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Monsters
Dragon - Dwarf
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 |
1 Crush |
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 |
Armor Class |
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 |
Armor Class |
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 |
Armor Class |
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 |
Armor Class |
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 |
Armor Class |
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 |
Armor Class |
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 |
Armor Class |
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. 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 |
Armor Class |
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 |
Armor Class |
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. 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 |
Armor Class |
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. 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.
DRIDER
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
Medium Humanoid
(Dwarf) |
|
Duergar, 1st-Level Warrior
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.
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.
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 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.
|