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Creating new dragons!

Gothenem

Explorer
Well then, how about Peridot, Tanzanite, and Malachite as the three, being the three most popular in Africa/Middle East??

Later, if we do a Mesoamerican section, we can add the other gemstones.

IIRC, there is only one Mesoamerican dragon in the D&D world stated, and that is the Tlalocoatl.
 

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freyar

Extradimensional Explorer
Tried posting this earlier but had some browser crashes, so we'll try again. :heh:

Africa/Asia Minor/Persia sounds like a good theme area to me. And maybe Mesoamerica later. If we want inspiration on how monsters are handled for this theme, there's of course Al-Qadim (3rd ed page) and also Atlas Games' Nyambe (and fanpage). I'm not sure if there are any Persia-themed settings. But the main thing is that there is free material available and probably links to real-world information, too.

On to the Aluminum dragon? I'm reading Draconomicon, so I'm good and inspired...
 

Gothenem

Explorer
Lol, well, we have an African Metallic Dragon with acid breath and resistance.
I'm inclined to go with freyar's suggestions on SLA's earlier.
 

freyar

Extradimensional Explorer
Were we still thinking dragons without flight? If so, we should probably make them a little tougher in some other way (or else just have slightly weaker dragons).
 

Gothenem

Explorer
Hmmm, I'm thinking a long, snakelike dragon. Almost Craw Wurm-ish, but with claws and the like.

Should we add Pounce to these dragons, to account for lack of wings?

Also, for the aluminum's acid breath, d'yall think a cone or a line?? I'm not sure. I can go either way. Also, since it's a metallic dragon, what about it's alternate breath? I'm thinking Paralysis or slow.

Also, I've got everything on the charts down except the speed. What do you think about the speed of the dragon??
 
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freyar

Extradimensional Explorer
Don't think I know the craw wurm. Anything like landwyrms? An alternative is no legs or claws but small wings that give a big Jump bonus (which can be used for a crush attack). And the wings could have claws (or else we just increase the importance of the wing attack). But either way, Pounce could be a good idea.

Let's go with a cone for the acid, I guess. For the alternate breath, I liked your original idea of blinding aluminum dust.

Land speed could be faster than usual to account for lack of flight.
 

JiCi

First Post
You said that miscellaneous dragons are welcomed, right ? if so, I got some for you:

First, a horned dragon:

A large reptilian beast fixes you with sharp draconic eyes. Atop its head protrudes a 4-foot long white-colored horn, growing horizontally above its brow. This quadruped dragon has reddish-brown scales, a pair of large wings and a long tail tipped with spikes. Each of its legs ends with 1-foot long white claws and the joint of its wings has long talons. The dragon bares a large jaw with sharp teeth.

Cyspandryl CR 12
Usually N Large dragon
Init +2; Senses: darkvision 60 ft., low-light vision, Listen +17, Spot +17
Languages: Common, Draconic
----------------------------------------------------------------------------------------
AC 25, touch 11, flat-footed 24
(-1 size, +2 dex, +14 natural)
hp 114 (12 HD)
Immune paralysis, sleep;
Fort +11, Ref +10, Will +8
----------------------------------------------------------------------------------------
Speed 40 ft. (8 squares), fly 100 ft. (average)
Melee Gore +19 (2d6+12/x3) or
Melee Gore +19 (2d6+12/x3 plus 3d6 if using Greater Powerful Charge) or
Melee Gore +19 (2d6+8/x3) and bite +14 (1d8+4) and 2 claws +14 (1d6+4) and 2 wings +14 (1d4+4) and tail spikes +14 (1d6+4)
Space 10 ft.; Reach 5 ft.
Base Atk +12; Grp +24
Atk Options Power Attack, Greater Powerful Charge, Improved Bull Rush, Awesome Blow
Special Actions Horn Beam
----------------------------------------------------------------------------------------
Abilities Str 26, Dex 15, Con 17, Int 10, Wis 10, Cha 14
SQ Augmented Critical
Feats Power Attack, Powerful Charge, Greater Powerful Charge, Improved Bull Rush, Awesome Blow
Skills Intimidate +17, Hide +13, Knowledge (nature) +15, Listen +17, Move Silently +17, Spot +17
Advancement 13-18 HD (Large); 19-24 HD (Huge)
----------------------------------------------------------------------------------------
Augmented Critical (Ex) The sharp horn of a cyspandryl deals triple damage on a successful critical hit.
Horn Beam (Su) Once every 5 rounds, the cyspandryl can shoot a deadly beam of searing light in a 60-ft. line. It deals 10d6 points of damage and a Reflex DC 19 save halves the damage. The save is Constitution-based.

The cyspandryl is a predatory dragon is known to furiously skewer its prey with its horn and then ripping it to ribbons with its claws, talons and spikes. It is also known for the deadly white-hot beam it projects from its horn when dealing with larger preys. Many dragonslayers have been found burned to death or impaled when trying to kill such a creature for its horn.

Strategies and Tactics
The cyspandryl attacks from afar or from hiding, usually by discharging its horn beam or charging and pushing back its opponent against a wall or the ground. It then relentlessly lashes out at its prey while it is still knocked down. The opponent does not survive for long.

Ecology
Cyspandryls live like true dragons. It makes a lair inside a mountainside using its horn beam and hoards treasure it finds on fleeing and dead intruders. Courting is a romantic process in which the cyspandryl makes complex flight patterns to prove its agility and offers a piece of its hoard as a gift; the higher the value, the better. Some others offer a recently killed prey to prove their strength and cunning in hunting. These dragons mate for live and they truly live for their fidelity and kinship. Cyspandryls take great care of their offspring and their young leave the lair after 10 years. During that time, cyspandryl protect almost jealously their lairs and their young from outside threats. Extremely territorial, fights between cyspandryls are as deadly as the fighters themselves; they can destroy everything around until one gives up or one is left standing.
Environment
Cyspandryls make their lairs in mountains, and make any surrounding terrain as their hunting ground, whether is forest, plains, deserts or even underground.
Typical Physical Characteristics
A cyspandryl is about 14 feet long from its head to the tip of its tail and weighs about 450 lbs. Its large leathery wings have a 20-foot long span and have long talons sprouting from its joints. It has dark red or reddish-brown scales and a white sharp horn that glows brightly a few seconds before shoot a line of pure white hot light. Each of its legs sport sharp white-colored claws and its tail has several bony spikes that form the shape of a morningstar.
Alignment
Cyspandryls are not that interested in problems outside of their own. Most are neutral.

Typical Treasure
Cyspandryls do not carry treasure on themselves, but their lair can be filled with gold pieces, weapons and magic items.
 

JiCi

First Post
next, 4 speed demons:

A dark-scaled lizard braces itself against the ground, just like in order to start running. Its head sports draconic features, such as reptilian eyes, a long snout and sharp fangs. Its four legs are clawed, sturdy and muscular and a tail twitches at the end of its spine. This beast deploys fin-like flaps of skin behind its legs and under its jaw as it starts to run.

Finned Speeddrake CR 5
Usually N Large dragon
Init +4; Senses: darkvision 60 ft., low-light vision, Listen +12, Spot +12
Languages: (understand) Common, Draconic
----------------------------------------------------------------------------------------
AC 18, touch 13, flat-footed 14, Dodge, Mobility
(-1 size, +5 armor, +4 dex)
hp 76 (8 HD)
Immune paralysis, sleep, slow;
Fort +9, Ref +10, Will +7
----------------------------------------------------------------------------------------
Speed 100 ft. (20 squares), Run, Spring Attack
Melee Bite +11 (1d8+6)
Space 10 ft.; Reach 5 ft.
Base Atk +8; Grp +16
Special Actions Steady jump, Tight turn
----------------------------------------------------------------------------------------
Abilities Str 18, Dex 18, Con 16, Int 10, Wis 12, Cha 6
SQ Evasion, Lasting speed
Feats Run (b), Dodge, Mobility, Spring Attack
Skills Jump +17 (+49), Listen +12, Spot +12, Survival +12, Swim +15, Tumble +17
Advancement 9-16 HD (Large);
----------------------------------------------------------------------------------------
Lasting Speed (Ex) A finned speeddrake is immune to magical slow effects.
Steady Jump (Ex) A finned speeddrake can take 10 on Jump check, regardless of situations.
Sharp Turn (Ex) A finned speeddrake can make turns at up to 90° without reducing its speed. It can execute such turns a number of times equal to its Dexterity modifier per round.


A crimson-scale dinosaur creature is silently looking around itself. It stands on two legs and has two weaker forelimbs at its chest, like a velociraptor. A long flat, ribbon-like tail drags behind and two ear frills turn and twitches as it prepares to sprint.

Raptor Speeddrake CR 4
Usually N Large dragon
Init +6; Senses: darkvision 60 ft., low-light vision, Listen +10, Spot +10
Languages: (understand) Common, Draconic
----------------------------------------------------------------------------------------
AC 18, touch 12, flat-footed 15, Dodge, Mobility
(-1 size, +3 armor, +6 dex)
hp 51 (6 HD)
Immune paralysis, sleep, slow;
Fort +7, Ref +11, Will +6
----------------------------------------------------------------------------------------
Speed 120 ft. (24 squares), Run
Melee Bite +11 (1d6+4)
Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +13
Special Actions Steady jump, Tight turn
----------------------------------------------------------------------------------------
Abilities Str 16, Dex 22, Con 14, Int 10, Wis 12, Cha 6
SQ Evasion, Lasting speed
Feats Run (b), Dodge, Mobility, Weapon Finesse
Skills Jump +15 (+54), Listen +10, Spot +10, Survival +10, Swim +12, Tumble +17
Advancement 7-14 HD (Large);
----------------------------------------------------------------------------------------
Lasting Speed (Ex) A raptor speeddrake is immune to magical slow effects.
Steady Jump (Ex) A raptor speeddrake can take 10 on Jump check, regardless of situations.
Sharp Turn (Ex) A raptor speeddrake can make turns at up to 90° without reducing its speed. It can execute such turns a number of times equal to its Dexterity modifier per round.


A teal-scaled lizard slowly lumbers around. It has thick legs, broad shoulders and a tail as thick as a wood log. The lizard has bony spikes protruding from both shoulders and has a flat snout and sharp fangs.

Hulking Speeddrake CR 6
Usually N Large dragon
Init +2; Senses: darkvision 60 ft., low-light vision, Listen +14, Spot +14
Languages: (understand) Common, Draconic
----------------------------------------------------------------------------------------
AC 20, touch 11, flat-footed 18, Dodge, Mobility
(-1 size, +9 armor, +2 dex)
hp 105 (10 HD)
Immune paralysis, sleep, slow;
Fort +9, Ref +10, Will +7
----------------------------------------------------------------------------------------
Speed 80 ft. (16 squares), Run, Spring Attack
Melee Bite +15 (2d6+9)
Space 10 ft.; Reach 5 ft.
Base Atk +10; Grp +20
Atk Options Power Attack
Special Actions Steady jump, Tight turn
----------------------------------------------------------------------------------------
Abilities Str 22, Dex 14, Con 18, Int 10, Wis 12, Cha 6
SQ Evasion, Lasting speed
Feats Run (b), Dodge, Mobility, Spring Attack, Power Attack
Skills Jump +21 (+57), Listen +14, Spot +14, Survival +14, Swim +19, Tumble +17
Advancement 11-20 HD (Large);
----------------------------------------------------------------------------------------
Lasting Speed (Ex) A hulking speeddrake is immune to magical slow effects.
Steady Jump (Ex) A hulking speeddrake can take 10 on Jump check, regardless of situations.
Sharp Turn (Ex) A hulking speeddrake can make turns at up to 90° without reducing its speed. It can execute such turns a number of times equal to its Dexterity modifier per round.


A light-blue-scaled reptile gently jumps around in search of prey. It has elongated legs, a long tail and a small head, almost like a snake. Its eyes are reptilian and its head sits atop a long neck, which connect to a sleek frame.

Snake Speeddrake CR 5
Usually N Large dragon
Init +9; Senses: darkvision 60 ft., low-light vision, Listen +12, Spot +12
Languages: (understand) Common, Draconic
----------------------------------------------------------------------------------------
AC 18, touch 13, flat-footed 14, Dodge, Mobility
(-1 size, +4 armor, +5 dex)
hp 76 (8 HD)
Immune paralysis, sleep, slow;
Fort +9, Ref +11, Will +7
----------------------------------------------------------------------------------------
Speed 100 ft. (20 squares), Run
Melee Bite +12 (1d8+4)
Space 10 ft.; Reach 5 ft.
Base Atk +8; Grp +15
Special Actions Steady jump, Tight turn
----------------------------------------------------------------------------------------
Abilities Str 16, Dex 20, Con 16, Int 10, Wis 12, Cha 6
SQ Evasion, Lasting speed
Feats Run (b), Dodge, Mobility, Weapon Finesse
Skills Jump +16 (+48), Listen +12, Spot +12, Survival +12, Swim +14, Tumble +17
Advancement 9-16 HD (Large);
----------------------------------------------------------------------------------------
Lasting Speed (Ex) A snake speeddrake is immune to magical slow effects.
Steady Jump (Ex) A snake speeddrake can take 10 on Jump check, regardless of situations.
Sharp Turn (Ex) A snake speeddrake can make turns at up to 90° without reducing its speed. It can execute such turns a number of times equal to its Dexterity modifier per round.

Speeddrakes are a new breed of dragons that can run countless miles in record times. These creatures are renown for their speed, and thus are highly prized as mounts for the common beings. However, it has been tougher to actually catch it than train. Recently, four speeddrake species have been discovered: the sturdy finned speeddrake, the avian-like raptor speeddrake, the large hulking speeddrake and a sleek snake speeddrake.

Strategies and Tactics
Being good runners and sprinters, speeddrakes start chasing their preys as soon as they spot them, like a cheetah. Unlike these felines, speeddrakes can pursuit their preys for miles before quit the chase, yet this tactic quickly exhausts intruders or potential food. When engaged against larger intruders, a speeddrake runs circles around it striking at each possible passage. It prefers hit-and-run tactics, as it slowly fatigue intruders without getting counterattacked.

Ecology
Speeddrakes, despite their human-like intelligence, behave more like regular animals such as wolves and lions. They live in packs, each with the strongest and fastest as their leader. They do not hoard treasure like other dragons, but are as much protective for their offspring. Each female become fertile once per year, and lays a clutch of 3 to 5 eggs. Families are distinct and each member has its own responsibility in the pack. These carnivorous feed on anything the can catch.
Environment
Speeddrakes live primarily in wastelands and plains, but it is not uncommon to see these dragons in mountains and underground passageways.
Typical Physical Characteristics
Speeddrakes vary according to species, but all breeds are about 7 to 10 feet long from snout to tail, have four legs tipped with claws and sports draconic features. The raptor speeddrake is bipedal, while the others are quadruped. The hulking speeddrake has a build length of 6 feet long from shoulder to shoulder, while the others have about 3 to 4 feet long.
Alignment
Speeddrakes are usually neutral, but like humanoids, they can have any kind of morale codes and ethics. A pack leader might transmit its ethics to its members by its behavior, but each dragon can choose their path.

Society
While their manners resemble predatory animals, they behave more humanly with other creatures. Other speeddrake packs can form alliances and rivalries just humanoid tribes. They defend their territories from intruders and helps those in need. They seem to have a special kinship with humanoids. Those who befriend such beasts are accepted as their personal companion and rider. Of course, a stubborn speeddrake might only accept a rider that can manage to tame it, just like a bucking horse or bull. This friendship can last for years, but the rider and speeddrake must share the same morale code; if the rider is drastically at the opposite to the speeddrake’s alignment, the speeddrake rejects its former companion and immediately attack it as a form of punishment for manipulating it.
Typical Treasure
Speeddrakes do not carry or hoard treasure, but one accompanying a rider might carry personal gear and armor.

For Player Characters
Speeddrakes make excellent mounts for both combat and travelling. Taming one is rather difficult. Against a strong-willed speeddrake, both Handle Animal and Ride checks increase by 5. These checks decrease if the speeddrake is friendly to its rider, yet it extends only to its chosen companion. Buying such a dragon is difficult and rare bargain, and it costs 1,500 gp per the speeddrake’s HD. A trainer charge 500 gp per HD to train to rear a speeddrake.
Paladins can call a speeddrake as his/her special mount, yet it is considered as a paladin 5 levels lower than usual for the purposes of determining the speeddrake’s bonuses as a special mount.
Carrying Capacity: For a finned speeddrake, a light load is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. For a raptor or snake speeddrake, a light load is up to 228 pounds; a medium load, 229-459 pounds; and a heavy load, 460-690 pounds. For a hulking speeddrake, a light load is up to 519 pounds; a medium load, 520-1,038 pounds; and a heavy load, 1,039-1,560 pounds.
 

JiCi

First Post
Next, a (non-psionic) (gem-classed) dragon:

Diamond Dragon
Dragon (Earth, Light)
Climate/Terrain: any mountains and underground
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, or very old: solitary, pair, or family (1-2 plus 2-5 offspring); ancient, wyrm, or great wyrm: solitary.
Challenge Rating: Wyrmling 5; very young 6; young 8; juvenile 10; young adult 13; adult 15; mature adult 17; old 20; very old 21; ancient 23; wyrm 25; great wyrm 27.
Treasure: Triple standard
Alignment: Always neutral good.
Advancement: Wyrmling 8-9 HD (Tiny); very young 11-12 HD (Small); young 14-15 HD (Small); juvenile 17-18 HD (Medium); young adult 20-21 HD (Medium); adult 23-24 HD (Large); mature adult 26-27 HD (Large); old 29-30 HD (Huge); very old 32-33 HD (Huge); ancient 35-36 HD (Gargantuan); wyrm 38-39 HD (Gargantuan); great wyrm 41+ HD (Colossal).
Level Adjustment: Wyrmling +4; very young +5; young +5; others –
Code:
Diamond Dragons by Age
Age           Size  Hit Dice (hp)    Str Dex Con Int Wis Cha  Base    Attack Fort Ref  Will 
                                                              Attack/ Bonus  Save Save Save
                                                              Grapple
Wyrmling      T     7d12 (45)         7  10  11  12  14  13   +7/-3    +9    +5   +5   +7  
Very young    S     10d12+10 (75)    10  10  12  14  15  14   +10/-6   +11   +8   +7   +9
Young         S     13d12+26 (110)   13  10  14  16  16  15   +13/+10  +15   +10  +8   +11
Juvenile      M     16d12+32 (136)   16  10  15  18  17  16   +16/+19  +19   +12  +10  +13
Young adult   M     19d12+57 (180)   19  10  17  20  18  17   +19/+23  +23   +14  +11  +15
Adult         L     22d12+88 (231)   22  10  18  22  19  18   +22/+32  +27   +17  +13  +17
Mature adult  L     25d12+125 (287)  25  10  20  24  20  19   +25/+36  +31   +19  +14  +19
Old           H     28d12+140 (322)  28  10  21  26  21  20   +28/+45  +34   +21  +16  +21
Very old      H     31d12+186 (387)  31  10  23  28  22  21   +31/+49  +39   +23  +17  +23
Ancient       G     34d12+238 (459)  34  10  24  30  23  22   +34/+58  +42   +26  +19  +25
Wyrm          G     37d12+296 (536)  37  10  26  32  24  23   +37/+62  +46   +28  +20  +27
Great wyrm    C     40d12+320 (580)  40  10  27  34  25  24   +40/+71  +47   +30  +22  +29

Age           Breath      Frightful     SR  Initiative
              Weapon (DC) Presence (DC)     
Wyrmling      2d8 (13)    -             -   +0
Very young    4d8 (16)    -             -   +0
Young         6d8 (18)    -             -   +0
Juvenile      8d8 (20)    -             -   +0
Young adult   10d8 (22)   22            21  +0
Adult         12d8 (25)   25            23  +0
Mature adult  14d8 (27)   26            25  +0
Old           16d8 (29)   29            27  +0
Very old      18d8 (31)   30            28  +0
Ancient       20d8 (34)   33            30  +0
Wyrm          22d8 (36)   34            32  +0
Great wyrm    24d8 (38)   36            34  +0

Age           Speed                    Armor Class                Special Abilities
Wyrmling      40 ft., fly 100 ft.      23 (+2 size, +11 natural)  Light immunity, [I]Light[/I]
              (good), burrow 20 ft     touch 12, flat-footed 23    
Very young    40 ft., fly 100 ft.      25 (+1 size, +14 natural)  Hardened Scales 10%
              (good), burrow 20 ft.    touch 11, flat-footed 25
Young         40 ft., fly 100 ft.      28 (+1 size, +17 natural)  [I]Daylight[/I]
              (good), burrow 20 ft.    touch 11, flat-footed 28
Juvenile      40 ft., fly 150 ft.      30 (+20 natural)           Hardened Scales 20%
              (average), burrow 20 ft. touch 10, flat-footed 30   [I]Searing Light[/I]
Young adult   40 ft., fly 150 ft.      33 (+23 natural)           DR 5/magic
              (average), burrow 20 ft. touch 10, flat-footed 23
Adult         40 ft., fly 200 ft.      35 (-1 size, +26 natural)  Hardened Scales 40%
              (average), burrow 20 ft. touch 9, flat-footed 35
Mature adult  40 ft., fly 200 ft.      38 (-1 size, +29 natural)  DR 10/magic, [I]Sunbeam[/I]
              (poor), burrow 20 ft.    touch 9, flat footed 38    Diamond Body
Old           40 ft., fly 200 ft.      40 (-2 size, +32 natural)  Hardened Scales 60%
              (poor), burrow 20 ft.    touch 8, flat footed 40  
Very old      40 ft., fly 200 ft.      43 (-2 size, +35 natural)  DR 15/magic
              (poor), burrow 20 ft.    touch 8, flat footed 43
Ancient       40 ft., fly 200 ft.      44 (-4 size, +38 natural)  Hardened Scales 80%, [I]Sunburst[/I]
              (clumsy), burrow 20 ft.  touch 6, flat footed 44
Wyrm          40 ft., fly 250 ft.      47 (-4 size, +41 natural)  DR 20/magic
              (clumsy), burrow 20 ft.  touch 6, flat footed 47
Great wyrm    40 ft., fly 250 ft.      46 (-8 size, +44 natural)  Hardened Scales 100%
              (clumsy), burrow 20 ft.  touch 2, flat footed 46
This dragon has a broad and craggy frame, with a long thick neck and tail. Its claws are ivory-colored and its legs has large as any temple pillars. Its scales are light grey and a slightly smooth texture. Its large head has two massive translucent horns curved backward, a wedge-shape snout with a mouth filled with sharp teeth, two smaller horns protruding from each side and chin. Its a eyes are a light green tone, yet a gentle look. The wings are thick but provide effective lift, and the membranes are pearly white in color.

Diamond dragons are heavily-armored dragons that take some of the diamond’s resiliency as they age. Each step this dragon takes shakes the ground, as well as the morale of any intruder in the facility.

At birth, a diamond dragon’s scales are grey and unusually hard for dragonkind. As it ages, the scales become lighter and smoother, like a polished diamond. Its eyes start as black with a green iris, but as it ages, the eye become brighter, until it become a full green emerald orb.

Diamond dragons has been mistakenly archived with the other gem dragons over the years. This dragon does have a few light-based spell-like abilities, but it does not have any psionic affinity. Some say it is a metallic dragon, due to its breath weapons and good nature, but it is more of a mineral dragon than a metallic dragon.

Diamond dragons love to sunbathe, as well as flying in clear sky. A diamond dragon builds its lair with several corridors with windows on each room. Many build their lair in mountains with a special opened room where they can feel the warmth of the sun without leaving the lair. Their lair can be as deep as they wish, however, as a diamond dragon sometimes manages to plant crystal spires in order to illuminate the corridors and provide a sweet and faint glow. Some sages qualify this love for light as obsessive, but, in any case, these dragons do not suffer from a darkness-related phobia.

Diamond dragons to tend to socialize and befriend any creatures around their lair. They assist dwarves and gnomes in their mining business and tries to help any passing explorers within their caves. They do not tolerate thieves and evil creatures, such as kobolds, duergars, drows and cave-dwelling aberrations. Chromatic dragons, especially red dragons, engage into fight for territory or wealth with diamond dragons.

Combat
A diamond dragon caught inside its lair quickly hides inside the multiple lightless corridors. If the intruders are inoffensive, it tries to parley while remaining hidden, mimicking the ventriloquism spell, and only showing up when the intruders are good-natured. If not, it yells out to scare them off, muck like a wandering spirit. It takes its time to study its foes before talking or doing anything else. If the threats are obvious, it blind them with its cone-shaped light breath weapon and it then rush into melee, breathing searing light and blinding light in dreaded concert, leaving little or no chance to the enemies to see the dragon.

It outside, it employs the same strategy: blinding then dive bombing on the opponents. A favorite tactic is to fly in front of the sun, dazzling everyone who followed its flight path and then charging into melee. They generally do not fear combat; they trust their scales to protect them.

Breath Weapon (Su): A diamond dragon has two types of breath weapon, a line of searing focused light and a cone of bright light. Creature within the line get burned by the light, and those who fail their save are dazzled for 1d6 rounds plus 1 round per age category of the dragon. Creatures within the cone must succeed on a Fortitude save or become blinded, for 1d6 rounds plus 1 round per age category of the dragon.

Diamond Body (Ex) : When reaching the mature adult stage, the diamond dragon gains immunity to poisons of all kinds.

Hardened Scales (Ex): Starting at the very young stage, the diamond dragon’s scales become harder and resilient. There’s a chance that any critical hit or sneak attack fails to damage further damage the diamond dragon, much like the fortification armor enhancement.

Light Immunity (Ex): A diamond dragon is immune to light-based powers, spells, and effects.

Spell-like abilities: At will – light (wyrmling or older), daylight (young or older); 3/day – searing light (juvenile or older), sunbeam (mature adult or older); 1/day - sunburst (great wyrm).

Skills: Appraise, Diplomacy, Hide, and Jump are considered class skills for diamond dragons.
 

freyar

Extradimensional Explorer
JiCi, very nice! Something about the speeddrakes makes me think of the roadrunner for some reason. ;) More seriously, do your true dragons get sorceror caster levels as they age?

So I've looked up the craw wurm now, and apparently it's from some other game produced by WotC. :lol: I agree, this looks like a good flavor, though I do wonder if we might want to add tiny wings for the extra attacks (something like the Stygian dragon, which also can't fly). Not sure about this. Maybe just add pounce and/or improved grab + constrict?
 

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