51 Crypt Thing DELWDW 6RFLHW Crypt things are not a natural part of our world; they have no organized society or culture. They are found wherever tombs and SWV D H R DWHG The most common crypt thing is the summoned variety. By use of a 7th-level spell (see below), any caster capable of employing necromantic VSH V D HDWH D SW WK J Ancestral crypt things are the raised spirits of the dead that have re turned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM). (FRORJ The crypt thing is not a being of this world and, thus, has no proper ecological niche. It is rumored that the powdered marrow from a crypt thing’s bones can be used to create a SRWLR RI GHDG FR WURO In addi W R D R H KR HPS R V WKH R HV R D SW WK J WR PD D W H D VHW R SLSHV RI D WL is 80% likely to create a magical item that imposes a –2 penalty to its victims’ saving throws and has double normal effectiveness WKH VD J WK R V D UHDWH U SW 7KLQJ 7th-level Wizard or Priest spell (necromantic) (Reversible) Range: Touch Casting Time: 1 round RPSR H WV 9 6 Area of Effect: 1 corpse DW R 3H PD H W Saving Throw: None This spell enables the caster to cause a single dead body to animate and assume the status of a crypt thing. This spell can be cast only in the tomb or grave area the crypt thing is to protect; the spell requires that the caster touch the skull of the subject body. Once animated, the crypt thing remains until destroyed. Only one crypt thing may J D G D J H WRP A successful GLVSHO PD LF VSH HW V WKH SW WK J WR WV R J D unanimated state. Attempts to restore the crypt thing before this is GR H D R D PDJ VKR W R D LV The reverse of this spell, GHVWUR FU SW W L WWH D K DWHV D one such being as soon as it is touched by the caster. The target is al R HG D VD J WK R V GHDWK PDJ WR D R G GHVW W R /,0 7( 7( ,1 Any/Tomb or grave area ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( Any ,(7 Nil ,17(//, (1 ( Very (11-12) 7 ( 6 ( Z /, 10(17 Neutral 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 Teleport 63( , / ()(16(6 6HH H R 0 , (6,67 1 ( Nil 6,=( M (6’ tall) 02 /( Fanatic (17-18) 3 9 / ( SW WK JV D H VW D JH GHDG HDW HV WKDW VRPHW PHV J D G WRP V graves, and corpses. There are two types of crypt things—ancestral and summoned. The former type are “natural” creatures, while the others are called into existence by a wizard or priest of at least 14th level. A crypt thing looks like nothing more than an animated skeleton, save that it is always clothed in a owing robe of brown or black. Each eye socket is lit by a erce, red pinpoint of light that is almost hypnotic in its WH V W RPEDW A crypt thing exists only to protect the bodies of those who have been laid to rest in its lair. It acts only to defend its crypt. Should grave R H V R D GD V VHH WR H WH D G S R D H WKH VD W W R WV WRP WKH SW WK J H RPHV VWD W D PDWHG A crypt thing’s rst line of defense is a powerful variety of teleporta tion, which it can cast once on any given group of adventurers. Each of WKRVH DWWD HG WK WK V VSH P VW R D V HVV VD J WK R V VSH R H VWD W W D VSR WHG D D RP WKH SW 0V VKR G VH WKH R R J WD H DV D J GH H R J G R HD K SH VR KR D V WKH saving throw, but they are free to use their own judgment as well: 1d10 × 100’ north 1d10 × 100’ east 1d10 × 100’ west 1d10 × 100’ south G JHR H H S G JHR H H GR Those teleported by the crypt thing cannot materialize inside solid matter, but they do not necessarily arrive at oor level. Particularly clever crypt WK JV KD H HH R WR W D VSR W W PV VH H D K G HG HHW WR WKH D R DWRS D DVW KDVP HD J WKHP WR D WR WKH GHDWKV Once it has employed this power, a crypt thing attacks by clawing with WV V H HWD KD GV R G SR WV R GDPDJH A crypt thing can be hit only by magical weapons. Like all undead, crypt things are immune to certain spells. It is impos V H WR HPS R D F DUP ROG R VOHHS VSH DJD VW D SW WK J WK D KD H R V HVV SW WK JV D H KD PHG KR DWH R KR V P R V as are many undead creatures. The magic that roots them to their lairs is so SR H D W WKDW W D VR H P DWHV D KD H R S HVWV R SD DG V WR W WKHP
52 Death Knight /,0 7( 7( ,1 Any ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( Any ,(7 Nil ,17(//, (1 ( Genius (17-18) 7 ( 6 ( Nil /, 10(17 KDRW H 12 33( ,1 02 / 66 029(0(17 ,7 , ( 9 (10-sided dice) 7 12 2) 77 .6 WK R V 0 ( 77 . HDSR 63( , / 77 .6 6HH H R 63( , / ()(16(6 6HH H R 0 , (6,67 1 ( 75% (see below) 6,=( M (6’-7’ tall) 02 /( Fanatic (17) 3 9 / ( A death knight is the horrifying corruption of a Knight of Solamnia, VHG WKH JRGV WR WV WH H R P DV S VKPH W R HW D J WKH RGH R KR R W KH G WV R PH H A death knight resembles a hulking knight, typically taller than 6 feet and weighing more than 300 pounds. Its face is a blackened skull covered with shards of shriveled, rotting esh. It has two tiny, glowing orange-red pinpoints for eyes. Its armor is scorched black as if it had been in a re. The GHPHD R R D GHDWK JKW V VR WH J WKDW H H H GH KD H HH R WR H RPH JKWH HG A death knight’s deep, chilling voice seems to echo from the depths of a bottomless cavern. A death knight converses in the language it VSR H WV R PH H DV H DV S WR V DGG W R D D J DJHV RPEDW A death knight retains the ghting skills it had in its former life. 6 H W KDV WW H HJD G R WV R VD HW D G D WH VH KDW HG R PRVW J HDW HV W V D H W HPH GD JH R V RSSR H W 6W D GHDWK JKW HWD V D VHP D H R WKH S GH W KH G DV D . JKW R 6R DP D D G ghts honorably: It never ambushes opponents from behind, nor does it DWWD H R H D RSSR H W KDV D RSSR W W WR HDG K V HDSR 6 H GH V R WR D GHDWK JKW D G W SD H R W VH VHV its opponent has crucial information (such as the fate of a former family PHP H A death knight has a strength of 18(00). It usually attacks with D sword; 80% of the time, this is a magical sword. When a magical sword is indi DWHG R G D G R V W WKH R R J WD H ROO HDWK .QLJKW V 6ZRUG /R V RUG 7 R D GHG V RUG 7 R D GHG V RUG RUW V RUG RI T LFN HVV RUW V RUG RI GD FL RUW V RUG RI OLIH VWHDOL GHDWK JKW HD V WKH VDPH D PR W R H WV S H R V H W regardless of the quality of the armor, it always has an AC of 0. Hit SR WV R D GHDWK JKW D H GHWH P HG R J V GHG G H A death knight’s magical abilities make it especially dangerous. It con VWD W JH H DWHV IHDU D RRW DG V D G W D DVW GHWHFW PD LF GHWHFW L LVLELOLW D G DOO RI LFH at will. Twice per day, it can cast GLVSHO PD LF Once per day, it can use either SR HU RUG EOL G SR HU RUG NLOO R SR HU RUG VW It can also cast V PERO RI IHDU R V PERO RI SDL R H SH GD DV H DV D G H reball once per day. All of its magical spells function at WKH WK H H R D W A death knight cannot be turned, but it can be dispelled by RO RUG spell. It has the power over undead of a 6th-level evil priest. Its magic resistance is 75%, and if an 11 or lower is rolled on the percentile roll, the spell is re ected back at the caster (the magic resistance is rerolled each W PH D VSH V DVW DW D GHDWK JKW DELWDW 6RFLHW The death knights of Krynn are former Knights of Sol amnia who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Lord Soth, the most famous of D GHDWK JKWV P GH HG K V H VR WKDW KH R G R W H D D D WK D H PD G HDWK JKWV D H VHG WR HPD WKH R PH GR mains, usually castles or other strongholds. They are further condemned to remember their crime in song on any night when one of Krynn’s three moons is full; few sounds are as terrifying as a death knight’s chilling PH RG H KR J WK R JK WKH PRR W R W V GH HDWK JKWV D H H WR DWWD D HDW H WKDW WH SWV WKH VR JV R W HVSDVVHV WKH GRPD V (FRORJ Death knights have no physiological functions. They are some W PHV D RPSD HG V H HWR D R V KHV D G RWKH GHDG KR VH H DV WKH D GHV
53 Deepspawn HHSVSD D D VR DVW ( 3 D G DWHU EUHDW L DW D G PD HP S R D HDO spell (self only), once a day. If a Deepspawn’s life is threatened, it hurls caches of seized weapons as missiles, unleashes any magical items W KDV D G W HV WR HV DSH D S D HG R WH HHSVSD VHHP PP H WR D R H RPV D G HJH H DWH RVW D PV D G VWD V WKR JK V R KHD J KS SH GD DELWDW 6RFLHW Deepspawn prefer to let their offspring ght for them. Their lairs are in caverns, dungeons, or ruins and are amply protected by traps and guardian monsters (their “spawn”). If these defenses are pen HW DWHG WKH HHSVSD V D H R G D HDG GH H GHG RRP R GH D G W D D V KD H DW HDVW R H R PR H HV DSH R WHV HHSVSD D H DW H WR WKH HHSV D G KD H V HVV HV VWHG DW WHPSWV G D HV G R G H JD RD H V WK GV D G D R HWK WR H WH P DWH WKHP HHSVSD VH GRP PD H WKH D V WK P HV R HD K RWKH W G G D V PD H P K RVH WRJHWKH GH J R G R G H H W H H V (FRORJ HHSVSD HDW D WK J R JD W S H H HVK PHDW some unexplained, natural means, Deepspawn can “grow” and give birth WR D HDW H DW H WR WKH 3 PH 0DWH D S D H W KDV H H GH R HG (but not undead or other dual dimensional creatures). The “spawn” have WKH DW D DWWD V PDJ D D W HV D J PH W D G WH JH H R WKH HDWR V DVV D W HV D G RWKH HD HG V V D H RW SDVVHG R WR WKHP A spawn “grows” in 1d4 days (varying with size and complexity) in a HHSVSD K K P VW JHVW PHDW HJHWD H PDWWH D G DWH R blood to fuel the “birth”. The Deepspawn then opens and ejects a fully ac W H VSD 6SD D H H H KRVW H WR D GV WKH SD H W D G D RW H PDGH WR DWWD WKHP H H PDJ D PHD V 6SD D DWWD R GH H G themselves within one round of emerging. At the DM’s option, they may VH H WD SR H V R D W HV PV R D H R GV /,0 7( 7( ,1 Any/any ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( Any ,(7 Omnivorous ,17(//, (1 ( Genius (17-18) 7 ( 6 ( K, L, M, Q (×2), V (×2), X /, 10(17 KDRW H 12 33( ,1 02 / 66 029(0(17 6 ,7 , ( 7 12 2) 77 .6 R 0 ( 77 . 3-12 (×3)/2-5 (×3) or by weapon type × 3 63( , / 77 .6 6HH H R 63( , / ()(16(6 6HH H R 0 , (6,67 1 ( 77% 6,=( H (14’ diam., tentacles to 20’ long) 02 /( Elite (15-16) 3 9 / ( HHSVSD D H DPR V KR R V KR J H WK WR PD RWKH D HW HV of monsters; a single Deepspawn can make a vast area dangerous, even R D H W H D PHG DG H W H V HHSVSD RR H D JH H VSKH HV R PRWW HG J H D G R Six arms project from their bodies; three are tenta cle-arms, and three are jaw-arms, ending in mouths of many teeth. A Deepspawn also has over 40 long, retractable, exible eye stalks it extends only three or four at a time, H D D RP KD P RPEDW :KH R G HHSVSD D H V D KD HG D S H R V S pery, shifting coins and other treasure. This may conceal their arms, so that tentacles and mouths erupting from the treasure may at rst seem to be the attacks of separate monsters. The treasure may hamper opponents and even shield the Deepspawn from some damage (as determined by WKH 0 A Deepspawn attacks by casting ROG VSH V DW W GH V DVW J VSH V R H H H WK HH R GV 9 W PV GH D ROG VSH D H J SSHG WH tacle-arms and constricted, as other tentacles ght off other intruders by wielding weapons—including any magical items usable by ghters. HHSVSD R H WR H JDJH S H WK HDSR V D G WKH WH WKHP RP behind with a jaw-arm. A tentacle-arm can slap for 1d4+1 points of damage, grasp items or beings and move them about (with 17 Strength), wield delicate keys or HDSR V R R VW W W PV Constriction requires a successful attack roll (automatic if the vic W P V GH D ROG VSH D G GRHV G SR WV R GDPDJH S V G points per round thereafter. In any round in which a being gets free, it WD HV R SR W R R VW W R GDPDJH R VW WHG W PV D H V J D R W DV GJHR V GR J G GDPDJH WR D RWKH V VW ruining spellcasting, and forcing saving throws on fragile items. This D W R D VHV WKH R VW WHG W P R H W D GDPDJH HVV G H R WR points or blades (determine damage on a case-by-case basis). 9 W PV PD R HV DSH R VW W R VH H J WKH WH WD H D P R tearing free. Tentacle-arms release their victims if severed. Each arm has 2 HD; severing occurs if damage equal to half a tentacle-arm’s hit points is dealt in a concentrated area by edged or pointed weapons. To tear HH R D G R RWK WKH W P D G WKH HHSVSD R HD K R G R constriction, adding their respective strengths (17 for the Deepspawn). If the victim has the higher total, it wins its freedom.
54 Dinosaur DELWDW 6RFLHW RVD V D H R G D PRVW D W SH R H R ment, except desert, high mountains, and frozen wastes. They have no VR HW D G WW H DP H WK PRVW VSH HV D D GR J HJJV H R H WKH KDW K (FRORJ 6DJHV GR RW GH VWD G KDW KDV PDGH G RVD V H W W R certain worlds, but they do exist in the “lost lands” on several worlds. There may be places where dinosaurs have continued to evolve into dif ferent forms; they may be ancestors of modern lizard men. QN ORVDXUXV This armadillo-like ornithischian weighs four or ve tons, most of this weight being its armor plating, side spines, and great, knobbed tail. If at WD HG R WK HDWH HG WK V HDW H DVKHV R W WK WV WD GH H J R V R R V GH D H R H A related species is the paleocinthus, which has better plating (AC –3) D G D VS HG DWKH WKD H WD HLQRQ FKXV This fast carnivore uses its speed, its long, grasping forearms, large WHHWK D G K G HJV WK WKH SS J WD R V WH H RP DW R It hunts by running at prey, leaping, and raking with its rear claws as it claws and bites. The jump is a charge, so the creature gains a +2 on attack rolls. The rear talons count as only one attack, and cause a total R G GDPDJH :KH DWWD J D D JH HDW H WKH GH R K V R WH jumps on top of it, and holds on with its front claws while continuing to rake with the rear claws. The deinonychus has a relatively large brain R D G RVD D G WV SD K WV WK J WD W V Despite being 12 feet long, this dinosaur is only about 6 feet tall. Its tail H WH GV VW D JKW R W HK G W KH G D R W D W DWH VW W H R R V SSR WV WK V D R J WV SR GV R H JKW WR H D HG H W H WKH D HJV The deinonychus is a dromaeosaur, dinosaurs which are related to orni thomimosaurs; its distant relatives include the chicken-sized night hunter, compsognathus, and the ostrich-like struthiomimus. Neither is as formi GD H DV WKH GH R K V LSORGRFXV This sauropod lives primarily on water plants, so is often found in or near lakes and marshes. It and related species can also be found on fern prairies and in open forests. It weighs about 10 tons. Though it usually ig R HV VPD WK JV W D VWHS R D WK J WV D R H H HD S D G come down on threatening creatures; this trampling causes 3d10 damage. The diplodocus can also whip with its tail for 2d8 damage. QN OR VDXUXV HLQRQ FKXV LSORGRFXV (ODVPR VDXUXV /DPEHR VDXUXV 3WHUDQRGRQ 6WHJRVDXUXV7ULFHUDWRSV 7 UDQQR VDXUXV /,0 7( 7( ,1 Any land Any land Any swamp Any ocean Any land Any Any land Any land Any land ) (4 (1 Uncommon 5D H RPPR Uncommon RPPR RPPR RPPR RPPR Uncommon 2 1,= 7,21 6R WD 3D Family 6R WD +H G Flock +H G +H G 6R WD ,(7 +H R H D R H +H R H D R H +H R H D R H +H R H +H R H D R H 12 33( ,1 02 / 66 029(0(17 6 3, Fl 15 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 Nil - PS D H 6HH H R Nil Nil Nil Nil Trampling 6HH H R 6,=( H (15’ R J L (12’ R J G (80’ R J G (50’ R J H (20’ R J L (30’ JVSD H (25’ R J H (24’+ R J G (50’ R J 02 /( Elite (13) Steady (11) Steady (12) Steady (12) Steady (11) Avg. (9) Elite (13) Elite (13) Steady (12) 3 9 / ( RVD V D H R G R D WH DWH S D HV R H VWH H R H H R RVW R W nents. The frequency gures given are for areas where dinosaurs are nor mally found; in all other places, they are very rare at best. All dinosaurs in WK V H W VKD H WKH R R J KD D WH VW V 7,9,7 /( D ,17(//, (1 ( Animal (1) 7 ( 6 ( Nil /, 10(17 Neutral 0 , (6,67 1 ( Nil 63( , / ()(16(6 Nil Dinosaurs, or “terrible lizards,” are reptiles descended from ancestral rep tiles called thecodonts. The two types of dinosaurs are saurischians (“lizard-hipped”) and ornithischians (“bird-hipped”), named for terms GHV J WKH SH VW W HV : WK WKH VD V K D D H WKH D R R V WKH DSRGV HS HVH WHG KH H W D RVD V D G WKH KH R R V VD RSRGV HS HVH WHG KH H G S RGR V 6D V K D V D VR GH R WKRP PRVD V D G WKH H DWHG G RPDHRVD V HS HVH WHG KH H GH R K V Many ornithischians have armor, horns, or both. They include ceratop sians, represented by triceratops; ornithopods, such as the hadrosaurs, represented by the lambeosaurus; ankylosaurus; and stegosaurus. Dinosaurs come in many sizes and shapes. Those presented here are JH H D D JH JJH VSH HV KD H G D R R V K H VPD H G RVD V KD H D GH D HW R PD JV 0RVW G RVD V KD H D V K K V SH bly in texture; some closely related species of reptile have fur, and some PD KD H HDWKH V RPEDW Dinosaurs seem to be a mixture of endothermic (“warm-blood ed”) and exothermic (“cold-blooded”). They regulate body temperature internally, but also depend on external heat somewhat. Though they may H V R R D R G PR J WKH PD RW H DV V R DV D W S D HSW H 0RVW R WKHVH K JH HSW HV KD H RPSD DW H VPD D V W PD of the predators are quite cunning. All must eat large amounts of food to maintain their huge bodies. As a result, sauropods eat almost constantly, D G D R HV K W D PRVW R VWD W D G D VR HDW D R Though the carnivores are both voracious and ferocious, certain plant HDWH V D H H DJJ HVV H WKH GH H VH V D WK D PR R KR V - VW H D VH WKH GR RW HDW PHDW GRHV RW PHD WKH RW RWKH D PD V
55 Dinosaur Any creature that infringes on the territory of these reptiles is likely to H KD JHG D G V H H HG 6PD H HDW HV D H W DPS HG V H J G points of damage. The triceratops also uses its horns in ghts for domi nance within the herd, so it is not unusual to nd specimens with past injuries on their heads. 5H DWHG VSH HV KD H WKH VDPH R S DWH K K S RWH WV WKH H V as well as different numbers of horns. The monoclonius has a single nose-horn; the pentaceratops has three true horns, like the triceratops, plus horn-like protrusions jutting from its cheeks; and the styracosaurus KDV D R KR V R DWHG D R G WKH HGJH R WV H S DWH 7 UDQQRVDXUXV This ravenous creature is one of the most fearsome and terrible of all car nivorous dinosaurs. Despite its huge size and eight-ton weight, the mon ster is a swift runner. Its huge head is nearly 6 feet long, and its teeth are RP WR KHV H JWK Tyrannosaurus rex, the “tyrant lizard king,” is a plains dweller, and so relentlessly and stupidly erce that it will attack a small triceratops, kill it, D G V D R WV KHDG R H J S WK V J WVH D PDWWH R KR V DV WKH KR V R WKH W P S H H WKH VWRPD K R WKH WR This dinosaur’s favorite food is any hadrosaur, such as the trachodon. The monster pursues and eats nearly anything; creatures of man-size or smaller are swallowed whole on a natural attack roll of 18 or higher. The W D RVD V D VR HDWV D R KDV J D D D VPD H HDW HV WR VWHD D PHD R G WK WV HH VH VH R VPH There are many other species of carnosaur, some smaller and faster WKD W D RVD V 6RPH KD H VW R JH D PV D G PR H GD JH R V S SH D V 5H DWHG VSH HV GH WKH K JH D K RVD V K K H JKV D R W 90 tons and averages 75 feet in length. It causes 8d10 damage when W DPS J (ODVPRVDXUXV The elasmosaurus looks like a snake with ns and a thick body. It is ag gressive, attacking anything it notices. Its neck makes up one-half its total length. The creature is strong, fast, and highly maneuverable, able to turn D G JH DW S H :KH K W J WKH H DVPRVD V W D H V WK its head out of the water, snapping down quickly to seize prey. This creature’s relatives include many other types of plesiosaurs and pliosaurs. Females travel onto sandy beaches to lay their eggs in shallow GHS HVV R V /DPEHRVDXUXV This is a very common “duck-billed” dinosaur, bipedal, with a at snout, and crests on its head. A peaceful herbivore, this hadrosaur prefers to run from attack; its only defense is its lashing tail. It has excellent senses, used WR GHWH W S HGDWR V Its enemies include most carnivores. Related species include many oth er species of duck-billed dinosaurs, as well as the iguanodon. The latter KDV VKD S WK P VS HV K K D D VH GDPDJH HD K DGG W R WR WV WD DWWD 3WHUDQRGRQ Although this ying reptile typically dives for marine prey, it attacks any creature that appears to be vulnerable. The pteranodon has no WHHWK W VSHD V W PV WK WV HD WKH D H WRR D JH WR V D R at a gulp. The beak of a typical pteranodon is about 4 feet long. Despite the creature’s huge wingspan, its wings are very light, and its furred body is only a little larger than a human being; the whole weighs only about 50 pounds. A pteranodon can carry off prey up to four times WV R H JKW There are all sizes of related species; close relatives have crests on their heads to balance their long beak for ight. 6WHJRVDXUXV Another of the ornithischians, the stegosaurus, or “plated lizard,” is a large, stupid, herbivorous dinosaur with aggressive defenses. It thrives nearly anywhere and is often found on plains or in jungles. A stegosaurus is about 8 feet tall at the middle of its back; its humped VS H V HG WK D GR H R R HD VKDSHG S DWHV K K KH S WKH HD ture absorb and dissipate heat. The creature has a spiked tail, with four or more bony spikes of up to 3 feet in length. An enlarged spinal node helps relay commands to the tail and rear legs. The stegosaurus continu ally turns its posterior towards an enemy, while tucking its head low. It HD WV WKH VDPH PD H D WK J HD VHHPV WK HDWH J 6 P D VSH HV GH WKH GD H W V K K KDV VS HV D R J WV D R H VWHDG R S DWHV D G WKH H W RVD V K K KDV R S DWHV D R J the front half of its spine, and spikes along the rear half. All have spiked WD V 7ULFHUDWRSV The largest of the ceratopsians, or horn-faced dinosaurs, and by far the most aggressive, this beaked herbivore is a plains-dweller. It has a huge front plate of bone protecting its 6-foot-long head, from which project two great horns (each over 3 feet long), while a shorter horn juts from its nose. The head and neck are AC 2; its body is not armored, so is AC 6. The tric eratops weighs just over 10 tons.
56 Displacer Beast /,0 7( 7( ,1 Temperate mountains ) (4 (1 9H D H 2 1,= 7,21 3D 7,9,7 /( Any ,(7 D R R V ,17(//, (1 ( Semi- (2-4) 7 ( 6 ( D /, 10(17 Lawful evil 12 33( ,1 2-5 (1d4 + 1) 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 2-8 (2d4)/2-8 (2d4) 63( , / 77 .6 Nil 63( , / ()(16(6 –2 on opponent’s attack roll 0 , (6,67 1 ( Nil 6,=( L (8’-12’ long) 02 /( Elite (13-14) 3 9 / ( The displacer beast is a magical creature that resembles a puma with two SR H D WH WD HV J R J RP WV VKR GH V 9H D H WKH VWD D RP K PD KD WDW R V The displacer beast has the blue-black coloring of a dark panther, and a long cat-like body and head. Females range in length from 8 to 9 feet, and weigh 450 pounds; males are 10 to 12 feet long, and weigh up to 500 pounds. They have six legs. Tentacles are tipped with rough horny edges that can in ict terrible wounds. Their eyes glow bright green, even after GHDWK RPEDW The displacer beast is a erce, savage creature that hates all R PV R H + JK DJJ HVV H WKH G VS D H HDVW DWWD R V JKW using its tentacles to in ict 2-8 (2d4) points of damage to its victims. Their main advantage in combat is their magical power of GLVSODFHPH W K K D R V WKHP WR DSSHD WR H VRPH HHW RP WKH D W D R DW R Anyone attacking a displacer beast does so at –2 on his attack roll. In ad dition, the beasts save as 12th-level ghters; adding +2 to their die rolls. To determine the true position of the displacer beast and its illusion, roll 1d10. On 1-5, the illusion is in front of the creature, 6-7 to the creature’s left, 8-9, to the right. On 10, the illusion is behind the beast’s actual posi tion. Although this ability is magical, the beast’s location can not be de WH P HG GLVSHO R GHWHFW PD LF Only WU H VHHL H HD WV SRV W R VS D H HDVWV RW VH WKH D V R WHHWK HVV HD GHDWK or when in combat with a very large opponent. If they do employ them, HD K D GRHV SR WV R GDPDJH D G HD K WH GRHV SR WV R GDPDJH DELWDW 6RFLHW Displacer beasts are carnivores. Unless they are raising R J WKH V D SD V D J D VD DJH V DWK R GHVW W R as they go. They hate all life, and will sometimes kill purely for pleasure. Fierce and vicious as they are, however, displacer beasts never ght among themselves. The pack is a well-run and highly ef cient killing ma K H :KH H R WH HG SD V G VS D H HDVWV D H PR H WKD D PDW K R PD D JH HDW HV D G KD H HH R WR PD H D PHD R R V goblins, and bands of men. Any creature entering their territory is viewed DV SRWH W D S H VS D H HDVWV PDWH WKH D W P D G WKH R J D H R VS J A mated pair of displacer beasts makes its home in a cave, producing litters of 1-4 young. The cubs, about the size of domestic cats, are born without tentacles and reach maturity, though not full size, within 4 months. They HPD WKH D H W WKH G VS D HPH W D W HV D H GH H RSHG This is followed by a two month period during which the cubs are taught KR WR K W :KH WK V V RPS HWHG WKH DP J R S G V D GV D G WKH monsters wander off to join separate packs. While raising young, the mon sters are ercely protective of their lairs. One adult always remains with WKH V V D WKH HPD H K H WKH RWKH JRHV R WR K W HDG S H is dragged back to the lair to be eaten by the family. Lairs are littered with WKH R HV H SPH W D G WKH W HDV HV R WV W PV Naturally vicious and almost evil at times, displacer beasts harbor an G J KDW HG R GRJV 0D WKHR HV DWWHPSW WR D R W R WK V H P W 6RPH VDJHV H H H W VS JV RP D W SDWK WHPSH DPH WV WKH D JRRG GRJ R G DW D H WKH H HP R D HDW H as savage and destructive as the displacer beast. Others argue that it is WKH G VS D HPH W D G D W HV K K D VH WK V D W SDWK WKH W R D W HV KH RVH S R P W VRPHKR VW P DWH WKH H R V V V tem and produce hostile reactions. Encounters between the two breeds D H D H KR H H V H WKH GR RW VKD H WKH VDPH WH WR (FRORJ VS D H HDVWV KD H WW H WR HD RP RWKH D JH S HGDWR V save perhaps trolls or giants. Some wizards and alchemists value their K GHV R VH H WD PDJ D S HSD DW R V D G R H JH H R V H wards for them. The eyes of a displacer beast are a highly prized, if un RPPR JRRG KD PV DPR J WK H HV KR H H H WKDW WKH S R WH W WKH HD H RP GHWH W R
57 Dog GRJV D H WH JH W D G RPP DWH D RPS H D J DJH R barks, yaps, whines, and growls. They inhabit open plains and avoid hu man haunts. A lair will contain 3-12 (3d4) pups 50% of the time (1-2 hit dice, 1-2/1-3 hit points damage/attack). These puppies can be trained and D H R WK HW HH WR JR G S H HV HDWK RJV HDWK GRJV D H D JH W R KHDGHG KR GV K K D H G VW J VKHG WKH SH HW DW J GR H D HDWK GRJV K W D JH SD V Each head is independent, and a bite does 1-10 points of damage. Vic W PV P VW VD H V SR VR R R W D W D RWW J G VHDVH K K WKHP in 4-24 (4d6) days. Only a F UH GLVHDVH spell can save them. A natural roll of 19 or 20 on their attack die means that a man-sized opponent is knocked prone and attacks at a –4 until able to rise to its feet again. There is an 85% KD H WKDW GHDWK GRJV DWWD K PD V R V JKW :LOG RJ :DU RJ OLQN RJ HDWK RJ /,0 7( 7( ,1 Any Any Temperate plains :D P GHVH WV D G V WH D HD ) (4 (1 RPPR Uncommon 5D H 9H D H 2 1,= 7,21 3D 6R WD 3D 3D 7,9,7 /( Any Any Any Night ,(7 Omnivorous Omnivorous Omnivorous D R R V ,17(//, (1 ( Semi- (2-4) Semi- (2-4) Average (8-10) Semi- (2-4) 7 ( 6 ( Nil Nil D Nil /, 10(17 Neutral Neutral Lawful good Neutral evil 12 33( ,1 4-16 (4d4) 9D D H 4-16 (4d4) 5-50 (5d10) 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 2-8 (2d4) 63( , / 77 .6 Nil Nil From the rear 75% of the time VHDVH 63( , / ()(16(6 Nil Nil Teleportation Nil 0 , (6,67 1 ( Nil Nil Nil Nil 6,=( S (3’ long) M (4’-6’ long) M (4’ long) M (6’ long) 02 /( Unsteady (5-7) Average (8-10) Steady (11-12) Steady (11-12) 3 9 / ( 6PD H WKD R HV WKH DSSHD D H R WKH G GRJ D HV RP S D H WR S D H 0RVW DSSHD H R H K H RWKH V VHHP WR RP H WKH RR V of a wolf and a jackal. RPEDW Wild dogs ght as an organized pack. They favor small game, and attack men and human habitations only in times of great hunger. The bite of a wild dog in icts 1-4 points of damage. DELWDW 6RFLHW Wild dogs are found almost anywhere. They run in packs, and are led by the dominant male. The pack usually hunts a variety R JDPH H H DWWD J GHH R D WH RSH 3 SV D H R WKH VS J : G GRJV D H WDPHG VHSD DWHG RP WKH SD (FRORJ : G GRJV D H RP R HV K K V D WK H R D RP DW R R K W J D G R DJ J :DU RJV *H H D D JH PDVW V R R KR GV WKH KD H HH VH VHV R VPH D G KHD J PD J WKHP DGHSW DW GHWH W J W GH V 0RVW D GRJV D H RW V D R V D G D H DWWD WKR W D VH The status of war dogs varies greatly; some are loyal and beloved pets, VRPH D H DW K GRJV RWKH V D H K W J GRJV D G VRPH D H W D HG R DWW H OLQN RJV GRJV D H H R VK R D HV K K D H VWR H D G PR H P V cular than other wild dogs. They are intelligent and employ a limited form R WH HSR WDW R KH WKH K W A blink dog attack is well organized. They will blink to and fro without D R R V SDWWH V J WKH SR H V WR SRV W R WKHPVH HV R D DW tack. Fully 75% of the time they are able to attack their targets from the rear. A dog will teleport on a roll of 7 or better on a 12-sided die. To determine where the dog appears, roll a 12-sided die: 1 = in front of opponent, 2 = shielded (or left) front ank, 3 = unshielded (or right) front ank, 4-12 = be K G :KH J WKH GRJ DSSHD RP WR HHW RP WV RSSR H W D G PPHG DWH H D H WR DWWD J V D DWH SR H D G WKH D PD H H DSSHD V GH D space occupied by a solid object. If seriously threatened, the entire pack R W D G RW HW
58 Dog, Moon /,0 7( 7( ,1 Elysium and Prime ) (4 (1 5D H 2 1,= 7,21 Solitary or small pack (see below) 7,9,7 /( Any ,(7 D R H ,17(//, (1 ( High to exceptional (13-16) 7 ( 6 ( Nil /, 10(17 Neutral good 12 33( ,1 1 or 2-8 (see below) 02 / 66 029(0(17 SHGD ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 D KR 63( , / ()(16(6 6KDGR K S RW SDWWH R HWWH HDSR WR K W 0 , (6,67 1 ( 25% 6,=( M (3’ at shoulders) 02 /( Fanatic (17-18) 3 9 / ( Often mistaken for baneful monsters, moon dogs are native creatures of Elysium and champions of the causes of good. They often appear in the Prime Material plane to ght evil wherever it shows itself. Moon dogs look very similar to large wolf hounds. Their strange heads D H V JKW K PD DSSHD D H J J WKH D PD V D H WH JH W look. The creatures’ forepaws are adaptable, giving the moon dogs the ability to travel bipedally or on all fours. They are dark colored animals, D J J RP GD J D WR GHHS D 0RR GRJV KD H DP H H HV 0RR GRJV VSHD WKH R D J DJH D G WKH D RPP DWH WK all canines and lupines as well. They can speak common using a limited R P R WH HSDWK RPEDW Woe to those who enter combat with a moon dog. These crea tures of good are potent ghters and merciless against evil. Their power ful bite in icts 3-12 points of damage. Moon dogs prefer to attack with their keening howl. This baying is harmful to evil creatures only. Any evil creature within an 80 foot ra G V R D ED L PRR GRJ V D H WHG DV D IHDU VSH DVW DW WK H H of magic use. Additional moon dogs baying have a cumulative effect. The R OL D VR D VH SR WV R GDPDJH SH R G WR H HD tures within 40 feet. In addition, the R OL D VH WH VH SK V D SD WR H W D S D D HDW HV R H D J PH W VR P K WKDW WKH D H 5% likely per moon dog howling to return to their plane. Moon dogs can L H WR G VSH V R V R EDUN WR G VSH H R H SH R G The following spell-like powers (at 12th-level of use) are available to a PRR GRJ R H DW D W PH R H SH R G DW F D H VHOI W PHV SH GD F UH GLVHDVH W PH SH G G D SH GD F UH OL W R GV W PH SH G G D SH GD GD FL OL WV GDUN HVV 15’ radius GHWHFW H LO D D V D W H GHWHFW L LVLELOLW D D V D W H GHWHFW PD LF D D V D W H GHWHFW V DUHV SLWV D D V D W H LPSUR HG L LVLELOLW OL W PLUURU LPD H W PHV SH GD R GHWHFWLR V DGHV W PH SH GD VOR SRLVR W PH SH G G D SH GD DOO RI IR 0RR GRJV D H RPH HWKH HD D G KD H WKH D W WR W D H WKH ethereal and Astral plane at will. They have superior vision equal to dou ble normal vision, including 60’ infravision. Combined with an unusually HH VH VH R VPH D G KHD J WK V J D WV PRR GRJV WKH GHWH W R D ties listed above, plus the ability to detect all illusions. Association with a PRR GRJ R R H KR R PR H HPR HV F DUPV D G D WV DV D UHPR H F UVH :KH VKDGR JKW D PRR GRJ V D H WR PR H V K D D DV WR H H W H HDWH PDJ H D WR D S RWLF SDWWHU of shadows. Only evil creatures will be affected. At the same time, each creature of good within WKH D HD H H W H JD D SURWHFWLR IURP H LO D G UHPR H IHDU VSH H e t. Moon dogs may not attack or perform any other action when weaving this pattern of shadows. It requires one full round to weave and extends to a range of 50 feet. The moon dog can GLVSHO PD LF W GR J VR R H W D WR WV R S D H PPHG DWH 0RR GRJV PD H GDPDJHG R R HWWH PDJ D HDSR V They are never surprised (due to their keen senses) and cause opponents WR V W D W RP WKH V S VH R V 0RR GRJV D H PP H WR IHDU spells. They make all saving throws at a R V D G WD H KD R D WH GDPDJH DELWDW 6RFLHW Moon dogs are native to the plane of Elysium. They are KDPS R V R JRRG D G R WH W D H D R W WKH SSH S D HV D G WKH 3 PH 0DWH D S D H WR KD H JH H 0RR GRJV D H H G WR D JRRG D G H W D D HV D G WKRVH H G to those races. They will not long associate with anyone because they are R VWD W R WKH PR H K W J H (FRORJ 0RR GRJV R WH RPP DWH WK RPP W HV R PH V J WH HSDWK R GH WR R DWH W R H VSRWV DPR J WKHP
59 Dolphin GR SK RPP W HV V D VR VKD D G H KD H HH R SK V D H K JK WH JH W D G WD H D H J G VWD W WH HVW in human doings. They will always help humans in distress, guiding WKHP WR WKH VKR H D G HHS J WKH VKD V DW D H WD VR WD GR SK V R DV RJ HV KD H HH R WR R P RVH DWWD KPH WV WR K PD V D RPSD J WKHP D H G DVK R R V PP J and shing expeditions. These rogues often play dolphin games with WKH K PD RPSD R V R SK V D H D PR H D D H WR PH other respects. Friendly dolphins have warned sailors of the approach R S DWH VK SV D G WKH WH W R V R H VHD HDW HV 0R H WKD R H VK S R HV WV VD H D D SR W WR WKH W PH WH HVV R D G D ing of dolphins. They have come to men’s aid when their ships were DWWD HG PH PH D G VDK DJ R SK V KD H HH R WR D G VDK DJ RPP W HV D G GHVW R WKH HJJV R GR SK V SH H H WKHVH PR VWH V DV D WK HDW WR WKH VD HW (FRORJ The dolphin is both a hunter and hunted in its marine world. 6KD V D G RWKH D JH H VHD HDW HV K W WKH GR SK WK H WK V DVP HVS WH WV PD H HP HV WKH GR SK KDV PD G VW W DG D WDJHV that enable it to survive and even ourish. Not only is it a strong, swift swimmer, but its intelligence and organized lifestyle are highly effective GH H VHV DJD VW WV H HP HV /,0 7( 7( ,1 Any saltwater ) (4 (1 Uncommon 2 1,= 7,21 6 KRR 7,9,7 /( Any ,(7 D R H ,17(//, (1 ( Very (11-12) 7 ( 6 ( Nil /, 10(17 Lawful good 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 Nil 63( , / ()(16(6 Save as 4th-lvl ghter 0 , (6,67 1 ( Nil 6,=( M (5’-6’ long) 02 /( Steady (11) 3 9 / ( R SK V D H WH JH W VHDJR J PDPPD V :K H D GR SK V VKD H D D HW R RPPR W D WV WKH VSH HV RPHV in a variety of shapes and sizes. Their long, compact bodies are superbly DGDSWHG WR WKH D DW H R PH W D G GR SK V D H DPR J WKH PRVW powerful swimmers in the oceans. All breeds of dolphins have a large n on their backs, two ippers, a powerful tail, jaws lled with many sharp WHHWK D R KR H D G D H WR HHW R J 0RVW RPPR D G H R D H WKH J D R RWW H RVHG GR SK V VR DPHG R WKH J D V D G bottle-shaped snouts. Other varieties have two-toned blue and gray color ing. The species communicates through an intricate speech consisting of K JK S W KHG VR GV VRPH R W R WKH D JH R K PD KHD J RPEDW Inherently peaceful, dolphins will generally attack only if threatened. Unless outnumbered 2 to 1, dolphins always attack sharks. Whether attacking a foe or defending their school, dolphins ght as an organized unit, responding to commands from their leader. They ght WK VSH D HKHPH H WR S RWH W WKH R J D G D VH H W P H R dolphins may sometimes engage in a holding action, sacri cing them VH HV VR WKDW WKH HPD GH R WKH V KRR D V P WR VD HW DELWDW 6RFLHW R SK V D H RPS HWH D R R V J R D G HW R sh. Though they can remain submerged for several minutes at a time, they must surface regularly to breathe. Unlike most mammals, breathing is a conscious, rather than unconscious action on the part of dolphins; in other words, they literally must remember to breathe. Newborn dolphins D H DVV VWHG WR WKH V D H WR HDWKH WKH PRWKH V D G D HPD H GR SK P G H R SK V D H DW H S D JRRG WHPSH HG D G D JRRG GHVS V J H HDW HV 0RVW RDP WKH R HD V V KRR V P H ing as large as 20 dolphins, swimming where their fancy suits them. They never ght among themselves or with other breeds of dolphins. Dolphins are famous for the great pleasure they take in life; when swimming they often perform dazzling aquatic stunts, leaping in and out of the water in a spectacular fashion. They will also play with objects that they nd and en joy games. Dolphins sometimes follow ships, entertaining the crews and SDVVH JH V WK WKH D W V About 10% of all dolphins live in organized communities. These groups have 1d4+1 sword sh (AC 6, move 24, 1 + 1 Hit Dice, 2d6 points of damage/attack) or 1-3 narwhals (AC 6, move 21, 4 + 4 Hit Dice, 2d12 SR WV R GDPDJH DWWD DV J D GV GHSH G J R WKH PDW HJ R If a community is found, there is a 75% possibility that there are 1d4 additional communities of dolphins within a ve-mile radius. These or ganized communities of dolphins do not tolerate the presence of evil VHD HDW HV WKH GRPD D G H HVVD H VW WKH D G R RPDG schools of dolphins to drive out evil creatures. Any region inhabited by
60 Doppleganger RSS HJD JH V D H R G PRVW R WH WKH W H R PV D G JHR R WKH GH HVV * R SV R WH VHW S D D D D HD H V WHG WR ambush and surprise, patrolling a regular territory. These bands make D JRRG J DWWD J HD K PD R G PR VWH V R W D H H V D G stealing their food and treasure. If food and treasure are scarce, they hire out to a powerful wizard or thieves’ guild. A doppleganger who has been hired to replace a speci c person will S D WV DWWD WK VSH D D H HD J DV P K D R W WKH W P D G K V H R PH W DV W D The dopplegangers’ weaknesses are greed and cowardice. They spend their lives in avid pursuit of gold and other wealth. If attacking a J R S R DG H W H V R H DPS H WKH R WH KRRVH WKH KHVW RR ing one to attack rst. If they target a party of adventurers, the dopple JD JH V D W W WKH SD W V R WKH D R W R WKH G JHR D G KHDG J D WR WR 6 H WKH D H R D G KR H H WKH S H H to take the easiest route toward riches. A doppleganger who chooses D K DG H W H D R GV V V R H WKH W HDV H V VD H KD G D G HW HDWV DW WKH HD HVW RSSR W W PD J VRPH S D V H H VH R separating from the human members of the group. They sometimes K H R W DV VS HV D G DVVDVV V R PR H DV H (FRORJ RSS HJD JH V D H VRSK VW DWHG D G GD JH R V SD DV WHV J off the labors of others. They must also be reckoned with as clever and ef H W H VS HV D G DVVDVV V KR D HD SR W D PD KHP SRV W R V of power. Evil wizards have on rare occasions controlled entire kingdoms R VKR W SH RGV R W PH HS D J D J S H R R R WK D GRSS HJD JH /,0 7( 7( ,1 Any ) (4 (1 9H D H 2 1,= 7,21 Tribal 7,9,7 /( Any ,(7 Omnivore ,17(//, (1 ( Very (11-12) 7 ( 6 ( E /, 10(17 Neutral 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 6 S VH 63( , / ()(16(6 6HH H R 0 , (6,67 1 ( 6HH H R 6,=( 0 02 /( Elite (13) 3 9 / ( The doppleganger is a master of mimicry that survives by taking the VKDSHV R PH GHP K PD V D G K PD R GV RSS HJD JH V D H SHGD D G JH H D K PD R G DSSHD D H Their bodies are covered with a thick, hairless gray hide, which gives them a natural AC of 5. They are, however, rarely seen in their true forms. RPEDW This monster is able to assume the shape of any humanoid creature between four and eight feet high. The doppleganger chooses D W P G S DWHV K V R P D G WKH DWWHPSWV WR WKH R J D D G assume his place. The doppleganger is able to use ( 3 D G D P WDWH its victim with 90% accuracy, even duplicating the victim’s clothing and equipment. If unsuccessful in taking its victim’s place, the dopplegang H DWWD V H J R WKH H V J R V R WR PD H W G VW J VKD H from its victim. A doppleganger is immune to VOHHS D G F DUP VSH V D G rolls all saving throws as if it was a 10th-level ghter. RSS HJD JH V R J R SV D G D W WRJHWKH WR H V H WKDW WKH DW tacks and in ltrations are successful. They are very intelligent and usually take the time to plan their attacks with care. If a group of the monsters VSRWV VRPH SRWH W D W PV WKH GRSS HJD JH V R WH W D WKH WD JHWV D W J R D JRRG KD H WR VW H KRRV J WKH W PH D G RSSR W W with care. They may wait until nightfall, or until their victims are alone, or H H R R WKHP WR D DELWDW 6RFLHW Dopplegangers are rumored to be arti cial beings that were created long ago by a powerful wizard or godling. They were origi D WH GHG WR H VHG DV VS HV D G DVVDVV V D D H W K JK magical war. Their creator died long ago, but they live on, still working as spies for evil powers, thieves, and government. They have even been R WR R DV DVVDVV V All dopplegangers belong to a single tribe. Although this is rare, groups R GRSS HJD JH V D H R G D KH H DW D W PH D G H SH WHG R DW R V :R J DV D W WKH VH H W D J R S R W PV V K DV D DP ily or a group of travelers. Basically lazy, dopplegangers nd it easier to V H D G H RP R WD WD J K PD R G D G HVSH D K PD shape. They prefer to take the form of someone comfortably provided for, D G VK DVV P J WKH R P R KD G R J SHDVD WV 6 H WKH D H R 90% accurate in their mimicry, most dopplegangers are eventually discov H HG D G G H R W D G WKH R HG R H PR H WR DVV PH D H VKDSH
61 Dracolich The dracolich has a slightly stronger ability to cause fear in opponents than it did in its original form; opponents must roll their saving throws vs. spell with a –1 penalty (in addition to any other relevant modi ers) to resist the dracolich’s fear aura. The gaze of the dracolich’s glowing eyes can also paralyze creatures within 40 yards if they fail their saving throws (creatures of 6th level [or 6 Hit Dice] or higher gain a +3 bonus to their sav ing throws). If a creature successfully saves against the gaze of a dracolich, it is permanently immune to the gaze of that particular dracolich. The attack routine of a dracolich is similar to that of its original form; for H DPS H D G D R K WKDW DV R J D D J HH G DJR J GR D HD RSSR H W WK D VH HV R SK V D DWWD V W W VWD PR H R P GD H RSSR H WV DWWD J DW D RSSR W H PRPH W WK WV HDWK HDSR D G VSH V All physical attacks, such as clawing and biting, in ict the same dam age as the dracolich’s original form, plus 2d8 points of chilling damage. A victim struck by a dracolich who fails a saving throw vs. paralyzation is paralyzed for 2d6 rounds. Immunity to cold damage, temporary or per manent, negates the chilling damage but not the paralyzation. Dracoliches D RW G D H H H V All dracoliches can attempt GHDG FR WURO (as per a SRWLR RI GHDG FR WURO once every three days on any variety of undead with 60 yards. The undead’s saving throws against this power suffer a –3 penalty; if the GHDG FR WURO V V HVV W DVWV R R H W R :K H GHDG FR WURO V VH the dracolich cannot use other spells. If the dracolich interrupts its undead R W R H R H W KDV HH VHG R D W WKH G D R K P VW VW D W WK HH GD V H R H WKH SR H D H VHG DJD If a dracolich or proto-dracolich is slain, its spirit immediately returns to its host. If there is no corpse in range for it to possess, the spirit is trapped WKH KRVW W V K D W PH H H WKDW D R SVH H RPHV D D D H A dracolich is dif cult to destroy. It can be destroyed outright by SR HU RUG NLOO or a similar spell. If its spirit is currently contained in its host, GHVW R J WKH KRVW KH D V WD H R SVH V RW WK D JH H H W H destroys the dracolich. Likewise, an active dracolich is unable to attempt further possessions if its host is destroyed. The fate of a disembodied dra R K VS W WKDW V D VS W WK R RG R KRVW V R W W V S HV PHG WKDW W V G D WR WKH R H S D HV /,0 7( 7( ,1 6HH H R ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( Night ,(7 6SH D ,17(//, (1 ( As per individual dragon 7 ( 6 ( B, H, S, T /, 10(17 Evil (any) 12 33( ,1 02 / 66 6HH H R 029(0(17 As per former dragon type ,7 , ( As per former dragon type 7 As per former dragon type 12 2) 77 .6 As per former dragon type 0 ( 77 . 6HH H R 63( , / 77 .6 HDWK HDSR D G VSH VH 63( , / ()(16(6 6SH PP W HV D G VSH VH 0 , (6,67 1 ( 6HH H R 6,=( As per individual dragon 02 /( 6HH H R 3 9 / ( As per individual dragon, plus 1,000 (both dracolich and host P VW H GHVW R HG The dracolich is an undead creature resulting from the unnatural transfor mation of an evil dragon. The mysterious Cult of the Dragon practices the SR H PDJ H HVVD R WKH HDW R R WKH G D R K WKR JK RWKH S D W W R H V D H D VR PR HG WR H VW A dracolich can be created from any of the evil dragon subspecies. A dra R K HWD V WKH SK V D DSSHD D H R WV R J D RG H HSW WKDW WV H HV appear as glowing points of light oating in shadowy eye sockets. Skeletal or VHP V H HWD G D R KHV KD H HH R VH HG R R DV R The senses of a dracolich are similar to those of its original form; it can detect invisible objects and creatures (including those hidden in dark HVV R RJ WK D RRW DG V SH DJH DWHJR D G D VR SRVVHVVHV D DW D FODLUD GLH FH D W K H WV D H D WR D D JH R HHW SH age category. A dracolich can speak, cast spells, and employ the breath weapon of its original form; it can cast each of its spells once per day and can use its breath weapon once every three combat rounds. Additionally, D G D R K HWD V WKH WH JH H D G PHPR R WV R J D R P RPEDW D R KHV D H PP H WR F DUP VOHHS H IHHEOHPH W SRO PRUS FROG (magical or natural), HOHFWULFLW ROG L VD LW D G GHDW VSH V R V PEROV They cannot be poisoned, paralyzed, or turned by priests. They have the same magic resistance as their original forms; only magical attacks from wizards of 6th level or higher, or from mon VWH V R R PR H + W H KD H D KD H R D H W J G D R KHV The Armor Class of a dracolich is equal to the Armor Class of its origi nal form, bettered by –2 (for example, if the AC of the original form was –1, the AC of the dracolich is –3). Attacks on a dracolich, due to its magical DW H GR RW JD D DWWD R GDPDJH R R VHV Initially, a dracolich has the same morale rating as its original form. However, after a dracolich is successful in its rst battle, its morale rating permanently becomes Fearless (19 base); this assumes that the opponent or opponents involved in the battle had a Hit Dice total of at least 100% of the Hit Dice of the dracolich (for instance, a 16-HD dracolich must defeat D RSSR H W R RSSR H WV R DW HDVW WRWD + WR H H H WKH PR D H crease). Once a dracolich receives the morale increase, it becomes immune WR PDJ D HD DV H )32
62 Dracolich weapon for another seven days (note that it will not be able to cast spells with verbal components during this time). At the end of seven days, the G D R K HJD V WKH VH R WV R H D G HDWK HDSR If the animated corpse is not the spirit’s former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories R WV R J D R P W KDV WKH K W SR WV D G PP W HV WR VSH V D G priestly turning of a dracolich. A proto-dracolich can neither speak nor cast spells; further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and Armor Class are WKRVH R WKH SRVVHVVHG RG To become a full dracolich, a proto-dracolich must devour at least 10% of its original body. Unless the body has been dispatched to another plane R H VWH H D S RWR G D R K D D D V VH VH WKH S HVH H R WV R J nal body, regardless of the distance. A proto-dracolich will tirelessly seek out its original body to the exclusion of all other activities. If its original RG KDV HH HG G VPHP H HG R RWKH VH GHVW R HG WKH S RWR dracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total destruction of the original body is possible R WK R JK VH R D GLVL WH UDWH or similar spell; the body could be re R VW WHG WK D LV R V P D VSH VR R J DV WKH VSH V DVW WKH VDPH S D H DV WKH GLVL WH UDWLR If a proto-dracolich is unable to devour WV R J D RG W V W DSSHG WV H W R P W V D A proto-dracolich transforms into a full dracolich within seven days D WH W GH R V WV R J D RG :KH WKH W D V R PDW R V RPS HWH the dracolich resembles its original body; it can now speak, cast spells, and HPS R WKH HDWK HDSR R WV R J D RG DGG W R WR KD J D R WKH D W HV R D G D R K The procedure for possessing a new corpse is the same as explained above, except that the assistance of a wizard is no longer necessary (cast J PD LF MDU is required only for the rst possession). If the spirit success H SRVVHVVHV WV R J D RG W R H DJD H RPHV D G D R K If the spirit possesses a different body, it becomes a proto-dracolich and P VW GH R WV R PH RG WR H RPH D G D R K A symbiotic relationship exists between a dracolich and the wizards who create it. The wizards honor and aid their dracolich, as well as pro viding it with regular offerings of treasure items. In return, the dracolich defends its wizards against enemies and other threats, as well as assisting them in their various schemes. Like dragons, dracoliches are loners, but WKH WD H RP R W WKH R HGJH WKDW WKH KD H D HV D R KHV D H JH H D R G WKH VDPH KD WDWV DV WKH G DJR V from which they were created; dracoliches created from green dragons, R VWD H D H H WR H R G V W RS D D G WHPSH DWH R HVWV Though they do not live with their wizards, their lairs are never more than D H P HV D D D R KHV S H H GD HVV D G D H V D H R WH HG DW JKW VKDGR R HVWV R GH J R G D WKV (FRORJ D R KHV D H H H K J W WKH P VW HDW R GH WR H fuel their breath weapons. Like dragons, dracoliches can consume nearly anything, but prefer the food eaten by their original forms (for instance, if a dracolich was originally a red dragon, it prefers fresh meat). The body of D GHVW R HG G D R K P HV WR D R VPH J SR GH WK D H hours; this powder can be used by knowledgeable wizards as a compo H W R HDW J SRWLR V RI GHDG FR WURO D G V P D PDJ D V VWD HV DELWDW 6RFLHW The creation of a dracolich is a complex process involv J WKH W D V R PDW R R D H G DJR D D H PDJ D R HV WKH PRVW RWR R V S D W W R H V R K K D H PHP H V R WKH W R WKH DJR The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have been known to coerce D H G DJR WR GH JR WKH W D V R PDW R DJD VW WV Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a candidate is secured, the wizards rst prepare the dragon’s host, an inanimate object that will hold the dragon’s life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon. The host is prepared by casting H F D W D LWHP upon it and speaking the name of the evil dragon; the item may re sist the spell by successfully saving vs. spell as an 11th-level wizard. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, ODVVWHHO D H DVW SR WKH KRVW WR S RWH W W Next, a special potion is prepared for the evil dragon to consume. The H D W RPSRV W R R WKH SRW R D HV D R G J WR WKH DJH D G W SH R WKH G DJR W W P VW R WD S H VH VH H J HG H WV DPR J WKHP D SRWLR RI H LO GUD R FR WURO D SRWLR RI L O HUDELOLW D G WKH RRG R D DPS H :KH WKH H G DJR R V PHV WKH SRW R WKH HV WV D H GHWH mined as follows (roll percentile dice): ROO HVXOW No effect. Potion does not work. The dragon suffers 2d12 points of GDPDJH D G V KH S HVV WK R V R V R R GV Potion does not work. The dragon dies. A full LV R similar spell is needed to restore the dragon to life; a LV WR W D V R P WKH G DJR WR D G D R K HV WV D RWKH R R WK V WD H 3RW R R V If the potion works, the dragon’s spirit transfers to the host, regardless of the distance between the dragon’s body and the host. A dim light WK WKH KRVW G DWHV WKH S HVH H R WKH VS W :K H R WD HG the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host inde nitely. Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; under no circumstances can the spirit possess a living body. The spirit’s original body is ideal, but the corpse of any HSW D HDW H WKDW G HG R DV HG WK WKH S H R V GD V V V WD H The wizard who originally prepared the host must touch the host, cast D PD LF MDU VSH K H VSHD J WKH DPH R WKH G DJR WKH WR K WKH corpse. The corpse must fail a saving throw vs. spell for the spirit to suc cessfully possess it; if it saves, it will never accept the spirit. The following modi ers apply to the roll: –10 if the corpse is the spirit’s own former body (which can be dead for D H JWK R W PH WKH R SVH V R WKH VDPH D J PH W DV WKH G DJR –4 if the corpse is that of a true dragon (any type). –3 if the corpse is that of a redrake, ice lizard, wyvern, or re lizard. WKH R SVH V WKDW R D G D R V G DJR H G RVD V D H R RWKH HSW H If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath
63 Dragon, General UDJRQ HIHQVHV A dragon’s Armor Class improves as it gets older and the creature becomes tougher. Old dragons or older dragons are immune to normal missiles; their gem-encrusted hides de ect arrows and other small projectiles. Large missiles (from catapults, giants, etc.) and magical missiles affect them normally. Young adult and older dragons radiate a personal aura that makes them partially resistant to harmful magic. A dragon’s resistance to magic increases as it ages. UDJRQ LGH Dragon skin is prized by armorers with the skill to turn it WR VK H GV D G D PR D D H H D VH R WV DSSHD D H D G WKH S RWH tion it affords. Dragon armor grants its wearer an Armor Class of 4 less than the Armor Class of the dragon it was taken from, for a minimum Armor Class of 8. For example, armor from a juvenile brass dragon (AC 0) grants its wearer AC 4. Dragon armor is supple and non-bulky, weighing R SR GV The scales of gem dragons take on properties of actual gems; they are faceted and re ect light. They are slightly more brittle than those of other G DJR V VR D PR PDGH RP WKHP H HV HSD PR H R WH Dragon armor affords no extra protection, such as resistance to re or cold, although the armor can be enchanted to provide such protection. A dragon’s resistance to certain elements is based on its total makeup, not just its skin. Plain dragon armor is expensive to make, costing 1,000-10,000 JS DVHG R WKH R PD VK S D G S RWH W R WKH D PR D R GV DJR skin armor can be enchanted, just as other forms of armor can, to a maxi P P R Dragon shields also offer no additional protection. They are made of VW HW KHG K GH R H D wooden frame. Such shields weigh 3 pounds (if small) or 8 pounds (if large) and cost 20-120 or 30-180 gold pieces. UDJRQ 6HQVHV All dragons have excellent senses of sight, smell, and hear ing. Their enhanced senses enable them to detect all invisible objects and creatures (including creatures or items hidden in darkness or fog) within a radius equal to 10 feet times their age category. All dragons possess a natu ral clairaudience ability with respect to their lairs; the range is 20 feet per age category. The dragon must concentrate on a speci c section within its lair or V R G J D HD WR KHD KDW V JR J R 6RPH G DJR V D H D H WR RPP DWH WH HSDWK D WK D WH ligent creature. The percentage chance for a dragon to speak is based on its Intelligence and age category. Refer to individual descriptions for SH H WDJHV UDJRQ /DLUV All dragon lairs are far from mortal civilization, and they are dif cult to nd because the dragons take careful measures to cloak their coming and going. There is usually little, if any, wildlife around the D V H D VH H JK R J HDW HV HD WKH G DJR V D G PRVW G DJR V HDW WKH H HDW HV WKDW D H RR VK H R JK WR HPD :KH D R J DG W G DJR HD HV WV SD H WV VHD K R WV R D it spends a few years moving from place to place to nd a cave or cavern which best suits its personality. In most cases, the dragons search for in HDV J D JH D HV K K D HDV D RPPRGDWH WKHP DV WKH J R Usually by the time a dragon has reached the mature adult stage, it has selected a large lair it plans to keep for the remainder of its life. A dragon DW WK V VWDJH KDV JDWKH HG D R V GH D H DPR W R W HDV H D G V RDWK WR PR H W WR D G H H W R DW R The location and character of dragon lairs vary based on each subspe cies; consult individual dragons for speci c information. However, one thing HPD V R VWD W D G DJR R V GH V WV D D G H JK R J D HDV WV GR mains. A creature which violates or threatens the lair is threatening the dragon D G H GHD W WK KD VK 6RPH JRRG G DJR V PD H PR H H H W WKD other subspecies in this matter. All dragons keep their treasure hidden deep within their lairs, and some dragons create hazardous conditions within their D WR HHS D HDW HV RP HD K J WKH W HDV H UDJRQ )OLJKW Despite their large size, dragons are graceful and compe tent iers; most are maneuverability class C. This is due partially to their powerful wings, and partially to the dragon’s innate magic. Dragons can P DW KD VSHHG D G G H DW GR H VSHHG A dragon can change direction quickly by executing a wingover ma H H A dragon cannot gain altitude during the round it executes a wingover, but it may dive. The maneuver enables the dragon to make a turn of 120 to 240 degrees regardless of its speed or size. Dragons are an ancient, winged reptilian race. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons D H DPR J WKH PRVW SR H HDW HV WKH R G 0RVW G DJR V D H identi ed by the color of their scales. There are many known subspecies of dragons, several of which fall WR WK HH RDG DWHJR HV K RPDW JHP D G PHWD G DJR V K R matic dragons include black, blue, green, red, and white dragons; all are extremely evil and are feared by most. The metallic dragons are the brass, bronze, copper, gold, and silver dragons; these are noble and good, highly HVSH WHG VH SHRS H The gem dragons are the amethyst, crystal, emerald, sapphire, and topaz dragons; they are neutral with respect to good and evil, and are H KD VPDW D G V D H PDVWH V R SH V DV R KR GH JKW GG HV Though generally smaller and slower than other dragons, gem dragons D H R WH VH D G PR H WH JH W D G KD H RWKH SR H V WR RPSH VDWH H SV R V In addition to the dragons in these three classi cations, there are other dragons that may at rst seem to be members of those categories. For in VWD H WKH VWHH G DJR VHHPV WR H D PHWD G DJR W KDV R R H breath weapon; while each “true” metallic dragon has two. Likewise, the brown dragon seems to be a typical, evil chromatic dragon; but has no wings, so is not a “true” chromatic dragon. Although all subspecies of dragons are believed to have come from the VDPH RRWV WH V R WKR VD GV R HD V DJR WKH S HVH W V VSH HV HHS WR WKHPVH HV R J WRJHWKH R GH H W HPH PVWD HV V K DV D SR H P W D WK HDW *RRG G DJR V H H R WK H G DJR V KR H H WKR JK D H H W D G DJR VSH PH V KD H HH R WR DVVR DWH WK H R JRRG G DJR V *R G G DJR V R DV R D DVVR DWH HH WK V H G DJR V D G HPH D G G DJR V D H VRPHW PHV R G WK VDSSK H G DJR V :KH H G DJR V R G H H W VSH HV H R WH HD K RWKH WKH V ally ght to protect their territories. While good dragons of different sub species are more tolerant of each other, they are also very territorial. They V D W WR R R W G H H HV D SHD H PD H *HP G DJR V R WH VHWW H WH VSH HV G VS WHV WK GG J R WHVWV All subspecies of dragons have 12 age categories, and gain more abili ties and greater power as they age. Dragons range in size from several feet SR KDW K J WR PR H WKD HHW D WH WKH KD H DWWD HG WKH VWDW V of great wyrm. The exact size varies according to age and subspecies. A dragon’s wingspan is about equal to its body length; 15-20% of a dragon’s RG H JWK V H *H H D KH P W S H G DJR V D H H R WH HG WKH D H D PDWHG SD and young. Mated dragons are always young adults, adults, or mature adults; R J G DJR V R G WK WKH SD H WV D H R WKH R J DG W VWDJH R R J er. To determine the age of young dragons roll 1d6: 1 = egg; 2 = hatchling; 3 = very young; 4 = young; 5 = juvenile; 6 = young adult. During the early part of a dragon’s young adult stage it leaves its par H WV J HHG G J W R WR VWD W D D R WV R 6RPHW PHV D WKR JK rarely, juvenile dragons leave their parents to start their own lives. As a SD R PDWHG G DJR V DJH H R G WKH PDW H DG W VWDJH WKH VS W S independence and the lust for treasure driving them apart. Older dragons R H WKH VH VRPHW PHV D VH R J W R R WKH R WKH RWKH SD H W HD HV KH WKH HJJV D H D G DJR V HVSH D R GH R HV D H JH H D VR WD G H WR H HVV W and preference. They distance themselves from civilization, which they R V GH WR H D SHWW D G RR VK PR WD H W R DJR V D H HD VRPH S HGDWR V W V D H JH KH H HVVD D G D eat almost anything if they are hungry enough. A dragon’s metabolism operates like a highly ef cient furnace, making use of 95% of all the food the dragon eats. A dragon can also metabolize inorganic material, and VRPH G DJR V KD H GH H RSHG D WDVWH R V K D H Although dragons’ goals and ideals vary among subspecies, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magical items as possible. They nd W HDV H S HDV J WR RR DW D G WKH DV WKH DG D H R WKH PDJ cal items. For a dragon, there is never enough treasure. Those with large KRD GV D H RDWK WR HD H WKHP R R J H W J R W R WKH D V R WR SDW R WKH PPHG DWH D HDV R WR JHW RRG DJR V H WR PD H HGV R their treasure, shaping nooks and mounds to t their bodies. By the time WKH PDW H WR WKH J HDW P VWDJH K G HGV R JHPV D G R V D H P HGGHG WKH K GHV
64 Dragon, General LWH Because of a dragon’s long neck, it can bite creatures to its back D G V GHV 6QDWFK Only young adult and older dragons can snatch. This occurs when a ying dragon dives and attempts to grab a creature in one of its claws. A creature struck by this method is taken into the air. There is a 50% KD H WKDW D V DW KHG HDW H KDV WV D PV S HG D G WKH H R H D RW SK V D DWWD WKH G DJR 6 DW KHG HDW HV D H VRPHW PHV WD H WR great heights and dropped. The snatched creature can be squeezed in the D R D WRPDW D GDPDJH HD K R G R W D V H HG WR WKH G DJ on’s mouth (the transfer requires a successful attack roll). If the transfer succeeds, the victim automatically suffers bite damage each round; if it D V WKH W P V G RSSHG DJR V R DJH R G D G R GH D D D W P HD K D D G WKH D W WR V DW K W R W PV DW R H : PV and great wyrms can carry three victims, but one of the rst two snatched P VW H W D V H HG RP D WR PR WK H R H WKH WK G D H V DW KHG A dragon can snatch creatures two or more size categories smaller than itself. For example, a dragon that is 45’ long is a Gargantuan creature, so the biggest creature it can snatch is a Large one (12’ long). 3OXPPHW If the DM chooses to allow plummets, an airborne dragon, or a dragon jumping and descending from at least 30 feet above a target, can land on a victim. The dragon crushes and pins opponents using its claws and tail, in icting damage equal to its bite. The dragon can crush as many creatures as its combat modi er. The dragon rolls a separate attack against each crea W H D H WHG HDW HV WKDW D H P VVHG D H DVV PHG WR KD H HV DSHG HD tures that are crushed must roll successful saving throws vs. petri cation or H S HG GH WKH G DJR D WRPDW D V H J VK J GDPDJH G ing the next round unless the dragon moves off them. If the dragon chooses WR PD WD WKH S WKH W PV P VW R V HVV VD J WK R V V SHW cation to get free. The dragon’s combat modi er applies as a penalty to all saving throws vs. the crush. A dragon cannot take any other actions when S PPHW J R S J .LFN Any dragon can kick creatures attacking it from behind. A kick GH H V D GDPDJH D G HDW HV VW P VW R WKH H WH W R HVV R G R H HG D G HHW RRW SH DJH DWHJR R WKH G DJR Those knocked back must make successful saving throws vs. petri cation (adjusted by the dragon’s combat modi er) or fall. If the dragon attacks with one claw, it can kick with only one hind leg (the other must be used for balance). It cannot slap its tail while kicking. :LQJ XIIHW Young adult and older dragons can employ their wings in combat; targets must be at the dragon’s sides. The damage in icted is WKH VDPH DV D D DWWD D G HDW HV VW P VW R WKH H WH W R HVV R G R H R HG S R H 7DLO 6ODS Adult and older dragons can use their tails to attack creatures to their rear and sides. A tail attack in icts the same damage as two claw at tacks and affects as many targets as the dragon’s age category. The dragon R V D VHSD DWH DWWD DJD VW HD K HDW H HDW HV VW P VW R V cessful saving throws vs. petri cation (adjusted by the dragon’s combat modi er) or be stunned for 1d4 + 1 minutes. A tail slap can smash a light wooden structure and even damage a cube of force (one charge per two points of combat modi er, round down). 6WDOO Any dragon ying near the ground can halt its forward mo tion and hover for one round; it must land immediately thereafter. Once stopped, the dragon can attack with its bite and all four legs. It can use its HDWK HDSR VWHDG W WK V D H KDSSH V V H G DJR V D HDWKH on the wing. If a dragon stalls in an area with lots of trees or loose earth, WKH G D W RP WV JV HDWHV D G VW R G WK WKH VDPH DG V DV WV HD D D HDW HV WK WKH R G D H GHG D G R VSH DVW J V possible. The dust lasts for one round. 6SHOOV Dragons learn spells haphazardly over the years. The DM VKR G D GRP GHWH P H K K VSH V D SD W D G DJR R V The dragon can cast each spell once per day, unless random determina W R G DWHV WKH VDPH VSH PR H WKD R H K K DVH WKH G DJR D DVW W PR H WKD R H D GD DJR V GR RW VH VSH RR V R S D WR deities; they simply sleep, concentrate when they awaken, and remember their spells. Dragon spells have only a verbal component; the spells have D DVW J W PH R HJD G HVV R H H DJR V D RW SK V D DWWD use their breath weapon, use their magical abilities, or y (except to glide) K H DVW J D VSH J G DJR V D VW H WK WKH D V WK D R V WR DWWD R V DJR V G J R D G R G RSSR H WV D D VR VW H WK RWK JV W WKH P VW D G PPHG DWH D WH DWWD J When engaging other ying opponents, dragons can either claw or bite, but not both. An airborne dragon must glide to cast spells (but innate abil ities can be used at any time). A gliding dragon loses 1,000 feet of altitude per round, and its forward speed is equal to one half its ight speed on the R G H R H W HJD J G J UDJRQ 7DEOH JH DWHJRU JH LQ HDUV LW LH Modi er RPEDW Modi er )HDU DGLXV )HDU 6DYH Modi er +DW K J Nil Nil 9H R J Nil Nil Young Nil Nil - H H Nil Nil Nil Young adult D GV +3 (+7) Adult D GV +2 (+6) 0DW H DG W D GV +1 (+5) Old D GV 0 (+4) 9H R G D GV –1 (+3) 9H H D H D GV –2 (+2) : P D GV –3 (+l) * HDW : P D GV –4 (0) UDJRQ )HDU Dragons can inspire panic or fear. The mere sight of a young adult or older dragon causes creatures with fewer than 1 Hit Die (as well DV D R D R R V R DJJ HVV H HDW HV WK H H + W H WKD the dragon) to automatically ee in panic for 4d6 rounds. Trained war mounts, organized military units, and single creatures WK + W H R PR H W WK H H + W H WKD WKH G DJR D H RW SD HG W WKH PD H VW H WK HD WKH D H WK WKH G DJ on’s fear aura. The aura surrounds attacking or charging dragons in the speci ed radius and in a path along the ground directly beneath a y J G DJR KRVH D W W GH V HHW R HVV HDW HV RW D WRPDW D panicked are entitled to saving throws vs. petri cation. Creatures failing their saving throws are stricken with fear and ght with a –2 penalty to their attack and damage rolls. The aura increases in size and power based on the age category of the dragon; creatures subjected to the aura receive a saving throw bonus or a penalty as speci ed on the Dragon Table. All HDW HV WK + W H H D WR R J HDWH WKD WKRVH R WKH G DJR D H PP H WR WKH HD H H W *HP G DJR V D H RW DV KH H W HD VRPH DV RWKH G DJR V VR VD ing throws against their fear auras receive bonuses; the bonuses appear in parenthesis in the Dragon Table. Dragon Hit Die Modi er DJR + W H D HW HH V VSH HV D G are modi ed based on age category. Refer to individual dragon entries for the base Hit Dice for each species, and to the Dragon Table for the modi er based on age. The older a dragon gets, the more Hit Dice it has. For example, a black dragon has a base of 10 Hit Dice. A hatchling black dragon subtracts 6 dice, giving it a total of 4. A great wyrm black dragon DGGV G H R D WRWD R Dragons’ saving throws are tied to their Hit Dice. Each dragon saves as a ghter equal in level to the dragon’s Hit Dice. For example, a hatchling black dragon saves as a 4th-level ghter, while a great wyrm black dragon saves as an 18th-level ghter. Dragon Combat Modi er A dragon’s combat modi er varies with age category. The bonus or penalty applies to damage rolls for each physical attack. It does not apply to a dragon’s breath weapon. The combat modi er is also applied to the dragon’s base spellcasting level (age category), to determine the actual level at which the dragon casts spells (thus, a great P DVWV VSH V DW WK H H R D W UDJRQ WWDFNV All dragons have a claw/claw/bite attack form and a breath weapon. The latter can be used once every three rounds. Dragons D VR HPS R VH H D RWKH DWWD R PV K K D H GHWD HG WKH R R J WH W DJR V H H W G GH WKH DWWD V HW HH RSSR H WV V J WKH PR H GD JH R V DWWD V V K DV WKH WH DJD VW WKH RHV WKH SH H H WR H WKH WR JKHVW A dragon that breathes during a round of combat cannot also attack physically. Magical abilities (but not spells) can be used in addition to any DWWD V H HSW WKH HDWK HDSR ODZV A dragon can use its claws to attack creatures to its front and sides. If the dragon kicks with one rear leg, it can attack with only one claw (the other must be used to maintain balance).
65 Dragon, Chromatic Black Dragon G DJR DWWD V W D VWDJ DWH HHW R DWH PD J W H RPH VW R H W D G D H WR V SSR W D PD H :KH WK V D W V VHG DJD VW SRW R V D G H V WKH H RPH VH HVV WKH R D R HWWH R G 2OG SOD W UR W R H D GD 9HQHUDEOH V PPR L VHFWV R H D GD UHDW Z UP F DUP UHSWLOHV three times a day. This operates as D F DUP PDPPDOV VSH W V DSS D H R WR HSW HV DELWDW 6RFLHW D G DJR V D H R G V DPSV PD VKHV D R ests, and jungles. They revel in a steamy environment where canopies of trees lter out most of the sunlight, swarms of insects ll the air, and stag D W PRVV R H HG SR GV H D GD H D G DJR V D H H H H W swimmers and enjoy lurking in the gloomy depths of swamps and bogs. They also are graceful in ight; however, they prefer to y at night when WKH J HDW R PV D H K GGH WKH GD HVV R WKH V D G DJR V are extremely sel sh, and the majority of those encountered will be alone. :KH D DP R D G DJR V V H R WH HG WKH DG WV S RWH W their young. However, if it appears the adults’ lives are in jeopardy they D D GR WKH R J WR VD H WKHPVH HV They lair in large, damp caves and multi-chambered subterranean cav erns. Older dragons are able to hide the entrance to their lairs with their SOD W UR W ability. Black dragons are especially fond of coins. Older black drag ons sometimes capture and question humans, before killing them, to nd out KH H VWR S HV R JR G V H D G S DW P R V D H HSW (FRORJ D G DJR V D HDW D PRVW D WK J D WKR JK WKH S H H WR dine primarily on sh, mollusks, and other aquatic creatures. They are fond of eels, especially the giant varieties. They also hunt for red meat, but they like to “pickle” it by letting it lie in ponds within their lair for days H R H HDW J W /,0 7( 7( ,1 Any swamp, jungle, and subterranean ) (4 (1 5D H 2 1,= 7,21 6R WD R D 7,9( 7,0( Any ,(7 6SH D ,17(//, (1 ( Average (8-10) 7 ( 6 ( 6SH D /, 10(17 KDRW H 12 33( ,1 1 (2-5) 02 / 66 1 (base) 029(0(17 12, Fl 30 (C), Sw 12 ,7 , ( 12 (base) 7 9 (base) 12 2) 77 .6 VSH D 0 ( 77 . 63( , / 77 .6 6SH D 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( G (30’ base) 02 /( Fanatic (16 base) 3 9 / ( 9D D H D G DJR V D H D V H WR D JH D G HVH W W V R V R D kind. They like dismal surroundings, heavy vegetation, and prefer dark ness to daylight. Although not as intelligent as other dragons, black drag R V D H VW W H J D G PD H R H W At birth, a black dragon’s scales are thin, small, and glossy. But as the G DJR DJHV WV V D HV H RPH D JH WK H D G G H K K KH SV W camou age itself in swamps and marshes. Black dragons speak their own tongue, a tongue common to all evil dragons, and 10% of hatchling black dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. RPEDW D G DJR V S H H WR DP VK WKH WD JHWV V J WKH V roundings as cover. Their favorite targets are men, who they will some W PHV VWD R VH H D P WHV D DWWHPSW WR JD JH WKH VW H JWK D G wealth before attacking. Against a band of men or a formidable creature, older black dragons will use their special abilities rst, so the very forces of the marsh can weaken the targets before the dragon joins the ght. D G DJR V D VR VH WKH HDWK HDSR H R H RV J PH HH When ghting in heavily vegetated swamps and marshes, black dragons attempt to stay in the water or along the ground; the numerous trees and leafy canopies limit their ying maneuverability. When faced with an op SR H W K K SRVHV WRR P K R D WK HDW D D G DJR DWWHPSW WR y out of sight, so it will not leave tracks, and hide in a deep pond or bog. UHDWK ZHDSRQ VSHFLDO DELOLWLHV A black dragon’s breath weapon is a 5’ wide stream of acid that extends 60’ in a straight line from the dragon’s head. All creatures caught in this stream must save vs. breath weapon for half damage. A black dragon casts spells and uses its magical abilities at 5th level, plus its combat modi er. D G DJR V D H R WK D DWH DWHU EUHDW L D W D G D PP nity to acid. As they age, they gain the following additional powers: -XYHQLOH GDUN HVV three times a day in a 10’ radius per age category of WKH G DJR GXOW FRUU SW DWHU once a day. For every age category a JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDV 7 SH 3 9DOXH G Nil Nil Nil G Nil Nil Nil G Nil Nil Nil G Nil + G 10% + G 15% + G 20% + G 25% H (×2) G 30% H (×2) G 35% H (×2) G 40% H (×3) G 45% H (×3)
66 Blue Dragon Dragon, Chromatic Blue dragons are born with an immunity to electricity. As they age, WKH JD WKH R R J DGG W R D SR H V RXQJ FUHDWH R GHVWUR DWHU WK HH W PHV SH GD -XYHQLOH VR G LPLWDWLR DW GXOW G VW GH LO R H D GD 2OG H WULORT LVP R H D GD 9HQHUDEOH FR WURO L GV R H D GD UHDW Z UP DOO FL DWRU WHUUDL R H D GD DELWDW 6RFLHW Blue dragons are found in deserts; arid, windswept plains; and hot, humid badlands. They enjoy the bleak terrain because WKH H D H H R VWD HV R D R DV R D R R W RSS J R G H to interrupt the view of their territories. They spend hours looking out R H WKH GRPD V DW K J R W HVSDVVH V D G DGP J WKH S RSH W 0RVW R WKH H G DJR V H R WH HG H D R H H D VH WKH GR RW D W WR VKD H WKH WH WR HV WK RWKH V +R H H KH D DP V H R WH HG WKH PD H G DJR DWWD H R R V S RWH W J K V S RS erty—his mate and young. The female dragon also will join in the attack if the threat proves signi cant. Blue dragons’ enemies are men, who kill the dragons for their skin and treasure, and brass dragons, which share the same environment. If a blue G DJR G V R H V D DVV G DJR WKH VDPH HJ R W RW HVW W WKH W HVSDVV J G DJR V HG R G H D D H G DJR V D DVW GH J R G D H V K K WKH VWR H WKH treasure. Although blue dragons will collect anything which looks valu D H WKH D H R G R JHPV HVSH D VDSSK HV (FRORJ H G DJR V D H D H WR R V PH HD D WK J D G VRPH times are forced to eat snakes, lizards, and desert plants to help sate their J HDW K JH +R H H WKH D H SD W D R G R KH G D PD V V K DV DPH V D G WKH JR JH WKHPVH HV R D D D V R WKH HDW HV K K WKH RR WK D OL W L EROW JH DVH /JW 7DLO /JW AC UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDV 7 SH XP Value G Nil Nil Nil G Nil Nil Nil G Nil Nil Nil G Nil ½+ 6 G 20% + 6 G 25% + 6 G 30% + 6 G 35% H, S (×2) G 40% H, S (×2) G 45% H, S (×2) G 50% H, S (×3) G 55% H, S (×3) /,0 7( 7( ,1 Arid deserts ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9( 7,0( Any ,(7 6SH D ,17(//, (1 ( Very (11-12) 7 ( 6 ( 6SH D /, 10(17 Lawful evil 12 33( ,1 1 (2-5) 02 / 66 0 (base) 029(0(17 9, Fl 30 (C), Br 4 ,7 , ( 14 (base) 7 8 (base) 12 2) 77 .6 VSH D 0 ( 77 . 63( , / 77 .6 6SH D 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( G (42’ base) 02 /( Fanatic (16 base) 3 9 / ( 9D D H Blue dragons are extremely territorial and voracious. They love to spend R J KR V S HSD J DP VKHV R KH G D PD V D G D W D H H V D G WKH VSH G H D R J KR V G H J R WKH V HVV D G DGP J WKH W RSK HV The size of a blue dragon’s scales increases little as the dragon ages, although they do become thicker and harder. The scales vary in color from an iridescent azure to a deep indigo, retaining a glossy nish through all of the dragon’s stages because the blowing desert sands polish them. This PD HV H G DJR V HDV WR VSRW D H GHVH W V R G JV +R H H WKH G DJR V R WH R HD WKHPVH HV R J WR WKH VD G VR R SD W R WKH KHDGV D H H SRVHG Blue dragons love to soar in the hot desert air; usually ying in the GD W PH KH WHPSH DW HV D H WKH K JKHVW 6RPH H G DJR V HD PDW K WKH R R R WKH GHVH W V D G VH WK V R R DW R WR WKH DG D WDJH RP DW H G DJR V VSHD WKH R WR J H D WR J H RPPR WR D H dragons, and 12% of hatchling blue dragons have an ability to commu nicate with any intelligent creature. The chance to possess this ability in creases 5% per age category of the dragon. RPEDW Blue dragons prefer to ght from a distance so their opponents D HD W HVV WKH R H R WKH HDWK HDSR D G VR WW H R R threat is posed to themselves. Often blue dragons will attack from directly D R H R R H HDWK WKH VD GV W RSSR H WV RPH WK feet. Older blue dragons will use their special abilities, such as DOO FL D WRU WHUUDL R H W WK WKHVH WD W V WR PDV WKH D G D G D G WKH chances to surprise. Blue dragons will only run from a ght if they are VH H H GDPDJHG V H WKH H HW HDW DV R D G UHDWK ZHDSRQ VSHFLDO DELOLWLHV A blue dragon’s breath weapon is a 5’ wide bolt of lightning that streaks 100’ in a straight line from the dragon’s mouth. All creatures caught in this stream must save vs. breath weapon R KD GDPDJH H G DJR V DVW VSH V D G VH WKH PDJ D D W HV DW 7th level, adjusted by their combat modi er.
67 Dragon, Chromatic Green Dragon damage. A green dragon casts its spells at 6th level, adjusted by its combat modi er. From birth, green dragons are immune to gasses. As they age, they gain WKH R R J DGG W R D SR H V -XYHQLOH DWHU EUHDW L GXOW V HV WLR R H D GD 0DWXUH DGXOW DUS RRG WK HH W PHV D GD 2OG SOD W UR W R H D GD 9HU ROG H WD OH R H D GD : UP SDVV LW R W WUDFH WK HH W PHV D GD DELWDW 6RFLHW * HH G DJR V D H R G V W RS D D G WHPSH DWH forests, the older the forest and bigger the trees, the better. The sights and VPH V R WKH RRGV D H S HDV J WR WKH G DJR D G W R V GH V WKH H W H R HVW R RRGV WV WH WR 6RPHW PHV WKH G DJR H WH WR D H D W R VK S WK RWKH H R HVW G H J HDW HV K K HHS WKH G DJR R PHG D R W KDW V JR J R WKH R HVW D G V R G J D HD exchange for their lives. If a green dragon lives in a forest on a hillside, W VHH WR H V D H K J D WV K K WKH G DJR R V GH V WV J HDW est enemy. A green dragon makes its lair in underground chambers far H HDWK WV R HVW The majority of green dragons encountered will be alone. However, KH D PDWHG SD R G DJR V D G WKH R J D H H R WH HG WKH H male will leap to the attack. The male will take the young to a place of safety before joining the ght. The parents are extremely protective of their young, despite their evil nature, and will sacri ce their own lives to VD H WKH R VS J (FRORJ Although green dragons have been known to eat practically any WK J G J VK V D G VPD W HHV KH WKH D H K J H R JK they especially prize elves. If the forest is on a hillside, hill giants will hunt WKH R JH G DJR V K K WKH R V GH D GH D JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDVXUH 7 SH 3 9DOXH G Nil Nil 1LO G Nil Nil Nil G Nil Nil Nil G Nil + G 15% + G 20% + G 25% + G 30% H (×2) G 40% H (×2) G 45% H (×2) G 50% H (×3) G 55% H (×3) /,0 7( 7( ,1 6 W RS D D G WHPSH DWH R HVW D G V WH D HD ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 6SH D ,17(//, (1 ( Very (11-12) 7 ( 6 ( 6SH D /, 10(17 Lawful evil 12 33( ,1 1 (2-5) 02 / 66 0 (base) 029(0(17 9, Fl 30 (C), Sw 9 ,7 , ( 13 (base) 7 7 (at 13 HD) 12 2) 77 .6 VSH D 0 ( 77 . 1-8/1-8/2-20 (2d10) 63( , / 77 .6 6SH D 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( G (36’ base) 02 /( Elite (15-16) 3 9 / ( 9D D H Green dragons are bad tempered, mean, cruel, and rude. They hate good ness and good-aligned creatures. They love intrigue and seek to enslave RWKH RRG D G HDW HV J WKRVH KR D RW H R W R HG R W P GDWHG A hatchling green dragon’s scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales J R D JH D G H RPH JKWH W J VKDGHV R R HVW HPH D G D G olive green, which helps it blend in with its wooded surroundings. A green dragon’s scales never become as thick as other dragons’, remaining smooth and exible. * HH G DJR V VSHD WKH R WR J H D WR J H RPPR WR D H dragons, and 12% of hatchling green dragons have an ability to commu nicate with any intelligent creature. The chance to possess this ability in creases 5% per age category of the dragon. RPEDW Green dragons initiate ghts with little or no provocation, pick ing on creatures of any size. If the target creature intrigues the dragon or appears to be dif cult to deal with, the dragon will stalk the creature, V J WV H R PH W R R H W W GHWH P HV WKH HVW W PH WR VW H and the most appropriate tactics to use. If the target appears formidable, the dragon will rst attack with its breath weapon, magical abilities, and VSH V +R H H WKH WD JHW DSSHD V HD WKH G DJR PD H WV presence known quickly for it enjoys evoking terror in its targets. When WKH G DJR KDV W HG R WK V JDPH W J GR WKH HDW H V J its physical attacks so the ght lasts longer and the creature’s agony is S R R JHG 6RPHW PHV WKH G DJR H H WV WR R W R D HDW H V K DV D K PD R GHP K PD WK R JK W P GDW R D G V HVWLR * HH G DJR V H WR HVW R PH HVSH D DG H W H V WR HD PR H D R W WKH VR HW D W HV KDW V JR J R WKH R W V GH D G WKH H V W HDV H HD UHDWK ZHDSRQ VSHFLDO DELOLWLHV A green dragon’s breath weapon is a cloud of poisonous chlorine gas that is 50’ long, 40’ wide, and 30 feet K JK HDW HV WK WKH R G PD VD H H V V HDWK HDSR R KD
68 Red Dragon Dragon, Chromatic damage. Red dragons cast spells at 9th level, adjusted by their combat modi ers. Red dragons are born immune to re. As they age, they gain the follow J DGG W R D SR H V RXQJ: affect normal res three times per day. -X YHQLOH pyrotechnics three times per day. Adult: heat metal once per day. 2OG V JJHVW R R H SH GD 9HU ROG K S RW VP R H SH GD 9HQHU DEOH detect gems, kind and number in a 100’ radius three times a day. DELWDW 6RFLHW 5HG G DJR V D H R G R J HDW K V R R VRD J mountains. From a high perch they haughtily survey their territory, which they consider to be everything that can be seen from their position. They S H H WR D D JH D HV WKDW H WH G GHHS WR WKH HD WK A red dragon enjoys its own company, not associating with other crea tures, or even other red dragons, unless the dragon’s aims can be fur thered. For example, some red dragons who have F DUP VSH V R GH men to act as the dragon’s eyes and ears, gathering information about nearby settlements and sources of treasure. When a red dragon’s offspring HD K WKH R DG OW VWDJH WKH D H R GH HG RP WKH D D G WKH V R G J WH WR DV WKH D H H HG DV RPSHW W R Red dragons are quick to ght all creatures which encroach on their WH WR HVSH D RSSH D G V H G DJR V K K VRPHW PHV VKD H WKH same environment. They hate gold dragons above all else because they believe gold dragons are “nearly” as powerful as themselves. (FRORJ 5HG G DJR V D H PHDW HDWH V D WKR JK WKH D H DSD H R G gesting almost anything. Their favorite food is a maiden of any human or GHP K PD D H 6RPHW PHV WKH G DJR V D H D H WR F DUP H DJH V into regularly sacri cing maidens to them. /,0 7( 7( ,1 Tropical, subtropical, and WHPSH DWH K V D G PR WD V ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 6SH D ,17(//, (1 ( Exceptional (15-16) 7 ( 6 ( 6SH D /, 10(17 KDRW H 12 33( ,1 1 (2-5) 02 / 66 -3 (base) 029(0(17 9, Fl 30 (C), Jp 3 ,7 , ( 15 (base) 7 7 (at 9 HD) 12 2) 77 .6 VSH D 0 ( 77 . 1-10/1-10/3-30 (3d10) 63( , / 77 .6 6SH D 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( G (48’ base) 02 /( Fanatic (17-18) 3 9 / ( 9D D H 5HG G DJR V D H WKH PRVW R HWR V D G J HHG R D G DJR V R H H seeking to increase their treasure hoards. They are obsessed with their wealth and memorize an inventory accurate to the last copper. They are exceptionally vain and self con dent, considering themselves superior not R WR RWKH G DJR V W WR D RWKH H JH H D :KH HG G DJR V KDW K WKH VPD V D HV D H D JKW J RVV V D HW H D VH R WK V WKH D H VSRWWHG S HGDWR V D G PH K W J R V V VR WKH D H K GGH GHHS GH J R G D V D G RW SH P WWHG WR H W H R WV GH W WR D G WKH H G R WKH R J VWDJH KH WKH V D HV KD H W HG D GHHSH HG WKH J RVV WH W H KDV HH HS D HG D smooth, dull nish, and they are more able to take care of themselves. As WKH G DJR R W HV WR DJH WKH V D HV H RPH D JH WK D G DV VW R J DV PHWD 5HG G DJR V VSHD WKH R WR J H D WR J H RPPR WR D H G DJ ons, and 16% of hatchling red dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. RPEDW Because red dragons are so con dent, they never pause to ap S D VH D DG H VD :KH WKH RW H D WD JHW WKH PD H D V DS GH sion whether to attack, using one of many “perfect” strategies worked out ahead of time in the solitude of their lairs. If the creature appears small and insigni cant, such as an unarmored man, the dragon will land to at WD WK WV D V D G WH RW D W J WR R WH DWH WKH HDW H WK WV breath weapon, as any treasure might be consumed by the ames. How H H D HG G DJR H R WH V D J R S R D PR HG PH W VH WV breath weapon, special abilities, and spells (if it is old enough to have WKHP H R H D G J UHDWK ZHDSRQ VSHFLDO DELOLWLHV A red dragon’s breath weapon is a sear ing cone of re 90’ long, 5’ wide at the dragon’s mouth and 30’ at the base. Creatures struck by the ames must save versus breath weapon for half JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDVXUH 7 SH 3 9DOXH G Nil Nil Nil G Nil Nil Nil G Nil Nil Nil G Nil E, S, T G 30% H, S, T G 35% H, S, T G 40% H, S, T G 45% H, S, T (×2) G 50% H, S, T (×2) G 55% H, S, T (×2) G 60% H, S, T (×3) G 65% H, S, T (×3)
69 Dragon, Chromatic White Dragon D VHV RVW WR R P HDW J D WK D H R J D H H R WKH J R G D G R D V D HV WK WKH DG V DELWDW 6RFLHW :K WH G DJR V H K R R G HJ R V S H H J D GV where the temperature rarely rises above freezing and ice and snow always R H WKH J R G :KH WHPSH DW HV H RPH WRR D P WKH G DJR V H RPH HWKD J :K WH G DJR V DV WKH J G GV WKDW K S R H WKH D GV DSH D G WKH D R D G S D GHHS V R D V White dragons are lackadaisical parents. Although the young remain with the parents from hatchling to juvenile or young adult stage, they are not pro tected. Once a dragon passes from its hatchling stage, it must fend for itself, HD J KR WR K W D G GH H G WVH DW K J WKH SD H WV White dragons’ lairs are usually icy caves and deep subterranean cham bers; they select caves that open away from the warming rays of the sun. :K WH G DJR V VWR H D R WKH W HDV H WK WKH D D G S H H HHS ing it in caverns coated in ice, which re ect the gems and coins and make the treasure appear even larger. They are fond of gems, especially dia PR GV H D VH WKH D H S HWW WR RR DW (FRORJ Although white dragons, as all other dragons, are able to eat HD D WK J WKH D H H SD W D D G R V PH R RRG which has been frozen. Usually after a dragon has killed a creature with WV HDWK HDSR W D WR GH R J W K H WKH D DVV V VW VW and frigid. It will bury other kills in snow banks until they are suitably frozen. White dragons’ natural enemies are frost giants who kill the dragons for RRG D G D PR D G V G H WKHP WR VH R J D GV D G PR WV JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDVXUH 7 SH 3 9DOXH G Nil Nil Nil G Nil Nil Nil G Nil Nil Nil G Nil Nil E G Nil 5% E, O, S G 10% E, O, S G 15% E, O, S G 20% E, O, S (×2) G 25% E, O, S (×2) G 30% E, O, S (×2) G 35% E, O, S (×3) G 40% E, O, S (×3) )32 /,0 7( 7( ,1 Arctic plains, hills, mountains, and V WH D HD ) (4 (1 5D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 6SH D ,17(//, (1 ( Low (5-7) 7 ( 6 ( 6SH D /, 10(17 KDRW H 12 33( ,1 1 (2-5) 02 / 66 1 (base) 029(0(17 12, Fl 40 (C), Br 6, Sw 12 ,7 , ( 11 (base) 7 9 (at 11 HD) 12 2) 77 .6 VSH D 0 ( 77 . 1-6/1-6/2-16 (2d8) 63( , / 77 .6 6SH D 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( H (24’ base) 02 /( Elite (15-16) 3 9 / ( 9D D H :K WH G DJR V WKH VPD HVW D G HD HVW R WKH H G DJR V D H V R witted but ef cient hunters. They are impulsive, vicious, and animalis W WH G J WR R V GH R WKH HHGV D G HPRW R V R WKH PRPH W D G KD J R R HV JKW R HJ HW HVS WH WKH R WH JH H WKH D H DV J HHG D G H DV WKH RWKH H G DJR V The scales of a hatchling white dragon are a mirror-like glistening K WH K K PD HV WKHP W D V H DJD VW D V R D J R G As the dragon ages, the sheen disappears, and by the time it reaches the HU ROG VWDJH V D HV R SD H H D G JKW J D D H P HG WK WKH K WH :K WH G DJR V VSHD WKH R WR J H D WR J H RPPR WR D H dragons, and 7% of hatchling white dragons have an ability to commu nicate with any intelligent creature. The chance to possess this ability in creases 5% per age category of the dragon. RPEDW Regardless of a target’s size, a white dragon’s favorite method R DWWD V WR VH WV HDWK HDSR D G VSH D D W HV H R H RV J to melee. This tactic sometimes works to the dragon’s detriment, as it can H KD VW WV HDWK HDSR R VPD H S H D G WKH H D HG WK D D JH creature it must attack physically. If a white dragon is pursuing creatures WKH DWH V K DV SR D HD V R VHD V W PH HH WKHP WKH H H ment, ghting with its claws and bite. UHDWK ZHDSRQ VSHFLDO DELOLWLHV A white dragon’s breath weapon is a cone of frost 70’ long, 5’ wide at the dragon’s mouth, and 25’ wide at the DVH HDW HV D JKW WKH DVW PD 6D H H V V HDWK :HDSR R half damage. A white dragon casts its spells and uses its magical abilities at 5th level, plus its combat modi er. From their birth, white dragons are immune to cold. As they grow old H WKH JD WKH R R J DGG W R D D W HV -XYHQLOH LFH DONL K K allows the dragon to walk across ice as easily as creatures walk across at, G J R G 0DWXUH DGXOW VW RI L G WK HH W PHV D GD 9HU ROG DOO RI IR WK HH W PHV D GD WK V S RG HV V R R KD DWKH WKD D : UP IUHH L IR three times a day. This obscures vision in a 100’ radius and
70 Amethyst Dragon Dragon, Gem WK HH W PHV D GD WK HD K R P VD H R R H SH GD 2OG 2WLO NH V UHVLOLH W VS HUH WK HH W PHV D GD 9HU ROG re ecting pool R H D GD 9HQ HUDEOH FR WURO HDW HU R H D GD 3VLRQLFV 6XPPDU /HYHO LV 6FL HY WWDFN HIHQVH 6FRUH 363V = + PB, EW, PsC/M–, TS, TW = Int RPPRQ SRZHUV (most amethyst dragons prefer psychokinetic powers D G PD KRRVH SV KRPHWD R VP DV D DGG W R D G V S H 3V FKRNLQHVLV 6FLHQFHV detonate, project force, telekinesis. HYR WLRQV R W R RG H W D D H PR H D DJ WDW R 3V FKRPHWDEROLVP 6FLHQFHV RPS HWH KHD J H H J R WD PH W PHWDPR SKRV V HYRWLRQV cell adjustment, expansion, reduction. 7HOHSDWK 6FLHQFHV GRP DW R P G P G SH HYRWLRQV contact, ESP, identity penetration, truthear. 0HWDSVLRQLFV 6FLHQFHV HPSR H SV K V JH W D DVW HYR WLRQV PDJ SV R VH VH SV K G D DELWDW 6RFLHW Amethyst dragons live on the shores of isolated moun tain lakes and pools, some in caves beneath the water. They are good par H WV W H H H WKH R J VKR G H G R WKHPVH HV DV VRR DV WKH become young adults. Amethyst dragons dislike red and white dragons, D G R V GH V H D G RSSH G DJR V WR H RR VK (FRORJ Amethyst dragons prefer to eat sh and a large number of gems. They are not inherently enemies with any life form. /,0 7( 7( ,1 Temperate and cold mountain D HV ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 6SH D ,17(//, (1 ( Genius (17-18) 7 ( 6 ( 6SH D /, 10(17 Neutral 12 33( ,1 1 (2-5) 02 / 66 -4 (base) 029(0(17 12, Fl 40 (C), Sw 12 ,7 , ( 14 (base) 7 7 (base) 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 9D D H 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( G (30’ base) 02 /( Fanatic (17-18) 3 9 / ( 9D D H Amethyst dragons are wise and regal, with a detached air, ignoring what WKH R V GH WR H SHWW V D HV HW HH JRRG D G H D D G KDRV :KH KDW KHG DPHWK VW G DJR V KD H D H GH V WK VPD V D HV of a light, translucent purple. As they grow older, the scales gradually darken. Adults are a sparkling lavender in color. Amethyst dragons speak their own tongue and the tongue common to all gem dragons, and 18% of hatchling amethyst dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. RPEDW Amethyst dragons prefer talking over combat. If parleying goes badly, the dragon attacks rst with its breath weapon, then with psionics and spells. They never hide or attempt ambush. Amethyst dragons con V GH HW HDW G VKR R D H W GR VR D HG WK GHDWK UHDWK ZHDSRQ VSHFLDO DELOLWLHV An amethyst dragon’s breath weapon is a faceted, violet lozenge, which it can spit into the midst of enemies, up to 75 feet away. The lozenge explodes with concussive force, causing the indicated damage to all creatures within 60 feet of the impact (save vs. breath weapon for half damage). In addition, all creatures size huge and smaller must save vs. paralyzation or be knocked down. Any crea ture taking damage from the blast has a 50% chance of being knocked R V R V R R H R G SH DJH H H R WKH G DJR S V G R GV An amethyst dragon casts spells and uses its magical abilities at 9th level, plus its combat modi er. Amethyst dragons are born with an innate DWHU EUHDW L D W D G D immunity to poisons. They are also immune to force attacks and effects, V K DV WKRVH RP EHDGV RI IRUFH L E V D G VSH V DOO RI IRUFH D G 2WL O NH V UHVLOLH W VS HUH As they age, they gain the following additional pow H V RXQJ DWHU DONL V W PHV D GD -XYHQLOH H WUDOL H SRLVR V W PHV D GD GXOW V DSHF D H DV D G G WR D HSW H G R PDPPD JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDVXUH 7 SH 3 9DOXH G Nil Nil Nil G Nil Nil Nil G Nil Nil Nil G Nil/1 Nil H, T, U G 25% H, T, U (×2) G 30% H, T (×2), U (×3) G 35% H, T (×2), U (×4) G 40% H, T (×3), U (×6) G 45% H, T (×3), U (×8) G 50% H, T (×4), U (×10) G 55% H, T (×4), U (×13) G 60% H, T (×5), U (×16)
71 Dragon, Gem Crystal Dragon DGG W R D SR H V -XYHQLOH FRORU VSUD WK HH W PHV D GD 0DWXUH DGXOW V HVWLR WK HH W PHV D GD 9HU ROG O FNVFDOH once a day. This allows the G DJR WR H KD W R H R WV V D HV DV D VWR H RI RRG O FN The enchantment DVWV R H KR SH DJH DWHJR R WKH G DJR 6 K V D HV D H J H WR H G V WR V : UP FR WURO L GV WK HH W PHV D GD 3VLRQLFV 6XPPDU /HYHO LV 6FL HY WWDFN HIHQVH 6FRUH 363V = HD EW/M– Int RPPRQ SRZHUV ODLUVHQWLHQFH 6FLHQFHV D D G H H D R D H S H RJ W R HYRWLRQV D DELWDW 6RFLHW VWD G DJR V S H H R G RSH D HDV WK HD V HV and they enjoy stargazing. They have been known to build snow forts, cre DWH HD W V R V SW HV D G WK R D V R V R DW D R V WD JHWV They are fun-loving and mischievous. Crystal dragons are reasonably JRRG SD H WV VRPH KDW HVSR V H VWD G DJR V D H K WHG VRPH K WH G DJR V +R H H D D H VWD G DJR DGRSW D R J K WH G DJR WR WHD K W WR H H G Though generally friendly, they bear great enmity towards all giants, who VRPHW PHV W WR H V D H WKHP (FRORJ VWD G DJR V S H H JHPV D G PHWD R HV WR D RWKH RRGV JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDVXUH 7 SH 3 9DOXH G Nil Nil Nil G Nil Nil Nil G Nil Nil Nil G Nil/1 Nil E, Q G 5% E, Q (×2), T G 10% H, Q (×3), T G 15% H, Q (×4), T G 20% H, Q (×5), T G 25% H, Q (×6), T (×2) G 30% H, Q (×7), T (×2) G 35% H, Q (×8), T (×2) G 40% H, Q (×9), T (×2) /,0 7( 7( ,1 Temperate and cold mountains ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 6SH D ,17(//, (1 ( Exceptional 7 ( 6 ( 6SH D /, 10(17 KDRW H W D 12 33( ,1 1 (2-5) 02 / 66 0 (base) 029(0(17 9, Fl 24 (C), Jp 3 ,7 , ( 10 (base) 7 11 (base) 12 2) 77 .6 VSH D 0 ( 77 . 63( , / 77 .6 9D D H 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( L (12’ base) 02 /( Fanatic (17-18) 3 9 / ( 9D D H VWD G DJR V D H WKH H G HVW R WKH JHP G DJR V D D V R V about the world. Though they seldom seek out company, they willingly R H VH WK V WR V KR GR RW W WR VWHD RP WKHP At birth, crystal dragons have glossy white scales. As the dragons age, WKH V D HV H RPH W D V H W 0RR JKW D G VWD JKW D VH WKH V D HV to luminesce, while bright sunlight lends them a dazzling brilliance which PD HV VWD G DJR V D PRVW HD D H WR RR DW VWD G DJR V VSHD WKH R WR J H D G WKH WR J H RPPR WR D gem dragons, and 10% of hatchling crystal dragons have an ability to com municate with any intelligent creature. The chance to possess this ability increases 5% per DJH DWHJR R WKH G DJR RPEDW VWD G DJR V J HDW S H H R H VDW R WR RP DW D G R WH VH F DUP SHUVR early in any conversation. They do not initially hide, but V WR V H RPH KRVW H D VWD G DJR HW HDW PPHG DWH WR R serve its enemies with its special abilities, and plan an attack. Often, it uses its breath weapon rst, to weaken and disorient enemies. Spells and other D W HV D H VHG DV HHGHG WK D V D G WH D DVW HVR W UHDWK ZHDSRQ VSHFLDO DELOLWLHV This dragon’s breath weapon is a cone of glowing shards; the cone is 60 feet long, 5 feet wide at the dragon’s PR WK D G HHW GH DW WKH DVH HDW HV D JKW WKH DVW D VD H V HDWK HDSR R KD GDPDJH D G P VW PD H D VH R G VD J WK R vs. breath weapon or be blinded by the dazzling shards for one turn per age level of the dragon. The shards shine as bright as daylight, and can be VHH R P HV HDW HV WK HHW P VW VD H V HDWK HDSR R H dazzled, incurring a penalty of –2 to attack rolls for one turn per age level of the dragon. A crystal dragon casts spells and uses magical abilities at 5th level, plus its combat modi er. VWD G DJR V D H R PP H WR JKW DVHG DWWD V D G R PD R G D G D H WR DVW F DUP SHUVR at will. As they age, they gain these
72 Emerald Dragon Dragon, Gem Emerald dragons are born with an innate ame walk D W D G D P munity to sound-based attacks. As they age, they gain the following ad G W R D SR H V RXQJ D GLEOH ODPHU WK HH W PHV D GD -XYHQLOH S RWLVP WK HH W PHV D GD GXOW 0HOI V PL WH PHWHRUV WK HH W PHV D GD 0DWXUH DGXOW ROG SHUVR WK HH W PHV D GD 9HQHUDEOH D LPDWH URFN R H D GD UHDW Z UP HDV R H D GD + S RWLVP D G HDV D H H H WHG WKH dragon’s skilled rippling movement of its scales. 3VLRQLFV 6XPPDU /HYHO LV 6FL HY WWDFN HIHQVH 6FRUH 363V = HD PB, II/M–, TW = Int RPPRQ SRZHUV (most emerald dragons prefer telepathic powers): ODLUVHQWLHQFH 6FLHQFHV aura sight, object reading, precognition. H YRWLRQV D D R G V R RP DW P G GD JH VH VH 7HOHSDWK 6FLHQFHV ejection, mindlink, probe. HYRWLRQV contact, ESP, H GHWH W R V JKW VR G DELWDW 6RFLHW Emerald dragons are reclusive, making lairs in the cones of extinct or seldom active volcanoes. These dragons are protective parents D G S H H WKH R J WR VWD WKH D DV R J DV SRVV H R P W D S R tection. Emerald dragons sometimes live near sapphire dragons, and they HD WKH R D R V J HHG R HG G DJR V (FRORJ Emerald dragons will eat anything, but prefer lizards and giants. They are actively hostile towards re giants. JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDVXUH 7 SH 3 9DOXH G Nil Nil Nil G Nil Nil Nil G Nil Nil Nil G Nil ½H, Q (×2) G 15% H, Q (×4), T G 20% H, Q (×6), T G 25% H, Q (×8), T (×2) G 30% H, Q (×10), T (×2) G 35% H (×2), Q (×12), T (×2) G 40% H (×2), Q (×14), T (×3) G 45% H (×2), Q (×16), T (×3) G 50% H (×2), Q (×18), T (×3) /,0 7( 7( ,1 Tropical and subtropical extinct R D RHV ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 6SH D ,17(//, (1 ( Exceptional (15-16) 7 ( 6 ( 6SH D /, 10(17 Lawful neutral 12 33( ,1 1 (2-5) 02 / 66 –2 (base) 029(0(17 9, Fl 30 (C), Br 3 ,7 , ( 12 (base) 7 9 (base) 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 9D D H 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( H (20’ base) 02 /( Fanatic (17-18) 3 9 / ( 9D D H Emerald dragons are very curious, particularly about local history and customs, but prefer to only observe. They are the most paranoid of the JHP G DJR V D G GR RW H SHRS H WR JHW WRR RVH WR WKH W HDV H Emerald dragons have translucent green scales at birth. As they age, the scales harden and take on many shades of green. They scintillate in the light, and the dragon’s hide seems to be in constant motion. Emerald dragons speak their own tongue and the tongue common to all gem dragons, and 14% of hatchling emerald dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. RPEDW Emerald dragons usually set up traps and alarms around their lairs to warn them of visitors. They often hide from intruders, using spe cial abilities to observe, and seldom come out to speak. If intruders attack or approach the dragon’s treasure, the dragon burrows underneath to sur S VH WV W PV WKH VHV HDWK HDSR D G D V VHH J WR disable as many as it can. If faced with superior forces, the dragon retreats, D G D W HD V R H H JH H HVVD UHDWK ZHDSRQ VSHFLDO DELOLWLHV An emerald dragon’s breath weapon is D R G HH J D K K VHWV S D VR DW R D H W J D HD tures within 120 feet of the dragon’s mouth. Those in the area can save V HDWK HDSR V R KD GDPDJH RP WKH SD DW R V 9 W PV P VW PD H D VH R G VD J WK R V HDWK HDSR R H VW HG D H WR GH H G R DWWD R WK HH R GV SH DJH H H R WKH G DJR S V 1d4 rounds. Those who successfully save are deafened and disoriented in VWHDG R D H DPR W R W PH D G DW WR DWWD R V HD HVV GRHV RW S RWH W R H RP DWR GDPDJH W S H H WV VW J R DGG W R D deafness. An emerald dragon casts spells and uses its magical abilities at 6th level, plus its combat modi er.
73 Dragon, Gem Sapphire Dragon -XYHQLOH VWR H V DSH WK HH W PHV D GD GXOW D WL PD LF V HOO R H D GD 0DWXUH DGXOW SDVV DOO V W PHV D GD 9HQHUDEOH DOO RI VWR H WK HH W PHV D GD UHDW Z UP V UD WK HH W PHV D GD 3VLRQLFV 6XPPDU /HYHO LV 6FL HY WWDFN HIHQVH 6FRUH 363V = HD PB, EW/M–, IF = Int RPPRQ SRZHUV (most sapphire dragons use psychoportive powers): ODLUVHQWLHQFH 6FLHQFHV D D G H H D R D H HYRWLRQV R G H W R DG D D JDW R 3V FKRNLQHVLV 6FLHQFHV G V WHJ DWH PR H D HD D JHPH W WH H HV V HYRWLRQV D PDWH VKDGR R W R JKW PR H D PD S DW R VR WH 3V FKRSRUWDWLRQ 6FLHQFHV D HYRWLRQV D DELWDW 6RFLHW 6DSSK H G DJR V H GHHS GH J R G D G R WH S D H their treasure in caverns accessible only through magic or psionics. They VRPHW PHV VKD H WH WR WK HPH D G G DJR V 6DSSK H G DJR V W HDW their young well, but force them to leave and nd their own territory as VRR DV WKH D H R J DG WV (FRORJ 6DSSK H G DJR V R V GH J D W VS GH V D J HDW GH D D G R ten hunt them. Deep dragons, drow, dwarves, mind ayers, and aboleth D H J HDW H HP HV R VDSSK H G DJR V JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDVXUH 7 SH 3 9DOXH G Nil Nil Nil G Nil Nil Nil G Nil Nil Nil G Nil/1 Nil H, Q (×2) G 20% H, Q (×4), T G 25% H, Q (×6), T G 30% H, Q (×8), T (×2) G 35% H (×2), Q (×10), T (×2) G 40% H (×2), Q (×13), T (×3) G 45% H (×2), Q (×16), T (×3) G 50% H (×2), Q (×20), T (×4) G 55% H (×2), Q (×24), T (×4) /,0 7( 7( ,1 Any subterranean ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 6SH D ,17(//, (1 ( Genius (17-18) 7 ( 6 ( 6SH D /, 10(17 Lawful neutral 12 33( ,1 1 (2-5) 02 / 66 –3 (base) 029(0(17 9, Fl 30 (C), Br 6 ,7 , ( 13 (base) 7 7 (base) 12 2) 77 .6 0 ( 77 . 1-8/1-8/5-20 (3d6 + 2) 63( , / 77 .6 9D D H 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( H (24’ base) 02 /( Fanatic (17-18) 3 9 / ( 9D D H :K H RW D W H KRVW H VDSSK H G DJR V D H P WD W WH WR D D G W D G VW VW R D R H KR DSS RD KHV These beautiful dragons range from light to dark blue, and sparkle in the JKW H H DW WK 6DSSK H G DJR V D H R WH P VWD H R H G DJR V unless someone recalls the latter’s preferred arid environment. 6DSSK H G DJR V VSHD WKH R WR J H D G WKH WR J H RPPR WR all gem dragons, and 16% of hatchling sapphire dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. RPEDW 6DSSK H G DJR V JH H D R VH H W GH V H R H GH G J KDW WR GR WK WKHP HVV R H HP HV V K DV G R R G D HV are present. If others are not actively hostile the dragon attempts conver VDW R D G VSH VH WR GHWH P H WKH WH W R V D G R H WKHP WR leave. If the dragon or its treasure is threatened, it attacks immediately with breath weapon, spells, and physical attacks. It uses psionics or oth er special abilities to escape if its life is in jeopardy. UHDWK ZHDSRQ VSHFLDO DELOLWLHV This dragon’s breath weapon is a cone R K JK S W KHG D PRVW D G H VR G HHW R J HHW GH DW WKH dragon’s mouth, and 25 feet wide at the base. Creatures caught by the blast can save vs. breath weapon for half damage from the sound’s dis SW R D G P VW PD H D VH R G VD J WK R V HDWK HDSR R H affected by fear, eeing the dragon in panic for two rounds per age level of the dragon, plus 1d6 rounds. This is a metabolic effect, and creatures D H WHG PDJ D IHDU VW V H RP WKH H H WV WKH D WKH VD H Deafness does not protect one from the breath weapon’s damage, though it prevents fear effects. A sapphire dragon casts spells and uses magical abilities at 7th level, plus combat modi er. 6DSSK H G DJR V D H R WK PP W WR D R PV R HD DV H DV PP W WR HE ROG VOR D G SDUDO VLV As they age, they gain the follow J DGG W R D SR H V RXQJ FR WL DO OL W WK HH W PHV D GD
74 Topaz Dragon Dragon, Gem RRG WK HH W PHV D GD - H H EOL N three times a day. Adult: DOO RI IR WK HH W PHV D GD 0DW H DG W DLU DWHU WK HH W PHV D GD RRW D dius per age category of the dragon. Old: SDUW DWHU R H D GD 3VLRQLFV 6XPPDU /HYHO LV 6FL HY WWDFN HIHQVH 6FRUH 363V = HD MT, II/M–, MB Int RPPRQ SRZHUV (most topaz dragons prefer psychometabolic powers): 3V FKRNLQHVLV 6FLHQFHV WH H HV V HYRWLRQV animate object, control G PR H D PD S DW R VR WH 3V FKRPHWDEROLVP 6FLHQFHV H H J R WD PH W H G D J PHWD PR SKRV V HYRWLRQV R HHG D RG H P D VH GH D KHP D V P DW R DELWDW 6RFLHW Topaz dragons live by the sea, often building or claim ing caves below the waterline; they keep their caves completely dry. These dragons enjoy sunning on rocky outcroppings, enjoying the wind and spray. They like water little and swim only to hunt or attack. They are in different parents at best, and abandon young to protect themselves. They dislike bronze dragons and attack them on sight. (FRORJ Topaz dragons prefer to eat sh and other aquatic creatures, es SH D J D W V G JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDVXUH 7 SH 3 9DOXH G Nil Nil Nil G Nil Nil Nil G Nil Nil Nil G Nil/1 Nil E, Q G 10% H, Q (×3), T G 15% H, Q (×5), T G 20% H, Q (×7), T G 25% H, Q (×9), T (×2) G 30% H, Q (×11), T (×2) G 35% H, Q (×13), T (×2) G 40% H (×2), Q (×15), T (×3) G 45% H (×2), Q (×17), T (×3) /,0 7( 7( ,1 Temperate or cold seacoast ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 6SH D ,17(//, (1 ( Exceptional (15-16) 7 ( 6 ( 6SH D /, 10(17 KDRW H W D 12 33( ,1 1 (2-5) 02 / 66 –1 (base) 029(0(17 9, Fl 24 (C), Sw 9 ,7 , ( 11 (base) 7 9 (base) 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 9D D H 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( H (15’ base) 02 /( Elite (15-16) 3 9 / ( 9D D H Topaz dragons are unfriendly and sel sh. Though not malevolent, but they are seldom pleasant to deal with because of their erratic behavior.Topaz G DJR V H WKH VHH RPSD R H RPH W At hatching, topaz dragons are a dull yellow-orange in color. As they DJH D G WKH V D HV KD GH WKH V D HV H RPH W D V H W D G D HWHG Adult topaz dragons sparkle in full sunlight. Topaz dragons speak their own tongue and the tongue common to all gem dragons, and 12% of hatchling topaz dragons have an ability to com municate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. RPEDW Topaz dragons dislike intruders, but avoid combat, often con versing to hide psionics or magic use. If intruders are hostile, or the dragon tires of them, it attacks, psionically rst, if possible, using spells as needed. They enjoy using teeth and claws, and usually save their breath weapon until wounded. The dragon may pretend to surrender to buy time, and retreats if greatly threatened. It usually makes one or more false retreats, DWWHPSW J WR RPH D D G DWWD WK V S VH UHDWK ZHDSRQ VSHFLDO DELOLWLHV This dragon’s breath weapon is a cone of dehydration, 70 feet long, 5 feet wide at the dragon’s mouth and 25 feet GH DW WKH DVH :KH G H WHG DJD VW GV R H RRW R DWH G HV S SH K W SR W R GDPDJH HDW HV D JKW WKH R H D PD H a saving throw vs. breath weapon for half damage from water loss. Those who fail to save lose 1d6 + 6 Strength points; those who succeed lose only G 6W H JWK SR WV DW H VSH V HVV SR H WKD HDO R UH H HUDWLR D H H H W H DJD VW 6W H JWK RVV D WKR JK W PV KR D H D H nursed back to health recover 1 Strength point per day. Any creature re duced to a Strength of 0 or less dies instantly. A topaz dragon casts spells and uses magical abilities at 5th level, plus combat modi er. At birth, topaz dragons can breathe water and are immune to cold. As they age, they gain the following powers: Young: SURWHFWLR IURP H LO RU
75 Dragon, Metallic Brass Dragon RXQJ FUHDWH R GHVWUR DWHU WK HH W PHV D GD -XYHQLOH G VW GH LO R H D GD GXOW V HVWLR R H D GD 0DWXUH DGXOW FR WURO WHPSHUDW UH W PHV a day in a 10’ radius per age level. 2OG FR WURO L GV R H D GD UHDW Z UP PPR GML L R H D week. The dragon usually asks the djin ni to perform some service. Although the djinni serves willingly, the drag R R GH W WR RP DW R H W HPH PVWD HV DV WKH G DJR would be dismayed and embarrassed if the djinni were killed. DELWDW 6RFLHW Brass dragons are found in arid, warm climates; ranging from sandy deserts to dry steppes. They love intense, dry heat and spend most of their time basking in the sun. They lair in high caves, preferably D J HDVW KH H WKH V D D P WKH R V D G WKH WH WR HV D D V R WD VH H D VSRWV KH H WKH D DV D G W DS D W D H H V WR R H VDW R Brass dragons are very social. They usually are on good terms with H JK R J DVV G DJR V D G VSK HV DVV G DJR V D H GHG DWHG SD ents. If their young are attacked they will try to slay the enemy, using their KHDW HDWK HDSR V D G WD J DG D WDJH R WKH R PP W Because they share the same habitat, blue dragons are brass dragons’ R VW H HP HV DVV G DJR V V D JHW WKH R VW R D R H R R H R frontation, mostly because of the longer reach of the blue dragon’s breath HDSR H D VH R WK V DVV G DJR V V D W WR H DGH H G DJR V W WKH D D WKH H JK R V R D PDVV DWWD (FRORJ Like other dragons, brass dragons can, and will, eat almost any thing if the need arises. In practice, however, they eat very little. They are D H WR JHW R VKPH W RP PR J GH D D H RPPRG W WKH KD WDW D G KD H HH VHH D H W J W R S D WV WK WKH R J WR J HV JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDV 7 SH 3 9DOXH G Nil/Nil Nil Nil G Nil/Nil Nil Nil G Nil/Nil Nil Nil G Nil ½+ G 15% + G 20% + G 25% + G 30% H (×2) G 35% H (×2) G 40% H (×2) G 45% H (×3) G 50% H (×3) /,0 7( 7( ,1 Arid desert and plain ) (4 (1 5D H 2 1,= 7,21 6R WD R D 7,9( 7,0( Any ,(7 6SH D ,17(//, (1 ( High (13-14) 7 ( 6 ( 6SH D /, 10(17 Chaotic good (neutral) 12 33( ,1 1 (2-5) 02 / 66 0 (base) 029(0(17 12, Fl 30 (C), Br 6 ,7 , ( 12 (base) 7 12 2) 77 .6 VSH D 0 ( 77 . 63( , / 77 .6 6SH D 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( G (30’ base) 02 /( Fanatic (17 base) 3 9 / ( 9D D H DVV G DJR V D H J HDW WD H V W RW SD W D JRRG R H VDW R D ists. They are egotistical and often boorish. They often have useful informa tion, but will divulge it only after drifting off the subject many times and D WH K WV WKDW D J W R G H DSS H DWHG At birth, a brass dragon’s scales are dull. Their color is a brassy, mottled brown. As the dragon gets older, the scales become more brassy, until WKH HD K D D P VKHG DSSHD D H RPEDW Brass dragons would rather talk than ght. If an intelligent crea W H W HV WR WD H WV HD H R D DVV G DJR WKR W WD J WR W DW H JWK the dragon might have a t of pique and try to force a conversation with V HVWLR R J J WKH W P D GRVH R VOHHS gas. If the victim falls asleep it will awaken to nd itself pinned under the dragon or buried to the neck in the sand until the dragon’s thirst for small talk is slaked. Before PH HH DVV G DJR V HDWH D R G R G VW WK G VW GH LO R FR WURO L GV WKH KD JH R V DW K DVV G DJR V R WH VH FR WURO WHPSHUDW UH WR HDWH KHDW WR G V RP R W WKH RSSR H WV :KH D HG WK HD GD JH R JH brass dragons will y out of sight, then hide by burrowing. Older dragons VS WK V S R UHDWK ZHDSRQ VSHFLDO DELOLWLHV A brass dragon has two breath weapons: D R H R VOHHS gas 70’ long, 5’ wide at the dragon’s mouth, and 20’ wide at its end; or a cloud of blistering desert heat 50’ long, 40’ wide, and 20’ high. HDW HV D JKW WKH JDV HJD G HVV R + W H R H H P VW VD H V HDWK HDSR R D DV HHS R P WHV SH DJH H H R WKH G DJR HDW HV D JKW WKH KHDW WD H GDPDJH VD H V HDWK HDSR R KD A brass dragon casts its spells and uses its magical abilities at 6th level, plus its combat modi er. At birth, brass dragons can VSHDN LW D LPDOV HH D G D H PP H WR re and heat. As they age, they gain the following additional powers:
76 Bronze Dragon Dragon, Metallic HDSR R PR H D D RP WKH G DJR R W R P WHV SH DJH H H R WKH G DJR S V P WHV HDW HV D JKW WKH JKW J WD H GDPDJH save vs. breath weapon for half. A bronze dragon casts its spells and uses its magical abilities at 8th level, plus its combat modi er. At birth, bronze dragons have a DWHU EUHDW L D W D VSHDN LW D L PDOV at will, and are immune to electricity. As they age, they gain the follow J DGG W R D SR H V RXQJ FUHDWH IRRG D G DWHU D G SRO PRUS VHOI WK HH times a day. (Each change in form lasts until the dragon chooses a different form. Reverting to the dragon’s normal form does not count as a change.) -XYHQLOH DOO RI IR R H D GD GXOW ( 3 WK HH W PHV D GD 0DWXUH DGXOW DLU DWHU three times a day in a 10’ radius per age category of the dragon. 2OG HDW HU V PPR L R H D GD DELWDW 6RFLHW Bronze dragons like to be near deep fresh or salt water. They are good swimmers and often visit the depths to cool off or to hunt for pearls or treasure from sunken ships. They prefer caves that are acces V H R RP WKH DWH W WKH D V D H D D V G WKH GR RW D HJJV V HHS R VWR H W HDV H GH DWH Bronze dragons are fond of sea mammals, especially dolphins and whales. These animals provide the dragons with a wealth of information R VK S H V K K WKH G DJR V R H WR S GH D G GHWD WKH KD WV of large sharks. Bronze dragons detest pirates, disabling or destroying WKH VK SV (FRORJ Bronze dragons eat aquatic plants and some varieties of seafood. They especially prize shark meat. They also dine on an occasional pearl, and, like other dragons, can eat almost anything in a pinch. Evil, amphibi ous sea creatures (particularly sahuagin), who can invade their air lled D V D H WKH J HDWHVW H HP HV )32 JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDV 7 SH 3 9DOXH G Nil/Nil Nil Nil G Nil/Nil Nil Nil G Nil/Nil Nil Nil G Nil E, S, T G 20% H, S, T G 25% H, S, T G 30% H, S, T G 35% H, S, T (x2) G 40% H, S, T (x2) G 45% H, S, T (x2) G 50% H, S, T (x3) G 55% H, S, T (x3) /,0 7( 7( ,1 Tropical, subtropical, and temper DWH V WH D HD D H VKR H D G VHD VKR H ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9( 7,0( Any ,(7 6SH D ,17(//, (1 ( Exceptional (15-16) 7 ( 6 ( 6SH D /, 10(17 Lawful good 12 33( ,1 1 (2-5) 02 / 66 –2 (base) 029(0(17 9, Fl 30 (C), Sw 12 ,7 , ( 14 (base) 7 8 (base) 12 2) 77 .6 VSH D 0 ( 77 . 63( , / 77 .6 6SH D 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( G (42’ base) 02 /( Fanatic (17 base) 3 9 / ( 9D D H Bronze dragons are inquisitive and fond of humans and demihumans. They enjoy SRO PRUS L WR VPD H G D PD V VR WKH D R W sively observe humans and demihumans, especially adventurers. Bronze G DJR V WK H R V PS H KD H JHV V K DV GG HV D G KD P HVV R WHVWV They are fascinated by warfare and will eagerly join an army if the cause is just and the pay is good. At birth, a bronze dragon’s scales are yellow tinged with green, show ing only a hint of bronze. As the dragon approaches adulthood, its color deepens slowly changing to a rich bronze tone that gets darker as the drag R DJHV DJR V RP WKH H R G VWDJH D G R GH H RS D H D W W WR the edges of their scales, similar to a patina on ancient bronze armor or VWDW HV Bronze dragons speak their own tongue, a tongue common to all good dragons, and 16% of hatchling bronze dragons have an ability to com municate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. RPEDW Bronze dragons dislike killing creatures with animal intelligence and would rather bribe them (perhaps with food), or force them away with UHS OVLR When confronted with intelligent opponents bronze dragons use WKH ( 3 ability to learn their opponents’ intentions. When attacking they G WKH RSSR H WV WK DOO RI IR then charge. Or, if they are ying, they will snatch opponents. When ghting under water, they use DLU DWHU WR PD WD WKH H H W H HVV R WKH HDWK HDSR V D G WR HHS D D purely aquatic opponents. Against boats or ships they V PPR D VWR P R use their tail slap to smash the vessels’ hulls. If the dragon is inclined to be lenient, seafaring opponents might merely nd themselves becalmed, fog R G R WK R H PDVWV UHDWK ZHDSRQ VSHFLDO DELOLWLHV A bronze dragon has two breath weap R V D VW R H R OL W L 100’ long and 5’ wide or a cloud of UHS OVLR gas 20’ long, 30’ wide, and 30’ high. Creatures caught in the gas must save vs. breath
77 Dragon, Metallic Copper Dragon DVWV WV VSH V D G VHV WV PDJ D D W HV DW WK H H S V WV RP DW modi er. At birth, copper dragons can VSLGHU FOLPE (stone surfaces only) and are immune to acid. As they age, they gain the following additional powers: RXQJ H WUDOL H SRLVR WK HH W PHV D GD -XYHQLOH VWR H V DSH W H D GD GXOW IRU HW R H D GD 0DWXUH DGXOW URFN WR P G R H D GD 2OG PR H HDUW R H D GD UHDW Z UP DOO RI VWR H once a day. A copper dragon can jump 30 yards forward or sideways, reaching heights up to 20’ at mid jump. They can jump 30’ straight up. DELWDW 6RFLHW RSSH G DJR V H G R S D GV D G PR WD V They lair in narrow caves and often conceal the entrances using PR H HDUW D G VWR H V DSH Within the lair, they construct twisting mazes with open tops. These allow the dragons to y or jump over intruders struggling through the maze. RSSH G DJR V DSS H DWH W D G V D HD H JRRG R H W D creatures alone if they can relate a joke, humorous story, or riddle the dragon has not heard before. They quickly get annoyed with creatures who don’t laugh at their jokes or do not accept the dragon’s tricks and D W V WK JRRG K PR Because they often inhabit hills in sight of red dragons’ lairs, con icts HW HH WKH W R V VSH HV R WH R RSSH G DJR V V D R R H W WKH D H D WKH RGGV (FRORJ Copper dragons are determined hunters; the good sport a hunt provides is at least as important as they food they get. They are known to eat almost anything, including metal ores. However, they prize giant scorpions and other large poisonous creatures (they say the venom sharp ens their wit). The dragon’s digestive system can handle the venom safely, although injected venoms affect them normally. JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDV 7 SH 3 9DOXH G Nil Nil Nil G Nil Nil Nil G Nil Nil Nil G Nil ½+ 6 G 10% + 6 G 15% + 6 G 20% + 6 G 25% H, S (×2) G 30% H, S (×2) G 35% H, S (×2) G 40% H, S (×3) G 50% H, S (×3) /,0 7( 7( ,1 Arid and temperate hills and PR WD V ) (4 (1 5D H 2 1,= 7,21 6R WD R D 7,9( 7,0( Any ,(7 6SH D ,17(//, (1 ( High (13-14) 7 ( 6 ( 6SH D /, 10(17 KDRW JRRG 12 33( ,1 1 (2-5) 02 / 66 1 (base) 029(0(17 9, Fl 30 (C), Jp 3 ,7 , ( 13 (base) 7 12 2) 77 .6 VSH D 0 ( 77 . 63( , / 77 .6 6SH D 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( G (36’ base) 02 /( Elite (16 base) 3 9 / ( 9D D H Copper dragons are incorrigible pranksters, joke tellers, and riddlers. They D H S GH D G D H RW JRRG RVH V D WKR JK WKH D H HDVR D JRRG winners. They are particularly sel sh and greedy for their alignment, and KD H D D PRVW H W D R W RR KH H HD WK V R H HG At birth, a copper dragon’s scales have a ruddy brown color with a copper tint. As the dragon gets older, the scales become ner and more RSSH DVV P J D VR W D P J RVV WKH W PH WKH G DJR H RPHV D young adult. Beginning at the venerable stage, the dragons’ scales pick up D J HH W W RSSH G DJR V VSHD WKH R WR J H D WR J H RPPR WR D JRRG dragons, and 14% of hatchling copper dragons have an ability to com municate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. RPEDW RSSH G DJR V H WR WD W D G D R WKH RSSR H WV KRS J they will give up or become angry and act foolishly. Early in an encounter, a copper dragon will jump from one side of an opponent to another, landing on inaccessible or vertical stone surfaces. If there are no such places around a dragon’s lair, the dragon will create them ahead of time using VWR H V DSH PR H HDUW D G DOO RI VWR H An angry copper dragon will mire its opponents V J URFN WR P G D G R H W PV KR HV DSH WKH P G WR W WK kicks. Once opponents are trapped in the mud, the dragon will crush them WK D DOO RI VWR H or snatch them and carry them aloft. When ghting air R H RSSR H WV D G DJR G D WV H HP HV WR D R VWR JR JHV KH H W D VH WV VSLGHU FOLPE D W D DWWHPSW WR PD H H WKH H HP WR R G J WK WKH D V UHDWK ZHDSRQ VSHFLDO DELOLWLHV A copper dragon’s breath weapon is ei WKH D R G R VOR gas 30’ long, 20’ wide, and 20’ high or a spurt of DFLG 70’ long and 5’ wide. Creatures caught in the gas must save vs. breath weapon R H VOR HG R WK HH P WHV SH DJH H H R WKH G DJR HDW HV D JKW in the acid take damage, save vs. breath weapon for half. A copper dragon
78 Gold Dragon Dragon, Metallic D J HVV R P WR D WDWH V PP J JD J WKH K JKH V PP J DWH listed above. A gold dragon in any wingless form can y at a speed of 6 (MC E). As they age, they gain the following additional powers: RXQJ EOHVV WK HH W PHV D GD -XYHQLOH GHWHFW OLH WK HH W PHV D GD GXOW D LPDO V P PR L R H D GD 0DWXUH DGXOW O FN ER V R H D GD 2OG T HVW R H D GD D G GHWHFW HPV three times a day. (This allows the dragon to know the number and kind of precious stones within a 30’ radius, duration is R H P WH The O FN ER V SR H R PDW H DG WV V VHG WR D G JRRG DG H W H V By touch, the dragon can enchant one gem to bring good luck. The gem is usually one which has been embedded in the dragon’s hide. When the dragon carries the gem, it and every good creature in a 10’ radius per age category of the dragon receives a +1 bonus to all Saving Throws and similar G H R V VWR H RI RRG O FN If the dragon gives a gem to another creature only the bearer gets the bonus. The enchantment lasts three hours per age category of the dragon, plus 1-3 hours. The enchantment ends if the gem is GHVW R HG H R H WV G DW R H S HV DELWDW 6RFLHW Gold dragons can live anywhere. Their lairs are secluded and always made of solid stone, either caves or castles. These usually have R D J D GV H WKH D PD V DSS RS DWH WR WKH WH D R VWR P R JRRG cloud giants. The giants usually serve as guards through a mutual defen V H DJ HHPH W (FRORJ *R G G DJR V D HDW D PRVW D WK J KR H H WKH V D V VWD WKHPVH HV R SHD V R VPD JHPV *R G G DJR V KR H H H SHD V D G JHPV RP JRRG R H W D HDW HV V D H D R D HG WR D G WKH J W JH V DV R J DV WKH J W V RW S HVH WHG DV D crass bribe. In the latter case, the dragon will accept the gift, but react cyni D WR D H HVWV WKH J H PD HV /,0 7( 7( ,1 Any ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 6SH D ,17(//, (1 ( Genius (17-18) 7 ( 6 ( 6SH D /, 10(17 Lawful good 12 33( ,1 1 (2-5) 02 / 66 -4 (base) 029(0(17 12, Fl 40 (C), Jp 3, Sw 12 (15) ,7 , ( 16 (base) 7 5 (at 16 HD) 12 2) 77 .6 VSH D 0 ( 77 . 1-10/1-10/6-36 (6d6) 63( , / 77 .6 6SH D 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( G (54’ base) 02 /( Fanatic (17-18) 3 9 / ( 9D D H Gold dragons are wise, judicious, and benevolent. They often embark on selfDSSR WHG HVWV WR S RPRWH JRRG HVV D G D H RW HDV G VW D WHG RP them. They hate injustice and foul play. A gold dragon frequently assumes hu PD R D PD J VH D G V D H H R WH HG G VJ VHG At birth, a gold dragon’s scales are dark yellow with golden metallic ecks. The ecks get larger as the dragon matures until, at the adult stage, WKH V D HV J R RPS HWH JR GH *R G G DJR V VSHD WKH R WR J H D WR J H RPPR WR D JRRG dragons, and 18% of hatchling gold dragons have an ability to commu nicate with any intelligent creature. The chance to possess this ability in creases 5% per age category of the dragon. RPEDW *R G G DJR V V D SD H H R H RP DW :KH R H V J WK WH JH W HDW HV WKH VH GHWHFW OLH D G GHWHFW HPV VSH V WR JD the upper hand. In combat, they quickly use EOHVV D G O FN ER V Older G DJR V VH O FN ER V DW WKH VWD W R HD K GD WKH G DW R V D GD R more. They make heavy use of spells in combat. Among their favorites are sleep, stinking cloud, slow, re shield, cloudkill, globe of invulnerability, delayed blast reball, D G PD H UHDWK ZHDSRQ VSHFLDO DELOLWLHV A gold dragon has two breath weapons: a R H R re 90’ long, 5’ wide at the dragon’s mouth, and 30’ wide at the end or a cloud of potent chlorine gas 50’ long, 40’ wide, and 30’ high. Creatures D JKW H WKH H H W D H H W W HG WR D VD H H V V HDWK HDSR R KD GDPDJH A gold dragon casts its spells and uses its magical abilities at 11th level, plus its combat modi er. Unlike other dragons, most gold dragons seek formal magical training. These dragons own spell books and always have VH VSH V At birth, gold dragons have DWHU EUHDW L D W D VSHDN LW D LPDOV freely, and are immune to re and gas. They can also SRO PRUS VHOI WK HH times a day. Each change in form lasts until the dragon chooses a different form; reverting to the dragon’s normal form does not count as a change. A gold dragon’s natural form has wings. However, they sometimes choose JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDVXUH 7 SH 3 9DOXH G Nil Nil Nil G Nil Nil Nil G Nil Nil Nil G Nil E, R, T G 35% H, R, T G 40% H, R, T G 45% H, R, T G 50% + 5 T (×2) G 55% + 5 T (×2) G 60% + 5 T (×2) G 65% + 5 T (×3) G 70% + 5 T (×3)
79 Dragon, Metallic Silver Dragon At birth, silver dragons are immune to cold, and can SRO PRUS VHOI WK HH times a day. Each change in form lasts until the dragon chooses a differ H W R P D G H H W J WR WKH R PD R P GRHV RW R W DV D KD JH They also can FOR G DON This allows the dragon to tread on clouds or fog as though they were solid ground. The ability functions continuously, but can be negated or resumed at will. As they age, they gain the following DGG W R D SR H V RXQJ IHDW HU IDOO W H D GD -XYHQLOH DOO RI IR R H D GD GXOW FR WURO L GV WK HH W PHV D GD 0DWXUH DGXOW FR WURO HDW HU R H D GD 2OG UH HUVH UD LW R H D GD DELWDW 6RFLHW 6 H G DJR V S H H DH D D V R VH GHG PR WD SHD V R DP G WKH R GV WKHPVH HV :KH WKH D R GV WKH H D ways will be an enchanted area with a solid oor for laying eggs and stor J W HDV H 6 H G DJR V VHHP WR S H H K PD R P WR WKH R D G R WH KD H mortal companions. Frequently they share deep friendships with mortals. Inevitably, however, the dragon reveals its true form and takes its leave to live a dragon’s life for a time. (FRORJ 6 H G DJR V S H H K PD RRG D G D H R V K D H inde nitely. Because they lair in similar territories, silver dragons come into con ict WK HG G DJR V H V HW HH WKH W R VSH HV D H R V D G GHDG W V H G DJR V JH H D JHW WKH SSH KD G V H WKH D H PR H D SD H R R J WRJHWKH DJD VW WKH RHV D G R WH KD H K PD D HV /,0 7( 7( ,1 Tropical, subtropical, and ) (4 (1 WHPSH DWH PR WD V D G R GV 9H D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 6SH D ,17(//, (1 ( Exceptional (15-16) 7 ( 6 ( 6SH D /, 10(17 Lawful good 12 33( ,1 1 (2-5) 02 / 66 -3 (base) 029(0(17 9, Fl 30 (C), Jp 3 ,7 , ( 15 (base) 7 5 (at 15 HD) 12 2) 77 .6 VSH D 0 ( 77 . 1-8/1-8/5-30 (5d6) 63( , / 77 .6 6SH D 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( G (48’ base) 02 /( Fanatic (17-18) 3 9 / ( 9D D H Silver dragons are kind and helpful. They will cheerfully assist good crea tures if their need is genuine. They often take the forms of kindly old men R D GDPVH V KH DVVR DW J WK SHRS H At birth, a silver dragon’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color slowly lightens to brightly gleaming silver. An adult or older silver dragon has scales so ne that the individual scales are scarcely visible. From a distance, these dragons look DV WKH KD H HH V SWHG RP S H PHWD 6 H G DJR V VSHD WKH R WR J H D WR J H RPPR WR D JRRG dragons, and 16% of hatchling silver dragons have an ability to commu nicate with any intelligent creature. The chance to possess this ability in creases 5% per age category of the dragon. RPEDW 6 H G DJR V D H RW R H W D G D R G RP DW H HSW KH faced with highly evil or aggressive foes. If necessary, they use IHDW HU IDOO to stop any missiles red at them. They use DOO RI IR R FR WURO HDW HU WR blind or confuse opponents before making melee attacks. If angry, they VH UH HUVH UD LW to ing enemies helplessly into the air, where they can be snatched. When faced with ying opponents, a silver dragon will hide in clouds (often creating some with FR WURO HDW HU R HD GD V H PD WKH H V J FOR G DONL then jump to the attack when they have the DG D WDJH UHDWK :HDSRQ 6SHFLDO ELOLWLHV A silver dragon has two breath weap R V D R H R FROG 80’ long, 5’ wide at the dragon’s mouth, and 30’ wide DW WKH H G R D R G R SDUDO DWLR gas 50’ long, 40’ wide, and 20’ high. HDW HV D JKW WKH JDV P VW VD H H V V HDWK HDSR R H RPH SDUDO HG R R H P WH SH DJH H H R WKH G DJR S V P WHV HDW HV D JKW WKH R G D H D R HG D VD H H V V HDWK HDSR R half damage. A silver dragon casts its spells and uses its magical abilities at 6th level, plus its combat modi er. JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDVXUH 7 SH 3 9DOXH G Nil Nil Nil G Nil Nil Nil G Nil Nil Nil G Nil E, R G 25% + 5 G 30% + 5 G 35% + 5 G 40% H, R (×2) G 45% H, R (×2) G 50% H, R (×2) G 55% H, R (×3) G 60% H, R (×3)
80 Brown Dragon JH DWHJRU RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 0 7UHDVXUH 7 SH 3 9DOXH +DW K J G Nil Nil Nil 2 Very Young G Nil Nil Nil 3 Young G Nil Nil Nil - H H G Nil Nil 5 Young Adult G 20% + 6 Adult G 25% + 7 Mature Adult G 30% + 8 Old G 35% + 9 Very Old G 40% H (×2) 9H H D H G 45% H (×2) : P G 50% H (×2) * HDW : P G 55% H (×3) They are born immune to acid and the effects of the desert heat. They may survive in airless environments nearly inde nitely. As they age, brown dragons gain the following abilities: JH ELOLWLHV Young DVW FUHDWH VD G WR R H S WKH R V - H H DVW FUHDWH DWHU R H SH GD Adult DVW VD GVWRUP (Mulhorandi spell) once per day 9H H D H D V PPR D + HD WK H HPH WD * HDW P DVW GLVL WH UDWH R H SH GD DELWDW 6RFLHW R G DJR V D H R G GHVH WV R WH RVH WR VHWW HG areas. They typically dwell in deep burrows nearly 1,000 feet beneath the VD G KH H WKH D H R W DVW KDP H V The brown dragon mates and raises a family for only a short period of time; all parents encountered are in the mature adult stage of develop PH W 0D R G DJR V GR RW PDWH 0D V WKH PD H HP R R G DJR V + PD V K W WKHP R WKH K GHV D G W HDV H H G DJR V D VR DWWD R G DJR V DWW HV HW HH R D G H G DJR V D H HJH GD R WKH H R W The people of the desert have a curious respect for the brown dragon, so WD HV R WH PD H WKH H G DJR V PR H H WKD WKH R (FRORJ R G DJR V D H D H WR G JHVW VD G D G RWKH P H D PDWH D V WR V VWD WKHPVH HV R H R J SH RGV R W PH +R H H PHDW V WKH preferred diet, with horse esh being a particular favorite. /,0 7( 7( ,1 Any arid/Desert ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 6SH D ,17(//, (1 ( High (13-14) 7 ( 6 ( 6SH D /, 10(17 Neutral (evil) 12 33( ,1 1 (2-5) 02 / 66 2 (base) 029(0(17 ,7 , ( 14 (base) 7 12 2) 77 .6 VSH D 0 ( 77 . 63( , / 77 .6 6HH H R 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 6HH H R 6,=( G (54’ base) 02 /( Fanatic (17-18) 3 9 / ( 9D D H R G DJR V D VR R DV J HDW GHVH W G DJR V P J DWHG RP WKH desert Raurin and now frequent much of the wastes in Eastern Mulho rand. Brown dragons are ferocious beasts; while they are intelligent, they view human beings as food, and believe it peculiar to talk with one’s meal. They do not have wings and cannot y. R G DJR V KD H D R R DW R V P D WR WKDW R GHVH W VD GV D J J RP G P R DW KDW K J VWDJH WR D PRVW K WH DW J HDW P stage. They have small, webbed claws that are well developed for digging, and very large, long mouths. Their scales are leathery and not as hard as RWKH G DJR D PR V R G DJR V VSHD WKH R WR J H D G WKH D J DJH R H G DJ ons. They have a 5% chance per age category of being able to communi DWH WK D WH JH W HDW H RPEDW R G DJR V S H H WR G J GHHS W H KHV WKH VD G D G D W for prey to appear so they may ambush them. They have a 90% chance of hearing a man-sized creature’s footsteps on the desert sands from as far GR DV HHW R G DJR V HD K WKH GHVH W VD G WK HG H V H H PSRV ing a –5 penalty to opponents’ surprise rolls. Older brown dragons use V R V R H H L LVLELOLW VSH V WR R HD WKHPVH HV When brown dragons grab their prey, they hold it in their jaws, taking W WR WKH D V WR H HDWH KH W V PRVW R H H W The brown dragon’s breath weapon is a powerful acid, which it spews in a 5-foot-wide spray that extends in a straight line from the dragon’s head up to 60 feet. All creatures caught in the spray can roll a saving throw V HDWK HDSR R KD GDPDJH R G DJR V VH WKH VS D DJD VW D JH P H V W RW DJD VW mounted foes, since they know that horses are good eating and don’t put S DV P K VW JJ H DV K PD V R G DJR V DVW VSH V DV WK H H wizards.
81 Cloud Dragon They can assume (or leave) a cohesive, cloud-like form at will, once per round. In this form, they are 75% unlikely to be distinguished from normal clouds; when in cloud form, their Armor Class improves by –3 and their magic resistance increases by 15%. Cloud dragons can use their VSH V D G DWH D W HV K H R G R P W WKH D RW DWWD physically or use their breath weapon. In cloud form, cloud dragons y at a speed of 12 (MC: A). As they age, cloud dragons gain the following additional powers: 9HU RXQJ VROLG IR W H D GD RXQJ VWL NL FOR G W H D GD -XYHQLOH FUHDWH DWHU twice a day (affects a maximum of three cubic yards [81 cu bic feet]). GXOW REVF UHPH W WK HH W PHV D GD 0DWXUH DGXOW FDOO OL W L W H D GD 2OG HDW HU V PPR L W H D GD 9HU ROG FR WURO HDW HU W H D GD QFLHQW FR WURO L GV W H D GD DELWDW 6RFLHW R G G DJR V D PDJ D R G V D GV KH H WKH H is at least a small, solid oor for laying eggs and storing treasure. Very D H WKH R S R G VK R GHG PR WD SHD V Cloud dragons are solitary 95% of the time. If more than one is encoun WH HG W V D V J H SD H W WK R VS J (FRORJ Like all dragons, cloud dragons can eat just about anything. They VHHP WR V V VW S PD R D DWH KD VWR HV D G WKH R DV R D W R V H H D VH WKH KD W V P D WH WR HV R G G DJR V RPH WR R ict with silver dragons. Despite their higher intelligence, cloud dragons usually lose such confrontations because of the silver dragons’ secondary HDWK HDSR V D G D W WR P VWH D HV /,0 7( 7( ,1 Tropical, subtropical, and WHPSH DWH R GV D G PR WD V ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 6SH D ,17(//, (1 ( Genius (17-18) 7 ( 6 ( 6SH D /, 10(17 Neutral 12 33( ,1 1 (2-5) 02 / 66 0 (base) 029(0(17 6, Fl 39 (C), Jp 3 ,7 , ( 14 (base) 7 12 2) 77 .6 VSH D 0 ( 77 . 63( , / 77 .6 6SH D 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( G (66’ base) 02 /( Fanatic (17) 3 9 / ( 9D D H Cloud dragons are reclusive creatures that dislike intrusions. They rarely converse, but if persuaded to do so they tend to be taciturn and aloof. They have no respect whatsoever for creatures that cannot y without assistance RP VSH V R GH HV At birth, cloud dragons have silver-white scales tinged with red at the edges. As they grow, the red spreads and lightens to sunset orange. At the PDW H DG W VWDJH D G D R H WKH HG R D JH R R GHHSH V WR HG JR G D G D PRVW H W H HS D HV WKH V H R G G DJR V VSHD WKH R WR J H D G D WR J H RPPR WR D neutral dragons. Also, 17% of hatchling cloud dragons can speak with any intelligent creature. The chance to possess this ability increases 5% per DJH DWHJR RPEDW Cloud dragons are as likely to avoid combat (by assuming cloud R P DV WKH D H WR DWWD :KH DWWD J WKH VH WKH HDWK HDSR WR V DWWH RHV WKH DVW VROLG IR D G VH WKH HDWKH PD S DW R D W HV to blind and disorient their foes. When very angry, they conjure storms with FR WURO HDW HU spells, then they call lightning. They like to use VWL NL FOR G D G FR WURO L GV spells against ying opponents. UHDWK :HDSRQ 6SHFLDO ELOLWLHV A cloud dragon’s breath weapon is an DVW R D WKDW V HHW R J HHW K JK D G HHW GH HDW HV caught in the blast suffer damage from cold and ying ice crystals. Fur thermore, all creatures three size classes or more smaller than the dragon D H R KHDG R H KHH V R G HHW S V HHW SH DJH DWHJR R WKH dragon. Characters who can grab solid objects won’t be carried away unless they fail Strength checks; creatures with claws, suction cups, etc., can avoid WKH H H W WKH KD H D V WD H V D H WR J WR A cloud dragon casts its spells and uses its magical abilities at 6th level plus its combat modi er. R G G DJR V D H PP H WR R G JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDV 7 SH 3 9DOXH G Nil Nil Nil G Nil Nil Nil G Nil Nil Nil G Nil ½R, T G 25% R, T G 30% R, T G 35% R, T G 40% R, T, X, Z G 45% R, T, X, Z G 50% R, T, X, Z G 55% R, T, X, Z (×2) G 60% R, T, X, Z (×2)
82 Deep Dragon D P P P R KS SH G H As deep dragons age, they gain the following additional powers: JH ELOLW 9H R J DVV PH V D H R P W PHV GD Young assume “human” form 3 times/day - H H one more form change/day (each), regen. ld4 hp/turn Adult regenerate ld4 hp/6 rounds; IUHH DFWLR DW 0DW H DG W regenerate ld4 hp/4 rounds; OH LWDWH W PHV GD Old WUD VP WH URFN WR P G D G WHOHNL HVLV W PHV GD 9H R G PR H HDUW W PHV GD 9H H D H SDVV DOO D G GLVL WH UDWH W PHV GD : P one additional use/day of powers gained since Old age; VWR H V DSH W PHV GD WR HV R H GD * HDW P UHS OVLR 3 times/day, affecting all except dragons. One DGG W R D VH GD R VWR H V DSH D G WR HV DELWDW 6RFLHW Deep dragons roam the Underdark and are great explor ers. Most often deep dragons are found in well-defended lairs in the Un derdark. They often use their powers to reach caverns inaccessible to most HDW HV HHS G DJR V R WH R WK G R (FRORJ HHS G DJR V KD H HH R WR HDW D PRVW D WK J W WKH particularly prize the esh of clams, sh, kuo-toa, and aboleth. They view cloakers and mind ayers as dangerous rivals in the Underdark. Deep dragons avoid confrontations with other dragons and never ght or steal RP RWKH V R WKH R G /,0 7( 7( ,1 + D G PR WD D H V V WH D HD ) (4 (1 5D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 D R R V ,17(//, (1 ( Exceptional (15-16) 7 ( 6 ( 6SH D /, 10(17 KDRW H 12 33( ,1 1 (2-5) 02 / 66 0 (base) 029(0(17 12, Fl 30 (C), Br 6, Sw 9 ,7 , ( 14 (base) 7 7 (base) 12 2) 77 .6 VSH D 0 ( 77 . 63( , / 77 .6 6HH H R 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( H (24’ base) 02 /( Fanatic (17-18) 3 9 / ( 9D D H Deep dragons are little known on the surface world. They are the hunters of the Underdark. Cunning and patient, they place their survival, followed by their joy of hunting, above all else. Deep dragons carefully amass and hide treasure in various caches, guarded with traps and magic. They are D H WR VH PRVW PDJ D WHPV HHS G DJR V D H D GHV H W PD RR KH WKH KDW K VR W V D HG and unable to change form. They keep to their birth-lair until they have PDVWH HG RWK R WKH RWKH R PV D J D W JHG R P R V D H D G D human (or drow) form. RPEDW Deep dragons burrow and ght with powerful, stone-rending claws. They love to ght and hunt prey through the lightless caverns of the Underdark, employing their various forms. In snake form, they are AC 6, MV 9, Fl 4(D), Sw 11, losing claw attacks, but gaining a constriction at tack (attack roll required, in icts 3d8 points of damage per round, hampers movement, spellcasting, and causes –1 on attack rolls and a 1-point AC SH D W In human form, a deep dragon is AC 10, MV 12, Sw 12, and causes damage by spell or weapon type. Armor can be worn, but it is always destroyed (in icting 2d4 points of damage to the dragon) in any trans formation of shape. A deep dragon can alter its features to resemble any humanoid of roughly human size. It is 66% likely to copy a speci c being H H R JK WR H P VWD H R WKH D W D HDW H A deep dragon’s breath weapon is a cone of esh-corrosive gas 50 feet R J HHW GH D G HHW K JK HDW HV WKH R G D VD H V breath weapon for half damage (if they have dry, exposed skin, they save against the esh-eating gas at –2). Cloth, metal, and wood are not affected. Leather is treated as dry, exposed skin. Deep dragons cast spells at 9th level, adjusted by their combat modi ers. They are born with infravision, WU H VHHL D G H J GHWHFW PD LF D W HV D G PP W HV WR F DUP VOHHS D G ROG PDJ HHS G DJR V D H immune to extremes of heat and cold (–3 on each die of damage taken, to JH DWHJRU RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDVXUH 7 SH 3 9DOXH +DW K J G Nil Nil Nil 2 Very Young G Nil Nil Nil 3 Young G Nil Nil Nil - H H G Nil H, Q 5 Young Adult G 25% E, H, Q (×2) 6 Adult G 30% E, H, Q (×3), S 7 Mature Adult G 35% E, H (×2), Q (×4), S 8 Old G 40% E, H (×2), Q (×4), S, T 9 Very Old G 45% E, H (×3), Q (×5), S, T 9H H D H G 50% E, H (×3), Q, S, T, U : P G 55% E, H (×3), Q, S, T, U, V * HDW : P G 60% E, H, Q, S, T, U, V, X, Z
83 Mercury Dragon JH DWHJRU RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDVXUH 7 SH 3 9DOXH +DW K J G Nil Nil Nil 2 Very Young G Nil Nil Nil 3 Young G Nil Nil Nil - H H G 10% + 5 Young Adult G 15% + 6 Adult G 20% + 7 Mature Adult G 25% + 8 Old G 30% H, I 9 Very Old G 35% H, I 9H H D H G 40% H (×2), I : P G 50% H (×2), I, X * HDW P G 70% H (×3), I, T, X They also receive a +3 bonus to saving throws against light-based at tacks. As they age, they gain the following additional powers: JH ELOLWLHV Young gaze re ection DW - H H PLUURU LPD H WK HH W PHV SH GD Adult SRO PRUS VHOI W H SH GD Old WHOHNL HVLV W H SH GD : P SURMHFW LPD H R H SH GD DELWDW 6RFLHW Mercury dragons are loners by nature. Their mating be havior is free-wheeling, fun loving, and generally irresponsible. If a female becomes impregnated, however, the male’s protective instincts take over. 0H HV D H H S RWH W H R WKH R VS J D G J H WKH HV WR save them. Offspring usually stay with their parents until they reach the juvenile age category. H D VH R WKH S HG WD H VRPHW PHV D PRVW DW R D DW H PH HV H D H KD H RVH H DW R VK SV WK RWKH HDW HV WKH area. For this reason, mercuries have to depend on magical and mechani D W DSV D G J D GV WR S RWH W WKH D V KH WKH D H D D (FRORJ 0H G DJR V HDW D WK J W WKH S H H WR HHG R PHWD ores. Although they have no venom attacks, the esh of mercury dragons V K JK SR VR R V /,0 7( 7( ,1 Temperate and subtropical/ 0R WD V ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 Omnivore ,17(//, (1 ( High (13-14) 7 ( 6 ( 6HH H R /, 10(17 KDRW JRRG 12 33( ,1 1 (2-5) 02 / 66 −1 (base) 029(0(17 15, Fl 36 (C), Jp 3 ,7 , ( 11 (base) 7 9 (base) 12 2) 77 .6 VSH D 0 ( 77 . 63( , / 77 .6 6HH H R 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 6HH H R 6,=( H (25’ base) 02 /( Fanatic (17-18) 3 9 / ( 9D D H 0H G DJR V D H DVW K JK PD H H D H HDW HV WK H DW H small bodies and long tails. Although good in alignment, they are very K PV D PD J D G KD J J GH V R V H H W At birth, a mercury dragon’s scales are dull silver. As it ages, the scales H RPH JKWH D G JKWH W DW DG W DJH WKH JD D D W P ror nish. Sunlight or other sources of light re ecting off the scales and JV R D PH G DJR D H G J 0H HV VSHD WKH D J DJH R JRRG G DJR V W DW K JK VSHHG VR there’s only a 75% chance of understanding a mercury dragon. RPEDW 0H G DJR V D H DV S HG WD H KH W RPHV WR RP DW as they are in any other situation. They may parley, they might attack in stantly, or, perhaps, they may avoid combat entirely. They never attack JRRG D J HG HDW HV HVV VR H S R R HG Mercury dragons always use spells in combat, if possible. They are very creative, and can always gure out some innovative way of using virtu D D VSH WR DG D WDJH RP DW In addition to the breath weapon and the attack modes shared by all G DJR V PH G DJR V D H WKH P R JKW PHP D HV R WKH wings to re ect and concentrate available light (as dim as full moonlight) into a beam of dazzling brightness. They can aim the beam at one enemy SH R G DW WKH H SH VH R RW H J D H WR VH WKH J HW D G WKH H HP P VW R D V HVV VD J WK R V VSH R H GHG R 1d4 + 1 rounds. If not using this technique as a weapon, they can use the HDP P K H D VHD K JKW A mercury dragon’s breath weapon is a beam of brilliant, yellow light. The beam is 5 feet wide and extends 60 feet from the creature’s mouth. Any creature caught in the beam receives damage from heat (saving throw for half damage). The heat of the beam is intense enough to ignite ammable objects that fail saving throws vs. magical re. A mercury dragon casts spells and uses magical abilities at the 10th level, plus its combat modi er. At birth, mercury dragons are immune to re and all magical forms of blindness.
84 Mist Dragon P VW R P W WKH D RW DWWD SK V D R VH WKH HDWK HDSR Mist dragons in mist form can y at a speed of 9 (MC: A). As they age, they gain the following additional powers: 9HU RXQJ DWHU EUHDW L W H D GD RXQJ DOO RI IR W H D GD -XYHQLOH FUHDWH DWHU twice a day (affects a maximum of three cubic yards [81 cubic feet]). GXOW FR WURO L GV WK HH W PHV D GD 0DWXUH DGXOW L G DOO W H D GD 2OG VROLG IR W H D GD 9HU ROG SUHGLFW HDW HU W H D GD QFLHQW DLU DWHU W H D GD DELWDW 6RFLHW 0 VW G DJR V H HD DWH D V DS GV RDVW HV R where rainfall is frequent and heavy. Their lairs are usually large natural cav erns or grottoes that are mist- lled and damp. Forest-dwelling mist dragons occasionally come into con ict with green dragons. Mist dragons greatly re sent the green dragons’ attempts to intimidate or dominate them; they usu ally spend several months vainly trying to avoid a green dragon’s advances H R H RV J D SDW H H D G D K J D D R W DPSD J WR GHVW R R drive away the aggressor. Likewise, coastal mist dragons might have bronze dragons for neighbors. This, however, seldom leads to con ict as both drag R V D H R WH W WR HD H WKH RWKH V D R H Mist dragons are loners, and 90% of all encounters are with individuals. * R S H R WH V D H WK SD H WV D G R VS J (FRORJ 0 VW G DJR V D HDW D PRVW D WK J G J RRG S D WV D G H H P G +R H H WKH G D PRVW R WKH V VWH D H G H W RP natural mist or spray. They often lie in misty or foggy places, thinking and DV J WKH PR VW H /,0 7( 7( ,1 Tropical and subtropical/Forests, D H VKR HV VHD VKR HV D G H D V ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 6SH D ,17(//, (1 ( Exceptional (15-16) 7 ( 6 ( 6SH D /, 10(17 Neutral 12 33( ,1 1 (2-5) 02 / 66 1 (base) or –2 (base) 029(0(17 12, Fl 39 (C), Sw 12 ,7 , ( 11 (base) 7 9 (base) 12 2) 77 .6 VSH D 0 ( 77 . 63( , / 77 .6 6SH D 63( , / ()(16(6 9D D H 0 , (6,67 1 ( Nil or 15% 6,=( G (54’ base) 02 /( Champion (16 base) 3 9 / ( 9D D H Mist dragons are solitary and philosophical. Their favorite activity is sitting quietly and thinking. They hate being disturbed and dislike conversation. At birth, a mist dragon’s scales are shiny blue-white. As the dragon ages, the scales darken, becoming blue-gray with metallic silver ecks that VSD H V JKW 0 VW G DJR V VSHD WKH R WR J H D G D WR J H RPPR WR D H tral dragons. Also, 15% of hatchling mist dragons can speak with any in telligent creature. The chance to possess this ability increases 5% per age DWHJR RPEDW Mist dragons try to avoid encounters by assuming mist form. In RP DW WKH VH WKH HDWK HDSR V WKH DVV PH P VW R P D G K GH WKH DSR KH H WKH D K D VSH DVVD W UHDWK :HDSRQ 6SHFLDO ELOLWLHV A mist dragon’s breath weapon is a cloud R V D G J DSR WKDW V HHW R J HHW GH D G HHW K JK HD W HV D JKW WKH R G D PD H D VD J WK R V HDWK HDSR R half damage. In still air, the vapor persists for 1d4 + 4 rounds; on the second R G W R GH VHV WR D DPP VPRWKH J RJ WKDW GV D HDWK J creatures for 1d4 rounds and in icts 3d4 points of drowning damage per round for as long as the creature remains in the cloud (a successful saving WK R V HDWK HDSR HJDWHV RWK H H WV A mist dragon casts its spells and uses its magical abilities at 6th level plus its combat modi er. Mist dragons are immune to re and heat. Mist dragons can assume (or leave) a cohesive, mist-like form at will, once per round. In this form, they are 75% unlikely to be distinguished from normal mist; in mist form, their Armor Class improves by –3 and their magic resistance increases by 15%. They can use their spells and innate abilities while JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDV 7 SH 3 9DOXH G Nil Nil Nil G Nil Nil Nil G Nil Nil Nil G Nil Y, Z G 25% X, Y, Z G 30% X, Y, Z G 35% X, Y, Z G 40% X, Y, Z (×2) G 45% X, Y, Z (×2) G 50% X, Y, Z (×2) G 55% X, Y, Z (×3) G 60% X, Y, Z (×3)
85 Shadow Dragon shadows with a radius of 100 yards, duration one hour. All magical [and nor mal] light and darkness sources are negated for as long as they remain in the DG V HDW HV D H WR K GH VKDGR V D GR VR WKHVH PDJ D VKDGR V H H GH G H W R VH DW R 6KDGR G DJR V D G RWKH HDW HV RP WKH S D H R 6KDGR D PR H D G DWWD R PD K H K G J WKHVH shadows, effectively giving them improved invisibility. A successful GLVSHO PD LF VSH D VKHV WKH VKDGR V DELWDW 6RFLHW 6KDGR G DJR V KDWH RWK JKW JKW D G WRWD GD HVV S H H J D HJDWHG JKW J WK SDW KHV R G VH JKW D G GHHS inky shadows. On the Prime Material plane, their lairs are always places that provide shadowy light for most of the day. They prefer ancient ruins, where they can hide underground when the sun is bright and still nd shadows above ground during dawn and twilight. In the plane of Shadow, they live in dense thickets of trees and brambles, forti ed castles, or laby rinthine caves. In either plane, they prefer to locate their lairs near colo nies of other creatures that can alert them to potential foes or victims. The G DJR V VH GRP D W D RRSH DWH WK WKHVH D HV KR H H WKR JK WKH G DJR V RPPR S H R WKHP Shadow dragons love dark-colored, opaque gems, and especially prize black stones. They also collect magical items that produce shadows or darkness. They use these items to turn areas lled with total darkness or JKW WR PDVVHV R VKDGR V (FRORJ Shadow dragons eat almost anything. Their favorite food is rot W J D R WKR JK WKH R WH R VSR W 6 D W PV D H H W WR GH D until they become suitably foul. These dragons are equally fond of frost- HG DWH RJJHG R VD W SR VR HG S D WV /,0 7( 7( ,1 Non-arctic/Ruins, subterranean, D G S D H R 6KDGR ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9,7 /( Nocturnal (any on the plane of 6KDGR ,(7 6SH D ,17(//, (1 ( Genius (17-18) 7 ( 6 ( 6SH D /, 10(17 KDRW H 12 33( ,1 1 (2-5) 02 / 66 –4 (base) 029(0(17 18, Fl 30 (D), Jp 3 ,7 , ( 12 (base) 7 9 (base) 12 2) 77 .6 VSH D 0 ( 77 . 63( , / 77 .6 6SH D 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( H (21’ base) 02 /( Champion (16) 3 9 / ( 9D D H Shadow dragons are sly and devious. They are instinctively cunning and D H RW S R H WR WD J V V At all ages, a shadow dragon’s scales and body are translucent, so that KH H HG RP D G VWD H W DSSHD V WR H D PDVV R VKDGR V 6KDGR G DJR V VSHD WKH R WR J H D G D WR J H RPPR WR D evil dragons. Also, 17% of hatchling shadow dragons can speak with any intelligent creature. The chance to possess this ability increases 5% SH DJH DWHJR RPEDW 6KDGR G DJR V S H H WR DWWD RP K G J V D HPS R ing invisibility or hiding in shadows. They use illusion/phantasm spells to confuse and misdirect foes. Older dragons are especially fond of their R GHWH W R D W UHDWK :HDSRQ 6SHFLDO ELOLWLHV A shadow dragon’s breath weapon is D R G R D HVV WKDW V HHW R J HHW GH D G HHW K JK HDW HV D JKW WKH R G D H GHG R R H PH HH R G D G RVH ¾ (round up) of their life energy (levels or Hit Dice); a successful saving throw vs. breath weapon reduces the loss to ½ (round up). The life en H J RVV SH V VWV R D D D H P H R W V VKR R WKH WD H D R H Negative plane protection spells prevent this life energy loss. A character who is reduced to 0 or fewer levels lapses into a coma for the duration of the cloud’s effect. A shadow dragon casts spells and uses its magical abilities at 6th level plus its combat modi er. 6KDGR G DJR V D H R PP H WR H H J G D J D G WK WKH ability to hide in shadows with 40% chance of success; this ability increas es 5% per age category to a maximum of 95%. As they age, they gain the following additional powers: -XYHQLOH PLUURU LPD H three times a day (1d4 + 1 images). GXOW GLPH VLR GRRU W H D GD 2OG R GHWHFWLR WK HH W PHV D GD 9HQHUDEOH V DGR DON R H D GD UHDW Z UP FUHDWH V DGR V three times a day. (This ability creates a mass of leaping JH RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDV 7 SH 3 9DOXH G Nil 5% Nil G Nil 10% Nil G Nil 15% Nil G 20% + 6 G 25% + 6 G 30% + 6 G 35% + 6 G 40% H, S (×2) G 45% H, S (×2) G 50% H, S (×2) G 55% H, S (×3) G 60% H, S (×3)
86 Steel Dragon JH ELOLWLHV Young FD WULS W H D GD - H H IULH GV R H D GD Adult F DUP SHUVR WK HH W PHV D GD 0DW H DG W V HVWLR R H D GD Old H W UDOO R H D GD DELWDW 6RFLHW 6WHH G DJR V S H H K PD RGJ JV WKDW D H H H SSHG WK VW R J RRPV R D WV WR S RWH W WKH W HDV HV 6WHH G DJR V S H H K PD R P WR WKH R D G WKH D D V KD H mortal companions. They are endlessly curious about human and demi human art, culture, history, and politics. They always keep their true na ture secret, but they are able to recognize each other. (FRORJ Steel dragons prefer human food. Unlike other form shift ing dragons, they cannot live on such fare inde nitely, as they must eat enough to maintain their true bulk. Once or twice a month, they leave their adopted cities and go into the wilderness to hunt for food. They explain WKH D VH HV D D R V VWH W WK WKH K PD GH W W HV 6WHH G DJR V KDWH KDRW HDW HV KR VHH WR G V SW H W HV R despoil their hunting grounds. In the city the dragons never hesitate to re SR W W R HPD H V R WR VH WKH VSH D D W HV WR K W GR P D V In the wilderness, they prefer swifter forms of justice. /,0 7( 7( ,1 Temperate cities (rarely temperate K V S D V D G R HVWV ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( Any ,(7 6SH D ,17(//, (1 ( Supra-genius (19-20) 7 ( 6 ( 6SH D /, 10(17 Lawful neutral (good) 12 33( ,1 02 / 66 0 (base) 029(0(17 9, Fl 30 (D), Sw 6 ,7 , ( 11 (base) 7 9 (base) 12 2) 77 .6 VSH D 0 ( 77 . 63( , / 77 .6 6SH D 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 9D D H 6,=( H (25’ base) 02 /( Fanatic (17-18) 3 9 / ( 9D D H 6WHH G DJR V R H WR KD H K PD D G GHP K PD RPSD R V D G WKH prefer to live amid the hustle and bustle of great cities. They often pose as VDJHV V KR D V PDJHV R RWKH WH H W D V At birth, a steel dragon’s scales are deep blue-gray with steely high lights. As the dragon approaches adulthood, its color slowly lightens to WKDW R VW R V VKHG VWHH :KH WKHVH G DJR V WD H R K PD R P WKH D D V KD H R H VWHH J D HDW H KD H HV D V R VRPHW PHV D J R RWKH R DPH W 6WHH G DJR V VSHD WKH R WR J H D G D WR J H RPPR WR D H tral dragons. Also, 19% of hatchling steel dragons can speak with any in telligent creature. This chance increases by 5% per age category. RPEDW Steel dragons favor repartee over combat. If pressed, they usu ally begin with a spell assault and avoid melee. If seriously harmed or threatened, they resume dragon form and use their breath weapons. They HDWKH R D RH WKH S D WR H JDJH PH HH D G WKH VHH WR HHS WKH RHV WK WKH R G W WKH JDV RVHV WV SRWH A steel dragon’s breath weapon is a cube of toxic gas. The dragon can PR WR WKH DPR W R JDV H HDVHG VR RVH WKDW W D PD H WKH H as small as it wishes or as large as shown in the table below (the a side of WKH H HDW HV D JKW WKH JDV P VW R V HVV VD J WK R V V SR VR WK D penalty or die instantly. The gas is quickly absorbed through the skin and is just as lethal if inhaled. Coating all exposed skin with lard or grease offers some protection (saving throw penalty negated). 9 W PV KR V HHG WK WKH VD H V H WKH G DWHG DPR W R GDP age. In still air, the gas stays active for two melee rounds. Steel dragons D H PP H WR D SR VR V A steel dragon can SRO PRUS VHOI ve times a day. Each change in form lasts until the dragon chooses a different form. Reverting to the dragon’s R PD R P GRHV RW R W DV D KD JH Steel dragons are immune to wizard spells of 1st to 4th levels and cast VSH V D G VH WKH VSH D D W HV DW WK H H S V WKH RP DW PRG er. As they age, they gain the following additional powers: JH DWHJRU RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDVXUH 7 SH 3 9DOXH +DW K J 15’/1d4 + l Nil 25% Nil 2 Very Young 20’/2d4 Nil 30% Nil 3 Young 25’/2d4 + l Nil 35% Nil - H H 30’/3d4 40% E, R 5 Young Adult 35’/3d4 + l 45% + 5 6 Adult 40’/4d4 50% + 5 7 Mature Adult 45’/4d4 + l 55% + 5 8 Old 50’/5d4 60% H, R (×2) 9 Very Old 55’/5d4 + l 65% H, R (×2) 9H H D H 60’/6d4 70% H, R (×2) : P 65’/6d4 + l 75% H, R (×3) * HDW P 70’/7d4 80% H, R (×3)
87 Yellow Dragon JH DWHJRU RG /JW 7DLO /JW UHDWK :HDSRQ 6SHOOV :L DUG 3ULHVW 0 7UHDVXUH 7 SH 3 9DOXH +DW K J G Nil Nil Nil 2 Very Young G Nil Nil Nil 3 Young G Nil Nil Nil - H H G Nil Nil E 5 Young Adult G Nil E, O, S 6 Adult G 5% E, O, S 7 Mature Adult G 10% E, O, S 8 Old G 15% E, O, S (×2) 9 Very Old G 20% E, O, S (×2) 9H H D H G 25% E, O, S (×2) : P G 30% E, O, S (×3) * HDW P G 35% E, O, S (×4) G J WKHP R G R GV Yellow dragons are immune to re and heat and can cast VLOH FH UD GL V at will. As they age, they gain the following additional powers: JH ELOLWLHV Young FUHDWH RU GHVWUR DWHU WK HH W PHV SH GD - H H G VW GH LO WK HH W PHV SH GD Adult LPSUR HG L LVLELOLW W H SH GD Old L G DOO WK HH W PHV SH GD : P H HU DWLR WK HH W PHV SH GD DELWDW 6RFLHW Yellow dragons love deserts, preferring areas of sandy, windswept desolation. They are most comfortable in daytime tempera tures of 105 degrees and up, although they can easily survive subfreezing temperatures at night. They share much the same territory as brasses: thus the species occasionally come into con ict. Yellows are solitary, sel sh creatures that form no close bonds with any other creature, including other yellows. They are highly territorial; the only time they’ll let another yellow into their territory is to mate, which is actually quite rare. Immediately afterward, the dragons separate. The mother raises the offspring, but won’t go out of her way to protect them from attackers. The young dragons usually leave home before they reach the juvenile age category. The main enemies of yellow dragons are brass HV K K D W H K W WKH VPD H HDW HV (FRORJ Although able to eat anything, yellows favor fresh meat. (Demi) K PD V D H R V GH HG D GH D DV D H WKH KDW KHG HJJV R DVV G DJ ons. (Yellows rarely get to enjoy this latter feast.) /,0 7( 7( ,1 HVH W ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( Any ,(7 Omnivore ,17(//, (1 ( Very (11-12) 7 ( 6 ( 6HH H R /, 10(17 KDRW H 12 33( ,1 1 (1-4) 02 / 66 0 (base) 029(0(17 12, Fl 30 (C) ,7 , ( 13 (base) 7 7 (base) 12 2) 77 .6 VSH D 0 ( 77 . 63( , / 77 .6 6HH H R 63( , / ()(16(6 9D D H 0 , (6,67 1 ( 6HH H R 6,=( G (36’ base) 02 /( Champion (15-16) 3 9 / ( 9D D H Although the existence of yellow dragons has long been predicted by sages (based on theories of primary colors), the rst specimen was spotted only ve or so years ago. The creatures are solitary and secretive, preferring WR D D W R S H WR VW P H WR D H S HSD HG W DSV VWHDG R K W J D W H At birth, yellows have soft, tan scales. As they grow older, the scales KD GH D G H RPH JKWH R R H H W D HD K J WKH J D VK H low of desert sands. Their scales always have a dusty texture to them, giving them a nish that does not re ect light well. Even their teeth and claws have a similar nish. No part of the yellow dragon will glint in the V JKW WKH H J J D D WV SRV W R Yellow dragons speak their own tongue, which is quite different than that spoken by other evil dragons. Yellows have no interest in speaking WK RWKH D HV D G VR WKH HD R RWKH D J DJHV RPEDW Although preferring guile to combat and ambush to attack, yel lows are erce and cunning ghters. Even if forced into a situation where direct combat is inevitable, they’ll still use their spells and innate abilities VR DV WR P V HDG P VG H W D G G VW D W WKH RSSR H WV A favorite hunting tactic for a yellow is to dig a steep-walled, coneVKDSHG GHS HVV R WKH VD G D G WKH WVH DW WKH RWWRP R WK V crater with just its eyes and nostrils showing. When a creature stumbles WR WKH GHS HVV R WKH G DJR PR HV WV JV WKH VD G D V J WKH VWHHS D V R WKH R H WR R DSVH D G G D J WKH S H VW D JKW WR WKH dragon’s mouth. A yellow dragon casts spells and uses magical abilities at 8th level, plus its combat modi er. A yellow dragon’s breath weapon is a high-velocity blast of scorching air mixed with sand. This affects an area 50 feet long, 40 feet wide, and 20 HHW K JK HDW HV D JKW WK WK V DVW P VW R V HVV VD J WK R V V HDWK HDSR R KD GDPDJH 5HJD G HVV R WKH R W RPH R this roll, they must make another saving throw vs. breath weapon. Failure PHD V WKDW WKH D DV H VD G WKH HDWK DVW KDV GDPDJHG WKH H HV
88 Dragon Turtle nd, but adventurers locating a dragon turtle’s cave will nd it lled with treasures of all types. The turtle gathers this treasure, which it will protect WR WKH GHDWK RP WKH VK SV V WV WH WR A dragon turtle’s territory is well-de ned and may cover as much as fty square miles of open water. Other dragon turtles are allowed into WK V D HD R G J PDW J VHDVR WKR JK W W HV R WKH VDPH VH always ght to the death upon meeting. It is this hostility toward their R G WKDW HHSV WKH P H R G DJR W W HV H DW H R Mariners of any experience recognize the territorial claims of dragon W W HV D G R WH PD H H W D DJD W W WHV WR WKH W W H R W R J D HDV H HVVD R VD H D G VSHHG W DGH (FRORJ DJR W W HV D H D R R V D G HDW D PRVW D HDW H G J K PD V R RWKH G DJR W W HV WR VDW V WKH R D R V DS petite. Large sh seem to be the preferred food for dragon turtles, and the W W HV D R WH H R G J WKH HHGV D G P DW WKH RWWRP of a lake or sea waiting for sh to pass. In particularly poor years for sh, G DJR W W HV KD H HH R WR VH WKH HDWK HDSR WR D JH J R SV R VHD GV WKDW VW D WRR RVH WR WKH DWH R RRG Con ict often arises between dragon turtles and the many intelligent D DW D HV H WKH R DWKDK R PH PH H D VH R RPSHW W R R ideal lairs. Like many of their land-based relatives, dragon turtles are con sidered treacherous and sel sh by all creatures that share their domain. DJR W W H VKH V PD H R WVWD G J VK H GV D G D PR H D VH of the shell’s strength and natural resistance to the dragon turtle’s own HDWK HDSR D PR R D VK H G PDGH R W R WK V PDWH D JD V WR its defensive rating. The shield or armor will also save as an item against destruction by re or steam-based attacks at +4. /,0 7( 7( ,1 6 W RS D D G WHPSH DWH HVK D G VD W DWH ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( Any ,(7 D R H ,17(//, (1 ( Very (11-12) 7 ( 6 ( B, R, S, T, V /, 10(17 Neutral 12 33( ,1 02 / 66 029(0(17 6 ,7 , ( 7 + W H + W H 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 Breath weapon, capsize ships 63( , / ()(16(6 Nil 0 , (6,67 1 ( Nil 6,=( G (30’ diameter shell) 02 /( Fanatic (17) 3 9 / ( + W H + W H + W H DJR W W HV D H R H R WKH PRVW HD W D HVRPH D G HD HG HD tures of the water. With their deadly jaws and breath weapon, and their penchant for capsizing ships, dragon turtles are dreaded by mariners on D JH RG HV R DWH RWK HVK D G VD W When a dragon turtle surfaces, it is sometimes mistaken for the re ec tion of the sun or moon on the water. The turtle’s rough, deep green shell V P K WKH VDPH R R DV WKH GHHS DWH WKH PR VWH D R V D G WKH V H K JK JKWV WKDW H WKH VKH D H SDWWH HG H JKW GD J R RSH water. The turtle’s legs and tail are of a lighter green, and they are ecked with golden highlights. The coloration of the creature’s head is similar to WKH HJV D G WD W WV HVW VS HV D H JR GH WK GD J HH H J connecting them. A dragon turtle’s shell can reach to 30 feet in diameter, D G D DG W W W H D PHDV H R H HHW RP WV V R W WR WKH W S R WV WD DJR W W HV VSHD WKH R K JK GH H RSHG D J DJH RPEDW Though dragon turtles may be mistaken for the pleasant sight R JKW J W J R R DWH WKDW V R V H H PD WD HG R R J Dragon turtles are erce ghters and will generally attack any creature that threatens its territory or presents itself as a potential meal. In combat, drag on turtles will usually (90%) attack with their formidable claws and teeth rst. Its shell provides the turtle with excellent protection, though once the G DJR W W H VW HV D W P W D H HHGV WR H SR WK V VD HJ D G The dragon turtle’s shell also provides the creature with a weapon to DWWD VK SV WKDW RR VK SDVV WK R JK WV WH WR WHG 6 J DV GHHS DV H HVVD WKH G DJR W W H D W R WKH VK S WR SDVV R H W D G WKH VH S GH HDWK WKH HVVH V J D R WV R V GH D H WR capsize the unlucky target. Ships under 20 feet in length will be capsized by this attack 95% of the time, vessels from 20 to 60 feet long will be capsized 50% of the time, and ships over 60 feet will be capsized 20% of the time. Ships not capsized will sustain some damage. In combat, when neither its bite nor its capsizing attack is enough to defeat an enemy, a dragon turtle will use its breath weapon. The turtle can H K R WK D R G R V D G J VWHDP WKDW R H D D HD HHW R J 40 feet wide, and 40 feet high. This attack causes 20-120 points of dam age (20d6), and characters or creatures making a saving throw vs. breath weapon take half damage. Like true dragons, dragon turtles can use this GHDG HDWK HDSR WK HH W PHV D GD DELWDW 6RFLHW Dragon turtles are extremely solitary creatures. Large, GHVR DWH VHD D HV D G VH HW GH J R G D H V WKDW D H D HVVHG only through the water are their favorite lairs. These lairs are dif cult to
89 Dragonet, Faerie Dragon Faerie dragons take advantage of every opportunity to wreak mis K H R SDVVH V H H W V J R HVW HDW HV WR KH S WKHP their pranks. Though many of these pranks are spontaneous, months of preparation can go into a single, spectacular practical joke. A tell-tale J JJ H K K VR GV H WKH W J R W V H H V R WH D H WV SRWH W D W PV WR WKH S HVH H R V H DH H G DJR V (FRORJ Faerie dragons eat fruit, vegetables, nuts, roots, honey, and grains. They are especially fond of fruit pastries and have been known to JR WR J HDW H JWKV WR JHW D HVK DSS H S H JH LW 0DJLF :L DUG 3ULHVW DWHJRU 3RLQWV RORU HVLVW /HYHO /HYHO +DW K J 5HG 10% 2 Very Young 5HG R D JH 16% 3 Young Orange 24% - H H Orange-yellow 32% 5 Young Adult Yellow 40% 6 Adult Yellow-green 48% 7 Mature Adult * HH 56% 8 Old H J HH 64% 9 Very Old H 72% 9H H D H H R HW 80% : P 9 R HW 88% * HDW : P D 96% /,0 7( 7( ,1 Temperate, tropical, and V W RS D R HVWV ) (4 (1 9H D H 2 1,= 7,21 6R WD R D 7,9,7 /( Any ,(7 +H R H ,17(//, (1 ( Genius (17-18) 7 ( 6 ( S, T, U /, 10(17 KDRW JRRG 12 33( ,1 02 / 66 5 (1 when invisible) 029(0(17 6, Fl 24 (A) ,7 , ( 6HH H R 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 HDWK HDSR VSH V 63( , / ()(16(6 Invisibility 0 , (6,67 1 ( 6HH H R 6,=( T (1’-1½’ long) 02 /( Steady (11) 3 9 / ( A chaotic offshoot of the pseudodragon, the faerie dragon lives in peace ful, tangled forests and thrives on pranks, mischief, and practical jokes. Faerie dragons resemble miniature dragons with thin bodies, long, prehensile tails, gossamer butter y wings, and huge smiles. Their colors D JH WK R JK WKH VSH W P KD J J DV WKH DJH RP WKH HG R D KDW K ling to the black of a great wyrm (see chart). The hides of females have a golden tinge that sparkles in the sunlight; males have a silver tinge. All faerie dragons can communicate telepathically with one another at a distance of up to 2 miles. They speak their own language, along with the D J DJH R VS WHV S HV H HV D G WKH GV D G D PD V WKH D HD RPEDW Faerie dragons can become invisible at will, and can attack, use spells, and employ breath weapons while invisible. They attack as 4-HD monsters, biting for 1-2 points of damage. Most (65%) faerie dragons em ploy wizard spells as a wizard of the level indicated on the accompanying chart; 35% employ priest spells of the following spheres: Animal, Plant, Elemental, and Weather. Almost all spells are chosen for mischief poten tial. The two most common spells of faerie dragons are DWHU EUHDW L D G OH H G ORUH RWKH D R WHV GH H WULORT LVP VHH VHU D W IRU HW V HVWLR GLVWD FH GLVWRUWLR OLPLWHG LV REVF UHPH W D LPDO UR W D G D L PDWH URFN A faerie dragon usually begins its attacks by turning invisible and us ing its breath weapon, a 2-foot-diameter cloud of euphoria gas. A victim D J D VD J WK R V HDWK HDSR D GH D R G D P HVV D VWDWH R VV R WKH H W G P WHV G J K K W PH KH V D H WR attack and his Armor Class is decreased by 2. Even though he is unable to DWWD WKH W P D HHS K V P G R WKH V W DW R KH V HHGV R D Intelligence check (by rolling his Intelligence score or less on 1d20) each round; if he fails an Intelligence check, he completely loses interest in the matters at hand for the duration of the breath weapon’s effect. Faerie dragons avoid combat and never intentionally in ict damage un less cornered or defending their lairs. If attacked, however, they engage VS WHG GH H VH D V SSR WHG VS WH D G S H H GV W WKH RSSR H WV D H G H D D DELWDW 6RFLHW Faerie dragons make their lairs in the hollows of high W HHV S H H D HD D SR G R VW HDP H D VH WKH D H WH R G R swimming and diving. They often live in the company of a group of pixies R VS WHV
90 Dragonet, Firedrake The parents are very protective of their lair because of the young. Al though redrakes normally only range 1-2 miles from their lair, they may SDW R S WR W H WKDW G VWD H G J WKH W PHV DW K K WKH R J D H PRVW H D H WR DWWD Firedrakes leave the family lair early in the spring following their hatching, ying sometimes scores of miles before encountering a redrake of the opposite sex willing to mate for life and establish a new lair. The rare mating ghts that do occur are spectacularly ery, although one male V D R HGHV D G HW HDWV H R H WKH DWW H H RPHV HWKD Firedrakes gather no treasure, although they take no special care to re PR H WKH R HV R H H WV R D WKDW WKH GH HDW (FRORJ Firedrakes have a short lifespan compared with their larger cous V WKH G DJR V V D J R WR HD V Firedrake blood can be kept, in its liquid state, in a sealed and airtight container, or under water or some other inert liquid. It can then be used as a rebomb, equivalent to a torched ask of oil, or used to create aming weapons. For instance, swords dipped in the blood immediately become aming swords for 3-6 melee rounds, although the sudden, intense heat upon the blade creates a 2% cumulative chance per round of the sword HD J SR PSD W WK HD K R VW G J WKH SH RG K K ame engulfs it. After the ame ends, the sword is otherwise unaffected. The blood of the redrake actually burns within its veins, creating the shimmer of heat that always rises from these creatures. The burning of WKH RRG D VR H HV D K JK H H R R JH KH H WKH R VWD W V R beating of the dragonet’s wings, even at rest. If deprived of air, it will die of suffocation in about half the time of a similarly sized creature. /,0 7( 7( ,1 Temperate/Hills and mountains ) (4 (1 5D H 2 1,= 7,21 Familial lair 7,9,7 /( D ,(7 D R H ,17(//, (1 ( Semi- (2-4) 7 ( 6 ( Nil /, 10(17 Neutral 12 33( ,1 02 / 66 029(0(17 6, Fl 18 (C) ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 HDWK HDSR 63( , / ()(16(6 Nil 0 , (6,67 1 ( Nil 6,=( S (4’ long) 02 /( Average (9) 3 9 / ( Although frequently mistaken on rst sighting for a young red dragon, the redrake is neither as intelligent nor as powerful as its dragon cousin. It responds with ame to any stimulus. This small dragonet—4’ long, and a bit over 2’ in height—has the fea W HV D G S RSR W R V R D P DW H HG G DJR W WV V D K GH V WK H D G PR H W D V H W WKD WKDW R H H WKH R JHVW R W H G DJR V The hide of the dragonet twitches and quivers almost imperceptibly, and V VRPH KDW PRWW HG R R WK PD H D G J G VS RW KHV R H the red undercolor. The wings beat slowly, even when the dragonet is on the ground. In this manner the redrake provides air ow to itself, and wards off pesky insects. A shimmer of heat rises off of the dragonet at all W PHV RPEDW If a redrake is disturbed, there is a 50% chance it will attack. Its primary attack is its breath weapon ( re), which it can use up to ve times daily. The re forms a cone from the snout of the dragonet to a 10’ diameter circle at the extreme end of its 60’ range, and causes 2-16 points on all af fected (save vs. breath weapon for half damage). The redrake’s claws are RW VHG RP DW W WV WH D VH SR WV R GDPDJH The dragonet’s blood burns ercely in air, as there is a high phospho rus content to the blood. In fact, the re-breathing of these creatures is ac tually the voluntary expelling of a jet of its pyrophoric blood. Because of the ammability of the dragon’s blood, blunt weapons such as staves or clubs are less dangerous than those which cause blood loss. Any creature making a successful slashing or piercing attack on a redrake must save vs. breath weapon, or take 1-2 points of re damage. In aerial combat, the redrake is particularly fond of attacking air borne creatures from below and behind. The heat from the redrake and WV HDWK DWWD DW D DG DWHV S D GV VRPHW PHV G V SW J WKH PD H H V R HDW HV WKDW GHSH G R H DW H VPRRWK D H WV R ying or gliding. The redrake will sometimes simply ram smaller op SR H WV WKH VR W GH H WKH KRSH R VW J WKHP D G D V J WKHP WR S PPHW WR WKH GHDWKV DELWDW 6RFLHW Firedrakes are familial creatures, with a mated male and HPD H WD J S HV GH H D D K K V JH H D D VPD D H HW R rocky shelf under a ledge or outcropping. Usually six to eight eggs are laid D G WH GHG WKH SD H J HSW D P WKH DPS H KHDW R WKH RG HV of the parents. The eggs, laid in early summer, take about 60 days to hatch. The young redrakes learn to breathe re even before they learn to y, and are even more nervous than the adults, spouting ames several times a day in the lair or nearby during this period. Flight rst occurs about 60 GD V D WH KDW K J
91 Dragonet, Pseudodragon of it, the pseudodragon will accept. If not, it will y away. The personality of a pseudodragon has been described by some as catlike. A pseudodragon is willing to serve, provided that it is well-fed, groomed, and receives lots of attention. At times a pseudodragon seems arrogant, demanding, and less than willing to help. In order to gain its RRSH DW R WKH RPSD R P VW SDPSH WKH SVH GRG DJR D G make it feel as though it were the most important thing in his life. If WKH SVH GRG DJR V P VW HDWHG R V WHG W HD H R R VH S D S D V KH HDVW H SH WHG 3VH GRG DJR V SD W D G V H H W D G RW VH H H PDVWH V (FRORJ Pseudodragons are omnivorous but prefer to eat meat. Their diet consists chie y of rodents and small birds with occasional leaves, fruits, and berries. In the wild, pseudodragons live solitary lives, pro tecting small personal hoards in their nests. They gather to mate once per year, in early spring, when gatherings of dozens of pseudodragons are not uncommon. After mating, males and females separate; females D VSH HG R HJJV W KHV R R WR V K K KDW K P G summer; females raise the young by themselves. Pseudodragons hiber nate in winter; the young leave the nest in spring to mate. Pseudodragons have a lifespan of 10-15 years. Like dragons, they are attracted to bright shiny objects. Pseudodragon eggs can be resold for up WR JR G S H HV K H D KDW K J V R WK DV P K DV JR G S H HV /,0 7( 7( ,1 Temperate or subtropical R HVWV D G D HV ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( D ,(7 Omnivore ,17(//, (1 ( Average (8-10) 7 ( 6 ( Q (×10) /, 10(17 Neutral (good) 12 33( ,1 1 (50% chance of 1-8 in nests) 02 / 66 029(0(17 6, Fl 24 (B) ,7 , ( 7 12 2) 77 .6 0 ( 77 . VSH D 63( , / 77 .6 3R VR VW J 63( , / ()(16(6 KDPH HR SR H 0 , (6,67 1 ( 35% 6,=( T (1½’ long) 02 /( Champion (15) 3 9 / ( Pseudodragons are a species of small ying lizard that inhabits heavily for ested wilderness areas. These playful, benign creatures have magical pow H V WKDW WKH D VKD H WK RWKH V VR WKH D H R WH VR JKW DV RPSD R V Pseudodragons resemble miniature red dragons. They have ne scales and sharp horns and teeth. A pseudodragon’s coloration is redbrown as opposed to the deep red of red dragons. Its tail is about 2 feet long (longer than the pseudodragon itself), barbed, and very exible. Pseudodragons communicate via a limited form of telepathy. If one H H WV WR WD H D K PD RPSD R W D W D VP W KDW W VHHV D G KHD V at a distance of up to 240 yards. Pseudodragons can vocalize animal noises such as a rasping purr (pleasure), a hiss (unpleasant surprise), a chirp (de sire), or a growl (anger). RPEDW The pseudodragon can deliver a vicious bite with its small, drag onlike jaws, but its major weapon is its sting-equipped tail. The creature can move it with ashing speed and strikes at + 4 on attack rolls. Any crea W H VW P VW VD H V SR VR R JR WR D VWDWH R DWD HSV WKDW DVWV 1-6 days. The victim appears quite dead, but at the end of that time the character will either wake up unharmed (75% chance) or die (25% chance). 3VH GRG DJR V KD H D KDPH HR H SR H WKDW D R V WKHP WR D WH their coloration to blend with their surroundings. They can blend into any typical forest background with an 80% chance of being undetected by creatures which cannot see invisible objects. Pseudodragons have infravision with a 60 foot range and can see invisible objects. A pseudodragon is highly magic resistant and can transmit this magic resistance to its human companion via physical contact (a pseudodragon likes to be perched on the top of one’s head or curled around the shoulders D G SSH D DELWDW 6RFLHW These forest-dwelling creatures place their lairs in the KR R V R J HDW W HHV R D JH D HV A pseudodragon will very rarely take a human or demihuman as its companion. Some view these pseudodragons as the human’s pet; the pseudodragon will be sure to correct this misunderstanding. There are two ways to become a pseudodragon’s companion; one is to use magic to summon it (a nd familiar spell). Another way is to nd the pseudodragon on an adventure and persuade it to become a companion. The pseudo G DJR WKDW VHD KHV R RPSD R VK S VWD D D G GDWH V H W R days, reading his thoughts via telepathy, judging his deeds to be good or evil. If the candidate is found to be good, the pseudodragon will present itself to the human as a traveling companion and observe the human’s re action. If the human seems overjoyed and promises to take HU JRRG D H
92 Dragonne DELWDW 6RFLHW DJR HV S H H WR G H R RRWK V D G GHVH WV They take large, natural caves for their lairs and store their small amounts R W HDV H V D WD H RP V D DG H W H V RRVH S HV D R G their rocky homes. Their territories are usually very large, as they gener D KD W GHVR DWH D HDV They cannot bear the company of other dragonnes, and the creatures D H R G SD V R G J WKH H PDW J VHDVR DWH WKH D W P DJR HV D HJJV H WKH HSW D D HVWR V D G R R H egg is produced a year by any dragonne. The female raises this young G DJR H R R H HD D WH K K W PH H H D PRWKH D G KH R J H H G WKH PHHW 0D H G DJR HV D H D D V D WDJR VW WR D G HD K RWKH In fact, dragonnes get along with very few creatures, and are consid H HG D PH D H PRVW VH W H W D HV 0R H WKD D WK J KR H H G DJ R HV VK WR H H W D R H WR K W (FRORJ The dragonne prefers herd animals like goats for food, especially since they don’t ght back as ercely as humans. It only attacks a human R GHP K PD R RRG R RWKH JDPH V D D D H DJR HV D H RW H HVVD DJJ HVV H WR D G VW D JH V D G WKH creature’s reputation as a mindless devourer of helpless travelers is more the product of ignorance than well-researched fact. A dragonne will al PRVW D D V DWWD D HDW H WKDW DGHV WV D R WK HDWH V WV WH tory. This means that adventurers who stumble across a dragonne’s cave or settlers who decide to build in a dragonne’s territory are often subject to erce and immediate attack. Creatures not threatening the dragonne’s lair or simply passing through its territory are usually left alone. Though the dragonne’s intelligence is low, it can tell the difference between a KD P HVV W D H H D G D SRWH W D W R HVRPH VHWW H /,0 7( 7( ,1 :D P WHPSH DWH WR W RS D + V D G GHVH W ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( V WR GD ,(7 D R H ,17(//, (1 ( Low (5-7) 7 ( 6 ( B, S, T /, 10(17 Neutral 12 33( ,1 02 / 66 6 (Flying)/2 (Ground) 029(0(17 15, Fl 9 (E) ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 5RD 63( , / ()(16(6 Nil 0 , (6,67 1 ( Nil 6,=( M (5’ at shoulder) 02 /( Champion (15) 3 9 / ( 3RVVHVV J VRPH R WKH PRVW GD JH R V D W HV R D R D G D DVV G DJ R WKH G DJR H V D R V D G GHDG K WH D G D WK HDW WR PD KR W D H D PH PDWHV From a distance, a dragonne looks much like a giant lion, with the R H H RWD H H HSW R R WKH SD R VPD DVV R R HG JV WKDW stretch from the creature’s shoulders. Upon closer inspection, other dif H H HV HW HH WKH G DJR H D G WV H H D HVWR H RPH DSSD H W too. The dragonne is covered with thick, brass-colored scales, much like D DVV G DJR D G WV PD H V P K WK H D G PDGH R D RD VH KD than a lion’s. The beast also possesses huge claws and fangs, and large H HV V D DVV R R HG H WV V D HV DJR HV GR RW KD H WKH own language. Instead, they speak the languages of brass dragons and VSK HV RPEDW Dragonnes usually attack rst with their front claws, in icting 1d8 points of damage with each set, and their terrible jaws, in icting 3d6 points of damage. This is usually enough to slay most of the creatures the dragonne encounters. If a dragonne is in combat with an especially deadly RSSR H W R V R GHG D DWW H WK D HVVH RSSR H W KR H H W VH WV GHDG RD A dragonne’s roar causes HDN HVV (due to fear) in all creatures within HHW R WKH PR VWH HVV WKH R V HVV VD J WK R V V SD D lyzation. Those creatures that save are not affected, but those that fail to save lose 50% of their Strength for 2d6 rounds. Worse still, any creature WK HHW R WKH G DJR H KH W RD V V GHD H HG R G R GV No save is possible against the deafening aspect of the dragonne’s roar, and all affected creatures cannot hear any sound and ght with a –1 pen alty to attack rolls (due to disorientation). The dragonne’s roar is like a dragon’s breath weapon in that it can only be used three times a day. Creatures within the range of the dragonne’s roar must roll saving throws vs. fear each time they hear it. Once a crea ture is deafened, however, it cannot hear the dragonne’s roar, and need RW VD H DJD VW W W WKH G R GV R WHPSR D GHD HVV D H R H Although a dragonne’s wings are useful only for short periods of time, D J WKH HDW H R R W V DW D W PH WKH G DJR H VHV WV wings very effectively in battle. If any creatures attempt to charge the dragonne or encircle it, the dragonne simply takes to the air and nds a more defensible position. The dragonne prefers not to ght in the air, as it is very slow and maneuvers poorly compared to most ying creatures. It can ght with its claws and bite, and even its roar, when airborne, so it HPD V D PRVW DV GHDG WKH D DV R WKH J R G
93 Dryad DELWDW 6RFLHW 6RPH HJH GV D P WKDW G DGV D H WKH D PDWHG VR V R H R G RD W HHV :KHWKH WK V V HD WKH DVH W V W H WKDW G DGV D H DWWD KHG WR D V J H H D JH RD W HH WKH HW PHV D G D RW R any reason, go more than 360 yards from that tree. If a dryad does wander D WKH D D VKH H RPHV HD D G G HV WK G KR V HVV HW HG to her home. The oak trees of dryads do not radiate magic, but someone nding a dryad’s home has great power over her. A dryad suffers damage for any damage in icted upon her home tree. Any attack on a dryad’s tree will, of course, bring on a frenzied defense by the dryad. Although dryads are generally very solitary, up to six have been en countered in one place. This is rare, however. All this really means is WKDW D P H R G DG RD V D H WK D GV R R H D RWKH D G the dryads’ paths cross. These dryads may come to each other’s aid, but never really gather socially. Any treasure owned by a tree sprite is hid den close to her home tree. The gold and gems that make up a dryad’s W HDV H D H D PRVW D D V WKH J WV R KD PHG DG H W H V These tree sprites realize that most humans and demihumans fear WKHP R WKH D W WR KD P VR G DGV R GHD WK VW D JH V R D H R DV R V :KH DSS RD KHG D H KR H H G DGV KD H HH known to aid adventurers. They are a useful source of information, too, DV WKH R D J HDW GHD D R W WKH D HD K K WKH H (FRORJ DGV D H VWD K S RWH WR V R WKH R HVW D G J R HV K K they reside. Any actions that harm the area, and especially its plant life, are PHW WK WW H WR H D H /,0 7( 7( ,1 6H GHG RD J R HV ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( Any ,(7 +H R H ,17(//, (1 ( High (13-14) 7 ( 6 ( M (×100), Q (×10) /, 10(17 Neutral 12 33( ,1 R 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 1-4 (knife) 63( , / 77 .6 KD P 63( , / ()(16(6 6HH H R 0 , (6,67 1 ( 50% 6,=( M (5’ tall) 02 /( Steady (12) 3 9 / ( Dryads are beautiful, intelligent tree sprites. They are as elusive as they are D J KR H H D G G DGV D H D H VHH HVV WD H V S VH R WKH VK WR H VSRWWHG The dryad’s exquisite features, delicate and nely chiseled, are much like an elf maiden’s. Dryads have high cheek bones and amber, violet, or dark green eyes. A dryad’s complexion and hair color changes with the seasons, presenting the sprite with natural camou age. During the fall, a dryad’s hair turns golden or red, and her skin subtly darkens from its usual light tan to more closely match her hair color. This en ables her to blend with the falling leaves of autumn. In winter, both the dryad’s hair and skin are white, like the snows that cover the oak J R HV :KH H R WH HG D R HVW G J D R WH D G DG V often mistaken for an attractive maid, probably of elvish descent. No R H R G P VWD H D G DG R D H PD G G J WKH VS J D G V P mer, however. At these times of year, a dryad’s skin is lightly tanned D G KH KD V J HH H WKH RD HD HV D R G KH Dryads often appear clothed in a loose, simple garment. The clothing they wear is the color of the oak grove in the season they appear. They VSHD WKH R WR J H DV H DV WKH D J DJHV R H HV S HV D G VS WHV DGV D D VR VSHD WK S D WV RPEDW Dryads are shy, nonviolent creatures. They rarely carry weapons, but they sometimes carry knives as tools. Though a dryad can use this as a weapon in a ght, she will not resort to using a knife unless seriously WK HDWH HG DGV KD H WKH D W WR WK R D SR H F DUP SHUVR VSH WK HH times a day (but only once per round). This spell is so powerful that tar gets of the spell suffer a –3 penalty to their saving throws. A Dryad always VHV WK V VSH VH R V WK HDWH HG DWWHPSW J WR JD R W R R WKH DWWD H KR R G KH S KH PRVW DJD VW K V RP DGHV DGV R DWWHPSW WR KD P H HV DV D DVW HVR W H D VH R WKH DW D HV VWD H WR WK V W SH R VSH The dryad’s use of her ability to charm is not limited to combat situ DW R V KR H H :KH H H D G DG H R WH V D PD H WK D KD VPD R R PR H VKH V D W HV WR KD P K P KD VPDW W PV R D dryad’s attentions are taken to the tree sprite’s home, where the men serve as amorous slaves to their beautiful captors. There is a 50% chance that a person charmed and taken away by a dryad will never return. If he does escape from the dryad’s charms, it will be after 1d4 years of captivity. This tree sprite also has two other powers that are very useful in de fense. Unless surprised, a dryad has the ability to literally step through D W HH D G WKH GLPH VLR GRRU WR WKH RD W HH VKH V SD W R 6KH D D VR speak with plants (as the 4th-level priest spell). This enables the dryad to JDWKH R PDW R D R W SD W HV W D H J HD KH W HH D G H H WR VH HJHWDW R WR K GH SRWH W D DWWD H V
94 Dwarf example, if a dwarven ghter uses a ED RI ROGL K K D H VHG any class, not just ghters—there is a 20% chance each time the dwarf uses it that the bag does not work properly. This chance of malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and miscel D HR V PDJ +R H H G D HV KD H HD HG WR PDVWH H WD W SHV R magical items—because of an item’s military nature. These objects—spe ci cally weapons, shields, armor, gauntlets, and girdles—are not subject WR PDJ D PD W R KH VHG D G D R D DVV As with magical attacks, dwarves are unusually resistant to toxic sub VWD HV H D VH R WKH H HSW R D VW R J R VW W W R D G D HV roll saving throws against poisons with the same bonus (+1 for every 3½ SR WV R R VW W W R V R H WKDW DSS HV WR VD HV V PDJ D DWWD V In the thousands of years that dwarves have lived in the earth, they KD H GH H RSHG D P H R V V D G VSH D D W HV WKDW KH S WKHP WR survive. All dwarves have infravision that enables them to see up to 60 HHW WKH GD :KH GH J R G G D HV D WH WH D W D R W WKH R DW R RR J D H DW WKH V R G JV :KH WK HHW R KDW WKH D H RR J R G D HV D GHWH W WKH J DGH D G V RSH of a passage (1-5 on 1d6), new tunnel construction (1-5 on 1d6), slid ing/shifting walls or rooms (1-4 on 1d6), and stonework traps, pits, and deadfalls (1-3 on 1d6). Dwarves can also determine their approximate depth underground (1-3 on 1d6) at any time. J WKH W PH GH WKH HD WK G D HV KD H D VR GH H RSHG D WH VH KDW HG R PD R WKH H HDW HV WKH RPPR H R WH Thus, in melee, dwarves always add 1 to their attack rolls to hit orcs, halforcs, goblins, and hobgoblins. The small size of dwarves is an advantage against ogres, trolls, ogre magi, giants, and titans; these monsters always subtract 4 from their attack rolls against dwarves because of that size dif ference and the dwarves’ training in ghting such large foes. Dwarven armies are well-organized and extremely well-disciplined. Dwarven troops usually wear chain mail and carry shields in battle. They wield a variety of weapons. The composition of a typical dwarven army by weaponry is axe and hammer (25%), sword and spear (20%), sword and light crossbow (15%), sword and polearm (10%), axe and heavy cross bow (10%), axe and mace (10%), or hammer and pick (10%). )32 LOO 0RXQWDLQ /,0 7( 7( ,1 6 D W WR V W RS D R K V 6 D W WR V W RS D PR WD V ) (4 (1 RPPR RPPR 2 1,= 7,21 D V D V 7,9,7 /( Any Any ,(7 Omnivorous Omnivorous ,17(//, (1 ( Very (11-12) Very (11-12) 7 ( 6 ( M (×5); M (×5); G, Q (×20), R in lair G, Q (×20), R in lair /, 10(17 Lawful good Lawful good 12 33( ,1 02 / 66 4 (10) 4 (10) 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 1-8 (weapon) 1-8 (weapon) 63( , / 77 .6 6HH H R 6HH H R 63( , / ()(16(6 6HH H R 6HH H R 0 , (6,67 1 ( 6HH H R 6HH H R 6,=( 6 WR 0 (4’ and taller) M (4 ’ and taller) 02 /( Elite (13-14) Elite (13-14) 3 9 / ( D HV D H D R H D H R GHP K PD V KR G H GH WKH HD WK R J J J HDW W HV D G DJ J PDVV H D V DJD VW WKH R HV R KDRV D G H D HV D VR KD H P K RPPR WK WKH R V D G JHPV WKH R H WR work, for they are both hard and unyielding. It’s often been said that it’s easi er to make a stone weep than it is to change a dwarf’s mind. 6WD G J RP R WR HHW KH JKW D G H JK J WR SR GV dwarves tend to be stocky and muscular. They have ruddy cheeks and bright eyes. Their skin is typically deep tan or light brown. Their hair is V D D J D R R D G R R J WKR JK RW R J H R JK to impair vision in any way. They favor long beards and mustaches, too. D HV D H WKH HD GV K JK D G WH G WR J RRP WKHP H D H D HV GR RW D R R DWH VW JV R DSS JV R WKH KD R WKH HD GV Dwarven clothing tends to be simple and functional. They often wear HD WK WR HV D G WKH RWK V R V GH HG R JK PD RWKH D HV HVSH cially men and elves. Dwarves usually wear one or more pieces of jewelry, WKR JK WKHVH WHPV D H V D RW R D J HDW D H R H RVWH WDW R V Though dwarves value gems and precious metals, they consider it in bad taste to aunt wealth. H D VH G D HV D H D VW G D H WKH DGG WR WKH W D R VW W W R D W V R HV +R H H H D VH WKH D H D VR WD SHRS H WH G J WR D G G VW VW R R WV GH V D G RWKH D HV WKH V W D W RP WKH W D KD VPD D W V R HV D HV V D H RP WR HD V D HV KD H R G W VH WR HD WKH D J DJHV R PD R WKH D lies and enemies. In addition to their own languages, dwarves often speak WKH D J DJHV R J RPHV JR V R R GV R V D G WKH RPPR WR J H K K V H H W VHG W DGH HJRW DW R V WK RWKH D HV RPEDW Dwarves are courageous, tenacious ghters who are ill-disposed toward magic. They never use magical spells or train as wizards, though WKH D H RPH S HVWV D G VH WKH VSH V R WK V J R S H D VH R WKH R PDJ D DW H D W WKH JHW D VSH D R V WR D VD J WK R V DJD VW PDJ D D GV VWD HV RGV D G VSH V D HV H H H D R V WR VD J WK R V DJD VW WKHVH PDJ D DWWD V R H H SR WV R Constitution score they have. See Table 9 on page 21 of the 3OD HU V +D G ERRN for speci c bonuses. A dwarf’s nonmagical nature can also cause problems when he tries to use a magical item. In fact, if a dwarf uses a magical item that is not speci cally created for his class, there is a 20% chance the item malfunctions. For
95 Dwarf 0RVW RWKH D HV VHH G D HV DV D J HHG GR J PS R KR prefer the dampness of a cave to the brightness of an open glade. This is SD W D W H D HV KD H WW H SDW H H R PH D G RWKH VKR W HG races (since man’s concerns seem so petty when seen from dwarven eyes). D HV D VR P VW VW H HV H D VH WKH D H RW DV VH R V P GHG DV G D HV D G DVWH WKH R J HV R SDVW PHV WKH G D HV VHH DV R R V +R H H G D HV KD H HH R WR D G WRJHWKH WK RWK PH D G H HV W PHV R V V D G R J WH P W DGH DJ HHPH WV D G D D HV D H RPPR D HV KD H R P HG HH JV D R W WKH H D HV WKDW G H H R ground and in the Underdark, however. They have an intense hatred of orcs, goblins, evil giants, and drow. The dire creatures of the Underdark R WH HD G D HV WRR R WKH VKR W VWR W R D H W H HVV H HP HV R evil and chaos. It is a goal of the dwarves to wage constant and bitter war DJD VW WKH H HP HV GH WKH HD WK W H WKH WKH R WKH RHV D H GHVW R HG (FRORJ 6 H P K R WKH W H V R VHG R HDW J WK JV RP WKH HD WK G D HV S RG H D D JH DPR W R VH D D H W DGH PD terial. Dwarves are skilled miners. Though they rarely sell the precious PHWD V D G R JK JHPV WKH R H G D H P H V KD H HH R WR VH V S VHV WR R D K PD RPP W HV D HV D H D VR V HG H J HH V D G PDVWH GH V WKR JK WKH R D PRVW H V H WK VWR H D G VRPH G D H D K WH WV R R K PD V WH H H W Dwarves most often trade in nished goods. Many clans are dedicat HG WR R DV D VP WKV V H VP WKV JR GVP WKV D PR H V HDSR V PD H V D G JHP WWH V D H S RG WV D H K JK D HG R WKH workmanship. In human communities, these goods often demand prices up to 20% higher than locally forged items. Many people are still willing WR SD D K JK S H R D V W R G D H PD R D G D H V R G + PD V R WKDW WKH G D KR R JHG WKH WHP PDGH W WR DVW D G D H lifetime, so they’ll never need to worry about it wearing out in theirs. 0RXQWDLQ ZDUYHV 6 P D PRVW D V WR WKH R V V WKH K G D HV WKHVH GHP K mans prefer to live deep inside mountains. They tend to be slightly taller than hill dwarves (averaging 4½ feet tall) and more hearty (hav ing 1 + 1 Hit Dice). They usually have slightly lighter skin and hair than their hill-dwelling relatives. In battle, mountain dwarf armies are likely to have more spears (30% maximum) and fewer crossbows (20% PD P P WKD K G D D P HV 0R WD G D HV KD H WKH VDPH WH HVWV D G DVHV DV K G D HV WKR JK WKH D H H H PR H VR D W R VW WKD WKH R V V D G VRPHW PHV R V GH H H K G D HV WR H R WV GH V 0R WD G D HV H R DW HDVW HD V For every 40 dwarves encountered, there is a 2nd- to 6th-level ghter who leads the group. (Roll 1d6 to determine level, with a roll of 1 equalling 2.) If there are 160 or more dwarves encountered, there are, in addition to the leaders of the smaller groups, one 6th-level ghter (a chief) and a 4thlevel ghter (lieutenant) commanding the troops. If 200 or more dwarves are encountered, there is a ghter/priest of 3rd- to 6th-level ghting abil ity and 4th-to 7th-level priest ability. If a dwarven army has 320 or more W RRSV W WKH R R J K JK H H HDGH V D H RPPD G R WKH J R S an 8th-level ghter, a 7th-level ghter, a 6th-level ghter/7th-level priest, and two 4th-level ghter/priests. The commanders of the dwarven troops wear plate armor and carry shields. In addition, the ghters and ghter/priests leading the dwarven troops have a 10% chance per level of ghting ability of having magical armor and/or weapons. The ghter/priests who lead the troops also have a 10% chance per level of priest ability of having a magical item speci c to priests (and thus not subject to malfunction). If encountered in its home, a dwarven army has, in addition to the lead ers noted above, 2d6 ghters of from 2nd- to 5th-level (1d4 + 1 for level), 2d4 ghter/priests of from 2nd- to 4th-level (in each class), females equal to 50% of the adult males, and children equal to 25% of the adult males. Dwarven women are skilled in combat and ght as males if their homes D H DWWD HG DELWDW 6RFLHW Usually constructed around pro table mines, dwarven W HV D H DVW HD W RPS H HV D HG WR VR G VWR H D H cities take hundreds of years to complete, but once nished they stand R P H D WKR W HHG J D W SH R HSD 6 H G D HV GR RW HD H WKH KRPHV R WH D G D D V HW WR WKHP WKH HDWH WKH W HV with permanence in mind. Troops guard dwarven cities at all times, and sometimes (60% chance) dwarves also use animals as guards—either 2d4 brown bears (75% chance) or 5d4 wolves (25% chance). Dwarven society is organized into clans. A dwarven clan not already at tached to a city or mine travels until it nds an outpost where it can begin WR S D W DGH D V R WH VHWW H RVH WRJHWKH V H WKH V D HHG WKH VDPH D PDWH D V R WKH D WV D V D H RPSHW W H W V D GR RW D DJD VW R H D RWKH D H W HV D H R GHG KH H R JK D V PR H WR D SD W D R DW R Each dwarven clan usually specializes in a particular craft or skill; R J G D HV D H DSS H W HG DW D HD DJH WR D PDVWH WKH D (or, occasionally, in another clan) to learn a trade. Since dwarves live so R J DSS H W HVK SV DVW R PD HD V D HV D VR R V GH SR W D D G P WD VH H D V HG W DGH VR VR G H V D G SR W D V D H V D subjected to a long period of apprenticeship before they are considered S R HVV R D V To folk from other races, life within these cities might seem as rigid D G KD J J DV WKH VWR H WKDW WKH G D H KR VHV D H R JKW RP In fact, it is. Above all, dwarves value law and order. This love of stabil ity probably comes from the dwarves’ long life spans, for dwarves can DW K WK JV PDGH R RRG D G RWKH P WD H PDWH D V GH D WK a single lifetime. It shouldn’t be surprising, then, that they value things WKDW D H KD J J D G WR HDVH HVV WR PD H WKH D WV HD W D G long-lived. For a dwarf, the earth is something to be loved because of its VWD W D G WKH VHD D WK J WR H GHVS VHG D G HD HG H D VH W V D V P R R KD JH Dwarves also prize wealth, as it is something that can be developed over a long period of time. All types of precious metal, but particularly gold, are highly prized by dwarves, as are diamonds and other gems. They do not value pearls, however, as they are reminders of the sea and all W VWD GV R D HV H H H KR H H WKDW W V SRR WDVWH WR DG H W VH HD WK 0HWD V D G JHPV D H HVW R WHG VH HW VR WKDW H JK R V D H RW R H GHG R WHPSWHG
96 Dwarf, Derro/Duergar Fifteen percent of derro use only a spiked buckler. This small shield improves the derro’s AC by 1 against any one opponent. It is armed with a central spike, which can be wielded as a second weapon (no penalty because of the derro’s high Dexterity) for 1d4 points of impaling damage. The derro will also have a hooked aklys, a short, heavy club that can be thrown for 1d6 points of crushing damage. It is attached to a thick leather thong so that it can be retrieved. Thanks to the hook, the aklys also pulls an opponent off-balance but it has only a 1-8 chance. These derro are con sidered brave by their fellows; they are awarded the rarer, heavier armors (AC 4). The remaining 10% of the derro are the sons and daughters of derro leaders. They are given heavier armor and trained in the use of the spear and the military pick. They use bucklers (sans spikes) when not using the VSHD WK RWK KD GV For every three derro encountered, there is one with 4 Hit Dice. For every six derro, there is one with 5 Hit Dice. If 10 or more, there is a 7 Hit Die leader with a 6 Hit Die lieutenant. If a party encounters 25 derro, WKH R G H D RPSD HG H JKW + W H GH R R R + W H one with 6 Hit Dice, and one with 7. The leaders always wear the thicker armor and usually wield well-made (and occasionally magical) weapons. If 20 or more are encountered, they are accompanied by a savant D G W R VW GH WV 6D D W GH R D H D H WR VH D VR W R PDJ D WHP R HDSR 6D D WV R G R WKH R R J VSH V HD HG DW D GRP affect normal res, anti-magic shell, EOL N FOR GNLOO ( 3 S RWLF SDWWHU LFH VWRUP L LVLELOLW OH LWDWH OL W OL W L EROW PL RU FUHDWLR SDUDO DWLR UHS OVLR V DGR PD LF VSLGHU FOLPE H WULORT LVP DOO RI IR DOO RI IRUFH 6D D WV KD H + W H D G D W R R WK HH VH magical items. Typical magical items are any potion, any scroll, UL V RI re resistance, invisibility, protection, D G VSHOO VWRUL D D G VW GGHG OHDW HU DUPRU VK H GV HDSR V S WR EUDFHUV RI GHIH VH EURRF HV RI V LHOGL FORDNV RI SURWHFWLR D G VR R 6D D WV D VW W H FRPSUH H G OD D HV D G UHDG PD LF (as the spells). 6D D WV D H DSD H R D W J DV VDJHV R H WR WK HH D HDV R VW G Derro raids are often inspired by a savant’s research. HUUR XHUJDU /,0 7( 7( ,1 Any/ 6 WH D HD 6 WH D HD ) (4 (1 9H D H 9H D H 2 1,= 7,21 Tribal Tribal 7,9,7 /( Night Any ,(7 Omnivore Omnivore ,17(//, (1 ( 9H WR JH V (13-18) Average to genius (8-18) 7 ( 6 ( 6HH H R M, Q; B (magic only), F in lair /, 10(17 KDRW H Lawful evil (Neutral) 12 33( ,1 R 02 / 66 5 or 4 (8) 029(0(17 ,7 , ( 3 (see below) 7 17 (see below) 12 2) 77 .6 R 0 ( 77 . HDSR HDSR 63( , / 77 .6 6HH H R 6HH H R 63( , / ()(16(6 6HH H R 6D H WK R V 0 , (6,67 1 ( 30% Nil 6,=( S (4’ tall) S (4’ tall) 02 /( Steady (12) Elite (13) 3 9 / ( D G S + W H + W H + W H Derro are a degenerate race of dwarven stature. They have been skulk ing in the Underdark for ages, but they were discovered by the mind ayers only ve centuries ago, and by the drow but shortly before that. The derro have made a name for themselves by their marked cruelty. It is said that a derro lives for just two things: to witness the slow, hu miliating death of surface demihumans, and especially humans; and the SH H V R R R HGJH WR WKH R GD H GV Derro are short, with skin the color of an iced over lake (white, with bluish undertones), sickly, pale yellow or tan hair (always straight), and staring eyes that have no pupils. Their features remind dwarves of hu PD V D G H H VD H R KD H R JK V VSRWWHG WK VKR W RD VH W WV R KD 0RVW GH R HD D RRVH RVW PH R H RP WKH KD R derground creatures and dyed deep red or brown. Their armor is leather, studded in copper and brass. Leaders wear tougher armors made from the K GHV R HDVWV D PR H JJHG WKD DWW H RPEDW Derro are one of the most dexterous of humanoid races (aver aging 15-18), and their Armor Class must be adjusted for this. Normally, a derro party is well-equipped with weapons and spells. All derro carry VPD R DPH WD DGHV D HG VHFDUL K K D H W HDWHG DV GDJJH V W PRVW VH RWKH HDSR V DV H Half of all encountered derro carry a repeating light crossbow (12 PD P P D JH W R VKRWV HD K R G V R W DSD W G SR WV R GDPDJH H R RVV R PH V D RDW WKH R WV WK SR VR If a derro wants to simply bring down his prey, he uses a poison that causes an additional 2d6 points of damage (successful saving throw for no additional damage). If he desires to prolong his target’s suffering, he VHV D SR VR WKDW KDV WKH VDPH H H WV DV D UD RI H IHHEOHPH W spell (a V HVV VD J WK R G DWHV R SR VR GDPDJH Twenty- ve percent of derro carry a hook-fauchard, a long (6’+) pole arm that causes 1d4 points of impaling damage and can pull a man-sized or smaller creature off-balance 25% of the time. It takes one round to re JD D D H )32
97 Dwarf Duergar have infravision to 120 feet. They speak the duergar dialect of the dwarven tongue, “undercommon” (the trading language of subterranean W HV D G WKH V H W VSHH K HPS R HG VRPH V WH D HD HDW HV Intelligent duergar may speak other languages as well. RPEDW For every four single HD duergar encountered outside a lair, there is one with 2 HD + 4 hp. If a band of nine are encountered outside a D WKH H H D WH WK WK + KS R + KS D D V HDG J WKH J R S H JD D H D PHG DV R R V VW OHYHO pick, hammer, spear, chain mail, and shield; QG OHYHO pick, light crossbow, chain mail, and shield; UG WK OHYHO hammer, short sword, plate mail, and shield; WK WK OHYHO hammer*, short sword*, plate mail*, and shield*; UG WK UG WK OHYHO SULHVW WKLHI any usable*/any usable*; WK WK WK WK OHYHO SULHVW WKLHI D VD H D VD H * 5% chance/level for magical item; for multi-class, add one-half of low er level (round up) to the higher level in order to nd the appropriate P W S H There are noncombatant duergar children equal to 10% of the total number of duergar ghters encountered. The duergar’s stealth imposes a – penalty to opponents’ surprise rolls; the duergar are surprised only on a 1 on 1d10. Their saving throws vs. magical attacks gain a +4 bonus. They are immune to paralysis, illusion/ SKD WDVP VSH V D G SR VR V All duergar possess innate magical abilities of H ODU HPH W D G L LVLELO LW They can use these spells as wizards of a level equal to their hit points. H JD D VH H ODU HPH W WR H WKH J R R VK WKHPVH HV DV H DV D WK J WKH D H HD J R D J D JKW D H WV WKH G H JD DV R R V WKH H KD HG D W WR JD V S VH V HJDWHG H WH W V HG HG DWWD V D H PDGH WK D penalty to the attack roll, and opponents’ saving throws are made with a +2 bonus. If the encounter occurs when the duergar are in darkness, but their opponents are brightly illuminated, the duergar’s surprise ability D G H WH W D H R PD W WKH VW V H D SH D W WR WKH DWWD R V K H WKH RSSR H WV JD D R V WR VD J WK R V DJD VW DW WD V H JD D H RW DG H VH D H WHG WKH JKW J H R WR KHV D WH V PDJ D HDSR V R OL W D G faerie re VSH V There is a 10% chance that any duergar are accompanied by 2d4 giant steeders, used as mounts (see SLGHUV DELWDW 6RFLHW H JD VR HW V V P D WR WKDW R RWKH G D H W HV D WKR JK H V P K KD VKH H D VH R WKH KRVW H H R ment deep underground. They do not venture to the surface except at JKW R R J RRP GD V H JD H VSD V D HD K HD V 6W GH W VD D WV R R VSH V KD H + W H WKH R only one eld of study, and one minor magical item. In combat, derro ght cunningly, with good tactics. They keep spell casters from effectively using magic, and in ict minor wounds until WKH H H W D WKH RSSR H WV 6D D WV VH WKH SR H V WR R VH D G VW DWH DWKH WKD WR V PS H R KD H SRR D V R (3-foot range) but keen hearing (treat as the blind- ghting, nonweapon pro ciency). H R HHS V D HV D G DWWHPSW WR DSW H WH JH W RSSR H WV KH SRVV H DELWDW 6RFLHW H R H D JH GH J R G RPS H HV HD H WKH V D H WKD WKH R WRD V D G G R W GHHSH WKD JR V D G W R V They never expose themselves to direct sunlight; it nauseates them. Sun JKW D GH R KH V H SRVHG WR W R VH H D GD V 6W GH R GR visit the surface at night, raiding for humans or carrying out a savant’s S D V Derro are never encountered singly. From their combat tactics to their choice of spells, derro demonstrate a mob mentality. A lone derro is a GHVSH DWH GH R VHH J DW D RVWV WR HW WR K V KRPH Derro lairs always have 3d4 + 30 normal derro, plus leaders. The mem bers of the lair are led by the resident savants (1-3 in number) and their ap prentices (2-5 students). Derro obey without question the puzzling, even V GD G WDWHV RP WKH VD D W HDGH V Also to be found in a derro lair are 5d6 + 10 human slaves. If any of the lair’s savants or students know the F DUP SHUVR spell, each slave has a 90% chance of being charmed. Derro hate humans more than any other race; WKH VH K PD V R WKH PRVW GHPHD J PD D D R D G R HHG J H R GR RW DSSHD WR R VK S D SR H V W WKH VD D WV W HDV H R HGJH D G WKH HVW VHHP WR R VK S WKH VD D WV H R V D V R WKH WH WR R PDJ D WHPV VWHD J WKHP R H HVVD S KDV J WKHP RP PR H SR H HDW HV H R GR RW VKD H WKH R H R JR G RPPR WR WKH G D H H DW HV D G WKH KD H HH R WR SD H R WD W S HV R D H SRW R V R R D PDJ D WHP WK D P VV J RPPD G R G Every 20 years or so, the derro mount an all-out war against the other creatures of the Underdark. This is known as the Uniting War, and no savant really expects it to be won. The War is a means of winnowing out WKH HD HVW R WKH GH R D V D R D SR W R D D GH W W D G D KD H to really create some terror in the Underdark. It also serves the purpose of VWD W J PR V + PD V H WD KHD WKDW D D V H J R JKW the Underdark, and they will send hundreds of scouting and adventuring parties to the underground to investigate. The derro welcome this new VR H R V D HV (FRORJ H R D H R D G HW R GH J R G J W VH W R R spice. They seek out other sustenance whenever possible. A derro hunting SD W V D S V HV D JH GD JH R V S H WKDW HHG D H W H D rather than smaller, simpler food. The derro tendency to torment prey also holds when hunting food. They also raid other races for food. XHUJDU H JD R J D G D HV D H D PD H R H W HHG WKDW H VW DW H W HPH depths underground. Duergar may be ghters, priests, thieves, or multiclassed ghter/priests, ghter/thieves, or priest/thieves. Thieves are pro cient in the use of poison. Duergar appear to be emaciated, nasty-looking dwarves. Their com plexions and hair range from medium to dark gray. They prefer drab clothing designed to blend into their environment. In their lairs, they may wear jewelry, although such pieces are kept dull.
98 Elemental, Generic Information RQWUROOLQJ DQ (OHPHQWDO H D VH WKH H HPH WD H R V DW H ing summoned to this plane, concentration in conjuring the creature is vital. In calling an elemental, a person must remain perfectly still and focus all of his attention on controlling the being. Any distraction to the V PPR H H WKH PH WD R SK V D HV W D D H WR R W R the elemental when it arrives on the Prime Material plane. Elementals WKDW D H R W R HG D G D W J SR WKH R GHV HV D H D HG IUHH LOOHG If the party is lucky, a free-willed elemental will immediately re turn to its plane. However, this occurs only 25% of the time. In most cases (75% of the time), an uncontrolled elemental will immedi ately attack the person or party who conjured it, also destroying anything that stands between it and its enemies. There is no way to gain control of the elemental once it is lost, and there is nothing the objects of the elemen tal’s wrath can do but defend themselves. The elemental’s intense dislike of being away from its home plane is the only safeguard those conjuring D H HPH WD D H SR WKH H HPH WD V G H D VH HPD J R WKH 3 PH 0DWH D S D H V SD WR D RPPR H HPH WD WKH R W R HG H HPH WD D D V HW WR WV S D H R R J WK HH W V D WH R W R V RVW KHWKH W KDV GHVW R HG WKH HDW HV HVSR V H R D J W D D RP WV H HPH WD D RGH R RW There is always a 5% chance per round that an elemental is in the Prime Material (beginning with the second round) that the creature will break control and attack the person who summoned it. Also, if a person V R GHG HG R RVHV R H W DW R K H R W R J D H HPH tal, the creature will become free-willed. The elemental will rst attack WKH SH VR KR V PPR HG W D G WKH GHVW R D J WK J W D nd during the three turns after control is lost. The creature will then return to its home in the Inner Planes. A free-willed elemental can be VH W WR WV KRPH S D H D GLVPLVVDO VSH V DVW SR W W WKH H V R a 50% chance of success for the spell in this situation. A successfully controlled elemental will stay on the Prime Material only R WKH G DW R R WKH VSH WKDW V PPR HG W D G W D H R W R HG RP D G VWD H S WR D GV SH H H R WKH SH VR KR V PPR HG W If under control, an elemental can be dismissed by the summoner when WV WDV V RPS HWH 6WHDOLQJ RQWURO RI DQ (OHPHQWDO Control of a conjured elemental can be VWR H RP WKH SH VR KR V PPR HG W DVW J GLVSHO PD LF speci cal ly at the magical control over the creature (not the elemental itself or the SH VR R W R J W 0RVW R WKH R PD HV R G VSH J PDJ DSS 3OD HU V +D GERRN S +R H H KH GHD J WK R W R R H D H HPH WD D R R WKH SH VR DWWHPSW J WKH VSH PHD V WKDW D R W R KDV HH G VSH HG D G WKH HDW H V R HH HG If control of the elemental is stolen, the creature will follow the wishes of the new person controlling it as if he or she summoned it in the rst place. If the GLVSHO PD LF D V WKH H HPH WD PPHG DWH H VW H JWK ened to its maximum 8 hit points per die and the conjurer’s ability to con W R WKH H HPH WD H J HDW H KD HG PD J D H DWWHPSWV WR steal control of the creature impossible. Also, the elemental will recognize the person who sought to take control of its will as a threat. If the person H W J G J WKH HDW H RVHV R W R WKH H HPH WD PPHG DWH DWWD WKH SH VR KR DWWHPSWHG WR VWHD R W R R WV H H before attacking the person who rst summoned it. Elementals are sentient beings that can possess bodies made of one of the R DV H HPH WV WKDW PD H S WKH 3 PH 0DWH D S D H D HD WK re, or water. They normally reside on an elemental Inner Plane and will R H H R WH HG R WKH 3 PH 0DWH D S D H WKH D H V PPR HG by magical means. (See 0D DO RI W H 3OD HV R PR H R PDW R R WKH nature of the various elemental planes.) Each elemental must adopt a shell in the Prime Material composed of the basic element it represents. And R H WK V VKH V GHVW R HG WKH H HPH WD HW WR WV DW H S D H :K H WKH H D H PD PR H SR H D G PR H WH JH W HV GH WV R WKH H HPH WD S D HV WKH RPPR H HPH WD V WKH HDV HVW WR R WD W D G WKH H R H WKH PRVW H H W V PPR HG Their magical nature gives elementals great protection from attacks on the Prime Material plane. Elementals are not harmed by any nonmagical HDSR V R PDJ D HDSR V R HVV WKD R V HDW HV WK GH R + W H D G WKR W D PDJ D D W HV D RW KD P D H HPH WD either. (Magical abilities include such characteristics as breath weapons, SR VR V SD D V V R H H H J PP H WR R PD HDSR DWWD V Orcs, for example, are powerless against a conjured elemental unless one KDSSH V WR SRVVHVV D HDSR WK R HWWH R V WR K W Though elementals do enjoy protection from many non-magical attacks in the Prime Material plane, like all extraplanar and conjured creatures, H HPH WD V D H D H WHG SURWHFWLR IURP H LO spells. An elemental cannot strike a creature protected by this spell and must recoil from the spell’s R GD HV +R H H WKH H HPH WD D DWWD HDW HV S RWH WHG WKH spell as long as it doesn’t touch them. For example, a re elemental could set the ground on re around the creature and wait for the blaze to spread. Each of the four types of common elemental has its own particular VW H JWKV D G HD HVVHV DWWD PRGHV D G PHWKRG R PR HPH W GH pending on its plane of origin. These will be covered individually, by el emental type, in the next few pages. All common elementals share one major characteristic, however. They are basically stupid. This low intel ligence makes it dif cult for the elemental to resist a magical summons. W H H WKH RPPR H HPH WD V JKW H R JK WR R W GRHV RW H H J WD H R R WV KRPH S D H D G KH G WKH 3 PH 0DWH D S D H 6XPPRQLQJ DQ (OHPHQWDO There are three basic ways to call an elemental to this plane, and the strength of the conjured elemental depends on the PHWKRG VHG WR V PPR W Conjured by spell R + W H Conjured by staff + W H Conjured by summoning device + W H Obviously, the type of wizard or priest spell used to contact an el emental will greatly affect the size of the creature on this plane. (See 3OD HU V +D GERRN for speci cs.) Also, a conjured elemental’s height (in HHW V H D WR WV + W H VR WKH PHWKRG R V PPR J D H HPH WD to the Prime Material plane will also determine its size. Each individual’s use of any spell, staff, or device in contacting the elemental planes produces a unique call. This unique summons will only be answered by the inhabitants of a particular plane once per day. There R H HD K R WKH PHWKRGV R V PPR J H HPH WD V VSH GH H D G staff—can be used by one person to call only one of any speci c type of common elemental per day. If a staff is used four times in one day, for H DPS H D R W SHV R H HPH WD V P VW H D HG R H The only exception to this is a character using more than one method to call elementals. Then, the conjurer can call a number of elementals of the same type equal to the number of methods he or she uses. This PHD V D SH VR WK D GH H D G D VWD D V PPR W R HD WK H HPH WD V +R H H D SH VR WK W R VWD V D VW V PPR R R H elemental of any speci c type in one day.
99 Elemental, Air/Earth Earth elementals can be conjured in any area of earth or stone. This type R RPPR H HPH WD DSSHD V R WKH 3 PH 0DWH D S D H DV D H D JH K PD R G PDGH R KDWH H W SHV R G W VWR HV S H R V PHWD V D G gems it was conjured from. It has a cold, expressionless face, and its two eyes sparkle like brilliant, multifaceted gems. Though it has a mouth-like opening in its face, an earth elemental will rarely speak. Their voices can H KHD G WKH V H H R GHHS W H V WKH P JV R HD WK D HV D G WKH J G J R VWR H R VWR H Though earth elementals travel very slowly, they are relentless in the ful llment of their appointed tasks. An earth elemental can travel through VR G J R G R VWR H WK R SH D W WR PR HPH W R GH WH W +R H H WKHVH H HPH WD V D RW W D H WK R JK DWH WKH P VW H WKH JR D R G WKH RG R DWH WKH SDWK R JR GH W W D H J WKH ground. Earth elementals prefer the latter as it keeps them moving, more R HVV D VW D JKW H WR D G WKH JRD RPEDW Earth elementals will always try to ght on the ground and will R D H H W HG WR J J S WKDW DG D WDJH H D VH R WKH RVH D D H WR WKH R D G HD WK WKHVH H HPH WD V GR SR WV R GDPDJH (4d8) whenever they strike a creature that rests on the ground. Against constructions with foundations in earth or stone, earth elemen WD V GR J HDW GDPDJH PD J WKHP H W HPH VH R D P HV V HJ J D forti cation. For example, a reinforced door, which might require a few R GV WR VKDWWH V J R H W R D PHWKRGV D H VPDVKHG WK HDVH by an earth elemental. They can even level a small cottage in a few rounds. An earth elemental’s effectiveness against creatures in the air or water is limited; the damage done by the elemental’s sts on airborne or water borne targets is lessened by 2 points per die (to a minimum of 1 point of GDPDJH SH G H LU (DUWK /,0 7( 7( ,1 Any air Any land ) (4 (1 9H D H 9H D H 2 1,= 7,21 6R WD 6R WD 7,9,7 /( Any Any ,(7 Air Earth, metal, or gem ,17(//, (1 ( Low (5-7) Low (5-7) 7 ( 6 ( Nil Nil /, 10(17 Neutral Neutral 12 33( ,1 02 / 66 029(0(17 Fl 36 (A) ,7 , ( R R 7 + + + + + + 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 6HH H R 6HH H R 63( , / ()(16(6 HDSR R HWWH WR K W HDSR R HWWH WR K W 0 , (6,67 1 ( Nil Nil 6,=( L to H (8’ to 16’ tall) L to H (8’ to 16’ tall) 02 /( + Champion (15-16) 16 HD: Fanatic (17) + Champion (15-16) 16 HD: Fanatic (17) 3 9 / ( + + + + + + Air elementals can be conjured in any area of open air where gusts of wind are present. The common air elemental appears as an amorphous, shift ing cloud when it answers its summons to the Prime Material plane. They D H VSHD W WKH D J DJH D H KHD G WKH K JK S W KHG VK H R D WR DGR R WKH R PRD R D P G JKW VWR P RPEDW :K H D H HPH WD V D H RW HDG WD J H WR WKH KD WD WV R S D HV RWKH WKD WKH R WKH D VW H D RSSR H W WK D VW R J R cused blast of air that, like a giant, invisible st, does 2-20 points of damage. The extremely rapid rate at which these creatures can move make them very useful on vast battle elds or in extended aerial combat. In fact, the air elemental’s mastery of its natural element gives it a strong advantage in combat above the ground. In aerial battles, they gain a +1 to hit and a +4 to the damage they in ict. The most feared power of an air elemental is its ability to form a whirl wind upon command. Using this form, the air elemental appears as a W DWHG H H VHG R H WK D RRW RWWRP G DPHWH D G RRW WRS diameter. The height of the whirlwind depends on the Hit Dice of the el emental. An air elemental of 8 Hit Dice will produce a whirlwind standing 40 feet tall; a 12 Hit Dice elemental produces a whirlwind standing 60 feet tall; and a 16 Hit Dice elemental produces a whirlwind standing 80 feet tall. It takes one full turn to form and dissipate this cone. This whirlwind lasts for one melee round, sweeps away and kills all HDW HV GH + W H WKH D HD R WV R H D G GRHV SR WV of damage to all creatures it fails to kill outright. If, because of overhead R VW W R V WKH K G D V WR HD K WV KH JKW W D R V HHS S HDW HV GH + W H D G GR SR WV R GDPDJH WR D RWKH V WV R H
100 Elemental, Fire/Water Water elementals can be conjured in any area containing a large amount of water or watery liquid. At least one thousand cubic feet of liquid is re quired to create a shell for the water elemental to inhabit. Usually a large pool serves this purpose, but several large kegs of wine or ale will do just DV H The water elemental appears on the Prime Material plane as a highcrested wave. The elemental’s arms appear as smaller waves, one thrust out on each side of its main body. The arms ebb and ow, growing longer or shorter as the elemental moves. Two orbs of deep green peer out of the front of the wave and serve the elemental as eyes. Like all other common H HPH WD V DWH H HPH WD V D H VSHD R WKH 3 PH 0DWH D S D H W WKH R HV D H KHD G WKH DVK J R D HV R R VKR HV D G WKH KR R D R HD JD H RPEDW In combat, the water elemental is a dangerous adversary. It pre fers to ght in a large body of water where it can constantly disappear H HDWK WKH D HV D G V GGH V H S HK G WV RSSR H W :KH WKH H HPH WD VW HV W DVKHV R W WK D K JH D H H D P GR J SR WV R GDPDJH :DWH H HPH WD V D H D VR D VH R V WK HDW WR VK SV WKDW RVV WKH paths. A water elemental can easily overturn small craft (one ton of VK S SH K W G H R WKH H HPH WD D G VWRS R V R D PRVW D HVVH (one ton of ship per hit point of the elemental). Ships not completely VWRSSHG D H HPH WD H V R HG D SH H WDJH H D WR WKH ratio of ship’s tons over the hit points of the attacking elemental. Though the water elemental is most effective in large areas of open DWH W D H D HG SR WR VH H D DWW H R G D G RVH WR WKH RG R DWH RP K K W D RVH +R H H WKH PR HPH W R WKH DWH H HPH WD R D G V WKH PRVW HVW WHG R D H HPH WD W SH D DWH H HPH WD D RW PR H PR H WKD D GV D D RP WKH DWH W DV R jured from, and 1 point of damage is subtracted from each die of damage they in ict out of the water (to a minimum of 1 point of damage per die). )LUH :DWHU /,0 7( 7( ,1 Any dry land Large areas of water ) (4 (1 9H D H 9H D H 2 1,= 7,21 6R WD 6R WD 7,9,7 /( Any Any ,(7 Any combustible Any liquid ,17(//, (1 ( Low (5-7) Low (5-7) 7 ( 6 ( Nil Nil /, 10(17 Neutral Neutral 12 33( ,1 02 / 66 029(0(17 6 ,7 , ( R R 7 + + + + + + 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 6HH H R 6HH H R 63( , / ()(16(6 HDSR R HWWH WR K W HDSR R HWWH WR K W 0 , (6,67 1 ( Nil Nil 6,=( L to H (8’ to 16’ tall) L to H (8’ to 16’ tall) 02 /( + Champion (15-16) 16 HD: Fanatic (17) + Champion (15-16) 16 HD: Fanatic (17) 3 9 / ( + + + + + + H Fire elementals can be conjured in any area containing a large open ame. To provide a re elemental with an adequate shell of Prime Ma terial ame, a re built to house an elemental should have a diameter of DW HDVW V HHW D G HD K D P P P R R HHW WR WKH D On the Prime Material plane, a re elemental appears as a tall sheet of ame. The re elemental will always appear to have two armlike append ages, one on each side of its body. These arms seem to icker back into the creature’s aming body, only to spring out from its sides seconds later. The only facial features of a re elemental are two large glowing patches of brilliant blue re, which seem to function as eyes for the elemental. Like all common elementals, re elementals rarely speak on the Prime 0DWH D S D H WKR JK WKH R HV D H KHD G WKH D H D G K VV of a large re. RPEDW Because they resent being conjured to this plane, re elementals are erce opponents who will attack their enemies directly and savagely, taking what joy they can in burning the weak creatures and objects of the Prime Material to ashes. In combat, a re elemental lashes out with one of its ever-moving limbs, doing 3-24 points of damage. Any ammable object struck by the re elemental must save versus magical re at a R PPH G DWH HJ WR Fire elementals do have some limitations on their actions in the Prime Material plane. They are unable to cross water or non ammable liquids. Often, a quick dive into a nearby lake or stream is the only thing that can save a powerful party from certain death from a re elemental. Also, because their natural abilities give them some built-in resistance to ame-based attacks, creatures with innate re-using abili ties, like red dragons, take less damage from a re elemental’s attack. The elemental subtracts 1 point from each die of damage it does to these creature (to a minimum of 1 point of damage per die).