Onyx / Deep Jungle Dragon

As you may have noticed, dear readers, we’re back! After a creatively-draining couple months or rehearsals for my friend’s student production of Steve Martin’s “Wasp”, I am once again free to pour my energy into bringing you drop-in elements for your d20 games. So without further ado, may I present the latest in our series of new True Dragons, the Onyx, or Deep Jungle Dragon!

-Adam

Onxy dragons, sometimes called Deep Jungle Dragons, hatch with glistening black scales flecked with tiny bright green and gray spots. As they mature their low, long bodies become very physically powerful. Their scales develop long thin spines and change to a lusterless matte black with vague splotches of gray and green. This coloration allows them to blend in with their jungle homes superbly.

Reclusive, secretive and unpredictable, Onyx dragons are very territorial. They can be very dangerous to any creatures they feel are invading their shaded jungles. Onyx dragons will stalk new arrivals and passers-through and observe them before deciding whether to let them pass or to eat them.

Type
: Dragon (Fire)
Environment: Jungle and Plane of Shadow
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 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Chaotic Neutral with Good tendencies
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 —

Combat
Once they decide to attack, onyx dragons will lay in ambush and attempt to split up, exhaust and frighten off groups of combatants.

Spell-Like Abilities
3/day – blur (very young or older); 3/day—invisibility (juvenile or older); 1/day—shadow conjuration (adult or older), shadow walk (old or older), hallucinatory terrain (ancient or older); greater shadow conjuration (great wyrm).

Breath weapon: a line of burning steam (heat damage, reflex save for half damage) or a steamy cone of fatigue (fort save or become fatigued).

Skills: hide, move silently, and sense motive are considered class skills for onyx dragons. In addition, onyx dragons receive a +8 racial bonus to hide checks when in shadowy or heavily foliaged areas.

Onyx Dragon Abilities by Age

Age

Speed

Initiative

AC

Special Abilities

Caster
Level1

SR

  1. Can also cast cleric spells and those from the Chaos, Luck and Plant domains as arcane spells.

Wyrmling

40 ft., burrow 20 ft., fly 100 ft. (average)

+1

17 (+1 dex, +1 size, +5 natural), touch 12, flat-footed 16

Immunity to fire

Very young

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

19 (+8 natural), touch 11, flat-footed 18

Blur

Young

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

22 (+11 natural), touch 11, flat-footed 21

Juvenile

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

24 (-1 size, +14 natural), touch 10, flat-footed 23

Invisibility

1st

Young adult

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

27 (-1 size, +17 natural), touch 10, flat-footed 26

DR 5/magic

3rd

19

Adult

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

29 (-2 size, +20 natural), touch 9, flat-footed 28

Shadow Conjuration

5th

21

Mature adult

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

32 (-2 size, +23 natural), touch 9, flat-footed 31

DR 10/magic

7th

22

Old

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

35 (-2 size, +26 natural), touch 9, flat-footed 34

Shadow Walk

9th

24

Very old

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

38 (-2 size, +29 natural), touch 9, flat-footed 37

DR 15/magic

11th

25

Ancient

40 ft., burrow 20 ft., fly 200 ft. (clumsy)

+1

39 (-4 size, +32 natural), touch 7, flat-footed 38

Hallucinatory Terrain

13th

27

Wyrm

40 ft., burrow 20 ft., fly 200 ft. (clumsy)

+1

42 (-4 size, +35 natural), touch 7, flat-footed 41

DR 20/magic

15th

29

Great wyrm

40 ft., burrow 20 ft., fly 200 ft. (clumsy)

+1

45 (-4 size, +38 natural), touch 7, flat-footed 44

Greater Shadow Conjuration

17th

31

Onyx Dragons by Age

Age

Size

Hit Dice (hp)

Str

Dex

Con

Int

Wis

Cha

Base Attack/
Grapple

Attack

Fort
Save

Ref
Save

Will
Save

Breath
Weapon (DC)

Frightful
Presence DC

Wyrmling

S

6d12+6 (45)

13

12

13

10

11

10

+6/+3

+8

+6

+5

+5

2d6 (14)

Very young

M

9d12+18 (76)

15

12

15

10

11

10

+9/+11

+11

+8

+6

+6

4d6 (16)

Young

M

12d12+24 (102)

17

12

15

12

13

12

+12/+15

+15

+10

+8

+9

6d6 (18)

Juvenile

L

15d12+45 (142)

19

12

17

14

15

14

+15/+23

+18

+12

+9

+11

8d6 (20)

Young adult

L

18d12+72 (189)

23

12

19

14

15

14

+18/+28

+23

+15

+11

+13

10d6 (23)

21

Adult

H

21d12+105 (241)

27

12

21

16

17

16

+21/+37

+27

+17

+12

+15

12d6 (25)

23

Mature adult

H

24d12+120 (276)

29

12

21

16

17

16

+24/+41

+31

+19

+14

+17

14d6 (27)

25

Old

H

27d12+162 (337)

31

12

23

18

19

18

+27/+45

+35

+21

+15

+19

16d6 (29)

27

Very old

H

30d12+180 (375)

33

12

23

18

19

18

+30/+49

+39

+23

+17

+21

18d6 (31)

29

Ancient

G

33d12+231 (445)

35

12

25

20

21

20

+33/+57

+41

+25

+18

+23

20d6 (33)

31

Wyrm

G

36d12+288 (522)

37

12

27

20

21

20

+36/+61

+45

+28

+20

+25

22d6 (36)

33

Great wyrm

G

39d12+312 (565)

39

10

27

22

23

22

+39/+65

+49

+29

+21

+27

24d6 (37)

35


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Caesinthurirl, deep forest dragon

This Deep Forest Dragon lives in the far northern reaches of Elsemere Wood.

Caesinthurirl CR 13
male young adult iron dragon
Ng large true dragon
Init: +0 Senses: Listen +?, Spot +?
Aura: frightful presence (DC 23)
Languages: draconic, sylvan, common, elvin, gnome, goblin,

AC: 27 (-1 size, +18 natural), touch 9, flat-footed 27
Damage Reduction: 5/magic
HP: (HD 19d12+76)
Immune: acid and electricity
Spell Resistance: 20
Fort: +15 Ref: +11 Will: +15

MV: 40 ft., burrow 30 ft.
Attack: bite +24 (2d8+6)
Full Attack: weapon bite +24 (2d8+6), 2 claws +19 (1d6+3), 2 wings +19 (1d6+3)
Attack Options: Breath Weapons (wind or electricity)
Space / Reach: 10 ft. / 10 ft.
Base Attack: +19 Grapple: +28

Abilities Str 23 Dex 10 Con 19 Int 18 Wis 19 Cha 16
SQ: DR 5/magic, SR 20, acid and electricity immunity
SA: spells, spell-like abilities, breath weapon
Feats: Name,
Skills: Name +?,

Spells Available: casts as 5th level sorcerer with access to druid spell list and strength domain. Spell DCs are 13 + spell level.
0th: (6/day): resistance, daze, detect magic, arcane mark, read magic, dancing lights
1st: (7/day): shield, mage armor, expeditious retreat, silent image
2nd: (5/day): invisibility, whispering wind

Spell-Like Abilities (Su): 3 / day: calm emotions, wind wall. 1 / day: call lightning. Possessions: horde:

Breath Weapon (Su): A iron dragon has two types of breath weapon, a cone of wind and a cone of lightning. Creatures within a cone of wind must succeed on a strength check opposed by DC 23 or be moved away from the dragon as though bull rushed (1 ft for every 2 points by which the check is failed). The cone of electricity does 10d6 points of damage, and half that on a successful DC 23 reflex saving throw.


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Deep Forest Dragon

Just in time for GenCon, here’s another new True Dragon for you to use in your games. For anyone going to Indianapolis, I’ll see you at the gaming table!

-Adam “doom” Thompson

Known variously as Storm Dragons, Iron Dragons, and Deep Forest Dragons, these dragons are very wise and calm, like an ancient sequoia. They spend their time outside of their lairs hiding as part of the landscape once the are old enough to blend in. Often, iron dragons are friendly to druids, as their calmness lends to neutral tendencies. In general they are very reclusive, hiding in forest and mountain terrain. They bear a great enmity to green dragons, who they consider pushy, rapacious and cruel.

Among other elder forests, Deep Forest Dragons live in the untainted part of Elsemere Wood.

Storm / Deep Forest / Iron Dragon
Iron Dragon
Size/Type: Dragon (Earth)
Environment: Temperate forests, hills and mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: 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: neutral good with lawful tendencies
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 +4; young +5; others —

A iron wyrmling’s scales are green-gray with iron highlights. As the dragon approaches adulthood, its color gradually dulls into reds until the hide has the color of a moss-covered redwood. Iron dragons have vestigial wings that do not allow them to fly but that assist them in burrowing.

Combat

Iron dragons are generally calm and do not seek out combat except when faced with intrusively destructive or aggressive foes. Stealth and ambush are the chief tactics of iron dragons. After preparing with barkskin and magic fang, they will burrow up beneath foes or lie camouflaged and use call lightning to harry foes before showing themselves.

Breath Weapon (Su): A iron dragon has two types of breath weapon, a cone of wind and a cone of lightning. Creatures within a cone of wind must succeed on a strength check opposed by the breath weapon DC or be moved away from the dragon as though bull rushed (1 ft for every 2 points by which the check is failed). The cone of electricity does damage as listed below.

Skills: Hide, Wilderness Lore, Knowledge (Nature), and Spellcraft are considered class skills for iron dragons.

Iron Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster
Level
SR
  1. Can also cast druid spells and those from the Strength domain as arcane spells.
Wyrmling 40 ft., Burrow 20 ft. +0 17 (+1 size, +6 natural), touch 11, flat-footed 17 immunity to acid & electricity
Very young 40 ft., Burrow 30 ft. +0 19 (+9 natural), touch 10, flat-footed 19 Calm emotions 3 / day
Young 40 ft., Burrow 30 ft. +0 22 (+12 natural), touch 10, flat-footed 22 Wind wall 3 / day 1st
Juvenile 40 ft.,Burrow 30 ft. +0 24 (-1 size, +15 natural), touch 9, flat-footed 24 DR 5/magic
3rd
Young adult 40 ft.,Burrow 30 ft. +0 27 (-1 size, +18 natural), touch 9, flat-footed 27 Call lightning 1/ day 5th 20
Adult 40 ft., Burrow 30 ft. +0 29 (-2 size, +21 natural), touch 8, flat-footed 29 DR 10/magic
7th 22
Mature adult 40 ft., Burrow 30 ft. +0 32 (-2 size, +24 natural), touch 8, flat-footed 32 Plant growth 1 / day, Rusting Grasp 1 / day
9th 24
Old 40 ft., Burrow 30 ft. +0 35 (-2 size, +27 natural), touch 8, flat-footed 35 DR 15/magic 11th 26
Very old 40 ft., Burrow 30 ft. +0 38 (-2 size, +30 natural), touch 8, flat-footed 38 Control winds 1 / day, Transmute Metal to Wood 1 / day
13th 27
Ancient 40 ft., Burrow 40 ft. +0 39 (-4 size, +33 natural), touch 6, flat-footed 39 DR 20/magic 15th 29
Wyrm 40 ft., Burrow 40 ft. +0 42 (-4 size, +36 natural), touch 6, flat-footed 42 Earthquake 1 / day
17th 30
Great wyrm 40 ft., , Burrow 40 ft. +0 41 (-8 size, +39 natural), touch 2, flat-footed 41 Control weather 1 / day 19th 32
Iron Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath
Weapon (DC)
Frightful
Presence DC
Wyrmling S 7d12+7 (52) 13 10 13 14 15 12 +7/+4 +9 +6 +5 +7 2d6 (14)
Very young M 10d12+20 (85) 15 10 15 14 15 12 +10/+12 +12 +9 +7 +9 4d6 (17)
Young M 13d12+26 (110) 17 10 15 16 17 14 +13/+16 +16 +10 +8 +11 6d6 (18)
Juvenile L 16d12+48 (152) 19 10 17 18 19 16 +16/+24 +19 +13 +10 +14 8d6 (21)
Young adult L 19d12+76 (199) 23 10 19 18 19 16 +19/+29 +24 +15 +11 +15 10d6 (23) 23
Adult H 22d12+110 (253) 27 10 21 20 21 18 +22/+38 +28 +18 +13 +18 12d6 (26) 26
Mature adult H 25d12+125 (287) 29 10 21 20 21 18 +25/+42 +32 +19 +14 +19 14d6 (27) 27
Old H 28d12+168 (350) 31 10 23 22 23 20 +28/+46 +36 +22 +16 +22 16d6 (30) 30
Very old H 31d12+186 (387) 33 10 23 24 25 22 +31/+50 +40 +23 +17 +24 18d6 (31) 32
Ancient G 34d12+238 (459) 35 10 25 26 27 24 +34/+58 +42 +26 +19 +27 20d6 (34) 35
Wyrm G 37d12+333 (573) 39 10 29 28 29 26 +37/+63 +47 +29 +20 +29 22d6 (37) 37
Great wyrm C 40d12+400 (660) 43 10 31 30 31 28 +40/+72 +48 +32 +22 +32 24d6 (40) 40

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River Dragon

Presented below is Unicorn Rampant, Claw / Claw / Bite !, and my first new, original True Dragon. I’m quite pleased for a number of reasons. First of all, I feel like I’m really contributing to the cannon of great d20 system material out there. A true dragon, and a chromatic dragon at that, is something that feels like a real creative accomplishment.

In addition, this post marks a new addition to the Claw / Claw / Bite ! crew: Joe Calkins of Cerberus Art. Joe’s great illustration below really captures the terror and majesty of a water beast like this nicely. Welcome aboard, Joe!

-Adam, The Priest of Doom

Aquamarine (River) Dragon

Size/Type: True Dragon (Water)

Environment: Any river or underground water source

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 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: Chaotic Neutral with Evil tendencies

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 —

These cruel river dragons crawl from their wet shells a icy blue color highlighted by tiny white spines in rows along their backs and limbs. Their long sinuous bodies are powerfully muscled making them excellent swimmers but their wings are somewhat small. As they age and spend long periods lying amongst the rocks and mud at the bottoms of progressively deeper rivers their hides take on the coloration of the river they inhabit, be it mossy, muddy, or rocky as they become impregnated with those materials.

Aquamarine dragons live in rivers; from headwaters at young ages to deltas once older. They spend their long lives hiding underwater, controlling currents and capriciously drowning people. They tend to bury their hordes in caches and caves they dig at the bottom of their rivers and into cavernous aquifers.

Occasionally they will encounter another river dragon as they age and move slowly from their mountaintop springs to deeper waters. When these encounters take place they will generally fight for dominance and control of the river. Losers are slain if they cannot escape back upriver. On the occasions when they are of opposite sexes, mating may occur before or after the fight for dominance, and the victor will send the loser upriver to hide the eggs amongst the stones at the springs and headwaters of the river.

Combat

River dragons are rarely found out of their rivers, and use the water as cover from which to make quick strikes and then fade away.

Breath Weapon (Su)

A river dragon’s breath weapon is a powerful line of frigid water. The damage dealt is half cold and half bludgeoning. In addition to the damage, creatures must make a strength check opposed by the dragon’s breath weapon DC or be affected as by a bull rush: being pushed back 5 ft and and additional foot for every point by which they lost the opposed strength check.

Water Breathing (Ex)

A river dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Create Spring (Su)

A river dragon can create a new spring once per day as a full-round action. The dragon digs down into the earth and spits water from it’s mouth as a use of it’s breath weapon. This creates a small, permanent spring at that spot, large enough to feed a small stream.


Spell-Like Abilities

At will— water walk; 1/day fog cloud (young or older), 3/day control water (adult or older); 1/day—control weather (great wyrm).

Skills

Bluff, Intimidate, and Survival are considered class skills for aquamarine dragons.

River Dragons by Age

Age

Size

Hit Dice (hp)

Str

Dex

Con

Int

Wis

Cha

Base Attack/
Grapple

Attack

Fort
Save

Ref
Save

Will
Save

Breath
Weapon (DC)

Frightful
Presence DC

Wyrmling

S

6d12+6 (45)

14

10

13

14

15

14

+6/+3

+9

+6

+5

+7

2d4 (14)

Very young

M

9d12+18 (76)

16

10

15

14

15

14

+9/+11

+12

+8

+6

+8

4d4 (16)

Young

M

12d12+24 (102)

18

10

15

16

17

16

+12/+15

+16

+10

+8

+11

6d4 (18)

Juvenile

L

15d12+45 (142)

20

10

17

18

19

18

+15/+23

+17

+12

+9

+13

8d4 (20)

Young adult

L

18d12+72 (189)

24

10

19

18

19

18

+18/+28

+24

+15

+11

+15

10d4 (23)

23

Adult

H

21d12+105 (241)

28

10

21

20

21

20

+21/+37

+28

+17

+12

+17

12d4 (25)

25

Mature adult

H

24d12+120 (276)

30

10

21

20

21

20

+24/+41

+32

+19

+14

+19

14d4 (27)

27

Old

H

27d12+162 (337)

32

10

23

22

23

22

+27/+45

+36

+21

+15

+21

16d4 (29)

29

Very old

H

30d12+180 (375)

34

10

23

22

23

22

+30/+49

+40

+23

+17

+23

18d4 (31)

31

Ancient

G

33d12+231 (445)

36

10

25

24

25

24

+33/+57

+42

+25

+18

+25

20d4 (33)

33

Wyrm

G

36d12+288 (522)

38

10

27

26

27

26

+36/+61

+46

+28

+20

+28

22d4 (36)

36

Great wyrm

G

39d12+312 (565)

40

10

27

26

27

26

+39/+65

+50

+29

+21

+29

24d4 (37)

37


River Dragon Abilities by Age

Age

Speed

Initiative

AC

Special Abilities

Caster
Level1

SR

Wyrmling

40 ft., fly 30 ft. (poor), swim 60 ft.

+0

16 (+1 size, +5 natural),
touch 11, flat-footed 16

Immunity to cold,
water breathing, water walk

Very young

40 ft., fly 60 ft. (poor), swim 60 ft.

+0

18 (+8 natural),
touch 10, flat-footed 18

Young

40 ft., fly 60 ft. (poor), swim 60 ft.

+0

21 (+11 natural),
touch 10, flat-footed 21

Fog cloud

1st

Juvenile

40 ft., fly 60 ft. (poor), swim 60 ft.

+0

23 (-1 size, +14 natural),
touch 9, flat-footed 23

Create Spring

3rd

Young adult

40 ft., fly 60 ft. (poor), swim 90 ft.

+0

26 (-1 size, +17 natural),
touch 9, flat-footed 26

DR 5/magic

5th

20

Adult

40 ft., fly 90 ft. (poor), swim 90 ft.

+0

28 (-2 size, +20 natural),
touch 8, flat-footed 28

control water

7th

22

Mature adult

40 ft., fly 90 ft. (poor), swim 90 ft.

+0

31 (-2 size, +23 natural),
touch 8, flat-footed 31

DR 10/magic

9th

23

Old

40 ft., fly 90 ft. (poor), swim 90 ft.

+0

34 (-2 size, +26 natural),
touch 8, flat-footed 34

11th

25

Very old

40 ft., fly 90 ft. (poor), swim 90 ft.

+0

37 (-2 size, +29 natural),
touch 8, flat-footed 37

DR 15/magic

13th

26

Ancient

40 ft., fly 120 ft. (clumsy), swim 120 ft.

+0

38 (-4 size, +32 natural),
touch 6, flat-footed 38

15th

28

Wyrm

40 ft., fly 120 ft. (clumsy), swim 120 ft.

+0

41 (-4 size, +35 natural),
touch 6, flat-footed 41

DR 20/magic

17th

29

Great wyrm

40 ft., fly 120 ft. (clumsy), swim 120 ft.

+0

44 (-4 size, +38 natural),
touch 6, flat-footed 44

Control weather

19th

31

  1. Can also cast cleric spells and those from the Cruelty, Trickery, and Water domains as arcane spells.


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