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Post by sandcastles on Feb 19, 2012 7:34:38 GMT -5
Portal Drakes A light gray dragon, about 4 feet long, spreads its wings. It yawns widely, showing sharp teeth. Portal drakes find portals a nearly endless source of amusement, pleasure, and prey. A portal drake resembles a copper dragon in shape, but in attitude, it couldn’t be less similar. Portal drakes lack the goodness, wit, and sense of humor of copper dragons. A portal drake’s hide is stone gray in color. A portal drake usually lairs in a secluded cavern equipped with a portal. With its portal sight power, it gazes through its portal to other portals it knows and looks for likely victims. It typically seeks out smaller groups or individuals carrying obvious magic items (such as glowing swords, ioun stones, or a broom of flying). Portal drakes speak Draconic and Undercommon. CombatPortal drakes use hit-and-run tactics when they fight, but they rarely initiate combat unless they feel certain of winning. Portal drakes use spells, spell-like abilities, and magic items that enhance their abilities, and they are usually well prepared for combat. A portal drake’s favorite tactic is to make a lightning strike on a small party or individual, usually starting with its breath weapon. Dragon: Small Environment: Underground Organization: Solitary, brace (2) Challenge Rating: 5 Treasure: Double Standard Alignment: Often neutral evil Advancement: 6–8 HD (Small); 9–11 HD (Medium); 12–15 HD (Large) Level Adjustment: +3 Breath Weapon (Su): 40-foot cone of poisonous gas, once every 1d4 rounds (but no more than five times per day); initial damage 1d4 Str, secondary damage unconsciousness, Fortitude DC 13 negates. The save DC is Constitution-based. Spell-Like Abilities: At will—detect magic; 1/day—blur, mirror image. Caster level equal to Hit Dice. Portal Jump (Sp): Four times per day, a portal drake can enter any portal and emerge from any other portal through which it has traveled. Caster level equal to Hit Dice. Portal Sight (Su): A portal drake can look through any portal and see out of any other portal through which it has traveled. This effect does not change perceptions or properties of the portal on the other side. A portal drake cannot cast spells through a portal. Caster level equal to Hit Dice. Skills: A portal drake receives a +4 racial bonus on Hide and Move Silently checks. Racial StatisticsSource: Forgotten Realms: Underdark
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Post by sandcastles on Feb 19, 2012 7:40:44 GMT -5
Rattlyr Dragons This wingless dragon has a great hood, dark with hints of violet, all about its head. The beast’s charcoal-colored scales glow dully in the bright sun as it shakes its tail with a menacing rattle. Rattelyr dragons are territorial creatures, but they take interest in the world beyond their lairs. They like to burrow through loose earth and surprise opponents by bursting out of the soil. Rattelyrs are wingless dragons with webbed claws, a fanged maw, and the serpentine tail of a rattlesnake. They have glossy, rust-colored scales at birth, which slowly deepen into hues of deep magenta, charcoal, and black at maturity. Young rattelyrs possess small nodules of violet at the base of their heads, which grow into distinctive ribbed hoods by adulthood. An adult rattelyr’s hood tenses and extends forward in proportion to how angry it is, usually reaching full extension only during a battle to the death with a blue dragon or some other hated foe. Unusually short-lived for dragons, rattelyrs age five times faster than normal for the species, becoming great wyrms in 240 years and dying of old age before 300. Rattelyrs prefer warm climates and usually restrict themselves to environs with loose soil. Although they get some of their nourishment by absorbing heat and sunlight, these carnivores favor flesh and will not hesitate to eat sentient beings. These dragons dwell in large, low-ceilinged burrows or caverns, but spend much of their time stalking their home territories in search of intruders or any form of excitement. If well fed and approached cautiously, rattelyrs have been known to converse and deal with other intelligent creatures. On occasion, rattelyrs might ally themselves with beings of great power for the promise of wealth or sport. They can be sociable, and have been known to capture adventurers or lost merchants just to gain news of the outside word. Of course, such guests only depart with their lives if the dragon isn’t hungry. Rattelyrs speak Draconic, Common, and various regional tongues. CombatRattelyrs employ their keen eyesight to spot potential prey from far off, which usually gives them sufficient warning to prepare for combat. If time permits, they bury themselves under a light layer of sand or dirt, waiting for the target to approach, and then erupt directly into melee combat. Against formidable opponents, rattelyrs unleash their breath weapon first and follow up with their fearsome rattle. Rattelyrs enjoy toying with weak opponents. Dragon: Fire Environment: Warm deserts Organization: Solitary pair, or family (1–2 adults, 2–5 offspring) Challenge Rating: Wyrmling 2; very young 3; young 4; juvenile 6; young adult 8; adult 10; mature adult 12; old 14; very old 16; ancient 18; wyrm 19; great wyrm 20 Treasure: Double standard Alignment: Always lawful evil Advancement: Wyrmling 3–4 HD; very young 6–7 HD; young 9–10 HD; juvenile 12–13 HD; young adult 15–16 HD; adult 18–19 HD; mature adult 21–22 HD; old 24–25 HD; very old 27–28 HD; ancient 30–31 HD; wyrm 33–34 HD; great wyrm 36+ HD Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +5; others — Breath Weapon (Su): A rattelyr has one type of breath weapon: a cone of fire. Rattle (Su): A rattelyr can employ the rattle on its tail as a standard action. Any nondragon within 240 feet of the rattelyr must make a Will save (DC 10 + 1/2 the rattelyr’s HD + its Cha modifier) against this sonic, mind-affecting ability or become panicked for 4d6 rounds. Those with 5 or more HD are shaken for 4d6 rounds instead. A creature that makes the Will save cannot be affected by the same dragon’s rattle for one day. All creatures (including dragons) that are within range and can hear the rattle must make a DC 15 Concentration check to employ any spells or spell-like abilities for as long as the rattling noise lasts. Hood Extension (Su): A rattelyr can extend its hood as a free action. When fully extended, the hood reflects spells as if the rattelyr were affected by spell turning (as the spell). The dragon can reflect as many levels of spells per day as it has Hit Dice. Tremorsense (Ex): Rattelyrs can automatically sense the location of anything within 60 feet that is in contact with the ground. Skills: Climb, Hide, Jump, and Move Silently are considered class skills for rattelyrs. They have a +8 racial bonus on Spot checks and a +8 racial bonus on Hide checks in sandy terrain or in areas of loose dirt. Source: Forgotten Realms: Shining South
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Post by sandcastles on Feb 19, 2012 18:58:54 GMT -5
Rock Wyrms Rock wyrms are often mistaken for dragons. These reptiles resemble dragons and wyverns, but they tend to be sly and cunning ambushers rather than wide-ranging hunters. Since rock wyrms are careful to slay and devour isolated victims while avoiding groups of creatures, their kills are often blamed on other predators or brigands. Sometimes called “false dragons,” rock wyrms have rough hides of mottled gray and brown scales, smallish wings that are more suited for fighting than flying, and blunt faces with powerful jaws and a large third eye in the middle of their foreheads. Rock wyrm foreclaws are nimble enough to serve as hands for most purposes, and their tails are long and powerful. Rock wyrms are found in cold, mountainous areas across Faerûn. As settlers in the Silver Marches push into the wilderness, and steadings rise in many long-uninhabited places, rock wyrms are becoming an increasing problem. There are even rumors that these hunters work together, skulking and spying, so as to better avoid armed bands and guards and strike at unprotected and isolated targets. Rock wyrms stash treasure (coins, gems, tools, and other items taken from prey they deem useful for later trade or personal ransom) in rock clefts or hollows that they can conceal and guard with clever traps, but have no single, true lair. They sleep in the same fashion that they hunt—lying motionless covered by their wings, with their scaly hides matching their surroundings (usually gray rocks or white snow) in hue. Rock wyrms speak Common and Draconic, and also master small working vocabularies in many other languages—depending on what prey they come into contact with. CombatRock wyrms can spring into a pounce, take flight silently, or emit their paralyzing ray, all from a statuelike state that they can maintain for hours. Rock wyrms usually lurk near trails or stalk prey deliberately, awaiting a chance to pounce. They often construct traps in traveled areas and then strike at captured or wounded victims. These intelligent hunters can mimic a wide range of voices and can recall overheard phrases perfectly, to lure prey into their traps or reach. Rock wyrms often construct traps (or lurk near traps created by others) to take advantage of disabled prey. These are usually simple or spiked 20-foot-deep pit traps, concealed by woven brush. Rock wyrms are also bright and dexterous enough to use many types of magic items. They especially like wands with spells of protection or concealment. Dragon: Large Climate/Terrain: Cold and temperate hills and mountains Organization: Solitary or pair Challenge Rating: 8 Treasure: Standard Alignment: Usually neutral Advancement: 9–12 HD (Large); 13–24 HD (Huge) Paralyzing Ray (Su): A rock wyrm’s third eye can emit a paralyzing ray once every 1d4 rounds. The ray has a range of 75 feet. The rock wyrm must succeed at a ranged touch attack (+10 attack bonus) against its target. Targets struck by the ray must make a Fortitude save (DC 17) or be paralyzed for 1d6+2 minutes. Pounce (Ex): If a rock wyrm leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Fast Healing (Ex): A rock wyrm heals 1 point of damage each round so long as it has at least 1 hit point. Mimicry (Ex): Rock wyrms can mimic most speaking voices perfectly, plus other vocal sounds ranging from coughing and retching to high bird-trills or deep, thunderous croakings. They can remember and perfectly reproduce phrases they have overheard, and they have a knack for echoing vocal mannerisms and catchphrases. (A rock wyrm’s mimicry ability confers a +4 racial bonus on Bluff checks involving attempts to deceive foes by mimicking a particular voice or animal call.) Skills: Rock wyrms can change the reflectiveness, color, and apparent texture of their hides, allowing them to blend into their surroundings like chameleons. They gain a +4 racial bonus on Hide checks. (In rocky areas, this bonus on Hide checks improves to +8.) Racial AttributesSource: Forgotten Realms: Silver Marches
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Post by sandcastles on Feb 19, 2012 19:02:23 GMT -5
Scalamagdrion Dragons The scalamagdrion is a large silvery dragonlike creature with significant antimagic qualities. The 12-foot-long scalamagdrion has gray scales and green eyes, with stubby wings and a long bone-spiked prehensile tail. At first glance, the scalamagdrion is sometimes confused with a young adult silver dragon. Scalamagdrions speak Draconic, but they also have a secret silent language of their own. This language is conveyed with movements of mouth, wings, and claws—it is a Draconic sign language. Scalamagdrion SocietyGeneral knowledge of scalamagdrions was first revealed in a magical tome named the Scalamagdrion. Amid the many spells scribed in the tome is a single illustration of a dragonlike creature. The creature is a scalamagdrion, and under scrutiny, the creature in the illustration moves. In fact, the page is a gate or portal to a plane or location where scalamagdrions reside. According to the story, any unauthorized use of the tome summons a guardian scalamagdrion. Initiating contact with a scalamagdrion in order to secure its services in a like manner is a secret few know. A scalamagdrion is sometimes called a “Guardian of the Tome” by those familiar with their use as stewards of magical books. When not chasing off would-be book thieves, scalamagdrions inhabit an extensive network of caverns, possibly beneath the Great Glacier, though perhaps within a separate extradimensional space. When serving as a tome guardian, only the scalamagdrion has the power to activate its own gate or portal in a magical tome keyed to it; otherwise the illustration remains normal. Scalamagdrions who successfully defeat book thieves carry the spoils of its victory back through the gate. CombatScalamagdrions fear little, for they are inherently aggressive. If actively guarding a magic tome (see Society below), they launch themselves into combat without hesitation. A scalamagdrion prefers to rend fighters and other melee specialists first, trusting to its spell turning ability to defend it from magical attacks in the meantime. Dragon: Large Climate/Terrain: Any cold underground Organization: Solitary Challenge Rating: 7 Treasure: Double standard Alignment: Usually neutral Advancement: 11–18 HD (Large); 19–26 HD (Huge) Rend (Ex): If a scalamagdrion hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+6 damage. Immunities (Ex): Scalamagdrions are immune to fire and cold. Silence (Su): This ability continuously duplicates the effects of the spell of the same name, centered on the scalamagdrion. The scalamagdrion can suppress this ability if desired. Spell Turning (Su): This ability continuously duplicates the effects of the spell of the same name with the scalamagdrion as the target. Unlike the spell, the scalamagdrion’s spell turning ability has an unlimited ability to turn spells (the spell turning is never exhausted). Racial AttributesSource: Forgotten Realms: Magic of Faerûn
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Post by sandcastles on Feb 19, 2012 19:04:59 GMT -5
Shadow Dragons Shadow dragons are most often encountered in the deepest reaches of the lower Underdark—at least ten miles below the surface—where ties to the Plane of Shadow are strongest. On the surface, they have been found from the Frost Hills to the Thunder Peaks. A number of shadow dragons have joined forces with the Cult of the Dragon, and at least two shadow dracoliches are known to be associated with the Cult. Shadow dragons are sly and devious creatures with ties to the Plane of Shadow. Shadow dragons have translucent scales and dark bodies, giving them an indistinct appearance; from a distance, they seem to be nothing but a foreboding mass of shadows. CombatShadow dragons prefer to attack from hiding, employing their shadow blend ability. They use illusion spells to confuse and misdirect their foes. Young adult and older shadow dragons’ natural weapons are treated as magic weapons for purpose of overcoming damage reduction. Dragon: Dragon 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: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24 Treasure: Triple standard Alignment: Always chaotic evil Advancement: Wyrmling 5–6 HD; very young 8–9 HD; young 11–12 HD; juvenile 14–15 HD; young adult 17–18 HD; adult 20–21 HD; mature adult 23–24 HD; old 26–27 HD; very old 29–30 HD; ancient 32–33 HD; wyrm 35–36 HD; great wyrm 38+ HD Level Adjustment:Wyrmling +3; very young +3; young +3, juvenile +4; others — Breath Weapon (Su): A shadow dragon’s breath weapon is a cone of billowing, smoky shadows with an energy drain effect. Creatures within the cone gain the number of negative levels indicated on the Shadow Dragons by Age table; the saving throw to remove the negative level is given on the table as well. A successful Reflex save (against the same DC) reduces the number of negative levels by half (round down). Shadow Blend (Su): In any condition of illumination other than full daylight, a very young or older shadow dragon can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does. Create Shadows (Su): Three times per day, a great wyrm shadow dragon can conjure a mass of leaping shadows with a radius of 100 yards and a duration of 1 hour (this is a creation effect). All normal and magical light sources are negated within this radius. All characters and creatures gain a +4 bonus on their Hide checks within the shadows, and can hide even if directly observed. Shadow dragons and other creatures with ties to the Plane of Shadow gain total concealment within the shadows, though they can move and attack normally. Their attacks gain a +2 bonus and deny their opponents any Dexterity bonus to AC, because they are considered invisible. Spell-Like Abilities: 3/day—mirror image, nondetection; 2/day dimension door; 1/day—shadow walk. Source: Dungeons and Dragons: Draconomicon; Forgotten Realms: Dragons of Faerûn
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Post by sandcastles on Feb 19, 2012 19:07:39 GMT -5
Song Dragons Found throughout the Realms, song dragons often serve or cooperate with good mages, Harpers, and groups and individuals with similar aims or opportunities to preserve, renew, and protect the land. They are quite common in the Moonshae Isles, a fact that leads sages to speculate that they originated in that land. They remain shrouded in mystery, however—so much that two accidental sightings of song dragons assuming their natural form once started a panicked rumor that evil wizards were transforming their foes into dragons. Song dragons are a rare and mysterious race of dragons that prefer life among humanity to the company of other dragons. They can freely take on the form of a human woman, and in this guise they live among humankind, revealing their true nature only in times of personal peril or great crisis. In their natural form, song dragons are slim and splendid dragons with iridescent silver-blue scales and the general shape of a copper dragon. In human form, they appear to be attractive women of 20 to 30 years in age. They retain full knowledge and awareness regardless of form, and most are consummate actors, so that humans are usually unaware of a song dragon’s identity. CombatSong dragons strike quickly and mercilessly with their razor-sharp claws and tend to sing joyously as they fight (although they remain silent if the noise would endanger their allies or the success of their own attack). In human form, song dragons prefer to use slashing edged weapons. Dragon: Air Climate/Terrain: Any land 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 or family (1–2 and 2–5 offspring) Challenge Rating: Wyrmling 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 either chaotic good or chaotic neutral Advancement: Wyrmling 6–7 HD (Tiny); very young 9–10 HD (Small); young 12–13 HD (Small); juvenile 15–16 HD (Mediumsize); young adult 18–19 HD (Medium-size); adult 21–22 HD (Large); mature adult 24–25 HD (Large); old 27–28 HD (Huge); very old 30–31 HD (Huge); ancient 33–34 HD (Huge); wyrm 36–37 HD (Huge); great wyrm 39+ HD (Gargantuan) Breath Weapon (Su): A song dragon has one breath weapon, a cone of electrically charged gas. Alternate Form (Su): Song dragons can freely use an ability much like polymorph self to assume human form. They always appear as human females, and each song dragon has a unique human form that it assumes each time it changes shape. The song dragon’s Strength, Dexterity, and Constitution scores become human average (Str 10, Dex 11, Con 10), but its hit points are unaffected by this change. A song dragon can employ its spells and special abilities—except its breath weapon—in either form. Changing from dragon to human form requires 2 rounds; reversing the change takes only 1 round. During this time, the song dragon cannot move and can only use its spells or breath weapon; other actions and attacks are impossible. The change rends all known bonds, clothing, and other confinements, without harm to the song dragon. True Seeing (Su): Song dragons have true seeing (as the spell) to a range of 15 feet. This ability is always active. Tongues (Su): Song dragons can communicate in any language through the use of an innate tongues ability that is always active. Spell-Like Abilities: 1/hour—light, darkness; 2/day—blink, feather fall, polymorph any object; 1/day—heal, plane shift, teleport. Source: Forgotten Realms: Monsters of Faerûn, Monsters of Faerûn 3.5 Update
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Post by sandcastles on Feb 19, 2012 19:10:42 GMT -5
Steel Dragons Humanity's large cities and metropolises are usually home to a solitary steel dragon or, more rarely, a clutch of young wyrms. The City of Splendors is known to be the home of at least three such creatures - Auntyrlothtor, Jalanvaloss, and Quituryte - and members of this species are sometimes known as Waterdeep dragons. A female juvenile steel dragon named Razylymiingeir, better known as "Steelheart," dwells in the town of Darmshall in Vaasa, keeping an eye no the goings on at Castle Perilous. Zundaerazylym is a loquacious venerable female steel dragon known as the Laughing Wyrm, because she chortles and hoots almost constantly in battle. She poses as Amundra Nelaerdra, a jolly, plump laundress and seamstress who makes stylish everyday cloaks and gowns for the ladies of Neverwinter and repairs and cleans the exotic costumes and flashy garb worn at the Moonstone Mask (the most famous inn, restaurant, and festhall in the City of Skilled Hands). She has created an organization of humanoids known as the Soft Claws. The dragon's body seems somewhat feline, but its face has a humanlike quality. Spines that vaguely resemble hair and a beard ring its head, and its scales shine like burnished steel. Steel dragons prefer human form to their own, so they're rarely seen in their natural forms. They routinely use their special abilities to infiltrate human society, typically masquerading as sages, scholars, wizards, and other intellectuals. Endlessly curious about the art, culture, history, and politics of civilized races, steel dragons live among humans and similar beings. Though they keep their true nature secret from the people with whom they mingle, they can always recognize each other. When a steel dragon hatches, its scales are a deep blue-gray color with steely highlights. As it grows to adulthood, its color lightens to a lustrous burnished steel, and its shine increases as it continues to age. In human form, a steel dragon always has one steel-gray feature, such as hair, eyes, or nails. In rare cases, this feature may be a ring, tattoo, or other ornamentation. In its natural form, a steel dragon smells of wet steel. Since they prefer human form, steel dragons rarely live in caves. Instead, they choose human dwellings such as mansions or castles. Such a home need not be opulent, but it must be large enough to accommodate a strongroom that will hold all the dragon's treasure. Steel dragons also prefer to dine in human form, but since they need to eat much more than humans do to maintain their true body mass, they make monthly trips to hunt in dragon form. These absences are always explained away in terms consistent with the roles they take in human society. For example, a steel dragon in the guise of a historian might claim to be exploring records in another city's library. Steel dragons prefer treasure that they can carry in their human forms, such as jewelry, valuable coins, and magic items usable by Medium-size creatures. They hate creatures that disrupt normal life in cities or despoil natural hunting grounds. Within a city, they usually rely on local authorities to deal with troublemakers, though they are quite capable of dealing out their own justice when such authorities cannot be relied upon to do so. Steel dragons tend to prefer swifter forms of justice in the wilderness. CombatSteel dragons prefer talking to fighting, but if forced into combat, they usually begin with spells and avoid actual melee. If seriously threatened, a steel dragon reverts to its draconic shape and uses its breath weapon. It tries to incapacitate foes with its spells and other abilities unless they display obvious lethal intent and seem capable of inflicting serious harm. If outmatched, a steel dragon tries to either teleport away or assume a human guise and become lost in a crowd. Dragon: Air Environment: Any city (rarely any hill, plain, or forest) Organization: Wyrmling, very young, young: solitary (with humanoid companions) or clutch (2-5); juvenile, young adult, adult, mature adult, old, very old, ancient, wyrm, great wyrm: solitary (with humanoid companions) Challenge Ratings: Wyrmling 2; very young 4; young 4; juvenile 5; young adult 7; adult 8; mature adult 11; old 12; very old 13; ancient 15; wyrm 16; great wyrm 18 Treasure: Wyrmling, very young, young, juvenile, young adult: standard; adult, mature adult, old: double standard; very old, ancient, wyrm, great wyrm: triple standard Alignment: Usually lawful neutral, often lawful good Advancement: Wyrmling 5-6 HD (Small); very young 8-9 HD (Small); young 11-12 HD (Medium); juvenile 14-15 HD (Medium); young adult 17-18 HD (Medium); adult 20-21 HD (Large); mature adult 23-24 HD (Large); old 26-27 HD (Large); very old 29-30 HD (Huge); ancient 32-33 HD (Huge); wyrm 35-36 HD (Huge); great wyrm 38+ HD (Huge) Alternate Form (Su): A steel dragon of adult age or older can assume any animal or humanoid form of Medium size or smaller as a standard action five times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can assume only the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its normal form. Breath Weapon (Su): A steel dragon has two kinds of breath weapons: a line of acid and a cone of poisonous gas. Every creature within the area of the poisonous gas must succeed on a Fortitude save or take 1 point of Constitution damage per age category of the dragon. It must then succeed on a second save at the same DC 1 minute later or take the same amount of damage. Moderate Arcane Shield (Su): A steel dragon's spell resistance against arcane spells of 4th level or lower is +10. Poison Resistance (Ex): A steel dragon gets a +10 racial bonus on all Fortitude saving throws against poison. Spell-Like Abilities: 1/day--enthrall (juvenile or older), charm person (adult or older), suggestion (old or older), mass suggestion (ancient or older), mass charm (great wyrm). Specialized Casting: Steel Dragons may also cast cleric spells from the knowledge or trickery domains as arcane spells. Skills: Bluff, Craft, Disguise and Profession are considered class skills for steel dragons. Source: Forgotten Realms: Dragons of Faerûn
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Post by sandcastles on Feb 19, 2012 19:15:40 GMT -5
Black Dragon Black dragons are among the most evil-tempered true dragons. They prefer dismal swamps or bogs, the more stagnant and fetid the better, but can be encountered anywhere water and dense vegetation are found together - including jungles, rain forests, and moors. They have no natural enemies, though they attack and kill almost anything unfortunate enough to stumble upon them. Black dragons living in forest areas often encounter green dragons, but the two species usually manage to maintain an uneasy truce, so long as the black dragons stick to the watery areas. Black dragons make their lairs in large, damp caves or multi-chambered submerged caverns. They always dwell near water, and their lairs usually have a submerged entrance and a land entrance. Older black dragons hide both entrances to their lairs with plant growth. Black dragons dwelling in dungeons prefer dark, watery locations. Black Dragon IdentifiersA black dragon has deep-socketed eyes and broad nasal openings that make its face look like a skull. It has segmented horns that curve forward and down, somewhat like a ram's horns, but not as curly. These horns are bone-colored near their bases, but darken to dead black at the tips. As the dragon ages, the flesh around the horns and cheekbones deteriorates, as though eaten by acid, leaving only thin layers of hide covering the skull. This phenomenon is not harmful to the dragon, but enhances its skeletal appearance. Most of a black dragon's teeth protrude when the mouth is closed, and big spikes stud the lower jaw. A pair of small horns just from the chin, and a row of hornlets crow the head. The tongue is flat, with a forked tip, and the dragon often drools acidic slime. On hatching, a black dragon's scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes. A black dragon smells of rotting vegetation and foul water, with an acidic undertone. A black dragon flying overhead is marked by a distinctive profile. Its horns, with their characteristic forward curve, are clearly visible. The wing membranes are marked with blobby stripes, and the leading edges of the wings are fringed or scalloped near the tips. A black dragon also has exceptionally long alar thumbs. The trailing edges of the wing membranes join the body ahead of the back legs. HabitsBlack dragons dine primarily on fish, mollusks, and other aquatic creatures. They also hunt for red meat but like to "pickle" it by letting it lie in ponds within or near their lairs for days before being eaten. The rotting flesh helps make the area even more foul - just the way the dragon likes it. Black dragons are especially fond of coins. Older and craftier dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them. Others move out into nearby rivers or lakes, where they menace boat traffic and demand that passing vessels pay tribute. In keeping with their reputation for ferocity, black dragons usually fight for their mates.The females do most of the fighting, flying far and wide to locate a desirable male and then impressing him with a victory over a rival. Eggs are usually laid near the male's lair, and the male is left to guard the young. Black dragon parents are protective, but give their offspring little support beyond the occasional bit of advice. Eventually, the parent advises its offspring to leave the area before he older dragon decides to eat the youngster. Although capable of breathing underwater, black dragons do little actual swimming; instead they wallow in the shallows, enjoying the feel of the mud or simply lying in wait for prey. Black dragons prefer to ambush their targets using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and takes refuge in the deepest water it can find. CombatBlack dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog. Dragon: Water Environment: Warm marshes 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 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22 Treasure: Triple standard Alignment: Always chaotic evil Advancement: Wyrmling 5–6 HD; very young 8–9 HD; young 11–12 HD; juvenile 14–15 HD; young adult 17–18 HD; adult 20–21 HD; mature adult 23–24 HD; old 26–27 HD; very old 29–30 HD; ancient 32–33 HD; wyrm 35–36 HD; great wyrm 38+ HD Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others — Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid. Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence. Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell. Other Spell-Like Abilities: 3/day—darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day—plant growth (old or older). Skills: Hide, Move Silently, and Swim are considered class skills for black dragons. Source: Dungeons and Dragons Monster Manual 3.5 edition & Draconomicon : The Book of Dragons
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Post by sandcastles on Feb 19, 2012 19:20:51 GMT -5
Blue DragonBlue dragons are vain and territorial. They favor hot, arid areas. They prefer sandy deserts, but can be found on dry steppes and in hot badlands. A blue dragon guards its territory against all potential competitors, including other monsters such as sphinxes, dragonnes, and especially brass dragons. Blue dragons detest brass dragons for their frivolous ways, chaotic alignment, and propensity to flee from battle. Blue dragons prefer vast underground caverns for lairs - the grander the cavern, the better. They often choose lairs at the bases of cliffs where windblown sand has accumulated. The dragon burrows through the sand to reach the caves below. Most blue dragons don't bother to keep the entrances to their lairs free of sand; they simply burrow to get in or out. Many deliberately bury the entrances to their lairs before settling down to sleep or when leaving to patrol their territory. Dungeon-dwelling blue dragons prefer fairly warm and dry areas with sand or dirt floors. Blue Dragon IdentifiersA blue dragon is conspicuous by its dramatic frilled ears and a single, massive horn atop its short, blunt head. The horn juts forward from a base that takes up most of the top of the head, and it usually has two points. The primary point is slightly curved and reaches well forward, with a smaller, secondary point behind. Rows of hornlets line the dragon's brow ridges, and run back from the nostrils (which lie close to the eye sockets) along the entire length of the head. A blue dragon has a short snout with an underslung lower jaw. It has a cluster of bladelike scales under its chin, and hornlets on its cheeks. Most of the dragon's teeth protrude when its mouth is closed. A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by blowing desert sands. The size of its scales increases little as the dragon ages, although they do become thicker and harder. Its hide tends to hum and crackle faintly with built-up static electricity. These effects intensify when the dragon is angry or about to attack, giving off an order of ozone and sand. A blue dragon flying overhead is easily distinguished from a brass dragon by its batlike wings, which have short alar thumbs and a mottled or dappled pattern. The alar phalanges (the fingerlike bones that support the wing) have knobby joints, and the phalanges are all the same length, giving the wings a rounded look. The trailing edge of the wing membrane joins with the body well ahead of the rare legs. The dragon has a short, thick neck. The head is mostly featureless when viewed from below, but the ears are visible. The dragon's tail is thick and flat. HabitsA blue dragon's vibrant color makes it easy to spot in barren desert surroundings, especially when the dragon is on the ground. When it wishes to be less conspicuous, a blue dragon burrows into the sand so that only the top of its head is exposed. This trick leaves the dragon's massive horn sticking above the surface, but from a distance the horn tends to look like a jagged rock. Blue dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and can be difficult to see from below. Although they collect anything that looks valuable, blue dragons are most fond of gems - especially blue sapphires. They consider blue to b ea noble hue and the most beautiful color. Blue dragons are dedicated carnivores. They sometimes eat snakes, lizards, and even desert plants to sate their great hunger, but they especially prefer herd animals such as camels. When they get the chance, they gorge themselves on these creatures, which they cook with their lightning breath. This dining habit makes blue dragons a real threat to caravans crossing the desert. The dragons think of caravans as handy collections of food and treasure, all available on the same trip. Blue dragons have a highly developed sense of order (with themselves at the top, at least locally). The oldest blue dragon in an area acts as an overlord to all lesser blue dragons living nearby. This suzerain receives homage from its subjects and settles any disputes, particularly those involving mates or territorial boundaries. Although any blue dragon in an area can challenge the suzerain for the right to rule, this seldom happens. A blue dragon that is unhappy with its suzerain usually moves to a new area - either one with a suzerain more to its liking, or one with no suzerain at all. Blue dragons observe elaborate courtship and mating rituals involving exchanges of food and treasure, the consent of the suzerain, and announcements to other blue dragons. Older dragons of either sex might have multiple mates, but infidelity is rare. Blue dragons are usually attentive and effective parents, and do not often leave eggs unattended. Typically, blue dragons attack from above or burrow beneath the sands until opponents come within 100 feet.Older dragons use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and improve their chances to surprise the target. When stalking intelligent prey, they often use ventriloquism and mimicry to confuse and divide groups before closing in for the kill. A blue dragon runs from a fight only if it is severely damaged, since all blue dragons view retreat as cowardly. CombatTypically, blue dragons attack from above or burrow beneath the sands until opponents come within 100 feet. Older dragons use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and improve their chances to surprise the target. Blue dragons run from a fight only if they are severely damaged, since they view retreat as cowardly. Dragon: (Earth) Environment: Temperate deserts 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 Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25 Treasure: Triple standard Alignment: Always lawful evil Advancement: Wyrmling 7–8 HD; very young 10–11 HD; young 13–14 HD; juvenile 16–17 HD; young adult 19–20 HD; adult 22–23 HD; mature adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38 HD; great wyrm 40+ HD Level Adjustment: Wyrmling +4; very young +4; young +5; others — Breath Weapon (Su): A blue dragon has one type of breath weapon, a line of lightning. Create/Destroy Water (Sp): A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell. Sound Imitation (Ex): A juvenile or older blue dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon’s frightful presence) to detect the ruse. Other Spell-Like Abilities: 3/day—ventriloquism (adult or older); 1/day—hallucinatory terrain (old or older), veil (ancient or older), mirage arcana (great wyrm). Skills: Bluff, Hide, and Spellcraft are considered class skills for blue dragons. Source: Dungeons and Dragons Monster Manual 3.5 edition & Draconomicon : The Book of Dragons
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Post by sandcastles on Feb 19, 2012 19:24:50 GMT -5
Green Dragon Green dragons are belligerent creatures and masters of intrigue, politics, and backbiting. They prefer forests; the older the forest and bigger the trees, the better. Green dragons are as territorial and aggressive as any other kind of evil dragon, but their aggression often takes the form of elaborate schemes to gain power or wealth with as little effort as possible. Green dragons seek out caves in sheer cliffs or hillsides for their lairs. They prefer locations where the lair's entrance is hidden from prying eyes, such as behind a waterfall or near a lake, pond, or stream that provides a submerged entrance. Older green dragons often conceal their lairs with plants they have magically grown. Green dragons sometimes clash with black dragons over choice lairs. The greens frequently pretend to back down, only to wait a few decades before returning to raid the black dragon's lair and loot its horde. Dungeon-dwelling green dragons prefer locales with some kind of vegetable life, such as grottos filled with giant mushrooms. Green Dragon IdentifiersA green dragon's notable features include a heavily curved jawline and a crest that begins near the eyes and continues down most of the dragon's spine. The crest reaches its full height just behind the skull. A green dragon has no external ears, just ear openings and leathery plates that run down the sides of the neck, each plate edged with hornlets. The dragon also has hornlets over its brows and at the chin. The nostrils are set high on the snout, and the teeth protrude when the mouth is closed. The dragon has a long, slender, forked tongue. The stinging order of chlorine wafts from a green dragon. A wyrmling green dragon's scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales grow larger and lighter, turning shades of forest, emerald, and olive green, which helps it blend in with its wooded surroundings. A green dragon's legs and neck are proportionately longer in relation to the rest of its body than any other chromatic or metallic dragon. When it stands on all fours, its body stays fairly high off the ground, enabling it to pass over brush or forest debris laying on the ground. The neck is often longer than the rest of the dragon's body (excluding the tail), and older dragons can peer over the tops of mature trees without rearing up. A green dragon's long neck gives it a distinctive, swanlike profile when aloft. The head looks featureless when viewed from below. The wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges. The alar thumb is short, and the alar phalanges are all the same length, giving the wingtips a rounded look. The trailing edge of the wing membrane joins the body well ahead of the rear legs. HabitsA green dragon patrols its territory regularly, both on the wing and on the ground, so as to get a good look over and under the forest canopy. These patrols serve twin purposes. First, the dragon stays on the lookout for prey. Although they have been known to eat practically anything when hungry enough, including shrubs and small trees, green dragons especially prize elves and sprites. Second, green dragons like to note anything new happening in their domains. They have a lust for power that rivals their desire to collect treasure. There is little a green dragon will not attempt to further its ambitions. its favorite means of gaining influence over others is intimidation, but it tries more subtle manipulations when dealing with other dragons or similarly powerful creatures. Green dragons are consummate liars and masters of double talk and verbal evasion. Just talking to a green dragon can lead a being to ruin. When dealing with most other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and generally rude, especially when dealing with dragons of the same age and status. Younger dragons are forced to use some restraint when interacting with their elders, but the veneer of civility they adopt is paper-thin, and the dragons know it. A clear pecking order, based on age and status but with no formal hierarchy, develops among green dragons within a given area. Green dragons know each other too well to depend on any formal social structure. Courtship among green dragons is a coarse and indelicate affair. Once a pair decide to mate, however, their lawful nature comes to the fore, and a strong bond develops between them. Parents take extreme care to invest their offspring with all the skills necessary for effective manipulation and double-dealing. A mated pair seldom leaves its first set of offspring untended, but may produce additional clutches to fend for themselves while the first clutch grows up. Once the first clutch reaches adulthood, the parents chase off the youngsters an d go their separate ways. If the pair is about the same age, they divide their shared territory between them. (Such agreements usually last at least a few decades before the former mates seek ways to encroach on each other's turf.) Otherwise, the younger parent leaves at the same time the youngsters do. Green dragons are not picky about the treasure they collect. Anything valuable will do. Among items of similar value, however, a green dragon favors the item that reminds it of a particularly noteworthy triumph. Green dragons often attack with little or no provocation, especially when dealing with creatures passing through their territory. (Such creatures don't offer much opportunity for a scam or other long-term manipulation, so the dragon simply attacks.) Victory in such an encounter often nets the dragon some treasure and helps demonstrate the dragon's power to its neighbors and subjects. The dragon typically stalks its victims, studying them from afar and planning its assault. It may shadow its victims for days before attacking. If the target appears weak, the dragon makes its presence known quickly - it enjoys evoking terror. A green dragon seldom slays all its opponents, preferring instead to try to establish control over one of the survivors by using intimidation or magical enchantments. It then questions its prisoner to learn what is going on in the countryside, and if there is treasure nearby. Green dragons occasionally release such prisoners if they can arrange for a ransom payment. Otherwise, the prisoner must prove its value to the dragon daily or die. CombatGreen dragons initiate fights with little or no provocation, picking on creatures of any size. If the target is intriguing or seems formidable, the dragon stalks the creature to determine the best time to strike and the most appropriate tactics to use. If the target appears weak, the dragon makes its presence known quickly—it enjoys evoking terror. Sometimes the dragon elects to control a humanoid creature through intimidation and suggestion. Green dragons especially like to question adventurers to learn more about their society and abilities, what is going on in the countryside, and if there is treasure nearby. Dragon: (Air) Environment: Temperate forests 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 Ratings: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24 Treasure: Triple standard Alignment: Always lawful evil Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young 12–13 HD; juvenile 15–16 HD; young adult 18–19 HD; adult 21–22 HD; mature adult 24–25 HD; old 27–28 HD; very old 30–31 HD; ancient 33–34 HD; wyrm 36–37 HD; great wyrm 39+ HD Level Adjustment: Wyrmling +5; very young +5; young +5; juvenile +6; others — Breath Weapon (Su): A green dragon has one type of breath weapon, a cone of corrosive (acid) gas. Water Breathing (Ex): A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. Spell-Like Abilities: 3/day—suggestion (adult or older), dominate person (ancient or older); 1/day—plant growth (old or older), command plants (great wyrm). Skills: Bluff, Hide, and Move Silently are considered class skills for green dragons. Source: Dungeons and Dragons Monster Manual 3.5 edition & Draconomicon : The Book of Dragons
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Post by sandcastles on Feb 19, 2012 19:28:49 GMT -5
Red Dragon The most covetous of all true dragons, red dragons tirelessly seek to increase their treasure hoards.They are exceptionally vain, even for dragons, which is reflected in their proud bearing and disdainful expressions. Red dragons love mountainous terrain, but also inhabit hilly regions, badlands, and other locales where they can perch high and survey their domain. Their preference for mountain homes often brings them into conflict with silver dragons, which red dragons passionately hate. Silver dragons usually get the better of red dragons in battle, which merely serves to stoke the flames of resentment among red dragons. Red dragons also vie for territory with copper dragons from time to time, and the weaker copper dragons are often hard-pressed to survive any direct confrontation. A red dragon seeks out a large cave that extends deep into the earth for its lair. Caves with some kind of volcanic or geothermal activity are the most highly prized. No matter what its lair is like, however, the dragon always has a high perch nearby from which to haughtily survey its territory. Dungeon-dwelling red dragons seek out superheated or fiery areas for their lairs. Since dungeons usually lack elevated areas that offer panoramic views of the neighborhood, red dragons living in such places often settle for open spaces or areas with long corridors that offer broad views. Red Dragon IdentifiersTwo massive horns sweep back atop a red dragon's head. These horns can be straight or twisted, and can be any hue from bone white to night black. Rows of small horns run along the tip of a red dragon's head, and the dragon has small horn son its cheeks and lower jaw as well. A red dragon has a beaked snout with a small nose and chin horns. Its tongue is forked, and little flames often dance in its nostrils and eye sockets when it is angry. The dragon has fringed ears that tend to merge with the cheek horns as the dragon ages. A red dragon's teeth protrude when its mouth is closed, and it has a single back-swept frill that beings behind the head and runs all the way to the tip of the tail. The small scales of wyrmlings are a bright glossy scarlet. Toward the end of the young stage, the scales turn a deeper red, and the glossy texture is replaced by a smooth, dull finish. As the dragon grows older, the scales become large, thick, and strong as metal. The pupils of a red dragon fade as it ages; the oldest red dragons have eyes that resemble molten lava orbs. The odor of sulfur and pumice surrounds a red dragon. A red dragon has the longest wings of all chromatic dragons, both in actual measurement ad in relation to body length. This is mostly due to the outermost alar phalange, which is very long and gives the wing a tapering look. The longest part of the wing is right at the trailing edge. The trailing edge of the wing membrane attaches to the dragon's body behind the rear legs and well down the tail. The wings have a blueish or blue-black tint along the trailing edge (the dragon's frill shows a similar pattern); the color resembles metal burned blue in a fire. The great horns of a red dragon's head are clearly visible from below. HabitsRed dragons are so rapacious, ferocious, vengeful, and avaricious that scholars regard them as the archetypical evil dragons. Red dragons share this opinion of themselves. They believe that, above all other species, they are the closest to the ideals of draconic nature and behavior, and that the rest of dragonkind has slipped from this purity. Younger red dragons often find life difficult. Their vivid red scales make them dangerously conspicuous in most landscapes, and so they lurk underground by day and venture forth only at night. Older red dragons, however, are both less vividly colored and more aware of their presumed status as the epitome of dragonkind. Ted dragons are the most obsessive treasure collectors among the true dragons. They covet absolutely anything of monetary value and often can judge a bauble's worth to within a copper piece with just a glance. Every red dragon knows the exact value of items in its horde, along with exactly how and when the dragon obtained the item and each item's exact location in the hoard. Bards tell tales of sneak thieves who ignite a dragon's wrath just by stealing a single trinket. Such tales are firmly grounded in fact, at least where red dragons are concerned. In some cases, in fact, the tales fall short of the mark. An adult red dragon can notice a single coin missing from its hoard, and its rage over the pettiest theft is legendary. The dragon tracks down and slays the thief if possible. If not, the dragon is sure to go on a rampage, killing anything it meets and laying waste to any town or village where the thief might have taken refuge. All red dragons are solitary by nature and fiercely territorial; they keep constant watch for trespassers of any kind and for the encroachment by other dragons. Entering a red dragon's territory uninvited is asking to be attacked. For all their ferocious independence, however, red dragons always seek to know about events in the wider world. They often make use of lesser creatures as informants, messengers, and spies. The dragon invariably adopt patronizing attitudes towards these servants, and do not hesitate to slay and eat them when they bring bad news. A red dragon is particularly interested in news about other red dragons, mostly because its own status relative to its peers remains a top concern. A red dragon's pride is easily wounded, because any defeat or insult left unanswered causes a loss of status. This is one reason why red dragons are prone to destructive rages. A red dragon usually can recover some lost status by wreaking havoc. Every red dragon firmly believes that no being deserves to keep anything it is not strong enough to defend. Red dragons apply this rule to their own kind. Occasionally, red dragons perceive weakness among one of their own, and the subject is not allowed to live. The victim is attacked, and its lair is stripped. Courtship among red dragons can be a perilous affair, because most would-be suitors are treated as dangerous rivals. Successful red dragon courtship usually involves a younger dragon with fairly high status among its peers carefully approaching an older one. Females do most of the courting, but males are also known to do so. After mating, the younger dragon is usually left to guard the eggs. Most red wyrmlings are left to fend for themselves. occasionally, two parents of about equal age mate and tend their young together. Red dragons rarely fight for mates. Most are wise enough to know that any battle will be fatal, and prudently quit the field when a superior rival makes a claim. Red dragons are meat-eaters by preference, and their favorite food is a human, or elf youth. Their taste for the flesh of young women is well documented. The dragons steadfastly claim that such meat simply tastes better. Sometimes they force villagers into regularly sacrificing maidens to them. Red dragons are confident fighters for whom retreat or compromise is not an option. They spend years formulating plans of attack; upon spotting potential foes, they simply choose a strategy and immediately put it into practice. Being swift but not particularly agile flyers, they often choose to fight on the ground when they can. There, red dragons often display considerable mobility and tactical savvy. They are excellent jumpers, and often leap from place or take short flights to gain the most favorable position possible when using spells or breath weapons. Any red dragon is well aware that its fiery breath can destroy treasure, and it uses its breath weapon judiciously so as to avoid incinerating the spoils of victory. For all its legendary ferocity, red dragon also knows when not to attack. If it recognizes a superior foe, it (reluctantly) withdraws to fight another day if it can do so without losing face. Likewise, when dealing with a clearly weaker foe, a red dragon might attempt to bully or fool the creature into rendering it some service or supplying information. In either case, the dragon gets what it wants, or the creature dies. The dragon will accept no other outcomes. Red dragons do not slay every foe they meet in battle. Always conscious of status, they often allow a few survivors to escape and spread word of the dragon's victory. CombatBecause red dragons are so confident, they seldom pause to appraise an adversary. On spotting a target, they make a snap decision whether to attack, using one of many strategies worked out ahead of time. A red dragon lands to attack small, weak creatures with its claws and bite rather than obliterating them with its breath weapon, so as not to destroy any treasure they might be carrying. Dragon: (Fire) Environment: Warm 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 Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26 Treasure: Triple standard Alignment: Always chaotic evil Advancement: Wyrmling 8–9 HD; very young 11–12 HD; young 14–15 HD; juvenile 17–18 HD; young adult 20–21 HD; adult 23–24 HD; mature adult 26–27 HD; old 29–30 HD; very old 32–33 HD; ancient 35–36 HD; wyrm 38–39 HD; great wyrm 41+ HD Level Adjustment: Wyrmling +4; very young +5; young +6; others — Breath Weapon (Su): A red dragon has one type of breath weapon, a cone of fire. Locate Object (Sp): A juvenile or older red dragon can use this ability as the spell of the same name, once per day per age category. Other Spell-Like Abilities: 3/day—suggestion (old or older); 1/day—find the path (ancient or older), discern location (great wyrm). Skills: Appraise, Bluff, and Jump are considered class skills for red dragons. Source: Dungeons and Dragons Monster Manual 3.5 edition & Draconomicon : The Book of Dragons
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Post by sandcastles on Feb 19, 2012 19:36:42 GMT -5
White Dragon The smallest, least intelligent, and most animalistic of the true dragons, white dragons prefer frigid climes - usually arctic areas, but sometimes very high mountains, especially in winter. Mountain-dwelling white dragons sometimes have conflicts with red dragons living nearby, but the whites are wise enough to avoid the more powerful red dragons. Ted dragons tend to consider white dragons unworthy opponents and usually are content to let a white dragon neighbor skulk out of sight (and out of mind). White dragons' lairs are usually icy caves and deep subterranean chambers that open away from the warming rays of the sun. Dungeon-dwelling white dragons prefer cool areas and often lurk near water, where they can hide and hunt. White Dragon IdentifiersA white dragon's face expresses a hunter's intense and single-minded ferocity. A white dragon's head has a sleek profile, with a small, sharp beak at the nose and a pointed chin. A crest supported by a single backward-curving spine tops the head. The dragon has scaled cheeks, spiny dewlaps, and a few protruding teeth when its mouth is closed. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, the sheen disappears, and by very old age, scales of pale blue and light gray are mixed in with the white. When viewed from below, a white dragon shows a short neck and a featureless head. Its wings appear blunted at the tips. The trailing edge of the wing shows a pink or blue tinge, and the back edge of the wing membrane joins the body near the back leg, about mid-thigh. HabitsA white dragon will consume only food that has been frozen. Usually a white dragon devours a creature killed by its breath weapon while the carcass is still stiff and frigid. It buries other kills in snowbanks within or near its lair until they are suitably frozen. Finding such a larder is a good indication that a white dragon lives nearby. White dragons love the cold sheen and sparkle of ice, and they favor treasure with similar qualities, particularly diamonds. White dragons spurn the society of others of their kind, except for members of the opposite sex. They are prone to carnal pleasures and often mate just for the fun of it. They seldom tend their eggs, but often they lay their eggs near their lairs, and one or both parents allow the youngsters to move in for a time. The offspring are expected to care for themselves, but they gain some measure of protection and education from having their parents nearby. It would be a mistake to consider a white dragon a stupid creature. Older white dragons are at least as intelligent as humans, and even younger ones are much smarter than predatory animals. Though not known for their foresight white dragons prove cunning when hunting or defending their lairs and territories. White dragons know all the best ambush spots for miles around their lairs, and they are clever enough to pick out targets and concentrate attacks until one foe falls, then moves on to the next foe. White dragons prefer sudden assaults, swooping down from aloft or bursting from beneath water, snow, or ice. They loose their breath weapons, then try to knock out a single opponent with a follow-up attack. Although they are not pillars of intellect, white dragons have good memories, especially for events they have witnessed or experienced directly. They remember any slight or defeat and have been known to conduct malicious vendettas against beings or groups that have offended them. CombatWhite dragons prefer sudden assaults, swooping down from aloft or bursting from beneath water, snow, or ice. They loose their breath weapon, then try to knock out a single opponent with a follow-up attack. Dragon: (Cold) Environment: 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 Ratings: Wyrmling 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: Triple standard Alignment: Always chaotic evil Advancement: Wyrmling 4–5 HD; very young 7–8 HD; young 10–11 HD; juvenile 13–14 HD; young adult 16–17 HD; adult 19–20 HD; mature adult 22–23 HD; old 25–26 HD; very old 28–29 HD; ancient 31–32 HD; wyrm 34–35 HD; great wyrm 37+ HD Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +5; others — Breath Weapon (Su): A white dragon has one type of breath weapon, a cone of cold. Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect. Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell. Other Spell-Like Abilities: 3/day—fog cloud (juvenile or older), gust of wind (adult or older), wall of ice (ancient or older); 1/day—control weather (great wyrm). Skills: Hide, Move Silently, and Swim are considered class skills for white dragons. Source: Dungeons and Dragons Monster Manual 3.5 edition & Draconomicon : The Book of Dragons
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Post by sandcastles on Feb 19, 2012 19:49:15 GMT -5
Brass Dragon The most gregarious of all the true dragons, brass dragons are famous (some would say infamous) for their love of conversation. They crave sunlight and dry heat, so they frequent hot, arid regions, particularly sandy deserts. Their choice of terrain often puts them at odds with blue dragons, which are both more powerful and more aggressive. Brass dragons usually cope with attacking blues by using their superior speed to escape, either through the air or by burrowing to safety. Brass dragons like to make their lairs in high, rocky caves, preferably facing east so the rising sun can warm the rocks. Most brass dragons also have several bolt-holes dug into the bases of cliffs where the desert winds have piled up sand. The dragons burrow tunnels parallel to the cliff face in the hard-packed sand. They can move quickly along these tunnels, exiting into subterranean caverns, or out other burrows farther down the line. Dungeon-dwelling brass dragons often make their lairs near heavily traveled areas where they can satisfy their desire for conversation. Brass Dragon IdentifiersA brass dragon's head has a massive, fluted plate sweeping back from its eye sockets, forehead, and cheeks. The one-piece plate is dished like a plowshare. When burrowing in the sand, the dragon often uses its head like a plow. A brass dragon also sports bladed chin horns that grow sharper with age. It has supple, expressive lips and a long forked tongue. As the dragon grows older, its pupils fade until the eyes resemble molten metal orbs. At birth, a brass dragon's scales are a dull, mottled brown. As the dragon gets older, the scales become more brassy until they reach a warm, burnished appearance. The wings and frills are mottled green where they join the body, and have reddish tints at the outer edges. These markings darken with age. A brass dragon has a tangy odor redolent of hot metal or desert sand. Brass dragons have short, raylike wings that run from their shoulders all the way back past the tips of their tails. The wings get most of their support from long spines running perpendicular to the backbone. The neck is stubby and thick, with a comparatively long body. When the body is viewed from below, the chin horns are visible. HabitsBrass dragons can and will eat almost anything if the need arises, but they normally consume very little. They seem to understand that the desert is a fragile environment, and they live lightly upon the land. They are able to get nourishment from the morning dew, a rare commodity in the desert, and they go forth at dawn to gently lift minute beads of dew off plants with their long tongues. Though it values all precious things, a brass dragon prefers organic treasures over cold stone or metal. Its hoard often includes items made from rare woods, textiles, and other examples of fine handicrafts rendered in exquisite materials. The warm, dry air of its lair helps keep these delicate treasures from deteriorating with age. A brass dragon takes great care to keep its fiery breath weapon well away from its delicate treasure, and often keeps its hoard in a separate chamber within its lair. Brass dragons love intense, dry heat and spend most of their time basking in the desert sun. Their territories always contain several spots where they can sunbathe and trap unwary travelers in conversation. A brass dragon will talk for hours with any creature capable of putting two syllables together. Many scholars believe that brass dragons are the mots humble of the true dragons. While any brass dragon certainly will agree that humility is among its many virtues, a brass dragon's loquacity is really a form of draconic hubris. Brass dragons consider themselves such gifted conversationalists that they simply cannot bear to allow any sentient being to miss the benefit of their company. For all their love of conversation, what brass dragons seem to prefer the least is the company of other brass dragons. Each one remains in loose contact with its neighbors, and brass dragons will band together whenever a common enemy threatens, but otherwise they keep to themselves. Many brass dragons create vast networks of confidantes and informants, including djinn, jann, sphinxes, and various humanoids. The dragons use these networks to peek appraised of local events and to stay in remote communication with distant brass dragons. Brass dragons would rather talk than fight. If an intelligent creature tries to leave without engaging in conversation, the dragon might force compliance in a fit of pique, using suggestion or a dose of sleep gas. Though basically friendly, brass dragons are quick to act if they feel threatened, and often use their non-lethal sleep breath to knock out aggressors. A creature put to sleep may wake to find itself pinned or buried to the neck in the sand. The dragon then converses with its prisoner until its thirst for small talk is slaked. When faced with real danger; younger brass dragons fly out of sight, then hide by burrowing into the sand. Older dragons spurn this ploy but tend to avoid pitched fights unless they have some tactical advantage. CombatBrass dragons would rather talk than fight. If an intelligent creature tries to leave without engaging in conversation, the dragon might force compliance in a fit of pique, using suggestion or a dose of sleep gas. A creature put to sleep may wake to find itself pinned or buried to the neck in the sand until the dragon’s thirst for small talk is slaked. When faced with real danger, younger brass dragons fly out of sight, then hide by burrowing into the sand. Older dragons spurn this ploy but still prefer to have the advantage in combat. Dragon: (Fire) Environment: Warm deserts 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 Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23 Treasure: Triple standard Alignment: Always chaotic good Advancement: Wyrmling 5–6 HD; very young 8–9 HD; young 11–12 HD; juvenile 14–15 HD; young adult 17–18 HD; adult 20–21 HD; mature adult 23–24 HD; old 26–27 HD; very old 29–30 HD; ancient 32–33 HD; wyrm 35–36 HD; great wyrm 38+ HD Level Adjustment: Wyrmling +2; very young +3; young +4; juvenile +4; others — Breath Weapon (Su): A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon. Spell-Like Abilities: At will—speak with animals; 3/day—endure elements (juvenile or older; radius 10 ft. × dragon’s age category); 1/day—suggestion (adult or older), control winds (old or older), control weather (ancient or older). Summon Djinni (Sp): This ability, usable by a great wyrm brass dragon, works like a summon monster spell, except that it summons one djinni. This ability is the equivalent of a 7th-level spell. Skills: Bluff, Gather Information, and Survival are considered class skills for brass dragons. Source: Dungeons and Dragons Monster Manual 3.5 edition & Draconomicon : The Book of Dragons
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Post by sandcastles on Feb 19, 2012 21:00:13 GMT -5
Bronze Dragon Bronze dragons have a strong sense of justice and do not tolerate cruelty or anarchy in any form. Many a pirate or robber has faced swift retribution from a bronze dragon using an innocuous disguise. Bronze dragons also have an inquisitive side and find the activities of other creatures, particularly humanoids, endlessly fascinating. They enjoy polymorphing into small, friendly animals to study such activities. Bronze dragons like to be near deep fresh water or salt water, and are found in temperate and tropical coastal areas and islands. They often visit the depths to cool off or hunt for pearls and sunken treasure. Bronze dragons wage a constant struggle against evil sea creatures, particularly ones that menace the coast, such as sahuagin, merrow, and scrags. They sometimes find themselves with black or green dragons for neighbors. While the bronzes are content to live and let live, the evil dragons are seldom willing to return the favor. Bronze dragons prefer to make their lairs in caves that are accessible only from the water, but their lairs are always dry - they do not lay eggs, sleep, or store treasure underwater. Often, a bronze dragon's lair has a lower area that floods at high tide and an upper area that remains dry around the clock. Dungeon-dwelling bronze dragons often live near underground streams or lakes. Bronze Dragon IdentifiersA bronze dragon in its true form can be recognized by the ribbed and fluted crests sweeping back from its cheeks and eyes. The ribs in the crests end in curving horns. These horns are smooth, dark, and oval in cross-section, and curve slightly inward towards the dragon's spine. The largest horns grow from the top of the head. In older dragons, the smaller horns often develop secondary points. The dragon also has small horns on its lower jaw and chin. A bronze dragon has a beak like snout and a pointed tongue. It has a small head frill and a tall neck frill. A bronze dragon has webbed feet and webbing behind the forelimbs. Its scales are smooth and flat. A bronze wyrmling's scales are yellow tinged with green, showing only a hint of bronze. As the dragon approaches adulthood, its color deepens slowly to a darker, rich bronze tone. Very old dragons develop a blue-black tint to the edge of their scales. Their pupils fade as they age, until in the oldest the eyes resemble glowing green orbs. A smell of sea spray lingers about them. When viewed from below, a bronze dragon's wings show green mottling on the back edges. The trailing edge of the wing membrane joins the body behind the rear leg , at the point where the tail meets the pelvis. Most of the alar phalanges are very short and form a wide frill just beyond the alar thumb. The innermost phalange is the longest, and it provides most of the support for the wings, along with a modified alar olecranon at the "elbow" of the alar limb. This arrangement allows the dragon to use its wings as big fins underwater. A bronze dragon can flap its wings when submerged and literally fly through the water. HabitsA bronze dragon spends much of its time in an assumed form, usually that of a small animal or an older humanoid. This charade serves the dragon's inquisitive nature by allowing it a chance to observe the world without drawing attention to itself or disruption the flow of events. Bronze dragons value moral order and altruism. Bronze dragons frequently congregate with others of their kind, making them among the most gregarious of the true dragons. When in their natural form, they sometimes swim or play together in the waves. They gather even more frequently when using assumed forms, particularly when observing some events of interest to them. They find warfare fascinating, and many have served in armies fighting for good causes. Afterward, they may spend decades debating the course of the war, its causes, and its consequences. Though they have no lack of draconic pride, bronze dragons enjoy the company of humans and other humanoids. They consider these "lesser"creatures to be just as deserving of survival and happiness as themselves. When in the company o=f humanoids, a bronze dragon usually assumes humanoid form, both as a practical matter (it can be very hard to fit a bronze adult into a seaside cottage), and to keep the humanoids at ease. Bronze dragons delight in testing a stranger's sense of decency by posing as penniless beachcombers, shipwrecked sailors, or guileless primitives. Unscrupulous creatures who attempt to cheat, bully, rob or kill a masquerading dragon soon find more trouble than they had bargained for when the dragon reveals itself. Creatures who conduct themselves well may never know they have actually encountered a bronze dragon. nevertheless, good conduct earns the dragon's respect, and it is usually remembered, perhaps to be rewarded someday. Most bronze dragons maintain a constant watch for pirates, natural disasters, and ships in distress. Many a shipwrecked mariner has been rescued by the timely intervention of a bronze dragon. Because bronze dragons usually perform such recuse while disguised as something else, the beings they save often remain unaware of exactly who their benefactor was. Courtship and mating among bronze dragons is always a deliberate and respectful affair. Bronze dragons mate for life, and one often refuses to take a new mate after the death of the original mate. They always tend their eggs and offspring carefully and defend them to the death if necessary. Bronze dragons eat aquatic plants and some varieties of seafood. They especially prize shark meat, and often spend days at sea hunting sharks. They also dine on the occasional pearl. They often keep pearls in their lairs, both as treasures and snacks. They admire other treasures from the sea as well, such as bits of rare coral and amber. Though they don't care to admit it, their favorite metal is gold, which does not tarnish in their humid lairs. Bronze dragons usually attack only in self-defense or to defend those unable to defend themselves. They dislike killing anything they don't plan to eat, and they try especially hard to avoid killing animals that are merely defending themselves. They usually try to distract attacking animals with food, using their repulsion breath to fend them off if distractions fail. Against intelligent foes, bronze dragons usually try to negotiate, but remain wary of duplicity. Often, a bronze dragon figures out a way to be victorious in a conflict without dealing damage, such as stranding a foe on an island or demasting a ship at sea. CombatBronze dragons dislike killing animals and would rather bribe them (perhaps with food) or force them away magically. They use detect thoughts to learn intelligent creatures’ intentions. When attacking they blind their opponents with fog cloud and then charge or, if flying, snatch them up. Against seafaring opponents they conjure up a storm or use their tails to smash the vessels’ hulls. If a dragon is inclined to be lenient, ships might be merely becalmed, fogbound, or broken-masted. Dragon: (Water) Environment: Temperate hills 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 Ratings: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25 Treasure: Triple standard Alignment: Always lawful good Advancement: Wyrmling 7–8 HD; very young 10–11 HD; young 13–14 HD; juvenile 16–17 HD; young adult 19–20 HD; adult 22–23 HD; mature adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38 HD; great wyrm 40+ HD Level Adjustment: Wyrmling +4; very young +4; young +6; others — Breath Weapon (Su): Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect. Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. Alternate Form (Su): A young or older bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. Spell-Like Abilities: At will—speak with animals; 3/day—create food and water (adult or older), fog cloud (adult or older), detect thoughts (old or older), control water (ancient or older); 1/day control weather (great wyrm). Skills: Disguise, Swim, and Survival are considered class skills for bronze dragons. Source: Dungeons and Dragons Monster Manual 3.5 edition & Draconomicon : The Book of Dragons
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Post by sandcastles on Feb 19, 2012 21:05:38 GMT -5
Copper Dragon Copper dragons have a well-deserved reputation as incorrigible pranksters, joke-tellers, and riddlers. They appreciate all forms of humor. Most are good-natured but also have a covetous miserly streak. Copper dragons like dry, rocky uplands and mountains. Their territories sometimes adjoin or overlap brass dragons' territories. The two species tend to get along well, but meetings between the two usually devolve into a marathon conversations in which the copper dragons bombard the brass dragons with humor while the brass dragons blithely continue to banter. Such sessions usually end with one dragon or the other taking its leave none too gently. Copper dragons also find themselves with silver, red, or blue dragons for neighbors. The silvers avoid too much contact with the coppers. Blue or red dragons inevitably try to slay the coppers or at least drive them away. Many a copper dragon considers the presence of a blue or red dragon as a challenge, and does all it can to annoy and embarrass the evil dragon without getting itself killed. Copper dragons make their lairs in narrow caves. They use their ability to move and shape stone to enhance their lairs, often concealing the entrances using move earthand stone shape. Within the lair, they construct twisting mazes, often with open tops that allow the dragon to fly or jump over intruders. Unlike most dragons, however, copper dragons are often happy to have cramped lairs that don't allow them space for flight; they depend instead on their ability to climb stone surfaces for mobility inside the lair. Copper Dragon IdentifiersCopper dragons are powerful jumpers and climbers, with massive thighs and shoulders. A copper dragon's head has a short face and no beak. Broad smooth browplates jut over the eyes, and long, flat coppery horns extend back from the browplates in a series of segments. The dragon also has backswept cheek ridges and frills on the backs of the lower jaws that sweep forward slightly. Layers of triangular blades point down from the chin, and as the dragon gets older more layers with larger blades develop. The dragon has a long tongue that comes to a single point. At birth, a copper dragon's scales have a ruddy brown color with a metallic tint. As the dragon gets older, the scales become finer and more coppery, assuming a soft, warm gloss by the young adult stage. A very old dragon's scales pick up a green tint. A copper dragon's pupils fade with age, and the eyes of a great wyrm resemble glowing turquoise orbs. Copper dragons have a stony odor. Copper dragons have mantalike wings that show green and red mottling along the trailing edges. The upper alar limb is exceedingly short, giving the leading edges of the wings a U-shaped profile when viewed from below. The wings run down the dragon's entire body, almost to the top of the tail. The main portion of the wing is supported by three phalanges and a modified alar olecranon. Spines sweeping backward at an angle from the backbone support the remainder of he wing. A copper dragon's distinctive wing profile makes it easy to distinguish from the brass dragon, which can occupy similar habitats. HabitsA copper dragon's sense of humor compels it to seek out companionship - it takes at least two beings to share a joke. Consequently, a copper dragon is basically a social creature. Except when mating, however, copper dragons tend to avoid each other, mostly because they cannot resist getting into competition to prove which has the sharpest wit. When two or more copper dragons get together, the meeting usually escalates into verbal sparring. The dragons initially trade witticisms and banter, but the conversation eventually devolves into pointed barbs growing ever more vicious, until one of the dragons pulls away, vowing revenge. Such encounters rarely lead to violence or lasting enmity, but often create a rivalry. Rival copper dragons have carried on wars of practical jokes and colorful insults that have lasted for centuries. Copper dragon courtship is an odd mix of tenderness and outrageous humor. Although males and females exchange small gifts of food and treasure, the real currency between copper dragons is wit. Copper dragons are attracted to mates who can make them laugh. Such liaisons are never permanent, but the couple stays together long enough to raise their offspring to adulthood. After that, each dragon's freewheeling spirit takes over and the couple splits, with each individual going its own way. Copper dragons are known to eat almost anything, including metal ores. However, they prize monstrous scorpions and other large poisonous creatures. (They say the venom sharpens their wit; their digestive systems can handle the venom safely, although injected venoms affect them normally). They are determined hunters. They consider good sport at least as important as the food they get, and doggedly pursue any prey that initially eludes them. When building hordes, copper dragons prefer treasures from the earth. Metals and precious stones are favorites, but the also value statuary and fine ceramics. A copper dragon would rather tell a riddle or pull a prank than fight. Any copper dragon appreciates wit wherever it can be found, and will usually not harm a creature that can relate a joke, humorous story, or riddle the dragon has not heard before. The dragon quickly gets annoyed with anyone who doesn't laugh at its jokes or accept its tricks with good humor. Copper dragons love being the center of attention and do not appreciate being upstaged. When cornered, a copper dragon fights tenaciously, using every trick it knows to defeat the foe. Copper dragons show similar aggression when defending lairs, mates, or offspring. In most other circumstances, a copper dragon prefers to outwit and embarrass a foe. To a copper dragon, a perfect victory comes from taunting and annoying an opponent into just giving up. In any situation, copper dragons favor thinking and planning over brute force. They often deal with superior foes, such as red dragons, by drawing them into narrow, twisting canyons or tortuous caves where they can use their climbing ability to outmaneuver the foe. CombatA copper dragon appreciates wit and usually doesn’t harm creatures that can relate a joke, humorous story, or riddle the dragon has not heard before. It quickly gets annoyed with anyone who doesn’t laugh at its jokes or accept its tricks with good humor. It likes to taunt and annoy opponents into giving up or acting foolishly. Dragon: (Earth) Environment: Warm hills 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 Ratings: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 11; adult 14; mature adult 16; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25 Treasure: Triple standard Alignment: Always chaotic good Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young 12–13 HD; juvenile 15–16 HD; young adult 18–19 HD; adult 21–22 HD; mature adult 24–25 HD; old 27–28 HD; very old 30–31 HD; ancient 33–34 HD; wyrm 36–37 HD; great wyrm 39+ HD Level Adjustment: Wyrmling +2; very young +3; young +4; juvenile +4; others — Breath Weapon (Su): A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon. Spider Climb (Ex): A copper dragon can climb on stone surfaces as though using the spider climb spell. Spell-Like Abilities: 2/day—stone shape (adult or older); 1/day—transmute rock to mud or mud to rock (old or older), wall of stone (ancient or older), move earth (great wyrm). Skills: Bluff, Hide, and Jump are considered class skills for copper dragons. Source: Dungeons and Dragons Monster Manual 3.5 edition & Draconomicon : The Book of Dragons
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