Creating new dragons!

Gothenem

Explorer
I know that numerous dragons already exist. That said, what about creating new types? What types would you like to see?

New Gem Dragons?
Cromatic Dragons?
Metallic Dragons?
Miscellaneous Dragons?


------------------------------Update--------------------------
We are beginning to create dragons, see below for details. Some dragons have been posted here already. These include the Gray Dragon, and the Martial Dragon by JiCi.
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I was thinking of something along the lines of 3 dragons: One Chromatic, one Gem, and one Metallic.

Metallic: Aluminum
Chromatic: Cyan
Gem: Malachite


I know, I went a different route. I also wanted something that may not be copied anytime soon in an official WoTC product.

If we're lucky, maybe we can convince BOZ and Shade to submit this to Dragon.

Let me get us started on the Aluminum Dragon.

From Wikipedia

Wikipedia said:
Aluminium is a soft, lightweight metal with normally a dull silvery appearance caused by a thin layer of oxidation that forms quickly when the metal is exposed to air. Aluminium oxide has a higher melting point than pure aluminium. Aluminium is nontoxic (as the metal), nonmagnetic, and nonsparking. It has a tensile strength of about 49 megapascals (MPa) in a pure state and 400 MPa as an alloy. Aluminium is about one-third as dense as steel or copper; it is malleable, ductile, and easily machined and cast. It has excellent corrosion resistance and durability because of the protective oxide layer.

Aluminium is one of the few metals which retains full silvery reflectance, even in finely powdered form, which makes it a very important component of silver paints.

Aluminium mirror finish has the highest reflectance of any metal in the 200-400 nm (UV) and the 3000-10000 nm (far IR) regions, while in the 400-700 nm visible range it is slightly outdone by silver and in the 700-3000 (near IR) by silver, gold, and copper. It is the second-most malleable metal (after gold) and the sixth-most ductile. Aluminium is a good thermal and electrical conductor. Aluminium is capable of being a superconductor, with a superconducting critical temperature of 1.2 Kelvin.

The stating that it is resistant to corrosion is true (I work in the Metal industry) and I recommend for the Aluminum dragon Acid immunity. Consequently, I recommend an Acidic breath weapon, possibly a line. As a metallic dragon, it would normally have two breath weapons. For the other, I recommend a cone of aluminum dust that blinds those that fail their saves.

I would think they are weaker than Silver, or even Bronze dragons, but tougher than Brass dragons. I'd probably place them around the Copper/Bronze area in general power level.
 
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Gothenem

Explorer
Aluminum Dragon
Type:
Dragon (Earth)
Environment: Warm Forests
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 11; adult 14; mature adult 16; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Alignment: Always Neutral Good
Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD
Level Adjustment: Wyrmling +4; very young +4; young +6; others —

Code:
Age           Size        HD (hp)          Str  Dex  Con  Int  Wis  Cha  BAB/Grp Atk  Fort Ref Will  Breath (DC)   Fear DC
Wyrmling      Small       6d12+6   (45hp)  11   10   13   12   13   12   +6/+2   +6   +6   +5  +6    2d8 (14)      -
Very Young    Medium      9d12+9   (67hp)  13   10   13   12   13   12   +9/+10  +10  +7   +6  +7    4d8 (15)      -
Young         Medium      12d12+24 (102hp) 15   10   15   14   15   14   +12/+14 +14  +10  +8  +10   6d8 (18)      -
Juvenile      Large       15d12+30 (127hp) 17   10   15   14   15   14   +15/+22 +17  +11  +9  +11   8d8 (19)      -
Young Adult   Large       18d12+52 (169hp) 19   10   17   16   17   16   +18/+26 +21  +14  +11 +14   10d8 (22)     22
Adult         Huge        21d12+84 (220hp) 23   10   19   16   17   16   +21/+35 +25  +16  +12 +15   12d8 (24)     23
Mature Adult  Huge        24d12+120(276hp) 27   10   21   18   19   18   +24/+40 +30  +19  +14 +18   14d8 (27)     26
Old           Huge        27d12+135(310hp) 29   10   21   18   19   18   +27/+44 +34  +20  +15 +19   16d8 (28)     27
Very Old      Huge        30d12+180(375hp) 31   10   23   20   21   20   +30/+48 +38  +23  +17 +22   18d8 (31)     30
Ancient       Gargantuan  33d12+198(412hp) 33   10   23   20   21   20   +33/+52 +42  +24  +18 +23   20d8 (32)     31
Wyrm          Gargantuan  36d12+252(486hp) 35   10   25   22   23   22   +36/+60 +44  +27  +20 +26   22d8 (35)     34
Great Wyrm    Gargantuan  39d12+312(565hp) 37   10   27   22   23   22   +39/+64 +48  +29  +22 +28   24d8 (37)     35

Code:
Age           Speed                  Init AC                           Special Abilities           CL*  SR
Wyrmling      60 ft., burrow 40 ft.  +0   16 (+1 size, +5 natural),    Immunity to Acid, Improved  -    -
                                          touch 11, flat-footed 15     Grab, Constrict
Very Young    60 ft., burrow 40 ft.  +0   18 (+8 natural),             -                           -    -
                                          touch 10, flat-footed 18
Young         60 ft., burrow 40 ft.  +0   21 (+11 natural),            [I]camouflage[/i]                  -    -
                                          touch 10, flat-footed 21
Juvenile      60 ft., burrow 40 ft.  +0   23 (-1 size, +14 natural),   -                           1st  -
                                          touch 9, flat-footed 23
Young Adult   60 ft., burrow 40 ft.  +0   26 (-1 size, +17 natural),   damage reduction 5/magic    3rd  19
                                          touch 9, flat-footed 26
Adult         60 ft., burrow 40 ft.  +0   28 (-2 size, +20 natural),   [I]plant growth[/i]                5th  21
                                          touch 8, flat-footed 28
Mature Adult  60 ft., burrow 40 ft.  +0   31 (-2 size, +23 natural),   damage reduction 10/magic   7th  23
                                          touch 8, flat-footed 31
Old           60 ft., burrow 40 ft.  +0   34 (-2 size, +26 natural),   [i]call lightning storm[/i]        9th  25
                                          touch 8, flat-footed 34
Very Old      60 ft., burrow 40 ft.  +0   37 (-2 size, +29 natural),   damage reduction 15/magic   11th 26
                                          touch 8, flat-footed 37
Ancient       60 ft., burrow 40 ft.  +0   38 (-4 size, +32 natural),   [i]wall of thorns[/i]              13th 28
                                          touch 6, flat-footed 38
Wyrm          60 ft., burrow 40 ft.  +0   41 (-4 size, +35 natural),   damage reduction 20/magic   15th 29
                                          touch 6, flat-footed 41
Great Wyrm    60 ft., burrow 40 ft.  +0   44 (-4 size, +38 natural),   [i]acid fog[/i]                    17th 31
                                          touch 6, flat-footed 44
* The aluminum dragon may choose its spells from the druid and sorcerer spell lists.

This dragon holds itself with serpentine grace, bending and sliding through the forest with ease. Its scales have a bright metallic look, and are a dull silvery color. It has no wings, but its silver eyes burn with passion.

Aluminum dragons are the great hunters of the tropical forests, renowned for their
patience in tracking down and destroying their prey. Among all creatures, evil beings earn their wrath most, and aluminum dragons do not tolerate evil incursions into their territories at all. In fact, the areas around an aluminum dragon's lair are often among the safest of the jungle, although the aluminum dragon will not eliminate all the dangerous animals.

Once they have disposed of the edible parts, an aluminum dragon values the corpse of an evil creature as a trophy; aluminum dragon hoards are full of skins, horns, and bones of all manner of exotic evil monsters. On occasion, an aluminum dragon will even hire a skilled craftsperson to preserve and organize the display of these trophies.

Despite their usual distance from large settlements, the safe area surrounding an aluminum dragon's home often attracts primitive humanoids, especially those with the reptilian subtype, such as lizardfolk or saurials. Under the influence of the aluminum dragon, the alignment of these humanoids gradually shifts to good, if it is not good already.

Combat

Breath Weapon (Su): An aluminum dragon has 2 breath weapons. A cone of aluminum dust and a cone of acid. Anyone caught in the cone of aluminum dust must make a Fortitude save or be blinded for 1d4+1 rounds.
Improved Grab (Ex): On a successful tail slap attack, an alumunim dragon can attempt to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold it can constrict.
Constrict (Ex): On a successful grapple check, an aluminum dragon can constrict its foe. This attack deals damage equal to its tail slap attack plus 1½ times its Strength modifier.
Spell-Like Abilities: At will - camouflage (young or older); 2/day - plant growth (adult and older); 1/day - acid fog (great wyrm), call lightning storm (old and older), wall of thorns (ancient and older)
Skills: Aluminum dragons treat Jump, Move Silently, and Survival as class skills.
 
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JiCi

First Post
How about this one ?

Grey Dragon
Dragon (Air)
Climate/Terrain: any mountains and underground
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, or very old: solitary, pair, or family (1-2 plus 2-5 offspring); ancient, wyrm, or great wyrm: solitary.
Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24.
Treasure: Triple standard
Alignment: Always neutral evil.
Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young 12–13 HD; juvenile 15–16 HD; young adult 18–19 HD; adult 21–22 HD; mature adult 24–25 HD; old 27–28 HD; very old 30–31 HD; ancient 33–34 HD; wyrm 36–37 HD; great wyrm 39+ HD
Level Adjustment: Wyrmling +5; very young +5; young +5; juvenile +6; others —
Code:
Diamond Dragons by Age
Age           Size  Hit Dice (hp)    Str Dex Con Int Wis Cha  Base    Attack Fort Ref  Will 
                                                              Attack/ Bonus  Save Save Save
                                                              Grapple
Wyrmling      S     5d12+5 (37)      13  10  13  10  11  13   +5/+2    +7    +5   +4   +4  
Very young    M     8d12+16 (68)     15  10  15  12  12  14   +8/+10   +10   +8   +6   +7
Young         M     11d12+33 (104)   17  10  17  14  14  15   +11/+14  +14   +10  +7   +11
Juvenile      L     14d12+56 (147)   19  10  19  16  16  16   +14/+22  +17   +13  +9   +12
Young adult   L     17d12+85 (195)   23  10  21  18  18  17   +17/+27  +22   +15  +10  +14
Adult         H     20d12+120 (250)  27  10  23  18  18  18   +20/+32  +26   +18  +12  +16
Mature adult  H     23d12+161 (310)  29  10  25  20  20  19   +23/+40  +30   +20  +13  +15
Old           H     26d12+208 (377)  31  10  27  20  20  20   +26/+44  +34   +23  +15  +20
Very old      H     29d12+261 (449)  33  10  29  21  21  21   +29/+48  +38   +25  +16  +21
Ancient       G     32d12+320 (528)  35  10  31  21  21  22   +32/+57  +40   +28  +18  +23
Wyrm          G     35d12+385 (612)  37  10  33  22  22  23   +35/+60  +44   +30  +19  +25
Great wyrm    G     38d12+456 (703)  40  10  35  22  22  24   +38/+65  +47   +33  +21  +27

Age           Breath      Frightful     SR  Initiative  Caster Level
              Weapon (DC) Presence (DC)     
Wyrmling      2d6 (13)    -             -   +0          -
Very young    4d6 (16)    -             -   +0          -
Young         6d6 (18)    -             -   +0          -
Juvenile      8d6 (20)    -             -   +0          1st
Young adult   10d6 (22)   20            22  +0          3rd
Adult         12d6 (25)   24            24  +0          5th
Mature adult  14d6 (27)   27            26  +0          7th
Old           16d6 (29)   31            28  +0          9th
Very old      18d6 (31)   34            30  +0          11th
Ancient       20d6 (34)   38            32  +0          13th
Wyrm          22d6 (36)   41            34  +0          15th
Great wyrm    24d6 (38)   45            36  +0          17th

Age           Speed                    Armor Class                Special Abilities
Wyrmling      40 ft., fly 100 ft.      15 (+1 size, +4 natural)   Immunity to electricity and fire
              (average), burrow 20 ft  touch 11, flat-footed 15   
Very young    40 ft., fly 100 ft.      17 (+7 natural)            
              (average), burrow 20 ft. touch 10, flat-footed 17
Young         40 ft., fly 100 ft.      20 (+10 natural)           [I]Fog Cloud[/I]
              (average), burrow 20 ft. touch 10, flat-footed 20
Juvenile      40 ft., fly 150 ft.      22 (-1 size, +13 natural)  Pierce concealment 10%, spiked tail
              (average), burrow 20 ft. touch 9, flat-footed 22    [I]Solid Fog[/I]
Young adult   40 ft., fly 150 ft.      25 (-1 size, +16 natural)  DR 5/magic
              (average), burrow 20 ft. touch 9, flat-footed 25
Adult         40 ft., fly 200 ft.      27 (-2 size, +19 natural)  Pierce concealment 20%
              (poor), burrow 20 ft.    touch 8, flat-footed 27
Mature adult  40 ft., fly 200 ft.      30 (-2 size, +22 natural)  DR 10/magic, [I]Call Lighting Storm[/I]
              (poor), burrow 20 ft.    touch 8, flat footed 30    
Old           40 ft., fly 200 ft.      33 (-2 size, +25 natural)  Pierce concealment 30%
              (poor), burrow 20 ft.    touch 8, flat footed 33  
Very old      40 ft., fly 200 ft.      36 (-2 size, +28 natural)  DR 15/magic
              (clumsy), burrow 20 ft.  touch 8, flat footed 36
Ancient       40 ft., fly 200 ft.      37 (-4 size, +31 natural)  Pierce concealment 40%,
              (clumsy), burrow 20 ft.  touch 6, flat footed 37    [I]Control Weather[/I]
Wyrm          40 ft., fly 250 ft.      40 (-4 size, +34 natural)  DR 20/magic
              (clumsy), burrow 20 ft.  touch 6, flat footed 40
Great wyrm    40 ft., fly 250 ft.      43 (-4 size, +37 natural)  Pierce concealment 50%
              (clumsy), burrow 20 ft.  touch 6, flat footed 43
A reptilian quadruped creature walks smoothly toward you. Its grey scales slightly shine and its long tail ends in sharp bony spikes. Its body is lean and sleek and its claws are dirty ivory colored. The dragon’s head has a long snout with a heavy-looking jaw, revealing sharp teeth. A pair of blackened horns protrudes from its cheeks, its brow and its lower jaw, each growing outward in a curved shape. A large frill descends from the top of its head, down its long neck and its tip of its tail. Two smaller frills grow aside the larger frill in the same pattern. The dragon’s eyes are light grey, almost featureless, but these eyes hide a cunning intellect, a keen vision and a mischievous desire to destroy.

Grey dragons are a new kind of chromatic dragons that rely on ambush and magical clouds to tear enemies apart. Their sharp eyes can pierce concealment, reducing some creatures’ chance of survival.

At birth, a grey dragon’s scales are dull grey, reflecting almost no light. As it ages, the scales become lighter and smoother, like silver. Its eyes start as black with a yellow iris, much like a bird of prey, but as it ages, the eye become duller, until it become a full grey, almost featureless orb.

Grey dragons’ origin is still a mystery to sages and dragons alike. One theory is that Tiamat created grey dragons before the original chromatic dragons, similar to a prototype, and with ages this specie bred through. Another theory is that Tiamat’s lost sister, the same who created orange, purple and yellow dragons, created these dragons as well, but eluded Tiamat’s wrath. One last theory is that a small clutch of silver dragon eggs was stolen and altered by Tiamat to her guise. If the latter is true, this would send Bahamut is such a fury that it might turn the tide in the Dragonfall Wars.

Grey dragons make their lairs on mountaintops, where clouds drift slowly inside and around their home. It digs through the stone to form tunnels and floors that sometimes a lair rivals a wizard’s tower. Being territorial, a grey dragon routinely inspect its lairs and put multiple spells and traps throughout the floors. Grey dragons are also reputed to be pack rats; they collect just about everything they find, from gold coins and gems and small shiny stones. The same goes for hunting trophies and food, which it cast gentle repose on to keep it bloody fresh for later. When aside their lairs, they fly smoothly through the sky. They often fly during storms, where their scales almost blend with the clouds.

While their pack rats attitude might make them a bit dim-witted, grey dragons are evil to the core. They plot delicate robberies, such as for a single, yet valuable item, murders and conquests, focusing on mountains as well as its resources. On success, a grey dragon kills any notable threats and enslaves the rest of the people, making dwarves, gnomes and goliaths prime acquisitions for slave-trading. They show no mercy to them; they sometimes eat their own slaves, in order to terrorize and intimidate others. The grey dragon often make alliances with other chromatic dragons; it treats these creatures as equals and rarely competes for territory with these dragons, but it defends at all cost its own.

Combat

Grey dragons usually attack from hiding, either from cover or from its spell-like abilities. Its breath weapon counters most resistances and rarely resist the urge of breathing, even in close combat. Older grey dragons take a round or two to enhance with defensive and vision-blurring spells. Since their eyes can see through almost anything, they do not hesitate to use them.

While outdoor, a grey dragon usually circles its targets, breathing and swooping down. If the weather can permit, it hides in clouds, often to retreat or rethink its strategy. During harsh weathers, it calls lighting bolts from the sky to shock its opponents. A favorite tactic is to dive from a raging thundercloud, further shaking targets.

Breath Weapon (Su): A grey dragon has one type of breath weapon, a cone of plasma mist. Creatures within the cone take half fire damage and half electricity damage.

Pierce Concealment (Ex) : A grey dragon’s eyes are sharp and can almost see through anything. When attacking an opponent hidden due to concealment, other than total concealment, a dragon can negate a certain percentage from its attack rolls.

Spiked Tail (Ex): Starting at the juvenile stage, a grey dragon can slap opponents with its tail. However, due to the bony ridges, the tail slap deals both bludgeoning and piercing damage. This ability extends to the tail sweep and other tail-related attacks.

Spell-like abilities: At will – Fog Cloud (young or older) 3/day – Solid Fog (juvenile or older), Call Lightning Storm (mature adult or older); 1/day - Control Weather (ancient or older).

Skills: Appraise, Intimidate and Hide and Spot are considered class skills for diamond dragons. Furthermore, a grey dragon has a +2 racial bonus to Spot per age category.
 
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JiCi

First Post
and how about this too ? A independent new true dragon:

Martial Dragon
Dragon
Climate/Terrain: any mountains and forests
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, or very old: solitary, pair, or family (1-2 plus 2-5 offspring); ancient, wyrm, or great wyrm: solitary.
Challenge Rating: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26.
Treasure: Triple standard
Alignment: Any.
Advancement: Wyrmling 8–9 HD; very young 11–12 HD; young 14–15 HD; juvenile 17–18 HD; young adult 20–21 HD; adult 23–24 HD; mature adult 26–27 HD; old 29–30 HD; very old 32–33 HD; ancient 35–36 HD; wyrm 38–39 HD; great wyrm 41+ HD
Level Adjustment: Wyrmling +4; very young +5; young +6; others —
Code:
Diamond Dragons by Age
Age           Size  Hit Dice (hp)    Str Dex Con Int Wis Cha  Base    Attack Fort Ref  Will 
                                                              Attack/ Bonus  Save Save Save
                                                              Grapple
Wyrmling      M     7d12+14 (59)     17  12  15  16  11  13   +7/+10   +10   +7   +6   +5  
Very young    L     10d12+30 (95)    21  12  17  18  12  14   +10/+19  +14   +10  +8   +8
Young         L     13d12+39 (123)   25  12  17  20  14  15   +13/+24  +19   +11  +9   +10
Juvenile      L     16d12+64 (168)   29  12  19  20  16  16   +16/+29  +24   +14  +11  +13
Young adult   H     19d12+95 (218)   31  13  21  22  18  17   +19/+37  +27   +16  +12  +15
Adult         H     22d12+110 (253)  33  13  21  22  18  18   +22/+41  +31   +18  +14  +17
Mature adult  H     25d12+150 (312)  33  13  23  24  20  19   +25/+44  +34   +20  +15  +19
Old           G     28d12+198 (378)  35  14  25  24  20  20   +28/+52  +36   +23  +18  +21
Very old      G     31d12+248 (449)  37  14  27  26  22  21   +31/+56  +40   +25  +19  +23
Ancient       G     34d12+306 (527)  39  14  29  26  24  22   +34/+60  +44   +28  +21  +27
Wyrm          G     37d12+370 (610)  41  14  31  28  26  23   +37/+64  +48   +30  +22  +28
Great wyrm    C     40d12+400 (660)  45  14  31  28  28  24   +40/+73  +49   +32  +24  +31

Age           Breath      Frightful     SR  Init.  Initiator   Maneuvers    Maneuvers     Stances
              Weapon (DC) Presence (DC)            Level       Known        Readied       Known
Wyrmling      2d8 (15)    -             -   +1     -           0            0             0
Very young    4d8 (18)    -             -   +1     -           0            0             0
Young         6d8 (19)    -             -   +2     1st         6            4             1
Juvenile      8d8 (22)    -             -   +2     3rd         8            5             2
Young adult   10d8 (24)   20            22  +3     5th         10           6             3
Adult         12d8 (26)   22            24  +3     7th         12           6             3
Mature adult  14d8 (28)   25            26  +4     9th         14           7             4
Old           16d8 (31)   27            28  +5     11th        16           8             4
Very old      18d8 (33)   30            30  +7     13th        18           9             4
Ancient       20d8 (36)   32            32  +7     15th        20           10            5
Wyrm          22d8 (38)   35            34  +8     17th        22           10            5
Great wyrm    24d8 (40)   38            36  +8     19th        24           11            5

Age           Speed                    Armor Class                       Special Abilities
Wyrmling      40 ft., fly 150 ft.      17 (+1 dex, +6 natural)           Alternate Form (Medium)
              (average)                touch 11, flat-footed 16          Proficiencies
                                                                         Immune to mind-affecting effects
Very young    40 ft., fly 150 ft.      20 (-1 size, +1 dex +9 natural)   Quick to act +1
              (poor)                   touch 10, flat-footed 18          
Young         40 ft., fly 150 ft.      22 (-1 size, +1 dex +12 natural)  [I]Shield[/I]
              (poor)                   touch 10, flat-footed 20          
Juvenile      40 ft., fly 150 ft.      25 (-1 size, +1 dex, +15 natural) Quick to act +2
              (poor)                   touch 10, flat-footed 23          [I]True Strike[/I]
Young adult   40 ft., fly 150 ft.      28 (-2 size, +1 dex, +18 natural) DR 5/magic
              (poor)                   touch 10, flat-footed 25          
Adult         40 ft., fly 150 ft.      31 (-2 size, +1 dex, +21 natural) Quick to act +3
              (poor)                   touch 9, flat-footed 19           Dual Boost 3/day
Mature adult  40 ft., fly 150 ft.      30 (-2 size, +1 dex, +24 natural) Alternate Form (Large), DR 10/magic                                                    
              (poor)                   touch 8, flat footed 27           [I]Stoneskin[/I]
Old           40 ft., fly 200 ft.      34 (-4 size, +2 dex, +27 natural) Quick to act +4
              (clumsy)                 touch 8, flat footed 32           
Very old      40 ft., fly 200 ft.      38 (-4 size, +2 dex, +30 natural) DR 15/magic
              (clumsy)                 touch 8, flat footed 36           Dual Strike 3/day
Ancient       40 ft., fly 200 ft.      41 (-4 size, +2 dex, +33 natural) Quick to act +5
              (clumsy)                 touch 6, flat footed 39           [I]Discern Location[/I]
Wyrm          40 ft., fly 200 ft.      44 (-4 size, +2 dex, +36 natural) DR 20/magic
              (clumsy)                 touch 6, flat footed 42           
Great wyrm    40 ft., fly 250 ft.      43 (-8 size, +2 dex, +39 natural) Quick to act +6
              (clumsy)                 touch 6, flat footed 41           Stance Mastery
This reptilian creature has a sleek frame with a long neck and tail. Four sturdy legs extend from underneath its body, all ending with sharp claws. Its head has a long snout, dagger-shaped teeth and large yellow eyes. Two horns protrude backward from its brow and small bony spikes grow from its spine, all the way to the tip of the tail. Its scales are deep blue and its wings spread out almost two times its body length. In a blink of an eye, the dragon suddenly shrinks, and starts standing on its hind legs like a human. Its chest and fore legs become human-like, but this new form still possesses the dragon’s claws, scales, wings, fangs and tail.

Martial dragons are creatures that practice the Sublime Way and can execute deadly maneuvers instead of slinging spells to defeat their opponents. Furthermore, they can also change their shape in order to wield weapons and to blend into the crowd.

At birth, martial dragons have light blue scales, but as they age, these become darker, reaching a beautiful deep, striking blue shade. Their eyes are slit and reptilian in appearance, but as they age, their eyes become featureless golden orbs.

Martial dragons’ origins is still a mystery. According to sages, no deities is associated with the nine swords nor the Sublime Way, and no dragon deities would have created a dragon that can form alliances with any creature either. A theory goes that long ago, when a honorable swordsage dies in fighting, it is reincarnated into a martial dragon. It is possible that these dragons bred through and thus forming a new specie. It is unknown if the reincarnation kept the mind and memories of the swordsage.

Martial dragons make their lairs in recluse areas, such as a mountaintop or the heart of a forest. Their dedication for the Sublime Way needs a calm place where meditating and practicing will not be easy disturbed. A martial dragon might make its lair near a monastery or sacred shrine, or even near a city. Martial dragons are not actively interested in coins and gems like other dragons. Instead, they value weapons, armors and special materials, such as adamantine.

Martial dragons have different moralities and philosophies, so they can cooperate with any dragons, whether chromatic or metallic. Their alternate forms are less imposing, making them more friendly to other humanoids. A monastery may have a martial dragon in alternate form as a guard or even as a master. Martial dragons prefer companions with a good fighting spirit, such as fighters, barbarians and paladins. These dragons tend to hint and educate other with strategies and tactics. Spellcasters are considered slightly inferior to martial dragons, since they can’t rely on their own strength to take care of problems, but they do not harass and intimidate them to submission.

Combat

Martial dragons shift forms according to the threat. Larger groups of enemy will face the dragon in its true form, while a single opponent or small band will likely to meet a weapon-wielding half-dragon. Since any item carried while in alternate form melds into the dragon’s true form, a martial dragon can guarantee to have a weapon ready anytime it change shape, as well as a suit of armor.
Regardless of its shape, a martial dragon uses its maneuvers and stance in deadly concert, in addition of its breath weapon and natural weapons. It breathes usually in close combat, to give little time to its foes to react but to eliminate any followers. The martial dragon starts its combats by flying around its targets, watching them closely and softening them with its breath weapon. Once it is done, it dives toward them, possibly in conjunction with a maneuver and starts rampaging.

Alternate Form (Su) : A martial dragon can transform into a Medium, more humanoid version of itself, much like a half-dragon, as a standard action. While in this form, the dragon’s land speed changes to 30 feet and its fly speed to 60 feet (average). It can now wield weapons crafted for humanoids and can still use its natural weapons, except crush and tail sweep attacks, and very young dragons can use their tail slap as well. The damage is reduced to Medium. Its natural armor changes to +4, its breath weapon to 6d8 points of damage and its frightful presence is reduced by 8. The dragon’s ability scores change as follow per size decrease: -4 size penalty to Strength, +2 size bonus to Dexterity and -2 size penalty to Constitution.

At mature adult stage, a martial dragon can adopt a more larger form. It is the same humanoid-shape form, except in Large size. While in this form, the dragon’s land speed changes to 40 feet and its fly speed to 80 feet (average). Its natural armor changes to +8, its breath weapon to 12d8 points of damage, its frightful presence is reduced by 4 and its size changes to Large, including damage. The ability modifiers are the same.

The dragon can adopt either form at will. Any normal items carried or worn while in these forms when the dragon changes back into its original form melds into its body, becoming non-functional until it reassumes these forms. Magic items, being able to resize themselves, can either be melded or kept worn, and thus remaining functional.

Breath Weapon (Su): A martial dragon has one type of breath weapon, a line of ki energy. The damage is pure energy, meaning it bypasses any resistance or immunity.

Dual Boost (Ex): An adult martial dragon can use two boost maneuvers simultaneously. Whenever it initiates a boost maneuver, it can also initiate any other boost maneuver that it knows as a free action. Both boosts it initiates are expended normally, and it can use this ability three times per day.

Dual Strike (Ex): A very old martial dragon can use two strike maneuvers simultaneously. Whenever it initiates a strike maneuver, it can also initiate any other strike maneuver that it knows as a free action. Both strikes must have the same initiation time, and are both expended normally. It can use this ability three times per day.

Maneuvers (Ex or Su): A young martial dragon learns maneuvers from any of the nine disciplines of the Sublime Way, and may ready a few of them. These readied maneuvers can be used once per encounter, and a martial dragon can recover them by quickly meditate, spending a full-round action that doesn’t provoke attacks of opportunity.

Proficiencies (Ex): A martial dragon is proficient with all simple and martial weapons, all armors and shields.

Quick to Act (Ex): At very young age, a martial dragon gains a bonus on initiative checks. This bonus is equal to half its age category.

Spell-like abilities: At will – Shield (young or older) 3/day – True Strike (juvenile or older), Stoneskin (mature adult or older), Discern Location (ancient or older).

Stances (Ex or Su): A young martial dragon learns stances from any of the nine disciplines of the Sublime Way. Unlike maneuvers, stances are or expended, and it does not have to ready them. All the stances the martial dragon knows are available to it at all times, and it can change the stance it is currently using as a swift action.

Stance Mastery (Ex): A great wyrm martial dragon can have two stances active simultaneously. When it uses a swift action to initiate or change its stance, you can initiate or change one or both stances.

Skills: Appraise, Diplomacy, Intimidate, Jump and Martial Lore are considered class skills for martial dragons.
 

Gothenem

Explorer
I havn't got a chance to really look at them, but they look cool. A few questions though. Like why does the gray dragon have two resistances at 30!?!?

Most in 3.5 have resistances that are much lower...

Heck, even a greater god divine rank 20 only has fire resistance 25.
 

JiCi

First Post
Gothenem said:
I havn't got a chance to really look at them, but they look cool. A few questions though. Like why does the gray dragon have two resistances at 30!?!?

Most in 3.5 have resistances that are much lower...

Heck, even a greater god divine rank 20 only has fire resistance 25.
Woops...

I got messed up in my creation; the twin resistances were for half-dragons. In some articles, half-dragons, whose parents have two immunities instead of one, have two resistances instead of two immunities in order to balance the template.

Fixed.
 

RavinRay

Explorer
I've got aquatic chromatic, gem, and metallic dragons, but my proposal was rejected by Paizo. Their names were (in order of decreasing power):

Chromatic: ultramarine, sepia, vermilion (all names of pigments)
Gem: aquamarine, tourmaline, zircon
Metallic: quicksilver (different from the mercury), tumbaga/orichalcum (alloy of gold and copper), lead

And I just came up with epic dragons as well, one each of the three families
Chromatic: spectral (scales with all the colors of the spectrum)
Gem: diamond, though "diamond dragon" is now the name of a draconic-themed psionic PrC.
Metallic: aurorum (named after the metal in Book of Exalted Deeds)
 


Gothenem

Explorer
Yes, they look very cool indeed. As does JiCi's dragons, now that I've had time to look at them.

I've been thinking of the Aluminum Dragon, and I think the breath should be d8's and a line definitely. It isn't as weak as a white, so it should have the standard 2 dice per age category.

Also, statistically, I was thinking similar to the copper dragon.

Updated above for Wyrmling

Any thoughts on other Metallic Dragons?

Tin? Cast Iron? Magnesium? Lead? Zinc? Carbide? Tantalum? Ytterbium?
 
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RavinRay

Explorer
Aquatic Dragons

Since I have nine aquatic dragons, I'm breaking this into one species per post, but I'll start with the general rules for aquatic dragons.

AQUATIC DRAGON
Dragons roam the skies and inspire tales of legend among the civilizations of the land, but until recently it was thought that the fathomless depths of the oceans are largely free of their presence. Only a handful of lesser dragons such as dragon turtles and sea drakes are known to exist, while few true dragon species venture into the deep.

That is no longer the case. Aquatic true dragons as powerful and awe-inspiring as their sky-bound cousins are now known to exist. Nine varieties are presented here, three for each of the three main categories of true dragons: sepia, ultramarine, and vermilion (chromatic); aquamarine, tourmaline, and zircon (gem); and lead, quicksilver, and tumbaga (metallic). Aside from their adaptation to an aquatic life, aquatic dragons are similar to their terrestrial relatives: they establish territories, hoard treasure, and consider themselves superior to all other creatures. They have extensive fins that propel them along the water, and they have four broad flippers tipped with claws. Their tails are comparatively short. Aquatic dragons lack the ventral scutes of terrestrial dragons.

All aquatic dragons speak Draconic and Aquan.

Combat
As with terrestrial dragons, an aquatic dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the move, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies). Combat underwater is similar to that on land or in air, although there are notable differences which are listed below. Aquatic dragons make use of many of the game rules and options presented in Stormwrack.

The table below provides space and reach statistics for dragons of various sizes, plus the natural weapons a dragon of a certain size can employ and the damage those attacks deal.

AQUATIC DRAGON SPACE/REACH, ATTACKS, AND DAMAGE
Code:
Size          Space/Reach*                   1 Bite  2 Claws 2 Fins  2 Flipper Slaps  1 Crush**
Tiny      2-1/2 ft./0 ft. (5 ft. with bite)    1d4     1d3      —            —           —
Small         5 ft./5 ft.                      1d6     1d4      —            —	         —
Medium        5 ft./5 ft.                      1d8     1d6     1d4           —	         —
Large        10 ft./5 ft. (10 ft. with bite)   2d6     1d8     1d6          1d8	         —
Huge         15 ft./10 ft. (15 ft. with bite)  2d8     2d6     1d8          2d6	        2d8
Gargantuan   20 ft./15 ft. (20 ft. with bite)  4d6     2d8     2d6          2d8	        4d6
Colossal     30 ft./20 ft. (30 ft. with bite)  4d8     4d6     2d8          4d6	        4d8
*An aquatic dragon’s bite attack has reach as if the creature were one size category larger. All other attacks are made with the standard reach for the dragon’s size.
**An aquatic dragon’s crush attack deals half damage underwater unless it uses a run action.

Fin: The aquatic dragon can slam opponents with its fins, even when swimming. Fin attacks deal the indicated damage plus ½ the dragon’s Strength bonus (round down) and are treated as secondary attacks.

Flipper Slap: The aquatic dragon can slap one opponent each round with its broad, flat flippers. A flipper slap deals the indicated damage plus ½ the dragon’s Strength bonus (round down) and is treated as a secondary attack. It cannot deal claw damage with the same flipper.

Breach (Ex): As a full-round action, an aquatic dragon can breach the surface of the water and glide for a considerable distance. In order to do so it has to swim at top speed using a run action close to the surface, then breach the surface with its fins spread. The maximum distance covered is 10 × the dragon’s space, with a midpoint altitude equal to the dragon’s space. Once the dragon has breached and is in the air, it continues in the same general direction that it was traveling when it breached. The dragon can choose to stop gliding by folding its fins. A dragon with the fly supernatural ability (see below) can interrupt the breach in order to fly.

Crush (Ex): This special attack allows an aquatic dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Since most aquatic dragons are incapable of sustained flight, crush attacks are mostly used when dragons breach the water to beach themselves onshore, or to land on ships. It can be used underwater, but due to the natural buoyancy of most creatures damage is only half that indicated in the table. By swimming straight down while using the run action, however, a dragon can deal full damage. It is effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1-½ times the dragon’s Strength bonus (round down).

Spells: Aquachromatic and aquametallic dragons cast divine spells as clerics of the level indicated in their variety descriptions, gaining bonus spells for high Wisdom scores. They can also cast domain spells from the domains that correspond to their moral alignment and their elemental subtype. Some dragons have access to additional domain spells as well.

Spell-Like Abilities: An aquatic dragon’s spell-like abilities depend on its age and variety. It gains the abilities indicated for its age plus all previous ones. Its age category or its clerical caster level, whichever is higher, is the caster level for its spell-like abilities. The save DC is 10 + dragon’s Cha modifier + spell level. All spell-like abilities are usable once per day unless otherwise noted.

Skills: All aquatic dragons have skill points equal to (6 + Int modifier, minimum 1) × (Hit Dice + 3). Most purchase the following skills at the maximum ranks possible: Listen, Search, and Spot. The remaining skill points are generally spent on Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device at a cost of 1 skill point per rank. All these skills are considered class skills for dragons. (Each dragon has other class skills as well, as noted in the variety descriptions.)

Feats: All aquatic dragons have one feat, plus additional feats based on Hit Dice just like any other creature. Aquatic dragons favor Alertness, Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack, Power Dive, Snatch, Weapon Focus (claw or bite), aquatic feats (Stormwrack), monstrous and metabreath feats (Savage Species and Draconomicon) and any metamagic feat that is available and useful to clerics (Complete Divine).

DRAGON MOVEMENT
Aquatic dragons use their fins to swim. A dragon that cannot use its fins can still swim using its flippers but at half speed. They are exceedingly strong swimmers and can cover vast distances quickly. A dragon’s swimming speed is a function of its tactical swim speed, as shown on the table below. Most aquatic dragons cannot fly (for those that do it is a supernatural ability, and they are amphibious), and are limited to a walk on land (can’t run).

Aquatic Dragon Swimming Speeds
Code:
        -----------Dragon’s Swim Speed-----------
	 50 feet   100 feet   150 feet  200 feet
One Hour
Normal   8 miles   15 miles   20 miles   30 miles
Hustle  12 niles   24 miles   40 miles   60 miles
One Day
Normal  60 miles  120 miles  160 miles  240 miles
 
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