Monday, January 3, 2011

General Rules: Monsters - Dragon, Wild

Dragon, Wild (adapted from Draconic Lore)
Dragon (Earth)

Special Attacks: Breath Weapon, Crush, Frightful Presence, Spells, Spell-Like Abilities, Tail-Sweep
Special Qualities: Blindsight, Immunities, Keen Senses, Natural Presence, SR
Skills: Wild 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: Listen, Spot, and Search. The remaining skill points are generally spent on Bluff, Concentration, Diplomacy, Escape Artist, and Knowledge (any)(all skills taken individually) at a cost of 1 skill point per rank. Dragons cannot purchase skills that are exclusive to a class.
Feats: Wild 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 druids. They can also choose from the following feats: Quicken Spell-Like Ability and Snatch.
Environment: Any forest and marsh
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 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
Treasure: Double standard
Alignment: Always chaotic neutral
Advancement: Wyrmling 6 - 7 HD (Small); very young 9 - 10 HD (Medium); young 12 - 13 HD (Medium); juvenile 15 - 16 HD (Large); young adult 18 - 19 HD (Large); adult 21 - 22 HD (Huge); mature adult 24 - 25 HD (Huge); old 27 - 28 HD (Huge); ancient 31 - 32 HD (Gargantuan); wyrm 34 - 35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan)

Wild dragons. also known as feral wyrms, are the progeny of Walentyna. Although they are rare in the three worlds, they are more common in the Færie Realms. wherever they are, they serve as the guardians of primordial forests and færy glades, protecting these untouched wilds against the intrusions of civilization.

A wild dragon has a blunt snout and a stocky, muscular build, carrying its frame low to the ground. They lack wings, but elaborate antler-like horns sprout from their heads. Wild dragons have a thick hide of mottled brown and gray. Soil gathers in the gaps between their dense, pebbly scales, giving them a rick, loamy scent and allowing numerous tiny plants to take root. Older wild dragons are often draped in a shroud of mosses, lichens, and toadstools. When wild dragons sleep, they curl themselves against ancient trees or natural formations and are often mistaken for stony overgrown mounds of earth with only their antlers and dark orange eyes betraying their presence.

Wild dragons are usually content to rest out in the open within their wooded homes, but when they decide to retreat from view, they use their claws and curving antlers to scoop out snug earthen lairs below clearings or in hillsides. Wild dragons respect creatures that work to preserve their natural surroundings and can often be persuaded to cooperate with druids, clerics of nature gods, and the fæy. They despite all those who would desecrate their woodlands.

Wild dragons speak Sûlic. Many wild dragons also learn Aralaic and Sakti.

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 from concealment, 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).

Wild dragons literally turn the woods against their foes before closing in to finish them off. They usually begin their assaults by using entangle or plant growth to trap their foes, then switch to their breath weapon. Although a wild dragon's breath weapon makes its foes more physically dangerous, they rapidly devolve into simple beasts that the dragon can control.

A wild dragon has the standard bite, claw, and tail attacks of a dragon its size. It does not have wing attacks, but it gains a gore attack with its antler-like horns.

Wild Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
S
5d12+5 (37)
+0
40 feet; swim 20 feet; burrow 20 feet16 (+1 size, +5 natural)
11
16
Very Young
M
8d12+16 (68)
+0
40 feet; swim 20 feet; burrow 20 feet18 (+8 natural)
10
18
Young
M
11d12+33 (104)
+0
40 feet; swim 20 feet; burrow 20 feet21 (+11 natural)
10
21
Juvenile
L
14d12+56 (147)
+0
40 feet; swim 20 feet; burrow 20 feet23 (-1 size, +14 natural)
9
23
Young Adult
L
17d12+85 (195)
+0
40 feet; swim 20 feet; burrow 20 feet26 (-1 size, +17 natural)
9
26
Adult
H
20d12+140 (270)
+0
40 feet; swim 20 feet; burrow 20 feet28 (-2 size, +20 natural)
8
28
Mature Adult
H
23d12+184 (333)
+0
40 feet; swim 20 feet; burrow 20 feet
31 (-2 size, +23 natural)
8
31
Old
H
26d12+234 (403)
+0
40 feet; swim 20 feet; burrow 20 feet
35 (-2 size, +27 natural)
8
35
Very Old
H
29d12+290 (478)
+0
40 feet; swim 20 feet; burrow 20 feet38 (-2 size, +30 natural)
8
38
Ancient
G
30d12+330 (525)
+0
40 feet; swim 20 feet; burrow 20 feet39 (-4 size, +33 natural)
6
39
Wyrm
G
33d12+396 (610)
+0
40 feet; swim 20 feet; burrow 20 feet42 (-4 size, +36 natural)
6
42
Great Wyrm
G
36d12+468 (702)
+0
40 feet; swim 20 feet; burrow 20 feet
45 (-4 size, +36 natural)
6
45

Age
BAB/Grapple
Bite
2 Claws
Gore
Tail Slap
Crush
Tail Sweep
Wyrmling
+5/+4
+6 (1d6+1)
+1 (1d4)
+1 (1d4)
-
-
-
Very Young
+8/+8
+10 (1d8+2)
+5 (1d6+1)
+5 (1d6+1)
-
-
-
Young
+11/+11
+14 (1d8+3)
+9 (1d6+1)
+9 (1d6+1)
-
-
-
Juvenile
+14/+18
+18 (2d6+4)
+13 (1d8+2)
+13 (1d8+2)
+13 (1d6+6)
-
-
Young Adult
+17/+21
+22 (2d6+5)
+17 (1d8+2)
+17 (1d8+2)
+17 (1d6+7)
-
-
Adult
+20/+28
+26 (2d8+6)
+21 (2d6+3)
+21 (2d6+3)
+21 (2d6+9)
DC 26 (2d8+9)
-
Mature Adult
+23/+31
+29 (2d8+7)
+24 (2d6+3)
+24 (2d6+3)
+24 (2d6+10)
DC 28 (2d8+10)
-
Old
+26/+34
+34 (2d8+8)
+29 (2d6+4)
+29 (2d6+4)
+29 (2d6+12)
DC 31 (2d8+12)
-
Very Old
+29/+37
+38 (2d8+9)
+33 (2d6+4)
+33 (2d6+4)
+33 (2d6+13)
DC 33 (2d8+13)
-
Ancient
+30/+42
+40 (4d6+10)
+35 (2d8+5)
+35 (2d8+5)
+35 (2d8+15)
DC 35 (4d6+15)
DC 35 (2d6+15)
Wyrm
+33/+45
+44 (4d6+11)
+39 (2d8+5)
+39 (2d8+5)
+39 (2d8+16)
DC 37 (4d6+16)
DC 37 (2d6+16)
Great Wyrm
+36/+48
+48 (4d6+12)
+43 (2d8+6)
+43 (2d8+6)
+43 (2d8+18)
DC 40 (4d6+18)
DC 40 (2d6+18)

Age
Space/Reach
Fortitude
Reflex
Will
Breath Weapon (DC)
Fear DC
SR
Caster Level
Wyrmling
5 feet by 5 feet/5 feet
+5
+4
+5
1d2, 20-foot cone (13)
-
-
-
Very Young
5 feet by 5 feet/5 feet
+8
+6
+7
1d3, 30-foot cone (16)
-
-
-
Young
5 feet by 5 feet/5 feet
+10
+7
+9
1d3, 30-foot cone (18)
-
-
1st
Juvenile
5 feet by 10 feet/10 feet
+13
+9
+11
1d4, 40-foot cone (21)
-
-
3rd
Young Adult
5 feet by 10 feet/10 feet
+15
+10
+13
1d4, 40-foot cone (23)
21
16
5th
Adult
10 feet by 20 feet/10 feet
+19
+12
+15
1d6, 50-foot cone (26)
23
19
7th
Mature Adult
10 feet by 20 feet/10 feet
+21
+13
+17
1d6, 50-foot cone (28)
25
21
9th
Old
10 feet by 20 feet/10 feet
+24
+15
+19
1d8, 50-foot cone (31)
27
23
11th
Very Old
10 feet by 20 feet/10 feet
+26
+16
+21
2d6, 50-foot cone (33)
29
25
13th
Ancient
20 feet by 40 feet/15 feet
+28
+17
+22
2d8, 60-foot cone (35)
30
27
15th
Wyrm
20 feet by 40 feet/15 feet
+30
+18
+24
4d6, 60-foot cone (37)
32
29
17th
Great Wyrm
20 feet by 40 feet/15 feet
+33
+20
+26
4d8, 60-foot cone (40)
34
32
19th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
12
8
13
10
13
12
Electricity Immunity, Natural Presence
Very Young
14
8
13
10
15
12
Charm Person or Animal
Young
16
10
15
10
17
14
Entangle
Juvenile
18
10
15
10
19
14
Pass Without Trace
Young Adult
20
12
17
10
21
16
Damage Reduction 5/+1
Adult
22
12
17
10
24
16
Plant Growth
Mature Adult
24
14
19
10
26
18
Damage Reduction 10/+1
Old
26
14
19
10
28
18
Freedom of Movement
Very Old
28
16
21
10
30
20
Damage Reduction 15/+2
Ancient
30
16
21
10
33
20
-
Wyrm
32
18
23
10
35
22
Damage Reduction 20/+3
Great Wyrm
34
18
23
10
37
22
Control Weather

Blindsight (Ex): A wild 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 wild dragon's breath weapon is a cone of swirling luminous green vapor. The primal magic in this mist causes living creatures to regress into a more savage form. Any aberration, animal, dragon giant, humanoid, magical beast, monstrous humanoid, shapechanger, or vermin caught in the dragon's breath weapon suffers the effective Intelligence decrease determined by the wild dragon's age category. 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. For every 2 points (rounded down) of Intelligence the creature loses, it gains an effective increase of 1 point of Strength.

Affected creatures also grow larger and more feral, resembling dire versions of their original forms. As an affected creature's effective Strength rises use the table below to determine the transformation's additional effects.
  • Current Size: The subject's size category before the breath weapon takes effect.
  • Strength Gained: When the subject of the listed current size gains this many effective points of Strength, it moves up to the next size category. A subject's gear does not change; worn clothing and armor is ruined when the subject grows.
  • New Size: The subject's new size category once its effective Strength increase has been added. Adjust the creature's size modifier for Armor Class and attack rolls to reflect its new dimensions.
  • Dexterity Modifier: When a subject reaches the listed new size, apply this effective decrease to its Dexterity score.
  • Constitution Modifier: When a subject reaches the listed new size, apply this effective increase to its Constitution score.
  • Natural Armor Modifier: When a subject reaches the listed new size, apply this effective increase to its natural armor bonus.
Current Size
Strength Gained
New Size
Dexterity Modifier
Constitution Modifier
Natural Armor Modifier
Fine
+1
Diminutive
-2
-
-
Diminutive
+2
Tiny
-2
-
-
Tiny
+4
Small
-2
-
-
Small
+4
Medium
-2
+2
-
Medium
+8
Large
-2
+4
+2
Large
+8
Huge
-2
+4
+3
Huge
+8
Gargantuan
-2
+4
+4
Gargantuan
+8
Colossal
-4
+4
+5

Multiple blasts of a wild dragon's breath weapon stack, but they cannot drop a creature's Intelligence or Dexterity scores below 1. The breath weapon cannot further affect subjects with an Intelligence score of 1. Intelligence and Strength scores return to normal at a rate of 1 point each day. As a subject's effective Strength increase fades, it slowly returns to its original size. The subject is completely restored when all ability scores return to normal. A successful casting of remove curse restores a subject to normal immediately.

Charm Person or Animal (Sp): The dragon can use this ability at will. A wild dragon can charm any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, shapechanger, or vermin with an Intelligence score of 3 or less.

Crush: A jumping wild 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): Wild dragons are immune to sleep and paralysis 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.

Natural Presence (Su): Living creatures with Intelligence scores below 3 (including those regressed by the wild dragons breath weapon) will never willingly attack a wild dragon and are not affected by its frightful presence unless the dragon wishes them to be. They can, however, be magically compelled to attack a wild dragon, and the creatures can defend themselves if the dragon attacks them as usual.

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

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.

Spell-Like Abilities: At will - pass without trace, plant growth; three times per day - entangle, freedom of movement; Once per day - control weather.

Spells: A wild dragon knows and casts divine spells as a druid of the level indicated on the table above, gaining bonus spells for a high Wisdom score.

Skills: Wild dragons that can cast spells have the Spellcraft skill for free at 1 rank per Hit Die. A wild dragon gains a +8 racial bonus to Hide checks in forested terrain.

Notes: .

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