Oops. That might explain why I didn't notice. I just did a quick side-by-side comparison, and all of the paragraphs seemed identical.Knight Otu said:CRs, the Wyrmling LA.
The class skills for our dragon.


I was hoping for something more mechanism-wise, rather than just a rumor. Could make this dragon a real PITA, just like the rustmonster is for lower level parties. Heck, its hoard could consist of all those items that were contained in the portable holes and bag of holdings it's eaten.How about "[font="]These dragons seem to be attracted to planar magic and magic items, but for some reasons, they are never found in the hoard of the XXX. Many sages believe that they feed on these items, but those sages that believe the rumor of the dead dragon god ascribe this attraction a far darker purpose."[/font]
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
So how about we adopt the "Shed Skin" above, and add the following line: "[font="]At Old age, the XXX learns to manifest as an Astral Rift on a different transitive plane after shedding its skin."[/font] If you want, we can also add that the Teleport and Plane Shift spells behave the same way for the dragon, minus the shedding of its skin: its body stays on the Astral, only its Astral Rift manifestation moves.I think multiplanar rift could be dropped in favor of Shed Skin. I'm not sure if I ever could word Multiplanar Rift in as few words as the ability warrants.
Numeric details of the Shed Skin power are definitely up for discussion. I just picked some values that might make stalking and hunting a creature like this not *entirely* impossible. A 9th level party with access to Teleport could conceivably chase it around until Shed Skin becomes prohibitively expensive for the dragon. At 5d6 per previous shedding per week, a Very Young (CR 9) dragon could shed its skin no more than four times in a week if it's simply trying to outrun the party.
Even without access to Teleport, the party could theoretically follow the dragon by jumping through the decaying Astral Rift it left behind. They'll wind up in the Astral Plane, but in the neighborhood of the Dragon itself. Or the adventurers' goal might simply be to force the dragon to flee by shedding its skin, followed perhaps by something as simple as Gentle Repose to preserve the "skin" as a component for a Gate item.
PS: Do we need to add a new Tumble DC to jump *through* a creature without provoking AoO's? Or would the DC 25 "tumble through an area occupied by an enemy" suffice? I don't think we want to make this *too* hard, since it's a pretty cool tactic to use.
