Monday, January 3, 2011

General Rules: Monsters - Dragon, Amethyst

Dragon, Amethyst (adapted from the Monster Manual II)
Dragon (Earth)

Special Attacks: Amethyst Shards, Breath Weapon, Crush, Frightful Presence, Spells, Spell-Like Abilities, Stomp, Tail-Sweep
Special Qualities: Immunities, SR, Blindsight, Fire Resistance 30, Force Resistance, Keen Senses, Planar Travel
Skills: Amethyst 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: Amethyst 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: 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 Rating: Wrymling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Double standard
Alignment: Always neutral
Advancement: Wyrmling 7 - 8 HD (Small); very young 10 - 11 HD (Medium); young 13 - 14 HD (Medium); juvenile 16 - 17 HD (Large); young adult 19 - 20 HD (Large); adult 22 - 23 HD (Huge); mature adult 25 - 26 HD (Huge); old 28 - 29 HD (Huge); very old 31 - 32 HD (Huge); ancient 34 - 35 HD (Gargantuan); wyrm 37 - 38 HD (Gargantuan); great wyrm 40+ HD (Gargantuan)

Amethyst dragons are the wise and regal descendants of Ámgerðr. They sometimes serve as intermediaries between warring dragons, or even humanoid civilizations.

An amethyst dragon has lavender skin and scales that are shaped like naturally formed mineral crystals. When it first hatches, its scales are a light, transluscent purple shade. As it grows older, they gradually darken and take on a crystalline quality.

Most amethyst dragons live in hollowed out spaces in the Færie Realms where the primal forces of elemental earth are strong, but some find suitable dwellings within one of the Three Worlds. These caverns can consist of many passages and chambers resplendent with crystals of all colors.

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).

Amethyst dragons tend to avoid combat by flying away if possible. Older ones use their special abilities such as invisibility to improve their chances of catching a target flat-footed. Even adults flee if it is obvious after the first few rounds of combat that they cannot overpower their opposition.

Amethyst Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
S
6d12+6 (45)
+1
40 feet; burrow 20 feet; swim 10 feet; fly 100 feet (average)17 (+1 size, +5 natural, +1 Dexterity)
12
16
Very Young
M
9d12+18 (76)
+1
40 feet; burrow 20 feet; swim 10 feet; fly 150 feet (poor)19 (+8 natural, +1 Dexterity)
11
18
Young
M
12d12+24 (102)
+1
40 feet; burrow 20 feet; swim 10 feet; fly 150 feet (poor)22 (+11 natural, +1 Dexterity)
11
21
Juvenile
L
15d12+45 (142)
+1
40 feet; burrow 20 feet; swim 10 feet; fly 150 feet (poor)24 (-1 size, +14 natural, +1 Dexterity)
10
23
Young Adult
L
18d12+72 (189)
+1
40 feet; burrow 20 feet; swim 10 feet; fly 150 feet (poor)27 (-1 size, +17 natural, +1 Dexterity)
10
26
Adult
H
21d12+105 (241)
+1
40 feet; burrow 20 feet; swim 10 feet; fly 150 feet (poor)29 (-2 size, +20 natural, +1 Dexterity)
9
28
Mature Adult
H
24d12+120 (276)
+1
40 feet; burrow 20 feet; swim 10 feet; fly 150 feet (poor)
32 (-2 size, +23 natural, +1 Dexerity)
9
31
Old
H
27d12+162 (337)
+1
40 feet; burrow 20 feet; swim 10 feet; fly 150 feet (poor)
35 (-2 size, +26 natural, +1 Dexterity)
9
34
Very Old
H
30d12+180 (375)
+1
40 feet; burrow 20 feet; swim 10 feet; fly 150 feet (poor)38 (-2 size, +29 natural, +1 Dexterity)
9
37
Ancient
G
33d12+231 (445)
+1
40 feet; burrow 20 feet; swim 10 feet; fly 200 feet (clumsy)39 (-4 size, +32 natural, +1 Dexterity)
7
38
Wyrm
G
36d12+280 (507)
+1
40 feet; burrow 20 feet; swim 10 feet; fly 200 feet (clumsy)42 (-4 size, +35 natural, +1 Dexterity)
7
41
Great Wyrm
G
39d12+312 (565)
+1
40 feet; burrow 20 feet; swim 10 feet; fly 200 feet (clumsy)
45 (-4 size, +38 natural, +1 Dexterity)
7
44

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+6/+3
+8 (1d6+1)
+3 (1d4)
-
-
-
-
Very Young
+9/+11
+11 (1d8+2)
+6 (1d6+1)
+6 (1d4+1)
-
-
-
Young
+12/+15
+15 (1d8+3)
+10 (1d6+1)
+10 (1d4+1)
-
-
-
Juvenile
+15/+23
+18 (2d6+4)
+13 (1d8+2)
+13 (1d6+2)
+13 (1d8+6)
-
-
Young Adult
+18/+28
+23 (2d6+6)
+18 (1d8+3)
+18 (1d6+3)
+18 (1d8+9)
-
-
Adult
+21/+37
+27 (2d8+8)
+22 (2d6+4)
+22 (1d8+4)
+22 (2d6+12)
DC 25 (2d8+12)
-
Mature Adult
+24/+41
+31 (2d8+9)
+26 (2d6+4)
+26 (1d8+4)
+26 (2d6+13)
DC 27 (2d8+13)
-
Old
+27/+54
+35 (2d8+10)
+30 (2d6+5)
+30 (1d8+5)
+30 (2d6+15)
DC 29 (2d8+15)
-
Very Old
+30/+59
+39 (2d8+11)
+34 (2d6+5)
+34 (1d8+5)
+34 (2d6+16)
DC 31 (2d8+16)
-
Ancient
+33/+57
+41 (4d6+12)
+36 (2d8+6)
+36 (2d6+6)
+36 (2d8+18)
DC 33 (4d6+18)
DC 33 (2d6+18)
Wyrm
+36/+61
+44 (4d6+13)
+39 (2d8+6)
+39 (2d6+6)
+39 (2d8+19)
DC 35 (4d6+19)
DC 35 (2d6+19)
Great Wyrm
+39/+65
+49 (4d6+14)
+44 (2d8+7)
+44 (2d6+7)
+44 (2d8+21)
DC 37 (4d6+21)
DC 37 (2d6+21)

Age
Space/Reach
Fortitude
Reflex
Will
Breath Weapon (DC)
Fear DC
SR
Caster Level
Wyrmling
5 feet by 5 feet/5 feet
+6
+5
+5
2d8, 40-foot line (14)
-
-
-
Very Young
5 feet by 5 feet/5 feet
+8
+6
+6
4d8, 60-foot line (16)
-
-
-
Young
5 feet by 5 feet/5 feet
+10
+8
+9
6d8, 60-foot line (18)
-
-
-
Juvenile
5 feet by 10 feet/10 feet
+12
+9
+11
8d8, 80-foot line (20)
-
-
1st
Young Adult
5 feet by 10 feet/10 feet
+15
+11
+13
10d8, 80-foot line (23)
21
19
3rd
Adult
10 feet by 20 feet/10 feet
+17
+12
+15
12d8, 100-foot line (25)
23
21
5th
Mature Adult
10 feet by 20 feet/10 feet
+19
+14
+17
14d8, 100-foot line (27)
25
22
7th
Old
10 feet by 20 feet/10 feet
+21
+15
+19
16d8, 100-foot line (29)
27
24
9th
Very Old
10 feet by 20 feet/10 feet
+23
+17
+21
18d8, 100-foot line (31)
29
25
11th
Ancient
20 feet by 40 feet/15 feet
+25
+18
+23
20d8, 120-foot line (33)
31
27
13th
Wyrm
20 feet by 40 feet/15 feet
+27
+20
+24
22d8, 120-foot line (35)
33
29
15th
Great Wyrm
20 feet by 40 feet/15 feet
+29
+22
+27
24d8, 120-foot line (37)
35
31
17th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
13
10
11
12
13
10
Fire Resistance, Force Resistant, Planar Travel, Poison Immunity
Very Young
15
10
11
12
15
10
-
Young
17
12
13
12
15
12
-
Juvenile
19
14
15
12
17
14
Stomp
Young Adult
23
14
15
12
19
14
Damage Reduction 5/+1
Adult
27
16
17
12
21
16
Amethyst Shards (50-foot cone, 5d6), Invisibility
Mature Adult
29
16
17
12
21
16
Damage Reduction 10/+1
Old
31
18
19
12
23
18
Body Equilibrium, Amethyst Shards (50-foot cone, 9d6)
Very Old
33
18
19
12
23
18
Damage Reduction 15/+2
Ancient
35
20
21
12
25
20
Amethyst Shards (60-foot cone, 13d6), Suggestion
Wyrm
37
20
21
12
27
20
Damage Reduction 20/+3
Great Wyrm
39
22
23
12
27
22
Amethyst Telekinesis

Amethyst Shards (Su): Once per day, an amethyst dragon can breathe a cone of amethyst crystal shards, dealing piercing and bludgeoning damage to all creatures within the area of effect. A target that succeeds at a Reflex save (DC 17 + the dragon's age category) takes half damage.

Amethyst Telekinesis (Sp): Once per day, an amethyst great wyrm can use a telekinesis effect. With this ability, it can lift up to 10 tons or hurl a Large or smaller creature against another object. The impact deals 20d6 points of damage to a Large creature, 15d6 to a Medium one, 10d6 to a Small one, 5d6 to a Tiny one, and 1d6 to a Diminutive or Fine creature.

Blindsight (Ex): An amethyst dragon can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet x the dragon's age category.

Body Equilibrium (Sp): Once per day, the dragon can adjust its body equilibrium to correspond with any solid or liquid. Thus, it can walk on water, quicksand, or even a spider's web without sinking or breaking through. This does not confer any resistance to particularly sticky webs. Movement is at normal speed, but running on a fragile, mushy, or liquid surface requires a Dexterity check (DC 10 or more, depending on the surface) to avoid breaking through. Falling damage is halved while this power is in effect. Body equilibrium lasts 1 minute per age category.

Breath Weapon (Su): The amethyst dragon's breath weapon is a line of concussive force. It can choose to deal nonlethal damage instead of normal 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 amethyst 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): Amethyst dragons have fire resistance 30.

Force Resistant (Ex): An amethyst dragon gains a +4 bonus on saving throws against force-based effects.

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): Amethyst dragons are immune to sleep and paralysis effects. Amethyst dragons are also immune to poison.

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): Amethyst 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): Once per day - invisibility, suggestion.

Spells: An amethyst 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.

Stomp (Su): By stamping its foot, an amethyst dragon precipitates a shock wave that travels along the ground, toppling creatures and loose objects within 20 feet. The area if conelike and extends beneath the surface of the ground. Any creatures above the surface are not affected. Any creature standing in the area that fails its Reflex save (DC 10 + ½ the dragon's Hit Dice + the dragon's Strength modifier) is thrown to the ground prone and takes 1d4 points of nonlethal damage. This ability is usable three times per day.

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: Amethyst 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 amethyst 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 an amethyst dragon, you'll have to look elsewhere.

Instead of psionics, this version of the amethyst dragon has spellcasting abilities like a sorcerer and spell-like abilities. In addition, I converted the explosive gem ability (which is kind of dumb, in part because it uses the word "lozenge" in its description) to a breath weapon made up of a cone of shards of amethyst usable once per day. The breath weapon replacement is inferior in some ways - it has shorter range and isn't really a missile weapon any more, but it has a greater area of effect, so I think it balances out. 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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