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Post by Deleted on Aug 18, 2009 13:23:50 GMT -5
Planar Dragons In addition to the many dragon species native to the Material Plane, a number of dragons hail from other planes, particularly the Outer Planes. Collectively referred to as planar dragons, these creatures hail from planes as diverse as Limbo, Acheron, Ysgard, and even the Ethereal Plane. Unlike most other true dragons, planar dragons are not innate spellcasters; though they have a variety of spell-like powers, they don’t have the natural affinity for sorcery that their Material Plane relatives have. A planar dragon uses its age category as its caster level for all spell-like abilities. Though native to planes other than the Material, these creatures are nonetheless of the dragon type and are not outsiders. Instead, they all possess the extraplanar subtype. Source: Draconomicon Source Dragons of Faerun Source: Dragon Magazine#321 Source: Dragon Magazine #344
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Post by Deleted on Aug 18, 2009 16:56:38 GMT -5
Battle Dragon Dragon (Extraplanar)Environment: Arvandor, Dragon Eyrie, House of the Triad, Warriors Rest. Organization: Solitary (1 dragon, any age), clutch (1d4+1 wyrmlings, very young, young, or juveniles or young adults), family (pair of mature adults and 1d4+1 offspring) Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 14; old 17; very old 18; ancient 19; wyrm 20; great wyrm 22 Treasure: Triple standard Alignment: Always neutral good 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 — Battle dragons are glorious creature that exult in valorous combat. They often serve as steeds for powerful warriors. A battle dragon at rest has a dull brown sheen to its scales. However, as soon as it takes wing, allowing the sun to strike its armored skin, it gleams like the finest gold. Battle dragons are notorious optimists, and always seem to find the silver lining to any cloud. This emotion is often contagious, as they inspire others to bravery and valor in battle. By juvenile age, battle dragons may find use as steeds for Small riders. Young adult and older dragons can serve Medium riders. Some cities or knightly orders have reached mutual protection and assistance accords with nearby battle dragon families, as generation after generation of rider finds an ally within the same line of dragons. Battle dragons speak Common, Draconic, and Celestial. Combat
A battle dragon is a fearless combatant, raised from birth to take joy in the simple act of conflict. It uses its special abilities to fortify the prowess of its allies, while striking fear into foes with its breath weapon, frightful presence, and battle fury. Young and older battle dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Battle Fury (Ex):Once per day, an ancient or older battle dragon may enter a battle fury, which grants it a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saves, but a –2 penalty to AC. This battle fury lasts for a number of rounds equal to the dragon’s (new) Constitution modifier +3, at the end of which the dragon loses the indicated bonuses but suffers no fatigue or other ill effects. This ability is otherwise identical to the barbarian’s rage class feature. Breath Weapon (Su): A battle dragon has two types of breath weapon, a cone of sonic energy and a cone of fear gas. Creatures within the cone of fear gas must succeed on a Will save or become shaken for 4d6 rounds. Multiple exposures are not cumulative, but if an affected creature is already shaken (for instance, from the dragon’s frightful presence), it becomes frightened instead. Inspire Courage (Su): Once per day, an adult or older battle dragon can inspire courage in itself and its allies, granting them a +2 morale bonus on saving throws against charm or fear effects and a +1 morale bonus on attack rolls and weapon damage rolls. This is identical with the bardic ability of the same name, and requires the dragon to speak, sing, or roar for 1 full round. Spell-Like Abilities: 3/day—aid, protection from evil; 1/day—heroes’ feast, shield other. Skills: Perform is a class skill for battle dragons. Their preferred modes of performance include oratory and singing. Source: Draconomicon
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Post by Deleted on Aug 18, 2009 17:10:44 GMT -5
Chaos Dragon Chaos DragonDragon (Chaos, Extraplanar) Environment: Abyss, Arvandor, Brightwater, Dragon Eyrie, Gates of the Moon, Supreme Throne, Warriors Rest Organization: Solitary (1 dragon, any age), clutch (1d4+1 wyrmlings, very young, young, or juveniles or young adults), family (pair of mature adults and 1d4+1 offspring) Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 13; mature adult 15; old 16; very old 17; ancient 19; wyrm 20; great wyrm 22 Treasure: Triple standard Alignment: Always chaotic (good, neutral, or evil) 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 — The very personification of unpredictability, a chaos dragon is a whirling cyclone of barely controlled power. No two chaos dragons look exactly alike, and some people claim that even the same chaos dragon changes its form over time. While all chaos dragons are roughly the same in appearance—four powerful clawed limbs, mighty wings, long serpentine neck topped by a mouth full of dagger-sharp teeth, jagged-edged tail—each has unique markings and scale patterns that differentiate it from others of its kind. In general, chaos dragons seek to tear down structured societies and civilizations. Those that tend toward good might use positive means to effect change, but those tending to evil are merely violent and murderous. For a brief period of time, a sect of githzerai attempted to make a pact with the chaos dragons, thinking that they could use them just as their enemies, the githyanki, employed red dragons. The chaos dragons’ innate unpredictability and disloyalty ensured the failure of this effort, though the two kinds of creatures may still be encountered side by side in rare instances. A chaos dragon speaks Draconic and either Celestial (chaotic good and some chaotic neutral dragons only) or Abyssal (chaotic evil and some chaotic neutral dragons only). Combat A chaos dragon opens combat with its confusion breath weapon, seeking to send its opponents into disarray. It uses its spell-like abilities against particularly vexing foes. Young and older chaos dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A chaos dragon has two types of breath weapon, a line of energy and a cone of confusion gas. The energy type of its breath weapon is determined randomly each time it uses the breath weapon by rolling d%: 01–20 acid, 21–40 cold, 41–60 electricity, 61–80 fire, 81–100 sonic. Even the dragon itself doesn’t know which type of energy it will emit before it actually breathes. Creatures within the cone of confusion gas must succeed on a Will save or be confused for 1d6 rounds plus 1 round per age category of the dragon. Spell-Like Abilities: 3/day—entropic shield, protection from law, chaos hammer; 1/day—cloak of chaos, dispel law, mind fog, mislead, word of chaos. Source: Draconomicon
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Post by Deleted on Aug 18, 2009 19:20:54 GMT -5
Ethereal Dragon
Ethereal DragonDragon (Extraplanar) Environment: Dragon Eyrie, Ethereal Plane Organization: Solitary (1 dragon, any age), clutch (1d4+1 wyrmlings, very young, young, or juveniles or young adults), family (pair of mature adults and 1d4+1 offspring) Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 7; young adult 9; adult 10; mature adult 13; old 15; very old 16; ancient 17; wyrm 18; great wyrm 19 Treasure: Triple standard Alignment: Always 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+ HD Level Adjustment: Wyrmling +2; very young +3; young +4, juvenile +4; others — Ethereal dragons spend most of their lives floating through the Ethereal Plane, spying into the Material Plane for valuable treasure. Ethereal dragons’ natural coloration is a pearlescent brown-gray, which accounts for their nickname of “moonstone dragon.” They have needlelike claws and teeth. Ethereal dragons are naturally curious and inquisitive, and often spy on those “stuck” on the Material Plane. They are also greedy, and may come to covet the valuables carried by those they spy upon. In such cases, an ethereal dragon might visit the Material Plane only to appropriate such items, returning to its native Ethereal Plane as soon as possible. Ethereal dragons speak Draconic. Combat Most ethereal dragons prefer escape over battle, heading either to the Ethereal Plane or the Material Plane to avoid conflict. If forced into a fight, or if the ethereal dragon feels combat is necessary, it uses its powers to frustrate its foes. An adult or older ethereal dragon relies on dimensional anchor to trap opponents on one plane while it escapes to the other. Young and older ethereal dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): An ethereal dragon has one type of breath weapon, a cone of force. Like all force effects, this breath weapon affects ethereal creatures when the ethereal dragon is on the Material Plane. Ethereal Vision (Ex): While on the Material Plane, a very young or older ethereal dragon can see ethereal creatures as if they were visible. While on the Ethereal Plane, an ethereal dragon can see normally out to the range of its darkvision (normally, creatures on the Ethereal Plane have a visual limit of 60 feet). Note that blindsense functions normally even on the Ethereal Plane, regardless of visual limits. See Ethereal (Su): A very young or older ethereal dragon can see ethereal creatures as if they were visible. Strike Ethereal Creatures (Ex): An ancient or older ethereal dragon can strike ethereal creatures as if they were material. This ability does not allow an ethereal dragon on the Ethereal Plane to affect creatures on the Material Plane. Summon Ethereal Cyclone (Su): Once per day, a great wyrm ethereal dragon on the Ethereal Plane can summon an ethereal cyclone. This requires a full-round action, and the storm lasts for 1 minute. All creatures (except undead) within 120 feet of the ethereal dragon are affected as described in Chapter 5 of Manual of the Planes. (If you don’t have access to Manual of the Planes, you can simply rule that each creature within the cyclone is thrown 1d10 miles in a random direction.) This power has no effect anywhere other than on the Ethereal Plane Spell-Like Abilities: 3/day—dimensional anchor, ethereal jaunt*; 1/day—blink, etherealness. *An ethereal dragon on the Ethereal Plane can instead use this spell-like ability to become material, with the same duration as normal for the spell.Skills: An ethereal dragon has a +8 racial bonus on Hide checks when on the Ethereal Plane. Source: Draconomicon
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Post by Deleted on Aug 18, 2009 19:32:18 GMT -5
Howling Dragon Howling DragonDragon (Extraplanar) Environment: Dragon Eyrie, Fury's Heart, Supreme Throne Organization: Solitary (1 dragon, any age), clutch (1d4+1 wyrmlings, very young, young, or juveniles or young adults), family (pair of mature adults and 1d4+1 offspring) Challenge Rating: Wyrmling 5; very young 6; young 8; juvenile 10; young adult 13; adult 14; mature adult 17; old 19; very old 20; ancient 21; wyrm 22; great wyrm 23 Treasure: Triple standard Alignment: Always chaotic evil or chaotic neutral Advancement: Wyrmling 10–11 HD; very young 13–14 HD; young 16–17 HD; juvenile 19–20 HD; young adult 22–23 HD; adult 25–26 HD; mature adult 28–29 HD; old 31–32 HD; very old 34–35 HD; ancient 37–38 HD; wyrm 40–41 HD; great wyrm 43+ HD Level Adjustment: Wyrmling +4; very young +5; others — Native to the windswept plane of Pandemonium, howling dragons are brilliant, scheming, and quite insane. A howling dragon is long and slender, with short, thin legs and narrow wings. Long spines form a frill behind its head, and twin clusters of similar spines sprout from its shoulders. Its scales are mottled purple and black, darkening as the dragon ages. Its yellow eyes are large and feral-looking, with tiny pupils. Howling dragons make their lairs in isolated caverns amid the twisting tunnels of their native plane. When they find their way to the Material Plane, they seek out similar terrain, and are thus usually encountered far underground. They roam widely in the territory surrounding their lair, exploring every narrow crevice and tunnel. Howling dragons feed on any creatures they can catch—living, undead, or even construct. They enjoy the sensation of biting into a still-moving morsel. Combat Howling dragons attack with primal ferocity, battering their foes with every power at their disposal. They breathe as often as possible, switching between breath forms apparently at random. Young and older howling dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A howling dragon has two types of breath weapon, a cone of howling sound that deals sonic damage, or a cone of maddening wails. Creatures within the area of the maddening wails effect must succeed on a Fortitude save or take 1 point of Wisdom damage per age category of the dragon. On the plane of Pandemonium, where screaming winds restrict sound and hearing, both effects are limited to a 10-foot cone. Spell-Like Abilities: 3/day—Tasha’s hideous laughter, wind wall; 1/day—confusion, gust of wind, insanity, phantasmal killer, shatter, shout, sound burst, symbol of insanity, weird, whirlwind. Source: Draconomicon
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Post by Deleted on Aug 18, 2009 19:49:05 GMT -5
Oceanus Dragon Oceanus DragonDragon (Aquatic, Extraplanar) Environment: Arvandor, Dragon Eyrie, Gates of the Moon, Heliopolis, Warriors Rest. Organization: Solitary (1 dragon, any age), clutch (1d4+1 wyrmlings, very young, young, or juveniles or young adults), family (pair of mature adults and 1d4+1 offspring) Challenge Rating: Wyrmling 4; very young 5; young 6; juvenile 9; young adult 12; adult 13; mature adult 16; old 18; very old 19; ancient 20; wyrm 21; great wyrm 22 Treasure: Triple standard Alignment: Always neutral good 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 — The Oceanus dragon protects travelers along the River Oceanus, which connects the Upper Planes in the same manner that the River Styx links the Lower Planes, while jealously guarding its domain against evil creatures of all kinds. Oceanus dragons appear much like great winged eels, with relatively short limbs ending in webbed fingers. Though capable of flight, most Oceanus dragons prefer life in the water to that in the air. The typical lair of an Oceanus dragon is a hidden cave, either along a riverbank or completely underwater. Most Oceanus dragons spend little time in their lairs, instead patrolling a stretch of river in search of good-aligned creatures in need of assistance or evil creatures in need of punishment. Oceanus dragons speak Celestial, Draconic, and Aquan. Combat Oceanus dragons prefer to end fights quickly, using their tranquility breath weapon and spell-like abilities to neutralize foes. However, they aren’t afraid to go toe-to-toe with particularly resistant opponents, using their lightning breath weapon, smite evil ability, and prodigious melee attacks to make short work of their enemies. Young and older Oceanus dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): An Oceanus dragon has two types of breath weapon, a line of lightning or a cone of tranquility gas. Creatures within the cone must succeed on a Will save or become dazed for 1d6 rounds plus 1 round per age category of the dragon. Both breath weapons function normally underwater. Smite Evil (Su): Once per day an Oceanus dragon can make a normal attack to deal extra damage equal to its HD total against an evil foe. Spell-Like Abilities: At will—detect evil; 3/day—control water, holy smite, water breathing; 1/day—control winds, dispel evil, holy word. Amphibious (Ex): Although Oceanus dragons are aquatic, they can survive indefinitely on land. Water Breathing (Ex): An Oceanus dragon can breathe underwater indefinitely and can freely use its breath weapon, spell-like abilities, and other abilities while submerged. Source: Draconomicon
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Post by Deleted on Aug 19, 2009 12:24:06 GMT -5
Pyroclastic DragonDragon (Extraplanar) Environment: Dragon Eyrie, Fury's Heart Organization: Solitary (1 dragon, any age), clutch (1d4+1 wyrmlings, very young, young, or juveniles or young adults), family (pair of mature adults and 1d4+1 offspring) Challenge Rating: Wyrmling 4; very young 5; young 6; juvenile 9; young adult 12; adult 13; mature adult 16; old 18; very old 19; ancient 20; wyrm 21; great wyrm 22 Treasure: Triple standard Alignment: Always lawful evil or neutral evil 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 — Pyroclastic dragons are creatures of elemental fury, embodying the forces of fire, earth, and rumbling thunder that move earth and shape continents. They are native to the Bleak Eternity of Gehenna, an infinite plane of volcanic earthbergs and infernal lava. A pyroclastic dragon is solidly built and powerfully muscled, conveying a sense of immovability. Its scales resemble fractured obsidian and glowing magma, forming a mottled pattern of reds, oranges, blacks, and grays over its entire body. Its large wings seem almost to be made of ash, but despite their flimsy appearance they are quite capable of bearing the dragon’s great weight aloft. Pyroclastic dragons enjoy swimming through magma, but they make their lairs in caves carved out of volcanic rock. When they venture to the Material Plane, they live only in volcanic regions. These dragons enjoy the taste of meat but can also subsist on a purely mineral diet. Combat Pyroclastic dragons have all the subtlety of a volcanic eruption—they may simmer and hiss for a time, but when they erupt at last their fury is unmatched. Young and older pyroclastic dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A pyroclastic dragon has two types of breath weapon, a cone of superheated ash accompanied by crushing waves of sonic force (dealing half fire damage and half sonic damage) or a disintegrating line. Creatures within the area of the line must succeed on a Fortitude save or crumble to ash. (Creatures that successfully save do not take any damage.) Spell-Like Abilities: 3/day—produce flame, sound burst; 1/day—fire storm, incendiary cloud, meteor swarm, power word, stun, pyrotechnics, shatter, shout, wall of fire, wall of stone. Source: Draconomicon
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Post by Deleted on Aug 19, 2009 12:37:59 GMT -5
Radiant DragonDragon (Extraplanar) Environment: Dragon Eyrie, House of the Triad, House of Nature Organization: Solitary (1 dragon, any age), clutch (1d4+1 wyrmlings, very young, young, or juveniles or young adults), family (pair of mature adults and 1d4+1 offspring) Challenge Rating: Wyrmling 5; very young 6; young 8; juvenile 10; young adult 13; adult 14; mature adult 17; old 19; very old 20; ancient 21; wyrm 22; great wyrm 23 Treasure: Triple standard Alignment: Always lawful good Advancement: Wyrmling 10–11 HD; very young 13–14 HD; young 16–17 HD; juvenile 19–20 HD; young adult 22–23 HD; adult 25–26 HD; mature adult 28–29 HD; old 31–32 HD; very old 34–35 HD; ancient 37–38 HD; wyrm 40–41 HD; great wyrm 43+ HD Level Adjustment: Wyrmling +4; very young +5; others — Radiant dragons are simultaneously wonderful and terrible, awesome in their righteousness and fearsome in their dedication to destroying evil. A radiant dragon seems to shine with a heavenly glow, though it can douse this brightness as desired. If you can bear to look upon its grandeur, you can make out that its perfectly shaped scales glisten like molten white gold. Its proud, regal bearing is unmistakable, and its voice rings like heavenly thunder. Radiant dragons prefer lairs that allow plenty of sunlight, and often place gems and other bright valuables in places where they catch and refract the light, creating marvelous displays of color and radiance. To creatures that display nobility and justice, they are the staunchest of allies, offering succor and healing to any in need. But when faced by those who foster chaos or evil, a radiant dragon becomes a furious whirl of color and light, destroying all who oppose it. Radiant dragons speak Common, Celestial, and Draconic. Combat A radiant dragon relies on its blinding breath weapon primarily in situations when it wishes to defuse a difficult situation without causing unnecessary injury. Against true enemies it unleashes its force breath and spell-like abilities, showing no mercy to those who do not deserve it. Young and older radiant dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A radiant dragon has two types of breath weapons, a line of force or a cone of light. Creatures caught within the cone must make Fortitude saves or be blinded for 1d6 rounds plus 1 round per age category of the dragon. A successful save means the creature is merely dazzled for the same duration. Sightless creatures are immune to the cone of light breath weapon. Dispel Darkness (Su): A juvenile or older radiant dragon automatically dispels any darkness spell (whose level is equal to or less than his age category) within 60 feet. Healing Touch (Su): An old or older radiant dragon can generate any one of the following effects with its touch: cure critical wounds, regenerate, remove blindness/deafness, remove disease, remove paralysis, or restoration. It may use its healing touch a number of times per day equal to its age category. Spell-Like Abilities: At will—daylight; 3/day—searing light; 1/day prismatic sphere, sunburst. Source: Draconomicon
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Post by Deleted on Aug 19, 2009 16:33:44 GMT -5
Rust DragonDragon (Extraplanar) Environment: Barrens of Doom and Despair, Clangor, Dragon Eyrie, Hammergrim, Nishrek. Organization: Solitary (1 dragon, any age), clutch (1d4+1 wyrmlings, very young, young, or juveniles or young adults), family (pair of mature adults and 1d4+1 offspring) Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 13; mature adult 15; old 16; very old 17; ancient 19; wyrm 20; great wyrm 22 Treasure: Triple standard Alignment: Always lawful evil or lawful neutral 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 — Native to the Infernal Battlefield of Acheron, rust dragons are creatures of tarnished metal, embodying forces of decay and corruption. Some Material Plane sages posit some connection between these fiendish monstrosities and the relatively innocuous rust monster, but the rational mind correctly sees these claims as the ravings of deranged lunatics. Rust dragons bear a strong resemblance to the metallic dragons of the Material Plane, but appear covered in rust, tarnish, or verdigris. Though some rust dragons resemble copper dragons and others silver or brass, individual rust dragons’ abilities do not differ. Their scales appear pitted and lined with corrosive color, and the membranes of their wings are very thin and iridescent. On their native plane of Acheron, rust dragons have an ample food supply in the endless iron cubes the size of continents floating in the void. When drawn to the Material Plane, rust dragons seek out veins of metal in underground caverns, making them particularly loathed by miners. Rust dragons feed on corroded metal, but enjoy fresh meat (particularly vermin) to cleanse the palate between ores. Combat Rust dragons are not the furious forces of nature that pyroclastic dragons are, nor are they violently insane like howling dragons. Rather, they are simply hungry, and they attack carefully with their goal clearly fixed in mind. They do not tolerate too much interference in pursuit of that goal, and readily break off from combat if a meal proves to be more trouble than it’s worth. Young and older rust dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A rust dragon has two breath weapons: a line of acid or a cone of reddish-brown liquid that instantly corrodes and destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid this effect, but any metal is susceptible: iron, steel, silver, gold, even mithral and adamantine. Metal Resistance (Ex): A rust dragon is resistant to attacks from metal weapons. Against weapons whose damage-dealing part is metal (a blade, metal point, arrowhead, or even mace head), a rust dragon has damage reduction equal to what a rust dragon two age categories older than itself has. Wyrm and great wyrm rust dragons have damage reduction 20/magic and 10/chaotic against metal weapons, and lesser weapons corrode when used against them (see Rusting Scales, below). Rusting Bite (Ex): A rust dragon that makes a successful bite attack causes metal armor worn by the target creature to corrode, falling to pieces and becoming useless immediately. A dragon can also use its bite attack to target a weapon or other metal object, of course. The size of the object is immaterial—a full suit of armor rusts away as quickly as a sword. Magic metal items are allowed Reflex saves against a DC equal to the dragon’s breath weapon save DC. Rusting Scales (Ex): A metal weapon with less than a +5 enhancement bonus that hits a wyrm or great wyrm rust dragon corrodes and is destroyed immediately, with no saving throw. A +5 weapon deals damage normally, but then must succeed on a Reflex save (DC equal to the dragon’s breath weapon save DC) or rust away. Spell-Like Abilities: 3/day—wall of iron; 1/day—acid fog, repel metal or stone. Source: Draconomicon
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Post by Deleted on Aug 19, 2009 16:53:34 GMT -5
Styx DragonDragon (Aquatic, Extraplanar) Environment: River of Blood (Abyss, Barrens of Doom and Despair, Blood Rift, Clangor, Fated Depths, Fury's Heart, Hammergrim, Nine Hells, Nishrek) Organization: Solitary (1 dragon, any age), clutch (1d4+1 wyrmlings, very young, young, or juveniles or young adults), family (pair of mature adults and 1d4+1 offspring) Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 14; old 17; very old 18; ancient 19; wyrm 20; great wyrm 22 Treasure: Triple standard Alignment: Always neutral evil 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 — Also known as shadowdrakes or darkwyrms, Styx dragons haunt the putrid waters of the River Styx throughout its nearly infinite length. One of the few creatures immune to the harmful effects of the river, Styx dragons swim with impunity across the top layers of all the Lower Planes, feasting on fiends and any other creature they can find and catch. A Styx dragon has a long, serpentine body with tiny, flipperlike claws that are useless on land and in combat. Its wings are too small to carry it aloft, but help to propel it through the water. Its tail splits into two long, bladed whips that it can use to slash and grab its prey. A Styx dragon’s scales are slimy and range from dark brown to rusty red in color. Its eyes glow with a lurid yellow light. Styx dragons make their lairs by burrowing into the mud on the banks of the Styx. They do not like to leave their native plane, but if one is forcibly brought to the Material Plane, it will thrive in fetid water. Styx dragons normally subsist on the flesh of fiends, but enjoy eating any meat—particularly rotting carrion. Combat A Styx dragon’s physical attacks are limited: It attacks with the twin blades of its tail instead of claws, it cannot use its wings effectively, and it does not gain tail slap attacks in addition to its tail blades. Its tail blades deal damage as if the dragon were one size category larger than actual, however, as does its tail sweep. Young and older Styx dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A Styx dragon has two types of breath weapon, a line of acid that persists for 3 rounds (dealing half damage on the second round and one-quarter damage on the third round), or a cone of stupefying gas. Creatures within the cone must succeed on a Fortitude save or take 1 point of Intelligence damage per age category of the dragon. Amphibious (Ex): Although Styx dragons are aquatic, they can survive indefinitely on land. Constrict (Ex): With a successful grapple check, a Styx dragon can crush a grabbed opponent, dealing twice its tail blade damage as bludgeoning damage. Disease (Ex): Any creature hit by a Styx dragon’s bite or tail attack must succeed on a Fortitude save (DC equal to that of the dragon’s breath weapon save DC) or contract Stygian wasting. The symptoms of the disease include flesh rotting away and hair falling out. The incubation period is 1 day, and the disease deals 1d6 points of Charisma damage. A victim must make three successful Fortitude saves in a row to recover from Stygian wasting (see Disease, page 292 of the Dungeon Master’s Guide). Improved Grab (Ex): To use this ability, a Styx dragon must hit a creature that is at least one size category smaller than itself with its tail blade attack. If it gets a hold, it can constrict in the same round. It can also attempt to start a grapple as a free action without provoking an attack of opportunity. Spell-Like Abilities: At will—curse water; 3/day—control water, deeper darkness, fog cloud; 1/day—feeblemind, hold monster, horrid wilting, mind fog, stinking cloud. Styx Adaptation (Ex): Styx dragons are immune to the harmful effects of the River Styx, and they can breathe water. Summon Monster VIII (Sp): Once per day, a great wyrm Styx dragon can summon a fiendish giant squid, 1d3 fiendish giant octopi or Large tojanidas, or 1d4+1 Large water elementals, Huge fiendish sharks, or fiendish giant crocodiles. Aside from the monsters available, this ability is identical to summon monster VIII. Caster level 15th. Source: Draconomicon
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Post by Deleted on Aug 19, 2009 22:33:22 GMT -5
Tarterian DragonDragon (Extraplanar) Environment: Dragon Eyrie, Deep Caverns Organization: Solitary (1 dragon, any age), clutch (1d4+1 wyrmlings, very young, young, or juveniles or young adults), family (pair of mature adults and 1d4+1 offspring) Challenge Rating: Wyrmling 5; very young 6; young 8; juvenile 10; young adult 13; adult 14; mature adult 17; old 19; very old 20; ancient 21; wyrm 22; great wyrm 23 Treasure: Triple standard Alignment: Always neutral evil or chaotic evil 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 — Native inhabitants of a prison plane, Tarterian dragons are at once wardens and prisoners themselves, preying on weaker denizens than themselves. Tarterian dragons are skeletally gaunt, with leathery scales stretched tight over withered looking flesh. Their wings have a tattered appearance, though they can fly fast and ably. Their teeth and claws are long and black, while their scales form a striped pattern of black, gray, and olive green. Ghostly green light flickers in their black eyes, and their faces seem to wear a perpetual sneering grin. Tarterian dragons inhabit a wide range of habitats on their native plane of Carceri, from the steaming jungles of Cathrys (the second layer) to the cruel mountains of Colothys (the fourth). Similarly, when they make their way to the Material Plane they can dwell comfortably in a variety of locales, both above and under the ground. They delight in reproducing the jailhouse atmosphere of Carceri whenever they find themselves on the Material Plane. Tarterian dragons are accustomed to a diet of fiendish flesh and condemned souls. They do not enjoy other food, but can live on literally anything. Combat Tarterian dragons use their spell-like abilities to divide and constrain their opponents, trying to face each one individually when possible. They use their gas breath weapon to weaken foes at the start of combat, then their force breath to take out the strongest foes. Young and older Tarterian dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A Tarterian dragon has two types of breath weapon, a line of disruptive force or a cone of will-sapping gas. Creatures within the cone must succeed on a Will save or be affected by a crushing despair effect, taking a –2 penalty on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 1 round per age category of the dragon. Force Resistance (Ex): Tarterian dragons have a +4 racial bonus on saving throws against force-based spells and effects. Freedom of Movement (Su): Tarterian dragons can move and attack normally despite any magic that usually impedes movement, such as hold monster, paralysis effects, solid fog, slow, and web spells. Strength of Will (Ex): Tarterian dragons have a +4 morale bonus on saving throws against charm and compulsion effects. Spell-Like Abilities: 1/day—forcecage, imprisonment, maze, Otiluke’s resilient sphere. Source: Draconomicon
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Post by Deleted on Aug 19, 2009 22:37:01 GMT -5
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Post by Deleted on Aug 23, 2009 12:38:44 GMT -5
Astral Dragon Source: Dragon Magazine #344
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Post by Deleted on Aug 23, 2009 14:54:24 GMT -5
Source: Dragon Magazine #344
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Post by Deleted on Aug 23, 2009 15:16:43 GMT -5
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Post by Deleted on Aug 31, 2009 21:58:43 GMT -5
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Post by Deleted on Aug 31, 2009 22:17:43 GMT -5
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Post by Deleted on Aug 31, 2009 22:27:52 GMT -5
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Post by Deleted on Aug 31, 2009 22:36:07 GMT -5
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Post by Deleted on Aug 31, 2009 23:10:03 GMT -5
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Post by Deleted on Aug 31, 2009 23:29:39 GMT -5
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