Converting True Dragons

Cleon

Legend
Addenda to the Jade and Ruby Mystaran Dragons

Variant Mystaran Jade Dragons
Some Mystaran jade dragons have different breath weapons to the dragon presented above. These jade dragons may be related to the Mystaran amber dragon, since they both have breath weapons that can inflict the Jade Curse. Replace the standard Mystaran jade dragon's breath weapon with the following:

Breath Weapon (Su): A Mystaran jade dragon has two breath weapons: a cone of corrosive gas or a cone of putrefying gas. Both breath weapons do acid damage (Reflex save for half) and appear as jade-green and putrid-yellow vapors. The corrosive gas does normal acid damage. The putrefying gas does normal acid damage, and in addition any creature or object that fails the Reflex saves to take half damage must also pass a Fortitude save or contract a supernatural curse, as follows.

Jade Curse: Objects and creatures affected by this curse begin to rot away. The jade breath curse does not affect anything made of metal or targets with a hardness of 10 or more. Anything affected by the curse takes damage every minute as indicated in the Jade Dragon Breath Weapon table. Creatures vulnerable to ability damage take the Constitution damage, while targets immune to ability damage take the typeless damage instead. Targets with immunity to disease take half damage. Damage caused by the jade curse cannot be repaired or healed until the curse is neutralized by any effect that cures disease, such as remove disease or heal.

Dragon's
Size
Jade Curse
Con damage
Jade Curse
Typeless damage
Medium11d2
Large1d21d4
Huge1d31d8
Gargantuan1d42d6
Colossal
1d63d6

Variant Mystaran Ruby Dragons
Some Mystaran ruby dragons have different breath weapons to the dragon presented above. These ruby dragons may be related to the Mystaran amber dragon, since they both have breath weapons that can inflict the Ruby Curse. Replace the standard Mystaran ruby dragon's breath weapon with the following:

Breath Weapon (Su): A Mystaran ruby dragon has two breath weapons: a cone of fire or a cone of melting plasma. Both breath weapons do fire damage (Reflex save for half) and appear as ruby-red flames. The fire does normal fire damage. The melting plasma does normal fire damage, and in addition any creature or object that fails the Reflex saves to take half damage must also pass a Fortitude save or contract a supernatural curse, as follows.

Ruby Curse: This curse is harmless to creatures, but objects affected by it begin to melt away. Anything affected by the curse takes damage every round as indicated in the Ruby Dragon Breath Weapon table. The damage is half fire and half typeless.

Dragon's SizeRuby Curse damage
Medium1d2 plus 1d2 fire
Large1d4 plus 1d4 fire
Huge1d8 plus 1d8 fire
Gargantuan2d6 plus 2d6 fire
Colossal
3d6 plus 3d6 fire
 
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Cleon

Legend
Addenda to the Faerûnian Yellow Dragon

NOTE: The Faerûnian yellow dragon this addendum referred to is currently AWOL from the Creature Catalog test due to a problem with the filename (enworld's server doesn't like the "û") This will be corrected in the next CC test update.

In the meantime, I'll post the revised conversion of this dragon in this thread.


This dragon gains the Sinkhole special attack and skill modifiers to Hide when buried in sand:

Sinkhole (Ex): A Faerûnian yellow dragon can excavate a concealed pit trap which appears as a broad shallow depression. The dragon lies buried at the depression's center with only its eyes and nostrils showing. Preparing this sinkhole takes 1 minute. An approaching creature can recognize the depression as a threat with a Knowledge (nature), Spot or Survival check against a DC equal to the dragon's Survival skill modifier plus 10.

The yellow dragon can collapse this depression into a pit as a move-equivalent action. The dimensions of this pit are given in the Faerûnian Yellow Dragon Sinkhole Table below. All creatures standing within the area of the sinkhole must succeed at a Reflex save or Balance check or fall prone. In addition, all creatures within the center of the pit automatically fall to the bottom, while creatures standing on the sloping sides of the pit must succeed at a Reflex save or a Balance or Climb check or slide down to the bottom of the pit. Affected creatures take no damage from falling or sliding into the pit due to the softness of the sand. The DCs of all these rolls are Constitution-based, so will be equal to the save DC of the dragon's breath weapon.

The interior of the pit is difficult terrain. It requires a DC 20 Balance or Climb check to move across the sloping sides of the pit without sliding to the bottom.

If the Faerûnian yellow dragon leaves its buried position at the center of the depression the sinkhole will subside and can no longer be collapsed into a pit.

Faerûnian Yellow Dragon Sinkhole Table
AgeSinkhole CenterSinkhole SidesSinkhole Depth
Small15 ft.15 ft. to 25 ft.5 ft.
Medium20 ft.25 ft. to 40 ft.5 ft.
Large30 ft.40 ft. to 60 ft.10 ft.
Huge45 ft.60 ft. to 75 ft.15 ft.
Gargantuan60 ft.75 ft. to 100 ft.20 ft.
Skills: Bluff, Hide, and Survival are considered class skills for Faerûnian yellow dragons.

A Faerûnian yellow dragon gains a +4 racial bonus on Hide checks when in sandy environments. Further, the dragon can burrow in the sand with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
 
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Cleon

Legend
Faerûnian Yellow Dragon

Dragon, Yellow Faerûnian
Dragon (Earth)
Environment: Temperate and warm desert and 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: Wyrmling 2; very young 3; young 4; juvenile 7; young adult 10; adult 12; mature adult 15; old 17; very old 18; ancient 20; wyrm 21; great wyrm 23
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: Wyrmling 6-7 HD (Small); very young 9-10 HD (Medium-size); young 12-13 HD (Medium-size); 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)
Level Adjustment: Wyrmling +5; very young +5; young +5; juvenile +6; others —

Faerûnian Yellow Dragons by Age
Age
SizeHit Dice (hp)StrDexConIntWisChaBAB/ Grapple
AttackFort SaveRef SaveWill SaveBreath Weapon (DC)Fear DC
WyrmlingS5d12+5 (37)131013101110+5/+2+7+5+4+41d6 (13)
Very YoungM8d12+16 (68)151015101110+8/+10+10+8+6+62d6 (16)
YoungM11d12+22 (93)171015121312+11/+14+14+9+7+83d6 (17)
JuvenileL14d12+42 (133)191017141517+14/+22+17+12+9+114d6 (20)
Young AdultL17d12+68 (178)231019141514+17/+27+22+14+10+125d6 (22)20
AdultH20d12+100 (230)271021161716+20/+36+26+17+12+156d6 (25)23
Mature AdultH23d12+115 (264)291021161716+23/+40+30+18+13+167d6 (26)24
OldH26d12+156 (325)311023181918+26/+44+34+21+15+198d6 (29)27
Very OldH29d12+174 (362)331023181918+29/+48+38+22+16+209d6 (30)28
AncientG32d12+224 (432)351025202120+32/+56+40+25+18+2310d6 (33)31
WyrmG35d12+280 (507)371027202120+35/+60+44+27+19+2411d6 (35)32
Great WyrmG38d12+304 (551)391027222322+38/+64+48+29+21+2712d6 (37)35

Faerûnian Yellow Dragon Abilities by Age
Age
SpeedInitiativeACSpecial AbilitiesCaster
Level
SR
Wyrmling40 ft., fly 100 ft. (average), burrow 20 ft.+015 (+1 size, +4 natural), touch 11, flat-footed 15Create water, immunity to fire, silence, sinkhole
Very Young40 ft., fly 150 ft. (poor), burrow 20 ft.+017 (+7 natural), touch 10, flat-footed 17
Young40 ft., fly 150 ft. (poor), burrow 20 ft.+020 (+10 natural), touch 10, flat-footed 20
Juvenile40 ft., fly 150 ft. (poor), burrow 20 ft.+022 (–1 size, +13 natural), touch 9, flat-footed 22Summon monster III (air elemental only)1st
Young Adult40 ft., fly 150 ft. (poor), burrow 20 ft.+025 (–1 size, +16 natural), touch 9, flat-footed 25DR 5/magic3rd19
Adult40 ft., fly 150 ft. (poor), burrow 20 ft.+027 (–2 size, +19 natural), touch 8, flat-footed 27Greater invisibility5th21
Mature Adult40 ft., fly 150 ft. (poor), burrow 20 ft.+030 (–2 size, +22 natural), touch 8, flat-footed 30DR 10/magic7th22
Old40 ft., fly 150 ft. (poor), burrow 20 ft.+033 (–2 size, +25 natural), touch 8, flat-footed 33Wind wall9th24
Very Old40 ft., fly 150 ft. (poor), burrow 20 ft.+036 (–2 size, +28 natural), touch 8, flat-footed 36DR 15/magic11th25
Ancient40 ft., fly 200 ft. (clumsy), burrow 20 ft.+037 (–4 size, +31 natural), touch 6, flat-footed 37Wall of stone13th27
Wyrm40 ft., fly 200 ft. (clumsy), burrow 20 ft.+040 (–4 size, +34 natural), touch 6, flat-footed 40DR 20/magic15th28
Great Wyrm40 ft., fly 200 ft. (clumsy), burrow 20 ft.+043 (–4 size, +37 natural), touch 6, flat-footed 43Enervation17th30
A sleek dragon erupts from beneath the sand. Its scales have a dull, dusty texture, and its teeth and nails are similarly finished.

Faerûnian yellow dragons love deserts, preferring areas of sandy, windswept desolation. They are most comfortable in daytime temperatures of 105 degrees and up, although they can easily survive subfreezing temperatures at night. A Faerûnian yellow dragon’s scales at birth are tan in color, but slowly, as the dragon ages, change to a desert sand color. Their scales are dull and lackluster, but this is to their advantage for they do not reflect light very well. Their teeth and claws are of similar color.

These dragons are solitary, selfish creatures that form no close bonds with any other creature, including other yellows. They are highly territorial; the only time they’ll let another Faerûnian yellow into their territory is to mate, which is actually quite rare. Immediately afterward, the dragons separate. The mother raises the offspring, but won’t go out of her way to protect them from attackers. The young dragons usually leave home before they reach the juvenile age category. The main enemies of yellow dragons are brass dragons, which actively hunt the smaller creatures.

Although preferring guile to combat and ambush to attack, Faerûnian yellows are fierce and cunning fighters. Even if forced into a situation where direct combat is inevitable, they’ll still use their spells and innate abilities so as to mislead, misdirect, and distract their opponents.

COMBAT
A favorite hunting tactic for a Faerûnian yellow is to dig a steep-walled, cone-shaped depression in the sand, and then bury itself at the bottom of this crater with just its eyes and nostrils showing. When a creature stumbles into the depression, the dragon moves its wings in the sand, causing the steep walls of the cone to collapse and drawing the prey straight to the dragon’s mouth.

Breath Weapon (Su): A Faerûnian yellow dragon has one type of breath weapon, a cone of scorching air and earth, which deals half fire/half bludgeoning damage (Reflex half). Additionally, creatures in the cone must succeed on a Fortitude save or be blinded for 1d4 rounds plus 1 round per age category.

Silence (Sp): The dragon can use this ability as the spell of the same name, a number of times per day equal to its age category.

Other Spell-Like Abilities: 3/day—create water (wyrmling and older), invisibility (adult or older), summon monster III (air elemental only)(juvenile or older), wind wall (old or older); 1/day—enervation (great wyrm), wall of stone (ancient or older).

Sinkhole (Ex): A Faerûnian yellow dragon can excavate a concealed pit trap which appears as a broad shallow depression. The dragon lies buried at the depression's center with only its eyes and nostrils showing. Preparing this sinkhole takes 1 minute. An approaching creature can recognize the depression as a threat with a Knowledge (nature), Spot or Survival check against a DC equal to the dragon's Survival skill modifier plus 10.

The yellow dragon can collapse this depression into a pit as a move-equivalent action. The dimensions of this pit are given in the Faerûnian Yellow Dragon Sinkhole Table below. All creatures standing within the area of the sinkhole must succeed at a Reflex save or Balance check or fall prone. In addition, all creatures within the center of the pit automatically fall to the bottom, while creatures standing on the sloping sides of the pit must succeed at a Reflex save or a Balance or Climb check or slide down to the bottom of the pit. Affected creatures take no damage from falling or sliding into the pit due to the softness of the sand. The DCs of all these rolls are Constitution-based, so will be equal to the save DC of the dragon's breath weapon.

The interior of the pit is difficult terrain. It requires a DC 20 Balance or Climb check to move across the sloping sides of the pit without sliding to the bottom.

If the Faerûnian yellow dragon leaves its buried position at the center of the depression the sinkhole will subside and can no longer be collapsed into a pit.

Faerûnian Yellow Dragon Sinkhole Table
Age
Sinkhole CenterSinkhole SidesSinkhole Depth
Small15 ft.15 ft. to 25 ft.5 ft.
Medium20 ft.25 ft. to 40 ft.5 ft.
Large30 ft.40 ft. to 60 ft.10 ft.
Huge45 ft.60 ft. to 75 ft.15 ft.
Gargantuan60 ft.75 ft. to 100 ft.20 ft.
Skills: Bluff, Hide, and Survival are considered class skills for Faerûnian yellow dragons.

A Faerûnian yellow dragon gains a +4 racial bonus on Hide checks when in sandy environments. Further, the dragon can burrow in the sand with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.


Note: Originally called the "yellow dragon". Renamed to distinguish it from the yellow dragon in Dragon Magazine #65 (1982), Dragon Magazine #248 (1998) and Dragon Compendium 1 (2005) which is also known as the chromatic yellow dragon or the salt dragon.

Originally appeared in FOR1 - Draconomicon (1990).
 

Cleon

Legend
Ahi the Steel Dragon Working Draft

NOTE: This Working Draft is a restoration of one that was lost when the Enworld Database went down in Sept 2016.


Ahi, the Steel Dragon

Colossal Dragon
Hit Dice: 35d12+245 (472 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 300 ft. (poor)
Armor Class: 37 (–8 size, +35 natural), touch 2, flat-footed 37
Base Attack/Grapple: +35/+62
Attack: Bite +38 melee (4d6+11)
Full Attack: Bite +38 melee (4d6+11) and 2 claws +36 melee (4d6+5) and 2 claws +36 melee (4d6+5) and 2 wings +36 melee (2d8+5) and tail slap +36 melee (4d6+11)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, crush 4d8+16, frightful presence, reduced bite and tail damage, spell-like abilities, spells, tail sweep 2d8+11
Special Qualities: Blindsense 60 ft., darkvision 120 ft., fast healing 3 (from epic feat), gaseous form, immunity to paralysis, poison, and sleep, keen senses, vaporous appearance
Saves: Fort +26, Ref +19, Will +29
Abilities: Str 33, Dex 10, Con 25, Int 30, Wis 31, Cha 30
Skills: Balance +4, Bluff +48, Concentration +45, Diplomacy +56, Disguise +10 (+14 act in character), Intimidate +52, Jump +20, Knowledge (arcane) +48, Knowledge (the planes) +48, Knowledge (nature) +48, Hide +22, Listen +48, Move Silently +38, Search +48, Sense Motive +48, Spellcraft +52 (+56 scrolls), Survival +10 (+14 aboveground, +14 on other planes), Spot +48, Tumble +38, Use Magic Device +48 (+52 scrolls)
Feats: Blind-Fight, Fast Healing, Heighten Spell, Improved Initiative, Multiattack, Quicken Spell-Like Ability (greater dispel magic), Repeat Spell, Spell Focus (Abjuration), Spell Focus (Enchantment), Spell Penetration, Greater Spell Focus (Enchantment), Greater Spell Focus (Abjuration)
Environment: Any sky
Organization: Solitary
Challenge Rating: 22
Treasure: Triple standard
Alignment: Lawful good
Advancement: —
Level Adjustment: —

A shifting cloud shaped into a dragon. It is too misty and fluctuating to pin down its outline or even position.

Like his brother Rahab, Ahi, the Steel Dragon (Draco Ferrosus Carbo), is a unique dragon of unknown origin. Ahi looks like a dragon made out of mist. He is naturally solid but can freely switch to gaseous form. In either state, Ahi's appearance is so hazy it is hard to see where he is.

The steel dragon lives above the clouds in a castle that flies around the world on the west wind. Ahi is a loner who deals with trespassers promptly and strictly. He regularly descends from his castle to hunt for food and seize treasure from evil creatures.

Ahi is 60 feet long weighs 50 tons.

Ahi speaks Draconic, Auran, and Celestial.

Combat
The steel dragon is an incredibly clever combatant who prefers to deal with enemies indirectly. He uses his ability to control the winds and weather to great effect, often driving away intruders without them even seeing him. Ahi tends to use magic and breath weapons in combat, although he is not adverse to melee. He often uses his gaseous form ability to hide in clouds or mists, then maneuvers around to attack his enemies from an unexpected direction.

Breath Weapon (Su): Ahi has three breath weapons: a cone of poison, a cone of scalding vapor, and a cone of vaporizing breath.

The poison breath does 10d8 acid damage (DC 34 Ref save for half damage) and exposes any creature damaged to Ahi's poison.

The scalding breath does 20d8 fire damage (DC 34 Ref save for half damage), and any creature damaged must make a DC 34 Fort save or be blinded for 2d4 rounds.

The vaporizing breath does 10d8 nonlethal damage (DC 34 Ref save for half damage). If a creature is damaged by this breath, it must make a DC 34 Fort save, or it and any objects it carries turn into vapor as if they were affected by the gaseous form spell. This vaporous condition lasts for 1d6+4 minutes. The vaporous creature or object returns to solid form at the end of this duration. The vaporization effect can be neutralized by a dispel magic, remove curse, or break enchantment effect that succeeds at a caster level check against a DC equal to Ahi's spell resistance. A vaporized victim can also be restored by any effect that can transform a gaseous object into a solid one, such as the polymorph any object spell or a vampire's gaseous form ability.

The save DCs are Constitution-based.

Poison (Ex): injury, Fort DC 34, primary damage 2d6 Con, secondary damage 2d6 Con and unconsciousness. The Fort DC is Constitution-based.

Crush (Ex): When flying, Ahi can land on opponents three or more sizes smaller than himself as a standard action, using his whole body to crush them. A crush attack affects as many creatures as can fit under Ahi's body. Each creature in the affected area must succeed on a DC 34 Reflex save or be pinned, automatically taking 4d8+18 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Ahi chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Frightful Presence (Ex): Ahi can unsettle foes with his mere presence. The power takes effect automatically whenever Ahi attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have 35 or fewer Hit Dice. An affected creature can resist the effects by making a Will save (DC 37). A successful saving throw makes a creature immune to Ahi's frightful presence for one day. Creatures with 4 Hit Dice or fewer become panicked for 4d6 rounds if they fail their saving throws. Creatures with 5 or more Hit Dice become shaken for 4d6 rounds if they fail their saving throws. Dragons ignore the effects of Ahi's frightful presence.

Gaseous Form (Su): Ahi can assume gaseous form at will as a standard action, but he can remain gaseous indefinitely and has a fly speed of 300 feet with perfect maneuverability.

Keen Senses (Ex): Ahi sees four times as well a human in shadowy illumination and twice as well in normal light. He also has darkvision out to 120 feet.

Reduced Bite and Tail Damage (Ex): Ahi only adds his Strength bonus to the damage of his tail slap and tail sweep attacks. His slender tail is not powerful enough to add 1½ times his Strength bonus like most true dragons. Because of his small fangs and weak jaws, Ahi deals bite damage as if he were one size category smaller.

Spell-Like Abilities: At will—control winds; 5/day—greater dispel magic, suggestion; 3/day—control weather, limited wish, wind walk; 1/day—elemental swarm (air only), power word blind, whirlwind. Caster level 20th. The save DCs are Charisma-based.

Spells: Ahi casts spells as a 17th-level sorcerer. The steel dragon can cast spells of the Good, Luck and Weather domains as arcane spells.

Sorcerer Spells Known: (6/9/9/8/8/8/8/7/5; save DC 20 + spell level):
0—arcane mark, daze, detect magic, mage hand, message, prestidigitation, ray of frost, read magic, resistance;
1st—color spray, entropic shield, obscuring mist, protection from evil, ray of enfeeblement;
2nd—aid, fog cloud, glitterdust, gust of wind, invisibility;
3rd—arcane sight, dispel magic, lightning bolt, suggestion;
4th—freedom of movement, holy smite, scrying, solid fog;
5th—break enchantment, dispel evil, feeblemind, wall of force;
6th—blade barrier, geas/quest, true seeing;
7th—greater teleport, mass hold person, spell turning;
8th—holy aura, moment of prescience.

Vaporous Appearance (Ex): Ahi's appearance as a roiling dragon-shaped cloud makes it difficult to surmise his true location. Any melee or ranged attack directed at Ahi has a 50% miss chance unless the attacker can locate the steel dragon by some means other than sight. A true seeing effect allows the user to see Ahi's position, but see invisible has no effect.

Originally appeared in Dragon Magazine #62 (“Steel Dragon - Grey Dragon” by Pat Reinken, June 1982).

* SNIP *

Rahab, the Grey Dragon
Colossal Dragon
Hit Dice: 35d12+245 (472 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 50 ft. (poor)
Armor Class: 40 (–8 size, +3 profane, +35 natural), touch 5, flat-footed 40
Base Attack/Grapple: +35/+63
Attack: Bite +40 melee (4d8+12/19-20 plus 1d6 on a critical hit)
Full Attack: Bite +40 melee (4d8+12/19-20 plus 1d6 on a critical hit) and 2 claws +37 melee (4d6+6) and 2 claws +35 melee (4d6+6) and 2 wings +37 melee (2d8+6) and tail slap +37 melee (4d6+18)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Alacritous claws, aura of profane darkness, breath weapon, crush 4d8+18, frightful presence, pounce, spell-like abilities, spells, tail sweep 2d8+18
Special Qualities: Blindsense 60 ft., darkvision 120 ft., fast healing 3 (from epic feat), immunity to paralysis, poison, and sleep, keen senses, see in darkness
Saves: Fort +30, Ref +23, Will +25
Abilities: Str 35, Dex 10, Con 25, Int 14, Wis 15, Cha 16
Skills: Concentration +45, Intimidate +21, Knowledge (the planes) +40, Listen +40, Move Silently +38, Search +40, Spellcraft +40 (+42 scrolls), Spot +40, Survival +2 (+4 following tracks, +4 on other planes), Use Magic Device +23 (+25 scrolls)
Feats: Cleave, Devastating Critical (bite, DC 39), Fast Healing, Great Cleave, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Overwhelming Critical (bite), Power Attack, Snatch, Weapon Focus (bite)
Environment: Underground
Organization: Solitary
Challenge Rating: 22
Treasure: Triple standard
Alignment: Chaotic evil
Advancement:
Level Adjustment:

Thick, palpable darkness approaches, swallowing all light. Within can be heard the deep breathing of something incredibly large, accompanied by the scraping of scales and claws on the cavern floor.

Rahab, the Grey Dragon (Draco Nox Diabolus), is among the most hated members of dragonkind. His origins are concealed as well as his true form within the ever-present darkness that surrounds him. Some legends suggest that he's a unique half-black/half-brass dragon, filled with anger toward both factions that gave him life. Other tales suggest he is a failed experiment of Tiamat, or perhaps a former chosen consort that was cast aside for an unknown transgression and forever cloaked in darkness so she need never see him. Still others claim he is a metallic dragon that turned to evil and darkness, or possibly a radiant dragon corrupted by demons. The oldest legend says Rahab hatched from the same egg as Ahi the Steel Dragon and the twin dragons grew up to be complete opposites.

Rahab makes his lair in the deepest cavern of a remote mountain range. He never ventures forth from this lair, but has a network of charmed minions to bring him anything he desires.

The grey dragon is 48 feet long weighs 50 tons. Rahab is continually cloaked in darkness, so few see his true appearance. The Grey Dragon is long, flat, and sleek, akin to a crouching panther. His long, thin tail ends in an arrowlike point. His face is crocodilian, with large, yellow eyes and a pair of twisted horns. His scales are all a dull gray color.

Rahab speaks Draconic, Abyssal, and Undercommon.

Combat
Rahab uses the permanent darkness that surrounds him (and his ability to see through it) to great advantage. In melee, he fights like a panther, stalking prey until an optimal moment, then leaping forth and unleashing a swift barrage of attacks. However, Rahab is just as likely to use his magical abilities to toy with prey.

Alacritous Claws (Su): When making a full attack, Rahab may make two additional claw attacks with a -2 penalty.

Aura of Profane Darkness (Ex): Rahab is continually surrounded by a darkness effect (as the deeper darkness spell) to a radius of 30 feet.

Nonevil creatures within the aura also take unholy damage. Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures of neither good nor evil take 1d6 points of damage.

While the aura is active, Rahab receives a +3 profane bonus to Armor Class and a +4 resistance bonus on saving throws. These bonuses are already included in the statistics above.

Any light effect or similar effect brought into the area of the profane darkness is suppressed until brought outside of the aura of darkness. Once brought outside the aura of darkness, the light effect resumes. While this darkness will suppress a daylight spell, a daylight spell does not affect Rahab's aura. A sunburst effect suppresses the aura for 5 rounds. When Rahab dies, the aura of profane darkness fades away in 1d3 rounds.

Breath Weapon (Su): Once every 1d4 rounds, Rahab can breath a 60-foot cone of magic gas. Any creature in the cone that fails a DC 34 Reflex save is instantaneously charmed by Rahab (as the charm monster spell). This condition can only be removed by break enchantment or similar magic if the caster succeeds at a DC 32 caster level check. The save DC is Constitution-based.

Crush (Ex): When flying, Rahab can land on opponents three or more sizes smaller than himself as a standard action, using his whole body to crush them. A crush attack affects as many creatures as can fit under Rahab's body. Each creature in the affected area must succeed on a DC 34 Reflex save or be pinned, automatically taking 4d8+18 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Rahab chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Frightful Presence (Ex): Rahab can unsettle foes with his mere presence. The power takes effect automatically whenever Rahab attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have 35 or fewer Hit Dice. An affected creature can resist the effects by making a Will save (DC 30). A successful saving throw makes a creature immune to Rahab's frightful presence for one day. Creatures with 4 Hit Dice or fewer become panicked for 4d6 rounds if they fail their saving throws. Creatures with 5 or more Hit Dice become shaken for 4d6 rounds if they fail their saving throws. Dragons ignore the effects of Rahab's frightful presence.

Keen Senses (Ex): Rahab sees four times as well a human in shadowy illumination and twice as well in normal light. He also has darkvision out to 120 feet.

Pounce (Ex): If Rahab charges a foe, he can make a full attack.

See in Darkness (Su): Rahab can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Spell-Like Abilities: At will—greater dispel magic; 5/day—shadow conjuration, shadow evocation; 3/day—greater shadow conjuration, greater shadow evocation, suggestion (DC 16); 1/day—power word stun, shades. Caster level 20th. The save DCs are Charisma-based.

Spells: Rahab casts spells as an 11th-level sorcerer. The grey dragon can cast spells of the Darkness, Evil and Madness domains as arcane spells.

Sorcerer Spells Known: (6/7/7/7/6/4; save DC 13 + spell level):
0—arcane mark, detect magic, detect poison, ghost sound, mage hand, message, prestidigitation, read magic, resistance;
1st—alarm, identify, lesser confusion, protection from good, true strike;
2nd—blindness, command undead, eagle's splendor, hideous laughter, whispering wind;
3rd—blacklight, dispel magic, stinking cloud, vampiric touch;
4th—charm monster, confusion, crushing despair;
5th—dominate person, nightmare.

Tail Sweep (Ex): Rahab can sweep with his tail as a standard action. The sweep affects creatures four or more size categories smaller than Rahab within a 40-foot-radius half-circle centered on Rahab's rear. Each affected creature that fails a Reflex save (DC 34 half) takes 2d8+18 points of damage. The save DC is Constitution-based.
 
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freyar

Extradimensional Explorer
Yes, they'll be handy to refer to later.

And I guess I'm posting on other threads than the two we specified...
 


Cleon

Legend
Ahi the Steel Dragon Original Stats

Steel Dragon (Draco Ferrosus Carbo)

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -2
MOVEMENT: 9/48
HIT DICE: 12 (96 hit points)
% IN LAIR: 85%
TREASURE TYPE: H, S, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/3-24
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Genius
ALIGNMENT: Lawful good
SIZE: L (60′ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 15%


Ahi, the steel dragon, is a loner. He lives high in the uppermost atmosphere of the Prime Material Plane in a castle that circles the earth on the west wind. Although he is lawful good, Ahi will not hesitate to properly deal with trespassers and other intruders into his home. At regular intervals, the steel dragon visits the earth to feed and to gather small treasures from any evil characters he finds.

The steel dragon can attack with the usual claw/claw/bite routine of other dragons or with one of three breath weapons: a cloud (2″×2″×3″) of poison vapor that causes 2-12 hit points of damage and unconsciousness for 2-4 rounds; a cloud (same size) of scalding water vapor that causes 6-36 points of damage and blinds for two rounds; or a cone of vapor 6″ long (base diameter 2″) that causes affected creatures to assume gaseous form for 5-10 rounds.

Ahi can cast any magic-user spell of first through sixth level, but can employ only two spells per day. The steel dragon can make himself gaseous at will and will do so in order to get behind an opponent. In addition to this, Ahi's normal appearance is as a shifting, cloudy, dragon-shaped mass of vapor. Because of this appearance, any opponent attacking the steel dragon with a weapon will always miss on his or her first attempt to hit.

Originally appeared in Dragon Magazine #62 (“Steel Dragon - Grey Dragon” by Pat Reinken, June 1982).
 

freyar

Extradimensional Explorer
If you can repost Rahab's original stats, that would help too.

What should we tackle first on Ahi? Seems like we still have the ability scores we decided on, and I don't think we got much past that.
 

Cleon

Legend
If you can repost Rahab's original stats, that would help too.

Will do.

What should we tackle first on Ahi? Seems like we still have the ability scores we decided on, and I don't think we got much past that.

Yes, we hadn't got very far. We didn't even talk about the level of his sorcerer spellcasting.

I remember us thinking about tweaking the damage of his natural attacks to represent the rather mediocre damage of the original (which is why there's a redded "Weak Jaws" in its special attacks).

Looking through the Working Draft I see I forgot the gaseous form in its Special Qualities. Better add that in.
 

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