Dragonlord
(celestial, fire)
This creature looks like a strange hydra-like dragon with seven heads surmounting a huge, stream-lined body. It has glistening black scales resembling burnished hematite. A pair of equally huge black wings are half furled around it. As it moves closer, the dragon’s form blurs and between two heart-beats an equally eerie black-dragon with burning gold eyes stares at the party in amusement. A breeze swirls around the area, carrying the scent of new fallen rain and cinnamon. With a start, you realize that the scent is coming from the dragon itself.
Legends say that the dragonlords are the product of a forced mating between the evil-goddess Tiamat and a gold or silver dragon. They combine the basic form of their grandmother and the noble natures of their grandfather. Even a Balor would hesitate to enter combat with a fully enraged dragonlord.
Dragonlords are among the most powerful of the dragon-kin. Like-wise, they are also the most gregarious and people-friendly. In fact, it is not unusual for dragonlords to ‘collect’ villages and countries in much the same way that other dragons collect treasure. And like all dragons, Dragonlords are very possessive of their ‘treasure’ and will defend it with their lives. Woe-betide anything that meddles with a village or country (or whatever) under the protection of such a creature.
Dragonlords abhor evil in all its forms and may enter battle without any provocation against evil beings, especially chromatic dragons. Dragonlords can mate with virtually any creature, but prefer elves, humans and metallic dragons as consorts. They also often ally themselves to elves, with whom they share a mutual defense pact. Dragonlords cannot assume their draconian form until they reach adulthood at around 35 years of age.
Before they reach adulthood, most dragonlords can be mistaken for elves or humans with a strong celestial heritage. Once they reach adulthood (at around 35 years of age), a dragonlord stops aging and for all intents and purposes, they become immortal. At this time, they assume their true form and from there, can assume any form of huge or smaller.
In humanoid form, a dragonlord stands about 6ft-6ft, 5inches tall. They generally appear as half-elves or humans with white hair and gold eyes. Some may chose to appear as Aasimars.
In draconian form, they appear as huge (60-70ft tall) seven headed black dragon’s whose scales resemble polished black hematite.
COMBAT
Dragonlords are cautious and canny fighters, using spells, weapons and tactics to best advantage. If they face stiff resistance, a dragonlord will transform into a small flying shape, fly out of reach and start lobbing offensive spells at the enemy. They rarely get themselves into a situation that they can’t escape from. And then, they make their enemies sorry they ever laid eyes on them.
A dragonlord’s natural weapons as well as any weapons it wields are treated good-aligned and magical for the purpose of over-coming damage reduction.
These special qualities are for adult dragonlords. Treat sub-adult dragonlords as half-celestials.
SPECIAL QUALITIES
Alternate Form: A dragonlord can assume any form it wishes, so long as it doesn’t mimic any particular individual. This spell operates as a polymorph spell on itself, though it can’t regain hit points just because it assumes a different form. They can shift their shape at will. This ability functions as a 20th lvl polymorph self spell. This ability becomes active once the reach adult hood.
Alter Features: As the spell of same name, cast at 20th lvl. This ability becomes active once they reach adulthood.
Regeneration: A dragonlord can regenerate 20 hit points per round, but can never exceed their total hit points. Wounds such as disembowelment, chopping off a limb etc take longer to heal (anywhere from a month to a year depending on the damage, considering that major organs have been destroyed etc).
Immortality: Dragonlords are virtually immortal, but can be killed if beheaded (all seven heads while in hydra-like dragon form, or if in humanoid form, chopping the head off will work just as well)
Blind-Sight: Dragonlords have blind-sight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. This includes sensitivity to vibrations, acute scent, keen hearing, and echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the dragonlord (though it still can’t see ethereal creatures). This ability operates out to a range of 120ft.
Multi-attack: While in their true form, Dragonlords can use all of their heads to bite. All of their heads can use their breath weapons. All of their heads can cast spells. At the same time.
Breath Weapon: a cone of fire that can reach 100ft, causing 20d10 hit points of damage.
Breath Weapon: a bluish-white cloud that regenerates 10d10 hit points of damage, or deals 10d10 hit points of damage to undead/evil outsiders.
Resistances: 20 cold, electrical and acid. 90% resistant to charm, sleep and compulsion type spells. 30% resistant to all other types of spells. 10 poison/venom.
Life and Energy Drain Attacks: Dragonlords are intimately connected to the positive plane of energy. Because of this, they are 90% immune to life and energy drain attacks. If the attack succeeds, the dragonlord will eventually recover on its own, usually within a year or so.
Immunities: Is immune to all types of disease, including magical. Cannot be turned into an undead creature. Cannot be forced to do anything against their own moral codes. Cannot be turned into a lycanthropic creature. Immune to scarring after they become adult. Immune to petrifaction and ‘death’ type spells. If a death type spell ‘succeeds,’ the dragonlord is knocked into a stasis-like state that can last anywhere from a minute to a day. This state can easily be mistaken for true death. Immune to fire.
Darkvision and low-light vision: 120ft
Travel: Dragonlords can travel freely throughout the Astral, Ethereal and Shadow Planes.
Evasion And Improved Evasion: These extraordinary abilities allow the target of an area attack to leap or twist out of the way.
Frightful presence: A dragonlord exudes a frightful presence similar to that of a dragon. This aura of fear has no effect on their allies.
Invisibility: Dragonlords can become invisible at will.
Cloud-walking: Dragonlords can tread on fog or clouds as though on solid ground. This ability functions continuously, but can be negated at will.
Water-breathing: all dragonlords can breath underwater, even as children.
Languages: Tongues/Comprehend languages always active
SPELL-LIKE ABILITIES
At will: telekinesis, telepathy, holy aura, Bless, Bless weapon, Know alignment, Detect evil, Detect magic, True sight, Discern lies. Heat/chill metal Read Magic, continual flame, continual light, mending, make whole, mind blank, Detect thoughts, Clairvoyance, Clairaudience. CASTER LVL 20TH
3x a day: Holy word, greater dispel magic, ice storm,
Daylight. Disrupt undead, Dismissal. Remove curse, Break Enchantment, Deep Slumber, Hold Monster, Hallow, Legend lore, Identify. CASTER LVL 20TH
1x a day: Luck, Find the path, Find traps, Entangle, locate object, Storm of vengeance, flame strike, delayed blast fireball, flame blade, holy smite. CASTER LVL 20TH
FEATS: up to the dm or by class.
SKILLS: up to the dm or by class.
In addition to this, Dragonlords are able to take character classes and can multi-class, just like half-elves. This isn’t surprising as Dragonlords have some elvish in them.
(celestial, fire)
This creature looks like a strange hydra-like dragon with seven heads surmounting a huge, stream-lined body. It has glistening black scales resembling burnished hematite. A pair of equally huge black wings are half furled around it. As it moves closer, the dragon’s form blurs and between two heart-beats an equally eerie black-dragon with burning gold eyes stares at the party in amusement. A breeze swirls around the area, carrying the scent of new fallen rain and cinnamon. With a start, you realize that the scent is coming from the dragon itself.
Legends say that the dragonlords are the product of a forced mating between the evil-goddess Tiamat and a gold or silver dragon. They combine the basic form of their grandmother and the noble natures of their grandfather. Even a Balor would hesitate to enter combat with a fully enraged dragonlord.
Dragonlords are among the most powerful of the dragon-kin. Like-wise, they are also the most gregarious and people-friendly. In fact, it is not unusual for dragonlords to ‘collect’ villages and countries in much the same way that other dragons collect treasure. And like all dragons, Dragonlords are very possessive of their ‘treasure’ and will defend it with their lives. Woe-betide anything that meddles with a village or country (or whatever) under the protection of such a creature.
Dragonlords abhor evil in all its forms and may enter battle without any provocation against evil beings, especially chromatic dragons. Dragonlords can mate with virtually any creature, but prefer elves, humans and metallic dragons as consorts. They also often ally themselves to elves, with whom they share a mutual defense pact. Dragonlords cannot assume their draconian form until they reach adulthood at around 35 years of age.
Before they reach adulthood, most dragonlords can be mistaken for elves or humans with a strong celestial heritage. Once they reach adulthood (at around 35 years of age), a dragonlord stops aging and for all intents and purposes, they become immortal. At this time, they assume their true form and from there, can assume any form of huge or smaller.
In humanoid form, a dragonlord stands about 6ft-6ft, 5inches tall. They generally appear as half-elves or humans with white hair and gold eyes. Some may chose to appear as Aasimars.
In draconian form, they appear as huge (60-70ft tall) seven headed black dragon’s whose scales resemble polished black hematite.
COMBAT
Dragonlords are cautious and canny fighters, using spells, weapons and tactics to best advantage. If they face stiff resistance, a dragonlord will transform into a small flying shape, fly out of reach and start lobbing offensive spells at the enemy. They rarely get themselves into a situation that they can’t escape from. And then, they make their enemies sorry they ever laid eyes on them.
A dragonlord’s natural weapons as well as any weapons it wields are treated good-aligned and magical for the purpose of over-coming damage reduction.
These special qualities are for adult dragonlords. Treat sub-adult dragonlords as half-celestials.
SPECIAL QUALITIES
Alternate Form: A dragonlord can assume any form it wishes, so long as it doesn’t mimic any particular individual. This spell operates as a polymorph spell on itself, though it can’t regain hit points just because it assumes a different form. They can shift their shape at will. This ability functions as a 20th lvl polymorph self spell. This ability becomes active once the reach adult hood.
Alter Features: As the spell of same name, cast at 20th lvl. This ability becomes active once they reach adulthood.
Regeneration: A dragonlord can regenerate 20 hit points per round, but can never exceed their total hit points. Wounds such as disembowelment, chopping off a limb etc take longer to heal (anywhere from a month to a year depending on the damage, considering that major organs have been destroyed etc).
Immortality: Dragonlords are virtually immortal, but can be killed if beheaded (all seven heads while in hydra-like dragon form, or if in humanoid form, chopping the head off will work just as well)
Blind-Sight: Dragonlords have blind-sight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. This includes sensitivity to vibrations, acute scent, keen hearing, and echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the dragonlord (though it still can’t see ethereal creatures). This ability operates out to a range of 120ft.
Multi-attack: While in their true form, Dragonlords can use all of their heads to bite. All of their heads can use their breath weapons. All of their heads can cast spells. At the same time.
Breath Weapon: a cone of fire that can reach 100ft, causing 20d10 hit points of damage.
Breath Weapon: a bluish-white cloud that regenerates 10d10 hit points of damage, or deals 10d10 hit points of damage to undead/evil outsiders.
Resistances: 20 cold, electrical and acid. 90% resistant to charm, sleep and compulsion type spells. 30% resistant to all other types of spells. 10 poison/venom.
Life and Energy Drain Attacks: Dragonlords are intimately connected to the positive plane of energy. Because of this, they are 90% immune to life and energy drain attacks. If the attack succeeds, the dragonlord will eventually recover on its own, usually within a year or so.
Immunities: Is immune to all types of disease, including magical. Cannot be turned into an undead creature. Cannot be forced to do anything against their own moral codes. Cannot be turned into a lycanthropic creature. Immune to scarring after they become adult. Immune to petrifaction and ‘death’ type spells. If a death type spell ‘succeeds,’ the dragonlord is knocked into a stasis-like state that can last anywhere from a minute to a day. This state can easily be mistaken for true death. Immune to fire.
Darkvision and low-light vision: 120ft
Travel: Dragonlords can travel freely throughout the Astral, Ethereal and Shadow Planes.
Evasion And Improved Evasion: These extraordinary abilities allow the target of an area attack to leap or twist out of the way.
Frightful presence: A dragonlord exudes a frightful presence similar to that of a dragon. This aura of fear has no effect on their allies.
Invisibility: Dragonlords can become invisible at will.
Cloud-walking: Dragonlords can tread on fog or clouds as though on solid ground. This ability functions continuously, but can be negated at will.
Water-breathing: all dragonlords can breath underwater, even as children.
Languages: Tongues/Comprehend languages always active
SPELL-LIKE ABILITIES
At will: telekinesis, telepathy, holy aura, Bless, Bless weapon, Know alignment, Detect evil, Detect magic, True sight, Discern lies. Heat/chill metal Read Magic, continual flame, continual light, mending, make whole, mind blank, Detect thoughts, Clairvoyance, Clairaudience. CASTER LVL 20TH
3x a day: Holy word, greater dispel magic, ice storm,
Daylight. Disrupt undead, Dismissal. Remove curse, Break Enchantment, Deep Slumber, Hold Monster, Hallow, Legend lore, Identify. CASTER LVL 20TH
1x a day: Luck, Find the path, Find traps, Entangle, locate object, Storm of vengeance, flame strike, delayed blast fireball, flame blade, holy smite. CASTER LVL 20TH
FEATS: up to the dm or by class.
SKILLS: up to the dm or by class.
In addition to this, Dragonlords are able to take character classes and can multi-class, just like half-elves. This isn’t surprising as Dragonlords have some elvish in them.
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