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  1. - Top - End - #931
    Titan in the Playground
     
    Zaydos's Avatar

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    Erutnevda

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

    Peanut Dragon:
    Dragon (Wood)
    Environment: Warm and temperate plains, forests, and underground.
    Organization: Solitary, pair, family (2-5 young and 1-2 adults), clutch (2-5).
    Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 20; ancient 21; wyrm 23; great wyrm 25
    Treasure: Triple standard.
    Alignment: Always Neutral Evil.

    "I was given a mirror labeled Erutnevda recently by an anonymous benefactor. While investigating said mirror I accidentally passed through it and into a world filled with marvelous creatures. I saw: beings like fanciful chess knights, the upper bodies of men grafted onto the heads of magnificent alabaster horses; a golem maid of the finest porcelain, with whom I shared exquisite tea; a flower, who argued that objects were all colors but those they appeared; to list but a paltry few. These creatures are not the beings I will discuss here, this is a tome of dragons and within I will tell of the dragon I found in this land of Erutnevda.

    "The dragon had pale orange-brown scales and a hard outer shell with the distinct squares and shape of a peanut. A foul plotter the beast struck me as singularly arrogant as we begun our game of Dur'vkel'varesh'dolor, or Draconic Speed Chess. At first we chatted lightly, each trying to thus size up our opposition and perhaps even make them relax and lower their guard, but such small talk soon fell away as we were both forced to concentrate on the game ahead. When I had captured boards 3 and 6, sealing his korgik onto boards 4 and 5 with my jrulshrith and mate was inevitable within twelve turns, instead of surrendering as honor would demand my opponent instead blasted both me and the board with his acidic breath, destroying the fine crystal set. The very plants of the place, dozens of floral monsters, came to the dragon's aid and for a moment I thought I might prove overwhelmed. In the end, though, I was able to force the dragon to beat a hasty retreat.

    "Peanut dragons are without honor, motivated only by their own egomania and desire for control. Despicable creatures they build empires of plant creatures within which they sit like a spider in its web. Peanut dragons have hard outer shells giving them resistance to weapons and many attacks, as well as skill with druidic magic. They are capable of creating plant horrors, and their acidic breath can slow foes and even turn those it kills into their new floral servitors."

    --Zasper, the Dragon Sage.


    Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/Grapple Attack Fort Save Ref Save Will Save Breath Weapon Frightful Presence DC
    Wyrmling T 4d12+8 (34) 9 8 15 14 13 8 +4/-5 +5 +6 +3 +5 2d4 (14)
    Very young S 7d12+14 (59) 11 8 15 16 13 8 +7/+3 +8 +7 +4 +6 4d4 (15)
    Young M 10d12+30 (95) 13 8 17 16 15 10 +10/+11 +11 +10 +6 +9 6d4 (18)
    Juvenile M 13d12+39 (123) 15 8 17 18 15 10 +13/+15 +15 +11 +7 +10 8d4 (19)
    Young adult L 16d12+48 (168) 17 8 19 18 17 12 +16/+23 +18 +14 +9 +13 10d4 (22) 19
    Adult L 19d12+95 (218) 21 8 21 20 17 12 +19/+28 +23 +16 +10 +14 12d4 (24) 20
    Mature adult H 22d12+132 (275) 25 8 23 22 19 14 +22/+37 +27 +19 +12 +17 14d4 (27) 23
    Old H 25d12+150 (312) 27 8 23 24 19 14 +25/+41 +31 +20 +13 +18 16d4 (28) 24
    Very old H 28d12+196 (378) 29 8 25 26 21 16 +28/+45 +35 +23 +15 +21 18d4 (31) 27
    Ancient H 31d12+217 (418) 31 8 25 28 21 16 +31/+49 +39 +24 +16 +22 20d4 (32) 28
    Wyrm G 34d12+272 (493) 33 8 27 30 23 18 +34/+57 +41 +27 +18 +25 22d4 (35) 31
    Great wyrm G 37d12+333 (573) 35 8 29 32 25 20 +37/+61 +45 +29 +19 +27 24d4 (37) 33

    Age Speed Initiative AC Special Abilities Caster Level SR
    Wyrmling 40 ft., fly 75 ft. (good) -1 17 (+2 size, -1 Dex, +6 natural), touch 11, flat-footed 17 Immunity to acid and poison, vulnerability to cold, DR 5/magic, Lessened Arsenal
    Very young 40 ft., fly 75 ft. (good) -1 19 (+1 size, -1 Dex, +9 natural), touch 10, flat-footed 19 Immunity to polymorph and stunning 1st -
    Young 40 ft., fly 100 ft. (good) -1 21 (-1 Dex, +12 natural), touch 9, flat-footed 22 DR 10/magic 3rd 16
    Juvenile 40 ft., fly 100 ft. (good) -1 24 (-1 Dex, +15 natural), touch 9, flat-footed 25 Immunity to mind-affecting effects 5th 18
    Young adult 40 ft., fly 100 ft. (good) -1 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 27 DR 15/magic 7th 20
    Adult 40 ft., fly 100 ft. (good) -1 29 (-1 size, -1 Dex, +21 natural), touch 8, flat-footed 30 Not subject to critical hits 9th 22
    Mature adult 40 ft., fly 100 ft. (good) -1 31 (-2 size, -1 Dex, +24 natural), touch 7, flat-footed 31 DR 20/magic 11th 25
    Old 40 ft., fly 100 ft. (good) -1 34 (-2 size, -1 Dex, +27 natural), touch 7, flat-footed 34 Reviving Breath 13th 27
    Very old 40 ft., fly 100 ft. (good) -1 37 (-2 size, -1 Dex, +30 natural), touch 7, flat-footed 37 DR 20/magic and 5/- 15th 30
    Ancient 40 ft., fly 100 ft. (good) -1 40 (-2 size, -1 Dex, +33 natural), touch 7, flat-footed 40 - 17th 31
    Wyrm 40 ft., fly 150 ft. (good) -1 41 (-4 size, -1 Dex, +36 natural), touch 5, flat-footed 41 DR 20/magic and DR 10/- 19th 33
    Great wyrm 40 ft., fly 150 ft. (good) -1 44 (-4 size, -1 Dex, +39 natural), touch 5, flat-footed 44 Create Plant Monster 21st 35

    Breath Weapon (Su): A peanut dragon’s breath weapon is a cone of acid which deals the listed damage (reflex half). Any creature which fails its saving throw against this breath weapon are also entangle for 2d4 rounds.

    Lessened Arsenal: A peanut dragon's natural weapons are weaker compared to other comparatively sized dragons. For determining what natural weapons a peanut dragon has access to, and their damage, a peanut dragon is treated as one size category smaller. A tiny peanut dragon has no claw attacks and its bite deals 1d3 damage.

    Caster Level: A peanut dragon casts spells as a sorcerer of the listed level, with the following exceptions. First they may select Druid spells, Cleric spells, and those from the Evil, Plant, and Knowledge domains as sorcerer spells. Second their bonus spells, maximum spell level, and save DCs are all determined by Intelligence instead of Charisma.

    Reviving Breath (Su): A medium or small sized creature killed by an old or older peanut dragon's breath weapon is transformed into a vine horror (Fiend Folio) and revived 1d4 rounds later. This vine horror is under the control of the peanut dragon. As long as the vine horror is alive the creature cannot be revived and should the vine horror be killed a limited wish spell is required to restore the body to allow resurrection to function, and raise dead simply will not. If the vine horror is dead then a true resurrection will still work normally.

    Create Plant Monster (Su): By spending 1 day performing a mystical ritual a great wyrm peanut dragon may create a plant creature with a CR of 15 or less.

    Skills: In addition to the class skills for all dragons a peanut dragon has Bluff, Spellcraft, and Survival as class skills. A peanut dragon gains a racial bonus to Craft (Alchemy), Knowledge (Nature), Profession (Herbalist), and Survival checks equal to the number of age categories it has obtained.[/QUOTE]
    Last edited by Zaydos; 2016-09-08 at 10:13 AM.
    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)

  2. - Top - End - #932
    Titan in the Playground
     
    Zaydos's Avatar

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    Aug 2009
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    Erutnevda

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

    Choice for Poll #3: Decided to use an actual post for this so I'll have more room. Also wanted to do something a little different so the options this time are; as a general note I reserve the right to choose which specific kind of dragon to work with for any given option, but requests will be considered (this is in part to reduce the chance of a tie):

    A 20 level class in the vein of the community monster classes for playing one of the dragons I've made.

    Stats for 3 specific true dragons, including name, personality, feats, spells, and equipment. One will be CR 4 to 8, one CR 9 to 14 and one CR 15+.

    Stats for 2 specific dragons which are half-breeds of two true dragons. Include name, personality, feats, spells, and equipment.

    A dragon lair intended for a party near level 15 (might end up higher or lower) with a boss being a dragon with a CR = to party level and minions to bring the EL up to 2 higher.

    A prestige class made for true dragons.

    Voting will be open till the 5th of August at 4 PM GMT. Please vote via PM.
    Last edited by Zaydos; 2012-07-21 at 05:41 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

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

    Old: My homebrew (updated 9/9)

  3. - Top - End - #933
    Troll in the Playground
     
    PirateGirl

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    Elemental Plane of Purple
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    I love your peanut dragon as a sort of lesser dragon. Just a few things. Your chart has the information for Breath Weapon DC in with the Breath weapon damage (which is fine in itself), but the information for the Frightful Presence is in where the BW DC is, and thus the FP column is blank.

    This is worded a bit oddly: "Create Plant Monster (Su): By spending 1 day a great wyrm peanut dragon may create a plant creature with a CR of 15 or less."

    By spending a 1 day doing what? Also, Plant creatures aren't generally created, they can be summoned though. I suggest that you change this to the following:

    Summon Plant Creature (Sp): Once a day as a Standard Action, a great wyrm peanut dragon may summon a Plant creature with a CR 15 or less as summon monster IX.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  4. - Top - End - #934
    Firbolg in the Playground
     
    Milo v3's Avatar

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    Australia
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    Intersex

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

    Quote Originally Posted by Debihuman View Post
    This is worded a bit oddly: "Create Plant Monster (Su): By spending 1 day a great wyrm peanut dragon may create a plant creature with a CR of 15 or less."

    By spending a 1 day doing what?
    I'd say its warping a seed into an evil tree for that day, or weaving vines into a humanoid form.

    Also, Plant creatures aren't generally created, they can be summoned though. I suggest that you change this to the following:
    Summon Plant Creature (Sp): Once a day as a Standard Action, a great wyrm peanut dragon may summon a Plant creature with a CR 15 or less as summon monster IX.
    I don't think he wants it to be a summoned creature. I think the Peanut Dragon creates a plant monster, regardless of whether or not it has been done before.
    Spoiler: Old Avatar by Aruius
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  5. - Top - End - #935
    Ettin in the Playground
     
    Tychris1's Avatar

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

    Make a level 20 class for playing a Death Dragon! Pweeeeeze.....
    “I’m a Terrorist not an idiot.” - Me
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  6. - Top - End - #936
    Colossus in the Playground
     
    Emperor Ing's Avatar

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

    Clockwork Dragon
    Monster Class/Racial Progression Class
    Homebrew Monster

    Class:
    Spoiler
    Show

    HD: D10

    {table=head]Level|BAB|Fort|Ref|Will|
    Special

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Meta Dragon Body, Clockwork Technomancy
    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Light Fortification, Steam Breath, Keen Senses +1 Str, +1 Con
    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Least Overclock +1 Int
    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Wings, Bonus Feat
    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Growth, +1 Str
    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Grinding Gears, Shift Gears +1 Int
    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Miasma, Exhaust
    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Medium Fortification, Overclock +1 Str, +1 Con
    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |Cold Logic, +1 Int
    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |Tail Slap, Growth, Shifting Plates
    11th|
    +8
    |
    +7
    |
    +3
    |
    +7
    |Enchanted Chassis, +1 Str, +1 Con
    12th|
    +9
    |
    +8
    |
    +4
    |
    +8
    |Ironsides, +1 Int
    13th|
    +9
    |
    +8
    |
    +4
    |
    +8
    |Clockwork Mind, Crush
    14th|
    +10
    |
    +9
    |
    +4
    |
    +9
    |Greater Overclock, Bonus Feat, +1 Str
    15th|
    +11
    |
    +9
    |
    +5
    |
    +9
    |Heavy Fortification, Crush, Growth, +1 Int, +1 Con
    16th|
    +12
    |
    +10
    |
    +5
    |
    +10
    |Machine Spirits
    17th|
    +12
    |
    +10
    |
    +5
    |
    +10
    |Clockwork Body, +1 Str
    18th|
    +13
    |
    +11
    |
    +6
    |
    +11
    |Wall of Gears +1 Int
    19th|
    +14
    |
    +11
    |
    +6
    |
    +11
    |Tail Sweep
    20th|
    +15
    |
    +12
    |
    +6
    |
    +12
    |Growth, Perfect Overclock, Ultimate Fortification, +1 Str, +1 Con[/table]

    Skill Points: (4 + Int modifier) per level, x4 at first level.
    Class Skills: Appraise, Bluff, Concentration, Craft (any), Hide, Intimidate, Jump, Knowledge (Any), Listen, Search, Spellcraft, Spot, Use Magic Device

    Proficiencies: The Clockwork Dragon gains proficiency with its natural weapons only.

    Meta Dragon Body: The Clockwork Dragon loses all other racial bonuses and becomes a [Living Construct, Dragonforged.] The character gains Darkvision 60 ft and Immunity to Sleep and Paralysis. Clockwork Dragons are initially Small sized creatures with a base land speed of 40, possessing Claw/Bite attacks that deal 1d8/1d6 + Str modifier respectively, the bite attack dealing 1d8 + 1.5 damage with a reach as if the dragon were one size category larger. The dragon has a Natural Armor equal to their Con modifier +2. A Clockwork Dragon has Draconic and Common as a starting language, with additional languages for a high Int score as normal. The Clockwork Dragon has wings, but they are too weak to do anything yet.

    Clockwork Technomancy The Clockwork Dragon gains infusions and Artificer Craft Reserve equal to an Artificer of the appropriate level according to the following table.
    If the Clockwork Dragon Dragon multiclasses to Artificer, he is already treated as having levels in Artificer according to the table. Furthermore, the Clockwork Dragon's caster level is treated as being equal to his levels in Clockwork Dragon.
    {table]Dragon level | Virtual Artificer Casting
    1|-
    2|1
    3|2
    4|3
    5|4
    6|5
    7|6
    8|6
    9|7
    10|8
    11|8
    12|9
    13|10
    14|10
    15|11
    16|12
    17|12
    18|13
    19|13
    20|13
    [/table]
    Aside from Infusions and Craft Reserve, the dragon does not gain the class features of an Artificer from Virtual Artificer Levels.

    Attribute Bonus: Ability scores increase according to the following table
    (Bonuses shown on the table are cumilative to the Dragon's level)
    {table]Dragon level | Attribute Bonuses
    2|+1 Str, +1 Con
    3|+1 Str, +1 Con, +1 Int
    5|+2 Str, +1 Con, +1 Int
    6|+2 Str, +2 Con, +2 Int
    8|+3 Str, +2 Con, +2 Int
    9|+3 Str, +2 Con, +3 Int
    11|+4 Str, +3 Con, +3 Int
    12|+4 Str, +3 Con, +4 Int
    14|+5 Str, +3 Con, +4 Int
    15|+5 Str, +4 Con, +5 Int
    17|+6 Str, +4 Con, +5 Int
    18|+6 Str, +4 Con, +6 Int
    20|+7 Str, +5 Con, +6 Int
    [/table]

    Steam Breath: [Su] At 2nd level A Clockwork Dragon can fire a 30 ft cone of scalding steam dealing 1d6 Fire damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. The cone increases by 5 feet per HD.

    Fortification: [Ex] At 2nd level the Clockwork Dragon gains resistance to Precision Damage attacks like Sneak Attack, Skirmish, and Critical hits. At 2nd level, 25% of attacks that deal critical, or precision damage don't deal any additional damage. At 8th level this increased to 50%. At 15th level this increases to 100%. At 20th level the Clockwork Dragon cannot be dealt additional damage from precision attacks, even if class features and/or equipment gives the creature the ability to normally bypass fortification effects.

    Keen Senses: [Ex] At 2nd level the Clockwork Dragon's senses become more refined and more attuned, granting them extraordinary sensory ability. They can see four times as well as a human in low light and twice as well in bright light. In addition he gains Darkvision 120-ft.

    Least Overclock: [Su] At 3rd level a Clockwork Dragon can set the machinery within into overdrive. Once per day per 5 HD plus one or by voluntarily accepting 2 points of Constitution damage to himself, he gains an extra move action a round. This damage cannot be reduced and bypasses any immunity, although it can be restored as normal. Activating Least Overclock is a Swift Action.

    Bonus Feats: At 4th, and 14th level, the Clockwork Dragon may gain any item creation or other Artificer Bonus Feat he meets the prerequisites for as a Bonus Feat.

    Wings: At 4th level the Clockwork Dragon's Dragon's wings grant the dragon a flight speed of 10 ft per HD at Average maneuverability. The Clockwork Dragon also gains two secondary Wing attacks that deal 1d4 + Str modifier.

    Growth: At 5th level, the Clockwork Dragon grows to Medium size. At 10th level, the Clockwork Dragon grows to Large Size. At 15th level the dragon grows to Huge size, and at 20th level the Clockwork Dragon becomes Gargantuan. Each progressive increase also grants the Clockwork Dragon +1 to Natural Armor.

    Grinding Gears: [Ex] The churning machinery that makes up a Clockwork Dragon makes one dangerous to stand next to, let alone actively attack you. At 5th level the Clockwork Dragon's natural weapons are treated as being one size category larger. This stacks with any other effects that increases weapon damage in steps such as the Improved Natural Attack feat. Furthermore, they are treated as Manufatured for the purposes of applying Infusions to them.

    In addition, the Clockwork Dragon no longer needs to eat, sleep, or breathe.

    Shift Gears: [Ex] At 6th level the Clockwork Dragon gains a +1 per 3 HD Racial bonus to a single skill of the Clockwork Dragon's choice. As a full-round-action the Clockwork Dragon can elect to move the skill bonus to any other single skill, even if it is a cross-class skill. A Clockwork Dragon cannot use Shift to move any bonus if the GM declares a skill check must be made.

    Miasma: [Su] Clockwork Dragons can breathe two additional alternate forms of gas in lieu of their steam breath. At 6th level the Clockwork Dragon can breathe a cone of gas with the effect of Haste or Slow, whichever the character's choice. It is treated as a Cone with the same range and DC for Will Save (negates) as the Steam Breath attack. This is considered a use of the dragon's breath attack.

    Exhaust: [Su] At 7th level the Clockwork Dragon gains the use of Solid Fog as an SLA Once per day per 2 HD

    Overlock: [Su] At 8th level Clockwork Dragons are able to shift their gears into more extreme forms of quickness and mobility. They can, once per day per 8 HD or else by voluntarily dealing 4 points of Constitution damage to himself, he gains an extra Standard Action per round. This damage cannot be reduced and bypasses any immunity, although it can be restored. Activating Overclock is a Swift Action.

    Cold Logic: [Ex] At 9th level Clockwork Dragons add their Intelligence bonus as Insight bonuses to Charisma based skills.

    Tail Slap: [Ex] At 10th level, the Clockwork Dragon gains the ability to use a Tail Slap secondary attack for 1d10 + str damage (indexed for Large size and Grinding Gears)

    Shifting Plating [Su] At 10th level the body of the Dragon is developed enough that it is not only a miniature factory producing its own components but additional outer plating as well. By concentrating for one minute, the Clockwork Dragon can now produce for himself a free set of nonmagical Masterwork armor of the Dragon's choice. It cannot be of a material besides Steel. The Dragon must still suffer penalties incurred by wearing armor as normal where applicable, and the armor cannot be removed by anything short of a Limited Wish spell or by removing it from a Clockwork Dragon corpse at the GM's discretion. A Clockwork Dragon can switch between armors after concentrating for one minute as well, and even while unarmored the dragon's hide is now treated as Manufactured for the purposes of applying Infusions as well as enchanting. The Clockwork Dragon may enchant this armor or have it enchanted, though they must pay gold and xp costs as normal when applicable. In addition, special materials may be added in this manner. The Clockwork Dragon is considered to be Proficient in this armor.

    Enchanted Chassis [Ex] At 11th level, the Clockwork Dragon gains Spell Resistance equal to his HD + 11

    Ironsides: [Ex] At 12th level, the Clockwork Dragon Dragon gains Damage Reduction/Magic equal to the dragon's HD/2. The Clockwork Dragon also gains Damage Reduction/Adamantine equal to the dragon's HD/4

    Clockwork Mind: [Ex] At 13th level the Clockwork Dragon becomes immune to Mind-Affecting effects.

    Frightful Presence: [Ex] At 14th level, enemies within a radius of 30 feet × HD/2 are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Int modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead.

    Greater Overclock [Su] At 14th level the Clockwork Dragon can drive itself to unnatural levels of energy. Once per day per 10 HD else by voluntarily taking 6 points of Constitution damage the Clockwork Dragon can grant himself an additional Move and Standard Action. The Constitution damage bypasses immunities and cannot be mitigated, although it can be restored once inflicted as normal. Greater Overclock is a Swift Action

    Crush: [Ex] At 15th level, the Clockwork Dragon can make a crush attack dealing 4d6 damage base (Indexed for Huge Size and Grinding Gears)

    This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents.)

    A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

    A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus.

    Machine Spirits: [Su] At 16th level a Clockwork Dragon may interact and converse with normally mindless Constructs. When the dragon attempts to communicate with the Construct, it is considered to have an Intelligence score of 10 for all intents and purposes, and an attitude of Indifferent. This may cause normally hostile constructs to become hesitant to attack the Dragon or his allies, or other effects at the GM's discretion. When in conversation the construct always speaks a language the dragon can understand, however only the dragon can hear it, and the Construct is treated as being under a tongues spell. The Clockwork Dragon also gains a +5 bonus in interaction skill tests when interacting with non-mindless constructs, including living constructs.

    Clockwork Body [Ex] At 17th level the Clockwork Dragon becomes immune to Ability Damage (except when applied via Overlock effects,) Necromantic and Death effects, and spells that require a fortitude save except where it applies to objects. For the purposes of determining bonus hit points as well as fortitude save against spells that require fortitude saves that target objects such as Disintegrate the Clockwork Dragon retains their Constitution score.

    Wall of Gears [Su] At 18th level the Clockwork Dragon can use Wall of Gears as an SLA once per day per 4 HD

    Tail Sweep: [Ex] At 19th level a Clockwork Dragon can sweep his tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are three or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 + 1.5 str (indexed for Huge size and Grinding Gears.) Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

    Perfect Overclock: [Su] At 20th level the overdrive systems in the meta-dragon have reached their pinnacle. He may now duplicate the effects of Time Stop as per the spell once per day per 10 hd minus one or else by taking 8 points of Constitution damage. During the Time Stop effect the Clockwork Dragon may not make use of any of its Overclock abilities including Perfect Overclock, and must wait 1d4+1 rounds before using Perfect Overclock again, however he is free to use any of the other Overclock abilities. Perfect Overclock is a Swift Action to activate.


    So here's another attempt by me to make a racial progression class.

    Questions? Comments? Critique?
    Last edited by Emperor Ing; 2012-08-10 at 11:45 PM.
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  7. - Top - End - #937
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    [QUOTE=Milo v3;13596425]I'd say its warping a seed into an evil tree for that day, or weaving vines into a humanoid form.[quote] Possibly. I'm still skeptical as to how to incorporate this as a Supernatural Ability. It doesn't seem to have an requirements that usually go with creating things.


    I don't think he wants it to be a summoned creature. I think the Peanut Dragon creates a plant monster, regardless of whether or not it has been done before.
    The problem that I have with Plant creatures being created is that they aren't constructs. So how do you "create" one? Handwaving it as "magic" doesn't work for me because it has no creation costs and no material components. As a DM, I don't like it because it messes up the CR of the creature. How many assassin vines could such a dragon have protecting its lair for example. They are permanent fixtures rather than temporary ones. That means the party has to deal with them and so should get the experience for them Here are the rules on Summon as a Special Ability: I want to bold important differences between summoning a creature and creating one:

    Summon

    A creature with the summon ability can summon specific other creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature that has just been summoned cannot use its own summon ability for 1 hour. Most creatures with the ability to summon do not use it lightly, since it leaves them beholden to the summoned creature. In general, they use it only when necessary to save their own lives. An appropriate spell level is given for each summoning ability for purposes of Concentration checks and attempts to dispel the summoned creature. No experience points are awarded for summoned monsters.
    Created creatures don't disappear after and hour and experience points should be awarded for defeating them since there can be so many. A great wyrm could have several years' worth of plant creatures (and their offspring) guarding it's lair. This is just too easy to abuse.

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

    Without further wait the winner of poll #3:

    A racial progression class...


    Death Dragon Monster Class/Racial Progression Class

    Class:
    Spoiler
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    HD: D12

    Level BAB Fort Ref Will
    Special
    1st
    +1
    +2
    +0
    +2
    Dragon Body, Arcane Blood
    2nd
    +2
    +3
    +0
    +3
    Enervating Breath, Keen Senses
    3rd
    +3
    +3
    +1
    +3
    Rebuke Undead, +1 Con, +1 Cha
    4th
    +4
    +4
    +1
    +4
    Growth, Wings
    5th
    +5
    +4
    +1
    +4
    Unflappable
    6th
    +6
    +5
    +2
    +5
    Animate Dead, +1 Str
    7th
    +7
    +5
    +2
    +5
    Deadly Arcana, +1 Cha
    8th
    +8
    +6
    +2
    +6
    Mastery of the Undead +1, +1 Con
    9th
    +9
    +6
    +3
    +6
    Death’s Child, +1 Str
    10th
    +10
    +7
    +3
    +7
    Tail Slap, Growth, +1 Cha
    11th
    +11
    +7
    +3
    +7
    Arcane Hide, Legions of the Dead, Mastery of the Undead +2
    12th
    +12
    +8
    +4
    +8
    Profane Scales, +1 Con
    13th
    +13
    +8
    +4
    +8
    Frightful Presence, Create Undead, +1 Str, +1 Cha
    14th
    +14
    +9
    +4
    +9
    Life Draining Bite, Legions of the Dead, Mastery of the Undead +3
    15th
    +15
    +9
    +5
    +9
    Greater Deathly Arcana, +1 Con
    16th
    +16
    +10
    +5
    +10
    Growth, Crush, +1 Str, +1 Cha
    17th
    +17
    +10
    +5
    +10
    Life Draining Claws, Mastery of the Undead +4, +1 Con
    18th
    +18
    +11
    +6
    +11
    Bring Forth the Dead, +1 Str, +1 Cha
    19th
    +19
    +11
    +6
    +11
    Awaken Undead, +1 Con
    20th
    +20
    +12
    +6
    +12
    Embodiment of Death

    Skill Points: (4 + Int modifier) per level, x4 at first level.
    Class Skills: Concentration (Con), Intimidate (Cha), Knowledge (each skill taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha).

    Proficiencies: The Death Dragon gains proficiency with its natural weapons only.

    Dragon Body: The death dragon loses all other racial bonuses, and gains the Dragon type and dragon traits, a bite dealing 1d6 damage, 2 claws which act as secondary natural weapons dealing 1d4 damage each and 40 base speed which increases by +5 for every 5 HD it has. The death dragon has wings, but they're too weak to do anything for now. Its claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do. The Death Dragon is small sized, and gains immunity to Death effects, energy drain, and charm effects.

    The death dragon also gets a natural armor bonus equal to its Con modifier -1. Whenever the dragon dragon grows one size category, his natural armor increases by a further 1.

    Arcane Blood: A Death Dragon receives spells per day as a bard of same level, but it casts as a dread necromancer and knows all spells of every level it has access to from the dread necromancer list.

    If it multi-classes as a dread necromancer it counts as already having dread necromancer casting depending on its dragon level, as shown on the following table.
    Dragon level Virtual Dread Necromancer Casting
    1 -
    2 1
    3 2
    4 3
    5 4
    6 5
    7 6
    8 6
    9 7
    10 8
    11 8
    12 9
    13 10
    14 10
    15 11
    16 12
    17 12
    18 13
    19 13
    20 13
    So for example a dragon 2 who takes a level of dread necromancer would count as already having 1 level of dread necromancer and gains the spell slots and spells known that a dread necromancer gains when leveling from level 1 to 2, but not the spell slots and spells known from the 1st level of dread necromancer. He would get the familiar ability, but dragon levels wouldn't count for it.

    A dragon 18 who takes a level of dread necromancer would count as having 14 levels of dread necromancer(13+1) and gain the spell slots and spells known that a dread necromancer gains when leveling from level 13 to 14, but not the spell slots and spells known that a dread necromancer gets from level 1 to 13. He would get the familiar ability, but dragon levels wouldn't count for it.

    His Caster level remains equal to his full HD when multiclassing to dread necromancer.

    If a dragon takes a casting Prestige Class, it may choose to advance his casting as that of a dread necromancer. So a Dragon 10/Loremaster 10 would cast as a 18th level dread necromancer (he would still receive spell slots and spells known from a bard 10 from the first 10 dragon levels and then the spell slots and spells known from a dread necromancer 11-18 for the loremaster levels).

    Attribute Bonus: Ability scores increase according to the following table
    (Bonuses shown on the table are cumulative to the Dragon's level)
    Dragon level Attribute Bonuses
    3 +1 Con, +1 Cha
    6 +1 Str, +1 Con, +1 Cha
    7 +1 Str, +1 Con, +2 Cha
    8 +1 Str, +2 Con, +2 Cha
    9 +2 Str, +2 Con, +2 Cha
    10 +2 Str, +2 Con, +3 Cha
    12 +2 Str, +3 Con, +3 Cha
    13 +3 Str, +3 Con, +4 Cha
    15 +3 Str, +4 Con, +4 Cha
    16 +4 Str, +4 Con, +5 Cha
    17 +4 Str, +5 Con, +5 Cha
    18 +5 Str, +5 Con, +6 Cha
    19 +6 Str, +6 Con, +6 Cha
    Note these are total modifiers at those levels, you do not add those of multiple levels only the highest level you have obtained.

    Enervating Breath: [Su] At 2nd level a Death Dragon can exhale a cone of brownish gray gas. The breath weapon is a 30 foot cone inflicting 1 negative level + 1 per 3 HD of the Death Dragon on all creatures caught within, with a reflex save DC of 10+1/2 HD+Constitution modifier for half and takes 1d4 rounds to recharge. The cone increases by 5 feet for every extra hit die the dragon gains. At 8th level creatures which fail their saves are also sickened for 1 minute. At 14th level creatures which fail are killed by this breath weapon immediately reanimate as wights with a friendly attitude towards the Death Dragon. At 20th level a Death Dragon may choose to have its victims reanimate as wraiths instead.

    Keen Senses: [Ex] At 2nd level the Death Dragon’s sense sharpen. It can see four times as well as a human in low-light and twice as well in bright light. In addition it gains Darkvision 120-ft.

    Rebuke Undead: [Su] At 3rd level a Death Dragon can rebuke undead as a cleric of its class level. If it takes level in Cleric or another class which grants Rebuke Undead the two classes stack for determining effective cleric level.

    Aura of Desecration (Su): At 3rd level a Death Dragon is continuously surrounded by a field of negative energy. This functions as a Desecrate spell centered on the Death Dragon.

    Growth: At 4th level the Death Dragon grows to Medium size, its natural weapon damage increasing by 1 die size and its natural armor increasing by 1 as noted in Dragon Body. At 10th level the Death Dragon grows further increasing to Large size, its natural weapon damage increasing by 1 die size and its natural armor increasing by 1 as noted in Dragon Body. At 16th level the Death Dragon grows to Huge size, its natural weapon damage increasing by 1 die size and its natural armor increasing by 1 as noted in Dragon Body.

    Wings: At 4th level the Death Dragon's wings grant the dragon a flight speed of 10 ft per HD at Average maneuverability. The Death Dragon also gains two secondary natural weapon Wing attacks that deal 1d4 + Str modifier damage (this is already taking into account medium size).

    Unflappable (Ex): At 5th level, the Death Dragon grows disaffected with the hopes and fears of the world. They gain a permanent immunity to morale bonuses and penalties as well as fear effects.

    Animate Dead (Sp): At 6th level the Death Dragon gains the ability to use Animate Dead as a spell-like ability 1/week per 3 HD. Your caster level for this effect equals your hit dice.

    Deathly Arcana: At 7th level the Death Dragon’s dark magic improves. Choose one necromancy spell of level 4 or less from the Cleric, Sor/Wiz, or Dread Necromancer spell list which does not have a costly material component. You may use this spell as a spell-like ability 1/day per 3 hit dice. Your caster level for this effect equals your hit dice.

    Mastery of the Undead (Ex): At 8th level, the Death Dragon’s growing powers over the dead grants it a +1 bonus to its effective cleric level, it gains a +1 untyped bonus on attack and weapon damage rolls against the undead, and on saving throws against spells or effects of undead creatures. At level 11, and every 3rd level thereafter, these bonuses increase by +1.

    Death’s Child: At level 9 a Death Dragon becomes immune to damage from negative energy, and if they would suffer Constitution damage or drain they suffer 2 less.

    Tail Slap: At 10th level the Death Dragon’s tail has grown large and powerful enough that it may use it to attack its foes. This gives them a tail slap secondary natural weapon which deals 1d8 damage (already taking into account large size).

    Arcane Hide (Ex): At 11th level the Death Dragon’s magical nature has spilled forth protecting it from the sorcerer of others. The Death Dragon gains SR 11 + Hit Dice.

    Legions of the Dead (Ex): At 11th level the Death Dragon’s mastery over the dead has grown to a point where it can control far more undead than normal. A Death Dragon can control 4+Charisma modifier HD of undead created with Animate Dead per caster level.

    Profane Scales (Su): At 12th level the Death Dragon’s scales have thickened and grown giving it DR X/magic where X is equal to one half its hit dice.

    Frightful Presence (Ex): At 13th level the presence of a Death Dragon has grown so dread that those which near it cannot help but feel fear. This ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Opponents within a radius of 30 feet per dragon levels must make a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier). On a failure, opponents with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. On success the creature is immune to the Death Dragon’s frightful presence for 24 hours. A creature cannot be subject to the same Death Dragon’s frightful presence twice in the same encounter, and creatures with at least as many Hit Dice as the Death Dragon are unaffected by this ability. Dragons ignore the frightful presence of other dragons.

    Create Undead (Sp): At 13th level the Death Dragon gains the ability to create undead with a touch. 1/week per 6 HD, the Death Dragon may use Create Undead as a Spell-like Ability. Your caster level for this effect equals your hit dice.

    Life Draining Bite: At 14th level the Death Dragon’s bite attack becomes charged with its necromantic powers. Any creature struck by a Death Dragon’s bite takes 2 negative levels, a successful Fortitude save (DC 10 + ˝ the dragon’s AC + the dragon’s Constitution modifier) reduces this to only one negative level.

    Unbreakable Legions: At 14th level the undead serving a Death Dragon grow more powerful. All undead created by you or controlled through the use of Rebuke Undead gain a +4 untyped bonus to their Strength score and +2 hp per Hit Die.

    Greater Deathly Arcana: At 15th level the Death Dragon’s dark magic improves. Choose one necromancy spell of level 8 or less from the Cleric, Sor/Wiz, or Dread Necromancer spell list which does not have a costly material component. You may use this spell as a spell-like ability 1/day per 6 hit dice. Your caster level for this effect equals your hit dice.

    Crush: At 16th level the Death Dragon’s size is such to allow it to crush opponents under it’s sheer bulk. It gains a Crush attack dealing 2d8.
    Spoiler
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    This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

    A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

    A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down).


    Life Draining Claws (Su): At 17th level a Death Dragon’s claws are infused with the same deadly energy as their teeth. A Death Dragon’s claw attacks now inflict 1 negative level per hit, a Fort save (DC 10 + ˝ the dragon’s HD + the dragon’s Con) negates this negative level.

    Bring Forth the Dead (Sp): At 18th level a Death Dragon has become a conduit for bringing forth the undead into the world. 1/day a Death Dragon can, as a standard action, summon a Deathshrieker (MMIII) or 1d3+1 atropal scions for 1 round per class level. These summoned undead gain benefits from any feats or abilities which improve undead you create.

    Awaken Undead (Sp): At 19th level a Death Dragon gains the ability to infuse an undead creature with a bit of malign sentience. 1/day they may use Awaken Undead as a spell-like ability. Your caster level for this effect equals your hit dice.

    Embodiment of Death (Su): You are now considered an unholy altar for the purposes of the Desecrate spell. In addition Death Ward and similar effects (spells or magic items for example) do nothing to protect against spells or abilities you possess, although it still functions against magic items you use (including spell trigger and spell completion items). 1/day per 10 HD you may use Wail of the Banshee as a spell-like ability. Finally your presence raises legions of the dead, gathering skeletons and zombies about you. These undead follow you unhesitatingly, and are considered to have been created by you. You attract a number of skeletons and zombies as you would attract followers with the Leadership feat ignoring special modifiers such as reputation or those for followers only; use skeleton or zombie CRs for their level as followers.
    Last edited by Zaydos; 2014-09-02 at 09:32 PM.
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  9. - Top - End - #939
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    *Heart pounds*
    *Begins Hyperventilating*

    THANK YOU ZAYDOS! I can't even begin thanking you for this class, it's just... perfect! I cannot wait to try it out.
    “I’m a Terrorist not an idiot.” - Me
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  10. - Top - End - #940
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Now onto the fourth poll; as usual I prefer PM'd votes though you can post them here and I'll still count them.

    Options:

    Gravedirge Dragon: A bardic dragon of the graveyard.

    Abyssal Dragon: A planar dragon for the Abyss because... well I am not satisfied by the Dragon Magazine one which was really only applicable to a very uninteresting layer.

    Vapor Dragon: A dragon capable of assuming a semi-gaseous form.

    Sei Lung: A lung dragon charged with the task of maintaining the stars in their rightful positions.

    Vacuum Dragon: A dragon of the quasielemental plane of vacuum.

    ---

    And because I forgot to mention it before; the use of creation instead of summoning on the peanut dragon was intentional. One because it falls under the part in, well it was in the 3.0 DMG, where it talks about how minions that don't take resources from the creator/summoner in this battle (such as spell slots) should be included in XP and ECL, and placing it on a creature with more than 36 RHD puts it squarely in the DM only zone until at least epic levels where such a feat can already be performed (Origin of Species epic spell). It gives the DM an excuse to populate the lair with plant monsters or the surrounding area and mostly acts as a fluff ability. The lack of description on what kind of action this takes, I could defend with something about leaving it up to the DM so that they can weave it into their own world, but was really just sloppy writing on my part.
    Last edited by Zaydos; 2012-08-08 at 11:30 PM.
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  11. - Top - End - #941
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    I'm officially suggesting:

    The Obdurium Dragon

    Quote Originally Posted by Stronghold builder's Guidebook
    An incredibly rare and hard metal that represents the pinnacle of nonmagical strength. Even dwarven metallurgists speak of obdurium as more legend than fact. Devices crafted from obdurium are treated as though they were adamantine, except that their hardness is 30, they have 60 hit points per inch of thickness (or twice as many hit points as a typical item, whichever is greater), and their price is twice that of adamantine.
    I propose this dragon would be an Epic Dragon, with no particular alignment leaning, with a high Damage Reduction (of the X/- variety.)
    Last edited by Logic; 2012-08-09 at 02:35 AM.
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    You altruistic weirdo you!
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  12. - Top - End - #942
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    In my world, there are only 6 types of dragons.

    They represent natural disasters and live apart from the world they live in. They do not breed anymore, all are ancient and immortal; far too powerful to wish for more competition. This means half-dragons do not exist, nor does any other variation of draconic blooded creatures.

    They are all corrupt Evil beings; they despise and slaughter all non-dragons on sight (they tolerate the dragons to a degree), and generally work to end the world as it currently is. They also all worship 'The Devourer', a CE greater god (with the domains: Chaos, Dragon, Evil, Greed, Hatred, Destruction, Suffering) that seeks to devour the world.

    I have....

    Plague (Plague Dragons you've finished. It'll work perfectly for what I need, although i dont care much for the water flavor to it.)
    Pyroclastic (Draconomicon has it covered, although i might shift its alignment to NE and drop the extraplanar subtype)

    which leaves four more dragons....
    Earthquake
    Hurricane
    Radiation (radiation in my rules is handled like negative temp HP, reducing your maximum HP)
    Tsunami

    Dealing with power level, id imagine Radiation being the strongest, followed by the rest.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    I'll need to see your radiation rules if you could PM them to me, or some such.

    It might take me a bit, it has been a while since I've made a dragon, but the challenge sounds fun

    If there are no results within a week something distracted me and I need to be reminded (poke me with a PM).
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  14. - Top - End - #944
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Quote Originally Posted by Zaydos View Post
    I'll need to see your radiation rules if you could PM them to me, or some such.

    It might take me a bit, it has been a while since I've made a dragon, but the challenge sounds fun

    If there are no results within a week something distracted me and I need to be reminded (poke me with a PM).
    Radiation Damage
    radiation damage works rather like the opposite of temporary hp, you lose health off of the top of your hit point total, rather than your current pool. If this radiation damage reaches 50% of your total hp, you begin suffering radiation sickness. Healing spells return either normal hp back, or remove radiation damage, not both.

    If travelling through radiated areas, creatures begin suffering radiation damage. The creature must make a fortitude save at each instance of a save or suffer full radiation damage. Those who successfully save only take half the damage in radiation. Those who beat the save DC by 5 or more take no radiation damage.

    {table=head]{colsp=4}
    Areas of Radiation

    Radiation Severity|Fortitude Save DC|Radiation Damage|Frequency of Damage
    Light|DC 15|2 Radiation|1/day
    Moderate|DC 20|1d4+1 Radiation|1/day
    Heavy|DC 25|1d6+2 Radiation|1/hour
    Lethal|DC 30|2d6+3 Radiation|1/minute
    [/Table]

    Radiation Sickness
    Whenever your total health is reduced by 50% by radiation damage, you are fatigued and begin suffering 1 point of constitution damage per day until the radiation damage is healed below this 50% point. There is also a 5% chance of gaining a mutation for each point of constitution damage taken.

    ---------

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    on a side note, if you could create me a plague dragon that does not favor water or have the water subtype, and would instead work towards animating a plague-ridden zombie army, id be overjoyed.
    Last edited by LordErebus12; 2013-08-24 at 11:55 PM.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Question: Pyroclastic dragons aren't casters, do you want the others to be naturally capable of casting spells, or not, or would you prefer it to vary from species to species (possibly even some with other forms of casting such as Druid spells, or even subsystems such as Psionics, Incarnum, or Martial Maneuvers depending upon which are used in your setting)?

    I'd imagine the plague dragons (need to think of something to call them for sorting them in the thread to prevent confusion... maybe use contagion) would have necromantic spellcasting (maybe based directly off of Dread Necromancers'), and the rest seem like they might have druidic magic instead of arcane (except possibly radiation which for some reason I associate with psionics, probably the sci-fi associations).
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Quote Originally Posted by Zaydos View Post
    Question: Pyroclastic dragons aren't casters, do you want the others to be naturally capable of casting spells, or not, or would you prefer it to vary from species to species (possibly even some with other forms of casting such as Druid spells, or even subsystems such as Psionics, Incarnum, or Martial Maneuvers depending upon which are used in your setting)?
    I think they should all be casters of some variety. Also, I didn't realize Pyroclastic dragons couldn't cast... thats problematic and makes me like them less as written...

    Druidic casting could/would work in some cases.
    As far as Psionics, yeah, I guess.
    Incarnum, no... Not familiar with anything from that book, with the exception of the incarnum wraith.
    Martial maneuvers I'm hesitant about, I don't think dragons/monsters should have them. I do use Tome of Battle in my world.

    Quote Originally Posted by Zaydos View Post
    I'd imagine the plague dragons (need to think of something to call them for sorting them in the thread to prevent confusion... maybe use contagion) would have necromantic spellcasting (maybe based directly off of Dread Necromancers'), and the rest seem like they might have druidic magic instead of arcane (except possibly radiation which for some reason I associate with psionics, probably the sci-fi associations).
    It could work that way. The plague dragon should definitely be an necromantic caster.

    The elemental ones (Earthquake, Hurricane, Pyroclastic, and Tsunami) should have a combination of both druidic spells and Wiz/Sor spells, all cast as if arcane (dont the metallic/chromatic dragons cast certain cleric spells as arcane?).

    Psionics for the radiation dragon... i never thought about that before... perhaps it could work. I don't know what the implications/associations would be, but it sounds cool.
    Last edited by LordErebus12; 2013-08-26 at 12:33 AM.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Would you be willing to make a Gramarie Dragon?
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

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

    is it possible to create a way to convert the dragons over to Pathfinder that would be awesome. Please and thank you.
    Last edited by Noxsis; 2013-08-26 at 09:14 AM.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Quote Originally Posted by Noxsis View Post
    is it possible to create a way to convert the dragons over to Pathfinder that would be awesome. Please and thank you.
    honestly though, besides skills being slightly different in pf and you would have to add a few extra feats in, they are already so close to PF that its unnecessary to do a full conversion.

    not to mention thats over a hundred dragons to convert... Far too much to ask someone. if you want it in PF, you're gonna have to put in some light work into it. Follow the couple spoilered guides below, and you got yourself a converted dragon.

    Grapple becoming CMB and CMD:
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    Grapple gets thrown out. Instead you have CMB and CMD.

    Follow the handy little rule entry here to figure that out.


    Skills and Ranks:
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    Skills have a maximum limit 3 lower in PF (effectively equal to HD, rather than HD+3). Remember that, since dragons often add maximum skill ranks in the skills they pick. the trade off is that if a skill has even a single rank in the skill, it gains a +3 'trained skill' bonus. This does not apply to cross class skills, but that does not matter for dragons, since they dont have cross class skills (unless it has classes).

    subtract 3x (6 + Dragon's current Int) worth of Skill points off of the top of their spent ranks. mostly this should also lower it below that maximum skill rank change, so each skill has no higher number of ranks than equal to its HD.

    Any ranks in Balance, Jump, Tumble need to be removed, because they all became Acrobatics. as did Hide and Move Silently, which became Stealth. once those are correctly allocated to equal no higher than the current HD, figure out if you want the dragon to have high ranks in Fly, a new skill in PF.

    If the short answer is yes (and it should be), allocate max ranks into that.


    Feats:
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    count up the number of feats the dragon has. once you find the total, write that down.

    Pathfinder has a feat at EVERY odd level. look at the HD of the dragon, if it is an odd total, divide it by two and add one. If even, divide it by two.

    with these two numbers, figure out the difference. with this difference, start adding feats until you hit the higher number.


    You now have converted the dragon (more or less) to PF.
    Last edited by LordErebus12; 2013-08-27 at 11:17 PM.
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    Default Re: Three+ New Dragons (apparently taking requests)

    Quote Originally Posted by dragonsamurai77 View Post
    I'd like to request a thermite dragon. (really, REALLY hot breath, 5000 degrees F to be exact)
    And you don't think the fire breath of a big red or gold is probably going to be that hot?

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

    i was mainly referring to the epic dragons the basic changes at each age category in pathfinder dont seem to transition well for them at all
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Earthquake Dragon
    Dragon (Earth)
    Environment: Warm and Temperate desert, hills, mountains, or underground.
    Organization: Solitary, pair, family (2-5 young and 1-2 adults), clutch (2-5).
    Challenge Rating: Wyrmling 4; very young 6; young 8; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 25
    Treasure: Triple standard.
    Alignment: Always Chaotic Evil.

    Traveling in the desert of Korthos I found only ruins of a once great dwarven civilization. The buildings had collapsed, their foundations shaken and broken. I had to consult my dwarven friend, Tovalris, as to the reason but he confirmed that they seem to have been plagued by powerful, near constant earthquakes.

    It took me 3 months to find out what had happened, and serendipitously also track down the new breed of dragon the modern residence had spoken of. They were powerful beasts, comparable to a red dragon in sheer bulk and strength, but their scales were like a covering of rocks worn smooth by friction with the desert sands, and their wings were short and stunted. When the largest among them caused the ground to begin to tremble and quake, I realized that it was most likely an elder of their species which was now known, and worshiped, throughout the region as the Devil God of the Sands. I was able to get one of the dragons to yield, after its companions were dead, and talk to it at length, but while traveling through the crystal sphere known as Silverspace it attempted to break out of the ship in Wildspace and was slain in the resulting combat.

    To speak of a physical description, we have a surprisingly streamlined dragon for one which avoids water and barely flies. It's head is almost spear-like and its body is slightly longer and smaller than a red dragon of comparable mass. Its front claws are heavy and powerful, used in digging, and its scales are rock-like in texture though despite their river stone smoothness are much harder than rock. Observing a hatchling, I saw that they are born with rough and uneven scales, and it is their nature to move through the earth like some strange cross between a burrowing mammal and a fish at sea and it is this swimming movement that renders their bodies smooth; I expect specimens that live in non-desert habitats to therefore be noticeably rougher than the desert dwellers. Their stunted wings are capable of flight, though they are loath to fly long distances, and fold up tightly into small indentations on their sides to help streamline their body when they are not in use. Their long tails widen at the end into a sort of rudder for when they tunnel through the earth. Despite encountering them in the desert, I have confirmed they are able to burrow through bedrock as easily as sand, at least once they have reached a certain size.

    As for their combat capabilities, they are a match for red dragons physically, though their reduced intelligence leaves them somewhat easier to deal with. They are not as innately powerful with magic, but that leaves the eldest of them almost a match magically for even powerful mortal wizards. Their scales resist the cutting force of stone and steel, though I have verified that this is a supernatural boon and can be overcome in an anti-magic field. Their breath weapon is an invisible force which drags targets to the ground, suppressing even magical flight, and may be their deadliest weapon as it can leave even a seasoned warrior unable to move for some time.

    -Zasper, the Dragon Sage


    Earthquake Dragon
    {table]Age| Size| Hit Dice| Str| Dex| Con| Int| Wis| Cha| BAB/Grp| Atk| Fort| Ref| Will| Breath Weapon DC| Frightful Presence
    Wyrmling| M| 7d12+14 (59)| 17| 10| 15| 8| 9| 8| 7/10| 10| 7| 5| 4| 15 |-
    Very Young| L| 10d12+30 (95)| 21| 10| 17| 10| 11| 10| 10/19| 14| 10| 7| 7| 18 |-
    Young | L| 13d12+39 (123)| 25| 10| 17| 10| 11| 10| 13/24| 19| 11| 8| 8| 19 |-
    Juvenile| L| 16d12+64 (168)| 29| 10| 19| 12| 13| 12| 16/29| 24| 14| 10| 11| 22 |-
    Young Adult| H| 19d12+76 (199)| 31| 10| 21| 12| 13| 12| 19/37| 27| 16| 11| 12| 24 |20
    Adult| H| 22d12+132 (275)| 33| 10| 21| 14| 17| 14| 22/41| 31| 18| 13| 16| 26 |23
    Mature Adult| H| 25d12+150 (312)| 33| 10| 23| 16| 17| 16| 25/44| 34| 20| 14| 17| 28 |25
    Old | G| 28d12+196 (378)| 35| 10| 25| 18| 19| 18| 28/52| 36| 23| 16| 20| 31 |28
    Very Old| G| 31d12+248 (449)| 37| 10| 27| 20| 21| 20| 31/56| 40| 25| 17| 22| 33 |30
    Ancient| G| 34d12+306 (527)| 39| 10| 29| 22| 23| 22| 34/60| 44| 28| 19| 25| 36 |33
    Wyrm | G| 37d12+370 (610)| 41| 10| 31| 22| 23| 22| 37/64| 48| 30| 20| 26| 38 |34
    Great Wyrm | C| 40d12+400 (660)| 45| 10| 31| 24| 25| 24| 40/73| 49| 32| 22| 29| 40 |37[/table]


    {table]Age |Speed |Init |AC |Special Abilities |Spellcasting |SR
    Wyrmling |40 ft., fly 100 ft. (clumsy), burrow 40-ft |+0 |16 (+6 natural) |Immune to Acid, Tremorsense 60-ft, Hold Breath |- |-
    Very Young |40 ft., fly 100 ft. (clumsy), burrow 40-ft |+0 |18 (-1 size, +9 natural) |DR 5/non-metal and non-stone |- |-
    Young |40 ft., fly 100 ft. (clumsy), burrow 40-ft |+0 |21 (-1 size, +12 natural) |Stone Digger |- |-
    Juvenile |40 ft., fly 100 ft. (clumsy), burrow 40-ft |+0 |23 (-2 size, +15 natural) |Earth Tremors |1st |19
    Young Adult |40 ft., fly 100 ft. (clumsy), burrow 40-ft |+0 |26 (-2 size, +18 natural) |DR 5/magic |3rd |21
    Adult |40 ft., fly 100 ft. (clumsy), burrow 40-ft |+0 |29 (-2 size, +21 natural) |DR 10/non-metal and non-stone |5th |23
    Mature Adult |40 ft., fly 100 ft. (clumsy), burrow 40-ft |+0 |32 (-2 size, +24 natural) |DR 10/magic, Improved Hold Breath |7th |24
    Old |60 ft., fly 150 ft. (clumsy), burrow 60-ft |+0 |33 (-4 size, +27 natural) |Earthquakes |9th |26
    Very Old |60 ft., fly 150 ft. (clumsy), burrow 60-ft |+0 |36 (-4 size, +30 natural) |DR 15/magic |11th |28
    Ancient |60 ft., fly 150 ft. (clumsy), burrow 60-ft |+0 |39 (-4 size, +33 natural) |DR 15/non-metal and non-stone |13th |30
    Wyrm |60 ft., fly 150 ft. (clumsy), burrow 60-ft |+0 |42 (-4 size, +36 natural) |DR 20/magic |15th |32
    Great Wyrm |60 ft., fly 150 ft. (clumsy), burrow 60-ft |+0 |41 (-8 size, +39 natural) |Powerful Earthquake |17th |34[/table]

    Breath Weapon (Su): An Earthquake Dragon's breath weapon is an invisible cone of energy. Any creature caught in this cone must make a Fort save or be knocked prone, and unable to stand or fly for a number of rounds equal to the dragon's age category. A flying creature plummets to the ground at a rate of 300-ft per round (even if under the effects of a Feather Fall spell or other effect that would reduce their falling speed) and upon striking it is knocked prone as previously described. A creature under this effect can attempt a Strength check (DC = Breath Weapon save DC) 1/round to stand (but not fly) as a swift action, in addition they gain a +5 bonus to this Strength check for every previous attempt they have made to shrug off the binding effect. A second use of this breath weapon while a creature is still affected by a previous one resets this bonus and the duration but they do not have to make 2 Strength checks to stand.

    Hold Breath (Ex): An Earthquake Dragon can hold its breath for a number of hours equal to its Constitution score times its age category.

    DR X/non-metal and non-stone (Su): This DR does not stack with the Earthquake Dragon's DR Y/magic; it applies to any weapon damage dealt by a weapon with a metal or stone striking surface (swords, arrows, javelins), but not those with a wooden or bone striking surface (most clubs), or natural weapons/unarmed strikes.

    Stone Digger (Ex): Beginning at the Young age category, an Earthquake Dragon can dig through solid rock, though it does so at 1/4th its normal speed.

    Spellcasting: An Earthquake Dragon can cast spells as a sorcerer of the listed level and may select spells from the Destruction, Dragon, and Earth domains, as well as druid spells as if they were sorcerer spells.

    Earth Tremors (Su): A Juvenile or older Earthquake Dragon can send out powerful tremors through the ground. To do this the Earthquake Dragon must be in contact with the ground, and it has a range of 100-ft times the Earthquake Dragon's age category squared, and requires a full round action. Any creatures standing within the area must make a DC 20 Balance check or fall, and any structures within the area take 2d6 damage per age category. Once it has used this ability an Earthquake Dragon must wait 1 minute before using it again.

    Improved Hold Breath (Ex): A Mature Adult or older Earthquake Dragon can now hold its breath for a number of years equal to their age category, or 20 years per age category when hibernating. They use this ability to dwell beneath the ground for generations at a time.

    Earthquakes (Su/Sp): An Old or older Earthquake Dragon can cause terrible earthquakes that can be felt for miles around, but have limited in game effects. To do so requires the dragon to maintain concentration (counts as a 9th level spell for DCs), spending a Standard action each round, and requires 1 full minute to activate. In addition they may use Earthquake as a spell-like ability 3 times per day.

    Powerful Earthquake (Su/Sp): A Great Wyrm Eathquake Dragon can cause earthquakes with a far larger scale than their younger kin. This earthquake can be felt for hundreds of miles, and near its epicenter may have noticeable effects identical to those of a non-magical earthquake. Creating an earthquake of this magnitude is twice as tiring as hustling (following the same rules as for it, but with half an hour of quake equaling an hour of hustling) and requires a full-round action each round to maintain. In addition they may now use Earthquake as a spell-like ability at-will.

    Skills: An Earthquake Dragon treats Balance, Climb, and Jump as class skills in addition to those common to all true dragons.
    Last edited by Zaydos; 2013-09-11 at 08:52 AM.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Quote Originally Posted by Arcanist View Post
    Would you be willing to make a Gramarie Dragon?
    Like Kellus's true naming fix it's a fairly big homebrew to look through and grok, so while I might someday do so (and don't mind being poked about it every month or so), it is unlikely to happen and even if it does it will not be soon.

    Quote Originally Posted by Noxsis View Post
    is it possible to create a way to convert the dragons over to Pathfinder that would be awesome. Please and thank you.
    Having only ever played Pathfinder, and never DMed it, I wouldn't know where to begin save the most obvious (skill and feat changes) which as dragons don't have preset skills and feats don't even require a change. Looking at the PF SRD they seem to have streamlined the process more (especially Str and Con increases). Epic dragons in 3.5 increased in 5 HD increments, instead of 3 HD like other true dragons (which was dropped to 2 HD for PF apparently), with a relatively streamlined ability score progression (mine are less streamlined than the official pair I believe) I think it was of +4 to all ability scores (except Dex) each age category but that's a hazy memory, with natural armor increasing by 5 instead of 3 each category (natural armor on almost all official true dragons = HD - 1), and size being mostly that they start off bigger. That should help a bit with a quick and dirty fix, but a true fix would require more streamlining than I'd like to do since there's already enough similarity between various dragons.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    okay then how about making a few more arcane dragons (hex and tome are two such dragons) i curious as to what you come up with
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Tsunami Dragon
    Dragon (Water)
    Environment: Any aquatic
    Organization: Solitary, pair, family (2-5 young and 1-2 adults), clutch (2-5).
    Challenge Rating: Wyrmling 4; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 23; wyrm 25; great wyrm 26
    Treasure: Triple standard.
    Alignment: Always Chaotic Evil.

    The next world I went to in my travels, before journeying to Silverspace, contained another interesting variety of dragon. The tsunami dragon as the natives called it brings with it dangerous, unruly seas, which threaten to crash those ships that the creature doesn't directly capsize with its mass. They swim through the ocean, rising up to crush and destroy leaving only devastation in their wake, taking what treasure they can from the sunken ships to add to their hoards resting on the sea bed.

    It was an easy task to talk to one of the younger of their species, a simple show of magical force, and it was willing to tell me whatever I wanted if I'd let it out of its cage. Unfortunately, after only filling three rolls of, thankfully water proofed, papyrus, our conversation was cut short. A strange hill of water, several hundred feet in height, came surging towards my craft. It was an elder of the species, great wyrm if I had to guess from comparison of sizes, and it brought with it a swelling in the very surface of the ocean. The battle saw three good men drown, as the water rushed over our ship too quickly to prevent, and the dragon was upon us. I was, unfortunately yet again, unable to take the great wyrm alive. I can tell you what I have learned about their physiology and their combat strategies.

    Physically the tsunami is somewhere between a red and blue dragon. They are about the same size as a red dragon, though their bodies are almost pointed in front, but they are not as physically strong. Like gold dragons they have long "whiskers" across the front of their face, but unlike the metallic wyrms whose whisker serve no purpose other than to look wise to mortals, these seem to have a practical purpose serving to host large amounts of sensory organs which serve to locate the position of other creatures in the water letting them pinpoint prey more easily even in the darkest depths. Their claws are webbed, serving as paddle as much as weapon, and their legs are relatively short. Their back has a long, fin-like ridge which runs down it, only fully merging back into their body at the base of their tail where it almost immediately begins to rise again; this fin is larger in males and is used in mating displays. Even their wings stretch out alongside their bodies like those of a great ray, and seem designed to move through the water as much, if not more than, through the air. They lack true teeth, instead having lamprey like mouths, filled with sharp, bony ridges. Their piscine bodies are covered in silver-blue scales, which brighten with age till they are almost a gleaming silver; I wonder if these are the Silver Dragons of the Sea I have heard of on Lamphros and I must return to that planet to investigate this.

    In combat the tsunami dragon relies on the sea itself as their first weapon, letting the dangerous currents slow both prey and would be predators. Against ships they bring to bear not only these staggering waves, but their own bodies which enable them to capsize ships. In addition to these abilities that make them deadly within their native environment, tsunami dragons have a deadly breath weapon which is composed of what I can only describe as the essence of salt, desiccating things even as they are surrounded by water. Even when this array of weapons fails, a tsunami dragon will resort to sorcery to bring its foes low before engaging a prepared opponent in close combat. They will often try to remove magical wards upon creatures, especially aiming to remove from them any magical aid in swimming or water breathing. Only as a last resort will one engage in physical combat against an opponent that has proven their capabilities. I have also heard, but not seen, that they maintain a second breath weapon capable of stripping a creature of its ability to breathe air.

    -Zasper, the Dragon Sage


    Tsunami Dragon
    {table]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| M| 6d12+12 (51)| 15| 10| 15| 10| 9| 10| 6/8| 8| 7| 5| 4| 2d10 |15 |-
    Very Young| L| 9d12+27 (85)| 19| 10| 17| 10| 11| 12| 9/17| 12| 9| 6| 6| 4d10 |17 |-
    Young | L| 12d12+36 (112)| 21| 10| 17| 12| 11| 12| 12/21| 16| 11| 8| 8| 6d10 |19 |-
    Juvenile| L| 15d12+60 (157)| 23| 10| 19| 12| 13| 14| 15/25| 20| 13| 9| 10| 8d10 |21 |-
    Young Adult| H| 18d12+71 (188)| 27| 10| 21| 14| 13| 16| 18/34| 24| 16| 11| 12| 10d10 |24 |22
    Adult| H| 21d12+127 (263)| 29| 10| 21| 16| 17| 18| 21/38| 28| 17| 12| 15| 12d10 |25 |24
    Mature Adult| H| 24d12+144 (300)| 29| 10| 23| 18| 17| 20| 24/41| 31| 20| 14| 17| 14d10 |28 |27
    Old | G| 27d12+189 (364)| 33| 10| 25| 20| 19| 22| 27/50| 34| 22| 15| 19| 16d10 |30 |29
    Very Old| G| 30d12+240 (435)| 35| 10| 27| 22| 21| 22| 30/54| 38| 25| 17| 22| 18d10 |33 |31
    Ancient| G| 33d12+297 (511)| 35| 10| 29| 22| 23| 24| 33/57| 41| 27| 18| 24| 20d10 |35 |33
    Wyrm | G| 36d12+360 (594)| 37| 10| 31| 24| 23| 24| 36/61| 45| 30| 20| 26| 22d10 |38 |35
    Great Wyrm | C| 39d12+429 (682)| 41| 10| 33| 24| 25| 26| 39/70| 46| 32| 21| 28| 24d10 |40 |37[/table]


    {table]Age |Speed |Init |AC |Special Abilities |Spellcasting |SR
    Wyrmling |40 ft., fly 100 ft. (poor), swim 60-ft |+0 |15 (+5 natural) |Immunity to Desiccation, Cold, and Pressure Water Breathing |- |-
    Very Young |40 ft., fly 100 ft. (poor), swim 60-ft |+0 |17 (-1 size, +8 natural) |Wavesense |- |-
    Young |40 ft., fly 100 ft. (poor), swim 60-ft |+0 |20 (-1 size, +11 natural) |Control Water |- |-
    Juvenile |40 ft., fly 100 ft. (poor), swim 60-ft |+0 |22 (-2 size, +14 natural) |Stormy Waters |1st |18
    Young Adult |40 ft., fly 100 ft. (poor), swim 60-ft |+0 |25 (-2 size, +17 natural) |DR 5/magic |3rd |20
    Adult |40 ft., fly 100 ft. (poor), swim 60-ft |+0 |28 (-2 size, +20 natural) |Capsize |5th |22
    Mature Adult |40 ft., fly 100 ft. (poor), swim 60-ft |+0 |31 (-2 size, +23 natural) |DR 10/magic |7th |23
    Old |40 ft., fly 150 ft. (clumsy), swim 90-ft |+0 |32 (-4 size, +26 natural) |Control Weather |9th |25
    Very Old |40 ft., fly 150 ft. (clumsy), swim 90-ft |+0 |35 (-4 size, +29 natural) |DR 15/magic |11th |27
    Ancient |40 ft., fly 150 ft. (clumsy), swim 90-ft |+0 |38 (-4 size, +32 natural) |Dark School |13th |29
    Wyrm |40 ft., fly 150 ft. (clumsy), swim 90-ft |+0 |41 (-4 size, +35 natural) |DR 20/magic |15th |31
    Great Wyrm |40 ft., fly 150 ft. (clumsy), swim 90-ft |+0 |40 (-8 size, +38 natural) |Deluge |17th |33[/table]

    Breath Weapon (Su): A tsunami dragon has a pair of breath weapons. The first is a line desiccating force, visible as a cloud of salt, which deals the listed damage to all creatures in its path, this does no damage to nonliving creatures, and any effect that prevents desiccation damage (as introduced in Sandstorm) prevents this damage. It deals an additional damage per die to plants, and any creature with the aquatic or water subtype. A successful Reflex save halves this damage. The second is a cone of gas which causes creatures within it to no longer be able to breathe air. Any creature caught in this cone must make a Fortitude save or lose the ability to breathe air for a number of rounds equal to the tsunami dragon's age category. Any creature not already holding its breath when they are hit by this ability immediately must begin making Constitution checks as if they had held their breath for 2 rounds per point of Constitution already. A creature suffering from the effects of their second breath weapon may re-roll their Fort save against the effect as a Full-Round Action. A second use of this breath weapon resets the duration, but has no other effect. A creature able to breathe water may continue to do so normally.

    Wavesense (Ex): A very young or older tsunami dragon's sensitive "whiskers" allow it to sense the location of objects and creatures moving through the water. This functions as tremorsense out to 60-ft per age category the dragon has obtained, and blindsight out to 20-ft per age category, but only functions when the tsunami dragon is in the water and only detects creatures in the same body of water.

    Spell-like Abilities: 3/day Control Water (young or older), 1/day Control Weather (old or older).

    Stormy Waters (Su): A juvenile or older tsunami dragon carries with it an aura of unrest in the sea. Any sizable (as defined by the DM, but generally must be at least 20-ft in every dimension) body of water within 60-ft of the tsunami dragon per age category is continuously churned and stirred with unrest. This causes it to be treated as a stormy sea, and difficult terrain for any creature swimming through the area. Any square adjacent to the tsunami dragon remains calm and unaffected by this ability.

    Capsize (Ex): A submerged tsunami dragon that surfaces under a boat or ship has a chance to capsize the vessel based upon its own and the vessel’s size.
    {table=Head]Dragon Size| <20-ft| 20-60-ft| >60-ft
    Huge| 95%| 50%| 20%
    Gargantuan| 95%| 75%| 50%
    Colossal| 99%*| 95%| 75%[/table]
    *: Vessel may instead remain completely on the dragon’s back.

    Dark School (Ex/Su): An ancient or older tsunami dragon pulls in horrible sea creatures from beyond its world. It will be accompanied by 4 creatures from among the following (there may be repeats). These are already included in the tsunami dragon's CR as if they were summoned creatures. In addition to their normal abilities these creatures may move freely through the stormy waters which surround a tsunami dragon. These creatures are fiercely loyal to the tsunami dragon, and while not truly magically compelled resist magical charm effects as if charmed by the tsunami dragon. If they are slain they are replaced after 1d4 days; if they are separated from it (by more than 1 mile) they return to their home plane after 1d4 days and are replaced after another 1d4-1. The arrival of these creatures is a supernatural calling effect.

    The options are: 38-HD Fiendish Dire Shark (gargantuan), 28-HD Half-Fiend Kraken, 30-HD Half-Fiend Eye of the Deep (huge, Lords of Madness), Myrmixicus (Fiend Folio, wyrm or great wyrm only), Amphibious (Storm Wrack) Marilith, or 40-HD Fiendish Elder Water Elemental.

    Deluge (Su): A great wyrm tsunami dragon wears destruction like a cloak. As long as a great wyrm tsunami dragon is no more than 360-ft above (pre-existing) sea level the sea level around the tsunami dragon is increased. This increase is 360-ft at the tsunami dragon itself reducing by 1-ft per every 2-ft away from the tsunami dragon horizontally (not up and down) one goes. When a tsunami dragon is at sea this creates a small hill of water atop the ocean 360-ft tall at its peak and 750-ft in diameter. This also allows the tsunami dragon to flood low lands as water will rise up out of the ground to cover the area if it is less than 360-ft above sea level.

    Skills: Hide, Spellcraft, and Swim are class skills for a tsunami dragon in addition to those common to all true dragons.
    Last edited by Zaydos; 2013-09-11 at 08:53 AM.
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  26. - Top - End - #956
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Quote Originally Posted by Noxsis View Post
    okay then how about making a few more arcane dragons (hex and tome are two such dragons) i curious as to what you come up with
    I'll have to remember exactly what the traits of an arcane dragon were (and which issue that was; I loved tome dragons, hex dragons retributive curse was a little too strong in the game I ran one in so I had to nerf the DC). I think Spellweave dragons might qualify as arcane dragons (I know they were inspired by them), and possibly the joke peanut dragons.
    Peanut Half-Dragon Necromancer by Kurien.

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  27. - Top - End - #957
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Would it be possible for you to create an epic, time-related dragon? My epic campaign would be greatly enhanced by such a thing. Thanks!

  28. - Top - End - #958
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    hmm... some things are strange about the two new dragons... lets see. their breath weapons are worded strangely, and in the earthquake dragon's case, the table is blank in places.

    Earthquake Dragon:
    the earthquake's extra DR is kind of stupid, imo. its should just have DR X/--- or at least DR X/Bludgeoning and Magical at the minimum.

    it should have Earthglide at some point, allowing it to fly/swim through rock as easily as air.

    Tsunami Dragon:
    Although its part of the subtype, you should mention somewhere that a water creature can breathe underwater and usually can breathe air as well. Giving it the amphibious special quality might work too.

    You should really site the page numbers with those creatures in its Dark School entry. I had a bit of trouble finding some of them. In the case of the Amphibious Maralith, it involves having to stat one up, which doesn't strike me as simple. May I suggest a Lucent worm from Fiend Folio page 118?

    Perhaps a Maelstrom (Spell Compendium pg 135) spell like ability?

    Deluge should deal some damage, perhaps equal to its breath weapon damage, but deal crushing damage, thus overcoming all DR...
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  29. - Top - End - #959
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    there is already an epic time dragon i was in dragon #359 it was one of the most powerful creatures ever released in 3.5 even as a wyrmling look for your self
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    any progress on the other types?
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