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afroakuma
2020-04-19, 01:11 AM
It's rare, but not unheard of, for a dragon to mate with a dragon of another species. The offspring of such a union possesses many traits inherited from its parents, but a number of such crossbreeds consistently display novel and emergent abilities unrelated to those of either sire or dam.The following are recommendations for assembling hybrid dragons.

Subtype
The hybrid has the subtypes of its parents.

Hit Dice
The hybrid has the average of its parents' hit dice at each age, rounded down.

Size
The hybrid has the average of its parents' size categories at each age, rounded up. For example, if the parents as wyrmlings would have been Tiny and Medium, the hybrid wyrmling is Small; if the parents would have been Small and Medium, the hybrid wyrmling is Medium.

Speed
The hybrid has the better of its parents' ground movement speeds. For any other movement mode, the hybrid possesses that movement mode at the worse of its parents' speeds. For example, if one parent has burrow 10 ft. and the other parent does not have a burrow speed, the hybrid has a burrow speed of 10 feet. If one parent has a fly speed of 120 ft. and the other parent has a fly speed of 80 ft., the hybrid has a fly speed of 80 feet. For flight, the hybrid's maneuverability is always one step worse than the worst of its parents' maneuverabilities at each age category, to a minimum of clumsy.

Strength
The hybrid inherits the best of its parents' Strength scores at each age category. Hybrids enjoy the improved musculature relative to the weaker parent.

A hybrid of two chromatic dragons gains +2 Strength, as Tiamat's chosen are collectively more fierce and brutal and this trait is amplified in such a hybrid.

Dexterity
The hybrid inherits the worst of its parents' Dexterity scores at each age category. The specialized physiques of the more dextrous parent are impeded by traits inherited from the less agile of the two.

Constitution
The hybrid inherits the average of its parents' Constitution scores, rounded down, at each age category. Hybrid biology exposes the child to vulnerabilities of each parent but also benefits from their resistances.

Intelligence
The hybrid inherits the best of its parents' Intelligence scores at each age category. The natural cunning of each parent is reinforced in the child.

A hybrid of two gem dragons gains +2 Intelligence, as Sardior's chosen are collectively more shrewd and inquisitive and this trait comes to the fore in such a hybrid.

Wisdom
The hybrid inherits the worst of its parents' Wisdom scores at each age category. Hybrids are less instinctive and intuitive than the superior parent.

A hybrid of two metallic dragons gains +2 Wisdom, as Bahamut's chosen are collectively more contemplative and patient and this trait magnifies in such a hybrid.

Charisma
The hybrid inherits the worst of its parents' Charisma scores at each age category. Hybrids grow up without as much sense of self and identity as purebred dragons.

Natural Armor
The hybrid inherits the average of its parents' natural armor bonuses at each age category, rounded up.

Breath Weapon
The breath weapon of a hybrid is most likely to be novel rather than inherited or blended from the parents. To find the damage of the breath weapon, look at the following scale or wyrmling damage (treat a breath weapon that does not do hit point damage as 2d6). The hybrid's damage corresponds to the average of the scale positions of the parents, rounded down. If the breath weapons do the same type of energy damage, step the damage up to the next rung of the scale, to a maximum of the higher parent's damage class.



Damage Scale
Damage/Age


1
1d4


2
1d6


3
2d4 / 1d8


4
2d6 / 1d10 / 1d12


5
2d8


6
2d10


7
2d12



Blended Breath Weapon

When determining breath weapon shape, prioritize based on the shape of the existing breath weapon with the highest-ranked type, from top to bottom. If both parents' breath weapons are the same type, unique shape beats cone beats line.

Electric > Sonic > Acid > Cold > Fire > Force > Other

The damage of a blended breath weapon is a 50/50 mixture of the damage types of the parents' breath weapons.

Novel Breath Weapon

Many hybrid dragons have a novel breath weapon which does not correspond to a mere blend of the parents' breath weapons. A novel breath weapon may do damage of a type unrelated to either parent's, and may have one or more of the following features:

• Ongoing terrain effect
• Ability damage
• Causes a condition
• Unusual blast shape

If you give a novel weapon a special effect, reduce its damage scale by 1 for every 2 special effects you choose. Some suggested effects are below.

• For dragons whose parent breathed acid, adding a condition to the effect (blind, slow, sicken)
• For dragons whose parent breathed cold, impeding mobility (Dex damage, entangle, grease on affected squares)
• For dragons whose parent breathed electricity, disrupting activity (Str damage, daze, fatigue, knockback)
• For dragons whose parent breathed fire, consequences of heat (catching fire, heat metal, pyrotechnics smoke)
• For dragons whose parent breathed sonic, consequences of powerful sound (daze, deafness, shaken, shatter)
• Breath weapon launches a cylinder with height and diameter equal to the cone length for the size category, centered on a point within the line length for that size category (e.g. a Large dragon could center a cylinder within 80 ft. with a 40 ft. diameter and height.)
• Breath weapon consists of a missile fired into the air which will explode into a sphere with radius equal to the cone length for the size category, centered on a point within the line length for that size category, the following round.
• Breath weapon creates residue that entangles and deals 1d4 damage per age category of the dragon those who enter the area of effect in the next 1d4 rounds (Reflex negates)
• Breath weapon requires Fortitude save instead of Reflex save to avoid.
• Breath weapon contains hazard that imposes 1/2 age category (rounded up) penalty on a particular saving throw for 1 minute.
• Breath weapon creates 1 square per age category in its area of effect that deals 1/2 damage to those who enter that square for 1 minute.
• Breath weapon deals physical damage (bludgeoning, piercing, or slashing) instead of energy damage.

Damage Reduction
The hybrid inherits the best of its parents' damage reduction at each age category.

Spell Resistance
The hybrid inherits the worst of its parents' spell resistance at each age category.

Some hybrids may invert DR and SR.

Spellcasting/Psionics
A hybrid dragon harnesses different magical resonances which may not blend well, making focused spellcasting more difficult. The hybrid inherits the average of its parents' caster levels at each age category, rounded down (a result of - for either parent cannot be averaged and means no spellcasting capacity for the hybrid at that age). If either parent has the ability to cast cleric spells as arcane spells, the hybrid may do likewise, though it may only select one domain per parent with this capacity to enhance its spell list.

If either parent is a gem dragon, the hybrid manifests powers as a psion with a manifester level equal to the caster level as calculated above, rather than casting spells. The hybrid may choose the discipline of any gem dragon parent.

Spell-Like Abilities
Unusually, hybrids do not inherit spell-like abilities from their parents - while on rare occasions one or two such abilities may mirror a parent, by and large the innate magic of the hybrid is distinct from that of either sire or dam.

A hybrid normally has the following abilities:



Age
Max Spell Level


Juvenile
2nd


Adult
3rd


Old
5th


Ancient
7th


Great Wyrm
9th



For spell level, this is the normal maximum spell level or power level of a spell-like or psi-like ability, though the hybrid may have a lower-level ability in place of this. Some hybrids have supernatural abilities or abilities that do not directly copy a spell, in place of a spell-like or psi-like ability. These abilities should be commensurate in strength to the limits suggested above.

Resistances and Immunities
The hybrid inherits the resistances and immunities of the parents. The hybrid always possesses an energy immunity to at least one of the damage types of its breath weapon (if applicable) and does not have more than two immunities to energy types (if subtypes confer immunities that do not match the breath weapon, the hybrid loses one of these immunities and replaces with resistance 10 to that energy type).

Water Breathing
The hybrid gains this special quality as a wyrmling if either parent possesses it.

Bartmanhomer
2020-04-19, 01:21 AM
Cool. I love your homebrew dragon hybrids. :smile:

Palanan
2020-04-19, 10:51 AM
Overall this looks great, since I wouldn't have known where to start.

I do have one question, which is why you alternate best and worst for most of the ability scores, as opposed to using an average as implemented for most other traits. The hit to Charisma makes good sense as explained, but I'm not sure about some of the others.

That said, this is an excellent roadmap for building hybrid dragons. I'm looking forward to trying this out.

afroakuma
2020-04-19, 11:00 AM
Sample: Gray Dragon

The hybrid of black and white dragons, gray dragons lurk in cold aquatic caves and grottoes filled with silt that they dig out to form traps. Conniving and miserable, they possess an inferiority complex even when no other dragons are around, and enjoy surrounding themselves with minions to bully. A gray dragon has a single horn curling back at the top of its head, with a pair of ugly curled ridges on either side of the face, which looks skeletal and features sunken, jet-black eyes that are nearly impossible to discern. A wyrmling gray dragon has cloudy, pearlescent scales that fade with age to a dark matte patina of grays, helping to provide camouflage.

Gray dragons have been hunted by mages due to the unusual organ that produces their breath weapon, the "dark catabolite;" this rare reagent possesses the traits of quasielemental vacuum. Some unscrupulous mages have pondered breeding white and black dragons to produce these organs en masse, but given the difficulties of holding more than one dragon, it has been rumored that even darker practitioners have considered breeding half-gray dragons to dissect instead.



Age
Size
HD
Str
Dex
Con
Int
Wis
Cha
BAB/Grapple
Attack
Fort
Ref
Will
Breath Weapon
Frightful Presence


Wyrmling
T
3
13
10
13
8
11
6
+3/-4
+6
4
3
3
1d4 (12)
-


Very Young
S
6
15
10
13
8
11
6
+6/+4
+9
6
5
5
2d4 (14)
-


Young
M
9
17
10
15
10
11
6
+9/+12
+12
8
6
6
3d4 (16)
-


Juvenile
M
12
19
10
15
10
11
8
+12/+16
+16
10
8
8
4d4 (18)
-


Young Adult
L
15
21
10
17
12
11
10
+15/+24
+19
12
9
9
5d4 (20)
20


Adult
L
18
25
10
19
12
11
12
+18/+29
+24
15
11
11
6d4 (23)
23


Mature Adult
H
21
29
10
21
14
13
12
+21/+38
+28
17
12
13
7d4 (25)
25


Old
H
24
31
10
21
14
13
12
+24/+42
+32
19
14
15
8d4 (27)
27


Very Old
H
27
33
10
23
16
15
14
+27/+46
+36
21
15
17
9d4 (29)
29


Ancient
H
30
35
10
23
16
15
14
+30/+50
+40
23
17
19
10d4 (31)
31


Wyrm
G
33
37
10
25
18
15
16
+33/+58
+42
25
18
20
11d4 (33)
33


Great Wyrm
G
36
39
10
27
20
19
18
+36/+62
+46
27
20
24
12d4 (35)
35





Age
Speed
Initiative
AC
Special Abilities
CL
SR


Wyrmling
60 ft., burrow 30 ft., fly 100 ft. (poor), swim 60 ft.
+0
15 (+2 size, +3 natural)
Immunity to acid and cold, water breathing
-
-


Very Young
60 ft., burrow 30 ft., fly 100 ft. (poor), swim 60 ft.
+0
17 (+1 size, +6 natural)

-
-


Young
60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft.
+0
19 (+9 natural)

-
-


Juvenile
60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft.
+0
22 (+12 natural)
blinding spittleSC 3/day
-
-


Young Adult
60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft.
+0
24 (+15 natural, -1 size)
DR 5/magic
-
16


Adult
60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft.
+0
27 (+18 natural, -1 size)
malevolent miasmaSC 3/day
2nd
18


Mature Adult
60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft.
+0
29 (+21 natural, -2 size)
DR 10/magic
4th
20


Old
60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft.
+0
32 (+24 natural, -2 size)
miasma of entropySC 2/day
6th
21


Very Old
60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft.
+0
35 (+27 natural, -2 size)
DR 15/magic
8th
23


Ancient
60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft.
+0
38 (+30 natural, -2 size)
fleshshiverSC 1/day
10th
24


Wyrm
60 ft., burrow 30 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
39 (+33 natural, -4 size)
DR 20/magic
12th
25


Great Wyrm
60 ft., burrow 30 ft., fly 200 ft. (clumsy), swim 60 ft.
36
42 (+36 natural, -4 size)
waves of exhaustion 1/day
14th
27



Breath Weapon (Su) The gray dragon's breath weapon is a cone of "anti-air," composed of the essence of quasi-elemental vacuum. Living creatures, constructs made of a physical material, and creatures with the Air or Fire subtype are damaged by this effect and become fatigued, even if they would normally be immune to the fatigued condition. The damage of this attack is untyped. A successful Fortitude save (rather than Reflex) halves the damage of losing air to the vacuum attack and negates the fatigued condition. This attack is considered to work on objects for the purpose of immunity.

Palanan
2020-04-19, 11:12 AM
That gray dragon is just superb for the writeup alone. Really, really well done. I can already think of a couple environments where they'd fit right in.

Great work there, looking forward to more.



EDIT: Since you mention the gray coloration helps to provide camouflage, would you want to add a +4 or +8 racial bonus to Hide?

.

afroakuma
2020-04-21, 10:20 AM
Sample: Celadon Dragon

A sleek curved plate rising from the brow and running down the spine, a hooked beaklike mouth and short face, milky and unreadable eyes; these are the hallmarks that identify the celadon dragon, the hybrid of white and green dragons. Any doubts can be dispelled by checking for the thickened, elongated dewlap and the sting at the end of the tail, though getting close enough to evaluate these traits is an often fatal mistake. At birth a celadon dragon's scales appear to be dark gray, brightening to mint, laurel, and artichoke as it grows to adulthood, by which time the scales are a pale greenish color not unlike pearly jade.

Celadon dragons lair in cold forests or mountain forests, which they consider their exclusive domain. A celadon likes to think of itself as a "peacekeeper" within its territory, rigorously patrolling to ensure that its domain is catalogued. They dislike greens and other forest-dwelling dragons, and may strike deals with fey or even elves to push out undesirables, a category which may extend to include druids, treants, and other would-be elder voices of the forest. As far as a celadon dragon is concerned, such interlopers are a personal insult. Celadon dragons fear fire damage to their territory and have to contend with poachers looking to collect their potent tail venom.

Celadon dragons are usually neutral evil. They like to announce their presence with call lightning storm well before they are properly encountered, and are more prone than most dragons to enjoy flattery and praise, as celadons are often self-conscious about their ungainly physique relative to their parents.

Age
Size
HD
Str
Dex
Con
Int
Wis
Cha
BAB/Grapple
Attack
Fort
Ref
Will
Breath Weapon (DC)
Frightful PresenceWyrmlingS4d12+4 (30 hp)15101310116+4/+0+7+5+4+41d8 (13)—Very youngM7d12+14 (59 hp)17101410116+7/+7+10+7+5+52d8 (15)—YoungM10d12+20 (85 hp)19101512116+10/+10+14+9+7+73d8 (17)—JuvenileL13d12+39 (123 hp)21101614118+13/+17+17+11+8+84d8 (19)—Young adultL16d12+64 (168 hp)251018141110+16/+20+22+14+10+105d8 (22)22AdultH19d12+95 (218 hp)291020161112+19/+27+26+16+11+116d8 (24)24Mature adultH22d12+110 (253 hp)311021161312+22/+30+30+18+13+147d8 (26)26OldH25d12+150 (312 hp)331022181312+25/+33+34+20+14+158d8 (28)28Very oldH28d12+168 (350 hp)351023181514+28/+36+38+22+16+189d8 (30)30AncientG31d12+217 (418 hp)371024201514+31/+43+40+24+17+1910d8 (32)32WyrmG34d12+272 (493 hp)391026201516+34/+46+44+27+19+2111d8 (35)35Great wyrmG37d12+296 (536 hp)411027221918+37/+49+48+28+20+2412d8 (36)36
Age
Speed
Initiative
AC
Special abilities
CL
SRWyrmling60 ft., fly 100 ft. (poor), swim 40 ft., burrow 30 ft.+014 (+1 size, +3 natural, +0 Dex)Immunity to acid and cold, water breathing——Very young60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft.+016 (+0 size, +6 natural, +0 Dex)——Young60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft.+019 (+0 size, +9 natural, +0 Dex)——Juvenile60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft.+021 (-1 size, +12 natural, +0 Dex)briar webSC 3/day——Young adult60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft.+024 (-1 size, +15 natural, +0 Dex)DR 5/magic—18Adult60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft.+026 (-2 size, +18 natural, +0 Dex)Poisonous sting1st20Mature adult60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft.+029 (-2 size, +21 natural, +0 Dex)DR 10/magic3rd22Old60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft.+032 (-2 size, +24 natural, +0 Dex)wall of thorns 3/day5th24Very old60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft.+035 (-2 size, +27 natural, +0 Dex)DR 15/magic7th25Ancient60 ft., fly 200 ft. (clumsy), swim 40 ft., burrow 30 ft.+036 (-4 size, +30 natural, +0 Dex)call lightning storm 1/day, commune with nature 1/day9th27Wyrm60 ft., fly 200 ft. (clumsy), swim 40 ft., burrow 30 ft.+039 (-4 size, +33 natural, +0 Dex)DR 20/magic11th28Great wyrm60 ft., fly 200 ft. (clumsy), swim 40 ft., burrow 30 ft.+042 (-4 size, +36 natural, +0 Dex)transport via plants 2/day13th30

Breath Weapon (Su) A celadon dragon has two kinds of breath weapon, a cone of entropic mist and a solid fog. The former deals half cold damage and half acid damage, and deals no damage to plants or creatures with the plant type. The latter allows the dragon to place one 10 ft. cube of solid fog per age category, centered anywhere within the dragon's cone area. The solid fog persists for 1 minute.

Poisonous Sting (Ex) An adult or older celadon dragon has an additional natural weapon, a sting at the end of its tail. This sting deals damage at the scale of the dragon's bite attack and secretes a vile poison (Injury DC 10 + 1/2 HD + Con modifier, initial 1d6 Dex and 1d6 Con, secondary 2d6 Str).

Spells A celadon dragon draws its spells from the sorcerer and druid spell lists, and does not have access to the Cleric spell list.

aimlessPolymath
2020-04-21, 11:06 AM
I love everything about these dragons' personalities. Announcing yourself with Call Lightning because you don't feel that there's enough oomph in your actual appearance is top tier villainy.

afroakuma
2020-04-21, 09:21 PM
Sample: Azure Dragon

The hybrid offspring of the very rare mating of blue and white dragons, azure dragons are the terror of the cold deserts, tundras, and frozen plains they call home. A narrow, spadelike head is surrounded by whitish cornification that frames the deep-set eyes and outlines the lower jaw. The skull is crowned with backswept jagged bone extrusions, which may yellow with exposure to air over the years. The scales running down the back are smooth with rough edges, and the tail is composed of broad flat plates with a double ridge down the middle.

Unlike their white dragon relations, azure dragons are feared and despised by frost giants, who have little protection against the potent breath of the azure and are frequently subjected to its depredations. Azures are unusual among dragonkind in that they rarely consider any particular region "their" territory, bringing them into conflict with other dragons and natives of the cold lands as they wander. At a young age, azure dragons discover their inherent knack for illusion, a trait inherited from the blue side of their heritage, and they are adept at deceiving prey with their reflective disguise glamer. This wanderlust makes azure dragons adventurous, and they take particular joy in raiding the territory of giants and undermining their society. It is said in the cold lands that the azure dragon knew when you took your first breath and will be there for your last, a reference to how ominpresent and omniscient the azures often seem to be to those who travel in lands they frequent.

Azure dragons keep hoards, generally in ruined frost giant castles and temples, and sometimes in perilous caves or valleys. They prefer a location not likely to be visited by dragons, but which humanoids would probably journey to in search of riches - they find great sport in ambushing such "visitors" on the way out, or getting them lost in a whiteout. As azure dragons have an instinctive contempt for frost giants, they will never voluntarily work with them (the feeling is mutual), and azures fancy themselves liberators of the wild winter realms from the petty rule of such "degenerates." Azure dragons enjoy trading in stories, particularly if their listeners are willing to carry tales of their exploits to distant lands.

Azure dragons are usually chaotic evil.

Age
Size
HD
Str
Dex
Con
Int
Wis
Cha
BAB/Grapple
Attack
Fort
Ref
Will
Breath Weapon (DC)
Frightful PresenceWyrmlingS4d12+4 (30 hp)15101310116+4/+0+7+5+4+41d6 (13)—Very youngM7d12+14 (59 hp)17101410116+7/+7+10+7+5+52d6 (15)—YoungM10d12+20 (85 hp)19101512116+10/+10+14+9+7+73d6 (17)—JuvenileL13d12+39 (123 hp)21101614118+13/+17+17+11+8+84d6 (19)—Young adultL16d12+64 (168 hp)251018141110+16/+20+22+14+10+105d6 (22)22AdultH19d12+95 (218 hp)291020161112+19/+27+26+16+11+116d6 (24)24Mature adultH22d12+110 (253 hp)311021161312+22/+30+30+18+13+147d6 (26)26OldH25d12+150 (312 hp)331022181312+25/+33+34+20+14+158d6 (28)28Very oldH28d12+168 (350 hp)351023181514+28/+36+38+22+16+189d6 (30)30AncientG31d12+217 (418 hp)371024201514+31/+43+40+24+17+1910d6 (32)32WyrmG34d12+272 (493 hp)391026201516+34/+46+44+27+19+2111d6 (35)35Great wyrmG37d12+296 (536 hp)411027221918+37/+49+48+28+20+2412d6 (36)36
Age
Speed
Initiative
AC
Special abilities
CL
SRWyrmling60 ft., fly 100 ft. (poor), swim 60 ft., burrow 20 ft.+015 (+1 size, +4 natural, +0 Dex)Immunity to cold and electricity, vulnerability to fire, snowsight——Very young60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft.+017 (+0 size, +7 natural, +0 Dex)——Young60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft.+020 (+0 size, +10 natural, +0 Dex)——Juvenile60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft.+022 (-1 size, +13 natural, +0 Dex)Reflective disguise——Young adult60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft.+025 (-1 size, +16 natural, +0 Dex)DR 5/magic—18Adult60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft.+027 (-2 size, +19 natural, +0 Dex)Enduring scrutinyCM 3/day1st20Mature adult60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft.+030 (-2 size, +22 natural, +0 Dex)DR 10/magic3rd22Old60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft.+033 (-2 size, +25 natural, +0 Dex)FirewardSC 2/day5th24Very old60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft.+036 (-2 size, +28 natural, +0 Dex)DR 15/magic7th25Ancient60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 20 ft.+037 (-4 size, +31 natural, +0 Dex)WhiteoutFB 1/day9th27Wyrm60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 20 ft.+040 (-4 size, +34 natural, +0 Dex)DR 20/magic11th28Great wyrm60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 20 ft.+043 (-4 size, +37 natural, +0 Dex)Screen 1/day13th30

Breath Weapon (Su) An azure dragon has one breath weapon, a line of lightning that deals electric damage to those caught in its path. The thunderous boom as the dragon unleashes its breath causes 1d6 sonic damage per two age categories (round down) in a radius of 5 ft. per age category from the dragon and deafens those caught in this area unless they succeed on a Fortitude save (DC same as breath).

Reflective disguise (Sp) A juvenile azure dragon can cloak itself in a cunning glamer that acts as a reflective disguiseSC for up to 1 hour as a standard action, three times per day. As it ages, it uses this ability to deceive giants and large prey beasts in order to get close and strike without warning. As the glamer only provides visual cover, adult and older azures tend to improve their concealment via spellcasting. As long as the azure dragon is in an area of predominantly snow and ice, it can treat itself as being one size smaller than it actually is for the purpose of determining who is affected.

Snowsight (Sp) An azure dragon is permanently under the effects of a snowsightFB spell and can see normally through falling snow, blowing snow, and whiteout conditions, including those caused by its own whiteout spell-like ability.

Bartmanhomer
2020-04-21, 09:26 PM
Wow, I love your homebrew work afroakuma. Keep it up. :biggrin:

Palanan
2020-04-21, 11:18 PM
These are just spectacular. The azures have style.

:smalltongue:

nonsi
2020-04-22, 05:03 AM
>> For flight, the hybrid's maneuverability is always one step worse than the worst of its parents' maneuverabilities

Why is that actually?
In general, why not just simplifying things by making everything average-round-down?

Also, could you give some examples how breath weapon damage type and shape prioritization works in terms of the weight of each type?

Ottriman
2020-04-22, 11:59 AM
Wow, nice. I will definitely be keeping a watch on this thread.

Given the theme of white/non-white dragon hybrids as the examples so far, would the next one be about a pink dragon by any chance?

afroakuma
2020-04-22, 05:41 PM
>> For flight, the hybrid's maneuverability is always one step worse than the worst of its parents' maneuverabilities

Why is that actually?

Flight is one of the most complex movement modes and each dragon has different musculature, wing structure, etc. so I figured that a hybrid would (in general) suffer maneuverability issues from having less specialization in this component of their physique.


In general, why not just simplifying things by making everything average-round-down?

Cause that's predictable, and not reflective of hybrid vigor (https://en.wikipedia.org/wiki/Heterosis). It felt more interesting to me to stipulate that hybrids get the best in some areas, the worst in others, and a blend some of the time.


Also, could you give some examples how breath weapon damage type and shape prioritization works in terms of the weight of each type?

Damage type always takes priority, so if one parent has an electric breath weapon, the shape of their breath weapon always predominates. If one parent has a sonic breath weapon, the shape of that breath weapon predominates unless the other parent has electric breath, and so on and so forth. If two same-type breath weapons are present (for instance, a black and green dragon mating), then cone beats line. In the unlikely but plausible event of a breath weapon that is neither cone nor line, the special shape would predominate, but only if the parents' breath weapons share a type.

afroakuma
2020-04-22, 10:30 PM
Sample: Pink Dragon

Imagine if you will a fluorescent cat, a cunning and patient predator whose two contrary drives are guarded solitude and spotlight-seeking. This ambitiously introverted creature of contradictions is the pink dragon in a nutshell, the product of a very rare mating between white and red dragons. Certain that they are superior - and equally certain that no sufficient foe is around to prove this to - pink dragons are among the most unlikely chromatic hybrids, especially those that have reached adulthood - the suicidal overconfidence and belligerence of juvenile pink dragons is the stuff of legends.

One could be forgiven for mistaking the pink dragon for a red, at least in the face, though rather than the craggly facial horn display of the larger dragon breed, the pink has the smooth and bony lines of a white dragon. Short fringed ears frame the face, which is topped in the back by a pair of backward-curving spines that anchor two colorful frills that run about halfway down the dragon's neck, merging in a V. Expansive, clumsy wings terminate at the hip. From birth, a pink dragon's scales are an unmistakable glossy hot pink color, which may vary in shade with age depending on diet and habits. By adulthood, a pink dragon may be carrying scales from a good half-dozen pinkish hues, along with highlights of white, red, blue, purple, and even occasional trace hints of a rosy gold color.

Young pink dragons carry none of the guardedness of young reds, acting like ambush hunters and going after prey up to one size category larger without hesitation. With age comes wisdom, though pinks are rarely able to fully temper their impulse to trumpet a challenge to the skies. Most pink dragons will have a predictable beat in their lives, a moment where they pick a fight with something that fights back hard enough to dispel the pink's braggadocio and leave it with more than a bit of wounded pride. These pinks will establish a territory they can fully control, generally an inhospitable rock or island with local wildlife or small villages to terrorize as the dragon envisions all of the more grandiose things it could definitely be doing with itself, if it wanted to. Woe betide the adventurers who intrude on a pink dragon, for in victory a pink is likely to stir and go forth from its insular territory once more, gorged on confidence in the wake of defeating new foes.

Pink dragons may have interesting and valuable curiosities in their hoards; they are often willing to go out of their way to pick up something truly unique, something to anchor their pride and self-regard, particularly if they are in some way depriving others of having or enjoying it - wondrous pieces of art, crowns, and unusual magic items have been found in pink dragon hoards. They also seek out items such as wands, scrolls, and spellbooks - the tools of spellcasters, for pink dragons have a uniquely unstable magical nature that they invariably believe they can harness better than any other dragon.

Pink dragons are usually chaotic evil.

Age
Size
HD
Str
Dex
Con
Int
Wis
Cha
BAB/Grapple
Attack
Fort
Ref
Will
Breath Weapon (DC)
Frightful PresenceWyrmlingS5d12+10 (42 hp)19101410116+5/+1+10+6+4+41d8 (14)—Very youngM8d12+16 (68 hp)23101512116+8/+8+14+8+6+62d8 (16)—YoungL11d12+33 (104 hp)27101612116+11/+15+18+10+7+73d8 (18)—JuvenileL14d12+42 (133 hp)31101714118+14/+18+23+12+9+94d8 (20)—Young adultH17d12+68 (178 hp)331019141110+17/+25+26+14+10+105d8 (22)22AdultH20d12+100 (230 hp)351020161112+20/+28+30+17+12+126d8 (25)25Mature adultH23d12+138 (287 hp)351022181312+23/+31+33+19+13+147d8 (27)27OldG26d12+156 (325 hp)371023201312+26/+38+35+21+15+168d8 (29)29Very oldG29d12+203 (391 hp)391025221514+29/+41+39+23+16+189d8 (31)31AncientG32d12+256 (464 hp)411026241514+32/+44+43+26+18+2010d8 (34)34WyrmG35d12+315 (542 hp)431028241516+35/+47+47+28+19+2111d8 (36)36Great wyrmC38d12+342 (589 hp)471029261918+38/+54+48+30+21+2512d8 (38)38
Age
Speed
Initiative
AC
Special abilities
CL
SRWyrmling60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 30 ft.+015 (+1 size, +4 natural, +0 Dex)Immunity to cold and fire, vigilant slumber——Very young60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 30 ft.+017 (+0 size, +7 natural, +0 Dex)——Young60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 30 ft.+019 (-1 size, +10 natural, +0 Dex)——Juvenile60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 30 ft.+022 (-1 size, +13 natural, +0 Dex)Arcane turmoilCM 3/day——Young adult60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 30 ft.+024 (-2 size, +16 natural, +0 Dex)DR 5/magic—18Adult60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 30 ft.+027 (-2 size, +19 natural, +0 Dex)Scintillating scalesSC 3/day1st20Mature adult60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 30 ft.+030 (-2 size, +22 natural, +0 Dex)DR 10/magic3rd22Old60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 30 ft.+031 (-4 size, +25 natural, +0 Dex)Dispelling breathSC 3/day5th24Very old60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 30 ft.+034 (-4 size, +28 natural, +0 Dex)DR 15/magic7th25Ancient60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 30 ft.+037 (-4 size, +31 natural, +0 Dex)Storm of fire and iceCM 2/day9th27Wyrm60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 30 ft.+040 (-4 size, +34 natural, +0 Dex)DR 20/magic11th28Great wyrm60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 30 ft.+039 (-8 size, +37 natural, +0 Dex)Greater arcane fusionCM 3/day13th30

Breath Weapon (Su) A pink dragon has two breath weapons, an explosive ice shell and a cloud of magical vapors dubbed "dragonmist." The former is a superheated ice crystal that ruptures in a terrible cone blast, dealing half cold and half force damage. Creatures caught in this blast who fail their Reflex save are pushed outside the blast area by the shortest possible path and knocked prone. For each 10 ft. that a creature is unable to move due to some solid obstacle, it instead suffers 1d6 damage. The secondary breath weapon, the dragonmist, fills a radius of 10 ft. per age category around the pink dragon. The thin, vibrantly colored mist does not obscure sight, but enhances the potency of draconic magic and abilities against nondragons within it. Any nondragon in dragonmist suffers a -1 penalty per two age categories (rounded down) to saving throws against spells, spell-like and supernatural abilities originating from a dragon, as well as a -4 penalty to caster level checks to pierce the spell resistance of a dragon. Dragonmist lasts for 1 round per age category.

Vigilant slumber (Sp) Pink dragons are fiercely vigilant and opportunistic, always certain that some new prey or worthy challenge is trying to elude them by waiting for a sign of weakness. Whenever a pink dragon sleeps, it automatically activates a vigilant slumberCM and chooses a waking trigger - generally something to do with the smell of nearby prey, but also useful for predetermined ambush plans. Unlike the spell, a pink dragon's vigilant slumber is permanent until the dragon wakes or the effect is dispelled - the latter of which is known to drive pink dragons into an extraordinary rage on waking, as they prize this ability.

Bartmanhomer
2020-04-22, 10:34 PM
Pink Dragons are cute but evil. Good job as always afroakuma. :smile:

Ottriman
2020-04-23, 03:44 AM
Dragons with the attitude of cats?

That makes far too much sense for you to only have come up with it now!

afroakuma
2020-04-23, 07:51 AM
Dragons with the attitude of cats?

That makes far too much sense for you to only have come up with it now!

Oh I'm quite sure it's been done before, including in D&D; this was just a very particular cat behavior that I rather enjoyed, mixed with the behavior of certain small birds of prey - the notion that they are excellent ambushers who can take on anything even when it's twice their size and it's broad daylight. In fairness, a pink can probably make a red's day pretty miserable, but the red is the superior caster, more durable, and quite simply has more common sense.

Palanan
2020-04-23, 09:04 AM
This is just inspired. Cat nothin’, this is a raptor mixed with a wolverine. :smalltongue:

Dragonmist is brilliant, and the sort of thing I’d never have come up with on my own. But I do wonder if it isn’t powerful enough to be the primary breath weapon, since at mid- to higher age categories it’ll be almost impossible for most casters to penetrate the pink’s SR.

afroakuma
2020-04-23, 09:36 AM
This is just inspired. Cat nothin’, this is a raptor mixed with a wolverine. :smalltongue:

Dragonmist is brilliant, and the sort of thing I’d never have come up with on my own. But I do wonder if it isn’t powerful enough to be the primary breath weapon, since at mid- to higher age categories it’ll be almost impossible for most casters to penetrate the pink’s SR.

There are enough SR: no spells out there, enough other ways for casters to contribute without directly tagging the dragon (buffs, battlefield control), and of course you have to be in the dragonmist to have that problem. A caster that close to a dragon has much bigger things to worry about than spell resistance. We call them teeth.

Ottriman
2020-04-23, 10:48 AM
Oh I'm quite sure it's been done before, including in D&D; this was just a very particular cat behavior that I rather enjoyed, mixed with the behavior of certain small birds of prey - the notion that they are excellent ambushers who can take on anything even when it's twice their size and it's broad daylight. In fairness, a pink can probably make a red's day pretty miserable, but the red is the superior caster, more durable, and quite simply has more common sense.

Oh believe me as an owner of two cats I am all too familiar with cat moxie!

It mostly gets them into fights with other creatures, and occasionally wounds them enough for a trip to the vet.

Palanan
2020-04-23, 11:05 AM
Originally Posted by afroakuma
A caster that close to a dragon has much bigger things to worry about than spell resistance.

Fair enough, I’ll defer to your design judgement on this one.

That said, I’d think there would be a ceiling below which casters of a certain level would be at a real disadvantage. Or put differently, about when does the dragonmist cease to be a significant threat?


Originally Posted by Ottriman
It mostly gets them into fights with other creatures, and occasionally wounds them enough for a trip to the vet.

This is why we keep our cats indoors.

afroakuma
2020-04-23, 09:59 PM
Sample: Corbeau Dragon

Those who see the broad grin of a corbeau dragon are not long for this world - although the hybrid of black and green dragons is perfectly capable of ending lives without ever being seen. The long, deadly, curving lower jaw is a telltale indicator of a corbeau, as is the segmented crest that rises and falls like a wave from the top of its head down the length of its body, generally drooped to one side when the dragon is at ease. The face is broad, wider than either parent, and bony around the eyes and nostrils while being fleshy around and underneath the lower jaw, where a fat dewlap hangs. The lower jaw is guarded on either side by a long, curving, underslung horn reminiscent of the black dragon's, which could be mistaken for a bony protrusion from the mandible, so closely does it follow the jawline. The wings are remarkable - textured with fine oily scales, they resemble fins or flippers as much as wings, dappled in watery colors, and help the corbeau achieve its remarkable swimming speed.

Those who have seen a corbeau and lived, however, know it by the smug, self-satisfied grin.

Corbeau dragons enjoy warm, wet marshlands and jungles, anywhere with lots of water for them to sink into. Unlike black dragons, they're disinterested in stagnant and foul water; corbeaus like it humid and steamy, good for flicking their long forked tongues out to lap up insects the way a child licks a lollipop. Shorter of neck than black or green dragons, the corbeau looks much like a crocodile, with similar behavior. Corbeau dragons rarely admit to being territorial, and freely give ground to black or green dragons who want to contest a marsh or forest, but it is said of corbeau dragons that the friendliest smile comes right before the deadliest bite - and theirs is legendary indeed. Corbeau dragons are lazy, hedonistic, and indulgent, playing with their food in the manner of greens without being as easily riled to attack, and withholding the spite of black dragons to patiently stew before enjoying a cold revenge. Corbeaus love to lurk in pools of water with their eyes raised out, looking for all the world like fallen trees or logs, all the while collecting information to be used for their own enjoyment down the line.

A corbeau may seem falsely welcoming, for corbeaus fancy themselves - for whatever reason - to be friendly and good-natured, sages and thinkers who contemplate the deep truths of the natural world. In reality, while corbeaus are certainly intelligent, they are just as prone to hunger and violence as any chromatic dragon, self-centered and preening. They're just more friendly about how they plan to eat you. Corbeaus tend to know more about draconic religion than their parents would, and are more likely to be religious (albeit in a fairly flimsy way) than the average "purebred" chromatic dragon.

Corbeau dragons are usually neutral evil.

Age
Size
HD
Str
Dex
Con
Int
Wis
Cha
BAB/Grapple
Attack
Fort
Ref
Will
Breath Weapon (DC)
Frightful PresenceWyrmlingS4d12+4 (30 hp)15101310118+4/+2+7+5+4+42d6 (13)—Very youngM7d12+14 (59 hp)17101410118+7/+10+10+7+5+54d6 (15)—YoungM10d12+20 (85 hp)191015121110+10/+14+14+9+7+76d6 (17)—JuvenileL13d12+39 (123 hp)211016141110+13/+22+17+11+8+88d6 (19)—Young adultL16d12+64 (168 hp)251018141312+16/+27+22+14+10+1110d6 (22)22AdultH19d12+95 (218 hp)291020161312+19/+36+26+16+11+1212d6 (24)24Mature adultH22d12+110 (253 hp)311021161514+22/+40+30+18+13+1514d6 (26)26OldH25d12+150 (312 hp)331022181514+25/+44+34+20+14+1616d6 (28)28Very oldH28d12+168 (350 hp)351023181716+28/+48+38+22+16+1918d6 (30)30AncientG31d12+217 (418 hp)371024201716+31/+56+40+24+17+2020d6 (32)32WyrmG34d12+272 (493 hp)391026201918+34/+60+44+27+19+2322d6 (35)35Great wyrmG37d12+296 (536 hp)411027222120+37/+64+48+28+20+2524d6 (36)36
Age
Speed
Initiative
AC
Special abilities
CL
SRWyrmling60 ft., fly 100 ft. (poor), swim 60 ft.+015 (+1 size, +4 natural, +0 Dex)Immunity to acid and poison, water breathing——Very young60 ft., fly 100 ft. (clumsy), swim 60 ft.+017 (+0 size, +7 natural, +0 Dex)——Young60 ft., fly 150 ft. (clumsy), swim 60 ft.+020 (+0 size, +10 natural, +0 Dex)——Juvenile60 ft., fly 150 ft. (clumsy), swim 60 ft.+022 (-1 size, +13 natural, +0 Dex)Attentive alarmCM——Young adult60 ft., fly 150 ft. (clumsy), swim 60 ft.+025 (-1 size, +16 natural, +0 Dex)DR 5/magic1st18Adult60 ft., fly 150 ft. (clumsy), swim 60 ft.+027 (-2 size, +19 natural, +0 Dex)Deadly jaws3rd20Mature adult60 ft., fly 150 ft. (clumsy), swim 60 ft.+030 (-2 size, +22 natural, +0 Dex)DR 10/magic5th22Old60 ft., fly 150 ft. (clumsy), swim 60 ft.+033 (-2 size, +25 natural, +0 Dex)Swamp strideSC 2/day7th24Very old60 ft., fly 150 ft. (clumsy), swim 60 ft.+036 (-2 size, +28 natural, +0 Dex)DR 15/magic9th25Ancient60 ft., fly 150 ft. (clumsy), swim 60 ft.+037 (-4 size, +31 natural, +0 Dex)Commune with nature 1/day, move plants and water11th27Wyrm60 ft., fly 200 ft. (clumsy), swim 60 ft.+040 (-4 size, +34 natural, +0 Dex)DR 20/magic13th28Great wyrm60 ft., fly 200 ft. (clumsy), swim 60 ft.+043 (-4 size, +37 natural, +0 Dex)Eye of powerSC 2/day15th30

Breath Weapon (Su) A corbeau dragon has one breath weapon, a cylinder of caustic rain that condenses from the vapors they exhale into the air, dealing acid damage. The corbeau dragon can adjust the concentration of these vapors to delay the impact of the breath weapon by up to one round per two age categories, rounded down.

Attentive alarm (Sp) Once per day per age category, a corbeau dragon may set an attentive alarmCM (CL equal to the dragon's HD). Older corbeau dragons may have several checkpoints rigged up throughout their swamp or jungle home that silently alert them to new prey or visitors.

Deadly Jaws (Ex) An adult corbeau's hideous bite has fully developed and becomes considerably more dangerous. The corbeau dragon adds its Strength bonus again to the damage of its bite attack, and the critical range for the bite attack expands to 19-20/x3.

Move Plants and Water (Su) Three times per day, an ancient or older corbeau dragon can extend its influence to water and plants within its domain. As long as the corbeau is touching a plant or body of water in contact with those to be affected, this ability functions, allowing the corbeau to move two 10 ft. cubes of water per age category as it deems fit, including causing water to part without flooding back in, elevating water above the ground without having it pour down, raising or lowering the height of water (as control water), etc. A Medium-size or smaller plant counts as one 10 ft. cube for this ability, with each size category beyond doubling the amount required (a Large plant requiring two 10 ft. cubes equivalent, etc.) This ability lasts for up to one hour per use. The dragon does not need line of effect to the plants and water bodies it wishes to affect as long as they are connected to what it is touching. This ability does not work on dead plants, plants with an Intelligence score, or plants that are alive but severely desiccated (affected by a blight spell, diminished, etc.) A corbeau dragon often uses this ability to welcome "guests" into its lair, parting curtains of vines and creepers while opening a path that descends into a lake or marsh.

Bartmanhomer
2020-04-23, 10:35 PM
Cool dragons as always. I have one question. Are you also going to do the combinations of the gem dragons as well? :smile:

afroakuma
2020-04-24, 09:39 PM
Sample: Ultramarine Dragon

The term "terror of the deep" is thrown around perhaps a bit too loosely, for what is the malevolent morkoth or even the mighty kraken when compared to the power and majesty of the ultramarine dragon? Hybrid of black and blue dragons, ultramarine dragons gleefully stake their claim on the oceans, daring all those who would contest them to come forth and do so. Few are the foolish souls who would try.

An ultramarine dragon is a horrific sight - its long face sports a powerful underslung jaw and is lined with craggy and segmented hornlets of yellow and bone hue, including a curved ramming horn at the front of the nose which is reinforced by dark bony ridges that run down the center of the skull, creating cavernous recesses for the eyes. Large ridged plates run down the neck, connected by thin frills that aid in swimming through the water. The tail fans out into vertical plates that work like a rudder, making the dragon faster with age and size. At birth, the dragon's scales are a glossy blue, the eyes a dark golden color. By adulthood, the eyes have gone sharply golden yellow and the scales have darkened to a deep evening shade, progressing to midnight blue and near-black color as a great wyrm. The underbelly at birth is coated in shiny yellow and golden scales, which fade to sea green and rich deep turquoise with age.

Ultramarine dragons are often called "queens of the ocean," likely due to the substantial gender disparity between males and females, speculated to be due to young males' belligerence getting them killed earlier in life. Ultramarines don't bother correcting people - why argue with food? Belligerent, clever, and deeply devious, ultramarine dragons consider the waves their personal property, and may set up shrines on spits of rock or small islands near harbors and ports, where they will expect tribute to be left for them - an ultramarine dragon is well-practiced in recognizing individual ships by their keel, and happy to "nudge" a forgetful captain's boat until payment is made. While a port under the control of an ultramarine is at the mercy of a particularly violent and capricious overlord, an ultramarine dragon's pride and belligerence makes for a particularly effective form of marine protection - no naval invasion, no pirate raid, will ever succeed in breaching an ultramarine dragon's chosen waters.

Out on the open ocean, an ultramarine dragon has a penchant for sadism and malicious pranks on boats. Ultramarines are ruthless in their pursuit of total marine dominance, and many a sailor knows the signs that an ultramarine dragon has taken up residence in a stretch of ocean - the corpse of a bronze dragon or kraken cast up on the shore. Ultramarines have style, it's inarguable. In the depths, ultramarines persecute aquatic elves, locathah, and sahuagin with an even hand - any submarine society exists at the whims of the dragon, who demands propitiation. True to their heritage, ultramarines often develop skills in illusion magic, and may learn hallucinatory terrain or mirage arcana to create false islands above the waves in order to trick sailors. Ultramarines deeply enjoy being consulted on marine matters, which they find flattering to their intellect and consider an acknowledgement of their dominion over the ocean. They also possess a fascination with lighthouses and will violently respond to any threat to such a structure.

Ultramarine dragons are usually neutral evil.

Age
Size
HD
Str
Dex
Con
Int
Wis
Cha
BAB/Grapple
Attack
Fort
Ref
Will
Breath Weapon (DC)
Frightful PresenceWyrmlingS5d12+5 (37 hp)15101310118+5/+3+8+5+4+41d8 (13)—Very youngM8d12+16 (68 hp)17101410118+8/+11+11+8+6+62d8 (16)—YoungM11d12+22 (93 hp)191015121110+11/+15+15+9+7+73d8 (17)—JuvenileL14d12+42 (133 hp)211016141110+14/+23+18+12+9+94d8 (20)—Young adultL17d12+68 (178 hp)251018141312+17/+28+23+14+10+115d8 (22)22AdultH20d12+100 (230 hp)291020161312+20/+37+27+17+12+136d8 (25)25Mature adultH23d12+115 (264 hp)311021161514+23/+41+31+18+13+157d8 (26)26OldH26d12+156 (325 hp)331022181514+26/+45+35+21+15+178d8 (29)29Very oldH29d12+174 (362 hp)351023181716+29/+49+39+22+16+199d8 (30)30AncientG32d12+224 (432 hp)371024201716+32/+57+41+25+18+2110d8 (33)33WyrmG35d12+280 (507 hp)391026201918+35/+61+45+27+19+2311d8 (35)35Great wyrmG38d12+304 (551 hp)411027222120+38/+65+49+29+21+2612d8 (37)37
Age
Speed
Initiative
AC
Special abilities
CL
SRWyrmling60 ft., fly 100 ft. (poor), swim 60 ft., burrow 20 ft.+015 (+1 size, +4 natural, +0 Dex)Immunity to acid and electricity, ram horn, water breathing——Very young60 ft., fly 100 ft. (clumsy), swim 60 ft., burrow 20 ft.+017 (+0 size, +7 natural, +0 Dex)——Young60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft.+020 (+0 size, +10 natural, +0 Dex)——Juvenile60 ft., fly 150 ft. (clumsy), swim 90 ft., burrow 20 ft.+022 (-1 size, +13 natural, +0 Dex)TurbiditySW 3/day——Young adult60 ft., fly 150 ft. (clumsy), swim 90 ft., burrow 20 ft.+025 (-1 size, +16 natural, +0 Dex)DR 5/magic1st17Adult60 ft., fly 150 ft. (clumsy), swim 90 ft., burrow 20 ft.+027 (-2 size, +19 natural, +0 Dex)Roar of the wavesSW 2/day3rd18Mature adult60 ft., fly 150 ft. (clumsy), swim 90 ft., burrow 20 ft.+030 (-2 size, +22 natural, +0 Dex)DR 10/magic5th21Old60 ft., fly 150 ft. (clumsy), swim 90 ft., burrow 20 ft.+033 (-2 size, +25 natural, +0 Dex)FlowsightSW 3/day7th22Very old60 ft., fly 150 ft. (clumsy), swim 90 ft., burrow 20 ft.+036 (-2 size, +28 natural, +0 Dex)DR 15/magic9th23Ancient60 ft., fly 150 ft. (clumsy), swim 120 ft., burrow 20 ft.+037 (-4 size, +31 natural, +0 Dex)WaterspoutSW 2/day11th25Wyrm60 ft., fly 200 ft. (clumsy), swim 120 ft., burrow 20 ft.+040 (-4 size, +34 natural, +0 Dex)DR 20/magic13th26Great wyrm60 ft., fly 200 ft. (clumsy), swim 120 ft., burrow 20 ft.+043 (-4 size, +37 natural, +0 Dex)Depthsurge 1/day15th28

Breath Weapon (Su) The ultramarine dragon has two breath weapons, depending on whether it is above or beneath the waves. When out of water, the ultramarine dragon can unleash a line of lightning. In water, the dragon can make use of this breath, which becomes a cone in the water instead of a line, or its more powerful blast of intense water pressure. This latter is a line that deals d12 damage instead of d8, half force and half bludgeoning, to anything in its path and in water. If the pressure breath is aimed out of the water, it does not affect anything that is not submerged and becomes a harmless low rumbling sound.

Ram Horn (Ex) The powerful nasal horn of the ultramarine is reinforced and durable, allowing it to be used like a gore or ram. The ultramarine dragon possesses a gore attack that deals damage equivalent to its claw attack and ignores hardness when attacking objects. When used to ram a boat, the damage is double that of the claw attack (e.g. a Huge dragon would ram for 4d6 damage instead of 2d6).

Ottriman
2020-04-25, 04:21 AM
Protection Racket dragon, not what I expected.

Well they wouldn't be doing it like that on purpose, but practically speaking they take your stuff and no pirates come (and they don't attack you, hopefully).

afroakuma
2020-04-25, 12:40 PM
Sample: Crimson Dragon

It's not often that a black and red dragon should encounter one another, and very few of these encounters would ever result in mating, but the mighty crimson dragon exists nonetheless as a testament to the unlikely pairing's occurrence. Not unlike how pink dragons possess unusual arcane abilities due to the clash between their hot and cold natures, so too does the crimson dragon bear unlikely emergent abilities as its fiery and watery heritages mingle.

A proud and darkly noble sight, the face of a crimson dragon is covered in small hooked hornlets, the jaw elongated and narrow, with a raised profile relative to most dragons. Spikes around the jawline fuse with short frills from the ears to create an almost goatee-like feature. The horns of the crimson dragon are its proudest feature, two twisting segmented curls that seem to bend in a new direction every century, creating a gnarled "laurel crown" effect above the brow on the eldest. At birth, the crimson dragon's scales are a deep wine-red color with little luster, but as the dragon ages they become a fierce burgundy with striations of bright red, scarlet, near-black, and the predominant rich dark crimson in full gloss. Crimson dragons actively maintain their scales and take great pride in their appearance, using their long tongues to deposit thin layers of acidic crystals that etch away imperfections.

Heirs to the red dragon's pomposity and the black dragon's insularity, crimson dragons seek out and lair in ruins, the more ostentatious the better. They have been found in shattered castles, fallen temples, lost pyramids... any great edifice that lies abandoned is a crimson dragon's real estate dream. They will use caves only with great reluctance. Crimson dragons have a love of history, feeling that it gives them status, as though they inherit the importance of their chosen dwelling, and they have been known to conscript humanoids for rebuilding efforts or to play out the daily activities of the peoples that once used the structure, purely to sate their own fascinations. An unusual property of crimson dragons is that they possess the ability to take alternate form, a power not normally seen in chromatic dragons. They enjoy using this power to get a different perspective on their ruin, to better investigate every nook and cranny. The mightiest crimsons can magically absorb the history of a place, and flood it with defenses through their guards and wards ability.

Crimson dragons are usually chaotic evil.

Age
Size
HD
Str
Dex
Con
Int
Wis
Cha
BAB/Grapple
Attack
Fort
Ref
Will
Breath Weapon (DC)
Frightful PresenceWyrmlingS5d12+10 (42 hp)19101410118+5/+5+10+6+4+41d8 (14)—Very youngM8d12+16 (68 hp)23101512118+8/+14+14+8+6+62d8 (16)—YoungL11d12+33 (104 hp)271016121110+11/+23+18+10+7+73d8 (18)—JuvenileL14d12+42 (133 hp)311017141110+14/+28+23+12+9+94d8 (20)—Young adultH17d12+68 (178 hp)331019141312+17/+36+26+14+10+115d8 (22)22AdultH20d12+100 (230 hp)351020161312+20/+40+30+17+12+136d8 (25)25Mature adultH23d12+138 (287 hp)351022181514+23/+43+33+19+13+157d8 (27)27OldG26d12+156 (325 hp)371023201514+26/+51+35+21+15+178d8 (29)29Very oldG29d12+203 (391 hp)391025221716+29/+55+39+23+16+199d8 (31)31AncientG32d12+256 (464 hp)411026241716+32/+59+43+26+18+2110d8 (34)34WyrmG35d12+315 (542 hp)431028241918+35/+63+47+28+19+2311d8 (36)36Great wyrmC38d12+342 (589 hp)471029262120+38/+72+48+30+21+2612d8 (38)38
Age
Speed
Initiative
AC
Special abilities
CL
SRWyrmling60 ft., fly 100 ft. (clumsy), swim 60 ft.+016 (+1 size, +5 natural, +0 Dex)Immunity to acid and fire, water breathing——Very young60 ft., fly 100 ft. (clumsy), swim 60 ft.+018 (+0 size, +8 natural, +0 Dex)——Young60 ft., fly 150 ft. (clumsy), swim 60 ft.+020 (-1 size, +11 natural, +0 Dex)——Juvenile60 ft., fly 150 ft. (clumsy), swim 60 ft.+023 (-1 size, +14 natural, +0 Dex)Alternate form——Young adult60 ft., fly 150 ft. (clumsy), swim 60 ft.+025 (-2 size, +17 natural, +0 Dex)DR 5/magic1st17Adult60 ft., fly 150 ft. (clumsy), swim 60 ft.+028 (-2 size, +20 natural, +0 Dex)Caustic smokeCM 3/day3rd18Mature adult60 ft., fly 150 ft. (clumsy), swim 60 ft.+031 (-2 size, +23 natural, +0 Dex)DR 10/magic5th21Old60 ft., fly 150 ft. (clumsy), swim 60 ft.+032 (-4 size, +26 natural, +0 Dex)Ruin delver's fortuneSC 3/day7th22Very old60 ft., fly 150 ft. (clumsy), swim 60 ft.+035 (-4 size, +29 natural, +0 Dex)DR 15/magic9th23Ancient60 ft., fly 150 ft. (clumsy), swim 60 ft.+038 (-4 size, +32 natural, +0 Dex)guards & wards 1/day, ruby ray of reversalSC 3/day11th25Wyrm60 ft., fly 200 ft. (clumsy), swim 60 ft.+041 (-4 size, +35 natural, +0 Dex)DR 20/magic13th26Great wyrm60 ft., fly 200 ft. (clumsy), swim 60 ft.+040 (-8 size, +38 natural, +0 Dex)HindsightSC 1/day15th28

Alternate Form (Su) A juvenile or older crimson dragon can assume any humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its humanoid form for up to one hour per age category before needing to expend another use of this ability or returning to its natural form. A crimson dragon must spend at least one hour in its natural form after reverting before it may reuse this ability.

Breath Weapon (Su) A crimson dragon has one breath weapon, a superheated rock of accreted acidic crystals. The dragon can spit one rock per two age categories (rounded up) anywhere in its cone area, each landing in a single 5 ft. square and damaging creatures occupying that square as a claw attack (dealing bludgeoning damage) with additional fire damage in the same amount (for instance, a Large dragon's rock would deal 1d8 bludgeoning damage and 1d8 fire damage). At any time within the next minute, the crimson dragon may let out a carefully pitched trill as a swift action to shatter any of these rocks within 60 ft. of itself, causing each to explode in a radius of 5 ft. per age category that deals half acid and half piercing damage. The dragon is never harmed by its own breath weapon. Effects that block sound will prevent this ability from functioning (for instance, silence around one of the rocks will prevent its detonation; silence on the dragon will prevent the trill from detonating any rocks at all). After 1 minute, unexploded rocks become inert as the acids decay into base minerals.

Ruby ray of reversal (Sp) A crimson dragon's ruby ray of reversal is naturally Still and Quickened, firing from the eyes. In the event the dragon is blinded or its eyes are otherwise covered, damaged, or prevented from opening, the dragon cannot make use of this spell-like ability.

Palanan
2020-04-25, 01:24 PM
Superb as usual, and those are some really inventive breath weapons.

Also, I love the idea of a ruin-dwelling dragon whose scales are the color of fine wine. :smalltongue:

Ottriman
2020-04-26, 03:29 AM
So a dragon breath weapon that sets up remote mines? Definitely one of the more creative ones out there.

Debihuman
2020-04-26, 04:43 AM
Inspired to say the least. I applaud your efforts (I do not have the patience to make true dragons). These are a most welcome addition.

Debby

afroakuma
2020-04-26, 09:01 AM
Sample: Teal Dragon

Basking in warm savannahs and plains, the hybrid of blue and green dragons is an imposing sight. A serpentine neck features a thin, iridescent frill supported by short jagged bone spurs. A stubby pair of horns on the nose are counterposed by coarse, stonelike hornlets at the end of the chin. The face is short and axelike, with a powerful curved jaw and thin membranous dewlap that flutters when the dragon is pleased. The membrane of the wings is variegated with ocean colors and catches the play of light nearby. At birth, the teal dragon looks almost nothing like its adult form, with an impossibly short neck, black wings, and sparkling aquamarine scales. As it ages, the neck lengthens and grows more lean, the wing pigments begin to spread and differentiate, and the scales rapidly fade toward a glossy cyan, then a deep matte turquoise in adulthood, before differentiating to a dapple of sea tones and rich cerulean in old age.

All this, of course, assumes one can see the teal dragon at all - there's a good reason local languages for teals tend to call them "grass ghosts" or "savannah phantoms." Illusion and control are in the teal's blood, and invisibility is a favorite way to keep everyone off balance. Teals favor lands with little in the way of serious urbanization or trade routes, places where they can sun themselves undisturbed while looking like a rock, or fly freely without having to deal with the tedium of terrified creatures below. Perhaps uniquely among chromatic dragons, teals do not care to be feared - they find it an unproductive, random emotion that throws their plans off the rails. Teal dragons love plans and subtle manipulations, though a good half of these "plans" are "lie here in the sun/this lake" and the related manipulations tend toward "roll tail slightly to the left for better sun exposure."

If teal dragons were more motivated, they would be horrifically effective masterminds, but unlike green dragons a teal is rarely more than a hobbyist in the realm of influence and scheming. Teals use whispering wind to provide "oracular" advice to local tribes, watching invisibly the happenings in their lands and carefully nudging here, pulling strings there to ensure that the situation in their chosen land remains in a blissful stasis. If that means provoking a tiny little war, well, small price to pay for making sure that this particularly nice basking rock remains undisturbed. Older teals have become so ingrained in local societies that whole traditions spring up around consulting the oracular wind by way of making smoke signals, flying patterned kites, or other "offerings to the sky" that the dragon can spot while enjoying a lazy day. If the teal is feeling friendly, it may use magic to help someone out. If the teal is not feeling friendly... the savannah can be just as harsh as the desert when phantasmal disorientation plunges you into an ankheg's pit or chimera's den. Teal dragons are extraordinary fliers as hybrids go, owing to the compatible wing structures of blue and green dragons; as a result, evading them by air is no easier.

Teal dragons like to see authority structures, which give them confidence that the tools they need to manipulate events are in place and reliable. They're more than happy to play the part of "grass ghost" if it means less disruption in the future. While teals get along with blue dragons, the two are rarely in the same place for long - a teal takes its leave of the blue parent relatively early in life, by choice, and doesn't bother with greens. Teals despise almost every other kind of dragon and most larger magical creatures, knowing the presence of any of these will cause upheaval. While a teal dragon does not rile easily, once angered they will not stop until they have meticulously eked out a very detailed and unmistakable revenge.

Teal dragons are usually lawful evil.

Age
Size
HD
Str
Dex
Con
Int
Wis
Cha
BAB/Grapple
Attack
Fort
Ref
Will
Breath Weapon (DC)
Frightful PresenceWyrmlingS5d12+5 (37 hp)151013101110+5/+3+8+5+4+41d8 (13)—Very youngM8d12+16 (68 hp)171015101110+8/+11+11+8+6+62d8 (16)—YoungM11d12+22 (93 hp)191015121312+11/+15+15+9+7+83d8 (17)—JuvenileL14d12+42 (133 hp)211017141514+14/+23+18+12+9+114d8 (20)—Young adultL17d12+68 (178 hp)251019141514+17/+28+23+14+10+125d8 (22)22AdultH20d12+100 (230 hp)291021161716+20/+37+27+17+12+156d8 (25)25Mature adultH23d12+115 (264 hp)311021161716+23/+41+31+18+13+167d8 (26)26OldH26d12+156 (325 hp)331023181918+26/+45+35+21+15+198d8 (29)29Very oldH29d12+174 (362 hp)351023181918+29/+49+39+22+16+209d8 (30)30AncientG32d12+224 (432 hp)371025202120+32/+57+41+25+18+2310d8 (33)33WyrmG35d12+280 (507 hp)391027202120+35/+61+45+27+19+2411d8 (35)35Great wyrmG38d12+304 (551 hp)411027222322+38/+65+49+29+21+2712d8 (37)37
Age
Speed
Initiative
AC
Special abilities
CL
SRWyrmling40 ft., fly 100 ft. (good), swim 40 ft., burrow 20 ft.+016 (+1 size, +5 natural, +0 Dex)Immunity to acid and electricity, savannah phantom——Very young40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft.+018 (+0 size, +8 natural, +0 Dex)——Young40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft.+021 (+0 size, +11 natural, +0 Dex)——Juvenile40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft.+023 (-1 size, +14 natural, +0 Dex)Phantom foeSC 3/day1st—Young adult40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft.+026 (-1 size, +17 natural, +0 Dex)DR 5/magic3rd19Adult40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft.+028 (-2 size, +20 natural, +0 Dex)Whispering wind 3/day5th21Mature adult40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft.+031 (-2 size, +23 natural, +0 Dex)DR 10/magic7th22Old40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft.+034 (-2 size, +26 natural, +0 Dex)Improved invisibility 3/day9th24Very old40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft.+037 (-2 size, +29 natural, +0 Dex)DR 15/magic11th25Ancient40 ft., fly 200 ft. (poor), swim 40 ft., burrow 20 ft.+038 (-4 size, +32 natural, +0 Dex)Phantasmal disorientationSC 3/day13th27Wyrm40 ft., fly 200 ft. (poor), swim 40 ft., burrow 20 ft.+041 (-4 size, +35 natural, +0 Dex)DR 20/magic15th28Great wyrm40 ft., fly 200 ft. (poor), swim 40 ft., burrow 20 ft.+044 (-4 size, +38 natural, +0 Dex)Control weather 1/day17th30

Breath Weapon (Su) A teal dragon has one breath weapon, a superheated cloud of neurotoxic vapor which can be expelled as a cone or a line. Either mode does fire damage, but when spat in a line the concentrated vapor is sufficient to cause a penalty on Will saving throws to those unfortunates caught in the line equal to 1/2 the dragon's age category (rounded down) for 1 minute. A successful Reflex save halves the Will penalty. Creatures protected from breathing in vapors, or who do not have to breathe, are immune to this Will penalty effect.

Savannah Phantom (Sp) Teal dragons are masters of phantasm effects and add +2 to the saving throw DC of any spell or spell-like ability of the phantasm subschool that they use. Whenever a teal dragon casts a spell or uses a spell-like ability of the phantasm subschool, it may turn invisible as a swift action. This ability lasts for 1 minute per age category of the dragon and has no daily limit. It is otherwise treated as the spell cast at 10th level.

afroakuma
2020-04-27, 05:10 PM
Sample: Russet Dragon

Imperious, demanding, and wickedly short-tempered, russet dragons combine the worst of greens and reds into a domineering and dangerous whole. Born a muted shade of taupe that matures into a rich umber hue, russet dragons reach adulthood with a magnificent patina of warm browns, earth tones, and an ochre underbelly. In advanced age, the scales of russet dragons grow pale and mottled, with beige, tan, olive, and sand hues mixing among the brown. The oldest are nearly yellow, olive tones predominating. Russets lack a dewlap, but can be distinguished instantly by the magnificent fringe that wraps down from their ears, long supporting spines and bright, nearly golden coloration giving an adult russet's face the look of an artistically depicted sun disc. This fringe may be raised or lowered with the russet's relative ire, and is usually drawn up when the dragon intends to impress. A pair of short horns form a V from the back of the head, which also bears a tremendous dorsal frill - the largest among chromatics by far - that runs the length of its body. An odd mannerism among russet dragons pertains to the motions of the head; russet dragons seem to instinctively stretch their necks out to look straight down when speaking to a smaller creature.

Barren mountain cliffs are the preferred haunt of the russet dragon. A formal lair is usually established in a cave that the dragon can oversee from some plateau or cliffside, where the dragon will pose in plain sight, a challenge to all those below. Russets believe themselves more than a match for any other kind of dragon, an attitude that has served them poorly in the past when challenging silvers for dominance. Attuned to the power of the winds, russet dragons use their innate magical abilities to hurl opponents from the mountaintops to their certain doom below. From their mighty perches, russets observe activities in the lands beneath their gaze, shrewdly calculating what the patterns of lesser beings' movements suggest about where treasure and food are concentrated. Russet dragons like to know what's coming, many of them developing spellcasting abilities related to divination or information-gathering, and they are sometimes discovered to be the motivating force behind incursions of orcs, goblins, ogres, and even giants into civilized lands in the mountain's shadow, minions sent to find and report back on stores of wealth, rumors of magic, and plots to dislodge dragons from mountains.

Russet dragons are known to be overdramatic, and love to be feared. They will cheerfully swoop down purely to spread dragonfear for the better part of a day before returning to their perch. A russet that believes a worthy challenger approaches will take care to position itself so as to make an entrance, fringe spread out to maximum size, wings cast wide to let prearranged torches and fires better illuminate its personal majesty. Feeling themselves superior to greens but treated as inferiors by reds, russet dragons can't help but desire to show off how extraordinary and shrewd they are by comparison to tales of other dragons who cannot measure up. Indeed, if one intends to survive an encounter with the legendarily quick to lash out russet dragons, one can hardly do better than to announce how other dragons are clearly less impressive. This tactic rarely works for long, but nobody has ever misstepped by flattering a wyrm, whatever the color.

A russet dragon's fury is such that it will never stop fighting once wounded, not unless magical means are brought to bear - if it can pursue the enemy, it will do so to the point of self-destruction, and an enemy who flees is a singular matter for revenge. There is nothing so valuable to a russet dragon as information that will lead to the extinction of a cowardly enemy.

Russet dragons are usually neutral evil.

Age
Size
HD
Str
Dex
Con
Int
Wis
Cha
BAB/Grapple
Attack
Fort
Ref
Will
Breath Weapon (DC)
Frightful PresenceWyrmlingM6d12+12 (51 hp)191014101110+6/+10+10+7+5+52d8 (15)—Very youngL9d12+27 (85 hp)231016121110+9/+19+14+9+6+64d8 (17)—YoungL12d12+36 (114 hp)271016121312+12/+24+19+11+8+96d8 (19)—JuvenileL15d12+60 (157 hp)311018141514+15/+29+24+13+9+118d8 (21)—Young adultH18d12+90 (207 hp)331020141514+18/+37+27+16+11+1310d8 (24)24AdultH21d12+105 (241 hp)351021161716+21/+41+31+17+12+1512d8 (25)25Mature adultH24d12+144 (300 hp)351022181716+24/+44+34+20+14+1714d8 (28)28OldG27d12+189 (364 hp)371024201918+27/+52+36+22+15+1916d8 (30)30Very oldG30d12+210 (405 hp)391025221918+30/+56+40+24+17+2118d8 (32)32AncientG33d12+264 (478 hp)411027242120+33/+60+44+26+18+2320d8 (34)34WyrmG36d12+324 (558 hp)431029242120+36/+64+48+29+20+2522d8 (37)37Great wyrmC39d12+351 (604 hp)471029262322+39/+73+49+30+21+2724d8 (38)38
Age
Speed
Initiative
AC
Special abilities
CL
SRWyrmling40 ft., fly 100 ft. (average), climb 40 ft.+015 (+0 size, +5 natural, +0 Dex)Immunity to acid and fire, vulnerability to cold——Very young40 ft., fly 150 ft. (average), climb 40 ft.+017 (-1 size, +8 natural, +0 Dex)——Young40 ft., fly 150 ft. (average), climb 40 ft.+020 (-1 size, +11 natural, +0 Dex)——Juvenile40 ft., fly 150 ft. (average), climb 40 ft.+023 (-1 size, +14 natural, +0 Dex)Binding windsSC 3/day1st—Young adult40 ft., fly 150 ft. (average), climb 40 ft.+025 (-2 size, +17 natural, +0 Dex)DR 5/magic3rd19Adult40 ft., fly 150 ft. (average), climb 40 ft.+028 (-2 size, +20 natural, +0 Dex)DowndraftSC 3/day, adamant claws5th21Mature adult40 ft., fly 150 ft. (average), climb 40 ft.+031 (-2 size, +23 natural, +0 Dex)DR 10/magic7th22Old40 ft., fly 150 ft. (poor), climb 40 ft.+032 (-4 size, +26 natural, +0 Dex)Insidious suggestionRoE 2/day9th24Very old40 ft., fly 150 ft. (poor), climb 40 ft.+035 (-4 size, +29 natural, +0 Dex)DR 15/magic11th25Ancient40 ft., fly 200 ft. (poor), climb 40 ft.+038 (-4 size, +32 natural, +0 Dex)Cyclonic blastSC 2/day13th27Wyrm40 ft., fly 200 ft. (poor), climb 40 ft.+041 (-4 size, +35 natural, +0 Dex)DR 20/magic15th28Great wyrm40 ft., fly 200 ft. (poor), climb 40 ft.+040 (-8 size, +38 natural, +0 Dex)Fire storm 1/day17th30

Adamant Claws (Ex) By adulthood, a russet dragon's claws are terrifyingly durable, as though forged from potent ore in a lethal flame for the purpose of tearing through rock. The russet dragon's claw attacks (though no other natural attack) are treated as adamantine weapons.

Binding Winds (Sp) A russet dragon's binding winds spell-like ability can be maintained for up to 1 round per age category without concentration. At the end of this time, the russet dragon must concentrate on the effect to sustain it, or it will terminate as though the dragon had ceased concentrating. The dragon is capable of supporting any number of binding winds from its spell-like ability with one standard action for concentration; this does not apply to binding winds cast as a spell or produced via any other method. The winds produced by this spell-like ability are magically warm and a creature so bound is treated as being comfortably warm and not exposed to hazards from cold temperatures. This ability cannot be used in an area of unearthly cold.

Breath Weapon (Su) A russet dragon has one breath weapon, a cone of superheated air filled with tiny rock shards. This weapon deals half fire and half slashing damage. Creatures caught in the breath are blinded for 1 round per two age categories of the dragon unless they succeeded on their Reflex save.

Bartmanhomer
2020-04-28, 12:02 AM
Nice. :smile:

afroakuma
2020-04-28, 11:56 AM
Sample: Violet Dragon

Blue dragons love the desert, red dragons love the mountains, and rarely do the two encounter one another. Fortunate, perhaps, for the offspring of this unlikely union is a force of nature unto itself - the dreaded and mighty violet dragon. The striking color of this hybrid stands out brightly against its favored environment, for violet dragons love canyons, crevasses, and badlands, any territory which constrains them sufficiently to give their prey a sporting chance.

Violets like to play with their food.

A violet dragon at birth is light in color, nearly mauve, with dull scales that grow glossy with age as they brighten to the hue of lobelia flowers. By adulthood the scales are at full gloss and the dragon's colors run the gamut from rich indigo and violet to medium purples, highly saturated and gleaming. In advanced age, the luster fades from the scales as the dragon's colors deepen from violet to dark royal purples and grape hues, becoming noticeably redder overall. The underbelly at birth is soft and lilac in color, deepening to raspberry in adulthood before flattening out to an amethyst hue in old age. Besides the striking colors, a violet can be picked out easily by the striking, vivid golden yellow or orange horns that erupt like a crown from the brow, two large rough horns spreading at a low and broad angle with two smaller smooth ones between. A massive frill covering the ears wraps down below the chin, taking the place of the dewlap and resembling almost a fanciful swoop-neck collar. Dorsal plates run the length of the body, jutting upward to form a spiky profile. The tail is thick and heavily armored. Violets may be found scratching their horns against rocky surfaces. It is best not to comment on the contented rumble they have been heard making while doing so.

Violets rarely cultivate networks of minions; they live in generally remote territories and aren't particularly bothered by limited contact with the outside world. What motivates a violet dragon, besides hunger, is a mixture of boredom, curiosity, and agitated energy - the longer a violet sits in place, the faster and faster its mind races toward thoughts of what it could be doing, which prey it could be pursuing, what treasures it might venture forth to capture. The activity cycle of violets is an odd mix of wanderlust and homesickness, a careful balance of juggling activity to keep themselves engaged and rest to keep themselves from burning out. Violet dragons are prone to overcommitting in both directions, leading to years-long stretches of torpor where the dragon is barely more than a brightly-colored rock in a cave, followed by bursts of obsessive treasure-hunting and prey-stalking. Violets crave distraction; to their minds, having to go seek food and treasure is beneath their stature, but the alternative sees them gnawing on rocks and pacing hollow caverns. Violet dragons have been discovered backing adventurers' guilds, and even funding the armies of small kingdoms, to seek out "that devil wyrm" - itself - for the sake of diversion.

Believing themselves supreme, violet dragons do have a soft spot for humanoids in a single capacity - they consider music the only thing that justifies the existence of humanoids, and have been known to spare bards in exchange for a good enough performance. They will also spare sporting enough prey after a long period of cat-and-mouse, chiefly in the hopes of getting to "play" again. Violets are dangerously competent at assessing threats and deviously good at using their abilities to tactically reshape the battlefield to their own advantage, their ties to earth and fire allowing them to control deadly magma. Accomplished casters, violet dragons master magical tactics to take advantage of those who are expecting them to deliver nothing but flames.

Violet dragons are usually neutral evil.

Age
Size
HD
Str
Dex
Con
Int
Wis
Cha
BAB/Grapple
Attack
Fort
Ref
Will
Breath Weapon (DC)
Frightful PresenceWyrmlingM6d12+12 (51 hp)191014101110+6/+10+10+7+5+52d10 (15)—Very youngL9d12+27 (85 hp)231016121110+9/+19+14+9+6+64d10 (17)—YoungL12d12+36 (114 hp)271016121312+12/+24+19+11+8+96d10 (19)—JuvenileL15d12+60 (157 hp)311018141514+15/+29+24+13+9+118d10 (21)—Young adultH18d12+90 (207 hp)331020141514+18/+37+27+16+11+1310d10 (24)24AdultH21d12+105 (241 hp)351021161716+21/+41+31+17+12+1512d10 (25)25Mature adultH24d12+144 (300 hp)351022181716+24/+44+34+20+14+1714d10 (28)28OldG27d12+189 (364 hp)371024201918+27/+52+36+22+15+1916d10 (30)30Very oldG30d12+210 (405 hp)391025221918+30/+56+40+24+17+2118d10 (32)32AncientG33d12+264 (478 hp)411027242120+33/+60+44+26+18+2320d10 (34)34WyrmG36d12+324 (558 hp)431029242120+36/+64+48+29+20+2522d10 (37)37Great wyrmC39d12+351 (604 hp)471029262322+39/+73+49+30+21+2724d10 (38)38
Age
Speed
Initiative
AC
Special abilities
CL
SRWyrmling40 ft., fly 100 ft. (average), burrow 20 ft.+016 (+0 size, +6 natural, +0 Dex)Immunity to electricity and fire, vulnerability to cold——Very young40 ft., fly 150 ft. (average), burrow 20 ft.+018 (-1 size, +9 natural, +0 Dex)——Young40 ft., fly 150 ft. (average), burrow 20 ft.+021 (-1 size, +12 natural, +0 Dex)——Juvenile40 ft., fly 150 ft. (average), burrow 20 ft.+024 (-1 size, +15 natural, +0 Dex)Beckoning callFCI 3/day1st—Young adult40 ft., fly 150 ft. (average), burrow 20 ft.+026 (-2 size, +18 natural, +0 Dex)DR 5/magic3rd19Adult40 ft., fly 150 ft. (average), burrow 20 ft.+029 (-2 size, +21 natural, +0 Dex)See invisibility 3/day5th21Mature adult40 ft., fly 150 ft. (average), burrow 20 ft.+032 (-2 size, +24 natural, +0 Dex)DR 10/magic7th22Old40 ft., fly 150 ft. (poor), burrow 20 ft.+033 (-4 size, +27 natural, +0 Dex)StonefireSS 3/day9th24Very old40 ft., fly 150 ft. (poor), burrow 20 ft.+036 (-4 size, +30 natural, +0 Dex)DR 15/magic11th25Ancient40 ft., fly 200 ft. (poor), burrow 20 ft.+039 (-4 size, +33 natural, +0 Dex)Wall of magmaSand 2/day13th27Wyrm40 ft., fly 200 ft. (poor), burrow 20 ft.+042 (-4 size, +36 natural, +0 Dex)DR 20/magic15th29Great wyrm40 ft., fly 200 ft. (poor), burrow 20 ft.+041 (-8 size, +39 natural, +0 Dex)Deadly laharCM 1/day, transmute rock to lavaSC 3/day17th31

Breath Weapon (Su) A violet dragon has one breath weapon, a line of deadly white-hot flame. This breath weapon deals fire damage and bypasses 10 points of hardness when hitting an object. If the breath weapon ends in a square of dirt, sand, metal, or stone, the ground becomes molten where bombarded by the intense heat, forming a pool with a radius of 5 ft. per age category that deals half the listed damage of the breath weapon to creatures that start their turn in or enter any affected space. This pool lasts for 1 round per age category. This will also happen if the breath weapon terminates due to striking a substantial physical obstacle (a stone or metal wall, statue, or column). If the breath weapon is directed against a ceiling made of such a material, molten goo rains down on creatures in a 10 ft. radius beneath, dealing 2d6 fire damage (Reflex half) and causing the melted material to pour down and form a molten pool as noted previously at the start of the dragon's next turn. Molten pools are treated as difficult terrain.

If the energy type of this breath weapon is changed by some effect, the outcome is modified as follows:

TypeEffect
AcidAs above; pool will also form from organic surfaces (e.g. wood) but not dirt or sand.
ColdAs above; pool forms on any surface, deals 1/4 listed damage and requires DC 20 Balance check for each 5 ft. moved or fall prone.
ElectricityAs above; pool forms on metal or wet surface only, deals 1/4 listed damage and slows metallic creatures or those wearing metal armor for 1d4 rounds.
ForceNo pool effect.
SonicSound shatters same area of metal, stone, or ice, resulting in difficult terrain of same radius that deals 2d6 damage per square entered (Tumble DC 20 negates). If directed at ceiling, falling shards deal piercing rather than sonic damage.

Palanan
2020-04-28, 04:08 PM
Slow down, we need to invent more adjectives for how awesome these are.

:smalltongue:

Ottriman
2020-04-28, 04:37 PM
Slow down, we need to invent more adjectives for how awesome these are.

:smalltongue:

Totally agreed.

Tzardok
2020-04-29, 05:27 AM
Well, well, well, what do we have here?

First, let me laud your producitivity and creativity. You always go the extra mile with interesting things like that. That's what I like about you.:smallsmile:

Second, a correction: Your first post stated that a hybrid will always be immune to at least one energy type of its breath weapon, even if you have to replace one of the inherited immunities. The teal dragon's breath weapon deals fire damage, but it doesn't have a fire immunity.

Third, a bunch of questions: Do hybrids of two ferrous dragons gain some kind of benefit like the hybrids of gem, metallic or chromatic do? What about planar dragons?

The yellow dragon (and most lung dragons) has a supernatural flying movement that doesn't use wings. Is that one inheritable without the worsening of manouverability?

Regarding that, is this template appropriate for hybridization with lung dragons at all? It looks like it would need to be modified for that.

Regarding blended breath wepaons; what happens if a parent already has a blended breath weapon, like the iron dragon or the pyroclastic dragon, or if you throw the randomness of the chaos dragon into the mix?

Are we allowed to post our own hybrids if we have a good idea?

Fourth, sometimes when reading your descriptions I have a feeling you're just throwing around random color words and hoping no one notices. But that may be just my own ignorance of English colors talking. :smalltongue:

Now if you'll excuse me, I'll try to hybridize a tome dragon and a time dragon. I think I'll call it a tume dragon. Wish me luck!

Edit: What happens regarding spellcasting/manifesting when you add an incarnum dragon and its meldshaping into the mix? Or any other (hypothetical) dragon using another magic system, like for example shadowcasting? And is it possible to hybridize a hybrid with a third dragon species, or does that break something?

afroakuma
2020-04-29, 11:18 PM
Second, a correction: Your first post stated that a hybrid will always be immune to at least one energy type of its breath weapon, even if you have to replace one of the inherited immunities. The teal dragon's breath weapon deals fire damage, but it doesn't have a fire immunity.

There are a few tables I have to correct. Most of the earliest ones omitted Strength bonus from the grapple calculus, for example.


Third, a bunch of questions: Do hybrids of two ferrous dragons gain some kind of benefit like the hybrids of gem, metallic or chromatic do? What about planar dragons?

Haven't decided on anything for ferrous dragons, etc. as of yet. I may revise it later, but for the moment I am only concerning myself with chromatics, metallics, and gem dragons.


The yellow dragon (and most lung dragons) has a supernatural flying movement that doesn't use wings. Is that one inheritable without the worsening of manouverability?

See above. I'm most likely going to determine that supernatural movement collapses to regular flying if only one parent possesses that ability.


Regarding that, is this template appropriate for hybridization with lung dragons at all? It looks like it would need to be modified for that.

It will need amendment if I choose to expand it to lung dragons. For the moment, they are not a concern.


Regarding blended breath wepaons; what happens if a parent already has a blended breath weapon, like the iron dragon or the pyroclastic dragon, or if you throw the randomness of the chaos dragon into the mix?

Haven't decided yet for already blended breath. For chaos dragons, the presence of the other dragon's magical nature would "stabilize" the chaotic energy into one form, whatever that would be (though as far as I'm concerned, any chaos dragon hybrid should have a novel breath weapon in any event).


Are we allowed to post our own hybrids if we have a good idea?

If you like.


Fourth, sometimes when reading your descriptions I have a feeling you're just throwing around random color words and hoping no one notices. But that may be just my own ignorance of English colors talking. :smalltongue:

Definitely not. I'm always using legit colors. The worst I did was "lobelia" and even then I was careful to refer to the color of the flowers.


Edit: What happens regarding spellcasting/manifesting when you add an incarnum dragon and its meldshaping into the mix?

Spellcasting trumps meldshaping, psionics trump spellcasting. I'd expect an incarnum dragon hybrid to possess special abilities (bonus feats, for example) related to their meldshaper heritage, but that decision is up to the designer - I don't expect to be demonstrating an incarnum dragon hybrid.


Or any other (hypothetical) dragon using another magic system, like for example shadowcasting?

As above.


And is it possible to hybridize a hybrid with a third dragon species, or does that break something?

If the balance of heritages is less than 50/50, the dominant heritage determines the resultant child, so a gray dragon mating with a blue dragon would produce a blue dragon. Such children possess one or two unusual features reflective of their distinctive heritage, which may include different spell-like abilities, but are otherwise statistically no different from the dominant parent. This happens as well if two hybrids sharing a common heritage mate (e.g. a crimson and an ultramarine will result in a black wyrmling). Should two unrelated hybrids mate... well, we'll get there.

afroakuma
2020-04-30, 11:02 AM
Sample: Tombac Dragon

The four-spoked "crown" plate of a tombac dragon is hard to miss, a solid crest with large defined ridges reminiscent of horns that wraps around its head, terminating at the edge of the jaw, which is distinguished by a series of laminated, multi-layered curving blades. The shape of this plate is more reminiscent of the copper dragon's profile - more convex than the concave plate of the brass parent - but the body lines of the tombac definitely favor the brass heritage. A short and spiky frill runs down the back of the neck, terminating at the base. The scales of a tombac wyrmling are a dull brown, warming to a bright yellowy brass hue with little luster in adulthood. With age, patches of scales around the neck, wings and underbelly will take on a more rich copper tone, but by and large the rest of the body will fade to a metallic mahogany color.

Tombac dragons are extremely personable, chatty, and good-humored. While they prefer to lair in warm mountains and hills or deserts, if a community of any size is in the region they will go out of their comfort zones to be nearby. The toxic vapors of the tombac force it to remain at a distance, but the dragons make themselves known as friends regardless, and come to know intimately the people of their nearby community down through the generations. A villager might journey to the tombac's personal "visiting spot" to ask about her great-grandmother, or glean the ancient history of a long-sealed mine. Tombac dragons appreciate one another's company in a way neither brass nor copper dragons can handle; sadly, they rarely get the pleasure, and neither brass nor copper dragons can stand being around them for long - draconic pride gets in the way. The edge that tombac dragons have over either parent is the lack of competitiveness in conversation - they are, to put it simply, better listeners. Hlal is the favored goddess of tombac dragons, who are slightly more religious than their parent species. Some tombacs worship Tamara or Bahamut.

One odd side-effect of a tombac's presence appears to be a higher-than-normal prevalence of subterranean monsters in an area where a tombac has resided for some time. These may include communities of vegepygmies or myconids, or more dangerous creatures such as grimlocks, umber hulks, and behirs. Sages have theorized that the vapors of the tombac may be attractive to a prey species, which in turn lures predator species given sufficient time.

Tombac dragons are usually chaotic good.

Age
Size
HD
Str
Dex
Con
Int
Wis
Cha
BAB/Grapple
Attack
Fort
Ref
Will
Breath Weapon (DC)
Frightful PresenceWyrmlingT4d12+4 (30 hp)111013121310+4/-4+6+5+4+51d4 (13)—Very youngS7d12+7 (52 hp)131013121310+7/+4+9+6+5+62d4 (14)—YoungM10d12+20 (85 hp)151015141512+10/+12+12+9+7+93d4 (17)—JuvenileM13d12+26 (110 hp)171015141512+13/+16+16+10+8+104d4 (18)—Young adultL16d12+48 (152 hp)191017161714+16/+24+19+13+10+135d4 (21)21AdultL19d12+76 (199 hp)231019161714+19/+29+24+15+11+146d4 (23)23Mature adultH22d12+110 (253 hp)271021181916+22/+38+28+18+13+177d4 (26)26OldH25d12+125 (287 hp)291021181916+25/+42+32+19+14+188d4 (27)27Very oldH28d12+168 (350 hp)311023202118+28/+46+36+22+16+219d4 (30)30AncientH31d12+186 (387 hp)331023202118+31/+50+40+23+17+2210d4 (31)31WyrmG34d12+238 (459 hp)351025222320+34/+58+42+26+19+2511d4 (34)34Great wyrmG37d12+296 (536 hp)371027222320+37/+62+46+28+20+2612d4 (36)36
Age
Speed
Initiative
AC
Special abilities
CL
SRWyrmling60 ft., fly 100 ft. (good), burrow 30 ft.+016 (+2 size, +4 natural, +0 Dex)Immunity to acid and fire, vapor cloud, vulnerability to cold——Very young60 ft., fly 100 ft. (good), burrow 30 ft.+018 (+1 size, +7 natural, +0 Dex)——Young60 ft., fly 150 ft. (average), burrow 30 ft.+020 (+0 size, +10 natural, +0 Dex)1st—Juvenile60 ft., fly 150 ft. (average), burrow 30 ft.+023 (+0 size, +13 natural, +0 Dex)Charm person 3/day3rd—Young adult60 ft., fly 150 ft. (average), burrow 30 ft.+025 (-1 size, +16 natural, +0 Dex)DR 5/magic5th18Adult60 ft., fly 150 ft. (average), burrow 30 ft.+028 (-1 size, +19 natural, +0 Dex)Control sandSand 3/day7th20Mature adult60 ft., fly 150 ft. (average), burrow 30 ft.+030 (-2 size, +22 natural, +0 Dex)DR 10/magic9th22Old60 ft., fly 150 ft. (average), burrow 30 ft.+033 (-2 size, +25 natural, +0 Dex)Wall of sandSand 3/day11th24Very old60 ft., fly 150 ft. (average), burrow 30 ft.+036 (-2 size, +28 natural, +0 Dex)DR 15/magic13th25Ancient60 ft., fly 150 ft. (average), burrow 30 ft.+039 (-2 size, +31 natural, +0 Dex)Transmute stone to sandSand 3/day15th27Wyrm60 ft., fly 200 ft. (poor), burrow 30 ft.+040 (-4 size, +34 natural, +0 Dex)DR 20/magic17th28Great wyrm60 ft., fly 200 ft. (poor), burrow 30 ft.+043 (-4 size, +37 natural, +0 Dex)SandstormSand 2/day19th30

Breath Weapon (Su) The tombac dragon has one breath weapon, a cone of concentrated soporific vapor that causes victims to fall asleep for 1d4 rounds plus one round per age category of the dragon. The composition of the breath makes it magically invisible. A Listen or Sense Motive check (DC 5 + breath weapon DC) is required to notice the dragon exhaling at all - creatures that pass such a check can make a Reflex save at a -4 penalty to avoid the breath, taking no damage and evading the sleep effect, though the speed of the breath attack leaves them no time to usefully notify another. Creatures that can see invisibility or have some equivalent or superior ability (such as true seeing) can perceive the vapor and are also entitled to a Reflex save with no penalty. Anyone unable to anticipate or see the attack instead makes a Will save against the breath to take half damage and negate the sleep effect. Creatures immune to poison are unaffected by this breath, as are other tombac dragons, brass dragons, and copper dragons.

The vapor is extremely thermally reactive - if exhaled through a source of fire, it ignites, losing its invisibility and toxic properties above and instead dealing 1d6 fire damage per age category (Reflex half). Conversely, if the dragon has taken at least 20 points of cold damage in the previous round, the vapor becomes visible, permitting a Reflex save with a +2 circumstance bonus.

Vapor Cloud (Su) The tombac dragon's vaporous breath constantly leaks from it, forming a cloud with a radius of 5 ft. per age category around the dragon at all times. Any creature starting its turn in the vapor cloud must make a Will save (DC = breath weapon DC) or suffer 1 point each of Intelligence and Wisdom damage. Creatures immune to poison are unaffected by this, as are other tombac dragons, brass dragons, and copper dragons. The vapor cloud is invisible and odorless; to a creature that can see invisibility, however, it functions like obscuring mist. Any moderate or stronger wind (such as a gust of wind) thins the vapor such that it can neither obstruct vision nor poison creatures until the air becomes still again.

Palanan
2020-04-30, 08:26 PM
Originally Posted by Tzardok
Are we allowed to post our own hybrids if we have a good idea?


Originally Posted by afroakuma
If you like.

So, here goes:



Electrum Dragon

Sharing compatible perspectives and often inclined to take human form, gold and silver dragons are more likely to interbreed than most other races of dragonkind. Owing to their inherent differences in preferred habitat—warm lowlands for the gold, icy mountaintops for the silver—they often first meet in human form in a cosmopolitan city, frequently unaware of each other’s true identity. This may lead to a cautious courtship in which they carefully circle each other for years, slipping free of successive human identities and leading each other on an intricate dance across a dozen mortal realms.

Their eventual pairings, though passionate and brightly burning, rarely last for long even by human standards, as the high mountains inevitably call the silver home, and the gold is all too often distracted by some grandly noble imperative. But on occasion one or the other bears away an enduring token of that fleeting joy—a clutch of eggs which, in the course of the seasons, will hatch into electrum dragons.

Bright and sinuous as molten sunlight on a river’s edge, drawn to idealistic pursuits only to abandon them for the horizon’s call, electrum dragons are high-minded and infinitely well-meaning, but afire with wanderlust and prone to vanishing at a moment’s notice. They love taking human form and involving themselves in local intrigues, but their profound lack of commitment makes them poor schemers and even worse spymasters, and more than one carefully plotted revolution has fizzled when a certain mysterious benefactor unexpectedly failed to appear.

While they share their silver parent’s love of fine cuisine and the gold’s taste for rare jewels, their deepest fascination abides with coins, the older and more obscure the better. To an electrum dragon, coins are not merely wealth to be accumulated; their true allure resides in the webwork of tangled histories they embody, the countless individual journeys each has traced across centuries and continents—an infinite tapestry of fine metallic threads, lacing together hoarders and hog farmers, bandits and barrelmakers, merchant princes and mendicant priests.

An electrum dragon can spend days in a blissful reverie, staring raptly at its favorite coins and imagining their long wanderings through landscapes and history—and then, stirred by a whimsical impulse, the dragon springs into flight, speeding for days at high altitude to find the ruins of a lost empire where a coin was once minted. Whatever settlement lies nearest those ruins, whether a great city or a mere crossroads tavern, the dragon assumes human form to sample the local cooking—which the dragon pays for with the selfsame coin that inspired the journey, beginning the cycle anew.

Electrum dragons are usually chaotic good.

The full tables are more than I have time for, but I wanted to sketch out the basics of its abilities:

Special Abilities

Wyrmling: Alternate form, immunity to acid, water breathing.
Juvenile: Obscuring mist.
Adult: Quench.
Old: Otiluke’s freezing sphere.
Ancient: Whirlwind.
Great Wyrm: Storm of vengeance.


Breath Weapon (Su): An electrum dragon has a single breath weapon, a cone of numbing gas. Any creature caught in this cone takes 1d6 points of cold damage per age category of the dragon, and must succeed on a Fortitude save or take 1 point of Dexterity damage per age category of the dragon.

Alternate Form (Su): As the same ability of both gold and silver dragons.

Water Breathing (Ex): As the same ability of gold dragons.



This is still more of a concept than anything, so constructive suggestions would be very welcome.

.

Tzardok
2020-05-01, 04:11 AM
So, here goes:
Electrum Dragon


An interesting description, but two things confuse me: 1) Why did you make the child of two LG dragons CG? All examples Afro created until now had the average of their parents alignments. 2) Why does it have acid immunity? Neither of the parents have it, nor does the breath weapon use acid. Immunity to fire and cold makes more sense.

Palanan
2020-05-01, 07:09 AM
First off, I don’t mind admitting that I’m nowhere near afro’s class when it comes to this kind of work. I just had the notion and wanted to sketch out what I could.



Originally Posted by Tzardok
1) Why did you make the child of two LG dragons CG?

Silver and gold may be LG, but in very different ways, and it felt like that combination would give rise to some contradictory impulses.


Originally Posted Tzardok
2) Why does it have acid immunity? Neither of the parents have it….

On p. 87 of my Monster Manual, silver dragons are listed as having immunity to acid and cold. It’s in the second table (Silver Dragon Abilities by Age) as well as the statblock in the lower right-hand corner.

Silvers are immune to cold, golds are immune to fire, but those are incompatible and not present in the offspring. That leaves acid. It’s the result of fire and cold canceling out, but as it happens natural electrum is also corrosion-resistant, which fits nicely.

Tzardok
2020-05-01, 07:15 AM
On p. 87 of my Monster Manual, silver dragons are listed as having immunity to acid and cold. It’s in the second table (Silver Dragon Abilities by Age) as well as the statblock in the lower right-hand corner.

Silvers are immune to cold, golds are immune to fire, but those are incompatible and not present in the offspring. That leaves acid. It’s the result of fire and cold canceling out, but as it happens natural electrum is also corrosion-resistant, which fits nicely.

Ok, I forgot the acid immunity, but why would you think that fire and ice immunity are incompatible? Afro's pink dragon has both of them. And as your dragon has a cold based breath weapon, it needs the cold immunity.

Palanan
2020-05-01, 09:48 AM
Originally Posted by Tzardok
And as your dragon has a cold based breath weapon, it needs the cold immunity.

Good catch. I may just change the breath weapon.

Tzardok
2020-05-04, 05:04 PM
Sample: Mould Dragon

Mould dragons, as the children of the rare tome dragons (the physically weakest and smallest race) and the even rarer time dragons (the biggest and most powerful dragon race of all), may be the most uncommon of all hybrids. There are only six examplars of these ungainly and misshapen mongrels documented.

Mould dragons hatch with whitish, mildew-like color, unnaturally big limbs and a fin-like horn on the forehead. Over time they grow into their limbs, but they never look as sleek or elegant as their parents. Their scales darken to a dusty grey, until from the age category old on mildew-green fuzzy hairs spread over their body. Mould dragons grow astonishingly fast.

The time dragon's connection to, well, time and the knowledge and book loving nature of the tome dragon fuse in the moulder dragon to an intense focus on the past and decay. Mould dragons are melancholic and introspective creatures that lair in places, wether artificial or natural, that weren't touched by sapient hands for millenia. There they immerse themselves in the study of past and transience. Mould dragons despise undead and destroy them whenever they catch sight of them. As their breath weapon harms unattended items, mould dragons don't keep their hoard in their lair, but build instead lots of small stashes which they patrol regularily. Mould dragons spurn art objects and coins made of materials more perishable than gold and platin.

Mould dragons are generally Lawful Neutral.



Age
Size
HD
Str
Dex
Con
Int
Wis
Cha
BAB/Grapple
Attack
Fort
Ref
Will
Breath Weapon (DC)
Frightful Presence
WyrmlingM23d12+92 (241 hp)471019301413+23/+41+41+17+13+151d6 (25)—
Very youngL27d12+162 (337 hp)511022341615+27/+51+46+21+15+182d6 (29)—
YoungH31d12+217 (418 hp)561025381615+31/+61+51+24+17+203d6 (32)16
JuvenileH35d12+280 (507 hp)591027421817+35/+67+57+27+19+234d6 (35)18
Young adultG39d12+390 (643 hp)631030461817+39/+77+61+31+21+255d6 (39)22
AdultG43d12+473 (752 hp)671034502019+43/+83+67+34+23+286d6 (42)25
Mature adultG47d12+611 (916 hp)711036542221+47/+89+73+38+25+317d6 (47)28
OldG51d12+714 (10455 hp)751038582423+51/+95+79+41+27+348d6 (49)31
Very oldC54d12+810 (1161 hp)791041622625+54/+105+81+44+29+379d6 (52)33
AncientC59d12+944 (1327 hp)831043662827+59/+111+87+47+31+4010d6 (55)36
WyrmC63d12+1134 (1543 hp)871046703029+63/+117+93+51+33+4311d6 (59)39
Great wyrmC67d12+1273 (1708 hp)911049743231+67/+123+99+54+35+4612d6 (62)42

Age
Speed
Initiative
AC
Special abilities
CL*
SR
Wyrmling40 ft., fly 90 ft. (poor)+033 (+0 size, +23 natural, +0 Dex)Air subtype, DR 10/Epic, Immunity to Acid and Disease, Contagion 3/day3rd11
Very young50 ft., fly 90 ft. (clumsy)+036 (-1 size, +27 natural, +0 Dex)6th13
Young50 ft., fly 120 ft. (clumsy)+039 (-2 size, +31 natural, +0 Dex)DR 15/Epic8th15
Juvenile50 ft., fly 120 ft. (clumsy)+043 (-2 size, +35 natural, +0 Dex)Greater Dispell magic 3/day11th17
Young adult60 ft., fly 120 ft. (clumsy)+045 (-4 size, +39 natural, +0 Dex)DR 20/Epic, DR 10/-13th19
Adult90 ft., fly 120 ft. (clumsy)+049 (-4 size, +43 natural, +0 Dex)Legend Lore 3/day16th21
Mature adult90 ft., fly 150 ft. (clumsy)+053 (-4 size, +47 natural, +0 Dex)DR 20/Epic, DR 15/-19th23
Old90 ft., fly 150 ft. (clumsy)+057 (-4 size, +51 natural, +0 Dex)HindsightSC 1/day21th25
Very old100 ft., fly 150 ft. (clumsy)+057 (-8 size, +55 natural, +0 Dex)DR 20/-24th27
Ancient100 ft., fly 150 ft. (clumsy)+062 (-8 size, +59 natural, +0 Dex)Aura of Transience27th29
Wyrm100 ft., fly 180 ft. (clumsy)+065 (-8 size, +63 natural, +0 Dex)29th31
Great wyrm100 ft., fly 180 ft. (clumsy)+069 (-8 size, +67 natural, +0 Dex)Mordenkainen's Disjunction 1/day31th33

*Can cast spells from the Knowledge domain as arcane spells, but no other cleric spells.

Breath Weapon (Su): A mould dragon has one breath weapon, a cone of spores, rot and decay that deals acid damage. The breath weapon ignores the hardness of unattended objects. Creatures in the area are nauseated for 1 round and take 1 Int damage per age category, unless they are immune to disease. A successful Fortitude save halves the acid damage and negates the ability damage and the nauseated condition.

Aura of Transience (Su): An ancient or older mould dragon is able to exude decay for up to 10 rounds per day. This takes the shape of an emanation with a radius of 10 ft per age category. The spell resistance, energy resistances and damage reductions of all other creatures in the area are reduced by 5 points. The duration need not be consecutive rounds. Activating and deactivating the aura is a free action.

As this dragon is technically an epic dragon, I decided to adhere not so closly to the rules for spell-like abilities.

Whew. Transcribing all those tables is a horrible slog. Is there a faster way?

Bartmanhomer
2020-05-04, 05:54 PM
Sample: Mould Dragon

Mould dragons, as the children of the rare tome dragons (the physically weakest and smallest race) and the even rarer time dragons (the biggest and most powerful dragon race of all), may be the most uncommon of all hybrids. There are only six examplars of these ungainly and misshapen mongrels documented.

Mould dragons hatch with whitish, mildew-like color, unnatural big limbs and a fin-like horn on the forehead. Over time they grow into their limbs, but they never look as sleek or elegant as their parents. Their scales darken to a dusty grey, until from the age category old on mildew-green fuzzy hairs spread over their body. Mould dragons grow astonishingly fast.

The time dragon's connection to, well, time and the knowledge and book loving nature of the tome dragon fuse in the moulder dragon to an intense focus on the past and decay. Mould dragons are melancholic and introspective creatures that lair in places, wether artificial or natural, that weren't touched by sapient hands for millenia. There they immerse themselves in the study of past and transience. Mould dragons despise undead and destroy them, whenever they catch sight of them. As their breath weapon harms unattended item, mould dragons don't keep their hoard in their lair, but build instead lots of small stashes which they patrol regularily. Mould dragons spurn art objects and coins made of materials more perishable than gold and platin.

Mould dragons are generally Lawful Neutral.



Age
Size
HD
Str
Dex
Con
Int
Wis
Cha
BAB/Grapple
Attack
Fort
Ref
Will
Breath Weapon (DC)
Frightful Presence
WyrmlingM23d12+92 (241 hp)471019301413+23/+41+41+17+13+151d6 (25)—
Very youngL27d12+162 (337 hp)511022341615+27/+51+46+21+15+182d6 (29)—
YoungH31d12+217 (418 hp)561025381615+31/+61+51+24+17+203d6 (32)16
JuvenileH35d12+280 (507 hp)591027421817+35/+67+57+27+19+234d6 (35)18
Young adultG39d12+390 (643 hp)631030461817+39/+77+61+31+21+255d6 (39)22
AdultG43d12+473 (752 hp)671034502019+43/+83+67+34+23+286d6 (42)25
Mature adultG47d12+611 (916 hp)711036542221+47/+89+73+38+25+317d6 (47)28
OldG51d12+714 (10455 hp)751038582423+51/+95+79+41+27+348d6 (49)31
Very oldC54d12+810 (1161 hp)791041622625+54/+105+81+44+29+379d6 (52)33
AncientC59d12+944 (1327 hp)831043662827+59/+111+87+47+31+4010d6 (55)36
WyrmC63d12+1134 (1543 hp)871046703029+63/+117+93+51+33+4311d6 (59)39
Great wyrmC67d12+1273 (1708 hp)911049743231+67/+123+99+54+35+4612d6 (62)42

Age
Speed
Initiative
AC
Special abilities
CL*
SR
Wyrmling40 ft., fly 90 ft. (poor)+033 (+0 size, +23 natural, +0 Dex)Air subtype, DR 10/Epic, Immunity to Acid and Disease, Contagion 3/day3rd11
Very young50 ft., fly 90 ft. (clumsy)+036 (-1 size, +27 natural, +0 Dex)6th13
Young50 ft., fly 120 ft. (clumsy)+039 (-2 size, +31 natural, +0 Dex)DR 15/Epic8th15
Juvenile50 ft., fly 120 ft. (clumsy)+043 (-2 size, +35 natural, +0 Dex)Greater Dispell magic 3/day11th17
Young adult60 ft., fly 120 ft. (clumsy)+045 (-4 size, +39 natural, +0 Dex)DR 20/Epic, DR 10/-13th19
Adult90 ft., fly 120 ft. (clumsy)+049 (-4 size, +43 natural, +0 Dex)Legend Lore 3/day16th21
Mature adult90 ft., fly 150 ft. (clumsy)+053 (-4 size, +47 natural, +0 Dex)DR 20/Epic, DR 15/-19th23
Old90 ft., fly 150 ft. (clumsy)+057 (-4 size, +51 natural, +0 Dex)HindsightSC 1/day21th25
Very old100 ft., fly 150 ft. (clumsy)+057 (-8 size, +55 natural, +0 Dex)DR 20/-24th27
Ancient100 ft., fly 150 ft. (clumsy)+062 (-8 size, +59 natural, +0 Dex)Aura of Transience27th29
Wyrm100 ft., fly 180 ft. (clumsy)+065 (-8 size, +63 natural, +0 Dex)29th31
Great wyrm100 ft., fly 180 ft. (clumsy)+069 (-8 size, +67 natural, +0 Dex)Mordenkainen's Disjunction 1/day31th33

*Can cast spells from the Knowledge domain as arcane spells, but no other cleric spells.

Breath Weapon (Su): A mould dragon has one breath weapon, a cone of spores, rot and decay that deals acid damage. The breath weapon ignores the hardness of unattended objects. Creatures in the area are nauseated for 1 round and take 1 Int damage per age category, unless they are immune to disease. A successful Fortitude save halves the acid damage and negates the ability damage and the nauseated condition.

Aura of Transience (Su): An ancient or older mould dragon is able to exude decay for up to 10 rounds per day. This takes the shape of an emanation with a radius of 10 ft per age category. The spell resistance, energy resistances and damage reductions of all other creatures in the area are reduced by 5 points. The duration need not be consecutive rounds. Activating and deactivating the aura is a free action.

As this dragon is technically an epic dragon, I decided to adhere not so closly to the rules for spell-like abilities.

Whew. Transcribing all those tables is a horrible slog. Is there a faster way?

Dear Kord, The Mould Dragon are extremely powerful! :eek:

Tzardok
2020-05-04, 05:56 PM
Dear Kord, The Mould Dragon are extremely powerful! :eek:

His mommy is an epic dragon with a CR of 90 as a great wyrm; what were you expecting? :smalltongue:

enderlord99
2020-05-04, 06:49 PM
why would you think that fire and ice immunity are incompatible?

Maybe they confused "immunity" with "subtypes"

Bartmanhomer
2020-05-04, 07:54 PM
His mommy is an epic dragon with a CR of 90 as a great wyrm; what were you expecting? :smalltongue:

CR 90?! Wow! I like the mould dragon! Any relation to Lendys? :smile:

Tzardok
2020-05-05, 03:48 AM
Maybe they confused "immunity" with "subtypes"
Even then I wouldn't treat them as incompatible. I mean, there are elemental creatures of fire and water, why should fire and cold be different?

CR 90?! Wow! I like the mould dragon! Any relation to Lendys? :smile:
Uhm, no. Why would you think that? :smallconfused:
One parent of this hybrid is the tome dragon from the Dragon Magazine #343. It's one of a pair of dragons with much lower physical abilities but much higher magical prowess than others.
The other parent is the time dragon from the Dragon Magazine #359. It's an epic dragon with inborn time powers hatching with 44 hd. It's, at least if based on CR, the most powerful official monster created for 3.5.
Neither of them have any special connection with any draconic deity or are especially religious. The mould dragon is just lawful neutral because tome dragons are lawful neutral and time dragons are neutral.

Bartmanhomer
2020-05-05, 11:02 AM
Even then I wouldn't treat them as incompatible. I mean, there are elemental creatures of fire and water, why should fire and cold be different?

Uhm, no. Why would you think that? :smallconfused:
One parent of this hybrid are the tome dragon from the Dragon Magazine #343. It's one of a pair of dragons with much lower physical abilities but much higher magical prowess than others.
The other parent is the time dragon from the Dragon Magazine #359. It an epic dragon with inborn time powers hatching with 44 hd. It's, at least if based on CR, the most powerful official monster created for 3.5.
Neither of them have any special connection with any draconic deity or are especially religious. The mould dragon is just lawful neutral because tome dragons are lawful neutral and time dragons are neutral.

Well Lendys is Lawful Neutral and so are the mould dragons. I just thought that these dragons have some sort of connection. :smile:

Tzardok
2020-05-05, 11:17 AM
Well Lendys is Lawful Neutral and so are the mould dragons. I just thought that these dragons have some sort of connection. :smile:

Tiamat is lawful evil and three of her five children races are chaotic evil. Just having the same alignment isn't really an indicator of anything.
To give another example, imagine you would make a hybrid of a gold dragon and a blue dragon. Lawful good plus lawful evil makes lawful neutral. Still doesn't have anything to do with Lendys, does it? (unless the creator would decide to make it an inherently religious race)

Bartmanhomer
2020-05-05, 11:57 AM
Tiamat is lawful evil and three of her five children races are chaotic evil. Just having the same alignment isn't really an indicator of anything.
To give another example, imagine you would make a hybrid of a gold dragon and a blue dragon. Lawful good plus lawful evil makes lawful neutral. Still doesn't have anything to do with Lendys, does it? (unless the creator would decide to make it an inherently religious race)

Ok. Well, that makes sense. Thank you for explaining that to me. :smile:

RecordedChaos
2020-05-05, 10:49 PM
Some of these dragons personalities are so over the top extra that they will definitely be showing up in a game of mine in the future lol.

enderlord99
2020-05-06, 01:46 AM
Even then I wouldn't treat them as incompatible. I mean, there are elemental creatures of fire and water, why should fire and cold be different?

Because the rules say they are.

Maybe that's just in PF though.; I forget.

Tzardok
2020-05-06, 05:22 AM
Because the rules say they are.

Maybe that's just in PF though.; I forget.

Well, my 3.5 Monster Manual doesn't mention anything of that sort in the descriptions of the subtypes. And again, Afro's pink dragon has both subtypes and both immunities at once, so... *shrug*

redking
2020-05-06, 09:29 AM
Great stuff, afroakuma. Any chance of a silver-gold?

Gavinfoxx
2020-06-25, 03:25 PM
Could you do mixes of various dragons that specifically share habitat? I think that would be more likely to happen, personally. Not all dragons who are competing for space with another dragon will give in to the territorial, 'fight off this intruder!' instincts, or sometimes other instincts might come to the front, and instincts do get mis-wired sometimes! Some might even be social or sociable! They are intelligent individuals, after all.

I was thinking of, for example, 'aquatic/amphibious dragons that can still fly and also breathe air'. That isn't many!

I believe all of these are the ones that fit that theme:

Nickel
Orange
Topaz
Yellow
Bronze
Black

Of those, which do you think might make the most interesting hybrids?

afroakuma
2020-06-27, 09:08 PM
Could you do mixes of various dragons that specifically share habitat? I think that would be more likely to happen, personally.

I dunno, they say familiarity breeds contempt, not hybrid dragons. :smalltongue:

I expect I will at some point; my hybridizer is already calibrated for chromatic, metallic, and gem dragons, so something like a blue brass dragon (both desert) will come up eventually. I may eventually add other dragons, but it's a labor-intensive process.


Of those, which do you think might make the most interesting hybrids?

I mean, I like to think all hybrids are interesting in their own right. Anything with topaz stands a good chance of being interesting just because dehydration breath is already an oddball.

hamishspence
2020-06-28, 07:15 AM
I was thinking of, for example, 'aquatic/amphibious dragons that can still fly and also breathe air'. That isn't many!

I believe all of these are the ones that fit that theme:

Nickel
Orange
Topaz
Yellow
Bronze
Black

Of those, which do you think might make the most interesting hybrids?

Don't forget Golds - they have flight & water-breathing too.