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The Slayers Guide to Dragons

What creature has more magnificence, more savage ferocity and more sheer power than the dragon? The great wyrms stand tall as the ultimate challenge an adventurer may face. Rare is the player who does not dream of besting one of these terrible creatures, of plundering its hoard and basking in the glorious reputation enjoyed by a dragon slayer.
 

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GameWyrd

Explorer
If you thought the Slayer's Guides are a series of 32 paged books designed to bolster, study and enrich those creatures your players are all too good at turning into meat paste then you would be wrong. You wouldn't be very wrong, but you'd wrong. The Slayer's Guide to Dragons aims to show that just when you're starting to take things for granted that it can all change.

There's a famous name on the front of this book of famous monsters. Garry Gygax is known as the grandfather of the hobby and as the man who wrote the original Dungeons and Dragons. This dragon book has Gygax as the author on the front cover, indeed, Mongoose would be mad to do otherwise, but this reviewer is determined to mention Jon Creffield at least once, since his name is along side Gygax's in the line of credited authors inside. The book does feel different. For a start it boasts 128 pages, that's four times as many as your usual Slayer's Guide. Although the Guide follows the same structure of previous Slayer's Guides - physiology, habitat, dragon society, methods of warfare, roleplaying with dragons and scenario hooks and ideas - it reads differently. Sure. Okay. There are an extra couple of sub-chapters squeezed in there which I've not mentioned but I think the main reason why it feels different is because there's little distinction between in-game and out-of-game comments. If you could imagine someone who really believes dragons are real and, in fact, knows an awful lot about them has sat down to talk you and then shares his lore in game mechanics and rule speak then you'll have a good idea of what I mean.

I suspect, though, many readers could care less of how the book feels and really just want to know what it contains. Here's a quick list of some of the rumours I heard before the book came out and their answers.

> There are new types of dragons.

Yes, there are new types of dragons. There's rules for crossbreeding chromatic dragons so you can end up with strange creatures like maroon or pink dragons but there are also creations like Web Dragons, Mirth Drakes, Hell Worms, Dragonkin, Abyssal Serpents and more.

> There will be rules for dragon characters

Urm. Not really. The Roleplaying with Dragons section covers possible character classes for Dragons and elsewhere in the book there's a table to show at what sort of age a dragon becomes capable of holding down a character class (a gold dragon can have a character class at a young age whereas a black dragon needs to be older). It's certainly possible to take rules from the book to aid your attempts to have dragon PCs but there's nothing in the realms of experience point modifications for such characters.

> Garry Gygax uses the book to criticise 3E.

No, he doesn't. He does say (or Jon Creffield says) that some people feel the Challenge Ratings in the core books are too low, though.

> There are new rules for Tiamat.

There is new information on Tiamat but there are no extra rules for her specifically. There are lots on the Dragon Queen's role in Dragon society. There are also new rules for dragon magics. You'll also find stats for Tiamat's champion.

> There's a new age category above and beyond Great Wyrm.

There is: Dracos Invictus.

Well, five rumours anyway. I'll admit that hardly counts as a whirlwind of gossip and speculation but it's certainly more than you'd expect for any non-WoT product.

The Physiology of Dragonkind attempts to address basic questions about dragon nature. Are they cold blooded or warm blooded? Warm blooded, we're told, otherwise they couldn't stand the cold. It's possible to drive a truck though the holes in any attempt to claim that that's an entirely convincing argument but the rest of the chapter provides sagacious entertainment. In particular I thought the sections devoted to remind us about the dragon's acute vision and sense of smell will help remind players and DMs a like that they can expect a dragon to notice almost anything.

A new age category (Age 13+) is given life in the form of Dracos Invictus. All those dragons which are described in the Monster Manual are given pretty looking panels where their new Dracos Invictus form is stamped with suitable mechanics. The Red and Gold dragons reach Challenge Rating 30 whereas the White Dragon manages a "mere" 25. The new races of dragon, of course, have their Dracos Invictus age included in with their description. If phrases like "of course" rile you then I'm afraid you'll have to get used to them in this Slayer's Guide.

The new races of dragons include neither new colours nor metallic dragons, I suspect, therefore, in order to fit the rules on Chromatic / Metallic divisions in this Guide that most have to count as Chromatic. Actually, many of the new types of dragon have a demonic strain to them. The Abyssal Serpent is labelled as Dragon (Demon/Tanar'ri) and reaches CR 30 for its Dracos Invictus form (that's the same as red and gold dragons). The Dragonkin are half dragons or three-quarters dragons or somewhere in between. The Hell Worm, multi-headed beasts that are closely tied to Tiamat herself, surge past the mighty gold dragons and reach CR 31 for their Invictus age category. They're also given the dragon (Devil/Baatezu) type. The Mirth Drakes are the smallest of all dragons, ideal for those impressive pets and cute tavern dragons. They are small, nesting in twigs and spider webs and fall into the "fine" size category. Rock Dragons reach CR 28 once they're old enough to fall into the Invictus category, despite that, I'd say they're rather scary. They count as dragon (Earth). Sea Dragon's fall into the predictable type of dragon (Water) and their Invictus age brings a CR of 26. I think the Web Dragons are my favourite, the idea of spindly-legged dragons perched on top of a maze of threads appeals to my sense of cinematography. They're quite timid compared to other dragons though, only reaching CR 14 for the Invictus age. Mind you, Baal Shiruat the Chromatic Prince "only" has a CR of 21. He's an unique dragon but I can't help but imagine the first Hell Worm that came along would topple him.

The habitat chapter is extremely thorough. If you read through the chapter in sequence then you'll probably find it suffers from too much monotonous detail but if you access one of the sub-sections directly - you're planning a White Dragon for you game, for example - then you'll probably be thankful for this detail. The section runs through every type of dragon covered (except the cross-breeds) and considers where they'd make their lair and then provides a sample lair. The sample lairs are all mini-adventures in their own right; fairly deadly adventures too!

The crossbreeds of dragons are hidden away in the Dragon Society section. It's probably a wise choice given how insular dragons tend to be. However, in this chapter you'll find text on the scary Dragon Moot, the R'saknakus, when dragons of all sorts gather to debate and pay homage to their King and Queen dragon deities. We're told that the Chromatic Dragons have twice come close to agreeing to wipe out all humanoids!

Normally, in the Slayer's Guides, the Methods of Warfare section is a fairly subdued offering. Previously authors have contented themselves with a brief study on possible combat tactics that might be employed by the race in question. Many of the races in the Slayer's Guides are basically brutal and barbaric and so these combat tactics tend to be somewhat terse. Dragons are different. Gygax and Creffield elect to run through the magical arsenal available to the dragon race and consider very many of the spells and their application. The resulting effect is many pages of spells and reminders of what effects they have. I can see why the choice was made, it's wrong to have a dragon stand there like a lump of stone and breath fire (gas, acid, lightning, cheese, whatever) at the players when it could be made into a so much more challenging fight. On the other hand, if you know you stuff or if you think you do, then so much of this is like watching a cheap episode in a TV drama that's been composed almost entirely of flashbacks to earlier episodes. It's not all like that, though, the advice from the authors is to push aside the complex flight rules in the Dungeon Master's Guide and to flow freely with aerial combat but to be sure to remember that dragons can, will and probably should take to the air if they're engaged in combat.

Also in the Methods of Warfare section you'll find new draconic feats and spells. I think this sub-section alone will sell copies of the book. The spells can be taught to dragons to humanoid creatures but unless the humanoid creatures have scales to toughen or eggs to protect they'll probably not find them very useful. As a DM, however, you'll find that these feats and spells will add further life to your dragon encounters, especially if your players are getting too used to having the upper land. There are also a few dragon-specialised items as well.

As mentioned near the start of the review, the Roleplaying with Dragons section doesn't spell out how you can be a dragon PC; instead it does what the title suggests and offers tips on how to roleplay with dragons (you let them have the last can of cola). Really, though, it's a study of which character classes best fit the dragon race, why and how.

The scenario hooks and ideas chapter is the longest in any Slayer's Guide yet. It offers hooks and ideas and then ends in a whole adventure. The Revenge of Ghorkai is a twenty-four paged adventure and it's suited for 4 to 6 characters of 8th to 10th level, providing that the combined total of levels is at least 40.

I liked The Slayer's Guide to Dragons. I can find flaws in it, I can find strengths in it and it is probably easier to find typos in 128 pages than in 32. I think the Guide does manage to inject new life into dragons, only a little new life but certainly some. The artwork, as is always the case with Mongoose products is top class. There's a double page spread of dragons at one point. If you want to use dragons in your fantasy game then you'll find useful stuff in this book, if you want to be in possession of a collectable product then you'll want this book and if you're just interested in adding a sensible expansion to your RPG collection then you'll be wise to consider the Slayer's Guide to Dragons. If you're interested only in gritty low fantasy then I doubt you're looking at any of the Slayer's Guides at all.

This GameWyrd review can be found here.
 

"The artwork, as is always the case with Mongoose products is top class."

I disagree with the "as is always the case," but I will check out the book to see for myself. Could you provide a list of the artists, please, and compare their work to the Dragons in the Monster Manual?
 

"The artwork, as is always the case with Mongoose products is top class"

Please. Look again at the artwork throughout Necromancy and Quint Fighter. Nice sure, but hardly top class. Anything that includes criss-crossing lines roughly drawn in as "chainmail" is hardly top class.
 

GameWyrd

Explorer
Artists: Andrew Jordan, Brent Chumley, Chris Quilliams, Danilo Moretti, Drew Langston, Gillian Pearce, Marcio Fiorito, Oliver Eriksen, Phil Renne, Renato Guedes, Rick Otey, Scott Purdy, Shane Coppage, Stephen Shepherd, Tony Parker and Will Hammock. I couldn't really compare the black and white book to the full colour dragons in the MM. One of the things I like about Mongoose artwork is that when they've decided to include the sketch it's never one of those surreal abstractions, even the "quicker drawings" fall safely into my expectations of what I'd expect to find in a fantasy game. In constrast, say, I hated much of the full colour art in the Wheel of Time game. That's the thing, though, it's a subjective thing.
 

jasper

Rotten DM
First I am fan boy of dragons, I been reading and collecting dragons since I was 18.
I tried to learn about the different myths and legends of the beast.
Also I always thought the beast was a pushover until third edition.
With the EGG and friend writing it should be worth the money.
But what does the book add to creature?

Artwork is good. My wife loved the baby dragon on the cover.
The inner artwork is enjoyable. I had no it horrible thoughts on any panel. So Vivat.

The ecology of dragons has been done in the Dragon magazine over and over.
So this is just filler. Interesting filler but fluff. So ho hum.

The thought process of a dragon is covered.
This can be covered with the following quote, "hello lunch." So a Vivat here.

An increase in power when they reach great grandfather stage called the invicis .
Nice tie in with the epic level book. So get the epic handbook to support whipping up on gramps.
This power up while helpful but was it necessary? So a ho hum here.

New dragons and crossbreeds information has some new ideas.
Who?s your daddy and what should be your breath weapon.
The information is nice follows the normal logic of mixing colors.
However I have a different view of colors but the section is well thought out. So Vivat.

A return to dragons sleeping and napping more and more as they get grey in their beards.
With a side note, the even gramps can go from zero to sixty in under 13 seconds. BOO.

The moot is a moot point.
While it and other parts of the book go back to origins of good and evil dragons being created
by their respective god dragon, it adds nothing to the creature.
In fact, I read short story about a moot, which was better.
And when did all the plane travel etc come in to explain the history and origin of dragons.
Just more D&D babble (like techno babble). Yawn.

Habitat section is interesting but it is just a listing of encounters. Ho hum.

Dragon warfare includes various subjects. An influx of new and interesting spells.
Great and very interesting I can laugh and giggle as my drake slurp downs pcs. So Vivat.

Dragons with Class levels were detailed.
So EGG my dragon can not take any other class except sorcerer until they can polymorph themselves into humans.
This appears to go against the core rulebook III. Ho hum.

For you old timers who grew up read and rereading the Dragon magazine, nothing really new is here.
So wait until you can get at least five dollars off the cover price.
For those new to D&D this is very interesting work and may be worth your money.

I rate it 3 out of 5.
 

Psion

Adventurer
The Slayer's Guide to Dragons

The Slayer's Guide series of books by Mongoose Publishing provides additional physiological, cultural, and game information of a variety of creatures common to d20 system fantasy games. To date most such books have focused on humanoid creatures such as hobgoblins and gnolls. This makes the Slayer's Guide to Dragons the most ambitious such book to date, as it not only tackles a totally different sort of creature, it tackles a very powerful creature with various subspecies.

Such an ambitious project needs a capable author. For this purpose, Mongoose has attracted none other than Gary Gygax, one of the authors of the RPG phenomenon. Though Gygax is an experienced designer and assisted with the playtesting of the Dungeons & Dragons 3rd edition game, he admits that he does not currently use the system for his own designs, and has mentioned that he uses a co-author to do some of the d20 system work. In the case of this volume, Jon Creffileld is named as a co-author.

A First Look

Sitting on the game rack at your friendly local game store, the Slayer's Guide to Dragons may appear to a similar format to previous Slayers Guides, with a gray celtic-style border framing a picture of the book's subject. However, upon lifting the book up, you would immediately notice the difference in heft. The book is published in the economical 128 page, $19.95 format similar to Mongoose's Seas of Blood and Collector Series books.

The interior typesetting and format is typical for a Mongoose book: type is of about average size, with single spaces between the paragraphs and some large header fonts.

The cover picture, by Chris Quilliams, is a fairly good image of a red dragon perched on a stony precipice, with a castle and a flight of dragons in the background.

The interior art varies in quality from mediocre to excellent. The standout talents include cover artist Chris Quilliams (who does anatomy artwork inside the front cover as well as a two page spread depicting a flock of dragons descending upon some hapless kingdom), Danilo Moretti, Marcio Fiorito, Brent Chumley, and Renato Guedes.

A Deeper Look

The book begins with some retrospective musings by Gygax about the origins of the D&D brand of dragon. Many d20 system fantasy gamers today complain about the predictability of D&D "color coded" dragons. However, perhaps many people would be surprised to know that the D&D dragons were originally conceived precisely because the dragon in the game in those fledling stages was too predictable: players could expect that all dragons breathe fire. The new types of dragons had other modes of attack, which at the time was a boon to the variety of dragons.

As with all slayers guide, a substantial portion of the text is devoted to the psychology, physiology, and society of the subject creature. The Slayer's Guide to the dragon has several excerpts from mythology as well as fiction to help establish several points and build up a mood. Rules material is embedded in some places in the text to help apply it to the game. For example, DCs are provided for knowledge checks to establish certain things about an observed dragon.

The book adds a new age category of dragon, Dracos Invictus (age 13). Dracos Invictus has all the abilities commensurate with the increased age category and hit dice. As if that weren't enough, these terrifying creatures can summon an area effect storm of wrath, command lesser dragons of their species, and swallow opponents whole. Worse still, dragons of this advanced age category undergo some hazardous death throes when slain. Personally, I don't see the need to create a new age category of dragons. Even so, the stats for these creatures could be used for some special paragons of each species.

Several new draconic species are introduced, including:
- Abyssal Serpents - These loathsome creatures are native to the abyss, and are often used as steeds of powerful demons. They have a breath weapon that putrefies flesh, a gaze attacks, and magical power befitting their unholy nature.
- Dragonkin - This is a template that can be applied to a dragon. The result a more humanoid crossbreed that lacks wings, walks upright, and has a weaker breath weapon. These creatures can use weapons in combat.
- Hell Worm - As the abyssal dragons are spawn of the abyss, hell worms are creatures born of the plane of hell. These creatures bear some relation to the paragon evil dragon Tiama'at. As they grow, they gain heads of various chromatic dragons, with commensurate breath weapons.
- Mirth Drake - This small rainbow-hued dragon does not have age categories. These chaotic creatures have a breathweapon that causes a feeblemind-like effect, and a sting that inflicts random magical effects on the victim.
- Rock Dragon - This dangerous earthy dragon, which can be good, neutral, or evil, has a stony breath weapon and a petrifying gaze.
- Sea Dragon - This territorial aquatic dragon has a pair of dangerous water-related breath weapons.
- Baal Shiruat - This unique and immensely powerful dragon, called the chromatic prince, is a creation of Tiama'at.
- Web Dragon - These sinuous silver and black dragons can spin webs and have a breath weapon of sticky strands.

The habitat section of the book has details on the types of terrain favored by each of the ten standard d20 system dragon types, as well as the new types of dragons presented herein. Further, each section contains a completely detailed dragon lair, complete with statistics of the master of the lair and guardians. Each lair is ready to drop into a game at a moment's notice.

The society section provides some insight into the way dragons interact, divided along lines of metallic and chromatic types. As you might suspect, the evil chromatics tend to influence one another through fear and might, and the good metallics are a bit more civilized in their dealings, though the chaotic sorts are rather independent.

This section also discusses the mating habits of dragons, as well as the results of the rare congress between different dragon species: crossbreeds. The guidelines for crossbreeds are fairly straightforward, allowing the GM to choose between a variety of options. For the most part, the GM is not expected to rebuild the dragon statistics from the ground up. Rather, you choose one of the other parent breeds for basic statistics, as well as choosing the breath weapons and magic abilities from either parent, both, or even a mixture of the two.

The warfare section discusses typical dragon tactics. A large part of this section is devoted to the use of magic by these highly magical creatures. Some of the suggested tactics seem fairly straightforward, though others are rather insightful. For example, most dragons have little use for blast attacks that are overshadowed by their breath weapons. However, spells like the Bigby's hand spells can help tie up powerful fighters while a dragon deals with the rest of the party.

Other dragon tactics are discussed as well, such as the fact that dragons will want to be able to fly if at all possible in order to help keep it out of harms way while it's powerful breath attack is recharging.

Dragon weaknesses are discussed as well. A prominent weakness that is reintroduced from early editions of D&D is sleep. Gygax suggests that the older and more powerful a dragon is, the shorter the fraction of time the dragon is awake. Some GMs may turn their nose up at the idea of introducing such a telling weakness to dragons. However, I think that long-sleeping ancient dragons would have a feel much like heady fantasy stories like those of Elric of Melniboné, and makes more sense for GMs who concern themselves with questions of how such huge beasts interact with the local ecology.

The warfare section provides new feats and spells for the dragon's arsenal. If you thought a character bitten by a dragon was in for a bumpy ride, wait until your heroes encounter a wyrm with the chew feat. The spell air brake allows a dragon a momentary boost in maneuverability, abundant breath allows the dragon use its breath weapon more frequently, and adamantine scales improves the dragon's already impressive AC.

Ideas are also provided for the use of weapons, armor, and magic items by dragons.

The roleplaying section describes some possible motivations and behaviors of dragons. As with earlier sections, this is split between chromatic and metallic dragons. Dragon weaknesses are discussed, an this is used as the basis for another rule that hearkens back to early days of the game: subdual. Though not quite as generous as earlier rules, the subdual rules provide for the possibility of temporary capture of a dragon.

The roleplaying section also provides rules for dragon characters with classes. The rules suggest minimum ages for each dragon type before they are allowed to take character classes. Suggestions are provided for each class regarding the draconic view of the class as well as some suggested modifications. I didn't find this subsection very useful, and most of its points are obvious and/or uninspired.

The book wraps up with a selection of adventure material, including some adventure seeds and an adventure for 8th-10th level characters called the Revenge of Ghorkai.

Conclusion

The Slayers Guide to Dragons has quite a bit of useful material that most GMs should be able to drop directly into their game. The rules material is very solid overall.

Much of the exposition and idea material may seem a little bit like old hat to those who have played the game for some time. Some veterans--and even some new players--may find such retro rules material such as the sleeping rules and subdual of dragons to be interesting additions to the d20 system rules.

While I didn't find the expostional material here as fresh as AEG's Dragons, I think that it addresses more basic questions about dragonkind and has much stronger rules material. Overall, this and the more economical format make the Slayer's Guide to Dragons the best book in the Slayer's Guide series.

-Alan D. Kohler
 

Are the new dragons done in a monstrous manual style format?

Are the feats applicable to Dragons only, or are there other creatures that might benefit from said feats?

Thanks for the review.
 

Psion

Adventurer
MM style format? Yes. That should pretty much be considered a given, or I would have mentioned it as a flaw.

Feats applicabible to other that dragons? Perhaps, but not normal PC fodder to be sure. For example, chew pretty much is only useful to rather large creatures. The breath weapon feat might apply to other creatures with breath weapons, but wouldn't apply to any PC races (half dragons included) the way it is worded.
 


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