Converting True Dragons

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Interesting spell resistance pattern. I'll try to get these fellas homebrewed soon.

Yeah, I can't stretch my imagination enough to see these as rock (or even ferrrous) dragons. :)

The breath weapon sounds a bit like the purple's.

Suggested subtype (if any)? They are immune to fire, but nothing seems to indicate vulnerability to cold. Air seems plausible.
 

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Air makes sense to me.

Might be fun to revise the purple's breath weapon for these, sure. (I very happily got DCv1 for the holidays, and I especially love the yellow dragon for some reason. Maybe the Dex progression.)
 

Given the breath weapon, its dexterity, and chaotic alignment, the mithril sounds too similar to the mercury so giving it the air subtype should differentiate it. The t'ien lung has the air subtype but breathes fire, though it is not explicitly immune to fire or vulnerable to cold. The mercury dragon's breath weapon doesn't cause blindness (unlike the crystal's). What should the "other forms of radiation" be? Untyped energy damage? Light damage (like the crystal's) like a laser cutting through matter?
 

Well, I don't think the mithril is screaming for an unusual Dex progression (though those are fun ;)).

I think I'd go with maybe 1/2 light and 1/2 untyped damage. Sound right?
 


A mithril dragon's breath weapon is a beam of blinding silver light, 100' long and 10' in diameter. This inflicts damage through a combination of heat and other forms of radiation. There is no known form of immunity that protects against this weapon. Targets receive a saving throw for half damage. Whether or not they succeed in this saving throw, targets must make a second save vs. breath weapon or be blinded for 1d6 hours.

Breath weapon: Line of half fire damage, half untyped damage. Damaged creatures must make an additional Fortitude save at the breath weapon DC or be blinded for 1d6 hours.

What do you think?
 



Reasonable. Or else a unique Su that's faster and more focused (it would help if someone has the old-edition spell ;)).
 

Forget
(Enchantment/Charm)
Range: 30 yds.
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: 1-4 creatures in a 20-ft. cube
Saving Throw: Neg.

By means of this spell, the spellcaster causes creatures within the area of effect to forget the events of the previous round (the one minute of time previous to the utterance of the spell). For every three levels of experience of the spellcaster, another minute of past time is forgotten. This does not negate charm, suggestion, geas, quest, or similar spells, but it is possible that the being who placed such magic upon the recipient could be forgotten. From one to four creatures can be affected, at the discretion of the caster. If only one is to be affected, the recipient saves vs. spell with a -2 penalty; if two, they save with -1 penalties; if three or four are to be affected, they save normally. All saving throws are adjusted by Wisdom. A priest's heal or restoration spell, if specially cast for this purpose, will restore the lost memories, as will a limited wish or wish, but no other means will do so.
 

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