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Old 11-18-2001, 12:03 PM   #2
Caine
Elminster
 

Join Date: October 10, 2001
Location: Johannesburg,Gauteng,South Africa
Posts: 405
And A Badass Dragon
[img]smile.gif[/img]

Dragon, Deathwyrm Max Becherer (becherer@suna0.cs.uiuc.edu)
================================================== ============================

CLIMATE/TERRAIN: Any ruins, mountains, Plane of Shadow,
Negative Material Plane and quasi-planes.
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Special
INTELLIGENCE: Supra-genius (19-20)
TREASURE: Special
ALIGNMENT: Neutral evil
------------------------------------------------------------------------------
NO. APPEARING: 1
ARMOR CLASS: -5 (base)
MOVEMENT: 18, Fl 30
HIT DICE: 16 (base)
THAC0: 7 (base)
NO. ATTACKS: 3 + special
DAMAGE/ATTACK: 1-10/1-10/3-30
SPECIAL ATTACKS: Energy drain, breath weapon
SPECIAL DEFENCES: Special
MAGIC RESISTANCE: Special
SIZE: H
MORALE: Fanatic (18)
XP VALUE: See below

BODY TAIL BREATH SPELLS AS A TREASURE XP
AGE LENGTH LENGTH AC WEAPON WIZARD/PRIEST MR TYPE VALUE
1 2-8 2-6 -2 1d6+1 Nil 15% Nil 8,000
2 8-22 6-16 -3 2d6+1 Nil 20% Nil 12,000
3 22-36 16-26 -4 3d6+1 Nil 25% Nil 16,000
4 36-46 26-36 -5 4d6+2 2nd / Nil 30% H/2 20,000
5 46-58 36-46 -6 5d6+2 3rd / Nil 35% H 22,000
6 58-72 46-56 -7 6d6+2 4th / Nil 40% Hx2 25,000
7 72-84 56-66 -8 7d6+3 6th / 2nd 45% Hx3 32,000
8 84-96 66-76 -9 8d6+3 8th / 3rd 50% Hx4 40,000
9 96-110 76-86 -10 9d6+3 10th / 4th 55% Hx5 44,000
10 110-122 86-96 -11 10d6+4 12th / 6th 60% Hx6 50,000
11 122-134 96-106 -12 11d6+4 14th / 8th 65% Hx7 60,000
12 134-148 106-116 -13 12d6+4 16th / 10th 75% Hx8 70,000

The dreaded deathwyrm is one of the most powerful evil dragons in existance.
It is a more powerful cousin of the shadow dragon, as it is larger and
contains a far greater percentage of negative matter in its essance.
Deathwyrms speak the tongue of shadow dragons, and the language of all evil
dragons. In addition, 25% of all hatchlings can speak with any intelligent
creature, an ability that increases by 5% per age level.

COMBAT: Deathwyrms are terrifying in combat, as their breath weapon and
physical attacks are far more insidious than those of the shadow dragon.
Older deathwyrms command armies of undead, and nearly all great wyrms
eventually become dracoliches.

BREATH WEAPON: A deathwyrm's breath weapon is a cone of negative energy 20
feet per age level long, and 5 feet wide per age level inflicting 1d6 per age
level of damage, and draining 1 level per three age levels from all affected.
A successful save vs. breath weapons halves the damage and level loss.

A deathwyrm's vampiric bite, aside from physical damage, drains as many levels
from its victim as the breath weapon, except that no save is permitted against
the drain.

Both the deathwyrm's bite and claw attacks are vampiric (the claw is not
strong enough to drain levels). If the dragon has sustained damage, half the
damage inflicted by bites, and a quarter by claws is transfered to the dragon
as healing. All creatures killed by the dragons breath, bite or claws become
undead of half their original level (or first level).

Deathwyrms of adult age and older radiate a powerful aura of negative energy
that is harmful to living things in the long run. When a mature deathwyrm
lairs in an area for more than 6 months, changes start to take place in the
environment. For a radius of 2 miles per age level, plant life starts to die.
The sky becomes unnaturaly dark, even on the brightest day. Normal animals
become hard to find, and the territory becomes a bleak landscape of twisted,
dead trees, hardy weeds, and undead, mutated or otherwise unnatural animals.
It becomes obvious that something is horribly wrong, much like one finds in
the terrritory of a banshee. All plant life within a deathwyrm's fear aura
withers as the beast passes.

Negative matter attacks heal deathwyrms, and they are immune to cold based
attacks. Deathwyrms suffer double damage from light based attacks and save
versus fire at -2. Deathwyrms receive the following abilities as they age:

Young: Darkness 3/day.
Juvinile: Mirror image 3/day.
Young Adult: Dimension door, 3/day.
Adult: Create shadows 3/day.
Mature Adult: Plane shift, 3/day.
Old: Death spell, 3/day.
Very Old: Animate dead, level at hit dice, 3/day.
Venerable: Monster summoning VII, undead, 3/day.
Wyrm: Control undead at will.
Great Wyrm: Control weather 1/day as 24th level druid.


HABITAT: Deathwyrms hate light; they thrive in the deep, inky and unnatural
darkness of their lairs and the negative material plane. They can function
normally in their territories, but can only venture further under cover of
night or clouds. Sunlight inflicts 1d8 hp per round.

ECOLOGY: Deathwyrms are a scourge to the lands they inhabit, despoiling all
they touch. When a deathwyrm flies low to the ground, all plant life under
its foul wings withers. Needless to say, alchemists and necromancers can find
many uses for a deathwyrm carcass.

And Another One


Dragon, Mithril Allan J. Mikkola (allanm@vulcan.med.ge.com)
================================================== ============================

CLIMATE/TERRAIN: Any mountains and hills
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Genius (17-18)
TREASURE: Special
ALIGNMENT: Neutral good
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NO. OF APPEARING: 1 (2-5)
ARMOR CLASS: -3 (base)
MOVE: 10, Fl 35 (C), Jp 3
HIT DICE: 16 (base)
THAC0: 5 (base)
NO. OF ATTACKS: 3 + special
DAMAGE/ATTACK: 2-8/2-8/6-36 (6d6)
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (52' base)
MORAL: Fanatic (17-18)
XP VALUE: Variable

BODY TAIL BREATH SPELLS
AGE LENGTH LENGTH AC WEAPON WIZARD/PRIEST
1 6-20 3-8 0 disintegrate Nil
2 20-30 8-16 -1 disintegrate Nil
3 30-40 16-22 -2 disintegrate Nil
4 40-54 22-28 -3 disintegrate 2
5 54-68 28-32 -4 disintegrate 2 2
6 68-78 32-40 -5 disintegrate 2 2 2
7 78-86 40-48 -6 disintegrate 2 2 2 1
8 86-100 48-54 -7 disintegrate 2 2 2 2 / 1
9 100-114 54-60 -8 disintegrate 2 2 2 2 1 / 2
10 114-124 60-66 -9 disintegrate 2 2 2 2 2 / 2 2
11 124-138 66-74 -10 disintegrate 2 2 2 2 2 1 / 2 2 2
12 138-150 74-80 -11 disintegrate 2 2 2 2 2 2 / 2 2 2 1

MAGIC TREASURE XP
AGE RESISTANCE TYPE VALUE
1 Nil Nil 3,000
2 Nil Nil 4,000
3 Nil Nil 6,000
4 Nil E, R, T 8,000
5 30% H, R, T 11,000
6 35% H, R, T 13,000
7 40% H, R, T 14,000
8 45% H, R, Tx2 16,000
9 50% H, R, Tx2 17,000
10 55% H, R, Tx2 18,000
11 60% H, R, Tx3 19,000
12 65% H, R, Tx3 20,000

Mithril dragons are closely related to silver dragons; in appearance, they are
quite similar to their cousins, except a mithril dragon is somewhat larger and
has distinct facial features: the mithril's head is bigger, and it has two
"fins" on the top of its head, as opposed to the silver's one. A mithril
dragon's scales are also a richer silver in color and have more of a metallic
brilliance than the silver dragon's.

Mithril dragons speak their own tongue, a tongue common to all good dragons,
and 18% of hatchling mithril dragons have an ability to communicate with any
intelligent creature. The chance to possess this ability increases 5% per
age category of the dragon.

COMBAT: Mithril dragons prefer to avoid combat; instead, they will try to
convince their opponents not to attack. If combat does ensue, mithril dragons
will fight without hesitation - they will rarely back down from any opponent.
Unless the foe is clearly inferior, a mithril dragon will almost never enter
melee prior to using a special attack form, be it spells, breath attacks, or
special abilities; however, these attacks are not used foolishly - the mithril
dragon's high intelligence gives it the ability to choose the appropriate
attack mode(s) with near-perfect accuracy. Once the enemy is sufficiently
softened up, the mithril dragon will leap (or plummet) to the attack, using
claws, bite, tail slap, etc. with great efficiency.

BREATH WEAPON: A mithril dragon has two breath weapons. The first is a
** cloud of paralyzing gas **; this cloud has a radius of 5' per age category
of the dragon. All creatures caught inside the cloud must save vs. breath
weapon or become paralyzed for 1d10 turns + 1 turn per age category of the
dragon. This cloud may not be dissipated by anything short of a hurricane
(although it may be moved) and will stay in effect for 1d3 rounds.

The second breath weapon is a ** cone of disintegration ** 50' long, 5' wide
at the dragon's mouth, and 20' wide at the base. Anyone/anything caught
inside this cone is disintegrated as per the spell. A successful save vs.
breath weapon (not spell) negates this affect.

Mithril dragons cast their spells and use their special abilities at 9th level
plus the combat modifier. At birth, they are immune to paralyzation and all
forms of ** death magic ** (that is, any magic that kills outright such as
** power word, kill **, ** disintegrate **, etc.; this does not include magic
attacks that due to excessive damage such as ** fireball **, ** lightning
bolt **, etc..) They are also able to ** polymorph self ** three times per
day. As they age, they gain the following additional powers:

AGE SPECIAL ABILITY
Young ** Gaze reflection ** (three times per day)
Young adult ** Blink ** (three times per day)
Adult ** Feeblemind ** (twice per day)
Mature adult ** Mass suggestion ** (once per day)
Old ** Spell turning ** (once per day)
Venerable ** Maze ** (three times per week)

HABITAT: Mithril dragons reside in any climate; they prefer to inhabit high
mountains, but will sometimes be found travelling in hilly regions. Their
lairs will almost always be located on the top of the tallest peak in their
territory; the entrances to these lairs are nearly unaccessible, and will
always be protected by various traps and magics.

Mithril dragons sometimes clash with red dragons, since their territories
often overlap; these fights are fierce and deadly, and even though the mithril
dragon will usually get the best of the red, the latter will rarely back down.

Mithril dragons have been known to band together with silver dragons in order
to accomplish a common goal (such as defeating a group of persistent red
dragons), and the bond between the two species is especially close. Mithril
dragons will also ally themselves with electrum and adamantite dragons [q.v.],
as their goals are usually similar.

ECOLOGY: Mithril dragons prefer a diet of silver; the higher the quality, the
better. They are able to sustain themselves indefinately on this metal, but
will also eat meat from time to time. Mithril dragons will sometimes aid good
humanoids in times of trouble, but will usually expect a service in return,
such as a quest to thwart evil or to further the aims of good.

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