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Post by DM Leverage on Apr 15, 2017 17:37:34 GMT -5
Dragons Dragon RolesDragons are skilled, fearsome predators capable of devastating attacks and able to withstand all but the most grievous wounds. Even the youngest dragons are elite predators, capable of preying on most creatures in Faerûn today. By adulthood, most wyrms are nigh unbeatable, threatened only by other dragons or powerful adventurers armed with magic and luck. While some dragons use their natural cunning, physical prowess, and magical abilities simply to stay atop the food chain, many dragons are much more than "just" monsters. Scholars of dragon-kind divide dragons into two camps: predators and schemers. The former are considered quantifiable, albeit extremely dangerous, threats to humanoid societies, while the latter represent a wide range of possible threats with the potential for wildly outsized influence on the shape of Toril today. In game terms, predator dragons are powerful or even epic adversaries in a single contest; while scheming dragons shape entire campaigns, interacting with the PCs initially through their minions and eventually in multilayered plots. Predators oscillate between two basic states: hunter and sleeper. Predatory wyrms spend the bulk of their days sleeping atop their hoards, reducing the number of dragons who are hunting concurrently. Some sages believe that something about dragon physiology causes the larger wyrms to awake at different times, minimizing the disruption to the ecosystem that multiple wyrms could inflict. If this is indeed the case, then something in the magic of the Dracorage mythal must artificially adjust such sleep patterns so that multiple wyrms awake simultaneously prior to a Rage or Flight of Dragons. Arauthator, Arveiaturace, and Klauth are elite examples of predatory wyrms. Schemers, on the other hand, have unique, individual goals and hence exhibit all manner of behaviors. Most seek to manipulate the lesser races and their fellows to serve their own ends. The goals of scheming dragons can often be categorized as one or more of the following: hoard-building, encouraging personal worship, preserving the status quo, fear-mongering, power-seeking, lore-seeking, or observing. Astute sages have noted that each of these categories is associated with a general draconic trait, but individual dragons sometimes evince a stronger expression of one or more particular traits than the norm. Hoard-building dragons are focused primarily on the acquisition of wealth. Whereas most dragons are content to simply seize treasure from those they slay, hoard-building dragons employ all manner of unusual schemes to acquire coins, gems, and items of magic, from outright theft to extortion to running their own businesses. For example, Gaulauntyr the Thief Dragon spends her days stealing gems and food (chiefly exotic cheeses), while Iryklathagra extorts a percentage of Amn's annual tax receipts from the Council of Six, and Lhammaruntosz runs a Sword Coast merchant shipping fleet. Although some dragons encourage lesser races to worship them in a cynical ploy to increase their power, most wyrms who build cults of followers have a strong streak of narcissism and believe themselves equal to the gods. For example, Augaurath, a female mature adult white dragon of Anauroch's High Ice, commands the worship of nearby yeti, winter wolves, and semisentient remorhaz. Likewise Ghaulantatra has established a small cult among the Sandskull orc tribe in the Fallen Lands, and Maugrysear, a female ancient red dragon better known as "Flashburn", is worshiped by a tribe of monastic orcs from the High Moor. The Dragonclaws, as members of the tribe have taken to calling themselves, have transformed an ancient Ammarindan citadel in the southern Graypeaks overlooking the High Moor into a fortified monastery dedicated to the veneration of Maughrysear. Elite members of the order train as monks and then take the initiate of draconic mysteries prestige class. Due to their extended life spans, dragons who reach their prime often witness the rise and fall of empires and the transformation of the natural world. In response, some wyrms seek to maintain some measure of the status quo, despite the passage of time. For example, Aerosclughpalar, better known as "Gildenfire," once sought to "preserve" the High Forest by preventing the spread of forest fires. Most dragons have an unsettling presence that induces fear in most of the lesser races. A few evil dragons seem to feed off such fear, literally gaining sustenance from terrifying other sentient beings. Many dragons of this type adopt the bloodscale fury prestige class and lead brief (by draconic standards) but bloody lives. One long-surviving exception is Jaxanaedegor (LE male vampiric very old green dragon), who claims most of Threskel as his domain and draws strength by terrorizing the inhabitants of surrounding communities. Most dragons claim domains, ranging in size from the immediate environs of their lair to the entirety of the Sword Coast, but few attempt to enforce their will outside the ranks of dragon-kind, blithely ignoring the implicit challenge to their dominion posed by settlements of lesser races, no matter how powerful, that lie within their territories. In the tradition of ancient draconic kings, a few dragons seek absolute power in their demesne, demanding fealty from every living or undead creature in their territory. Some such wyrms even claim the thrones of lesser creatures. For example, Alasklerbanbastos, the Great Bone Wyrm of Dragonback Mountain, is actively seeking to rule Chessenta, Threskel, and Unther, while Tchazzar has returned to claim the same territories as well. Likewise, Mithbarazak regularly occupied the throne of Iltkazar, at least until his recent abduction, and Valamaradace rules the lands around Everlund from her throne at the heart of the Floating Mountain. For some dragons, the twin urges to acquire hoards and advance their mastery of the Art combine to form a powerful craving for lore. Some, such as Daurgothoth, "The Creeping Doom," seek to master new forms of magic, while others, such as Olothontor, "The Minstrel Wyrm," delight in the endless possibilities of musical expression. Thalagyrt, known as "Old Lord Memory," collects actual memories from other sentient creatures. Although most dragons spend much of their lives dozing atop a bed of coins and jewels, few can afford to remain ignorant about events in the territories surrounding their lairs that might prompt a band of powerful adventurers to go "dragon hunting." A few dragons become consumed with events in surrounding lands. Some, such as Nymmurh, "the Wyrm who Watches," focuses on a single bloodline and follow the family for generations. Others become obsessed with a particular settlement, such as the interest Claugiyliamatar evinces for the City of Splendors. Source: Forgotten Realms: Dragons of Faerûn - pg 7-12
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Post by DM Leverage on Apr 15, 2017 17:38:29 GMT -5
The History of Dragon Kind
"Great treasures lie beneath the slumbering forms of Faerûn's Majestic wyrms. Be thankful such hoards occupy the dreams of dragonkind and leave them undisturbed, for when the great dreamers awake to thieving hands, all the wonders of our world quickly fall to their wrath." - Velsaert of Baulders Gate; Year of Wild Magic (1372 DR). Although dragons are powerful, long-lived creatures, draconic history is little known even among the longest-lived members of the race. Philosophers have speculated that the oral tradition of draconic historians and the innate self-centeredness of dragonkind have combined to undermine the accumulation of a permanent draconic historical record. In fact, much of what is known of the history of dragonkind has been recorded by the Proud Peoples (elves and dwarves), but their decline has led to the the fragmentation of the historical record, and the records that remain display a perspective that reflects their creators' biases regarding dragonkind. Time of DragonsIn the wake of the Days of Thunder, dragons rose to rule Faerûn. Elven myth, recorded in the form of the Parwiccan Cycle, speaks of the Tearfall, thought to refer to a rain of meteors that fell from the sky. Some scholars interpret the ancient texts as suggesting the meteors precipitated a dramatic climatic change, which in turn sparked the rapid evolution of proto-dragons (little more than large lizards) into the varied forms of dragonkind known today. Others claim that the meteors were in fact falling dragon eggs, from which the varied races of dragonkind were born into this world. The Time of Dragons, also known as the Dawn Ages, began circa -30,000 DR and lasted some six millennia. Individual dragons and dragon clans ruled large swaths of territory and battled with their rivals for control of the land, seas, and skies. The dragons of this age were devout followers of the draconic pantheon, and many wars of this period were fought over religious issues. Over time, however, religious fervor waned, as philosophers of different faiths came to the conclusion that the draconic deities were not the guardians and protectors of dragonkind, because they had allowed dragons to fight such genocidal conflicts in their name. The one draconic holy war that continued unabated was the Dragonfall War, which pitted the followers of Bahamut against the spawn of Tiamat. During this period of devastation warfare among the dragons of Faerûn, isolated pockets of formerly dragon-ruled territory fell under giant control Over time, such giant-ruled kingdoms came to threaten the hegemony of dragonkind, leading to great battles between giant-ruled kingdoms such as Darchar, Grunfesting, Helligheim, Ostoria, and Rangfjell and as Caesinmalsvir, Darastriverthicha, and Tharkrixghontix. While Faerûn's dragons and giants battled for dominance of Toril, the smaller humanoid races began to carve out their own kingdoms. In once such instance, the Parwiccan Cycle speaks of the descendants of Tintageer, now known as moon and gold elves, who carved a realm from the northlands of Faerûn by defeating a great red wyrm named Mahatnartorian, Master of the Mountains. The Time of Dragons drew to and end with the dawning of the Rage of Dragons. The High Mages of the Fair Folk hit upon a plan that involved the creation of a high magic effect tied to the appearances of the King-Killer Star (also know as the King-slayer star among the Fair Folk) in the heavens. In an ancient citadel in the nothernmost reaches of Faerûn, they created the Dracorage mythal, encompassing all Faerûn and periodically driving Faerûn's wyrms to madness. The King-Killer Star appeared in the heavens just often enough for the Dracorage mythal to disrupt the dominance of the dragon race over the continent, but not so often as to prevent the rise of humanoid kingdoms in the inter-Rage periods. Under the King-Killer StarIn the twenty-five millennia that followed, the collective power of Faerûn's wyrms waxed and waned, but dragonkind never reclaimed its absolute rule over Faerûn. Every time individual wyrms or dragon clans sought to reestablish their dominance over large swaths of Faerûn, either the lesser humanoid races united to bring them down or, failing that, the King-Killer Star returned to drive them into madness, destroying what they had wrought, and turn them against their own offspring. Only once did an allied group of dragons come close to unraveling the Dracorage mythal, but the long-forgotten wyrms of that day were turned aside by the sacrifice of nearly the entire subrace of avariels, who mustered a great crusade to fly north and defend the ancient citadel that housed the Dracorage mythal capstone. Although exceptions are recorded throughout history, in time the majority of Faerûn's dragons came to occupied the niche of top predator, not king. Notable exceptions include Anaglathos, who rules over Turmish for six years; Kisonraathiisar, who ruled over Westgate until the Year of Bold Poachers (-349 DR); Tchazzar, who ruled over Chessenta for nearly a century (and has now returned); and Ylveraasahlisar the Rose Dragon, who ruled over Calimport for a century. The last Rage of Dragons unleashed by the King-Killer Star unfolded in the Year of the Dracorage (1018 DR). The last Flight of Dragons occurred over the Dalelands and the Moonsea in the Year of the Worm (1356 DR). Dragonfall WarAlthough the Time of Dragons is long forgotten, even among the most ancient of great wyrms, the ancient conflict between Tiamat and Bahamut has continued, increasing and decreasing in intensity over time, gradually subsuming other races and cultures as well. The last great era of conflict between the Platinum Dragon and the Chromatic Dragon raged from -2087 DR to -1078 DR, during the first millennium of the Untheric empire. Tiamat's cult was brought to Faerûn (at least among humans) by the Mulan. The clergy of Enlil preached that Tiamat was the Nemesis of the Gods, and she was blamed by the god-kings for every setback Unther experienced as it rose to greatness and then decayed over the centuries. Tiamat battled an Untheric alias of Bahamut, known as Marduk the Justice Bringer, time and again, but neither wyrm could prevail. In -1071 DR, the Untheric pantheon marched to war against the deities of the orc pantheon in a cataclysmic conflict that saw the death of many gods. During the final Battle of the Gods, Tiamat launched a surprise attack against Gilgeam while he battled Ilneval. The ever0vigilant Marduk intervened, killing Tiamat before she could land a death blow against Gilgeam, but at the cost of his own life. In the wake of the Battle of the Gods, the Platinum Dragon was reduced to the rank of celestial paragon, and the Chromatic Dragon was reduced to the rank of archfiend. Marduk's church vanished entirely, his name remembered only as one of the Old Ones of Unther, but Tiamat's cult survived after a fashion. As Gilgeam grew increasingly tyrannical, the people of Unther never forgot the Nemesis of the Gods and they increasingly turned to her in secret for succor. Followers of the Scaly WayIn the Year of Fell Pearls (887 DR), a former Chosen of Mystra named Sammaster became convinced that dead dragons would one day rule Toril, a path he named the Scaly Way. Sammaster created his first dracolich in the Year of Queen's Tears (902 DR), and the ranks of the Cult of the Dragon soon swelled. In the years that followed, Sammaster suffered a series of setbacks, but the Cult of the Dragon continued to follow his teachings. After his last defeat in the Year of the Blacksnake (1285 DR), the lich Sammaster returned to unlife once again thanks to the magic of his phylactery. Once he did, however, Sammaster saw little point in resuming command of the Followers of the Scaly Way immediately, for he had tried that path before. The founder of the Cult of the Dragon was frustrated by the inability of the secret society, strong in magic but numerically weak, to stand against its foes, and by the reluctance of many evil dragons to embrace his vision of a future when they, as undead dracolichs, would rule supreme. Plainly, he needed a new strategy, and he sought inspiration in ancient texts and places of power. Return of the Dragon QueenIn the Year of the Bloodbird (1346 DR), after centuries of silence from the Dragon Queen, the few remaining followers of the Nemesis of the Gods successfully summoned an aspect of Tiamat known as the Dark Lady to Unther, an event that had been heralded centuries before by Ochir Naal, prophet of Tiamat. Over the next dozen years, the Dark Lady secretly fomented rebellion throughout Unther, seeking to overthrow the hated Gilgeam, and the ranks of her followers swelled once again (elevating her to the rank of demigod). Unknown to her followers in Unther, the Dragon Queen had her own reasons for finally answering their prayers. While the Church of Tiamat grew in opposition to the despotic rule of Gilgeam, the Dragon Queen turned her baleful gaze to Sammaster's studies, in which she saw suggestions of mad genius. Through subtle hints and divinely inspired bursts of intuition, Tiamat helped Sammaster rediscover the secrets of the Dracorage mythal and its secrets. As Tiamat had hoped, he set about harnessing the power of the Dracorage for his own ends. Time of TroublesIn the Year of Shadows (1358 DR), the Avatar Crisis forced the gods of Toril to walk among their followers in mortal form, upsetting many divine machinations, including those of the Dragon Queen. During the Time of Troubles, Gilgeam destroyed Tiamat, seemingly ending her threat to his eternal rule. In truth, however, Tiamat's essence was splintered among three powerful dragons in the region. The largest of the three, Tchazzar, consumed the other two, therefore meeting the conditions the Dragon Queen had laid down in advance. Tchazzar was thereby transformed into Tiamat anew. The Fall of the Gods also returned Bahamut to the land in avatar form for the first time sine the death of Marduk. During his sojourn on Faerûn, the Platinum Dragon caught wind of Tiamat's brewing plots, which presaged a resumption of the Dragonfall War. Rise of the Dragon KingIn the Year of Serpent (1359 DR), Gareth Dragonsbane, future king of Damara, and his adventuring companions returned from an expedition to the Abyss, having stolen the Wand of Orcus, shattered it in the blood of an avatar of Tiamat (checking hr plans once again), and returned to Damara with the blessing of Bahamut. Gareth brought with him the Tree-Gem, which, once planted, represented Bahamut's covenant to protect Damara against the influences of demons as long as the kingdom of Damara allied itself with the forces of good. In so doing, Gareth brought to Damara a measure of peace and freedom from demonic meddling that the rest of the Demonlands has never experienced. As Bahamut had hoped, the planting of the Tree-Gem sparked renewed interest in his teachings among the nondragon races. In the years that followed, good-aligned mortals across Faerûn heard the Call of Bahamut, and many pledged themselves to the service of the Platinum Dragon. The elite became platinum knights or vassals of Bahamut. Some of those who were called by Bahamut chose to undergo the Rite of Rebirth, transforming themselves into a long-forgotten race known as the dragonborn. As the ranks of his followers swelled, Bahamut rose in power, assuming the rank of lesser deity once more, while Tiamat did the same. The planting of Bahamut's Tree-Gem also drew the attention of the Dragon Queen. In response, Tiamat dispatched an avatar to Castle Perilous in the cold wasteland of Vaasa. Scores of chromatic dragons heeded her call and descended on the ruined fortress. With their participation, the Dragon Queen initiated a massive breeding program, creating all manner of spawn of Tiamat, horrifying monstrosities that had not been seen in Toril since the Battle of the Gods. The spawn of Tiamat then spread far and wide. Source: Forgotten Realms: Dragons of Faerûn
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Post by DM Leverage on Apr 15, 2017 17:40:54 GMT -5
The Dragon's Body
"How can one imagine anything more magnificent than ... a dragon, the paragon of creation?" - Bheilorveilthion, red wyrm. At first glance, a true dragon resembles a reptile. It has a muscular body, a long, thick neck, a horned or frilled head with a toothy mouth, and a sinuous tail. The creature walks on four powerful legs with clawed feet, and it flies using its vast, batlike wings. Heavy scales cover a dragon from the tip of its tail to the end of its snout. As you'll see from the details to come, however, that first glance doesn't begin to tell the whole story about the nature of dragons. External AnatomyDespite its scales and wings, a dragon's body has features that seem more feline than reptilian. Like a cat's eye, a dragon's eye is often yellow, gold, green, orange, red, or silver, with an iris of a darker, contrasting color. To a casual observer, a dragon's pupils always look like vertical slits. If one were to look very closely into a dragon's eye, however, one could see a second iris and a pupil within the first. The dragon can shift and rotate this inner aperture up to 90 degrees, so that the inner pupil can overlay the outer one or lie at a right angle to it. This ocular structure gives a dragon extremely accurate depth perception and focusing ability no matter how much or how little light is available. A dragon's eye is protected by a leathery outer eyelid and three smooth inner eyelids, or nictating membranes. The innermost membrane is crystal clear and serves to protect the eye from damage while the dragon flies, fights, swims, or burrows with its eyes open. The other two eyelids mainly serve to keep the inner membrane and the surface of the eye clean. They are thicker than the innermost membrane and less clear. A dragon can use these inner lids to protect its eyes from sudden flashes of bright light. A dragon's eyes glow in the dark, but the dragon can hide the glow by closing one or more of its inner eyelids; doing this does not affect its vision. Inside a Dragon's EyeMost scholars remain unaware of how complex and unusual a dragon's eye really is. In addition to it's four layers of eye-lids and its double pupil, a dragon's eye also has a double lens. The outer lens (1) is much the same as any other creature's in form and function. The inner lens (2), however, is a mass of transparent muscle fibers that can polarize incoming light. The inner lens also serves to magnify what the dragon sees, and helps account for the dragon's superior long-distance vision. A dragon's retinas (3) are pact with receptors for both color and black-and-white vision. Behind the retina lies the tapetum lucidum (4), a reflective layer that helps the dragon see in dim light. A dragon literally sees light twice, once when it strikes the retina and again when it is reflected back. It is the tapetum lucidum that makes a dragon's eyes seem to glow in the dark. A dragon's ears often prove indistinguishable from the frills that frame its head, especially when the dragon is at rest. The ears of an active dragon, however, constantly twitch and swivel as the dragon tracks sounds. Not all dragons have external ears; burrowing and aquatic dragons usually have simple ear holes protected by an overhanging fringe. A dragon's mouth features powerful jaws, a forked tongue, and sharp teeth. The exact number and size of a dragon's teeth depend on the dragon's age, habitat, and diet; however, a dragon's array of teeth usually includes four well-developed fangs (two upper, two lower) that curve slightly inward and have cutting edges on both the inner and outer surfaces. A dragon uses its fangs to impale and kill prey , and they serve as the dragon's primary weapons. Immediately in front of the fangs in each jaw lie the dragon's incisors, which are oval in cross-section and have serrated edges at the top. When a dragon bites down on large prey, these teeth cut out a semicircle of flesh. Behind the fangs in each jaw, a dragon has a row of peglike molars that help it grip prey. A dragon is not well equipped for chewing, and it typically tears prey into chunks small enough to gulp down. A dragon can create a sawing motion with its incisors by wiggling its lower jaw and skating its head from side to side, allowing the incisors to quickly shear through flesh and bone. Many dragons learn to seize prey and literally shake it to death. Other dragons have mastered the technique of grabbing prey and swallowing it whole. Some dragon hunters boast that they can hold a dragon's mouth closed, preventing the creature from biting. It is true that a dragon applies more force when closing its jaws than it does when opening them; however, holding a dragon's mouth closed still requires prodigious strength. Even if a foe were to succeed in clamping its jaws shut, the dragon is likely to throw off the opponent with one flick of its head, claw its attacker to ribbons, or both. The spines, frills, and other projections that adorn a dragon's head make the creature look fearsome, and that is there main function. A dragon's horn is a keratinous projection growing directly from the dragon's skull. A dragon with horns that point backward can use the horns for grooming, and they also help protect the dragon's upper neck in combat. Horns projecting from the sides of a dragon's head help protect the head. A dragon's spines are keratinous, but softer and more flexible than its horns. The spines are imbedded in the dragon's skin and anchored to the skeleton by ligaments. Most spines are located along the dragon's back and tail. Unlike horns, spines are mobile, with a range of motion that varies with the kind of dragon and the spines' location on the dragon's body. The spines along a dragon's back for example, can only be raised or lowered, whereas the spines supporting a dragon's ears can be moved many different ways. The frills on a dragon's back and tail help keep the dragon stable when flying or swimming. To a scholar who knows something about the natural world, a dragon's powerful legs are decidedly nonreptilian, despite their scaly coverings. A dragon's legs are positioned more or less directly under its body, in the manner of mammals. (Most reptiles' legs tend to splay out to the sides, offering much less support and mobility than a dragon or mammal enjoys.) A dragon's four feet resemble those of a great bird. Each foot has three or four clawed toes facing forward (the number varies, even among dragons of the same kind), plus an additional toe, also with a claw, set farther back on the foot and facing slightly inward towards the dragon's body like a human's thumb. Although a dragon's front feet are not truly prehensile, a dragon can grasp objects with its front feet, provided thy are not too small. This grip is not precise enough for tool use, writing, or wielding a weapon, but a dragon can hold and carry objects. A dragon also is capable of wielding magical devices, such as wands, and can complete somatic components required for the spells it can cast. Some dragons are adriot enough to seize prey in their front claws and carry it aloft. A dragon can use the "thumbs" on its rear feet to grasp as well, but the grip is less precise than that of the front feet. A dragon's skin resembles crocodile hide - tough, leathery, and thick. Unlike a crocodile, however, a dragon has hundreds of hard, durable scales covering its body. A dragon's scales are keratinous, like its spines. Unlike the spines, however, a dragon's scales are not attached to its skeleton, and the dragon cannot make them move. The scales are much harder and less flexible than the spines, with a resistance to blows that exceeds that of steel. A dragon's largest scales are attached to its hide along one edge and overlap their neighbors like shingles on a roof or the articulated plates in a suit of armor. These scales cover the dragon's neck, underbelly, toes, and tail. As the dragon moves its body, the scales tend to shift as the skin and muscle under them moves, and the scales' free ends sometimes rise up slightly. This phenomenon has led some observers to mistakenly conclude that a dragon can raise and lower its scales in the same manner as a bird fluffing its feathers. The majority of a dragon's scales are smaller and attached to the skin near their centers. These scales interlock with neighboring scales, giving the surface of the body a pebbly texture. The scales are large enough to form a continuous layer of natural armor over the body even when it stretches or bulges to its greatest extend. When the body relaxes or contracts, the skin under the scales tends to fold and wrinkle, though the interlocking scales give the body a fairly smooth look. A dragon's scales grow throughout its lifetime, albeit very slowly. Unlike most other scaled creatures, a dragon neither sheds its skin nor sheds individual scales. Instead, its individual scales grow larger, and it also grows new scales as its body gets bigger. Over the years, a scale may weather and crack near the edges, but its slow growth usually proves sufficient to replace any portion that breaks off. Dragons occasionally lose scales, especially if they become badly damaged. Old scales often litter the floors of long-occupied dragon lairs. When a dragon loses a scale it usually grows a new one in its place. The new scale tends to be smaller than its neighbors and usually thinner and weaker as well. This phenomenon is what gives rise to bards' tales about chinks in a dragon's armor. These tales are true as far as they go, but one new scale on a dragon's massive body seldom leaves the dragon particularly vulnerable to attack. A dragon's long, muscular tail serves mainly as a rudder in flight. A dragon also uses its tail for propulsion when swimming, and as a weapon. A dragon's wings consist of a membrane of scaleless hide stretched over a framework of strong but lightweight bones. Immensely powerful muscles in the dragon's chest provide power for flight. Most dragons have wings that resemble bat wings, with a relatively short supporting alar limb, ending in a vestigial claw that juts forward. Most of the wing area comes from a membrane stretched over elongated "fingers" of bone (the alar phalanges), which stretch far beyond the alar limb. Some kinds of dragons have wings that run the lengths of their bodies, something like the "wings" of manta rays. This sort of wing also has an alar limb with phalanges supporting the forward third of the wing, but the remainder of the wing is supported by modified frill spines that have only a limited range of motion and muscular control. Source: Dungeons and Dragons: Draconomicon, The Book of Dragons
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Post by DM Leverage on Apr 15, 2017 17:41:32 GMT -5
Faerûnian Dragons A number of dragons are found specifically in Faerûn. They are as follows: - Brown Dragon
- Deep Dragon
- Drow Dragon
- Dweomervores
- Dzalmus
- Fang Dragon
| - Gornynychs
- Ibrandlin
- Mercury Dragon
- Mist Dragon
- Portal Drake
- Rattlyr Dragon
| - Rock Wyrm
- Scalamagdrion
- Shadow Dragon
- Song Dragon
- Steel Dragon
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Post by DM Leverage on Apr 15, 2017 17:41:49 GMT -5
The True Dragons True dragons are winged, reptile like creatures of ancient lineage. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world. 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. Though they are fearsome predators, dragons scavenge when necessary and can eat almost anything if they are hungry enough. A dragon’s 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. It’s 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. True Dragon Breeds Chromatic
- Black
- Blue
- Green
- Red
- White
| Metallic
- Brass
- Bronze
- Copper
- Silver
- Gold
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Source: Dungeons and Dragons: Monster Manual 3.5 Edition
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Post by DM Leverage on Apr 15, 2017 17:42:22 GMT -5
Brown Dragons Brown dragons originated in the Raurin desert to the east of Mulhorand. They are rumored to be creations of the ancient Imaskar Empire, whose Artificers are also responsible for the desiccation of the Dust Desert. Brown dragons have migrated from Raurin westward, and now frequent much of the wastes in eastern Mulhorand. Brown dragons, also known as great desert dragons, are ferocious, wingless dragons that burrow beneath the desert sands. Brown dragons have scales the color of desert sands, ranging from dim brown at hatching to almost white in their old age. 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 other dragons’ hides. While intelligent, brown dragons view humans and their kin as food, and find the idea of conversing with their food peculiar. They can subsist on a mineral diet—even sand—for long periods of time, but prefer meat (particularly horseflesh). Brown dragons carve out vast cavern chambers deep below the desert sand, typically at least 1,000 feet down. They are the hated enemies of blue dragons, who compete with them for territory and treasure. CombatBrown dragons bury themselves in deep trenches in the sand and lie in wait for prey, erupting from the sand in a flurry to grab their victims. Dragon: (Earth) Climate/Terrain: Any desert Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring) Challenge Ratings: Wyrmling 2; very young 3; young 5; juvenile 7; young adult 10; adult 13; mature adult 15; old 17; very old 18; ancient 20; wyrm 22; great wyrm 24 Treasure: Double standard Alignment: Usually neutral evil Advancement: Wyrmling 7–8 HD (Medium-size); very young 10–11 HD (Large); young 13–14 HD (Large); juvenile 16–17 HD (Large); young adult 19–20 HD (Huge); adult 22–23 HD (Huge); mature adult 25–26 HD (Huge); old 28–29 HD (Gargantuan); very old 31–32 HD (Gargantuan); ancient 34–35 HD (Gargantuan); wyrm 37–38 HD (Colossal); great wyrm 40+ HD (Colossal) Breath Weapon (Su): The brown dragon’s breath weapon is a line of acid. It does not use this attack against mounted foes, since it knows that horses are good eating. Tremorsense (Ex): Brown dragons can automatically sense the location of anything within 500 feet that is in contact with the ground. Create Water (Sp): The dragon can use this spell-like ability once per day. Sandstorm (Sp): Once per day, an adult brown dragon can create a vortex of violently churning sand at a distance up to 80 yards away. All creatures within a 60-foot radius of the center of the sandstorm take 1d6 points of damage each round they remain within the sandstorm. Characters in the swirling sands are blinded and must make a Balance check (DC 15) during each round they move more than 5 feet or fall prone. Summon Huge Air Elemental (Sp): Once per day, an old brown dragon can cast summon nature’s ally VII to summon one Huge air elemental, 1d3 Large air elementals, or 1d4+1 air elementals of smaller size. Summon Greater Air Elemental (Sp): Once per day, an ancient brown dragon can cast summon nature’s ally VIII to summon one greater air elemental, 1d3 Huge air elementals, or 1d4+1 air elementals of smaller size. Other Spell-Like Abilities: 1/day—create water, disintegrate. Source: Forgotten Realms: Monsters of Faerûn, & 3.5 Update
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Post by DM Leverage on Apr 15, 2017 17:42:42 GMT -5
Deep Dragons Deep dragons are most often encountered near drow cities. The confusion of the cities during Lolth’s silence has interrupted the steady supplies of food and magic, causing many deep dragons to take independent action. However, the dragons are generally pleased that the drow are fighting one another: By weakening themselves in this way, they pose no immediate threat of dominating the lower realms. This dragon is sinuous and serpentine with a slender neck and limbs and narrow wings. Its scales gleam with the deep purple luster of amethysts. Its sleek, narrow head has a streamlined, shielded crest that reaches to its neck. EcologyDeep dragons are little known on the surface world. They are consummate hunters of the Underdark, stalking their prey with cunning and patience. Relentless explorers, they always seek to penetrate to the deepest places of the earth, never before trod by a sentient creature, to reveal what wonders such undiscovered caverns might hold. They are extremely avaricious and covet all wealth—especially magic items. Legends speak of a mystical realm called Azarakka that was hidden deep beneath the surface when Io, creator of all dragons, first laid the foundation of the world. The dragon who first discovers this fabled cavern, so the legend goes, will be privy to the ancient knowledge of the Ninefold Dragon and ascend to the ranks of the dragon deities. Whether the deep dragons believe this tale is unknown, but scholars speculate that the allure of this prize first drew their progenitors from the skies of their heritage to the dark places of the earth. Deep dragons can eat almost anything but seem to have a preference for “seafood”: giant clams and crabs, fish, kuo-toas, and even aboleths. (They are not fond of skum, though, finding them tough and bitter.) Because of their hunting habits, they are often at odds with sentient ichthyoid creatures, and they conceal and heavily trap their lairs to prevent incursions by vengeance-seeking kuo-toas and others. However, their greatest enemies, other than the drow (with whom they have a complex relationship), are cloakers and illithids. The relationship of deep dragons to the drow varies with the dragons’ whims—they might ally closely with the dark elves at one time, and at another maintain a haughty and malevolent distance. They see the drow as useful tools and excellent sources of “trinkets” (as the deep dragons refer to magic items). But they also recognize the power that the dark elves possess, and they do not like the idea of a drow hegemony throughout the lightless realm. EnvironmentDeep dragons rarely venture from the Underdark, whose depths they are ideally suited to navigating, but they have been known to venture to the surface. Such sojourns are usually undertaken in pursuit of stolen treasure, to take revenge against a foe, or to seek rare magic. Typical Physical CharacteristicsA hatchling deep dragon has iridescent maroon scales, darkening to deep rich purple in adulthood and almost black in the dragon’s older age. Its lithe body is designed for maneuvering in the narrow, twisting corridors of the Underdark. Deep dragons are also accomplished shapechangers, with the ability to adopt a legless serpentine form that lets them squeeze into tight spaces or a humanoid shape to blend in with the other races of the Underdark. Younger deep dragons might gather in clutches of two to five individuals, but by a relatively young age, their greed and relentless curiosity drive them to strike out on their own. As is typical of evil dragons, parents do not care for the eggs once laid. AlignmentDeep dragons are selfish, cruel, and capricious. They are always chaotic evil. Typical TreasureLike all their kind, deep dragons are avaricious creatures and hoard their wealth greedily. A deep dragon has triple standard treasure for its Challenge Rating. CombatLike other true dragons, deep dragons become more powerful as they grow older. The accompanying tables summarize their game statistics by age category. For more about true dragon abilities, such as damage from melee attacks, see the Monster Manual pages 68–70. Details of the abilities that deep dragons gain as they age, as well as other characteristics, are provided below. True Seeing (Su): All deep dragons benefit from a continuous true seeing effect (as the spell) at caster level 20th. Frightful Presence (Su): A young adult or older deep dragon can inspire terror by charging, attacking, or flying overhead. Creatures within a radius of 30 feet × the dragon’s age category are subject to the effect if they have fewer Hit Dice than the dragon. Affected creatures must succeed on a Will save (DC 10 + 1/2 dragon’s HD + dragon’s Cha modifier) or become shaken, remaining in that condition as long as they remain within range of the dragon. A creature that successfully saves cannot be affected by the same deep dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds, and those with 5 or more HD become shaken for 4d6 rounds. Deep dragons ignore the frightful presence of other dragons. Breath Weapon (Su): All deep dragons are able to breathe a cone of acid once every 1d4 rounds. The damage and save DC vary by age, as indicated on the table. The length of the cone depends on the size of the dragon; see the Dragon Breath Weapons table, MM 69. This flesh-corrosive gas does not affect inorganic material, including most constructs. Change Shape (Su): As a standard action, a deep dragon (except for a wyrmling) can assume one or more forms other than its normal draconic form. The dragon can remain in an alternate form until it chooses to assume a new one or return to its natural form. It can assume a serpentine (legless) form three times per day at very young age and four times per day at juvenile age or older. This form is the same size as the dragon, but it is able to move through narrow tunnels because it has no legs (treat the creature as one size category smaller for squeezing purposes). The dragon’s natural armor bonus worsens by –6 in this form. It moves at 30 feet, flies at 10 feet (poor), and swims at 30 feet. It loses all claw attacks in this form but gains a constrict attack against grappled opponents, dealing damage depending on its size: 1d8 points of damage if Small, 2d6 if Medium, 2d8 if Large, 3d6 if Huge, 3d8 if Gargantuan, or 5d6 if Colossal. A deep dragon can assume a humanoid form of Medium size or smaller three times per day at young age and four times per day at juvenile age or older. Spell-Like Abilities: The caster level for a deep dragon’s spell-like abilities is equal to the dragon’s age category (1–12) or its sorcerer caster level (as given on the table), whichever is higher. Challenge Rating: Wyrmling 3; very young 5, young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25. Advancement: Wyrmling 7–8 HD; very young 10–11 HD; young 13–14 HD; juvenile 16–17 HD; young adult 19–20 HD; adult 22–23 HD; mature adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38 HD; great wyrm 40+ HD. Skills: A deep dragon has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action when swimming, provided it swims in a straight line. Source: Dungeons & Dragons 3.5: Drow of the Underdark
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Post by DM Leverage on Apr 15, 2017 17:43:26 GMT -5
Drow-Dragons Drow-dragons are half-shadow dragon drow whose mixed ancestry has been split into two separate forms by means of secrets stolen from the malaugrym. From a game mechanics perspective, drow-dragons are treated as shadow dragons, usually with additional class levels. Their favored class is sorcerer. Drow-dragons have a Challenge Rating of the appropriate shadow dragon age category +1, because they ahve one additional supernatural ability and one additional racial trait. Alternate Form (Su): A juvenile or older drow-dragon can assume a unique humanoid form - that of a Medium drow - as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the drow-dragon does not regain hit points for changing form and can only assume the form of a specific drow. A drow-dragon can remain in its drow form until it chooses to return to its natural form. Elf Blood: For all effects related to race, a drow-dragon is considered an elf. Source: Forgotten Realms: Dragons of Faerûn
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Post by DM Leverage on Apr 15, 2017 17:43:50 GMT -5
Dweomervore Dragons This three-foot-long dragon has a muscular, prehensile tail studded with hooks and bony barbs, and a pair of batlike wings. Its forefeet resemble two small, dexterous arms ending in claws. Its neck is short, and its bony head is covered with ridges. The creature’s jaws are filled with tiny, sharp teeth, and its large amber eyes sparkle with intelligence. The creature’s scales are pale blue, and its claws and the hooks on its tail are jet black. Dweomervores are small, thieving dragons that feed on charged magic items and wield a telekinetic breath weapon as both a tool and a weapon. Dweomervores are fairly intolerant of their own kind, rarely dwelling within ten miles of each other without entering into a protracted feud, but they enjoy the company of other dragons. Dweomervores are asexual, reproducing (after reaching fifty years of age) by absorbing all the charges from a magic item in 10 minutes and then laying a single egg after a tenday of gestation. They protect their young fiercely until they reach maturity (within a tenday of birth). Although they can be encountered almost anywhere, dweomervores are typically found in large, prosperous, magic-rich cities, such as Bezantur, Silverymoon, and Waterdeep, where wands are fairly plentiful. Many quickly ensconce themselves as the heads of small thieves’ guilds specializing in the theft of charged magic items. In the wilds, dweomervores favor sprawling aboveground ruins where adventurers are common (such as Myth Drannor and Shoonach) and they can fly overhead invisibly while searching for targets. Dweomervores speak Common, Auran, and Draconic, but since they can use tongues as a spell-like ability at will, they rarely have difficulty communicating. These creatures are phenomenally long-lived, and they can reach ages of five hundred years or more if they are careful. CombatDweomervores lurk in and around ruins, taverns, and other locales frequented by adventurers. They observe potential prey before attempting a theft, hoping to discern which members of a group have charged items, such as wands. A dweomervore attempts to steal as many such items as is possible using its breath weapon from a place of hiding. If discovered, a dweomervore uses any stolen items against their owners before closing to slash with its barbed tail attack. Dweomervores are usually more interested in stealing magic than killing, but if hard pressed, they use all their abilities to defend themselves. Dragon: Small Environment: Temperate forest Organization: Solitary, pair, or gang (2–4) Challenge Rating: 7 Treasure: Standard, double charged magic items Alignment: Usually chaotic neutral Advancement: 7–12 HD (Small); 13–18 HD (Medium) Level Adjustment: — Breath Weapon (Su): A dweomervore has a unique telekinetic breath weapon that it can use once every 1d4 rounds. It can duplicate the combat maneuver or violent thrust versions of the telekinesis spell (caster level 10th), with a maximum range of 100 feet. Its breath weapon manifests as shimmering golden waves of force. Since it can affect creatures of up to 250 pounds, the dweomervore can pick up and hurl most creatures of Medium size or smaller (Will DC 15 negates). Against larger creatures, it must employ a combat maneuver or settle for hurling other objects at its target. A dweomervore cannot maintain its telekinetic breath weapon after its turn ends, so it usually chooses maneuvers such as bull rush, trip, or disarm that can be resolved on its turn (its modifier for resolving these attempts is +14). Telekinetic Filch (Su): A dweomervore can use an effect similar to a telekinesis spell to manipulate objects weighing 5 pounds or less at a distance of up to 60 feet. Unattended nonmagical objects receive no saving throw against this attack, but attended or magic objects can attempt a DC 17 Will save to resist. The save DC is Charisma based. A dweomervore can manipulate objects in this manner with amazing grace, and if it wishes to take an object from a person without being detected, it can make a Sleight of Hand check to do so. Dweomervores are fond of stealing improperly stowed wands and scrolls from the pockets of unwary victims by using this ability. Magic Drain (Su): As a full-round action, a dweomervore can place any charged magic item (for example, staves or wands) in its mouth and consume 1d6 charges. Each charge consumed in this manner is drained without activating any of the object’s powers, and each charge so drained cures the dweomervore of 5 points of damage. Excess hit points gained in this manner are gained as temporary hit points, and they persist for 1 hour. A dweomervore can only have a number of temporary hit points equal to its full normal total. Spell-Like Abilities: At will—blur, color spray (DC 15), daze (DC 14), detect magic, identify, invisibility, reduce person (DC 15), see invisibility, obscuring mist, tongues. Caster level 7th. The save DCs are Charisma based. Tail Barbs (Ex): A dweomervore’s tail is studded with numerous razor-sharp barbs. These barbs can inflict terrible wounds. A wound caused by the creature’s tail continues to bleed at the rate of 1 point of damage per round. The bleeding persists until it is magically healed or staunched with a DC 15 Heal check. Multiple hits result in cumulative bleeding damage. Skills: Dweomervores have a +4 racial bonus on Use Magic Device checks. Racial StatisticsSource: Forgotten Realms: Waterdeep - City of Splendors
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Post by DM Leverage on Apr 15, 2017 17:44:09 GMT -5
Dzalmus Dragons The hordlands breeds creatures harsh and deadly, and in no creature is this more evident than the native dragons of the Endless Wastes, the dreaded, multiheaded dzalmus. A dun-colored dragon rises from the tall, dry grasses. Leathery, finlike wings taper back into a wedge-shaped tail, and from its muscular body snake three thick necks, each ending in a fierce, draconic head. Dzalmus are malevolent and relentless hunters that roam the entire length of the Endless Waste. They are three-headed scourges of the steppes famed for their ravenous appetites. Their feasting on horse and goat herds cause much hardship and suffering for local barbarians. The three heads of a dzalmus dragon rest on long muscled necks that taper smoothly into the creature's torso. Their bodies are flatter and broader than most other dragons. The scales of the dzalmus range from drab yellow to dull sandy brown in color. Young dzalmus do not hoard wealth or maintain permanent lairs. Older dzalmus of mature adult age or older prefer to dwell in isolated caves close to abundant food sources. The dzalmus shun social contact, even refusing to acknowledge their own kind most of the time. Coupled dzalmus dragons part soon after mating, abandoning the nest to fate. Breeding occurs more often for dzalmus than for other dragons, which accounts for their greater numbers. CombatA dzalmus typicall divides its attacks to engage as many foes as possible. These dragons prefer to surprise opponents by either leaping from a concealed position or rising suddenly from behind a large hill. Unlike most dragons, dzalmus do not have wing attacks, their wings being smaller and constructed differently than most draconic creatures. Their most obvious feature, their three heads, also aid them in combat, allowing them to make three bite attacks in a full-round attack. Dragon: Air Environment: Any steppes or grassland. Organization: Wyrmling, very young, young: solitary (with humanoid companions) or clutch (2-5); juvenile, young adult, adult, mature adult, old, very old, ancient wyrm, great wyrm: solitary (with humanoid companions). Challenge Rating: Wyrmling 4; very young 5; young 6; juvenile 7; young adult 9; adult 11; mature adult 12; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23. Treasure: Wyrmling, very young, young, juvenile, young adults: standard; adult, mature adult, old: double standard; very old, ancient wyrm, great wyrm: triple standard. Alignment: Chaotic Evil. Advancement: Wyrmling 5-6 HD (Small); very young 8-9 HD (Small); young 11-12 HD (Medium); juvenile 14-15 HD (Medium); young adult 17-18 HD (Medium); adult 20-21 HD (Large); old 26-27 HD (Large); very old 29-30 HD (Huge); ancient 32-33 HD (Huge); wyrm 35-36 HD (Huge); great wyrm 38+ HD (Huge). Breath Weapon (Su): A dzalmus has one type of breath weapon: a cone of vampiric life-draining gas. Every creature within the area of the gas must succeed on a Fortitude save or take 1 point of constitution damage per age category of the dragon. The victim must succeed on a second save at the same DC 1 minute later or take the same amount of damage. Any of the dzalmus's three heads may use this attack, but only one can breath per round. Once the dzalmus uses its breath weapon, none of the heads can do so again until 1d4 rounds later. Spell-Like Abilities: At will - pass without trace (young or older), fog cloud (juvenile or older), slow (adult or older); 3/day - chain lightning (old or older), whirlwind (ancient or older), storm of vengeance (great wyrm or older). Skills: A dzalmus gains a +10 on Hide checks in grassland environments. Source: Dragon Magazine #349
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Post by DM Leverage on Apr 15, 2017 17:44:29 GMT -5
Fang Dragons Fang dragons originally appeared in the Realms in the ruins of Myth Drannor, causing some sages to speculate that they are somehow connected to the demons that have infested the ancient elven city since its fall. They are commonly found in Starwoods regions of Cormanthor, and occasionally in the Border Forest, the Spiderhaunt Woods, and other forests in the region of the Dalelands, Sembia, and the Moonsea. Fang dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs at limb joints and end in long, forked tails tipped with a pair of scythelike bone blades. They fly poorly, but can rise with a single clap of their wings to lunge forward. Their body plates are a mottled gray and brown, their wings are small but muscled, and their eyes tend to be glittering red or orange. Fang dragons’ heads are adorned with many small horns or spikes. Fang dragons prefer to seek food far from their lairs, typically walling up their residences with huge boulders to keep out intruders in their absence. They speak snippets of many languages and bargain to avoid hopeless or hard battles. They are prone to random violence and outbursts of rage. Fang dragons eat all manner of fresh meat. They especially enjoy the flesh of intelligent mammals. CombatFang dragons are masters of physical combat, and every part of their body is lethal. They have a tendency to play with their food in a cruel way. Young adult and older fang dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Environment: Temperate mountains Organization: Wyrmling, very young, young, juvenile, or young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring) Challenge Rating: Wyrmling 2; very young 3; young 4; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21 Treasure: Double standard Alignment: Always chaotic neutral Advancement: Wyrmling 4–5 HD; very young 7–8 HD; young 10–11 HD; juvenile 13–14 HD; young adult 16–17 HD; adult 19–20 HD; mature adult 22–23 HD; old 25–26 HD; very old 28–29 HD; ancient 31–32 HD; wyrm 34–35 HD; great wyrm 37+ HD Level Adjustment: Wyrmling +3; very young +4; young +5; juvenile +5; others — Ability Drain (Su): A fang dragon does not have a breath weapon, but its bite drains Constitution if the victim fails a Fortitude save. The number of Constitution points drained and the saving throw DC are given on the accompanying table. Increased Damage (Ex): Because of their sharp claws, teeth, and scales, fang dragons deal damage as if they were one size category larger. This ability does not enable the dragon to use attack forms normally not allowed to a dragon of its size. Thus, a very young (Small) fang dragon deals 1d8 points of damage on a bite attack and 1d6 points of damage on a claw attack (as if it were Medium), but cannot make wing attacks. Trip (Ex): A fang dragon that hits with a claw or tail attack can attempt to trip the opponent as a free action (see page 158 of the Player’s Handbook). If the attempt fails, the opponent cannot react to trip the dragon. Sound Imitation (Ex): A fang dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon’s frightful presence) to detect the ruse. Spell-Like Abilities: At will—detect magic, read magic; 2/day—shield, telekinesis; 1/day—dispel magic, spell turning, globe of invulnerability. Source: Draconomicon: The book of Dragons; Forgotten Realms: Monsters of Faerûn
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Post by DM Leverage on Apr 15, 2017 17:44:49 GMT -5
Gornynych Dragons A huge, three-headed monster soars above on vast batlike wings. Its heads are vaguely wolflike in appearance, snapping and hissing on long, serpentine necks. Its supple torso is covered with fine, blue-green scales and ends in three tails, each of which branches again into two long, whiplike limbs that coil and writhe behind its body. The gorynych is a ferocious, dragonlike monster that eats almost anything short of a true dragon that crosses its path. Despite its bestial appearance, the gorynych is quite cunning. It has been known to feign retreat in order to lure opponents into its lair, or to allow humanoids to escape its attacks so that it can follow them back to their homes and villages. A gorynych’s dragonlike body measures almost 40 feet from snout to tail. Each of its three heads is supported by a long, draconic neck, and its three tails branch into a multitude of long, thin whips. Only the six largest of these whips are significant in combat, though a gorynych can have as many as twelve altogether. The creature weighs between 8 and 10 tons. A gorynych speaks Common, Draconic, and Orc. CombatA gorynych lacks the breath weapon and powerful spellcasting abilities of a true dragon, though its uncommon ferocity and cunning in melee make up for this deficiency. One of its favorite tactics is to swoop down on a group of travelers, seize one with a tail whip in a flyby attack, and carry off its hapless victim. The gorynych is large enough to accept the normal –20 penalty for attempting to grapple an opponent without being grappled itself. An opponent can attack a gorynych’s tails as if they were weapons (see Sunder, page 158 of the Player’s Handbook). Each tail whip has 10 hit points. If a gorynych is currently grappling an opponent with the tail under attack, it usually uses another limb to make its attack of opportunity. Severing a gorynych’s tail deals 5 points of damage to the creature. A gorynych regrows severed tails in 1d10+10 days. Dragon: Huge Environment: Temperate mountains Organization: Solitary Challenge Rating: 12 Treasure: Standard Alignment: Usually chaotic evil Advancement: 17–32 HD (Huge); 33–48 HD (Gargantuan) Improved Grab (Ex): To use this ability, a gorynych must hit an opponent one or more size categories smaller than itself with a tail whip attack. If it wins the grapple check, it establishes a hold and uses its tail wrap attack. Against human-sized opponents, a gorynych usually chooses to grapple only with its tail to avoid being grappled itself, thereby reducing its grapple bonus to +13. Rake (Ex): If a gorynych hits a grappled foe with all three bite attacks, it can rake with its claws. Attack bonus +23 melee, damage 2d8+4. Rend (Ex): If a gorynych hits with two bite attacks, it latches onto the opponent’s body and tears the victim apart like a wishbone. This attack automatically deals an extra 4d8+13 points of damage. Tail Wrap (Ex): After a successful grab, a gorynych can attempt to wrap its opponent with some or all of its remaining tail whips with a single grapple check. Each tail whip beyond the first reduces the penalty for grappling without being grappled by –4. Thus, a gorynych with three tail whips wrapped around a foe has a grapple modifier of +21 (+33, –20 for choosing not to be grappled, +8 for two extra tail whips). Skills: Because of its multiple heads and keen senses, a gorynych has a +4 racial bonus on Listen and Spot checks. Racial StatisticsSource: Forgotten Realms: Lost Empires of Faerûn
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Post by DM Leverage on Apr 15, 2017 17:45:41 GMT -5
Ibrandlin Dragons Ibrandlins are created by priests of Ibrandul, a deity of caverns, dungeons, and the Underdark. Through the influence of the goddess Shar, who killed Ibrandul and usurped his portfolio, the clerics of the dead deity have finally succeeded in breeding ibrandlins, and the numbers of these dreaded subterranean guardians are steadily increasing. The worship of Ibrandul is most popular in the Shining South and the city of Waterdeep, and ibrandlins are therefore most common around those areas. Ibrandlins, also called “lurkers in darkness,” are dragonlike monsters created by clerics to guard sacred underground locations. They look like elongated, wingless red dragons, with gray-scaled bodies tinged with red on the back and belly. Ibrandlins speak halting Draconic. CombatIbrandlins attack with a lethal combination of raking claws and a vicious bite. They rear up on their tails in order to use all four claws at once while simultaneously either biting or using their fiery breath weapon. They follow the simple commands of the clerics of Ibrandul—“Attack!” and “Defend!” are common commands—but the beasts are also trained to “stand guard,” meaning that they will prevent a designated creature from moving. Gargantuan Dragon: Fire Climate/Terrain: Any land and underground Organization: Solitary or family ( 2 – 8 ) Challenge Rating: 5 Treasure: None Alignment: Always lawful neutral Advancement: 11–20 HD (Gargantuan) Breath Weapon (Su): Once every 5 rounds, an ibrandlin can breathe a 30-foot cone of fire that deals 2d6 points of fire damage to every creature it touches. Affected characters who make a successful Reflex save (DC 21) take half damage. An ibrandlin can use its breath weapon and its claw attacks in the same round by using a full attack action. In this case, the creature forfeits its bite attack in favor of the breath weapon. Pin (Ex): An ibrandlin can jump and land on opponents as a standard action, using its whole body to attack. A pin attack is effective only against Medium-size or smaller opponents. An ibrandlin can pin as many creatures as will fit under its body (a 10-ft.-by-30-ft. area). Creatures in the affected area must roll successful Reflex saves (DC 21) or be pinned under the ibrandlin. The ibrandlin can choose whether or not to deal damage. Creatures that lie still are simply pinned (treat as a grapple attack), while those that move or fight take 4d6 points of damage per round until they escape. Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save. Racial Statistics
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Post by DM Leverage on Apr 15, 2017 17:46:34 GMT -5
Mercury Dragons Mercury dragons are most common in the mountain ranges along the southern shores of the Inner Sea, from the Giant's Run Mountains of eastern Amn to the Smoking Mountains of Unther. Favored haunts include the Arnrock in the Lake of Steam, Mount Ugruth (near Hlondeth), and the Smoking Mountains, but few maintain a single lair for any length of time. The dragon seems long and slim, with a narrow body and a slender, whiplike tail. The sleek head has a long, pointed snout, with short horns curving forward from behind the lower jaw and larger horns curving backward from behind the upper jaw and eyes. The wings seem mirror bright. There is a crisp scent, like a spring morning, about the creature. Mercury dragons are fast moving and highly whimsical. When they speak, which is fairly often, the words come so quickly that many creatures can't keep up. Mercury dragons are known for making and changing decisions frequently. At birth, a mercury dragon's scales are dull silver. As it ages, the scales become brighter and brighter, until at adult age they gain a brilliant mirror finish. The dragon's eyes start out a deep blue or violet with a dark pupil and a pale yellow-white iris. As it gets older, the eyes become paler and brighter, until they become pure yellow white at the wyrm stage. Sunlight or other sources of light reflecting off the scales and wings of a mercury dragon can be blinding. Mercury dragons love clear air and bright sunlight. They lair in high caves, preferably facing east to catch the morning sun, and their territories always contain several places that fill with sparkling light in clear days. These may include snowfields, glaciers, mountain lakes, and sun-dappled alpine meadows. Mercury dragons can and will eat almost anything if the need arises, and they love to hunt, at least some of the time. They'll pounce on prey of nearly any size, from big game to tiny rodents. They claim that the smaller and quicker the prey, the better it tastes. Because they share the same habitat, red dragons are mercury dragons' worst enemies. The larger reds have the advantage in one-on-one confrontations, so mercury dragons usually try to evade them through their superior speed. Mercury dragons usually stay on friendly terms with any silver dragons living near them, and they may team up from time to time when a red dragon threatens one or the other. A silver dragon, however, usually considers mercury dragons tiresome company at best due to their manic behavior and capricious natures. CombatMercury dragons are as unpredictable when it comes to combat as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They never attack good-aligned creatures unless sorely provoked. Mercury dragons always use spells in combat, if possible. They are very creative and can always figure out some innovative way of using virtually any spell to advantage in combat. Dragon: Fire Environment: Temperate and warm mountain and underground Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring) Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21 Treasure: Triple standard Alignment: Always chaotic good Advancement: Wyrmling 4-5 HD (Tiny); very young 7-8 HD (Small); young 10-11 HD (Medium); juvenile 13-14 HD (Medium); young adult 16-17 HD (Large); adult 19-20 HD (Large); mature adult 22-23 HD (Huge); old 25-26 HD (Huge); very old 28-29 HD (Huge); ancient 31-32 HD (Huge); wyrm 34-35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan) Breath Weapon (Su): A mercury dragon's breath weapon is a line of intense light that burns whatever it touches, dealing fire damage. Alternate Form (Su): A mercury dragon of adult age or older can assume any animal or humanoid form of Medium size or smaller as a standard action three times a day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can assume only the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its normal form. Protected Sight (Ex): A mercury dragon is immune to any effect that would blind or dazzle it. It also gains +3 racial bonus on saving throws against any light or pattern effect. Spell-Like Abilities: At will - color spray (very young or older), hypnotic pattern (young or older); 3/day - mirror image (juvenile or older); 2/day - telekinesis (old or older); 1/day - project image (ancient or older), prismatic spray (great wyrm). Special Casting: May also cast cleric spells from the luck and sun domains as arcane spells. Skills: Balance, escape artist, jump and tumble are considered class skills for Mercury Dragons. Source: Forgotten Realms: Dragons of Faerûn
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Post by DM Leverage on Apr 15, 2017 17:47:10 GMT -5
Mist Dragons
Mist dragons are found along mist-clad coasts throughout Faerûn, although they favor temperate and tropical climes. Orothaumyth (N male old mist dragon), better known as "Wyvernvapor," dwells in the depths of the Wyvernwater in eastern Cormyr. His sunken keep, built by the Witch-Lords who once ruled what is now eastern Cormyr, rises to the surface when thick mists envelop the Wyvernwater. Cirrothamalan (N male old mist dragon) dwells along the banks of the River Olung in the depths of the Jungles of Chult, in the company of a faerie dragon named Zyx. Ouranalathra (N female great mist wyrm sorcerer 6), known as "the Mistmaiden," dwells in the depths of the Lake of Mists amid the Endless Wastes. She is the eponymous wyrm of the Year of the Mist Dragon (231 DR), during which she publicly battled several other dragons Her former lair in the Earthfast Mountains is now known as Iron Dragon Mountain, home to the Master's Library, the greatest library of Deneir in the Realms. Thalagyrt (N male very old mist dragon), known as "Old Lord Memory," dwells north of Port Llast in a damp, dripping, cliff-face cavern off the shore of the Sea of Swords. His hobby is collecting and remembering arcane lore valued by the intelligent races who dwell in the North. Thalagyrt can employ his own spells to project (as three-dimensional images) scenes that live in his memory - and his mind holds thousands upon thousands of such memories, some of them surprisingly important or private moments to humans, elves, or other civilized folk. (He has made a career of collecting mind-images from dying folk and others who desire to preserve recollections of events.) The dragon has a finlike crest running down its spine from just behind its head all the way to the tip of its long, flattened tail. Its head is very broad near the neck, and it tapers to a long snout, giving it an arrowlike shape. A pair of long barbels hangs from the upper lip and the end of the snout. The dragon has a heavy brow ridges over its eyes, two large horns rising from the back of the head, and clusters or hornlets at the base of the upper jaw. The scent of rain surrounds the dragon. Mist dragons are solitary and philosophical. Their favorite activity is sitting quietly and thinking. They hate being disturbed and they dislike conversation. A mist wyrmling's scales are shiny blue-white. As the dragon ages, the scales darken, becoming blue-gray with metallic silver flecks that sparkle in sunlight. Its eyes are sea green with silvery pupils. As it gets older, the dragon's pupils seem to spread, until in the oldest the eyes resemble orbs of sure silver. Mist dragons live near waterfalls, rapids, coastlines, or where rainfall is frequent and heavy. Their lairs are usually large natural caverns or grottoes that are mist-filled and damp. Forest-dwelling mist dragons occasionally come into conflict with green dragons. Mist dragons greatly resent the green dragons' attempts to intimidate or dominate them; they usually spend several months vainly trying to avoid a green dragon's advances before losing all patience and launching an all-out campaign to destroy or drive away the aggressor. Likewise, coastal mist dragons might have bronze dragons for neighbors. This, however, seldom leads to conflict as both dragon types are content to leave each other alone. Mist dragons can eat almost anything, including woody plants and even mud. However, they draw most of their sustenance directly from natural mist or spray. They often lie in misty or foggy places, thinking and basking in the moisture. CombatMist dragons try to avoid encounters by assuming mist form and concealing themselves in fog or mist whenever they can. In a fight, they also hide. They use their caustic breath weapon against physically imposing foes. They prefer spells that confound and immobilize foes. Dragon: Aquatic, Water Environment: Temperate and warm aquatic, forest, and underground Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring) Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21 Treasure: Triple standard Alignment: Always neutral Advancement: Wyrmling 4-5 HD (Tiny); very young 7-8 HD (Small); young 10-11 HD (Medium); juvenile 13-14 HD (Medium); young adult 16-17 HD (Large); adult 19-20 HD (Large); mature adult 22-23 HD (Huge); old 25-26 HD (Huge); very old 28-29 HD (Huge); ancient 31-32 HD (Huge); wyrm 34-35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan) Breath Weapon (Su): Mist dragons have two types of breath weapons: a cone of scalding steam that deals fire damage and a line of caustic slime. Creatures struck by slime must make Fortitude saves or be sickened for 1d6 rounds plus 1 round per age category of the dragon. Mist Form (Su): At will as a standard action, a mist dragon can assume a misty form. This power works just like a gaseous form spell cast by a character of the dragon's age category or caster level (whichever is higher), except as follows: The dragon loses its natural armor bonus, but gains a deflection bonus to AC equal to twice its age category. While in mist form the dragon is indistinguishable from mist or fog and gains total concealment when in any kind of natural or magical fog or mist. The dragon gains damage reduction 10/magic, or, if the dragon is old enough to have damage reduction already, its damage reduction increases by 10 points. The dragon can fly at half its normal flying speed, with perfect maneuverability. The dragon cannot use its natural weaponry or breath weapon, but it can use its spell-like abilities and spells. The dragon can dismiss the effect as a standard action. Spell-Like Abilities: 3/day -- fog cloud (very young or older), sleet storm (young or older), wind wall (juvenile or older); 1/day -- solid fog (old or older), control water (ancient or older), control weather (great wyrm). Skills: Bluff, sense motive, swim, and survival are considered class skills for Mist Dragons. Source: Forgotten Realms: Dragons of Faerûn
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