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DRAGONS: LESSER, TRUE, AND EPIC The three kinds of dragons are: Lesser, True, and Epic.

Lesser Dragons:
Dragonets Drakes Landragons Landwyrms Linnorms And any dragon that does not have 12 age categories (Dragon Turtle).

All dragons: Features: All dragons have the following features.


12-sided Hit Dice. Base attack bonus equal to total Hit Dice (as fighter). Good Fortitude, Reflex, and Will saves. Feats: 1plus1 very three racial HD Skills: A dragon gains a number of skill points equal to 6 + Int modifier, minimum 1, per Hit Die. These skill points can be spent to purchase ranks of any racial skill allowed the dragon (see LESSER and TRUE/EPIC DRAGONS below), but dragons can only acquire a number of ranks in a specific skill equal to their total dragon Hit Dice. If the dragon takes a Character or NPC class, it gets all the skills and bonuses for that class.

True Dragons:
Chromatic Dragons Ferrous Dragons Gem Dragons Metallic Dragons Planar Dragons And a few dragons that do not fit into the above categories (Pink, Paper, etc.)

Epic Dragons:
Force Dragon Prismatic Dragon (Epic dragons share all the combat characteristics of True Dragons. But, even wyrmling epic dragons are Huge, and are capable of making tail sweep and crush attacks.)

Traits: A dragon possesses the following traits (unless otherwise noted in the description of a particular kind).
Proficient with its natural weapons only unless in humanoid form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry. Proficient with no armor. Dragons eat, sleep, and breathe. All dragons speak Draconic if they have an Int of 8 or better.

COMBAT A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and
Dragon Size Space/Reach, Attacks, and Damage Size Tiny Small Medium Large Huge Gargantuan Colossal Colossal Plus Space/Reach* 2-1/2 ft./0 ft. (5 ft. with bite) 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft. (10 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 20 ft./15 ft. (20 ft. with bite) 30 ft./20 ft. (30 ft. with bite) 30 ft./30 ft. (40 ft. with bite) with Improved Natural Attack Attack Bonus: Strength Damage Bonus: 1 Bite 1d4 1d6 1d8 2d6 2d8 4d6 4d8 6d6 6d8 Full X1

eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies). The table below provides space and reach statistics for dragons of various sizes, plus the natural weapons a dragon of a certain size can employ and the damage those attacks deal.
2 Claws 1d3 1d4 1d6 1d8 2d6 2d8 4d6 4d8 6d6 -5 X0.5 2 Wings 1 Tail Slap 1d4 1d6 1d8 2d6 2d8 4d6 6d8 -5 X0.5 1d8 2d6 2d8 4d6 4d8 6d6 -5 X1.5 1 Crush 2d8 4d6 4d8 6d6 4d8 Reflex save X1.5 1 Tail Sweep 2d6 2d8 4d6 6d6 Reflex save X1.5

*A dragons bite attack has reach as if the creature were one size category larger. All other attacks are made with the standard reach for the dragons size. Bite: Bite attacks deal the indicated damage plus the dragons Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat. Claw: Claw attacks deal the indicated damage plus 1/2 the dragons Strength bonus (round down). The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a 5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to 2). Wing: The dragon can slam opponents with its wings, even when flying. Wing attacks deal the indicated damage plus 1/2 the dragons Strength bonus (round down) and are treated as secondary attacks. Tail Slap: A larger or larger dragon can slap one opponent each round with its tail. A tail slap deals the indicated damage plus 1-1/2 times the dragons Strength bonus (round down) and is treated as a secondary attack. Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a

DRAGONS: LESSER, TRUE, AND EPIC


standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragons body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragons breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they dont escape. A crush attack deals the indicated damage plus 1-1/2 times the dragons Strength bonus (round down). Tail Sweep (Ex): This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragons space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragons Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragons breath weapon). Grappling: DRAGONS do not favor grapple attacks, though their crush attack (and Snatch feat, if they know it) use normal grapple rules. A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on Concentration checks, DC 20+spell level. Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon breathes, it cant breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragons choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragons age and variety, and is given in each individual entry. Saves against nondamaging breath weapons use the same DC; the kind of saving throw is noted in the variety descriptions. The save DC against a breath weapon is 10 + 1/2 dragons HD + dragons Con modifier. Breath weapons come in two basic shapes, line and cone, whose areas vary with the dragons size. Dragon Breath Weapons Dragon Size Tiny Small Medium Large Huge Gargantuan Colossal Colossal Plus Line* (Length) 30 ft. 40 ft. 60 ft. 80 ft. 100 ft. 120 ft. 140 ft. 160 ft. Cone** (Length) 15 ft. 20 ft. 30 ft. 40 ft. 50 ft. 60 ft. 70 ft. 80 ft. Frightful Presence (Ex): A young adult or older TRUE/EPIC DRAGONS can unsettle foes with its mere presence. The ability takes effect automatically whenever the TRUE/EPIC DRAGON attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the TRUE/EPIC DRAGONs age category are subject to the effect if they have fewer HD than the TRUE/EPIC DRAGON. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragons HD + dragons Cha modifier) remains immune to that TRUE/EPIC DRAGONs frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. TRUE/EPIC DRAGONS ignore the frightful presence of other dragons. Spells: A TRUE/EPIC DRAGONS know and cast arcane spells as a sorcerer of the level indicated in its variety description, gaining bonus spells for a high Charisma score. Some TRUE/EPIC DRAGONS can also cast spells from the cleric list or cleric domain lists as arcane spells. Spell-Like Abilities: A TRUE/EPIC DRAGONS spell-like abilities depend on its age and variety. It gains the abilities indicated for its age plus all previous ones. Its age category or its sorcerer caster level, whichever is higher, is the caster level for these abilities. The save DC is 10 + dragons Cha modifier + spell level. All spell-like abilities are usable once per day unless otherwise noted. Damage Reduction: LESSER DRAGON: as stated in dragons description. TRUE/EPIC DRAGONS: Young adult and older dragons have damage reduction, magic. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Immunities (Ex): All dragons have immunity to sleep and paralysis effects. Each variety of dragon has immunity to one or two additional forms of attack no matter what its age, as given in its description. Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities, as indicated in the variety descriptions. Blindsense (Ex): All Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon cant actually see still have total concealment against the dragon. Senses: LESSER DRAGON: Darkvision out to 60 feet and low-light vision. TRUE/EPIC DRAGONS: Keen Senses (Ex): A true/epic dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet. Skills: Acquiring Skills All dragons gain a number of skill points equal to (6 + Int modifier, minimum 1) per Hit Die plus its Intelligence modifier with a racial +3 on Spot, Search, Listen and any skills mentioned in the verity description. Dragon's may chose any "Untained Yes" silk that they meet the requirements for at 1 point per hit die. At every HD a dragon gains additional skill points. These skill points can be spent to purchase ranks of any skill allowed the dragon (see LESSER and TRUE/EPIC DRAGONS below), but dragons can only acquire a number of ranks in a specific skill equal to its total Hit Dice. Skill Check Bonuses* Skill Untrained Trained Skill Check is Equal To1 1d20 + Ability modifier + racial modifier (if any, all dragons) 1d20 + Skill ranks + ability modifier +

*A line is always 5 feet high and 5 feet wide. **A cone is as high and wide as its length.

DRAGONS: LESSER, TRUE, AND EPIC


racial modifier +3 (all dragons) Trained Class Skill 1d20 + Skill ranks + ability modifier + racial modifier + 3 (all dragons with character class levels)

hustle or a forced march, check for non-lethal damage once every 2 hours instead of every hour. DRAGONHIDE Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. Armor that has been made from the hide and scales of a dragon is referred to as Dragonhide Armor. It is always of Masterwork quality. Only hide armor, banded mail, half-plate, breastplate or suit of full plate can be made from Dragonhide. However, with the Dragoncrafter(3.5e Feat) the armor or shield grants it's wearer non-magical elemental resistance to the element of the dragon it was made from. This is treated as an extraordinary and is not effected by and anti-magic field.
Dragon Type, Element, and Resistance Provided by Armor or Shield
Dragon Type Blue Dragon Black Dragon Brass Dragon Bronze Dragon Copper Dragon Dreg Dragon Dry Dragon Fairy Dragon Force Dragon Gold Dragon Green Dragon Lethus Dragon Element Electricity Acid Fire Electricity Acid Acid Desiccation Light and Blindness Force Fire Acid Unholy Hide Banded Half- BreastShield Armor Mail Plate plate Full Plate 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 Full Immunity Full Immunity Full Immunity Full Immunity Full Immunity Full Immunity Full Immunity Full Immunity Full Immunity Full Immunity Full Immunity Full Immunity Full Immunity Full Immunity Full Immunity Full Immunity Full Immunity Full Immunity Full

1 Armor check penalty applies to all Strength and Dexterity-based skill checks. *Modified From Pathfinder Beta Book LESSER DRAGON: +3 racial bonus on Spot, Search, Listen and any skills mentioned in the verity description. Lesser Dragon's may chose any "Untrained Yes" silk that they meet the requirements for at 1 point per HD. TRUE/EPIC DRAGONS: +3 racial skill point bonus to Spot, Search, Listen, Knowledge (any), and any skill mentioned in the verity description, plus one additional racial skill for every point of Int modifier when a wyrmling (Option: gain a new racial skill when Int modifier increases with +3 racial bonus to skill). True/Epic Dragons may chose any skill at 1 point per hit die except Disable Device, Handle Animal, and Sleight of Hand unless they take levels in a class that awards these skills. If a TRUE/EPIC DRAGON selects a level in a class, all of its class skills are automatically added to the dragons list of racial skills, and the dragon gains a +3 bonus on these skills if it puts ranks in them. If the class skill is the same as the dragon racial skills, the bonuses do not stack. Feats: All Dragons get 1plus1 very three racial HD. TRUE/EPIC DRAGONS that take levels in a character gain feats as the character class advances, not by total hit die, the HD do not stack. TRUE/EPIC DRAGONS favor Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (claw and/or bite), Wingover, and any metamagic feat that is available and useful to sorcerers. TRUE/EPIC DRAGONS that take levels in fighter can apply fighter bonus feats to natural attacks if they meet the prerequisites (ie. Fighter4 with Weapon Focus, claws; can take Weapon Specialization, claws). These class feats do not stack with racial/monstrous feats that grant the same type of bonuses.

Dragon Overland Movement Chromatic and metallic dragons are exceedingly strong flyers and can cover vast distances quickly. A dragons overland flying speed is a function of its tactical fly speed, as shown on the table below.
Dragon Overland Flying Speeds --------------- Dragons Fly Speed ---------------One Hour Normal Hustle One Day Normal 120 miles 160 miles 240 miles 320 miles 400 miles 480 miles 100 feet 15 miles 24 miles 150 feet 20 miles 40 miles 200 feet 30 miles 60 miles 250 feet 40 miles 80 miles 300 feet 50 miles 100 miles 350 feet 60 miles 120 miles

Olympus Holy Dragon Orange Dragon Plains Dragon Sonic Light and Blindness

Prismatic Light and Dragon Blindness Psi Dragon Red Dragon Silver Force Fire Acid and

Dragons do not tire as quickly as other creatures when moving overland on the ground. If a dragon attempts a

DRAGONS: LESSER, TRUE, AND EPIC


Dragon White Dragon Cold Cold 5 5 10 15 15 Immunity Full Immunity

Because Dragoncraft armor isnt made of metal, druids can wear it without penalty. Dragoncraft armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type. Dragoncraft armor has 10 hit point and hardness of 10.
Copied from: http://www.dandwiki.com/wiki/Dragoncraft_Armor_or_Shield_(3.5e_Equipment)

Legal Disclaimer
This page is an edited version of the item from the D&D 3.5e Book call Draconomicon and also contains items based on other homebrew creatures. Copyrights and trademarks for the books are held by their respective owners and their use is allowed under the fair use clause of the Copyright Law.

DRAGONS: LESSER, TRUE, AND EPIC

DRAGON, TRUE
The known varieties of true dragons (as opposed to other creatures that have the dragon type) fall into two broad categories: chromatic and metallic. The chromatic dragons are black, blue, green, red, and white; they are all evil and extremely fierce. The metallic dragons are brass, bronze, copper, gold, and silver; they are all good, usually noble, and highly respected by the wise. All true dragons gain more abilities and greater power as they age. (Other creatures that have the dragon type do not.) They range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm. The size of a particular dragon varies according to age and variety. A dragons metabolism operates like a highly efficient furnace and can metabolize even inorganic material. Some dragons have developed a taste for such fare. Although goals and ideals vary among varieties, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is no such thing as enough treasure. Its pleasing to look at, and they bask in its radiance. Dragons like to make beds of their hoards, shaping nooks and mounds to fit their bodies. By the time a dragon matures to the age of great wyrm, hundreds of gems and coins may be imbedded in its hide. All dragons speak Draconic.

ADVANCED DRAGON
The standard advancement rules allow dragons theoretically infinite progression even beyond the stage of great wyrm. The following rules let dragons improve more than their Hit Dice as they progress to epic heights of power.
Age Category: A standard dragon gains one virtual age category for every 3 Hit Dice it gains beyond the great wyrm stage. Abilities that function once per day per age category or otherwise use the dragons age category as part of a calculation use this adjusted number. Epic dragons gain one age category per 5 Hit Dice beyond great wyrm. Size: One important element of dragon advancement is increasing size. The dragons that dont reach Colossal size by the great wyrm stage can never reach it according to the standard advancement rules. When advancing a dragon, consider its basic size group: lesser (white, black, brass, and copper dragons), ordinary (green, blue, and bronze dragons), greater (silver, red, and gold), or epic (force and prismatic). A dragon that is Tiny as a wyrmling is in the lesser group, a dragon that is Small as a wyrmling and never reaches Colossal size is in the ordinary group, and a dragon that is Small to Large as a wyrmling and reaches Colossal by the great wyrm stage is in the greater group. A lesser dragon becomes Colossal when it gains two age categories (6 Hit Dice) beyond great wyrm. It increases to Colossal+ when it gains an additional four age categories (12 HD). An ordinary dragon becomes Colossal when it gains one age category (3 Hit Dice) beyond great wyrm. It increases to Colossal+ when it gains an additional four age categories (12 HD). A greater dragon becomes Colossal+ when it gains four age categories (12 HD) more than it needed to reach the Colossal size. Epic dragons, already Colossal+ by the time they reach the great wyrm stage, do not increase in size thereafter. Use the information presented under the epic dragon entry, above, to determine the statistics of a Colossal+ dragon. Armor Class: All dragons natural armor bonus increases by +1 for every Hit Die it gains beyond the great wyrm stage. (natural armor and Hit Dice always increase at the same rate.) Breath Weapon: If a dragons breath weapon deals damage, the damage typically increases by 2 dice for every virtual age category the dragon gains. The two exceptions among standard dragons are the brass and white dragons, whose breath weapon damage increases by only 1 die per age category. The saving throw DC against a dragons breath weapon remains 10 + 1/2 the dragons Hit Dice + its Constitution modifier. Spell Resistance: For standard advanced dragons, spell resistance increases by 2 per additional age category. For epic dragons, spell resistance increases by 3 (for force dragons) or 6 (for prismatic dragons) per additional age category. Move: When a dragon becomes Colossal, its fly speed increases by 50 feet and its maneuverability becomes clumsy. When it reaches Colossal+, its fly speed increases by another 50 feet, and its maneuverability remains clumsy. A dragons land speed and other special movement s (swim, burrow, and so on) do not change. Ability Scores: A great wyrms Strength and Constitution scores both increase by +2 for every virtual age category the dragon gains. Its Dexterity remains unchanged. Its Intelligence, Wisdom, and Charisma increase by +2 for every two age categories the dragon gains. Special: Dragons do not gain additional spell-like abilities, but their damage reduction continues to increase as they gain Hit Dice. For most dragons (the exceptions being the force and prismatic dragons), the great wyrms damage reduction increases to 15/epic after exceeding the great wyrm age category and the dragons natural weapons count as epic weapons for the purposes of bypassing damage reduction. Force and prismatic dragons have the following DR progression: wyrmling 10/magic, young 15/magic, young adult 15/epic, mature adult 20/epic, very old 25/epic. Caster Level: A great wyrms caster level increases by 2 for every virtual age category the dragon gains. As

DRAGONS: LESSER, TRUE, AND EPIC


with the epic dragons described later, advanced dragons gain the Improved Spell Capacity feat as a bonus feat once for every three caster levels above 20th. Feats: Like ordinary dragons, advanced dragons receive one feat for every 3 Hit Dice they have. Feats gained after the dragon attains great wyrm status can be epic feats. Challenge Rating: For standard dragons, CR increases by 2 per additional age category. For epic dragons, CR increases by 3 per additional age category. All other dragon statistics are as presented for dragons in general and specific dragon varieties.

Dragon Age Categories and Class Advancement** Bard*, Fighter**, Paladin, Ranger

Category 1 Wyrmling 2 Very young

Age (Years) 05 615

PC Race Base Age

Barbarian**, Rogue**, Sorcerer* 1st Lvl Sorcerer: Steel; Paper, Pink

Sorcerer Levels* 1st

Cleric*, Druid*, Monk, Wizard*

Half Orc (14 yrs) 1st Lvl Sorcerer: Red; Brass, Bronze,

Copper, Gold, Silver; Amber; Aquatic, Demon Drake, Dreg, Electrum, Jacinth, Jade, Moonstone, Mustard, Obsidian, Pearl, Phantom, Rainbow, Tourmaline, Shadowfire 3 Young 1625
Human (15 yrs), Half-Elf (20 yrs), Halfling (20 yrs)

1st Lvl Sorcerer: Blue, Brown, Deep, Green, Shadow, Song; Death, Mercury, Mithril, Yellow

1st Lvl in 1st Lvl Cleric: Red: Brass, any Bronze, Copper, Gold, Silver; above Amber; Fang, Shadow, Song; and other Demon, Electrum, Jacinth, class Jade, Malbolgian, Mithril, could Moonstone, Mustard, Pearl, start Rainbow, Shadowfire here** 1st Lvl Druid: Amber

4 Juvenile 5 Young adult 6 Adult 7 Mature adult 8 Old 9 Very old 10 Ancient 11 Wyrm 12 Great wyrm

2650 51100 101200 201400 401600 601800 801 1,000 1,001 1,200 1,201 1,400

Dwarf (40 yrs.), Gnome (40 yrs) Elf (100 yrs)

1st Lvl Sorcerer: Black, Fang; Malbolgian, Wing 1st Lvl Sorcerer: Slate 1st Lvl Sorcerer: White; Beige 2nd 3rd, 8th, 4th 9th, 6th, 2nd 1st Lvl Cleric: Wing 7th, 8th 5th, 6th, 7th 3rd, 4th 5th 10th 11th, 12th, 13th 9th, 10th 11th

14th, 15th, 12th, 13th, 16th 14th 17th, 18th, 15th, 16th, 19th 17th, 20th, 21st, 22nd 18th, 19th, 20th,

13 Advanced 1,401 + Epic Levels if not already 23rd, 24th, 21st, 22nd, Epic Levels if not already GW 25th 23rd * Dragons may take their 1st lvl in spell casting classes at the age category that a Human(15+yrs=Age Category Young) would if the dragons ability score is 11 or greater. If the dragon gets its racial sorcerer caster level at a younger age category, it can take 1st level sorcerer one age category earlier if it has a 11 or greater in Charisma. Dragons that get their racial sorcerer caster level at Wyrmling can take 1st Level Sorcerer a wyrmling. Dragons with a single class level advances one class level 66.6 yrs of age (3 sorcerer levels every 200 yrs). A Dragon with two or more class levels may advance no more than 3 total class levels every 200 yrs. ** A Dragon can take any PC/NPC class it wants as long as the Prime Ability for that class is 10 or greater.

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