Converting True Dragons

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Regarding the tail: Unless this is a big departure from usual for a dragon from whichever edition this is, I'd suggest just giving it the standard dragon tail attacks.
 

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DAMAGE/ATTACK: 2-8/2-8/6-48/2-16
SPECIAL ATTACKS: Major breath weapons, exceptional damage from bite, four attacks per round, major spell use
SPECIAL DEFENSES: Magic resistance, high intelligence, detects hidden/invisible objects, fear aura, savingthrow bonus with age, polymorph self at will, low armor class

Some interesting things here. Apparently the bite attack is greater than usual. Shall we give it the powerful bite ability we gave the cobra dragon?

Powerful Bite (Ex): All cobra dragons gain Improved Natural Attack (bite) as a bonus feat.

Does the blindsense ability of true dragons suffice for "detects hidden/invisible objects"?

As with silver dragons, these creatures are able to polymorph themselves at will in order to appear to be a human or normal animal.

It sounds like it gets this ability of the silver dragon...

Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

While very young, obsidian dragons are able to cast three first-level spells. At each age thereafter, they gain three more spells of one higher spell level, plus one spell from each lower spell level. Thus, an ancient dragon could cast 10 first-level spells, nine second-level spells, eight third-level spells, etc. Ancient dragons have a 25% chance of knowing one ninth-level spell. Furthermore, 45% of magic-using obsidian dragons have spell books, so they may select spells for use rather than knowing only a limited number of spells per level.

Do we want to differ from the silver's caster level progression? The silver can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells. We'll need to drop Good at the very least. Do we want to change anything else?

Obsidian dragons take -1 hp/HD of cold damage inflicted upon them. They are not immune to their own breath weapons. In addition, they take + 1 hp/HD of heat-, fire-, and electricity-based attacks.

Cold subtype and vulnerability to electricity?
 

This all sounds pretty good. Regarding the spell casting: I'd give it the silver CL progression (or maybe even Red or Gold) but maybe take out cleric spells and the domains completely. Any strong opinion on that?
 

Updated.

Same class skills as silver dragon (Bluff, Disguise, and Jump)?

Any other thoughts on this?

freyar said:
This all sounds pretty good. Regarding the spell casting: I'd give it the silver CL progression (or maybe even Red or Gold) but maybe take out cleric spells and the domains completely. Any strong opinion on that?
 



What did we finally decide about the tail? Was there a big difference between the tail attacks of this one and other dragons of that era?
 

freyar said:
What did we finally decide about the tail? Was there a big difference between the tail attacks of this one and other dragons of that era?

I thought we decided to just go with standard dragon tail attacks.
 


Electrum Dragon
FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 12"/24"
HIT DICE: 7-9
% IN LAIR: 60%
TREASURE TYPE: See below
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/3-24
SPECIAL ATTACKS: Breath weapon + possible magic use
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral good
SIZE: L (36' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 40%

The electrum dragon (Draco Magus electrum) is a rare, solitary creature who dwells far from civilization, usually in mountainous areas, and always lairs in a cavern or stone building. It is usually peaceful and philosophical in nature, but can be a formidable fighter if aroused.

An electrum dragon fights with its breath weapon or by spell casting, in addition to possibly employing its physical (claw/claw/bite) attacks, and may direct these four attacks against multiple targets in any round of combat.

Its breath weapon is a unique, unstable gas emitted in a cone 4" long by 3" by 3" high, which reacts with air and loses its effectiveness after 1 round. This gas causes enfeeblement (effects last for 1 turn), confusion (for 9 rounds), or both. All creatures in the affected area must save twice vs. breath weapon to avoid both effects.

An electrum dragon begins life able to detect magic and read magic, gains the ability to identify items on touch - without any ill or cursed effects - upon growing to Young state, and upon becoming an Adult, gains the power to dispel magic once per day. A Very Old
electrum dragon can dispel magic twice per day. These are all natural abilities (the former two usable at will without limitation), rather than spells.

In addition to these abilities, an electrum dragon gains the ability to cast spells as follows: Very Young specimens can cast one 1st level magic-user spell each 24 hours; Young ones can cast two 1st level spells a day; Sub-Adults, two 1st and one 2nd level spell per day; Young Adults, 3 1st and 2 2nd; Adults, 4 1st, 2 2nd, and 1 3rd level spell: Old 4, 2, and 2; Very Old: 4, 3, 2, and 1 4th level spell; and Ancient, 4, 3, 3, and 2. These spells are never automatically known. They must be acquired from scrolls or spell books or through training with a magic-user. An electrum dragon must experiment with a written spell for some time in order to successfully modify if for entirely verbal casting. (Refer to the AD&D Monster Manual for aging and other details of dragon nature.)

Electrum dragons enjoy trading, bargaining, and philosophical debate. They hoard things of beauty (such as finely crafted items) rather than wealth per se; a typical electrum dragon's hoard might contain statues, a harp or two, tapestries, and gems and jewelry, but few coins of any metal. Electrum dragons mate approximately every 100 years, the female producing 1-4 rubbery, foot-long eggs a year after mating. These eggs are laid and left untended; each egg (if it remains unmolested) is 75% likely to be fertile, and will hatch in a matter of days.

Source: Dragon Magazine #74 (1983).

Electrum Dragon
Activity Cycle: Any
Diet: Omnivore
Int: Exceptional (15-16)
Treasure: See below
Align: Neutral Good
# App: 1
AC: 2 (base)
Move: 12, Fly 24 (C), Jp 2
HD: 9 (base)
THAC0: 11 (base)
# Att: 3 plus special
Dmg/Att: 1d4 (x2)/3d8
SA: See below
SD: See below
MR: See below
Size: G (36' base)
Morale: Fearless (19 base)
XP Value: See below

Electrum dragons are peaceful and philosophical in nature, but become deadly alert, and deliberate fighters when aroused. They dwell alone in lairs of stone (abandoned buildings, ountains, and caverns), but they often welcome visitors because they enjoy trading, bargaining, and philosophical debate. They hoard things of beauty rather than monetary wealth.

Combat: In battle, electrum dragons prefer to use their spells and breath weapon from a distance. They are wise generals, anticipating strategies of foes. In melee they typically attack with two foreclaws and a bite. They can pounce from aloft to strike with all four claws, but they prefer to swoop and slash with their foreclaws as they pass, dragging their hindquarters and tail to buffet a foe for 2d6 points of battering damage.

An electrum dragon's breath weapon is a cone of unique gas, 40 feet long by 30 feet in diameter (5 feet across at the dragon's mouth). It causes enfeeblement (as the spell ray of enfeeblement for one turn and/or confusion (as the spell) for nine rounds (all victims save twice--once to avoid each effect).

An electrum dragon casts spells and uses magical abilities at a level equal to 10 plus its age category value. At birth they can detect magic and read magic. They also save vs. all spells cast specifically at them with a +1 bonus to the roll. As they age, they gain the following additional powers: young - identify by touch (no debilitating effects) at will; juvenile--locate object once per day; adult--dispel magic three times per day; old--telekinesis twice per day; wyrm--protect image once per day; and great wyrm--heal (self or another, by touch) once per day.

Habitat/Society: Electrum dragons spend much time in thought, often perched on mountain peaks, as immobile as statues. They are curious and like to watch unnoticed the activities of creatures that dwell around them. Much of their time is spent seeking out things of beauty or practicing magic (for they find beauty in the use of magic itself).

Electrum dragons mate about once per century, parting after a short time (typically spent trading spells and playfully darting and rolling about the sky together). A year after mating, the female produces 1d4 rubbery, foot-long eggs. She leaves them untended; the eggs are fertile 75% of the time and hatch 2d12 days after they are laid.

Ecology: Electrum dragons eat lichens, scrub bushes, and graze treetops for tender young leaves. They also eat all manner of fish, fowl, and meat, especially enjoying the flesh of wyverns and griffons.

Some electrums have invented new spells and have sold or given them to humans and elves. In some places, electrum dragons are worshiped by primitive tribes or respected as sages.

Source: Monstrous Compendium Annual One (1991).
 
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