ELECTRUM DRAGON
ah-ha!
the CRs are probably a bit too high, but here it is all done and everything.
ELECTRUM DRAGON (Draco Magus Electrum)
Dragon (Air)
Climate/Terrain: Any mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Activity Cycle: Any
Challenge Rating: Wyrmling 4; very young 6; young 9; juvenile 13; young adult 17; adult 21; mature adult 25; old 28; very old 33; ancient 36; wyrm 42; great wyrm 48
Treasure: Double standard goods and items; 50% coins
Alignment: Always neutral good
Advancement: Wyrmling 6-7 HD (Tiny); very young 9-10 HD (Small); young 12-13 (Medium-Size); juvenile 15-16 HD (Large); young adult 18-19 (Large); adult 21-22 (Large); mature adult 24-25 HD (Huge); old 27-28 HD (Huge); very old 30-31 HD (Huge); ancient 33-34 HD (Gargantuan); wyrm 36-37 HD (Gargantuan); great wyrm 39+ (Gargantuan)
The electrum dragon is the philosopher of dragonkind, spending its time in the isolated solitude of mountain peaks. They prefer to lair in rocky mountains, in a nice cavern or stone construction where they can be alone to think. These dragons are curious about all things and like to watch other creatures unnoticed. These dragons do enjoy meeting other beings on occasion, for trading or bargaining, or even a good philosophical debate. When other beings threaten, these peaceful creatures can be as formidable fighters as any other dragon.
Electrum dragons spend hours gazing upon things of beauty. An electrum’s hoard is usually nearly bare of coins, but is often filled with statues, golden harps, tapestries, and loads of gems and jewelry. They also find beauty in the use and practice of magic, and spend much time studying new spells and inventing their own.
COMBAT
Electrum dragons prefer to keep their distance in combat, using their spells and breath weapon to best advantage. These superior tacticians are capable of anticipating a foe’s strategy, and adapting to it instantly. Electrum dragons are born with a +1 bonus to all saving throws against magical spells and effects.
Breath Weapon (Su): An electrum dragon’s unique breath weapon is a cone of unstable gas which can cause either of two different effects, seemingly at random. At the DM’s option, it can cause enfeeblement (as the ray of enfeeblement spell), or confusion (as the spell), or both at the same time. If both effects take place, then all creatures in the area of effect must make saves against both attacks. The number range listed below is for the duration in rounds, as the effects cause no damage.
Spell-Like Abilities: At will – detect magic, identify (suffers no debilitating effects), read magic; 3/day – dispel magic; 2/day – telekinesis; 1/day – heal (self or creature touched), locate object, project image.
The electrum dragon first appeared in Dragon Magazine #74, then in the Ruins of Myth Drannor boxed set, and Monstrous Compendium Annual One.