Dragon-Kin from Dragon #248 conversions

Shade

Monster Junkie
We've long had these "lesser" dragons on our to-do list, and since I had some time (and some use for them), I thought I'd update them to 3.5.

Let me know if anything looks wrong.

Gargouille
Gargantuan Dragon (Aquatic)
Hit Dice: 20d12+160 (290 hp)
Initiative: +5
Speed: 10 ft. (2 squares), swim 60 ft.
Armor Class: 30 (-4 size, +1 Dex, +23 natural), touch 7, flat-footed 29
Base Attack/Grapple: +20/+45
Attack: Bite +29 melee (6d6+13/19-20) or tail slap +29 melee (2d8+19)
Full Attack: Bite +29 melee (6d6+13/19-20) and tail slap +27 melee (2d8+19)
Space/Reach: 20 ft./15 ft.
Special Attacks: Amphibious, breath weapon, improved grab, swallow whole
Special Qualities: Darkvision 60 ft., immune to fear effects, paralysis, sleep, and water-based effects, slow-light vision, scent
Saves: Fort +20, Ref +13, Will +15
Abilities: Str 36, Dex 13, Con 26, Int 7, Wis 13, Cha 11
Skills: Listen +24, Spot +24, Survival +24, Swim +44
Feats: Improved Critcal (bite), Improved Initiative, Improved Natural Attack (bite), Iron Will, Mulitattack, Power Attack, Track
Environment: Temperate or warm aquatic
Organization: Solitary
Challenge Rating: 15
Treasure: Double standard
Alignment: Usually neutral
Advancement: 21-40 HD (Gargantuan); 41-60 HD (Colossal)
Level Adjustment: -

This massive beast has a crocodilian body and flippers in place of feet. Its head is clearly draconic, with an immense maw filled with swordlike teeth.

A gargouille is a ferocious marine predator that hunts anything in its territory, including seafaring humanoids, fish, whales, dragon turtles, giant squids, and even kraken. They are utterly fearless, and if food becomes scarce, will even leave the water to attack coastal cities.

Gargouilles lair in immense underwater caves or the combined wreckage of large ships. They hoard treasure like true dragons, mainly as testaments to their hunting prowess. These solitary creatures generally only associate with others of their kind to mate, for few locales can support the appetite of even one gargouille for long. Legends tell of rare instances where two or more gargouilles converge upon a coastal city, combining their breath weapons to create a cataclysmic flood.

A gargouille's stomach contains a special sac filled with ever-replenishing magical water. This water can be harvested from a dead gargouille, functioning as a decanter of endless water.

These enormous creatures measure up to 70 feet long from snout to tail, and weigh about 4 tons.

Gargouilles can speak Draconic, but rarely converse with their prey.

Combat

Gargouilles are confident predators at the top of the food chain. They generally open with their breath weapons against ships or large groups of smaller creatures, then quickly devour those they can catch. Against larger adversaries, gargouilles focus on melee attacks.

Amphibious (Ex): Although gargouilles are aquatic, they can survive indefinitely on land.

Breath Weapon (Su): A gargouille has one type of breath weapon, a 60-foot cone of water which deals 5d10 points of bludgeoning damage. A successful DC 28 Reflex save halves the damage. If used on land, creatures within the area are considered bull rushed by the gargouille (with a check result equal to the damage dealt). If used underwater, victims must succeed on a DC 20 Swim check or be swept away (see Aquatic Terrain in the DMG). The save DC is Constitution-based.

Unlike most breath weapons, a gargouille may maintain its breath weapon for consecutive rounds as long as it takes no other actions. The breath weapon continues to deal damage to those within its area and victims must still make opposed bull rush attempts or Swim checks to avoid being swept away. Once a gargouille stops using its breath weapon, it must wait 1d4 rounds before using it again.

Additionally, a gargouille's breath weapon causes any seagoing vessel to capsize if the character steering it fails a DC 28 Profession (sailor) check. This check DC is Constitution-based. A modifier applies to this check, based on type of ship, as follows: rowboat -2, warship +0, galley or keelboat +3, sailing ship +5, longship +7. Any creature flung into the water by a capsizing ship is immediately affected by the gargouille's breath weapon and must succeed on a DC 15 Swim check or immediately begin drowning.

Immunity to Water Effects (Ex): A gargouille is immune to all water-based effects, both natural (such as water pressure) and supernatural (such as a water elemental's vortex ability).

Improved Grab (Ex): To use this ability, a gargouille must hit an opponent at least two sizes smaller (Large for a Gargantuan gargouille) with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the target in the following round.

Swallow Whole (Ex): A gargouille can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the swallowed creature takes 2d8+13 points of bludgeoning damage and 1d8 points of acid damage per round from the gargouille's digestive juices. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gargouille's digestive tract (AC 21). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out. A Gargantuan gargouille's gullet can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Skills: A gargouille has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally appeared in Dragon Magazine #248, "Dragon's Bestiary: Dragon-Kin", Gregory W. Detwiler, p. 84.
 
Last edited:

log in or register to remove this ad

Hai Riyo
Gargantuan Dragon
Hit Dice: 20d12+140 (270 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 80 ft. (poor)
Armor Class: 24 (-4 size, +2 Dex, +16 natural), touch 8, flat-footed 22
Base Attack/Grapple: +20/+44
Attack: Claw +28 melee (2d8+12)
Full Attack: 2 claws +28 melee (2d8+12) and bite +26 melee (4d6+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Breath weapon, improved grab, swallow whole
Special Qualities: Spell resistance 18
Senses: Darkvision 60 ft., immune to air-based effects, paralysis, and sleep, low-light vision
Saves: Fort +19, Ref +14, Will +13
Abilities: Str 34, Dex 15, Con 24, Int 8, Wis 13, Cha 11
Skills: Hide +13, Listen +24, Move Silently +25*, Sense Motive +24, Spot +24
Feats: Flyby Attack, Hover, Improved Initiative, Mulitattack, Power Attack, Snatch, Wingover
Environment: Temperate mountains
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: 14
Treasure: Standard
Alignment: Usually neutral
Advancement: 20-32 HD (Gargantuan); 33-60 HD (Colossal)
Level Adjustment: -

This creature resembles a massive bird of prey with feathers resembling polished copper. Its head, hover, resembles the whiskered head of a lung dragon.

Also known as "dragon birds", hai riyo frequent lands populated by lung dragons.

The territory of a hai riyo covers about 50 square miles. They rarely encroach upon the territories of others of their kind, except to mate in early spring. A mated pair will fight to the death to protect their clutch of 1-4 eggs. Once the young reach maturity in about 6 months, the male generally returns to its own territory. Hai riyo create massive nests, often lining it with valuable tapestries, rugs, and the like.

Hai riyo are a threat to most landbound creatures. Because of their size, they require large amounts of food, often picking entire regions clean of livestock and turning on the humanoids when the animals become scarce.

Feathers harvested from a hai riyo can be used in the creation of Quaal's feather tokens and magic items related to flight (such as wings of flying). Using such a feather reduces the material component cost by half.

These enormous creatures measure over 30 feet long from the tip of the snout to the base of the tail, with wingspans as wide as 80 feet. A hai riyo weighs over 8,000 pounds.

Hai riyo speak Draconic, but rarely communicate with smaller creatures.

Combat

Hai riyo hunt like birds of prey. They soar above the ground, often at heights of up to 5,000 feet, using their keen eyesight to spot prey, then diving quickly and snatching it up in their massive mouth and claws.

Breath Weapon (Su): 60-foot cone of scalding steam, once every 1d4 rounds, damage 10d10 fire, Reflex DC 27 half. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a hai riyo must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Immunity to Air Effects (Ex): A hai riyo is immune to all air-based effects, both natural (such as effects of high winds) and magical (such as a gust of wind spell).

Snatch (Ex): Against Medium or smaller creatures, bite for 4d6+6/round or claw for 2d8+12/round.

Swallow Whole (Ex): A hai riyo can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 1d6 points of acid damage per round from the hai riyo's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan hai riyo's interior can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Skills: A hai riyo has a +4 racial bonus on Spot checks.

*When in flight, hai riyo gain a +8 bonus on Move Silently checks.

Hai Riyo in Faerûn

In Faerûn, hai riyo are native to the eastern lands of Kara-Tur, most notably Kozakura and Wa.

Originally appeared in Dragon Magazine #248, "Dragon's Bestiary: Dragon-Kin", Gregory W. Detwiler, p. 85.
 
Last edited:



I'll have to check with BOZ. We usually do conversions as a group, as you know, and these were solely my own work.
 

Peluda
Gargantuan Dragon
Hit Dice: 18d12+126 (243 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 30 (-4 size, +24 natural), touch 6, flat-footed 30
Base Attack/Grapple: +18/+42
Attack: Bite +26 melee (4d6+12) or tail slap +26 melee (2d8+18) or quill volley +15 ranged (3d6+12 plus poison)
Full Attack: Bite +26 melee (4d6+12) and tail slap +24 melee (2d8+18) or quill volley +15 ranged (3d6+12 plus poison)
Space/Reach: 20 ft./15 ft. (20 ft. with bite)
Special Attacks: Breath weapon, poison, quills, tail sweep
Special Qualities: Damage reduction 10/adamantine, darkvision 60 ft., fire tolerance, immune to paralysis and sleep, low-light vision
Saves: Fort +18, Ref +11, Will +12
Abilities: Str 35, Dex 10, Con 25, Int 7, Wis 13, Cha 11
Skills: Hide +14*, Listen +22, Move Silently +23, Spot +22
Feats: Ability Focus (quills), Improved Initiative, Mulitattack, Power Attack, Skill Focus (Hide), Stealthy, Weapon Focus (quill volley)
Environment: Temperate swamps and forests
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always neutral evil
Advancement: 18-32 HD (Gargantuan); 33-54 HD (Colossal)
Level Adjustment: -

This gigantic creature's appearance would be almost humorous were it not so imposing. Its body is turtle-shaped, but rather than a shell, its back is covered with bright orange quills, each over 10 feet in length. The base of the quills is pine green, giving way to coarse fur of a similar hue. Its four feet resemble those of a snapping turtle, while its long neck gives way to a head like that of a dragon, and its long tail is also undeniably draconic.

Also called the "shaggy beast", the peluda is a relative of true dragons that is near the top of the food chain in the swamps and forests it calls home.

Peludas are extremely solitary and territorial. They only come together briefly in the spring to mate, and quickly part ways. The female buries the eggs along a riverbank, then moves on to a new hunting ground, leaving the young to fend for themselves when they hatch one month later.

Peludas can alter the color of their spines to match the forest canopy, granting them a natural camouflage.

The fur of a peluda can be used to craft a robe of blending, reducing the cost of materials by half. Peluda venom is also highly-prized, and retains its toxicity long after being harvested. A dose of peluda poison fetches 500 gp or more from interested buyers. Peluda quills are treated as masterwork javelins when used to create magic weapons.

Peluda measure 90 feet from snout to tail, and weigh nearly 5 tons.

Peludas speak Draconic.

Combat

Despite their great size, peludas are ambush hunters, using their natural camouflage to blend into the trees and catch prey by surprise. They usually begin an attack with a quill volley, hoping to envenom prey before closing to melee. Peludas generally reserve their breath weapons for opponents that appear to resist their venom, or against large groups of adversaries.

Breath Weapon (Su): 60-foot cone of fire, once every 1d4 rounds, damage 8d6 fire, Reflex DC 26 half. The save DC is Constitution-based.

Fire Tolerance (Ex): If a peluda is exposed to any effect that deals fire damage and normally allows it to attempt a save for half damage, it takes no damage on a successful saving throw and only half damage on a failed save.

Poison (Ex): Quill, Fortitude DC 26; initial and secondary damage 2d6 Con.

Quills (Ex): A peluda's back bristles with long quills. Any creature striking a peluda with handheld weapons or natural weapons is struck by 1d4 quills, taking 2d6+6 points of piercing and slashing damage plus poison from each quill. Note that weapons with at least 10-foot reach do not endanger their users in this way. An opponent hit by a peluda's quill must succeed on a DC 21 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a –1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based. A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.

Quill Volley (Ex): A peluda can send forth a volley of 3 quills as a standard action. This attack has a range of 300 feet with no range increment. These quills are treated as thrown weapons and all need not be directed at the same target.

Tail Sweep (Ex): As a standard action, a peluda can sweep its tail in a half-circle with a radius of 30 feet (or 40 feet for a Colossal peluda), extending from an intersection on the edge of the peluda's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the peluda. A tail sweep automatically deals 2d6+18 points of damage (Reflex DC 26 half). The save DC is Constitution-based.

Skills: *Peludas have a +4 racial bonus on Hide checks when in forest or swamp environments. This bonus on Hide checks increases to +8 when the peluda is immobile.

Originally appeared in Dragon Magazine #248, "Dragon's Bestiary: Dragon-Kin", Gregory W. Detwiler, p. 86.
 
Last edited:

I didn't know that the gargouille and peluda were in Dragon back in the day! Cool! I have my own peluda floating around somewhere on this board... surprisingly similar, save I gave it DR 10/adamantine to simulate its inpenetrable hide (save for the tail). I love how you kept the critter-bits information. I love that sort of stuff.

Incidentally, there's a few little typos in the hai riyo entry. Its Attack line claws are listed as 2d (you forgot the 8), and the air in "air effects" has an extra i.

Demiurge out.
 
Last edited:

These are pretty excellent! I have no knowledge of any of these guys, but I hope they end up in the CC, so I can find them again. Or at least in the homebrews index. :D
 


Shade said:
I'll have to check with BOZ. We usually do conversions as a group, as you know, and these were solely my own work.

eh, i guess you can go ahead. :) i like using the collaberative approach, as i think the extra input strengthens up the weak spots, but if you're fairly confident in your results i say go for it.
 

Remove ads

Top