Showing posts with label Water. Show all posts
Showing posts with label Water. Show all posts

Sunday, July 14, 2019

Campaign Design - Bloodlines: Topaz Sûl-Blooded

Topaz Sûl-Blooded
(adapted from Unearthed Arcana)

While they are rare, due to the somewhat less than friendly attitudes of most topaz dragons, there are those who bear the unmistakable pupiless golden-brown eyes and pale yellow skin of a descendant of Tvennumbrúni's. Topaz dragons are more likely to form alliances resulting in offspring with fæy who have an affinity for water than they are to interbreed with members of the mortal races, but even so, such unions have been known to occur.

Like their sire, those who bear this bloodline are often unpredictable, selfish, and difficult to deal with. They tend to gravitate to lives that take them onto the seas, and a number of the greatest sea explorers, mariners, and pirates in history have been known or suspected of being topaz-blooded.

Topaz Sûl Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Swim checks
2nd
-+2 on Swim checksSkill Augmentation (Listen and Spot)
3rd
--Strength +1
4th
+2 on Swim checksSkill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2
5th
--Topaz Sûl affinity +21
6th
-Strength +1+1 to natural armor +1
7th
--+2 on Survival checks
8th
Skill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2Cold resistance 10 (Ex)2
9th
--Constitution +1
10th
-Topaz Sûl affinity +21Water breathing(Ex)
11th
--Topaz Sûl affinity +41
12th
Strength +1+1 to natural armor +1+1 to natural armor
13th
--+2 on Knowledge: Nature checks
14th
-+2 on Survival checksPower Attack
15th
--Charisma +1
16th
Cold resistance 5 (Ex)2Cold resistance 10 (Ex)2Breath weapon (Ex)3
17th
--Topaz Sûl affinity +61
18th
-Constitution +1+1 to natural armor
19th
--+2 on Intimidate checks
20th
Topaz Sûl affinity +21Water breathing (Ex)Cold immunity (Ex)2
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with topaz dragons and other creatures descended from topaz dragons, including others with this bloodline.
2 If you gain cold resistance (or immunity) from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow cold resistance (or immunity) of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 30-foot cone of dehydration that looks like a watery blast, 6d8 damage; Reflex half (DC 10 + ½ your Hit Dice + your Constitution modifier). When directed against an aqueous liquid (water or a liquid composed mostly of water), this effect evaporates one cubic foot of water per hit point of damage dealt. Creatures caught in the cone take the indicated damage. Usable once per day. If you have a breath weapon ability from sorcerer levels, this ability instead indicates that you may use your sorcerous breath weapon an additional time per day. If you have a breath weapon ability from dragon shaman levels, this ability instead means that you gain +2d6 to your dragon shaman breath weapon.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Topaz Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select topaz dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Topaz Sûl-Blooded dragon shaman must choose the Topaz Sûl Totem.

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Thursday, November 16, 2017

Campaign Design - Bloodlines: Aquan-Blooded

Aquan-Blooded
(adapted from Unearthed Arcana)

Individuals with elemental blood in their veins are not uncommon in the Three Worlds. Creatures of elemental water often crossbreed with the inhabitants of the world, resulting in progeny with abilities and affinities that reflect their elemental ancestry. Sometimes those with elemental blood show up immediately, and in some places they are common enough to form their own communities and breed true among themselves. In others the effect of such crossbreeding can lie fallow for generations, only to come to the fore after many generations of dormancy.

In most cases, the elemental ancestor can be ascertained, or at least guessed at based upon family histories and legends, but in others it is a mystery. Some scholars have speculated that no interbreeding with an elemental creature is necessary to result in elemental-blooded children - only that the parent be exposed to a powerful enough source of elemental power during conception, pregnancy, or delivery of the child.

The aquan bloodline is most common among sailors and fishermen, and even the occasional character with no link whatsoever to oceans, seas, or large lakes. Such characters are often independent-minded, and generally don't live in any one place for long.

Aquan Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Swim checks
4th
+2 on Swim checksPower Attack
6th
Strength +1
8th
Power AttackFog cloud, once per day (Sp)
10th
Aquan affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Spot checks
16th
Fog cloud, once per day (Sp)Swim 30 feet2
18th
Constitution +1
20th
Aquan affinity +21Improved Bull Rush
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with water elementals and other creatures from the Elemental Plane of Water.
2 If you already have a Swim speed, you gain +30 feet to your Swim speed.

Racial Restriction: Dwarves cannot be Aquan-Blooded.

Favored Class: Aquan-Blooded individuals may replace their racial favored class with the Sorcerer class. Aquan-Blooded individuals must take the Elemental sorcerous bloodline and select water as their element type.

Exclusive Class: All elemental-blooded individuals must replace their racial exclusive class with the Shugenja class. An Aquan-Blooded shugenja must choose the water element focus.

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Monday, January 3, 2011

General Rules: Monsters - Ooze Creature (Template)

Ooze Creature (from Dragon Magazine #347)

Ooze creatures slither and crawl through the Elemental Planes of Earth and Water. They appear as a dark brown mass of muck in the same general form as similar Three Worlds beings, with gaping black pits where eyes and mouth would be.

"Ooze" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "elemental (earth, water)". Ooze creatures encountered in the Three Worlds have the "extraplanar" subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

Speed: An ooze element creature gains a swim speed of 50 feet.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: An ooze creature retains all the special abilities of the base creature and also gains the following ones:
  • Acid (Ex): An ooze element creature secretes a digestive acid that dissolves organic material and metal quickly but does not affect stone. Any melee attack made by the ooze creature with its natural weapons deals acid damage, the armor and clothing of an opponent dissolve and become immediately useless unless the opponent succeeds on a Reflex save. The amount of damage depends on the Hit Die total of the creature. A metal or wooden weapon that strikes an ooze element creature also dissolves immediately unless it succeeds on a Reflex save. The Reflex save DC against an ooze creature's acid is equal to 10 + ½ the ooze element creature's Hit Dice + the ooze element creature's Constitution modifier.
Hit DiceDamage Reduction
Acid Damage
1 - 3
-
-
4 - 7
-
1d4
8 - 11
5/+1
1d6
12+
10/+1
2d6
Special Qualities: An ooze creature retains all the special qualities of the base creature, and also gains the following ones:
  • Elemental: Immune to poison, sleep, paralysis, and stunning, Not subject to critical hits.

  • Darkvision with a range of 60 feet.

  • Damage reduction (see the table to the right). If the base creature already has damage reduction, use the better value. If an ooze element creature gains damage reduction, its natural weapons are treated as magic equivalent weapons for the purpose of overcoming damage reduction.

  • Acid Immunity (Ex): An ooze element creature is immune to acid.
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.

Abilities: Same as the base creature.

Skills: Same as the base creature. If the ooze creature has an Intelligence of 4 or greater, it speaks Aquan or Terran. Since it has a swim speed, an ooze element creature 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 while swimming provided it swims in a straight line.

Feats: Same as the base creature.

Climate/Terrain: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: Variable (see below):

Hit DiceCR
Up to 4
Same as base creature
4 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.

Alignment: Usually neutral.

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +4.

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General Rules: Monsters - Ooze Paraelemental, Monolith

Ooze Paraelemental, Monolith (from Dragon Magazine #347)
Gargantuan Elemental [Earth, Extraplanar, Water]

Hit Dice: 36d8+252 (414 hit points)
Initiative: +6
Speed: 20 feet, swim 50 feet
Armor Class: 27 (-4 size, +6 Dexterity, +15 natural); touch 12; flat-footed 21
BAB/Grapple: +27/+53
Attack: Slam +37 melee (6d8+14 plus 4d6 acid, bludgeoning, 19-20 x2)
Full Attack: 2 slams +37 melee (6d8+14 plus 4d6 acid, bludgeoning, 19-20 x2)
Space/Reach: 20 feet by 20 feet/20 feet
Special Attacks: Acid
Special Qualities: Darkvision 60 feet, DR 15/-, elemental traits, immunity to acid
Saves: Fortitude +27, Reflex +20, Will +16
Abilities: Str 38, Int 12, Wis 15, Dex 22, Con 25, Cha 17
Skills: Diplomacy +5, Intimidate +16, Jump +27, Listen +41, Sense Motive +15, Spot +41, Swim +22
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (Slam), Improved Natural Attack (Slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Slam)
Environment: Elemental Plane of Earth, Elemental Plane of Water
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37 - 54 Hit Dice (Gargantuan)

A house-sized pool of muck flows forward, slowly forming a torso, head, and arms. It is brown, except for gaping black indentations where eyes and a mouth would be.

Ooze paraelemental monoliths speak Aquan and Terran.

Combat
Ooze monoliths use their trmendous physical attacks to brutalize foes that dare to challenge them. They typically attempt to grapple dangerous enemies, causing them harm while neutralizing their attacks. Ooze parelementals relish combat against most humanoid foes, because their acid can melt weapons.

Acid (Ex): An ooze monolith secretes a digestive acid that dissolves organic material and metal quickly but does not affect stone. Ay melee hit deals acid damage, and the armor and clothing of an opponent dissolves and becomes useless unless the opponent succeeds on a DC 35 Reflex save. A metal or wooden weapon that strikes an ooze monolith also dissolves immediately unless its wielder succeeds on a DC 35 Reflex save. The save DCs are Constitution-based.

The ooze monolith's acidic touch deals 35 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Elemental Traits: Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe. Cannot be raised, reincarnated, or resurrected except by limited wish, wish, miracle, or true resurrection.

Skills: An ooze monolith 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 while swimming, provided it swims in a straight line.

Home     Three Worlds     Monsters

General Rules: Monsters - Dragon, Topaz

Dragon, Topaz (adapted from the Monster Manual II)
Dragon (Water)

Special Attacks: Breath Weapon, Crush, Frightful Presence, Spells, Spell-Like Abilities, Tail-Sweep
Special Qualities: Immunities, SR, Blindsight, Fire Resistance 30, Keen Senses, Planar Travel, Water Breathing
Skills: Topaz dragons have 6 skill points per Hit Die, plus bonus points equal to their Intelligence modifier x Hit Dice and purchase the following skills at 1 rank per skill point: Bluff, Concentration, Diplomacy, Escape Artist, Knowledge (any)(all skills taken individually), Spot, and Search. Dragons cannot purchase skills that are exclusive to a class.
Feats: Topaz dragons have one feat plus an additional feat per 4 hit dice. Dragons favor Cleave, Improved Initiative, Improved Sunder, Power Attack, Skill Augmentation (Listen and Spot), Weapon Focus, and any metamagic feat that is available and useful to sorcerers. They can also choose from the following feats: Ability Focus, Flyby Attack, Hover, Quicken Spell-Like Ability, Snatch, and Wingover.
Environment: Any aquatic
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 Rating: Wrymling 3; very young 4; young 6; juvenile 9; young adult 12; adult 14; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Double standard
Alignment: Always chaotic neutral
Advancement: Wyrmling 8 - 9 HD (Small); very young 11 - 12 HD (Medium); young 14 - 15 HD (Medium); juvenile 17 - 18 HD (Large); young adult 20 - 21 HD (Large); adult 23 - 24 HD (Huge); mature adult 26 - 27 HD (Huge); old 29 - 30 HD (Huge); very old 32 - 33 HD (Huge); ancient 35 - 36 HD (Gargantuan); wyrm 38 - 39 HD (Gargantuan); great wyrm 41+ HD (Colossal)

Although Tvennumbrúni is believed to be long dead, his descendants are common throughout the Færie Realms and can be found throughout the Three Worlds. Topaz dragons tend to be unfriendly and selfish. Though they are not malevolent, their erratic behavior makes any dealings with them unpleasant and dangerous.

A topaz wyrmling's scales are dull yellow with orange highlights. As it ages, its color slowly brightens until its individual scales become scarcely visible. From a distance, the creature looks as if it had been sculpted from pure topaz. A topaz dragon's pupils fade as it ages, so by the time it becomes a great wyrm, its eyes resemble glowing orbs of fire.

Topaz dragons spend most of their time in the water, often favoring the Elemental Plane of Water. They frequently lair on secluded beaches or caves below the waterline. No matter where they reside, they keep their lairs completely dry. These dragons love to lounge on outcroppings that are lashed by waves and wind-blasted sea spray. Of course, such vantages also allow them to spot passing prey, such as sharks and large squids.

Because they inhabit similar territories, topaz dragons and bronze dragons often come into conflict. Duels between the two are always furious and deadly.

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 eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).

Topaz dragons generally dislike intruders, but they prefer to begin any potential confrontations with conversation. They quickly attack intruders who prove either hostile or boring. When outdoors, a topaz dragon prefers to express its displeasure first through its wind and weather control abilities, and then with physical attacks. Indoors, it usually leads off with its breath weapon.

Topaz Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
S
7d12+7 (52)
+0
40 feet; burrow 5 feet; swim 60 feet; fly 100 feet (average)17 (+1 size, +6 natural)
11
17
Very Young
M
10d12+20 (85)
+0
40 feet; burrow 5 feet; swim 60 feet; fly 150 feet (poor)19 (+9 natural)
10
19
Young
M
13d12+26 (110)
+0
40 feet; burrow 5 feet; swim 60 feet; fly 150 feet (poor)22 (+12 natural)
10
22
Juvenile
L
16d12+48 (152)
+0
40 feet; burrow 5 feet; swim 60 feet; fly 150 feet (poor)24 (-1 size, +15 natural)
9
24
Young Adult
L
19d12+76 (199)
+0
40 feet; burrow 5 feet; swim 60 feet; fly 150 feet (poor)27 (-1 size, +18 natural)
9
27
Adult
H
22d12+110 (253)
+0
40 feet; burrow 5 feet; swim 60 feet; fly 150 feet (poor)29 (-2 size, +21 natural)
8
29
Mature Adult
H
25d12+125 (287)
+0
40 feet; burrow 5 feet; swim 60 feet; fly 150 feet (poor)
32 (-2 size, +24 natural)
8
32
Old
H
28d12+168 (350)
+0
40 feet; burrow 5 feet; swim 60 feet; fly 150 feet (poor)
35 (-2 size, +27 natural)
8
35
Very Old
H
31d12+186 (387)
+0
40 feet; burrow 5 feet; swim 60 feet; fly 150 feet (poor)38 (-2 size, +30 natural)
8
38
Ancient
G
34d12+238 (459)
+0
40 feet; burrow 5 feet; swim 60 feet; fly 200 feet (clumsy)39 (-4 size, +33 natural)
6
39
Wyrm
G
37d12+333 (573)
+0
40 feet; burrow 5 feet; swim 60 feet; fly 200 feet (clumsy)42 (-4 size, +36 natural)
6
42
Great Wyrm
C
40d12+400 (660)
+0
40 feet; burrow 5 feet; swim 60 feet; fly 200 feet (clumsy)
41 (-8 size, +39 natural)
2
41

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+7/+4
+9 (1d6+1)
+4 (1d4)
-
-
-
-
Very Young
+10/+12
+12 (1d8+2)
+7 (1d6+1)
+7 (1d4+1)
-
-
-
Young
+13/+16
+16 (1d8+3)
+11 (1d6+1)
+11 (1d4+1)
-
-
-
Juvenile
+16/+24
+19 (2d6+4)
+14 (1d8+2)
+14 (1d6+2)
+14 (1d8+6)
-
-
Young Adult
+19/+29
+24 (2d6+6)
+19 (1d8+3)
+19 (1d6+3)
+19 (1d8+9)
-
-
Adult
+22/+38
+28 (2d8+8)
+23 (2d6+4)
+23 (1d8+4)
+23 (2d6+12)
DC 26 (2d8+12)
-
Mature Adult
+25/+34
+32 (2d8+9)
+27 (2d6+4)
+27 (1d8+4)
+27 (2d6+13)
DC 27 (2d8+13)
-
Old
+28/+38
+36 (2d8+10)
+31 (2d6+5)
+31 (1d8+5)
+31 (2d6+15)
DC 30 (2d8+15)
-
Very Old
+31/+42
+40 (2d8+11)
+35 (2d6+5)
+35 (1d8+5)
+35 (2d6+16)
DC 31 (2d8+16)
-
Ancient
+34/+58
+42 (4d6+12)
+37 (2d8+6)
+37 (2d6+6)
+37 (2d8+18)
DC 34 (4d6+18)
DC 34 (2d6+18)
Wyrm
+37/+63
+47 (4d6+14)
+42 (2d8+7)
+42 (2d6+7)
+42 (2d8+21)
DC 37 (4d6+21)
DC 37 (2d6+21)
Great Wyrm
+40/+72
+48 (4d8+16)
+43 (4d6+8)
+43 (2d8+8)
+43 (4d6+24)
DC 40 (4d8+24)
DC 40 (2d8+24)

Age
Space/Reach
Fortitude
Reflex
Will
Breath Weapon (DC)
Fear DC
SR
Caster Level
Wyrmling
5 feet by 5 feet/5 feet
+6
+5
+7
2d8, 20-foot cone (14)
-
-
-
Very Young
5 feet by 5 feet/5 feet
+9
+7
+9
4d8, 30-foot cone (17)
-
-
-
Young
5 feet by 5 feet/5 feet
+10
+8
+11
6d8, 30-foot cone (18)
-
-
1st
Juvenile
5 feet by 10 feet/10 feet
+13
+10
+14
8d8, 40-foot cone (21)
-
-
3rd
Young Adult
5 feet by 10 feet/10 feet
+15
+11
+15
10d8, 40-foot cone (23)
23
20
5th
Adult
10 feet by 20 feet/10 feet
+18
+13
+18
12d8, 50-foot cone (26)
26
22
7th
Mature Adult
10 feet by 20 feet/10 feet
+19
+14
+19
14d8, 50-foot cone (27)
27
24
9th
Old
10 feet by 20 feet/10 feet
+22
+16
+22
16d8, 50-foot cone (30)
30
26
11th
Very Old
10 feet by 20 feet/10 feet
+23
+17
+24
18d8, 50-foot cone (31)
32
27
13th
Ancient
20 feet by 40 feet/15 feet
+26
+19
+27
20d8, 60-foot cone (34)
35
29
15th
Wyrm
20 feet by 40 feet/15 feet
+29
+20
+29
22d8, 60-foot cone (37)
37
30
17th
Great Wyrm
40 feet by 80 feet/15 feet
+32
+22
+32
24d8, 70-foot cone (40)
40
32
19th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
13
14
15
10
13
14
Cold Immunity, Planar Travel, Water Breathing
Very Young
15
14
15
10
15
14
-
Young
17
16
17
10
15
16
-
Juvenile
19
18
19
10
17
18
Feather Fall
Young Adult
23
18
19
10
19
18
Damage Reduction 5/+1
Adult
27
20
21
10
21
20
Fog Cloud
Mature Adult
29
20
21
10
21
20
Damage Reduction 10/+1
Old
31
22
23
10
23
22
Control Winds
Very Old
33
24
25
10
23
24
Damage Reduction 15/+2
Ancient
35
26
27
10
25
26
Control Weather
Wyrm
39
28
29
10
29
28
Damage Reduction 20/+3
Great Wyrm
43
30
31
10
31
30
Shapechange

Breath Weapon (Su): The topaz dragon's breath weapon is a cone of dehydration that looks like a watery blast. When directed against an aqueous liquid (water or a liquid composed mostly of water), this effect evaporates one cubic foot of water per hit point of damage dealt. Creatures caught in the cone take the indicated damage. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice. Creatures caught in the area can attempt Reflex saves to take half damage, the DC is listed on the tables above.

Crush: A flying or jumping topaz dragon of at least Huge size can land on opponents as a standard action, using its whole body to crush them. Crush attacks are only effective 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 dragon's body. Creatures in the affected area must attempt a Reflex save 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 attacks. Pinned opponents take crush damage each round if they don't escape.

Fire Resistance (Ex): Topaz dragons have fire resistance 30.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks or charges. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer Hit Dice than the dragon. A potentially affected creature that succeeds at a Will save remain immune to the dragon's frightful presence for one day. On a failure, creatures with 4 or fewer Hit Dice become panicked for 4d6 rounds and those with 5 or more Hit Dice become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Immunities (Ex): Topaz dragons are immune to sleep and paralysis effects. Topaz dragons are also immune to cold damage and harmful cold effects.

Keen Senses (Ex): A dragon sees four times as well as a human in low-light conditions, and twice as well in normal light. It also has darkvision with a range of 100 feet x the dragon's age category.

Planar Travel (Su): Topaz dragons have the ability to travel between the worlds once per day. They may travel to any of the Three Worlds or any of the Færie Realms.

Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities as listed on the table above.

Spell-Like Abilities (Sp): Three times per day - control winds, fog cloud, shapechange; twice per day - feather fall; once per day - control weather; save DC 10 + spell level + dragon's Charisma modifier.

Spells: A topaz dragon knows and casts arcane spells as a sorcerer of the level indicated on the table above, gaining bonus spells for a high Charisma score.

Water Breathing (Ex): A topaz dragon breathes water as readily as air.
Tail Sweep: A dragon of at least Gargantuan size can sweep with its tail as a standard action. The sweep affects a half-circle with a diameter of 30 feet, centered on the dragon's rear. Creatures within the swept area are affected if they are four or more sizes smaller than the dragon. The sweep automatically deals the listed damage. Affected creatures can attempt Reflex saves to take half damage.

Skills: A topaz dragon has the Swim skill for free at 1 rank per Hit Die. Topaz dragons that can cast spells have the Spellcraft skill for free at 1 rank per Hit Die.

Notes: The most obvious note is that the topaz dragon as presented here does not have psionic powers. I know that many people consider the psionic nature of the gem dragons to be their defining feature, but I don't use psionics in the Three Worlds campaign setting (or any other D&D campaign settings for that matter) in part because they don't fit the flavor of the campaign and in part because the psionics rules for D&D are all terrible. Despite this, I wanted versions of the gem dragons in the Three Worlds campaign setting, so I made this non-psionic version. If you are looking for a psionic version of a topaz dragon, you'll have to look elsewhere.

Instead of psionics, this version of the topaz dragon has spellcasting abilities like a sorcerer and spell-like abilities. I also modified the planar travel ability of the gem dragons to line up better with the cosmology of the Three Worlds campaign setting.

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General Rules: Monsters - Ice Creature (Template)

Ice Creature (from the Manual of the Planes and Dragon Magazine #347)

Ice creatures dwell in the Elemental Plane of Cold formed by the interstices where the Elemental Planes of Air and Water meet. They have the same general form as material beings but are made entirely of ice, rime, and snow. Glittering reddish slabs of ice form eyes, and their gaping maws are lined with steel-hard icicles.

"Ice" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "elemental (air, cold, water)". Ice creatures encountered in the Three Worlds have the "extraplanar" subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

Speed: Same as the base creature.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: An ice creature retains all the special abilities of the base creature and also gains the following ones:
  • Chill (Ex): In addition to the damage from their attacks, ice creatures deal additional cold damage with their natural weapons (including claw, bite, slam, or tail attacks). The amount of damage depends on the Hit Die total of the creature (see the table below).
Hit DiceDamage Reduction
Cold Damage
1 - 3
-
-
4 - 7
-
1d4
8 - 11
5/+1
1d6
12+
10/+1
2d6
Special Qualities: An ice creature retains all the special qualities of the base creature, and also gains the following ones:
  • Elemental: Immune to poison, sleep, paralysis, and stunning, Not subject to critical hits.

  • Darkvision with a range of 60 feet.

  • Damage reduction (see the table to the right). If the base creature already has damage reduction, use the better value. If an ice element creature gains damage reduction, its natural weapons are treated as magic equivalent weapons for the purpose of overcoming damage reduction.

  • Cold Subtype (Ex): Cold immunity, double damage from fire except on successful save.

  • Icewalking (Ex): This ability works like the spider climb spell, but applies to all icy surfaces. Within the Elemental Plane of Cold, the creature may move normally.
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.

Abilities: Modify the base creature's ability scores as follows: Dexterity +4.

Skills: Same as the base creature. If the ice creature has an Intelligence of 4 or greater, it speaks Aquan or Auran.

Feats: Same as the base creature.

Climate/Terrain: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: Variable (see below):

Hit DiceCR
Up to 4
Same as base creature
4 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.

Alignment: Usually neutral.

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +4.

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General Rules: Monsters - Aquan Creature (Template)

Aquan Creature (from the Manual of the Planes)

Aquan creatures dwell in the Elemental Plane of Water. They have viscous, fluid bodies in the same general form as similar material beings. Glowing orbs of green serve as eyes, and a concavity filled with coral as a mouth.

"Aquan" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "elemental (water)". Aquan creatures encountered in the Three Worlds have the "extraplanar" subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

Speed: An aquan creature has a Swim speed of 90 feet in addition to the normal speed for the base creature.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: An aquan creature retains all the special abilities of the base creature and also gains the following ones:
  • Water Mastery (Ex): An aquan creature gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or aquan creature is landbound or airborne, the water element creature suffers a -4 penalty on attack and damage rolls.
  • Drench (Ex): The aquan creature's touch outs out torches, campfires, exposed lanterns, and other open flames of nonmagical origin, if these are of Large size or smaller. The creature can dispel magical fire it touches as a dispel magic spell cast by a sorcerer whose level equal the aquan creature's Hit Die total. It gains no benefit or disadvantage against creatures from the Elemental Plane of Fire.
Hit DiceDamage Reduction
1 - 7
-
8 - 11
5/+1
12+
10/+1
Special Qualities: An aquan creature retains all the special qualities of the base creature, and also gains the following ones:
  • Elemental: Immune to poison, sleep, paralysis, and stunning, Not subject to critical hits.
  • Darkvision with a range of 60 feet.
  • Damage reduction (see the table to the right).
If the base creature already has one or more of these special qualities, use the better value. If an aquan creature gains damage reduction, its natural weapons are treated as +1 weapons for the purpose of overcoming damage reduction.

Saves: Same as the base creature.
Abilities: Same as the base creature.
Skills: Same as the base creature. If the aquan creature has an Intelligence of 4 or greater, it speaks Aquan.
Feats: Same as the base creature.
Climate/Terrain: Any aquatic.
Organization: Same as the base creature.
Challenge Rating: Variable (see below):

Hit DiceCR
Up to 3
Same as base creature
3 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.
Alignment: Usually neutral.
Advancement: Same as the base creature.
Level Adjustment: Same as base creature +2.

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General Rules: Monsters - Water Elemental, Small

Water Elemental, Small (from the Monster Manual)
Small Elemental [Extraplanar, Water]

Hit Dice: 2d8+2 (11 hit points)
Initiative: +0
Speed: 20 feet, swim 90 feet
Armor Class: 17 (+1 size, +6 natural); touch 11; flat-footed 16
BAB/Grapple: +1/-1
Attack: Slam +4 melee (1d6+3, bludgeoning, 20 x2)
Full Attack: Slam +4 melee (1d6=3, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Water mastery, drench, vortex
Special Qualities: Darkvision 60 feet, elemental traits
Saves: Fortitude +4, Reflex +0, Will +0
Abilities: Str 14, Int 4, Wis 11, Dex 10, Con 13, Cha 11
Skills: Listen +2, Spot +3
Feats: Power Attack
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 Hit Dice (Small)

A water elemental can be as ferocious and powerful as a stormy sea. A water elemental can't venture more than 180 feet from the body of water from which it was conjured. A small water elemental is about 4 feet tall and weighs about 34 pounds.

Water elementals speak Aquan, though they rarely choose to do so. When one speaks, its voice sounds like the crashing of waves on a rocky shore or the howls of an ocean gale.

Combat
A water elemental prefers to fight in a large body of water where is can disappear beneath the waves and suddenly swell up behind its opponents.

Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. These modifiers are not included in the statistics block.

A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft of up to 5 feet in length per Hit Die of the elemental. It can stop larger craft of up to 10 feet long per Hit Die, and even larger ships of up to 20 feet long per Hit Die can be slowed to half-speed.

Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as a dispel magic spell cast with a caster level equal to the elemental's Hit Dice.

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes and remain in that form for up to 1 round for every 2 Hit Dice it has. In this form, the elemental can move through the water or along the bottom at its swim speed.

The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and up to 20 feet tall. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind, and may be swept up by it. An affected creature must succeed on a DC 13 Reflex save when it comes into contact with the vortex or take 1d4 damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking 1d4 points of damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.

Creatures trapped in the vortex cannot move except to go where the elemental carried them or to escape the vortex. Creatures caught in the vortex can act otherwise normally, but must succeed on a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the vortex take a -4 penalty to Dexterity and a -2 penalty to attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.

The elemental can eject carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex base touches the bottom, it creates a swirling cloud of debris. This cloud is entered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Elemental Traits: Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe. Cannot be raised, reincarnated, or resurrected except by limited wish, wish, miracle, or true resurrection.

Skills: A water elemental 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 while swimming provided it swims in a straight line.

Small Water Elementals as Familiars
Small water elementals can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be an aquan creature, have aquan-blood, or aquan heritage, take the Improved Familiar feat, and be at least a 5th-level caster.

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