Creating new dragons!

JiCi

First Post
Here are two felldrakes I've created a while ago.

Platinum Felldrake
Large Dragon
HD: 10d12+50 (115 hp)
Initiative: +5
Speed: 40 ft. (8 squares), 120 ft. (average)
Armor Class: 25 (-1 size, +1 Dex, +15 natural), touch 10, flat-footed 24
Base Attack/Grapple: +10/+21
Attack: Bite +16 melee (2d6+7)
Full Attack: Bite +16 melee (2d6+7) and 2 fore claws +14 melee (1d8+3) and tail slap +14 melee (1d8+10)
Space/Reach: 10 ft./10 ft. (5 ft. with fore claws and hind claws)
Special Attacks: Breath weapon, hind claws 1d8+3
Special Qualities: Darkvision 60 ft., immunity to cold, magic sleep effects and paralysis, low-light vision, +4 to saves vs. fire effects, scent.
Saves: Fort +12, Ref +8, Will +9
Abilities: Str 24, Dex 13, Con 20, Int 10, Wis 14, Cha 12
Skills: Diplomacy +11, Listen +14, Search +10, Sense Motive +12, Spot +14, Survival +12
Feats: Alertness, Flyby Attack, Multiattack, Improved Initiative
Environment: Cold plains
Organization: Solitary or pairs
Challenge Rating: 8
Treasure: None
Alignment: Always neutral good
Advancement: 11-18 HD (Large); 19-24 HD (Huge)
Level Adjustment: +6

This long, sinuous dragon is covered in silver-white scales that sparkle and gleam with a light on their own. Its catlike eyes shift between the blue of an azure sky and the chill of a frozen glacier, as its mood determines. Its head has several tentacle whiskers protruding from the cheeks, under its chin and behind the eyebrows. There is also a strangle and pleasant winter breeze surrounding this dragon and its breath feels cold and chilling.

The felldrakes trace their origin to Bahamut the Platinum Dragon. After helping a group of powerful elf wizards turn back a demonic invasion, Bahamut created the felldrakes to guard the elves against future incursions. All felldrakes have the blood of Bahamut in their veins and are fierce, loyal and good at heart.
Sages have debated on if the platinum felldrake is just another Aspect of Bahamut or an completely new creature. To Bahamut himself, he knows that this felldrake is the first of its kind that resemble its creator, not a divine replica that can be summoned by rituals and spells.
A platinum felldrake is often mistaken for a Large silver dragon, but observers can tell the difference, since it does not sport a pair of horns nor a spine crest. Many priests mistook it for an Aspect of Bahamut, but many missing abilities betrayed the felldrake’s true nature. Like all the felldrakes, they can exceptional guards, protectors and even battle steeds to those who can afford it.
Platinum felldrakes speak Common, Draconic and Sylvan. So far, only this felldrake has been known to communicate with other common races.

Combat
A platinum felldrake can withstand several hits and can wipe out multiple opponents all at the same time. Before entering melee, platinum felldrakes generally circle in midair before diving toward the opponent, whether it is airborne itself. It uses its breath weapon as often as it can, leaving frozen shards in the aftermath of a battle.
Breath weapon (Su) : 40-ft. cone of cold, once every 1d4 rounds, 6d8 of cold damage, Reflex DC 20 half. The save DC is Constitution-based.
Hind claws (Ex) : When airborne or when grappling, a platinum felldrake can rake using its hind claws, much like a pouncing feline. It can make 2 rakes, each at a +14 attack bonus and the hind claws deal 1d8+3 pts of damage.

Platinum felldrakes as Special Mounts
At the DM’s option, a paladin of 15th level or higher can call a platinum felldrake as his or her special mount. For the purposes of the mount’s bonus Hit Dice, natural armor, Strength adjustment, Intelligence score and special powers, treat the paladin as if he or she was ten levels lower than actual.


War Felldrake
Huge Dragon
HD: 15d12+135 (232 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 26 (-2 size, +18 natural), touch 8, flat-footed 26
Base Attack/Grapple: +15/+35
Attack: Butt +25 melee (3d6+18 or 7d6+18 with Greater Powerful Charge)
Full Attack: 2 horns +25 melee (3d6+12) or Butt +25 melee (3d6+18)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 3d6+18
Special Qualities: Darkvision 60 ft., immunity to magic sleep effects and paralysis, low-light vision, scent, tremorsense 30 ft.
Saves: Fort +18, Ref +9, Will +10
Abilities: Str 34, Dex 10, Con 28, Int 10, Wis 12, Cha 12
Skills: Diplomacy +19, Listen +21, Search +18, Sense Motive +19, Spot +21, Survival +19
Feats: Alertness, Improved Bull Rush, Improved Natural Attack (horns), Powerful Charge, Greater Powerful Charge, Power Attack
Environment: Temperate plains
Organization: Solitary or pairs
Challenge Rating: 14
Treasure: None
Alignment: Always neutral good
Advancement: 16-26 HD (Huge); 26-36 HD (Gargantuan)
Level Adjustment: +8

This enormous low-slung dragon is the size of an elephant, with four pillarlike legs studded with sharp claws. Its head is low above ground, with a powerful jaw. Its greenish scale glisten in sunlight and its eyes has an intelligent glare. The most impressive features are the two massive horns, jutting from its nose, like a rhino. A relatively short tail drags behind.

The felldrakes trace their origin to Bahamut the Platinum Dragon. After helping a group of powerful elf wizards turn back a demonic invasion, Bahamut created the felldrakes to guard the elves against future incursions. All felldrakes have the blood of Bahamut in their veins and are fierce, loyal and good at heart.
A war felldrake is the ultimate fighting machine against armies and fortifications. Its horns are as hard of diamond and as sharp as cavalry lances. Many squadrons use war felldrakes to pull or carry siege weapons and towers, while some adventurers, who successfully befriend a felldrake without becoming pulp, use a war felldrake as a mount or pack creature. Being able to withstand numbers of hits, a war felldrake can even serve a barricade for protection. Despite the given name “war”, this felldrake has its own metabolism and is not restrained to battle as a result of breeding or training.
A war felldrake is 20 feet long, 12 feet high and weigh about 10 tons. The horns are 5 to 6 feet long.
War felldrakes speak Draconic and Sylvan with a low and slow voice, but woes to those which misjudge a war felldrake for a stupid creature.

Combat
A war felldrake may be well-armed and well-armored, but it is not foolish enough to throw itself in front of danger, nor too stubborn to retreat. Its claws are not suited for battle and its jaws are too far out of reach for biting because of the horns. Furthermore, its size prevents it to use quick maneuvers, which means charging a quick opponent might be a huge mistake, especially if that creature was trying to lure a war felldrake into a trap. The war felldrake takes a few moments to observe its opponents, then charges into the fray. It tramples those who are slow on their feet, such as heavily armored opponents and headbutts the weakly armored foes. Once closed-in on the opponent, it randomly switches between goring and hammering with the horns. Its tremorsense helps the felldrake when fighting multiple opponents. It often bull rushes to separate units.
Trample (Ex) : 3d6+18, DC 29. The DC is strength-based.
 

log in or register to remove this ad

JiCi

First Post
Shade has converted the pink dragon, from an April's Fool D&D magazine. I've suggested to revamp it into a true evil chromatic dragon... and here it is:

Pink 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, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: Wyrmling 2; very young 3; young 4; juvenile 6; young adult 9; adult 11; mature adult 13; old 15; very old 17; ancient 19; wyrm 20; great wyrm 21
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 2–3 HD; very young 5–6 HD; young 8–9 HD; juvenile 11–12 HD; young adult 14–15 HD; adult 17–18 HD; mature adult 20–21 HD; old 23–24 HD; very old 26–27 HD; ancient 29–30 HD; wyrm 32–33 HD; great wyrm 35+ HD
Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +4; others —
Code:
Pink Dragons by Age
Age           Size  Hit Dice (hp)    Str Dex Con Int Wis Cha  Base    Attack Fort Ref  Will 
                                                              Attack/ Bonus  Save Save Save
                                                              Grapple
Wyrmling      T     2d12+2 (15)      11  10  13  10  10  11   +1/-7    +3    +4   +3   +3  
Very young    S     4d12+4 (30)      13  10  13  10  10  11   +4/+1    +6    +5   +4   +4
Young         S     7d12+14 (59)     15  10  15  12  12  13   +7/+5    +10   +7   +5   +6
Juvenile      M     10d12+20 (85)    17  10  15  12  12  13   +10/+13  +13   +7   +8   +8
Young adult   M     13d12+39 (123)   19  10  17  14  14  15   +13/+14  +17   +11  +9   +10
Adult         L     16d12+48 (152)   23  10  17  14  14  15   +16/+25  +22   +13  +10  +12
Mature adult  L     19d12+76 (199)   27  10  19  16  16  17   +19/+31  +27   +15  +11  +14
Old           L     22d12+110 (253)  29  10  21  16  16  17   +22/+35  +31   +18  +13  +17
Very old      H     25d12+125 (287)  31  10  21  18  18  19   +25/+43  +35   +19  +14  +18
Ancient       H     28d12+168 (350)  33  10  23  18  18  19   +28/+47  +39   +22  +16  +20
Wyrm          H     31d12+186 (387)  35  10  23  20  20  21   +31/+51  +43   +23  +17  +22
Great wyrm    G     34d12+238 (459)  37  10  23  20  20  21   +34/+59  +47   +26  +19  +24

Age           Breath      Frightful            SR       Init.         Caster Level
              Weapon (DC) Presence (DC)                        
Wyrmling      1d4 (11)    -                    -        +0            1st
Very young    2d4 (13)    -                    -        +0            2nd
Young         3d4 (15)    -                    -        +0            3rd
Juvenile      4d4 (17)    -                    -        +0            4th
Young adult   5d4 (19)    18                   18       +0            5th
Adult         6d4 (21)    20                   20       +0            6th
Mature adult  7d4 (23)    22                   22       +0            7th
Old           8d4 (26)    24                   24       +0            8th
Very old      9d4 (27)    26                   25       +0            9th
Ancient       10d4 (30)   28                   27       +0            10th
Wyrm          11d4 (32)   31                   28       +0            11th
Great wyrm    12d4 (34)   32                   30       +0            12th

Age           Speed                    Armor Class                       Special Abilities
Wyrmling      40 ft., fly 90 ft.       13 (+2 size, +1 natural)          Immunity to acid
              (good)                   touch 12, flat-footed 13          Sneak Attack +1d6                                                                 
Very young    40 ft., fly 90 ft.       15 (+1 size, +4 natural)          --
              (good)                   touch 11, flat-footed 15          
Young         40 ft., fly 90 ft.       18 (+1 size, +7 natural)          Sneak Attack +2d6
              (good)                   touch 11, flat-footed 18          
Juvenile      40 ft., fly 100 ft.      20 (+10 natural)                  Buzzing Bee
              (average)                touch 10, flat-footed 20          
Young adult   40 ft., fly 100 ft.      23 (+13 natural)                  DR 5/magic, pathetic presence
              (average)                touch 10, flat-footed 23          Sneak Attack +3d6
Adult         40 ft., fly 100 ft.      25 (-1 size, +16 natural)         [I]Tongues[/I]
              (average)                touch 9, flat-footed 25           
Mature adult  40 ft., fly 100 ft.      28 (-1 size, +19 natural)         DR 10/magic, Sneak Attack +4d6                                                
              (average)                touch 9, flat footed 28           
Old           40 ft., fly 100 ft.      31 (-1 size, +22 natural)         [I]Tasha’s Hideous Laughter[/I]
              (average)                touch 9, flat footed 31           
Very old      40 ft., fly 100 ft.      33 (-2 size, +25 natural)         DR 15/magic, Sneak Attack +5d6
              (average)                touch 8, flat footed 33           
Ancient       40 ft., fly 100 ft.      36 (-2 size, +28 natural)         [I]Feeblemind[/I]
              (average)                touch 8, flat footed 36           
Wyrm          40 ft., fly 100 ft.      38 (-2 size, +31 natural)         DR 20/magic, Sneak Attack +6d6
              (average)                touch 8, flat footed 38           
Great wyrm    40 ft., fly 120 ft.      40 (-4 size, +34 natural)         [I]Otto’s Irresistible dance[/I]
              (poor)                   touch 6, flat footed 40
This dragon has an awkward appearance. Two short horns sweep backwards from its disproportioned head, while its wings seem undersized for its body. Its draconic maw is formed in a lopsided grin, and its claws look as if they've been painted and polished. Its scales are the colors of cherry blossoms. Despite its obvious draconic nature, the creature seems to inspire pity rather than awe.

Pink dragons are the weakest breed of chromatic dragons archived to this day. Some sages speculate that they are born from the union of a red and white dragon. These assumptions are false. Although pink dragons can become violent, they are not inherently cruel. In fact, most chromatic dragons will bully them or worse, attempt to kill them on sight, considering them parodies or mockeries of their own kind. Red dragons particularly despise them, fully aware of the myth of their heritage. However, pink dragons are renowned as devilish pranksters and tricksters. Very few dragon slayers learn that these dragons always get the last laugh.

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

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

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

Combat
Pink dragons usually try to converse with intelligent creatures before resorting to violence. If drawn into battle, they try to downplay their draconic might, allowing their pathetic aura and comical appearance to give adversaries a false sense of security, especially when it creates an opening to sink its teeth in.

Breath Weapon (Su): A pink dragon has one breath weapon, a cone of pink bubbles composed of irritants that deal acid damage. A Reflex save halves the damage, but failing it renders the target blind and sickened for 1d4 rounds. Furthermore, the bubbles keep floating in suspension for 1 round per age category. Any non-reach, piercing or slashing melee attack made inside the cone’s area makes the bubbles burst, dealing 1d6 points of acid to the attacker, no save allowed. However, each attack reduces the breath lingering duration by one round. Pink dragons are immune to the effects of their own breath weapons, and those of other pink dragons. In addition, a pink dragon's vision is never hampered by the bubbles.

Sneak Attack: If a pink dragon can catch an opponent when he is unable to defend himself effectively from her attack, it can strike a vital spot for extra damage. The pink dragon’s attack deals extra damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the pink dragon flanks her target. This extra damage is 1d6 at wyrmling stage, and it increases by 1d6 every two age categories thereafter. Should the pink dragon score a critical hit with a sneak attack, this extra damage is not multiplied. It cannot deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A pink dragon can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The pink dragon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A pink dragon cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

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

Spell-like abilities: 3/day—Tongues (adult or older); 1/day—Feeblemind (ancient or older), Tasha's hideous laughter (old or older), Otto's irresistible dance (great wyrm).

Pathetic Presence (Su): Pink dragons do not possess the frightful presence ability of other true dragons. Instead, a young adult or older dragon projects an aura of pity when it attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon’s age category are subject to the effect if they have more HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s pathetic presence for 24 hours. On a failure, creatures take a -2 penalty on attacks against the dragon, seeing it as weak, pathetic, and barely worth the effort of slaying. Dragons ignore the pathetic presence of pink dragons. Furthermore, any creature who fails their save are treated as flat-footed against the pink dragon’s attacks for 1 round

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

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

RavinRay

Explorer
Ooh, an evil pink dragon!

I think Bahamut needs more felldrakes to counter Tiamat's numerous dragonspawn.

Another idea popped into my head: psionic dragons named not after gems, but minerals carved as ornamental objects. Similar to the planar dragons, they don't have innate psion manifesting abilities, instead having psi-like abilities, and their natural attacks have psionic special qualities like psionic weapons have. Alabaster is one name (from the mineral gypsum), malachite is another (but it has been chosen for a gem dragon already). I might put them in the Outlands near the gate-towns that share their alignments (NG, LN, CN, NE).
 

freyar

Extradimensional Explorer
Hey, JiCi, since you mentioned in the true dragons thread that you're working on teal, do you want to post what you have here and collaborate? I think we're due for a chromatic... Nice work with the pink and the felldrakes, btw. Gotta love the felldrakes! :D
 

JiCi

First Post
freyar said:
Hey, JiCi, since you mentioned in the true dragons thread that you're working on teal, do you want to post what you have here and collaborate? I think we're due for a chromatic... Nice work with the pink and the felldrakes, btw. Gotta love the felldrakes! :D
Of course ! No problem. I haven't finished, but I'll post it when I'm done.

I considered the felldrakes a good addition: they make good sentries, guards and mounts... and they're good.
 

JiCi

First Post
Here it is: the Teal dragon

Teal Dragon
Dragon (Cold, Fire)
Climate/Terrain: any cold 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 4; very young 5; young 6; juvenile 9; young adult 12; adult 14; mature adult 16; old 18; very old 20; ancient 21; wyrm 22; great wyrm 24.
Treasure: Triple standard
Alignment: Always lawful evil.
Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young 12–13 HD; juvenile 15–16 HD; young adult 18–19 HD; adult 21–22 HD; mature adult 24–25 HD; old 27–28 HD; very old 30–31 HD; ancient 33–34 HD; wyrm 36–37 HD; great wyrm 39+ HD
Level Adjustment: Wyrmling +4; very young +5; young +5; juvenile +6; others —
Code:
Teal 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 cold and fire, water breathing
              (average), swim 40 ft    touch 11, flat-footed 15   Immunity to disease
Very young    40 ft., fly 100 ft.      17 (+7 natural)            Rimefire aura 1d6
              (average), swim 40 ft.   touch 10, flat-footed 17
Young         40 ft., fly 100 ft.      20 (+10 natural)           [I]Fog Cloud[/I]
              (average), swim 40 ft.   touch 10, flat-footed 20
Juvenile      40 ft., fly 150 ft.      22 (-1 size, +13 natural)  
              (average), swim 40 ft.   touch 9, flat-footed 22    
Young adult   40 ft., fly 150 ft.      25 (-1 size, +16 natural)  DR 5/magic, [I]Gust of Wind[/I]
              (average), swim 40 ft.   touch 9, flat-footed 25
Adult         40 ft., fly 200 ft.      27 (-2 size, +19 natural)  Rimefire aura 1d8
              (poor), swim 40 ft.      touch 8, flat-footed 27
Mature adult  40 ft., fly 200 ft.      30 (-2 size, +22 natural)  DR 10/magic, Rimefire spells
              (poor), swim 40 ft.      touch 8, flat footed 30    
Old           40 ft., fly 200 ft.      33 (-2 size, +25 natural)  
              (poor), swim 40 ft.      touch 8, flat footed 33  
Very old      40 ft., fly 200 ft.      36 (-2 size, +28 natural)  DR 15/magic
              (clumsy), swim 40 ft.    touch 8, flat footed 36
Ancient       40 ft., fly 200 ft.      37 (-4 size, +31 natural)  [I]Control Weather[/I], Rimefire aura 2d6
              (clumsy), swim 40 ft.    touch 6, flat footed 37    
Wyrm          40 ft., fly 250 ft.      40 (-4 size, +34 natural)  DR 20/magic
              (clumsy), swim 40 ft.    touch 6, flat footed 40
Great wyrm    40 ft., fly 250 ft.      43 (-4 size, +37 natural)  [I]Obedient Alavanche[/I]
              (clumsy), swim 40 ft.    touch 6, flat footed 43
A chill fog spreads through the area, much like a sudden change of weather. As the ground starts shaking, a large sinuous quadruped beast slowly stalks toward you. Its streamlined body has many reptilian features and small hexagonal teal scales. Its huge wings are leathery and dark aqua, its clawed legs are webbed and its tail ends in a massive flipper. Its head has three heavy horns protruding backward and arranged like a trident. Its neck and back is rowed with dorsal fins that resemble saw teeth, the row splits in two at the base of its head protruding from each side of the center horn and to finish on its brow. Its lizard-like jaw shows sharp teeth and its eyes are orbs of teal, hiding a truly cruel mind. As the fog freezes to the core, the dragon launches forward, and a breath of frost burning flame is expelled to reduce you to powder.

Teal dragons are a rare breed of chromatic dragons that inhabit the coldest regions of the world. While some think it was a crossbreed of blue and green dragons, these dragons do not show any resemblance nor any abilities related to deserts or forests. Teal dragons have instead mastered rimefire: a bluish flame that burns and cools simultaneously.

At birth, a teal dragon’s scales are turquoise, almost like sea water. As it ages, the scales become darker and shinier. Its eyes start as black with a light green iris, but as it ages, the eye becomes duller, until it appears as a full teal orb, like a pearl.

Teal dragons make their lairs in arctic mountains or icebergs. They use snow and ice to cover the entrances and sometimes dig an entrance below sea levels and flood part of their lair with cold water. This allows them to hunt aquatic preys, without leaving their lairs. It also serves as a good torture area, as intruders are tossed into the water to drown or to freeze.

Teal dragons prefer to sleep and conserve their energy for day-long hunts. Since the icy wasteland doesn’t have many resources, teal dragons do not exit their lairs for no reason. However, when hunting, they come back with several preys and goods which they stack in their lairs. Teal dragons often get in conflict with white dragons. They consider these brethrens are primitive beasts that deserve to be hunt for food. Thanks to their rimefire, they usually get the advantage over the white, often ending in retreat or bloodshed. They can eat anything, but prefer animal and magical beasts over humanoid flesh, yet a quick snack of this kind is always welcomed for a teal dragon. Thanks also to their disease-immune metabolism, they also love to drink coldfire, a thick, cold, green liquid that that can infects other living creatures with a disease called coldfire ruin.

Combat

Teal dragons usually buff themselves with spells before confronting intruders. They then activate their rimefire aura, which further freezes its opponents, along with their fog cloud spell-like ability, blinding them. A teal dragon sometimes bull rushes a prey into the water to drown it and separate it from its group. It also uses the flowing blood to lure other creatures in order to eat more unsuspecting preys. Their breath weapon works equally in and out of the water, and survivors of these blasts sometimes remain with visible frost burns and scars.

Breath Weapon (Su): A teal dragon has one type of breath weapon, a cone of rimefire. Creatures within the cone take half fire damage and half cold damage.

Rimefire Aura (Su): A very young or older teal dragon is constantly surrounded by a icy cold fog. At the beginning of their turn, anyone within 30 feet of the dragon must make a Fortitude save (same as breath weapon), or take 1d6 points of damage. Half the damage is cold and the other is fire. The damage increases to 1d8 at adult age, and again to 2d6 at wyrm age. The teal dragon can suppress and resume this aura as a free action. Furthermore, the teal dragon gains concealment while its aura is active.

Rimefire spells (Su): Once per day per age category, a mature adult or older teal dragon can alter any spells with the Fire or Cold descriptor it knows to create rimefire. If such a spell deals damage, it deals half fire and cold damage. The casting time is unchanged.

Spell-like abilities: At will – Fog Cloud (young or older) 3/day – Gust of Wind (young adult or older); 1/day - Control Weather (blizzard only) (ancient or older), Obedient Avalanche (great wyrm).

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

Skills: Intimidate, Survival and Swim are considered class skills for teal dragons. Furthermore, a teal dragon gains a +10 racial bonus to Hide checks when its aura is active.
 
Last edited:




freyar

Extradimensional Explorer
Interesting ideas all around...

Anyone interested in another group dragon creation? Since we have the aluminum, peridot, and teal, we could move on to another metallic. We had some ideas for a magnesium floating around earlier. If that's agreeable, I'll post a statblock tomorrow. (Edit: a working draft, that is.)
 

Remove ads

Top