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View Full Version : D&D 3.x Other Low-Level Big Dragons (Part 1: The Chromatics)



Unavenger
2020-06-21, 02:45 PM
Quick preamble: In D&D, dragons are ridiculously powerful. Not just "Powerful for their CR", but powerful. In a world where most people don't get above level 10, the biggest dragons they can face are going to be large or - at a stretch - the huge mature adult white (3.5), old white (PF) or adult white (5e). This makes for a fairly disappointing experience with dragons, who are mostly slightly fat lizards with big numbers, rather than towering but defeatable monstrosities.

On this basis, behold the minor dragons, which are weak enough for their size to make for a memorable low-level encounter.

Minor Dragons

The following minor dragons are all true dragons, but have weaker abilities than most true dragons have.

Lesser Natural Weapons: All minor dragons deal damage with their natural weapons as though they were one size category smaller, and do not gain access to wing attacks, tail slaps, crushes or tail sweeps until one size category after the one where they would ordinarily gain access to them. Mountain dragons lack wings, and therefore instead make a gore attack with their horns. This attack is available to large and larger mountain dragons, and deals an amount of damage that a normal dragon's wings would do (not one size smaller), except that the gore uses 1 1/2 times the dragon's strength bonus.

Intimidating Presence: Minor dragons do not gain proper frightful presence until they are Old. Until then, they gain a weaker version of the same ability (although the ability is still considered to be Frightful Presence) which is identical except that creatures are only frightened, not panicked, by the dragon, meaning that they can retain held items, can choose how to escape rather than fleeing randomly, need not flee other sources of danger, and will hold their ground rather than cowering if they are cornered by the dragon. Creatures with enough HD are still shaken instead.

Grand Irony: Because minor dragons reach colossal size by the great wyrm stage, they are actually considered greater dragons when advancing them to epic levels, but like brass and white dragons, their breath weapon only advances by one die per age category.

Chromatic Dragons

Auburn Dragon
Type: Dragon (Fire)
Environment: Deserts and hot plains.
Organisation: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 1/4; very young 1/2; young 1; juvenile 2; young adult 3; adult 4; mature adult 5; old 6; very old 7; ancient 8; wyrm 9; great wyrm 10
Treasure: Triple Standard
Alignment: Always Lawful Evil
Advancement: By age category only.
Level Adjustment: +0



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


Wyrmling
M
1/4d12 (1)
6
10
11
6
11
6
+1/-1
-1
+2
+2
+2
1d4 (10)
-


Very Young
L
1/2d12 (3)
8
10
11
6
11
6
+1/+4
-1
+2
+2
+2
2d4 (10)
-


Young
L
1d12+1 (7)
10
10
13
6
11
6
+1/+5
+0
+3
+2
+2
3d4 (11)
-


Juvenile
L
2d12+2 (15)
12
10
13
8
11
8
+2/+7
+2
+4
+3
+3
4d4 (12)
-


Young Adult
H
3d12+6 (25)
14
10
15
8
11
8
+3/+13
+3
+5
+3
+3
5d4 (13)
10


Adult
H
4d12+12 (38)
16
10
17
10
11
10
+4/+15
+5
+7
+4
+4
6d4 (15)
12


Mature Adult
H
5d12+20 (52)
18
10
19
12
13
12
+5/+17
+7
+8
+4
+5
7d4 (16)
13


Old
G
6d12+24 (63)
20
10
19
12
13
12
+6/+23
+7
+9
+5
+6
8d4 (17)
14


Very Old
G
7d12+35 (80)
22
10
21
14
15
14
+7/+25
+9
+10
+5
+7
9d4 (18)
15


Ancient
G
8d12+40 (92)
24
10
21
14
15
14
+8/+27
+11
+11
+6
+8
10d4 (19)
16


Wyrm
G
9d12+54 (112)
26
10
23
14
15
16
+9/+29
+13
+12
+6
+8
11d4 (20)
17


Great Wyrm
C
10d12+70 (135)
28
10
25
16
17
18
+10/+35
+11
+14
+7
+10
12d4 (22)
19





Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR


Wyrmling
30 ft, fly 60 ft (poor)
+0
10
Immunity to Fire, Vulnerability to Cold
-
-


Very Young
30 ft, fly 60 ft (poor)
+0
11 (-1 size, +2 natural)

-
-


Young
30 ft, fly 60 ft (poor)
+0
13 (-1 size, +4 natural)

-
-


Juvenile
30 ft, fly 60 ft (poor)
+0
15 (-1 size, +6 natural)
Wake of Flame
-
-


Young Adult
30 ft, fly 60 ft (poor)
+0
16 (-2 size, +8 natural)
DR 3/magic
-
-


Adult
30 ft, fly 60 ft (poor)
+0
18 (-2 size, +10 natural)
Cloak of Fire
-
14


Mature Adult
30 ft, fly 60 ft (poor)
+0
20 (-2 size, +12 natural)
DR 6/magic
1st
15


Old
30 ft, fly 100 ft (clumsy)
+0
20 (-4 size, +14 natural)
Burning Contagion
2nd
16


Very Old
30 ft, fly 100 ft (clumsy)
+0
22 (-4 size, +16 natural)
DR 9/magic
3rd
17


Ancient
30 ft, fly 100 ft (clumsy)
+0
24 (-4 size, +18 natural)
Wake of Incineration
4th
18


Wyrm
30 ft, fly 100 ft (clumsy)
+0
26 (-4 size, +20 natural)
DR 12/magic
5th
19


Great Wyrm
30 ft, fly 100 ft (clumsy)
+0
24 (-8 size, +22 natural)
Inferno Double
6th
20



Breath Weapon (Su): An auburn dragon has one type of breath weapon: a cone of fire.

Wake of Fire (Sp): Three times per day as a standard action, a juvenile or older auburn dragon can set itself alight. For the rest of its turn, its movement does not provoke attacks of opportunity. Any space that it ever occupies for whatever reason until its next turn is filled with roiling fire. Each other creature takes 1d4 points of fire damage per caster level, to a maximum of 5d4 (the caster level is equal to the dragon's age category, or its sorcerer caster level if that's somehow higher) the first time it enters such an area (or the burning dragon enters the creature's space) during the duration. A reflex save allows the creature to halve the damage it takes. At the start of the dragon's next turn, the flames go out. (Effective spell level 1st).

Cloak of Fire (Sp): Three times per day as a standard action, an adult or older auburn dragon can wear a cloak of fire. For 1 round per level any creature striking the dragon with a melee attack takes 1 point of fire damage per level. (Effective spell level 2nd.)

Burning Contagion (Su): An old or older auburn dragon is always on fire, though even if it loses its immunity to fire it never takes damage from the flames. Any creature which starts its turn within the auburn dragon's reach (the standard reach, not the bite reach) is also put at risk of catching on fire, and any creature actually struck by the auburn dragon's natural weapons (including by the bite) catches on fire automatically. Anyone who starts their turn adjacent to someone who is on fire due to this ability is at risk of catching fire too. The dragon can deactivate or reactivate this ability as a free action.

Wake of Incineration (Sp): Three times per day as a standard action, an ancient or older auburn dragon can use this ability, which works just like wake of fire above except that there is no damage limit, the flames last until the turn after the dragon's next turn, and the dragon's movement does not provoke attacks of opportunity on its next turn. (Effective Spell Level 4th)

Inferno Double (Sp): Once per day, as a full-round action, a great wyrm auburn dragon can make a duplicate of itself made of pure flame at any point within long range (400 ft + 40 ft/level, which is usually 880 feet). The duplicate is just like the dragon except that it can't use spells or spell-like abilities (though it does have Burning Contagion and can use its breath weapon), and all damage it does for whatever reason is fire damage. The duplicate takes its turn immediately and lasts until the start of the dragon's next turn - it can take attacks of opportunity. (Effective Spell Level 5th)

Beige Dragon
Type: Dragon (Cold)
Environment: Tundras and mountains.
Organisation: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 1/2; very young 1; young 2; juvenile 3; young adult 4; adult 5; mature adult 6; old 7; very old 8; ancient 9; wyrm 10; great wyrm 11
Treasure: Triple Standard
Alignment: Always Chaotic Evil
Advancement: By age category only.
Level Adjustment: +0




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


Wyrmling
M
1/2d12 (3)
8
10
13
6
11
6
+1/+0
+0
+3
+2
+2
1d4 (11)
-


Very Young
L
1d12+1 (7)
10
10
13
6
11
6
+1/+4
+0
+3
+2
+2
2d4 (11)
-


Young
L
2d12+4 (17)
12
10
15
6
11
6
+2/+6
+2
+5
+3
+3
3d4 (13)
-


Juvenile
L
3d12+6 (25)
14
10
15
8
11
8
+3/+8
+4
+5
+3
+3
4d4 (13)
-


Young Adult
H
4d12+12 (38)
16
10
17
8
11
8
+4/+14
+5
+7
+4
+4
5d4 (15)
11


Adult
H
5d12+20 (52)
18
10
19
10
11
10
+5/+16
+7
+8
+4
+4
6d4 (16)
12


Mature Adult
H
6d12+30 (69)
20
10
21
12
13
12
+6/+18
+9
+10
+5
+6
7d4 (18)
14


Old
G
7d12+35 (80)
22
10
21
12
13
12
+7/+24
+9
+10
+5
+6
8d4 (18)
14


Very Old
G
8d12+48 (100)
24
10
23
14
15
14
+8/+26
+11
+12
+6
+8
9d4 (20)
16


Ancient
G
9d12+54 (112)
26
10
23
14
15
14
+9/+28
+13
+12
+6
+8
10d4 (20)
16


Wyrm
G
10d12+70 (135)
28
10
25
14
15
16
+10/+30
+15
+13
+7
+9
11d4 (22)
18


Great Wyrm
C
11d12+88 (159)
30
10
27
16
17
18
+11/+36
+13
+14
+7
+10
12d4 (23)
19





Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR


Wyrmling
30 ft, fly 60 ft (poor), swim 30 ft
+0
10
Immunity to cold, vulnerability to fire, skate
-
-


Very Young
30 ft, fly 60 ft (poor), swim 30 ft
+0
11 (-1 size, +2 natural)

-
-


Young
30 ft, fly 60 ft (poor), swim 30 ft
+0
13 (-1 size, +4 natural)

-
-


Juvenile
30 ft, fly 60 ft (poor), swim 30 ft
+0
15 (-1 size, +6 natural)
Hailstorm
-
-


Young Adult
30 ft, fly 60 ft (poor), swim 30 ft
+0
16 (-2 size, +8 natural)
DR 3/magic
-
-


Adult
30 ft, fly 60 ft (poor), swim 30 ft
+0
18 (-2 size, +10 natural)
Icicle Lance
1st
15


Mature Adult
30 ft, fly 60 ft (poor), swim 30 ft
+0
20 (-2 size, +12 natural)
DR 6/magic
2nd
16


Old
30 ft, fly 100 ft (clumsy), swim 30 ft
+0
20 (-4 size, +14 natural)
Chilling Aura
3rd
17


Very Old
30 ft, fly 100 ft (clumsy), swim 30 ft
+0
22 (-4 size, +16 natural)
DR 9/magic
4th
18


Ancient
30 ft, fly 100 ft (clumsy), swim 30 ft
+0
24 (-4 size, +18 natural)
Blizzard
5th
19


Wyrm
30 ft, fly 100 ft (clumsy), swim 30 ft
+0
26 (-4 size, +20 natural)
DR 12/magic
6th
20


Great Wyrm
30 ft, fly 100 ft (clumsy), swim 30 ft
+0
24 (-8 size, +22 natural)
Glacial Prison
7th
21



Breath Weapon (Su): A beige dragon has one type of breath weapon, a line of cold.

Skate (Su): A beige dragon can skate along icy ground, increasing its speed by 15 feet on flat icy ground and 30 feet on icy ground going down an incline, as well as allowing it to move without issue over the ice.

Hailstorm (Sp): Three times per day as a standard action, a juvenile or older beige dragon can call down a small hailstorm. The storm deals 1d4 points of damage per level (maximum 5d4) to each creature in a 5 ft radius cylinder, 40 feet tall, within medium range (100 ft + 10 ft/level) of the dragon, with a reflex save allowed to halve the damage. (Effective spell level 1st.)

Icicle Lance (Sp) Three times per day as a standard action, an adult or older beige dragon can fire an icicle lance at a single target within medium range (100 ft + 10 ft/level). If the dragon succeeds at a ranged touch attack roll, the target takes 1d6 points of damage per level and must take a fortitude save or be knocked prone. The lance does not allow spell resistance. (Effective spell level 2nd).

Chilling Aura (Su): The first time each turn that a hostile creature goes within the beige dragon's natural reach, or starts its turn there, that creature must take a fortitude save (DC 13 + the dragon's charisma modifier) or be slowed, as the spell, until the start of that creature's next turn. The dragon can deactivate or reactivate this ability as a free action.

Blizzard (Sp): Three times per day as a standard action, an ancient or older beige dragon can call down a blizzard, which is identical to a hailstorm except that the radius is 20 feet and there is no limit on the damage. (Effective spell level 4th)

Glacial Prison (Sp): Once per day as a full-round action, a great wyrm beige dragon can attempt to freeze every creature within 100 feet of it (other than itself). Each of those creatures must take a fortitude save. A cretaure who fails is frozen solid, preventing them from taking actions or defending themselves properly, and making them flat-footed. Those creatures can take an additional fortitude save at the end of each of their turns to end the effect. (Effective spell level 5th).


Teal Dragon
Type: Dragon (Water)
Environment: Water or wet locations.
Organisation: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 1; very young 2; young 3; juvenile 4; young adult 5; adult 6; mature adult 7; old 8; very old 9; ancient 10; wyrm 11; great wyrm 12
Treasure: Triple Standard
Alignment: Always Neutral Evil
Advancement: By age category only.
Level Adjustment: +0




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


Wyrmling
M
1d12+1 (7)

11
10
13
6
11
6
+1/+1
+1
+3
+2
+2
1d6 (11)
-


Very Young
L
2d12+2 (15)

13
10
13
6
11
6
+2/+7
+2
+4
+3
+3
2d6 (12)
-


Young
L
3d12+6 (25)

15
10
15
6
11
6
+3/+9
+4
+5
+3
+3
3d6 (13)
-


Juvenile
L
4d12+8 (34)

17
10
15
8
11
8
+4/+11
+6
+6
+4
+4
4d6 (14)
-


Young Adult
H
5d12+15 (47)

19
10
17
8
11
8
+5/+17
+7
+7
+4
+4
5d6 (15)
11


Adult
H
6d12+24 (63)

21
10
19
10
11
10
+6/+19
+9
+9
+5
+5
6d6 (17)
13


Mature Adult
H
7d12+35 (80)

23
10
21
12
13
12
+7/+21
+11
+10
+5
+6
7d6 (18)
14


Old
G
8d12+40 (92)

25
10
21
12
13
12
+8/+27
+11
+11
+6
+7
8d6 (19)
15


Very Old
G
9d12+54 (112)

27
10
23
14
15
14
+9/+29
+13
+12
+6
+8
9d6 (20)
16


Ancient
G
10d12+60 (125)

29
10
23
14
15
14
+10/+31
+15
+13
+7
+9
10d6 (21)
17


Wyrm
G
11d12+77 (148)

31
10
25
14
15
16
+11/+33
+17
+14
+7
+9
11d6 (22)
18


Great Wyrm
C
12d12+94 (172)

33
10
27
16
17
18
+12/+35
+15
+16
+8
+11
12d6 (24)
20





Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR


Wyrmling
30 ft, fly 60 ft (poor), swim 60 ft
+0
10
Immunity to Acid, Water Breathing
-
-


Very Young
30 ft, fly 60 ft (poor), swim 60 ft
+0
11 (-1 size +2 natural)

-
-


Young
30 ft, fly 60 ft (poor), swim 60 ft
+0
13 (-1 size +4 natural)

-
-


Juvenile
30 ft, fly 60 ft (poor), swim 60 ft
+0
15 (-1 size +6 natural)
Wall of Bubbles
-
-


Young Adult
30 ft, fly 60 ft (poor), swim 60 ft
+0
16 (-2 size +8 natural)
DR 3/magic
-
-


Adult
30 ft, fly 60 ft (poor), swim 60 ft
+0
18 (-2 size +10 natural)
Foaming Burst
1st
16


Mature Adult
30 ft, fly 60 ft (poor), swim 60 ft
+0
20 (-2 size +12 natural)
DR 6/magic
2nd
17


Old
30 ft, fly 100 ft (poor), swim 60 ft
+0
20 (-4 size +14 natural)
Effervescent Armour
3rd
18


Very Old
30 ft, fly 100 ft (poor), swim 60 ft
+0
22 (-4 size +16 natural)
DR 9/magic
4th
19


Ancient
30 ft, fly 100 ft (poor), swim 60 ft
+0
24 (-4 size +18 natural)
Fortress of Bubbles
5th
20


Wyrm
30 ft, fly 100 ft (poor), swim 60 ft
+0
26 (-4 size +20 natural)
DR 12/magic
6th
21


Great Wyrm
30 ft, fly 100 ft (poor), swim 60 ft
+0
24 (-8 size +22 natural)
From the Depths!
8th
22



Breath Weapon (Su): A teal dragon has one kind of breath weapon, a line of water (or, when used underwater, a line of bubbles) that deals bludgeoning damage. The breath weapon is subject to damage reduction but is considered magical for the purposes of overcoming DR.

Water Breathing (Ex): A teal dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Wall of Bubbles (Sp): Three times per day as a standard action, a juvenile or older teal dragon can make a wall of fizzing bubbles, which is 10 feet long per level, 1 foot wide and 10 feet tall, within medium range (100 ft + 10 ft/level). The bubbles are large enough to see through, but the refraction causes concealment for a creature on the other side of the wall. Creatures and objects can pass freely through the wall but the bubbles will fill the gap once they leave. The wall lasts for 1 round/level. (Effective spell level 1st.)

Foaming Burst (Sp): Three times per day as a standard action, an adult or older teal dragon can launch a blob of foam at a point within medium range (100 ft + 10 ft/level). Any creature within 20 feet of that point must take a reflex save or be entangled and blinded for 1 round per level. As a full-round action, a creature can clean the bubbles off, removing both conditions. (Effective spell level 2nd.)

Effervescent Armour (Su): An old or older teal dragon exudes a thick coat of bubbles that sickens all creatures within its natural reach (no save). The dragon can deactivate or reactivate this effect as a free action.

Fortress of Bubbles (Sp): Three times per day as a standard action, an ancient or older teal dragon can make a fortress of tiny bubbles, which works like Wall of Bubbles except that it is 20 ft long per level, the fortress can be divided into 10 ft square sections and placed anywhere within range, and it provides total concealment. (Effective spell level 4th).

From the Depths! (Sp): Once per day as a full-round action, a great wyrm teal dragon can make a sphere of water, 100 ft wide and centred on itself. The water replaces all the air in the area for the duration (except air that's already inside a creature or sealed container), but does not replace objects or terrain. The water isn't subject to gravity, so the edges of the sphere do not immediately collapse. Creatures can enter the sphere normally, or leave it by swimming out of it. Once placed, the sphere does not move with the dragon, and lasts 1 round/level. (Effective spell level 5th)

(Coming soon: Lead, Tin, Zinc, Glass, Mountain and Storm Dragons!)

InvisibleBison
2020-06-21, 05:15 PM
I quite like this idea overall, though there are a few parts I think need work:


You use "level" throughout the various abilities; does this mean the dragon's age category, or its hit dice, or what?
The younger dragons seem somewhat over-CRed. Compare the wyrmling auburn to a goblin, or the very young beige to a wolf. The dragons can do more damage on a full attack, but they're much frailer.
Inferno double doesn't seem particularly useful. You give up your turn to produce a double of yourself for one round, which is not particularly meaningful. Additionally, 10th level characters can be expected to have resist energy or protection from energy when fighting a fire dragon, so the double may not be able to damage them at all! Unless you urgently need to be 880 feet away or you want to double the number of attacks of opportunity you can make for one round, I don't see this ability accomplishing much.

Unavenger
2020-06-21, 05:41 PM
I quite like this idea overall, though there are a few parts I think need work:


You use "level" throughout the various abilities; does this mean the dragon's age category, or its hit dice, or what?
The younger dragons seem somewhat over-CRed. Compare the wyrmling auburn to a goblin, or the very young beige to a wolf. The dragons can do more damage on a full attack, but they're much frailer.
Inferno double doesn't seem particularly useful. You give up your turn to produce a double of yourself for one round, which is not particularly meaningful. Additionally, 10th level characters can be expected to have resist energy or protection from energy when fighting a fire dragon, so the double may not be able to damage them at all! Unless you urgently need to be 880 feet away or you want to double the number of attacks of opportunity you can make for one round, I don't see this ability accomplishing much.


This first one is actually addressed once in the description of Wake of Fire ("the caster level is equal to the dragon's age category, or its sorcerer caster level if that's somehow higher") and is also the standing rule for the dragons' spell-like abilities in the true dragon description ("Its age category or its sorcerer caster level, whichever is higher, is the caster level for these abilities.)"

As for the second one, the weaker dragons are actually a bit difficult to CR because of their attack-defence disparity. On the one hand, one hit point isn't much, but on the other hand, multiple 1d4 breath weapons bearing down on the party seems like it'd be potentially a bit crass for an EL 1 encounter, especially since they fly and can cause an unprepared party some difficulties. I'll drop the wyrmling auburn to CR 1/4, I suppose. On balance, though, I'm happy for a creature with selective reach, a nasty full attack, a breath weapon, and only slightly worse stats than the wolf otherwise to share the wolf's CR 1.

Inferno double was partly for annoying archers and casters without moving and potentially provoking, partly for flanking, partly for extra AoOs, and partly for the confusion factor of putting a giant dragon made of fire in front of a party who don't know what the ability does. Your enemies also can't move through the double and it provides you with cover, so I'm sure you can find a use for it. Of course, a party that prepares well may be able to tank this ability and I'm more than okay with that.

JNAProductions
2020-06-21, 06:23 PM
Why do Auburn Dragons suck at flying?
Actually, looking at the others... Why do they all suck at flying?

Overall, though, looks pretty cool! Some of the names are pretty dope!

Unavenger
2020-06-21, 06:25 PM
Why do Auburn Dragons suck at flying?
Actually, looking at the others... Why do they all suck at flying?

Overall, though, looks pretty cool! Some of the names are pretty dope!

Because they're supposed to suck in general. The Storm dragon won't suck as badly, but in general, 3.5 dragons start mediocre and get worse at flying (except for the speeds, which start ridiculous and get better).