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  1. - Top - End - #181
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    Default Re: 3+ (now more than 10) New Dragons

    i would like to meantion if you still dont have dragon 359 a time dragon is cr 26(44 HD) as wyrmling and 90(99 HD) as great wrym and i know of the ecl i just would like to see a actual la for each stage of growth it get annoying not knowing what level to play them as.
    Last edited by Noxsis; 2010-10-01 at 04:31 PM.

  2. - Top - End - #182
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    Default Re: 3+ (now more than 10) New Dragons

    I can try and make one in the high level to mid 50s/60s range; but I seriously doubt my ability to make something that starts off at great wyrm strength and gets to the 90s. I still can't figure out how a time dragon could get that high.
    Peanut Half-Dragon Necromancer by Kurien.

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  3. - Top - End - #183
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    Default Re: 3+ (now more than 10) New Dragons

    a time dragon is a truly epic dragon(no pun intended) its one of my favorite of the more offical dragons. i would really like to send a pdf version of 359 to you not sure how thougth

  4. - Top - End - #184
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    Default Re: 3+ (now more than 10) New Dragons

    Even if I had it I doubt I'd be ready to try and make something of that power level yet. I do intend to make a Mithral and a -insert evil dragon- here dragons as Epic good and evil dragons but I haven't quite figured out what to make them, and even then they'd be something which ranges from high level to epic and then to the 50s/60s, but I'm just not quite ready to stat out something that starts epic.

    Also epic vile dragon isn't much to work on. There's a lot of mechanics and fluff in the BoVD and rolling them all into one creature would result in a strange amalgamation that would lose focus too easily.
    Peanut Half-Dragon Necromancer by Kurien.

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  5. - Top - End - #185
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    Default Re: 3+ (now more than 10) New Dragons

    i was amazed when i first saw how powerful a time dragon was it uses alot of unique menchanics that i havent seen anywhere else. PS i think the dragon should be named Vilesoul Dragon. PPPS i realy think you need to read 359 send a pm of your email so i can send it to you.

  6. - Top - End - #186
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    Default Re: 3+ (now more than 10) New Dragons

    I'm working on getting it, don't worry. But even so there's only so much you can do. Time Dragon has the advantage that you can do funky stuff when you can mess with time. Outside traveling back in time to kill the PCs before they were born (an ability that really doesn't function well in any game) there's always the option of giving it time-stop every round which really lets you mess things (5 rounds for every round the PCs get yeah). And even with the magazine I'm not ready to work on one that high level yet; let me build some more normal epic dragons first to get a feel for how they work and the first one at Time Dragon's level I'd make would be Space Dragon (if I can figure out how to make that work).
    Peanut Half-Dragon Necromancer by Kurien.

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  7. - Top - End - #187
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    Default Re: 3+ (now more than 10) New Dragons

    i have some suggstion for the space dragon it should be a mirror oppoisite use a psionics rather that spell casting and an ability to be in more than one place at once and as a area distoring field that can redirect attacks and spells as well as a blackhole breath. i once tried to make one myself but i suck a homebrewing
    Last edited by Noxsis; 2010-10-01 at 05:25 PM.

  8. - Top - End - #188
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    Default Re: 3+ (now more than 10) New Dragons

    Avenging Dragon
    Dragon (Good)
    Environment: any land
    Organization: Solitary
    Challenge Rating: Wyrmling 6; very young 8; young 10; juvenile 12; young adult 15; adult 18; mature adult 21; old 23; very old 24; ancient 26; wyrm 27; great wyrm 29
    Treasure: Triple Standard
    Alignment: Always LG

    Occasionally when in need of a champion, Bahamut will fill an unborn metallic dragon with an extra surge of life-force. This results in a dragon of fearsome power, but also extremely dedicated to its purpose: the extermination of evil. Many of these dragons die young, their crusading nature leading them into battles they cannot win.
    Avenger dragons often seem cold, emotionless, and uncaring to others that encounter them. They are driven by their righteous fury against evil and will often pursue battle to any length even if other beings would find it hopeless. An example is an avenging dragon on one world whose inhabiting parent had been slain, and reanimated, by a demilich. For the next one-thousand and sixty years the dragonís entire existence was dedicated to undermining the demilich and its forces until it finally destroyed the lich while posing as a paladin in a group of adventurers.
    When an avenger dragon has decided that an evil is grave enough for it to face, it will relentless harry and harass that threat until either the threat is completely annihilated (and an avenging dragon will verify this by pursuing it through the means of allied mages, priests, and even going as far as to pester the gods in their domains to ensure that it is dead and in such a way that they cannot be revived), or the avenger dragon is itself destroyed.

    Avenger dragons appear mighty and regal, looking almost like whatever species they would have been had they not been transfigured except in two regards. They are larger, though, than they would have been, the second life force bolstering their body and their growth. Their scales also take a shining, almost white coloration, like those of Bahamutís own.

    Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon: Breath Weapon DC Frightful Presence
    Wyrmling M 10d12+30 (95 hp) 21 10 17 16 17 16 10/15 15 10 7 10 2d12 18 -
    Very Young L 13d10+52 (84.5 hp) 25 10 19 18 19 18 9/16 11 12 8 12 4d12 20 -
    Young L 16d12+64 (188 hp) 27 10 19 18 19 18 12/20 15 14 10 14 6d12 22 -
    Juvenile L 19d12+95 (218 hp) 29 10 21 20 21 20 15/24 19 16 11 16 8d12 24 -
    Young Adult H 22d12+132 (275 hp) 33 10 23 22 23 22 18/33 23 19 13 19 10d12 27 27
    Adult H 25d12+150 (312 hp) 35 10 23 22 23 22 21/37 27 20 14 20 12d12 28 28
    Mature Adult H 28d12+196 (378 hp) 37 10 25 24 25 24 24/41 31 23 16 23 14d12 31 31
    Old G 31d12+248 (449 hp) 39 10 27 26 27 26 27/49 33 25 17 25 16d12 33 33
    Very Old G 34d12+306 (527 hp) 41 10 29 28 29 28 30/53 37 28 19 28 18d12 36 36
    Ancient G 37d12+370 (610 hp) 43 10 31 30 31 30 33/57 41 30 20 30 20d12 39 39
    Wyrm G 40d12+440 (700 hp) 45 10 33 32 33 32 36/61 45 33 22 33 22d12 42 42
    Great Wyrm C 43d12+516 (795 hp) 49 10 35 34 35 34 39/70 46 35 23 35 24d12 44 44

    Age Speed Init AC SR Special Abilities CL
    Wyrmling 60-ft, fly 150-ft (average) +0 18 (+6 natural, +2 Deflection) - Immunity to Fire and Cold, Smite Evil, Alternate Form -
    Very Young 60-ft, fly 150-ft (average) +0 20 (-1 size, +8 natural, +3 Deflection) - Detect Evil -
    Young 60-ft, fly 150-ft (average) +0 23 (-1 size, +10 natural, +4 Deflection) - DR 5/evil 1st
    Juvenile 60-ft, fly 150-ft (average) +0 26 (-1 size, +12 natural, +5 deflection) - Holy Smite 3rd
    Young Adult 60-ft, fly 200-ft (poor) +0 28 (-2 size, +14 natural, +6 deflection 20 DR 10/evil 5th
    Adult 60-ft, fly 200-ft (poor) +0 31 (-2 size, +16 natural, +7 deflection) 22 Evil Ward 7th
    Mature Adult 60-ft, fly 200-ft (poor) +0 34 (-2 size, +18 natural, +8 deflection) 25 DR 15/evil 9th
    Old 60-ft, fly 200-ft (poor) +0 35 (-4 size, +20 natural, +9 deflection) 27 Awaken Inner Power 11th
    Very Old 60-ft, fly 200-ft (poor) +0 38 (-4 size, +22 natural, +10 deflection) 29 DR 20/evil and DR 5/chaos 13th
    Ancient 60-ft, fly 300-ft (clumsy) +0 41 (-4 size, +24 natural, +11 deflection) 31 Holy Word 15th
    Wyrm 60-ft, fly 300-ft (clumsy) +0 44 (-4 size, +26 natural, +12 deflection) 34 DR 20/evil and DR 10/chaos 17th
    Great Wyrm 60-ft, fly 300-ft (clumsy) +0 45 (-8 size, +28 natural, +15 deflection) 36 Inescapable Vengeance 19th

    Special Abilities:

    Breath Weapon (Su): An avenger dragon has two breath weapons. The first is a cone of holy fire dealing 50% sacred damage and 50% fire damage as listed above (Reflex for half). The second is a cone of sleep inducing gas and any creature affected must make a Will save or be affected as by the Sleep spell for 1d6+age category rounds.

    Smite Evil (Su): Once per round an avenger dragon may designate a single attack it makes as a smite gaining a +4 to hit and dealing extra damage equal to the dragonís age category.

    Alternate Form (Su) 3/day as a standard action an avenger dragon may assume the form of a medium or smaller animal or humanoid. They may remain in this form indefinitely until they choose to take another form or return to their natural form.

    Evil Ward (Su): An adult or older avenger dragon radiates a ward against evil in an area out to 30-ft away from the dragon. This functions as a double strength Magic Circle against Evil; in addition evil creatures upon entering the area must make a Fortitude save (same DC as frightful presence) or be nauseated for 1 round; no creature needs to save against the Evil Ward of an avenger dragon more than once per day.

    Awaken Inner Power (Su): 1/day as a swift action an old or older avenger dragon may awaken the inner power of itself and any other good aligned creatures within 60-ft. This grants them a +4 Sacred bonus to all ability scores and a +2 sacred bonus to all attacks, saves, and to CL for 5 rounds. After this effect ends any creature affected by it is exhausted.

    Inescapable Vengeance (Su): Any creature struck by a great wyrm avenger dragonís natural weapons is affected as if by Dimensional Anchor for 12 rounds.

    Spells: An avenger dragon casts spells as a sorcerer of the indicated level, but may select its spells known from the sorcerer and cleric lists, along with the War, Strength, Glory, Good, and Law domain lists.

    Spell-like Abilities: An avenger dragonís CL for its spell like abilities is twice its age category or itís Sorcerer CL whichever is higher. At-will: Detect Evil; 3/day: Holy Smite, Holy Word.
    Last edited by Zaydos; 2014-08-31 at 06:21 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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  9. - Top - End - #189
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    Default Re: 3+ (now more than 10) New Dragons

    Well another good dragon up. I might have gone overboard/overcompensated a bit. Sorry

    The fluff is subpar too, and something that really would have gone better with an epic dragon. I might end up changing it when I can think of better fluff for what should be a truly rare dragon.

    @Debihuman: I found out that nope, excel will not let me put a number in parenthesis all by itself in a cell; it turns it into a negative number. And now I realize I could fix that by shifting which cell the bar between breath weapon and frightful presence is.

    Quote Originally Posted by Noxsis View Post
    i have some suggstion for the space dragon it should be a mirror oppoisite use a psionics rather that spell casting and an ability to be in more than one place at once and as a area distoring field that can redirect attacks and spells as well as a blackhole breath. i once tried to make one myself but i suck a homebrewing
    I might use some of those when I get to a Space Dragon. The multiple places at once one is especially good, as well as the distortion effect. I'd actually probably stick with casting since casting is stronger than psionics except for blasting and auto augmentation means that past twenty the gap widens.
    Peanut Half-Dragon Necromancer by Kurien.

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  10. - Top - End - #190
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    Default Re: 3+ (now more than 10) New Dragons

    Baneslayer Dragon
    Dragon (Earth, Good)
    Environment: Mountain Caves, Underground Caverns
    Organization: Solitary
    Challenge Ratings: Wyrmling 10, Very Young 13, Young 15, Juvenile 18, Young Adult 20, Adult 23, Mature Adult 26, Old 28, Very Old 29, Ancient 30, Wyrm 32, Great Wyrm 34
    Treasure: Triple standard
    Alignment: Always Good, usually Neutral
    Advancement: Wyrmling 12-15 HD; Very Young 18-19 HD; Young 21-22 HD; Juvenile 24-25 HD; Young Adult 27-28 HD; Adult 30-32 HD; Mature Adult 34-36 HD; Old 38-39 HD; Very Old 41-42 HD; Ancient 44-45 HD; Wyrm 47-48 HD; Great Wyrm 50+ HD
    Level Adjustment: Wyrmling +6; Others --



    The dragon before you is large even in comparison with other dragons and has two grandiose, sepia-toned horns that sprout from its brow, curving away from its head, and slanting behind it. Its face is hard, stern, and menacing, its large eyes furrowed deeply within its sturdy skull. Its long neck curves gracefully into its mighty chest and torso which is covered in thick, dark, scales with a grainy, ore-like texture. From the dragon's broad shoulders extend it's black, bat-like wings, the edges of which are wickedly sharp. The air about this dragon is filled with both wisdom and rage, with both fear and sanctum. The dragon smells of burning leaves and peppermint and its dull scales catch the light only in the scarcest glittery hints.

    Baneslayer Dragons are terrifying creatures, brutal and merciless in combat, they will stop at nothing to protect their loved ones and stamp evil creatures into pools of ichor. Despite their propensity to battle with evil and to protect good creatures they are quickest to show disdain or even hatred. They live almost universally alone and espouse a generally bleak view of their world.

    Baneslayer Dragons are not noted for their social graces; however one would be very unwise to believe the dragon to be weak willed, or otherwise easily manipulated. They are direct, to the point, and always truthful (often harshly so). Their ability to read the thoughts of others is almost unparalleled and they have no qualms with bringing others' darkest thoughts to light.

    {table]Age| Size| Hit Dice| Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon (DC)| Frightful Presence
    Wyrmling|L |11d12+33 (110) |18 |8 |17 |12 |14 |16 |+11/+19|+14|+10|+6|+9 |
    6d8 (18)
    |
    18
    |
    Very Young|L |17d12+85 (204) |23 |8 |21 |13 |16 |19 |+17/+27|+22|+15|+9|+13 |
    8d8 (23)
    |
    22
    |
    Young|H |20d12+140 (280) |27 |8 |24 |14 |17 |21 |+20/+36|+26|+19|+11|+15 |
    10d8 (26)
    |
    24
    |
    Juvenile|H |23d12+184 (345) |33 |10 |29 |16 |19 |24 |+23/+42|+32|+22|+13|+17 |
    12d8 (30)
    |
    28
    |
    Young Adult|H |26d12+286 (468) |36 |10 |32 |16 |20 |27 |+26/+47|+37|+26|+15|+20 |
    14d8 (34)
    |
    31
    |
    Adult|G |29d12+348 (551) |38 |12 |34 |17 |21 |29 |+29/+55|+40|+28|+17|+21 |
    16d8 (36)
    |
    33
    |
    Mature Adult|G |33d12+429 (660) |40 |12 |36 |17 |23 |31 |+33/+60|+45|+31|+19|+24 |
    18d8 (39)
    |
    36
    |
    Old|G |37d12+518 (777) |40 |10 |38 |19 |25 |34|+37/+64|+49|+34|+20|+27|
    20d8 (42)
    |
    40
    |
    Very Old|C |40d12+600 (880) |42 |10 |40 |21 |27 |36 |+40/+72|+52|+37|+22|+30 |
    22d8 (45)
    |
    43
    |
    Ancient|C |43d12+688 (989) |45 |8 |42 |23 |29 |38 |+43/+76|+56|+39|+22|+32 |
    24d8 (47)
    |
    45
    |
    Wyrm|C |46d12+736 (1058) |47 |8 |43 |24 |30 |40 |+46/+80|+60|+41|+24|+35 |
    26d8 (49)
    |
    48
    |
    Great Wyrm |C+ |49d12+833 (1176) |50 |8 |44 |26 |30 |44 |+49/+89|+64|+43|+25|+36 |
    28d8 (51)
    |
    51
    [/table]

    {table]Age |Speed |Init |AC |SR |Special Abilities |Spells
    Wyrmling |30ft, Fly 90ft (clumsy) |-1 |20 (-1 size, -1 dex, +12 natural), touch 8, flat-footed 20 |14 | Immunity to Acid, Immunity to Cold, Immunity to Fire, Vulnerability to Sonic, Mindsight |--|
    Very Young |30ft, Fly 90ft (clumsy) | -1|24 (-1 size, -1 dex, +16 natural), touch 8, flat-footed 24 |16 |Discern Alignment, Aura Resistance |1st|
    Young |30ft, Fly 120ft (clumsy) | -1| 27 (-2 size, -1 dex, +20 natural), 7, flat-footed 27| 18| DR 5/adamantine|3rd|
    Juvenile | 40ft, Fly 140ft (poor)|+0 | 32 (-2 size, +24 natural), touch 8, flat-footed 32| 21|Whispers in the Dark |5th|
    Young Adult | 40ft, Fly 160ft (poor)|+0 | 37 (-2 size, +29 natural), touch 8, flat-footed 37| 24| DR 10/adamantine|7th|
    Adult |50ft, Fly 200ft (average) |+1 |41 (-4 size, +1 dex, +34 natural), touch 6, flat-footed 40 |27 | Truesight|9th|
    Mature Adult | 50ft, Fly 180ft (average)|+1 |47 (-4 size, +1 dex, +40 natural), touch 6, flat-footed 46 | 30| DR 15/adamantine, Overwhelming Presence|11th|
    Old |40ft, Fly 120ft (poor) |+0 | 53 (-4 size, +47 natural), touch 6, flat-footed 53| 32| Thought like Flame |13th|
    Very Old |40ft, Fly 90ft (poor) |+0 |57 (-8 size, +55 natural), touch 2, flat-footed 57 |34 | DR 20/adamantine |15th|
    Ancient | 30ft, Fly 90ft (clumsy)|-1 | 66 (-8 size, +64 natural), touch 1, flat-footed 66 | 36| Megiddo Flame |17th|
    Wyrm | 30ft, Fly 90ft (clumsy)| -1| 76 (-8 size, +74 natural), touch 1, flat-footed 76 | 38|DR 25/adamantine |19th|
    Great Wyrm | 30ft, Fly 90ft (clumsy)|-1 | 87 (-8 size, +85 natural), touch 1, flat-footed 87 |41 |DR 30/adamantine, Baneslayer's Judgment|21st[/table]

    Special Abilities

    Spells (Sp): A Baneslayer Dragon casts divine spells as a Cleric, and knows all Sanctified Spells (BoED 84) of the appropriate level. Further, he has access to a few spell-like abilities based on age category as follows: 3/day -- Daylight, Ayailla's Radiant Burst (Wyrmling or older); 3/day --Warcry, Dispel Magic (Juvenile or older); 3/day -- Dimensional Anchor, Break Enchantment (Adult or older); 1/day Antimagic Field, Blinding Glory (Old or older); 1/day Sanctify the Wicked (Ancient or older).

    Breath Weapon (Su): A Baneslayer Dragon's breath weapon deals 1/2 fire damage and 1/2 pure divine energy damage which is not subject to any form of energy resistance. Evil creatures are dealt double normal divine energy damage from this breath weapon, and creatures with the Evil subtype are dealt triple normal divine energy damage and are immobilized if they fail their Reflex saves as long as the Baneslayer Dragon can't use this breath weapon. A creature immobilized this way cowers if it is also panicked.

    Mindsight (Su): A Baneslayer Dragon, in addition to the normal blindsense all True Dragons have, can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its frightful presence. This works much like blindsense--the dragon knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the dragon can see it by some other means. The dragon also perceives several observable characteristics about each being detected with mindsight, including the being's type and Intelligence score. The dragon need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight.

    Discern Alignment (Su): A very young or older Baneslayer Dragon knows the alignments of any beings he perceives with his Mindsight ability.

    Aura Resistance (Ex): A very young or older Baneslayer Dragon is immune to all area emanation effects of creatures with the Evil subtype or that were created through spells or effects with the [Evil] descriptor.

    Whispers in the Dark (Su): A juvenile or older Baneslayer Dragon continually reads the thoughts of creatures he perceives with his Mindsight ability as if through the 3rd round portion of the Detect Thoughts spell (Will DC 10+1/2Dragon's HD+Dragon's Cha modifier negates). Creatures who successfully save against this effect are immune for 24 hours. Creatures with the Evil subtype that fail their saves are panicked during any rounds they remain within range of the dragon's Mindsight.

    Truesight (Su): An adult or older Baneslayer Dragon cannot be fooled by appearances, benefiting from a permanent, supernatural True Seeing effect, as the spell.

    Overwhelming Presence (Su): A mature adult or older Baneslayer Dragon's presence is so unsettling that it has the ability to unhinge lesser minds or convert the most evil creatures to the side of good. Any non-good creature that has failed its Will save against the dragon's Whispers in the Dark ability takes 2 Wisdom and Charisma damage each round it remains within range of the dragon's Mindsight (Will DC 10+1/2Dragon's HD+Dragon's Cha modifier negates, unless the creature is evil in which case it merely halves).

    Evil creatures that are cowering may, before saving against this damage, choose to renounce their evil ways and convert to good as per the Redemption portion of the Atonement spell. If a creature chooses to do this, the Baneslayer Dragon gains 1 negative level, but that creature gains 5 negative levels.

    Thought like Flame (Su): An old or older Baneslayer Dragon deals 2d6 damage each round to any Evil creature he perceives with his Mindsight ability, 1/2 of which is Fire damage, the other 1/2 being pure divine energy damage. Creatures with the Evil subtype are dealt double normal divine energy damage from this ability.

    In addition, this ability blocks the telepathic communication of any Evil creatures or creatures with the Evil subtype within the range of the dragon's Mindsight making conversation, or any other ability linked to such creatures' telepathy impossible.

    Megiddo Flame (Su): An ancient or older Baneslayer Dragon is able to unleash unspeakable destruction whenever he uses his breath weapon, if he desires. Whenever he uses his breath weapon a Baneslayer Dragon may choose to deal an extra 12d8 points of bludgeoning, piercing, and slashing damage to all creatures in the area that aren't of the Good subtype. This damage overcomes all but Epic damage reduction. If he chooses to do so, the area of the breath weapon becomes difficult terrain (permanently) as if severely obstructed by dense rubble and sloped or angled in all squares. Further, his breath weapon can't be used for 1d10+1 rounds, rather than the standard 1d4 rounds.

    Baneslayer's Judgment (Su): A Great Wyrm Baneslayer Dragon shows no mercy to his hated foes and is able to put them to a final, if brutal, death. Evil creatures dealt damage by the dragon's Bite or Claw attacks take 2 points of Constitution, Wisdom, and Charisma damage each time (Will DC 10+1/2Dragon's HD+Dragon's Con modifier negates, unless the creature is of the Evil subtype in which case it gets no save). Evil creatures slain by a Great Wyrm Baneslayer Dragon are bodily transported to an appropriate Lower Plane to suffer eternal punishment. Such creatures may only be resurrected by first making contact with a Deity via the Miracle spell, and then only if the Deity intervenes personally.
    Last edited by Ziegander; 2010-10-01 at 09:39 PM.
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  11. - Top - End - #191
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    Default Re: 3+ (now more than 10) New Dragons

    Mu Lung
    Dragon (Wood, Spirit)
    Environment: Warm woods.
    Organization: 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 Rating: Juvenile 9; young adult 12; adult 14; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 24
    Alignment: Usually Neutral Good
    Treasure: Double Standard.

    A Mu Lungs are tasked by the Celestial Bureaucracy with defending and patrolling the forests of the world. These reclusive dragons dwell amidst groves of bamboo and ancient vine covered ruins. They appear as long snake-like on four short legs that end in three-fingered talons. Their eyes are slit like a catís and they have a gaze that feels almost like they were staring into your soul.

    Mu Lungs are kind creatures, preferring to avoid direct conflict. When they must defend their forest protectorates they prefer to use their invisibility and spell-like abilities to scare away enemies. Should that fail a Mu Lung will offer their foe an ultimatum, desist or die. If a Mu Lung must fight it uses its invisibility, camouflage, and acidic spit to perform a series of hit and run attacks on enemies, slowly wearing them down before finally engaging in melee. As such it will preferentially target healers and casters as they are the most likely to disrupt its tactics.

    Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Acid Spit Frightful Presence
    Juvenile L 15d12+60 (177 hp) 19 14 19 12 17 14 15/23 18 13 11 12 4d6 -
    Young Adult L 18d12+90 (207 hp) 21 14 21 14 19 16 18/27 22 16 13 15 5d6 22
    Adult H 21d12+126 (262 hp) 25 14 23 16 21 18 21/36 26 18 14 17 6d6 24
    Mature Adult H 24d12+144 (300 hp) 27 14 23 16 21 18 24/40 30 20 16 19 7d6 26
    Old H 27d12+199 (364 hp) 29 14 25 18 23 20 27/44 34 22 17 21 8d6 28
    Very Old G 30d12+210 (405 hp) 33 14 25 20 25 22 30/53 36 24 19 24 9d6 31
    Ancient G 33d12+264 (4785 hp) 35 14 27 22 27 24 33/57 40 26 20 26 10d6 33
    Wyrm G 36d12+324 (558 hp) 37 14 29 22 27 24 36/61 44 29 22 28 11d6 35
    Great Wyrm G 39d12+390 (643 hp) 39 14 31 24 29 26 39/65 48 31 23 30 12d6 37

    Age Speed Init AC SR Special Abilities
    Juvenile 60-ft, fly 100-ft (poor) +2 24 (-1 size, +13 natural, +2 Dex) - Fly, Woodland Stride, Trackless Step, DR 5/metal, Fire Vulnerability, Fast Healing, Acid Immunity
    Young Adult 60-ft, fly 100-ft (poor) +2 27 (-1 size, +2 Dex, +16 natural) 19 DR 5/magic and metal, Chameleon Skin
    Adult 60-ft, fly 100-ft (poor) +2 29 (-2 size, +2 Dex, +19 natural) 21 Plant Growth,Tree Shape, Tree Step
    Mature Adult 60-ft, fly 100-ft (poor) +2 32 (-2 size, +2 Dex, +22 natural) 23 DR 10/magic and DR 5/metal
    Old 60-ft, fly 100-ft (poor) +2 33 (-4 size, +2 Dex, +25 natural) 25 Entangle, Speak with Plants, Command Plants
    Very Old 60-ft, fly 150-ft (clumsy) +2 36 (-4 size, +2 Dex, +28 natural) 27 DR 15/magic and DR 5/metal
    Ancient 60-ft, fly 150-ft (clumsy) +2 39 (-4 size, +2 Dex, +31 natural) 29 Greater Invisibility, Mass Vigor
    Wyrm 60-ft, fly 150-ft (clumsy) +2 42 (-4 size, +2 Dex, +34 natural) 31 DR 20/magic and DR 5/metal
    Great Wyrm 60-ft, fly 150-ft (clumsy) +2 45 (-4 size, +2 Dex, +37 natural) 33 One with the Woods

    Special Abilities:

    Lung Dragon: As a lung dragon a Mu Lung has access to all the abilities common to Lung Dragons (see Oriental Adventures for details).

    Woodland Stride (Ex): As druid ability of the same name.

    Trackless Step (Ex): As druid ability of the same name.

    DR X/metal (Su): A mu lung is resistant to attacks with non-metal weapons; this includes natural weapons (unless they overcome DR as silver, cold iron, or adamantine), clubs, and other wooden or stone weaponry.

    Fast Healing (Su): When standing within water at least 3Ē +3Ē per age category above medium deep a Mu Long gains fast healing equal to their age category.

    Acid Spit (Su): As a standard action a Mu Lung may make a ranged-touch attack to deal the listed acid damage to one target. This attack has a range increment of 5-ft per age category and a maximum range of 5 range increments. Once a Mu Lung dragon has used this ability it must wait 1 round to use it again.

    Chameleon Skin (Su): When in wooded terrain a young adult or older mu lung gains a bonus on all hide checks equal to twice its age category and has Camouflage as the ranger ability of the same name.

    One with the Woods (Su): When within the woods a great wyrm Mu Lung has been assigned to watch over, a Mu Lung may teleport anywhere within their boundaries as a standard action as the spell Greater Teleport but may only bring itself and as much gear as it can carry. They may also scry on any creature within their woods as per Greater Scrying except that the target is not allowed a saving throw to resist.

    Spell-like Abilities: At-will: Entangle (Old or Older), Speak with Plants (old or older); 3/day Command Plants (old or older), Greater Invisibility (self only, CL = double age category; ancient or older), Mass Vigor (may not target self, ancient or older), Plant Growth (adult or older),Tree Shape (adult or older), Tree Step (adult or older).
    Last edited by Zaydos; 2014-08-25 at 10:40 AM.
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    Default Re: 3+ (now more than 10) New Dragons

    Wood Subtype:

    The wood subtype indicates a creature with a connection to the element of wood. Many such creatures have fire vulnerability (although not all). In addition a cleric with the Plant Domain may Rebuke/Command a creature with the Wood subtype as if it were a Plant.
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    Default Re: 3+ (now more than 10) New Dragons

    Quote Originally Posted by Zaydos View Post
    Wood Subtype:

    The wood subtype indicates a creature with a connection to the element of wood. Many such creatures have fire vulnerability (although not all). In addition a cleric with the Plant Domain may Rebuke/Command a creature with the Wood subtype as if it were a Plant.
    Sweet. :)

    Your Avenger Dragon is good, I hope you don't take my posting of the Baneslayer Dragon as meaning I was dissatisfied with yours or something. I literally worked on the Baneslayer for probably 4+ hours and I finally finished it right as you posted. Yours is nice and fits in well with the established True Dragons as well as standard DnD mythos. For mine I really tried to play up the "scary good guy" element, and I hope I succeeded. *shrug* The fluff on mine is also sorely lacking, which is unfortunate.
    Last edited by Ziegander; 2010-10-01 at 09:24 PM.
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    Default Re: 3+ (now more than 10) New Dragons

    One note and one question.

    The note: colossal + size category uses the same size penalty to AC as colossal; it just grants dragons' (yes WotC specifically made it for Epic Dragons and those that had gone beyond Great Wyrm) reach, breath weapon range, and damage. Those are the only differences between it and colossal.

    The question: why'd you skip from 11 HD to 17 and then advance by 3 HD per age category afterward?
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    Default Re: 3+ (now more than 10) New Dragons

    Quote Originally Posted by Zaydos View Post
    One note and one question.

    The note: colossal + size category uses the same size penalty to AC as colossal; it just grants dragons' (yes WotC specifically made it for Epic Dragons and those that had gone beyond Great Wyrm) reach, breath weapon range, and damage. Those are the only differences between it and colossal.
    Ah, okay, well that's good. I had no idea, actually.

    The question: why'd you skip from 11 HD to 17 and then advance by 3 HD per age category afterward?
    No real reason. At first I just messed up when I did the advancement entry, but then I figured it didn't hurt to leave it that way, so I kept the pattern going when I wrote up the actual tables. Since Wyrmling Baneslayers have a lot going for them anyway, waiting 6HD to get their next abilities didn't seem like a problem to me.

    Now I have a question: Against non-evil creatures does the Baneslayer seem like a CR 10 at Wyrmling? I wasn't too convinced of this, but it shouldn't be much lower than that.
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    Default Re: 3+ (now more than 10) New Dragons

    It's about equal to a very young gold dragon (CR 7) before you take into account its vastly superior breath weapon (if not in direct damage, immobilization), frightful presence, and array of immunities. So I'd say it would probably be 8 or 9 if it didn't have the evil specific stuff. Unfortunately CR isn't an X v Good Y v Evil system so I'd say is it going to be fighting Good creatures or evil ones?

    If evil then CR it for against evil.

    If good? Why?
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    Default Re: 3+ (now more than 10) New Dragons

    Quote Originally Posted by Zaydos View Post
    It's about equal to a very young gold dragon (CR 7) before you take into account its vastly superior breath weapon (if not in direct damage, immobilization), frightful presence, and array of immunities. So I'd say it would probably be 8 or 9 if it didn't have the evil specific stuff. Unfortunately CR isn't an X v Good Y v Evil system so I'd say is it going to be fighting Good creatures or evil ones?

    If evil then CR it for against evil.
    Good call. I guess it's probably about right then CR wise. As far as fighting Good creatures is concerned it would fight them if they tried to get in its way or because of some misunderstanding, just because two creatures are Good doesn't mean they won't ever fight each other.
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    Default Re: 3+ (now more than 10) New Dragons

    Although it would be a good idea to throw together the subtypes required but not in existance yet, I really want more dragons with more para-elemental, quasi-elemental, and other-elemental subtypes.

    In combination with eachother.

    Eg.
    A) Ooze + fire (oil?)
    B) Ice + steam (not water, although it's got similarities)
    C) Radiance + earth
    D) Air + magma
    E) Salt + fire
    F) wood + lightning (That's what you get for being a tree at the top of the mountain!)

    If we don't count the other-elementals, and considering there are 4 normal elementals, 4 para-elementals, and 8 quasi-elementals, and if we don't combine within the same group (no para with para!), that is... ((4x4)+(4x8)+(8x4))=(16+32+32)=80 combinations.
    before adding wood, shadow, storm, ect......

    Of course, this is low priority. finish the other requests first, do this whenever you're out.
    Man, I may even chip in occasionally with one or two. occasionally, though. 80+ dragons is a daunting task. Of course, we could consider several (even WotC dragons) to already be certain combinations, and cut some out of the to-do..
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    Default Re: 3+ (now more than 10) New Dragons

    Well we've made 33 already; WotC only has 45 (+ 3 in Dragon Magazine Compendium + another 10 planar dragons in dragon magazines + 5 more Ferrous Dragons + 2 tome dragons + time dragon so 66 dragons); making 80 more can't be too hard.

    Also I think we've done a good job we've increased dragonkind by 50%

    That's not counting the two I haven't posted yet (one is for use in a PbP and I know some of the players were reading this thread at one point so I'm waiting, the other was for a project I've decided to delay so I'll post it after this post).
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    Default Re: 3+ (now more than 10) New Dragons

    Iron Rose Dragon

    Dragon (Cold, Feytouched)
    Environment: Any forest (the Fey Woods).
    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 5; juvenile 7; young adult 10; adult 13; mature adult 15; old 18; very old 19; ancient 22; wyrm 24; great wyrm 26
    Treasure: Triple Standard
    Alignment: Always lawful evil.

    The loyal guardians of the Knight of the Iron Rose, these rare dragons are amongst the greatest supports to his power. Fiercely loyal to he who wears the Armor of the Rose, and holds the matching blade, the Iron Rose Dragons are a constant presence in the Unseelie Court. They serve as his police and enforcers making sure the Knight of the Iron Rose has his commands obeyed. When open battle is called his champions ride upon their backs, and the power of these warriors is awesome to behold.

    Iron Rose Dragons look almost like finely wrought statues of black iron, their scales gleam with a lustrous, metallic light, only growing more brilliant as they age. Their eyes burn like a furnace of hell-fire, a bright red only, that almost glows in its own right by the time they reach the upper ages. They lack all horns on their heads, but have two frills that go down the top left and top right of their neck respectively, though they only half rise on their head. Like silver dragons they have a distinctive nose plate, but they only have one alar phalange (like a red dragon).

    Iron Rose Dragons have contempt for lesser creatures, and a hatred for weakness. Despite this they have a strong sense of justice, and unlike most evil creatures they do not try and twist it anymore than their nature has already. Among the tenants of their justice is the famous line ďan eye for an eye.Ē

    Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence
    Wyrmling S 5d12+5 (37 hp) 13 10 13 12 12 14 5/2 7 5 4 5 1d8 13 -
    Very Young M 8d12+16 (68 hp) 15 12 15 12 12 14 8/10 10 8 7 7 2d8 16 -
    Young M 11d12+22 (93 hp) 17 12 15 14 14 16 11/14 14 9 8 9 3d8 17 -
    Juvenile L 14d12+42 (133 hp) 19 14 17 16 16 18 14/22 17 12 11 12 4d8 20 -
    Young Adult L 17d12+68 (178 hp) 23 14 19 16 16 18 17/27 22 14 12 13 5d8 22 22
    Adult H 20d12+100 (230 hp) 27 16 21 18 18 20 20/36 26 17 15 16 6d8 25 25
    Mature Adult H 23d12+115 (264 hp) 29 16 21 18 18 20 23/40 30 18 16 17 7d8 26 26
    Old H 26d12+156 (325 hp) 31 18 23 20 20 22 26/44 34 21 19 20 8d8 29 29
    Very Old H 29d12+174 (362 hp) 33 18 23 20 20 22 29/48 38 22 20 21 9d8 30 30
    Ancient G 32d12+224 (432 hp) 35 20 25 22 22 24 32/56 40 25 23 24 10d8 33 33
    Wyrm G 35d12+280 (507) 37 20 27 24 24 26 35/60 44 27 24 26 11d8 35 35
    Great Wyrm G 38d12+304 (551 hp) 39 22 27 24 24 26 38/64 48 29 27 28 12d8 37 37

    Age Speed Init AC Special Abilities SR CL
    Wyrmling 60-ft, fly 100-ft (average) +0 13 (+1 size, +2 natural) Immune to Cold and enchantments, Fire Vulnerability, Storm Sight, Terror of the Fey - -
    Very Young 60-ft, fly 150-ft (poor) +1 16 (+1 Dex, +5 natural) See Invisibility, Alternate Form - -
    Young 60-ft, fly 150-ft (poor) +1 19 (+1 Dex, +6 natural) Sense Lies - -
    Juvenile 60-ft, fly 150-ft (poor) +2 22 (-1 size, +2 Dex, +11 natural) Fast Ability Damage Healing - -
    Young Adult 60-ft, fly 150-ft (poor) +2 25 (-1 size, +2 Dex, +14 natural) DR 5/cold iron 21 1st
    Adult 60-ft, fly 150-ft (poor) +3 28 (-2 size, +3 Dex, +17 natural) All-Seeing Gaze 23 3rd
    Mature Adult 60-ft, fly 150-ft (poor) +3 31 (-2 size, +3 Dex, +20 natural) DR 10/cold iron 24 5th
    Old 60-ft, fly 150-ft (poor) +4 35 (-2 size, +4 Dex, +23 natural) Aura of Snow 26 7th
    Very Old 60-ft, fly 150-ft (poor) +4 38 (-2 size, +4 Dex, +26 natural) DR 15/cold iron and magic 27 9th
    Ancient 60-ft, fly 200-ft (clumsy) +5 40 (-4 size, +5 Dex, +29 natural) Freezing Bite 29 11th
    Wyrm 60-ft, fly 200-ft (clumsy) +5 43 (-4 size, +5 Dex, +32 natural) DR 20/magic and cold iron 31 13th
    Great Wyrm 60-ft, fly 200-ft (clumsy) +6 47 (-4 size, +6 Dex, +35 natural) Time Stop 33 15th

    Special Abilities

    Breath Weapon (Su): An iron rose dragon has two breath weapons. The first is a cone of cold dealing the listed damage (Ref halves). The latter is a cone of pacification gas that causes any creature within the area to be unable to make hostile actions for 1d6 + age category rounds (Will negates); this ends for any creature that takes damage and is a mind-affecting effect.

    Storm Sight (Ex) An iron rose dragon can suffers no penalties or reduction to vision due to inclement weather and can see through fog (including that created by magic spells and effects) and mist.

    Terror of the Fey (Ex): Fey creatures suffer a -4 on saves versus an iron dragonís frightful presence ability.

    See Invisibility (Su) A very young or older iron rose dragon can see invisible (and ethereal) creatures and objects at all times as if through the effects of a See Invisibility spell.

    Alternate Form (Su) 3/day as a standard action a very young or older iron rose dragon may assume the form of a medium or smaller animal or humanoid. They may remain in this form indefinitely until they choose to take another form or return to their natural form. Beginning at juvenile they may also take the form of a large animal.

    Sense Lies (Su): A young or older iron rose dragon can sense lies told nearby. This ability functions as the spell Discern Lies but the dragon does not need to concentrate on the effect, it is continuous, and applies to all creatures within 60-ft. The save DC is the same as their frightful presence or DC 17 as young, and DC 20 as juvenile.

    Fast Ability Damage Healing (Su) A juvenile or older iron rose dragon heals 1 point of ability damage per round; and 1 point of ability drain per minute.

    Spells: A young adult or older iron rose dragon casts spells as a sorcerer of their level. They may select their spells known from the sorcerer and druid spell lists.

    All-Seeing Gaze (Su): A young adult or older iron rose dragon benefits from a continual clerical version of the True Seeing effect.

    Aura of Snow (Su): Champions and servants of the Winter Court of the Fey, an old or older iron rose dragon is continuously surrounded by an aura of winter. This aura extends 20-ft/age category from the dragon and within it the temperature is always reduced to unearthly cold (as defined in Frostburn, approximately -60 degrees F), and there is a continuous flurry of heavy snow (as defined in Frostburn) within this aura. This snow vanishes 1 round after falling to the ground. As a free action 1/round a rose dragon may suppress this ability, resume this ability, or reduce it to severe cold and regular snow.

    Freezing Bite (Su): Any creature struck by an ancient or older iron dragonís bite is cursed with a freezing death. Ancient and older iron rose dragonís bite attacks deal +2d6 cold damage (+4d6 on a crit) and the target must make a Fort save (same DC as the dragonís breath weapon) or take 2d6 cold damage per round for 1 round/hit die of the iron rose dragon; a Remove Curse or Break Enchantment spell will remove this effect from the creature.

    Spell-like Abilities: 1/day: Time Stop (great wyrm).

    Skills: Iron rose dragons treat Bluff, Disguise, and Hide as class skills; Iron Rose Dragons gain a racial bonus to Sense Motive and Spot equal to their age category.
    Last edited by Zaydos; 2014-08-31 at 10:26 AM.
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    Default Re: 3+ (now more than 10) New Dragons

    Feykin Subtype

    A creature with the feykin subtype has a strong affinity for Fey and their arts. The subtype qualifies a creature to use magic items normally only usable
    by fey. Spells, effects, and abilities that affect or target fey affect creatures with this subtype as well. The feykin subtype does not confer the fey type
    or any traits associated with that type.
    Last edited by Zaydos; 2010-10-04 at 09:21 AM.
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    Default Re: 3+ (now more than 10) New Dragons

    Luster Dragon

    Dragon (Earth, Extraplanar)
    Environment: Any underground.
    Organization: Wyrmling, very 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 Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 19; very old 20;ancient 22; wyrm 23; great wyrm 25
    Alignment: Always True Neutral
    Treasure: Triple Standard.

    Planar dragons are found; on the heights of Mount Celestia, where Radiant Dragons guard Bahamutís palace; the depths of the pits of Baator, where Hellfire Dragons lair by Tiamatís pit; in the forests of Arborea; the wastes of Hades; and even on the Astral and Ethereal Planes. So too can they be found on the elemental planes. Luster dragons are the planar dragons of the Elemental Plane of Earth. Physically powerful dragons, luster dragons dwell in the Elemental Plane of Earth, lairing amidst the great veins of ore and gems found in the infinity of earth.

    Luster dragonsí scales appear to be made from sapphire, ruby, diamond, and emeralds, all gleaming and shining; and it is this lustrous hide that gives the dragons their name. Their eyes are multifaceted blue diamonds. Unlike most dragons luster dragons have six legs, two of which are smaller limbs used primarily for aid in burrowing but able to be used as weapons by the larger luster dragons.

    Luster dragons are unsocial and territorial creatures. They are unlikely to leave their, small for dragonkind, territory, but are quite aggressive towards trespassers in their domain. Should they catch someone in it, they will often let loose a massive bellow, a powerful attack, and an order to leave or die; should it catch someone taking ore or gem instead it will brutally attack, without chance of surrender. Luster dragons primarily eat gems and metallic ores, although they will also eat petrified enemies. They can sometimes be placated, or even hired with gifts of mithral and adamantine and the promise of more such gifts.

    Cosmology Note: The fluff for luster dragons was written under the assumption of the standard 3.5 D&D cosmology with only 6 Inner Planes. If you use the older cosmology as presented in 2e Planescape then luster dragons are native to the Quasielemental Plane of Mineral; this fits better with both their nature (as gemstone creatures) and their special abilities (petrification) both hallmarks of what separated the Plane of Mineral and the Plane of Earth.

    Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon DC Frightful Presence
    Wyrmling S 6d12+18 (57 hp) 15 8 17 10 13 16 10/15 15 8 4 6 16 -
    Very Young M 9d12+36 (94 h) 17 8 19 12 15 18 9/16 11 10 5 8 18 -
    Young M 12d12+48 (126 hp) 19 8 19 12 15 18 12/20 15 12 7 10 20 -
    Juvenile L 15d12+75 (97 hp) 23 8 21 14 17 20 15/24 19 14 8 12 22 -
    Young Adult L 18d12+108 (225 hp) 25 8 23 16 17 22 18/33 23 17 10 14 25 25
    Adult H 21d12+126 (262 hp) 27 8 23 16 19 22 21/37 27 18 11 16 26 26
    Mature Adult H 24d12+168 (324 hp) 29 8 25 18 19 24 24/41 31 21 13 18 29 29
    Old H 27d12+216 (391 hp) 31 8 27 20 21 26 27/49 33 23 14 20 31 31
    Very Old H 30d12+270 (465 hp) 35 8 29 20 23 26 30/53 37 26 16 23 34 33
    Ancient G 33d12+330 (544 hp) 37 8 31 22 25 28 33/57 41 28 17 25 36 35
    Wyrm G 36d12+396 (630 hp) 39 8 33 24 25 30 36/61 45 31 19 27 39 38
    Great Wyrm G 39d12+468 (721 hp) 41 8 35 24 27 30 39/70 46 33 20 29 41 39

    Age Speed Init AC SR Special Abilities
    Wyrmling 40-ft, burrow 30-ft -1 19 (+1 size, +8 natural) - Immunity to Acid, petrification, and slow effects, tremorsense 30-ft, wingless
    Very Young 40-ft, burrow 30-ft -1 21 (+11 natural) - Quickened Stomp, Tremorsense 60-ft
    Young 40-ft, burrow 30-ft -1 24 (+14 natural) - DR 5/magic, Tremorsense 90-ft, Light Fortification, +4 on saves versus Poison and Stunning
    Juvenile 40-ft, burrow 30-ft -1 26 (-1 size, +17 natural) - Tremorsense 120-ft, Wall of Stone
    Young Adult 40-ft, burrow 30-ft -1 29 (-1 size, +20 natural) 20 DR 10/magic, Tremorsense 150-ft, Fire and Electricity Resistance 10
    Adult 40-ft, burrow 30-ft -1 31 (-2 size, +23 natural) 22 Petrifying Claws, Earth Glide, Tremorsense 180-ft
    Mature Adult 40-ft, burrow 30-ft -1 34 (-2 size, +26 natural) 25 DR 15/magic, Tremorsense 210-ft, Moderate Fortificaton, +8 on saves versus Poison and Stunning
    Old 40-ft, burrow 30-ft -1 37 (-2 size, +29 natural) 27 Earthquake, Tremorsense 240-ft
    Very Old 40-ft, burrow 30-ft -1 38 (-4 size, +32 natural) 29 DR 20/magic and DR 5/adamantine, Tremorsense 270-ft, Fire and Electricity Resistance 20
    Ancient 40-ft, burrow 30-ft -1 41 (-4 size, +35 natural) 31 Power Word Petrify, Tremorsense 300-ft
    Wyrm 40-ft, burrow 30-ft -1 44 (-4 size, +38 natural) 34 DR 20/evil and DR 10/chaos, tremorsense 330-ft, Not subject to critical hits, immunity to Poison and Stunning
    Great Wyrm 40-ft, burrow 30-ft -1 47 (-4 size, +41 natural) 36 Aura of Petrification, tremorsense 360-ft

    Special Abilities:

    Breath Weapon: A luster dragon has a single breath weapon; a cone of petrifying gas. Creatures who fail a Fort save against it are Slowed for 2 rounds per age category; creatures who are slowed by this effect are automatically petrified for 1 minute per age category if struck by this gas again. Beginning at the adult age category this secondary petrification is permanent; and beginning at old any creature slowed by this breath is also paralyzed, even if they are normally immune to paralysis.

    Wingless: A luster dragon has no wings and therefore cannot make wing attacks. They instead gain a 2nd pair of claw attacks when they would normally gain wing attacks. This second set of claw attacks uses their smaller burrowing claws and deals damage as per a dragon of that size categoryís wing attacks.

    Burrow: A luster dragon may burrow through rock as well as soil.

    QuickenedStomp (Psi-like): 3/day a Very Young or older luster dragon may use the Stomp psionic power as a swift action with a ML of twice their age category.

    Petrifying Claws (Su): An adult or older luster dragonís claws also deal 2 points of Dexterity damage per hit. Any creature whose Dexterity is reduced to 0 by this effect is also petrified as per the Flesh to Stone spell. This can affect non-fleshy creatures as well, but has no effect on Constructs. An earth elemental (or other elemental with the earth subtype) is merely rendered completely inert and unable to heal natural by this effect, and can be revived with a Lesser Restoration spell or any other effect that heals Dexterity damage (or by putting gloves of dexterity on them to raise their Dex to a positive number long enough for them to heal 1 point of ability damage naturally).

    Earth Glide (Su): An adult or older can move through the earth as easily as an earth elemental or a xorn. See either creature for a full description.

    Aura of Petrification (Su): A great wyrm luster dragon radiates a 30-ft aura of petrification. Any creature which starts its turn within 30-ft of a luster dragon must make a Fortitude save (same DC as Frightful Presence) or be petrified as per the Flesh to Stone spell. A creature that successfully saves against this effect cannot be affected by it for 24 hours. Creatures with the earth subtype are immune to this effect.

    Spell-like Abilities: CL = twice age category; 3/day: Wall of Stone (juvenile or older); 1/day: Earthquake (old or older), Power Word Petrify (ancient or older).
    Last edited by Zaydos; 2014-09-02 at 01:45 PM.
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  23. - Top - End - #203
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    Default Re: 3+ (now more than 10) New Dragons

    Based on my initial skimming of the first post: I would recommend putting the age category names on the breath weapon charts (at least the first two dragons don't have this). Also, you never specified how the superior aspects of the Chitin dragons actually are superior that I can tell.

    I am impressed with your attempting such a large project, but your prose is a bit stilted. You may need to go back at some point and add quality to your quantity in that regard... OTOH maybe you improved as you went. Perhaps that is a task for someone else... I don't know.
    Last edited by DracoDei; 2010-10-02 at 01:53 PM.
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  24. - Top - End - #204
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    Default Re: 3+ (now more than 10) New Dragons

    Defined what blindsense and blindsight Chitin-skin Dragons got.
    Added age category to the breath weapon tables for Deep Trench and Chitin-skin Dragons.

    Thanks I hadn't realized I had left those out; as for the stilted prose I hope I've improved since then. The first post, and the original purpose of this thread, was just to post some dragons I homebrewed for my old campaign years ago in case people wanted to use them. I like to think that my ability to write has improved in the last three years, I might be fooling myself, though.

    Edit: That still says I should go back and re-write them... after I have at least 45 dragons.
    Last edited by Zaydos; 2010-10-02 at 02:02 PM.
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    Default Re: 3+ (now more than 10) New Dragons

    Wow...
    some serious alignment imbalance here...
    Over ten Lawful evil, compared to less than two chaotic neutral. and just over three neutral good.

    ...



    ...



    Wheee!...
    Last edited by flabort; 2010-10-02 at 05:46 PM.
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    Default Re: 3+ (now more than 10) New Dragons

    So maybe my favorite type of evil is a (little) apparent.

    In my defense 3 of them were specifically requested for the 9 hells, and 1 had to do with finishing up the Planar Dragons.

    But yeah I prefer my dragons evil and I prefer LE to CE. I was wondering when somebody would notice the later.
    Peanut Half-Dragon Necromancer by Kurien.

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

    Time to revise the title?
    "3+ (Now more than 10 LE+over 20 more) New dragons"?
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    SamuraiGirl

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

    Such a nice homebrew you got here.
    Now one of my players plays Dread Necromancer/Elan Dragon Disciple, kinda odd, but cool.
    Last edited by Sdonourg; 2010-10-02 at 10:32 PM.

  29. - Top - End - #209
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    Default Re: 3+ (now more than 10) New Dragons

    Glad people are getting use out of these

    An odder combination with Dread Necromancer is my Sacred Healer class (made for 3.0 initially but remade for 3.5) which is a living conduit of positive energy.
    Peanut Half-Dragon Necromancer by Kurien.

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  30. - Top - End - #210
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    MindFlayer

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

    So how far have you come on the other Baatorian Dragons?

    I can't find where I got Blood Magic. But try checking out this Base Class for soem idea's to what I was sort of meaning.

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