Amber Brown Dragon Original Stats
Dragon, Gemstone (Amber)
Dragon | Alignment | Similar to | Breaths |
Amber (or brown) | Chaotic | Gold | Fire and Melt, Gas and Disease |
Gemstone
Dragon | Breath
Weapon | Breath
Shape | Chance of
Talking* | Chance of
Being Asleep |
Amber | Fire and Melt or
Gas and Disease | Cone
Cloud | 100% | 5% |
Unless otherwise noted, the gemstone dragons are similar to the standard dragons, including the details of preferred terrain, attacks, size, age, treasure, etc. For XP value, add an asterisk for every two spell levels available to the dragon.
At 120' or greater range, each of the "gemstone" dragons appears identical to that of the corresponding normal color (i.e., crystal to white, onyx to black, jade to green, sapphire to blue, ruby to red, amber to gold). At closer ranges (within 30'), the shimmering color differences can be easily distinguished by the trained eye.
The new breath weapons are summarized for each dragon.
Amber (chlorine gas and disease, fire and melt): See notes for the jade dragon (disease) and ruby dragon (fire and melt).
Here's the Jade and Ruby breath weapons referred to:
Jade (disease): A victim who fails his saving throw takes full damage, and he and all items carried become infected with a rotting disease. This disease causes all nonmetal items to rot away in 1d6 turns unless a
cure disease spell is cast on them during that time. A victim cannot be affected by any healing spells, nor healing item, save a
cure disease effect. The disease also inflicts 1 point of damage per turn (but not cumulative in the case of multiple failed saving throws). If the saving throw is successful, the victim takes only half damage and avoids the disease.
Ruby (fire and melt): A victim who fails his saving throw takes full damage, and all items carried start to burn or melt (no saving throw). Paper items are destroyed instantly; leather items in 1 round; all other nonmetal items in 2 rounds; nonmagical metal items in 3 rounds; and magical items of all sorts in 4 or more rounds. If the item has a bonus ("pluses"), add 1 round to the 4-round period for each point. Items that give immunity or resistance to fire also melt, but in double the normal time. The burning or melting items may be saved if immersed in water (or otherwise cooled, such as magically) before they are destroyed. The DM may choose to deduct 1 or more "pluses" from partially damaged items. If the saving throw is successful, the victim takes only half damage.
Originally from Dungeons & Dragons Rules Cyclopedia (1991).
The statblocks for these dragons are identical to the BECMI versions of the Gold Dragon - here's the
AC10 - Bestiary of Dragons and Giants version of them:
Gold & Brown | Small | Large | Huge |
Armor Class:
Hit Dice:
Move:
Flying:
Attacks: | -2
11**
90′(30′)
240′(80′)
3 | -4
16 + 3***
120′(40′)
300′(100′)
Up to 6 | -6
22****
150′(50′)
360′(120′)
Up to 6 |
Breath Size: as Green or Red Dragons | | | |
Damage:
# Appearing:
Save As:
Morale:
Treasure Type:
Alignment:
XP Value:
XP with spells: | 2-8/2-8/6-36
1-4(1-4)
Fighter: 10
10
H
L.(& C.)
n/a
3,500 | (see chart)
1-3(1-3)
Fighter: 30
10
H×2, I
L.(& C.)
n/a
6,600 | (see chart)
1-2(1-2)
Fighter: 36
11
H×3, 1×2
L.(& C.)
n/a
14,000 |
DAMAGES:
Types & Sizes of Dragons | Bite or
Crush | Claws
Kicks, Wings,
and Tail | Breath | |
Gold & Brown | Small
Large
Huge | 6d6
6d6 + 4
6d6 + 8 | 2d4 each
4d3 each
4d4 each | Up to 88 hp
Up to 131 hp
Up to 175 hp |
The BECMI Amber Dragon first appeared in the D&D Master Set (1985) as the "Dragon, Brown", which is essentially the same as the Rules Cyclopedia version.