Monday, January 3, 2011

General Rules: Monsters - Dragon, Sand

Dragon, Sand (adapted from Sandstorm)
Dragon (Earth)

Special Attacks: Breath Weapon, Crush, Frightful Presence, Spells, Spell-Like Abilities, Tail-Sweep
Special Qualities: Immunities, SR, Blindsight, Keen Senses, Tremorsense
Skills: Sand 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: Concentration, Hide, Intimidate, Listen, Move Silently, Sense Motive, Spot, and Survival. The remaining skill points are generally spent on Bluff, Diplomacy, Escape Artist, Knowledge (any)(all skills taken individually), and Search at a cost of 1 skill point per rank. Dragons cannot purchase skills that are exclusive to a class.
Feats: Sand 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: Flyby Attack, Hover, Quicken Spell-Like Ability, Snatch, and Wingover.
Environment: Warm deserts
Organization: Wyrmling, very young, young, juvenile, and young adult solitary or clutch (3 - 6); adult mature adult, old, very old, ancient, wyrm, or great wyrm solitary, pair, or family (1 - 2 and 3 - 6 offspring)
Challenge Rating: Wrymling 2; very young 3; young 5; juvenile 7; young adult 9; adult 12; mature adult 14; old 16; very old 18; ancient 21; wyrm 24; great wyrm 27
Treasure: Double standard
Alignment: Always chaotic 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 35 - 36 HD (Gargantuan); great wyrm 37+ HD (Gargantuan)

Sand dragons are the violent, irritable, and cunning descendants of Gréaþexe, given to raiding human communities for livestock and treasure but leaving the inhabitants alive as a sign of "mercy". Not exactly evil, but definitely not good, sand dragons are motivated only by what is good for their own survival. In fact, they have a difficult time understanding why any living creature would think in any other way.

Sand dragons lay their eggs deep within the sand of the desert, which is partly responsible for their name. As their eggs hatch, the hatchling dragons claw their way to the surface, giving the impression that the dragons spring spontaneously from the sand. Even at that age, sand dragons have fully developed horns and claws, enabling them to burrow just as easily as their parents. Sand dragon wings are actually not wings at all, but thin membranes of a similar consistency and material to regular dragon wings. These membranes stretch between a double row of spikes that run the length of a sand dragon;s back, from the base of its skull to the tip of its tail. These spines can collapse flat along a sand dragon's back as it burrows, protecting the fragile membranes from damage. A sand dragon can also lie flat on a sandy surface and flutter its wings to cover itself with sand, much as a stingray flutters its "wings" to conceal itself on the ocean floor.

Sand dragons make their homes under the sands. As a result, sand dragons smell of freshly ruend dirt and dust - not a particularly unpleasant smell, but a distinctive one. Due to their burrowing ability, sand dragons have little difficulty disguising their lairs, with only their nostrils exposed.

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).

Sand dragons hunt by flying high above the ground, looking for potential victims, then wait for nightfall to land and burrow up underneath their target. Using their tremorsense to determine when an animal is in position, the sand dragon then bursts forth, snatches up the startled prey in their mouth and then flies off to kill it at its leisure. Alternatively, a sand dragon might locate a trade route and bury itself in the sand along the side of the road, waiting for a caravan to pass. Sand dragons rarely attack from the sky - there are simply too few clouds to provide the kind of concealment a sand dragon prefers.

Sand Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
T
3d12 (19)
+0
30 feet; burrow 20 feet; fly 80 feet (average)16 (+2 size, +4 natural)
12
16
Very Young
S
6d12+6 (45)
+0
30 feet; burrow 20 feet; fly 120 feet (poor)18 (+1 size, +7 natural)
11
18
Young
M
9d12+9 (67)
+0
30 feet; burrow 20 feet; fly 120 feet (poor)20 (+10 natural)
10
20
Juvenile
M
12d12+24 (102)
+0
30 feet; burrow 20 feet; fly 120 feet (poor)23 (+13 natural)
10
23
Young Adult
L
15d12+45 (142)
+0
30 feet; burrow 20 feet; fly 120 feet (poor)25 (-1 size, +16 natural)
9
25
Adult
L
18d12+72 (189)
+0
30 feet; burrow 20 feet; fly 120 feet (poor)28 (-1 size, +19 natural)
9
28
Mature Adult
H
21d12+84 (220)
+0
30 feet; burrow 20 feet; fly 120 feet (poor)
30 (-2 size, +22 natural)
8
30
Old
H
24d12+120 (276)
+0
30 feet; burrow 20 feet; fly 120 feet (poor)
33 (-2 size, +25 natural)
8
33
Very Old
H
27d12+135 (310)
+0
30 feet; burrow 20 feet; fly 120 feet (clumsy)36 (-2 size, +28 natural)
8
36
Ancient
H
30d12+180 (375)
+0
30 feet; burrow 20 feet; fly 150 feet (clumsy)38 (-2 size, +31 natural)
8
38
Wyrm
G
33d12+231 (445)
+0
30 feet; burrow 20 feet; fly 150 feet (clumsy)40 (-4 size, +34 natural)
6
40
Great Wyrm
G
36d12+252 (486)
+0
30 feet; burrow 20 feet; fly 150 feet (clumsy)
43 (-4 size, +37 natural)
6
43

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+3/-5
+5 (1d4)
+0 (1d3)
-
-
-
-
Very Young
+6/+3
+8 (1d6+1)
+3 (1d4)
-
-
-
-
Young
+9/+11
+11 (1d8+2)
+6 (1d6+1)
+6 (1d4+1)
-
-
-
Juvenile
+12/+15
+15 (1d8+3)
+10 (1d6+1)
+10 (1d4+1)
-
-
-
Young Adult
+15/+24
+19 (2d6+5)
+14 (1d8+2)
+14 (1d6+1)
+14 (1d8+7)
-
-
Adult
+18/+29
+24 (2d6+7)
+19 (1d8+3)
+19 (1d6+3)
+19 (1d8+10)
-
-
Mature Adult
+21/+38
+28 (2d8+9)
+23 (2d6+4)
+23 (1d8+4)
+23 (2d6+13)
DC 24 (2d8+13)
-
Old
+24/+42
+32 (2d8+10)
+27 (2d6+5)
+27 (1d8+5)
+27 (2d6+15)
DC 27 (2d8+15)
-
Very Old
+27/+46
+36 (2d8+11)
+31 (2d6+5)
+31 (1d8+5)
+35 (2d6+16)
DC 28 (2d8+16)
-
Ancient
+30/+50
+40 (2d8+12)
+35 (2d6+6)
+35 (1d8+6)
+35 (2d6+18)
DC 31 (2d8+18)
-
Wyrm
+33/+58
+42 (4d6+13)
+37 (2d8+6)
+37 (2d6+6)
+37 (2d8+19)
DC 33 (4d6+19)
DC 33 (2d6+19)
Great Wyrm
+36/+62
+46 (4d6+14)
+41 (2d8+7)
+41 (2d6+7)
+41 (2d8+21)
DC 36 (4d6+21)
DC 36 (2d6+21)

Age
Space/Reach
Fortitude
Reflex
Will
Breath Weapon (DC)
Fear DC
SR
Caster Level
Wyrmling
2½ feet by 2½ feet/5 feet
+3
+3
+3
1d4, 15-foot cone (11)
-
-
-
Very Young
5 feet by 5 feet/5 feet
+6
+5
+6
2d4, 20-foot cone (14)
-
-
-
Young
5 feet by 5 feet/5 feet
+7
+6
+8
4d4, 30-foot cone (15)
-
-
-
Juvenile
5 feet by 5 feet/5 feet
+10
+8
+11
6d4, 30-foot cone (18)
-
-
-
Young Adult
5 feet by 10 feet/10 feet
+12
+9
+12
8d4, 40-foot cone (23)
19
18
1st
Adult
5 feet by 10 feet/10 feet
+15
+11
+15
10d4, 40-foot cone (23)
22
20
3rd
Mature Adult
10 feet by 20 feet/10 feet
+16
+12
+16
12d4, 50-foot cone (24)
23
21
5th
Old
10 feet by 20 feet/10 feet
+19
+14
+19
14d4, 50-foot cone (27)
26
23
7th
Very Old
10 feet by 20 feet/10 feet
+20
+15
+20
16d4, 50-foot cone (28)
27
24
9th
Ancient
10 feet by 20 feet/10 feet
+23
+17
+24
18d4, 50-foot cone (31)
30
26
11th
Wyrm
20 feet by 40 feet/15 feet
+25
+18
+15
20d4, 60-foot cone (33)
31
27
13th
Great Wyrm
20 feet by 40 feet/15 feet
+27
+20
+28
22d4, 60-foot cone (36)
34
29
15th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
10
10
10
11
11
10
Fire Immunity, Tremorsense
Very Young
12
10
12
11
13
10
-
Young
14
12
14
11
13
12
-
Juvenile
16
12
16
11
15
14
Haboob
Young Adult
20
14
16
11
17
14
Damage Reduction 5/+1
Adult
24
14
18
11
19
16
Dispel Water
Mature Adult
28
16
18
11
19
16
Damage Reduction 10/+1
Old
30
16
21
11
21
18
Wall of Sand
Very Old
32
18
21
11
21
18
Damage Reduction 15/+2
Ancient
34
18
24
11
23
20
Choking Sands
Wyrm
36
20
24
11
25
20
Damage Reduction 20/+3
Great Wyrm
38
22
26
11
25
22
Sandstorm

Blindsight (Ex): A sand 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.

Breath Weapon (Su): The sand dragon's breath weapon is a cone of flaywind. Any creature or object with a hardness of less than 5 in the area of the dragon's breath weapon takes the listed 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 sand 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.

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): Sand dragons are immune to sleep and paralysis effects. Sand dragons are also immune to fire.

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.

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): At will - haboob; three times per day - dispel water, wall of sand; once per day - choking sands, sandstorm.

Spells: A sand 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.

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.

Tremorsense (Ex): Sand dragons can automatically sense the location of anything within 60 feet that is in contact with the ground.

Skills: Sand dragons that can cast spells have the Spellcraft skill for free at 1 rank per Hit Die.

Notes: In the original version presented in Sandstorm, this dragon's save bonuses were calculated incorrectly. Wildly so. I have fixed the save bonuses, and this version has them calculated correctly.

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