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View Full Version : DM Help I want to rebuild a dragon [3.PF]



WarKitty
2017-09-03, 05:29 AM
As usual, my players, shoo!


So my party is CL9/Mythic2. Well-optimized. I was looking at dragons, but honestly the CR-appropriate dragons are kind of lame. They're massive physical damage beasts, but the casting ability is somewhat lackluster. So take a CR 14 adult red dragon. The dragon's physical abilities are massive, but it only gets up to 3rd level spells, while the party has access to 5th level.

So I want to rebuild. I'm ok with taking down a bit of melee power, but I want a dragon that has at least level 5 spells, if not level 6.

My special dragon template:
Base creature: Dragon, must be at least adult
Continuous abilities:freedom of movement
Size: the dragon gains one size category. This does not result in gaining any other abilities normally associated with larger size, except the bonus to CMB/CMD
Alternate form: 1 humanoid form, gains armor equal to natural armor with no max dex bonus, arcane failure chance, or armor check penalty. Also gains 1 weapon equal in damage to its bite attack. These items are magically part of the creature and cannot be removed; they disappear if it is slain.
Immunity: Death effect, ability damage
Saving power: if subjected to an ability that gets a save, the dragon gets a new save every round, even if the ability would not normally allow it. This does not affect abilities that normally allow a save every round.
Ability Bonus:The creature gains a +5 untyped bonus to all charisma based skill checks.
AC bonus: The creature gains the ability to add 1/2 of its natural armor bonus to its touch AC.
Grant powers: The dragon gains the ability to grant draconic powers to one other creature per HD, as a free action. It may use this ability at will, but may never have it granted to more creatures than it has HD. These creatures gain claws as appropriate for their size, with the an additional 1d4 damage of the appropriate elemental type. In addition, these creatures gain immunity to the dragon's element.
Share Spells: As a swift action, the dragon may grant a spell it knows to one allied creature, regardless of whether this creature would normally be able of casting this spell. The spell is useable on the creature's next turn. The dragon expends the relevant spell slot as soon as it uses this ability. At any given time, it may have up to three spells granted this way; however a given ally can only be granted one spell at a time.
Alter environment: If a dragon stays in one place for more than 1 hour, the dragon begins the ability to alter the environment in such a way as to reflect its own elemental nature, up to 1 mile away, spreading at a rate of 100 feet per round. This may create minor hazards but does not generally make the terrain inhospitable to humanoids (although it's probably unsuitable for long-term habitation). These hazards are generally clearly visible, but make the affected region count as difficult terrain.

This is meant to be a boss monster for a well-optimized party. We have, roughly, a sneak attack rogue (melee), a charger, a druid (the main pest), a necromancer wizard, and a buffer cleric. Due to story options, the dragon will have minimal magic items. One artifact is allowed, but all other should be minor. Battle is expected to take place in an open and somewhat scorched field. I anticipate the opening will be with weather and other AoE spells to attempt to force the dragon to land or render the party hard to target.

General suggestions welcome, but especially suggestions for spells. This is going to be a red dragon and I'd give it the spellcasting ability of a 10th level sorc.

Florian
2017-09-03, 07:14 AM
Why not simply add the Arcane simple template?

WarKitty
2017-09-03, 08:45 AM
Why not simply add the Arcane simple template?

Template is kind of meh, honestly, for what I want it to do. It's nice if you want something to cast a bit as well, not so much if you want a caster that also happens to have lots of hit dice and can roast and eat you. (They can pay for a rez or two anyway.)

Plus I've never played an arcane caster myself so I could use suggestions on spells to take for a boss.

WarKitty
2017-09-03, 05:49 PM
How about giving the dragon a caster level equal to its challenge rating? Seems like a simpler fix.

I mean, they already have high caster levels, it's just that the out of the box ones have almost no spells to go with the caster level.

Dragonexx
2017-09-03, 06:45 PM
I had my issues with dragons as well. In my New/Redone Monsters Thread my solution was to just rebuild them from the ground up.
http://tgdmb.com/viewtopic.php?p=483328#483328

True Dragons
http://dnd.wizards.com/sites/default/files/media/images/news/2000-2007.jpg
Wyrmling Dragon
Size/Type: Tiny Magical Beast (Draconic)
Hit Dice: 2d12+4 (20hp)
Initiative: +2
Speed: 20ft. Fly 40ft. (Good)
Armor Class: 16 (+2 dex, +2 size, +2 natural)
Base Attack/Grapple: +2/-5
Attack: Bite +3 (1d6-1) or Claw +3 (1d4-1)
Full Attack: Bite +3 (1d6-1) and 2 Claws +3 (1d4-1)
Space/Reach: 2.5ft./5ft
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +5 Reflex +5 Will +3
Abilities: Str 8 Dex 14 Con 14 Int 10 Wis 10 Cha 12
Skills:
Feats:
Challenge Rating: 2
Treasure: Double Standard

Very Young Dragon
Size/Type: Small Magical Beast (Draconic)
Hit Dice: 3d12+9 (35hp)
Initiative: +1
Speed: 30ft. Fly: 60ft.
Armor Class: 18 (+1 dex, +1 size, +6 natural
Base Attack/Grapple: +3/+0
Attack: Bite +5 (1d8+1) or Claw +5 (1d6+1)
Full Attack: Bite +5 (1d8+1) and 2 Claws +5 (1d6+1)
Space/Reach: 5ft./5ft.
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +6 Reflex +4 Will +4
Abilities: Str 12 Dex 12 Con 16 Int 12 Wis 12 Cha 14
Skills:
Feats:
Challenge Rating: 3
Treasure: Triple Standard

Young Dragon
Size/Type: Small Magical Beast (Draconic)
Hit Dice: 4d12+16 (45hp)
Initiative: +1
Speed: 30ft. Fly: 60ft. (Average)
Armor Class: 20 (+1 dex, +1 size, +8 natural)
Base Attack/Grapple: +4/+2
Attack: Bite +7 (1d8+1) or Claw +7 (1d6+1)
Full Attack: Bite +7 (1d8+1) and 2 Claws +7 (1d6+1)
Space/Reach: 5ft./5ft.
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +7 Reflex +4 Will +5
Abilities: Str 14 Dex 12 Con 18 Int 12 Wis 14 Cha 16
Skills:
Feats:
Challenge Rating: 4
Treasure: Triple Standard

Juvenile Dragon
Size/Type: Medium Magical Beast (Draconic)
Hit Dice: 5d12 (80hp)
Initiative: +0
Speed: 30ft. Fly 60ft. (Poor)
Armor Class: 22 (+12 natural)
Base Attack/Grapple: +5/+10
Attack: Bite +10 (2d6+7) or 2 Claws +10 (1d8+5)
Full Attack: Bite +10 (2d6+7) or 2 Claws +10 (1d8+5)
Space/Reach: 5ft./5ft.
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +9 Reflex +4 Will +7
Abilities: Str 20 Dex 10 Con 20 Int 15 Wis 16 Cha 20
Skills:
Feats:
Challenge Rating: 5
Treasure: Triple Standard

Young Adult Dragon
Size/Type: Large Magical Beast (Draconic)
Hit Dice: 7d12+49 (100hp)
Initiative: +0
Speed: 40ft. Fly: 80ft (Poor)
Armor Class: 23 (14 natural, -1 size)
Base Attack/Grapple: +7/+18
Attack: Bite +13 (3d6+10) or 2 Claws +13 (2d6+7) or Tail +13 (3d6+10)
Full Attack: Bite +13 (3d6+10) and 2 Claws +13 (2d6+7) and Tail +13 (2d6+10)
Space/Reach: 10ft./10ft. (15ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +12 Reflex +5 Will +9
Abilities: Str 24 Dex 10 Con 24 Int 17 Wis 19 Cha 22
Skills:
Feats:
Challenge Rating: 7
Treasure: Triple Standard

Adult Dragon
Size/Type: Large Magical Beast (Draconic)
Hit Dice: 8d12+64 (130hp)
Initiative: +0
Speed: 40ft. Fly 80ft. (Poor)
Armor Class: 24 (+15 natural, -1 size)
Base Attack/Grapple: +8/+20
Attack: Bite +15 (3d6+10) or 2 Claws +15 (2d6+7) or Tail +15 (3d6+10)
Full Attack: Bite +15 (3d6+10) and 2 Claws +15 (2d6+7) and Tail +15 (2d6+10)
Space/Reach: 10ft./10ft. (15ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +14 Reflex +6 Will +11
Abilities: Str 26 Dex 10 Con 26 Int 18 Wis 20 Cha 22
Skills:
Feats:
Challenge Rating: 8
Treasure: Triple Standard

Mature Adult Dragon
Size/Type: Huge Magical Beast (Draconic)
Hit Dice: 10d12+90 (180hp)
Initiative: +0
Speed: 50ft. Fly: 100ft. (Clumsy)
Armor Class: 25 (+17 natural, -2 size)
Base Attack/Grapple: +10/+
Attack: Bite +18 (4d6+15) or 2 Claws +18 (3d6+10) or 2 Wings +18 (3d6+10) or Tail +18 (4d6+15)
Full Attack: Bite +18 (4d6+15) and 2 Claws +18 (3d6+10) and 2 Wings +18 (3d6+10) and Tail +18 (4d6+15)
Space/Reach: 15ft./15ft. (20ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +16 Reflex +7 Will +13
Abilities: Str 30 Dex 10 Con 28 Int 20 Wis 22 Cha 26
Skills:
Feats:
Challenge Rating: 10
Treasure: Triple Standard

Old Dragon
Size/Type: Huge Magical Beast (Draconic)
Hit Dice: 12d12+132 (240hp)
Initiative: +0
Speed: 50ft. Fly: 100ft. (Clumsy)
Armor Class: 28 (+20 natural, -2 size)
Base Attack/Grapple: +12/+32
Attack: Bite +22 (4d6+15) or 2 Claws +22 (3d6+10) or 2 Wings +22 (3d6+10) or Tail +22 (4d6+15)
Full Attack: Bite +22 (4d6+15) and 2 Claws +22 (3d6+10) and 2 Wings +22 (3d6+10) and Tail +22 (4d6+15)
Space/Reach: 15ft./15ft. (20ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +20 Reflex +8 Will +16
Abilities: Str 34 Dex 10 Con 32 Int 22 Wis 26 Cha 30
Skills:
Feats:
Challenge Rating: 12
Treasure: Triple Standard

Very Old Dragon
Size/Type: Gargantuan Magical Beast (Draconic)
Hit Dice: 14d12+182 (300hp)
Initiative: +0
Speed: 100ft. Fly: 200ft (Clumsy)
Armor Class: 33 (+27 natural, -4 size)
Base Attack/Grapple: +14/+40
Attack: Bite +24 (6d6+21) or 2 Claws +24 (4d6+14) or 2 Wings +24 (4d6+14) or Tail +24 (6d6+21)
Full Attack: Bite +24 (6d6+21) or 2 Claws +24 (4d6+14) or 2 Wings +24 (4d6+14) or Tail +24 (6d6+21)
Space/Reach: 20ft./20ft. (30ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +22 Reflex +9 Will +18
Abilities: Str 38 Dex 10 Con 37 Int 26 Wis 28 Cha 33
Skills:
Feats:
Challenge Rating: 14
Treasure: Quadruple Standard

Ancient Dragon
Size/Type: Gargantuan Magical Beast (Draconic)
Hit Dice: 16d12+240 (400hp)
Initiative: +0
Speed: 100ft. Fly 300ft. (Clumsy)
Armor Class: 36 (+30 natural, -4 size)
Base Attack/Grapple: +16/+44
Attack: Bite +28 (6d6+21) or 2 Claws +28 (4d6+14) or 2 Wings +28 (4d6+14) or Tail +28 (6d6+21)
Full Attack: Bite +28 (6d6+21) or 2 Claws +28 (4d6+14) or 2 Wings +28 (4d6+14) or Tail +28 (6d6+21)
Space/Reach: 20ft./20ft. (30ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +25 Reflex +10 Will +21
Abilities: Str 42 Dex 10 Con 40 Int 30 Wis 32 Cha 36
Skills:
Feats:
Challenge Rating: 16
Treasure: Quadruple Standard

Wyrm Dragon
Size/Type: Colossal Magical Beast (Draconic)
Hit Dice: 18d12+324 (500hp)
Initiative: +0
Speed: 100ft. Fly: 500ft. (Clumsy)
Armor Class: 40 (+38 natural, -8 size)
Base Attack/Grapple: +18/+54
Attack: Bite +30 (8d6+30) or 2 Claws +30 (6d6+20) or 2 Wings +30 (6d6+20) or Tail +30 (8d6+30)
Full Attack: Bite +30 (8d6+30) and 2 Claws +30 (6d6+20) and 2 Wings +30 (6d6+20) and Tail +30 (8d6+30)
Space/Reach: 30ft./30ft. (40ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +29 Reflex +11 Will +24
Abilities: Str 50 Dex 10 Con 46 Int 34 Wis 36 Cha 38
Skills:
Feats:
Challenge Rating: 18
Treasure: Quadruple Standard

Great Wyrm Dragon
Size/Type: Titanic Magical Beast (Draconic)
Hit Dice: 20d12+400 (600hp)
Initiative: +0
Speed: 100ft. Fly: 1000ft. (Clumsy)
Armor Class: 45 (+51 natural, -16 size)
Base Attack/Grapple: +20/+70
Attack: Bite +34 (12d6+45) or 2 Claws (8d6+30) or 2 Wings (8d6+30) or Tail (12d6+45)
Full Attack: Bite +34 (12d6+45) or 2 Claws +34 (8d6+30) or 2 Wings +34 (8d6+30) or Tail +34 (12d6+45)
Space/Reach: 60ft./60ft. (75 ft with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +32 Reflex +12 Will +25
Abilities: Str 70 Dex 10 Con 50 Int 36 Wis 38 Cha 40
Skills:
Feats:
Challenge Rating: 20
Treasure: Yes

Dragons are creatures of of legend both wondrous and horrifying. They are the focus of myths and fables, and are the most famous of monsters who inspire awe and dread wherever they go. Dragons grow larger and more powerful as they age, and have a lifespan of around 5000 years (though there are rare reports of dragons growing larger over the course of series of adventures instead of age...).

Dragon Abilties:
Draconic abilities vary by type, thought there are several that are universal.

Alternate Form (Su): As a standard action, a dragon can transform into a Humanoid, Monstrous Humanoid, Giant, Animal, or Native Outsider with a CR no higher than it's own as if through alter self.

Blindsight (Ex): A dragon has blindsight out to close range. A dragon of old or older has blindsight out to medium range. A wyrm or older has blindsight out to long range.

Breath Weapon: A dragon is most famous for it's breath weapon. This typically deals 1d10/CR damage in a type specified in it's entry with a reflex save for half damage. Any saving throws are DC10+1/2CR+Cha. Some dragons have special or unique breath weapons, and will also be indicated in it's entry. Once used, a dragon must wait 1d4 rounds before using it again. For breath weapons that deal damage, a dragon of mature adult or older ignores resistance and deals half damage to creatures with immunity. A dragon's breath weapon comes in the following shapes.
Cone: Close range. Doubled for dragons of mature adult or older. Medium range for ancient and older dragons.
Line: 5ft. wide. Double close range. Medium Range for mature adult or older. Doubled for ancient and older.
Burst: 20ft. out to medium range. May be increased by up to double for both range and area for mature adult. Long range for Ancient or older.

Damage Reduction (Ex): A dragon has DR/- equal to it's CR.

Dragonfear: Whenever of Dragon of at least large size charges, attacks, roars or flies overhead, all non-draconic creatures within medium range must make a will save (DC10+1/2CR+Cha) or become shaken. This stacks in to frightened and panicked. Creatures who are already panicked who fail a save can be made to cower if the dragon wishes. Should a creature succeed on it's save it is immune to this ability from all dragons of it's age and younger for 24 hours. Creatures 5 or more CR lower than the dragon who fail their saves instead immediately become panicked or cowering (dragon's choice).

Immunities: A dragon is immune to Sleep and Paralysis effects.

Master of Wealth (Ex): Dragons are masters of the domain of wealth. A dragon automatically knows the value of anything it can see, knowing what price it would fetch buying or selling with any vendor and currency it is aware of. (In essence, automatically succeeding on it's appraise check.) A dragon automatically identifies any magic item and it's effects, as if through Analyze Dweomer. A dragon of Adult or older automatically receives the effects of a Scan (https://www.dnd-wiki.org/wiki/Scan_%283.5e_Spell%29) on any creature it can see.

Spellcasting: A Dragon casts spells as a Sorcerer of it's CR-2. It may learn spells from the cleric list as well. A dragon ignores all components of the spell save XP costs.

Spell-Like Abilities: As a dragon ages, it gains spell-like abilities. These are at will unless stated otherwise.

Spell Resistance: A Dragon of very young or older has SR10+CR.

Dragon Types:

Gold Dragons
Gold Dragons reside in a variety of environments, from distant peaks, to coastal caves, to forests, cities, deserts, undersea, or even the underdark. They are associated with light and luck.

Gold dragons have the [Fire] subtype.

Breath Weapon (Su): A Gold Dragons first breath weapon deals fire damage. It's second breath weapon deals strength damage equal to it's CR (fort negates).

Burn (Su): A gold dragon may add 1d6/4CR (round up) fire damage to any melee attack it makes, or it may make a melee touch attack to deal just the fire damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action. An Old or older gold dragon ignores hardness and deals full damage to objects with this ability.

Detect Gems (Su): A young or older gold dragon can detect gems at will. This functions like Locate Object but only for gems.

Fire Aura (Su): A young adult or older gold dragon may surround itself with an aura of fire out to 10 feet that deals 1d6/5CR (round up) fire damage. This may be activated or suppressed as a swift action.

Luck Gem (Su): An adult or older Gold Dragon may 1/day enchant a touched gem, giving a +1/4 CR (round up) luck bonus to attacks, damage, AC, checks and saves to the dragon, and any creature the dragon wishes within long range. In addition, these creatures may reroll any die roll they make 1/round, and force another creature to reroll a roll they make 1/minute. The gem may be given to another creature, but in that case the benefits only apply to the bearer. The enchantment lasts for 1 week.

Miracle (Su): 1/day, a Great Wyrm may create a Miracle as the spell.

Spell-Like Abilities: As a gold dragon ages, it gains spell like abilities. These are at will unless stated otherwise.
Very Young: Detect Alignment, Flare, Divine Favor
Juvenile: Bless, Doom, Sasha's Searing Light (https://dnd-wiki.org/wiki/Sasha%27s_Searing_Light_%283.5e_Spell%29)
Young Adult: Daylight, Solar Flare (https://dnd-wiki.org/wiki/Solar_Flare_%283.5e_Spell%29)
Adult: Boomshine (https://dnd-wiki.org/wiki/Boomshine_%283.5e_Spell%29), Prayer
Old: Geas/Quest, Sunlight Slash (https://dnd-wiki.org/wiki/Sunlight_Slash_%283.5e_Spell%29), Sunburst,
Very Old: Sunbeam, Sasha's Sunny Day (https://dnd-wiki.org/wiki/Sasha%27s_Sunny_Day_%283.5e_Spell%29) Greater Bolster Spirit (https://dnd-wiki.org/wiki/Bolster_Spirit,_Greater_%283.5e_Spell%29) 1/day,
Ancient: Greater Boomshine (https://dnd-wiki.org/wiki/Greater_Boomshine_%283.5e_Spell%29)
Wyrm: Orbital Laser (https://dnd-wiki.org/wiki/Orbital_Laser_%283.5e_Spell%29) 1/day
Great Wyrm: Foresight, Supernova (https://dnd-wiki.org/wiki/Supernova_%283.5e_Spell%29) 1/day,

Spells: A gold dragon may also learn spells from the Fire, Sun, and Luck domains.

Swift Flight (Ex): A gold dragon gains the fly speed (but not maneuverability) of a gold dragon one age category older. For Great Wyrms their fly speed becomes 2000ft. (clumsy).

Swim (Ex): A gold dragon has a swim speed equal to it's land speed and can breath water.

Silver Dragon
Silver dragons typically reside in mountainous areas, though they are also known for residing near cities as well.

Silver dragons have the [Cold] subtype.

Breath Weapon (Su): A silver dragon breath weapon deals cold damage. It has a secondary breath weapon that causes paralysis for 10 minutes (fort negates).

Cloudwalking (Su): A silver dragon can tread on clouds or fog as if it was solid ground.

Cold Aura (Su): A young adult or older silver dragon may surround itself with an aura of cold out to 10 feet that deals 1d6/5CR (round up) cold damage. This may be activated or suppressed as a swift action.

Cold to the Touch (Su): A silver dragon may add 1d6/5CR (round up) cold damage to any melee attack it makes, or it may make a melee touch attack to deal just the cold damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.

Fog Vision (Ex): A Silver dragon can see through fog, smoke, and clouds as if they weren't there.

Graceful Flight (Ex): A silver dragon's flight maneuverability is always 2 steps better.

Immunities: A silver dragon is immune to acid and weather effects.

Reflective Scales: Any spell that fails to overcome a Very Old or older silver dragons spell resistance may be reflected back at it's caster as if by spell turning.

Snow Movement: A Silver Dragon's movement is not impeded by snow, ice or anything similar.

Snowsight (Ex): As the spell.

Spell-Like Abilities:
Very Young: Sleet Storm, Detect Alignment
Juvenile: Fog Cloud, Featherfall
Adult: Ice Storm, Wall of Ice,
Mature Adult: Control Winds,
Old: Frostfell 1/day
Very Old: Control Weather
Ancient: Reverse Gravity
Great Wyrm: White Incantation (https://www.dnd-wiki.org/wiki/White_Incantation_%283.5e_Spell%29)

Spells: A silver dragon may also learn spells from the Air, Cold, and Magic domains.

Bronze Dragons
Bronze dragons tend to reside in coastal and tropical regions. Some like to lair near port cities.

Bronze Dragons have the [Water] subtype and a swim speed equal to their fly speed.

Breath Weapon (Su): A Bronze dragon's breath weapon deals electricity damage. It's second breath weapon breathes out a cloud that forces all in the area to make a will save or fall asleep for 1 hour per age category of the dragon.

Electric Aura (Su): A young adult or older may Bronze Dragon may as a swift action activate or suppress an aura of electricity out to ten feet. This deals 1d6/5CR (round up) electricty damage.

Immunities: A Bronze dragon is immune to electricty, and any damage that comes from water sources.

Shock Touch (Su): A bronze dragon may add 1d6/5CR (round up) electrical damage to any melee attack it makes, or it may make a melee touch attack to deal just the electric damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.

Spell-Like Abilities: A bronze dragon gains the following spell like abilities as it ages. All are at will unless stated otherwise.
Very Young: Speak With Animals, Purify Food and Drink
Juvenile: Waterball, Control Water, Create Water
Mature Adult: Wall of Water, Ur Lightning Bolt, Poison
Old: Control Weather, Detect Thoughts, Dream
Ancient: Storm of Vengence, Brain Spider
Great Wyrm: Monsoon (https://www.dnd-wiki.org/wiki/Monsoon_(3.5e_Spell))

Spells: A Bronze dragon may also learn spells from the Water, Storm, and Ocean domains.

Tidemaster (Su): As a standard action, an Old or older bronze dragon may create a control water effect at a caster level equal to it's CR, with 10x the area.

Tsunami (Su): As a full round action 1/day a very old bronze dragon can create a massive flood, causing the land or sea up to 5 miles (or less if the dragon wishes) to become flooded. On land a flash flood happens. Creatures must make a DC20 fort save. Large and smaller creatures who fail the save are swept away, taking 1d6 nonlethal damage every round (halved on a successful DC20 swim check). Huge creatures are knocked down. Gargantuan and Colossal creatures are checked. Titanic and larger creatures are unaffected. This wave destroys wooden buildings and 25% of stone buildings. At sea, ships are capsized.

Vortex (Su): A bronze dragon of Old or older can create a vortex that functions like the water elemental ability of the same name, anywhere within Long range. This takes a standard action to activate, and a swift action on subsequent turns to maintain, as long as the dragon is within range.

Copper Dragons
Copper Dragons usually reside in deserts, though they are no stranger to other regions (anywhere they can make people laugh. Anywhere.)

Copper Dragons have the [Earth] subtype, and a burrow speed equal to half their land speed.

Breath Weapon: Deals acid damage. Secondary breath weapon forces a fort save (cha based) or be slowed for a number of rounds equal to the dragon's CR.

Immunities: A Copper Dragon is immune to slow effects, acid damage, and the confused condition.

Joker Venom (Su): A Copper Dragon of Mature Adult or older gains a third breath weapon. Any creature in the area must make a fort save (cha based) or suffer the effects of Tasha's Hideous Laughter at a caster level equal to the dragon's CR. They do not get a bonus to their save for being a different type from the dragon.

Killing Joke (Ex): 1/day an Ancient or older Copper Dragon can tell a joke so hilarious that whoever hears it dies. Any creatures within close range of the dragon who hear the joke must make a will save (cha based) or die. This is not a [Death] effect, but instead a [Language Dependant] effect.

Slow Aura (Su): A Copper Dragon of Young Adult or older is surrounded by an aura of slowness, warping time itself. All creatures within close range must make will save at the beginning of each of their turns or be slowed until the start of their next turn. The Copper Dragon can suppress or reactivate this ability as a free action.

Spell-Like Abilities: A copper dragon gains spell like abilites as it grows. All abilites are at will unless stated otherwise.
Very Young: Grease, Create Trap, Detect Traps and Snares
Young: Major Image, Hideous Laughter, Glitterdust
Young Adult: Persistent Image, Deep Slumber
Mature Adult: Stone Shape, Transmute Rock to Mud, Transmute Mud to Rock, Move Earth, Wall of Stone
Very Old: Flesh to Stone, Summon Natures Ally VII
Ancient: Earthquake, Irresistible Dance 1/day
Great Wyrm: Time Stop 1/day

Spells: A Copper Dragon

Trap Master (Ex): A Copper Dragon has a +1 racial bonus per CR to any checks create and find traps.

Uncanny Dodge (Ex): As a rogue equal to their CR.

Brass Dragon
Brass Dragons tend to reside near populated area, and often become friends with the residents, picking up on all the latest gossip.

A brass dragon has the [Air] subtype.

Breath Weapon (Su): A Brass dragon has two breath weapons. The first deals sonic damage (reflex half). The second is a cloud of deadly poison that causes all creatures in it's area to take con damage equal to the dragons age category (fort negates) if the dragon is at least adult age those who fail their saves are also fatigued for 1 hour. At mature adult and older, a Brass dragon ignores resistance or immunity to poison, though a creature with immunity instead gets a +3 bonus to their save (this can't be ignored).

Gossip (Ex): A Brass dragon has a +1 racial bonus per CR to Knowledge (Local).

Immunities: A Brass dragon is immune to sonic damage.

Never Shuts Up (Ex): An Adult or older Brass Dragon can always keep talking. Even in situations where it might seem impossible for them to do so. The brass dragon is always able to speak and use any ability the requires one to speak, and nothing short of unconsciousness or death can stop them from doing so (and even then they'll probably start annoying the denizens of whatever afterlife they end up in). They can even speak and be heard in environments where that might be thought impossible, like a vacuum or silence effect. The dragon also ignores any immunity or resistance to non damaging sonic effects.

Prattle (Ex): A brass dragon can prattle on endlessly about altogether trivial and annoying topics, driving everyone nearby into a state of agitation. This ability takes a swift action to activate, and another swift action on subsequent rounds to maintain. All creatures who can hear the dragon suffer a -3 penalty to attack rolls against it, and in order to perform any action that requires concentration they must make a concentration check (DC10+1/2CR+Cha).

Call Djinni: 1/day a Wyrm Copper Dragon can call a Noble Djinni as per the spell Greater Planar Ally.

Spell-Like Abillties:
Wyrmling: Ghost Sound
Very Young: Magic Mouth
Juvenile: Whispering Wind, Eagles Splendor 3/day
Adult: Shout, Gust of Wind, Whirlwind 1/day
Old: Control Winds
Ancient: Greater Shout. Greater Whirlwind
Great Wyrm: Weird

Red Dragon
Red Dragons typically inhabit mountainous or volcanic regions. They are reputed as fierce, proud and intimidating.

Red Dragons have the [Fire] subtype.

Breath Weapon (Su): A Red Dragon's first breath weapon deals fire damage (reflex half). It's second breath weapon creates a cloud of smoke in it's area, obscuring sight and being dispersed like a fog cloud and forcing all in the area make a fort save or be nauseated for 1 round. The could lasts for 1 round per level.

Burn (Su): A red dragon may add 1d6/5CR (round up) fire damage to any melee attack it makes, or it may make a melee touch attack to deal just the fire damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.

Fire Aura (Su): A young adult or older red dragon may surround itself with an aura of fire out to 10 feet that deals 1d6/5CR (round up) fire damage. This may be activated or suppressed as a swift action.

Ignite (Ex): Anything a juvenile or older Red dragon deals fire damage to must make a reflex save or catch fire, taking the dragons burn damage every round until the flames are extinguished.

Melt (Su): Any stone an old or older red dragon deals fire damage to transforms into lava.

No Escape (Ex): A Red Dragon is an excellent tracker. It recieves track as a bonus feat, and gains a racial bonus to survival checks equal to it's CR. It may move at normal speed when tracking and may track through any environment without penalty. If the target teleports or uses a similar effect, then upon reaching the location where it teleported from, it knows the destination of it's target (as if it had used trace teleport) and may follow if it has teleportation abilites.

Smoke Sight (Ex): A Red Dragon's sight is not blocked by smoke.

Spell-Like Abilites:
Very Young: Continual Flame, Burning Hands, Produce Flame
Juvenile: Fireball, Scorching Ray
Adult: Wall of Fire
Mature Adult: Delayed Blast Fireball
Very Old: Meteor Swarm
Ancient: Meteor Strike (https://www.dnd-wiki.org/wiki/Meteor_Strike_%283.5e_Spell%29) 1/day
Wyrm: Meteor Span (https://www.dnd-wiki.org/wiki/Meteor_Span_%283.5e_Spell%29) 1/day
Great Wyrm: Meteor (https://www.dnd-wiki.org/wiki/Meteor_%283.5e_Spell%29) (X10 area) 1/day

Spells: A Red Dragon can also learn spells from the Destruction, Fire, and Summer domains.

Green Dragon

Green dragons almost universally reside in forest or jungles, where they watch over area. Plants tend to become attachge to them, so elder green dragons often resemble moving landscape.

Green Dragons have the [Earth] subtype.

Beastmaster: All animals and plants are treated as one step friendlier to a Green Dragon, to a maximum of fanatic. A Green Dragon has a racial bonus to it's Handle Animal and Knowledge (Nature) checks equal to it's CR.

Breath Weapon: A green dragon's first breath weapon is a cloud of deadly poison that causes all creatures in it's area to take con damage equal to the dragons age category (fort negates). If the dragon is at least adult age those who fail their saves are also fatigued for 1 hour. A Green Dragon of mature adult or older ignores any resistance or immunity to poison, though creatures with immunity instead get a +3 bonus to their save that can't be ignored. It's second breath weapon is a wave of life energy, seeds, and growth. All creatures in the area must make a reflex save or become entangled and anchored. Creatures in the air become entangled and slowed. In the next round they must make a reflex save or escape artist check (same DC) or be treated as pinned. In the third round, they must make a reflex save or escape artist check (same DC) or become helpless until freed.

Immunities: A green dragon is immune to poison and acid.

Master of Nature: A green dragon of Juvenile age or older radiates an aura of either plant growth or diminish plants (controlled and shaped as desired) out to close range. This can be activated or suppressed as a free action.

Nature Stride: A green dragon's movement is not hindered by natural plants in any way.

Spell-Like Abilites
Very Young: Entangle, Goodberry, Welcome to the Jungle (https://www.dnd-wiki.org/wiki/Welcome_to_the_Jungle_%283.5e_Spell%29).
Adult: Poison, Tree Shape Black Tentacles 1/day
Mature Adult: Tree Stride, Wall of Thorns, Heal 1/day
Old: Animal Growth
Very Old: Reticulating Splines (https://www.dnd-wiki.org/wiki/Reticulating_Splines_%283.5e_Spell%29)
Ancient: Entmoot (https://www.dnd-wiki.org/wiki/Entmoot_%283.5e_Spell%29) 1/day
Great Wyrm: Sow the Seeds (https://www.dnd-wiki.org/wiki/Sow_the_Seeds_%283.5e_Spell%29) 1/day

Spells: A Green Dragon may learn spells from the Earth, Plant, and Animal domains.

Trackless Step: As a druid.

Black Dragon

Black dragons heavily favor swampland. They often form agreements with the natives (lizardfolk, swamp giants, ooze elementals, ect.) of protection and "protection" in exchange for a steady supply of treasure. Their lairs are usually only accessible through water.

A Black Dragon has the [Water] subtype and a swim speed equal to it's fly speed.

Acid Pools: A mature adult or older Black Dragon may cause it's acidic breath to linger in the ground of area as a pool of acid for 1 hour per age category before it becomes neutralized.

Breath Weapon (Su): A black dragon's first breath weapon deals acid damage. It's secondary breath weapon exhales a swarm of biting stinging bugs. All creatures in the area take 1d6/2CR swarm damage. 1 swarm per age category of the dragon linger behind in the area (enough of the swarm dies after 24 hours to no longer qualify as a swarm). A wyrmling may create spider swarms. A young dragon may create locust swarms. An adult dragon may create centipede swarms. An Old dragon may create hellwasp swarms. The swarms created may be any mixture of the available swarms.

Charm Reptiles (Su): A young or older black dragon may create a Mass Charm Monster effect on reptilian animals as a standard action 1/hour.

Immunity (Su): A black dragon is immune to Acid damage and poisons.

Spell-Like Abilites
Very Young: Acid Arrow
Juvenile: Vitriolic Sphere
Young Adult: Ooze Puppet
Mature Adult: Acid Fog, Io's Tears (https://www.dnd-wiki.org/wiki/Io%27s_Tears_%283.5e_Spell%29)
Old: Maggot Swarm (https://www.dnd-wiki.org/wiki/Maggot_Storm_%283.5e_Spell%29), Swamp of the Underworld (https://www.dnd-wiki.org/wiki/Swamp_of_the_Underworld_%283.5e_Spell%29)
Very Old: Reticulating Splines (https://www.dnd-wiki.org/wiki/Reticulating_Splines_%283.5e_Spell%29)
Ancient: Shadow Landscape
Great Wyrm: Maleficent Poison (https://www.dnd-wiki.org/wiki/Malificent_Poison_%283.5e_Spell%29)

Spells: A Black dragon can learn spells from the Water, Plant, and Death domains.

Swamp Stride (Ex): A black dragon ignores difficult terrain if it is created by swampland.

Toxic Aura (Su): All creatures within 10 feet of an Adult or older black dragon are treated as if being adjacent to an acid pool (Save DC based on dragons).

Blue Dragon

Blue dragons reside in desert regions, and may for friendships with copper and brass dragons. They love to fly during storms.

A blue dragon has the [Air] subtype.

Breath Weapon: A blue dragons breath weapon deals electricity damage. It's second breath weapon is a blast of sand that deals 1d6/CR damage reflex half. Creatures who fail their saves suffer a penalty to attack rolls and spot checks equal to the dragon's age category for 1 minute.

Desert Thirst: A Blue dragon of young adult or older can create water at will. Alternatively it can despoil an equal amount of water, transforming it into sand or rendering it unsuitable to drink. Liquids in a creatures possession receive a will save to negate this effect.

Electric Aura (Su): A young adult or older Blue Dragon may as a swift action activate or suppress an aura of electricity out to ten feet. This deals 1d6/5CR (round up) electricity damage.

Graceful Flight (Ex): A Blue Dragons flight maneuverability is always two steps better than normal.

Immunities: A Blue dragon is immune to electricity and the negative effects of wind and weather. It is not affected by sand storms nor is it's movement impeded by difficult terrain created by sand.

Shock Touch (Su): A bronze dragon may add 1d6/5CR (round up) electrical damage to any melee attack it makes, or it may make a melee touch attack to deal just the electric damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.

Spell-Like Abilities
Wyrmling: Electric Jolt
Young: Gust of Wind
Juvenile: Move Sand
Adult: Control Winds, Sandstorm
Mature Adult: Scintilating Sphere, Ur Lightning Bolt
Old: Hallucinatory Terrain, Control Weather (10 mile radius, not limited by season)
Ancient: Veil
Great Wyrm: Dessicate (https://www.dnd-wiki.org/wiki/Desiccate_%283.5e_Spell%29) 1/day

Spells: A Blue Dragon may learn spells from the Air, Storm, and Weather Domains

Voice Mimicry (Su): A blue dragon can mimic any voice or sound it has heard. It takes a listen check (DC equals DC of the dragon's saves) to notice the ruse.

White Dragon

White dragons reside almost entirely in the cold remote regions of the world, such as tundras, glaciers, polar ice caps, frozen asteroids, ice caves and so forth. They are reputed as reclusive and vicious, though this is not always the case. They prefer their meals frozen solid, where they can keep for ages before being consumed.

A White Dragon has the [Cold] subtype.

Breath Weapon: A white dragons first breath weapon deals cold damage. It's second breath weapon creates a Calm Emotions effect in it's area at a caster level equal to the dragons CR.

Cold Aura (Su): A young adult or older silver dragon may surround itself with an aura of cold out to 10 feet that deals 1d6/5CR (round up) cold damage. This may be activated or suppressed as a swift action.

Cold to the Touch (Su): A silver dragon may add 1d6/5CR (round up) cold damage to any melee attack it makes, or it may make a melee touch attack to deal just the cold damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.

Frostbite (Ex): A White Dragon of Adult age or older is so cold that it's freezes part of it's enemies. If an enemy takes cold damage from the dragon, they must make a Fort Save or be frostbitten (treat as fatigued if you don't have It's Cold Outside) and entangled. If an enemy who his already frostbitten fails a save against this ability again, it contracts hypothermia (again, you can treat this as exhausted) and is slowed.

Snow Movement: A Silver Dragon's movement is not impeded by snow, ice or anything similar.

Snowsight (Ex): As the spell.

Spell-Like Abilities:
Wyrmling: Ray of Frost
Young: Polar Ray, Obscuring Snow, Deep Slumber
Juvenile: Sleet Storm
Adult: Wall of Ice, Dream
Mature Adult: Ur Cone of Cold (https://www.dnd-wiki.org/wiki/Ur_Cone_of_Cold_%283.5e_Spell%29)
Old: Whiteout, Hiss of Sleep 1/day
Very Old: Blizzard (https://www.dnd-wiki.org/wiki/Blizzard_%283.5e_Spell%29), Frostfell 1/day
Great Wyrm: Fimbulvetr (https://www.dnd-wiki.org/wiki/Fimbulvetr_%283.5e_Spell%29) 1/day

Spells: A white dragon can learn spells from the Cold, Winter, and Dream domains.

TotallyNotEvil
2017-09-03, 06:54 PM
Perhaps you should make them Loredrakes, and maybe add a level of Sorcerer to round up the spell level?

That should give you two spell levels.

Biffoniacus_Furiou
2017-09-03, 07:20 PM
I'm not sure about Pathfinder, but in 3.5 I normally use a Dragon's spells like a gish: self buffing, a few area crowd controls, and utility/situational effects. Be sure to include Practiced Spellcaster for +4 caster level. Dragons are physically powerful opponents, you can't run them as a full spellcaster due to action economy alone. For your example of an Adult Red Dragon (Sorcerer 7), I would give it the following spells:

1st: Wall of Smoke, Alarm, Shield, Divine Favor, Faith Healing
2nd: Wraithstrike, Wings of Cover, Glitterdust
3rd: Greater Mage Armor, Dispel Magic

He keeps Alarms around the entrance(s) to his lair, and buffs himself with Greater Mage Armor, Shield, and Divine Favor prior to combat. The main chamber of his cave has a high ceiling, pools of lava, smoke, and parts of the floor are weak enough that a creature can easily fall through (he may only have a single toe fall through, so he's immune to the effect). He'll probably do a flyby breath attack, do an area dispel if they didn't take much fire damage, hit them with Glitterdust at least once, another breath, then go melee the most hurt/weakest looking opponent. Make sure he ends his movement high enough that the smoke and darkness give him total concealment, so his opponents can't even target him. He can use Wings of Cover to block an obvious big hit (charge/leap attack), and use Wraithstrike with Power Attack to full attack someone down quickly.

WarKitty
2017-09-03, 07:45 PM
I'm not sure about Pathfinder, but in 3.5 I normally use a Dragon's spells like a gish: self buffing, a few area crowd controls, and utility/situational effects. Be sure to include Practiced Spellcaster for +4 caster level. Dragons are physically powerful opponents, you can't run them as a full spellcaster due to action economy alone. For your example of an Adult Red Dragon (Sorcerer 7), I would give it the following spells:

1st: Wall of Smoke, Alarm, Shield, Divine Favor, Faith Healing
2nd: Wraithstrike, Wings of Cover, Glitterdust
3rd: Greater Mage Armor, Dispel Magic

He keeps Alarms around the entrance(s) to his lair, and buffs himself with Greater Mage Armor, Shield, and Divine Favor prior to combat. The main chamber of his cave has a high ceiling, pools of lava, smoke, and parts of the floor are weak enough that a creature can easily fall through (he may only have a single toe fall through, so he's immune to the effect). He'll probably do a flyby breath attack, do an area dispel if they didn't take much fire damage, hit them with Glitterdust at least once, another breath, then go melee the most hurt/weakest looking opponent. Make sure he ends his movement high enough that the smoke and darkness give him total concealment, so his opponents can't even target him. He can use Wings of Cover to block an obvious big hit (charge/leap attack), and use Wraithstrike with Power Attack to full attack someone down quickly.

I actually have some tricks to get around action economy here. Keep in mind due to plot reasons, the dragon isn't going to have any sort of lair to access, and probably little to no time to buff before battle. I can also assume the party will have resist energy up and be using concealment himself, as well as using weather or other AoE spells to attempt to force the dragon to land.

What I'm trying to do is make something that's a little more balanced rather than just being a melee monster with some spells, because in my experience melee monsters tend not to be very effective against my party simply because they have so very many ways of making themselves hard to target.