I don't like "back antlers"

This actually touches on something that has always, for some reason, bugged me about D&D monster books - why have normal animals in there at all?

Mounts, familiars, guard dogs and summoned creatures.

I agree that such creatures won't be used often, but then they generally don't have very long stat-blocks. (I don't have the PF Bestiary yet, as I'm waiting for my FLGS to get the hardcopy, but in the 3.5e MM, animals have 54 stat blocks in 16 pages, and there are a further 6 pages of "vermin".)

But then, dragons tend not to get used all that often, do we really need 12 age categories of each of 10 types of 'base' dragons, plus a further few dragons (each of 12 age categories) in each further monster book? Wouldn't it be better to have one base dragon type, with maybe 16 or 20 age categories, which we then 'skin' for the appropriate colour? (Maybe then we could actually include stat blocks for the 'full set' in the first MM?)
 

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Mounts, familiars, guard dogs and summoned creatures.

I agree that such creatures won't be used often, but then they generally don't have very long stat-blocks. (I don't have the PF Bestiary yet, as I'm waiting for my FLGS to get the hardcopy, but in the 3.5e MM, animals have 54 stat blocks in 16 pages, and there are a further 6 pages of "vermin".)

But then, dragons tend not to get used all that often, do we really need 12 age categories of each of 10 types of 'base' dragons, plus a further few dragons (each of 12 age categories) in each further monster book? Wouldn't it be better to have one base dragon type, with maybe 16 or 20 age categories, which we then 'skin' for the appropriate colour? (Maybe then we could actually include stat blocks for the 'full set' in the first MM?)

D20 modern did this in its arcana book and srd addition. One set of scaling universal stats with only varying scale colors and corresponding breath weapons. 12 stat blocks covering CR 4-26:

[sblock]Dragon
All dragons speak their own language, Draconic. They speak a number of additional languages equal to their Intelligence bonus.
Species Traits
Dragons have the following traits:
Age Categories: Dragons have twelve age categories that broadly define most of their statistics, including size, Hit Dice, Defense, attacks, and special abilities. As a dragon ages, it grows more powerful, as defined in Table: Dragon Age Categories.
Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon’s mouth and extends in a direction of the dragon’s choice, with an area as noted in Table: Dragon Breath Weapon Range. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon’s age. Saves against nondamaging breath weapons use the same DC, but aren’t necessarily Reflex saves.
Breath weapons are either cones (which are as high and wide as they are long) or lines (5 feet high and 5 feet wide).
Each dragon has one breath weapon, which is associated with the color of its scales and its allegiance to good or evil.
Fear Aura (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks or flies overhead. Creatures within a radius of 30 feet x the dragon’s age category are subject to the effect if they have fewer Hit Dice than the dragon.
A potentially affected creature that succeeds at a Will save (DC noted in Table: Dragon Age Categories) remains immune to that dragon’s fear aura for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the fear aura of other dragons.
Crush (Ex): A flying or jumping dragon of at least Huge size can land on opponents as an attack action, using its whole body to crush them. Crush attacks are effective only against opponents three or more sizes smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many cratures as can fit under the dragon’s body. Creatures in the affected area must succeed at a Reflex save (DC noted in Table: Dragon Age Categories) or be pinned and automatically take the listed damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take crush damage each round if they don’t escape.
Grappling: A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds at Concentration checks.
If grappled by a creature the same size or larger, a dragon can attack the grappling creature with its bite and all four limbs (each doing claw damage). If crushed by a larger dragon, a dragon can respond only with grapple attacks, or with bite or breath weapon attacks. If grappled by a creature smaller than itself, the dragon can respond with any of its physical attacks other than a tail sweep.
Tail Sweep (Ex): A dragon of at least Gargantuan size can sweep with its tail as a standard action. The sweep affect a half circle with a diameter of 30 feet, centered on the dragon’s rear. A Colossal dragon’s tail sweep has a 40-foot radius.
Creatures within the swept area are affected if they are four or more sizes smaller than the dragon. The sweep deals the damage listed in Table: Dragon Age Categories; a successful Reflex save halves the damage.
Spells: A dragon knows and casts arcane spells as a Mage of the level indicated on Table: Dragon Spells and Spell-like Abilities, gaining bonus spells for a high Intelligence score.
Spell-Like Abilities: A young or older dragon gains a spell-like ability upon reaching its new age category, as noted in Table: Dragon Spell-like Abilities. Once the dragon selects a spell-like ability for a given age category, it cannot swap that ability for another. The dragon retains all previously selected spell-like abilities and uses its age category as its caster level. The save DC is 10 + the dragon’s Charisma modifier + spell level.
Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities, as listed in Table: Dragon Age Categories.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. Dragons are also immune to certain energy types depending on their color:
Black, green, and copper dragons are immune to acid.
Blue and bronze dragons are immune to electricity.
Red, brass, and gold dragons are immune to fire and take 50% more damage against cold-based attacks on a failed save.
White and silver dragons are immune to cold and take 50% more damage against fire-based attacks on a failed save.
Blindsight (Ex): A dragon can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet x the dragon’s age category.
Keen Senses (Ex): A dragon has low-light vision and darkvision with a range of 100 feet x the dragon’s age category.

Table: Dragon Age Categories
Category Age in Years Size Base Hit Dice Breath Weapon Fear Aura Crush Tail Sweep SR DR
1 Wyrmling 0–5 Small 7d12 2d8
(DC 14) — — — — —
2 Very young 6–15 Medium 10d12 4d8
(DC 17) — — — — —
3 Young 16–25 Medium 13d12 6d8
(DC 18) — — — — —
4 Juvenile 26–50 Large 16d12 8d8
(DC 21) — — — — —
5 Young adult 51–100 Large 19d12 10d8 (DC 23) 150 ft. (DC 23) — — 20 5/+1
6 Adult 101–200 Huge 22d12 12d8 (DC 26) 180 ft. (DC 26) 2d8+12 (DC 26) — 22 5/+1
7 Mature adult 201–400 Huge 25d12 14d8 (DC 27) 210 ft. (DC 27) 2d8+13 (DC 27) — 24 10/+1
8 Old 401–600 Huge 28d12 16d8 (DC 30) 240 ft. (DC 30) 2d8+15 (DC 30) — 26 10/+1
9 Very old 601–800 Huge 31d12 18d8 (DC 31) 270 ft. (DC 32) 2d8+16 (DC 31) — 27 15/+2
10 Ancient 801–1,000 Gargantuan 34d12 20d8 (DC 34) 300 ft. (DC 35) 4d6+18 (DC 34) 2d6+18 (DC 34) 29 15/+2
11 King/Queen 1,001–1,200 Gargantuan 37d12 22d8 (DC 36) 330 ft. (DC 37) 4d6+21 (DC 36) 2d6+21 (DC 36) 30 20/+3
12 Emperor/ Empress 1,201+ Colossal 40d12 24d8 (DC 39) 360 ft. (DC 40) 4d8+24 (DC 39) 2d8+24 (DC 39) 32 20/+3

Table: Dragon Breath Weapon Range
Dragon Size Line (Length) Cone (Length)
Tiny 30 ft. 15 ft.
Small 40 ft. 20 ft.
Medium 60 ft. 30 ft.
Large 80 ft. 40 ft.
Huge 100 ft. 50 ft.
Gargantuan 120 ft. 60 ft.
Colossal 140 ft. 70 ft.

Table: Dragon Breath Weapon Types
Type Dragon Color Allegiance Notes
Line of acid Black Evil Damage by age category (see Table: Dragon Age Categories)
Line of electricity Blue Evil Damage by age category (see Table: Dragon Age Categories)
Cone of acid Green Evil Damage by age category (see Table: Dragon Age Categories)
Cone of fire Red Evil Damage by age category (see Table: Dragon Age Categories)
Cone of cold White Evil Damage by age category (see Table: Dragon Age Categories)
Cone of sleep gas Brass Good Will save or fall asleep for 1d6 rounds + 1 round per dragon age category
Cone of repulsion gas Bronze Good Will save or move away for 1d6 rounds + 1 round per dragon age category
Cone of slow gas Copper Good Fortitude save or slowed (as slow spell) for 1d6 rounds + 1 round per dragon age category
Cone of weakening gas Gold Good Fortitude save or take 1 point of temporary Strength damage per dragon age category
Cone of paralysis gas Silver Good Fortitude save or paralyzed for 1d6 rounds + 1 round per dragon age category

Table: Dragon Spells And Spell-Like Abilities
Age Category Caster Level* New Spell-like Ability (choose one)
Wyrmling — —
Very young — —
Young 1st Daze or detect magical aura 1/day
Juvenile 2nd Sleep or true strike 1/day
Young adult 3rd Locate object or zone of truth 1/day
Adult 4th Protection from arrows/bullets or resist energy 1/day
Mature adult 5th Blur or invisibility 1/day
Old 6th Tongues or water breathing 1/day
Very old 7th Arcane eye or minor globe of invulnerability 1/day
Ancient 8th Confusion or freedom of movement 1/day
Dragon King/Queen 9th Break enchantment or true seeing 1/day
Dragon Emperor/Empress 10th Cloudkill or telekinesis 1/day
*Caster level applies to arcane spells and spell-like abilities.

Wyrmling: CR 4; Small dragon; HD 7d12+7; hp 52; Mas 13; Init +0; Spd 40 ft., fly 100 ft. (average); Defense 17, touch 11, flat-footed 17 (+1 size, +6 natural); BAB +7; Grap +4; Atk +9 melee (1d6+1, bite); Full Atk +9 melee (1d6+1, bite), +4 melee (1d4, 2 claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ breath weapon, immunities, blindsight 30 ft., low-light vision, darkvision 100 ft.; AL none; SV Fort +6, Ref +5, Will +7; AP 0; Rep +0; Str 13, Dex 10, Con 13, Int 14, Wis 15, Cha 14.
Skills: Bluff +9, Diplomacy +9, Hide +4, Jump +8, Knowledge (arcane lore) +9, Listen +9, Read/Write Draconic, Read/Write Language (any two), Search +9, Sense Motive +9, Speak Draconic, Speak Language (any two), Spot +9.
Feats: Cleave, Power Attack.

Very Young Dragon: CR 5; Medium dragon; HD 10d12+20; hp 85; Mas 15; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 19, touch 10, flat-footed 19 (+9 natural); BAB +10; Grap +12; Atk +12 melee (1d8+3, bite); Full Atk +12 melee (1d8+2, bite), +7 melee (1d6+1, 2 claws), +7 melee (1d4+1, 2 wings); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ breath weapon, immunities, blindsight 60 ft., low-light vision, darkvision 200 ft.; AL none; SV Fort +9, Ref +7, Will +9; AP 0; Rep +0; Str 15, Dex 10, Con 15, Int 14, Wis 15, Cha 14.
Skills: Bluff +10, Diplomacy +10, Jump +10, Knowledge (arcane lore) +10, Listen +12, Read/Write Draconic, Read/ Write Language (any two), Search +10, Sense Motive +10, Speak Draconic, Speak Language (any two), Spot +12.
Feats: Alertness, Cleave, Power Attack.

Young Dragon: CR 7; Medium dragon; HD 13d12+26; hp 110; Mas 18; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 22, touch 10, flat-footed 22 (+12 natural); BAB +13; Grap +16; Atk +16 melee (1d8+4, bite); Full Atk +16 melee (1d8+3, bite), +11 melee (1d6+1, 2 claws), +11 melee (1d4+1, 2 wings); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ breath weapon, spells, spell-like ability, immunities, blindsight 90 ft., low-light vision, darkvision 300 ft.; AL none; SV Fort +10, Ref +8, Will +11; AP 0; Rep +0; Str 17, Dex 10, Con 15, Int 16, Wis 17, Cha 16.
Skills: Concentration +3, Bluff +12, Diplomacy +12, Jump +12, Knowledge (arcane lore) +12, Listen +14, Read/Write Draconic, Read/Write Language (any three), Search +12, Sense Motive +12, Speak Draconic, Speak Language (any three), Spot +14.
Feats: Alertness, Cleave, Improved Damage Threshold, Power Attack.
Spells Prepared (3/2): 0—mage hand, read magic, resistance; 1st—ray of fatigue, sleep (DC 14).
Spell-like Ability: 1/day—daze (DC 13) or detect magical aura.

Juvenile Dragon: CR 10; Large dragon; HD 16d12+48; hp 152; Mas 20; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 24, touch 9, flat-footed 24 (–1 size, +15 natural); BAB +16; Grap +24; Atk +19 melee (2d6+6, bite); Full Atk +19 melee (2d6+4, bite), +14 melee (1d8+2, 2 claws), +14 melee (1d6+2, 2 wings), +14 melee (1d8+6, tail slap); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ breath weapon, spells, spell-like abilities, immunities, blindsight 120 ft., low-light vision, darkvision 400 ft.; AL none; SV Fort +13, Ref +10, Will +14; AP 0; Rep +0; Str 19, Dex 10, Con 17, Int 18, Wis 19, Cha 18.
Skills: Concentration +5, Bluff +14, Diplomacy +14, Hide –4, Jump +14, Knowledge (arcane lore) +14, Knowledge (history) +5, Listen +16, Read/Write Draconic, Read/Write Language (any four), Search +14, Sense Motive +14, Speak Draconic, Speak Language (any four), Spot +16.
Feats: Alertness, Cleave, Improved Damage Threshold, Power Attack.
Spells Prepared (4/3): 0—mage hand, message, read magic, resistance; 1st—mage armor, ray of fatigue, shield.
Spell-like Abilities: 1/day—daze (DC 14) or detect magical aura, sleep (DC 15) or true strike.

Young Adult Dragon: CR 13; Large dragon; HD 19d12+76; hp 199; Mas 22; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 27, touch 9, flat-footed 27 (–1 size, +18 natural); BAB +19; Grap +29; Atk +24 melee (2d6+9, bite); Full Atk +24 melee (2d6+6, bite), +19 melee (1d8+3, 2 claws), +19 melee (1d6+3, 2 wings), +19 melee (1d8+9, tail slap); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ breath weapon, fear aura 150 ft., spells, spell-like abilities, immunities, SR 20, damage reduction 5/+1, blindsight 150 ft., low-light vision, darkvision 500 ft.; AL none; SV Fort +15, Ref +11, Will +15; AP 0; Rep +0; Str 23, Dex 10, Con 19, Int 18, Wis 19, Cha 18.
Skills: Concentration +7, Bluff +15, Diplomacy +15, Hide –4, Jump +17, Knowledge (arcane lore) +15, Knowledge (history) +6, Listen +17, Read/Write Draconic, Read/Write Language (any four), Search +15, Sense Motive +15, Speak Draconic, Speak Language (any four), Spot +17.
Feats: Alertness, Cleave, Improved Bull Rush, Improved Damage Threshold, Power Attack.
Spells Prepared (4/3/2): 0—mage hand, message, read magic, resistance; 1st—mage armor, ray of fatigue, shield; 2nd—enhance ability, web (DC 16).
Spell-like Abilities: 1/day—daze (DC 14) or detect magical aura, sleep (DC 15) or true strike, locate object or zone of truth (DC 16).

Adult Dragon: CR 15; Huge dragon; HD 22d12+110; hp 253; Mas 24; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 29, touch 8, flat-footed 29 (–2 size, +21 natural); BAB +22; Grap +38; Atk +28 melee (2d8+12, bite); Full Atk +28 melee (2d8+8, bite), +23 melee (2d6+4, 2 claws), +23 melee (1d8+4, 2 wings), +23 melee (2d6+12, tail slap); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ breath weapon, fear aura 180 ft., crush 2d8+12, spells, spell-like abilities, immunities, SR 22, damage reduction 5/+1, blindsight 180 ft., low-light vision, darkvision 600 ft.; AL none; SV Fort +18, Ref +13, Will +18; AP 0; Rep +0; Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20.
Skills: Concentration +9, Bluff +17, Diplomacy +17, Hide –8, Jump +20, Knowledge (arcane lore) +17, Knowledge (current events) +6, Knowledge (history) +8, Listen +19, Read/Write Draconic, Read/Write Language (any five), Search +17, Sense Motive +17, Speak Draconic, Speak Language (any five), Spot +19.
Feats: Alertness, Cleave, Combat Reflexes, Improved Bull Rush, Improved Damage Threshold, Power Attack.
Spells Prepared (4/5/3): 0—mage hand, message, read magic, resistance; 1st—mage armor, magic missile, ray of fatigue, shield, true strike; 2nd—enhance ability, spider climb, web (DC 17).
Spell-like Abilities: 1/day—daze (DC 15) or detect magical aura, sleep (DC 16) or true strike, locate object or zone of truth (DC 17), protection from arrows/bullets or resist energy.

Mature Adult Dragon: CR 18; Huge dragon; HD 25d12+125; hp 287; Mas 24; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 32, touch 8, flat-footed 32 (–2 size, +24 natural); BAB +25; Grap +42; Atk +32 melee (2d8+13, bite); Full Atk +32 melee (2d8+9, bite), +27 melee (2d6+4, 2 claws), +27 melee (1d8+4, 2 wings), +27 melee (2d6+13, tail slap); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ breath weapon, fear aura 210 ft., crush 2d8+13, spells, spell-like abilities, immunities, SR 24, damage reduction 10/+1, blindsight 210 ft., low-light vision, darkvision 700 ft.; AL none; SV Fort +19, Ref +14, Will +19; AP 0; Rep +0; Str 29, Dex 10, Con 21, Int 20, Wis 21, Cha 20.
Skills: Concentration +10, Bluff +18, Diplomacy +18, Hide –8, Jump +22, Knowledge (arcane lore) +18, Knowledge (current events) +7, Knowledge (history) +9, Listen +20, Read/Write Draconic, Read/Write Language (any five), Search +18, Sense Motive +18, Speak Draconic, Speak Language (any five), Spot +20.
Feats: Alertness, Cleave, Combat Reflexes, Improved Bull Rush, Improved Damage Threshold, Power Attack, Sunder.
Spells Prepared (4/5/3/2): 0—mage hand, message, read magic, resistance; 1st—mage armor, magic missile, ray of fatigue, shield, true strike; 2nd—enhance ability, spider climb, web (DC 17); 3rd—dispel magic, haste.
Spell-like Abilities: 1/day—daze (DC 15) or detect magical aura, sleep (DC 16) or true strike, locate object or zone of truth (DC 17), protection from arrows/bullets or resist energy, blur or invisibility.

Old Dragon: CR 20; Huge dragon; HD 28d12+168; hp 350; Mas 26; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 35, touch 8, flat-footed 35 (–2 size, +27 natural); BAB +28; Grap +46; Atk +36 melee (2d8+15, bite); Full Atk +36 melee (2d8+10, bite), +31 melee (2d6+5, 2 claws), +31 melee (1d8+5, 2 wings), +31 melee (2d6+15, tail slap); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ breath weapon, fear aura 240 ft., crush 2d8+15, spells, spell-like abilities, immunities, SR 26, damage reduction 10/+1, blindsight 240 ft., low-light vision, darkvision 800 ft.; AL none; SV Fort +22, Ref +16, Will +22; AP 0; Rep +0; Str 31, Dex 10, Con 23, Int 22, Wis 23, Cha 22.
Skills: Concentration +13, Bluff +20, Diplomacy +20, Hide –8, Jump +24, Knowledge (arcane lore) +20, Knowledge (current events) +9, Knowledge (history) +11, Listen +22, Read/Write Draconic, Read/Write Language (any six), Search +20, Sense Motive +20, Speak Draconic, Speak Language (any six), Spot +22.
Feats: Alertness, Cleave, Combat Reflexes, Improved Bull Rush, Improved Damage Threshold, Power Attack, Sunder.
Spells Prepared (4/5/5/3): 0—mage hand, message, read magic, resistance; 1st—mage armor, magic missile, ray of fatigue, shield, true strike; 2nd—arcane lock, enhance ability, resist energy, spider climb, web (DC 18); 3rd—dispel magic, displacement, haste.
Spell-like Abilities: 1/day—daze (DC 16) or detect magical aura, sleep (DC 17) or true strike, locate object or zone of truth (DC 18), protection from arrows/bullets or resist energy, blur or invisibility, tongues or water breathing.

Very Old Dragon: CR 21; Huge dragon; HD 31d12+186; hp 387; Mas 26; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 38, touch 8, flat-footed 38 (–2 size, +30 natural); BAB +31; Grap +50; Atk +40 melee (2d8+16, bite); Full Atk +40 melee (2d8+11, bite), +38 melee (2d6+5, 2 claws), +38 melee (1d8+5, 2 wings), +38 melee (2d6+16, tail slap); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ breath weapon, fear aura 270 ft., crush 2d8+16, spells, spell-like abilities, immunities, SR 27, damage reduction 15/+2, blindsight 270 ft., low-light vision, darkvision 900 ft.; AL none; SV Fort +23, Ref +17, Will +24; AP 0; Rep +0; Str 33, Dex 10, Con 23, Int 24, Wis 25, Cha 24.
Skills: Concentration +15, Bluff +22, Diplomacy +22, Hide –8, Jump +26, Knowledge (arcane lore) +22, Knowledge (current events) +12, Knowledge (history) +13, Listen +24, Read/Write Draconic, Read/Write Language (any seven), Search +22, Sense Motive +22, Speak Draconic, Speak Language (any seven), Spot +24.
Feats: Alertness, Cleave, Combat Reflexes, Improved Bull Rush, Improved Damage Threshold, Multiattack, Power Attack, Sunder.
Spells Prepared (4/6/5/3/2): 0—mage hand, message, read magic, resistance; 1st—mage armor, magic missile, ray of fatigue (2), shield, true strike; 2nd—arcane lock, enhance ability, resist energy, spider climb, web (DC 19); 3rd—dispel magic, displacement, haste; 4th—stoneskin, wall of ice (DC 21).
Spell-like Abilities: 1/day—daze (DC 17) or detect magical aura, sleep (DC 18) or true strike, locate object or zone of truth (DC 19), protection from arrows/bullets or resist energy, blur or invisibility, tongues or water breathing, arcane eye or minor globe of invulnerability.

Ancient Dragon: CR 23; Gargantuan dragon; HD 34d12+238; hp 459; Mas 28; Init +0; Spd 40 ft., fly 200 ft. (clumsy); Defense 39, touch 6, flat-footed 39 (–4 size, +33 natural); BAB +34; Grap +58; Atk +42 melee (4d6+18, bite); Full Atk +42 melee (4d6+12, bite), +40 melee (2d8+6, 2 claws), +40 melee (2d6+6, 2 wings), +40 melee (2d8+18, tail slap); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ breath weapon, fear aura 300 ft., crush 4d6+18, tail sweep 2d6+18, spells, spell-like abilities, immunities, SR 29, damage reduction 15/+2, blindsight 300 ft., lowlight vision, darkvision 1,000 ft.; AL none; SV Fort +26, Ref +19, Will +27; AP 0; Rep +0; Str 35, Dex 10, Con 25, Int 26, Wis 27, Cha 26.
Skills: Concentration +18, Bluff +24, Diplomacy +24, Hide –12, Jump +28, Knowledge (arcane lore) +24, Knowledge (current events) +15, Knowledge (history) +16, Listen +26, Read/Write Draconic, Read/Write Language (any eight), Search +24, Sense Motive +24, Speak Draconic, Speak Language (any eight), Spot +26.
Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Damage Threshold, Multiattack, Power Attack, Sunder.
Spells Prepared (4/6/5/4/3): 0—mage hand, message, read magic, resistance; 1st—mage armor, magic missile, ray of fatigue (2), shield, true strike; 2nd—arcane lock, enhance ability, resist energy, spider climb, web (DC 20); 3rd—dispel magic, displacement, haste, slow (DC 21); 4th—ice storm, stoneskin, wall of fire (DC 22).
Spell-like Abilities: 1/day—daze (DC 18) or detect magical aura, sleep (DC 19) or true strike, locate object or zone of truth (DC 20), protection from arrows/bullets or resist energy, blur or invisibility, tongues or water breathing, arcane eye or minor globe of invulnerability, confusion (DC 22) or freedom of movement.

Dragon King/Queen: CR 24; Gargantuan dragon; HD 37d12+333; hp 573; Mas 32; Init +0; Spd 40 ft., fly 200 ft. (clumsy); Defense 42, touch 6, flat-footed 42 (–4 size, +36 natural); BAB +37; Grap +63; Atk +47 melee (4d6+21, bite); Full Atk +47 melee (4d6+14, bite), +45 melee (2d8+7, 2 claws), +45 melee (2d6+7, 2 wings), +45 melee (2d8+21, tail slap); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ breath weapon, fear aura 330 ft., crush 4d6+21, tail sweep 2d6+21, spells, spell-like abilities, immunities, SR 30, damage reduction 20/+3, blindsight 330 ft., low-light vision, darkvision 1,100 ft.; AL none; SV Fort +29, Ref +20, Will +29; AP 0; Rep +3; Str 39, Dex 10, Con 29, Int 28, Wis 29, Cha 28.
Skills: Concentration +22, Bluff +26, Diplomacy +26, Hide –12, Jump +31, Knowledge (arcane lore) +26, Knowledge (current events) +18, Knowledge (history) +20, Listen +28, Read/Write Draconic, Read/Write Language (any nine), Search +26, Sense Motive +26, Speak Draconic, Speak Language (any nine), Spot +28.
Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Damage Threshold, Multiattack, Power Attack, Renown, Sunder.
Spells Prepared (4/6/6/4/3/2): 0—mage hand, message, read magic, resistance; 1st—mage armor, magic missile, ray of fatigue (2), shield, true strike; 2nd—arcane lock, enhance ability (2), resist energy, spider climb, web (DC 21); 3rd— dispel magic, displacement, haste, slow (DC 22); 4th—ice storm, stoneskin, wall of fire (DC 23); 5th—hold monster (DC 24), wall of force.
Spell-like Abilities: 1/day—daze (DC 19) or detect magical aura, sleep (DC 20) or true strike, locate object or zone of truth (DC 21), protection from arrows/bullets or resist energy, blur or invisibility, tongues or water breathing, arcane eye or minor globe of invulnerability, confusion (DC 23) or freedom of movement, break enchantment or true seeing.

Dragon Emperor/Empress: CR 26; Colossal dragon; HD 40d12+400; hp 660; Mas 34; Init +0; Spd 40 ft., fly 200 ft. (clumsy); Defense 41, touch 2, flat-footed 41 (–8 size, +39 natural); BAB +40; Grap +72; Atk +52 melee (4d8+24, bite); Full Atk +52 melee (4d8+16, bite), +50 melee (4d6+8, 2 claws), +50 melee (2d8+8, 2 wings), +50 melee (4d6+24, tail slap); FS 30 ft. by 30 ft.; Reach 15 ft.; SQ breath weapon, fear aura 360 ft., crush 4d8+24, tail sweep 2d8+24, spells, spell-like abilities, immunities, SR 32, damage reduction 20/+3, blindsight 360 ft., low-light vision, darkvision 1,200 ft.; AL none; SV Fort +32, Ref +22, Will +32; AP 0; Rep +3; Str 43, Dex 10, Con 31, Int 30, Wis 31, Cha 30.
Skills: Concentration +25, Bluff +28, Diplomacy +28, Hide –16, Jump +34, Knowledge (arcane lore) +28, Knowledge (current events) +23, Knowledge (history) +23, Listen +30, Read/Write Draconic, Read/Write Language (any ten), Search +28, Sense Motive +28, Speak Draconic, Speak Language (any ten), Spot +30.
Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Damage Threshold, Multiattack, Power Attack, Renown, Sunder.
Spells Prepared (4/6/6/4/4/3): 0—mage hand, message, read magic, resistance; 1st—mage armor, magic missile, ray of fatigue (2), shield, true strike; 2nd—arcane lock, enhance ability (2), resist energy, spider climb, web (DC 22); 3rd—dispel magic, displacement, haste, slow (DC 23); 4th—dimension door, ice storm, stoneskin, wall of fire (DC 24); 5th—cone of cold (DC 25), hold monster (DC 25), wall of force.
Spell-like Abilities: 1/day—daze (DC 20) or detect magical aura, sleep (DC 21) or true strike, locate object or zone of truth (DC 22), protection from arrows/bullets or resist energy, blur or invisibility, tongues or water breathing, arcane eye or minor globe of invulnerability, confusion (DC 24) or freedom of movement, break enchantment or true seeing, cloudkill (DC 25) or telekinesis (DC 25).
[/sblock]
 

But then, dragons tend not to get used all that often, do we really need 12 age categories of each of 10 types of 'base' dragons, plus a further few dragons (each of 12 age categories) in each further monster book? Wouldn't it be better to have one base dragon type, with maybe 16 or 20 age categories, which we then 'skin' for the appropriate colour? (Maybe then we could actually include stat blocks for the 'full set' in the first MM?)

We actually considered doing this very thing with the dragons in the Bestairy, but we decided against it and to keep the 10 classic dragons mostly because that's the way it's ALWAYS been in the game. But that doesn't mean that dragons have to be so similar that you can only tell them apart by their color and what breathes out of their mouths. So we took pains to give each type of dragon a number of unique abilities, attacks, and defenses to further drive home the fact that while a red dragon and a blue dragon are both dragons... they'll hopefully feel like actually different creatures now. Especially with an older red dragon's ability to "sweat out fire" on anyone nearby or to melt stone with his breath or to manipulate fire, or the blue's ability to create mirages and sandstorms and create storms of lightning with its breath.

And while there are still 12 age categories... and while we give out all the tools you need to build a dragon for any of those categories... the actual built stats for each dragon in the book are limited to 3 each—a young dragon, an adult, and an ancient dragon. These three age categories are, we think, the "iconic" ones for a dragon, the age categories that dragon encounters should usually happen at.
 

Now we get the real reason. To clutter combat with useless creatures that make the druid or wizard take 5x longer for their turns. God I hated summoners.
Not all animal summons are useless.

SNA: (Dire) Weasels can con damage, (Dire) Wolf can trip, Eagle flies, monkey can hold things, Crocodiule/Bear grapplers, Wolverine are decent bashers, Dire Badger is too, Snakes, Tiger/Lion has pounce, Rocs are powerful animals (SNA 8 though).
Water: very good ones, but water issues.

So most are useful.
 

Just so it's clear that a different POV exists in the realm of players:

"Hi, my name is Jeff, and I like the spiky bits on dire animals."

The GoL Dire Wolf is still my favorite Large wolf in DDM, precisely because of the backward-pointing spikes at its shoulder.

That said, they can certainly be overdone. The GoL wolf had just those two spikes, for instance, which was perfect.
 

So, let me add another perspective about animals:

First, I'm ambivalent about spikes on dire animals. If I'm running a prehistoric flavored area, I don't want them. If I'm just running them as the local apex predator in a dangerous world, I rather like them.

Second, I use animals all the time in lower-level games. My worlds tend to have large sections where the dominant predators are non-magical. These tend not to be the parts with the most PC activity, but even in the more magical, PC-y areas, there are quite a few normal critters. If nothing else, they're good for lunch.

Third, I would strongly prefer that normal animals not be in their own "animal/vermin" ghetto, unsullied by being next to "real" monsters. I mean, dinosaurs, while not particularly changed from our best guesses of what the real critters might have been, are thrown in with the rest of the Mr. Potatomonster horde.
 

Third, I would strongly prefer that normal animals not be in their own "animal/vermin" ghetto, unsullied by being next to "real" monsters. I mean, dinosaurs, while not particularly changed from our best guesses of what the real critters might have been, are thrown in with the rest of the Mr. Potatomonster horde.

Same here. Which is the exact reason we put animals and giant vermin in with the rest of the monsters sorted alphabetically and with artwork.
 

I for one was outraged and nearly refused to buy the bestiary when I discovered there was STILL no DIRE TREE SLOTH.

How could a DIRE TREE SLOTH not be included?

ON a side note I am glad the first pleistocene monster published was not the Irish Deer. Otherwise all of our pleistocene monsters would be called Irish wolves, and irish lions.

Irish tigers. Irish sloths.

Using the world Dire in front of any animal but wolf is a dire petpeeve of mine.
 


We actually considered doing this very thing with the dragons in the Bestairy, but we decided against it and to keep the 10 classic dragons mostly because that's the way it's ALWAYS been in the game. But that doesn't mean that dragons have to be so similar that you can only tell them apart by their color and what breathes out of their mouths. So we took pains to give each type of dragon a number of unique abilities, attacks, and defenses to further drive home the fact that while a red dragon and a blue dragon are both dragons... they'll hopefully feel like actually different creatures now. Especially with an older red dragon's ability to "sweat out fire" on anyone nearby or to melt stone with his breath or to manipulate fire, or the blue's ability to create mirages and sandstorms and create storms of lightning with its breath.

And while there are still 12 age categories... and while we give out all the tools you need to build a dragon for any of those categories... the actual built stats for each dragon in the book are limited to 3 each—a young dragon, an adult, and an ancient dragon. These three age categories are, we think, the "iconic" ones for a dragon, the age categories that dragon encounters should usually happen at.

Thanks, James. Time for me to get the pdf!
 

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