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brian 333
2021-03-22, 11:42 PM
From minor pests to epic endgame bosses, these beings exist to foil the PCs or provide them with nourishing exp.

Any system or generic. Adaptations of existing creatures or wholly new entities.

If your creature is a member of an existing creature but modified, please include the base creature. Examples include named beings with a story or upgrades of existing creatures.

1. Zombie Slugs:
These pale slugs are between 1 and 2 inches in length and move no faster than 12 inches in a minute. They have only 1hp and an AC of 10 due to their lack of a Dex score. They can be found in wet caverns or forests thick enough that light does not reach the ground.

Their true power can only be used when they encounter a sleeping or unconscious creature. Using anesthetizing saliva so the victim does not feel it they burrow into the back of the neck and take control of the victim by attaching to the spinal cord.

The zombiefied body then stumbles to its feet and shambles around aimlessly until it attracts the attention of a monster which kills and eats the body, slug and all. Thereafter the millions of slug eggs will be released in the monster's waste, mature on rotting material, mate, and seek out a host to use as bait.

The creature is expelled from the wound if a Remove Curse is used. It is destroyed by a Heal spell, though a Cure spell will only heal the wound by which it gained access to the victim. It can be removed physically, though there is a risk that simply jerking it from the wound will damage the spinal cord.

2. Rock Mites:
These appear to ae marble-sized stones, but they are living creatures from the Elemental Plane of Earth.

They move about slowly seeking minerals to consume, and they are eppecially fond of gems, magical metals, and acidic compounds such as potions.

They have damage reduction of 5, but have only 1-3 hp.

3. Dreadful Stalker:

This minion of the Shadow realm has at least 5 Ranger levels, Darkvision, and Frightful Appearance.

It will select a victim and stalk it for days, generating as much fear as it can as it gradually increases its threatening behavior from an occasional glimpse of movement in the shadows or of glowing red eyes, to footsteps following the victim, to nearby heavy breathing or touching the victim when it can't be seen, to verbal taunting, and eventually revealing itself when it moves in for the kill.

Sometimes it will display mutilated animals or the remains of previous victims to enhance the victim's fear, which is the food and drink of the creature.

It is a modified version of a Shadow.

Bohandas
2021-03-23, 12:57 AM
4.) Homeopsychopaths
The homeopsychopaths are undead minions of the Cult of Elemental Evil. At some point the Water Temple hit upon the idea of diluting its minions to increase their efficiency. A ritual is conducted in which selected initiates are held down and drowned in a pool of unholy water. Several days later their reanimated corpses drag themselves out of the pool, partly fluid and with supernatural power over water

brian 333
2021-03-23, 10:50 PM
5. Item Demon:

These items radiate CE if a cleric uses Detect Magic on them and Evil to a Paladin's Detect Evil ability, but otherwise appear to be and Identify as magic items of a useful kind.

If a Paladin or Champion of a LG deity touches one it inflicts d8 Evil damage.

Once the item is donned or weilded as intended it cannot be removed or put down. Such a weapon cannot be Disarmed, but a successful attempt can cause it to slip into an akward position requiring d3 rounds to recover before it can be used again.

The Item Demon can be used as a normal magic item for as long as the PC lives, but there is a price. Each time the weilder uses its power, the demon gains 1% of the PCs soul. 100 battles for a sword or shield, 100 feats of strength for a belt of strength, 100 die rolls for a ring with savings throw bonuses, and so on, will result in the demon gaining possession of the PCs soul. If the PC should die this is the percentage chance that the soul will be dragged to the Item Demon's master and thus cause the PC to be rendered permanently dead.

If the PC dies or if a successful Remove Curse spell is cast, the item is revealed to be a demon forged into the shape of the item, clinging to the PC with demonic tenacity. The item can only be removed by a successful exorcism which forces the demon, (which is the item itself,) back to its native plane.

An Item Demon who returns with a soul may be rewarded by being promoted to a quasit or something, but the demon's master is not obliged to do so. It is certain that returning without a soul will not please the master.

These items are created by a powerful demon who casts them out onto the material plane, usually into treasure hoards where they blend into the mix.

Since they are created by demons, the items may have an unnatural appearance, with odd or macabre designs and embellishments. This may be the first clue that something is wrong with the item.

LoneStarNorth
2021-03-23, 11:19 PM
6. Hop Dropper
A large rodent that evolved to scavenge from giants and dragons in much the same way rats scavenge from humans. They stand on two powerful legs and have no forelimbs. They can bound quickly across open ground and jump thirty feet straight up. Standing roughly four feet in height, they will attack only if they feel the have the advantage of strength or numbers. They are named after their practice of drop kicking prey or even large predators when they feel threatened. Usually they will then flee, but some hope droppers have learned to deliberately push opponents from high places or into dangerous terrain, such as thorn bushes or wasp nests.

7. Eye Beast
A large subterranean biped with an enormous maw full of sharp teeth. At the back of its throat is a large eye, but its fleshy back is also covered in many smaller eyes. These small eyes, grow, ripen, and bud off, able to float round independent of the main body and send back visual information through a telepathic link. Each eye bud only lives for a few days, since they cannot eat. If the eye beast is in danger, the large eye can also tear itself loose and fly away. The main body may or may not survive this process. The large eye will search for a safe place to pupate and grow a new main body. It is possible, albeit rare, for a single eye beast to consist of multiple main bodies.

8. Mask Bug
A trilobite-like arthropod that lives near the shore. If it detects a breathing creature nearby, it will attempt to latch on to their face. This can be terrifying for the creature, but is ultimately harmless. The mask bug provides its host with oxygen and sustenance, and allows it to "see" by detecting heat sources. The mask bug remains in place for up to three days, then dies. The host creature may find eggs in their excrement a week or two later. Some intelligent species tend mask bug farms to take advantage of their useful features.

brian 333
2021-03-28, 12:22 AM
Wind Knives:

These incorporeal creatures of Elemental Air cannot be harmed by non-magical means. If struck by a magical sword, for example, they only take damage from the magical bonus and not from the sword itself.

Though they are only 2HD creatures, they can be fearsome foes. They can fly at 4o feet per round, Sneak Attack at 2d6, have 50% Concealment while attacking, are Invisible unless attacking, and are immune to Fire, Cold, Acid, and Electrical damage. They also cooperate with an intelligence equivalent to pack hunting carnivores. If under the command of a leader they will be organized to suit the leader's needs, but when left to their own devices they break up into squads of 2d6 -1 to hunt vermin native to the Plane of Air and to skirmish with other squads over territory and mating rights.

These creatures were bred on the Plane of Air to be soldiers, and as such will be obedient to someone they recognise as an authority figure. A PC capable of rebuking Air Elementals can give them orders, but these creatures only understand the language of Air Elementals.

When they attack they form a vortex and suck up nearby debris which they use to strike for two attacks per round at 1d3 damage per successful attack. Dirt, leaves, and other small objects caught in the vortex define the shape of the creature, but if it chooses it can release the vortex which causes the material to fall to the ground. It can then form another vortex to use for its next attack.

When attacking in a pack they will attempt to simultaneously attack with their Sneak Attacks, then one or more will attempt to obscure the vision of the target by blowing up a cloud of dust, leaves, or whatever is handy, allowing the flanking Wind Knives to continue to use their Sneak Attacks.

The Wizard Keman of Atania trained a squad of Wind Knives to suck up fire, ice, and acid and use them as additional damage sources. It was marginally effective, allowing the creatures to inflict 1d6 additional elemental damage per succesful attack over the next three rounds up to a maximum of 1/2 the damage dice of the Area of Effect spell from which they drew the extra energy. What Keman failed to consider was that natural leaders of the Plane of Air could easily assume command of the trained squad of Wind Knives, which is what the Djin Habbadin did. His companions say that his bones were flensed by the Wind Knives before they hit the ground.

Bohandas
2021-04-04, 03:52 AM
10.) Squamatinouds- Race combining all the special abilities of lizards and snakes, including the gecko's ability to climb sheer surfaces, the chameleon's ability to change colors, many lizards' ability to regrow their tails, the viper's venomous fangs, and the horned lizard's ability to weep blood on cue.

11.) Incufish- Part parasite, part posessing spirit, this miniscule demon fuses to it victim's body and is gradually absorbed, much like a male anglerfish that has found a mate. It then causes the host to occasionally spawn half-demon offspring. No it doesn't have to attach anywhere in particular, again, like an anglerfish

12.) Living Caricatures- chaotic neutral exemplars that are basically zany cartoon characters, of the sort you get on shows like Spongebob, Loony Toons, Bonkers or Animaniacs. They are technically incorporeal but with bodies made out of stabilized limbo and their society consists of nonsensical parodies of every other planar civilization

Here's a rough draft. Some of the abilities are influenced by the chameleon and jester classes and the rules for posession


Living Caricatures (Toons)

Small outsider [Chaos]

Ability Scores: Toons get +6 to one ability score, which must be their highest, -4 to one ability score, which must be their lowest, and +2 to all other ability scores. The ability score increase thet get every 4 HD is 2 (1d3?) points rather than the sgandard +1 increase. Despite being incorporeal in their true form all toons have a strength score that is used for the bodies they create from the substance of Limbo

Skills: All skills are racial calss skills for a toon. They gain a +4 racial bonus to Perform (Comedy)

Body of Limbo: Toons are incorporeal but create bodies for themselves out of the substance of limbo. Due to these bodies each toon has a strength score despite ultimately being incorporeal. The body can be any shape, and if a new body is formed it does not have to be the same shape as the previous one. The bodies have 1d3 + Toon's Consitiution Modifier hitpoints per hd of the toon. The bodies have regeneration 3 when on Limbo. They are not subject to death from massive damage or to extra damage from critical hits or sneak attacks regardless of location. If the body is destroyed they can spawn another one in 2d2 minutes, but only if they are on limbo. The body uses the toon's ability scores, modified for size and shape. The body's size can be one size category larger or smaller than small per 4 HD of the toon. They can also take the form of an item rather than a creature. They gain a +10 bonus to disguise themselves as whatever they are taking the shape of

True Form: A toon's true form is incorporeal and amorphous and is immune to direct attack as long as their body exists. They are immune to flanking and critical hits in this form, have resistance 5 to all energy types except axiomatic energy (such as from things like an [i]Order's Wrath spell) and DR 5/Cold Iron or Law. At 15 HD, their DR and resistances increase to 10.

Warp Limbo (ex): On the plane of Limbo, Living caricatures can warp the substance of the plane to produce various effects similar to spells
Continuous- HD dependent bonus on Balance, Climb, Craft, Disguise, Hide, Jump, Swim, and Tumble, and Use Magic Device checks (equal to 1/2 monster HD, plus 1/4 of character class HD)
At Will- Minor Creation
3/day- Cure Minor Wounds, Inflict Minor Wounds, Major Creation, xxIndisputabke Posession (MoE p.97)xx, Perinarch (Planar Handbook), Repair Minor Damage
1/day- ,Erase, Fabricate, Repair Light Damage

Aptitude Focus (Ex): Once per day, you can select one of five areas upon which to focus your ever-shifting talents. After meditating for 1 hour, you gain the chosen abilities for 24 hours or until you change your aptitude focus. The focus can be changed after being set once per day per every 6 monster HD or 12 class levels. If you change to the arcane focus or divine focus ability, you must still obey the normal rules for preparing spells (including any rest required).
*Arcane Focus: gain the ability to prepare and cast arcane spells, which may be chosen from the spell list of any arcane spellcasting class. You prepare and cast these spells just as a wizard does, including the use of a spellbook (potentially using stolen or borrowed spellbooks; see page 178 of the Player’s Handbook for details). Your spells per day are noted on Table 5–2: The Chameleon from Races of Destiny. gain bonus spells for a high Intelligence score, just as a wizard does. When Table 5–2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Intelligence score for that spell level. Your caster level is equal to twice your racial HD plus one times your number of class levels. You also gain a +2 competence bonus on Knowledge (arcana) checks and Spellcraft checks and a +2 bonus on Will saves; The bonus increases by +1 for every three monster HD and for every 6 character class levels
*Combat Focus: gain profciency with all martial weapons. You also gain a +2 competence bonus on attack rolls and weapon damage rolls and a +2 bonus on Fortitude saves. The bonus increases by +1 for every three monster HD and for every 6 character class levels
*Divine Focus: gain the ability to prepare and cast divine spells, which may be chosen from the spell list of any divine spellcasting class. You prepare and cast these spells just as a cleric does, except that you cannot spontaneously cast spells. You can only prepare new divine spells at sunrise. Your spells per day are noted on Table 5–2: The Chameleon from Races of Destiny. You gain bonus spells for a high Wisdom score, just as a cleric does. When Table 5–2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level. Your caster level is equal to twice your racial HD plus one times your number of class levels. You also gain a +2 competence bonus on Knowledge (religion) checks and a +2 bonus on Fortitude and Will saves. The bonus increases by +1 for every three monster HD and for every 6 character class levels.
*Stealth Focus: gain trapfnding (see page 50 of the Player’s Handbook), uncanny dodge (see page 26 of the Player’s Handbook), a +2 competence bonus on Disable Device, Hide, Move Silently, Open Lock, and Search checks, and a +2 bonus on Refex saves. The bonus increases by +1 for every three monster HD and for every 6 character class levels
*Wild Focus: gain wild empathy (see page 35 of the Player’s Handbook; treat your druid level as equal to your class level), woodland stride (see page 36 of the Player’s Handbook),a +2 competence bonus on Climb, Handle Animal, Jump, Knowledge (nature), and Survival checks, and a +2 bonus on Fortitude saves. The bonus increases by +1 for every three monster HD and for every 6 character class levels
*Enhancer: A toon in the form of an object can enhance it as if it were a magic item. The toon
can duplicate magic item powers worth up to 2,000 gp per Hit Die. The toon is in control of the powers it bestows upon the item. It can take them away as a free action at a moment’s notice if the creature using the item does not act in a manner that the toon wishes. A toon can only use this affinity whenmin item form, and cannot bestow this on other items. Despite the toon's’s duplication of magic item abilities, they do not gain a magic item;s aura. Detect magic will not sense an aura; detect chaos will, however. Smart characters might notice that the item behaves strangely or has an unusual appearance (a magic weapon that isn’t masterwork quality, for example, is a tipoff that something is awry). A character who succeeds at a Spot, Search, or Appraise check opposed by the Toon's disguise check notes that there is “something strange” about the item.
*Mimicry: Some toons have the ability to take on the caricatured form of specific powerful individuals. When in this form they may activate this affinities to gain all the special abilities (extraordinary, spell-like, supernatural, class based, spellcasting, etc) of the individual they are associated with, and their physical ability scores become those of the mimicked individual minus one. Their caster/manifester/initiator/class (etc) level for these special abilities is either their HD or the real individual's level minus two, whichever is lower. The save DCs for abilities gained in this manner are reduced by 2. All law-related abilities are changed to their chaoric equivalents. They cannot use this affinity to cast spells of a higher level than the original can cast, even if they have a better primary casting ability score than the real individual. They do gain any special bonus to disguise themself as their chosen individual beyond their normal bonuses.


Toonish Performance: The toon is the master of the verbal put down, the hilarious joke, or the savage verbal lashing. His words can inspire dread and outrage in his enemies or confidence and comfort in his friends.
Once per day per HD, the toon can use his wit to produce magical effects in those around him. Many of the effects rely on the use of Perform (Comedy) to establish their save DCs and other effects. Starting a toonish performance ability is a standard action, and the toon can maintain the performance (either as a free action or move action, depending on the specific performance used). The toon must keep up a steady stream of puns, insults, or jokes to maintain the performance's effect.
A deaf toon has a 20% failure chance when attempting to use his performance ability. If he fails, the attempt still counts against his daily number of toon's performances.
Fascinate (Sp): A toon can create a running stream of jokes, gags, and acrobatic stunts to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see or hear the toon, and able to pay attention to him. The toon must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three HD a toon attains beyond the 1st, they can target one additional creature with a single use of this ability. An affected creature gets to make a Will save (DC 10 + 1/2 toon's HD + toon's Cha modifier). If a creature succeeds at this saving throw the toon cannot attempt to fascinate that creature again for 24 hours. Creatures that fail this save sit quietly and listen to the toon's performance, taking no other actions for as long as the too continues to perform (up to a maximum of 1 round per HD of the toon). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the toon to make another Perform (comedy) check and allows the creature a new saving throw against a DC equal to the new check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming at ranged weapon athe target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspiring Quip (Su): A toon can boost his allies' morale with a joke that breaks their tension and invigorates their spirits, As an immediate action when an opponent misses an attack, the toon makes a wisecrack denigrating the foe's fighting ability. The toon must be able to see the unsuccessful attack. All allies within 30 feet of the toon gain a +2 morale bonus on all attacks against that foe for the rest of the encounter. The toon can use this ability more than once during an encounter to grant a morale bonus against multiple foes.
Taunt (Su): A toon can attempt to hurl such stinging insults and mockery against a foe that his opponent loses his temper in an explosive display. The toon targets one creature within 60 feet that shares a language with him or can see him. The target can make a Will save (DC 10 + 1/2 toon's HD + toon's Cha modifier). If he fails, the target gains a +1 morale bonus on attack rolls but takes a -2 penalty to Armor Class. On its next turn the affected target takes the most direct route possible (charging if able) toward the toon that avoids any obviously dangerous terrain, such as a pit of bubbling lava. The target may stop if an opponent blocks its path and can move around its foes in such a way as to avoid provoking attacks of opportunity (unless able to charge). If the target does provoke an attack of opportunity due to thismovement, it immediately gets to make another Will save, this time with a +2 bonus. The toon must use a free action to continue to taunt his opponent each round, and if he cannot complete this act the taunt's effects immediately end. This is a mind-affecting and language-dependant ability.
Calming Performance (Su): A toon with 6 or more HD can diffuse the tension, anger, and simmering violence in a confrontation. He can cause all creatures currently affected by his fascinate ability to adopt a friendly attitude toward himself his allies, and all other creatures currently affected by the jester'sfascinate ability. This effect lasts for 10 minutes per HD of the toon. Calming performance is a mind-affecting, language-dependent ability.
Buffoonery (Su): A toon with at least 9 HD can caper and dance to distract his opponents in battle. The toon's outrageous actions distract his foe, leaving it unable to effectively defend itself. The toon can choose a single target within 30 feet to whom he has line of sight. The target must be able to see and hear the toon and gets a Will save (DC 10 + 1/2 toon's HD + toon's's Cha modifier). If the target misses this save, it loses its Dexterity bonus (if any) to its Armor Class. The target gains a new save each round the toon maintains buffoonery (a free action). If the target makes a successful Will save the effect ends and the target becomes immune to that particular toon's buffoonery for 24 hours.
Vicious Lampoon (Su): A toon with at least 12 HD can mock his opponents with such vicious, cutting humor that they lose confidence in their fighting ability. Every opponent within 60 feet of the toon who can hear and understand him must make a Will save (DC 10 + 1/2 toon's HD + toon's Cha modifier). Creatures that fail this save suffer a -2 penalty on attack rolls, skill and ability checks, and saving throws for as long as the toon continues to perform (as a move action), up to a maximum number of rounds equal to the toon's HD. This is a mind-affecting, language-dependant effect.
Vexing Dialogue (Su): A toon with 15 HD or more can create a running series of jokes, observations, and insults that breaks a single target's ability to concentrate. When the toon uses this ability, his target must make a Concentration check opposed by the toon's Perform (comedy) check to cast a spell, use a supernatural ability, or otherwise perform an act that would require a Concentration check to complete if the target suffered damage while attempting it. This effect lasts for 1 round. The toon can use this ability against a given target once per encounter. This is a mind-affecting, language-dependent effect.
Scathing Wit (Su): A toon with 18 hd or more can leave his target a dispirited, demoralized shell with a few choice, cutting remarks. The target can make a Will save (DC 10 + 1/2jester's level + toon's Cha modifier). If the save fails, the target suffers a penalty equal to the toon's Charisma bonus on attack rolls and saving throws. This penalty lasts for as long as the toon performs (a move action), for a maximum number of rounds equal to half the toon's HD. This is a mind-affecting, language-dependent effect. The target must be able to see and clearly hear the toon.


Spell-like abilities:
3/day - Protection from Law
1/day - Tasha's Hideous Laughter
Toons gain additional spell-like abilities as they gain HD. For every 2 racial HD or 4 class levels they gain an additional spell-like ability usable once per day. The level of the chosen spell must be less than one half of the toon's total HD

Mimicry- Some toons with at least 10 HD gain the special ability to turn into an on-point caricature of a specific individual that also has at least 10 HD and which must be within one size category of a size that the toon can change into. When in this form they may take on an affinity (see above) to gain all the special abilities (extraordinary, spell-like, supernatural, class based, spellcasting, etc) of the individual they are associated with, and their physical ability scores become those of the mimicked individual minus one. Their caster/manifester/initiator/class (etc) level for these special abilities is either their HD or the real individual's level minus two, whichever is lower. The save DCs for abilities gained in this manner are reduced by 2. All law-related abilities are changed to their chaoric equivalents. They cannot use this affinity to cast spells of a higher level than the original can cast, even if they have a better primary casting ability score than the real individual. They do not gain any special bonus to disguise themself as their chosen individual beyond their normal bonuses.


Advancement: 3-30 hd and by character class (favored classes are Factotum, Jester, and Savant, plus any one other)

brian 333
2021-04-13, 12:32 AM
13: Camoflaged Dragon, (Protodragon)

While the Camoflaged Dragons are not truly ancestors of modern dragons any more than modern apes are ancestors of modern humans, they do share a distant common ancestry, and the Camoflaged Dragon retains many similarities to their common ancestors.

Hatchling Camoflaged Dragons emerge from their eggs in spring at least three months after laying with added time for hibernation over winter if in temperate climates. Twenty to thirty of them dig their way free of the muck of a huge mulch bed and spend their first weeks in a creche pool in a swamp under the watchful eye of their mother who maintains their mulch pile but does little or no direct parenting.

At this stage they are about one to two feet long and about fifteen pounds. Their wings, though useful for steering and propulsion in water, are vestigial. They are a mottled brown and green color which grants them a natural 10% camo bonus to their Hide skill.

By midsummer the mother will cannibalize any of the Very Young protodragons which remain near the nest as she gorges in anticipation of the midsummer mating season.

The very young dragons form packs of 1-8 and competetively cooperate to catch fish and other swamp creatures. The females will have grown to about three feet and a weight of about thirty pounds, while males will be almost as long but not much more than twenty pounds. The wings of males will begin to develop at this age, but aside from sunning on logs or mud banks, neither sex will spend much time out of water.

In temperate regions females will begin to create small mulch mounds when the weather begins to turn cold and the pack will burrow in for the winter hibernation.

By the following spring the young dragons emerge. The males are about three to four feet long and about thirty pounds, with strong wing development. The wings of the females remain vestigial, but they have grown to four or five feet long and weigh up to sixty pounds. The larger females drive off the males, who are solitary from this point on, while the females maintain groups of 1-3 which try to establish a territory and drive the other female packs away.

The solitary young males begin to hunt by climbing trees and cliffs and gliding down upon their prey, but their wings are too weak and undeveloped for true flight.

While the females hibernate in mulch piles along the shores of the swamp channels and ponds, the males burrow into leaf piles, hollow trees and logs, or clefts in rocks for their winter sleep.

When they emerge in the spring the five foot, fifty pound juvenile males begin to attempt their first true flights, though they lack grace and endurance. They use their newfound mobility to seek new hunting grounds away from larger males.

The six to eight foot long, 90 to 120 pound females battle for possession of their piece of the swamp while avoiding the notice of their mother or other dominant females.
A female fortunate enough to mate at this age without being killed by an older female may have a small clutch of 3d6 eggs, some of which might hatch in the next spring.

After another two or three years the males become young adults. Other than gaining another foot in length and another twenty pounds in weight, (6 feet, 70 pounds,) and becoming slightly less clumsy in flight, the males change little. Early in midsummer they may try to lure mates in courting flights but once the mating season begins their older rivals join the dance, and the youngsters are driven off. The defeated males will sometimes catch a very young female and transfer her to his territory in the hopes of securing a future bride.

Young adult females are 9 to 11 feet in length and from to 150 to 200 pounds. They actively participate in the mating display by crooning for the males and driving off or killing any female they can.

At this age the females begin to demonstrate their ultimate ability. They can create a 10 foot hemisphere, (centered on her nostrils,) of fog or steam as a breath weapon. It offers 100% concealment from sight to creatures within or behind it, but aside from feeling hot and smelling of sulphurous swamp gas it is not harmful.

Females grow about two feet per age category and gain about 50 pounds per age category up to Old, 75 pounds per age category from Very Old to Wyrm, and another 100 pounds at Ancient. Their breath weapon gains an additional 5 foot radius for each age category from adult to Great Wyrm.

Males only grow about one foot per age category, but appear to grow thinner as they gain only 30 pounds per age category up to Old, 40 per age category up to Wyrm, and 50 pounds at Great Wyrm.

They gain no additional abilities, but improve in agility and flight as they age, assuming they are quick enough to escape before the females are finished mating because the territorial females will not hesitate to cannibalize a mate who overstays his welcome.

The protodragon never achieves true intelligence, but has a phenominal memory beginning at juvenile and begins to develop problem-solving abilities that rival the abilities of raccoons and ravens.