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  1. - Top - End - #31
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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by The Tygre View Post
    Might I request a Calamity Dragon? Some old fashioned kind of storm dragon, roars with thunder and sees with lightning, breathes lava and causes windstorms when it flies over. An old fashioned elemental dragon, tied to all those cosmic concepts of destruction and death and rebirth, a living natural disaster on all fronts. Sorry if that's kind of vague.
    So, Very chaotic, evil for sure, but the kind that would hatch at CR 13? or such?
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    Default Re: Three+ New Dragons (apparently taking requests)

    Not necessarily evil so much as embodying the concept of the unknown wilderness and natural disaster. And, while I was trying to avoid saying it, I did picture it on the higher end of the power scale. I was thinking of something like Tiamat or Typhon, something intrinsically linked with the elements yet opposed to civilization.
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    Default Re: Three+ New Dragons (apparently taking requests)

    Here's an idea for you if you want it: A relatively small dragon (no larger than huge) that walks on two feet and specializes in the arts of war instead of the arcane arts most of it's brethren prefer.

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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by Epsilon Rose View Post
    Here's an idea for you if you want it: A relatively small dragon (no larger than huge) that walks on two feet and specializes in the arts of war instead of the arcane arts most of it's brethren prefer.
    OOO I actually like that idea.....pretty please......
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    Default Re: Three+ New Dragons (apparently taking requests)

    Hmm, this might be a bit odd, but I'd like to request some sort of beholder-esque dragon.
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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by sciencepanda View Post
    Hmm, this might be a bit odd, but I'd like to request some sort of beholder-esque dragon.
    That's odd? It might take a while, it's one of those creatures I've started brainstorming for a few times before and failed at.
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    Default Re: Three+ New Dragons (apparently taking requests)

    How about a taint (heroes of horror) dragon? I could truly use one in the campaign I'm running.
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    Default Re: Three+ New Dragons (apparently taking requests)

    Fungal Dragon
    Dragon (Earth)
    Environment: Underground.
    Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, clutch (2Ė5), or hatchery (2-5 plus 3-12 myconids of various ages); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, family (1Ė2 and 2Ė5 offspring), or cluster (1-2 and 2-5 offspring plus 3-36 myconids).
    Challenge Ratings: Wyrmling 4; very young 7; young 9; juvenile 12; young adult 15; adult 17; mature adult 21; old 22; very old 24; ancient 26; wyrm 27; great wyrm 29 (might be too low or too high)
    Treasure: Triple standard
    Alignment: Always lawful evil.

    A fungal dragon is a beast that dwells deep within the underdark. Its scales are made of fungus matting, hard or harder than steel, a sickly phosphorescent green as a wyrmling and a deep near-black green as a wyrm. It's eyes begin as bright flashes of red-orange, but by maturity are a grim ember burning in its sockets. Fungal dragons have wings, but have lost the ability to fly, instead relying on their wings to batter foes into submission.

    Old fungal dragons have strict hierarchies, building vast underground networks of minions, lackeys, servants, and slaves. Ultimately their main means of promotion in the hierarchy is betrayal and murder of their superior, which means in the end all these empires collapse under a net of intrigue and murder.

    Younger fungal dragons either submit to life in one of these empires or exist as little more than raging predators who delight in the service of lesser creatures.

    Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Frightful Presence:
    Wyrmling M 8d12+32 (84 hp) 17 10 19 6 13 6 8/11 11 10 6 7 2d6 (DC 18) -
    Very Young L 11d12+55 (126 hp) 19 10 21 8 15 8 11/19 14 12 7 9 4d6 (DC 20) -
    Young L 14d12+84 (175 hp) 21 10 23 8 15 8 14/23 18 15 9 11 6d6 (DC 23) -
    Juvenile L 17d12+105 (215 hp) 23 10 25 10 17 10 17/27 22 17 10 13 8d6 (DC 25) -
    Young Adult H 20d12+180 (260 hp) 25 10 29 12 19 12 20/35 25 21 12 16 10d6 (DC 29) DC 21
    Adult H 23d12+230 (379 hp) 29 10 31 12 19 12 23/40 30 23 13 17 12d6 (DC 31) DC 22
    Mature Adult H 26d12+286 (455 hp) 31 10 33 14 21 14 26/44 34 26 15 20 14d6 (DC 34) DC 25
    Old G 29d12+348 (536 hp) 33 10 35 16 23 16 29/52 36 28 16 22 16d6 (DC 36) DC 27
    Very Old G 32d12+384 (592 hp) 35 10 37 16 23 16 32/56 40 31 18 24 18d6 (DC 39} DC 29
    Ancient G 35d12+490 (717 hp) 37 10 39 18 25 18 35/60 44 33 19 26 20d6 (DC 41) DC 31
    Wyrm G 38d12+570 (817hp) 39 10 41 20 25 20 38/64 48 36 21 28 22d6 (DC 44) DC 34
    Great Wyrm C 41d12+697 (963 hp) 43 10 45 22 27 22 41/72 49 39 22 30 24d6 (DC 47) DC 36

    Age Speed Init AC Special Abilities SR Regeneration
    Wyrmling 40-ft, burrow 10-ft +0 16 (+6 natural) Immunities, Plant Affinity, Plant Telepathy - -
    Very Young 60-ft, burrow 20-ft +0 18 (-1 size, +9 natural) Bud Myconid, Second Breath Weapon - -
    Young 60-ft, burrow 20-ft +0 21 (-1 size, +12 natural) DR 5/magic, Cloud of Spores - -
    Juvenile 60-ft, burrow 20-ft +0 24 (-1 size, +15 natural) Breath Weapon (improved) - 3
    Young Adult 80-ft, burrow 30-ft +0 26 (-2 size, +18 natural) DR 10/magic 29 4
    Adult 80-ft, burrow 30-ft +0 29 (-2 size, +21 natural) Fungal Rage 31 5
    Mature Adult 80-ft, burrow 30-ft +0 32 (-2 size, +24 natural) DR 15/magic 33 6
    Old 100-ft, burrow 40-ft +0 33 (-4 size, +27 natural) Bud Savage Thallid 35 6
    Very Old 100-ft, burrow 40-ft +0 36 (-4 size, +30 natural) DR 20/magic 37 7
    Ancient 100-ft, burrow 40-ft +0 39 (-4 size, +33 natural) Restore the Seeds 39 8
    Wyrm 100-ft, burrow 40-ft +0 42 (-4 size, +36 natural) DR 20/magic and DR 5/- 40 8
    Great Wyrm 120-ft, burrow 50-ft +0 41 (-8 size, +39 natural) Fungal Blooming 42 9


    Special Abilities:

    Breath Weapon (Su): A fungal dragon has two types of breath weapons a line of mystically charged spores which deal the listed amount of untyped damage (a Ref save halves), and any creature which takes damage must make a Fortitude save or be nauseated for 1 round per age category of the dragon. This breath weapon ignores hardness of objects and any creature or object reduced to 0 hp by this breath weapon is disintegrated. Their second breath weapon is gained at very young and is a cone of spores that infest an affected creature dealing 2 Con damage per round for 1 round per two age categories of the fungal dragon, a Fortitude save negates the effects and a Remove Disease will end it but not undo the ability damage already done. Starting at juvenile whenever a living creature with 5 or more hit dice under this effect dies from their constitution reaching 0 that creature explodes in a burst of fungus which creates one myconid (as bud myconid); like those created by fungal budding this myconid is under its creatorís telepathic control for 1 hour, after which it gains its independence.

    Immunities (Ex): In addition to those immunities common to all true dragons, fungal dragons are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, and stunning. In addition fungal dragons are not subject to critical hits.

    Plant Affinity (Ex): A fungal dragon affected as if it was a plant for any and all effects that specify that type (unless they also have a specific effect for dragons in which case the dragon effect supersedes the plant one). A fungal dragon is also considered a plant for all prerequisites.

    Plant Telepathy (Su): A fungal dragon may telepathically communicate with all plant creatures with an intelligence score of 3 or greater within 30-ft per age category.

    Bud Myconid (Su): 1/day as a swift action a fungal dragon may bud a number of myconids equal to its age category. These myconids appear adjacent to it and have a number of hit dice equal to Ĺ the fungal dragonís age category (round up), taking the appropriate caste that is associated with that hit die amount (see MMII). These creatures are under their creatorís telepathic control for 1 hour, after which it gains their independence.

    Cloud of Spores (Su): A young or older fungal dragon is continuously surrounded by a cloud of spores which extends to all adjacent squares. Any creature within this cloud has concealment from all creatures other than the fungal dragon as the spores conceal their exact location. A fungal dragon may not use this concealment to hide and may suppress this ability as a free action (it takes a full-round action to reactivate it).

    Regeneration (Ex) A fungal dragon takes lethal damage from cold and fire.

    Fungal Rage (Ex): An adult or older fungal dragon gains a +1 bonus to Strength for every 10 lethal damage it has taken since the end of its last turn.

    Bud Savage Thallid (Su): 1/day as a swift action an old or older fungal dragon may bud two savage thallids. These savage thallids appear adjacent to it. These creatures are under their creatorís telepathic control for 1 hour, after which it gains their independence. An ancient fungal dragonís savage thallids are advanced to 27 HD and huge size, and a great wyrmís are advanced to 35 HD and gargantuan.

    Restore the Seeds (Su): 1/day an ancient or older fungal dragon may heal any/all plant creatures within 30-ft 20 hp per age category and it immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.

    Fungal Blooming (Sp): 1/day a great wyrm fungal dragon may select up to 3 target creatures within 100-ft. Each of these creatures must make a Fort save (DC 19 + Charisma modifier) or be incapacitated for 3 rounds taking 6d6 damage per round and killing them at the end of the duration. A wish or miracle spell cast on a subject during this time can eliminate the effect and save that creature. A creature that dies from this effect (whether from the damage or the final death effect) explodes in a fungal blooming that creates a 35-HD savage thallid. A creature that succeeds its fortitude save is still stunned for 2 rounds and takes 6d6 damage per round. This is considered a 9th level spell of the Transmutation and Necromancy schools and a [Death] effect. The caster level for this effect is twice the fungal dragonís age category +6.

    Skills: Climb, Jump, and Survival are all class skills for a fungal dragon.

    Savage Thallid
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    Savage Thallid:
    Large Plant
    HD: 11d8+77 (126)
    Init: +2
    Spd: 40-ft.
    AC: 19 (-1 Size, +2 Dex, +8 Natural), t 11, FF 17
    BAB/Grp: +8/+18
    Attack: 2 Slams +14 (2d6+7/x3)
    S/R: 10-ft/10-ft
    SA: Rage, Powerful blows.
    SQ: Bud Saproling, Regeneration 6, Blindsense 60-ft, Acid and Cold Resistance 5, Low-light Vision, Plant traits, Darkvision 60-ft, Fire Vulnerability, Woodland Stride.
    SV: F +13, R +5, W +6.
    Str 23, Dex 14, Con 23, Int 4, Wis 13, Cha 6
    Skills: Spot +8, Listen +8.
    Feats: Improved Natural Weapon (Slam), Improved Toughness, Iron Will, Weapon Focus (Slam).
    Environment: Darkwoods.
    Organization: Solitary, or band (2-6)
    CR: 8
    Treasure: None.
    Alignment: Usually Neutral
    Advancement: 12-19 HD (Large), 20-31 HD (Huge), 32-39 HD (Gargantuan).
    Powerful Blows (Ex): A savage thallidís slam attacks deal triple damage on a critical hit.
    Rage (Ex): Any time a savage thallid takes 20 or more damage from a single hit (whether a fireball spell or a single attack) it immediately enters a rage identical to that of a 1st level barbarianís (duration 3+Con modifier rounds). It may not prevent this rage, or voluntarily end it. Once it has raged it may not do so again for 1 hour.
    Regeneration (Ex): Fire and negative energy deal normal damage to Savage Thallids, as well as damage from the Blight spell and similar.
    Bud Saproling (Ex): When a raging Savage Thallid takes enough damage to cause it to rage it instead buds 1d4+1 saprolings, this may only happen once per day, though. These saprolings come in multiple varieties, but Savage Thallids create ďbruteĒ saprolings which have the following stats, if the creator is advanced a size category so are its creations (they always have Ĺ as many hit dice as their creator), when they advance to medium-size their natural armor increases by 2 but otherwise they follow the normal progression; they come in both long and tall varieties with a 50% chance of either. These saprolings wither and die after 1 hour, until which point they are completely under the control of their creator. When saprolingís are created they are created flat-footed and dazed, they act on the thallidís initiative but do not act on the initiative of the round they are created.

    ďBruteĒ Saproling: CR -; Small Plant (saproling); HD 5d8+15; hp 37; Init +4; Spd 30-ft; AC 19 (+1 size, +4 Dex, +4 natural); BAB/Grp +3/-1; Atk 2 slams +7 melee (1d4); S/R 5-ft/5-ft; SQ: Telepathic Link, Plant traits, low-light vision, Cold Resistance 5, Fire Vulnerability; SV F +7, R +5, W +1; Str 11, Dex 18, Con 17, Int -, Wis 11, Cha 6
    Skills and Feats: Weapon Finesse (B)

    Advanced Savage Thallid: CR 13; Huge Plant; HD 27d8+297; hp 416; Init +2; Spd 40-ft; AC 22 (-2 size, +2 Dex, +12 natural); BAB/Grp: +20/+39; Atk 2 slams +31 melee (3d6+11/x3); SA: Rage, powerful blows; SQ: Bud Saproling, Regeneration 6, Fire Vulnerability, Blindsense 60-ft, Acid and Cold Resistance 5, Low-light Vision, Plant traits, Darkvision 60-ft, Woodland Stride; SV F +24, R +13, W +13; Str 32, Dex 14, Con 28, Int 4, Wis 14, Cha 6.
    Skills and Feats: Spot +17, Listen +17. Improved Natural Weapon (Slam), Improved Toughness x2, Iron Will, Weapon Focus (Slam), Lightning Reflexes, Improved Natural Armor, Suppress Weakness, Overcome Weakness, Power Attack, Cleave.

    ďBruteĒ Saproling: CR -; Medium Plant (saproling); HD 13d8+65; hp 123; Init +3; Spd 30-ft; AC 19 (+3 Dex, +6 natural); BAB/Grp +9/+12; Atk 2 slams +13 melee (1d6+3); S/R 5-ft/5-ft; SQ: Telepathic Link, Plant traits, low-light vision, Cold Resistance 5, Fire Vulnerability; SV F +11, R +7, W +4; Str 16, Dex 16, Con 20, Int -, Wis 11, Cha 6
    Skills and Feats: Weapon Finesse (B).

    Advanced Savage Thallid: CR 16; Gargantuan Plant; HD 35d8+455; hp 612; Init +6; Spd 40-ft; AC 25 (-4 size, +2 Dex, +17 natural), t 8, FF 23; BAB/Grp: +27/+64; Atk 2 slams +39 melee (4d6+26/x3)*; SA: Rage, powerful blows; SQ: Bud Saproling, Regeneration 6, Fire Vulnerability, Blindsense 60-ft, Acid and Cold Resistance 5, Low-light Vision, Plant traits, Fast Healing 3, Darkvision 60-ft, Woodland Stride; SV F +24, R +13, W +13; Str 42, Dex 14, Con 32, Int 4, Wis 14, Cha 6.
    Skills and Feats: Spot +21, Listen +21. Improved Natural Weapon (Slam), Improved Toughness x2, Iron Will, Weapon Focus (Slam), Lightning Reflexes, Improved Natural Armor, Suppress Weakness, Overcome Weakness, Power Attack, Improved Initiative, Fast Healing, Dire Charge.
    * Uses full (-5) power attack.
    Raging Stats: Gargantuan Plant; HD 35d8+525; hp 682; Init +6; Spd 40-ft; AC 24 (-2 rage, -4 size, +2 Dex, +18 natural), t 6, FF 21; BAB/Grp: +27/+66; Atk 2 slams +41 melee (4d6+28/x3)*; SA: Rage, powerful blows; SQ: Bud Saproling, Regeneration 6, Fire Vulnerability, Blindsense 60-ft, Acid and Cold Resistance 5, Low-light Vision, Plant traits, Fast Healing 3, Darkvision 60-ft, Woodland Stride; SV F +26, R +13, W +15; Str 46, Dex 14, Con 36, Int 4, Wis 14, Cha 6.

    ďBruteĒ Saproling: CR -; Large Plant (saproling); HD 17d8+65; hp 123; Init +3; Spd 30-ft; AC 19 (-1 size, +2 Dex, +8 natural), t 11, FF 17; BAB/Grp +12/+23; Atk 2 slams +18 melee (1d8+7); S/R 10-ft/5-ft or 10-ft (50% chance of either); SQ: Plant traits, low-light vision, Telepathic Link, Cold Resistance 5, Fire Vulnerability; SV F +13, R +7, W +5; Str 25, Dex 14, Con 24, Int -, Wis 11, Cha 6
    Last edited by Zaydos; 2014-08-25 at 08:22 PM.
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  9. - Top - End - #39
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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by Epsilon Rose View Post
    Here's an idea for you if you want it: A relatively small dragon (no larger than huge) that walks on two feet and specializes in the arts of war instead of the arcane arts most of it's brethren prefer.
    As a true dragon or just its own unique species with one age category? I'm currently assuming true dragon, which will be... interesting. It's supposed to be small... so I guess it starts as diminutive... hmm... -cue maniacal laughter-

    Edit: Also by arts of war I assume you mean either actual weapons (hence the need to be bipedal) or martial maneuvers or both. I'm currently going with both.
    Last edited by Zaydos; 2010-09-25 at 11:33 PM.
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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by Zaydos View Post
    As a true dragon or just its own unique species with one age category? I'm currently assuming true dragon, which will be... interesting. It's supposed to be small... so I guess it starts as diminutive... hmm... -cue maniacal laughter-

    Edit: Also by arts of war I assume you mean either actual weapons (hence the need to be bipedal) or martial maneuvers or both. I'm currently going with both.
    Right on both accounts.

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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by Epsilon Rose View Post
    Right on both accounts.
    I might should look at some of the other martial initiating dragons then. I think DracoDei made one (or I've seen one and I associate it with him, but he might just have posted on it), and I think there is an archetype in Dragons of Eberron that trades casting for martial maneuvers.

    I'm probably just going to do my own thing.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Three+ New Dragons (apparently taking requests)

    You could probably get some pretty craze stuff in aside from swamping spells for maneuvers; like giving them a weaker breath weapon that they can use as part of an attack chain or making them more like mercenaries or soldiers as opposed to loners who hide in cave 70% of the time.

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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by Epsilon Rose View Post
    You could probably get some pretty craze stuff in aside from swamping spells for maneuvers; like giving them a weaker breath weapon that they can use as part of an attack chain or making them more like mercenaries or soldiers as opposed to loners who hide in cave 70% of the time.
    Currently I'm giving them swift action breath weapon once they hit adult, and making them wandering mercenary/blood knights who fight for the sheer pleasure of battle and the glory that they can obtain in it. Also highly resistant to magic (SR from wyrmling on, eventually reaching CR +15), and the ability to replace one attack out of a full-attack with a standard action strike. Although I'm not sure what their CR should be (they start out weaker than white dragons, but eventually become stronger), I think they might range from CR 1 (15 hp, 14 AC, +7 to hit, weak attacks and reach 0, weaker than an orc barbarian) to CR 22 (7 martial maneuvers, recover 1 each round automatically, 2 stances, swift action force breath, SR 37) but in between will be the tricky thing (and 22 is only a guess based on white dragons).
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    Default Re: Three+ New Dragons (apparently taking requests)

    And finished

    Enyo Dragon
    Dragon (Force)
    Environment: Any land or underground.
    Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2Ė5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1Ė2 and 2Ė5 offspring)
    Challenge Ratings: Wyrmling 1; very young 2; young 4; juvenile 6; young adult 8; adult 10; mature adult 13; old 16; very old 18; ancient 20; wyrm 21; great wyrm 23
    Treasure: Standard
    Alignment: Always chaotic neutral or chaotic evil.

    Enyo dragons are an oddity amongst dragonkind. Unlike their kin and cousins they stand upon two legs and wield human weapons. The smallest of true dragons, enyo dragons have no innate skill with sorcery and the magical arts. They strive to make up for this with their bravery and skill in battle with varying results. Enyo dragons are naturally adept at the sublime way, mastering its techniques with ease and almost instant knowledge, this does little to prevent other true dragons from looking down on these poor powerless creatures.

    Enyo dragons do not dwell in ancient caves upon hordes of gold like other dragons do, but instead wander the world seeking battle. They love the thrill of combat, the feeling of victory and conquest, the exultation of an enemy crushed before them. Enyo dragons will go anywhere, and some say do anything, looking for a great battle in which they can revel in the carnage. This often leads to enyo dragons acting as elite champions of mercenary forces, or as hired muscle for powerful forces. Do to their battle seeking nature (and some would say flagrant stupidity) few enyo dragons live to old age. Those that do, though, are cunning master strategists who have managed to survive a life of constant battle and should thus be feared and treated with careful respect.

    Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Frightful Presence:
    Wyrmling D 2d12+2 (15 hp) 13 10 13 8 13 8 2/-9 7 4 3 4 1d6 (DC 12) -
    Very Young T 5d12+10 (42 hp) 15 12 15 10 13 10 5/-1 9 6 5 5 2d6 (DC 14) -
    Young S 8d12+16 (68 hp) 19 12 15 10 15 10 8/8 13 8 7 8 3d6 (DC 16) -
    Juvenile S 11d12 + 33 (104 hp) 21 14 17 12 17 12 11/12 17 10 9 10 4d6 (DC 18) -
    Young Adult M 14d12+56 (147 hp) 23 16 19 14 17 14 14/20 20 13 12 13 5d6 (DC 21) DC 19
    Adult M 17d12+85 (195 hp) 25 18 21 16 19 16 17/24 24 15 14 15 6d6 (DC 23) DC 21
    Mature Adult M 20d12+100 (230 hp) 27 18 21 16 21 16 20/28 28 17 16 17 7d6 (DC 25) DC 23
    Old L 23d12+138 (287 hp) 31 20 23 18 21 18 23/37 32 19 18 18 8d6 (DC 27) DC 25
    Very Old L 26d12+182 (351 hp) 33 22 25 20 23 20 26/41 36 22 21 21 9d6 (DC 30) DC 28
    Ancient L 29d12+203 (391 hp) 35 22 25 20 23 20 29/45 40 23 22 22 10d6 (DC 31) DC 29
    Wyrm H 32d12+256 (464hp) 39 24 27 22 25 22 32/54 44 26 25 25 11d6 (DC 34) DC 32
    Great Wyrm H 35d12+315 (542 hp) 41 26 29 24 27 24 35/58 48 28 27 27 12d6 (DC 36) DC 34

    Age Speed Init AC Special Abilities SR Maneuvers Known Maneuvers Readied Stances Known Initiator Level
    Wyrmling 20-ft, fly 30-ft (average) +0 14 (+4 size) Immunity to Force, Warrior's Reflexes 6 - - - -
    Very Young 30-ft, fly 45-ft (average) +1 16 (+2 size, +3 natural, +1 Dex) Deflect Arrows 8 - - - -
    Young 30-ft, fly 45-ft (average) +2 19 (+1 size, +6 natural, +1 Dex, +1 Insight) DR 5/magic 12 3 2 1 1st
    Juvenile 40-ft, fly 60-ft (poor) +3 23 (+1 size, +9 natural, +2 Dex, +1 Insight) Deflect Rays 14 4 2 1 3rd
    Young Adult 40-ft, fly 60-ft (poor) +4 26 (+12 natural, +3 Dex, +1 Insight) DR 10/magic 18 5 3 1 5th
    Adult 40-ft, fly 60-ft (poor) +6 31 (+15 natural, +4 Dex, +2 insight) Swift Breath 21 6 3 2 7th
    Mature Adult 60-ft, fly 100-ft (poor) +6 34 (+18 natural, +4 Dex, +2 insight) DR 15/magic 25 7 4 2 9th
    Old 60-ft, fly 100-ft (poor) +7 36 (-1 size, +21 natural, +5 Dex, +2 Insight) Double Stance 28 8 4 2 11th
    Very Old 60-ft, fly 100-ft (poor) +9 42 (-1 size, +24 natural, +6 Dex, +3 Insight) DR 20/magic and DR 5/adamantine 31 9 5 3 13th
    Ancient 60-ft, fly 100-ft (poor) +9 45 (-1 size, +27 natural, +6 Dex, +3 Insight) Battle Routine 34 10 5 3 15th
    Wyrm 80-ft, fly 150-ft (clumsy) +10 48 (-2 size, +30 natural, +7 Dex, +3 Insight) DR 20/magic and DR 10/- 36 11 6 3 17th
    Great Wyrm 80-ft, fly 150-ft (clumsy) +12 53 (-2 size, +33 natural, +8 Dex, +4 Insight) Instant Reflexes 38 13 7 4 20th

    Special Abilities:
    Face/Reach, Natural Weapons, and Breath Weapon range for diminutive dragons: 1-ft/0-ft, bite: 1d3, claws 1d2; Line 15-ft, Cone 10-ft.

    Enyo Dragon Reach by Size: Tiny: 0-ft; Small 5-ft; Medium 5-ft; Large 10-ft; Huge (15-ft).

    Weapon and Armor Proficiencies: An enyo dragon is proficient in all simple and martial weapons, as well as 1 exotic weapon of choice per 4 age categories. They disdain armor and do not have any proficiency in it.

    Breath Weapon (Su): An enyo dragon has a single breath weapon, a cone of force dealing the listed damage (reflex save for half).

    Warriorís Reflexes (Su): When unarmored and not wearing a shield an enyo dragon adds Ĺ its Wisdom modifier as an insight bonus to Initiative checks and AC.

    Deflect Arrows (Ex): A very young or older enyo dragon may deflect arrows as the feat except it may deflect a number of arrows per round equal to Ĺ its Wisdom modifier (minimum 1/round), although it must make a Reflex save (DC = 10 + Ĺ attack roll + 5 per arrow after the 2nd deflected this turn) to deflect each arrow past the 1st in a single round.

    Martial Maneuvers: A young or older enyo dragon has the ability to initiate maneuvers from 3 disciplines of the Sublime Way. These disciplines are chosen at birth and can never be changed. They gain the listed number of maneuvers known, and readied, as well as stances but have certain special restrictions. They are considered to only have the listed initiator level for learning maneuvers in this way and for using maneuvers learned this way. They may recover these maneuvers, though, at a rate of 1 of their choice per round. Whenever an enyo dragon advances an age category it may exchange all maneuvers and stances it knows for new maneuvers of any level it has access to.

    Deflect Rays (Su): A juvenile or older enyo dragon may use its Deflect Arrows ability to deflect magical rays and ranged touch attacks as well as more mundane projectiles. This ability still does not function against giantís boulders and siege weapons.

    Swift Breath: An adult or older enyo dragon may use its breath weapon as a swift action.

    Double Stance (Ex): An old or older enyo dragon may activate and use 2 stances at the same time; this functions like the 20th level warblade Dual Stance ability except that the two stances must be from different disciplines and of different levels.

    Battle Routine (Ex): An ancient or older enyo dragon may use a standard action strike in place of one attack in a full-attack action; this strike uses that attackís attack bonus.

    Unearthly Speed (Ex): 1/encounter a great wyrm enyo dragon may make a move, attack, and swift action or a full-round action and a swift action as a free action.

    Skills: An enyo dragon treats the class skills for their chosen disciplines as class skills.
    Last edited by Zaydos; 2014-08-29 at 04:19 PM.
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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by dragonsamurai77 View Post
    I'd like to request a thermite dragon. (really, REALLY hot breath, 5000 degrees F to be exact)
    So what are you seeing with a thermite dragon? Really high breath weapon damage or something like grimcrag dragon's which ignores fire resistance and reduces fire immunity? Also what alignment are you looking for? Going with normal thermite being mostly iron would probably constitute a ferrous dragon (so Lawful something)? Also the quickly becoming standard question of should it cast spells (as can be seen I am not above making non-planar dragons unable to cast spells)?
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    A dragon that his breath weapon is blades instead of some energy, creating a swarm of blades (I imagined hundreds of small blades). Also, I imagined him metallic and shining, with silvery colour.

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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by Zaydos View Post
    So what are you seeing with a thermite dragon? Really high breath weapon damage or something like grimcrag dragon's which ignores fire resistance and reduces fire immunity? Also what alignment are you looking for? Going with normal thermite being mostly iron would probably constitute a ferrous dragon (so Lawful something)? Also the quickly becoming standard question of should it cast spells (as can be seen I am not above making non-planar dragons unable to cast spells)?
    Lawful, high damage, no spellcasting makes sense, like you suggested. Also, note that thermite can actually burn underwater, as it does not need oxygen from its surroundings.
    Last edited by dragonsamurai77; 2010-09-26 at 11:07 AM.

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    Thermite Dragon
    Dragon (Fire)
    Environment: Remote mountains or underground.
    Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2Ė5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1Ė2 and 2Ė5 offspring)
    Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 13; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
    Treasure: Triple Standard
    Alignment: Always lawful evil
    Thermite dragons are a rarely encountered species, almost extinct from the aftermath of an ancient feud with red dragons. Now they rarely leave their layers as their population slowly rebuilds, and they wait plotting the downfall of red dragons everywhere. Few, if any, other creatures that exist are friendly towards thermite dragons although stories exist of a thermite dragon who has forged an alliance with illithids deep underground.
    Many thermite dragons worship Oxian and even now believe that they have the divine right to rule and that the place of red dragons as leaders amongst evil dragonkind is undeserved.
    Thermite dragons have red-brown scales and eyes that gleam with white heat. Their head has a distinct crest formed by 5 backward pointing horns, which the thermite dragons call the Crown of Dragons, although some sages suggest that this phrase originally described a crown worn by a specific thermite dragon who ruled the race as king before the disastrous clash with the red dragons.

    Build notes: I ended up giving it both high damage and bypass resistance since otherwise it would be too much of a are you prepared? Yes, cake walk; no, TPK. Now it is higher CR and more powerful in general but it is are you prepared? a threat; no, a draconic badass (or at least I hope it is; I base the CRs off of the closest dragon and fiddle it 1 to 2 points. I might be too low on this one.

    Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Frightful Presence:
    Wyrmling T 3d12+3 (22 hp) 11 10 13 10 11 10 3/-5 5 4 3 3 2d12+2 (DC 12) -
    Very Young S 6d12+6 (45 hp) 13 10 13 10 11 10 6/3 8 6 5 5 4d12+4 (DC 14) -
    Young M 9d12+18 (76 hp) 15 10 15 12 13 12 9/11 11 8 6 7 6d12+6 (DC 16) -
    Juvenile M 12d12 + 24 (102 hp) 17 10 15 12 13 12 12/15 15 10 8 9 8d12+8 (DC 18) -
    Young Adult L 15d12+45 (142 hp) 19 10 17 14 15 14 15/23 18 12 9 11 10d12+10 (DC 20) DC 19
    Adult L 18d12+72 (189 hp) 23 10 19 14 15 14 18/28 23 15 11 13 12d12+12 (DC 23) DC 21
    Mature Adult L 21d12+105 (241 hp) 27 10 21 16 17 16 21/33 27 17 12 15 14d12+14 (DC 25) DC 23
    Old H 24d12+120 (276 hp) 29 10 21 16 17 16 24/41 31 19 14 17 16d12+16 (DC 27) DC 25
    Very Old H 27d12+162 (337 hp) 31 10 23 18 19 18 27/45 35 21 15 19 18d12+18 (DC 29) DC 27
    Ancient H 30d12+180 (375 hp) 33 10 23 18 19 18 30/49 39 23 17 21 20d12+20 (DC 31) DC 29
    Wyrm G 33d12+231 (445 hp) 35 10 25 20 21 20 33/57 41 25 18 23 22d12+22 (DC 33) DC 31
    Great Wyrm G 36d12+288 (522 hp) 37 10 27 20 21 20 36/61 45 28 20 25 24d12+24 (DC 36) DC 33

    Age Speed Init AC Special Abilities SR Aura of Heat
    Wyrmling 60-ft, fly 150-ft (average) +0 15 (+2 size, +3 natural) Fire Immunity, Fire Healing, Cold Vulnerability, Ignore Fire Resistance 5 - -
    Very Young 60-ft, fly 150-ft (average) +0 17 (+1 size, +6 natural) - - -
    Young 60-ft, fly 200-ft (poor) +0 19 (+9 natural) Ignore Fire Resistance 10 - -
    Juvenile 60-ft, fly 200-ft (poor) +0 22 (+12 natural) - - -
    Young Adult 60-ft, fly 200-ft (poor) +0 24 (-1 size, +15 natural) DR 5/magic, Ignore Fire Resistance 15 16 -
    Adult 60-ft, fly 200-ft (poor) +0 27 (-1 size, +18 natural) Aura of Heat 18 2d6 (DC 23)
    Mature Adult 60-ft, fly 200-ft (poor) +0 30 (-1 size, +21 natural) DR 10/magic, Ignore Fire Resistance 20 20 4d6 (DC 25)
    Old 60-ft, fly 200-ft (poor) +0 32 (-2 size, +24 natural) Focused Breath 21 6d6 (DC 27)
    Very Old 60-ft, fly 200-ft (poor) +0 35 (-2 size, +27 natural) DR 15/magic, Ignore Fire Resistance 25 23 8d6 (DC 29)
    Ancient 60-ft, fly 200-ft (poor) +0 38 (-2 size, +30 natural) Retributive Explosion 24 10d6 (DC 31)
    Wyrm 60-ft, fly 250-ft (clumsy) +0 39 (-4 size, +33 natural) DR 20/magic, Ignore Fire Resistance 30 25 12d6 (DC 33)
    Great Wyrm 60-ft, fly 250-ft (clumsy) +0 42 (-4 size, +36 natural) Penetrate Immunity, Wall of Flame 27 14d6 (DC 36)

    Special Abilities:
    Breath Weapon (Su): A thermite dragon has a single breath weapon, a line of super-heated flames dealing the listed damage (reflex save for half).
    Fire Healing (Su): When a thermite dragon would take damage from a fire effect it instead heals 1 point of damage per 2 points it would have taken (this is applied before immunity).
    Ignore Fire Resistance (Su): A thermite dragonís breath weapon ignores the listed amount of fire resistance.
    Aura of Heat (Su): An adult or older thermite dragon can no longer contain the heat of its fiery heart within its body. They radiate an aura of heat out to 30-ft at all times. Any creature beginning its turn in this aura must make a Fortitude save or take the listed damage.
    Focused Breath: An old or older thermite dragon may focus its breath into a deadly ray of heat. When they use their breath weapon they may instead use it as a ray with a maximum range equal to one half the length of their normal breath weapon. If they do so it only affects one creature and requires a ranged touch attack to hit that creature, but it deals double damage and ignores twice the listed amount of fire resistance. The creature still gets a reflex save for half.
    Retributive Explosion (Su): Whenever an ancient or older thermite dragon is dealt struck by a melee attack it creates a small explosion dealing 3d6+9 damage (Reflex halves; same DC as breath weapon) to all creatures adjacent to it.
    Wall of Flames (Su): A great wyrm thermite dragon can create a wall of fire (as spell of the same name) as a standard action at will, and last until the thermite dragon dies. These walls deal triple the listed damage and benefit from the thermite dragonís Surpass Immunity ability. A thermite dragon may only have one wall of flames active at a time and activating a 2nd wall of flames disperses the first one instantly.
    Surpass Immunity: A great wyrm thermite dragonís wall of flame and breath weapon ignore all fire resistance a creature may have, and deal 50% damage to creatures that are immune to fire and do not have the fire subtype.
    Skills: A thermite dragon treats hide, move silently and spot as class skills.
    Last edited by Zaydos; 2014-08-29 at 03:53 PM.
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    SS progression for the Thermite Dragon:

    Spoiler
    Show
    THERMITE DRAGON
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Dragon Body, Fire Breath 1d12+1, Fire Healing, Cold Vulnerability

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Scales +1

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Fire Breath 2d12+2, Ignore Fire Resistance 5

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |+2 Str

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Scales +2

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Small, Fire Breath 4d12+4

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |+2 Str, +2 Con

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Medium, Fly 200 ft, Ignore Fire Resistance 10, Fire Breath 6d12+6

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |

    11th|
    +11
    |
    +7
    |
    +3
    |
    +7
    |Scales +3

    12th|
    +12
    |
    +8
    |
    +4
    |
    +8
    |Fire Breath 8d12+8

    13th|
    +12
    |
    +8
    |
    +4
    |
    +8
    |+2 Str, +2 Con

    14th|
    +14
    |
    +9
    |
    +4
    |
    +9
    |Scales +4

    15th|
    +15
    |
    +9
    |
    +5
    |
    +9
    |Large, Fire Breath 10d12+10, DR 5/magic, Ignore Fire Resistance 15

    16th|
    +16
    |
    +10
    |
    +5
    |
    +10
    |

    17th|
    +17
    |
    +10
    |
    +5
    |
    +10
    |

    18th|
    +18
    |
    +11
    |
    +6
    |
    +11
    |Fire Breath 12d12+12, Aura of Heat, SR 23

    19th|
    +19
    |
    +11
    |
    +6
    |
    +11
    |+2 Str, +2 Con

    20th|
    +20
    |
    +12
    |
    +6
    |
    +12
    |Scales +5[/table]
    Last edited by dragonsamurai77; 2010-09-26 at 02:20 PM.

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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by dragonsamurai77 View Post
    SS progression for the Thermite Dragon:

    Spoiler
    Show
    THERMITE DRAGON
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Dragon Body, Fire Breath 1d12+1, Fire Healing, Cold Vulnerability

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Scales +1

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Fire Breath 2d12+2, Ignore Fire Resistance 5

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |+1 Str

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Scales +2

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Small, Fire Breath 4d12+4

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |+1 Str, +1 Con

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Scales +3

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Medium, Fly 200 ft, Ignore Fire Resistance 10, Fire Breath 6d12+6

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |+1 Str

    11th|
    +11
    |
    +7
    |
    +3
    |
    +7
    |Scales +4

    12th|
    +12
    |
    +8
    |
    +4
    |
    +8
    |Fire Breath 8d12+8

    13th|
    +12
    |
    +8
    |
    +4
    |
    +8
    |+1 Str, +1 Con

    14th|
    +14
    |
    +9
    |
    +4
    |
    +9
    |Scales +5

    15th|
    +15
    |
    +9
    |
    +5
    |
    +9
    |Large, Fire Breath 10d12+10, DR 5/magic, Ignore Fire Resistance 15

    16th|
    +16
    |
    +10
    |
    +5
    |
    +10
    |+1 Str

    17th|
    +17
    |
    +10
    |
    +5
    |
    +10
    |Scales +6

    18th|
    +18
    |
    +11
    |
    +6
    |
    +11
    |Fire Breath 12d12+12, Aura of Heat, SR 23

    19th|
    +19
    |
    +11
    |
    +6
    |
    +11
    |+1 Str, +1 Con

    20th|
    +20
    |
    +12
    |
    +6
    |
    +12
    |Scales +7[/table]


    No dead levels, but it's rather bland and the fire breath jumps around a bit. Any ideas?
    If you're going for a Savage Species progression (gets all the ability score bonuses and abilities), it's going to have some dead levels. From personal experience if you drop 3 LA from the published dragons they're roughly tier 3/tier 4 (varies by dragon); not as good in melee as ToB characters but still able to fight, with some good battlefield control options, flight, lots of skills. Also typically they gain ability scores in increments of +2 not +1. There's also Osclemo's monster classes but they follow a completely different rubric than the base creature much less than savage species. For thermite dragon I'd compare its LA to White Dragon and maybe kick it up a bit (better mental stats, more than x4 breath weapon damage). I'd guestimate +0 for Wyrmling, then a dead level in very young, and another dead level in juvenile and maybe 2 more in young adult. Also just realized I've been starting frightful presence an age category early... fixing.
    Last edited by Zaydos; 2010-09-26 at 01:56 PM.
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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by Zaydos View Post
    If you're going for a Savage Species progression (gets all the ability score bonuses and abilities), it's going to have some dead levels. From personal experience if you drop 3 LA from the published dragons they're roughly tier 3/tier 4 (varies by dragon); not as good in melee as ToB characters but still able to fight, with some good battlefield control options, flight, lots of skills. Also typically they gain ability scores in increments of +2 not +1. There's also Osclemo's monster classes but they follow a completely different rubric than the base creature much less than savage species. For thermite dragon I'd compare its LA to White Dragon and maybe kick it up a bit (better mental stats, more than x4 breath weapon damage). I'd guestimate +0 for Wyrmling, then a dead level in very young, and another dead level in juvenile and maybe 2 more in young adult. Also just realized I've been starting frightful presence an age category early... fixing.
    Any better now?

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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by dragonsamurai77 View Post
    Any better now?
    For some reason I was thinking of LA as dead levels (because you don't gain HD/etc) instead of levels without abilities (yes I know fail on my part). I'm finishing up the beholder dragon right now and then I'm going to have to spend the rest of the day studying, but remind me tomorrow and I should hopefully be able to help then. As it is it's closer to one of Osclemo's than Savage Species (for example a Savage Species progression would give it all its Wyrmling abilities exactly as they are now by the time it reached 3 HD).

    Edit: And the wyrmlings for these guys probably do need one or two LA. The LA just doesn't need to increase as much as it does on most dragons.
    Last edited by Zaydos; 2010-09-26 at 02:31 PM.
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    Occulus Dragon
    Dragon
    Environment: Same as beholders (cold hills by RAW).
    Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2Ė5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary
    Challenge Ratings: TBA.
    Treasure: Triple Standard
    Alignment: Always lawful evil

    Occulus dragons are a disturbing sight. Its legs are thin and bony and atrophied looking with several almost insectoid joints, but end in proportionately large claws. Its neck is also long, thin and spindly and ends in a head that is disproportionately large. Its massive head is dominated by a single great eye, and crowned by several eyestalks hosting more, and sprouting even more as it ages. At birth an occulus dragon only has a single eye stalk, but by the time it reaches the juvenile age category it grows a 2nd stalk, a third grows by mature adulthood, and a fourth and final stalk by ancient.
    Their scales are large, plates, several layers thick, forming a tough armor around their body. Unlike many dragon species there is no single color that occulus dragons invariably are, although browns and oranges are common. Their teeth are sharp points, like those of a crocodile, as opposed to the more canine or shark like teeth common to other dragons and where common varieties of dragons move like a graceful tiger, occulus dragons move like a startled spider when they must walk or run.
    Occulus dragons rarely interact with each other past adulthood except for purposes of mating; they find the company of others of the same kind a grating experience. When they do mate, the two will seperate immediately after, the mother will find a place outside of her territory to lay her eggs and then abandon them. Beholders also find occulus dragons presence grating, although when a Hive Mother is involved they may in fact form an alliance with these dragons, and many will attempt to eradicate them as impurities; occulus dragons for their part consider beholders inferiors to be enslaved and controlled often charming or dominating them to work as powerful and useful guards.

    Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Frightful Presence:
    Wyrmling D 2d12+2 (15 hp) 11 10 13 14 13 14 2/-10 6 4 3 4 1d6 (DC 12) -
    Very Young T 5d12+5 (37 hp) 11 10 13 16 15 16 5/-3 7 5 4 6 2d6 (DC 14) -
    Young S 8d12+16 (68 hp) 13 10 15 16 17 16 8/5 10 8 6 9 3d6 (DC 16) -
    Juvenile S 11d12 + 22 (93 hp) 15 10 15 18 17 18 11/9 14 9 7 10 4d6 (DC 18) -
    Young Adult M 14d12+42 (133 hp) 15 10 17 20 19 20 14/16 16 12 9 13 5d6 (DC 21) DC 22
    Adult M 17d12+68 (178 hp) 17 10 19 22 21 22 17/20 20 14 10 15 6d6 (DC 23) DC 24
    Mature Adult M 20d12+100 (230 hp) 19 10 21 22 21 22 20/24 24 17 12 17 7d6 (DC 25) DC 26
    Old L 23d12+115 (264 hp) 21 10 21 24 23 24 23/32 27 18 13 19 8d6 (DC 27) DC 28
    Very Old L 26d12+156 (325 hp) 23 10 23 26 23 26 26/36 31 21 15 21 9d6 (DC 30) DC 31
    Ancient L 29d12+174 (362 hp) 23 10 23 28 25 28 29/39 34 22 16 23 10d6 (DC 31) DC 33
    Wyrm H 32d12+224 (432hp) 25 10 25 30 27 30 32/47 37 25 18 26 11d6 (DC 34) DC 35
    Great Wyrm H 35d12+280 (507 hp) 27 10 27 32 29 32 35/51 41 27 19 28 12d6 (DC 36) DC 37

    Age Speed Init AC Special Abilities SR Eyestalks (# usable) Eye Ability DC Spells
    Wyrmling 40-ft, fly 100-ft (average) +0 16 (+4 size, +2 natural) Central Eye (Fear Gaze), Immunity to Acid, Beholder Affinity - Daze (1) DC 13 -
    Very Young 40-ft, fly 100-ft (average) +0 17 (+2 size, +5 natural) - - Inflict Wounds (1) DC 15 1st
    Young 40-ft, fly 100-ft (good) +0 19 (+1 size, +8 natural) Central Eye (Daze) - Exhaustion, Energy Ray (1) DC 17 3rd
    Juvenile 40-ft, fly 100-ft (good) +0 22 (+1 size, +11 natural) Touch of Idiocy, All-Around Vision - Slow (2) DC 19 5th
    Young Adult 40-ft, fly 100-ft (good) +0 24 (+14 natural) DR 5/magic 17 Dispel Magic (2) DC 22 7th
    Adult 40-ft, fly 100-ft (good) +0 27 (+17 natural) Central Eye (stun), Ray of Stupidity 19 Fear, Telekinesis (3) DC 24 9th
    Mature Adult 40-ft, fly 100-ft (good) +0 30 (+20 natural) DR 10/magic 21 Charm (3) DC 26 11th
    Old 40-ft, fly 100-ft (good) +0 32 (-1 size, +23 natural) Central Eye (Lethargy), Feeblemind 23 Sleep (3) DC 28 13th
    Very Old 40-ft, fly 100-ft (good) +0 35 (-1 size, +26 natural) DR 15/magic 25 Flesh to Stone, Enervation (3) DC 31 15th
    Ancient 40-ft, fly 100-ft (good) +0 38 (-1 size, +29 natural) Central Eye (Lesser Disjunction), Maze 26 Disintegrate (4) DC 33 17th
    Wyrm 40-ft, fly 150-ft (good) +0 40 (-2 size, +32 natural) DR 20/magic 28 Finger of Death (4) DC 35 19th
    Great Wyrm 40-ft, fly 150-ft (good) +0 43 (-2 size, +35 natural) Central Eye (Antimagic), Unsuppressable Breath, Weird 31 Dominate, Harm (4) DC 37 22nd

    Special Abilities:

    Breath Weapon (Su): An occulus dragon has two breath weapons: a cone of acid which deals the listed damage (reflex save for half) and a cone of magical suppression which suppresses all pre-existing magical effects in the area for 1 round per age category of the dragon. The suppressing effect does not dispel effects, nor does it prevent new effects from being activated, but effects in existence before the dragonís breath are treated as if they were in anti-magic for the next 12 rounds. Creatures struck may cast spells, use spell-like abilities, and activate supernatural abilities, but magic items become inert for the duration, summoned creatures vanish only to reappear after the duration of this effect has passed. Supernatural abilities that cannot be voluntarily activated are also suppressed. Vestige pacts and soulmelds are suppressed for the duration as if affected by an antimagic field and still count against maximum number of pacts/soul melds.
    Central Eye (Su): An occulus dragonís central eye can have one of many effects, and it can change between these effects as a full-round action. As a wyrmling they only have access to Fear Gaze but as they advance in age they gain more as listed on the table above. All gazes have a range of 30-ft + 5-ft per 2 age categories.
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    Fear Gaze: Any creature meeting the occulus dragonís gaze must make a Will save (at listed DC) or be shaken for 6 rounds. An occulus dragonís fear gaze does not stack with itself or the fear gaze of other occulus dragons.

    Dazing Gaze: A young or older occulus dragon also has the option of a dazing gaze. Any creature meeting the occulus dragonís gaze must make a Will save or be dazed for 1 round. This is a mind-affecting effect.

    Stunning Gaze: An adult or older occulus dragon has the option of a stunning gaze. Any creature meeting the occulus dragonís gaze must make a Will save or be dazed for 1 round.

    Lethargic Gaze: An old or older occulus dragon has the option of a lethargic gaze. Any creature meeting the occulus dragonís gaze must make a Fort save or take 1 point of Dexterity drain per two age categories of the occulus dragon.

    Lesser Disjunction: An ancient or older occulus dragon may as a standard action focus his eye on one target creature or object. If he does so this acts as a Mageís Disjunction spell on that creature (or object) and all objects it holds except that magic items are not destroyed instead their magical qualities are negated for 1 minute per age category of the occulus dragon. An occulus dragon may activate this effect as part of the standard action to change to this eye ability.

    Antimagic: A great wyrm occulus dragonís central eye may now replicate that most feared feature of the beholder. This ability functions as a beholderís antimagic eye, except that if an occulus dragon uses its breath weapon in a round that it has its antimagic eye active the breath weaponís area must be entirely covered by the antimagic effect.


    Beholder Affinity: An occulus dragon gains a +4 racial bonus on all saving throws versus the supernatural and racial abilities of beholders and beholderkin with the exception a Hive Motherís domination ability. Occulus dragons below the old age category may be affected by a Hive Motherís domination ability as if it were a beholder.

    Eye Rays (Su): These function like a beholderís eye rays except their CL is the occulus dragonís age category or its caster level as a sorcerer whichever is higher and they may use the indicated number of eye rays based upon their age category each round, and may not target a single creature with more than Ĺ their eye rays in a single round (minimum 1). They may only use their eye rays in any round in which they have used their breath weapon and only after using their breath weapon. The DC for these effects is the same as for their central eye.
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    Daze: This ray functions like the cantrip Daze except with a hit die cap = to the occulus dragonís hit dice or, once a occulus dragon has reached the juvenile age category, Daze Monster with the same increased hit die cap.

    Inflict Wounds: This ray functions like Inflict Moderate Wounds; once an occulus dragon reaches the adult age category this ability improves to mimic Inflict Critical Wounds.

    Exhaustion: A creature struck by this ray is exhausted for 2 minutes per age category of the occulus dragon. This effect does not allow a save.

    Slow: A struck creature is slowed for 1 round/caster level (as spell); on a successful Will save they are slowed for 1 round.

    Dispel Magic: As a targeted Dispel Magic on whatever creature/object is struck by the ray, except there is no maximum CL bonus to the dispel check.

    Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by the spell.

    Telekinesis: An occulus dragon can move objects or creatures that weigh up to 25 pounds per caster level, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.

    Charm: As the charm monster spell. Will negates.

    Sleep: This works as the spell (will negates) except with no hit dice cap.

    Flesh to Stone: As spell.

    Enervation: As spell.

    Disintegrate: As spell with no CL cap on damage.

    Finger of Death: As spell.

    Domination: This functions as the spell Dominate Monster. An occulus dragon may only have a total number of hit dice of creatures dominated with this ability equal to its hit dice, or 1 creature of any number of hit dice.


    Spellcasting: An occulus dragon casts spells as a sorcerer of the listed level. They may also select spells from the cleric spell-list as well as the Madness, Law, and Evil domains as spells known.

    Spell-like Abilities: 3/day: Touch of Idiocy (juvenile or older), Ray of Stupidity (adult or older); 1/day: Feeblemind (old or older), Maze (ancient or older), Weird (great wyrm or older).
    Last edited by Zaydos; 2014-08-28 at 11:59 AM.
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    Default Re: Three+ New Dragons (apparently taking requests)

    Maleficence Dragon
    Dragon (Evil)
    Environment: Any land or underground.
    Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2Ė5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5)
    Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
    Treasure: Triple Standard
    Alignment: Always chaotic evil

    Maleficence dragons are born with plate-like scales the color of sun-bleached bones. Their head looks skull-like, due to their thin flesh, bone colored scales, and a lack of lips to cover their shark-like teeth. The individual links of their neck and spine can be distinguished from their emancipated bodies, although their torso thickens with muscles and heavy scales. Even in the height of summer clouds of condensation form as they breath, and where they walk plants die.

    As maleficence dragons age things only get worse. Their eyes, initially a pale blue sink deeper into their skulls and slowly begin to shine with an inner light until they hang like cold, blue flames in empty sockets. Their shoulders, always covered with plate-like scales that look like pauldrons made of bone slowly develop human-like faces. These faces scream and babble continuously, like souls in eternal torment which they are. When a maleficence dragon is born the souls of two recently departed humanoids are pulled into its body where their eternal pain serves as a source of energy for the dragon.

    Maleficence dragons are vile and despicable creatures who delight in causing the destruction of other forms of life. Sages have studied their ultimate source and after many years have seemed to unearth some lore on the matter. The first maleficence dragon was hatched from the egg of a gold dragon, stolen and taken to an ancient temple to Orcus (or campaign appropriate god/demon), the dragon within was corrupted with unspeakable rituals, that ended with the death of a pair of chaste lovers whose souls locked in eternal torment, and always close enough to sense each otherís pain but never close enough to truly feel the other, were sealed within the unborn dragon. When the dragon hatched it was as an abomination whose sole desire was to cause destruction and pain to all other living creatures. The first of these would be its creators who were left drained and weakened from the ritual and did not expect the hatchling to attack them with such ferocity.

    Maleficence dragons live in regions of taint (see Heroes of Horror) by preference, and any place they dwell in long becomes tainted by their presence. Many also congregate to graveyards, slowly desecrating the area with their presence.

    Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Frightful Presence/Fear Aura:
    Wyrmling S 5d12+5 (37 hp) 13 10 13 10 10 13 5/2 7 5 4 4 2d6 (DC 13) -
    Very Young M 8d12+16 (68 hp) 15 10 15 12 12 15 8/10 10 8 6 7 4d6 (DC 16) -
    Young M 11d12 + 22 (93 hp) 17 10 15 12 12 15 11/12 14 9 7 8 6d6 (DC 17) -
    Juvenile L 14d12+42 (133 hp) 19 10 17 14 14 17 14/22 17 12 9 11 8d6 (DC 20) -
    Young Adult L 17d12+68 (178 hp) 21 10 19 14 14 19 17/26 21 14 10 12 10d6 (DC 22) DC 22
    Adult H 20d12+100 (230 hp) 25 10 21 16 16 21 20/35 25 17 12 15 12d6 (DC 25) DC 25
    Mature Adult H 23d12+115 (264 hp) 27 10 21 18 18 21 23/39 29 18 13 17 14d6 (DC 26) DC 26
    Old H 26d12+156 (325 hp) 31 10 23 20 20 23 26/44 34 21 15 20 16d6 (DC 29) DC 29
    Very Old H 29d12+174 (362 hp) 33 10 23 22 22 23 29/48 38 22 16 22 18d6 (DC 30) DC 30
    Ancient G 32d12+224 (432hp) 35 10 25 24 24 25 32/56 40 25 18 25 20d6 (DC 33) DC 33
    Wyrm G 35d12+280 (507 hp) 37 10 27 24 24 27 35/60 44 27 19 26 22d6 (DC 35) DC 35
    Great Wyrm G 38d12+342 (589 hp) 39 10 29 26 26 29 38/64 41 30 21 29 24d6 (DC 38) DC 38

    Age Speed Init AC Special Abilities SR CL
    1 60-ft, fly 100-ft (average) +0 16 (+1 size, +5 natural) Deathwarded, Tainted Bite, See in Darkness - -
    2 60-ft, fly 150-ft (poor) +0 18 (+8 natural) Alternate Form - -
    3 60-ft, fly 150-ft (poor) +0 21 (+11 natural) DR 5/magic - -
    4 60-ft, fly 150-ft (poor) +0 23 (-1 size, +14 natural) Babble of the Damned, Fear Aura - 1st
    5 60-ft, fly 150-ft (poor) +0 26 (-1 size, +17 natural) DR 10/magic 20 3rd
    6 60-ft, fly 150-ft (poor) +0 28 (-2 size, +20 natural) Tainted Claws 22 5th
    7 60-ft, fly 150-ft (poor) +0 31 (-2 size, +23 natural) DR 15/magic 23 7th
    8 60-ft, fly 150-ft (poor) +0 34 (-2 size, +26 natural) Aura of Desecration 25 9th
    9 60-ft, fly 150-ft (poor) +0 37 (-2 size, +29 natural) DR 20/magic and 5/good 26 11th
    10 60-ft, fly 200-ft (poor) +0 38 (-4 size, +32 natural) Slaver of the Damned 28 13th
    11 60-ft, fly 200-ft (poor) +0 41 (-4 size, +35 natural) DR 20/magic 30 15th
    12 60-ft, fly 200-ft (poor) +0 44 (-4 size, +38 natural) Howl of Souls' Lament 32 17th

    Special Abilities:
    Breath Weapon (Su): A maleficence dragon has one type of breath weapon a line of soul disrupting energy. This attack deals the listed damage to all living creatures, and sentient undead, within the area (Will save for half) and applies 1 point of depravity (see Taint in Heroes of Horror) per 2 age categories of the dragon on a failed save. Any creature killed by this breath weapon has its soul bound into the maleficence dragon and cannot be revived until the maleficence dragon is slain, even then any creature revived from this state has 1 less than lethal Corruption and Depravity.

    See in Darkness (Su): A maleficence dragon may see perfectly in darkness, including magical darkness, as if it were full light.

    Deathwarded (Ex): A maleficence dragon is immune to any effect that deathward protects against (negative energy effects, death effects, and energy drain).

    Tainted Bite (Su): Any creature hit by a maleficence dragonís bite attack must make a fortitude save (same DC as their breath weapon) or gain 1 point of corruption (see Taint). At adulthood this increases to 2 points of corruption, and 1 even on a successful save.
    Any creature slain by a maleficence dragonís bite attack has its soul sealed within the dragon and cannot be revived until the maleficence dragon has been slain, even then any creature revived from this state has moderate taint if it did not already have a higher taint score.

    Change Shape (Su): 3/day as a standard action very young or older maleficence dragon may assume the form of a child from one specific race of humanoid creatures. This race may be any 1-HD humanoid, although human is the most common. A maleficence dragon may remain in this form until it chooses to return to its natural form.

    Spells A young or older maleficence dragon casts spells as a dread necromancer of the indicated level (see Heroes of Horror for details on Dread Necromancers).

    Babble of the Damned (Su): At juvenile the faces on a maleficence dragonís shoulders fully form and begin their eternal babbling. Any creature within 60-ft which hears this babbling must make a Will save (DC is the same as Frightful Presenceís) or gain 3 points of depravity and be dazed for one round as the feelings of pain and torment of the souls bound within the maleficence dragon sweeps over them. A maleficence dragon may suppress or resume this ability as a free action 1/turn. Once exposed to this ability a creature is immune to that maleficence dragon's babble of the damned for 24 hours.

    Fear Aura (Su): Any action which triggers a maleficence dragonís frightful presence also triggers its Fear Aura. If a creature is able to be affected by frightful presence it makes only 1 save against both and if it fails its save against a maleficence dragonís Frightful Presence is frightened instead of shaken (if it had 5 or less HD it is cowered for 1d4 rounds and then panicked). In addition even creatures immune to Frightful Presence are vulnerable to a maleficence dragonís fear aura (unless they are immune to fear) and must make a save, although if they fail they only suffer the effects associated with a normal dragonís frightful presence ability.
    A maleficence dragon that loses its frightful presence ability retains this ability, although in that case its effects are identical to a normal dragonís frightful presence.

    Tainted Claws (Su): Any creature hit by an adult or older maleficence dragonís claw attack must make a fortitude save (same DC as their breath weapon) or gain 1 point of corruption (see Taint). Any creature slain by an adult or older maleficence dragonís claw attack has its soul sealed within the dragon and cannot be revived until the maleficense dragon has been slain, even then any creature revived from this state has moderate taint if it did not already have a higher taint score.

    Aura of Desecration (Su): An old or older maleficence dragon is continually surrounded by an aura which replicates a Desecration effect out to 120-ft.

    Slaver of the Damned: The mouths on an ancient or older maleficence dragonís shoulders have taken a further life of their own. Whenever the maleficence dragon takes a full attack action they may add 2 ranged touch attacks used as secondary natural weapons and dealing 3d6 negative energy damage (this does not heal or damage undead) and afflicting the target with 1 point of corruption (a successful fortitude save, same DC as their breath weapon negates the corruption).

    Howl of Soulsí Lament (Sp): 1/day as a swift action a great wyrm maleficence dragon may cause the faces on its shoulder to howl out in the utter despair. Any living creature within 60-ft must make a Fortitude save or die, on a successful save they are cowered for 1 round. This is the equivalent of a 10th level spell. Any creature slain by this ability has its soul sealed within the dragon and cannot be revived until the maleficence dragon has been slain, even then any creature revived from this state has moderate taint if it did not already have a higher taint score.

    The creepy thing is that as soon as I finished writing this I heard someone screaming in what seemed to be fear. Iíve decided it was a movie, but it was creepy.

    Well firemagehao I hope this will be useful for your game. Not sure how powerful its abilities to apply taint are (never used it in my games) so I hope they aren't too little or too much.
    Last edited by Zaydos; 2014-08-29 at 12:21 AM.
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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by The Tygre View Post
    Might I request a Calamity Dragon? Some old fashioned kind of storm dragon, roars with thunder and sees with lightning, breathes lava and causes windstorms when it flies over. An old fashioned elemental dragon, tied to all those cosmic concepts of destruction and death and rebirth, a living natural disaster on all fronts. Sorry if that's kind of vague.
    Finally starting on this one (still might be a bit), the numbers are big, and I'm not even going to bother putting a CR on the upper age categories (I've never played epic games). It's currently shaping up into a primordial force of chaos, older than good and evil, that tears at the world, and the world's order making way for something new, it would be easier to make them evil in ways but they are simply a sentient force of nature. Their job of tearing down the old, though, makes them a force of chaos.

    They have more than 2000 hp and over +100 to hit. These numbers are silly.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by Zaydos View Post
    Finally starting on this one (still might be a bit), the numbers are big, and I'm not even going to bother putting a CR on the upper age categories (I've never played epic games). It's currently shaping up into a primordial force of chaos, older than good and evil, that tears at the world, and the world's order making way for something new, it would be easier to make them evil in ways but they are simply a sentient force of nature. Their job of tearing down the old, though, makes them a force of chaos.

    They have more than 2000 hp and over +100 to hit. These numbers are silly.
    The description alone has tears running down my face. Don't worry about the CR. I know some guys...
    Last edited by The Tygre; 2010-09-26 at 10:15 PM.
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    According to this test, I am a LN Half-Orc Cleric, Lvl.2.
    "And in the layer of the Deep Ones, we shall dwell amidst wonder and glory forever." - H.P. Lovecraft

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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by The Tygre View Post
    The description alone has tears running down my face. Don't worry about the CR. I know some guys...
    I went with just copying and pasting from Prismatic Dragon. Not really sure which is stronger but it ought to be close enough once you're in the mid 20s... before that Cataclysm Dragons might be a little strong (10d10 damage that is whatever energy is best against you at CR 14... hmm).

    I also think I know what caused the last (or will cause the next) apocalypse in the next game world I have to figure that out for. It shouldn't be too much longer now I just have to type up what its special abilities actually do.
    Last edited by Zaydos; 2010-09-26 at 10:31 PM.
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    Default Re: 3+ (now more than 10) New Dragons (apparently taking requests)

    Cataclysm Dragon
    Dragon (Chaotic)
    Environment: Any land or underground.
    Organization: One at a time.
    Challenge Ratings: Wyrmling 15; very young 17; young 23; juvenile 31; young adult 35; adult 42; mature adult 46; old 50; very old 54; ancient 59; wyrm 63; great wyrm 68.
    Treasure: Incidental
    Alignment: Always chaotic neutral

    Before such mortal concepts as Good and Evil, there was only the World and its Order and Chaos which perpetually tore down that Order to replace it anew. The Cataclysm Dragon is the personification of that Chaos, born when the time has come for Order to be torn asunder once more and a new age of the world to begin. Cataclysm Dragons have a mastery and command of the powers of the natural world, though their nature means they inevitably destroy that world causing mass extinctions, sinking continents, and destroying mountains. When a Cataclysm Dragon is slain without finishing its task another is born somewhere in the world, just waiting to grow old and wax strong to finish its purpose. In the rare case that there are two living cataclysm dragons at once (thank you resurrection) the two dragons will pause in their natural mission to seek one and another out to destroy each other in a battle that will likely tear the world apart.


    Cataclysm dragons look like red dragons of increased size, except they have golden markings along their necks and on their claws and face. Their eyes are mismatched blue and green and they seem to exude power in their every movement. Cataclysm dragons, due to their apocalyptic nature, have little care for wealth, although with their great intelligence they can understand the value of magical items.

    Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon DC Breath Weapon Damage Frightful Presence
    Wyrmling H 25d12+125 (287 hp) 31 10 23 18 19 18 25/43 33 20 14 18 18 10d10 16
    Very Young H 30d12+240 (435 hp) 35 10 27 22 23 22 30/50 40 25 17 23 23 20d10 21
    Young G 35d12+350 (577 hp) 39 10 31 26 27 26 35/61 45 29 19 27 27 30d10 25
    Juvenile G 40d12+480 (740 hp) 43 10 35 30 31 30 40/68 52 34 22 32 32 40d10 30
    Young Adult G 45d12+650 (922 hp) 47 10 39 34 35 34 45/75 59 38 24 36 36 50d10 34
    Adult C 50d12+800 (1125 hp) 51 10 43 38 39 38 50/86 62 43 27 41 41 60d10 39
    Mature Adult C 55d12+990 (1347 hp) 55 10 47 42 43 42 55/93 69 47 29 45 45 70d10 43
    Old C 60d12+1200 (1590 hp) 59 10 51 46 47 46 60/100 76 52 32 50 50 80d10 48
    Very Old C 65d12+1430 (1852 hp) 63 10 55 50 51 50 65/107 83 56 34 54 54 90d10 52
    Ancient C+ 70d12+1680 (2135 hp) 67 10 59 54 55 54 70/114 90 61 37 59 59 100d10 57
    Wyrm C+ 75d12+1950 (2437 hp) 71 10 63 58 59 58 75/121 97 65 39 63 63 110d10 61
    Great Wyrm C+ 80d12+2240 (2760 hp) 75 10 67 62 63 62 80/128 104 70 42 68 68 120d10 66

    Age Speed Init AC Special Abilities SR CL
    1 60-ft, fly 250-ft (poor) +0 36 (-2 size, +24 natural, +4 Deflection) DR 10/magic, Immunities, Deflecting Force 24 4th
    2 60-ft, fly 250-ft (poor) +0 43 (-2 size, +29 natural, +6 Deflection) Control Weather, Quicken Druid Spells 30 7th
    3 60-ft, fly 300-ft (poor) +0 48 (-4 size, +34 natural, +8 Deflection) DR 15/magic 36 10th
    4 60-ft, fly 300-ft (poor) +0 55 (-4 size, +39 natural, +10 Deflection) Word of Chaos 42 13th
    5 60-ft, fly 300-ft (poor) +0 62 (-4 size, +44 natural, +12 Deflection) DR 20/epic 48 16th
    6 60-ft, fly 300-ft (poor) +0 65 (-8 size, +49 natural, +14 Deflection) Eye of the Storm, Gaea's Protection 54 19th
    7 60-ft, fly 300-ft (poor) +0 72 (-8 size, +54 natural, +16 Deflection) DR 25/epic and 5/law 60 22nd
    8 60-ft, fly 300-ft (poor) +0 79 (-8 size, +59 natural, +18 Deflection) Volcano, Beast of a Thousand Legs 66 25th
    9 60-ft, fly 300-ft (poor) +0 86 (-8 size, +64 natural, +20 Deflection) DR 30/epic and 10/law 72 28th
    10 60-ft, fly 350-ft (average) +0 93 (-8 size, +69 natural, +22 Deflection) Global Warming, Ice Age 78 31st
    11 60-ft, fly 350-ft (average) +0 100 (-8 size, +74 natural, +24 Deflection) DR 35/epic and 15/law 84 34th
    12 60-ft, fly 350-ft (average) +0 107 (-8 size, +79 natural, +26 Deflection) Cataclysm, Great Drought, Fell Winter 90 37th

    Special Abilities
    Immunities (Ex): In addition to the immunities held by all true dragons, Cataclysm dragons are immune to natural weather effects, as well as fire, cold, electricity, acid, and sonic damage.

    Deflecting Force (Su): A cataclysm dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragonís Charisma bonus.

    Breath Weapon (Su): A cataclysm dragonís breath weapon is a cone of roiling chaotic energy that deals damage as Acid, Cold, Electricity, Fire, or Sonic whichever would be most effective against that creature (a successful Reflex save halves this damage). A cataclysm dragonís breath weapon has double the area of a normal dragon of the same size categoryís breath weapon.

    Spells: A cataclysm dragon casts spells as a sorcerer of the listed level. They may learn/cast Cleric, Druid, and Wu Jen spells as if they were sorcerer spells of the same level.

    Quicken Druid Spells (Su): A cataclysm dragon may quicken any spell they cast that is on the Druid spell list and has a spell level lower than their age category without increasing that spells level.

    Gaeaís Protection (Ex): An adult or older cataclysm dragon is immune to Death effects, Mind-Affecting effects, and Ability Damage and Drain.

    Eye of the Storm (Su): An adult or older cataclysm dragon is continuously surrounded by hurricane force winds that go out 1 mile in all directions. The dragon itself and a cylinder that extends 200-ft beyond the cataclysm in all directions, and without limit up and down, is unaffected by this ability.

    Cataclysm (Su): A great wyrm or older cataclysm dragon may cause a natural disaster as a full-round action this includes (but is not limited to): sinking an island or continent, destroying a mountain, splitting a fault line in two, causing global winter, causing a tornado, or similar effects.

    Spell-like Abilities: At will: Control Weather (very young or older); 3/day: Word of Balance (juvenile or older, add twice age category to sorcerer casting level to determine CL); 1/week: Volcano, Beast of a Thousand Legs, Global Warming, Ice Age, Great Drought, Fell Winter.
    Last edited by Zaydos; 2014-08-28 at 09:55 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  29. - Top - End - #59
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    PirateGuy

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    Default Re: 3+ (now more than 10) New Dragons (apparently taking requests)

    Formatting on the thermite dragon is off.

    You've got an extra column where you put in speeds, then initiative was shifted into the speed column, AC shifted into the initiative column, special abilities shifted into the AC columns, etc.

  30. - Top - End - #60
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    Zaydos's Avatar

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    Default Re: 3+ (now more than 10) New Dragons (apparently taking requests)

    Quote Originally Posted by Aran Banks View Post
    Formatting on the thermite dragon is off.

    You've got an extra column where you put in speeds, then initiative was shifted into the speed column, AC shifted into the initiative column, special abilities shifted into the AC columns, etc.
    Thanks, I thought I had fixed that. Must have forgotten to click Save Changes... or fixed a different one and thought I was fixing Thermite.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

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