Showing posts with label Air. Show all posts
Showing posts with label Air. Show all posts

Thursday, November 16, 2017

Campaign Design - Bloodlines: Auran-Blooded

Auran-Blooded
(adapted from Unearthed Arcana)

Individuals with elemental blood in their veins are not uncommon in the Three Worlds. Creatures of elemental air 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 auran bloodline derives its power from a connection to the elemental Plane of Air. Characters with auran bloodlines tend to shift between emotions with surprising quickness, and may have hair or skin tinged with light blue.

Auran Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Balance checks
4th
+2 on Balance checksImproved Initiative
6th
Dexterity +1
8th
Improved InitiativeGust of wind, once per day (Sp)
10th
Auran affinity +21
12th
Dexterity +1Weapon Finesse
14th
+2 on Spot checks
16th
Gust of wind, once per day (Sp)Air master (Ex)2
18th
Constitution +1
20th
Auran affinity +21Flyby Attack
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with air elementals and other creatures from the Elemental Plane of Air.
2 Airborne creatures take a -1 penalty on attack and damage rolls against you.

Racial Restriction: Dwarves cannot be Auran-Blooded.

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

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

Home     Three Worlds     Bloodlines

Monday, January 3, 2011

General Rules: Monsters - Smoke Creature (Template)

Smoke Creature (from Dragon Magazine #347)

Smoke element creatures dwell on the Elemental Planes of Air and Fire. The have the same general form as beings from the Three Worlds but are composed entirely of thick, black smoke with red-hot cinders for eyes and tendrils of smoke that end in wicked claws in place of arms.

"Smoke" 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, fire)". Smoke 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 smoke element creature gains a fly speed of 90 feet with good maneuverability unless the base creatures has a higher fly speed.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: An smoke creature retains all the special abilities of the base creature and also gains the following ones:
  • Smoke Claws (Ex): A smoke element creature can engulf opponents by moving on top of them. It fills the air around one opponent smaller than itself without provoking an attack of opportunity. The target must succeed at a Fortitude save or inhale part of the creature. The save DC is 10 + ½ the smoke element creature's Hit Dice + the smoke element creature's Constitution modifier. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing damage each round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace. The amount of damage depends on the Hit Dice of the smoke element creature.
Hit DiceDamage Reduction
Acid Damage
1 - 3
-
-
4 - 7
-
1d4
8 - 11
5/+1
1d6
12+
10/+1
2d6
Special Qualities: A smoke 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 a smoke element creature gains damage reduction, its natural weapons are treated as magic equivalent weapons for the purpose of overcoming damage reduction.
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 +6.

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

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.

Home     Three Worlds     Monsters

General Rules: Monsters - Dragon, Crystal

Dragon, Crystal (adapted from the Monster Manual II)
Dragon (Air)

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
Skills: Crystal 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: Crystal 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: Temperate and cold mountains
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 2; very young 3; young 4; juvenile 7; young adult 10; adult 12; mature adult 12; old 17; very old 18; ancient 20; wyrm 21; great wyrm 23
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); very old 30 - 31 HD (Huge); ancient 33 - 34 HD (Gargantuan); wyrm 36 - 37 HD (Gargantuan); great wyrm 39+ HD (Gargantuan)

The descendants of Kristrán are the friendliest of gem dragons. They are always curious about the worlds, so they enthusiastically converse with willing visitors. Their enthusiasm can be dangerous, however, as they often forget that other creatures are not a sturdy as they are, and as a result are prone to leaving their erstwhile companions in precarious situations without meaning to.

A wyrmling crystal dragon's scales are glossy white. As it ages, its scales become translucent. Moonlight and starlight cause them to luminesce, and full sunlight lends them a dazzling brilliance.

Crystal dragons prefer places where the primal elemental forces of air are dominant, and they prefer to build incredible ice palaces atop high, cold mountain peaks in the Færie Realms or sometimes even the Three Worlds, here they can watch the stars and create sculptures out of ice and snow. White dragons and crystal dragons sometimes come into conflict. Crystal dragons have been known to make off with white dragon eggs, possibly to foster the white wyrmlings and help them grow into friendlier dragons than they would otherwise become. Such white dragons are extremely rare. Crystal dragons tend to bear great enmity towards any giants, since the latter occasionally join forces with white dragons to hunt for crystal dragon lairs and wyrmlings.

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).

Crystal dragons rarely instigate a fight without cause. If a visitor is intriguing or seems friendly, the dragon will usually attempt a conversation; otherwise it tries to avoid a meeting. If visitors dare to attack, the crystal dragon does not hesitate to respond in kind. It usually uses its breath weapon first to weaken and blind foes, then takes to the air to make use of its magical abilities.

Crystal Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
S
5d12+5 (37)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 100 feet (average)15 (+1 size, +4 natural)
11
15
Very Young
M
8d12+16 (68)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)17 (+7 natural)
10
17
Young
M
11d12+22 (93)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)20 (+10 natural)
10
20
Juvenile
L
14d12+42 (133)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)22 (-1 size, +13 natural)
9
22
Young Adult
L
17d12+68 (178)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)25 (-1 size, +16 natural)
9
25
Adult
H
20d12+100 (230)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)27 (-2 size, +19 natural)
8
27
Mature Adult
H
23d12+115 (264)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)
30 (-2 size, +22 natural)
8
30
Old
H
26d12+156 (325)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)
33 (-2 size, +25 natural)
8
33
Very Old
H
29d12+174 (362)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)36 (-2 size, +28 natural)
8
36
Ancient
G
32d12+224 (432)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 200 feet (clumsy)37 (-4 size, +31 natural)
6
37
Wyrm
G
35d12+280 (507)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 200 feet (clumsy)40 (-4 size, +34 natural)
6
40
Great Wyrm
G
38d12+304 (551)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 200 feet (clumsy)
43 (-4 size, +37 natural)
6
43

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+5/+2
+7 (1d6+1)
+2 (1d4)
-
-
-
-
Very Young
+8/+10
+10 (1d8+2)
+5 (1d6+1)
+5 (1d4+1)
-
-
-
Young
+11/+14
+14 (1d8+3)
+9 (1d6+1)
+9 (1d4+1)
-
-
-
Juvenile
+14/+22
+17 (2d6+4)
+12 (1d8+2)
+12 (1d6+2)
+12 (1d8+6)
-
-
Young Adult
+17/+27
+22 (2d6+6)
+17 (1d8+3)
+17 (1d6+3)
+17 (1d8+9)
-
-
Adult
+20/+36
+26 (2d8+8)
+21 (2d6+4)
+21 (1d8+4)
+21 (2d6+12)
DC 25 (2d8+12)
-
Mature Adult
+23/+40
+30 (2d8+9)
+25 (2d6+4)
+25 (1d8+4)
+25 (2d6+13)
DC 26 (2d8+13)
-
Old
+26/+44
+34 (2d8+10)
+29 (2d6+5)
+29 (1d8+5)
+29 (2d6+15)
DC 29 (2d8+15)
-
Very Old
+29/+48
+38 (2d8+11)
+33 (2d6+5)
+33 (1d8+5)
+33 (2d6+16)
DC 30 (2d8+16)
-
Ancient
+32/+56
+40 (4d6+12)
+35 (2d8+6)
+35 (2d6+6)
+35 (2d8+18)
DC 33 (4d6+18)
DC 33 (2d6+18)
Wyrm
+35/+60
+44 (4d6+13)
+39 (2d8+6)
+39 (2d6+6)
+39 (2d8+19)
DC 35 (4d6+19)
DC 35 (2d6+19)
Great Wyrm
+38/+64
+48 (4d6+14)
+43 (2d8+7)
+43 (2d6+7)
+43 (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
+5
+4
+4
2d6, 20-foot cone (13)
-
-
-
Very Young
5 feet by 5 feet/5 feet
+8
+6
+6
4d6, 30-foot cone (16)
-
-
-
Young
5 feet by 5 feet/5 feet
+9
+7
+8
6d6, 30-foot cone (17)
-
-
-
Juvenile
5 feet by 10 feet/10 feet
+12
+9
+11
8d6, 40-foot cone (20)
-
-
1st
Young Adult
5 feet by 10 feet/10 feet
+14
+10
+12
10d6, 40-foot cone (22)
20
19
3rd
Adult
10 feet by 20 feet/10 feet
+17
+12
+15
12d6, 50-foot cone (25)
23
21
5th
Mature Adult
10 feet by 20 feet/10 feet
+18
+13
+16
14d6, 50-foot cone (26)
24
22
7th
Old
10 feet by 20 feet/10 feet
+21
+15
+19
16d6, 50-foot cone (29)
27
24
9th
Very Old
10 feet by 20 feet/10 feet
+22
+16
+20
18d6, 50-foot cone (30)
28
25
11th
Ancient
20 feet by 40 feet/15 feet
+25
+18
+23
20d6, 60-foot cone (33)
31
27
13th
Wyrm
20 feet by 40 feet/15 feet
+27
+19
+24
22d6, 60-foot cone (35)
32
28
15th
Great Wyrm
20 feet by 40 feet/15 feet
+29
+21
+27
24d6, 60-foot cone (37)
34
30
17th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
13
10
11
10
13
11
Cold Immunity, Planar Travel
Very Young
15
10
11
10
15
11
-
Young
17
12
13
10
15
13
-
Juvenile
19
14
15
10
17
15
-
Young Adult
23
14
15
10
19
15
Damage Reduction 5/+1
Adult
27
16
17
10
21
17
Charm Person
Mature Adult
29
16
17
10
21
17
Damage Reduction 10/+1
Old
31
18
19
10
23
19
Color Spray
Very Old
33
18
19
10
23
19
Damage Reduction 15/+2
Ancient
35
20
21
10
25
21
Domination
Wyrm
37
20
21
10
27
21
Damage Reduction 20/+2
Great Wyrm
39
22
23
10
27
21
Control Winds

Breath Weapon (Su): The crystal dragon's breath weapon is a cone of brilliant light. 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. A target that fails its save takes the indicated damage and is blinded for 1d4 rounds.

Crush: A flying or jumping crystal 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): Crystal 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): Crystal dragons are immune to sleep and paralysis effects. Crystal dragons are also immune to cold.

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): Crystal 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 - charm person, color spray; once per day - control winds, domination; save DC 10 + spell level + dragon's Charisma modifier.

Spells: A crystal 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.
A
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: Crystal 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 crystal 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 crystal dragon, you'll have to look elsewhere.

Instead of psionics, this version of the crystal dragon has spellcasting abilities like a sorcerer and spell-like abilities - among the other modifications I made, I gave them 1st and 3rdt level sorcerer levels. In the original version from the Monster Manual II, their spellcasting abilities commenced when they reached Adult size and started off at the 5th level of ability. I also modified the planar travel ability of the gem dragons to line up better with the cosmology of the Three Worlds campaign setting.

Home     Three Worlds     Monsters

General Rules: Monsters - Smoke Paraelemental, Monolith

Smoke Paraelemental, Monolith (from Dragon Magazine #347)
Gargantuan Elemental [Air, Extraplanar, Fire]

Hit Dice: 36d8+216 (378 hit points)
Initiative: +15
Speed: fly 90 feet (good)
Armor Class: 32 (-4 size, +11 Dexterity, +1 dodge, +14 natural); touch 18; flat-footed 20
BAB/Grapple: +27/+50
Attack: Claw +34 melee (3d6+11, piercing and slashing, 19-20 x2)
Full Attack: 2 claws +34 melee (3d6+11, piercing and slashing, 19-20 x2)
Space/Reach: 20 feet by 20 feet/20 feet
Special Attacks: Smoke claws
Special Qualities: Darkvision 60 feet, DR 15/-, elemental traits, immunity to fire, vulnerable to cold
Saves: Fortitude +18, Reflex +31, Will +17
Abilities: Str 32, Int 12, Wis 15, Dex 33, Con 22, Cha 17
Skills: Balance +13, Diplomacy +5, Intimidate +16, Jump +37, Listen +43, Sense Motive +15, Spot +43, Tumble +24
Feats: Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Improved Critical (Claw), Improved Initiative, Improved Natural Attack (Claw), Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finesse
Environment: Elemental Plane of Air, Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37 - 54 Hit Dice (Gargantuan)

An enormous pillar of thick, black smoke approaches. Red-hot cinders serves as eyes, while two massive arms with tenebrous, sickle-shaped claws sweep about menacingly.

Smoke paraelemental monoliths speak Auran and Ignan.

Combat
Smoke paralementals use their great speed to good effect in combat, flying cirlces around their landbound foes.

Smoke Claws (Ex): A smoke paraelemental can engulf opponents by moving on top of them. It fills the air around one opponent smaller than itself without provoking an attack of opportunity. The target must succeed at a DC 34 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 6d6 points of damage per round. An affected creature can attempt another Forttiude save each subsequent round to cough out the semivaporous menace.

Fire Subtype: Immunity to fire. Double damage from cold except on a successful save.

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.

Home     Three Worlds     Monsters

General Rules: Monsters - Dragon, Fang

Dragon, Fang (from Monsters of Færûn)
Dragon (Air)

Special Attacks: Ability Drain, Crush, Frightful Presence, Increased Damage, Spells, Spell-Like Abilities, Tail-Sweep, Trip
Special Qualities: Immunities, SR, Blindsight, Keen Senses, Sound Imitation
Skills: Fang 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: Fang 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: Any mountains
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 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 (Tiny); very young 7 - 8 HD (Small); young 10 - 11 HD (Medium); juvenile 13 - 14 HD (Large); 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 (Gargantuan); ancient 31 - 32 HD (Gargantuan); wyrm 34 - 35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan)

Fang dragons, sometimes referred to as grey dragons, are greedy, rapacious, and cunning creatures descended from the dragon sire Yævauð.

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 scythe-like bone blades. They fly poorly but can rise with a single clap of their wings to lung forward. Their body plates are mottled gray and brown, their wings are small and muscled, and their eyes tend to be glittering red or orange. Fang dragon heads are adorned with many small horns and spikes.

Fang dragons often range far from their lairs, which they typically wall up with huge boulders to keep out intruders in their absence. They speak snippets of many languages and will bargain to avoid hopeless or hard battles. They are prone to random violence and outbursts of rage. Fang dragons harbor a deep hatred of gold dragons and all other who are descended from Hrægnscaga.

Combat
A dragon attacks with its powerful claws and bite, and can also use 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).

Fang dragons are masters of physical combat, and every part of their body is lethal. They have a disturbing tendency to play with their victims in an exceedingly cruel way.

Fang Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
T
3d12+3 (22)
+0
60 feet; fly 90 feet (average)14 (+2 size, +2 natural)
12
14
Very Young
S
6d12+6 (45)
+0
60 feet; fly 120 feet (poor)16 (+1 size, +5 natural)
11
16
Young
M
9d12+18 (76)
+0
60 feet; fly 120 feet (poor)18 (+8 natural)
10
18
Juvenile
L
12d12+36 (114)
+0
60 feet; fly 120 feet (poor)20 (-1 size, +11 natural)
9
20
Young Adult
L
15d12+45 (142)
+0
60 feet; fly 120 feet (poor)23 (-1 size, +14 natural)
9
23
Adult
L
18d12+72 (189)
+0
60 feet; fly 120 feet (poor)26 (-1 size, +17 natural)
9
26
Mature Adult
H
21d12+84 (220)
+0
60 feet; fly 120 feet (poor)
28 (-2 size, +20 natural)
8
28
Old
H
24d12+120 (276)
+0
60 feet; fly 120 feet (poor)
31 (-2 size, +23 natural)
8
31
Very Old
G
27d12+135 (310)
+0
60 feet; fly 150 feet (clumsy)32 (-4 size, +26 natural)
6
32
Ancient
G
30d12+180 (375)
+0
60 feet; fly 150 feet (clumsy)35 (-4 size, +29 natural)
6
35
Wyrm
G
33d12+198 (412)
+0
60 feet; fly 150 feet (clumsy)38 (-4 size, +32 natural)
6
38
Great Wyrm
G
36d12+252 (486)
+0
60 feet; fly 150 feet (clumsy)
41 (-4 size, +35 natural)
6
41

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+3/-5
+5 (1d6)
+0 (1d4)
-
-
-
-
Very Young
+6/+3
+8 (1d8+1)
+3 (1d6)
-
-
-
-
Young
+9/+11
+11 (2d6+2)
+6 (1d8+1)
+6 (1d6+1)
-
-
-
Juvenile
+12/+20
+15 (2d8+4)
+10 (2d6+2)
+10 (1d8+2)
+10 (2d6+6)
-
-
Young Adult
+15/+24
+19 (2d8+5)
+14 (2d6+2)
+14 (1d8+2)
+14 (2d6+7)
-
-
Adult
+18/+28
+23 (2d8+6)
+18 (2d6+3)
+18 (1d8+3)
+18 (2d6+9)
-
-
Mature Adult
+21/+37
+27 (4d6+8)
+22 (2d8+4)
+22 (2d6+4)
+22 (2d8+12)
DC 22 (4d6+12)
-
Old
+24/+41
+31 (4d6+9)
+26 (2d8+4)
+26 (2d6+4)
+26 (2d8+13)
DC 24 (4d6+13)
-
Very Old
+27/+49
+33 (4d8+10)
+28 (4d6+5)
+28 (2d8+5)
+28 (4d6+15)
DC 26 (4d8+15)
DC 26 (2d8+15)
Ancient
+30/+53
+37 (4d8+11)
+32 (4d6+5)
+32 (2d8+5)
+32 (4d6+16)
DC 28 (4d8+16)
DC 28 (2d8+16)
Wyrm
+33/+57
+41 (4d8+12)
+36 (4d8+6)
+36 (2d8+6)
+36 (4d6+18)
DC 30 (4d8+18)
DC 36 (2d8+18)
Great Wyrm
+36/+61
+45 (4d8+13)
+40 (4d8+6)
+40 (2d8+6)
+40 (4d6+19)
DC 33 (4d8+19)
DC 37 (2d8+19)

Age
Space/Reach
Fortitude
Reflex
Will
Ability Drain (DC)
Fear DC
SR
Caster Level
Wyrmling
2½ feet by 2½ feet/5 feet
+4
+3
+4
1d2 (10)
-
-
-
Very Young
5 feet by 5 feet/5 feet
+6
+5
+6
1d3 (12)
-
-
-
Young
5 feet by 5 feet/5 feet
+8
+6
+8
1d4 (14)
-
-
-
Juvenile
5 feet by 10 feet/10 feet
+11
+8
+10
1d4 (16)
-
16
-
Young Adult
5 feet by 10 feet/10 feet
+12
+9
+12
1d6 (18)
18
18
1st
Adult
5 feet by 10 feet/10 feet
+15
+11
+14
1d6 (20)
20
20
3rd
Mature Adult
10 feet by 20 feet/10 feet
+16
+12
+16
1d8 (22)
22
22
5th
Old
10 feet by 20 feet/10 feet
+19
+14
+18
1d8 (24)
24
25
7th
Very Old
20 feet by 40 feet/15 feet
+20
+15
+20
2d4 (26)
26
27
9th
Ancient
20 feet by 40 feet/15 feet
+23
+17
+22
2d4 (28)
28
28
11th
Wyrm
20 feet by 40 feet/15 feet
+24
+18
+24
2d6 (30)
30
29
13th
Great Wyrm
20 feet by 40 feet/15 feet
+27
+20
+26
2d6 (33)
33
31
15th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
11
8
13
10
13
8
Increased Damage, Trip, Sound Imitation, Detect Magic, Read Magic
Very Young
13
8
13
10
13
8
-
Young
15
10
15
10
15
10
Shield
Juvenile
19
10
15
10
17
10
Dispel Magic
Young Adult
21
12
17
10
17
12
Damage Reduction 5/+1
Adult
23
12
17
10
19
12
Spell Turning
Mature Adult
27
14
19
10
19
14
Damage Reduction 10/+1
Old
29
14
19
10
21
14
Telekinesis
Very Old
31
16
21
10
21
16
Damage Reduction 15/+2
Ancient
33
16
21
10
23
16
Fast Healing 2
Wyrm
35
18
23
10
23
18
Damage Reduction 20/+3
Great Wyrm
37
20
23
10
25
20
Globe of Invulnerability

Blindsight (Ex): A fang 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.

Ability Drain (Su): Fang dragons do not have a breath weapon, but their bite permanently drains Constitution if the victim fails a Fortitude save. The number of Constitution points drained and the saving throw DC are given on the table above.

Crush: A jumping or flying deep 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.

Increased Damage (Ex): Because of their sharp claws, teeth, and scales, fang dragons deal damage as if they were one size larger. This ability does not enable the dragon to use attack forms normally not allowed to a dragon of its size. The increased damage is reflected on the tables above.

Immunities (Ex): Fang 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.

Sound Imitation (Ex): A fang dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC equal to the dragon's frightful presence) to detect the ruse.

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.

Trip (Ex): A fang dragon that hits with a claw or tail attack can attempt to trip the opponent as a free action (see Chapter 8, pages 158-159 of the Player's Handbook). If the attempt fails, the opponent cannot react to trip the dragon..

Spell-Like Abilities: At will - detect magic, read magic; twice per day - shield, telekinesis; once per day - dispel magic, spell turning, and globe of invulnerability.

Spells: A fang 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. Fang dragons can also cast cleric spells and those from the Chaos, Death, Magic, and Protection domains as arcane spells.

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

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