inuyasha
2013-03-11, 10:01 PM
for all of you who like long, random charts, dont like color coded dragons, or for any other reason, come and look at my charts.
It should be noted I borrowed a 1e chart from another website (which i cant find again) as the base, then i converted it to 3.X and expanded uppon it
warning: if you dont like random stuff dont check out this thread
Size
{table] Roll| Size
1.|fine
2.|diminutive
3.|tiny
4.|small
5.|medium
6.|large
7.|huge
8.|gargantuan
9.|colossal
10.|reroll
[/table]
Hit Dice Small<
{table]Roll| Hit dice
1.|5
2.|6
3.|7
4.|8
[/table]
Medium-huge
{table]Roll| Hit dice
1.|9
2.|10
3.|11
4.|12
5.|13
6.|14
[/table]
Gargantuan-colossal
{table]Roll| Hit dice
1.|15
2.|16
3.|17
4.|18
5.|19
6.|20
7.|21
8.|22
9.|23
10.|24[/table]
General appearence
{table] Roll| General appearence
1.|Serpentine, no legs
2.|Serpentine, front legs only
3.|Bipedal, Tyrannosaur-like
4.|Four legged.
5.|Multi-legged, Centipede (six or more legs low to ground)
6.|Bipedal, Spinosaurus!
7.|Multi-legged, Centaur (six or more legs, one half low to ground other half higher up)
8.|Bipedal, humanoid
[/table]
Natural armor Small<
{table]Roll| Natural armor
1.|5
2.|6
3.|7
4.|8
[/table]
Medium-huge
{table]Roll| Natural armor
1.|9
2.|10
3.|11
4.|12
5.|13
6.|14
[/table]
Gargantuan-colossal
{table]Roll| Natural armor
1.|15
2.|16
3.|17
4.|18
5.|19
6.|20
7.|21
8.|22
9.|23
10.|24
[/table]
Special defense
{table]Roll|special defense
1.|DR 10/magic
2.|Anti-magic field, 10ft. radius
3.|Chameleon, no size penalty to hide checks
4.|Miasmal fog, Anyone closing to melee range must save or contract random disease.
5.|Regenerates at a rate of HD+4 beatable by 2 energy types.
6.|can blink at will, and can evoke or end the effect as a free action
7.|SR 10+HD
8.|energy blood, when hit by a piercing or slashing weapon, blood pours out dealind 1d6 energy damage +1d6 per 3 hit dice (energy is picked by DM)
9.| Fast healing at a rate of half HD+2
10.| DR(1/4 HD)/--
11.| Immune to something else, sleep, paralysis, poison, disease, etc
12.| Regeneration at 1/3 HD
13.| Decaying: gain all undead immunities but not the type
14.| Clockwork parts: gain all construct immunities but not the type
15.| DR (1/2 HD)/silver
16.| Lost limbs (including head) regrow in one round
17.| A wish or miracle spell is required to keep the dragon from reviving in 1d4 months
18.| This dragon gains one additional hit point per hit die
19.| Surrounded by a field of wind: all ranged attacks are at -4 to hit the dragon
20.| ROLL TWICE!!!
[/table]
Alignment
{table]Roll|Alignment
1.|LG
2.|LN
3.|LE
4.|NG
5.|TN
6.|NE
7.|CG
8.|CN
9.|CE
10.|reroll
[/table]
Stats
{table]Stats
assume the dragon is medium, roll 4d6 per stat, then increase or decrease size
[/table]
Number of attacks (pick what attacks the dragon has) (Ex. 1 claw, 2 bites, 4 tentacles etc.)
{table]Roll|number of attacks
1.|1 attack
2.|2 attacks
3.|3 attacks
4.|4 attacks
5.|5 attacks
6.|6 attacks
[/table]
Damage per attack (also adjust for size)
{table]Roll| Damage per attack
1.|1D4
2.|1D6
3.|1D8
4.|1D10
5.|1D12
6.|2D6
[/table]
Special attacks
{table]Roll| special attacks
1.|One natural attack is one die size larger
2.|With a snap of its tail, a dragon can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only (HD*4) spikes in any 24-hour period. If the dragon has regeneration, two spikes regenerate every half hour
3.|The dragon can, on a successful melee touch attack, deal a number of points of damage to one ability score equal to half the damage of its weakest natural weapon (1d6 becomes 1d3, 1d8 becomes 1d4, 1d12 becomes 1d6 etc), roll 1d6 to determine the ability score. A successful constitution based fortitude save can negate the effect. This ability can be used every 1d6 rounds
4.|Hypnotic gaze. Those who meet the dragons eyes must make a charisma based will save or be "Charmed" as per spell.
5.|Cause Madness. Target must make a charisma based will save or be stricken with the insanity spell
6.|Prehensile tail. Dragon can grasp and hold objects, or constrict for 1-6 damage (if medium size) per round with a successful grapple check.
7.|When this dragon slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life.A dragon advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a dragon devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.The Dragon only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total.
8.| Energy claws. One natural attack does 1d8 extra energy damage on a successful hit
9.| Force claws. One natural attack bypasses all damage reduction and hardness because it is in a sheathe of force
10.|Extra spell like abilities. The dragon gains a number of points to spend equal to double its hit dice, these points are used to buy new special abilities for the dragon. Expending a number of points equal to the spells level makes the spell able to be cast 1/day as a spell like abiltiy, double the spells level is 3/day, triple the spells level is at will, and four times the spell like ability is constant. Example: the dragon has 6 hit dice, it can get 2 third level spells once a day, two first level spells at will, one sixth level spell once a day, or one second level spell at will by spending points.
11.| One natural attack spreads a random disease on a failed fortitude save (constitution based)
12.|reroll twice on this table
[/table]
Breath weapon Damage Type Damage=(HD+2)D8
{table]Roll|breath weapon
1.|Fire
2.|Cold
3.|Acid
4.|Sonic
5.|Lightning
6.|Unique (roll on unique breath weapon table)
[/table]
Breath weapon Shape
{table]Roll|breath weapon
1.|Line
2.|Cone
[/table]
Unique breath weapon
{table]Roll|unique breath weapon
1.|Spittle ball causes random polymorph to those hit.
2.|Poison gas fortitude save [con based] or take 1d6 abiliy damage, primary and secondary
3.|Breath becomes "Web" as per the spell.
4.|Glob of protoplasm which transforms targets the area (halve range of either a normal cone or line) into random monster under the dragon's control. the form must be chosen from the highest level "summon monster" or "summon natures ally" a druid or wizard of the dragons HD could cast,
5.|Breath disintegrates metal. Only magic items may attempt to save (the DC is con based).
6.|Hurricane force wind as per the DMG
7.|Cloud of detatchable teeth as the blade barrier spell, teeth regenerate 1d3 rounds later, during this time it deals 1/4 damage with any bite attack it possesses as it gums the target with an empty mouth
8.|Enervation as the spell
9.|inside out gas cloud, fortitude save [con based] or die, if save is made take 2d6 damage per hit die as the targets turn inside out and their innards become outtards
10.|creeping doom as the spell
11.|re-roll twice on the regular breath weapon chart and split damage between those types
12.|Pick a spell from any spell list of the highest level that a caster with the HD of the dragon could cast, it must be any spell applicable for the [I]living spell template. This is it's breath weapon and it affects all within a cone or line as normal.
[/table]
Bonus feats
{table]Roll|number of bonus feats
1-50| none
51-75| one
76-95| two
96-100|three
[/table]
Advancement
up to double HD-same size, up to triple HD-+1 size
It should be noted I borrowed a 1e chart from another website (which i cant find again) as the base, then i converted it to 3.X and expanded uppon it
warning: if you dont like random stuff dont check out this thread
Size
{table] Roll| Size
1.|fine
2.|diminutive
3.|tiny
4.|small
5.|medium
6.|large
7.|huge
8.|gargantuan
9.|colossal
10.|reroll
[/table]
Hit Dice Small<
{table]Roll| Hit dice
1.|5
2.|6
3.|7
4.|8
[/table]
Medium-huge
{table]Roll| Hit dice
1.|9
2.|10
3.|11
4.|12
5.|13
6.|14
[/table]
Gargantuan-colossal
{table]Roll| Hit dice
1.|15
2.|16
3.|17
4.|18
5.|19
6.|20
7.|21
8.|22
9.|23
10.|24[/table]
General appearence
{table] Roll| General appearence
1.|Serpentine, no legs
2.|Serpentine, front legs only
3.|Bipedal, Tyrannosaur-like
4.|Four legged.
5.|Multi-legged, Centipede (six or more legs low to ground)
6.|Bipedal, Spinosaurus!
7.|Multi-legged, Centaur (six or more legs, one half low to ground other half higher up)
8.|Bipedal, humanoid
[/table]
Natural armor Small<
{table]Roll| Natural armor
1.|5
2.|6
3.|7
4.|8
[/table]
Medium-huge
{table]Roll| Natural armor
1.|9
2.|10
3.|11
4.|12
5.|13
6.|14
[/table]
Gargantuan-colossal
{table]Roll| Natural armor
1.|15
2.|16
3.|17
4.|18
5.|19
6.|20
7.|21
8.|22
9.|23
10.|24
[/table]
Special defense
{table]Roll|special defense
1.|DR 10/magic
2.|Anti-magic field, 10ft. radius
3.|Chameleon, no size penalty to hide checks
4.|Miasmal fog, Anyone closing to melee range must save or contract random disease.
5.|Regenerates at a rate of HD+4 beatable by 2 energy types.
6.|can blink at will, and can evoke or end the effect as a free action
7.|SR 10+HD
8.|energy blood, when hit by a piercing or slashing weapon, blood pours out dealind 1d6 energy damage +1d6 per 3 hit dice (energy is picked by DM)
9.| Fast healing at a rate of half HD+2
10.| DR(1/4 HD)/--
11.| Immune to something else, sleep, paralysis, poison, disease, etc
12.| Regeneration at 1/3 HD
13.| Decaying: gain all undead immunities but not the type
14.| Clockwork parts: gain all construct immunities but not the type
15.| DR (1/2 HD)/silver
16.| Lost limbs (including head) regrow in one round
17.| A wish or miracle spell is required to keep the dragon from reviving in 1d4 months
18.| This dragon gains one additional hit point per hit die
19.| Surrounded by a field of wind: all ranged attacks are at -4 to hit the dragon
20.| ROLL TWICE!!!
[/table]
Alignment
{table]Roll|Alignment
1.|LG
2.|LN
3.|LE
4.|NG
5.|TN
6.|NE
7.|CG
8.|CN
9.|CE
10.|reroll
[/table]
Stats
{table]Stats
assume the dragon is medium, roll 4d6 per stat, then increase or decrease size
[/table]
Number of attacks (pick what attacks the dragon has) (Ex. 1 claw, 2 bites, 4 tentacles etc.)
{table]Roll|number of attacks
1.|1 attack
2.|2 attacks
3.|3 attacks
4.|4 attacks
5.|5 attacks
6.|6 attacks
[/table]
Damage per attack (also adjust for size)
{table]Roll| Damage per attack
1.|1D4
2.|1D6
3.|1D8
4.|1D10
5.|1D12
6.|2D6
[/table]
Special attacks
{table]Roll| special attacks
1.|One natural attack is one die size larger
2.|With a snap of its tail, a dragon can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only (HD*4) spikes in any 24-hour period. If the dragon has regeneration, two spikes regenerate every half hour
3.|The dragon can, on a successful melee touch attack, deal a number of points of damage to one ability score equal to half the damage of its weakest natural weapon (1d6 becomes 1d3, 1d8 becomes 1d4, 1d12 becomes 1d6 etc), roll 1d6 to determine the ability score. A successful constitution based fortitude save can negate the effect. This ability can be used every 1d6 rounds
4.|Hypnotic gaze. Those who meet the dragons eyes must make a charisma based will save or be "Charmed" as per spell.
5.|Cause Madness. Target must make a charisma based will save or be stricken with the insanity spell
6.|Prehensile tail. Dragon can grasp and hold objects, or constrict for 1-6 damage (if medium size) per round with a successful grapple check.
7.|When this dragon slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life.A dragon advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a dragon devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.The Dragon only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total.
8.| Energy claws. One natural attack does 1d8 extra energy damage on a successful hit
9.| Force claws. One natural attack bypasses all damage reduction and hardness because it is in a sheathe of force
10.|Extra spell like abilities. The dragon gains a number of points to spend equal to double its hit dice, these points are used to buy new special abilities for the dragon. Expending a number of points equal to the spells level makes the spell able to be cast 1/day as a spell like abiltiy, double the spells level is 3/day, triple the spells level is at will, and four times the spell like ability is constant. Example: the dragon has 6 hit dice, it can get 2 third level spells once a day, two first level spells at will, one sixth level spell once a day, or one second level spell at will by spending points.
11.| One natural attack spreads a random disease on a failed fortitude save (constitution based)
12.|reroll twice on this table
[/table]
Breath weapon Damage Type Damage=(HD+2)D8
{table]Roll|breath weapon
1.|Fire
2.|Cold
3.|Acid
4.|Sonic
5.|Lightning
6.|Unique (roll on unique breath weapon table)
[/table]
Breath weapon Shape
{table]Roll|breath weapon
1.|Line
2.|Cone
[/table]
Unique breath weapon
{table]Roll|unique breath weapon
1.|Spittle ball causes random polymorph to those hit.
2.|Poison gas fortitude save [con based] or take 1d6 abiliy damage, primary and secondary
3.|Breath becomes "Web" as per the spell.
4.|Glob of protoplasm which transforms targets the area (halve range of either a normal cone or line) into random monster under the dragon's control. the form must be chosen from the highest level "summon monster" or "summon natures ally" a druid or wizard of the dragons HD could cast,
5.|Breath disintegrates metal. Only magic items may attempt to save (the DC is con based).
6.|Hurricane force wind as per the DMG
7.|Cloud of detatchable teeth as the blade barrier spell, teeth regenerate 1d3 rounds later, during this time it deals 1/4 damage with any bite attack it possesses as it gums the target with an empty mouth
8.|Enervation as the spell
9.|inside out gas cloud, fortitude save [con based] or die, if save is made take 2d6 damage per hit die as the targets turn inside out and their innards become outtards
10.|creeping doom as the spell
11.|re-roll twice on the regular breath weapon chart and split damage between those types
12.|Pick a spell from any spell list of the highest level that a caster with the HD of the dragon could cast, it must be any spell applicable for the [I]living spell template. This is it's breath weapon and it affects all within a cone or line as normal.
[/table]
Bonus feats
{table]Roll|number of bonus feats
1-50| none
51-75| one
76-95| two
96-100|three
[/table]
Advancement
up to double HD-same size, up to triple HD-+1 size