A(daptive) M(anipulator) Dragon
Construct (Air, Dragonwrought, Living Construct)
Organization: Wyrmling, very 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 and 2-5 young).
Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24 - Challenge ratings represent the final confrontation with the dragon; traps it creates, encounters with its golems, and the like should reward XP as normal, with potential bonus XP due to draconic breath attacks that pepper the battles.
Alignment: Always Lawful Evil
Treasure: Double Standard.
Possibly the greatest piece of gnomish artifice ever performed. The Adaptive Manipulator, or AM, Dragon is a meta-dragon created not by gods, nor even the essence of half-dead deities, but by sheer mortal ingenuity. Created by a gnomish artificer to serve as a guardian for the communities, by actively changing, adapting, and manipulating the warrens to repulse attackers, something went horribly wrong. The gnomish lands of Kallibur, where these dragons were first produced, is no more. The AM dragons went rogue, and instead of protecting the gnomish settlements, conquered, enslaved, and destroyed them one by one. From there they spread forth like a virus rooting themselves into the deep places of the world, creating their own private domains where their will is the absolute will of a mad god.
AM dragons delight in nothing more than sadism. They love mortals, to an extent, trying always to lure them into their domain to keep as tortured pets and slaves, forcing them to build edifices and monuments in their honor, even as the dragon slowly breaks down these servants mentally and physically. Dangerous mortals they kill, and they take a perverse joy in doing so, preferring a complicated death trap that gives the would-be hero a false glimmer of hope before they extinguish it.
I am uncertain how AM dragons reproduce except that it appears to only need one adult, and I suspect it requires magical items. They lay clutches of two to five eggs at a time. I have seen a family working together, a parent and its four young, but believe that such things are rare due to their species wide egomania and god complex. As only one AM dragons can control the lair, and each dragon will desire to do so, such a family unit is rare. Even the young rarely stay together in a full clutch.
AM Dragons appear as spindly dragons made of black metal. Their heads are narrow and long but do not taper to a point instead ending flatly. Their eyes are two, red, glowing stones. Dragon hunters should be aware of their electrical breath, and ability to project it throughout their entire lair. Created to manipulate the lay out of gnomish warrens, the dragons are adept at modifier the caves and tunnels in which they live, using magic to change the passages and craft traps and pit falls. They are even able to create constructs to perform their will both within and outside of their lairs.
Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence Wyrmling S 7d10+7 (45 hp) 13 10 13 12 13 12 5/2 7 6 2 6 2d6 14 - Very Young M 10d10+20 (75 hp) 15 10 15 14 15 14 7/9 9 9 3 9 4d6 17 - Young M 13d10+26 (97 hp) 17 10 15 14 15 14 9/12 12 10 4 10 6d6 18 - Juvenile L 16d10+48 (136 hp) 19 10 17 16 17 16 12/21 15 13 5 13 8d6 21 - Young Adult L 19d10+76 (180 hp) 23 8 19 16 17 16 14/24 18 15 6 14 10d8 23 22 Adult L 22d10+88 (209 hp) 23 10 19 18 19 18 16/27 21 17 7 17 12d6 25 25 Mature Adult H 25d10+125 (262 hp) 25 10 21 20 21 20 18/34 23 19 8 19 14d6 27 27 Old H 28d10+168 (322 hp) 27 10 23 22 23 22 21/38 27 22 9 22 16d6 30 30 Very Old H 31d10+217 (387 hp) 29 10 25 22 23 22 23/41 30 24 10 23 18d6 32 31 Ancient G 34d10+272 (459 hp) 33 10 27 24 25 24 25/49 32 27 11 26 20d6 35 34 Wyrm G 37d10+333 (536 hp) 35 10 29 26 27 26 27/52 35 29 12 28 22d6 37 36 Great Wyrm G 40d10+360 (580 hp) 37 10 29 28 29 28 30/56 39 31 13 31 24d6 39 39
Age Speed Init AC Special Abilities SR Caster Level Wyrmling 40-ft, fly 100-ft (average) +0 17 (+1 size, +6 natural) Electricity Immunity, Infest, the Walls have Ears, Project Breath, Create Traps 12 - Very Young 40-ft, fly 100-ft (average) +0 19 (+9 natural) Bud Constructs, Voice in the Walls 14 1st Young 40-ft, fly 100-ft (average) +0 22 (+12 natural) DR 5/magic 16 3rd Juvenile 40-ft, fly 100-ft (average) +0 24 (-1 size, +15 natural) Shift Walls, Craft Constructs, Information Connection 19 5th Young Adult 40-ft, fly 100-ft (average) +0 27 (-1 size, +18 natural) DR 10/magic 22 7th Adult 40-ft, fly 100-ft (average) -1 30 (-1 size, +21 natural) Craft Wondrous Architecture, Whispering Wind 25 9th Mature Adult 40-ft, fly 100-ft (average) +0 32 (-2 size, +24 natural) DR 15/magic and 5/adamantine 27 11th Old 40-ft, fly 100-ft (average) +0 35 (-2 size, +27 natural) Rebuke Constructs, Greater Scrying 29 13th Very Old 40-ft, fly 100-ft (average) -1 38 (-2 size, +30 natural) DR 20/magic and 10/adamantine 31 15th Ancient 40-ft, fly 150-ft (poor) -1 39 (-4 size, +33 natural) Transform Bodies 33 17th Wyrm 40-ft, fly 150-ft (poor) +0 42 (-4 size, +36 natural) DR 20/magic and adamantine 35 19th Great Wyrm 40-ft, fly 150-ft (poor) +0 45 (-4 size, +39 natural) Wish 38 21st
Breath Weapon (Su): AM Dragons have a single breath weapon, a line of electricity dealing the indicated damage (Reflex halves).
Infest (Su): An AM dragon is able to dig long, root-like tendrils into the ground. This allows it to infest an area stretching out up to 100-ft times its age category square in all directions from it. Infesting an area takes 10 minutes, and any part of the area not connected physically to the spot that the dragon is infesting are not considering infested. An AM dragon that is infesting an area cannot move, and it takes 3 rounds for it to cease infestation but this does not cost it actions during this time. A dwarf, or other creature with stonecunning, can detect such an infestation with a DC 25 search check.
The Walls have Ears: An AM dragon is able to see and hear from every wall, floor, and ceiling that it has infested. It may hear from these areas passively, but must spend a move action to form a sensor to see from. This sensor takes the form of a red eye, and can be spotted with a Spot check with the same DC as the dragon's frightful presence plus 5 (passively or actively), or a Search check with the same DC as the dragon's frightful presence (up through Juvenile this DC is the same as it breath weapon).
Project Breath (Su): As a standard action an AM dragon may form a projector from which to fire its breath weapon on any wall, floor, or ceiling that it has infested. It may release its breath weapon, or any spell it is capable of casting through this projector as if it were there. An AM dragon may only have one such projector at a time.
Create Traps (Su): By spending 10 full round actions an AM dragon can create a trap with a CR of up to its age category anywhere within its infested area. It may only create a number of traps this way equal to its Charisma modifier. While this trap is being created the Search check to find it is reduced by 10 and a successful Disable Device check (taking 1 round) at a DC 10 less than its normal DC can disable it forcing the dragon to begin building it anew.
Bud Constructs (Su): A very young or older AM dragon can create a variety of constructs as desired. This is ultimately a plot power, and the costs in both action and limits to size are left to the DM's discretion. These constructs only function within an area infested by the AM dragon, and give XP as normal (they do not count as summoned creatures, but full creatures for encounter design).
Voice from the Walls (Su): A very young or older AM dragon can speak from any wall, floor, or ceiling within the area it has infested.
Spellcasting: A very young or older AM dragon casts spells as a sorcerer of the indicated level. They may select spells from the Cleric spell list and Law and Evil domains in addition to the Sorcerer spell list.
Shift Walls (Su): A juvenile or older AM dragon can redesign walls and surfaces of its infested area at a rate of 5 cubic feet per round, adding or removing walls, creating tunnels, pits, etc. This is a full round action.
Craft Construct (Ex): A juvenile AM dragon gains Craft Construct as a bonus feat and may craft constructs as an artificer of its effective sorcerer level.
Information Connection (Su): A juvenile or older AM dragon is connected to various mystical libraries through the Astral Plane. They gain a bonus to all Knowledge checks equal to their age category, and may use Legend Lore as a supernatural ability at-will (CL equals 3 times their age category), except that it takes 1 hour with mere rumors, 10 minutes with a little detail, and only 1 minute with the object at hand, by mentally searching through these storehouses of knowledge.
Craft Wondrous Architecture (Su): An adult or older AM dragon can create wondrous architecture (see Stronghold Builder's Guide) within its infested area. This architecture takes 8 hours of concentration to create per 2000 GP of its cost.
Spell-like Abilities: At-will: Greater Scrying (Old), Whispering Wind (Adult); 3/day: Wish (great wyrm).
Rebuke Constructs (Su): An Old or older AM dragon can rebuke and command constructs as a cleric of 3 times its age category rebukes and commands undead. Living constructs are considered to have turn resistance equal to their hit dice or character level against this effect.
Transform Bodies (Su): An Ancient or older AM dragon can manipulate the body of any willing or unconscious creature within its infested area. To do such requires a full round action each round for 10 minutes and functions as a Polymorph any Object spell except the effects are always permanent and cannot be dispelled within the area of the dragon's infestation.
Skills: Bluff and Disable Device are class skills for an AM dragon.