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  1. - Top - End - #1
    The Vorpal Tribble's Avatar

    Join Date
    Dec 2004
    The Mindfields

    Lightbulb GITP Monster Competition XXXVII: Way of the Wyrm

    Way of the Wyrm

    Photo by trina-chan of

    “And I beheld another beast coming up out of the earth; and he had two horns like a lamb, and he spake as a dragon...”

    Dragons. Just the name is enough to conjure images in one's mind, from ethereal creatures of wisdom and beauty to fiery beasts of ruin and destruction. Every one of their actions are news, each deed an epic. By fang and scale, wing and tail, weave your own draconic spell.

    _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

    The contest begins with the posting of this thread and will continue until Midnight of September 20th (EST).

    Soon after a poll will be opened for everyone to vote for their favorite that will last until the last day of the month.


    1. You will be creating an original D&D creature. A dragon, their kin, or a being directly associated with the draconic legacy.

    Note: If it's a true dragon all ages are required.

    Dragon Uncarnate
    Fewmet Golem

    2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.

    3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV, except for a lore section which is encouraged).

    4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link).

    5. One entry per participant. No double-teaming.

    6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

    7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.


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    Last edited by The Vorpal Tribble; 2009-09-21 at 10:16 AM.

  2. - Top - End - #2
    The Vorpal Tribble's Avatar

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    Dec 2004
    The Mindfields

    Default Re: GITP Monster Competition XXXVII: Way of the Wyrm

    Vorpal Tribble's Guide To Making Monsters

    As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread.



    <Size> <Type>
    Hit Dice:
    (# squares)
    Armor Class:
    (), touch, flat-footed
    Base Attack/Grapple:
    Full Attack:
    Special Attacks:
    Special Qualities:
    Saves: Fort +, Ref +, Will +
    Abilities: Str , Dex , Con , Int , Wis , Cha
    Challenge Rating:
    Level Adjustment:



    Ability descriptions


    - Optional -


    Plot Hook/Story if any

  3. - Top - End - #3
    Bugbear in the Playground
    Sir Shadow's Avatar

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    Jul 2007
    Hell, FL

    Default Re: GITP Monster Competition XXXVII: Way of the Wyrm


    Snap Dragon
    Also known as Turtle Dragon or Shield Dragon

    Large Dragon (Aquatic)
    Hit Dice: 6d12+48 (87 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), 40 ft. Swim
    Armor Class: 26 (-1 size, +17 Natural Armor), touch 9, flat-footed 26
    Base Attack/Grapple: +6/+13
    Attack: Bite +15 (1d8+7)
    Full Attack: 2 Bites +15 (1d8+7)
    Space/Reach: 10 ft/5 ft
    Special Attacks: Astute Assumption, Critical Wit, Crunch, Insightful Bite, Shield
    Special Qualities: Amphibian, Dragon Traits, Fortified Shell, Linguistic Aptitude, March, Perceptive
    Saves: Fort +12, Ref +5, Will +16
    Abilities: Str 24, Dex 10, Con 26, Int 11, Wis 32, Cha 12
    Skills: Appraise +9, Decipher Script +9, Gather Information +10, Listen +20, Spot +20, Survival +20, Tumble +9
    Feats: Improved Initiative, Improved Critical (Bite), Weapon Focus (Bite)
    Environment: Beaches, Islands, Oceans, Rivers, Swamps
    Organization: Solitary, Mating Pair (2)
    Challenge Rating: 11
    Treasure: Standard
    Alignment: Usually Lawful Neutral
    Advancement: 7-13 (Large), 14-18 (Huge)
    Level Adjustment: -

    Snap Dragons speak Common and Draconic. They may also learn the language of any civilization they live near.


    Amphibian (Ex)
    A Snap Dragon may breath both in water and out of water with equal ease.

    Astute Assumption(Su)
    Hmm... You believe you have the blood of six-fingered god, Marvin the Naughty, running through your veins? No no no, my friend, you're mother and father were in fact siblings separated at birth, that is why you have six toes!
    Once per encounter, a Snap Dragon may take a full-round action to study an opponent and then reveal a shocking truth (or convincing lie) about them that the target may not even know themselves. The target must make a DC 24 (10 + 1/2 Creature HD + Wis Modifier) Will or Fort save (whichever is higher) or be Shaken for a number of round equal to the Snap Dragon's Wisdom modifier.

    Critical Wit (Ex)
    *CHOMP* Ah... You taste like chicken, how fitting.
    When a Snap Dragon confirms a critical hit with their bite attack, they may use a swift action to insult the target of their attack. The target then suffers a moral penalty to all rolls equal to the Snap Dragon's Wis modifier for the duration of the encounter.
    Multiple critical hits do not increase the penalty.

    Crunch (Ex)
    The power of those snapping jaws cannot be denied, and you would do well to steer clear of them.
    If a Snap Dragon successfully hits with both of its bite attacks, it will automatically deal an additional 2d8+14 bludgeoning damage.

    Fortified Shell (Ex)
    Was that supposed to hurt? My grandsire could do more damage than that! And let me tell you, his bite is not what it used to be...
    Snap Dragon's have DR/Bludgeoning equal to their Wis modifier.

    Insightful Bite (Ex)
    Now what part looks the softest... Ah yes, *KER-CHOMP*
    When the target of a Snap Dragon's attack is denied their dexterity bonus to their AC or is being flanked, a Snap Dragon deals an additional amount of damage equal to their Wis Modifier.
    Any creature that would be immune to Sneak Attacks are also immune to this ability.

    Linguistic Aptitude (Su)
    Through their infinite wisdom, Snap Dragons are quick to discern the mysteries of languages... just don't expect them to remember your name.
    A Snap dragon may spend a immediate action to listen to a creature speaking. They then gain the benefit of Comprehend Languages and Speak Languages, but only with that one language being spoken. This benefit last a number of days equal to the Snap Dragon's Wis modifier.
    Note: A Snap Dragon may benefit from this effect more than once, so they may be able to understand more than one language at a time. Also, the creature they are listening to, must have a fluent grasp of the language in question (which means that simply knowing one phrase in a language is not enough for the Snap Dragon to gain the benefit of this ability).

    March (Ex)
    Snap Dragons do not tire as quickly as other creatures when moving overland on the ground. If a Snap Dragon attempts a hustle or a forced march, check for nonlethal damage once every 2 hours instead of every hour.

    Perceptive (Ex)
    By spending a full-round action to study a creature or object, they may discern where the creature or object has been for the past 24 hours and what they have been doing, but not in great detail.
    For example, a Snap dragon may know that a creature was in a swamp, but not which particular swamp.

    Dragon Traits
    A dragon possesses the following traits (unless otherwise noted in the description of a particular kind).

    * Darkvision out to 60 feet and low-light vision.
    * Immunity to magic sleep effects and paralysis effects.
    * Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.
    * Proficient with no armor.
    * Dragons eat, sleep, and breathe.

    Skills: Snap dragons receive a +8 racial bonus on swim checks and may Run while swimming.

    Improved Familiar: A wizard with a caster level of 11 or higher may choose a Snap Dragon as their familiar if they have the Improved Familiar feat and meet the other prerequisites. Consider the wizard as ten levels lower when applying the benefits.


    Training A Snap Dragon: Snap Dragon eggs sell for around 10,000 gp. Snap Dragon hatchlings are worth 15,000 gp.

    Snap Dragon grow much faster than their True Dragon relatives, reaching full maturing in about a year's worth of time. Snap Dragons are intelligent enough to be capable mounts on their own, but the rider receives a -5 penalty on all ride checks. To fully train a Snap Dragon takes eight full weeks of training and a DC 35 Handle Animal check. A Handler will charge 50,000 gp to train a Snap Dragon, due to the inherent danger.

    Snap Dragons are often sought after as mounts, but ones that grow in the wild rarely put up with riders. A Snap Dragon requires an exotic saddle to ride.


    Plot Hook/Story if any
    Last edited by Sir Shadow; 2009-09-10 at 01:34 PM.
    Half-elves are like slinkies.
    They're not really good for anything,
    but you can't help laughing when they fall down the stairs.

  4. - Top - End - #4
    Dwarf in the Playground
    Joxer t' Mighty's Avatar

    Join Date
    Feb 2007
    The Countryside

    Default Re: GITP Monster Competition XXXVII: Way of the Wyrm


    Medium Dragon
    Hit Dice: 9d12+36 (96 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 33 (+19 natural, +4 tower shield),
    touch 10, flat-footed 33
    Base Attack/Grapple: +9/+15
    Attack: Longsword +15/+10 melee (1d8+6), claw +15 melee (1d4+6), or pierce (1d4+6)
    Full Attack: Longsword +15/+10 melee (1d8+6) plus pierce +10 melee (1d4+6), or 2 claws +15 melee (1d4+6) plus pierce +10 melee (1d4+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Blow of the father, fang armor, maneuvers and stances, rend
    Special Qualities: Blindsense 30 ft., damage reduction 10/magic, darkvision 60 ft., dragon traits, immunities, low-light vision, scent, spell resistance 21
    Saves: Fort +10, Ref +6, Will +8
    Abilities: Str 23, Dex 10, Con 19, Int 6, Wis 14, Cha 15
    Skills: Intimidate +14, Listen +14, Search +10, Spot +14
    Feats: Endurance, Improved Initiative, Improved Sunder, Phalanx Fighting(B), Power Attack
    Environment: Any land
    Organization: Solitary, Fang (3-5), Gnash (6-19), Row (20-45)
    Challenge Rating: 11
    Possessions: Wyrmblade
    Alignment: As Parent
    Advancement: By character class
    Level Adjustment: +5

    A spartoi appears as a man-like figure decked out in full armor which is white and glistening, with many sharply protruding places like the tip of a fang. This armor appears to have no seem or joint, overlapping like scales. Runes in draconic and symbols adorn it in a single shade. The gauntlets end in long, sharp claws that come to a wicked point. His helmet is the most ornate however, displaying horns, fans, and knobs like that of a dragon's head, leaving only his hairless face visible. His eyes are reptilian and without pupil, just a solid color. The visage is strong and noble, or hard and merciless, but regardless of the expression, the being is as grim as battle itself.

    Spartoi are mystical warriors that spring up from the ground where the teeth of a great wyrm true dragon slain in battle have been planted and blessed by a worshipper of a draconic god, such as Tiamat or Bahamut. These beings have no loyalty to the planter however, and may indeed slay them if they show themselves to be an enemy. The disposition and exact appearance match that of their parent, though they possess only the vaguest knowledge of its past. Spartoi have no true soul, but instead have the tiniest sliver of their parent's.

    A spartoi weighs around 300 lbs and stands nearly 7 feet tall. They speak Draconic and whatever languages their parent knew, usually Common.

    A spartoi leaps into battle against any foe, no matter the size or ferocity. They do this not with anger or mindless bloodlust but with a fierce pride that will not allow them to bow down. They are filled with the echoing spirit of their wyrm parent.

    The weapon of the spartoi is considered a +1 longsword that deals 1d6 extra damage (see Blow of the Father above). When seperated from the hands of a Spartoi it must be given a coating of dragon saliva weekly or it becomes but a masterwork longsword. Once the sword has lost its magic it cannot be brought back.

    Blow of the Father (Su): A spartoi's natural weapons or any weapons it wields is considered magical for the purpose of overcoming damage reduction and deals 1d6 extra damage. The extra damage type is based on the father dragon's breath weapon.

    Fang Armor (Ex): A spartoi's natural armor acts as spiked armor, dealing 1d4+6 extra points of damage during a grapple. Slivers breaks off in the victim's body and begins to work its way to vital organs. Each day it deals 1 additional damage that does not heal naturally. It takes a number of days equal to the victim's HD to reach a vital organ. At this point it deals 2d6 points of damage each day that does not heal naturally. Damage from shards from multiple damage stack. A DC 15 heal check can remove this sliver, but for each day it remains within the DC increases by 1.

    The same occurs if a creature bites a spartoi.

    Immunities (Ex): A spartoi has immunity to whatever energy type the dragon that spawned it possessed. It also has immunity to fear, sleep, and paralysis affects.

    Maneuvers and Stances: A spartoi knows maneuvers and stances as a 10th level Swordsage. He chooses these maneuvers from the Stone Dragon and Tiger Claw disciplines.

    They also gain access to one additional Discipline depending on their parent.

    Color   Discipline
    Black   Shadow Hand
    Blue    Desert Wind
    Brass   Iron Heart 
    Bronze  Diamond Mind
    Copper  Setting Sun
    Gold    Devoted Spirit
    Green   White Raven
    Red     Desert Wind
    Silver  Shadow Hand
    White   Diamond Mind

    Rend (Ex): A spartoi that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.

    Wyrmwrath (Su): Once per encounter a spartoi may fill himself with the might of his parent as a free action. He gains their Strength score for a single round, starting on their turn. This exact score is determined by the parent dragon.
    Color    Strength
    Black    37 (+14)
    Blue     39 (+15)
    Brass    37 (+14)
    Bronze   39 (+15)
    Copper   37 (+14)
    Gold     47 (+19)
    Green    39 (+15)
    Red      45 (+18)
    Silver   43 (+17)
    White    37 (+14)



    19|This is a Spartoi, a man-like creature birthed from the planting of magical wyrm teeth (reveals draconic traits and their fang armor).

    24|A Spartoi possesses traits of the parent dragon are made from the same stuff as they. This reveals their immunities and Blow of the Father ability.

    29|Spartoi were born solely for battle, and combat is built into their very soul. This reveals their ability to use Stances and Maneuvers.

    34|If sufficiently enraged or threatened the spirit of their wyrm parent momentarily fills them, and the strength of the mightiest dragon courses through them. This reveals their Wyrmwrath ability.


    Plot Hook

    * A farmer was given a sack of teeth as a gift from a passing stranger and told if he planted them it would make his soil the richest in the county. After planting them however from the soil sprung armored figures who have run him off his property. He's asked for help from the PC's, who later come to find his farm has been marked to be the battlefield for two approaching armies. Their bodies will fertilize the fields, keeping the stranger (a half-dragon)'s promise.

    * After the PC's kill a great dragon and it plummets to earth, burying its head in the ground, a score of warriors spring up to enact revenge.

    * A young gold dragon princess in alternate (human) form has come to human lands, guarded by spartoi of her father's fangs. The PC's have discover an assassin of Tiamat is coming to kill her, and have put a compulsion on the Spartoi to kill their charge.
    Last edited by Joxer t' Mighty; 2009-09-13 at 12:01 PM.
    Helping others is a good and noble cause, but sometimes the best way you can help them is by lending them a sword and telling them to go slay their own damned dragons.

  5. - Top - End - #5
    Titan in the Playground
    DracoDei's Avatar

    Join Date
    May 2007
    Near Atlanta,GA USA

    Lightbulb Re: GITP Monster Competition XXXVII: Way of the Wyrm

    READY FOR FINAL REVIEWS. You MAY have to reload a time or two to get the spoiler to open, but that is probably just my computer being weird. Also, follow the links to understand the humorous third axis of alignment these are based around. Any of the links will do, except the one that goes to the beige dragons.

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

    A pair of wyrmling disco dragons pose with a really groovin' skull.

    Disco Dragon
    Disco Dragon by Age

    {table]Age|Size|Hit Dice (hp)|Str|Dex|Con|Int|Wis|Cha|Base Attack/Grapple|Attack|Fort Save|Ref Save|Will Save|Breath Weapon (DC)|Frightful Presence
    Wyrmling | T | 9d12+18 (76) | 13 | 12 | 15 | 16 | 15 | 16 | +9/+2 |+12|+8 |+7 |+8 | 2d20(17)| -|
    Very Young | S | 12d12+36 (114)| 13 | 12 | 16 | 18 | 17 | 18 |+12/+9 |+14|+11|+9 |+11| 4d20(20)| -|
    Young | M | 15d12+45 (142)| 14 | 12 | 16 | 19 | 18 | 19 |+15/+17|+17|+12|+10|+13| 6d20(21)| -|
    Juvenile | M | 18d12+54 (171)| 16 | 12 | 17 | 20 | 19 | 20 |+18/+20|+21|+14|+12|+15| 8d20(24)| -|
    Young Adult | L | 21d12+84 (220)| 17 | 12 | 19 | 22 | 20 | 22 |+21/+28|+23|+16|+13|+17|10d20(26)|22|
    Adult | L | 24d12+120 (276)| 18 | 12 | 21 | 23 | 21 | 23 |+24/+32|+27|+19|+15|+19|12d20(28)|25|
    Mature Adult | H | 27d12+189 (364)| 19 | 12 | 25 | 24 | 22 | 24 |+27/+39|+29|+22|+16|+21|14d20(31)|26|
    Old | H | 30d12+210 (405)| 20 | 12 | 25 | 26 | 25 | 26 |+30/+43|+33|+24|+18|+24|16d20(33)|31|
    Very Old | H | 33d12+231 (445)| 21 | 12 | 25 | 28 | 27 | 28 |+33/+46|+36|+25|+19|+26|18d20(35)|32|
    Ancient | H | 36d12+288 (522)| 22 | 12 | 27 | 30 | 29 | 30 |+36/+50|+40|+28|+21|+29|20d20(38)|35|
    Wyrm | G | 39d12+351 (604)| 23 | 12 | 29 | 32 | 31 | 32 |+39/+58|+41|+30|+22|+31|22d20(40)|37|
    Great Wyrm | G | 42d12+420 (693)| 24 | 12 | 31 | 34 | 33 | 34 |+42/+61|+45|+33|+24|+34|24d20(43)|40|

    Disco Dragon Abilities by Age

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

    Environment: Happenin' scenes (including, but not limited to, the plane The Groovy Beats of Gnarlopolopolis)
    Organization: Wyrmling, very young, young, juvenile, and young adult: with parents or foster parents as solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
    Challenge Rating: Wyrmling 6; very young 8; young 11; juvenile 13; young adult 15; adult 17; mature adult 19; old 21; very old 23; ancient 25; wyrm 27; great wyrm 30
    Treasure: Triple Standard
    Alignment: Always Neutral Neutral Funky
    Advancement: Wyrmling 4-5 HD; very young 7-8 HD; young 10-11 HD; juvenile 13-14 HD; young adult 16-17 HD; adult 19-20 HD; mature adult 22-23 HD; old 25-26 HD; very old 28-29 HD; ancient 31-32 HD; wyrm 34-35 HD; great wyrm 37+ HD
    Level Adjustment: wyrmling +5; very young +6; young +7; others —.
    Favored Class: Bard

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Last edited by DracoDei; 2009-12-07 at 12:09 AM.
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  6. - Top - End - #6
    Orc in the Playground
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    Default Re: GITP Monster Competition XXXVII: Way of the Wyrm

    Dragon Victim
    Medium Undead (Incorporeal)
    Hit Dice:
    8d12 (52 hp)
    Initiative: +7
    Speed: fly 60ft. (perfect)
    AC: 19, touch 19, flat-footed 16 (+6 deflection, +3 Dex)
    Base Attack/ Grapple: +4/-
    Attack: Incorporeal touch +7 melee (1d6 Con and 1d6 energy-see Remnant of Breath)
    Full Attack: Incorporeal touch +7 melee (1d6 Con and 1d6 energy-see Remnant of breath)
    Space/Reach: 5ft./5ft.
    Special Attacks: Constitution damage, Death throes
    Special Qualities: Darkvision 60ft., draconic loathing, incorporeal traits, remnant of breath, +4 turn resistance, undead traits
    Saves: Fort +2, Ref +5, Will +7
    Abilities: Str -, Dex 16, Con -, Int 9, Wis 13, Cha 22
    Skills: Hide +14, Listen +12, Spot +12
    Feats: Dodge, Improved Initiative, Mobility
    Environment: Any
    Organization: Solitary, Pack (2-8) or Horde (9-15)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always neutral evil
    Advancement: 9-16 HD (medium)
    Level Adjustment: -

    Dragon victims are created when a dragon, for whatever reason, kills someone with their breath weapon. Some of these damned souls claw their way back to unlife, their minds filled with hate for their killer and its kin. They often lurk about where they were killed, attacking anyone that draws near. However, should they catch sight of a dragon, they will stop at nothing to attack it, even if it means forfeiting their own existence.

    Dragon victims appear much as they did in life, although ghostly and transparent. Their clothing bears the signs of whatever type of energy slew them. They typically stand anywhere from four to seven feet tall and weigh nothing. They speak whatever languages they spoke in life.

    Constitution Damage (Su):
    The touch of a dragon victim deals 1d6 Con damage to a living creature. A creature reduced to 0 Con dies. This is a negative energy effect.
    Death Throes (Su): When destroyed, a dragon victim goes out in a brilliant flash of energy that deals 4d8 damage to all creatures within 10 feet. This damage is of the same type as the dragon victim’s incorporeal touch attack (See Remnant of Breath, below). A DC 20 Reflex save halves the damage.
    Draconic Loathing (Ex): Dragon Victims hate all dragons intensely, flying into a murderous rage whenever they see one. While they are within sight range of a dragon or half-dragon creature, they gain a +4 bonus to Dex and Cha. If the dragon they see is the dragon that ended their mortal lives, they will stop at nothing to pursue and attack that dragon, taking no other actions. A victim ignores any energy immunity or resistance its killer possesses and in fact deals an additional 1d6 energy damage on incorporeal touch attacks made against its killer.
    Remnant of Breath (Su): The touch of a dragon victim deals energy damage based on the breath weapon of the dragon that killed it. For example, if the dragon that killed a victim dealt fire damage, so do the victim’s incorporeal touch attacks and death throes. Furthermore, they are immune to this type of damage.

    Dragon Victim Lore
    Knowledge regarding dragon victims can be found with a Knowledge (religion) check.
    DC 18- Dragon victims are the spectral remains of those slain by a dragon's breath weapon. They can drain the life from living enemies. This reveals all undead traits.
    DC 23- Dragon victims are forever reminded of their death's circumstances because of their affinity for the energy that caused their death. This reveals their remnant of breath ability.
    DC 28- Dragon victims cannot stand the sight of dragons and fly into a murderous rage if they see one, attacking it to the exclusion of all other targets. It is said they explode violently when slain. This reveals their death throes ability.
    DC 33- Dragon victims can ignore the energy resistance or immunity of the dragon that killed them, the energy within their form magnifying. This reveals their Draconic loathing ability.

  7. - Top - End - #7
    Troll in the Playground
    BisectedBrioche's Avatar

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    Feb 2007
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    Default Re: GITP Monster Competition XXXVII: Way of the Wyrm

    Myrmecia Draconis: Despite their more commonly used name of "Dracolocusts" (so named for their habit of forming dragon shaped swarms), these draconic insects are actually members of the order Hymenoptera and have much more in common with bees and wasps than locusts. From a purely taxonomic point of view they appear to present a problem; anatomically they are clearly a species of bulldog ant, but they display strong draconic qualities not present in any other species of social insect; metallic scales as opposed to chitinous armour, a bat-like bone structure supports the otherwise delicate gossamer wings, a vertically opposed mandible and maxilla lie behind a much more insect-like pair of horizontal mandibles and (perhaps most damningly) the creatures show a pronounced ability to generate and withstand flames, a quality rarely seen outside creatures of draconic or elemental descent. From this it can be concluded that the draconic element of their physiology is a relatively recent and possibly unnatural addition. Many who support the later conclusion are divided with some feeling that it was the work of a mage of unknown race, while others claim that someone took a more hands (or, as the case may be, claws) on approach. The second, more controversial, hypothesis is vehemently denied by the firebreathing chromatic species, however brass and golden dragons remain conspicuously silent on the issue.
    -On Draconian Lineage by Drakia Clark

    Dracolocust Swarm
    Size/Type: Diminutive Dragon (Fire, Swarm)
    Hit Dice: 6d12 (39 hp)
    Initiative: +2
    Speed: 15ft. (3 squares); Fly 30ft. (good)
    Armor Class: 18, touch 16, flat-footed 16 (+4 size, +2 dex, +2 natural)
    Base Attack/Grapple: +6/-9
    Attack: Swarm (2d6)
    Full Attack: Swarm (2d6)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: Firebomb, Distraction
    Special Qualities: Draconic, Fire and Swarm traits, Fire Immunity
    Saves: Fort +5, Ref +7, Will +6
    Abilities: Str 4, Dex 14, Con 10, Int 5, Wis 12, Cha 5
    Skills: Move Silently (Dex) 9, Spot (Wis) 9, Liston (Wis) 9
    Feats: Wingover, Hover, Stealthy
    Environment: Underground, Any Forest
    Organization: Solitary, Hunting Party (2-4), Hive (5-10), Plague (11-20)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Always Neutral

    Dracolocusts are a type of social insect with strong draconic features. An individual dracolocust resembles a large ant covered in golden scales and with a vaguely pointed snout-like head that sports a pair of insect's mandibles either side of its jaws. It also has a short tail that can be folded under its belly in flight, in order to help it carry loads back to the hive.

    Dracolocusts, because of their heritage, are fairly intelligent compared to most insects. While they cannot speak any understandable language, swarms can move to warn off approaching creatures and interpret their body language. Some even report holding crude "conversations" with a swarm through gestures to ask if a passing being has seen anything of interest.

    While swarming, dracolocusts resemble a small dragon. Within this swarm individual dracolocusts carry out different tasks. Some take the brunt of the effort in keeping the swarm aloft, others move away from the mass to gather food. This gives some the delusion they have a "weak point", however should any given dracolocust be injured another will swiftly take its place and leave the swarm otherwise unaffected.

    Firebomb (Ex) While individual Dracolocusts have limited firebreathing abilities, the individuals in a swarm can coordinate their efforts for a much greater effect. As a swift action a swarm of dracolocusts may fill all the squares they occupy plus any adjacent squares with a blast of fire. This deals 1d8 points of fire damage to any creature caught in it (they make make a DC 12 reflex save for half damage). This is in addition to any damage dealt by a swarm attack. After using this, the swarm must wait 1d10 rounds before it is able to co-ordinate another blast.

    Fire Immunity (Ex) Dracolocusts take no damage from fire. They do, however, have a weakness to cold and take half as much again points of damage from it.

    Distraction (Ex)
    Any living creature vulnerable to a dracolocust swarm’s damage that begins its turn with a dracolocust swarm in its square is nauseated for 1 round; a Fortitude save (DC 13) negates the effect. Spellcasting or concentrating on spells within the area of a dracolocust swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

    Draconic, Fire and Swarm traits
    A dragon is a reptile-like creature, usually winged, with magical or unusual abilities.
    A dragon possesses the following traits (unless otherwise noted in the description of a particular kind).
    • Darkvision out to 60 feet and low-light vision.
    • Immunity to magic sleep effects and paralysis effects.
    • Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.
    • Proficient with no armor.
    • Dragons eat, sleep, and breathe.

    Fire Subtype
    A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.

    A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shape able, though the swarm usually remains in contiguous squares.

    A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

    A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

    Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

    Swarm Attack
    Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s statistics block has “swarm” in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown in the table.

    A swarm’s attacks are non-magical, unless the swarm’s description states otherwise. Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.

    Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below. Swarm HD Swarm Base Damage
    {TABLE=head]HD|Swarm Damage
    21 or more|5d6[/TABLE]

    Distraction (Ex)
    Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + ½ swarm’s HD + swarm’s Con modifier; the exact DC is given in a swarm’s description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.


    A dracolocust swarm will always be searching for food. When it spots a creature of Tiny size or smaller it will attack it, attempting to get as close as possible with out alerting it before attempting to kill it and carry it off. A swarm which has gathered 100 x HD pounds of meat will return to the hive to store the food. It will only attack larger creatures if it feels threaten or they come within 20ft. of the hive. In this case round per round it will;

    1. Attempt to warn off the creature.
    2. If this fails it will attempt to engulf as many of its foes as possible.
    3. It will then use its firebomb ability.
    4. If the creature flees it will not chase it unless it remains within 50ft. of the hive.



    16|This is a Dracolocust, as type of draconic insect which travels in swarms (reveals swarm and draconic traits).

    21|They have the ability to control fire (reveals fire immunity and firebomb ability).

    26|Despite acting a lot like bees or ants they are quite intelligent. They become aggressive only if you attack them or near their hive.[/TABLE]

    Plot Hooks

    • The PCs find their way blocked by a group of dracolocust hives. Can they negotiate safe passage without being attacked?
    • The PCs are asked to help exterminate a dracolocust nest in a temple to a draconic deity, they must convince their would be employer that the creatures are intelligent and can't be exterminated.
    • The PCs are hired on the pretense of escorting a scholar on a visit to a Gold Dragon. In reality he hopes they can provide enough muscle for him to intimidate what he knows of the history of dracolocusts out of him.
    Last edited by BisectedBrioche; 2009-09-08 at 05:51 AM.
    Hi, I'm back, I guess. ^_^
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  8. - Top - End - #8
    Dwarf in the Playground
    NakedCelt's Avatar

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    Jul 2007
    Dunedin, New Zealand

    Default Re: GITP Monster Competition XXXVII: Way of the Wyrm

    One of my first posts to this board, a couple of years ago, was my elemental dragons. I noticed, you see, that D&D's standard Red Dragon is based entirely on the fire dragon of European myth – all the other chromatic and metallic versions are departures from that basic archetype. Then in Oriental Adventures I found the Chiang Lung, a classic water dragon such as is spoken of in East Asia and the Pacific. I rounded out the four Aristotelian elements with an air dragon based on the Mesoamerican Feathered Serpent and an earth dragon based on the African Aido Hwedo.

    But of course there remains one element, and one continent, and so I give you...

    Quintessence Dragon

    Brilliant colours glisten and mingle on the leathery hide of the serpentine creature before you. Its eyes gleam with otherworldly wisdom, and a curious cunning smile plays about its elegant pointed face. A heady, sweet fragrance, as of rare flowers and fine wine, emanates from it.
    Where the lesser dragons command the four elements of the mortal world, this creature (known to those who venerate it as the Rainbow Serpent) controls the rare fifth element, found in its pure form only in the hearts of stars beyond the circles of the world, which contains in its centre the essence of all the others.
    Quintessence dragons seek knowledge above all else, disdaining alike the moralistic distractions of Good and the superfluous cruelties of Evil. Held to no rule but their own, profound, disciplined focus comes naturally to them when the occasion calls for it.
    Quintessence dragons respect mortals according to their regard for knowledge. Wizards, monks, bards and druids, each in their own way repositories of knowledge, can expect a friendly welcome from a quintessence dragon. Clerics and paladins of knowledge-friendly gods are likewise welcome, but those whose deities prefer unconditional faith will meet with disdain. Rangers, rogues and sorcerers will be accepted if the dragon deems them sufficiently wise and inquisitive of mind. Fighters and barbarians are advised to steer well clear.

    Dragon (Extraplanar, Quintessence)
    Environment: Astral Plane, Elemental Planes (all), Positive Energy Plane
    Organization: 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 4; very young 5; young 7; juvenile 10; young adult 13; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
    Treasure: Triple standard
    Alignment: Always true neutral
    Advancement: Wyrmling 8–9 HD; very young 11–12 HD; young 14–15 HD; juvenile 17–18 HD; young adult 20–21 HD; adult 23–24 HD; mature adult 26–27 HD; old 29–30 HD; very old 32–33 HD; ancient 35–36 HD; wyrm 38–39 HD; great wyrm 41+ HD
    Level Adjustment: Wyrmling +4; very young +5; young +6; others —

    Quintessence dragons have no claws or wings, but use the other attack forms listed for dragons in the Monster Manual.
    Breath Weapon (Su): A quintessence dragon's breath weapon emulates a prismatic spray spell. The area of the effect is a cone and follows the standard rules for dragon breath-weapon areas. Save DCs and effect strengths vary from the rules for the spell and are summarized in the table below.

    {table=head]Age|Size|Hit Dice (hp)|Str|Dex|Con|Int|Wis|Cha|Base Attack/Grapple|Attack|Fort Save|Ref Save|Will Save|Frightful Presence DC

    Wyrmling|M|7d12+14 (59)|17|16|15|14|15|14|+7/+10|+10|+6|+8|+7|—

    Very young|L|10d12+30 (95)|21|16|17|16|17|16|+10/+19|+14|+10|+10|+10|—

    Young|L|13d12+39 (123)|25|16|17|16|17|16|+13/+24|+19|+11|+11|+11|—

    Juvenile|L|16d12+64 (168)|29|16|19|18|19|18|+16/+29|+24|+14|+13|+14|—

    Young adult|H|19d12+95 (218)|31|16|21|18|19|18|+19/+37|+27|+16|+14|+15|23

    Adult|H|22d12+110 (253)|33|16|21|20|21|20|+22/+41|+31|+18|+16|+18|26

    Mature adult|H|25d12+150 (312)|33|16|23|20|21|20|+25/+44|+34|+20|+17|+19|27

    Old|G|28d12+196 (378)|35|16|25|24|25|24|+28/+52|+36|+23|+19|+23|31

    Very old|G|31d12+248 (449)|37|16|27|26|27|26|+31/+56|+40|+25|+20|+25|33

    Ancient|G|34d12+306 (527)|39|16|29|28|29|28|+34/+60|+44|+28|+22|+28|36

    Wyrm|G|37d12+370 (610)|41|16|31|30|31|30|+37/+64|+48|+30|+23|+30|38

    Great wyrm|C|40d12+400 (660)|45|16|31|32|33|32|+40/+73|+49|+32|+25|+33|41[/table]


    Wyrmling|15|5 fire (Ref half)|10 acid (Ref half)|20 electricity (Ref half)|Sickened by poison + 1 Con damage (Fort negates)|Paralysed for 1 minute (Fort negates)|Dazed for 1 minute/HD (Will negates)|Teleported 30 feet (Will negates)

    Very young|18|7 fire (Ref half)|15 acid (Ref half)|30 electricity (Ref half)|Sickened by poison + 1d4 Con damage (Fort half Con damage, no sickening)|Paralysed for 1 day (Fort negates)|Confusion (Will negates)|Teleported 120 feet (Will negates)

    Young|19|12 fire (Ref half)|25 acid (Ref half)|50 electricity (Ref half)|Nauseated by poison + 1d6 Con damage (Fort half Con damage, no nausea)|Paralysed permanently (Fort negates)|Feeblemind (Will negates)|Teleported 1 mile (Will negates)

    Juvenile|22|20 fire (Ref half)|40 acid (Ref half)|80 electricity (Ref half)|Death from poison (Fort 1d6 Con damage)|Turned to stone (Fort negates)|Insanity (Will negates)|Sent to another plane (Will negates)

    Young adult|24|30 fire (Ref half)|60 acid (Ref half)|120 electricity (Ref half)|Death from poison (Fort 1d8 Con damage)|Turned to ice (Fort negates)|Death from brain bursting (Will negates)|Sent to another plane, cannot return directly to home plane (Will negates)

    Adult|26|42 fire (Ref half)|85 acid (Ref half)|170 electricity (Ref half)|Death from poison (Fort 2d6 Con damage)|Turned to dust (Fort negates)|Death from brain bursting (Will dazed)|Sent to another plane, then dimensional lock (Will negates)

    Mature adult|28|56 fire (Ref half)|115 acid (Ref half)|230 electricity (Ref half)|Death from poison (Fort 2d8 Con damage)|Turned to salt (Fort negates)|Death from brain bursting (Will confused)|Sent to another plane, then dimensional lock (Will negates lock, but not sending)

    Old|31|75 fire (Ref half)|150 acid (Ref half)|300 electricity (Ref half)|Death from poison (Fort 3d6 Con damage)|Turned to smoke (Fort negates)|Death from brain bursting (Will feeblemind)|Sent to another plane, then dimensional lock and sequester (Will negates lock and sequester, but not sending)

    Very old|33|95 fire (Ref half)|190 acid (Ref half)|380 electricity (Ref half)|Death from poison (Fort 3d8 Con damage)|Turned to steam (Fort negates)|Death from brain bursting (Will insanity)|Imprisoned on another plane (Will negates imprisonment but not sending)

    Ancient|36|115 fire (Ref half)|230 acid (Ref half)|460 electricity (Ref half)|Death from poison (Fort 4d6 Con damage)|Turned to air (Fort negates)|Death from brain bursting, which creates symbol of insanity lasting 1 round (Will insanity)|Imprisoned on another plane and may be summoned by dragon once to do its bidding (Will: sent to another plane then dimensional lock)

    Wyrm|38|135 fire (Ref half)|275 acid (Ref half)|550 electricity (Ref half)|Death from poison (Fort 4d8 Con damage)|Turned to nothing, can be raised by true resurrection (Fort negates)|Death from brain bursting, which creates symbol of insanity lasting 3 minutes (Will insanity)|Imprisoned on another plane and may be summoned by dragon once/HD to do its bidding (Will: sent to another plane then dimensional lock)

    Great wyrm|40|160 fire (Ref half)|325 acid (Ref half)|650 electricity (Ref half)|Death from poison (Fort 5d6 Con damage)|Turned to nothing; can be raised by wish or miracle, but will rise as 1st-level commoner with no memory and no abilities retained (Fort negates)|Death from brain bursting, which creates permanent symbol of insanity (Will insanity)|Imprisoned on another plane and may be summoned by dragon at any time thereafter to do its bidding (Will: sent to another plane then dimensional lock)[/table]

    {table=head]Age|Speed|Initiative|Armour Class|Special abilities|Caster level|SR

    Wyrmling|40ft., burrow 45ft., fly 150ft (good), swim 60ft.|+3|18 (+3 Dex, +5 natural) touch 13, flat-footed 15|All-seeing eyes, immune to cold and fire, strike without hesitation|—|—

    Very young|40ft., burrow 45ft., fly 150ft (good), swim 60ft.|+3|20 (-1 size, +3 Dex, +8 natural) touch 12, flat-footed 18||—|—

    Young|40ft., burrow 45ft., fly 150ft (good), swim 60ft.|+3|23 (-1 size, +3 Dex, +11 natural) touch 12, flat-footed 20||1st|—

    Juvenile|40ft., burrow 45ft., fly 150ft (good), swim 60ft.|+3|27 (-1 size, +3 Dex, +15 natural) touch 12, flat-footed 23|Soul-piercing gaze|3rd|—

    Young adult|40ft., burrow 45ft., fly 150ft (good), swim 60ft.|+3|28 (-2 size, +3 Dex, +17 natural) touch 11, flat-footed 25||5th|21

    Adult|40ft., burrow 45ft., fly 150ft (good), swim 60ft.|+3|31 (-2 size, +3 Dex, +20 natural) touch 11, flat-footed 28|Quintessential form|7th|23

    Mature adult|40ft., burrow 45ft., fly 150ft (good), swim 60ft.|+3|34 (-2 size, +3 Dex, +23 natural) touch 11, flat-footed 31|DR 5/magic|9th|25

    Old|40ft., burrow 45ft., fly 200ft (average), swim 60ft.|+3|35 (-4 size, +3 Dex, +26 natural) touch 9, flat-footed 32|Spell turning|11th|27

    Very old|40ft., burrow 45ft., fly 200ft (average), swim 60ft.|+3|38 (-4 size, +3 Dex, +29 natural) touch 9, flat-footed 35|DR 10/magic|13th|28

    Ancient|40ft., burrow 45ft., fly 200ft (average), swim 60ft.|+3|41 (-4 size, +3 Dex, +32 natural) touch 9, flat-footed 38|Temporal velocity|15th|30

    Wyrm|40ft., burrow 45ft., fly 200ft (average), swim 60ft.|+3|44 (-4 size, +3 Dex, +35 natural) touch 9, flat-footed 41|DR 15/magic|17th|31

    Great wyrm|40ft., burrow 45ft., fly 200ft (average), swim 60ft.|+3|43 (-8 size, +3 Dex, +38 natural) touch 5, flat-footed 40|Storm of vengeance|19th|33[/table]*Can cast cleric spells and those from any of the elemental domains as arcane spells.

    Spell-Like Abilities: 3/day—spell turning (old or older); 1/day—storm of vengeance (great wyrm).
    All-Seeing Eyes (Su): Once per day, the dragon gains the benefit of true seeing, vigilance (as the psionic power), and arcane sight simultaneously, and furthermore may force an invisible creature to become visible with a gaze attack (Will negates, DC = 10 + 1/2 HD + Cha). The ability lasts for 1 round/HD; creatures forced to become visible remain so when the duration ends. The dragon may use this ability an additional time per day at each age category (up to 12 as a great wyrm).
    Strike Without Hesitation (Su): The dragon may take a free surprise round at the beginning of a combat, even if the enemy is already aware of it.
    Soul-Piercing Gaze (Su): Once per day, the dragon may use a gaze attack to paralyse an opponent (Will negates, DC = 10 + 1/2 HD + Cha). Once the opponent is paralysed, the dragon may maintain the hold for up to 1 round/HD, mind probing the opponent (as the psionic power, no further save) as it does so. This is a compulsion effect.
    Quintessential Form (Su): Once per day, the dragon may assume a form of rippling light, about as bright as a normal torch. The shifting nature of the light has the same effect as a blur spell, but it is not countered by true seeing. All attacks are treated as having the ghost touch ability. The dragon can pass through narrow cracks as if in gaseous form, and gains damage reduction 10/magic and fast healing 5 for the duration of the effect. The dragon may remain in this form for up to 1 round/HD.
    Temporal Velocity (Su): Once per day, the dragon may act for three minutes of apparent time. All movement ceases, except for its own. Other creatures are immobile and unable to act during this "time". Creatures, and items held, carried, or worn by creatures, are invulnerable to the dragon's actions, but it can affect items not in another creature's possession. The dragon may cast spells or activate other powers during this time, but they do not take effect until it ends.
    Last edited by NakedCelt; 2009-09-18 at 02:20 AM.

  9. - Top - End - #9
    Ogre in the Playground
    Stycotl's Avatar

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    Default Re: GITP Monster Competition XXXVII: Way of the Wyrm

    Oreichalkos Dragon

    Visual Inspiration by Vinod Rams

    Dragon (Epic, Extraplanar, Force, Light)
    Environment: Any land and underground
    Organization: Generally solitary; no dragons younger than great wyrm known to exist
    Challenge Rating: Wyrmling 9; very young 12; young 15; juvenile 18; young adult 21; adult 24; mature adult 27; old 30; very old 33; ancient 36; wyrm 39; great wyrm 41
    Treasure: Double standard
    Alignment: Usually any neutral
    Advancement: Wyrmling 11-13 HD (Large); very young 15-17 HD (Huge); young 19-21 HD (Huge); juvenile 23-25 HD (Huge); young adult 27-29 HD (Gargantuan); adult 31-33 HD (Gargantuan); mature adult 35-37 HD (Gargantuan); old 39-41 HD (Colossal); very old 43-45 HD (Colossal); ancient 47-49 HD (Colossal); wyrm 51-53 HD (Colossal+); great wyrm 55+ HD (Collosal+)
    Level Adjustment: Very young +6; young +7; others –

    It has been posited for millennia that there is a common ancestry between the true dragons–the chromatics, gems, and metallic dragons–but the imagined ancestor dragon has always been regarded as simply a myth for the curious, or an intellectual exercise for those with too much lore in their heads and time on their hands.

    In reality though, there is a common ancestor, and it is called the oreichalkos dragon.

    Oreichalkos dragons are reclusive dragons of immense power and great age. An oreichalkos dragon has lustrous scales of a metallic white that seem to radiate light of their own accord. These scales do not change color as the dragon age, though they are rougher in a younger dragon, and glossier and shinier in an ancient wyrm. An oreichalkos dragon's molten silver eyes simmer with ageless wisdom and ancient wrath. Two horns point backward from its brow, flanking a spined crest that runs from the head to the tail, and multiple horns of smaller size stud the creature's body in various patterns.

    As the progenitors of most true dragon species, oreichalkos dragons share traits with all of them, but do not adhere to the standards of any one group more than another. Their psionic talent and planar shifting seem to have been inherited by the gem dragons, and their multiple breath weapons and nobility were in part passed on to the metallic dragons. Oreichalkos dragons say that anciently, the chromatics were the heirs of their legendary wisdom and sovereignty, and were the greatest of their descendants, but that they eventually lost it when they chose to follow the vile goddess, Tiamat.

    Oreichalkos dragons are very rare, even more so than the other epic dragons. The few of them that still remain speak of their birth at the earliest hours of creation, when the great Ninefold Dragon, Io breathed them into being. They claim to be among the oldest of dragonkind, older than some of the worlds within which they have taken refuge and the gods that rule them. According to the oreichalkos dragons, they were the first of Io's children. It is a fact that most of these dragons are thousands upon thousands of years old; no wyrmlings have been documented for multiple millennia even by others of their kind. They claim that once their kind ruled great kingdoms of mortals and developed magnificent arts and sciences, but that their civilization was cast down when they became too proud of the great magic and technology that they had created.

    The great wyrms that remain show all personality types–they do not belong to any one group of the true dragons, and do not share the others' instincts to gravitate to law or chaos and good or evil–but all are aloof and distracted. They speak in haunted terms of ancient earthquakes and tempests, and a great flood that inundated their capitol, the isle that they call Atlas.

    This island is known to other cultures throughout the multiverse as Atlantis.

    Oreichalkos dragons speak Atlantean, Common, Draconic, and many other tongues. Further, they can communicate telepathically with any creature that has a language within 500 feet.


    Oreichalkos Dragons by Age
    {table=head]Age|Size|Hit Dice (hp)|Str|Dex|Con|Int|Wis|Cha|Base Attack/Grapple|Attack|Fort Save|Ref Save|Will Save|Breath Weapon (DC)|Frightful Presence DC

    Wyrmling|L|10d12+50 (115)|25|12|21|18|20|18|+10/+21|+16|+12|+8|+12|4d10 (20)|17

    Very young|H|14d12+84 (175)|29|12|23|20|22|20|+14/+31|+21|+15|+10|+15|8d10 (23)|20

    Young|H|18d12+126 (243)|33|13|25|24|26|24|+18/+37|+27|+18|+12|+19|12d10 (26)|23

    Juvenile|H|22d12+176 (319)|37|14|27|26|28|26|+22/+43|+32|+21|+15|+22|16d10 (29)|27

    Young adult|G|26d12+234 (403)|41|14|29|28|30|28|+26/+53|+37|+24|+17|+25|20d10 (32)|30

    Adult|G|30d12+300 (495)|45|15|31|32|34|32|+30/+59|+43|+27|+19|+28|24d10 (35)|33

    Mature adult|G|34d12+374 (594)|49|16|33|34|36|34|+34/+65|+49|+30|+22|+32|28d10 (38)|36

    Old|C|38d12+456 (703)|53|16|35|36|38|36|+38/+75|+51|+33|+24|+35|32d10 (41)|39

    Very old|C|42d12+546 (819)|57|17|37|40|42|40|+42/+81|+57|+36|+26|+39|36d10 (44)|42

    Ancient|C|46d12+644 (943)|61|18|39|42|44|42|+46/+87|+63|+39|+29|+42|40d10 (47)|45

    Wyrm|C+|50d12+750 (1,075)|65|18|41|44|46|44|+50/+97|+69|+42|+31|+45|44d10 (50)|48

    Great wyrm|C+|54d12+864 (1,215)|69|19|43|48|50|48|+54/+103|+75|+46|+35|+49|48d10 (53)|51[/table]

    Oreichalkos Dragons by Age
    {table=head]Age|Speed|Initiative|AC|Special abilities|Manifester level|PR

    Wyrmling|60 ft, fly 200 ft (average), swim 60 ft|+3|33 (-1 size, +1 Dex, +4 deflection, +19 natural) touch 14, flat-footed 32|Deflecting force, DR 5/magic, immune to light and force effects|1st|18

    Very young|80 ft, fly 250 ft (average), swim 60 ft|+3|38 (-2 size, +1 Dex, +5 deflection, +24 natural) touch 37, flat-footed 19|energy adaptation|4th|21

    Young|80 ft, fly 250 ft (average), swim 60 ft|+3|23 (-2 size, +1 Dex, +7 deflection, +29 natural) touch 12, flat-footed 20|DR 10/magic, telekinetic force, telekinetic thrust|7th|24

    Juvenile|80 ft, fly 250 ft (average), swim 60ft|+3|27 (-2 size, +2 Dex, +8 deflection, +34 natural) touch 12, flat-footed 23|Soul of the Sun|10th|27

    Young adult|100 ft, fly 300 ft (poor), swim 60 ft|+3|28 (-4 size, +2 Dex, +9 deflection, +39 natural) touch 11, flat-footed 25|DR 15/magic|13th|30

    Adult|100 ft, fly 300 ft (poor), swim 60 ft|+3|31 (-4 size, +2 Dex, +11 deflection, +44 natural) touch 11, flat-footed 28|fiery discorporation|16th|33

    Mature adult|100 ft, fly 300 ft (poor), swim 60 ft|+3|34 (-4 size, +3 Dex, +12 deflection, +49 natural) touch 11, flat-footed 31|DR 15/epic, psionic greater teleport|19th|36

    Old|120 ft, fly 350 ft (clumsy), swim 60 ft|+3|35 (-8 size, +3 Dex, +13 deflection, +54 natural) touch 9, flat-footed 32|Lightning Field|21st|39

    Very old|120 ft, fly 350 ft (clumsy), swim 60 ft|+3|38 (-8 size, +3 Dex, +15 deflection, +59 natural) touch 9, flat-footed 35|DR 20/epic|24th|42

    Ancient|120 ft, fly 350 ft (clumsy), swim 60 ft|+3|86 (-8 size, +4 Dex, +16 deflection, +64 natural) touch 12, flat-footed 82|temporal acceleration|27th|45

    Wyrm|140 ft, fly 400 ft (clumsy), swim 60 ft|+3|92 (-8 size, +4 Dex, +17 deflection, +69 natural) touch 13, flat-footed 88|DR 25/epic, magnetic blast|30th|48

    Great wyrm|140 ft, fly 400 ft (clumsy), swim 60 ft|+3|99 (-8 size, +4 Dex, +19 deflection, +74 natural) touch 15, flat-footed 95|Force Reflectivity|33rd|51[/table]

    Oreichalkos dragons are generally fairly reclusive and unaggressive–there are so few left that they fear for the survival of the race. Further, they are almost all old enough to have directly witnessed the destruction of their ancient society, and they are aware of the price to be paid for arrogance and rash action. However, as some of Io's oldest children, they are fierce warriors and have no qualms about entering a battle that they see as justified or inevitable.

    Oreichalkos dragons are powerful fighters, with the size and strength to go toe to toe with almost any opponent. Further, they are swift and nimble foes, not at all ponderous or slow as would be expected of a creature the size of a small fortress. The dragons theorize that it is the elemental oreichalkos from which they were fashioned that gives them their agility.

    Tactics are as individual and varied as are the dragons themselves, but they are all very intelligent creatures, and make good use of their powerful breath weapons and psionics before closing to maul foes with fang and talon.

    Breath Weapon (Su): Oreichalkos dragons have three types of breath weapon, a line of electricity, a cone of light, and a ray of force. After using any of these breath weapons, the dragon must wait 1d4 rounds before it can breathe again.
    Electricity: A living creature struck by this breath weapon that fails its Reflex save is stunned for 1d4 rounds.
    Force: This breath weapon takes the form of a ray, with a range of 100 feet per age class. A foe struck by this ranged touch attack has its movement checked for the rest of the round. There is no save against the damage or the condition.
    Light: An undead or construct that is struck by this breath weapon and fails its Reflex save is paralyzed for 1d4 rounds as its animating force is snuffed out temporarily. The only exceptions are any undead or construct that specifically gain their animating force from the sun.

    Psionics: An oreichalkos dragon manifests psionic powers as a psion of the level indicated in its variety description, gaining bonus power points for a high Intelligence score. Each individual dragon chooses what psionic discipline it specializes in as a psion, when it gains its first manifester level as a wyrmling.

    Psi-like Abilities: Constant–energy adaptation; At will–telekinetc force, and telekinetic thrust; 3/day–tornado blast (electromagnetic instead of wind), psionic greater teleport, and temporal acceleration; 1/day–fiery discorporation (no flame needed; reappears in a lightning bolt 24 hours later in the same area); The DCs are Charisma-based.

    Force Reflectivity (Su): Oreichalkos dragons are highly resistant to force effects, and have learned to do more than merely shrug off a force attack. As an immediate act, any time an oreichalkos dragon is targeted by a single-target force effect, it can reflect it back upon a target of its choice within 100 feet as if it were affected by the Twin Power metapsionic feat, meaning that the effect strikes the target two times separate times simultaneously.

    Lightning Field (Su): Oreichalkos dragons have an affinity to electricity, partially due to the superconductive nature of the element from which they are created. When exposed to an effect that does electricity damage, they heal 1 hit point for every 3 points of damage that they would have taken, and are affected as if by the greater haste spell for 1 round.

    Planar Travel (Su): Oreichalkos dragons have the innate ability to pass instantly between the Material Planes and the Inner Planes, where they often make their homes.

    Soul of the Sun (Ex): An oreichalkos dragon's scales perfectly reflect light. Any time that the dragon is targeted by an effect with the light descriptor, it is reflected out in a 30-foot radius spread, affecting any creatures within the area as if they were the original targets of the effect. If the original effect was an area effect that already targeted some of those creatures within the radius, the dragon's reflective ability subjects them to it a second time.

    Skills: Oreichalkos dragons have the Knowledge (history) skill for free at 1 rank per Hit Dice.


    Characters with ranks in Knowledge (history), Knowledge (nature), Knowledge (psionics) can learn more about the oreichalkos dragons. When a character makes a successful skill check, the following lore is revealed, including information from lower DCs.

    45–Oreichalkos dragons are ancient creations of Io, and are rumored to be the direct ancestors of all true dragons.
    50–Oreichalkos dragons are almost extinct now, and only advanced great wyrms have been documented to exist for many thousands of years. They are gifted with electricity, force, and light effects, and have potent abilities that harness these powers.
    55–Oreichalkos dragons were pivotal in the development of an ancient civilization called Atlantis. Though they ruled benevolently, the pride and aggression of the dragons and their mortal subjects caused the downfall of the entire civilization. This result also reveals all of the dragons' combat abilities.

    Sample Encounters

    Individual (EL 41): Investigating an island for evidence of the ancient Atlantean civilization, a team of famous, interplanar explorers were nearly all destroyed by what they refer to as an enraged dragon god that had a furious silver-white countenance. Before the few survivors managed to escape through a portal, they glimpsed mountains of treasure amid a hall of records full of ancient tablets and scrolls that would surely contain secrets about the lost city of Atlantis.
    Last edited by Stycotl; 2009-09-20 at 10:55 PM.
    my own diabolical experiments (homebrew)

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    Wiggum, checking— “Well I'll be damned.”

  10. - Top - End - #10
    The Vorpal Tribble's Avatar

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    Dec 2004
    The Mindfields

    Default Re: GITP Monster Competition XXXVII: Way of the Wyrm

    The contest has ended and voting begun.

    Click here to make your vote for Way of the Wyrm!

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