Paging Echohawk...

Shade

Monster Junkie
Along those same lines, would you mind posting Frosty the Snowman from Imagine #21 when you have a chance? :p
 

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Echohawk

Shirokinukatsukami fan
Along those same lines, would you mind posting Frosty the Snowman from Imagine #21 when you have a chance? :p

Frost is a happy and mischievous creature whose only aim in life is to have lots of (relatively) harmless fun -- throwing snowballs (which cause no damage) at passing strangers is just his way of introducing himself. He will do this from a place of concealment. When he finally shows himself he is a large, happy looking snowman dressed in a tall hat and scarf, carrying an old broom. Frosty should be treated as having a charisma of 17.

He will readily aid anyone in distress or those who fight against evil, but he will have no part in hunting his friend the yeti. On the other hand, Frosty is not very friendly with the Snow Dwarf, because he knows the dwarf cheats at cards.

Frosty the Snowman: AC 3 (wet); MV 9"; HD 5; hp 32; #AT 1; SA see below; SD immune to cold-based attacks, double damage from fire-based attacks; AL CG; S L (8' tall); 250xp.

Frosty can control weather (as the 7th level clerical spell) once per day. He can also hide in snow (cf hide in shadows) 80% of the time, becoming totally invisible at distances greater than 10 feet.

Frosty's scraf acts a the equivalent of a rope of entanglement and his tall hat is also magical -- it raises charisma by 1 or to 17, whichever is the most advantageous. His broom is a wand of snowballs which can project a snowball equivalent to a fireball. This is the only magical function that the broom can perform, but it can still be used as a broom. It has 24 charges.
 


Echohawk

Shirokinukatsukami fan
This is the same adventure that gave us Tom Turkey and the Lurker Between (aka Spam Monster). It also has an encounter with The Snow Dwarf and the Seven Wights, includes stats for Santa Claus (he's worth 3350 xp, in case you were wondering) and finishes with a newly rescued Santa rewarding the PCs with elven rollerskates, cardboard armour +1, an Otto's Irresistible Teddy Bear and Tenser's Floating Jellybaby.
 

Shade

Monster Junkie
Wow...just, wow. :eek:

A few more requests, when you get a chance.

Air Dragon [Realmspace (SJR2)]
Mithril Dragon [Practical Planetology (SJR4)]
Space Drake [Skull & Crossbow (SJA2)]
 

Echohawk

Shirokinukatsukami fan
Just a note that I haven't forgotten about these. I switched from a PC to a MacBook a month or so ago, and haven't yet managed to persuade my scanner to talk to it. As soon as I get that sorted, I'll tackle these dragons.
 


Echohawk

Shirokinukatsukami fan
<some fiddling later>

Space Drake

Climate/Terrain: Any space
Frequency: Very rare
Organization: Solitary or pack
Active Cycle: Any
Diet: Omnivore
Intelligence: Semi (2-4)
Treasure: I
Alignment: N(E)

No. Appearing: 1 (2-5)
Armor Class: 2
Movement: 12, Fl30 (C)
Hit Dice: 10
THAC0: 11
No. of Attacks: 2 + special
Damage/Attacks: 2-16/1-12 (bite/tail)
Special Attacks: Breath weapon, magic use, constriction
Special Defenses: Nil
Magic Resistance: 30%
Size: G (50')
Morale: Champion (16)
XP Value: 8,000

The space drake resembles the radiant dragon, but without wings. It has the same glittering pearl-like scales, and the same serpentine body, albeit on a smaller scale. The space drake has a dorsal fin which extends along its head and neck. All common dragon attributes outlined in the Monstrous Compendium apply to space drakes as well. Modifications to the general description that apply specifically to fantasy space are listed below.

Combat: Physical attacks comprise a bite and a smash from the drake's sinuous tail. If the tail smash hits, the drake can constrict the target, inflicting 1-10 points on each subsequent round (no 'to hit' roll required). The drake will maintain the constriction until the victim is dead, or until the space drake receives 10 or more points of damage in a single round from another character. When this happens, it decides that the other character is more dangerous, releases the constriction victim, and tries for a tail smash against the new target on the next round. While being constricted, a character's attacks are at -3 and no spellcasting is possible. The space drake is so flexible that it can bite and tail-smash the same target on the same round.
In addition to its physical attacks, the space drake has a breath weapon similar to that of the radiant dragon: glowing pulses of force similar to magic missiles. It can breathe a single pulse that inflicts 6d6 points of damage, or up to six smaller pulses in the same round. (Thus they can breathe two pulses, each inflicting 3d6 points, or six, each inflicting 1d6.) Each pulse can strike a separate target. These pulses are unerring, and will hit unless the victim makes a saving throw vs. breath weapon. If the victim fails its saving throw, it is struck for the appropriate amount of damage. If the victim makes its saving throw, it has dodged that pulse, which then evaporates. The space drake can use its breath weapon on physical objects (such as a ship) as well, inflicting 1 hull point of damage for every 10 hit points of damage its breath weapon causes. Other physical objects must save vs. spell to survive being hit by a pulse.
Space drakes also have some innate magical powers. They can use the following spell-like abilities twice per day, one per round, at the 10th level of ability: restore air, detect portal, light.
Despite their lack of wings, space drakes fly using a natural flight/spelljamming ability. In combat, space drakes prefer to be in flight; on ground, they are limited to bite and breath weapons.

Habitat/Society: Space drakes are totally spaceborne. Like radiant dragons, they are normally solitary and very territorial about their "turf;' which is often the space surrounding a hollowed-out asteroid or deserted dwarven citadel. When they are found in numbers, they are usually a family group, and make their lair in abandoned hulks, etc. In general, their society is an unintelligent echo of their brethren, the radiant dragon.

Ecology: Space drakes are omnivorous in the truest sense of the word: they will eat anything. This includes plant matter, rocks and space dust, although they do seem to prefer meat (and meat that's still kicking, at that).
Although space drakes are capable of living in the phlogiston, they don't seem to enjoy it, and are rarely found there.

From Skull & Crossbows (SJA2) by Nigel Findley
 

Echohawk

Shirokinukatsukami fan
Dragon, Air

CLIMATE/TERRAIN: Any
FREQUENCY: Very Rare
ORGANIZATION: Family
ACTIVE CYCLE: Any
DIET: Special
INTELLIGENCE: Supra-genius (19-20)
TREASURE: Nil
ALIGNMENT: Any Lawful and non-evil

NO. APPEARING: 1d2
ARMOR CLASS: -8 (Base)
MOVEMENT: 80
HIT DICE: 20 (Base)
THAC0: -3 (Base)
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Spell Use and wind Control
SPECIAL DEFENSES: Spell use and wind control
MAGIC RESISTANCE: 80% (Base)
SIZE: G (50')
MORALE: Fearless (20)
XP VALUE: 20,000 + 1,000 per additional Hit Die

The air dragon looks very much like a shimmerless diamond suspended in mid air. The rippling of pseudo-muscles, teeth, claws and bone make up the diamond-like cuts. It still possesses the wings, feet and toes of its former dragon self, but it now is nothing more than the Shape Air creation of its powerful mind. They are truly beautiful to see, but they still possess the dragon-fear aura that so many adventurers feel when they are near. The eyes of the dragon often resemble the color of its scales before the body died during transformation into an Air Dragon.

Combat: When the Air Dragon feels that it has no choice but to fight, it has several attacks abilities at its disposal. It cannot cause physical damage through bites, claws or tail buffeting, but it has several magical and magic-like abilities. It can cause items within range to be sucked towards it at the incredible velocity of 100 miles per hour using its Control Air abilities. The speed and the amount of mass that can be moved diminishes with the range, and increases with the Hit Dice of the Air Dragon. For every Hit Dice the Air Dragon possesses, it can move ten pounds of matter at distance of five feet. With every additional foot distance, the amount of weight effected decreases by one pound. Therefore a 20 Hit Dice Air dragon can move 200 pound objects at five feet, but can only move objects weighing 1 pound at 205 feet away. It can use this ability once per turn. However, it can push objects with the same parameters as its pull ability the very next round following the pull. This is its favorite tactic. It prefers not to combat through spell use, but luckily, most opponents do not wish to fight after experiencing such a powerful buffet.

The Air dragon also has all of the spell like abilities and immunities Qf its former self. In other words, a Gold Dragon who becomes an Air Dragon, is able to Detect Lies, Detect Gems, Luck Bonus, Sleep, Slow, and the dozens of other abilities it possessed before its transformation. The dragon still has use of the breath weapon of its former body.

Habitat/Society: Since the rarity of the Air Dragon far exceeds that of other dragons on Coliar, they are often looked after and cared for. This deep caring and affection is what keep them alive. This symbiotic feeding is why an Air Dragon cannot be evil. The emotional emanations they feed on come only from affection, adoration or love. This also explains why the dragon of other worlds cannot become an Air Dragon. All these non-Coliar dragons are solitary, and have no emotions to feed upon.

The Coliar Dragons are often looked to when a problem arises. Their incredible Intelligence and Wisdom makes them the perfect ambassador to another family if a feud is dangerously approaching a war.

Each dragon family unit on Coliar has an Air Dragon, or two as its leader. They make all the decisions that may have serious implications. Even the non-dragon races look to them for their insight and ingenuity.

Ecology: The Air Dragon is the transformation of a standard dragon who has passed through the Great Wyrm stage of its life. When the dragon's body becomes too weak and decrepid, its mind actually leaves the coflfines of its body, and the body withers. When this transformation occurs, it looks as though a large non-corporeal diamond perfectly shaped after the dragon's former body pulls away from the dying husk.

At this point the dragon can choose to allow the body to die, or it can keep it alive by sheer mental strength. There are advantages to both. If the Air Dragon chooses to keep the body alive, his Air Dragon form cannot be completely destroyed. No matter how much damage it may take, it can still reform elsewhere within 1d4 turns. However, the Air Dragon body can never get farther that 15,000 miles from its living real-body husk. As long as the body is not slain, the dragon lives forever.

If the Air Dragon chooses to allow the physical body to die, the dragon has no limitations in where they can choose to go. These Coliar Air Dragons have been seen on other planets and even in other crystal spheres. They do, however run the risk of dying should their air dragon body be destroyed.

The chart below depicts the age categories, and their assumed ability improvements. The oldest reported Air Dragon is Similion Longlife. At the time of his demise, he was 4,230 years old. No one knows if there is a limit to an Air Dragon's life, but it is likely that one does exist. The likelihood that a dragon older than Similion is in existence is slim, the possibilities do exist.

Air Dragon Table:

Age Category, AC & HD Modifier, Combat Modifier, Fear Modifier, Radius, Save Modifier
13, 1200-1600, +0, +1, 50 Yds, -4
14, 1601-2000, +1, +2, 60 Yds, -5
15, 2001-2400, +2, +3, 80 Yds, -6
16, 2401-2800, +3, +4, 100 Yds, -7
17, 2801-3200, +4, +5, 120 Yds, -8
18, 3201-3600, +5, +6, 140 Yds, -9
19, 3601-4000, +6, +7, 180 Yds, -10
20, 4001-4400, +7, +8, 220 Yds, -11
21, 4401-4800, +8, +9, 280 Yds, -12
22, 4801-5200, +9, +10, 320 Yds, -13
23, 5201-5600, +10, +11, 360 Yds, -14
24, 5601-6000+, +11, +12, 400 Yds, -15

[Note: The column headings don't seem to quite match the columns]

From Realmspace (SJR2) by Dale "Slade" Henson
 

Echohawk

Shirokinukatsukami fan
Dragon, Mithril

CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVE TIME: Any
DIET: Special
INTElliGENCE: Exceptional (15-16)
TREASURE: Special
ALIGNMENT: Chaotic neutral

NO. APPEARING: 1 (2-3)
ARMOR CLASS: 0 (base)
MOVEMENT: 9, Fl 36 (B)
HIT DICE: 12 (base)
THAC0: 9
NO. OF ATTACKS: 3 + special
DAMAGE/ATTACK: 1-6/1-6/3-12
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (40' base)
MORALE: Fanatic (17 base)
XP VALUE: Variable

Mithril dragons are graceful, slender creatures with long necks - which accounts for much of their relatively great body length - and comparatively small heads. They have tiny eyes, which are protected from the extreme sunlight by semi-reflectant silver corneas. Their scales are highly reflectant, presumably to minimize heat absorption. Their color, from hatching to old age, remains a fine burnished silver, similar to the metal which gives them their name.
Mithril dragons have all of the standard dragon characteristics as described in the Monstrous Compendium. Unlike other dragons, however, they seem to have no interest in treasure as such. Their sole goal in life seems to be to enjoy themselves by soaring in the great thermals that rise from the semi-molten surface of Radole. In personality, they seem more akin to the faerie dragon than to any other draconic species.

Combat: Mithril dragons never seek out combat, unless it looks as though an enemy is going to harm their eggs or their mates. Normally, they use their incredible speed and maneuverability to stay well out of harm's way. (They're not above taunting or teasing a prospective enemy, however.) If forced into combat, though, they are formidable opponents. They use their magic and innate abilities to maximum effect, and their breath weapon is absolutely lethal. Their favorite tactic is to swoop down on an enemy from out of the sun, make their most effective attack, then soar off again before the enemy can respond. A mithril dragon's greatest fear is of losing the ability to fly. For this reason, they are most likely to break off combat if they believe their opponent is able to strip them of this facility.

Age, Body Lgt., Tail Lgt., AC, Breath Weapon, Wizard Spells, MR, XP
1, 3'-6', 2'- 7', 3, 2d8+1, nil, nil, 1,400
2, 6'-14', 7'-16', 2, 4d8+2, nil, nil, 2,000
3, 14'-22', 16'-25', 1, 6d8+3, nil, 5%, 4,000
4, 22'-31', 25'-34', 0, 8d8+4, 1, 10%, 7,000
5, 31'-41', 34'-43', -1, lOd8+5, 2, 15%, 9,000
6, 41'-52', 43'-52', -2, 12d8+6, 3, 20%, 10,000
7, 52'-64', 52'-61', -3, 14d8+7, 3/1, 25%, 11,000
8, 64'-77', 61'-70', -4, 16d8+8, 3/2, 30%, 12,000
9, 77'-91', 70'-79', -5, 18d8+9, 3/2/1, 35%, 14,000
10, 91'-105', 79'-90', -6, 20d8+10, 3/3/1, 45%, 15,000
11, 105'-121', 90'-99', -7, 22d8+11, 3/3/2, 55%, 17,000
12, 121'-138', 99'-108', -8, 24d8+12, 3/3/3, 70%, 19,000

Breath Weapon/Special Abilities: A mithril dragon's breath weapon is a beam of blinding silver light, 100' long and 10' in diameter. This inflicts damage through a combination of heat and other forms of radiation. There is no known form of immunity that protects against this weapon. Targets receive a saving throw for half damage. Whether or not they succeed in this saving throw, targets must make a second save vs. breath weapon or be blinded for 1d6 hours. Mithril dragons cast their spells and use their magical abilities at 8th level, plus their combat modifier.
At birth, mithril dragons are immune to fire and heat. As they age, they gain the following additional powers: Very young: tongues, continuous duration; Young: forget three times per day; Juvenile: blink twice per day; Adult: conjure (fire) elemental once per day; Old: telekinesis three times per day; Very old: disintegrate once per day; Venerable: power word stun twice per day.

Habitat/Society: No one has ever seen an unwounded mithril dragon on the ground, and some sages believe that the creatures spend their entire lives soaring through the blistering air. If this is so, how they mate and produce offspring is a mystery. There are some who believe that mating takes place on the wing, and that the male carries the single egg on his back until it hatches. This theory is totally unsubstantiated, however.

Mithril dragons are usually solitary creatures, soaring alone in the fierce thermals. The dragons do sometimes gather into small groups, however, and play intricate games involving aerobatics and speed runs, combined with intricate wordplay and pun-making. The creatures have a well-developed sense of humor, and the best way to get on the good side of a mithril dragon is to tell it a joke it hasn't heard before.
Some mithril dragons have a mild curiosity about the inhabitants of the Ribbon on Radole. They never actually encroach on the temperate band - there are no thermals and updrafts to play in there, after all- but sometimes come close enough to watch the comings and goings of spelljamming vessels. The creatures have no knowledge of or interest in Darkside, and consider it a nasty place not worth visiting.
The dragons have no interest in treasure, and so collect none.

Ecology: Mithril dragons are the top of the food chain, feeding mainly on the great beetles, such as the steelback. Sometimes groups of younger mithril dragons will cooperate in frying a steelback with their breath weapons, then swooping down on the carcass and tearing off bitesized chunks until their hunger is satiated. The dragons eat surprisingly little for such massive creatures, giving some sages to think that the mithrils supplement their metabolic economy with solar energy they absorb through their skin.

From Practical Planetology by Nigel Findley
 

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