cult of the dragon conversions

Ok, here's my best guess at a statblock for the mantidrake. I'm especially curious what you all think about the CR, being new at this game. :D

My logic went as follows: I thought I'd compromise between gargantuan size and the low HD and damage, so I went with Huge and normal values for Huge. Compared to the half-dragon manticore, I increased Str +6, Con +4, Wis +2 and decreased Int -2, Dex -2. The physical scores are basically in line with increasing from Large to Huge compared to the half-dragon manticore. The Int decrease was based on the original creature, but I compensated with the Wis increase.
 

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*bump*

Also, what does anyone think about varying the natural armor and CR for different colors, as well as breath weapon, immunities, etc?
 

Thought I'd reproduce this with additions:

Mantidrake
Huge Dragon
Hit Dice: 10d12+70
Initiative: +1
Speed: 30 ft (6 squares), fly 60 ft (clumsy)
Armor Class: see table
Base Attack/Grapple: +10/+27
Attack: Claw +20 melee (1d8+12) or 6 spikes +11 ranged (1d8+6/19-20)
Full Attack: 2 claws +20 melee (1d8+12) and bite +18 melee (2d6+6); or 6 spikes +11 ranged (1d8+6/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Spikes, Breath Weapon (see table)
Special Qualities: Darkvision 120 ft., low-light vision, scent, immunity to sleep, paralysis effects, and energy (see table)
Saves: Fort +14, Ref +8, Will +9
Abilities: Str 34, Dex 13, Con 25, Int 7, Wis 14, Cha 11
Skills: Hide -7, Listen +15, Spot +19, Survival +15, Intimidate +13
Feats: Flyby Attack, Multiattack, TrackB, Weapon Focus (spikes), Snatch
Environment:
Organization: Solitary
Challenge Rating: see table 10
Treasure: None
Alignment: Always lawful or chaotic evil (see table)
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: -

Combat:

Spikes (Ex): A mantidrake can release a volley of spikes as a standard action, attacking up to 6 targets within 30ft of each other. The attack has a range of 180ft with no range increments. A half-dragon manticore can release up to twenty-four spikes in a given day.

Breath Weapon (Su): A mantidrake has a breath weapon based on the dragon variety (see the table below), usable every 1d4 rounds (up to 4 times per day). A mantidrake's breath weapon deals energy damage as a young dragon of the given variety. A successful DC22 Reflex save (DC 10 + 1/2 racial HD + Con modifier) reduces damage by half.

Alignment, AC, Energy Immunity, CR by variety
Code:
Dragon    AL     AC                                 Immunity     CR
Black     CE     19                                 Acid         9
                 (-2 size, +1 dex, +10 natural)
                 touch 9, flat-footed 18
Blue      LE     20                                 Electricity  10
                 (-2 size, +1 dex, +11 natural)
                 touch 9, flat-footed 19
Green     LE     20                                 Acid         10
                 (-2 size, +1 dex, +11 natural)
                 touch 9, flat-footed 19
Red       CE     23                                 Fire         10
                 (-2 size, +1 dex, +14 natural)
                 touch 9, flat-footed 22
White     CE     19                                 Cold         9
                 (-2 size, +1 dex, +10 natural)
                 touch 9, flat-footed 18

Breath Weapon by variety
Code:
Dragon    Weapon                                Damage
Black     60ft line of acid                     6d4
Blue      60ft line of lightning                6d8
Green     30ft cone of corrosive (acid) gas     6d6
Red       40ft cone of fire                     6d10
White     30ft cone of cold                     3d6

I'll add in the flavor stuff later. Meanwhile, I'm posting in homebrews.
 
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Dracimera (2e)

CLIMATE/TERRAIN: Any temperature to tropical
FREQUENCY: Very rare
ORGANIZATION: solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: Nil (F)
ALIGNMENT: Black: CE; Blue: LE; Green: LE; Red: CE; White: CE; Brown: NE; Yellow: CE
NO. APPEARING: 1
ARMOR CLASS: Black: 1; Blue: 0; Green: 0; Red: -3; White: 1; Brown: 2; Yellow: 0
MOVEMENT: 10, Fl 15 (E)
HIT DICE: 12
THAC0: 9
NO. OF ATTACKS: 6
DAMAGE/ATTACKS: 1d3/1d3/1d4/ld4/ldl2/1d12 (claw/claw/horn/horn/bite/bite)
SPECIAL ATTACKS: Breath weapon
SPECIAL DEFENSES: Immune to breath weapon of dragon parent and like attacks (spells, etc.)
MAGIC RESISTANCE: Nil
SIZE: L (5 feet tall at the shoulder)
MORALE: Elite (13-14)
XP VALUE: Black 9,000 White 9,000 Blue 10,000 Brown 9,000 Green 10,000 Yellow 10,000 Red 10,000

The dracimera is the offspring of a chimera and an evil dragon. It has a dragon head up front surrounded by a lions mane (like the mantidrake), a lizard head with two goats horns growing from the middle of its back, and a dragon head and neck like that of its dragon parent growing where a lions tail would be. The lizard head is bluegreen with the amber eyes and ocher horns of the chimera. Wild dracimerae speak the language of their dragon parent, with some halting knowledge of the language of red dragons (provided their draconic parent is not a red dragon). Those dracimerae raised from birth by the Cult of the Dragon normally know common and the language of their dragon parent (though it is spoken with a slight human accent).

Combat: The dracimera is perhaps the deadliest of the known dragon hybrids. In physical combat, it attacks six times in a single round. It strikes with both forelegs (1d3 points of damage each), butts with both goat horns (1d4 points of damage each), and bites
with its front and back dragon heads (1d12 points of damage each). Its breath weapon is the same as that of its dragon parent, and the dracimera can use it six times per day. This weapon is divided up among the three heads, with each head able to use it twice per day. If
one head does not use its share, the other heads do not gain extra uses. Damage done by the dracimeras breath weapon is equal to the beasts normal hit point total. This damage does not vary as the beast is wounded or healed over time, and magical effects that artificially boost hit points do not make the breath weapon more powerful. The dracimera is immune to attack forms that resemble its breath weapon (a white-dragon-parented dracimera is immune to normal and magical cold, for instance). Finally, dracimerae do not suffer any additional damage or effects from weapons or items specifically designed to kill dragons. (A sword or an arrow of dragon slaying could not outright slay it. The dracimera would take all damage otherwise appropriate, however.)

Dragon Parent: Breath Weapon
  • Black: Jet of acid 5 feet wide, 60 feet long; victim takes half damage if successful save vs. breath weapon is made.
  • Blue: Bolt of lightning 5 feet wide, 100 feet long; half damage if save is made.
  • Green: Cloud of chlorine gas 50 feet long, 40 feet wide, and 30 feet high; half damage if save is made vs. breath weapon.
  • Red: Cone of fire 5 feet at mouth, 90 feet long, 30 feet wide at cone's widest; half damage if save is made.
  • White: Cone of frost 5 feet wide, 70 feet long, 25 feet wide at cone's widest; half damage if save is made vs. breath weapon.
  • Brown: Jet of acid 5 feet wide, 60 feet long; victim takes half damage if successful save vs. breath weapon is made.
  • Yellow: Blast of scorching air and sand 50 feet long, 40 feet wide, and 20 feet high; half damage if save is made vs. breath weapon.

Habitat/Society: A wild dracimera lives in the same tropical regions as its chimera parent (and usually is the offspring of a black or red dragon). Such dracimerae are solitary creatures, coming together to mate only once in a single decade. A single young is born to a successful mating. Due to the small numbers of dracimerae in existence in the wild, most dracimerae are not born of dracimerae, but of a chimera and dragon pairing. Dracimerae live in the most remote and inaccessible regions of their hunting grounds, which cover at least 400 square miles. They hoard treasure much like their dragon ancestors, for much the same reasons.

Cult dracimerae are typically used as guards of important areas, treasure caches, secret passageways, or as powerful shock troops in Cult raids against some strong foe or caravan.

Ecology: The wild dracimera is an ferocious predator and tolerates no other large carnivores or omnivores in its territory. It attacks intruders on sight. Although it hunts an area of no more than 25 square miles in a day, a dracimera can fly up to 100 miles a day and
still return to its lair by nightfall.

Unlike its chimera parent, the dracimera is a pure carnivore. However, it is generally not strapped for food due to this specialization, as its reptilian physiology enables it to go without eating for as long as a week. When it does find plenty of flesh, it gorges itself. Anything made of flesh and blood is fair game, particularly humans and humanoids, and the surprising number of giant artifacts in dracimera lairs is mute testament to dracimera combat power.
 

freyar said:
Thoughts on the mantidrake:
  • Not sure about including the yellow and brown varieties, since they're not core dragons. Especially the brown, since it's not OGC.
I think it's ok, it's not as if you're copying brown dragon stats wholesale for this project. After all, half-dragon breath weapons are so predictable from the non-OGC dragon parents.
 

Hey, thanks for the comment! I'm going to go through and do the hybrids just with the SRD varieties first, and maybe I'll add the other ones later. One reason I've been hesitant about the brown is that the rules for the half-brown dragon are in the Draconomicon, but I'm thinking about doing a non-OGC version with the FR fluff and just taking it down if WotC asks...
 

Half-Dragon Chimera

Taking a short break from adventure-writing (boy, I never knew what a slog it could be, but I'm learning how to speed it up!) to return to these conversions. For comparison purposes when converting the dracimera, here's a half-dragon chimera (stablock only for now, text when I get time):

Half-Dragon Chimera
Large Dragon (Augmented Magical Beast)
Hit Dice: 9d12+36 (94 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 23 (-1 size, +1 Dex, +13 natural), touch 10, flat-footed 22
Base Attack/Grapple: +9/+17
Attack: Bite +17 melee (2d6+8)
Full Attack: Bite +17 melee (2d6+8) and bite +17 melee (1d8+8) and gore +17 melee (1d8+8) and 2 claws +15 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon (see table)
Special Qualities: Darkvision 60 ft., low-light vision, scent, immunity to sleep, paralysis, and energy (see table)
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 27, Dex 13, Con 19, Int 6, Wis 13, Cha 12
Skills: Hide +9*, Listen +17, Spot +17, Intimidate +7
Feats: Alertness, Hover, Iron Will, Multiattack
Environment: Temperate hills
Organization: Solitary, pride (3-5), or flight (6-13)
Challenge Rating: 9
Treasure: Standard
Alignment: Always LE or CE (see table)
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Level Adjustment: +5 (cohort)

This is a strange creature, perhaps 5 feet tall and 10 feet long, probably weighing several tons. It has the body of a very large lion with wings and the back legs of a goat. Where its head should be are three heads: a fiendish-looking goat’s head, a feral lion’s head, and a dragon’s head. The entire body is covered in scales.
A half-dragon chimera is the offspring of a pairing between a chimera and a dragon. Good or neutral dragons will only very rarely mate with the already rare good or neutral chimera, so good or neutral half-dragon chimera are unheard-of.
An oddity of half-dragon chimeras is that they have two dragon varieties: one associated with thechimera parent and one with the dragon parent. The dragon head of the half-dragon chimera will resemble the chimera parent’s dragon head, but all the heads and body of the half-dragon will take on some characteristics of the dragon parent.

Combat Stragegies and Tactics
A half-dragon chimera is a brute, pure and simple, much as its parent chimera would be. It typically prefers to closed to hover just out of melee reach to use its breath weapons and then close the distance. In melee, the half-dragon chimera will make full attacks every round possible, using its breath weapon to deal with foes that keep at distance. Since a half-dragon chimera is not particularly bright, it might use its greater breath weapon on a less powerful foe if that opponent keeps at a great range.

Breath Weapon (Su): A half-dragon chimera has two breath weapons based on the varieties of its dragon head and its dragon parent (see the table). The chimera's breath weapon is usable every 1d4 rounds and does 3d8 points of damage (lines are 40 feet in length, while cones are 20 feet in length). The half-dragon breath weapon can be used once per day (and not within 1d4 rounds of the other breath weapon) and deals 6d8 points of damage (lines are 60 feet long and cones 30 feet). A successful DC18 Reflex save (DC 10 + 1/2 racial HD + Con modifier) reduces damage by half for either breath weapon.

Skills: A half-dragon chimera has a +4 racial bonus on Hide checks in areas of scrubland or brush.

Alignment, Immunity, and Breath Weapon by Variety
Code:
Dragon  Align.  Breath Weapon      Immunity
Black   CE      Line of acid       Acid
Blue    LE      Line of lightning  Electricity
Green   LE      Cone of acid       Acid
Red     CE      Cone of fire       Fire
White   CE      Cone of cold       Cold

Sample Encounters
Half-dragon chimera are often found by themselves, but they also might live with their chimera brethren. Every once in a while, one may be a servant to its dragon parent and can be found as one of a number of creatures guarding the dragon's lair.

Pride (EL 11-12):A half-dragon chimera is the natural leader of a pride (family unit)
of chimera, just because it is usually much stronger than its half-syblings. However, the half-dragon, while smarter than a normal chimera, isn't all that bright, so the chimerae will follow their usual group tactics --- each for itself.
EL 11: A half-dragon chimera and two syblings haved moved in near a small town on the Rezghed Plain, and they're demanding tribute. Since the town is running short on money, the leaders are worried that they'll have to flee or else start handing over sacrifices. What will the party do?

Flight (EL 13-15):A flight is a large grouping of several chimera families, numbering into the teens. They are that much more devastating when they include a half-dragon.
EL 15: A large flight (12 chimerae plus the half-dragon) has rampaged through a pastoral nation for over a fortnight. When the PCs try to strike at one of the chimerae alone, the half-dragon chimera brings its flight together and counterattacks. The half-dragon leads the charge, closing quickly with the most powerful appearing character.

Ecology & Society
Half-dragon chimerae, like their chimera parents, prefer to live in temperate hills, usually in brushy areas, where they can take advantage of their Hide bonus to set up ambushes. However, they can be found in almost any environment, especially warmer ones. As a result, half-white-dragon chimerae are rare, and half-red-dragon chimerae are the most common.
Like chimerae, half-dragon chimerae speak Draconic, though they don't usually bother.

A chimera parent is often quite proud to have a half-dragon child, and it is common for the parent to feed its half-dragon child the choicest food and to favor the half-dragon over its other offspring. As a result, the half-dragon typically assumes a brutish form of control over
its pride once it reaches adulthood, and it is relatively normal for the half-dragon to be advanced by a hit die or more.

If the dragon is the mother, however, she will typically keep the half-dragon chimera as a sort of pet, much as a human might keep a particularly viscious, foul-tempered dog. Dragons are certainly smart enough to value an effective guardian! As the dragon ages, though, the half-dragon chimera will be pushed to the periphery of the dragon's territory, guarding less and less important areas. At this point, the half-dragon chimera will likely head off on its own, becoming a solitary hunter. The dragon mother will usually not be bothered with such a trivial matter by that point.

Alignment: The half-dragon chimera has the alignment of its dragon parent (see table).

Treasure: Half-dragon chimerae keep standard treasure, usually in their lairs. While they might not need weapons, they are just as likely to keep magic or mundane weapons as they are gold or jewels to serve as reminders of past victories.

Lore A Knowledge (Arcana) check reveals
Code:
DC  Result
15  This appears to be a chimera, a fearsome blend of dragon, goat, and lion.
20  Actually, it is a half-dragon. Reveals dragon traits and type of dragon parent.
15  This half-dragon has two breath weapons, one weaker and one stronger.
    It can use the stronger one only once a day.

---------------------------------------------
As always, comments or corrections welcome.
 
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So I finally got the flavor for the half-dragon chimera done. Changes I plan to make for the dracimera:
  • Rather than have two different dragon varieties involved (one for the chimera side and one for the dragon side), I'll just make it one variety. This fits the original better.
  • This thing has more HD, but the stats are looking to be pretty similar. I'll probably increase one or more of the physical stats, though they're already near the top of the suggested line for large creatures.
  • In terms of breath weapons, I want to bump the frequency up from the original, since chimerae in 3E get to breath every 1d4 rounds. So my idea is a breath every 1d4 rounds that can be boosted in terms of damage (and maybe size) 6 times a day. Thoughts?
  • Flavorwise, I think these will be a breed created by wizards but now self-perpetuating (as a contrast to mantidrakes, if you look over in homebrews).

What do you think?
 

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