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Gnomes2169
2014-02-22, 02:28 AM
The third and final of the dragons of the Void, Creation dragons are the opposites of their Oblivion brethren, beacons of hope, creation and life instead of war and death. Though difficult to force into combat, Creation dragons can make terrible foes, especially when their eternal foes threaten the forces of creation.

Creation Dragons

Dragon (Void)
Climate/terrain: The Void, Space or Astral plane
Organization: Solitary, Pair, Family (2 young adult+, 2-3 wyrmling-young), Community (1 Ancient+, 3 Adult-Old, 4-6 any other age category)
Treasure: Five times standard
Alignment: Neutral Good
Advancement: Wyrmling 8-10 HD, Very young 11-13 HD, Young 14-16 HD, Juvenile 17-19 HD, Young adult 20-22, Adult 23-25, Mature adult 26-28, Old 29-31, Very old 32-34, Ancient 35-37, Wyrm 38-40, Greatwyrm 41+
Challenge rating: Wyrmling 6, Very young 7, Young 9, Juvenile 12, Young adult 13, Adult 15, Mature adult 17, Old 19, Very old 21, Ancient 23, Wyrm 25, Greatwyrm 28

{table=head]Age category | Size | Hit dice | Str | Dex | Con | Int | Wis | Cha | BAB/ Grapple | Attack | Fort | Ref | Will | Breath weapon (DC) | Awing presence | SR
Wyrmling | L | 8d12+24 (72) | 17 | 12 | 17 | 10 | 14 | 13 | +8/+15 | +10 | +9 | +7 | +8 | 2d6 (17) | 15 | 8
Very young | L | 11d12+44 (110) | 19 | 12 | 19 | 10 | 14 | 13 | +11/+19 | +14 | +11 | +8 | +9 | 4d6 (19) | 16 | 11
Young | H | 14d12+56 (140) | 23 | 12 | 19 | 12 | 16 | 15 | +14/+28 | +18 | +13 | +10 | +12 | 6d6 (21) | 19 | 14
Juvenile | H | 17d12+102 (204) | 25 | 12 | 23 | 12 | 16 | 15 | +17/+32 | +22 | +16 | +11 | +13 | 8d6 (24) | 20 | 17
Young adult | G | 20d12+120 (240) | 27 | 12 | 23 | 14 | 18 | 17 | +20/+40 | +25 | +18 | +13 | +16 | 10d6 (26) | 23 | 20
Adult | G | 23d12+161 (299) | 31 | 12 | 25 | 14 | 18 | 17 | +23/+45 | +28 | +20 | +14 | +17 | 12d6 (29) | 24 | 23
Mature adult | G | 26d12+182 (338) | 33 | 12 | 25 | 16 | 20 | 19 | +26/+49 | +32 | +22 | +16 | +20 | 14d6 (31) | 27 | 26
Old | C | 29d12+261 (435) | 37 | 12 | 29 | 16 | 20 | 19 | +29/+56 | +36 | +25 | +17 | +21 | 16d6 (33) | 28 | 29
Very old | C | 32d12+288 (480) | 39 | 12 | 29 | 18 | 22 | 21 | +32/+60 | +40 | +27 | +19 | +24 | 18d6 (35) | 31 | 32
Ancient | C | 35d12+350 (560) | 41 | 12 | 31 | 18 | 22 | 21 | +35/+64 | +44 | +29 | +20 | +25 | 20d6 (37) | 32 | 35
Wyrm | C | 38d6+380 (608) | 43 | 12 | 31 | 20 | 24 | 23 | +38/+68 | +48 | +31 | +22 | +28 | 22d6 (39) | 35 | 38
Greatwyrm | C+ | 41d6+451 (697) | 47 | 12 | 33 | 20 | 24 | 23 | +41/+74 | +52 | +34 | +24 | +30 | 24d6 (41) | 36 | 41[/table]

{table=head]Age category | Speed | Initiative | AC | Special abilities | CL
Wyrmling | 50ft, fly 80ft (Average) | +1 | 17 (+7 natural armor, +1 dex, -1 size), 10 touch, 16 flat footed | Creator of Breath, Void's protection, Awing aura, Regeneration (1/2 HD) | --
Very young | 50ft, fly 100 (Poor) | +1 | 20 (+10 natural armor, +1 dex, -1 size), 10 touch, 19 flat footed | Entangle | --
Young | 50ft, fly 100 (poor) | +1 | 22 (+13 natural armor, +1 dex, -2 size), 9 touch, 21 flat footed | Plant growth | --
Juvenile | 50ft, fly 100 (poor) | +1 | 25 (+16 natural armor, +1 dex, -2 size), 9 touch, 24 flat footed | Grasping Earth | 1st
Young adult | 50ft, fly 100 (poor) | +1 | 27 (+19 natural armor, +1 dex, -3 size), 8 touch, 26 flat footed | DR 5/ +1 | 3rd
Adult | 50ft, fly 100 (poor) | +1 | 30 (+22 natural armor, +1 dex, -3 size), 8 touch, 29 flat footed | Spike stones | 5th
Mature adult | 50ft, fly 100 (poor) | +1 | 33 (+25 natural armor, +1 dex, -3 size), 8 touch, 32 flat footed | DR 10/ +2 | 7th
Old | 50ft, fly 100 (poor) | +1 | 35 (+28 natural armor, +1 dex, -4 size), 7 touch, 34 flat footed | -- | 9th
Very old | 50ft, fly 100 (poor) | +1 | 38 (+31 natural armor, +1 dex, -4 size), 7 touch, 37 flat footed | DR 15/ +3 | 11th
Ancient | 50ft, fly 100 (poor) | +1 | 41 (+34 natural armor, +1 dex, -4 size), 7 touch, 40 flat footed | True creation | 13th
Wyrm | 50ft, fly 100 (poor) | +1 | 44 (+37 natural armor, +1 dex, -4 size), 7 touch, 43 flat footed | DR 20/ +4 | 15th
Greatwyrm | 50ft, fly 100 (poor) | +1 | 46 (+40 natural armor), +1 dex, -5 size), 6 touch, 45 flat footed | World shaper | 17th[/table]

Breath weapon (su): Dragons of creation have two breath weapons. Their main weapon is a line of lightning that deals 2d6 electric damage per age category. A reflex save is allowed for half damage (the DC is con based).

Alternately, the creation dragon can breath a cone of ice that deals 2d4 cold damage per age category (Fortitude save half at the same DC). Creatures that fail their saving throw against this weapon have their movement speed reduced to 0 for one round per age category of the creation dragon as ice builds up around them and holds them in place. This ice has a hardness of 7, hp of 10 and a burst point of 15.

Caster level: A creation dragon of the young category may learn and prepare divine spells much like a sorcerer. The spells that they cast may be from the cleric spell list, and they have access to the domains Creation, Good and Life. Alternatively, in a campaign that allows psionics, the creation dragon may manifest powers as a Psion specialized in metacreativity of the given level. Their primary casting stat is charisma.

Electricity immunity (ex): The bodies of a dragon of creation are built to survive in areas filled with the chaotic energies of creation, granting them immunity to all forms of electric damage.

Acid vulnerability (ex): Dragons of creation are especially vulnerable to the corrosive acids of the world which break them apart. All incoming sources of acid damage are increased by 50%.

Awing aura (su): Creatures that face a dragon of creation often find that they cannot bring their weapons to bear against these majestic, peaceful creatures. Instead of a dragon's normal frightful aura, the Creation dragon has an aura that functions like a Zone of Peace spell, but with differences as noted here. The save DC is set to 10+1/2 dragon HD+Cha mod and creatures that fail their saving throw may not take hostile actions against the dragon of creation, even in the form of spells or environmental manipulation. If a single creature under the effect of this aura is attacked by the dragon of creation, then all creatures under the effect of this aura may remake their saving throw. This aura is an emanation centered on the dragon of creation with a range of 50' per age category.

Additionally, the dragon of creation has a bonus to diplomacy and sense motive checks while interacting with creatures in their aura based on their relative position in the good-evil axis. Against creatures of the same alignment as the creation dragon (good->good), the dragon gains a bonus of double their age category; For creatures one step away (good->neutral), they gain their age category as a bonus; Finally, the dragon gets 1/2 of their age category (rounded down, minimum 0) as a bonus when interacting with creatures two steps away from them on the good-evil axis (good->evil).

Creatures immune to mind or fear effects are immune to all of the effects listed here. Dragons are also immune to this effect.

Creator of Breath (su): The creation dragon is surrounded at all times by a shell of breathable air, even in the void or space. While under water, the water around them becomes breathable for terrestrial creatures and remains harmless for aquatic life. The aura of breathable air will be cleared of any toxic gasses in 1d3 rounds, and can generate winds up to 20 mph. This shell of air has an aura of 20' per age category.

Void's protection (ex): The power of the void does course through the dragons of creation, though it is in a different form from the other dragons as the creators are different in almost every way from their brothers. Dragons of creation have their natural SR from HD from their conception, and their bodies are designed in such a way that this protection can bolster other creatures around them, reinforcing other mortals against the harmful forces of magic.

Allies of the dragon of creation with a natural SR gain an inherit bonus to their SR equal to the dragon of creation's age category if they stand within 10' of the dragon of creation. SR from spells or class abilities only gains half of the bonus.

Regeneration (ex): Dragons of creation recover incredibly swiftly from most wounds, and are rather difficult to kill because of it. They have regeneration equal to 1/2 of their HD (rounded down, maximum 20), which is overcome by fire and acid damage.

Grasping earth (su): After successfully grappling a creature while on the ground, a juvenile or older creation dragon may attempt to pin them as a free action. If the creature is successfully pinned the earth below them reaches up to hold them in place, keeping them pinned and helpless. An escape artist check (DC 10+1/2HD+Con mod) or a strength check to burst the stone (DC 15+con mod) may be made to escape this prison. Otherwise, the creature trapped within is considered helpless and still considered grappled, and may be silenced by the creation dragon as a swift or immediate action. The retraining stone has a hardness of 15 and 5 HP per age category.

World Shaper (su): A creation dragon that has grown to the Ancient Wyrm age category literally creates a world below them, starting a new zone of life with its own ecosystem, gravity and atmosphere. After concentrating for a year uninterrupted, a world of stone will begin to grow rapidly in the designated area. This world can be any shape, but will most often be a circle and it will grow at the rate of four miles per day in circumference until it reaches the designated size. After it finishes growing, environmental details such as water, seismic activities, mountains, etc will begin to grow from the landscape over the course of a month, making the world suitable for life. Finally, the creation dragon will then be able to wander about making small amounts of plant life for up to one more year before going to its cave to rest for the exact amount of time it took to grow and shape its planet. This ability may only be used once per dragon, and after its initial creation the dragon only influence the climate and weather within a mile of them.

These worlds automatically have a full day/night system, regardless of whether or not there is a celestial body to illuminate them. Creation of this system will add another year to the time it takes to build the world.

Multiple dragons of creation may work in concert to create a world, adding their charge to double the growth rate. All of them may influence the weather/ climate of a mile zone in this world after they are done with their rest, and they will all tend to say in different parts of it, acting as shepherds.

Spell like abilities: At the proper age categories, creation dragons gain the following spells as spell like abilities. Plant growth - At will, Entange - 3/day, Spike stones - 1/day, True creation - 1/week. All saves are charisma based.
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Appearance: Creation dragons look like the stone worlds that they sire, their bodies seeming to be moving landscapes of some kind with horns and crests of stone. Later on in life, the dragons begin to resemble walking or flying mountain ranges with moss and plants actually growing on them and smaller creatures living on them as they walk around. Their eyes are a pure white, and their insides are a dull green.

Of all the dragons from the void, dragons of creation are the only ones that are not surrounded by a black aura, and they are the only ones that appear to be absolutely real. Often, their mere presence will inspire peace and where they move a small ecosystem will follow.

Personality: Creation dragons are peaceful and social creatures, abhorring violence and death in any form. So much so that they almost never use lethal force, even when it is bared against them. These dragons would rather lock down or knock out their foes unless given no choice, and then talk to them about why it was a stupid, stupid idea to attack a dragon that can give birth to a friggen planet. That's not to say they don't have enemies, in fact they have quite a few, but they would rather reeducate or reform them than outright kill the poor, mislead souls.

This does not hold true when it comes to dragons of Oblivion, necromancers and any of the minions or creations of those mentioned. In their minds, these creatures are of the same ilk and harm the very fabric of reality, and in the case of Oblivion dragons, Dragons of Creation are more than willing to travel to a different plane of existence to hunt them down and eradicate them.

Outside of combat, these powerful and gentle creatures form communities with both their kin and the nearby mortals, often regardless of race or culture. If they are surrounded by only evil societies, it is not uncommon to hear that the surrounding kingdoms have begun to change slowly to become more in line with the dragons, or that they were conquered by a counter attack after failing to destroy a dragon community. Regardless of how it happens, the dragons of creation are a powerful force for good and only very rarely is their influence not felt.

Physiology: A creation dragon grows and matures much like a metalic dragon, and despite having the power to shape a world, they are more like a normal dragon in the fact that they are not immortal. These dragons will live almost three times the length of a gold, but still go through twilight years as a normal dragon, and go off to their ancestral graveyard to rest their bones with those that have gone before. Unlike Void or Oblivion dragons, this death is final. They are not reborn once their time in this existence is done, and they are rewarded with a true afterlife for their efforts.

Also like a normal dragon, the dragons of creation must eat... though they are entirely terravores and herbivores. While their bodies are able to process meat, their bodies are not equipped to handle it and it will literally make them sick to the stomach. Unlike a normal dragon, a dragon of creation does not need to consume more than 1/1000th of their weight in material every day, and they often will not do so because of how wasteful they see the whole process.

Often, dragons of creation will mate once they become viable, and they mate for life. If one partner dies before the other, the surviving partner will not mate again. If a creation dragon loses their entire family, it is not unheard of for them to find other, "lesser" mortals to live with and shepherd as a psuedo-family... though it is just a way to hold off the bitter loss that they have been dealt. It is also not unheard of for a dragon that loses their family or community to go mad with grief and become reclusive, retreating into their caves to slowly waste away... or to become mad with the thought of revenge. The clutch size of a mated pair tends to be within 2-3 dragons per clutch, with some couples only having 1 and others having up to 10 at once.

Unlike normal dragons, these creatures only rarely live in caves, and only use them for treasure storage and the like. Instead, they live in thick forests that they construct, making a semi-fortress of life around them and an almost city-like structure for their communities to rise up around.

Relations: Dragons of Creation are commonly the friends of all metallic dragons, good creatures and societies, and even most neutral beings. Often, evil societies only seek to exploit these creatures since they don't usually offer violent resistance and a society such as a drow's might see them as easy to manipulate... but once roused they can be terrible foes, as the dragons of oblivion and undead have discovered.

In the Void, they are allies with travelers and the good denizens who call their worlds "home". As well, any creature that destroys a dragon of Oblivion will instantly earn the good will of every dragon of Creation, and they can often expect a rather hefty reward for their efforts.

Combat: When threatened, a dragon of Creation will defend itself through non-lethal means to the best of its abilities before turning to true combat measures. As such, they will often focus more on defensive and holding spells then damaging or crippling, and they will rely first on their awing aura to try and stop foes before they get in range. But a creation dragon is never totally unprepared for a threat...
Before combat: The creation dragon will create their living fortress using their SLA plant growth, which can attract anything from wild animals to cities of sentient creatures that ally themselves with the dragon. Often, their position will be easily defensible with only one or two easy ways to get to it besides flying.
Round 1: The dragon will set up the battlefield, trying to slow foes by using their spell like ability stone spike if their opponents are not airborn, otherwise they will target any casters with the most powerful holding spell they possess.
Round 2: If their enemies have closed in, the creation dragon will use its cold breath to try and freeze as many active opponents as they can in place. Otherwise, they will toss out an entangle or web spell to try to pin their foes down.
Round 3: The dragon will use the spell maze on the most threatening target if they possess it. If anyone has made it into melee and they do not have maze just yet, the dragon will attempt to grapple and pin their foe or if unthreatened will finally move in to deal with any casters and ranged creatures that have not been disabled by their earlier web/ entangle.
Round 4: The dragon will attempt to pin down any caster and immediately silence them if they succeed. If creatures are under the effects of Freedom of Movement, then the dragon will use its most powerful dispelling magic to try and strip it away instead.
Round 5: The dragon will attempt to pin any caster still in reach. If enough creatures have broken free to warrant it, the dragon will use its freezing breath to try and pin them down again.
Round 6+: If by this point none of the above measures worked, the dragon will turn to lethal force and start using destructive spells or full attacks, whichever one would be more effective at the time. In necessary, they will retreat. If it appears to be effective, however, the dragon will continue until all of its foes are pinned and silenced, and then give them a stern talking to about why they are all idiots.

Against undead and Oblivion dragons (and all of their allies), the dragons of creation have a remarkably different strategy.
Round 1: Still cast the spell stone spike as an SLA to control the movement of their enemies from a particular direction.
Round 2: Use their lightning breath to take out a line of minions, or cold breath to lock down any creature in melee.
Round 3: Open up with full attacks or destructive and holding spells, whichever one will deal more damage over-all.
Round 4+: Use their recharged breath weapon or continue casting spells/ full attack as needed, likely until either they or their enemies are slain.

Knowledge; Arcane
{table=head]DC | Information
15 | Creation dragons are friendly creatures who tend to resemble the local landscape. Sometimes they are confused for living mountains.
20 | Though it's not very common that they are drawn into fights, dragons of creation are hearty creatures that only seem to take any lasting damage from fire or acids. They tend to use magic to control the movements of their enemies and keep from fighting or killing.
25 | Very social creatures, dragons of creation are often seen in small communities and close knit families. They work together with normal mortals from time to time, and wildlife always seems to flourish around them.
30 | The dragons of creation live up to their namesakes, creating plants, items, landscapes and even worlds once they are old enough and have enough power to do so. They see themselves as the guardians of creation, especially against undead and their opposites, the Dragons of Oblivion.
35+ | Specific dragons of creation and famous or important communities/ worlds they are part of.[/table]

Gnomes2169
2014-02-22, 03:52 AM
Alright, that should be most of the typos/ unclear things... dragons open for judging and CR suggestions! Also, note, I did design this creature for DMs to make a semi-"safe" encounter where it's not likely that players would die if they lost. Some judgement on how I did for that would be nice. :smalltongue:

AuraTwilight
2014-02-22, 06:14 AM
The World Shaper ability is totally and completely bitchin', and so specialized and infrequent that it doesn't break anything. Good work.

Gnomes2169
2014-02-23, 11:31 PM
The World Shaper ability is totally and completely bitchin', and so specialized and infrequent that it doesn't break anything. Good work.

Thank you! It was bothering me how I would balance that and it's good to know that I pulled it off for one ability at least. :smalltongue: So what do you think about the rest of the dragon's features? Oh, and any suggestions on CR and such?

AuraTwilight
2014-02-24, 03:03 AM
Everything checks out to me. I don't really worry about balancing monsters very much unless I intend them to be playable, honestly.

Debihuman
2014-02-24, 04:07 AM
Lightning damage should be electricity in breath weapon and ditto for immunity. Cone of cold breath weapon should cause cold damage as well.

But those are really minor nitpicks.

Debby

Gnomes2169
2014-02-24, 04:47 AM
Everything checks out to me. I don't really worry about balancing monsters very much unless I intend them to be playable, honestly.

Well, let's say for a minute that I would be trying to have a game with an evil party and I gave them one of these things to fight. What would you say about the given abilities of the dragon?


Lightning damage should be electricity in breath weapon and ditto for immunity. Cone of cold breath weapon should cause cold damage as well.

But those are really minor nitpicks.

Debby

Heh, good point... I'll be fixing those up XD Any nitpicks on the abilities themselves/ CR suggestions?

Debihuman
2014-02-24, 05:47 AM
I just noticed all the flat-footed ACs are wrong. You forgot the +1 Dex which they lose when flat-footed.

Debb

inuyasha
2014-02-24, 09:42 AM
This is really cool, I forgot about your dragons, I havent been on much. This is amazing! I love the world creation and the creator of breath abilities. I have one suggestion though, what if these dragons had a "breath of life" ability where their air aura thing would shut down for (1d6) rounds, and corpse would be resurrected as the air flows into it. Just a suggestion :grin: this is awesome!

~Dirk

Gnomes2169
2014-02-24, 01:27 PM
This is really cool, I forgot about your dragons, I havent been on much. This is amazing! I love the world creation and the creator of breath abilities. I have one suggestion though, what if these dragons had a "breath of life" ability where their air aura thing would shut down for (1d6) rounds, and corpse would be resurrected as the air flows into it. Just a suggestion :grin: this is awesome!

~Dirk

Hmmmm, might be a bit strong, TBH (It would be a free resurrection... a bit much to be able to do once every 1d6 rounds), and I feel like I have all the levels filled out in a nice, fair manner. But thank you for the suggestion, and I'm glad you like them! :smallbiggrin:


I just noticed all the flat-footed ACs are wrong. You forgot the +1 Dex which they lose when flat-footed.

Debb

DERP! Well yeah, time to fix that I suppose XD

Mith
2014-02-26, 10:32 AM
What about Breath of Life being a per day spell for the older dragons, with a cap at 3 Raise Dead per day, and maybe one True Ressurection a month?

Gnomes2169
2014-02-26, 01:12 PM
The thing is, they could just get those spells, and they don't really need any more SLA's. I'm hesitant to give them any more abilities when they are honestly rather strong already...

Mith
2014-03-04, 12:20 PM
Fair enough. I was just thinking of it along the lines how djiin get 3 wishes/day, which can allow for resurrection, so I was modelling my idea off that, but with just a resurrection, and none of the other abilities of a Wish spell.