Just Passing Through
Explorer
In the spirit of Celebrims thread "1e-Revised and rebalanced dragons for 1e ad&d" I have created a revision for dragons in ad&d 2e, one that I hope fixes many of the problems with the original 2e dragon rules.
Table 1: Dragons!
Table 2: Dragon Saving Throws
Table 3: Dragon Age and Hit Dice by Species (for dragons outside the ones listed here place them in a category based on how they compare with other dragons in the category)
General Abilities of Dragons
The Strength and Constitution scores of a dragon are typically 10 for tiny dragons, 13 for small dragons, 16 for medium dragons, 19 for large dragons, 22 for huge dragons, and 25 for gargantuan dragons. A dragon does not gain a hit or damage adjustment for its Strength score, and does not gain a hit point adjustment for its Constitution score. They otherwise gain the normal benefits and penalties for their Strength and Constitution scores.
The Dexterity score of a dragon is typically 25 for tiny dragons, 21 for small dragons, 19 for medium dragons, 18 for large dragons, 17 for huge dragons, and 16 for gargantuan dragons. A dragons Dexterity score only applies to reaction modifiers and saving throws versus attacks, they do not gain any other benefits from their Dexterity.
The Intelligence, Wisdom, and Charisma scores of a dragon are typically equal to 10+one half the dragons hit dice (round fractions up). They gain the normal benefits and penalties for their Intelligence, Wisdom, and Charisma scores.
Dragons speak their own language, plus a number of additional languages of their choosing up to the limit provided by their intelligence. A dragon has a 4% chance per hit die of having acquired the power to communicate telepathically with any intelligent creature within 10 feet per hit die. A dragon with this ability can telepathically communicate with a number of creatures at once equal to its hit dice.
All of these values can vary from dragon to dragon.
Dragon Defenses
Dragons of large size take -1 damage from weapons other than siege weapons or those wielded by creatures as large or larger than themselves. They take -2 damage at huge size, and -3 damage at gargantuan size. Dragons of huge size are immune to normal missiles; their hides deflect arrows and other small projectiles. Large missiles (from catapults, giants, etc.) and magical missiles affect them normally. Dragons of gargantuan size are so impervious that they are immune to nonmagical weapons.
All dragons are immune to disease save for a few rare magical diseases which are unique to their race. Any creature or attack which can be thwarted by cure disease, such as green slime or rot grubs, when encountering the dragon’s unique physiology has no effect on a dragon, and if it persists it dies instantly as if having been treated by cure disease.
All dragons ignore the first 4 points of damage per hit die from attacks of the same sort as their breath weapon. All dragons ignore the first 1 point of damage per hit die from poisons of all sorts. Dragons which do not have cold breath weapons also ignore the first 1 point of damage per hit die from fire attacks, and those which do not have fire breath weapons also ignore the first 1 point of damage per hit die from cold attacks.
If a dragon is subject to an effect which would slay it outright, it instead loses 4 hit points per hit die.
Dragon Sensory Powers
All dragons have ultravision out to 10 feet per hit die. Their enhanced senses also enable them to detect all invisible objects and creatures (including creatures or items hidden in darkness or fog) within a radius of 10 feet per hit die. A dragon can also spot secret and concealed doors, traps, and other things not in plain sight within the same range. Because of their incredibly keen senses, a -30% penalty on attempts to move silently or hide in shadows is incurred with respect to dragons. Unless a dragon is in a deep slumber or extreme magical measures are employed to mask all indications of a trespasser’s presence, a dragon is never surprised.
A dragon can track as a ranger of a level equal to its hit dice, and they do not suffer the usual -6 tracking penalty for non rangers. In its native climate/terrain, a dragon can move silently and hide in shadows as per a ranger of a level equal to its hit dice. A dragon can attempt to move silently and hide in shadows in other environments, but its base chance is halved.
All dragons possess a natural clairaudience ability with respect to their lairs. While within 10 miles per hit die of its lair, a dragon can concentrate upon a specific spot in its lair and hear in its mind any noise within 10 feet per hit die of that spot.
Dragon Flight
A dragon in flight can change direction quickly by executing a wingover maneuver. The maneuver enables the dragon to make a tum of up to 240 degrees once per round regardless of its speed or size. A dragon cannot gain altitude during the round it executes a wingover, but it may dive. A dragon can use this ability while hovering.
A flying dragon can choose to halt its forward momentum and hover for one round. It must make this decision at the start of the round. A dragon can resume flying normally at the start of the next round, or it can choose to continue hovering.
Dragon Natural Weaponry and Attack Forms
A dragon may make up to 6 attacks per round, one with its bite, two with its claws, two with its wings, and one with its tail. A dragon in flight may not employ its wings in combat, however a flying dragon can strike with all four of its claws. A dragons coordination and flexibility means that it can strike any creature near it with any of its attacks regardless of their relative position to the dragon, and can split its attacks any way it chooses amongst multiple opponents. However, a dragon can only employ at most 3 attacks against a single foe.
If a dragon succeeds on an attack by 4 or more against a creature two or more sizes smaller than itself, it inflicts an additional effect depending on what attack was used.
Bite: The creature is swallowed and takes damage as from the dragon’s bite each subsequent round. Swallowed creatures may attempt to fight their way out of the dragon’s gullet against an effective AC of 10, but only light piercing or stabbing weapons such as a dagger may be employed, and for each round that passes they have a cumulative -1 penalty to damage from such attacks. Nonetheless, any creature that succeeds in doing a number of points of damage equal to the dragons hit dice will be regurgitated from the dragon.
Claw: The creature is snatched in the dragon’s claws and is squeezed for automatic claw damage each subsequent round. The creature may still attack the dragon, but owing to the circumstances attacks are made at a -4 penalty to hit. The creature must make a successful bend bars/lift gates roll to free themselves, and may attempt to escape each round. A dragon can only hold one creature in each claw, and cannot attack with a claw that is holding a creature. A dragon may always voluntarily release a grappled creature, and may move with grappled creatures at half speed.
Wing: The creature is pushed 30 feet away from the dragon and is knocked prone.
Tail: The creature is restrained in the wyrms coils and is constricted for automatic tail damage each subsequent round. The creature may still attack the dragon, but owing to the circumstances attacks are made at a -4 penalty to hit. The creature must make a successful bend bars/lift gates roll to free themselves, and may attempt to escape each round. A dragon can only constrict one creature with its tail, and cannot attack with its tail while constricting a creature. A dragon may always voluntarily release a grappled creature, and may move with grappled creatures at half speed.
As they grow in size and power, dragons gain access to additional abilities that they can utilize. Several such abilities give the dragon options they can use in place of making certain attacks. The following table provides a breakdown of a dragons normal combat routine, and the replacement options for each attack mode. Unless a dragon has multiple uses of a certain attack mode it cannot use multiple replacement options for the same attack mode in a round. Furthermore, some abilities replace all of a dragons attacks for a certain attack mode for a round, those abilities are listed in the third column.
Table 4: Dragon Replacement Attack Mode Chart
Spells
Dragons with the power of telepathy have spell casting ability. Dragon spells are expressed as wizard or priest spell slots, and the dragon has as many spell slots as a wizard or priest of a level equal to half their hit dice (round fractions up). There is a 1% chance per hit die that a dragon has spell slots as both a wizard and a priest. Each spell slot is filled with a single spell, which is usually determined randomly, and the dragon can cast the spell from each spell slot once per day. If the dragon randomly rolls for spells and get a duplicate, the spell may be used one additional time per day for each duplicate result. Dragons do not use spell books or pray to deities; they simply sleep, concentrate when they awaken, and remember their spells. Dragon spells have only a verbal component and have a casting time of 1. A dragon’s caster level for its spells is equal to its hit dice.
Spell Like Abilities
Any dragon with the power of telepathy can cast polymorph self at will as a spell like ability. All dragons also have access to additional spell like abilities. Dragon spell like abilities have a casting time of 3, do not require components, and are not interruptible. The dragon’s caster level for such abilities is equal to its hit dice.
Psionics
Dragons with the power of telepathy have a 1% chance per hit die to develop psionic abilities. Dragons who develop them have psionic abilities as a psionicist of a level equal to half their hit dice (round fractions up). Dragons are assumed to use the system found in the complete psionics handbook for their psionic rules and abilities, although all dragon psionic abilities have a preparation time of 0.
Special Attacks
Hypnotic Gaze: Any dragon which has the power of telepathy, if it fixes its gaze on a single creature and locks eyes with it, may employ hypnotism against that foe as the spell of the same name. The caster level of this ability is equal to the dragons hit dice. A dragon cannot bite in the same round it uses this ability.
Breath Weapon: Each dragon has a breath weapon which it may employ in lieu of its bite attack. A dragons breath weapon comes in one of three different shapes, each with its own dimension based on the dragons hit dice.
Cone –A cone breath weapon is 5 feet long per hit die, and has a base as wide as it is long.
Cloud –A cloud breath weapon is 5 feet long per hit die, and is half as wide and half as tall as it is long.
Line –A line breath weapon is 10 feet long per hit die and is 5 feet wide and 5 feet tall.
A dragon’s breath weapon can be damaging or non-damaging. Targets in the affected area of a damaging breath weapon suffer twice the damage of a bite attack, a saving throw versus breath weapon indicates half damage is taken. Targets in the affected area of a non-damaging breath weapon can suffer just about any effect that does not deal damage and does not instantly kill the opposition, a saving throw versus breath weapon negates the effect of a non-damaging breath weapon.
After using its breath weapon, a dragon must wait two rounds before it can use it again. So, if a dragon breathed on the first round, it would not be able to breathe on the second or third rounds, and would be able to breathe again on the fourth round.
Dragon Fear: As a large size or larger dragon attacks, flies overhead, or charges, they radiate a powerful aura which causes the following effects on all creatures within 10 feet per hit die of the dragon:
1. Creatures with 1 or fewer hit dice, as well as all non-carnivorous, non-aggressive creatures with fewer hit dice than the dragon, will be paralyzed with fear (50%) for as long as the dragon remains in view, or else will flee in panic (50%) for 4d6 rounds. Such a rout will be made at the fastest speed possible away from the dragon.
2. Trained war mounts, organized military units, and single creatures with 2 or more hit dice are entitled to saving throws versus petrification. Creatures failing their saving throws are stricken with fear and fight with a -2 penalty to their attack and damage rolls.
3. Creatures with hit dice equal to or greater than those of the dragon are immune to the fear effect.
Tail Sweep: A dragon of at least large size may attempt to bowl over anyone in a wide swath with the sweep of their tail, rather than picking out an individual target. Tail sweep attacks preclude the dragon from making any other sort of attack with its tail. A dragon of at least large size effects all targets in a 10 foot square area behind it; a dragon of at least huge size effects all targets in 15 foot square behind it, while a dragon of at least gargantuan size effects all targets in a 20 foot square behind it. Targets in the affected area suffer one half the damage of a tail attack and are knocked prone, a saving throw versus petrification indicates half damage is taken and negates the knockdown effect. All targets within the area of effect must be at least two sizes smaller than the dragon, or such an attack may not be attempted.
Trample: A dragon of at least large size may trample opponents beneath its claws. Trample attacks preclude the dragon from making any other sort of attack with its claws. To use a trample attack, the dragon must either charge or land. If a charge, the attack effects a swath as long as the charge and 10 feet wide (if the dragon is large) 15 feet wide (if the dragon is huge) or 20 feet wide (if the dragon is gargantuan). If the attack is made by landing, the area of effect is 10 feet wide and 10 feet long (large dragons) 15 feet wide and 15 feet long (huge dragons) or 20 feet wide and 20 feet long (gargantuan dragon). Targets in the affected area suffer the damage of a claw attack and are knocked prone, a saving throw versus petrification indicates half damage is taken and negates the knockdown effect. All targets in the area of effect must be at least two sizes smaller than the dragon, or such an attack may not be attempted.
Wing Buffet: A dragon of at least large size may use its wings to knock down opponents on its sides instead of striking individual targets. Wing buffet attacks preclude the dragon from making any other sort of attack with its wings. A dragon of at least large size effects all targets within 10 feet of its sides; a dragon of at least huge size effects all targets within 15 feet of its sides, while a dragon of at least gargantuan size effects all targets within 20 feet of its sides. Targets in the affected area suffer the damage of a wing attack and are knocked prone, a saving throw versus petrification indicates half damage is taken and negates the knockdown effect. All targets within the area of effect must be at least two sizes smaller than the dragon, or such an attack may not be attempted.
Wing Storm: A dragon of at least large size can, when on the ground, employ its wings to make a powerful blast of wind in all directions. This effect functions as a gust of wind spell with a caster level equal to the dragon’s hit dice, save that the area of effect is a 5 foot radius per hit die. If the dragon uses this ability in an area with lots of debris and loose earth, the downdraft from its wings creates a dust cloud in the same area that lasts until the gust ends. Creatures within the area are blinded, although the dragons keen senses allow it to continue fighting largely unhindered. If a dragon employs this ability, it may not attack with its wings in the same round.
So what are everyone's thoughts on these rules?
Table 1: Dragons!
HD | Size | Move Rate | THAC0 | AC | MR | Bite | Claw | Wing | Tail | Special Attacks1 | Special Defenses |
1 +1 | T | 4"/8" C | 20 | 10 | 0% | 1d6 | 1d3 | 1d2 | 1d4 | Breath Weapon | Death Resistance, Disease Immunity, Energy Resistance, Poison Resistance |
2 +4 | S | 8"/16" C | 19 | 9 | 5% | 1d8+1 | 1d4+1 | 1d3+1 | 1d6+1 | Breath Weapon | Death Resistance, Disease Immunity, Energy Resistance, Poison Resistance |
3 +6 | S | 8"/16" C | 18 | 8 | 5% | 1d8+1 | 1d4+1 | 1d3+1 | 1d6+1 | Breath Weapon | Death Resistance, Disease Immunity, Energy Resistance, Poison Resistance |
4 +12 | M | 12"/24" C | 17 | 7 | 10% | 1d10+2 | 1d6+2 | 1d4+2 | 1d8+2 | Breath Weapon, Constrict (T), Knockdown (T), Snatch (T), Swallow (T) | Death Resistance, Disease Immunity, Energy Resistance, Poison Resistance |
5 +15 | M | 12"/24" C | 16 | 6 | 10% | 1d10+2 | 1d6+2 | 1d4+2 | 1d8+2 | Breath Weapon, Constrict (T), Knockdown (T), Snatch (T), Swallow (T) | Death Resistance, Disease Immunity, Energy Resistance, Poison Resistance |
6 +24 | L | 16"/32" C | 15 | 5 | 15% | 2d6+3 | 1d8+3 | 1d6+3 | 1d10+3 | Breath Weapon, Constrict (S), Dragon Fear, Knockdown (S), Snatch (S), Swallow (S), Tail Sweep (10), Trample (10), Wing Buffet (10), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Poison Resistance, Weapon Resistance (-1) |
7 +28 | L | 16"/32" C | 14 | 4 | 15% | 2d6+3 | 1d8+3 | 1d6+3 | 1d10+3 | Breath Weapon, Constrict (S), Dragon Fear, Knockdown (S), Snatch (S), Swallow (S), Tail Sweep (10), Trample (10), Wing Buffet (10), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Poison Resistance, Weapon Resistance (-1) |
8 +40 | H | 20"/40" C | 13 | 3 | 20% | 2d8+4 | 1d10+4 | 1d8+4 | 2d6+4 | Breath Weapon, Constrict (M), Dragon Fear, Knockdown (M), Snatch (M), Swallow (M), Tail Sweep (15), Trample (15), Wing Buffet (15), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Normal Missile Immunity, Poison Resistance, Weapon Resistance (-2) |
9 +45 | H | 20"/40" C | 12 | 2 | 20% | 2d8+4 | 1d10+4 | 1d8+4 | 2d6+4 | Breath Weapon, Constrict (M), Dragon Fear, Knockdown (M), Snatch (M), Swallow (M), Tail Sweep (15), Trample (15), Wing Buffet (15), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Normal Missile Immunity, Poison Resistance, Weapon Resistance (-2) |
10 +60 | G | 24"/48" C | 11 | 1 | 25% | 3d6+5 | 2d6+5 | 1d10+5 | 2d8+5 | Breath Weapon, Constrict (L), Dragon Fear, Knockdown (L), Snatch (L), Swallow (L), Tail Sweep (20), Trample (20), Wing Buffet (20), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Nonmagical Weapon Immunity, Poison Resistance, Weapon Resistance (-3) |
11 +66 | G | 24"/48" C | 10 | 0 | 25% | 3d6+5 | 2d6+5 | 1d10+5 | 2d8+5 | Breath Weapon, Constrict (L), Dragon Fear, Knockdown (L), Snatch (L), Swallow (L), Tail Sweep (20), Trample (20), Wing Buffet (20), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Nonmagical Weapon Immunity, Poison Resistance, Weapon Resistance (-3) |
12 +72 | G | 24"/48" C | 9 | -1 | 30% | 3d8+6 | 2d8+6 | 2d6+6 | 3d6+6 | Breath Weapon, Constrict (L), Dragon Fear, Knockdown (L), Snatch (L), Swallow (L), Tail Sweep (20), Trample (20), Wing Buffet (20), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Nonmagical Weapon Immunity, Poison Resistance, Weapon Resistance (-3) |
13 +78 | G | 24"/48" C | 8 | -2 | 30% | 3d8+6 | 2d8+6 | 2d6+6 | 3d6+6 | Breath Weapon, Constrict (L), Dragon Fear, Knockdown (L), Snatch (L), Swallow (L), Tail Sweep (20), Trample (20), Wing Buffet (20), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Nonmagical Weapon Immunity, Poison Resistance, Weapon Resistance (-3) |
14 +84 | G | 24"/48" C | 7 | -3 | 35% | 4d6+7 | 3d6+7 | 2d8+7 | 3d8+7 | Breath Weapon, Constrict (L), Dragon Fear, Knockdown (L), Snatch (L), Swallow (L), Tail Sweep (20), Trample (20), Wing Buffet (20), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Nonmagical Weapon Immunity, Poison Resistance, Weapon Resistance (-3) |
15 +90 | G | 24"/48" C | 6 | -4 | 35% | 4d6+7 | 3d6+7 | 2d8+7 | 3d8+7 | Breath Weapon, Constrict (L), Dragon Fear, Knockdown (L), Snatch (L), Swallow (L), Tail Sweep (20), Trample (20), Wing Buffet (20), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Nonmagical Weapon Immunity, Poison Resistance, Weapon Resistance (-3) |
16 +96 | G | 24"/48" C | 5 | -5 | 40% | 4d8+8 | 3d8+8 | 3d6+8 | 4d6+8 | Breath Weapon, Constrict (L), Dragon Fear, Knockdown (L), Snatch (L), Swallow (L), Tail Sweep (20), Trample (20), Wing Buffet (20), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Nonmagical Weapon Immunity, Poison Resistance, Weapon Resistance (-3) |
17 +102 | G | 24"/48" C | 4 | -6 | 40% | 4d8+8 | 3d8+8 | 3d6+8 | 4d6+8 | Breath Weapon, Constrict (L), Dragon Fear, Knockdown (L), Snatch (L), Swallow (L), Tail Sweep (20), Trample (20), Wing Buffet (20), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Nonmagical Weapon Immunity, Poison Resistance, Weapon Resistance (-3) |
18 +108 | G | 24"/48" C | 3 | -7 | 45% | 6d6+9 | 4d6+9 | 3d8+9 | 4d8+9 | Breath Weapon, Constrict (L), Dragon Fear, Knockdown (L), Snatch (L), Swallow (L), Tail Sweep (20), Trample (20), Wing Buffet (20), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Nonmagical Weapon Immunity, Poison Resistance, Weapon Resistance (-3) |
19 +114 | G | 24"/48" C | 2 | -8 | 45% | 6d6+9 | 4d6+9 | 3d8+9 | 4d8+9 | Breath Weapon, Constrict (L), Dragon Fear, Knockdown (L), Snatch (L), Swallow (L), Tail Sweep (20), Trample (20), Wing Buffet (20), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Nonmagical Weapon Immunity, Poison Resistance, Weapon Resistance (-3) |
20 +120 | G | 24"/48" C | 1 | -9 | 50% | 6d8+10 | 4d8+10 | 4d6+10 | 6d6+10 | Breath Weapon, Constrict (L), Dragon Fear, Knockdown (L), Snatch (L), Swallow (L), Tail Sweep (20), Trample (20), Wing Buffet (20), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Nonmagical Weapon Immunity, Poison Resistance, Weapon Resistance (-3) |
21 +126 | G | 24"/48" C | 0 | -10 | 50% | 6d8+10 | 4d8+10 | 4d6+10 | 6d6+10 | Breath Weapon, Constrict (L), Dragon Fear, Knockdown (L), Snatch (L), Swallow (L), Tail Sweep (20), Trample (20), Wing Buffet (20), Wing Storm | Death Resistance, Disease Immunity, Energy Resistance, Nonmagical Weapon Immunity, Poison Resistance, Weapon Resistance (-3) |
| | | | | | | | | | 1All dragons capable of telepathy also have spell/psionic abilities, a hypnotic gaze attack, and the ability to shapeshift. | |
Table 2: Dragon Saving Throws
HD | PPDm | RSW | PP | Bw | Sp |
1 | 10 | 11 | 10 | 15 | 12 |
2 | 10 | 11 | 10 | 15 | 12 |
3 | 10 | 11 | 10 | 15 | 12 |
4 | 9 | 11 | 10 | 15 | 12 |
5 | 9 | 11 | 9 | 13 | 12 |
6 | 9 | 9 | 9 | 13 | 10 |
7 | 7 | 9 | 9 | 12 | 10 |
8 | 7 | 9 | 9 | 12 | 10 |
9 | 7 | 9 | 8 | 9 | 10 |
10 | 6 | 9 | 8 | 9 | 10 |
11 | 6 | 7 | 8 | 8 | 8 |
12 | 6 | 7 | 8 | 8 | 8 |
13 | 5 | 7 | 6 | 5 | 8 |
14 | 5 | 7 | 6 | 5 | 8 |
15 | 4 | 6 | 5 | 4 | 7 |
16 | 4 | 5 | 5 | 4 | 6 |
17 | 3 | 5 | 4 | 4 | 6 |
18 | 3 | 5 | 4 | 4 | 6 |
19 | 2 | 5 | 4 | 4 | 6 |
20 | 2 | 5 | 4 | 4 | 6 |
21 | 2 | 3 | 4 | 4 | 4 |
Table 3: Dragon Age and Hit Dice by Species (for dragons outside the ones listed here place them in a category based on how they compare with other dragons in the category)
Age | Age | Type 1 (Brass, Crystal, White) | Type 2 (Black, Copper, Topaz) | Type 3 (Bronze, Emerald, Green) | Type 4 (Blue, Sapphire, Silver) | Type 5 (Amethyst, Gold, Red) |
Category | Years | HD | HD | HD | HD | HD |
1-Hatchling | 0-5 | 1 | 1 | 1 | 1 | 1 |
2-Very Young | 6-15 | 2 | 2 | 2 | 3 | 3 |
3-Young | 16-25 | 3 | 3 | 4 | 5 | 5 |
4-Juvenile | 26-50 | 4 | 4 | 5 | 6 | 7 |
5-Young Adult | 51-100 | 5 | 6 | 7 | 8 | 9 |
6-Adult | 101-200 | 6 | 7 | 8 | 9 | 10 |
7-Mature Adult | 201-400 | 7 | 8 | 9 | 10 | 12 |
8-Old | 401-600 | 8 | 9 | 10 | 12 | 14 |
9-Very Old | 601-800 | 9 | 10 | 12 | 14 | 16 |
10-Venerable | 801-1000 | 11 | 12 | 14 | 16 | 18 |
11-Wyrm | 1000-1200 | 12 | 14 | 16 | 18 | 20 |
12-Great Wyrm | 1201+ | 13 | 15 | 17 | 19 | 21 |
General Abilities of Dragons
The Strength and Constitution scores of a dragon are typically 10 for tiny dragons, 13 for small dragons, 16 for medium dragons, 19 for large dragons, 22 for huge dragons, and 25 for gargantuan dragons. A dragon does not gain a hit or damage adjustment for its Strength score, and does not gain a hit point adjustment for its Constitution score. They otherwise gain the normal benefits and penalties for their Strength and Constitution scores.
The Dexterity score of a dragon is typically 25 for tiny dragons, 21 for small dragons, 19 for medium dragons, 18 for large dragons, 17 for huge dragons, and 16 for gargantuan dragons. A dragons Dexterity score only applies to reaction modifiers and saving throws versus attacks, they do not gain any other benefits from their Dexterity.
The Intelligence, Wisdom, and Charisma scores of a dragon are typically equal to 10+one half the dragons hit dice (round fractions up). They gain the normal benefits and penalties for their Intelligence, Wisdom, and Charisma scores.
Dragons speak their own language, plus a number of additional languages of their choosing up to the limit provided by their intelligence. A dragon has a 4% chance per hit die of having acquired the power to communicate telepathically with any intelligent creature within 10 feet per hit die. A dragon with this ability can telepathically communicate with a number of creatures at once equal to its hit dice.
All of these values can vary from dragon to dragon.
Dragon Defenses
Dragons of large size take -1 damage from weapons other than siege weapons or those wielded by creatures as large or larger than themselves. They take -2 damage at huge size, and -3 damage at gargantuan size. Dragons of huge size are immune to normal missiles; their hides deflect arrows and other small projectiles. Large missiles (from catapults, giants, etc.) and magical missiles affect them normally. Dragons of gargantuan size are so impervious that they are immune to nonmagical weapons.
All dragons are immune to disease save for a few rare magical diseases which are unique to their race. Any creature or attack which can be thwarted by cure disease, such as green slime or rot grubs, when encountering the dragon’s unique physiology has no effect on a dragon, and if it persists it dies instantly as if having been treated by cure disease.
All dragons ignore the first 4 points of damage per hit die from attacks of the same sort as their breath weapon. All dragons ignore the first 1 point of damage per hit die from poisons of all sorts. Dragons which do not have cold breath weapons also ignore the first 1 point of damage per hit die from fire attacks, and those which do not have fire breath weapons also ignore the first 1 point of damage per hit die from cold attacks.
If a dragon is subject to an effect which would slay it outright, it instead loses 4 hit points per hit die.
Dragon Sensory Powers
All dragons have ultravision out to 10 feet per hit die. Their enhanced senses also enable them to detect all invisible objects and creatures (including creatures or items hidden in darkness or fog) within a radius of 10 feet per hit die. A dragon can also spot secret and concealed doors, traps, and other things not in plain sight within the same range. Because of their incredibly keen senses, a -30% penalty on attempts to move silently or hide in shadows is incurred with respect to dragons. Unless a dragon is in a deep slumber or extreme magical measures are employed to mask all indications of a trespasser’s presence, a dragon is never surprised.
A dragon can track as a ranger of a level equal to its hit dice, and they do not suffer the usual -6 tracking penalty for non rangers. In its native climate/terrain, a dragon can move silently and hide in shadows as per a ranger of a level equal to its hit dice. A dragon can attempt to move silently and hide in shadows in other environments, but its base chance is halved.
All dragons possess a natural clairaudience ability with respect to their lairs. While within 10 miles per hit die of its lair, a dragon can concentrate upon a specific spot in its lair and hear in its mind any noise within 10 feet per hit die of that spot.
Dragon Flight
A dragon in flight can change direction quickly by executing a wingover maneuver. The maneuver enables the dragon to make a tum of up to 240 degrees once per round regardless of its speed or size. A dragon cannot gain altitude during the round it executes a wingover, but it may dive. A dragon can use this ability while hovering.
A flying dragon can choose to halt its forward momentum and hover for one round. It must make this decision at the start of the round. A dragon can resume flying normally at the start of the next round, or it can choose to continue hovering.
Dragon Natural Weaponry and Attack Forms
A dragon may make up to 6 attacks per round, one with its bite, two with its claws, two with its wings, and one with its tail. A dragon in flight may not employ its wings in combat, however a flying dragon can strike with all four of its claws. A dragons coordination and flexibility means that it can strike any creature near it with any of its attacks regardless of their relative position to the dragon, and can split its attacks any way it chooses amongst multiple opponents. However, a dragon can only employ at most 3 attacks against a single foe.
If a dragon succeeds on an attack by 4 or more against a creature two or more sizes smaller than itself, it inflicts an additional effect depending on what attack was used.
Bite: The creature is swallowed and takes damage as from the dragon’s bite each subsequent round. Swallowed creatures may attempt to fight their way out of the dragon’s gullet against an effective AC of 10, but only light piercing or stabbing weapons such as a dagger may be employed, and for each round that passes they have a cumulative -1 penalty to damage from such attacks. Nonetheless, any creature that succeeds in doing a number of points of damage equal to the dragons hit dice will be regurgitated from the dragon.
Claw: The creature is snatched in the dragon’s claws and is squeezed for automatic claw damage each subsequent round. The creature may still attack the dragon, but owing to the circumstances attacks are made at a -4 penalty to hit. The creature must make a successful bend bars/lift gates roll to free themselves, and may attempt to escape each round. A dragon can only hold one creature in each claw, and cannot attack with a claw that is holding a creature. A dragon may always voluntarily release a grappled creature, and may move with grappled creatures at half speed.
Wing: The creature is pushed 30 feet away from the dragon and is knocked prone.
Tail: The creature is restrained in the wyrms coils and is constricted for automatic tail damage each subsequent round. The creature may still attack the dragon, but owing to the circumstances attacks are made at a -4 penalty to hit. The creature must make a successful bend bars/lift gates roll to free themselves, and may attempt to escape each round. A dragon can only constrict one creature with its tail, and cannot attack with its tail while constricting a creature. A dragon may always voluntarily release a grappled creature, and may move with grappled creatures at half speed.
As they grow in size and power, dragons gain access to additional abilities that they can utilize. Several such abilities give the dragon options they can use in place of making certain attacks. The following table provides a breakdown of a dragons normal combat routine, and the replacement options for each attack mode. Unless a dragon has multiple uses of a certain attack mode it cannot use multiple replacement options for the same attack mode in a round. Furthermore, some abilities replace all of a dragons attacks for a certain attack mode for a round, those abilities are listed in the third column.
Table 4: Dragon Replacement Attack Mode Chart
Normal Dragon Attacks in a Round | Can Replace With | Can Replace All With | |
Bite | Breath Weapon, Hypnotic Gaze, Psionic Ability, Spell, Spell Like Ability | | |
Claw (x2) | Trample | | |
Wing (x2) | Wing Buffet, Wing Storm | | |
Tail | Tail Sweep | | |
Spells
Dragons with the power of telepathy have spell casting ability. Dragon spells are expressed as wizard or priest spell slots, and the dragon has as many spell slots as a wizard or priest of a level equal to half their hit dice (round fractions up). There is a 1% chance per hit die that a dragon has spell slots as both a wizard and a priest. Each spell slot is filled with a single spell, which is usually determined randomly, and the dragon can cast the spell from each spell slot once per day. If the dragon randomly rolls for spells and get a duplicate, the spell may be used one additional time per day for each duplicate result. Dragons do not use spell books or pray to deities; they simply sleep, concentrate when they awaken, and remember their spells. Dragon spells have only a verbal component and have a casting time of 1. A dragon’s caster level for its spells is equal to its hit dice.
Spell Like Abilities
Any dragon with the power of telepathy can cast polymorph self at will as a spell like ability. All dragons also have access to additional spell like abilities. Dragon spell like abilities have a casting time of 3, do not require components, and are not interruptible. The dragon’s caster level for such abilities is equal to its hit dice.
Psionics
Dragons with the power of telepathy have a 1% chance per hit die to develop psionic abilities. Dragons who develop them have psionic abilities as a psionicist of a level equal to half their hit dice (round fractions up). Dragons are assumed to use the system found in the complete psionics handbook for their psionic rules and abilities, although all dragon psionic abilities have a preparation time of 0.
Special Attacks
Hypnotic Gaze: Any dragon which has the power of telepathy, if it fixes its gaze on a single creature and locks eyes with it, may employ hypnotism against that foe as the spell of the same name. The caster level of this ability is equal to the dragons hit dice. A dragon cannot bite in the same round it uses this ability.
Breath Weapon: Each dragon has a breath weapon which it may employ in lieu of its bite attack. A dragons breath weapon comes in one of three different shapes, each with its own dimension based on the dragons hit dice.
Cone –A cone breath weapon is 5 feet long per hit die, and has a base as wide as it is long.
Cloud –A cloud breath weapon is 5 feet long per hit die, and is half as wide and half as tall as it is long.
Line –A line breath weapon is 10 feet long per hit die and is 5 feet wide and 5 feet tall.
A dragon’s breath weapon can be damaging or non-damaging. Targets in the affected area of a damaging breath weapon suffer twice the damage of a bite attack, a saving throw versus breath weapon indicates half damage is taken. Targets in the affected area of a non-damaging breath weapon can suffer just about any effect that does not deal damage and does not instantly kill the opposition, a saving throw versus breath weapon negates the effect of a non-damaging breath weapon.
After using its breath weapon, a dragon must wait two rounds before it can use it again. So, if a dragon breathed on the first round, it would not be able to breathe on the second or third rounds, and would be able to breathe again on the fourth round.
Dragon Fear: As a large size or larger dragon attacks, flies overhead, or charges, they radiate a powerful aura which causes the following effects on all creatures within 10 feet per hit die of the dragon:
1. Creatures with 1 or fewer hit dice, as well as all non-carnivorous, non-aggressive creatures with fewer hit dice than the dragon, will be paralyzed with fear (50%) for as long as the dragon remains in view, or else will flee in panic (50%) for 4d6 rounds. Such a rout will be made at the fastest speed possible away from the dragon.
2. Trained war mounts, organized military units, and single creatures with 2 or more hit dice are entitled to saving throws versus petrification. Creatures failing their saving throws are stricken with fear and fight with a -2 penalty to their attack and damage rolls.
3. Creatures with hit dice equal to or greater than those of the dragon are immune to the fear effect.
Tail Sweep: A dragon of at least large size may attempt to bowl over anyone in a wide swath with the sweep of their tail, rather than picking out an individual target. Tail sweep attacks preclude the dragon from making any other sort of attack with its tail. A dragon of at least large size effects all targets in a 10 foot square area behind it; a dragon of at least huge size effects all targets in 15 foot square behind it, while a dragon of at least gargantuan size effects all targets in a 20 foot square behind it. Targets in the affected area suffer one half the damage of a tail attack and are knocked prone, a saving throw versus petrification indicates half damage is taken and negates the knockdown effect. All targets within the area of effect must be at least two sizes smaller than the dragon, or such an attack may not be attempted.
Trample: A dragon of at least large size may trample opponents beneath its claws. Trample attacks preclude the dragon from making any other sort of attack with its claws. To use a trample attack, the dragon must either charge or land. If a charge, the attack effects a swath as long as the charge and 10 feet wide (if the dragon is large) 15 feet wide (if the dragon is huge) or 20 feet wide (if the dragon is gargantuan). If the attack is made by landing, the area of effect is 10 feet wide and 10 feet long (large dragons) 15 feet wide and 15 feet long (huge dragons) or 20 feet wide and 20 feet long (gargantuan dragon). Targets in the affected area suffer the damage of a claw attack and are knocked prone, a saving throw versus petrification indicates half damage is taken and negates the knockdown effect. All targets in the area of effect must be at least two sizes smaller than the dragon, or such an attack may not be attempted.
Wing Buffet: A dragon of at least large size may use its wings to knock down opponents on its sides instead of striking individual targets. Wing buffet attacks preclude the dragon from making any other sort of attack with its wings. A dragon of at least large size effects all targets within 10 feet of its sides; a dragon of at least huge size effects all targets within 15 feet of its sides, while a dragon of at least gargantuan size effects all targets within 20 feet of its sides. Targets in the affected area suffer the damage of a wing attack and are knocked prone, a saving throw versus petrification indicates half damage is taken and negates the knockdown effect. All targets within the area of effect must be at least two sizes smaller than the dragon, or such an attack may not be attempted.
Wing Storm: A dragon of at least large size can, when on the ground, employ its wings to make a powerful blast of wind in all directions. This effect functions as a gust of wind spell with a caster level equal to the dragon’s hit dice, save that the area of effect is a 5 foot radius per hit die. If the dragon uses this ability in an area with lots of debris and loose earth, the downdraft from its wings creates a dust cloud in the same area that lasts until the gust ends. Creatures within the area are blinded, although the dragons keen senses allow it to continue fighting largely unhindered. If a dragon employs this ability, it may not attack with its wings in the same round.
So what are everyone's thoughts on these rules?
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