|
|
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.
|