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Post by Masterbard Alyster Darkharp on Feb 15, 2009 16:02:14 GMT -5
Gem Dragons Gem dragons are a subcategory of dragons that spend much of their time on the Inner Planes. All are psionically powerful, although to most observers their psychic talents are indistinguishable from sorcery. Gem dragons tend to be aloof, solitary, and self-centered. All dragons become more powerful as they age. They range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm. Living primarily on the Inner Planes, gem dragons have developed unusual diets. While they enjoy variety in their meals, they can survive indefinitely by consuming elemental matter. The gem dragons are not native to the Inner Planes, and all kinds of gem dragons can be found on all the planes, but they do have favored environments. Like all dragons, gem dragons are incredibly covetous. They hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards become slightly paranoid, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is never 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 great wyrm stage, hundreds of gems and coins are embedded in its hide. All dragons speak Draconic. Size A dragon’s face and reach increase with its size according to the Dragon Face and Reach table, below. Combat At its younger ages, a dragon attacks with its powerful claws and bite. As it grows older and larger, it acquires other attack forms as well (see Dragon Attacks, below). In addition, it can use a breath weapon, and it may also have access to various special abilities specific to its kind (see individual descriptions). A dragon usually 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 it picks off weaker enemies. 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 1/2 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 1/2 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 1-1/2 times the dragon’s Strength bonus (round down) and is treated as a secondary attack. Crush (Ex): 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 1-1/2 times the dragon’s Strength bonus (round down). Tail Sweep (Ex): 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 1-1/2 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 (Su): 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 + 1/2 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 (Ex): A young adult or older gem 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 at a Will save (DC 10 + 1/2 dragon’s HD + dragon’s Charisma modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, a creature with 4 or fewer Hit Dice becomes panicked for 4d6 rounds; one with 5 or more Hit Dice becomes shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. Special Abilities: A gem dragon’s special abilities depend on its age and kind. It gains the abilities given for its age category plus all previous ones. The save DC is 10 + dragon’s Charisma modifier + spell level. Psionics (Sp): All gem dragons have psionic abilities, as given in their descriptive text. (When using the Psionics Handbook or Expanded Psionics Handbook, treat a gem dragon’s spell resistance as power resistance if using the Psioncs are Different option.) Blindsense (Ex): Gem dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon. Immunities (Ex): All gem dragons are immune to sleep and paralysis effects. Each kind of dragon is immune to one or two additional forms of attack no matter what its age, as given in its description. Keen Senses (Ex): A gem dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet. Skills: All gem dragons have skill points equal to (6 + Int modifier, minimum 1) × (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 gem dragons have one feat, plus an additional feat per 3 Hit Dice, just like any other creature. Dragons favor Alertness, Blind Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, , Snatch, Weapon Focus (claw or bite), Wingover, and any metapsionic feats that are available and useful to psionic creatures or characters. Planar Travel (Su): Gem dragons have the innate ability to pass instantly between the Material Plane and the Inner Planes, where they often make their homes. Resistances (Ex): Unless otherwise noted in an individual dragon’s description, each gem dragon has fire resistance 30. Movement: Each gem dragon has a swim speed and a burrow speed, in addition to being able to fly. Only the topaz dragon can breathe underwater, so the others are limited to surface areas although older dragons can hold their breath for very long periods. All Gem Dragons are True Dragons and gain all the additional combat abilities, immunities, class skills, skill points, and feat selections of True Dragons except where differences are specifically noted in the above entry. Source: Monster Manual II, Monster Manual 3.5, Monster Manual II 3.5 Update
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Post by Masterbard Alyster Darkharp on Feb 15, 2009 19:37:17 GMT -5
Amethyst Dragons Amethyst DragonDragon (Earth) Climate/Terrain: Inner Planes, underground Organization:Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 plus 2–5 offspring) Challenge Ratings: 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: Double standard Alignment: Always neutral Advancement:Wyrmling 7–8 HD (Small); very young 10–11 HD (Medium-size); young 13–14 HD (Mediumsize); juvenile 16–17 HD (Large); young adult 19–20 HD (Large); adult 22–23 HD (Huge); mature adult 25–26 HD (Huge); old 28–29 HD (Huge); very old 31–32 HD (Huge); ancient 34–35 HD (Gargantuan); wyrm 37–38 HD (Gargantuan); great wyrm 40+ HD (Gargantuan) Amethyst dragons are wise and regal. They sometimes serve as intermediaries between warring dragons, or even humanoid civilizations. An amethyst dragon has lavender skin and scales that are shaped like naturally formed mineral crystals.When it first hatches, its scales are a light, translucent purple shade. As it grows older, they gradually darken and take on a crystalline quality. Most amethyst dragons live in hollowed-out spaces on the Elemental Plane of Earth. These caverns can consist of many passages and chambers resplendent with crystals of all colors. Combat Younger amethyst dragons avoid combat by flying away if possible. Older ones use their special abilities, such as invisibility, to improve their chances of catching a target flat-footed. Even adults flee if it is obvious after the first few rounds of combat that they cannot overpower their opposition. If an amethyst dragon is fighting to protect its lair or its young, however, it seldom flees a battle. A younger one uses its spell-like abilities, breath weapon, feats that are usable when flying, and any magic items it owns, while an older and larger one uses grapple, snatch, and crush attacks to even the odds. Breath Weapon (Su): An amethyst dragon has one breath weapon, a line of concussive force. It can choose to deal subdual damage instead of normal damage. Explosive Gem (Sp): Once per day, an amethyst dragon can spit a violet, crystalline lozenge up to 75 feet away with pinpoint accuracy. The gem explodes on impact, dealing bludgeoning damage to all creatures within a 20-foot radius.A target that succeeds at a Reflex saving throw (DC 17 + dragon’s age category) takes half damage. Amethyst Telekinesis (Sp): Once per day, an amethyst great wyrm can use a telekinesis effect. With this ability, it can lift up to 10 tons or hurl a Large or smaller creature against another object. The impact deals 20d6 points of damage to a Large creature, 15d6 to a Medium-size one, 10d6 to a Small one, 5d6 to a Tiny one, or 1d6 to a Diminutive or Fine creature. Force Resistant (Ex): An amethyst dragon gains a +4 bonus on saving throws against force-based effects such as magic missile. Stomp (Su): By stamping its foot, an amethyst dragon precipitates a shock wave that travels along the ground, toppling creatures and loose objects within 20 feet. The area is conelike and extends beneath the surface of the ground. (Any creatures above the surface are not affected.) Any creature standing in the area that fails its Reflex save (DC 10 + 1/2 dragon’s Hit Dice + dragon’s Strength modifier) is thrown to the ground and takes 1d4 points of subdual damage. This ability is usable three times per day. (When using the Psionics Handbook, replace this ability with the psionic power stomp.) Body Equilibrium (Sp): Once per day, the dragon can adjust its body equilibrium to correspond with any solid or liquid. Thus, it can walk on water, quicksand, or even a spider’s web without sinking or breaking through. (This does not confer any resistance to particularly sticky webs.) Movement is at normal speed, but running on a fragile, mushy, or liquid surface requires a Dexterity check (DC 10 or more, depending on the surface) to avoid breaking through. Falling damage is halved while this power is in effect. Body equilibrium lasts 1 minute per age category. (When using the Psionics Handbook, replace this ability with the psionic power body equilibrium.) Psionics (Sp): 1/day— invisibility, suggestion. Caster (or manifester) level varies by age; save DC 10 + dragon’s Charisma modifier + spell (or power) level. Attack/DefenseModes: ego whip/mental barrier. An amethyst dragon manifests powers, and gains additional attack and defense modes, as if it were a psion with Psychokinesis as its primary discipline. Corrected Amethyst Dragon info from the Monster Manual II 3.5 Update Source: Monster Manual II, Monster Manual II 3.5 Update
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Post by Masterbard Alyster Darkharp on Feb 15, 2009 19:53:00 GMT -5
Crystal Dragons Crystal DragonDragon (Air) Climate/Terrain: Inner Planes, temperate and 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 plus 2–5 offspring) Challenge Ratings:Wyrmling 2; very young 3; young 4; juvenile 7; young adult 10; adult 12; mature adult 15; old 17; very old 18; ancient 20; wyrm 21; great wyrm 23 Treasure: Double standard Alignment: Always chaotic neutral Advancement:Wyrmling 6–7 HD (Small); very young 9–10 HD (Medium-size); young 12–13 HD (Mediumsize); juvenile 15–16 HD (Large); young adult 18–19 HD (Large); adult 21–22 HD (Huge); mature adult 24–25 HD (Huge); old 27–28 HD (Huge); very old 30–31 HD (Huge); ancient 33–34 HD (Gargantuan); wyrm 36–37 HD (Gargantuan); great wyrm 39+ HD (Gargantuan) Crystal dragons are the friendliest of the gem dragons. They are always curious about the world, so they enthusiastically converse with willing visitors. A wyrmling crystal dragon’s scales are glossy white. As it ages, its scales become translucent.Moonlight and starlight cause them to luminesce, and full sunlight lends thema dazzling brilliance. Crystal dragons prefer the Elemental Plane of Air, but they sometimes build incredible ice palaces atop high, cold mountain peaks on the Material Plane, where they can watch the stars and create sculptures out of ice and snow. White dragons and crystal dragons sometimes come into conflict. Crystal dragons have been known to make off with white dragon eggs, possibly to foster the white wyrmlings and help them grow into friendlier dragons than they would otherwise become. Such white dragons are extremely rare, and the introduction of such creatures into a campaign is the purview of the DM. Crystal dragons tend to bear great enmity toward any local giants, since the latter occasionally join forces with white dragons to hunt for crystal dragon lairs or wyrmlings. Combat A crystal dragon rarely instigates a fight without cause. If a visitor is intriguing or seems friendly, the dragon attempts a conversation; otherwise it tries to avoid a meeting. If visitors dare to attack, however, a crystal dragon does not hesitate to respond in kind. It often uses its breath weapon first to weaken and blind foes, then takes to the air to make use of its psionic abilities and any other ranged attacks it has. Breath Weapon (Su): A crystal dragon’s breath weapon is a cone of brilliant light. A target who fails his or her Reflex saving throw takes the indicated damage and is blinded for 1d4 rounds. Spell-Like Abilities: 3/day—color spray; 1/day—control winds. (When using the Psionics Handbook, replace control winds with the control air psionic power.) Caster level varies by age; save DC 10 + dragon’s Charisma modifier + spell level. Psionics (Sp): 3/day—charm person; 1/day—domination. Caster (or manifester) level varies by age; save DC 10 + dragon’s Charisma modifier + spell (or power) level. Attack/Defense Modes: id insinuation/thought shield. A crystal dragon manifests powers, and gains additional attack and defense modes, as if it were a psion with Telepathy as its primary discipline. Corrected Crystal Dragon info from Monster Manual II 3.5 Update Source: Monster Manual II, Monster Manual II 3.5 Update
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Post by Masterbard Alyster Darkharp on Feb 16, 2009 0:03:52 GMT -5
Emerald Dragons Emerald DragonDragon (Air) Climate/Terrain: Inner Planes, underground Organization:Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 plus 2–5 offspring) Challenge Ratings: Wyrmling 2; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24 Treasure: Double standard Alignment: Always lawful neutral Advancement:Wyrmling 7–8 HD (Small); very young 10–11 HD (Medium-size); young 13–14 HD (Mediumsize); juvenile 16–17 HD (Large); young adult 19–20 HD (Large); adult 22–23 HD (Huge); mature adult 25–26 HD (Huge); old 28–29 HD (Huge); very old 31–32 HD (Huge); ancient 34–35 HD (Gargantuan); wyrm 37–38 HD (Gargantuan); great wyrm 40+ HD (Gargantuan) Emerald dragons are inquisitive, particularly about local history and customs. Often, their knowledge of particular areas surpasses that of the best sage. However, these dragons are also rather paranoid, so developing even a passing acquaintance with one can be quite difficult. The scales of a wyrmling emerald dragon are translucent and sea-green. As it ages, its scales harden and take on every shade of green from deep emerald to mint, and they scintillate in even the dimmest light. An emerald dragon’s pupils fade as it ages, so by the time it becomes a great wyrm, its eyes are featureless, glowing, green orbs. The typical emerald dragon likes to settle near an area that is at least partly inhabited by civilized beings (of any type), but not so near that its presence becomes generally known. On the Material Plane, such dragons make their lairs in the cones of extinct (or seldom active) volcanoes. While on the Inner Planes, these dragons still watch their favored Material Plane spots. Emerald dragons nurture their wyrmlings, so any given lair of a young adult or older dragon is likely to include at least one wyrmling. Combat Emerald dragons are quite distrustful of visitors, and their lairs bristle with hidden traps and both magic and mundane alarms. Should these measures fail to deter visitors, an emerald dragon first hides (with improved invisibility, if available), but reveals its presence if its treasure or its hatchlings are discovered. When attacking, an emerald dragon prefers to blind its opponents with fog cloud, and then charge (or if it is flying, snatch up its opponents). These dragons are the least reluctant of all the gem dragons to engage foes in melee before thoroughly softening them up from a distance. Against seafaring opponents, an emerald dragon usually either conjures up a storm or uses its tail to smash all the vessels it can reach (first the masts, then the hulls). If the creature is inclined toward leniency, it might merely becalm the ships, leave them fogbound, or snap some of their masts before allowing them to limp to safety. Alternatively, an emerald dragon might simply herd the nearly helpless ships to a location of its choice, thoroughly examine the crew and cargo, then either loot the vessel or hold the ship and its contents for ransom. Breath Weapon (Su): An emerald dragon breathes a cone of keening sonic energy. In addition to making a Reflex saving throw against sonic damage, each creature within the cone must succeed at a Fortitude save (same DC) or be deafened for 1d4 rounds plus 1 round per age category of the dragon. Spell-Like Abilities: At will—legend lore; 3/day—fog cloud, improved invisibility, sculpt sound. (When using the Psionics Handbook, replace legend lore with the object reading psionic power, replace sculpt sound with the control sound psionic power, and replace improved invisibility with the augmented invisibility psionic power.) Caster level varies with age; save DC 10 + dragon’s Charisma modifier + spell level. Psionics (Sp): 3/day—nondetection, clairaudience/clairvoyance. Caster (or manifester) level varies by age; save DC 10 + dragon’s Charisma modifier + spell (or power) level. Attack/Defense Modes: id insinuation, psychic crush/thought shield, tower of iron will. An emerald dragon manifests powers, and gains additional attack and defense modes, as if it were a psion with Clairsentience as its primary discipline. Shield of Prudence (Sp): A great wyrm emerald dragon can extend its awareness a few fractions of a second into the future. This ability gives it a +6 insight bonus to AC for 6 hours. If it is caught flat-footed, it still gains a +4 insight bonus to AC. Shield of prudence is usable three times per day. (When using the Psionics Handbook, replace this with the shield of prudence psionic power.) Corrected Emerald Dragon info from Monster Manual II 3.5 Update Source: Monster Manual II, Monster Manual II 3.5 Update
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Post by Masterbard Alyster Darkharp on Feb 16, 2009 0:23:08 GMT -5
Sapphire Dragons Sapphire DragonDragon (Earth) Climate/Terrain: Inner Planes, underground Organization:Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 plus 2–5 offspring) Challenge Ratings:Wyrmling 2; very young 4; young 6; juvenile 8; young adult 10; adult 13; mature adult 15; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24 Treasure: Double standard Alignment: Always lawful neutral Advancement:Wyrmling 6–7 HD (Tiny); very young 9–10 HD (Small); young 12–13 HD (Medium-size); juvenile 15–16 HD (Medium-size); young adult 18–19 HD (Large); adult 21–22 HD (Large); mature adult 24–25 HD (Huge); old 27–28 HD (Huge); very old 30–31 HD (Huge); ancient 33–34 HD (Huge); wyrm 36–37 HD (Gargantuan); great wyrm 39+ HD (Gargantuan) Sapphire dragons are quite territorial, particularly when it comes to other dragons that encroach on their territories, either on the Elemental Plane of Earth, or in the areas of the Material Plane that they call their own. Sapphire dragons tend to be antisocial toward all beings, but they view the evil races of the Underdark as particular enemies and sometimes come into direct conflict with them over underground territory. These dragons don’t go in for small talk unless the discussion revolves around military strategy, a subject on which they consider themselves experts, if not geniuses. In fact, a sapphire dragon may forgive visitors their presence if they offer it a game of strategy. Of course, it is never wise to let the dragon lose. A sapphire dragon’s scales range from light to dark blue in color, and they scintillate in any light, creating a cascade of ghostly glints on the walls of the caverns in which these creatures often lair. Unlike the scales of other gem dragons, those of a sapphire dragon do not change as the creature ages. Its pupils fade with time, however, so by the time it becomes a great wyrm, its eyes are featureless, glowing, sapphire orbs. Sapphire dragons love the Elemental Plane of Earth, but they also like to lair in deep, dry, rocky caverns on the Material Plane. The typical sapphire dragon uses move earth and stone shape to hide the entrance to its lair. Inside, it spreads out its treasures through several chambers, arranging them in a somewhat decorative manner. Drow, illithid, and aboleth trophies are often prominently displayed to remind the dragon of its past victories over its enemies. A sapphire dragon often allows Large monstrous spiders to roam its lair, but only as a handy source of food. To keep such creatures close, the dragon also frequently allows their favorite prey species to inhabit portions of its lair. Combat A sapphire dragon uses its spider climb and teleport abilities to confuse its opponents and try to catch them flat-footed. It also uses its skate ability to enhance its own movement or push heavy objects down slopes at its enemies. It enjoys panicking creatures with its breath weapon, then using its skate ability to facilitate their departure. Breath Weapon (Su): A sapphire dragon breathes a cone of nearly inaudible sonic energy. In addition to making a Reflex saving throw against sonic damage, each creature within the cone must succeed at a Will save (same DC) or become panicked for 1d4 rounds. Spider Climb (Ex): A sapphire dragon can climb on stone surfaces as though using the spider climb spell. This ability is always active. Sense Psychoportation (Su): The dragon can sense the use of any power or spell that enhances movement or allows instant transit from one place to another. This ability is always active, and it functions at a range of 100 feet + 10 feet per caster level of the detected power or spell. The dragon does not need a line of sight; it is instantly aware of the distance and direction to the detected power. (When using the Psionics Handbook, replace this ability with the sense psychoportation psionic power.) Skate (Sp): This ability allows the sapphire dragon, another willing creature, or an unattended object to slide along any solid surface with no friction. An intelligent creature can control its movement by thought alone, skating, turning, or stopping as desired. The subject’s base speed is its normal speed + 15 feet. The subject can move up or down inclines that he or she could otherwise walk on, but skating upward reduces speed to normal, while skating downward adds 30 feet (instead of 15) to the skater’s speed. An object under the influence of the skate effect can be dragged across the ground as if it weighed only one-tenth its normal weight. This ability is usable three times per day. (When using the PsionicsHandbook, replace this ability with the skate psionic power.) Spell-Like Abilities: 2/day—stone shape; 1/day—move earth, wall of stone. Caster level varies by age; save DC 10 + dragon’s Charisma modifier + spell level. Psionics (Sp): 1/day—teleport. Caster (or manifester) level varies by age; save DC 10 + dragon’s Charisma modifier + spell (or power) level. Attack/DefenseModes: id insinuation, ego whip/thought shield, empty mind. A sapphire dragon manifests powers, and gains additional attack and defense modes, as if it were a psion with Psychoportation as its primary discipline. Skills: A sapphire dragon has the Climb skill for free at 1 rank per Hit Die. Corrected Sappire Dragon info from Monster Manual II 3.5 Update Source: Monster Manual II, Monster Manual II 3.5 Update
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Post by Masterbard Alyster Darkharp on Feb 16, 2009 13:02:56 GMT -5
Topaz Dragons Topaz DragonDragon (Water) Climate/Terrain: Inner Planes, any aquatic 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 plus 2–5 offspring) Challenge Ratings:Wyrmling 3; very young 4; 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: Double standard Alignment: Always chaotic neutral Advancement:Wyrmling 8–9 HD (Small); very young 11–12 HD (Medium-size); young 14–15 HD (Mediumsize); juvenile 17–18 HD (Large); young adult 20–21 HD (Large); adult 23–24 HD (Huge); mature adult 26–27 HD (Huge); old 29–30 HD (Huge); very old 32–33 HD (Huge); ancient 35–36 HD (Gargantuan); wyrm 38–39 HD (Gargantuan); great wyrm 41+ HD (Colossal) Topaz dragons tend to be unfriendly and selfish. Though they are not malevolent, their erratic behavior makes any dealings with them unpleasant and dangerous. A topaz wyrmling’s scales are dull yellow with orange highlights. As it ages, its color slowly brightens until its individual scales become scarcely visible. From a distance, the creature looks as if it had been sculpted from pure topaz. A topaz dragon’s pupils fade as it ages, so by the time it becomes a great wyrm, its eyes resemble glowing orbs of fire. Topaz dragons spend most of their time on the Elemental Plane of Water. During their brief forays onto the Material Plane, they lair on secluded beaches or caves below the waterline. Even on the Elemental Plane of Water, however, topaz dragons keep their lairs completely dry. These dragons love to lounge on outcroppings that are lashed by waves and wind-blasted sea spray. Of course, such vantages also allow them to spot passing prey, such as sharks and large squids. Because they inhabit similar territories, topaz dragons and bronze dragons often come into conflict.Duels between the two are always furious and deadly. Combat Topaz dragons generally dislike intruders, but they prefer to begin any potential confrontation with conversation. They quickly attack intruders who prove either hostile or boring. When outdoors, a topaz dragon prefers to express its displeasure first through its wind and weather control abilities, then with physical attacks. Indoors, it usually leads off with its breath weapon. BreathWeapon (Su): A topaz dragon breathes a cone of dehydration that looks like a watery blast. When directed against an aqueous liquid (water or a liquid composed mainly of water), this effect evaporates one cubic foot of water per hit point of damage dealt. Each creature within the cone takes the indicated damage, or half that amount with a successful Reflex save. Water Breathing (Ex): Topaz dragons breathe water as readily as air. Spell-Like Abilities: 3/day—control winds, fog cloud; 1/day—control weather. Caster level varies by age; save DC 10 + dragon’s Charisma modifier + spell level. (When using the Psionics Handbook, replace control winds with the control air psionic power.) Psionics (Sp): 3/day—shapechange; 2/day—feather fall. Caster (or manifester) level varies by age; saveDC10 + dragon’s Charisma modifier + spell (or power) level. Attack/Defense Modes: mind thrust, ego whip/thought shield, mental barrier. A topaz dragon manifests powers, and gains additional attack and defense modes, as if it were a psion with Psychometabolism as its primary discipline. Skills: A topaz dragon has the Swim skill for free at 1 rank per Hit Die. Corrected Topaz Dragon info from Monster Manual II 3.5 Update Source: Monster Manual II, Monster Manual II 3.5 Update
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Post by Masterbard Alyster Darkharp on Feb 16, 2009 18:19:41 GMT -5
Obsidian Dragons Obsidian DragonDragon (Fire) Climate/Terrain: Inner Planes, warm mountains, underground Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, or very old: solitary, pair, or family (1-2 plus 2-5 offspring); ancient, wyrm, or great wyrm: solitary. Challenge Rating: Wyrmling 3; very young 4; 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: Double standard Alignment: Always neutral evil. Advancement: Wyrmling 8-9 HD (Small); very young 11-12 HD (Medium-size); young 14-15 HD (Medium-size); juvenile 17-18 HD (Large); young adult 20-21 HD (Large); adult 23-24 HD (Huge); mature adult 26-27 HD (Huge); old 29-30 HD (Huge); very old 32-33 HD (Huge); ancient 35-36 HD (Gargantuan); wyrm 38-39 HD (Gargantuan); great wyrm 41+ HD (Gargantuan). Obsidian dragons, while the most intelligent of the gem dragons, are also the most vicious. They are extremely haughty, anger easily, and like to toy with prey before finishing it off. An obsidian dragon has smooth black skin with razor edges where joints come together. When first hatched, their scales are 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 power to create their own demiplane. Combat Obsidian dragons do not shy away from combat, but they make quick assessments of the opposition and determine within a couple of rounds whether they can overpower their foes easily. If not, they retreat to formulate an ambush or to avoid very powerful foes. They prefer to use their breath weapons and long-range tactics to soften up prey before using their physical attacks to finish them. A favorite finishing tactic of theirs is to snatch an opponent and plane shift to the Elemental Plane of Fire or to their demiplane if the environment is hostile enough. Fire Subtype (Ex): An obsidian dragon is immune to fire but takes double damage from cold, except on a successful save. Breath Weapon (Su): An obsidian dragon has one breath weapon: a cone of fire. Planar Travel (Su): Obsidian dragons have the innate ability to pass instantly between the Material Plane and the Inner Planes, where they often make their homes. Psionics (Sp): 3/day -- biofeedback, burning ray, ectoplasmic armor, firefall, flaming shroud, plane shift, wall of ectoplasm, whitefire; 1/day -- genesis, mind store. Manifester level varies by age; save DC d20 + appropriate ability modifier + power level. Attack/Defense Modes: mind thrust/thought shield. An obsidian dragon manifests powers and gains additional attack and defense modes as if it were a psion with Metacreativity as its primary discipline. Skills: An obsidian dragon has the Appraise skill for free at 1 rank per Hit Die. Source: Wizards.com: Psionic Bestiary
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