Dragons Copyright (c) 1996 by Revenant Appearance: Dragons are unchallenged as the most powerful children of Krynn. These massive reptiles are covered with thick scales from their tail-tips to their toothy mouths. Them have wings strong enough to bear them aloft and to produce a devastating blast of air. The ten greater dragon types of Krynn belong to two families: the Evil chromatic dragons (black, blue, green, red, and white) and the Good metallic dragons (brass bronze, copper, gold, and silver). These colours designate the various element al forces from which the dragons were forged. In addition to differing in scale colours and alignments, the ten dragon types differ in size, appearance, spell use, and breath weapon. Descriptions of these differences appear in the text on each dragon. Krynn also has unique, lesser dragons - sea dragons, amphi-dragons, and others hinted in legends to exist. Personality and Powers: All dragons are supremely intelligent and are feared by those who behold them. In addition to their massive size and brooding natures, dragons radiate an aura of fear that keeps lesser beings in check. Even so, Krynnish dragons have many dealings with humans. Evil dragons often ally with Evil humans, and Good dragons share an almost mystical bond with the humans who have won their trust. Dragons have the ability to cause fear (as the spell panic) in a 15 yard radius. Each dragon past the first causes a 15 yard increase in radius. Dragons' powers grow greater with age. The base age for all the statistics that follow is young adult. To create ancient dragons (at 1,200 years+) multiply ST, PD, DR, Size, weight and fear radius for t he appropriate dragon type by 1.5. Subtract 1 from DX, Move, Dodge and HT. Increase IQ by one. To create younger, fledgling dragons (50 years old or less), halve ST, PD, DR, Size and weight. Subtract one from HT, IQ, Move and Dodge. Statistics for ag es in between are decided at the GM's discretion. Dragons have excellent senses. They can detect invisible or hidden objects and creatures within a 50' radius (increases with age). All dragons possess natural clairaudience; this ability has a 100' radius (increases with age). Dragons have an innate spell-casting ability. Which spells they may cast is determined by the GM. The chief attack form for any dragons is its breath weapon: anything from a lightning bolt to a searing blast of fire. The type of brea th weapon varies by subspecies of dragon. A dragon can use this weapon once every three turns. While preparing to use its breath weapon a dragon can only defend. Dragons have many other attack options also. They can fight by clawing, biting, snatching, ki cking, tail slapping, and wing buffeting. Damage for each dragon is listed by bite, then claw. Claw: Dragons can attack creatures to the front and side with claws. If the dragon kicks with one rear leg, it can only attack with one claw. Bite: Because of a dragon's long neck, it can bite creatures to the front and sides. Snatch: Only dragons who are young adults or older can snatch while in flight. A snatch is performed by diving, grabbing a creature with claws, and carrying it into the air. If the creature fails a DX roll, the creature's arms will be pinned by this attack, leaving him unable to attack the dragon. The dragon can squeeze its victim for automatic claw damage or make a successful attack roll, transferring the victim to its mouth for automatic bite damage. Dragons can also drop their prey from great heights. Kick: This attack is very effective against rear assaults. A kick inflicts claw damage and knocks those who fail DX checks back 5d6 + 5 ' (increases with age). The kicked target must roll at DX-5 or fall down. Wing Buffet: Only dragons that are young adults or older can perform this attack. Targets must be at the dragon's side. Damage is the same as a claw attack, and those affected must make a DX check or be knocked prone. Tail Slap: Dragons that are adults (not young adults) or older can employ this attack against creatures behind them. It causes the same damage as two claw attacks and affects all creatures within the target hexes (presume one third of a dragon's length is its tail). Creatures within the sweep must make an or be stunned for 1d6-1 turns. Damages for dragons are listed first by clawing attack, then by bite. Dragons of Evil White Dragon - Young Adult ST: 225 Move: 10 /30 (fly) Size: 24 ft DX: 15 Dodge: 5 / 6 Weight: 24,000-26,000 lbs IQ: 7-8 Dam.: 3d+3/ 5d imp Habitat: A HT: 15 / 60 PD/DR: 5 / 9 Reach: R, C, 1-5 Alignment: E Frequency: R Although physically and mentally the weakest of the evil reptiles, white dragons are terrible foes who rarely associate with their malicious, other-colored cousins. These palest of dragons are extremely haughty, preferring solitude, as they consider no other dragon their intellectual match. They consider all other creatures beneath dragonkind. White dragons enjoy cold climates, land coated with snow and ice and unsullied by men. White dragons served Takhisis as scouts in the defence of the Icewall. White dragons collect little treasure, as they are loathe to bother themselves with inferior poss essions. However, most of what they do own is nearly flawless-gems of the purest quality and jewellery of unrivalled beauty. White dragons will always use their breath weapon before landing to engage opponents. Their breath weapon is a cone of frost 70' l ong, 5' wide at the dragon's mouth and 25' wide at its end which does 6d cold damage to all in the area of effect. White dragons often pursue creatures underwater, where they are just as effective. White dragons usually know approximately 20 points worth of spells. From birth, they are immune to cold. Black Dragon - Young Adult ST: 235 Move: 6 / 25 (fly) Size: 30 ft DX: 14 Dodge: 4 / 6 Weight: 24,500-26,500 lbs IQ: 9-10 Dam.: 3d/5d imp Habitat: S, J HT: 15 / 70 PD/DR: 5 / 9 Reach: R, C, 1-5 Alignment: E Frequency: R These great, slimy lizards usually make their homes in marshes and jungles. They prey upon animals for sustenance. Dark as the bogs they dwell in, black dragons are difficult to notice. Black dragons are impulsive and nervous, tending to act first and th ink later. Because of their independence, they are seldom used by Takhisis except in times of great need. Black dragons are unpredictable in what they hold precious. Some dragons have been known to amass and covet piles of coins and gems, while great wyrm s have collected only weapons and items of men they cannot use. Black dragons save their spells in combat until they believe they are in jeopardy. They initially attack with their breath weapon, a deadly stream of acid 60' long and 5' wide. Black Dragon acid does 2d6 damage per turn and continues to burn for 1d6 turns. In addition, armour touched by the acid loses one PD and 1 DR per round. The acid can be washed off with a pint or more of water. Black Dragons are quick to fight with their claws, wing s, tail, and vicious bite. A black dragon will usually know around 25 points worth of spells. Their favourite spell is darkness, because it allows them to attack under cover. Black dragons easily breathe water, and are immune to acid. Green Dragon - Young Adult ST: 245 Move: 4 / 25 (fly) Size: 36 ft DX: 9 Dodge: 4 / 8 Weight: 25,000-28,000lbs IQ: 11-12 Dam.: 3d+3/ 6d imp Habitat: F HT: 18 / 80 PD/DR: 6 / 10 Reach: R, C, 1-5 Alignment: E Frequency: VR Green dragons are notorious even among Evil dragons for their cruel natures and vicious tempers. They are cunning opponents, and will only follow leaders whom they respect. They use trickery and magic instead of all-out combat, but can engage in melee if necessary. Green dragons lair in wild, forested areas, usually underground. There, in large chambers, they pass the days counting their piles of treasure. Those old enough to possess spells use their magic first in any encounter, followed by their brea th weapons. They attack physically only when necessary, as they do not want to get their claws dirty. Their breath weapon is a cloud of chlorine gas 50' long, 40' wide, and 30' high (treat as a type F venom that does 4d6 damage). They usually have around 30 points invested in spells. Green dragons are immune to all gasses from birth. Blue Dragon - Young Adult ST: 255 Move: 4 / 25 (fly) Size: 42 ft DX: 10 Dodge: 4 / 9 Weight: 22,500-28,500 IQ: 11-12 Dam.: 3d+3/6d imp Habitat: D HT: 25 / 90 PD/DR: 6 / 10 Reach: R, C, 1-6 Alignment: E Frequency: VR These immense, sapphire-hued lizards bask in deserts and arid lands, making their lairs in caves beneath the sand. Unlike most other Evil dragons, blues are quick to work together for a common goal. Their favoured form of attack is their breath weapon-a lethal bolt of lightning 100' long and 5' wide. This bolt does 6d6 electrical damage (metal armour is considered to have PD0, DR1 vs lightning). They consider their breath weapon superior to other dragons' as the bolt is precise, devastating and powerful. Blue dragons are valued allies in times of warfare because they understand how to cooperate. Sometimes, the bond they share with their allies is such that they are plunged into deep depression when one of them dies, hindering their effectiveness in ba ttle. Blue dragons usually have around 40 points invested in spells. They are immune to electricity. Red Dragon - Young Adult ST: 265 Move: 4 / 25 (fly) Size: 48 ft DX: 11 Dodge: 4 / 9 Weight: 26,500-29,500 IQ: 14-16 Dam.: 4d/7d imp Habitat: M HT: 12 / 100 PD/DR: 6 / 13 Reach: R, C, 1-6 Alignment: E Frequency: VR The most powerful of Evil dragonkind, red dragons are greedy and covetous. They begrudgingly cooperate with other dragons, but refuse to obey orders with which they disagree. They love death and destruction, and are fanatically loyal to the Dark Queen. Red Dragons lair high in hills and mountains where they can watch the goings-on around them. The dragons know they are the strongest among their multi-hued brethren, and when encountering other types of dragons they quickly point out their superiority. Li ke greens, they avoid physical contact with their quarry. These dragons begin a combat assault with spells, especially those that will leave a foe's valuable possessions intact. The dragons will resort to their breath weapon as a last resort. Their breath weapon is a fiery cone of white-hot flames 90' long, 5' wide at the base and ending 30' wide. These flames melt coins, destroy magic and gems and deal 8d6 damage to anyone caught in the area of effect. Red dragons usually have 50 or more points investe d in spells. They are born immune to fire. Amphi-Dragon - Young Adult ST: 200 Move: 3/18 (swm) Size: 25 ft DX: 12 Dodge: 3 / 8 Weight: 24,500-26,500 lbs IQ: 10-11 Dam.: 3d+3 / 5d Habitat: SW HT: 15/45-50 PD/DR: 4 / 6 Reach: R, C, 1-3# Alignment: E Frequency: R This horrendous toadlike dragon is a crossbreed between a green dragon and a sea dragon. It has inherited the worst qualities of both. It cannot fly, and moves awkwardly on land. However, it can leap a distance of 18' across or 9' up. Amphis most often attack ships, for they disdain land and avoid coastal communities. An amphi-dragon will attack a ship without provocation. In combat, they first employ their spells (they usually have 15-20 points invested in spells), followed by their breath weapon. Thei r breath weapon is a stream of acid 60' long and 3' wide, and it works well above and below water. The acid does 3d6 damage. Above water it continues to cause damage for 1d6 seconds and damages armour as per black dragon breath. Amphi-dragons avoid mel ee except when attempting to capsize a ship. If forced into melee, however, amphi-dragons are protected by their acid-oozing warts. Whenever a creature attacks an amphi-dragon in melee, he must make a successful dodge or block or suffer 2d6 damage from th e acid spraying from the wound. Amphi-dragons can also attempt a tongue grab from a distance of up to 10 feet. If the tongue hits, the victim is stuck to the tongue and will be dragged to the creature's mouth next turn. If the tongue takes 6 points of dam age (it is DR 2), the amphi-dragon will let the victim go. Otherwise, it will hit automatically with its bite each round thereafter until the victim or the dragon is dead. Amphi-dragons can change their colour to match their surroundings, and thus have an effective stealth skill of 25 if they remain stationary. Sea Dragon - Young Adult ST: 200 Move: 1 / 5 Size: 35 ft DX: 11 Dodge: 1 / 5 Weight: 24,500-26,500 lbs IQ: 11-12 Dam.: 4d / 7d imp Habitat: SW, Coast HT: 15 / 110 PD/DR: 6 / 12 Reach: R, C, 1-5 Alignment: E Frequency: E Sea dragons appear to be a cross between a giant turtle and a dragon. They dwell in the oceans of Krynn. Evil in nature, they are quick to attack ships and small coastal communities. A sea dragon's territory covers several hundred square miles. The dragons are loathe to leave their territory. Few creatures and men who trespass into such a territory live to tell of it. The sea dragon's breath weapon is a cone of steam 50' long, 5' wide at the base and ending 30' wide and deals 7d6 damage (5d6 below water). From birth it can breathe both water and air. Sea dragons can detect creatures man-sized or larger 360' away in the water. Dragons of Good Brass Dragon - Young Adult ST: 200 Move: 6 / 25 (fly) Size: 30 ft DX: 11 Dodge: 4 / 9 Weight: 24,500-26,500 lbs IQ: 11-12 Dam.: 3d / 5d imp Habitat: D HT: 15 / 70 PD/DR: 6 / 10 Reach: R, C, 1-5 Alignment: G Frequency: R Like blue dragons, brass favour arid, sandy regions where the hot sun can properly toast their shiny scales. Although good natured, these dragons are selfish, boisterous, and overly proud. Their weakness is their desire for small talk. And because they know dozens of languages, it is easy for them to find other creatures with whom to converse. Despite their love for gab, brass dragons have little interest in art or culture. They are benevolent and understanding, but they ultimately believe the weak should be weeded from the strong, and the superior allowed to flourish. Brass dragons prefer to attack with their claws and teeth saving their breath weapon and spells for dire situations. They have two forms of breath weapon. One is a sleep gas 70' long and 5' wide at its base and 20' wide at its end. This breath weapon acts as the mage spell sleep. Its effects last for around 10 minutes. Their other breath weapon is a wave of heat, 50' long, 40' wide, and 20' high. This breath weapon deals 5d6 damage. A brass dragon usually has around 30 points invested in spells.. Copper Dragon - Young Adult ST: 255 Move: 4 / 25 (fly) Size: 36 ft DX: 9 Dodge: 4 / 9 Weight: 25,000-28,000 lbs IQ: 11-12 Dam.: 3d/5d imp Habitat: M HT: 15 / 80 PD/DR: 6 / 9 Reach: R, C, 1-5 Alignment: G Frequency: R Perhaps the most selfish of Good dragons, copper dragons are still very good-hearted. They easily give in to the decisions of others, and will often consult with other dragons before making important decisions. They are loyal to their friends, but distru st strangers. Although copper dragons are the smallest of the metallic dragons, they command magic well and are crafty fighters. They lair in rocky, mountainous regions, where they can look down upon their territories. Copper dragons resist fighting, attacking only when other creatures dear to them are in jeopardy. The dragons leap or fly to the top of their lairs in order to avoid antagonists. When forced to fight, an angry copper dragon will drive its foes into muddy mires using rock to mud. If enraged, the dragon will crush those so entrapped with a wall of stone. In any combat situation, copper dragons begin their assault with their breath weapon-a cloud of slowness gas, 30' long, 20' wide, and 20' high that affects targets as per the slow spell, fo llowed by any non-damaging spells they possess. If the targets still resist, they attack with their other breath weapon, a stream of acid 70' long and 5' wide. This breath weapon does 2d6 damage, lasts 1d6 rounds and damages armour as per black dragon br eath. Copper dragons usually have around 40 points invested in spells. They are immune to acid. Bronze Dragon - Young Adult ST: 260 Move: 4 / 25 (fly) Size: 42 ft DX: 9 Dodge: 4 / 8 Weight: 25,500-28,500 lbs IQ: 11-12 Dam.: 3d+3/ 6d imp Habitat: Coastal HT: 15 / 80 PD/DR: 6 / 12 Reach: R, C, 1-6 Alignment: G Frequency: VR Bronze dragons lair near fresh or salt water, near settlements of humans and demihumans. They are fond of treasure, but only seek it from Evil communities and creatures. Bronze dragons dislike killing, preferring to drive enemies away with repulsion ga s. When confronted with intelligent opponents, bronze dragons use ESP to learn their intentions. They are fond of war and fighting Evil, and are very curious about humans and demihumans. They prefer attacking creatures smaller than them with their tail, bite, and claws, reserving their spells for more worthy opponents. The bronze dragons will, however use their breath weapons on a significant number of foes. Their breath weapons are a stroke of lightning 100' long and 5' wide (6d6 electrical damage - meta l armour is considered to have PD0, DR1 vs lightning) and a cloud of repulsion gas 20' long, 30' wide, and 30' high. Creatures caught in this cloud are affected as by a panic spell except that the effect lasts for 1d6+10 minutes. Bronze dragons usually have 20-25 points invested in spells. Silver Dragon - Young Adult ST: 280 Move: 4 / 25 (fly) Size: 48 ft DX: 14 Dodge: 4 / 8 Weight: 26,500-29,500 lbs IQ: 14-15 Dam.: 3d+3 / 6d Habitat: M HT: 15 / 110 PD/DR: 6 / 13 Reach: R, C, 1-6 Alignment: G Frequency: VR Nearly equal in power to red dragons, silvers are the most beloved by the people of Krynn. Silver dragons, among the largest of dragonkind, can easily polymorph into human and demihuman form at will. These dragons are fond of human company and visit cities and towns frequently. Unfortunately, silver dragons also have been known to fall in love with their human companions, which has created awkward-and sometimes tragic-relationships. Silver dragons usually construct their lairs near favourite human communities. This allows the dragons to visit their human friends easily and to protect them. Silver dragons believe that the purpose of life is to devote themselves to the cause of good and justice. They will go to war only reluctantly, but will give their lives for a cause in which they believe. The most famous silver dragon in Krynn is Silvara, who took the form of a Kagonesti elfmaid. The dragon fell in love with the lord of the Qualine sti elves, Gilthanas. The elf could not accept Silvara's form, however. It is suspected a great misfortune befell the two, as they disappeared from the face of Krynn many years ago. Silver dragons have two breath weapons: a cone of cold 80' long, 5' wide at its mouth and ending 30' wide (this weapon does 7d6 damage), and a cloud of paralysation gas 50' long, 40' wide, and 20' high. Creatures who inhale the gas are affected as per the mage spell total paralysis. A silver dragon usually has 30-50 points invested in spells. At birth, they are immune to cold, and can polymorph self three times a day. They can also cloud walk if they wish, or tread on clouds or fog as if they were solid ground. Gold Dragon - Young Adult ST: 300 Move: 6 / 30 (fly) Size: 54 ft DX: 13 Dodge: 6 / 10 Weight: 28,500-31,500 lbs IQ: 16-17 Dam.: 4d / 7d imp Habitat: M HT: 17 / 120 PD/DR: 6 / 14 Reach: R, C, 1-7 Alignment: G Frequency: VR These are the most magnificent of Krynn's dragons. Priding themselves on their great intelligence, many golds have become scholars, mathematicians, philosophers, and artists. Like silvers, they can polymorph three times a day into human and demihuman form and walk freely in the communities of men. However, golds are arrogant, and they do not become as attached to "lessers" - humans - as do their silver brethren. Golds can dwell in any climate, although they prefer mountainous regions. Gold dragons are extremely skilled in combat, and prefer to use spells over all other methods of attack. They usually have around 60 points invested in spells, and often seek formal magical schooling. They own spell books and always have useful spells. Like other Good dra gons, they have two breath weapons. One is a cone of fire 90' long, 5' wide at the base and growing to 30' wide at the end. This breath weapon does 8d6 damage The other is a cloud of chlorine gas, 50' long, 40' wide, and 30' high (treat as a type F venom that does 5d6+3 damage). By touch, a gold dragon can enchant a gem to bring good luck. (When the dragon carries it, the dragon and all creatures in a 10' radius per age level gain a + 1 to all resistance rolls) If given to someone else, the gem's power lasts for 15 hours, plus 1d3 hours.