Creature Catalog true dragon conversions

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Shade

Monster Junkie
Welcome, folks! This thread exits to showcase the new true dragon conversions for the Creature Catalog. These monsters came from this thread. This thread will be closed, but feel free to comment on any creature posted here in the appropriate discussion thread.
 

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Shade

Monster Junkie
Jacinth Dragon

Jacinth 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: Double standard
Alignment: Always neutral
Advancement: Wyrmling 4–5 HD; very young 7–8 HD; young 10–11 HD; juvenile 13–14 HD; young adult 16–17 HD; adult 19–20 HD; mature adult 22–23 HD; old 25–26 HD; very old 28–29 HD; ancient 31–32 HD; wyrm 34–35 HD; great wyrm 37+ HD
Level Adjustment: Wyrmling +2; very young +3; young +4; juvenile +4; others —

Code:
Jacinth Dragons by Age 
Age 		Size 	Hit Dice (hp) 		Str Dex Con Int Wis Cha BaseAtk/Grp Attack Fort Ref Will Breath Weapon (DC) Frightful Presence DC 
Wyrmling  	T 	3d12+3 (22) 		 13  10  13  14  12  14	 +3/–4		+6  +4  +2  +3		2d4 (12) 	— 
Very young 	S 	6d12+6 (45) 		 15  10  13  16  14  16	 +6/+4		+9  +6  +5  +7		3d4 (14) 	— 
Young 		S 	9d12+18 (76)     	 17  10  15  16  14  16	 +9/+8		+13 +8  +6  +8 		4d4 (16) 	— 
Juvenile 	M 	12d12+24 (102) 		 19  10  15  18  16  18	+12/+16 	+16 +10 +8  +8 		5d4 (18) 	— 
Young adult 	M 	15d12+45 (142) 		 23  10  17  18  16  18	+15/+20 	+20 +12 +9  +12 	6d4 (20) 	17 
Adult 		L 	18d12+72 (189)		 27  10  19  20  18  20	+18/+29 	+24 +15 +11 +15		7d4 (23) 	20 
Mature adult 	L 	21d12+105 (241)		 29  10  21  20  18  20	+21/+34 	+29 +17 +12 +16		8d4 (25) 	21 
Old 		H 	24d12+120 (276)		 31  10  21  24  22  24	+24/+42 	+32 +19 +14 +20		9d4 (27) 	23 
Very old 	H 	27d12+162 (337)		 33  10  23  26  24  26	+27/+46 	+36 +21 +15 +22		10d4 (29) 	25 
Ancient 	H 	30d12+180 (375)		 35  10  23  28  26  28	+30/+50 	+40 +23 +17 +25		11d4 (31) 	27 
Wyrm 		H 	33d12+231 (445)		 37  10  25  30  28  30	+33/+54 	+44 +25 +18 +27		12d4 (33) 	29 
Great wyrm 	G 	36d12+288 (522)		 39  10  27  32  30  32	+36/+62 	+46 +28 +20 +30		13d4 (36) 	32 


Jacinth Dragon Abilities by Age 
Age 		Speed 				Init 	AC 							Special Abilities 					Caster Level* 		SR 
Wyrmling 	40 ft., fly 100 ft. (good) 	+0 	14 (+2 size, +2 natural), touch 12, flat-footed 14 	Immunity to fire, telepathy, vulnerability to cold	— 			— 
Very young 	40 ft., fly 100 ft. (good) 	+0 	16 (+1 size, +5 natural), touch 11, flat-footed 16   	Blink	 						— 			— 			 
Young 		40 ft., fly 150 ft. (average)	+0 	18 (+8 natural), touch 10, flat-footed 18   		Blinding hide 						1st 			— 
Juvenile 	40 ft., fly 150 ft. (average) 	+0 	21 (+11 natural), touch 10, flat-footed 21 		Charm animal						3rd  			—		 
Young adult 	40 ft., fly 150 ft. (average) 	+0 	23 (–1 size, +14 natural), touch 9, flat-footed 23 	DR 5/magic 						5th 			18
Adult 		40 ft., fly 150 ft. (average) 	+0 	26 (–1 size, +17 natural), touch 9, flat-footed 26 	Suggestion						7th 			20
Mature 		40 ft., fly 150 ft. (average) 	+0 	28 (–2 size, +20 natural), touch 8, flat-footed 28 	DR 10/magic 						9th 			22
Old 		40 ft., fly 150 ft. (average) 	+0 	31 (–2 size, +23 natural), touch 8, flat-footed 31 	Dominate animal						11th 			24
Very old 	40 ft., fly 150 ft. (average) 	+0 	34 (–2 size, +26 natural), touch 8, flat-footed 34 	DR 15/magic 						13th 			25
Ancient 	40 ft., fly 150 ft. (average) 	+0 	37 (–2 size, +29 natural), touch 8, flat-footed 37 	Charm monster						15th 			27
Wyrm 		40 ft., fly 200 ft. (poor) 	+0 	38 (–4 size, +32 natural), touch 6, flat-footed 38 	DR 20/magic 						17th 			28
Great wyrm 	40 ft., fly 200 ft. (poor) 	+0 	41 (–4 size, +35 natural), touch 6, flat-footed 41 	— 							19th 			30

*Can also cast cleric spells and those from the Charm/Magic, Fire, and Trickery domains as arcane spells.

Squatting in a manner similar to a frog, this dragon has thick hindlegs ending in froglike feet. Its forearms are leaner and almost humanoid, and its thin wings curve harshly over its shoulders. A small crest begins at the tip of its crocodilian snout, standing taller behind its eyes before growing smaller again down its neck and ending at its body. Its shifting hide sparkles with ever-moving fiery orange hues.

Jacinth dragons are among the rarest of dragons, living in solitude in the deepest wastes. Only a dozen are believed to exist. Although they are rarely seen, creatures that do venture into their remote homes may find them to be curious, and even charming conversationalists.

Upon hatching, a jacinth dragon's scales begin shifting in a multitude of orange hues. At it ages, the spectrum of orange colors expands, and grows more fiery in coloration.

Jacinth dragons make their lairs in hot, dry deserts. As denizens of the wastes, they have learned to survive for weeks without food or water.

Jacinth dragons seek and hoard treasure like most dragons, and are particularly fond of their namesake gemstones.

Combat

A jacinth dragon prefers to rely upon its breath weapon and powerful spellcasting ability in battle. Since it is smaller than most other dragons, it prefers to avoid melee combat unless no other option is available.

Blinding Hide (Ex): In areas of natural sunlight or a daylight spell, a young or older jacinth dragon's hide reflects the sun so brightly that any creature within range (10 feet x dragon's age category) viewing the dragon must succeed on a Fortitude save (DC equals breath weapon DC) or be blinded for 5d6 rounds. A creature that successfully saves is instead dazzled for 1d4 rounds.

Blink (Sp): A very young or older jacinth dragon can use this ability as the spell once per day for each two age categories it is, thus an adult jacinth dragon can use the ability three times per day. This is as the spell cast by a sorcerer of the dragon’s age category or its caster level whichever is higher. The range is personal.

Breath Weapon (Su): Jacinth dragons have one type of breath weapon, a cone of scalding air that deals fire damage and ignites any unattended combustible objects within the area.

Telepathy (Su): A jacinth dragon has telepathy to a range of 10 feet x age category.

Other Spell-Like Abilities: 3/day—charm animal (juvenile or older), suggestion (adult or older); 1/day—charm monster (ancient or older), dominate animal (old or older).

Skills: Appraise, Bluff, and Hide are considered class skills for jacinth dragons.

Originally appeared in Monstrous Compendium Annual Volume One
 
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Shade

Monster Junkie
Cobra Dragon
Dragon (Fire)
Environment: Any tropical and underground
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary
Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Triple standard
Alignment: Always neutral
Advancement: Wyrmling 6-7 HD (Small); very young 9-10 HD (Medium); young 12-13 HD (Medium-size); juvenile 15-16 HD (Large); young adult 18-19 HD (Large); adult 21–22 HD (Huge); mature adult 24–25 HD (Huge); old 27-28 HD (Huge); very old 30-31 HD (Huge); ancient 33-34 HD (Gargantuan); wyrm 36-37 HD (Gargantuan); great wyrm 39+ HD (Gargantuan)
Level Adjustment: Wyrmling: +5, very young: +5, young: +5, others -

Code:
Cobra Dragons by Age 
Age 		Size 	Hit Dice (hp) 		Str Dex Con Int Wis Cha BaseAtk/Grp Attack Fort Ref Will Breath Weapon (DC) Frightful Presence DC 
Wyrmling  	T 	5d12+5 (37) 		 13  10  13  12  12  13	 +5/–1		+9  +5  +4  +5		2d6 (13) 	— 
Very young 	S 	8d12+8 (60) 		 15  10  13  12  12  13	 +8/+6		+11  +7  +6  +7		4d6 (15) 	— 
Young 		M 	11d12+22 (93)     	 17  10  15  14  14  15	 +11/+14	+14 +9  +7  +9 		6d6 (17) 	— 
Juvenile 	M 	14d12+28 (119) 		 19  10  15  14  14  15	+14/+19 	+18 +11 +9  +11 	8d6 (18) 	— 
Young adult 	L 	17d12+51 (161) 		 23  10  17  16  16  17	+17/+27 	+22 +13 +10  +13 	10d6 (21) 	26 
Adult 		L 	20d12+80 (210)		 27  10  19  16  18  17	+20/+32 	+27 +16 +12 +16		12d6 (24) 	27 
Mature adult 	H 	23d12+115 (264)		 29  10  21  18  18  19	+23/+40 	+30 +18 +13 +17		14d6 (26) 	30 
Old 		H 	26d12+130 (299)		 31  10  21  18  18  19	+26/+44 	+34 +20 +15 +19		16d6 (28) 	31 
Very old 	H 	29d12+174 (362)		 33  10  23  20  20  21	+29/+48 	+38 +22 +16 +21		18d6 (30) 	33 
Ancient 	H 	32d12+192 (400)		 35  10  23  20  20  21	+32/+52 	+42 +15 +19 +24		20d6 (32) 	34 
Wyrm 		G 	35d12+245 (472)		 37  10  25  22  22  23	+35/+60 	+44 +26 +19 +25		22d6 (34) 	36 
Great wyrm 	G 	38d12+304 (551)		 39  10  27  22  22  23	+38/+64 	+48 +29 +21 +27		24d6 (37) 	38 


Cobra Dragon Abilities by Age 
Age 		Speed 				Init 	AC 							Special Abilities 					Caster Level* 		SR 
Wyrmling 	60 ft., fly 100 ft. (average),	+0 	16 (+2 size, +4 natural), touch 12, flat-footed 16 	Immunity to fire, poison, powerful bite, 			— 		— 
		climb 20 ft., swim 60 ft.									scent, vulnerability to cold
Very young 	60 ft., fly 100 ft. (average) 	+0 	17 (+1 size, +7 natural), touch 11, flat-footed 17   	—	 							— 		— 			 
		climb 20 ft., swim 60 ft.
Young 		60 ft., fly 150 ft. (poor)	+0 	20 (+10 natural), touch 10, flat-footed 20   		Bleeding wounds							—		— 
		climb 20 ft., swim 60 ft.
Juvenile 	60 ft., fly 150 ft. (poor) 	+0 	23 (+13 natural), touch 10, flat-footed 23 		Spit venom							—		—		 
		climb 20 ft., swim 60 ft.
Young adult 	60 ft., fly 150 ft. (poor) 	+0 	25 (–1 size, +16 natural), touch 9, flat-footed 25 	DR 5/magic 							—		18
		climb 20 ft., swim 60 ft.
Adult 		60 ft., fly 150 ft. (poor) 	+0 	28 (–1 size, +19 natural), touch 9, flat-footed 28 	Spreading breath						—		20
		climb 20 ft., swim 60 ft.
Mature 		60 ft., fly 150 ft. (poor) 	+0 	30 (–2 size, +22 natural), touch 8, flat-footed 30 	DR 10/magic 							—		22
		climb 20 ft., swim 60 ft.
Old 		60 ft., fly 150 ft. (poor) 	+0 	33 (–2 size, +25 natural), touch 8, flat-footed 33 	—								—		24
		climb 20 ft., swim 60 ft.
Very old 	60 ft., fly 150 ft. (poor) 	+0 	36 (–2 size, +28 natural), touch 8, flat-footed 36 	DR 15/magic 							—		25
		climb 20 ft., swim 60 ft.
Ancient 	60 ft., fly 150 ft. (poor) 	+0 	39 (–2 size, +31 natural), touch 8, flat-footed 39 	—								—		27
		climb 20 ft., swim 60 ft.
Wyrm 		60 ft., fly 200 ft. (clumsy) 	+0 	40 (–4 size, +34 natural), touch 6, flat-footed 40 	DR 20/magic 							—		28
		climb 20 ft., swim 60 ft.
Great wyrm 	60 ft., fly 200 ft. (clumsy) 	+0 	43 (–4 size, +37 natural), touch 6, flat-footed 43 	— 								—		30

This dragon's body is serpentine, with no rear legs and a long tail. A hood, like that of a king cobra, protrudes from either side of its neck. Its head, forelegs, and wings are clearly draconic. Oversized viperlike fangs protrude from its mouth, dripping saliva. Its scales are glossy black, except on its underbelly, where they are fiery orange.

Legends claim that the greatest and most venerable king cobras become cobra dragons. Although this is doubtful, these dragons personify the ferocity and regality of the magnificent serpents. Cobra dragons are among the most aggressive and greedy members of dragonkind.

Cobra dragons lair in caves and subterranean caverns in tropical and subtropical jungles. They dislike swamps.

Fiercely territorial, cobra dragons only tolerate the encroachment of others of their kind during the spring, when they perform a mating ritual that involves nonlethal combat. Once the eggs have been laid, the pair splits up.

Cobra dragons prize skulls of other creatures as much as treasure. The more powerful or rare the creature, the more valuable they find its skull. Offering a worthy skull to a cobra dragon can improve its reaction to diplomatic endeavors.

Charismatic and cunning, cobra dragons are often served by lesser creatures such as bakemono, gargoyles, and lizardfolk. Some tribes worship cobra dragons as deities.

Combat

Cobra dragons loathe magic, and are highly resistant to spells. They rely on their breath weapon and potent physical attacks to decimate opponents. A cobra dragon generally employs its breath weapon first, then attacks the toughest-looking melee combatant first, largely ignoring spellcasters unless they find a way to overcome its potent spell resistance.

Bleeding Wounds (Ex): A wound from a young or older cobra dragon's bite attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per age category per round thereafter. Multiple bite wounds result in cumulative bleeding loss. The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure spell or other healing spell (heal, mass heal, and so on).

Breath Weapon (Su): A cobra dragon has one type of breath weapon, a cone of fire. When the dragon’s fire breath is expelled, a stationary, black smoke cloud is released from its nostrils in a spread with a radius equal to the length of the cone of fire. A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.

Poison (Ex): Injury, Fortitude DC equals breath weapon DC, initial damage 2d6 Strength and sickened, secondary damage 2d6 Constitution and nauseated. The sickened and nauseated conditions last for a number of rounds equal to the cobra dragon's age category.

Powerful Bite (Ex): All cobra dragons gain Improved Natural Attack (bite) as a bonus feat.

Spit Venom (Ex): A juvenile or older cobra dragon can spit its venom up to 10 feet x its age category as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.

Spreading Breath (Su): An adult or older cobra dragon can breathe its breath weapon directly under its body, altering its shape from a cone to a spread with a radius equal to the length of the cone. The spread is centered on the cobra dragon's head.

Skills: Climb, Hide, and Swim are considered class skills for cobra dragons. Cobra dragons have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A cobra dragon can always choose to take 10 on a Climb check, even if rushed or threatened. A cobra dragon has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Cobra Dragons and Oriental Adventures

If you are using Oriental Adventures, cobra dragons are a type of lung dragon, and gain all the traits common to this group of dragons.

Originally appeared in Dragon Magazine #146.
 
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Shade

Monster Junkie
Maztican Dragon (Tlalocoatl, Rain Dragon)
Dragon (Air)
Environment: Any tropical and 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
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 lawful 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 +2; very young +3; young +4; juvenile +4; others —

Code:
Maztican Dragons by Age 
Age 		Size 	Hit Dice (hp) 		Str Dex Con Int Wis Cha BaseAtk/Grp Attack Fort Ref Will Breath Weapon (DC) Frightful Presence DC 
Wyrmling  	T 	4d12+4 (30) 		 11  10  13  10  11  10	 +4/–4		+6  +5  +4  +4		2d6 (13) 	— 
Very young 	S 	7d12+7 (52) 		 13  10  13  10  11  10	 +7/+4		+9  +6  +5  +5		4d6 (14) 	— 
Young 		M 	10d12+20 (85)     	 15  10  15  12  13  12	 +10/+12	+12 +9  +7  +8 		6d6 (17) 	— 
Juvenile 	M 	13d12+26 (110) 		 17  10  15  12  13  12	+13/+16 	+16 +10 +8  +9 		8d6 (18) 	— 
Young adult 	L 	16d12+48 (152) 		 19  10  17  14  15  14	+16/+24 	+19 +13 +10  +12 	10d6 (21) 	20 
Adult 		L 	19d12+76 (199)		 23  10  19  14  15  14	+19/+29 	+24 +15 +11 +13		12d6 (23) 	21 
Mature adult 	H 	22d12+110 (253)		 27  10  21  16  17  16	+22/+38 	+28 +18 +13 +16		14d6 (26) 	24 
Old 		H 	25d12+125 (287)		 29  10  21  16  17  16	+25/+42 	+32 +19 +14 +17		16d6 (27) 	25 
Very old 	H 	28d12+168 (350)		 31  10  23  18  19  18	+28/+46 	+36 +22 +16 +20		18d6 (30) 	28 
Ancient 	H 	31d12+186 (387)		 33  10  23  18  19  18	+31/+50 	+40 +23 +17 +21		20d6 (31) 	29 
Wyrm 		G 	34d12+238 (459)		 35  10  25  20  21  20	+34/+58 	+42 +26 +19 +24		22d6 (34) 	32 
Great wyrm 	G 	37d12+296 (536)		 37  10  27  20  21  20	+37/+62 	+46 +28 +20 +25		24d6 (36) 	33 


Maztican Dragon Abilities by Age 
Age 		Speed 				Init 	AC 							Special Abilities 					Caster Level* 		SR 
Wyrmling 	40 ft., fly 100 ft. (good) 	+0 	15 (+2 size, +3 natural), touch 12, flat-footed 15 	Fly, immunity to acid and cold, multiple heads, poison	— 			— 
Very young 	40 ft., fly 100 ft. (good) 	+0 	17 (+1 size, +6 natural), touch 11, flat-footed 17   	[I]Water breathing[/I]	 					— 			— 			 
Young 		40 ft., fly 150 ft. (average)	+0 	19 (+9 natural), touch 10, flat-footed 19   		Constrict, [I]obscuring mist[/I]				— 			— 
Juvenile 	40 ft., fly 150 ft. (average) 	+0 	22 (+12 natural), touch 10, flat-footed 22 		[I]Solid fog[/I]						— 			—		 
Young adult 	40 ft., fly 150 ft. (average) 	+0 	24 (–1 size, +15 natural), touch 9, flat-footed 24 	DR 5/magic 						1st 			18
Adult 		40 ft., fly 150 ft. (average) 	+0 	27 (–1 size, +18 natural), touch 9, flat-footed 27 	[I]Call lightning[/I]						3rd 			20
Mature 		40 ft., fly 150 ft. (average) 	+0 	29 (–2 size, +21 natural), touch 8, flat-footed 29 	DR 10/magic 						5th 			22
Old 		40 ft., fly 150 ft. (average) 	+0 	32 (–2 size, +24 natural), touch 8, flat-footed 32 	[I]Transmute rock to mud[/I]					7th 			24
Very old 	40 ft., fly 150 ft. (average) 	+0 	35 (–2 size, +27 natural), touch 8, flat-footed 35 	DR 15/magic 						9th 			25
Ancient 	40 ft., fly 150 ft. (average) 	+0 	38 (–2 size, +30 natural), touch 8, flat-footed 38 	[I]Control weather[/I]						11th 			27
Wyrm 		40 ft., fly 200 ft. (poor) 	+0 	39 (–4 size, +33 natural), touch 6, flat-footed 39 	DR 20/magic 						13th 			28
Great wyrm 	40 ft., fly 200 ft. (poor) 	+0 	41 (–4 size, +36 natural), touch 6, flat-footed 42 	— 							15th 			30

*Can only cast cleric spells and those from the Air, Protection, and Water domains as arcane spells.

This serpentine creature is limbless, each end capped by head. One head resembles a that of a jaguar, but with reptilian features, while the other is like that of a great snake. The creature's scales are turquoise, fading to sky blue on its underbelly.

Tlalocoatls, also known as rain dragons or rain serpents, help dispense rain in Maztica. While the can be beneficent, particularly when appeased with offerings of food or valuables, they can also unleash floods or create droughts if they desire.

Rain dragons usually lair in caves in cloud-shrouded mountains. They are occasionally served by chacs.

Tlalocoatls possess both genders, and reproduce supernaturally when the Maztican god Azul grants permission to do so. Rain serpents mature slowly at first, then age rapidly in their twilight years, before passing away naturally at a maximum age of 676 years.

Rain dragons can subsits on anything, but consider cocoa beans, turquoise, and jade particular delicacies. They also enjoy the flesh of young animals or human children. Because they consume mass quantites of water, droughts often occur in areas they inhabit (unless they choose to remedy that situation).

Although not as greedy as most true dragons, rain dragons collect cocoa beans, copper blades, coral buds, jade, turquoise, and quills of gold dust.

Combat

Because a tlalocoatl has no claws, wings, or tail, its full attack action functions differently than most dragons. It never gains claw, wing, or tail slap attacks, and cannot make a tail sweep. Instead, it has multiple bite attacks and can make constrict attacks (see below).

Breath Weapon (Su): A tlalocoatl's serpent head has one type of breath weapon, a cone of ice crystals that deals half cold damage and half slashing damage. A tlalocoatl's jaguar head has two types of breath weapons, a cone of scalding steam and a cone of cool fog. The scalding steam deals fire damage, while the cool fog does no damage. Both breath weapons function as a fog cloud spell for 1d4+4 rounds thereafter.

Each head may use its breath weapon only once every 1d4 rounds, but both heads may deliver their breath weapons in the same round. If used together in the same round, the breath weapons create rain in addition to their normal effects. This rain lasts for 1 round per age category and extends to a two-mile radius centered on the dragon.

Constrict (Ex): A tlalocoatl of Medium size or larger deals damage with a successful grapple check. The amount of damage dealt depends upon the creature's size, as indicated on the following chart. The tlalocoatl adds 1-1/2 times its Strength bonus on damage rolls made to constrict.

Size Constrict Damage
Medium 1d8
Large 2d8
Huge 3d8
Gargantuan 4d8
Colossal 6d8

Fly (Su): Though wingless, tlalocoatls can fly magically. The dragon can cease or resume flight as a free action.

Improved Grab (Ex): To use this ability, the rain dragon must hit with its jaguar head's bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins a grapple check, it establishes a hold. If it establishes a hold, it can constrict.

Multiple Heads (Ex): Each of a rain dragon's two heads can take a standard action each round. Thus, each round it can take 2 standard actions and one move action or one full round action and one standard action. It adds its Strength modifier to damage for its snake head, and 1-1/2 times its Strength modifier to damage with its jaguar head. Tlalocoatls can attack with both their heads at no penalty, even if they move or charge during the round. A tlalocoatl cannot use its extra standard action to perform a move-equivalent action.

Poison (Ex): The bite attack from a rain dragon's serpent head delivers a deadly poison. Initial damage and secondary damage are the same. Wyrmling to juvenile rain dragons' poison deals 1d4 points of Constitution damage, young adult to old deal 2d4 points of Constitution damage, and ancient or older deal 3d4 points of Constitution damage. Save DC equals breath weapon save DC.

Spell-Like Abilities: 3/day--water breathing (very young and older); 2/day--call lightning (adult and older), obscuring mist (young and older), solid fog (juvenile and older); 1/day--control weather (ancient or older), transmute rock to mud (old or older).

Spells: A tlalocoatl casts spells as a sorcerer of the indicated level, but can only choose spells from the Cleric spell list, and from the Air, Protection, and Water domains.

Skills: Spellcraft, Survival, and Swim are considered class skills for rain dragons.


Tlalocoatls and Tome of Magic

If you use Tome of Magic in your campaign, a tlalocoatl has Truespeak as a class skill instead of Spellcraft.

Originally appeared in FMA-1, Fires of Zatal.
 
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Shade

Monster Junkie
Icthyodrake
Dragon (Water)
Environment: Any aquatic
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary
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: See text
Alignment: Always neutral
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: —

Code:
Icthyodrakes by Age 
Age 		Size 	Hit Dice (hp) 		Str Dex Con Int Wis Cha BaseAtk/Grp Attack Fort Ref Will Breath Weapon (DC) Frightful Presence DC* 
Wyrmling  	M 	4d12+8 (34) 		 17  10  15  2  11  10	 +4/+7		+7  +6  +4  +4		2d6 (14) 	— 
Very young 	L 	7d12+21 (66) 		 21  10  17  2  11  10	 +7/+16		+11  +8  +5  +5		4d6 (16) 	— 
Young 		L 	10d12+30 (95)     	 25  10  17  2  10  12	 +10/+21	+16 +10  +7  +8 	6d6 (18) 	— 
Juvenile 	L 	13d12+52 (136) 		 29  10  19  2  13  10	+13/+26 	+21 +12 +8  +9 		8d6 (20) 	— 
Young adult 	H 	16d12+80 (184) 		 31  10  21  2  15  10	+16/+34 	+24 +15 +10  +12 	10d6 (23) 	22 
Adult 		H 	19d12+95 (218)		 33  10  21  2  15  10	+19/+38 	+28 +16 +11 +13		12d6 (24) 	23 
Mature adult 	H 	22d12+132 (275)		 35  10  23  2  17  10	+22/+42 	+32 +19 +13 +16		14d6 (27) 	25 
Old 		G 	25d12+175 (337)		 39  10  25  2  17  10	+25/+51 	+35 +21 +14 +17		16d6 (29) 	26 
Very old 	G 	28d12+224 (406)		 41  10  27  2  19  10	+28/+55 	+38 +24 +16 +20		18d6 (32) 	28 
Ancient 	G 	31d12+279 (480)		 43  10  29  2  19  10	+31/+59 	+43 +26 +17 +21		20d6 (34) 	29 
Wyrm 		C 	34d12+340 (561)		 45  10  31  2  21  10	+34/+67 	+47 +29 +19 +24		22d6 (37) 	31 
Great wyrm 	C 	37d12+407 (647)		 47  10  33  2  21  10	+37/+71 	+51 +31 +20 +25		24d6 (39) 	32 


Icthyodrake Abilities by Age 
Age 		Speed 		Init 	AC 							Special Abilities 					Caster Level 		SR 
Wyrmling 	Swim 100 ft. 	+0 	13 (+3 natural), touch 10, flat-footed 13 		Devastating bite, improved grab, swallow whole		— 			— 
Very young 	Swim 100 ft. 	+0 	15 (-1 size, +6 natural), touch 10, flat-footed 15   	— 	 						— 			— 			 
Young 		Swim 100 ft.	+0 	18 (-1 size, +9 natural), touch 10, flat-footed 18   	— 							— 			— 
Juvenile 	Swim 100 ft. 	+0 	21 (-1 size, +12 natural), touch 10, flat-footed 21 	— 							— 			—		 
Young adult 	Swim 100 ft. 	+0 	23 (–2 size, +15 natural), touch 9, flat-footed 23 	Capsize, DR 5/magic 					— 			18
Adult 		Swim 100 ft. 	+0 	26 (–2 size, +18 natural), touch 9, flat-footed 26 	— 							— 			20
Mature 		Swim 100 ft. 	+0 	29 (–2 size, +21 natural), touch 8, flat-footed 29 	DR 10/magic 						— 			22
Old 		Swim 120 ft. 	+0 	30 (–4 size, +24 natural), touch 8, flat-footed 30 — 								— 			24
Very old 	Swim 120 ft. 	+0 	33 (–4 size, +27 natural), touch 8, flat-footed 33 	DR 15/magic 						— 			25
Ancient 	Swim 120 ft. 	+0 	36 (–4 size, +30 natural), touch 8, flat-footed 36 	— 							— 			27
Wyrm 		Swim 120 ft. 	+0 	35 (–8 size, +33 natural), touch 6, flat-footed 35 	DR 20/magic 						— 			28
Great wyrm 	Swim 120 ft. 	+0 	38 (–8 size, +36 natural), touch 6, flat-footed 38 	— 							— 			30

*Includes a +4 racial bonus.

Combining the traits of a dragon and a titanic fish, this creature has a sleek body that ends in a forked tail. Its head is long and flat, with powerful jaws like those of a barracuda. A single set of v-shaped gills lies behind its eyes, and a short fin trails from its neck to about halfway down its back. Its scales are a rich, deep green.

Icthyodrakes are true dragons, but have little in common with their metallic and chromatic cousins other than their bites and breath weapons. With only animal intellect, these massive aquatic predators lack the typical draconic spellcasting and spell-like abilities. Of course, their primal natures means that they cannot be bribed or reasoned with, meaning that most encounters with one result in violence.

Unlike most dragons, icthyodrakes do not make lairs. Consummate predators who never seem to sleep, they are always following prey and consider the entire ocean their territories.

By rapidly quivering its fins, an icthyodrake can emit vibrations in a 10-mile radius which attract the attention of oceanic predators, luring them to the icthyodrake's waiting ambush.

While icthyodrakes can subsist on large quantities of smaller fish, their preferred prey are large predatory fishes, sharks, and even sea serpents. If particularly hungry, and sufficient aquatic prey isn't available, an icthyodrake will capsize ships and devour all those on board.

Ichthyodrakes do not hoard treasure like other true dragons, but occasionally magical or metallic gear from past victims that survived its stomach acid can be found in its stomach.

Combat

Because an icthyodrake has no claws or wings, its full attack action functions differently than most dragons. It never gains claw or wing attacks.

Breath Weapon (Su): An icthyodrake has one type of breath weapon, a cone of sonic damage.

Capsize (Ex): A submerged icthyodrake of young adult age or older that surfaces under a boat or ship less than 20 feet long can capsize the vessel 95% of the time. It has a 50% chance to capsize a vessal from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long. Very old and older icthyodrakes have a 100% chance to capsize boats under 20 feet long, a 75% chance to capsize a vessel from 20 to 60 feet long, and a 50% chance to capsize one over 60 feet long.

Devastating Bite (Ex): An icthyodrake's primary attack is a bite with its massive, powerful jaws. The damage it inflicts with its bite attack is increased by two steps as if it were two size categories larger than the damage indicated for a dragon's bite on page 69 of the Monster Manual. Icthyodrakes always apply 1.5 times their Strength bonus to damage done with their bite, even when they make a full attack action.

Improved Grab (Ex): To use this ability, the icthyodrake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it winds a grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Swallow Whole (Ex): An icthyodrake can attempt to swallow an opponent at least two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes bite damage plus 1d8 points of acid damage every round from the icthyodrake's digestive tract. A swallowed creature can attempt to cut its way out by using a light slashing or piercing weapon to deal 3 points of damage per age category of the icthyodrake to it digestive tract (AC 15). Once the creature exits, muscular action closes the hole; other swallowed opponents must cut their own way out.

An icthyodrake's digestive tract can hold up to one opponent of two size categories smaller than itself, and four times as many of each size category below that. For example, a Huge icthyodrake's digestive tract can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.

Skills: Hide, Survival, and Swim are considered class skills for icthyodrakes.

Originally appeared in Dragon Magazine #134, June 1988.
 
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Shade

Monster Junkie
Pink Dragon
Dragon
Environment: Any land and underground
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 1; very young 2; young 3; juvenile 5; young adult 8; adult 10; mature adult 12; old 14; very old 16; ancient 18; wyrm 19; great wyrm 20
Treasure: Double standard
Alignment: Always chaotic neutral
Advancement: Wyrmling 2–3 HD; very young 5–6 HD; young 8–9 HD; juvenile 11–12 HD; young adult 14–15 HD; adult 17–18 HD; mature adult 20–21 HD; old 23–24 HD; very old 26–27 HD; ancient 29–30 HD; wyrm 32–33 HD; great wyrm 35+ HD
Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +4; others —

Code:
Pink Dragons by Age 
Age 		Size 	Hit Dice (hp) 		Str Dex Con Int Wis Cha BaseAtk/Grp Attack Fort Ref Will Breath Weapon (DC) Frightful Presence DC 
Wyrmling  	T 	1d12+1 (7) 		 11  10  13  10  10  11	 +1/–7		+1  +4  +3  +3		1d4 (11) 	— 
Very young 	S 	4d12+4 (30) 		 13  10  13  10  10  11	 +4/+1		+5  +5  +4  +4		2d4 (13) 	— 
Young 		S 	7d12+14 (59)     	 15  10  15  12  12  13	 +7/+5		+9 +7  +5  +6 		3d4 (15) 	— 
Juvenile 	M 	10d12+20 (85) 		 17  10  15  12  12  13	+10/+13 	+13 +7 +9  +8 		4d4 (17) 	— 
Young adult 	M 	13d12+39 (123) 		 19  10  17  14  14  15	+13/+14 	+17 +11 +8  +10 	5d4 (19) 	18 
Adult 		L 	16d12+48 (152)		 23  10  17  14  14  15	+16/+25 	+22 +13 +10 +12		6d4 (21) 	20 
Mature adult 	L 	19d12+76 (199)		 27  10  19  16  16  17	+19/+31 	+27 +15 +11 +14		7d4 (23) 	22 
Old 		L 	22d12+110 (253)		 29  10  21  16  16  17	+22/+35 	+31 +18 +13 +17		8d4 (26) 	24 
Very old 	H 	25d12+125 (287)		 31  10  21  18  18  19	+25/+43 	+35 +19 +14 +18		9d4 (27) 	26 
Ancient 	H 	28d12+168 (350)		 33  10  23  18  18  19	+28/+47 	+39 +22 +16 +20		10d4 (30) 	28 
Wyrm 		H 	31d12+186 (387)		 35  10  23  20  20  21	+31/+51 	+43 +23 +17 +22		11d4 (32) 	31 
Great wyrm 	G 	34d12+238 (459)		 37  10  25  20  20  21	+34/+59 	+47 +26 +19 +24		12d4 (34) 	32 


Pink Dragon Abilities by Age 
Age 		Speed 				Init 	AC 							Special Abilities 					Caster Level* 		SR 
Wyrmling 	40 ft., fly 90 ft. (good) 	+0 	14 (+2 size, +1 natural), touch 12, flat-footed 14 	—							1st 			— 
Very young 	40 ft., fly 90 ft. (good) 	+0 	16 (+1 size, +4 natural), touch 11, flat-footed 16   	—	 						2nd 			— 			 
Young 		40 ft., fly 90 ft. (good)	+0 	18 (+1 size, +7 natural), touch 10, flat-footed 18   	— 							3rd  			— 
Juvenile 	40 ft., fly 100 ft. (average) 	+0 	21 (+10 natural), touch 10, flat-footed 21 		Buzzing bee						4th  			—		 
Young adult 	40 ft., fly 100 ft. (average) 	+0 	23 (+13 natural), touch 9, flat-footed 23 		DR 5/magic, pathetic presence 				5th 			18
Adult 		40 ft., fly 100 ft. (average) 	+0 	26 (–1 size, +16 natural), touch 9, flat-footed 26 	Tongues							6th 			20
Mature 		40 ft., fly 100 ft. (average) 	+0 	28 (–1 size, +19 natural), touch 8, flat-footed 28 	DR 10/magic 						7th 			22
Old 		40 ft., fly 100 ft. (average) 	+0 	31 (–1 size, +22 natural), touch 8, flat-footed 31 	Tasha's hideous laughter				8th 			24
Very old 	40 ft., fly 100 ft. (average) 	+0 	34 (–2 size, +25 natural), touch 8, flat-footed 34 	DR 15/magic 						9th 			25
Ancient 	40 ft., fly 100 ft. (average) 	+0 	37 (–2 size, +28 natural), touch 8, flat-footed 37 	Feeblemind						10th 			27
Wyrm 		40 ft., fly 100 ft. (average) 	+0 	38 (–2 size, +31 natural), touch 6, flat-footed 38 	DR 20/magic 						11th 			28
Great wyrm 	40 ft., fly 120 ft. (poor) 	+0 	41 (–4 size, +34 natural), touch 6, flat-footed 41 	Otto's irrisistible dance 				12th 			30

*See spells, below.

This dragon has an awkward appearance. Two short horns sweep backwards from its misproporioned head, while its wings seem undersized for its body. Its draconic maw is formed in a lopsided grin, and its claws look as if they've been painted and polished. Its scales are the colors of cherry blossoms. Despite its obvious draconic nature, the creature seems to inspire pity rather than awe.

Pink dragons are often mistaken for chromatic dragons. Some sages speculate that they are born from the union of a red and white dragon. These assumptions are false. Although pink dragons can become violent, they are not inherently evil. In fact, most chromatic dragons will bully them or worse, attempt to kill them on sight, considering them parodies or mockeries of their own kind. Red dragons particularly despise them, fully aware of the myth of their heritage.

The small scales of a wyrmling pink dragon are a pale, delicate pink, gradually darkening to the coloration of cherry blossoms at around juvenile age, before finally reaching hot pink at great wyrm. Its nails, teeth, and horn are always a darker shade of pink, while its eyes are almost fuschia. A pink dragon smells like a combination of fragrant flowers and soap.

Pink dragons tend to lair in subterranean areas located on the outskirts of humanoid society. They love to converse with humanoids and enjoy telling and hearing jokes. They have a quick temper, though, and will often turn those who don't find them humorous into their next meal.

Although pink dragons can subsist on nearly anything, they prefer to eat things of pink coloration, such as many humanoids, pigs, and pink fungi.

Combat

Pink dragons usually try to converse with intelligent creatures before resorting to violence. If drawn into battle, they try to downplay their draconic might, allowing their pathetic aura and comical appearance to give adversaries a false sense of security.

Breath Weapon (Su): A pink dragon has one breath weapon, a cone of pink bubbles composed of irritants. Any living creature with eyes caught in the cone, must make a Reflex save or be blinded and sickened for 1d4 rounds/age category. Due to the nature of the bubbles, even those that make their saves still have their vision hampered by the bubbles. Unlike most breath weapons, the pink dragon's bubbles remain in the area for 1 round/age category, hampering vision like a fog cloud spell. Each round, anyone who enters, moves through, or remains in the bubbles must make a save or be affected as above. Pink dragons are immune to the effects of their own breath weapons, and those of other pink dragons. In addition, a pink dragon's vision is never hampered by the bubbles.

Buzzing Bee (Sp): A juvenile or older pink dragon can conjure a small but extremely loud bee to buzz around the head of a single target within 20 feet +10 feet per age category. This creates an unnerving noise that disrupts the subject's concentration. The subject is distracted and takes a -10 penalty on Move Silently checks. Creatures that can't hear are not distracted. The DC of Concentration checks to cast spells or maintain concentration while distracted is equal to this spell's DC + the level of the spell being cast. The bee has a fly speed of 180 feet (perfect). It remains near the subject in spite of darkness, invisibility, polymorph, cover, concealment, or any other attempt at disguising or hiding. The bee remains until the spell's duration expires or the subject moves out of range. The bee can't be attacked, but it can be dispelled.

Other Spell-Like Abilities: 3/day—tongues (adult or older); 1/day—feeblemind (ancient or older), Tasha's hideous laughter (old or older), Otto's irrisistible dance (great wyrm).

Pathetic Presence (Su): Pink dragons do not possess the frightful presence ability of other true dragons. Instead, a young adult or older dragon projects an aura of pity when it 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 more 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 pathetic presence for 24 hours. On a failure, creatures take a -2 penalty on attacks against the dragon, seeing it as weak, pathetic, and barely worth the effort of slaying. Dragons ignore the pathetic presence of pink dragons.

Spells: A pink dragon does not gain spells known like other true dragons. Instead, it may select one 0- or 1st-level spell from the sorcerer/wizard spell list at each age category. It may cast a number of spells per day equal to its age category plus its Charisma modifier, in any combination. Thus, a juvenile pink dragon could select ghost sound, mage armor, magic missle, and prestidigitation, and can cast four of these spells per day in any combination. Caster level is indicated on the table above.

Skills: Bluff, Move Silently, and Perform (comedy) are considered class skills for pink dragons.

Originally appeared in Dragon #156, "Not Necessarily the Monstrous Compendium", April 1990.
 
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Shade

Monster Junkie
Paper Dragon
Dragon
Environment: Any land and underground
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 1; very young 2; young 3; juvenile 5; young adult 8; adult 10; mature adult 12; old 14; very old 16; ancient 18; wyrm 19; great wyrm 20
Treasure: Double standard
Alignment: Always chaotic neutral
Advancement: Wyrmling 2–3 HD; very young 5–6 HD; young 8–9 HD; juvenile 11–12 HD; young adult 14–15 HD; adult 17–18 HD; mature adult 20–21 HD; old 23–24 HD; very old 26–27 HD; ancient 29–30 HD; wyrm 32–33 HD; great wyrm 35+ HD
Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +4; others —

Code:
Paper Dragons by Age 
Age 		Size 	Hit Dice (hp) 		Str Dex Con Int Wis Cha BaseAtk/Grp Attack Fort Ref Will Breath Weapon (DC) Frightful Presence DC 
Wyrmling  	T 	1d12+1 (7) 		 11  14  13  10  10  14	 +1/–7		+1  +4  +3  +3		1d4 (11) 	— 
Very young 	S 	4d12+4 (30) 		 13  16  13  10  10  14	 +4/+1		+5  +5  +7  +4		2d4 (13) 	— 
Young 		S 	7d12+14 (59)     	 15  18  15  12  12  16	 +7/+5		+9 +7  +9  +6 		3d4 (15) 	— 
Juvenile 	M 	10d12+20 (85) 		 17  18  15  12  12  18	+10/+13 	+13 +9 +11  +8 		4d4 (17) 	— 
Young adult 	M 	13d12+39 (123) 		 19  20  17  14  14  18	+13/+14 	+17 +11 +13  +10 	5d4 (19) 	19 
Adult 		L 	16d12+48 (152)		 23  22  17  14  14  20	+16/+25 	+22 +13 +16 +12		6d4 (21) 	23 
Mature adult 	L 	19d12+76 (199)		 27  24  19  16  16  20	+19/+31 	+27 +15 +18 +14		7d4 (23) 	24 
Old 		L 	22d12+110 (253)		 29  26  21  16  16  22	+22/+35 	+31 +18 +21 +17		8d4 (26) 	27 
Very old 	H 	25d12+125 (287)		 31  28  21  18  18  24	+25/+43 	+35 +19 +23 +18		9d4 (27) 	29 
Ancient 	H 	28d12+168 (350)		 33  30  23  18  18  26	+28/+47 	+39 +22 +26 +20		10d4 (30) 	32 
Wyrm 		H 	31d12+186 (387)		 35  32  23  20  20  28	+31/+51 	+43 +23 +28 +22		11d4 (32) 	35 
Great wyrm 	G 	34d12+238 (459)		 37  34  25  20  20  30	+34/+59 	+47 +26 +31 +24		12d4 (34) 	37 


Paper Dragon Abilities by Age 
Age 		Speed 				Init 	AC 									Special Abilities 					Caster Level* 		SR 
Wyrmling 	40 ft., fly 90 ft. (good) 	+2 	17 (+2 size, +2 Dex, +3 deflection), touch 17, flat-footed 15 		Arcane deflection, augmented critical, flatten		1st 			— 
																spell consumption, spell regurgitation, vulnerability to fire
Very young 	40 ft., fly 90 ft. (good) 	+3 	18 (+1 size, +3 Dex, +4 deflection), touch 18, flat-footed 15   	—	 						2nd 			— 			 
Young 		40 ft., fly 90 ft. (good)	+4 	21 (+1 size, +4 Dex, +6 deflection), touch 21, flat-footed 17   	— 							3rd  			— 
Juvenile 	40 ft., fly 100 ft. (average) 	+4 	22 (+4 Dex, +8 deflection), touch 22, flat-footed 18 			— 							4th  			—		 
Young adult 	40 ft., fly 100 ft. (average) 	+5 	24 (+5 Dex, +9 deflection), touch 24, flat-footed 19 			DR 5/slashing						5th 			18
Adult 		40 ft., fly 100 ft. (average) 	+6 	26 (–1 size, +6 Dex, +11 deflection), touch 26, flat-footed 20 		— 							6th 			20
Mature 		40 ft., fly 100 ft. (average) 	+7 	28 (–1 size, +7 Dex, +12 deflection), touch 28, flat-footed 21 		DR 10/slashing 						7th 			22
Old 		40 ft., fly 100 ft. (average) 	+8 	31 (–1 size, +8 Dex, +14 deflection), touch 31, flat-footed 23 		— 							8th 			24
Very old 	40 ft., fly 100 ft. (average) 	+9 	33 (–2 size, +9 Dex, +16 deflection), touch 33, flat-footed 24 		DR 15/slashing 						9th 			25
Ancient 	40 ft., fly 100 ft. (average) 	+10 	36 (–2 size, +10 Dex, +18 deflection), touch 36, flat-footed 26 	— 							10th 			27
Wyrm 		40 ft., fly 100 ft. (average) 	+11 	39 (–2 size, +11 Dex, +20 deflection), touch 39, flat-footed 28 	DR 20/slashing 						11th 			28
Great wyrm 	40 ft., fly 120 ft. (poor) 	+12 	40 (–4 size, +12 Dex, +22 deflection), touch 40, flat-footed 28 	— 							12th 			30

*See spells, below.

An image of a dragon has been drawn on the parchment before you. The attention to detail is incredible, so incredible that it almost seems alive. As it begins to grow and fold and unfold in on itself, it is indisputably living.

Sages theorize that the first paper dragons were created by an eccentric wizard who desired a guardian for his spellbooks and scrolls. He supposedly created a dragon construct out of the same paper and parchment used for his arcane library, but as he channeled ever-increasing amounts of magical energy into these creations, theyeventually became living, sentient dragons. As a side effect of this transformation, the dragons no longer sought to guard magical writings, instead hungering to consume them.

Unlike most dragons, whose hides can be made into armor, the bodies of paper dragons are useful for spellcasters of all types. Assuming that the paper dragon has not been damaged by a slashing weapon, the paper can be unfolded (as if from an origami construction) to reveal the contents of the last scroll eaten by the paper dragon. Unfolding the paper dragon without damaging it requires a successful Craft (paperfolding or origami) check or Sleight of Hand check. The DC equals 10 + the dragon's age category. The salvaged scroll can be used normally thereafter.

Combat

Although good-natured and friendly, paper dragons can also be destructive and deadly. Its claw attacks are incredibly sharp, dealing grievous lacerations. Its greatest threat, however, is to spellcasters, as it hungers for spells and can regurgitate the magic within as a breath weapon.

Arcane Deflection (Su): As a result of its magic-rich origins, a paper dragon gains a deflection bonus to Armor Class equal to its age category + Charisma modifer.

Augmented Critical (Ex): A paper dragon's claw attacks threaten a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Flatten (Su): At will, a paper dragon can assume a two-dimensional form as a free action. In this form, the paper dragon gains a +20 racial bonus to Disguise checks to appear as a sketch of a dragon. Also, in two dimensional form, the dragon may not make claw, bite, or tail sting attacks. The dragon may remain in two-dimensional form until it chooses to revert to its natural three-dimensional form.

Spell Consumption (Su): The paper dragon can consume a spell scroll as a standard action. If the spell on the scroll was one that could be cast by a sorcerer of the dragon's caster level, it may use that spell as a spell-like ability once at a range of personal.

Spell Regurgitation (Su): The paper dragon can consume a spell scroll as a standard action. If the spell on the scroll was one that could be cast by a sorcerer of the dragon's caster level, it may use that spell as a breath weapon. Regardless of the original spell's range and target description, the breath weapon is always a cone. Saving throws against the spell's effect are determined by the spell's level and the paper dragon's caster level.

Skills: Disguise, Hide, and Spellcraft are considered class skills for paper dragons.

Originally appeared in Dragon #156, "Not Necessarily the Monstrous Compendium", April 1990.
 
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Shade

Monster Junkie
Rainbow Dragon
Dragon (Light)
Environment: Any desert and plains and underground
Organization: Solitary or pair
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 24; wyrm 25; great wyrm 27
Treasure: Triple standard
Alignment: Always neutral evil
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 —

Code:
Rainbow Dragons by Age 
Age 		Size 	Hit Dice (hp) 		Str Dex Con Int Wis Cha BaseAtk/Grp Attack Fort Ref Will Breath Weapon (DC) Frightful Presence DC 
Wyrmling  	M 	8d12+16 (68) 		 17  10  15  10  11  10	 +8/+11		+11 +8  +6  +6		2d8 (16) 	— 
Very young 	L 	11d12+33 (104) 		 21  10  17  12  13  12	 +11/+20	+16 +10 +7  +11		4d8 (18) 	— 
Young 		L 	14d12+42 (133)     	 25  10  17  12  13  12	 +14/+25	+21 +12 +9  +11 	6d8 (20) 	— 
Juvenile 	L 	17d12+68 (178) 		 29  10  19  14  15  14	+17/+30 	+26 +14 +10 +12 	8d8 (22) 	— 
Young adult 	H 	20d12+100 (230) 	 31  10  21  14  15  14	+20/+38 	+30 +17 +12 +14 	10d8 (25) 	22 
Adult 		H 	23d12+115 (264)		 33  10  21  16  19  16	+23/+42 	+34 +18 +13 +17		12d8 (26) 	24 
Mature adult 	H 	26d12+156 (325)		 33  10  23  18  19  18	+26/+45 	+37 +21 +15 +19		14d8 (29) 	27 
Old 		G 	29d12+203 (391)		 35  10  25  20  21  20	+29/+53 	+41 +23 +16 +21		16d8 (31) 	29 
Very old 	G 	32d12+256 (464)		 37  10  27  22  23  22	+32/+57 	+45 +26 +18 +24		18d8 (34) 	32 
Ancient 	G 	35d12+315 (542)		 39  10  29  24  25  24	+35/+61 	+49 +28 +19 +26		20d8 (36) 	34 
Wyrm 		G 	38d12+380 (627)		 41  10  31  24  25  24	+38/+65 	+53 +31 +21 +28		22d8 (39) 	36 
Great wyrm 	C 	41d12+410 (676)		 45  10  31  26  27  26	+41/+74 	+58 +33 +22 +30		24d8 (40) 	38 


Rainbow Dragon Abilities by Age 
Age 		Speed 				Init 	AC 							Special Abilities 					Caster Level* 		SR 
Wyrmling 	40 ft., fly 150 ft. (poor)	+0 	17 (+7 natural), touch 10, flat-footed 17 		Light-reflecting scales, vulnerability to sonic 		— 		— 
Very young 	40 ft., fly 150 ft. (poor) 	+0 	19 (-1 size, +10 natural), touch 9, flat-footed 19   	—	 							— 		— 			 
Young 		40 ft., fly 150 ft. (poor)	+0 	22 (-1 size, +13 natural), touch 9, flat-footed 22   	—								1st		— 
Juvenile 	40 ft., fly 150 ft. (poor) 	+0 	25 (-1 size, +16 natural), touch 9, flat-footed 25 	[i]Color spray[/i]							3rd		—		 
Young adult 	40 ft., fly 150 ft. (poor) 	+0 	27 (–2 size, +19 natural), touch 8, flat-footed 27 	DR 5/magic, resistance to energy 5 				5th		21
Adult 		40 ft., fly 150 ft. (poor) 	+0 	30 (–2 size, +22 natural), touch 8, flat-footed 30 	[i]Energy ray[/i]							7th		23
Mature 		40 ft., fly 150 ft. (poor) 	+0 	33 (–2 size, +25 natural), touch 8, flat-footed 33 	DR 10/magic, resistance to energy 10 				9th		25
Old 		40 ft., fly 200 ft. (clumsy) 	+0 	34 (–4 size, +28 natural), touch 6, flat-footed 34 	[i]Rainbow pattern[/i]							11th		27
Very old 	40 ft., fly 200 ft. (clumsy) 	+0 	37 (–4 size, +31 natural), touch 6, flat-footed 37 	DR 15/magic, resistance to energy 15 				13th		28
Ancient 	40 ft., fly 200 ft. (clumsy) 	+0 	40 (–4 size, +34 natural), touch 6, flat-footed 40 	[i]Sunbeam[/i]								15th		30
Wyrm 		40 ft., fly 200 ft. (clumsy) 	+0 	43 (–4 size, +37 natural), touch 6, flat-footed 43 	DR 20/magic, resistance to energy 20 				17th		31
Great wyrm 	40 ft., fly 200 ft. (clumsy) 	+0 	42 (–8 size, +40 natural), touch 2, flat-footed 42 	Immunity to energy, [i]prismatic spray[/i]				19th		33

*Can also cast cleric spells and those from the Evil, Protection, and Sun domains as arcane spells. (If you are using Spell Compendium, replace the Protection domain with the Radiance domain).

This dragon's scales shine with all the colors of a rainbow. A large ruffled frill runs down both the top and bottom of its neck, giving way to a pair of sail-like wings that it holds together above its back, almost like the sail of a dimetrodon. A bony ridge that resembles a crown rises behind its nostrils, and two smaller frills give the appearance of finlike ears.

Rainbow dragons are among the most powerful of chromatic dragons. It is rumored that Tiamat created them to act as liasions between her other children. Their resistance to the various energy types employed by chromatic dragons lends credence to this theory.

The small, iridescent scales of a wyrmling rainbow dragon range in hue across the full spectrum. As it ages, its scales grow larger and the colors more brilliant. A rainbow dragon smells like hot metal.

Rainbow dragons tend to lair in ruins and caverns in flat, brightly-lit regions, such as plains and deserts. Rainbow dragons are extremely territorial, and frequently patrol areas they've claimed to eliminate intruders. They enjoy demanding tribute from nearby humanoid settlements, sometimes offering protection against other chromatic dragons which they would have driven off anyway.

Although rainbow dragons can subsist on nearly anything, they prefer to eat vibrantly colorful things or things displaying a wide range of colors.

The blood of a rainbow dragon can be used as ink to create scrolls containing spells of the light descriptor. Any such spell cast from a scroll written with such ink is cast at +1 caster level. A bit of bone from a rainbow dragon can be used to create a ring of universal energy resistance (or its epic counterpart). This reduces the creation cost by 1,000 gp.

Combat

A rainbow dragon prefers to fight in daylight in order to maximize the effects of its light-reflecting scales. When underground or in areas of darkness, a rainbow dragon liberally utilizes its line of light breath weapon to blind as many foes as possible.

Breath Weapon (Su): A rainbow dragon has two types of breath weapon, a line of rainbow-hued light and a cone of multiple energy types. The line deals the damage indicated on the table. Additionally, if used in an area of total darkness, all creatures within 10 feet x the dragon's age category must succeed on a Fortitude save or be blinded for 1d4 rounds.

The cone deals equal parts acid, cold, electricity, and fire damage. Divide the damage by four and drop any excess.

Energy Ray (Sp): As scorching ray, except the rainbow dragon may choose to fire rays of any of the following energy types: acid, cold, electricity, or fire. When its caster level allows more than one ray, the rainbow dragon may choose to fire rays of different energy types. This ability can be used 3/day and is the equivalent of a 2nd-level spell.

Light-Reflecting Scales (Ex): A rainbow dragon's shiny scales reflect light around it. In areas of shadowy illumination, any creature within 5 feet + 10 feet per age category of the dragon must make a Reflex on their turn of be dazzled for 1 round. In areas of total darkness, creatures who fail their saves are blinded for 1 round, and are dazzled even on a successful save. Creatures with light sensitivity are blinded instead of dazzled in shadowy illumination, and a successful save makes them dazzled. In total darkness, these creatures are blinded for 1d4 rounds on a failed save and 1 round on a success.

Resistance to Energy (Ex): A rainbow dragon is resistant to acid, cold, electricity and fire. This resistance improves as it ages, as indicated on the table above. Upon reaching great wyrm, the dragon gains immunity to acid, cold, electricity and fire.

Other Spell-Like Abilities: 3/day—color spray (juvenile or older), rainbow pattern (old or older); 1/day—sunbeam (ancient or older), prismatic spray (great wyrm).

Vulnerability to Sonic (Ex): A rainbow dragon takes half again as much (+50%) damage as normal from sonic effects, regardless of whether a saving throw is allowed, or if the save is a success or failure. Additionally, a rainbow dragon suffers a -2 penalty vs. spells or effects with the sonic descriptor that do not deal hit point damage.

Skills: Appraise, Bluff, and Spellcraft are considered class skills for rainbow dragons.

Originally appeared in Dragon Magazine #146.
 
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Shade

Monster Junkie
Marsh Dragon
Dragon
Environment: Any swamp or underground
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 2; very young 3; young 4; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21
Treasure: Double standard
Alignment: Always neutral 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 —

Code:
Swamp Dragons by Age 
Age 		Size 	Hit Dice (hp) 		Str Dex Con Int Wis Cha BaseAtk/Grp Attack Fort Ref Will Breath Weapon (DC) Frightful Presence DC 
Wyrmling  	T 	3d12+3 (22) 		 12  10  13  12  11  6	 +3/–4		+6  +4  +3  +3		1d6 (12) 	— 
Very young 	S 	6d12+6 (45) 		 14  10  13  12  11  6	 +6/+4		+9  +6  +5  +5		2d6 (14) 	— 
Young 		M 	9d12+18 (76)     	 16  10  15  14  11  6	 +9/+12		+12 +8  +6  +6 		3d6 (16) 	— 
Juvenile 	M 	12d12+24 (102) 		 18  10  15  14  11  8	+12/+16 	+16 +10 +8  +8 		4d6 (18) 	— 
Young adult 	L 	15d12+45 (142) 		 20  10  17  16  11  10	+15/+24 	+19 +12 +9  +9 		5d6 (20) 	17 
Adult 		L 	18d12+72 (189)		 24  10  19  16  11  12	+18/+29 	+24 +15 +11 +11		6d6 (23) 	20 
Mature adult 	H 	21d12+105 (241)		 28  10  21  18  13  12	+21/+38 	+28 +17 +12 +13		7d6 (25) 	21 
Old 		H 	24d12+120 (276)		 30  10  21  18  13  12	+24/+42 	+32 +19 +14 +15		8d6 (27) 	23 
Very old 	H 	27d12+162 (337)		 32  10  23  20  15  14	+27/+46 	+36 +21 +15 +17		9d6 (29) 	25 
Ancient 	H 	30d12+180 (375)		 34  10  23  20  15  14	+30/+50 	+40 +23 +17 +19		10d6 (31) 	27 
Wyrm 		G 	33d12+231 (445)		 36  10  25  22  15  16	+33/+58 	+42 +25 +18 +20		11d6 (33) 	29 
Great wyrm 	G 	36d12+288 (522)		 38  10  27  22  19  18	+36/+62 	+46 +28 +20 +24		12d6 (36) 	32 


Swamp Dragon Abilities by Age 
Age 		Speed 					Init 	AC 							Special Abilities 					Caster Level* 		SR 
Wyrmling 	40 ft., fly 100 ft. (average),swim 60 ft. 	+0 	14 (+2 size, +2 natural), touch 12, flat-footed 14 	Immunity to disease and poison, spit, water breathing	— 		— 
Very young 	40 ft., fly 100 ft. (average), swim 60 ft. 	+0 	16 (+1 size, +5 natural), touch 11, flat-footed 16   	-	 						— 		— 			 
Young 		40 ft., fly 150 ft. (poor), swim 60 ft.		+0 	18 (+8 natural), touch 10, flat-footed 18   		- 							- 		— 
Juvenile 	40 ft., fly 150 ft. (poor), swim 60 ft. 	+0 	21 (+11 natural), touch 10, flat-footed 21 		Doom							-  		—		 
Young adult 	40 ft., fly 150 ft. (poor), swim 60 ft. 	+0 	23 (–1 size, +14 natural), touch 9, flat-footed 23 	DR 5/magic 						- 		16
Adult 		40 ft., fly 150 ft. (poor), swim 60 ft. 	+0 	26 (–1 size, +17 natural), touch 9, flat-footed 26 	Contagion						1st 		18
Mature 		40 ft., fly 150 ft. (poor), swim 60 ft. 	+0 	28 (–2 size, +20 natural), touch 8, flat-footed 28 	DR 10/magic 						3rd 		20
Old 		40 ft., fly 150 ft. (poor), swim 60 ft. 	+0 	31 (–2 size, +23 natural), touch 8, flat-footed 31 	Stinking cloud						5th 		21
Very old 	40 ft., fly 150 ft. (poor), swim 60 ft. 	+0 	34 (–2 size, +26 natural), touch 8, flat-footed 34 	DR 15/magic 						7th 		23
Ancient 	40 ft., fly 150 ft. (poor), swim 60 ft. 	+0 	37 (–2 size, +29 natural), touch 8, flat-footed 37 	Blight							9th 		24
Wyrm 		40 ft., fly 200 ft. (clumsy), swim 60 ft. 	+0 	38 (–4 size, +32 natural), touch 6, flat-footed 38 	DR 20/magic 						11th 		25
Great wyrm 	40 ft., fly 200 ft. (clumsy), swim 60 ft. 	+0 	41 (–4 size, +35 natural), touch 6, flat-footed 41 	Cloudkill 						13th 		27

This squat dragon has webbed claws, a thick tail, and stumpy wings. Its entire body is covered in greenish-yellow warts. A small pair of horns protrudes from its forehead, and two small backswept frills give it the appearance of doglike ears. The smell of mud and rot in its presence is nearly overpowering.

Marsh dragons are reclusive, avaricious dragons rumored to be the result of a union between Tiamat and Anthraxus. They revel in spreading mayhem and pestilence.

The scales of a marsh dragon range from yellow to orange-yellow to greenish-yellow. Rather than change color as they age, their scales change hue gradually to match their current habitat.

Marsh dragons lair in fetid swamps or dank underground caverns.

Marsh dragons tend to get along with black dragons. Despite having similar territories, the two dragons often have similar motives and mindsets.

Combat

A marsh dragon prefers to open combat with its breath weapon, then follow it with spells and spell-like abilities until it can employ its breath again. It enters melee combat only when forced to do so.

Breath Weapon (Su): The marsh dragon's breath weapon is a cone of infectious vapor. A creature caught in the area of the breath takes the hit point damage indicated due to sudden exposure to numerous pathogens (Ref save half). In addition, it must make a Fort save or contract marsh fever.

Marsh Fever: This is a supernatural inhaled disease with a 1 day incubation period which always originates from a marsh dragon. Each day, the victim must make a Fort save (of the same DC as the dragon's breath weapon) or take 1d6 hit points of damage per age category of the originating dragon. This disease can be cured only by the spells remove disease, heal, or mass heal. The caster must succeed at a caster level check with DC equal to 10 + the originating dragon's age category.

Marsh Move (Ex): Swamp dragons take no movement penalties for moving in marshes or mud.

Other Spell-Like Abilities: 3/day—contagion (adult or older), doom (juvenile or older), stinking cloud (old or older); 1/day—blight (ancient or older), cloudkill* (great wyrm).

*If you are using Player's Handbook II in your campaign, replace cloudkill with plague.

Spit (Ex): Once per day, a marsh dragon can spit acid at one creature as a ranged touch attack. A successful spit attack deals acid damage equal to its breath weapon and infects the target with marsh fever (no save).

Water Breathing (Ex): A swamp dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills: Hide, Survival, and Swim are considered class skills for swamp dragons.

Originally appeared in Imagine Magazine #15.
 
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