Draconomicon: The Book of Dragons

IronWolf

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An art-filled sourcebook for all things draconic in the D&D world. This title takes a comprehensive look at the dragons of the D&D world from a variety of perspectives. It includes information on playing dragons and dragon-like creatures, how to run a dragon in a fight, and how to both fight dragons and work with them as allies. There are statistics on dragons of every type and at every age category, in addition to examples of lairs, hoards, and dragon minions. There are new rules, feats, spells, prestige classes, magic items, and other materials associated specifically with interaction with dragons. The book itself will be designed in a prestige format, with heavy use of art throughout and constructed of premium materials. This book is intended to provide the basis for every dragon played in D&D from this point forward, making it an essential tool for both DM and player.
 

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The Draconomicon has many ties to older products. For one, it's not the first book in the D&D history to have that title. Second, it's not the first book to be 'lavishly illustrated', as a series of books focusing on monsters, Monstrous Arcana I believe, paved this road long ago. The good news is that this book takes some of the better material and ideas from previous products and updates it to the new 3.5 rules.

Now does it get everything? Is every dragon covered? No. Heck, not even every 3.0 official dragon or dragon like monster is covered. Does it do a good job of making the dragon not only a force to be feared, but easier to use? Yes.

I say easier to use for a reason. I hate the way dragons are listed in the Monster Manual. Each age with it's own information and then special information in tables and other places making a dragon something you don't want to use as a random encounter on the fly. No, it's easier to use because they've provided statistics for all of the Monster Manual Dragons in all of their ages. Some odd 120 dragons are presented. Each one has a full color page with the creature in various age stages with a humanoid for comparison, ideas on customizing them, brief background information, and sample lair. That's utility. It makes me wish that all monsters in every book had a little abbreviated stat block at the bottom of the fully detailed stat block. Ah well. To dream and all that.

For those who GMs that don't need prewritten dragons, there are lots of other options. For example, there are new dragons. I was a little disappointed that some 3.0 stuff was converted over and that some of the really old stuff, like Cobra Dragons, weren't updated. I mean I know that Ed Greenwood did the Fang Dragon and I know that Felldrakes are supposed to be cool with the miniatures and all, but I want the rest of the Chromium Dragons from the old Dragon magazines. Still, there are a lot of variants here ranging from templates like skeletal and zombie dragons, to elemental drakes and landwyrms. Suffice it to say that while not every dragon is updated, there is enough variety here to run over twenty games with a different dragon in each one.

One thing I didn't like about this is that there wasn't a lot of consistency in the process of which dragons were updated Why update the dragonkin from Monsters of Faerun and not the Deep, Song or Ibrandlin Dragons? That would eliminate a book from their master listings of dragons.

Now to me, one of the coolest dragon hoards I've ever seen was in Dungeon #1 with Flame, the good old red dragon. He had some great and unique types of items in his lair. An appendix, The Dragon's Hoard, helps the GM to insure that no two lairs and hoards are ever exactly alike with advice and good old tables to help the GM move things along a little quicker. One thing that I'd like to see in another source, was the trade bars. One platinum bar is worth 50 platinum pieces. Mix that with some fine wine and some satin with silk, and you've got the makings of a unique hoard. The twelve different tables for different items is also a useful tool. Get a chess set made of mother of pearl or a plate made of darkwood. The sample hoards provided don't go into the level of detail I'd enjoy, but are useful for those off the cuff opportunities.

Now for those interested in dragons and in ways to customize them, the book gives you lots of information, both in terms of role playing and in game mechanics. This ranges from the senses a dragon has, which abilities are magical in nature and which are supernatural, to lots of new crunch for dragons.

I know, a dragon needing a PrC, feats, spells or magic items doesn't seem too likely and it can lead to some weird situations where younger dragons are more powerful than their older siblings if they have the proper levels but it's the direction D20 is going with monstrous stats just being another level based variable. The PrCs look at some old favorites from the adventure line via Disciple of Ashardalon, members of an ancient cult of a red dragon, to classics like Sacred Warder of Bahamut and Unholy Ravager of Tiamat. These PrCs combined with the feats can make a dragon basically unstoppable unless the players are on their best game, the dragon's on it's worst, and the GM isn't using the Epic Level Handbook for the Dragons.

Now with all of this focus on the Dragons, why would players be interested in this book? How about material for players ranging from advice on fighting or serving dragons, to game mechanics to follow that advice. This ranges from new feats like Deft Strike, where you find that missing scale and ignore that natural armor bonus, to new domains like Domination and Greed. The new spells are also done up in standard D&D style with a breakdown of all the spells by class, level and in arcane terms, school, and then fully detailed out.

The rules, despite having a player focus, are good for GM's as well since some of the PrCs like the Dracolyte worships dragon gods or the dragonkith who aid dragons, might not be for every player. No, the players will more likely be interested in dragonslayers or dragonstalkers, foes of the wyrms that have special abilities against those great drakes. The mix allows characters of almost any class to get in on the action on either the side of the dragons, great for those parties with a dragon patron, or for those who want to finish off the foul beasts.

One thing that I've been playing with in my campaign is the idea of dragons as components for magic items. Other sources have hit on this before. Iin one way, I don't like it as it reduces a dragon to cool components. On the other, I'm always interested in new mechanics and if they're well received, maybe we'll see something for other creatures like outsiders.

The dragon based items here include blood elixirs, potions that are crafted from dragonblood that provide minor bonuses to stats and feats, to dragon armor or even dragon based weapons. These weapons often have a nonmagical bonus to attack rolls and deal extra energy damage It's a small section, the magic item one is just as big if no bigger, but it does provide that something different for the campaign.

The book isn't perfect. For example, there's no index. In a big book like this, an index is a crucial thing to have for listings of PrCs, Feats and other goodies. I also would like to see stats for Tiamat and the Platinum Dragon in the book about dragons. Sure, it's nice to have the various gods and their information here, but where are the hard statistics? I also wanted more dragons to be updated to 3.5.

Still, outside of the index, those are fairly minor things. The heavy art use in the book, especially considering the high quality of most of it, makes up for any issues I have. This ranges from the various diagrams for wingspan and age categories, to dragons in action. The artists include Ron Spencer, Sam Wood, Todd Lockwood, Steve Prescott and numerous others who do a fairly great job. The maps by Todd Gamble are also useful visually but without scale making them less then ideal.

The book has a board focus on a narrow subject. If it involves dragons, in game mechanics or in role playing, in fighting them or using them as a GM, the book covers it. Hopefully it's not the only book of it's kind and sets an example for futures books to improve upon with minor things like say, an index.
 

I understand the reasoning, but they could barely fit the material they already had on dragons within. To include Bahamut and Tiamat (found on pages 118 and 133 of the Manual of the Planes, and updated in the 3.5 MotP update PDF) would've forced cutting something else from the book. What parts would you have left out of the Draconomicon in order to include those two? Same goes for stats on the draconic deities--and how often are those stats utilized? Not very often. As with the deific stats found in Faiths & Pantheons (FR), they may be interesting to look over but in practical terms it isn't very useful for most people. All in all, a very good review.
 

Thanks amigo. While I agree that Dragon Deities statted out wouldn't have perhaps been the best use of space, it is something I would've enjoyed seeing in 3.5. One thing I liked about Palladium's Dragon's and Gods was how the Dragon Gods were actually more powerful than the human ones. An interesting idea as it follows the escallation of power.

Yeah, Tiamat and Bahamut are old favorites too. I would've cut the Fang Dragon and the Draonnel and Dagonkin and put those two puppies in there. Those two are a little different in that originally they were just tough monsters but depending on the setting, are gods.
 

Methinks that if they went all-out to do a more exhaustive look at dragons it would easily be a two-book set. There wasn't room for the gem dragons (nor Sardior the Ruby Dragon, their deity, whose 3e stats can be found on the wotC site). Perhaps this other material--including the deific stats for the other draconic deities--could've been put together as a PDF and sold online, much as additional material on a githyanki city was by Paizo Publishing, to supplement it.

Hmm, just noticed Bahamut and Tiamat are also detailed in Deities & Demigods (p. 58 and 93), which was more recent than the MotP...That may be the other reason, that they were already printed in two 3rd edition hardcovers, plus once on the WotC website initially as a preview and maybe once in Dragon (can't recall for sure).

Looking through the book, it's hard for me to find anything to cut. Some of the monsters, and...the Hoardstealer pic on page 130. Oh my, that little gnome looks more psychotic and wicked than any of the evil dragons I've seen in that book.
 

Draconomicon: The Book of Dragons
By Andy Collins, Skip Williams, and James Wyatt
Wizards of the Coast item code 176680000
288 pages, $39.95

Draconomicon is the first in a new WotC series of books detailing groups of powerful monsters (the only other book we know about at this date is the upcoming Libris Mortis, which will cover undead), this one, naturally, focusing on dragons. At $39.95, it's on the top end of the standard price range for a hardcover gaming book, but the WotC folks have made sure that you'll get what you pay for.

The cover painting, by Todd Lockwood, is large enough to wrap around both sides of the book, and depicts an adult red dragon looking over some hatchlings (and another, slightly older, dragon offspring from an earlier clutch of eggs) in their lair, while the dragon's mate - over on the back cover - brings a freshly-slain horse in for dinner. This was an excellent choice all around, as the red dragon is arguably the fiercest of the "standard ten" types of D&D dragon, and - speaking from a personal bias here - one of the few whose appearance is still pretty much the same as in previous editions of the game. (I should confess up front here that I'm not a fan of the "butterfly/
manta ray wings" that Todd Lockwood devised as the "3E look" for some of the metallic dragons - I just think they look silly.) Detailing is nice: you can see individual scales on the dragons, and if you look closely you can see the horse is still wearing its bridle and saddle (apparently the horse's rider was a quick snack for the dragon that actually went out to scrounge up dinner). Coloration is nice, with predominant reds (the dragons) and golds (the hoard they're lying upon) blending into deep shadows along the edges of the picture. If anything, the title is almost too subdued, as it cannot be read from across the room; perhaps more of a contrast could have been used.

Todd also supplies the artwork on the inside covers, a double-page spread of dragon heads, five to a page, covering the "main ten" dragon types. The pictures are monochromatic (browns and tans), but are up to Todd's excellent standards of quality. Oddly enough, the dragons are intermingled; I'd have expected the five good (metallic) dragons on one page and the five evil (chromatic) dragons on the other. (That's not a criticism by any means, merely an observation.)

The interior artwork is simply fantastic, with a few sub-par paintings thrown in for balance. In all, we get a total of 113 full-color paintings, 39 monochrome drawings, and 5 diagrams by 22 different artists. Most of these are not only well crafted, but (more importantly to me at least) accurate as far as meshing up with the descriptions of the dragons involved, although there are a few exceptions here and there. (The brass dragon is described as having a forked tongue, yet the illustration on p. 41 not only gives it a non-forked tongue, but goes out of its way to label the tongue as non-forked. The elemental drakes, illustrated by Rebecca Guay-Mitchell and Matt Mitchell - hey, I wonder if they're married? - are particularly problematic, as many of them are lacking their wings and/or front legs or are the wrong color.) Still, for the most part this is some of the best D&D artwork I've ever seen. There are even some sequential diagrams of various dragons in flight that even got me to accept (begrudgingly, at best) that those silly-looking butterfly/manta ray wings on some of the metallic dragons just might actually work somewhat feasibly. The diagrams are useful, plotting out draconic movement on a grid-work or mapping out the radii of a dragon's tail and wing attacks (although the diagram on p. 60 accidentally switches the "tail" and "bite, claws, wings, and tail" areas for a Gargantuan dragon). The lair illustrations are well done, but lack a scale or grid squares (of course, they give a reason for this: since each is a "generic" lair for a given dragon type, the scale will have to change depending upon the size of the dragon), so they're more along the lines of DM idea-generators than actual ready-to-use-as-is lair maps.

Draconomicon is laid out as follows:
  • Introduction: A one-page explanation about why a book of dragons is necessary to help inspire the wonder and grandeur of dragons in the D&D game
  • All About Dragons: Sections covering the dragon's physiology (including anatomical diagrams of a dragon's skeletal and musculature systems and internal organs), life cycle, senses, flight and other methods of movement, combat abilities, weaknesses, outlook and psychology, society, language, religion, and a brief focus on each of the five metallic and five chromatic dragons (in other words, the bulk of the "fluff" in the book)
  • A DM's Guide to Dragons: Sections on dragons in the campaign, running dragon encounters, 46 new dragon feats, 26 new dragon spells, 47 new dragon magic items, 8 prestige classes for dragons, and advancing dragons to new "virtual age categories"
  • The Player's Perspective: Sections on fighting a dragon, 21 new feats, 32 new spells, 5 new cleric domains, dragonhide armor, 14 dragoncraft items (items made from the body parts of slain dragons), 26 new magic items, 10 new prestige classes, and having dragons in the party (either as mounts, cohorts, special mounts, familiars, or even PCs!)
  • New Monsters: 47 new dragons and dragon-related monsters, with representatives of nearly every creature type
  • Sample Dragons: 120 fully-statted dragons, 12 (one for each age category) of each of the ten standard D&D dragons (the black, blue, brass, bronze, copper, gold, green, red, silver, and white dragons), each with a short paragraph describing that individual's personality
  • Appendix 1: The Dragon's Hoard: Making each dragon's hoard (or any hoard, really) more individualized, with charts to help decide what all it might consist of, and a sample hoard for every Challenge Rating from 1 to 27
  • Appendix 2: Index of Dragons: A listing of all WotC dragons published under 3.0/3.5 rules (up to the publication of the Draconomicon, anyway) and what books to find them in, plus charts of true dragons and lesser dragons by CR
Draconomicon is a well written book, covering just about every topic one might expect to find in a book of dragons. The Monster Manual-like section updates some older creatures from earlier versions of the D&D game (and reprints some - but not all - from other 3E sources like Monsters of Faerûn), but is mostly made up of some interesting new creatures sure to add new twists into fighting dragons. Of course, there's plenty in here to make combat with even the standard dragons more interesting; I was especially impressed with the concept of the metabreath feat, which allows a dragon to use its breath weapon in a variety of interesting (and PC-surprising!) new ways. The new spells are well thought as well, and seem to be things that a spellcasting dragon would come up with to combat those pesky adventurers that always seem to show up. On the opposite side of the fence, the material for the PCs is equally logical; I even liked the majority of the prestige classes, the parts of these sourcebooks that I usually find the least exciting. (I was particularly impressed in the fact that the selection in Draconomicon seem to cover all of the character classes; besides the expected combat-oriented dragonslayer types, there are also prestige classes for rogues (the hoardstealer), clerics (dracolyte), and even bards (dragonsong lyrist).) Of course, not all of these are perfect; I was amused by the mental image of a dragonstalker doing nonlethal damage to a Huge dragon (as the prestige class allows) using a sap - that'd have to be a pretty big sap to have any kind of effect!

The spells and magic items are uniformly good, although many of them seem like 3.5 updates to similar spells and magic items from earlier versions of D&D/AD&D. (I could swear I've seen very similar things in past issues of Dragon Magazine several years back. Likewise, some of the new dragons seem very similar to monsters that have appeared there in the past few years as well, some of them merely sharing the same name - "smoke drake," for one - as different creatures from past issues of the magazine.) Still, whatever their heritage, those that made it to the Draconomicon are solid choices. I'll be using quite a few of them in my own campaign.

Proofreading and editing were both well done, but then Wizards of the Coast has a much bigger budget than the typical d20 company and can no doubt put a stronger effort toward these areas. Still, there were a few typos that snuck past the four (!) editors: "lvels" instead of "levels," a period that shows up in mid-sentence, "usewd" instead of "used," "partty" instead of "party," a male dragon being described once as "she," one sentence ending in a comma instead of a period, and one instance where the authors put in a placeholder "(see the Dragon Prestige Classes in the Chapter ???)" and nobody went back and filled in the correct chapter number. Still, I suppose that's not too bad in a 288-page book, and at least none of it was difficult to figure out or self-contradictory, as I've seen in some other books.

The biggest chapter, page wise, and potentially the most useful (at least to DMs, who I imagine make up the majority of those who plunked down the $40.00 for this book) is the section detailing the 120 sample dragons. I've already used this section several times since picking up the Draconomicon, and talk about time-saving! Unlike most other monsters in the Monster Manual, statting out a dragon is rather time-consuming, given the amount of cross-referencing you have to do between the "generic" dragon info at the front of the dragon section and the "race-specific" stuff in the individual dragon's entry. With the Draconomicon, all you have to do is flip to the right page and the work's all been done for you. Then, if you want to customize the dragon from there, it's an easy matter to swap out a feat or two or rechoose the spell selection.

On the subject of "flipping to the right page," though, I was disappointed to see that the Draconomicon didn't have an index at the back. (I'm talking about a regular index of page numbers, not the CR index at the end of this book.) While that would have been a handy feature, at least this book can afford to do without it much better than many other books of comparable size, since the layout of the book is fairly straightforward, and the full-page Table of Contents is sufficiently detailed to almost serve the same purpose.

In a "crunch to fluff" ratio, most of the book falls into the "crunch" side of things, but I at least was particularly impressed with the very first chapter, where things like draconic flight muscles and metabolism are discussed in some detail. Some people see this kind of background info as nonessential (being of the mind that such space could be better devoted to more immediately "useful" information like more feats, spells, magic items, or whatever), but I personally eat this stuff up. Sure, it might not have immediate game use (I doubt if my players' PCs will ever take time out after slaying a dragon to discuss the finer points of its bone structure), but I find it entertaining nonetheless and helps get me in the "mood" - I suppose it makes dragons feel more "real" to me. Anyway, I was glad for that chapter's inclusion, and I hope further books in this series spend as much time on the "fluffier" side of things.

Despite having three separate authors (and in such cases, they usually split the book's sections up and decide who'll write which parts), the Draconomicon reads like a unified whole; perhaps that's due to having four separate editors smoothing everything together and giving it a unified voice. However it was done, it was done well. I put Draconomicon at the very peak of the D&D books I've seen thus far; besides the few errors that slipped through, I can't really point to a whole lot of areas where I think there should have been improvements. (Well, maybe drop one or two of the artists: I've never been a big fan of Dennis Crabapple's work - doesn't he (or didn't he) used to go by the name of Dennis Cramer? - and his work here hasn't improved my opinion of his abilities much.)

Draconomicon rates a full 5-star (Superb) rating from me. I eagerly await Libris Mortis to see if they can do as well with undead as they have with dragons.
 


Thanks, bfg. Yep, I'll be branching out to include other companies' products, now that I'm an official-like EN World staff reviewer and all (although I'll still be checking out a bunch of Mongoose stuff).
 

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