This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (Dr-Dw)
DRAGON, TRUE
The known
varieties of true dragons (as opposed to other creatures that have the dragon
type) fall into two broad categories: chromatic and metallic. The chromatic
dragons are black, blue, green, red, and white; they are all evil and extremely
fierce. The metallic dragons are brass, bronze, copper, gold, and silver; they
are all good, usually noble, and highly respected by the wise.
All true dragons
gain more abilities and greater power as they age. (Other creatures that have
the dragon type do not.) They range in length from several feet upon hatching
to more than 100 feet after attaining the status of great wyrm. The size of a
particular dragon varies according to age and variety.
A dragon’s
metabolism operates like a highly efficient furnace and can metabolize even
inorganic material. Some dragons have developed a taste for such fare.
Although goals and
ideals vary among varieties, all dragons are covetous. They like to hoard
wealth, collecting mounds of coins and gathering as many gems, jewels, and
magic items as possible. Those with large hoards are loath to leave them for
long, venturing out of their lairs only to patrol the immediate area or to get
food. For dragons, there is no such thing as enough treasure. It’s pleasing to
look at, and they bask in its radiance. Dragons like to make beds of their
hoards, shaping nooks and mounds to fit their bodies. By the time a dragon
matures to the age of great wyrm, hundreds of gems and coins may be imbedded in
its hide.
All dragons speak
Draconic.
COMBAT
A dragon attacks
with its powerful claws and bite, and can also use a breath weapon and special
physical attacks, depending on its size. It prefers to fight on the wing,
staying out of reach until it has worn down the enemy with ranged attacks.
Older, more intelligent dragons are adept at sizing up the opposition and
eliminating the most dangerous foes first (or avoiding them while picking off
weaker enemies).
The table below
provides space and reach statistics for dragons of various sizes, plus the
natural weapons a dragon of a certain size can employ and the damage those
attacks deal.
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.
Dragon Breath
Weapons |
||
Dragon Size |
Line* (Length) |
Cone** (Length) |
Tiny |
30 ft. |
15 ft. |
Small |
40 ft. |
20 ft. |
Medium |
60 ft. |
30 ft. |
Large |
80 ft. |
40 ft. |
Huge |
100 ft. |
50 ft. |
Gargantuan |
120 ft. |
60 ft. |
Colossal |
140 ft. |
70 ft. |
*A line is
always 5 feet high and 5 feet wide. |
||
**A cone is as
high and wide as its length. |
Frightful
Presence (Ex): A young
adult or older dragon can unsettle foes with its mere presence. The ability
takes effect automatically whenever the dragon attacks, charges, or flies
overhead. Creatures within a radius of 30 feet x the dragon’s age category are
subject to the effect if they have fewer HD than the dragon. A potentially
affected creature that succeeds on a Will save (DC 10 + 1/2 dragon’s HD +
dragon’s Cha modifier) remains immune to that dragon’s frightful presence for
24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6
rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore
the frightful presence of other dragons.
Spells: A dragon knows and casts arcane spells as
a sorcerer of the level indicated in its variety description, gaining bonus
spells for a high Charisma score. Some dragons can also cast spells from the
cleric list or cleric domain lists as arcane spells.
Spell-Like
Abilities: A dragon’s
spell-like abilities depend on its age and variety. It gains the abilities
indicated for its age plus all previous ones. Its age category or its sorcerer
caster level, whichever is higher, is the caster level for these abilities. The
save DC is 10 + dragon’s Cha modifier + spell level. All spell-like abilities
are usable once per day unless otherwise noted.
Damage
Reduction: Young adult and
older dragons have damage reduction. Their natural weapons are treated as magic
weapons for the purpose of overcoming damage reduction.
Immunities
(Ex): All dragons have
immunity to sleep and paralysis effects. Each variety of dragon has
immunity to one or two additional forms of attack no matter what its age, as
given in its description.
Spell
Resistance (Ex): As
dragons age, they become more resistant to spells and spell-like abilities, as
indicated in the variety descriptions.
Blindsense
(Ex): Dragons can pinpoint
creatures within a distance of 60 feet. Opponents the dragon can’t actually see
still have total concealment against the dragon.
Keen Senses
(Ex): A 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 dragons have skill points equal to (6
+ Int modifier, minimum 1) x (Hit Dice + 3). Most dragons purchase the
following skills at the maximum ranks possible: Listen, Search, and Spot. The
remaining skill points are generally spent on Concentration, Diplomacy, Escape
Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device at a
cost of 1 skill point per rank. All these skills are considered class skills
for dragons. (Each dragon has other class skills as well, as noted in the
variety descriptions.)
Feats: All dragons have one feat, plus additional
feats based on Hit Dice just like any other creature. Dragons favor Alertness,
Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder,
Power Attack, Snatch, Weapon Focus (claw or bite), Wingover, and any metamagic
feat that is available and useful to sorcerers.
Dragon Age
Categories |
|
Category |
Age (Years) |
1 Wyrmling |
0–5 |
2 Very young |
6–15 |
3 Young |
16–25 |
4 Juvenile |
26–50 |
5 Young adult |
51–100 |
6 Adult |
101–200 |
7 Mature adult |
201–400 |
8 Old |
401–600 |
9 Very old |
601–800 |
10 Ancient |
801–1,000 |
11 Wyrm |
1,001–1,200 |
12 Great wyrm |
1,201 or more |
Dragon
Space/Reach, Attacks, and Damage |
|||||||
Size |
Space/Reach* |
1 Bite |
2 Claws |
2 Wings |
1 Tail Slap |
1Crush |
1 Tail Sweep |
Tiny |
2-1/2 ft./0 ft.
(5 ft. with bite) |
1d4 |
1d3 |
— |
— |
— |
— |
Small |
5 ft./5 ft. |
1d6 |
1d4 |
— |
— |
— |
— |
Medium |
5 ft./5 ft. |
1d8 |
1d6 |
1d4 |
— |
— |
— |
Large |
10 ft./5 ft. (10
ft. with bite) |
2d6 |
1d8 |
1d6 |
1d8 |
— |
— |
Huge |
15 ft./10 ft.
(15 ft. with bite) |
2d8 |
2d6 |
1d8 |
2d6 |
2d8 |
— |
Gargantuan |
20 ft./15 ft.
(20 ft. with bite) |
4d6 |
2d8 |
2d6 |
2d8 |
4d6 |
2d6 |
Colossal |
30 ft./20 ft.
(30 ft. with bite) |
4d8 |
4d6 |
2d8 |
4d6 |
4d8 |
2d8 |
*A dragon’s bite
attack has reach as if the creature were one size category larger. All other
attacks are made with the standard reach for the dragon’s size. |
Dragon Overland
Movement
Chromatic and
metallic dragons are exceedingly strong flyers and can cover vast distances
quickly. A dragon’s overland flying speed is a function of its tactical fly
speed, as shown on the table below.
Dragon
Overland Flying Speeds |
||||
|
————— Dragon’s Fly Speed ————— |
|||
|
100 feet |
150 feet |
200 feet |
250 feet |
One Hour |
|
|
|
|
Normal |
15 miles |
20 miles |
30 miles |
40 miles |
Hustle |
24 miles |
40 miles |
60 miles |
80 miles |
One Day |
|
|
|
|
Normal |
120 miles |
160 miles |
240 miles |
320 miles |
Dragons do not
tire as quickly as other creatures when moving overland on the ground. If a
dragon attempts a hustle or a forced march, check for nonlethal damage once
every 2 hours instead of every hour.
DRAGONHIDE
Armorsmiths can
work with the hides of dragons to produce armor or shields of masterwork
quality.
CHROMATIC DRAGONS
Chromatic dragons
form the evil branch of dragonkind. They are aggressive, greedy, vain, and
nasty.
BLACK DRAGON
Dragon (Water)
Environment: Warm marshes
Organization: Wyrmling, very young, young, juvenile, and
young adult: solitary or clutch (2–5); adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge
Rating: Wyrmling 3; very
young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16;
very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Triple standard
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 —
Black Dragons by Age |
|||||||||||||||
Age |
Size |
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ Grapple |
Attack |
Fort Save |
Ref Save |
Will Save |
Breath Weapon (DC) |
Frightful Presence DC |
Wyrmling |
T |
4d12+4 (30) |
11 |
10 |
13 |
8 |
11 |
8 |
+4/–4 |
+6 |
+5 |
+4 |
+4 |
2d4 (13) |
— |
Very young |
S |
7d12+7 (52) |
13 |
10 |
13 |
8 |
11 |
8 |
+7/+4 |
+9 |
+6 |
+5 |
+5 |
4d4 (14) |
— |
Young |
M |
10d12+20 (85) |
15 |
10 |
15 |
10 |
11 |
10 |
+10/+12 |
+12 |
+9 |
+7 |
+7 |
6d4 (17) |
— |
Juvenile |
M |
13d12+26 (110) |
17 |
10 |
15 |
10 |
11 |
10 |
+13/+16 |
+16 |
+10 |
+8 |
+8 |
8d4 (18) |
— |
Young adult |
L |
16d12+48 (152) |
19 |
10 |
17 |
12 |
13 |
12 |
+16/+24 |
+19 |
+13 |
+10 |
+11 |
10d4 (21) |
19 |
Adult |
L |
19d12+76 (199) |
23 |
10 |
19 |
12 |
13 |
12 |
+19/+29 |
+24 |
+15 |
+11 |
+12 |
12d4 (23) |
20 |
Mature adult |
H |
22d12+110 (253) |
27 |
10 |
21 |
14 |
15 |
14 |
+22/+38 |
+28 |
+18 |
+13 |
+15 |
14d4 (26) |
23 |
Old |
H |
25d12+125 (287) |
29 |
10 |
21 |
14 |
15 |
14 |
+25/+42 |
+32 |
+19 |
+14 |
+16 |
16d4 (27) |
24 |
Very old |
H |
28d12+168 (350) |
31 |
10 |
23 |
16 |
17 |
16 |
+28/+46 |
+36 |
+22 |
+16 |
+19 |
18d4 (30) |
27 |
Ancient |
H |
31d12+186 (387) |
33 |
10 |
23 |
16 |
17 |
16 |
+31/+50 |
+40 |
+23 |
+17 |
+20 |
20d4 (31) |
28 |
Wyrm |
G |
34d12+238 (459) |
35 |
10 |
25 |
18 |
19 |
18 |
+34/+58 |
+42 |
+26 |
+19 |
+23 |
22d4 (34) |
31 |
Great wyrm |
G |
37d12+296 (536) |
37 |
10 |
27 |
20 |
21 |
20 |
+37/+62 |
+46 |
+28 |
+20 |
+25 |
24d4 (36) |
33 |
Black Dragon Abilities by Age |
||||||
Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster Level |
SR |
Wyrmling |
60 ft., fly 100
ft. (average), swim 60 ft. |
+0 |
15 (+2 size,+3
natural), touch 12, flat-footed 15 |
Immunity to acid,
water breathing |
— |
— |
Very young |
60 ft., fly 100
ft. (average), swim 60 ft. |
+0 |
17 (+1 size,+6
natural), touch 11, flat-footed 17 |
|
— |
— |
Young |
60 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
19 (+9 natural),
touch 10, flat-footed 19 |
|
— |
— |
Juvenile |
60 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
22 (+12 natural),
touch 10, flat-footed 22 |
Darkness |
— |
— |
Young adult |
60 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
24 (–1 size,+15
natural), touch 9, flat-footed 24 |
DR 5/magic |
1st |
17 |
Adult |
60 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
27 (–1 size,+18
natural), touch 9, flat-footed 27 |
Corrupt water |
3rd |
18 |
Mature adult |
60 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
29 (–2 size,+21
natural), touch 8, flat-footed 29 |
DR 10/magic |
5th |
21 |
Old |
60 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
32 (–2 size,+24
natural), touch 8, flat-footed 32 |
Plant growth |
7th |
22 |
Very old |
60 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
35 (–2 size,+27
natural), touch 8, flat-footed 35 |
DR 15/magic |
9th |
23 |
Ancient |
60 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
38 (–2 size,+30
natural), touch 8, flat-footed 38 |
Insect plague |
11th |
25 |
Wyrm |
60 ft., fly 200
ft. (clumsy), swim 60 ft. |
+0 |
39 (–4 size,+33
natural), touch 6, flat-footed 39 |
DR 20/magic |
13th |
26 |
Great wyrm |
60 ft., fly 200
ft. (clumsy), swim 60 ft. |
+0 |
42 (–4 size,+36
natural), touch 6, flat-footed 42 |
Charm reptiles |
15th |
28 |
Black dragon are
sometimes known as skull dragons because of their skeletal faces. Adding to the
skeletal impression is the gradual deterioration of the hide around the base of
the horn and the cheekbones. This deterioration increases with age and does not
harm the dragon. On hatching, a black dragon’s scales are thin, small, and
glossy. As the dragon ages, they become larger, thicker, and duller, helping it
camouflage itself in swamps and marshes.
Black dragons are
especially fond of coins. Older dragons sometimes capture and question
humanoids about stockpiles of gold, silver, and platinum coins before killing
them.
Combat
Black dragons
prefer to ambush their targets, using their surroundings as cover. When
fighting in heavily forested swamps and marshes, they try to stay in the water
or on the ground; trees and leafy canopies limit their aerial maneuverability.
When outmatched, a black dragon attempts to fly out of sight, so as not to
leave tracks, and hide in a deep pond or bog.
Breath Weapon
(Su): A black dragon has
one type of breath weapon, a line of acid.
Water Breathing
(Ex): A black dragon can
breathe underwater indefinitely and can freely use its breath weapon, spells,
and other abilities while submerged.
Corrupt
Water (Sp): Once per day an adult or older black
dragon can stagnate 10 cubic feet of water, making it become still, foul, and
unable to support animal life. The ability spoils liquids containing water.
Magic items (such as potions) and items in a creature’s possession must succeed
on a Will save (DC equal to that of the dragon’s frightful presence) or become
fouled. This ability is the equivalent of a 1st-level spell. Its range is equal
to that of the dragon’s frightful presence.
Charm
Reptiles (Sp): A great wyrm black dragon can use this
ability three times per day. It works as a mass charm spell that affects
only reptilian animals. The dragon can communicate with any charmed reptiles as
though casting a speak with animals spell. This ability is the
equivalent of a 1st-level spell.
Other
Spell-Like Abilities:
3/day—darkness (juvenile or older; radius 10 feet per age category), insect
plague (ancient or older); 1/day—plant growth (old or older).
Skills: Hide, Move Silently, and Swim are
considered class skills for black dragons.
BLUE DRAGON
Dragon (Earth)
Environment: Temperate deserts
Organization: Wyrmling, very young, young, juvenile, and
young adult: solitary or clutch (2–5); adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge
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: Triple standard
Alignment: Always lawful evil
Advancement: Wyrmling 7–8 HD; very young 10–11 HD;
young 13–14 HD; juvenile 16–17 HD; young adult 19–20 HD; adult 22–23 HD; mature
adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38
HD; great wyrm 40+ HD
Level
Adjustment: Wyrmling +4;
very young +4; young +5; others —
Blue Dragons by Age
|
|||||||||||||||
Age |
Size |
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ Grapple |
Attack |
Fort Save |
Ref Save |
Will Save |
Breath Weapon (DC) |
Frightful Presence DC |
Wyrmling |
S |
6d12+6 (45) |
13 |
10 |
13 |
10 |
11 |
10 |
+6/+3 |
+8 |
+6 |
+5 |
+5 |
2d8 (14) |
— |
Very young |
M |
9d12+18 (76) |
15 |
10 |
15 |
10 |
11 |
10 |
+9/+11 |
+11 |
+8 |
+6 |
+6 |
4d8 (16) |
— |
Young |
M |
12d12+24 (102) |
17 |
10 |
15 |
12 |
13 |
12 |
+12/+15 |
+15 |
+10 |
+8 |
+9 |
6d8 (18) |
— |
Juvenile |
L |
15d12+45 (142) |
19 |
10 |
17 |
14 |
15 |
14 |
+15/+23 |
+18 |
+12 |
+9 |
+11 |
8d8 (20) |
— |
Young adult |
L |
18d12+72 (189) |
23 |
10 |
19 |
14 |
15 |
14 |
+18/+28 |
+23 |
+15 |
+11 |
+13 |
10d8 (23) |
21 |
Adult |
H |
21d12+105 (241) |
27 |
10 |
21 |
16 |
17 |
16 |
+21/+37 |
+27 |
+17 |
+12 |
+15 |
12d8 (25) |
23 |
Mature adult |
H |
24d12+120 (276) |
29 |
10 |
21 |
16 |
17 |
16 |
+24/+41 |
+31 |
+19 |
+14 |
+17 |
14d8 (27) |
25 |
Old |
H |
27d12+162 (337) |
31 |
10 |
23 |
18 |
19 |
18 |
+27/+45 |
+35 |
+21 |
+15 |
+19 |
16d8 (29) |
27 |
Very old |
H |
30d12+180 (375) |
33 |
10 |
23 |
18 |
19 |
18 |
+30/+49 |
+39 |
+23 |
+17 |
+21 |
18d8 (31) |
29 |
Ancient |
G |
33d12+231 (445) |
35 |
10 |
25 |
20 |
21 |
20 |
+33/+57 |
+41 |
+25 |
+18 |
+23 |
20d8 (33) |
31 |
Wyrm |
G |
36d12+288 (522) |
37 |
10 |
27 |
20 |
21 |
20 |
+36/+61 |
+45 |
+28 |
+20 |
+25 |
22d8 (36) |
33 |
Great wyrm |
G |
39d12+312 (565) |
39 |
10 |
27 |
22 |
23 |
22 |
+39/+65 |
+49 |
+29 |
+21 |
+27 |
24d8 (37) |
35 |
Blue Dragon Abilities by Age |
||||||
Age |
Speed |
Initiative |
AC |
Special
Abilities |
Caster Level |
SR |
Wyrmling |
40 ft., burrow 20
ft., fly 100 ft. (average) |
+0 |
16 (+1 size, +5
natural), touch 11, flat-footed 16 |
Immunity to
electricity, create/destroy water |
— |
— |
Very young |
40 ft., burrow 20
ft., fly 150 ft. (poor) |
+0 |
18 (+8 natural),
touch 10, flat-footed 18 |
|
— |
— |
Young |
40 ft., burrow 20
ft., fly 150 ft. (poor) |
+0 |
21 (+11 natural),
touch 10, flat-footed 21 |
|
— |
— |
Juvenile |
40 ft., burrow 20
ft., fly 150 ft. (poor) |
+0 |
23 (–1 size, +14
natural), touch 9, flat-footed 23 |
Sound imitation |
1st |
— |
Young adult |
40 ft., burrow 20
ft., fly 150 ft. (poor) |
+0 |
26 (–1 size, +17
natural), touch 9, flat-footed 26 |
DR 5/magic |
3rd |
19 |
Adult |
40 ft., burrow 20
ft., fly 150 ft. (poor) |
+0 |
28 (–2 size, +20
natural), touch 8, flat-footed 28 |
Ventriloquism |
5th |
21 |
Mature adult |
40 ft., burrow 20
ft., fly 150 ft. (poor) |
+0 |
31 (–2 size, +23
natural), touch 8, flat-footed 31 |
DR 10/magic |
7th |
22 |
Old |
40 ft., burrow 20
ft., fly 150 ft. (poor) |
+0 |
34 (–2 size, +26
natural), touch 8, flat-footed 34 |
Hallucinatory
terrain |
9th |
24 |
Very old |
40 ft., burrow 20
ft., fly 150 ft. (poor) |
+0 |
37 (–2 size, +29
natural), touch 8, flat-footed 37 |
DR 15/magic |
11th |
25 |
Ancient |
40 ft., burrow 20
ft., fly 200 ft. (clumsy) |
+0 |
38 (–4 size, +32
natural), touch 6, flat-footed 38 |
Veil |
13th |
27 |
Wyrm |
40 ft., burrow 20
ft., fly 200 ft. (clumsy) |
+0 |
41 (–4 size, +35
natural), touch 6, flat-footed 41 |
DR 20/magic |
15th |
29 |
Great wyrm |
40 ft., burrow 20
ft., fly 200 ft. (clumsy) |
+0 |
44 (–4 size, +38
natural), touch 6, flat-footed 44 |
Mirage arcana |
17th |
31 |
*Can also cast
cleric spells and those from the Air, Evil, and Law domains as arcane spells. |
A blue dragon’s
scales vary in color from an iridescent azure to a deep indigo, polished to a
glossy finish by blowing desert sands. The size of its scales increases little
as the dragon ages, although they do become thicker and harder. Its hide tends
to hum and crackle faintly with built-up static electricity. These effects
intensify when the dragon is angry or about to attack, giving off an odor of
ozone and sand. Their vibrant color makes blue dragons easy to spot in barren
desert surroundings. However, they often burrow into the sand so only part of
their heads are exposed.
Blue dragons love
to soar in the hot desert air, usually flying in the daytime when temperatures
are highest. Some nearly match the color of the desert sky and use this
coloration to their advantage.
Blue dragons lair
in vast underground caverns, where they also store their treasure. Although
they collect anything that looks valuable, they are most fond of
gems—especially sapphires.
Combat
Typically, blue
dragons attack from above or burrow beneath the sands until opponents come
within 100 feet. Older dragons use their special abilities, such as hallucinatory
terrain, in concert with these tactics to mask the land and improve their
chances to surprise the target. Blue dragons run from a fight only if they are
severely damaged, since they view retreat as cowardly.
Breath Weapon
(Su): A blue dragon has
one type of breath weapon, a line of lightning.
Create/Destroy
Water (Sp): A blue dragon of any age can use this
ability three times per day. It works like the create water spell,
except that the dragon can decide to destroy water instead of creating it,
which automatically spoils unattended liquids containing water. Magic items
(such as potions) and items in a creature’s possession must succeed on a Will
save (DC equal to that of the dragon’s frightful presence) or be ruined. This
ability is the equivalent of a 1st-level spell.
Sound Imitation
(Ex): A juvenile or older
blue dragon can mimic any voice or sound it has heard, anytime it likes.
Listeners must succeed on a Will save (DC equal to that of the dragon’s
frightful presence) to detect the ruse.
Other
Spell-Like Abilities:
3/day—ventriloquism (adult or older); 1/day—hallucinatory terrain (old
or older), veil (ancient or older), mirage arcana (great wyrm).
Skills: Bluff, Hide, and Spellcraft are considered
class skills for blue dragons.
GREEN DRAGON
Dragon (Air)
Environment: Temperate forests
Organization: Wyrmling, very young, young, juvenile, and
young adult: solitary or clutch (2–5); adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge
Ratings: Wyrmling 3; very
young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old
18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young
12–13 HD; juvenile 15–16 HD; young adult 18–19 HD; adult 21–22 HD; mature adult
24–25 HD; old 27–28 HD; very old 30–31 HD; ancient 33–34 HD; wyrm 36–37 HD;
great wyrm 39+ HD
Level
Adjustment: Wyrmling +5;
very young +5; young +5; juvenile +6; others —
Green Dragons by Age |
|||||||||||||||
Age |
Size |
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ Grapple |
Attack |
Fort Save |
Ref Save |
Will Save |
Breath Weapon (DC) |
Frightful Presence DC |
Wyrmling |
S |
5d12+5 (37) |
13 |
10 |
13 |
10 |
11 |
10 |
+5/+2 |
+7 |
+5 |
+4 |
+4 |
2d6 (13) |
— |
Very young |
M |
8d12+16 (68) |
15 |
10 |
15 |
10 |
11 |
10 |
+8/+10 |
+10 |
+8 |
+6 |
+6 |
4d6 (16) |
— |
Young |
M |
11d12+22 (93) |
17 |
10 |
15 |
12 |
13 |
12 |
+11/+14 |
+14 |
+9 |
+7 |
+8 |
6d6 (17) |
— |
Juvenile |
L |
14d12+42 (133) |
19 |
10 |
17 |
14 |
15 |
14 |
+14/+22 |
+17 |
+12 |
+9 |
+11 |
8d6 (20) |
— |
Young adult |
L |
17d12+68 (178) |
23 |
10 |
19 |
14 |
15 |
14 |
+17/+27 |
+22 |
+14 |
+10 |
+12 |
10d6 (22) |
20 |
Adult |
H |
20d12+100 (230) |
27 |
10 |
21 |
16 |
17 |
16 |
+20/+36 |
+26 |
+17 |
+12 |
+15 |
12d6 (25) |
23 |
Mature adult |
H |
23d12+115 (264) |
29 |
10 |
21 |
16 |
17 |
16 |
+23/+40 |
+30 |
+18 |
+13 |
+16 |
14d6 (26) |
24 |
Old |
H |
26d12+156 (325) |
31 |
10 |
23 |
18 |
19 |
18 |
+26/+44 |
+34 |
+21 |
+15 |
+19 |
16d6 (29) |
27 |
Very old |
H |
29d12+174 (362) |
33 |
10 |
23 |
18 |
19 |
18 |
+29/+48 |
+38 |
+22 |
+16 |
+20 |
18d6 (30) |
28 |
Ancient |
G |
32d12+224 (432) |
35 |
10 |
25 |
20 |
21 |
20 |
+32/+56 |
+40 |
+25 |
+18 |
+23 |
20d6 (33) |
31 |
Wyrm |
G |
35d12+280 (507) |
37 |
10 |
27 |
20 |
21 |
20 |
+35/+60 |
+44 |
+27 |
+19 |
+24 |
22d6 (35) |
32 |
Great wyrm |
G |
38d12+304 (551) |
39 |
10 |
27 |
22 |
23 |
22 |
+38/+64 |
+48 |
+29 |
+21 |
+27 |
24d6 (37) |
35 |
Green Dragon Abilities by Age |
||||||
Age |
Speed |
Initiative |
AC |
Special
Abilities |
Caster Level |
SR |
Wyrmling |
40 ft., fly 100
ft. (average), swim 40 ft |
+0 |
15 (+1 size, +4
natural), touch 11, flat-footed 15 |
Immunity to acid,
water breathing |
— |
— |
Very young |
40 ft., fly 150
ft. (poor), swim 40 ft |
+0 |
17 (+7 natural),
touch 10, flat-footed 17 |
|
— |
— |
Young |
40 ft., fly 150
ft. (poor), swim 40 ft |
+0 |
20 (+10 natural),
touch 10, flat-footed 20 |
|
— |
— |
Juvenile |
40 ft., fly 150
ft. (poor), swim 40 ft |
+0 |
22 (–1 size, +13
natural), touch 9, flat-footed 22 |
1st |
— |
|
Young adult |
40 ft., fly 150
ft. (poor), swim 40 ft |
+0 |
25 (–1 size, +16
natural), touch 9, flat-footed 25 |
DR 5/magic |
3rd |
19 |
Adult |
40 ft., fly 150
ft. (poor), swim 40 ft |
+0 |
27 (–2 size, +19
natural), touch 8, flat-footed 27 |
Suggestion |
5th |
21 |
Mature adult |
40 ft., fly 150
ft. (poor), swim 40 ft |
+0 |
30 (–2 size, +22
natural), touch 8, flat-footed 30 |
DR 10/magic |
7th |
22 |
Old |
40 ft., fly 150
ft. (poor), swim 40 ft |
+0 |
33 (–2 size, +25
natural), touch 8, flat-footed 33 |
Plant growth |
9th |
24 |
Very old |
40 ft., fly 150
ft. (poor), swim 40 ft |
+0 |
36 (–2 size, +28
natural), touch 8, flat-footed 36 |
DR 15/magic |
11th |
25 |
Ancient |
40 ft., fly 200
ft. (clumsy), swim 40 ft |
+0 |
37 (–4 size, +31
natural), touch 6, flat-footed 37 |
Dominate
person |
13th |
27 |
Wyrm |
40 ft., fly 200
ft. (clumsy), swim 40 ft |
+0 |
40 (–4 size, +34
natural), touch 6, flat-footed 40 |
DR 20/magic |
15th |
28 |
Great wyrm |
40 ft., fly 200
ft. (clumsy), swim 40 ft |
+0 |
43 (–4 size, +37
natural), touch 6, flat-footed 43 |
Command plants |
17th |
30 |
A wyrmling green
dragon’s scales are thin, very small, and a deep shade of green that appears
nearly black. As the dragon ages, the scales grow larger and lighter, turning
shades of forest, emerald, and olive green, which helps it blend in with its
wooded surroundings.
Combat
Green dragons
initiate fights with little or no provocation, picking on creatures of any
size. If the target is intriguing or seems formidable, the dragon stalks the
creature to determine the best time to strike and the most appropriate tactics
to use. If the target appears weak, the dragon makes its presence known
quickly—it enjoys
evoking terror.
Sometimes the dragon elects to control a humanoid creature through intimidation
and suggestion. Green dragons especially like to question adventurers to
learn more about their society and abilities, what is going on in the
countryside, and if there is treasure nearby.
Breath Weapon
(Su): A green dragon has
one type of breath weapon, a cone of corrosive (acid) gas.
Water Breathing
(Ex): A green dragon can
breathe underwater indefinitely and can freely use its breath weapon, spells,
and other abilities while submerged.
Spell-Like
Abilities: 3/day—suggestion
(adult or older), dominate person (ancient or older); 1/day— plant
growth (old or older), command plants (great wyrm).
Skills: Bluff, Hide, and Move Silently are
considered class skills for green dragons.
RED DRAGON
Dragon (Fire)
Environment: Warm mountains
Organization: Wyrmling, very young, young, juvenile, and
young adult: solitary or clutch (2–5); adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge
Ratings: Wyrmling 4; very
young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old
20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 8–9 HD; very young 11–12 HD; young
14–15 HD; juvenile 17–18 HD; young adult 20–21 HD; adult 23–24 HD; mature adult
26–27 HD; old 29–30 HD; very old 32–33 HD; ancient 35–36 HD; wyrm 38–39 HD;
great wyrm 41+ HD
Level
Adjustment: Wyrmling +4;
very young +5; young +6; others —
Red Dragons by Age |
|||||||||||||||
Age |
Size |
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ Grapple |
Attack |
Fort Save |
Ref Save |
Will Save |
Breath Weapon (DC) |
Frightful Presence DC |
Wyrmling |
M |
7d12+14 (59) |
17 |
10 |
15 |
10 |
11 |
10 |
+7/+10 |
+10 |
+7 |
+5 |
+5 |
2d10 (15) |
— |
Very young |
L |
10d12+30 (95) |
21 |
10 |
17 |
12 |
13 |
12 |
+10/+19 |
+14 |
+10 |
+7 |
+8 |
4d10 (18) |
— |
Young |
L |
13d12+39 (123) |
25 |
10 |
17 |
12 |
13 |
12 |
+13/+24 |
+19 |
+11 |
+8 |
+9 |
6d10 (19) |
— |
Juvenile |
L |
16d12+64 (168) |
29 |
10 |
19 |
14 |
15 |
14 |
+16/+29 |
+24 |
+14 |
+10 |
+12 |
8d10 (22) |
— |
Young adult |
H |
19d12+95 (218) |
31 |
10 |
21 |
14 |
15 |
14 |
+19/+37 |
+27 |
+16 |
+11 |
+13 |
10d10 (24) |
21 |
Adult |
H |
22d12+110 (253) |
33 |
10 |
21 |
16 |
19 |
16 |
+22/+41 |
+31 |
+18 |
+13 |
+17 |
12d10 (26) |
24 |
Mature adult |
H |
25d12+150 (312) |
33 |
10 |
23 |
18 |
19 |
18 |
+25/+44 |
+34 |
+20 |
+14 |
+18 |
14d10 (28) |
26 |
Old |
G |
28d12+196 (378) |
35 |
10 |
25 |
20 |
21 |
20 |
+28/+52 |
+36 |
+23 |
+16 |
+21 |
16d10 (31) |
29 |
Very old |
G |
31d12+248 (449) |
37 |
10 |
27 |
22 |
23 |
22 |
+31/+56 |
+40 |
+25 |
+17 |
+23 |
18d10 (33) |
31 |
Ancient |
G |
34d12+306 (527) |
39 |
10 |
29 |
24 |
25 |
24 |
+34/+60 |
+44 |
+28 |
+19 |
+26 |
20d10 (36) |
34 |
Wyrm |
G |
37d12+370 (610) |
41 |
10 |
31 |
24 |
25 |
24 |
+37/+64 |
+48 |
+30 |
+20 |
+27 |
22d10 (38) |
35 |
Great wyrm |
C |
40d12+400 (660) |
45 |
10 |
31 |
26 |
27 |
26 |
+40/+73 |
+49 |
+32 |
+22 |
+30 |
24d10 (40) |
38 |
Red Dragon Abilities by Age |
||||||
Age |
Speed |
Initiative |
AC |
Special
Abilities |
Caster Level |
SR |
Wyrmling |
40 ft., fly 150
ft. (poor) |
+0 |
16 (+6 natural),
touch 10, flat-footed 16 |
Immunity to fire,
vulnerability to cold |
— |
— |
Very young |
40 ft., fly 150
ft. (poor) |
+0 |
18 (–1 size, +9
natural), touch 9, flat-footed 18 |
|
— |
— |
Young |
40 ft., fly 150
ft. (poor) |
+0 |
21 (–1 size, +12
natural), touch 9, flat-footed 21 |
|
1st |
— |
Juvenile |
40 ft., fly 150
ft. (poor) |
+0 |
24 (–1 size, +15
natural), touch 9, flat-footed 24 |
Locate object |
3rd |
— |
Young adult |
40 ft., fly 150
ft. (poor) |
+0 |
26 (–2 size, +18
natural), touch 8, flat-footed 26 |
DR 5/magic |
5th |
19 |
Adult |
40 ft., fly 150
ft. (poor) |
+0 |
29 (–2 size, +21
natural), touch 8, flat-footed 29 |
|
7th |
21 |
Mature adult |
40 ft., fly 150
ft. (poor) |
+0 |
32 (–2 size, +24
natural), touch 8, flat-footed 32 |
DR 10/magic |
9th |
23 |
Old |
40 ft., fly 200
ft. (clumsy) |
+0 |
33 (–4 size, +27
natural), touch 6, flat-footed 33 |
Suggestion |
11th |
24 |
Very old |
40 ft., fly 200
ft. (clumsy) |
+0 |
36 (–4 size, +30
natural), touch 6, flat-footed 36 |
DR 15/magic |
13th |
26 |
Ancient |
40 ft., fly 200
ft. (clumsy) |
+0 |
39 (–4 size, +33
natural), touch 6, flat-footed 39 |
Find the path |
15th |
28 |
Wyrm |
40 ft., fly 200
ft. (clumsy) |
+0 |
42 (–4 size, +36
natural), touch 6, flat-footed 42 |
DR 20/magic |
17th |
30 |
Great wyrm |
40 ft., fly 200
ft. (clumsy) |
+0 |
41 (–8 size, +39
natural), touch 2, flat-footed 41 |
Discern
location |
19th |
32 |
*Can also cast
cleric spells and those from the Chaos, Evil, and Fire domains as arcane
spells. |
The small scales
of a wyrmling red dragon are a bright glossy scarlet, making the dragon easily
spotted by predators and hunters, so it stays underground and does not venture
outside until it is more able to take care of itself. Toward the end of young age,
the scales turn a deeper red, and the glossy texture is replaced by a smooth,
dull finish. As the dragon grows older, the scales become large, thick, and as
strong as metal. The neck frill and wings are an ash blue or purple-gray toward
the edges, becoming darker with age. The pupils of a red dragon fade as it
ages; the oldest red dragons have eyes that resemble molten lava orbs.
Combat
Because red
dragons are so confident, they seldom pause to appraise an adversary. On
spotting a target, they make a snap decision whether to attack, using one of
many strategies worked out ahead of time. A red dragon lands to attack small,
weak creatures with its claws and bite rather than obliterating them with its
breath weapon, so as not to destroy any treasure they might be carrying.
Breath Weapon
(Su): A red dragon has one
type of breath weapon, a cone of fire.
Locate
Object (Sp): A juvenile or older red dragon can use this
ability as the spell of the same name, once per day per age category.
Other
Spell-Like Abilities:
3/day—suggestion (old or older); 1/day—find the path (ancient or
older), discern location (great wyrm).
Skills: Appraise, Bluff, and Jump are considered
class skills for red dragons.
WHITE DRAGON
Dragon (Cold)
Environment: Cold mountains
Organization: Wyrmling, very young, young, juvenile, and
young adult: solitary or clutch (2–5); adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge
Ratings: Wyrmling 2; very
young 3; young 4; juvenile 6; young adult 8; adult 10; mature adult 12; old 15;
very old 17; ancient 18; wyrm 19; great wyrm 21
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 4–5 HD; very young 7–8 HD; young
10–11 HD; juvenile 13–14 HD; young adult 16–17 HD; adult 19–20 HD; mature adult
22–23 HD; old 25–26 HD; very old 28–29 HD; ancient 31–32 HD; wyrm 34–35 HD;
great wyrm 37+ HD
Level
Adjustment: Wyrmling +2;
very young +3; young +3; juvenile +5; others —
White Dragons by Age |
|||||||||||||||
Age |
Size |
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ Grapple |
Attack |
Fort Save |
Ref Save |
Will Save |
Breath Weapon (DC) |
Frightful Presence DC |
Wyrmling |
T |
3d12+3 (22) |
11 |
10 |
13 |
6 |
11 |
6 |
+3/–5 |
+5 |
+4 |
+3 |
+3 |
1d6 (12) |
— |
Very young |
S |
6d12+6 (45) |
13 |
10 |
13 |
6 |
11 |
6 |
+6/+3 |
+8 |
+6 |
+5 |
+5 |
2d6 (14) |
— |
Young |
M |
9d12+18 (76) |
15 |
10 |
15 |
6 |
11 |
6 |
+9/+11 |
+11 |
+8 |
+6 |
+6 |
3d6 (16) |
— |
Juvenile |
M |
12d12+24 (102) |
17 |
10 |
15 |
8 |
11 |
8 |
+12/+15 |
+15 |
+10 |
+8 |
+8 |
4d6 (18) |
— |
Young adult |
L |
15d12+45 (142) |
19 |
10 |
17 |
8 |
11 |
10 |
+15/+23 |
+18 |
+12 |
+9 |
+9 |
5d6 (20) |
17 |
Adult |
L |
18d12+72 (189) |
23 |
10 |
19 |
10 |
11 |
12 |
+18/+28 |
+23 |
+15 |
+11 |
+11 |
6d6 (23) |
20 |
Mature adult |
H |
21d12+105 (241) |
27 |
10 |
21 |
12 |
13 |
12 |
+21/+37 |
+27 |
+17 |
+12 |
+13 |
7d6 (25) |
21 |
Old |
H |
24d12+120 (276) |
29 |
10 |
21 |
12 |
13 |
12 |
+24/+41 |
+31 |
+19 |
+14 |
+15 |
8d6 (27) |
23 |
Very old |
H |
27d12+162 (337) |
31 |
10 |
23 |
14 |
15 |
14 |
+27/+45 |
+35 |
+21 |
+15 |
+17 |
9d6 (29) |
25 |
Ancient |
H |
30d12+180 (375) |
33 |
10 |
23 |
14 |
15 |
14 |
+30/+49 |
+39 |
+23 |
+17 |
+19 |
10d6 (31) |
27 |
Wyrm |
G |
33d12+231 (445) |
35 |
10 |
25 |
14 |
15 |
16 |
+33/+57 |
+41 |
+25 |
+18 |
+20 |
11d6 (33) |
29 |
Great wyrm |
G |
36d12+288 (522) |
37 |
10 |
27 |
18 |
19 |
18 |
+36/+61 |
+45 |
+28 |
+20 |
+24 |
12d6 (36) |
32 |
White Dragon Abilities by Age |
||||||
Age |
Speed |
Initiative |
AC |
Special
Abilities |
Caster Level |
SR |
Wyrmling |
60 ft., burrow 30
ft., fly 150 ft. (average), swim 60 ft. |
+0 |
14 (+2 size, +2
natural), touch 12, flat-footed 14 |
Icewalking,
immunity to cold, vulnerability to fire |
— |
— |
Very young |
60 ft., burrow 30
ft., fly 150 ft. (average), swim 60 ft. |
+0 |
16 (+1 size, +5
natural), touch 11, flat-footed 16 |
|
— |
— |
Young |
60 ft., burrow 30
ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
18 (+8 natural),
touch 10, flat-footed 18 |
|
— |
— |
Juvenile |
60 ft., burrow 30
ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
21 (+11 natural),
touch 10, flat-footed 21 |
Fog cloud |
— |
— |
Young adult |
60 ft., burrow 30
ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
23 (–1 size, +14
natural), touch 9, flat-footed 23 |
DR 5/magic |
— |
16 |
Adult |
60 ft., burrow 30
ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
26 (–1 size, +17
natural), touch 9, flat-footed 26 |
Gust of wind |
1st |
18 |
Mature adult |
60 ft., burrow 30
ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
28 (–2 size, +20
natural), touch 8, flat-footed 28 |
DR 10/magic |
3rd |
20 |
Old |
60 ft., burrow 30
ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
31 (–2 size, +23
natural), touch 8, flat-footed 31 |
Freezing fog |
5th |
21 |
Very old |
60 ft., burrow 30
ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
34 (–2 size, +26
natural), touch 8, flat-footed 34 |
DR 15/magic |
7th |
23 |
Ancient |
60 ft., burrow 30
ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
37 (–2 size, +29
natural), touch 8, flat-footed 37 |
Wall of ice |
9th |
24 |
Wyrm |
60 ft., burrow 30
ft., fly 250 ft. (clumsy), swim 60 ft. |
+0 |
38 (–4 size, +32
natural), touch 6, flat-footed 38 |
DR 20/magic |
11th |
25 |
Great wyrm |
60 ft., burrow 30
ft., fly 250 ft. (clumsy), swim 60 ft. |
+0 |
41 (–4 size, +35
natural), touch 6, flat-footed 41 |
Control
weather |
13th |
27 |
The scales of a
wyrmling white dragon glisten like mirrors. As the dragon ages, the sheen
disappears, and by very old age, scales of pale blue and light gray are mixed
in with the white.
Combat
White dragons
prefer sudden assaults, swooping down from aloft or bursting from beneath
water, snow, or ice. They loose their breath weapon, then try to knock out a
single opponent with a follow-up attack.
Breath Weapon
(Su): A white dragon has
one type of breath weapon, a cone of cold.
Icewalking
(Ex): This ability works
like the spider climb spell, but the surfaces the dragon climbs must be
icy. It is always in effect.
Freezing Fog
(Sp): An old or older white dragon can use this
ability three times per day. It is similar to a solid fog spell but also
causes a rime of slippery ice to form on any surface the fog touches, creating
the effect of a grease spell. The dragon is immune to the grease effect
because of its icewalking ability. This ability is the equivalent of a
5th-level spell.
Other
Spell-Like Abilities:
3/day—fog cloud (juvenile or older), gust of wind (adult or
older), wall of ice (ancient or older); 1/day—control weather (great
wyrm).
Skills: Hide, Move Silently, and Swim are
considered class skills for white dragons.
METALLIC DRAGONS
Metallic dragons
make up the good branch of dragonkind, but they are every bit as aggressive as
their evil cousins when threatened or challenged. They also tend to be covetous
and proud.
BRASS DRAGON
Dragon (Fire)
Environment: Warm deserts
Organization: Wyrmling, very young, young, juvenile, and
young adult: solitary or clutch (2–5); adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge
Ratings: Wyrmling 3; very
young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old
17; very old 19; ancient 20; wyrm 21; great wyrm 23
Treasure: Triple standard
Alignment: Always chaotic good
Advancement: Wyrmling 5–6 HD; very young 8–9 HD; young
11–12 HD; juvenile 14–15 HD; young adult 17–18 HD; adult 20–21 HD; mature adult
23–24 HD; old 26–27 HD; very old 29–30 HD; ancient 32–33 HD; wyrm 35–36 HD;
great wyrm 38+ HD
Level
Adjustment: Wyrmling +2;
very young +3; young +4; juvenile +4; others —
Brass Dragons by Age
|
|||||||||||||||
Age |
Size |
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ Grapple |
Attack |
Fort Save |
Ref Save |
Will Save |
Breath Weapon (DC) |
Frightful Presence DC |
Wyrmling |
T |
4d12+4 (30) |
11 |
10 |
13 |
10 |
11 |
10 |
+4/–4 |
+6 |
+5 |
+4 |
+4 |
1d6 (13) |
— |
Very young |
S |
7d12+7 (52) |
13 |
10 |
13 |
10 |
11 |
10 |
+7/+4 |
+9 |
+6 |
+5 |
+5 |
2d6 (14) |
— |
Young |
M |
10d12+20 (85) |
15 |
10 |
15 |
12 |
13 |
12 |
+10/+12 |
+12 |
+9 |
+7 |
+8 |
3d6 (17) |
— |
Juvenile |
M |
13d12+26 (110) |
17 |
10 |
15 |
12 |
13 |
12 |
+13/+16 |
+16 |
+10 |
+8 |
+9 |
4d6 (18) |
— |
Young adult |
L |
16d12+48 (152) |
19 |
10 |
17 |
14 |
15 |
14 |
+16/+24 |
+19 |
+13 |
+10 |
+12 |
5d6 (21) |
20 |
Adult |
L |
19d12+76 (199) |
23 |
10 |
19 |
14 |
15 |
14 |
+19/+29 |
+24 |
+15 |
+11 |
+13 |
6d6 (23) |
21 |
Mature adult |
H |
22d12+110 (253) |
27 |
10 |
21 |
16 |
17 |
16 |
+22/+38 |
+28 |
+18 |
+13 |
+16 |
7d6 (26) |
24 |
Old |
H |
25d12+125 (287) |
29 |
10 |
21 |
16 |
17 |
16 |
+25/+42 |
+32 |
+19 |
+14 |
+17 |
8d6 (27) |
25 |
Very old |
H |
28d12+168 (350) |
31 |
10 |
23 |
18 |
19 |
18 |
+28/+46 |
+36 |
+22 |
+16 |
+20 |
9d6 (30) |
28 |
Ancient |
H |
31d12+186 (387) |
33 |
10 |
23 |
18 |
19 |
18 |
+31/+50 |
+40 |
+23 |
+17 |
+21 |
10d6 (31) |
29 |
Wyrm |
G |
34d12+238 (459) |
35 |
10 |
25 |
20 |
21 |
20 |
+34/+58 |
+42 |
+26 |
+19 |
+24 |
11d6 (34) |
32 |
Great wyrm |
G |
37d12+296 (536) |
37 |
10 |
27 |
20 |
21 |
20 |
+37/+62 |
+46 |
+28 |
+20 |
+25 |
12d6 (36) |
33 |
Brass Dragon Abilities by Age |
||||||
Age |
Speed |
Initiative |
AC |
Special
Abilities |
Caster Level |
SR |
Wyrmling |
60 ft., burrow 30
ft., fly 150 ft. (average) |
+0 |
15 (+2 size, +3
natural), touch 12, flat-footed 15 |
Immunity to fire,
speak with animals, vulnerability to cold |
— |
— |
Very young |
60 ft., burrow 30
ft., fly 150 ft. (average) |
+0 |
17 (+1 size, +6
natural), touch 11, flat-footed 17 |
|
— |
— |
Young |
60 ft., burrow 30
ft., fly 200 ft. (poor) |
+0 |
19 (+9 natural),
touch 10, flat-footed 19 |
|
1st |
— |
Juvenile |
60 ft., burrow 30
ft., fly 200 ft. (poor) |
+0 |
22 (+12 natural),
touch 10, flat-footed 22 |
Endure
elements |
3rd |
— |
Young adult |
60 ft., burrow 30
ft., fly 200 ft. (poor) |
+0 |
24 (–1 size, +15
natural), touch 9, flat-footed 24 |
DR 5/magic |
5th |
18 |
Adult |
60 ft., burrow 30
ft., fly 200 ft. (poor) |
+0 |
27 (–1 size, +18
natural), touch 9, flat-footed 27 |
Suggestion |
7th |
20 |
Mature adult |
60 ft., burrow 30
ft., fly 200 ft. (poor) |
+0 |
29 (–2 size, +21
natural), touch 8, flat-footed 29 |
DR 10/magic |
9th |
22 |
Old |
60 ft., burrow 30
ft., fly 200 ft. (poor) |
+0 |
32 (–2 size, +24
natural), touch 8, flat-footed 32 |
Control winds |
11th |
24 |
Very old |
60 ft., burrow 30
ft., fly 200 ft. (poor) |
+0 |
35 (–2 size, +27
natural), touch 8, flat-footed 35 DR |
15/magic |
13th |
25 |
Ancient |
60 ft., burrow 30
ft., fly 200 ft. (poor) |
+0 |
38 (–2 size, +30
natural), touch 8, flat-footed 38 |
Control
weather |
15th |
27 |
Wyrm |
60 ft., burrow 30
ft., fly 250 ft. (clumsy) |
+0 |
39 (–4 size, +33
natural), touch 6, flat-footed 39 |
DR 20/magic |
17th |
28 |
Great wyrm |
60 ft., burrow 30
ft., fly 250 ft. (clumsy) |
+0 |
42 (–4 size, +36
natural), touch 6, flat-footed 42 |
Summon djinni |
19th |
30 |
*Can also cast
cleric spells and those from the Chaos and Knowledge domains as arcane
spells. |
At birth, a brass
dragon’s scales are a dull, mottled brown. As the dragon gets older, the scales
become more brassy until they reach a warm, burnished appearance. The grand
head-plates of a brass dragon are smooth and metallic, and it sports bladed
chin horns that grow sharper with age. Wings and frills are mottled green
toward the edges, darkening with age. As the dragon grows older, its pupils
fade until the eyes resemble molten metal orbs.
Combat
Brass dragons
would rather talk than fight. If an intelligent creature tries to leave without
engaging in conversation, the dragon might force compliance in a fit of pique,
using suggestion or a dose of sleep gas. A creature put to sleep
may wake to find itself pinned or buried to the neck in the sand until the
dragon’s thirst for small talk is slaked. When faced with real danger, younger
brass dragons fly out of sight, then hide by burrowing into the sand. Older
dragons spurn this ploy but still prefer to have the advantage in combat.
Breath Weapon
(Su): A brass dragon has
two types of breath weapon, a line of fire and a cone of sleep.
Creatures within the cone must succeed on a Will save or fall asleep,
regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.
Spell-Like
Abilities: At will—speak
with animals; 3/day—endure elements (juvenile or older; radius 10
ft. x dragon’s age category); 1/day—suggestion
(adult or older), control winds (old or older), control weather (ancient
or older).
Summon
Djinni (Sp): This ability, usable by a great wyrm brass
dragon, works like a summon monster spell, except that it summons one
djinni. This ability is the equivalent of a 7th-level spell.
Skills: Bluff,
Gather Information, and Survival are considered class skills for brass dragons.
BRONZE DRAGON
Dragon (Water)
Environment: Temperate hills
Organization: Wyrmling, very young, young, juvenile, and
young adult: solitary or clutch (2–5); adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge
Ratings: Wyrmling 3; very
young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old
19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Always lawful good
Advancement: Wyrmling 7–8 HD; very young 10–11 HD;
young 13–14 HD; juvenile 16–17 HD; young adult 19–20 HD; adult 22–23 HD; mature
adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38
HD; great wyrm 40+ HD
Level
Adjustment: Wyrmling +4;
very young +4; young +6; others —
Bronze Dragons by Age
|
|||||||||||||||
Age |
Size |
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ Grapple |
Attack |
Fort Save |
Ref Save |
Will Save |
Breath Weapon (DC) |
Frightful Presence DC |
Wyrmling |
S |
6d12+6 (45) |
13 |
10 |
13 |
14 |
15 |
14 |
+6/+3 |
+8 |
+6 |
+5 |
+7 |
2d6 (14) |
— |
Very young |
M |
9d12+18 (76) |
15 |
10 |
15 |
14 |
15 |
14 |
+9/+11 |
+11 |
+8 |
+6 |
+8 |
4d6 (16) |
— |
Young |
M |
12d12+24 (102) |
17 |
10 |
15 |
16 |
17 |
16 |
+12/+15 |
+15 |
+10 |
+8 |
+11 |
6d6 (18) |
— |
Juvenile |
L |
15d12+45 (142) |
19 |
10 |
17 |
18 |
19 |
18 |
+15/+23 |
+18 |
+12 |
+9 |
+13 |
8d6 (20) |
— |
Young adult |
L |
18d12+72 (189) |
23 |
10 |
19 |
18 |
19 |
18 |
+18/+28 |
+23 |
+15 |
+11 |
+15 |
10d6 (23) |
23 |
Adult |
H |
21d12+105 (241) |
27 |
10 |
21 |
20 |
21 |
20 |
+21/+37 |
+27 |
+17 |
+12 |
+17 |
12d6 (25) |
25 |
Mature adult |
H |
24d12+120 (276) |
29 |
10 |
21 |
20 |
21 |
20 |
+24/+41 |
+31 |
+19 |
+14 |
+19 |
14d6 (27) |
27 |
Old |
H |
27d12+162 (337) |
31 |
10 |
23 |
22 |
23 |
22 |
+27/+45 |
+35 |
+21 |
+15 |
+21 |
16d6 (29) |
29 |
Very old |
H |
30d12+180 (375) |
33 |
10 |
23 |
22 |
23 |
22 |
+30/+49 |
+39 |
+23 |
+17 |
+23 |
18d6 (31) |
31 |
Ancient |
G |
33d12+231 (445) |
35 |
10 |
25 |
24 |
25 |
24 |
+33/+57 |
+41 |
+25 |
+18 |
+25 |
20d6 (33) |
33 |
Wyrm |
G |
36d12+288 (522) |
37 |
10 |
27 |
26 |
27 |
26 |
+36/+61 |
+45 |
+28 |
+20 |
+28 |
22d6 (36) |
36 |
Great wyrm |
G |
39d12+312 (565) |
39 |
10 |
27 |
26 |
27 |
26 |
+39/+65 |
+49 |
+29 |
+21 |
+29 |
24d6 (37) |
37 |
Bronze Dragon Abilities by Age |
||||||
Age |
Speed |
Initiative |
AC |
Special
Abilities |
Caster Level |
SR |
Wyrmling |
40 ft., fly 100
ft. (average), swim 60 ft. |
+0 |
16 (+1 size, +5
natural), touch 11, flat-footed 16 |
Immunity to
electricity, water breathing, speak with animals |
— |
— |
Very young |
40 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
18 (+8 natural),
touch 10, flat-footed 18 |
|
— |
— |
Young |
40 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
21 (+11 natural),
touch 10, flat-footed 21 |
Alternate form |
1st |
— |
Juvenile |
40 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
23 (–1 size, +14
natural), touch 9, flat-footed 23 |
|
3rd |
— |
Young adult |
40 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
26 (–1 size, +17
natural), touch 9, flat-footed 26 |
DR 5/magic |
5th |
20 |
Adult |
40 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
28 (–2 size, +20
natural), touch 8, flat-footed 28 |
Create food
and water, fog cloud |
7th |
22 |
Mature adult |
40 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
31 (–2 size, +23
natural), touch 8, flat-footed 31 |
DR 10/magic |
9th |
23 |
Old |
40 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
34 (–2 size, +26
natural), touch 8, flat-footed 34 |
Detect
thoughts |
11th |
25 |
Very old |
40 ft., fly 150
ft. (poor), swim 60 ft. |
+0 |
37 (–2 size, +29
natural), touch 8, flat-footed 37 |
DR 15/magic |
13th |
26 |
Ancient |
40 ft., fly 200
ft. (clumsy), swim 60 ft. |
+0 |
38 (–4 size, +32
natural), touch 6, flat-footed 38 |
Control water |
15th |
28 |
Wyrm |
40 ft., fly 200
ft. (clumsy), swim 60 ft. |
+0 |
41 (–4 size, +35
natural), touch 6, flat-footed 41 |
DR 20/magic |
17th |
29 |
Great wyrm |
40 ft., fly 200
ft. (clumsy), swim 60 ft. |
+0 |
44 (–4 size, +38
natural), touch 6, flat-footed 44 |
Control
weather |
19th |
31 |
*Can also cast
cleric spells and those from the Animal, Law, and Water domains as arcane
spells. |
A bronze
wyrmling’s scales are yellow tinged with green, showing only a hint of bronze.
As the dragon approaches adulthood, its color deepens slowly to a darker, rich
bronze tone. Very old dragons develop a blue-black tint to the edges of their
scales. Powerful swimmers, they have webbed feet and smooth, flat scales. The
pupils of its eyes fade as a dragon ages, until in the oldest the eyes resemble
glowing green orbs.
Combat
Bronze dragons
dislike killing animals and would rather bribe them (perhaps with food) or
force them away magically. They use detect thoughts to learn intelligent
creatures’ intentions.
When attacking
they blind their opponents with fog cloud and then charge or, if flying,
snatch them up. Against seafaring opponents they conjure up a storm or use
their tails to smash the vessels’ hulls. If a dragon is inclined to be lenient,
ships might be merely becalmed, fogbound, or broken-masted.
Breath Weapon
(Su): Bronze dragons have
two types of breath weapon, a line of lightning and a cone of repulsion gas.
Creatures within the cone must succeed on a Will save or be compelled to do
nothing but move away from the dragon for 1d6 rounds plus 1 round per age
category of the dragon. This is a mind-affecting compulsion enchantment effect.
Water Breathing
(Ex): A bronze dragon can
breathe underwater indefinitely and can freely use its breath weapon, spells,
and other abilities while submerged.
Alternate Form
(Su): A young or older
bronze dragon can assume any animal or humanoid form of Medium size or smaller
as a standard action three times per day. This ability functions as a polymorph
spell cast on itself at its caster level, except that the dragon does not
regain hit points for changing form and can only assume the form of an animal
or humanoid. The dragon can remain in its animal or humanoid form until it
chooses to assume a new one or return to its natural form.
Spell-Like
Abilities: At will—speak
with animals; 3/day—create food and water (adult or older), fog
cloud (adult or older), detect thoughts (old or older), control
water (ancient or older); 1/day—control weather (great wyrm).
Skills: Disguise, Swim, and Survival are
considered class skills for bronze dragons.
COPPER DRAGON
Dragon (Earth)
Environment: Warm hills
Organization: Wyrmling, very young, young, juvenile, and
young adult: solitary or clutch (2–5); adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge
Ratings: Wyrmling 3; very
young 5; young 7; juvenile 9; young adult 11; adult 14; mature adult 16; old
19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Always chaotic good
Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young
12–13 HD; juvenile 15–16 HD; young adult 18–19 HD; adult 21–22 HD; mature adult
24–25 HD; old 27–28 HD; very old 30–31 HD; ancient 33–34 HD; wyrm 36–37 HD;
great wyrm 39+ HD
Level
Adjustment: Wyrmling +2;
very young +3; young +4; juvenile +4; others —
Copper Dragons by Age |
|||||||||||||||
Age |
Size |
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ Grapple |
Attack |
Fort Save |
Ref Save |
Will Save |
Breath Weapon (DC) |
Frightful Presence DC |
Wyrmling |
T |
5d12+5 (37) |
11 |
10 |
13 |
12 |
13 |
12 |
+5/–3 |
+7 |
+5 |
+4 |
+5 |
2d4 (13) |
— |
Very young |
S |
8d12+8 (60) |
13 |
10 |
13 |
12 |
13 |
12 |
+8/+5 |
+10 |
+7 |
+6 |
+7 |
4d4 (15) |
— |
Young |
M |
11d12+22 (93) |
15 |
10 |
15 |
14 |
15 |
14 |
+11/+13 |
+13 |
+9 |
+7 |
+9 |
6d4 (17) |
— |
Juvenile |
M |
14d12+28 (119) |
17 |
10 |
15 |
14 |
15 |
14 |
+14/+17 |
+17 |
+11 |
+9 |
+11 |
8d4 (19) |
— |
Young adult |
L |
17d12+51 (161) |
19 |
10 |
17 |
16 |
17 |
16 |
+17/+25 |
+20 |
+13 |
+10 |
+13 |
10d4 (21) |
21 |
Adult |
L |
20d12+80 (210) |
23 |
10 |
19 |
16 |
17 |
16 |
+20/+30 |
+25 |
+16 |
+12 |
+15 |
12d4 (24) |
23 |
Mature adult |
H |
23d12+115 (264) |
27 |
10 |
21 |
18 |
19 |
18 |
+23/+39 |
+29 |
+18 |
+13 |
+17 |
14d4 (26) |
25 |
Old |
H |
26d12+130 (299) |
29 |
10 |
21 |
18 |
19 |
18 |
+26/+43 |
+33 |
+20 |
+15 |
+19 |
16d4 (28) |
27 |
Very old |
H |
29d12+174 (362) |
31 |
10 |
23 |
20 |
21 |
20 |
+29/+47 |
+37 |
+22 |
+16 |
+21 |
18d4 (30) |
29 |
Ancient |
H |
32d12+192 (400) |
33 |
10 |
23 |
20 |
21 |
20 |
+32/+51 |
+41 |
+24 |
+18 |
+23 |
20d4 (32) |
31 |
Wyrm |
G |
35d12+245 (472) |
35 |
10 |
25 |
22 |
23 |
22 |
+35/+59 |
+43 |
+26 |
+19 |
+25 |
22d4 (34) |
33 |
Great wyrm |
G |
38d12+304 (551) |
37 |
10 |
27 |
22 |
23 |
22 |
+38/+63 |
+47 |
+29 |
+21 |
+27 |
24d4 (37) |
35 |
Copper Dragon Abilities by Age |
||||||
Age |
Speed |
Initiative |
AC |
Special
Abilities |
Caster Level |
SR |
Wyrmling |
40 ft., fly 100
ft. (average) |
+0 |
16 (+2 size, +4
natural), touch 12, flat-footed 16 |
Immunity to acid,
spider climb |
— |
— |
Very young |
40 ft., fly 100
ft. (average) |
+0 |
18 (+1 size, +7
natural), touch 11, flat-footed 18 |
|
— |
— |
Young |
40 ft., fly 150
ft. (poor) |
+0 |
20 (+10 natural),
touch 10, flat-footed 20 |
|
1st |
— |
Juvenile |
40 ft., fly 150
ft. (poor) |
+0 |
23 (+13 natural),
touch 10, flat-footed 23 |
|
3rd |
— |
Young adult |
40 ft., fly 150
ft. (poor) |
+0 |
25 (–1 size, +16
natural), touch 9, flat-footed 25 |
DR 5/magic |
5th |
19 |
Adult |
40 ft., fly 150
ft. (poor) |
+0 |
28 (–1 size, +19
natural), touch 9, flat-footed 28 |
Stone shape |
7th |
21 |
Mature adult |
40 ft., fly 150
ft. (poor) |
+0 |
30 (–2 size, +22
natural), touch 8, flat-footed 30 |
DR 10/magic |
9th |
23 |
Old |
40 ft., fly 150
ft. (poor) |
+0 |
33 (–2 size, +25
natural), touch 8, flat-footed 33 |
Transmute rock
to mud/mud to rock |
11th |
25 |
Very old |
40 ft., fly 150
ft. (poor) |
+0 |
36 (–2 size, +28
natural), touch 8, flat-footed 36 |
DR 15/magic |
13th |
26 |
Ancient |
40 ft., fly 150
ft. (poor) |
+0 |
39 (–2 size, +31
natural), touch 8, flat-footed 39 |
Wall of stone |
15th |
28 |
Wyrm |
40 ft., fly 200
ft. (clumsy) |
+0 |
40 (–4 size, +34
natural), touch 6, flat-footed 40 |
DR 20/magic |
17th |
29 |
Great wyrm |
40 ft., fly 200
ft. (clumsy) |
+0 |
43 (–4 size, +37
natural), touch 6, flat-footed 43 |
Move earth |
19th |
31 |
*Can also cast
cleric spells and those from the Chaos, Earth, and Trickery domains as arcane
spells. |
At birth, a copper
dragon’s scales have a ruddy brown color with a metallic tint. As the dragon
gets older, the scales become finer and more coppery, assuming a soft, warm
gloss by young adult age. Very old dragons’ scales pick up a green tint. A
copper dragon’s pupils fade with age, and the eyes of great wyrms resemble
glowing turquoise orbs.
Combat
A copper dragon
appreciates wit and usually doesn’t harm creatures that can relate a joke,
humorous story, or riddle the dragon has not heard before. It quickly gets
annoyed with anyone who doesn’t laugh at its jokes or accept its tricks with
good humor. It likes to taunt and annoy opponents into giving up or acting
foolishly.
An angry copper
dragon prefers to mire foes using transmute rock to mud. The dragon
pushes trapped opponents into the mud or snatches and carries them aloft. A
copper dragon tries to draw airborne enemies into narrow, stony gorges where it
can use its spider climb ability and maneuver them into colliding with the
walls.
Breath Weapon
(Su): A copper dragon has
two types of breath weapon, a line of acid and a cone of slow gas.
Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6
rounds plus 1 round per age category of the dragon.
Spider Climb
(Ex): A copper dragon can
climb on stone surfaces as though using the spider climb spell.
Spell-Like
Abilities: 2/day—stone
shape (adult or older); 1/day—transmute rock to mud or mud to
rock (old or older), wall of stone (ancient or older), move earth
(great wyrm).
Skills: Bluff, Hide, and Jump are considered class
skills for copper dragons.
GOLD DRAGON
Dragon (Fire)
Environment: Warm plains
Organization: Wyrmling, very young, young, juvenile, and
young adult: solitary or clutch (2–5); adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge
Ratings: Wyrmling 5; very
young 7; young 9; juvenile 11; young adult 14; adult 16; mature adult 19; old
21; very old 22; ancient 24; wyrm 25; great wyrm 27
Treasure: Triple standard
Alignment: Always lawful good
Advancement: Wyrmling 9–10 HD; very young 12–13 HD;
young 15–16 HD; juvenile 18–19 HD; young adult 21–22 HD; adult 24–25 HD; mature
adult 27–28 HD; old 30–31 HD; very old 33–34 HD; ancient 36–37 HD; wyrm 39–40
HD; great wyrm 42+ HD
Level Adjustment: Wyrmling +4; very young +5; young +6;
others —
Gold Dragons by Age |
|||||||||||||||
Age |
Size |
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ Grapple |
Attack |
Fort Save |
Ref Save |
Will Save |
Breath Weapon (DC) |
Frightful Presence DC |
Wyrmling |
M |
8d12+16 (68) |
17 |
10 |
15 |
14 |
15 |
14 |
+8/+11 |
+11 |
+8 |
+6 |
+8 |
2d10 (16) |
— |
Very young |
L |
11d12+33 (104) |
21 |
10 |
17 |
16 |
17 |
16 |
+11/+20 |
+15 |
+10 |
+7 |
+10 |
4d10 (18) |
— |
Young |
L |
14d12+42 (133) |
25 |
10 |
17 |
16 |
17 |
16 |
+14/+25 |
+20 |
+12 |
+9 |
+12 |
6d10 (20) |
— |
Juvenile |
L |
17d12+68 (178) |
29 |
10 |
19 |
18 |
19 |
18 |
+17/+30 |
+25 |
+14 |
+10 |
+14 |
8d10 (22) |
— |
Young adult |
H |
20d12+100 (230) |
31 |
10 |
21 |
18 |
19 |
18 |
+20/+38 |
+28 |
+17 |
+12 |
+16 |
10d10 (25) |
24 |
Adult |
H |
23d12+115 (264) |
33 |
10 |
21 |
20 |
21 |
20 |
+23/+42 |
+32 |
+18 |
+13 |
+18 |
12d10 (26) |
26 |
Mature adult |
H |
26d12+156 (325) |
35 |
10 |
23 |
20 |
21 |
20 |
+26/+46 |
+36 |
+21 |
+15 |
+20 |
14d10 (29) |
28 |
Old |
G |
29d12+203 (391) |
39 |
10 |
25 |
24 |
25 |
24 |
+29/+55 |
+39 |
+23 |
+16 |
+23 |
16d10 (31) |
31 |
Very old |
G |
32d12+256 (464) |
41 |
10 |
27 |
26 |
27 |
26 |
+32/+59 |
+43 |
+26 |
+18 |
+26 |
18d10 (34) |
34 |
Ancient |
G |
35d12+315 (542) |
43 |
10 |
29 |
28 |
29 |
28 |
+35/+63 |
+47 |
+28 |
+19 |
+28 |
20d10 (36) |
36 |
Wyrm |
C |
38d12+380 (627) |
45 |
10 |
31 |
30 |
31 |
30 |
+38/+71 |
+47 |
+31 |
+21 |
+31 |
22d10 (39) |
39 |
Great wyrm |
C |
41d12+451 (717) |
47 |
10 |
33 |
32 |
33 |
32 |
+41/+75 |
+51 |
+33 |
+22 |
+33 |
24d10 (41) |
41 |
Gold Dragon
Abilities by Age |
||||||
Age |
Speed |
Initiative |
AC |
Special
Abilities |
Caster Level |
SR |
Wyrmling |
60 ft., fly 200
ft. (poor), swim 60 ft. |
+0 |
17 (+7 natural),
touch 10, flat-footed 17 |
Alternate form,
immunity to fire, vulnerability to cold, water breathing |
— |
— |
Very young |
60 ft., fly 200
ft. (poor), swim 60 ft. |
+0 |
19 (–1 size, +10
natural), touch 9, flat-footed 19 |
|
— |
— |
Young |
60 ft., fly 200
ft. (poor), swim 60 ft. |
+0 |
22 (–1 size, +13
natural), touch 9, flat-footed 22 |
1st |
— |
|
Juvenile |
60 ft., fly 200
ft. (poor), swim 60 ft. |
+0 |
25 (–1 size, +16
natural), touch 9, flat-footed 25 |
Bless |
3rd |
— |
Young adult |
60 ft., fly 200
ft. (poor), swim 60 ft. |
+0 |
27 (–2 size, +19
natural), touch 8, flat-footed 27 |
DR 5/magic |
5th |
21 |
Adult |
60 ft., fly 200
ft. (poor), swim 60 ft. |
+0 |
30 (–2 size, +22
natural), touch 8, flat-footed 30 |
Luck bonus |
7th |
23 |
Mature adult |
60 ft., fly 200
ft. (poor), swim 60 ft. |
+0 |
33 (–2 size, +25
natural), touch 8, flat-footed 33 |
DR 10/magic |
9th |
25 |
Old |
60 ft., fly 250
ft. (clumsy), swim 60 ft. |
+0 |
34 (–4 size, +28
natural), touch 6, flat-footed 34 |
Geas/quest,
detect gems |
11th |
27 |
Very old |
60 ft., fly 250
ft. (clumsy), swim 60 ft. |
+0 |
37 (–4 size, +31
natural), touch 6, flat-footed 37 |
DR 15/magic |
13th |
28 |
Ancient |
60 ft., fly 250
ft. (clumsy), swim 60 ft. |
+0 |
40 (–4 size, +34
natural), touch 6, flat-footed 40 |
Sunburst 15th |
30 |
|
Wyrm |
60 ft., fly 250
ft. (clumsy), swim 60 ft. |
+0 |
39 (–8 size, +37
natural), touch 2, flat-footed 39 |
DR 20/magic |
17th |
31 |
Great wyrm |
60 ft., fly 250
ft. (clumsy), swim 60 ft. |
+0 |
42 (–8 size, +40
natural), touch 2, flat-footed 42 |
Foresight |
19th |
33 |
*Can also cast
cleric spells and those from the Law, Luck, and Good domains as arcane
spells. |
On hatching, a
gold dragon’s scales are dark yellow with golden metallic flecks.
The flecks get
larger as the dragon matures until, at the adult stage, the scales are
completely golden. Gold dragons’ faces are bewhiskered and sagacious; as they
age, their pupils fade until the eyes resemble pools of molten gold.
Combat
Gold dragons usually
parley before fighting. When conversing with intelligent creatures, they use
Intimidate and Sense Motive to gain the upper hand. In combat, they employ bless
and their luck bonus; older dragons use their luck bonus at
the start of each day. They make heavy use of spells in combat. Among their
favorites are cloudkill, delayed blast fireball, fire shield, globe of
invulnerability, maze, sleep, slow, and stinking cloud.
Breath Weapon
(Su): A gold dragon has
two types of breath weapon, a cone of fire and a cone of weakening gas.
Creatures within a cone of weakening gas must succeed on a Fortitude save or
take 1 point of Strength damage per age category of the dragon.
Alternate Form
(Su): A gold dragon can
assume any animal or humanoid form of Medium size or smaller as a standard
action three times per day. This ability functions as a polymorph spell
cast on itself at its caster level, except that the dragon does not regain hit
points for changing form and can only assume the form of an animal or humanoid.
The dragon can remain in its animal or humanoid form until it chooses to assume
a new one or return to its natural form.
Water Breathing
(Ex): A gold dragon can
breathe underwater indefinitely and can freely use its breath weapon, spells,
and other abilities while submerged (the cone of fire becomes a cone of
superheated steam underwater).
Luck Bonus (Sp): Once per day an adult or older gold dragon can touch
a gem, usually one embedded in the dragon’s hide, and enspell it to bring good
luck. As long as the dragon carries the gem, it and every good creature in a
10-foot radius per age category of the dragon receives a +1 luck bonus on all
saving throws and similar rolls, as for a stone of good luck. If the
dragon gives an enspelled gem to another creature, only that bearer gets the
bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon
but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level
spell.
Detect Gems (Sp): An old or older gold dragon can use this ability three
times per day. This is a divination effect similar to a detect magic spell,
except that it finds only gems. The dragon can scan a 60-degree arc each round:
By concentrating for 1 round it knows if there are any gems within the arc; 2
rounds of concentration reveal the exact number of gems; and 3 rounds reveal
their exact location, type, and value. This ability is the equivalent of a
2ndlevel spell.
Other
Spell-Like Abilities:
3/day—bless (juvenile or older); 1/day—geas/quest (old or older),
sunburst (ancient or older), foresight (great wyrm).
Skills: Disguise, Heal, and Swim are considered
class skills for gold dragons.
SILVER DRAGON
Dragon (Cold)
Environment: Temperate mountains
Organization: Wyrmling, very young, young, juvenile, and
young adult: solitary or clutch (2–5); adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge
Ratings: Wyrmling 4; very
young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old
20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Triple standard
Alignment: Always lawful good
Advancement: Wyrmling 8–9 HD; very young 11–12 HD;
young 14–15 HD; juvenile 17–18 HD; young adult 20–21 HD; adult 23–24 HD; mature
adult 26–27 HD; old 29–30 HD; very old 32–33 HD; ancient 35–36 HD; wyrm 38–39
HD; great wyrm 41+ HD
Level
Adjustment: Wyrmling +4;
very young +4; young +5; others —
Silver Dragons by Age |
|||||||||||||||
Age |
Size |
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ Grapple |
Attack |
Fort Save |
Ref Save |
Will Save |
Breath Weapon (DC) |
Frightful Presence DC |
Wyrmling |
S |
7d12+7 (52) |
13 |
10 |
13 |
14 |
15 |
14 |
+7/+4 |
+9 |
+6 |
+5 |
+7 |
2d8 (14) |
— |
Very young |
M |
10d12+20 (85) |
15 |
10 |
15 |
14 |
15 |
14 |
+10/+12 |
+12 |
+9 |
+7 |
+9 |
4d8 (17) |
— |
Young |
M |
13d12+26 (110) |
17 |
10 |
15 |
16 |
17 |
16 |
+13/+16 |
+16 |
+10 |
+8 |
+11 |
6d8 (18) |
— |
Juvenile |
L |
16d12+48 (152) |
19 |
10 |
17 |
18 |
19 |
18 |
+16/+24 |
+19 |
+13 |
+10 |
+14 |
8d8 (21) |
— |
Young adult |
L |
19d12+76 (199) |
23 |
10 |
19 |
18 |
19 |
18 |
+19/+29 |
+24 |
+15 |
+11 |
+15 |
10d8 (23) |
23 |
Adult |
H |
22d12+110 (253) |
27 |
10 |
21 |
20 |
21 |
20 |
+22/+38 |
+28 |
+18 |
+13 |
+18 |
12d8 (26) |
26 |
Mature adult |
H |
25d12+125 (287) |
29 |
10 |
21 |
20 |
21 |
20 |
+25/+42 |
+32 |
+19 |
+14 |
+19 |
14d8 (27) |
27 |
Old |
H |
28d12+168 (350) |
31 |
10 |
23 |
22 |
23 |
22 |
+28/+46 |
+36 |
+22 |
+16 |
+22 |
16d8 (30) |
30 |
Very old |
H |
31d12+186 (387) |
33 |
10 |
23 |
24 |
25 |
24 |
+31/+50 |
+40 |
+23 |
+17 |
+24 |
18d8 (31) |
32 |
Ancient |
G |
34d12+238 (459) |
35 |
10 |
25 |
26 |
27 |
26 |
+34/+58 |
+42 |
+26 |
+19 |
+27 |
20d8 (34) |
35 |
Wyrm |
G |
37d12+333 (573) |
39 |
10 |
29 |
28 |
29 |
28 |
+37/+63 |
+47 |
+29 |
+20 |
+29 |
22d8 (37) |
37 |
Great wyrm |
C |
40d12+400 (660) |
43 |
10 |
31 |
30 |
31 |
30 |
+40/+72 |
+48 |
+32 |
+22 |
+32 |
24d8 (40) |
40 |
Silver Dragon Abilities by Age |
||||||
Age |
Speed |
Initiative |
AC |
Special
Abilities |
Caster Level |
SR |
Wyrmling |
40 ft., fly 100
ft. (average) |
+0 |
17 (+1 size, +6
natural), touch 11, flat-footed 17 |
Alternate form,
immunity to acid and cold, cloudwalking, vulnerability to fire |
— |
— |
Very young |
40 ft., fly 150
ft. (poor) |
+0 |
19 (+9 natural),
touch 10, flat-footed 19 |
|
— |
— |
Young |
40 ft., fly 150
ft. (poor) |
+0 |
22 (+12 natural),
touch 10, flat-footed 22 |
|
1st |
— |
Juvenile |
40 ft., fly 150
ft. (poor) |
+0 |
24 (–1 size, +15
natural), touch 9, flat-footed 24 |
Feather fall |
3rd |
— |
Young adult |
40 ft., fly 150
ft. (poor) |
+0 |
27 (–1 size, +18
natural), touch 9, flat-footed 27 |
DR 5/magic |
5th |
20 |
Adult |
40 ft., fly 150
ft. (poor) |
+0 |
29 (–2 size, +21
natural), touch 8, flat-footed 29 |
Fog cloud |
7th |
22 |
Mature adult |
40 ft., fly 150
ft. (poor) |
+0 |
32 (–2 size, +24
natural), touch 8, flat-footed 32 |
DR 10/magic |
9th |
24 |
Old |
40 ft., fly 150
ft. (poor) |
+0 |
35 (–2 size, +27
natural), touch 8, flat-footed 35 |
Control winds |
11th |
26 |
Very old |
40 ft., fly 150
ft. (poor) |
+0 |
38 (–2 size, +30
natural), touch 8, flat-footed 38 |
DR 15/magic |
13th |
27 |
Ancient |
40 ft., fly 200
ft. (clumsy) |
+0 |
39 (–4 size, +33
natural), touch 6, flat-footed 39 |
Control
weather |
15th |
29 |
Wyrm |
40 ft., fly 200
ft. (clumsy) |
+0 |
42 (–4 size, +36
natural), touch 6, flat-footed 42 |
DR 20/magic |
17th |
30 |
Great wyrm |
40 ft., fly 200
ft. (clumsy) |
+0 |
41 (–8 size, +39
natural), touch 2, flat-footed 41 |
Reverse
gravity |
19th |
32 |
*Can also cast
cleric spells and those from the Air, Good, Law, and Sun domains as arcane
spells. |
A silver
wyrmling’s scales are blue-gray with silver highlights. As the dragon
approaches adulthood, its color gradually brightens until the individual scales
are scarcely visible.
Combat
Silver dragons are
not violent and avoid combat except when faced with highly evil or aggressive
foes. If necessary, they use fog cloud or control weather to
blind or confuse opponents before attacking. When angry, they use reverse
gravity to fling enemies helplessly into the air, where they can be
snatched. Against flying opponents, a silver dragon hides in clouds (creating
some with control weather on clear days), then jumps to the attack when
it has the advantage.
Breath Weapon
(Su): A silver dragon has
two types of breath weapon, a cone of cold and a cone of paralyzing gas.
Creatures within a cone of paralyzing gas must succeed on a Fortitude save or
be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.
Alternate Form
(Su): A silver dragon can
assume any animal or humanoid form of Medium size or smaller as a standard
action three times per day. This ability functions as a polymorph spell
cast on itself at its caster level, except that the dragon does not regain hit
points for changing form and can only assume the form of an anirmal or
humanoid. The dragon can remain in its animal or humanoid form until it chooses
to assume a new one or return to its natural form.
Cloudwalking
(Su): A silver dragon can
tread on clouds or fog as though on solid ground. The ability functions
continuously but can be negated or resumed at will.
Spell-Like
Abilities: 3/day—fog
cloud (adult or older), control winds (old or older); 2/day—feather
fall (juvenile or older); 1/day— control weather (ancient or older),
reverse gravity (great wyrm).
Skills: Bluff, Disguise, and Jump are considered
class skills for silver dragons.
DRAGON TURTLE
|
Huge Dragon
(Aquatic) |
Hit Dice: |
12d12+60 (138
hp) |
Initiative: |
+0 |
Speed: |
20 ft. (4
squares), swim 30 ft. |
Armor Class: |
25 (–2 size, +17
natural), touch 8, flat-footed 25 |
Base
Attack/Grapple: |
+12/+28 |
Attack: |
Bite +18 melee
(4d6+8) |
Full Attack: |
Bite +18 melee
(4d6+8) and 2 claws +13 melee (2d8+4) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Breath weapon,
snatch, capsize |
Special
Qualities: |
Darkvision 60
ft., immunity to fire, sleep, and paralysis, low-light vision, scent |
Saves: |
Fort +13, Ref
+8, Will +9 |
Abilities: |
Str 27, Dex 10,
Con 21, Int 12, Wis 13, Cha 12 |
Skills: |
Diplomacy +3,
Hide +7*, Intimidate +16, Listen +16, Search +16, Sense Motive +16, Spot +16,
Survival +16 (+18 following tracks), Swim +21 |
Feats: |
Blind-Fight,
Cleave, Improved Bull Rush, Power Attack, Snatch |
Environment: |
Temperate
aquatic |
Organization: |
Solitary |
Challenge
Rating: |
9 |
Treasure: |
Triple standard |
Alignment: |
Usually neutral |
Advancement: |
13–24 HD (Huge);
25–36 HD (Gargantuan) |
Level
Adjustment: |
— |
Its rough, deep
green shell is much the same color as the deep water the monster favors, and
the silver highlights that line the shell resemble light dancing on open water.
The turtle’s legs, tail, and head are a lighter green, flecked with golden
highlights. An adult dragon turtle can measure from 20 to 30 feet from snout to
tail, with a shell from 15 to 25 feet in diameter, and can weigh 8,000 to
32,000 pounds.
Dragon turtles
speak Aquan, Draconic, and Common.
COMBAT
Dragon turtles are
fierce fighters and generally attack any creature that threatens their
territory or looks like a potential meal.
Breath Weapon
(Su): Cloud of superheated
steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds,
damage 12d6 fire, Reflex DC 21 half; effective both on the surface and
underwater. The save DC is Constitution-based.
Capsize (Ex): A submerged dragon turtle that surfaces
under a boat or ship less than 20 feet long capsizes the vessel 95% of the
time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20%
chance to capsize one over 60 feet long.
Skills: A dragon turtle 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 while swimming, provided it swims in a straight line.
*Dragon turtles
have a +8 racial bonus on Hide checks when submerged.
DRAGONNE
|
Large Magical Beast |
Hit Dice: |
9d10+27 (76 hp) |
Initiative: |
+6 |
Speed: |
40 ft. (8
squares), fly 30 ft. (poor) |
Armor Class: |
18 (–1 size, +2
Dex, +7 natural), touch 11, flat-footed 16 |
Base
Attack/Grapple: |
+9/+17 |
Attack: |
Bite +12 melee
(2d6+4) |
Full Attack: |
Bite +12 melee
(2d6+4) and 2 claws +7 melee (2d4+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Pounce, roar |
Special
Qualities: |
Darkvision 60
ft., low-light vision, scent |
Saves: |
Fort +9, Ref +8,
Will +4 |
Abilities: |
Str 19, Dex 15,
Con 17, Int 6, Wis 12, Cha 12 |
Skills: |
Listen +11, Spot
+11 |
Feats: |
Blind-Fight,
Combat Reflexes, Improved Initiative, Track |
Environment: |
Temperate
deserts |
Organization: |
Solitary, pair,
or pride (5–10) |
Challenge
Rating: |
7 |
Treasure: |
Double standard |
Alignment: |
Usually neutral |
Advancement: |
10–12 HD
(Large); 13–27 HD (Huge) |
Level
Adjustment: |
+4 (cohort) |
A dragonne
possesses huge claws and fangs, and large eyes, usually the color of its
scales. A dragonne is about 12 feet long and weighs about 700 pounds.
Dragonnes speak
Draconic.
COMBAT
A dragonne’s wings
are useful only for short flights, carrying the creature for 10 to 30 minutes
at a time. Nevertheless, it uses its wings effectively in battle. If opponents
attempt to charge or encircle it, the dragonne simply takes to the air and
finds a more defensible position.
Pounce (Ex): If a dragonne charges, it can make a full
attack in the same round.
Roar (Su): A dragonne can loose a devastating roar every
1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC
15 Will save or become fatigued. Those within 30 feet who fail their saves
become exhausted. The save DC is Charisma-based.
Skills: Dragonnes have a +4 racial bonus on Listen
and Spot checks.
Carrying
Capacity: A light load for
a dragonne is up to 348 pounds; a medium load, 349–699 pounds, and a heavy
load, 700–1,050 pounds.
|
Large Aberration |
Hit Dice: |
6d8+18 (45 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6
squares), climb 15 ft. |
Armor Class: |
17 (–1 size, +2
Dex, +6 natural), touch 11, flat-footed 15 |
Base
Attack/Grapple: |
+4/+10 |
Attack: |
Dagger +5 melee
(1d6+2/19–20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged
(1d8/x3) |
Full Attack: |
2 daggers +3
melee (1d6+2/19–20, 1d6+1/19–20) and bite +1 melee (1d4+1 plus poison); or
shortbow +5 ranged (1d8/x3) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Spells,
spell-like abilities, poison |
Special
Qualities: |
Darkvision 60
ft., spell resistance 17 |
Saves: |
Fort +5, Ref +4,
Will +8 |
Abilities: |
Str 15, Dex 15,
Con 16, Int 15, Wis 16, Cha 16 |
Skills: |
Climb +14,
Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9 |
Feats: |
Combat Casting,
Two-Weapon Fighting, Weapon Focus (bite) |
Environment: |
Underground |
Organization: |
Solitary, pair,
or troupe (1–2 plus 7–12 Medium monstrous spiders) |
Challenge
Rating: |
7 |
Treasure: |
Double standard |
Alignment: |
Always chaotic
evil |
Advancement: |
By character
class |
Level
Adjustment: |
+4 |
Driders speak
Elven, Common, and Undercommon.
COMBAT
Driders seldom
pass up an opportunity to attack other creatures, especially from ambush. They
usually begin with a spell assault and often levitate out of the enemy’s reach.
Poison (Ex): Injury, Fortitude DC 16, initial and
secondary damage 1d6 Str. The save DC is Constitution based.
Spell-Like
Abilities: 1/day—dancing
lights (DC 13), clairaudience/clairvoyance, darkness, detect good,
detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC
16). Caster level 6th. The save DCs are Charisma-based.
Spells: Driders cast spells as 6th-level clerics,
wizards, or sorcerers. Drider clerics can choose from the following domains:
Chaos, Destruction, Evil, and Trickery. The typical spells prepared shown here
are for a drider sorcerer.
Typical
Sorcerer Spells Known (6/7/6/4,
base save DC 13 + spell level): 0—daze, detect magic, ghost sound, mage
hand, ray of frost, read magic, resistance; 1st—mage armor, magic
missile, ray of enfeeblement, silent image; 2nd— invisibility, web; 3rd—lightning
bolt.
Skills: A drider has a +4 racial bonus on Hide and
Move Silently checks. It has a +8 racial bonus on Climb checks and can always
choose to take 10 on a Climb check, even if rushed or threatened.
DRYAD
|
Medium Fey |
Hit Dice: |
4d6 (14 hp) |
Initiative: |
+4 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
17 (+4 Dex, +3
natural), touch 14, flat-footed 13 |
Base
Attack/Grapple: |
+2/+2 |
Attack: |
Dagger +6 melee
(1d4/19–20) or masterwork longbow +7 ranged (1d8/x3) |
Full Attack: |
Dagger +6 melee
(1d4/19–20) or masterwork longbow +7 ranged (1d8/x3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Spell-like
abilities |
Special
Qualities: |
Damage reduction
5/cold iron, tree dependent, wild empathy |
Saves: |
Fort +3, Ref +8,
Will +6 |
Abilities: |
Str 10, Dex 19,
Con 11, Int 14, Wis 15, Cha 18 |
Skills: |
Escape Artist
+11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move
Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 (+6 with bindings) |
Feats: |
Great Fortitude,
Weapon Finesse |
Environment: |
Temperate
forests |
Organization: |
Solitary or
grove (4–7) |
Challenge
Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
good |
Advancement: |
By character
class |
Level
Adjustment: |
— |
A dryad’s delicate
features are much like a female elf ’s, though her flesh is like bark or fine
wood, and her hair is like a canopy of leaves that changes color with the
seasons.
Although they are
generally solitary, up to seven dryads have been encountered in one place on
rare occasions.
Dryads speak
Common, Elven, and Sylvan.
COMBAT
Shy, intelligent,
and resolute, dryads are as elusive as they are alluring—they avoid physical
combat and are rarely seen unless they wish to be. If threatened, or in need of
an ally, a dryad uses charm person or suggestion, attempting to
gain control of the attacker(s) who could help the most against the rest. Any
attack on her tree, however, provokes the dryad into a frenzied defense.
Spell-Like
Abilities: At will—entangle
(DC 13), speak with plants, tree shape; 3/day— charm person (DC
13), deep slumber (DC 15), tree stride; 1/day—suggestion (DC
15). Caster level 6th. The save DCs are Wisdom-based.
Tree Dependent
(Su): Each dryad is
mystically bound to a single, enormous oak tree and must never stray more than
300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s
oak does not radiate magic.
Wild Empathy
(Ex): This power works
like the druid’s wild empathy class feature, except that the dryad has a +6
racial bonus on the check.
DWARF
|
Dwarf,
1st-Level Warrior |
Duergar,
1st-Level Warrior |
|
Medium Humanoid
(Dwarf) |
Medium Humanoid
(Dwarf) |
Hit Dice: |
1d8+2 (6 hp) |
1d8+5 (9 hp) |
Initiative: |
+0 |
+0 |
Speed: |
20 ft. in scale
mail (4 squares); base speed 20 ft. |
20 ft. in
chainmail (4 squares); base speed 20 ft. |
Armor Class: |
16 (+4 scale
mail, +2 heavy shield), touch 10, flat-footed 16 |
17 (+5
chainmail, +2 heavy shield), touch 10, flat-footed 17 |
Base
Attack/Grapple: |
+1/+2 |
+1/+2 |
Attack: |
Dwarven waraxe
+3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3) |
Warhammer +2
melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20) |
Full Attack: |
Dwarven waraxe
+3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3) |
Warhammer +2
melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
Special
Attacks: |
Dwarf traits |
Duergar traits,
spell-like abilities |
Special
Qualities: |
Darkvision 60
ft., dwarf traits |
Darkvision 60
ft., duergar traits |
Saves: |
Fort +4*, Ref
+0*, Will –1* |
Fort +4*, Ref
+0*, Will –1* |
Abilities: |
Str 13, Dex 11,
Con 14, Int 10, Wis 9, Cha 6 |
Str 13, Dex 11,
Con 14, Int 10, Wis 9, Cha 4 |
Skills: |
Appraise +2,
Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2 |
Appraise +2,
Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move Silently
–4, Spot +2 |
Feats: |
Weapon Focus
(dwarven waraxe) |
Toughness |
Environment: |
Temperate
mountains (Deep:
Underground) |
Underground |
Organization: |
Team (2–4),
squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or
clan (30–100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults,
5 5th-level lieutenants, and 3 7th-level captains) |
Team (2–4),
squad (9–16 plus 3 3rd-level sergeants and 1 leader of 3rd–8th level) or clan
(20–80 plus 25% noncombatants plus 1 3rd-level sergeant per 5 adults, 3–6
6th-level lieutenants, and 1–4 9th-level captains) |
Challenge Rating: |
½ |
1 |
Treasure: |
Standard coins;
double goods; standard items |
Standard coins,
double goods, standard items |
Alignment: |
Often lawful
good (Deep: Usually
lawful neutral or neutral) |
Often lawful
evil |
Advancement: |
By character
class |
By character
class |
Level
Adjustment: |
+0 |
+1 |
Dwarves favor
earth tones in their clothing and prefer simple and functional garb. The skin
can be very dark, but it is always some shade of tan or brown. Hair color can
be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as
adult humans.
Dwarves speak
Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or
adventurers) know the Common tongue, while warriors in the dwarven cities
usually learn Goblin to better interrogate and spy on those evil denizens of
the deep caves.
Most dwarves
encountered outside their home are warriors.
COMBAT
Dwarves are
experts in combat, effectively using their environment and executing
well-planned group attacks. They rarely use magic in fights, since they have
few wizards or sorcerers (but dwarven clerics throw themselves into battle as
heartily as their fellow warriors). If they have time to prepare, they may
build deadfalls or other traps involving stone. In addition to the dwarven
waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy
crossbows, and maces.
Dwarf Traits
(Ex): Dwarves possess the
following racial traits.
— +2 Constitution,
–2 Charisma.
—Medium size.
—A dwarf ’s base
land speed is 20 feet. However, dwarves can move at this speed even when
wearing medium or heavy armor or when carrying a medium or heavy load.
—Darkvision out to
to 60 feet.
—Stonecunning:
This ability grants a dwarf a +2 racial bonus on Search checks to notice
unusual stonework, such as sliding walls, stonework traps, new construction
(even when built to match the old), unsafe stone surfaces, shaky stone
ceilings, and the like. Something that isn’t stone but that is disguised as
stone also counts as unusual stonework. A dwarf who merely comes within 10 feet
of unusual stonework can make a Search check as if he were actively searching,
and a dwarf can use the Search skill to find stonework traps as a rogue can. A
dwarf can also intuit depth, sensing his approximate depth underground as
naturally as a human can sense which way is up. Dwarves have a sixth sense
about stonework, an innate ability that they get plenty of opportunity to
practice and hone in their underground homes.
—Weapon
Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial
weapons, rather than exotic weapons.
—Stability:
Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on
ability checks made to resist being bull rushed or tripped when standing on the
ground (but not when climbing, flying, riding, or otherwise not standing firmly
on the ground).
— +2 racial bonus
on saving throws against poison. *Not reflected in the saving throw numbers
given here.
— +2 racial bonus
on saving throws against spells and spell-like effects. *Not reflected in the
saving throw numbers given here.
— +1 racial bonus
on attack rolls against orcs (including halforcs) and goblinoids (including
goblins, hobgoblins, and bugbears).
— +4 dodge bonus
to Armor Class against creatures of the giant type (such as ogres, trolls, and
hill giants).
— +2 racial bonus
on Appraise checks that are related to stone or metal items.
— +2 racial bonus
on Craft checks that are related to stone or metal.
—Automatic
Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran,
Undercommon.
—Favored Class:
Fighter.
The dwarf warrior
presented here had the following ability scores before racial adjustments: Str
13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
SUBRACES
The information
above is for hill dwarves, the most common variety.
There are three
other major dwarven subraces, which differ from hill dwarves as follows.
Deep Dwarf
These dwarves live
far underground and tend to be more standoffish with non-dwarves.
Deep dwarves are
the same height as other dwarves, but leaner.
Their skin sometimes has a reddish tinge, and their large eyes lack the
brightness of those of their kindred, being a washed-out blue. Their hair color
ranges from bright red to straw blond. They have little contact with surface
dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.
Deep dwarves speak
Dwarven and Goblin, and occasionally Draconic or Undercommon.
Deep Dwarf
Traits (Ex): These traits
are in addition to the hill dwarf traits, except where noted.
—Racial bonus on
saves against spells and spell-like abilities increases to +3.
—Racial bonus on
Fortitude saves against poisons increases to +3.
—Darkvision out to
90 feet.
—Light
Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius
of a daylight spell.
Duergar
Sometimes called
gray dwarves, these evil beings dwell in the underground.
Most duergar are
bald (even the females), and they dress in drab clothing that is designed to
blend into stone. In their lairs they may wear jewelry, but it is always kept
dull. They war with other dwarves, even allying with other underground
creatures from time to time.
Duergar speak
Dwarven and Undercommon.
Duergar Traits
(Ex): These traits are in
addition to the hill dwarf traits, except where noted.
— –4 Charisma
instead of –2.
—Darkvision out to
120 feet.
—Immunity to
paralysis, phantasms, and poison. This trait replaces the hill dwarf ’s +2
racial bonus on saving throws against poison.
— +2 racial bonus
on saves against spells and spell-like abilities.
—Spell-Like
Abilities: 1/day—enlarge person and invisibility as a wizard of
twice the duergar’s class level (minimum caster level 3rd); these abilities
affect only the duergar and whatever it carries.
—Light
Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight
spell.
— +4 racial bonus
on Move Silently checks.
— +1 racial bonus
on Listen and Spot checks.
—Automatic
Languages: Common, Dwarven, Undercommon.
Bonus Languages:
Draconic, Giant, Goblin, Orc, Terran. This trait replaces the hill dwarf ’s
automatic and bonus languages.
—Favored Class:
Fighter.
—Level adjustment
+1
—Unlike other
dwarves, duergar do not have weapon familiarity with the dwarven waraxe and
dwarven urgrosh.
The duergar
warrior presented here had the following ability scores before racial
adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge
Rating: Duergar with
levels in NPC classes have a CR equal to their character level. Duergar with
levels in PC classes have a CR equal to their character level +1.
Mountain Dwarf
Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves. They average about 4-1/2 feet tall and have lighter skin and hair than hill dwarves, but the same general appearance.