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  1. - Top - End - #1
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    afroakuma's Avatar

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    Default Draconic Hybrids (3.5)

    It's rare, but not unheard of, for a dragon to mate with a dragon of another species. The offspring of such a union possesses many traits inherited from its parents, but a number of such crossbreeds consistently display novel and emergent abilities unrelated to those of either sire or dam.The following are recommendations for assembling hybrid dragons.

    Subtype
    The hybrid has the subtypes of its parents.

    Hit Dice
    The hybrid has the average of its parents' hit dice at each age, rounded down.

    Size
    The hybrid has the average of its parents' size categories at each age, rounded up. For example, if the parents as wyrmlings would have been Tiny and Medium, the hybrid wyrmling is Small; if the parents would have been Small and Medium, the hybrid wyrmling is Medium.

    Speed
    The hybrid has the better of its parents' ground movement speeds. For any other movement mode, the hybrid possesses that movement mode at the worse of its parents' speeds. For example, if one parent has burrow 10 ft. and the other parent does not have a burrow speed, the hybrid has a burrow speed of 10 feet. If one parent has a fly speed of 120 ft. and the other parent has a fly speed of 80 ft., the hybrid has a fly speed of 80 feet. For flight, the hybrid's maneuverability is always one step worse than the worst of its parents' maneuverabilities at each age category, to a minimum of clumsy.

    Strength
    The hybrid inherits the best of its parents' Strength scores at each age category. Hybrids enjoy the improved musculature relative to the weaker parent.

    A hybrid of two chromatic dragons gains +2 Strength, as Tiamat's chosen are collectively more fierce and brutal and this trait is amplified in such a hybrid.

    Dexterity
    The hybrid inherits the worst of its parents' Dexterity scores at each age category. The specialized physiques of the more dextrous parent are impeded by traits inherited from the less agile of the two.

    Constitution
    The hybrid inherits the average of its parents' Constitution scores, rounded down, at each age category. Hybrid biology exposes the child to vulnerabilities of each parent but also benefits from their resistances.

    Intelligence
    The hybrid inherits the best of its parents' Intelligence scores at each age category. The natural cunning of each parent is reinforced in the child.

    A hybrid of two gem dragons gains +2 Intelligence, as Sardior's chosen are collectively more shrewd and inquisitive and this trait comes to the fore in such a hybrid.

    Wisdom
    The hybrid inherits the worst of its parents' Wisdom scores at each age category. Hybrids are less instinctive and intuitive than the superior parent.

    A hybrid of two metallic dragons gains +2 Wisdom, as Bahamut's chosen are collectively more contemplative and patient and this trait magnifies in such a hybrid.

    Charisma
    The hybrid inherits the worst of its parents' Charisma scores at each age category. Hybrids grow up without as much sense of self and identity as purebred dragons.

    Natural Armor
    The hybrid inherits the average of its parents' natural armor bonuses at each age category, rounded up.

    Breath Weapon
    Spoiler: Breath Weapon
    Show
    The breath weapon of a hybrid is most likely to be novel rather than inherited or blended from the parents. To find the damage of the breath weapon, look at the following scale or wyrmling damage (treat a breath weapon that does not do hit point damage as 2d6). The hybrid's damage corresponds to the average of the scale positions of the parents, rounded down. If the breath weapons do the same type of energy damage, step the damage up to the next rung of the scale, to a maximum of the higher parent's damage class.

    Damage Scale Damage/Age
    1 1d4
    2 1d6
    3 2d4 / 1d8
    4 2d6 / 1d10 / 1d12
    5 2d8
    6 2d10
    7 2d12

    Blended Breath Weapon

    When determining breath weapon shape, prioritize based on the shape of the existing breath weapon with the highest-ranked type, from top to bottom. If both parents' breath weapons are the same type, unique shape beats cone beats line.

    Electric > Sonic > Acid > Cold > Fire > Force > Other

    The damage of a blended breath weapon is a 50/50 mixture of the damage types of the parents' breath weapons.

    Novel Breath Weapon

    Many hybrid dragons have a novel breath weapon which does not correspond to a mere blend of the parents' breath weapons. A novel breath weapon may do damage of a type unrelated to either parent's, and may have one or more of the following features:

    • Ongoing terrain effect
    • Ability damage
    • Causes a condition
    • Unusual blast shape

    If you give a novel weapon a special effect, reduce its damage scale by 1 for every 2 special effects you choose. Some suggested effects are below.

    • For dragons whose parent breathed acid, adding a condition to the effect (blind, slow, sicken)
    • For dragons whose parent breathed cold, impeding mobility (Dex damage, entangle, grease on affected squares)
    • For dragons whose parent breathed electricity, disrupting activity (Str damage, daze, fatigue, knockback)
    • For dragons whose parent breathed fire, consequences of heat (catching fire, heat metal, pyrotechnics smoke)
    • For dragons whose parent breathed sonic, consequences of powerful sound (daze, deafness, shaken, shatter)
    • Breath weapon launches a cylinder with height and diameter equal to the cone length for the size category, centered on a point within the line length for that size category (e.g. a Large dragon could center a cylinder within 80 ft. with a 40 ft. diameter and height.)
    • Breath weapon consists of a missile fired into the air which will explode into a sphere with radius equal to the cone length for the size category, centered on a point within the line length for that size category, the following round.
    • Breath weapon creates residue that entangles and deals 1d4 damage per age category of the dragon those who enter the area of effect in the next 1d4 rounds (Reflex negates)
    • Breath weapon requires Fortitude save instead of Reflex save to avoid.
    • Breath weapon contains hazard that imposes 1/2 age category (rounded up) penalty on a particular saving throw for 1 minute.
    • Breath weapon creates 1 square per age category in its area of effect that deals 1/2 damage to those who enter that square for 1 minute.
    • Breath weapon deals physical damage (bludgeoning, piercing, or slashing) instead of energy damage.


    Damage Reduction
    The hybrid inherits the best of its parents' damage reduction at each age category.

    Spell Resistance
    The hybrid inherits the worst of its parents' spell resistance at each age category.

    Some hybrids may invert DR and SR.

    Spellcasting/Psionics
    A hybrid dragon harnesses different magical resonances which may not blend well, making focused spellcasting more difficult. The hybrid inherits the average of its parents' caster levels at each age category, rounded down (a result of - for either parent cannot be averaged and means no spellcasting capacity for the hybrid at that age). If either parent has the ability to cast cleric spells as arcane spells, the hybrid may do likewise, though it may only select one domain per parent with this capacity to enhance its spell list.

    If either parent is a gem dragon, the hybrid manifests powers as a psion with a manifester level equal to the caster level as calculated above, rather than casting spells. The hybrid may choose the discipline of any gem dragon parent.

    Spell-Like Abilities
    Unusually, hybrids do not inherit spell-like abilities from their parents - while on rare occasions one or two such abilities may mirror a parent, by and large the innate magic of the hybrid is distinct from that of either sire or dam.

    A hybrid normally has the following abilities:

    Age Max Spell Level
    Juvenile 2nd
    Adult 3rd
    Old 5th
    Ancient 7th
    Great Wyrm 9th

    For spell level, this is the normal maximum spell level or power level of a spell-like or psi-like ability, though the hybrid may have a lower-level ability in place of this. Some hybrids have supernatural abilities or abilities that do not directly copy a spell, in place of a spell-like or psi-like ability. These abilities should be commensurate in strength to the limits suggested above.

    Resistances and Immunities
    The hybrid inherits the resistances and immunities of the parents. The hybrid always possesses an energy immunity to at least one of the damage types of its breath weapon (if applicable) and does not have more than two immunities to energy types (if subtypes confer immunities that do not match the breath weapon, the hybrid loses one of these immunities and replaces with resistance 10 to that energy type).

    Water Breathing
    The hybrid gains this special quality as a wyrmling if either parent possesses it.
    Last edited by afroakuma; 2020-04-22 at 11:39 AM.
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  2. - Top - End - #2
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    DrowGuy

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    Default Re: Draconic Hybrids

    Cool. I love your homebrew dragon hybrids.

  3. - Top - End - #3
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    Default Re: Draconic Hybrids

    Overall this looks great, since I wouldn't have known where to start.

    I do have one question, which is why you alternate best and worst for most of the ability scores, as opposed to using an average as implemented for most other traits. The hit to Charisma makes good sense as explained, but I'm not sure about some of the others.

    That said, this is an excellent roadmap for building hybrid dragons. I'm looking forward to trying this out.

  4. - Top - End - #4
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    Default Re: Draconic Hybrids

    Sample: Gray Dragon

    The hybrid of black and white dragons, gray dragons lurk in cold aquatic caves and grottoes filled with silt that they dig out to form traps. Conniving and miserable, they possess an inferiority complex even when no other dragons are around, and enjoy surrounding themselves with minions to bully. A gray dragon has a single horn curling back at the top of its head, with a pair of ugly curled ridges on either side of the face, which looks skeletal and features sunken, jet-black eyes that are nearly impossible to discern. A wyrmling gray dragon has cloudy, pearlescent scales that fade with age to a dark matte patina of grays, helping to provide camouflage.

    Gray dragons have been hunted by mages due to the unusual organ that produces their breath weapon, the "dark catabolite;" this rare reagent possesses the traits of quasielemental vacuum. Some unscrupulous mages have pondered breeding white and black dragons to produce these organs en masse, but given the difficulties of holding more than one dragon, it has been rumored that even darker practitioners have considered breeding half-gray dragons to dissect instead.

    Spoiler: Tables
    Show
    Age Size HD Str Dex Con Int Wis Cha BAB/Grapple Attack Fort Ref Will Breath Weapon Frightful Presence
    Wyrmling T 3 13 10 13 8 11 6 +3/-4 +6 4 3 3 1d4 (12) -
    Very Young S 6 15 10 13 8 11 6 +6/+4 +9 6 5 5 2d4 (14) -
    Young M 9 17 10 15 10 11 6 +9/+12 +12 8 6 6 3d4 (16) -
    Juvenile M 12 19 10 15 10 11 8 +12/+16 +16 10 8 8 4d4 (18) -
    Young Adult L 15 21 10 17 12 11 10 +15/+24 +19 12 9 9 5d4 (20) 20
    Adult L 18 25 10 19 12 11 12 +18/+29 +24 15 11 11 6d4 (23) 23
    Mature Adult H 21 29 10 21 14 13 12 +21/+38 +28 17 12 13 7d4 (25) 25
    Old H 24 31 10 21 14 13 12 +24/+42 +32 19 14 15 8d4 (27) 27
    Very Old H 27 33 10 23 16 15 14 +27/+46 +36 21 15 17 9d4 (29) 29
    Ancient H 30 35 10 23 16 15 14 +30/+50 +40 23 17 19 10d4 (31) 31
    Wyrm G 33 37 10 25 18 15 16 +33/+58 +42 25 18 20 11d4 (33) 33
    Great Wyrm G 36 39 10 27 20 19 18 +36/+62 +46 27 20 24 12d4 (35) 35

    Age Speed Initiative AC Special Abilities CL SR
    Wyrmling 60 ft., burrow 30 ft., fly 100 ft. (poor), swim 60 ft. +0 15 (+2 size, +3 natural) Immunity to acid and cold, water breathing - -
    Very Young 60 ft., burrow 30 ft., fly 100 ft. (poor), swim 60 ft. +0 17 (+1 size, +6 natural) - -
    Young 60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft. +0 19 (+9 natural) - -
    Juvenile 60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft. +0 22 (+12 natural) blinding spittleSC 3/day - -
    Young Adult 60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft. +0 24 (+15 natural, -1 size) DR 5/magic - 16
    Adult 60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft. +0 27 (+18 natural, -1 size) malevolent miasmaSC 3/day 2nd 18
    Mature Adult 60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft. +0 29 (+21 natural, -2 size) DR 10/magic 4th 20
    Old 60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft. +0 32 (+24 natural, -2 size) miasma of entropySC 2/day 6th 21
    Very Old 60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft. +0 35 (+27 natural, -2 size) DR 15/magic 8th 23
    Ancient 60 ft., burrow 30 ft., fly 150 ft. (clumsy), swim 60 ft. +0 38 (+30 natural, -2 size) fleshshiverSC 1/day 10th 24
    Wyrm 60 ft., burrow 30 ft., fly 200 ft. (clumsy), swim 60 ft. +0 39 (+33 natural, -4 size) DR 20/magic 12th 25
    Great Wyrm 60 ft., burrow 30 ft., fly 200 ft. (clumsy), swim 60 ft. 36 42 (+36 natural, -4 size) waves of exhaustion 1/day 14th 27


    Breath Weapon (Su) The gray dragon's breath weapon is a cone of "anti-air," composed of the essence of quasi-elemental vacuum. Living creatures, constructs made of a physical material, and creatures with the Air or Fire subtype are damaged by this effect and become fatigued, even if they would normally be immune to the fatigued condition. The damage of this attack is untyped. A successful Fortitude save (rather than Reflex) halves the damage of losing air to the vacuum attack and negates the fatigued condition. This attack is considered to work on objects for the purpose of immunity.
    Last edited by afroakuma; 2020-04-19 at 11:05 AM.
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  5. - Top - End - #5
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    Default Re: Draconic Hybrids

    That gray dragon is just superb for the writeup alone. Really, really well done. I can already think of a couple environments where they'd fit right in.

    Great work there, looking forward to more.



    EDIT: Since you mention the gray coloration helps to provide camouflage, would you want to add a +4 or +8 racial bonus to Hide?

    .
    Last edited by Palanan; 2020-04-19 at 11:14 AM.

  6. - Top - End - #6
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    Default Re: Draconic Hybrids

    Sample: Celadon Dragon

    A sleek curved plate rising from the brow and running down the spine, a hooked beaklike mouth and short face, milky and unreadable eyes; these are the hallmarks that identify the celadon dragon, the hybrid of white and green dragons. Any doubts can be dispelled by checking for the thickened, elongated dewlap and the sting at the end of the tail, though getting close enough to evaluate these traits is an often fatal mistake. At birth a celadon dragon's scales appear to be dark gray, brightening to mint, laurel, and artichoke as it grows to adulthood, by which time the scales are a pale greenish color not unlike pearly jade.

    Celadon dragons lair in cold forests or mountain forests, which they consider their exclusive domain. A celadon likes to think of itself as a "peacekeeper" within its territory, rigorously patrolling to ensure that its domain is catalogued. They dislike greens and other forest-dwelling dragons, and may strike deals with fey or even elves to push out undesirables, a category which may extend to include druids, treants, and other would-be elder voices of the forest. As far as a celadon dragon is concerned, such interlopers are a personal insult. Celadon dragons fear fire damage to their territory and have to contend with poachers looking to collect their potent tail venom.

    Celadon dragons are usually neutral evil. They like to announce their presence with call lightning storm well before they are properly encountered, and are more prone than most dragons to enjoy flattery and praise, as celadons are often self-conscious about their ungainly physique relative to their parents.

    Spoiler: Tables
    Show
    Age
    Size
    HD
    Str
    Dex
    Con
    Int
    Wis
    Cha
    BAB/Grapple
    Attack
    Fort
    Ref
    Will
    Breath Weapon (DC)
    Frightful Presence
    Wyrmling S 4d12+4 (30 hp) 15 10 13 10 11 6 +4/+0 +7 +5 +4 +4 1d8 (13)
    Very young M 7d12+14 (59 hp) 17 10 14 10 11 6 +7/+7 +10 +7 +5 +5 2d8 (15)
    Young M 10d12+20 (85 hp) 19 10 15 12 11 6 +10/+10 +14 +9 +7 +7 3d8 (17)
    Juvenile L 13d12+39 (123 hp) 21 10 16 14 11 8 +13/+17 +17 +11 +8 +8 4d8 (19)
    Young adult L 16d12+64 (168 hp) 25 10 18 14 11 10 +16/+20 +22 +14 +10 +10 5d8 (22) 22
    Adult H 19d12+95 (218 hp) 29 10 20 16 11 12 +19/+27 +26 +16 +11 +11 6d8 (24) 24
    Mature adult H 22d12+110 (253 hp) 31 10 21 16 13 12 +22/+30 +30 +18 +13 +14 7d8 (26) 26
    Old H 25d12+150 (312 hp) 33 10 22 18 13 12 +25/+33 +34 +20 +14 +15 8d8 (28) 28
    Very old H 28d12+168 (350 hp) 35 10 23 18 15 14 +28/+36 +38 +22 +16 +18 9d8 (30) 30
    Ancient G 31d12+217 (418 hp) 37 10 24 20 15 14 +31/+43 +40 +24 +17 +19 10d8 (32) 32
    Wyrm G 34d12+272 (493 hp) 39 10 26 20 15 16 +34/+46 +44 +27 +19 +21 11d8 (35) 35
    Great wyrm G 37d12+296 (536 hp) 41 10 27 22 19 18 +37/+49 +48 +28 +20 +24 12d8 (36) 36
    Age
    Speed
    Initiative
    AC
    Special abilities
    CL
    SR
    Wyrmling 60 ft., fly 100 ft. (poor), swim 40 ft., burrow 30 ft. +0 14 (+1 size, +3 natural, +0 Dex) Immunity to acid and cold, water breathing
    Very young 60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft. +0 16 (+0 size, +6 natural, +0 Dex)
    Young 60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft. +0 19 (+0 size, +9 natural, +0 Dex)
    Juvenile 60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft. +0 21 (-1 size, +12 natural, +0 Dex) briar webSC 3/day
    Young adult 60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft. +0 24 (-1 size, +15 natural, +0 Dex) DR 5/magic 18
    Adult 60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft. +0 26 (-2 size, +18 natural, +0 Dex) Poisonous sting 1st 20
    Mature adult 60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft. +0 29 (-2 size, +21 natural, +0 Dex) DR 10/magic 3rd 22
    Old 60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft. +0 32 (-2 size, +24 natural, +0 Dex) wall of thorns 3/day 5th 24
    Very old 60 ft., fly 150 ft. (clumsy), swim 40 ft., burrow 30 ft. +0 35 (-2 size, +27 natural, +0 Dex) DR 15/magic 7th 25
    Ancient 60 ft., fly 200 ft. (clumsy), swim 40 ft., burrow 30 ft. +0 36 (-4 size, +30 natural, +0 Dex) call lightning storm 1/day, commune with nature 1/day 9th 27
    Wyrm 60 ft., fly 200 ft. (clumsy), swim 40 ft., burrow 30 ft. +0 39 (-4 size, +33 natural, +0 Dex) DR 20/magic 11th 28
    Great wyrm 60 ft., fly 200 ft. (clumsy), swim 40 ft., burrow 30 ft. +0 42 (-4 size, +36 natural, +0 Dex) transport via plants 2/day 13th 30


    Breath Weapon (Su) A celadon dragon has two kinds of breath weapon, a cone of entropic mist and a solid fog. The former deals half cold damage and half acid damage, and deals no damage to plants or creatures with the plant type. The latter allows the dragon to place one 10 ft. cube of solid fog per age category, centered anywhere within the dragon's cone area. The solid fog persists for 1 minute.

    Poisonous Sting (Ex) An adult or older celadon dragon has an additional natural weapon, a sting at the end of its tail. This sting deals damage at the scale of the dragon's bite attack and secretes a vile poison (Injury DC 10 + 1/2 HD + Con modifier, initial 1d6 Dex and 1d6 Con, secondary 2d6 Str).

    Spells A celadon dragon draws its spells from the sorcerer and druid spell lists, and does not have access to the Cleric spell list.
    Last edited by afroakuma; 2020-04-21 at 10:36 AM.
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  7. - Top - End - #7
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    OrcBarbarianGuy

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    Default Re: Draconic Hybrids

    I love everything about these dragons' personalities. Announcing yourself with Call Lightning because you don't feel that there's enough oomph in your actual appearance is top tier villainy.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

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    Default Re: Draconic Hybrids

    Sample: Azure Dragon

    The hybrid offspring of the very rare mating of blue and white dragons, azure dragons are the terror of the cold deserts, tundras, and frozen plains they call home. A narrow, spadelike head is surrounded by whitish cornification that frames the deep-set eyes and outlines the lower jaw. The skull is crowned with backswept jagged bone extrusions, which may yellow with exposure to air over the years. The scales running down the back are smooth with rough edges, and the tail is composed of broad flat plates with a double ridge down the middle.

    Unlike their white dragon relations, azure dragons are feared and despised by frost giants, who have little protection against the potent breath of the azure and are frequently subjected to its depredations. Azures are unusual among dragonkind in that they rarely consider any particular region "their" territory, bringing them into conflict with other dragons and natives of the cold lands as they wander. At a young age, azure dragons discover their inherent knack for illusion, a trait inherited from the blue side of their heritage, and they are adept at deceiving prey with their reflective disguise glamer. This wanderlust makes azure dragons adventurous, and they take particular joy in raiding the territory of giants and undermining their society. It is said in the cold lands that the azure dragon knew when you took your first breath and will be there for your last, a reference to how ominpresent and omniscient the azures often seem to be to those who travel in lands they frequent.

    Azure dragons keep hoards, generally in ruined frost giant castles and temples, and sometimes in perilous caves or valleys. They prefer a location not likely to be visited by dragons, but which humanoids would probably journey to in search of riches - they find great sport in ambushing such "visitors" on the way out, or getting them lost in a whiteout. As azure dragons have an instinctive contempt for frost giants, they will never voluntarily work with them (the feeling is mutual), and azures fancy themselves liberators of the wild winter realms from the petty rule of such "degenerates." Azure dragons enjoy trading in stories, particularly if their listeners are willing to carry tales of their exploits to distant lands.

    Azure dragons are usually chaotic evil.

    Spoiler: Tables
    Show
    Age
    Size
    HD
    Str
    Dex
    Con
    Int
    Wis
    Cha
    BAB/Grapple
    Attack
    Fort
    Ref
    Will
    Breath Weapon (DC)
    Frightful Presence
    Wyrmling S 4d12+4 (30 hp) 15 10 13 10 11 6 +4/+0 +7 +5 +4 +4 1d6 (13)
    Very young M 7d12+14 (59 hp) 17 10 14 10 11 6 +7/+7 +10 +7 +5 +5 2d6 (15)
    Young M 10d12+20 (85 hp) 19 10 15 12 11 6 +10/+10 +14 +9 +7 +7 3d6 (17)
    Juvenile L 13d12+39 (123 hp) 21 10 16 14 11 8 +13/+17 +17 +11 +8 +8 4d6 (19)
    Young adult L 16d12+64 (168 hp) 25 10 18 14 11 10 +16/+20 +22 +14 +10 +10 5d6 (22) 22
    Adult H 19d12+95 (218 hp) 29 10 20 16 11 12 +19/+27 +26 +16 +11 +11 6d6 (24) 24
    Mature adult H 22d12+110 (253 hp) 31 10 21 16 13 12 +22/+30 +30 +18 +13 +14 7d6 (26) 26
    Old H 25d12+150 (312 hp) 33 10 22 18 13 12 +25/+33 +34 +20 +14 +15 8d6 (28) 28
    Very old H 28d12+168 (350 hp) 35 10 23 18 15 14 +28/+36 +38 +22 +16 +18 9d6 (30) 30
    Ancient G 31d12+217 (418 hp) 37 10 24 20 15 14 +31/+43 +40 +24 +17 +19 10d6 (32) 32
    Wyrm G 34d12+272 (493 hp) 39 10 26 20 15 16 +34/+46 +44 +27 +19 +21 11d6 (35) 35
    Great wyrm G 37d12+296 (536 hp) 41 10 27 22 19 18 +37/+49 +48 +28 +20 +24 12d6 (36) 36
    Age
    Speed
    Initiative
    AC
    Special abilities
    CL
    SR
    Wyrmling 60 ft., fly 100 ft. (poor), swim 60 ft., burrow 20 ft. +0 15 (+1 size, +4 natural, +0 Dex) Immunity to cold and electricity, vulnerability to fire, snowsight
    Very young 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft. +0 17 (+0 size, +7 natural, +0 Dex)
    Young 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft. +0 20 (+0 size, +10 natural, +0 Dex)
    Juvenile 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft. +0 22 (-1 size, +13 natural, +0 Dex) Reflective disguise
    Young adult 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft. +0 25 (-1 size, +16 natural, +0 Dex) DR 5/magic 18
    Adult 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft. +0 27 (-2 size, +19 natural, +0 Dex) Enduring scrutinyCM 3/day 1st 20
    Mature adult 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft. +0 30 (-2 size, +22 natural, +0 Dex) DR 10/magic 3rd 22
    Old 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft. +0 33 (-2 size, +25 natural, +0 Dex) FirewardSC 2/day 5th 24
    Very old 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft. +0 36 (-2 size, +28 natural, +0 Dex) DR 15/magic 7th 25
    Ancient 60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 20 ft. +0 37 (-4 size, +31 natural, +0 Dex) WhiteoutFB 1/day 9th 27
    Wyrm 60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 20 ft. +0 40 (-4 size, +34 natural, +0 Dex) DR 20/magic 11th 28
    Great wyrm 60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 20 ft. +0 43 (-4 size, +37 natural, +0 Dex) Screen 1/day 13th 30


    Breath Weapon (Su) An azure dragon has one breath weapon, a line of lightning that deals electric damage to those caught in its path. The thunderous boom as the dragon unleashes its breath causes 1d6 sonic damage per two age categories (round down) in a radius of 5 ft. per age category from the dragon and deafens those caught in this area unless they succeed on a Fortitude save (DC same as breath).

    Reflective disguise (Sp) A juvenile azure dragon can cloak itself in a cunning glamer that acts as a reflective disguiseSC for up to 1 hour as a standard action, three times per day. As it ages, it uses this ability to deceive giants and large prey beasts in order to get close and strike without warning. As the glamer only provides visual cover, adult and older azures tend to improve their concealment via spellcasting. As long as the azure dragon is in an area of predominantly snow and ice, it can treat itself as being one size smaller than it actually is for the purpose of determining who is affected.

    Snowsight (Sp) An azure dragon is permanently under the effects of a snowsightFB spell and can see normally through falling snow, blowing snow, and whiteout conditions, including those caused by its own whiteout spell-like ability.
    Last edited by afroakuma; 2020-04-21 at 09:22 PM.
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    Wow, I love your homebrew work afroakuma. Keep it up.

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    These are just spectacular. The azures have style.


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    >> For flight, the hybrid's maneuverability is always one step worse than the worst of its parents' maneuverabilities

    Why is that actually?
    In general, why not just simplifying things by making everything average-round-down?

    Also, could you give some examples how breath weapon damage type and shape prioritization works in terms of the weight of each type?
    Last edited by nonsi; 2020-04-22 at 05:06 AM.

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    Wow, nice. I will definitely be keeping a watch on this thread.

    Given the theme of white/non-white dragon hybrids as the examples so far, would the next one be about a pink dragon by any chance?

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    Quote Originally Posted by nonsi View Post
    >> For flight, the hybrid's maneuverability is always one step worse than the worst of its parents' maneuverabilities

    Why is that actually?
    Flight is one of the most complex movement modes and each dragon has different musculature, wing structure, etc. so I figured that a hybrid would (in general) suffer maneuverability issues from having less specialization in this component of their physique.

    In general, why not just simplifying things by making everything average-round-down?
    Cause that's predictable, and not reflective of hybrid vigor. It felt more interesting to me to stipulate that hybrids get the best in some areas, the worst in others, and a blend some of the time.

    Also, could you give some examples how breath weapon damage type and shape prioritization works in terms of the weight of each type?
    Damage type always takes priority, so if one parent has an electric breath weapon, the shape of their breath weapon always predominates. If one parent has a sonic breath weapon, the shape of that breath weapon predominates unless the other parent has electric breath, and so on and so forth. If two same-type breath weapons are present (for instance, a black and green dragon mating), then cone beats line. In the unlikely but plausible event of a breath weapon that is neither cone nor line, the special shape would predominate, but only if the parents' breath weapons share a type.
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    Sample: Pink Dragon

    Imagine if you will a fluorescent cat, a cunning and patient predator whose two contrary drives are guarded solitude and spotlight-seeking. This ambitiously introverted creature of contradictions is the pink dragon in a nutshell, the product of a very rare mating between white and red dragons. Certain that they are superior - and equally certain that no sufficient foe is around to prove this to - pink dragons are among the most unlikely chromatic hybrids, especially those that have reached adulthood - the suicidal overconfidence and belligerence of juvenile pink dragons is the stuff of legends.

    One could be forgiven for mistaking the pink dragon for a red, at least in the face, though rather than the craggly facial horn display of the larger dragon breed, the pink has the smooth and bony lines of a white dragon. Short fringed ears frame the face, which is topped in the back by a pair of backward-curving spines that anchor two colorful frills that run about halfway down the dragon's neck, merging in a V. Expansive, clumsy wings terminate at the hip. From birth, a pink dragon's scales are an unmistakable glossy hot pink color, which may vary in shade with age depending on diet and habits. By adulthood, a pink dragon may be carrying scales from a good half-dozen pinkish hues, along with highlights of white, red, blue, purple, and even occasional trace hints of a rosy gold color.

    Young pink dragons carry none of the guardedness of young reds, acting like ambush hunters and going after prey up to one size category larger without hesitation. With age comes wisdom, though pinks are rarely able to fully temper their impulse to trumpet a challenge to the skies. Most pink dragons will have a predictable beat in their lives, a moment where they pick a fight with something that fights back hard enough to dispel the pink's braggadocio and leave it with more than a bit of wounded pride. These pinks will establish a territory they can fully control, generally an inhospitable rock or island with local wildlife or small villages to terrorize as the dragon envisions all of the more grandiose things it could definitely be doing with itself, if it wanted to. Woe betide the adventurers who intrude on a pink dragon, for in victory a pink is likely to stir and go forth from its insular territory once more, gorged on confidence in the wake of defeating new foes.

    Pink dragons may have interesting and valuable curiosities in their hoards; they are often willing to go out of their way to pick up something truly unique, something to anchor their pride and self-regard, particularly if they are in some way depriving others of having or enjoying it - wondrous pieces of art, crowns, and unusual magic items have been found in pink dragon hoards. They also seek out items such as wands, scrolls, and spellbooks - the tools of spellcasters, for pink dragons have a uniquely unstable magical nature that they invariably believe they can harness better than any other dragon.

    Pink dragons are usually chaotic evil.

    Spoiler: Tables
    Show
    Age
    Size
    HD
    Str
    Dex
    Con
    Int
    Wis
    Cha
    BAB/Grapple
    Attack
    Fort
    Ref
    Will
    Breath Weapon (DC)
    Frightful Presence
    Wyrmling S 5d12+10 (42 hp) 19 10 14 10 11 6 +5/+1 +10 +6 +4 +4 1d8 (14)
    Very young M 8d12+16 (68 hp) 23 10 15 12 11 6 +8/+8 +14 +8 +6 +6 2d8 (16)
    Young L 11d12+33 (104 hp) 27 10 16 12 11 6 +11/+15 +18 +10 +7 +7 3d8 (18)
    Juvenile L 14d12+42 (133 hp) 31 10 17 14 11 8 +14/+18 +23 +12 +9 +9 4d8 (20)
    Young adult H 17d12+68 (178 hp) 33 10 19 14 11 10 +17/+25 +26 +14 +10 +10 5d8 (22) 22
    Adult H 20d12+100 (230 hp) 35 10 20 16 11 12 +20/+28 +30 +17 +12 +12 6d8 (25) 25
    Mature adult H 23d12+138 (287 hp) 35 10 22 18 13 12 +23/+31 +33 +19 +13 +14 7d8 (27) 27
    Old G 26d12+156 (325 hp) 37 10 23 20 13 12 +26/+38 +35 +21 +15 +16 8d8 (29) 29
    Very old G 29d12+203 (391 hp) 39 10 25 22 15 14 +29/+41 +39 +23 +16 +18 9d8 (31) 31
    Ancient G 32d12+256 (464 hp) 41 10 26 24 15 14 +32/+44 +43 +26 +18 +20 10d8 (34) 34
    Wyrm G 35d12+315 (542 hp) 43 10 28 24 15 16 +35/+47 +47 +28 +19 +21 11d8 (36) 36
    Great wyrm C 38d12+342 (589 hp) 47 10 29 26 19 18 +38/+54 +48 +30 +21 +25 12d8 (38) 38
    Age
    Speed
    Initiative
    AC
    Special abilities
    CL
    SR
    Wyrmling 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 30 ft. +0 15 (+1 size, +4 natural, +0 Dex) Immunity to cold and fire, vigilant slumber
    Very young 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 30 ft. +0 17 (+0 size, +7 natural, +0 Dex)
    Young 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 30 ft. +0 19 (-1 size, +10 natural, +0 Dex)
    Juvenile 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 30 ft. +0 22 (-1 size, +13 natural, +0 Dex) Arcane turmoilCM 3/day
    Young adult 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 30 ft. +0 24 (-2 size, +16 natural, +0 Dex) DR 5/magic 18
    Adult 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 30 ft. +0 27 (-2 size, +19 natural, +0 Dex) Scintillating scalesSC 3/day 1st 20
    Mature adult 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 30 ft. +0 30 (-2 size, +22 natural, +0 Dex) DR 10/magic 3rd 22
    Old 60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 30 ft. +0 31 (-4 size, +25 natural, +0 Dex) Dispelling breathSC 3/day 5th 24
    Very old 60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 30 ft. +0 34 (-4 size, +28 natural, +0 Dex) DR 15/magic 7th 25
    Ancient 60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 30 ft. +0 37 (-4 size, +31 natural, +0 Dex) Storm of fire and iceCM 2/day 9th 27
    Wyrm 60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 30 ft. +0 40 (-4 size, +34 natural, +0 Dex) DR 20/magic 11th 28
    Great wyrm 60 ft., fly 200 ft. (clumsy), swim 60 ft., burrow 30 ft. +0 39 (-8 size, +37 natural, +0 Dex) Greater arcane fusionCM 3/day 13th 30


    Breath Weapon (Su) A pink dragon has two breath weapons, an explosive ice shell and a cloud of magical vapors dubbed "dragonmist." The former is a superheated ice crystal that ruptures in a terrible cone blast, dealing half cold and half force damage. Creatures caught in this blast who fail their Reflex save are pushed outside the blast area by the shortest possible path and knocked prone. For each 10 ft. that a creature is unable to move due to some solid obstacle, it instead suffers 1d6 damage. The secondary breath weapon, the dragonmist, fills a radius of 10 ft. per age category around the pink dragon. The thin, vibrantly colored mist does not obscure sight, but enhances the potency of draconic magic and abilities against nondragons within it. Any nondragon in dragonmist suffers a -1 penalty per two age categories (rounded down) to saving throws against spells, spell-like and supernatural abilities originating from a dragon, as well as a -4 penalty to caster level checks to pierce the spell resistance of a dragon. Dragonmist lasts for 1 round per age category.

    Vigilant slumber (Sp) Pink dragons are fiercely vigilant and opportunistic, always certain that some new prey or worthy challenge is trying to elude them by waiting for a sign of weakness. Whenever a pink dragon sleeps, it automatically activates a vigilant slumberCM and chooses a waking trigger - generally something to do with the smell of nearby prey, but also useful for predetermined ambush plans. Unlike the spell, a pink dragon's vigilant slumber is permanent until the dragon wakes or the effect is dispelled - the latter of which is known to drive pink dragons into an extraordinary rage on waking, as they prize this ability.
    Last edited by afroakuma; 2020-04-22 at 10:37 PM.
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    Default Re: Draconic Hybrids (3.5)

    Pink Dragons are cute but evil. Good job as always afroakuma.

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    Default Re: Draconic Hybrids (3.5)

    Dragons with the attitude of cats?

    That makes far too much sense for you to only have come up with it now!

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    Default Re: Draconic Hybrids (3.5)

    Quote Originally Posted by Ottriman View Post
    Dragons with the attitude of cats?

    That makes far too much sense for you to only have come up with it now!
    Oh I'm quite sure it's been done before, including in D&D; this was just a very particular cat behavior that I rather enjoyed, mixed with the behavior of certain small birds of prey - the notion that they are excellent ambushers who can take on anything even when it's twice their size and it's broad daylight. In fairness, a pink can probably make a red's day pretty miserable, but the red is the superior caster, more durable, and quite simply has more common sense.
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    This is just inspired. Cat nothin’, this is a raptor mixed with a wolverine.

    Dragonmist is brilliant, and the sort of thing I’d never have come up with on my own. But I do wonder if it isn’t powerful enough to be the primary breath weapon, since at mid- to higher age categories it’ll be almost impossible for most casters to penetrate the pink’s SR.

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    Quote Originally Posted by Palanan View Post
    This is just inspired. Cat nothin’, this is a raptor mixed with a wolverine.

    Dragonmist is brilliant, and the sort of thing I’d never have come up with on my own. But I do wonder if it isn’t powerful enough to be the primary breath weapon, since at mid- to higher age categories it’ll be almost impossible for most casters to penetrate the pink’s SR.
    There are enough SR: no spells out there, enough other ways for casters to contribute without directly tagging the dragon (buffs, battlefield control), and of course you have to be in the dragonmist to have that problem. A caster that close to a dragon has much bigger things to worry about than spell resistance. We call them teeth.
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    Quote Originally Posted by afroakuma View Post
    Oh I'm quite sure it's been done before, including in D&D; this was just a very particular cat behavior that I rather enjoyed, mixed with the behavior of certain small birds of prey - the notion that they are excellent ambushers who can take on anything even when it's twice their size and it's broad daylight. In fairness, a pink can probably make a red's day pretty miserable, but the red is the superior caster, more durable, and quite simply has more common sense.
    Oh believe me as an owner of two cats I am all too familiar with cat moxie!

    It mostly gets them into fights with other creatures, and occasionally wounds them enough for a trip to the vet.

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    Originally Posted by afroakuma
    A caster that close to a dragon has much bigger things to worry about than spell resistance.
    Fair enough, I’ll defer to your design judgement on this one.

    That said, I’d think there would be a ceiling below which casters of a certain level would be at a real disadvantage. Or put differently, about when does the dragonmist cease to be a significant threat?

    Originally Posted by Ottriman
    It mostly gets them into fights with other creatures, and occasionally wounds them enough for a trip to the vet.
    This is why we keep our cats indoors.

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    Default Re: Draconic Hybrids (3.5)

    Sample: Corbeau Dragon

    Those who see the broad grin of a corbeau dragon are not long for this world - although the hybrid of black and green dragons is perfectly capable of ending lives without ever being seen. The long, deadly, curving lower jaw is a telltale indicator of a corbeau, as is the segmented crest that rises and falls like a wave from the top of its head down the length of its body, generally drooped to one side when the dragon is at ease. The face is broad, wider than either parent, and bony around the eyes and nostrils while being fleshy around and underneath the lower jaw, where a fat dewlap hangs. The lower jaw is guarded on either side by a long, curving, underslung horn reminiscent of the black dragon's, which could be mistaken for a bony protrusion from the mandible, so closely does it follow the jawline. The wings are remarkable - textured with fine oily scales, they resemble fins or flippers as much as wings, dappled in watery colors, and help the corbeau achieve its remarkable swimming speed.

    Those who have seen a corbeau and lived, however, know it by the smug, self-satisfied grin.

    Corbeau dragons enjoy warm, wet marshlands and jungles, anywhere with lots of water for them to sink into. Unlike black dragons, they're disinterested in stagnant and foul water; corbeaus like it humid and steamy, good for flicking their long forked tongues out to lap up insects the way a child licks a lollipop. Shorter of neck than black or green dragons, the corbeau looks much like a crocodile, with similar behavior. Corbeau dragons rarely admit to being territorial, and freely give ground to black or green dragons who want to contest a marsh or forest, but it is said of corbeau dragons that the friendliest smile comes right before the deadliest bite - and theirs is legendary indeed. Corbeau dragons are lazy, hedonistic, and indulgent, playing with their food in the manner of greens without being as easily riled to attack, and withholding the spite of black dragons to patiently stew before enjoying a cold revenge. Corbeaus love to lurk in pools of water with their eyes raised out, looking for all the world like fallen trees or logs, all the while collecting information to be used for their own enjoyment down the line.

    A corbeau may seem falsely welcoming, for corbeaus fancy themselves - for whatever reason - to be friendly and good-natured, sages and thinkers who contemplate the deep truths of the natural world. In reality, while corbeaus are certainly intelligent, they are just as prone to hunger and violence as any chromatic dragon, self-centered and preening. They're just more friendly about how they plan to eat you. Corbeaus tend to know more about draconic religion than their parents would, and are more likely to be religious (albeit in a fairly flimsy way) than the average "purebred" chromatic dragon.

    Corbeau dragons are usually neutral evil.

    Spoiler: Tables
    Show
    Age
    Size
    HD
    Str
    Dex
    Con
    Int
    Wis
    Cha
    BAB/Grapple
    Attack
    Fort
    Ref
    Will
    Breath Weapon (DC)
    Frightful Presence
    Wyrmling S 4d12+4 (30 hp) 15 10 13 10 11 8 +4/+2 +7 +5 +4 +4 2d6 (13)
    Very young M 7d12+14 (59 hp) 17 10 14 10 11 8 +7/+10 +10 +7 +5 +5 4d6 (15)
    Young M 10d12+20 (85 hp) 19 10 15 12 11 10 +10/+14 +14 +9 +7 +7 6d6 (17)
    Juvenile L 13d12+39 (123 hp) 21 10 16 14 11 10 +13/+22 +17 +11 +8 +8 8d6 (19)
    Young adult L 16d12+64 (168 hp) 25 10 18 14 13 12 +16/+27 +22 +14 +10 +11 10d6 (22) 22
    Adult H 19d12+95 (218 hp) 29 10 20 16 13 12 +19/+36 +26 +16 +11 +12 12d6 (24) 24
    Mature adult H 22d12+110 (253 hp) 31 10 21 16 15 14 +22/+40 +30 +18 +13 +15 14d6 (26) 26
    Old H 25d12+150 (312 hp) 33 10 22 18 15 14 +25/+44 +34 +20 +14 +16 16d6 (28) 28
    Very old H 28d12+168 (350 hp) 35 10 23 18 17 16 +28/+48 +38 +22 +16 +19 18d6 (30) 30
    Ancient G 31d12+217 (418 hp) 37 10 24 20 17 16 +31/+56 +40 +24 +17 +20 20d6 (32) 32
    Wyrm G 34d12+272 (493 hp) 39 10 26 20 19 18 +34/+60 +44 +27 +19 +23 22d6 (35) 35
    Great wyrm G 37d12+296 (536 hp) 41 10 27 22 21 20 +37/+64 +48 +28 +20 +25 24d6 (36) 36
    Age
    Speed
    Initiative
    AC
    Special abilities
    CL
    SR
    Wyrmling 60 ft., fly 100 ft. (poor), swim 60 ft. +0 15 (+1 size, +4 natural, +0 Dex) Immunity to acid and poison, water breathing
    Very young 60 ft., fly 100 ft. (clumsy), swim 60 ft. +0 17 (+0 size, +7 natural, +0 Dex)
    Young 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 20 (+0 size, +10 natural, +0 Dex)
    Juvenile 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 22 (-1 size, +13 natural, +0 Dex) Attentive alarmCM
    Young adult 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 25 (-1 size, +16 natural, +0 Dex) DR 5/magic 1st 18
    Adult 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 27 (-2 size, +19 natural, +0 Dex) Deadly jaws 3rd 20
    Mature adult 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 30 (-2 size, +22 natural, +0 Dex) DR 10/magic 5th 22
    Old 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 33 (-2 size, +25 natural, +0 Dex) Swamp strideSC 2/day 7th 24
    Very old 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 36 (-2 size, +28 natural, +0 Dex) DR 15/magic 9th 25
    Ancient 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 37 (-4 size, +31 natural, +0 Dex) Commune with nature 1/day, move plants and water 11th 27
    Wyrm 60 ft., fly 200 ft. (clumsy), swim 60 ft. +0 40 (-4 size, +34 natural, +0 Dex) DR 20/magic 13th 28
    Great wyrm 60 ft., fly 200 ft. (clumsy), swim 60 ft. +0 43 (-4 size, +37 natural, +0 Dex) Eye of powerSC 2/day 15th 30


    Breath Weapon (Su) A corbeau dragon has one breath weapon, a cylinder of caustic rain that condenses from the vapors they exhale into the air, dealing acid damage. The corbeau dragon can adjust the concentration of these vapors to delay the impact of the breath weapon by up to one round per two age categories, rounded down.

    Attentive alarm (Sp) Once per day per age category, a corbeau dragon may set an attentive alarmCM (CL equal to the dragon's HD). Older corbeau dragons may have several checkpoints rigged up throughout their swamp or jungle home that silently alert them to new prey or visitors.

    Deadly Jaws (Ex) An adult corbeau's hideous bite has fully developed and becomes considerably more dangerous. The corbeau dragon adds its Strength bonus again to the damage of its bite attack, and the critical range for the bite attack expands to 19-20/x3.

    Move Plants and Water (Su) Three times per day, an ancient or older corbeau dragon can extend its influence to water and plants within its domain. As long as the corbeau is touching a plant or body of water in contact with those to be affected, this ability functions, allowing the corbeau to move two 10 ft. cubes of water per age category as it deems fit, including causing water to part without flooding back in, elevating water above the ground without having it pour down, raising or lowering the height of water (as control water), etc. A Medium-size or smaller plant counts as one 10 ft. cube for this ability, with each size category beyond doubling the amount required (a Large plant requiring two 10 ft. cubes equivalent, etc.) This ability lasts for up to one hour per use. The dragon does not need line of effect to the plants and water bodies it wishes to affect as long as they are connected to what it is touching. This ability does not work on dead plants, plants with an Intelligence score, or plants that are alive but severely desiccated (affected by a blight spell, diminished, etc.) A corbeau dragon often uses this ability to welcome "guests" into its lair, parting curtains of vines and creepers while opening a path that descends into a lake or marsh.
    Last edited by afroakuma; 2020-04-23 at 10:00 PM.
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    Default Re: Draconic Hybrids (3.5)

    Cool dragons as always. I have one question. Are you also going to do the combinations of the gem dragons as well?

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    Sample: Ultramarine Dragon

    The term "terror of the deep" is thrown around perhaps a bit too loosely, for what is the malevolent morkoth or even the mighty kraken when compared to the power and majesty of the ultramarine dragon? Hybrid of black and blue dragons, ultramarine dragons gleefully stake their claim on the oceans, daring all those who would contest them to come forth and do so. Few are the foolish souls who would try.

    An ultramarine dragon is a horrific sight - its long face sports a powerful underslung jaw and is lined with craggy and segmented hornlets of yellow and bone hue, including a curved ramming horn at the front of the nose which is reinforced by dark bony ridges that run down the center of the skull, creating cavernous recesses for the eyes. Large ridged plates run down the neck, connected by thin frills that aid in swimming through the water. The tail fans out into vertical plates that work like a rudder, making the dragon faster with age and size. At birth, the dragon's scales are a glossy blue, the eyes a dark golden color. By adulthood, the eyes have gone sharply golden yellow and the scales have darkened to a deep evening shade, progressing to midnight blue and near-black color as a great wyrm. The underbelly at birth is coated in shiny yellow and golden scales, which fade to sea green and rich deep turquoise with age.

    Ultramarine dragons are often called "queens of the ocean," likely due to the substantial gender disparity between males and females, speculated to be due to young males' belligerence getting them killed earlier in life. Ultramarines don't bother correcting people - why argue with food? Belligerent, clever, and deeply devious, ultramarine dragons consider the waves their personal property, and may set up shrines on spits of rock or small islands near harbors and ports, where they will expect tribute to be left for them - an ultramarine dragon is well-practiced in recognizing individual ships by their keel, and happy to "nudge" a forgetful captain's boat until payment is made. While a port under the control of an ultramarine is at the mercy of a particularly violent and capricious overlord, an ultramarine dragon's pride and belligerence makes for a particularly effective form of marine protection - no naval invasion, no pirate raid, will ever succeed in breaching an ultramarine dragon's chosen waters.

    Out on the open ocean, an ultramarine dragon has a penchant for sadism and malicious pranks on boats. Ultramarines are ruthless in their pursuit of total marine dominance, and many a sailor knows the signs that an ultramarine dragon has taken up residence in a stretch of ocean - the corpse of a bronze dragon or kraken cast up on the shore. Ultramarines have style, it's inarguable. In the depths, ultramarines persecute aquatic elves, locathah, and sahuagin with an even hand - any submarine society exists at the whims of the dragon, who demands propitiation. True to their heritage, ultramarines often develop skills in illusion magic, and may learn hallucinatory terrain or mirage arcana to create false islands above the waves in order to trick sailors. Ultramarines deeply enjoy being consulted on marine matters, which they find flattering to their intellect and consider an acknowledgement of their dominion over the ocean. They also possess a fascination with lighthouses and will violently respond to any threat to such a structure.

    Ultramarine dragons are usually neutral evil.

    Spoiler: Tables
    Show
    Age
    Size
    HD
    Str
    Dex
    Con
    Int
    Wis
    Cha
    BAB/Grapple
    Attack
    Fort
    Ref
    Will
    Breath Weapon (DC)
    Frightful Presence
    Wyrmling S 5d12+5 (37 hp) 15 10 13 10 11 8 +5/+3 +8 +5 +4 +4 1d8 (13)
    Very young M 8d12+16 (68 hp) 17 10 14 10 11 8 +8/+11 +11 +8 +6 +6 2d8 (16)
    Young M 11d12+22 (93 hp) 19 10 15 12 11 10 +11/+15 +15 +9 +7 +7 3d8 (17)
    Juvenile L 14d12+42 (133 hp) 21 10 16 14 11 10 +14/+23 +18 +12 +9 +9 4d8 (20)
    Young adult L 17d12+68 (178 hp) 25 10 18 14 13 12 +17/+28 +23 +14 +10 +11 5d8 (22) 22
    Adult H 20d12+100 (230 hp) 29 10 20 16 13 12 +20/+37 +27 +17 +12 +13 6d8 (25) 25
    Mature adult H 23d12+115 (264 hp) 31 10 21 16 15 14 +23/+41 +31 +18 +13 +15 7d8 (26) 26
    Old H 26d12+156 (325 hp) 33 10 22 18 15 14 +26/+45 +35 +21 +15 +17 8d8 (29) 29
    Very old H 29d12+174 (362 hp) 35 10 23 18 17 16 +29/+49 +39 +22 +16 +19 9d8 (30) 30
    Ancient G 32d12+224 (432 hp) 37 10 24 20 17 16 +32/+57 +41 +25 +18 +21 10d8 (33) 33
    Wyrm G 35d12+280 (507 hp) 39 10 26 20 19 18 +35/+61 +45 +27 +19 +23 11d8 (35) 35
    Great wyrm G 38d12+304 (551 hp) 41 10 27 22 21 20 +38/+65 +49 +29 +21 +26 12d8 (37) 37
    Age
    Speed
    Initiative
    AC
    Special abilities
    CL
    SR
    Wyrmling 60 ft., fly 100 ft. (poor), swim 60 ft., burrow 20 ft. +0 15 (+1 size, +4 natural, +0 Dex) Immunity to acid and electricity, ram horn, water breathing
    Very young 60 ft., fly 100 ft. (clumsy), swim 60 ft., burrow 20 ft. +0 17 (+0 size, +7 natural, +0 Dex)
    Young 60 ft., fly 150 ft. (clumsy), swim 60 ft., burrow 20 ft. +0 20 (+0 size, +10 natural, +0 Dex)
    Juvenile 60 ft., fly 150 ft. (clumsy), swim 90 ft., burrow 20 ft. +0 22 (-1 size, +13 natural, +0 Dex) TurbiditySW 3/day
    Young adult 60 ft., fly 150 ft. (clumsy), swim 90 ft., burrow 20 ft. +0 25 (-1 size, +16 natural, +0 Dex) DR 5/magic 1st 17
    Adult 60 ft., fly 150 ft. (clumsy), swim 90 ft., burrow 20 ft. +0 27 (-2 size, +19 natural, +0 Dex) Roar of the wavesSW 2/day 3rd 18
    Mature adult 60 ft., fly 150 ft. (clumsy), swim 90 ft., burrow 20 ft. +0 30 (-2 size, +22 natural, +0 Dex) DR 10/magic 5th 21
    Old 60 ft., fly 150 ft. (clumsy), swim 90 ft., burrow 20 ft. +0 33 (-2 size, +25 natural, +0 Dex) FlowsightSW 3/day 7th 22
    Very old 60 ft., fly 150 ft. (clumsy), swim 90 ft., burrow 20 ft. +0 36 (-2 size, +28 natural, +0 Dex) DR 15/magic 9th 23
    Ancient 60 ft., fly 150 ft. (clumsy), swim 120 ft., burrow 20 ft. +0 37 (-4 size, +31 natural, +0 Dex) WaterspoutSW 2/day 11th 25
    Wyrm 60 ft., fly 200 ft. (clumsy), swim 120 ft., burrow 20 ft. +0 40 (-4 size, +34 natural, +0 Dex) DR 20/magic 13th 26
    Great wyrm 60 ft., fly 200 ft. (clumsy), swim 120 ft., burrow 20 ft. +0 43 (-4 size, +37 natural, +0 Dex) Depthsurge 1/day 15th 28


    Breath Weapon (Su) The ultramarine dragon has two breath weapons, depending on whether it is above or beneath the waves. When out of water, the ultramarine dragon can unleash a line of lightning. In water, the dragon can make use of this breath, which becomes a cone in the water instead of a line, or its more powerful blast of intense water pressure. This latter is a line that deals d12 damage instead of d8, half force and half bludgeoning, to anything in its path and in water. If the pressure breath is aimed out of the water, it does not affect anything that is not submerged and becomes a harmless low rumbling sound.

    Ram Horn (Ex) The powerful nasal horn of the ultramarine is reinforced and durable, allowing it to be used like a gore or ram. The ultramarine dragon possesses a gore attack that deals damage equivalent to its claw attack and ignores hardness when attacking objects. When used to ram a boat, the damage is double that of the claw attack (e.g. a Huge dragon would ram for 4d6 damage instead of 2d6).
    Last edited by afroakuma; 2020-04-24 at 09:51 PM.
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  25. - Top - End - #25
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    GreataxeFighterGirl

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    Default Re: Draconic Hybrids (3.5)

    Protection Racket dragon, not what I expected.

    Well they wouldn't be doing it like that on purpose, but practically speaking they take your stuff and no pirates come (and they don't attack you, hopefully).

  26. - Top - End - #26
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    Default Re: Draconic Hybrids (3.5)

    Sample: Crimson Dragon

    It's not often that a black and red dragon should encounter one another, and very few of these encounters would ever result in mating, but the mighty crimson dragon exists nonetheless as a testament to the unlikely pairing's occurrence. Not unlike how pink dragons possess unusual arcane abilities due to the clash between their hot and cold natures, so too does the crimson dragon bear unlikely emergent abilities as its fiery and watery heritages mingle.

    A proud and darkly noble sight, the face of a crimson dragon is covered in small hooked hornlets, the jaw elongated and narrow, with a raised profile relative to most dragons. Spikes around the jawline fuse with short frills from the ears to create an almost goatee-like feature. The horns of the crimson dragon are its proudest feature, two twisting segmented curls that seem to bend in a new direction every century, creating a gnarled "laurel crown" effect above the brow on the eldest. At birth, the crimson dragon's scales are a deep wine-red color with little luster, but as the dragon ages they become a fierce burgundy with striations of bright red, scarlet, near-black, and the predominant rich dark crimson in full gloss. Crimson dragons actively maintain their scales and take great pride in their appearance, using their long tongues to deposit thin layers of acidic crystals that etch away imperfections.

    Heirs to the red dragon's pomposity and the black dragon's insularity, crimson dragons seek out and lair in ruins, the more ostentatious the better. They have been found in shattered castles, fallen temples, lost pyramids... any great edifice that lies abandoned is a crimson dragon's real estate dream. They will use caves only with great reluctance. Crimson dragons have a love of history, feeling that it gives them status, as though they inherit the importance of their chosen dwelling, and they have been known to conscript humanoids for rebuilding efforts or to play out the daily activities of the peoples that once used the structure, purely to sate their own fascinations. An unusual property of crimson dragons is that they possess the ability to take alternate form, a power not normally seen in chromatic dragons. They enjoy using this power to get a different perspective on their ruin, to better investigate every nook and cranny. The mightiest crimsons can magically absorb the history of a place, and flood it with defenses through their guards and wards ability.

    Crimson dragons are usually chaotic evil.

    Spoiler: Table
    Show
    Age
    Size
    HD
    Str
    Dex
    Con
    Int
    Wis
    Cha
    BAB/Grapple
    Attack
    Fort
    Ref
    Will
    Breath Weapon (DC)
    Frightful Presence
    Wyrmling S 5d12+10 (42 hp) 19 10 14 10 11 8 +5/+5 +10 +6 +4 +4 1d8 (14)
    Very young M 8d12+16 (68 hp) 23 10 15 12 11 8 +8/+14 +14 +8 +6 +6 2d8 (16)
    Young L 11d12+33 (104 hp) 27 10 16 12 11 10 +11/+23 +18 +10 +7 +7 3d8 (18)
    Juvenile L 14d12+42 (133 hp) 31 10 17 14 11 10 +14/+28 +23 +12 +9 +9 4d8 (20)
    Young adult H 17d12+68 (178 hp) 33 10 19 14 13 12 +17/+36 +26 +14 +10 +11 5d8 (22) 22
    Adult H 20d12+100 (230 hp) 35 10 20 16 13 12 +20/+40 +30 +17 +12 +13 6d8 (25) 25
    Mature adult H 23d12+138 (287 hp) 35 10 22 18 15 14 +23/+43 +33 +19 +13 +15 7d8 (27) 27
    Old G 26d12+156 (325 hp) 37 10 23 20 15 14 +26/+51 +35 +21 +15 +17 8d8 (29) 29
    Very old G 29d12+203 (391 hp) 39 10 25 22 17 16 +29/+55 +39 +23 +16 +19 9d8 (31) 31
    Ancient G 32d12+256 (464 hp) 41 10 26 24 17 16 +32/+59 +43 +26 +18 +21 10d8 (34) 34
    Wyrm G 35d12+315 (542 hp) 43 10 28 24 19 18 +35/+63 +47 +28 +19 +23 11d8 (36) 36
    Great wyrm C 38d12+342 (589 hp) 47 10 29 26 21 20 +38/+72 +48 +30 +21 +26 12d8 (38) 38
    Age
    Speed
    Initiative
    AC
    Special abilities
    CL
    SR
    Wyrmling 60 ft., fly 100 ft. (clumsy), swim 60 ft. +0 16 (+1 size, +5 natural, +0 Dex) Immunity to acid and fire, water breathing
    Very young 60 ft., fly 100 ft. (clumsy), swim 60 ft. +0 18 (+0 size, +8 natural, +0 Dex)
    Young 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 20 (-1 size, +11 natural, +0 Dex)
    Juvenile 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 23 (-1 size, +14 natural, +0 Dex) Alternate form
    Young adult 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 25 (-2 size, +17 natural, +0 Dex) DR 5/magic 1st 17
    Adult 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 28 (-2 size, +20 natural, +0 Dex) Caustic smokeCM 3/day 3rd 18
    Mature adult 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 31 (-2 size, +23 natural, +0 Dex) DR 10/magic 5th 21
    Old 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 32 (-4 size, +26 natural, +0 Dex) Ruin delver's fortuneSC 3/day 7th 22
    Very old 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 35 (-4 size, +29 natural, +0 Dex) DR 15/magic 9th 23
    Ancient 60 ft., fly 150 ft. (clumsy), swim 60 ft. +0 38 (-4 size, +32 natural, +0 Dex) guards & wards 1/day, ruby ray of reversalSC 3/day 11th 25
    Wyrm 60 ft., fly 200 ft. (clumsy), swim 60 ft. +0 41 (-4 size, +35 natural, +0 Dex) DR 20/magic 13th 26
    Great wyrm 60 ft., fly 200 ft. (clumsy), swim 60 ft. +0 40 (-8 size, +38 natural, +0 Dex) HindsightSC 1/day 15th 28


    Alternate Form (Su) A juvenile or older crimson dragon can assume any humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its humanoid form for up to one hour per age category before needing to expend another use of this ability or returning to its natural form. A crimson dragon must spend at least one hour in its natural form after reverting before it may reuse this ability.

    Breath Weapon (Su) A crimson dragon has one breath weapon, a superheated rock of accreted acidic crystals. The dragon can spit one rock per two age categories (rounded up) anywhere in its cone area, each landing in a single 5 ft. square and damaging creatures occupying that square as a claw attack (dealing bludgeoning damage) with additional fire damage in the same amount (for instance, a Large dragon's rock would deal 1d8 bludgeoning damage and 1d8 fire damage). At any time within the next minute, the crimson dragon may let out a carefully pitched trill as a swift action to shatter any of these rocks within 60 ft. of itself, causing each to explode in a radius of 5 ft. per age category that deals half acid and half piercing damage. The dragon is never harmed by its own breath weapon. Effects that block sound will prevent this ability from functioning (for instance, silence around one of the rocks will prevent its detonation; silence on the dragon will prevent the trill from detonating any rocks at all). After 1 minute, unexploded rocks become inert as the acids decay into base minerals.

    Ruby ray of reversal (Sp) A crimson dragon's ruby ray of reversal is naturally Still and Quickened, firing from the eyes. In the event the dragon is blinded or its eyes are otherwise covered, damaged, or prevented from opening, the dragon cannot make use of this spell-like ability.
    Last edited by afroakuma; 2020-04-25 at 01:20 PM.
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  27. - Top - End - #27
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    Default Re: Draconic Hybrids (3.5)

    Superb as usual, and those are some really inventive breath weapons.

    Also, I love the idea of a ruin-dwelling dragon whose scales are the color of fine wine.

  28. - Top - End - #28
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    GreataxeFighterGirl

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    Default Re: Draconic Hybrids (3.5)

    So a dragon breath weapon that sets up remote mines? Definitely one of the more creative ones out there.

  29. - Top - End - #29
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    PirateGirl

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    Default Re: Draconic Hybrids (3.5)

    Inspired to say the least. I applaud your efforts (I do not have the patience to make true dragons). These are a most welcome addition.

    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

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    Default Re: Draconic Hybrids (3.5)

    Sample: Teal Dragon

    Basking in warm savannahs and plains, the hybrid of blue and green dragons is an imposing sight. A serpentine neck features a thin, iridescent frill supported by short jagged bone spurs. A stubby pair of horns on the nose are counterposed by coarse, stonelike hornlets at the end of the chin. The face is short and axelike, with a powerful curved jaw and thin membranous dewlap that flutters when the dragon is pleased. The membrane of the wings is variegated with ocean colors and catches the play of light nearby. At birth, the teal dragon looks almost nothing like its adult form, with an impossibly short neck, black wings, and sparkling aquamarine scales. As it ages, the neck lengthens and grows more lean, the wing pigments begin to spread and differentiate, and the scales rapidly fade toward a glossy cyan, then a deep matte turquoise in adulthood, before differentiating to a dapple of sea tones and rich cerulean in old age.

    All this, of course, assumes one can see the teal dragon at all - there's a good reason local languages for teals tend to call them "grass ghosts" or "savannah phantoms." Illusion and control are in the teal's blood, and invisibility is a favorite way to keep everyone off balance. Teals favor lands with little in the way of serious urbanization or trade routes, places where they can sun themselves undisturbed while looking like a rock, or fly freely without having to deal with the tedium of terrified creatures below. Perhaps uniquely among chromatic dragons, teals do not care to be feared - they find it an unproductive, random emotion that throws their plans off the rails. Teal dragons love plans and subtle manipulations, though a good half of these "plans" are "lie here in the sun/this lake" and the related manipulations tend toward "roll tail slightly to the left for better sun exposure."

    If teal dragons were more motivated, they would be horrifically effective masterminds, but unlike green dragons a teal is rarely more than a hobbyist in the realm of influence and scheming. Teals use whispering wind to provide "oracular" advice to local tribes, watching invisibly the happenings in their lands and carefully nudging here, pulling strings there to ensure that the situation in their chosen land remains in a blissful stasis. If that means provoking a tiny little war, well, small price to pay for making sure that this particularly nice basking rock remains undisturbed. Older teals have become so ingrained in local societies that whole traditions spring up around consulting the oracular wind by way of making smoke signals, flying patterned kites, or other "offerings to the sky" that the dragon can spot while enjoying a lazy day. If the teal is feeling friendly, it may use magic to help someone out. If the teal is not feeling friendly... the savannah can be just as harsh as the desert when phantasmal disorientation plunges you into an ankheg's pit or chimera's den. Teal dragons are extraordinary fliers as hybrids go, owing to the compatible wing structures of blue and green dragons; as a result, evading them by air is no easier.

    Teal dragons like to see authority structures, which give them confidence that the tools they need to manipulate events are in place and reliable. They're more than happy to play the part of "grass ghost" if it means less disruption in the future. While teals get along with blue dragons, the two are rarely in the same place for long - a teal takes its leave of the blue parent relatively early in life, by choice, and doesn't bother with greens. Teals despise almost every other kind of dragon and most larger magical creatures, knowing the presence of any of these will cause upheaval. While a teal dragon does not rile easily, once angered they will not stop until they have meticulously eked out a very detailed and unmistakable revenge.

    Teal dragons are usually lawful evil.

    Spoiler: Tables
    Show
    Age
    Size
    HD
    Str
    Dex
    Con
    Int
    Wis
    Cha
    BAB/Grapple
    Attack
    Fort
    Ref
    Will
    Breath Weapon (DC)
    Frightful Presence
    Wyrmling S 5d12+5 (37 hp) 15 10 13 10 11 10 +5/+3 +8 +5 +4 +4 1d8 (13)
    Very young M 8d12+16 (68 hp) 17 10 15 10 11 10 +8/+11 +11 +8 +6 +6 2d8 (16)
    Young M 11d12+22 (93 hp) 19 10 15 12 13 12 +11/+15 +15 +9 +7 +8 3d8 (17)
    Juvenile L 14d12+42 (133 hp) 21 10 17 14 15 14 +14/+23 +18 +12 +9 +11 4d8 (20)
    Young adult L 17d12+68 (178 hp) 25 10 19 14 15 14 +17/+28 +23 +14 +10 +12 5d8 (22) 22
    Adult H 20d12+100 (230 hp) 29 10 21 16 17 16 +20/+37 +27 +17 +12 +15 6d8 (25) 25
    Mature adult H 23d12+115 (264 hp) 31 10 21 16 17 16 +23/+41 +31 +18 +13 +16 7d8 (26) 26
    Old H 26d12+156 (325 hp) 33 10 23 18 19 18 +26/+45 +35 +21 +15 +19 8d8 (29) 29
    Very old H 29d12+174 (362 hp) 35 10 23 18 19 18 +29/+49 +39 +22 +16 +20 9d8 (30) 30
    Ancient G 32d12+224 (432 hp) 37 10 25 20 21 20 +32/+57 +41 +25 +18 +23 10d8 (33) 33
    Wyrm G 35d12+280 (507 hp) 39 10 27 20 21 20 +35/+61 +45 +27 +19 +24 11d8 (35) 35
    Great wyrm G 38d12+304 (551 hp) 41 10 27 22 23 22 +38/+65 +49 +29 +21 +27 12d8 (37) 37
    Age
    Speed
    Initiative
    AC
    Special abilities
    CL
    SR
    Wyrmling 40 ft., fly 100 ft. (good), swim 40 ft., burrow 20 ft. +0 16 (+1 size, +5 natural, +0 Dex) Immunity to acid and electricity, savannah phantom
    Very young 40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft. +0 18 (+0 size, +8 natural, +0 Dex)
    Young 40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft. +0 21 (+0 size, +11 natural, +0 Dex)
    Juvenile 40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft. +0 23 (-1 size, +14 natural, +0 Dex) Phantom foeSC 3/day 1st
    Young adult 40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft. +0 26 (-1 size, +17 natural, +0 Dex) DR 5/magic 3rd 19
    Adult 40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft. +0 28 (-2 size, +20 natural, +0 Dex) Whispering wind 3/day 5th 21
    Mature adult 40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft. +0 31 (-2 size, +23 natural, +0 Dex) DR 10/magic 7th 22
    Old 40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft. +0 34 (-2 size, +26 natural, +0 Dex) Improved invisibility 3/day 9th 24
    Very old 40 ft., fly 150 ft. (average), swim 40 ft., burrow 20 ft. +0 37 (-2 size, +29 natural, +0 Dex) DR 15/magic 11th 25
    Ancient 40 ft., fly 200 ft. (poor), swim 40 ft., burrow 20 ft. +0 38 (-4 size, +32 natural, +0 Dex) Phantasmal disorientationSC 3/day 13th 27
    Wyrm 40 ft., fly 200 ft. (poor), swim 40 ft., burrow 20 ft. +0 41 (-4 size, +35 natural, +0 Dex) DR 20/magic 15th 28
    Great wyrm 40 ft., fly 200 ft. (poor), swim 40 ft., burrow 20 ft. +0 44 (-4 size, +38 natural, +0 Dex) Control weather 1/day 17th 30


    Breath Weapon (Su) A teal dragon has one breath weapon, a superheated cloud of neurotoxic vapor which can be expelled as a cone or a line. Either mode does fire damage, but when spat in a line the concentrated vapor is sufficient to cause a penalty on Will saving throws to those unfortunates caught in the line equal to 1/2 the dragon's age category (rounded down) for 1 minute. A successful Reflex save halves the Will penalty. Creatures protected from breathing in vapors, or who do not have to breathe, are immune to this Will penalty effect.

    Savannah Phantom (Sp) Teal dragons are masters of phantasm effects and add +2 to the saving throw DC of any spell or spell-like ability of the phantasm subschool that they use. Whenever a teal dragon casts a spell or uses a spell-like ability of the phantasm subschool, it may turn invisible as a swift action. This ability lasts for 1 minute per age category of the dragon and has no daily limit. It is otherwise treated as the spell cast at 10th level.
    Last edited by afroakuma; 2020-04-26 at 09:03 AM.
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