BOZ said:sorry to break the train of thought once it got moving, but i've been meaning to post that one for days.there are probably others, when i think of them...
RavinRay said:First impressions...
- Start it off at 3 HD for wyrmling. A 2d12 true dragon wyrmling seems too weak for me.
- A steam breath weapon like the mist dragon and dragon turtle that deals fire damage.
A jacinth dragon breathes a cone of scalding air 1 foot wide at the mouth, 50 feet long, and 20 feet wide at its terminus, igniting easily combustible materials (e.g., paper, oil, and cloth) unless they successfully save vs. normal fire. A successful save vs. breath weapon indicates, as with most dragons, that a character suffers only half damage from such an attack.
Jacinth dragons speak their own language, and they can communicate telepathically with any other creature having that ability, as well as creatures with Intelligence of 18 or higher.
Using riddling talk and personal charm, jacinths can entrance those who are involved in combat or otherwise distracted. Anyone within 90 feet who listens to a jacinth has a 10% cumulative chance per round to become affected as by a suggestion spell. A successful save vs. spell indicates that the character can resist the charm for at least six rounds, after which there's a 5% cumulative chance to be charmed. Those who successfully save twice can't be charmed by that dragon.
Furthermore, the jacinth dragon has the innate ability to interplay the shades of its skin so as to have a hypnotic effect on viewers. Thus, after three rounds of a peaceful encounter, the dragon can attack with a +3 bonus to surprise rolls if necessary. In addition, the hide reflects sunlight so brightly that any creature who gazes for more than two rounds upon the dragon on a particularly sunny day is blinded for 5d6 rounds unless the victim rolls a successful save vs. spell.
Due to its relatively small size, the fear aura of a neutral dragon allows a +4 bonus to opponent's saving throws. Also, neutrals cannot polymorph themselves unless they carry the spell of the same name. However, they do have the innate ability to blink six times per day (as a 10th-level caster).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.