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Post by Masterbard Alyster Darkharp on Feb 16, 2009 18:48:38 GMT -5
Brown Dragons Brown DragonDragon (Earth) Climate/Terrain: Any 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 (1–2 and 2–5 offspring) Challenge Ratings: Wyrmling 2; very young 3; young 5; juvenile 7; young adult 10; adult 13; mature adult 15; old 17; very old 18; ancient 20; wyrm 22; great wyrm 24 Treasure: Double standard Alignment: Usually neutral evil Advancement: Wyrmling 7–8 HD (Medium-size); very young 10–11 HD (Large); young 13–14 HD (Large); juvenile 16–17 HD (Large); young adult 19–20 HD (Huge); adult 22–23 HD (Huge); mature adult 25–26 HD (Huge); old 28–29 HD (Gargantuan); very old 31–32 HD (Gargantuan); ancient 34–35 HD (Gargantuan); wyrm 37–38 HD (Colossal); great wyrm 40+ HD (Colossal) Brown dragons, also known as great desert dragons, are ferocious, wingless dragons that burrow beneath the desert sands. Brown dragons have scales the color of desert sands, ranging from dim brown at hatching to almost white in their old age. They have small, webbed claws that are well developed for digging, and very large, long mouths. Their scales are leathery and not as hard as other dragons’ hides. While intelligent, brown dragons view humans and their kin as food, and find the idea of conversing with their food peculiar. They can subsist on a mineral diet—even sand—for long periods of time, but prefer meat (particularly horseflesh). Brown dragons carve out vast cavern chambers deep below the desert sand, typically at least 1,000 feet down. They are the hated enemies of blue dragons (see the Monster Manual), who compete with them for territory and treasure. Combat Brown dragons bury themselves in deep trenches in the sand and lie in wait for prey, erupting from the sand in a flurry to grab their victims. Breath Weapon (Su): The brown dragon’s breath weapon is a line of acid. It does not use this attack against mounted foes, since it knows that horses are good eating. Tremorsense (Ex): Brown dragons can automatically sense the location of anything within 500 feet that is in contact with the ground. Create Water (Sp): The dragon can use this spell-like ability once per day. Sandstorm (Sp): Once per day, an adult brown dragon can create a vortex of violently churning sand at a distance up to 80 yards away. All creatures within a 60-foot radius of the center of the sandstorm take 1d6 points of damage each round they remain within the sandstorm. Characters in the swirling sands are blinded and must make a Balance check (DC 15) during each round they move more than 5 feet or fall prone. Summon Huge Air Elemental (Sp): Once per day, an old brown dragon can cast summon nature’s ally VII to summon one Huge air elemental, 1d3 Large air elementals, or 1d4+1 air elementals of smaller size. Summon Greater Air Elemental (Sp): Once per day, an ancient brown dragon can cast summon nature’s ally VIII to summon one greater air elemental, 1d3 Huge air elementals, or 1d4+1 air elementals of smaller size. Other Spell-Like Abilities: 1/day—create water, disintegrate. In the Realms Brown dragons originated in the Raurin desert to the east of Mulhorand. They are rumored to be creations of the ancient Imaskar Empire, whose Artificers are also responsible for the desiccation of the Dust Desert. Brown dragons have migrated from Raurin westward, and now frequent much of the wastes in eastern Mulhorand. Corrected Brown Dragon info from Monsters of Faerun 3.5 Update Source: Monsters of Faerun, Monsters of Faerun 3.5 Update
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Post by Masterbard Alyster Darkharp on Feb 16, 2009 19:21:53 GMT -5
Deep Dragons This dragon is sinuous and serpentine with a slender neck and limbs and narrow wings. Its scales gleam with the deep purple luster of amethysts. Its sleek, narrow head has a streamlined, shielded crest that reaches to its neck.The self-proclaimed masters of the material world, dragons are creatures of awe-inspiring strength, intellect, and power. The various breeds of dragonkind can be found in almost any environment. Many varieties of chromatic and other evil dragons have allied with the drow in the past: from Greyhawk’s infamous red, Brazzemal, to the insidious master of the Wailing Cliff, the shadow dragon Glouroth (City of the Spider Queen). However, none is more at home among the machinations of the drow and their lightless environment than the deep dragon. Like other true dragons, deep dragons become more powerful as they grow older. The accompanying tables summarize their game statistics by age category. For more about true dragon abilities, such as damage from melee attacks, see MM 68–70. Details of the abilities that deep dragons gain as they age, as well as other characteristics, are provided below. True Seeing (Su): All deep dragons benefit from a continuous true seeing effect (as the spell) at caster level 20th. Frightful Presence (Su): A young adult or older deep dragon can inspire terror by charging, attacking, or flying overhead. Creatures within a radius of 30 feet × the dragon’s age category are subject to the effect if they have fewer Hit Dice than the dragon. Affected creatures must succeed on a Will save (DC 10 + 1/2 dragon’s HD + dragon’s Cha modifier) or become shaken, remaining in that condition as long as they remain within range of the dragon. A creature that successfully saves cannot be affected by the same deep dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds, and those with 5 or more HD become shaken for 4d6 rounds. Deep dragons ignore the frightful presence of other dragons. Breath Weapon (Su): All deep dragons are able to breathe a cone of acid once every 1d4 rounds. The damage and save DC vary by age, as indicated on the table. The length of the cone depends on the size of the dragon; see the Dragon Breath Weapons table, MM 69. This flesh-corrosive gas does not affect inorganic material, including most constructs. Change Shape (Su): As a standard action, a deep dragon (except for a wyrmling) can assume one or more forms other than its normal draconic form. The dragon can remain in an alternate form until it chooses to assume a new one or return to its natural form. It can assume a serpentine (legless) form three times per day at very young age and four times per day at juvenile age or older. This form is the same size as the dragon, but it is able to move through narrow tunnels because it has no legs (treat the creature as one size category smaller for squeezing purposes). The dragon’s natural armor bonus worsens by –6 in this form. It moves at 30 feet, flies at 10 feet (poor), and swims at 30 feet. It loses all claw attacks in this form but gains a constrict attack against grappled opponents, dealing damage depending on its size: 1d8 points of damage if Small, 2d6 if Medium, 2d8 if Large, 3d6 if Huge, 3d8 if Gargantuan, or 5d6 if Colossal. A deep dragon can assume a humanoid form of Medium size or smaller three times per day at young age and four times per day at juvenile age or older. Spell-Like Abilities: The caster level for a deep dragon’s spell-like abilities is equal to the dragon’s age category (1–12) or its sorcerer caster level (as given on the table), whichever is higher. 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. 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. Skills: A deep dragon has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action when swimming, provided it swims in a straight line. Ecology
Deep dragons are little known on the surface world. They are consummate hunters of the Underdark, stalking their prey with cunning and patience. Relentless explorers, they always seek to penetrate to the deepest places of the earth, never before trod by a sentient creature, to reveal what wonders such undiscovered caverns might hold. They are extremely avaricious and covet all wealth—especially magic items. Legends speak of a mystical realm called Azarakka that was hidden deep beneath the surface when Io, creator of all dragons, first laid the foundation of the world. The dragon who first discovers this fabled cavern, so the legend goes, will be privy to the ancient knowledge of the Ninefold Dragon and ascend to the ranks of the dragon deities. Whether the deep dragons believe this tale is unknown, but scholars speculate that the allure of this prize first drew their progenitors from the skies of their heritage to the dark places of the earth. Deep dragons can eat almost anything but seem to have a preference for “seafood”: giant clams and crabs, fish, kuo-toas, and even aboleths. (They are not fond of skum, though, finding them tough and bitter.) Because of their hunting habits, they are often at odds with sentient ichthyoid creatures, and they conceal and heavily trap their lairs to prevent incursions by vengeance-seeking kuo-toas and others. However, their greatest enemies, other than the drow (with whom they have a complex relationship), are cloakers and illithids. The relationship of deep dragons to the drow varies with the dragons’ whims—they might ally closely with the dark elves at one time, and at another maintain a haughty and malevolent distance. They see the drow as useful tools and excellent sources of “trinkets” (as the deep dragons refer to magic items). But they also recognize the power that the dark elves possess, and they do not like the idea of a drow hegemony throughout the lightless realm. Environment: Deep dragons rarely venture from the Underdark, whose depths they are ideally suited to navigating, but they have been known to venture to the surface. Such sojourns are usually undertaken in pursuit of stolen treasure, to take revenge against a foe, or to seek rare magic. Typical Physical Characteristics: A hatchling deep dragon has iridescent maroon scales, darkening to deep rich purple in adulthood and almost black in the dragon’s older age. Its lithe body is designed for maneuvering in the narrow, twisting corridors of the Underdark. Deep dragons are also accomplished shapechangers, with the ability to adopt a legless serpentine form that lets them squeeze into tight spaces or a humanoid shape to blend in with the other races of the Underdark. Younger deep dragons might gather in clutches of two to five individuals, but by a relatively young age, their greed and relentless curiosity drive them to strike out on their own. As is typical of evil dragons, parents do not care for the eggs once laid. Alignment: Deep dragons are selfish, cruel, and capricious. They are always chaotic evil. Typical Treasure
Like all their kind, deep dragons are avaricious creatures and hoard their wealth greedily. A deep dragon has triple standard treasure for its Challenge Rating. Deep Dragons as Characters See MM 69 for information on dragons’ favored skills and feats. Disguise, Survival, and Swim are considered class skills for deep dragons. Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others —. Deep Dragons in Faerun Deep dragons are most often encountered near drow cities. The confusion of the cities during Lolth’s silence has interrupted the steady supplies of food and magic, causing many deep dragons to take independent action. However, the dragons are generally pleased that the drow are fighting one another: By weakening themselves in this way, they pose no immediate threat of dominating the lower realms. Source: Drow of the Underdark
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Post by Masterbard Alyster Darkharp on Feb 17, 2009 17:40:58 GMT -5
Fang Dragons Fang DragonDragon Environment: Temperate mountains Organization:Wyrmling, very young, young, juvenile, or 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: Double standard Alignment: Always chaotic neutral 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 +4; young +5; juvenile +5; others — Fang dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs at limb joints and end in long, forked tails tipped with a pair of scythelike bone blades. They fly poorly, but can rise with a single clap of their wings to lunge forward. Their body plates are a mottled gray and brown, their wings are small but muscled, and their eyes tend to be glittering red or orange. Fang dragons’ heads are adorned with many small horns or spikes. Fang dragons prefer to seek food far from their lairs, typically walling up their residences with huge boulders to keep out intruders in their absence. They speak snippets of many languages and bargain to avoid hopeless or hard battles. They are prone to random violence and outbursts of rage. Fang dragons eat all manner of fresh meat. They especially enjoy the flesh of intelligent mammals. Combat Fang dragons are masters of physical combat, and every part of their body is lethal. They have a tendency to play with their food in a cruel way. Young adult and older fang dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Ability Drain (Su): A fang dragon does not have a breath weapon, but its bite drains Constitution if the victim fails a Fortitude save. The number of Constitution points drained and the saving throw DC are given on the accompanying table. Increased Damage (Ex): Because of their sharp claws, teeth, and scales, fang dragons deal damage as if they were one size category larger. This ability does not enable the dragon to use attack forms normally not allowed to a dragon of its size. Thus, a very young (Small) fang dragon deals 1d8 points of damage on a bite attack and 1d6 points of damage on a claw attack (as if it were Medium), but cannot make wing attacks. Trip (Ex): A fang dragon that hits with a claw or tail attack can attempt to trip the opponent as a free action (see page 158 of the Player’s Handbook). If the attempt fails, the opponent cannot react to trip the dragon. Sound Imitation (Ex): A fang 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. Spell-Like Abilities: At will—detect magic, read magic; 2/day—shield, telekinesis; 1/day—dispel magic, spell turning, globe of invulnerability. In the Realms
Fang dragons originally appeared in the Realms in the ruins of Myth Drannor, causing some sages to speculate that they are somehow connected to the demons that have infested the ancient elven city since its fall. They are commonly found in Starwoods regions of Cormanthor, and occasionally in the Border Forest, the Spiderhaunt Woods, and other forests in the region of the Dalelands, Sembia, and the Moonsea. Source: Draconomicon, Monsters of Faerun
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Post by Masterbard Alyster Darkharp on Feb 17, 2009 18:20:20 GMT -5
Mercury Dragons *Can also cast cleric spells from the luck and sun domains as arcane spells. Mercury DragonDragon (Fire) Environment: Temperate and warm mountain and 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 and 2-5 offspring) Challenge Ratings: Wyrmling 3; very young 4; young 5; 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 Alignment: Always chaotic good Advancement: Wyrmling 4-5 HD (Tiny); very young 7-8 HD (Small); young 10-11 HD (Medium); juvenile 13-14 HD (Medium); young adult 16-17 HD (Large); adult 19-20 HD (Large); mature adult 22-23 HD (Huge); old 25-26 HD (Huge); very old 28-29 HD (Huge); ancient 31-32 HD (Huge); wyrm 34-35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan) The dragon seems long and slim, with a narrow body and a slender, whiplike tail. The sleek head has a long, pointed snout, with short horns curving forward from behind the lower jaw and larger horns curving backward from behind the upper jaw and eyes. The wings seem mirror bright. There is a crisp scent, like a spring morning, about the creature.Mercury dragons are fast moving and highly whimsical. When they speak, which is fairly often, the words come so quickly that many creatures can't keep up. Mercury dragons are known for making and changing decisions frequently. At birth, a mercury dragon's scales are dull silver. As it ages, the scales become brighter and brighter, until at adult age they gain a brilliant mirror finish. The dragon's eyes start out a deep blue or violet with a dark pupil and a pale yellow-white iris. As it gets older, the eyes become paler and brighter, until they become pure yellow white at the wyrm stage. Sunlight or other sources of light reflecting off the scales and wings of a mercury dragon can be blinding. Mercury dragons love clear air and bright sunlight. They lair in high caves, preferably facing east to catch the morning sun, and their territories always contain several places that fill with sparkling light in clear days. These may include snowfields, glaciers, mountain lakes, and sun-dappled alpine meadows. Mercury dragons can and will eat almost anything if the need arises, and they love to hunt, at least some of the time. They'll pounce on prey of nearly any size, from big game to tiny rodents. They claim that the smaller and quicker the prey, the better it tastes. Because they share the same habitat, red dragons are mercury dragons' worst enemies. The larger reds have the advantage in one-on-one confrontations, so mercury dragons usually try to evade them through their superior speed. Mercury dragons usually stay on friendly terms with any silver dragons living near them, and they may team up from time to time when a red dragon threatens one or the other. A silver dragon, however, usually considers mercury dragons tiresome company at best due to their manic behavior and capricious natures. Combat Mercury dragons are as unpredictable when it comes to combat as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They never attack good-aligned creatures unless sorely provoked. Mercury dragons always use spells in combat, if possible. They are very creative and can always figure out some innovative way of using virtually any spell to advantage in combat. Breath Weapon (Su): A mercury dragon's breath weapon is a line of intense light that burns whatever it touches, dealing fire damage. Alternate Form (Su): A mercury dragon of adult age or older can assume any animal or humanoid form of Medium size or smaller as a standard action three times a 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 assume only 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 normal form. Protected Sight (Ex): A mercury dragon is immune to any effect that would blind or dazzle it. It also gains +3 racial bonus on saving throws against any light or pattern effect. Spell-Like Abilities: At will - color spray (very young or older), hypnotic pattern (young or older); 3/day - mirror image (juvenile or older); 2/day - telekinesis (old or older); 1/day - project image (ancient or older), prismatic spray (great wyrm). Skills: Balance, escape artist, jump and tumble are considered class skills for Mercury Dragons. Source: Dragons of Faerun
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Post by Masterbard Alyster Darkharp on Feb 17, 2009 18:35:20 GMT -5
Dzalmus Source: Dragon Magazine #349
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Post by Masterbard Alyster Darkharp on Feb 18, 2009 14:28:52 GMT -5
Mist Dragons Mist DragonDragon (Aquatic, Water) Environment: Temperate and warm aquatic, forest, and 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 and 2-5 offspring) Challenge Ratings: Wyrmling 3; very young 4; young 5; 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 Alignment: Always neutral Advancement: Wyrmling 4-5 HD (Tiny); very young 7-8 HD (Small); young 10-11 HD (Medium); juvenile 13-14 HD (Medium); young adult 16-17 HD (Large); adult 19-20 HD (Large); mature adult 22-23 HD (Huge); old 25-26 HD (Huge); very old 28-29 HD (Huge); ancient 31-32 HD (Huge); wyrm 34-35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan) The dragon has a finlike crest running down its spine from just behind its head all the way to the tip of its long, flattened tail. Its head is very broad near the neck, and it tapers to a long snout, giving it an arrowlike shape. A pair of long barbels hangs from the upper lip and the end of the snout. The dragon has a heavy brow ridges over its eyes, two large horns rising from the back of the head, and clusters or hornlets at the base of the upper jaw. The scent of rain surrounds the dragon.Mist dragons are solitary and philosophical. Their favorite activity is sitting quietly and thinking. They hate being disturbed and they dislike conversation. A mist wyrmling's scales are shiny blue-white. As the dragon ages, the scales darken, becoming blue-gray with metallic silver flecks that sparkle in sunlight. Its eyes are sea green with silvery pupils. As it gets older, the dragon's pupils seem to spread, until in the oldest the eyes resemble orbs of sure silver. Mist dragons live near waterfalls, rapids, coastlines, or where rainfall is frequent and heavy. Their lairs are usually large natural caverns or grottoes that are mist-filled and damp. Forest-dwelling mist dragons occasionally come into conflict with green dragons. Mist dragons greatly resent the green dragons' attempts to intimidate or dominate them; they usually spend several months vainly trying to avoid a green dragon's advances before losing all patience and launching an all-out campaign to destroy or drive away the aggressor. Likewise, coastal mist dragons might have bronze dragons for neighbors. This, however, seldom leads to conflict as both dragon types are content to leave each other alone. Mist dragons can eat almost anything, including woody plants and even mud. However, they draw most of their sustenance directly from natural mist or spray. They often lie in misty or foggy places, thinking and basking in the moisture. Combat Mist dragons try to avoid encounters by assuming mist form and concealing themselves in fog or mist whenever they can. In a fight, they also hide. They use their caustic breath weapon against physically imposing foes. They prefer spells that confound and immobilize foes. Breath Weapon (Su): Mist dragons have two types of breath weapons: a cone of scalding steam that deals fire damage and a line of caustic slime. Creatures struck by slime must make Fortitude saves or be sickened for 1d6 rounds plus 1 round per age category of the dragon. Mist Form (Su): At will as a standard action, a mist dragon can assume a misty form. This power works just like a gaseous form spell cast by a character of the dragon's age category or caster level (whichever is higher), except as follows: The dragon loses its natural armor bonus, but gains a deflection bonus to AC equal to twice its age category. While in mist form the dragon is indistinguishable from mist or fog and gains total concealment when in any kind of natural or magical fog or mist. The dragon gains damage reduction 10/magic, or, if the dragon is old enough to have damage reduction already, its damage reduction increases by 10 points. The dragon can fly at half its normal flying speed, with perfect maneuverability. The dragon cannot use its natural weaponry or breath weapon, but it can use its spell-like abilities and spells. The dragon can dismiss the effect as a standard action. Spell-Like Abilities: 3/day -- fog cloud (very young or older), sleet storm (young or older), wind wall (juvenile or older); 1/day -- solid fog (old or older), control water (ancient or older), control weather (great wyrm). Skills: Bluff, sense motive, swim, and survival are considered class skills for Mist Dragons. Source: Dragons of Faerun
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Post by Masterbard Alyster Darkharp on Feb 18, 2009 14:46:16 GMT -5
Rattlyr Dragons Rattlyr DragonDragon (Fire) Environment: Warm deserts Organization: Solitary pair, or family (1–2 adults, 2–5 offspring) Challenge Rating: Wyrmling 2; very young 3; young 4; juvenile 6; young adult 8; adult 10; mature adult 12; old 14; very old 16; ancient 18; wyrm 19; great wyrm 20 Treasure: Double standard Alignment: Always lawful evil Advancement: Wyrmling 3–4 HD; very young 6–7 HD; young 9–10 HD; juvenile 12–13 HD; young adult 15–16 HD; adult 18–19 HD; mature adult 21–22 HD; old 24–25 HD; very old 27–28 HD; ancient 30–31 HD; wyrm 33–34 HD; great wyrm 36+ HD Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +5; others — This wingless dragon has a great hood, dark with hints of violet, all about its head. The beast’s charcoal-colored scales glow dully in the bright sun as it shakes its tail with a menacing rattle. Rattelyr dragons are territorial creatures, but they take interest in the world beyond their lairs. They like to burrow through loose earth and surprise opponents by bursting out of the soil. Rattelyrs are wingless dragons with webbed claws, a fanged maw, and the serpentine tail of a rattlesnake. They have glossy, rust-colored scales at birth, which slowly deepen into hues of deep magenta, charcoal, and black at maturity. Young rattelyrs possess small nodules of violet at the base of their heads, which grow into distinctive ribbed hoods by adulthood. An adult rattelyr’s hood tenses and extends forward in proportion to how angry it is, usually reaching full extension only during a battle to the death with a blue dragon or some other hated foe. Unusually short-lived for dragons, rattelyrs age five times faster than normal for the species, becoming great wyrms in 240 years and dying of old age before 300. Rattelyrs prefer warm climates and usually restrict themselves to environs with loose soil. Although they get some of their nourishment by absorbing heat and sunlight, these carnivores favor flesh and will not hesitate to eat sentient beings. These dragons dwell in large, low-ceilinged burrows or caverns, but spend much of their time stalking their home territories in search of intruders or any form of excitement. If well fed and approached cautiously, rattelyrs have been known to converse and deal with other intelligent creatures. On occasion, rattelyrs might ally themselves with beings of great power for the promise of wealth or sport. They can be sociable, and have been known to capture adventurers or lost merchants just to gain news of the outside word. Of course, such guests only depart with their lives if the dragon isn’t hungry. Rattelyrs speak Draconic, Common, and various regional tongues. Combat Rattelyrs employ their keen eyesight to spot potential prey from far off, which usually gives them sufficient warning to prepare for combat. If time permits, they bury themselves under a light layer of sand or dirt, waiting for the target to approach, and then erupt directly into melee combat. Against formidable opponents, rattelyrs unleash their breath weapon first and follow up with their fearsome rattle. Rattelyrs enjoy toying with weak opponents. Breath Weapon (Su): A rattelyr has one type of breath weapon: a cone of fire. Rattle (Su): A rattelyr can employ the rattle on its tail as a standard action. Any nondragon within 240 feet of the rattelyr must make a Will save (DC 10 + 1/2 the rattelyr’s HD + its Cha modifier) against this sonic, mind-affecting ability or become panicked for 4d6 rounds. Those with 5 or more HD are shaken for 4d6 rounds instead. A creature that makes the Will save cannot be affected by the same dragon’s rattle for one day. All creatures (including dragons) that are within range and can hear the rattle must make a DC 15 Concentration check to employ any spells or spell-like abilities for as long as the rattling noise lasts. Hood Extension (Su): A rattelyr can extend its hood as a free action. When fully extended, the hood reflects spells as if the rattelyr were affected by spell turning (as the spell). The dragon can reflect as many levels of spells per day as it has Hit Dice. Tremorsense (Ex): Rattelyrs can automatically sense the location of anything within 60 feet that is in contact with the ground. Skills: Climb, Hide, Jump, and Move Silently are considered class skills for rattelyrs. They have a +8 racial bonus on Spot checks and a +8 racial bonus on Hide checks in sandy terrain or in areas of loose dirt. Source: Shining South
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Post by Masterbard Alyster Darkharp on Feb 18, 2009 17:27:29 GMT -5
Shadow Dragons Shadow DragonDragon Environment: 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 and 2–5 offspring) Challenge Rating:Wyrmling 3; very young 4; young 6; 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 Alignment: Always chaotic evil 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 — Shadow dragons are sly and devious creatures with ties to the Plane of Shadow. Shadow dragons have translucent scales and dark bodies, giving them an indistinct appearance; from a distance, they seem to be nothing but a foreboding mass of shadows. Combat Shadow dragons prefer to attack from hiding, employing their shadow blend ability. They use illusion spells to confuse and misdirect their foes. Young adult and older shadow dragons’ natural weapons are treated as magic weapons for purpose of overcoming damage reduction. Breath Weapon (Su): A shadow dragon’s breath weapon is a cone of billowing, smoky shadows with an energy drain effect. Creatures within the cone gain the number of negative levels indicated on the Shadow Dragons by Age table; the saving throw to remove the negative level is given on the table as well. A successful Reflex save (against the same DC) reduces the number of negative levels by half (round down). Shadow Blend (Su): In any condition of illumination other than full daylight, a very young or older shadow dragon can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does. Create Shadows (Su): Three times per day, a great wyrm shadow dragon can conjure a mass of leaping shadows with a radius of 100 yards and a duration of 1 hour (this is a creation effect). All normal and magical light sources are negated within this radius. All characters and creatures gain a +4 bonus on their Hide checks within the shadows, and can hide even if directly observed. Shadow dragons and other creatures with ties to the Plane of Shadow gain total concealment within the shadows, though they can move and attack normally. Their attacks gain a +2 bonus and deny their opponents any Dexterity bonus to AC, because they are considered invisible. Spell-Like Abilities: 3/day—mirror image, nondetection; 2/day dimension door; 1/day—shadow walk. In the Realms Shadow dragons are most often encountered in the deepest reaches of the lower Underdark—at least ten miles below the surface—where ties to the Plane of Shadow are strongest. On the surface, they have been found from the Frost Hills to the Thunder Peaks. A number of shadow dragons have joined forces with the Cult of the Dragon, and at least two shadow dracoliches are known to be associated with the Cult. Source: Draconomicon, Dragons of Faerun
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Post by Masterbard Alyster Darkharp on Feb 18, 2009 17:42:50 GMT -5
Song Dragons Song DragonDragon (Air) Climate/Terrain: Any land 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 or family (1–2 and 2–5 offspring) Challenge Rating: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 either chaotic good or chaotic neutral Advancement: Wyrmling 6–7 HD (Tiny); very young 9–10 HD (Small); young 12–13 HD (Small); juvenile 15–16 HD (Mediumsize); young adult 18–19 HD (Medium-size); adult 21–22 HD (Large); mature adult 24–25 HD (Large); old 27–28 HD (Huge); very old 30–31 HD (Huge); ancient 33–34 HD (Huge); wyrm 36–37 HD (Huge); great wyrm 39+ HD (Gargantuan) Song dragons are a rare and mysterious race of dragons that prefer life among humanity to the company of other dragons. They can freely take on the form of a human woman, and in this guise they live among humankind, revealing their true nature only in times of personal peril or great crisis. In their natural form, song dragons are slim and splendid dragons with iridescent silver-blue scales and the general shape of a copper dragon. In human form, they appear to be attractive women of 20 to 30 years in age. They retain full knowledge and awareness regardless of form, and most are consummate actors, so that humans are usually unaware of a song dragon’s identity. Combat Song dragons strike quickly and mercilessly with their razor-sharp claws and tend to sing joyously as they fight (although they remain silent if the noise would endanger their allies or the success of their own attack). In human form, song dragons prefer to use slashing edged weapons. Breath Weapon (Su): A song dragon has one breath weapon, a cone of electrically charged gas. Alternate Form (Su): Song dragons can freely use an ability much like polymorph self to assume human form. They always appear as human females, and each song dragon has a unique human form that it assumes each time it changes shape. The song dragon’s Strength, Dexterity, and Constitution scores become human average (Str 10, Dex 11, Con 10), but its hit points are unaffected by this change. A song dragon can employ its spells and special abilities—except its breath weapon—in either form. Changing from dragon to human form requires 2 rounds; reversing the change takes only 1 round. During this time, the song dragon cannot move and can only use its spells or breath weapon; other actions and attacks are impossible. The change rends all known bonds, clothing, and other confinements, without harm to the song dragon. True Seeing (Su): Song dragons have true seeing (as the spell) to a range of 15 feet. This ability is always active. Tongues (Su): Song dragons can communicate in any language through the use of an innate tongues ability that is always active. Spell-Like Abilities: 1/hour—light, darkness; 2/day—blink, feather fall, polymorph any object; 1/day—heal, plane shift, teleport. In the Realms Found throughout the Realms, song dragons often serve or cooperate with good mages, Harpers, and groups and individuals with similar aims or opportunities to preserve, renew, and protect the land. They are quite common in the Moonshae Isles, a fact that leads sages to speculate that they originated in that land. They remain shrouded in mystery, however—so much that two accidental sightings of song dragons assuming their natural form once started a panicked rumor that evil wizards were transforming their foes into dragons. Corrected info from Monsters of Faerun 3.5 Update Source: Monsters of Faerun, Monsters of Faerun 3.5 Update
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Post by Deleted on Feb 18, 2009 21:05:23 GMT -5
Steel Dragons Steel Dragons may also cast cleric spells from the knowledge or trickery domains as arcane spells. Steel DragonDragon (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 Ratings: Wyrmling 2; very young 4; young 4; juvenile 5; young adult 7; adult 8; mature adult 11; old 12; very old 13; ancient 15; wyrm 16; great wyrm 18. Treasure: Wyrmling, very young, young, juvenile, young adult: standard; adult, mature adult, old: double standard; very old, ancient, wyrm, great wyrm: triple standard. Alignment: Usually lawful neutral, often lawful good. Advancement: Wyrmling 5-6 HD (Small); very young 8-9 HD (Small); young 11-12 HD (Medium); juvenile 14-15 HD (Medium); young adult 17-18 HD (Medium); adult 20-21 HD (Large); mature adult 23-24 HD (Large); old 26-27 HD (Large); very old 29-30 HD (Huge); ancient 32-33 HD (Huge); wyrm 35-36 HD (Huge); great wyrm 38+ HD (Huge). The 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. Combat 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. Alternate Form (Su): A steel dragon of adult age or older can assume any animal or humanoid form of Medium size or smaller as a standard action five 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 assume only 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 normal form. 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. Moderate Arcane Shield (Su): A steel dragon's spell resistance against arcane spells of 4th level or lower is +10. Poison Resistance (Ex): A steel dragon gets a +10 racial bonus on all Fortitude saving throws against poison. Spell-Like Abilities: 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, Disguise and Profession are considered class skills for steel dragons. Source: Dragons of Faerun
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Post by Deleted on Feb 18, 2009 21:23:37 GMT -5
Dweomervores DweomervoreSmall Dragon Hit Dice: 6d12+12 (51 hp) Initiative: +7 Speed: 30 ft. (6 squares), fly 60 ft. (good) Armor Class: 23 (+1 size, +7 Dex, +5 natural), touch 18, flatfooted 16 Base Attack/Grapple: +6/+2 Attack: Tail +14 melee (1d6 plus tail barbs) Full Attack: Tail +14 melee (1d6 plus tail barbs) and 2 wing slashes +9 melee (1d4) and bite +9 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, spell-like abilities, tail barbs, telekinetic filch Special Qualities: Darkvision 60 ft., immunity to magic sleep effects and paralysis, low-light vision, magic drain Saves: Fort +7, Ref +12, Will +5 Abilities: Str 10, Dex 24, Con 15, Int 16, Wis 11, Cha 18 Skills: Concentration +11, Hide +20, Knowledge (arcana) +12, Listen +9, Move Silently +16, Sleight of Hand +16, Spellcraft +14 (+16 deciphering scrolls), Spot +9, Use Magic Device +20 (+22 scrolls) Feats: Skill Focus (Use Magic Device), Weapon Finesse, Wingover Environment: Temperate forest Organization: Solitary, pair, or gang (2–4) Challenge Rating: 7 Treasure: Standard, double charged magic items Alignment: Usually chaotic neutral Advancement: 7–12 HD (Small); 13–18 HD (Medium) Level Adjustment: — This three-foot-long dragon has a muscular, prehensile tail studded with hooks and bony barbs, and a pair of batlike wings. Its forefeet resemble two small, dexterous arms ending in claws. Its neck is short, and its bony head is covered with ridges. The creature’s jaws are filled with tiny, sharp teeth, and its large amber eyes sparkle with intelligence. The creature’s scales are pale blue, and its claws and the hooks on its tail are jet black. Dweomervores are small, thieving dragons that feed on charged magic items and wield a telekinetic breath weapon as both a tool and a weapon. Dweomervores are fairly intolerant of their own kind, rarely dwelling within ten miles of each other without entering into a protracted feud, but they enjoy the company of other dragons. Dweomervores are asexual, reproducing (after reaching fifty years of age) by absorbing all the charges from a magic item in 10 minutes and then laying a single egg after a tenday of gestation. They protect their young fiercely until they reach maturity (within a tenday of birth). Although they can be encountered almost anywhere, dweomervores are typically found in large, prosperous, magic-rich cities, such as Bezantur, Silverymoon, and Waterdeep, where wands are fairly plentiful. Many quickly ensconce themselves as the heads of small thieves’ guilds specializing in the theft of charged magic items. In the wilds, dweomervores favor sprawling aboveground ruins where adventurers are common (such as Myth Drannor and Shoonach) and they can fly overhead invisibly while searching for targets. Dweomervores speak Common, Auran, and Draconic, but since they can use tongues as a spell-like ability at will, they rarely have difficulty communicating. These creatures are phenomenally long-lived, and they can reach ages of five hundred years or more if they are careful. Combat Dweomervores lurk in and around ruins, taverns, and other locales frequented by adventurers. They observe potential prey before attempting a theft, hoping to discern which members of a group have charged items, such as wands. A dweomervore attempts to steal as many such items as is possible using its breath weapon from a place of hiding. If discovered, a dweomervore uses any stolen items against their owners before closing to slash with its barbed tail attack. Dweomervores are usually more interested in stealing magic than killing, but if hard pressed, they use all their abilities to defend themselves. Breath Weapon (Su): A dweomervore has a unique telekinetic breath weapon that it can use once every 1d4 rounds. It can duplicate the combat maneuver or violent thrust versions of the telekinesis spell (caster level 10th), with a maximum range of 100 feet. Its breath weapon manifests as shimmering golden waves of force. Since it can affect creatures of up to 250 pounds, the dweomervore can pick up and hurl most creatures of Medium size or smaller (Will DC 15 negates). Against larger creatures, it must employ a combat maneuver or settle for hurling other objects at its target. A dweomervore cannot maintain its telekinetic breath weapon after its turn ends, so it usually chooses maneuvers such as bull rush, trip, or disarm that can be resolved on its turn (its modifier for resolving these attempts is +14). Telekinetic Filch (Su): A dweomervore can use an effect similar to a telekinesis spell to manipulate objects weighing 5 pounds or less at a distance of up to 60 feet. Unattended nonmagical objects receive no saving throw against this attack, but attended or magic objects can attempt a DC 17 Will save to resist. The save DC is Charisma based. A dweomervore can manipulate objects in this manner with amazing grace, and if it wishes to take an object from a person without being detected, it can make a Sleight of Hand check to do so. Dweomervores are fond of stealing improperly stowed wands and scrolls from the pockets of unwary victims by using this ability. Magic Drain (Su): As a full-round action, a dweomervore can place any charged magic item (for example, staves or wands) in its mouth and consume 1d6 charges. Each charge consumed in this manner is drained without activating any of the object’s powers, and each charge so drained cures the dweomervore of 5 points of damage. Excess hit points gained in this manner are gained as temporary hit points, and they persist for 1 hour. A dweomervore can only have a number of temporary hit points equal to its full normal total. Spell-Like Abilities: At will—blur, color spray (DC 15), daze (DC 14), detect magic, identify, invisibility, reduce person (DC 15), see invisibility, obscuring mist, tongues. Caster level 7th. The save DCs are Charisma based. Tail Barbs (Ex): A dweomervore’s tail is studded with numerous razor-sharp barbs. These barbs can inflict terrible wounds. A wound caused by the creature’s tail continues to bleed at the rate of 1 point of damage per round. The bleeding persists until it is magically healed or staunched with a DC 15 Heal check. Multiple hits result in cumulative bleeding damage. Skills: Dweomervores have a +4 racial bonus on Use Magic Device checks. Source: Waterdeep - City of Splendors
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Post by Masterbard Alyster Darkharp on Feb 19, 2009 11:59:30 GMT -5
Portal Drakes Portal DrakeSmall Dragon Hit Dice: 5d12+5 (37 hp) Initiative: +6 Speed: 40 ft. (8 squares), burrow 20 ft., fly 90 ft. (average) Armor Class: 18 (+1 size, +2 Dex, +5 natural), touch 13, flatfooted 16 Base Attack/Grapple: +5/+2 Attack: Bite +7 melee (1d6+1) Full Attack: Bite +7 melee (1d6+1) and 2 claws +2 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, spell-like abilities Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, portal jump, portal sight Saves: Fort +5, Ref +6, Will +4 Abilities: Str 13, Dex 14, Con 12, Int 15, Wis 11, Cha 14 Skills: Bluff +10, Concentration +9, Disguise +2 (+4 acting), Hide + 18, Intimidate +4, Listen +8, Move Silently +14, Spellcraft +10 (+12 deciphering scrolls), Spot +8, Use Magic Device +10 (+12 scrolls) Feats: Improved Initiative, Portal SensitiveB, Quicken Spell- Like Ability (portal jump) Environment: Underground Organization: Solitary, brace (2) Challenge Rating: 5 Treasure: Double Standard Alignment: Often neutral evil Advancement: 6–8 HD (Small); 9–11 HD (Medium); 12–15 HD (Large) Level Adjustment: +3 A light gray dragon, about 4 feet long, spreads its wings. It yawns widely, showing sharp teeth. Portal drakes find portals a nearly endless source of amusement, pleasure, and prey.A portal drake resembles a copper dragon in shape, but in attitude, it couldn’t be less similar. Portal drakes lack the goodness, wit, and sense of humor of copper dragons. A portal drake’s hide is stone gray in color. A portal drake usually lairs in a secluded cavern equipped with a portal. With its portal sight power, it gazes through its portal to other portals it knows and looks for likely victims. It typically seeks out smaller groups or individuals carrying obvious magic items (such as glowing swords, ioun stones, or a broom of flying). Portal drakes speak Draconic and Undercommon. Combat Portal drakes use hit-and-run tactics when they fight, but they rarely initiate combat unless they feel certain of winning. Portal drakes use spells, spell-like abilities, and magic items that enhance their abilities, and they are usually well prepared for combat. A portal drake’s favorite tactic is to make a lightning strike on a small party or individual, usually starting with its breath weapon. Breath Weapon (Su): 40-foot cone of poisonous gas, once every 1d4 rounds (but no more than five times per day); initial damage 1d4 Str, secondary damage unconsciousness, Fortitude DC 13 negates. The save DC is Constitution-based. Spell-Like Abilities: At will—detect magic; 1/day—blur, mirror image. Caster level equal to Hit Dice. Portal Jump (Sp): Four times per day, a portal drake can enter any portal and emerge from any other portal through which it has traveled. Caster level equal to Hit Dice. Portal Sight (Su): A portal drake can look through any portal and see out of any other portal through which it has traveled. This effect does not change perceptions or properties of the portal on the other side. A portal drake cannot cast spells through a portal. Caster level equal to Hit Dice. Skills: A portal drake receives a +4 racial bonus on Hide and Move Silently checks. Source: Underdark
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Post by Masterbard Alyster Darkharp on Feb 19, 2009 12:11:56 GMT -5
Rock Wyrms Rock WyrmLarge Dragon Hit Dice: 8d12+24 (76 hp) Initiative: +2 (Dex) Speed: 30 ft, fly 50 ft. (clumsy) AC: 21 (–1 size, +2 Dex, +10 natural)Attacks: Bite +13 melee, tail +11 melee, 2 wings +11 melee, 2 claws +11 melee Damage: Bite 2d6+5/19–20, tail slap 1d8+7, wing 1d6+2, claw 1d8+2 Face/Reach: 5 ft. by 10 ft./10 ft. Special Attacks: Paralyzing ray, pounce Special Qualities: Fast healing 1, mimicry, scent, camouflage Saves: Fort +9, Ref +7, Will +8 Abilities: Str 20, Dex 14, Con 17, Int 12, Wis 14, Cha 11 Skills: Bluff +8*, Craft (trapmaking) +8, Hide +10*, Jump +11, Listen +8, Move Silently +7, Spot +8, Use Magic Device +10. Feats: Combat Reflexes, Improved Critical (bite), Multiattack Climate/Terrain: Cold and temperate hills and mountains Organization: Solitary or pair Challenge Rating: 8 Treasure: Standard Alignment: Usually neutral Advancement: 9–12 HD (Large); 13–24 HD (Huge) Rock wyrms are often mistaken for dragons. These reptiles resemble dragons and wyverns, but they tend to be sly and cunning ambushers rather than wide-ranging hunters. Since rock wyrms are careful to slay and devour isolated victims while avoiding groups of creatures, their kills are often blamed on other predators or brigands. Sometimes called “false dragons,” rock wyrms have rough hides of mottled gray and brown scales, smallish wings that are more suited for fighting than flying, and blunt faces with powerful jaws and a large third eye in the middle of their foreheads. Rock wyrm foreclaws are nimble enough to serve as hands for most purposes, and their tails are long and powerful. Rock wyrms are found in cold, mountainous areas across Faerûn. As settlers in the Silver Marches push into the wilderness, and steadings rise in many long-uninhabited places, rock wyrms are becoming an increasing problem. There are even rumors that these hunters work together, skulking and spying, so as to better avoid armed bands and guards and strike at unprotected and isolated targets. Rock wyrms stash treasure (coins, gems, tools, and other items taken from prey they deem useful for later trade or personal ransom) in rock clefts or hollows that they can conceal and guard with clever traps, but have no single, true lair. They sleep in the same fashion that they hunt—lying motionless covered by their wings, with their scaly hides matching their surroundings (usually gray rocks or white snow) in hue. Rock wyrms speak Common and Draconic, and also master small working vocabularies in many other languages—depending on what prey they come into contact with. Combat
Rock wyrms can spring into a pounce, take flight silently, or emit their paralyzing ray, all from a statuelike state that they can maintain for hours. Rock wyrms usually lurk near trails or stalk prey deliberately, awaiting a chance to pounce. They often construct traps in traveled areas and then strike at captured or wounded victims. These intelligent hunters can mimic a wide range of voices and can recall overheard phrases perfectly, to lure prey into their traps or reach. Rock wyrms often construct traps (or lurk near traps created by others) to take advantage of disabled prey. These are usually simple or spiked 20-foot-deep pit traps, concealed by woven brush. Rock wyrms are also bright and dexterous enough to use many types of magic items. They especially like wands with spells of protection or concealment. Paralyzing Ray (Su): A rock wyrm’s third eye can emit a paralyzing ray once every 1d4 rounds. The ray has a range of 75 feet. The rock wyrm must succeed at a ranged touch attack (+10 attack bonus) against its target. Targets struck by the ray must make a Fortitude save (DC 17) or be paralyzed for 1d6+2 minutes. Pounce (Ex): If a rock wyrm leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Fast Healing (Ex): A rock wyrm heals 1 point of damage each round so long as it has at least 1 hit point. Mimicry (Ex): Rock wyrms can mimic most speaking voices perfectly, plus other vocal sounds ranging from coughing and retching to high bird-trills or deep, thunderous croakings. They can remember and perfectly reproduce phrases they have overheard, and they have a knack for echoing vocal mannerisms and catchphrases. Skills: Rock wyrms can change the reflectiveness, color, and apparent texture of their hides, allowing them to blend into their surroundings like chameleons. They gain a +4 racial bonus on Hide checks. *In rocky areas, this bonus on Hide checks improves to +8. *A rock wyrm’s mimicry ability confers a +4 racial bonus on Bluff checks involving attempts to deceive foes by mimicking a particular voice or animal call. Source: Silver Marches
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Post by Masterbard Alyster Darkharp on Feb 19, 2009 12:23:15 GMT -5
Scalamagdrions ScalamagdrionLarge Dragon Hit Dice: 10d12+30 (95 hp) Initiative: +2 (Dex) Speed: 15 ft., fly 40 ft. (poor) AC: 19 (–1 size, +2 Dex, +8 natural) Attacks: Bite +13 melee, 2 claws +8 melee, 2 wings +8 melee Damage: Bite 2d6+4, claw 1d8+2, wing 1d6+2 Face/Reach: 5 ft. by 10 ft./10 ft. Special Attacks: Rend 2d8+6 Special Qualities: Cold immunity, fire immunity, silence, spell turning Saves: Fort +10, Ref +9, Will +8 Abilities: Str 19, Dex 14, Con 16, Int 9, Wis 12, Cha 9 Skills: Climb +14, Knowledge (arcana) +9, Listen +13, Move Silently +12, Spot +13 Feats: Alertness, Combat Reflexes Climate/Terrain: Any cold underground Organization: Solitary Challenge Rating: 7 Treasure: Double standard Alignment: Usually neutral Advancement: 11–18 HD (Large); 19–26 HD (Huge) The scalamagdrion is a large silvery dragonlike creature with significant antimagic qualities. The 12-foot-long scalamagdrion has gray scales and green eyes, with stubby wings and a long bone-spiked prehensile tail. At first glance, the scalamagdrion is sometimes confused with a young adult silver dragon. Scalamagdrions speak Draconic, but they also have a secret silent language of their own. This language is conveyed with movements of mouth, wings, and claws—it is a Draconic sign language. Combat Scalamagdrions fear little, for they are inherently aggressive. If actively guarding a magic tome (see Society below), they launch themselves into combat without hesitation. A scalamagdrion prefers to rend fighters and other melee specialists first, trusting to its spell turning ability to defend it from magical attacks in the meantime. Rend (Ex): If a scalamagdrion hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+6 damage. Immunities (Ex): Scalamagdrions are immune to fire and cold. Silence (Su): This ability continuously duplicates the effects of the spell of the same name, centered on the scalamagdrion. The scalamagdrion can suppress this ability if desired. Spell Turning (Su): This ability continuously duplicates the effects of the spell of the same name with the scalamagdrion as the target. Unlike the spell, the scalamagdrion’s spell turning ability has an unlimited ability to turn spells (the spell turning is never exhausted). Society General knowledge of scalamagdrions was first revealed in a magical tome named the Scalamagdrion. Amid the many spells scribed in the tome is a single illustration of a dragonlike creature. The creature is a scalamagdrion, and under scrutiny, the creature in the illustration moves. In fact, the page is a gate or portal to a plane or location where scalamagdrions reside. According to the story, any unauthorized use of the tome summons a guardian scalamagdrion. Initiating contact with a scalamagdrion in order to secure its services in a like manner is a secret few know. A scalamagdrion is sometimes called a “Guardian of the Tome” by those familiar with their use as stewards of magical books. When not chasing off would-be book thieves, scalamagdrions inhabit an extensive network of caverns, possibly beneath the Great Glacier, though perhaps within a separate extradimensional space. When serving as a tome guardian, only the scalamagdrion has the power to activate its own gate or portal in a magical tome keyed to it; otherwise the illustration remains normal. Scalamagdrions who successfully defeat book thieves carry the spoils of its victory back through the gate. Source: Magic of Faerun
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Post by Masterbard Alyster Darkharp on Feb 19, 2009 17:25:08 GMT -5
Gorynychs GorynychHuge Dragon Hit Dice: 16d12+64 (168 hp) Initiative: +0 Speed: 60 ft. (12 squares), fly 120 ft. (clumsy) Armor Class: 27 (–2 size, +19 natural), touch 8, flat-footed 27 Base Attack/Grapple: +16/+33 Attack: Bite +23 melee (2d8+9) Full Attack: 3 bites +23 melee (2d8+9) and 2 claws +21 melee (2d6+4) and 6 tail whips (1d4+4) Space/Reach: 15 ft./10 ft. Special Attacks: Improved grab, rake 2d8+4, rend 4d8+13, tail wrap Special Qualities: Darkvision 60 ft., immunity to paralysis and sleep effects, low-light vision, scent Saves: Fort +16, Ref +10, Will +14 Abilities: Str 28, Dex 11, Con 18, Int 11, Wis 14, Cha 13 Skills: Diplomacy +3, Hide +11, Intimidate +20, Jump +28, Listen +27, Sense Motive +12, Spot +27, Survival +11 Feats: Alertness, Flyby Attack, Great Fortitude, Iron Will, Multiattack, Track Environment: Temperate mountains Organization: Solitary Challenge Rating: 12 Treasure: Standard Alignment: Usually chaotic evil Advancement: 17–32 HD (Huge); 33–48 HD (Gargantuan) A huge, three-headed monster soars above on vast batlike wings. Its heads are vaguely wolflike in appearance, snapping and hissing on long, serpentine necks. Its supple torso is covered with fine, blue-green scales and ends in three tails, each of which branches again into two long, whiplike limbs that coil and writhe behind its body.The gorynych is a ferocious, dragonlike monster that eats almost anything short of a true dragon that crosses its path. Despite its bestial appearance, the gorynych is quite cunning. It has been known to feign retreat in order to lure opponents into its lair, or to allow humanoids to escape its attacks so that it can follow them back to their homes and villages. A gorynych’s dragonlike body measures almost 40 feet from snout to tail. Each of its three heads is supported by a long, draconic neck, and its three tails branch into a multitude of long, thin whips. Only the six largest of these whips are significant in combat, though a gorynych can have as many as twelve altogether. The creature weighs between 8 and 10 tons. A gorynych speaks Common, Draconic, and Orc. Combat A gorynych lacks the breath weapon and powerful spellcasting abilities of a true dragon, though its uncommon ferocity and cunning in melee make up for this deficiency. One of its favorite tactics is to swoop down on a group of travelers, seize one with a tail whip in a flyby attack, and carry off its hapless victim. The gorynych is large enough to accept the normal –20 penalty for attempting to grapple an opponent without being grappled itself. An opponent can attack a gorynych’s tails as if they were weapons (see Sunder, page 158 of the Player’s Handbook). Each tail whip has 10 hit points. If a gorynych is currently grappling an opponent with the tail under attack, it usually uses another limb to make its attack of opportunity. Severing a gorynych’s tail deals 5 points of damage to the creature. A gorynych regrows severed tails in 1d10+10 days. Improved Grab (Ex): To use this ability, a gorynych must hit an opponent one or more size categories smaller than itself with a tail whip attack. If it wins the grapple check, it establishes a hold and uses its tail wrap attack. Against human-sized opponents, a gorynych usually chooses to grapple only with its tail to avoid being grappled itself, thereby reducing its grapple bonus to +13. Rake (Ex): If a gorynych hits a grappled foe with all three bite attacks, it can rake with its claws. Attack bonus +23 melee, damage 2d8+4. Rend (Ex): If a gorynych hits with two bite attacks, it latches onto the opponent’s body and tears the victim apart like a wishbone. This attack automatically deals an extra 4d8+13 points of damage. Tail Wrap (Ex): After a successful grab, a gorynych can attempt to wrap its opponent with some or all of its remaining tail whips with a single grapple check. Each tail whip beyond the first reduces the penalty for grappling without being grappled by –4. Thus, a gorynych with three tail whips wrapped around a foe has a grapple modifier of +21 (+33, –20 for choosing not to be grappled, +8 for two extra tail whips). Skills: Because of its multiple heads and keen senses, a gorynych has a +4 racial bonus on Listen and Spot checks. Source: Lost Empires of Faerun
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Post by Masterbard Alyster Darkharp on Feb 19, 2009 22:30:46 GMT -5
Ibrandlins IbrandlinGargantuan Dragon (Fire) Hit Dice: 10d12+70 (135 hp) Initiative: +0 Speed: 20 ft., climb 20 ft. AC: 17 (+11 natural, –4 size) Attacks: Bite +18 melee, 4 claws +13 melee Damage: Bite 4d6+12, claw 2d8+6 Face/Reach: 10 ft. by 30 ft./15 ft. Special Attacks: Breath weapon, pin Special Qualities: Fire subtype, SR 20 Saves: Fort +14, Ref +7, Will +7 Abilities: Str 35, Dex 11, Con 24, Int 4, Wis 10, Cha 9 Skills: Climb +20, Jump +22, Listen +12, Search +7, Spot +12 Feats: Alertness, Blind-Fight, Climate/Terrain: Any land and underground Organization: Solitary or family (2–8) Challenge Rating: 5 Treasure: None Alignment: Always lawful neutral Advancement: 11–20 HD (Gargantuan) Ibrandlins, also called “lurkers in darkness,” are dragonlike monsters created by clerics to guard sacred underground locations. They look like elongated, wingless red dragons, with gray-scaled bodies tinged with red on the back and belly. Ibrandlins speak halting Draconic. Combat Ibrandlins attack with a lethal combination of raking claws and a vicious bite. They rear up on their tails in order to use all four claws at once while simultaneously either biting or using their fiery breath weapon. They follow the simple commands of the clerics of Ibrandul—“Attack!” and “Defend!” are common commands—but the beasts are also trained to “stand guard,” meaning that they will prevent a designated creature from moving. Breath Weapon (Su): Once every 5 rounds, an ibrandlin can breathe a 30-foot cone of fire that deals 2d6 points of fire damage to every creature it touches. Affected characters who make a successful Reflex save (DC 21) take half damage. An ibrandlin can use its breath weapon and its claw attacks in the same round by using a full attack action. In this case, the creature forfeits its bite attack in favor of the breath weapon. Pin (Ex): An ibrandlin can jump and land on opponents as a standard action, using its whole body to attack. A pin attack is effective only against Medium-size or smaller opponents. An ibrandlin can pin as many creatures as will fit under its body (a 10-ft.-by-30-ft. area). Creatures in the affected area must roll successful Reflex saves (DC 21) or be pinned under the ibrandlin. The ibrandlin can choose whether or not to deal damage. Creatures that lie still are simply pinned (treat as a grapple attack), while those that move or fight take 4d6 points of damage per round until they escape. Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save. In the Realms Ibrandlins are created by priests of Ibrandul, a deity of caverns, dungeons, and the Underdark. Through the influence of the goddess Shar, who killed Ibrandul and usurped his portfolio, the clerics of the dead deity have finally succeeded in breeding ibrandlins, and the numbers of these dreaded subterranean guardians are steadily increasing. The worship of Ibrandul is most popular in the Shining South and the city of Waterdeep, and ibrandlins are therefore most common around those areas. Corrected info from Monsters of Faerun 3.5 Update Source: Monsters of Faerun, Monsters of Faerun 3.5 Update
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Post by Masterbard Alyster Darkharp on Feb 21, 2009 17:24:11 GMT -5
Source: Dragons of Faerun
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