselves with hell, Canian dragons are able to wield the awesome power of hellfire. Unlike the majority of the other Baatorian dragons, Canian dragons have no resistance to fire at birth, though as they grow they become ever more resilient and resistant to both its effects and those of hellfire. The Canian dragons traded more than they thought they were as the strains the hellfire placed on their bodies and souls stripped them of their magical powers and weakened their frames; exactly as Mephistopholes planned.

Canian dragons are fervently loyal to Mephisopholes, unable to even think of rebellion. Unfortunately this single minded fanaticism came at a cost and while highly intelligent canian dragons have difficulty with original thoughts and are prone to repetitive tactics both in battle and outside of it. Highly regimented, the canian dragons may form the core of an army Mephistopholes is carefully building; if the chant is true.

Canian dragons appear similar to Chromium Dragons. They have smooth and reflective faces and a series of long spines running from nose to the tip of their tails. Their wings are wide and sleek, and their entire form seems chiseled from blue ice. Their eyes are a bright orange-red, the color of the flames of hell building within them. They enjoy the ice of Cania, living on the fringes of that diabolic realm while waiting for their master’s call to arms. Canian dragons are wracked from within by the pain of the hellfire within them and adult canian dragons are known to waste their hellfire breath to just get it out of their body for a few moments.

Canian dragons; in the works.
Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon: Breath Weapon DC Frightful Presence
Wyrmling S 6d12+6 (45 hp) 13 10 13 14 13 14 6/3 8 6 5 6 2d8 14 -
Very Young M 9d12+18 (76 hp) 15 10 15 14 13 14 9/11 11 8 6 7 4d8 16 -
Young M 12d12 + 24 (102 hp) 17 10 15 16 15 16 12/15 15 10 8 10 6d8 18 -
Juvenile L 15d12+45 (142 hp) 19 10 17 18 17 18 15/23 18 12 9 12 8d8 20 -
Young Adult L 18d12+72 (189 hp) 23 10 19 18 17 18 18/28 23 15 11 14 10d8 23 23
Adult H 21d12+105 (241 hp) 27 10 21 20 19 20 21/37 27 17 12 16 12d8 25 25
Mature Adult H 24d12+120 (276 hp) 29 10 21 20 19 20 24/41 31 19 14 18 14d8 27 27
Old H 27d12+162 (337 hp) 31 10 23 22 21 22 27/45 35 21 15 20 16d8 29 29
Very Old H 30d12+180 (375 hp) 33 10 23 22 21 22 30/49 39 23 17 22 18d8 31 31
Ancient G 33d12+231 (445 hp) 35 10 25 24 23 24 33/57 41 25 18 24 20d8 33 33
Wyrm G 36d12+288 (522 hp) 37 10 27 26 25 26 36/61 45 28 20 27 22d8 36 36
Great Wyrm G 39d12+312 (565 hp) 39 10 27 26 25 26 39/65 49 29 21 28 24d8 37 37


Age Speed Init AC SR Special Abilities
Wyrmling 40-ft, fly 100-ft (average), swim 20-ft +0 14 (+1 size, +3 natural) - Immunity to Cold, Acid Resistance 10, Hellfire Resistance 10, Fire Vulnerability
Very Young 40-ft, fly 150-ft (poor), swim 20-ft +0 16 (+6 natural) - Fire Resistance 10
Young 40-ft, fly 150-ft (poor), swim 20-ft +0 19 (+9 natural) - Frozen Fangs, DR 5/good or silver, Hellfire Resistance 30
Juvenile 40-ft, fly 150-ft (poor), swim 20-ft +0 21 (-1 size, +12 natural) - Fire Resistance 20
Young Adult 40-ft, fly 150-ft (poor), swim 20-ft +0 24 (-1 size, +15 natural) 16 DR 10/good or silver, Hellfire Immunity
Adult 40-ft, fly 150-ft (poor), swim 20-ft +0 26 (-2 size, +18 natural) 18 Fire Resistance 30, Hellfire Breath
Mature Adult 40-ft, fly 150-ft (poor), swim 20-ft +0 29 (-2 size, +21 natural) 19 DR 15/good or silver, Quickened Hellfire
Old 40-ft, fly 150-ft (poor), swim 20-ft +0 32 (-2 size, +24 natural) 21 Fire Immunity
Very Old 40-ft, fly 150-ft (poor), swim 20-ft +0 35 (-2 size, +27 natural) 22 DR 20/good and silver
Ancient 40-ft, fly 200-ft (clumsy), swim 20-ft +0 36 (-4 size, +30 natural) 24 Hellfire Cyclone
Wyrm 40-ft, fly 200-ft (clumsy), swim 20-ft +0 39 (-4 size, +33 natural) 26 DR 20/good and silver and DR 5/chaos
Great Wyrm 40-ft, fly 200-ft (clumsy), swim 20-ft +0 42 (-4 size, +36 natural) 29 Death Throes

Special Abilities

Breath Weapon (Su): A canian dragon has two breath weapons. The first is a line of solid ice dealing the listed cold damage (Reflex halves). The second is only available to Adult or older canian dragons and is a cone of hellfire dealing the listed damage.

Frozen Fangs (Su): Canian frost forms on a young or older canian dragon’s teeth. This hellish frost causes their bite attacks to deal an extra 1d10 cold damage per attack.

Hellfire Cyclone (Su): 1/day an ancient or older canian dragon may call forth a whirling force of hellfire within 30-ft. This ability lasts a number of rounds equal to the canian dragon’s constitution modifier, and deals 1 Con damage to the dragon per 2 rounds it was active when it ends. While their hellfire cyclone is active a canian dragon may not use their breath weapon. All creature within the area take 8d6 hellfire damage per round, and it is treated as having wind equivalent to a windstorm.

Death Throes (Su): When a great wyrm canian dragon dies its body explodes in a burst of hellfire dealing damage as if it had used its breath weapon within a 40-ft burst centered on its corpse. This destroys the body completely.

Spell-like Abilities: 3/day Quicked Hellfire.

firemagehao
2010-09-30, 10:20 AM
For firemagehao, Why would each layer of the Abyss be home to a species of Dragon?


Each layer of the abyss might be home to a unique type of Dragon because a dragon would develope very specific traits in each layer, all of which are unique due to how chaotic the abyss is.

Zaydos
2010-09-30, 10:23 AM
Each layer of the abyss might be home to a unique type of Dragon because a dragon would develope very specific traits in each layer, all of which are unique due to how chaotic the abyss is.

Well the official Abyss dragon from Dragon Magazine was said to be just one type; although personally I don't think every layer would have one. Just a (small) fraction. Then again at some point that becomes too many for anyone to make assuming the Abyss is infinite as they have trended more and more towards over the years (initially there just were so many layers, and they didn't go in a linear fashion so it was sometimes difficult to know if you were on a new layer, or some other layer) that's still infinite. Really by the end for most of the Abyss its easier to take other dragons and file off the name plates, or just use templates. Now for the demon lords and their layers, you can have more fun.

flabort
2010-09-30, 10:39 AM
Well, I myself am impressed with how well you did it. I like what you did with that idea, and reward you with the closest thing to an internets I have on hand:

A cookie.

hamishspence
2010-09-30, 10:41 AM
Maybe the Hellfire Wyrm could be redesigned as a planar dragon- aging from wyrmling to great wyrm?

Call it the Hellfire dragon, and, at wyrm age, it has roughly the same powers as an MM2 Hellfire Wyrm.

Zaydos
2010-09-30, 10:47 AM
Well, I myself am impressed with how well you did it. I like what you did with that idea, and reward you with the closest thing to an internets I have on hand:

A cookie.

Thank you. -noms-


Maybe the Hellfire Wyrm could be redesigned as a planar dragon- aging from wyrmling to great wyrm?

Call it the Hellfire dragon, and, at wyrm age, it has roughly the same powers as an MM2 Hellfire Wyrm.

Well not quite what you were suggesting (I didn't reference hellfire wyrm while creating it), but Hellfire Dragon (http://www.giantitp.com/forums/showthread.php?t=129046). I'll go ahead and link it and the other dragon on that thread here. It's a little specific to the campaign it was built for and that game's head LE deity but it should be easily refluffed.

Debihuman
2010-09-30, 11:45 AM
The problem with having a dragon for every layer of the abyss is that it contradicts what is already known. I'm in favor of discounting canon, but not everyone would agree with me. Furthermore, coming up with 666 dragons would put a tremendous burden on our good author here as well. Not only that, but the dragons would have to be less important than the demons that rule those layers. It's demons that rule the abysss, not dragons after all.

I am in favor of seeing more templates used with creatures. I love the templates and they are woefully under used here (on this site).

You could apply the half-dragon template to any demon for Abyssal dragons. The template changes the creature's Type to Dragon. I'd hate to think with a half-dragon succubus would look like, but it's an option. To spice it up further, you could have a variety of evil anarchic dragons roaming the Abyss, using that template from Manual of the Planes. If you go back to the demons as a source, Jubelix could have a dragon with the Gelatinous Creature Template (from Savage Species) on his layer or a fiendish version of the same. Zuggtmoy could have a fungus dragon on hers, or a fiendish version of the same. That's just a few that I could think of that would be appropriate. I am sure there are many, many more.

Debby

P.S. just a cookie? Heck you deserve a whole box of cookies wrapped in bows and flowers!

Zaydos
2010-09-30, 02:25 PM
P.S. just a cookie? Heck you deserve a whole box of cookies wrapped in bows and flowers!

Thanks :smallredface:

Also I have ran into a bit of a snag on 3 of the Baatorian dragons.

Glasya has been an archfiend for only a year canonically and her layer had a total redesign so she'd probably not have her own breed of dragons. I could completely throw out canon, but I was also thinking of basing them off Moloch. The problem is I don't know anything about Moloch so any information on him fluff or crunch would be useful (wiki says Dragon #75 which I have has him, and Dragon #360 and the [1e?] MMII have stats).
I'm contemplating the same with Bel; although I'm thinking less of the idea after a check to Wikipedia said he's (quickly) forging an alliance with Tiamat. Opinions on making it based off of Zariel instead of Bel?
Edit: Looking through some old AD&D books; and Tiamat used to be listed as the ruler of Avernus in AD&D.
Dispater and Dis. The idea I keep coming back to is a dark dragon with rust breath... then I remember my favorite official dragon is Acheron's Rust Dragon, so if anybody has suggestions for a dragon for the 2nd layer please let me know.


Edit: Been finding stuff out about Moloch. Apparently he refused to yield to Asmodeus after the reckoning and therefore got banished. I'm thinking about having the dragons of the 6th still be loyal to the former arch-fiend and all but extinct following both the Reckoning and then the change of the plane that almost finished off their remaining numbers. Will look over the effects and abilities of Moloch some more (energy types, spells, etc) and make the dragons of the 7th first. Currently though I see them as red dragon sized and mostly physical without innate casting focusing instead on beating an enemy to a pulp.

Debihuman
2010-09-30, 05:08 PM
Here's a way around Glasya: When she took over her realm, from the Hag Countess, all of the half-dragon hags would be forced to change alliances. If not, they'd be killed or cast out and forced to live elsewhere. Meanwhile, Glasya could could be experimenting with them to gain a dragon type more suitable to her tastes, particularly half-dragon erinyes.

Here's some info from Wikipedia http://en.wikipedia.org/wiki/Hag_Countess :

"After thousands of years of rule, the Hag Countess was deposed by Glasya, Asmodeus's daughter. As of Fiendish Codex II, in a process whose exact genesis is unclear (but seems to have been empowered by the slain essence of Geryon) the Hag Countess's body swelled enormously and split open to radically change the nature of the entire layer of Malbolge. Thus, the sixth plane of Baator is in fact nothing else than the Hag Countess's innards and bones. The Countess is technically dead, though her life essence still remains on Malbolge, and night hags, paeliryon devils, kalabon devils, and hell lice continually spawn from the enormous tumors in her changed flesh."

Edit:

As for Bel, he worked his way up from a lemure so he'd have many types of dragons at his disposal. Perhaps he favors the small and weak just to see how they can overcome their low origins as he did.

Edit 2: if you don't want to deal with half-dragons in the 9 Hells, you could simply have Parthenogenesis dragons (as befitting both the Hag Goddess and Glasya) as the dragons in Malbolge.

Debby

Zaydos
2010-09-30, 06:27 PM
Maladominian Dragon
Dragon (Evil, Lawful)
Environment: Maladomini (the 9 hells)
Organization: wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
Challenge Rating: Wyrmling 4; very young 5; young 8; juvenile 11; young adult 13; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple Standard
Alignment: Always LE

Former radiant dragons who were loyal supporters of Triel before his fall from grace, these dragons fell with the archon and ended lumped with him in the 9 Hells. Until the reckoning the Maladominian dragons served as powerful supporters for Triel, this changed at the end of the Reckoning. Baalzebul, cursed into his disgusting slug-like form, could no longer stand the reminder of his lost perfection that existed in the form of young Maladominian dragon, nor the reflection of his own altered state found in the adults. He lashed out at them, ordered their nurseries ruined, and the eggs smashed. The eldest of the dragons fought against him in this and they died. The wisest stole eggs from the nurseries and hid beneath the streets of the cities of Maladomini, hiding there.

These dragons are now embittered against their former master and his allies and plot in secret beneath his domain, working towards his downfall and their revenge both for his betrayal and their race’s expulsion from Celestia. They are not alone in the lands beneath Maladomini, though, and even these dragons know fear of what lurks beside them.

Maladomini dragons at birth are covered in reflective golden scales. Their bodies are powerful, though not on par with gold or red dragons, and they bear a single golden horn upon their nose, although they do not normally use this horn for combat (it is a secondary natural weapon which deals damage as a claw, they may not use both it and their bite in the same round). Their eyes are a bright mithril-like silver, and they seem like a masterly crafter living piece of artwork. That is until they reach adulthood (Young Adult) when their body suffers a tragic disfigurement. Their eyes become multifaceted and green, their scales turn a lusterless grayish-white and their flesh begins to sag. A young adult or older Maladomini dragon loses its horn, which falls off becoming black and brittle. Their teeth change into rows of razor like bone plates that extend from their jaws.

Young Maladomini dragons are vain, and obsessed with their own perfect beauty, and amongst the stupidest specimens of dragon kind. They are also among the most charismatic species for their age, unfortunately upon reaching physical maturity the reflection of Baalzebul’s curse freezes their maturation in this regard and the race, once most charismatic of all the dragons in Hell no longer progresses in this regard.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon: Breath Weapon DC Frightful Presence
Wyrmling S 6d12+6 (45 hp) 15 10 13 8 13 16 6/4 9 6 5 6 1 14 -
Very Young M 9d12+18 (76 hp) 17 10 15 8 13 18 9/12 12 8 6 7 1 16 -
Young M 12d12 + 24 (102 hp) 19 10 15 10 15 20 12/16 16 10 8 10 2 18 -
Juvenile L 15d12+45 (142 hp) 23 10 17 10 17 22 15/25 20 12 9 12 2 20 -
Young Adult L 18d12+72 (189 hp) 27 10 19 12 17 22 18/30 25 15 11 14 2 23 25
Adult H 21d12+105 (241 hp) 29 10 21 12 19 22 21/38 28 17 12 16 3 25 26
Mature Adult H 24d12+144 (300 hp) 31 10 23 14 19 22 24/42 32 20 14 18 3 28 28
Old H 27d12+199 (364 hp) 33 10 25 16 21 22 27/46 36 22 15 20 3 30 29
Very Old H 30d12+210 (405 hp) 35 10 25 16 21 22 30/50 40 24 17 22 4 32 31
Ancient G 33d12+264 (4785 hp) 39 10 27 18 23 22 33/59 43 26 18 24 4 34 32
Wyrm G 36d12+324 (558 hp) 41 10 29 18 25 22 36/63 47 29 20 27 4 37 34
Great Wyrm C 39d12+351 (604 hp) 43 10 29 20 25 22 39/71 47 30 21 28 5 38 35



Age Speed Init AC SR Special Abilities CL
Wyrmling 40-ft, fly 100-ft (average), burrow 20-ft +0 16 (+1 size, +5 natural) - Immunity to Poison and Disease -
Very Young 40-ft, fly 150-ft (poor), burrow 20-ft +0 18 (+8 natural) - - -
Young 40-ft, fly 150-ft (poor), burrow 20-ft +0 21 (+11 natural) - Blinding Beauty 1st
Juvenile 40-ft, fly 150-ft (poor), burrow 20-ft +0 23 (-1 size, +14 natural) - - 2nd
Young Adult 40-ft, fly 150-ft (poor), burrow 20-ft +0 26 (-1 size, +17 natural) 14 DR 5/good or silver, Aura of Flies 4th
Adult 40-ft, fly 150-ft (poor), burrow 20-ft +0 28 (-2 size, +20 natural) 16 Rot of Malbini 6th
Mature Adult 40-ft, fly 150-ft (poor), burrow 20-ft +0 31 (-2 size, +23 natural) 18 DR 10/good or silver 8th
Old 40-ft, fly 150-ft (poor), burrow 20-ft +0 34 (-2 size, +26 natural) 20 Insect Swarm 10th
Very Old 40-ft, fly 150-ft (poor), burrow 20-ft +0 37 (-2 size, +29 natural) 22 DR 15/good or silver 12th
Ancient 40-ft, fly 200-ft (clumsy), burrow 20-ft +0 38 (-4 size, +32 natural) 24 Disfiguring Touch 13th
Wyrm 40-ft, fly 200-ft (clumsy), burrow 20-ft +0 41 (-4 size, +35 natural) 26 DR 20/good or silver 15th
Great Wyrm 40-ft, fly 200-ft (clumsy), burrow 20-ft +0 40 (-8 size, +38 natural) 28 Suppress Regeneration 17th


Special Abilities:

Breath Weapon (Su): A Maladomini dragon has two breath weapons available to it. The first is a cone of charisma draining gas which deals the listed amount of Charisma damage and allows a Fort save for half. The second is a line of energy which decays the target’s body. Any creature struck by this line suffers a penalty to all physical ability scores equal to the dragon’s age category for 1 minute. This may not reduce a target’s ability score below 1 and is negated completely with a successful Fortitude save.

Spells: A Maladominian dragon casts spells as a bard of the listed level.

Blinding Beauty (Su): A young Maladominian dragon is supernaturally beautiful and to look on it can cause creatures to be permanently blinded. Any creature, within 60-ft, that looks upon a Maladominian dragon that is Young or Juvenile, must make a Fort save (same DC as their frightful presence) or be permanently blinded; this is a mind-affecting effect and fey, outsiders, and dragons are automatically immune. A creature which successfully saves against this ability is permanently immune to that Maladominian dragon's blinding beauty. A young adult or older Maladomini dragon loses this ability.

Aura of Flies (Su): A young adult or older Maladominian dragon is surrounded by an swarm of illusory flies. These flies do not grant cover or concealment, but any creature within 30-ft of the Maladominian dragon suffers a -2 penalty to AC and must make a Concentration check (DC 10 + ½ Maladiminian dragon’s HD + the Maladiminian dragon’s Charisma modifier + Spell level) to successfully cast a spell or use a spell-like ability. This is a mind-affecting effect.

Rot of Malbini (Su): An adult or older Maladominian dragon’s fangs carry a supernatural disease called the Rot of Malbini. Any creature struck by its bite attack must make a Fortitude save (same as Breath Weapon) or be inflicted with this horrible disease. Rot of Malbini normally has an incubation period of 1d4+1 days, but due to the supernatural nature of the Maladominian dragon the incubation period is instantaneous. This disease deals 1d4 Charisma damage.

Disfiguring Claws (Su): An ancient or older Maladominian dragon’s claw attacks deal 1 point of Charisma drain per hit.

Suppress Regeneration (Su): A great wyrm Maladominian dragon truly represents the decay which is Maladomini. Regeneration does not convert damage dealt by a Maladominian dragon’s natural weapons to non-lethal damage. In addition any creature dealt damage by a Maladominian dragon’s natural weapons loses any regeneration or fast healing it normally would have for 10 minutes.

Spell-like Abilities: 3/day Insect Swarm (old or older).

Skills: Bluff and Disguise are class skills for Maladominian dragons.

Zaydos
2010-09-30, 06:37 PM
@Debihuman: Thanks, I like the idea of parthenogenesis dragons now :smallsmile: And I was starting to be really interested in Moloch, but really these blow anything I could do with him for dragons out of the water.

Bel I'm thinking won't be too hard since he, and Avernus, are so thoroughly defined by the Blood War and Zariel, too, fought the Blood War. His favoring the small and weak might be used, though, because it's an interesting suggestion. Thankfully I have a while to make up my mind with Bel.

@un_known: if you could give any suggestions on how you want me to go with Bel, or Dis, or Glasya it might be useful.

What I'm currently contemplating:
Glasya/Malbolge: I think I'll take Debihuman's suggestion; my own idea were almost extinct dragons still loyal to Moloch
Levistus/Stygia: I'm thinking dragons confined to the waters of Stygia; low land speed, no flight, high swim speed. Contemplating taking away their claws as well, although that would leave them with very few attacks/round.
Fernia/Phlegethos: Haven't thought about it yet. Probably a fire dragon of some sort.
Mammon/Minauros: Swamp-dwelling chain dragons.
Dispater/Dis: No idea.
Avernus/Bel: Blood War focused.

Edit: Also does anybody know of any non-Dragon Magazine types of true dragons published after the Draconomicon? I can't think of any myself. And once I make 4 more dragons I'll have made more than there are in the Dragoconomicon's list of all true dragons.

Edit2: I think the next dragon I make will be non-diabolic, though. Otherwise I'll find myself starting a campaign in the 9 hells dealing with Baatezu politics.

un_known
2010-09-30, 07:20 PM
Take Debihuman's idea for Glasya.

Bel something a kin to blood magic maybe?

Dis; I'll think about this one and dig through some lore to find anything we're missing or should look at.

Zaydos
2010-09-30, 07:23 PM
Take Debihuman's idea for Glasya.

Bel something a kin to blood magic maybe?

Dis; I'll think about this one and dig through some lore to find anything we're missing or should look at.

Blood Magic? What book is it in?

Zaydos
2010-09-30, 09:16 PM
Moon Dragon
Dragon (Air)
Environment: the moon (any woods); any land
Organization: wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
Challenge Rating: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Triple Standard
Alignment: Always CG

Moon dragons dwell on the moon itself. In great lunar forests, these dragons serve as wardens and guardians to the other creatures they find there. Said to be the creations of Frejr and Tallimyr, these dragons serve as gentle guardians and protectors of their forests; defending them against other evil creatures. Rarely do they interact with the world below, although each moon dragon visits the world below at least once in its life, usually around reaching adulthood. While there they tend to go mostly unnoticed, taking animal forms familiar with them to avoid encountering humanoids, and later taking human shapes themselves. Many moon dragons will also return to the world below one last time, when they are nearing their twilight they will take flight. Some of these aged dragons do not make it and instead crash to the world below as falling stars.

Moon dragons are naturally kind dragons, with a strong urge to protect others. They prefer to do so without directly intervening when possible, with a few words of sage advice whispered into the right ear, bits of knowledge, and healing. When absolutely necessary, or when the forest they call home, though, they will take their native shape and proceed to show that they are by no means weak in combat. Moon dragons have been known to fight red dragons, and win.

A moon dragon has silvery scales, and great golden-orange eyes. From their heads two curved, bull-like horns, stretch out, reminiscent of the crescent moon. With age golden highlights appear on the edge of their scales, and the silver in the center becomes closer and closer to white.



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


Wyrmling
M
6d12+6 (45 hp)
15
10
13
8
13
12
6/8
8
6
5
6
1d10+3
14
-


Very Young
L
9d12+27 (85 hp)
17
10
15
10
13
12
9/16
11
8
6
7
2d10+6
16
-


Young
L
12d12 + 36 (114 hp)
19
10
17
10
15
14
12/20
15
11
8
10
3d10+9
19
-


Juvenile
L
15d12+60 (177 hp)
21
10
19
12
17
16
15/24
19
13
9
12
4d10+12
21
-


Young Adult
H
18d12+90 (207 hp)
25
10
21
14
19
16
18/33
23
16
11
15
5d10+15
24
22


Adult
H
21d12+126 (262 hp)
27
10
23
16
19
18
21/37
27
18
12
16
6d10+18
26
24


Mature Adult
H
24d12+144 (300 hp)
29
10
23
16
21
18
24/41
31
20
14
19
7d10+21
28
26


Old
G
27d12+199 (364 hp)
31
10
25
18
21
20
27/49
33
22
15
20
8d10+24
30
28


Very Old
G
30d12+210 (405 hp)
33
10
25
20
23
20
30/53
37
24
17
23
9d10+27
32
30


Ancient
G
33d12+264 (4785 hp)
35
10
27
22
23
22
33/57
41
26
18
24
10d10+30
34
32


Wyrm
G
36d12+324 (558 hp)
37
10
29
22
25
24
36/61
45
29
20
27
11d10+33
37
35


Great Wyrm
C
39d12+390 (643 hp)
41
10
31
24
27
26
39/70
46
31
21
29
12d10+36
39
37





Age
Speed
Init
AC
SR
Special Abilities
[th]CL [th]


Wyrmling
40-ft, fly 200-ft (average)
+0
16 (+6 natural)
-
Immunity to Cold, Horn, Silvered Weapons, Alternate Form (animal)
-


Very Young
40-ft, fly 200-ft (average)
+0
18 (-1 size, +9 natural)
-
Scent, Shifting Power (+2)
-


Young
40-ft, fly 200-ft (average)
+0
21 (-1 size, +12 natural)
-
Breathless, Alternate Form (humanoid)
-


Juvenile
40-ft, fly 200-ft (average)
+0
24 (-1 size, +15 natural)
-
-
1st


Young Adult
40-ft, fly 250-ft (poor)
+0
26 (-2 size, +18 natural)
16
DR 5/magic or silver, Alternate Form (magical beast)
3rd


Adult
40-ft, fly 250-ft (poor)
+0
29 (-2 size, +21 natural)
18
Shifting Power (+4), Tireless
5th


Mature Adult
40-ft, fly 250-ft (poor)
+0
32 (-2 size, +24 natural)
21
DR 10/magic or silver, Alternate Form (Large)
7th


Old
40-ft, fly 250-ft (poor)
+0
33 (-4 size, +27 natural)
23
Recover Breath
9th


Very Old
40-ft, fly 250-ft (poor)
+0
36 (-4 size, +30 natural)
25
DR 10/magic and silver, Alternate Form (Monstrous Humanoid, Giant)
11th


Ancient
40-ft, fly 300-ft (clumsy)
+0
39 (-4 size, +33 natural)
28
Shifting Power (+6)
13th


Wyrm
40-ft, fly 300-ft (clumsy)
+0
42 (-4 size, +36 natural)
30
DR 15/magic or silver and DR 10/magic and silver, Alternate Form (Huge)
15th


Great Wyrm
40-ft, fly 300-ft (clumsy)
+0
41 (-8 size, +39 natural)
32
Alternate Form (Dragon), Superior Alternate Form
17th



Special Abilities

Breath Weapon (Su): A moon dragon has two types of breath weapons. The first is a cone of freezing gas dealing the listed amount of cold damage (Reflex halves). The second is a cone of slow gas requiring a Will save to avoid being slowed for 1d6 + age category rounds.

Horn: In addition to the natural weapons common to (almost) all true dragons, moon dragons have a pair of bull-like horns that rise from their head. These horns allow them to use a gore attack dealing the same damage as a claw as a secondary natural weapon. On a charge they may use it as a primary natural weapon instead of their bite (making their bite secondary if they have pounce) and it deals +1.5 times strength bonus instead of the normal strength bonus and extra damage as per the table below.

Horn Charge Damage:
{table]Size| Extra Damage
Small| 1d4
Medium| 1d6
Large| 1d8
Huge| 2d6
Gargantuan| 2d8
Colossal| 4d6[/table]

Alternate Form (Su): A moon dragon, may 3 + Age category/day, take the form of a medium or smaller animal. They may remain in this form until they choose to return to their natural form or to take another form. A young or older moon dragon may also take the form of a humanoid of medium size or smaller. A young adult or older moon dragon adds magical beasts to this list, an old or older dragon adds giants and monstrous humanoids, and a great wyrm adds the shapes of other dragons; in the case of any creature other than an animal or humanoid, though, the new form may not be that of a creature with more HD than the moon dragon. At adult the maximum size of these forms is increased to large, and at wyrm it is increased again to huge.

Silvered Weapons (Ex): A moon dragon’s natural weapons count as silver for the purposes of overcoming DR.

Shifting Strength (Su): A very young or older moon dragon gains a +2 untype bonus to a physical ability score of choice. They may change which ability score this bonus applies to as a swift action, at will. At adult this bonus increases to +4, and at ancient this increases to +6.

Sustenance (Ex): A young or older moon dragon no longer needs to breathe and they may go extended periods without food or drink (up to 4 months) although this leaves them with a need to eat and drink extremely large amounts afterwards.

Spells: A juvenile or older moon dragon may cast spells as a druid of the listed level. Like a druid they must prepare their spells daily.

Tireless (Ex): An adult or older moon dragon no longer needs to sleep; they may also never suffer (subdual) damage from forced marching or hustling. They gain the Endurance feat as a bonus feat, and an additional +4 racial bonus to all rolls its bonus applies to. Unlike other Ex racial abilities a moon dragon retains this ability when using alternate form.

Recover Breath (Ex): An old or older moon dragon recovers its breath weapon 2 turns faster than it normally would (minimum 1 round) as if it had taken the Recover Breath feat twice.

Superior Alternate Form (Su): A great wyrm moon dragon retains its breath weapon, frightful presence, breathless quality, recover breath ability, and cold immunity in any form they assume via Alternate Form. In addition they gain a +4 to any physical ability score while using Alternate Form; this bonus may not increase that ability score to above the dragon’s score in its natural form, and once chosen the bonus cannot be changed until they enter a different form.

Zaydos
2010-09-30, 10:33 PM
Moon Dragons up, not my finest work but they're here. Not sure if they were supposed to be moon dwellers or moon themed; if the latter I can make that soon enough.

Almost wish I'd made them epic though.

Edit: Oh yeah, I think that makes dragon #30 :smallbiggrin:

Edit2: Anybody know a place online where I can read some Chinese myths about dragons? If I'm going to build me some lung dragons I need to familiarize myself with the source materials.

Edit3: The Chinese word for Bamboo would also be appreciated. If I'm going to butcher the myth I can at least try and get the language right.

hamishspence
2010-10-01, 02:58 AM
Edit: Also does anybody know of any non-Dragon Magazine types of true dragons published after the Draconomicon? I can't think of any myself. And once I make 4 more dragons I'll have made more than there are in the Dragoconomicon's list of all true dragons.

Lots.

Dragon Compendium (these ones are not, interestingly, in Dragon Magazine)
Purple Dragon
Yellow Dragon
Orange Dragon

Sandstorm
Sand Dragon

Magic of Incarnum
Incarnum Dragon

Dragons of Faerun
Mist Dragon
Mercury Dragon
Steel Dragon (reprint of Dragon Magazine version)

On the WoTC site are some 3.0 dragons that could be updated to 3.5. The Ectoplasm Dragon, and the Obsidian Dragon.

In 0th ed D&D, the Sun, Moon, and and Star Dragons were also called the Opal, Pearl, and Diamond Dragons, and were the rulers of Chaotic, Neutral, and Lawful dragonkind. Maybe they could be done based on this idea?

The Tygre
2010-10-01, 08:42 AM
I could start listing off third party book dragons, if you like. Should be fun. :smallcool:

Debihuman
2010-10-01, 09:04 AM
The rules for lung dragons were published in Oriental Adventures by James Wyatt. That book contains the following dragons:


Yu Lung (Carp Dragon),
Chiang Lung (River Dragon),
Li Lung (Earth Dragon),
Lung Wang (Sea Dragon),
Pan Lung (Coiled Dragon),
Shen Lung (Spirit Dragon)
T'ien Lung (Celestial Dragon), and
Tun Mi Lung (Typhoon Dragon)

hamishspence
2010-10-01, 09:14 AM
Isn't one of those (Yu Lung?) the infant version of all the others, which don't have the youngest age categories?

Zaydos
2010-10-01, 09:42 AM
Lots.

Dragon Compendium (these ones are not, interestingly, in Dragon Magazine)
Purple Dragon
Yellow Dragon
Orange Dragon

Sandstorm
Sand Dragon

Magic of Incarnum
Incarnum Dragon

Dragons of Faerun
Mist Dragon
Mercury Dragon
Steel Dragon (reprint of Dragon Magazine version)

On the WoTC site are some 3.0 dragons that could be updated to 3.5. The Ectoplasm Dragon, and the Obsidian Dragon.

In 0th ed D&D, the Sun, Moon, and and Star Dragons were also called the Opal, Pearl, and Diamond Dragons, and were the rulers of Chaotic, Neutral, and Lawful dragonkind. Maybe they could be done based on this idea?

I hadn't realized there were actual species of dragons in Dragons of Faerun :smalleek: I've been wanting to check Steel Dragon stats and hadn't had my dragon magazine with me.
Also which book/box had Opal, Pearl, and Diamond dragons?


The rules for lung dragons were published in Oriental Adventures by James Wyatt. That book contains the following dragons:


Yu Lung (Carp Dragon),
Chiang Lung (River Dragon),
Li Lung (Earth Dragon),
Lung Wang (Sea Dragon),
Pan Lung (Coiled Dragon),
Shen Lung (Spirit Dragon)
T'ien Lung (Celestial Dragon), and
Tun Mi Lung (Typhoon Dragon)


Been reading up on it; at-will Su invisibility, continuous detect thoughts, Alternate Form comes standard, and at-will Plane Shift; no spell-casting, though. The beginner difficulty is actually making the dragons fit fluff-wise with the celestial bureaucracy and the lung; or at least with the Chinese myths they were based on (only Chinese dragon story I know is the one about Oulong Tea, and The Monkey Goes West). If I can't find something soon I'll make:

Bamboo Dragon: Charged with watching over forests.
Fire Dragon: Charged with the power of cleansing fire.
Metal Dragon: umm?
Deep Dragon: really this just walks all over Li Lung's position.
A water dragon (will be hard because you already have so many).


Thanks though.


Isn't one of those (Yu Lung?) the infant version of all the others, which don't have the youngest age categories?

Yep, which makes things... different.

hamishspence
2010-10-01, 09:45 AM
I hadn't realized there were actual species of dragons in Dragons of Faerun :smalleek: I've been wanting to check Steel Dragon stats and hadn't had my dragon magazine with me.
Also which book/box had Opal, Pearl, and Diamond dragons?

Master Set (DM's book).

Zaydos
2010-10-01, 09:52 AM
Master Set (DM's book).

Ah, my older brother had that but last I knew it was lost.:smallfrown:

Ziegander
2010-10-01, 11:44 AM
Not to sound ungrateful, this thread is a wealth of awesome fluff and crunch; however, I am a bit frustrated with your Good Dragons. You seem to invariably make them weaker than any of your other designs, and oftentimes markedly stunted in one or more traditionally draconic faculty when compared to published Dragons. This makes me sad. :smallfrown:

The-Mage-King
2010-10-01, 11:51 AM
Not to sound ungrateful, this thread is a wealth of awesome fluff and crunch; however, I am a bit frustrated with your Good Dragons. You seem to invariably make them weaker than any of your other designs, and oftentimes markedly stunted in one or more traditionally draconic faculty when compared to published Dragons. This makes me sad. :smallfrown:

Good is dumb (http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodIsDumb).

Ziegander
2010-10-01, 11:55 AM
Good is dumb (http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodIsDumb).

lol, yes, but I'd like to see some subversion of this trope in particular, but I don't mind if I have to work on something myself. I've never designed a dragon before...

The-Mage-King
2010-10-01, 12:08 PM
lol, yes, but I'd like to see some subversion of this trope in particular, but I don't mind if I have to work on something myself. I've never designed a dragon before...

Just remember- a Great Wurm Gold dragon (http://www.d20srd.org/srd/monsters/dragonTrue.htm#goldDragon)can kick a Great Wurm Red dragon (http://www.d20srd.org/srd/monsters/dragonTrue.htm#redDragon)'s {Synonym of Donkey} 4 out of 5 times.

Zaydos
2010-10-01, 12:11 PM
I will admit they are all weaker than the Farspawn Dragon, Fungal Dragon, and Maleficence Dragon. I actually think Fungal Dragons were a bit too strong for their role and since then have cut the normal Con stat of my dragons to be closer to that of White to Bronze dragons avoiding Red and Gold level Constitution.

I could argue that many of them make it to the middle group of power, cite examples, and go into comparisons, but I won't because


I'm biased to think they are balanced against the others.
I have a basic philosophy that no Good dragon should be better than Gold dragons while due to Howling Dragon, Pyroclasm Dragon, and Purple Dragon (among others) I do not hold the same for evil dragons which has regrettably allowed power creep.
I've always thought that Evil dragons should be better in direct combat than Good dragons and I know that shows up in my designs even when I try and avoid it.


Hopefully Moon Dragons were pretty descent (9th level casting, combat stats better than Reds or Golds, all the normal dragon stuff, and better DR); still can't compare to the 3 biggest/strongest dragons I made, but that was intentional because there was too much power creep in those 3.

Any suggestions/requests for a Good dragon? I'm currently working on a bamboo dragon but having trouble thinking up abilities and I won't to stay away from 9 Hells dragons for a while before I dive into that fluff again and start rebuilding all the outsiders.

Ziegander
2010-10-01, 12:31 PM
Hopefully Moon Dragons were pretty decent (9th level casting, combat stats better than Reds or Golds, all the normal dragon stuff, and better DR); still can't compare to the 3 biggest/strongest dragons I made, but that was intentional because there was too much power creep in those 3.

Yeah, the Moon Dragon was pretty good. I got all excited when I started reading about the Dawn Dragon, but when I found out that it was generally stupid and avoided conflict I was a little let down. Not that it's not still a really awesome creature with great fluff (I actually love it's personality and the way it views evil creatures), just that I was hoping for something else.


Any suggestions/requests for a Good dragon? I'm currently working on a bamboo dragon but having trouble thinking up abilities and I want to stay away from 9 Hells dragons for a while before I dive into that fluff again and start rebuilding all the outsiders.

I dunno, alternatives to Gold and Silver Dragon, I guess. Ones that aren't just weaker versions of the same thing. Good Dragons that don't shy away from fighting, and have frighteningly powerful abilities of their own. Actually, yeah, that would be awesome, I think. A dragon that's just as terrifying as any horror-themed dragon, but that's Good aligned, and scary in a non-death, non-gore related way.

Actually, I have a request: Templates for Dragon tables? :smallcool:

Zaydos
2010-10-01, 12:40 PM
Yeah, the Moon Dragon was pretty good. I got all excited when I started reading about the Dawn Dragon, but when I found out that it was generally stupid and avoided conflict I was a little let down. Not that it's not still a really awesome creature with great fluff (I actually love it's personality and the way it views evil creatures), just that I was hoping for something else.

Dawn dragons fell victim to my philosophy that good magic can't be used to pervert a creature's essence to force it to be good; so instead I had them exorcise the evil from the dragon which naturally took some of their power (compare Maleficence Dragon where the goodness is tainted and perverted turning it purely towards death and destruction... and they have an additional power source added).


I dunno, alternatives to Gold and Silver Dragon, I guess. Ones that aren't just weaker versions of the same thing. Good Dragons that don't shy away from fighting, and have frighteningly powerful abilities of their own. Actually, yeah, that would be awesome, I think. A dragon that's just as terrifying as any horror-themed dragon, but that's Good aligned, and scary in a non-death, non-gore related way.

I've never found Gold and Silver dragons to be scary; generally the only time I find good scary is when it is of the Knight Templar variety at which point I have trouble calling it good. I'll try, the best I can think of is some type of holy avenger in draconic form that comes out to fight great evils. Actually I might get started on Mithril Dragons with just this in mind.

Edit: I have a kind of template on Excel, but nothing is blank. I'll try and have one up soon. General table

{table]Age| Size| Hit Dice| Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon:| Breath Weapon DC| Frightful Presence
Wyrmling| | | | | | | | |||||| | |
Very Young| | | | | | | | |||||| | |
Young| | | | | | | | |||||| | |
Juvenile| | | | | | | | |||||| | |
Young Adult| | | | | | | | |||||| | |
Adult| | | | | | | | |||||| | |
Mature Adult| | | | | | | | |||||| | |
Old | | | | | | | | |||||| | |
Very Old| | | | | | | | |||||| | |
Ancient| | | | | | | | |||||| | |
Wyrm| | | | | | | | |||||| | |
Great Wyrm | | | | | | | | |||||| | |[/table]

{table]Age |Speed |Init |AC |SR |Special Abilities |CL
Wyrmling | | | | | |
Very Young | | | | | |
Young | | | | | |
Juvenile | | | | | |
Young Adult | | | | | |
Adult | | | | | |
Mature Adult | | | | | |
Old | | | | | |
Very Old | | | | | |
Ancient | | | | | |
Wyrm | | | | | |
Great Wyrm | | | | ||[/table]

The-Mage-King
2010-10-01, 12:43 PM
Maybe an Electrum dragon?

Zaydos
2010-10-01, 12:47 PM
Maybe an Electrum dragon?

Electrum Dragon (http://www.giantitp.com/forums/showpost.php?p=9424625&postcount=26)

Second good aligned dragon I did. High Int, high speed, and wizard casting. Roughly equal to Bronze in stats except for better casting, SLAs, and speed and 1 less HD and I think worse Str and Con.

Ziegander
2010-10-01, 12:49 PM
I've never found Gold and Silver dragons to be scary

Well, yeah, but that's cause they're all nice and personable. Just because you're Good doesn't mean you need to have great social skills.


generally the only time I find good scary is when it is of the Knight Templar variety at which point I have trouble calling it good.

Yeah. It's a problem. I'm not sure how I would do it either. The only thing I can see working is in the vein of the anti-hero. Something rather anti-social, grim, and intimidating with powerful effects that are scary because of their destructive power. Sort of Batman meets Dragon?


Edit: I have a kind of template on Excel, but nothing is blank. I'll try and have one up soon. General table

{table]Age| Size| Hit Dice| Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon:| Breath Weapon DC| Frightful Presence
Wyrmling| | | | | | | | |||||| | |
Very Young| | | | | | | | |||||| | |
Young| | | | | | | | |||||| | |
Juvenile| | | | | | | | |||||| | |
Young Adult| | | | | | | | |||||| | |
Adult| | | | | | | | |||||| | |
Mature Adult| | | | | | | | |||||| | |
Old | | | | | | | | |||||| | |
Very Old| | | | | | | | |||||| | |
Ancient| | | | | | | | |||||| | |
Wyrm| | | | | | | | |||||| | |
Great Wyrm | | | | | | | | |||||| | |[/table]

{table]Age |Speed |Init |AC |SR |Special Abilities |Spells
Wyrmling | | | | | |
Very Young | | | | | |
Young | | | | | |
Juvenile | | | | | |
Young Adult | | | | | |
Adult | | | | | |
Mature Adult | | | | | |
Old | | | | | |
Very Old | | | | | |
Ancient | | | | | |
Wyrm | | | | | |
Great Wyrm | | | | ||[/table]

THANK YOU SO MUCH!!

The-Mage-King
2010-10-01, 12:50 PM
Electrum Dragon (http://www.giantitp.com/forums/showpost.php?p=9424625&postcount=26)

Second good aligned dragon I did. High Int, high speed, and wizard casting. Roughly equal to Bronze in stats except for better casting, SLAs, and speed and 1 less HD and I think worse Str and Con.

Whoops. Missed that...


How about Osmium?


EDIT:
Well, yeah, but that's cause they're all nice and personable. Just because you're Good doesn't mean you need to have great social skills.


Yep. Good is not nice (http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodIsNotNice).

Debihuman
2010-10-01, 12:58 PM
Generally, it's "mithral" not "mithril." Mithril came from Tolkien but this is one of those game terminology things that makes people crazy as can be seen from this rant: http://www.seankreynolds.com/rpgfiles/rants/terminology.html

Surely out of respect for Mr. Reynolds, you could {pretty pretty please} change it to mithral.

Also, there are some errors in the charts for breath weapon (DC). I don't think you need two columns one for the breath weapon and a separate one for the DC. One column should suffice. I'll check where you duplicated this but I think it was a page or so back.

Debby

Zaydos
2010-10-01, 01:07 PM
Generally, it's "mithral" not "mithril." Mithril came from Tolkien but this is one of those game terminology things that makes people crazy as can be seen from this rant: http://www.seankreynolds.com/rpgfiles/rants/terminology.html

Surely out of respect for Mr. Reynolds, you could {pretty pretty please} change it to mithral.

Also, there are some errors in the charts for breath weapon (DC). I don't think you need two columns one for the breath weapon and a separate one for the DC. One column should suffice. I'll check where you duplicated this but I think it was a page or so back.

Debby

It has an "a" in D&D :smallredface: I should pay more attention.

As for the Breath Weapon DC that's because I've been using MS Excel to format the dragons and it shaves a good amount of time off of formatting the dragons so I added the extra column. Although on that note I could just not put a "|" between the cells and leave off the Breath Weapon DC header and get the same effect. I just realized this.

Edit: Also anyone know a single word that mean "righteous wrath".

Debihuman
2010-10-01, 01:32 PM
Indignation?

Debby

Zaydos
2010-10-01, 01:39 PM
Indignation?

Debby

Well gets the definition heads on. Doesn't quite have the intimidating factor I was hoping for, though. If I'm going to make a good aligned warrior dragon it's going to be a beast of righteous wrath indignation (it is a better word for what I'm trying for).

I'll keep thinking about it, but I might end up using indignation (the only other thing I can think of is Avenging).

Noxsis
2010-10-01, 04:18 PM
i would love a really powerful epic dragon that use the rules in bovd (also could you make a LA for it please)

Zaydos
2010-10-01, 04:19 PM
i would love a really powerful epic dragon that use the rules in bovd (also could you make a LA for it please please)

Which rules in particular from BoVD? And LA for an epic dragon :smalleek:

I think that's beyond my skill (I've not played Epic and am unfamiliar with how it plays out).

Silverscale
2010-10-01, 04:22 PM
If you havn't already found information on the Chinese Zodiac Wikipedia has an Excellent page on the subject. Just search Chinese Zodiac and there is a section on the 5 elements.

Noxsis
2010-10-01, 04:23 PM
make the most powerful evil dragon(stronger the 30 as wyrmling and surpasing 100 by great wyrm) you can and when i says rules i mean as much as you can. you do have bovd dont you?. please and thank you. oh and the level adjustment is sorta them same just take into considieration if its hd combined with the la make it fair to play( a infernal is is a level 40 at that play level it abilitys arent worth a LA)

Zaydos
2010-10-01, 04:28 PM
make the most powerful evil dragon(stronger the 30 as wyrmling and surpasing 100 by great wyrm) you can and when i says rules i mean as much as you can. you do have bovd

Have it but not the most familiar with it; and stronger than 30 CR at wyrmling is going to be hard for me to estimate since the system is strained to its limit at that point (optimization levels create a larger difference the larger the level) and CR 100 is far beyond my scope. If you note the other epic dragon I made I just copied and pasted Prismatic Dragon's CR as a rough estimate. Also with how CR and LA works a CR 30 wyrmling dragon is going to have an ECL in the 50s or higher just from racial hit dice.

Noxsis
2010-10-01, 04:30 PM
i would like to meantion if you still dont have dragon 359 a time dragon is cr 26(44 HD) as wyrmling and 90(99 HD) as great wrym and i know of the ecl i just would like to see a actual la for each stage of growth it get annoying not knowing what level to play them as.

Zaydos
2010-10-01, 04:36 PM
I can try and make one in the high level to mid 50s/60s range; but I seriously doubt my ability to make something that starts off at great wyrm strength and gets to the 90s. I still can't figure out how a time dragon could get that high.

Noxsis
2010-10-01, 04:53 PM
a time dragon is a truly epic dragon(no pun intended) its one of my favorite of the more offical dragons. i would really like to send a pdf version of 359 to you not sure how thougth

Zaydos
2010-10-01, 05:01 PM
Even if I had it I doubt I'd be ready to try and make something of that power level yet. I do intend to make a Mithral and a -insert evil dragon- here dragons as Epic good and evil dragons but I haven't quite figured out what to make them, and even then they'd be something which ranges from high level to epic and then to the 50s/60s, but I'm just not quite ready to stat out something that starts epic.

Also epic vile dragon isn't much to work on. There's a lot of mechanics and fluff in the BoVD and rolling them all into one creature would result in a strange amalgamation that would lose focus too easily.

Noxsis
2010-10-01, 05:09 PM
i was amazed when i first saw how powerful a time dragon was it uses alot of unique menchanics that i havent seen anywhere else. PS i think the dragon should be named Vilesoul Dragon. PPPS i realy think you need to read 359 send a pm of your email so i can send it to you.

Zaydos
2010-10-01, 05:16 PM
I'm working on getting it, don't worry. But even so there's only so much you can do. Time Dragon has the advantage that you can do funky stuff when you can mess with time. Outside traveling back in time to kill the PCs before they were born (an ability that really doesn't function well in any game) there's always the option of giving it time-stop every round which really lets you mess things (5 rounds for every round the PCs get yeah). And even with the magazine I'm not ready to work on one that high level yet; let me build some more normal epic dragons first to get a feel for how they work and the first one at Time Dragon's level I'd make would be Space Dragon (if I can figure out how to make that work).

Noxsis
2010-10-01, 05:21 PM
i have some suggstion for the space dragon it should be a mirror oppoisite use a psionics rather that spell casting and an ability to be in more than one place at once and as a area distoring field that can redirect attacks and spells as well as a blackhole breath. i once tried to make one myself but i suck a homebrewing

Zaydos
2010-10-01, 05:34 PM
Avenging Dragon
Dragon (Good)
Environment: any land
Organization: Solitary
Challenge Rating: Wyrmling 6; very young 8; young 10; juvenile 12; young adult 15; adult 18; mature adult 21; old 23; very old 24; ancient 26; wyrm 27; great wyrm 29
Treasure: Triple Standard
Alignment: Always LG

Occasionally when in need of a champion, Bahamut will fill an unborn metallic dragon with an extra surge of life-force. This results in a dragon of fearsome power, but also extremely dedicated to its purpose: the extermination of evil. Many of these dragons die young, their crusading nature leading them into battles they cannot win.
Avenger dragons often seem cold, emotionless, and uncaring to others that encounter them. They are driven by their righteous fury against evil and will often pursue battle to any length even if other beings would find it hopeless. An example is an avenging dragon on one world whose inhabiting parent had been slain, and reanimated, by a demilich. For the next one-thousand and sixty years the dragon’s entire existence was dedicated to undermining the demilich and its forces until it finally destroyed the lich while posing as a paladin in a group of adventurers.
When an avenger dragon has decided that an evil is grave enough for it to face, it will relentless harry and harass that threat until either the threat is completely annihilated (and an avenging dragon will verify this by pursuing it through the means of allied mages, priests, and even going as far as to pester the gods in their domains to ensure that it is dead and in such a way that they cannot be revived), or the avenger dragon is itself destroyed.

Avenger dragons appear mighty and regal, looking almost like whatever species they would have been had they not been transfigured except in two regards. They are larger, though, than they would have been, the second life force bolstering their body and their growth. Their scales also take a shining, almost white coloration, like those of Bahamut’s own.



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


Wyrmling
M
10d12+30 (95 hp)
21
10
17
16
17
16
10/15
15
10
7
10
2d12
18
-


Very Young
L
13d10+52 (84.5 hp)
25
10
19
18
19
18
9/16
11
12
8
12
4d12
20
-


Young
L
16d12+64 (188 hp)
27
10
19
18
19
18
12/20
15
14
10
14
6d12
22
-


Juvenile
L
19d12+95 (218 hp)
29
10
21
20
21
20
15/24
19
16
11
16
8d12
24
-


Young Adult
H
22d12+132 (275 hp)
33
10
23
22
23
22
18/33
23
19
13
19
10d12
27
27


Adult
H
25d12+150 (312 hp)
35
10
23
22
23
22
21/37
27
20
14
20
12d12
28
28


Mature Adult
H
28d12+196 (378 hp)
37
10
25
24
25
24
24/41
31
23
16
23
14d12
31
31


Old
G
31d12+248 (449 hp)
39
10
27
26
27
26
27/49
33
25
17
25
16d12
33
33


Very Old
G
34d12+306 (527 hp)
41
10
29
28
29
28
30/53
37
28
19
28
18d12
36
36


Ancient
G
37d12+370 (610 hp)
43
10
31
30
31
30
33/57
41
30
20
30
20d12
39
39


Wyrm
G
40d12+440 (700 hp)
45
10
33
32
33
32
36/61
45
33
22
33
22d12
42
42


Great Wyrm
C
43d12+516 (795 hp)
49
10
35
34
35
34
39/70
46
35
23
35
24d12
44
44





Age
Speed
Init
AC
SR
Special Abilities
CL


Wyrmling
60-ft, fly 150-ft (average)
+0
18 (+6 natural, +2 Deflection)
-
Immunity to Fire and Cold, Smite Evil, Alternate Form
-


Very Young
60-ft, fly 150-ft (average)
+0
20 (-1 size, +8 natural, +3 Deflection)
-
Detect Evil
-


Young
60-ft, fly 150-ft (average)
+0
23 (-1 size, +10 natural, +4 Deflection)
-
DR 5/evil
1st


Juvenile
60-ft, fly 150-ft (average)
+0
26 (-1 size, +12 natural, +5 deflection)
-
Holy Smite
3rd


Young Adult
60-ft, fly 200-ft (poor)
+0
28 (-2 size, +14 natural, +6 deflection
20
DR 10/evil
5th


Adult
60-ft, fly 200-ft (poor)
+0
31 (-2 size, +16 natural, +7 deflection)
22
Evil Ward
7th


Mature Adult
60-ft, fly 200-ft (poor)
+0
34 (-2 size, +18 natural, +8 deflection)
25
DR 15/evil
9th


Old
60-ft, fly 200-ft (poor)
+0
35 (-4 size, +20 natural, +9 deflection)
27
Awaken Inner Power
11th


Very Old
60-ft, fly 200-ft (poor)
+0
38 (-4 size, +22 natural, +10 deflection)
29
DR 20/evil and DR 5/chaos
13th


Ancient
60-ft, fly 300-ft (clumsy)
+0
41 (-4 size, +24 natural, +11 deflection)
31
Holy Word
15th


Wyrm
60-ft, fly 300-ft (clumsy)
+0
44 (-4 size, +26 natural, +12 deflection)
34
DR 20/evil and DR 10/chaos
17th


Great Wyrm
60-ft, fly 300-ft (clumsy)
+0
45 (-8 size, +28 natural, +15 deflection)
36
Inescapable Vengeance
19th



Special Abilities:

Breath Weapon (Su): An avenger dragon has two breath weapons. The first is a cone of holy fire dealing 50% sacred damage and 50% fire damage as listed above (Reflex for half). The second is a cone of sleep inducing gas and any creature affected must make a Will save or be affected as by the Sleep spell for 1d6+age category rounds.

Smite Evil (Su): Once per round an avenger dragon may designate a single attack it makes as a smite gaining a +4 to hit and dealing extra damage equal to the dragon’s age category.

Alternate Form (Su) 3/day as a standard action an avenger dragon may assume the form of a medium or smaller animal or humanoid. They may remain in this form indefinitely until they choose to take another form or return to their natural form.

Evil Ward (Su): An adult or older avenger dragon radiates a ward against evil in an area out to 30-ft away from the dragon. This functions as a double strength Magic Circle against Evil; in addition evil creatures upon entering the area must make a Fortitude save (same DC as frightful presence) or be nauseated for 1 round; no creature needs to save against the Evil Ward of an avenger dragon more than once per day.

Awaken Inner Power (Su): 1/day as a swift action an old or older avenger dragon may awaken the inner power of itself and any other good aligned creatures within 60-ft. This grants them a +4 Sacred bonus to all ability scores and a +2 sacred bonus to all attacks, saves, and to CL for 5 rounds. After this effect ends any creature affected by it is exhausted.

Inescapable Vengeance (Su): Any creature struck by a great wyrm avenger dragon’s natural weapons is affected as if by Dimensional Anchor for 12 rounds.

Spells: An avenger dragon casts spells as a sorcerer of the indicated level, but may select its spells known from the sorcerer and cleric lists, along with the War, Strength, Glory, Good, and Law domain lists.

Spell-like Abilities: An avenger dragon’s CL for its spell like abilities is twice its age category or it’s Sorcerer CL whichever is higher. At-will: Detect Evil; 3/day: Holy Smite, Holy Word.

Zaydos
2010-10-01, 05:38 PM
Well another good dragon up. I might have gone overboard/overcompensated a bit. Sorry :smallredface:

The fluff is subpar too, and something that really would have gone better with an epic dragon. I might end up changing it when I can think of better fluff for what should be a truly rare dragon.

@Debihuman: I found out that nope, excel will not let me put a number in parenthesis all by itself in a cell; it turns it into a negative number. And now I realize I could fix that by shifting which cell the bar between breath weapon and frightful presence is.


i have some suggstion for the space dragon it should be a mirror oppoisite use a psionics rather that spell casting and an ability to be in more than one place at once and as a area distoring field that can redirect attacks and spells as well as a blackhole breath. i once tried to make one myself but i suck a homebrewing

I might use some of those when I get to a Space Dragon. The multiple places at once one is especially good, as well as the distortion effect. I'd actually probably stick with casting since casting is stronger than psionics except for blasting and auto augmentation means that past twenty the gap widens.

Ziegander
2010-10-01, 06:10 PM
Baneslayer Dragon
Dragon (Earth, Good)
Environment: Mountain Caves, Underground Caverns
Organization: Solitary
Challenge Ratings: Wyrmling 10, Very Young 13, Young 15, Juvenile 18, Young Adult 20, Adult 23, Mature Adult 26, Old 28, Very Old 29, Ancient 30, Wyrm 32, Great Wyrm 34
Treasure: Triple standard
Alignment: Always Good, usually Neutral
Advancement: Wyrmling 12-15 HD; Very Young 18-19 HD; Young 21-22 HD; Juvenile 24-25 HD; Young Adult 27-28 HD; Adult 30-32 HD; Mature Adult 34-36 HD; Old 38-39 HD; Very Old 41-42 HD; Ancient 44-45 HD; Wyrm 47-48 HD; Great Wyrm 50+ HD
Level Adjustment: Wyrmling +6; Others --

http://imagecache2.allposters.com/images/TRND/FP9007.jpg

The dragon before you is large even in comparison with other dragons and has two grandiose, sepia-toned horns that sprout from its brow, curving away from its head, and slanting behind it. Its face is hard, stern, and menacing, its large eyes furrowed deeply within its sturdy skull. Its long neck curves gracefully into its mighty chest and torso which is covered in thick, dark, scales with a grainy, ore-like texture. From the dragon's broad shoulders extend it's black, bat-like wings, the edges of which are wickedly sharp. The air about this dragon is filled with both wisdom and rage, with both fear and sanctum. The dragon smells of burning leaves and peppermint and its dull scales catch the light only in the scarcest glittery hints.

Baneslayer Dragons are terrifying creatures, brutal and merciless in combat, they will stop at nothing to protect their loved ones and stamp evil creatures into pools of ichor. Despite their propensity to battle with evil and to protect good creatures they are quickest to show disdain or even hatred. They live almost universally alone and espouse a generally bleak view of their world.

Baneslayer Dragons are not noted for their social graces; however one would be very unwise to believe the dragon to be weak willed, or otherwise easily manipulated. They are direct, to the point, and always truthful (often harshly so). Their ability to read the thoughts of others is almost unparalleled and they have no qualms with bringing others' darkest thoughts to light.

{table]Age| Size| Hit Dice| Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon (DC)| Frightful Presence
Wyrmling|L |11d12+33 (110) |18 |8 |17 |12 |14 |16 |+11/+19|+14|+10|+6|+9 |
6d8 (18) |
18 |
Very Young|L |17d12+85 (204) |23 |8 |21 |13 |16 |19 |+17/+27|+22|+15|+9|+13 |
8d8 (23) |
22 |
Young|H |20d12+140 (280) |27 |8 |24 |14 |17 |21 |+20/+36|+26|+19|+11|+15 |
10d8 (26) |
24|
Juvenile|H |23d12+184 (345) |33 |10 |29 |16 |19 |24 |+23/+42|+32|+22|+13|+17 |
12d8 (30) |
28|
Young Adult|H |26d12+286 (468) |36 |10 |32 |16 |20 |27 |+26/+47|+37|+26|+15|+20 |
14d8 (34) |
31|
Adult|G |29d12+348 (551) |38 |12 |34 |17 |21 |29 |+29/+55|+40|+28|+17|+21 |
16d8 (36) |
33|
Mature Adult|G |33d12+429 (660) |40 |12 |36 |17 |23 |31 |+33/+60|+45|+31|+19|+24 |
18d8 (39) |
36|
Old|G |37d12+518 (777) |40 |10 |38 |19 |25 |34|+37/+64|+49|+34|+20|+27|
20d8 (42) |
40 |
Very Old|C |40d12+600 (880) |42 |10 |40 |21 |27 |36 |+40/+72|+52|+37|+22|+30 |
22d8 (45) |
43|
Ancient|C |43d12+688 (989) |45 |8 |42 |23 |29 |38 |+43/+76|+56|+39|+22|+32 |
24d8 (47) |
45|
Wyrm|C |46d12+736 (1058) |47 |8 |43 |24 |30 |40 |+46/+80|+60|+41|+24|+35 |
26d8 (49) |
48|
Great Wyrm |C+ |49d12+833 (1176) |50 |8 |44 |26 |30 |44 |+49/+89|+64|+43|+25|+36 |
28d8 (51) |
51[/table]

{table]Age |Speed |Init |AC |SR |Special Abilities |Spells
Wyrmling |30ft, Fly 90ft (clumsy) |-1 |20 (-1 size, -1 dex, +12 natural), touch 8, flat-footed 20 |14 | Immunity to Acid, Immunity to Cold, Immunity to Fire, Vulnerability to Sonic, Mindsight |--|
Very Young |30ft, Fly 90ft (clumsy) | -1|24 (-1 size, -1 dex, +16 natural), touch 8, flat-footed 24 |16 |Discern Alignment, Aura Resistance |1st|
Young |30ft, Fly 120ft (clumsy) | -1| 27 (-2 size, -1 dex, +20 natural), 7, flat-footed 27| 18| DR 5/adamantine|3rd|
Juvenile | 40ft, Fly 140ft (poor)|+0 | 32 (-2 size, +24 natural), touch 8, flat-footed 32| 21|Whispers in the Dark |5th|
Young Adult | 40ft, Fly 160ft (poor)|+0 | 37 (-2 size, +29 natural), touch 8, flat-footed 37| 24| DR 10/adamantine|7th|
Adult |50ft, Fly 200ft (average) |+1 |41 (-4 size, +1 dex, +34 natural), touch 6, flat-footed 40 |27 | Truesight|9th|
Mature Adult | 50ft, Fly 180ft (average)|+1 |47 (-4 size, +1 dex, +40 natural), touch 6, flat-footed 46 | 30| DR 15/adamantine, Overwhelming Presence|11th|
Old |40ft, Fly 120ft (poor) |+0 | 53 (-4 size, +47 natural), touch 6, flat-footed 53| 32| Thought like Flame |13th|
Very Old |40ft, Fly 90ft (poor) |+0 |57 (-8 size, +55 natural), touch 2, flat-footed 57 |34 | DR 20/adamantine |15th|
Ancient | 30ft, Fly 90ft (clumsy)|-1 | 66 (-8 size, +64 natural), touch 1, flat-footed 66 | 36| Megiddo Flame |17th|
Wyrm | 30ft, Fly 90ft (clumsy)| -1| 76 (-8 size, +74 natural), touch 1, flat-footed 76 | 38|DR 25/adamantine |19th|
Great Wyrm | 30ft, Fly 90ft (clumsy)|-1 | 87 (-8 size, +85 natural), touch 1, flat-footed 87 |41 |DR 30/adamantine, Baneslayer's Judgment|21st[/table]

Special Abilities

Spells (Sp): A Baneslayer Dragon casts divine spells as a Cleric, and knows all Sanctified Spells (BoED 84) of the appropriate level. Further, he has access to a few spell-like abilities based on age category as follows: 3/day -- Daylight, Ayailla's Radiant Burst (Wyrmling or older); 3/day --Warcry, Dispel Magic (Juvenile or older); 3/day -- Dimensional Anchor, Break Enchantment (Adult or older); 1/day Antimagic Field, Blinding Glory (Old or older); 1/day Sanctify the Wicked (Ancient or older).

Breath Weapon (Su): A Baneslayer Dragon's breath weapon deals 1/2 fire damage and 1/2 pure divine energy damage which is not subject to any form of energy resistance. Evil creatures are dealt double normal divine energy damage from this breath weapon, and creatures with the Evil subtype are dealt triple normal divine energy damage and are immobilized if they fail their Reflex saves as long as the Baneslayer Dragon can't use this breath weapon. A creature immobilized this way cowers if it is also panicked.

Mindsight (Su): A Baneslayer Dragon, in addition to the normal blindsense all True Dragons have, can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its frightful presence. This works much like blindsense--the dragon knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the dragon can see it by some other means. The dragon also perceives several observable characteristics about each being detected with mindsight, including the being's type and Intelligence score. The dragon need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight.

Discern Alignment (Su): A very young or older Baneslayer Dragon knows the alignments of any beings he perceives with his Mindsight ability.

Aura Resistance (Ex): A very young or older Baneslayer Dragon is immune to all area emanation effects of creatures with the Evil subtype or that were created through spells or effects with the [Evil] descriptor.

Whispers in the Dark (Su): A juvenile or older Baneslayer Dragon continually reads the thoughts of creatures he perceives with his Mindsight ability as if through the 3rd round portion of the Detect Thoughts spell (Will DC 10+1/2Dragon's HD+Dragon's Cha modifier negates). Creatures who successfully save against this effect are immune for 24 hours. Creatures with the Evil subtype that fail their saves are panicked during any rounds they remain within range of the dragon's Mindsight.

Truesight (Su): An adult or older Baneslayer Dragon cannot be fooled by appearances, benefiting from a permanent, supernatural True Seeing effect, as the spell.

Overwhelming Presence (Su): A mature adult or older Baneslayer Dragon's presence is so unsettling that it has the ability to unhinge lesser minds or convert the most evil creatures to the side of good. Any non-good creature that has failed its Will save against the dragon's Whispers in the Dark ability takes 2 Wisdom and Charisma damage each round it remains within range of the dragon's Mindsight (Will DC 10+1/2Dragon's HD+Dragon's Cha modifier negates, unless the creature is evil in which case it merely halves).

Evil creatures that are cowering may, before saving against this damage, choose to renounce their evil ways and convert to good as per the Redemption portion of the Atonement spell. If a creature chooses to do this, the Baneslayer Dragon gains 1 negative level, but that creature gains 5 negative levels.

Thought like Flame (Su): An old or older Baneslayer Dragon deals 2d6 damage each round to any Evil creature he perceives with his Mindsight ability, 1/2 of which is Fire damage, the other 1/2 being pure divine energy damage. Creatures with the Evil subtype are dealt double normal divine energy damage from this ability.

In addition, this ability blocks the telepathic communication of any Evil creatures or creatures with the Evil subtype within the range of the dragon's Mindsight making conversation, or any other ability linked to such creatures' telepathy impossible.

Megiddo Flame (Su): An ancient or older Baneslayer Dragon is able to unleash unspeakable destruction whenever he uses his breath weapon, if he desires. Whenever he uses his breath weapon a Baneslayer Dragon may choose to deal an extra 12d8 points of bludgeoning, piercing, and slashing damage to all creatures in the area that aren't of the Good subtype. This damage overcomes all but Epic damage reduction. If he chooses to do so, the area of the breath weapon becomes difficult terrain (permanently) as if severely obstructed by dense rubble and sloped or angled in all squares. Further, his breath weapon can't be used for 1d10+1 rounds, rather than the standard 1d4 rounds.

Baneslayer's Judgment (Su): A Great Wyrm Baneslayer Dragon shows no mercy to his hated foes and is able to put them to a final, if brutal, death. Evil creatures dealt damage by the dragon's Bite or Claw attacks take 2 points of Constitution, Wisdom, and Charisma damage each time (Will DC 10+1/2Dragon's HD+Dragon's Con modifier negates, unless the creature is of the Evil subtype in which case it gets no save). Evil creatures slain by a Great Wyrm Baneslayer Dragon are bodily transported to an appropriate Lower Plane to suffer eternal punishment. Such creatures may only be resurrected by first making contact with a Deity via the Miracle spell, and then only if the Deity intervenes personally.

Zaydos
2010-10-01, 08:26 PM
Mu Lung
Dragon (Wood, Spirit)
Environment: Warm woods.
Organization: Juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
Challenge Rating: Juvenile 9; young adult 12; adult 14; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 24
Alignment: Usually Neutral Good
Treasure: Double Standard.

A Mu Lungs are tasked by the Celestial Bureaucracy with defending and patrolling the forests of the world. These reclusive dragons dwell amidst groves of bamboo and ancient vine covered ruins. They appear as long snake-like on four short legs that end in three-fingered talons. Their eyes are slit like a cat’s and they have a gaze that feels almost like they were staring into your soul.

Mu Lungs are kind creatures, preferring to avoid direct conflict. When they must defend their forest protectorates they prefer to use their invisibility and spell-like abilities to scare away enemies. Should that fail a Mu Lung will offer their foe an ultimatum, desist or die. If a Mu Lung must fight it uses its invisibility, camouflage, and acidic spit to perform a series of hit and run attacks on enemies, slowly wearing them down before finally engaging in melee. As such it will preferentially target healers and casters as they are the most likely to disrupt its tactics.



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


Juvenile
L
15d12+60 (177 hp)
19
14
19
12
17
14
15/23
18
13
11
12
4d6
-


Young Adult
L
18d12+90 (207 hp)
21
14
21
14
19
16
18/27
22
16
13
15
5d6
22


Adult
H
21d12+126 (262 hp)
25
14
23
16
21
18
21/36
26
18
14
17
6d6
24


Mature Adult
H
24d12+144 (300 hp)
27
14
23
16
21
18
24/40
30
20
16
19
7d6
26


Old
H
27d12+199 (364 hp)
29
14
25
18
23
20
27/44
34
22
17
21
8d6
28


Very Old
G
30d12+210 (405 hp)
33
14
25
20
25
22
30/53
36
24
19
24
9d6
31


Ancient
G
33d12+264 (4785 hp)
35
14
27
22
27
24
33/57
40
26
20
26
10d6
33


Wyrm
G
36d12+324 (558 hp)
37
14
29
22
27
24
36/61
44
29
22
28
11d6
35


Great Wyrm
G
39d12+390 (643 hp)
39
14
31
24
29
26
39/65
48
31
23
30
12d6
37





Age
Speed
Init
AC
SR
Special Abilities


Juvenile
60-ft, fly 100-ft (poor)
+2
24 (-1 size, +13 natural, +2 Dex)
-
Fly, Woodland Stride, Trackless Step, DR 5/metal, Fire Vulnerability, Fast Healing, Acid Immunity


Young Adult
60-ft, fly 100-ft (poor)
+2
27 (-1 size, +2 Dex, +16 natural)
19
DR 5/magic and metal, Chameleon Skin


Adult
60-ft, fly 100-ft (poor)
+2
29 (-2 size, +2 Dex, +19 natural)
21
Plant Growth,Tree Shape, Tree Step


Mature Adult
60-ft, fly 100-ft (poor)
+2
32 (-2 size, +2 Dex, +22 natural)
23
DR 10/magic and DR 5/metal


Old
60-ft, fly 100-ft (poor)
+2
33 (-4 size, +2 Dex, +25 natural)
25
Entangle, Speak with Plants, Command Plants


Very Old
60-ft, fly 150-ft (clumsy)
+2
36 (-4 size, +2 Dex, +28 natural)
27
DR 15/magic and DR 5/metal


Ancient
60-ft, fly 150-ft (clumsy)
+2
39 (-4 size, +2 Dex, +31 natural)
29
Greater Invisibility, Mass Vigor


Wyrm
60-ft, fly 150-ft (clumsy)
+2
42 (-4 size, +2 Dex, +34 natural)
31
DR 20/magic and DR 5/metal


Great Wyrm
60-ft, fly 150-ft (clumsy)
+2
45 (-4 size, +2 Dex, +37 natural)
33
One with the Woods



Special Abilities:

Lung Dragon: As a lung dragon a Mu Lung has access to all the abilities common to Lung Dragons (see Oriental Adventures for details).

Woodland Stride (Ex): As druid ability of the same name.

Trackless Step (Ex): As druid ability of the same name.

DR X/metal (Su): A mu lung is resistant to attacks with non-metal weapons; this includes natural weapons (unless they overcome DR as silver, cold iron, or adamantine), clubs, and other wooden or stone weaponry.

Fast Healing (Su): When standing within water at least 3” +3” per age category above medium deep a Mu Long gains fast healing equal to their age category.

Acid Spit (Su): As a standard action a Mu Lung may make a ranged-touch attack to deal the listed acid damage to one target. This attack has a range increment of 5-ft per age category and a maximum range of 5 range increments. Once a Mu Lung dragon has used this ability it must wait 1 round to use it again.

Chameleon Skin (Su): When in wooded terrain a young adult or older mu lung gains a bonus on all hide checks equal to twice its age category and has Camouflage as the ranger ability of the same name.

One with the Woods (Su): When within the woods a great wyrm Mu Lung has been assigned to watch over, a Mu Lung may teleport anywhere within their boundaries as a standard action as the spell Greater Teleport but may only bring itself and as much gear as it can carry. They may also scry on any creature within their woods as per Greater Scrying except that the target is not allowed a saving throw to resist.

Spell-like Abilities: At-will: Entangle (Old or Older), Speak with Plants (old or older); 3/day Command Plants (old or older), Greater Invisibility (self only, CL = double age category; ancient or older), Mass Vigor (may not target self, ancient or older), Plant Growth (adult or older),Tree Shape (adult or older), Tree Step (adult or older).

Zaydos
2010-10-01, 08:30 PM
Wood Subtype:

The wood subtype indicates a creature with a connection to the element of wood. Many such creatures have fire vulnerability (although not all). In addition a cleric with the Plant Domain may Rebuke/Command a creature with the Wood subtype as if it were a Plant.

Ziegander
2010-10-01, 09:23 PM
Wood Subtype:

The wood subtype indicates a creature with a connection to the element of wood. Many such creatures have fire vulnerability (although not all). In addition a cleric with the Plant Domain may Rebuke/Command a creature with the Wood subtype as if it were a Plant.

Sweet. :)

Your Avenger Dragon is good, I hope you don't take my posting of the Baneslayer Dragon as meaning I was dissatisfied with yours or something. I literally worked on the Baneslayer for probably 4+ hours and I finally finished it right as you posted. Yours is nice and fits in well with the established True Dragons as well as standard DnD mythos. For mine I really tried to play up the "scary good guy" element, and I hope I succeeded. *shrug* The fluff on mine is also sorely lacking, which is unfortunate.

Zaydos
2010-10-01, 09:28 PM
One note and one question.

The note: colossal + size category uses the same size penalty to AC as colossal; it just grants dragons' (yes WotC specifically made it for Epic Dragons and those that had gone beyond Great Wyrm) reach, breath weapon range, and damage. Those are the only differences between it and colossal.

The question: why'd you skip from 11 HD to 17 and then advance by 3 HD per age category afterward?

Ziegander
2010-10-01, 09:36 PM
One note and one question.

The note: colossal + size category uses the same size penalty to AC as colossal; it just grants dragons' (yes WotC specifically made it for Epic Dragons and those that had gone beyond Great Wyrm) reach, breath weapon range, and damage. Those are the only differences between it and colossal.

Ah, okay, well that's good. I had no idea, actually.


The question: why'd you skip from 11 HD to 17 and then advance by 3 HD per age category afterward?

No real reason. At first I just messed up when I did the advancement entry, but then I figured it didn't hurt to leave it that way, so I kept the pattern going when I wrote up the actual tables. Since Wyrmling Baneslayers have a lot going for them anyway, waiting 6HD to get their next abilities didn't seem like a problem to me.

Now I have a question: Against non-evil creatures does the Baneslayer seem like a CR 10 at Wyrmling? I wasn't too convinced of this, but it shouldn't be much lower than that.

Zaydos
2010-10-01, 09:41 PM
It's about equal to a very young gold dragon (CR 7) before you take into account its vastly superior breath weapon (if not in direct damage, immobilization), frightful presence, and array of immunities. So I'd say it would probably be 8 or 9 if it didn't have the evil specific stuff. Unfortunately CR isn't an X v Good Y v Evil system so I'd say is it going to be fighting Good creatures or evil ones?

If evil then CR it for against evil.

If good? Why?

Ziegander
2010-10-01, 09:46 PM
It's about equal to a very young gold dragon (CR 7) before you take into account its vastly superior breath weapon (if not in direct damage, immobilization), frightful presence, and array of immunities. So I'd say it would probably be 8 or 9 if it didn't have the evil specific stuff. Unfortunately CR isn't an X v Good Y v Evil system so I'd say is it going to be fighting Good creatures or evil ones?

If evil then CR it for against evil.

Good call. I guess it's probably about right then CR wise. As far as fighting Good creatures is concerned it would fight them if they tried to get in its way or because of some misunderstanding, just because two creatures are Good doesn't mean they won't ever fight each other.

flabort
2010-10-01, 09:46 PM
Although it would be a good idea to throw together the subtypes required but not in existance yet, I really want more dragons with more para-elemental, quasi-elemental, and other-elemental subtypes.

In combination with eachother.

Eg.
A) Ooze + fire (:smallconfused:oil?)
B) Ice + steam (not water, although it's got similarities)
C) Radiance + earth
D) Air + magma
E) Salt + fire
F) wood + lightning (That's what you get for being a tree at the top of the mountain!)

If we don't count the other-elementals, and considering there are 4 normal elementals, 4 para-elementals, and 8 quasi-elementals, and if we don't combine within the same group (no para with para!), that is... ((4x4)+(4x8)+(8x4))=(16+32+32)=80 combinations.
before adding wood, shadow, storm, ect......

Of course, this is low priority. finish the other requests first, do this whenever you're out.
Man, I may even chip in occasionally with one or two. occasionally, though. 80+ dragons is a daunting task. Of course, we could consider several (even WotC dragons) to already be certain combinations, and cut some out of the to-do..

Zaydos
2010-10-01, 10:02 PM
Well we've made 33 already; WotC only has 45 (+ 3 in Dragon Magazine Compendium + another 10 planar dragons in dragon magazines + 5 more Ferrous Dragons + 2 tome dragons + time dragon so 66 dragons); making 80 more can't be too hard.

Also I think we've done a good job we've increased dragonkind by 50% :smallbiggrin:

That's not counting the two I haven't posted yet (one is for use in a PbP and I know some of the players were reading this thread at one point so I'm waiting, the other was for a project I've decided to delay so I'll post it after this post).

Zaydos
2010-10-01, 10:04 PM
Iron Rose Dragon

Dragon (Cold, Feytouched)
Environment: Any forest (the Fey Woods).
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 7; young adult 10; adult 13; mature adult 15; old 18; very old 19; ancient 22; wyrm 24; great wyrm 26
Treasure: Triple Standard
Alignment: Always lawful evil.

The loyal guardians of the Knight of the Iron Rose, these rare dragons are amongst the greatest supports to his power. Fiercely loyal to he who wears the Armor of the Rose, and holds the matching blade, the Iron Rose Dragons are a constant presence in the Unseelie Court. They serve as his police and enforcers making sure the Knight of the Iron Rose has his commands obeyed. When open battle is called his champions ride upon their backs, and the power of these warriors is awesome to behold.

Iron Rose Dragons look almost like finely wrought statues of black iron, their scales gleam with a lustrous, metallic light, only growing more brilliant as they age. Their eyes burn like a furnace of hell-fire, a bright red only, that almost glows in its own right by the time they reach the upper ages. They lack all horns on their heads, but have two frills that go down the top left and top right of their neck respectively, though they only half rise on their head. Like silver dragons they have a distinctive nose plate, but they only have one alar phalange (like a red dragon).

Iron Rose Dragons have contempt for lesser creatures, and a hatred for weakness. Despite this they have a strong sense of justice, and unlike most evil creatures they do not try and twist it anymore than their nature has already. Among the tenants of their justice is the famous line “an eye for an eye.”



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
12
14
5/2
7
5
4
5
1d8
13
-


Very Young
M
8d12+16 (68 hp)
15
12
15
12
12
14
8/10
10
8
7
7
2d8
16
-


Young
M
11d12+22 (93 hp)
17
12
15
14
14
16
11/14
14
9
8
9
3d8
17
-


Juvenile
L
14d12+42 (133 hp)
19
14
17
16
16
18
14/22
17
12
11
12
4d8
20
-


Young Adult
L
17d12+68 (178 hp)
23
14
19
16
16
18
17/27
22
14
12
13
5d8
22
22


Adult
H
20d12+100 (230 hp)
27
16
21
18
18
20
20/36
26
17
15
16
6d8
25
25


Mature Adult
H
23d12+115 (264 hp)
29
16
21
18
18
20
23/40
30
18
16
17
7d8
26
26


Old
H
26d12+156 (325 hp)
31
18
23
20
20
22
26/44
34
21
19
20
8d8
29
29


Very Old
H
29d12+174 (362 hp)
33
18
23
20
20
22
29/48
38
22
20
21
9d8
30
30


Ancient
G
32d12+224 (432 hp)
35
20
25
22
22
24
32/56
40
25
23
24
10d8
33
33


Wyrm
G
35d12+280 (507)
37
20
27
24
24
26
35/60
44
27
24
26
11d8
35
35


Great Wyrm
G
38d12+304 (551 hp)
39
22
27
24
24
26
38/64
48
29
27
28
12d8
37
37





Age
Speed
Init
AC
Special Abilities
SR
CL


Wyrmling
60-ft, fly 100-ft (average)
+0
13 (+1 size, +2 natural)
Immune to Cold and enchantments, Fire Vulnerability, Storm Sight, Terror of the Fey
-
-


Very Young
60-ft, fly 150-ft (poor)
+1
16 (+1 Dex, +5 natural)
See Invisibility, Alternate Form
-
-


Young
60-ft, fly 150-ft (poor)
+1
19 (+1 Dex, +6 natural)
Sense Lies
-
-


Juvenile
60-ft, fly 150-ft (poor)
+2
22 (-1 size, +2 Dex, +11 natural)
Fast Ability Damage Healing
-
-


Young Adult
60-ft, fly 150-ft (poor)
+2
25 (-1 size, +2 Dex, +14 natural)
DR 5/cold iron
21
1st


Adult
60-ft, fly 150-ft (poor)
+3
28 (-2 size, +3 Dex, +17 natural)
All-Seeing Gaze
23
3rd


Mature Adult
60-ft, fly 150-ft (poor)
+3
31 (-2 size, +3 Dex, +20 natural)
DR 10/cold iron
24
5th


Old
60-ft, fly 150-ft (poor)
+4
35 (-2 size, +4 Dex, +23 natural)
Aura of Snow
26
7th


Very Old
60-ft, fly 150-ft (poor)
+4
38 (-2 size, +4 Dex, +26 natural)
DR 15/cold iron and magic
27
9th


Ancient
60-ft, fly 200-ft (clumsy)
+5
40 (-4 size, +5 Dex, +29 natural)
Freezing Bite
29
11th


Wyrm
60-ft, fly 200-ft (clumsy)
+5
43 (-4 size, +5 Dex, +32 natural)
DR 20/magic and cold iron
31
13th


Great Wyrm
60-ft, fly 200-ft (clumsy)
+6
47 (-4 size, +6 Dex, +35 natural)
Time Stop
33
15th



Special Abilities

Breath Weapon (Su): An iron rose dragon has two breath weapons. The first is a cone of cold dealing the listed damage (Ref halves). The latter is a cone of pacification gas that causes any creature within the area to be unable to make hostile actions for 1d6 + age category rounds (Will negates); this ends for any creature that takes damage and is a mind-affecting effect.

Storm Sight (Ex) An iron rose dragon can 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.

Terror of the Fey (Ex): Fey creatures suffer a -4 on saves versus an iron dragon’s frightful presence ability.

See Invisibility (Su) A very young or older iron rose dragon can see invisible (and ethereal) creatures and objects at all times as if through the effects of a See Invisibility spell.

Alternate Form (Su) 3/day as a standard action a very young or older iron rose dragon may assume the form of a medium or smaller animal or humanoid. They may remain in this form indefinitely until they choose to take another form or return to their natural form. Beginning at juvenile they may also take the form of a large animal.

Sense Lies (Su): A young or older iron rose dragon 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 save DC is the same as their frightful presence or DC 17 as young, and DC 20 as juvenile.

Fast Ability Damage Healing (Su) A juvenile or older iron rose dragon heals 1 point of ability damage per round; and 1 point of ability drain per minute.

Spells: A young adult or older iron rose dragon casts spells as a sorcerer of their level. They may select their spells known from the sorcerer and druid spell lists.

All-Seeing Gaze (Su): A young adult or older iron rose dragon benefits from a continual clerical version of the True Seeing effect.

Aura of Snow (Su): Champions and servants of the Winter Court of the Fey, an old or older iron rose dragon is continuously surrounded by an aura of winter. This aura extends 20-ft/age category from the dragon and within it the temperature is always reduced to 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 a rose dragon may suppress this ability, resume this ability, or reduce it to severe cold and regular snow.

Freezing Bite (Su): Any creature struck by an ancient or older iron dragon’s bite is cursed with a freezing death. Ancient and older iron rose dragon’s bite attacks deal +2d6 cold damage (+4d6 on a crit) and the target must make a Fort save (same DC as the dragon’s breath weapon) or take 2d6 cold damage per round for 1 round/hit die of the iron rose dragon; a Remove Curse or Break Enchantment spell will remove this effect from the creature.

Spell-like Abilities: 1/day: Time Stop (great wyrm).

Skills: Iron rose dragons treat Bluff, Disguise, and Hide as class skills; Iron Rose Dragons gain a racial bonus to Sense Motive and Spot equal to their age category.

Zaydos
2010-10-01, 10:08 PM
Feykin Subtype

A creature with the feykin subtype has a strong affinity for Fey and their arts. The subtype qualifies a creature to use magic items normally only usable
by fey. Spells, effects, and abilities that affect or target fey affect creatures with this subtype as well. The feykin subtype does not confer the fey type
or any traits associated with that type.

Zaydos
2010-10-02, 01:36 PM
Luster Dragon

Dragon (Earth, Extraplanar)
Environment: Any 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 (2-5).
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 19; very old 20;ancient 22; wyrm 23; great wyrm 25
Alignment: Always True Neutral
Treasure: Triple Standard.

Planar dragons are found; on the heights of Mount Celestia, where Radiant Dragons guard Bahamut’s palace; the depths of the pits of Baator, where Hellfire Dragons lair by Tiamat’s pit; in the forests of Arborea; the wastes of Hades; and even on the Astral and Ethereal Planes. So too can they be found on the elemental planes. Luster dragons are the planar dragons of the Elemental Plane of Earth. Physically powerful dragons, luster dragons dwell in the Elemental Plane of Earth, lairing amidst the great veins of ore and gems found in the infinity of earth.

Luster dragons’ scales appear to be made from sapphire, ruby, diamond, and emeralds, all gleaming and shining; and it is this lustrous hide that gives the dragons their name. Their eyes are multifaceted blue diamonds. Unlike most dragons luster dragons have six legs, two of which are smaller limbs used primarily for aid in burrowing but able to be used as weapons by the larger luster dragons.

Luster dragons are unsocial and territorial creatures. They are unlikely to leave their, small for dragonkind, territory, but are quite aggressive towards trespassers in their domain. Should they catch someone in it, they will often let loose a massive bellow, a powerful attack, and an order to leave or die; should it catch someone taking ore or gem instead it will brutally attack, without chance of surrender. Luster dragons primarily eat gems and metallic ores, although they will also eat petrified enemies. They can sometimes be placated, or even hired with gifts of mithral and adamantine and the promise of more such gifts.

Cosmology Note: The fluff for luster dragons was written under the assumption of the standard 3.5 D&D cosmology with only 6 Inner Planes. If you use the older cosmology as presented in 2e Planescape then luster dragons are native to the Quasielemental Plane of Mineral; this fits better with both their nature (as gemstone creatures) and their special abilities (petrification) both hallmarks of what separated the Plane of Mineral and the Plane of Earth.



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


Wyrmling
S
6d12+18 (57 hp)
15
8
17
10
13
16
10/15
15
8
4
6
16
-


Very Young
M
9d12+36 (94 h)
17
8
19
12
15
18
9/16
11
10
5
8
18
-


Young
M
12d12+48 (126 hp)
19
8
19
12
15
18
12/20
15
12
7
10
20
-


Juvenile
L
15d12+75 (97 hp)
23
8
21
14
17
20
15/24
19
14
8
12
22
-


Young Adult
L
18d12+108 (225 hp)
25
8
23
16
17
22
18/33
23
17
10
14
25
25


Adult
H
21d12+126 (262 hp)
27
8
23
16
19
22
21/37
27
18
11
16
26
26


Mature Adult
H
24d12+168 (324 hp)
29
8
25
18
19
24
24/41
31
21
13
18
29
29


Old
H
27d12+216 (391 hp)
31
8
27
20
21
26
27/49
33
23
14
20
31
31


Very Old
H
30d12+270 (465 hp)
35
8
29
20
23
26
30/53
37
26
16
23
34
33


Ancient
G
33d12+330 (544 hp)
37
8
31
22
25
28
33/57
41
28
17
25
36
35


Wyrm
G
36d12+396 (630 hp)
39
8
33
24
25
30
36/61
45
31
19
27
39
38


Great Wyrm
G
39d12+468 (721 hp)
41
8
35
24
27
30
39/70
46
33
20
29
41
39





Age
Speed
Init
AC
SR
Special Abilities


Wyrmling
40-ft, burrow 30-ft
-1
19 (+1 size, +8 natural)
-
Immunity to Acid, petrification, and slow effects, tremorsense 30-ft, wingless


Very Young
40-ft, burrow 30-ft
-1
21 (+11 natural)
-
Quickened Stomp, Tremorsense 60-ft


Young
40-ft, burrow 30-ft
-1
24 (+14 natural)
-
DR 5/magic, Tremorsense 90-ft, Light Fortification, +4 on saves versus Poison and Stunning


Juvenile
40-ft, burrow 30-ft
-1
26 (-1 size, +17 natural)
-
Tremorsense 120-ft, Wall of Stone


Young Adult
40-ft, burrow 30-ft
-1
29 (-1 size, +20 natural)
20
DR 10/magic, Tremorsense 150-ft, Fire and Electricity Resistance 10


Adult
40-ft, burrow 30-ft
-1
31 (-2 size, +23 natural)
22
Petrifying Claws, Earth Glide, Tremorsense 180-ft


Mature Adult
40-ft, burrow 30-ft
-1
34 (-2 size, +26 natural)
25
DR 15/magic, Tremorsense 210-ft, Moderate Fortificaton, +8 on saves versus Poison and Stunning


Old
40-ft, burrow 30-ft
-1
37 (-2 size, +29 natural)
27
Earthquake, Tremorsense 240-ft


Very Old
40-ft, burrow 30-ft
-1
38 (-4 size, +32 natural)
29
DR 20/magic and DR 5/adamantine, Tremorsense 270-ft, Fire and Electricity Resistance 20


Ancient
40-ft, burrow 30-ft
-1
41 (-4 size, +35 natural)
31
Power Word Petrify, Tremorsense 300-ft


Wyrm
40-ft, burrow 30-ft
-1
44 (-4 size, +38 natural)
34
DR 20/evil and DR 10/chaos, tremorsense 330-ft, Not subject to critical hits, immunity to Poison and Stunning


Great Wyrm
40-ft, burrow 30-ft
-1
47 (-4 size, +41 natural)
36
Aura of Petrification, tremorsense 360-ft



Special Abilities:

Breath Weapon: A luster dragon has a single breath weapon; a cone of petrifying gas. Creatures who fail a Fort save against it are Slowed for 2 rounds per age category; creatures who are slowed by this effect are automatically petrified for 1 minute per age category if struck by this gas again. Beginning at the adult age category this secondary petrification is permanent; and beginning at old any creature slowed by this breath is also paralyzed, even if they are normally immune to paralysis.

Wingless: A luster dragon has no wings and therefore cannot make wing attacks. They instead gain a 2nd pair of claw attacks when they would normally gain wing attacks. This second set of claw attacks uses their smaller burrowing claws and deals damage as per a dragon of that size category’s wing attacks.

Burrow: A luster dragon may burrow through rock as well as soil.

QuickenedStomp (Psi-like): 3/day a Very Young or older luster dragon may use the Stomp psionic power as a swift action with a ML of twice their age category.

Petrifying Claws (Su): An adult or older luster dragon’s claws also deal 2 points of Dexterity damage per hit. Any creature whose Dexterity is reduced to 0 by this effect is also petrified as per the Flesh to Stone spell. This can affect non-fleshy creatures as well, but has no effect on Constructs. An earth elemental (or other elemental with the earth subtype) is merely rendered completely inert and unable to heal natural by this effect, and can be revived with a Lesser Restoration spell or any other effect that heals Dexterity damage (or by putting gloves of dexterity on them to raise their Dex to a positive number long enough for them to heal 1 point of ability damage naturally).

Earth Glide (Su): An adult or older can move through the earth as easily as an earth elemental or a xorn. See either creature for a full description.

Aura of Petrification (Su): A great wyrm luster dragon radiates a 30-ft aura of petrification. Any creature which starts its turn within 30-ft of a luster dragon must make a Fortitude save (same DC as Frightful Presence) or be petrified as per the Flesh to Stone spell. A creature that successfully saves against this effect cannot be affected by it for 24 hours. Creatures with the earth subtype are immune to this effect.

Spell-like Abilities: CL = twice age category; 3/day: Wall of Stone (juvenile or older); 1/day: Earthquake (old or older), Power Word Petrify (ancient or older).

DracoDei
2010-10-02, 01:39 PM
Based on my initial skimming of the first post: I would recommend putting the age category names on the breath weapon charts (at least the first two dragons don't have this). Also, you never specified how the superior aspects of the Chitin dragons actually are superior that I can tell.

I am impressed with your attempting such a large project, but your prose is a bit stilted. You may need to go back at some point and add quality to your quantity in that regard... OTOH maybe you improved as you went. Perhaps that is a task for someone else... I don't know.

Zaydos
2010-10-02, 01:54 PM
Defined what blindsense and blindsight Chitin-skin Dragons got.
Added age category to the breath weapon tables for Deep Trench and Chitin-skin Dragons.

Thanks I hadn't realized I had left those out; as for the stilted prose I hope I've improved since then. The first post, and the original purpose of this thread, was just to post some dragons I homebrewed for my old campaign years ago in case people wanted to use them. I like to think that my ability to write has improved in the last three years, I might be fooling myself, though.

Edit: That still says I should go back and re-write them... after I have at least 45 dragons.

flabort
2010-10-02, 05:46 PM
Wow...
some serious alignment imbalance here...
Over ten Lawful evil, compared to less than two chaotic neutral. and just over three neutral good.

...

:smallbiggrin: :smallamused: :smallbiggrin: :smallamused:

...

:belkar:

Wheee!...

Zaydos
2010-10-02, 05:48 PM
So maybe my favorite type of evil is a (little) apparent.

In my defense 3 of them were specifically requested for the 9 hells, and 1 had to do with finishing up the Planar Dragons.

But yeah I prefer my dragons evil and I prefer LE to CE. I was wondering when somebody would notice the later.

flabort
2010-10-02, 05:53 PM
Time to revise the title?
"3+ (Now more than 10 LE+over 20 more) New dragons"?

Sdonourg
2010-10-02, 10:32 PM
Such a nice homebrew you got here. :smallsmile:
Now one of my players plays Dread Necromancer/Elan Dragon Disciple, kinda odd, but cool.

Zaydos
2010-10-02, 10:52 PM
Glad people are getting use out of these :smallbiggrin:

An odder combination with Dread Necromancer is my Sacred Healer class (made for 3.0 initially but remade for 3.5) which is a living conduit of positive energy.

un_known
2010-10-03, 12:49 AM
So how far have you come on the other Baatorian Dragons?

I can't find where I got Blood Magic. But try checking out this (http://www.giantitp.com/forums/showthread.php?t=167125&highlight=Base+Class) Base Class for soem idea's to what I was sort of meaning.

Zaydos
2010-10-03, 12:51 AM
I've got 3 of the 9 up. Took a break for a bit to avoid starting a blood war campaign (although depending upon the results of this thread (http://www.giantitp.com/forums/showthread.php?t=170552) that might have been for naught), and am currently working on a Stygian dragon (skipping the 6th layer atm since thinking up abilities for it will be harder) and am having a little trouble.

Zaydos
2010-10-03, 01:44 AM
Stygian Dragon:
Dragon (Lawful, Evil, Water)
Environment: Any aquatic (Stygia).
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 (2-5).
Challenge Rating:
Alignment: Always Lawful Evil
Treasure: Triple Standard.

Like their close kin from which they were derived the Stygian Dragons dwell in the waters of the river Styx and prove immune to its foul effects. These creatures served Levistus even before he first fell from Asmodeus’s good graces. When he was frozen in his glacier tomb they instead turned to Geryon as their new master without a moment’s hesitation. When Geryon was displaced following the Reckoning and Levistus returned to power, the Stygian dragons once more flocked to his side. Levistus does not fully trust his draconic servants, suspecting that amongst their numbers are traitors serving Asmodeus. Whether this is mere paranoia, or not he is correct the greatest amongst them has secretly betrayed Levistus to Asmodeus, and unsuspected by Levistus others now work for Mephistopholes and Beelzebul.

Stygian dragons lack wings, and only rarely do they crawl up from the waters of Stygia, bound to them as Levistus is bound to his glacial prison. Their scales are deep, azure blue, and small horns rise from above their eyes. Occasionally their forked tongues will dart in and out from between their sharp needle like teeth. Stygian dragons are treacherous and foul, always plotting how to improve their position and with a natural tendency towards betrayal.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon: Breath Weapon DC Frightful Presence
Wyrmling T 3d12+3 (22 hp) 10 11 13 10 11 10 3/-5 5 4 3 3 1d8 12 -
Very Young S 6d12+12 (51 hp) 10 13 15 10 11 10 6/3 8 7 6 5 2d8 15 -
Young M 9d12+18 (76 hp) 12 17 15 12 13 12 9/10 12 8 9 7 3d8 16 -
Juvenile M 12d12 + 24 (102 hp) 14 19 17 12 13 12 12/14 16 11 12 9 4d8 19 -
Young Adult L 15d12+45 (142 hp) 16 21 19 14 15 14 15/22 19 13 14 11 5d8 21 19
Adult L 18d12+72 (189 hp) 18 23 21 16 17 16 18/26 23 16 18 14 6d8 24 22
Mature Adult L 21d12+105 (241 hp) 20 27 23 16 17 16 21/30 28 18 21 15 7d8 26 23
Old H 24d12+144 (300 hp) 24 29 25 18 19 18 24/39 31 21 23 18 8d8 29 26
Very Old H 27d12+199 (364 hp) 26 33 25 20 21 20 27/43 36 22 26 21 9d8 30 28
Ancient H 30d12+210 (405 hp) 28 35 27 20 21 20 30/47 40 25 29 23 10d8 33 30
Wyrm G 33d12+264 (478 hp) 32 39 29 22 23 22 33/56 43 27 32 25 11d8 35 32
Great Wyrm G 36d12+324 (558 hp) 34 41 29 24 27 24 36/60 47 29 35 27 12d8 37 35



Age Speed Init AC SR Special Abilities CL
Wyrmling 10-ft, swim 60-ft +0 15 (+3 natural, +2 size) - Immunity to Cold and the River Styx, Wingless -
Very Young 10-ft, swim 60-ft +1 17 (+1 size, +1 Dex, +5 natural) - - -
Young 10-ft, swim 60-ft +3 20 (+3 Dex, +7 natural) - Poison -
Juvenile 10-ft, swim 80-ft +4 23 (+4 Dex, +9 natural) - Step through Styx (lesser) 1st
Young Adult 10-ft, swim 80-ft +5 25 (-1 size, +5 Dex, +11 natural) 14 DR 5/good or silver, 3rd
Adult 10-ft, swim 80-ft +6 28 (-1 size, +6 Dex, +13 natural) 16 Touch of Styx 5th
Mature Adult 10-ft, swim 80-ft +8 32 (-1 size, +8 Dex, +15 natural) 18 DR 10/good or silver 7th
Old 10-ft, swim 100-ft +9 34 (-2 size, +9 Dex, +17 natural) 20 Step through Styx, Roar 9th
Very Old 10-ft, swim 100-ft +11 38 (-2 size, +11 Dex, +19 natural) 22 DR 15/good or silver 11th
Ancient 10-ft, swim 100-ft +12 41 (-2 size, +12 Dex, +21 natural) 24 Call to their Doom 13th
Wyrm 10-ft, swim 100-ft +14 43 (-4 size, +14 Dex, +23 natural) 26 DR 20/good or silver 15th
Great Wyrm 10-ft, swim 120-ft +15 46 (-4 size, +15 Dex, +25 natural) 28 Step through Styx (Greater) 17th


Special Abilities:

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

Wingless: A Stygian dragon has no wings and therefore cannot make wing attacks.

Poison (Ex): A young or older Stygian dragon’s bite carries with it the poisonous nature of the River Styx. The DC is the same as breath weapon, for initial and secondary damage see table below. The paralysis effect lasts for 10 minutes.


Age Category Initial Damage Secondary Damage
Young 1d3 Int 1d3 Wis
Juvenile 1d3 Int 1d3 Wis
Young Adult 1d4 Int 1d4 Wis
Adult 1d4 Int 1d4 Wis
Mature Adult 1d4 Int 1d4 Wis
Old 1d6 Int 1d6 Wis
Very Old 1d6 Int 1d6 Wis
Ancient 1d6 Int 1d6 Wis
Wyrm 1d8 Int 1d8 Wis
Great Wyrm 1d8 Int and Paralysis 1d8 Wis


Step through Styx (Su): A juvenile or older Stygian dragon in contact with the River Styx may Dimension Door as the spell at-will. Upon reaching old they may now use this ability to teleport as the spell Greater Teleport when in contact with the River Styx as long as the end point is also within contact with the River Styx and on the same layer and plane; they may also Dimension Door when in contact with any other body of water as long as the end point is part of the same body of water. Upon reaching great wyrm status they may teleport when in contact with any body of water as per the spell Greater Teleport as long as the end point is in contact with the same body of water, or they may use this ability to transport themselves from any body of water on any plane to take them back to the River Styx on Stygia, and finally they may use it when in contact with the River Styx to move to any other place in contact with the River Styx as per Greater Teleport except with no limit on interplanar travel.

Touch of Styx (Su): Any creature struck by both of an adult Stygian dragon’s claw attacks immediately loses one prepared spell of their highest level as if it had been cast, or one readied maneuver of their highest level becomes un-readied.

Call to their Doom (Su): As a full-round action a Stygian dragon may create a siren-like song that lures creatures towards it. This is a mind-affecting, sound based compulsion effect and allows a will save (same DC as Frightful Presence). On a failed save the creature must spend its next turn approaching the Stygian dragon as quickly as possible, via whatever means they have available (run action, teleport, etc). On a successful save that creature is immune to that Stygian dragon’s call for 24 hours.

Spells: A Stygian dragon casts spells as a sorcerer of the indicated level with a few modifications. They may select spells from the Water, Law, Evil, and Baator domains as arcane spells of the same level, as well as selecting spells from the Enchantment, and Divination schools. They may also learn spells from the Illusion, Abjuration, Necromancy, and Evocation schools but never more than 1 spell per spell level can come from any of those schools (not counting domain spells that belong to those schools or dual-school spells which are also Enchantment or Divination).

Skills: Bluff, Gather Information, and Swim are class skills for Stygian Dragons.

Zaydos
2010-10-03, 01:45 AM
Stygian dragon is up; the others should be started on soon. It doesn't have a CR yet, because I'm too sleepy to properly judge CR at the moment so somebody remind me tomorrow because I'm likely to forget. Will add it to the initial post, check for updates on a few threads and then it should be good night.

un_known
2010-10-03, 04:00 AM
When you finish the nine we need to classify them in their own table in the first post as they all follow a set theme.

Zaydos
2010-10-03, 10:48 AM
When you finish the nine we need to classify them in their own table in the first post as they all follow a set theme.

They already are, it's under the main table and above the type/feat table; been that way since the first one.

Although in my half-asleep state last night I accidentally put Stygia dragon in part of Maladomini dragon's entry so I'm going to go press enter to get it at the right place.

Zaydos
2010-10-03, 03:10 PM
Chain Dragons of Minauros
Dragon (Lawful, Evil)
Environment: Any swamp (Minauros, the Jangling Hiter).
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 (2-5).
Challenge Rating: 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
Alignment: Always Lawful Evil
Treasure: Triple Standard.

Chain Dragons have less of a connection with the lord of that layer than most of the Baatorian dragons. Born from Tiamat’s eggs which were stolen by an ambitious Chain Devil (who is thought to have been later destroyed by the angered deity), the chain dragons have been tainted and twisted by the diabolic powers of the place and the Jangling Hiter in particular. It was eons ago when this theft occurred, and Mammon was happy enough to allow them their freedom before the Reckoning, although sense that time he has been recruiting them for their armor weakening breath weapons in case he must do battle against Dispater.

Chain dragons appear as black dragons draped with wreathing, animate chains. Closer inspection reveals that these chains spring from the dragon’s flesh and are actually part of the dragon as a whole. While most of the chains are too short to be used effectively in battle, they can all bind creatures that the dragon has grabbed, and a few stretch further to grasp and crush enemies of the dragon. Another unique feature of chain dragons is a double “thumb” on their fore claws, a possible result of the diabolic energies mutating them.

Chain dragons have little ambition, merely living amongst the chains of the Kytons and occasionally preying on Kyton, Baatezu, and merchant alike. They are routinely cleared out of the Hiter, retreating into the infinite swamps of the layer only to return a few years later.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence
Wyrmling S 4d12+4 (30 hp) 13 10 13 8 11 8 4/5 6 5 4 4 2d4 13 -
Very Young M 7d12+14 (59 hp) 15 10 15 10 13 10 7/13 9 7 5 6 4d4 15 -
Young M 10d12+20 (85 hp) 17 10 15 10 13 10 10/17 13 9 7 8 6d4 17 -
Juvenile L 13d12+39 (123 hp) 19 10 17 12 15 12 13/25 16 11 8 10 8d4 19 -
Young Adult L 16d12+64 (168 hp) 21 10 19 12 15 12 16/29 20 14 10 12 10d4 22 19
Adult H 19d12+76 (199 hp) 23 10 19 14 17 14 19/37 23 15 11 14 12d4 23 21
Mature Adult H 22d12+110 (253 hp) 25 10 21 14 17 14 22/41 27 18 13 16 14d4 26 23
Old H 25d12+125 (287 hp) 27 10 21 16 19 16 25/45 31 19 14 18 16d4 27 25
Very Old H 28d12+168 (350 hp) 29 10 23 16 19 16 28/49 35 22 16 20 18d4 30 27
Ancient G 31d12+217 (418 hp) 33 10 25 18 21 18 31/58 39 24 17 22 20d4 32 29
Wyrm G 34d12+272 (493 hp) 35 10 27 18 21 18 34/62 43 27 19 24 22d4 35 31
Great Wyrm G 37d12+296 (536 hp) 37 10 27 20 23 20 38/66 47 28 20 26 24d4 36 33



Age Speed Init AC SR Special Abilities
Wyrmling 30-ft, climb 30-ft, fly 100-ft (average) +0 15 (+4 natural, +1 size) - Immunity to Acid, Chains, Improved Grab
Very Young 30-ft, climb 30-ft, fly 150-ft (poor) +0 17 (+7 natural) - -
Young 30-ft, climb 30-ft, fly 150-ft (poor) +0 20 (+10 natural) - DR 5/magic
Juvenile 30-ft, climb 30-ft, fly 150-ft (poor) +0 22 (-1 size, +13 natural) - Iron Web
Young Adult 30-ft, climb 30-ft, fly 150-ft (poor) +0 25 (-1 size, +16 natural) 12 DR 10/magic
Adult 30-ft, climb 30-ft, fly 150-ft (poor) +0 27 (-2 size, +19 natural) 13 Improved Grab (1 size category less)
Mature Adult 30-ft, climb 30-ft, fly 150-ft (poor) +0 30 (-2 size, +22 natural) 15 DR 15/magic
Old 30-ft, climb 30-ft, fly 150-ft (poor) +0 33 (-2 size, +25 natural) 17 Dimension Door
Very Old 30-ft, climb 30-ft, fly 150-ft (poor) +0 36 (-2 size, +28 natural) 19 DR 20/magic and DR 5/good
Ancient 30-ft, climb 30-ft, fly 200-ft (clumsy) +0 37 (-4 size, +31 natural) 20 Sense Enemy
Wyrm 30-ft, climb 30-ft, fly 200-ft (clumsy) +0 40 (-4 size, +34 natural) 22 DR 20/magic and DR 10/good
Great Wyrm 30-ft, climb 30-ft, fly 200-ft (clumsy) +0 43 (-4 size, +37 natural) 24 Greater Teleport


Special Abilities

Breath Weapon (Su): A chain dragon’s breath weapon is a line of acid dealing the listed (acid) damage to all creatures within the area (Reflex halves). In addition any creature that fails its Reflex save has their deflection, shield, armor, and natural armor bonuses to AC reduced by a total of the dragon’s age category for 1 minute (reduce deflection bonuses first, then shield, then armor, then natural armor), this cannot reduce any bonus to negative; so when hit by a great wyrm’s breath a creature with a Ring of Protection +1, a +3 Heavy Shield, +2 leather armor, and a Barkskin spell cast by a 20th level druid would end up with +0 deflection, shield, and armor bonus to AC and a +3 natural armor bonus to AC; if they were instead wearing +3 Full-Plate they’d retain a +5 armor bonus and a +5 natural armor bonus to AC.

Chains (Ex): A chain dragon’s body is covered with living chains, these chains allow them to make 2 extra attacks each round as secondary natural weapons dealing damage based on size as indicated in the table below. In addition they grant the chain dragon a +4 bonus on grapple checks.


Size Damage
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Colossal+ 3d6


Improved Grab (Ex): When a chain dragon hits a target two or more size categories smaller than it with its chain attack it may attempt to start a grapple without provoking an attack of opportunity, or requiring a melee touch attack. This ability functions as the standard improved grab ability. An adult or older chain dragon may use this ability on creatures 1 or more size categories smaller than it.

Iron Web: 3/day a juvenile chain dragon may conjure forth an iron web. This functions like the spell web except it takes no extra damage from fire effects and cannot be ignited. CL = twice age category.

Sense Enemy (Su): When an ancient or older chain dragon is dealt damage by a creature it may designate it as an enemy. A chain dragon may sense the location, distance, and direction of any so designated enemy despite any distances, or planar boundaries; this effect can even be used to track mind blanked creatures. A chain dragon may only designate one enemy at a time and designating another creature ends the previous designation.

Spell-like Abilities: 3/day: Dimension Door (old or older), Greater Teleport (great wyrm).

Skills: Climb, Hide, and Move Silently are class skills for Chain Dragons.

un_known
2010-10-03, 07:56 PM
I like it can't wait to see what you do with the next Baatorian dragon.

Zaydos
2010-10-03, 08:03 PM
I like it can't wait to see what you do with the next Baatorian dragon.

I'm down to the hard ones.
Phlegethos is a land of fire and there's only so much left to do with fire dragons. On this thread alone there's fire dragon whose fires burn hotter; fire dragon whose fires burn though defenses due to elemental supercharging; hellfire dragon; and ice dragon with hellfire.
Then there's also Pyroclastic Dragon (fire + sonic, volcano dragon from Gehenna) and Red Dragon from official works.

Dis: Would be perfect for a rust dragon... oh wait Acheron has that. Actually the dragons from there would be very similar to the Iron Rose Dragons above, but with a different breath weapon (Sonic) and none of the winter based abilities... hmm...

Malbolgia: Parthenogenesis gives me a starting place but it's not the easiest one and most of the fluff I can find is pre-Glaysa's reign.

Avernus: Umm... they fight the Blood War. Actually. No Frightful Presence but an "Aura of Leadership" that bolsters allies, less emphasis on single dragon v enemy combat but recast them into a leadership role. Maybe?

un_known
2010-10-03, 08:17 PM
Phlegethos: Fire and Lust. Perhaps focus more on Lustful Torture? For torture see the Shriver but make it more how a Succubus/dragon would do it. To play off of Feirnia and Belial.

Dis: Rust but refluff and combine it with the dragon beign a type of dragon that would blend in in a city. Perhaps like a Gargoyle would blend in like a statue.

Malbolgia:Go with ones that are more for the Hag Countess but have been corrupted to be with Glaysa; Ie Parthenogenesis.

Avernus:Like Battle Dragons sort of but they Inspire by causing fear? Perhaps Moral bonus that increases based on how many fail their Frightful Presence.

Zaydos
2010-10-03, 08:23 PM
Well I've started Phlegethos, and I'm making their fires sicken (maybe nauseate) creatures damaged by them that aren't evil outsiders, although I think I'll also give them Alternate Form (into the shape of an alluring male or female humanoid) and Charm SLAs since that does seem like it would work.

Also Beliel's BoVD picture is disturbing.

For Avernus I was thinking more just ditching Frightful Presence, but that would be stupid of me and thanks for snapping me out of that idea; I'm still thinking of giving them the ability to inspire their own ranks while they wreak havoc in the enemy's. Actually giving them more fear-based abilities would make sense. They can be rank breakers.

Dis: I feel bad about reflavoring Rust Dragons, though (they're tied for my favorite official dragon with Purple dragons from the Dragon Mag Comp).

Malabolgia: It's not so much the change in rulers as the change in the structure of the plane; I'll probably end up getting to it last and then read up on both versions of Malabolgia before deciding what I'll do with it.

Zaydos
2010-10-03, 10:17 PM
Phlegethos Dragon
Dragon (Lawful, Evil, Fire)
Environment: Warm hills and mountains (Phlegethos).
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 (2-5).
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 13; mature adult 15; old
16; very old 17; ancient 19; wyrm 20; great wyrm 22
Alignment: Always Lawful Evil
Treasure: Triple Standard.

Phlegethos dragons live in the fires of the 4th layer of Baator. Traditionally it was their place to help guard the Pit of Flames, whose white hellish flames could even burn devils, but in recent millennia Belial relieved them of that duty instead using them as his personal patrols, and even breeding them with his hell-hounds in an attempt to create a breed of hounds more powerful even than the Nessian Warhounds which guard Asmodeus. Phlegethos dragons have since sworn allegiance to Fierna with her post reckoning ascension.

Phlegethos dragons are greedy, and sadistic beasts whose passionate, fiery temperaments sometimes lead Baatezu to suspect they’d be better suited to the Abyss than Baator. In truth Phlegethos dragons were content in their role as prison guards, reveling in the screams of burning Baatezu, and the oldest member still resents Belial removing them from their natural place. The younger dragons simply torment the Baatezu out of their pleasure in seeing pain, and because the great wyrm makes excuses for it.

Phlegethos dragons have orange, red, and black scales, the color of a lava flow. Their eyes are bright white, like the hottest flames. They have great draconic wings, and their heads show four backward pointing horns. They lack any frill, but do have a series of spikes that run down their back. Phlegethos dragons also each have a single humanoid and a single fiendish form. In humanoid form they typically appear as a sensuously handsome or beautiful member of that species, and in diabolic form they appear as one of the three varieties of Least Baatezu.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon: Breath Weapon DC Frightful Presence
Wyrmling S 7d12+7 (52 hp) 13 10 13 10 11 14 7/4 9 6 5 5 2d8 14 -
Very Young M 10d12+20 (85 hp) 15 10 15 12 13 14 10/12 12 9 7 8 4d8 17 -
Young M 13d12 + 26 (110 hp) 17 10 15 12 13 16 13/16 15 10 8 9 6d8 18 -
Juvenile L 16d12+48 (152 hp) 19 10 17 14 15 18 16/24 19 13 10 12 8d8 21 -
Young Adult L 19d12+76 (199 hp) 23 10 19 14 15 18 19/29 24 15 11 13 10d8 23 23
Adult H 22d12+110 (253 hp) 27 10 21 16 17 20 21/37 27 18 13 16 12d8 26 26
Mature Adult H 25d12+125 (287 hp) 29 10 21 18 19 20 24/41 31 19 14 18 14d8 27 27
Old H 28d12+168 (350 hp) 31 10 23 18 19 22 27/45 35 22 16 20 16d8 30 30
Very Old H 31d12+186 (387 hp) 33 10 23 20 21 22 30/49 39 23 17 22 18d8 31 31
Ancient G 34d12+238 (459 hp) 35 10 25 20 21 24 33/57 41 26 19 24 20d8 34 34
Wyrm G 37d12+297 (537 hp) 37 10 27 22 23 26 36/61 45 28 20 26 22d8 36 36
Great Wyrm G 40d12+321 (581 hp) 39 10 27 22 23 26 39/65 49 30 22 28 24d8 38 38



Age Speed Init AC SR Special Abilities
Wyrmling 40-ft, fly 100-ft (average) +0 14 (+1 size, +3 natural) - Immunity to Fire, resist hellfire 20, Change Shape, Cold Vulnerability
Very Young 40-ft, fly 150-ft (poor) +0 16 (+6 natural) - -
Young 40-ft, fly 150-ft (poor) +0 19 (+9 natural) - DR 5/magic
Juvenile 40-ft, fly 150-ft (poor) +0 21 (-1 size, +12 natural) - Charm Person
Young Adult 40-ft, fly 150-ft (poor) +0 24 (-1 size, +15 natural) 18 DR 10/magic
Adult 40-ft, fly 150-ft (poor) +0 26 (-2 size, +18 natural) 21 Charm Monster
Mature Adult 40-ft, fly 150-ft (poor) +0 29 (-2 size, +21 natural) 23 DR 15/magic
Old 40-ft, fly 150-ft (poor) +0 32 (-2 size, +24 natural) 25 Dominate Person
Very Old 40-ft, fly 150-ft (poor) +0 35 (-2 size, +27 natural) 26 DR 20/magic and 5/silver
Ancient 40-ft, fly 200-ft (clumsy) +0 36 (-4 size, +30 natural) 28 Ward Rending Bite
Wyrm 40-ft, fly 200-ft (clumsy) +0 39 (-4 size, +33 natural) 30 DR 20/magic and 10/silver
Great Wyrm 40-ft, fly 200-ft (clumsy) +0 42 (-4 size, +36 natural) 32 Dominate Monster


Special Abilities:

Breath Weapon (Su): A Phlegethos dragon has a single breath weapon a cone of sickening hellish flames. This breath weapon deals fire damage (Ref halves) to all creatures within and any creature caught in the cone must also make a Fortitude save (same DC) or be sickened for 1d4 + age category rounds. Outsiders with the evil subtype are immune to this sickening.

Change Shape (Su): 3/day a Phlegethos dragon may take the form of a small or medium humanoid, or of a spinagon, lemure, or nupperibo; upon birth the Phlegethos dragon has access to 1 humanoid form, and 1 Baatezu form and these forms never change. Unlike normal for the change shape ability there is no limitation based upon the Phlegethos dragon’s initial form. The Phlegethos dragon may remain in this shape until it chooses to assume another or return to its natural form.

Ward Rending Bite (Su): When an ancient or older Phlegethos dragon bites a target it instantly dispels any Protection from Alignment effect on that target, or any Magic Circle against Alignment effect whose area includes the target. If the effect is not a spell and is instead a Supernatural ability it is instead suppressed for 1d4 rounds. This has no affect on such effects that are of deific or higher levels of power.

Spell-like Abilities: 3/day: Charm Person (juvenile and older), Charm Monster (adult and older), Dominate Person (old or older), Dominate Monster (great wyrm).

Skills: Bluff and Disguise are class skills for Phlegethos Dragons.

Zaydos
2010-10-04, 12:06 AM
Avernine Dragon
Dragon (Lawful, Evil, Fire)
Environment: Warm hills and mountains (Phlegethos).
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 (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
Alignment: Always Lawful Evil
Treasure: Triple Standard.

Bred with Tiamat’s aid from red dragons, and born for the Blood Wars, Avernine dragons are a commanding presence on any battlefield. The Baatorian armies will often use these shock troopers to break Tanar’ri formations and to bolster Baatuze ranks. A Baatorian legion led by a mature Avernine dragon is a truly terrifying force upon the battle field, one that has been known to turn the tide.

Unfortunately for the Baatezu due to the breeding rates of dragonkind Avernine dragons have had to be moved from the front line and dallied out as a highly valuable resource, mainly used in protecting important sites or kept for purposes of breeding the next generation of warriors. Avernine dragons resent being limited to guard duty and breeding purposes, seeking instead to go forth on the battlefield and feel the enemy ranks break before, hear the screams of terror and blood as their claws rip through lesser tanar’ri tearing them limb from limb. Avernine dragons are, for the time being, appeased by the offerings of gold and treasure the Baatezu make, but amongst the dragons speech of revolt is starting lest they see front line action again soon.

An exception is the great wyrm, and eldest of the Avernine dragons, known as Hell’s Scar, for the great wound across his throat left by a Balor’s sword. He is completely loyal to the Baatorian cause and is amongst Bel’s loyalist supporters having fought alongside the Pit Fiend before the Reckoning and even now serving as Bel’s personal steed when Bel must join battle.

Bred from red dragons Avernine dragons are physically similar. Their size, and bone structure is almost exactly identical, with minor differences in the proportions of their face and the length of their claws. It is their coloration that makes it easiest to differentiate the species, for Avernine dragons’ eyes and claws are a sickly green, the color of Baatorian steel, and their scales a dark blue. There Draconis Fundamentalis are also differently shaped and have differing magical qualities as well.


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 10 11 10 7/10 10 7 5 5 2d10 15 13
Very Young L 10d12+30 (95) 21 10 17 12 13 12 10/19 14 10 7 8 4d10 18 16
Young L 13d12+39 (123) 25 10 17 12 13 12 13/24 19 11 8 9 6d10 19 17
Juvenile L 16d12+64 (168) 29 10 19 14 15 14 16/29 24 14 10 12 8d10 22 20
Young Adult H 19d12+95 (218) 31 10 21 14 15 14 19/37 27 16 11 13 10d10 24 21
Adult H 22d12+110 (253) 33 10 21 16 17 16 22/41 31 18 13 16 12d10 26 24
Mature Adult H 25d12+150 (312) 33 10 23 18 19 18 25/44 34 20 14 18 14d10 28 26
Old G 28d12+196 (378) 35 10 25 20 21 20 28/52 36 23 16 21 16d10 31 29
Very Old G 31d12+248 (449) 37 10 27 22 23 22 31/56 40 25 17 23 18d10 33 31
Ancient G 34d12+306 (527) 39 10 29 24 25 24 34/60 44 28 19 26 20d10 36 34
Wyrm G 37d12+370 (610) 41 10 31 24 25 24 37/64 48 30 20 27 22d10 38 35
Great Wyrm C 40d12+400 (660) 45 10 31 26 27 26 40/73 49 32 22 29 24d10 40 38



Age Speed Init AC Special Abilities
Wyrmling 40 ft., fly 150 ft. (poor) +0 16 (+6 natural) Immune to Fire and Fear effects, Vulnerability to Cold, Chaos Bane
Very Young 40 ft., fly 150 ft. (poor) +0 18 (-1 size, +9 natural) Aura of Prowess +1
Young 40 ft., fly 150 ft. (poor) +0 21 (-1 size, +12 natural) DR 5/magic
Juvenile 40 ft., fly 150 ft. (poor) +0 24 (-1 size, +15 natural) Draconic Aura
Young Adult 40 ft., fly 150 ft. (poor) +0 26 (-2 size, +18 natural) DR 10/magic
Adult 40 ft., fly 150 ft. (poor) +0 29 (-2 size, +21 natural) Aura of Prowess +2
Mature Adult 40 ft., fly 150 ft. (poor) +0 32 (-2 size, +24 natural) DR 15/magic
Old 40 ft., fly 200 ft. (clumsy) +0 33 (-4 size, +27 natural) Tyrant's Aura
Very Old 40 ft., fly 200 ft. (clumsy) +0 36 (-4 size, +30 natural) DR 20/magic and DR 5/good
Ancient 40 ft., fly 200 ft. (clumsy) +0 39 (-4 size, +33 natural) Aura of Prowess +3
Wyrm 40 ft., fly 200 ft. (clumsy) +0 42 (-4 size, +36 natural) DR 20/magic and DR 10/good
Great Wyrm 40 ft., fly 200 ft. (clumsy) +0 41 (-8 size, +39 natural) Terror of Avernus


Special Abilities:

Breath Weapon (Su): An Avernine dragon has two breath weapons a cone of fire (dealing listed damage, reflex halves) and a cone of fear. Any creature caught in the latter must make a Will save or be frightened for 1d8+age category rounds (if they are already shaken from the dragon’s frightful presence they’re instead panicked).

Chaos Bane (Su): An Avernine dragon’s natural attacks ignore the DR of any creature with the Chaotic subtype unless it is DR X/epic or X/-.

Aura of Prowess (Su): Allies within 60-ft of a very young or older Avernine dragon gains the listed bonus as a morale bonus to attack rolls, melee damage rolls, saving throws, and their Spell Resistance. This does not apply to the Avernine dragon itself.

Draconic Aura: A juvenile or older Avernine dragon gains one Draconic Aura (see Dragon Magic) granting a bonus equal to ½ the Avernine dragon’s age category to allies within it.

Tyrant’s Aura (Su): Enemies within range of an old or older Avernine dragon’s frightful presence ability suffer a -2 to all saving throws and to attack rolls.

Terror of Avernus (Su): A creature which fails their save versus a great wyrm Avernine dragon’s frightful presence are frightened if they would have been shaken, panicked if they would have been frightened, and cowered if they would have been panicked.

Zaydos
2010-10-04, 01:30 AM
Dis Dragon
Dragon (Lawful, Evil, Fire)
Environment: Warm cities (Dis).
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 (2-5).
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 13; mature adult 15; old 16; very old 17; ancient 19; wyrm 20; great wyrm 22
Alignment: Always Lawful Evil
Treasure: Triple Standard.

Some say the first Dis dragon was born from a coupling of Tiamat and Dispater himself. This is, of course, a complete and utter lie. The true source of Dis dragons is unknown, only that they have been here since before Baalzebul fell, some even theorize they are related to the mysterious ancient Baatorians. They were not always in their current form; once they were the iron warriors of the city, but Dispater’s paranoia has worked changes on their bodies and souls shaping them into his watchdogs.

Dis Dragons appear as regal dragons made of finely wrought iron, and could easily be taken as statues was it not for the malign will which burns behind their sapphire eyes as they watch every creature that crosses their path. Their hatcheries are well protected, both by Dispater’s fiends (who also serve to spy upon the dragons and hold the eggs hostage), and the dragons themselves (who are likewise spying on the fiends sent to watch them). These hatcheries are secret affairs, although long term study will reveal that the dragons congregate in these places, although few fiends, much less mortals, willingly spend time near congregations of Dis Dragons.

Dis dragons are hateful, spiteful, and untrusting. They only work together because of a common knowledge that none amongst them would harm a child of the species, and most would die for one; that and Dispater’s orders of course. Most Dis dragons are highly loyal to the archfiend, although chant has it that one dragon has decided it’s canny enough to take command and has even started talks with Asmodeus himself on the subject. Few but the barmiest berks on the layer believe that, but it does seem to have Dispater worried (then again what doesn’t).


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 14 12 5/2 7 5 4 6 1d8 13 13
Very Young M 8d12+16 (68 hp) 15 12 15 12 14 12 8/10 10 8 7 8 2d8 16 15
Young M 11d12+22 (93 hp) 17 12 15 14 16 14 11/14 14 9 8 10 3d8 17 17
Juvenile L 14d12+42 (133 hp) 19 14 17 16 18 16 14/22 17 12 11 13 4d8 20 20
Young Adult L 17d12+68 (178 hp) 23 14 19 16 18 16 17/27 22 14 12 14 5d8 22 21
Adult H 20d12+100 (230 hp) 27 16 21 18 20 18 20/36 26 17 15 17 6d8 25 24
Mature Adult H 23d12+115 (264 hp) 29 16 21 18 20 18 23/40 30 18 16 18 7d8 26 25
Old H 26d12+156 (325 hp) 31 18 23 20 22 20 26/44 34 21 19 21 8d8 29 28
Very Old H 29d12+174 (362 hp) 33 18 23 20 22 20 29/48 38 22 20 22 9d8 30 29
Ancient G 32d12+224 (432 hp) 35 20 25 22 24 22 32/56 40 25 23 25 10d8 33 32
Wyrm G 35d12+280 (507) 37 20 27 24 26 24 35/60 44 27 24 27 11d8 35 34
Great Wyrm G 38d12+304 (551 hp) 39 22 27 24 26 24 38/64 48 29 27 29 12d8 37 36



Age Speed Init AC Special Abilities SR CL
Wyrmling 60-ft, fly 100-ft (average) +0 13 (+1 size, +2 natural) Immune to Sonic, Fire Resistance 30, See in Deeper Darkness - -
Very Young 60-ft, fly 150-ft (poor) +1 16 (+1 Dex, +5 natural) See Invisibility, Alternate Form - -
Young 60-ft, fly 150-ft (poor) +1 19 (+1 Dex, +6 natural) DR 5/adamantine - -
Juvenile 60-ft, fly 150-ft (poor) +2 22 (-1 size, +2 Dex, +11 natural) Immobilizing Gaze - -
Young Adult 60-ft, fly 150-ft (poor) +2 25 (-1 size, +2 Dex, +14 natural) DR 10/adamantine 21 -
Adult 60-ft, fly 150-ft (poor) +3 28 (-2 size, +3 Dex, +17 natural) All-Seeing Gaze 23 1st
Mature Adult 60-ft, fly 150-ft (poor) +3 31 (-2 size, +3 Dex, +20 natural) DR 15/adamantine 24 3rd
Old 60-ft, fly 150-ft (poor) +4 35 (-2 size, +4 Dex, +23 natural) Urban Hide in Plain Sight 26 5th
Very Old 60-ft, fly 150-ft (poor) +4 38 (-2 size, +4 Dex, +26 natural) DR 20/adamantine and DR 5/chaotic 27 7th
Ancient 60-ft, fly 200-ft (clumsy) +5 40 (-4 size, +5 Dex, +29 natural) Discern Location 29 9th
Wyrm 60-ft, fly 200-ft (clumsy) +5 43 (-4 size, +5 Dex, +32 natural) DR 20/adamantine and DR 10/chaotic 31 11th
Great Wyrm 60-ft, fly 200-ft (clumsy) +6 47 (-4 size, +6 Dex, +35 natural) Penetrating Divinations 33 13th

Special Abilities

Breath Weapon (Su): A Dis dragon has a single breath weapon, a line of concentrated sonic energy. This breath weapon deals the listed damage, allowing a Fortitude save for half.

See Invisibility (Su) A very young or older Dis dragon can see invisible (and ethereal) creatures and objects at all times as if through the effects of a See Invisibility spell.

Immobilizing Gaze (Su): A juvenile or older Dis dragon gains a gaze attack out to 60-ft. Any creature meeting its gaze must make a Will save (same DC as frightful presence) or be unable to move unless they move closer to the Dis dragon for 1 round per age category of the dragon. This includes by means of teleportation, as well as mundane travel. Each square of movement must bring them closer to the dragon to be allowable, even movement that makes them neither closer nor further from the dragon is disallowed by this effect.

All-Seeing Gaze (Su): An adult or older Dis dragon benefits from a continual clerical version of the True Seeing effect.

Urban Hide in Plain Sight (Su): Within a city of at least small city size, an old or older Dis dragon may hide without cover or concealment, even while being observed.

Penetrating Divinations (Su): Divination spells and spell-like abilities used by a great wyrm Dis dragon ignore any level 8 or lower spell that wards/misleads divinations, or any effect of similar power.

Spells: An adult or older Dis dragon casts spells as a sorcerer of their level. They may only learn spells belonging to the Divination school.

Spell-like Abilities: 1/day: Discern Location (Ancient or older).

Skills: Bluff, Gather Information, and Hide are class skills for Dis Dragons.

Zaydos
2010-10-04, 01:34 AM
40 dragons w00t!

Why is this important? Even discounting Brightsteel since it's only half-way a true dragon, this thread now has more true dragons than the Draconomicon. Also this means I've made 38 true dragon species (counting Brightsteel), the same number as are in the Draconomicon.

WotC might have made 45 true dragons for 3.5 but we're quite close, only 5 behind.

Also 8 of the 9 Hells dragons are officially done; hopefully I'll finish that completely tomorrow.

Debihuman
2010-10-04, 07:47 AM
I take issue with the Baneslayer dragon's Overwhelming Presence.


Evil creatures that are cowering may, before saving against this damage, choose to renounce their evil ways and convert to good as per the Redemption portion of the Atonement spell. If a creature chooses to do this, the Baneslayer Dragon gains 1 negative level, but that creature gains 5 negative levels.

Generally bestowing negative levels is reserved for EVIL creatures, not GOOD ones. Baneslayer dragons have the GOOD descriptor. Furthermore, why should the baneslayer dragon gain a negative ability for converting an evil dragon to good? That doesn't make any sense to me. It punishes the dragon for using its innate ability. I could see the target gaining a negative level, but not 5. If the target is too low a level, this could kill it. I find this unnecessarily harsh.



Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + ½ draining creature’s racial HD + draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also reduced by one. A separate saving throw is required for each negative level.

A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight.

Debby

Debihuman
2010-10-04, 08:01 AM
Feytouched Subtype

A creature with the feytouched subtype has a strong affinity for Fey and their arts. The subtype qualifies a creature to use magic items normally only usable
by fey. Spells, effects, and abilities that affect or target fey affect creatures with this subtype as well. The feytouched subtype does not confer the fey type
or any traits associated with that type.

There is already an Official Feytouched Template. See here: http://www.wizards.com/default.asp?x=dnd/sp/20040319a

Debby

Morph Bark
2010-10-04, 08:05 AM
There is already an Official Feytouched Template. See here: http://www.wizards.com/default.asp?x=dnd/sp/20040319a

Debby

Or rather here (http://www.wizards.com/default.asp?x=dnd/sp/20040213a).

Note that the Feytouched have the Fey type though, just like the original Aasimar and Tiefling have the Outsider (native) type, while later on there were made lesser versions of them with no LA that had the Humanoid (planetouched) type. I think therefore a good case can be made for a Feytouched subtype.

Debihuman
2010-10-04, 08:12 AM
Stygian Dragon:
Dragon (Lawful, Evil, Water)

I believe the proper Subtype should be Aquatic not Water. It's got an affinity to water not to the Plane of Water -- unless you meant that. There is a difference. You should note if they breathe air as well.

Also, the hit points of the Stygian Wyrm should be 478 not 4785.

Debby

Morph Bark
2010-10-04, 08:14 AM
I believe the proper Subtype should be Aquatic not Water. It's got an affinity to water not to the Plane of Water -- unless you meant that. There is a difference. You should note if they breathe air as well.

Debby

As a note, Black and Bronze dragons also have the Water subtype.

Debihuman
2010-10-04, 08:21 AM
Or rather here (http://www.wizards.com/default.asp?x=dnd/sp/20040213a).

Note that the Feytouched have the Fey type though, just like the original Aasimar and Tiefling have the Outsider (native) type, while later on there were made lesser versions of them with no LA that had the Humanoid (planetouched) type. I think therefore a good case can be made for a Feytouched subtype.

1. Edited [been corrected]

2. Renaming the subtype would make sense in light of the Template. It would be confusing to have a Subtype and a Template with the same name.


CHAIN DRAGON -- the number listed for Frightful Presence appears to be the DC of the Breath Weapon. Is the number the same for both?

There seems to be a similar issue with the Dis Dragon.


Debby

Morph Bark
2010-10-04, 08:26 AM
1. Same link.

2. Renaming the subtype would make sense in light of the Template. It would be confusing to have a Subtype and a Template with the same name.

Debby

Re-checking both our links, they are not. A slight renaming of the template might be a good idea though. "Feyblooded" could work.

Also, the Great Wyrm Stygian dragon's secondary breath damage is 12 Wis. Judging from the rest of the table, I presume it should be 1d8 Wis. Might want to fix that.

Zaydos
2010-10-04, 09:24 AM
Fixed the tables (I keep forgetting that one |)

Gave Stygian dragons the aquatic subtype as well; dragons typically (although not always) have elemental subtypes.

Also renamed feytouched subtype feykin. Will fix that on the first page.

Morph Bark
2010-10-04, 09:43 AM
Gave Stygian dragons the aquatic subtype as well; dragons typically (although not always) have elemental subtypes.

:smallconfused: The Water subtype makes the Aquatic one unnecessary, really. A Water creature is capable of breathing both underwater and air - unless specifically noted as an exception. An Aquatic creature can only breathe underwater unless it also has the Amphibious trait.

Zaydos
2010-10-04, 09:49 AM
Then back to just water it fits better any way. Dragons have elemental subtypes, why? Not completely sure, I blame the Draconis Fundamentalis. Besides it makes them vulnerable to turning.

Set
2010-10-04, 10:23 AM
Touch of Styx (Su): Any creature struck by both of an adult Stygian dragon’s claw attacks immediately loses one prepared spell of their highest level as if it had been cast, or one readied maneuver of their highest level becomes un-readied.

Very cool that you've gone the extra step and included maneuvers, and not just spells in this effect.

An even further step would be to have it end any 'focus' condition, whether from a feat that grants Combat Focus, or Arcane Focus, or the traditional Psionic Focus.

Debihuman
2010-10-04, 10:44 AM
Here is the difference between the Aquatic Subtype and Water Subtype:



Aquatic Subtype

These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Water Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.

Zaydos, I don't agree with you that dragons have elemental subtypes unless they are from those specific planes.

Debby

hamishspence
2010-10-04, 10:51 AM
Zaydos, I don't agree with you that dragons have elemental subtypes unless they are from those specific planes.

http://www.d20srd.org/srd/monsters/dragonTrue.htm

MostAll of the Monster Manual dragons have elemental subtypes despite not being from the elemental planes.

There's probably exceptions in other books though.

Zaydos
2010-10-04, 10:54 AM
Of the Monster Manual dragons; all 10 of have a subtype, 3 fire, 2 cold, 1 air (green), 2 earth (blue and copper), 2 water (black and bronze). The lung dragons also have elemental subtypes, as do the Gem dragons. So there is a precedent for dragons having elemental subtypes without being from that plane.

Edit: There are exceptions in Forgotten Realms, and Dragon Magazine dragons, as well as the Planar Dragons which were originally introduced in Dragon Magazine #300. I would also guess that Incarnum dragons are an exception, and I have not checked Sand dragons.

flabort
2010-10-04, 11:06 AM
Still, though, there IS precedence. There is no reason why his dragons shouldn't have elemental subtypes.

Debihuman
2010-10-04, 11:31 AM
I see it now. That's what I get for posting without checking first :redface:

Dragons should probably have been added to the Air, Earth and Water Subtype lists. It was probably an oversight that they were left off.

Debby

Zaydos
2010-10-04, 11:53 AM
Malbolgian Dragon
Dragon (Lawful, Evil)
Environment: Any land (Malbolge).
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 (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
Alignment: Always Lawful Evil
Treasure: Triple Standard.

Before the Reckoning, Moloch had a corps of highly loyal dragons born and bred in the tunnels of Malbolge. These dragons remained loyal to Moloch even after his displacement by Asmodeus, and due to their continuous revolutions against her reign, Hag Countess proceeded to send her fiendish forces against them in a genocidal wave of battle. Few of these dragons survived fleeing to Gehenna.

The Countess took the abandoned eggs, and attempted to bend the unborn dragons to her will, placing the eggs in a vat of infernal pus infused with her own essence. This attempt was a failure, despite carefully hand-raising the dragons that hatched it was only a mere fifty years before as a whole they fled to the caves and their native roosting grounds. The countess would make several, failed, attempts to reign in these rogue dragons during her reign but to no lasting success.

Glaysa has not yet attempted to dominate these dragons, being far too busy setting up her domain and place with the other Lords. Though if the chant is to be believed she has offered them a place in her court and they are considering it deeply. Cause here’s the dark of it, the Malbolgian dragons could smell an imposter like the Hag Countess, but it’s in their blood to obey a Baatezu lord and that’s what Glaysa is, a Baatezu of the old blood. Not to mention that most of the Malbolgian dragons that were alive were put in the deadbook by the layer’s transformation so now they lack numbers to survive a conflict, as well as lacking their traditional hiding places due to the rearrangement of the plane. They don’t have a choice but to yield to Glaysa, and kneel before her.

Moloch’s dragons were powerfully built warriors, whose breath was a great burst of black lightning that was said to be especially devastating to outsiders, Baatezu, Tanar’ri, and Archon alike. It was this breath weapon that made them so deadly during the Reckoning, and so difficult for Malagard to remove afterward. It took Mephistopholes himself to kill the king of the Malbolgian dragons during the Reckoning, in a battle of lightning and fire that left its mark on Cania to this day (the Lake of Ire). Those that have been infused, or some would say tainted, by the Hag Countess’s essence are a weaker breed with neither the girth nor the outsider slaying breath of their predecessors. A female only species, due to the Hag Countess’s effect upon them, the new Malbolgian dragons are smaller, quicker, and have a sharper intelligence, but physically there’s no argument but that they are weaker.

What are you a barmie? You want to know how a female only species of dragons can reproduce? Why don’t you go ask one yourself, ‘cause it would take a sodding berk to find out. Thankfully I know just such a berk, a clueless named Zasper, a wizard ‘biologist’ he calls himself. This sodding Prime has decided to make a habit of studying dragons and their natural processes; yeah the same dragons that think we look like we’d make a nice entre. Well apparently he did g check, and said they came about by some process he liked to call parthenogenesis. Now don’t look at me like that, I didn’t make up the word that barmie prime might have for all I know, though. Either way he described it as a means for females to have kids all by themselves, how they can he didn’t explain and I didn’t feel like asking.

Now these Malbolgian dragons, they have sickly scales the color of Malbolge’s new landscape and their eyes are black as pitch. Not reflective at all either, just pure, dull black. Their wings are flat membranes set along a series of long bone spurs that jut out from either side, and their heads are wide and flat. They move quickly, close to the ground, like scuttling lizards, their long, powerful tails outstretched straight behind. When one of these beasts want you dead, they’ll close in quick with their ability to suddenly teleport and blast you with their lightning breath before coming in for the kill. These mean little devil-kin aren’t scared to play with their food, either, and sometimes their captured prey will wake up to find themselves in the dragon’s den with their skin peeled off most of their body, if not worse tortures having been performed on them while they were sleeping.


Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence
Wyrmling S 4d12+4 (30 hp) 13 12 13 12 13 12 4/1 6 5 4 5 2d6 13 -
Very Young M 7d12+14 (59 hp) 15 12 15 12 13 12 7/9 9 7 5 6 4d6 15 -
Young M 10d12+20 (85 hp) 17 12 15 14 15 14 10/13 13 9 7 9 6d6 17 -
Juvenile L 13d12+39 (123 hp) 21 12 17 16 17 16 13/22 17 11 8 11 8d6 19 -
Young Adult L 16d12+64 (168 hp) 23 12 19 16 17 16 16/26 21 14 10 13 10d6 22 21
Adult H 19d12+76 (199 hp) 25 12 19 18 19 18 19/34 24 15 11 15 12d6 23 23
Mature Adult H 22d12+110 (253 hp) 27 14 21 18 19 18 22/38 28 18 13 17 14d6 26 25
Old H 25d12+125 (287 hp) 29 14 21 20 21 20 25/42 32 19 14 19 16d6 27 27
Very Old H 28d12+168 (350 hp) 31 14 23 20 21 20 28/46 36 22 16 21 18d6 30 29
Ancient G 31d12+217 (418 hp) 35 14 25 22 23 22 31/55 39 24 17 23 20d6 32 31
Wyrm G 34d12+272 (493 hp) 37 14 27 24 25 24 34/59 43 27 19 26 22d6 35 34
Great Wyrm G 37d12+296 (536 hp) 39 14 27 24 25 24 37/63 47 28 20 27 24d6 36 35



Age Speed Init AC SR Special Abilities Spells
Wyrmling 30-ft, climb 30-ft, fly 100-ft (average) +0 16 (+1 Dex, +4 natural, +1 size) - Immunity to Electricity, Resist Fire 5 -
Very Young 30-ft, climb 30-ft, fly 150-ft (poor) +0 18 (+1 Dex, +7 natural) - Resist Fire 10 -
Young 30-ft, climb 30-ft, fly 150-ft (poor) +0 21 (+1 Dex, +10 natural) - Fire Whips, Resist Fire 15 -
Juvenile 30-ft, climb 30-ft, fly 150-ft (poor) +0 23 (-1 size, +1 Dex, +13 natural) - Resist Fire 20 -
Young Adult 30-ft, climb 30-ft, fly 150-ft (poor) +0 26 (-1 size, +1 Dex, +16 natural) 19 DR 5/magic, Resist Fire 25 1st
Adult 30-ft, climb 30-ft, fly 150-ft (poor) +0 28 (-2 size, +1 Dex, +19 natural) 21 Dimension Flit, Resist Fire 30 3rd
Mature Adult 30-ft, climb 30-ft, fly 150-ft (poor) +0 32 (-2 size, +2 Dex, +22 natural) 22 DR 10/magic, Resist Fire 35 5th
Old 30-ft, climb 30-ft, fly 150-ft (poor) +0 35 (-2 size, +2 Dex, +25 natural) 24 Dimension Door, Resist Fire 40 7th
Very Old 30-ft, climb 30-ft, fly 150-ft (poor) +0 38 (-2 size, +2 Dex, +28 natural) 25 DR 15/magic, Resist Fire 45 9th
Ancient 30-ft, climb 30-ft, fly 200-ft (clumsy) +0 39 (-4 size, +2 Dex, +31 natural) 27 Sniper's Bolt, Resist Fire 50 11th
Wyrm 30-ft, climb 30-ft, fly 200-ft (clumsy) +0 42 (-4 size, +2 Dex, +34 natural) 28 DR 20/magic, Resist Fire 55 13th
Great Wyrm 30-ft, climb 30-ft, fly 200-ft (clumsy) +0 45 (-4 size, +2 Dex, +37 natural) 30 Destruction, Resist Fire 60 15th


Special Abilities

Breath Weapon (Su): A Malbolgian dragon has only one type of breath weapon, a line of electricity dealing the listed damage (Ref for half).

Fire Whips (Su): As a swift action a young or older Malbolgian dragon may conjure a pair of flaming tendrils around their claws. While these fire whips are active the dragon may not make claw attacks, instead it may make 2 melee touch attacks with these whips as secondary natural weapons dealing damage as listed before. All damage dealt by a fire whip is considered fire damage, and the dragon’s reach is increased by 10-ft when using a fire whip (they may still use fire whips to attack adjacent enemies).


Size Damage
Medium 1d3
Large 1d4
Huge 1d6
Gargantuan 1d8
Colossal 2d6
Colossal+ 2d8


Dimension Flit (Su): 3/day a young adult or older Malbolgian dragon may teleport its flight speed as a swift action.

Sniper’s Bolt (Su): An ancient or older Malbolgian dragon may use its breath weapon as a ranged touch attack hitting a single target within 10 times its normal breath weapon range (for example for a gargantuan Malbolgian dragon it is normally a 120-ft line; this has a 1200-ft range for such a dragon). The target is still allowed a Reflex save to halve the damage.

Spells: A young adult or older Malbolgian dragon may cast spells as a sorcerer of the indicated level.

Spell-like Abilities: 3/day: Dimension Door (old or older); 1/day Destruction.

Skills: Bluff, Hide, and Move Silently are class skills for Malbolgian dragons.

Zaydos
2010-10-04, 11:54 AM
Finished the 9 hells dragons. That was a project.

Now either 3 more meta-dragons or 4 more lungs.

Or a suggestion that really catches my fancy.

DracoDei
2010-10-04, 11:55 AM
Defined what blindsense and blindsight Chitin-skin Dragons got.
Added age category to the breath weapon tables for Deep Trench and Chitin-skin Dragons.

Thanks I hadn't realized I had left those out; as for the stilted prose I hope I've improved since then. The first post, and the original purpose of this thread, was just to post some dragons I homebrewed for my old campaign years ago in case people wanted to use them. I like to think that my ability to write has improved in the last three years, I might be fooling myself, though.

Edit: That still says I should go back and re-write them... after I have at least 45 dragons.

You are welcome, and I shall try to review more over time.

Silverscale
2010-10-04, 01:50 PM
Finished the 9 hells dragons. That was a project.

Now either 3 more meta-dragons or 4 more lungs.

Or a suggestion that really catches my fancy.
Though I am interested in the other 4 Lung Dragons, I'm still waiting patiently for the Forged-Dragon.....really I like all of your creations so whichever one takes your fancy first.

BTW I know you have a strong liking for LE dragons but don't forget the forces of Good should be just as well staffed as the forces of Evil.

Zaydos
2010-10-04, 01:56 PM
Though I am interested in the other 4 Lung Dragons, I'm still waiting patiently for the Forged-Dragon.....really I like all of your creations so whichever one takes your fancy first.

BTW I know you have a strong liking for LE dragons but don't forget the forces of Good should be just as well staffed as the forces of Evil.

Oh I haven't; once there's more fluff on Mount Celestia (I know of three 2nd edition books, two of which I don't have at the moment, and 2 3rd edition books with fluff on it and the Hebdomad that rules it)* I can make 7 Celestial dragons.

With the lung dragons neutral or good will be the norm (in mythology they were considered a benevolent force, or at worse a force to set right what had been put wrong); and of the meta-dragons the 2 I've made so far are good (one isn't being posted till they fight them).

I'll probably start on the forge dragon or lodestone dragon next.

*There's currently a homebrew project on these forums for this project.

Edit: Actually I think I'll write up some of the half-dragons first.

Silverscale
2010-10-04, 02:12 PM
Oh I haven't; once there's more fluff on Mount Celestia (I know of three 2nd edition books, two of which I don't have at the moment, and 2 3rd edition books with fluff on it and the Hebdomad that rules it)* I can make 7 Celestial dragons.

*There's currently a homebrew project on these forums for this project. Ah ok yes I think you're talking about this thread http://www.giantitp.com/forums/showthread.php?t=170482 . Well I can't wait to see what comes of that as well.


With the lung dragons neutral or good will be the norm (in mythology they were considered a benevolent force, or at worse a force to set right what had been put wrong); and of the meta-dragons the 2 I've made so far are good (one isn't being posted till they fight them).

I'll probably start on the forge dragon or lodestone dragon next.
Can't wait and now I'm curious about the other Meta-Dragon you have:smallamused:

Debihuman
2010-10-04, 02:13 PM
I loved Planescape. Thanks for picking up the Cant again in the Malbogian Dragon's entry.

For anyone not familiar with Planescape, it was a 2e D&D setting that encompassed the cosmology of the Planes (The Great Wheel) but centered on the City of Sigil run by the enigmatic Lady of Pain. It had a distinct look to it and a lingo all its own, i.e. the Cant. See here for more detail: http://www.obsidianportal.com/campaign/cold-blood/wikis/guide-to-planescape-cant.

The Column called "Spells" should be renamed CL. It's Caster Level on the True Dragon charts.

Sniper's Bolt is always 1,200 feet since Ancient, Wyrm and Great Wrym are all Gargantuan creatures.

Debby

Zaydos
2010-10-04, 02:38 PM
More Half-Dragons

Argentum: Half-Argentum dragons are loyal and true, although with a tendency towards myrmidon actions. They gain immunity to cold, and a cone of cold as their breath weapon; they have no deviations from the standard half-dragon template.

Ashwood: Half-Ashwood dragons tend to have an affinity for the natural world. They gain immunity to fire and a line of fire as their breath weapon; they have no deviations from the standard half-dragon template.

Avenger: Half-Avenger dragons are a true rarity, not for lack of fecundity as in half-palladium dragons (below) but due to a lack of reproductive drive in their draconic parents; few Avenger dragons have time or desire to sire offspring. Half-Avenger dragons often become crusading knights or paladins, fighting for whatever cause they find the most righteous. They gain immunity to cold and fire, and gain a cone of sacred fire (50% fire, 50% pure sacred energy) as their breath weapon. In addition they may Smite Evil 1/encounter (+4 to hit, +character level damage). They have +10 Str, +4 Con, +2 Int, +2 Wis, +4 Cha and +4 LA.

Custodian: Half-Custodian dragons show their draconic heritage in their strong belief that law is the only means to ensure good. They have immunity to cold, and a cone of cold breath weapon; they have no deviations from the standard half-dragon template.

Dawn: Half-Dawn dragons take a more active role in the world than their draconic parents, due to their non-draconic half no doubt. A half-Dawn dragon will recognize that some things need protecting, and that they have the strength to protect it. They gain fire immunity and a cone of fire breath weapon; they have no deviations from the standard half-dragon template.

Ebony: Half-Ebony dragons are vain and narcissistic creatures, who naturally consider all other beings their inferior. They have no breath weapon or energy immunity, but instead gain SR 13 + character level.

Eclipse: Half-eclipse dragons find themselves attracted to theology. Many become priests and religious servants of evil gods, while others join the ranks of the Godsmen, and the Defiers (also known as the Believers of the Source, and the Athar). They do not gain an energy immunity or breath weapon instead gaining SR 13 + character level against divine spells; they also gain an extra +2 bonus to Wisdom.

Elan: Half-Elan dragons are kind and caring, putting others before themselves. They gain immunity to negative energy effects, and a cone of positive energy as their breath weapon; they only gain a +4 Strength, but gain a +6 Charisma.

Electrum: Half-electrum dragons are quick and inventive, often looking for new ways to do things. They gain immunity to sonic and a line of sonic breath weapon. Regardless of size they gain wings, like those granted by the half-dragon template, and they gain a +4 to Intelligence, but they only gain a +4 to Strength.

Fog: Half-fog dragons are cunning, and sly creatures with a natural aptitude towards organized crime and piracy. They form large extended families, bound by blood and sometimes adoption. Many fog dragons become spellswords of some sort, mixing magic and swordplay as they fight. They gain immunity to electricity, and a line of electricity as their breath weapon; they do not deviate from the standard template.

Moon: Half-Moon dragons are enigmatic creatures, with a tendency to work behind the scenes on acts of good, only acting directly when the situation calls for extreme heroism. They gain immunity to cold and a cone of cold as their breath weapon. In addition to the normal half-dragon traits they gain wings regardless of size and twice the normal fly speed for a half-dragon, have no need to breathe, and gain a gore attack dealing damage equal to that of the claw attacks the template grants. Finally they gain Dragon Breath (races of dragon) as a bonus feat when they qualify for it and have a +4 LA.

Mu Lung: Half-Mu Lung dragons have a deep connection to the wilderness, and are most common among bamboo spirit folk. They gain immunity to acid, and the Woodland Stride, and Trackless Step abilities instead of a breath weapon; otherwise half-mu lung dragons do not deviate from the standard template.

Palladium: Half-Palladium dragons are wise and caring, with a tendency to enter into leadership positions. They gain immunity to cold and fire, but do not gain a breath weapon; they only gain a +4 to Strength, but gain +4 to Wisdom and Charisma.

Thermite: Half-Thermite dragons are often found as petty tyrants, dictators, and warlords attempting to rule their lessers (a.k.a. everyone) with an iron fist. They gain a line of fire as their breath weapon and immunity to fire.

Victory Dragon: Half-Victory Dragons only gain +6 Str but gain +4 Charisma and the ability to Inspire Courage as a bard with a class level equal to their character level 1/day +1/day for 4 character levels. They have immunity to sonic and a line of sonic breath weapon.

Word Dragon: Half-Word Dragons do not gain the normal ability score modifiers of a half-dragon, or wings even if Large or Larger. Instead they gain +4 Str, +4 Con, +4 Int, +4 Wis, and +4 Cha and a +6 racial bonus on Truespeak checks as well as Truename Training as a bonus feat. Lastly they also gain the ability to take the shape of one small or medium animal or humanoid with no more racial hit dice than they have (minimum 1 for creatures who dropped their only racial hit die). They retain the normal natural armor, and natural weapons. Their breath weapon is a cone that removes the ability to speak of creatures within it for 1 minute (Will negates).

Star Dragon: Half-Star Dragons have wings and good maneuverability regardless of size category. Their breath weapon deals 6d6 untyped damage and any creature that fails their save for half gains fire vulnerability for 1d4+1 rounds. They also have cold and fire immunity and a deflection bonus to AC equal to one-half their charisma modifier. They have +4 LA instead of the normal +3.

Mithral: Half-Mithral Dragons are rare enough that very few worlds even have legends of them, and if sages are to be believed then none have ever been born that legends are not told of to this day. They have +12 Str, +2 Dex, +6 Con, +4 Int, +4 Wis, +6 Cha, and a +6 natural armor bonus. They have bite and claw attacks as normal for a half-dragon and wings regardless of size category granting them a fly speed equal to twice their base land speed with average maneuverability. Their half-dragon breath weapon can be a cone or line of acid, cold, electricity, or fire (chosen as it is used) and they may use it every 1d4 rounds; they are also immune to all four of the aforementioned energy types. They gain spellcasting as a favored soul 1/2 their character level and frightful presence (30-ft range) as a dragon. Finally they have DR 5/epic. A half-mithral dragon has +5 LA.

Lepidodendron: Half-lepidodendron dragons have no bonus to Cha but gain +2 Wis. They are immune to electricity but lack a breath weapon entirely instead gaining the continuous ability to speak with animals, plants, and vermin and to breathe water.

Gorgonid: Half-gorgonid dragons have +6 Str, +2 Dex, and no bonus to Int. They are immune to fire, but do not gain a breath weapon, but gain a +2 bonus to attack rolls when flanking a target and when flanking can apply sneak attack or other precision damage to targets normally immune to critical hits.

Cataclysm: Half-Cataclysm dragons are fearsome foes. They gain a +16 Str, +6 Con, +2 Int, and +2 Cha instead of the normal half-dragon modifiers as well as +8 natural armor. They are immune to ability damage (but not drain) and have universal energy resistance 30 and they may use their breath weapon every 1d4 rounds, dealing 6d8 (1d8 per two character levels whichever is higher) damage of whatever energy type is most effective against the target. Regardless of size half-cataclysm dragons have wings and a fly speed equal to twice their land speed with poor maneuverability, if medium or larger they may also make 2 wing attacks dealing damage as appropriate to their size (see spoilered table) and large or larger specimens gain tail attacks as well. They have a +6 LA.

Tail and Wing Damage
{table]Size|Tail|Wing
<M|-|-
M|-|1d4
L|1d8|1d6
H|2d6|1d8
G|2d8|2d6
C|4d6|2d8[/table]

Umbra: Half-umbra dragons inherit some of their draconic forebear's dark power, albeit simply a small portion. They gain a +8 Str, +4 Con, +4 Int, +4 Wis, and +6 Cha instead of the normal half-dragon ability modifiers. In addition they gain darkvision 120-ft and the ability to see in magical darkness as if it were mundane darkness. All half-umbra dragons also gain their charisma modifier as a deflection bonus to AC, but do not gain a bonus to natural armor like most dragons. Their breath weapon deals 3 negative levels, with a Fort save (Con based) for half; half-umbra dragons are immune to energy draining effects. They have a +4 LA.

Fiendish Half-Dragons:

Many, although not all, scions of these unhallowed lineages have the fiendish template (or are planetouched) in addition to half-dragon.

Avernine: Half-Avernine dragons are brutal warriors, and cunning tacticians. Rarely are they found as rulers, except in civilizations where king and marshal are the same; instead preferring to lead on the field of battle, reveling in the foes that fall before them. They have immunity to fire, and a cone of fire for their breath weapon; they do not deviate from the standard half-dragon template.

Cania: Half-Canian dragons are single-minded and often unoriginal in their thinking. Their minds are keen, and they assimilate information quickly, but they rarely show their own initiative. Half-Canian dragons have cold immunity and a line of cold (or ice) for a breath weapon; they do not deviate from the standard template.

Dis: Half-Dis dragons are paranoid and vicious, never willing to truly trust other creatures. They are immune to sonic and have a line of sound (dealing sonic damage) as their breath weapon; they do not otherwise deviate from the standard half-dragon subtype.

Maladomini: Half-Maladominian dragons are vain creatures, their bodies reflecting their parent's pre-adulthood form of glory; their escape from the curse of transformation causes these same parents to loathe them. Half-Maladominian dragons are immune to poison and disease and have a cone of charisma damaging gas for a breath weapon that deals 4 Charisma damage (Fort save for half); they do not gain any bonus to Int, but get an additional +2 to Charisma (for +4 total).

Malbolgian: All half-Malbolgian dragons are female (or named Marty Stu), and are a very rare kind of half-dragon to begin with. They are typically swift, and brutal skirmishers, relying on a single devastating attack to take out their enemy, and their physical toughness to see them through afterward if that should fail. Half-Malbolgian dragons have a line of electricity as a breath weapon and immunity to electricity; they do not otherwise deviate from the normal half-dragon template.

Phlegethos: Half-Phlegethos dragons are charismatic sociopaths. They have a sadistic love for pain, and often will use their charisma to attract lovers, only to crush their will to live. Half-Phlegethos dragons are immune to fire and have a cone of fire as their breath weapon. They only gain a +6 to Str, but gain +4 to Cha (total).

Stygian: Half-Stygian dragons are treacherous creatures, always plotting how to improve their own station. They have (almost) no loyalty, willing to betray even their closest friend for the right price. Half-Stygian dragons are immune to cold and the memory draining effects of the River Styx, and have a cone of cold for their breath weapon. They gain a +4 Str, +4 Dex, +2 Con, +2 Int, and +2 Cha and the ability to breath water, and a swim speed equal to 1/2 their landspeed but they do not gain wings even if large or larger and cannot take the Dragon Wings feat.

Half-Fey Dragons

Iron Rose: Half-Iron Rose dragons are proud and haughty as a norm. They have a harsh, and strict, code of honor and justice that they apply equally to themselves and others; that equality doesn't make them 'good' by any means though, they remain vicious, hateful, and murderous despite this strict code. Half-Iron Rose dragons are immune to cold and have a cone of cold as their breath weapon; they do not deviate from the standard half-dragon template.

This covers the good aligned dragons I have made (+ Ashwood dragons); I did not cover Magnesium or Baneslayer as I did not create them. Neutral dragons will come sooner or later, followed by evil dragons last.

Edit: Added several evil dragons; specifically those that were easy. I'll add the harder ones when I have the time and sleep to do the job right.

Edit: Added more good dragons.

Edit: Upped Cataclysm's LA to +6; thinking heavily about doing the same to Half-Mithral.

Zaydos
2010-10-04, 02:53 PM
I loved Planescape. Thanks for picking up the Cant again in the Malbogian Dragon's entry.

For anyone not familiar with Planescape, it was a 2e D&D setting that encompassed the cosmology of the Planes (The Great Wheel) but centered on the City of Sigil run by the enigmatic Lady of Pain. It had a distinct look to it and a lingo all its own, i.e. the Cant. See here for more detail: http://www.obsidianportal.com/campaign/cold-blood/wikis/guide-to-planescape-cant.

The Column called "Spells" should be renamed CL. It's Caster Level on the True Dragon charts.

Sniper's Bolt is always 1,200 feet since Ancient, Wyrm and Great Wrym are all Gargantuan creatures.

Debby

Fixed the spells columns in... well I think I got every single one.
I put the conversion for Sniper's Bolt so that it could be used with the Advanced Great Wyrms from Epic Level Handbook and Draconomicon which can increase the size to Colossal and then to Colossal+; I should make the example actually be for gargantuan dragons though.

And yeah I love Planescape; wish I had my Planeswalker's Handbook when writing these though. That's one reason the 9 Hells dragons got done was because I got to dive into Planescape's rich, marvelous fluff.

Debihuman
2010-10-04, 03:54 PM
Why aren't Magnesium dragon's immune to their own breath weapon and the breath weapon of other Magnesium dragons? This is usually standard. I think taking damage from its own breath weapon is too much of a weakness.

Debby