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  1. - Top - End - #781
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Quote Originally Posted by Silverscale View Post
    The description reminds me of the dragons from Final Fantasy 12. About the only thing it's missing is a giant ring floating around its neck. Would you be interested in stating up one of the FF12 Dragons, perhaps one of the really big/mean ones from the end of the game.
    Having never played, nor seen, the game I'm afraid I'd not be the best suited for capturing it's feel.

    ION: Anybody got a good synonym for Chaos? Not xaos, anarchy, anarchic, or entropy/entropic.
    Peanut Half-Dragon Necromancer by Kurien.

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  2. - Top - End - #782
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Pandemonium.
    Et tu, Brute?

    My home-brewed bootleg Homebrew



    I tried to be reasonable and nice; but everybody wouldn't quit trying to turn every spellcaster into a Tier 1.

  3. - Top - End - #783
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Heh. And that's an -ium, too, so it sounds like uranium's sibling. Awesome.
    Demilich avatar by Smuchmuch. Thank you VERY much!

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    Awright, Supagoof, that's just awesome. Thanks!
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  4. - Top - End - #784
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Quote Originally Posted by DrWeird View Post
    Pandemonium.
    Unfortunately a plane in D&D. Even were it not it has a distinct reference of evil to it (you know since it's All Demons ium or Land of All Demons). I'm really looking for pure, undilute Chaos... if I can't find something soon I might use Anarchic
    Peanut Half-Dragon Necromancer by Kurien.

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  5. - Top - End - #785
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Ataxia

    Bedlam

    Turmoil

    Those work for you? Brought to you by the magic of thesaurus.com
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  6. - Top - End - #786
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Quote Originally Posted by flabort View Post
    Ataxia

    Bedlam

    Turmoil

    Those work for you? Brought to you by the magic of thesaurus.com
    Ataxia is a type of muscular disfunction (I found it and looked it up because it sounded so perfect)

    Bedlam might, though it still is more madness than Chaos (perhaps that's why Chaos is such a fine word it has two distinct meanings, disarray and before things were sorted into place).

    Turmoil is again quite different from pure chaos and has a definite evil bend to it.

    At this point I'd go with Bedlam or Anarchic. Entropic would be good except it actually represents a direction, and a destructive nature which while part of Chaos is not all of Chaos. Dang WotC having to have named a limbo dragon Chaos Dragon already.
    Peanut Half-Dragon Necromancer by Kurien.

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  7. - Top - End - #787
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Cyclopean Dragon
    Dragon (Earth)
    Environment: Volcanoes and underground
    Organization: Solitary, pair, or family (2-5)
    Challenge Rating: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 21; wyrm 22; great wyrm 24.
    Treasure: Triple Standard.
    Alignment: Always chaotic evil.

    [i]The creation myths told about the dragons I am informing you about today vary. Some say they were created by Gruumsh from volcanic dust following the loss of his eye, filling them with hatred towards elves and a thirst for elven blood. Thus these dragons have but one eye and tirelessly eat the flesh of elves and their favorite allies men.

    Others contest this pointing to the god of war and magic of some crystal spheres. This god, who wandered the worlds in search of knowledge traded one of his eyes for a drink from the well of wisdom and some say the first of these dragons developed from that eye and they became hateful of his chosen followers, men, for they were abandoned to better these others

    A third group points to another pantheon which holds a close tie to both titans and, more importantly, cyclopses with divine ranks. They point to the latter and say that the descendants of these quasi-deific entities and dragons gave rise to the cyclopean dragons and that like the lesser cyclopses they share a taste for human flesh.

    I will not comment on the veracity of these legends, save to note that they do not seem particularly prone to eating elves over other humanoids, but that may just show the lack of skill Gruumsh has in creation if the orcs did not already show his ineptitude. I will instead describe these creature’s physical nature, psychological outlook, and what danger and threats they may present and what resistances one can expect.

    Cyclopean dragons are amongst the largest of dragonkind, only the great dragons exceed them in size, although they are not the most powerful. They lack sorcerous power instead limited to the much less versatile arts of a duskblade and thus relying even more heavily on their plentiful array of physical weapons and raw strength. They are unaffected by even the hottest flames, but do not spew it forth and are actually more closely related elementally to earth than fire.

    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 L 7d12+14 (59) 19 10 15 8 11 6 7/15 10 7 5 5 2d6 15 -
    Very Young H 10d12+30 (95) 23 10 17 10 13 6 10/24 14 10 7 8 4d6 18 -
    Young H 13d12+52 (136) 27 10 19 12 13 8 13/29 19 12 8 9 6d6 20 -
    Juvenile H 16d12+64 (168) 29 10 19 12 15 8 16/33 23 14 10 12 8d6 22 -
    Young Adult G 19d12+95 (218) 33 10 21 14 15 10 19/42 26 16 11 13 10d6 24 19
    Adult G 22d12+132 (275) 35 10 23 14 17 10 22/46 30 19 13 16 12d6 27 21
    Mature Adult G 25d12+175 (337) 35 10 25 16 19 12 25/49 33 21 14 18 14d6 29 23
    Old C 28d12+224 (406) 39 10 27 18 19 12 28/58 34 24 16 20 16d6 32 25
    Very Old C 31d12+279 (480) 41 10 29 20 21 14 31/62 38 26 17 22 18d6 34 27
    Ancient C 34d12+340 (561) 43 10 31 20 21 14 34/66 42 29 19 24 20d6 37 29
    Wyrm C 37d12+370 (610) 45 10 31 22 23 16 37/70 46 30 20 26 22d6 38 31
    Great Wyrm C+ 40d12+440 (700) 49 10 33 24 25 18 40/75 51 33 22 29 24d6 41 34

    Age Speed Init AC Special Abilities Spellcasting SR
    Wyrmling 40 ft., fly 100 ft. (clumsy), burrow 40-ft +0 15 (-1 size, +6 natural) Immune to Fire and Electricity, inferior sight - -
    Very Young 40 ft., fly 100 ft. (clumsy), burrow 40-ft +0 17 (-2 size, +9 natural) Smite - -
    Young 40 ft., fly 100 ft. (clumsy), burrow 40-ft +0 20 (-2 size, +12 natural) Arcane Channeling 1st 17
    Juvenile 40 ft., fly 100 ft. (clumsy), burrow 40-ft +0 23 (-2 size, +15 natural) Quick Cast 1/day 3rd 20
    Young Adult 40 ft., fly 150 ft. (clumsy), burrow 40-ft +0 24 (-4 size, +18 natural) DR 5/magic 5th 22
    Adult 40 ft., fly 150 ft. (clumsy), burrow 40-ft +0 27 (-4 size, +21 natural) Arcane Channeling (Full Attack), Quick Cast 2/day 7th 25
    Mature Adult 40 ft., fly 150 ft. (clumsy), burrow 40-ft +0 30 (-4 size, +24 natural) DR 10/magic 9th 27
    Old 40 ft., fly 150 ft. (clumsy), burrow 40-ft +0 33 (-4 size, +27 natural) Greater Magic Fang, Quick Cast 3/day 11th 29
    Very Old 40 ft., fly 150 ft. (clumsy), burrow 40-ft +0 32 (-8 size, +30 natural) DR 15/magic 13th 30
    Ancient 40 ft., fly 150 ft. (clumsy), burrow 40-ft +0 35 (-8 size, +33 natural) Arcane Channeling (Breath), Quick Cast 4/day 15th 31
    Wyrm 40 ft., fly 150 ft. (clumsy), burrow 40-ft +0 38 (-8 size, +36 natural) DR 20/magic 17th 32
    Great Wyrm 40 ft., fly 200 ft. (clumsy), burrow 40-ft +0 41 (-8 size, +39 natural) Quick Cast at-will 19th 34

    Special Abilities

    Breath Weapon (Su): A cyclopean dragon has a single breath weapon a line of lightning dealing the listed damage; a successful Reflex save halves this damage.

    Inferior Vision: A cyclopean dragon’s one eye leaves it with worse vision than other true dragons. It lacks the Keen Senses ability of other true dragons, having merely 120-ft darkvision and low-light vision. It also suffers a -4 on Spot and Search checks as well as a -2 on ranged attack rolls.

    Smite (Su): As part of an attack a very young or older cyclopean dragon may declare a smite gaining a +4 to hit and dealing extra damage equal to its HD. Once it has used this ability, even on a miss, it must wait 1 minute to use it again.

    Arcane Channeling (Su): When casting a melee touch spell a young or older cyclopean dragon may make a natural weapon attack as part of the same action as casting the touch spell and applying the touch spell to the target of the natural weapon attack on a successful hit. When cast in this way the spell does not provoke attacks of opportunity for being cast, and it is automatically stilled with no change to casting time or spell level. When they reach adulthood they may cast a melee touch spell as part of making a full-attack action and the effects of the spell are applied once to each creature struck by one of its natural weapons during the full-attack. Upon reaching the Ancient age category they may instead apply a single melee touch spell to their breath weapon as part of the action required to use it and all creatures which fail their Reflex save or take damage from the breath weapon are affected as if they had been targeted by the touch spell; in this case the spell is automatically silenced as well as stilled.

    Spellcasting: A young or older cyclopean dragon casts spells as a duskblade of the listed level. They may also learn spells from the bard spell list as well as the craft, and creation domain lists as if they were duskblade spells.

    Quick Cast (Su): A juvenile or older cyclopean dragon may, the listed number of times per day, cast a duskblade spell as if it had been affected by the Quicken Spell feat without increase to casting time or spell level.

    Greater Magic Fang (Sp): 3/day an old or older cyclopean dragon may use Greater Magic Fang as a spell-like ability.

    Skills: Appraise, Craft, and Decipher Script are class skills for cyclopean dragons in addition to those available to all true dragons.
    Last edited by Zaydos; 2014-08-29 at 08:32 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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  8. - Top - End - #788
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Feathered Dragon
    Dragon (Air)
    Environment: Warm forests.
    Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
    Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23
    Treasure: Triple Standard
    Alignment: Always Good (any).

    In the forests of Kalaban in Kazadspace I found the race of dragons called feathered dragons. Okay, to say I found them is incorrect, they were already well known to the natives as well as known to spacers and planar travelers who visited the planet, suffice it to say you can find them on that world.

    Feathered dragons are kind hearted dragons whose power over poison makes them legendary; it is said that they can, with a single touch, revive anyone who was killed by poison and can undo all harm inflicted even by magical poisons. Some even say that they can undo the poison of a god, though I have never had a situation to verify this I have heard it from trustworthy and trusted sources not prone to exaggeration.

    Existing on the same planet as black lotus dragons the two are natural enemies, though they rarely face each other directly instead meddling in the affairs of mortals using the native lizardfolk as pawns and champions. Feathered dragons tend to be more withdrawn from these affairs than their evil counterparts, but like them they are oftentimes worshipped as if gods and they don’t seem to mind the adoration.

    Feathered dragons are rather small for dragonkind, on par with white and brass dragons but frailer than either. They are physically agile and quick, never losing their speed even as they age and it can come as a rather nasty surprise to people. Their appearance, though, is an oddity among dragons though I dare not say such an oddity is unique, I have seen far too many dragons to make such a claim. Their oddity that I speak of is, of course, the same one that gives them their name. A feathered dragon has green scales across its body, and sapphire blue eyes, but one would hardly know it to look upon them. Their bodies are covered in brightly colored feathers, pink and yellow being most common followed by blue and red. A special frill of feathers is on their neck, able to be raised to stand erect like the tail of a male peafowl when angered or annoyed. They have four claws on each foot, and three spines on their back. Their wings resemble those of birds as much, if not more so, than those of other dragons.

    As a final note worth mentioning is their connection to the natural spirits of the place. Their spells draw upon these spirits instead of the normal arcane power of dragons, but that is not the only way this connection manifests. It deepens as they age granting them the ability to speak normally despite magical silence, to see the true reality, protection from mental assault, and even the ability to shed their physical form for a time.


    Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon DC Frightful Presence
    Wyrmling T 3d12 (19 hp) 11 14 11 8 13 10 3/-5 5 3 5 4 11 -
    Very Young S 6d12+6 (45 hp) 13 14 13 10 15 12 6/3 8 6 7 7 14 -
    Young M 9d12+9 (67 hp) 15 14 13 10 15 12 9/11 11 7 8 8 15 -
    Juvenile M 12d12+24 (102 hp) 17 14 15 12 17 14 12/15 15 10 10 11 18 -
    Young Adult L 15d12+30 (127 hp) 21 14 15 12 17 14 15/24 19 11 11 12 19 19
    Adult L 18d12+54 (171 hp) 23 14 17 14 19 16 18/28 23 14 13 15 22 22
    Mature Adult H 21d12+84 (220 hp) 27 14 19 14 21 16 21/37 27 16 14 17 24 23
    Old H 24d12+120 (276 hp) 29 14 21 16 21 18 24/41 31 19 16 19 27 26
    Very Old H 27d12+135 (310 hp) 31 14 21 16 23 18 27/45 35 20 17 21 28 27
    Ancient H 30d12+180 (375 hp) 33 14 23 18 23 20 30/49 39 23 19 23 31 30
    Wyrm G 33d12+198 (412 hp) 35 14 23 18 25 20 33/57 41 24 20 25 32 31
    Great Wyrm G 36d12+252 (486 hp) 37 14 25 20 27 22 36/61 45 27 22 28 35 34

    Age Speed Init AC Special Abilities Spellcasting SR
    Wyrmling 40 ft., fly 100 ft. (average), climb 20-ft +2 16 (+2 size, +2 Dex, +2 natural) Immune to poison, pass without trace, woodland stride - -
    Very Young 40 ft., fly 100 ft. (average), climb 20-ft +2 18 (+1 size, +2 Dex, +5 natural) Invisibility - -
    Young 40 ft., fly 150 ft. (average), climb 20-ft +2 20 (+2 Dex, +8 natural) Silence - -
    Juvenile 40 ft., fly 150 ft. (average), climb 20-ft +2 23 (+2 Dex, +11 natural) Voice of Spirits 1st -
    Young Adult 40 ft., fly 150 ft. (average), climb 20-ft +2 25 (-1 size, +2 Dex, +14 size) DR 5/magic 3rd 18
    Adult 40 ft., fly 150 ft. (average), climb 20-ft +2 28 (-1 size, +2 Dex, +17 natural) Heal Poison 5th 20
    Mature Adult 40 ft., fly 200 ft. (poor), climb 20-ft +2 30 (-2 size, +2 Dex, +20 natural) DR 10/magic 7th 23
    Old 40 ft., fly 200 ft. (poor), climb 20-ft +2 33 (-2 size, +2 Dex, +23 natural) True Sight 9th 25
    Very Old 40 ft., fly 200 ft. (poor), climb 20-ft +2 36 (-2 size, +2 Dex, +26 natural) DR 15/magic 11th 27
    Ancient 40 ft., fly 200 ft. (poor), climb 20-ft +2 39 (-2 size, +2 Dex, +29 natural) Spiritual Blessing 13th 28
    Wyrm 40 ft., fly 250 ft. (clumsy), climb 20-ft +2 40 (-4 size, +2 Dex, +32 natural) DR 20/magic 15th 29
    Great Wyrm 40 ft., fly 250 ft. (clumsy), climb 20-ft +2 43 (-4 size, +2 Dex, +35 natural) Spirit Form 17th 31


    Breath Weapon (Su): A feathered dragon has a single breath weapon, a cone of positive energy which turns undead regardless of their hit dice; a Will save is allowed to resist being turned, with a special bonus equal to ½ their turn resistance. On a failed save the undead is turned for 1d8 + 1 round per age category. This breath weapon has no effect on creatures that are not affected by a cleric’s Turn Undead.

    Pass Without Trace (Su): As the druid ability.

    Woodland Stride (Ex): As the druid ability.

    Invisibility (Sp): A feathered dragon may use Invisibility as a spell-like ability at-will; it’s duration is 24 hours, though, instead of 1 minute/level.

    Silence (Sp): A feathered dragon may use Silence as a spell-like ability three times per day.

    Spellcasting: A juvenile or older feathered dragon casts spells as a spirit shaman of the listed level. In addition to the druid spell list they may choose from the Air, Good, and Healing domain lists when selecting their spells known.

    Voice of the Spirits (Su): A juvenile or older feathered dragon’s connection with spirits has advanced to such a degree that it may speak normally in magical silence, being heard as if there was no magical silence. This also allows it to cast spells with verbal components normally in such conditions. An ancient or older feather dragon may speak even in areas of magical silence with deity level power.

    Heal Poison (Su): The touch of an adult or older feathered dragon acts as Neutralize Poison. In addition it heals any ability damage or drain caused by poison. It may even revive a dead character killed due to damage from poison (usually due to Con damage either dropping their hp to -10 or Con to 0; note if they are not killed directly by the poison but instead bleed out or are killed by another attack while weakened by poison this ability does not function on them). Such creatures may not have been dead for longer than 1 week per age category of the dragon; this ability otherwise functions as Raise Dead but has no material component. If the poison cannot normally be healed by magic or is of deific strength the feathered dragon has an 8% chance per age category of successfully healing it; if it fails it cannot try again till it has advanced to a higher age category.

    True Sight (Su): The spirits grant an old or older feathered dragon the ability to see as if continuously under the effect of a clerical True Seeing spell. In addition the feathered dragon adds a sacred bonus to all Spot and Search checks equal to its Wisdom modifier (minimum +1). This is a supernatural ability and therefore cannot be dispelled.

    Spiritual Blessing (Su): The spirits protect an ancient or older feathered dragon granting it the equivalent of a Mind Blank spell. Even against effects that can normally overcome the spell a feathered dragon gains a +10 to its save (in addition to any bonus they might grant for creatures normally immune to mind-affecting effects), or are allowed a save (10 +1/2 users HD + Cha if used by a creature; use CL for HD in the case of artifacts; use spell level + stat for spells that normally ignore saves) if the effect normally does not allow one. This is a supernatural ability and therefore cannot be dispelled.

    Spirit Form (Su): A great wyrm feathered dragon can shed its physical form. As a full-round action a feathered dragon may become ethereal or incorporeal (it may not become incorporeal while on the ethereal plane, but may on other planes unconnected to the ethereal) and may remain so for as long as desired using a full-round action to become corporeal once more or to return to the Prime Material Plane. Should they use this ability to return to the Prime they may choose to return as an incorporeal creature, and while incorporeal they may enter the Ethereal Plane becoming corporeal upon that plane. While incorporeal through this effect they are warded off by Protection from Good (or their Law/Chaos alignment spell) as if they were extraplanar creatures and they may not return to the Prime within an area warded by a Magic Circle against Good or similar that protects against their alignment, nor may they use this ability to enter a similarly warded portion of the Ethereal Plane.

    Skills: Heal, Perform, and Survival are class skills for a feathered dragon in addition to those shared by all true dragons.
    Last edited by Zaydos; 2014-09-02 at 02:09 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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  9. - Top - End - #789
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Anarchic Dragon
    Dragon (Chaos)
    Environment: Any land or Chaotic aligned plane.
    Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
    Challenge Ratings: wyrmling O, very young w, young a, juvenile *, young adult @, adult -, mature adult g, old $, very old t, ancient &, wyrm n, great wyrm ).
    Treasure: Triple Standard
    Alignment: Always Chaotic

    The fourth, and final, species of Mythic Dragons, I have only ever encountered one once. Thankfully that was not a hostile encounter or else I might not be here to tell the tale today. Anarchy dragons, like the other mythic dragons, have great power that can rival, or dare I say surpass, that of some gods.

    Anarchy dragons are the ultimate representatives of chaos amongst dragons, imbued with its shifting and ever-changing power. What I record here is only what I could discover about these dragons but I must warn that should they deviate, even severely, from the norm it should not be taken as surprising due to their nature as representatives of supreme chaos.

    Their appearance varies, the color of their scales and even structure of their skulls can differ wildly from individual to individual. As such I will not attempt to describe their general appearance other than that they seem to have a random assortment of horns and spines, and that they maintain the same basic body shape as other dragons, a head, two wings, four legs, and a tail. They often shimmer as if surrounded by a heat daze, which can be useful in their identification although even this trait is not universal.

    --Zasper the Dragon Sage


    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 H 25d12+175 (337 hp) 33 10 25 20 21 20 25/44 34 21 14 19 5d12 29 27
    Very Young H 30d12+270 (465 hp) 37 10 29 24 25 24 30/51 41 26 17 24 10d12 34 32
    Young G 35d12+385 (612 hp) 41 10 33 28 29 28 35/62 46 30 19 28 15d12 38 36
    Juvenile G 40d12+520 (780 hp) 45 10 37 32 33 32 40/69 53 35 22 33 20d12 43 41
    Young Adult G 45d12+675 (967 hp) 49 10 41 36 37 36 45/76 60 39 24 37 25d12 47 45
    Adult C 50d12+850 (1175 hp) 53 10 45 40 41 40 50/87 63 44 27 42 30d12 52 50
    Mature Adult C 55d12+1045 (1402 hp) 57 10 49 44 45 44 55/94 70 48 29 46 35d12 56 54
    Old C 60d12+1260 (1650 hp) 61 10 53 48 49 48 60/101 77 53 32 51 40d12 61 59
    Very Old C 65d12+1495 (1917 hp) 65 10 57 52 53 52 65/108 84 57 34 55 45d12 65 63
    Ancient C+ 70d12+1750 (2205 hp) 69 10 61 56 57 56 70/115 91 62 37 60 50d12 70 68
    Wyrm C+ 75d12+2025 (2512 hp) 73 10 65 60 61 60 75/122 98 66 39 64 55d12 74 72
    Great Wyrm C+ 80d12+2320 (3280 hp) 77 10 69 64 65 64 80/129 105 71 42 69 60d12 79 77

    Age Speed Init AC SR Special Abilities Caster Level
    Wyrmling 60-ft, fly 250-ft (good) +0 35 (-2 size, +24 natural, +3 Deflection) 26 Immune to energy, and polymorph, DR 10/epic, Cloak of Chaos, Change Shape 6th
    Very Young 60-ft, fly 250-ft (good) +0 42 (-2 size, +29 natural, +5 deflection) 33 Immunity to Ability Damage and Drain and Death Effects and Energy Drain 9th
    Young 60-ft, fly 300-ft (average) +0 47 (-4 size, +34 natural, +7 deflection) 40 DR 15/epic 12th
    Juvenile 60-ft, fly 300-ft (average) +0 54 (-4 size, +39 natural, +9 deflection) 47 Immune to mind-affecting effects, Shroud of Madness 15th
    Young Adult 60-ft, fly 300-ft (average) +0 61 (-4 size, +44 natural, +11 deflection) 54 DR 20/epic and DR 5/- 18th
    Adult 60-ft, fly 350-ft (poor) +0 64 (-8 size, +49 natural, +13 deflection) 61 Disrupt Order 21st
    Mature Adult 60-ft, fly 350-ft (poor) +0 71 (-8 size, +54 natural, +15 deflection) 68 DR 20/epic and DR 10/- 24th
    Old 60-ft, fly 350-ft (poor) +0 78 (-8 size, +59 natural, +17 deflection) 75 Chaos Magic (3/day) 27th
    Very Old 60-ft, fly 350-ft (poor) +0 85 (-8 size, +64 natural, +19 deflection) 82 DR 20/epic and 15/- 30th
    Ancient 60-ft, fly 400-ft (poor) +0 92 (-8 size, +69 natural, +21 deflection) 89 Wish, Choose Fate 33rd
    Wyrm 60-ft, fly 400-ft (poor) +0 99 (-8 size, +74 natural, +23 deflection) 93 DR 20/- 36th
    Great Wyrm 60-ft, fly 400-ft (poor) +0 106 (-8 size, +79 natural, +25 deflection) 100 True Chaos, Chaos Magic (at-will) 39th

    Special Abilities

    Breath Weapon (Su): Anarchic dragons have two types of breath weapon. The first is a cone of polymorphing energy. Any creature that fails a Fort save against this effect are polymorphed as if by the Baleful Polymorph spell, transforming into a random animal (non-fatal forms only) and have to make a Will save as per the spell; as a Su ability this cannot be dispelled, but it can be removed with the Remove Curse, Break Enchantment, Limited Wish, Wish, or Miracle spells. Its second breath weapon deals half anarchic damage and half damage of all five energy types for a total of the listed amount; the anarchic damage is pure chaos and not reduced by energy resistance of any type, while the five-fold energy damage is only reduced by energy resistance that applies to all 5 energy types but increased by any energy vulnerability (although only by the greatest vulnerability).

    Change Shape (Su): Anarchic dragons may 3/day use the Change Shape ability to become any creature with less HD than they have.

    Cloak of Chaos (Su): Anarchic dragons are guarded by the pure entropy and randomness and gain a deflection bonus to their AC equal to their Charisma bonus. All ranged attacks made against a dragon suffer a 20% miss chance.

    Shroud of Madness (Su): A juvenile or older anarchic dragon is continuously surrounded by an aura of madness. Any creature within its (non-bite) reach must make a Will save or be Confused (as the Confusion spell) for as long as they are within range and for 1 hour thereafter. A successful save renders the creature immune for as long as it is in range and 1 hour thereafter. This is a mind-affecting effect. A dragon may suppress or resume this ability as a free action.

    Disrupt Order (Su): An adult or older anarchic dragon may as a standard action disrupt order within one creature or object (or a 2700 cubic feet of a truly massive object) within 100-ft. The target must make a Fort save (DC is charisma based so normally equal to Frightful Presence) or take damage equal to its maximum hp (this damage is always lethal regardless of any regeneration the target may have). Once the anarchic dragon has used this ability it must wait 1d4+4 rounds before using it again. On a successful save they merely take 1d4 Constitution damage or lose their hardness for 1d4 days in the case of an object. Creatures with the Chaotic subtype take half damage from this ability, but even they have enough of a modicum of order that the pure chaos an anarchic dragon causes to be expressed is still dangerous even to their nature. A creature or object slain/destroyed by this ability does not leave remains suitable for Resurrection.

    Chaos Magic (Su): 3/day An old or older anarchic dragon may, as a free action, radiate an aura of wild magic out to 1 mile. All spells cast within the area have a 50% chance of working ordinarily, a 20% of replicating the effects of a Rod of Wonders, a 20% chance of backfiring completely (reversed effect for buff spells, reversed target for offensive spells, DM creativity for battlefield control), a 5% chance of working normally but not expending a spell slot, and a 5% chance of creating a Deck of Many Things. This ability lasts 3 rounds, and does not affect an anarchic dragon’s own spells. At great wyrm they may use this ability at-will.

    Choose Fate (Su): Whenever an ancient or older dragon uses a Rod of Wonders or other magic item with a random effect it may choose what effect results. In addition 1/day when they make a roll they may choose whatever result they wish on the die as if they had rolled it naturally.

    True Chaos: A great wyrm anarchic dragon gains Divine Rank 0.

    Spells: A dragon casts spells as a sorcerer and may choose from the cleric spell list, the bard spell list, the Chaos, Travel, Demonic, Celerity, Luck, Trickery, Illusion, Fey, Liberation, Madness, Destruction, Creation, Entropy, Dragon, Abyss, Arborea, and Limbo domains, and the sorcerer spell list.

    Spell-like Abilities: 3/day Wish (ancient and older).

    Skills: All skills are class skills for an anarchic dragon’s racial hit dice.
    Last edited by Zaydos; 2014-08-29 at 01:02 AM.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    And with that there are now 100 completed dragons on this thread (+1 uncompleted one).

    100 True Dragons Yay!!!!!

    As such I'd like to take a moment to thank everyone who has contributed to this thread. Whether via creations of their own or simply posting either encouragement, critiques, fixing errors and mistakes, suggestions, requests, or other miscellanea I have not mentioned by name.

    I'd like to give a special thanks to flabort, Ziegander, and MammonAzreal as they've contributed true dragons all their own. As well as to firemagehao because without his request I'd have never added any beyond the three that it started with. Also to Silverscale for keeping it alive when I was unable to this December.
    Last edited by Zaydos; 2011-04-21 at 12:51 AM.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Congrats on hitting that magic number! Over 100 dragons is a lot of work, but now you've more than I think were ever created, anywhere, by anyone. Congratulations, because if I want a Dragon to use, You're the expert to go to now.

    And thanks for putting me in the special thanks
    Really, though, you rock.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Congratulations, Zaydos, you've won the internets.

    All the internets.
    Last edited by DrWeird; 2011-04-21 at 11:41 AM.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    three cheers for zaydos and his army of dragons
    only darkness is truly eternal

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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Woo! One hundred! Thats more than four times WotC's amount, right?
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    Let's Read the Monster Manual II!

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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Speaking of the unfinished dragon, It just needs SR (I cannot figure out how to determine that), and some more abilities. Oh, yeah, and to clean up the current abilities.

    I think Up Tempo may be much too strong in combination with Inspire Alertness, but...
    It's a dragon, right? It needs strong abilities, right?
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Congratulations on such a momentous mile-stone. I'm always happy to help keep alive projects I'm interested in (especially when they have as much baring on my on CWBP as this one does)

    Also congratulations on completing the set of Epic-Alignment Dragons. Can't wait to see what else you might come up with. (still keeping my eyes out for the Hogwarts Dragons)
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Finally got some ideas, and too sleepy to detail them yet but I'll put down what they are to see if people have any suggestions, etc. Also just to let people know I haven't abandoned my baby the thread.

    Dust Dragon: Dragons of the quasi-elemental plane of dust. Fairly small, Neutral Evil alignment (I know the quasi-elemental planes, nor the Negative Energy Plane they bordered didn't have alignment subtypes but for the most part natives of the negative quasi-elemental planes tended towards Evil alignments). Casts as sorcerers with cleric list access as well as Destruction and one or two other domains. Disintegration breath/immunity.

    Dusk Dragon: Semi-epic dragon (4X+Y HD, where X is age category and Y is arbitrary number; large size as wyrmling; some deflection bonus to AC; DR 20/epic before great wyrm +). True Neutral. Skilled in magic (3X-3 CL, so 3rd level at very young and reaching 33rd at Great Wyrm). Something of a maintainer of balance.

    Effulgent Dragon: Dragons of the quasi-elemental plane of radiance. On the small side, Chaotic Neutral alignment (again the plane isn't aligned but it does fit the tendencies of the plane). Casts as sorcerers with cleric list access as well as Suna nd one or two other domains. Light based breath weapon.
    Last edited by Zaydos; 2011-04-28 at 12:55 AM.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    On the Radiance you may want to find a different name and/or make sure it doesn't much step on the toes of the LG Radiant Dragon of the Seven Mounting Heavens of Celestia.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Quote Originally Posted by Tacitus View Post
    On the Radiance you may want to find a different name and/or make sure it doesn't much step on the toes of the LG Radiant Dragon of the Seven Mounting Heavens of Celestia.
    Good catch, thanks.

    Should have remembered those myself (one of my favorite planar dragons).

    Changed it to effulgent, though Rainbow might have been better I decided I might want to use that for something else later.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Does this mean you're going to be doing a series of Dragons of the Quai-elemental planes?
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Dust Dragon
    Dragon (Earth, Extraplanar)
    Environment: Temperate deserts (the Quasi-Elemental Plane of Dust).
    Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
    Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 13; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23
    Treasure: Triple standard (magic items and precious metals only)
    Alignment: Always chaotic evil.
    Lairing on the quasi-elemental plane of dust, dust dragons are beings that represent destruction in one of its purest forms. Able to gain sustenance from the very act of destruction, they are terrible creatures with little love for other life.

    They live a hateful, and solitary, existence in the depths of their plane, occasionally wandering close to, or even into, the Elemental Plane of Earth in search of treasure for their hoards. They’ve been known to enter the Prime Material Plane through natural vortexes and portals. They take a special delight in spreading destruction through the Prime and are especially feared and hated by dwarves as they often manifest in played out mines (and other areas where the natural resources have been hacked away or taken, such as clear cut forests) and their love of precious metals often lead them to attack the gold-rich dwarves in plundering missions and their love for destruction causes them to wreak havoc in a dwarven community when it reaches it, destroying structures that would otherwise have stood for ages of the world.

    Dust dragons are relatively small, with lithe and smooth bodies that seem to have been polished by the disintegrating winds of their home plane. Their eyes are a dull, hateful yellow that seems almost to shine with avarice when presented with gold. They do not value silver or copper, even though the metals are resistant to their wasting effects, seeking only gold, platinum, and mithral. While their disintegrative effects have no effect on adamantine they loath that material with a special hatred and find it anathema to their very being.

    -Zasper the Dragon Sage.


    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 T 4d12+8 (34 hp) 11 10 15 8 11 10 4/-4 6 6 4 4 2d10 14 (12)
    Very Young S 7d12+14 (59 hp) 13 10 15 8 11 10 7/4 9 7 5 5 4d10 15 (13)
    Young M 10d12+30 (95 hp) 15 10 17 10 13 12 10/12 12 10 7 8 6d10 18 (16)
    Juvenile M 13d12+39 (123 hp) 17 10 17 10 13 12 13/16 16 11 8 9 8d10 19 (17)
    Young Adult L 16d12+64 (168 hp) 19 10 19 12 15 14 16/24 19 14 10 12 10d10 22 20
    Adult L 19d12+95 (218 hp) 23 10 21 12 15 14 19/29 24 16 11 13 12d10 24 21
    Mature Adult H 22d12+132 (275 hp) 27 10 23 14 17 16 22/38 28 19 13 16 14d10 27 24
    Old H 25d12+150 (312 hp) 29 10 23 14 17 16 25/42 32 20 14 17 16d10 28 25
    Very Old H 28d12+196 (378 hp) 31 10 25 16 19 18 28/46 36 23 16 20 18d10 31 28
    Ancient H 31d12+217 (418 hp) 33 10 25 16 19 18 31/50 40 24 17 21 20d10 32 29
    Wyrm G 34d12+272 (493 hp) 35 10 27 18 21 20 34/58 42 27 19 24 22d10 35 32
    Great Wyrm G 37d12+333 (573 hp) 37 10 29 20 23 22 37/62 46 29 20 26 24d10 37 34

    Age Speed Init AC SR Special Abilities
    Wyrmling 40-ft, fly 150-ft (average), burrow 40-ft +0 15 (+2 size, +3 natural) 15
    Very Young 40-ft, fly 150-ft (average), burrow 40-ft +0 17 (+1 size, +6 natural) 16 Spider Climb
    Young 40-ft, fly 200-ft (poor), burrow 40-ft +0 19 (+9 natural) 18 DR 5/magic
    Juvenile 40-ft, fly 200-ft (poor), burrow 40-ft +0 22 (+12 natural) 20 Disruptive Aura, loses weak spot
    Young Adult 40-ft, fly 200-ft (poor), burrow 40-ft +0 24 (-1 size, +15 natural) 23 DR 10/magic
    Adult 40-ft, fly 200-ft (poor), burrow 40-ft +0 27 (-1 size, +18 natural) 25 Destroy Matter
    Mature Adult 40-ft, fly 200-ft (poor), burrow 40-ft +0 29 (-2 size, +21 natural) 27 DR 15/magic
    Old 40-ft, fly 200-ft (poor), burrow 40-ft +0 32 (-2 size, +24 natural) 29 Disintegrate
    Very Old 40-ft, fly 200-ft (poor), burrow 40-ft +0 35 (-2 size, +27 natural) 31 DR 20/magic and 5/adamantine
    Ancient 40-ft, fly 200-ft (poor), burrow 40-ft +0 38 (-2 size, +30 natural) 32 Sphere of Ultimate Destruction
    Wyrm 40-ft, fly 250-ft (clumsy), burrow 40-ft +0 39 (-4 size, +33 natural) 33 DR 20/magic and 10/adamantine
    Great Wyrm 40-ft, fly 250-ft (clumsy), burrow 40-ft +0 42 (-4 size, +36 natural) 34 Winds of Wasting

    Frightful Presence Note: A dust dragon does not have Frightful Presence until young adult but as they have other charisma based effects the DC was still listed. Parenthesis indicate that they do not yet have frightful presences.

    Breath Weapon (Su): A dust dragon has a single breath weapon, a line of disintegration which deals the listed damage (Fort halves); it deals x1.5 damage to objects and ignores hardness. Any creature, or object, reduced to 0 or fewer hp by it are instantly disintegrated as per the disintegrate spell. Adamantine is immune to this effect.

    Immunity to Disintegration (Ex): A dust dragon is immune to any effect that disintegrates a creature/object. This includes, but is not limited to, the Disintegrate spell and any spell or effect based off of it. This also includes the Disruptive Ability of other dust dragons (and their own), Winds of Wasting, and other similar abilities.

    Weak Spot (Su): The destructive energies inherent in a young or younger dust dragon are vulnerable to destabilization. If a young or younger dust dragon is hit by a critical hit, an adamantine weapon, or, when flat-footed or otherwise denied their dexterity bonus to AC, suffers precision damage they continue to take 2 additional damage each round for a number of rounds equal to the character level of the character which struck them. A juvenile or older dust dragon no longer has this vulnerability.

    Tremorsence (Ex): 60-ft.

    Spider-Climb (Sp): A very young or older dust dragon may use Spider-Climb at-will (CL equals its age category as standard for a non-casting dragon). It has the following limitation: Self-only and it only functions for climbing dirt, stone, or metal.

    Disruptive Aura (Su): A juvenile or older dust dragon radiates an aura of disintegrative force out to 10-ft per age category. Any creature, or unattended object, within this aura at the start of their turn takes 2 damage per age category of the dust dragon, ignoring hardness. Should this damage reduce a creature or object to 0 or less hit points they are disintegrated. Magic items (but not constructs) and precious metals (including mithral and adamantine) are immune to this ability. Each round an affected creature may make a Fort save (DC is charisma based; same as Frightful Presence) to negate this damage. A dust dragon gains nutrition from matter destroyed this way like it would if it ate it.

    Destroy Matter (Su): An adult or older dust dragon may fire a ray of destructive energy as a standard action. This ray functions as a disintegrate spell but it only affects objects. Adamantine is immune to this ability.

    Disintegrate (Sp): An old or older dust dragon may use disintegrate as a spell-like ability 3 times per day. Caster level equals double its age category. Unlike normal this spell-like ability has no effect on adamantine.

    Sphere of Ultimate Destruction (Sp): An ancient or older dust dragon may use sphere of ultimate destruction as a spell-like ability three times per day. Caster level equals double its age category. Unlike normal this spell-like ability has no effect on adamantine.

    Winds of Wasting (Su): A great wyrm dust dragon may, 3 times per day, release a storm of destructive energy as a swift action. All creatures and unattended objects within 60-ft take 2d6 damage per age category of the dust dragon and are disintegrated (as per the disintegrate spell) if they are reduced to 0 or less hp. They are allowed a Fortitude save (DC is Charisma based) to reduce it to a mere 5d6 damage; non-magic items, and magic items which fail their save are automatically destroyed. Adamantine is immune to this ability.

    Skills: Hide, Move Silently, and Survival are class skills for a dust dragon in addition to those shared by all true dragons.
    Last edited by Zaydos; 2014-08-30 at 11:10 PM.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Quote Originally Posted by Silverscale View Post
    Does this mean you're going to be doing a series of Dragons of the Quai-elemental planes?
    Possibly, technically Luster Dragons were designed for Mineral, and note to use it instead of games that use that plane, but I place them on Earth as that's the standard cosmology.

    The negative quasielemental planes ought to be fairly easy; destructive abilities and planar traits make for an easily created dragon more than... well the positive quasielemental planes.

    Ash: Heat drain.
    Salt: Dessication.
    Vaccuum: Hardest of the four.

    Meanwhile positive ones:
    Radiance: I want to make it but... color draining and Prismatic Dragon did prismatic effects.
    Lightning/Storm: Done so much already.
    Steam: ???
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    A lot of these Dragons would probably find a great home in my revitalized Dragon-World CWBP thread.

    Ok enough of the shameless plugging.

    For something with so many different ways to reduce you and your friends to piles of dust, don't you think the CR's for the Dust Dragon are a bit low? A Great wyrm can make 10 different attempts to disintegrate you......before using it's Breath Weapon which can also disintegrate you.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Quote Originally Posted by Silverscale View Post
    A lot of these Dragons would probably find a great home in my revitalized Dragon-World CWBP thread.

    Ok enough of the shameless plugging.

    For something with so many different ways to reduce you and your friends to piles of dust, don't you think the CR's for the Dust Dragon are a bit low? A Great wyrm can make 10 different attempts to disintegrate you......before using it's Breath Weapon which can also disintegrate you.
    I think I was overestimating the power of 15th level casting (or forgetting that since black dragons have sorcerer casting they don't get 8th level spells). So I might ought to raise the CR of some of the higher levels by 1. It's almost the same as a black dragon (better SR and DR and +2 Con; disintegration based powers instead of casting) so I kept the CRs fairly close.

    As a note, though, Disintegrate is about equal to their breath weapon at Great Wyrm (40d6 compared to 24d10; 8 points in favor of Disintegrate but single target and lower save for a much greater damage reduction), Sphere is multi-use but eats your move actions (preventing it from using a dragon's best tactic, full attack). Winds of Wasting, though, is good (quickened AoE disintegrate with halved damage) and Maximized Breath makes their breath weapon truly scary (240 damage save for half).

    Yeah the higher age categories (especially great wyrm) need a +1 or +2 CR. Mostly because their breath weapon is always effective (only immediate action teleportation and Mettle prevent it completely) and deals good (red dragon level) damage which makes up more for loss of spells than normal. Throw in Winds of Wasting and they are reaching the Big Boss level even for a Level 20 party. A well-specced caster will decimate them before they can act (Foresight + Celerity + Optimized Orb of X) but otherwise they're a beast.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    i was wondering if you could do some more gem dragons i made a list of gems you could choose from (im not a gem expert so some may be same with a different name)
    garnet, opal, moonstone, lapis lazuli, jasper, citrine, onyx, peridot, tourmaline, agate, pearl, Alexandrite, bloodstone, tanzinite
    feel free to make them however you feel like but they should follow the normal rules for gem dragons you can make some of the rarer gems epic if you feel like it please and thank you
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Rainbow Dragon
    Dragon (Extraplanar, Fire)
    Environment: Temperate land (The Quasi-Elemental Plane of Radiance).
    Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
    Challenge Ratings: Wyrmling 3; very young 5; young 6; juvenile 9; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23
    Treasure: Double standard
    Alignment: Always chaotic neutral.
    Living on the quasi-elemental plane of radiance, rainbow dragons are fickle creatures. They spend a great amount of their time traversing the great expanses of their home plane searching for food as matter is a rarity on their home plane. Due to this many lair near the border with the plane of mineral both for easy access to treasure for their hoard, territory, but also for access to possible food sources. Other lair near the plane of fire eating those fire creatures that venture into radiance.

    Rainbow dragons have a preference for bright gems and coins, so fresh gold can be used to distract them in some situations. In others simply talking can work, though in both cases a hungry enough rainbow dragon will see nothing wrong with eating a human “friend” so it is advisable that one have some (large) amount of food to share with the beast in this situation.

    Rainbow dragons are fiercely protective of their territory, only rarely sharing it with clutch-mates and even then only usually to protect against the predation of other of their kind or similarly powerful creatures. Due to limits on resources, these dragons are far and few between in the vast, empty plane of colors.

    Rainbow dragons are comparable to white or black dragons in size, with shining scales of ever-shifting colors. On their home plane they are nearly invisible due to the interplay of these lights which will shift to match the shifting colors of radiance. On other planes they seem to shine with light of each of seven colors in turn creating a prismatic spectacle.

    -Zasper the Dragon Sage.


    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 T 4d12+4 (30 hp) 11 10 13 8 11 12 4/-4 6 5 4 4 1d10 13 (13)
    Very Young S 7d12+7 (52 hp) 13 10 13 8 11 12 7/4 9 6 5 5 2d10 14 (14)
    Young M 10d12+20 (85 hp) 15 10 15 10 13 14 10/12 12 9 7 8 3d10 17 (17)
    Juvenile M 13d12+26 (110 hp) 17 10 15 10 13 16 13/16 16 10 8 9 4d10 18 (19)
    Young Adult L 16d12+48 (152 hp) 19 10 17 12 15 16 16/24 19 13 10 12 5d10 21 21
    Adult L 19d12+76 (199 hp) 23 10 19 12 15 18 19/29 24 15 11 13 6d10 23 23
    Mature Adult H 22d12+110 (253 hp) 27 10 21 14 17 18 22/38 28 18 13 16 7d10 26 25
    Old H 25d12+125 (287 hp) 29 10 21 14 17 20 25/42 32 19 14 17 8d10 27 27
    Very Old H 28d12+168 (350 hp) 31 10 23 16 19 22 28/46 36 22 16 20 9d10 30 30
    Ancient H 31d12+186 (387 hp) 33 10 23 16 19 22 31/50 40 23 17 21 10d10 31 31
    Wyrm G 34d12+238 (459 hp) 35 10 25 18 21 24 34/58 42 26 19 24 11d10 34 34
    Great Wyrm G 37d12+296 (536 hp) 37 10 27 20 23 26 37/62 46 28 20 26 12d10 36 36

    Age Speed Init AC SR Special Abilities
    Wyrmling 40-ft, fly 200-ft (good) +0 15 (+2 size, +3 natural) - Immunity to blindness, light and prismatic effects, Fire Immunity, Cold Vulnerability, luminescent body, see invisibility
    Very Young 40-ft, fly 200-ft (good) +0 17 (+1 size, +6 natural) - Color Drain (Orange, Blue)
    Young 40-ft, fly 250-ft (average) +0 19 (+9 natural) - DR 5/magic
    Juvenile 40-ft, fly 250-ft (average) +0 22 (+12 natural) 17 Color Drain (Red, Yellow), Imbue Hue (Orange, Blue)
    Young Adult 40-ft, fly 250-ft (average) +0 24 (-1 size, +15 natural) 18 DR 10/magic
    Adult 40-ft, fly 250-ft (average) +0 27 (-1 size, +18 deflection) 20 Rainbow Armor, Imbue Hue (Red, Yellow)
    Mature Adult 40-ft, fly 250-ft (average) +0 29 (-2 size, +21 deflection) 23 DR 15/magic
    Old 40-ft, fly 250-ft (average) +0 32 (-2 size, +24 deflection) 25 Color Drain (Violet, Green)
    Very Old 40-ft, fly 250-ft (average) +0 35 (-2 size, +27 deflection) 27 DR 20/magic and 5/cold iron
    Ancient 40-ft, fly 250-ft (average) +0 38 (-2 size, +30 deflection) 28 Color Drain (Indigo), Imbue Hue (Violet, Green)
    Wyrm 40-ft, fly 300-ft (poor) +0 39 (-4 size, +33 deflection) 29 DR 20/magic and 10/cold iron
    Great Wyrm 40-ft, fly 300-ft (poor) +0 42 (-4 size, +36 deflection) 31 Sealing Breath, Imbue Hue (Indigo)

    Frightful Presence Note: A dust dragon does not have Frightful Presence until young adult but as they have other charisma based effects the DC was still listed. Parenthesis indicate that they do not yet have frightful presences.

    Breath Weapon (Su): A rainbow dragon has two breath weapons, a cone of searing light which deals the listed damage (Will halves) and a burst of blinding light which permanently blinds all creatures within the area (centered within the rainbow dragon’s bite reach) which fail their Will.

    Size Burst Radius
    Tiny 10-ft
    Small 20-ft
    Medium 30-ft
    Large 40-ft
    Huge 60-ft
    Gargantuan 80-ft
    Colossal 100-ft

    [b]Immunity to Light and Prismatic Effects[/i] (Ex): A rainbow dragon is immune to the harmful effects of any light (but not darkness) based spell or attack as well as Color Spray, and any spell with Prismatic in its name. They are immune to the Imbue Hue ability of other rainbow dragons, as well as the Color Drain ability. If unclear the DM should decide whether the effect is applicable.

    Luminescent Body (Su): A rainbow dragon produces bright illumination out to 10-ft per age category (and shadowy for twice that length). For the purposes of interaction with magical light and darkness, this is considered to have a spell level equal to the rainbow dragon’s age category.

    See Invisibility (Su): A rainbow dragon can see invisible creatures normally as if it were continuously under the effects of a See Invisibility spell.

    Color Drain (Su): Whenever a very young or older rainbow dragon successfully hits a target with a bite attack (even if the attack itself fails to deal damage) it may also drain a color from the creature. The creature becomes transparent to that color of light. A creature wearing no, or little, clothing (such as an enemy dragon, or minotaur) which has been drained of at least 3 colors gains concealment, which improves further by 7% for each additional pigment lost. See Invisibility or other spells and effects that negate invisibility, or strongly colored light of a different color negate this concealment, conversely strongly colored light of the lost pigment may increase the effects at the DM’s discretion. This is not purely beneficial, though, because depending upon which color is lost the target also suffers ability drain and other penalties.

    The following is true of all colors:
    Spoiler
    Show
    The target suffers 6 points of ability drain to a designated ability score, this may not bring the score to 0 or less, although if coupled with ability damage or drain from other sources it may do so (it is applied whenever is most deleterious to the target unless the DM dictates otherwise). Indigo does not drain a specific ability score but instead applies 2 points of drain to each ability score. This ability drain affects even undead and constructs.

    The target suffers 1 point of ability drain to Charisma. This may reduce the target’s Charisma to 0 or less even in conjunction with Violet or Indigo. This ability drain affects even undead and constructs.

    The target takes 1 point of ability damage to each ability score drained due to Color Drain (including Charisma) +1 additional point of ability damage per 2 colors drained from them. This does not stack from having multiple colors drained (although the damage increases as already noted).

    All effects (i.e. partial transparency, ability damage, and secondary ones) last until the ability drain has been healed which also restores that color completely. A Remove Curse spell instantly restores 1 color to a drained target, converting the ability drain afflicted by its lost to ability damage and negating the secondary effect.


    The individual colors:
    Spoiler
    Show
    Orange: Wisdom drain; in addition the target gets a -2 to caster level for divine spells, as well as -2 to truenamer level for the determination of truenaming abilities.

    Blue: Intelligence drain; in addition the target gets a -2 to caster level for mysteries as well as to their manifester level.

    Red: Strength drain; in addition the target gets a -2 to their initiator level.

    Yellow: Dexterity drain; in addition the target gets a -2 to all skill checks, although this penalty cannot be greater than the number of ranks they have in that skill.

    Green: Constitution drain; in addition the target gets a -2 to meldshaper level and effective binder level.

    Violet: Charisma drain; in addition the target gets a -2 to caster level for arcane spell, artificer infusions, and spell-like abilities. Any missed forms of casting should go in this color unless strongly closer to another form of casting.

    Indigo: 2 points of drain to each ability score; in addition the target suffers 2 negative levels. These levels never result in permanent level loss, but cannot be cured until the target has recovered their indigo hue. A creature slain by this level loss does not rise as a wight, although may rise as a unique Plane of Radiance based undead should the DM see fit (or someone homebrew an appropriate creature/template).


    A creature that has lost all of its colors dies and their body vanishes completely. They may not be raised or resurrected unless a Wish or Miracle spell is used to restore color to their soul (and if properly worded restore their body as well) and then a Resurrection or True Resurrection spell is cast.

    Imbue Hue (Su): Once per round with a melee touch, or a natural attack, a rainbow dragon may infuse a creature with a certain color. It may not also drain a color with the same natural attack, although it is free to drain a color with its bite and then infuse one with a different natural attack.

    Each imbued hue has a different effect, and a permanent duration. A creature cannot be imbued with more than one hue at a time. Should a creature with an imbued hue be drained of that color, or a creature drained of a color be imbued with it, the two effects cancel out and negate each other returning it to its natural state (as well as healing any ability drain dealt by the color drain) instead of having their normal effects. The Remove Curse and Break Enchantment spells can also be used to remove the effects of a single Imbued Hue. Any ability burn dealt affects a creature regardless of its creature type.

    Spoiler
    Show
    Orange: The affected creature gains a +6 competence bonus to Spot and Listen checks but suffers a -4 to saving throws against gaze attacks, visual-based illusions and effects (such as hypnotic pattern, or the blinding effect of glitterdust), language based spells and effects, as well as any ability with the sonic descriptor or which deals sonic damage. In addition whenever they cast a divine spell, or speak an utterance, they must make a Concentration check (DC 15 + 3 times the level of spell or utterance used) or the effect is cast at a +2 CL but they take 2 points of Charisma burn.

    Blue: The affected creature gains a +4 competence bonus to Knowledge checks, but suffer a -4 to Spot, Listen, and Initiative checks. They also must make a Will save (DC is Charisma based, but has a -5 to the DC making it 5 less than the number listed under frightful presence) whenever they attempt to perform a task that requires concentration (such as cast any spell) or be unable to focus losing the action. Finally whenever they use a mystery or manifest a psionic power they must make a Concentration check (DC 15 + 3 times the level of mystery or power used) or the effect is cast at a +2 CL or +2 ML but they take 2 points of Charisma burn.

    Red: The affected creature gains a +4 (I need a good type for this) bonus to their Strength, but suffer a 20% miss chance with all attacks. Finally whenever they initiate a martial strike they must make a skill check with that discipline’s key skill (DC 15 + 2 times the level of maneuver used) or the attack deals +2d6 damage but they suffer 2 points of Constitution burn (a creature with a non-ability for Con instead suffers Charisma burn).

    Yellow: The affected creature gains a +2 dodge bonus to AC and a +2 competence bonus to Reflex saves and Initiative checks. They must also move at least one-half their base land speed each round or fall prone. Whenever a creature attempts a skill check if they roll an unmodified 19 or 20 they gain a +5 to the roll, but if they roll a 1 or 2 they suffer 2 points of Constitution burn (a creature with a non-ability for Con instead suffers Charisma burn); they may not take 20 on any skill check while affected by this ability.

    Green: The affected creature gains fast healing 5 and heals 1 point of ability damage per minute (but not drain or burn). They suffer a -2 penalty to all Will saves.

    Violet: The affected creature gains a +6 competence bonus to Bluff, Diplomacy, Gather Information, and Intimidate, but suffers a -2 penalty to all Fort saves. In addition whenever they cast an arcane spell, use an infusion, or use a spell-like ability their CL is increased by 2 but they suffer 2 points of Constitution burn (a creature with a non-ability for Con instead suffers Charisma burn).

    Indigo: The affected creature suffers 1 point of damage each round. In addition whenever they take a full-round action, or more than 1 of a standard action, move action, or swift action each round (an immediate action counts as a swift action for your next round for this effect) they take damage equal to 1/2 their character level.


    Rainbow Armor (Su): An adult or older rainbow dragon loses its racial natural armor bonus but gains a deflection bonus equal to what its natural armor was/would have been. When this ability is suppressed or otherwise negated it regains its racial natural armor bonus.

    Sealing Breath (Su): Any extraplanar creature that fails its saving throw against a great wyrm rainbow dragon’s breath weapon (either variety) is instantly returned to their native plane (note the rainbow dragon is not extraplanar when on the Plane of Radiance), it cannot be transported to other planes by magical means or even a naturally occurring portal, including via astral projection or any teleportation effect that works via movement through the Astral Plane (which is standard unless otherwise noted), for 24 hours. In addition any creature, extraplanar or otherwise, that fails its Will save against a great wyrm rainbow dragon’s breath weapon cannot teleport, or be teleported, plane shift, or otherwise travel the planes (including via astral Projection or naturally occurring portal) for 1d6+12 minutes.

    Skills: Hide, Move Silently, and Perform are class skills for a rainbow dragon in addition to those shared by all true dragons. In addition a rainbow dragon gains a +20 on hide checks within the Plane of Radiance as its shimmering hide blends in with the shimmering lights of the plane.
    Last edited by Zaydos; 2014-09-02 at 01:41 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

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  27. - Top - End - #807
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    First, not really sure about the aesthetics of the color drain and imbue hue abilities and exactly how powerful they are; or at least how much damage they'll do the day they affect the target (Remove Curse should be available, at least via NPC casters by the time the PCs fight a very young or older rainbow dragon). It kind of falls under the dragon preparation clause; if you know you're facing a rainbow dragon you prepare something that heals/prevents ability drain and be done with it; if you don't it's much more dangerous although it mainly means a resource drain the next day.

    Should I possibly make the ability drain amount increase with age category?

    Quote Originally Posted by Noxsis View Post
    i was wondering if you could do some more gem dragons i made a list of gems you could choose from (im not a gem expert so some may be same with a different name)
    garnet, opal, moonstone, lapis lazuli, jasper, citrine, onyx, peridot, tourmaline, agate, pearl, Alexandrite, bloodstone, tanzinite
    feel free to make them however you feel like but they should follow the normal rules for gem dragons you can make some of the rarer gems epic if you feel like it please and thank you
    I'll warn you it might be a while, my inspiration seems to be on the fritz at the moment. I think it'll will force it to see me through 1 more dragon before Tuesday, but that'll mean reaching a personal threshold (100 true dragons I've made instead of just in the thread) and I can't guarantee what'll happen after that.
    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)

  28. - Top - End - #808
    Firbolg in the Playground
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    The breath weapon DC column seems to have it's title absorbed into the title of breath weapon damage column, and no numbers anywhere, not even in the damage column.

  29. - Top - End - #809
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Belated congratulations on reaching 100! This thread is one of the best things on GitP, and you are by far the best at making dragons. Keep up the good work.
    Fighter: "I can kill someone in a turn."
    Cleric: "I can kill someone in half a turn."
    Wizard: "I can kill someone before my turn."
    Bard: "I can make three idiots kill people for me."

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    Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!

    Quote Originally Posted by Tsumeken View Post
    (*starts laughing* Oh my god.... you do not know what fresh Hell you've suddenly introduced do you? Oh well... here we go...)

  30. - Top - End - #810
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Twilight Dragon
    Dragon (Spirit, Chaos, Evil, Good, Law)
    Environment: Any land or underground; commonly found on the Prime, the Outlands, and the Astral Plane.
    Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
    Challenge Ratings: Honestly I’d like some advice for the younger age categories. The older ones fall into my Epic CRs do not function category.
    Treasure: Triple standard.
    Alignment: Always true neutral.
    Twilight dragons are a reclusive species of dragons that maintain the balance of the multiverse. They are beings that have an intuitive sense of the nature of things and seek out ways to preserve reality so that all may prosper.

    They don’t, normally, do this altruistically. Instead they are creatures born of Io’s blood and share his nine-fold nature being equal parts Law and Chaos, Good and Evil, existing in a harmonious balance. To them an imbalance towards either of these extremes can cause great discomfort. Some feel this on the local level, making them into seemingly cruel dictators who squash happiness and sorrow with equal pleasure. Others feel this on a cosmic scale and have been known to seek out and maintain this balance on not just one, but many worlds at once. A very few choose a side, allowing their belief that they have chosen rightly to override the pain caused by rebelling against their nature. These are few and far between, but I know of ones who do thus.

    I could write books on their habits, but I will be brief. They are powerful mages, capable of countering the attempts of other mages nearby and instinctually sensing all magic performed within a region of several thousand feet in their oldest ages. The older members are more resistant to magic than even golems, although capable of lowering such protection without even the need for conscious thought.

    A twilight dragon looks similar to a red dragon save in size and color. They are larger than a red of the same age, and a skilled observer can easily tell the difference between a wyrmling and a very young dragon regardless of size similarities (body proportions are one of the easiest signs to observe). Their scales, though, are a silvery-grey which begins dull but takes on a lustrous blue sheen as they age.

    -Zasper the Dragon Sage.


    {table]Age| Size| Hit Dice | HP | Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon Damage| Breath Weapon DC| Frightful Presence
    Wyrmling| L| 14d12+42 | 133 | 27| 10| 17| 14| 15| 14| 14/26| 21| 15| 12| 14| 4d10| 23 |-
    Very Young| L| 18d12+72 | 189 | 29| 10| 19| 16| 17| 18| 18/31| 26| 20| 16| 19| 8d10| 26 | 26
    Young | H| 22d12+132 | 275 | 33| 10| 23| 20| 21| 22| 22/41| 31| 25| 19| 24| 12d10| 30 | 30
    Juvenile| H| 26d12+208 | 377 | 37| 10| 27| 22| 23| 26| 26/47| 37| 30| 22| 29| 16d10| 34 | 34
    Young Adult| G| 30d12+270 | 465 | 41| 10| 29| 26| 27| 30| 30/57| 41| 34| 25| 33| 20d10| 37 | 38
    Adult| G| 34d12+374 | 595 | 45| 10| 33| 30| 31| 34| 34/63| 47| 39| 28| 38| 24d10| 41 | 42
    Mature Adult| G| 38d12+456 | 703 | 47| 10| 35| 34| 35| 38| 38/69| 53| 43| 31| 43| 28d10| 44 | 46
    Old | C| 42d12+588 | 861 | 51| 10| 39| 38| 39| 42| 42/78| 58| 48| 34| 48| 32d10| 48 | 50
    Very Old| C| 46d12+690 | 989 | 55| 10| 41| 42| 43| 46| 46/84| 64| 52| 37| 53| 36d10| 51 | 54
    Ancient| C| 50d12+850 | 1175 | 59| 10| 45| 46| 47| 50| 50/90| 70| 57| 40| 58| 40d10| 55 | 58
    Wyrm | C| 54d12+1026 | 1377 | 63| 10| 49| 50| 51| 54| 54/96| 76| 62| 43| 63| 44d10| 59 | 62
    Great Wyrm | C+| 58d12+1218 | 1595 | 67| 10| 53| 54| 55| 58| 58/102| 82| 67| 46| 68| 48d10| 63 | 66[/table]
    {table]Age |Speed |Init |AC |SR |Special Abilities |Caster Level
    Wyrmling |60-ft, fly 250-ft (good) |+0 |22 (-1 size, +13 natural) |25 |Immune to mind-affecting effects and death effect, DR 5/magic, ghost touch, smite, Nine-In-One |-
    Very Young |60-ft, fly 250-ft (good) |+0 |28 (-1 size, +17 natural, +2 deflection) |30 |Twilight Grace |1st
    Young |60-ft, fly 300-ft (average) |+0 |32 (-2 size, +21 natural, +3 deflection) |35 |DR 10/magic |4th
    Juvenile |60-ft, fly 300-ft (average) |+0 |37 (-2 size, +25 natural, +4 deflection) |40 |Discern Magic, Reactive Counterspell |7th
    Young Adult |60-ft, fly 300-ft (average) |+0 |40 (-4 size, +29 natural, +5 deflection) |45 |DR 15/magic |10th
    Adult |60-ft, fly 350-ft (poor) |+0 |45 (-4 size, +33 natural, +6 deflection) |50 |Twilight Disjunction |13th
    Mature Adult |60-ft, fly 350-ft (poor) |+0 |50 (-4 size, +37 natural, +7 deflection) |55 |DR 20/magic and 5/unaligned |16th
    Old |60-ft, fly 350-ft (poor) |+0 |51 (-8 size, +41 natural, +8 deflection) |infinite |Spell Immunity |19th
    Very Old |60-ft, fly 350-ft (poor) |+0 |56 (-8 size, +45 natural, +9 deflection) |infinite |DR 20/epic and 10/unaligned |22nd
    Ancient |60-ft, fly 400-ft (poor) |+0 |61 (-8 size, +49 natural, +10 deflection) |infinite |Twilight Action |25th
    Wyrm |60-ft, fly 400-ft (poor) |+0 |66 (-8 size, +53 natural, +11 deflection) |infinite |DR 20/epic and unaligned |28th
    Great Wyrm |60-ft, fly 400-ft (poor) |+0 |71 (-8 size, +57 natural, +12 deflection) |infinite |Immunity to ability damage and drain, immunity to stun and daze |31st[/table]

    Breath Weapon (Su): A twilight dragon has two breath weapons. The first is a cone of force dealing the listed force damage. The second is a burst of dispelling magic which acts as an area dispel magic effect centered on a space within the dragon’s bite reach. The twilight dragon is unaffected by it’s own dispelling breath. The dragon uses its hit dice as the bonus on the dispel check, and there is no maximum bonus. See the table below for the burst radius for the dispelling breath.
    {table]Size |Burst Radius
    Tiny|10-ft
    Small|20-ft
    Medium|30-ft
    Large|40-ft
    Huge|60-ft
    Gargantuan |80-ft
    Colossal |100-ft
    Colossal+|120-ft[/table]

    Ghost Touch (Su): A twilight dragon’s natural weapons are considered to have the ghost touch property giving them the ability to strike incorporeal creatures freely. In addition they may choose to physically interact with ethereal creatures and objects as if they were corporeal on the Prime.

    Smite (Su): Once per day per age category, a twilight dragon may declare a single melee attack a smite. This attack gains a bonus to hit equal to the twilight dragon’s Charisma modifier (normally +2/age category) and a bonus to damage equal to the twilight dragon’s racial hit dice. A twilight dragnon’s smite attack functions on any creature regardless of alignment, but it has no function on true neutral mindless creatures and true neutral creatures with less than 3 Intelligence.

    Nine-in-One (Su): When exposed to a spell that detects alignment (such as Detect Law or the Clerical version of True Seeing) a twilight dragon registers as every alignment. When a spell or effect has differing effects based upon alignment, a twilight dragon is affected by whichever is most beneficial. When a damaging effect does not affect creatures of a certain alignment a twilight dragon does not suffer the damage (making them immune to Smite Evil, Unholy Blight and Dictum, as well as negative levels from wielding an anarchic weapon if Lawful), when a beneficial effect can only be used on a creature of a certain alignment it functions on a twilight dragon (such as Greater Luminous Armor).

    Twilight Grace (Su): A very young or older twilight dragon adds ½ its charisma modifier to all saving throws and as a deflection bonus to AC.

    Spellcasting: A twilight dragon casts spells as a sorcerer of the indicated level. They may select cleric spells, as well as those from the Balance, Chaos, Evil, Good, and Law domains as sorcerer spells known.

    Damage Reduction (Su): A twilight dragon’s damage reduction is Supernatural. In addition once they reach the mature adult age category they gain resistance to any weapon that deals damage as if aligned (so any Unholy weapon, any Sacred weapon, weapons used by fiends, etc).

    Discern Magic (Su): A juvenile or older twilight dragon automatically knows the location, target, CL, save DC, and nature (including specific spell, what metamagic is applied to it, and amount of metamagic reducers upon it, as well as what class’s casting is used or if it is an invocation, or a different type of spell-like ability, or is produced via magic item) of any spell or spell-like ability (including Mysteries that are not Su, utterances, and psionic powers) used within 300-ft per age category. This is not an action, a twilight dragon simply knows this information automatically. It does not need line of sight or line of effect for this ability. A twilight dragon may allow any spell it senses in this way to overcome its Spell Resistance as easily as it senses the nature of the spell. This does not lower its spell resistance for other effects.

    Reactive Counterspell (Su): A juvenile or older twilight dragon may attempt to counterspell any spell, or psionic power (but not Spell-like Ability or Psi-like ability), which it senses through Discern Magic and which it shares Line of Effect with the caster. Doing so requires an immediate action, and the twilight dragon makes a character level check with a DC of 10 + the CL of the effect. They may use this ability at will.

    Twilight Disjunction (Sp): Three times per day an adult or older twilight dragon may use Twilight Disjunction. This ability functions like Mage’s Disjunction except that magic items affected are not destroyed only rendered inert for 1d4 hours. Major Artifacts affected are only rendered inert for 1d4 minutes.

    Spell Immunity (Su): An old or older twilight dragon gains effectively infinite SR. Unlike other creatures with spell immunity it may, through the use of Discern Magic, allow spells to affect it normally when it so chooses.

    Twilight Action (Ex): An ancient or older twilight dragon may take an extra immediate action each round, and the 1st immediate action they use each round does not expend their swift action for the next round.

    Skills: All skills are class skills for a twilight dragon.
    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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