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Stake A Vamp
2013-04-29, 06:22 PM
Alchemical Dragon
Medium Dragon
Hit Dice: 5d12+10 (42 hp)
Initiative: +1
Speed: 40 ft. (8 squares) Fly 50 ft (good) Burrow 20 ft.
Armour Class: 15 (+1 Dex, +4 natural)
Base Attack/Grapple: +5/+7
Attack: Bite +8 (1d6+2)
Full Attack: Bite +8 (1d6+3) 2 claws +5 (1d6+1) 2 wings +5 (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath Weapon
Special Qualities: darkvision 120 ft., blindsense 30 ft., scent, acid resistance 5, fire resistance 5
Saves: Fort +6 Ref +5 Will +6
Abilities Str 14, Dex 13, Con 14, Int 8, Wis 14, Cha 12
Skills: Hide +9, Move Silently +9, Knowledge (arcana) +7, Craft (Alchemy) +7, Appraise +7
Feats: Weapon Focus (Bite), Recover Breath (b), multi-attack
Environment: temperate hills
Organization: solitary, pair, clutch (2- 8)
Challenge Rating: 3
Treasure: double standard
alignment: often neutral evil

the creature before you resembles a dragon, it stands three feet at the shoulder, has mottled blue-grey and forest green scales, it reeks of acid and alchemical reagents

the first alchemical dragon is the result of a sadistic alchemist's experimentation upon a hapless clutch of eggs, in an attempt to grant the properties of different alchemical concoctions. one of the eggs hatched, the one who he infused with alchemists fire and potent acid. his sadism was his downfall, he mistreated the creature, which in turn lead it to it killing him and escaping, and terrorizing Serenity valley for the latter part of a century. the Alchemical Dragon speaks Common, Draconic, and Giant.

combat
the Alchemical Dragon is a clever combat, often attacking from surprise and using it's breath weapon to the best possible effect. it is know to bargain with obviously superior opponents for safe passage through it's territory.
Breath Weapon: the Alchemical Dragon can breathe out a 30 ft. cone of alchemist's fire and alchemical acid, dealing 2d6 points of alchemical damage (alchemical damage is half fire half acid) every 1d4-1 rounds (minimum 1) Reflex DC 14 half.

Authors note: yes the background is set for my setting. yes serenity valley is a reference to firefly. and please P.E.A.C.H. nicely (i have gotten grief for saying P.E.A.C.H. nicely before, but i firmly believe that one can be both honest and nice, and therefore it shall remain.)

inuyasha
2013-04-29, 07:55 PM
*applauds*

I really dont see anything wrong with this, also if your interested, I like making dragons too (http://www.giantitp.com/forums/showthread.php?t=278987)

Debihuman
2013-04-30, 11:46 AM
Congrats on your first homebrew!

You did a pretty good job. A medium sized dragon has some standard abilities see online srd here: http://www.d20srd.org and for the dragon specific stuff here: http://www.d20srd.org/srd/monsters/dragonTrue.htm.

Armor class is missing flat-footed and touch ACs. It has Flat-footed 14 and Touch 11.

Generally speaking, a Medium sized dragon should have three attacks as full attack: Bite doing 1d8 damage, 2 claws doing 1d6 damage and 2 wing buffets doing 1d4 damage. Bite is usually the primary weapon and the claws and wings would be secondary weapons (at -5 to hit penalty and doing ½ the dragon’s Strength bonus in damage). If a creature only has one primary attack its extra damage is 1½ the Strength bonus.

Recover Breath feat has a prerequisite of Con 17 and since it isn't a bonus feat, you need to either raise Con to 17 or you need to make Recover Breath a bonus feat indicating it such with (B) or B and give the alchemical dragon another feat. Since this is meant for CR 3, it's more reasonable to make it a bonus feat so that the save isn't too high.

Since you mention that the dragon reeks of chemicals, perhaps you should make it easier to track by scent. A +2 or +4 Circumstance bonus to anyone tracking these by scent wouldn't be out of place.

You also might want to distinguish between the alchemical dragon's breath and the the black dragon's breath weapon by adding the following:

Items hit by an alchemical dragon's breath weapon become corroded immediately. A corroded item becomes damaged and loses half its value until repaired. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 14 Reflex save or become damaged. The save DC is Constitution-based. Damaged items can be repaired normally with the appropriate Craft check (see Craft skill) or with a make whole spell.

Debby

Stake A Vamp
2013-05-04, 08:48 AM
fixed it, thank yo Debi-human