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#1 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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As I do not have any 3rd party software to check, I need to ask,
1) What Dragon type is the Dragon on the fifth level of Watcher's Keep? 2) What immunities does the Shadow Dragon have, and other Dragon types. 3) What does the Black Dragon's Breath consist of? 4) Is Draconis a Brown Dragon, or a Green Dragon? Also, can somebody with the relevant software, extract the .gif files for all the Dragons? I would like to include them in v2 of my website on Dragon slaying tips. Credit will be given to you, just e-mail them to me. PS: Can any solo Thief relate their successful attempt to me in their battle against Improved Abazigal? I have my own theory on how it can be done, but I would like to hear/read some first-hand experiences. Likewise, credit will be given to you. PS: This is taking longer than I expected, but I would really like to cover most of the bases in the website this time. |
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#2 |
Drow Priestess
![]() Join Date: March 13, 2001
Location: a hidden sanctorum high above the metroplex
Age: 55
Posts: 4,037
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Originally posted by Dundee Slaytern:
As I do not have any 3rd party software to check, I need to ask, 1) What Dragon type is the Dragon on the fifth level of Watcher's Keep? That would be a green dragon. 2) What immunities does the Shadow Dragon have, and other Dragon types. Shadow Dragon: hold creature, slow, entangle, web, grease, level drain, and backstab. Red Dragon: as per Shadow Dragon. Black Dragon: as Shadow, plus confusion, sleep, charm, power word: sleep, power word: stun, symbol: stun, silence, and projectile weapons (!). He also regenerates. Green Dragon: as per Black Dragon, plus poison and imprisonment. Blue Dragon: as per Green Dragon, plus Time Stop. 3) What does the Black Dragon's Breath consist of? Acid. Lots of it. 4) Is Draconis a Brown Dragon, or a Green Dragon? I'm not sure. His class is listed as "mage".
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Everything may be explained by a conspiracy theory. All conspiracy theories are true. No matter how thinly you slice it, it's still bologna. |
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#3 |
Ironworks Moderator
![]() Join Date: June 27, 2001
Location: Montreal, Quebec, Canada
Age: 44
Posts: 6,766
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quote: Green.
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Once upon a time in Canada... |
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#4 |
Dungeon Master
![]() Join Date: February 23, 2002
Location: Check the sig.
Posts: 75
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You can download a Acrobat file via any file share program, that's how I learned of it. I'll look it up.
Dragon, General Dragons are an ancient, winged reptilian race. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world. Most dragons are identified by the color of their scales. There are many know subspecies of dragons, several of which fall into three broad categories: chromatic, gem, and metallic dragons. Chromatic dragons include black, blue, green, red, and white dragons; all are extremely evil and are feared by most. The metallic dragons are the brass, bronze, copper, gold, and silver dragons; these are noble and good, highly respected by wise people. The gem dragons are the amethyst, crystal, emerald, sapphire, and topaz dragons; they are neutral with respect to good and evil, and are very charismatic and suave, masters of persuasion who delight in riddles. Though generally smaller and slower than other dragons, gem dragons are often wiser and more intelligent, and have other powers to compensate, like psionics. In addition to the dragons in these three classifications, there are other dragons that may at first seem to be members of those categories. For instance, the steel dragon seems to be a metallic dragon, but has only one breath weapon; while each ``true'' metallic dragon has two. Likewise, the brown dragon seems to be a typical, evil chromatic dragon; but has no wings, so is not a ``true'' chromatic dragon. Although all subspecies of dragons are believed to have come from the same roots tens of thousands of years ago, the present subspecies keep to themselves, working together only under extreme circumstances, such as a powerful mutual threat. Good dragons never work with evil dragons, however, though a few neutral dragon specimens have been known to associate with evil or good dragons. Gold dragons occasionally associate freely with silver dragons, and emerald dragons are sometimes found with sapphire dragons. When evil dragons of different species encounter each other, they usually fight to protect their territories. While good dragons of different subspecies are more tolerant of each other, they are also very territorial. They usually try to work out differences in a peaceful manner. Gem dragons often settle inter-species disputes with riddling contests. All subspecies of dragons have 12 age categories, and gain more abilities and greater power as they age. Dragons range in size from several feet upon hatching to more than 100 feet, after they have attained the status of great wyrm. The exact size varies according to age and subspecies. A dragon's wingspan is about equal to its body length; 15-20% of a dragon's body length is neck. Generally, when multiple dragons are encountered they are a mated pair and young. Mated dragons are always young adults, adults, or mature adults; young dragons found with their parents are of the young adult stage or younger. To determine the age of young dragons roll 1d6: 1 = egg; 2 = hatchling; 3 = very young; 4 = young; 5 = juvenile; 6 = young adult. During the early part of a dragon's young adult stage it leaves its parents, greed driving it on to start a lair of its own. Sometimes, although rarely, juvenile dragons leave their parents to start their own lives. As a pair of mated dragons age beyond the mature adult stage, they split up, independence and the lust for treasure driving them apart. Older dragons of either sex sometimes raise young, but only on their own -- the other parent leaves when the eggs are laid. Dragons, especially older ones, are generally solitary due to necessity and preference. They distance themselves from civilization, which they consider to be a petty and foolish mortal invention. Dragons are fearsome predators, but scavenge when necessary and can eat almost anything if they are hungry enough. A dragon's metabolism operates like a highly efficient furnace, making use of 95% of all the food the dragon eats. A dragon can also metabolize inorganic material, and some dragons have developed a taste for such fare. Although dragons' goals and ideals vary among subspecies, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magical items as possible. They find treasure pleasing to look at, and they bask in the radiance of the magical items. For a dragon, there is never enough treasure. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate areas or to get food. Dragons like to make beds of their treasure, shaping nooks and mounds to fit their bodies. By the time they mature to the great wyrm stage, hundreds of gems and coins are imbedded in their hides. Dragon Defenses: A dragon's Armor Class improves as it gets older and the creature becomes tougher. Old dragons or older dragons are immune to normal missiles; their gem-encrusted hides deflect arrows and other small projectiles. Large missiles (from catapults, giants, etc.) and magical missiles affect them normally. Young adult and older dragons radiate a personal aura that makes them partially resistant to harmful magic. A dragon's resistance to magic increases as it ages. Dragon Hide: Dragon skin is prized by armorers with the skill to turn it into shields and armor, valuable because of its appearance and the protection it affords. Dragon armor grants its wearer an Armor Class of 4 less than the Armor Class of the dragon it was taken from, for a minimum Armor Class of 8. For example, armor from a juvenile brass dragon (AC O) grants its wearer AC 4. Dragon armor is supple and non-bulky, weighing only 25 pounds. The scales of gem dragons take on properties of actual gems; they are faceted and reflect light. They are slightly more brittle than those of other dragons, so armor made from them requires repair more often. Dragon armor affords no extra protection, such as resistance to fire or cold, although the armor can be enchanted to provide such protection. A dragon's resistance to certain elements is based on its total makeup, not just its skin. Plain dragon armor is expensive to make, costing 1,000-10,000 gp, based on the workmanship and protection the armor affords. Dragon skin armor can be enchanted, just as other forms of armor can, to a maximum of +5. Dragon shields also offer no additional protection. They are made of stretched hide over a wooden frame. Such shields weigh 3 pounds (if small) or 8 pounds (if large) and cost 20-120 or 30-180 gold pieces. Dragon Senses: All dragons have excellent senses of sight, smell, and hearing. Their enhanced senses enable them to detect all invisible objects and creatures (including creatures or items hidden in darkness or fog) within a radius equal to 10 feet times their age category. All dragons possess a natural clairaudience ability with respect to their lairs; the range is 20 feet per age category. The dragon must concentrate on a specific section within its lair or surrounding area to hear what is going on. Some dragons are able to communicate telepathically with any intelligent creature. The percentage chance for a dragon to speak is based on its Intelligence and age category. Refer to individual descriptions for percentages. Dragon Lairs: All dragon lairs are far from mortal civilization, and they are difficult to find because the dragons take careful measures to cloak their coming and going. There is usually little, if any, wildlife around the lairs because neighboring creatures fear the dragons, and most dragons eat the few creatures that are foolish enough to remain. When a young adult dragon leaves its parents in search of its own lair, it spends a few years moving from place to place to find a cave or cavern which best suits its personality. In most cases, the dragons search for increasingly larger caves which can easily accommodate them as they grow. Usually by the time a dragon has reached the mature adult stage, it has selected a large lair it plans to keep for the remainder of its life. A dragon at this stage has gathered a considerable amount of treasure and is loath to move it to a different location. The location and character of dragon lairs vary based on each subspecies; consult individual dragons for specific information. However, one thing remains constant: any dragon considers its lair and neighboring areas its domains. A creature which violates or threatens the lair is threatening the dragon and will be dealt with harshly. Some good dragons may be more lenient than other subspecies in this matter. All dragons keep their treasure hidden deep within their lairs, and some dragons create hazardous conditions within their lain to keep unwary creatures from reaching the treasure. Dragon Flight: Despite their large size, dragons are graceful and competent fliers; most are maneuverability class C. This is due partially to their powerful wings, and partially to the dragon's innate magic. Dragons can climb at half speed and dive at double speed. A dragon can change direction quickly by executing a wingover maneuver. A dragon cannot gain altitude during the round it executes a wingover, but it may dive. The maneuver enables the dragon to make a turn of 120 to 240 degrees regardless of its speed or size. Diving dragons can strike with their claws with a +2 bonus to attack rolls. Dragons diving on land-bound opponents can also strike with both wings, but then must land immediately after attacking. When engaging other flying opponents, dragons can either claw or bite, but not both. An airborne dragon must glide to cast spells (but innate abilities can be used at any time). A gliding dragon loses 1,000 feet of altitude per round, and its forward speed is equal to one half its flight speed on the round before it began gliding. Dragon Table Age Age (in Hit Die Combat Fear Fear Save Category years) Modifier Modifier Radius Modifier 1 Hatchling 0-5 -6 +1 Nil Nil 2 Very young 6-15 -4 +2 Nil Nil 3 Young 16-25 -2 +3 Nil Nil 4 Juvenile 26-50 Nil +4 Nil Nil 5 Young adult 51-100 +1 +5 15 yards +3 (+7) 6 Adult 101-200 +2 +6 20 yards +2 (+6) 7 Mature adult 201-400 +3 +7 25 yards +1 (+5) 8 Old 401-600 +4 +8 30 yards 0 (+4) 9 Very old 601-800 +5 +9 35 yards -1 (+3) 10 Venerable 801-1,000 +6 +10 40 yards -2 (+2) 11 Wyrm 1,001-1,200 +7 +11 45 yards -3 (+1) 12 Great Wyrm 1,200+ +8 +12 50 yards -4 (0) Dragon Fear: Dragons can inspire panic or fear. The mere sight of a young adult or older dragon causes creatures with fewer than 1 Hit Die (as well as all noncarnivorous, nonaggressive creatures with fewer Hit Dice than the dragon) to automatically flee in panic for 4d6 rounds. Trained war mounts, organized military units, and single creatures with 1 Hit Die or more, but with fewer Hit Dice than the dragon are not panicked, but they may be stricken with fear if they are within the dragon's fear aura. The aura surrounds attacking or charging dragons in the specified radius and in a path along the ground directly beneath a flying dragon whose altitude is 250 feet or less. Creatures not automatically panicked are entitled to saving throws vs. petrification. Creatures failing their saving throws are stricken with fear and fight with a -2 penalty to their attack and damage rolls. The aura increases in size and power based on the age category of the dragon; creatures subjected to the aura receive a saving throw bonus or a penalty as specified on the Dragon Table. All creatures with Hit Dice equal to or greater than those of the dragon are immune to the fear effect. Gem dragons are not as inherently fearsome as other dragons, so saving throws against their fear auras receive bonuses; the bonuses appear in parenthesis in the Dragon Table. Dragon Hit Die Modifier: Dragon Hit Dice vary between subspecies and are modified based on age category. Refer to individual dragon entries for the base Hit Dice for each species, and to the Dragon Table for the modifier based on age. The older a dragon gets, the more Hit Dice it has. For example, a black dragon has a base of 10 Hit Dice. A hatchling black dragon subtracts 6 dice, giving it a total of 4. A great wyrm black dragon adds 8 dice for a total of 18. Dragons' saving throws are tied to their Hit Dice. Each dragon saves as a fighter equal in level to the dragon's Hit Dice. For example, a hatchling black dragon saves as a 4th-level fighter, while a great wyrm black dragon saver as an 18th-level fighter. Dragon Combat Modifier: A dragon's combat modifier varies with age category. The bonus or penalty applies to damage rolls for each physical attack. It does not apply to a dragon's breath weapon. The combat modifier is also applied to the dragon's base spellcasting level (age category), to determine the actual level at which the dragon casts spells (thus, a great wyrm casts spells at 24th level of ability). Dragon Attacks: All dragons have a claw/claw/bite attack form and a breath weapon. The latter can be used once every three rounds. Dragons also employ several other attack forms which are detailed in the following text. Dragons frequently divide their attacks between opponents, using the more dangerous attacks, such as the bite, against the foes they perceive to be the toughest. A dragon's preferred attacks are usually, in order, breath weapon, magical abilities (or spells), and physical attacks. A dragon that breathes during a round of combat cannot also attack physically. Magical abilities (but not spells) can be used in addition to any attacks, except the breath weapon. Claws: A dragon can use its claws to attack creatures to its front and sides. If the dragon kicks with one rear leg, it can attack with only one claw (the other must be used to maintain balance). Bite: Because of a dragon's long neck, it can bite creatures to its back and sides. Snatch: Only young adult and older dragons can snatch. This occurs when a flying dragon dives and attempts to grab a creature in one of its claws. A creature struck by this method is taken into the air. There is a 50% chance that a snatched creature has its arms pinned, and therefore cannot physically attack the dragon. Snatched creatures are sometimes taken to great heights and dropped. The snatched creature can be squeezed in the claw for automatic claw damage each round, or transferred to the dragon's mouth (the transfer requires a successful attack roll). If the transfer succeeds, the victim automatically suffers bite damage each round; if it fails, the victim is dropped. Dragons of age old and older can carry a victim in each claw, and they can try to snatch two victims at once. Wyrms and great wyrms can carry three victims, but one of the first two snatched must be transferred from claw to mouth before the third can be snatched. A dragon can snatch creatures two or more size categories smaller than itself. For example, a dragon that is 45' long is a Gargantuan creature, so the biggest creature it can snatch is a Large one (12' long). Plummet: If the DM chooses to allow plummets, an airborne dragon, or a dragon jumping and descending from at least 30 feet above a target, can land on a victim. The dragon crushes and pins opponents using its claws and tail, inflicting damage equal to its bite. The dragon can crush as many creatures as its combat modifier. The dragon rolls a separate attack against each creature affected. Creatures that are missed are assumed to have escaped. Creatures that are crushed must roll successful saving throws vs. petrification or be pinned under the dragon, automatically suffering crushing damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, the victims must roll successful saving throws vs. petrification to get free. The dragon's combat modifier applies as a penalty to all saving throw vs. the crush. A dragon cannot take any other actions when plummeting or pinning. Kick: Any dragon can kick creatures attacking it from behind. A kick delivers claw damage, and creatures struck must roll their Dexterity or less on 1d20 or be kicked back 1d6 feet,+1 foot per age category of the dragon. Those knocked back must make successful saving throws vs. petrification (adjusted by the dragon's combat modifier) or fall. If the dragon attacks with one claw, it can kick with only one hind leg (the other must be used for balance). It cannot slap its tail while kicking. Wing Buffet: Young adult and older dragons can employ their wings in combat; targets must be at the dragon's sides. The damage inflicted is the same as a claw attack, and creatures struck must roll their Dexterity or less on 1d20 or be knocked prone. Tail Slap: Adult and older dragons can use their tails to attack creatures to their rear and sides. A tail attack inflicts the same damage as two claw attacks and affects as many targets as the dragon's age category. The dragon rolls a separate attack against each creature. Creatures struck must roll successful saving throws vs. petrification (adjusted by the dragon's combat modifier) or be stunned for 1d4+1 minutes. A tail slap can smash a light wooden structure and even damage a cube of force (one charge per two points of combat modifier, round down). Stall: Any dragon flying near the ground can halt its forward motion and hover for one round; it must land immediately thereafter. Once stopped, the dragon can attack with its bite and all four legs. It can use its breath weapon instead, but this rarely happens since dragons can breathe on the wing. If a dragon stalls in an area with lots of trees or loose earth, the draft from its wings creates a dust cloud with the same radius as its fear aura. Creatures within the cloud are blinded, and no spell casting is possible. The dust lasts for one round. Spells: Dragons learn spells haphazardly over the years. The DM should randomly determine which spells any particular dragon knows. The dragon can cast each spell once per day, unless random determination indicates the same spell more than once, in which case the dragon can cast it more than once a day. Dragons to not use spell books or pray to deities; they simply sleep, concentrate when they awaken, and remember their spells. Dragon spells have only a verbal component; the spells have a casting time of 1, regardless of level. Dragons cannot physically attack, use their breath weapon, use their magical abilities, or fly (except to glide) while casting a spell. Dragon, Chromatic Black Dragon CLIMATE/TERRAIN: Any swamp, jungle, and subterranean FREQUENCY: Rare ORGANIZATION: Solitary or clan ACTIVE TIME: Any DIET: Special INTELLIGENCE: Average (8-10) TREASURE: Special ALIGNMENT: Chaotic evil NO. APPEARING: 1 (2-5) ARMOR CLASS: 1 (base) MOVEMENT: 12, Fl 30 (C), Sw 12 HIT DICE: 12 (base) THAC0: 9 (base) NO. OF ATTACKS: 3+special DAMAGE/ATTACK: 1-6/1-6/3-18 SPECIAL ATTACKS: Special SPECIAL DEFENSES: Variable MAGIC RESISTANCE: Variable SIZE: G (30'base) MORALE: Fanatic (17-18) XP VALUE: Variable Black dragons are abusive, quick to anger, and resent intrusions of any kind. They like dismal surroundings, heavy vegetation, and prefer darkness to daylight. Although not as intelligent as other dragons, black dragons are instinctively cunning and malevolent. At birth, a black dragon's scales are thin, small, and glossy. But as the dragon ages, its scales become larger, thicker, and duller, which helps it camouflage itself in swamps and marshes. Black dragons speak their own tongue, a tongue common to all evil dragons, and 10% of hatchling black 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: Black dragons prefer to ambush their targets, using their surroundings as cover. Their favorite targets are men, who they will sometimes stalk for several minutes in an attempt to gauge their strength and wealth before attacking. Against a band of men or a formidable creature, of the marsh can weaken the targets before the dragon joins the fight. Black dragons will also use their breath weapon before closing in melee. When fighting in heavily vegetated swamps and marshes, black dragons attempt to stay in the water or along the ground; the numerous trees and leafy canopies limit their flying maneuverability. When faced with an opponent which poses too much of a threat, a black dragon will attempt to fly out of sight, so it will not leave tracks, and hide in a deep pond or bog. Breath weapon/special abilities: A black dragon's breath weapon is a 5' wide stream of acid that extends 60' in a straight line from the dragon's head. All creatures caught in this stream must save vs. breath weapon for half damage. A black dragon casts spells and uses its magical abilities at 5th level, plus its combat modifier. Black dragons are born with an innate water breathing ability and an immunity to acid. As they age, they gain the following additional powers: Juvenile: darkness three times a day in a 10' radius per age category of the dragon. Adult: corrupt water once a day. For every age category a dragon attains, it can stagnate 10 cubic feet of water, making it become still, foul, inert, and unable to support animal life. When this ability is used against potions and elixirs, they become useless if they roll a 15 or better on 1d20. Old: plant growth once a day. Venerable: summon insects once a day. Great wyrm: charm reptiles three times a day. This operates as a charm mammals spell, but is applicable only to reptiles. Habit/Society: Black dragons are found in swamps, marshes, rain forests, and jungles. They revel in a steamy environment where canopies of trees filter out most of the sunlight, swarms of insects fill the air, and stagnant moss-covered ponds lie in abundance. Black dragons are excellent swimmers and enjoy lurking in the gloomy depths of swamps and bogs. They also are graceful in flight; however, they prefer to fly at night when their great forms are hidden by the darkness of the sky. Black dragons are extremely selfish, and the majority of those encountered will be alone. When a family of black dragons is encountered, the adults will protect their young. However, if it appears the adults' lives are in jeopardy they will abandon their young to save themselves. They lair in large, damp caves and multi-chambered subterranean caverns. Older dragons are able to hide the entrance to their lairs with their plant growth ability. Black dragons are especially fond of coins. Older black dragons sometimes capture and question humans, before killing them, to find out where stockpiles of gold, silver, and platinum coins are kept. Ecology: Black dragons can eat almost anything, although they prefer to dine primarily on fish, mollusks, and other aquatic creatures. They are fond of eels, especially the giant varieties. They also hunt for red meat, but they like to "pickle" it by letting it lie in ponds within their lair for days before eating it. Body Tail Breath Spells Treas. XP Age Lgt. (') Lgt. (') AC Weapon Wizard MR Type Value 1 3-6 2-5 4 2d4+1 Nil Nil Nil 4,000 2 6-15 5-12 3 4d4+2 Nil Nil Nil 5,000 3 15-24 12-19 2 6d4+3 Nil Nil Nil 7,000 4 24-33 19-27 1 8d4+4 1 Nil ½H 10,000 5 33-42 27-35 0 10d4+5 2 10% H 12,000 6 42-51 35-43 -1 12d4+6 3 15% H 13,000 7 51-60 43-50 -2 14d4+7 4 20% H 14,000 8 60-69 50-57 -3 16d4+8 5 25% Hx2 15,000 9 69-78 57-64 -4 18d4+9 6 30% Hx2 17,000 10 78-87 64-73 -5 20d4+10 7 35% Hx2 18,000 11 87-96 73-80 -6 22d4+11 8 40% Hx3 19,000 12 96-105 80-87 -7 24d4+12 9 45% Hx3 20,000 Dragon, Chromatic Green Dragon CLIMATE/TERRAIN: Sub-tropical and temperate forest and subterranean FREQUENCY: Very rare ORGANIZATION: Solitary or clan ACTIVITY CYCLE: Any DIET: Special INTELLIGENCE: Very (11-12) TREASURE: Special ALIGNMENT: Lawful evil NO. APPEARING: 1 (2-5) ARMOR CLASS: 0 (base) MOVEMENT: 9, Fl 30 (C), Sw 9 HIT DICE: 13 (base) THAC0: 7 (at 13 HD) NO. OF ATTACKS: 3+special DAMAGE/ATTACK: 1-8/1-8/2-20 (2d10) SPECIAL ATTACKS: Special SPECIAL DEFENSES: Variable MAGIC RESISTANCE: Variable SIZE: G (36' base) MORALE: Elite (15-16) XP VALUE: Variable Green dragons are bad tempered, mean, cruel, and rude. They hate goodness and good-aligned creatures. They love intrigue and seek to enslave other woodland creatures, killing those who cannot be controlled or intimidated. A hatchling 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 become lighter, turning shades of forest, emerald, and olive green, which helps it blend in with its wooded surroundings. A green dragon's scales never become as thick as other dragons', remaining smooth and flexible. Green dragons speak their own tongue, a tongue common to all evil dragons, and 12% of hatchling green 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: Green dragons initiate fights with little or no provocation, picking on creatures of any size. If the target creature intrigues the dragon or appears to be difficult to deal with, the dragon will stalk the creature, using its environment for cover, until it determines the best time to strike and the most appropriate tactics to use. If the target appears formidable, the dragon will first attack with its breath weapon, magical abilities, and spells. However, if the target appears weak, the dragon will make its presence known quickly for it enjoys evoking terror in its targets. When the dragon has tired of this game, it will bring down the creature using its physical attacks so the fight lasts longer and the creature's agony is prolonged. Sometimes, the dragon elects to control a creature, such as a human or demi-human, through intimidation and suggestion. Green dragons like to question men, especially adventurers, to learn more about their society, abilities, what is going on in the countryside, and if there is treasure nearby. Breath weapon/special abilities: A green dragon's breath weapon is a cloud of poisonous chlorine gas that is 50' long, 40' wide, and 30 feet high. Creatures within the cloud may save versus breath weapon for half damage. A green dragon casts its spells at 6th level, adjusted by its combat modifier. From birth, green dragons are immune to gasses. As they age, they gain the following additional powers: Juvenile: water breathing. Adult: suggestion once a day. Mature adult: warp wood three times a day. Old: plant growth once a day. Very old: entangle once a day. Wyrm: pass without trace three times a day. Habitat/Society: Green dragons are found in sub-tropical and temperate forests, the older the forest and bigger the trees, the better. The sights and smells of the woods are pleasing to the dragon, and it considers the entire forest or woods its territory. Sometimes the dragon will enter into a relationship with other evil forest-dwelling creatures, which keep the dragon informed about what is going on in the forest and surrounding area in exchange for their lives. If a green dragon lives in a forest on a hillside, it will seek to enslave hill giants, which the dragon considers its greatest enemy. A green dragon makes its lair in underground chambers far beneath its forest. The majority of green dragons encountered will be alone. However, when a mated pair of dragons and their young are encountered, the female will leap to the attack. The male will take the young to a place of safety before joining the fight. The parents are extremely protective of their young, despite their evil nature, and will sacrifice their own lives to save their offspring. Ecology: Although green dragons have been known to eat practically anything, including shrubs and small trees when they are hungry enough, they especially prize elves. If the forest is on a hillside, hill giants will hunt the younger dragons, which they consider a delicacy. Body Tail Breath Spells Treas. XP Age Lgt. (') Lgt. (') AC Weapon Wizard MR Type Value 1 2-7 2-5 3 2d6+1 Nil Nil Nil 5,000 2 7-16 5- 15 2 4d6+2 Nil Nil Nil 7,000 3 16-35 15-31 1 6d6+3 Nil Nil Nil 8,000 4 35-44 31-40 0 8d6+4 1 Nil ½H 11,000 5 44-53 40-48 -1 10d6+5 2 15% H 13,000 6 53-62 48-56 -2 12d6+6 3 20% H 14,000 7 62-71 56-64 -3 14d6+7 4 25% H 15,000 8 71-80 64-72 -4 16d6+8 4 1 30% Hx2 16,000 9 80-89 72-80 -5 18d6+9 4 2 40% Hx2 18,000 10 89-98 80-86 -6 20d6+10 4 3 45% Hx2 19,000 11 98-107 86-96 -7 22d6+11 4 4 50% Hx3 21,000 12 107-116 96-104 -8 24d6+12 5 4 55% Hx3 22,000 Red Dragon Dragon, Chromatic CLIMATE/TERRAIN: Tropical, sub-tropical, and temperate hills and mountains FREQUENCY: Very rare ORGANIZATION: Solitary or clan ACTIVITY CYCLE: Any DIET: Special INTELLIGENCE: Exceptional (15-16) TREASURE: Special ALIGNMENT: Chaotic evil NO. APPEARING: 1 (2-5) ARMOR CLASS: -3 (base) MOVEMENT: 9, Fl 30 (C), Jp 3 HIT DICE: 15 (base) THAC0: 7 (at 9 HD) NO. OF ATTACKS: 3+special DAMAGE/ATTACK: 1-10/1-10/3-30 (3d10) SPECIAL ATTACKS: Special SPECIAL DEFENSES: Variable MAGIC RESISTANCE: Variable SIZE: G (48' base) MORALE: Fanatic (17-18) XP VALUE: Variable Red dragons are the most covetous and greedy of all dragons, forever seeking to increase their treasure hoards. They are obsessed with their wealth and memorize an inventory accurate to the last copper. They are exceptionally vain and self confident, considering themselves superior not only to other dragons, but to all other life in general. When red dragons hatch, their small scales are a bright glossy scarlet. Because of this, they can be quickly spotted by predators and men hunting for skins, so they are hidden in deep underground lairs and not permitted to venture outside until toward the end of their young stage when their scales become turned a deeper red, the glossy texture has been replaced by a smooth, dull finish, and they are more able to take care of themselves. As the dragon continues to age, they are more able to take care of themselves. As the dragon continues to age, the scales become large thick, and as strong as metal. Red dragons speak their own tongue, a tongue common to all evil dragons, and 16% of hatchling red 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: Because red dragons are so confident, they never pause to appraise an adversary. When they notice a target they make a snap decision whether to attack, using one of many "perfect" strategies worked out ahead of time in the solitude of their lairs. If the creature appears small and insignificant, such as an unarmored man, the dragon will land to attack with its claws and bite, not wanting to obliterate the creature with its breath weapon, as any treasure might be consumed by the flames. However, if a red dragon encounters a group of armored men, it will use its breath weapon, special abilities, and spells (if it is old enough to have them) before landing. Breath weapon/special abilities: A red dragon's breath weapon is a searing cone of fire 90' long, 5' wide at the dragon's mouth and 30' at the base. Creatures struck by the flames must save versus breath weapon for half damage. Red dragons cast spells at 9th level, adjusted by their combat modifiers. Red dragons are born immune to fire. As they age, they gain the following additional powers: Young: affect normal fires three times per day. Juvenile: pyrotechnics three times per day. Adult: heat metal once per day. Old: suggestion once per day. Very old: hypnotism once per day. Venerable: detect gems, kind and number in a 100' radius three times a day. Habitat/Society: Red dragons can be found on great hills or on soaring mountains. From a high perch they haughtily survey their territory, which they consider to be everything that can be seen from their position. They prefer to lair in large caves that extend deep into the earth. A red dragon enjoys its own company, not associating with other creatures, or even other red dragons, unless the dragon's aims can be furthered. For example, some red dragons who have charm spells will order men to act as the dragon's eyes and ears, gathering information about nearby settlements and sources of treasure. When a red dragon's offspring reach the young adult stage, they are ordered form the lair and the surrounding territory, as they are viewed as competition. Red dragons are quick to fight all creatures which encroach on their territory, especially copper and silver dragons which sometimes share the same environment. The hate gold dragons above all else because they believe gold dragons are "nearly" as powerful as themselves. Ecology: Red dragons are meat eaters, although they are capable of digesting almost anything. Their favorite food is a maiden of any human or demi-human race. Sometimes the dragons are able to charm key villagers into regularly sacrificing maidens to them. Body Tail Breath Spells Treas. XP Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value 1 1-12 3-12 0 2d10+1 Nil Nil Nil 7,000 2 12-23 12-21 -1 4d10+2 Nil Nil Nil 8,000 3 23-42 21-30 -2 6d10+3 Nil Nil Nil 10,000 4 42-61 30-49 -3 8d10+4 1 Nil E, S, T 12,000 5 61-80 49-68 -4 10d10+5 2 30% H, S, T 14,000 6 80-99 68-87 -5 12d10+6 2 1 35% H, S, T 15,000 7 99-118 87-106 -6 14d10+7 2 2 40% H, S, T 16,000 8 118-137 106-125 -7 16d10+8 2 2 1 45% H, S, Tx2 19,000 9 137-156 125-144 -8 18d10+9 2 2 2 50% H, S, Tx2 21,000 10 156-165 144-153 -9 20d10+10 2 2 2/1 55% H, S, Tx2 22,000 11 165-174 153-162 -10 22d10+11 2 2 2 2/2 60% H, S, Tx3 23,000 12 174-183 162-171 -11 24d10+12 2 2 2 2 /2 1 65% H, S, Tx3 24,000 o_o I'd post the last type, but I kind of forgot what she was. O.o
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