Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Creating new dragons!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JiCi" data-source="post: 3570530" data-attributes="member: 40121"><p>Here it is: the Teal dragon</p><p></p><p><strong><span style="color: Red">Teal Dragon</span></strong></p><p><strong>Dragon (Cold, Fire)</strong></p><p><strong>Climate/Terrain</strong>: any cold and underground</p><p><strong>Organization</strong>: 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.</p><p><strong>Challenge Rating</strong>: 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.</p><p><strong>Treasure</strong>: Triple standard</p><p><strong>Alignment</strong>: Always lawful evil.</p><p><strong>Advancement</strong>: 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</p><p><strong>Level Adjustment</strong>: Wyrmling +4; very young +5; young +5; juvenile +6; others —</p><p>[CODE]</p><p>Teal Dragons by Age</p><p>Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack Fort Ref Will </p><p> Attack/ Bonus Save Save Save</p><p> Grapple</p><p>Wyrmling S 5d12+5 (37) 13 10 13 10 11 13 +5/+2 +7 +5 +4 +4 </p><p>Very young M 8d12+16 (68) 15 10 15 12 12 14 +8/+10 +10 +8 +6 +7</p><p>Young M 11d12+33 (104) 17 10 17 14 14 15 +11/+14 +14 +10 +7 +11</p><p>Juvenile L 14d12+56 (147) 19 10 19 16 16 16 +14/+22 +17 +13 +9 +12</p><p>Young adult L 17d12+85 (195) 23 10 21 18 18 17 +17/+27 +22 +15 +10 +14</p><p>Adult H 20d12+120 (250) 27 10 23 18 18 18 +20/+32 +26 +18 +12 +16</p><p>Mature adult H 23d12+161 (310) 29 10 25 20 20 19 +23/+40 +30 +20 +13 +15</p><p>Old H 26d12+208 (377) 31 10 27 20 20 20 +26/+44 +34 +23 +15 +20</p><p>Very old H 29d12+261 (449) 33 10 29 21 21 21 +29/+48 +38 +25 +16 +21</p><p>Ancient G 32d12+320 (528) 35 10 31 21 21 22 +32/+57 +40 +28 +18 +23</p><p>Wyrm G 35d12+385 (612) 37 10 33 22 22 23 +35/+60 +44 +30 +19 +25</p><p>Great wyrm G 38d12+456 (703) 40 10 35 22 22 24 +38/+65 +47 +33 +21 +27</p><p></p><p>Age Breath Frightful SR Initiative Caster Level</p><p> Weapon (DC) Presence (DC) </p><p>Wyrmling 2d6 (13) - - +0 -</p><p>Very young 4d6 (16) - - +0 -</p><p>Young 6d6 (18) - - +0 -</p><p>Juvenile 8d6 (20) - - +0 1st</p><p>Young adult 10d6 (22) 20 22 +0 3rd</p><p>Adult 12d6 (25) 24 24 +0 5th</p><p>Mature adult 14d6 (27) 27 26 +0 7th</p><p>Old 16d6 (29) 31 28 +0 9th</p><p>Very old 18d6 (31) 34 30 +0 11th</p><p>Ancient 20d6 (34) 38 32 +0 13th</p><p>Wyrm 22d6 (36) 41 34 +0 15th</p><p>Great wyrm 24d6 (38) 45 36 +0 17th</p><p></p><p>Age Speed Armor Class Special Abilities</p><p>Wyrmling 40 ft., fly 100 ft. 15 (+1 size, +4 natural) Immunity to cold and fire, water breathing</p><p> (average), swim 40 ft touch 11, flat-footed 15 Immunity to disease</p><p>Very young 40 ft., fly 100 ft. 17 (+7 natural) Rimefire aura 1d6</p><p> (average), swim 40 ft. touch 10, flat-footed 17</p><p>Young 40 ft., fly 100 ft. 20 (+10 natural) [I]Fog Cloud[/I]</p><p> (average), swim 40 ft. touch 10, flat-footed 20</p><p>Juvenile 40 ft., fly 150 ft. 22 (-1 size, +13 natural) </p><p> (average), swim 40 ft. touch 9, flat-footed 22 </p><p>Young adult 40 ft., fly 150 ft. 25 (-1 size, +16 natural) DR 5/magic, [I]Gust of Wind[/I]</p><p> (average), swim 40 ft. touch 9, flat-footed 25</p><p>Adult 40 ft., fly 200 ft. 27 (-2 size, +19 natural) Rimefire aura 1d8</p><p> (poor), swim 40 ft. touch 8, flat-footed 27</p><p>Mature adult 40 ft., fly 200 ft. 30 (-2 size, +22 natural) DR 10/magic, Rimefire spells</p><p> (poor), swim 40 ft. touch 8, flat footed 30 </p><p>Old 40 ft., fly 200 ft. 33 (-2 size, +25 natural) </p><p> (poor), swim 40 ft. touch 8, flat footed 33 </p><p>Very old 40 ft., fly 200 ft. 36 (-2 size, +28 natural) DR 15/magic</p><p> (clumsy), swim 40 ft. touch 8, flat footed 36</p><p>Ancient 40 ft., fly 200 ft. 37 (-4 size, +31 natural) [I]Control Weather[/I], Rimefire aura 2d6</p><p> (clumsy), swim 40 ft. touch 6, flat footed 37 </p><p>Wyrm 40 ft., fly 250 ft. 40 (-4 size, +34 natural) DR 20/magic</p><p> (clumsy), swim 40 ft. touch 6, flat footed 40</p><p>Great wyrm 40 ft., fly 250 ft. 43 (-4 size, +37 natural) [I]Obedient Alavanche[/I]</p><p> (clumsy), swim 40 ft. touch 6, flat footed 43</p><p>[/CODE]</p><p><em>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.</em></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Combat</strong></p><p></p><p>Teal dragons usually buff themselves with spells before confronting intruders. They then activate their rimefire aura, which further freezes its opponents, along with their <em>fog cloud</em> 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.</p><p></p><p><strong>Breath Weapon (Su)</strong>: 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.</p><p></p><p><strong>Rimefire Aura (Su)</strong>: 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.</p><p></p><p><strong>Rimefire spells (Su)</strong>: 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.</p><p></p><p><strong>Spell-like abilities</strong>: At will – <em>Fog Cloud</em> (young or older) 3/day – <em>Gust of Wind</em> (young adult or older); 1/day - <em>Control Weather (blizzard only)</em> (ancient or older), <em>Obedient Avalanche</em> (great wyrm).</p><p></p><p><strong>Water Breathing (Ex)</strong>: A teal dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.</p><p></p><p><strong>Skills</strong>: 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.</p></blockquote><p></p>
[QUOTE="JiCi, post: 3570530, member: 40121"] Here it is: the Teal dragon [B][COLOR=Red]Teal Dragon[/COLOR][/B] [B]Dragon (Cold, Fire)[/B] [B]Climate/Terrain[/B]: any cold and underground [B]Organization[/B]: 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. [B]Challenge Rating[/B]: 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. [B]Treasure[/B]: Triple standard [B]Alignment[/B]: Always lawful evil. [B]Advancement[/B]: 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 [B]Level Adjustment[/B]: 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 [/CODE] [I]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.[/I] 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. [B]Combat[/B] Teal dragons usually buff themselves with spells before confronting intruders. They then activate their rimefire aura, which further freezes its opponents, along with their [I]fog cloud[/I] 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. [B]Breath Weapon (Su)[/B]: 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. [B]Rimefire Aura (Su)[/B]: 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. [B]Rimefire spells (Su)[/B]: 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. [B]Spell-like abilities[/B]: At will – [I]Fog Cloud[/I] (young or older) 3/day – [I]Gust of Wind[/I] (young adult or older); 1/day - [I]Control Weather (blizzard only)[/I] (ancient or older), [I]Obedient Avalanche[/I] (great wyrm). [B]Water Breathing (Ex)[/B]: A teal dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. [B]Skills[/B]: 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Creating new dragons!
Top