Showing posts with label Earth. Show all posts
Showing posts with label Earth. Show all posts

Thursday, June 20, 2019

Campaign Design - Bloodlines: Amethyst Sûl-Blooded

Amethyst Sûl-Blooded
(adapted from Unearthed Arcana)

The dragons from Ámgerðr's line are regal and proud, but also affable and friendly, at least insofar as dragons can be considered affable and friendly. Because of their fondness for both fæy and mortals, there are many who can claim descent from the mighty purple dragons. Like their forebears, those with this bloodline tend to be skilled at social interaction, making them natural diplomats, and also natural demagogues. Those who carry purple dragon blood in their veins tend to have sharp features, and a slight purple tint to their skin - some even have purple hair that hangs like strands of crystalline glass, although this is quite rare.

Amethyst Sûl Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Diplomacy checks
2nd
-+2 on Diplomacy checksSkill Augmentation (Listen and Spot)
3rd
--Strength +1
4th
+2 on Diplomacy checksSkill Augmentation (Listen and Spot)Force resistance +2 (Ex)2
5th
--Amethyst Sûl affinity +21
6th
-Strength +1+1 to natural armor +1
7th
--+2 on Bluff checks
8th
Skill Augmentation (Listen and Spot)Force resistance +2 (Ex)2Fire resistance 5 (Ex)2
9th
--Constitution +1
10th
-Amethyst Sûl affinity +21Body equilibrium, once per day (Sp)4
11th
--Amethyst Sûl affinity +41
12th
Strength +1+1 to natural armor +1+1 to natural armor
13th
--+2 on Sense Motive checks
14th
-+2 on Bluff checksPower Attack
15th
--Charisma +1
16th
Force resistance +2 (Ex)2Cold resistance 10 (Ex)2Breath weapon (Ex)3
17th
--Amethyst Sûl affinity +61
18th
-Constitution +1+1 to natural armor
19th
--+2 on Intimidate checks
20th
Amethyst Sûl affinity +21Body equilibrium, once per day (Sp)4Force resistance +4 (Ex)2
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with amethyst dragons and other creatures descended from amethyst dragons, including others with this bloodline..
2 You gain the indicated bonus on all saving throws against force effects. If you gain force or fire resistance (or immunity) from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow force or fire 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 60-foot line of concussive force, 6d8 damage; Reflex half (DC 10 + ½ your Hit Dice + your Constitution modifier). Usable once per day. You can use this ability to deal nonlethal damage if you choose to. 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.
4 Once per day, you can adjust your body equilibrium to correspond with any solid or liquid. Thus, you 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 round per character level.

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

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

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Campaign Design - Bloodlines: Sand Sûl-Blooded

Sand Sûl-Blooded
(adapted from Unearthed Arcana)

Throughout the Tozlu Desert, there are wanderers who bear the unmistakable markings of one who is descended from Gréaþexe. In Camocim, noble families boast of their familial connections to the sand dragons, and while many of such lineages are fabricated, some are very genuine.

Sand Sûl Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Survival checks
2nd
-+2 on Survival checksSkill Augmentation (Listen and Spot)
3rd
--Strength +1
4th
+2 on Survival checksSkill Augmentation (Listen and Spot)Fire resistance 5 (Ex)2
5th
--Sand Sûl affinity +21
6th
-Strength +1+1 to natural armor +1
7th
--+2 on Hide checks
8th
Skill Augmentation (Listen and Spot)Fire resistance 5 (Ex)2Fire resistance 10 (Ex)2
9th
--Wisdom +1
10th
-Sand Sûl affinity +21Haboob, once per day (Sp)
11th
--Sand Sûl affinity +41
12th
Strength +1+1 to natural armor +1+1 to natural armor
13th
--+2 on Spot checks
14th
-+2 on Hide checksPower Attack
15th
--Constitution +1
16th
Fire resistance 5 (Ex)2Fire resistance 10 (Ex)2Breath weapon (Ex)3
17th
--Sand Sûl affinity +61
18th
-Wisdom +1+1 to natural armor
19th
--+2 on Listen checks
20th
Sand Sûl affinity +21Haboob, once per day (Sp)Immunity to Fire (Ex)2
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with sand dragons and other creatures descended from sand dragons, including others with this bloodline..
2 If you gain fire resistance (or immunity) from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow fire 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 flaywind, 6d4 damage; Fortitude half (DC 10 + ½ your Hit Dice + your Constitution modifier). Any creature or object with a hardness of less than 5 in the area of your breath weapon takes the listed 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 +2d4 to your dragon shaman breath weapon.

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

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

Home     Three Worlds     Bloodlines

Wednesday, September 20, 2017

Campaign Design - Bloodlines: Terran-Blooded

Terran-Blooded
(adapted from Unearthed Arcana)

Individuals with elemental blood in their veins are not uncommon in the Three Worlds. Creatures of elemental earth 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. Such scholars often also believe that the dwarven race owes its terran affinity to the fact that they live underground for so much of their lives, so they and their theories are generally not taken seriously by others.

Creatures that bear a bloodline of elemental earth feel a sense of gravity and stability that ties them to the stones of the world. They have a palpable sense of inertia about them, which sometimes manifests as a slowness to take action.

Terran Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Climb checks
4th
+2 on Climb checksPower Attack
6th
Strength +1
8th
Power AttackMeld into stone, once per day (Sp)
10th
Terran affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Listen checks
16th
Meld into stone, once per day (Sp)Earth mastery (Ex)2
18th
Constitution +1
20th
Terran affinity +21Improved Sunder
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with earth elementals and other creatures from the Elemental Plane of Earth.
2 You gain a +1 bonus on attack and damage rolls if both you and your foe touch the ground. If an opponent is airborne or waterborne, you suffer a -4 penalty on attack and damage rolls.

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

Exclusive Class: All elemental-blooded individuals must replace their racial exclusive class with the Shugenja class. A Terran-Blooded shugenja must choose the earth element focus.

Home     Three Worlds     Bloodlines

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.

Home     Three Worlds     Monsters

General Rules: Monsters - Magma Creature (Template)

Magma Creature (from Dragon Magazine #347)

Magma element creatures live near volcanoes on the Elemental Planes of Earth and Fire. They have the same general form as beings from the Three Worlds but are composed entirely of lava, hardened into rock in some places while still fiery and molten at joints and other spots. Burning coals sit where eyes should be and the mouth is a furnace of flame.

"Magma" 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, fire)". Magma 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: Natural armor improves by +3.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A magma creature retains all the special abilities of the base creature and also gains the following ones:
  • Heat (Ex): In addition to the damage from their attacks, magma creatures deal additional fire 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
Fire Damage
1 - 3
-
-
4 - 7
-
1d4
8 - 11
5/+1
1d6
12+
10/+1
2d6
Special Qualities: A magma 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 magma element creature gains damage reduction, its natural weapons are treated as magic equivalent weapons for the purpose of overcoming damage reduction.

  • Fire Subtype (Ex): Fire immunity, double damage from cold except on successful save.
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: Strength +2, Dexterity -2.

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

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 +5.

Home     Three Worlds     Monsters

General Rules: Monsters - Dragon, Sapphire

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

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, Sense Psychoportation, Skate, Spider Climb
Skills: Sapphire 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: Sapphire 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 2; very young 4; young 6; juvenile 8; young adult 10; adult 13; mature adult 15; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Double standard
Alignment: Always lawful neutral
Advancement: Wyrmling 6 - 7 HD (Tiny); very young 9 - 10 HD (Small); young 12 - 13 HD (Medium); juvenile 15 - 16 HD (Medium); young adult 18 - 19 HD (Large); adult 21 - 22 HD (Large); mature adult 24 - 25 HD (Huge); old 27 - 28 HD (Huge); very old 30 - 31 HD (Huge); ancient 33 - 34 HD (Huge); wyrm 36 - 37 HD (Gargantuan); great wyrm 39+ HD (Gargantuan)

Dragons descended from Salgerðr are quite territorial, particularly when it comes to other dragons that encroach on their territories.

Sapphire dragons tend to be anti-social toward all beings, but they view the evil races of the deeps as particular enemies and sometimes come into direct conflict with them over underground territory. These dragons don't go in for small talk unless the discussion revolves around military strategy, a subject on which they consider themselves experts, if not geniuses. In fact, a sapphire dragon may forgive their presence if they offer it a game of strategy. Of course, it is never wise to let the dragon lose.

A sapphire dragon's scales range from light to dark blue in color, and they scintillate in any light, creating a cascade of ghostly glints on the walls of the caverns in which the creatures often lair. Unlike the scales of other gem dragons, those of a sapphire dragon do not change as they age. Its pupils fade with time, however, so by the time it becomes great wyrm, its eyes are featureless, glowing, sapphire orbs.

Sapphire dragons love to lair in deep, dry, rocky caverns. The typical sapphire dragon uses move earth and stone shape to hide the entrance to its lair. Inside, it spreads out its treasures through several chambers, arranging them in a somewhat decorative manner. A sapphire dragon often allows monstrous spiders to roam its lair, but only as a handy source of food. To keep such creatures close, the dragon sometimes allows their favorite prey species to inhabit portions of its lair.

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).

A sapphire dragon uses its spider climb and teleport abilities to confuse its opponents and try to catch them flat-footed. It also uses its skate ability to enhance its own movement or push heavy objects down slopes at its enemies. It enjoys panicking creatures with its breath weapon, then using its skate ability to facilitate their departure.

Sapphire Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
T
5d12+5 (37)
+1
40 feet; burrow 15 feet; swim 10 feet; fly 100 feet (average)16 (+2 size, +3 natural, +1 Dexterity)
13
15
Very Young
S
8d12+8 (60)
+1
40 feet; burrow 15 feet; swim 10 feet; fly 100 feet (average)18 (+1 size, +6 natural, +1 Dexterity)
12
17
Young
M
11d12+22 (93)
+2
40 feet; burrow 10 feet; swim 10 feet; fly 150 feet (poor)21 (+9 natural, +2 Dexterity)
12
19
Juvenile
M
14d12+28 (119)
+2
40 feet; burrow 10 feet; swim 10 feet; fly 150 feet (poor)24 (+12 natural, +2 Dexterity)
12
22
Young Adult
L
17d12+51 (161)
+3
40 feet; burrow 5 feet; swim 10 feet; fly 150 feet (poor)27 (-1 size, +15 natural, +3 Dexterity)
12
24
Adult
L
20d12+60 (190)
+3
40 feet; burrow 5 feet; swim 10 feet; fly 150 feet (poor)30 (-1 size, +18 natural, +3 Dexterity)
12
27
Mature Adult
H
23d12+115 (264)
+4
40 feet; burrow 5 feet; swim 10 feet; fly 150 feet (poor)
32 (-2 size, +20 natural, +4 Dexterity)
12
28
Old
H
26d12+130 (299)
+4
40 feet; burrow 5 feet; swim 10 feet; fly 150 feet (poor)
35 (-2 size, +23 natural, +4 Dexterity)
12
31
Very Old
H
29d12+174 (362)
+5
40 feet; burrow 5 feet; swim 10 feet; fly 150 feet (poor)39 (-2 size, +26 natural, +5 Dexterity)
13
34
Ancient
H
32d12+192 (400)
+5
40 feet; burrow 5 feet; swim 10 feet; fly 150 feet (poor)42 (-2 size, +29 natural, + 5 Dexterity)
13
37
Wyrm
G
35d12+245 (472)
+6
40 feet; burrow 5 feet; swim 10 feet; fly 200 feet (clumsy)44 (-4 size, +32 natural, +6 Dexterity)
12
38
Great Wyrm
G
38d12+304 (551)
+6
40 feet; burrow 5 feet; swim 10 feet; fly 200 feet (clumsy)
47 (-4 size, +35 natural, +6 Dexterity)
12
41

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+5/-3
+7 (1d4)
+2 (1d3)
-
-
-
-
Very Young
+8/+5
+10 (1d6+1)
+5 (1d4)
-
-
-
-
Young
+11/+13
+13 (1d8+2)
+8 (1d6+1)
+8 (1d4+1)
-
-
-
Juvenile
+14/+17
+17 (1d8+3)
+12 (1d6+1)
+12 (1d4+1)
-
-
-
Young Adult
+17/+25
+20 (2d6+4)
+15 (1d8+2)
+15 (1d6+2)
+15 (1d8+6)
-
-
Adult
+20/+30
+25 (2d6+6)
+20 (1d8+3)
+20 (1d6+3)
+20 (1d8+9)
-
-
Mature Adult
+23/+39
+29 (2d8+8)
+24 (2d6+4)
+24 (1d8+4)
+24 (2d6+12)
DC 26 (2d8+12)
-
Old
+26/+43
+33 (2d8+9)
+28 (2d6+4)
+28 (1d8+4)
+28 (2d6+13)
DC 28 (2d8+13)
-
Very Old
+29/+47
+37 (2d8+10)
+32 (2d6+5)
+32 (1d8+5)
+32 (2d6+15)
DC 30 (2d8+15)
-
Ancient
+32/+51
+41 (2d8+11)
+36 (2d6+5)
+36 (1d8+5)
+36 (2d6+16)
DC 32 (2d8+16)
-
Wyrm
+35/+59
+43 (4d6+12)
+38 (2d8+6)
+38 (2d6+6)
+38 (2d8+18)
DC 34 (4d6+18)
DC 34 (2d6+18)
Great Wyrm
+38/+63
+47 (4d6+13)
+42 (2d8+6)
+42 (2d6+6)
+42 (2d8+19)
DC 37 (4d6+19)
DC 37 (2d6+19)

Age
Space/Reach
Fortitude
Reflex
Will
Breath Weapon (DC)
Fear DC
SR
Caster Level
Wyrmling
2½ feet by 2½ feet/5 feet
+5
+5
+5
2d4, 15-foot cone (13)
-
-
-
Very Young
5 feet by 5 feet/5 feet
+7
+7
+7
4d4, 20-foot cone (15)
-
-
-
Young
5 feet by 5 feet/5 feet
+9
+9
+9
6d4, 30-foot cone (17)
-
-
1st
Juvenile
5 feet by 5 feet/5 feet
+11
+11
+11
8d4, 30-foot cone (19)
-
-
3rd
Young Adult
5 feet by 10 feet/10 feet
+13
+13
+13
10d4, 40-foot cone (21)
21
19
5th
Adult
5 feet by 10 feet/10 feet
+16
+15
+15
12d4, 40-foot cone (24)
23
21
7th
Mature Adult
10 feet by 20 feet/10 feet
+18
+17
+17
14d4, 50-foot cone (26)
25
23
9th
Old
10 feet by 20 feet/10 feet
+20
+19
+19
16d4, 50-foot cone (28)
27
25
11th
Very Old
10 feet by 20 feet/10 feet
+22
+21
+21
18d4, 50-foot cone (30)
29
26
13th
Ancient
10 feet by 20 feet/10 feet
+24
+23
+23
20d4, 50-foot cone (32)
31
28
15th
Wyrm
20 feet by 40 feet/15 feet
+26
+25
+25
22d4, 60-foot cone (34)
33
29
17th
Great Wyrm
20 feet by 40 feet/15 feet
+29
+27
+27
24d4, 60-foot cone (37)
35
31
19th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
11
12
13
12
13
12
Electricity Immunity, Planar Travel, Spider Climb
Very Young
13
12
13
12
13
12
-
Young
15
14
15
14
15
14
-
Juvenile
17
14
15
14
15
14
Sense Psychoportation
Young Adult
19
16
17
16
17
16
Damage Reduction 5/+1
Adult
23
16
17
16
19
16
Skate, Stone Shape
Mature Adult
27
18
19
18
21
18
Damage Reduction 10/+1
Old
29
18
19
18
21
18
Teleport
Very Old
31
20
21
20
23
20
Damage Reduction 15/+2
Ancient
33
20
21
20
23
20
Wall of Stone
Wyrm
35
22
23
22
25
22
Damage Reduction 20/+3
Great Wyrm
37
22
23
22
27
22
Move Earth

Breath Weapon (Su): The sapphire dragon's breath weapon is a cone of nearly inaudible sonic energy. 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. In addition to making a Reflex saving throw against sonic damage, each creature within the cone must make a Will saving throw against the same DC or become panicked for 1d4 rounds.

Crush: A flying or jumping sapphire 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): Sapphire 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): Sapphire dragons are immune to sleep and paralysis effects. Topaz dragons are also immune to electric damage and harmful electrical 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): Sapphire 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.

Sense Psychoportation (Ex): A sapphire dragon can sense the use of any power or spell that enhances movement or allows instant transit from one place to another. This ability is always active, and it functions at a range of 100 feet + 10 feet per caster level of the detected power or spell. The dragon does not need line of sight; it is instantly aware of the distance and direction to the detected power.

Skate (Sp): This ability allows the sapphire dragon, another willing creature, or an unattended object to slide along any solid surface with no friction. An intelligent creature can control its movement by thought along, skating, turning, or stopping as desired. The subject's base speed is its normal land speed plus 15 feet. The subject can move up or down inclines that he or she could otherwise walk on, but skating upward reduces speed to normal while skating downward adds 30 feet (instead of 15 feet) to the skater's speed. An object under the influence of the skate effect can be dragged across the ground as if it weighed only one-tenth its normal weight. This ability is usable three times per day and lasts for one round per age category of the dragon.

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): Twice per day - stone shape; once per day - move earth, teleport, wall of stone; save DC 10 + spell level + dragon's Charisma modifier.

Spells: A sapphire 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.

Spider Climb (Ex): A sapphire dragon can climb on stone surfaces as though using the spider climb spell. This ability is always active.
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 sapphire dragon has the Climb skill for free at 1 rank per Hit Die. Sapphire 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 sapphire 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 sapphire dragon, you'll have to look elsewhere.

Instead of psionics, this version of the sapphire 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 - Dragon, Brown

Dragon, Brown (from Monsters of Færûn)
Dragon (Earth)

Special Attacks: Breath Weapon, Crush, Frightful Presence, Spells, Spell-Like Abilities, Tail-Sweep
Special Qualities: Immunities, SR, Blindsight, Keen Senses, Tremorsense
Skills: Brown 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: Brown 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: Quicken Spell-Like Ability and Snatch.
Environment: Any desert
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 5; juvenile 7; young adult 10; adult 13; mature adult 15; old 17; very old 18; ancient 20; wyrm 22; great wyrm 24
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: Wyrmling 7 - 9 HD (Medium); very young 10 - 11 HD (Large); young 13 - 14 HD (Large); juvenile 16 - 17 HD (Large); young adult 19 - 20 HD (Huge); adult 22 - 23 HD (Huge); mature adult 25 - 26 HD (Huge); old 28 - 29 HD (Gargantuan); very old 31 - 32 HD (Gargantuan); ancient 34 - 35 HD (Gargantuan); wyrm 37 - 38 HD (Colossal); great wyrm 40+ HD (Colossal)

Brown dragons, also known as great desert dragons, are ferocious, wingless dragons descended from the dragon sire Kælleßin. They burrow beneath the desert sands of the deserts of the Three Worlds.

Brown dragons have scales the color of desert sands, ranging from dim brown at hatching to almost white in their old age. The have small, webbed claws that are well developed for digging and very large, long mouths. Their scales are leathery and not as hard as other dragon's hides.

Brown dragons carve out vast cavern chambers deep below the desert sand, typically at least 1,000 feet down. Their hated enemies are the progeny of Æþlmære, sharing their sire's ancient loathing of the blue dragons.

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. 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).

Brown dragons bury themselves in deep trenches in the sand and lie in wait for victims, erupting from the sand in a flurry to grab their victims.

Brown Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
M
6d12+12 (51)
+0
60 feet; burrow 60 feet13 (+3 natural)
10
13
Very Young
L
9d12+27 (85)
+0
60 feet; burrow 60 feet15 (-1 size, +6 natural)
9
15
Young
L
12d12+36 (114)
+0
60 feet; burrow 60 feet18 (-1 size, +9 natural)
9
18
Juvenile
L
15d12+60 (157)
+0
60 feet; burrow 60 feet21 (-1 size, +12 natural)
9
21
Young Adult
H
18d12+90 (207)
+0
60 feet; burrow 60 feet23 (-2 size, +15 natural)
8
23
Adult
H
21d12+105 (243)
+0
60 feet; burrow 60 feet26 (-2 size, +18 natural)
8
26
Mature Adult
H
24d12+144 (300)
+0
60 feet; burrow 60 feet
29 (-2 size, +21 natural)
8
29
Old
G
27d12+189 (364)
+0
60 feet; burrow 60 feet
30 (-4 size, +24 natural)
6
30
Very Old
G
30d12+240 (435)
+0
60 feet; burrow 60 feet33 (-4 size, +27 natural)
6
33
Ancient
G
33d12+297 (511)
+0
60 feet; burrow 60 feet36 (-4 size, +30 natural)
6
36
Wyrm
C
36d12+360 (594)
+0
60 feet; burrow 60 feet35 (-8 size, +33 natural)
2
35
Great Wyrm
C
39d12+429 (682)
+0
60 feet; burrow 60 feet
39 (-8 size, +36 natural)
2
39

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+6/+8
+8 (1d8+2)
+3 (1d6+1)
N/A
-
-
-
Very Young
+9/+17
+12 (2d6+4)
+7 (1d8+2)
N/A
+7 (1d8+6)
-
-
Young
+12/+22
+17 (2d6+6)
+12 (1d8+3)
N/A
+12 (1d8+9)
-
-
Juvenile
+15/+26
+21 (2d6+7)
+16 (1d8+3)
N/A
+16 (1d8+10)
-
-
Young Adult
+18/+34
+24 (2d8+8)
+19 (2d6+4)
N/A
+19 (2d6+12)
DC 24 (2d8+12)
-
Adult
+21/+38
+28 (2d8+9)
+23 (2d6+4)
N/A
+23 (2d6+13)
DC 25 (2d8+13)
-
Mature Adult
+24/+43
+33 (2d8+11)
+28 (2d6+5)
N/A
+28 (2d6+16)
DC 28 (2d8+16)
-
Old
+27/+51
+35 (4d6+12)
+30 (2d8+6)
N/A
+30 (2d8+18)
DC 30 (4d6+18)
DC 30 (2d6+18)
Very Old
+30/+56
+40 (4d6+14)
+35 (2d8+7)
N/A
+35 (2d8+21)
DC 33 (4d6+21)
DC 33 (2d6+21)
Ancient
+33/+60
+44 (4d6+15)
+39 (2d8+7)
N/A
+39 (2d8+22)
DC 35 (4d6+22)
DC 35 (2d6+22)
Wyrm
+36/+68
+44 (4d8+16)
+39 (4d6+8)
N/A
+39 (4d6+24)
DC 38 (4d8+24)
DC 38 (2d8+24)
Great Wyrm
+39/+72
+48 (4d8+17)
+43 (4d6+8)
N/A
+43 (4d6+25)
DC 40 (4d8+25)
DC 40 (2d8+25)

Age
Space/Reach
Fortitude
Reflex
Will
Breath Weapon (DC)
Fear DC
SR
Caster Level
Wyrmling
5 feet by 5 feet/5 feet
+7
+5
+6
2d6, 60-foot line (15)
-
-
-
Very Young
5 feet by 10 feet/10 feet
+9
+6
+7
4d6, 80-foot line (17)
-
-
-
Young
5 feet by 10 feet/10 feet
+11
+8
+10
6d6, 80-foot line (19)
-
-
-
Juvenile
5 feet by 10 feet/10 feet
+13
+9
+11
8d6, 80-foot line (21)
-
-
1st
Young Adult
10 feet by 20 feet/10 feet
+16
+11
+14
10d6, 100-foot line (24)
22
20
3rd
Adult
10 feet by 20 feet/10 feet
+17
+12
+15
12d6, 100-foot line (25)
23
23
5th
Mature Adult
10 feet by 20 feet/10 feet
+20
+14
+18
14d6, 100-foot line (28)
26
25
7th
Old
20 feet by 40 feet/15 feet
+22
+15
+19
16d6, 120-foot line (30)
27
27
9th
Very Old
20 feet by 40 feet/15 feet
+25
+17
+22
18d6, 120-foot line (33)
30
28
11th
Ancient
20 feet by 40 feet/15 feet
+27
+18
+23
20d6, 120-foot line (35)
31
30
13th
Wyrm
40 feet by 80 feet/20 feet
+30
+20
+26
22d6, 140-foot line (38)
34
32
15th
Great Wyrm
40 feet by 80 feet/20 feet
+32
+21
+27
24d6, 140-foot line (40)
35
34
17th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
15
12
13
10
15
12
Acid Immunity, Tremorsense
Very Young
19
12
13
10
17
12
-
Young
23
14
15
10
17
14
-
Juvenile
25
14
15
10
19
14
Create Water
Young Adult
27
16
17
10
21
16
Damage Reduction 5/+1
Adult
29
16
17
10
21
16
Sandstorm
Mature Adult
33
18
19
10
23
18
Damage Reduction 10/+1
Old
35
18
19
10
25
18
Summon Huge Earth Elemental
Very Old
39
20
21
10
27
20
Damage Reduction 15/+2
Ancient
41
20
21
10
29
20
Summon Greater Earth Elemental
Wyrm
43
22
23
10
31
22
Damage Reduction 20/+3
Great Wyrm
45
22
23
10
33
22
Disintegrate

Blindsight (Ex): A brown 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 brown dragon's breath weapon is a line of acid. 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.

Create Water (Sp): A brown dragon that is juvenile or older can use this spell-like ability once per day.

Crush: A jumping brown 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.

Disintegrate (Sp): A brown dragon great wyrm can use this spell-like ability once per day.

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): Brown dragons are immune to sleep and paralysis effects. Brown dragons are also immune to acid.

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.

Sandstorm (Sp): Once per day, an adult brown dragon can create a vortex of violently churning sand at a distance of up to 8- yards away. All creatures within a 60-foot radius of the center of the sandstorm take 1d6 points of damage each round they remain within the sandstorm. Characters in the swirling sands are blinded and must make a Balance check (DC 15) during each round they move more than 5 feet or fall prone.

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

Summon Huge Earth Elemental (Sp): Once per day, an old brown dragon can cast summon nature's ally VII to summon one Huge earth elemental, 1d3 Large earth elementals, or 1d4+1 earth elementals of smaller size.

Summon Greater Earth Elemental (Sp): Once per day, an ancient brown dragon can cast summon nature's ally VIII to summon one greater earth elemental, 1d3 Huge earth elementals, or 1d4+1 earth elementals of smaller size.

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. A colossal dragon's tail seep has a 40-foot radius. 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): Brown dragons can automatically sense the location of anything within 500 feet that is in contact with the ground.

Spells: A brown 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.

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

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