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Converting True Dragons
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<blockquote data-quote="Cleon" data-source="post: 8504768" data-attributes="member: 57383"><p><strong>Dragon Ruler, Opal the Sun Dragon Working Draft</strong></p><p></p><p><span style="font-size: 22px"><strong>Opal, the Sun Dragon</strong></span></p><p>Colossal Dragon (Extraplanar)</p><p><strong>Hit Dice:</strong> 50d12+650 (975 hp)</p><p><strong>Initiative:</strong> +–</p><p><strong>Speed:</strong> 60 ft., fly 300 ft. (poor), swim 60 ft., burrow 30 ft.</p><p><strong>Armor</strong> <strong>Class:</strong> 1 (–8 size, + natural, + insight), touch 1, flat-footed 1</p><p><strong>Base</strong> <strong>Attack/Grapple:</strong> +50/+87</p><p><strong>Attack:</strong> Bite + melee (4d8+21)</p><p><strong>Full Attack:</strong> Bite + melee (4d8+21) and 2 claws + melee (4d6+10) and 2 wings + melee (2d8+10) and tail slap + melee (4d6+31)</p><p><strong>Space/Reach:</strong> 30 ft./20 ft. (30 ft. with bite)</p><p><strong>Special</strong> <strong>Attacks:</strong> Awful presence, beguile, blinding hide, breath weapon, corrupt water, crush 4d8+31, dream, spell-like abilities, spells, tail sweep 2d8+31 [<span style="color: red">plus others TBD<strong>?</strong></span>]</p><p><strong>Special</strong> <strong>Qualities:</strong> Alternate form, blindsight 60 ft., damage reduction 15/epic or any two alignments (e.g. lawful evil), darkvision 1,600 ft., hold breath, immunities (<em>to acid, breath weapons, charm, cold, death, disintegration, electricity, fire, hold, paralysis, sleep, slow, sonic, spells up to 6th level, and poison</em>), keen senses,<em> see invisibility</em>, spell resistance ##, telepathy 300 ft., water breathing [<span style="color: red">plus others TBD<strong>?</strong></span>]</p><p><strong>Saves:</strong> Fort +40, Ref +37, Will +38</p><p><strong>Abilities:</strong> Str 52, Dex 10, Con 37, Int 31, Wis 33, Cha 32</p><p><strong>Skills:</strong> 16 × 53 [<span style="color: red"><strong>?</strong></span>]</p><p><strong>Feats:</strong> 17 Feats, Bonusᴮ [<span style="color: red"><strong>?</strong></span>]</p><p><strong>Environment:</strong> Any</p><p><strong>Organization:</strong> Solitary, retinue (1 plus ) or traveling court (1 plus )</p><p><strong>Challenge</strong> <strong>Rating:</strong> 29? [<span style="color: red"><strong>?</strong></span>]</p><p><strong>Treasure:</strong> Triple standard</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement</strong>: —</p><p><strong>Level Adjustment</strong>: —</p><p></p><p>???</p><p></p><p><em>Description</em>.</p><p></p><p>Background.</p><p></p><p>Opal speaks many languages, including Draconic, Abyssal, Celestial, and Common, though he can converse with any intelligent creature.</p><p></p><p><span style="font-size: 18px"><strong>Combat</strong></span></p><p>Tactics.</p><p></p><p><strong>Alternate Form (Su):</strong> Opal can assume any animal or humanoid form of Huge size or smaller as a standard action. He can also assume the form of any of the neutral dragon varieties he rules over of any age category from wyrmling to great wyrm. The Moon Dragon can remain in an alternate form until he chooses to assume a new one or return to his natural form.</p><p></p><p>Five times per day, Opal can gain the additional benefits of the Wild Shape ability (as a 20th-level druid) when taking the alternate form of an animal.</p><p></p><p>His natural form can be any size between Tiny and his normal size of Colossal and can assume the shape but not the coloration of any neutral dragon, including wingless and legless species (he can still fly magically in wingless forms). Opal can resize and reshape his natural form as a free action once per round.</p><p></p><p>When in the form of a Mystaran jade dragon or a Mystaran onyx dragon, Opal gains the following quality.</p><p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Camouflage (Ex):</em> In areas of shadowy illumination or darkness, a Mystaran jade dragon looks like a green dragon and a Mystaran onyx dragon looks like a black dragon. It takes a DC 20 Spot check to notice Opal's form is not a black dragon or green dragon in such circumstances. Anyone with ranks in Knowledge (arcana) can use that skill instead of Spot to notice the difference. Because the resemblance is only visual, creatures with the scent ability automatically notice the difference.</p> <p style="margin-left: 20px"></p><p><strong>Awful Presence (Ex):</strong> Opal can unsettle or mesmerize foes with his mere presence. The power takes effect automatically whenever Opal attacks, charges, or flies overhead. Dragons ignore the effects of Opal's awful presence. Creatures within a radius of 360 feet are subject to the effect if they have fewer than 50 Hit Dice. An affected creature can resist the effects by making a Will save (DC 46). A successful saving throw makes a creature immune to Opal's awful presence for one day. Whenever the power is activated, Opal chooses whether those viewing him are frightened or awestruck, as follows:</p><p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Fright:</em> Creatures with 4 Hit Dice or fewer become panicked for 4d6 rounds if they fail their saving throws. Creatures with 5 or more Hit Dice become shaken for 4d6 rounds if they fail their saving throws. The save DC is Charisma-based.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Awe:</em> Creatures with fewer HD than Opal who fail their Will saves are fascinated while the dragon is present. After Opal departs, their memory of the encounter are dim and hazy.</p> <p style="margin-left: 20px"></p><p><strong>Beguile (Su):</strong> Opal the sun dragon often speaks in riddles. When he speaks for one full round, all creatures within 120 feet must succeed on a Will save or become enthralled (as the spell). Beguile is a sonic, mind-affecting, language-dependent charm effect. A creature that successfully saves cannot be affected again by the sun dragon's beguile ability for 24 hours. The save DC is Charisma-based.</p><p></p><p><strong>Blinding Hide (Ex): </strong> When Opal is in his true form or the form of a jacinth dragon and is In areas of natural sunlight or a <em>daylight</em> spell, his hide reflects the sun so brightly that any creature within 120 feet viewing the dragon must succeed on a Fortitude save (DC 48 equals breath weapon) or be blinded for 5d6 rounds. A creature that successfully saves is instead dazzled for 1d4 rounds.</p><p></p><p><strong>Breath Weapon (Su):</strong> Opal has the breath weapons of an amber dragon, jacinth dragon, jade dragon, moonstone dragon, Mystaran jade dragon, Mystaran onyx dragon and pearl dragon. Opal uses his breath weapons as a standard action. Once the Sun Dragon uses a breath weapon, Opal can't breath again until 1d2 rounds later.</p><p></p><p>If the campaign includes other species of dragon with an "always neutral" alignment Opal may be able to use their breath weapons too.</p><p></p><p>Once Opal uses a breath weapon, he can't use that specific breath weapon again until 10 rounds have passed. He may still use a different dragon's breath weapon that has the same effect. For example, Opal can use his jacinth dragon's scalding breath weapon and then use his pearl dragon's scalding breath weapon 1d2 rounds later, but would have to wait 10 rounds before using his jacinth dragon breath weapon again.</p><p></p><p>Details of the Sun Dragon's breath weapons are as follows:</p><p></p><table style='width: 100%'><tr><td><strong>Dragon</strong></td><td><strong>Breath Weapon</strong></td><td><strong>Shape</strong></td><td><strong>Damage/Effect</strong></td></tr><tr><td>Amber</td><td>superheated sap</td><td>80 ft. cone</td><td>24d12 fire plus entangled 12d4 rounds¹</td></tr><tr><td>Jacinth</td><td>scalding air</td><td>80 ft. cone</td><td>24d12 fire plus ignites<br /> unattended combustibles</td></tr><tr><td>Jade</td><td>sonic energy</td><td>80 ft. cone</td><td>24d12 sonic plus deafened 36 rounds<br /> and unconscious 12 rounds²</td></tr><tr><td>Moonstone</td><td>motes of light</td><td>80 ft. cone</td><td>24d12 plus <em>dispel magic</em> and 1 hour of <em>sleep</em>³</td></tr><tr><td>Mystaran Jade</td><td>corrosive gas</td><td>80 ft. cone</td><td>24d12 acid</td></tr><tr><td></td><td>flesh-rotting gas</td><td>80 ft. cone</td><td>4d6 Con and 4d6 Cha⁴</td></tr><tr><td>Onyx</td><td>inky black acid</td><td>80 ft. cone</td><td>24d12 acid plus <em>darkness</em> 12 rounds⁵</td></tr><tr><td>Pearl</td><td>scalding steam</td><td>80 ft. cone</td><td>24d12 fire</td></tr></table><p>Targets exposed to the Sun Dragon's breath weapons can attempt DC 48 Reflex saves to take half damage.</p><p> <strong>1</strong>. Targets that fail their save against his amber dragon breath weapon are entangled in superheated and very sticky sap for 12d4 rounds. An entangled creature can make an opposed strength check against the breath weapon's DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.</p><p> <strong>2</strong>. Anyone in the cone of the jade dragon breath weapon who does not make a successful Reflex save versus damage must also make a Fortitude save (at the same DC) or be deafened for 36 rounds and rendered unconscious for 12 rounds.</p><p> <strong>3</strong>. All magical effects within the cone of the moonstone dragon breath weapon are dispelled or suppressed as by <em>greater dispel magic</em> at caster level 20th, except for magic effects needed for the immediate survival of the targeted creature (for example, <em>water breathing</em> for an air-breathing creature underwater). In addition, all creatures within the cone must succeed on a Fortitude save or sleep for 1 hour.</p><p> <strong>4</strong>. The Mystaran jade dragon's second breath weapon is a cone of putrid swirling brown and yellow and green gas that rots the flesh of living creatures and instantly rots and destroys any nonorganic matter it touches. Attended and magical organic items receive Reflex saves to avoid this effect. Living creatures suffer ability damage.</p><p> <strong>5</strong>. Targets caught in the cone of the Mystaran onyx dragon breath weapon are also shrouded in <em>darkness</em> (as per the spell). The <em>darkness</em> lingers for 12 rounds. The <em>darkness</em> clings to any targets that fail their Reflex save against the breath weapon. Otherwise, they can escape the <em>darkness</em> which remains as a cone.</p><p></p><p>The save DCs are Constitution-based.</p><p></p><p><strong>Corrupt Water (Sp):</strong> Once per day Opal can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 46, equal to that of Opal's awful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s awful presence.</p><p></p><p><strong>Crush (Ex):</strong> When flying, Opal can land on opponents three or more sizes smaller than himself as a standard action, using his whole body to crush them. A crush attack affects as many creatures as can fit under Opal's body. Each creature in the affected area must succeed on a DC 48 Reflex save or be pinned, automatically taking 4d8+31 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Opal chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.</p><p></p><p><strong>Dream (Su):</strong> As the spell, except that Opal can only send himself to the recipient's dream at will as a standard action.</p><p></p><p><strong>Hold Breath (Ex):</strong> Opal can hold his breath for a number of rounds equal to 24 x his Constitution score before he risks drowning.</p><p></p><p><strong>Immunities (Ex):</strong> Opal is immune to acid, breath weapons, charm, cold, death, disintegration, electricity, fire, hold, paralysis, sleep, slow, sonic and poison effects. Opal ignores the effects of spells and spell-like abilities of 6th level or less, just as if the spellcaster had failed to overcome the Sun Dragon's spell resistance.</p><p></p><p><strong>Keen Senses (Ex):</strong> Opal sees four times as well a human in shadowy illumination and twice as well in normal light. Opal also has darkvision out to 120 feet.</p><p></p><p><strong>See Invisibility (Ex):</strong> Opal has the extraordinary ability to see invisible creatures. This works like the <em>see invisibility</em> spell with a range of 1,600 feet. This power is always active.</p><p></p><p><strong>Spell-Like Abilities</strong>: At will—<em>astral projection</em>, <em>crown of glory</em> (DC 29), <em>detect chaos</em>, <em>detect thoughts</em> (DC 23), <em>detect law</em>, <em>greater dispel magic, greater shout</em> (DC 29), <em>greater teleport</em>, <em>locate object</em>, <em>plane shift</em> (DC 28), <em>protection from chaos</em> (DC 22), <em>protection from law</em> (DC 22), <em>spike stones</em> (DC 25), <em>telekinesis</em>; 24/day—<em>blink</em>; 3/day—<em>black tentacles</em>, <em>charm animal</em> (DC 22), <em>control water</em> (DC 27), <em>deep slumber</em> (DC 24), <em>entangle</em> (DC 22), <em>false vision</em> (DC 26), <em>greater command</em> (DC 26), <em>hideous laughter</em> (DC 23), <em>hold animal</em> (DC 23), <em>sculpt sound</em> (DC 24), <em>shatter</em> (DC 23), <em>solid fog</em> (DC 25), <em>song of discord</em> (DC 26), <em>suggestion</em> (DC 24); 1/day—<em>blight</em> (DC 26), <em>charm monster</em> (DC 25), <em>commune with nature</em>, <em>contagion</em> (DC 25), <em>control weather</em>, <em>demand</em> (DC 29), <em>dominate animal</em> (DC 24), <em>hallucinatory terrain</em> (DC 25), <em>hold monster</em> (DC 26), <em>irresistible dance</em>, <em>temporal stasis</em> (DC 29). Caster level 20th. The save DCs are Charisma-based.</p><p></p><p><strong>Spells:</strong> Opal is a 20th-level sorcerer and a 20th-level cleric. He can cast cleric spells and spells from cleric domains as arcane spells and can also cast druid spells as arcane spells or cleric spells. Opal has access to <a href="https://www.enworld.org/posts/8913203" target="_blank">all the domains</a> available to the neutral dragons he rules (For the amber, jacinth, jade, moonstone, Mystaran jade, Mystaran onyx, and pearl dragons, these are Animal, Darkness, Charm, Healing, Knowledge, Luck, Magic, Plant, Sun, Travel, Trickery, Water, and Weather). In his natural form, Opal can cast his spells with but a word.</p><p></p><p><em>Sorcerer Spells Known:</em> (6/9/9/9/8/8/8/8/7/7; save DC 21 + spell level):</p><p>0—<em>arcane mark</em>, <em>detect magic</em>, <em>mage hand</em>, <em>mending</em>, <em>message</em>, <em>open/close</em>, <em>prestidigitation</em>, <em>read magic</em>, <em>touch of fatigue</em>;</p><p>1st—<em>floating disc</em>, <em>mage armor</em>, <em>ray of enfeeblement</em>, <em>shield</em>, <em>true strike</em>;</p><p>2nd—<em>blindness/deafness</em>, <em>eagle’s splendor</em>, <em>barkskin</em>, <em>lesser restoration</em>, <em>mirror image</em>;</p><p>3rd—<em>arcane sight</em>, <em>displacement</em>, <em>haste</em>, <em>remove curse</em>ᶜ;</p><p>4th—<em>crushing despair</em>, <em>resilient sphere</em>, <em>dimensional anchor</em>, <em>greater invisibility</em>;</p><p>5th—<em>feeblemind</em>, <em>mind fog</em>, <em>true seeing</em>, <em>wall of force</em>;</p><p>6th—<em>antimagic field</em>, <em>heal</em>, <em>veil</em>;</p><p>7th—<em>forcecage</em>, <em>limited wish</em>, <em>spell turning</em>;</p><p>8th—<em>greater shadow evocation</em>, <em>mass charm monster</em>, <em>mind blank</em>;</p><p>9th—<em>time stop</em>, <em>shades</em>, <em>shapechange</em>;</p><p>ᶜ this is the cleric version of the spell, not the sorcerer version.</p><p></p><p><em>Typical Cleric Spells Prepared:</em> (6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+1; save DC 21 + spell level):</p><p>0—<em>cure minor wounds </em>[×2], <em>detect poison</em>, <em>guidance</em>, <em>resistance</em>, <em>virtue</em>;</p><p>1st—<em>bless</em>, <em>cure light wounds</em>, <em>divine favor</em>, <em>entropic shield</em>, <em>faerie fire</em>, <em>goodberry</em>, <em>inflict light wounds</em>, <em>magic aura</em>ᴰ, <em>shield of faith</em>;</p><p>2nd—<em>aid</em>, <em>gust of wind</em>, <em>heat metal</em>, <em>identify</em>ᴰ, <em>invisibility</em>, <em>silence</em>, <em>soften earth and stone</em>, <em>status</em>, <em>warp wood</em>;</p><p>3rd—<em>bestow curse</em>, <em>blacklight</em>ᴰ, <em>cure serious wounds</em>, <em>daylight</em>, <em>greater magic fang</em>, <em>helping hand</em>, <em>stone shape</em>, <em>wind wall</em>;</p><p>4th—<em>cure critical wounds</em>, <em>dismissal</em>, <em>freedom of movement</em>ᴰ, <em>inflict critical wounds</em>, <em>restoration</em>, <em>scrying</em>, <em>sending</em>, <em>spell immunity</em>;</p><p>5th—<em>baleful polymorph</em>, <em>break enchantment</em>, <em>call lightning storm</em>ᴰ, <em>geas/quest</em>, <em>mark of justice</em>, <em>mass cure light wounds</em>, <em>mass inflict light wounds</em>, <em>righteous might</em>;</p><p>6th—<em>antilife shell</em>, <em>banishment</em>, <em>blade barrier</em>, <em>heroes' feast</em>, <em>mass eagle's splendor</em>, <em>prying eyes</em>ᴰ, <em>undeath to death</em>;</p><p>7th—<em>greater restoration</em>, <em>greater scrying</em>, <em>refuge</em>, <em>regenerate</em>, <em>repulsion</em>, <em>screen</em>ᴰ, <em>sunbeam</em>;</p><p>8th—<em>dimensional lock</em>, <em>demand</em>ᴰ, <em>earthquake</em>, <em>greater spell immunity</em>, <em>polymorph any object</em>, <em>reverse gravity</em>;</p><p>9th—<em>implosion</em>, <em>mass heal</em>, <em>miracle</em>, <em>soul bind</em>, <em>storm of vengeance</em>, <em>time stop</em>ᴰ.</p><p>ᴰ Domain spell.</p><p></p><p><strong>Water Breathing (Ex):</strong> The Sun Dragon can breathe underwater indefinitely and can freely use his breath weapon, spells, and other abilities while submerged.</p><p></p><p><em>Originally appeared in D&D Master Rules (1985)</em>.</p><p></p><p></p><p></p><p><strong>Neutral Dragons:</strong> <em>BECMI's</em> Mystaran Jade, Mystaran Onyx plus others to be determined (<span style="color: #00ff00"><em>Neutral's</em> Amber, Jacinth, Jade (Pearl), Moonstone, Pearl</span> OR <span style="color: #40e0d0"><em>Gem's</em> Amethyst, Crystal, Emerald, Sapphire, Topaz</span>). We decided to go for the <span style="color: #00ff00"><strong>Green Option</strong></span>.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8504768, member: 57383"] [B]Dragon Ruler, Opal the Sun Dragon Working Draft[/B] [SIZE=6][B]Opal, the Sun Dragon[/B][/SIZE] Colossal Dragon (Extraplanar) [B]Hit Dice:[/B] 50d12+650 (975 hp) [B]Initiative:[/B] +– [B]Speed:[/B] 60 ft., fly 300 ft. (poor), swim 60 ft., burrow 30 ft. [B]Armor[/B] [B]Class:[/B] 1 (–8 size, + natural, + insight), touch 1, flat-footed 1 [B]Base[/B] [B]Attack/Grapple:[/B] +50/+87 [B]Attack:[/B] Bite + melee (4d8+21) [B]Full Attack:[/B] Bite + melee (4d8+21) and 2 claws + melee (4d6+10) and 2 wings + melee (2d8+10) and tail slap + melee (4d6+31) [B]Space/Reach:[/B] 30 ft./20 ft. (30 ft. with bite) [B]Special[/B] [B]Attacks:[/B] Awful presence, beguile, blinding hide, breath weapon, corrupt water, crush 4d8+31, dream, spell-like abilities, spells, tail sweep 2d8+31 [[COLOR=red]plus others TBD[B]?[/B][/COLOR]] [B]Special[/B] [B]Qualities:[/B] Alternate form, blindsight 60 ft., damage reduction 15/epic or any two alignments (e.g. lawful evil), darkvision 1,600 ft., hold breath, immunities ([I]to acid, breath weapons, charm, cold, death, disintegration, electricity, fire, hold, paralysis, sleep, slow, sonic, spells up to 6th level, and poison[/I]), keen senses,[I] see invisibility[/I], spell resistance ##, telepathy 300 ft., water breathing [[COLOR=red]plus others TBD[B]?[/B][/COLOR]] [B]Saves:[/B] Fort +40, Ref +37, Will +38 [B]Abilities:[/B] Str 52, Dex 10, Con 37, Int 31, Wis 33, Cha 32 [B]Skills:[/B] 16 × 53 [[COLOR=red][B]?[/B][/COLOR]] [B]Feats:[/B] 17 Feats, Bonusᴮ [[COLOR=red][B]?[/B][/COLOR]] [B]Environment:[/B] Any [B]Organization:[/B] Solitary, retinue (1 plus ) or traveling court (1 plus ) [B]Challenge[/B] [B]Rating:[/B] 29? [[COLOR=red][B]?[/B][/COLOR]] [B]Treasure:[/B] Triple standard [B]Alignment:[/B] Always neutral [B]Advancement[/B]: — [B]Level Adjustment[/B]: — ??? [I]Description[/I]. Background. Opal speaks many languages, including Draconic, Abyssal, Celestial, and Common, though he can converse with any intelligent creature. [SIZE=5][B]Combat[/B][/SIZE] Tactics. [B]Alternate Form (Su):[/B] Opal can assume any animal or humanoid form of Huge size or smaller as a standard action. He can also assume the form of any of the neutral dragon varieties he rules over of any age category from wyrmling to great wyrm. The Moon Dragon can remain in an alternate form until he chooses to assume a new one or return to his natural form. Five times per day, Opal can gain the additional benefits of the Wild Shape ability (as a 20th-level druid) when taking the alternate form of an animal. His natural form can be any size between Tiny and his normal size of Colossal and can assume the shape but not the coloration of any neutral dragon, including wingless and legless species (he can still fly magically in wingless forms). Opal can resize and reshape his natural form as a free action once per round. When in the form of a Mystaran jade dragon or a Mystaran onyx dragon, Opal gains the following quality. [INDENT] [I]Camouflage (Ex):[/I] In areas of shadowy illumination or darkness, a Mystaran jade dragon looks like a green dragon and a Mystaran onyx dragon looks like a black dragon. It takes a DC 20 Spot check to notice Opal's form is not a black dragon or green dragon in such circumstances. Anyone with ranks in Knowledge (arcana) can use that skill instead of Spot to notice the difference. Because the resemblance is only visual, creatures with the scent ability automatically notice the difference. [/INDENT] [B]Awful Presence (Ex):[/B] Opal can unsettle or mesmerize foes with his mere presence. The power takes effect automatically whenever Opal attacks, charges, or flies overhead. Dragons ignore the effects of Opal's awful presence. Creatures within a radius of 360 feet are subject to the effect if they have fewer than 50 Hit Dice. An affected creature can resist the effects by making a Will save (DC 46). A successful saving throw makes a creature immune to Opal's awful presence for one day. Whenever the power is activated, Opal chooses whether those viewing him are frightened or awestruck, as follows: [INDENT] [I]Fright:[/I] Creatures with 4 Hit Dice or fewer become panicked for 4d6 rounds if they fail their saving throws. Creatures with 5 or more Hit Dice become shaken for 4d6 rounds if they fail their saving throws. The save DC is Charisma-based. [I]Awe:[/I] Creatures with fewer HD than Opal who fail their Will saves are fascinated while the dragon is present. After Opal departs, their memory of the encounter are dim and hazy. [/INDENT] [B]Beguile (Su):[/B] Opal the sun dragon often speaks in riddles. When he speaks for one full round, all creatures within 120 feet must succeed on a Will save or become enthralled (as the spell). Beguile is a sonic, mind-affecting, language-dependent charm effect. A creature that successfully saves cannot be affected again by the sun dragon's beguile ability for 24 hours. The save DC is Charisma-based. [B]Blinding Hide (Ex): [/B] When Opal is in his true form or the form of a jacinth dragon and is In areas of natural sunlight or a [i]daylight[/i] spell, his hide reflects the sun so brightly that any creature within 120 feet viewing the dragon must succeed on a Fortitude save (DC 48 equals breath weapon) or be blinded for 5d6 rounds. A creature that successfully saves is instead dazzled for 1d4 rounds. [B]Breath Weapon (Su):[/B] Opal has the breath weapons of an amber dragon, jacinth dragon, jade dragon, moonstone dragon, Mystaran jade dragon, Mystaran onyx dragon and pearl dragon. Opal uses his breath weapons as a standard action. Once the Sun Dragon uses a breath weapon, Opal can't breath again until 1d2 rounds later. If the campaign includes other species of dragon with an "always neutral" alignment Opal may be able to use their breath weapons too. Once Opal uses a breath weapon, he can't use that specific breath weapon again until 10 rounds have passed. He may still use a different dragon's breath weapon that has the same effect. For example, Opal can use his jacinth dragon's scalding breath weapon and then use his pearl dragon's scalding breath weapon 1d2 rounds later, but would have to wait 10 rounds before using his jacinth dragon breath weapon again. Details of the Sun Dragon's breath weapons are as follows: [TABLE] [TR] [TD][B]Dragon[/B][/TD] [TD][B]Breath Weapon[/B][/TD] [TD][B]Shape[/B][/TD] [TD][B]Damage/Effect[/B][/TD] [/TR] [TR] [TD]Amber[/TD] [TD]superheated sap[/TD] [TD]80 ft. cone[/TD] [TD]24d12 fire plus entangled 12d4 rounds¹[/TD] [/TR] [TR] [TD]Jacinth[/TD] [TD]scalding air[/TD] [TD]80 ft. cone[/TD] [TD]24d12 fire plus ignites unattended combustibles[/TD] [/TR] [TR] [TD]Jade[/TD] [TD]sonic energy[/TD] [TD]80 ft. cone[/TD] [TD]24d12 sonic plus deafened 36 rounds and unconscious 12 rounds²[/TD] [/TR] [TR] [TD]Moonstone[/TD] [TD]motes of light[/TD] [TD]80 ft. cone[/TD] [TD]24d12 plus [I]dispel magic[/I] and 1 hour of [I]sleep[/I]³[/TD] [/TR] [TR] [TD]Mystaran Jade[/TD] [TD]corrosive gas[/TD] [TD]80 ft. cone[/TD] [TD]24d12 acid[/TD] [/TR] [TR] [TD][/TD] [TD]flesh-rotting gas[/TD] [TD]80 ft. cone[/TD] [TD]4d6 Con and 4d6 Cha⁴[/TD] [/TR] [TR] [TD]Onyx[/TD] [TD]inky black acid[/TD] [TD]80 ft. cone[/TD] [TD]24d12 acid plus [I]darkness[/I] 12 rounds⁵[/TD] [/TR] [TR] [TD]Pearl[/TD] [TD]scalding steam[/TD] [TD]80 ft. cone[/TD] [TD]24d12 fire[/TD] [/TR] [/TABLE] Targets exposed to the Sun Dragon's breath weapons can attempt DC 48 Reflex saves to take half damage. [B]1[/B]. Targets that fail their save against his amber dragon breath weapon are entangled in superheated and very sticky sap for 12d4 rounds. An entangled creature can make an opposed strength check against the breath weapon's DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled. [B]2[/B]. Anyone in the cone of the jade dragon breath weapon who does not make a successful Reflex save versus damage must also make a Fortitude save (at the same DC) or be deafened for 36 rounds and rendered unconscious for 12 rounds. [B]3[/B]. All magical effects within the cone of the moonstone dragon breath weapon are dispelled or suppressed as by [I]greater dispel magic[/I] at caster level 20th, except for magic effects needed for the immediate survival of the targeted creature (for example, [I]water breathing[/I] for an air-breathing creature underwater). In addition, all creatures within the cone must succeed on a Fortitude save or sleep for 1 hour. [B]4[/B]. The Mystaran jade dragon's second breath weapon is a cone of putrid swirling brown and yellow and green gas that rots the flesh of living creatures and instantly rots and destroys any nonorganic matter it touches. Attended and magical organic items receive Reflex saves to avoid this effect. Living creatures suffer ability damage. [B]5[/B]. Targets caught in the cone of the Mystaran onyx dragon breath weapon are also shrouded in [I]darkness[/I] (as per the spell). The [I]darkness[/I] lingers for 12 rounds. The [I]darkness[/I] clings to any targets that fail their Reflex save against the breath weapon. Otherwise, they can escape the [I]darkness[/I] which remains as a cone. The save DCs are Constitution-based. [B]Corrupt Water (Sp):[/B] Once per day Opal can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 46, equal to that of Opal's awful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s awful presence. [B]Crush (Ex):[/B] When flying, Opal can land on opponents three or more sizes smaller than himself as a standard action, using his whole body to crush them. A crush attack affects as many creatures as can fit under Opal's body. Each creature in the affected area must succeed on a DC 48 Reflex save or be pinned, automatically taking 4d8+31 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Opal chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. [B]Dream (Su):[/B] As the spell, except that Opal can only send himself to the recipient's dream at will as a standard action. [B]Hold Breath (Ex):[/B] Opal can hold his breath for a number of rounds equal to 24 x his Constitution score before he risks drowning. [B]Immunities (Ex):[/B] Opal is immune to acid, breath weapons, charm, cold, death, disintegration, electricity, fire, hold, paralysis, sleep, slow, sonic and poison effects. Opal ignores the effects of spells and spell-like abilities of 6th level or less, just as if the spellcaster had failed to overcome the Sun Dragon's spell resistance. [B]Keen Senses (Ex):[/B] Opal sees four times as well a human in shadowy illumination and twice as well in normal light. Opal also has darkvision out to 120 feet. [B]See Invisibility (Ex):[/B] Opal has the extraordinary ability to see invisible creatures. This works like the [I]see invisibility[/I] spell with a range of 1,600 feet. This power is always active. [B]Spell-Like Abilities[/B]: At will—[I]astral projection[/I], [I]crown of glory[/I] (DC 29), [I]detect chaos[/I], [I]detect thoughts[/I] (DC 23), [I]detect law[/I], [I]greater dispel magic, greater shout[/I] (DC 29), [I]greater teleport[/I], [I]locate object[/I], [I]plane shift[/I] (DC 28), [I]protection from chaos[/I] (DC 22), [I]protection from law[/I] (DC 22), [I]spike stones[/I] (DC 25), [I]telekinesis[/I]; 24/day—[I]blink[/I]; 3/day—[I]black tentacles[/I], [I]charm animal[/I] (DC 22), [I]control water[/I] (DC 27), [I]deep slumber[/I] (DC 24), [I]entangle[/I] (DC 22), [I]false vision[/I] (DC 26), [I]greater command[/I] (DC 26), [I]hideous laughter[/I] (DC 23), [I]hold animal[/I] (DC 23), [I]sculpt sound[/I] (DC 24), [I]shatter[/I] (DC 23), [I]solid fog[/I] (DC 25), [I]song of discord[/I] (DC 26), [I]suggestion[/I] (DC 24); 1/day—[I]blight[/I] (DC 26), [I]charm monster[/I] (DC 25), [I]commune with nature[/I], [I]contagion[/I] (DC 25), [I]control weather[/I], [I]demand[/I] (DC 29), [I]dominate animal[/I] (DC 24), [I]hallucinatory terrain[/I] (DC 25), [I]hold monster[/I] (DC 26), [I]irresistible dance[/I], [I]temporal stasis[/I] (DC 29). Caster level 20th. The save DCs are Charisma-based. [B]Spells:[/B] Opal is a 20th-level sorcerer and a 20th-level cleric. He can cast cleric spells and spells from cleric domains as arcane spells and can also cast druid spells as arcane spells or cleric spells. Opal has access to [URL='https://www.enworld.org/posts/8913203']all the domains[/URL] available to the neutral dragons he rules (For the amber, jacinth, jade, moonstone, Mystaran jade, Mystaran onyx, and pearl dragons, these are Animal, Darkness, Charm, Healing, Knowledge, Luck, Magic, Plant, Sun, Travel, Trickery, Water, and Weather). In his natural form, Opal can cast his spells with but a word. [I]Sorcerer Spells Known:[/I] (6/9/9/9/8/8/8/8/7/7; save DC 21 + spell level): 0—[I]arcane mark[/I], [I]detect magic[/I], [I]mage hand[/I], [I]mending[/I], [I]message[/I], [I]open/close[/I], [I]prestidigitation[/I], [I]read magic[/I], [I]touch of fatigue[/I]; 1st—[I]floating disc[/I], [I]mage armor[/I], [I]ray of enfeeblement[/I], [I]shield[/I], [I]true strike[/I]; 2nd—[I]blindness/deafness[/I], [I]eagle’s splendor[/I], [I]barkskin[/I], [I]lesser restoration[/I], [I]mirror image[/I]; 3rd—[I]arcane sight[/I], [I]displacement[/I], [I]haste[/I], [I]remove curse[/I]ᶜ; 4th—[I]crushing despair[/I], [I]resilient sphere[/I], [I]dimensional anchor[/I], [I]greater invisibility[/I]; 5th—[I]feeblemind[/I], [I]mind fog[/I], [I]true seeing[/I], [I]wall of force[/I]; 6th—[I]antimagic field[/I], [I]heal[/I], [I]veil[/I]; 7th—[I]forcecage[/I], [I]limited wish[/I], [I]spell turning[/I]; 8th—[I]greater shadow evocation[/I], [I]mass charm monster[/I], [I]mind blank[/I]; 9th—[I]time stop[/I], [I]shades[/I], [I]shapechange[/I]; ᶜ this is the cleric version of the spell, not the sorcerer version. [I]Typical Cleric Spells Prepared:[/I] (6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+1; save DC 21 + spell level): 0—[I]cure minor wounds [/I][×2], [I]detect poison[/I], [I]guidance[/I], [I]resistance[/I], [I]virtue[/I]; 1st—[I]bless[/I], [I]cure light wounds[/I], [I]divine favor[/I], [I]entropic shield[/I], [I]faerie fire[/I], [I]goodberry[/I], [I]inflict light wounds[/I], [I]magic aura[/I]ᴰ, [I]shield of faith[/I]; 2nd—[I]aid[/I], [I]gust of wind[/I], [I]heat metal[/I], [I]identify[/I]ᴰ, [I]invisibility[/I], [I]silence[/I], [I]soften earth and stone[/I], [I]status[/I], [I]warp wood[/I]; 3rd—[I]bestow curse[/I], [I]blacklight[/I]ᴰ, [I]cure serious wounds[/I], [I]daylight[/I], [I]greater magic fang[/I], [I]helping hand[/I], [I]stone shape[/I], [I]wind wall[/I]; 4th—[I]cure critical wounds[/I], [I]dismissal[/I], [I]freedom of movement[/I]ᴰ, [I]inflict critical wounds[/I], [I]restoration[/I], [I]scrying[/I], [I]sending[/I], [I]spell immunity[/I]; 5th—[I]baleful polymorph[/I], [I]break enchantment[/I], [I]call lightning storm[/I]ᴰ, [I]geas/quest[/I], [I]mark of justice[/I], [I]mass cure light wounds[/I], [I]mass inflict light wounds[/I], [I]righteous might[/I]; 6th—[I]antilife shell[/I], [I]banishment[/I], [I]blade barrier[/I], [I]heroes' feast[/I], [I]mass eagle's splendor[/I], [I]prying eyes[/I]ᴰ, [I]undeath to death[/I]; 7th—[I]greater restoration[/I], [I]greater scrying[/I], [I]refuge[/I], [I]regenerate[/I], [I]repulsion[/I], [I]screen[/I]ᴰ, [I]sunbeam[/I]; 8th—[I]dimensional lock[/I], [I]demand[/I]ᴰ, [I]earthquake[/I], [I]greater spell immunity[/I], [I]polymorph any object[/I], [I]reverse gravity[/I]; 9th—[I]implosion[/I], [I]mass heal[/I], [I]miracle[/I], [I]soul bind[/I], [I]storm of vengeance[/I], [I]time stop[/I]ᴰ. ᴰ Domain spell. [B]Water Breathing (Ex):[/B] The Sun Dragon can breathe underwater indefinitely and can freely use his breath weapon, spells, and other abilities while submerged. [I]Originally appeared in D&D Master Rules (1985)[/I]. [B]Neutral Dragons:[/B] [I]BECMI's[/I] Mystaran Jade, Mystaran Onyx plus others to be determined ([COLOR=#00ff00][I]Neutral's[/I] Amber, Jacinth, Jade (Pearl), Moonstone, Pearl[/COLOR] OR [COLOR=#40e0d0][I]Gem's[/I] Amethyst, Crystal, Emerald, Sapphire, Topaz[/COLOR]). We decided to go for the [COLOR=#00ff00][B]Green Option[/B][/COLOR]. [/QUOTE]
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