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 |
-
Bite:
Bite attacks deal the indicated damage plus the dragon’s Strength bonus. A
dragon also can use its bite to snatch opponents if it has the Snatch feat.
-
Claw:
Claw attacks deal the indicated damage plus ½ the dragon’s Strength bonus (round
down). The dragon also can use its claws to snatch opponents if it has the Snatch feat.
Claw attacks are secondary attacks, requiring a -5 penalty on the attack
roll. (Many dragons choose the Multiattack feat
to lessen this penalty to -2).
-
Wing:
The dragon can slam opponents with its wings, even when flying. Wing attacks
deal the indicated damage plus ½ the dragon’s Strength bonus (round down) and
are treated as secondary attacks.
-
Tail Slap:
The dragon can slap one opponent each round with its tail. A tail slap deals the
indicated damage plus 1½ times the dragon’s Strength bonus (round down) and is
treated as a secondary attack.
-
Crush:
This special attack allows a flying or jumping dragon of at least Huge size to
land on opponents as a standard
action, using its whole body to crush them. Crush attacks are effective only
against opponents three or more size categories smaller than the dragon (though
it can attempt normal overrun or grapple attacks
against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body.
Creatures in the affected area must succeed on a Reflex
save (DC equal to that of the dragon’s breath
weapon) or be pinned,
automatically taking bludgeoning damage during the next round unless the dragon
moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack.
Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the indicated damage plus 1½ times the dragon’s Strength
bonus (round down).
-
Tail Sweep:
This special attack allows a dragon of at least Gargantuan size to sweep with
its tail as a standard
action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet
for a Colossal dragon), extending from an intersection on the edge of the
dragon’s space in any direction. Creatures within the swept area are affected if
they are four or more size categories smaller than the dragon. A tail sweep
automatically deals the indicated damage plus 1½ times the dragon’s Strength
bonus (round down). Affected creatures can attempt Reflex
saves to take half damage (DC equal to that of the dragon’s breath
weapon).
-
Grappling:
Dragons do not favor grapple attacks,
though their crush attack (and Snatch feat,
if they know it) use normal grapple rules. A dragon can always use its breath
weapon while grappling,
as well as its spells and spell-like or supernatural
abilities, provided it succeeds on Concentration checks.
-
Breath Weapon:
Using a breath
weapon is a standard
action. Once a dragon breathes, it can’t breathe again until 1d4 rounds
later. If a dragon has more than one type of breath weapon, it still can breathe
only once every 1d4 rounds. A blast from a breath weapon always starts at any
intersection adjacent to the dragon and extends in a direction of the dragon’s
choice, with an area as noted on the table below. If the breath weapon deals
damage, creatures caught in the area can attempt Reflex
saves to take half damage; the DC depends on the dragon’s age
and variety, and is given in each individual entry. Saves against nondamaging
breath weapons use the same DC; the kind of saving
throw is noted in the variety descriptions. The save DC
against a breath weapon is 10 + ½ dragon’s HD + dragon’s Con modifier Breath weapons come
in two basic shapes, line and cone, whose areas vary with the dragon’s size.
-
Frightful Presence :
A young adult or older dragon can unsettle foes with its mere
presence. The ability takes effect automatically whenever the dragon
attacks, charges,
or flies overhead. Creatures within a radius of 30 feet × the dragon’s age
category are subject to the effect if they have fewer HD than the dragon. A
potentially affected creature that succeeds on a Will
save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier)
remains immune to that dragon’s frightful presence for 24 hours. On a
failure, creatures with 4 or less HD become panicked for
4d6 rounds and those with 5 or more HD become shaken for
4d6 rounds. Dragons ignore the frightful presence of other dragons.
-
Spells: A dragon knows and casts arcane spells as a sorcerer of
the level indicated in its variety description, gaining bonus spells for a
high Charisma score. Some dragons can also cast spells from the cleric list
or cleric domain lists as arcane spells.
-
Spell-Like Abilities: A dragon’s spell-like
abilities depend on its age and variety. It gains the
abilities indicated for its age plus all previous ones. Its age category or
its sorcerer caster
level, whichever is higher, is the caster level for these abilities. The
save DC is 10 + dragon’s Cha modifier + spell level. All spell-like
abilities are usable once per day unless otherwise noted.
-
Damage Reduction: Young adult and older dragons have damage
reduction. Their natural
weapons are treated as magic weapons for the purpose of
overcoming damage reduction.
-
Immunities: All dragons have immunity to sleep and paralysis effects.
Each variety of dragon has immunity to one or two additional forms of attack
no matter what its age, as given in its description.
-
Spell Resistance:
As dragons age, they become more resistant to spells and spell-like
abilities, as indicated in the variety descriptions.
-
Blindsense:
Dragons can pinpoint creatures within a distance of 60 feet.
Opponents the dragon can’t actually see still have total
concealment against the dragon.
-
Keen Senses:
A dragon sees four times as well as a human in shadowy illumination and
twice as well in normal light. It also has darkvision out
to 120 feet.
-
Skills: All dragons have skill points equal to (6 + Int modifier)
× (Hit Dice + 3). Most dragons purchase the following skills at the maximum
ranks possible: Listen, Search,
and Spot.
The remaining skill points are generally spent on Concentration, Diplomacy, Escape
Artist, Intimidate, Knowledge (any), Sense
Motive, and Use
Magic Device at a cost of 1 skill point per rank. All these
skills are considered class skills for dragons. (Each dragon has other class
skills as well, as noted in the variety descriptions.)
-
Feats: All dragons have one feat, plus additional feats based on Hit Dice
just like any other creature. Dragons favor Alertness, Blind-Fight, Cleave, Flyby
Attack, Hover, Improved
Initiative, Improved
Sunder, Power
Attack, Snatch, Weapon
Focus (claw or bite), Wingover,
and any metamagic feat that is available and useful to sorcerers.
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 |
The normal alter form for Chromatic Dragons is that of a Human.
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.
-
Breath Weapon:
A black dragon has one type of breath
weapon, a line of acid.
-
Water Breathing:
A black dragon can breathe underwater indefinitely and can freely use its breath
weapon, spells, and other abilities while submerged.
-
Corrupt Water:
Once per day an adult or older black dragon can stagnate 10 cubic feet of
water, making it become still, foul, and unable to support animal life. The
ability spoils 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 become fouled. This ability is the equivalent of a
1st-level spell. Its range is equal to that of the dragon’s frightful
presence.
-
Charm Reptiles:
A great wyrm black dragon can use this ability three times per day. It
works as a mass charm spell that affects only reptilian animals. The dragon
can communicate with any charmed reptiles as though casting a speak
with animals spell. This ability is
the equivalent of a 1st-level spell.
-
Other Spell-Like
Abilities: 3/day—darkness (juvenile
or older; radius 10 feet per age category), insect
plague (ancient or older); 1/day—plant
growth (old or older).
-
Skills:
Hide, Move
Silently, and Swim are
considered class skills for black dragons.
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
Level1 |
SR |
-
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.
-
Breath Weapon:
A blue dragon has one type of breath
weapon, a line of lightning.
-
Create/Destroy Water:
A blue 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.
-
Sound Imitation:
A juvenile or older blue dragon can mimic any voice or sound it has heard,
anytime it likes. Listeners must succeed on a Will
save (DC equal to that of the dragon’s frightful
presence) to detect the ruse.
-
-
Skills:
Bluff, Hide,
and Spellcraft are
considered class skills for blue dragons.
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.
-
Breath Weapon:
A green dragon has one type of breath
weapon, a cone of corrosive (acid) gas.
-
Water Breathing:
A green dragon can breathe underwater indefinitely and can freely use its breath
weapon, spells, and other abilities while submerged.
-
-
Skills:
Bluff, Hide,
and Move
Silently are considered class skills for green dragons.
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 Dragon Abilities by Age
Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster
Level1 |
SR |
- 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.
-
-
Locate Object:
A juvenile or older red dragon can use this ability as the spell of the same
name, once per day per age category.
-
Other Spell-Like
Abilities:
3/day—suggestion (old
or older); 1/day—find
the path (ancient or older), discern
location (great wyrm).
-
Skills:
Appraise, Bluff,
and Jump are
considered class skills for red dragons.
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.
-
Breath Weapon: A white dragon has one type of breath
weapon, a cone of cold.
-
Icewalking:
This ability works like the spider
climb spell, but the surfaces the dragon climbs must be icy. It
is always in effect.
-
Freezing Fog:
An old or older white dragon can use this ability three times per day. It is
similar to a solid
fog spell but also causes a rime of slippery ice to form on any
surface the fog touches, creating the effect of a grease spell.
The dragon is immune to the grease effect because of its icewalking ability.
This ability is the equivalent of a 5th-level spell.
-
Other Spell-Like
Abilities:
3/day—fog
cloud (juvenile or older), gust
of wind (adult or older), wall
of ice (ancient or older); 1/day—control
weather (great wyrm).
-
Skills:
Hide, Move
Silently, and Swim are
considered class skills for white 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
Level1 |
SR |
- 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.
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.
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).
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
Level1 |
SR |
- 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.
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.
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.
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.
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.
A copper dragon can climb on stone surfaces as though using the spider
climb spell.
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
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 Dragon Abilities by Age
Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster
Level |
SR |
- 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.
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.
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).
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.
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
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 |
- 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.
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.
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.
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: |
|
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: |
|
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 — |
*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.
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.
Type: |
Dragon (Poison) |
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: |
|
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 — |
*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.
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.
Type: |
Dragon (Fire) |
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: |
|
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 — |
*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.
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.
Type: |
Dragon (Fire) |
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: |
|
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 — |
*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.
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.
Type: |
Dragon (Earth) |
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: |
|
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 — |
*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.
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.
Type: |
Dragon (Cold) |
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: |
|
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 — |
*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.
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.
Type: |
Dragon (Cold) |
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: |
|
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 — |
*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.
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.’’
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
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.
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.
Type: |
Dragon (Earth) |
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: |
|
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 — |
*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.
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.
Type: |
Dragon (Air) |
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: |
|
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 — |
*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.
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.
Type: |
Dragon (Air) |
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: |
|
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 — |
*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.
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.
Type: |
Dragon (Fire) |
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: |
|
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 — |
*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.
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.
Type: |
Dragon (Fire) |
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: |
|
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 — |
*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.
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.
Type: |
Dragon (Earth) |
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: |
|
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 — |
*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.
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.
Type: |
Dragon (Fire) |
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: |
|
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 — |
*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.
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.
Type: |
Dragon (Water) |
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: |
|
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 — |
*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.
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.