View Full Version : D&D 3.x Other (Creature) (True Dragon) Shake your groove drake... (P.E.A.C.H.) [Repost]

2019-09-24, 05:46 PM
(This was originally an entry in one of Vorpal Tribble's creature creation contests (http://www.giantitp.com/forums/showthread.php?123468-GITP-Monster-Competition-XXXVII-Way-of-the-Wyrm). Reposting this from a locked-due-to-age thread so I can eventually fix the tables. This is in accordance with the desires of the mods.)

(Thread title from Joxer t' Mighty (http://www.giantitp.com/forums/member.php?23135-Joxer-t-Mighty)'s in the voting thread for that contest.)

Spoilerized since it makes parts of it easier to read since I did weird things with color..,

Disco Dragon
Disco Dragon 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
Wyrmling | T | 9d12+18 (76) | 13 | 12 | 15 | 16 | 15 | 16 | +9/+2 |+12|+8 |+7 |+8 | 2d20(17)| -|
Very Young | S | 12d12+36 (114)| 13 | 12 | 16 | 18 | 17 | 18 |+12/+9 |+14|+11|+9 |+11| 4d20(20)| -|
Young | M | 15d12+45 (142)| 14 | 12 | 16 | 19 | 18 | 19 |+15/+17|+17|+12|+10|+13| 6d20(21)| -|
Juvenile | M | 18d12+54 (171)| 16 | 12 | 17 | 20 | 19 | 20 |+18/+20|+21|+14|+12|+15| 8d20(24)| -|
Young Adult | L | 21d12+84 (220)| 17 | 12 | 19 | 22 | 20 | 22 |+21/+28|+23|+16|+13|+17|10d20(26)|22|
Adult | L | 24d12+120 (276)| 18 | 12 | 21 | 23 | 21 | 23 |+24/+32|+27|+19|+15|+19|12d20(28)|25|
Mature Adult | H | 27d12+189 (364)| 19 | 12 | 25 | 24 | 22 | 24 |+27/+39|+29|+22|+16|+21|14d20(31)|26|
Old | H | 30d12+210 (405)| 20 | 12 | 25 | 26 | 25 | 26 |+30/+43|+33|+24|+18|+24|16d20(33)|31|
Very Old | H | 33d12+231 (445)| 21 | 12 | 25 | 28 | 27 | 28 |+33/+46|+36|+25|+19|+26|18d20(35)|32|
Ancient | H | 36d12+288 (522)| 22 | 12 | 27 | 30 | 29 | 30 |+36/+50|+40|+28|+21|+29|20d20(38)|35|
Wyrm | G | 39d12+351 (604)| 23 | 12 | 29 | 32 | 31 | 32 |+39/+58|+41|+30|+22|+31|22d20(40)|37|
Great Wyrm | G | 42d12+420 (693)| 24 | 12 | 31 | 34 | 33 | 34 |+42/+61|+45|+33|+24|+34|24d20(43)|40|

Disco Dragon Abilities by Age

{table]Age| Speed |Initiative| Armor Class | Special Abilities |Caster Level1|SR
Wyrmling |70 ft, fly 150 ft(Perfect)| +1 |14(+2 size, +1 Natural, +1 Dex), 13 touch, 13 Flat-Footed |Awesomeness, Dog-fight, Positive Energy Control, Unblinking, This is the Part Where You Fall Down, Dancing Lights ,Prestidigitation | - | -
Very Young |70 ft, fly 150 ft(Good) | +1 |16(+1 size, +4 Natural, +1 Dex), 12 touch, 15 Flat-Footed |Scintillating Scales2, Bonus Feat: (Dodge) | 1 | -
Young |70 ft, fly 150 ft(Average)| +1 |18(+7 Natural, +1 Dex) , 11 touch, 18 Flat-Footed |DR 5/magic, Evasion, Uncanny Dodge | 3 | -
Juvenile |70 ft, fly 150 ft(Average)| +1 |20(-1 size, +10 Natural, +1 Dex), 10 touch, 20 Flat-Footed|Color Spray, Surge of Awesome 1/day | 5 | -
Young Adult |70 ft, fly 200 ft(Average)| +1 |23(-1 size, +13 Natural, +1 Dex), 10 touch, 23 Flat-Footed|DR 10/magic, Improved Uncanny Dodge, Dancing without Limits, Walk Among Them| 7 | 15
Adult |70 ft, fly 200 ft(Average)| +1 |25(-2 size, +16 Natural, +1 Dex), 9 touch, 25 Flat-Footed |Improved Evasion, Hypnotic Pattern | 9 | 17
Mature Adult|70 ft, fly 200 ft(Average)| +1 |28(-2 size, +19 Natural, +1 Dex), 9 touch, 28 Flat-Footed |DR 15/magic, Cats Grace, Eagle's Splendor | 11 | 18
Old |70 ft, fly 250 ft(Average)| +1 |31(-2 size, +22 Natural, +1 Dex), 9 touch, 31 Flat-Footed |Watch This!, Surge of Awesome, Rainbow Pattern 2/day | 13 | 19
Very Old |70 ft, fly 250 ft(Average)| +1 |34(-2 size, +25 Natural, +1 Dex), 9 touch, 34 Flat-Footed |DR 20/magic and 5/Square, Defensive Roll | 15 | 21
Ancient |70 ft, fly 250 ft(Average)| +1 |37(-2 size, +28 Natural, +1 Dex), 9 touch, 37 Flat-Footed |Prismatic Spray | 17 | 22
Wyrm |70 ft, fly 250 ft(Poor) | +1 |38(-4 size, +31 Natural, +1 Dex), 7 touch, 44 Flat-Footed |DR 20/Magic and 10/Square, Skill Mastery | 19 | 23
Great Wyrm |70 ft, fly 300 ft(Poor) | +1 |41(-4 size, +34 Natural, +1 Dex), 7 touch, 48 Flat-Footed |Pwn'd!!!,Prismatic Sphere3, Surge of Awesome 3/day | 21 | 24
1 Can also cast spells from the Funk and Luck domains as arcane spells.
2 From Draconomicon, and perhaps other places.
3 With any radius between the normal one for the spell, and twice that decided at the time of casting.

Environment: Happenin' scenes (including, but not limited to, the plane The Groovy Beats of Gnarlopolopolis (http://www.giantitp.com/forums/showthread.php?t=55828))
Organization: Wyrmling, very young, young, juvenile, and young adult: with parents or foster parents as 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 6; very young 8; young 11; juvenile 13; young adult 15; adult 17; mature adult 19; old 21; very old 23; ancient 25; wyrm 27; great wyrm 30
Treasure: Triple Standard
Alignment: Always Neutral Neutral Funky (http://www.giantitp.com/forums/showthread.php?t=55828)
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 34-35 HD; great wyrm 37+ HD
Level Adjustment: wyrmling +5; very young +6; young +7; others .
Favored Class: Bard

Disco dragons are among the most funky beings in all existence.
A disco dragon has scales that are mirror bright from birth, with a clear layer covering a reflective layer. The clear layer is a simple coating at hatching, with increasing numbers of facets added (on average) to each scale as the dragon ages. The bodies are well proportioned, and can be altered via controlled growth and transformation (non-magical, more like a tadpole growing into a frog than anything else) to keep up with the latest trends. A radical alteration of appearance might take as long as a year.

Disco dragons are monogamous simply because breaking up is just not a cool experience. That having been said, they often consider themselves cool enough that it would be pure selfishness not to spread the love around, and thus will have a series of non-draconic mates, only marrying another disco dragon when they consider they are too groovy for any but another disco dragon to be worthy of their bods.

Disco dragon pads (as they refer to their lairs) are found where-ever the scenes are the most happening, as such, they tend to be designed for style first, easy of relocation second, and defensibility third. The mightiest of them sometimes have their own demi-planes that they keep updated to the latest styles. Strangely enough, many of them do not have territories that they lay claim to. They wear their hoards in the form of complex jewelry. Gold chains are often seen, but fashion comes first. These itinerant disco dragons forgo hunting, so that none can claim they are taking away from those whose territory they might cross in their wanderings, instead earning their scratch as musicians at large gatherings of dancers of the more funky sort.

The draconic community considers disco dragons to be so cool that they overlook their tendency to be of no particular benefit to any of their individual plans and schemes. Even most of the most curmudgeonly have long since given up trying to chase the itinerant ones off, since they end up looking like total drags. The notable exceptions are beige dragons (http://www.giantitp.com/forums/printthread.php?t=59834&pp=40) who circulate petitions against them. Almost all other dragons, however, find that they have their uses, even in day to day life, and have made virtue of the unavoidable by making pacts with the disco dragons (free access, but no hunting in their territory, and volume and duration of any raves kept within reasonable limits relative to the distance from their lair), in return the disco dragons serve as the fashion news sources and image (coolness) advisers of the draconic community.

Disco dragons look on combat as simply another place to test and glory in their skills and earn the adulation of others. They tend to pick their tactics for there shear awesomeness, rather than effectiveness per se. Against lesser opponents they often aim for the most perfect victory. To defeat 20 bandits who have more guts than skill is a nothing, merely taking out the trash... to defeat them without them so much as touching you, and without having any blood stick to you, and to have the last one unconscious or dead while still (momentarily) standing before the first one fully collapses to the ground? Now THAT takes a MASTER OF FUNKITUDE. Younger disco dragons may hold back on their abilities against weak foes, eschewing for instance the use of the breath-weapon. Their elders however know that the explosion of the head of even the most lame of posers can be a source of street cred if you are off-hand enough about it, and thus use every tool in their arsenal (... excepting any resources that are not rapidly renewable and might be needed against a more popular foe). All the same, even the most mature are somewhat reckless in their natures, knowing that no victory against a worthy foe is without glory (if only for the humility of saying "I gotta be straight with you, he shoulda had me their, but I guess Galla (http://www.giantitp.com/forums/showthread.php?t=55828) just could not bear to see such a lamer triumph even if his moves were more powerful (although not nearly as groovalishous) as yours' truly."). On the other hand to go down to defeat is the only way, in the end to prove just WHERE the limits of one's skillz are. For this reason they go relatively gladly when the need arises, even to certain death.

Tactics: Disco dragons have a tendency to announce all their moves. They also tend to converse with their opponents during battles. A battle of wits is just as important as actual combat. They rely on their breath weapon and pwn'd! abilities only when other methods fail. Musical contests are often substituted for battle with the winner claiming a much coveted prize.

Awesomeness(Ex): A Disco Dragon's natural weapons count as Funky Aligned. Also it may take feats as if each of it ability scores were 10 points higher, and may enter Prestige Classes as if it had 3 more ranks in any required skill than it actually does, and may ignore one feat requirement.

Surge of Awesome(Ex); Once per day, as a free action that can happen whenever a d20 is rolled by it instead of rolling that d20, a disco dragon of at least Juvenile status may automatically treat the result as a natural 20. At at Old status this ability may be used twice per day, and at great wyrm status 3 time per day. Advanced disco dragons gain another use for every 4 age categories past Great Wyrm. In no case may a disco dragon use this ability more than once per turn (it refreshes at the end of its turn).

Dogfight (Ex): A Disco Dragon may use the tumble skill while airborne, substituting their flight speed for their ground movement rate in calculating how far they may move.

Unblinking (Ex): A Disco dragon cannot be dazed, dazzled, blinded, or otherwise harmed by light. This includes these conditions brought upon by spells dealing with light, such as Flare, and damage from Sunbeam, but not Blindness/Deafness.

Positive Energy Control (Ex): A disco dragon is in completely control of its level of awesome, and unless it chooses to, it will never gain enough temporary hitpoints by any means to force it to make a saving throw against exploding from the excess positive energy (referred to by some as "death by awesome"). The extra hit-points stop one short. Note that lowering this defense and breathweaponing themselves repeatedly (usually while dancing or mating), then intentionally failing the saving throw at after one final breathweapon expenditure at just the right moment, is a common alternative to the twilight taken by great wyrm disco dragons.

This is the Part Where You Fall Down(Su): As a full-round action that does not provoke attacks of opportunity, a disco dragon may attempt to dispel all temporary hit-points granted by its breathweapon on all creatures within 10' per age category of itself. Each creature is allowed a will save versus the DC of the disco dragon's breathweapon to negate this, and retain the temporary hit-points.

Evasion (Ex): If a very young or older disco dragon makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if a disco dragon is wearing light armor or no armor. A helpless disco dragon does not gain the benefit of evasion.

Uncanny Dodge (Ex): A disco dragon of young or older age category can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a disco dragon already has uncanny dodge from a class it automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex): A disco dragon of young adult status or older can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels (or other class(es) that grant Uncanny Dodge). If a disco dragon already has uncanny dodge from a class, the dragon automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue(or other such class) level required to flank the dragon.

Dancing without Limits (Su): For a total time per day of 1 round per hit die, a disco dragon of young adult or older status may act normally regardless of magical effects that impede movement as if they were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

Walk Among Them (Su): As per "Alternate form" ability except as follows. A young adult or older disco dragon can assume any the form of a generic member of a race with racial intelligence 3 or greater that is has had frequent contact with for at least one year which has a size class equal to or less than the wing dragon's natural form OR a half-wing dragon version of any such race as a standard action twice per day. If it decreases 2 or more size categories when using this ability to turn into a half-wing dragon then its maneuverability in that form improves by one step (usually to perfect). The dragon can remain in this alternate form until it chooses to assume a new one or return to its natural form. The form and half-dragon form for each race are each unique to the particular wing dragon, and may never be altered in appearance as a result of this ability (further magic may modify them normally however).

Improved Evasion (Ex): This ability works like evasion, except that while the dragon still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless wing does not gain the benefit of improved evasion.

Watch This! (Ex): Once per day, for a number of rounds equal to its hit-dice category a disco dragon may raise its maneuverability to Perfect. This is a free action and does not provoke attacks of opportunity.

Defensive Roll (Ex): A disco dragon of very old or older status can roll with a potentially lethal blow to take less damage from it than it otherwise would. Once per day, when it would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the disco dragon can attempt to roll with the damage. To use this ability, the disco dragon must attempt a reflex saving throw (DC = damage dealt). If the save succeeds, it takes only half damage from the blow; if it fails, it takes full damage. It must be aware of the attack and able to react to it in order to execute its defensive roll-if it is denied its Dexterity bonus to AC, it can't use this ability. Since this effect would not normally allow a creature to make a Reflex save for half damage, the disco dragon's evasion ability does not apply to the defensive roll.

Skill Mastery (Ex): With the following skills disco dragons of at least wyrm status may take 10 on a check even if stress and distractions would normally prevent it from doing so: balance, bluff, diplomacy, gather information, perform, and tumble.

Pwned! (Ex): Once per day as a free action that may be performed even if it not the disco dragon's turn just before the game master declares whether the roll results in success or failure, a great wyrm disco dragon may alter an opponents roll so that it is instead a natural 1 in all regards (meaning both numerically, and for any special effects a natural 1 might have). The roll may not be further altered (such as with luck rerolls) after this ability is announced.

Other Spell-like Abilities: At Will - Prestidigitation(All Age Categories), Dancing Lights(All Age Categories); 3/day - Scintillating Scales(Very Young and older), Color Spray(Juvenile and older), Rainbow Pattern, Cat's Grace(Mature Adult and older), Eagle's Splendor(Mature Adult and older), Hypnotic Pattern(Adult and older), Rainbow Pattern(Old and older), Prismatic Spray(Ancient and older); 1/day - Prismatic Sphere*(Great Wyrm)
*With any radius between the normal one for the spell, and twice that decided at the time of casting.

Skills: The class skills for a disco dragon are: Balance, Bluff, Concentration, Diplomacy, Gather Information, Listen, Perform (any), Spot, Search, and Tumble. They receive a bonus equal to their age category on any check made to avoid becoming lost. While flying or falling Disco Dragons have the Balance, Move Silently, and Tumble skills for free at 1 rank per Hit Die. Note that, for the purposes of reducing damage, the moment of impact during a crash or fall counts as flying or falling.

Breath Weapon (Su): The breath weapon of a disco dragon is a multicolored cone of Funky positive energy. Living creatures gain hitpoints from this, and are never allowed a saving throw. Undead are allowed a fortitude save for half damage, except if they are Groovin' dead in which case they take no damage on a successful save. Groovin' Death with Mettle take only half damage on a failed save, and no damage on a successful save. Groovin' Dead with Improved Mettle are immune to a Disco Dragon's breath weapon. In any case a creature struck by a Disco Dragons breath weapon must also make a separate DC 15 Fortitude save to avoid being blinded for 10 rounds by the brilliance of the energy. The hitpoints gained by living creature from the breath weapon may increase their hit-point total past the normal maximum, treat any excess as temporary hit-points. These temporary hit points fade after one hour. Funky damage affects normal hitpoints first, bypassing these extra hitpoints, until they are reduced to a level sufficient to kill the creature, or as close to that as is possible from hit-point damage (-10 for most creatures, -50 for the Tarrasque, etc), any additional damage (regardless of if it is Funky or not) beyond that affects the temporary hitpoints from the breath weapon. Similarly, the breathweapon only heals damage with the [funky] type if the disco dragon wants it to do so for that particular creature, otherwise it goes directly to temporary hit-points. Determine the status of the creature (disabled, dying, dead, etc) based on the sum of the two pools. A creature must make a Fortitude save each round that its temporary hit points (and thus NOT taking into account any damage the creature may have taken that had the Funky type) exceed its normal hit point total. Failing the saving throw results in the creature exploding in a riot of energy, killing it. The DC of the Fortitude save is 20 or the Disco Dragon's breathweapon save DC, whichever is greater. The breathweapon save DC is Charisma based.

{table=head]DC | Lore
14 | This is an especially groovin' dragon; reveals all true dragon traits.
19 | This is groovin' dragon is a disco dragon.
24 | Disco dragons are the funkiest dragons in existence; reveals special abilities.
29 | Disco dragons would rather make love than war, but they're no squares when it comes to battle; reveals special attacks.[/table]

Half-Disco Dragons
Disco dragons being the oh-so-sexy playas they are generate an above average number of half-dragons...

As per usual except as follows:
Speed: ALL half disco dragons have wings and can fly at 3 times their land speed (good maneuverability).
AC: Natural Armor bonus improves by +2.
Statistics adjustments: STR +2, DEX +4, CON +2, INT +0, WIS +0, CHR +8
Special Qualities: As per usual for a half-dragon, and they also have the 'Dogfight' quality. Have Unblinking for their racial bonus immunity.
Special Attacks: Breath weapon: Cone of 5d6 Positive energy (DC ).
LA: +4