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  1. - Top - End - #901
    Titan in the Playground
     
    DracoDei's Avatar

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

    What mechanical effect would the carrot breath have? Do you just mean it would smell like carrots or would it materialize a bunch of high-velocity carrots flying out of its mouth? Bludgeoning and/or Piercing damage?
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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  2. - Top - End - #902
    Troll in the Playground
     
    PirateGirl

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

    Actually with carrot breath, I guess it would smell like carrots and cause bludgeoning damage. Maybe it spits out carrot bits and turns you horrible shade of orange for a while (4 hours? 24 hours?). I wasn't sure what would be reasonable.

    Debby
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    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.
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  3. - Top - End - #903
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Hypt Dragons
    Construct (Living Construct, Dragonforged)
    Environment: Warm Mountains or Underground
    Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5), Phalanx: Any age, (2-8)
    Challenge Ratings: Wyrmling 4, Very Young 6, Young 8, Juvenile 10, Young Adult 11, Adult 13, Mature Adult 15, Old 16, Very Old 18, Ancient 20, Wyrm 22, Great Wyrm 24.
    Treasure: Triple Standard
    Alignment: Always Lawful Evil

    Hypt Dragons are one of the most distinct of the Meta Dragon genus. Their silhouette immediately recognizable as that of a skeletal dragon. Their frames are formed into the shape of remarkably thick skeletons of dragons. Despite this apparent mass their actual forms are remarkably gaunt, though this should never be mistaken for structural weakness. Their rib cages and upper body do give credit to their powerful build. Their metallic bodies are made of a dark grey, almost black adamantium. Their eyes and the vents in their rib cage betray the technomancy Hypt Dragons use to maintain their forms. A distinct green light permeates these structures....This is also shown in a series of glowing stripes along the Hypt Dragon's body that seems to vary depending on the dragon.

    They are feared, even among their Meta Dragon kindred. Their motives...are best described as Omnicide. Hypt Dragon lairs are typically made around lifeless areas, either that which are inherently lifeless or by the destruction created by a Hypt Dragon itself...Given their motives, Hypt Dragons are united in cause. For this reason, this species of meta-dragons demonstrates the greatest amount of cooperation between individuals as members of the omnicidal race will often form a phalanx between each other for no other reason than to inflict mass destruction.

    A Hypt Dragon's most distinct feature is their breath weapon. An arc of green energy that strikes a single target with striking similarities to the Disintegrate spell...Hypt Dragons are also quick, nimble fliers.

    Hypt Dragons are also adept technomancers in the same way an ordinary True Dragon would be an adept sorcerer. Their magical aura glows a grid of black and green colored lawful energy...providing further evidence of the connection between the technomancer academy of Hypt and their alleged draconic progeny that dub themselves after the Acadmey.

    -Excerpts from the Index Draconis Vol. CXXII, Hyptian Dragons. Archmagister Prime Zekel.
    {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| 7d10+6 (50 hp) | 15| 10| 13| 12| 11| 10| 4/6| 6| 6| 2| 5| 4d6 |15 |-
    Very Young| M| 10d10+18 (72 hp) | 17| 10| 15| 14| 13| 10| 6/9| 9| 8| 3| 7| 8d6 |17 |-
    Young | L| 13d10+36 (107 hp) | 19| 10| 17| 16| 13| 12| 9/18| 13| 11| 4| 9| 12d6 |20 |-
    Juvenile| L| 16d10+60 (147 hp) | 21| 10| 19| 18| 15| 12| 11/21| 16| 13| 5| 11| 16d6 |22 |-
    Young Adult| H| 19d10+90 (213 hp) | 25| 10| 23| 20| 15| 14| 13/29| 20| 16| 6| 13| 20d6 |24 |22
    Adult| H| 22d10+126 (268 hp) | 27| 10| 25| 22| 17| 14| 15/32| 23| 18| 7| 15| 24d6 |28 |24
    Mature Adult| H| 25d10+168 (330 hp) | 31| 10| 27| 24| 17| 16| 18/37| 28| 21| 8| 17| 28d6 |31 |27
    Old | H| 28d10+216 (401 hp) | 33| 10| 29| 28| 19| 16| 20/40| 31| 23| 9| 19| 32d6 |33 |28
    Very Old| G| 31d10+270 (471 hp) | 37| 10| 31| 30| 19| 18| 22/48| 35| 26| 10| 21| 36d6 |36 |31
    Ancient| G| 34d10+330 (550 hp) | 39| 10| 33| 32| 21| 20| 24/51| 39| 28| 11| 23| 40d6 |38 |33
    Wyrm | G| 37d10+396 (636 hp) | 41| 10| 35| 34| 21| 22| 27/55| 42| 31| 12| 25| 44d6 |41 |36
    Great Wyrm | C| 40d10+468 (728 hp) | 45| 10| 37| 36| 23| 24| 30/64| 47| 33| 13| 27| 48d6 |43 |38[/table]

    {table]Age |Speed |Init |AC |SR |Special Abilities |Artificer Level
    Wyrmling |40-ft, fly 150-ft (Average) |0 |21 (+11natural) |- |Adamantium Body, Living Metal, Moderate Fortification |-
    Very Young |40-ft, fly 200-ft (Average) |0 |24 (+14 natural) |- |Nerveskitter |-
    Young |40-ft, fly 200-ft (Average) |0 |26 (-1 size, +17 natural) |- |DR 5/magic |-
    Juvenile |40-ft, fly 200-ft (Average) |0 |29 (-1 size, +20 natural) |- |Construct Body |-
    Young Adult |40-ft, fly 200-ft (Average) |0 |31 (-2 size, +23 natural) |19 |DR 10/magic |1st
    Adult |40-ft, fly 200-ft (Average) |0 |34 (-2 size, +26 natural) |21 |Spark of Unmaking |3rd
    Mature Adult |50-ft, fly 250-ft (Poor) |0 |37 (-2 size, +29 natural) |23 |DR 15/magic |5th
    Old |50-ft, fly 250-ft (Poor) |0 |40 (-2 size, +32 natural) |25 |Disruption Shroud |7th
    Very Old |50-ft, fly 250-ft (Poor) |0 |41 (-4 size, +35 natural) |27 |DR 20/magic and DR 5/adamantine |9th
    Ancient |50-ft, fly 250-ft (Poor) |0 |44 (-4 size, +38 natural) |29 |Discharge |11th
    Wyrm |50-ft, fly 300-ft (Clumsy) |0 |47 (-4 size, +41 natural) |31 |DR 20/magic and DR 10/adamantine |13th
    Great Wyrm |60-ft, fly 300-ft (Clumsy) |0 |46 (-8 size, +44 natural) |33 |Instrument of Omnicide |15th[/table]

    Special Abilities:

    Breath Weapon (Su): Hypt Dragons have only one breath weapon, a Disintegrate effect as per the spell, with the exceptions as noted. Creatures who make their Fortitude save against the breath weapon only take half damage from the Disintegrate effect, and are not in danger of dying from being brought to negative HP except if the target is brought to or below -10 hp if they succeed on their save, otherwise a target is reduced to ash if they are brought to 0 or lower HP from the breath weapon. Damage done by the Disintegrate effect is listed per age category. The Dragon must succeed on a ranged touch attack against a single enemy. This Effect is treated as a Line for the purposes of determining distance. Furthermore, this breath weapon cannot gain the benefits of Shape Breath, Spreading Breath, Extend Spreading Breath, and Tempest Breath metabreath feats.

    Adamantium Body (Ex): A Hypt Dragon's natural weapons are considered Adamantium for the purpose of overcoming damage reduction and Hardness up to 20 pts.

    Construct Body (Ex): A Juvenile or older Hypt Dragon is no longer subject to critical hits, subdual damage, death from massive damage, Death effects, or any spell or spell-like ability which allows a Fort save and does not also affect objects. The Dragon's natural weapons are now considered Manufactured for the purposes of applying infusions to them. The Hypt Dragon maintains a Con score for the purposes of Fortitude saves against effects that affect objects, and Hit Points, among other effects.

    Discharge (Su): An Ancient or older Hypt Dragon, as a swift action, can fire off their breath weapon in a flash against all enemies within half the breath weapon's reach. The Hypt Dragon chooses at least one target to fire a Discharge onto. The dragon then must divide damage dice for a normal breath weapon ttack up amongst the targets as the dragon sees fit. The Hypt Dragon cannot allocate more than half of the total damage dice onto one target. Afterwards (and not before) the dragon must make a Ranged Touch Attack against all targets, rolling separately for each target. If damage dealt causes a target to fall to or below 0 hp, the target is turned into ash. If the target makes a Fortitude save equal to the DC of the breath weapon, the damage dealt is half, and the target may survive being brought to or below 0 hp. Using this ability counts as a use of the dragon's breath weapon.

    Disruption Shroud (Su): An Old or older Hypt Dragon glows a vile green. The Hypt Dragon gains a miss chance of 20% due to Concealment.

    Instrument of Omnicide (Ex): The Hypt Dragon of Great Wyrm age may use the Pouncing Charge maneuver at will. Furthermore, the Hypt Dragon gains the benefits of the Great Cleave feat, even if it doesn't meet the prerequisites for it.

    Living Metal (Su): The spark of unlife in the Hypt Dragon gives its metal hide the ability to repair itself. The Hypt Dragon gains Fast Healing 3 + 1 per age category after Wyrmling.

    Infusions: A Hypt Dragon may use infusions as an artificer of the listed level. It may also use spells from the Death domain as if they were artificer infusions of the same level.

    PLACEHOLDER

    Spell-like Abilities: Nerveskitter 3/day (Very Young or older)

    Skills: Appraise is a class skill for Hypt Dragons.[/QUOTE]


    Hypt Dragon
    Monster Class/Racial Progression Class
    Homebrew Monster

    Class:
    Spoiler
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    HD: D10

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Meta Dragon Body, Artifice-Borne, Item Creation
    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Light Fortification, Electric Breath, +1 Str, +1 Con
    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Nerveskitter, +1 Int
    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Wings, Bonus Feat
    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Adamantium Frame, +1 Str, +1 Con
    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Living Metal, Unliving Contraption, +1 Int
    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Growth, Tail Slap
    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Medium Fortification +1 Str, +1 Con
    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |Disruption Shroud, Bonus Feat, +1 Int
    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |Lithe Frame
    11th|
    +8
    |
    +7
    |
    +3
    |
    +7
    |Enchanted Chassis, +1 Str, +1 Con
    12th|
    +9
    |
    +8
    |
    +4
    |
    +8
    |Ironsides, Unliving Machine, +1 Int
    13th|
    +9
    |
    +8
    |
    +4
    |
    +8
    |Growth, Crush
    14th|
    +10
    |
    +9
    |
    +4
    |
    +9
    |Flaying Breath, Bonus Feat, +1 Str, +1 Con
    15th|
    +11
    |
    +9
    |
    +5
    |
    +9
    |Heavy Fortification, +1 Int
    16th|
    +12
    |
    +10
    |
    +5
    |
    +10
    |Discharge
    17th|
    +12
    |
    +10
    |
    +5
    |
    +10
    |Spark of Unlife, +1 Str, +1 Con
    18th|
    +13
    |
    +11
    |
    +6
    |
    +14
    |Unliving Mechanicus, +1 Int
    19th|
    +14
    |
    +11
    |
    +6
    |
    +11
    |Growth, Tail Sweep, Bonus Feat
    20th|
    +15
    |
    +12
    |
    +6
    |
    +12
    |Instrument of Omnicide, Ultimate Fortification, +1 Str, +1 Con[/table]

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

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

    Meta Dragon Body: The Hypt Dragon loses all other racial bonuses and becomes a [Living Construct, Dragonforged], granting it Darkvision 60 ft, Immunity to Sleep and Paralysis, as well as immunity to Poison and Disease, both natural and unnatural. Hypt Dragons are initially Medium 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, effectively increasing it's reach by 5 ft. and Natural Armor equal to their Con modifier +2. A Hypt Dragon has Draconic and Common as a starting language, with additional languages for a high Int score as normal. The Hypt Dragon has wings, but they are too weak to do anything yet.

    Artifice-Borne The Hypt Dragon gains infusions and Artificer Craft Reserve equal to an Artificer of the appropriate level according to the following table.
    Furthermore the Hypt Dragon is treated as having the Item Creation class feature from the Artificer class and can create magic items with his caster level being equal to his levels in Hypt Dragon.
    If the Hypt Dragon multiclasses to Artificer, he is already treated as having levels in Artificer according to the table for the purposes of determining their infusion levels and craft reserve.
    {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.
    If the Hypt Dragon multiclasses to Artificer, they may gain class features according to actual artificer levels. The Hypt Dragon/Artificer still stacks Virtual Artificer Levels with real Artificer levels for the purposes of determining minimum caster level for item creation.



    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, +2 Con, +1 Int
    6|+2 Str, +2 Con, +2 Int
    8|+3 Str, +3 Con, +2 Int
    9|+3 Str, +3 Con, +3 Int
    11|+4 Str, +4 Con, +3 Int
    12|+4 Str, +4 Con, +4 Int
    14|+5 Str, +5 Con, +4 Int
    15|+5 Str, +5 Con, +5 Int
    17|+6 Str, +6 Con, +5 Int
    18|+6 Str, +6 Con, +6 Int
    20|+7 Str, +7 Con, +6 Int
    [/table]

    Electric Breath: At 2nd level the Hypt Dragon can fire a line 60 feet dealing 1d6 Electric damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. The line increases by 10 feet with each extra HD the player takes from here.

    Fortification: At 2nd level the Hypt 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 Hypt 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.

    Nerveskitter At 3rd level, the Hypt Dragon gains Nerveskitter as a Spell-Like Ability once per day per HD/3

    Bonus Feats: At 4th, 9th, 14th, and 19th level, the Hypt 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 Hypt Dragon's wings grant the dragon a flight speed of 40 ft + 10 ft per HD at Average maneuverability. The Hypt Dragon also gains two secondary Wing attacks that deals 1d4 + Str modifier.

    Adamantium Frame: At 5th level the Hypt Dragon's weapons are treated as Adamantium for the purposes of overcoming Damage Reduction and hardness. Furthermore, the Hypt Dragon's natural weapons are treated as Manufatured for the purposes of applying Infusions to them or any other effects that may be beneficial. Hypt Dragon natural weapons may be enchanted.

    Living Metal At 6th level the Hypt Dragon gains Fast Healing equal to HD/4 + 1

    Unliving Contraption Aspects of the Hypt Dragon's unnatural nature begins to manifest. The Hypt Dragon is now healed by Negative Energy effects equal to the amount it would normally heal an undead / 2. The Hypt Dragon is still healed by Positive Energy effects as normal. In addition, the Hypt Dragon no longer needs to eat, sleep, or breathe. At 12th level the Hypt Dragon is immune to Level Damage, and Death Effects. At 17th level the Hypt Dragon gains immunity to Ability Drain, Level Drain, and Negative Level effects.

    Growth: At 7th level, the Hypt Dragon grows to Large size. At 13th level, the Hypt Dragon grows to Huge Size. At 19th level the dragon grows to Gargantuan size. Each progressive increase in size also grants the Hypt Dragon +1 to Natural Armor.

    Tail Slap: At 7th level, the Hypt Dragon gains the ability to use a Tail Slap secondary attack for 1d8 + str damage (indexed for Large size)

    Disruption Shroud: At 9th level a Hypt Dragon is shrouded in an eerie green glow, rendering many portions of the Hypt Dragon's body indistinct. It is treated as if under a permanent Blur effect. This effect is Supernatural.

    Lithe Frame At 10th level the gaunt, skeletal frame of a Hypt Dragon begins to have tangible benefits. The Hypt Dragon is treated as being one size category smaller when such an effect is advantageous, for example modifiers to Hide, AC, attacks, and other such benefits.

    Enchanted Chassis At 11th level, the Hypt Dragon gains Spell Resistance equal to his HD + 11

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

    Crush: At 13th level, the Hypt Dragon can make a crush attack dealing 2d8 damage base (Indexed for Huge Size from Growth)

    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 1½ times the dragon’s Strength bonus.

    Flaying Breath: At 14th level the Hypt Dragon may elect to use a new type of breath attack. This breath attack targets a single creature of the Hypt Dragon's choice, he must make a Ranged Touch Attack to hit with it. The attack deals damage equal to twice that of the dragon's breath attack. If it hits the target must make a Fortitude save vs half damage. On a failed save, if the target is brought to or below 0 HP, the target is reduced to ash, killed instantly. This effect affects objects, and uses the save DC of the breath weapon. Furthermore, this breath weapon cannot gain the benefits of Shape Breath, Spreading Breath, Extend Spreading Breath, and Tempest Breath metabreath feats.

    Frightful Presence: 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 + ½ 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.

    Discharge: At 16th level, the dragon may elect to expend a use of their breath weapon to do one of two things with it. One, they may halve the damage of their Electricity Breath to spread it out in an emanation centered on the dragon with a radius of 10 ft + 10 ft per 5 hd. Targets are allowed a reflex save for half damage, DC = Breath Weapon. Second, the Hypt Dragon may emit their Flaying Breath, cutting it apart into multiple arcs against numerous enemies. The Hypt Dragon chooses what targets come under effect from the Discharge, and must make a Ranged Touch attack against a number of targets equal to the dragon's HD at maximum, one target minimum. The dragon must then divide up Flaying Breath damage dice among the targets. Resolve this before resolving the Ranged Touch attacks. The Hypt Dragon cannot target one creature more than once, and cannot allocate more than half of Flaying Breath damage dice into one target. Targets are allowed a Fortitude save to halve damage. The Radius of this effect is equal to 10 ft + 10 ft per 5 hd.

    Spark of Unlife: At 17th level the Hypt Dragon gains access to the Death Domain as Infusions. Treat Cleric caster level for determining spell access as the dragon's Virtual Artificer levels. The dragon does not gain the bonus domain power.

    Tail Sweep: At 19th level a Hypt 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. Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

    Instrument of Omnicide: At 20th level the Hypt Dragon's natural weapons are treated as Magic, Lawful, and Evil for the purposes of overcoming damage reduction. Furthermore, the Hypt Dragon's natural weapons automatically bypass the first HD/5 points of all forms of damage reduction.



    Well, here it is. I had this idea in my head for a while so...yeah. This was my idea for a Necron-themed Dragon. I'm sure someone else may be able to do it better but...PEACH anyways.
    Last edited by Emperor Ing; 2013-03-25 at 08:07 PM.
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  4. - Top - End - #904
    Ogre in the Playground
     
    Tacitus's Avatar

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

    At the very least, Nerveskitter and Unliving Construct in the monster class are incomplete. [/quick skim] I like the concept, and it seems to fit the role of a Necron Dragon fairly well, but I'm terrible at balance concerns, so yeah...
    Never can find my towel...

    So it goes.

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  5. - Top - End - #905
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    Emperor Ing's Avatar

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

    Quote Originally Posted by Tacitus View Post
    At the very least, Nerveskitter and Unliving Construct in the monster class are incomplete. [/quick skim] I like the concept, and it seems to fit the role of a Necron Dragon fairly well, but I'm terrible at balance concerns, so yeah...
    Nerveskitter was incomplete. Yep. Sorry, got distracted. Fixed.

    And Unliving Contraption is complete.
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  6. - Top - End - #906
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Unliving Construct At 18th level the Hypt Dragon's unnatural construction and purpose manifests. The Hypt Dragon is gains immunity to
    Unliving Construct. Not contraption. It dead ends there.
    Never can find my towel...

    So it goes.

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  7. - Top - End - #907
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Quote Originally Posted by Tacitus View Post
    Unliving Construct. Not contraption. It dead ends there.
    Yep. Found it. Deleted.
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  8. - Top - End - #908
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    PirateGirl

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

    Adamantium should be remained Adamantine because Adamantine is standard and Adamantium is not.

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

    Adamant, Adamantine, and Admantium are all the names of the same thing in mythology, so any of the three can apply just fine to DnD tbh, as all of them mean the same thing. At least in my opinion
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Quote Originally Posted by Togath View Post
    Adamant, Adamantine, and Admantium are all the names of the same thing in mythology, so any of the three can apply just fine to DnD tbh, as all of them mean the same thing. At least in my opinion


    Ah, rose by any other name...however, how are we (the readers) suppose to know that you actually meant Adamantine and not some other homebrewed substance? While I agree that Adamant, Adamantine, Adamantite, and Adamantium may just be different names for the same substance, they don't have to be. Since you mean it to Adamantine, I don't have to bother further with this, just pointing out that using standard names from the SRD makes it easier to figure out.

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

    It's been a long while since I last checked on your progress, Zaydos. sorry I never finished the Orchestral Dragon, I lost my internet access for a long while. I skimmed the posts since my last, and so haven't seen many of the newest dragons. If you haven't already, feel free to finish my uncompleted work. I didn't have a very complete vision of it to start, so....
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    A dragon based off Owtho's Cytolysis damage (Or simply "Water Damage") would be great.

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

    Erm... I'd like to request a crab dragon, mainly because of this awesome picture...

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

    "Check that thing out."

    "Bet you 3 Gold Coins I can leap up onto it and drop it with one blow"

    "Your on. Do it before it gets any more of our elephants and I'll make it 9 Coins."
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Quote Originally Posted by flabort View Post
    "Check that thing out."

    "Bet you 3 Gold Coins I can leap up onto it and drop it with one blow"

    "Your on. Do it before it gets any more of our elephants and I'll make it 9 Coins."
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    I want a dragon with a breath weapon of a random Enchantment spell, and another one that breathes Major Images that are self-sustaining.

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

    can i request some arcane dragons like the hex and tome dragons presented in dragon #343 they an intresting concept please and thank you
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Do you have (and are there any objections to) any dragons that use homebrew systems?
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    What kinda of homebrew systems?
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    I made a dragon for my knock-off of Incarnum a long while ago. If/when I finish revising the system I'd like to show it off. I can also see dragons for Kellus's Truenaming and Xenoalchemy, a Far Realms dragon using Realms of Chaos's Xenotheurgy, a Ki-wielding dragon based based on Dralnu's Z Fighter, and maybe even a shapeshifting dragon based on Owrtho's Ozodrin or a dragon with an eviler dragon inside it based on Lord_Gareth's Harrowed.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    So... are you going to actually do that peanut dragon?
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    You all forget the last Dragon stage :Draco Invictus

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

    Hooded Dragon:
    Dragon (Fire, Psionic)
    Environment: Warm plains, deserts, and underground.
    Organization: Solitary, brood (2-5 young + mother), clutch (2-5).
    Challenge Rating: I’m bad at these, but they’re about as strong as red dragons falling behind at high levels (weaker spells). Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 22; wyrm 23; great wyrm 24.
    Treasure: Triple standard.
    Alignment: Always Chaotic Evil.
    Mistaken at times for wingless linnorms, hooded dragons are massive dragons with long narrow bodies. They lack hind legs and their frill-like wings fold back alongside their bodies giving them the impression of lacking wings entirely when they are not in use. Like linnorms, hooded dragons do have fore-arms ending in the terrible claws of true dragons. Their heads are reminiscent of the distinctive heads of red dragons and coupled with their fire breath and vulnerability to cold might indicate a connection to the more common species long in the past. Physically, though, their most distinct feature is their “hood”. Actually their wings, this “hood” is reminiscent of a great cobra’s and used more often to amplify and focus their mental abilities than to fly.
    Magically speaking hooded dragons are noteworthy for their psionic prowess. Though not particularly stronger than that of any given breed of gem dragon, it is of interest that they show such similarities with red dragons and are quite thoroughly more like chromatic dragons in temperament and yet have psychic powers. This, coupled with their semi-serpentine form, might indicate that the yuan-ti had a role in their creation. Even today they have close relations with the yuan-ti and their serpentine god, and it is not unheard of for a hooded dragon of great age to stand in as the representative of the snake god through which he deals with his chosen people.

    Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/Grapple Attack Fort Save Ref Save Will Save Breath Weapon Damage Breath Weapon DC Frightful Presence DC
    Wyrmling M 6d12+18 (57) 15 10 17 10 11 10 +6/+8 +8 +8 +5 +5 2d6 15
    Very young L 9d12+36 (94) 17 10 19 12 13 12 +9/+16 +11 +10 +6 +7 2d6 18
    Young L 12d12+48 (126) 21 10 19 12 13 14 +13/+21 +16 +12 +8 +9 2d6 20
    Juvenile L 15d12+75 (172) 23 10 21 14 15 16 +15/+25 +20 +14 +9 +11 2d8 22
    Young adult H 18d12+108 (225) 27 10 23 14 15 18 +18/+34 +24 +17 +11 +13 2d8 25 23
    Adult H 21d12+126 (262) 29 10 23 16 17 18 +21/+38 +28 +18 +12 +15 2d8 26 24
    Mature adult H 24d12+168 (324) 29 10 25 18 19 20 +24/+41 +31 +21 +14 +18 2d10 29 27
    Old G 27d12+216 (391) 31 10 27 20 21 22 +27/+49 +33 +23 +15 +20 2d10 31 29
    Very old G 30d12+270 (465) 33 10 29 22 23 24 +30/+53 +37 +26 +17 +23 2d10 34 32
    Ancient G 33d12+330 (544) 35 10 31 24 25 26 +33/+57 +41 +28 +18 +25 3d8 36 34
    Wyrm G 36d12+396 (630) 35 10 33 24 25 28 +36/+60 +44 +31 +20 +27 3d8 39 37
    Great wyrm C 39d12+468 (721) 39 10 35 26 27 30 +39/+69 +45 +32 +21 +29 3d8 41 39

    Age Speed Initiative AC Special Abilities Effective Telepath Level SR
    Wyrmling 40 ft., fly 75 ft. (clumsy) +0 15 (+5 natural), touch 10, flat-footed 15 Immunity to fire and poison, vulnerability to cold
    Very young 40 ft., fly 75 ft. (clumsy) +0 17 (-1 size, +8 natural), touch 9, flat-footed 17 Scare -
    Young 40 ft., fly 75 ft. (clumsy) +0 20 (-1 size, +11 natural), touch 9, flat-footed 20 Poison -
    Juvenile 40 ft., fly 75 ft. (clumsy) +0 23 (-1 size, +14 natural), touch 9, flat-footed 23 Somnolent Hiss -
    Young adult 40 ft., fly 75 ft. (clumsy) +0 25 (-2 size, +17 natural), touch 8, flat-footed 25 DR 5/magic 2nd 19
    Adult 40 ft., fly 100 ft. (clumsy) +0 28 (-2 size, +20 natural), touch 8, flat-footed 20 Hypnotic Gaze 4th 21
    Mature adult 40 ft., fly 75 ft. (clumsy) +0 31 (-2 size, +23 natural), touch 8, flat-footed 31 DR 10/magic 6th 23
    Old 40 ft., fly 150 ft. (clumsy) +0 32 (-4 size, +26 natural), touch 6, flat-footed 32 Stupefying Miasma 8th 24
    Very old 40 ft., fly 150 ft. (clumsy) +0 35 (-4 size, +29 natural), touch 6, flat-footed 35 DR 15/magic 10th 26
    Ancient 40 ft., fly 150 ft. (clumsy) +0 38 (-4 size, +32 natural), touch 6, flat-footed 38 Mass Somnolent Hiss 12th 28
    Wyrm 40 ft., fly 150 ft. (clumsy) +0 41 (-4 size, +35 natural), touch 6, flat-footed 41 DR 20/magic 14th 30
    Great wyrm 40 ft., fly 150 ft. (clumsy) +0 40 (-8 size, +38 natural), touch 2, flat-footed 40 Paralyzing Gaze 16th 32

    Breath Weapon (Su): A hooded dragon’s breath weapon is a cone of gas which seeps into the flesh of creatures within the area. Affected creatures find their very blood igniting, flames bursting from within. Any creature struck by the breath weapon takes the listed fire damage each round for 2 rounds per age category of the hooded dragon. A successful Fort save reduces the duration of this effect by half. Multiple instances of the same hooded dragon’s breath weapon do not stack, instead resetting the duration. This means that the Clinging Breath metabreath feat has no effect for a hooded dragon’s breath weapon and the Lingering Breath metabreath feat only aids against creatures which enter the cloud, an exception being with wyrmlings whose breath weapons were successfully saved against.

    Effective Telepath Level: A hooded dragon has power points and powers known as a telepath of the listed level, and a manifester level that equals it.

    Scare (Su): Through a combination of physical intimidation and tendrils of magical manipulation a very young hooded dragon may instill fear in its onlookers. As a standard action, during a round in which the hooded dragon did not fly through its natural flight ability, a hooded dragon can unfurl its hood and strike fear into the hearts of onlookers. Any creature which sees the dragon must make a Will save (DC is Charisma based, this is the same as Frightful Presence except for age categories before it gains that ability; very young DC 15, young DC 18, juvenile DC 20) or be frightened for 2d4 rounds. A creature which successfully saves against this ability is immune for 24 hours. This is a mind-affecting, fear effect.

    Poison (Ex): A young hooded dragon’s bite injects a deadly toxin. The poison has an initial damage of 1d3 Con damage, and a secondary damage dealing 2d6 damage per round until either magical healing, a remove poison spell, or a successful Heal check (DC 15) is applied (an antitoxin provides a +5 circumstance bonus to this heal check). As a Con-based saving throw DC it uses the same number in the Breath Weapon DC table.

    Somnolent Hiss (Su): A juvenile hooded dragon may let out a long, melodic hiss which lures its enemies to sleep. As a standard action, the hooded dragon hisses and one target within 60-ft which can hear it must make a Will save (DC is Charisma based and follows Frightful Presence; DC 20 as a juvenile) or fall into a deep sleep (as the Sleep spell) for 1 hour per age category of the dragon. The creature is difficult to awaken requiring 1 point of non-lethal or lethal damage to be dealt to them instead of the normal standard action. Snakes, yuan-ti, and dragons are immune to this ability. This is a mind-affecting effect.
    An ancient hooded dragon may use its Somnolent Hiss to affect all other creatures within 60-ft instead of just a single target.

    Hypnotic Gaze (Su): An adult hooded dragon gains a mind-melting stare when its hood is unfurled. This gaze attack ceases to function in any round in which the hooded dragon flies or makes wing attacks, and has a range of 10-ft per two age categories (30-ft at adult, 40-ft at old, 50-ft at ancient, 60-ft at great wyrm). Any creature meeting the gaze must make a Will save (Charisma based) or be treated as Flat-Footed and suffers a -2 penalty to their AC, attack rolls, ability and skill checks for 1 round. This is a mind-affecting effect.

    Stupefying Miasma (Su): An old or older hooded dragon’s very exhalation is laced with invisible mind-numbing energy and fumes. Any creature within 30-ft of an old or older hooded dragon, or caught in its breath weapon, must make a Fortitude save (DC is Cha based) or suffer a -1 to all Will saves for as long as it remains within the area or taking damage from the dragon’s breath weapon. A creature which remains within the area must continue to make the Fortitude save every round that it does so, a creature caught by the creature’s breath weapon need only save once, and multiple penalties from a hooded dragon’s Stupefying Miasma stack with themselves, but not those of other hooded dragons, up to a maximum penalty equal to the hooded dragon’s age category +2. This is not in itself a mind-affecting effect as its effects are mostly bio-chemical in nature.

    Paralyzing Gaze (Su): A great wyrm hooded dragon’s gaze is more dreadful than its younger kin’s. In any round in which its hypnotic gaze is active a great wyrm hooded dragon can choose one creature within the area to be affected by a more dangerous paralyzing gaze instead. If the creature is averting its eyes it still retains that protection, though as always the hooded dragon can use a standard action to circumvent that. The creature targeted must make a Will save (DC is Cha based) or be paralyzed for 1 round and dazed for another 1d4 rounds after that. Unlike most paralysis effects this functions by completely freezing both mind and body and the target cannot take even mental actions while paralyzed by this ability. This is a mind-affecting effect.

    Skills: In addition to the class skills for all dragons a hooded dragon has Autohypnosis, Bluff, and Spellcraft as class skills. A hooded dragon gains a racial bonus to Intimidate checks equal to its age category.
    Last edited by Zaydos; 2014-08-29 at 04:35 PM.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    In short I'm back and going to be making dragons again. But I'm going to limit myself, no more than one every 1 to 2 weeks at most, possibly only one a month. That said, I will still be taking requests and taking polls of what to make next.

    Current options (will try and have it made on the 10th at the latest, so voting will be open till the 6th):
    An Abyssal Dragon: I've stayed clear of making a planar dragon for the Abyss because there is an official one in Dragon Magazine, but 1) I can't find my copy of that issue (my little brother lost most of them ) and 2) I hated it so I've finally said I'll make a dragon for the Abyss. Now doing this for the abyss as a whole will be difficult, but I'll try my best.

    A Peanut Dragon: 'Nuff said. You know why this is on here as well as I do.

    A Kraken-dragon: Maybe it's aquatic week it just occurred to me.

    Feel free to PM requests, if they strike my fancy I'll add them to the poll.

    Send in your votes via PM so as not to clutter the thread too much.
    Last edited by Zaydos; 2012-06-28 at 10:10 PM.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Hooded Dragon is missing Psionic Subtype and its chart is messed up.

    If it has two legs, technically it's a wyvern and not a dragon.

    How do Scare and Frightful Presence work together?

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    Last edited by Debihuman; 2012-06-29 at 02:33 AM.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Quote Originally Posted by Debihuman View Post
    If it has two legs, technically it's a wyvern and not a dragon.

    Debby
    Firstly you mean True Dragon, and secondly why not? Wyvern is a specific species in D&D, not name to every dragon without four legs.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Added psionic subtype, fixed chart (lost my old ones I'd finally gotten working so I'm having to remake them ).

    As for Scare and Frightful Presence they're two separate fear effects so you theoretically could be forced to save against both in the same round. Might should up the CR a bit to reflect that, but I'm not sure how much more dangerous it makes them. Panicked isn't much worse than Frightened which Scare already inflicts.

    Is it a wyvern? It might be, I was under the impression that wyverns had hind legs with which they walked instead of only forearms, but I could be mistaken. If it is a wyvern thanks for pointing it out since it bugged me that I couldn't place it.

    @Milo v3: In non-D&D terms wyvern is a dragon with no fore-arms only hind legs and wings. Just like linnorm is drawn from real world terminology (no wings or hind legs). I might be mistaken about the exact requirements for a wyvern (front legs might be fine).
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Technically, wyverns have 2 legs and Dragons have 4. It comes from British Heraldry but D&D has kept up the distinction.

    Your hooded dragon reminded me of the cobra dragon from Dragon Magazine #146 (no, I'm not accusing you of plagarism, just synchronicity). The cobra dragon was converted to 3.5 by Shade over on EnWorld. Sadly, he recently passed away, but he left a remarkable legacy of homebrew conversions. He had working on converting every creature from earlier editions to 3.5. It is a massive undertaking with extraordinary high standards. I'd urge everyone who loves homebrews to go to EnWorld's Forums to take a look: http://www.enworld.org/forumdisplay.php?f=27.

    Sorry to derail this. I'm back on target now. Anyhow, I would think that a hooded dragon's frightful presence would take affect first and then it would try to scare anyone. So if you became immune to frightful presence, you'd still have to save against fear. If you failed your FP save [On a failure, creatures 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], you could still be affected by Scare but if a target were already panicked by FP, what would happen? He's panicked for 4d6 (say 12 rounds )and on on round 6 he's panicked again (say 4 rounds). The times overlap so really it has no additional effect since you can't be more panicked. Maybe you should rule that if a creature is already panicked by the hooded dragon's FP, it faints and become helpless.

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

    I think I'm going to leave it following normal rules for fear effects stacking because if you're fighting an 18HD (CR ~13) dragon and have 5 or less HD you need all the help you can get, and otherwise it doesn't come into effect. It is possible for a very young one to acquire a frightful presence (Awaken Frightful Presence feat from Draconomicon) but even then I think being panicked is bad enough already and at those levels getting the 2nd chance for them to fail their saves and have to flee can be worth a standard action.
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Kraken Dragon
    Dragon (Water)
    Environment: Any aquatic.
    Organization: Solitary, pod (2-5), brood (6-30 immature).
    Challenge Rating: Wyrmling 1/4; very young 3; young 4; juvenile 7; young adult 9; adult 12; mature adult 14; old 17; very old 19; ancient 21; wyrm 23; great wyrm 25.
    Treasure: Juvenile or younger Standard; young adult or adult double standard.
    Alignment: Usually Neutral Evil.
    Found in the western sea, the kraken dragon is a terror to those who try to sail around the Badlands. Oddities amongst dragon kind, kraken dragons are quite small at birth despite growing to sizes rivaling even the greatest of red dragons. Kraken dragons are also surprisingly fecund, giving birth to hundred if not thousands of children at once. These wyrmlings are born alive, though it is my belief that they do go through an egg phase while still within the mother and are not true live births, and small enough to be held in one-hand ranging at birth from three to six inches in length. These wyrmlings lack several abilities associated with newly born true dragons, they cannot yet use their breath weapons, they cannot fly, and they are mentally little more than animals mentally less developed than white dragons. In fact a new born wyrmling is incapable of communicating in draconic for at least their first year and sometimes longer. These wyrmlings feed on plankton, shrimp, and other small ocean creatures, and are themselves fed upon by large fish and sharks.
    Kraken dragons grow swiftly, though, and by the time they have reached the very young stage they are well on their way to becoming predators in their own right. By adulthood they have respectable power, though are still weaker than many dragons. Part of this weakness comes from their natural magic. Where most dragons are capable of wielding the full primal power of sorcery, kraken dragons’ magic tends towards the subtler arts of enchantment and illusion and the magic of the songspinners. In fact their predilection for song is reflected in other aspects of their nature, as even before adulthood they have master the ability to sing tempting songs to lead sailors and other prey to them. Despite their lack of long term child care, kraken dragons are capable of long term relationships and friendships. It is not uncommon for small groups of siblings to continue to work together even into adulthood, forming bonds which last more than the lifespan of elves and which makes them truly to feared by sailors for while one dragon is dangerous, five are a threat to even the greatest heroes. Kraken dragons typically mate for life, if a kraken dragon keeps a draconic mate for only a few decades then their parting was unlikely to be peaceful. This even extends into dealings with charismatic humans. Kraken dragons often take humanoid form and have been known to form relationships which last till their mate dies as his short-lived human body fails under strain of its own age. Many of the bards born near the western Badlands on Masor are thought to have kraken dragon heritage. Other lovers are not as lucky, being taken away from the human lands by their draconic “beloved” and held effectively prisoner for the rest of their lives which may be cut short if the dragon grows bored of them. While a kraken dragon is capable of great love and great loyalty, they are full of the passion and jealousy of evil dragons and the desire control and mastery.
    Physically kraken dragons have smooth, fish-like scales of bright reds and blues. They have streamlined heads and even their claws have been modified to more spear like shapes to lower the resistance encountered with water. When not in use their great, bat-like wings, fold tight against their bodies to minimize their own interference with a kraken dragon’s watery lifestyle. Their names, though, come from the tentacles they have in place of their hind legs; instead of the four legs common to most dragons they have only the two front limbs before their wings and ten tentacles which sprout from their lower body and are used to control their swimming. Their heads, long and torpedo shaped, also have six small tentacles which hang over their mouths and which they use to grab onto prey and guide it into their maw. Gills cover the sides of their long necks, the number increasing with age from three per side as a wyrmling to over thirty amongst the oldest great wyrms.
    On their supernatural features kraken dragons are closer to the norm. While they possess some unique features, such as their breath weapon and ability to bestow water breathing on others, they progress in resistance to weapons at the most normal rate and mainly show certain natural powers with enchantment. A kraken dragon’s breath weapon is not a devastating blast of energy which destroys its foe’s bodies but a devastating wave of mind-shredding power. This cone can be seen, a ripple of blue-green through the water or air, and is as physically real as lightning or fire or the freezing vapors of the white dragon, but it is unique in its semi-mental form. They also have their captivating songs, which have the haunting beauty of the sea which calls men to it even as its fickle nature and deadly storms send them to their watery graves. They also maintain a suite of innate magical abilities which can be catalogued and connected to their age without significant change, several powers to charm others and the power to control the weather bending it to a storm or calming the sea.
    -Zasper the dragon sage.

    Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence
    Wyrmling D 1d12 (6 hp) 11 10 11 4 13 12 +1/-7 +5 +2 +2 +3 - 10 -
    Very Young T 5d12+5 (37 hp) 13 10 13 8 13 14 +5/+2 +8 +5 +4 +5 2d6 14 -
    Young S 8d12+16 (68 hp) 15 10 15 10 15 16 +8/+6 +11 +8 +6 +8 6d6 17 -
    Juvenile M 12d12+36 (114 hp) 19 10 17 10 15 18 +12/+16 +16 +11 +8 +10 8d8 20 -
    Young Adult M 15d12+45 (142 hp) 21 10 17 12 17 20 +15/+20 +20 +13 +9 +13 10d8 22 22
    Adult L 19d12+76 (199 hp) 25 10 19 12 17 22 +19/+30 +25 +16 +11 +15 12d8 25 25
    Mature Adult L 22d12+110 (253 hp) 29 10 21 14 19 24 +22/+35 +30 +19 +13 +18 14d8 28 28
    Old H 26d12+156 (325 hp) 33 10 23 14 21 26 +26/+45 +35 +22 +16 +21 16d8 31 31
    Very Old H 29d12+203 (391 hp) 35 10 25 16 21 28 +29/+49 +39 +24 +17 +22 18d8 33 33
    Ancient G 33d12+264 (478 hp) 39 10 27 16 23 30 +33/+59 +43 +27 +19 +25 20d8 36 36
    Wyrm G 36d12+324 (558 hp) 41 10 29 18 23 32 +36/+63 +47 +30 +21 +27 22d8 39 39
    Great Wyrm C 40d12+400 (660 hp) 45 10 31 20 25 34 +40/+73 +49 +32 +22 +29 24d8 42 42

    Age Speed Init AC SR Special Abilities Spellcasting
    Wyrmling swim 40-ft +0 15 (+4 size, +1 natural) - Immunity to mind-affecting effects, improved grab, Water Breathing -
    Very Young 5-ft, fly 40-ft (average), swim 60-ft +0 16 (+2 size, +4 natural) - Jet -
    Young 20-ft, fly 60-ft (average), swim 60-ft +0 18 (+1 size, +7 natural) - Alternate Form, Major Image 1st
    Juvenile 20-ft, fly 80-ft (poor), swim 60-ft +0 20 (+11 natural) - Captivating Song 3rd
    Young Adult 30-ft, fly 100-ft (poor), swim 60-ft +0 24 (+14 natural) 17 DR 5/magic, tentacles 5th
    Adult 30-ft, fly 120-ft (poor), swim 80-ft +0 27 (-1 size, +18 natural) 20 Charm Monster, Bestow Water Breathing 7th
    Mature Adult 30-ft, fly 120-ft (poor), swim 80-ft +0 30 (-1 size, +21 natural) 22 DR 10/magic, Control Weather 9th
    Old 30-ft, fly 120-ft (poor), swim 80-ft +0 33 (-2 size, +25 natural) 25 Capsize, Mirage Arcana 11th
    Very Old 30-ft, fly 120-ft (poor), swim 80-ft +0 36 (-2 size, +28 natural) 27 DR 15/magic 13th
    Ancient 40-ft, fly 150-ft (clumsy), swim 100-ft +0 38 (-4 size, +32 natural) 29 Mass Charm Monster 15th
    Wyrm 40-ft, fly 150-ft (clumsy), swim 100-ft +0 41 (-4 size, +35 natural) 31 DR 20/magic 17th
    Great Wyrm 40-ft, fly 150-ft (clumsy), swim 120-ft +0 41 (-8 size, +39 natural) 33 Monstrous Thrall 19th

    Natural Weapons: As a diminutive dragon, a wyrmling kraken dragon does not have the full array of natural weapons available to older dragons. It instead has a single bite attack dealing 1d3 damage with a reach of 0-ft.

    Improved Grab (Ex): A kraken dragon which successfully hits a creature up to 1 size category larger than it with its bite attack can attempt to start a grapple as a free action without provoking an attack of opportunity or requiring a melee touch attack.

    Water Breathing (Ex): A kraken dragon may breathe water as easily as air and may make use of its breath weapon while underwater.

    Breath Weapon (Su): A kraken dragon has a single breath weapon a cone of mind-rending energy. This energy deals the listed damage and allows a Will save for half. It is considered a mind-affecting effect. Unlike most breath weapons a kraken dragon’s breath weapon uses Charisma to determine its saving throw DC.

    Jet (Ex): A very young or older kraken dragon may, as part of a run action, move up to 10 times its normal swim speed while underwater or 6 times its normal fly speed. Once a kraken dragon has done so it may not do so again for 1 minute.

    Alternate Form (Su): 3/day a young or older kraken dragon may assume the form of a small or medium humanoid or animal with an aquatic environment as a standard action. It may maintain this form for as long as desired and returning to its natural form does not expend a use of this ability.

    Captivating Song (Su): A juvenile or older kraken dragon may sing a song of haunting beauty that calls those who hear it towards the dragon. Any creature which can hear the dragon must make a Will save (DC is charisma based, so same DC as frightful presence or breath weapon) or be compelled to move towards it by the quickest means possible. They must spend every action possible moving towards the dragon or attempting to remove impediments preventing them from doing so and will use limited use magic items or abilities (such as spells) to move closer more quickly. A creature may make another saving throw every five rounds or each round they are adjacent to the dragon. This is a mind-affecting effect.
    A kraken dragon may choose to grant certain creatures immunity to this effect for one hour, doing so requires the dragon to touch them and takes a full-round action. A kraken dragon may also use this ability as part of a performance, in which case in addition to having its standard effect the dragon also gains a +2 racial bonus to its Perform (Song) check per age category it has attained.

    Tentacles (Ex): A young adult or older kraken dragon’s tentacles have developed to such an extent that they may more easily restrain large creatures and aid it in grappling. When grappling a creature the kraken dragon gains a bonus based on the lower of the kraken dragon and the creature’s sizes as shown on the table below.
    Size Bonus
    Small or smaller +0
    Medium +2
    Large +4
    Huge +6
    Gargantuan +8
    Colossal +10

    Bestow Water Breathing (Su): A young adult or older kraken dragon may suffer 1 point of Constitution damage to grant another creature the ability to breathe water. To do so the dragon must touch the target and spend a full-round action. This ability last indefinitely, but while this ability is active the Constitution damage the kraken dragon dealt itself cannot be healed by any means.

    Capsize (Ex): A submerged kraken 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]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.

    Spellcasting: A kraken dragon casts spells as a bard of the listed level. In addition to spells from the bard spell list they may select spells from the Druid spell list, and the Water, Blackwater, Ocean, and Storm domain lists as if they were bard spells of the same level.

    Spell-like Abilities: 3/day: Major Image (young or older), Charm Monster (adult or older), Mirage Arcana (old or older); 1/day: Control Weather (mature adult or older), Mass Charm Monster (ancient or older); 1/week Monstrous Thrall (great wyrm).

    Skills: In addition to the class skills common to all true dragons, kraken dragons treat Perform, Swim, and Disguise as class skills. A kraken dragon gains a racial bonus on Perform (Song) checks equal to the number of age categories it has attained.
    Last edited by Zaydos; 2014-08-28 at 12:58 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)

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