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<blockquote data-quote="JiCi" data-source="post: 3341329" data-attributes="member: 40121"><p>and how about this too ? A independent new true dragon:</p><p></p><p><strong><span style="color: Red">Martial Dragon</span></strong></p><p><strong>Dragon</strong></p><p><strong>Climate/Terrain</strong>: any mountains and forests</p><p><strong>Organization</strong>: 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.</p><p><strong>Challenge Rating</strong>: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26.</p><p><strong>Treasure</strong>: Triple standard</p><p><strong>Alignment</strong>: Any.</p><p><strong>Advancement</strong>: Wyrmling 8–9 HD; very young 11–12 HD; young 14–15 HD; juvenile 17–18 HD; young adult 20–21 HD; adult 23–24 HD; mature adult 26–27 HD; old 29–30 HD; very old 32–33 HD; ancient 35–36 HD; wyrm 38–39 HD; great wyrm 41+ HD</p><p><strong>Level Adjustment</strong>: Wyrmling +4; very young +5; young +6; others —</p><p>[CODE]</p><p>Diamond Dragons by Age</p><p>Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack Fort Ref Will </p><p> Attack/ Bonus Save Save Save</p><p> Grapple</p><p>Wyrmling M 7d12+14 (59) 17 12 15 16 11 13 +7/+10 +10 +7 +6 +5 </p><p>Very young L 10d12+30 (95) 21 12 17 18 12 14 +10/+19 +14 +10 +8 +8</p><p>Young L 13d12+39 (123) 25 12 17 20 14 15 +13/+24 +19 +11 +9 +10</p><p>Juvenile L 16d12+64 (168) 29 12 19 20 16 16 +16/+29 +24 +14 +11 +13</p><p>Young adult H 19d12+95 (218) 31 13 21 22 18 17 +19/+37 +27 +16 +12 +15</p><p>Adult H 22d12+110 (253) 33 13 21 22 18 18 +22/+41 +31 +18 +14 +17</p><p>Mature adult H 25d12+150 (312) 33 13 23 24 20 19 +25/+44 +34 +20 +15 +19</p><p>Old G 28d12+198 (378) 35 14 25 24 20 20 +28/+52 +36 +23 +18 +21</p><p>Very old G 31d12+248 (449) 37 14 27 26 22 21 +31/+56 +40 +25 +19 +23</p><p>Ancient G 34d12+306 (527) 39 14 29 26 24 22 +34/+60 +44 +28 +21 +27</p><p>Wyrm G 37d12+370 (610) 41 14 31 28 26 23 +37/+64 +48 +30 +22 +28</p><p>Great wyrm C 40d12+400 (660) 45 14 31 28 28 24 +40/+73 +49 +32 +24 +31</p><p></p><p>Age Breath Frightful SR Init. Initiator Maneuvers Maneuvers Stances</p><p> Weapon (DC) Presence (DC) Level Known Readied Known</p><p>Wyrmling 2d8 (15) - - +1 - 0 0 0</p><p>Very young 4d8 (18) - - +1 - 0 0 0</p><p>Young 6d8 (19) - - +2 1st 6 4 1</p><p>Juvenile 8d8 (22) - - +2 3rd 8 5 2</p><p>Young adult 10d8 (24) 20 22 +3 5th 10 6 3</p><p>Adult 12d8 (26) 22 24 +3 7th 12 6 3</p><p>Mature adult 14d8 (28) 25 26 +4 9th 14 7 4</p><p>Old 16d8 (31) 27 28 +5 11th 16 8 4</p><p>Very old 18d8 (33) 30 30 +7 13th 18 9 4</p><p>Ancient 20d8 (36) 32 32 +7 15th 20 10 5</p><p>Wyrm 22d8 (38) 35 34 +8 17th 22 10 5</p><p>Great wyrm 24d8 (40) 38 36 +8 19th 24 11 5</p><p></p><p>Age Speed Armor Class Special Abilities</p><p>Wyrmling 40 ft., fly 150 ft. 17 (+1 dex, +6 natural) Alternate Form (Medium)</p><p> (average) touch 11, flat-footed 16 Proficiencies</p><p> Immune to mind-affecting effects</p><p>Very young 40 ft., fly 150 ft. 20 (-1 size, +1 dex +9 natural) Quick to act +1</p><p> (poor) touch 10, flat-footed 18 </p><p>Young 40 ft., fly 150 ft. 22 (-1 size, +1 dex +12 natural) [I]Shield[/I]</p><p> (poor) touch 10, flat-footed 20 </p><p>Juvenile 40 ft., fly 150 ft. 25 (-1 size, +1 dex, +15 natural) Quick to act +2</p><p> (poor) touch 10, flat-footed 23 [I]True Strike[/I]</p><p>Young adult 40 ft., fly 150 ft. 28 (-2 size, +1 dex, +18 natural) DR 5/magic</p><p> (poor) touch 10, flat-footed 25 </p><p>Adult 40 ft., fly 150 ft. 31 (-2 size, +1 dex, +21 natural) Quick to act +3</p><p> (poor) touch 9, flat-footed 19 Dual Boost 3/day</p><p>Mature adult 40 ft., fly 150 ft. 30 (-2 size, +1 dex, +24 natural) Alternate Form (Large), DR 10/magic </p><p> (poor) touch 8, flat footed 27 [I]Stoneskin[/I]</p><p>Old 40 ft., fly 200 ft. 34 (-4 size, +2 dex, +27 natural) Quick to act +4</p><p> (clumsy) touch 8, flat footed 32 </p><p>Very old 40 ft., fly 200 ft. 38 (-4 size, +2 dex, +30 natural) DR 15/magic</p><p> (clumsy) touch 8, flat footed 36 Dual Strike 3/day</p><p>Ancient 40 ft., fly 200 ft. 41 (-4 size, +2 dex, +33 natural) Quick to act +5</p><p> (clumsy) touch 6, flat footed 39 [I]Discern Location[/I]</p><p>Wyrm 40 ft., fly 200 ft. 44 (-4 size, +2 dex, +36 natural) DR 20/magic</p><p> (clumsy) touch 6, flat footed 42 </p><p>Great wyrm 40 ft., fly 250 ft. 43 (-8 size, +2 dex, +39 natural) Quick to act +6</p><p> (clumsy) touch 6, flat footed 41 Stance Mastery</p><p>[/CODE]</p><p><em>This reptilian creature has a sleek frame with a long neck and tail. Four sturdy legs extend from underneath its body, all ending with sharp claws. Its head has a long snout, dagger-shaped teeth and large yellow eyes. Two horns protrude backward from its brow and small bony spikes grow from its spine, all the way to the tip of the tail. Its scales are deep blue and its wings spread out almost two times its body length. In a blink of an eye, the dragon suddenly shrinks, and starts standing on its hind legs like a human. Its chest and fore legs become human-like, but this new form still possesses the dragon’s claws, scales, wings, fangs and tail.</em></p><p></p><p>Martial dragons are creatures that practice the Sublime Way and can execute deadly maneuvers instead of slinging spells to defeat their opponents. Furthermore, they can also change their shape in order to wield weapons and to blend into the crowd.</p><p></p><p>At birth, martial dragons have light blue scales, but as they age, these become darker, reaching a beautiful deep, striking blue shade. Their eyes are slit and reptilian in appearance, but as they age, their eyes become featureless golden orbs.</p><p></p><p>Martial dragons’ origins is still a mystery. According to sages, no deities is associated with the nine swords nor the Sublime Way, and no dragon deities would have created a dragon that can form alliances with any creature either. A theory goes that long ago, when a honorable swordsage dies in fighting, it is reincarnated into a martial dragon. It is possible that these dragons bred through and thus forming a new specie. It is unknown if the reincarnation kept the mind and memories of the swordsage.</p><p></p><p>Martial dragons make their lairs in recluse areas, such as a mountaintop or the heart of a forest. Their dedication for the Sublime Way needs a calm place where meditating and practicing will not be easy disturbed. A martial dragon might make its lair near a monastery or sacred shrine, or even near a city. Martial dragons are not actively interested in coins and gems like other dragons. Instead, they value weapons, armors and special materials, such as adamantine. </p><p></p><p>Martial dragons have different moralities and philosophies, so they can cooperate with any dragons, whether chromatic or metallic. Their alternate forms are less imposing, making them more friendly to other humanoids. A monastery may have a martial dragon in alternate form as a guard or even as a master. Martial dragons prefer companions with a good fighting spirit, such as fighters, barbarians and paladins. These dragons tend to hint and educate other with strategies and tactics. Spellcasters are considered slightly inferior to martial dragons, since they can’t rely on their own strength to take care of problems, but they do not harass and intimidate them to submission.</p><p></p><p><strong>Combat</strong></p><p></p><p>Martial dragons shift forms according to the threat. Larger groups of enemy will face the dragon in its true form, while a single opponent or small band will likely to meet a weapon-wielding half-dragon. Since any item carried while in alternate form melds into the dragon’s true form, a martial dragon can guarantee to have a weapon ready anytime it change shape, as well as a suit of armor.</p><p>Regardless of its shape, a martial dragon uses its maneuvers and stance in deadly concert, in addition of its breath weapon and natural weapons. It breathes usually in close combat, to give little time to its foes to react but to eliminate any followers. The martial dragon starts its combats by flying around its targets, watching them closely and softening them with its breath weapon. Once it is done, it dives toward them, possibly in conjunction with a maneuver and starts rampaging.</p><p></p><p><strong>Alternate Form (Su) </strong>: A martial dragon can transform into a Medium, more humanoid version of itself, much like a half-dragon, as a standard action. While in this form, the dragon’s land speed changes to 30 feet and its fly speed to 60 feet (average). It can now wield weapons crafted for humanoids and can still use its natural weapons, except crush and tail sweep attacks, and very young dragons can use their tail slap as well. The damage is reduced to Medium. Its natural armor changes to +4, its breath weapon to 6d8 points of damage and its frightful presence is reduced by 8. The dragon’s ability scores change as follow per size decrease: -4 size penalty to Strength, +2 size bonus to Dexterity and -2 size penalty to Constitution. </p><p></p><p>At mature adult stage, a martial dragon can adopt a more larger form. It is the same humanoid-shape form, except in Large size. While in this form, the dragon’s land speed changes to 40 feet and its fly speed to 80 feet (average). Its natural armor changes to +8, its breath weapon to 12d8 points of damage, its frightful presence is reduced by 4 and its size changes to Large, including damage. The ability modifiers are the same.</p><p></p><p>The dragon can adopt either form at will. Any normal items carried or worn while in these forms when the dragon changes back into its original form melds into its body, becoming non-functional until it reassumes these forms. Magic items, being able to resize themselves, can either be melded or kept worn, and thus remaining functional.</p><p></p><p><strong>Breath Weapon (Su)</strong>: A martial dragon has one type of breath weapon, a line of <em>ki</em> energy. The damage is pure energy, meaning it bypasses any resistance or immunity.</p><p></p><p><strong>Dual Boost (Ex)</strong>: An adult martial dragon can use two boost maneuvers simultaneously. Whenever it initiates a boost maneuver, it can also initiate any other boost maneuver that it knows as a free action. Both boosts it initiates are expended normally, and it can use this ability three times per day.</p><p></p><p><strong>Dual Strike (Ex)</strong>: A very old martial dragon can use two strike maneuvers simultaneously. Whenever it initiates a strike maneuver, it can also initiate any other strike maneuver that it knows as a free action. Both strikes must have the same initiation time, and are both expended normally. It can use this ability three times per day.</p><p></p><p><strong>Maneuvers (Ex or Su)</strong>: A young martial dragon learns maneuvers from any of the nine disciplines of the Sublime Way, and may ready a few of them. These readied maneuvers can be used once per encounter, and a martial dragon can recover them by quickly meditate, spending a full-round action that doesn’t provoke attacks of opportunity.</p><p></p><p><strong>Proficiencies (Ex)</strong>: A martial dragon is proficient with all simple and martial weapons, all armors and shields.</p><p></p><p><strong>Quick to Act (Ex)</strong>: At very young age, a martial dragon gains a bonus on initiative checks. This bonus is equal to half its age category.</p><p></p><p><strong>Spell-like abilities</strong>: At will – <em>Shield</em> (young or older) 3/day – <em>True Strike</em> (juvenile or older), <em>Stoneskin</em> (mature adult or older), <em>Discern Location</em> (ancient or older).</p><p></p><p><strong>Stances (Ex or Su)</strong>: A young martial dragon learns stances from any of the nine disciplines of the Sublime Way. Unlike maneuvers, stances are or expended, and it does not have to ready them. All the stances the martial dragon knows are available to it at all times, and it can change the stance it is currently using as a swift action.</p><p></p><p><strong>Stance Mastery (Ex)</strong>: A great wyrm martial dragon can have two stances active simultaneously. When it uses a swift action to initiate or change its stance, you can initiate or change one or both stances.</p><p></p><p><strong>Skills</strong>: Appraise, Diplomacy, Intimidate, Jump and Martial Lore are considered class skills for martial dragons.</p></blockquote><p></p>
[QUOTE="JiCi, post: 3341329, member: 40121"] and how about this too ? A independent new true dragon: [B][COLOR=Red]Martial Dragon[/COLOR][/B] [B]Dragon[/B] [B]Climate/Terrain[/B]: any mountains and forests [B]Organization[/B]: 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. [B]Challenge Rating[/B]: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26. [B]Treasure[/B]: Triple standard [B]Alignment[/B]: Any. [B]Advancement[/B]: Wyrmling 8–9 HD; very young 11–12 HD; young 14–15 HD; juvenile 17–18 HD; young adult 20–21 HD; adult 23–24 HD; mature adult 26–27 HD; old 29–30 HD; very old 32–33 HD; ancient 35–36 HD; wyrm 38–39 HD; great wyrm 41+ HD [B]Level Adjustment[/B]: Wyrmling +4; very young +5; young +6; 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 M 7d12+14 (59) 17 12 15 16 11 13 +7/+10 +10 +7 +6 +5 Very young L 10d12+30 (95) 21 12 17 18 12 14 +10/+19 +14 +10 +8 +8 Young L 13d12+39 (123) 25 12 17 20 14 15 +13/+24 +19 +11 +9 +10 Juvenile L 16d12+64 (168) 29 12 19 20 16 16 +16/+29 +24 +14 +11 +13 Young adult H 19d12+95 (218) 31 13 21 22 18 17 +19/+37 +27 +16 +12 +15 Adult H 22d12+110 (253) 33 13 21 22 18 18 +22/+41 +31 +18 +14 +17 Mature adult H 25d12+150 (312) 33 13 23 24 20 19 +25/+44 +34 +20 +15 +19 Old G 28d12+198 (378) 35 14 25 24 20 20 +28/+52 +36 +23 +18 +21 Very old G 31d12+248 (449) 37 14 27 26 22 21 +31/+56 +40 +25 +19 +23 Ancient G 34d12+306 (527) 39 14 29 26 24 22 +34/+60 +44 +28 +21 +27 Wyrm G 37d12+370 (610) 41 14 31 28 26 23 +37/+64 +48 +30 +22 +28 Great wyrm C 40d12+400 (660) 45 14 31 28 28 24 +40/+73 +49 +32 +24 +31 Age Breath Frightful SR Init. Initiator Maneuvers Maneuvers Stances Weapon (DC) Presence (DC) Level Known Readied Known Wyrmling 2d8 (15) - - +1 - 0 0 0 Very young 4d8 (18) - - +1 - 0 0 0 Young 6d8 (19) - - +2 1st 6 4 1 Juvenile 8d8 (22) - - +2 3rd 8 5 2 Young adult 10d8 (24) 20 22 +3 5th 10 6 3 Adult 12d8 (26) 22 24 +3 7th 12 6 3 Mature adult 14d8 (28) 25 26 +4 9th 14 7 4 Old 16d8 (31) 27 28 +5 11th 16 8 4 Very old 18d8 (33) 30 30 +7 13th 18 9 4 Ancient 20d8 (36) 32 32 +7 15th 20 10 5 Wyrm 22d8 (38) 35 34 +8 17th 22 10 5 Great wyrm 24d8 (40) 38 36 +8 19th 24 11 5 Age Speed Armor Class Special Abilities Wyrmling 40 ft., fly 150 ft. 17 (+1 dex, +6 natural) Alternate Form (Medium) (average) touch 11, flat-footed 16 Proficiencies Immune to mind-affecting effects Very young 40 ft., fly 150 ft. 20 (-1 size, +1 dex +9 natural) Quick to act +1 (poor) touch 10, flat-footed 18 Young 40 ft., fly 150 ft. 22 (-1 size, +1 dex +12 natural) [I]Shield[/I] (poor) touch 10, flat-footed 20 Juvenile 40 ft., fly 150 ft. 25 (-1 size, +1 dex, +15 natural) Quick to act +2 (poor) touch 10, flat-footed 23 [I]True Strike[/I] Young adult 40 ft., fly 150 ft. 28 (-2 size, +1 dex, +18 natural) DR 5/magic (poor) touch 10, flat-footed 25 Adult 40 ft., fly 150 ft. 31 (-2 size, +1 dex, +21 natural) Quick to act +3 (poor) touch 9, flat-footed 19 Dual Boost 3/day Mature adult 40 ft., fly 150 ft. 30 (-2 size, +1 dex, +24 natural) Alternate Form (Large), DR 10/magic (poor) touch 8, flat footed 27 [I]Stoneskin[/I] Old 40 ft., fly 200 ft. 34 (-4 size, +2 dex, +27 natural) Quick to act +4 (clumsy) touch 8, flat footed 32 Very old 40 ft., fly 200 ft. 38 (-4 size, +2 dex, +30 natural) DR 15/magic (clumsy) touch 8, flat footed 36 Dual Strike 3/day Ancient 40 ft., fly 200 ft. 41 (-4 size, +2 dex, +33 natural) Quick to act +5 (clumsy) touch 6, flat footed 39 [I]Discern Location[/I] Wyrm 40 ft., fly 200 ft. 44 (-4 size, +2 dex, +36 natural) DR 20/magic (clumsy) touch 6, flat footed 42 Great wyrm 40 ft., fly 250 ft. 43 (-8 size, +2 dex, +39 natural) Quick to act +6 (clumsy) touch 6, flat footed 41 Stance Mastery [/CODE] [I]This reptilian creature has a sleek frame with a long neck and tail. Four sturdy legs extend from underneath its body, all ending with sharp claws. Its head has a long snout, dagger-shaped teeth and large yellow eyes. Two horns protrude backward from its brow and small bony spikes grow from its spine, all the way to the tip of the tail. Its scales are deep blue and its wings spread out almost two times its body length. In a blink of an eye, the dragon suddenly shrinks, and starts standing on its hind legs like a human. Its chest and fore legs become human-like, but this new form still possesses the dragon’s claws, scales, wings, fangs and tail.[/I] Martial dragons are creatures that practice the Sublime Way and can execute deadly maneuvers instead of slinging spells to defeat their opponents. Furthermore, they can also change their shape in order to wield weapons and to blend into the crowd. At birth, martial dragons have light blue scales, but as they age, these become darker, reaching a beautiful deep, striking blue shade. Their eyes are slit and reptilian in appearance, but as they age, their eyes become featureless golden orbs. Martial dragons’ origins is still a mystery. According to sages, no deities is associated with the nine swords nor the Sublime Way, and no dragon deities would have created a dragon that can form alliances with any creature either. A theory goes that long ago, when a honorable swordsage dies in fighting, it is reincarnated into a martial dragon. It is possible that these dragons bred through and thus forming a new specie. It is unknown if the reincarnation kept the mind and memories of the swordsage. Martial dragons make their lairs in recluse areas, such as a mountaintop or the heart of a forest. Their dedication for the Sublime Way needs a calm place where meditating and practicing will not be easy disturbed. A martial dragon might make its lair near a monastery or sacred shrine, or even near a city. Martial dragons are not actively interested in coins and gems like other dragons. Instead, they value weapons, armors and special materials, such as adamantine. Martial dragons have different moralities and philosophies, so they can cooperate with any dragons, whether chromatic or metallic. Their alternate forms are less imposing, making them more friendly to other humanoids. A monastery may have a martial dragon in alternate form as a guard or even as a master. Martial dragons prefer companions with a good fighting spirit, such as fighters, barbarians and paladins. These dragons tend to hint and educate other with strategies and tactics. Spellcasters are considered slightly inferior to martial dragons, since they can’t rely on their own strength to take care of problems, but they do not harass and intimidate them to submission. [B]Combat[/B] Martial dragons shift forms according to the threat. Larger groups of enemy will face the dragon in its true form, while a single opponent or small band will likely to meet a weapon-wielding half-dragon. Since any item carried while in alternate form melds into the dragon’s true form, a martial dragon can guarantee to have a weapon ready anytime it change shape, as well as a suit of armor. Regardless of its shape, a martial dragon uses its maneuvers and stance in deadly concert, in addition of its breath weapon and natural weapons. It breathes usually in close combat, to give little time to its foes to react but to eliminate any followers. The martial dragon starts its combats by flying around its targets, watching them closely and softening them with its breath weapon. Once it is done, it dives toward them, possibly in conjunction with a maneuver and starts rampaging. [B]Alternate Form (Su) [/B]: A martial dragon can transform into a Medium, more humanoid version of itself, much like a half-dragon, as a standard action. While in this form, the dragon’s land speed changes to 30 feet and its fly speed to 60 feet (average). It can now wield weapons crafted for humanoids and can still use its natural weapons, except crush and tail sweep attacks, and very young dragons can use their tail slap as well. The damage is reduced to Medium. Its natural armor changes to +4, its breath weapon to 6d8 points of damage and its frightful presence is reduced by 8. The dragon’s ability scores change as follow per size decrease: -4 size penalty to Strength, +2 size bonus to Dexterity and -2 size penalty to Constitution. At mature adult stage, a martial dragon can adopt a more larger form. It is the same humanoid-shape form, except in Large size. While in this form, the dragon’s land speed changes to 40 feet and its fly speed to 80 feet (average). Its natural armor changes to +8, its breath weapon to 12d8 points of damage, its frightful presence is reduced by 4 and its size changes to Large, including damage. The ability modifiers are the same. The dragon can adopt either form at will. Any normal items carried or worn while in these forms when the dragon changes back into its original form melds into its body, becoming non-functional until it reassumes these forms. Magic items, being able to resize themselves, can either be melded or kept worn, and thus remaining functional. [B]Breath Weapon (Su)[/B]: A martial dragon has one type of breath weapon, a line of [I]ki[/I] energy. The damage is pure energy, meaning it bypasses any resistance or immunity. [B]Dual Boost (Ex)[/B]: An adult martial dragon can use two boost maneuvers simultaneously. Whenever it initiates a boost maneuver, it can also initiate any other boost maneuver that it knows as a free action. Both boosts it initiates are expended normally, and it can use this ability three times per day. [B]Dual Strike (Ex)[/B]: A very old martial dragon can use two strike maneuvers simultaneously. Whenever it initiates a strike maneuver, it can also initiate any other strike maneuver that it knows as a free action. Both strikes must have the same initiation time, and are both expended normally. It can use this ability three times per day. [B]Maneuvers (Ex or Su)[/B]: A young martial dragon learns maneuvers from any of the nine disciplines of the Sublime Way, and may ready a few of them. These readied maneuvers can be used once per encounter, and a martial dragon can recover them by quickly meditate, spending a full-round action that doesn’t provoke attacks of opportunity. [B]Proficiencies (Ex)[/B]: A martial dragon is proficient with all simple and martial weapons, all armors and shields. [B]Quick to Act (Ex)[/B]: At very young age, a martial dragon gains a bonus on initiative checks. This bonus is equal to half its age category. [B]Spell-like abilities[/B]: At will – [I]Shield[/I] (young or older) 3/day – [I]True Strike[/I] (juvenile or older), [I]Stoneskin[/I] (mature adult or older), [I]Discern Location[/I] (ancient or older). [B]Stances (Ex or Su)[/B]: A young martial dragon learns stances from any of the nine disciplines of the Sublime Way. Unlike maneuvers, stances are or expended, and it does not have to ready them. All the stances the martial dragon knows are available to it at all times, and it can change the stance it is currently using as a swift action. [B]Stance Mastery (Ex)[/B]: A great wyrm martial dragon can have two stances active simultaneously. When it uses a swift action to initiate or change its stance, you can initiate or change one or both stances. [B]Skills[/B]: Appraise, Diplomacy, Intimidate, Jump and Martial Lore are considered class skills for martial dragons. [/QUOTE]
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