Dravorka

(Dragon Kin)

Chromatic Dragons
Metallic Dragons
Crystalline Dragons
Elemental Dragons

Size

Large/Medium

AC Bonus

See Dragon Type

Skill Points

6+ Int x Hd  +3

Weapon Focus

Curiosity

+2

Spot

+2

Spellcraft

+4

Feats +1/3HD

Diplomacy

+2

Concentration

+2

Escape Artist

+2

Knowledge Any

+2

Sense Motive

+4

Listen

+2

Use Magic Device

-2

Search

+2

All dragon kin gain more abilities and greater power as they age. They range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm. The size of a particular dragon varies according to age and variety.

A dragon’s metabolism operates like a highly efficient furnace and can metabolize even inorganic material. Some dragons have developed a taste for such fare.

Although goals and ideals vary among varieties, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is no such thing as enough treasure. It’s pleasing to look at, and they bask in its radiance. Dragons like to make beds of their hoards, shaping nooks and mounds to fit their bodies. By the time a dragon matures to the age of great wyrm, hundreds of gems and coins may be imbedded in its hide.

Dragon Age Categories
Category Age (Years)
Wyrmling 0-5
Very young 6-15
Young 16-25
Juvenile 26-50
Young adult 51-100
Adult 101-200
Mature adult 201-400
Old 401-600
Very old 601-800
Ancient 801-1,000
Wyrm 1,001-1,200
Great wyrm 1,201 or more
Combat

A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).

The table below provides space and reach statistics for dragons of various sizes, plus the natural weapons a dragon of a certain size can employ and the damage those attacks deal.

Dragon Space/Reach, Attacks, and Damage
A dragon’s bite attack has reach as if the creature were one size category larger. All other attacks are made with the standard reach for the dragon’s size.
Size Space/Reach1 1 Bite 2 Claws 2 Wings 1 Tail Slap 1 Crush 1 Tail Sweep
Tiny 2½ ft./0 ft. (5 ft. with bite) 1d4 1d3
Small 5 ft./5 ft. 1d6 1d4
Medium 5 ft./5 ft. 1d8 1d6 1d4
Large 10 ft./5 ft. (10 ft. with bite) 2d6 1d8 1d6 1d8
Huge 15 ft./10 ft. (15 ft. with bite) 2d8 2d6 1d8 2d6 2d8
Gargantuan 20 ft./15 ft. (20 ft. with bite) 4d6 2d8 2d6 2d8 4d6 2d6
Colossal 30 ft./20 ft. (30 ft. with bite) 4d8 4d6 2d8 4d6 4d8 2d8

Dragon Overland Movement

Chromatic and metallic dragons are exceedingly strong flyers and can cover vast distances quickly. A dragon’s overland flying speed is a function of its tactical fly speed, as shown on the table below.

Dragons do not tire as quickly as other creatures when moving overland on the ground. If a dragon attempts a hustle or a forced march, check for nonlethal damage once every 2 hours instead of every hour.

Dragon Overland Flying Speeds
Dragon’s Fly Speed
100 feet 150 feet 200 feet 250 feet
Hour
Normal 15 miles 20 miles 30 miles 40 miles
Hustle 24 miles 40 miles 60 miles 80 miles
Day
Normal 120 miles 160 miles 240 miles 320 mile

Chromatic Dragons

The normal alter form for Chromatic Dragons is that of a Human.

Black Dragon

Type: Dragon (Water)
Environment: Warm marshes
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 (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Triple standard
Advancement: Wyrmling 5-6 HD; very young 8-9 HD; young 11-12 HD; juvenile 14-15 HD; young adult 17-18 HD; adult 20-21 HD; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38+ HD
Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others —

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.  Black dragons are especially fond of coins in their treasure hoard.

Black Dragons by Age
Age Size Hit Dice Str Dex Con Int Wis Cha Com Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Cur
Save
Breath
Weapon
Frightful
Presence
Wyrmling T 4d12+4  11 10 13 8 11 8 9 +4/-4 +6 +5 +4 +4 +4 2d4
Very young S 7d12+7  13 10 13 8 11 8 9 +7/+4 +9 +6 +5 +5 +4 4d4
Young M 10d12+20  15 10 15 10 11 10 10 +10/+12 +12 +9 +7 +7 +6 6d4
Juvenile M 13d12+26  17 10 15 10 11 10 10 +13/+16 +16 +10 +8 +8 +6 8d4
Young adult L 16d12+48  19 10 17 12 13 12 11 +16/+24 +19 +13 +10 +11 +9 10d4 19
Adult L 19d12+76  23 10 19 12 13 12 11 +19/+29 +24 +15 +11 +12 +9 12d4 20
Mature adult H 22d12+110  27 10 21 14 15 14 13 +22/+38 +28 +18 +13 +15 +10 14d4 23
Old H 25d12+125  29 10 21 14 15 14 13 +25/+42 +32 +19 +14 +16 +10 16d4 24
Very old H 28d12+168  31 10 23 16 17 16 15 +28/+46 +36 +22 +16 +19 +13 18d4 27
Ancient H 31d12+186  33 10 23 16 17 16 15 +31/+50 +40 +23 +17 +20 +13 20d4 28
Wyrm G 34d12+238 35 10 25 18 19 18 17 +34/+58 +42 +26 +19 +23 +14 22d4 31
Great wyrm G 37d12+296 37 10 27 20 21 20 19 +37/+62 +46 +28 +20 +25 +14 24d4 33
Black Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster
Level
SR
Wyrmling 60 ft., fly 100 ft. (average), swim 60 ft. +0 15 (+2 size,+3 natural), touch 12, flat-footed 15 Immunity to acid,
water breathing
Very young 60 ft., fly 100 ft. (average), swim 60 ft. +0 17 (+1 size,+6 natural), touch 11, flat-footed 17
Young 60 ft., fly 150 ft. (poor), swim 60 ft. +0 19 (+9 natural), touch 10, flat-footed 19
Juvenile 60 ft., fly 150 ft. (poor), swim 60 ft. +0 22 (+12 natural), touch 10, flat-footed 22 Darkness
Young adult 60 ft., fly 150 ft. (poor), swim 60 ft. +0 24 (-1 size,+15 natural), touch 9, flat-footed 24 DR 5/magic 1st 17
Adult 60 ft., fly 150 ft. (poor), swim 60 ft. +0 27 (-1 size,+18 natural), touch 9, flat-footed 27 Corrupt water 3rd 18
Mature adult 60 ft., fly 150 ft. (poor), swim 60 ft. +0 29 (-2 size,+21 natural), touch 8, flat-footed 29 DR 10/magic 5th 21
Old 60 ft., fly 150 ft. (poor), swim 60 ft. +0 32 (-2 size,+24 natural), touch 8, flat-footed 32 Plant growth 7th 22
Very old 60 ft., fly 150 ft. (poor), swim 60 ft. +0 35 (-2 size,+27 natural), touch 8, flat-footed 35 DR 15/magic 9th 23
Ancient 60 ft., fly 150 ft. (poor), swim 60 ft. +0 38 (-2 size,+30 natural), touch 8, flat-footed 38 Insect plague 11th 25
Wyrm 60 ft., fly 200 ft. (clumsy), swim 60 ft. +0 39 (-4 size,+33 natural), touch 6, flat-footed 39 DR 20/magic 13th 26
Great wyrm 60 ft., fly 200 ft. (clumsy), swim 60 ft. +0 42 (-4 size,+36 natural), touch 6, flat-footed 42 Charm reptiles 15th 28

Combat

Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.

Blue Dragon 

Type: Dragon (Earth)
Environment: Temperate deserts
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 (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple standard
Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —

A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by blowing desert sands. The size of its scales increases little as the dragon ages, although they do become thicker and harder. Its hide tends to hum and crackle faintly with built-up static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and sand. Their vibrant color makes blue dragons easy to spot in barren desert surroundings. However, they often burrow into the sand so only part of their heads are exposed.

Blue dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and use this coloration to their advantage.

Blue dragons lair in vast underground caverns, where they also store their treasure. Although they collect anything that looks valuable, they are most fond of gems—especially sapphires.

Blue Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath
Weapon (DC)
Frightful
Presence DC
Wyrmling S 6d12+6 (45) 13 10 13 10 11 10 +6/+3 +8 +6 +5 +5 2d8 (14)
Very young M 9d12+18 (76) 15 10 15 10 11 10 +9/+11 +11 +8 +6 +6 4d8 (16)
Young M 12d12+24 (102) 17 10 15 12 13 12 +12/+15 +15 +10 +8 +9 6d8 (18)
Juvenile L 15d12+45 (142) 19 10 17 14 15 14 +15/+23 +18 +12 +9 +11 8d8 (20)
Young adult L 18d12+72 (189) 23 10 19 14 15 14 +18/+28 +23 +15 +11 +13 10d8 (23) 21
Adult H 21d12+105 (241) 27 10 21 16 17 16 +21/+37 +27 +17 +12 +15 12d8 (25) 23
Mature adult H 24d12+120 (276) 29 10 21 16 17 16 +24/+41 +31 +19 +14 +17 14d8 (27) 25
Old H 27d12+162 (337) 31 10 23 18 19 18 +27/+45 +35 +21 +15 +19 16d8 (29) 27
Very old H 30d12+180 (375) 33 10 23 18 19 18 +30/+49 +39 +23 +17 +21 18d8 (31) 29
Ancient G 33d12+231 (445) 35 10 25 20 21 20 +33/+57 +41 +25 +18 +23 20d8 (33) 31
Wyrm G 36d12+288 (522) 37 10 27 20 21 20 +36/+61 +45 +28 +20 +25 22d8 (36) 33
Great wyrm G 39d12+312 (565) 39 10 27 22 23 22 +39/+65 +49 +29 +21 +27 24d8 (37) 35
Blue Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster
Level
1
SR
  1. Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.
Wyrmling 40 ft., burrow 20 ft., fly 100 ft. (average) +0 16 (+1 size, +5 natural), touch 11, flat-footed 16 Immunity to electricity,
create/destroy water
Very young 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 18 (+8 natural), touch 10, flat-footed 18
Young 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 21 (+11 natural), touch 10, flat-footed 21
Juvenile 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 23 (-1 size, +14 natural), touch 9, flat-footed 23 Sound imitation 1st
Young adult 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 26 (-1 size, +17 natural), touch 9, flat-footed 26 DR 5/magic 3rd 19
Adult 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 28 (-2 size, +20 natural), touch 8, flat-footed 28 Ventriloquism 5th 21
Mature adult 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 31 (-2 size, +23 natural), touch 8, flat-footed 31 DR 10/magic 7th 22
Old 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 34 (-2 size, +26 natural), touch 8, flat-footed 34 Hallucinatory terrain 9th 24
Very old 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 37 (-2 size, +29 natural), touch 8, flat-footed 37 DR 15/magic 11th 25
Ancient 40 ft., burrow 20 ft., fly 200 ft. (clumsy) +0 38 (-4 size, +32 natural), touch 6, flat-footed 38 Veil 13th 27
Wyrm 40 ft., burrow 20 ft., fly 200 ft. (clumsy) +0 41 (-4 size, +35 natural), touch 6, flat-footed 41 DR 20/magic 15th 29
Great wyrm 40 ft., burrow 20 ft., fly 200 ft. (clumsy) +0 44 (-4 size, +38 natural), touch 6, flat-footed 44 Mirage arcana 17th 31

Combat

Typically, blue dragons attack from above or burrow beneath the sands until opponents come within 100 feet. Older dragons use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and improve their chances to surprise the target. Blue dragons run from a fight only if they are severely damaged, since they view retreat as cowardly.

Green Dragon 

Type: Dragon (Air)
Environment: Temperate forests
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Triple standard
Advancement: Wyrmling 6-7 HD; very young 9-10 HD; young 12-13 HD; juvenile 15-16 HD; young adult 18-19 HD; adult 21-22 HD; mature adult 24-25 HD; old 27-28 HD; very old 30-31 HD; ancient 33-34 HD; wyrm 36-37 HD; great wyrm 39+ HD
Level Adjustment: Wyrmling +5; very young +5; young +5; juvenile +6; others —

A wyrmling green dragon’s scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales grow larger and lighter, turning shades of forest, emerald, and olive green, which helps it blend in with its wooded surroundings.

Green Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath
Weapon (DC)
Frightful
Presence DC
Wyrmling S 5d12+5 (37) 13 10 13 10 11 10 +5/+2 +7 +5 +4 +4 2d6 (13)
Very young M 8d12+16 (68) 15 10 15 10 11 10 +8/+10 +10 +8 +6 +6 4d6 (16)
Young M 11d12+22 (93) 17 10 15 12 13 12 +11/+14 +14 +9 +7 +8 6d6 (17)
Juvenile L 14d12+42 (133) 19 10 17 14 15 14 +14/+22 +17 +12 +9 +11 8d6 (20)
Young adult L 17d12+68 (178) 23 10 19 14 15 14 +17/+27 +22 +14 +10 +12 10d6 (22) 20
Adult H 20d12+100 (230) 27 10 21 16 17 16 +20/+36 +26 +17 +12 +15 12d6 (25) 23
Mature adult H 23d12+115 (264) 29 10 21 16 17 16 +23/+40 +30 +18 +13 +16 14d6 (26) 24
Old H 26d12+156 (325) 31 10 23 18 19 18 +26/+44 +34 +21 +15 +19 16d6 (29) 27
Very old H 29d12+174 (362) 33 10 23 18 19 18 +29/+48 +38 +22 +16 +20 18d6 (30) 28
Ancient G 32d12+224 (432) 35 10 25 20 21 20 +32/+56 +40 +25 +18 +23 20d6 (33) 31
Wyrm G 35d12+280 (507) 37 10 27 20 21 20 +35/+60 +44 +27 +19 +24 22d6 (35) 32
Great wyrm G 38d12+304 (551) 39 10 27 22 23 22 +38/+64 +48 +29 +21 +27 24d6 (37) 35
Green Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster
Level
SR
Wyrmling 40 ft., fly 100 ft. (average), swim 40 ft +0 15 (+1 size, +4 natural), touch 11, flat-footed 15 Immunity to acid,
water breathing
Very young 40 ft., fly 150 ft. (poor), swim 40 ft +0 17 (+7 natural), touch 10, flat-footed 17
Young 40 ft., fly 150 ft. (poor), swim 40 ft +0 20 (+10 natural), touch 10, flat-footed 20
Juvenile 40 ft., fly 150 ft. (poor), swim 40 ft +0 22 (-1 size, +13 natural), touch 9, flat-footed 22 1st
Young adult 40 ft., fly 150 ft. (poor), swim 40 ft +0 25 (-1 size, +16 natural), touch 9, flat-footed 25 DR 5/magic 3rd 19
Adult 40 ft., fly 150 ft. (poor), swim 40 ft +0 27 (-2 size, +19 natural), touch 8, flat-footed 27 Suggestion 5th 21
Mature adult 40 ft., fly 150 ft. (poor), swim 40 ft +0 30 (-2 size, +22 natural), touch 8, flat-footed 30 DR 10/magic 7th 22
Old 40 ft., fly 150 ft. (poor), swim 40 ft +0 33 (-2 size, +25 natural), touch 8, flat-footed 33 Plant growth 9th 24
Very old 40 ft., fly 150 ft. (poor), swim 40 ft +0 36 (-2 size, +28 natural), touch 8, flat-footed 36 DR 15/magic 11th 25
Ancient 40 ft., fly 200 ft. (clumsy), swim 40 ft +0 37 (-4 size, +31 natural), touch 6, flat-footed 37 Dominate person 13th 27
Wyrm 40 ft., fly 200 ft. (clumsy), swim 40 ft +0 40 (-4 size, +34 natural), touch 6, flat-footed 40 DR 20/magic 15th 28
Great wyrm 40 ft., fly 200 ft. (clumsy), swim 40 ft +0 43 (-4 size, +37 natural), touch 6, flat-footed 43 Command plants 17th 30

Combat

Green dragons initiate fights with little or no provocation, picking on creatures of any size. If the target is intriguing or seems formidable, the dragon stalks the creature to determine the best time to strike and the most appropriate tactics to use. If the target appears weak, the dragon makes its presence known quickly—it enjoys evoking terror. Sometimes the dragon elects to control a humanoid creature through intimidation and suggestion. Green dragons especially like to question adventurers to learn more about their society and abilities, what is going on in the countryside, and if there is treasure nearby.

Red Dragon 

Type: Dragon (Fire)
Environment: Warm mountains
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 (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Triple standard
Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD
Level Adjustment: Wyrmling +4; very young +5; young +6; others —

The small scales of a wyrmling red dragon are a bright glossy scarlet, making the dragon easily spotted by predators and hunters, so it stays underground and does not venture outside until it is more able to take care of itself. Toward the end of young age, the scales turn a deeper red, and the glossy texture is replaced by a smooth, dull finish. As the dragon grows older, the scales become large, thick, and as strong as metal. The neck frill and wings are an ash blue or purple-gray toward the edges, becoming darker with age. The pupils of a red dragon fade as it ages; the oldest red dragons have eyes that resemble molten lava orbs.

Red Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath
Weapon (DC)
Frightful
Presence DC
Wyrmling M 7d12+14 (59) 17 10 15 10 11 10 +7/+10 +10 +7 +5 +5 2d10 (15)
Very young L 10d12+30 (95) 21 10 17 12 13 12 +10/+19 +14 +10 +7 +8 4d10 (18)
Young L 13d12+39 (123) 25 10 17 12 13 12 +13/+24 +19 +11 +8 +9 6d10 (19)
Juvenile L 16d12+64 (168) 29 10 19 14 15 14 +16/+29 +24 +14 +10 +12 8d10 (22)
Young adult H 19d12+95 (218) 31 10 21 14 15 14 +19/+37 +27 +16 +11 +13 10d10 (24) 21
Adult H 22d12+110 (253) 33 10 21 16 19 16 +22/+41 +31 +18 +13 +17 12d10 (26) 24
Mature adult H 25d12+150 (312) 33 10 23 18 19 18 +25/+44 +34 +20 +14 +18 14d10 (28) 26
Old G 28d12+196 (378) 35 10 25 20 21 20 +28/+52 +36 +23 +16 +21 16d10 (31) 29
Very old G 31d12+248 (449) 37 10 27 22 23 22 +31/+56 +40 +25 +17 +23 18d10 (33) 31
Ancient G 34d12+306 (527) 39 10 29 24 25 24 +34/+60 +44 +28 +19 +26 20d10 (36) 34
Wyrm G 37d12+370 (610) 41 10 31 24 25 24 +37/+64 +48 +30 +20 +27 22d10 (38) 35
Great wyrm C 40d12+400 (660) 45 10 31 26 27 26 +40/+73 +49 +32 +22 +30 24d10 (40) 38
Red Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster
Level
1
SR
  1. Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.
Wyrmling 40 ft., fly 150 ft. (poor) +0 16 (+6 natural), touch 10, flat-footed 16 Immunity to fire,
vulnerability
 to cold
Very young 40 ft., fly 150 ft. (poor) +0 18 (-1 size, +9 natural), touch 9, flat-footed 18
Young 40 ft., fly 150 ft. (poor) +0 21 (-1 size, +12 natural), touch 9, flat-footed 21 1st
Juvenile 40 ft., fly 150 ft. (poor) +0 24 (-1 size, +15 natural), touch 9, flat-footed 24 Locate object 3rd
Young adult 40 ft., fly 150 ft. (poor) +0 26 (-2 size, +18 natural), touch 8, flat-footed 26 DR 5/magic 5th 19
Adult 40 ft., fly 150 ft. (poor) +0 29 (-2 size, +21 natural), touch 8, flat-footed 29 7th 21
Mature adult 40 ft., fly 150 ft. (poor) +0 32 (-2 size, +24 natural), touch 8, flat-footed 32 DR 10/magic 9th 23
Old 40 ft., fly 200 ft. (clumsy) +0 33 (-4 size, +27 natural), touch 6, flat-footed 33 Suggestion 11th 24
Very old 40 ft., fly 200 ft. (clumsy) +0 36 (-4 size, +30 natural), touch 6, flat-footed 36 DR 15/magic 13th 26
Ancient 40 ft., fly 200 ft. (clumsy) +0 39 (-4 size, +33 natural), touch 6, flat-footed 39 Find the path 15th 28
Wyrm 40 ft., fly 200 ft. (clumsy) +0 42 (-4 size, +36 natural), touch 6, flat-footed 42 DR 20/magic 17th 30
Great wyrm 40 ft., fly 200 ft. (clumsy) +0 41 (-8 size, +39 natural), touch 2, flat-footed 41 Discern location 19th 32

Combat

Because red dragons are so confident, they seldom pause to appraise an adversary. On spotting a target, they make a snap decision whether to attack, using one of many strategies worked out ahead of time. A red dragon lands to attack small, weak creatures with its claws and bite rather than obliterating them with its breath weapon, so as not to destroy any treasure they might be carrying.

White Dragon 

Type: Dragon (Cold)
Environment: Cold mountains
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 (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 2; very young 3; young 4; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21
Treasure: Triple standard
Advancement: Wyrmling 4-5 HD; very young 7-8 HD; young 10-11 HD; juvenile 13-14 HD; young adult 16-17 HD; adult 19-20 HD; mature adult 22-23 HD; old 25-26 HD; very old 28-29 HD; ancient 31-32 HD; wyrm 34-35 HD; great wyrm 37+ HD
Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +5; others —

The scales of a wyrmling white dragon glisten like mirrors. As the dragon ages, the sheen disappears, and by very old age, scales of pale blue and light gray are mixed in with the white.

White Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath
Weapon (DC)
Frightful
Presence DC
Wyrmling T 3d12+3 (22) 11 10 13 6 11 6 +3/-5 +5 +4 +3 +3 1d6 (12)
Very young S 6d12+6 (45) 13 10 13 6 11 6 +6/+3 +8 +6 +5 +5 2d6 (14)
Young M 9d12+18 (76) 15 10 15 6 11 6 +9/+11 +11 +8 +6 +6 3d6 (16)
Juvenile M 12d12+24 (102) 17 10 15 8 11 8 +12/+15 +15 +10 +8 +8 4d6 (18)
Young adult L 15d12+45 (142) 19 10 17 8 11 10 +15/+23 +18 +12 +9 +9 5d6 (20) 17
Adult L 18d12+72 (189) 23 10 19 10 11 12 +18/+28 +23 +15 +11 +11 6d6 (23) 20
Mature adult H 21d12+105 (241) 27 10 21 12 13 12 +21/+37 +27 +17 +12 +13 7d6 (25) 21
Old H 24d12+120 (276) 29 10 21 12 13 12 +24/+41 +31 +19 +14 +15 8d6 (27) 23
Very old H 27d12+162 (337) 31 10 23 14 15 14 +27/+45 +35 +21 +15 +17 9d6 (29) 25
Ancient H 30d12+180 (375) 33 10 23 14 15 14 +30/+49 +39 +23 +17 +19 10d6 (31) 27
Wyrm G 33d12+231 (445) 35 10 25 14 15 16 +33/+57 +41 +25 +18 +20 11d6 (33) 29
Great wyrm G 36d12+288 (522) 37 10 27 18 19 18 +36/+61 +45 +28 +20 +24 12d6 (36) 32
White Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster
Level
SR
Wyrmling 60 ft., burrow 30 ft.,
fly 150 ft. (average), swim 60 ft.
+0 14 (+2 size, +2 natural), touch 12, flat-footed 14 Icewalking, immunity to cold,
vulnerability
 to fire
Very young 60 ft., burrow 30 ft.,
fly 150 ft. (average), swim 60 ft.
+0 16 (+1 size, +5 natural), touch 11, flat-footed 16
Young 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft.
+0 18 (+8 natural), touch 10, flat-footed 18
Juvenile 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft.
+0 21 (+11 natural), touch 10, flat-footed 21 Fog cloud
Young adult 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft.
+0 23 (-1 size, +14 natural), touch 9, flat-footed 23 DR 5/magic 16
Adult 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft.
+0 26 (-1 size, +17 natural), touch 9, flat-footed 26 Gust of wind 1st 18
Mature adult 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft.
+0 28 (-2 size, +20 natural), touch 8, flat-footed 28 DR 10/magic 3rd 20
Old 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft.
+0 31 (-2 size, +23 natural), touch 8, flat-footed 31 Freezing fog 5th 21
Very old 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft.
+0 34 (-2 size, +26 natural), touch 8, flat-footed 34 DR 15/magic 7th 23
Ancient 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft.
+0 37 (-2 size, +29 natural), touch 8, flat-footed 37 Wall of ice 9th 24
Wyrm 60 ft., burrow 30 ft.,
fly 250 ft. (clumsy), swim 60 ft.
+0 38 (-4 size, +32 natural), touch 6, flat-footed 38 DR 20/magic 11th 25
Great wyrm 60 ft., burrow 30 ft.,
fly 250 ft. (clumsy), swim 60 ft.
+0 41 (-4 size, +35 natural), touch 6, flat-footed 41 Control weather 13th 27

Combat

White dragons prefer sudden assaults, swooping down from aloft or bursting from beneath water, snow, or ice. They loose their breath weapon, then try to knock out a single opponent with a follow-up attack.

Metallic Dragons

The normal alter form for Metallic Dragons is that of an Elf.

Brass Dragon 

Type: Dragon (Fire)
Environment: Warm deserts
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 (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23
Treasure: Triple standard
Advancement: Wyrmling 5-6 HD; very young 8-9 HD; young 11-12 HD; juvenile 14-15 HD; young adult 17-18 HD; adult 20-21 HD; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38+ HD
Level Adjustment: Wyrmling +2; very young +3; young +4; juvenile +4; others —

At birth, a brass dragon’s scales are a dull, mottled brown. As the dragon gets older, the scales become more brassy until they reach a warm, burnished appearance. The grand head-plates of a brass dragon are smooth and metallic, and it sports bladed chin horns that grow sharper with age. Wings and frills are mottled green toward the edges, darkening with age. As the dragon grows older, its pupils fade until the eyes resemble molten metal orbs.

Brass Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath
Weapon (DC)
Frightful
Presence DC
Wyrmling T 4d12+4 (30) 11 10 13 10 11 10 +4/-4 +6 +5 +4 +4 1d6 (13)
Very young S 7d12+7 (52) 13 10 13 10 11 10 +7/+4 +9 +6 +5 +5 2d6 (14)
Young M 10d12+20 (85) 15 10 15 12 13 12 +10/+12 +12 +9 +7 +8 3d6 (17)
Juvenile M 13d12+26 (110) 17 10 15 12 13 12 +13/+16 +16 +10 +8 +9 4d6 (18)
Young adult L 16d12+48 (152) 19 10 17 14 15 14 +16/+24 +19 +13 +10 +12 5d6 (21) 20
Adult L 19d12+76 (199) 23 10 19 14 15 14 +19/+29 +24 +15 +11 +13 6d6 (23) 21
Mature adult H 22d12+110 (253) 27 10 21 16 17 16 +22/+38 +28 +18 +13 +16 7d6 (26) 24
Old H 25d12+125 (287) 29 10 21 16 17 16 +25/+42 +32 +19 +14 +17 8d6 (27) 25
Very old H 28d12+168 (350) 31 10 23 18 19 18 +28/+46 +36 +22 +16 +20 9d6 (30) 28
Ancient H 31d12+186 (387) 33 10 23 18 19 18 +31/+50 +40 +23 +17 +21 10d6 (31) 29
Wyrm G 34d12+238 (459) 35 10 25 20 21 20 +34/+58 +42 +26 +19 +24 11d6 (34) 32
Great wyrm G 37d12+296 (536) 37 10 27 20 21 20 +37/+62 +46 +28 +20 +25 12d6 (36) 33
Brass Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster
Level
1
SR
  1. Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.
Wyrmling 60 ft., burrow 30 ft., fly 150 ft. (average) +0 15 (+2 size, +3 natural), touch 12, flat-footed 15 Immunity to fire,
speak with animals,
vulnerability to cold
Very young 60 ft., burrow 30 ft., fly 150 ft. (average) +0 17 (+1 size, +6 natural), touch 11, flat-footed 17
Young 60 ft., burrow 30 ft., fly 200 ft. (poor) +0 19 (+9 natural), touch 10, flat-footed 19 1st
Juvenile 60 ft., burrow 30 ft., fly 200 ft. (poor) +0 22 (+12 natural), touch 10, flat-footed 22 Endure elements 3rd
Young adult 60 ft., burrow 30 ft., fly 200 ft. (poor) +0 24 (-1 size, +15 natural), touch 9, flat-footed 24 DR 5/magic 5th 18
Adult 60 ft., burrow 30 ft., fly 200 ft. (poor) +0 27 (-1 size, +18 natural), touch 9, flat-footed 27 Suggestion 7th 20
Mature adult 60 ft., burrow 30 ft., fly 200 ft. (poor) +0 29 (-2 size, +21 natural), touch 8, flat-footed 29 DR 10/magic 9th 22
Old 60 ft., burrow 30 ft., fly 200 ft. (poor) +0 32 (-2 size, +24 natural), touch 8, flat-footed 32 Control winds 11th 24
Very old 60 ft., burrow 30 ft., fly 200 ft. (poor) +0 35 (-2 size, +27 natural), touch 8, flat-footed 35 DR 15/magic 13th 25
Ancient 60 ft., burrow 30 ft., fly 200 ft. (poor) +0 38 (-2 size, +30 natural), touch 8, flat-footed 38 Control weather 15th 27
Wyrm 60 ft., burrow 30 ft., fly 250 ft. (clumsy) +0 39 (-4 size, +33 natural), touch 6, flat-footed 39 DR 20/magic 17th 28
Great wyrm 60 ft., burrow 30 ft., fly 250 ft. (clumsy) +0 42 (-4 size, +36 natural), touch 6, flat-footed 42 Summon djinni 19th 30

Combat

Brass dragons would rather talk than fight. If an intelligent creature tries to leave without engaging in conversation, the dragon might force compliance in a fit of pique, using suggestion or a dose of sleep gas. A creature put to sleep may wake to find itself pinned or buried to the neck in the sand until the dragon’s thirst for small talk is slaked. When faced with real danger, younger brass dragons fly out of sight, then hide by burrowing into the sand. Older dragons spurn this ploy but still prefer to have the advantage in combat.

Breath Weapon 

A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

Spell-Like Abilities

At will—speak with animals; 3/day—endure elements (juvenile or older; radius 10 ft. × dragon’s age category); 1/day—suggestion (adult or older), control winds (old or older), control weather (ancient or older).

Summon Djinni

This ability, usable by a great wyrm brass dragon, works like a summon monster spell, except that it summons one djinni. This ability is the equivalent of a 7th-level spell.

Skills

Bluff, Gather Information, and Survival are considered class skills for brass dragons.

Bronze Dragon 

Type: Dragon (Water)
Environment: Temperate hills
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 (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple standard
Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD
Level Adjustment: Wyrmling +4; very young +4; young +6; others —

A bronze wyrmling’s scales are yellow tinged with green, showing only a hint of bronze. As the dragon approaches adulthood, its color deepens slowly to a darker, rich bronze tone. Very old dragons develop a blue-black tint to the edges of their scales. Powerful swimmers, they have webbed feet and smooth, flat scales. The pupils of its eyes fade as a dragon ages, until in the oldest the eyes resemble glowing green orbs.

Bronze Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath
Weapon (DC)
Frightful
Presence DC
Wyrmling S 6d12+6 (45) 13 10 13 14 15 14 +6/+3 +8 +6 +5 +7 2d6 (14)
Very young M 9d12+18 (76) 15 10 15 14 15 14 +9/+11 +11 +8 +6 +8 4d6 (16)
Young M 12d12+24 (102) 17 10 15 16 17 16 +12/+15 +15 +10 +8 +11 6d6 (18)
Juvenile L 15d12+45 (142) 19 10 17 18 19 18 +15/+23 +18 +12 +9 +13 8d6 (20)
Young adult L 18d12+72 (189) 23 10 19 18 19 18 +18/+28 +23 +15 +11 +15 10d6 (23) 23
Adult H 21d12+105 (241) 27 10 21 20 21 20 +21/+37 +27 +17 +12 +17 12d6 (25) 25
Mature adult H 24d12+120 (276) 29 10 21 20 21 20 +24/+41 +31 +19 +14 +19 14d6 (27) 27
Old H 27d12+162 (337) 31 10 23 22 23 22 +27/+45 +35 +21 +15 +21 16d6 (29) 29
Very old H 30d12+180 (375) 33 10 23 22 23 22 +30/+49 +39 +23 +17 +23 18d6 (31) 31
Ancient G 33d12+231 (445) 35 10 25 24 25 24 +33/+57 +41 +25 +18 +25 20d6 (33) 33
Wyrm G 36d12+288 (522) 37 10 27 26 27 26 +36/+61 +45 +28 +20 +28 22d6 (36) 36
Great wyrm G 39d12+312 (565) 39 10 27 26 27 26 +39/+65 +49 +29 +21 +29 24d6 (37) 37
Bronze Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster
Level
1
SR
  1. Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
Wyrmling 40 ft., fly 100 ft. (average), swim 60 ft. +0 16 (+1 size, +5 natural),
touch 11,
 flat-footed 16
Immunity to electricity,
water breathing,
 speak with animals
Very young 40 ft., fly 150 ft. (poor), swim 60 ft. +0 18 (+8 natural),
touch 10,
 flat-footed 18
Young 40 ft., fly 150 ft. (poor), swim 60 ft. +0 21 (+11 natural),
touch 10,
 flat-footed 21
Alternate form 1st
Juvenile 40 ft., fly 150 ft. (poor), swim 60 ft. +0 23 (-1 size, +14 natural),
touch 9,
 flat-footed 23
3rd
Young adult 40 ft., fly 150 ft. (poor), swim 60 ft. +0 26 (-1 size, +17 natural),
touch 9,
 flat-footed 26
DR 5/magic 5th 20
Adult 40 ft., fly 150 ft. (poor), swim 60 ft. +0 28 (-2 size, +20 natural),
touch 8,
 flat-footed 28
Create food and water, fog cloud 7th 22
Mature adult 40 ft., fly 150 ft. (poor), swim 60 ft. +0 31 (-2 size, +23 natural),
touch 8,
 flat-footed 31
DR 10/magic 9th 23
Old 40 ft., fly 150 ft. (poor), swim 60 ft. +0 34 (-2 size, +26 natural),
touch 8,
 flat-footed 34
Detect thoughts 11th 25
Very old 40 ft., fly 150 ft. (poor), swim 60 ft. +0 37 (-2 size, +29 natural),
touch 8,
 flat-footed 37
DR 15/magic 13th 26
Ancient 40 ft., fly 200 ft. (clumsy), swim 60 ft. +0 38 (-4 size, +32 natural),
touch 6,
 flat-footed 38
Control water 15th 28
Wyrm 40 ft., fly 200 ft. (clumsy), swim 60 ft. +0 41 (-4 size, +35 natural),
touch 6,
 flat-footed 41
DR 20/magic 17th 29
Great wyrm 40 ft., fly 200 ft. (clumsy), swim 60 ft. +0 44 (-4 size, +38 natural),
touch 6,
 flat-footed 44
Control weather 19th 31

Combat

Bronze dragons dislike killing animals and would rather bribe them (perhaps with food) or force them away magically. They use detect thoughts to learn intelligent creatures’ intentions.

When attacking they blind their opponents with fog cloud and then charge or, if flying, snatch them up. Against seafaring opponents they conjure up a storm or use their tails to smash the vessels’ hulls. If a dragon is inclined to be lenient, ships might be merely becalmed, fogbound, or broken-masted.

Breath Weapon (Su)

Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Water Breathing (Ex)

A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Alternate Form (Su)

A young or older bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Spell-Like Abilities

At will—speak with animals; 3/day—create food and water (adult or older), fog cloud (adult or older), detect thoughts (old or older), control water (ancient or older); 1/day—control weather (great wyrm).

Skills

Disguise, Swim, and Survival are considered class skills for bronze dragons.

Copper Dragon 

Type: Dragon (Earth)
Environment: Warm hills
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 (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 11; adult 14; mature adult 16; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple standard
Advancement: Wyrmling 6-7 HD; very young 9-10 HD; young 12-13 HD; juvenile 15-16 HD; young adult 18-19 HD; adult 21-22 HD; mature adult 24-25 HD; old 27-28 HD; very old 30-31 HD; ancient 33-34 HD; wyrm 36-37 HD; great wyrm 39+ HD
Level Adjustment: Wyrmling +2; very young +3; young +4; juvenile +4; others —

At birth, a copper dragon’s scales have a ruddy brown color with a metallic tint. As the dragon gets older, the scales become finer and more coppery, assuming a soft, warm gloss by young adult age. Very old dragons’ scales pick up a green tint. A copper dragon’s pupils fade with age, and the eyes of great wyrms resemble glowing turquoise orbs.

Copper Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath
Weapon (DC)
Frightful
Presence DC
Wyrmling T 5d12+5 (37) 11 10 13 12 13 12 +5/-3 +7 +5 +4 +5 2d4 (13)
Very young S 8d12+8 (60) 13 10 13 12 13 12 +8/+5 +10 +7 +6 +7 4d4 (15)
Young M 11d12+22 (93) 15 10 15 14 15 14 +11/+13 +13 +9 +7 +9 6d4 (17)
Juvenile M 14d12+28 (119) 17 10 15 14 15 14 +14/+17 +17 +11 +9 +11 8d4 (19)
Young adult L 17d12+51 (161) 19 10 17 16 17 16 +17/+25 +20 +13 +10 +13 10d4 (21) 21
Adult L 20d12+80 (210) 23 10 19 16 17 16 +20/+30 +25 +16 +12 +15 12d4 (24) 23
Mature adult H 23d12+115 (264) 27 10 21 18 19 18 +23/+39 +29 +18 +13 +17 14d4 (26) 25
Old H 26d12+130 (299) 29 10 21 18 19 18 +26/+43 +33 +20 +15 +19 16d4 (28) 27
Very old H 29d12+174 (362) 31 10 23 20 21 20 +29/+47 +37 +22 +16 +21 18d4 (30) 29
Ancient H 32d12+192 (400) 33 10 23 20 21 20 +32/+51 +41 +24 +18 +23 20d4 (32) 31
Wyrm G 35d12+245 (472) 35 10 25 22 23 22 +35/+59 +43 +26 +19 +25 22d4 (34) 33
Great wyrm G 38d12+304 (551) 37 10 27 22 23 22 +38/+63 +47 +29 +21 +27 24d4 (37) 35
Copper Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster
Level
SR
Wyrmling 40 ft., fly 100 ft. (average) +0 16 (+2 size, +4 natural), touch 12, flat-footed 16 Immunity to acid, spider climb
Very young 40 ft., fly 100 ft. (average) +0 18 (+1 size, +7 natural), touch 11, flat-footed 18
Young 40 ft., fly 150 ft. (poor) +0 20 (+10 natural), touch 10, flat-footed 20 1st
Juvenile 40 ft., fly 150 ft. (poor) +0 23 (+13 natural), touch 10, flat-footed 23 3rd
Young adult 40 ft., fly 150 ft. (poor) +0 25 (-1 size, +16 natural), touch 9, flat-footed 25 DR 5/magic 5th 19
Adult 40 ft., fly 150 ft. (poor) +0 28 (-1 size, +19 natural), touch 9, flat-footed 28 Stone shape 7th 21
Mature adult 40 ft., fly 150 ft. (poor) +0 30 (-2 size, +22 natural), touch 8, flat-footed 30 DR 10/magic 9th 23
Old 40 ft., fly 150 ft. (poor) +0 33 (-2 size, +25 natural), touch 8, flat-footed 33 Transmute rock to mud/mud to rock 11th 25
Very old 40 ft., fly 150 ft. (poor) +0 36 (-2 size, +28 natural), touch 8, flat-footed 36 DR 15/magic 13th 26
Ancient 40 ft., fly 150 ft. (poor) +0 39 (-2 size, +31 natural), touch 8, flat-footed 39 Wall of stone 15th 28
Wyrm 40 ft., fly 200 ft. (clumsy) +0 40 (-4 size, +34 natural), touch 6, flat-footed 40 DR 20/magic 17th 29
Great wyrm 40 ft., fly 200 ft. (clumsy) +0 43 (-4 size, +37 natural), touch 6, flat-footed 43 Move earth 19th 31

Combat

A copper dragon appreciates wit and usually doesn’t harm creatures that can relate a joke, humorous story, or riddle the dragon has not heard before. It quickly gets annoyed with anyone who doesn’t laugh at its jokes or accept its tricks with good humor. It likes to taunt and annoy opponents into giving up or acting foolishly.

An angry copper dragon prefers to mire foes using transmute rock to mud. The dragon pushes trapped opponents into the mud or snatches and carries them aloft. A copper dragon tries to draw airborne enemies into narrow, stony gorges where it can use its spider climb ability and maneuver them into colliding with the walls.

Breath Weapon (Su)

A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.

Spider Climb (Ex)

A copper dragon can climb on stone surfaces as though using the spider climb spell.

Spell-Like Abilities

2/day—stone shape (adult or older); 1/day—transmute rock to mud or mud to rock (old or older), wall of stone (ancient or older), move earth (great wyrm). Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.

Skills

Bluff, Hide, and Jump are considered class skills for copper dragons.

Gold Dragon click to see monster

Type: Dragon (Fire)
Environment: Warm plains
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 (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 5; very young 7; young 9; juvenile 11; young adult 14; adult 16; mature adult 19; old 21; very old 22; ancient 24; wyrm 25; great wyrm 27
Treasure: Triple standard
Advancement: Wyrmling 9-10 HD; very young 12-13 HD; young 15-16 HD; juvenile 18-19 HD; young adult 21-22 HD; adult 24-25 HD; mature adult 27-28 HD; old 30-31 HD; very old 33-34 HD; ancient 36-37 HD; wyrm 39-40 HD; great wyrm 42+ HD
Level Adjustment: Wyrmling +4; very young +5; young +6; others —

On hatching, a gold dragon’s scales are dark yellow with golden metallic flecks.

The flecks get larger as the dragon matures until, at the adult stage, the scales are completely golden. Gold dragons’ faces are bewhiskered and sagacious; as they age, their pupils fade until the eyes resemble pools of molten gold.

Gold Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath
Weapon (DC)
Frightful
Presence DC
Wyrmling M 8d12+16 (68) 17 10 15 14 15 14 +8/+11 +11 +8 +6 +8 2d10 (16)
Very young L 11d12+33 (104) 21 10 17 16 17 16 +11/+20 +15 +10 +7 +10 4d10 (18)
Young L 14d12+42 (133) 25 10 17 16 17 16 +14/+25 +20 +12 +9 +12 6d10 (20)
Juvenile L 17d12+68 (178) 29 10 19 18 19 18 +17/+30 +25 +14 +10 +14 8d10 (22)
Young adult H 20d12+100 (230) 31 10 21 18 19 18 +20/+38 +28 +17 +12 +16 10d10 (25) 24
Adult H 23d12+115 (264) 33 10 21 20 21 20 +23/+42 +32 +18 +13 +18 12d10 (26) 26
Mature adult H 26d12+156 (325) 35 10 23 20 21 20 +26/+46 +36 +21 +15 +20 14d10 (29) 28
Old G 29d12+203 (391) 39 10 25 24 25 24 +29/+55 +39 +23 +16 +23 16d10 (31) 31
Very old G 32d12+256 (464) 41 10 27 26 27 26 +32/+59 +43 +26 +18 +26 18d10 (34) 34
Ancient G 35d12+315 (542) 43 10 29 28 29 28 +35/+63 +47 +28 +19 +28 20d10 (36) 36
Wyrm C 38d12+380 (627) 45 10 31 30 31 30 +38/+71 +47 +31 +21 +31 22d10 (39) 39
Great wyrm C 41d12+451 (717) 47 10 33 32 33 32 +41/+75 +51 +33 +22 +33 24d10 (41) 41
Gold Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster
Level
SR
  1. Can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells.
Wyrmling 60 ft., fly 200 ft. (poor), swim 60 ft. +0 17 (+7 natural), touch 10, flat-footed 17 Alternate form,
immunity to fire,
vulnerability to cold,
water breathing
Very young 60 ft., fly 200 ft. (poor), swim 60 ft. +0 19 (-1 size, +10 natural), touch 9, flat-footed 19
Young 60 ft., fly 200 ft. (poor), swim 60 ft. +0 22 (-1 size, +13 natural), touch 9, flat-footed 22 1st
Juvenile 60 ft., fly 200 ft. (poor), swim 60 ft. +0 25 (-1 size, +16 natural), touch 9, flat-footed 25 Bless 3rd
Young adult 60 ft., fly 200 ft. (poor), swim 60 ft. +0 27 (-2 size, +19 natural), touch 8, flat-footed 27 DR 5/magic 5th 21
Adult 60 ft., fly 200 ft. (poor), swim 60 ft. +0 30 (-2 size, +22 natural), touch 8, flat-footed 30 Luck bonus 7th 23
Mature adult 60 ft., fly 200 ft. (poor), swim 60 ft. +0 33 (-2 size, +25 natural), touch 8, flat-footed 33 DR 10/magic 9th 25
Old 60 ft., fly 250 ft. (clumsy), swim 60 ft. +0 34 (-4 size, +28 natural), touch 6, flat-footed 34 Geas/quest, detect gems 11th 27
Very old 60 ft., fly 250 ft. (clumsy), swim 60 ft. +0 37 (-4 size, +31 natural), touch 6, flat-footed 37 DR 15/magic 13th 28
Ancient 60 ft., fly 250 ft. (clumsy), swim 60 ft. +0 40 (-4 size, +34 natural), touch 6, flat-footed 40 Sunburst 15th 30
Wyrm 60 ft., fly 250 ft. (clumsy), swim 60 ft. +0 39 (-8 size, +37 natural), touch 2, flat-footed 39 DR 20/magic 17th 31
Great wyrm 60 ft., fly 250 ft. (clumsy), swim 60 ft. +0 42 (-8 size, +40 natural), touch 2, flat-footed 42 Foresight 19th 33

Combat

Gold dragons usually parley before fighting. When conversing with intelligent creatures, they use Intimidate and Sense Motive to gain the upper hand. In combat, they employ bless and their luck bonus; older dragons use their luck bonus at the start of each day. They make heavy use of spells in combat. Among their favorites are cloudkill, delayed blast fireball, fire shield, globe of invulnerability, maze, sleep, slow, and stinking cloud.

Breath Weapon (Su)

A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

Alternate Form (Su)

A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Water Breathing (Ex)

A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Luck Bonus (Sp)

Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

Detect Gems (Sp)

An old or older gold dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2nd-level spell.

Other Spell-Like Abilities

3/day—bless (juvenile or older); 1/day—geas/quest (old or older), sunburst (ancient or older), foresight (great wyrm).

Skills

Disguise, Heal, and Swim are considered class skills for gold dragons.

Silver Dragon click to see monster

Type: Dragon (Cold)
Environment: Temperate mountains
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 (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Triple standard
Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —

A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.

Silver Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath
Weapon (DC)
Frightful
Presence DC
Wyrmling S 7d12+7 (52) 13 10 13 14 15 14 +7/+4 +9 +6 +5 +7 2d8 (14)
Very young M 10d12+20 (85) 15 10 15 14 15 14 +10/+12 +12 +9 +7 +9 4d8 (17)
Young M 13d12+26 (110) 17 10 15 16 17 16 +13/+16 +16 +10 +8 +11 6d8 (18)
Juvenile L 16d12+48 (152) 19 10 17 18 19 18 +16/+24 +19 +13 +10 +14 8d8 (21)
Young adult L 19d12+76 (199) 23 10 19 18 19 18 +19/+29 +24 +15 +11 +15 10d8 (23) 23
Adult H 22d12+110 (253) 27 10 21 20 21 20 +22/+38 +28 +18 +13 +18 12d8 (26) 26
Mature adult H 25d12+125 (287) 29 10 21 20 21 20 +25/+42 +32 +19 +14 +19 14d8 (27) 27
Old H 28d12+168 (350) 31 10 23 22 23 22 +28/+46 +36 +22 +16 +22 16d8 (30) 30
Very old H 31d12+186 (387) 33 10 23 24 25 24 +31/+50 +40 +23 +17 +24 18d8 (31) 32
Ancient G 34d12+238 (459) 35 10 25 26 27 26 +34/+58 +42 +26 +19 +27 20d8 (34) 35
Wyrm G 37d12+333 (573) 39 10 29 28 29 28 +37/+63 +47 +29 +20 +29 22d8 (37) 37
Great wyrm C 40d12+400 (660) 43 10 31 30 31 30 +40/+72 +48 +32 +22 +32 24d8 (40) 40
Silver Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster
Level
SR
  1. Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.
Wyrmling 40 ft., fly 100 ft. (average) +0 17 (+1 size, +6 natural), touch 11, flat-footed 17 Alternate form,
immunity to acid and cold,
cloudwalking,
vulnerability to fire
Very young 40 ft., fly 150 ft. (poor) +0 19 (+9 natural), touch 10, flat-footed 19
Young 40 ft., fly 150 ft. (poor) +0 22 (+12 natural), touch 10, flat-footed 22 1st
Juvenile 40 ft., fly 150 ft. (poor) +0 24 (-1 size, +15 natural), touch 9, flat-footed 24 Feather fall 3rd
Young adult 40 ft., fly 150 ft. (poor) +0 27 (-1 size, +18 natural), touch 9, flat-footed 27 DR 5/magic 5th 20
Adult 40 ft., fly 150 ft. (poor) +0 29 (-2 size, +21 natural), touch 8, flat-footed 29 Fog cloud 7th 22
Mature adult 40 ft., fly 150 ft. (poor) +0 32 (-2 size, +24 natural), touch 8, flat-footed 32 DR 10/magic 9th 24
Old 40 ft., fly 150 ft. (poor) +0 35 (-2 size, +27 natural), touch 8, flat-footed 35 Control winds 11th 26
Very old 40 ft., fly 150 ft. (poor) +0 38 (-2 size, +30 natural), touch 8, flat-footed 38 DR 15/magic 13th 27
Ancient 40 ft., fly 200 ft. (clumsy) +0 39 (-4 size, +33 natural), touch 6, flat-footed 39 Control weather 15th 29
Wyrm 40 ft., fly 200 ft. (clumsy) +0 42 (-4 size, +36 natural), touch 6, flat-footed 42 DR 20/magic 17th 30
Great wyrm 40 ft., fly 200 ft. (clumsy) +0 41 (-8 size, +39 natural), touch 2, flat-footed 41 Reverse gravity 19th 32

Combat

Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.

Breath Weapon (Su)

A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.

Alternate Form (Su)

A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Cloudwalking (Su)

A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Spell-Like Abilities

3/day—fog cloud (adult or older), control winds (old or older); 2/day—feather fall (juvenile or older); 1/day— control weather (ancient or older), reverse gravity (great wyrm).

Skills

Bluff, Disguise, and Jump are considered class skills for silver dragons.

Crystalline Dragons

Type:
Dragon (Earth)
Environment: Temperate Mountain Forests (Near Water)
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 (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23
Treasure: Triple standard
Advancement: Wyrmling 5-6 HD; very young 8-9 HD; young 11-12 HD; juvenile 14-15 HD; young adult 17-18 HD; adult 20-21 HD; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38+ HD
Level Adjustment: Wyrmling +2; very young +3; young +4; juvenile +4; others —
Environment:
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 (1–2 and 2–5 Offspring)
Challenge Rating: Wyrmling Challenge Rating:4; Very Young Challenge Rating:5; Young Challenge Rating:7; Juvenile Challenge Rating:10; Young Adult Challenge Rating:13; Adult Challenge Rating:15; Mature Adult Challenge Rating:18; Old Challenge Rating:20; Very Old Challenge Rating:21; Ancient Challenge Rating:23; Wyrm Challenge Rating:24; Great Wyrm Challenge Rating:26
Treasure: Wyrmling, Very Young, Young, Juvenile, Young Adult: Standard; Adult, Mature Adult, Old: Double Standard; Very Old, Ancient, Wyrm, Great Wyrm: Triple Standard
Alignment:
LG NG CG
LN N CN
LE NE CE
Advancement: Wyrmling 6–7 HD; Very Young 9–10 HD; Young 12–13 HD; Juvenile 15–16 HD; Young Adult 18–19 HD; Adult 21–22 HD; Mature Adult 24–25 HD; Old 27–28 HD; Very Old 30–31 HD; Ancient 33–34 HD; Wyrm 36–37 HD; Great Wyrm 39+ HD
Level Adjustment: Wyrmling +5; Very Young +5; Young +5; Juvenile +6; Others —
Amethyst Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling S 5d12+5 (37) 13 10 13 10 11 10 +5/+2 +7 +5 +4 +4 2d6 (13)
Very Young M 8d12+16 (68) 15 10 15 10 11 10 +8/+10 +10 +8 +6 +6 4d6 (16)
Young M 11d12+22 (93) 17 10 15 12 13 12 +11/+14 +14 +9 +7 +8 6d6 (17)
Juvenile L 14d12+42 (133) 19 10 17 14 15 14 +14/+22 +17 +12 +9 +11 8d6 (20)
Young Adult L 17d12+68 (178) 23 10 19 14 15 14 +17/+27 +22 +14 +10 +12 10d6 (22) 20
Adult H 20d12+100 (230) 27 10 21 16 17 16 +20/+36 +26 +17 +12 +15 12d6 (25) 23
Mature Adult H 23d12+115 (264) 29 10 21 16 17 16 +23/+40 +30 +18 +13 +16 14d6 (26) 24
Old H 26d12+156 (325) 31 10 23 18 19 18 +26/+44 +34 +21 +15 +19 16d6 (29) 27
Very Old G 31d12+248 (449) 37 10 27 22 23 22 +31/+56 +40 +25 +17 +23 18d10 (33) 31
Ancient G 34d12+306 (527) 39 10 29 24 25 24 +34/+60 +44 +28 +19 +26 20d10 (36) 34
Wyrm G 37d12+370 (610) 41 10 31 24 25 24 +37/+64 +48 +30 +20 +27 22d10 (38) 35
Great Wyrm C 40d12+400 (660) 45 10 31 26 27 26 +40/+73 +49 +32 +22 +30 24d10 (40) 38
Amethyst Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft., Burrow 40 ft., Fly 100 ft. (Average), Swim 40 ft +0 15 (+1 size, +4 natural), touch 11,
flat-footed 15
Immunity to Force/Sonics,
Water Breathing
1st
Very Young 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 17 (+7 natural), touch 10,
flat-footed 17
Gembomb 3rd
Young 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 20 (+10 natural), touch 10,
flat-footed 20
Alternate Form 5th
Juvenile 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 22 (–1 size, +13 natural), touch 9,
flat-footed 22
Repelling Shield 7th
Young Adult 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 25 (–1 size, +16 natural), touch 9,
flat-footed 25
DR 5/magic 9th 19
Adult 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 27 (–2 size, +19 natural), touch 8,
flat-footed 27
Wingbind 11th 21
Mature Adult 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 30 (–2 size, +22 natural), touch 8,
flat-footed 30
DR 10/magic 13th 22
Old 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 33 (–2 size, +25 natural), touch 8,
flat-footed 33
Wall of Force 15th 24
Very Old 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 36 (–2 size, +28 natural), touch 8,
flat-footed 36
DR 15/magic 17th 25
Ancient 40 ft., Burrow 40 ft., Fly 200 ft. (Clumsy), Swim 40 ft +0 37 (–4 size, +31 natural), touch 6,
flat-footed 37
Force Cage 19th 27
Wyrm 40 ft., Burrow 40 ft., Fly 200 ft. (Clumsy), Swim 40 ft +0 40 (–4 size, +34 natural), touch 6,
flat-footed 40
DR 20/magic 21st 28
Great Wyrm 40 ft., Burrow 40 ft., Fly 200 ft. (Clumsy), Swim 40 ft +0 43 (–4 size, +37 natural), touch 6,
flat-footed 43
Force Crush 23rd 30

*Can also cast Arcane Spells and those from the Mind, Trickery, and Protection domains as Psionic Powers.

Among the most powerful of the Gem Dragons, Amethyst Dragons are honorable, regal creatures that tend to approach life with a detached air, ignoring the conflicts of good and evil, law and chaos. At best, they see these conflicts as petty squabbles over inconsequential points of view, and not worthy of their time or consideration. These majestic Dragons consider themselves to be the first Gem Dragons and therefore entitled to commanding the others, and most of the lesser gem Dragons acquiesce to this leadership - in everyday life and in the Council Aerie.

While Amethyst Dragons consider their Silver and Copper cousins to be foolish and have an active dislike of Redand White Dragons, they do not consider any life form to be their inherent enemies. They prefer to reason out a settlement through discussion and negotiation rather than through combat, but they can and will fight if they must.

Being honorable and noble, these Dragons never hide or attempt to ambush foes. To them, even retreating is a dishonorable action, but they will flee if faced with certain death. Amethyst Dragons keep vassals to attend to their needs, though they do not place as many restrictions or requirements on them as other Dragon Lords do. Most keep at least one hidden, underwater cave for seclusion and secrecy.

At birth, Wyrmling Amethyst Dragons have lavender skin with fine, translucent-purple scales. These scales darken as the creature grows older, eventually reaching a sparkling lavender color.

CombatEdit

Being honorable and noble, these Dragons never hide or attempt to ambush foes. To them, even retreating is a dishonorable action, but they will flee if faced with certain death. If talk fails, an amethyst dragon attacks first with its breath weapon, then its psionics and spells.

Breath Weapon (Su): An Amethyst Dragon has two types of breath weapons, a line of force and a cone of sonics. Every creature within the area of the sonics must succeed on a fortitude save or become stunned for 1 round per age category of the Dragon or until struck.

Water Breathing (Ex): An Amethyst Dragon can breathe underwater indefinitely and can freely use its breath weapons, spells, and other abilities while submerged.

Alternate Form (Su): A Young or older Amethyst Dragon can assume any animal or humanoid form of Medium size or smaller as a Standard Action three times per day. This ability functions as a Polymorph spell cast on itself at its Caster Level, except that the Dragon does not regain Hit Points for changing form and can only assume the form of an animal or humanoid. The Dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Spell-Like Abilities: At Will—Gembomb (Very Young or older), Repelling Shield (Juvenile or older); 3/day— Wingbind (Adult or older), Force Cage (Ancient or older); 1/day— Wall of Force (Old or older), Force Crush (Great Wyrm).

Skills: Appraise, Bluff, and Sense Motive are considered Class skills for Sapphire Dragons.


Emerald Dragon

Type: Arcanum IconDragon (Poison IconPoison)
Environment: Tropical and Subtropical Forests
Organization: Wyrmling, Very Young, Young, Juvenile, and Young Adult: Solitary or Clutch (2–5); Adult, Mature Adult, Old, Very Old, Ancient, Wyrm, or Great Wyrm: Solitary, pair, or Family (1–2 and 2–5 Offspring)
Challenge Rating: Wyrmling Challenge Rating:3; Very Young Challenge Rating:4; Young Challenge Rating:5; Juvenile Challenge Rating:8; Young Adult Challenge Rating:11; Adult Challenge Rating:13; Mature Adult Challenge Rating:16; Old Challenge Rating:18; Very Old Challenge Rating:19; Ancient Challenge Rating:21; Wyrm Challenge Rating:22; Great Wyrm Challenge Rating:24
Treasure: Wyrmling, Very Young, Young, Juvenile, Young Adult: Standard; Adult, Mature Adult, Old: Double Standard; Very Old, Ancient, Wyrm, Great Wyrm: Triple Standard
Alignment:
LG NG CG
LN N CN
LE NE CE
Advancement: Wyrmling 6–7 HD; Very Young 9–10 HD; Young 12–13 HD; Juvenile 15–16 HD; Young Adult 18–19 HD; Adult 21–22 HD; Mature Adult 24–25 HD; Old 27–28 HD; Very Old 30–31 HD; Ancient 33–34 HD; Wyrm 36–37 HD; Great Wyrm 39+ HD
Level Adjustment: Wyrmling +5; Very Young +5; Young +5; Juvenile +6; Others —
Emerald Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling S 5d12+5 (37) 13 10 13 10 11 10 +5/+2 +7 +5 +4 +4 2d6 (13)
Very Young M 8d12+16 (68) 15 10 15 10 11 10 +8/+10 +10 +8 +6 +6 4d6 (16)
Young M 11d12+22 (93) 17 10 15 12 13 12 +11/+14 +14 +9 +7 +8 6d6 (17)
Juvenile L 14d12+42 (133) 19 10 17 14 15 14 +14/+22 +17 +12 +9 +11 8d6 (20)
Young Adult L 17d12+68 (178) 23 10 19 14 15 14 +17/+27 +22 +14 +10 +12 10d6 (22) 20
Adult H 20d12+100 (230) 27 10 21 16 17 16 +20/+36 +26 +17 +12 +15 12d6 (25) 23
Mature Adult H 23d12+115 (264) 29 10 21 16 17 16 +23/+40 +30 +18 +13 +16 14d6 (26) 24
Old H 26d12+156 (325) 31 10 23 18 19 18 +26/+44 +34 +21 +15 +19 16d6 (29) 27
Very Old H 29d12+174 (362) 33 10 23 18 19 18 +29/+48 +38 +22 +16 +20 18d6 (30) 28
Ancient G 32d12+224 (432) 35 10 25 20 21 20 +32/+56 +40 +25 +18 +23 20d6 (33) 31
Wyrm G 35d12+280 (507) 37 10 27 20 21 20 +35/+60 +44 +27 +19 +24 22d6 (35) 32
Great Wyrm G 38d12+304 (551) 39 10 27 22 23 22 +38/+64 +48 +29 +21 +27 24d6 (37) 35
Emerald Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft., Fly 100 ft. (Average), Swim 40 ft +0 15 (+1 size, +4 natural), touch 11,
flat-footed 15
Immunity to Poison/Sleep,
Water Breathing, Dreamsight
Very Young 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 17 (+7 natural), touch 10,
flat-footed 17
Lullaby
Young 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 20 (+10 natural), touch 10,
flat-footed 20
Alternate Form
Juvenile 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 22 (–1 size, +13 natural), touch 9,
flat-footed 22
Phase Shift 1st
Young Adult 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 25 (–1 size, +16 natural), touch 9,
flat-footed 25
DR 5/magic 3rd 19
Adult 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 27 (–2 size, +19 natural), touch 8,
flat-footed 27
Dreamwalk 5th 21
Mature Adult 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 30 (–2 size, +22 natural), touch 8,
flat-footed 30
DR 10/magic 7th 22
Old 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 33 (–2 size, +25 natural), touch 8,
flat-footed 33
Dream Leash 9th 24
Very Old 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 36 (–2 size, +28 natural), touch 8,
flat-footed 36
DR 15/magic 11th 25
Ancient 40 ft., Fly 200 ft. (Clumsy), Swim 40 ft +0 37 (–4 size, +31 natural), touch 6,
flat-footed 37
Probe Thoughts 13th 27
Wyrm 40 ft., Fly 200 ft. (Clumsy), Swim 40 ft +0 40 (–4 size, +34 natural), touch 6,
flat-footed 40
DR 20/magic 15th 28
Great Wyrm 40 ft., Fly 200 ft. (Clumsy), Swim 40 ft +0 43 (–4 size, +37 natural), touch 6,
flat-footed 43
Dream Casting 17th 30

*Can also cast Arcane Spells and those from the Mind, Enchantment, and Illusion domains as Psionic Powers.

Emerald Dragons are highly reclusive. While the Emerald Dragons are usually the most populous of Gem Dragons, they are also the most difficult to find on the material plane. Emerald Dragons are creatures of the Emerald Dream, the ethereal dreamworld that all life is a part of, and spend the vast majority of their lives within it. Time is meaningless inside the Dream and as a result, Emerald Dragons are extremely long-lived.

The Emerald Dragons watch over nature, often assisted by the Night Elven Druids. Many Night Elves form such a close bond with the Emerald Dragons that they become Dragonsworn. The Dragons and Druids work closely together within the Dream, where they can control the ebb and flow of nature and influence the evolutionary path it takes. As a result of Ysera's charge, Emerald Dragons guard the Great Trees and can simultaneously see both the landscape of the Material Plane and the corresponding dreamscape. This enchanted vision, known as Dreamsight, allows Emerald Dragons to perceive their surroundings with perfect clarity even through closed eyes.

Emerald Dragons are a peaceful, meditative race and most Emerald Dragons spend their time in quiet contemplation and the study of dreams. They are, like the other Gem Dragons, highly intelligent and always striving to learn more about the world, fretting out the mysteries of creation and life but keeping all such secrets hidden within the Emerald Dream. They spend their time there interacting with creatures of myth and illusion.

Emerald Dragons are a surprisingly swift race, moving fast, often teleporting through the Dream to wherever their thoughts lead. As a result they are the least interested about happenings in the material plane and often must have any major events brought to their attention by other Gem Dragons. When they venture to the physical world, they act as though it is the illusion and the realm from which they hail is the only source of reality, often only appearing as an illusion in half ethereal forms, or not physically at all.

Emerald Dragons have no compunctions about what they eat. They prefer lizards and giants, but they will eat anything in a pinch. Of all the other types of True Dragonkind, Emerald Dragons get along best with the Sapphire Dragons, often controlling parallel domains (Emerald Dragons taking the surface, Sapphire Dragons taking the subterranean areas below). They fear the Red Dragon clans because of their well-known greed.

COMBATEdit

Their primary lairs consist of traps and alarms designed to warn of visitor and other threats. Emerald Dragons prefer to quietly observe intruders and rarely emerge from hiding. If parlay is called for, they send their kindred or chief vassals to handle such duties while they watch, hidden, from cover. When forced into combat, Emerald Dragons prefer to attack by ambush, using stealth and surprise attacks to quickly disable their enemies. If the threat prove to be too great to handle, an Emerald Dragon will not hesitate to retreat. However, it will plan revenge, and its patience can last for centuries if need be.

Breath Weapon (Su): An Emerald Dragon has two types of breath weapons, a cone of neurotoxic poison gas and a cone of sleep gas. Every creature within the area of the sleep gas must succeed on a Will save or fall asleep for 1 round per age category of the Dragon.

Water Breathing (Ex): An Emerald Dragon can breathe underwater indefinitely and can freely use its breath weapons, spells, and other abilities while submerged.

Alternate Form (Su): A Young or older Emerald Dragon can assume any animal or humanoid form of Medium size or smaller as a Standard Action three times per day. This ability functions as a Polymorph spell cast on itself at its Caster Level, except that the Dragon does not regain Hit Points for changing form and can only assume the form of an animal or humanoid. The Dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Spell-Like Abilities: At Will—Lullaby (Very Young or older); 3/day—Dreamwalk (Adult or older), Probe Thoughts(Ancient or older); 1/day— Dream Leash (Old or older), Dream Casting (Great Wyrm).

Skills: Bluff, Hide, and Move Silently are considered Class skills for Emerald Dragons.


Ruby Dragon

Type: Arcanum IconDragon (Fire IconFire)
Environment: Temperate Highlands
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 (1–2 and 2–5 Offspring)
Challenge Rating: Wyrmling Challenge Rating:4; Very Young Challenge Rating:5; Young Challenge Rating:7; Juvenile Challenge Rating:10; Young Adult Challenge Rating:13; Adult Challenge Rating:15; Mature Adult Challenge Rating:18; Old Challenge Rating:20; Very Old Challenge Rating:21; Ancient Challenge Rating:23; Wyrm Challenge Rating:24; Great Wyrm Challenge Rating:26
Treasure: Wyrmling, Very Young, Young, Juvenile, Young Adult: Standard; Adult, Mature Adult, Old: Double Standard; Very Old, Ancient, Wyrm, Great Wyrm: Triple Standard
Alignment:
LG NG CG
LN N CN
LE NE CE
Advancement: Wyrmling 6–7 HD; Very Young 9–10 HD; Young 12–13 HD; Juvenile 15–16 HD; Young Adult 18–19 HD; Adult 21–22 HD; Mature Adult 24–25 HD; Old 27–28 HD; Very Old 30–31 HD; Ancient 33–34 HD; Wyrm 36–37 HD; Great Wyrm 39+ HD
Level Adjustment: Wyrmling +5; Very Young +5; Young +5; Juvenile +6; Others —
Ruby Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling M 7d12+14 (59) 17 10 15 10 11 10 +7/+10 +10 +7 +5 +5 2d10 (15)
Very Young L 10d12+30 (95) 21 10 17 12 13 12 +10/+19 +14 +10 +7 +8 4d10 (18)
Young L 13d12+39 (123) 25 10 17 12 13 12 +13/+24 +19 +11 +8 +9 6d10 (19)
Juvenile L 16d12+64 (168) 29 10 19 14 15 14 +16/+29 +24 +14 +10 +12 8d10 (22)
Young Adult H 19d12+95 (218) 31 10 21 14 15 14 +19/+37 +27 +16 +11 +13 10d10 (24) 21
Adult H 22d12+110 (253) 33 10 21 16 17 16 +22/+41 +31 +18 +13 +17 12d10 (26) 24
Mature Adult H 25d12+150 (312) 33 10 23 18 19 18 +25/+44 +34 +20 +14 +18 14d10 (28) 26
Old G 28d12+196 (378) 35 10 25 20 21 20 +28/+52 +36 +23 +16 +21 16d10 (31) 29
Very Old G 31d12+248 (449) 37 10 27 22 23 22 +31/+56 +40 +25 +17 +23 18d10 (33) 31
Ancient G 34d12+306 (527) 39 10 29 24 25 24 +34/+60 +44 +28 +19 +26 20d10 (36) 34
Wyrm G 37d12+370 (610) 41 10 31 24 25 24 +37/+64 +48 +30 +20 +27 22d10 (38) 35
Great Wyrm C 40d12+400 (660) 45 10 31 26 27 26 +40/+73 +49 +32 +22 +30 24d10 (40) 38
Ruby Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft., Fly 150 ft. (Poor) +0 16 (+6 natural), touch 10,
flat-footed 16
Immunity to Fire, Weakness to Cold
Conduit of Life
Very Young 40 ft., Fly 150 ft. (Poor) +0 18 (–1 size, +9 natural), touch 9,
flat-footed 18:
Close Wounds
Young 40 ft., Fly 150 ft. (Poor) +0 21 (–1 size, +12 natural), touch 9,
flat-footed 21
Alternate Form 1st
Juvenile 40 ft., Fly 150 ft. (Poor) +0 24 (–1 size, +15 natural), touch 9,
flat-footed 24
Hoard Life 3rd
Young Adult 40 ft., Fly 150 ft. (Poor) +0 26 (–2 size, +18 natural), touch 8,
flat-footed 26
DR 5/magic 5th 19
Adult 40 ft., Fly 150 ft. (Poor) +0 29 (–2 size, +21 natural), touch 8,
flat-footed 29
Seed of Life 7th 21
Mature Adult 40 ft., Fly 150 ft. (Poor) +0 32 (–2 size, +24 natural), touch 8,
flat-footed 32
DR 10/magic 9th 23
Old 40 ft., Fly 200 ft. (Clumsy) +0 33 (–4 size, +27 natural), touch 6,
flat-footed 33
Undying Vigor of the Dragonlords 11th 24
Very Old 40 ft., Fly 200 ft. (Clumsy) +0 36 (–4 size, +30 natural), touch 6,
flat-footed 36
DR 15/magic 13th 26
Ancient 40 ft., Fly 200 ft. (Clumsy) +0 39 (–4 size, +33 natural), touch 6,
flat-footed 39
Righteous Glare 15th 28
Wyrm 40 ft., Fly 200 ft. (Clumsy) +0 42 (–4 size, +36 natural), touch 6,
flat-footed 42
DR 20/magic 17th 30
Great Wyrm 40 ft., Fly 200 ft. (Clumsy) +0 41 (–8 size, +39 natural), touch 2,
flat-footed 41
Last Judgement 19th 32

*Can also cast Arcane Spells and those from the Fire, Life, and Death domains as Psionic Powers.

Ruby Dragons have always concerned themselves with maintaining the harmony and prosperity of life, the task entrusted to them by Alexstrasza. They consider themselves the custodians and defenders of life, but they will not hesitate to kill a creature if its actions endanger the lives of others. Ruby Dragons understand the secrets of life, and in turn those of death, like few others do, and have been granted great power over both. They are capable of rejuvenating and draining life, as well as performing a form of necromancy, though only as a last resort, as they are not fond of doing so. The breath of Ruby Dragons can burn but also rejuvenate, and whenever a Ruby Dragon walks or breathes upon the soil, the earth is renewed.

Ruby Dragons are utterly loyal to their goddess, Alexstrasza, who is treated with great respect by the Ruby Dragons and the other Gem Dragons. They are friendly to Humans, Elves, and their other traditional allies, and are typically the only Gem Dragons that mortals are likely to encounter, with the exception of the Druidic allies of the Emerald Dragons. Like all Dragons, they take their charges seriously and usually operate in secret, keeping tabs on important beings, organizations, and places. Ruby Dragons often employ humanoid races to gather information or do other related errands.

Wyrmling Ruby Dragons are a brilliant red right from birth, and they retain this color throughout their lives, often causing them to be falsely identified as Red Dragons.

CombatEdit

Ruby Dragons prefer to avoid conflict when possible, as they have a great respect for the gift of life. However, should they judge anyone as unworthy of that gift, they will not hesitate to destroy that individual.

Ruby Dragons prefer to engage in aerial combat, incinerating their foes from afar with their breath weapon or spells. Should the Dragon be injured, it keeps itself alive with its spell-like abilities, fleeing from combat briefly to heal if necessary, before returning to lay down a swift revenge.

Breath Weapon (Su): A Ruby Dragon has two types of breath weapons, a cone of fire and a cone of life energy. Every creature within the area of the life energy heals as if under the effects of both the Breath of Life and Restoration spells.

Conduit of Life (Ex): Anytime a Ruby Dragon uses a class feature or racial ability to channel positive energy, it also heals a number of points of damage to itself equal to 2d10+1/caster level (up to a maximum of 10) as if under the effects of the Cleric Spell of the same name.

Alternate Form (Su): A Young or older Ruby Dragon can assume any animal or humanoid form of Medium size or smaller as a Standard Action three times per day. This ability functions as a Polymorph spell cast on itself at its Caster Level, except that the Dragon does not regain Hit Points for changing form and can only assume the form of an animal or humanoid. The Dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Spell-Like Abilities: At Will—Close Wounds (Very Young or older), Hoard Life (Juvenile or older); 3/day—Seed of Life (Adult or older), Righteous Glare (Ancient or older); 1/day— Undying Vigor of the Dragonlords (Old or older), Last Judgement (Great Wyrm).

Skills: Appraise, Diplomacy, and Sense Motive are considered Class skills for Ruby Dragons.


Obsidian Dragon

Type: Arcanum IconDragon (Fire IconFire)
Environment: Volcanic Caverns or Mountains
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 (1–2 and 2–5 Offspring)
Challenge Rating: Wyrmling Challenge Rating:4; Very Young Challenge Rating:5; Young Challenge Rating:7; Juvenile Challenge Rating:10; Young Adult Challenge Rating:13; Adult Challenge Rating:15; Mature Adult Challenge Rating:18; Old Challenge Rating:20; Very Old Challenge Rating:21; Ancient Challenge Rating:23; Wyrm Challenge Rating:24; Great Wyrm Challenge Rating:26
Treasure: Wyrmling, Very Young, Young, Juvenile, Young Adult: Standard; Adult, Mature Adult, Old: Double Standard; Very Old, Ancient, Wyrm, Great Wyrm: Triple Standard
Alignment:
LG NG CG
LN N CN
LE NE CE
Advancement: Wyrmling 6–7 HD; Very Young 9–10 HD; Young 12–13 HD; Juvenile 15–16 HD; Young Adult 18–19 HD; Adult 21–22 HD; Mature Adult 24–25 HD; Old 27–28 HD; Very Old 30–31 HD; Ancient 33–34 HD; Wyrm 36–37 HD; Great Wyrm 39+ HD
Level Adjustment: Wyrmling +5; Very Young +5; Young +5; Juvenile +6; Others —
Obsidian Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling M 7d12+14 (59) 17 10 15 10 11 10 +7/+10 +10 +7 +5 +5 2d10 (15)
Very Young L 10d12+30 (95) 21 10 17 12 13 12 +10/+19 +14 +10 +7 +8 4d10 (18)
Young L 13d12+39 (123) 25 10 17 12 13 12 +13/+24 +19 +11 +8 +9 6d10 (19)
Juvenile L 16d12+64 (168) 29 10 19 14 15 14 +16/+29 +24 +14 +10 +12 8d10 (22)
Young Adult H 19d12+95 (218) 31 10 21 14 15 14 +19/+37 +27 +16 +11 +13 10d10 (24) 21
Adult H 22d12+110 (253) 33 10 21 16 17 16 +22/+41 +31 +18 +13 +17 12d10 (26) 24
Mature Adult H 25d12+150 (312) 33 10 23 18 19 18 +25/+44 +34 +20 +14 +18 14d10 (28) 26
Old G 28d12+196 (378) 35 10 25 20 21 20 +28/+52 +36 +23 +16 +21 16d10 (31) 29
Very Old G 31d12+248 (449) 37 10 27 22 23 22 +31/+56 +40 +25 +17 +23 18d10 (33) 31
Ancient G 34d12+306 (527) 39 10 29 24 25 24 +34/+60 +44 +28 +19 +26 20d10 (36) 34
Wyrm G 37d12+370 (610) 41 10 31 24 25 24 +37/+64 +48 +30 +20 +27 22d10 (38) 35
Great Wyrm C 40d12+400 (660) 45 10 31 26 27 26 +40/+73 +49 +32 +22 +30 24d10 (40) 38
Obsidian Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft., Fly 150 ft. (Poor) +0 16 (+6 natural), touch 10,
flat-footed 16
Immunity to Fire/Smoke, Weakness to Cold 
Spider Climb
Very Young 40 ft., Fly 150 ft. (Poor) +0 18 (–1 size, +9 natural), touch 9,
flat-footed 18:
Lava Missile
Young 40 ft., Fly 150 ft. (Poor) +0 21 (–1 size, +12 natural), touch 9,
flat-footed 21
Alternate Form 1st
Juvenile 40 ft., Fly 150 ft. (Poor) +0 24 (–1 size, +15 natural), touch 9,
flat-footed 24
Soften/Harden Earth and Rock 3rd
Young Adult 40 ft., Fly 150 ft. (Poor) +0 26 (–2 size, +18 natural), touch 8,
flat-footed 26
DR 5/magic 5th 19
Adult 40 ft., Fly 150 ft. (Poor) +0 29 (–2 size, +21 natural), touch 8,
flat-footed 29
Eradicate Earth 7th 21
Mature Adult 40 ft., Fly 150 ft. (Poor) +0 32 (–2 size, +24 natural), touch 8,
flat-footed 32
DR 10/magic 9th 23
Old 40 ft., Fly 200 ft. (Clumsy) +0 33 (–4 size, +27 natural), touch 6,
flat-footed 33
Lava Splash 11th 24
Very Old 40 ft., Fly 200 ft. (Clumsy) +0 36 (–4 size, +30 natural), touch 6,
flat-footed 36
DR 15/magic 13th 26
Ancient 40 ft., Fly 200 ft. (Clumsy) +0 39 (–4 size, +33 natural), touch 6,
flat-footed 39
Wall of Magma 15th 28
Wyrm 40 ft., Fly 200 ft. (Clumsy) +0 42 (–4 size, +36 natural), touch 6,
flat-footed 42
DR 20/magic 17th 30
Great Wyrm 40 ft., Fly 200 ft. (Clumsy) +0 41 (–8 size, +39 natural), touch 2,
flat-footed 41
Move Earth 19th 32

*Can also cast Arcane Spells and those from the Earth, Creation, and Destruction domains as Psionic Powers.

Once held in high regard by all others as wise and steadfast, Obsidian Dragons of modern times are vicious and despised by most creatures. Most delight in the pain and misery of others. Even members of their own flight are never to be trusted, and can nearly all be described as power hungry. Obsidian Dragons will often take humanoid form and meddle in the affairs of mortal kingdoms in hopes of bringing about their downfall. They will attempt to turn any situation or conflict they may come across to their advantage.

Obsidian Dragons have smooth black skin with razor edges where joints come together. When first hatched, their scales are dark gray, rough to touch, and well defined. As they get older, the scales darken, become smoother, and begin to blend together.

Most Obsidian Dragons prefer to make their lairs around volcanoes or in one of the mountains of coal found on the Elemental Plane of Fire. Most Great Wyrms, though, make use of the Genesis spell to create their own demiplane.

Nowadays, the Obsidian Dragonflight is in civil war.

CombatEdit

Obsidian Dragons are often vicious, selfish beings, not caring even for the lives of their flightmates and children, often killing other Obsidian Dragons to rise in prominence among the flight.

When an Obsidian Dragon encounters sentient creatures, it will often make a split-second decision on whether to address them or destroy them on the spot, usually with its breath weapon.

Breath Weapon (Su): An Obsidian Dragon has two types of breath weapons, a cone of molten rock and a cone of thick smoke. Every creature within the area of the smoke has their vision obscured as if in the midst of a Solid Fog spell, and must hold their breath or take 1 point of nonlethal damage every round that they remain in the cloud. When a creature falls unconscious from this nonlethal damage, it drops to –1 hit points and is dying. In the next round, it suffocates.

Spider Climb (Ex): An Obsidian Dragon can climb on stone surfaces as though using the Spider Climb spell.

Alternate Form (Su): A Young or older Obsidian Dragon can assume any animal or humanoid form of Medium size or smaller as a Standard Action three times per day. This ability functions as a Polymorph spell cast on itself at its Caster Level, except that the Dragon does not regain Hit Points for changing form and can only assume the form of an animal or humanoid. The Dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Spell-Like Abilities: At Will—Lava Missile (Very Young or older), Soften/Harden Earth and Rock (Juvenile or older); 3/day—Eradicate Earth (Adult or older), Wall of Magma (Ancient or older); 1/day— Lava Splash (Old or older), Move Earth (Great Wyrm).

Skills: Appraise, Bluff, and Sense Motive are considered Class skills for Obsidian Dragons.


Topaz Dragon

Type: Arcanum IconDragon (Earth IconEarth)
Environment: Temperate Deserts (Preferably Coastal)
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 (1–2 and 2–5 Offspring)
Challenge Rating: Wyrmling Challenge Rating:3; Very Young Challenge Rating:4; Young Challenge Rating:6; Juvenile Challenge Rating:8; Young Adult Challenge Rating:10; Adult Challenge Rating:12; Mature Adult Challenge Rating:15; Old Challenge Rating:17; Very Old Challenge Rating:18; Ancient Challenge Rating:19; Wyrm Challenge Rating:21; Great Wyrm Challenge Rating:23
Treasure: Wyrmling, Very Young, Young, Juvenile, Young Adult: Standard; Adult, Mature Adult, Old: Double Standard; Very Old, Ancient, Wyrm, Great Wyrm: Triple Standard
Alignment:
LG NG CG
LN N CN
LE NE CE
Advancement: Wyrmling 5–6 HD; Very Young 8–9 HD; Young 11–12 HD; Juvenile 14–15 HD; Young Adult 17–18 HD; Adult 20–21 HD; Mature Adult 23–24 HD; Old 26–27 HD; Very Old 29–30 HD; Ancient 32–33 HD; Wyrm 35–36 HD; Great Wyrm 38+ HD
Level Adjustment: Wyrmling +3; Very Young +3; Young +3; Juvenile +4; Others —
Topaz Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling T 3d12+3 (22) 11 10 13 10 11 6 +3/–5 +5 +4 +3 +3 1d6 (12)
Very Young S 6d12+6 (45) 13 10 13 10 11 6 +6/+3 +8 +6 +5 +5 2d6 (14)
Young M 9d12+18 (76) 15 10 15 10 11 6 +9/+11 +11 +8 +6 +6 3d6 (16)
Juvenile M 12d12+24 (102) 17 10 15 12 11 8 +12/+15 +15 +10 +8 +8 4d6 (18)
Young Adult L 15d12+45 (142) 19 10 17 12 11 10 +15/+23 +18 +12 +9 +9 5d6 (20) 17
Adult L 18d12+72 (189) 23 10 19 14 11 12 +18/+28 +23 +15 +11 +11 6d6 (23) 20
Mature Adult H 21d12+105 (241) 27 10 21 14 13 12 +21/+37 +27 +17 +12 +13 7d6 (25) 21
Old H 24d12+120 (276) 29 10 21 14 13 12 +24/+41 +31 +19 +14 +15 8d6 (27) 23
Very Old H 27d12+162 (337) 31 10 23 16 15 14 +27/+45 +35 +21 +15 +17 9d6 (29) 25
Ancient H 30d12+180 (375) 33 10 23 16 15 14 +30/+49 +39 +23 +17 +19 10d6 (31) 27
Wyrm G 33d12+231 (445) 35 10 25 16 15 16 +33/+57 +41 +25 +18 +20 11d6 (33) 29
Great Wyrm G 36d12+288 (522) 37 10 27 20 19 18 +36/+61 +45 +28 +20 +24 12d6 (36) 32
Topaz Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 60 ft., Burrow 40 ft., Fly 150 ft. (Poor) +0 16 (+6 natural), touch 10,
flat-footed 16
Immunity to Lightning/Temporal,
Sandwalking
Very Young 60 ft., Burrow 40 ft., Fly 150 ft. (Poor) +0 18 (–1 size, +9 natural), touch 9,
flat-footed 18:
Swift Haste
Young 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 21 (–1 size, +12 natural), touch 9,
flat-footed 21
Alternate Form 1st
Juvenile 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 24 (–1 size, +15 natural), touch 9,
flat-footed 24
Slow 3rd
Young Adult 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 26 (–2 size, +18 natural), touch 8,
flat-footed 26
DR 5/magic 5th 19
Adult 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 29 (–2 size, +21 natural), touch 8,
flat-footed 29
Passage of the Shifting Sands 7th 21
Mature Adult 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 32 (–2 size, +24 natural), touch 8,
flat-footed 32
DR 10/magic 9th 23
Old 60 ft., Burrow 40 ft., Fly 200 ft. (Clumsy) +0 33 (–4 size, +27 natural), touch 6,
flat-footed 33
Call Lightning Storm 11th 24
Very Old 60 ft., Burrow 40 ft., Fly 200 ft. (Clumsy) +0 36 (–4 size, +30 natural), touch 6,
flat-footed 36
DR 15/magic 13th 26
Ancient 60 ft., Burrow 40 ft., Fly 200 ft. (Clumsy) +0 39 (–4 size, +33 natural), touch 6,
flat-footed 39
Awaken Sand 15th 28
Wyrm 60 ft., Burrow 40 ft., Fly 250 ft. (Clumsy) +0 42 (–4 size, +36 natural), touch 6,
flat-footed 42
DR 20/magic 17th 30
Great Wyrm 60 ft., Burrow 40 ft., Fly 250 ft. (Clumsy) +0 41 (–8 size, +39 natural), touch 2,
flat-footed 41
Temporal Stasis 19th 32

*Can also cast Arcane Spells and those from the Storm, Time Warp, and Travel domains as Psionic Powers.

Topaz Dragons are smaller and more agile than most Gem Dragons, and they appear to be built for speed rather than stamina. Their bodies are thin and dexterous, with scales almost metallic in appearance. The quality of their scales is such that they are sometimes mistaken for constructs or detailed statuary. Topaz Dragons are fastidious, keeping their mesh-like scales clean and shining at all times. The Dragon is long and slender, its scales glinting with a translucent sheen. A spiky bone ridge runs down its back and forms a wicked point at the end of its tail.

Topaz Dragons are very cunning, much like Sapphire Dragons, and value wisdom and patience over all else. Nozdormu, their patron deity of Time, is patience incarnate. Topaz Dragons exist to keep the time stream inviolate and the order of events progressing as the fates intended; Topaz Dragons are very sensitive to the flow and ebb of the time stream.

Topaz Dragons are often solitary creatures. They can best be described as aloof and introspective, constantly thinking and debating options in their mind. Topaz Dragons are often seen near humanoid civilization. They disguise themselves and join mortal societies for extended periods of time, often without ever revealing their true identities, possibly for the reason of research or simply because they enjoy doing so. Topaz Dragons will sometimes become actively involved with the communities they have joined and will lend a hand in order to maintain the safety of the present world at large. They keep watch over occupied regions to watch the development of other races and monitor how events impact the progress of fate.

Wyrmling Topaz Dragons are a dull yellow-orange in color. With age, its scales harden and become translucent and faceted. When a Topaz Dragon reaches adulthood, it's scales sparkle a shimmering golden-yellow with rich orange streaks in the sunlight.

CombatEdit

Topaz Dragons prefer to use their spell-like abilities and breath weapon to confuse and scatter enemies. Afterward, they approach foes singly, swooping from the air or fighting on the ground depending on which approach offers the best tactical advantage. Topaz Dragons can also be very patient, watching from afar until a target lets down its guard.

Breath Weapon (Su): A Topaz Dragon has two types of breath weapons, a line of lightning and a cone of 'time sand'. Every creature within the area of the sand is slowed and takes arcane damage.

Sandwalking (Ex): This ability works like the Spider Climb spell, but the surfaces the Dragon climbs must be very Sandy. It is always in effect. The Topaz Dragon is also immune to sandstorm effects and other inclement weather pertaining to dust and particle debris.

Alternate Form (Su): A Young or older Topaz Dragon can assume any animal or humanoid form of Medium size or smaller as a Standard Action three times per day. This ability functions as a Polymorph spell cast on itself at its Caster Level, except that the Dragon does not regain Hit Points for changing form and can only assume the form of an animal or humanoid. The Dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Spell-Like Abilities: At Will—Swift Haste (Very Young or older), Slow (Juvenile or older); 3/day—Passage of the Shifting Sands (Adult or older), Awaken Sand (Ancient or older); 1/day— Call Lightning Storm (Old or older), Temporal Stasis (Great Wyrm).

Skills: Appraise, Diplomacy, and Knowledge (Local) are considered Class skills for Topaz Dragons.


Crystal Dragon

Type: Arcanum IconDragon (Cold IconCold)
Environment: Arctic Tundras or Mountains
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 (1–2 and 2–5 Offspring)
Challenge Rating: Wyrmling Challenge Rating:3; Very Young Challenge Rating:4; Young Challenge Rating:6; Juvenile Challenge Rating:8; Young Adult Challenge Rating:10; Adult Challenge Rating:12; Mature Adult Challenge Rating:15; Old Challenge Rating:17; Very Old Challenge Rating:18; Ancient Challenge Rating:19; Wyrm Challenge Rating:21; Great Wyrm Challenge Rating:23
Treasure: Wyrmling, Very Young, Young, Juvenile, Young Adult: Standard; Adult, Mature Adult, Old: Double Standard; Very Old, Ancient, Wyrm, Great Wyrm: Triple Standard
Alignment:
LG NG CG
LN N CN
LE NE CE
Advancement: Wyrmling 5–6 HD; Very Young 8–9 HD; Young 11–12 HD; Juvenile 14–15 HD; Young Adult 17–18 HD; Adult 20–21 HD; Mature Adult 23–24 HD; Old 26–27 HD; Very Old 29–30 HD; Ancient 32–33 HD; Wyrm 35–36 HD; Great Wyrm 38+ HD
Level Adjustment: Wyrmling +3; Very Young +3; Young +3; Juvenile +4; Others —
Crystal Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling T 3d12+3 (22) 11 10 13 10 11 6 +3/–5 +5 +4 +3 +3 1d6 (12)
Very Young S 6d12+6 (45) 13 10 13 10 11 6 +6/+3 +8 +6 +5 +5 2d6 (14)
Young M 9d12+18 (76) 15 10 15 10 11 6 +9/+11 +11 +8 +6 +6 3d6 (16)
Juvenile M 12d12+24 (102) 17 10 15 12 11 8 +12/+15 +15 +10 +8 +8 4d6 (18)
Young Adult L 15d12+45 (142) 19 10 17 12 11 10 +15/+23 +18 +12 +9 +9 5d6 (20) 17
Adult L 18d12+72 (189) 23 10 19 14 11 12 +18/+28 +23 +15 +11 +11 6d6 (23) 20
Mature Adult H 21d12+105 (241) 27 10 21 14 13 12 +21/+37 +27 +17 +12 +13 7d6 (25) 21
Old H 24d12+120 (276) 29 10 21 14 13 12 +24/+41 +31 +19 +14 +15 8d6 (27) 23
Very Old H 27d12+162 (337) 31 10 23 16 15 14 +27/+45 +35 +21 +15 +17 9d6 (29) 25
Ancient H 30d12+180 (375) 33 10 23 16 15 14 +30/+49 +39 +23 +17 +19 10d6 (31) 27
Wyrm G 33d12+231 (445) 35 10 25 16 15 16 +33/+57 +41 +25 +18 +20 11d6 (33) 29
Great Wyrm G 36d12+288 (522) 37 10 27 20 19 18 +36/+61 +45 +28 +20 +24 12d6 (36) 32
Crystal Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 60 ft., Burrow 40 ft., Fly 150 ft. (Poor) +0 16 (+6 natural), touch 10,
flat-footed 16
Immunity to Light/Cold, Weakness to Fire
Refractive Form
Very Young 60 ft., Burrow 40 ft., Fly 150 ft. (Poor) +0 18 (–1 size, +9 natural), touch 9,
flat-footed 18:
Color Spray
Young 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 21 (–1 size, +12 natural), touch 9,
flat-footed 21
Alternate Form 1st
Juvenile 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 24 (–1 size, +15 natural), touch 9,
flat-footed 24
Charm Person 3rd
Young Adult 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 26 (–2 size, +18 natural), touch 8,
flat-footed 26
DR 5/magic 5th 19
Adult 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 29 (–2 size, +21 natural), touch 8,
flat-footed 29
Suggestion 7th 21
Mature Adult 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 32 (–2 size, +24 natural), touch 8,
flat-footed 32
DR 10/magic 9th 23
Old 60 ft., Burrow 40 ft., Fly 200 ft. (Clumsy) +0 33 (–4 size, +27 natural), touch 6,
flat-footed 33
Luck Scale 11th 24
Very Old 60 ft., Burrow 40 ft., Fly 200 ft. (Clumsy) +0 36 (–4 size, +30 natural), touch 6,
flat-footed 36
DR 15/magic 13th 26
Ancient 60 ft., Burrow 40 ft., Fly 200 ft. (Clumsy) +0 39 (–4 size, +33 natural), touch 6,
flat-footed 39
Ice Castle 15th 28
Wyrm 60 ft., Burrow 40 ft., Fly 250 ft. (Clumsy) +0 42 (–4 size, +36 natural), touch 6,
flat-footed 42
DR 20/magic 17th 30
Great Wyrm 60 ft., Burrow 40 ft., Fly 250 ft. (Clumsy) +0 41 (–8 size, +39 natural), touch 2,
flat-footed 41
Control Winds 19th 32

*Can also cast Arcane Spells and those from the Cold, Sun, and Illusion domains as Psionic Powers.

Fun-loving and mischievous, Crystal Dragons tend to be irresponsible rulers. For the daily running of their domains, these Dragons rely on their vassals to keep things going. They establish domains in the cold, open northern reaches, building castles out of snow and ice. They leave these castles open to the sky, for they love to watch the stars on clear, cold nights.

The White Dragon clans consider Crystal Dragons to be nothing more than prey, so the two types are almost always in conflict. The Crystal Dragons also have little love for frost giants as they have been known to attempt to enslave the small, relatively weak Gem Dragons. Like other benevolent Dragons, the Crystal Dragons prefer to talk rather than fight. Even without special abilities, they can be charming and engaging to an extreme.

Wyrmling Crystal Dragons have glossy white scales that become more and more translucent with age. By the time they reach adulthood, these scales become luminescent in moonlight. In the full light of the day they glow with a dazzling, almost unbearable brilliance.

CombatEdit

Crystal dragons prefer talking to fighting, and often use charm person to gain an advantage during conversation. These Dragons like to plan before entering combat. They use their breath weapon to disorient foes, followed by spells and abilities as needed. Claws and teeth are used only as a last resort.

Breath Weapon (Su): A Crystal Dragon has two types of breath weapons, a cone of cold and a cone of glowing shards. Every creature within the area of the cone of glowing shards must succeed on a fortitude save to avoid the blinding light of the dazzling shards or be dazzled for one turn per age category of the Dragon, incurring a -2 attack roll penalty.

Refractive Form (Ex): Anytime a Crystal Dragon is effected by a light-based attack or spell, it's effect is halved and refracts outward from the Dragon, effecting all nearby creatures within the area of the light out to 40 ft.

Alternate Form (Su): A Young or older Crystal Dragon can assume any animal or humanoid form of Medium size or smaller as a Standard Action three times per day. This ability functions as a Polymorph spell cast on itself at its Caster Level, except that the Dragon does not regain Hit Points for changing form and can only assume the form of an animal or humanoid. The Dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Spell-Like Abilities: At Will—Color Spray (Very Young or older), Charm Person (Juvenile or older); 3/day— Suggestion (Adult or older), Ice Castle (Ancient or older); 1/day— Luck Scale (Old or older), Control Winds (Great Wyrm).

Skills: Appraise, Hide, and Move Silently are considered Class skills for Crystal Dragons.


Sapphire Dragon

Type: Arcanum IconDragon (Cold IconCold)
Environment: Mountains or Underground Caverns (Near Water)
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 (1–2 and 2–5 Offspring)
Challenge Rating: Wyrmling Challenge Rating:4; Very Young Challenge Rating:5; Young Challenge Rating:7; Juvenile Challenge Rating:10; Young Adult Challenge Rating:13; Adult Challenge Rating:15; Mature Adult Challenge Rating:18; Old Challenge Rating:20; Very Old Challenge Rating:21; Ancient Challenge Rating:23; Wyrm Challenge Rating:24; Great Wyrm Challenge Rating:26
Treasure: Wyrmling, Very Young, Young, Juvenile, Young Adult: Standard; Adult, Mature Adult, Old: Double Standard; Very Old, Ancient, Wyrm, Great Wyrm: Triple Standard
Alignment:
LG NG CG
LN N CN
LE NE CE
Advancement: Wyrmling 6–7 HD; Very Young 9–10 HD; Young 12–13 HD; Juvenile 15–16 HD; Young Adult 18–19 HD; Adult 21–22 HD; Mature Adult 24–25 HD; Old 27–28 HD; Very Old 30–31 HD; Ancient 33–34 HD; Wyrm 36–37 HD; Great Wyrm 39+ HD
Level Adjustment: Wyrmling +5; Very Young +5; Young +5; Juvenile +6; Others —
Emerald Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling S 5d12+5 (37) 13 10 13 10 11 10 +5/+2 +7 +5 +4 +4 2d6 (13)
Very Young M 8d12+16 (68) 15 10 15 10 11 10 +8/+10 +10 +8 +6 +6 4d6 (16)
Young M 11d12+22 (93) 17 10 15 12 13 12 +11/+14 +14 +9 +7 +8 6d6 (17)
Juvenile L 14d12+42 (133) 19 10 17 14 15 14 +14/+22 +17 +12 +9 +11 8d6 (20)
Young Adult L 17d12+68 (178) 23 10 19 14 15 14 +17/+27 +22 +14 +10 +12 10d6 (22) 20
Adult H 20d12+100 (230) 27 10 21 16 17 16 +20/+36 +26 +17 +12 +15 12d6 (25) 23
Mature Adult H 23d12+115 (264) 29 10 21 16 17 16 +23/+40 +30 +18 +13 +16 14d6 (26) 24
Old H 26d12+156 (325) 31 10 23 18 19 18 +26/+44 +34 +21 +15 +19 16d6 (29) 27
Very Old H 29d12+174 (362) 33 10 23 18 19 18 +29/+48 +38 +22 +16 +20 18d6 (30) 28
Ancient G 32d12+224 (432) 35 10 25 20 21 20 +32/+56 +40 +25 +18 +23 20d6 (33) 31
Wyrm G 35d12+280 (507) 37 10 27 20 21 20 +35/+60 +44 +27 +19 +24 22d6 (35) 32
Great Wyrm G 38d12+304 (551) 39 10 27 22 23 22 +38/+64 +48 +29 +21 +27 24d6 (37) 35
Emerald Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft., Burrow 40 ft., Fly 100 ft. (Average), Swim 40 ft +0 15 (+1 size, +4 natural), touch 11,
flat-footed 15
Immunity to Cold/Arcane, Weakness to Fire
Water Breathing
1st
Very Young 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 17 (+7 natural), touch 10,
flat-footed 17
Auspicious Odds 3rd
Young 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 20 (+10 natural), touch 10,
flat-footed 20
Alternate Form 5th
Juvenile 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 22 (–1 size, +13 natural), touch 9,
flat-footed 22
Lightning Bolt 7th
Young Adult 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 25 (–1 size, +16 natural), touch 9,
flat-footed 25
DR 5/magic 9th 19
Adult 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 27 (–2 size, +19 natural), touch 8,
flat-footed 27
Wall of Coldfire 11th 21
Mature Adult 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 30 (–2 size, +22 natural), touch 8,
flat-footed 30
DR 10/magic 13th 22
Old 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 33 (–2 size, +25 natural), touch 8,
flat-footed 33
Binding Winds 15th 24
Very Old 40 ft., Burrow 40 ft., Fly 150 ft. (Poor), Swim 40 ft +0 36 (–2 size, +28 natural), touch 8,
flat-footed 36
DR 15/magic 17th 25
Ancient 40 ft., Burrow 40 ft., Fly 200 ft. (Clumsy), Swim 40 ft +0 37 (–4 size, +31 natural), touch 6,
flat-footed 37
Greater Call Lightning 19th 27
Wyrm 40 ft., Burrow 40 ft., Fly 200 ft. (Clumsy), Swim 40 ft +0 40 (–4 size, +34 natural), touch 6,
flat-footed 40
DR 20/magic 21st 28
Great Wyrm 40 ft., Burrow 40 ft., Fly 200 ft. (Clumsy), Swim 40 ft +0 43 (–4 size, +37 natural), touch 6,
flat-footed 43
Invoke Magic 23rd 30

*Can also cast Arcane Spells and those from the Mind, Magic, and Knowledge domains as Psionic Powers.

Historically, Sapphire Dragons have had a reputation for spending their days in solitary contemplation of the secrets of the world, but tend to be far more social when growing threats emerge that effect many living creatures. In addition to their noted obsession with magic, Sapphire Dragons also enjoy researching other subjects. They could be called the academics among the Gem Dragons; they have begun to serve more and more as the teachers of younger members of other species.

Malygos, the patron deity of Sapphire Dragons, is said to have established magic itself and created all the spells that set the sky and earth into motion. While he is still revered as a god, he is considered the greatest scientific mind ever to have existed in the multiverse, at least by Sapphire Dragons.

From birth, Wyrmling Sapphire Dragons are beautiful, with scales ranging from light to dark blue in color, which sparkle in the light. Because of their coloration, they are sometimes mistaken for Blue Dragons.

Sapphire Dragons find all forms of water welcome, most making their lairs in the frozen peaks of mountains or in caverns near, or under, water.

CombatEdit

Sapphire Dragons are a bit xenophobic, keeping to their territories and maintaining their own studies without interference. They are highly territorial, largely due to their paranoia that any intruder wandering into their lairs are probably agents of Neltharion, and won't hesitate to attack if its territory is invaded. Under such circumstances, a Sapphire Dragon is as violent and destructive as any Obsidian Dragon. In previous years, Sapphire Dragons even attacked each other over territorial disputes, but such conflicts are unlikely now that so many Gem Dragons have adapted to living in groups for protection.

Sapphire Dragons have a natural affinity for spellcasting, and most powers of sorcery are instinct even to Very Young Sapphire Dragons. Because of their natural propensity for magic, they have high magic resistances and can withstand many magical attacks. Their breath weapon can drain enemies’ magic energy, an effect the Sapphire Dragons term as “withdrawing Malygos’s favor.”

While militaristic and territorial, the Sapphire Dragons are not quick to attack. They prefer to observe intruders (all visitors are intruders) so that they can plan how to deal with them. If Drow or Dwarves from another clan approach, they are immediately attacked. Others can often at least make some gesture of friendship or parlay before being told to leave.

Breath Weapon (Su): A Sapphire Dragon has two types of breath weapons, a cone of cold and a cone of arcane energy. Every creature within the area of the arcane energy must succeed on a fortitude save or take damage to their mana as well.

Water Breathing (Ex): A Sapphire Dragon can breathe underwater indefinitely and can freely use its breath weapons, spells, and other abilities while submerged.

Alternate Form (Su): A Young or older Sapphire Dragon can assume any animal or humanoid form of Medium size or smaller as a Standard Action three times per day. This ability functions as a Polymorph spell cast on itself at its Caster Level, except that the Dragon does not regain Hit Points for changing form and can only assume the form of an animal or humanoid. The Dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Spell-Like Abilities: At Will—Auspicious Odds (Very Young or older), Lightning Bolt (Juvenile or older); 3/day—Wall of Coldfire (Adult or older), Greater Call Lightning (Ancient or older); 1/day— Binding Winds (Old or older), Invoke Magic (Great Wyrm).

Skills: Appraise, Bluff, and Knowledge (Arcana) are considered Class skills for Sapphire Dragons.

Amber Dragon (Keran Creature)

Type: Dragon (Wood)
Environment: Cylcon, Estikar and North & South Karma (Warm & Temperate Forests)
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5)
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23
Treasure: Double Standard
Alignment: Usually True Neutral
Advancement: Wyrmling 5-6 HD; very young 8-9 HD; young 11-12 HD; juvenile 14-15 HD; young adult 17-18 HD; adult 20-21 HD; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38-39 HD
Level Adjustment: -
Amber Dragon Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling T 4d12+4 (30) 11 10 13 8 13 8 +4/-4 +6 +5 +4 +5 — (13) -
Very young S 7d12+7 (52) 13 10 13 8 13 8 +7/+4 +9 +6 +5 +6 — (14) -
Young M 10d12+20 (85) 15 10 15 10 15 10 +10/+12 +12 +9 +7 +9 — (17) -
Juvenile M 13d12+42 (110) 17 10 15 10 15 10 +13/+16 +16 +10 +8 +10 — (18) -
Young adult L 16d12+48 (152) 19 10 17 12 17 12 +16/+24 +19 +13 +10 +13 — (21) 19
Adult L 19d12+76 (199) 23 10 19 12 17 12 +19/+29 +24 +15 +11 +14 — (23) 20
Mature adult H 22d12+110 (253) 27 10 21 14 19 14 +22/+38 +28 +18 +13 +17 — (26) 23
Old H 25d12+125 (287) 29 10 21 14 19 14 +25/+42 +32 +19 +14 +18 — (27) 24
Very old H 28d12+168 (350) 31 10 21 16 21 16 +28/+46 +36 +22 +16 +21 — (30) 27
Ancient H 31d12+186 (387) 33 10 23 16 21 16 +31/+50 +40 +23 +17 +22 — (31) 28
Wyrm G 34d12+238 (459) 35 10 23 18 23 18 +35/+58 +42 +26 +19 +25 — (34) 31
Great wyrm G 37d12+296 (536) 37 10 25 20 25 20 +37/+62 +46 +28 +20 +27 — (36) 33


Amber Dragon Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 60-ft, fly 150-ft (average) +0 {{{ac1}}}, touch 12,
flat-footed 15
Wild Shape (small) - -
Very young 60-ft, fly 150-ft (average) +0 17 (+1 size, +6 natural), touch 11,
flat-footed 17
Blink 1st -
Young 60-ft, fly 200-ft (poor) +0 19 (+9 natural), touch 10,
flat-footed 19
Wild Shape (medium) 3rd -
Juvenile 60-ft, fly 200-ft (poor) +0 22 (+12 natural), touch 10,
flat-footed 22
Wild Shape (tiny, or large) 5th -
Young adult 60-ft, fly 200-ft (poor) +0 24 (-1 size, +15 natural), touch 9,
flat-footed 24
DR 5/magic 37th 18
Adult 60-ft, fly 200-ft (poor) +0 27 (-1 size, +18 natural, touch 11,
flat-footed 27
Magnetize 9th 20
Mature adult 60-ft, fly 200-ft (poor) +0 29 (-2 size, +21 natural), touch 8,
flat-footed 29
DR 10/magic 11th 22
Old 60-ft, fly 200-ft (poor) +0 32 (-2 size, +24 natural), touch 8,
flat-footed 32
Wild Shape (Huge or Plant) 13th 24
Very old 60-ft, fly 200-ft (poor) +0 35 (-2 size, +27 natural), touch 8,
flat-footed 35
DR 15/magic 15th 26
Ancient 60-ft, fly 200-ft (poor) +0 38 (-2 size, +30 natural), touch 8,
flat-footed 38
Wild Shape (Elemental, Gargantuan, or Diminutive) 17th 27
Wyrm 60-ft, fly 250-ft (clumsy) +0 39 (-4 size, +33 natural), touch 9,
flat-footed 39
DR 20/magic 19th 28
Great wyrm 60-ft, fly 250-ft (clumsy) +0 42 (-4 size, +36 natural), touch 6,
flat-footed 42
Wild Shape (Colossal or Fine) 21st 30

’’Found in ancient forests. Amber dragons have wooden barky skin which is a brown-grey like those of the trees with which they surround themselves. As capricious as nature itself, they do not form a single permanent lair but instead move throughout a range upwards of 900 square miles.

They have a flat, spade-like horn upon their heads reaching up to a foot in length which they use to stab into conifers to drink their sap.’’

Combat[edit]

Breath Weapon (Su): An amber dragon's breath weapon is a cone of sap. This sap hardens around any creature within the area. A Reflex save is allowed to avoid total immobilization. Those creatures which succeed their save are immobilized (unable to move) for 1d6 + 1 round per age category but need simply make a DC 10 Strength check (as a standard action) to break themselves free, 5 damage dealt to the sap covering them (hardness of 5) will also break them free; if they have evasion they ignore this sap completely. Those creatures which fail are immobilized for 2d6 + 2 rounds per age category and cannot even speak. They may make one attempt to break free as a full round action requiring a DC 15 + age category of the dragon Strength check to succeed, on a failure they cannot try again and are unable to move until the duration has elapsed or the sap covering them has been dealt 15 damage per age category of the dragon (hardness 5 + 1 per age category of the dragon). Note that Suffocation rules are in effect to all trapped.

Wild Shape (Su): 1/day per age category an amber dragon may use wild shape as a druid of its hit dice. It begins with access only to small animals, but eventually gains access to animals, plants, and elementals of all sizes. When it uses wild shape to assume an elemental form it follows the rules for wild shaping into an elemental as a normal druid except that such uses still come from their normal wild shape pool.

Spellcasting: An amber dragon casts spells as a druid of the listed level.

Blink (Sp): An amber dragon may use Blink as an SLA 1/day per two age categories.

Magnetise(Su): 3 times per day an adult or older amber dragon may magnetize a target creature. The target may make a Will save (same DC as their frightful presence) to resist this effect. If they fail they are magnetized. If they are wearing metal armor or a metal shield their armor check penalty increases by 2 (to a minimum of -2), or to double their existing armor check penalty (whichever is worse) and suffer a -10-ft speed reduction if wearing medium armor and a -20-ft speed reduction if wearing heavy (this cannot reduce their speed below 5-ft), their arcane spell failure also increases by 20% or doubles (whichever is worse). They suffer a -2 to attack rolls with metal weapons, and cannot use ranged weapons with metal ammunition. In addition if they are near a metal wall or floor they are Slowed as per the spell.

Skills: Handle Animal, Hide, and Survival are class skills for amber dragons. An Amber Dragon gains +1 per two age categories to Hide checks made to hide while in a forest.

Plains Dragon (Keran Creature)

Type: Dragon (Air)
Environment: North Karma (Warm and Temperate Plains)
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5).
Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 15; old 17; very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Triple standard
Alignment: Always chaotic (usually neutral)
Advancement: Wyrmling 6-7 HD; very young 9=10 HD; young 12-13 HD; juvenile 15-16 HD; young adult 18-20 HD; adult 21-22 HD; mature adult 24-25 HD; old 27-28 HD; very old 30-31 HD; ancient 33-34 HD; wyrm 36-37 HD; great wyrm 39-40 HD
Level Adjustment: -
Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling S 5d12+5 (37) 13 10 13 8 11 8 +5/+2 +7 +5 +4 +4 2d8 (13) -
Very young M 8d12+16 (66) 17 10 15 8 11 8 +8/+10 +11 +8 +6 +6 4d8 (16) -
Young M 11d12+22 (93) 19 10 15 10 11 10 +11/+14 +15 +9 +7 +7 6d8 (17) -
Juvenile L 14d12+42 (133) 23 10 17 10 13 10 +14/+23 +19 +12 +9 +10 8d8 (20) -
Young adult L 17d12+68 (178) 25 10 19 12 13 12 +17/+28 +23 +13 +10 +11 10d8 (22) 19
Adult H 20d12+80 (210) 29 10 19 12 13 12 +20/+37 +27 +16 +12 +13 12d8 (24) 21
Mature adult H 23d12+115 (264) 31 10 21 14 15 14 +23/+41 +31 +17 +13 +15 14d8 (26) 23
Old H 26d12+130 (299) 33 10 21 14 15 14 +26/+45 +35 +20 +15 +17 16d8 (28) 25
Very old H 29d12+174 (362) 35 10 23 16 17 16 +29/+49 +39 +21 +16 +19 118d8 (33) 27
Ancient G 32d12+224 (432) 39 10 25 16 17 16 +32/+58 +42 +24 +18 +21 20d8 (33) 29
Wyrm G 35d12+281 (508) 41 10 27 18 19 18 +35/+60 +46 +25 +19 +23 22d8 (35) 31
Great wyrm G 38d12+343 (590) 39 10 19 18 19 18 +38/+64 +50 +28 +21 +25 24d8 (38) 33


Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 50-ft, fly 100-ft (average) +0 15 (+1 size, +4 natural), touch 11,
flat-footed 14
Immunity to blinding and light effects - -
Very young 50-ft, fly 150-ft (poor) +0 17 (+7 natural), touch 10,
flat-footed 17
- - -
Young 50-ft, fly 150-ft (poor) +0 20 (+10 natural), touch ,
flat-footed 20
Moonscale Hide - -
Juvenile 50-ft, fly 150-ft (poor) +0 22 (-1 size, +13 natural), touch 9,
flat-footed 22
See Invisibility - -
Young adult 50-ft, fly 150-ft (poor) +0 25 (-1 size, +16 natural), touch 9,
flat-footed 25
DR 5/silver - 26
Adult 50-ft, fly 150-ft (poor) +0 27 (-2 size, +19 natural), touch 8,
flat-footed 27
Arrow-blocking Hide - 28
Mature adult 50-ft, fly 150-ft (poor) +0 30 (-2 size, +22 natural), touch 8,
flat-footed 30
DR 10/magic - 30
Old 50-ft, fly 150-ft (poor) +0 33 (-2 size, +25 natural), touch 8,
flat-footed 33
DR 10/silver - 32
Very old 50-ft, fly 150-ft (poor) +0 36 (-2 size, +28 natural), touch 8,
flat-footed 36
True Seeing - 33
Ancient 50-ft, fly 200-ft (clumsy) +0 37 (-4 size, +31 natural), touch 6,
flat-footed 37
Sunscale Hide - 34
Wyrm 50-ft, fly 200-ft (clumsy) +0 40 (-4 size, +34 natural), touch 6,
flat-footed 40
DR 20/silver and 5/non-magic - 35
Great wyrm 50-ft, fly 200-ft (clumsy) +0 43 (-4 size, +37 natural), touch 6,
flat-footed 43
Death Ward - 37


Returning, assaulted by demonic Apes but unhurt, I have seen to Sillana’s treatment. My mind at ease, it turned towards another dragon I encountered on this world. These dragons lived in the northern plains, making rudimentary lairs but living a primarily nomadic lifestyle. We arrived as The Blight was ending and what seemed to be the start of the mating season. Two males were participating in some type of ritualistic battle. They clashed with teeth and fangs, clashing for some time teeth and claws trying to find purchase before finally the battle ended. The victor seeing me seemed to take me a rival for the female’s affections and attacked, charging forward. I contemplated ending it with a simple spell, but instead performed a spell of transformation to find a physical form to adequately fight back. Emerging the victor I was attacked by the female, either because of some secret love for the defeated male or because I had assumed the form of a dragon unknown on this world and apparently hostile.

After that battle I began to research these dragons, and find myself approached aggressively by several young males who seemed eager to claim some type of bragging rights by defeating me. Finally, pushed too far, I chose to simply charm one of the dragons and interrogate it for a spell. It turns out that the dragons did see me as an oddity, taking the form of an unknown dragon and flying about in a strange ship, and I had become some sort of special trophy that they each wanted to fetch. I learned more than just their interest in me, of course, such as notes about their abilities.

First I will describe their physical characteristics as they have impact upon their non-superficial qualities. These dragons glow faintly, although they can suppress this glow, like the silvery light of the moon, Davia. They have what natives call manes, a series of long downward facing horns made of some light, flexible natural material that run across the bottom of their lower jaw and the front of their necks; like a lion’s this is more noticeable on a male, but unlike among lions it is present in the females as well. Their eyes are flat, and long, giving a dragged out and pointed impression, and tend towards orange colors, while their scales range from pale blue to bone white to a silvery gray. I could not tell a certain pattern based on age in these latter except that as they age they tend more towards a medium hue and brightness.

I wonder if these dragons share some spiritual connection to Davia, in part because of their coloring and faint glow, but also because they show themselves to be resistant to steel weapons suffering full wounds only from silver blades. In addition they are in fact more resistant to a magical blade than a mundane one, sometimes enough to make it better to use an unenchanted blade than one wrought by a wizard’s art. Both their glow and this resistant seem to develop together around their 16th or so year, when full resistance to non-magic steel does not even begin to be shown until decades later. Resistance to magical silver does not develop till late in life and even then it is minor to any blade that befits such a hero.

This is not the only power they have related to light, as their breath weapon is a searing burst of light, similar to the divine spell called Searing Light, or a cone shaped blinding burst. The first is unlike most draconic breath weapons a relatively small, but intense, beam. Another oddity seen in both is that, for dragons, they have quite a short range comparable to that of a dragon about half their size; why even the largest I observed (a seven hundred and twenty three year old specimen) could only project the former some span less than thirty yards, and the latter about forty feet. Another trait that seems to tie them to the moon is their eyes. They can see through invisibility and, with age, see through any illusion or even transformational magic.

The dragons themselves are not particularly unfriendly, although as they took me as a rival male in their mating season, which seems to come but once in five years, my reception was not the friendliest. From what I can tell they run the gamut from friendly, and even helpful, to despicably violent. Regardless none likes to stay in one place for long and prefer to move from lair to lair regularly, either keeping multiple lairs which the occupy for anywhere from a month to half a year at a time or moving constantly. The only time they seem to remain stationary for an extended period is after mating the mother, and occasionally the father as well, will typically stay with her eggs until they hatch and for their first year before returning to her nomadic lifestyle. Whether they take their wyrmling with them when they return to their normal lifestyle does not seem to be a constant. I would not rank these amongst the best of the dragons I have encountered, nor would I rank them amongst the worst. They have many admirable qualities, although they place too much faith and honor in physical prowess. --Zasper the Dragon Sage

Combat[edit]

Breath Weapon (Su): A plains dragon has two breath weapons, but is considered one size category smaller for determining the length of its breath weapons. The first is a ray of searing light which requires a ranged touch attack, and can be used against 1 target within range (use the Line breath weapon to determine maximum range); a struck target takes the listed untyped damage (this is light based for cases where that is important) with no save. The second is a cone of blinding light which blinds all creatures within for 1d4 minutes +1 minute per age category. A successful Will save reduces this to the dazzled condition, and the duration to rounds instead of minutes.

Moonscale Hide (Su): A young or older plains dragon continuously produces light as per the Light spell, although they may suppress this ability or resume it at will as a move action. In addition they are considered two age categories older for determining their damage reduction when struck by magical weapons (a wyrm or older plains dragon instead gains DR 5/- when struck by a magical weapon).

See Invisibility (Su): A juvenile or older plains dragon can see invisible creatures as per the See Invisibility spell.

Arrow Blocking Hide (Su): An adult or older plains dragon’s DR is increased by 5 against ranged, but not thrown, weapons and it gains DR 5/- against such weapons (this of course does not stack with its increased DR X/silver).

True Seeing (Su): An old or older plains dragon continuously benefits from a (arcane version) True Seeing spell. As a supernatural effect this cannot be dispelled.

Sunscale Hide (Su): An ancient or older plains dragon’s body now radiates light as per a Daylight spell, although it may still suppress this ability or reduce it to the equivalent of a light spell as a move action. In addition they gain universal energy resistance 10, and ignore the first 10 points of damage from other supernatural non-weapon damage sources (such as force, hellfire, negative energy, or untyped magical effects such as a warlock’s eldritch blast).

Death Ward (Su): A great wyrm plains dragon is continuously protected by a supernatural Death Ward effect.

Skills:Gather Information, Swim, and Survival are class skills for a plague dragon in addition to those standard for all true dragons.

Dry Dragon (Keran Creature)

Grapple

Type: Dragon (Earth)
Environment: Sumran Wastes (Sandy or Rocky Desert)
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5)
Challenge Rating: Wyrmling 4; very young 5; young 6; juvenile 9; young adult 12; adult 14; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Usually True Neutral
Advancement: Wyrmling 6-7 HD; very young 9=10 HD; young 12-13 HD; juvenile 15-16 HD; young adult 18-20 HD; adult 21-22 HD; mature adult 24-25 HD; old 27-28 HD; very old 30-31 HD; ancient 33-34 HD; wyrm 36-37 HD; great wyrm 39-40 HD
Level Adjustment: -
Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling S 5d12+5 (37) 13 10 13 8 11 8 +5/+2 +7 +5 +4 +4 1d8 & 1d6 (13) -
Very young M 8d12+16 (66) 15 10 15 10 11 10 +8/+10 +10 +8 +6 +6 2d8 & 2d6 (16) -
Young M 11d12+22 (93) 17 10 15 10 13 10 +11/+14 +14 +9 +7 +8 3d8 & 3d6 (17) -
Juvenile L 14d12+42 (133) 21 10 17 12 13 12 +14/+23 +18 +12 +9 +10 4d8 & 4d6 (20) -
Young adult L 17d12+68 (178) 23 10 19 14 15 14 +17/+27 +22 +14 +10 +12 5d8 & 5d6 (22) 19
Adult H 20d12+100 (230) 25 10 21 14 15 14 +20/+35 +25 +16 +12 +14 6d8 & 6d6 (25) 21
Mature adult H 23d12+138 (287) 27 10 23 16 17 16 +23/+39 +29 +18 +13 +16 7d8 & 7d6 (27) 23
Old H 26d12+182 (351) 29 10 25 16 17 16 +26/+43 +33 +20 +15 +18 8d8 & 8d6 (30) 26
Very old H 29d12+232 (420) 31 10 27 18 19 18 +29/+47 +37 +22 +16 +20 9d8 & 9d6 (32) 28
Ancient G 32d12+288 (496) 35 10 29 20 21 20 +32/+56 +40 +25 +18 +23 10d8 & 10d6 (35) 31
Wyrm G 35d12+315 (543) 37 10 29 22 23 22 +35/+60 +44 +27 +19 +25 11d8 & 11d6 (36) 33
Great wyrm C 38d12+380 (627) 41 10 31 24 25 24 +38/+69 +45 +30 +21 +28 12d8 & 12d6 (39) 36


Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40-ft, fly 100-ft (average), swim 40-ft +0 15 (+1 size, +4 natural), touch 11,
flat-footed 14
Immunity to desiccation, hold breath - -
Very young 40-ft, fly 150-ft (poor), swim 40-ft +0 17 (+7 natural), touch 10,
flat-footed 17
Swift Strike +1d6 - -
Young 40-ft, fly 150-ft (poor), swim 40-ft +0 20 (+10 natural), touch ,
flat-footed 20
Tremorsense - -
Juvenile 40-ft, fly 150-ft (poor), swim 40-ft +0 22 (-1 size, +13 natural), touch 9,
flat-footed 22
Fire Resistance 10, Swift Strike +2d6 1st 17
Young adult 40-ft, fly 150-ft (poor), swim 40-ft +0 25 (-1 size, +16 natural), touch 9,
flat-footed 25
DR 5/magic 3rd 18
Adult 40-ft, fly 150-ft (poor), swim 40-ft +0 27 (-2 size, +19 natural), touch 8,
flat-footed 27
Fire Resistance 30, Swift Strike +3d6 5th 20
Mature adult 40-ft, fly 150-ft (poor), swim 40-ft +0 30 (-2 size, +22 natural), touch 8,
flat-footed 30
DR 10/magic 7th 22
Old 40-ft, fly 150-ft (poor), swim 40-ft +0 33 (-2 size, +25 natural), touch 8,
flat-footed 33
Summon Twister, Swift Strike +4d6 9th 24
Very old 40-ft, fly 150-ft (poor), swim 40-ft +0 36 (-2 size, +28 natural), touch 8,
flat-footed 36
DR 15/magic 11th 26
Ancient 40-ft, fly 200-ft (clumsy), swim 40-ft +0 37 (-4 size, +31 natural), touch 6,
flat-footed 37
Fire Immunity, Swift Strike +5d6 13th 27
Wyrm 40-ft, fly 200-ft (clumsy), swim 40-ft +0 40 (-4 size, +34 natural), touch 6,
flat-footed 40
DR 20/magic 15th 28
Great wyrm 40-ft, fly 200-ft (clumsy), swim 40-ft +0 39 (-8 size, +37 natural), touch 6,
flat-footed 39
Dust Tornado, Swift Strike +6d6 17th 30


Found in the deserts which are as dry as these dragons’ breath, dry dragons are dangerous predators. Young dragons hunt primarily by night, relying on hit and run tactics using their desiccating breath and terrible fangs to tear into their foes while using their speed to avoid retribution. Few desert tribes that have faced these dragons do not fear them.

As they mature their strategy changes. An adult dragon no longer needs to wait till night to hunt its prey and will move in the dreadful heat of their arid realms applying tooth and claw to foes. They lair near the surface of the sand and should a creature venture past the lair of a dry dragon it will burst from below rending with tooth and claws, sweeping with deadly breath to debilitate foes.

As they dwell in deserts, along with both blue and brass dragons, dry dragons find that they have draconic competition. Battles with brass dragons tend to be short and end with the weaker (usually brass) dragon fleeing the territory. Battles with blue dragons are longer and drawn out affairs as the blue dragon attempts to manipulate the battlefield to its advantage; many dry dragons die in such fights.

Dry dragons have scales the color of the night sky, some of which twinkle faintly in even the dimmest light, like makeshift stars. Their scales are darker than blue dragons, and their body is completely different. Like several breeds of metallic dragons their wings are made of membrane stretched tightly over a series of spines that runs from the base of their skull all the way to their tail. When at rest they sometimes extend these wings and allow heat to ooze from their blood, pumped through the thin membrane, into the cooler air around them. Although a dry dragon does not need to drink, it is not a creature of flames and great heats can distress even one of their kind. Their heads end in flat noses, and they have a slight under-bite giving their skulls a distinct shape among dragonkind.

Combat[edit]

Breath Weapon (Su): A dry dragon has a single breath weapon. They can spray a cone of desiccating sand which deals slashing and desiccating damage (see Sandstorm for desiccating damage).The slashing is listed in d8s while the desiccation deals dice of d6. A successful Reflex save halves both.

Hold Breath (Ex): A dry dragon can go 1 hour per 2 points of Con without breathing.

Swift Strike (Ex):: If a very young or older dry dragon moves at least 10-ft it adds precision damage to any melee attacks it makes in that turn equal to that listed on the table.

Tremorsense (Ex): A young or older dry dragon gains tremorsense out to 10-ft per age category.

Spellcasting: A juvenile or older dry dragon casts spells as a sorcerer of the indicated level.

Summon Twister (Su): An old or older dry dragon may, 3 times per day, summon a small twister of sand and wind. This twister appears within 100-ft +20-ft/age category of the dry dragon. It occupies an area 1 square by 1 square but 10 squares high. Any creature in a square it occupies takes 1d6 slashing damage/2 age categories and is buffered by hurricane force winds (except save DC is increased to that of the dry dragon’s Con based save DCs; normally equal to its breath weapon). All squares within 10-ft of the twister have windstorm force winds (with the same increased DC) and the effects of a greater duststorm (DMG pg 95). This twister remains for 1 round per age category of the dragon and it may direct it to move up to 40-ft as a swift action. The twister vanishes if it is ever not in contact with the ground or further than 100-ft +20-ft/age category of the dry dragon.

Dust Tornado (Su): Once per day a great wyrm dry dragon may surround itself with a terrible tornado force winds. It must decide the area of these winds when it first creates them, with an eye of from 20-ft to 60-ft radius centered on square it occupies and a total area covering a radius 3 times that of the eye. This ability has no effect within the eye, but in the remaining area there are tornado force winds (with their DC increased to the dragon’s Con based save DC) and all creatures within take 5d6 slashing damage from the terrible sands which blow through it, as well as the effects of a greater dust storm. A dry dragon may maintain this effect for as long as it wishes, but if it exits the eye of the storm the effect immediately ends. This effect cannot be moved by the dry dragon creating it.

Skills: Hide, Move Silently, and Survival are class skills for a dry dragon in addition to those common to all true dragons. A dry dragon gains +1 per age category to Hide checks made to hide while flying at night.


Sand Dragon

Type: Arcanum IconDragon (Earth IconEarth)
Environment: Warm Deserts
Organization: Wyrmling, Very Young, Young: Solitary or Clutch (2–5); Juvenile, Young Adult, Adult, Mature Adult, Old, Very Old, Ancient, Wyrm, Great Wyrm: Solitary, Pair, or Family (1–2 and 2–5 Offspring)
Challenge Rating: Wyrmling Challenge Rating:3; Very Young Challenge Rating:4; Young Challenge Rating:6; Juvenile Challenge Rating:8; Young Adult Challenge Rating:10; Adult Challenge Rating:12; Mature Adult Challenge Rating:15; Old Challenge Rating:17; Very Old Challenge Rating:18; Ancient Challenge Rating:19; Wyrm Challenge Rating:21; Great Wyrm Challenge Rating:23
Treasure: Wyrmling, Very Young, Young, Juvenile, Young Adult: Standard; Adult, Mature Adult, Old: Double Standard; Very Old, Ancient, Wyrm, Great Wyrm: Triple Standard
Alignment:
LG NG CG
LN N CN
LE NE CE
Advancement: Wyrmling 5–6 HD; Very Young 8–9 HD; Young 11–12 HD; Juvenile 14–15 HD; Young Adult 17–18 HD; Adult 20–21 HD; Mature Adult 23–24 HD; Old 26–27 HD; Very Old 29–30 HD; Ancient 32–33 HD; Wyrm 35–36 HD; Great Wyrm 38+ HD
Level Adjustment: Wyrmling +3; Very Young +3; Young +3; Juvenile +4; Others —
Sand Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling T 3d12+3 (22) 11 10 13 10 11 6 +3/–5 +5 +4 +3 +3 1d6 (12)
Very Young S 6d12+6 (45) 13 10 13 10 11 6 +6/+3 +8 +6 +5 +5 2d6 (14)
Young M 9d12+18 (76) 15 10 15 10 11 6 +9/+11 +11 +8 +6 +6 3d6 (16)
Juvenile M 12d12+24 (102) 17 10 15 12 11 8 +12/+15 +15 +10 +8 +8 4d6 (18)
Young Adult L 15d12+45 (142) 19 10 17 12 11 10 +15/+23 +18 +12 +9 +9 5d6 (20) 17
Adult L 18d12+72 (189) 23 10 19 14 11 12 +18/+28 +23 +15 +11 +11 6d6 (23) 20
Mature Adult H 21d12+105 (241) 27 10 21 14 13 12 +21/+37 +27 +17 +12 +13 7d6 (25) 21
Old H 24d12+120 (276) 29 10 21 14 13 12 +24/+41 +31 +19 +14 +15 8d6 (27) 23
Very Old H 27d12+162 (337) 31 10 23 16 15 14 +27/+45 +35 +21 +15 +17 9d6 (29) 25
Ancient H 30d12+180 (375) 33 10 23 16 15 14 +30/+49 +39 +23 +17 +19 10d6 (31) 27
Wyrm G 33d12+231 (445) 35 10 25 16 15 16 +33/+57 +41 +25 +18 +20 11d6 (33) 29
Great Wyrm G 36d12+288 (522) 37 10 27 20 19 18 +36/+61 +45 +28 +20 +24 12d6 (36) 32
Sand Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 60 ft., Burrow 60 ft., Fly 150 ft. (Poor) +0 14 (+2 size, +2 natural), touch 12,
flat-footed 14
Tremorsense,
Sandwalking
Very Young 60 ft., Burrow 60 ft., Fly 150 ft. (Poor) +0 16 (+1 size, +5 natural), touch 11,
flat-footed 16:
Young 60 ft., Burrow 60 ft., Fly 200 ft. (Poor) +0 18 (+8 natural), touch 10,
flat-footed 18
Juvenile 60 ft., Burrow 60 ft., Fly 200 ft. (Poor) +0 21 (+11 natural), touch 10,
flat-footed 21
Halo of Sand 1st
Young Adult 60 ft., Burrow 60 ft., Fly 200 ft. (Poor) +0 23 (–1 size, +14 natural), touch 9,
flat-footed 23
DR 5/magic 3rd 16
Adult 60 ft., Burrow 60 ft., Fly 200 ft. (Poor) +0 26 (–1 size, +17 natural), touch 9,
flat-footed 26
Storm Mote 5th 18
Mature Adult 60 ft., burrow 60 ft., Fly 200 ft. (Clumsy) +0 28 (–2 size, +20 natural), touch 8,
flat-footed 28
DR 10/magic 7th 20
Old 60 ft., Burrow 60 ft., Fly 200 ft. (Clumsy) +0 31 (–2 size, +23 natural), touch 8,
flat-footed 31
Wall of Sand 9th 21
Very Old 60 ft., Burrow 60 ft., Fly 200 ft. (Clumsy) +0 34 (–2 size, +26 natural), touch 8,
flat-footed 34
DR 15/magic 11th 23
Ancient 60 ft., Burrow 60 ft., Fly 200 ft. (Clumsy) +0 37 (–2 size, +29 natural), touch 8,
flat-footed 37
Sandstorm 13th 24
Wyrm 60 ft., Burrow 60 ft., Fly 250 ft. (Clumsy) +0 38 (–4 size, +32 natural), touch 6,
flat-footed 38
DR 20/magic 15th 25
Great Wyrm 60 ft., Burrow 60 ft., Fly 250 ft. (Clumsy) +0 41 (–4 size, +35 natural), touch 6,
flat-footed 41
Undermaster 17th 27

*Can also cast Cleric Spells and those from the Earth, Destruction, and Storm domains as Arcane Spells.

Sand Dragons dig out elaborate tunnels and grand chambers deep below the surface of the ground. These chambers can be up to a mile down and consist primarily of fused sand. The sand dragon's hoard is uniquely stored as well, being fused to the sealing and being made up of primarily gems that glow and sparkle in the caverns. Because of this, a Sand Dragon's lair is uncharacteristically well-lit for how far down it is, regardless of its lack of connection with the outside world.

To enter a Sand Dragon's lair is near impossible without magical means of moving the shifting sand, since they do not ever have entrances that remain open for long, if at all. Most oxygen issues are fixed by siever stones that are gathered or simply summoned by the dragon, leaving it little reason to open its lair to the world.

The scales of a Wyrmling Sand Dragon are a dull sandy color, matching the color of the dunes in their environment perfectly. As the Dragon ages, it develops hard knobs and bumps of gray and brown that help to break up its color patterns and help it further blend into the desert.

COMBATEdit

Sand Dragons prefer to lie in wait for their prey buried beneath the sand, whether partially or completely, relying on their Tremorsense to keep track of surface movement. When prey wanders by, the Sand Dragon holds the prey in place by fusing the sand beneath its feet. Once the prey is secured they pull it under and devour it.

If the Sand Dragon is threatened, it will use its spell-like abilities and breath weapon to engage in ambush combat, emerging to unleash its breath weapon at random intervals and before diving back into the sand. Sand Dragons will not hesitate to retreat should they feel endangered.

Breath Weapon (Su): A Sand Dragon has one breath weapon: a cone of flaying sand identical to the spell Flaywind Burst.

Tremorsense (Ex): A Sand Dragon is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground and within range. If no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for the Sand Dragon to detect them.

Sandwalking (Ex): This ability works like the Spider Climb spell, but the surfaces the Dragon climbs must be very Sandy. It is always in effect. The Sand Dragon is also immune to sandstorm effects and other inclement weather pertaining to dust and particle debris.

Soften/Fuse Sand (Sp): A Sand Dragon of any age can use this ability three times per day. It works like the Soften Earth and Stone spell, except that the Dragon can decide to harden it as the spell Fuse Sand instead of softening it, which causes normal sand to melt slightly and stick, forming a relatively soft and porous building material. Any creature in the sand must succeed on a Reflex save (DC equal to that of the Dragon’s frightful presence) to escape before the area hardens or they will become trapped. A creature trapped beneath the surface begins to suffocate. The fused sand has hardness 3 and 5 hp per inch of thickness, and a break DC of 22. This ability is the equivalent of a 2nd-level spell.

Other Spell-Like Abilities: 3/day— Halo of Sand (Juvenile or older); 2/day— Storm Mote (Adult or older), Wall of Sand (Old or older), Sandstorm (Ancient or older); 1/day— Undermaster (Great Wyrm).

Skills: Move Silently, Hide, and Survival are considered Class skills for Sand Dragons.


Mercury Dragon

Type: Arcanum IconDragon (Air IconAir)
Environment: Temperate and Subtropical Mountains
Organization: Wyrmling, Very Young, Young: Solitary or Clutch (2–5); Juvenile, Young Adult, Adult, Mature Adult, Old, Very Old, Ancient, Wyrm, Great Wyrm: Solitary, Pair, or Family (1–2 and 2–5 Offspring)
Challenge Rating: Wyrmling Challenge Rating:3; Very Young Challenge Rating:4; Young Challenge Rating:5; Juvenile Challenge Rating:7; Young Adult Challenge Rating:8; Adult Challenge Rating:11; Mature Adult Challenge Rating:12; Old Challenge Rating:13; Very Old Challenge Rating:15; Ancient Challenge Rating:16; Wyrm Challenge Rating:18; Great Wyrm Challenge Rating:20
Treasure: Wyrmling, Very Young, Young, Juvenile, Young Adult: Standard; Adult, Mature Adult, Old: Double Standard; Very Old, Ancient, Wyrm, Great Wyrm: Triple Standard
Alignment:
LG NG CG
LN N CN
LE NE CE
Advancement: Wyrmling 5-6 HD; Very Young 8-9 HD; Young 11-12 HD; Juvenile 14-15 HD; Young Adult 17-18 HD; Adult 20-21 HD; Mature Adult 23-24 HD; Old 26-27 HD; Very Old 29-30 HD; Ancient 32-33 HD; Wyrm 35-36 HD; Great Wyrm 38+ HD
Level Adjustment: Wyrmling +3; Very Young +3; Young +3; Juvenile +4; Others —
Mercury Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling S 4d12+4 (30) 11 10 13 10 11 12 +4/+0 +5 +5 +4 +4 1d6 (13)
Very Young S 7d12+7 (52) 13 10 13 12 13 12 +7/+4 +9 +6 +5 +6 2d6 (14)
Young M 10d12+20 (85) 15 10 15 14 13 14 +10/+12 +12 +9 +7 +8 3d6 (17)
Juvenile M 13d12+26 (110) 17 10 15 16 15 14 +13/+16 +16 +10 +8 +10 4d6 (18)
Young Adult M 16d12+48 (152) 19 10 17 18 15 16 +16/+20 +20 +13 +10 +12 5d6 (21) 21
Adult L 19d12+57 (180) 21 10 17 20 19 16 +19/+28 +23 +14 +11 +15 6d6 (22) 22
Mature Adult L 22d12+88 (231) 23 10 19 20 19 18 +22/+31 +26 +17 +13 +17 7d6 (25) 25
Old L 25d12+100 (262) 25 10 19 22 21 18 +25/+36 +31 +18 +14 +19 8d6 (26) 26
Very Old H 28d12+140 (322) 27 10 21 22 23 20 +28/+44 +34 +21 +16 +22 9d6 (29) 29
Ancient H 31d12+186 (387) 29 10 23 24 25 20 +31/+48 +38 +23 +17 +24 10d6 (31) 30
Wyrm H 34d12+238 (459) 31 10 25 24 25 22 +34/+52 +42 +26 +19 +26 11d6 (34) 33
Great Wyrm H 37d12+296 (536) 33 10 27 26 27 24 +37/+56 +46 +28 +20 +28 12d6 (36) 35
Mercury Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 60 ft., Fly 150 ft. (Average) +0 14 (+1 size, +3 natural), touch 11,
flat-footed 14
Immunity to Fire/Blindness 
Resistance to Light
1st 16
Very Young 60 ft., Fly 150 ft. (Average) +0 17 (+1 size, +6 natural), touch 11,
flat-footed 17:—
3rd 18
Young 60 ft., Fly 150 ft. (Poor) +0 19 (+9 natural), touch 10,
flat-footed 19
Gaze Reflection 5th 20
Juvenile 60 ft., Fly 200 ft. (Poor) +0 22 (+12 natural), touch 10,
flat-footed 22
Mirror Image 7th 22
Young Adult 60 ft., Fly 200 ft. (Poor) +0 25 (+15 natural), touch 10,
flat-footed 25
DR 5/magic 9th 24
Adult 60 ft., Fly 200 ft. (Poor) +0 27 (-1 size, +18 natural), touch 9,
flat-footed 27
Polymorph Self 11th 26
Mature Adult 60 ft., Fly 200 ft. (Poor) +0 30 (-1 size, +21 natural), touch 9,
flat-footed 30
DR 10/magic 13th 28
Old 60 ft., Fly 200 ft. (Poor) +0 33 (-2 size, +24 natural), touch 9,
flat-footed 33
Telekinesis 15th 30
Very Old 60 ft., Fly 200 ft. (Poor) +0 35 (-2 size, +27 natural), touch 8,
flat-footed 35
DR 15/magic 17th 32
Ancient 60 ft., Fly 200 ft. (Poor) +0 38 (-2 size, +30 natural), touch 8,
flat-footed 38
Project Image 19th 34
Wyrm 60 ft., Fly 250 ft. (Poor) +0 41 (-4 size, +33 natural), touch 8,
flat-footed 41
DR 20/magic 20th 36
Great Wyrm 60 ft., Fly 250 ft. (Poor) +0 44 (-4 size, +36 natural), touch 8,
flat-footed 44
Deadly Sunstroke 21th 38

*Can also cast Cleric Spells and those from the Light, Chaos, and Good domains as Arcane Spells.

Mercury dragons are fast, relatively small (by Dragon standards) creatures with long tails. They are very whimsical and make and change decisions quite often.

At birth, a Wyrmling Mercury Dragon's scales are dull silver. As the Dragon ages they become brighter, and at Adulthood they take on a mirror finish.

COMBATEdit

In combat, they are unpredictable except that they will nearly never attack good-aligned creatures unless sorely provoked. They always use spells in combat, finding new and creative ways to use them. Upon adulthood, they gain the ability to reflect light at their opponent, changing it into a brilliant burst of dazzling brightness.

Breath Weapon (Su): A Mercury Dragon has two kinds of breath weapons: a line of super-heated yellow light and a cone of blinding light. Every creature within the area of the blinding light must succeed on a Fortitude save or become blinded for 1d6 rounds plus one round per age category of the Dragon.

Other Spell-Like Abilities: At Will— Gaze Reflection (Young or older); 3/day— Mirror Image (Juvenile or older); 2/day— Polymorph Self (Adult or older), Telekinesis (Old or Older); 1/day— Project Image (Ancient or older), Deadly Sunstroke (Great Wyrm).

Skills: Bluff, Jump, and Trapmaking, are considered class skills for Mercury Dragons.


Steel Dragon

Type: Arcanum IconDragon (Air IconAir)
Environment: Any City (Rarely any Hill, Plain, or Forest)
Organization: Wyrmling, Very Young, Young: Solitary (with Humanoid Companions) or Clutch (2–5); Juvenile, Young Adult, Adult, Mature Adult, Old, Very Old, Ancient, Wyrm, Great Wyrm: Solitary (with Humanoid Companions)
Challenge Rating: Wyrmling Challenge Rating:2; Very Young Challenge Rating:3; Young Challenge Rating:4; Juvenile Challenge Rating:5; Young Adult Challenge Rating:7; Adult Challenge Rating:9; Mature Adult Challenge Rating:11; Old Challenge Rating:13; Very Old Challenge Rating:15; Ancient Challenge Rating:17; Wyrm Challenge Rating:19; Great Wyrm Challenge Rating:20
Treasure: Wyrmling, Very Young, Young, Juvenile, Young Adult: Standard; Adult, Mature Adult, Old: Double Standard; Very Old, Ancient, Wyrm, Great Wyrm: Triple Standard
Alignment:
LG NG CG
LN N CN
LE NE CE
Advancement: Wyrmling 5–5-6 HD; Very Young 8–8-9 HD; Young 11–11-12 HD; Juvenile 14–14-15 HD; Young Adult 17–17-18 HD; Adult 20–20-21 HD; Mature Adult 23–23-24 HD; Old 26–26-27 HD; Very Old 29–29-30 HD; Ancient 32–32-33 HD; Wyrm 35–35-36 HD; Great Wyrm 38–38+ HD
Level Adjustment: Wyrmling +3; Very Young +3; Young +3; Juvenile +4; Others —
Steel Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling S 4d12+4 (30) 11 10 13 10 11 12 +4/+0 +5 +5 +4 +4 1d6 (13)
Very Young S 7d12+7 (52) 13 10 13 12 13 12 +7/+4 +9 +6 +5 +6 2d6 (14)
Young M 10d12+20 (85) 15 10 15 14 13 14 +10/+12 +12 +9 +7 +8 3d6 (17)
Juvenile M 13d12+26 (110) 17 10 15 16 15 14 +13/+16 +16 +10 +8 +10 4d6 (18)
Young Adult M 16d12+48 (152) 19 10 17 18 15 16 +16/+20 +20 +13 +10 +12 5d6 (21) 21
Adult L 19d12+57 (180) 21 10 17 20 19 16 +19/+28 +23 +14 +11 +15 6d6 (22) 22
Mature Adult L 22d12+88 (231) 23 10 19 20 19 18 +22/+31 +26 +17 +13 +17 7d6 (25) 25
Old L 25d12+100 (262) 25 10 19 22 21 18 +25/+36 +31 +18 +14 +19 8d6 (26) 26
Very Old H 28d12+140 (322) 27 10 21 22 23 20 +28/+44 +34 +21 +16 +22 9d6 (29) 29
Ancient H 31d12+186 (387) 29 10 23 24 25 20 +31/+48 +38 +23 +17 +24 10d6 (31) 30
Wyrm H 34d12+238 (459) 31 10 25 24 25 22 +34/+52 +42 +26 +19 +26 11d6 (34) 33
Great Wyrm H 37d12+296 (536) 33 10 27 26 27 24 +37/+56 +46 +28 +20 +28 12d6 (36) 35
Steel Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 60 ft., Swim 30 ft., Fly 150 ft. (Average) +0 14 (+1 size, +3 natural), touch 11,
flat-footed 14
Immunity to Acid/Poison 
Polymorph Self
1st 16
Very Young 60 ft., Swim 30 ft., Fly 150 ft. (Average) +0 17 (+1 size, +6 natural), touch 11,
flat-footed 17:—
Minor Arcane Shield 3rd 18
Young 60 ft., Swim 30 ft., Fly 150 ft. (Poor) +0 19 (+9 natural), touch 10,
flat-footed 19
Moderate Arcane Shield 5th 20
Juvenile 60 ft., Swim 30 ft., Fly 200 ft. (Poor) +0 22 (+12 natural), touch 10,
flat-footed 22
Enthrall 7th 22
Young Adult 60 ft., Swim 30 ft., Fly 200 ft. (Poor) +0 25 (+15 natural), touch 10,
flat-footed 25
DR 5/magic 9th 24
Adult 60 ft., Swim 30 ft., Fly 200 ft. (Poor) +0 27 (-1 size, +18 natural), touch 9,
flat-footed 27
Charm Person 11th 26
Mature Adult 60 ft., Swim 30 ft., Fly 200 ft. (Poor) +0 30 (-1 size, +21 natural), touch 9,
flat-footed 30
DR 10/magic 13th 28
Old 60 ft., Swim 30 ft., Fly 200 ft. (Poor) +0 33 (-2 size, +24 natural), touch 9,
flat-footed 33
Suggestion 15th 30
Very Old 60 ft., Swim 30 ft., Fly 200 ft. (Poor) +0 35 (-2 size, +27 natural), touch 8,
flat-footed 35
DR 15/magic 17th 32
Ancient 60 ft., Swim 30 ft., Fly 200 ft. (Poor) +0 38 (-2 size, +30 natural), touch 8,
flat-footed 38
Mass suggestion 19th 34
Wyrm 60 ft., Swim 30 ft., Fly 250 ft. (Poor) +0 41 (-4 size, +33 natural), touch 8,
flat-footed 41
DR 20/magic 20th 36
Great Wyrm 60 ft., Swim 30 ft., Fly 250 ft. (Poor) +0 44 (-4 size, +36 natural), touch 8,
flat-footed 44
Mass charm 21th 38

*Can also cast Cleric Spells and those from the Air, Magic, and Law domains as Arcane Spells.

The Steel Dragon's body seems somewhat feline, but its face has a humanlike quality. Spines that vaguely resemble hair and a beard ring its head, and its scales shine like burnished steel.

Steel Dragons prefer human form to their own, so they're rarely seen in their natural forms. They routinely use their special abilities to infiltrate human society, typically masquerading as sages, scholars, wizards, and other intellectuals. Endlessly curious about the art, culture, history, and politics of civilized races, Steel Dragons live among humans and similar beings. Though they keep their true nature secret from the people with whom they mingle, they can always recognize each other.

When a Steel Dragon hatches, its scales are a deep blue-gray color with steely highlights. As it grows to adulthood, its color lightens to a lustrous burnished steel, and its shine increases as it continues to age. In human form, a Steel Dragon always has one steel-gray feature, such as hair, eyes, or nails. In rare cases, this feature may be a ring, tattoo, or other ornamentation. In its natural form, a Steel Dragon smells of wet steel.

Since they prefer human form, Steel Dragons rarely live in caves. Instead, they choose human dwellings such as mansions or castles. Such a home need not be opulent, but it must be large enough to accommodate a strongroom that will hold all the Dragon's treasure. Steel Dragons also prefer to dine in human form, but since they need to eat much more than humans do to maintain their true body mass, they make monthly trips to hunt in Dragon form. These absences are always explained away in terms consistent with the roles they take in human society. For example, a Steel Dragon in the guise of a historian might claim to be exploring records in another city's library.

Steel Dragons prefer treasure that they can carry in their human forms, such as jewelry, valuable coins, and magic items usable by Medium-size creatures. They hate creatures that disrupt normal life in cities or despoil natural hunting grounds. Within a city, they usually rely on local authorities to deal with troublemakers, though they are quite capable of dealing out their own justice when such authorities cannot be relied upon to do so. Steel Dragons tend to prefer swifter forms of justice in the wilderness.

COMBATEdit

Steel Dragons prefer talking to fighting, but if forced into combat, they usually begin with spells and avoid actual melee. If seriously threatened, a Steel Dragon reverts to its draconic shape and uses its breath weapon. It tries to incapacitate foes with its spells and other abilities unless they display obvious lethal intent and seem capable of inflicting serious harm. If outmatched, a Steel Dragon tries to either teleport away or assume a human guise and become lost in a crowd.

Breath Weapon (Su): A Steel Dragon has two kinds of breath weapons: a line of acid and a cone of poisonous gas. Every creature within the area of the poisonous gas must succeed on a Fortitude save or take 1 point of Constitution damage per age category of the Dragon. It must then succeed on a second save at the same DC 1 minute later or take the same amount of damage.

Minor Arcane Shield (Ex): A Steel Dragon's spell resistance against 1st- and 2nd-level Arcane Spells is higher than normal by +10.

Moderate Arcane Shield (Ex): A Steel Dragon's spell resistance against 3rd- and 4th-level arcane spells is higher than normal by +10.

Other Spell-Like Abilities: 5/day— Polymorph Self (All ages); 1/day— Enthrall (Juvenile or older), Charm Person (Adult or older), Suggestion (Old or older), Mass Suggestion (Ancient or older), Mass Charm (Great Wyrm).

Skills: Bluff, Craft (any), and Profession (any) are considered class skills for Steel Dragons.


Iron Dragon

Type: Arcanum IconDragon (Fire IconFire)
Environment: Hills and Mountains
Organization: Wyrmling, Very Young, Young: Solitary or Clutch (2–5); Juvenile, Young Adult, Adult, Mature Adult, Old, Very Old, Ancient, Wyrm, Great Wyrm: Solitary, Pair, or Family (1–2 and 2–5 Offspring)
Challenge Rating: Wyrmling Challenge Rating:2; Very Young Challenge Rating:3; Young Challenge Rating:4; Juvenile Challenge Rating:6; Young Adult Challenge Rating:8; Adult Challenge Rating:10; Mature Adult Challenge Rating:12; Old Challenge Rating:15; Very Old Challenge Rating:17; Ancient Challenge Rating:18; Wyrm Challenge Rating:19; Great Wyrm Challenge Rating:21
Treasure: Wyrmling, Very Young, Young, Juvenile, Young Adult: Standard; Adult, Mature Adult, Old: Double Standard; Very Old, Ancient, Wyrm, Great Wyrm: Triple Standard
Alignment:
LG NG CG
LN N CN
LE NE CE
Advancement: Wyrmling 4–5 HD; Very Young 7–8 HD; Young 10–11 HD; Juvenile 13–14 HD; Young Adult 16–17 HD; Adult 19–20 HD; Mature Adult 22–23 HD; Old 25–26 HD; Very Old 28–29 HD; Ancient 31–32 HD; Wyrm 34–35 HD; Great Wyrm 37+ HD
Level Adjustment: Wyrmling +3; Very Young +3; Young +3; Juvenile +4; Others —
Iron Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling T 3d12+3 (22) 11 10 13 6 11 6 +3/–5 +5 +4 +3 +3 1d6 (12)
Very Young S 6d12+6 (45) 13 10 13 6 11 6 +6/+3 +8 +6 +5 +5 2d6 (14)
Young M 9d12+18 (76) 15 10 15 6 11 6 +9/+11 +11 +8 +6 +6 3d6 (16)
Juvenile M 12d12+24 (102) 17 10 15 8 11 8 +12/+15 +15 +10 +8 +8 4d6 (18)
Young Adult L 15d12+45 (142) 19 10 17 8 11 10 +15/+23 +18 +12 +9 +9 5d6 (20) 17
Adult L 18d12+72 (189) 23 10 19 10 11 12 +18/+28 +23 +15 +11 +11 6d6 (23) 20
Mature Adult H 21d12+105 (241) 27 10 21 12 13 12 +21/+37 +27 +17 +12 +13 7d6 (25) 21
Old H 24d12+120 (276) 29 10 21 12 13 12 +24/+41 +31 +19 +14 +15 8d6 (27) 23
Very Old H 27d12+162 (337) 31 10 23 14 15 14 +27/+45 +35 +21 +15 +17 9d6 (29) 25
Ancient H 30d12+180 (375) 33 10 23 14 15 14 +30/+49 +39 +23 +17 +19 10d6 (31) 27
Wyrm G 33d12+231 (445) 35 10 25 14 15 16 +33/+57 +41 +25 +18 +20 11d6 (33) 29
Great Wyrm G 36d12+288 (522) 37 10 27 18 19 18 +36/+61 +45 +28 +20 +24 12d6 (36) 32
Iron Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 60 ft., Burrow 30 ft.,
Fly 150 ft. (Average), swim 60 ft.
+0 14 (+2 size, +2 natural), touch 12,
flat-footed 14
Spider Climb, Immunity to Fire/Electricity
Vulnerability to Cold
Very Young 60 ft., Burrow 30 ft.,
Fly 150 ft. (Average), swim 60 ft.
+0 16 (+1 size, +5 natural), touch 11,
flat-footed 16:
Young 60 ft., Burrow 30 ft.,
Fly 200 ft. (Poor), swim 60 ft.
+0 18 (+8 natural), touch 10,
flat-footed 18
Juvenile 60 ft., Burrow 30 ft.,
Fly 200 ft. (Poor), swim 60 ft.
+0 21 (+11 natural), touch 10,
flat-footed 21
Hold Person
Young Adult 60 ft., Burrow 30 ft.,
Fly 200 ft. (Poor), swim 60 ft.
+0 23 (–1 size, +14 natural), touch 9,
flat-footed 23
DR 5/magic 16
Adult 60 ft., Burrow 30 ft.,
Fly 200 ft. (Poor), swim 60 ft.
+0 26 (–1 size, +17 natural), touch 9,
flat-footed 26
Hold Monster 1st 18
Mature Adult 60 ft., burrow 30 ft.,
Fly 200 ft. (Poor), swim 60 ft.
+0 28 (–2 size, +20 natural), touch 8,
flat-footed 28
DR 10/magic 3rd 20
Old 60 ft., Burrow 30 ft.,
Fly 200 ft. (Poor), swim 60 ft.
+0 31 (–2 size, +23 natural), touch 8,
flat-footed 31
Transmute Rock to Mud/Mud to Rock 5th 21
Very Old 60 ft., Burrow 30 ft.,
Fly 200 ft. (Poor), swim 60 ft.
+0 34 (–2 size, +26 natural), touch 8,
flat-footed 34
DR 15/magic 7th 23
Ancient 60 ft., Burrow 30 ft.,
Fly 200 ft. (Poor), swim 60 ft.
+0 37 (–2 size, +29 natural), touch 8,
flat-footed 37
Mass Hold Monster 9th 24
Wyrm 60 ft., Burrow 30 ft.,
Fly 250 ft. (Clumsy), swim 60 ft.
+0 38 (–4 size, +32 natural), touch 6,
flat-footed 38
DR 20/magic 11th 25
Great Wyrm 60 ft., Burrow 30 ft.,
Fly 250 ft. (Clumsy), swim 60 ft.
+0 41 (–4 size, +35 natural), touch 6,
flat-footed 41
Move Earth 13th 27

*Can also cast Cleric Spells and those from the Earth, Battle, and Law domains as Arcane Spells.

At birth, an Iron Dragon’s scales are a shining metallic gray. As the Dragon gets older, the scales become finer and less reflective, assuming a soft, warm gloss by Young Adult age. Very Old Dragons’ scales pick up a red tint, like aged iron. An Iron Dragon’s pupils fade with age, and the eyes of Great Wyrms resemble glowing golden orbs.

COMBATEdit

Iron Dragons have no patience for intelligent Creatures threatening them, and will not hesitate to destroy anyone who proves to be an enemy. When attacking, they hold their foes still with Hold Person or Hold Monster and then charge. Iron Dragons fight head on with ferocity and straightforwardness, viewing retreat as cowardly, but will retreat if their lives are in jeopardy, using their sleep gas to leave in peace.

Breath Weapon (Su): An Iron Dragon has two kinds of breath weapons: a cone of superheated sparks (fire and electric damage) and a cone of sleep gas. Every creature within the area of the sleep gas must succeed on a Will save or fall asleep for 1 round per age category of the Dragon.

Other Spell-Like Abilities: 2/day—Hold Person (Juvenile or older); 2/day—Hold Monster (Adult or older); 1/day—Transmute Rock to Mud or Mud to Rock (Old or older), Mass Hold Monster (Ancient or older), Move Earth(Great Wyrm).

Skills: Bluff, Hide, and Jump are considered Class skills for Iron Dragons.


Purple Dragon

Type: Arcanum IconDragon (Fire IconFire)
Environment: Temperate Plains
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 (1–2 and 2–5 Offspring)
Challenge Rating: Wyrmling Challenge Rating:4; Very Young Challenge Rating:5; Young Challenge Rating:7; Juvenile Challenge Rating:10; Young Adult Challenge Rating:13; Adult Challenge Rating:15; Mature Adult Challenge Rating:18; Old Challenge Rating:20; Very Old Challenge Rating:21; Ancient Challenge Rating:23; Wyrm Challenge Rating:24; Great Wyrm Challenge Rating:26
Treasure: Wyrmling, Very Young, Young, Juvenile, Young Adult: Standard; Adult, Mature Adult, Old: Double Standard; Very Old, Ancient, Wyrm, Great Wyrm: Triple Standard
Alignment:
LG NG CG
LN N CN
LE NE CE
Advancement: Wyrmling 8–9 HD; Very Young 11–12 HD; Young 14–15 HD; Juvenile 17–18 HD; Young Adult 20–21 HD; Adult 23–24 HD; Mature Adult 26–27 HD; Old 29–30 HD; Very Old 32–33 HD; Ancient 35–36 HD; Wyrm 38–39 HD; Great Wyrm 41+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —
Purple Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling S 7d12+7 (52) 13 10 13 14 15 14 +7/+4 +9 +6 +5 +7 2d8 (14)
Very Young M 10d12+20 (85) 15 10 15 14 15 14 +10/+12 +12 +9 +7 +9 4d8 (17)
Young M 13d12+26 (110) 17 10 15 16 17 16 +13/+16 +16 +10 +8 +11 6d8 (18)
Juvenile L 16d12+48 (152) 19 10 17 18 19 18 +16/+24 +19 +13 +10 +14 8d8 (21)
Young Adult L 19d12+76 (199) 23 10 19 18 19 18 +19/+29 +24 +15 +11 +15 10d8 (23) 23
Adult H 22d12+110 (253) 27 10 21 20 21 20 +22/+38 +28 +18 +13 +18 12d8 (26) 26
Mature Adult H 25d12+125 (287) 29 10 21 20 21 20 +25/+42 +32 +19 +14 +19 14d8 (27) 27
Old H 28d12+168 (350) 31 10 23 22 23 22 +28/+46 +36 +22 +16 +22 16d8 (30) 30
Very Old H 31d12+186 (387) 33 10 23 24 25 24 +31/+50 +40 +23 +17 +24 18d8 (31) 32
Ancient G 34d12+238 (459) 35 10 25 26 27 26 +34/+58 +42 +26 +19 +27 20d8 (34) 35
Wyrm G 37d12+333 (573) 39 10 29 28 29 28 +37/+63 +47 +29 +20 +29 22d8 (37) 37
Great Wyrm G 40d12+400 (635) 42 10 31 30 31 30 +40/+72 +48 +32 +22 +32 24d8 (40) 40
Purple Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft., Fly 100 ft. (Average) +0 17 (+1 size, +6 natural), touch 11,
flat-footed 17
Immunity to Fire/Force,
Vulnerability to Cold
Very Young 40 ft., Fly 150 ft. (Poor) +0 19 (+9 natural), touch 10,
flat-footed 19:
Young 40 ft., Fly 150 ft. (Poor) +0 22 (+12 natural), touch 10,
flat-footed 22
1st
Juvenile 40 ft., Fly 150 ft. (Poor) +0 24 (–1 size, +15 natural), touch 9,
flat-footed 24
Energy Aegis 3rd
Young Adult 40 ft., Fly 150 ft. (Poor) +0 27 (–1 size, +18 natural), touch 9,
flat-footed 27
DR 5/magic 5th 20
Adult 40 ft., Fly 150 ft. (Poor) +0 29 (–2 size, +21 natural), touch 8,
flat-footed 29
Blinding Color Surge 7th 22
Mature Adult 40 ft., Fly 150 ft. (Poor) +0 32 (–2 size, +24 natural), touch 8,
flat-footed 32
DR 10/magic 9th 24
Old 40 ft., Fly 150 ft. (Poor) +0 35 (–2 size, +27 natural), touch 8,
flat-footed 35
Energy Vortex 11th 26
Very Old 40 ft., Fly 150 ft. (Poor) +0 38 (–2 size, +30 natural), touch 8,
flat-footed 38
DR 15/magic 13th 27
Ancient 40 ft., Fly 200 ft. (Clumsy) +0 39 (–4 size, +33 natural), touch 6,
flat-footed 39
Curse of the Elemental Lords 15th 29
Wyrm 40 ft., Fly 200 ft. (Clumsy) +0 42 (–4 size, +36 natural), touch 6,
flat-footed 42
DR 20/magic 17th 30
Great Wyrm 40 ft., Fly 200 ft. (Clumsy) +0 41 (–8 size, +39 natural), touch 2,
flat-footed 41
Glorious Master of the Elements 19th 32

*Can also cast Cleric Spells and those from the Domination, Evil, Law, and Darkness domains as Arcane Spells.

Purple Dragons are long, lean bodied Dragons with deep purple to midnight violet scales. Most fancy themselves to be the lords of all Dragonkind, believing themselves arisen from the blood of Murozond, brother of Tiahmat. They are among the most intelligent of Dragons, able to gather and control vast numbers of minions. Their energy-related attacks make them powerful fighters as well.

A Purple Wyrmling’s scales are a light purple with violet highlights. As the Dragon approaches adulthood, its color gradually Darkens until the individual scales are a deep purple-black.

COMBATEdit

Purple Dragons are arrogant and charismatic speakers, preferring to toy with their enemies before killing them. They employ the use of lesser creatures as minions and servants which they call upon to fight for the Dragon's amusement with those foolish enough to enter their domains. Purple Dragons are far more likely to talk you to death with their taunts and condescending speeches then to kill you themselves, however, they are more then capable of fending for themselves should the need arise.

Should a Purple Dragon feel the need to take matters into its own hands, it will command its foes to soften up its enemy first before utterly destroying the foe with their Breath Weapon and Spell-Like Abilities.

Breath Weapon (Su): A Purple Dragon has one breath weapon, a cone of searing energy. Creatures within the cone of energy take force and fire damage and must succeed on a Fortitude save or be Blinded for 1d6 rounds plus 1 Round per age category of the Dragon.

Spell-Like Abilities: 3/day—Energy Aegis (Juvenile or older), Blinding Color Surge (Adult or older); 2/day— Energy Vortex (Old or older); 1/day— Curse of the Elemental Lords (Ancient or older), Glorious Master of the Elements (Great Wyrm).

Skills: Bluff, Move Silently, and Sense Motive are all considered Class skills for Purple Dragons.


Gray Dragon

Type: Arcanum IconDragon (Earth IconEarth)
Environment: Badlands, and other Arid Flatlands.
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 (1–2 and 2–5 Offspring)
Challenge Rating: Wyrmling Challenge Rating:2; Very Young Challenge Rating:3; Young Challenge Rating:4; Juvenile Challenge Rating:6; Young Adult Challenge Rating:8; Adult Challenge Rating:10; Mature Adult Challenge Rating:12; Old Challenge Rating:15; Very Old Challenge Rating:17; Ancient Challenge Rating:18; Wyrm Challenge Rating:19; Great Wyrm Challenge Rating:21
Treasure: Wyrmling, Very Young, Young, Juvenile, Young Adult: Standard; Adult, Mature Adult, Old: Double Standard; Very Old, Ancient, Wyrm, Great Wyrm: Triple Standard
Alignment:
LG NG CG
LN N CN
LE NE CE
Advancement: Wyrmling 4–5 HD; Very Young 7–8 HD; Young 10–11 HD; Juvenile 13–14 HD; Young Adult 16–17 HD; Adult 19–20 HD; Mature Adult 22–23 HD; Old 25–26 HD; Very Old 28–29 HD; Ancient 31–32 HD; Wyrm 34–35 HD; Great Wyrm 37+ HD
Level Adjustment: Wyrmling +2; Very Young +3; Young +3; Juvenile +5; Others —
Gray Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling T 3d12+3 (22) 11 10 13 6 11 6 +3/–5 +5 +4 +3 +3 1d6 (12)
Very Young S 6d12+6 (45) 13 10 13 6 11 6 +6/+3 +8 +6 +5 +5 2d6 (14)
Young M 9d12+18 (76) 15 10 15 6 11 6 +9/+11 +11 +8 +6 +6 3d6 (16)
Juvenile M 12d12+24 (102) 17 10 15 8 11 8 +12/+15 +15 +10 +8 +8 4d6 (18)
Young Adult L 15d12+45 (142) 19 10 17 8 11 10 +15/+23 +18 +12 +9 +9 5d6 (20) 17
Adult L 18d12+72 (189) 23 10 19 10 11 12 +18/+28 +23 +15 +11 +11 6d6 (23) 20
Mature Adult H 21d12+105 (241) 27 10 21 12 13 12 +21/+37 +27 +17 +12 +13 7d6 (25) 21
Old H 24d12+120 (276) 29 10 21 12 13 12 +24/+41 +31 +19 +14 +15 8d6 (27) 23
Very Old H 27d12+162 (337) 31 10 23 14 15 14 +27/+45 +35 +21 +15 +17 9d6 (29) 25
Ancient H 30d12+180 (375) 33 10 23 14 15 14 +30/+49 +39 +23 +17 +19 10d6 (31) 27
Wyrm G 33d12+231 (445) 35 10 25 14 15 16 +33/+57 +41 +25 +18 +20 11d6 (33) 29
Great Wyrm G 36d12+288 (522) 37 10 27 18 19 18 +36/+61 +45 +28 +20 +24 12d6 (36) 32
Gray Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 60 ft., Burrow 40 ft., Fly 150 ft. (Average) +0 14 (+2 size, +2 natural), touch 12,
flat-footed 14
Immunity to Acid,
Immobilizing Venom
Very Young 60 ft., Burrow 40 ft., Fly 150 ft. (Average) +0 16 (+1 size, +5 natural), touch 11,
flat-footed 16:
Young 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 18 (+8 natural), touch 10,
flat-footed 18
Juvenile 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 21 (+11 natural), touch 10,
flat-footed 21
Seething Eyebane
Young Adult 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 23 (–1 size, +14 natural), touch 9,
flat-footed 23
DR 5/magic 16
Adult 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 26 (–1 size, +17 natural), touch 9,
flat-footed 26
Call of Stone 1st 18
Mature Adult 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 28 (–2 size, +20 natural), touch 8,
flat-footed 28
DR 10/magic 3rd 20
Old 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 31 (–2 size, +23 natural), touch 8,
flat-footed 31
Acid Fog 5th 21
Very Old 60 ft., Burrow 40 ft., Fly 200 ft. (Poor) +0 34 (–2 size, +26 natural), touch 8,
flat-footed 34
DR 15/magic 7th 23
Ancient 60 ft., Burrow 40 ft., Fly 200 ft. (Coor) +0 37 (–2 size, +29 natural), touch 8,
flat-footed 37
Petrifying Essence 9th 24
Wyrm 60 ft., Burrow 40 ft., Fly 250 ft. (Clumsy) +0 38 (–4 size, +32 natural), touch 6,
flat-footed 38
DR 20/magic 11th 25
Great Wyrm 60 ft., Burrow 40 ft., Fly 250 ft. (Clumsy) +0 41 (–4 size, +35 natural), touch 6,
flat-footed 41
Cast in Stone 13th 27

*Can also cast Cleric Spells and those from the Earth, Chaos, and Evil domains as Arcane Spells.

Gray Dragons are the most rapacious, venal, and brutish of all the chromatics. Elder and Ancient Gray Dragons have a special affinity with stone; They can exude a stony essence that petrifies foes that have been immobilized by their claw or breath weapon attack.

The scales of a Wyrmling Gray Dragon are quite dark, almost black. As the Dragon ages, the its scales begin to pale, and by Very Old age, the scales are a soft shale gray.

COMBATEdit

Gray Dragons prefer to attack their foes from afar using their Spell-Like Abilities. They are loathe to run from a fight, preferring to utterly obliterate their foes or die trying.

Breath Weapon (Su): A Gray Dragon has one type of breath weapon, a cone of caustic ooze that burns flesh and immobilizes victims. Creatures within the cone must succeed on a Fortitude save or be Paralyzed for 1d6 rounds plus 1 Round per age category of the Dragon.

Immobilizing Venom (Ex): Recipients of a successful bite or claw attack from a Gray Dragon must succeed on a Fortitude save or be Paralyzed for 1d6 rounds plus 1 Round per age category of the Dragon.

Petrifying Essence (Su): Two times per day, an Ancient or older Gray Dragon can exhude a stony essence which petrifies enemies immobilized by its venom. Effected foes must succeed on a Fortitude save with DC equal to the Dragon's frightful presence or be instantly Petrified.

Other Spell-Like Abilities: 3/day—Seething Eyebane (Juvenile or older), Call of Stone (Adult or older), Acid Fog(Old or older); 2/day—Petrifying Essence (Ancient or older); 1/day— Cast in Stone (Great Wyrm).

Skills: Hide, Move Silently, and Swim are considered class skills for Gray dragons.


Orange Dragon

Type: Arcanum IconDragon (Fire IconFire)
Environment: Temperate Mountain Forests
Organization: Wyrmling, Very Young, Young, Juvenile, and Young Adult: Clutch (2–5); Adult, Mature Adult, Old, Very Old, Ancient, Wyrm, or Great Wyrm: Pair or Family (2 and 2–5 Offspring)
Challenge Rating: Wyrmling Challenge Rating:3; Very Young Challenge Rating:4; Young Challenge Rating:5; Juvenile Challenge Rating:8; Young Adult Challenge Rating:11; Adult Challenge Rating:13; Mature Adult Challenge Rating:16; Old Challenge Rating:18; Very Old Challenge Rating:19; Ancient Challenge Rating:21; Wyrm Challenge Rating:22; Great Wyrm Challenge Rating:24
Treasure: Wyrmling, Very Young, Young, Juvenile, Young Adult: Standard; Adult, Mature Adult, Old: Double Standard; Very Old, Ancient, Wyrm, Great Wyrm: Triple Standard
Alignment:
LG NG CG
LN N CN
LE NE CE
Advancement: Wyrmling 6–7 HD; Very Young 9–10 HD; Young 12–13 HD; Juvenile 15–16 HD; Young Adult 18–19 HD; Adult 21–22 HD; Mature Adult 24–25 HD; Old 27–28 HD; Very Old 30–31 HD; Ancient 33–34 HD; Wyrm 36–37 HD; Great Wyrm 39+ HD
Level Adjustment: Wyrmling +5; Very Young +5; Young +5; Juvenile +6; Others —
Orange Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling S 5d12+5 (37) 13 10 13 10 11 10 +5/+2 +7 +5 +4 +4 2d6 (13)
Very Young M 8d12+16 (68) 15 10 15 10 11 10 +8/+10 +10 +8 +6 +6 4d6 (16)
Young M 11d12+22 (93) 17 10 15 12 13 12 +11/+14 +14 +9 +7 +8 6d6 (17)
Juvenile L 14d12+42 (133) 19 10 17 14 15 14 +14/+22 +17 +12 +9 +11 8d6 (20)
Young Adult L 17d12+68 (178) 23 10 19 14 15 14 +17/+27 +22 +14 +10 +12 10d6 (22) 20
Adult H 20d12+100 (230) 27 10 21 16 17 16 +20/+36 +26 +17 +12 +15 12d6 (25) 23
Mature Adult H 23d12+115 (264) 29 10 21 16 17 16 +23/+40 +30 +18 +13 +16 14d6 (26) 24
Old H 26d12+156 (325) 31 10 23 18 19 18 +26/+44 +34 +21 +15 +19 16d6 (29) 27
Very Old H 29d12+174 (362) 33 10 23 18 19 18 +29/+48 +38 +22 +16 +20 18d6 (30) 28
Ancient G 32d12+224 (432) 35 10 25 20 21 20 +32/+56 +40 +25 +18 +23 20d6 (33) 31
Wyrm G 35d12+280 (507) 37 10 27 20 21 20 +35/+60 +44 +27 +19 +24 22d6 (35) 32
Great Wyrm G 38d12+304 (551) 39 10 27 22 23 22 +38/+64 +48 +29 +21 +27 24d6 (37) 35
Orange Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft., Fly 100 ft. (Average), Swim 30 ft +0 15 (+1 size, +4 natural), touch 11,
flat-footed 15
Immunity to Fire,
Vulnerability to Cold
Very Young 40 ft., Fly 150 ft. (Poor), Swim 30 ft +0 17 (+7 natural), touch 10,
flat-footed 17
Young 40 ft., Fly 150 ft. (Poor), Swim 30 ft +0 20 (+10 natural), touch 10,
flat-footed 20
Juvenile 40 ft., Fly 150 ft. (Poor), Swim 30 ft +0 22 (–1 size, +13 natural), touch 9,
flat-footed 22
Soaring Raptor Strike 1st
Young Adult 40 ft., Fly 150 ft. (Poor), Swim 30 ft +0 25 (–1 size, +16 natural), touch 9,
flat-footed 25
DR 5/magic 3rd 19
Adult 40 ft., Fly 150 ft. (Poor), Swim 30 ft +0 27 (–2 size, +19 natural), touch 8,
flat-footed 27
Bonecrusher 5th 21
Mature Adult 40 ft., Fly 150 ft. (Poor), Swim 30 ft +0 30 (–2 size, +22 natural), touch 8,
flat-footed 30
DR 10/magic 7th 22
Old 40 ft., Fly 150 ft. (Poor), Swim 30 ft +0 33 (–2 size, +25 natural), touch 8,
flat-footed 33
Boulder Roll 9th 24
Very Old 40 ft., Fly 150 ft. (Poor), Swim 30 ft +0 36 (–2 size, +28 natural), touch 8,
flat-footed 36
DR 15/magic 11th 25
Ancient 40 ft., Fly 200 ft. (Clumsy), Swim 30 ft +0 37 (–4 size, +31 natural), touch 6,
flat-footed 37
Pouncing Charge 13th 27
Wyrm 40 ft., Fly 200 ft. (Clumsy), Swim 30 ft +0 40 (–4 size, +34 natural), touch 6,
flat-footed 40
DR 20/magic 15th 28
Great Wyrm 40 ft., Fly 200 ft. (Clumsy), Swim 30 ft +0 43 (–4 size, +37 natural), touch 6,
flat-footed 43
Irresistable Mountain Strike 17th 30

*Can also cast Cleric Spells and those from the Fire, Evil, and Domination domains as Arcane Spells.

A Wyrmling Orange Dragon’s scales are tiny and a shade of dull orange, making them look almost brown in appearance. As the Dragon ages, the scales stay small but grow more vibrant, turning shades of both orange, and red.

Orange Dragons are highly territorial and natural tyrants who seek to bring creatures in their area under their control.

COMBATEdit

Orange Dragons are crafty predators who attack from ambush. They prefer to lurk at the tops of cliffs or remain partially submerged in deep rivers and lakes, awaiting prey to scurry by. When prey does wander by, Orange Dragons strike in pairs, with one circling above and the other sneaking elsewhere to take their prey by surprise.

Breath Weapon (Su): An Orange Dragon has one type of breath weapon, a cone of molten rock.

Spell-Like Abilities: 3/day—Soaring Raptor Strike (Juvenile or older), Bonecrusher (Adult or older), Boulder Roll(Old or older); 1/day— Pouncing Charge (Ancient or older), Irresistable Mountain Strike (Great Wyrm).

Skills: Intimidate, Hide, and Move Silently are considered Class skills for Orange Dragons.


Yellow Dragon

Type: Arcanum IconDragon (Water IconWater)
Environment: Coastal Seas and Estuaries
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 (1–2 and 2–5 Offspring)
Challenge Rating: Wyrmling Challenge Rating:3; Very Young Challenge Rating:4; Young Challenge Rating:5; Juvenile Challenge Rating:7; Young Adult Challenge Rating:9; Adult Challenge Rating:11; Mature Adult Challenge Rating:14; Old Challenge Rating:16; Very Old Challenge Rating:18; Ancient Challenge Rating:19; Wyrm Challenge Rating:20; Great Wyrm Challenge Rating:22
Treasure: Wyrmling, Very Young, Young, Juvenile, Young Adult: Standard; Adult, Mature Adult, Old: Double Standard; Very Old, Ancient, Wyrm, Great Wyrm: Triple Standard
Alignment:
LG NG CG
LN N CN
LE NE CE
Advancement: Wyrmling 5–6 HD; Very Young 8–9 HD; Young 11–12 HD; Juvenile 14–15 HD; Young Adult 17–18 HD; Adult 20–21 HD; Mature Adult 23–24 HD; Old 26–27 HD; Very Old 29–30 HD; Ancient 32–33 HD; Wyrm 35–36 HD; Great Wyrm 38+ HD
Level Adjustment: Wyrmling +3; Very Young +3; Young +3; Juvenile +4; Others —
Yellow Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling T 4d12+4 (30) 11 10 13 8 11 8 +4/–4 +6 +5 +4 +4 2d4 (13)
Very Young S 7d12+7 (52) 13 10 13 8 11 8 +7/+4 +9 +6 +5 +5 4d4 (14)
Young M 10d12+20 (85) 15 10 15 10 11 10 +10/+12 +9 +7 +7 +7 6d4 (17)
Juvenile M 13d12+26 (110) 17 10 15 10 11 10 +13/+16 +16 +10 +8 +8 8d4 (18)
Young Adult L 16d12+48 (152) 19 10 17 12 13 12 +16/+24 +19 +13 +10 +11 10d4 (21) 19
Adult L 19d12+76 (199) 23 10 19 12 13 12 +19/+29 +24 +15 +11 +12 12d4 (23) 20
Mature Adult H 22d12+110 (253) 27 10 21 14 15 14 +22/+38 +28 +18 +13 +15 14d4 (26) 23
Old H 25d12+125 (287) 29 10 21 14 15 14 +25/+42 +32 +19 +14 +16 16d4 (27) 24
Very Old H 28d12+168 (350) 31 10 23 16 17 16 +28/+46 +36 +22 +16 +19 18d4 (30) 27
Ancient H 31d12+186 (387) 33 10 23 16 17 16 +31/+50 +40 +23 +17 +20 20d4 (31) 28
Wyrm G 34d12+238 (459) 35 10 25 18 19 18 +34/+58 +42 +26 +19 +23 22d4 (34) 31
Great Wyrm G 37d12+296 (536) 37 10 27 20 21 20 +37/+62 +46 +28 +20 +25 24d4 (36) 33
Yellow Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 60 ft., Fly 100 ft. (Average), Swim 60 ft. +0 15 (+2 size,+3 natural), touch 12,
flat-footed 15
Immunity to Acid,
Water Breathing
Very Young 60 ft., Fly 100 ft. (Average), Swim 60 ft. +0 17 (+1 size,+6 natural), touch 11,
flat-footed 17
Young 60 ft., Fly 150 ft. (Poor), Swim 60 ft. +0 19 (+9 natural), touch 10,
flat-footed 19
Juvenile 60 ft., Fly 150 ft. (Poor), Swim 60 ft. +0 22 (+12 natural), touch 10,
flat-footed 22
Acidify/Purify Water
Young Adult 60 ft., Fly 150 ft. (Poor), Swim 60 ft. +0 24 (–1 size,+15 natural), touch 9,
flat-footed 24
DR 5/magic 1st 17
Adult 60 ft., Fly 150 ft. (Poor), Swim 60 ft. +0 27 (–1 size,+18 natural), touch 9,
flat-footed 27
Holy/Unholy Storm 3rd 18
Mature Adult 60 ft., Fly 150 ft. (Poor), Swim 60 ft. +0 29 (–2 size,+21 natural), touch 8,
flat-footed 29
DR 10/magic 5th 21
Old 60 ft., Fly 150 ft. (Poor), Swim 60 ft. +0 32 (–2 size,+24 natural), touch 8,
flat-footed 32
Control Water 7th 22
Very Old 60 ft., Fly 150 ft. (Poor), Swim 60 ft. +0 35 (–2 size,+27 natural), touch 8,
flat-footed 35
DR 15/magic 9th 23
Ancient 60 ft., Fly 150 ft. (Poor), Swim 60 ft. +0 38 (–2 size,+30 natural), touch 8,
flat-footed 38
Wall of Water 11th 25
Wyrm 60 ft., Fly 200 ft. (Clumsy), Swim 60 ft +0 39 (–4 size,+33 natural), touch 6,
flat-footed 39
DR 20/magic 13th 26
Great Wyrm 60 ft., Fly 200 ft. (Clumsy), Swim 60 ft. +0 42 (–4 size,+36 natural), touch 6,
flat-footed 42
Flashflood 15th 28

*Can also cast Cleric Spells and those from the Water, Chaos, and Storm domains as Arcane Spells.

Yellow Dragons are solitary and secretive dragons who prefer to lay in wait for prey to stumble into carefully prepared traps instead of hunting actively. They are among the most agile and quick of all dragons and use their agility to their advantage in combat.

Their scales change little throughout their lives, remaining an irridescent yellow color with a bluish shine in the light along the scales of their underbellies, although their colors do lose some of their vibrancy with age.

Yellow Dragons adore water and often spend their free time playing in it.

COMBATEdit

Yellow Dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a Yellow dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.

Breath Weapon (Su): A Yellow Dragon has one type of breath weapon, a cone of salt water that contains a highly corrosive sodium compound (acid damage).

Water Breathing (Ex): A Yellow Dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Create/Destroy Water (Sp): A Yellow Dragon of any age can use this ability three times per day. It works like the Create Water spell, except that the Dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the Dragon’s frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Acidify/Purify Water (Sp): Once per day an Adult or older Yellow Dragon can acidify or purify 10 cubic feet of water. Acidified water becomes caustic, and unable to support animal life. The ability effects liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DCequal to that of the Dragon’s Frightful Presence) or become corrosive. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the Dragon’s Frightful Presence.

Other Spell-Like Abilities: 3/day—Holy/Unholy Storm (Adult or Older), Control Water (Old or Older), Wall of Water (Ancient or older); 1/day—Flashflood (Great Wyrm).

Skills: Hide, Move Silently, and Swim are considered Class skills for Yellow Dragons.