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AD&D - Monstrous Manual (Premium Edition) (2e)

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Published by Capn_Ragnar, 2022-12-05 00:14:36

AD&D - Monstrous Manual (Premium Edition) (2e)

AD&D - Monstrous Manual (Premium Edition) (2e)

Keywords: Dungeons & Dragons,AD&D,DnD,TTRPG,TSR

Crustacean, Giant

CLIMATE/TERRAIN: Giant Crab *LDQW &UD\ÀVK
$Q\ VHDVKRUH 7HPSHUDWH
FREQUENCY: )UHVKZDWHU ULYHUV
ORGANIZATION: Rare 8QFRPPRQ
ACTIVITY CYCLE: 1LO 1LO
DIET: $Q\ $Q\
INTELLIGENCE: 2PQLYRUH 2PQLYRUH
TREASURE: 1RQ 1RQ
ALIGNMENT: 1LO 1LO
1HXWUDO 1HXWUDO

NO. APPEARING: 2-12 1-4
ARMOR CLASS: 3 4
MOVEMENT: 9 6, Sw 12
HIT DICE: 3 4+4
THAC0: 17 15
NO. OF ATTACKS: 2 2
DAMAGE/ATTACK: 2-8/2-8 2-12/2-12
SPECIAL ATTACKS:
SPECIAL DEFENSES: 1LO 1LO
MAGIC RESISTANCE: Surprise Surprise
SIZE:
MORALE: 1LO 1LO
XP VALUE:
/ · · / · ORQJ

(OLWH (OLWH
65 175

Giant crustaceans are peculiar mutations of crabs and freshwater cray-

ÀVK 7KH ÀUVW LQKDELWV VDOWZDWHU UHJLRQV ZKLOH WKH ODWWHU LV IRXQG RQO\
in fresh water.

Giant Crabs *LDQW &UD\ÀVK

*LDQW FUDEV ORRN MXVW OLNH UHJXODU FUDEV H[FHSW IRU WKHLU HQRUPRXV VL]H 7KH FUD\ÀVK LV HVVHQWLDOO\ D IUHVKZDWHU OREVWHU ,W KDV D VLPLODU PXOWL
plated shell, numerous legs, eyes set on stalks, and two wicked pincers.
7KH\ FRPH LQ D YDULHW\ RI FRORUV VXFK DV UHGV EURZQV DQG JUD\V
7KH\ KDYH H\HV VHW RQ VWDONV ZKLFK HQDEOH WKHP WR VHH DURXQG FRU- 7KH JLDQW FUD\ÀVK LV PXGG\ EURZQ RU VDQG FRORUHG GHSHQGLQJ XSRQ

QHUV DQG RQWR OHGJHV 7KHLU ERGLHV DUH FRYHUHG E\ D ODUJH FKLWLQRXV WKH FRORU RI WKH ULYHU ERWWRP LW LQKDELWV 6RPH VD\ WKDW WKH JLDQW FUD\ÀVK
shell. Crabs are distinguished by their scuttling, sideways mode of
locomotion. OLNH WKH OREVWHU NHHSV JURZLQJ DV LW JHWV ROGHU FHUWDLQ VDJHV HYHQ DUJXH

WKDW WKH JLDQW FUD\ÀVK LV UHDOO\ WKH VDPH VSHFLHV DV WKH RUGLQDU\ FUD\ÀVK
merely an extremely old specimen.

Combat: $OZD\V KXQJU\ FUDEV SUHIHU WR VQHDN XS XSRQ WKHLU SUH\ Combat: /LNH WKH FUDE WKH FUD\ÀVK SUHIHUV WR DPEXVK LWV SUH\ SHQ-
SHQDOW\ WR RSSRQHQW·V VXUSULVH UROO DQG FDWFK LW LQ WKHLU SLQFHUV DOW\ WR RSSRQHQW·V VXUSULVH UROO ,W VLWV TXLHWO\ RQ WKH ULYHU ERWWRP
GLVPHPEHULQJ DQG HDWLQJ LW $ VXFFHVVIXO DWWDFN E\ WKH SLQFHUV FDXVHV ZDLWLQJ DQG WKHQ UXVKHV IRUWK WR VHL]H LWV IRRG LQ LWV SLQFHUV 7KH JLDQW
G SRLQWV RI GDPDJH 2QFH WKH\ KDYH FDXJKW VRPHWKLQJ HGLEOH WKH\ FUD\ÀVK GRHV QRW QRUPDOO\ UHSUHVHQW D GDQJHU WR DGYHQWXUHUV VLQFH LW
VWRS WR HDW LW XQOHVV WKH\ DUH DWWDFNHG ,I D FUDE ÀQGV LWV PHDO LQ inhabits only deep rivers and spends all of its time on the river bottom.
TXHVWLRQ LW DWWHPSWV WR VFXWWOH RII ZLWK WKH SUL]H SHUKDSV WR LWV GHQ ,W ZRXOG WKHUHIRUH RQO\ DWWDFN DGYHQWXUHUV ZKR ZHUH VZLPPLQJ DORQJ
WKH ULYHU ERWWRP DQG WKHQ RQO\ LI WKH\ FDPH ZLWKLQ LWV UDQJH $Q DWWDFN
Habitat/Society: 7KH JLDQW FUDE OLYHV RQ WKH VKRUHOLQH VHDUFKLQJ E\ D JLDQW FUD\ÀVK·V SLQFHUV LQÁLFWV G SRLQWV RI GDPDJH 7KH FUD\ÀVK
EHDFKHV IRU IRRG DQG YHQWXULQJ LQWR WKH ZDWHU LQ VHDUFK RI ÀVK DQG SUHIHUV WR GUDJ LWV FDWFK EDFN WR LWV ZDWHU\ ODLU DQG HDW LQ SHDFH ,WV VKHOO
RWKHU DTXDWLF OLIH ,W LV ZHOO DGDSWHG WR WKLV VRUW RI OLIH VLQFH LW LV DEOH WR LV YHU\ WRXJK JLYLQJ WKH FUHDWXUH $&
breathe both air and water. Giant crabs frequently feed on large dead
ÀVK DQG RWKHU FDUULRQ ZDVKHG XS RQ WKH VKRUH 7KH\ RSHUDWH HTXDOO\ Habitat/Society: 7KH JLDQW FUD\ÀVK LQKDELWV RQO\ ZLGH DQG GHHS ULY-
well on land and in the water. Giant crabs sometimes burrow into HUV DQG IHHGV DOPRVW H[FOXVLYHO\ XSRQ ERWWRP GZHOOLQJ ÀVK 'XH WR
WKH VDQG GXULQJ WKH GD\ HPHUJLQJ RQO\ DW GXVN DQG GDZQ WR IHHG $W LWV JUHDW VL]H LW FDQ HDVLO\ SUH\ RQ VXFK ÀVK DV VWXUJHRQ FDUS DQG ODUJH
these times the beach is alive not only with the giant crabs, but with HHOV ,W LV YRUDFLRXV DQG VSHQGV PRVW RI LWV WLPH KXQWLQJ 2Q WKH ZKROH
WKHLU WLQ\ FRXVLQV DV ZHOO 7KH JLDQWV PD\ DOVR KXQW GXULQJ WKH GD\ it rarely crosses paths with adventurers, but it does compete with river
and night. ÀVKHUPHQ

7KH FUDE H[LVWV RQO\ RQ WKH PRVW EDVLF LQVWLQFWLYH OHYHO DQG LV LQWHU- Ecology: 7KH JLDQW FUD\ÀVK LV FRQVLGHUHG D GHOLFDF\ E\ RWKHU FUHDWXUHV
ested solely in survival. Crabs mate in the autumn and males attempt ZKLFK SHUKDSV DFFRXQWV IRU LWV UDULW\ 1L[LHV HVSHFLDOO\ SUL]H WKH PHDW
WR PDWH ZLWK DV PDQ\ IHPDOHV DV WKH\ FDQ )HPDOHV EXU\ WKHLU HJJV LQ RI WKH JLDQW FUD\ÀVK 'UDJRQ WXUWOHV JLDQW VQDSSLQJ WXUWOHV PHUURZV
WKH VDQG 7KH HJJV KDWFK WKH IROORZLQJ VSULQJ IHZ KDWFKOLQJV VXUYLYH JLDQW RWWHUV JDU JLDQW SLNH DQG VWRUP JLDQWV DUH MXVW VRPH RI WKH PRQ-
WR UHDFK PDWXULW\ 1DWXUH KDV IRUFHG WKH JLDQW FUDEV WR EHFRPH ÁH[LEOH VWHUV WKDW KXQW WKH JLDQW FUD\ÀVK ,W LV YHU\ IDU IURP EHLQJ WKH WRS SUHGD-
eaters, always willing to try new food sources. WRU LQ LWV IRRG FKDLQ DQG PXVW ÀJKW IRU LWV VXUYLYDO

Ecology: 7KH JLDQW FUDE SHUIRUPV D XVHIXO HFRORJLFDO IXQFWLRQ LQ NHHS-
LQJ WKH VHDVKRUHV IUHH RI ODUJH FDUULRQ WKDW ZRXOG RWKHUZLVH URW 2Q WKH
VKRUH LW LV KXQWHG E\ WKH XOWLPDWH SUHGDWRUV³KXPDQV DQG GHPLKX-
PDQV³IRU LWV VXSHUE PHDW DQG KDUG FKLWLQRXV VKHOO ZKLFK LV SUL]HG E\
some for making armor and shields.

50


Crypt Thing

CLIMATE/TERRAIN: $Q\ 7RPE RU JUDYH DUHD
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE:
TREASURE: 1LO
ALIGNMENT:
9HU\

=

1HXWUDO

NO. APPEARING: 1
ARMOR CLASS: 3
MOVEMENT: 12
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS:
SPECIAL DEFENSES: 7HOHSRUW
MAGIC RESISTANCE: See below
SIZE:
MORALE: 1LO
XP VALUE:
0 · WDOO

)DQDWLF
975

Crypt things are strange undead creatures that sometimes guard Habitat/Society: &U\SW WKLQJV DUH QRW D QDWXUDO SDUW RI RXU ZRUOG WKH\
WRPEV JUDYHV DQG FRUSVHV 7KHUH DUH WZR W\SHV RI FU\SW WKLQJV³DQ- KDYH QR RUJDQL]HG VRFLHW\ RU FXOWXUH 7KH\ DUH IRXQG ZKHUHYHU WRPEV
and crypts are located.
FHVWUDO DQG VXPPRQHG 7KH IRUPHU W\SH DUH ´QDWXUDOµ FUHDWXUHV ZKLOH
7KH PRVW FRPPRQ FU\SW WKLQJ LV WKH VXPPRQHG YDULHW\ %\ XVH RI D
WKH RWKHUV DUH FDOOHG LQWR H[LVWHQFH E\ D ZL]DUG RU SULHVW RI DW OHDVW WK WK OHYHO VSHOO VHH EHORZ DQ\ FDVWHU FDSDEOH RI HPSOR\LQJ QHFURPDQ-
level. tic spells can create a crypt thing.

$ FU\SW WKLQJ ORRNV OLNH QRWKLQJ PRUH WKDQ DQ DQLPDWHG VNHOHWRQ $QFHVWUDO FU\SW WKLQJV DUH WKH UDLVHG VSLULWV RI WKH GHDG WKDW KDYH
UHWXUQHG WR JXDUG WKH WRPEV RI WKHLU GHVFHQGDQWV 7KLV KDSSHQV RQO\ LQ
VDYH WKDW LW LV DOZD\V FORWKHG LQ D ÁRZLQJ UREH RI EURZQ RU EODFN (DFK UDUH FDVHV GHWHUPLQHG E\ WKH '0

H\H VRFNHW LV OLW E\ D ÀHUFH UHG SLQSRLQW RI OLJKW WKDW LV DOPRVW K\SQRWLF Ecology: 7KH FU\SW WKLQJ LV QRW D EHLQJ RI WKLV ZRUOG DQG WKXV KDV QR
in its intensity. SURSHU HFRORJLFDO QLFKH ,W LV UXPRUHG WKDW WKH SRZGHUHG PDUURZ IURP
D FU\SW WKLQJ·V ERQHV FDQ EH XVHG WR FUHDWH D potion of undead control. ,Q
Combat: $ FU\SW WKLQJ H[LVWV RQO\ WR SURWHFW WKH ERGLHV RI WKRVH ZKR addition, anyone who employs the bones of a crypt thing to manufac-
ture a set of pipes of haunting LV OLNHO\ WR FUHDWH D PDJLFDO LWHP WKDW
KDYH EHHQ ODLG WR UHVW LQ LWV ODLU ,W DFWV RQO\ WR GHIHQG LWV FU\SW 6KRXOG LPSRVHV D ² SHQDOW\ WR LWV YLFWLPV· VDYLQJ WKURZV DQG KDV GRXEOH QRU-
grave robbers or vandals seek to enter and profane the sanctity of its mal effectiveness if the saving throws fail.
tomb, the crypt thing becomes instantly animated.

$ FU\SW WKLQJ·V ÀUVW OLQH RI GHIHQVH LV D SRZHUIXO YDULHW\ RI WHOHSRUWD-

WLRQ ZKLFK LW FDQ FDVW RQFH RQ DQ\ JLYHQ JURXS RI DGYHQWXUHUV (DFK
of those attacked with this spell must roll a successful saving throw vs.
spell or be instantly transported away from the crypt. DMs should use
the following table as a guideline, rolling 1d100 for each person who

IDLOV WKH VDYLQJ WKURZ EXW WKH\ DUH IUHH WR XVH WKHLU RZQ MXGJPHQW DV
well:

01-20 G ð · QRUWK Create Crypt Thing
21-40
41-60 G ð · HDVW WK OHYHO :L]DUG RU 3ULHVW VSHOO QHFURPDQWLF
61-80
81-90 G ð · ZHVW 5HYHUVLEOH
91-00
G ð · VRXWK 5DQJH 7RXFK &DVWLQJ 7LPH URXQG
1 dungeon level up
1 dungeon level down Components: V, S

$UHD RI (IIHFW FRUSVH

7KRVH WHOHSRUWHG E\ WKH FU\SW WKLQJ FDQQRW PDWHULDOL]H LQVLGH VROLG PDW- Duration: Permanent 6DYLQJ 7KURZ 1RQH

WHU EXW WKH\ GR QRW QHFHVVDULO\ DUULYH DW ÁRRU OHYHO 3DUWLFXODUO\ FOHYHU 7KLV VSHOO HQDEOHV WKH FDVWHU WR FDXVH D VLQJOH GHDG ERG\ WR DQLPDWH
crypt things have been known to transport victims several hundred feet
into the air or atop a vast chasm, leaving them to fall to their deaths. DQG DVVXPH WKH VWDWXV RI D FU\SW WKLQJ 7KLV VSHOO FDQ EH FDVW RQO\ LQ

2QFH LW KDV HPSOR\HG WKLV SRZHU D FU\SW WKLQJ DWWDFNV E\ FODZLQJ WKH WRPE RU JUDYH DUHD WKH FU\SW WKLQJ LV WR SURWHFW WKH VSHOO UHTXLUHV
with its skeletal hands for 1d8 points of damage.
WKDW WKH FDVWHU WRXFK WKH VNXOO RI WKH VXEMHFW ERG\ 2QFH DQLPDWHG
$ FU\SW WKLQJ FDQ EH KLW RQO\ E\ PDJLFDO ZHDSRQV
/LNH DOO XQGHDG FU\SW WKLQJV DUH LPPXQH WR FHUWDLQ VSHOOV ,W LV LP- WKH FU\SW WKLQJ UHPDLQV XQWLO GHVWUR\HG 2QO\ RQH FU\SW WKLQJ PD\
possible to employ a charm, hold, or sleep spell against a crypt thing with guard a given tomb.
any chance of success. Crypt things are harmed by holy water or holy
$ VXFFHVVIXO dispel magic spell returns the crypt thing to its original
V\PEROV DV DUH PDQ\ XQGHDG FUHDWXUHV 7KH PDJLF WKDW URRWV WKHP WR
their lairs is so powerful, in fact, that it also eliminates any chance for XQDQLPDWHG VWDWH $WWHPSWV WR UHVWRUH WKH FU\SW WKLQJ EHIRUH WKLV LV
priests or paladins to turn them. done fail for any magic short of a wish.

7KH UHYHUVH RI WKLV VSHOO destroy crypt thing, utterly annihilates any
RQH VXFK EHLQJ DV VRRQ DV LW LV WRXFKHG E\ WKH FDVWHU 7KH WDUJHW LV DO-
lowed a saving throw vs. death magic to avoid destruction.

51


Death Knight

CLIMATE/TERRAIN: $Q\
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE:
TREASURE: 1LO
ALIGNMENT:
*HQLXV
NO. APPEARING:
ARMOR CLASS: 1LO
MOVEMENT: Chaotic evil
HIT DICE:
THAC0: 1
NO. OF ATTACKS: 0
DAMAGE/ATTACK: 12
SPECIAL ATTACKS:
SPECIAL DEFENSES: VLGHG GLFH
MAGIC RESISTANCE: 11
SIZE: 1 with + 3 bonus
MORALE: By weapon
XP VALUE: See below
See below

VHH EHORZ

0 · · WDOO

)DQDWLF
6,000

$ GHDWK NQLJKW LV WKH KRUULI\LQJ FRUUXSWLRQ RI D .QLJKW RI 6RODPQLD $ GHDWK NQLJKW·V PDJLFDO DELOLWLHV PDNH LW HVSHFLDOO\ GDQJHURXV ,W
cursed by the gods to its terrible form as punishment for betraying the constantly generates fear in a 5-foot radius, and it can cast detect magic,
code of honor it held in its former life. detect invisibility, and wall of ice DW ZLOO 7ZLFH SHU GD\ LW FDQ FDVW dispel
magic. 2QFH SHU GD\ LW FDQ XVH HLWKHU power word, blind, power word, kill,
$ GHDWK NQLJKW UHVHPEOHV D KXONLQJ NQLJKW W\SLFDOO\ WDOOHU WKDQ or power word, stun. ,W FDQ DOVR FDVW symbol of fear or symbol of pain once
IHHW DQG ZHLJKLQJ PRUH WKDQ SRXQGV ,WV IDFH LV D EODFNHQHG VNXOO per day, as well as a 20-dice ÀUHEDOO RQFH SHU GD\ $OO RI LWV PDJLFDO VSHOOV
FRYHUHG ZLWK VKDUGV RI VKULYHOHG URWWLQJ ÁHVK ,W KDV WZR WLQ\ JORZLQJ function at the 20th level of ability.
RUDQJH UHG SLQSRLQWV IRU H\HV ,WV DUPRU LV VFRUFKHG EODFN DV LI LW KDG
EHHQ LQ D ÀUH 7KH GHPHDQRU RI D GHDWK NQLJKW LV VR WHUULI\LQJ WKDW HYHQ $ GHDWK NQLJKW FDQQRW EH WXUQHG EXW LW FDQ EH GLVSHOOHG E\ holy word
kender have been known to become frightened. VSHOO ,W KDV WKH SRZHU RYHU XQGHDG RI D WK OHYHO HYLO SULHVW ,WV PDJLF
UHVLVWDQFH LV DQG LI DQ RU ORZHU LV UROOHG RQ WKH SHUFHQWLOH UROO
$ GHDWK NQLJKW·V GHHS FKLOOLQJ YRLFH VHHPV WR HFKR IURP WKH WKH VSHOO LV UHÁHFWHG EDFN DW WKH FDVWHU WKH PDJLF UHVLVWDQFH LV UHUROOHG
GHSWKV RI D ERWWRPOHVV FDYHUQ $ GHDWK NQLJKW FRQYHUVHV LQ WKH each time a spell is cast at a death knight).
language it spoke in its former life, as well as up to six additional
languages. Habitat/Society: 7KH GHDWK NQLJKWV RI .U\QQ DUH IRUPHU .QLJKWV RI
6RODPQLD ZKR ZHUH MXGJHG E\ WKH JRGV WR EH JXLOW\ RI XQIRUJLYDEOH
Combat: $ GHDWK NQLJKW UHWDLQV WKH ÀJKWLQJ VNLOOV LW KDG LQ LWV IRUPHU FULPHV VXFK DV PXUGHU RU WUHDVRQ )RU LQVWDQFH /RUG 6RWK WKH PRVW
life. Since it has little regard for its own safety and an intense hatred famous of all death knights, murdered his wife so that he could con-
of most living creatures, it is an extremely dangerous opponent. Still, tinue an affair with an elfmaid.) Death knights are cursed to remain in
a death knight retains a semblance of the pride it held as a Knight of WKHLU IRUPHU GRPDLQV XVXDOO\ FDVWOHV RU RWKHU VWURQJKROGV 7KH\ DUH
6RODPQLD DQG ÀJKWV KRQRUDEO\ ,W QHYHU DPEXVKHV RSSRQHQWV IURP EH- further condemned to remember their crime in song on any night when
hind, nor does it attack before an opponent has an opportunity to ready RQH RI .U\QQ·V WKUHH PRRQV LV IXOO IHZ VRXQGV DUH DV WHUULI\LQJ DV D
his weapon. Surrender is unknown to a death knight, and it will parley GHDWK NQLJKW·V FKLOOLQJ PHORG\ HFKRLQJ WKURXJK WKH PRRQOLW FRXQWU\-
RQO\ LI LW VHQVHV LWV RSSRQHQW KDV FUXFLDO LQIRUPDWLRQ VXFK DV WKH IDWH RI side. Death knights are likely to attack any creature that interrupts their
a former family member). songs or trespasses in their domains.

$ GHDWK NQLJKW KDV D VWUHQJWK RI ,W XVXDOO\ DWWDFNV ZLWK a Ecology: 'HDWK NQLJKWV KDYH QR SK\VLRORJLFDO IXQFWLRQV 7KH\ DUH
VZRUG RI WKH WLPH WKLV LV D PDJLFDO VZRUG :KHQ D PDJLFDO VZRUG sometimes accompanied by skeleton warriors, liches, and other undead
is indicated, roll 1d6 and consult the following table: who serve as their aides.

Roll Death Knight’s Sword
1 Long sword +2
2 Two-handed sword +3
3 Two-handed sword +4
4 Short sword of quickness
5 Short sword of dancing
6 Short sword of life stealing

A death knight wears the same armor it wore in its previous life, but
UHJDUGOHVV RI WKH TXDOLW\ RI WKH DUPRU LW DOZD\V KDV DQ $& RI +LW
points for a death knight are determined by rolling 10-sided dice.

52


Deepspawn

CLIMATE/TERRAIN: $Q\ DQ\
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE:
TREASURE: 2PQLYRURXV
ALIGNMENT:
*HQLXV
NO. APPEARING:
ARMOR CLASS: . / 0 4 ð 9 ð ;
MOVEMENT: Chaotic evil
HIT DICE:
THAC0: 1
NO. OF ATTACKS: 6
DAMAGE/ATTACK: 6, Sw 8
14
SPECIAL ATTACKS: 7
SPECIAL DEFENSES: 6 or 3
MAGIC RESISTANCE:
SIZE: ð ð
MORALE:
XP VALUE: RU E\ ZHDSRQ W\SH ð
See below
See below



+ · GLDP WHQWDFOHV WR · ORQJ

(OLWH
12,000

Deepspawn are infamous horrors who give birth to many other variet- Deepspawn can also cast ESP and water breathing at will, and may
employ a heal VSHOO VHOI RQO\ RQFH D GD\ ,I D 'HHSVSDZQ·V OLIH LV
LHV RI PRQVWHUV D VLQJOH 'HHSVSDZQ FDQ PDNH D YDVW DUHD GDQJHURXV WKUHDWHQHG LW KXUOV FDFKHV RI VHL]HG ZHDSRQV DV PLVVLOHV XQOHDVKHV
even for alert, well-armed adventurers. any magical items it has, and tries to escape by a planned route. Deep-
spawn seem immune to all known venoms, and regenerate lost arms
Deepspawn look like large, rubbery spheres of mottled grey and stalks, though slowly, healing 2 hp per day.

DQG EURZQ 6L[ DUPV SURMHFW IURP WKHLU ERGLHV WKUHH DUH WHQWDF OH Habitat/Society: 'HHSVSDZQ SUHIHU WR OHW WKHLU RIIVSULQJ ÀJKW IRU WKHP
DUPV DQG WKUHH DUH MDZ DUPV HQGLQJ LQ PRXWKV RI PDQ\ WHHWK $ 'HHS- 7KHLU ODLUV DUH LQ FDYHUQV GXQJHRQV RU UXLQV DQG DUH DPSO\ SURWHFWHG

VSDZQ DOVR KDV RYHU ORQJ UHWUDFWDEOH ÁH[LEOH H\H VWDONV LW H[WHQGV E\ WUDSV DQG JXDUGLDQ PRQVWHUV WKHLU ´VSDZQµ ,I WKHVH GHIHQVHV DUH
only three or four at a time, well away from harm. penetrated, the Deepspawn will usually be found in a readily-defended
room or den, and it will always have at least one or more escape routes.
Combat: When found, Deepspawn are usually half buried in a pile of
Deepspawn are native to the Deeps, and have successfully resisted
VOLSSHU\ VKLIWLQJ FRLQV DQG RWKHU WUHDVXUH 7KLV PD\ FRQFHDO WKHLU DUPV attempts by dwarves, drow, duergar, cloakers, illithids, and aboleth to
exterminate them. Deepspawn seldom make their lairs within 30 miles
VR WKDW WHQWDFOHV DQG PRXWKV HUXSWLQJ IURP WKH WUHDVXUH PD\ DW ÀUVW of each other, but individuals may be much closer together under-
ground, on different levels.
VHHP WR EH WKH DWWDFNV RI VHSDUDWH PRQVWHUV 7KH WUHDVXUH PD\ KDPSHU
RSSRQHQWV DQG HYHQ VKLHOG WKH 'HHSVSDZQ IURP VRPH GDPDJH DV GH- Ecology: Deepspawn will eat anything organic, but prefer fresh meat.
termined by the DM). %\ VRPH XQH[SODLQHG QDWXUDO PHDQV 'HHSVSDZQ FDQ ´JURZµ DQG
give birth to any creature native to the Prime Material plane it has ever
$ 'HHSVSDZQ DWWDFNV E\ FDVWLQJ hold spells at intruders, casting GHYRXUHG EXW QRW XQGHDG RU RWKHU GXDO GLPHQVLRQDO FUHDWXUHV 7KH
spells once every three rounds. Victims under a hold spell are gripped ´VSDZQµ KDYH WKH QDWXUDO DWWDFNV PDJLFDO DELOLWLHV DOLJQPHQW DQG LQ-
E\ WHQWDFOH DUPV DQG FRQVWULFWHG DV RWKHU WHQWDFOHV ÀJKW RII RWKHU LQ- telligence of their creators. Class abilities and other learned skills are
QRW SDVVHG RQ WR WKHP $ VSDZQ ´JURZVµ LQ G GD\V YDU\LQJ ZLWK
WUXGHUV E\ ZLHOGLQJ ZHDSRQV³LQFOXGLQJ DQ\ PDJLFDO LWHPV XVDEOH E\ VL]H DQG FRPSOH[LW\ LQ D 'HHSVSDZQ ZKLFK PXVW LQJHVW PHDW YHJ-
HWDEOH PDWWHU DQG ZDWHU RU EORRG WR IXHO WKH ´ELUWKµ 7KH 'HHSVSDZQ
ÀJKWHUV 'HHSVSDZQ ORYH WR HQJDJH SUH\ ZLWK ZHDSRQV DQG WKHQ ELWH WKHQ RSHQV DQG HMHFWV D IXOO\ DFWLYH VSDZQ 6SDZQ DUH QHYHU KRVWLOH WR-
wards their parent, and cannot be made to attack them even by magical
WKHP IURP EHKLQG ZLWK D MDZ DUP means. Spawn can attack or defend themselves within one round of
HPHUJLQJ $W WKH '0·V RSWLRQ WKH\ PD\ XVH FHUWDLQ SRZHUV RU DELOLWLHV
$ WHQWDFOH DUP FDQ VODS IRU G SRLQWV RI GDPDJH JUDVS LWHPV RU clumsily for a few rounds.

EHLQJV DQG PRYH WKHP DERXW ZLWK 6WUHQJWK ZLHOG GHOLFDWH NH\V RU
weapons, or constrict victims.

&RQVWULFWLRQ UHTXLUHV D VXFFHVVIXO DWWDFN UROO DXWRPDWLF LI WKH YLF-
tim is under a hold spell), and does 1d4 points of damage, plus 1d4+1

SRLQWV SHU URXQG WKHUHDIWHU ,Q DQ\ URXQG LQ ZKLFK D EHLQJ JHWV IUHH LW
takes only 1 point of constriction damage. Constricted victims can be

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UXLQLQJ VSHOOFDVWLQJ DQG IRUFLQJ VDYLQJ WKURZV RQ IUDJLOH LWHPV 7KLV
action causes the constricted victim no extra damage unless driven

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Victims may only escape constriction by severing the tentacle-arm

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DUP KDV +' VHYHULQJ RFFXUV LI GDPDJH HTXDO WR KDOI D WHQWDFOH DUP·V
hit points is dealt in a concentrated area by edged or pointed weap-

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HDFK URXQG RI FRQVWULFWLRQ DGGLQJ WKHLU UHVSHFWLYH VWUHQJWKV IRU

WKH 'HHSVSDZQ ,I WKH YLFWLP KDV WKH KLJKHU WRWDO LW ZLQV LWV IUHHGRP

53


Dinosaur

Ankylo- Deinony- Diplodocus Elasmo- Lambeo- Pteranodon Stegosaurus Triceratops Tyranno-

saurus chus saurus saurus saurus

CLIMATE/TERRAIN: $Q\ ODQG $Q\ ODQG $Q\ VZDPS $Q\ RFHDQ $Q\ ODQG $Q\ $Q\ ODQG $Q\ ODQG $Q\ ODQG
FREQUENCY: Common
ORGANIZATION: 8QFRPPRQ Rare Common 8QFRPPRQ Common Common Common 8QFRPPRQ
DIET: Solitary Pack )ORFN Herd Herd Solitary
Herbivore Carnivore )DPLO\ Solitary Herd Carnivore Herbivore Herbivore Carnivore
NO. APPEARING:
ARMOR CLASS: Herbivore Carnivore Herbivore
MOVEMENT:
HIT DICE: 2-5 1-6 1-6 1-2 2-16 3-18 2-8 2-8 1-2
THAC0: 0 7 5 2/6 5
NO. OF ATTACKS: 6 4676 )O 6 9 15
DAMAGE/ATTACK: 9 3+3 18 16 18
11 21 6 3, Sw 15 12 17 5 5 5
SPECIAL ATTACKS: 1 1 1 3 3
SIZE: 3-18 4+1 24 15 12 2-8 5-20 1-8/1-12/ 1-6/1-6/
1-12 5-40
MORALE: 1LO 17 5 5 9 1LO 1LO See below
XP VALUE: + · / · + · 7UDPSOLQJ
long) 3111 wingspan) long) * ·
(OLWH $YJ (OLWH + · long)
1,400 1-3/1-3/ 3-18 4-24 2-12 175 9,000 long)
6WHDG\
2-8 (OLWH 12,000
8,000
Jump, rake See below 1LO 1LO

/ · * · * · + ·
long) long) long) long)

6WHDG\ 6WHDG\ 6WHDG\ 6WHDG\

270 16,000 6,000 2,000

Dinosaurs are found on alternate planes of existence, or even on lost Habitat/Society: Dinosaurs can be found in almost any type of environ-

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society and little family life, with most species abandoning eggs before
DUH QRUPDOO\ IRXQG LQ DOO RWKHU SODFHV WKH\ DUH YHU\ UDUH DW EHVW $OO they hatch.
dinosaurs in this entry share the following characteristics:

ACTIVITY CYCLE: Day Ecology: Sages do not understand what has made dinosaurs extinct on
INTELLIGENCE: $QLPDO FHUWDLQ ZRUOGV EXW WKH\ GR H[LVW LQ WKH ´ORVW ODQGVµ RQ VHYHUDO ZRUOGV
TREASURE: 1LO 7KHUH PD\ EH SODFHV ZKHUH GLQRVDXUV KDYH FRQWLQXHG WR HYROYH LQWR
ALIGNMENT: 1HXWUDO GLIIHUHQW IRUPV WKH\ PD\ EH DQFHVWRUV RI PRGHUQ OL]DUG PHQ
MAGIC RESISTANCE: 1LO
SPECIAL DEFENSES: 1LO Ankylosaurus
7KLV DUPDGLOOR OLNH RUQLWKLVFKLDQ ZHLJKV IRXU RU ÀYH WRQV PRVW RI WKLV
'LQRVDXUV RU ´WHUULEOH OL]DUGV µ DUH UHSWLOHV GHVFHQGHG IURP DQ- ZHLJKW EHLQJ LWV DUPRU SODWLQJ VLGH VSLQHV DQG JUHDW NQREEHG WDLO ,I
attacked or threatened, this creature lashes out with its tail, delivering
FHVWUDO UHSWLOHV FDOOHG WKHFRGRQWV 7KH WZR W\SHV RI GLQRVDXUV DUH blows of considerable force.

V DXULVFKLDQV ´OL]DUG KLSSHGµ DQG RUQLWKLVFKLDQV ´ELUG KLSSHGµ $ UHODWHG VSHFLHV LV WKH SDOHRFLQWKXV ZKLFK KDV EHWWHU SODWLQJ
named for terms describing their pelvic structures. Within the sau- $& ² DQG D VSLNHG UDWKHU WKDQ FOXE OLNH WDLO
rischia are the carnivorous therapods, represented here by tyrannosau-
rus, and the herbivorous sauropods, represented here by diplodocus. Deinonychus
Saurischians also include ornithomimosaurs and the related dromaeo- 7KLV IDVW FDUQLYRUH XVHV LWV VSHHG LWV ORQJ JUDVSLQJ IRUHDUPV ODUJH
saurs, represented here by deinonychus. teeth, and hind legs with their ripping talons in terrible combination.
,W KXQWV E\ UXQQLQJ DW SUH\ OHDSLQJ DQG UDNLQJ ZLWK LWV UHDU FODZV DV
0DQ\ RUQLWKLVFKLDQV KDYH DUPRU KRUQV RU ERWK 7KH\ LQFOXGH LW FODZV DQG ELWHV 7KH MXPS LV D FKDUJH VR WKH FUHDWXUH JDLQV D RQ
DWWDFN UROOV 7KH UHDU WDORQV FRXQW DV RQO\ RQH DWWDFN DQG FDXVH D WRWDO
FHUDWRSVLDQV UHSUHVHQWHG E\ WULFHUDWRSV RUQLWKRSRGV VXFK DV WKH of 2d6 damage. When attacking a larger creature, the deinonychus
RIWHQ MXPSV RQ WRS RI LW DQG KROGV RQ ZLWK LWV IURQW FODZV ZKLOH FRQ-
KDGURVDXUV UHSUHVHQWHG E\ WKH ODPEHRVDXUXV DQN\ORVDXUXV DQG WLQXLQJ WR UDNH ZLWK WKH UHDU FODZV 7KH GHLQRQ\FKXV KDV D UHODWLYHO\
stegosaurus. large brain for a dinosaur, and its pack hunts with cunning tactics.

'LQRVDXUV FRPH LQ PDQ\ VL]HV DQG VKDSHV 7KRVH SUHVHQWHG KHUH 'HVSLWH EHLQJ IHHW ORQJ WKLV GLQRVDXU LV RQO\ DERXW IHHW WDOO ,WV
are generally large. Bigger species have drab colors, while smaller di- tail extends straight out behind it, held aloft by an intricate structure
nosaurs have a wide variety of markings. Most dinosaurs have a skin of bony supports, thus allowing its 150 pounds of weight to be carried
entirely by the back legs.
ZKLFK LV SHEEO\ LQ WH[WXUH VRPH FORVHO\ UHODWHG VSHFLHV RI UHSWLOH KDYH
fur, and some may have feathers. 7KH GHLQRQ\FKXV LV D GURPDHRVDXU GLQRVDXUV ZKLFK DUH UHODWHG WR
RUQLWKRPLPRVDXUV LWV GLVWDQW UHODWLYHV LQFOXGH WKH FKLFNHQ VL]HG QLJKW
Combat: 'LQRVDXUV VHHP WR EH D PL[WXUH RI HQGRWKHUPLF ´ZDUP KXQWHU FRPSVRJQDWKXV DQG WKH RVWULFK OLNH VWUXWKLRPLPXV 1HLWKHU LV
as formidable as the deinonychus.
EORRGHGµ DQG H[RWKHUPLF ´FROG EORRGHGµ 7KH\ UHJXODWH ERG\
temperature internally, but also depend on external heat somewhat. Diplodocus
7KLV VDXURSRG OLYHV SULPDULO\ RQ ZDWHU SODQWV VR LV RIWHQ IRXQG LQ RU
7KRXJK WKH\ PD\ EH VORZ RQ D FROG PRUQLQJ WKH\ PD\ QRW EH DV VORZ QHDU ODNHV DQG PDUVKHV ,W DQG UHODWHG VSHFLHV FDQ DOVR EH IRXQG RQ IHUQ
as a typical reptile. SUDLULHV DQG LQ RSHQ IRUHVWV ,W ZHLJKV DERXW WRQV 7KRXJK LW XVXDOO\
ignores small things, it can step on anything in its way, or even rear up
Most of these huge reptiles have comparatively small brains, but DQG FRPH GRZQ RQ WKUHDWHQLQJ FUHDWXUHV WKLV WUDPSOLQJ FDXVHV G
GDPDJH 7KH GLSORGRFXV FDQ DOVR ZKLS ZLWK LWV WDLO IRU G GDPDJH
PDQ\ RI WKH SUHGDWRUV DUH TXLWH FXQQLQJ $OO PXVW HDW ODUJH DPRXQWV RI

IRRG WR PDLQWDLQ WKHLU KXJH ERGLHV $V D UHVXOW VDXURSRGV HDW DOPRVW
constantly, and carnivores hunt almost constantly and also eat carrion.

7KRXJK WKH FDUQLYRUHV DUH ERWK YRUDFLRXV DQG IHURFLRXV FHUWDLQ
plant eaters are very aggressive in their defense, usually with armor or
horns. Just because they do not eat meat does not mean they will not
kill other animals.

54


Dinosaur

Related species include the huge brachiosaurus, which weighs about

WRQV DQG DYHUDJHV IHHW LQ OHQJWK ,W FDXVHV G GDPDJH ZKHQ
trampling.

Elasmosaurus

7KH HODVPRVDXUXV ORRNV OLNH D VQDNH ZLWK ÀQV DQG D WKLFN ERG\ ,W LV

DJJUHVVLYH DWWDFNLQJ DQ\WKLQJ LW QRWLFHV ,WV QHFN PDNHV XS RQH KDOI

LWV WRWDO OHQJWK 7KH FUHDWXUH LV VWURQJ IDVW DQG KLJKO\ PDQHXYHUDEOH
able to turn quickly and lunge at prey. When hunting, the elasmosau-
rus travels with its head out of the water, snapping down quickly to

VHL]H SUH\

7KLV FUHDWXUH·V UHODWLYHV LQFOXGH PDQ\ RWKHU W\SHV RI SOHVLRVDXUV DQG
SOLRVDXUV )HPDOHV WUDYHO RQWR VDQG\ EHDFKHV WR OD\ WKHLU HJJV LQ VKDO-
low depressions.

Lambeosaurus

7KLV LV D YHU\ FRPPRQ ´GXFN ELOOHGµ GLQRVDXU ELSHGDO ZLWK D ÁDW
VQRXW DQG FUHVWV RQ LWV KHDG $ SHDFHIXO KHUELYRUH WKLV KDGURVDXU SUH-

IHUV WR UXQ IURP DWWDFN LWV RQO\ GHIHQVH LV LWV ODVKLQJ WDLO ,W KDV H[FHOOHQW
senses, used to detect predators.

,WV HQHPLHV LQFOXGH PRVW FDUQLYRUHV 5HODWHG VSHFLHV LQFOXGH PDQ\

RWKHU VSHFLHV RI GXFN ELOOHG GLQRVDXUV DV ZHOO DV WKH LJXDQRGRQ 7KH
latter has sharp thumb spikes which can cause 1-3 damage each, in ad-
dition to its tail attack.

Pteranodon $Q\ FUHDWXUH WKDW LQIULQJHV RQ WKH WHUULWRU\ RI WKHVH UHSWLOHV LV OLNHO\
$OWKRXJK WKLV Á\LQJ UHSWLOH W\SLFDOO\ GLYHV IRU PDULQH SUH\ LW DWWDFNV to be charged and skewered. Smaller creatures are trampled, suffering
DQ\ FUHDWXUH WKDW DSSHDUV WR EH YXOQHUDEOH 7KH SWHUDQRGRQ KDV QR G SRLQWV RI GDPDJH 7KH WULFHUDWRSV DOVR XVHV LWV KRUQV LQ ÀJKWV IRU
teeth, but spears victims with its beak if they are too large to swal- GRPLQDQFH ZLWKLQ WKH KHUG VR LW LV QRW XQXVXDO WR ÀQG VSHFLPHQV ZLWK
ORZ DW D JXOS 7KH EHDN RI D W\SLFDO SWHUDQRGRQ LV DERXW IHHW ORQJ SDVW LQMXULHV RQ WKHLU KHDGV

'HVSLWH WKH FUHDWXUH·V KXJH ZLQJVSDQ LWV ZLQJV DUH YHU\ OLJKW DQG Related species have the same bony plate which protects their
LWV IXUUHG ERG\ LV RQO\ D OLWWOH ODUJHU WKDQ D KXPDQ EHLQJ WKH ZKROH QHFNV DV ZHOO DV GLIIHUHQW QXPEHUV RI KRUQV 7KH PRQRFORQLXV KDV
ZHLJKV RQO\ DERXW SRXQGV $ SWHUDQRGRQ FDQ FDUU\ RII SUH\ XS WR D VLQJOH QRVH KRUQ WKH SHQWDFHUDWRSV KDV WKUHH WUXH KRUQV OLNH WKH
four times its own weight. WULFHUDWRSV SOXV KRUQ OLNH SURWUXVLRQV MXWWLQJ IURP LWV FKHHNV DQG
the styracosaurus has a frill of horns located around the edge of its
7KHUH DUH DOO VL]HV RI UHODWHG VSHFLHV FORVH UHODWLYHV KDYH FUHVWV RQ neck-plate.
WKHLU KHDGV WR EDODQFH WKHLU ORQJ EHDN IRU ÁLJKW
Tyrannosaurus
Stegosaurus 7KLV UDYHQRXV FUHDWXUH LV RQH RI WKH PRVW IHDUVRPH DQG WHUULEOH RI DOO
$QRWKHU RI WKH RUQLWKLVFKLDQV WKH VWHJRVDXUXV RU ´SODWHG OL]DUG µ LV D FDUQLYRURXV GLQRVDXUV 'HVSLWH LWV KXJH VL]H DQG HLJKW WRQ ZHLJKW WKH
ODUJH VWXSLG KHUELYRURXV GLQRVDXU ZLWK DJJUHVVLYH GHIHQVHV ,W WKULYHV PRQVWHU LV D VZLIW UXQQHU ,WV KXJH KHDG LV QHDUO\ IHHW ORQJ DQG LWV
QHDUO\ DQ\ZKHUH DQG LV RIWHQ IRXQG RQ SODLQV RU LQ MXQJOHV teeth are from 3 to 6 inches in length.

$ VWHJRVDXUXV LV DERXW IHHW WDOO DW WKH PLGGOH RI LWV EDFN LWV KXPSHG 7\UDQQRVDXUXV UH[ WKH ´W\UDQW OL]DUG NLQJ µ LV D SODLQV GZHOOHU DQG
spine is lined with a double row of leaf-shaped plates which help the VR UHOHQWOHVVO\ DQG VWXSLGO\ ÀHUFH WKDW LW ZLOO DWWDFN D VPDOO WULFHUDWRSV
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IRXU RU PRUH ERQ\ VSLNHV RI XS WR IHHW LQ OHQJWK $Q HQODUJHG VSLQDO hours as the horns of the victim pierce the stomach of the victor.
QRGH KHOSV UHOD\ FRPPDQGV WR WKH WDLO DQG UHDU OHJV 7KH VWHJRVDXUXV
continually turns its posterior towards an enemy, while tucking its head 7KLV GLQRVDXU·V IDYRULWH IRRG LV DQ\ KDGURVDXU VXFK DV WKH WUDFKRGRQ
ORZ ,W UHDFWV LQ WKH VDPH PDQQHU LI DQ\WKLQJ QHDU VHHPV WKUHDWHQLQJ 7KH PRQVWHU SXUVXHV DQG HDWV QHDUO\ DQ\WKLQJ FUHDWXUHV RI PDQ VL]H RU
smaller are swallowed whole on a natural attack roll of 18 or higher.
Similar species include the dacentrus, which has spikes along its 7KH W\UDQQRVDXUXV DOVR HDWV FDUULRQ FKDVLQJ DZD\ DQ\ VPDOOHU FUHD-
backbone instead of plates, and the kentrosaurus, which has bony tures to steal a meal found with its keen sense of smell.
plates along the front half of its spine, and spikes along the rear half.
$OO KDYH VSLNHG WDLOV 7KHUH DUH PDQ\ RWKHU VSHFLHV RI FDUQRVDXU VRPH VPDOOHU DQG IDVWHU
than tyrannosaurus. Some have stronger arms and more dangerous up-
Triceratops per claws.
7KH ODUJHVW RI WKH FHUDWRSVLDQV RU KRUQ IDFHG GLQRVDXUV DQG E\ IDU WKH
PRVW DJJUHVVLYH WKLV EHDNHG KHUELYRUH LV D SODLQV GZHOOHU ,W KDV D KXJH
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LWV QRVH 7KH KHDG DQG QHFN DUH $& LWV ERG\ LV QRW DUPRUHG VR LV $&
7KH WULFHUDWRSV ZHLJKV MXVW RYHU WRQV

55


Displacer Beast

CLIMATE/TERRAIN: 7HPSHUDWH PRXQWDLQV
FREQUENCY: Very rare
ORGANIZATION: Pack
ACTIVITY CYCLE: $Q\
DIET: Carnivorous
INTELLIGENCE: 6HPL
TREASURE: D in lair
ALIGNMENT: /DZIXO HYLO

NO. APPEARING: G
ARMOR CLASS: 4
MOVEMENT: 15
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 2
DAMAGE/ATTACK: G G
SPECIAL ATTACKS: 1LO
SPECIAL DEFENSES: ² RQ RSSRQHQW·V DWWDFN UROO
MAGIC RESISTANCE: 1LO
SIZE: / · · ORQJ
MORALE: (OLWH
XP VALUE: 975

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two powerful black tentacles growing from its shoulders. Very rare, the cubs are taught how to hunt. When this is completed, the family
they stay far from human habitations.
JURXS GLVEDQGV DQG WKH PRQVWHUV ZDQGHU RII WR MRLQ VHSDUDWH SDFNV
7KH GLVSODFHU EHDVW KDV WKH EOXH EODFN FRORULQJ RI D GDUN SDQWKHU
:KLOH UDLVLQJ \RXQJ WKH PRQVWHUV DUH ÀHUFHO\ SURWHFWLYH RI WKHLU ODLUV
DQG D ORQJ FDW OLNH ERG\ DQG KHDG )HPDOHV UDQJH LQ OHQJWK IURP WR
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IHHW DQG ZHLJK SRXQGV PDOHV DUH WR IHHW ORQJ DQG ZHLJK other goes off to hunt. Dead prey is dragged back to the lair to be eaten
E\ WKH IDPLO\ /DLUV DUH OLWWHUHG ZLWK WKH ERQHV HTXLSPHQW DQG WKH WUHD-
XS WR SRXQGV 7KH\ KDYH VL[ OHJV 7HQWDFOHV DUH WLSSHG ZLWK URXJK sures of its victims.

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green, even after death. an undying hatred of blink dogs. Many theories attempt to account
for this enmity. Some sages believe it springs from antipathy in tem-
Combat: 7KH GLVSODFHU EHDVW LV D ÀHUFH VDYDJH FUHDWXUH WKDW KDWHV DOO
forms of life. Highly aggressive, the displacer beast will attack on sight, SHUDPHQWV³WKH ODZIXO JRRG EOLQN GRJ ZRXOG QDWXUDOO\ EH WKH HQHP\
XVLQJ LWV WHQWDFOHV WR LQÁLFW G SRLQWV RI GDPDJH WR LWV YLFWLPV
RI D FUHDWXUH DV VDYDJH DQG GHVWUXFWLYH DV WKH GLVSODFHU EHDVW 2WKHUV
7KHLU PDLQ DGYDQWDJH LQ FRPEDW LV WKHLU PDJLFDO SRZHU RI displace- argue that it is the displacement and blink abilities which cause this
ment, which allows them to appear to be some 3 feet from their actual DQWLSDWK\³WKH WZR DELOLWLHV ZKHQ LQ FORVH SUR[LPLW\ VRPHKRZ VWLP-
ORFDWLRQ $Q\RQH DWWDFNLQJ D GLVSODFHU EHDVW GRHV VR DW ² RQ KLV DWWDFN
XODWH WKH QHUYRXV V\VWHP DQG SURGXFH KRVWLOH UHDFWLRQV (QFRXQWHUV
UROO ,Q DGGLWLRQ WKH EHDVWV VDYH DV WK OHYHO ÀJKWHUV DGGLQJ WR WKHLU between the two breeds are rare however, since they do not share the
die rolls. same territory.

7R GHWHUPLQH WKH WUXH SRVLWLRQ RI WKH GLVSODFHU EHDVW DQG LWV LOOXVLRQ Ecology: Displacer beasts have little to fear from other large predators,
UROO G 2Q WKH LOOXVLRQ LV LQ IURQW RI WKH FUHDWXUH WR WKH FUHD-
WXUH·V OHIW WR WKH ULJKW 2Q WKH LOOXVLRQ LV EHKLQG WKH EHDVW·V DF- VDYH SHUKDSV WUROOV RU JLDQWV 6RPH ZL]DUGV DQG DOFKHPLVWV YDOXH WKHLU
WXDO SRVLWLRQ $OWKRXJK WKLV DELOLW\ LV PDJLFDO WKH EHDVW·V ORFDWLRQ FDQ hides for use in certain magical preparations, and will offer generous
not be determined by dispel or detect magic. 2QO\ true seeing will reveal
its position. UHZDUGV IRU WKHP 7KH H\HV RI D GLVSODFHU EHDVW DUH D KLJKO\ SUL]HG
if uncommon, good luck charms among thieves who believe that they
Displacer beasts will not use their claws or teeth unless near death, will protect the bearer from detection.
RU ZKHQ LQ FRPEDW ZLWK D YHU\ ODUJH RSSRQHQW ,I WKH\ GR HPSOR\
them, each claw does 1-3 points of damage, and each bite does 1-8
points of damage.

Habitat/Society: 'LVSODFHU EHDVWV DUH FDUQLYRUHV 8QOHVV WKH\ DUH UDLV-
ing young, they usually run in packs, carving a savage swath of de-
VWUXFWLRQ DV WKH\ JR 7KH\ KDWH DOO OLIH DQG ZLOO VRPHWLPHV NLOO SXUHO\

IRU SOHDVXUH )LHUFH DQG YLFLRXV DV WKH\ DUH KRZHYHU GLVSODFHU EHDVWV
QHYHU ÀJKW DPRQJ WKHPVHOYHV 7KH SDFN LV D ZHOO UXQ DQG KLJKO\ HIÀ-
cient killing machine. When encountered in packs, displacer beasts are
more than a match for many large creatures and have been known to
PDNH D PHDO RI RUFV JREOLQV DQG EDQGV RI PHQ $Q\ FUHDWXUH HQWHULQJ
their territory is viewed as potential prey.

Displacer beasts mate in the autumn, and the young are born in
VSULQJ $ PDWHG SDLU RI GLVSODFHU EHDVWV PDNHV LWV KRPH LQ D FDYH SUR-
GXFLQJ OLWWHUV RI \RXQJ 7KH FXEV DERXW WKH VL]H RI GRPHVWLF FDWV DUH

ERUQ ZLWKRXW WHQWDFOHV DQG UHDFK PDWXULW\ WKRXJK QRW IXOO VL]H ZLWKLQ

PRQWKV 7KH\ UHPDLQ LQ WKH FDYH XQWLO WKHLU GLVSODFHPHQW DELOLWLHV DUH

56


Dog

CLIMATE/TERRAIN: Wild Dog War Dog Blink Dog Death Dog
$Q\ $Q\ 7HPSHUDWH SODLQV Warm deserts and
FREQUENCY: subterranean
ORGANIZATION: Common 8QFRPPRQ Rare Very rare
ACTIVITY CYCLE: Pack Solitary Pack Pack
DIET: $Q\ $Q\ $Q\
INTELLIGENCE: 2PQLYRURXV 2PQLYRURXV 2PQLYRURXV 1LJKW
TREASURE: 6HPL 6HPL $YHUDJH Carnivorous
ALIGNMENT: 1LO 1LO C in lair
1HXWUDO 1HXWUDO /DZIXO JRRG 6HPL
NO. APPEARING:
ARMOR CLASS: G Variable 1LO
MOVEMENT: 7 6
HIT DICE: 15 12 1HXWUDO HYLO
THAC0: 1+1 2+2
NO. OF ATTACKS: 19 19 G G
DAMAGE/ATTACK: 1 1 5 7
SPECIAL ATTACKS: 1-4 G 12 12
SPECIAL DEFENSES: 1LO 1LO 4 2+1
MAGIC RESISTANCE: 1LO 1LO 17 19
SIZE: 1LO 1LO 1 2
MORALE: 6 · ORQJ 0 · · ORQJ 1-6 1-10/1-10
XP VALUE: 8QVWHDG\ $YHUDJH Disease
35 65 )URP WKH UHDU RI WKH WLPH
1LO
7HOHSRUWDWLRQ
1LO
1LO
0 · ORQJ
0 · ORQJ
6WHDG\
6WHDG\ 120
270

Smaller than wolves, the appearance of the wild dog varies from place Blink dogs are intelligent, and communicate in a complex language
to place. Most appear very wolf-like, while others seem to combine the RI EDUNV \DSV ZKLQHV DQG JURZOV 7KH\ LQKDELW RSHQ SODLQV DQG DYRLG
ORRNV RI D ZROI DQG D MDFNDO KXPDQ KDXQWV $ ODLU ZLOO FRQWDLQ G SXSV RI WKH WLPH
KLW GLFH KLW SRLQWV GDPDJH DWWDFN 7KHVH SXSSLHV FDQ EH
Combat: :LOG GRJV ÀJKW DV DQ RUJDQL]HG SDFN 7KH\ IDYRU VPDOO JDPH trained and are worth between 1,000 to 2,000 gold pieces.
and attack men and human habitations only in times of great hunger.
7KH ELWH RI D ZLOG GRJ LQÁLFWV SRLQWV RI GDPDJH Death Dogs
Death dogs are large two-headed hounds which are distinguished by
Habitat/Society: :LOG GRJV DUH IRXQG DOPRVW DQ\ZKHUH 7KH\ UXQ LQ their penetrating double bark. Death dogs hunt in large packs.
SDFNV DQG DUH OHG E\ WKH GRPLQDQW PDOH 7KH SDFN XVXDOO\ KXQWV D YD-
riety of game, even attacking deer or antelope. Pups are born in the (DFK KHDG LV LQGHSHQGHQW DQG D ELWH GRHV SRLQWV RI GDPDJH 9LF-
spring. Wild dogs can be tamed if separated from their pack. tims must save vs. poison or contract a rotting disease which will kill
WKHP LQ G GD\V 2QO\ D cure disease VSHOO FDQ VDYH WKHP $ QDWX-
Ecology: Wild dogs are omnivores which usually thrive on a UDO UROO RI RU RQ WKHLU DWWDFN GLH PHDQV WKDW D PDQ VL]HG RSSRQHQW LV
combination of hunting and foraging. NQRFNHG SURQH DQG DWWDFNV DW D ² XQWLO DEOH WR ULVH WR LWV IHHW DJDLQ 7KHUH
LV DQ FKDQFH WKDW GHDWK GRJV ZLOO DWWDFN KXPDQV RQ VLJKW

War Dogs
Generally large mastiffs or wolfhounds, they have keen senses of smell
and hearing, making them adept at detecting intruders. Most war dogs
are not usually vicious, and will rarely attack without cause.

7KH VWDWXV RI ZDU GRJV YDULHV JUHDWO\ VRPH DUH OR\DO DQG EHORYHG
pets, some are watch dogs, others are hunting dogs, and some are
trained for battle.

Blink Dogs
Blink dogs are yellowish brown canines which are stockier and more
PXVFXODU WKDQ RWKHU ZLOG GRJV 7KH\ DUH LQWHOOLJHQW DQG HPSOR\ D OLP-
ited form of teleportation when they hunt.

$ EOLQN GRJ DWWDFN LV ZHOO RUJDQL]HG 7KH\ ZLOO EOLQN WR DQG IUR ZLWK-
out any obvious pattern, using their powers to position themselves for

DQ DWWDFN )XOO\ RI WKH WLPH WKH\ DUH DEOH WR DWWDFN WKHLU WDUJHWV IURP

WKH UHDU $ GRJ ZLOO WHOHSRUW RQ D UROO RI RU EHWWHU RQ D VLGHG GLH 7R
GHWHUPLQH ZKHUH WKH GRJ DSSHDUV UROO D VLGHG GLH LQ IURQW RI RS-

SRQHQW VKLHOGHG RU OHIW IURQW ÁDQN XQVKLHOGHG RU ULJKW IURQW

ÁDQN EHKLQG :KHQ EOLQNLQJ WKH GRJ ZLOO DSSHDU IURP WR IHHW
from its opponent and will immediately be able to attack.

Blinking is an innate power and the animal will never appear inside a

VSDFH RFFXSLHG E\ D VROLG REMHFW ,I VHULRXVO\ WKUHDWHQHG WKH HQWLUH SDFN
will blink out and not return.

57


Dog, Moon

CLIMATE/TERRAIN: (O\VLXP DQG 3ULPH
FREQUENCY: Rare
ORGANIZATION:
ACTIVITY CYCLE: 6ROLWDU\ RU VPDOO SDFN VHH EHORZ
DIET:
INTELLIGENCE: $Q\
TREASURE: Carnivore
ALIGNMENT:
+LJK WR H[FHSWLRQDO
NO. APPEARING:
ARMOR CLASS: 1LO
MOVEMENT:
HIT DICE: 1HXWUDO JRRG
THAC0:
NO. OF ATTACKS: RU VHH EHORZ
DAMAGE/ATTACK: 0
SPECIAL ATTACKS: 30, bipedal 9
SPECIAL DEFENSES: 9+3
11
MAGIC RESISTANCE: 1
SIZE: 3-12
MORALE: Bay, howl
XP VALUE: Shadowy hypnotic pattern, +2 or
better weapon to hit



0 · DW VKRXOGHUV

)DQDWLF
9,000

2IWHQ PLVWDNHQ IRU EDQHIXO PRQVWHUV PRRQ GRJV DUH QDWLYH FUHD- ‡ non-detection
‡ shades, 1 time per day
WXUHV RI (O\VLXP DQG FKDPSLRQV RI WKH FDXVHV RI JRRG 7KH\ RIWHQ ‡ slow poison, by lick, 1 time per individual per day
‡ wall of fog
DSSHDU LQ WKH 3ULPH 0DWHULDO SODQH WR ÀJKW HYLO ZKHUHYHU LW VKRZV
itself. Moon dogs can become ethereal and have the ability to travel in the
HWKHUHDO DQG $VWUDO SODQH DW ZLOO 7KH\ KDYH VXSHULRU YLVLRQ HTXDO WR
0RRQ GRJV ORRN YHU\ VLPLODU WR ODUJH ZROI KRXQGV 7KHLU VWUDQJH GRXEOH QRUPDO YLVLRQ LQFOXGLQJ · LQIUDYLVLRQ &RPELQHG ZLWK DQ
heads are slightly human in appearance, giving the animals a very in- unusually keen sense of smell and hearing, this grants moon dogs the
detection abilities listed above, plus the ability to detect all illusions.
WHOOLJHQW ORRN 7KH FUHDWXUHV· IRUHSDZV DUH DGDSWDEOH JLYLQJ WKH PRRQ $VVRFLDWLRQ ZLWK D PRRQ GRJ IRU RQH KRXU RU PRUH UHPRYHV charms and
acts as a remove curse.
GRJV WKH DELOLW\ WR WUDYHO ELSHGDOO\ RU RQ DOO IRXUV 7KH\ DUH GDUN FRORUHG
animals, ranging from dark gray to deep black. Moon dogs have amber When in shadowy light, a moon dog is able to move in such a way as
eyes. to effectively create magic equal to a hypnotic pattern RI VKDGRZV 2QO\
HYLO FUHDWXUHV ZLOO EH DIIHFWHG $W WKH VDPH WLPH HDFK FUHDWXUH RI JRRG
Moon dogs speak their own language, and they can communicate within the area will effectively gain a protection from evil and remove fear
VSHOO EHQHÀW 0RRQ GRJV PD\ QRW DWWDFN RU SHUIRUP DQ\ RWKHU DFWLRQ
ZLWK DOO FDQLQHV DQG OXSLQHV DV ZHOO 7KH\ FDQ VSHDN FRPPRQ XVLQJ D ZKHQ ZHDYLQJ WKLV SDWWHUQ RI VKDGRZV ,W UHTXLUHV RQH IXOO URXQG WR
limited form of telepathy. ZHDYH DQG H[WHQGV WR D UDQJH RI IHHW 7KH PRRQ GRJ FDQ dispel magic,
but doing so will force it back to its own plane immediately.
Combat: :RH WR WKRVH ZKR HQWHU FRPEDW ZLWK D PRRQ GRJ 7KHVH FUHD-
WXUHV RI JRRG DUH SRWHQW ÀJKWHUV DQG PHUFLOHVV DJDLQVW HYLO 7KHLU SRZ- Moon dogs may be damaged only by +2 or better magical weapons.
7KH\ DUH QHYHU VXUSULVHG GXH WR WKHLU NHHQ VHQVHV DQG FDXVH RSSR-
HUIXO ELWH LQÁLFWV SRLQWV RI GDPDJH nents to subtract 3 from their surprise rolls. Moon dogs are immune to
fear VSHOOV 7KH\ PDNH DOO VDYLQJ WKURZV DW D +2 bonus and take half or
0RRQ GRJV SUHIHU WR DWWDFN ZLWK WKHLU NHHQLQJ KRZO 7KLV ED\LQJ quarter damage.

LV KDUPIXO WR HYLO FUHDWXUHV RQO\ $Q\ HYLO FUHDWXUH ZLWKLQ DQ IRRW Habitat/Society: 0RRQ GRJV DUH QDWLYH WR WKH SODQH RI (O\VLXP 7KH\
radius of a baying moon dog is affected as by a fear spell cast at 12th- are champions of good and will often travel about the upper planes and
the Prime Material plane to challenge evil.
OHYHO RI PDJLF XVH $GGLWLRQDO PRRQ GRJV ED\LQJ KDYH D FXPXODWLYH
HIIHFW 7KH howling will also cause 5-8 points of damage per round Moon dogs are friendly to all good and neutral races and those
WR HYLO FUHDWXUHV ZLWKLQ IHHW ,Q DGGLWLRQ WKH howling will cause IULHQGO\ WR WKRVH UDFHV 7KH\ ZLOO QRW ORQJ DVVRFLDWH ZLWK DQ\RQH EH-
intense physical pain to extra-planar creatures of evil alignment so cause they are constantly on the move, hunting evil.

PXFK WKDW WKH\ DUH OLNHO\ SHU PRRQ GRJ KRZOLQJ WR UHWXUQ WR WKHLU Ecology: Moon dogs will often communicate with communities of men,
plane. Moon dogs can whine to dispel illusions or bark to dispel evil, using telepathy, in order to locate trouble spots among them.
once per round.

7KH IROORZLQJ VSHOO OLNH SRZHUV DW WK OHYHO RI XVH DUH DYDLODEOH WR
a moon dog one at a time, once per round, at will:

‡ change self, 3 times per day
‡ cure disease, by lick, 1 time per individual per day
‡ cure light wounds, by lick, 1 time per individual per day
‡ dancing lights
‡ darkness, · UDGLXV
‡ detect evil, always active
‡ detect invisibility, always active
‡ detect magic, always active
‡ detect snares & pits, always active
‡ improved invisibility
‡ light
‡ mirror image, 3 times per day

58


Dolphin

CLIMATE/TERRAIN: $Q\ VDOWZDWHU
FREQUENCY: 8QFRPPRQ
ORGANIZATION: School
ACTIVITY CYCLE: $Q\
DIET: Carnivore
INTELLIGENCE: 9HU\
TREASURE: 1LO
ALIGNMENT: /DZIXO JRRG

NO. APPEARING: 2-20
ARMOR CLASS: 5
MOVEMENT: 30
HIT DICE: 2+2
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: 1LO
SPECIAL DEFENSES: 6DYH DV WK OYO ÀJKWHU
MAGIC RESISTANCE: 1LO
SIZE: 0 · · ORQJ
MORALE: 6WHDG\
XP VALUE: 120

Dolphins are intelligent seagoing mammals. UDGLXV 7KHVH RUJDQL]HG FRPPXQLWLHV RI GROSKLQV GR QRW WROHUDWH WKH
While all dolphins share a variety of common traits, the species presence of evil sea creatures in their domain, and if necessary enlist
the aid of nomadic schools of dolphins to drive out evil creatures.
FRPHV LQ D YDULHW\ RI VKDSHV DQG VL]HV 7KHLU ORQJ FRPSDFW ERGLHV DUH
superbly adapted to the aquatic environment, and dolphins are among $Q\ UHJLRQ LQKDELWHG E\ GROSKLQ FRPPXQLWLHV LV DOVR VKDUN DQG NLOOHU
WKH PRVW SRZHUIXO VZLPPHUV LQ WKH RFHDQV $OO EUHHGV RI GROSKLQV KDYH whale free.

D ODUJH ÀQ RQ WKHLU EDFNV WZR ÁLSSHUV D SRZHUIXO WDLO MDZV ÀOOHG ZLWK Dolphins are highly intelligent and take a benign, distant inter-
many sharp teeth, a blow hole, and are 5 to 6 feet long. Most common
and well-known are the gray, or bottle-nosed dolphins, so named for HVW LQ KXPDQ GRLQJV 7KH\ ZLOO DOZD\V KHOS KXPDQV LQ GLVWUHVV
WKHLU JUD\ VNLQ DQG ERWWOH VKDSHG VQRXWV 2WKHU YDULHWLHV KDYH WZR guiding them to the shore and keeping the sharks at bay. Certain
WRQHG EOXH DQG JUD\ FRORULQJ 7KH VSHFLHV FRPPXQLFDWHV WKURXJK DQ LQ- solitary dolphins, known as rogues, have been known to form closer
tricate speech consisting of high-pitched sounds, some out of the range attachments to humans, accompanying them in a friendly fashion on
of human hearing.
VZLPPLQJ DQG ÀVKLQJ H[SHGLWLRQV 7KHVH URJXHV RIWHQ SOD\ GROSKLQ
Combat: ,QKHUHQWO\ SHDFHIXO GROSKLQV ZLOO JHQHUDOO\ DWWDFN RQO\ LI games with their human companions. Dolphins are far more valu-
WKUHDWHQHG 8QOHVV RXWQXPEHUHG WR GROSKLQV DOZD\V DWWDFN VKDUNV
DEOH WR PHQ LQ RWKHU UHVSHFWV )ULHQGO\ GROSKLQV KDYH ZDUQHG VDLORUV
:KHWKHU DWWDFNLQJ D IRH RU GHIHQGLQJ WKHLU VFKRRO GROSKLQV ÀJKW DV DQ of the approach of pirate ships and the intentions of evil sea crea-
tures. More than one ship owes its safe arrival in port to the timely
RUJDQL]HG XQLW UHVSRQGLQJ WR FRPPDQGV IURP WKHLU OHDGHU 7KH\ ÀJKW
with special vehemence to protect their young, and a select number of LQWHUFHVVLRQ DQG ZDUQLQJ RI GROSKLQV 7KH\ KDYH FRPH WR PHQ·V DLG
GROSKLQV PD\ VRPHWLPHV HQJDJH LQ D KROGLQJ DFWLRQ VDFULÀFLQJ WKHP- when their ships were attacked by mermen and sahuagin. Dolphins
selves so that the remainder of the school can swim to safety. have been known to raid sahuagin communities and destroy their
eggs, for dolphins perceive these monsters as a threat to their safety.
Habitat/Society: Dolphins are completely carnivorous, living on a diet
RI ÀVK 7KRXJK WKH\ FDQ UHPDLQ VXEPHUJHG IRU VHYHUDO PLQXWHV DW D Ecology: 7KH GROSKLQ LV ERWK D KXQWHU DQG KXQWHG LQ LWV PDULQH ZRUOG
Sharks and other large evil sea creatures hunt the dolphin with enthu-
WLPH WKH\ PXVW VXUIDFH UHJXODUO\ WR EUHDWKH 8QOLNH PRVW PDPPDOV siasm. Despite its many enemies, the dolphin has many distinct advan-
breathing is a conscious, rather than unconscious action on the part
RI GROSKLQV LQ RWKHU ZRUGV WKH\ OLWHUDOO\ PXVW UHPHPEHU WR EUHDWKH WDJHV WKDW HQDEOH LW WR VXUYLYH DQG HYHQ ÁRXULVK 1RW RQO\ LV LW D VWURQJ
1HZERUQ GROSKLQV DUH DVVLVWHG WR WKH VXUIDFH WR EUHDWKH E\ WKHLU PRWK-
ers and a female dolphin midwife. Dolphins are by nature playful, VZLIW VZLPPHU EXW LWV LQWHOOLJHQFH DQG RUJDQL]HG OLIHVW\OH DUH KLJKO\
good-tempered, and lawful good, despising evil creatures. Most roam effective defenses against its enemies.
the oceans in schools, numbering as large as 20 dolphins, swimming
ZKHUH WKHLU IDQF\ VXLWV WKHP 7KH\ QHYHU ÀJKW DPRQJ WKHPVHOYHV RU
with other breeds of dolphins. Dolphins are famous for the great plea-
VXUH WKH\ WDNH LQ OLIH ZKHQ VZLPPLQJ WKH\ RIWHQ SHUIRUP GD]]OLQJ
aquatic stunts, leaping in and out of the water in a spectacular fashion.
7KH\ ZLOO DOVR SOD\ ZLWK REMHFWV WKDW WKH\ ÀQG DQG HQMR\ JDPHV 'RO-
phins sometimes follow ships, entertaining the crews and passengers
with their antics.

$ERXW RI DOO GROSKLQV OLYH LQ RUJDQL]HG FRPPXQLWLHV 7KHVH

JURXSV KDYH G VZRUGÀVK $& PRYH +LW 'LFH G

SRLQWV RI GDPDJH DWWDFN RU QDUZKDOV $& PRYH +LW
Dice, 2d12 points of damage/attack) as guards, depending on the cli-
PDWLF UHJLRQ ,I D FRPPXQLW\ LV IRXQG WKHUH LV D SRVVLELOLW\ WKDW

WKHUH DUH G DGGLWLRQDO FRPPXQLWLHV RI GROSKLQV ZLWKLQ D ÀYH PLOH

59


Doppleganger

CLIMATE/TERRAIN: $Q\
FREQUENCY: Very rare
ORGANIZATION:
ACTIVITY CYCLE: 7ULEDO
DIET:
INTELLIGENCE: $Q\
TREASURE:
ALIGNMENT: 2PQLYRUH

NO. APPEARING: 9HU\
ARMOR CLASS:
MOVEMENT: (
HIT DICE:
THAC0: 1HXWUDO
NO. OF ATTACKS:
DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: 5
SPECIAL DEFENSES: 9
MAGIC RESISTANCE: 4
SIZE: 17
MORALE: 1
XP VALUE: 1-12
Surprise
See below
See below
M

(OLWH
420

7KH GRSSOHJDQJHU LV D PDVWHU RI PLPLFU\ WKDW VXUYLYHV E\ WDNLQJ WKH
shapes of men, demihumans, and humanoids.

Dopplegangers are bipedal and generally humanoid in appearance.

7KHLU ERGLHV DUH FRYHUHG ZLWK D WKLFN KDLUOHVV JUD\ KLGH ZKLFK JLYHV

WKHP D QDWXUDO $& RI 7KH\ DUH KRZHYHU UDUHO\ VHHQ LQ WKHLU WUXH
forms.

Combat: 7KLV PRQVWHU LV DEOH WR DVVXPH WKH VKDSH RI DQ\ KXPDQRLG Dopplegangers are found most often in their true forms in a dun-
geon or in the wilderness. Groups often set up a lair in an area well-
FUHDWXUH EHWZHHQ IRXU DQG HLJKW IHHW KLJK 7KH GRSSOHJDQJHU FKRRVHV
a victim, duplicates his form, and then attempts to kill the original VXLWHG WR DPEXVK DQG VXUSULVH SDWUROOLQJ D UHJXODU WHUULWRU\ 7KHVH
DQG DVVXPH KLV SODFH 7KH GRSSOHJDQJHU LV DEOH WR XVH ESP and can bands make a good living by attacking weak humanoid monsters or

LPLWDWH LWV YLFWLP ZLWK DFFXUDF\ HYHQ GXSOLFDWLQJ WKH YLFWLP·V WUDYHOHUV DQG VWHDOLQJ WKHLU IRRG DQG WUHDVXUH ,I IRRG DQG WUHDVXUH

FORWKLQJ DQG HTXLSPHQW ,I XQVXFFHVVIXO LQ WDNLQJ LWV YLFWLP·V SODFH DUH VFDUFH WKH\ KLUH RXW WR D SRZHUIXO ZL]DUG RU WKLHYHV· JXLOG
the doppleganger attacks, relying on the ensuing confusion to make
$ GRSSOHJDQJHU ZKR KDV EHHQ KLUHG WR UHSODFH D VSHFLÀF SHUVRQ ZLOO
LW LQGLVWLQJXLVKDEOH IURP LWV YLFWLP $ GRSSOHJDQJHU LV LPPXQH WR plan its attack with special care, learning as much about the victim and
sleep and charm spells and rolls all saving throws as if it was a 10th- his environment as it can.

OHYHO ÀJKWHU 7KH GRSSOHJDQJHUV· ZHDNQHVVHV DUH JUHHG DQG FRZDUGLFH 7KH\
Dopplegangers work in groups and act together to ensure that their
VSHQG WKHLU OLYHV LQ DYLG SXUVXLW RI JROG DQG RWKHU ZHDOWK ,I DWWDFNLQJ
DWWDFNV DQG LQÀOWUDWLRQV DUH VXFFHVVIXO 7KH\ DUH YHU\ LQWHOOLJHQW DQG a group of adventurers, for example, they often choose the richest-

XVXDOO\ WDNH WKH WLPH WR SODQ WKHLU DWWDFNV ZLWK FDUH ,I D JURXS RI WKH ORRNLQJ RQH WR DWWDFN ÀUVW ,I WKH\ WDUJHW D SDUW\ RI DGYHQWXUHUV WKH
monsters spots some potential victims, the dopplegangers often trail dopplegangers wait until the party is on the way out of the dungeon
their targets, waiting for a good chance to strike, choosing their time and heading back to town. Since they are cowardly, however, they

DQG RSSRUWXQLW\ ZLWK FDUH 7KH\ PD\ ZDLW XQWLO QLJKWIDOO RU XQWLO WKHLU SUHIHU WR WDNH WKH HDVLHVW URXWH WRZDUG ULFKHV $ GRSSOHJDQJHU ZKR
victims are alone, or even follow them to an inn. chooses a rich adventurer avoids risks once the treasure is safely in
hand, and retreats at the earliest opportunity, making some plau-
Habitat/Society: 'RSSOHJDQJHUV DUH UXPRUHG WR EH DUWLÀFLDO EHLQJV WKDW sible excuse for separating from the human members of the group.

ZHUH FUHDWHG ORQJ DJR E\ D SRZHUIXO ZL]DUG RU JRGOLQJ 7KH\ ZHUH 7KH\ VRPHWLPHV KLUH RXW DV VSLHV DQG DVVDVVLQV IRU PRQH\ DV ZHOO
originally intended to be used as spies and assassins in an ancient,
Ecology: Dopplegangers are sophisticated and dangerous parasites,
KLJKO\ PDJLFDO ZDU 7KHLU FUHDWRU GLHG ORQJ DJR EXW WKH\ OLYH RQ VWLOO OLYLQJ RII WKH ODERUV RI RWKHUV 7KH\ PXVW DOVR EH UHFNRQHG ZLWK DV FOHY-
er and effective spies and assassins who can wreak political mayhem
ZRUNLQJ DV VSLHV IRU HYLO SRZHUV WKLHYHV DQG JRYHUQPHQW 7KH\ KDYH
even been known to work as assassins. LQ SRVLWLRQV RI SRZHU (YLO ZL]DUGV KDYH RQ UDUH RFFDVLRQV FRQWUROOHG
entire kingdoms for short periods of time by replacing a king, prince, or
$OO GRSSOHJDQJHUV EHORQJ WR D VLQJOH WULEH $OWKRXJK WKLV LV UDUH councilor with a doppleganger.
groups of dopplegangers can be found anywhere at any time, and
in unexpected locations. Working as a unit, they select a group of

YLFWLPV VXFK DV D IDPLO\ RU D JURXS RI WUDYHOHUV %DVLFDOO\ OD]\
GRSSOHJDQJHUV ÀQG LW HDVLHU WR VXUYLYH DQG OLYH FRPIRUWDEO\ E\ WDN-

LQJ KXPDQRLG DQG HVSHFLDOO\ KXPDQ VKDSH 7KH\ SUHIHU WR WDNH
the form of someone comfortably provided for, and shun assuming
WKH IRUP RI KDUGZRUNLQJ SHDVDQWV 6LQFH WKH\ DUH RQO\ DFFX-
rate in their mimicry, most dopplegangers are eventually discovered
and driven out, and then forced once more to assume a new shape.

60


Dracolich

CLIMATE/TERRAIN: See below FPO
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: 1LJKW
DIET: Special
INTELLIGENCE: $V SHU LQGLYLGXDO GUDJRQ
TREASURE: % + 6 7
ALIGNMENT: (YLO DQ\

NO. APPEARING: 1
ARMOR CLASS: See below
MOVEMENT: $V SHU IRUPHU GUDJRQ W\SH
HIT DICE: $V SHU IRUPHU GUDJRQ W\SH
THAC0: $V SHU IRUPHU GUDJRQ W\SH
NO. OF ATTACKS: $V SHU IRUPHU GUDJRQ W\SH
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Breath weapon and spell use
SPECIAL DEFENSES: Spell immunities and spell use
MAGIC RESISTANCE: See below
SIZE: $V SHU LQGLYLGXDO GUDJRQ
MORALE: See below
XP VALUE: $V SHU LQGLYLGXDO GUDJRQ SOXV

ERWK GUDFROLFK DQG KRVW
must be destroyed)

7KH GUDFROLFK LV DQ XQGHDG FUHDWXUH UHVXOWLQJ IURP WKH XQQDWXUDO WUDQV- 7KH GUDFROLFK KDV D VOLJKWO\ VWURQJHU DELOLW\ WR FDXVH IHDU LQ RSSR-
IRUPDWLRQ RI DQ HYLO GUDJRQ 7KH P\VWHULRXV &XOW RI WKH 'UDJRQ SUDF-
tices the powerful magic necessary for the creation of the dracolich, QHQWV WKDQ LW GLG LQ LWV RULJLQDO IRUP RSSRQHQWV PXVW UROO WKHLU VDYLQJ
though other practitioners are also rumored to exist.
WKURZV YV VSHOO ZLWK D ² SHQDOW\ LQ DGGLWLRQ WR DQ\ RWKHU UHOHYDQW
$ GUDFROLFK FDQ EH FUHDWHG IURP DQ\ RI WKH HYLO GUDJRQ VXEVSHFLHV $ PRGLÀHUV WR UHVLVW WKH GUDFROLFK·V IHDU DXUD 7KH JD]H RI WKH GUDFRO-
dracolich retains the physical appearance of its original body, except that
LFK·V JORZLQJ H\HV FDQ DOVR SDUDO\]H FUHDWXUHV ZLWKLQ \DUGV LI WKH\
LWV H\HV DSSHDU DV JORZLQJ SRLQWV RI OLJKW ÁRDWLQJ LQ VKDGRZ\ H\H VRFNHWV
Skeletal or semi-skeletal dracoliches have been observed on occasion. IDLO WKHLU VDYLQJ WKURZV FUHDWXUHV RI WK OHYHO >RU +LW 'LFH@ RU KLJKHU

7KH VHQVHV RI D GUDFROLFK DUH VLPLODU WR WKRVH RI LWV RULJLQDO IRUP JDLQ D ERQXV WR WKHLU VDYLQJ WKURZV ,I D FUHDWXUH VXFFHVVIXOO\ VDYHV

LW FDQ GHWHFW LQYLVLEOH REMHFWV DQG FUHDWXUHV LQFOXGLQJ WKRVH KLGGHQ LQ DJDLQVW WKH JD]H RI D GUDFROLFK LW LV SHUPDQHQWO\ LPPXQH WR WKH JD]H RI
darkness of fog) within a 10-foot radius per age category and also pos- that particular dracolich.
sesses a natural clairaudience ability while in its lair equal to a range of
IHHW SHU DJH FDWHJRU\ $ GUDFROLFK FDQ VSHDN FDVW VSHOOV DQG HP- 7KH DWWDFN URXWLQH RI D GUDFROLFK LV VLPLODU WR WKDW RI LWV RULJLQDO IRUP
for example, a dracolich that was originally a green dragon will bring
SOR\ WKH EUHDWK ZHDSRQ RI LWV RULJLQDO IRUP LW FDQ FDVW HDFK RI LWV VSHOOV down a weak opponent with a series of physical attacks, but it will stalk
once per day and can use its breath weapon once every three combat more formidable opponents, attacking at an opportune moment with
its breath weapon and spells.
URXQGV $GGLWLRQDOO\ D GUDFROLFK UHWDLQV WKH LQWHOOLJHQFH DQG PHPRU\
of its original form. $OO SK\VLFDO DWWDFNV VXFK DV FODZLQJ DQG ELWLQJ LQÁLFW WKH VDPH GDP-

Combat: Dracoliches are immune to charm, sleep, enfeeblement, poly- DJH DV WKH GUDFROLFK·V RULJLQDO IRUP SOXV G SRLQWV RI FKLOOLQJ GDPDJH
morph, cold PDJLFDO RU QDWXUDO electricity, hold, insanity, and death
spells or symbols. 7KH\ FDQQRW EH SRLVRQHG SDUDO\]HG RU WXUQHG E\ $ YLFWLP VWUXFN E\ D GUDFROLFK ZKR IDLOV D VDYLQJ WKURZ YV SDUDO\]DWLRQ

SULHVWV 7KH\ KDYH WKH VDPH PDJLF UHVLVWDQFH DV WKHLU RULJLQDO IRUPV LV SDUDO\]HG IRU G URXQGV ,PPXQLW\ WR FROG GDPDJH WHPSRUDU\ RU
SHUPDQHQW QHJDWHV WKH FKLOOLQJ GDPDJH EXW QRW WKH SDUDO\]DWLRQ 'UD-
RQO\ PDJLFDO DWWDFNV IURP ZL]DUGV RI WK OHYHO RU KLJKHU RU IURP coliches cannot drain life levels.
monsters of 6 or more Hit Dice have a chance of affecting dracoliches.
$OO GUDFROLFKHV FDQ DWWHPSW undead control DV SHU D potion of undead
7KH $UPRU &ODVV RI D GUDFROLFK LV HTXDO WR WKH $UPRU &ODVV RI LWV control) once every three days on any variety of undead with 60 yards.

RULJLQDO IRUP EHWWHUHG E\ ² IRU H[DPSOH LI WKH $& RI WKH RULJLQDO IRUP 7KH XQGHDG·V VDYLQJ WKURZV DJDLQVW WKLV SRZHU VXIIHU D ² SHQDOW\ LI WKH
undead control is successful, it lasts for one turn only. While undead control
ZDV ² WKH $& RI WKH GUDFROLFK LV ² $WWDFNV RQ D GUDFROLFK GXH WR LWV
magical nature, do not gain any attack or damage roll bonuses. LV LQ XVH WKH GUDFROLFK FDQQRW XVH RWKHU VSHOOV ,I WKH GUDFROLFK LQWHUUXSWV
its undead control before it has been used for a full turn, the dracolich
,QLWLDOO\ D GUDFROLFK KDV WKH VDPH PRUDOH UDWLQJ DV LWV RULJLQDO IRUP must still wait three days before the power can be used again.

+RZHYHU DIWHU D GUDFROLFK LV VXFFHVVIXO LQ LWV ÀUVW EDWWOH LWV PRUDOH ,I D GUDFROLFK RU SURWR GUDFROLFK LV VODLQ LWV VSLULW LPPHGLDWHO\ UH-

UDWLQJ SHUPDQHQWO\ EHFRPHV )HDUOHVV EDVH WKLV DVVXPHV WKDW WKH WXUQV WR LWV KRVW ,I WKHUH LV QR FRUSVH LQ UDQJH IRU LW WR SRVVHVV WKH VSLULW
opponent or opponents involved in the battle had a Hit Dice total of
LV WUDSSHG LQ WKH KRVW XQWLO VXFK D WLPH³LI HYHU³WKDW D FRUSVH EHFRPHV
DW OHDVW RI WKH +LW 'LFH RI WKH GUDFROLFK IRU LQVWDQFH D +'
dracolich must defeat an opponent or opponents of at least 16 total HD DYDLODEOH $ GUDFROLFK LV GLIÀFXOW WR GHVWUR\ ,W FDQ EH GHVWUR\HG RXWULJKW
by power word, kill RU D VLPLODU VSHOO ,I LWV VSLULW LV FXUUHQWO\ FRQWDLQHG LQ
WR UHFHLYH WKH PRUDOH LQFUHDVH 2QFH D GUDFROLFK UHFHLYHV WKH PRUDOH its host, destroying the host when a suitable corpse is not within range
increase, it becomes immune to magical fear as well. HIIHFWLYHO\ GHVWUR\V WKH GUDFROLFK /LNHZLVH DQ DFWLYH GUDFROLFK LV XQ-

DEOH WR DWWHPSW IXUWKHU SRVVHVVLRQV LI LWV KRVW LV GHVWUR\HG 7KH IDWH RI D

GLVHPERGLHG GUDFROLFK VSLULW³WKDW LV D VSLULW ZLWK QR ERG\ RU KRVW³LV
unknown, but it is presumed that it is drawn to the lower planes.

61


Dracolich

Habitat/Society: 7KH FUHDWLRQ RI D GUDFROLFK LV D FRPSOH[ SURFHVV LQ- ,I WKH FRUSVH DFFHSWV WKH VSLULW LW EHFRPHV DQLPDWHG E\ WKH VSLULW ,I WKH
volving the transformation of an evil dragon by arcane magical forces,
the most notorious practitioners of which are members of the Cult of DQLPDWHG FRUSVH LV WKH VSLULW·V IRUPHU ERG\ LW LPPHGLDWHO\ EHFRPHV

WKH 'UDJRQ 7KH SURFHVV LV XVXDOO\ D FRRSHUDWLYH HIIRUW EHWZHHQ WKH HYLO D GUDFROLFK KRZHYHU LW ZLOO QRW UHJDLQ WKH XVH RI LWV YRLFH DQG EUHDWK

GUDJRQ DQG WKH ZL]DUGV EXW HVSHFLDOO\ SRZHUIXO ZL]DUGV KDYH EHHQ ZHDSRQ IRU DQRWKHU VHYHQ GD\V QRWH WKDW LW ZLOO QRW EH DEOH WR FDVW
known to coerce an evil dragon to undergo the transformation against
its will. VSHOOV ZLWK YHUEDO FRPSRQHQWV GXULQJ WKLV WLPH $W WKH HQG RI VHYHQ
days, the dracolich regains the use of its voice and breath weapon.
$Q\ HYLO GUDJRQ LV D SRVVLEOH FDQGLGDWH IRU WUDQVIRUPDWLRQ DO-
though old dragons or older with spell-casting abilities are pre- ,I WKH DQLPDWHG FRUSVH LV QRW WKH VSLULW·V IRUPHU ERG\ LW LPPHGLDWHO\
EHFRPHV D SURWR GUDFROLFK $ SURWR GUDFROLFK KDV WKH PLQG DQG PHPR-
IHUUHG 2QFH D FDQGLGDWH LV VHFXUHG WKH ZL]DUGV ÀUVW SUHSDUH WKH ries of its original form, but has the hit points and immunities to spells

GUDJRQ·V KRVW DQ LQDQLPDWH REMHFW WKDW ZLOO KROG WKH GUDJRQ·V OLIH DQG SULHVWO\ WXUQLQJ RI D GUDFROLFK $ SURWR GUDFROLFK FDQ QHLWKHU VSHDN

IRUFH 7KH KRVW PXVW EH D VROLG LWHP RI QRW OHVV WKDQ JS YDOXH QRU FDVW VSHOOV IXUWKHU LW FDQQRW FDXVH FKLOOLQJ GDPDJH XVH D EUHDWK
ZHDSRQ RU FDXVH IHDU DV D GUDFROLFK ,WV VWUHQJWK PRYHPHQW DQG $U-
UHVLVWDQW WR GHFD\ ZRRG IRU LQVWDQFH LV XQVXLWDEOH $ JHPVWRQH LV mor Class are those of the possessed body.
commonly used for a host, particularly ruby, pearl, carbuncle, and
7R EHFRPH D IXOO GUDFROLFK D SURWR GUDFROLFK PXVW GHYRXU DW OHDVW
MHW DQG LV RIWHQ VHW LQ WKH KLOW RI D VZRUG RU RWKHU ZHDSRQ 7KH KRVW RI LWV RULJLQDO ERG\ 8QOHVV WKH ERG\ KDV EHHQ GLVSDWFKHG WR DQRWK-
is prepared by casting enchant an item upon it and speaking the name er plane of existence, a proto-dracolich can always sense the presence
RI WKH HYLO GUDJRQ WKH LWHP PD\ UHVLVW WKH VSHOO E\ VXFFHVVIXOO\ VDY-
RI LWV RULJLQDO ERG\ UHJDUGOHVV RI WKH GLVWDQFH $ SURWR GUDFROLFK ZLOO
LQJ YV VSHOO DV DQ WK OHYHO ZL]DUG ,I WKH VSHOO LV UHVLVWHG DQRWKHU tirelessly seek out its original body to the exclusion of all other activi-

LWHP PXVW EH XVHG IRU WKH KRVW ,I WKH VSHOO LV QRW UHVLVWHG WKH LWHP WLHV ,I LWV RULJLQDO ERG\ KDV EHHQ EXUQHG GLVPHPEHUHG RU RWKHUZLVH
FDQ WKHQ IXQFWLRQ DV D KRVW ,I GHVLUHG glassteel can be cast upon the destroyed, the proto-dracolich need only devour the ashes or pieces
host to protect it.
HTXDO WR RU H[FHHGLQJ RI LWV RULJLQDO ERG\ PDVV WRWDO GHVWUXFWLRQ RI
1H[W D VSHFLDO SRWLRQ LV SUHSDUHG IRU WKH HYLO GUDJRQ WR FRQVXPH the original body is possible only through use of a disintegrate or simi-
ODU VSHOO WKH ERG\ FRXOG EH UHFRQVWUXFWHG ZLWK D wish or similar spell,
7KH H[DFW FRPSRVLWLRQ RI WKH SRWLRQ YDULHV DFFRUGLQJ WR WKH DJH DQG so long as the spell is cast in the same plane as the disintegration). ,I D
type of the dragon, but it must contain precisely seven ingredients, proto-dracolich is unable to devour its original body, it is trapped in its
among them a potion of evil dragon control, a potion of invulnerability, and current form until slain.
the blood of a vampire. When the evil dragon consumes the potion, the
$ SURWR GUDFROLFK WUDQVIRUPV LQWR D IXOO GUDFROLFK ZLWKLQ VHYHQ GD\V
UHVXOWV DUH GHWHUPLQHG DV IROORZV UROO SHUFHQWLOH GLFH after it devours its original body. When the transformation is complete,

Roll Result WKH GUDFROLFK UHVHPEOHV LWV RULJLQDO ERG\ LW FDQ QRZ VSHDN FDVW VSHOOV
01-10 and employ the breath weapon of its original body, in addition to hav-
11-40 1R HIIHFW ing all of the abilities of a dracolich.
41-50
3RWLRQ GRHV QRW ZRUN 7KH GUDJRQ VXIIHUV G SRLQWV RI 7KH SURFHGXUH IRU SRVVHVVLQJ D QHZ FRUSVH LV WKH VDPH DV H[SODLQHG
51-00 damage and is helpless with convulsions for 1-2 rounds.
3RWLRQ GRHV QRW ZRUN 7KH GUDJRQ GLHV $ IXOO wish or DERYH H[FHSW WKDW WKH DVVLVWDQFH RI D ZL]DUG LV QR ORQJHU QHFHVVDU\
FDVWLQJ magic jar LV UHTXLUHG RQO\ IRU WKH ÀUVW SRVVHVVLRQ ,I WKH VSLULW
VLPLODU VSHOO LV QHHGHG WR UHVWRUH WKH GUDJRQ WR OLIH D successfully re-possesses its original body, it once again becomes a full
wish to transform the dragon into a dracolich results in
another roll on this table. GUDFROLFK ,I WKH VSLULW SRVVHVVHV D GLIIHUHQW ERG\ LW EHFRPHV D SURWR
Potion works. dracolich and must devour its former body to become a full dracolich.

,I WKH SRWLRQ ZRUNV WKH GUDJRQ·V VSLULW WUDQVIHUV WR WKH KRVW UHJDUG- $ V\PELRWLF UHODWLRQVKLS H[LVWV EHWZHHQ D GUDFROLFK DQG WKH ZL]DUGV
OHVV RI WKH GLVWDQFH EHWZHHQ WKH GUDJRQ·V ERG\ DQG WKH KRVW $ GLP
light within the host indicates the presence of the spirit. While con- ZKR FUHDWH LW 7KH ZL]DUGV KRQRU DQG DLG WKHLU GUDFROLFK DV ZHOO DV
WDLQHG LQ WKH KRVW WKH VSLULW FDQQRW WDNH DQ\ DFWLRQV LW FDQQRW EH SURYLGLQJ LW ZLWK UHJXODU RIIHULQJV RI WUHDVXUH LWHPV ,Q UHWXUQ WKH GUD-
FRQWDFWHG QRU DWWDFNHG E\ PDJLF 7KH VSLULW FDQ UHPDLQ LQ WKH KRVW
LQGHÀQLWHO\ FROLFK GHIHQGV LWV ZL]DUGV DJDLQVW HQHPLHV DQG RWKHU WKUHDWV DV ZHOO DV

2QFH WKH VSLULW LV FRQWDLQHG LQ WKH KRVW WKH KRVW PXVW EH EURXJKW DVVLVWLQJ WKHP LQ WKHLU YDULRXV VFKHPHV /LNH GUDJRQV GUDFROLFKHV DUH
ZLWKLQ IHHW RI D UHSWLOLDQ FRUSVH XQGHU QR FLUFXPVWDQFHV FDQ WKH loners, but they take comfort in the knowledge that they have allies.
VSLULW SRVVHVV D OLYLQJ ERG\ 7KH VSLULW·V RULJLQDO ERG\ LV LGHDO EXW WKH
corpse of any reptilian creature that died or was killed within the previ- Dracoliches are generally found in the same habitats as the dragons
ous 30 days is suitable.
IURP ZKLFK WKH\ ZHUH FUHDWHG GUDFROLFKHV FUHDWHG IURP JUHHQ GUDJRQV
7KH ZL]DUG ZKR RULJLQDOO\ SUHSDUHG WKH KRVW PXVW WRXFK WKH KRVW for instance, are likely to be found in subtropical and temperate forests.
cast a magic jar spell while speaking the name of the dragon, then touch
WKH FRUSVH 7KH FRUSVH PXVW IDLO D VDYLQJ WKURZ YV VSHOO IRU WKH VSLULW 7KRXJK WKH\ GR QRW OLYH ZLWK WKHLU ZL]DUGV WKHLU ODLUV DUH QHYHU PRUH
WR VXFFHVVIXOO\ SRVVHVV LW LI LW VDYHV LW ZLOO QHYHU DFFHSW WKH VSLULW 7KH than a few miles away. Dracoliches prefer darkness and are usually en-
IROORZLQJ PRGLÀHUV DSSO\ WR WKH UROO countered at night, in shadowy forests, or in underground labyrinths.

² LI WKH FRUSVH LV WKH VSLULW·V RZQ IRUPHU ERG\ ZKLFK FDQ EH GHDG IRU Ecology: Dracoliches are never hungry, but they must eat in order to
any length of time).
–4 if the corpse is of the same alignment as the dragon. UHIXHO WKHLU EUHDWK ZHDSRQV /LNH GUDJRQV GUDFROLFKHV FDQ FRQVXPH
² LI WKH FRUSVH LV WKDW RI D WUXH GUDJRQ DQ\ W\SH
² LI WKH FRUSVH LV WKDW RI D ÀUHGUDNH LFH OL]DUG Z\YHUQ RU ÀUH OL]DUG QHDUO\ DQ\WKLQJ EXW SUHIHU WKH IRRG HDWHQ E\ WKHLU RULJLQDO IRUPV IRU
–1 if the corpse is that of a dracolisk, dragonne, dinosaur, snake, or instance, if a dracolich was originally a red dragon, it prefers fresh
other reptile.
PHDW 7KH ERG\ RI D GHVWUR\HG GUDFROLFK FUXPEOHV LQWR D IRXO VPHOOLQJ

SRZGHU ZLWKLQ D IHZ KRXUV WKLV SRZGHU FDQ EH XVHG E\ NQRZOHGJHDEOH
ZL]DUGV DV D FRPSRQHQW IRU FUHDWLQJ potions of undead control and similar
magical substances.

62


Dragon, General

'UDJRQV DUH DQ DQFLHQW ZLQJHG UHSWLOLDQ UDFH 7KH\ DUH NQRZQ DQG Dragon Defenses: $ GUDJRQ·V $UPRU &ODVV LPSURYHV DV LW JHWV ROGHU
IHDUHG IRU WKHLU VL]H SK\VLFDO SURZHVV DQG PDJLFDO DELOLWLHV 7KH ROG- DQG WKH FUHDWXUH EHFRPHV WRXJKHU 2OG GUDJRQV RU ROGHU GUDJRQV DUH
est dragons are among the most powerful creatures in the world. Most LPPXQH WR QRUPDO PLVVLOHV WKHLU JHP HQFUXVWHG KLGHV GHÁHFW DUURZV
DQG RWKHU VPDOO SURMHFWLOHV /DUJH PLVVLOHV IURP FDWDSXOWV JLDQWV HWF
GUDJRQV DUH LGHQWLÀHG E\ WKH FRORU RI WKHLU VFDOHV DQG PDJLFDO PLVVLOHV DIIHFW WKHP QRUPDOO\ <RXQJ DGXOW DQG ROGHU
7KHUH DUH PDQ\ NQRZQ VXEVSHFLHV RI GUDJRQV VHYHUDO RI ZKLFK IDOO dragons radiate a personal aura that makes them partially resistant
WR KDUPIXO PDJLF $ GUDJRQ·V UHVLVWDQFH WR PDJLF LQFUHDVHV DV LW DJHV
into three broad categories: chromatic, gem, and metallic dragons.
&KURPDWLF GUDJRQV LQFOXGH EODFN EOXH JUHHQ UHG DQG ZKLWH GUDJRQV Dragon Hide: 'UDJRQ VNLQ LV SUL]HG E\ DUPRUHUV ZLWK WKH VNLOO WR WXUQ
DOO DUH H[WUHPHO\ HYLO DQG DUH IHDUHG E\ PRVW 7KH PHWDOOLF GUDJRQV DUH it into shields and armor, valuable because of its appearance and the
WKH EUDVV EURQ]H FRSSHU JROG DQG VLOYHU GUDJRQV WKHVH DUH QREOH DQG SURWHFWLRQ LW DIIRUGV 'UDJRQ DUPRU JUDQWV LWV ZHDUHU DQ $UPRU &ODVV
good, highly respected by wise people. RI OHVV WKDQ WKH $UPRU &ODVV RI WKH GUDJRQ LW ZDV WDNHQ IURP IRU D
PLQLPXP $UPRU &ODVV RI )RU H[DPSOH DUPRU IURP D MXYHQLOH EUDVV
7KH JHP GUDJRQV DUH WKH DPHWK\VW FU\VWDO HPHUDOG VDSSKLUH DQG GUDJRQ $& JUDQWV LWV ZHDUHU $& 'UDJRQ DUPRU LV VXSSOH DQG QRQ
WRSD] GUDJRQV WKH\ DUH QHXWUDO ZLWK UHVSHFW WR JRRG DQG HYLO DQG bulky, weighing only 25 pounds.
are very charismatic and suave, masters of persuasion who delight in
ULGGOHV 7KRXJK JHQHUDOO\ VPDOOHU DQG VORZHU WKDQ RWKHU GUDJRQV JHP 7KH VFDOHV RI JHP GUDJRQV WDNH RQ SURSHUWLHV RI DFWXDO JHPV WKH\
dragons are often wiser and more intelligent, and have other powers to DUH IDFHWHG DQG UHÁHFW OLJKW 7KH\ DUH VOLJKWO\ PRUH EULWWOH WKDQ WKRVH RI
compensate, like psionics. other dragons, so armor made from them requires repair more often.

,Q DGGLWLRQ WR WKH GUDJRQV LQ WKHVH WKUHH FODVVLÀFDWLRQV WKHUH DUH RWK- 'UDJRQ DUPRU DIIRUGV QR H[WUD SURWHFWLRQ VXFK DV UHVLVWDQFH WR ÀUH RU
HU GUDJRQV WKDW PD\ DW ÀUVW VHHP WR EH PHPEHUV RI WKRVH FDWHJRULHV )RU cold, although the armor can be enchanted to provide such protection.
instance, the steel dragon seems to be a metallic dragon, but has only $ GUDJRQ·V UHVLVWDQFH WR FHUWDLQ HOHPHQWV LV EDVHG RQ LWV WRWDO PDNHXS
RQH EUHDWK ZHDSRQ ZKLOH HDFK ´WUXHµ PHWDOOLF GUDJRQ KDV WZR /LNH- QRW MXVW LWV VNLQ 3ODLQ GUDJRQ DUPRU LV H[SHQVLYH WR PDNH FRVWLQJ
ZLVH WKH EURZQ GUDJRQ VHHPV WR EH D W\SLFDO HYLO FKURPDWLF GUDJRQ 10,000 gp, based on the workmanship and protection the armor affords.
EXW KDV QR ZLQJV VR LV QRW D ´WUXHµ FKURPDWLF GUDJRQ 'UDJRQ VNLQ DUPRU FDQ EH HQFKDQWHG MXVW DV RWKHU IRUPV RI DUPRU FDQ
to a maximum of +5.
$OWKRXJK DOO VXEVSHFLHV RI GUDJRQV DUH EHOLHYHG WR KDYH FRPH IURP
the same roots tens of thousands of years ago, the present subspecies 'UDJRQ VKLHOGV DOVR RIIHU QR DGGLWLRQDO SURWHFWLRQ 7KH\ DUH PDGH RI
keep to themselves, working together only under extreme circumstanc- stretched hide over a ZRRGHQ IUDPH 6XFK VKLHOGV ZHLJK SRXQGV LI
es, such as a powerful mutual threat. Good dragons never work with VPDOO RU SRXQGV LI ODUJH DQG FRVW RU JROG SLHFHV
evil dragons, however, though a few neutral dragon specimens have
been known to associate with evil or good dragons. Gold dragons occa- Dragon Senses: $OO GUDJRQV KDYH H[FHOOHQW VHQVHV RI VLJKW VPHOO DQG
sionally associate freely with silver dragons, and emerald dragons are KHDULQJ 7KHLU HQKDQFHG VHQVHV HQDEOH WKHP WR GHWHFW DOO LQYLVLEOH REMHFWV
sometimes found with sapphire dragons. DQG FUHDWXUHV LQFOXGLQJ FUHDWXUHV RU LWHPV KLGGHQ LQ GDUNQHVV RU IRJ
ZLWKLQ D UDGLXV HTXDO WR IHHW WLPHV WKHLU DJH FDWHJRU\ $OO GUDJRQV SRV-
When evil dragons of different species encounter each other, they VHVV D QDWXUDO FODLUDXGLHQFH DELOLW\ ZLWK UHVSHFW WR WKHLU ODLUV WKH UDQJH LV
XVXDOO\ ÀJKW WR SURWHFW WKHLU WHUULWRULHV :KLOH JRRG GUDJRQV RI GLIIHUHQW IHHW SHU DJH FDWHJRU\ 7KH GUDJRQ PXVW FRQFHQWUDWH RQ D VSHFLÀF VHF-
subspecies are more tolerant of each other, they are also very territorial. tion within its lair or surrounding area to hear what is going on.
7KH\ XVXDOO\ WU\ WR ZRUN RXW GLIIHUHQFHV LQ D SHDFHIXO PDQQHU *HP
dragons often settle inter-species disputes with riddling contests. Some dragons are able to communicate telepathically with any intel-
OLJHQW FUHDWXUH 7KH SHUFHQWDJH FKDQFH IRU D GUDJRQ WR VSHDN LV EDVHG
$OO VXEVSHFLHV RI GUDJRQV KDYH DJH FDWHJRULHV DQG JDLQ PRUH DELO- RQ LWV ,QWHOOLJHQFH DQG DJH FDWHJRU\ 5HIHU WR LQGLYLGXDO GHVFULSWLRQV
LWLHV DQG JUHDWHU SRZHU DV WKH\ DJH 'UDJRQV UDQJH LQ VL]H IURP VHYHUDO for percentages.
feet upon hatching to more than 100 feet, after they have attained the
VWDWXV RI JUHDW Z\UP 7KH H[DFW VL]H YDULHV DFFRUGLQJ WR DJH DQG VXEVSH- Dragon Lairs: $OO GUDJRQ ODLUV DUH IDU IURP PRUWDO FLYLOL]DWLRQ DQG WKH\
FLHV $ GUDJRQ·V ZLQJVSDQ LV DERXW HTXDO WR LWV ERG\ OHQJWK RI D DUH GLIÀFXOW WR ÀQG EHFDXVH WKH GUDJRQV WDNH FDUHIXO PHDVXUHV WR FORDN
GUDJRQ·V ERG\ OHQJWK LV QHFN WKHLU FRPLQJ DQG JRLQJ 7KHUH LV XVXDOO\ OLWWOH LI DQ\ ZLOGOLIH DURXQG
the lairs because neighboring creatures fear the dragons, and most
Generally, when multiple dragons are encountered they are a mated pair dragons eat the few creatures that are foolish enough to remain.
and young. Mated dragons are always young adults, adults, or mature
DGXOWV \RXQJ GUDJRQV IRXQG ZLWK WKHLU SDUHQWV DUH RI WKH \RXQJ DGXOW VWDJH When a young adult dragon leaves its parents in search of its own
RU \RXQJHU 7R GHWHUPLQH WKH DJH RI \RXQJ GUDJRQV UROO G HJJ ODLU LW VSHQGV D IHZ \HDUV PRYLQJ IURP SODFH WR SODFH WR ÀQG D FDYH
KDWFKOLQJ YHU\ \RXQJ \RXQJ MXYHQLOH \RXQJ DGXOW RU FDYHUQ ZKLFK EHVW VXLWV LWV SHUVRQDOLW\ ,Q PRVW FDVHV WKH GUDJRQV
search for increasingly larger caves which can easily accommodate
'XULQJ WKH HDUO\ SDUW RI D GUDJRQ·V \RXQJ DGXOW VWDJH LW OHDYHV LWV SDU- WKHP DV WKH\ JURZ 8VXDOO\ E\ WKH WLPH D GUDJRQ KDV UHDFKHG WKH PD-
ents, greed driving it on to start a lair of its own. Sometimes, although ture adult stage, it has selected a large lair it plans to keep for the re-
UDUHO\ MXYHQLOH GUDJRQV OHDYH WKHLU SDUHQWV WR VWDUW WKHLU RZQ OLYHV $V D PDLQGHU RI LWV OLIH $ GUDJRQ DW WKLV VWDJH KDV JDWKHUHG D FRQVLGHUDEOH
pair of mated dragons age beyond the mature adult stage, they split up, amount of treasure and is loath to move it to a different location.
LQGHSHQGHQFH DQG WKH OXVW IRU WUHDVXUH GULYLQJ WKHP DSDUW 2OGHU GUDJ-
RQV RI HLWKHU VH[ VRPHWLPHV UDLVH \RXQJ EXW RQO\ RQ WKHLU RZQ³WKH 7KH ORFDWLRQ DQG FKDUDFWHU RI GUDJRQ ODLUV YDU\ EDVHG RQ HDFK VXE-
other parent leaves when the eggs are laid. VSHFLHV FRQVXOW LQGLYLGXDO GUDJRQV IRU VSHFLÀF LQIRUPDWLRQ +RZHYHU RQH
thing remains constant: any dragon considers its lair and neighboring areas
Dragons, especially older ones, are generally solitary due to neces- LWV GRPDLQV $ FUHDWXUH ZKLFK YLRODWHV RU WKUHDWHQV WKH ODLU LV WKUHDWHQLQJ
VLW\ DQG SUHIHUHQFH 7KH\ GLVWDQFH WKHPVHOYHV IURP FLYLOL]DWLRQ ZKLFK the dragon and will be dealt with harshly. Some good dragons may be more
they consider to be a petty and foolish mortal invention. OHQLHQW WKDQ RWKHU VXEVSHFLHV LQ WKLV PDWWHU $OO GUDJRQV NHHS WKHLU WUHDVXUH
KLGGHQ GHHS ZLWKLQ WKHLU ODLUV DQG VRPH GUDJRQV FUHDWH KD]DUGRXV FRQGL-
Dragons are fearsome predators, but scavenge when necessary and tions within their lain to keep unwary creatures from reaching the treasure.
FDQ HDW DOPRVW DQ\WKLQJ LI WKH\ DUH KXQJU\ HQRXJK $ GUDJRQ·V PHWDER-
OLVP RSHUDWHV OLNH D KLJKO\ HIÀFLHQW IXUQDFH PDNLQJ XVH RI RI DOO WKH Dragon Flight: 'HVSLWH WKHLU ODUJH VL]H GUDJRQV DUH JUDFHIXO DQG FRP-
IRRG WKH GUDJRQ HDWV $ GUDJRQ FDQ DOVR PHWDEROL]H LQRUJDQLF PDWHULDO SHWHQW ÁLHUV PRVW DUH PDQHXYHUDELOLW\ FODVV & 7KLV LV GXH SDUWLDOO\ WR
and some dragons have developed a taste for such fare. WKHLU SRZHUIXO ZLQJV DQG SDUWLDOO\ WR WKH GUDJRQ·V LQQDWH PDJLF 'UDJ-
ons can climb at half speed and dive at double speed.
$OWKRXJK GUDJRQV· JRDOV DQG LGHDOV YDU\ DPRQJ VXEVSHFLHV DOO GUDJ-
RQV DUH FRYHWRXV 7KH\ OLNH WR KRDUG ZHDOWK FROOHFWLQJ PRXQGV RI FRLQV $ GUDJRQ FDQ FKDQJH GLUHFWLRQ TXLFNO\ E\ H[HFXWLQJ D ZLQJRYHU PD-
DQG JDWKHULQJ DV PDQ\ JHPV MHZHOV DQG PDJLFDO LWHPV DV SRVVLEOH neuver. $ GUDJRQ FDQQRW JDLQ DOWLWXGH GXULQJ WKH URXQG LW H[HFXWHV D
7KH\ ÀQG WUHDVXUH SOHDVLQJ WR ORRN DW DQG WKH\ EDVN LQ WKH UDGLDQFH RI ZLQJRYHU EXW LW PD\ GLYH 7KH PDQHXYHU HQDEOHV WKH GUDJRQ WR PDNH D
WKH PDJLFDO LWHPV )RU D GUDJRQ WKHUH LV QHYHU HQRXJK WUHDVXUH 7KRVH WXUQ RI WR GHJUHHV UHJDUGOHVV RI LWV VSHHG RU VL]H
with large hoards are loath to leave them for long, venturing out of their
lairs only to patrol the immediate areas or to get food. Dragons like to
PDNH EHGV RI WKHLU WUHDVXUH VKDSLQJ QRRNV DQG PRXQGV WR ÀW WKHLU ERG-
ies. By the time they mature to the great wyrm stage, hundreds of gems
and coins are imbedded in their hides.

63


Dragon, General

Diving dragons can strike with their claws with a +2 bonus to attack Bite: %HFDXVH RI D GUDJRQ·V ORQJ QHFN LW FDQ ELWH FUHDWXUHV WR LWV EDFN
rolls. Dragons diving on land-bound opponents can also strike with and sides.
both wings, but then must land immediately after attacking.
Snatch: 2QO\ \RXQJ DGXOW DQG ROGHU GUDJRQV FDQ VQDWFK 7KLV RF-
:KHQ HQJDJLQJ RWKHU Á\LQJ RSSRQHQWV GUDJRQV FDQ HLWKHU FODZ RU FXUV ZKHQ D Á\LQJ GUDJRQ GLYHV DQG DWWHPSWV WR JUDE D FUHDWXUH LQ
ELWH EXW QRW ERWK $Q DLUERUQH GUDJRQ PXVW JOLGH WR FDVW VSHOOV EXW LQ- RQH RI LWV FODZV $ FUHDWXUH VWUXFN E\ WKLV PHWKRG LV WDNHQ LQWR WKH DLU
7KHUH LV D FKDQFH WKDW D VQDWFKHG FUHDWXUH KDV LWV DUPV SLQQHG DQG
QDWH DELOLWLHV FDQ EH XVHG DW DQ\ WLPH $ JOLGLQJ GUDJRQ ORVHV IHHW therefore cannot physically attack the dragon. Snatched creatures are
VRPHWLPHV WDNHQ WR JUHDW KHLJKWV DQG GURSSHG 7KH VQDWFKHG FUHDWXUH
RI DOWLWXGH SHU URXQG DQG LWV IRUZDUG VSHHG LV HTXDO WR RQH KDOI LWV ÁLJKW FDQ EH VTXHH]HG LQ WKH FODZ IRU DXWRPDWLF FODZ GDPDJH HDFK URXQG RU
speed on the round before it began gliding. WUDQVIHUUHG WR WKH GUDJRQ·V PRXWK WKH WUDQVIHU UHTXLUHV D VXFFHVVIXO DW-
WDFN UROO ,I WKH WUDQVIHU VXFFHHGV WKH YLFWLP DXWRPDWLFDOO\ VXIIHUV ELWH
Dragon Table GDPDJH HDFK URXQG LI LW IDLOV WKH YLFWLP LV GURSSHG 'UDJRQV RI DJH ROG
and older can carry a victim in each claw, and they can try to snatch two
Age Age (in Hit Die Combat Fear Fear Save victims at once. Wyrms and great wyrms can carry three victims, but
Category years) 0RGLÀHU 0RGLÀHU Radius 0RGLÀHU RQH RI WKH ÀUVW WZR VQDWFKHG PXVW EH WUDQVIHUUHG IURP FODZ WR PRXWK
0-5 –6 +1 1LO 1LO before the third can be snatched.
1 Hatchling 6-15 –4 +2 1LO 1LO
2 Very young 16-25 –2 +3 $ GUDJRQ FDQ VQDWFK FUHDWXUHV WZR RU PRUH VL]H FDWHJRULHV VPDOOHU
3 <RXQJ 26-50 1LO +4 1LO 1LO WKDQ LWVHOI )RU H[DPSOH D GUDJRQ WKDW LV · ORQJ LV D *DUJDQWXDQ FUHD-
4 Juvenile 51-100 +1 +5 1LO 1LO WXUH VR WKH ELJJHVW FUHDWXUH LW FDQ VQDWFK LV D /DUJH RQH · ORQJ
5 <RXQJ DGXOW 101-200 +2 +6 15 yards
6 $GXOW 201-400 +3 +7 20 yards Plummet: ,I WKH '0 FKRRVHV WR DOORZ SOXPPHWV DQ DLUERUQH GUDJRQ
7 Mature adult 401-600 +4 +8 25 yards RU D GUDJRQ MXPSLQJ DQG GHVFHQGLQJ IURP DW OHDVW IHHW DERYH D WDUJHW
8 2OG 601-800 +5 +9 30 yards FDQ ODQG RQ D YLFWLP 7KH GUDJRQ FUXVKHV DQG SLQV RSSRQHQWV XVLQJ LWV
9 Very old 801-1,000 +6 +10 35 yards ² FODZV DQG WDLO LQÁLFWLQJ GDPDJH HTXDO WR LWV ELWH 7KH GUDJRQ FDQ FUXVK
10 Venerable 1,001-1,200 +7 +11 40 yards ² DV PDQ\ FUHDWXUHV DV LWV FRPEDW PRGLÀHU 7KH GUDJRQ UROOV D VHSDUDWH DW-
11 Wyrm 1,200 + +8 +12 45 yards ² O tack against each creature affected. Creatures that are missed are assumed
12 Great Wyrm 50 yards ² to have escaped. Creatures that are crushed must roll successful saving
WKURZV YV SHWULÀFDWLRQ RU EH SLQQHG XQGHU WKH GUDJRQ DXWRPDWLFDOO\ VXI-
Dragon Fear: 'UDJRQV FDQ LQVSLUH SDQLF RU IHDU 7KH PHUH VLJKW RI D fering crushing damage during the next round unless the dragon moves
young adult or older dragon causes creatures with fewer than 1 Hit RII WKHP ,I WKH GUDJRQ FKRRVHV WR PDLQWDLQ WKH SLQ WKH YLFWLPV PXVW UROO
VXFFHVVIXO VDYLQJ WKURZV YV SHWULÀFDWLRQ WR JHW IUHH 7KH GUDJRQ·V FRPEDW
'LH DV ZHOO DV DOO QRQFDUQLYRURXV QRQDJJUHVVLYH FUHDWXUHV ZLWK IHZHU PRGLÀHU DSSOLHV DV D SHQDOW\ WR DOO VDYLQJ WKURZV YV WKH FUXVK $ GUDJRQ
cannot take any other actions when plummeting or pinning.
+LW 'LFH WKDQ WKH GUDJRQ WR DXWRPDWLFDOO\ ÁHH LQ SDQLF IRU G URXQGV
Kick: $Q\ GUDJRQ FDQ NLFN FUHDWXUHV DWWDFNLQJ LW IURP EHKLQG $ NLFN
7UDLQHG ZDU PRXQWV RUJDQL]HG PLOLWDU\ XQLWV DQG VLQJOH FUHDWXUHV delivers claw damage, and creatures struck must roll their Dexterity or
with 1 Hit Die or more, but with fewer Hit Dice than the dragon are less on 1d20 or be kicked back 1d6 feet, +1 foot per age category of the
not panicked, but they may be stricken with fear if they are within the GUDJRQ 7KRVH NQRFNHG EDFN PXVW PDNH VXFFHVVIXO VDYLQJ WKURZV YV
SHWULÀFDWLRQ DGMXVWHG E\ WKH GUDJRQ·V FRPEDW PRGLÀHU RU IDOO ,I WKH
GUDJRQ·V IHDU DXUD 7KH DXUD VXUURXQGV DWWDFNLQJ RU FKDUJLQJ GUDJRQV GUDJRQ DWWDFNV ZLWK RQH FODZ LW FDQ NLFN ZLWK RQO\ RQH KLQG OHJ WKH
RWKHU PXVW EH XVHG IRU EDODQFH ,W FDQQRW VODS LWV WDLO ZKLOH NLFNLQJ
LQ WKH VSHFLÀHG UDGLXV DQG LQ D SDWK DORQJ WKH JURXQG GLUHFWO\ EHQHDWK D
Á\LQJ GUDJRQ ZKRVH DOWLWXGH LV IHHW RU OHVV &UHDWXUHV QRW DXWRPDWL- Wing Buffet: <RXQJ DGXOW DQG ROGHU GUDJRQV FDQ HPSOR\ WKHLU ZLQJV
LQ FRPEDW WDUJHWV PXVW EH DW WKH GUDJRQ·V VLGHV 7KH GDPDJH LQÁLFWHG LV
FDOO\ SDQLFNHG DUH HQWLWOHG WR VDYLQJ WKURZV YV SHWULÀFDWLRQ &UHDWXUHV the same as a claw attack, and creatures struck must roll their Dexterity
or less on 1d20 or be knocked prone.
IDLOLQJ WKHLU VDYLQJ WKURZV DUH VWULFNHQ ZLWK IHDU DQG ÀJKW ZLWK D ²
Tail Slap: $GXOW DQG ROGHU GUDJRQV FDQ XVH WKHLU WDLOV WR DWWDFN FUHD-
SHQDOW\ WR WKHLU DWWDFN DQG GDPDJH UROOV 7KH DXUD LQFUHDVHV LQ VL]H DQG WXUHV WR WKHLU UHDU DQG VLGHV $ WDLO DWWDFN LQÁLFWV WKH VDPH GDPDJH DV
WZR FODZ DWWDFNV DQG DIIHFWV DV PDQ\ WDUJHWV DV WKH GUDJRQ·V DJH FDWH-
SRZHU EDVHG RQ WKH DJH FDWHJRU\ RI WKH GUDJRQ FUHDWXUHV VXEMHFWHG WR JRU\ 7KH GUDJRQ UROOV D VHSDUDWH DWWDFN DJDLQVW HDFK FUHDWXUH &UHDWXUHV
VWUXFN PXVW UROO VXFFHVVIXO VDYLQJ WKURZV YV SHWULÀFDWLRQ DGMXVWHG E\
WKH DXUD UHFHLYH D VDYLQJ WKURZ ERQXV RU D SHQDOW\ DV VSHFLÀHG RQ WKH WKH GUDJRQ·V FRPEDW PRGLÀHU RU EH VWXQQHG IRU G PLQXWHV $ WDLO
slap can smash a light wooden structure and even damage a cube of
'UDJRQ 7DEOH $OO FUHDWXUHV ZLWK +LW 'LFH HTXDO WR RU JUHDWHU WKDQ WKRVH IRUFH RQH FKDUJH SHU WZR SRLQWV RI FRPEDW PRGLÀHU URXQG GRZQ
of the dragon are immune to the fear effect.
Stall: $Q\ GUDJRQ Á\LQJ QHDU WKH JURXQG FDQ KDOW LWV IRUZDUG PRWLRQ
Gem dragons are not as inherently fearsome as other dragons, so
VDYLQJ WKURZV DJDLQVW WKHLU IHDU DXUDV UHFHLYH ERQXVHV WKH ERQXVHV DS- DQG KRYHU IRU RQH URXQG LW PXVW ODQG LPPHGLDWHO\ WKHUHDIWHU 2QFH

SHDU LQ SDUHQWKHVLV LQ WKH 'UDJRQ 7DEOH VWRSSHG WKH GUDJRQ FDQ DWWDFN ZLWK LWV ELWH DQG DOO IRXU OHJV ,W FDQ XVH
its breath weapon instead, but this rarely happens since dragons can
'UDJRQ +LW 'LH 0RGLÀHU Dragon Hit Dice vary between subspecies
DQG DUH PRGLÀHG EDVHG RQ DJH FDWHJRU\ 5HIHU WR LQGLYLGXDO GUDJRQ HQ- EUHDWKH RQ WKH ZLQJ ,I D GUDJRQ VWDOOV LQ DQ DUHD ZLWK ORWV RI WUHHV RU
WULHV IRU WKH EDVH +LW 'LFH IRU HDFK VSHFLHV DQG WR WKH 'UDJRQ 7DEOH IRU loose earth, the draft from its wings creates a dust cloud with the same
WKH PRGLÀHU EDVHG RQ DJH 7KH ROGHU D GUDJRQ JHWV WKH PRUH +LW 'LFH LW radius as its fear aura. Creatures within the cloud are blinded, and no
KDV )RU H[DPSOH D EODFN GUDJRQ KDV D EDVH RI +LW 'LFH $ KDWFKOLQJ
EODFN GUDJRQ VXEWUDFWV GLFH JLYLQJ LW D WRWDO RI $ JUHDW Z\UP EODFN VSHOO FDVWLQJ LV SRVVLEOH 7KH GXVW ODVWV IRU RQH URXQG
dragon adds 8 dice for a total of 18. Spells: 'UDJRQV OHDUQ VSHOOV KDSKD]DUGO\ RYHU WKH \HDUV 7KH '0

'UDJRQV· VDYLQJ WKURZV DUH WLHG WR WKHLU +LW 'LFH (DFK GUDJRQ VDYHV should randomly determine which spells any particular dragon knows.
DV D ÀJKWHU HTXDO LQ OHYHO WR WKH GUDJRQ·V +LW 'LFH )RU H[DPSOH D KDWFK- 7KH GUDJRQ FDQ FDVW HDFK VSHOO RQFH SHU GD\ XQOHVV UDQGRP GHWHUPLQD-
OLQJ EODFN GUDJRQ VDYHV DV D WK OHYHO ÀJKWHU ZKLOH D JUHDW Z\UP EODFN tion indicates the same spell more than once, in which case the dragon
GUDJRQ VDYHV DV DQ WK OHYHO ÀJKWHU can cast it more than once a day. Dragons do not use spell books or
SUD\ WR GHLWLHV WKH\ VLPSO\ VOHHS FRQFHQWUDWH ZKHQ WKH\ DZDNHQ DQG
'UDJRQ &RPEDW 0RGLÀHU $ GUDJRQ·V FRPEDW PRGLÀHU YDULHV ZLWK DJH UHPHPEHU WKHLU VSHOOV 'UDJRQ VSHOOV KDYH RQO\ D YHUEDO FRPSRQHQW
FDWHJRU\ 7KH ERQXV RU SHQDOW\ DSSOLHV WR GDPDJH UROOV IRU HDFK SK\VL- the spells have a casting time of 1, regardless of level. Dragons cannot
FDO DWWDFN ,W GRHV QRW DSSO\ WR D GUDJRQ·V EUHDWK ZHDSRQ 7KH FRPEDW physically attack, use their breath weapon, use their magical abilities,
PRGLÀHU LV DOVR DSSOLHG WR WKH GUDJRQ·V EDVH VSHOOFDVWLQJ OHYHO DJH FDW-
egory), to determine the actual level at which the dragon casts spells RU Á\ H[FHSW WR JOLGH ZKLOH FDVWLQJ D VSHOO
WKXV D JUHDW Z\UP FDVWV VSHOOV DW WK OHYHO RI DELOLW\

Dragon Attacks: $OO GUDJRQV KDYH D FODZ FODZ ELWH DWWDFN IRUP DQG D
EUHDWK ZHDSRQ 7KH ODWWHU FDQ EH XVHG RQFH HYHU\ WKUHH URXQGV 'UDJ-
ons also employ several other attack forms which are detailed in the
following text. Dragons frequently divide their attacks between oppo-
nents, using the more dangerous attacks, such as the bite, against the
foes they perceive to be the toughest.

$ GUDJRQ WKDW EUHDWKHV GXULQJ D URXQG RI FRPEDW FDQQRW DOVR DWWDFN
SK\VLFDOO\ 0DJLFDO DELOLWLHV EXW QRW VSHOOV FDQ EH XVHG LQ DGGLWLRQ WR
any attacks, except the breath weapon.

Claws: $ GUDJRQ FDQ XVH LWV FODZV WR DWWDFN FUHDWXUHV WR LWV IURQW DQG
VLGHV ,I WKH GUDJRQ NLFNV ZLWK RQH UHDU OHJ LW FDQ DWWDFN ZLWK RQO\ RQH
FODZ WKH RWKHU PXVW EH XVHG WR PDLQWDLQ EDODQFH

64


Dragon, Chromatic Black Dragon

CLIMATE/TERRAIN: $Q\ VZDPS MXQJOH DQG VXEWHUUDQHDQ
FREQUENCY: Rare
ORGANIZATION: Solitary or clan
ACTIVE TIME:
DIET: $Q\
INTELLIGENCE: Special
TREASURE:
ALIGNMENT: $YHUDJH
Special
Chaotic evil

NO. APPEARING:
ARMOR CLASS:
MOVEMENT: EDVH
HIT DICE:
THAC0: )O & 6Z
NO. OF ATTACKS:
DAMAGE/ATTACK: EDVH
SPECIAL ATTACKS:
SPECIAL DEFENSES: EDVH
MAGIC RESISTANCE: 3 + special
SIZE: 1-6/1-6/3-18
MORALE: Special
XP VALUE: Variable
Variable

* · EDVH

)DQDWLF EDVH
Variable

Black dragons are abusive, quick to anger, and resent intrusions of Juvenile: darkness WKUHH WLPHV D GD\ LQ D · UDGLXV SHU DJH FDWHJRU\ RI
DQ\ NLQG 7KH\ OLNH GLVPDO VXUURXQGLQJV KHDY\ YHJHWDWLRQ DQG SUH- the dragon. Adult: corrupt water RQFH D GD\ )RU HYHU\ DJH FDWHJRU\ D
dragon attains, it can stagnate 10 cubic feet of water, making it become
IHU GDUNQHVV WR GD\OLJKW $OWKRXJK QRW DV LQWHOOLJHQW DV RWKHU GUDJRQV still, foul, inert, and unable to support animal life. When this ability is
black dragons are instinctively cunning and malevolent. used against potions and elixirs, they become useless if they roll a 15 or
better on 1d20. Old: plant growth once a day. Venerable: summon insects
$W ELUWK D EODFN GUDJRQ·V VFDOHV DUH WKLQ VPDOO DQG JORVV\ %XW DV WKH once a day. Great wyrm: charm reptiles WKUHH WLPHV D GD\ 7KLV RSHUDWHV
dragon ages, its scales become larger, thicker, and duller, which helps as a charm mammals spell, but is applicable only to reptiles.

LW FDPRXÁDJH LWVHOI LQ VZDPSV DQG PDUVKHV %ODFN GUDJRQV VSHDN WKHLU Habitat/Society: Black dragons are found in swamps, marshes, rain for-
HVWV DQG MXQJOHV 7KH\ UHYHO LQ D VWHDP\ HQYLURQPHQW ZKHUH FDQRSLHV
RZQ WRQJXH D WRQJXH FRPPRQ WR DOO HYLO GUDJRQV DQG RI KDWFKOLQJ
black dragons have an ability to communicate with any intelligent crea- RI WUHHV ÀOWHU RXW PRVW RI WKH VXQOLJKW VZDUPV RI LQVHFWV ÀOO WKH DLU
and stagnant moss-covered ponds lie in abundance. Black dragons are
WXUH 7KH FKDQFH WR SRVVHVV WKLV DELOLW\ LQFUHDVHV SHU DJH FDWHJRU\ H[FHOOHQW VZLPPHUV DQG HQMR\ OXUNLQJ LQ WKH JORRP\ GHSWKV RI VZDPSV
of the dragon.
DQG ERJV 7KH\ DOVR DUH JUDFHIXO LQ ÁLJKW KRZHYHU WKH\ SUHIHU WR Á\
Combat: Black dragons prefer to ambush their targets, using their sur- at night when their great forms are hidden by the darkness of the sky.
URXQGLQJV DV FRYHU 7KHLU IDYRULWH WDUJHWV DUH PHQ ZKR WKH\ ZLOO VRPH- %ODFN GUDJRQV DUH H[WUHPHO\ VHOÀVK DQG WKH PDMRULW\ RI WKRVH HQFRXQ-
times stalk for several minutes in an attempt to gauge their strength tered will be alone. When a family of black dragons is encountered, the
DGXOWV ZLOO SURWHFW WKHLU \RXQJ +RZHYHU LI LW DSSHDUV WKH DGXOWV· OLYHV
DQG ZHDOWK EHIRUH DWWDFNLQJ $JDLQVW D EDQG RI PHQ RU D IRUPLGDEOH
DUH LQ MHRSDUG\ WKH\ ZLOO DEDQGRQ WKHLU \RXQJ WR VDYH WKHPVHOYHV
FUHDWXUH ROGHU EODFN GUDJRQV ZLOO XVH WKHLU VSHFLDO DELOLWLHV ÀUVW VR WKH 7KH\ ODLU LQ ODUJH GDPS FDYHV DQG PXOWL FKDPEHUHG VXEWHUUDQHDQ FDY-

YHU\ IRUFHV RI WKH PDUVK FDQ ZHDNHQ WKH WDUJHWV EHIRUH WKH GUDJRQ MRLQV HUQV 2OGHU GUDJRQV DUH DEOH WR KLGH WKH HQWUDQFH WR WKHLU ODLUV ZLWK WKHLU
WKH ÀJKW %ODFN GUDJRQV ZLOO DOVR XVH WKHLU EUHDWK ZHDSRQ EHIRUH FORV- plant growth DELOLW\ %ODFN GUDJRQV DUH HVSHFLDOO\ IRQG RI FRLQV 2OGHU EODFN
dragons sometimes capture and question humans, before killing them, to
LQJ LQ PHOHH :KHQ ÀJKWLQJ LQ KHDYLO\ YHJHWDWHG VZDPSV DQG PDUVKHV ÀQG RXW ZKHUH VWRFNSLOHV RI JROG VLOYHU DQG SODWLQXP FRLQV DUH NHSW

EODFN GUDJRQV DWWHPSW WR VWD\ LQ WKH ZDWHU RU DORQJ WKH JURXQG WKH Ecology: Black dragons can eat almost anything, although they prefer
WR GLQH SULPDULO\ RQ ÀVK PROOXVNV DQG RWKHU DTXDWLF FUHDWXUHV 7KH\
QXPHURXV WUHHV DQG OHDI\ FDQRSLHV OLPLW WKHLU Á\LQJ PDQHXYHUDELOLW\
When faced with an opponent which poses too much of a threat, a black DUH IRQG RI HHOV HVSHFLDOO\ WKH JLDQW YDULHWLHV 7KH\ DOVR KXQW IRU UHG

GUDJRQ ZLOO DWWHPSW WR Á\ RXW RI VLJKW VR LW ZLOO QRW OHDYH WUDFNV DQG PHDW EXW WKH\ OLNH WR ´SLFNOHµ LW E\ OHWWLQJ LW OLH LQ SRQGV ZLWKLQ WKHLU
hide in a deep pond or bog. lair for days before eating it.

Breath weapon/special abilities: $ EODFN GUDJRQ·V EUHDWK ZHDSRQ LV

D · ZLGH VWUHDP RI DFLG WKDW H[WHQGV · LQ D VWUDLJKW OLQH IURP WKH

GUDJRQ·V KHDG $OO FUHDWXUHV FDXJKW LQ WKLV VWUHDP PXVW VDYH YV EUHDWK
ZHDSRQ IRU KDOI GDPDJH $ EODFN GUDJRQ FDVWV VSHOOV DQG XVHV LWV PDJL-

FDO DELOLWLHV DW WK OHYHO SOXV LWV FRPEDW PRGLÀHU
Black dragons are born with an innate water breathing ability and an im-

PXQLW\ WR DFLG $V WKH\ DJH WKH\ JDLQ WKH IROORZLQJ DGGLWLRQDO SRZHUV

Age Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells Wizard/Priest MR Treas. Type XP Value
1 3-6 2-5 4 2d4 + l 4,000
2 6-15 5-12 3 4d4 + 2 1LO 1LO 1LO 5,000

3 15-24 12-19 2 6d4 + 3 1LO 1LO 1LO 7,000

1LO 1LO 1LO
4 24-33 19-27 1 8d4 + 4 1 1LO ½H 10,000
5 33-42 27-35 0 10d4 + 5 2 H 12,000
6 42-51 35-43 -1 12d4 + 6 3 H 13,000
7 51-60 43-50 -2 14d4 + 7 4 H 14,000
8 60-69 50-57 -3 16d4 + 8 5 15,000
9 69-78 57-64 -4 18d4 + 9 6 + ð 17,000

10 78-87 64-73 -5 20d4 + 10 7 + ð 18,000

11 87-96 73-80 -6 22d4 + 11 8 + ð 19,000

12 96-105 80-87 -7 24d4 + 12 9 + ð 20,000

+ ð

65


Blue Dragon Dragon, Chromatic

CLIMATE/TERRAIN: $ULG GHVHUWV
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVE TIME: $Q\
DIET: Special
INTELLIGENCE: 9HU\
TREASURE: Special
ALIGNMENT: /DZIXO HYLO

NO. APPEARING:
ARMOR CLASS:
MOVEMENT: EDVH
HIT DICE: )O & %U
THAC0: EDVH
NO. OF ATTACKS: EDVH
DAMAGE/ATTACK: 3 + special
SPECIAL ATTACKS: 1-8/1-8/3-24
SPECIAL DEFENSES: Special
MAGIC RESISTANCE: Variable
SIZE: Variable
MORALE: * · EDVH
XP VALUE: )DQDWLF EDVH
Variable

%OXH GUDJRQV DUH H[WUHPHO\ WHUULWRULDO DQG YRUDFLRXV 7KH\ ORYH WR %OXH GUDJRQV DUH ERUQ ZLWK DQ LPPXQLW\ WR HOHFWULFLW\ $V WKH\ DJH
spend long hours preparing ambushes for herd animals and unwary they gain the following additional powers: Young: create or destroy wa-
travelers, and they spend equally long hours dwelling on their success ter three times per day. Juvenile: sound imitation at will. Adult: dust devil
and admiring their trophies. once a day. Old: ventriloquism once a day. Venerable: control winds once
a day. Great wyrm: hallucinatory terrain once a day.
7KH VL]H RI D EOXH GUDJRQ·V VFDOHV LQFUHDVHV OLWWOH DV WKH GUDJRQ DJHV
DOWKRXJK WKH\ GR EHFRPH WKLFNHU DQG KDUGHU 7KH VFDOHV YDU\ LQ FRO- Habitat/Society: %OXH GUDJRQV DUH IRXQG LQ GHVHUWV DULG ZLQGVZHSW
SODLQV DQG KRW KXPLG EDGODQGV 7KH\ HQMR\ WKH EOHDN WHUUDLQ EH-
RU IURP DQ LULGHVFHQW D]XUH WR D GHHS LQGLJR UHWDLQLQJ D JORVV\ ÀQLVK
FDXVH WKHUH DUH IHZ REVWDFOHV³RQO\ DQ RFFDVLRQDO URFN RXWFURSSLQJ RU
WKURXJK DOO RI WKH GUDJRQ·V VWDJHV EHFDXVH WKH EORZLQJ GHVHUW VDQGV GXQH³WR LQWHUUXSW WKH YLHZ RI WKHLU WHUULWRULHV 7KH\ VSHQG KRXUV ORRN-
SROLVK WKHP 7KLV PDNHV EOXH GUDJRQV HDV\ WR VSRW LQ EDUUHQ GHVHUW VXU- ing out over their domains, watching for trespassers and admiring their
roundings. However, the dragons often conceal themselves, burrowing property. Most of the blue dragons encountered will be alone because
into the sand so only part of their heads are exposed. they do not want to share their territories with others. However, when
a family is encountered the male dragon will attack ferociously, protect-
%OXH GUDJRQV ORYH WR VRDU LQ WKH KRW GHVHUW DLU XVXDOO\ Á\LQJ LQ WKH
daytime when temperatures are the highest. Some blue dragons nearly LQJ KLV SURSHUW\³KLV PDWH DQG \RXQJ 7KH IHPDOH GUDJRQ DOVR ZLOO MRLQ
match the color of the desert sky and use this coloration to their advan-
tage in combat. LQ WKH DWWDFN LI WKH WKUHDW SURYHV VLJQLÀFDQW

Blue dragons speak their own tongue, a tongue common to all evil %OXH GUDJRQV· HQHPLHV DUH PHQ ZKR NLOO WKH GUDJRQV IRU WKHLU VNLQ
GUDJRQV DQG RI KDWFKOLQJ EOXH GUDJRQV KDYH DQ DELOLW\ WR FRPPX-
DQG WUHDVXUH DQG EUDVV GUDJRQV ZKLFK VKDUH WKH VDPH HQYLURQPHQW ,I
QLFDWH ZLWK DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRVVHVV WKLV DELOLW\ a blue dragon discovers a brass dragon in the same region, it will not
rest until the trespassing dragon is killed or driven away.
LQFUHDVHV SHU DJH FDWHJRU\ RI WKH GUDJRQ
Blue dragons lair in vast underground caverns in which they store
Combat: %OXH GUDJRQV SUHIHU WR ÀJKW IURP D GLVWDQFH VR WKHLU RSSRQHQWV
can clearly witness the full force of their breath weapon and so little or WKHLU WUHDVXUH $OWKRXJK EOXH GUDJRQV ZLOO FROOHFW DQ\WKLQJ ZKLFK ORRNV

QR WKUHDW LV SRVHG WR WKHPVHOYHV 2IWHQ EOXH GUDJRQV ZLOO DWWDFN IURP YDOXDEOH WKH\ DUH IRQG RI JHPV³HVSHFLDOO\ VDSSKLUHV
directly above or will burrow beneath the sands until opponents come
Ecology: Blue dragons are able to consume nearly anything, and some-
ZLWKLQ IHHW 2OGHU EOXH GUDJRQV ZLOO XVH WKHLU VSHFLDO DELOLWLHV VXFK
as hallucinatory terrain, in concert with these tactics to mask the land and WLPHV DUH IRUFHG WR HDW VQDNHV OL]DUGV DQG GHVHUW SODQWV WR KHOS VDWH
their great hunger. However, they are particularly fond of herd ani-
DLG LQ WKHLU FKDQFHV WR VXUSULVH %OXH GUDJRQV ZLOO RQO\ UXQ IURP D ÀJKW LI mals, such as camels, and they will gorge themselves on caravans of the
they are severely damaged, since they view retreat as cowardly. creatures which they cook with a lightning bolt.

Breath weapon/special abilities: $ EOXH GUDJRQ·V EUHDWK ZHDSRQ LV D ·
ZLGH EROW RI OLJKWQLQJ WKDW VWUHDNV · LQ D VWUDLJKW OLQH IURP WKH GUDJ-

RQ·V PRXWK $OO FUHDWXUHV FDXJKW LQ WKLV VWUHDP PXVW VDYH YV EUHDWK
weapon for half damage. Blue dragons cast spells and use their magical

DELOLWLHV DW WK OHYHO DGMXVWHG E\ WKHLU FRPEDW PRGLÀHU

Age Base Lgt. (‘) Tail Lgt. (‘) $& Breath Weapon Spells Wizard/Priest MR Treas. Type ;3 9DOXH

1 3-9 2-7 3 2d8 + l 1LO 1LO 1LO 6,000

2 9-20 7-16 2 4d8 + 2 1LO 1LO 1LO 8,000

3 20-31 16-25 1 6d8 + 3 1LO 1LO 1LO 10,000

4 31-50 25-34 0 8d8 + 4 1 1LO ½H, S 13,000

5 50-69 34-43 -1 10d8 + 5 2 H, S 15,000

6 69-88 43-52 -2 12d8 + 6 3 H, S 16,000

7 88-97 52-61 -3 14d8 + 7 31 H, S 17,000

8 97-106 61-70 -4 16d8 + 8 32 + 6 ð 18,000

9 106-115 70-79 -5 18d8 + 9 33 + 6 ð 20,000

10 115-124 79-80 -6 20d8 + 10 3 3 1/1 + 6 ð 21,000

11 124-133 80-89 -7 22d8 + 11 3 3 2/2 + 6 ð 22,000

12 133-142 89-98 -8 24d8 + 12 3 3 3/3 + 6 ð 23,000

66


Dragon, Chromatic Green Dragon

CLIMATE/TERRAIN: Subtropical and temperate forest
FREQUENCY: and subterranean
ORGANIZATION: Very rare
ACTIVITY CYCLE: Solitary or clan
DIET: $Q\
INTELLIGENCE: Special
TREASURE: 9HU\
ALIGNMENT: Special
/DZIXO HYLO

NO. APPEARING:
ARMOR CLASS:
MOVEMENT: EDVH
HIT DICE: )O & 6Z
THAC0: EDVH
NO. OF ATTACKS: DW +'
DAMAGE/ATTACK: 3 + special
SPECIAL ATTACKS: G
SPECIAL DEFENSES: Special
MAGIC RESISTANCE: Variable
SIZE: Variable
MORALE: * · EDVH
XP VALUE: (OLWH
Variable

*UHHQ GUDJRQV DUH EDG WHPSHUHG PHDQ FUXHO DQG UXGH 7KH\ KDWH KDOI GDPDJH $ JUHHQ GUDJRQ FDVWV LWV VSHOOV DW WK OHYHO DGMXVWHG E\ LWV

JRRGQHVV DQG JRRG DOLJQHG FUHDWXUHV 7KH\ ORYH LQWULJXH DQG VHHN WR FRPEDW PRGLÀHU
enslave other woodland creatures, killing those who cannot be con-
trolled or intimidated. )URP ELUWK JUHHQ GUDJRQV DUH LPPXQH WR JDVVHV $V WKH\ DJH WKH\
gain the following additional powers: Juvenile: water breathing. Adult:
$ KDWFKOLQJ JUHHQ GUDJRQ·V VFDOHV DUH WKLQ YHU\ VPDOO DQG D GHHS suggestion once a day. Mature adult: warp wood three times a day. Old:
plant growth once a day. Very old: entangle once a day. Wyrm: pass with-
VKDGH RI JUHHQ WKDW DSSHDUV QHDUO\ EODFN $V WKH GUDJRQ DJHV WKH VFDOHV out trace three times a day.
grow larger and become lighter, turning shades of forest, emerald, and
Habitat/Society: Green dragons are found in subtropical and temperate
ROLYH JUHHQ ZKLFK KHOSV LW EOHQG LQ ZLWK LWV ZRRGHG VXUURXQGLQJV $
JUHHQ GUDJRQ·V VFDOHV QHYHU EHFRPH DV WKLFN DV RWKHU GUDJRQV· UHPDLQ- IRUHVWV WKH ROGHU WKH IRUHVW DQG ELJJHU WKH WUHHV WKH EHWWHU 7KH VLJKWV
and smells of the woods are pleasing to the dragon, and it considers the
LQJ VPRRWK DQG ÁH[LEOH entire forest or woods its territory. Sometimes the dragon will enter into
Green dragons speak their own tongue, a tongue common to all evil a relationship with other evil forest-dwelling creatures, which keep the
dragon informed about what is going on in the forest and surrounding
GUDJRQV DQG RI KDWFKOLQJ JUHHQ GUDJRQV KDYH DQ DELOLW\ WR FRP-
PXQLFDWH ZLWK DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRVVHVV WKLV DELO- DUHD LQ H[FKDQJH IRU WKHLU OLYHV ,I D JUHHQ GUDJRQ OLYHV LQ D IRUHVW RQ D
hillside, it will seek to enslave hill giants, which the dragon considers its
LW\ LQFUHDVHV SHU DJH FDWHJRU\ RI WKH GUDJRQ JUHDWHVW HQHP\ $ JUHHQ GUDJRQ PDNHV LWV ODLU LQ XQGHUJURXQG FKDP-
bers far beneath its forest.
Combat: *UHHQ GUDJRQV LQLWLDWH ÀJKWV ZLWK OLWWOH RU QR SURYRFDWLRQ
7KH PDMRULW\ RI JUHHQ GUDJRQV HQFRXQWHUHG ZLOO EH DORQH +RZHYHU
SLFNLQJ RQ FUHDWXUHV RI DQ\ VL]H ,I WKH WDUJHW FUHDWXUH LQWULJXHV WKH when a mated pair of dragons and their young are encountered, the

GUDJRQ RU DSSHDUV WR EH GLIÀFXOW WR GHDO ZLWK WKH GUDJRQ ZLOO VWDON WKH IHPDOH ZLOO OHDS WR WKH DWWDFN 7KH PDOH ZLOO WDNH WKH \RXQJ WR D SODFH RI
creature, using its environment for cover, until it determines the best
WLPH WR VWULNH DQG WKH PRVW DSSURSULDWH WDFWLFV WR XVH ,I WKH WDUJHW DS- VDIHW\ EHIRUH MRLQLQJ WKH ÀJKW 7KH SDUHQWV DUH H[WUHPHO\ SURWHFWLYH RI

SHDUV IRUPLGDEOH WKH GUDJRQ ZLOO ÀUVW DWWDFN ZLWK LWV EUHDWK ZHDSRQ WKHLU \RXQJ GHVSLWH WKHLU HYLO QDWXUH DQG ZLOO VDFULÀFH WKHLU RZQ OLYHV
magical abilities, and spells. However, if the target appears weak, the to save their offspring.
GUDJRQ ZLOO PDNH LWV SUHVHQFH NQRZQ TXLFNO\ IRU LW HQMR\V HYRNLQJ WHU-
ror in its targets. When the dragon has tired of this game, it will bring Ecology: $OWKRXJK JUHHQ GUDJRQV KDYH EHHQ NQRZQ WR HDW SUDFWLFDO-
ly anything, including shrubs and small trees when they are hungry
GRZQ WKH FUHDWXUH XVLQJ LWV SK\VLFDO DWWDFNV VR WKH ÀJKW ODVWV ORQJHU DQG
HQRXJK WKH\ HVSHFLDOO\ SUL]H HOYHV ,I WKH IRUHVW LV RQ D KLOOVLGH KLOO
WKH FUHDWXUH·V DJRQ\ LV SURORQJHG giants will hunt the younger dragons, which they consider a delicacy.
Sometimes, the dragon elects to control a creature, such as a human

or demihuman, through intimidation and suggestion. Green dragons
like to question men, especially adventurers, to learn more about their
society, abilities, what is going on in the countryside, and if there is
treasure nearby.

Breath weapon/special abilities: $ JUHHQ GUDJRQ·V EUHDWK ZHDSRQ LV D

FORXG RI SRLVRQRXV FKORULQH JDV WKDW LV · ORQJ · ZLGH DQG IHHW
high. Creatures within the cloud may save versus breath weapon for

Age Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells Wizard/Priest MR Treasure Type XP Value
1 2-7 2-5 3 2d6 + 1 1LO Nil 5,000
2 7-16 5-15 2 4d6 + 2 1LO 1LO 1LO 7,000

3 16-35 15-31 1 6d6 + 3 1LO 1LO 1LO 8,000

4 35-44 31-40 1LO 1LO ½H 11,000
0 8d6 + 4 1
5 44-53 40-48 -1 10d6 + 5 2 H 13,000
6 53-62 48-56 -2 12d6 + 6 3 H 14,000
7 62-71 56-64 -3 14d6 + 7 4 H 15,000
8 71-80 64-72 -4 16d6 + 8 41 + ð 16,000
9 80-89 72-80 -5 18d6 + 9 42 + ð 18,000
10 89-98 80-86 -6 20d6 + 10 43 + ð 19,000
11 98-107 86-96 -7 22d6 + 11 44 + ð 21,000
12 107-116 96-104 -8 24d6 + 12 54 + ð 22,000

67


Red Dragon Dragon, Chromatic

CLIMATE/TERRAIN: 7URSLFDO VXEWURSLFDO DQG
temperate hills and mountains
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE: Special
TREASURE:
ALIGNMENT: ([FHSWLRQDO
Special
Chaotic evil

NO. APPEARING:
ARMOR CLASS:
MOVEMENT: EDVH
HIT DICE:
THAC0: )O & -S
NO. OF ATTACKS:
DAMAGE/ATTACK: EDVH
SPECIAL ATTACKS:
SPECIAL DEFENSES: DW +'
MAGIC RESISTANCE: 3 + special
SIZE:
MORALE: G
XP VALUE: Special
Variable
Variable

* · EDVH

)DQDWLF
Variable

Red dragons are the most covetous and greedy of all dragons, forever ZHDSRQ IRU KDOI GDPDJH 5HG GUDJRQV FDVW VSHOOV DW WK OHYHO DGMXVWHG
E\ WKHLU FRPEDW PRGLÀHUV
VHHNLQJ WR LQFUHDVH WKHLU WUHDVXUH KRDUGV 7KH\ DUH REVHVVHG ZLWK WKHLU
5HG GUDJRQV DUH ERUQ LPPXQH WR ÀUH $V WKH\ DJH WKH\ JDLQ WKH IRO-
ZHDOWK DQG PHPRUL]H DQ LQYHQWRU\ DFFXUDWH WR WKH ODVW FRSSHU 7KH\ DUH lowing additional powers: Young DIIHFW QRUPDO ÀUHV WKUHH WLPHV SHU
day. Juvenile: S\URWHFKQLFV WKUHH WLPHV SHU GD\ $GXOW KHDW PHWDO RQFH
H[FHSWLRQDOO\ YDLQ DQG VHOI FRQÀGHQW FRQVLGHULQJ WKHPVHOYHV VXSHULRU per day. Old: suggestion once per day. Very old: hypnotism once per
not only to other dragons, but to all other life in general. day. Venerable: GHWHFW JHPV NLQG DQG QXPEHU LQ D · UDGLXV WKUHH
times a day.
When red dragons hatch, their small scales are a bright glossy scar-
let. Because of this, they can be quickly spotted by predators and men Habitat/Society: Red dragons can be found on great hills or on soar-
hunting for skins, so they are hidden in deep underground lairs and not LQJ PRXQWDLQV )URP D KLJK SHUFK WKH\ KDXJKWLO\ VXUYH\ WKHLU WHUULWRU\
permitted to venture outside until toward the end of their young stage which they consider to be everything that can be seen from their posi-
when their scales have turned a deeper red, the glossy texture has been WLRQ 7KH\ SUHIHU WR ODLU LQ ODUJH FDYHV WKDW H[WHQG GHHS LQWR WKH HDUWK

UHSODFHG E\ D VPRRWK GXOO ÀQLVK DQG WKH\ DUH PRUH DEOH WR WDNH FDUH $ UHG GUDJRQ HQMR\V LWV RZQ FRPSDQ\ QRW DVVRFLDWLQJ ZLWK RWKHU
FUHDWXUHV RU HYHQ RWKHU UHG GUDJRQV XQOHVV WKH GUDJRQ·V DLPV FDQ EH
RI WKHPVHOYHV $V WKH GUDJRQ FRQWLQXHV WR DJH WKH VFDOHV EHFRPH ODUJH IXUWKHUHG )RU H[DPSOH VRPH UHG GUDJRQV ZKR KDYH charm spells will
thick, and as strong as metal. RUGHU PHQ WR DFW DV WKH GUDJRQ·V H\HV DQG HDUV JDWKHULQJ LQIRUPDWLRQ
DERXW QHDUE\ VHWWOHPHQWV DQG VRXUFHV RI WUHDVXUH :KHQ D UHG GUDJRQ·V
Red dragons speak their own tongue, a tongue common to all evil offspring reach the young adult stage, they are ordered from the lair and
GUDJRQV DQG RI KDWFKOLQJ UHG GUDJRQV KDYH DQ DELOLW\ WR FRPPX- the surrounding territory, as they are viewed as competition.

QLFDWH ZLWK DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRVVHVV WKLV DELOLW\ 5HG GUDJRQV DUH TXLFN WR ÀJKW DOO FUHDWXUHV ZKLFK HQFURDFK RQ WKHLU
territory, especially copper and silver dragons which sometimes share
LQFUHDVHV SHU DJH FDWHJRU\ RI WKH GUDJRQ WKH VDPH HQYLURQPHQW 7KH\ KDWH JROG GUDJRQV DERYH DOO HOVH EHFDXVH
WKH\ EHOLHYH JROG GUDJRQV DUH ´QHDUO\µ DV SRZHUIXO DV WKHPVHOYHV
Combat: %HFDXVH UHG GUDJRQV DUH VR FRQÀGHQW WKH\ QHYHU SDXVH WR DS-
praise an adversary. When they notice a target they make a snap deci- Ecology: Red dragons are meat eaters, although they are capable of di-
JHVWLQJ DOPRVW DQ\WKLQJ 7KHLU IDYRULWH IRRG LV D PDLGHQ RI DQ\ KXPDQ
VLRQ ZKHWKHU WR DWWDFN XVLQJ RQH RI PDQ\ ´SHUIHFWµ VWUDWHJLHV ZRUNHG or demihuman race. Sometimes the dragons are able to charm key vil-
ODJHUV LQWR UHJXODUO\ VDFULÀFLQJ PDLGHQV WR WKHP
RXW DKHDG RI WLPH LQ WKH VROLWXGH RI WKHLU ODLUV ,I WKH FUHDWXUH DSSHDUV

VPDOO DQG LQVLJQLÀFDQW VXFK DV DQ XQDUPRUHG PDQ WKH GUDJRQ ZLOO
land to attack with its claws and bite, not wanting to obliterate the crea-
ture with its breath weapon, as any treasure might be consumed by the

ÁDPHV +RZHYHU LI D UHG GUDJRQ HQFRXQWHUV D JURXS RI DUPRUHG PHQ

LW ZLOO XVH LWV EUHDWK ZHDSRQ VSHFLDO DELOLWLHV DQG VSHOOV LI LW LV ROG
enough to have them) before landing.

Breath weapon/special abilities: $ UHG GUDJRQ·V EUHDWK ZHDSRQ LV D
VHDULQJ FRQH RI ÀUH · ORQJ · ZLGH DW WKH GUDJRQ·V PRXWK DQG ·
DW WKH EDVH &UHDWXUHV VWUXFN E\ WKH ÁDPHV PXVW VDYH YHUVXV EUHDWK

Age Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells Wizard/Priest MR Treasure Type XP Value
1 1-12 3- 12 0 2d10 + l 1LO 1LO 7,000
2 12-23 12-21 -1 4d10 + 2 1LO 1LO 1LO 8,000

3 23-42 21-30 -2 6d10 + 3 1LO 1LO 1LO 10,000

4 42-61 30-49 -3 8d10 + 4 1LO
1 1LO ( 6 7 12,000
5 61-80 49-68 -4 10d10 + 5 2 + 6 7 14,000
6 80-99 68-87 -5 12d10 + 6 21 15,000
-6 22 + 6 7
7 99-118 87-106 14d10 + 7 + 6 7 16,000
8 118-137 106-125 -7 16d10 + 8 221 + 6 7 ð 19,000
9 137-156 125-144 -8 18d10 + 9 222 + 6 7 ð 21,000
10 156-165 144-153 -9 20d10 + 10 2 2 2 1/1 + 6 7 ð 22,000
11 165-174 153-162 -10 22d10 + 11 2 2 2 2/2 + 6 7 ð 23,000
12 174-183 162-171 -11 24d10 + 12 2 2 2 2 1/2 1 + 6 7 ð 24,000

68


Dragon, Chromatic White Dragon

CLIMATE/TERRAIN: $UFWLF SODLQV KLOOV PRXQWDLQV DQG
FREQUENCY: subterranean
ORGANIZATION: Rare
ACTIVITY CYCLE: Solitary or clan
DIET:
INTELLIGENCE: $Q\
TREASURE: Special
ALIGNMENT:
/RZ
Special
Chaotic evil

NO. APPEARING: FPO
ARMOR CLASS:
MOVEMENT: EDVH than rain. Wyrm: freezing fog WKUHH WLPHV D GD\ 7KLV REVFXUHV YLVLRQ LQ D
HIT DICE: )O & %U 6Z · UDGLXV DQG FDXVHV IURVW WR IRUP FUHDWLQJ D WKLQ OD\HU RI JODUH LFH RQ
THAC0: EDVH the ground and on all surfaces within the radius.
NO. OF ATTACKS: DW +' Habitat/Society: White dragons live in chilly or cold regions, preferring
DAMAGE/ATTACK: 3 + special ODQGV ZKHUH WKH WHPSHUDWXUH UDUHO\ ULVHV DERYH IUHH]LQJ DQG LFH DQG VQRZ
SPECIAL ATTACKS: G always cover the ground. When temperatures become too warm, the drag-
SPECIAL DEFENSES: Special ons become lethargic. White dragons bask in the frigid winds that whip
MAGIC RESISTANCE: Variable over the landscape, and they wallow and play in deep snow banks.
SIZE: Variable
MORALE: + · EDVH :KLWH GUDJRQV DUH ODFNDGDLVLFDO SDUHQWV $OWKRXJK WKH \RXQJ UHPDLQ
XP VALUE: (OLWH ZLWK WKH SDUHQWV IURP KDWFKOLQJ WR MXYHQLOH RU \RXQJ DGXOW VWDJH WKH\ DUH
Variable QRW SURWHFWHG 2QFH D GUDJRQ SDVVHV IURP LWV KDWFKOLQJ VWDJH LW PXVW IHQG
for itself, learning how to hunt and defend itself by watching the parents.
White dragons, the smallest and weakest of the evil dragons, are slow
ZLWWHG EXW HIÀFLHQW KXQWHUV 7KH\ DUH LPSXOVLYH YLFLRXV DQG DQLPDOLV- :KLWH GUDJRQV· ODLUV DUH XVXDOO\ LF\ FDYHV DQG GHHS VXEWHUUDQHDQ
tic, tending to consider only the needs and emotions of the moment and FKDPEHUV WKH\ VHOHFW FDYHV WKDW RSHQ DZD\ IURP WKH ZDUPLQJ UD\V RI
having no foresight or regret. Despite their low intelligence, they are as the sun. White dragons store all of their treasure within their lair, and
greedy and evil as the other evil dragons. SUHIHU NHHSLQJ LW LQ FDYHUQV FRDWHG LQ LFH ZKLFK UHÁHFW WKH JHPV DQG
FRLQV DQG PDNH WKH WUHDVXUH DSSHDU HYHQ ODUJHU 7KH\ DUH IRQG RI JHPV
7KH VFDOHV RI D KDWFKOLQJ ZKLWH GUDJRQ DUH D PLUURU OLNH JOLVWHQLQJ especially diamonds, because they are pretty to look at.
white, which makes them virtually invisible against a snowy back- Ecology: $OWKRXJK ZKLWH GUDJRQV DV DOO RWKHU GUDJRQV DUH DEOH WR HDW
nearly anything, they are very particular and will consume only food
JURXQG $V WKH GUDJRQ DJHV WKH VKHHQ GLVDSSHDUV DQG E\ WKH WLPH LW ZKLFK KDV EHHQ IUR]HQ 8VXDOO\ DIWHU D GUDJRQ KDV NLOOHG D FUHDWXUH
reaches the very old stage, scales of pale blue and light gray are mixed with its breath weapon it will fall to devouring it while the carcass is
in with the white. VWLOO VWLII DQG IULJLG ,W ZLOO EXU\ RWKHU NLOOV LQ VQRZ EDQNV XQWLO WKH\ DUH
VXLWDEO\ IUR]HQ
White dragons speak their own tongue, a tongue common to all evil
GUDJRQV DQG RI KDWFKOLQJ ZKLWH GUDJRQV KDYH DQ DELOLW\ WR FRPPX- :KLWH GUDJRQV· QDWXUDO HQHPLHV DUH IURVW JLDQWV ZKR NLOO WKH GUDJRQV
for food and armor and subdue them to use for guards and mounts.
QLFDWH ZLWK DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRVVHVV WKLV DELOLW\

LQFUHDVHV SHU DJH FDWHJRU\ RI WKH GUDJRQ

Combat: 5HJDUGOHVV RI D WDUJHW·V VL]H D ZKLWH GUDJRQ·V IDYRULWH PHWKRG
of attack is to use its breath weapon and special abilities before closing

WR PHOHH 7KLV WDFWLF VRPHWLPHV ZRUNV WR WKH GUDJRQ·V GHWULPHQW DV LW
can exhaust its breath weapon on smaller prey and then be faced with a

ODUJHU FUHDWXUH LW PXVW DWWDFN SK\VLFDOO\ ,I D ZKLWH GUDJRQ LV SXUVXLQJ
creatures in the water, such as polar bears or seals, it will melee them in

WKHLU HOHPHQW ÀJKWLQJ ZLWK LWV FODZV DQG ELWH

Breath weapon/special abilities: $ ZKLWH GUDJRQ·V EUHDWK ZHDSRQ LV D

FRQH RI IURVW · ORQJ · ZLGH DW WKH GUDJRQ·V PRXWK DQG · ZLGH DW WKH
base. Creatures caught in the blast may Save versus Breath Weapon for
KDOI GDPDJH $ ZKLWH GUDJRQ FDVWV LWV VSHOOV DQG XVHV LWV PDJLFDO DELOL-

WLHV DW WK OHYHO SOXV LWV FRPEDW PRGLÀHU

)URP WKHLU ELUWK ZKLWH GUDJRQV DUH LPPXQH WR FROG $V WKH\ JURZ
older, they gain the following additional abilities: Juvenile: ice walking,
which allows the dragon to walk across ice as easily as creatures walk
DFURVV ÁDW GU\ JURXQG Mature adult: gust of wind three times a day.
Very old: wall of fog three times a day, this produces snow or hail rather

Age Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells Wizard/Priest MR Treasure Type XP Value
1 1-5 1-4 4 1d6 + 1 1LO 1LO 3,000
2 5-14 4-12 3 2d6 + 2 1LO 1LO 1LO 4,000

3 14-23 12-21 2 3d6 + 3 1LO 1LO 1LO 6,000

4 23-32 21-28 1 4d6 + 4 1LO 1LO ( 8,000

5 32-41 28-36 0 5d6 + 5 1LO 10,000

6d6 + 6 1LO ( 2 6 12,000
6 41-50 36-45 -1 1
7 50-59 45-54 -2 7d6 + 7 1 ( 2 6 13,000

8 59-68 54-62 -3 8d6 + 8 2 ( 2 6 14,000

9 68-77 62-70 -4 9d6 + 9 2 ( 2 6 ð 16,000

10 77-86 70-78 -5 10d6 + 10 3 ( 2 6 ð 17,000

11 86-95 78-85 -6 11d6 + 11 3 ( 2 6 ð 18,000

12 95-104 85-94 -7 12d6 + 12 4 ( 2 6 ð 19,000

( 2 6 ð

69


Amethyst Dragon Dragon, Gem

CLIMATE/TERRAIN: 7HPSHUDWH DQG FROG PRXQWDLQ
lakes
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE: Special
TREASURE:
ALIGNMENT: *HQLXV
Special

1HXWUDO

NO. APPEARING:
ARMOR CLASS:
MOVEMENT: EDVH
HIT DICE:
THAC0: )O & 6Z
NO. OF ATTACKS:
DAMAGE/ATTACK: EDVH
SPECIAL ATTACKS:
SPECIAL DEFENSES: EDVH
MAGIC RESISTANCE: 3
SIZE: 1-10/1-10/5-30
MORALE: Variable
XP VALUE: Variable
Variable

* · EDVH

)DQDWLF
Variable

$PHWK\VW GUDJRQV DUH ZLVH DQG UHJDO ZLWK D GHWDFKHG DLU LJQRULQJ or mammal, three times a day, with each form usable only once per day.
what they consider to be petty squabbles between good and evil, law Old: Otiluke’s resilient sphere three times a day. Very old: UHÁHFWLQJ SRRO
and chaos. When hatched, amethyst dragons have lavender skin with once a day. Venerable: control weather once a day.

VPDOO VFDOHV RI D OLJKW WUDQVOXFHQW SXUSOH $V WKH\ JURZ ROGHU WKH VFDOHV Psionics Summary:

JUDGXDOO\ GDUNHQ $GXOWV DUH D VSDUNOLQJ ODYHQGHU LQ FRORU Level Dis/Sci/Dev Attack/Defense Score PSPs
,QW 250
$PHWK\VW GUDJRQV VSHDN WKHLU RZQ WRQJXH DQG WKH WRQJXH FRPPRQ HD 3/3/5 3% (:

WR DOO JHP GUDJRQV DQG RI KDWFKOLQJ DPHWK\VW GUDJRQV KDYH DQ 3V& 0² 76 7:
DELOLW\ WR FRPPXQLFDWH ZLWK DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRV-
Common powers PRVW DPHWK\VW GUDJRQV SUHIHU SV\FKRNLQHWLF SRZHUV
VHVV WKLV DELOLW\ LQFUHDVHV SHU DJH FDWHJRU\ RI WKH GUDJRQ and many choose psychometabolism as an additional discipline):
‡ Psychokinesis - Sciences: GHWRQDWH SURMHFW IRUFH WHOHNLQHVLV Devo-
Combat: $PHWK\VW GUDJRQV SUHIHU WDONLQJ RYHU FRPEDW ,I SDUOH\LQJ tions: control body, inertial barrier, molecular agitation.
‡ Psychometabolism - Sciences: complete healing, energy containment,
JRHV EDGO\ WKH GUDJRQ DWWDFNV ÀUVW ZLWK LWV EUHDWK ZHDSRQ WKHQ ZLWK metamorphosis. Devotions: FHOO DGMXVWPHQW H[SDQVLRQ UHGXFWLRQ
‡ Telepathy - Sciences: domination, mindlink, mindwipe. Devotions:
SVLRQLFV DQG VSHOOV 7KH\ QHYHU KLGH RU DWWHPSW DPEXVK $PHWK\VW
dragons consider retreat dishonorable, but do so if faced with death. FRQWDFW (63 LGHQWLW\ SHQHWUDWLRQ WUXWKHDU
‡ Metapsionics - Sciences: empower, psychic surgery, ultrablast. De-
Breath weapon/special abilities: $Q DPHWK\VW GUDJRQ·V EUHDWK ZHDSRQ votions: magnify, psionic sense, psychic drain.

LV D IDFHWHG YLROHW OR]HQJH ZKLFK LW FDQ VSLW LQWR WKH PLGVW RI HQHPLHV Habitat/Society: $PHWK\VW GUDJRQV OLYH RQ WKH VKRUHV RI LVRODWHG

XS WR IHHW DZD\ 7KH OR]HQJH H[SORGHV ZLWK FRQFXVVLYH IRUFH FDXVLQJ PRXQWDLQ ODNHV DQG SRROV VRPH LQ FDYHV EHQHDWK WKH ZDWHU 7KH\ DUH
good parents, but believe their young should fend for themselves as
WKH LQGLFDWHG GDPDJH WR DOO FUHDWXUHV ZLWKLQ IHHW RI WKH LPSDFW VDYH
VRRQ DV WKH\ EHFRPH \RXQJ DGXOWV $PHWK\VW GUDJRQV GLVOLNH UHG DQG
YV EUHDWK ZHDSRQ IRU KDOI GDPDJH ,Q DGGLWLRQ DOO FUHDWXUHV VL]H KXJH white dragons, and consider silver and copper dragons to be foolish.
DQG VPDOOHU PXVW VDYH YV SDUDO\]DWLRQ RU EH NQRFNHG GRZQ $Q\ FUHD-
Ecology: $PHWK\VW GUDJRQV SUHIHU WR HDW ÀVK DQG D ODUJH QXPEHU RI
WXUH WDNLQJ GDPDJH IURP WKH EODVW KDV D FKDQFH RI EHLQJ NQRFNHG JHPV 7KH\ DUH QRW LQKHUHQWO\ HQHPLHV ZLWK DQ\ OLIH IRUP
unconscious for one round per age level of the dragon, plus 1d8 rounds.

$Q DPHWK\VW GUDJRQ FDVWV VSHOOV DQG XVHV LWV PDJLFDO DELOLWLHV DW WK

OHYHO SOXV LWV FRPEDW PRGLÀHU
$PHWK\VW GUDJRQV DUH ERUQ ZLWK DQ LQQDWH water breathing ability and

DQ LPPXQLW\ WR SRLVRQV 7KH\ DUH DOVR LPPXQH WR IRUFH DWWDFNV DQG HI-
fects, such as those from beads of force, Bigby’s hand spells, wall of force,
and Otiluke’s resilient sphere. $V WKH\ DJH WKH\ JDLQ WKH IROORZLQJ DGGL-
tional powers: Young: water walking six times a day. Juvenile: neutralize
poison six times a day. Adult: shapechange, as a druid, into a reptile, bird,

Age Body Lgt.(‘) Tail Lgt.(‘) AC Breath Weapon Spells Wizard/Priest MR Treasure Type XP Value
1 2-10 4-10 -1 2d8 + l 1LO 1LO 1LO 4,000
2 10-18 10-16 -2 4d8 + 2 1LO 1LO 1LO 6,000
3 18-28 16-26 -3 6d8 + 3 1LO 1LO 1LO 7,000
4 28-38 26-36 -4 8d8 + 4 1LO 1LO 9,000
5 38-53 36-46 -5 10d8 + 5 1/1 + 7 8 10,000
-6 12d8 + 6 1/2 1
6 53-68 46-56 -7 14d8 + 7 1/1 2 1 1 + 7 8 ð 12,000
-8 16d8 + 8 2 1/2 2 1 1
7 68-80 56-66 -9 18d8 + 9 2 1 1/2 2 2 1 1 + 7 ð 8 ð 13,000
-10 20d8 + 10 2 2 1 1/2 2 2 2 1 1
8 80-92 66-76 -11 22d8 + l l 2 2 2 2 1/2 2 2 2 2 1 + 7 ð 8 ð 15,000
-12 24d8 + 12 2 2 2 2 2 2/2 2 2 2 2 2
9 92-102 76-82 + 7 ð 8 ð 17,000

+ 7 ð 8 ð
10 102-112 82-88 + 7 ð 8 ð 19,000
11 112-122 88-94 + 7 ð 8 ð 20,000
12 122-132 94-100 + 7 ð 8 ð 21,000

70


Dragon, Gem Crystal Dragon

CLIMATE/TERRAIN: 7HPSHUDWH DQG FROG PRXQWDLQV
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE: Special
TREASURE:
ALIGNMENT: ([FHSWLRQDO
Special
Chaotic neutral

NO. APPEARING:
ARMOR CLASS:
MOVEMENT: EDVH
HIT DICE:
THAC0: )O & -S
NO. OF ATTACKS:
DAMAGE/ATTACK: EDVH
SPECIAL ATTACKS:
SPECIAL DEFENSES: EDVH
MAGIC RESISTANCE: 3 + special
SIZE: 1-6/1-6/2-12
MORALE: Variable
XP VALUE: Variable
Variable

/ · EDVH

)DQDWLF
Variable

Crystal dragons are the friendliest of the gem dragons, always curious these additional powers: Juvenile: color spray three times a day. Mature
adult: suggestion three times a day. Very old: luckscale RQFH D GD\ 7KLV
DERXW WKH ZRUOG 7KRXJK WKH\ VHOGRP VHHN RXW FRPSDQ\ WKH\ ZLOOLQJO\ allows the dragon to enchant one of its scales as a stone of good luck. 7KH
converse with visitors who do not try to steal from them. enchantment lasts one hour per age category of the dragon. Such scales
are given to friendly visitors. Wyrm: control winds three times a day.
$W ELUWK FU\VWDO GUDJRQV KDYH JORVV\ ZKLWH VFDOHV $V WKH GUDJRQV
age, their scales become translucent. Moonlight and starlight cause

WKHLU VFDOHV WR OXPLQHVFH ZKLOH EULJKW VXQOLJKW OHQGV WKHP D GD]]OLQJ
brilliance which makes crystal dragons almost unbearable to look at.

Crystal dragons speak their own tongue and the tongue common to

DOO JHP GUDJRQV DQG RI KDWFKOLQJ FU\VWDO GUDJRQV KDYH DQ DELOLW\ WR

FRPPXQLFDWH ZLWK DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRVVHVV WKLV
DELOLW\ LQFUHDVHV SHU age category of the dragon.

Combat: Crystal dragons greatly prefer conversation to combat, and of- Psionics Summary:
ten use charm person HDUO\ LQ DQ\ FRQYHUVDWLRQ 7KH\ GR QRW LQLWLDOO\ KLGH
but if visitors become hostile, a crystal dragon will retreat immediately Level Dis/Sci/Dev Attack/Defense Score PSPs
= ,QW 100
WR REVHUYH LWV HQHPLHV ZLWK LWV VSHFLDO DELOLWLHV DQG SODQ DQ DWWDFN 2IWHQ +' 1/1/2 (: 0²

LW XVHV LWV EUHDWK ZHDSRQ ÀUVW WR ZHDNHQ DQG GLVRULHQW HQHPLHV 6SHOOV Common powers:
and other abilities are used as needed, with claws and bite a last resort. ‡ &ODLUVHQWLHQFH - Sciences: clairaudience, clairvoyance, precognition.
Devotions: any.

Breath weapon/special abilities: 7KLV GUDJRQ·V EUHDWK ZHDSRQ LV D FRQH Habitat/Society: Crystal dragons prefer cold, open areas with clear

RI JORZLQJ VKDUGV WKH FRQH LV IHHW ORQJ IHHW ZLGH DW WKH GUDJRQ·V VNLHV DQG WKH\ HQMR\ VWDUJD]LQJ 7KH\ KDYH EHHQ NQRZQ WR EXLOG VQRZ
mouth, and 25 feet wide at the base. Creatures caught in the blast can forts, create beautiful snow sculptures, and throw balls of snow at vari-
save vs. breath weapon for half damage, and must make a second sav-
RXV WDUJHWV 7KH\ DUH IXQ ORYLQJ DQG PLVFKLHYRXV &U\VWDO GUDJRQV DUH
LQJ WKURZ YV EUHDWK ZHDSRQ RU EH EOLQGHG E\ WKH GD]]OLQJ VKDUGV IRU reasonably good parents, if somewhat irresponsible.
RQH WXUQ SHU DJH OHYHO RI WKH GUDJRQ 7KH VKDUGV VKLQH DV EULJKW DV GD\-
light, and can be seen for miles. Creatures within 60 feet must save vs. Crystal dragons are hunted by some white dragons. However, a
rare crystal dragon will adopt a young white dragon, to teach it to be
EUHDWK ZHDSRQ RU EH GD]]OHG LQFXUULQJ D SHQDOW\ RI ² WR DWWDFN UROOV IRU
IULHQGO\ 7KRXJK JHQHUDOO\ IULHQGO\ WKH\ EHDU JUHDW HQPLW\ WRZDUGV DOO
RQH WXUQ SHU DJH OHYHO RI WKH GUDJRQ $ FU\VWDO GUDJRQ FDVWV VSHOOV DQG giants, who sometimes try to enslave them.

XVHV PDJLFDO DELOLWLHV DW WK OHYHO SOXV LWV FRPEDW PRGLÀHU Ecology: Crystal dragons prefer gems and metal ores to all other foods.
Crystal dragons are born immune to light-based attacks and nor-

mal cold, and able to cast charm person DW ZLOO $V WKH\ DJH WKH\ JDLQ

Age Body Lgt.(‘) Tail Lgt.(‘) AC Breath Weapon Spells Wizard/Priest MR Treasure Type XP Value
1 1-4 1-6 3 1d4 + 1 1LO 1LO 1LO 1,400
2 4-9 6-11 2 2d4 + 2 1LO 1LO 1LO 2,000
3 9-14 11-16 1 3d4 + 3 1LO 1LO 1LO 3,000
4 14-21 16-23 0 4d4 + 4 1LO 1LO ( 4 5,000
5 21-28 23-30 -1 5d4 + 5 1/1 ( 4 ð 7 6,000
6 28-38 30-40 -2 6d4 + 6 1/1 1 + 4 ð 7 7,000
7 38-48 40-50 -3 7d4 + 7 1/1 1 1 + 4 ð 7 9,000
8 48-56 50-60 -4 8d4 + 8 1 1/1 1 1 + 4 ð 7
9 56-64 60-70 -5 9d4 + 9 1 1 1/2 1 1 + 4 ð 7 ð 10,000
10 64-72 70-77 -6 10d4 + 10 1 1 1/2 2 1 1 + 4 ð 7 ð 12,000
11 72-80 77-84 -6 11d4 + 11 2 1 1/2 2 2 1 + 4 ð 7 ð 13,000
12 80-92 84-91 -8 12d4 + 12 2 2 1/2 2 2 2 + 4 ð 7 ð 15,000
16,000

71


Emerald Dragon Dragon, Gem

CLIMATE/TERRAIN: 7URSLFDO DQG VXEWURSLFDO H[WLQFW
volcanoes
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE: Special
TREASURE:
ALIGNMENT: ([FHSWLRQDO
Special

/DZIXO QHXWUDO

NO. APPEARING:
ARMOR CLASS:
MOVEMENT: ² EDVH
HIT DICE:
THAC0: )O & %U
NO. OF ATTACKS:
DAMAGE/ATTACK: EDVH
SPECIAL ATTACKS:
SPECIAL DEFENSES: EDVH
MAGIC RESISTANCE: 3
SIZE: 1-8/1-8/3-18
MORALE: Variable
XP VALUE: Variable
Variable

+ · EDVH

)DQDWLF
Variable

(PHUDOG GUDJRQV DUH YHU\ FXULRXV SDUWLFXODUO\ DERXW ORFDO KLVWRU\ DQG (PHUDOG GUDJRQV DUH ERUQ ZLWK DQ LQQDWH ÁDPH ZDON ability and an
FXVWRPV EXW SUHIHU WR RQO\ REVHUYH 7KH\ DUH WKH PRVW SDUDQRLG RI WKH
gem dragons, and do not like people to get too close to their treasure. LPPXQLW\ WR VRXQG EDVHG DWWDFNV $V WKH\ DJH WKH\ JDLQ WKH IROORZLQJ
additional powers: Young: audible glamer three times a day. Juvenile:
(PHUDOG GUDJRQV KDYH WUDQVOXFHQW JUHHQ VFDOHV DW ELUWK $V WKH\ DJH hypnotism three times a day. Adult: Melf’s minute meteors three times
WKH VFDOHV KDUGHQ DQG WDNH RQ PDQ\ VKDGHV RI JUHHQ 7KH\ VFLQWLOODWH LQ a day. Mature adult: hold person three times a day. Venerable: animate
WKH OLJKW DQG WKH GUDJRQ·V KLGH VHHPV WR EH LQ FRQVWDQW PRWLRQ rock once a day. Great wyrm: geas once a day. Hypnotism and geas are

(PHUDOG GUDJRQV VSHDN WKHLU RZQ WRQJXH DQG WKH WRQJXH FRPPRQ WR HIIHFWHG E\ WKH GUDJRQ·V VNLOOHG ULSSOLQJ PRYHPHQW RI LWV VFDOHV
DOO JHP GUDJRQV DQG RI KDWFKOLQJ HPHUDOG GUDJRQV KDYH DQ DELOLW\
WR FRPPXQLFDWH ZLWK DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRVVHVV Psionics Summary: Score PSPs
WKLV DELOLW\ LQFUHDVHV SHU DJH FDWHJRU\ RI WKH GUDJRQ Level Dis/Sci/Dev Attack/Defense ,QW 180
+' 2/2/3 3% ,, 0² 7:
Combat: (PHUDOG GUDJRQV XVXDOO\ VHW XS WUDSV DQG DODUPV DURXQG WKHLU
ODLUV WR ZDUQ WKHP RI YLVLWRUV 7KH\ RIWHQ KLGH IURP LQWUXGHUV XVLQJ Common powers PRVW HPHUDOG GUDJRQV SUHIHU WHOHSDWKLF SRZHUV
VSHFLDO DELOLWLHV WR REVHUYH DQG VHOGRP FRPH RXW WR VSHDN ,I LQWUXGHUV ‡ Clairsentience - Sciences: DXUD VLJKW REMHFW UHDGLQJ SUHFRJQLWLRQ
DWWDFN RU DSSURDFK WKH GUDJRQ·V WUHDVXUH WKH GUDJRQ EXUURZV XQGHU- Devotions: all-around vision, combat mind, danger sense.
neath to surprise its victims, then uses breath weapon and claws, seek- ‡ Telepathy - Sciences: HMHFWLRQ PLQGOLQN SUREH Devotions: contact,
LQJ WR TXLFNO\ GLVDEOH DV PDQ\ DV LW FDQ ,I IDFHG ZLWK VXSHULRU IRUFHV
the dragon retreats, and will wait years for revenge if necessary. (63 OLIH GHWHFWLRQ VLJKW OLQN VRXQG OLQN

Breath weapon/special abilities: $Q HPHUDOG GUDJRQ·V EUHDWK ZHDS- Habitat/Society: (PHUDOG GUDJRQV DUH UHFOXVLYH PDNLQJ ODLUV LQ WKH
on is a loud, keening wail which sets up a sonic vibration affecting all FRQHV RI H[WLQFW RU VHOGRP DFWLYH YROFDQRHV 7KHVH GUDJRQV DUH SURWHF-
FUHDWXUHV ZLWKLQ IHHW RI WKH GUDJRQ·V PRXWK 7KRVH LQ WKH DUHD FDQ tive parents and prefer their young to stay in the lair as long as possible
save vs. breath weapons for half damage from the painful vibrations.
Victims must make a second saving throw vs. breath weapon or be IRU PXWXDO SURWHFWLRQ (PHUDOG GUDJRQV VRPHWLPHV OLYH QHDU VDSSKLUH
stunned, unable to defend or attack, for three rounds per age level of dragons, and they fear the voracious greed of red dragons.
WKH GUDJRQ SOXV G URXQGV 7KRVH ZKR VXFFHVVIXOO\ VDYH DUH GHDIHQHG
and disoriented instead, for a like amount of time, and at –1 to attack Ecology: (PHUDOG GUDJRQV ZLOO HDW DQ\WKLQJ EXW SUHIHU OL]DUGV DQG JL-
rolls. Deafness does not protect one from vibratory damage, but pre- DQWV 7KH\ DUH DFWLYHO\ KRVWLOH WRZDUGV ÀUH JLDQWV
YHQWV VWXQQLQJ RU DGGLWLRQDO GHDIQHVV $Q HPHUDOG GUDJRQ FDVWV VSHOOV
DQG XVHV LWV PDJLFDO DELOLWLHV DW WK OHYHO SOXV LWV FRPEDW PRGLÀHU

Age Body Lgt.(‘) Tail Lgt.(‘) AC Breath Weapon Spells Wizard/Priest MR Treasure Type XP Value
1 3-9 2-7 1 2d4 + l 1LO 2,000
2 9-18 7-14 0 4d4 + 2 1LO 1LO 1LO 3,000
-1 6d4 + 3
3 18-27 14-21 -2 8d4 + 4 1LO 1LO 1LO 5,000
-3 10d4 + 5
4 27-36 21-28 -4 12d4 + 6 1LO 1LO ½+ 4 ð 7,000
5 36-45 28-35 -5 14d4 + 7 1 1LO 8,000
6 45-54 35-42 -6 16d4 + 8 1/1 + 4 ð 7 10,000
-7 18d4 + 9 1 1/1
7 54-63 42-49 -8 20d4 + 10 1 1/1 1 + 4 ð 7 12,000
-9 22d4 + l l 1 1 1/ 2 1
8 63-72 49-56 -10 24d4 + 12 2 1 1/2 1 1 + 4 ð 7 ð 13,000
2 2 1/2 2 1
9 72-81 56-63 2 2 1 1/2 2 1 1 + 4 ð 7 ð
2 2 1 1 1/2 2 2 1 + ð 4 ð 7 ð 14,000
10 81-90 63-70 + ð 4 ð 7 ð 16,000
11 90-99 70-77 + ð 4 ð 7 ð 17,000
12 99-108 77-84 + ð 4 ð 7 ð 19,000

72


Dragon, Gem Sapphire Dragon

CLIMATE/TERRAIN: $Q\ VXEWHUUDQHDQ
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: $Q\
DIET: Special
INTELLIGENCE: *HQLXV
TREASURE: Special
ALIGNMENT: /DZIXO QHXWUDO

NO. APPEARING:
ARMOR CLASS:
MOVEMENT: ² EDVH
HIT DICE: )O & %U
THAC0: EDVH
NO. OF ATTACKS: EDVH
DAMAGE/ATTACK: 3
SPECIAL ATTACKS: G
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: Variable
MORALE: + · EDVH
XP VALUE: )DQDWLF
Variable

While not actively hostile, sapphire dragons are militantly territorial and Juvenile: stone shape three times a day. Adult: anti-magic shell once a day.
initially distrustful of anyone who approaches. Mature adult: passwall six times a day. Venerable: wall of stone three
times a day. Great wyrm: sunray three times a day.
7KHVH EHDXWLIXO GUDJRQV UDQJH IURP OLJKW WR GDUN EOXH DQG VSDUNOH
in the light, even at birth. Sapphire dragons are often mistaken for blue Psionics Summary:

GUDJRQV XQOHVV VRPHRQH UHFDOOV WKH ODWWHU·V SUHIHUUHG DULG HQYLURQPHQW Level Dis/Sci/Dev Attack/Defense Score PSPs
Sapphire dragons speak their own tongue and the tongue common ,QW 200
+' 2/2/4 3% (: 0² ,)
WR DOO JHP GUDJRQV DQG RI KDWFKOLQJ VDSSKLUH GUDJRQV KDYH DQ
DELOLW\ WR FRPPXQLFDWH ZLWK DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRV- Common powers PRVW VDSSKLUH GUDJRQV XVH SV\FKRSRUWLYH SRZHUV
‡ Clairsentience - Sciences: clairaudience, clairvoyance. Devotions:
VHVV WKLV DELOLW\ LQFUHDVHV SHU DJH FDWHJRU\ RI WKH GUDJRQ know direction, radial navigation.
‡ Psychokinesis - Sciences: disintegrate, molecular rearrangement,
Combat: Sapphire dragons generally observe intruders before decid- telekinesis. Devotions: animate shadow, control light, molecular manipula-
ing what to do with them, unless known enemies such as drow or tion, soften.
GZDUYHV DUH SUHVHQW ,I RWKHUV DUH QRW DFWLYHO\ KRVWLOH WKH GUDJRQ DW- ‡ Psychoportation - Sciences: any. Devotions: any.
tempts conversation and spell use to determine their intentions and
FRQYLQFH WKHP WR OHDYH ,I WKH GUDJRQ RU LWV WUHDVXUH LV WKUHDWHQHG LW DW- Habitat/Society: Sapphire dragons live deep underground and often
place their treasure in caverns accessible only through magic or psionics.
WDFNV LPPHGLDWHO\ ZLWK EUHDWK ZHDSRQ VSHOOV DQG SK\VLFDO DWWDFNV ,W 7KH\ VRPHWLPHV VKDUH WHUULWRU\ ZLWK HPHUDOG GUDJRQV 6DSSKLUH GUDJ-

XVHV SVLRQLFV RU RWKHU VSHFLDO DELOLWLHV WR HVFDSH LI LWV OLIH LV LQ MHRSDUG\ RQV WUHDW WKHLU \RXQJ ZHOO EXW IRUFH WKHP WR OHDYH DQG ÀQG WKHLU RZQ
territory as soon as they are young adults.
Breath weapon/special abilities: 7KLV GUDJRQ·V EUHDWK ZHDSRQ LV D FRQH
of high-pitched, almost inaudible sound, 75 feet long, 5 feet wide at the Ecology: Sapphire dragons consider giant spiders a great delicacy and
RIWHQ KXQW WKHP 'HHS GUDJRQV GURZ GZDUYHV PLQG ÁD\HUV DQG DER-
GUDJRQ·V PRXWK DQG IHHW ZLGH DW WKH EDVH &UHDWXUHV FDXJKW E\ WKH leth are great enemies of sapphire dragons.
EODVW FDQ VDYH YV EUHDWK ZHDSRQ IRU KDOI GDPDJH IURP WKH VRXQG·V GLV-
ruption, and must make a second saving throw vs. breath weapon or be

DIIHFWHG E\ IHDU ÁHHLQJ WKH GUDJRQ LQ SDQLF IRU WZR URXQGV SHU DJH OHYHO

RI WKH GUDJRQ SOXV G URXQGV 7KLV LV D PHWDEROLF HIIHFW DQG FUHDWXUHV
unaffected by magical fear still suffer from the effects if they fail their

VDYH 'HDIQHVV GRHV QRW SURWHFW RQH IURP WKH EUHDWK ZHDSRQ·V GDPDJH

WKRXJK LW SUHYHQWV IHDU HIIHFWV $ VDSSKLUH GUDJRQ FDVWV VSHOOV DQG XVHV

PDJLFDO DELOLWLHV DW WK OHYHO SOXV FRPEDW PRGLÀHU
Sapphire dragons are born with immunity to all forms of fear, as well

as immunity to web, hold, slow, and paralysis. $V WKH\ DJH WKH\ JDLQ WKH IRO-
lowing additional powers: Young: continual light three times a day.

Age Body Lgt.(‘) Tail Lgt.(‘) AC Breath Weapon Spells Wizard/Priest MR Treasure Type XP Value
1 4-10 2-5 0 2d6 + l 1LO 1LO 1LO 2,000
2 10-20 5-10 -1 4d6 + 2 1LO 1LO 1LO 4,000
3 20-30 10-15 -2 6d6 + 3 1LO 1LO 1LO 6,000
4 30-40 15-20 -3 8d6 + 4 1LO 1LO + 4 ð 8,000
5 40-50 20-25 -4 10d6 + 5 1/1 + 4 ð 7 9,000
6 50-60 25-30 -5 12d6 + 6 1/1 1 + 4 ð 7 11,000
7 60-70 30-35 -6 14d6 + 7 1 1/1 1 + 4 ð 7 ð 13,000
8 70-80 35-40 -7 16d6 + 8 2 1/2 1 + ð 4 ð 7 ð 14,000
9 80-90 40-45 -8 18d6 + 9 2 1 1/2 1 1 + ð 4 ð 7 ð 15,000
10 90-100 45-50 -9 20d6 + 10 2 2 1/2 2 1 1 + ð 4 ð 7 ð 17,000
11 100-110 50-55 -10 22d6 + 11 2 2 1 1/2 2 2 1 1 + ð 4 ð 7 ð 18,000
12 110-130 55-65 -11 24d6 + 12 2 2 2 1/2 2 2 2 2 + ð 4 ð 7 ð 20,000

73


Topaz Dragon Dragon, Gem

CLIMATE/TERRAIN: 7HPSHUDWH RU FROG VHDFRDVW
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE: Special
TREASURE:
ALIGNMENT: ([FHSWLRQDO
Special
Chaotic neutral

NO. APPEARING:
ARMOR CLASS:
MOVEMENT: ² EDVH
HIT DICE:
THAC0: )O & 6Z
NO. OF ATTACKS:
DAMAGE/ATTACK: EDVH
SPECIAL ATTACKS:
SPECIAL DEFENSES: EDVH
MAGIC RESISTANCE: 3
SIZE: 2-7/2-7/2-16
MORALE: Variable
XP VALUE: Variable
Variable

+ · EDVH

(OLWH
Variable

7RSD] GUDJRQV DUH XQIULHQGO\ DQG VHOÀVK 7KRXJK QRW PDOHYROHQW EXW or good three times a day. Juvenile: blink WKUHH WLPHV D GD\ $GXOW wall of
they are seldom pleasant to deal with because of their erratic behavior. fog three times a day. Mature adult: airy water three times a day, 10- foot
7RSD] GUDJRQV QHLWKHU VHHN FRPSDQ\ QRU ZHOFRPH LW UDGLXV SHU DJH FDWHJRU\ RI WKH GUDJRQ 2OG part water once a day.

$W KDWFKLQJ WRSD] GUDJRQV DUH D GXOO \HOORZ RUDQJH LQ FRORU $V WKH\ Psionics Summary:
age and their scales harden, the scales become translucent and faceted.
$GXOW WRSD] GUDJRQV VSDUNOH LQ IXOO VXQOLJKW Level Dis/Sci/Dev Attack/Defense Score PSPs
= ,QW 120
7RSD] GUDJRQV VSHDN WKHLU RZQ WRQJXH DQG WKH WRQJXH FRPPRQ WR +' 1/1/3 07 ,, 0² 0%
DOO JHP GUDJRQV DQG RI KDWFKOLQJ WRSD] GUDJRQV KDYH DQ DELOLW\ WR
FRPPXQLFDWH ZLWK DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRVVHVV WKLV Common powers PRVW WRSD] GUDJRQV SUHIHU SV\FKRPHWDEROLF SRZHUV
DELOLW\ LQFUHDVHV SHU DJH FDWHJRU\ RI WKH GUDJRQ ‡ Psychokinesis - Sciences: telekinesis. Devotions: DQLPDWH REMHFW FRQ-
trol wind, molecular manipulation, soften.
Combat: 7RSD] GUDJRQV GLVOLNH LQWUXGHUV EXW DYRLG FRPEDW RIWHQ FRQ- ‡ Psychometabolism - Sciences: energy containment, life draining,
YHUVLQJ WR KLGH SVLRQLFV RU PDJLF XVH ,I LQWUXGHUV DUH KRVWLOH RU WKH metamorphosis. Devotions: biofeedback, body equilibrium, cause de-
GUDJRQ WLUHV RI WKHP LW DWWDFNV SVLRQLFDOO\ ÀUVW LI SRVVLEOH XVLQJ VSHOOV cay, chemical simulation.
DV QHHGHG 7KH\ HQMR\ XVLQJ WHHWK DQG FODZV DQG XVXDOO\ VDYH WKHLU
EUHDWK ZHDSRQ XQWLO ZRXQGHG 7KH GUDJRQ PD\ SUHWHQG WR VXUUHQGHU Habitat/Society: 7RSD] GUDJRQV OLYH E\ WKH VHD RIWHQ EXLOGLQJ RU FODLP-
WR EX\ WLPH DQG UHWUHDWV LI JUHDWO\ WKUHDWHQHG ,W XVXDOO\ PDNHV RQH RU LQJ FDYHV EHORZ WKH ZDWHUOLQH WKH\ NHHS WKHLU FDYHV FRPSOHWHO\ GU\
more false retreats, attempting to come back and attack with surprise. 7KHVH GUDJRQV HQMR\ VXQQLQJ RQ URFN\ RXWFURSSLQJV HQMR\LQJ WKH ZLQG
DQG VSUD\ 7KH\ OLNH ZDWHU OLWWOH DQG VZLP RQO\ WR KXQW RU DWWDFN 7KH\
Breath weapon/special abilities: 7KLV GUDJRQ·V EUHDWK ZHDSRQ LV D FRQH are indifferent parents at best, and abandon young to protect them-
RI GHK\GUDWLRQ IHHW ORQJ IHHW ZLGH DW WKH GUDJRQ·V PRXWK DQG VHOYHV 7KH\ GLVOLNH EURQ]H GUDJRQV DQG DWWDFN WKHP RQ VLJKW
feet wide at the base. When directed against liquids, one cubic foot of
water dries up per hit point of damage. Creatures caught by the cone can Ecology: 7RSD] GUDJRQV SUHIHU WR HDW ÀVK DQG RWKHU DTXDWLF FUHDWXUHV
make a saving throw vs. breath weapon for half damage from water loss. especially giant squid.
7KRVH ZKR IDLO WR VDYH ORVH G 6WUHQJWK SRLQWV WKRVH ZKR VXFFHHG
lose only 1d6 Strength points. Curative spells less powerful than heal or
regeneration are ineffective against Strength loss, although victims who
DUH FDUHIXOO\ QXUVHG EDFN WR KHDOWK UHFRYHU 6WUHQJWK SRLQW SHU GD\ $Q\
FUHDWXUH UHGXFHG WR D 6WUHQJWK RI RU OHVV GLHV LQVWDQWO\ $ WRSD] GUDJRQ
FDVWV VSHOOV DQG XVHV PDJLFDO DELOLWLHV DW WK OHYHO SOXV FRPEDW PRGLÀHU

$W ELUWK WRSD] GUDJRQV FDQ EUHDWKH ZDWHU DQG DUH LPPXQH WR FROG
$V WKH\ DJH WKH\ JDLQ WKH IROORZLQJ SRZHUV <RXQJ protection from evil

Age Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells Wizard/Priest MR Treasure Type XP Value
1 2-9 2-5 2 1d6 + 1 1LO 1LO 1LO 2,000
2 9-16 5-9 1 2d6 + 2 1LO 1LO 1LO 3,000
3 16-23 9-13 0 3d6 + 3 1LO 1LO 1LO 5,000
4 23-35 13-17 -1 4d6 + 4 1LO 1LO ( 4 7,000
5 35-44 17-23 -2 5d6 + 5 1/1 8,000
6 44-53 23-29 -3 6d6 + 6 1/1 1 + 4 ð 7 10,000
-4 7d6 + 7 1/2 1
7 53-59 29-33 -5 8d6 + 8 1 1/2 1 1 + 4 ð 7 12,000
-6 9d6 + 9 1 1 1/2 2 1
8 59-65 33-37 -7 10d6 + 10 2 1 1/2 2 1 1 + 4 ð 7 14,000
-8 11d6 + 11 2 2 1/2 2 2 1
9 65-70 37-41 -9 12d6 + 12 2 2 1 1/2 2 2 2 + 4 ð 7 ð 15,000

10 70-75 41-45 + 4 ð 7 ð 16,000

11 75-80 45-48 + 4 ð 7 ð
+ ð 4 ð 7 ð 17,000
12 80-92 48-50 + ð 4 ð 7 ð 18,000

74


Dragon, Metallic Brass Dragon

CLIMATE/TERRAIN: $ULG GHVHUW DQG SODLQ
FREQUENCY: Rare
ORGANIZATION: Solitary or clan
ACTIVE TIME:
DIET: $Q\
INTELLIGENCE: Special
TREASURE:
ALIGNMENT: +LJK
Special

&KDRWLF JRRG QHXWUDO

NO. APPEARING:
ARMOR CLASS:
MOVEMENT: EDVH
HIT DICE:
THAC0: )O & %U
NO. OF ATTACKS:
DAMAGE/ATTACK: EDVH
SPECIAL ATTACKS: 9
SPECIAL DEFENSES: 3 + special
MAGIC RESISTANCE: 1-6/1-6/4-16
SIZE: Special
MORALE: Variable
XP VALUE: Variable

* · EDVH

)DQDWLF EDVH
Variable

Brass dragons are great talkers, but not particularly good conversation- Young: create or destroy water three times a day. Juvenile: dust devil once
DOLVWV 7KH\ DUH HJRWLVWLFDO DQG RIWHQ ERRULVK 7KH\ RIWHQ KDYH XVHIXO LQ- a day. Adult: suggestion once a day. Mature adult: control temperature 3
WLPHV D GD\ LQ D · UDGLXV SHU DJH OHYHO Old: control winds once a day.
IRUPDWLRQ EXW ZLOO GLYXOJH LW RQO\ DIWHU GULIWLQJ RII WKH VXEMHFW PDQ\
times and after hints that a gift would be appreciated. Great wyrm: Summon djinni once a ZHHN 7KH GUDJRQ XVXDOO\ DVNV WKH

$W ELUWK D EUDVV GUDJRQ·V VFDOHV DUH GXOO 7KHLU FRORU LV D EUDVV\ PRW- GMLQQL WR SHUIRUP VRPH VHUYLFH $OWKRXJK WKH GMLQQL VHUYHV ZLOOLQJO\ WKH
dragon will order it into combat only in extreme circumstances, as the
WOHG EURZQ $V WKH GUDJRQ JHWV ROGHU WKH VFDOHV EHFRPH PRUH EUDVV\
until they reach a warm, burnished appearance. GUDJRQ ZRXOG EH GLVPD\HG DQG HPEDUUDVVHG LI WKH GMLQQL ZHUH NLOOHG

Combat: %UDVV GUDJRQV ZRXOG UDWKHU WDON WKDQ ÀJKW ,I DQ LQWHOOLJHQW Habitat/Society: %UDVV GUDJRQV DUH IRXQG LQ DULG ZDUP FOLPDWHV UDQJ-
creature tries to take its leave of a brass dragon without talking to it at
OHQJWK WKH GUDJRQ PLJKW KDYH D ÀW RI SLTXH DQG WU\ WR IRUFH D FRQYHU- LQJ IURP VDQG\ GHVHUWV WR GU\ VWHSSHV 7KH\ ORYH LQWHQVH GU\ KHDW DQG
sation with suggestion or by giving the victim a dose of sleep JDV ,I WKH VSHQG PRVW RI WKHLU WLPH EDVNLQJ LQ WKH VXQ 7KH\ ODLU LQ KLJK FDYHV SUHI-
erably facing east where the sun can warm the rocks, and their territo-
YLFWLP IDOOV DVOHHS LW ZLOO DZDNHQ WR ÀQG LWVHOI SLQQHG XQGHU WKH GUDJRQ ries always contain several spots where they can bask and trap unwary
travelers into conversation.
RU EXULHG WR WKH QHFN LQ WKH VDQG XQWLO WKH GUDJRQ·V WKLUVW IRU VPDOO WDON
is slaked. Before melee, brass dragons create a cloud of dust with dust %UDVV GUDJRQV DUH YHU\ VRFLDO 7KH\ XVXDOO\ DUH RQ JRRG WHUPV ZLWK
devil or control winds, then charge or snatch. Brass dragons often use con- neighboring brass dragons and sphinxes. Brass dragons are dedicated
trol temperature to create heat to discomfort their opponents. When faced SDUHQWV ,I WKHLU \RXQJ DUH DWWDFNHG WKH\ ZLOO WU\ WR VOD\ WKH HQHP\ XV-
ing their heat breath weapons and taking full advantage of their own
ZLWK UHDO GDQJHU \RXQJHU EUDVV GUDJRQV ZLOO Á\ RXW RI VLJKW WKHQ KLGH immunity.

E\ EXUURZLQJ 2OGHU GUDJRQV VSXUQ WKLV SOR\ %HFDXVH WKH\ VKDUH WKH VDPH KDELWDW EOXH GUDJRQV DUH EUDVV GUDJRQV·
worst enemies. Brass dragons usually get the worst of a one-on-one
Breath weapon/special abilities: $ EUDVV GUDJRQ KDV WZR EUHDWK ZHDS-
ons: a cone of sleep JDV · ORQJ · ZLGH DW WKH GUDJRQ·V PRXWK DQG · FRQIURQWDWLRQ PRVWO\ EHFDXVH RI WKH ORQJHU UHDFK RI WKH EOXH GUDJRQ·V
breath weapon. Because of this, brass dragons usually try to evade blue
ZLGH DW LWV HQG RU D FORXG RI EOLVWHULQJ GHVHUW KHDW · ORQJ · ZLGH dragons until they can rally their neighbors for a mass attack.

DQG · KLJK &UHDWXUHV FDXJKW LQ WKH JDV UHJDUGOHVV RI +LW 'LFH RU OHYHO Ecology: /LNH RWKHU GUDJRQV EUDVV GUDJRQV FDQ DQG ZLOO HDW DOPRVW
must save vs. breath weapon or fall asleep for 10 minutes per age level
of the dragon. Creatures caught in the heat take damage, save vs. breath DQ\WKLQJ LI WKH QHHG DULVHV ,Q SUDFWLFH KRZHYHU WKH\ HDW YHU\ OLWWOH
ZHDSRQ IRU KDOI $ EUDVV GUDJRQ FDVWV LWV VSHOOV DQG XVHV LWV PDJLFDO DELO-
7KH\ DUH DEOH WR JHW QRXULVKPHQW IURP PRUQLQJ GHZ D UDUH FRPPRGLW\
LWLHV DW WK OHYHO SOXV LWV FRPEDW PRGLÀHU in their habitat, and have been seen carefully lifting it off plants with
$W ELUWK EUDVV GUDJRQV FDQ speak with animals freely, and are immune their long tongues.

WR ÀUH DQG KHDW $V WKH\ DJH WKH\ JDLQ WKH IROORZLQJ DGGLWLRQDO SRZHUV

Age Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells Wizard/Priest MR Treas. Type XP Value
1 3-6 2-5 3 2d4 + l 1LO 1LO 4,000
2 6-14 4-12 2 4d4 + 2 1LO 1LO 1LO 1LO 6,000

3 14-22 12-18 1 6d4 + 3 1LO 1LO 1LO 1LO 8,000

4 22-31 18-24 0 8d4 + 4 1LO 1LO
1 1LO ½H 11,000
5 31-41 24-34 -1 10d4 + 5 11 H 13,000
6 41-52 34-44 -2 12d4 + 6 21 H 14,000
7 52-64 44-54 -3 14d4 + 7 22 H 15,000
8 64-77 54-64 -4 16d4 + 8 3 2/1 17,000
9 77-91 64-74 -5 18d4 + 9 3 3/1 1 + ð 18,000

10 91-105 74-84 -6 20d4 + 10 4 3/2 1 + ð 19,000

11 105-121 84-94 -7 22d4 + 11 4 4/2 2 + ð 20,000

12 121-138 94-104 -8 24d4 + 12 5 4/3 2 + ð 21,000

+ ð

75


Bronze Dragon Dragon, Metallic

CLIMATE/TERRAIN: 7URSLFDO VXEWURSLFDO DQG WHPSHU-
FREQUENCY: ate subterranean, lake shore, and
ORGANIZATION: sea shore
ACTIVE TIME: Very rare
DIET: Solitary or clan
INTELLIGENCE:
TREASURE: $Q\
ALIGNMENT: Special

([FHSWLRQDO
Special

/DZIXO JRRG

NO. APPEARING: FPO
ARMOR CLASS:
MOVEMENT: ² EDVH
HIT DICE: )O & 6Z
THAC0: EDVH
NO. OF ATTACKS: EDVH
DAMAGE/ATTACK: 3 + special
SPECIAL ATTACKS: 1-8/1-8/4-24
SPECIAL DEFENSES: Special
MAGIC RESISTANCE: Variable
SIZE: Variable
MORALE: * · EDVH
XP VALUE: )DQDWLF EDVH
Variable

%URQ]H GUDJRQV DUH LQTXLVLWLYH DQG IRQG RI KXPDQV DQG GHPLKXPDQV breath weapon or move away from the dragon for two minutes per age
7KH\ HQMR\ polymorphing into small, friendly animals so they can unob- level of the dragon, plus 1-6 minutes. Creatures caught in the lightning
trusively observe humans and demihumans, especially adventurers.
%URQ]H GUDJRQV WKULYH RQ VLPSOH FKDOOHQJHV VXFK DV ULGGOHV DQG KDUP- WDNH GDPDJH VDYH YV EUHDWK ZHDSRQ IRU KDOI $ EURQ]H GUDJRQ FDVWV LWV
OHVV FRQWHVWV 7KH\ DUH IDVFLQDWHG E\ ZDUIDUH DQG ZLOO HDJHUO\ MRLQ DQ
DUP\ LI WKH FDXVH LV MXVW DQG WKH SD\ LV JRRG VSHOOV DQG XVHV LWV PDJLFDO DELOLWLHV DW WK OHYHO SOXV LWV FRPEDW PRGLÀHU
$W ELUWK EURQ]H GUDJRQV KDYH D water breathing ability, can speak with
$W ELUWK D EURQ]H GUDJRQ·V VFDOHV DUH \HOORZ WLQJHG ZLWK JUHHQ
VKRZLQJ RQO\ D KLQW RI EURQ]H $V WKH GUDJRQ DSSURDFKHV DGXOWKRRG LWV animals DW ZLOO DQG DUH LPPXQH WR HOHFWULFLW\ $V WKH\ DJH WKH\ JDLQ WKH
FRORU GHHSHQV VORZO\ FKDQJLQJ WR D ULFK EURQ]H WRQH WKDW JHWV GDUNHU DV following additional powers: Young: create food and water and polymorph
the dragon ages. Dragons from the very old stage and on develop a blue- self WKUHH WLPHV D GD\ (DFK FKDQJH LQ IRUP ODVWV XQWLO WKH GUDJRQ FKRRVHV
black tint to the edges of their scales, similar to a patina on ancient
EURQ]H DUPRU RU VWDWXHV D GLIIHUHQW IRUP 5HYHUWLQJ WR WKH GUDJRQ·V QRUPDO IRUP GRHV QRW FRXQW DV
a change.) Juvenile: wall of fog once a day. Adult: ESP three times a day.
%URQ]H GUDJRQV VSHDN WKHLU RZQ WRQJXH D WRQJXH FRPPRQ WR DOO Mature adult: airy water WKUHH WLPHV D GD\ LQ D · UDGLXV SHU DJH FDWHJRU\
JRRG GUDJRQV DQG RI KDWFKOLQJ EURQ]H GUDJRQV KDYH DQ DELOLW\ WR of the dragon. Old: weather summoning once a day.
FRPPXQLFDWH ZLWK DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRVVHVV WKLV
DELOLW\ LQFUHDVHV SHU DJH FDWHJRU\ RI WKH GUDJRQ Habitat/Society: %URQ]H GUDJRQV OLNH WR EH QHDU GHHS IUHVK RU VDOW ZDWHU

Combat: %URQ]H GUDJRQV GLVOLNH NLOOLQJ FUHDWXUHV ZLWK DQLPDO LQWHOOL- 7KH\ DUH JRRG VZLPPHUV DQG RIWHQ YLVLW WKH GHSWKV WR FRRO RII RU WR KXQW
JHQFH DQG ZRXOG UDWKHU EULEH WKHP SHUKDSV ZLWK IRRG RU IRUFH WKHP IRU SHDUOV RU WUHDVXUH IURP VXQNHQ VKLSV 7KH\ SUHIHU FDYHV WKDW DUH DF-
away with repulsion. :KHQ FRQIURQWHG ZLWK LQWHOOLJHQW RSSRQHQWV EURQ]H
dragons use their ESP DELOLW\ WR OHDUQ WKHLU RSSRQHQWV· LQWHQWLRQV :KHQ FHVVLEOH RQO\ IURP WKH ZDWHU EXW WKHLU ODLUV DUH DOZD\V GU\³WKH\ GR QRW
attacking they blind their opponents with wall of fog, WKHQ FKDUJH 2U LI lay eggs, sleep, or store treasure under water.
WKH\ DUH Á\LQJ WKH\ ZLOO VQDWFK RSSRQHQWV :KHQ ÀJKWLQJ XQGHU ZDWHU
they use airy water to maintain the effectiveness of their breath weapons, %URQ]H GUDJRQV DUH IRQG RI VHD PDPPDOV HVSHFLDOO\ GROSKLQV DQG
DQG WR NHHS DZD\ SXUHO\ DTXDWLF RSSRQHQWV $JDLQVW ERDWV RU VKLSV WKH\ ZKDOHV 7KHVH DQLPDOV SURYLGH WKH GUDJRQV ZLWK D ZHDOWK RI LQIRUPD-
summon D VWRUP RU XVH WKHLU WDLO VODS WR VPDVK WKH YHVVHOV· KXOOV ,I WKH tion on shipwrecks, which the dragons love to plunder, and detail the
GUDJRQ LV LQFOLQHG WR EH OHQLHQW VHDIDULQJ RSSRQHQWV PLJKW PHUHO\ ÀQG KDXQWV RI ODUJH VKDUNV %URQ]H GUDJRQV GHWHVW SLUDWHV GLVDEOLQJ RU GH-
themselves becalmed, fog bound, or with broken masts. stroying their ships.

Breath weapon/special abilities: $ EURQ]H GUDJRQ KDV WZR EUHDWK ZHDS- Ecology: %URQ]H GUDJRQV HDW DTXDWLF SODQWV DQG VRPH YDULHWLHV RI VHD-
ons: a stroke of lightning · ORQJ DQG · ZLGH RU D FORXG RI repulsion gas
· ORQJ · ZLGH DQG · KLJK &UHDWXUHV FDXJKW LQ WKH JDV PXVW VDYH YV IRRG 7KH\ HVSHFLDOO\ SUL]H VKDUN PHDW 7KH\ DOVR GLQH RQ DQ RFFDVLRQDO

SHDUO DQG OLNH RWKHU GUDJRQV FDQ HDW DOPRVW DQ\WKLQJ LQ D SLQFK (YLO

DPSKLELRXV VHD FUHDWXUHV SDUWLFXODUO\ VDKXDJLQ ZKR FDQ LQYDGH WKHLU

DLU ÀOOHG ODLUV DUH WKHLU JUHDWHVW HQHPLHV

Age Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells Wizard/Priest MR Treas. Type XP Value
1 5-14 3-10 1 2d8 + l 6,000
2 14-23 10-19 0 4d8 + 2 1LO 1LO 1LO 1LO 8,000

3 23-32 19-28 -1 6d8 + 3 1LO 1LO 1LO 1LO 10,000

4 32-42 28-37 1LO 1LO 1LO 1LO
-2 8d8 + 4 1 12,000
5 42-52 37-44 -3 10d8 + 5 11 1LO ( 6 7 14,000

6 52-63 44-52 -4 12d8 + 6 21 + 6 7 15,000

7 63-74 52-60 -5 14d8 + 7 22 + 6 7 16,000

8 74-85 60-70 -6 16d8 + 8 2 2 1/1 + 6 7 20,000

9 85-96 70-80 -7 18d8 + 9 2 2 2/1 1 + 6 7 [ 22,000

10 96-108 80-90 -8 20d8 + 10 2 2 2 1/2 1 + 6 7 [ 23,000

11 108-120 90-100 -9 22d8 + 11 2 2 2 2/2 2 + 6 7 [ 24,000

12 120-134 100-110 -10 24d8 + 12 2 2 2 2 1/2 2 1 + 6 7 [ 25,000

+ 6 7 [

76


Dragon, Metallic Copper Dragon

CLIMATE/TERRAIN: $ULG DQG WHPSHUDWH KLOOV DQG
mountains
FREQUENCY: Rare
ORGANIZATION: Solitary or clan
ACTIVE TIME:
DIET: $Q\
INTELLIGENCE: Special
TREASURE:
ALIGNMENT: +LJK
Special
Chaotic good

NO. APPEARING:
ARMOR CLASS:
MOVEMENT: EDVH
HIT DICE:
THAC0: )O & -S
NO. OF ATTACKS:
DAMAGE/ATTACK: EDVH
SPECIAL ATTACKS: 9
SPECIAL DEFENSES: 3 + special
MAGIC RESISTANCE: 1-6/1-6/5-20
SIZE: Special
MORALE: Variable
XP VALUE: Variable

* · EDVH

(OLWH EDVH
Variable

&RSSHU GUDJRQV DUH LQFRUULJLEOH SUDQNVWHUV MRNH WHOOHUV DQG ULGGOHUV copper dragon casts its spells and uses its magical abilities at 7th level,

7KH\ DUH SULGHIXO DQG DUH QRW JRRG ORVHUV DOWKRXJK WKH\ DUH UHDVRQDEO\ SOXV LWV FRPEDW PRGLÀHU
JRRG ZLQQHUV 7KH\ DUH SDUWLFXODUO\ VHOÀVK DQG JUHHG\ IRU WKHLU DOLJQ- $W ELUWK FRSSHU GUDJRQV FDQ spider climb VWRQH VXUIDFHV RQO\ DQG
ment, and have an almost neutral outlook where wealth is concerned.
DUH LPPXQH WR DFLG $V WKH\ DJH WKH\ JDLQ WKH IROORZLQJ DGGLWLRQDO
$W ELUWK D FRSSHU GUDJRQ·V VFDOHV KDYH D UXGG\ EURZQ FRORU ZLWK D powers: Young: neutralize poison three times a day. Juvenile: stone shape
twice a day. Adult: forget once a day. Mature adult: rock to mud once a
FRSSHU WLQW $V WKH GUDJRQ JHWV ROGHU WKH VFDOHV EHFRPH ÀQHU DQG PRUH day. Old: move earth once a day. Great wyrm: wall of stone once a day.
coppery, assuming a soft, warm gloss by the time the dragon becomes a
$ FRSSHU GUDJRQ FDQ MXPS \DUGV IRUZDUG RU VLGHZD\V UHDFKLQJ
\RXQJ DGXOW %HJLQQLQJ DW WKH YHQHUDEOH VWDJH WKH GUDJRQV· VFDOHV SLFN
up a green tint. KHLJKWV XS WR · DW PLG MXPS 7KH\ FDQ MXPS · VWUDLJKW XS

Copper dragons speak their own tongue, a tongue common to all Habitat/Society: Copper dragons like dry, rocky uplands and moun-

JRRG GUDJRQV DQG RI KDWFKOLQJ FRSSHU GUDJRQV KDYH DQ DELOLW\ WR WDLQV 7KH\ ODLU LQ QDUURZ FDYHV DQG RIWHQ FRQFHDO WKH HQWUDQFHV XVLQJ
move earth and stone shape. :LWKLQ WKH ODLU WKH\ FRQVWUXFW WZLVWLQJ PD]HV
FRPPXQLFDWH ZLWK DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRVVHVV WKLV
ZLWK RSHQ WRSV 7KHVH DOORZ WKH GUDJRQV WR Á\ RU MXPS RYHU LQWUXGHUV
DELOLW\ LQFUHDVHV SHU DJH FDWHJRU\ RI WKH GUDJRQ
VWUXJJOLQJ WKURXJK WKH PD]H
Combat: Copper dragons like to taunt and annoy their opponents, hoping Copper dragons appreciate wit, and will usually leave good or neu-

WKH\ ZLOO JLYH XS RU EHFRPH DQJU\ DQG DFW IRROLVKO\ (DUO\ LQ DQ HQFRXQWHU WUDO FUHDWXUHV DORQH LI WKH\ FDQ UHODWH D MRNH KXPRURXV VWRU\ RU ULGGOH
D FRSSHU GUDJRQ ZLOO MXPS IURP RQH VLGH RI DQ RSSRQHQW WR DQRWKHU ODQG- WKH GUDJRQ KDV QRW KHDUG EHIRUH 7KH\ TXLFNO\ JHW DQQR\HG ZLWK FUHD-

LQJ RQ LQDFFHVVLEOH RU YHUWLFDO VWRQH VXUIDFHV ,I WKHUH DUH QR VXFK SODFHV WXUHV ZKR GRQ·W ODXJK DW WKHLU MRNHV RU GR QRW DFFHSW WKH GUDJRQ·V WULFNV
and antics with good humor.
DURXQG D GUDJRQ·V ODLU WKH GUDJRQ ZLOO FUHDWH WKHP DKHDG RI WLPH XVLQJ
stone shape, move earth, and wall of stone. $Q DQJU\ FRSSHU GUDJRQ ZLOO PLUH %HFDXVH WKH\ RIWHQ LQKDELW KLOOV LQ VLJKW RI UHG GUDJRQV· ODLUV FRQÁLFWV
its opponents using rock to mud, and will force victims who escape the mud between the two subspecies often occur. Copper dragons usually run
for cover until they can equal the odds.
LQWR LW ZLWK NLFNV 2QFH RSSRQHQWV DUH WUDSSHG LQ WKH PXG WKH GUDJRQ ZLOO
crush them with a wall of stone or snatch them and carry them aloft. When Ecology: &RSSHU GUDJRQV DUH GHWHUPLQHG KXQWHUV WKH JRRG VSRUW D KXQW

ÀJKWLQJ DLUERUQH RSSRQHQWV D GUDJRQ ZLOO GUDZ LWV HQHPLHV LQWR QDUURZ SURYLGHV LV DW OHDVW DV LPSRUWDQW DV WKH\ IRRG WKH\ JHW 7KH\ DUH NQRZQ
stony gorges where it can use its spider climb ability in an attempt to maneu- WR HDW DOPRVW DQ\WKLQJ LQFOXGLQJ PHWDO RUHV +RZHYHU WKH\ SUL]H JL-
ver the enemy into colliding with the walls.
DQW VFRUSLRQV DQG RWKHU ODUJH SRLVRQRXV FUHDWXUHV WKH\ VD\ WKH YHQRP
Breath weapon/special abilities: $ FRSSHU GUDJRQ·V EUHDWK ZHDSRQ LV VKDUSHQV WKHLU ZLW 7KH GUDJRQ·V GLJHVWLYH V\VWHP FDQ KDQGOH WKH YHQ-
either a cloud of slow JDV · ORQJ · ZLGH DQG · KLJK RU D VSXUW RI acid
RP VDIHO\ DOWKRXJK LQMHFWHG YHQRPV DIIHFW WKHP QRUPDOO\
· ORQJ DQG · ZLGH &UHDWXUHV FDXJKW LQ WKH JDV PXVW VDYH YV EUHDWK
weapon or be slowed for three minutes per age level of the dragon. Crea-

WXUHV FDXJKW LQ WKH DFLG WDNH GDPDJH VDYH YV EUHDWK ZHDSRQ IRU KDOI $

Age Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells Wizard/Priest MR Treas. Type XP Value
1 3-8 2-6 2 2d6 + l 1LO 1LO 1LO 5,000
2 8-16 4-12 1 4d6 + 2 1LO 1LO 1LO 7,000
3 16-27 12-20 0 6d6 + 3 1LO 1LO 1LO 9,000
4 27-38 20-30 -1 8d6 + 4 1 1LO 11,000
5 38-50 30-40 -2 10d6 + 5 2 ½H, S 14,000
6 50-59 40-50 -3 12d6 + 6 3 H, S 15,000
7 59-73 50-60 -4 14d6 + 7 31 H, S 16,000
8 73-86 60-70 -5 16d6 + 8 3 2/1 H, S 17,000
9 86-100 70-80 -6 18d6 + 9 3 3/2 + 6 ð 19,000
10 100-114 80-90 -7 3 3 1/3 + 6 ð 21,000
11 114-130 90-100 -8 20d6 + 10 3 3 2/3 2 + 6 ð 22,000
12 130-147 100-110 -9 22d6 + 11 3 3 2 1/3 3 + 6 ð 23,000
24d6 + 12 + 6 ð

77


Gold Dragon Dragon, Metallic

CLIMATE/TERRAIN: $Q\
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE: Special
TREASURE:
ALIGNMENT: *HQLXV
Special

/DZIXO JRRG

NO. APPEARING:
ARMOR CLASS:
MOVEMENT: EDVH
HIT DICE:
THAC0: )O & -S 6Z
NO. OF ATTACKS:
DAMAGE/ATTACK: EDVH
SPECIAL ATTACKS:
SPECIAL DEFENSES: DW +'
MAGIC RESISTANCE: 3 + special
SIZE:
MORALE: G
XP VALUE: Special
Variable
Variable

* · EDVH

)DQDWLF
Variable

*ROG GUDJRQV DUH ZLVH MXGLFLRXV DQG EHQHYROHQW 7KH\ RIWHQ HPEDUN RQ VHOI sometimes choose a wingless form to facilitate swimming, gaining the
appointed quests to promote goodness, and are not easily distracted from
KLJKHU VZLPPLQJ UDWH OLVWHG DERYH $ JROG GUDJRQ LQ DQ\ ZLQJOHVV
WKHP 7KH\ KDWH LQMXVWLFH DQG IRXO SOD\ $ JROG GUDJRQ IUHTXHQWO\ DVVXPHV
human or animal guise and usually will be encountered disguised. IRUP FDQ Á\ DW D VSHHG RI 0& (
$V WKH\ DJH WKH\ JDLQ WKH IROORZLQJ DGGLWLRQDO SRZHUV Young: bless
$W ELUWK D JROG GUDJRQ·V VFDOHV DUH GDUN \HOORZ ZLWK JROGHQ PHWDOOLF
three times a day. Juvenile: detect lie three times a day. Adult: animal
ÁHFNV 7KH ÁHFNV JHW ODUJHU DV WKH GUDJRQ PDWXUHV XQWLO DW WKH DGXOW summoning once a day. Mature adult: luck bonus once a day. Old: quest
stage, the scales grow completely golden. once a day, and detect gems WKUHH WLPHV D GD\ 7KLV DOORZV WKH GUDJRQ

Gold dragons speak their own tongue, a tongue common to all good WR NQRZ WKH QXPEHU DQG NLQG RI SUHFLRXV VWRQHV ZLWKLQ D · UDGLXV
GUDJRQV DQG RI KDWFKOLQJ JROG GUDJRQV KDYH DQ DELOLW\ WR FRPPX- duration is one minute).

QLFDWH ZLWK DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRVVHVV WKLV DELOLW\ 7KH luck bonus power of mature adults is used to aid good adventurers.

LQFUHDVHV SHU DJH FDWHJRU\ RI WKH GUDJRQ %\ WRXFK WKH GUDJRQ FDQ HQFKDQW RQH JHP WR EULQJ JRRG OXFN 7KH JHP

Combat: Gold dragons usually parley before combat. When conversing LV XVXDOO\ RQH ZKLFK KDV EHHQ HPEHGGHG LQ WKH GUDJRQ·V KLGH :KHQ
with intelligent creatures they use detect lie and detect gems spells to gain
WKH XSSHU KDQG ,Q FRPEDW WKH\ TXLFNO\ XVH bless and luck bonus. 2OGHU WKH GUDJRQ FDUULHV WKH JHP LW DQG HYHU\ JRRG FUHDWXUH LQ D · UDGLXV
dragons use luck bonus at the start of each day if the duration is a day or
SHU DJH FDWHJRU\ RI WKH GUDJRQ UHFHLYHV D ERQXV WR DOO 6DYLQJ 7KURZV
PRUH 7KH\ PDNH KHDY\ XVH RI VSHOOV LQ FRPEDW $PRQJ WKHLU IDYRULWHV and similar dice rolls, cf. stone of good luck. ,I WKH GUDJRQ JLYHV D JHP WR
are VOHHS VWLQNLQJ FORXG VORZ ÀUH VKLHOG FORXGNLOO JOREH RI LQYXOQHUDELOLW\
GHOD\HG EODVW ÀUHEDOO and maze. DQRWKHU FUHDWXUH RQO\ WKH EHDUHU JHWV WKH ERQXV 7KH HQFKDQWPHQW ODVWV
WKUHH KRXUV SHU DJH FDWHJRU\ RI WKH GUDJRQ SOXV KRXUV 7KH HQFKDQW-
Breath weapon/special abilities: $ JROG GUDJRQ KDV WZR EUHDWK ZHDS- ment ends if the gem is destroyed before its duration expires.
ons: a cone of ÀUH · ORQJ · ZLGH DW WKH GUDJRQ·V PRXWK DQG · ZLGH
Habitat/Society: *ROG GUDJRQV FDQ OLYH DQ\ZKHUH 7KHLU ODLUV DUH VHFOXG-
DW WKH HQG RU D FORXG RI SRWHQW FKORULQH JDV · ORQJ · ZLGH DQG ·
high. Creatures caught in either effect are entitled to a save versus breath HG DQG DOZD\V PDGH RI VROLG VWRQH HLWKHU FDYHV RU FDVWOHV 7KHVH XVXDOO\
weapon for half damage. have loyal guards: either animals appropriate to the terrain, or storm or

$ JROG GUDJRQ FDVWV LWV VSHOOV DQG XVHV LWV PDJLFDO DELOLWLHV DW WK JRRG FORXG JLDQWV 7KH JLDQWV XVXDOO\ VHUYH DV JXDUGV WKURXJK D PXWXDO
OHYHO SOXV LWV FRPEDW PRGLÀHU 8QOLNH RWKHU GUDJRQV PRVW JROG GUDJ- defensive agreement.

RQV VHHN IRUPDO PDJLFDO WUDLQLQJ 7KHVH GUDJRQV RZQ VSHOO ERRNV DQG Ecology: Gold dragons can eat almost anything, however, they usually
always have useful spells. sustain themselves on pearls or small gems. Gold dragons who receive
pearls and gems from good or neutral creatures will usually be favor-
$W ELUWK JROG GUDJRQV KDYH water breathing ability, can speak with ani- ably inclined toward the gift bringers, as long as the gift is not presented
mals IUHHO\ DQG DUH LPPXQH WR ÀUH DQG JDV 7KH\ FDQ DOVR polymorph self
DV D FUDVV EULEH ,Q WKH ODWWHU FDVH WKH GUDJRQ ZLOO DFFHSW WKH JLIW EXW
WKUHH WLPHV D GD\ (DFK FKDQJH LQ IRUP ODVWV XQWLO WKH GUDJRQ FKRRVHV react cynically to any requests the giver makes.

D GLIIHUHQW IRUP UHYHUWLQJ WR WKH GUDJRQ·V QRUPDO IRUP GRHV QRW FRXQW

DV D FKDQJH $ JROG GUDJRQ·V QDWXUDO IRUP KDV ZLQJV +RZHYHU WKH\

Age Body Lgt.(‘) Tail Lgt.(‘) AC Breath Weapon Spells Wizard/Priest MR Treasure Type XP Value
1 7-19 6-16 -1 2d12 + l 1LO 1LO 8,000
2 19-31 1LO 1LO 1LO 9,000
16-28 -2 4d12 + 2 1LO
3 31-43 28-38 -3 6d12 + 3 1LO 1LO 1LO 11,000
4 43-55 38-50 -4 8d12 + 4 1 13,000
5 55-67 50-60 -5 10d12 + 5 2 1LO ( 5 7 15,000

6 67-80 60-70 -6 12d12 + 6 2 2 + 5 7 18,000

7 80-93 70-84 -7 14d12 + 7 2 2 2 + 5 7 19,000

84-95 -8 16d12 + 8 2 2 2 2/1 + 5 7 20,000
8 93-106 H, R, 7 ð
9 106-120 95-108 -9 18d12 + 9 2 2 2 2 2/2 H, R, 7 ð 22,000

10 120-134 108-120 -10 20d12 + 10 2 2 2 2 2 2/2 2 H, R, 7 ð 23,000

11 134-148 121-133 -11 22d12 + 11 2 2 2 2 2 2 2/2 2 2 H, R, 7 ð 24,000

12 148-162 133-146 -12 24d12 + 12 2 2 2 2 2 2 2 1/2 2 2 2 H, R, 7 ð 25,000



78


Dragon, Metallic Silver Dragon

CLIMATE/TERRAIN: 7URSLFDO VXEWURSLFDO DQG
temperate mountains and clouds
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE: Special
TREASURE:
ALIGNMENT: ([FHSWLRQDO
Special

/DZIXO JRRG

NO. APPEARING:
ARMOR CLASS:
MOVEMENT: EDVH
HIT DICE:
THAC0: )O & -S
NO. OF ATTACKS:
DAMAGE/ATTACK: EDVH
SPECIAL ATTACKS:
SPECIAL DEFENSES: DW +'
MAGIC RESISTANCE: 3 + special
SIZE:
MORALE: G
XP VALUE: Special
Variable
Variable

* · EDVH

)DQDWLF
Variable

6LOYHU GUDJRQV DUH NLQG DQG KHOSIXO 7KH\ ZLOO FKHHUIXOO\ DVVLVW JRRG $W ELUWK VLOYHU GUDJRQV DUH LPPXQH WR FROG DQG FDQ polymorph self
WKUHH WLPHV D GD\ (DFK FKDQJH LQ IRUP ODVWV XQWLO WKH GUDJRQ FKRRVHV
FUHDWXUHV LI WKHLU QHHG LV JHQXLQH 7KH\ RIWHQ WDNH WKH IRUPV RI NLQGO\ ROG a different form and reverting to their normal form does not count as
men or fair damsels when associating with people. D FKDQJH 7KH\ DOVR FDQ cloud walk. 7KLV DOORZV WKH GUDJRQ WR WUHDG RQ
FORXGV RU IRJ DV WKRXJK WKH\ ZHUH VROLG JURXQG 7KH DELOLW\ IXQFWLRQV
$W ELUWK D VLOYHU GUDJRQ·V VFDOHV DUH EOXH JUD\ ZLWK VLOYHU KLJK- FRQWLQXRXVO\ EXW FDQ EH QHJDWHG RU UHVXPHG DW ZLOO $V WKH\ DJH WKH\
gain the following additional powers: Young: feather fall twice a day.
OLJKWV $V WKH GUDJRQ DSSURDFKHV DGXOWKRRG LWV FRORU VORZO\ OLJKWHQV WR Juvenile: wall of fog once a day. Adult: control winds three times a day.
Mature adult: control weather once a day. Old: reverse gravity once a day.
EULJKWO\ JOHDPLQJ VLOYHU $Q DGXOW RU ROGHU VLOYHU GUDJRQ KDV VFDOHV VR
Habitat/Society: Silver dragons prefer aerial lairs on secluded mountain
ÀQH WKDW WKH LQGLYLGXDO VFDOHV DUH VFDUFHO\ YLVLEOH )URP D GLVWDQFH WKHVH peaks, or amid the clouds themselves. When they lair in clouds there
dragons look as if they have been sculpted from pure metal. DOZD\V ZLOO EH DQ HQFKDQWHG DUHD ZLWK D VROLG ÁRRU IRU OD\LQJ HJJV DQG
storing treasure.
Silver dragons speak their own tongue, a tongue common to all good
GUDJRQV DQG RI KDWFKOLQJ VLOYHU GUDJRQV KDYH DQ DELOLW\ WR FRPPX- Silver dragons seem to prefer human form to their own, and often
KDYH PRUWDO FRPSDQLRQV )UHTXHQWO\ WKH\ VKDUH GHHS IULHQGVKLSV ZLWK
QLFDWH ZLWK DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRVVHVV WKLV DELOLW\ PRUWDOV ,QHYLWDEO\ KRZHYHU WKH GUDJRQ UHYHDOV LWV WUXH IRUP DQG WDNHV
LWV OHDYH WR OLYH D GUDJRQ·V OLIH IRU D WLPH
LQFUHDVHV SHU DJH FDWHJRU\ RI WKH GUDJRQ
Ecology: Silver dragons prefer human food, and can live on such fare
Combat: Silver dragons are not violent and avoid combat except when LQGHÀQLWHO\
IDFHG ZLWK KLJKO\ HYLO RU DJJUHVVLYH IRHV ,I QHFHVVDU\ WKH\ XVH feather fall
WR VWRS DQ\ PLVVLOHV ÀUHG DW WKHP 7KH\ XVH wall of fog or control weather to Because they lair in similar territories, silver dragons come into con-
ÁLFW ZLWK UHG GUDJRQV 'XHOV EHWZHHQ WKH WZR VSHFLHV DUH IXULRXV DQG
EOLQG RU FRQIXVH RSSRQHQWV EHIRUH PDNLQJ PHOHH DWWDFNV ,I DQJU\ WKH\ deadly, but silver dragons generally get the upper hand since they are
will use reverse gravity WR ÁLQJ HQHPLHV KHOSOHVVO\ LQWR WKH DLU ZKHUH WKH\ more capable of working together against their foes and often have hu-
man allies.
FDQ EH VQDWFKHG :KHQ IDFHG ZLWK Á\LQJ RSSRQHQWV D VLOYHU GUDJRQ ZLOO
KLGH LQ FORXGV RIWHQ FUHDWLQJ VRPH ZLWK control weather on clear days),
remain there using cloud walking, WKHQ MXPS WR WKH DWWDFN ZKHQ WKH\ KDYH
the advantage.

Breath Weapon/Special Abilities: $ VLOYHU GUDJRQ KDV WZR EUHDWK ZHDS-
ons: a cone of cold · ORQJ · ZLGH DW WKH GUDJRQ·V PRXWK DQG · ZLGH
at the end or a cloud of paralyzation JDV · ORQJ · ZLGH DQG · KLJK
Creatures caught in the gas must save versus breath weapon or become
paralyzed for one minute per age level of the dragon, plus 1-8 minutes.
Creatures caught in the cold are allowed a save versus breath weapon

IRU KDOI GDPDJH $ VLOYHU GUDJRQ FDVWV LWV VSHOOV DQG XVHV LWV PDJLFDO

DELOLWLHV DW WK OHYHO SOXV LWV FRPEDW PRGLÀHU

Age Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells Wizard/Priest MR Treasure Type XP Value
1 8-18 3-6 0 2d10 + l 1LO 1LO 7,000
2 18-30 6-12 -1 4d10 + 2 1LO 1LO 1LO 8,000

3 30-42 12-16 -2 6d10 + 3 1LO 1LO 1LO 10,000

16-21 1LO 1LO ( 5 12,000
4 42-52 -3 8d10 + 4 2
5 52-63 21-27 -4 10d10 + 5 2 2 H, R 14,000
6 63-74 27-32 -5 12d10 + 6 2 2 1 H, R 17,000
7 74-85 32-37 -6 14d10 + 7 2 2 2 H, R 18,000
8 85-96 37-43 -7 16d10 + 8 2 2 2 1/2 19,000

9 96-108 43-48 -8 18d10 + 9 2 2 2 2/2 2 + 5 ð 21,000

10 108-120 48-54 -9 20d10 + 10 2 2 2 2 1/2 2 1 + 5 ð 22,000

11 120-134 54-60 -10 22d10 + 11 2 2 2 2 2/2 2 2 + 5 ð 23,000

12 134-148 60-67 -11 24d10 + 12 2 2 2 2 2 1/2 2 2 1 + 5 ð 24,000

+ 5 ð

79


Brown Dragon

CLIMATE/TERRAIN: $Q\ DULG 'HVHUW
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE: Special
TREASURE:
ALIGNMENT: +LJK
Special

1HXWUDO HYLO

NO. APPEARING:
ARMOR CLASS:
MOVEMENT: EDVH
HIT DICE: 12, Br 24
THAC0:
NO. OF ATTACKS: EDVH
DAMAGE/ATTACK: 7
SPECIAL ATTACKS: 3 + special
SPECIAL DEFENSES: 1-4/1-4/3-30
MAGIC RESISTANCE: See below
SIZE: Variable
MORALE: See below
XP VALUE:
* · EDVH

)DQDWLF
Variable

Brown dragons, also known as great desert dragons, migrated from the 7KH\ DUH ERUQ LPPXQH WR DFLG DQG WKH HIIHFWV RI WKH GHVHUW KHDW 7KH\
GHVHUW 5DXULQ DQG QRZ IUHTXHQW PXFK RI WKH ZDVWHV LQ (DVWHUQ 0XOKR- PD\ VXUYLYH LQ DLUOHVV HQYLURQPHQWV QHDUO\ LQGHÀQLWHO\

UDQG %URZQ GUDJRQV DUH IHURFLRXV EHDVWV ZKLOH WKH\ DUH LQWHOOLJHQW $V WKH\ DJH EURZQ GUDJRQV JDLQ WKH IROORZLQJ DELOLWLHV
they view human beings as food, and believe it peculiar to talk with
Age Abilities
RQH·V PHDO 7KH\ GR QRW KDYH ZLQJV DQG FDQQRW Á\ Cast create sand to cover up their burrows
Brown dragons have a coloration similar to that of desert sands, <RXQJ Cast create water once per day
Juvenile Cast sandstorm 0XOKRUDQGL VSHOO RQFH SHU GD\
ranging from dim brown at hatchling stage to almost white at great Can summon a 12-HD earth elemental
$GXOW Cast disintegrate once per day
Z\UP VWDJH 7KH\ KDYH VPDOO ZHEEHG FODZV WKDW DUH ZHOO GHYHORSHG Venerable
Great wyrm
IRU GLJJLQJ DQG YHU\ ODUJH ORQJ PRXWKV 7KHLU VFDOHV DUH OHDWKHU\ DQG
not as hard as other dragon armors.

Brown dragons speak their own tongue and the language of blue
GUDJRQV 7KH\ KDYH D FKDQFH SHU DJH FDWHJRU\ RI EHLQJ DEOH WR FRP-
municate with any intelligent creature.

Combat: Brown dragons prefer to dig deep trenches in the sand and Habitat/Society: Brown dragons are found in deserts, often close to
VHWWOHG DUHDV 7KH\ W\SLFDOO\ GZHOO LQ GHHS EXUURZV QHDUO\ IHHW EH-
ZDLW IRU SUH\ WR DSSHDU VR WKH\ PD\ DPEXVK WKHP 7KH\ KDYH D neath the sand, where they carve out vast chambers.

FKDQFH RI KHDULQJ D PDQ VL]HG FUHDWXUH·V IRRWVWHSV RQ WKH GHVHUW VDQGV 7KH EURZQ GUDJRQ PDWHV DQG UDLVHV D IDPLO\ IRU RQO\ D VKRUW SHULRG
from as far down as 500 feet. RI WLPH DOO SDUHQWV HQFRXQWHUHG DUH LQ WKH PDWXUH DGXOW VWDJH RI GHYHO-
opment. Many brown dragons do not mate.
Brown dragons breach the desert sand with incredible silence, im-
Man is the main enemy of brown dragons. Humans hunt them for
SRVLQJ D ² SHQDOW\ WR RSSRQHQWV· VXUSULVH UROOV 2OGHU EURZQ GUDJRQV their hides and treasure. Blue dragons also attack brown dragons.
use illusions or even invisibility spells to conceal themselves.
Battles between brown and blue dragons are legendary for their feroc-
:KHQ EURZQ GUDJRQV JUDE WKHLU SUH\ WKH\ KROG LW LQ WKHLU MDZV WDN-
ing it to their lairs to be eaten when it is most convenient. LW\ 7KH SHRSOH RI WKH GHVHUW KDYH D FXULRXV UHVSHFW IRU WKH EURZQ GUDJRQ
so tales often make the blue dragons more evil than the brown.
7KH EURZQ GUDJRQ·V EUHDWK ZHDSRQ LV D SRZHUIXO DFLG ZKLFK LW
spews in a 5-foot-wide spray that extends in a straight line from the Ecology: Brown dragons are able to digest sand and other mineral mate-
rials to sustain themselves over long periods of time. However, meat is
GUDJRQ·V KHDG XS WR IHHW $OO FUHDWXUHV FDXJKW LQ WKH VSUD\ FDQ UROO D
saving throw vs. breath weapon for half damage. WKH SUHIHUUHG GLHW ZLWK KRUVHÁHVK EHLQJ D SDUWLFXODU IDYRULWH

Brown dragons use the spray against large numbers, but not against

PRXQWHG IRHV VLQFH WKH\ NQRZ WKDW KRUVHV DUH JRRG HDWLQJ DQG GRQ·W
put up as much struggle as humans. Brown dragons cast spells as 8th-

OHYHO ZL]DUGV

Age Category Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells (Wizard) MR Treasure Type XP Value
1 Hatchling 7-19 6-16 5 2d6 + 2 1LO 2,000
20-31 17-28 4 4d6 + 4 1LO 1LO 1LO 4,000
9HU\ <RXQJ 32-43 29-38 3 6d6 + 6 1LO 6,000
44-55 39-50 2 8d6 + 8 1LO 1LO 1LO 8,000
<RXQJ 56-67 51-60 1 10d6 + 10 10,000
4 Juvenile 68-80 61-70 0 12d6 + 12 1LO 1LO
81-93 71-84 -1 14d6 + 14 1 11,000
<RXQJ $GXOW 94-106 85-95 -2 16d6 + 16 2 1LO 12,000
107-120 96-108 -3 18d6 + 18 3 ½H 16,000
$GXOW 121-134 109-120 -4 20d6 + 20 31 H 18,000
135-148 121-133 -5 22d6 + 22 32 H 19,000
0DWXUH $GXOW 149-162 134-146 -6 24d6 + 24 33 H 20,000
331 21,000
2OG 332 + ð
3321
9HU\ 2OG + ð
10 Venerable
11 Wyrm + ð
12 Great Wyrm
+ ð

80


Cloud Dragon

CLIMATE/TERRAIN: 7URSLFDO VXEWURSLFDO DQG
FREQUENCY: temperate/Clouds and mountains
ORGANIZATION: Very rare
ACTIVITY CYCLE: Solitary or clan
DIET: $Q\
INTELLIGENCE: Special
TREASURE: *HQLXV
ALIGNMENT: Special
1HXWUDO

NO. APPEARING:
ARMOR CLASS: EDVH
MOVEMENT: )O & -S
HIT DICE: EDVH
THAC0: 7
NO. OF ATTACKS: 3 + special
DAMAGE/ATTACK: 1-10/1-10/3-36
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: * · EDVH
MORALE: )DQDWLF
XP VALUE: Variable

&ORXG GUDJRQV DUH UHFOXVLYH FUHDWXUHV WKDW GLVOLNH LQWUXVLRQV 7KH\ UDUH- 7KH\ FDQ DVVXPH RU OHDYH D FRKHVLYH FORXG OLNH IRUP DW ZLOO RQFH
ly converse, but if persuaded to do so they tend to be taciturn and aloof.
SHU URXQG ,Q WKLV IRUP WKH\ DUH XQOLNHO\ WR EH GLVWLQJXLVKHG IURP
7KH\ KDYH QR UHVSHFW ZKDWVRHYHU IRU FUHDWXUHV WKDW FDQQRW Á\ ZLWKRXW
assistance from spells or devices. QRUPDO FORXGV ZKHQ LQ FORXG IRUP WKHLU $UPRU &ODVV LPSURYHV E\ ²

$W ELUWK FORXG GUDJRQV KDYH VLOYHU ZKLWH VFDOHV WLQJHG ZLWK UHG DW DQG WKHLU PDJLF UHVLVWDQFH LQFUHDVHV E\ &ORXG GUDJRQV FDQ XVH
their spells and innate abilities while in cloud form, but they cannot
WKH HGJHV $V WKH\ JURZ WKH UHG VSUHDGV DQG OLJKWHQV WR VXQVHW RUDQJH DWWDFN SK\VLFDOO\ RU XVH WKHLU EUHDWK ZHDSRQ ,Q FORXG IRUP FORXG GUDJ-

$W WKH PDWXUH DGXOW VWDJH DQG DERYH WKH UHG RUDQJH FRORU GHHSHQV WR RQV Á\ DW D VSHHG RI 0& $
red gold and almost entirely replaces the silver.
$V WKH\ DJH FORXG GUDJRQV JDLQ WKH IROORZLQJ DGGLWLRQDO SRZHUV
Cloud dragons speak their own tongue and a tongue common to all Very young: solid fog twice a day. Young: stinking cloud twice a day. Ju-
venile: create water WZLFH D GD\ DIIHFWV D PD[LPXP RI WKUHH FXELF \DUGV
QHXWUDO GUDJRQV $OVR RI KDWFKOLQJ FORXG GUDJRQV FDQ VSHDN ZLWK > FXELF IHHW@ Adult: obscurement three times a day. Mature adult: call
lightning twice a day. Old: weather summoning twice a day. Very old:
DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRVVHVV WKLV DELOLW\ LQFUHDVHV control weather twice a day. Ancient: control winds twice a day.
per age category.
Habitat/Society: Cloud dragons lair in magical cloud islands where
Combat: &ORXG GUDJRQV DUH DV OLNHO\ WR DYRLG FRPEDW E\ DVVXPLQJ FORXG
form) as they are to attack. When attacking, they use their breath weap- WKHUH LV DW OHDVW D VPDOO VROLG ÁRRU IRU OD\LQJ HJJV DQG VWRULQJ WUHDVXUH
on to scatter foes, then cast solid fog and use their weather manipulation Very rarely, they occupy cloud-shrouded mountain peaks.

DELOLWLHV WR EOLQG DQG GLVRULHQW WKHLU IRHV :KHQ YHU\ DQJU\ WKH\ FRQMXUH &ORXG GUDJRQV DUH VROLWDU\ RI WKH WLPH ,I PRUH WKDQ RQH LV HQ-
storms with control weather VSHOOV WKHQ WKH\ FDOO OLJKWQLQJ 7KH\ OLNH WR XVH countered it is a single parent with offspring.
stinking cloud and control winds VSHOOV DJDLQVW Á\LQJ RSSRQHQWV
Ecology: /LNH DOO GUDJRQV FORXG GUDJRQV FDQ HDW MXVW DERXW DQ\WKLQJ
Breath Weapon/Special Abilities: $ FORXG GUDJRQ·V EUHDWK ZHDSRQ LV 7KH\ VHHP WR VXEVLVW SULPDULO\ RQ UDLQ ZDWHU KDLOVWRQHV DQG WKH RF-
an icy blast of air that is 140 feet long, 30 feet high, and 30 feet wide. casional bit of silver.
&UHDWXUHV FDXJKW LQ WKH EODVW VXIIHU GDPDJH IURP FROG DQG Á\LQJ LFH FU\V-
Because they inhabit in similar territories, cloud dragons come into
WDOV )XUWKHUPRUH DOO FUHDWXUHV WKUHH VL]H FODVVHV RU PRUH VPDOOHU WKDQ WKH
dragon are blown head over heels for 2d12 feet, plus 3 feet per age cat- FRQÁLFW ZLWK VLOYHU GUDJRQV 'HVSLWH WKHLU KLJKHU LQWHOOLJHQFH FORXG
HJRU\ RI WKH GUDJRQ &KDUDFWHUV ZKR FDQ JUDE VROLG REMHFWV ZRQ·W EH FDU-
GUDJRQV XVXDOO\ ORVH VXFK FRQIURQWDWLRQV EHFDXVH RI WKH VLOYHU GUDJRQV·
ULHG DZD\ XQOHVV WKH\ IDLO 6WUHQJWK FKHFNV FUHDWXUHV ZLWK FODZV VXFWLRQ secondary breath weapons and ability to muster allies.
cups, etc., can avoid the effect if they have a suitable surface to cling to.

$ FORXG GUDJRQ FDVWV LWV VSHOOV DQG XVHV LWV PDJLFDO DELOLWLHV DW WK

OHYHO SOXV LWV FRPEDW PRGLÀHU
Cloud dragons are immune to cold.

Age Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells Wizard/Priest MR Treas. Type XP Value

1 11-24 4-8 3 2d6 + 2 1LO 1LO 1LO 3,000

2 24-41 8-16 2 3d6 + 4 1LO 1LO 1LO 6,000

3 41-58 16-22 1 4d6 + 6 1LO 1LO 1LO 8,000

4 58-71 22-29 0 5d6 + 8 1 1LO ô5 7 11,000

5 71-87 29-37 -1 6d6 + 10 11 5 7 13,000

6 87-102 37-44 -2 7d6 + 12 21 5 7 14,000

7 102-117 44-51 -3 8d6 + 14 22 5 7 15,000

8 117-132 51-59 -4 9d6 + 16 3 2/1 5 7 ; = 17,000

9 132-148 59-66 -5 10d6 + 18 3 3/1 1 5 7 ; = 18,000

10 148-165 66-74 -6 11d6 + 20 4 3/2 1 5 7 ; = 19,000

11 165-184 74-82 -7 12d6 + 22 4 4/2 2 5 7 ; = ð 20,000

12 184-203 82-92 -8 13d6 + 24 5 4/3 2 5 7 ; = ð 21,000

81


Deep Dragon

CLIMATE/TERRAIN: Hill and mountain caverns,
FREQUENCY: subterranean
ORGANIZATION: Rare
ACTIVITY CYCLE: Solitary or clan
DIET:
INTELLIGENCE: $Q\
TREASURE: Carnivorous
ALIGNMENT:
([FHSWLRQDO
Special
Chaotic evil

NO. APPEARING:
ARMOR CLASS: EDVH
MOVEMENT: )O & %U 6Z
HIT DICE: EDVH
THAC0: EDVH
NO. OF ATTACKS: 3 + special
DAMAGE/ATTACK: 3-12/3-12/3-24
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: + · EDVH
MORALE: )DQDWLF
XP VALUE: Variable

'HHS GUDJRQV DUH OLWWOH NQRZQ RQ WKH VXUIDFH ZRUOG 7KH\ DUH WKH KXQW- damage taken, to a minimum of 1 hp per die).
HUV RI WKH 8QGHUGDUN &XQQLQJ DQG SDWLHQW WKH\ SODFH WKHLU VXUYLYDO $V GHHS GUDJRQV DJH WKH\ JDLQ WKH IROORZLQJ DGGLWLRQDO SRZHUV

IROORZHG E\ WKHLU MR\ RI KXQWLQJ DERYH DOO HOVH 'HHS GUDJRQV FDUHIXOO\ Age Ability
amass and hide treasure in various caches, guarded with traps and mag- Very young assume snakeform 3 times/day
LF 7KH\ DUH DEOH WR XVH PRVW PDJLFDO LWHPV <RXQJ DVVXPH ´KXPDQµ IRUP WLPHV GD\
Juvenile
Deep dragons are an iridescent maroon when they hatch, soft- scaled, $GXOW RQH PRUH IRUP FKDQJH GD\ HDFK UHJHQ OG KS WXUQ
DQG XQDEOH WR FKDQJH IRUP 7KH\ NHHS WR WKHLU ELUWK ODLU XQWLO WKH\ KDYH Mature adult UHJHQHUDWH OG KS URXQGV free action at will
2OG UHJHQHUDWH OG KS URXQGV levitate 3 times/day
PDVWHUHG ERWK RI WKHLU RWKHU IRUPV³D JLDQW ZLQJHG ZRUP RU VQDNH DQG Very old transmute rock to mud and telekinesis 3 times/day
Venerable move earth 3 times/day
D KXPDQ RU GURZ IRUP Wyrm passwall and disintegrate 2 times/day
RQH DGGLWLRQDO XVH GD\ RI SRZHUV JDLQHG VLQFH 2OG
Combat: 'HHS GUDJRQV EXUURZ DQG ÀJKW ZLWK SRZHUIXO VWRQH UHQGLQJ Great wyrm DJH stone shape 2 times/day, tongues once/day
repulsion WLPHV GD\ DIIHFWLQJ DOO H[FHSW GUDJRQV 2QH
FODZV 7KH\ ORYH WR ÀJKW DQG KXQW SUH\ WKURXJK WKH OLJKWOHVV FDYHUQV RI additional use/day of stone shape and tongues

WKH 8QGHUGDUN HPSOR\LQJ WKHLU YDULRXV IRUPV ,Q VQDNH IRUP WKH\ DUH Habitat/Society: 'HHS GUDJRQV URDP WKH 8QGHUGDUN DQG DUH JUHDW H[-
$& 09 )O ' 6Z ORVLQJ FODZ DWWDFNV EXW JDLQLQJ D FRQVWULF- plorers. Most often deep dragons are found in well-defended lairs in the

WLRQ DWWDFN DWWDFN UROO UHTXLUHG LQÁLFWV G SRLQWV RI GDPDJH SHU URXQG 8QGHUGDUN 7KH\ RIWHQ XVH WKHLU SRZHUV WR UHDFK FDYHUQV LQDFFHVVLEOH WR
hampers movement, spellcasting, and causes –1 on attack rolls and a most creatures. Deep dragons often work with drow.

SRLQW $& SHQDOW\ Ecology: Deep dragons have been known to eat almost anything, but

,Q KXPDQ IRUP D GHHS GUDJRQ LV $& 09 6Z DQG FDXVHV WKH\ SDUWLFXODUO\ SUL]H WKH ÁHVK RI FODPV ÀVK NXR WRD DQG DEROHWK
7KH\ YLHZ FORDNHUV DQG PLQG ÁD\HUV DV GDQJHURXV ULYDOV LQ WKH 8QGHU-
GDPDJH E\ VSHOO RU ZHDSRQ W\SH $UPRU FDQ EH ZRUQ EXW LW LV DOZD\V dark. Deep dragons avoid confrontations with other dragons and never
GHVWUR\HG LQÁLFWLQJ G SRLQWV RI GDPDJH WR WKH GUDJRQ LQ DQ\ WUDQV-
ÀJKW RU VWHDO IURP RWKHUV RI WKHLU RZQ NLQG
IRUPDWLRQ RI VKDSH $ GHHS GUDJRQ FDQ DOWHU LWV IHDWXUHV WR UHVHPEOH

DQ\ KXPDQRLG RI URXJKO\ KXPDQ VL]H ,W LV OLNHO\ WR FRS\ D VSHFLÀF
being well enough to be mistaken for the actual creature.

$ GHHS GUDJRQ·V EUHDWK ZHDSRQ LV D FRQH RI ÁHVK FRUURVLYH JDV
feet long, 40 feet wide, and 30 feet high. Creatures in the cloud can save

YV EUHDWK ZHDSRQ IRU KDOI GDPDJH LI WKH\ KDYH GU\ H[SRVHG VNLQ WKH\

VDYH DJDLQVW WKH ÁHVK HDWLQJ JDV DW ² &ORWK PHWDO DQG ZRRG DUH QRW

DIIHFWHG /HDWKHU LV WUHDWHG DV GU\ H[SRVHG VNLQ
'HHS GUDJRQV FDVW VSHOOV DW WK OHYHO DGMXVWHG E\ WKHLU FRPEDW PRGL-

ÀHUV 7KH\ DUH ERUQ ZLWK LQIUDYLVLRQ true seeing, and unerring detect
magic abilities, and immunities to charm, sleep, and hold magic. Deep

GUDJRQV DUH LPPXQH WR H[WUHPHV RI KHDW DQG FROG ² RQ HDFK GLH RI

Age Category Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells (Wizard/Priest) MR Treasure Type XP Value
1 Hatchling 1-5 1-4 3 2d8 + l 1LO 1LO 1LO 3,000
9HU\ <RXQJ 5-14 4-12 2 4d8 + 2 1LO 1LO 1LO 5,000
<RXQJ 14-23 12-21 1 6d8 + 3 1LO 1LO 1LO 6,000
4 Juvenile 23-32 21-28 0 8d8 + 4 1 1LO 8,000
<RXQJ $GXOW 32-41 28-36 -1 10d8 + 5 2 + 4 10,000
$GXOW 41-50 36-45 -2 12d8 + 6 21
0DWXUH $GXOW 50-59 45-54 -3 14d8 + 7 32 ( + 4 ð 12,000
59-68 54-62 -4 16d8 + 8 4 2 1/1
2OG 68-77 62-70 -5 18d8 + 9 4 2 2/2 ( + 4 ð 6 14,000
77-86 70-78 -6 20d8 + 10 4 3 2 1/2 1
9HU\ 2OG 86-95 78-85 -7 22d8 + 11 4 3 3 2/3 2 ( + × 4 ð 6 16,000
10 Venerable 95-104 85-94 -8 24d8 + 12 4 3 3 2 1/3 3 1
11 Wyrm ( + × 4 ð 6 7 17,000
12 Great Wyrm
( + × 4 ð 6 7 18,000

( + × 4 6 7 8
( + × 4 6 7 8 9 19,000
( + 4 6 7 8 9 ; = 20,000

82


Mercury Dragon

CLIMATE/TERRAIN: 7HPSHUDWH DQG VXEWURSLFDO
FREQUENCY: Mountains
ORGANIZATION: Very rare
ACTIVITY CYCLE: Solitary or clan
DIET: $Q\
INTELLIGENCE: 2PQLYRUH
TREASURE: +LJK
ALIGNMENT: See below
Chaotic good

NO. APPEARING:
ARMOR CLASS: ï EDVH
MOVEMENT: )O & -S
HIT DICE: EDVH
THAC0: EDVH
NO. OF ATTACKS: 3 + special
DAMAGE/ATTACK: 2-8/2-8/2-20
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: See below
SIZE: + · EDVH
MORALE: )DQDWLF
XP VALUE: Variable

Mercury dragons are fast, highly maneuverable creatures with relative-

O\ VPDOO ERGLHV DQG ORQJ WDLOV $OWKRXJK JRRG LQ DOLJQPHQW WKH\ DUH
very whimsical, making and changing decisions frequently.

$W ELUWK D PHUFXU\ GUDJRQ·V VFDOHV DUH GXOO VLOYHU $V LW DJHV WKH
scales become brighter and brighter, until at adult age they gain a bril-

OLDQW PLUURU ÀQLVK 6XQOLJKW RU RWKHU VRXUFHV RI OLJKW UHÁHFWLQJ RII WKH
scales and wings of a mercury dragon can be blinding.

Mercuries speak the language of good dragons, but at high speed, so

WKHUH·V RQO\ D FKDQFH RI XQGHUVWDQGLQJ D PHUFXU\ GUDJRQ

Combat: Mercury dragons are as unpredictable when it comes to com- 7KH\ DOVR UHFHLYH D ERQXV WR VDYLQJ WKURZV DJDLQVW OLJKW EDVHG DW-
EDW DV WKH\ DUH LQ DQ\ RWKHU VLWXDWLRQ 7KH\ PD\ SDUOH\ WKH\ PLJKW DW- WDFNV $V WKH\ DJH WKH\ JDLQ WKH IROORZLQJ DGGLWLRQDO SRZHUV

WDFN LQVWDQWO\ RU SHUKDSV WKH\ PD\ DYRLG FRPEDW HQWLUHO\ 7KH\ QHYHU Age Abilities
attack good-aligned creatures unless sorely provoked. <RXQJ JD]H UHÁHFWLRQ at will
Juvenile mirror image three times per day
0HUFXU\ GUDJRQV DOZD\V XVH VSHOOV LQ FRPEDW LI SRVVLEOH 7KH\ DUH $GXOW polymorph self twice per day
2OG telekinesis twice per day
YHU\ FUHDWLYH DQG FDQ DOZD\V ÀJXUH RXW VRPH LQQRYDWLYH ZD\ RI XVLQJ Wyrm project image once per day
virtually any spell to advantage in combat.
Habitat/Society: 0HUFXU\ GUDJRQV DUH ORQHUV E\ QDWXUH 7KHLU PDWLQJ
,Q DGGLWLRQ WR WKH EUHDWK ZHDSRQ DQG WKH DWWDFN PRGHV VKDUHG E\
all dragons, mercury dragons can curve the mirror-bright membranes EHKDYLRU LV IUHH ZKHHOLQJ IXQ ORYLQJ DQG JHQHUDOO\ LUUHVSRQVLEOH ,I D

RI WKHLU ZLQJV WR UHÁHFW DQG FRQFHQWUDWH DYDLODEOH OLJKW DV GLP DV IXOO IHPDOH EHFRPHV LPSUHJQDWHG KRZHYHU WKH PDOH·V SURWHFWLYH LQVWLQFWV
take over. Mercuries are very protective of their offspring, and will give
PRRQOLJKW LQWR D EHDP RI GD]]OLQJ EULJKWQHVV 7KH\ FDQ DLP WKH EHDP
WKHLU OLYHV WR VDYH WKHP 2IIVSULQJ XVXDOO\ VWD\ ZLWK WKHLU SDUHQWV XQWLO
DW RQH HQHP\ SHU URXQG³DW WKH H[SHQVH RI QRW EHLQJ DEOH WR XVH WKHLU
wing buffet, and the enemy must roll a successful saving throw vs. spell WKH\ UHDFK WKH MXYHQLOH DJH FDWHJRU\
RU EH EOLQGHG IRU G URXQGV ,I QRW XVLQJ WKLV WHFKQLTXH DV D ZHDS- Because of their unpredictable, sometimes almost irrational nature,
on, they can use the beam much like a search-light.
mercuries very rarely have close relationships with other creatures in
$ PHUFXU\ GUDJRQ·V EUHDWK ZHDSRQ LV D EHDP RI EULOOLDQW \HOORZ WKH DUHD )RU WKLV UHDVRQ PHUFXULHV KDYH WR GHSHQG RQ PDJLFDO DQG PH-
chanical traps and guards to protect their lairs when they are away.
OLJKW 7KH EHDP LV IHHW ZLGH DQG H[WHQGV IHHW IURP WKH FUHDWXUH·V
Ecology: Mercury dragons eat anything, but they prefer to feed on metal
PRXWK $Q\ FUHDWXUH FDXJKW LQ WKH EHDP UHFHLYHV GDPDJH IURP KHDW RUHV $OWKRXJK WKH\ KDYH QR YHQRP DWWDFNV WKH ÁHVK RI PHUFXU\ GUDJ-
ons is highly poisonous.
VDYLQJ WKURZ IRU KDOI GDPDJH 7KH KHDW RI WKH EHDP LV LQWHQVH HQRXJK

WR LJQLWH ÁDPPDEOH REMHFWV WKDW IDLO VDYLQJ WKURZV YV PDJLFDO ÀUH

$ PHUFXU\ GUDJRQ FDVWV VSHOOV DQG XVHV PDJLFDO DELOLWLHV DW WKH WK

OHYHO SOXV LWV FRPEDW PRGLÀHU $W ELUWK PHUFXU\ GUDJRQV DUH LPPXQH

WR ÀUH DQG DOO PDJLFDO IRUPV RI EOLQGQHVV

Age Category Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells (Wizard/Priest) MR Treasure Type XP Value
1 Hatchling 3-6 3-6 2 2d8 + l 1LO 1LO 1LO 1,400
9HU\ <RXQJ 6-11 6-11 1 4d8 + 2 1LO 1LO 1LO 3,000
<RXQJ 11-17 11-20 0 6d8 + 3 1LO 1LO 1LO 5,000
4 Juvenile 17-21 20-25 -1 8d8 + 4 1 ½H 8,000
<RXQJ $GXOW 21-24 26-30 -2 10d8 + 5 11 H 10,000
$GXOW 24-27 30-33 -3 12d8 + 6 211 H 11,000
0DWXUH $GXOW 27-30 33-36 -4 14d8 + 7 222 H 12,000
2OG 30-33 36-39 -5 16d8 + 8 3221 + , 14,000
9HU\ 2OG 33-36 39-42 -6 18d8 + 9 3322 + , 15,000
10 Venerable 36-39 42-45 -7 20d8 + 10 33321 + ð , 16,000
11 Wyrm 39-41 45-48 -8 22d8 + 11 333221 + ð , ; 17,000
12 Great wyrm 41-44 48-51 -9 24d8 + 12 3333221 + ð , 7 ; 18,000

83


Mist Dragon

CLIMATE/TERRAIN: 7URSLFDO DQG VXEWURSLFDO )RUHVWV
lake shores, sea shores, and river
FREQUENCY: banks
ORGANIZATION: Very rare
ACTIVITY CYCLE: Solitary or clan
DIET:
INTELLIGENCE: $Q\
TREASURE: Special
ALIGNMENT:
([FHSWLRQDO
Special

1HXWUDO

NO. APPEARING:
ARMOR CLASS:
MOVEMENT: EDVH RU ² EDVH
HIT DICE:
THAC0: )O & 6Z
NO. OF ATTACKS:
DAMAGE/ATTACK: EDVH
SPECIAL ATTACKS:
SPECIAL DEFENSES: EDVH
MAGIC RESISTANCE: 3 + special
SIZE: 2-5/2-5/2-24
MORALE: Special
XP VALUE: Variable

1LO RU

* · EDVH

&KDPSLRQ EDVH
Variable

0LVW GUDJRQV DUH VROLWDU\ DQG SKLORVRSKLFDO 7KHLU IDYRULWH DFWLYLW\ WKHLU PDJLF UHVLVWDQFH LQFUHDVHV E\ 7KH\ FDQ XVH WKHLU VSHOOV DQG LQQDWH
abilities while in mist form, but they cannot attack physically or use their
LV VLWWLQJ TXLHWO\ DQG WKLQNLQJ 7KH\ KDWH EHLQJ GLVWXUEHG DQG GLVOLNH EUHDWK ZHDSRQ 0LVW GUDJRQV LQ PLVW IRUP FDQ Á\ DW D VSHHG RI 0& $
conversation.
$V WKH\ DJH WKH\ JDLQ WKH IROORZLQJ DGGLWLRQDO SRZHUV Very young:
$W ELUWK D PLVW GUDJRQ·V VFDOHV DUH VKLQ\ EOXH ZKLWH $V WKH GUDJRQ water breathing twice a day. Young: wall of fog twice a day. Juvenile: cre-
ate water WZLFH D GD\ DIIHFWV D PD[LPXP RI WKUHH FXELF \DUGV > FXELF
DJHV WKH VFDOHV GDUNHQ EHFRPLQJ EOXH JUD\ ZLWK PHWDOOLF VLOYHU ÁHFNV IHHW@ Adult: control winds three times a day. Mature adult: wind wall
that sparkle in sunlight. twice a day. Old: solid fog twice a day. Very old: predict weather twice a
day. Ancient: airy water twice a day.
Mist dragons speak their own tongue and a tongue common to all
Habitat/Society: Mist dragons live near waterfalls, rapids, coastlines, or
QHXWUDO GUDJRQV $OVR RI KDWFKOLQJ PLVW GUDJRQV FDQ VSHDN ZLWK ZKHUH UDLQIDOO LV IUHTXHQW DQG KHDY\ 7KHLU ODLUV DUH XVXDOO\ ODUJH QDWXUDO
FDYHUQV RU JURWWRHV WKDW DUH PLVW ÀOOHG DQG GDPS )RUHVW GZHOOLQJ PLVW
DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRVVHVV WKLV DELOLW\ LQFUHDVHV GUDJRQV RFFDVLRQDOO\ FRPH LQWR FRQÁLFW ZLWK JUHHQ GUDJRQV 0LVW GUDJRQV
per age category. JUHDWO\ UHVHQW WKH JUHHQ GUDJRQV· DWWHPSWV WR LQWLPLGDWH RU GRPLQDWH WKHP
WKH\ XVXDOO\ VSHQG VHYHUDO PRQWKV YDLQO\ WU\LQJ WR DYRLG D JUHHQ GUDJRQ·V
Combat: Mist dragons try to avoid encounters by assuming mist form. advances before losing all patience and launching an all-out campaign to
,Q FRPEDW WKH\ TXLFNO\ XVH WKHLU EUHDWK ZHDSRQV WKHQ DVVXPH PLVW GHVWUR\ RU GULYH DZD\ WKH DJJUHVVRU /LNHZLVH FRDVWDO PLVW GUDJRQV PLJKW
IRUP DQG KLGH LQ WKH YDSRU³ZKHUH WKH\ ODXQFK D VSHOO DVVDXOW KDYH EURQ]H GUDJRQV IRU QHLJKERUV 7KLV KRZHYHU VHOGRP OHDGV WR FRQÁLFW
as both dragons are content to leave the others alone.
Breath Weapon/Special Abilities: $ PLVW GUDJRQ·V EUHDWK ZHDSRQ LV D
cloud of scalding vapor that is 90 feet long, 30 feet wide, and 30 feet high. 0LVW GUDJRQV DUH ORQHUV DQG RI DOO HQFRXQWHUV DUH ZLWK LQGLYLGX-
Creatures caught in the cloud can make a saving throw vs. breath weapon als. Group encounters are with parents and offspring.

IRU KDOI GDPDJH ,Q VWLOO DLU WKH YDSRU SHUVLVWV IRU G URXQGV RQ WKH Ecology: Mist dragons can eat almost anything, including woody plants
second round, it condenses into a clammy, smothering fog that blinds air- and even mud. However, they draw most of their sustenance directly
IURP QDWXUDO PLVW RU VSUD\ 7KH\ RIWHQ OLH LQ PLVW\ RU IRJJ\ SODFHV WKLQN-
EUHDWKLQJ FUHDWXUHV IRU G URXQGV DQG LQÁLFWV G SRLQWV RI GURZQLQJ ing and basking in the moisture.
GDPDJH SHU URXQG IRU DV ORQJ DV WKH FUHDWXUH UHPDLQV LQ WKH FORXG D VXF-
cessful saving throw vs. breath weapon negates both effects).

$ PLVW GUDJRQ FDVWV LWV VSHOOV DQG XVHV LWV PDJLFDO DELOLWLHV DW WK OHYHO

SOXV LWV FRPEDW PRGLÀHU

0LVW GUDJRQV DUH LPPXQH WR ÀUH DQG KHDW

0LVW GUDJRQV FDQ DVVXPH RU OHDYH D FRKHVLYH PLVW OLNH IRUP DW ZLOO

RQFH SHU URXQG ,Q WKLV IRUP WKH\ DUH XQOLNHO\ WR EH GLVWLQJXLVKHG

IURP QRUPDO PLVW LQ PLVW IRUP WKHLU $UPRU &ODVV LPSURYHV E\ ² DQG

Age Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells Wizard/Priest MR Treas. Type XP Value
1 7-19 6-16 4 2d6 + l 1LO 1LO 3,000
2 19-31 16-28 3 3d6 + 2 1LO 1LO 1LO 5,000

3 31-43 28-38 2 4d6 + 3 1LO 1LO 1LO 7,000

4 43-55 38-50 1LO 1LO < = 10,000
1 5d6 + 4 1
5 55-67 50-60 0 6d6 + 5 11 12,000
6 67-80 60-70 -1 7d6 + 6 21 ; < = 13,000

7 80-93 70-84 -2 8d6 + 7 22 ; < = 14,000

84-95 -3 9d6 + 8 ; < =
8 93-106 3 2/1 ; < = ð 16,000
9 106-120 95-108 -4 10d6 + 9 3 3/1 1 ; < = ð 17,000
10 120-134 108-121 -5 11d6 + 10 4 3/2 1 ; < = ð 18,000
11 134-148 121-133 -6 12d6 + 11 4 4/2 2 ; < = ð 19,000
12 148-162 133-146 -7 13d6 + 12 5 4/3 2 ; < = ð 20,000

84


Shadow Dragon

CLIMATE/TERRAIN: 1RQ DUFWLF 5XLQV VXEWHUUDQHDQ
FREQUENCY: and plane of Shadow
ORGANIZATION: Very rare
ACTIVITY CYCLE: Solitary or clan
DIET: 1RFWXUQDO DQ\ RQ WKH SODQH RI
INTELLIGENCE: Shadow)
TREASURE: Special
ALIGNMENT: *HQLXV
NO. APPEARING: Special
ARMOR CLASS: Chaotic evil
MOVEMENT:
HIT DICE:
THAC0: ² EDVH
NO. OF ATTACKS: )O ' -S
DAMAGE/ATTACK: EDVH
SPECIAL ATTACKS: EDVH
SPECIAL DEFENSES: 3 + special
MAGIC RESISTANCE: 1-6/1-6/3-18
SIZE: Special
MORALE: Variable
XP VALUE: Variable
+ · EDVH
&KDPSLRQ
Variable

6KDGRZ GUDJRQV DUH VO\ DQG GHYLRXV 7KH\ DUH LQVWLQFWLYHO\ FXQQLQJ OHDSLQJ VKDGRZV ZLWK D UDGLXV RI \DUGV GXUDWLRQ RQH KRXU $OO PDJL-
and are not prone to taking risks.
FDO >DQG QRUPDO@ OLJKW DQG GDUNQHVV VRXUFHV DUH QHJDWHG IRU DV ORQJ DV WKH\
$W DOO DJHV D VKDGRZ GUDJRQ·V VFDOHV DQG ERG\ DUH WUDQVOXFHQW VR remain in the radius. Creatures able to hide in shadows can do so in these
that when viewed from a distance it appears to be a mass of shadows. magical shadows even if under direct observation. Shadow dragons and
other creatures from the plane of Shadow can move and attack normally
Shadow dragons speak their own tongue and a tongue common to while hiding in these shadows, effectively giving them improved invisibil-
LW\ $ VXFFHVVIXO dispel magic spell banishes the shadows.)
DOO HYLO GUDJRQV $OVR RI KDWFKOLQJ VKDGRZ GUDJRQV FDQ VSHDN ZLWK
Habitat/Society: Shadow dragons hate both bright light and total dark-
DQ\ LQWHOOLJHQW FUHDWXUH 7KH FKDQFH WR SRVVHVV WKLV DELOLW\ LQFUHDVHV ness, preferring variegated lighting with patches of diffuse light and
per age category.
GHHS LQN\ VKDGRZV 2Q WKH 3ULPH 0DWHULDO SODQH WKHLU ODLUV DUH DOZD\V
Combat: Shadow dragons prefer to attack from hiding, usually employ- SODFHV WKDW SURYLGH VKDGRZ\ OLJKW IRU PRVW RI WKH GD\ 7KH\ SUHIHU DQ-
cient ruins, where they can hide underground when the sun is bright
LQJ LQYLVLELOLW\ RU KLGLQJ LQ VKDGRZV 7KH\ XVH LOOXVLRQ SKDQWDVP VSHOOV
DQG VWLOO ÀQG VKDGRZV DERYH JURXQG GXULQJ GDZQ DQG WZLOLJKW ,Q WKH
WR FRQIXVH DQG PLVGLUHFW IRHV 2OGHU GUDJRQV DUH HVSHFLDOO\ IRQG RI WKHLU plane of Shadow, they live in dense thickets of trees and brambles, forti-
non-detection ability.
ÀHG FDVWOHV RU ODE\ULQWKLQH FDYHV ,Q HLWKHU SODQH WKH\ SUHIHU WR ORFDWH
Breath Weapon/Special Abilities: $ VKDGRZ GUDJRQ·V EUHDWK ZHDSRQ their lairs near colonies of other creatures that can alert them to potential
is a cloud of blackness that is 40 feet long, 30 feet wide, and 20 feet high.
Creatures caught in the cloud are blinded for one melee round and lose IRHV RU YLFWLPV 7KH GUDJRQV VHOGRP DFWXDOO\ FRRSHUDWH ZLWK WKHVH DOOLHV
ö URXQG XS RI WKHLU OLIH HQHUJ\ OHYHOV RU +LW 'LFH D VXFFHVVIXO VDY- however, though the dragons commonly prey on them.

LQJ WKURZ YV EUHDWK ZHDSRQ UHGXFHV WKH ORVV WR ô URXQG XS 7KH OLIH Shadow dragons love dark-colored, opaque gems, and especially
energy loss persists for a variable number of turns, shown on the table SUL]H EODFN VWRQHV 7KH\ DOVR FROOHFW PDJLFDO LWHPV WKDW SURGXFH VKDG-

DERYH 1HJDWLYH SODQH SURWHFWLRQ VSHOOV SUHYHQW WKLV OLIH HQHUJ\ ORVV RZV RU GDUNQHVV 7KH\ XVH WKHVH LWHPV WR WXUQ DUHDV ÀOOHG ZLWK WRWDO
darkness or light into masses of shadows.
$ FKDUDFWHU ZKR LV UHGXFHG WR RU IHZHU OHYHOV ODSVHV LQWR D FRPD IRU
Ecology: 6KDGRZ GUDJRQV HDW DOPRVW DQ\WKLQJ 7KHLU IDYRULWH IRRG LV
WKH GXUDWLRQ RI WKH FORXG·V HIIHFW rotting carrion, though they often kill for sport. Slain victims are left to

$ VKDGRZ GUDJRQ FDVWV VSHOOV DQG XVHV LWV PDJLFDO DELOLWLHV DW WK GHFD\ XQWLO WKH\ EHFRPH VXLWDEO\ IRXO 7KHVH GUDJRQV DUH HTXDOO\ IRQG RI
frost-killed, waterlogged, or salt-poisoned plants.
OHYHO SOXV LWV FRPEDW PRGLÀHU
Shadow dragons are born immune to energy draining and with the

DELOLW\ WR KLGH LQ VKDGRZV ZLWK FKDQFH RI VXFFHVV WKLV DELOLW\ LQ-

FUHDVHV SHU DJH FDWHJRU\ WR D PD[LPXP RI
$V WKH\ DJH WKH\ JDLQ WKH IROORZLQJ DGGLWLRQDO SRZHUV Juvenile: mirror

image WKUHH WLPHV D GD\ G LPDJHV Adult: dimension door twice a day.
Old: non-detection three times a day. Venerable: shadow walk once a day.
Great wyrm: create shadows WKUHH WLPHV D GD\ 7KLV DELOLW\ FUHDWHV D PDVV RI

Age Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells Wizard/Priest MR Treas. Type XP Value
1 1-4 1-3 -1 1d4 + l 4,000
2 4-11 3-8 -2 1d4 + 2 1LO 1LO 6,000

3 11-18 8-13 -3 2d4 + l 1LO 1LO 8,000

2d4 + 2 1LO 1LO
4 18-23 13-18 -4 2 ½ H, S 10,000
5 23-29 18-23 -5 3d4 + l 22 H, S 11,000
6 29-36 23-28 -6 3d4 + 2 222 H, S 13,000
7 36-42 28-33 -7 4d4 + l 2 2 2 2/1 H, S 15,000
8 42-48 33-38 -8 4d4 + 2 2 2 2 2 2/2 17,000
9 48-55 38-43 -9 5d4 + l 2 2 2 2 2 2/3 + 6 ð 19,000

10 55-61 43-48 -10 5d4 + 2 4 2 2 2 2 2/3 1 + 6 ð 20,000

11 61-67 48-53 -11 6d4 + l 4 4 2 2 2 2/3 2 + 6 ð 21,000

12 67-74 53-58 -12 6d4 + 2 4 4 4 2 2 2/3 3 + 6 ð 22,000

+ 6 ð

85


Steel Dragon

CLIMATE/TERRAIN: 7HPSHUDWH FLWLHV UDUHO\ WHPSHUDWH
FREQUENCY: hills, plains, and forests.)
ORGANIZATION: Very rare
ACTIVITY CYCLE: Solitary
DIET: $Q\
INTELLIGENCE: Special
TREASURE: 6XSUD JHQLXV
ALIGNMENT: Special
/DZIXO QHXWUDO JRRG

NO. APPEARING: 1
ARMOR CLASS: EDVH
MOVEMENT: )O ' 6Z
HIT DICE: EDVH
THAC0: EDVH
NO. OF ATTACKS: 3 + special
DAMAGE/ATTACK: 1-10/1-10/3-30
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: + · EDVH
MORALE: )DQDWLF
XP VALUE: Variable

Steel dragons love to have human and demihuman companions, and Age Abilities
<RXQJ cantrip twice a day
WKH\ SUHIHU WR OLYH DPLG WKH KXVWOH DQG EXVWOH RI JUHDW FLWLHV 7KH\ RIWHQ Juvenile friends once a day
pose as sages, scholars, mages, or other intellectuals. $GXOW charm person three times a day
Mature adult suggestion once a day
$W ELUWK D VWHHO GUDJRQ·V VFDOHV DUH GHHS EOXH JUD\ ZLWK VWHHO\ KLJK- 2OG enthrall once a day

OLJKWV $V WKH GUDJRQ DSSURDFKHV DGXOWKRRG LWV FRORU VORZO\ OLJKWHQV Habitat/Society: Steel dragons prefer human lodgings that are well
to that of lustrous burnished steel. When these dragons take on hu- equipped with strong rooms or vaults to protect their treasures.

PDQ IRUP WKH\ DOZD\V KDYH RQH VWHHO JUD\ IHDWXUH³KDLU H\HV QDLOV RU Steel dragons prefer human form to their own, and they always
sometimes a ring or other ornament. KDYH PRUWDO FRPSDQLRQV 7KH\ DUH HQGOHVVO\ FXULRXV DERXW KXPDQ DQG

Steel dragons speak their own tongue and a tongue common to all GHPLKXPDQ DUW FXOWXUH KLVWRU\ DQG SROLWLFV 7KH\ DOZD\V NHHS WKHLU

QHXWUDO GUDJRQV $OVR RI KDWFKOLQJ VWHHO GUDJRQV FDQ VSHDN ZLWK WUXH QDWXUH VHFUHW EXW WKH\ DUH DEOH WR UHFRJQL]H HDFK RWKHU

DQ\ LQWHOOLJHQW FUHDWXUH 7KLV FKDQFH LQFUHDVHV E\ SHU DJH FDWHJRU\ Ecology: 6WHHO GUDJRQV SUHIHU KXPDQ IRRG 8QOLNH RWKHU IRUP VKLIWLQJ
GUDJRQV WKH\ FDQQRW OLYH RQ VXFK IDUH LQGHÀQLWHO\ DV WKH\ PXVW HDW
Combat: 6WHHO GUDJRQV IDYRU UHSDUWHH RYHU FRPEDW ,I SUHVVHG WKH\ XVX-
HQRXJK WR PDLQWDLQ WKHLU WUXH EXON 2QFH RU WZLFH D PRQWK WKH\ OHDYH
DOO\ EHJLQ ZLWK D VSHOO DVVDXOW DQG DYRLG PHOHH ,I VHULRXVO\ KDUPHG RU
threatened, they resume dragon form and use their breath weapons. WKHLU DGRSWHG FLWLHV DQG JR LQWR WKH ZLOGHUQHVV WR KXQW IRU IRRG 7KH\
explain their absences in a way consistent with their human identities.
7KH\ EUHDWKH RQ DQ\ IRH WKH\ SODQ WR HQJDJH LQ PHOHH DQG WKH\ VHHN WR
keep their foes within the cloud until the gas loses its potency. Steel dragons hate chaotic creatures who seek to disrupt life in cities
RU GHVSRLO WKHLU KXQWLQJ JURXQGV ,Q WKH FLW\ WKH GUDJRQV QHYHU KHVLWDWH
$ VWHHO GUDJRQ·V EUHDWK ZHDSRQ LV D FXEH RI WR[LF JDV 7KH GUDJRQ FDQ to report troublemakers or to use their special abilities to hunt down
monitor the amount of gas released so closely that it can make the cube FULPLQDOV ,Q WKH ZLOGHUQHVV WKH\ SUHIHU VZLIWHU IRUPV RI MXVWLFH

DV VPDOO DV LW ZLVKHV RU DV ODUJH DV VKRZQ LQ WKH WDEOH EHORZ WKH D VLGH
of the cube). Creatures caught in the gas must roll successful saving
throws vs. poison with a –2 SHQDOW\ RU GLH LQVWDQWO\ 7KH JDV LV TXLFNO\

DEVRUEHG WKURXJK WKH VNLQ DQG LV MXVW DV OHWKDO LI LQKDOHG &RDWLQJ DOO

H[SRVHG VNLQ ZLWK ODUG RU JUHDVH RIIHUV VRPH SURWHFWLRQ VDYLQJ WKURZ
penalty negated). Victims who succeed with the save suffer the indi-

FDWHG DPRXQW RI GDPDJH ,Q VWLOO DLU WKH JDV VWD\V DFWLYH IRU WZR PHOHH
rounds. Steel dragons are immune to all poisons.

$ VWHHO GUDJRQ FDQ polymorph self ÀYH WLPHV D GD\ (DFK FKDQJH LQ
form lasts until the dragon chooses a different form. Reverting to the

GUDJRQ·V QRUPDO IRUP GRHV QRW FRXQW DV D FKDQJH

6WHHO GUDJRQV DUH LPPXQH WR ZL]DUG VSHOOV RI VW WR WK OHYHOV DQG
cast spells and use their special abilities at 8th level, plus their combat

PRGLÀHU $V WKH\ DJH WKH\ JDLQ WKH IROORZLQJ DGGLWLRQDO SRZHUV

Age Category Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells (Wizard/Priest) MR Treasure Type XP Value
1 Hatchling 2-8 1-4 3 · G O 1LO 1LO 1,400
9HU\ <RXQJ 8-14 4-9 2 · G 1LO 1LO 2,000
<RXQJ 14-20 9-14 1 · G O 1LO 1LO 5,000
4 Juvenile 20-26 14-19 0 · G 4 ( 5 7,000
<RXQJ $GXOW 26-32 19-24 -1 · G O 44 H, R 9,000
$GXOW 32-38 24-29 -2 · G 444 H, R 11,000
0DWXUH $GXOW 38-44 29-34 -3 · G O 4444 H, R 12,000
2OG 44-50 34-39 -4 · G 44444 16,000
9HU\ 2OG 50-56 39-44 -5 · G O 444444 + 5 ð 17,000
10 Venerable 56-62 44-49 -6 · G 5 4 4 4 4 4/2 + 5 ð 18,000
11 Wyrm 62-68 49-54 -7 · G O 5 5 4 4 4 4/2 2 + 5 ð 19,000
12 Great wyrm 68-74 54-59 -8 · G 5 5 5 4 4 4/2 2 2 + 5 ð 20,000
+ 5 ð
86


Yellow Dragon

CLIMATE/TERRAIN: Desert
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: $Q\
DIET: 2PQLYRUH
INTELLIGENCE: 9HU\
TREASURE: See below
ALIGNMENT: Chaotic evil

NO. APPEARING:
ARMOR CLASS: EDVH
MOVEMENT: )O &
HIT DICE: EDVH
THAC0: EDVH
NO. OF ATTACKS: 3 + special
DAMAGE/ATTACK: 1-8/1-8/2-16
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: See below
SIZE: * · EDVH
MORALE: &KDPSLRQ
XP VALUE: Variable

$OWKRXJK WKH H[LVWHQFH RI \HOORZ GUDJRQV KDV ORQJ EHHQ SUHGLFWHG E\ damaged their eyes, blinding them for 1d4 + 1 rounds.
VDJHV EDVHG RQ WKHRULHV RI SULPDU\ FRORUV WKH ÀUVW VSHFLPHQ ZDV VSRW- <HOORZ GUDJRQV DUH LPPXQH WR ÀUH DQG KHDW DQG FDQ FDVW silence, 10’

WHG RQO\ ÀYH RU VR \HDUV DJR 7KH FUHDWXUHV DUH VROLWDU\ DQG VHFUHWLYH radius DW ZLOO $V WKH\ DJH WKH\ JDLQ WKH IROORZLQJ DGGLWLRQDO SRZHUV
preferring to lay in wait for prey to stumble into carefully prepared traps
instead of hunting actively. Age Abilities
<RXQJ create or destroy water three times per day
$W ELUWK \HOORZV KDYH VRIW WDQ VFDOHV $V WKH\ JURZ ROGHU WKH VFDOHV Juvenile dust devil three times per day
harden and become lighter in color, eventually reaching the grayish $GXOW improved invisibility twice per day
2OG wind wall three times per day
\HOORZ RI GHVHUW VDQGV 7KHLU VFDOHV DOZD\V KDYH D GXVW\ WH[WXUH WR Wyrm enervation three times per day

WKHP JLYLQJ WKHP D ÀQLVK WKDW GRHV QRW UHÁHFW OLJKW ZHOO (YHQ WKHLU Habitat/Society: <HOORZ GUDJRQV ORYH GHVHUWV SUHIHUULQJ DUHDV RI VDQG\
ZLQGVZHSW GHVRODWLRQ 7KH\ DUH PRVW FRPIRUWDEOH LQ GD\WLPH WHPSHUD-
WHHWK DQG FODZV KDYH D VLPLODU ÀQLVK 1R SDUW RI WKH \HOORZ GUDJRQ ZLOO WXUHV RI GHJUHHV DQG XS DOWKRXJK WKH\ FDQ HDVLO\ VXUYLYH VXEIUHH]-
glint in the sunlight, thereby giving away its position. LQJ WHPSHUDWXUHV DW QLJKW 7KH\ VKDUH PXFK WKH VDPH WHUULWRU\ DV EUDVV-

<HOORZ GUDJRQV VSHDN WKHLU RZQ WRQJXH ZKLFK LV TXLWH GLIIHUHQW WKDQ HV WKXV WKH VSHFLHV RFFDVLRQDOO\ FRPH LQWR FRQÁLFW

WKDW VSRNHQ E\ RWKHU HYLO GUDJRQV <HOORZV KDYH QR LQWHUHVW LQ VSHDNLQJ <HOORZV DUH VROLWDU\ VHOÀVK FUHDWXUHV WKDW IRUP QR FORVH ERQGV ZLWK
with other races, and so they learn no other languages.
DQ\ RWKHU FUHDWXUH LQFOXGLQJ RWKHU \HOORZV 7KH\ DUH KLJKO\ WHUULWRULDO
Combat: $OWKRXJK SUHIHUULQJ JXLOH WR FRPEDW DQG DPEXVK WR DWWDFN
WKH RQO\ WLPH WKH\·OO OHW DQRWKHU \HOORZ LQWR WKHLU WHUULWRU\ LV WR PDWH
\HOORZV DUH ÀHUFH DQG FXQQLQJ ÀJKWHUV (YHQ LI IRUFHG LQWR D VLWXDWLRQ ZKLFK LV DFWXDOO\ TXLWH UDUH ,PPHGLDWHO\ DIWHUZDUG WKH GUDJRQV VHSD-

ZKHUH GLUHFW FRPEDW LV LQHYLWDEOH WKH\·OO VWLOO XVH WKHLU VSHOOV DQG LQQDWH UDWH 7KH PRWKHU UDLVHV WKH RIIVSULQJ EXW ZRQ·W JR RXW RI KHU ZD\ WR
abilities so as to mislead, misdirect, and distract their opponents.
SURWHFW WKHP IURP DWWDFNHUV 7KH \RXQJ GUDJRQV XVXDOO\ OHDYH KRPH
$ IDYRULWH KXQWLQJ WDFWLF IRU D \HOORZ LV WR GLJ D VWHHS ZDOOHG FRQH
shaped depression in the sand, and then bury itself at the bottom of this EHIRUH WKH\ UHDFK WKH MXYHQLOH DJH FDWHJRU\ 7KH PDLQ HQHPLHV RI \HOORZ
dragons are brasses, which actively hunt the smaller creatures.
FUDWHU ZLWK MXVW LWV H\HV DQG QRVWULOV VKRZLQJ :KHQ D FUHDWXUH VWXPEOHV
into the depression, the dragon moves its wings in the sand, causing the Ecology: $OWKRXJK DEOH WR HDW DQ\WKLQJ \HOORZV IDYRU IUHVK PHDW
steep walls of the cone to collapse and drawing the prey straight to the 'HPL KXPDQV DUH FRQVLGHUHG D GHOLFDF\ DV DUH WKH XQKDWFKHG HJJV RI
EUDVV GUDJRQV <HOORZV UDUHO\ JHW WR HQMR\ WKLV ODWWHU IHDVW
GUDJRQ·V PRXWK $ \HOORZ GUDJRQ FDVWV VSHOOV DQG XVHV PDJLFDO DELOLWLHV

DW WK OHYHO SOXV LWV FRPEDW PRGLÀHU
$ \HOORZ GUDJRQ·V EUHDWK ZHDSRQ LV D KLJK YHORFLW\ EODVW RI VFRUFK-

LQJ DLU PL[HG ZLWK VDQG 7KLV DIIHFWV DQ DUHD IHHW ORQJ IHHW ZLGH
and 20 feet high. Creatures caught within this blast must roll successful
saving throws vs. breath weapon for half damage. Regardless of the
outcome of this roll, they must make another saving throw vs. breath

ZHDSRQ )DLOXUH PHDQV WKDW WKH DEUDVLYH VDQG LQ WKH EUHDWK EODVW KDV

Age Category Body Lgt. (‘) Tail Lgt. (‘) AC Breath Weapon Spells (Wizard/Priest) MR Treasure Type XP Value

1 Hatchling 2-7 1-4 3 2d4 + l 1LO 1LO 1LO 2,000

9HU\ <RXQJ 7-16 4-12 2 4d4 + 2 1LO 1LO 1LO 3,000

<RXQJ 16-35 12-21 1 6d4 + 3 1LO 1LO 1LO 5,000

4 Juvenile 35-44 21-28 0 8d4 + 4 1LO 1LO ( 7,000

<RXQJ $GXOW 44-53 28-36 -1 10d4 + 5 1 1LO ( 2 6 9,000

$GXOW 53-62 36-45 -2 12d4 + 6 11 ( 2 6 11,000

0DWXUH $GXOW 62-71 45-54 -3 14d4 + 7 21 ( 2 6 12,000

2OG 71-80 54-62 -4 16d4 + 8 221 ( 2 6 ð 13,000

9HU\ 2OG 80-89 62-70 -5 18d4 + 9 222 ( 2 6 ð 14,000

10 Venerable 89-98 70-78 -6 20d4 + 10 2221 ( 2 6 ð 15,000

11 Wyrm 98-107 78-85 -7 22d4 + 11 2222 ( 2 6 ð 16,000

12 Great wyrm 107-116 85-94 -8 24d4 + 12 22221 ( 2 6 ð 17,000

87


Dragon Turtle

CLIMATE/TERRAIN: Subtropical and temperate fresh
and salt water
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE: Carnivore
TREASURE:
ALIGNMENT: 9HU\

NO. APPEARING: % 5 6 7 9
ARMOR CLASS:
MOVEMENT: 1HXWUDO
HIT DICE:
THAC0: 1
0
NO. OF ATTACKS: 3, Sw 9
DAMAGE/ATTACK: 12-14
SPECIAL ATTACKS: 12 Hit Dice: 9
SPECIAL DEFENSES: 13-14 Hit Dice: 7
MAGIC RESISTANCE: 3
SIZE: 2-12/2-12/4-32
MORALE:
XP VALUE: %UHDWK ZHDSRQ FDSVL]H VKLSV

1LO

1LO

* · GLDPHWHU VKHOO

)DQDWLF
12 Hit Dice: 10,000
13 Hit Dice: 11,000
14 Hit Dice: 12,000

Dragon turtles are one of the most beautiful, awesome, and feared crea- Habitat/Society: 'UDJRQ WXUWOHV DUH H[WUHPHO\ VROLWDU\ FUHDWXUHV /DUJH
desolate sea caves and secret underground caverns that can be accessed
WXUHV RI WKH ZDWHU :LWK WKHLU GHDGO\ MDZV DQG EUHDWK ZHDSRQ DQG WKHLU
RQO\ WKURXJK WKH ZDWHU DUH WKHLU IDYRULWH ODLUV 7KHVH ODLUV DUH GLIÀFXOW
SHQFKDQW IRU FDSVL]LQJ VKLSV GUDJRQ WXUWOHV DUH GUHDGHG E\ PDULQHUV RQ
large bodies of water, both fresh and salt. WR ÀQG EXW DGYHQWXUHUV ORFDWLQJ D GUDJRQ WXUWOH·V FDYH ZLOO ÀQG LW ÀOOHG

When a dragon turtle surfaces, it is sometimes mistaken for the re- ZLWK WUHDVXUHV RI DOO W\SHV 7KH WXUWOH JDWKHUV WKLV WUHDVXUH ZKLFK LW ZLOO
protect to the death, from the ships sunk in its territory.
ÁHFWLRQ RI WKH VXQ RU PRRQ RQ WKH ZDWHU 7KH WXUWOH·V URXJK GHHS JUHHQ
shell is much the same color as the deep water the monster favors, and $ GUDJRQ WXUWOH·V WHUULWRU\ LV ZHOO GHÀQHG DQG PD\ FRYHU DV PXFK DV
the silver highlights that line the shell are patterned like light dancing
ÀIW\ VTXDUH PLOHV RI RSHQ ZDWHU 2WKHU GUDJRQ WXUWOHV DUH DOORZHG LQWR
RQ RSHQ ZDWHU 7KH WXUWOH·V OHJV DQG WDLO DUH RI D OLJKWHU JUHHQ DQG WKH\ this area only during mating season, though turtles of the same sex will

DUH ÁHFNHG ZLWK JROGHQ KLJKOLJKWV 7KH FRORUDWLRQ RI WKH FUHDWXUH·V DOZD\V ÀJKW WR WKH GHDWK XSRQ PHHWLQJ ,W LV WKLV KRVWLOLW\ WRZDUG WKHLU
head is similar to the legs and tail, but its crest spines are golden with own kind that keeps the number of dragon turtles relatively low.

GDUN JUHHQ ZHEELQJ FRQQHFWLQJ WKHP $ GUDJRQ WXUWOH·V VKHOO FDQ UHDFK 0DULQHUV RI DQ\ H[SHULHQFH UHFRJQL]H WKH WHUULWRULDO FODLPV RI GUDJRQ
to 30 feet in diameter, and an adult turtle can measure over 40 feet from turtles and will often make extravagant tributes to the turtle controlling
its snout to the tip of its tail. Dragon turtles speak their own highly areas necessary for safe and speedy trade.
developed language.
Ecology: Dragon turtles are carnivorous and will eat almost any crea-
Combat: 7KRXJK GUDJRQ WXUWOHV PD\ EH PLVWDNHQ IRU WKH SOHDVDQW VLJKW ture, including humans or other dragon turtles, to satisfy their vora-
of light glinting off of water, that illusion is never maintained for long.
FLRXV DSSHWLWH /DUJH ÀVK VHHP WR EH WKH SUHIHUUHG IRRG IRU GUDJRQ
'UDJRQ WXUWOHV DUH ÀHUFH ÀJKWHUV DQG ZLOO JHQHUDOO\ DWWDFN DQ\ FUHDWXUH turtles, and the turtles can often be found lurking in the weeds and
WKDW WKUHDWHQV LWV WHUULWRU\ RU SUHVHQWV LWVHOI DV D SRWHQWLDO PHDO ,Q FRP- PXFN DW WKH ERWWRP RI D ODNH RU VHD ZDLWLQJ IRU ÀVK WR SDVV ,Q SDUWLFX-

EDW GUDJRQ WXUWOHV ZLOO XVXDOO\ DWWDFN ZLWK WKHLU IRUPLGDEOH FODZV ODUO\ SRRU \HDUV IRU ÀVK GUDJRQ WXUWOHV KDYH EHHQ NQRZQ WR XVH WKHLU
breath weapon to kill large groups of sea birds that stray too close to
DQG WHHWK ÀUVW ,WV VKHOO SURYLGHV WKH WXUWOH ZLWK H[FHOOHQW SURWHFWLRQ the water for food.
though once the dragon turtle strikes a victim, it rarely needs to rely
upon this safeguard. &RQÁLFW RIWHQ DULVHV EHWZHHQ GUDJRQ WXUWOHV DQG WKH PDQ\ LQWHOOL-
gent aquatic races, like the locathah or mermen, because of competition
7KH GUDJRQ WXUWOH·V VKHOO DOVR SURYLGHV WKH FUHDWXUH ZLWK D ZHDSRQ WR
attack ships that foolishly pass through its territory uninvited. Sinking IRU LGHDO ODLUV /LNH PDQ\ RI WKHLU ODQG EDVHG UHODWLYHV GUDJRQ WXUWOHV
as deep as necessary, the dragon turtle will wait for the ship to pass over
it and then rise up underneath the vessel, using all of its considerable DUH FRQVLGHUHG WUHDFKHURXV DQG VHOÀVK E\ DOO FUHDWXUHV WKDW VKDUH WKHLU
domain.
EXON WR FDSVL]H WKH XQOXFN\ WDUJHW 6KLSV XQGHU IHHW LQ OHQJWK ZLOO EH
Dragon turtle shells make outstanding shields and armor. Because
FDSVL]HG E\ WKLV DWWDFN RI WKH WLPH YHVVHOV IURP WR IHHW ORQJ
RI WKH VKHOO·V VWUHQJWK DQG QDWXUDO UHVLVWDQFH WR WKH GUDJRQ WXUWOH·V RZQ
ZLOO EH FDSVL]HG RI WKH WLPH DQG VKLSV RYHU IHHW ZLOO EH FDSVL]HG breath weapon, armor or a shield made out of this material gains +1

RI WKH WLPH 6KLSV QRW FDSVL]HG ZLOO VXVWDLQ VRPH GDPDJH WR LWV GHIHQVLYH UDWLQJ 7KH VKLHOG RU DUPRU ZLOO DOVR VDYH DV DQ LWHP

,Q FRPEDW ZKHQ QHLWKHU LWV ELWH QRU LWV FDSVL]LQJ DWWDFN LV HQRXJK WR DJDLQVW GHVWUXFWLRQ E\ ÀUH RU VWHDP EDVHG DWWDFNV DW

GHIHDW DQ HQHP\ D GUDJRQ WXUWOH ZLOO XVH LWV EUHDWK ZHDSRQ 7KH WXUWOH
can belch forth a cloud of scalding steam that will cover an area 60 feet

ORQJ IHHW ZLGH DQG IHHW KLJK 7KLV DWWDFN FDXVHV SRLQWV RI

GDPDJH G DQG FKDUDFWHUV RU FUHDWXUHV PDNLQJ D VDYLQJ WKURZ YV

EUHDWK ZHDSRQ WDNH KDOI GDPDJH /LNH WUXH GUDJRQV GUDJRQ WXUWOHV FDQ
use this deadly breath weapon three times a day.

88


Dragonet, Faerie Dragon

CLIMATE/TERRAIN: 7HPSHUDWH WURSLFDO DQG
subtropical forests
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE: Herbivore
TREASURE:
ALIGNMENT: *HQLXV

6 7 8
Chaotic good

NO. APPEARING: 1-6
ARMOR CLASS:
MOVEMENT: ZKHQ LQYLVLEOH
HIT DICE:
THAC0: )O $
NO. OF ATTACKS: See below
DAMAGE/ATTACK: 17
SPECIAL ATTACKS: 1
SPECIAL DEFENSES: 1-2
MAGIC RESISTANCE: Breath weapon, spells
SIZE:
MORALE: ,QYLVLELOLW\
XP VALUE: See below

7 · ô· ORQJ

6WHDG\
3,000

$ FKDRWLF RIIVKRRW RI WKH SVHXGRGUDJRQ WKH IDHULH GUDJRQ OLYHV LQ Habitat/Society: )DHULH GUDJRQV PDNH WKHLU ODLUV LQ WKH KROORZV RI KLJK
peaceful, tangled forests and thrives on pranks, mischief, and practical trees, preferably near a pond or stream, because they are quite fond of
VZLPPLQJ DQG GLYLQJ 7KH\ RIWHQ OLYH LQ WKH FRPSDQ\ RI D JURXS RI
MRNHV pixies or sprites.

)DHULH GUDJRQV UHVHPEOH PLQLDWXUH GUDJRQV ZLWK WKLQ ERGLHV ORQJ )DHULH GUDJRQV WDNH DGYDQWDJH RI HYHU\ RSSRUWXQLW\ WR ZUHDN PLV-
SUHKHQVLOH WDLOV JRVVDPHU EXWWHUÁ\ ZLQJV DQG KXJH VPLOHV 7KHLU FRO- chief on passers-by, frequently using forest creatures to help them in
ors range through the spectrum, changing as they age, from the red of a WKHLU SUDQNV 7KRXJK PDQ\ RI WKHVH SUDQNV DUH VSRQWDQHRXV PRQWKV

KDWFKOLQJ WR WKH EODFN RI D JUHDW Z\UP VHH FKDUW 7KH KLGHV RI IHPDOHV RI SUHSDUDWLRQ FDQ JR LQWR D VLQJOH VSHFWDFXODU SUDFWLFDO MRNH $ WHOO
tale giggle, which sounds like the tinkling of tiny silver bells, often
KDYH D JROGHQ WLQJH WKDW VSDUNOHV LQ WKH VXQOLJKW PDOHV KDYH D VLOYHU alerts potential victims to the presence of invisible faerie dragons.
tinge.
Ecology: )DHULH GUDJRQV HDW IUXLW YHJHWDEOHV QXWV URRWV KRQH\ DQG
$OO IDHULH GUDJRQV FDQ FRPPXQLFDWH WHOHSDWKLFDOO\ ZLWK RQH DQRWKHU JUDLQV 7KH\ DUH HVSHFLDOO\ IRQG RI IUXLW SDVWULHV DQG KDYH EHHQ NQRZQ
to go to great lengths to get a fresh apple pie.
DW D GLVWDQFH RI XS WR PLOHV 7KH\ VSHDN WKHLU RZQ ODQJXDJH DORQJ
with the language of sprites, pixies, elves, and the birds and animals
in their area.

Combat: )DHULH GUDJRQV FDQ EHFRPH LQYLVLEOH DW ZLOO DQG FDQ DWWDFN Age Hit Color Magic Wizard Priest
Category Points Red Resist. Level Level
XVH VSHOOV DQG HPSOR\ EUHDWK ZHDSRQV ZKLOH LQYLVLEOH 7KH\ DWWDFN DV 1 Hatchling 1-2 Red-orange 1 1
+' PRQVWHUV ELWLQJ IRU SRLQWV RI GDPDJH 0RVW IDHULH GUDJ- 3-4 2 3
RQV HPSOR\ ZL]DUG VSHOOV DV D ZL]DUG RI WKH OHYHO LQGLFDWHG RQ WKH DF- 9HU\ <RXQJ 5-6 2UDQJH 3 4
7-8 4 6
FRPSDQ\LQJ FKDUW HPSOR\ SULHVW VSHOOV RI WKH IROORZLQJ VSKHUHV <RXQJ 9-10 2UDQJH \HOORZ 5 7
4 Juvenile 11-12 6 8
$QLPDO 3ODQW (OHPHQWDO DQG :HDWKHU $OPRVW DOO VSHOOV DUH FKRVHQ IRU 13-14 <HOORZ 7 9
<RXQJ $GXOW 15-16 8 10
PLVFKLHI SRWHQWLDO 7KH WZR PRVW FRPPRQ VSHOOV RI IDHULH GUDJRQV DUH 17-18 <HOORZ JUHHQ 10 11
water breathing and legend lore; other favorites include ventriloquism, un- $GXOW 19-20 Green 12 12
seen servant, forget, suggestion, distance distortion, limited wish, obscurement, 21-22 Blue-green 14 13
animal growth, and animate rock. 0DWXUH $GXOW 23-24 Blue 16 14
Blue-violet
$ IDHULH GUDJRQ XVXDOO\ EHJLQV LWV DWWDFNV E\ WXUQLQJ LQYLVLEOH DQG 2OG Violet
Black
XVLQJ LWV EUHDWK ZHDSRQ D IRRW GLDPHWHU FORXG RI HXSKRULD JDV $ 9HU\ 2OG
victim failing a saving throw vs. breath weapon will wander around 10 Venerable
aimlessly in a state of bliss for the next 3d4 minutes, during which 11 Wyrm
12 Great Wyrm
WLPH KH LV XQDEOH WR DWWDFN DQG KLV $UPRU &ODVV LV GHFUHDVHG E\ (YHQ
though he is unable to attack, the victim can keep his mind on the situ-

DWLRQ LI KH VXFFHHGV RQ DQ ,QWHOOLJHQFH FKHFN E\ UROOLQJ KLV ,QWHOOLJHQFH

VFRUH RU OHVV RQ G HDFK URXQG LI KH IDLOV DQ ,QWHOOLJHQFH FKHFN KH
completely loses interest in the matters at hand for the duration of the

EUHDWK ZHDSRQ·V HIIHFW

)DHULH GUDJRQV DYRLG FRPEDW DQG QHYHU LQWHQWLRQDOO\ LQÁLFW GDPDJH
XQOHVV FRUQHUHG RU GHIHQGLQJ WKHLU ODLUV ,I DWWDFNHG KRZHYHU WKH\ HQ-
gage in spirited defense, ably supported by sprite and pixie friends,
until the opponents are driven away.

89


Dragonet, Firedrake

CLIMATE/TERRAIN: 7HPSHUDWH +LOOV DQG PRXQWDLQV
FREQUENCY: Rare
ORGANIZATION:
ACTIVITY CYCLE: )DPLOLDO ODLU
DIET: Day
INTELLIGENCE: Carnivore
TREASURE:
ALIGNMENT: 6HPL

1LO

1HXWUDO

NO. APPEARING: 2-8
ARMOR CLASS: 5
MOVEMENT:
HIT DICE: )O &
THAC0: 4
NO. OF ATTACKS: 17
DAMAGE/ATTACK: 1
SPECIAL ATTACKS: 2-8
SPECIAL DEFENSES: Breath weapon
MAGIC RESISTANCE:
SIZE: 1LO
MORALE:
XP VALUE: 1LO

6 · ORQJ

$YHUDJH
420

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may patrol up to twice that distance during the times at which their
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features and proportions of a miniature red dragon, but its scaly hide
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of the dragonet at all times. QHZ ODLU 7KH UDUH PDWLQJ ÀJKWV WKDW GR RFFXU DUH VSHFWDFXODUO\ ÀHU\
although one male usually concedes and retreats before the battle
Combat: ,I D ÀUHGUDNH LV GLVWXUEHG WKHUH LV D FKDQFH LW ZLOO DWWDFN becomes lethal.
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· GLDPHWHU FLUFOH DW WKH H[WUHPH HQG RI LWV · UDQJH DQG FDXVHV remove the bones or effects of any that they defeat.
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GUDNH·V FODZV DUH QRW XVHG LQ FRPEDW EXW LWV ELWH ZLOO FDXVH SRLQWV Ecology: )LUHGUDNHV KDYH D VKRUW OLIHVSDQ FRPSDUHG ZLWK WKHLU ODUJHU
of damage. cousins, the dragons, usually living only 75 to 100 years.

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as staves or clubs are less dangerous than those which cause blood loss. FUHDWH ÁDPLQJ ZHDSRQV )RU LQVWDQFH VZRUGV GLSSHG LQ WKH EORRG LP-
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and its breath attack naturally radiates upwards, sometimes disrupting sword is otherwise unaffected.
the maneuvers of creatures that depend on relatively smooth air cur-
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smaller opponents in their soft underbelly in the hope of stunning them WKH VKLPPHU RI KHDW WKDW DOZD\V ULVHV IURP WKHVH FUHDWXUHV 7KH EXUQ-
and causing them to plummet to their deaths. ing of the blood also requires a high level of oxygen, hence the con-
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Habitat/Society: )LUHGUDNHV DUH IDPLOLDO FUHDWXUHV ZLWK D PDWHG PDOH
and female taking up residence in a lair, which is generally a small cave- DLU LW ZLOO GLH RI VXIIRFDWLRQ LQ DERXW KDOI WKH WLPH RI D VLPLODUO\ VL]HG
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are laid and tended by the pair, being kept warm by the ample heat of
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90


Dragonet, Pseudodragon

CLIMATE/TERRAIN: 7HPSHUDWH RU VXEWURSLFDO
forests and caves
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: 2PQLYRUH
INTELLIGENCE:
TREASURE: $YHUDJH
ALIGNMENT:
4 ð
NO. APPEARING:
ARMOR CLASS: 1HXWUDO JRRG
MOVEMENT:
HIT DICE: FKDQFH RI LQ QHVWV
THAC0: 2
NO. OF ATTACKS: )O %
DAMAGE/ATTACK: 2
SPECIAL ATTACKS: 19
SPECIAL DEFENSES: 1
MAGIC RESISTANCE: 1-3 + special
SIZE: Poison sting
MORALE: Chameleon power
XP VALUE:

7 ô· ORQJ

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3VHXGRGUDJRQV DUH D VSHFLHV RI VPDOO Á\LQJ OL]DUG WKDW LQKDELWV KHDYLO\ pseudodragon that searches for companionship will stalk a candidate
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cal powers that they can share with others, so they are often sought as WR EH JRRG RU HYLO ,I WKH FDQGLGDWH LV IRXQG WR EH JRRG WKH SVHXGR-
companions. dragon will present itself to the human as a traveling companion and
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3VHXGRGUDJRQV UHVHPEOH PLQLDWXUH UHG GUDJRQV 7KH\ KDYH ÀQH ises to take very JRRG FDUH RI LW WKH SVHXGRGUDJRQ ZLOO DFFHSW ,I QRW LW
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elects to take a human companion, it can transmit what it sees and hears IHG JURRPHG DQG UHFHLYHV ORWV RI DWWHQWLRQ $W WLPHV D SVHXGRGUDJRQ
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FKLUS GHVLUH RU D JURZO DQJHU gain its full cooperation, the companion must pamper the pseudo-
dragon and make it feel as though it were the most important thing in
Combat: 7KH SVHXGRGUDJRQ FDQ GHOLYHU D YLFLRXV ELWH ZLWK LWV KLV OLIH ,I WKH SVHXGRGUDJRQ LV PLVWUHDWHG RU LQVXOWHG LW ZLOO OHDYH RU
VPDOO GUDJRQOLNH MDZV EXW LWV PDMRU ZHDSRQ LV LWV VWLQJ HTXLSSHG worse, play pranks when least expected. Pseudodragons particularly
WDLO 7KH FUHDWXUH FDQ PRYH LW ZLWK ÁDVKLQJ VSHHG DQG VWULNHV DW RQ dislike cruelty and will not serve cruel masters.
DWWDFN UROOV $Q\ FUHDWXUH VWUXFN PXVW VDYH YV SRLVRQ RU JR LQWR D VWDWH
RI FDWDOHSV\ WKDW ODVWV GD\V 7KH YLFWLP DSSHDUV TXLWH GHDG EXW DW Ecology: Pseudodragons are omnivorous but prefer to eat meat.
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Pseudodragons have a chameleonlike power that allows them
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dragons have infravision with a 60 foot range and can see invisible RI SVHXGRGUDJRQV DUH QRW XQFRPPRQ $IWHU PDWLQJ PDOHV DQG IH-
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$ SVHXGRGUDJRQ LV KLJKO\ PDJLF UHVLVWDQW DQG FDQ WUDQVPLW WKLV VHOYHV 3VHXGRGUDJRQV KLEHUQDWH LQ ZLQWHU WKH \RXQJ OHDYH WKH QHVW
PDJLF UHVLVWDQFH WR LWV KXPDQ FRPSDQLRQ YLD SK\VLFDO FRQWDFW D SVHX- in spring to mate.
GRGUDJRQ OLNHV WR EH SHUFKHG RQ WKH WRS RI RQH·V KHDG RU FXUOHG DURXQG
the shoulders and upper back). 3VHXGRGUDJRQV KDYH D OLIHVSDQ RI \HDUV /LNH GUDJRQV WKH\ DUH

Habitat/Society: 7KHVH IRUHVW GZHOOLQJ FUHDWXUHV SODFH WKHLU ODLUV LQ WKH DWWUDFWHG WR EULJKW VKLQ\ REMHFWV 3VHXGRGUDJRQ HJJV FDQ EH UHVROG IRU
hollows of great trees or in large caves. up to 10,000 gold pieces while a hatchling is worth as much as 20,000
gold pieces.
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91


Dragonne

CLIMATE/TERRAIN: Warm temperate to tropical/
Hills and desert
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Dusk to dawn
DIET: Carnivore
INTELLIGENCE:
TREASURE: /RZ
ALIGNMENT:
% 6 7

1HXWUDO

NO. APPEARING: 1
ARMOR CLASS:
MOVEMENT: )O\LQJ *URXQG
HIT DICE:
THAC0: )O (
NO. OF ATTACKS: 9
DAMAGE/ATTACK: 11
SPECIAL ATTACKS: 3
SPECIAL DEFENSES: 1-8/1-8/3-18
MAGIC RESISTANCE: Roar
SIZE:
MORALE: 1LO
XP VALUE:
1LO

0 · DW VKRXOGHU

&KDPSLRQ
2,000

Possessing some of the most dangerous qualities of a lion and a brass Habitat/Society: Dragonnes prefer to dwell in rocky foothills and des-
dragon, the dragonne is a vicious and deadly hunter, and a threat to
many who travel in warmer climates. HUWV 7KH\ WDNH ODUJH QDWXUDO FDYHV IRU WKHLU ODLUV DQG VWRUH WKHLU VPDOO
amounts of treasure, usually taken from slain adventurers, in loose piles
)URP D GLVWDQFH D GUDJRQQH ORRNV PXFK OLNH D JLDQW OLRQ ZLWK WKH
one very notable exception of the pair of small, brass-colored wings that DURXQG WKHLU URFN\ KRPHV 7KHLU WHUULWRULHV DUH XVXDOO\ YHU\ ODUJH DV
VWUHWFK IURP WKH FUHDWXUH·V VKRXOGHUV 8SRQ FORVHU LQVSHFWLRQ RWKHU GLI- they generally inhabit desolate areas.
ferences between the dragonne and its feline ancestor become apparent,
7KH\ FDQQRW EHDU WKH FRPSDQ\ RI RWKHU GUDJRQQHV DQG WKH FUHD-
WRR 7KH GUDJRQQH LV FRYHUHG ZLWK WKLFN EUDVV FRORUHG VFDOHV PXFK OLNH tures are found in pairs only during their brief mating season, late in
a brass dragon, and its mane is much thicker and made of far coarser the autumn. Dragonnes lay eggs, like their reptilian ancestors, and

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large eyes, usually brass-colored like its scales. Dragonnes do not have this young dragonne for one year, after which time even a mother and
her young will be unfriendly if they meet. Male dragonnes are always
WKHLU RZQ ODQJXDJH ,QVWHDG WKH\ VSHDN WKH ODQJXDJHV RI EUDVV GUDJRQV antagonistic toward each other.
and sphinxes.
,Q IDFW GUDJRQQHV JHW DORQJ ZLWK YHU\ IHZ FUHDWXUHV DQG DUH FRQVLG-
Combat: 'UDJRQQHV XVXDOO\ DWWDFN ÀUVW ZLWK WKHLU IURQW FODZV LQÁLFWLQJ ered a menace by most sentient races. More than anything, however,
dragonnes wish to be left alone to hunt.
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Ecology: 7KH GUDJRQQH SUHIHUV KHUG DQLPDOV OLNH JRDWV IRU IRRG HVSH-
SRLQWV RI GDPDJH 7KLV LV XVXDOO\ HQRXJK WR VOD\ PRVW RI WKH FUHDWXUHV
FLDOO\ VLQFH WKH\ GRQ·W ÀJKW EDFN DV ÀHUFHO\ DV KXPDQV ,W RQO\ DWWDFNV D
WKH GUDJRQQH HQFRXQWHUV ,I D GUDJRQQH LV LQ FRPEDW ZLWK DQ HVSHFLDOO\ human or demihuman for food if no other game is available.
deadly opponent, or is wounded in a battle with a lesser opponent, how-
ever, it will use its deadly roar. Dragonnes are not necessarily aggressive toward strangers, and the

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in 120 feet of the monster, unless they roll successful saving throws
PRUH WKH SURGXFW RI LJQRUDQFH WKDQ ZHOO UHVHDUFKHG IDFW $ GUDJRQQH
YV SDUDO\]DWLRQ 7KRVH FUHDWXUHV WKDW VDYH DUH QRW DIIHFWHG EXW WKRVH will almost always attack any creature that invades its lair or threatens
LWV WHUULWRU\ 7KLV PHDQV WKDW DGYHQWXUHUV ZKR VWXPEOH DFURVV D GUDJ-
WKDW IDLO WR VDYH ORVH RI WKHLU 6WUHQJWK IRU G URXQGV :RUVH VWLOO
any creature within 30 feet of the dragonne when it roars is deafened RQQH·V FDYH RU VHWWOHUV ZKR GHFLGH WR EXLOG LQ D GUDJRQQH·V WHUULWRU\ DUH

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difference between a harmless traveler and a potentially troublesome
7KH GUDJRQQH·V URDU LV OLNH D GUDJRQ·V EUHDWK ZHDSRQ LQ WKDW LW FDQ settler.
only be used three times a day. Creatures within the range of the drag-

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D FUHDWXUH LV GHDIHQHG KRZHYHU LW FDQQRW KHDU WKH GUDJRQQH·V URDU DQG
need not save against it, until the 2d6 rounds of temporary deafness
are over.

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time, carrying the creature for only 1-3 turns at a time, the dragonne

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charge the dragonne or encircle it, the dragonne simply takes to the

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roar, when airborne, so it remains almost as deadly in the air as on the
ground.

92


Dryad

CLIMATE/TERRAIN: Secluded oak groves
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE: Herbivore
TREASURE:
ALIGNMENT: +LJK

0 ð 4 ð

1HXWUDO

NO. APPEARING: 1 or 1-6
ARMOR CLASS: 9
MOVEMENT: 12
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK:
SPECIAL ATTACKS: NQLIH
SPECIAL DEFENSES: Charm
MAGIC RESISTANCE: See below
SIZE:
MORALE:
XP VALUE:
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are alluring, however, and dryads are rarely seen unless taken by sur- to gather information about parties traveling near her tree, and even to
use vegetation to hinder potential attackers.
SULVH³RU WKH\ ZLVK WR EH VSRWWHG
Habitat/Society: Some legends claim that dryads are the animated souls
7KH GU\DG·V H[TXLVLWH IHDWXUHV GHOLFDWH DQG ÀQHO\ FKLVHOHG DUH of very old oak trees. Whether this is really the case, it is true that dryads
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EHU YLROHW RU GDUN JUHHQ H\HV $ GU\DG·V FRPSOH[LRQ DQG KDLU FRORU wander farther away, she becomes weak and dies within 6d6 hours un-
changes with the seasons, presenting the sprite with natural cam- OHVV UHWXUQHG WR KHU KRPH 7KH RDN WUHHV RI GU\DGV GR QRW UDGLDWH PDJLF
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skin subtly darkens from its usual light tan to more closely match WDFN RQ D GU\DG·V WUHH ZLOO RI FRXUVH EULQJ RQ D IUHQ]LHG GHIHQVH E\ WKH
dryad.
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snows that cover the oak groves. When encountered in a forest dur- is that a number of dryad oaks are within 100 yards of one another and
ing fall or winter, a dryad is often mistaken for an attractive maid, WKH GU\DGV· SDWKV FURVV 7KHVH GU\DGV PD\ FRPH WR HDFK RWKHU·V DLG
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\HDU D GU\DG·V VNLQ LV OLJKWO\ WDQQHG DQG KHU KDLU LV JUHHQ OLNH WKH them for their ability to charm, so dryads only deal with strangers
oak leaves around her. on rare occasions. When approached carefully, however, dryads have
EHHQ NQRZQ WR DLG DGYHQWXUHUV 7KH\ DUH D XVHIXO VRXUFH RI LQIRUPD-
'U\DGV RIWHQ DSSHDU FORWKHG LQ D ORRVH VLPSOH JDUPHQW 7KH FORWKLQJ tion, too, as they know a great deal about the area in which they live.

WKH\ ZHDU LV WKH FRORU RI WKH RDN JURYH LQ WKH VHDVRQ WKH\ DSSHDU 7KH\ Ecology: Dryads are staunch protectors of the forest and groves in which
speak their own tongue, as well as the languages of elves, pixies, and WKH\ UHVLGH $Q\ DFWLRQV WKDW KDUP WKH DUHD DQG HVSHFLDOO\ LWV SODQW OLIH
sprites. Dryads can also speak with plants. are met with little tolerance.

Combat: 'U\DGV DUH VK\ QRQYLROHQW FUHDWXUHV 7KH\ UDUHO\ FDUU\ ZHDS-

RQV EXW WKH\ VRPHWLPHV FDUU\ NQLYHV DV WRROV 7KRXJK D GU\DG FDQ XVH

WKLV DV D ZHDSRQ LQ D ÀJKW VKH ZLOO QRW UHVRUW WR XVLQJ D NQLIH XQOHVV
seriously threatened.

Dryads have the ability to throw a powerful charm person spell three

WLPHV D GD\ EXW RQO\ RQFH SHU URXQG 7KLV VSHOO LV VR SRZHUIXO WKDW

WDUJHWV RI WKH VSHOO VXIIHU D ² SHQDOW\ WR WKHLU VDYLQJ WKURZV $ 'U\DG
always uses this spell if seriously threatened, attempting to gain control
of the attacker who could help her most against his comrades. Dryads
will only attempt to charm elves as a last resort because of their natural
resistance to this type of spell.

7KH GU\DG·V XVH RI KHU DELOLW\ WR FKDUP LV QRW OLPLWHG WR FRPEDW VLWX-
ations, however. Whenever a dryad encounters a male with a Charisma
of 16 or more, she usually tries to charm him. Charismatic victims of a

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VHUYH DV DPRURXV VODYHV WR WKHLU EHDXWLIXO FDSWRUV 7KHUH LV D FKDQFH

WKDW D SHUVRQ FKDUPHG DQG WDNHQ DZD\ E\ D GU\DG ZLOO QHYHU UHWXUQ ,I

KH GRHV HVFDSH IURP WKH GU\DG·V FKDUPV LW ZLOO EH DIWHU G \HDUV RI
captivity.

7KLV WUHH VSULWH DOVR KDV WZR RWKHU SRZHUV WKDW DUH YHU\ XVHIXO LQ GH-

IHQVH 8QOHVV VXUSULVHG D GU\DG KDV WKH DELOLW\ WR OLWHUDOO\ VWHS WKURXJK
a tree and then dimension door to the oak tree she is part of. She can also

93


Dwarf

Hill Mountain

CLIMATE/TERRAIN: Subarctic to subtropicalSubarctic to

FREQUENCY: rocky hills subtropical
ORGANIZATION:
ACTIVITY CYCLE: mountains
DIET:
INTELLIGENCE: Common Common
TREASURE:
Clans Clans
ALIGNMENT:
$Q\ $Q\

2PQLYRURXV 2PQLYRURXV

9HU\ 9HU\

0 ð 0 ð

* 4 ð 5 LQ ODLU * 4 ð 5 LQ ODLU

/DZIXO JRRG /DZIXO JRRG

NO. APPEARING: 40-400 40-400 FPO
ARMOR CLASS:
MOVEMENT: 6 WR XVH D PDJLFDO LWHP ,Q IDFW LI D GZDUI XVHV D PDJLFDO LWHP WKDW LV QRW
HIT DICE: 6 1+1 VSHFLÀFDOO\ FUHDWHG IRU KLV FODVV WKHUH LV D FKDQFH WKH LWHP PDOIXQF-
THAC0: 1 19 WLRQV )RU H[DPSOH LI D GZDUYHQ ÀJKWHU XVHV D bag of holding³ZKLFK
NO. OF ATTACKS: 20 1 FDQ EH XVHG E\ DQ\ FODVV QRW MXVW ÀJKWHUV³WKHUH LV D FKDQFH HDFK
DAMAGE/ATTACK: 1 ZHDSRQ WLPH WKH GZDUI XVHV LW WKDW WKH EDJ GRHV QRW ZRUN SURSHUO\ 7KLV FKDQFH
SPECIAL ATTACKS: See below of malfunction applies to rods, staves, wands, rings, amulets, potions,
SPECIAL DEFENSES: ZHDSRQ See below KRUQV MHZHOV DQG PLVFHOODQHRXV PDJLF +RZHYHU GZDUYHV KDYH
MAGIC RESISTANCE: See below See below OHDUQHG WR PDVWHU FHUWDLQ W\SHV RI PDJLFDO LWHPV³EHFDXVH RI DQ LWHP·V
SIZE: See below 0 1/2· DQG WDOOHU PLOLWDU\ QDWXUH 7KHVH REMHFWV³VSHFLÀFDOO\ ZHDSRQV VKLHOGV DUPRU
See below JDXQWOHWV DQG JLUGOHV³DUH QRW VXEMHFW WR PDJLFDO PDOIXQFWLRQ ZKHQ
MORALE: S to M (OLWH used by a dwarf of any class.
XP VALUE: 270
· DQG WDOOHU $V ZLWK PDJLFDO DWWDFNV GZDUYHV DUH XQXVXDOO\ UHVLVWDQW WR WR[LF
substances. Because of their exceptionally strong Constitution, all
(OLWH GZDUYHV UROO VDYLQJ WKURZV DJDLQVW SRLVRQV ZLWK WKH VDPH ERQXV
175 for every 3½ points of Constitution score) that applies to saves vs. magi-
cal attacks.
Dwarves are a noble race of demihumans who dwell under the earth, forg-
ing great cities and waging massive wars against the forces of chaos and ,Q WKH WKRXVDQGV RI \HDUV WKDW GZDUYHV KDYH OLYHG LQ WKH HDUWK WKH\
evil. Dwarves also have much in common with the rocks and gems they have developed a number of skills and special abilities that help them
WR VXUYLYH $OO GZDUYHV KDYH LQIUDYLVLRQ WKDW HQDEOHV WKHP WR VHH XS
ORYH WR ZRUN IRU WKH\ DUH ERWK KDUG DQG XQ\LHOGLQJ ,W·V RIWHQ EHHQ VDLG to 60 feet in the dark. When underground, dwarves can tell quite a bit
about their location by looking carefully at their surroundings. When
WKDW LW·V HDVLHU WR PDNH D VWRQH ZHHS WKDQ LW LV WR FKDQJH D GZDUI·V PLQG within 10 feet of what they are looking for, dwarves can detect the
Standing from four to 4½ feet in height, and weighing 130 to 170 JUDGH DQG VORSH RI D SDVVDJH RQ G QHZ WXQQHO FRQVWUXFWLRQ
RQ G VOLGLQJ VKLIWLQJ ZDOOV RU URRPV RQ G DQG VWRQH-
SRXQGV GZDUYHV WHQG WR EH VWRFN\ DQG PXVFXODU 7KH\ KDYH UXGG\ ZRUN WUDSV SLWV DQG GHDGIDOOV RQ G 'ZDUYHV FDQ DOVR GHWHU-
PLQH WKHLU DSSUR[LPDWH GHSWK XQGHUJURXQG RQ G DW DQ\ WLPH
FKHHNV DQG EULJKW H\HV 7KHLU VNLQ LV W\SLFDOO\ GHHS WDQ RU OLJKW EURZQ
During their time under the earth, dwarves have also developed an
7KHLU KDLU LV XVXDOO\ EODFN JUD\ RU EURZQ DQG ZRUQ ORQJ WKRXJK QRW intense hatred of many of the evil creatures they commonly encoun-
WHU 7KXV LQ PHOHH GZDUYHV DOZD\V DGG WR WKHLU DWWDFN UROOV WR KLW
ORQJ HQRXJK WR LPSDLU YLVLRQ LQ DQ\ ZD\ 7KH\ IDYRU ORQJ EHDUGV DQG RUFV KDOI RUFV JREOLQV DQG KREJREOLQV 7KH VPDOO VL]H RI GZDUYHV LV
mustaches, too. Dwarves value their beards highly and tend to groom DQ DGYDQWDJH DJDLQVW RJUHV WUROOV RJUH PDJL JLDQWV DQG WLWDQV WKHVH
them very carefully. Dwarves do not favor ornate stylings or wrap- monsters always subtract 4 from their attack rolls against dwarves be-
pings for their hair or their beards. FDXVH RI WKDW VL]H GLIIHUHQFH DQG WKH GZDUYHV· WUDLQLQJ LQ ÀJKWLQJ VXFK
large foes.
'ZDUYHQ FORWKLQJ WHQGV WR EH VLPSOH DQG IXQFWLRQDO 7KH\ RIWHQ ZHDU
earth tones, and their cloth is considered rough by many other races, 'ZDUYHQ DUPLHV DUH ZHOO RUJDQL]HG DQG H[WUHPHO\ ZHOO GLVFLSOLQHG
especially men and elves. Dwarves usually wear one or more pieces of Dwarven troops usually wear chain mail and carry shields in battle.
7KH\ ZLHOG D YDULHW\ RI ZHDSRQV 7KH FRPSRVLWLRQ RI D W\SLFDO GZDUYHQ
MHZHOU\ WKRXJK WKHVH LWHPV DUH XVXDOO\ QRW RI DQ\ JUHDW YDOXH RU YHU\

RVWHQWDWLRXV 7KRXJK GZDUYHV YDOXH JHPV DQG SUHFLRXV PHWDOV WKH\

FRQVLGHU LW LQ EDG WDVWH WR ÁDXQW ZHDOWK
Because dwarves are a sturdy race, they add 1 to their initial Con-

stitution ability scores. However, because they are a solitary people,
tending toward distrust of outsiders and other races, they subtract 1
from their initial Charisma ability scores. Dwarves usually live from
350 to 450 years.

Dwarves have found it useful to learn the languages of many of their

DOOLHV DQG HQHPLHV ,Q DGGLWLRQ WR WKHLU RZQ ODQJXDJHV GZDUYHV RIWHQ
speak the languages of gnomes, goblins, kobolds, orcs, and the com-
mon tongue, which is frequently used in trade negotiations with other
races.

Combat: 'ZDUYHV DUH FRXUDJHRXV WHQDFLRXV ÀJKWHUV ZKR DUH LOO GLV-

SRVHG WRZDUG PDJLF 7KH\ QHYHU XVH PDJLFDO VSHOOV RU WUDLQ DV ZL]DUGV
though they can become priests and use the spells of this group. Because
of their nonmagical nature, in fact, they get a special bonus to all saving
throws against magical wands, staves, rods, and spells. Dwarves receive
a +1 bonus to saving throws against these magical attacks for every 3½

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Player’s Handbook IRU VSHFLÀF ERQXVHV

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94


Dwarf

DUP\ E\ ZHDSRQU\ LV D[H DQG KDPPHU VZRUG DQG VSHDU Most other races see dwarves as a greedy, dour, grumpy folk who
prefer the dampness of a cave to the brightness of an open glade.
VZRUG DQG OLJKW FURVVERZ VZRUG DQG SROHDUP D[H DQG
7KLV LV SDUWLDOO\ WUXH 'ZDUYHV KDYH OLWWOH SDWLHQFH IRU PHQ DQG RWKHU
KHDY\ FURVVERZ D[H DQG PDFH RU KDPPHU DQG SLFN
)RU HYHU\ GZDUYHV HQFRXQWHUHG WKHUH LV D QG WR WK OHYHO ÀJKW- VKRUW OLYHG UDFHV VLQFH PDQ·V FRQFHUQV VHHP VR SHWW\ ZKHQ VHHQ IURP
dwarven eyes). Dwarves also mistrust elves because they are not as
HU ZKR OHDGV WKH JURXS 5ROO G WR GHWHUPLQH OHYHO ZLWK D UROO RI serious-minded as dwarves and waste their long lives on pastimes the
dwarves see as frivolous. However, dwarves have been known to band
HTXDOOLQJ ,I WKHUH DUH RU PRUH GZDUYHV HQFRXQWHUHG WKHUH DUH together with both men and elves in times of crisis, and long-term trade
agreements and alliances are common.
LQ DGGLWLRQ WR WKH OHDGHUV RI WKH VPDOOHU JURXSV RQH WK OHYHO ÀJKWHU D
Dwarves have no mixed feelings about the evil races that dwell be-
FKLHI DQG D WK OHYHO ÀJKWHU OLHXWHQDQW FRPPDQGLQJ WKH WURRSV ,I ORZ JURXQG DQG LQ WKH 8QGHUGDUN KRZHYHU 7KH\ KDYH DQ LQWHQVH KD-

RU PRUH GZDUYHV DUH HQFRXQWHUHG WKHUH LV D ÀJKWHU SULHVW RI UG WR WUHG RI RUFV JREOLQV HYLO JLDQWV DQG GURZ 7KH GLUH FUHDWXUHV RI WKH

WK OHYHO ÀJKWLQJ DELOLW\ DQG WK WR WK OHYHO SULHVW DELOLW\ ,I D GZDUYHQ 8QGHUGDUN RIWHQ IHDU GZDUYHV WRR IRU WKH VKRUW VWRXW IRON DUH WLUHOHVV
army has 320 or more troops in it, the following high-level leaders are
HQHPLHV RI HYLO DQG FKDRV ,W LV D JRDO RI WKH GZDUYHV WR ZDJH FRQVWDQW
LQ FRPPDQG RI WKH JURXS DQ WK OHYHO ÀJKWHU D WK OHYHO ÀJKWHU D WK and bitter war against their enemies under the earth until either they or
their foes are destroyed.
OHYHO ÀJKWHU WK OHYHO SULHVW DQG WZR WK OHYHO ÀJKWHU SULHVWV
Ecology: Since much of their culture is focused on creating things from
7KH FRPPDQGHUV RI WKH GZDUYHQ WURRSV ZHDU SODWH DUPRU DQG the earth, dwarves produce a large amount of useful, valuable trade
PDWHULDO 'ZDUYHV DUH VNLOOHG PLQHUV 7KRXJK WKH\ UDUHO\ VHOO WKH SUH-
FDUU\ VKLHOGV ,Q DGGLWLRQ WKH ÀJKWHUV DQG ÀJKWHU SULHVWV OHDGLQJ WKH cious metals and rough gems they uncover, dwarven miners have been
GZDUYHQ WURRSV KDYH D FKDQFH SHU OHYHO RI ÀJKWLQJ DELOLW\ RI KDY- known to sell surpluses to local human communities. Dwarves are also
VNLOOHG HQJLQHHUV DQG PDVWHU EXLOGHUV³WKRXJK WKH\ ZRUN DOPRVW H[-
LQJ PDJLFDO DUPRU DQG RU ZHDSRQV 7KH ÀJKWHU SULHVWV ZKR OHDG WKH
FOXVLYHO\ ZLWK VWRQH³DQG VRPH GZDUYHQ DUFKLWHFWV ZRUN IRU KXPDQV
WURRSV DOVR KDYH D FKDQFH SHU OHYHO RI SULHVW DELOLW\ RI KDYLQJ D quite frequently.

PDJLFDO LWHP VSHFLÀF WR SULHVWV DQG WKXV QRW VXEMHFW WR PDOIXQFWLRQ 'ZDUYHV PRVW RIWHQ WUDGH LQ ÀQLVKHG JRRGV 0DQ\ FODQV DUH GHGLFDW-
ed to work as blacksmiths, silversmiths, goldsmiths, armorers, weap-
,I HQFRXQWHUHG LQ LWV KRPH D GZDUYHQ DUP\ KDV LQ DGGLWLRQ WR WKH ons makers, and gem cutters. Dwarven products are highly valued for

OHDGHUV QRWHG DERYH G ÀJKWHUV RI IURP QG WR WK OHYHO G IRU WKHLU ZRUNPDQVKLS ,Q KXPDQ FRPPXQLWLHV WKHVH JRRGV RIWHQ GHPDQG
OHYHO G ÀJKWHU SULHVWV RI IURP QG WR WK OHYHO LQ HDFK FODVV IH-
SULFHV XS WR KLJKHU WKDQ ORFDOO\ IRUJHG LWHPV 0DQ\ SHRSOH DUH VWLOO
PDOHV HTXDO WR RI WKH DGXOW PDOHV DQG FKLOGUHQ HTXDO WR RI WKH willing to pay a high price for a suit of dwarven mail or a dwarven
sword. Humans know that the dwarf who forged the item made it to
DGXOW PDOHV 'ZDUYHQ ZRPHQ DUH VNLOOHG LQ FRPEDW DQG ÀJKW DV PDOHV
if their homes are attacked. ODVW D GZDUYHQ OLIHWLPH VR WKH\·OO QHYHU QHHG WR ZRUU\ DERXW LW ZHDULQJ
out in theirs.
Habitat/Society: 8VXDOO\ FRQVWUXFWHG DURXQG SURÀWDEOH PLQHV GZDUYHQ
cities are vast, beautiful complexes carved into solid stone. Dwarven Mountain Dwarves
Similar in most ways to their cousins, the hill dwarves, these demihu-
FLWLHV WDNH KXQGUHGV RI \HDUV WR FRPSOHWH EXW RQFH ÀQLVKHG WKH\ VWDQG
for millennia without needing any type of repair. Since dwarves do PDQV SUHIHU WR OLYH GHHS LQVLGH PRXQWDLQV 7KH\ WHQG WR EH VOLJKWO\
not leave their homes often and always return to them, they create WDOOHU WKDQ KLOO GZDUYHV DYHUDJLQJ ô IHHW WDOO DQG PRUH KHDUW\ KDY-

WKHLU FLWLHV ZLWK SHUPDQHQFH LQ PLQG 7URRSV JXDUG GZDUYHQ FLWLHV LQJ +LW 'LFH 7KH\ XVXDOO\ KDYH VOLJKWO\ OLJKWHU VNLQ DQG KDLU

DW DOO WLPHV DQG VRPHWLPHV FKDQFH GZDUYHV DOVR XVH DQLPDOV WKDQ WKHLU KLOO GZHOOLQJ UHODWLYHV ,Q EDWWOH PRXQWDLQ GZDUI DUPLHV

DV JXDUGV³HLWKHU G EURZQ EHDUV FKDQFH RU G ZROYHV DUH OLNHO\ WR KDYH PRUH VSHDUV PD[LPXP DQG IHZHU FURVVERZV
chance).
PD[LPXP WKDQ KLOO GZDUI DUPLHV 0RXQWDLQ GZDUYHV KDYH
'ZDUYHQ VRFLHW\ LV RUJDQL]HG LQWR FODQV $ GZDUYHQ FODQ QRW DOUHDG\ the same interests and biases as hill dwarves, though they are even
more isolationist than their cousins and sometimes consider even hill
DWWDFKHG WR D FLW\ RU PLQH WUDYHOV XQWLO LW ÀQGV DQ RXWSRVW ZKHUH LW FDQ dwarves to be outsiders. Mountain dwarves live for at least 400 years.
begin to ply a trade. Clans often settle close together since they usually
need the same raw materials for their crafts. Clans are competitive, but
usually do not war against one another. Dwarven cities are founded
when enough clans move to a particular location.

(DFK GZDUYHQ FODQ XVXDOO\ VSHFLDOL]HV LQ D SDUWLFXODU FUDIW RU VNLOO
young dwarves are apprenticed at an early age to a master in their clan

RU RFFDVLRQDOO\ LQ DQRWKHU FODQ WR OHDUQ D WUDGH 6LQFH GZDUYHV OLYH VR
long, apprenticeships last for many years. Dwarves also consider po-
litical and military service a skilled trade, so soldiers and politicians

DUH XVXDOO\ VXEMHFWHG WR D ORQJ SHULRG RI DSSUHQWLFHVKLS EHIRUH WKH\ DUH
considered professionals.

7R IRON IURP RWKHU UDFHV OLIH ZLWKLQ WKHVH FLWLHV PLJKW VHHP DV ULJLG
and unchanging as the stone that the dwarven houses are wrought

IURP ,Q IDFW LW LV $ERYH DOO GZDUYHV YDOXH ODZ DQG RUGHU 7KLV ORYH

RI VWDELOLW\ SUREDEO\ FRPHV IURP WKH GZDUYHV· ORQJ OLIH VSDQV IRU
dwarves can watch things made of wood and other mutable materi-

DOV GHFD\ ZLWKLQ D VLQJOH OLIHWLPH ,W VKRXOGQ·W EH VXUSULVLQJ WKHQ WKDW
they value things that are unchanging and toil ceaselessly to make their

FUDIWV EHDXWLIXO DQG ORQJ OLYHG )RU D GZDUI WKH HDUWK LV VRPHWKLQJ WR

EH ORYHG EHFDXVH RI LWV VWDELOLW\ DQG WKH VHD D WKLQJ WR EH GHVSLVHG³DQG

IHDUHG³EHFDXVH LW LV D V\PERO RI FKDQJH

'ZDUYHV DOVR SUL]H ZHDOWK DV LW LV VRPHWKLQJ WKDW FDQ EH GHYHORSHG

RYHU D ORQJ SHULRG RI WLPH $OO W\SHV RI SUHFLRXV PHWDO EXW SDUWLFXODUO\

JROG DUH KLJKO\ SUL]HG E\ GZDUYHV DV DUH GLDPRQGV DQG RWKHU JHPV

7KH\ GR QRW YDOXH SHDUOV KRZHYHU DV WKH\ DUH UHPLQGHUV RI WKH VHD
and all it stands for. Dwarves believe, however, that it is in poor taste
to advertise wealth. Metals and gems are best counted in secret, so that
neighbors are not offended or tempted.

95


Dwarf, Derro/Duergar

CLIMATE/TERRAIN: Derro Duergar
Subterranean
FREQUENCY: $Q\
ORGANIZATION: Subterranean Very rare
ACTIVITY CYCLE: Very rare 7ULEDO
DIET: $Q\
INTELLIGENCE: 7ULEDO 2PQLYRUH
$YHUDJH WR JHQLXV
TREASURE: 1LJKW
0 4
2PQLYRUH % PDJLF RQO\
Very to genius ) LQ ODLU
/DZIXO HYLO
1HXWUDO
See below

ALIGNMENT: Chaotic evil FPO

NO. APPEARING: 3-30 2-9 or 201-300 )LIWHHQ SHUFHQW RI GHUUR XVH RQO\ D VSLNHG EXFNOHU 7KLV VPDOO VKLHOG
ARMOR CLASS: 4 LPSURYHV WKH GHUUR·V $& E\ DJDLQVW DQ\ RQH RSSRQHQW ,W LV DUPHG
MOVEMENT: RU 6 ZLWK D FHQWUDO VSLNH ZKLFK FDQ EH ZLHOGHG DV D VHFRQG ZHDSRQ QR SHQ-
HIT DICE: 9 1+2 DOW\ EHFDXVH RI WKH GHUUR·V KLJK 'H[WHULW\ IRU G SRLQWV RI LPSDOLQJ
THAC0: 19 GDPDJH 7KH GHUUR ZLOO DOVR KDYH D KRRNHG DNO\V D VKRUW KHDY\ FOXE
NO. OF ATTACKS: VHH EHORZ 1 WKDW FDQ EH WKURZQ IRU G SRLQWV RI FUXVKLQJ GDPDJH ,W LV DWWDFKHG WR
DAMAGE/ATTACK: By weapon D WKLFN OHDWKHU WKRQJ VR WKDW LW FDQ EH UHWULHYHG 7KDQNV WR WKH KRRN WKH
SPECIAL ATTACKS: VHH EHORZ See below aklys also pulls an opponent off-balance but it has only a 1-8 chance.
SPECIAL DEFENSES: l or 2 Save with 7KHVH GHUUR DUH FRQVLGHUHG EUDYH E\ WKHLU IHOORZV WKH\ DUH DZDUGHG WKH
By weapon +4 bonus UDUHU KHDYLHU DUPRUV $&
See below
See below 1LO 7KH UHPDLQLQJ RI WKH GHUUR DUH WKH VRQV DQG GDXJKWHUV RI GHUUR
OHDGHUV 7KH\ DUH JLYHQ KHDYLHU DUPRU DQG WUDLQHG LQ WKH XVH RI WKH
MAGIC RESISTANCE: 6 · WDOO VSHDU DQG WKH PLOLWDU\ SLFN 7KH\ XVH EXFNOHUV VDQV VSLNHV ZKHQ QRW
SIZE: using the spear with both hands.
MORALE: 6 · WDOO (OLWH
XP VALUE: 420 )RU HYHU\ WKUHH GHUUR HQFRXQWHUHG WKHUH LV RQH ZLWK +LW 'LFH )RU
6WHDG\ 650 HYHU\ VL[ GHUUR WKHUH LV RQH ZLWK +LW 'LFH ,I RU PRUH WKHUH LV D
2 + 4 Hit Dice 975 and up 975 +LW 'LH OHDGHU ZLWK D +LW 'LH OLHXWHQDQW ,I D SDUW\ HQFRXQWHUV
3 + 6 Hit Dice 1,400 derro, they would be accompanied by eight 4 Hit Die derro, four of 5
4 + 8 Hit Dice +LW 'LH RQH ZLWK +LW 'LFH DQG RQH ZLWK 7KH OHDGHUV DOZD\V ZHDU
WKH WKLFNHU DUPRU DQG XVXDOO\ ZLHOG ZHOO PDGH DQG RFFDVLRQDOO\ PDJL-
'HUUR DUH D GHJHQHUDWH UDFH RI GZDUYHQ VWDWXUH 7KH\ KDYH EHHQ cal) weapons.

VNXONLQJ LQ WKH 8QGHUGDUN IRU DJHV EXW WKH\ ZHUH GLVFRYHUHG E\ WKH ,I RU PRUH DUH HQFRXQWHUHG WKH\ DUH DFFRPSDQLHG E\ D VDYDQW
and two students. Savant derro are able to use any sort of magi-
PLQG ÁD\HUV RQO\ ÀYH FHQWXULHV DJR DQG E\ WKH GURZ EXW VKRUWO\ cal item or weapon. Savants know 1d4 + 5 of the following spells,
learned at random: DIIHFW QRUPDO ÀUHV DQWL PDJLF VKHOO blink, cloudkill,
EHIRUH WKDW 7KH GHUUR KDYH PDGH D QDPH IRU WKHPVHOYHV E\ WKHLU ESP hypnotic pattern, ice storm, invisibility, levitate, light, lightning bolt,
minor creation, paralyzation, repulsion, shadow magic, spider climb, ven-
PDUNHG FUXHOW\ ,W LV VDLG WKDW D GHUUR OLYHV IRU MXVW WZR WKLQJV WR triloquism, wall of fog, wall of force. Savants have 5-8 Hit Dice, and carry
witness the slow, humiliating death of surface demihumans, and es- WZR RU WKUHH XVHIXO PDJLFDO LWHPV 7\SLFDO PDJLFDO LWHPV DUH DQ\ SR-
tion, any scroll, ULQJV RI ÀUH UHVLVWDQFH LQYLVLELOLW\ SURWHFWLRQ and spell
SHFLDOO\ KXPDQV DQG WKH SHUYHUVLRQ RI NQRZOHGJH WR WKHLU RZQ GDUN storing, any wand, studded leather armor +1, shields, weapons up to
ends. +3, bracers of defense, brooches of shielding, cloaks of protection, and so
on. Savants can instinctively comprehend languages and read magic DV
'HUUR DUH VKRUW ZLWK VNLQ WKH FRORU RI DQ LFHG RYHU ODNH ZKLWH ZLWK the spells).

EOXLVK XQGHUWRQHV VLFNO\ SDOH \HOORZ RU WDQ KDLU DOZD\V VWUDLJKW DQG Savants are capable of acting as sages in one to three areas of study.
VWDULQJ H\HV WKDW KDYH QR SXSLOV 7KHLU IHDWXUHV UHPLQG GZDUYHV RI KX- 'HUUR UDLGV DUH RIWHQ LQVSLUHG E\ D VDYDQW·V UHVHDUFK
mans, and vice versa. Derro have rough skin, spotted with short coarse
tufts of hair. Most derro wear a loose costume woven from the hair

RI XQGHUJURXQG FUHDWXUHV DQG G\HG GHHS UHG RU EURZQ 7KHLU DUPRU

LV OHDWKHU VWXGGHG LQ FRSSHU DQG EUDVV /HDGHUV ZHDU WRXJKHU DUPRUV
made from the hides of beasts far more rugged than cattle.

Combat: 'HUUR DUH RQH RI WKH PRVW GH[WHURXV RI KXPDQRLG UDFHV DYHU-

DJLQJ DQG WKHLU $UPRU &ODVV PXVW EH DGMXVWHG IRU WKLV 1RUPDOO\

D GHUUR SDUW\ LV ZHOO HTXLSSHG ZLWK ZHDSRQV DQG VSHOOV $OO GHUUR FDUU\
small, ornamental blades, called secari, which can be treated as daggers,
but most use other weapons as well.

+DOI RI DOO HQFRXQWHUHG GHUUR FDUU\ D UHSHDWLQJ OLJKW FURVVERZ
maximum range, two shots each round, six-bolt capacity, 1d3 points
of damage). Derro crossbowmen usually coat their bolts with poison.

,I D GHUUR ZDQWV WR VLPSO\ EULQJ GRZQ KLV SUH\ KH XVHV D SRLVRQ WKDW

FDXVHV DQ DGGLWLRQDO G SRLQWV RI GDPDJH VXFFHVVIXO VDYLQJ WKURZ
IRU QR DGGLWLRQDO GDPDJH ,I KH GHVLUHV WR SURORQJ KLV WDUJHW·V VXIIHU-
ing, he uses a poison that has the same effects as a ray of enfeeblement

VSHOO D VXFFHVVIXO VDYLQJ WKURZ LQGLFDWHV QR SRLVRQ GDPDJH

7ZHQW\ ÀYH SHUFHQW RI GHUUR FDUU\ D KRRN IDXFKDUG D ORQJ ·
polearm that causes 1d4 points of impaling damage and can pull a man-

VL]HG RU VPDOOHU FUHDWXUH RII EDODQFH RI WKH WLPH ,W WDNHV RQH URXQG
to regain balance.

96


Dwarf

Student savants know only 1-3 spells, have 4-7 Hit Dice, they know 'XHUJDU KDYH LQIUDYLVLRQ WR IHHW 7KH\ VSHDN WKH GXHUJDU GLDOHFW
RI WKH GZDUYHQ WRQJXH ´XQGHUFRPPRQµ WKH WUDGLQJ ODQJXDJH RI
RQO\ RQH ÀHOG RI VWXG\ DQG RQH PLQRU PDJLFDO LWHP subterranean cultures), and the silent speech employed by some
,Q FRPEDW GHUUR ÀJKW FXQQLQJO\ ZLWK JRRG WDFWLFV 7KH\ NHHS VSHOO- VXEWHUUDQHDQ FUHDWXUHV ,QWHOOLJHQW GXHUJDU PD\ VSHDN RWKHU ODQJXDJHV
as well.
FDVWHUV IURP HIIHFWLYHO\ XVLQJ PDJLF DQG LQÁLFW PLQRU ZRXQGV XQWLO
they eventually kill their opponents. Savants use their powers to con- Combat: )RU HYHU\ IRXU VLQJOH +' GXHUJDU HQFRXQWHUHG RXWVLGH D ODLU
fuse and frustrate, rather than to simply kill. Derro have poor infravi- WKHUH LV RQH ZLWK +' KS ,I D EDQG RI QLQH DUH HQFRXQWHUHG RXWVLGH
VLRQ IRRW UDQJH EXW NHHQ KHDULQJ WUHDW DV WKH EOLQG ÀJKWLQJ QRQ- a lair, there will be a tenth, with 3 HD + 6 hp or 4 HD + 8 hp, always
leading the group.
ZHDSRQ SURÀFLHQF\
Derro keep slaves and attempt to capture intelligent opponents, Duergar are armed as follows:

when possible. 1st level: SLFN KDPPHU VSHDU FKDLQ PDLO DQG VKLHOG
2nd level: SLFN OLJKW FURVVERZ FKDLQ PDLO DQG VKLHOG
Habitat/Society: Derro live in large underground complexes, nearer the 3rd-6th level: KDPPHU VKRUW VZRUG SODWH PDLO DQG VKLHOG
surface than the kuo-toans and drow, but deeper than goblins and trolls. 7th-9th level: KDPPHU
VKRUW VZRUG
SODWH PDLO
DQG VKLHOG

7KH\ QHYHU H[SRVH WKHPVHOYHV WR GLUHFW VXQOLJKW LW QDXVHDWHV WKHP 6XQ- 3rd-6th/3rd-6th-level priest/thief: DQ\ XVDEOH
DQ\ XVDEOH

light will kill a derro if he is exposed to it for several days. Still, derro do 7th-9th/7th-9th-level priest/thief: any usable*/any usable*

FKDQFH OHYHO IRU PDJLFDO LWHP IRU PXOWL FODVV DGG RQH KDOI RI ORZ-
YLVLW WKH VXUIDFH DW QLJKW UDLGLQJ IRU KXPDQV RU FDUU\LQJ RXW D VDYDQW·V HU OHYHO URXQG XS WR WKH KLJKHU OHYHO LQ RUGHU WR ÀQG WKH DSSURSULDWH
plans. multiplier.

'HUUR DUH QHYHU HQFRXQWHUHG VLQJO\ )URP WKHLU FRPEDW WDFWLFV WR 7KHUH DUH QRQFRPEDWDQW GXHUJDU FKLOGUHQ HTXDO WR RI WKH WRWDO
QXPEHU RI GXHUJDU ÀJKWHUV HQFRXQWHUHG
WKHLU FKRLFH RI VSHOOV GHUUR GHPRQVWUDWH D PRE PHQWDOLW\ $ ORQH GHUUR
is a desperate derro, seeking at all costs to return to his home. 7KH GXHUJDU·V VWHDOWK LPSRVHV D ²2 SHQDOW\ WR RSSRQHQWV· VXUSULVH
UROOV WKH GXHUJDU DUH VXUSULVHG RQO\ RQ D RQ G 7KHLU VDYLQJ WKURZV
'HUUR ODLUV DOZD\V KDYH G QRUPDO GHUUR SOXV OHDGHUV 7KH YV PDJLFDO DWWDFNV JDLQ D ERQXV 7KH\ DUH LPPXQH WR SDUDO\VLV LOOX-
sion/phantasm spells and poisons.
PHPEHUV RI WKH ODLU DUH OHG E\ WKH UHVLGHQW VDYDQWV LQ QXPEHU DQG
WKHLU DSSUHQWLFHV VWXGHQWV 'HUUR REH\ ZLWKRXW TXHVWLRQ WKH SX]- $OO GXHUJDU SRVVHVV LQQDWH PDJLFDO DELOLWLHV RI enlargement and in-
visibility. 7KH\ FDQ XVH WKHVH VSHOOV DV ZL]DUGV RI D OHYHO HTXDO WR WKHLU
]OLQJ HYHQ VXLFLGDO GLFWDWHV IURP WKHLU VDYDQW OHDGHUV hit points. Duergar can use enlargement to either grow or shrink them-
selves, as well as anything they are wearing or carrying.
$OVR WR EH IRXQG LQ D GHUUR ODLU DUH G KXPDQ VODYHV ,I DQ\ RI
WKH ODLU·V VDYDQWV RU VWXGHQWV NQRZ WKH charm person spell, each slave Daylight affects the duergar as follows: their enhanced ability to gain
surprise is negated, Dexterity is reduced by 2, attacks are made with a
KDV D FKDQFH RI EHLQJ FKDUPHG 'HUUR KDWH KXPDQV PRUH WKDQ DQ\ ² SHQDOW\ WR WKH DWWDFN UROO DQG RSSRQHQWV· VDYLQJ WKURZV DUH PDGH
ZLWK D ERQXV ,I WKH HQFRXQWHU RFFXUV ZKHQ WKH GXHUJDU DUH LQ GDUN-
RWKHU UDFH WKH\ XVH KXPDQV IRU WKH PRVW GHPHDQLQJ PDQXDO ODERU DQG QHVV EXW WKHLU RSSRQHQWV DUH EULJKWO\ LOOXPLQDWHG WKH GXHUJDU·V VXU-
for breeding. prise ability and Dexterity are normal, but they still suffer a –1 penalty
to their attack rolls while their opponents gain a +1 bonus to saving
Derro do not appear to worship any powers, but the savants treasure throws against attacks. Duergar are not adversely affected by the light
knowledge and the rest seem to worship the savants. given off by torches, lanterns, magical weapons, or light and IDHULH ÀUH
spells.
Derro usually scour their territory for magical items, stealing them,
or, if necessary, purchasing them from more powerful creatures. Derro 7KHUH LV D FKDQFH WKDW DQ\ GXHUJDU DUH DFFRPSDQLHG E\ G JLDQW
do not share the love of gold common to their dwarven relatives, and VWHHGHUV XVHG DV PRXQWV VHH Spiders).
they have been known to pay exorbitant prices for a few potions or for
a magical item with a missing command word. Habitat/Society: Duergar society is similar to that of other dwarven
cultures, although life is much harsher because of the hostile en-
(YHU\ \HDUV RU VR WKH GHUUR PRXQW DQ DOO RXW ZDU DJDLQVW WKH RWKHU YLURQPHQW GHHS XQGHUJURXQG 7KH\ GR QRW YHQWXUH WR WKH VXUIDFH
except at night or on gloomy days. Duergar life spans can reach
FUHDWXUHV RI WKH 8QGHUGDUN 7KLV LV NQRZQ DV WKH 8QLWLQJ :DU DQG QR 400 years.

VDYDQW UHDOO\ H[SHFWV LW WR EH ZRQ 7KH :DU LV D PHDQV RI ZLQQRZLQJ
out the weakest of the derro lairs, a focal point for racial identity, and a

FKDQFH WR UHDOO\ FUHDWH VRPH WHUURU LQ WKH 8QGHUGDUN ,W DOVR VHUYHV WKH
purpose of starting rumors. Humans will certainly hear that a war is be-

LQJ IRXJKW LQ WKH 8QGHUGDUN DQG WKH\ ZLOO VHQG KXQGUHGV RI VFRXWLQJ

DQG DGYHQWXULQJ SDUWLHV WR WKH XQGHUJURXQG WR LQYHVWLJDWH 7KH GHUUR
welcome this new source of slaves.

Ecology: Derro can live on a diet of underground fungi, but use it only

IRU VSLFH 7KH\ VHHN RXW RWKHU VXVWHQDQFH ZKHQHYHU SRVVLEOH $ GHUUR
hunting party usually pursues large, dangerous prey that will feed an

HQWLUH ODLU UDWKHU WKDQ VPDOOHU VLPSOHU IRRG 7KH GHUUR WHQGHQF\ WR

W RUPHQW SUH\ DOVR KROGV ZKHQ KXQWLQJ IRRG 7KH\ DOVR UDLG RWKHU UDFHV
for food.

Duergar
Duergar, or gray dwarves, are a malevolent breed that exist at extreme
GHSWKV XQGHUJURXQG 'XHUJDU PD\ EH ÀJKWHUV SULHVWV WKLHYHV RU PXOWL

FODVVHG ÀJKWHU SULHVWV ÀJKWHU WKLHYHV RU SULHVW WKLHYHV 7KLHYHV DUH

SURÀFLHQW LQ WKH XVH RI SRLVRQ
'XHUJDU DSSHDU WR EH HPDFLDWHG QDVW\ ORRNLQJ GZDUYHV 7KHLU FRP-

SOH[LRQV DQG KDLU UDQJH IURP PHGLXP WR GDUN JUD\ 7KH\ SUHIHU GUDE

FORWKLQJ GHVLJQHG WR EOHQG LQWR WKHLU HQYLURQPHQW ,Q WKHLU ODLUV WKH\

PD\ ZHDU MHZHOU\ DOWKRXJK VXFK SLHFHV DUH NHSW GXOO

97


Elemental, Generic Information

(OHPHQWDOV DUH VHQWLHQW EHLQJV WKDW FDQ SRVVHVV ERGLHV PDGH RI RQH RI Controlling an Elemental: Because the elemental will be furious at

WKH IRXU EDVLF HOHPHQWV WKDW PDNH XS WKH 3ULPH 0DWHULDO SODQH³DLU EHLQJ VXPPRQHG WR WKLV SODQH FRQFHQWUDWLRQ LQ FRQMXULQJ WKH FUHDWXUH

HDUWK ÀUH RU ZDWHU 7KH\ QRUPDOO\ UHVLGH RQ DQ HOHPHQWDO ,QQHU 3ODQH LV YLWDO ,Q FDOOLQJ DQ HOHPHQWDO D SHUVRQ PXVW UHPDLQ SHUIHFWO\ VWLOO
and will only be encountered on the Prime Material plane if they are
VXPPRQHG E\ PDJLFDO PHDQV 6HH Manual of the Planes for more infor- DQG IRFXV DOO RI KLV DWWHQWLRQ RQ FRQWUROOLQJ WKH EHLQJ $Q\ GLVWUDFWLRQ
to the summoner, either mental or physical, will result in a failure
PDWLRQ RQ WKH QDWXUH RI WKH YDULRXV HOHPHQWDO SODQHV (DFK HOHPHQWDO to control the elemental when it arrives on the Prime Material plane.
must adopt a shell in the Prime Material composed of the basic element
(OHPHQWDOV WKDW DUH XQFRQWUROOHG DQG DFWLQJ XSRQ WKHLU RZQ GHVLUHV
LW UHSUHVHQWV $QG RQFH WKLV VKHOO LV GHVWUR\HG WKH HOHPHQWDO ZLOO UHWXUQ are called free-willed. ,I WKH SDUW\ LV OXFN\ D IUHH ZLOOHG HOHPHQWDO ZLOO
to its native plane. While there are many more powerful and more in-
telligent residents of the elemental planes, the common elemental is the LPPHGLDWHO\ UHWXUQ WR LWV SODQH +RZHYHU WKLV RFFXUV RQO\ RI WKH
easiest to contact, and therefore the most frequently summoned. time.

7KHLU PDJLFDO QDWXUH JLYHV HOHPHQWDOV JUHDW SURWHFWLRQ IURP DWWDFNV ,Q PRVW FDVHV RI WKH WLPH DQ XQFRQWUROOHG HOHPHQWDO ZLOO LP-
RQ WKH 3ULPH 0DWHULDO SODQH (OHPHQWDOV DUH QRW KDUPHG E\ DQ\ QRQ-
magical weapons or magical weapons of less than +2 bonus. Creatures PHGLDWHO\ DWWDFN WKH SHUVRQ RU SDUW\ ZKR FRQMXUHG LW DOVR GHVWUR\LQJ
with under four Hit Dice and without any magical abilities cannot harm
DQ\WKLQJ WKDW VWDQGV EHWZHHQ LW DQG LWV HQHPLHV 7KHUH LV QR ZD\ WR
DQ HOHPHQWDO HLWKHU 0DJLFDO DELOLWLHV LQFOXGH VXFK FKDUDFWHULVWLFV DV gain control of the elemental once it is lost, and there is nothing the
breath weapons, poisons, paralysis, or even being immune to normal REMHFWV RI WKH HOHPHQWDO·V ZUDWK FDQ GR EXW GHIHQG WKHPVHOYHV 7KH HO-

ZHDSRQ DWWDFNV 2UFV IRU H[DPSOH DUH SRZHUOHVV DJDLQVW D FRQMXUHG HPHQWDO·V LQWHQVH GLVOLNH RI EHLQJ DZD\ IURP LWV KRPH SODQH LV WKH RQO\
elemental unless one happens to possess a weapon with +2 or better
bonus to hit. VDIHJXDUG WKRVH FRQMXULQJ DQ HOHPHQWDO FDQ UHO\ XSRQ LI WKH HOHPHQWDO
runs wild. Because remaining on the Prime Material plane is painful to
7KRXJK HOHPHQWDOV GR HQMR\ SURWHFWLRQ IURP PDQ\ QRQ P DJLFDO DW- any common elemental, the uncontrolled elemental will always return
WDFNV LQ WKH 3ULPH 0DWHULDO SODQH OLNH DOO H[WUDSODQDU DQG FRQMXUHG FUHD- to its plane of origin three turns after control is lost, whether it has de-
tures, elementals are affected by protection from evil VSHOOV $Q HOHPHQWDO stroyed the creatures responsible for calling it away from its elemental
cannot strike a creature protected by this spell and must recoil from the abode or not.
VSHOO·V ERXQGDULHV +RZHYHU WKH HOHPHQWDO FDQ DWWDFN FUHDWXUHV SUR-
7KHUH LV DOZD\V D FKDQFH SHU URXQG WKDW DQ HOHPHQWDO LV LQ WKH
WHFWHG E\ WKH VSHOO DV ORQJ DV LW GRHVQ·W WRXFK WKHP )RU H[DPSOH D ÀUH
3ULPH 0DWHULDO EHJLQQLQJ ZLWK WKH VHFRQG URXQG WKDW WKH FUHDWXUH
HOHPHQWDO FRXOG VHW WKH JURXQG RQ ÀUH DURXQG WKH FUHDWXUH DQG ZDLW IRU
ZLOO EUHDN FRQWURO DQG DWWDFN WKH SHUVRQ ZKR VXPPRQHG LW $OVR LI
WKH EOD]H WR VSUHDG a person is wounded, killed, or loses concentration while controlling

(DFK RI WKH IRXU W\SHV RI FRPPRQ HOHPHQWDO KDV LWV RZQ SDUWLFXODU DQ HOHPHQWDO WKH FUHDWXUH ZLOO EHFRPH IUHH ZLOOHG 7KH HOHPHQWDO ZLOO
strengths and weaknesses, attack modes and method of movement, de-
ÀUVW DWWDFN WKH SHUVRQ ZKR VXPPRQHG LW DQG WKHQ GHVWUR\ DQ\ OLYLQJ
SHQGLQJ RQ LWV SODQH RI RULJLQ 7KHVH ZLOO EH FRYHUHG LQGLYLGXDOO\ E\ WKLQJ LW FDQ ÀQG GXULQJ WKH WKUHH WXUQV DIWHU FRQWURO LV ORVW 7KH FUHD-
WXUH ZLOO WKHQ UHWXUQ WR LWV KRPH LQ WKH ,QQHU 3ODQHV $ IUHH ZLOOHG HOH-
HOHPHQWDO W\SH LQ WKH QH[W IHZ SDJHV $OO FRPPRQ HOHPHQWDOV VKDUH RQH mental can be sent to its home plane if a dismissal spell is cast upon it,
PDMRU FKDUDFWHULVWLF KRZHYHU 7KH\ DUH EDVLFDOO\ VWXSLG 7KLV ORZ LQWHO-
EXW WKHUH LV RQO\ D FKDQFH RI VXFFHVV IRU WKH VSHOO LQ WKLV VLWXDWLRQ
OLJHQFH PDNHV LW GLIÀFXOW IRU WKH HOHPHQWDO WR UHVLVW D PDJLFDO VXPPRQV $ VXFFHVVIXOO\ FRQWUROOHG HOHPHQWDO ZLOO VWD\ RQ WKH 3ULPH 0DWH-
But even the common elemental is bright enough to know it does not
like being taken off of its home plane and held in the Prime Material rial only for the duration of the spell that summoned it, and it can be
plane. controlled from a distance up to 30 yards per level of the person who

VXPPRQHG LW ,I XQGHU FRQWURO DQ HOHPHQWDO FDQ EH GLVPLVVHG E\ WKH
summoner when its task is complete.

Summoning an Elemental: 7KHUH DUH WKUHH EDVLF ZD\V WR FDOO DQ HOHPHQ- Stealing Control of an Elemental: &RQWURO RI D FRQMXUHG HOHPHQWDO FDQ
WDO WR WKLV SODQH DQG WKH VWUHQJWK RI WKH FRQMXUHG HOHPHQWDO GHSHQGV RQ be stolen from the person who summoned it by casting dispel magic
the method used to summon it:
VSHFLÀFDOO\ DW WKH PDJLFDO FRQWURO RYHU WKH FUHDWXUH QRW WKH HOHPHQWDO
&RQMXUHG E\ VSHOO................................................ 8, 12, 16, or 21-24 Hit Dice itself or the person controlling it). Most of the normal rules for dispel-
&RQMXUHG E\ VWDII........................................................................... 16 Hit Dice ling magic apply (Player’s Handbook p. 148). However, when dealing
&RQMXUHG E\ VXPPRQLQJ GHYLFH ................................................ 12 Hit Dice with control over an elemental, a roll of 20 by the person attempting
the spell means that all control has been dispelled and the creature is
2EYLRXVO\ WKH W\SH RI ZL]DUG RU SULHVW VSHOO XVHG WR FRQWDFW DQ HO- now free-willed.
HPHQWDO ZLOO JUHDWO\ DIIHFW WKH VL]H RI WKH FUHDWXUH RQ WKLV SODQH 6HH
Player’s Handbook IRU VSHFLÀFV $OVR D FRQMXUHG HOHPHQWDO·V KHLJKW ,I FRQWURO RI WKH HOHPHQWDO LV VWROHQ WKH FUHDWXUH ZLOO IROORZ WKH ZLVK-
LQ IHHW LV HTXDO WR LWV +LW 'LFH VR WKH PHWKRG RI VXPPRQLQJ DQ es of the new person controlling it as if he or she summoned it in the
HOHPHQWDO WR WKH 3ULPH 0DWHULDO SODQH ZLOO DOVR GHWHUPLQH LWV VL]H ÀUVW SODFH ,I WKH dispel magic fails, the elemental will immediately be

(DFK LQGLYLGXDO·V XVH RI DQ\ VSHOO VWDII RU GHYLFH LQ FRQWDFWLQJ WKH VWUHQJWKHQHG WR LWV PD[LPXP KLW SRLQWV SHU GLH DQG WKH FRQMXUHU·V
HOHPHQWDO SODQHV SURGXFHV D XQLTXH FDOO 7KLV XQLTXH VXPPRQV ZLOO ability to control the elemental will be greatly enhanced, making any
only be answered by the inhabitants of a particular plane once per day. QHZ DWWHPSWV WR VWHDO FRQWURO RI WKH FUHDWXUH LPSRVVLEOH $OVR WKH HO-
7KHUHIRUH HDFK RI WKH PHWKRGV RI VXPPRQLQJ HOHPHQWDOV³VSHOO GH-
YLFH DQG VWDII³FDQ EH XVHG E\ RQH SHUVRQ WR FDOO RQO\ RQH RI DQ\ VSH- HPHQWDO ZLOO UHFRJQL]H WKH SHUVRQ ZKR VRXJKW WR WDNH FRQWURO RI LWV ZLOO
FLÀF W\SH RI FRPPRQ HOHPHQWDO SHU GD\ ,I D VWDII LV XVHG IRXU WLPHV LQ
one day, for example, all four types of elementals must be called once. DV D WKUHDW ,I WKH SHUVRQ FXUUHQWO\ JXLGLQJ WKH FUHDWXUH ORVHV FRQWURO WKH
elemental will immediately attack the person who attempted to steal
7KH RQO\ H[FHSWLRQ WR WKLV LV D FKDUDFWHU XVLQJ PRUH WKDQ RQH FRQWURO RI LWV ZLOO³HYHQ EHIRUH DWWDFNLQJ WKH SHUVRQ ZKR ÀUVW VXP-
PHWKRG WR FDOO HOHPHQWDOV 7KHQ WKH FRQMXUHU FDQ FDOO D QXPEHU RI moned it.
elementals of the same type equal to the number of methods he or
VKH XVHV 7KLV PHDQV D SHUVRQ ZLWK D GHYLFH DQG D VWDII FDQ VXPPRQ
two earth elementals. However, a person with two staffs can still
VXPPRQ RQO\ RQH HOHPHQWDO RI DQ\ VSHFLÀF W\SH LQ RQH GD\

98


Elemental, Air/Earth

CLIMATE/TERRAIN: Air Earth
FREQUENCY:
ORGANIZATION: $Q\ DLU $Q\ ODQG
ACTIVITY CYCLE: Very rare Very rare
DIET: Solitary Solitary
INTELLIGENCE:
TREASURE: $Q\ $Q\
ALIGNMENT:
$LU (DUWK PHWDO RU JHP

/RZ /RZ

1LO 1LO

1HXWUDO 1HXWUDO

NO. APPEARING: 1 1
2
ARMOR CLASS: 2 6
8, 12, or 16
MOVEMENT: )O $ 8 HD: 13
HIT DICE: 8, 12, or 16 12 HD: 9
16 HD: 5
THAC0: 8 HD: 13 1
4-32
12 HD: 9 See below
+2 weapon or better
16 HD: 5 to hit

NO. OF ATTACKS: 1 1LO

DAMAGE/ATTACK: 2-20 / WR + · WR · WDOO
8-12 HD:
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 weapon or better &KDPSLRQ

to hit +' )DQDWLF
8 HD: 2,000
MAGIC RESISTANCE: 1LO 12 HD: 6,000
16 HD: 10,000
SIZE: / WR + · WR · WDOO

MORALE: 8-12 HD:

&KDPSLRQ

XP VALUE: +' )DQDWLF (DUWK HOHPHQWDOV FDQ EH FRQMXUHG LQ DQ\ DUHD RI HDUWK RU VWRQH 7KLV W\SH
8 HD: 3,000 of common elemental appears on the Prime Material plane as a very
large humanoid made of whatever types of dirt, stones, precious met-
12 HD: 7,000
DOV DQG JHPV LW ZDV FRQMXUHG IURP ,W KDV D FROG H[SUHVVLRQOHVV IDFH
16 HD: 11,000
DQG LWV WZR H\HV VSDUNOH OLNH EULOOLDQW PXOWLIDFHWHG JHPV 7KRXJK LW KDV
$LU HOHPHQWDOV FDQ EH FRQMXUHG LQ DQ\ DUHD RI RSHQ DLU ZKHUH JXVWV RI a mouth-like opening in its face, an earth elemental will rarely speak.

ZLQG DUH SUHVHQW 7KH FRPPRQ DLU HOHPHQWDO DSSHDUV DV DQ DPRUSKRXV 7KHLU YRLFHV FDQ EH KHDUG LQ WKH VLOHQFH RI GHHS WXQQHOV WKH UXPEOLQJV
shifting cloud when it answers its summons to the Prime Material plane. of earthquakes, and the grinding of stone on stone.

7KH\ UDUHO\ VSHDN EXW WKHLU ODQJXDJH FDQ EH KHDUG LQ WKH KLJK SLWFKHG 7KRXJK HDUWK HOHPHQWDOV WUDYHO YHU\ VORZO\ WKH\ DUH UHOHQWOHVV LQ
shriek of a tornado or the low moan of a midnight storm.
WKH IXOÀOOPHQW RI WKHLU DSSRLQWHG WDVNV $Q HDUWK HOHPHQWDO FDQ WUDYHO
Combat: While air elementals are not readily tangible to the inhabit- through solid ground or stone with no penalty to movement or dexter-
ants of planes other than their own, they can strike an opponent with ity. However, these elementals cannot travel through water: they must
either go around the body of water in their path or go under it, traveling
D VWURQJ IRFXVHG EODVW RI DLU WKDW OLNH D JLDQW LQYLVLEOH ÀVW GRHV LQ WKH JURXQG (DUWK HOHPHQWDOV SUHIHU WKH ODWWHU DV LW NHHSV WKHP PRY-
ing, more or less, in a straight line toward their goal.
SRLQWV RI GDPDJH 7KH H[WUHPHO\ UDSLG UDWH DW ZKLFK WKHVH FUHDWXUHV FDQ
Combat: (DUWK HOHPHQWDOV ZLOO DOZD\V WU\ WR ÀJKW RQ WKH JURXQG DQG ZLOO
PRYH PDNH WKHP YHU\ XVHIXO RQ YDVW EDWWOHÀHOGV RU LQ H[WHQGHG DHULDO only rarely be tricked into giving up that advantage. Because of their
close alliance to the rock and earth, these elementals do 4-32 points of
FRPEDW ,Q IDFW WKH DLU HOHPHQWDO·V PDVWHU\ RI LWV QDWXUDO HOHPHQW JLYHV
GDPDJH G ZKHQHYHU WKH\ VWULNH D FUHDWXUH WKDW UHVWV RQ WKH JURXQG
LW D VWURQJ DGYDQWDJH LQ FRPEDW DERYH WKH JURXQG ,Q DHULDO EDWWOHV WKH\ $JDLQVW FRQVWUXFWLRQV ZLWK IRXQGDWLRQV LQ HDUWK RU VWRQH HDUWK HO-

JDLQ D WR KLW DQG D WR WKH GDPDJH WKH\ LQÁLFW ementals do great damage, making them extremely useful for armies

7KH PRVW IHDUHG SRZHU RI DQ DLU HOHPHQWDO LV LWV DELOLW\ WR IRUP D VLHJLQJ D IRUWLÀFDWLRQ )RU H[DPSOH D UHLQIRUFHG GRRU ZKLFK PLJKW
require a few rounds to shatter using conventional methods, can be
ZKLUOZLQG XSRQ FRPPDQG 8VLQJ WKLV IRUP WKH DLU HOHPHQWDO DSSHDUV
as a truncated, reversed cone with a 10 foot bottom diameter and 30 foot VPDVKHG ZLWK HDVH E\ DQ HDUWK HOHPHQWDO 7KH\ FDQ HYHQ OHYHO D VPDOO
cottage in a few rounds.
WRS GLDPHWHU 7KH KHLJKW RI WKH ZKLUOZLQG GHSHQGV RQ WKH +LW 'LFH RI
$Q HDUWK HOHPHQWDO·V HIIHFWLYHQHVV DJDLQVW FUHDWXUHV LQ WKH DLU RU ZD-
WKH HOHPHQWDO $Q DLU HOHPHQWDO RI +LW 'LFH ZLOO SURGXFH D ZKLUOZLQG
WHU LV OLPLWHG WKH GDPDJH GRQH E\ WKH HOHPHQWDO·V ÀVWV RQ DLUERUQH RU
VWDQGLQJ IHHW WDOO D +LW 'LFH HOHPHQWDO SURGXFHV D ZKLUOZLQG
ZDWHUERUQH WDUJHWV LV OHVVHQHG E\ SRLQWV SHU GLH WR D PLQLPXP RI
VWDQGLQJ IHHW WDOO DQG D +LW 'LFH HOHPHQWDO SURGXFHV D ZKLUOZLQG point of damage per die).

VWDQGLQJ IHHW WDOO ,W WDNHV RQH IXOO WXUQ WR IRUP DQG GLVVLSDWH WKLV
cone.

7KLV ZKLUOZLQG ODVWV IRU RQH PHOHH URXQG VZHHSV DZD\ DQG NLOOV DOO
creatures under 3 Hit Dice in the area of its cone, and does 2-16 points
RI GDPDJH WR DOO FUHDWXUHV LW IDLOV WR NLOO RXWULJKW ,I EHFDXVH RI RYHU-
head obstructions, the whirlwind fails to reach its full height, it can only
sweep up creatures under 2 Hit Dice and do 1-8 points of damage to all
others in its cone.

99


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