Shade
Monster Junkie
Beljuril Dragon
Beljuril Dragon
Dragon (Earth, Fire)
Environment: Warm mountains (volcanoes)
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old,ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 plus 2–5 offspring)
Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 24; great wyrm 26
Treasure: Double standard
Alignment: Always neutral
Advancement: Wyrmling 7–8 HD (Small); very young 10–11 HD (Medium); young 13–14 HD (Medium); juvenile 16–17 HD (Large); young adult 19–20 HD (Large); adult 22–23 HD (Huge); mature adult 25–26 HD (Huge); old 28–29 HD (Huge); very old 31–32 HD (Huge); ancient 34–35 HD (Gargantuan); wyrm 37–38 HD (Gargantuan); great wyrm 40+ HD (Gargantuan)
Level Adjustment: Wyrmling: +4, very young: +4, young: +5
*Beljuril dragons manifest powers as if psions with Psychokinesis as their primary discipline.
This dragon is long and sleek, with a whiplike tail nearly as long as its body. Two jagged horns sweep backward and upward from its skull, somewhat resembling sickles in shape. Large frills sprout from each cheek. Its beaklike mouth drips molten lava which hisses as it strikes the ground. The smell of scorched earth accompanies its appearance.
Beljuril dragons are among the most ancient of dragonkind. Back when the world was new and volcanic activity frequently reshaped the land, these majestic dragons were quite plentiful. Nowadays, they are as rare as a volcanic eruption.
Beljuril dragons live an isolated existence due to the extreme conditions of their domain. As such, beljuril dragons tend to be curious creatures, and rarely initiate aggressions when another creature wanders into their lair.
A wyrmling beljuril dragon's scales are dark gray. As it ages, it sheds its scales and forms new ones, gaining intermittent black plates interspersed with bright red and yellow outlines. The scales of the oldest beljuril dragons are dark gray and violet, streaked with incandescent blue and green. The pupils of a beljuril dragon begin nearly black, like cooled magma, then grow more intense as it ages, eventually glowing white.
Beljuril dragons make their lairs in seismically-active regions, such as lava lakes formed by volcanic eruptions. They lay their eggs deep within the earth. The eggs lie dormant until a new volcano erupts, at which time the eggs hatch.
Beljuril dragons feed only on seismic energy, falling into a deep slumber when such energy becomes scarce, then reawakening with the next earthquake or volcanic eruption.
Combat
Beljuril dragons rarely initiate combat, for they are not carnivorous and generally are interested in the rare appearance of other creatures within their harsh environs. Should other creatures initiate aggressions, a beljuril dragon responds in kind, utilizing its breath weapon and explosive gem before entering melee.
Breath Weapon (Su): A beljuril dragon has one type of breath weapon, a cone of fire that persists for 3 rounds (dealing half damage on the second round and one-quarter damage on the third round).
Explosive Gem (Ps): Once per day, an adult or older beljuril dragon can spit a green, violet, or blue crystalline lozenge up to 75 feet away with pinpoint accuracy. This lozenge converts fire, light, or sonic energy into electricity (in a manner similar to energy conversion, except that it is manifested as if it was a 3rd-level power). It disintegrates on impact, dealing 1d6 electricity damage per manifester level in a 20-foot burst (Reflex save for half damage), but 10% of the time it breaks apart into 1d6 fist-sized beljuril gems worth 5,000 gp base value. (Beljuril gems are described in Magic of Faerûn.)
Planar Travel (Su): Gem dragons have the innate ability to pass instantly between the Material Plane and the Inner Planes, where they often make their homes.
Psi-Like Abilities: 3/day—control flames (adult or older), dissolving touch (old or older); 1/day—matter manipulation (great wyrm), suspend life (ancient or older).
Psionics: A beljuril dragon manifests powers, and gains additional attack and defense modes, as if it were a psion with Psychokinesis as its primary discipline.
Seismic Metabolism (Su): Beljuril dragons derive sustenance from seismic energy, and they must stay in a seismically active environment to remain healthy. They don’t actually consume gems and minerals, but surround themselves with them by filtering the seismic energy need to survive through the crystalline structures of the stones. Beljuril dragons are surrounded by an effect similar to energy adaptation, except that it extends to a range of 10 feet per age category of the dragon and it assimilates only effects from earthquake, stomp, and other earth-based effects, as well as fire effects directly related to earth such as lava flows. Fire from other sources is not assimilated. Any earth- or fire-based effect that deals damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the dragon to exceed its full normal hit points, it gains any excess as temporary hit points. A beljuril dragon that does not convert energy into hit points equal to twice its age catergory per day suffers the effects of starvation (see Starvation And Thirst in the DMG).
Feats: At every third level, a beljuril dragon gains Expanded Knowledge as a bonus feat, but may only select powers from psychometabolism discipline.
Skills: Autohypnosis, Bluff, and Psicraft are considered class skills for beljuril dragons.
Originally appeared in Dragon Magazine #265 (1999).
Beljuril Dragon
Dragon (Earth, Fire)
Environment: Warm mountains (volcanoes)
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old,ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 plus 2–5 offspring)
Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 24; great wyrm 26
Treasure: Double standard
Alignment: Always neutral
Advancement: Wyrmling 7–8 HD (Small); very young 10–11 HD (Medium); young 13–14 HD (Medium); juvenile 16–17 HD (Large); young adult 19–20 HD (Large); adult 22–23 HD (Huge); mature adult 25–26 HD (Huge); old 28–29 HD (Huge); very old 31–32 HD (Huge); ancient 34–35 HD (Gargantuan); wyrm 37–38 HD (Gargantuan); great wyrm 40+ HD (Gargantuan)
Level Adjustment: Wyrmling: +4, very young: +4, young: +5
Code:
Beljuril Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha BaseAtk/Grp Attack Fort Ref Will Breath Weapon (DC) Frightful Presence DC
Wyrmling S 6d12+6 (45) 13 10 13 10 11 10 +6/+3 +8 +6 +5 +5 2d6 (14) —
Very young M 9d12+18 (76) 15 10 15 10 11 10 +9/+11 +11 +8 +6 +6 4d6 (16) —
Young M 12d12+24 (102) 17 10 15 12 13 12 +12/+15 +15 +10 +8 +9 6d6 (18) —
Juvenile L 15d12+45 (142) 19 10 17 14 15 14 +15/+23 +18 +12 +9 +11 8d6 (20) —
Young adult L 18d12+72 (189) 23 10 19 14 15 14 +18/+28 +23 +15 +11 +13 10d6 (23) 21
Adult H 21d12+105 (241) 27 10 21 16 17 16 +21/+37 +27 +17 +12 +15 12d6 (25) 23
Mature adult H 24d12+120 (276) 29 10 21 16 17 16 +24/+40 +31 +19 +14 +17 14d6 (27) 25
Old H 27d12+162 (337) 31 10 23 18 19 18 +27/+45 +35 +21 +15 +19 16d6 (29) 27
Very old H 30d12+180 (375) 33 10 23 18 19 18 +30/+49 +39 +23 +17 +21 18d6 (31) 29
Ancient G 33d12+231 (445) 35 10 25 20 21 20 +33/+57 +41 +25 +18 +23 20d6 (33) 31
Wyrm G 36d12+280 (507) 37 10 27 20 21 20 +36/+61 +44 +27 +20 +24 22d6 (35) 33
Great wyrm G 39d12+312 (565) 39 10 27 22 23 22 +39/+65 +49 +29 +22 +27 24d6 (37) 35
Beljuril Dragon Abilities by Age
Age Speed Init AC Special Abilities Caster Level SR
Wyrmling 40 ft., fly 100 ft. (average) +0 16 (+1 size, +5 natural), touch 11, flat-footed 16 Immunity to fire, planar travel — —
burrow 20 ft., swim 10 ft.
Very young 40 ft., fly 100 ft. (poor) +0 18 (+8 natural), touch 10, flat-footed 18 — — —
burrow 20 ft., swim 10 ft.
Young 40 ft., fly 150 ft. (poor) +0 21 (+11 natural), touch 10, flat-footed 21 — — —
burrow 20 ft., swim 10 ft.
Juvenile 40 ft., fly 150 ft. (poor) +0 23 (-1 size, +14 natural), touch 9, flat-footed 23 Seismic metabolism 1st —
burrow 20 ft., swim 10 ft.
Young adult 40 ft., fly 150 ft. (poor) +0 26 (-1 size, +17 natural), touch 9, flat-footed 26 DR 5/magic 3rd 19
burrow 20 ft., swim 10 ft.
Adult 40 ft., fly 150 ft. (poor) +0 28 (–2 size, +20 natural), touch 8, flat-footed 28 Control flames 5th 21
burrow 20 ft., swim 10 ft.
Mature 40 ft., fly 150 ft. (poor) +0 31 (–2 size, +23 natural), touch 8, flat-footed 31 DR 10/magic 7th 22
burrow 20 ft., swim 10 ft.
Old 40 ft., fly 150 ft. (poor) +0 34 (–2 size, +26 natural), touch 8, flat-footed 34 Dissolving touch 9th 24
burrow 20 ft., swim 10 ft.
Very old 40 ft., fly 150 ft. (poor) +0 37 (–2 size, +29 natural), touch 8, flat-footed 37 DR 15/magic 11th 25
burrow 20 ft., swim 10 ft.
Ancient 40 ft., fly 200 ft. (clumsy) +0 38 (–4 size, +32 natural), touch 7, flat-footed 38 Suspend life 13th 27
burrow 20 ft., swim 10 ft.
Wyrm 40 ft., fly 200 ft. (clumsy) +0 41 (–4 size, +35 natural), touch 7, flat-footed 41 DR 20/magic 15th 29
burrow 20 ft., swim 10 ft.
Great wyrm 40 ft., fly 200 ft. (clumsy) +0 44 (–4 size, +38 natural), touch 7, flat-footed 44 Matter manipulation 17th 31
burrow 20 ft., swim 10 ft.
*Beljuril dragons manifest powers as if psions with Psychokinesis as their primary discipline.
This dragon is long and sleek, with a whiplike tail nearly as long as its body. Two jagged horns sweep backward and upward from its skull, somewhat resembling sickles in shape. Large frills sprout from each cheek. Its beaklike mouth drips molten lava which hisses as it strikes the ground. The smell of scorched earth accompanies its appearance.
Beljuril dragons are among the most ancient of dragonkind. Back when the world was new and volcanic activity frequently reshaped the land, these majestic dragons were quite plentiful. Nowadays, they are as rare as a volcanic eruption.
Beljuril dragons live an isolated existence due to the extreme conditions of their domain. As such, beljuril dragons tend to be curious creatures, and rarely initiate aggressions when another creature wanders into their lair.
A wyrmling beljuril dragon's scales are dark gray. As it ages, it sheds its scales and forms new ones, gaining intermittent black plates interspersed with bright red and yellow outlines. The scales of the oldest beljuril dragons are dark gray and violet, streaked with incandescent blue and green. The pupils of a beljuril dragon begin nearly black, like cooled magma, then grow more intense as it ages, eventually glowing white.
Beljuril dragons make their lairs in seismically-active regions, such as lava lakes formed by volcanic eruptions. They lay their eggs deep within the earth. The eggs lie dormant until a new volcano erupts, at which time the eggs hatch.
Beljuril dragons feed only on seismic energy, falling into a deep slumber when such energy becomes scarce, then reawakening with the next earthquake or volcanic eruption.
Combat
Beljuril dragons rarely initiate combat, for they are not carnivorous and generally are interested in the rare appearance of other creatures within their harsh environs. Should other creatures initiate aggressions, a beljuril dragon responds in kind, utilizing its breath weapon and explosive gem before entering melee.
Breath Weapon (Su): A beljuril dragon has one type of breath weapon, a cone of fire that persists for 3 rounds (dealing half damage on the second round and one-quarter damage on the third round).
Explosive Gem (Ps): Once per day, an adult or older beljuril dragon can spit a green, violet, or blue crystalline lozenge up to 75 feet away with pinpoint accuracy. This lozenge converts fire, light, or sonic energy into electricity (in a manner similar to energy conversion, except that it is manifested as if it was a 3rd-level power). It disintegrates on impact, dealing 1d6 electricity damage per manifester level in a 20-foot burst (Reflex save for half damage), but 10% of the time it breaks apart into 1d6 fist-sized beljuril gems worth 5,000 gp base value. (Beljuril gems are described in Magic of Faerûn.)
Planar Travel (Su): Gem dragons have the innate ability to pass instantly between the Material Plane and the Inner Planes, where they often make their homes.
Psi-Like Abilities: 3/day—control flames (adult or older), dissolving touch (old or older); 1/day—matter manipulation (great wyrm), suspend life (ancient or older).
Psionics: A beljuril dragon manifests powers, and gains additional attack and defense modes, as if it were a psion with Psychokinesis as its primary discipline.
Seismic Metabolism (Su): Beljuril dragons derive sustenance from seismic energy, and they must stay in a seismically active environment to remain healthy. They don’t actually consume gems and minerals, but surround themselves with them by filtering the seismic energy need to survive through the crystalline structures of the stones. Beljuril dragons are surrounded by an effect similar to energy adaptation, except that it extends to a range of 10 feet per age category of the dragon and it assimilates only effects from earthquake, stomp, and other earth-based effects, as well as fire effects directly related to earth such as lava flows. Fire from other sources is not assimilated. Any earth- or fire-based effect that deals damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the dragon to exceed its full normal hit points, it gains any excess as temporary hit points. A beljuril dragon that does not convert energy into hit points equal to twice its age catergory per day suffers the effects of starvation (see Starvation And Thirst in the DMG).
Feats: At every third level, a beljuril dragon gains Expanded Knowledge as a bonus feat, but may only select powers from psychometabolism discipline.
Skills: Autohypnosis, Bluff, and Psicraft are considered class skills for beljuril dragons.
Originally appeared in Dragon Magazine #265 (1999).
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