Creature Catalog true dragon conversions

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Monster Junkie
Beljuril Dragon

Beljuril Dragon
Dragon (Earth, Fire)
Environment: Warm mountains (volcanoes)
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 plus 2–5 offspring)
Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 24; great wyrm 26
Treasure: Double standard
Alignment: Always neutral
Advancement: Wyrmling 7–8 HD (Small); very young 10–11 HD (Medium); young 13–14 HD (Medium); juvenile 16–17 HD (Large); young adult 19–20 HD (Large); adult 22–23 HD (Huge); mature adult 25–26 HD (Huge); old 28–29 HD (Huge); very old 31–32 HD (Huge); ancient 34–35 HD (Gargantuan); wyrm 37–38 HD (Gargantuan); great wyrm 40+ HD (Gargantuan)
Level Adjustment: Wyrmling: +4, very young: +4, young: +5

Code:
Beljuril 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  	S 	6d12+6 (45) 		 13  10  13  10  11  10	 +6/+3		+8 +6  +5  +5		2d6 (14) 	— 
Very young 	M 	9d12+18 (76) 		 15  10  15  10  11  10	 +9/+11		+11 +8 +6  +6		4d6 (16) 	— 
Young 		M 	12d12+24 (102)     	 17  10  15  12  13  12	 +12/+15	+15 +10 +8  +9 	6d6 (18) 	— 
Juvenile 	L 	15d12+45 (142) 		 19  10  17  14  15  14	+15/+23 	+18 +12 +9 +11 		8d6 (20) 	— 
Young adult 	L 	18d12+72 (189) 	 	23  10  19  14  15  14	+18/+28 	+23 +15 +11 +13 	10d6 (23) 	21 
Adult 		H 	21d12+105 (241)		 27  10  21  16  17  16	+21/+37 	+27 +17 +12 +15		12d6 (25) 	23 
Mature adult 	H 	24d12+120 (276)		 29  10  21  16  17  16	+24/+40 	+31 +19 +14 +17		14d6 (27) 	25 
Old 		H 	27d12+162 (337)		 31  10  23  18  19  18	+27/+45 	+35 +21 +15 +19		16d6 (29) 	27 
Very old 	H 	30d12+180 (375)		 33  10  23  18  19  18	+30/+49 	+39 +23 +17 +21		18d6 (31) 	29 
Ancient 	G 	33d12+231 (445)		 35  10  25  20  21  20	+33/+57 	+41 +25 +18 +23		20d6 (33) 	31 
Wyrm 		G 	36d12+280 (507)		 37  10  27  20  21  20	+36/+61 	+44 +27 +20 +24		22d6 (35) 	33 
Great wyrm 	G 	39d12+312 (565)		 39  10  27  22  23  22	+39/+65 	+49 +29 +22 +27		24d6 (37) 	35 


Beljuril Dragon Abilities by Age 
Age 		Speed 				Init 	AC 							Special Abilities 		Caster Level 	SR 
Wyrmling 	40 ft., fly 100 ft. (average)	+0 	16 (+1 size, +5 natural), touch 11, flat-footed 16 	Immunity to fire, planar travel — 		—
		burrow 20 ft., swim 10 ft. 
Very young 	40 ft., fly 100 ft. (poor) 	+0 	18 (+8 natural), touch 10, flat-footed 18   		— 	 			— 		— 			 
		burrow 20 ft., swim 10 ft. 
Young 		40 ft., fly 150 ft. (poor)	+0 	21 (+11 natural), touch 10, flat-footed 21   		—				— 		— 
		burrow 20 ft., swim 10 ft. 
Juvenile 	40 ft., fly 150 ft. (poor) 	+0 	23 (-1 size, +14 natural), touch 9, flat-footed 23 	Seismic metabolism		1st		—		 
		burrow 20 ft., swim 10 ft. 
Young adult 	40 ft., fly 150 ft. (poor) 	+0 	26 (-1 size, +17 natural), touch 9, flat-footed 26 	DR 5/magic 			3rd		19
		burrow 20 ft., swim 10 ft. 
Adult 		40 ft., fly 150 ft. (poor) 	+0 	28 (–2 size, +20 natural), touch 8, flat-footed 28 	Control flames			5th		21
		burrow 20 ft., swim 10 ft. 
Mature 		40 ft., fly 150 ft. (poor) 	+0 	31 (–2 size, +23 natural), touch 8, flat-footed 31 	DR 10/magic			7th		22
		burrow 20 ft., swim 10 ft. 
Old 		40 ft., fly 150 ft. (poor) 	+0 	34 (–2 size, +26 natural), touch 8, flat-footed 34 	Dissolving touch		9th		24
		burrow 20 ft., swim 10 ft. 
Very old 	40 ft., fly 150 ft. (poor) 	+0 	37 (–2 size, +29 natural), touch 8, flat-footed 37 	DR 15/magic 			11th		25
		burrow 20 ft., swim 10 ft. 
Ancient 	40 ft., fly 200 ft. (clumsy) 	+0 	38 (–4 size, +32 natural), touch 7, flat-footed 38 	Suspend life			13th		27
		burrow 20 ft., swim 10 ft. 
Wyrm 		40 ft., fly 200 ft. (clumsy) 	+0 	41 (–4 size, +35 natural), touch 7, flat-footed 41 	DR 20/magic			15th		29
		burrow 20 ft., swim 10 ft. 
Great wyrm 	40 ft., fly 200 ft. (clumsy) 	+0 	44 (–4 size, +38 natural), touch 7, flat-footed 44 	Matter manipulation		17th		31
		burrow 20 ft., swim 10 ft.

*Beljuril dragons manifest powers as if psions with Psychokinesis as their primary discipline.

This dragon is long and sleek, with a whiplike tail nearly as long as its body. Two jagged horns sweep backward and upward from its skull, somewhat resembling sickles in shape. Large frills sprout from each cheek. Its beaklike mouth drips molten lava which hisses as it strikes the ground. The smell of scorched earth accompanies its appearance.

Beljuril dragons are among the most ancient of dragonkind. Back when the world was new and volcanic activity frequently reshaped the land, these majestic dragons were quite plentiful. Nowadays, they are as rare as a volcanic eruption.

Beljuril dragons live an isolated existence due to the extreme conditions of their domain. As such, beljuril dragons tend to be curious creatures, and rarely initiate aggressions when another creature wanders into their lair.

A wyrmling beljuril dragon's scales are dark gray. As it ages, it sheds its scales and forms new ones, gaining intermittent black plates interspersed with bright red and yellow outlines. The scales of the oldest beljuril dragons are dark gray and violet, streaked with incandescent blue and green. The pupils of a beljuril dragon begin nearly black, like cooled magma, then grow more intense as it ages, eventually glowing white.

Beljuril dragons make their lairs in seismically-active regions, such as lava lakes formed by volcanic eruptions. They lay their eggs deep within the earth. The eggs lie dormant until a new volcano erupts, at which time the eggs hatch.

Beljuril dragons feed only on seismic energy, falling into a deep slumber when such energy becomes scarce, then reawakening with the next earthquake or volcanic eruption.

Combat

Beljuril dragons rarely initiate combat, for they are not carnivorous and generally are interested in the rare appearance of other creatures within their harsh environs. Should other creatures initiate aggressions, a beljuril dragon responds in kind, utilizing its breath weapon and explosive gem before entering melee.

Breath Weapon (Su): A beljuril dragon has one type of breath weapon, a cone of fire that persists for 3 rounds (dealing half damage on the second round and one-quarter damage on the third round).

Explosive Gem (Ps): Once per day, an adult or older beljuril dragon can spit a green, violet, or blue crystalline lozenge up to 75 feet away with pinpoint accuracy. This lozenge converts fire, light, or sonic energy into electricity (in a manner similar to energy conversion, except that it is manifested as if it was a 3rd-level power). It disintegrates on impact, dealing 1d6 electricity damage per manifester level in a 20-foot burst (Reflex save for half damage), but 10% of the time it breaks apart into 1d6 fist-sized beljuril gems worth 5,000 gp base value. (Beljuril gems are described in Magic of Faerûn.)

Planar Travel (Su): Gem dragons have the innate ability to pass instantly between the Material Plane and the Inner Planes, where they often make their homes.

Psi-Like Abilities: 3/day—control flames (adult or older), dissolving touch (old or older); 1/day—matter manipulation (great wyrm), suspend life (ancient or older).

Psionics: A beljuril dragon manifests powers, and gains additional attack and defense modes, as if it were a psion with Psychokinesis as its primary discipline.

Seismic Metabolism (Su): Beljuril dragons derive sustenance from seismic energy, and they must stay in a seismically active environment to remain healthy. They don’t actually consume gems and minerals, but surround themselves with them by filtering the seismic energy need to survive through the crystalline structures of the stones. Beljuril dragons are surrounded by an effect similar to energy adaptation, except that it extends to a range of 10 feet per age category of the dragon and it assimilates only effects from earthquake, stomp, and other earth-based effects, as well as fire effects directly related to earth such as lava flows. Fire from other sources is not assimilated. Any earth- or fire-based effect that deals damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the dragon to exceed its full normal hit points, it gains any excess as temporary hit points. A beljuril dragon that does not convert energy into hit points equal to twice its age catergory per day suffers the effects of starvation (see Starvation And Thirst in the DMG).

Feats: At every third level, a beljuril dragon gains Expanded Knowledge as a bonus feat, but may only select powers from psychometabolism discipline.

Skills: Autohypnosis, Bluff, and Psicraft are considered class skills for beljuril dragons.

Originally appeared in Dragon Magazine #265 (1999).
 
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Monster Junkie
Mithril Dragon

Mithril Dragon
Dragon (Air)
Environment: Warm hills and mountains
Organization: Solitary, pair, or flight (3-8)
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 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: Wyrmling +2; very young +3; young +4; juvenile +4; others —

Code:
Mithril 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  14  15  14	 +4/–4		+6  +5  +4  +6		2d6 (13) 	— 
Very young 	S 	7d12+7 (52) 		 13  10  13  14  15  14	 +7/+4		+9  +6  +5  +7		4d6 (14) 	— 
Young 		M 	10d12+20 (85)     	 15  10  15  16  17  16	 +10/+12	+12 +9  +7  +10		6d6 (17) 	— 
Juvenile 	M 	13d12+26 (110) 		 17  10  15  18  19  18	+13/+16 	+16 +10 +8  +12		8d6 (18) 	— 
Young adult 	L 	16d12+48 (152) 		 19  10  17  18  19  18	+16/+24 	+19 +13 +10  +14 	10d6 (21) 	22 
Adult 		L 	19d12+76 (199)		 23  10  19  20  21  20	+19/+29 	+24 +15 +11 +16		12d6 (23) 	24 
Mature adult 	H 	22d12+110 (253)		 27  10  21  20  21  20	+22/+38 	+28 +18 +13 +18		14d6 (26) 	26 
Old 		H 	25d12+125 (287)		 29  10  21  22  23  22	+25/+42 	+32 +19 +14 +20		16d6 (27) 	28 
Very old 	H 	28d12+168 (350)		 31  10  23  22  23  22	+28/+46 	+36 +22 +16 +22		18d6 (30) 	30 
Ancient 	H 	31d12+186 (387)		 33  10  23  24  25  24	+31/+50 	+40 +23 +17 +24		20d6 (31) 	32 
Wyrm 		G 	34d12+238 (459)		 35  10  25  26  27  26	+34/+58 	+42 +26 +19 +27		22d6 (34) 	35 
Great wyrm 	G 	37d12+296 (536)		 37  10  27  26  27  26	+37/+62 	+46 +28 +20 +28		24d6 (36) 	36 


Mithril Dragon Abilities by Age 
Age 		Speed 				Init 	AC 							Special Abilities 					Caster Level* 		SR 
Wyrmling 	40 ft., fly 200 ft. (perfect) 	+0 	16 (+2 size, +4 natural), touch 12, flat-footed 16 	Immunity to fire					— 			— 
Very young 	40 ft., fly 200 ft. (perfect) 	+0 	18 (+1 size, +7 natural), touch 11, flat-footed 18   	[I]Tongues[/I]	 						— 			— 			 
Young 		40 ft., fly 250 ft. (good)	+0 	20 (+10 natural), touch 10, flat-footed 20   		[I]Forget[/I]							— 			— 
Juvenile 	40 ft., fly 250 ft. (good) 	+0 	23 (+13 natural), touch 10, flat-footed 23 		[I]Blink[/I]							1st 			—		 
Young adult 	40 ft., fly 250 ft. (good) 	+0 	25 (–1 size, +16 natural), touch 9, flat-footed 25 	DR 5/magic 						3rd 			18
Adult 		40 ft., fly 250 ft. (good) 	+0 	28 (–1 size, +19 natural), touch 9, flat-footed 28 	[I]Summon Large fire elemental[/I]				5th 			20
Mature 		40 ft., fly 250 ft. (good) 	+0 	30 (–2 size, +22 natural), touch 8, flat-footed 30 	DR 10/magic 						7th 			23
Old 		40 ft., fly 250 ft. (good) 	+0 	33 (–2 size, +25 natural), touch 8, flat-footed 33 	[I]Telekinesis[/I]						9th 			25
Very old 	40 ft., fly 250 ft. (good) 	+0 	36 (–2 size, +28 natural), touch 8, flat-footed 36 	DR 15/magic 						11th 			27
Ancient 	40 ft., fly 300 ft. (average) 	+0 	39 (–2 size, +31 natural), touch 8, flat-footed 39 	[I]Disintegrate[/I]						13th 			29
Wyrm 		40 ft., fly 300 ft. (average) 	+0 	40 (–4 size, +34 natural), touch 6, flat-footed 40 	DR 20/magic 						15th 			31
Great wyrm 	40 ft., fly 300 ft. (average) 	+0 	42 (–4 size, +37 natural), touch 6, flat-footed 42 	[I]Power Word Stun[/I]	 					17th 			33

*Can also cast cleric spells and those from the Air, Sun, and Travel domains as arcane spells.

This dragon is slender and graceful. Its long neck accounts for much of its body. Its scales resemble fine, burnished silver and reflect the light. Its undersized head bears tiny eyes.

Mithril dragons spend their days soaring great thermals, racing and performing aerobatics. The personality of mithril dragons most closely resembles that of faerie dragons, with a great sense of humor and playfulness. Mithril dragons love hearing new jokes. Unlike most dragons, mithrils have little interest in collecting treasure.

Although generally solitary, they occasionally gather in small groups to play aerial games, race, and exchange jokes and puns. Mithril dragons prefer semi-arid and coastal regions where thermals and updrafts are more prevalent. They make their lairs on mesas or tall seaside cliffs. Because their lairs are so well-hidden, some sages believe that the creatures spend their entire lives in the air, even mating on the wing. In fact, a controversial theory suggests that the male carries the single resulting egg on his back until it hatches.

Unlike many dragons, scale coloration and lustre does not change as the dragon ages. All mithril dragons have scales like burnished silver which easily reflect light.

Mithril dragons feed primarily on giant beetles, particularly the steelback beetle. They eat little actual meat, gaining most of their sustenance from absorbing solar energy.

Combat

Mithril dragons avoid combat, fighting only if their mates or young are threatened. The use their great speed and manueverability to maximum advantage, and make use of their potent breath weapons and magic. A favorite tactic of mithril dragons is a swooping dive with the sun at their backs. Mithril dragons fear the loss of flight, and will quickly flee if adversaries demonstrate the ability to strip them of their flight.

Breath Weapon (Su): A mithril dragon has one type of breath weapon, a line of searing silver light that deals half-fire and half-untyped damage. Additionally, creatures in the area must make an additional Fortitude save or be blinded for 1d6 hours. With a successful save, a creature is still dazzled for 1 round.

Forget (Sp): Three times per day, a young or older mithril dragon may permanently remove a specific memory from a single creature. This functions as the modify memory spell, but can only be used to eliminate all memory of an event the subject actually experienced. This is the equivalent of a 2nd-level spell.

Spell-Like Abilities: Always active--tongues (very young and older); 3/day--telekinesis (old and older); 2/day--blink (juvenile and older), power word stun (great wyrm); 1/day--disintegrate (very old or older).

Summon Large Fire Elemental (Sp): Once per day, an adult mithril dragon can cast summon nature's ally V to summon one Large fire elemental, 1d3 Medium fire elementals, or 1d4+1 air elementals of smaller size.

Skills: Hide, Survival, and Tumble are considered class skills for mithril dragons.

Mithril Dragons in Spelljammer

In the Spelljammer setting, mithril dragons are found on the semi-molten surface of Radole. Some mithril dragons entertain curiosity about the inhabitants of the Ribbon, occasionally observing the travels of spelljamming vessels there. Mithril dragons avoid Darkside.

Originally appeared in Practical Planetology (1991).
 
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Monster Junkie
Faerie Drake

Faerie Drake
Dragon
Environment: Temperate forests
Organization: Solitary, pair, or clutch (3-8)
Challenge Ratings: Wyrmling 1; very young 2; young 2; juvenile 3; young adult 3; adult 4; mature adult 4; old 5; very old 5; ancient 6; wyrm 6; great wyrm 7
Treasure: Triple standard
Alignment: Always neutral, usually chaotic
Advancement: Wyrmling to wyrm —; great wyrm 13+ HD
Level Adjustment: Wyrmling +1; very young +1; young +1; juvenile +1; young adult +1; adult +2; mature adult +2; old +2; very old +2; others +3

Code:
Faerie Drakes 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  18  13  8  11  11	 +1/–7		+3  +3  +6  +2		1d6 (11) 	— 
Very young 	T 	2d12+2 (15) 		 11  18  13  8  11  11	 +2/-6		+4  +4  +7  +3		2d6 (12) 	— 
Young 		T 	3d12+3 (22)     	 11  18  13  10  13  13	 +3/-5		+5 +5  +8 +5		3d6 (12) 	— 
Juvenile 	T 	4d12+4 (30) 		 11  18  13  10  13  13	+4/-4 		+6 +6 +9 +6		4d6 (13) 	— 
Young adult 	T 	5d12+5 (37) 		 11  18  13  12  15  15	+5/-3 		+7 +7 +10 +8 		5d6 (13) 	— 
Adult 		T 	6d12+6 (45)		 11  18  13  12  15  15	+6/-2 		+8 +8+11 +9		6d6 (14) 	— 
Mature adult 	T 	7d12+7 (52)		 11  18  13  14  17  17	+7/-1 		+9 +9+12 +11		7d6 (14) 	— 
Old 		T 	8d12+8 (60)		 11  18  13  14  17  17	+8/+0 		+10 +10 +13 +12		8d6 (15) 	— 
Very old 	T 	9d12+9 (67)		 11  18  13  16  19  19	+9/+1 		+11 +11 +14 +14		9d6 (15) 	— 
Ancient 	T 	10d12+10 (75)		 11  18  13  16  19  19	+10/+2 		+12 +12 +15 +15		10d6 (16) 	— 
Wyrm 		T 	11d12+11 (82)		 11  18  13  18  21  21	+11/+3 		+13 +13 +16 +17		11d6 (16) 	— 
Great wyrm 	T 	12d12+12 (90)		 11  18  13  20  21  21	+12/+4 		+14 +14 +17 +18		12d6 (17) 	— 

Faerie Drake Abilities by Age 
Age 		Speed 						Init 	AC 								Special Abilities 				Caster Level 		SR 
Wyrmling 	10 ft., fly 60 ft. (perfect), swim 20 ft. 	+4 	16 (+2 size, +4 Dex), touch 16, flat-footed 12 			Immunities, unearthly grace			— 			— 
Very young 	10 ft., fly 60 ft. (perfect), swim 20 ft. 	+4 	16 (+2 size, +4 Dex), touch 16, flat-footed 12 			— 	 					— 			— 			 
Young 		10 ft., fly 60 ft. (perfect), swim 20 ft. 	+4 	17 (+2 size, +4 Dex, +1 Cha), touch 17, flat-footed 13 		— 						1st 			— 
Juvenile 	10 ft., fly 60 ft. (perfect), swim 20 ft. 	+4 	17 (+2 size, +4 Dex, +1 Cha), touch 17, flat-footed 13 		[I]Entangle[/I]					1st 			—		 
Young adult 	10 ft., fly 60 ft. (perfect), swim 20 ft. 	+4 	18 (+2 size, +4 Dex, +2 Cha), touch 18, flat-footed 14 		DR 5/cold iron 					2nd 			16
Adult 		10 ft., fly 60 ft. (perfect), swim 20 ft. 	+4 	18 (+2 size, +4 Dex, +2 Cha), touch 18, flat-footed 14 		[I]Invisibility[/I]					2nd 			17
Mature 		10 ft., fly 60 ft. (perfect), swim 20 ft. 	+4 	19 (+2 size, +4 Dex, +3 Cha), touch 19, flat-footed 15 		DR 10/cold iron, [I]speak with plants[/I] 		3rd 			18
Old 		10 ft., fly 60 ft. (perfect), swim 20 ft. 	+4 	19 (+2 size, +4 Dex, +3 Cha), touch 19, flat-footed 15 		[I]Freedom of movement[/I]				3rd 			19
Very old 	10 ft., fly 60 ft. (perfect), swim 20 ft. 	+4 	20 (+2 size, +4 Dex, +4 Cha), touch 20, flat-footed 16 		DR 15/cold iron, [I]hallucinatory terrain[/I] 		4th 			20
Ancient 	10 ft., fly 60 ft. (perfect), swim 20 ft. 	+4 	20 (+2 size, +4 Dex, +4 Cha), touch 20, flat-footed 16 		[I]Charm monster[/I]					4th 			21
Wyrm 		10 ft., fly 60 ft. (perfect), swim 20 ft. 	+4 	21 (+2 size, +4 Dex, +5 Cha), touch 21, flat-footed 17 		DR 20/cold iron					5th 			22
Great wyrm 	10 ft., fly 60 ft. (perfect), swim 20 ft. 	+4 	21 (+2 size, +4 Dex, +5 Cha), touch 21, flat-footed 17 		[I]Project image[/I]	 				5th 			23

*Can also cast spells from the Animal, Plant, and Weather domains as arcane spells.

This miniature dragon is less than two feet in length. Its wings are spotted, with the tips a different shade of the same color. Its scales are metallic, while its underbelly is vibrantly chromatic.

Faerie drakes are relatives of the faerie dragon. Like their cousins, they share a close affinity with fey and sylvan creatures.

Although faerie drakes are true dragons, they do not increase in size as they age. Wings are either striped or spotted, with wingtips darker than their body color on males, and lighter on females. This coloration determines a faerie drake's breath weapon, immunities, and some of its spell-like abilities. All faerie drakes have a metallic sheen to their scales, although males have a stronger sheen than females. A faerie drake's underbelly scales change coloration over time, beginning as red at wyrmling, fading to orange at juvenile, then to yellow at young adult, before darkening to green at adult, bluish-green at old, blue at very old, and finally violet at ancient and older categories.

Faerie drakes enjoy swimming, and are quite swift and agile in the water. They are also fantastic fliers, flitting about almost like hummingbirds. Faerie drakes are omnivorous, subsisting mostly on fish, berries, and small mammals.

Faerie drakes make their lairs in sylvan woodlands, getting along well with the other inhabitants. Faerie drakes mate for life. Mated pairs produce a clutch of 1-4 eggs at a time, which they conceal within their nests.

Faerie drakes age at a faster rate than other true dragons, as shown on the following table:

Category Age (Years)
wyrmling 0 - 1
very young 2 - 3
young 4 - 5
juvenile 6 - 10
young adult 11 - 20
adult 21 - 40
mature adult 41 - 80
old 81 - 120
very old 121 - 160
ancient 151 - 200
wyrm 201 - 240
great wyrm 241+


All faerie drakes speak Sylvan in addition to Draconic.

Combat

Faerie drakes are playful and mischievous, preferring to tease rather than harry other creatures. If drawn into battle, a faerie drake relies on its spell-like abilities and breath weapon, while using its great manueverability to keep it out of harm's way.

Unlike most true dragons, faerie drakes do not gain the frightful presence ability.

Breath Weapon (Su): Each faerie drake has one type of breath weapon determined by the color of its wing markings as in the table below. The drake may use its breath weapon every 1d4 rounds. The gas attacks of the metallic faerie drakes are the same as those of the corresponding metallic dragons. Lines are 30 feet and cones are 15 feet, as for Tiny true dragons. The save DCs are Constitution-based.

Black: line of acid
Blue: line of electricity
Brass: cone of sleep gas; 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.
Bronze: 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.
Copper: 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.
Gold: 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.
Green: cone of acid
Red: cone of fire
Silver: 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.
White: cone of cold

Hold Breath (Ex): A faerie drake can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Immunities (Ex): Each faerie drake has immunities determined by the color of its wing markings as in the table below.

Black: acid
Blue: electricity
Brass: fire
Bronze: electricity
Copper: acid
Gold: fire
Green: acid
Red: fire
Silver: acid and cold
White: cold

Spell-Like Abilities: 3/day—entangle (juvenile or older), invisibility (adult or older), speak with plants (mature adult or older); 1/day—charm monster (ancient or older), freedom of movement (old or older), hallucinatory terrain (very old or older), project image (great wyrm).

Faerie drakes may gain additional spell-like abilities based on their wing coloration:

Black = corrupt water (as black dragon) 1/day (very old or older)
Blue = blink 3/day (adult or older)
Brass = mirror image 3/day (adult or older)
Bronze = fog cloud 1/day (ancient or older)
Copper = stone shape 3/day (old or older)
Gold = alternate form (as gold dragon)(wyrm or older)
Green = plant growth 1/day (ancient or older)
Red = haste 3/day (old or older)
Silver = gaseous form 3/day (mature adult or older)
White = freezing fog 1/day (wyrm or older)

Unearthly Grace (Su): A faerie drake adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class. (The statistics block already reflects these bonuses).

Skills: Skills: Bluff, Hide, and Move Silently are considered class skills for faerie drakes.

Originally appeared in Dragon Magazine #146 (1989).
 
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Shade

Monster Junkie
Demon Drake

Demon Drake
Dragon
Environment: Warm mountains and underground
Organization: Solitary, pair, clutch (3-8), or clan (x-x)
Challenge Ratings: Wyrmling 1; very young 2; young 2; juvenile 3; young adult 3; adult 4; mature adult 4; old 5; very old 5; ancient 6; wyrm 6; great wyrm 7
Treasure: Triple standard
Alignment: Always chaotic, rarely good
Advancement: Wyrmling to wyrm —; great wyrm 13+ HD
Level Adjustment: Wyrmling +1; very young +1; young +1; juvenile +1; young adult +1; adult +2; mature adult +2; old +2; very old +2; others +3

Code:
Demon Drakes 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  18  13  10  11  11	 +1/–7		+3  +3  +6  +2		1d6 (11) 	— 
Very young 	T 	2d12+2 (15) 		 11  18  13  10  11  11	 +2/-6		+4  +4  +7  +3		2d6 (12) 	— 
Young 		T 	3d12+3 (22)     	 11  18  13  12  13  13	 +3/-5		+5 +5  +8 +5		3d6 (12) 	— 
Juvenile 	T 	4d12+4 (30) 		 11  18  13  12  13  13	+4/-4 		+6 +6 +9 +6		4d6 (13) 	— 
Young adult 	S 	5d12+5 (37) 		 15  16  13  14  15  15	+5/-3 		+7 +7 +9 +8 		5d6 (13) 	— 
Adult 		S 	6d12+6 (45)		 15  16  13  14  15  15	+6/-2 		+8 +8+10 +9		6d6 (14) 	— 
Mature adult 	S 	7d12+7 (52)		 15  16  13  16  17  17	+7/-1 		+9 +9+11 +11		7d6 (14) 	— 
Old 		S 	8d12+8 (60)		 15  16  13  16  17  17	+8/+0 		+10 +10 +12 +12		8d6 (15) 	— 
Very old 	S 	9d12+9 (67)		 15  16  13  18  19  19	+9/+1 		+11 +11 +13 +14		9d6 (15) 	— 
Ancient 	S 	10d12+10 (75)		 15  16  13  18  19  19	+10/+2 		+12 +12 +14 +15		10d6 (16) 	— 
Wyrm 		S 	11d12+11 (82)		 15  16  13  20  21  21	+11/+3 		+13 +13 +15 +17		11d6 (16) 	— 
Great wyrm 	S 	12d12+12 (90)		 15  16  13  20  21  21	+12/+4 		+14 +14 +16 +18		12d6 (17) 	— 


Demon Drake Abilities by Age 
Age 		Speed 					Init 	AC 								Special Abilities 				Caster Level 		SR 
Wyrmling 	10 ft., fly 60 ft. (perfect) 		+4 	16 (+2 size, +4 Dex), touch 16, flat-footed 12 			Enlarge breath, immunity to fire, unearthly grace	— 		— 
Very young 	10 ft., fly 60 ft. (perfect) 		+4 	16 (+2 size, +4 Dex), touch 16, flat-footed 12 			[I]Prestidigitation[/I] 					— 		— 			 
Young 		10 ft., fly 60 ft. (perfect) 		+4 	17 (+2 size, +4 Dex, +1 Cha), touch 17, flat-footed 13 		— 							1st 		— 
Juvenile 	10 ft., fly 60 ft. (perfect) 		+4 	17 (+2 size, +4 Dex, +1 Cha), touch 17, flat-footed 13 		Eldritch breath (beshadow), [I]ventriloquism[/I]		1st 		—		 
Young adult 	20 ft., fly 60 ft. (perfect) 		+3 	17 (+2 size, +3 Dex, +2 Cha), touch 17, flat-footed 14 		DR 5/cold iron 						2nd 		16
Adult 		20 ft., fly 60 ft. (perfect) 		+3 	17 (+2 size, +3 Dex, +2 Cha), touch 17, flat-footed 14 		[I]Misdirection[/I]						2nd 		17
Mature 		20 ft., fly 60 ft. (perfect) 		+3 	18 (+2 size, +3 Dex, +3 Cha), touch 18, flat-footed 15 		DR 10/cold iron, eldritch breath (bewitch)		3rd 		18
Old 		20 ft., fly 60 ft. (perfect) 		+3 	18 (+2 size, +3 Dex, +3 Cha), touch 18, flat-footed 15 		[I]Hold monster[/I]						3rd 		19
Very old 	20 ft., fly 60 ft. (perfect) 		+3 	19 (+2 size, +3 Dex, +4 Cha), touch 19, flat-footed 16 		DR 15/cold iron						4th 		20
Ancient 	20 ft., fly 60 ft. (perfect) 		+3 	19 (+2 size, +3 Dex, +4 Cha), touch 19, flat-footed 16 		[I]Bestow curse[/I], eldritch breath (befoul)			4th 		21
Wyrm 		20 ft., fly 60 ft. (perfect) 		+3 	20 (+2 size, +3 Dex, +5 Cha), touch 20, flat-footed 17 		DR 20/cold iron						5th 		22
Great wyrm 	20 ft., fly 60 ft. (perfect) 		+3 	20 (+2 size, +3 Dex, +5 Cha), touch 20, flat-footed 17 		Eldritch breath (besmirch)	 			5th 		23

*Can also cast spells from the Charm, Madness, and Trickery domains as arcane spells.

This tiny, red-scaled dragon has devilish horns atop its head and an evil grin.

Demon drakes are tiny, mischievous cousins of faerie drakes that take great joy in practical jokes. Despite their name and appearance, demon drakes are not inherently evil, nor do they have ties to the residents of the Abyss. However, their practical jokes tend to stretch the bounds of humor, often resulting in real harm to the victims.

Demon drakes are capable spellcasters, and have developed a number of unique spells that the clan elders pass down to deserving youths. In order to receive such a gift, a demon drake must successfully employ a "grandmaster" practical joke. Such a prank must be fairly subtle and trick a number of creatures (or a single powerful creature). The more elaborate and subtle the prank, the greater the chance of being gaining this prestigous title.

Demon drakes make their lairs in or near volcanic vents. Although they can eat nearly anything, they always supplement their diet with sulfur. They often associate with salamanders and other fiery beings that share their environs. Demon drakes also form alliances with quicklings, and occasionally allow the speedy fey to ride them into battle.

Demon drakes sometimes kidnap and ransom humanoid and fey maidens, with the entire tribe treating them like princesses during their incarceration. The ransom demand might be a minor quest to benefit the tribe or the payment of some valuable item the tribe desires. However, depending upon their infatuation with their new “princess”, the demon drakes might gift her with treasures worth double the ransom they demand. Demon drakes consider it a great honor to bestow upon others with such a kidnapping. They allow the maid to leave after six months even if no ransom is paid. It is considered an insult if they return the maiden prematurely.

Females demon drakes have orange underbellies, while males are red all over. Demon drakes age at a faster rate than other true dragons, as shown on the following table:

Category Age (Years)
wyrmling 0 - 1
very young 2 - 3
young 4 - 5
juvenile 6 - 10
young adult 11 - 20
adult 21 - 40
mature adult 41 - 80
old 81 - 120
very old 121 - 160
ancient 151 - 200
wyrm 201 - 240
great wyrm 241+


All demon drakes speak Sylvan and Ignan in addition to Draconic.

Combat

Although not generally aggressive (except with pranks), demon drakes zealously defend their lairs. In battle, they employ their eldritch breath and enlarge breath abilities as much as possible.

Unlike most true dragons, demon drakes do not gain the frightful presence ability.

Breath Weapon (Su): A demon drake has one type of breath weapon, a 15-foot cone of fire.

Eldritch Breath (Su): A demon drake may blend baleful magical energy to impart additional debilitating effects to its breath weapon. Each of these additions may be used three times per day. Eldritch breath effects affect anyone in the area of the breath weapon, and victims must save separately for the fire damage and eldritch effect. Only one eldritch breath effect may be used at one time. Eldritch breath is treated as part of the breath weapon for purposes such as metabreath feats (see Draconomicon).

A juvenile or older demon drake may beshadow its beath weapon, blinding foes for a number of rounds equal to its age category unless they succeed on a Fortitude save.

A mature adult or older demon drake may bewitch its beath weapon, confusing foes (as the confusion spell) for a number of rounds equal to its age category unless they succeed on a Will save.

An ancient or older demon drake may befoul its beath weapon, sickening foes for a number of rounds equal to its age category unless they succeed on a Fortitude save.

A great wyrm demon drake may besmirch its beath weapon, nauseating foes for a number of rounds equal to its age category unless they succeed on a Fortitude save.

Enlarge Breath (Su): Three times per day, a wyrmling or older demon drake may enlarge its breath weapon, thereby doubling its radius.

Spell-Like Abilities: At will—prestidigitation (very young or older); 3/day—bestow curse (ancient or older), hold monster (old or older), misdirection (adult or older), ventriloquism (juvenile or older).

Unearthly Grace (Su): A demon drake adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class. (The statistics block already reflects these bonuses).

Skills: Skills: Bluff, Hide, and Move Silently are considered class skills for demon drakes.

Unique Spells
Demon drakes have developed several unique spells which they pass down from generation to generation.

Pretty--Boom!
Conjuration/Evocation [Creation, Force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One touched gem
Duration: 24 hours or until discharged (D)
Saving Throw: See text
Spell Resistance: Yes

You transform a single gem's appearance to seem of much greater value. Exactly 24 hours after casting, the gem detonates, dealing 3d4 points of force damage. Any creature or object within 5 feet of the gem takes the full damage with no saving throw; any other creature or object within 10 feet of the gem is entitled to a Reflex save for half damage. The gem is destroyed in the process (no saving throw).

Rather than dealing force damage, you may instead choose one of two other effects. First, the gem can evaporate into a 20-foot-spread sickening vapors. Living creatures in the cloud become sickened. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each sickened character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. The second optional effect is a thunderous pop followed by a cloud of concealing fog. Each creature within a 10-foot-radius spread must make a Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. The ensuing fog functions as fog cloud, except it only lingers for 1 minute.

The gem appears to be a much higher quality gemstone of 1,000 gp value. Anyone interacting with the gem is entitled to a single Will save to detect the ruse. Alternatively, a creature with the Appraise skill may attempt a DC 27 Appraise check (DC 25 + spell level) to determine the gem's true worth.

Material Component: One gem worth at least 1 gp.

Pretty --- Oops!
Transmutation
Level: Sorc/Wiz 3
Components: V,S,M
Casting Time: 1 full round action
Range: Touch
Target: Creature or object (Tiny or smaller) touched
Duration: 1 min/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell transforms a Tiny or smaller creature or object into a form of the caster's choice (if the spell is cast upon a creature, the creature receives a Fortitude save to negate the spell). Creatures that fail their saving throw are paralyzed for the duration of the spell. All magical (Su or Sp) special abilities and special qualities of the creature or object transformed are negated during the duration of the spell.

If at any point while the spell is active, the target of the spell is touched, the spell immediately ends, transforming the target back to its true form, reinstating its magical special abilties and special qualities, and ending the paralysis if the target is a creature.

True seeing reveals the true form of the target.

Material Component: A piece of wool or bird down.

Slither --- Hiss!
Illusion (pattern) [fear, mind-affecting?]
Level: Sorc/Wiz 1?
Components: V,S,M
Casting Time: 1 full round action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object (see text)
Duration: 24 hours or until discharged
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)

When a creature comes within 10 feet of the target object, the spell creates the illusory sound of a large serpent crawling and hissing nearby. In addition, the first 10 HD of creatures within a 10-foot radius of the creature that triggers the spell (including the triggering creature) are shaken for 1 round per caster level. Creatures with the lowest HD are affected first, and the creature closest to the triggering creature is affected first in the case of a tie.

A Will save to disbelieve the illusion also negates the fear effect.

Material Component: A snake skin or lizard skin.

Originally appeared in Dragon Magazine #146 (1989).
 
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Shade

Monster Junkie
Crystal Drake
Dragon (Earth, Psionic)
Environment: Warm deserts and underground
Organization: Solitary, pair, clutch (3-8), or clan (15-40)
Challenge Ratings: Wyrmling 1; very young 2; young 2; juvenile 3; young adult 3; adult 4; mature adult 4; old 5; very old 5; ancient 6; wyrm 6; great wyrm 7
Treasure: Double standard coins; triple standard goods (gems); double standard items
Alignment: Usually chaotic good
Advancement: Wyrmling to wyrm —; great wyrm 13+ HD
Level Adjustment: Wyrmling +1; very young +1; young +1; juvenile +1; young adult +1; adult +2; mature adult +2; old +2; very old +2; others +3

Code:
Crystal Drakes 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) 		 12  18  13  9  11  10	 +1/–6		+4  +3  +6  +2		1d6 (11) 	— 
Very young 	T 	2d12+2 (15) 		 12  18  13  9  11  12	 +2/-5		+5  +4  +7  +3		2d6 (12) 	— 
Young 		T 	3d12+3 (22)     	 12  18  13  11  13  12	 +3/-4		+6 +5  +8 +5		3d6 (12) 	— 
Juvenile 	T 	4d12+4 (30) 		 14  18  13  11  13  14	+4/-3 		+7 +6 +9 +6		4d6 (13) 	— 
Young adult 	T 	5d12+5 (37) 		 14  18  13  13  15  14	+5/-2 		+8 +7 +10 +8 		5d6 (13) 	— 
Adult 		S 	6d12+6 (45)		 16  16  13  13  15  16	+6/+5 		+10 +8+10 +9		6d6 (14) 	— 
Mature adult 	S 	7d12+7 (52)		 16  16  13  15  17  16	+7/+6 		+11 +9+11 +11		7d6 (14) 	— 
Old 		S 	8d12+8 (60)		 16  16  13  15  17  18	+8/+7 		+12 +10 +12 +12		8d6 (15) 	— 
Very old 	S 	9d12+9 (67)		 16  16  13  17  19  18	+9/+8 		+13 +11 +13 +14		9d6 (15) 	— 
Ancient 	S 	10d12+10 (75)		 16  16  13  17  19  20	+10/+9 		+14 +12 +14 +15		10d6 (16) 	— 
Wyrm 		S 	11d12+11 (82)		 16  16  13  19  21  20	+11/+10		+15 +13 +15 +17		11d6 (16) 	— 
Great wyrm 	S 	12d12+12 (90)		 16  16  13  19  21  22	+12/+11		+16 +14 +16 +18		12d6 (17) 	— 


Crystal Drake Abilities by Age 
Age 		Speed 					Init 	AC 										Special Abilities 				Manifester Level	SR 
Wyrmling 	10 ft., fly 60 ft. (perfect) 		+4 	17 (+2 size, +4 Dex, +1 natural), touch 16, flat-footed 13 			Cheek pouches, gem dependent, gemsense, 		— 		— 
																		spell reflection, unearthly grace
Very young 	10 ft., fly 60 ft. (perfect) 		+4 	18 (+2 size, +4 Dex, +1 deflection, +1 natural), touch 17, flat-footed 14 	Consume gem (psionic focus) 				— 		— 			 
Young 		10 ft., fly 60 ft. (perfect) 		+4 	18 (+2 size, +4 Dex, +1 deflection, +1 natural), touch 17, flat-footed 14 	— 							1st 		— 
Juvenile 	10 ft., fly 60 ft. (perfect) 		+4 	19 (+2 size, +4 Dex, +2 deflection, +1 natural), touch 18, flat-footed 15 	Consume gem ([I]vigor[/I])					1st 		—		 
Young adult 	20 ft., fly 60 ft. (perfect) 		+4 	19 (+2 size, +3 Dex, +2 deflection, +1 natural), touch 18, flat-footed 16 	DR 5/cold iron 						2nd 		16
Adult 		20 ft., fly 60 ft. (perfect) 		+3 	19 (+1 size, +3 Dex, +3 deflection, +2 natural), touch 17, flat-footed 16 	Consume gem ([I]expansion[/I])					2nd 		17
Mature 		20 ft., fly 60 ft. (perfect) 		+3 	19 (+1 size, +3 Dex, +3 deflection, +2 natural), touch 17, flat-footed 16 	DR 10/cold iron						3rd 		18
Old 		20 ft., fly 60 ft. (perfect) 		+3 	20 (+1 size, +3 Dex, +4 deflection, +2 natural), touch 18, flat-footed 17 	Consume gem (Empower)					3rd 		19
Very old 	20 ft., fly 60 ft. (perfect) 		+3 	20 (+1 size, +3 Dex, +4 deflection, +2 natural), touch 18, flat-footed 17 	DR 15/cold iron						4th 		20
Ancient 	20 ft., fly 60 ft. (perfect) 		+3 	21 (+1 size, +3 Dex, +5 deflection, +2 natural), touch 19, flat-footed 18 	Consume gem ([I]body purification/mind shield[/I]), planar travel4th 		21
Wyrm 		20 ft., fly 60 ft. (perfect) 		+3 	22 (+1 size, +3 Dex, +5 deflection, +3 natural), touch 19, flat-footed 19 	DR 20/cold iron						5th 		22
Great wyrm 	20 ft., fly 60 ft. (perfect) 		+3 	22 (+1 size, +3 Dex, +6 deflection, +3 natural), touch 19, flat-footed 19 	Consume gem (Maximize) 	 				5th 		23

*A crystal drake manifests powers as if it were a psion with Psychometabolism as its primary discipline.

This tiny dragon has a scintillating, crystal-like hide.

Crystal drakes are nomadic offshoots of the faerie dragon whose lineage may also include the gem dragons, based on the many similarities.

Crystal drakes feed on gems, and gain a number of benefits from them as well. Alhough as mischievous as their faerie drake and demon drake cousins, crystal drakes play their tricks only when they will not bring attention to their lairs. They often spy upon travelers known to be carrying gems to ascertain whether these creatures may be open to trade. If so, they offer coins and other items in exchange for the coveted gems. This trading always takes place some distance from their lairs, in order to protect their hoard from thieves.

Most crystal drakes make their lairs in caves and caverns in remote deserts, but wanderers may be found anywhere gems are present. Some of the more ancient clans have relocated to the Elemental Plane of Earth, for its unprecedented abundance of gems.

Some unscrupulous hunters trap and kill these wondrous creatures for their beautiful hides, which are used to make breathtaking leather apparel that flashes and sparkles in the light. Even lands that have outlawed the sale of crystal drake hides usually have buyers for these illegal goods. An unmarred crystal drake hide can fetch as much as 1,000 gp.

Crystal drakes age at a faster rate than other true dragons, as shown on the following table:

Category Age (Years)
wyrmling 0 - 1
very young 2 - 3
young 4 - 5
juvenile 6 - 10
young adult 11 - 20
adult 21 - 40
mature adult 41 - 80
old 81 - 120
very old 121 - 160
ancient 151 - 200
wyrm 201 - 240
great wyrm 241+


All crystal drakes speak Terran in addition to Draconic.

Combat

In battle, crystal drakes prefer to use their psionic abilities and breath weapon to melee attacks.

Unlike most true dragons, crystal drakes do not gain the frightful presence ability.

Breath Weapon (Su): A crystal drake has one type of breath weapon, a line of acid. This acid deals no damage to stone or crystalline objects.

Cheek Pouches (Ex): Crystal drakes, like chipmunks, have cheek pouches that allow them to carry food (gems in the drake's case) in their mouths. A crystal drake may carry up to 2 gems in its mouth at a time. As long as it is carrying at least one gem in its cheek pouches, it may consume a gem as a swift action.

Consume Gem (Su): A crystal drake may consume a specific amount of gems (of any type) to gain various benefits, dependent upon its age category. Manifester level for any emulate powers equals the crystal drake's normal manifester level for its psion powers.

A very young or older crystal drake may consume 5 gp in gems to gain its psionic focus.

A juvenile or older crystal drake may consume 20 gp in gems to manifest vigor on itself.

An adult or older crystal drake may consume 50 gp in gems to manifest the expansion power on itself.

An old or older crystal drake can consume 100 gp in gems to apply the Empower Power metapsionic feat to the next power it manifests.

An anicent or older crystal drake can consume 200 gp in gems to manifest body purification or mind shield on itself.

A great wyrm crystal drake may consume 500 gp in gems to apply the Maximize Power metapsionic feat to the next power it manifests.

Gem Dependent (Ex): If a crystal drake does not eat at least 5 gp worth of gems (of any type) in any given week, its hide becomes dull and lusterless. The drake loses its unearthly grace and spell reflection abilities until it eats at least 5 gp worth of gems.

Gemsense (Ex): Crystal drakes can sense the presence of gem stones within a distance of 10 ft at all times. By concentrating for 1 round, the drake can determine the precise location, type, and number of gem stones.

Planar Travel (Su): Ancient and older crystal drakes have the innate ability to pass instantly between the Material Plane and the Inner Planes, where they often make their homes.
Psionics: A crystal drake manifests powers as if it were a psion with x as its primary discipline.

Spell Reflection (Ex): Any spell or effect with the electricity, force, or light descriptor that targets the crystal drake and does not overcome its spell resistance is reflected directly back at the caster or the user of the item that generated it. This new target is entitled to a saving throw if the effect permits one. Area spells are never reflected unless they are visual effects, such as color spray. In this case, only the portion of the area that surrounds the crystal drake is reflected; all other creatures in the area are affected normally.

Unearthly Grace (Su): A crystal drake adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class. (The statistics block already reflects these bonuses).

Skills: Skills: Appraise, Autohypnosis, and Psicraft are considered class skills for crystal drakes.

Non-Psionic Crystal Drakes
If you are not using the Expanded Psionics Handbook in your campaign, make the following changes:

Dragon (Earth)

Spells: Rather than manifesting as a psion, a crystal drake casts spells as a sorcerer, and can also cast cleric and druid spells as arcane spells.

Originally appeared in Dragon Magazine #146 (1989).
 
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Shade

Monster Junkie
Shadow Drake

Shadow Drake
Dragon
Environment: Temperate or warm forests and underground
Organization: Solitary, pair, or clutch (3-8)
Challenge Ratings: Wyrmling 1; very young 2; young 2; juvenile 3; young adult 3; adult 4; mature adult 4; old 5; very old 5; ancient 6; wyrm 6; great wyrm 7
Treasure: Triple standard
Alignment: Usually neutral, never lawful
Advancement: Wyrmling to wyrm —; great wyrm 13+ HD
Level Adjustment: Wyrmling +1; very young +1; young +1; juvenile +1; young adult +1; adult +2; mature adult +2; old +2; very old +2; others +3

Code:
Shadow Drakes 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  	D 	1d12+1 (7) 		 9  16  13  10  11  11	 +1/-12		+4  +3  +5  +2		1d6 (11) 	— 
Very young 	D 	2d12+2 (15) 		 9  16  13  10  11  11	 +2/-11		+5  +4  +6  +3		2d6 (12) 	— 
Young 		D 	3d12+3 (22)     	 9  18  13  12  13  13	 +3/-10		+6 +4  +7 +4		3d6 (12) 	— 
Juvenile 	T 	4d12+4 (30) 		 11  18  13  12  13  13	+4/-4 		+6 +5 +8 +5		4d6 (13) 	— 
Young adult 	T 	5d12+5 (37) 		 11  20  13  14  15  15	+5/-3 		+7 +5 +9 +6 		5d6 (13) 	— 
Adult 		T 	6d12+6 (45)		 11  20  13  14  15  15	+6/-2 		+8 +6+10 +7		6d6 (14) 	— 
Mature adult 	S 	7d12+7 (52)		 13  22  13  16  17  17	+7+4 		+8 +6+11 +8		7d6 (14) 	— 
Old 		S 	8d12+8 (60)		 13  22  13  16  17  17	+8/+5 		+9 +7 +12 +9		8d6 (15) 	— 
Very old 	S 	9d12+9 (67)		 13  24  13  18  19  19	+9/+6 		+10 +7 +13 +10		9d6 (15) 	— 
Ancient 	S 	10d12+10 (75)		 13  24  13  18  19  19	+10/+7 		+11 +8 +14 +11		10d6 (16) 	— 
Wyrm 		S 	11d12+11 (82)		 13  26  13  20  21  21	+11/+8 		+12 +8 +15 +12		11d6 (16) 	— 
Great wyrm 	S 	12d12+12 (90)		 13  26  13  20  21  21	+12/+9 		+13 +9 +16 +13		12d6 (17) 	— 


Shadow Drake Abilities by Age 
Age 		Speed 					Init 	AC 							Special Abilities 		Caster Level 	SR 
Wyrmling 	10 ft., fly 60 ft. (perfect) 		+3 	17 (+4 size, +3 Dex), touch 17, flat-footed 14 		Shadow blend			1st 		— 
Very young 	10 ft., fly 60 ft. (perfect) 		+3 	17 (+4 size, +3 Dex), touch 17, flat-footed 14 		[I]Deeper darkness[/I] 		1st 		— 			 
Young 		10 ft., fly 60 ft. (perfect) 		+4 	18 (+4 size, +4 Dex), touch 18, flat-footed 14 		— 				2nd 		— 
Juvenile 	10 ft., fly 60 ft. (perfect) 		+4 	16 (+2 size, +4 Dex), touch 16, flat-footed 12 		[I]Rope trick[/I]			2nd 		—		 
Young adult 	20 ft., fly 60 ft. (perfect) 		+5 	17 (+2 size, +5 Dex), touch 17, flat-footed 12 		—				3rd 		18
Adult 		20 ft., fly 60 ft. (perfect) 		+5 	17 (+2 size, +5 Dex), touch 17, flat-footed 12 		[I]Shadow conjuration[/I]		3rd 		19
Mature 		20 ft., fly 60 ft. (perfect) 		+6 	17 (+1 size, +6 Dex), touch 17, flat-footed 11 		—				4th 		20	
Old 		20 ft., fly 60 ft. (perfect) 		+6 	17 (+1 size, +6 Dex), touch 17, flat-footed 11 		[I]Shadow evocation[/I]		4th 		21
Very old 	20 ft., fly 60 ft. (perfect) 		+7 	18 (+1 size, +7 Dex), touch 18, flat-footed 11 		Shadow jump			5th 		22
Ancient 	20 ft., fly 60 ft. (perfect) 		+7 	18 (+1 size, +7 Dex), touch 18, flat-footed 11 		Planar travel, [I]project image[/I] 	5th 		23
Wyrm 		20 ft., fly 60 ft. (perfect) 		+8 	19 (+1 size, +8 Dex), touch 19, flat-footed 11 		—				6th 		24
Great wyrm 	20 ft., fly 60 ft. (perfect) 		+8 	19 (+1 size, +8 Dex), touch 19, flat-footed 11 		—	 			6th 		25

*Can also cast spells from the Artifice, Darkness, and Trickery domains as arcane spells.

This tiny dragon's scales are ash-gray in color. Its elongated face is reminiscent of a pterodactyl. Six long, smooth horns sweep backward above the base of its neck. Its eyes are black and glassy like onyx.

Shadow drakes are distant cousins of faerie dragons. These shy, curious creatures share the love of mischief common among drakes.

Shadow drakes make their lairs in dark caves and heavily shadowed, serene forests. They occasionally lair near pixies or brownies, whom they consider allies. Shadow drakes are also known to visit civilized areas, sometimes creeping into cities at night.

Shadow drakes love beautiful jewels and go to any length to secure them. They eat fruits and honey but often supplement their diets with small rodents and insects.

Shadow drakes often serve as familiars to gnome, elven, and human spell-casters. They are particularly fond of illusionists.

Shadow drakes age at a faster rate than other true dragons, as shown on the following table:

Category Age (Years)
wyrmling 0 - 1
very young 2 - 3
young 4 - 5
juvenile 6 - 10
young adult 11 - 20
adult 21 - 40
mature adult 41 - 80
old 81 - 120
very old 121 - 160
ancient 151 - 200
wyrm 201 - 240
great wyrm 241+

All shadow drakes speak Sylvan in addition to Draconic.

Combat

Shadow drakes use their shadow powers to escape detection or cover their escape.

Unlike most true dragons, shadow drakes do not gain the frightful presence ability.

Breath Weapon (Su): A shadow drake has one type of breath weapon, a cone of cold. However, its breath weapon is only quasi-real (see the shadow evocation spell). Any creature in the area is still entitled to a Reflex save for half damage as normal for breath weapons. In addition, an affected creature is entitled to a Will save to detect it as semi-illusory. Each disbelieving creature takes only one-fifth (20%) damage; if the creature took only half damage due to making its Reflex save, it takes only 20% of that halved damage. Objects automatically succeed on their Will saves against the breath.

Planar Travel (Su): Ancient and older shadow drakes have the innate ability to pass instantly between the Material Plane and the Plane of Shadow, where they often make their homes.

Shadow Blend (Su): In any condition of illumination other than full daylight, a shadow drake can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does.

Shadow Jump (Su): A very old or older shadow drake gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadow drake can jump up to a total of 10 feet x its age category each day in this way. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Spell-Like Abilities: At will—deeper darkness (very young or older); 2/day—rope trick (juvenile or older), shadow conjuration (creatures only; adult or older); 1/day—project image (ancient or older); shadow evocation (old or older).

Skills: Skills: Hide, Move Silently, and Tumble are considered class skills for shadow drakes.

Shadow Drakes and Tome of Magic
If you are using Tome of Magic in your campaign, shadow drakes can learn and cast mysteries as shadowcasters, except that they cast mysteries as if they are always arcane spells. They can take shadow magic feats, including metashadow.

Originally appeared in Dragon Magazine #146 (1989).
 
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Shade

Monster Junkie
Mystaran Onyx Dragon

Onyx Dragon
Dragon (Water)
Environment: Any marsh
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 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Double standard
Alignment: Usually 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: Wyrmling +3; very young +3; young +3; juvenile +4; others —


Code:
Onyx 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  6  11  8	 +4/–4		+6  +5  +4  +4		2d4 (13) 	— 
Very young 	S 	7d12+7 (52) 		 13  10  13  6  11  8	 +7/+4		+9  +6  +5  +5		4d4 (14) 	— 
Young 		M 	10d12+20 (85)     	 15  10  15  6  11  10	 +10/+12	+12 +9  +7  +7 		6d4 (17) 	— 
Juvenile 	M 	13d12+26 (110) 		 17  10  15  8  11  10	+13/+16 	+16 +10 +8  +8 		8d4 (18) 	— 
Young adult 	L 	16d12+48 (152) 		 19  10  17  8  13  13	+16/+24 	+19 +13 +10  +11 	10d4 (21) 	18 
Adult 		L 	19d12+76 (199)		 23  10  19  10  13  13	+19/+29 	+24 +15 +11 +12		12d4 (23) 	20 
Mature adult 	H 	22d12+110 (253)		 27  10  21  12  15  15	+22/+38 	+28 +18 +13 +15		14d4 (26) 	22 
Old 		H 	25d12+125 (287)		 29  10  21  12  15  15	+25/+42 	+32 +19 +14 +16		16d4 (27) 	23 
Very old 	H 	28d12+168 (350)		 31  10  23  14  17  17	+28/+46 	+36 +22 +16 +19		18d4 (30) 	26 
Ancient 	H 	31d12+186 (387)		 33  10  23  14  17  17	+31/+50 	+40 +23 +17 +20		20d4 (31) 	27 
Wyrm 		G 	34d12+238 (459)		 35  10  25  14  19  19	+34/+58 	+42 +26 +19 +23		22d4 (34) 	30 
Great wyrm 	G 	37d12+296 (536)		 37  10  27  18  21  20	+37/+62 	+46 +28 +20 +25		24d4 (36) 	32 


Onyx Dragon Abilities by Age 
Age 		Speed 						Init 	AC 							Special Abilities 				Caster Level 		SR 
Wyrmling 	60 ft., fly 100 ft. (average), swim 60 ft..	 +0 	16 (+2 size, +4 natural), touch 12, flat-footed 16 	Blindsight, immunity to acid, water breathing	— 			— 
Very young 	60 ft., fly 100 ft. (average), swim 60 ft..	 +0 	18 (+1 size, +7 natural), touch 11, flat-footed 18   	—  						— 			— 			 
Young 		60 ft., fly 150 ft. (poor), swim 60 ft.	 	+0 	20 (+10 natural), touch 10, flat-footed 20   		— 						— 			— 
Juvenile 	60 ft., fly 150 ft. (poor), swim 60 ft	 	+0 	23 (+13 natural), touch 10, flat-footed 23 		[I]Hold animal[/I]					— 			—		 
Young adult 	60 ft., fly 150 ft. (poor), swim 60 ft	 	+0 	25 (–1 size, +16 natural), touch 9, flat-footed 25 	DR 5/magic					1st 			16
Adult 		60 ft., fly 150 ft. (poor), swim 60 ft	 	+0 	28 (–1 size, +19 natural), touch 9, flat-footed 28 	[I]Corrupt water[/I]					3rd 			18
Mature 		60 ft., fly 150 ft. (poor), swim 60 ft	 	+0 	30 (–2 size, +22 natural), touch 8, flat-footed 30 	DR 10/magic					5th 			20
Old 		60 ft., fly 150 ft. (poor), swim 60 ft	 	+0 	31 (–2 size, +25 natural), touch 8, flat-footed 31 	[I]Blight[/I]						7th 			21
Very old 	60 ft., fly 150 ft. (poor), swim 60 ft	 	+0 	36 (–2 size, +28 natural), touch 8, flat-footed 36 	DR 15/magic					9th 			23
Ancient 	60 ft., fly 150 ft. (poor), swim 60 ft	 	+0 	39 (–2 size, +31 natural), touch 8, flat-footed 39 	[I]Black tentacles[/I]					11th 			24
Wyrm 		60 ft., fly 200 ft. (clumsy), swim 60 ft.	 +0 	40 (–4 size, +34 natural), touch 6, flat-footed 40 	DR 20/magic					13th 			25
Great wyrm 	60 ft., fly 200 ft. (clumsy), swim 60 ft.	 +0 	42 (–4 size, +37 natural), touch 6, flat-footed 42 	[I]Contagion[/I]					15th 			27

*Can also cast cleric spells and those from the Animal, Darkness, and Water domains as arcane spells.

This dragon's skull-like head has deep-socketed eyes and a wide, flat nasal opening. Its horns curve forward, and crest runs down its spine. Its scales lustrous, deep black scales shine as brightly as a thousand mirrors in the sunlight.

Mystaran gem dragons are a mostly neutral family of dragonkind. Unlike other gem dragons, Mystaran gem dragons are non-psionic.

Onyx dragons are cunning, stealthy hunters that inhabit dismal swamps and dark fens. Unless exposed to bright light, their appearance is very similar to the black dragons that share their domain. Once exposed to bright light, their lustrous, jeweled scales shimmer and sparkle, in sharp contrast to the dull scales of a black dragon.

Onyx dragons lair in wetlands of nearly any climate, favoring dark, well-shaded areas such as tree-filled bogs, where their scintillating scales are less likely to give away their location to prey. Onyx dragons are highly carnivorous, predating upon the largest animals the can find, such as alligators, herons, manatees, and moose.

Onyx dragons are especially fond of dark and lustrous gems, although they generally possess smaller hoards than other dragons.

Combat

Onyx dragons prefer to hunt from ambush, using the cover of darkness to great advantage.

Blindsight (Ex): Onyx dragons possess blindsight rather than blindsense, to the same range as normal for a dragon's blindsense of the same age category.

Breath Weapon (Su): An onyx dragon has one type of breath weapon, a cone of inky, black acid. Targets caught in the cone are also shrouded in darkness as per the spell. The darkness lingers for one additional round per age category of the dragon. The darkness clings to any targets that fail their Reflex save against the breath weapon. Otherwise, they can escape the darkness which remains as a cone.

Camouflage (Ex): Since an onyx dragon looks like a black dragon in areas of shadowy illumination or darkness, it takes a DC 20 Spot check to notice its true nature. Anyone with ranks in Knowledge (arcana) can use that skill instead of Spot to notice the difference. Because the resemblence is only visual, creatures with the scent ability automatically notice the difference.

Corrupt Water (Sp): Once per day an adult or older onyx 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.

Other Spell-Like Abilities: 3/day—black tentacles (ancient or older), hold animal (juvenile or older); 1/day—blight (old or older), contagion (great wyrm).

Skills: Hide, Move Silently, and Swim are considered class skills for onyx dragons.

Originally appeared in Mystara Monstrous Compendium Appendix (1994).
 
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Shade

Monster Junkie
Jade 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
Challenge Ratings: Wyrmling 4; very young 5; young 6; juvenile 9; young adult 12; adult 14; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
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; juvenile +6; others —

Code:
Jade 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  	S 	5d12+5 (37) 		 13  10  13  10  11  10	 +5/–2		+7  +5  +4  +4		2d6 (13) 	— 
Very young 	M 	8d12+8 (60) 		 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+28 (119) 		 19  10  17  14  15  14	+14/+22 	+17 +12 +9  +11 	8d6 (20) 	— 
Young adult 	L 	17d12+51 (161) 		 23  10  19  14  15  14	+17/+27 	+22 +14 +10  +12 	10d6 (22) 	20 
Adult 		H 	20d12+80 (210)		 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+130 (299)		 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+192 (400)		 35  10  25  20  21  20	+32/+56 	+40 +25 +18 +23		20d6 (33) 	31 
Wyrm 		G 	35d12+245 (472)		 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 


Jade Dragon Abilities by Age 
Age 		Speed 						Init 	AC 							Special Abilities 					Caster Level* 		SR 
Wyrmling 	40 ft., fly 100 ft. (average), swim 40 ft.	+0 	16 (+1 size, +5 natural), touch 11, flat-footed 16 	Immunity to acid, water breathing 				— 		— 
Very young 	40 ft., fly 150 ft. (poor), swim 40 ft.		+0 	18 (+8 natural), touch 10, flat-footed 18   		—	 							— 		— 			 
Young 		40 ft., fly 150 ft. (poor), swim 40 ft.		+0 	21 (+11 natural), touch 10, flat-footed 21   		—								—		— 
Juvenile 	40 ft., fly 150 ft. (poor), swim 40 ft. 	+0 	23 (–1 size, +14 natural), touch 9, flat-footed 23 	—								3rd		—		 
Young adult 	40 ft., fly 150 ft. (poor), swim 40 ft. 	+0 	26 (–1 size, +17 natural), touch 9, flat-footed 26 	DR 5/magic 							5th		19
Adult 		40 ft., fly 150 ft. (poor), swim 40 ft. 	+0 	28 (–2 size, +20 natural), touch 8, flat-footed 28 	[I]Entangle[/I] 							7th		21
Mature 		40 ft., fly 150 ft. (poor), swim 40 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 40 ft. 	+0 	34 (–2 size, +26 natural), touch 8, flat-footed 34 	[I]Commune with nature[/I]						11th		24
Very old 	40 ft., fly 150 ft. (poor), swim 40 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 40 ft. 	+0 	38 (–4 size, +32 natural), touch 6, flat-footed 38 	[I]Greater command[/I]							15th		28
Wyrm 		40 ft., fly 200 ft. (clumsy), swim 40 ft. 	+0 	41 (–4 size, +35 natural), touch 6, flat-footed 41 	DR 20/magic 							17th		30
Great wyrm 	40 ft., fly 200 ft. (clumsy), swim 40 ft. 	+0 	44 (–4 size, +38 natural), touch 6, flat-footed 44 	[I]Hold monster[/I]							19th		32

*Can also cast cleric spells and those from the Charm, Knowledge, and Plant domains as arcane spells.

The dragon has a toothy, curving jaw line and rows of hornlets over its eyes. There is a cluster of hornlets at the chin. A crest begins just behind the ears and runs the length of the body, rising to full height just behind the skull. The odor of rotting vegetation clings to the dragon, whose scales radiate with a glowing emerald shine.

Mystaran gem dragons are a mostly neutral family of dragonkind. Unlike other gem dragons, Mystaran gem dragons are non-psionic.

Jade dragons pride themselves on being cultured, almost urbane creatures. They love to converse philosophically with creatures of all alignments, displaying their prodigious wisdom (at least in their own minds).

Jade dragons prize art objects. They may look favorably upon characters who offer them new artwork, or interesting pieces of information related to pieces that the dragons already possess. Even a hungry jade dragon will be tempted by these prizes.

Like green dragons, jades make their lairs in forests, preferring large, old-growth woodlands. Jade dragons are omnivorous, eating forest creatures and plants. Young saplings and bamboo shoots are its favorite vegetables.

Combat

Jade dragons prefer discussions to combat, but if provoked, they generally utilize their breath weapons as soon as possible, taking care not to damage any art objects in the area.

Breath Weapon (Su): A jade dragon has two breath weapons, a cone of corrosive (acid) gas or a cone of putrid swirling brown and yellow and green gas that rots the flesh of living creatures and instantly rots and destroys any nonorganic matter it touches. Attended and magical organic items receive Reflex saves to avoid this effect. Living creatures suffer ability damage as per the following table.

Wyrmling = 1 Con and 1 Cha
Very Young = 1d2 Con and 1d2 Cha
Young = 1d3 Con and 1d3 Cha
Juvenile = 1d4 Con and 1d4 Cha
Young Adult = 1d6 Con and 1d6 Cha
Adult = 1d8 Con and 1d8 Cha
Mature Adult = 1d8 Con and 1d8 Cha
Old Dragon = 1d10 Con and 1d10 Cha
Very Old = 1d10 Con and 1d10 Cha
Ancient = 2d6 Con and 2d6 Cha
Wyrm = 2d8 Con and 2d8 Cha
Great Wyrm = 3d6 Con and 3d6 Cha

Camouflage (Ex): Since a jade dragon looks like a green dragon in areas of shadowy illumination or darkness, it takes a DC 20 Spot check to notice its true nature. Anyone with ranks in Knowledge (arcana) can use that skill instead of Spot to notice the difference. Because the resemblence is only visual, creatures with the scent ability automatically notice the difference.

Spell-Like Abilities: 3/day—entangle (adult or older), greater command (ancient or older); 1/day— commune with nature (old or older), hold monster (great wyrm).

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

Skills: Appraise, Bluff, and Gather Information are considered class skills for jade dragons.

Originally appeared in Mystara Monstrous Compendium Appendix (1994).
 
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Shade

Monster Junkie
Ruby Dragon

Ruby Dragon
Ruby Dragon (Earth)
Environment: Any mountains 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 plus 2–5 offspring)
Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 24; great wyrm 26
Treasure: Triple standard
Alignment: Always lawful, often neutral
Advancement: Wyrmling 7–8 HD (Small); very young 10–11 HD (Medium); young 13–14 HD (Medium); juvenile 16–17 HD (Large); young adult 19–20 HD (Large); adult 22–23 HD (Huge); mature adult 25–26 HD (Huge); old 28–29 HD (Huge); very old 31–32 HD (Huge); ancient 34–35 HD (Gargantuan); wyrm 37–38 HD (Gargantuan); great wyrm 40+ HD (Gargantuan)
Level Adjustment: Wyrmling: +4, very young: +4, young: +5

Code:
Ruby 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  	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) 	20 
Adult 		H 	21d12+105 (241)		 27  10  21  16  17  16	+21/+37 	+27 +17 +12 +15		12d8 (25) 	22 
Mature adult 	H 	24d12+120 (276)		 29  10  21  16  17  16	+24/+40 	+31 +19 +14 +17		14d8 (27) 	24 
Old 		H 	27d12+162 (337)		 31  10  23  18  19  18	+27/+45 	+35 +21 +15 +19		16d8 (29) 	26 
Very old 	H 	30d12+180 (375)		 33  10  23  18  19  18	+30/+49 	+39 +23 +17 +21		18d8 (31) 	27 
Ancient 	G 	33d12+231 (445)		 35  10  25  20  21  20	+33/+57 	+41 +25 +18 +23		20d8 (33) 	29 
Wyrm 		G 	36d12+280 (507)		 37  10  27  20  21  20	+36/+61 	+44 +27 +20 +24		22d8 (35) 	30 
Great wyrm 	G 	39d12+312 (565)		 39  10  27  22  23  22	+39/+65 	+49 +29 +22 +27		24d8 (37) 	32 


Ruby Dragon Abilities by Age 
Age 		Speed 				Init 	AC 							Special Abilities 			Caster Level 	SR 
Wyrmling 	40 ft., fly 100 ft. (average)	+0 	16 (+1 size, +5 natural), touch 11, flat-footed 16 	Immunity to fire, resistance to cold 5 	— 		—
Very young 	40 ft., fly 150 ft. (poor) 	+0 	18 (+8 natural), touch 10, flat-footed 18   		— 	 				— 		— 			 
Young 		40 ft., fly 150 ft. (poor)	+0 	21 (+11 natural), touch 10, flat-footed 21   		— 					1st		— 
Juvenile 	40 ft., fly 150 ft. (poor) 	+0 	23 (-1 size, +14 natural), touch 9, flat-footed 23 	[I]Locate object[/I], resistance to cold 10	3rd		—		 
Young adult 	40 ft., fly 150 ft. (poor) 	+0 	26 (-1 size, +17 natural), touch 9, flat-footed 26 	DR 5/magic 				5th		19
Adult 		40 ft., fly 150 ft. (poor) 	+0 	28 (–2 size, +20 natural), touch 8, flat-footed 28 	—					7th		21
Mature 		40 ft., fly 150 ft. (poor) 	+0 	31 (–2 size, +23 natural), touch 8, flat-footed 31 	DR 10/magic, resistance to cold 15	9th		22
Old 		40 ft., fly 150 ft. (poor) 	+0 	34 (–2 size, +26 natural), touch 8, flat-footed 34 	[I]Blur[/I]					11th		24
Very old 	40 ft., fly 150 ft. (poor) 	+0 	37 (–2 size, +29 natural), touch 8, flat-footed 37 	DR 15/magic 				13th		25
Ancient 	40 ft., fly 200 ft. (clumsy) 	+0 	38 (–4 size, +32 natural), touch 7, flat-footed 38 	Resistance to cold 20, [I]wall of magma[/I]	15th		27
Wyrm 		40 ft., fly 200 ft. (clumsy) 	+0 	41 (–4 size, +35 natural), touch 7, flat-footed 41 	DR 20/magic				17th		29
Great wyrm 	40 ft., fly 200 ft. (clumsy) 	+0 	44 (–4 size, +38 natural), touch 7, flat-footed 44 	[I]Transmute rock to lava[/I]			19th		31

*Can also cast cleric spells and those from the Earth, Fire, and Law domains as arcane spells.

The dragon has horns extending back over the neck, frilled ears, and smaller horns at the cheeks and chin, with rows of horns over the brows. The nose is beaklike and sports a small horn. A frill begins behind the head and runs to the tip of the tail. The dragon smells of burn rock, and its scales glitter like rubies.

Mystaran gem dragons are a mostly neutral family of dragonkind. Unlike other gem dragons, Mystaran gem dragons are non-psionic.

Ruby dragons share the habitat of red dragons, but their tolerance for cold allows them to venture into higher altitude, colder climes, and deep underground.

Ruby dragons are ravenous carnivores. They also have a great fondness for the most precious of gems, fused in the mightiest of the earth’s furnaces, which they consider a delicacy. Ruby dragons gleefully attack dwarves, knowing the knack for the small humanoids to hoard gems. Ruby dragons can be bribed with gems or information leading to a cache of gems.

Combat

Ruby dragons prefer to use their breath weapons, for they favor their meat cooked.

Blur (Sp): An old or older ruby dragon can use this ability as the spell of the same name, once per day per age category.

Breath Weapon (Su): A ruby dragon has one type of breath weapon, a cone of fire. Additionally, anyone who takes damage from the breath weapon must succeed on a second Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds.

Camouflage (Ex): Since a ruby dragon looks like a red dragon in areas of shadowy illumination or darkness, it takes a DC 20 Spot check to notice its true nature. Anyone with ranks in Knowledge (arcana) can use that skill instead of Spot to notice the difference. Because the resemblence is only visual, creatures with the scent ability automatically notice the difference.

Locate Object (Sp): A juvenile or older ruby dragon can use this ability as the spell of the same name, once per day per age category.

Other Spell-Like Abilities: 1/day— transmute rock to lava (great wyrm), wall of magma (ancient or older).

Wall of Magma (Sp): Once per day, an ancient or older ruby dragon can create a wall of cooling magma. This functions as a wall of stone spell, except one side of the wall (selected by the dragon) sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on the dragon's turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures. This is the equivalent of a 6th-level spell.

Skills: Appraise, Jump, and Spellcraft are considered class skills for ruby dragons.

Originally appeared in Mystara Monstrous Compendium Appendix (1994).
 
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Shade

Monster Junkie
Crystalline Dragon
Crystalline 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 plus 2–5 offspring)
Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 24; great wyrm 26
Treasure: Triple standard
Alignment: Usually lawful neutral
Advancement: Wyrmling 7–8 HD (Small); very young 10–11 HD (Medium); young 13–14 HD (Medium); juvenile 16–17 HD (Large); young adult 19–20 HD (Large); adult 22–23 HD (Huge); mature adult 25–26 HD (Huge); old 28–29 HD (Huge); very old 31–32 HD (Huge); ancient 34–35 HD (Gargantuan); wyrm 37–38 HD (Gargantuan); great wyrm 40+ HD (Gargantuan)
Level Adjustment: Wyrmling: +4, very young: +4, young: +5

Code:
Crystalline 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  	S 	7d12+7 (52) 		 13  10  13  14  15  14	 +7/+4		+9 +6  +5  +7		2d4 (14) 	— 
Very young 	M 	10d12+20 (85) 		 15  10  15  16  17  16	 +10/+12	+12 +9 +7  +10		4d4 (17) 	— 
Young 		M 	13d12+26 (110)     	 17  10  15  16  17  16	 +13/+16	+16 +10 +8 +11 		6d4 (18) 	— 
Juvenile 	L 	16d12+48 (152) 		 19  10  16  18  19  18	+16/+24 	+19 +13 +10 +14 	8d4 (21) 	— 
Young adult 	L 	19d12+76 (199) 	 	23  10  19  18  19  18	+19/+29 	+24 +15 +11 +15 	10d4 (23) 	23 
Adult 		H 	22d12+110 (253)		 27  10  21  20  21  20	+22/+38 	+28 +18 +13 +18		12d4 (26) 	27 
Mature adult 	H 	25d12+125 (287)		 29  10  21  20  21  20	+25/+42 	+32 +19 +14 +19		14d4 (27) 	27 
Old 		H 	28d12+168 (350)		 31  10  23  24  25  24	+28/+46 	+36 +23 +16 +23		16d4 (30) 	32 
Very old 	H 	31d12+186 (387)		 33  10  23  26  27  26	+31/+50 	+40 +23 +17 +25		18d4 (31) 	33 
Ancient 	G 	34d12+238 (459)		 35  10  25  28  29  28	+34/+58 	+42 +26 +19 +28		20d4 (34) 	36 
Wyrm 		G 	37d12+333 (573)		 39  10  29  30  31 30	+37/+63 	+47 +29 +20 +30		22d4 (37) 	38 
Great wyrm 	G 	40d12+400 (660)		 43  10  31  32  33  32	+40/+72 	+48 +32 +22 +33		24d4 (40) 	41 


Crystalline Dragon Abilities by Age 
Age 		Speed 						Init 	AC 							Special Abilities 						Caster Level* 	SR 
Wyrmling 	40 ft., burrow 20 ft., fly 100 ft. (average)	+0 	16 (+6 natural), touch 10, flat-footed 16 		Immunity to cold, vulnerability to and fire			— 		— 
Very young 	40 ft., burrow 20 ft., fly 150 ft. (poor) 	+0 	18 (-1 size, +9 natural), touch 9, flat-footed 18   	—	 							— 		— 			 
Young 		40 ft., burrow 20 ft., fly 150 ft. (poor)	+0 	21 (-1 size, +12 natural), touch 9, flat-footed 21   	—								1st		— 
Juvenile 	40 ft., burrow 20 ft., fly 150 ft. (poor) 	+0 	24 (-1 size, +15 natural), touch 9, flat-footed 24 	[I]Ice shape[/I]							3rd		—		 
Young adult 	40 ft., burrow 20 ft., fly 150 ft. (poor) 	+0 	26 (–2 size, +18 natural), touch 8, flat-footed 26 	DR 5/magic 							5th		18
Adult 		40 ft., burrow 20 ft., fly 150 ft. (poor) 	+0 	29 (–2 size, +21 natural), touch 8, flat-footed 29 	[I]Freezing fog[/I]							7th		20
Mature 		40 ft., burrow 20 ft., fly 150 ft. (poor) 	+0 	32 (–2 size, +24 natural), touch 8, flat-footed 32 	DR 10/magic 							9th		22
Old 		40 ft., burrow 20 ft., fly 150 ft. (poor) 	+0 	33 (–4 size, +27 natural), touch 6, flat-footed 33 	[I]Wall of ice[/I]							11th		24
Very old 	40 ft., burrow 20 ft., fly 150 ft. (poor) 	+0 	36 (–4 size, +30 natural), touch 6, flat-footed 36 	DR 15/magic							13th		25
Ancient 	40 ft., burrow 20 ft., fly 200 ft. (clumsy) 	+0 	39 (–4 size, +33 natural), touch 6, flat-footed 39 	[I]Searing light[/I]							15th		27
Wyrm 		40 ft., burrow 20 ft., fly 200 ft. (clumsy) 	+0 	42 (–4 size, +36 natural), touch 6, flat-footed 42 	DR 20/magic 							17th		28
Great wyrm 	40 ft., burrow 20 ft., fly 200 ft. (clumsy) 	+0 	45 (–4 size, +39 natural), touch 6, flat-footed 45 	[I]Prismatic spray[/I]							19th		30

*Can also cast cleric spells and those from the Law, Sun, and Weather domains as arcane spells.

The scales of this dragon appear to be made of ice crystals, reflecting the sunlight in brilliant patterns. The dragon carries the odor of frozen earth.

Mystaran gem dragons are a mostly neutral family of dragonkind. Unlike other gem dragons, Mystaran gem dragons are non-psionic.

Crystalline dragons are serious and orderly dragons found in cold climates.

Crystalline dragons subsist on a diet of ore and gems. They are also particularly fond of the crystallized remnants of metallic items destroyed by their breath weapons, considering them a delicacy. Glaciers are an ideal home, because as they slowly crawl across continents they scrape up tons of rock and soil. The crystalline dragon uses its massive, sharp claws to burrow through the hard-packed ice in search of veins of mineral-rich strata scraped centuries before from the earth’s skin.

At birth, crystalline dragons have white scales that are glossy and opaque, like packed snow. As they age, the scales acquire greater translucence, as if the once-snowy scales were transformed into gleaming glacial ice. Under faint light, the scales of a mature dragon luminesce softly. In bright light, ancient and older crystalline dragons shine so brilliantly that it pains others to look upon them.

Combat

Crystalline dragons prefer to employ their breath weapons as soon as possible, in hopes of reducing the effectiveness of opponents' weapons and armor.

Breath Weapon (Su): A crystalline dragon has one type of breath weapon, a cone of ice shards. In addition to taking cold damage, living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they have immunity to cold or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls fora number of rounds equal to the dragon's age category. Additionally, any object within the area has its hardness reduced by 5 for a number of rounds equal to the dragon's age category, thereby increasing the effectiveness of sunder attempts against the weapon. In addition, rolling a 1 on an attack roll with an affected weapon causes it to take damage equivalent to the amount it would have dealt on a successful hit.

Spell-Like Abilities: 3/day—freezing fog (adult or older), wall of ice (old or older); 2/day—ice shape (as stone shape, but applies to ice instead of stone; juvenile or older); 1/day—prismatic spray (great wyrm), searing light (ancient or older).

Skills: Appraise, Hide, and Move Silently are considered class skills for crystalline dragons.

Crystalline Dragons and Frostburn or Spell Compendium
If you are using Frostburn or Spell Compendium in your campaign, replace the Weather domain with the Cold domain.

Originally appeared in Mystara Monstrous Compendium Appendix (1994).
 
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