Primeval Dragons (3.5e Monster)

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Date Created: November 29, 2011
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Dragons have populated the material plane and the realms beyond for untold ages, long before even the most early of mortal races rose up from the primordial dregs and harnessed the power of language and script. Since the great majority of dragon lore predates contemporary civilization by hundreds of millennia, most knowledge of these powerful creatures has never been written down, and subsequently forgotten or descended into obscurity. The most ancient and reclusive of dragons live out their untold millennia of life away from mortal eyes, or hibernate the ages away underground or at the peaks of the tallest mountains. Many great exemplars of dragonkind never even set foot on the material plane, dwelling on the far reaches of elemental, outer, or even more obscure planes where mortals, in their limited power and potential, never learn of their existence. And perhaps they should treasure their ignorance, for even the oldest and most powerful of chromatic and metallic dragons, that require an alliance of the greatest mortal heroes and villains of the time to slay, pale before the might of the Old Ones. These types of dragons that inhabited the world during ancient times, interwoven into the very tapestry of Creation itself, and heralding change, birth and death, creation and destruction on massive scales, are known only to the greatest of mortal minds as the primeval dragons.

While the chromatic and metallic dragons embody a theme and a shared moral stance, the category of primeval dragon is broad indeed, as is the range of their alignments. Primeval dragons are intertwined with the energies, elements and axioms of creation, whether it be earth, water, fire, air, energy, or such broad and undefinable concepts as life, death, time, magic, or aether, or any combination of these things. A complete list of these conceptual bases is impossible to give, and the primeval dragons are many and varied.

Some mortal scholars believe that primeval dragons may have been extensions of the Gods, tools to fit a particular purpose in the cycle of life and death. Others believe that the Old Ones – the original primeval dragons of their kind – carry a sliver of divine power themselves, that their progeny descended from. Known for a fact by these rare individuals however, is that the oldest and most powerful of these dragons possess demigod-levels of strength and power.

Primeval dragons are ‘semi-epic’ dragons. The first six age categories (wyrmling – adult) are considered non-epic, whereas the last six age categories (mature adult – great wyrm) are epic.

Physiology and Combat

Primeval dragons are surprisingly different from their contemporary kin, both physically and mentally. It is unknown exactly where and when primeval dragons evolved into the chromatic and metallic strains known today, but the Gods are theorized to have played a hand in it, since there never have been any findings of dragons in the intermediate stage of evolution between the two. It is also theorized that chromatic and metallic dragons may have resulted from cross-breeding between different species of primeval dragons, although nothing is known about how primeval dragons reproduce.

Primeval dragons are overall more robust and hardy than their modern kin, with segments of subdermal and interorganic cartilage and scale formations interwoven with the powerful muscular and skeletal structures, arrayed to protect vital organs from damage. Like modern dragons, primevals have immense lung capacity and possess a draconis fundamentum – the organ that regulates and provides energy for breath weapons and certain bodily functions. Where primeval dragons differ is that they have vital organ redundancy; many possess a second and third heart, smaller than the primary and framing the draconis fundamentum on either side. Depending on the species of primeval dragon, it may or may not have rudimentary gills to allow breathing underwater, or even additional organs that can process a substance other than air or water to breathe. Primeval dragons have much stronger bones and muscles than even chromatic and metallic dragons, but their physiology, and especially their bones, are also denser.

The greatest physical difference between primevals and contemporary dragon species is their number of limbs. While chromatic and metallic dragons possess four legs and two wings, primeval dragons only have rear legs, with their front legs fused within the ulna draconis of their wings. As such, when they are grounded and on all fours, their wings are spread across the ground. Their claws extend from the point where the ulna meets the metacarpis – the massively elongated primary digits that support their wings when unfurled. A primeval dragon’s front arms are solid and powerful, and braced by the alar onecranon for increased power and lift when taking flight. The scapula that supports the wing is much bigger than that of modern dragons, covering a larger portion of the ribcage and moving along the curve of the ribs while in flight. For much greater wing strength, the bone structure of the metacarpals and alar phalanges is denser and wider, and support structures fashioned of highly pliable yet strong cartilage deposits within the wings cross-connect adjacent metacarpals much like organic struts. As such, while their lack of forelegs prevents primeval dragons from leaping into flight or take a running start like a modern dragon, this much stronger wing structure allows primeval dragons the stupendous feat of taking vertical flight from their perch, or hovering in mid-air. Their much more powerful wings and tougher bodies allows them to attain much greater speeds in flight, and gives them the maneuverability to take with ease sudden turns that would stress a modern dragon’s wing bones to the point of breaking.

Primeval Dragons and Aging

Primeval dragons age very slowly, even much more so than their chromatic and metallic counterparts. A primeval dragon goes through his twelve age categories five times slower than ordinary dragons, and will then go to live on for a number of years equal to 200 times its Charisma score plus 200 times its Constitution score before the twilight stage of its life sets in (for more information about dragons and aging, see the Draconomicon). Unlike ordinary dragons, a primeval dragon may live in its twilight stage longer, only needing to make a DC 20 Constitution check every ten years. See the below tables for primeval dragon age progression and prime life expectancy for each primeval dragon species.

Table: Primeval Dragon Age Categories

Category Age (years) Category Age
Wyrmling 0-10 Mature Adult 1,001-2,000
Very Young 11-25 Old 2,001-3,000
Young 26-75 Very Old 3,001-4,000
Juvenile 76-200 Ancient 4,000-5,000
Young Adult 201-500 Wyrm 5,000-6,000
Adult 501-1,000 Great Wyrm 6,001 or more

Table: Primeval Dragon Prime Life Expectancy by Species

Species Years to Twilight
Calefact 24,400
Cerulean 25,200
Gelidus 23,800
Lethus 25,400
Olympus 23,400

Natural Weapons

A primeval dragon has the same natural weapons as a modern dragon; a bite (primary), two claws, two wings, and a tail slap, including special attacks like crush and tail sweep. Their lack of independent front limbs means they cannot make claw and wing attacks with the same limb, allowing them less attacks on a full attack than chromatic or metallic dragons. To compensate, all of a primeval natural weapons are more powerful (see table below). A primeval dragon's space and reach is the same as that of regular dragons.

Natural attacks function as normally for dragons, except as noted below.

Claw: While still secondary attacks, a primeval dragon’s claws deal the indicated damage plus the dragon’s entire Strength bonus. A primeval dragon cannot make claw attacks while in flight.

Wing: The primeval dragon can slam opponents with its wings when flying. When used while flying at speed, a primeval dragon’s wing attacks automatically Bull Rush the target at the indicated check modifier. The dragon must choose between claw or wing strikes for each forelimb while making a grounded full attack.

Tail Sweep: Huge primeval dragons can also perform a tail sweep, at a radius of 20 feet.

Table: Primeval Dragon Attacks and Damage

Size 1 Bite 2 Claws 2 Wings 1 Tail Slap 1 Crush 1 Tail Sweep
Small 1d8 1d6
Medium 2d6 1d8 1d6
Large 2d8 2d6 1d8 2d6
Huge 4d6 2d8 2d6 2d8 6d8 4d8
Gargantuan 4d8 4d6 2d8 4d6 8d8 6d8
Colossal 6d8 4d8 4d6 4d8 12d8 8d8

Movement Speed

Primeval Dragons are generally slower than their modern counterparts, due to the lack of independent forelegs, but they are much faster and more maneuverable flyers. A primeval dragon's base land speed is 40 feet. Defer to the individual dragon's statistics block for information about their flight speed.

Breath Weapon (Su)

A primeval dragon's breath weapon is a supernatural ability that functions like the similarly named ability of modern dragons, except for the following differences. Unless noted otherwise, a primeval dragon may project its primary breath weapon in any shape it wishes; including line or cone. The length of a primeval dragon’s line or cone is half again as long for each size category as those of a modern dragon. In addition to cone and line, primeval dragons have the following breath weapon shapes available to them.

Blast: The dragon builds up its breath into a ball in its maw, and discharges it like a blast with a range of Long (using its own caster level as range indication, as if it were a spell). Upon reaching its target or a hard surface, the blast detonates in an explosion with a spread radius of half the length of its cone, (rounded down to the next multiple of 5).

Sweep: The dragon focuses its breath into a beam, and sweeps it across the ground. It may affect as many five foot squares of ground with its sweep as that its line breath weapon is long, dealing breath weapon damage and/or effects to any creature caught within the sweep. The sweep need not to be straight, and the maximum range of this ability is up to the length of its line breath weapon.

Primeval dragons always have at least one breath weapon. Their primary breath weapon deals damage as per the breath weapon column in the statistics table of heir individual entry, and they may have one or more secondary breath weapons that create different effects.

Frightful Presence (Ex)

A primeval dragon’s frightful presence has twice the effect range as the frightful presence of a modern dragon. Furthermore, the maximum number of Hit Dice at which affected creatures become panicked is 3 plus the primeval dragon’s age category, instead of 4. The duration of the fear effect is 6d6 rounds.

Spells and Powers

Primeval dragons are closer to the ancient roots of magic, and as such have a varied range of spellcasting that differs from species to species. All primeval dragons cast spells as one or more particular spellcasting or psionic classes, and sometimes both, gaining bonus spells and/or powers and an increase in save DC for a high score in the relevant ability.

Damage Reduction

All primeval dragons, from newborn wyrmlings to the oldest of wyrms have damage reduction. The type and magnitude of the damage reduction differs from type to type. If the youngest age categories of a particular species of primeval dragon sports damage reduction/magic, it will have damage reduction/epic from a later category onwards.

Immunities (Ex)

Primeval dragons always have multiple immunities, and are always immune to their own breath weapons, as well as the energy type their breath weapon deals. Primeval dragons with an elemental subtype like Fire or Cold will not gain vulnerability to the opposing element.

Power Resistance

A primeval dragon has power resistance equal to its spell resistance.

Senses

A primeval dragon’s blindsense goes out to 100 feet, and its darkvision out to 200 feet.

Hover

All primeval dragons have the Hover feat.

Species of Primeval Dragons

Primeval dragons come in many forms and equally many dispositions, from stalwart piety to insidious wrath.

Calefact Dragon

Calefact Dragon

Full article: Calefact Dragon (3.5e Monster)

Type: Dragon [Earth, Fire]
Environment: Volcanic areas
Organization: Solitary
Challenge Rating: Wyrmling 5; very young 8; young 12; juvenile 15; young adult 18; adult 22; mature adult 25; old 27; very old 30; ancient 33; wyrm 36; great wyrm 38
Treasure: Triple standard
Alignment: Often lawful neutral
Advancement: Wyrmling 7-9 HD; very young 11-13 HD; young 15-17 HD; juvenile 19-21 HD; young adult 23-25 HD; adult 27-29 HD; mature adult 31-33 HD; old 35-37 HD; very old 39-41 HD; ancient 43-45 HD; wyrm 47-49 HD; great wyrm 51+ HD
Level Adjustment:
Calefact 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 L 6d12+24 (63) 17 10 19 16 12 13 +6/+13 +8 +9 +5 +6 5d10 (17)
Very young L 10d12+50 (115) 20 10 21 19 15 15 +10/+19 +14 +12 +7 +9 10d10 (20)
Young L 14d12+84 (175) 23 10 23 22 18 17 +14/+24 +19 +15 +9 +13 15d10 (23) 20
Juvenile H 18d12+126 (243) 26 10 25 25 21 19 +18/+34 +24 +18 +11 +16 20d10 (26) 23
Young adult H 22d12+198 (341) 29 10 29 28 24 21 +22/+39 +29 +22 +13 +20 25d10 (30) 26
Adult H 26d12+286 (455) 32 10 33 31 27 23 +26/+45 +35 +26 +15 +23 30d10 (34) 29
Mature adult G 30d12+390 (585) 35 10 37 34 30 25 +30/+54 +38 +30 +17 +27 35d10 (38) 32
Old G 34d12+510 (731) 38 10 41 37 33 27 +34/+60 +44 +34 +19 +30 40d10 (42) 35
Very old G 38d12+646 (893) 41 10 45 40 36 29 +38/+65 +49 +38 +21 +34 45d10 (46) 38
Ancient C 42d12+798 (1,071) 44 10 49 43 39 31 +42/+75 +51 +42 +23 +37 50d10 (50) 41
Wyrm C 46d12+966 (1,265) 47 10 53 46 42 33 +46/+80 +56 +46 +25 +41 55d10 (54) 44
Great wyrm C 50d12+1,150 (1,475) 50 10 57 49 45 35 +50/+86 +62 +50 +27 +44 60d10 (58) 47


Calefact Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft., fly 150 ft. (good),
burrow 40 ft.
+0 22 (-1 size, +13 natural), touch 9,
flat-footed 22
Burrow, DR 10/cold iron and 5/-, heat aura,
immunities, spells, vulnerability to cold
3rd 17
Very young 40 ft., fly 200 ft. (good),
burrow 40 ft.
+0 27 (-1 size, +18 natural), touch 9,
flat-footed 27
Wall of stone at will, wall of magmaSand
at will
6th 20
Young 40 ft., fly 200 ft. (average),
burrow 40 ft.
+0 32 (-1 size, +23 natural), touch 9,
flat-footed 32
DR 15/cold iron and 5/- 9th 23
Juvenile 40 ft., fly 200 ft. (average),
burrow 40 ft.
+0 36 (-2 size, +28 natural), touch 8,
flat-footed 36
Fabricate at will 12th 26
Young adult 40 ft., fly 200 ft. (average),
burrow 40 ft.
+0 41 (-2 size, +33 natural), touch 8,
flat-footed 41
DR 20/cold iron and 10/- 15th 29
Adult 40 ft., fly 250 ft. (average),
burrow 40 ft.
+0 46 (-2 size, +38 natural), touch 8,
flat-footed 46
Transmute rock to lavaSpC at will
(one 10-ft. cube per age category)
18th 32
Mature adult 40 ft., fly 250 ft. (average),
burrow 40 ft.
+0 49 (-4 size, +43 natural), touch 6,
flat-footed 49
DR 30/cold iron and 15/- 21st 35
Old 40 ft., fly 250 ft. (average),
burrow 40 ft.
+0 54 (-4 size, +48 natural), touch 6,
flat-footed 54
True creation 1/day
(max item value 10,000 gp)
24th 38
Very old 40 ft., fly 250 ft. (poor),
burrow 40 ft.
+0 59 (-4 size, +53 natural), touch 6,
flat-footed 59
DR 40/cold iron and 20/- 27th 41
Ancient 40 ft., fly 300 ft. (poor),
burrow 40 ft.
+0 60 (-8 size, +58 natural), touch 2,
flat-footed 60
Volcano 1/year 30th 44
Wyrm 40 ft., fly 300 ft. (poor),
burrow 40 ft.
+0 65 (-8 size, +63 natural), touch 2,
flat-footed 65
DR 50/cold iron and 25/- 33rd 47
Great wyrm 40 ft., fly 300 ft. (poor),
burrow 40 ft.
+0 70 (-8 size, +68 natural), touch 2,
flat-footed 70
Primal calling 1/day (Earth or Fire only) 36th 50


Calefact dragons are ancient forgemasters, said to have given the secrets of the furnace to the mortal folk. Masters of artifice and heat, their very presence scorches the land and their deafening roar causes dormant volcanoes to awaken.

Covered almost completely with obsidian scales as hard as adamantine, a calefact dragon's body glows with an inborn fire, the luminous heat of their inner furnace pouring through their mouth and skin. Boasting a fearsome and heatworn appearance, the scorching temperature of their internal organs patterns their body with a cinder-like glow.

Calefact dragons have a powerful connection to the elements of earth and fire, and often appear in locations where these two elements are prominently represented. They can burrow through earth and magma with fearsome speed and have among the hardest scales of any known true dragon species.

Calefact dragons are known to surround themselves with artifice, as the craft and the forge brings them closer to home. Their lairs are often sticklingly hot caverns or the calderas of active volcanoes, ornate with artful steel and stone, finely emblazoned armor stands and giant weapons proudly displayed. Calefact dragons grow especially angry when seen as beings that can only destroy, as they take great pride in their ability to create and mold existing matter into aesthetically pleasing shapes.

Combat

A calefact dragon's natural weapons and any weapons it wields are treated as lawful-aligned as well as magic (wyrmling – adult) or epic (mature adult – great wyrm) for the purpose of overcoming damage reduction.

Breath Weapon (Su): A calefact dragon has two types of breath weapons. The primary consists of molten slag. The damage stems from a violent admixture of acid and fire that isn't reduced by resistance, but immunity to acid and/or fire halves the damage dealt. On top of dealing damage, a calefact dragon's molten slag burns away any mundane protection against heat a creature has (except for magical effects or extraordinary abilities that convey such protection; see Heat Dangers, Sandstorm pg12), and furthermore nauseates creatures with intense pain for 1 round unless they succeed on a Fortitude save.

The calefact dragon's secondary breath weapon is its ability to spit lava, which covers up to 2 10-foot squares of ground per age category the dragon has in a roughly knee-high layer of molten rock. Any square occupied by lava is considered difficult terrain and any creature standing in it takes 2d10 points of damage for every age category the dragon has (or 1d10 damage per age category if the creature has immunity to fire).

A creature in danger of exposure to lava is allowed a Reflex save to avoid the damage, but if successful must immediately make a single move action at the start of its next turn to escape the area the lava occupies. If it cannot or chooses not to, it takes full damage. If the ground is uneven, the lava slowly rolls down any slopes present at a speed of 10 feet per round, and fills up any gaps in the floor.

Exposure to lava causes metal and other materials to heat. A creature that wears metal armor or otherwise carries large amounts of metallic objects is affected as by the heat metal spell when in contact with lava.

Objects that are susceptible to heat or that have a melting point lower than that of steel will also melt (and catch flame if applicable) when in contact with a calefact dragon's lava.

A calefact dragon is immune to the effects of both its breath weapons.

Burrow: A calefact dragon can partake with the essence of dirt, solid rock and even lava and magma, allowing it to burrow through such substances with a speed equal to its land speed. The calefact dragon normally leaves no tunnel when it burrows, but may choose to leave a tunnel through sufficiently solid material if it so desires.

Heat Aura: A calefact dragon radiates an aura of intense heat, making it difficult for any enemy to approach it. For as long as any creature remains within the calefact dragon's natural reach, it suffers 2d6 points of damage per age category the dragon has every round. This damage does not stem directly from fire but rather from intense, primordial heat that affects everything with its blister, and as such resistance to fire does not protect against a calefact dragon's heat aura. Immunity to fire halves any heat damage dealt.

Any creature with heat protection (see Protection against Heat, Sandstorm pg14) is dealt damage as if the calefact dragon's age category is one lower for every point of heat protection they have (minimum wyrmling; 2d6 damage). Spells like endure elements confer protection against heat or cold.

A calefact dragon's heat aura extends beyond its reach, creating an area of unearthly heat (see Heat Dangers, Sandstorm pg12) out to a certain distance depending on their age category. In this area, temperatures can exceed 180°F and are almost intense enough to make water boil. A character inside a calefact dragon's heat aura takes 1d6 lethal damage and 1d4 nonlethal damage every round unless adequately protected.

Table: Calefact Dragon's Heat Aura

Age Aura Radius Age Aura Radius
Wyrmling 60 ft. Mature Adult 750 ft.
Very Young 90 ft. Old 1,000 ft.
Young 120 ft. Very Old 1,500 ft.
Juvenile 200 ft. Ancient 2,000 ft.
Young Adult 300 ft. Wyrm 3,000 ft.
Adult 500 ft. Great Wyrm 1 mile

Any spell with the Cold descriptor cast within a calefact dragon's heat aura immediately fizzles upon casting unless the spellcaster that cast the spell succeeds on a caster level check against the calefact dragon's spell resistance, even if such a spell normally wouldn't allow spell resistance. This effect also applies to cold-based supernatural abilities, which are treated as cold-based spells with a caster level equal to the user's effective character level/HD.

If the cold spell also targets or is cast in a way as to affect the calefact dragon personally, the caster must check against the dragon's spell resistance a second time (if the spell allows spell resistance) before the spell takes any effect on the dragon.

Immunities: Calefact dragons are immune to acid, fire and heat effects.

Spell-Like Abilities: See Table: Calefact Dragon Abilities by Age.

Spells: Calefact dragons cast spells as a wizard of their effective caster level.


Cerulean Dragon

Cerulean Dragon

Full article: Cerulean Dragon (3.5e Monster)

Type: Dragon
Environment: Deep forests, marshes and jungles
Organization: Solitary
Challenge Rating: Wyrmling 5; very young 8; young 12; juvenile 15; young adult 18; adult 20; mature adult 23; old 26; very old 29; ancient 32; wyrm 35; great wyrm 38
Treasure: Double standard
Alignment: Always chaotic neutral
Advancement: Wyrmling 8-9 HD; very young 11-13 HD; young 15-16 HD; juvenile 18-20 HD; young adult 22-23 HD; adult 25-27 HD; mature adult 29-30 HD; old 32-34 HD; very old 36-37 HD; ancient 39-41 HD; wyrm 43-44 HD; great wyrm 46-48 HD
Level Adjustment:

Cerulean 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 M 7d12+14 (59) 13 15 14 14 14 17 +7/+8 +8 +7 +7 +7 4d8 (14)
Very young M 10d12+30 (95) 16 16 16 17 17 21 +10/+13 +13 +10 +10 +10 8d8 (18)
Young M 14d12+56 (147) 18 18 18 20 20 24 +14/+18 +18 +13 +13 +14 12d8 (21)
Juvenile M 17d12+85 (195) 21 19 20 23 23 28 +17/+22 +22 +15 +14 +16 16d8 (23)
Young adult L 21d12+147 (283) 23 21 24 26 26 31 +21/+31 +26 +19 +17 +20 20d8 (27) 30
Adult L 24d12+192 (348) 26 22 26 29 29 35 +24/+36 +31 +22 +20 +23 24d8 (30) 34
Mature adult L 28d12+252 (434) 28 24 28 32 32 38 +28/+41 +36 +25 +23 +27 28d8 (33) 38
Old L 31d12+310 (511) 31 25 30 35 35 42 +31/+45 +40 +27 +24 +29 32d8 (35) 41
Very old H 35d12+420 (647) 33 27 34 38 38 45 +35/+54 +44 +31 +27 +33 36d8 (39) 44
Ancient H 38d12+494 (741) 36 28 36 41 41 49 +38/+59 +49 +34 +30 +36 40d8 (42) 48
Wyrm H 42d12+588 (861) 38 30 38 44 44 52 +42/+64 +54 +37 +33 +40 44d8 (45) 52
Great wyrm H 45d12+675 (967) 41 31 40 47 45 56 +45/+68 +58 +39 +34 +41 48d8 (47) 55


Cerulean Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft., fly 200 ft. (perfect) +2 20 (+2 Dex, +5 natural, +3 deflection), touch 15,
flat-footed 18
Spells, cerulean shield, DR 5/lawful and magic,
immunities, magic blast, spellfyre
4th 20
Very young 40 ft., fly 200 ft. (perfect) +3 25 (+3 Dex, +7 natural, +5 deflection), touch 18,
flat-footed 22
Stifle 3/day, greater invisibility 3/day 7th 23
Young 40 ft., fly 250 ft. (perfect) +4 30 (+4 Dex, +9 natural, +7 deflection), touch 21,
flat-footed 26
Charm monster at will 10th 26
Juvenile 40 ft., fly 250 ft. (perfect) +4 34 (+4 Dex, +11 natural, +9 deflection), touch 23,
flat-footed 30
DR 10/lawful and magic 13th 29
Young adult 40 ft., fly 250 ft. (perfect) +5 37 (-1 size, +5 Dex, +13 natural, +10 deflection), touch 24,
flat-footed 32
Spellburke 3/day, stifle at will 16th 32
Adult 40 ft., fly 250 ft. (perfect) +6 42 (-1 size, +6 Dex, +15 natural, +12 deflection), touch 27,
flat-footed 36
DR 15/lawful and magic 19th 35
Mature adult 40 ft., fly 300 ft. (perfect) +7 47 (-1 size, +7 Dex, +17 natural, +14 deflection), touch 30,
flat-footed 40
Schizophrenia 3/day 22nd 38
Old 40 ft., fly 300 ft. (perfect) +7 51 (-1 size, +7 Dex, +19 natural, +16 deflection), touch 32,
flat-footed 44
DR 15/epic and lawful 25th 41
Very old 40 ft., fly 300 ft. (good) +8 54 (-2 size, +8 Dex, +21 natural, +17 deflection), touch 33,
flat-footed 46
Dominate monster at will 28th 44
Ancient 40 ft., fly 300 ft. (good) +9 59 (-2 size, +9 Dex, +23 natural, +19 deflection), touch 36,
flat-footed 50
Mass charm monster 3/day 31st 47
Wyrm 40 ft., fly 350 ft. (good) +10 64 (-2 size, +10 Dex, +25 natural, +21 deflection), touch 39,
flat-footed 54
DR 20/epic and lawful 34th 50
Great wyrm 40 ft., fly 350 ft. (good) +10 68 (-2 size, +10 Dex, +27 natural, +23 deflection), touch 41,
flat-footed 58
Blood of the pale moon 1/day 37th 53


These capricious, azure-scaled entities roam the jungles and crags of the world. Thought to be related to feykind, they are playful and easily driven to boredom, seeking out mortals to amuse themselves with. While they consider nature to be sacred, they are not above playing pranks with its creations, and their potent charms and compulsions can reduce even the most resilient of men to servile thralls.

Cerulean dragons are very small dragons whose scales are a dark blue tint, with a greenish-blue underbelly. Their hide shows very little composite scale structure and is more like that of a large fish. They have two pairs of wings that move in opposed tandem motions, similar to those of a dragonfly.

Cerulean dragons often make their home in ancient ruins, overgrown with vines and brambles and hidden in the heart of the wilderness. There, they help themselves to whatever riches and treasures the native peoples have left behind. Theatrical and charismatic, cerulean dragons often craft a persona around themselves to appeal to primitive mortals, such as by impersonating their most vaunted gods to gain worshipers and servants. Decadent and hedonistic, once they establish themselves with the locals, they mire themselves in endless recreation and live a carefree life. They value humour and entertainment and exhibit care for their followers and the wilderness around them, protecting it against unwanted invaders and those that would seek to bring corruption.

Combat

A Cerulean dragon’s natural weapons and any weapons it wields are treated as chaotic-aligned as well as magic (wyrmling – mature adult) or epic (old – great wyrm) for the purpose of overcoming damage reduction. A Cerulean dragon has two tails, giving Large or larger sized Cerulean dragons two tail slaps on a full attack action.

Aside from possessing the natural weapons, abilities, and traits innate to all true dragons, Cerulean dragons have the following unique qualities.

Breath Weapon (Su): A Cerulean dragon has two types of breath weapons. The first is a cone of force dealing damage as per Table: Cerulean Dragons by Age. The second is a cone of glitterdust, the blindness effect of which lasts for 3 rounds plus one additional round per age category of the dragon.

Cerulean Shield (Su): A Cerulean dragon projects a powerful shield, giving it a deflection bonus to AC equal to its Charisma bonus that remains even in an antimagic field or when the shield is brought down to 0 hit points. The shield has hit points as shown in Table: Cerulean Shield Hit Points and recovers one tenth of its maximum hit points every minute.

Table: Cerulean Shield Hit Points

Age Shield hp Age Shield hp
Wyrmling 10 Mature Adult 160
Very Young 20 Old 200
Young 40 Very Old 250
Juvenile 60 Ancient 300
Young Adult 90 Wyrm 360
Adult 120 Great Wyrm 420

As long as the cerulean shield has hit points remaining, the Cerulean dragon can use it to negate a targeted spell as an immediate action once per round. Doing so converts the spell's energy into raw magical damage, absorbing all spell effects at the cost of 1d6 points of damage per caster level of the negated spell. Any damage taken over the amount of shield hit points is dealt to the dragon's own hit points.

Immunities: Cerulean dragons are immune to cold, electricity, and compulsion effects.

Magic Blast (Sp): A Cerulean dragon can shoot a magical blast blast dealing 1d6 damage per caster level (maximum 15d6) of the desired energy type in a 20-ft.-radius burst (Reflex half). A magic blast of a particular energy type functions as a spell with the appropriate spell descriptor (i.e. Fire for a fire-type magic blast). The dragon may fire one magic blast as a standard action, or up to one magic blast for every 10 caster levels it has as a swift action (maximum 3), or both. This ability is equivalent to a 5th level spell with a range of 'Long'. Save DCs are Charisma-based.

Spellfyre (Su): Any arcane spellcaster that has taken damage from a Cerulean dragon's bite will suffer the effects of spellfyre for one minute. During this time, attempting to cast a spell provokes a volatile reaction inside their body that deals 1d4 points of damage per spell level being cast and 1d4 points of damage per age category of the dragon, forcing them to make a Concentration check to maintain the spell. This damage is typeless and can't be prevented by any resistance, reduction, or immunity to damage.

Spells: Cerulean dragons cast spells as a druid of their effective caster level.


Gelidus Dragon

Gelidus Dragon

Full article: Gelidus Dragon (3.5e Monster)

Type: Dragon [Air, Cold]
Environment: Arctic reaches and high mountain tops.
Organization: Solitary
Challenge Rating: Wyrmling 7; very young 10; young 13; juvenile 16; young adult 19; adult 22; mature adult 26; old 28; very old 31; ancient 34; wyrm 37; great wyrm 39
Treasure: Triple Standard
Alignment: Always neutral
Advancement: Wyrmling 10-12 HD; very young 14-16 HD; young 18-20 HD; juvenile 22-24 HD; young adult 26-28 HD; adult 30-32 HD; mature adult 34-36 HD; old 38-40 HD; very old 42-44 HD; ancient 46-48 HD; wyrm 50-52 HD; great wyrm 54+ HD
Level Adjustment:
Gelidus 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 L 9d12+36 (94) 19 9 18 18 10 17 +9/+17 +12 +10 +5 +6 4d8 (18)
Very young L 13d12+65 (149) 23 9 20 21 13 19 +13/+23 +18 +13 +7 +9 8d8 (21)
Young L 17d12+98 (208) 26 9 22 24 16 21 +17/+29 +24 +16 +9 +13 12d8 (24) 23
Juvenile H 21d12+168 (304) 30 9 26 27 19 23 +21/+39 +29 +20 +11 +16 16d8 (28) 26
Young adult H 25d12+225 (387) 33 9 28 30 22 25 +25/+44 +34 +23 +13 +20 20d8 (31) 29
Adult H 29d12+290 (478) 37 9 30 33 25 27 +29/+50 +40 +26 +15 +23 24d8 (34) 32
Mature adult G 33d12+396 (610) 40 9 34 36 28 29 +33/+60 +44 +30 +17 +27 28d8 (38) 35
Old G 37d12+481 (721) 44 9 36 39 31 31 +37/+66 +50 +33 +19 +30 32d8 (41) 38
Very old G 41d12+574 (840) 47 9 38 42 34 33 +41/+71 +55 +36 +21 +34 36d8 (44) 41
Ancient C 45d12+720 (1,012) 51 9 42 45 37 35 +45/+81 +57 +40 +23 +37 40d8 (48) 44
Wyrm C 49d12+882 (1,200) 54 9 46 48 40 37 +49/+87 +63 +44 +25 +41 44d8 (52) 47
Great wyrm C 53d12+1,060 (1,404) 58 9 50 51 43 39 +53/+93 +69 +48 +27 +44 48d8 (56) 50


Gelidus Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft., fly 150 ft. (good),
swim 80 ft.
-1 17 (-1 size, -1 Dex, +9 natural), touch 8,
flat-footed 17
DR 5/meteoric, fast healing 5, immunities,
spells, uttercold wreath
3rd 17
Very young 40 ft., fly 150 ft. (good),
swim 80 ft
-1 22 (-1 size, -1 Dex, +14 natural), touch 8,
flat-footed 22
fast healing 10, icythorn wind,
wall of ice at will
6th 20
Young 40 ft., fly 200 ft. (good),
swim 80 ft
-1 27 (-1 size, -1 Dex, +19 natural), touch 8,
flat-footed 27
DR 10/meteoric, fast healing 15 9th 23
Juvenile 40 ft., fly 200 ft. (good),
swim 80 ft
-1 31 (-2 size, -1 Dex, +24 natural), touch 7,
flat-footed 31
fast healing 20, ice shape
(like wood shape) at will
12th 26
Young adult 40 ft., fly 200 ft. (average),
swim 100 ft
-1 36 (-2 size, -1 Dex, +29 natural), touch 7,
flat-footed 36
DR 15/meteoric, fast healing 25 15th 29
Adult 40 ft., fly 250 ft. (average),
swim 100 ft
-1 41 (-2 size, -1 Dex, +34 natural), touch 7,
flat-footed 41
fast healing 30, new SLA 18th 32
Mature adult 40 ft., fly 250 ft. (average),
swim 100 ft
-1 44 (-4 size, -1 Dex, +39 natural), touch 5,
flat-footed 44
DR 20/meteoric, fast healing 35 21st 35
Old 40 ft., fly 250 ft. (average),
swim 100 ft
-1 49 (-4 size, -1 Dex, +44 natural), touch 5,
flat-footed 49
fast healing 40, new SLA 24th 38
Very old 40 ft., fly 300 ft. (average),
swim 120 ft
-1 54 (-4 size, -1 Dex, +49 natural), touch 5,
flat-footed 54
DR 25/meteoric, fast healing 45 27th 41
Ancient 40 ft., fly 300 ft. (average),
swim 120 ft
-1 55 (-8 size, -1 Dex, +54 natural), touch 1,
flat-footed 55
fast healing 50, new SLA 30th 44
Wyrm 40 ft., fly 300 ft. (poor),
swim 120 ft
-1 60 (-8 size, -1 Dex, +59 natural), touch 1,
flat-footed 60
DR 30/meteoric, fast healing 55 33rd 47
Great wyrm 40 ft., fly 350 ft. (poor),
swim 120 ft
-1 65 (-8 size, -1 Dex, +64 natural), touch 1,
flat-footed 65
fast healing 60, final SLA 36th 50


No creature that exists today can match the bone-rending cold of a gelidus dragon. Their roar sprouts flowers of expanding ice in its wake, and their very presence siphons the climate of entire nations. It is thought that they sleep the ages away in their lairs on the highest peaks of the world, undisturbed by the mortals that dwell leagues below, until the time comes for them to fulfill their roles as harbingers of the next Ice Age.

Gelidus dragons are powerful elemental dragons, intertwined with the elements of air and water, the magical basis of cold and ice. Their thick, resilient scales bear the faded blue-gray color of glacial deposits, and are often covered with a mixture of jagged ice plates and blooming hoarfrost, bespeckled with persistent rime. While they are relatively slow and ponderous flyers, gelidus dragons are capable swimmers that float through arctic waters with the grace of an albatross in flight.

The gelidus dragons' psychology has been coloured by their connection with frost and cold. Ice symbolizes the eternal, unchanging state, the end of all motion, and as such gelidus dragons are incredibly conservative and unbending in their ways. They value things that persist and endure without change, and as such have a profound love for sculptures and architecture. Many gelidus dragons are master sculptors, and build entire palaces out of permanent ice to contain their living form. This also reflects in their taste of treasure and riches, preferring form and dimension over explicit value.

Gelidus dragons are very patient, willing to wait many lifetimes for a certain event or opportunity to come to pass. They are, however, equally apathetic and lazy, and an ancient proverb tells that it is easier to stop the sun from rising in the morning than it is to encourage a gelidus dragon to take action. Regardless, they will happily forget their slothful natures if provoked into violence.

Combat

A gelidus dragon's natural weapons and any weapons it wields are treated as cold iron and magic (wyrmling – adult) or epic (mature adult – great wyrm) for the purpose of overcoming damage reduction.

A gelidus dragon's damage reduction is overcome only by weapons that carry the essence of powerful fire. Examples of this are meteoric steel, and natural attacks from powerful monsters with the fire subtype.

Due to the intense cold it emits, the ice formations on a gelidus dragon's hide are constantly and rapidly growing and shifting. Frost endlessly seeps into wounds and the gaps between scales to become part of their body, granting them fast healing equal to five times their effective age category.

Older gelidus dragons abhor being forced into flight while in combat, and unlike most other types of dragons, they chiefly fight on the ground, often without even moving from their spot. As such, they have taught themselves to use their move actions for defensive abilities or spells. While maintaining contact with the ground would render other dragons vulnerable, a gelidus dragon's great resilience, magical defenses, high damage reduction, and intense fast healing makes it as hard to approach and destroy as any other dragon in the air.

Breath Weapon (Su): A gelidus dragon's breath weapon consists of uttercold, dealing cold damage as per the above table. Any creature without cold immunity hit by a gelidus dragon's breath also incurs Dexterity damage as per the below table (Fortitude half).

Devouring Cold: The air of ravaging cold a gelidus dragon emits goes beyond draining heat and turns into a blade that reaps life itself. Any object within the range of the gelidus dragon's influence is robbed of its vitality and movement. Half of the cold damage a gelidus dragon deals bypasses immunity to cold. Furthermore, any non-immune creature that takes cold damage from a gelidus dragon's spells or its uttercold wreath also takes Dexterity damage as per the below table (maximally once per round). Any creature whose Dexterity score is lowered to 0 by a gelidus dragon's cold effects freezes solid and must make a Fortitude save at the beginning of each round or die, until dead or freed. A creature so freed retains 1 point of Dexterity. Save DCs are Constitution-based.

Table: Gelidus Dragon Dexterity Damage

Age Devouring Cold Breath Weapon Age Devouring Cold Breath Weapon
Wyrmling 1 1d4 Mature Adult 1d3 1d10+3
Very Young 1 1d4+1 Old 1d3 1d10+4
Young 1d2 1d6+1 Very Old 1d4 2d6+4
Juvenile 1d2 1d6+2 Ancient 1d4 2d6+5
Young Adult 1d2 1d8+2 Wyrm 1d4 2d8+5
Adult 1d3 1d8+3 Great Wyrm 1d4+1 2d8+6

Icythorn Wind (Sp): A gelidus dragon of very young age or older can project fierce winds that cut straight to the soul. As a move-equivalent action, it may project this ability in the following ways:

Icythorn Barrier: The gelidus dragon creates a protective shell of icy wind around its body that deflects projectiles in the same way as a wind wall spell and doubles the damage per round of its uttercold wreath while active. The wall lasts until the start of its next turn.
Icythorn Blast: The gelidus dragon projects a cone of wind and ice that muffles and extinguishes fire and heat. This functions as a combined gust of wind, quench, and cone of cold effect, both at their effective caster level (uncapped). The dispelling effect of the icythorn blast is at a +4 circumstance bonus to caster level checks.

This ability is equivalent to a spell with a level of 3 plus half the dragon's age category (rounded down). Save DCs are Charisma based.

Uttercold Wreath: A gelidus dragon radiates an aura of biting cold, making it difficult for any enemy to approach it. For as long as any creature remains within the gelidus dragon's natural reach, it suffers 1d6 points of cold damage per age category the dragon has. Any creature without cold immunity within 5 feet per age category of the gelidus dragon is also slowed without save.

Any creature with cold protection (see Protection against Cold, pgX) is dealt damage as if the gelidus dragon's age category is one lower for every point of cold protection they have (minimum wyrmling; 1d6 damage). Spells like endure elements confer protection against heat or cold.

A gelidus dragon's cold aura extends beyond its reach, creating an area of unearthly cold (see Cold Dangers, pg12) out to a certain distance depending on their age category. In this area, temperatures can be lower than -60°F and are almost intense enough to snap-freeze a creature's eyes and skin. A character inside a gelidus dragon's cold aura takes 1d6 lethal damage and 1d4 nonlethal damage every round unless adequately protected.

Table: Gelidus Dragon's Uttercold Wreath

Age Aura Radius Age Aura Radius
Wyrmling 60 ft. Mature Adult 750 ft.
Very Young 90 ft. Old 1,000 ft.
Young 120 ft. Very Old 1,500 ft.
Juvenile 200 ft. Ancient 2,000 ft.
Young Adult 300 ft. Wyrm 3,000 ft.
Adult 500 ft. Great Wyrm 1 mile

Any spell with the Fire descriptor cast within a gelidus dragon's uttercold wreath immediately fizzles upon casting unless the spellcaster that cast the spell succeeds on a caster level check against the gelidus dragon's spell resistance, even if such a spell normally wouldn't allow spell resistance. This effect also applies to fire-based supernatural abilities, which are treated as fire-based spells with a caster level equal to the user's effective character level/HD.

If the fire spell also targets or is cast in a way as to affect the gelidus dragon personally, the caster must check against the dragon's spell resistance a second time (if the spell allows spell resistance) before the spell takes any effect on the dragon.

Immunities: Gelidus dragons are immune to acid, cold, and compulsion effects.

Spell-Like Abilities: See Table: Gelidus Dragon Abilities by Age.

Spells: Gelidus dragons cast spells as a wizard of their effective caster level.


Lethus Dragon

Lethus Dragon

Full article: Lethus Dragon (3.5e Monster)

Type: Dragon [Evil, Psionic]
Environment: Negative energy dominant planes, underworlds, infernal realms, long-forgotten gravesites or battlegrounds, etc.
Organization: Solitary
Challenge Rating: Wyrmling 8; very young 10; young 13; juvenile 16; young adult 19; adult 23; mature adult 26; old 29; very old 32; ancient 34; wyrm 37; great wyrm 40
Treasure: Double standard
Alignment: Always neutral evil
Advancement: Wyrmling 13-15 (Large) HD; very young 17-19 (Large) HD; young 21-23 (Huge) HD; juvenile 25-27 (Huge) HD; young adult 29-31 (Huge) HD; adult 33-36 (Gargantuan) HD; mature adult 37-39 (Gargantuan) HD; old 41-43 (Gargantuan) HD; very old 45-47 (Colossal) HD; ancient 49-51 (Colossal) HD; wyrm 53-55 (Colossal) HD; great wyrm 57-59 (Colossal) HD
Level Adjustment:

Lethus 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 L 12d12+36 (114) 21 10 16 12 12 12 +12/+21 +16 +11 +8 +9 4d12 (19)
Very young L 16d12+64 (168) 24 10 18 15 15 15 +16/+27 +22 +14 +10 +12 8d12 (22) 20
Young H 20d12+100 (230) 27 10 20 18 18 18 +20/+36 +26 +17 +12 +16 12d12 (25) 24
Juvenile H 24d12+144 (300) 30 10 22 21 21 21 +24/+42 +32 +20 +14 +19 16d12 (28) 27
Young adult H 28d12+196 (378) 33 10 24 24 24 24 +28/+47 +37 +23 +16 +23 20d12 (31) 31
Adult G 32d12+288 (496) 36 10 28 27 27 27 +32/+57 +41 +27 +18 +26 24d12 (35) 34
Mature adult G 36d12+396 (630) 39 10 32 30 30 30 +36/+62 +46 +31 +20 +30 28d12 (39) 38
Old G 40d12+520 (780) 42 10 36 33 33 33 +40/+68 +52 +35 +22 +33 32d12 (43) 41
Very old C 44d12+660 (946) 45 10 40 36 36 36 +44/+77 +53 +39 +24 +37 36d12 (47) 45
Ancient C 48d12+816 (1,128) 48 10 44 39 39 39 +48/+83 +59 +43 +26 +40 40d12 (51) 48
Wyrm C 52d12+988 (1,326) 51 10 48 42 42 42 +52/+88 +64 +47 +28 +44 44d12 (55) 52
Great wyrm C 56d12+1,176 (1,540) 54 10 52 45 45 45 +56/+94 +70 +51 +30 +47 48d12 (59) 55


Lethus Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft., fly 250 ft. (perfect) +1 21 (-1 size, +1 profane, +11 natural), touch 10,
flat-footed 21
Spells, powers, DR 10/magic and good, enhanced magic,
immunities, profane protection, shadow walk
5th 20
Very young 40 ft., fly 250 ft. (perfect) +2 26 (-1 size, +2 profane, +15 natural), touch 11,
flat-footed 26
deeper darkness at will 8th 23
Young 40 ft., fly 300 ft. (good) +4 31 (-2 size, +4 profane, +19 natural), touch 12,
flat-footed 31
Damage reduction 15/magic and good 11th 26
Juvenile 40 ft., fly 300 ft. (good) +5 36 (-2 size, +5 profane, +23 natural), touch 13,
flat-footed 36
Shadow conjuration at will 14th 29
Young adult 40 ft., fly 350 ft. (good) +7 42 (-2 size, +7 profane, +27 natural), touch 15,
flat-footed 42
Damage reduction 15/epic and good 17th 32
Adult 40 ft., fly 350 ft. (good) +8 45 (-4 size, +8 profane, +31 natural), touch 14,
flat-footed 45
Shadow evocation at will 20th 35
Mature adult 40 ft., fly 400 ft. (average) +10 51 (-4 size, +10 profane, +35 natural), touch 16,
flat-footed 51
Damage reduction 20/epic and good 23rd 38
Old 40 ft., fly 400 ft. (average) +11 56 (-4 size, +11 profane, +39 natural), touch 17,
flat-footed 56
Simulacrum 1/day 26th 41
Very old 40 ft., fly 450 ft. (average) +13 58 (-8 size, +13 profane, +43 natural), touch 15,
flat-footed 58
Damage reduction 25/epic and good 29th 44
Ancient 40 ft., fly 450 ft. (average) +14 63 (-8 size, +14 profane, +47 natural), touch 16,
flat-footed 63
Shadow body 3/day 32nd 47
Wyrm 40 ft., fly 500 ft. (average) +16 69 (-8 size, +16 profane, +51 natural), touch 18,
flat-footed 69
Damage reduction 30/epic and good 35th 50
Great wyrm 40 ft., fly 500 ft. (average) +17 74 (-8 size, +17 profane, +55 natural), touch 19,
flat-footed 74
Shadow asgard 1/day 38th 53


The Lethus Dragon is a horror that stems from places with strong negative energy, a body blacker than a Black Dragon that is wreathed in horrible black smoke. They are the evilest of dragons, and roam in places where death wanders, and where the dead themselves are ferried over. Some live in the cursed waters of the rivers Lethe, Styx and Phlegethon, the first from which they derive their name. Their most powerful attacks are not so much the weapons of their breath, but infernal screeches that rend the mind itself.

Lethus dragons have foregone the majestic effigies of their Chromatic brethren, and are more warped, grotesque exemplars of the species of True Dragons. The oldest of them live unnaturally long, and they become unnaturally powerful. The first 6 categories are considered non-epic, and the last 6 are considered epic dragons.

Lethus dragons are first and foremost guardians of the places of the dead, and despite their vile nature, they are renowned for their indifference to pleas. By the consent of a lethus dragon, a specific soul may be restored and returned from the dead, but dealing with one of these creatures is very dangerous. Approaching a lethus dragon with the purpose of releasing an ally's soul from the dead without having a proper bargaining chip is a death sentence. Furthermore, lethus dragons delight in just finding out how far people are willing to go for their friends, a mindset that the dragon both loathes and respects.

Combat

A Lethus dragon’s natural weapons and any weapons it wields are treated as evil-aligned as well as magic (wyrmling – adult) or epic (mature adult – great wyrm) for the purpose of overcoming damage reduction.

Aside from possessing the natural weapons, abilities and traits innate to all true dragons, Lethus dragons have the following unique qualities.

Breath Weapon (Su): The Lethus dragon has one type of breath weapon, for lack of a better word (as it's a psionic attack). It functions like an ultrablast attack that is projected in a cone of normal length for a dragon's breath weapon and with the associated damage in Table: Lethus Dragons by Age. Lethus dragons cannot shape their breath weapon in different forms like other primevals, but due to its insubstantial nature, a Lethus dragon's breath weapon passes through anything, even walls of force or similar warding effects. This means that the breath weapon passes straight through cover, total concealment and doesn't require line of effect. The DCs associated apply to Will saves for half damage.

Enhanced Magic (Su): Within the confines of a Lethus dragon's body, magics with either the Darkness or Death descriptor are empowered and maximized, without requiring a higher level spell slot. Spell-like abilities based on spells with those descriptors are also enhanced.

Profane Protection (Ex): The Lethus dragon's body is protected by a vile protective shroud, bestowing upon it a profane bonus to its Armor Class equal to its Charisma modifier. A Lethus dragon also gains this bonus to all initiative checks.

Shadow Walk (Su): Lethus dragons have a profound understanding of the shadow plane. This ability functions like the spell, but the dragon can precisely control its destination and the ability functions more like a short range jump or teleport effect, as it creates instantaneous travel from one place to another place on the same plane (as long as said plane is coterminous with the shadow plane). The dragon can use his shadow walk ability for short range transportation, in order to throw its enemies off during battle. Furthermore, it can use Shadow Walk everywhere on planes coterminous with the shadow plane, using its own body, which is perpetually wreathed in smoky black shadow, as a medium. A Lethus dragon may use shadow walk to jump every 1d4 rounds. Maximum jump distance depends on the dragon's age category.

Table: Lethus Dragon and Shadow Walk

Age Max. Distance Age Max. Distance
Wyrmling 50 ft. Mature Adult 800 ft.
Very Young 100 ft. Old 1,000 ft.
Young 200 ft. Very Old 1,500 ft.
Juvenile 300 ft. Ancient 2,000 ft.
Young Adult 400 ft. Wyrm 3,000 ft.
Adult 600 ft. Great Wyrm 1 mile

Spells: Lethus dragons cast spells as a sorcerer of their effective caster level.

Powers: Lethus dragons manifest psionic powers as a wilder of their effective caster level, which is also their effective manifester level.

Immunities (Ex): Energy drain, death effects, and negative energy.


Olympus Dragon

Calefact Dragon

Full article: Calefact Dragon (3.5e Monster)

Type: Dragon [Earth, Fire]
Environment: Volcanic areas
Organization: Solitary
Challenge Rating: Wyrmling 5; very young 8; young 12; juvenile 15; young adult 18; adult 22; mature adult 25; old 27; very old 30; ancient 33; wyrm 36; great wyrm 38
Treasure: Triple standard
Alignment: Often lawful neutral
Advancement: Wyrmling 7-9 HD; very young 11-13 HD; young 15-17 HD; juvenile 19-21 HD; young adult 23-25 HD; adult 27-29 HD; mature adult 31-33 HD; old 35-37 HD; very old 39-41 HD; ancient 43-45 HD; wyrm 47-49 HD; great wyrm 51+ HD
Level Adjustment:
Calefact 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 L 6d12+24 (63) 17 10 19 16 12 13 +6/+13 +8 +9 +5 +6 5d10 (17)
Very young L 10d12+50 (115) 20 10 21 19 15 15 +10/+19 +14 +12 +7 +9 10d10 (20)
Young L 14d12+84 (175) 23 10 23 22 18 17 +14/+24 +19 +15 +9 +13 15d10 (23) 20
Juvenile H 18d12+126 (243) 26 10 25 25 21 19 +18/+34 +24 +18 +11 +16 20d10 (26) 23
Young adult H 22d12+198 (341) 29 10 29 28 24 21 +22/+39 +29 +22 +13 +20 25d10 (30) 26
Adult H 26d12+286 (455) 32 10 33 31 27 23 +26/+45 +35 +26 +15 +23 30d10 (34) 29
Mature adult G 30d12+390 (585) 35 10 37 34 30 25 +30/+54 +38 +30 +17 +27 35d10 (38) 32
Old G 34d12+510 (731) 38 10 41 37 33 27 +34/+60 +44 +34 +19 +30 40d10 (42) 35
Very old G 38d12+646 (893) 41 10 45 40 36 29 +38/+65 +49 +38 +21 +34 45d10 (46) 38
Ancient C 42d12+798 (1,071) 44 10 49 43 39 31 +42/+75 +51 +42 +23 +37 50d10 (50) 41
Wyrm C 46d12+966 (1,265) 47 10 53 46 42 33 +46/+80 +56 +46 +25 +41 55d10 (54) 44
Great wyrm C 50d12+1,150 (1,475) 50 10 57 49 45 35 +50/+86 +62 +50 +27 +44 60d10 (58) 47


Calefact Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft., fly 150 ft. (good),
burrow 40 ft.
+0 22 (-1 size, +13 natural), touch 9,
flat-footed 22
Burrow, DR 10/cold iron and 5/-, heat aura,
immunities, spells, vulnerability to cold
3rd 17
Very young 40 ft., fly 200 ft. (good),
burrow 40 ft.
+0 27 (-1 size, +18 natural), touch 9,
flat-footed 27
Wall of stone at will, wall of magmaSand
at will
6th 20
Young 40 ft., fly 200 ft. (average),
burrow 40 ft.
+0 32 (-1 size, +23 natural), touch 9,
flat-footed 32
DR 15/cold iron and 5/- 9th 23
Juvenile 40 ft., fly 200 ft. (average),
burrow 40 ft.
+0 36 (-2 size, +28 natural), touch 8,
flat-footed 36
Fabricate at will 12th 26
Young adult 40 ft., fly 200 ft. (average),
burrow 40 ft.
+0 41 (-2 size, +33 natural), touch 8,
flat-footed 41
DR 20/cold iron and 10/- 15th 29
Adult 40 ft., fly 250 ft. (average),
burrow 40 ft.
+0 46 (-2 size, +38 natural), touch 8,
flat-footed 46
Transmute rock to lavaSpC at will
(one 10-ft. cube per age category)
18th 32
Mature adult 40 ft., fly 250 ft. (average),
burrow 40 ft.
+0 49 (-4 size, +43 natural), touch 6,
flat-footed 49
DR 30/cold iron and 15/- 21st 35
Old 40 ft., fly 250 ft. (average),
burrow 40 ft.
+0 54 (-4 size, +48 natural), touch 6,
flat-footed 54
True creation 1/day
(max item value 10,000 gp)
24th 38
Very old 40 ft., fly 250 ft. (poor),
burrow 40 ft.
+0 59 (-4 size, +53 natural), touch 6,
flat-footed 59
DR 40/cold iron and 20/- 27th 41
Ancient 40 ft., fly 300 ft. (poor),
burrow 40 ft.
+0 60 (-8 size, +58 natural), touch 2,
flat-footed 60
Volcano 1/year 30th 44
Wyrm 40 ft., fly 300 ft. (poor),
burrow 40 ft.
+0 65 (-8 size, +63 natural), touch 2,
flat-footed 65
DR 50/cold iron and 25/- 33rd 47
Great wyrm 40 ft., fly 300 ft. (poor),
burrow 40 ft.
+0 70 (-8 size, +68 natural), touch 2,
flat-footed 70
Primal calling 1/day (Earth or Fire only) 36th 50


Calefact dragons are ancient forgemasters, said to have given the secrets of the furnace to the mortal folk. Masters of artifice and heat, their very presence scorches the land and their deafening roar causes dormant volcanoes to awaken.

Covered almost completely with obsidian scales as hard as adamantine, a calefact dragon's body glows with an inborn fire, the luminous heat of their inner furnace pouring through their mouth and skin. Boasting a fearsome and heatworn appearance, the scorching temperature of their internal organs patterns their body with a cinder-like glow.

Calefact dragons have a powerful connection to the elements of earth and fire, and often appear in locations where these two elements are prominently represented. They can burrow through earth and magma with fearsome speed and have among the hardest scales of any known true dragon species.

Calefact dragons are known to surround themselves with artifice, as the craft and the forge brings them closer to home. Their lairs are often sticklingly hot caverns or the calderas of active volcanoes, ornate with artful steel and stone, finely emblazoned armor stands and giant weapons proudly displayed. Calefact dragons grow especially angry when seen as beings that can only destroy, as they take great pride in their ability to create and mold existing matter into aesthetically pleasing shapes.

Combat

A calefact dragon's natural weapons and any weapons it wields are treated as lawful-aligned as well as magic (wyrmling – adult) or epic (mature adult – great wyrm) for the purpose of overcoming damage reduction.

Breath Weapon (Su): A calefact dragon has two types of breath weapons. The primary consists of molten slag. The damage stems from a violent admixture of acid and fire that isn't reduced by resistance, but immunity to acid and/or fire halves the damage dealt. On top of dealing damage, a calefact dragon's molten slag burns away any mundane protection against heat a creature has (except for magical effects or extraordinary abilities that convey such protection; see Heat Dangers, Sandstorm pg12), and furthermore nauseates creatures with intense pain for 1 round unless they succeed on a Fortitude save.

The calefact dragon's secondary breath weapon is its ability to spit lava, which covers up to 2 10-foot squares of ground per age category the dragon has in a roughly knee-high layer of molten rock. Any square occupied by lava is considered difficult terrain and any creature standing in it takes 2d10 points of damage for every age category the dragon has (or 1d10 damage per age category if the creature has immunity to fire).

A creature in danger of exposure to lava is allowed a Reflex save to avoid the damage, but if successful must immediately make a single move action at the start of its next turn to escape the area the lava occupies. If it cannot or chooses not to, it takes full damage. If the ground is uneven, the lava slowly rolls down any slopes present at a speed of 10 feet per round, and fills up any gaps in the floor.

Exposure to lava causes metal and other materials to heat. A creature that wears metal armor or otherwise carries large amounts of metallic objects is affected as by the heat metal spell when in contact with lava.

Objects that are susceptible to heat or that have a melting point lower than that of steel will also melt (and catch flame if applicable) when in contact with a calefact dragon's lava.

A calefact dragon is immune to the effects of both its breath weapons.

Burrow: A calefact dragon can partake with the essence of dirt, solid rock and even lava and magma, allowing it to burrow through such substances with a speed equal to its land speed. The calefact dragon normally leaves no tunnel when it burrows, but may choose to leave a tunnel through sufficiently solid material if it so desires.

Heat Aura: A calefact dragon radiates an aura of intense heat, making it difficult for any enemy to approach it. For as long as any creature remains within the calefact dragon's natural reach, it suffers 2d6 points of damage per age category the dragon has every round. This damage does not stem directly from fire but rather from intense, primordial heat that affects everything with its blister, and as such resistance to fire does not protect against a calefact dragon's heat aura. Immunity to fire halves any heat damage dealt.

Any creature with heat protection (see Protection against Heat, Sandstorm pg14) is dealt damage as if the calefact dragon's age category is one lower for every point of heat protection they have (minimum wyrmling; 2d6 damage). Spells like endure elements confer protection against heat or cold.

A calefact dragon's heat aura extends beyond its reach, creating an area of unearthly heat (see Heat Dangers, Sandstorm pg12) out to a certain distance depending on their age category. In this area, temperatures can exceed 180°F and are almost intense enough to make water boil. A character inside a calefact dragon's heat aura takes 1d6 lethal damage and 1d4 nonlethal damage every round unless adequately protected.

Table: Calefact Dragon's Heat Aura

Age Aura Radius Age Aura Radius
Wyrmling 60 ft. Mature Adult 750 ft.
Very Young 90 ft. Old 1,000 ft.
Young 120 ft. Very Old 1,500 ft.
Juvenile 200 ft. Ancient 2,000 ft.
Young Adult 300 ft. Wyrm 3,000 ft.
Adult 500 ft. Great Wyrm 1 mile

Any spell with the Cold descriptor cast within a calefact dragon's heat aura immediately fizzles upon casting unless the spellcaster that cast the spell succeeds on a caster level check against the calefact dragon's spell resistance, even if such a spell normally wouldn't allow spell resistance. This effect also applies to cold-based supernatural abilities, which are treated as cold-based spells with a caster level equal to the user's effective character level/HD.

If the cold spell also targets or is cast in a way as to affect the calefact dragon personally, the caster must check against the dragon's spell resistance a second time (if the spell allows spell resistance) before the spell takes any effect on the dragon.

Immunities: Calefact dragons are immune to acid, fire and heat effects.

Spell-Like Abilities: See Table: Calefact Dragon Abilities by Age.

Spells: Calefact dragons cast spells as a wizard of their effective caster level.




Back to Main Page3.5e HomebrewMonsters

AlignmentOften lawful neutral +, Always chaotic neutral +, Always neutral + and Always neutral evil +
AuthorSulacu +
Challenge Rating5 +, 8 +, 12 +, 15 +, 18 +, 22 +, 25 +, 27 +, 30 +, 33 +, 36 +, 38 +, 20 +, 23 +, 26 +, 29 +, 32 +, 35 +, 7 +, 10 +, 13 +, 16 +, 19 +, 28 +, 31 +, 34 +, 37 +, 39 + and 40 +
EnvironmentVolcanic areas +, Deep forests, marshes and jungles +, Arctic reaches and high mountain tops. + and Negative energy dominant planes, underworlds, infernal realms, long-forgotten gravesites or battlegrounds, etc. +
Identifier3.5e Monster +
Rated ByStryker +, Fluffykittens +, Undead Knave +, Eiji-kun +, Leziad +, Wildmage + and Cedric +
RatingRated 4 / 4 +
SizeLarge +, Huge +, Gargantuan +, Colossal + and Medium +
SubtypeEarth +, Fire +, Air +, Cold +, Evil + and Psionic +
TitlePrimeval Dragons +
TypeDragon +