Primeval Dragons (3.5e Monster)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Sulacu (talk)
Date Created: November 29, 2011
Status: Work in progress
Editing: Clarity edits only please
 Ratings for this homebrew:
Average:
4
/ 4

 7 users favored it (4/4).
 0 users liked it (3/4).
 0 were neutral on it (2/4).
 0 users disliked it (1/4).
 0 users opposed it (0/4).

CommunityFavorite.png
Rate this article
Discuss this article

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.

In older and more dangerous times, the Primevals ravaged the mortal world.

Physiology and Combat[edit]

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 with a feline body form and two wings, primeval dragons only have rear legs, with their front legs contained within the ulna of their wings, making them more akin physically to wyverns than modern true dragons. As such, when they are grounded and on all fours, their wings are spread across the ground. Their claws extend from the point at the cusp of each wing 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 structure 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[edit]

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
Malcurion 27,200
Olympus 23,400
Orichalcum 24,600
Qilung 23,200
Tempest 25,200

Natural Weapons[edit]

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 at the same time, 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[edit]

Primeval Dragons are generally slower on land 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)[edit]

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 unless noted otherwise, including line or cone. The length of a primeval dragon’s line or cone are larger than those of a modern dragon (see table below). In addition to cone and line, primeval dragons have the following breath weapon shapes available to them.

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, but the sum total of direction changes may not be more than 90 degrees throughout the entire length of the sweep, and the maximum range of this ability is up to the length of its line breath weapon. The dragon must either be airborne or on elevated terrain to perform a sweep with its breath weapon.

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 twice its age category as the effective caster level for range indication, as if it were a spell). Upon reaching its target or a hard surface, the blast detonates in a spherical explosion.

Dragon Breath Weapons
Dragon Size Line1
(Length)
Cone2
(Length)
Sweep
(Total Length)
Blast
(Spread Radius)
Medium 80 ft. 40 ft. 80 ft. 15 ft.
Large 100 ft. 50 ft. 100 ft. 20 ft.
Huge 120 ft. 60 ft. 120 ft. 25 ft.
Gargantuan 160 ft. 80 ft. 160 ft. 30 ft.
Colossal 200 ft. 100 ft. 200 ft. 40 ft.
  1. A line is always 5 feet high and 5 feet wide.
  2. A cone is as high and wide as its length.

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)[edit]

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[edit]

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[edit]

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)[edit]

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[edit]

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

Senses[edit]

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

Hover[edit]

All primeval dragons have the Hover feat.

Species of Primeval Dragons[edit]

Below is a list of all recorded primeval dragons and their statistics. See their individual article pages for an example statistics block.

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[edit]

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

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[edit]

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

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[edit]

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

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[edit]

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.



Malcurion Dragon

Full article: Malcurion Dragon (3.5e Monster)

Type: Dragon [Xenotheric]
Environment: Outer space, the far realm, and strongly positive energy aligned planes.
Organization: Solitary
Challenge Rating: Wyrmling 8; very young 12; young 15; juvenile 17; young adult 21; adult 24; mature adult 27; old 30; very old 33; ancient 36; wyrm 39; great wyrm 42
Treasure: Triple standard
Alignment: Usually 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:
Malcurion 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 6d12+24 (36 sp, 63 hp) 18 13 18 12 12 22 +6/+10 +19 +9 +6 +6 4d8 (17) 19
Very young L 10d12+60 (70 sp, 125 hp) 20 13 22 15 15 25 +10/+19 +14 +13 +8 +8 8d8 (21) 22
Young L 14d12+98 (126 sp, 189 hp) 23 15 24 18 18 29 +14/+24 +19 +16 +11 +13 12d8 (24) 26
Juvenile L 18d12+144 (198 sp, 261 hp) 25 17 26 21 21 32 +18/+29 +24 +19 +14 +16 16d8 (27) 30
Young adult L 22d12+198 (286 sp, 341 hp) 28 19 28 24 24 36 +22/+35 +30 +22 +17 +20 20d8 (30) 34
Adult L 26d12+260 (364 sp, 429 hp) 30 21 30 27 27 39 +26/+40 +35 +25 +20 +23 24d8 (33) 37
Mature adult H 30d12+360 (480 sp, 555 hp) 33 21 34 30 30 43 +30/+49 +39 +29 +22 +27 28d8 (37) 41
Old H 34d12+442 (612 sp, 663 hp) 35 23 36 33 33 46 +34/+54 +44 +32 +25 +30 32d8 (40) 45
Very old H 38d12+532 (760 sp, 779 hp) 38 25 38 36 36 50 +38/+60 +50 +35 +28 +34 36d8 (43) 49
Ancient H 42d12+630 (882 sp, 903 hp) 40 27 40 39 39 53 +42/+65 +55 +38 +31 +37 40d8 (46) 52
Wyrm H 46d12+736 (1,058 sp, 1,035 hp) 43 29 42 42 42 57 +46/+70 +60 +41 +34 +41 44d8 (49) 56
Great wyrm G 50d12+900 (1,250 sp, 1,225 hp) 45 29 46 45 45 60 +50/+79 +63 +45 +36 +44 48d8 (53) 60


Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 30 ft., fly 200 ft. (good) +1 22 (+1 Dex, +5 natural, +6 deflection), touch 17,
flat-footed 21
Xenotheric traits, spells, anima shield, enhanced magic, immunities, radiation aura,
Regeneration 10, space-capable
5th 18
Very young 40 ft., fly 250 ft. (good) +1 24 (-1 size, +1 Dex, +7 natural, +7 deflection), touch 17,
flat-footed 23
Regeneration 20, solar window at will 8th 21
Young 40 ft., fly 250 ft. (good) +2 29 (-1 size, +2 Dex, +9 natural, +9 deflection), touch 20,
flat-footed 27
Regeneration 30 11th 24
Juvenile 40 ft., fly 250 ft. (good) +3 34 (-1 size, +3 Dex, +11 natural, +11 deflection), touch 23,
flat-footed 31
Regeneration 40, Warp Diver 14th 27
Young adult 40 ft., fly 300 ft. (good) +4 39 (-1 size, +4 Dex, +13 natural, +13 deflection), touch 26,
flat-footed 35
Regeneration 50 17th 30
Adult 40 ft., fly 300 ft. (good) +5 43 (-1 size, +5 Dex, +15 natural, +14 deflection), touch 28,
flat-footed 38
Regeneration 60, tactical nuke 1/day (1-round casting, is released as a concentrated
ball of radioactive energy with a maximum range of 1 mile). For the duration of the
cooldown, the dragon's radiation aura and breath weapon weakens by 2 age categories.
20th 33
Mature adult 40 ft., fly 300 ft. (average) +5 46 (-2 size, +5 Dex, +17 natural, +16 deflection), touch 29,
flat-footed 41
Regeneration 70 23rd 36
Old 40 ft., fly 300 ft. (average) +6 51 (-2 size, +6 Dex, +19 natural, +18 deflection), touch 32,
flat-footed 45
Regeneration 80, merton 1/minute (effectively omnidirectional gamma ray burst, causes
radiation exposure)
26th 39
Very old 40 ft., fly 350 ft. (average) +7 56 (-2 size, +7 Dex, +21 natural, +20 deflection), touch 35,
flat-footed 49
Regeneration 90 29th 42
Ancient 40 ft., fly 350 ft. (average) +8 60 (-2 size, +8 Dex, +23 natural, +21 deflection), touch 37,
flat-footed 52
Regeneration 100, Hyperwarp Dive 32nd 45
Wyrm 40 ft., fly 350 ft. (average) +9 65 (-2 size, +9 Dex, +25 natural, +23 deflection), touch 40,
flat-footed 56
Regeneration 110 35th 48
Great wyrm 40 ft., fly 350 ft. (average) +9 67 (-4 size, +9 Dex, +27 natural, +25 deflection), touch 42,
flat-footed 58
Regeneration 120, megaton 1/day (5-round casting, is released as a concentrated
ball of radioactive energy with a maximum range of 20 miles). For the duration of the
cooldown, the dragon's radiation aura and breath weapon weakens by 4 age categories.
38th 51


Within planes too far within the outer rim of the multiverse or too unformed to sustain mortal life dwell beings of terrible power. Before men and even Gods tamed its power, before the concept of its life-giving and destructive force was even understood, ancient dragons that lived beyond the stars harnessed the power of the atom.

Amongst all of the primeval dragons known to man, the malcurion dragons are often considered to be the most fundamentally terrifying. Wielding powers that few mortal civilizations can comprehend, malcurion dragons are seen as advents of widespread disaster. The truth about these beasts, however, is far more nuanced; their exile from the material plane is self-imposed, and they make their lairs in places where few mortals are capable of treading. The far realm, the reaches of outer space, these are the places where malcurion dragons can sustain themselves, absorbing the intense radiation of vast celestial bodies. While their mentality makes them nearly impossible to predict, on the whole, malcurion dragons prefer noninterference over violence.

Malcurion dragons have an immense amount of vital force that lets them recover from almost anything with no limit, and a robust body that resists many conventional forms of damage. Physically, their bodies are fairly small, but their internal organs are laced with a renewing source of high density fissionable materials that maintains the nuclear reactions that sustain their unnaturally long life. Conversely, their wingspan is very large, in order to allow them to maintain altitude within areas of atmosphere and gravitation.

Because of their natures, malcurion dragons are highly reclusive, and most of them dislike being sought out. However, many millennia of roaming the dark, faraway places of the multiverse have garnered them a large collection of esoteric knowledge that few other creatures could hope to possess. To a malcurion dragon, experience is a hoard far more valuable than any pile of mere material riches. As such, even the most reclusive, jaded misanthropes amongst the species will likely forego baring their fangs if sufficiently appeased with new experience, whether in the form of knowledge, stories, learned discourse, or various media. Travelers of the far realm, however, should be wary, as the morality of these dragons is often as alien as their home, unclassifiable by any means other than 'above Good or Evil', to the point that the reason behind any kindness or atrocity they commit in pursuit of some greater scheme can only be guessed at.

Combat[edit]

A malcurion dragon’s natural weapons and any weapons it wields are treated as magic (wyrmling – adult) or epic (mature adult – great wyrm) for the purpose of overcoming damage reduction. Furthermore, due to their alien morality, a malcurion dragon automatically emulates any alignment in its attacks or spells, in the form of bypassing DR/alignment or adding Alignment-based descriptors whenever it is favourable to them.

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

Breath Weapon: (Ex): A malcurion dragon's breath weapon is a concentrated gamma ray burst that bathes everything it hits in radioactive fire. Any living creature that takes damage from the burst is afflicted on the microscopic level by the intense gamma radiation, and takes Constitution damage as per the Breath Weapon column of Table: Malcurion Dragon Radiation Effects.

Any 5-foot square targeted by the dragon's gamma ray breath remains acutely radioactive for 1d4+1 rounds. Any creature that took damage from the breath weapon or that starts its turn within an afflicted square counts as having been directly exposed to the dragon's radiation aura.

Anima Shield (Ex): A malcurion dragon's internal physiology is a nigh-infinite wellspring of hazardous energies. The only thing that keeps it from being a walking calamity is the shield they project throughout the outer shell of their bodies. A malcurion's anima shield compresses and contains the vast amounts of radiation inside of its body.

The anima shield is a shield with strength and hardness equal to the dragon's Charisma bonus, and a Very Slow (1 hit point/HD per hour) recharge rate. The anima shield also bestows the dragon a deflection bonus to Armor Class that turns away attacks, which remains even if the anima shield depletes.

Once the anima shield reaches 0 hit points, the malcurion dragon's radiation aura spills out and becomes active until the shield regains at least 1 hit point.

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

Radiation Aura (Ex): Upon depletion of its anima shield, a malcurion dragon's radiation will pour out unstoppably, bathing everything in its vicinity in lethal gamma radiation. Any creature directly exposed to the aura incurs Constitution drain (see Radiation Exposure).

Regeneration (Ex): A malcurion dragon can recover almost limitlessly from any kind of damage it takes. The only thing that can bypass a malcurion dragon's regeneration is a sufficient amount of depleted darklight being forcibly inserted into its heart. This requires a called shot with a −10 penalty to the attack roll while the dragon's anima shield is down, using a darklight weapon or another effect that involves a large mass of darklight or some similar fission-retarding substance, that is then either broken off into the wound or left there completely, and the attack furthermore must do more than 5 points of damage per age category of the dragon in order to successfully pierce the heart. This retards the nuclear reaction that sustains it and eventually brings it to death unless removed. Even then, whenever the malcurion dragon takes lethal damage, the first 5 points per age category becomes nonlethal damage instead. The dragon still heals nonlethal damage as if its regeneration is still active, but only half the amount per round (i.e. 5 points per age category).

Space Capable (Ex): A malcurion dragon is capable of living within the void of space as easily as a mortal lives on the material plane. It standardly has the Astroadaptation feat. The dragon does not need to breathe, and its sustenance is radiation, which it absorbs simply by bathing in a sufficiently powerful source of it, such as a star.

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

Immunities: Radiation, Light effects, cold, and fire.


Olympus Dragon

Full article: Olympus Dragon (3.5e Monster)

Type: Dragon [Good]
Environment: Positive energy dominant plains, the celestial spheres, etc.
Organization: Solitary or as mounts for influential celestials.
Challenge Rating: Wyrmling 9; very young 11; young 14; juvenile 17; young adult 21; adult 24; mature adult 26; old 29; very old 32; ancient 34; wyrm 37; great wyrm 40
Treasure: Double standard
Alignment: Always neutral good
Advancement: Wyrmling 14-16 (Large) HD; very young 18-20 (Large) HD; young 22-24 (Huge) HD; juvenile 26-28 (Huge) HD; young adult 30-33 (Huge) HD; adult 34-37 (Gargantuan) HD; mature adult 38-40 (Gargantuan) HD; old 42-44 (Gargantuan) HD; very old 46-48 (Colossal) HD; ancient 50-52 (Colossal) HD; wyrm 54-56 (Colossal) HD; great wyrm 58-60 (Colossal) HD
Level Adjustment:
Olympus 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 13d12+26 (110) 20 11 15 12 15 12 +13/+22 +17 +10 +8 +10 5d12 (18)
Very young L 17d12+51 (161) 23 11 17 15 18 15 +17/+27 +22 +13 +10 +14 10d12 (21) 20
Young H 21d12+84 (220) 26 11 19 18 21 18 +21/+37 +27 +16 +12 +17 15d12 (24) 24
Juvenile H 25d12+150 (312) 29 11 23 20 25 20 +25/+42 +32 +20 +14 +21 20d12 (28) 27
Young adult H 29d12+203 (391) 32 11 25 23 28 23 +29/+48 +38 +23 +16 +25 25d12 (31) 30
Adult G 33d12+264 (478) 36 11 27 26 31 26 +33/+58 +42 +26 +18 +29 30d12 (34) 34
Mature adult G 37d12+370 (610) 40 11 31 28 35 28 +37/+64 +48 +30 +20 +32 35d12 (38) 37
Old G 41d12+451 (717) 43 11 33 31 38 31 +41/+69 +53 +33 +22 +36 40d12 (41) 40
Very old C 45d12+585 (877) 46 11 37 34 41 34 +45/+79 +55 +37 +24 +39 45d12 (45) 44
Ancient C 49d12+686 (1,004) 49 11 39 36 45 36 +49/+84 +60 +40 +26 +43 50d12 (48) 47
Wyrm C 53d12+848 (1,192) 52 11 43 39 48 39 +53/+90 +66 +44 +28 +47 55d12 (52) 50
Great wyrm C 57d12+969 (1,339) 55 11 45 42 51 42 +57/+95 +71 +47 +30 +50 60d12 (55) 54


Olympus Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft., fly 250 ft. (good) +1 22 (-1 size, +1 sacred, +12 natural), touch 10,
flat-footed 22
Spells, DR 10/magic and evil, enhanced magic (light and
healing spells), immunities, sacred shield
5th 20
Very young 40 ft., fly 300 ft. (good) +2 27 (-1 size, +2 sacred, +16 natural), touch 11,
flat-footed 27
Daylight at will 8th 23
Young 40 ft., fly 300 ft. (good) +4 33 (-2 size, +4 sacred, +21 natural), touch 12,
flat-footed 33
DR 15/magic and evil 11th 26
Juvenile 40 ft., fly 300 ft. (good) +5 38 (-2 size, +5 sacred, +25 natural), touch 13,
flat-footed 38
Restoration at will 14th 29
Young adult 40 ft., fly 350 ft. (good) +6 43 (-2 size, +6 sacred, +29 natural), touch 14,
flat-footed 43
DR 15/epic and evil 17th 32
Adult 40 ft., fly 350 ft. (good) +8 48 (-4 size, +8 sacred, +34 natural), touch 14,
flat-footed 48
Flame strike at will 20th 35
Mature adult 40 ft., fly 350 ft. (good) +9 53 (-4 size, +9 sacred, +38 natural), touch 15,
flat-footed 53
DR 20/epic and evil 23rd 38
Old 40 ft., fly 400 ft. (good) +10 58 (-4 size, +10 sacred, +42 natural), touch 16,
flat-footed 58
Sunburst 3/day 26th 41
Very old 40 ft., fly 400 ft. (average) +12 61 (-8 size, +12 sacred, +47 natural), touch 14,
flat-footed 61
DR 25/epic and evil 29th 44
Ancient 40 ft., fly 400 ft. (average) +13 66 (-8 size, +13 sacred, +51 natural), touch 15,
flat-footed 66
Mass heal 3/day 32nd 47
Wyrm 40 ft., fly 450 ft. (average) +14 71 (-8 size, +14 sacred, +55 natural), touch 16,
flat-footed 71
DR 30/epic and evil 35th 50
Great wyrm 40 ft., fly 450 ft. (average) +16 78 (-8 size, +16 sacred, +60 natural), touch 18,
flat-footed 78
Complete restoration 1/day 38th 53


The pure gleam of mount Olympus is reflected in the white-gold scale of these celestial dragons, who carry an aura of command and loyalty around them at all times. They are the purest of dragonkind, and have devoted their loyalty to the guardians of the celestial spheres, who use these fearsome champions of good as mounts and airborne fortresses from which to oversee the battlefield. Olympus dragons live at the highest peaks of Celestia and guard it ever-diligently from fiendish interlopers.

The scales of the majestic Olympus dragons are perfectly smooth and naturally engraved with celestial glyphs. They gain the bulk of their immense power from pure divine origins and are considered the mortal enemies of the vile and twisted Lethus dragons. The first 6 categories are considered non-epic, and the last 6 are considered epic dragons.

Olympus dragons are, when compared to almost any other species of true dragon, uncharacteristically indifferent to the lure of gold and jewels, but they highly value and appraise artwork and cultural memorabilia. It is then not unlikely for an Olympus dragon to have its lair decorated by a quaint collection of oddities from across the planes. Despite their reputation as stalwart champions of good and as being mounts for the most powerful celestials - even for certain gods - those that stray from Celestia are often somewhat provincial in their dealings with sentient beings. Olympus dragons are almost always unprejudiced, and have a deep-seated respect where it is due, even for the smallest of creatures. The griefs and troubles of a poor commoner are held in the same regards as the whims of kings (and most often higher). As such, they indiscriminately risk themselves to defend those who cannot defend themselves. Olympus dragons respect courage to stand up to those who would seek to bully or oppress, and selflessly reward such courage and truth of spirit when they deal with mortals. On the other hand, cruelty and other such atrocities are met with swift and immediate reprisal.

Combat[edit]

An olympus dragon’s natural weapons and any weapons it wields in any other form it might take are treated as good-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, Olympus dragons have the following unique qualities.

Breath Weapon (Su): The Olympus dragon's breath weapon deals damage that stems completely from a divine source and is not reduced by any energy resistance. The dragon may choose to project its breath weapon in either a cone or line of appropriate size at every usage.

Enhanced Magic (Su): An Olympus dragon's body plays host to the enhanced magic trait, as if it were a demiplane unto itself. Spells cast by the Olympus dragon with either the light or healing descriptor are empowered and maximized without requiring a higher-level spell slot. The enhanced magic effect extends to the dragon's rider, if it has one.

Sacred Shield (Ex): The Olympus dragon's body is protected by a field of divine energy, bestowing upon it a sacred bonus to its Armor Class equal to its Charisma modifier. An Olympus dragon also gains this bonus to all initiative checks.

Spells: Olympus dragons cast spells as a cleric of their effective caster level and have access to two of the following domains; Air, Good, Healing, Protection and Sun.

Immunities (Ex): Acid, cold and electricity.



Orichalcum Dragon

Full Article: Orichalcum Dragon (3.5e Monster).

Type: Dragon
Environment: Inhospitable mountain ranges and ancient battlegrounds.
Organization: Solitary
Challenge Rating: Wyrmling 7; very young 10; young 13; juvenile 15; young adult 19; adult 22; mature adult 24; old 27; very old 29; ancient 33; wyrm 36; great wyrm 40
Treasure: Triple standard
Alignment: Chaotic good
Advancement: Wyrmling 11-13 HD; very young 15-17 HD; young 19-21 HD; juvenile 23-25 HD; young adult 27-29 HD; adult 31-33 HD; mature adult 35-37 HD; old 39-41 HD; very old 43-45 HD; ancient 47-49 HD; wyrm 51-53 HD; great wyrm 55+ HD
Level Adjustment:
Orichalcum 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 10d12+50 (115) 23 12 20 11 11 11 +10/+20 +15 +12 +8 +7 5d6 (20)
Very young L 14d12+84 (175) 26 12 22 13 13 13 +14/+26 +21 +15 +10 +10 10d6 (23) 18
Young H 18d12+144 (261) 29 12 26 15 15 15 +18/+35 +25 +19 +12 +13 15d6 (27) 21
Juvenile H 22d12+198 (341) 32 12 28 17 17 17 +22/+41 +31 +22 +14 +16 20d6 (30) 24
Young adult H 26d12+286 (455) 35 12 32 19 19 19 +26/+46 +36 +26 +16 +19 25d6 (34) 27
Adult G 30d12+390 (585) 38 12 36 21 21 21 +30/+56 +40 +30 +18 +22 30d6 (38) 30
Mature adult G 34d12+510 (731) 41 12 40 23 23 23 +34/+61 +45 +34 +20 +25 35d6 (42) 33
Old G 38d12+646 (893) 44 12 44 25 25 25 +38/+67 +51 +38 +22 +28 40d6 (46) 36
Very old C 42d12+798 (1,071) 47 12 48 27 27 27 +42/+76 +52 +42 +24 +31 45d6 (50) 39
Ancient C 46d12+966 (1,265) 50 12 52 29 29 29 +46/+82 +58 +46 +26 +34 50d6 (54) 42
Wyrm C 50d12+1,150 (1,475) 53 12 56 31 31 31 +50/+87 +63 +50 +28 +37 55d6 (58) 45
Great wyrm C 54d12+1,350 (1,701) 56 12 60 33 33 33 +54/+93 +69 +54 +30 +40 60d6 (62) 48


Orichalcum Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft. fly 250 ft. (good) +5 22 (-1 size, +1 Dex, +12 natural), touch 10,
flat-footed 21
Spells, DR 10/adamantine and magic, energized shell, immunities 3rd 15
Very young 40 ft. fly 250 ft. (good) +6 27 (-1 size, +1 Dex, +17 natural), touch 10,
flat-footed 26
Rage 3/day 5th 18
Young 40 ft. fly 300 ft. (good) +7 31 (-2 size, +1 Dex, +22 natural), touch 9,
flat-footed 30
DR 15/adamantine and magic 7th 21
Juvenile 40 ft. fly 300 ft. (good) +8 36 (-2 size, +1 Dex, +27 natural), touch 9,
flat-footed 35
Metal shape (like greater stone shapeSpC, but with metal) at will 9th 24
Young adult 40 ft. fly 300 ft. (good) +9 41 (-2 size, +1 Dex, +32 natural), touch 9,
flat-footed 40
DR 15/adamantine and epic 11th 27
Adult 40 ft. fly 350 ft. (good) +10 44 (-4 size, +1 Dex, +37 natural), touch 7,
flat-footed 43
Blade barrier at will, Create metal (10 cu. ft./caster level) 3/day 13th 30
Mature adult 40 ft. fly 350 ft. (good) +11 49 (-4 size, +1 Dex, +42 natural), touch 7,
flat-footed 48
DR 20/adamantine and epic 15th 33
Old 40 ft. fly 350 ft. (good) +12 54 (-4 size, +1 Dex, +47 natural), touch 7,
flat-footed 53
disintegrate at will 17th 36
Very old 40 ft. fly 400 ft. (average) +13 55 (-8 size, +1 Dex, +52 natural), touch 3,
flat-footed 54
DR 25/adamantine and epic 19th 39
Ancient 40 ft. fly 400 ft. (average) +14 60 (-8 size, +1 Dex, +57 natural), touch 3,
flat-footed 59
Disastrous fang (as black blade of disasterSpC, but with natural
weapons) 3/day
21st 42
Wyrm 40 ft. fly 400 ft. (average) +15 65 (-8 size, +1 Dex, +62 natural), touch 3,
flat-footed 64
DR 30/adamantine and epic 23rd 45
Great wyrm 40 ft. fly 450 ft. (average) +16 70 (-8 size, +1 Dex, +67 natural), touch 3,
flat-footed 69
Maximized ultima 1/day 25th 48


The massive dragon unfurls upon you with proud bearing, roaring its name to the skies in challenge of sacred combat. Scales of a dark brass bristle with electric discharge and shift like sharp, serrated blades in front of your eyes. If there is an ancient beast to best symbolize the illustrious power of metal, it is the Orichalcum dragon.

Named after the fabled metal of Utopia, the Orichalcum dragon is said to be one of the forebears of the modern metallic dragons. Sharing in their natural inclination towards good, these boisterous battlers lie dormant within places touched by war to find worthy foes to topple. They exhibit great control over metal, capable of both creating and shaping it, and their breath and spell-like abilities allow them to reduce everything to dust.

Orichalcum dragons are rambunctious and fight-loving. They love strong creatures – bodily, but especially mentally – and dissociate from the weak. As such, they almost always live in the most dangerous and inhospitable regions of the mortal realm, where creatures constantly test themselves in order to survive. Places overrun with crime or war, or ancient islands where nature runs rampant in terrible forms are the kind of places where orichalcum dragons feel themselves at home, and lord over those they defeat much the way an alpha male rules its pack. While technically morally responsible, the orichalcum dragon has fairly little business with those it deems weak, but its personal principles will not abide any violence towards those who are incapable of defending themselves. It has little interest in fighting evil unless that particular evil is accompanied by a strength it deems worthy to test itself against in mortal combat.

More even than strength, orichalcum dragons value the burning resolve to become strong, the ambition towards power, and certain specimen of this dragon species have been known to take mortals as their pupils, training them to become strong.

When it comes to their hoard, orichalcum dragons are completely indifferent towards coins and jewelry, but have a profound adoration for fine weapons and armor, especially metal and magical ones.

Combat[edit]

An orichalcum dragon's natural weapons and any weapons it wields are considered adamantine and magical (wyrmling – adult) or epic (mature adult – great wyrm) for the purpose of overcoming damage reduction.

Orichalcum dragons are relatively weak with their spells and spell-like abilities compared to other primevals, but make up for that with their unparalleled physical might, toughness and savagery in battle.

Breath Weapon (Su): Orichalcum dragons have two breath weapons. The primary is a line of disintegration . A Fortitude save lowers the damage of this breath to 1d6 for every 5d6 damage it would otherwise deal. The secondary breath weapon is a cone of metal shrapnel that deals adamantine slashing, with a Reflex save for half damage. Both use the damage in the breath weapon column of Table: Orichalcum Dragons by Age.

Energized Shell (Su): Orichalcum dragons are always cloaked in a wreath of static electricity. This gives all their natural weapons an additional 1d6 electricity damage per age category, as well as dealing the same damage whenever a creature touches the dragon’s body or attacks it in melee. An orichalcum dragon always deals the given amount of damage every round during a grapple.

Rage (Ex): Three times per day, an orichalcum dragon of at least very young age can fly into a rage, like a barbarian with the Reckless Rage feat, effective barbarian level equal to the dragon’s caster level.

Immunities: Acid, electricity, disintegration and form-altering effects.

Spells: Orichalcum dragons cast spells as a sorcerer of their effective caster level. Spell DCs are Charisma-based.



Qilung Dragon

Full article: Qilung Dragon (3.5e Monster)

Type: Dragon [Water]
Environment: Oceans, desolate coastal regions, planes associated with water.
Organization: Solitary
Challenge Rating: Wyrmling 8; very young 11; young 14; juvenile 16; young adult 19; adult 22; mature adult 25; old 28; very old 32; ancient 35; wyrm 38; great wyrm 41
Treasure: Double standard
Alignment: Usually neutral
Advancement: Wyrmling 12-14 HD; very young 16-18 HD; young 20-22 HD; juvenile 24-26 HD; young adult 28-30 HD; adult 32-34 HD; mature adult 36-36 HD; old 40-42 HD; very old 44-46 HD; ancient 48-50 HD; wyrm 52-54 HD; great wyrm 56+ HD
Level Adjustment:
Qilung 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 11d12+33 (104) 15 13 16 12 18 12 +11/+14 +13 +10 +8 +11 5dX (18) 16
Very young L 15d12+75 (172) 18 16 20 15 22 15 +15/+25 +18 +14 +12 +15 10dX (22) 19
Young L 19d12+114 (237) 20 19 22 17 25 17 +19/+31 +23 +17 +15 +18 15dX (25) 22
Juvenile L 23d12+161 (310) 23 22 24 20 29 20 +23/+37 +28 +20 +19 +22 20dX (28) 26
Young adult H 27d12+243 (418) 25 25 28 22 32 22 +27/+47 +32 +24 +22 +26 25dX (32) 29
Adult H 31d12+310 (511) 28 28 30 25 36 25 +31/+54 +38 +27 +26 +30 30dX (35) 32
Mature adult H 35d12+385 (612) 30 31 32 27 39 27 +35/+60 +43 +30 +29 +33 35dX (38) 35
Old G 39d12+507 (760) 33 34 36 30 43 30 +39/+70 +46 +34 +33 +37 40dX (42) 39
Very old G 43d12+602 (881) 35 37 38 32 46 32 +43/+76 +51 +37 +36 +41 45dX (45) 42
Ancient G 47d12+705 (1,010) 38 40 40 35 50 35 +47/+83 +57 +40 +40 +45 50dX (48) 45
Wyrm C 51d12+867 (1,198) 40 43 44 37 53 37 +51/+93 +58 +44 +43 +48 55dX (52) 48
Great wyrm C 55d12+990 (1,347) 43 46 46 40 57 40 +55/+99 +63 +47 +47 +52 60dX (55) 52


Qilung Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling Hover and fly 200 ft. (good), swim 100 ft. +1 22 (+1 Dex, +7 natural, +4 shield), touch 15,
flat-footed 17
Spells, water mastery, water shield, DR 5/magic,
immunities, lunar force, oceanstride
6th 19
Very young Hover and fly 250 ft. (good), swim 125 ft. +3 27 (-1 size, +3 Dex, +9 natural, +6 shield), touch 18,
flat-footed 18
9th 22
Young Hover and fly 250 ft. (good), swim 125 ft. +4 32 (-1 size, +4 Dex, +12 natural, +7 shield), touch 20,
flat-footed 21
DR 10/magic 12th 25
Juvenile Hover and fly 250 ft. (good), swim 125 ft. +6 38 (-1 size, +6 Dex, +14 natural, +9 shield), touch 24,
flat-footed 23
Improved water mastery 15th 28
Young adult Hover and fly 300 ft. (average), swim 150 ft. +7 43 (-2 size, +7 Dex, +17 natural, +11 shield), touch 26,
flat-footed 25
DR 15/magic 18th 31
Adult Hover and fly 300 ft. (average), swim 150 ft. +9 49 (-2 size, +9 Dex, +19 natural, +13 shield), touch 30,
flat-footed 27
TsunamiSpC 3/day 21st 34
Mature adult Hover and fly 300 ft. (average), swim 150 ft. +10 54 (-2 size, +10 Dex, +22 natural, +14 shield), touch 32,
flat-footed 30
DR 20/epic 24th 37
Old Hover and fly 350 ft. (average), swim 175 ft. +12 58 (-4 size, +12 Dex, +24 natural, +16 shield), touch 34,
flat-footed 30
Greater water mastery 27th 40
Very old Hover and fly 350 ft. (average), swim 175 ft. +13 64 (-4 size, +13 Dex, +27 natural, +18 shield), touch 37,
flat-footed 33
DR 25/epic 30th 43
Ancient Hover and fly 350 ft. (average), swim 175 ft. +15 70 (-4 size, +15 Dex, +29 natural, +20 shield), touch 41,
flat-footed 35
33rd 46
Wyrm Hover and fly 400 ft. (clumsy), swim 200 ft. +16 71 (-8 size, +16 Dex, +32 natural, +21 shield), touch 39,
flat-footed 34
DR 30/epic 36th 49
Great wyrm Hover and fly 400 ft. (clumsy), swim 200 ft. +18 77 (-8 size, +18 Dex, +34 natural, +23 shield), touch 43,
flat-footed 36
Supreme water mastery 39th 52


As the moon pushes and pulls the oceans of the world, so too does the Qilung direct its ebb and flow.

Keepers of many natural secrets, these old and secretive wingless dragons are sought after by many for their boundless wisdom and their legendary mastery of the element of water. It is said that the first druids of the ancient world received the secrets of Water from the Qilung Dragon. Qilung dragons have a serpentine body whose scales possess a faded cyan glow and transition to a more dull greenish hue as the dragon gets older. The scales of a Qilung have the unique property of lunar luminescence - glowing bright in the light of the moon. The tops of their backs are clad in hardened ridges from which rows of fins protrude that grant them their supremely hydrodynamic forms. While the body of the Qilung is wingless, it can swim through air as easily as it can through the waters of the Deep Seas.

The Qilung's mentality and mind are fluid and adaptive, like water itself. They detach themselves from worldly concerns and tend to go with the flow of things. Many Qilung dragons style themselves as non-interfering observers and rarely show themselves unbidden to mortals, resulting in the relative rarity of their sightings compared even to those of other primeval dragons. They do hold a great dislike for forces that seek to subvert the natural cycle and readily show themselves when the balance of the world is threatened, but tend to be indifferent to the plights of single creatures, neither acting to help nor hurt most who trespass within their aquatic domains.

Some Qilung dragons that have taken up a more proactive stance on maintaining balance within the Prime Material may use their powers to guard dangerous artifacts or relics hidden in the deep, ensuring that certain perils remain hidden from the unworthy, and others may commune candidly with mortals through their power of granting wishes provided the mortal in question proves himself or shows concern for the natural balance.


Combat[edit]

Qilung dragons are very defensive in combat, mainly using the fluidity of their natural motions with their control over the surrounding water to guard against all attacks, and prefer to retreat to the deep waters of the ocean when provoked, instead of fighting back with force. They do not quickly let themselves be goaded into an actual fight, and even more rarely do they initiate a combat, but when prompted to do battle a Qilung's water mastery, proficiency with summoning and potent nature magic are quick to throw the enemy ranks into chaos.

A Qilung dragon’s natural weapons and any weapons it wields are treated as magic (wyrmling – mature adult) or epic (old – great wyrm) for the purpose of overcoming damage reduction. A Qilung dragon has no wings, and gets no wing attacks in its full attack.

Breath Weapon (Su): A Qilung dragon's main breath weapon is either a line or a cone of lunar light. This breath weapon deals damage according to the time of day and the phases of the moon. During daytime when the sun is up, a Qilung dragon's lunar breath damage dice are d4s. This increases at night time, to d6s (new moon), d8s (crescent moon), d10s (half moon) or d12s (full moon). The damage from the lunar breath is typeless, and halved on a successful Reflex save.

A Qilung's second breath weapon only functions under water. Its breath creates a massive shockwave that travels through liquid at hypersonic speeds. It is a cone-shape breath weapon that deals 5d6/age category points of magic (wyrmling - adult) or epic (mature adult - great wyrm) adamantine bludgeoning damage. Creatures caught within the effect must make a Fortitude save or be stunned for 1d4+1 rounds.

A Qilung's third breath weapon is a cone of water. The dragon calls forth up to 2 10-foot cubes worth of water per age category from its stomach. Those caught within the water cone take 1d6 points of bludgeoning damage per age category of the dragon. Creatures with firm footing on land when the breath is used, or with a form of movement that allows them to steady themselves in the medium present, are effectively pushed back as if bullrushed with a check modifier equal to the dragon's Wisdom bonus plus its age category, while creatures that cannot steady themselves are treated to have rolled a natural 1 on the opposed check. Creatures pushed back by a Qilung's water breath travel 5 feet for every 5 points by which their opposed check was beaten, and take 1d6 points of extra bludgeoning damage for every 5 feet moved.

Water Shield (Ex): As long as there is a sufficient amount of water nearby, a Qilung dragon's defense is hard to penetrate. A Qilung can manipulate the ambient water in the area in order to shield its body and anything nearby from incoming attacks. For the purpose of this ability, a sufficient amount of water is defined as enough water to fill up a cube with sides twice as long as the dragon's space. While the water shield is active, the Qilung dragon and any ally within the range of its water mastery gains the Qilung's Wisdom bonus as a shield bonus to AC. This shield bonus is created by water moved consciously by the dragon's water mastery, and requires the dragon to be aware of its surroundings. As such, touch AC benefits from the water shield bonus, but flat-footed AC does not.

Furthermore, the water shield can be used in order to ablate incoming damage. Whenever any creature currently benefiting from the water shield takes damage (the dragon itself or one of its close by allies), the dragon may choose to use its water shield to negate it. This ability functions like temporary hit points. A qilung dragon's water shield has 10 hit points per age category. These hit points come back at the start of the dragon's turn every round.

Immunities: A Qilung dragon is immune to cold, form-altering effects, and light effects. Of those Light effects, effects based on moonlight heal the Qilung for as much as they would otherwise do damage.

Lunar Force (Ex): When a Qilung dragon absorbs light from the moon, all its abilities become stronger. Under a crescent moon, the range of a Qilung dragon's Water Mastery and any abilities associated with it are multiplied by a factor 1.5, and all spells with the Water descriptor cast by the dragon are subject to the Widen Spell metamagic.

Under a half moon, the dragon's age category counts as two higher for the purpose of its Water Mastery, and all of its Water spells become Empowered. These benefits are in addition to all the bonuses from a crescent moon.

Finally, under the full moon, the range of the dragon's Water Mastery doubles (replacing the x1.5 multiplier from crescent moon), the dragon's age category counts as four higher for the purpose of its Water Mastery abilities, and all of its Water spells and spell-like ability are automatically Heightened by two levels. Once per turn under the full moon, the Qilung dragon may also apply either the Quicken Spell or the Rapid Spell metamagic on any one of its Water spells. These benefits add to and overlap with those of the crescent- and half moon benefits.

The Qilung dragon only gains these bonuses at night, even if the moon is up during the day.

Oceanstride (Su): A Qilung dragon can use water as a conduit to move between planes. When completely submerged, the dragon can shift from the plane it currently occupies to the Elemental Plane of Water, provided the two planes are coterminous, as a standard action. Furthermore, as a full-round action it may use the Elemental Plane of Water as a jump point in order to reappear on the origin plane. This functions as a Lethus Dragon's shadow walk ability, with a similar effective range based on age category, and a cooldown time of 1d4 rounds. Oceanstride can be blocked with a dimensional anchor or dimensional lock effect.

When on the Elemental Plane of Water, the Qilung Dragon can shift as a standard action to any ocean within any plane that it is aware of, that is also coterminous with the Elemental Plane of Water. The body of water it intends to shift to needs to be large enough to accommodate the dragon entirely without any part of it breaking the surface.

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


Water Mastery (Ex): A Qilung dragon can freely control any water within 5 feet per age category. Any spells, powers or special abilities based on water that enter this area are automatically prevented from taking effect on the Qilung dragon or any of its allies, and the dragon may make any such effects target any creature within the range of its water mastery instead. A Qilung dragon automatically rebukes or commands creatures of the Water subtype when they come into the area of its Water Mastery, using a turning check of 1d20 + its Wisdom bonus + its age category. Water creatures with spell resistance are treated as having turn resistance equal to half that spell resistance. A Qilung dragon can sense nearby bodies of water at a range of 100 feet per age category.

A Qilung dragon with water mastery gains access to the Call the Tides, Extract Water and Pseudopod abilities.

For more information about the abilities granted by Water Mastery, Improved Water Mastery, Greater Water Mastery and Supreme Water Mastery, see the Water Mastery listing in the Qilung Dragon article.

Improved Water Mastery (Ex): A Qilung dragon of Juvenile age or higher can apply its mastery over water in even more impressive displays. Its Call the Tides ability now raises or lowers the water level by 5 feet every minute, and it may will one of its Pseudopods to attempt a touch attack on any creature entering their reach as an immediate action. Furthermore, a Qilung dragon at this age gains the following applications of its mastery.

A Qilung dragon with improved water mastery gains access to the Call of the Deep and Control Weather abilties.

Greater Water Mastery (Ex): Once a Qilung reaches Old age, its Water Mastery increases even further. Its pseudopods ignore freedom of movement, instead allowing creatures that have it a +8 bonus to their opposed grapple checks. Its Call the Tides ability now raises or lowers the water level by 5 feet every round. Its Control Weather ability now takes only 1 minute to take effect after activation. By lowering the CR of the creatures called with its Call of the Deep ability by 15, it may instead call 5d10 of them.

A Qilung dragon with greater water mastery gains access to the Whirlpool ability.

Supreme Water Mastery (Ex): At the great wyrm stage, a Qilung's Water Mastery reaches its peak. It is counted as always carrying the amount of water required to maintain its water shield. Using a 1-round action, the dragon may use its oceanstride ability to travel to any place within the same body of water instantly. Furthermore, the dragon acquires the following abilities.

A Qilung dragon with greater water mastery gains access to the Pressurized Water Stream and Primal Calling abilities.



Tempest Dragon

Full article: Tempest Dragon (3.5e Monster)

Type: Dragon [Air]
Environment: Skies, high altitudes and air-aligned planes
Organization: Solitary
Challenge Rating: Wyrmling 7; very young 10; young 13; juvenile 16; young adult 19; adult 22; mature adult 26; old 29; very old 32; ancient 34; wyrm 37; great wyrm 39
Treasure: Double standard
Alignment: Always chaotic neutral
Advancement: Wyrmling 9-11 HD; very young 13-15 HD; young 17-19 HD; juvenile 21-23 HD; young adult 25-27 HD; adult 29-31 HD; mature adult 33-35 HD; old 37-39 HD; very old 41-43 HD; ancient 45-47 HD; wyrm 49-51 HD; great wyrm 53+ HD
Level Adjustment:
Tempest 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 8d12+24 (76) 15 15 16 12 12 19 +8/+10 +10 +9 +8 +7 4d10 (17)
Very young M 12d12+48 (126) 18 18 18 15 15 22 +12/+16 +16 +12 +12 +10 8d10 (20)
Young L 16d12+96 (200) 20 20 22 18 18 25 +16/+25 +20 +16 +15 +14 12d10 (24) 25
Juvenile L 20d12+140 (270) 23 23 24 21 21 28 +20/+30 +25 +19 +18 +17 16d10 (27) 29
Young adult L 24d12+192 (348) 25 25 26 24 24 31 +24/+35 +30 +22 +21 +21 20d10 (30) 32
Adult L 28d12+252 (434) 28 28 28 27 27 34 +28/+41 +36 +25 +25 +24 24d10 (33) 36
Mature adult H 32d12+352 (560) 30 30 32 30 30 37 +32/+50 +40 +29 +28 +28 28d10 (37) 39
Old H 36d12+432 (666) 33 33 34 33 33 40 +36/+55 +45 +32 +31 +31 32d10 (40) 43
Very old H 40d12+520 (780) 35 35 36 36 36 43 +40/+60 +50 +35 +34 +35 36d10 (43) 46
Ancient H 44d12+616 (902) 38 38 38 39 39 46 +44/+66 +56 +38 +38 +38 40d10 (46) 50
Wyrm G 48d12+768 (1,080) 40 40 42 42 42 49 +48/+75 +59 +42 +41 +42 44d10 (50) 53
Great wyrm G 52d12+884 (1,222) 43 43 44 45 45 52 +52/+80 +64 +45 +44 +45 48d10 (53) 57


Tempest Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 60 ft., fly 250 ft. (perfect) +2 23 (+2 Dex, +7 natural, +4 deflection), touch 16,
flat-footed 21
DR 5/resistite, electricity absorption, immunities, lightning blink,
Sneak Attack +1d6, spells, storm baptism
5th 18
Very young 60 ft., fly 250 ft. (perfect) +4 29 (+4 Dex, +9 natural, +6 deflection), touch 20,
flat-footed 25
Sneak Attack +2d6, wall of thunderbolts 3/day 8th 21
Young 60 ft., fly 300 ft. (perfect) +5 33 (-1 size, +5 Dex, +12 natural, +7 deflection), touch 21,
flat-footed 28
DR 10/resistite, Sneak Attack +3d6 11th 24
Juvenile 60 ft., fly 300 ft. (perfect) +6 38 (-1 size, +6 Dex, +14 natural, +9 deflection), touch 24,
flat-footed 32
Sneak Attack +4d6, bolt of Indra 3/day, control weather at will 14th 27
Young adult 60 ft., fly 300 ft. (perfect) +7 42 (-1 size, +7 Dex, +16 natural, +10 deflection), touch 26,
flat-footed 35
DR 15/resistite, Sneak Attack +5d6 17th 30
Adult 60 ft., fly 300 ft. (perfect) +9 48 (-1 size, +9 Dex, +18 natural, +12 deflection), touch 30,
flat-footed 39
Sneak Attack +6d6, stasis energy field at will, storm towerSpC at
will
20th 33
Mature adult 60 ft., fly 350 ft. (good) +10 52 (-2 size, +10 Dex, +21 natural, +13 deflection), touch 31,
flat-footed 42
DR 20/resistite, Sneak Attack +7d6 23rd 36
Old 60 ft., fly 350 ft. (good) +11 57 (-2 size, +11 Dex, +23 natural, +15 deflection), touch 34,
flat-footed 46
Sneak Attack +8d6, word of thunder 3/day 26th 39
Very old 60 ft., fly 350 ft. (good) +12 61 (-2 size, +12 Dex, +25 natural, +16 deflection), touch 36,
flat-footed 49
DR 25/resistite, Sneak Attack +9d6 29th 42
Ancient 60 ft., fly 350 ft. (good) +14 67 (-2 size, +14 Dex, +27 natural, +18 deflection), touch 40,
flat-footed 53
Sneak Attack +10d6, gran sturm at will (1-round cast, bowls of
elements not required)
32nd 45
Wyrm 60 ft., fly 400 ft. (good) +15 70 (-4 size, +15 Dex, +30 natural, +19 deflection), touch 40,
flat-footed 55
DR 30/resistite, Sneak Attack +11d6 35th 48
Great wyrm 60 ft., fly 400 ft. (good) +16 75 (-4 size, +16 Dex, +32 natural, +21 deflection), touch 43,
flat-footed 59
Sneak Attack +12d6, primal calling 1/day (Air only) 38th 51


Mercurial harbingers of storms and natural disasters, the tempest dragons roamed wild across the primordial world, using their powers over the forces of nature to fill the hearts of primitive mortals with fear and reverence.

With a fiercely regal appearance and scales of a resplendent gold, the tempest dragon is the most representing and outwardly majestic of primeval dragons. Despite their rather small size for a true dragon species, they are pridefully arrogant, impulsive and impatient, and are known to seclude themselves in remote places of the world to lord over the mortalfolk there. While they are often perceived to be evil tyrants by those observing from outside, in truth the tempest dragons are the most social, empathetic and community-driven of their kind and have a profound desire for companionship and attention. Many tempest dragons fashion themselves as mostly benevolent kings or Gods. At the same time however, they carry within themselves the capriciousness of nature and are highly attuned to the element of wind and storms.

In terms of treasures, tempest dragons are incredibly fond of gold of any kind, whether it be coin, bullion, decorative utilities or sculptures, though more than treasure they value loyal subjects. A tempest dragon is terrible to those that make an enemy out of it, but it is said that it will go through hell and high water to save minions and subordinates - those it considers its 'hoard'.

Combat[edit]

Owing to their affinity for air and lightning, tempest dragons are the fastest and most agile of all the primeval dragons. They are incredibly mobile, both in the air and on land. Belying their magnificent appearance, tempest dragons are highly opportunistic fighters, often ambushing and sneak attacking enemies when possible and bombarding them with large scale electricity spells when forced to fight head-on.

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

Breath Weapon (Su): The tempest dragon's primary breath weapon is a line or sweep of electricity. Its secondary breath consists of a cone of storm clouds that functions like a solid fog that also deals 1d6 points of electricity damage per age category every round to any creatures starting its turn within the area.

Lightning Blink (Su): The tempest dragon can partake with the essence of lightning in order to move near-instantly from place to place. As a swift action usable once every 1d4 rounds, a tempest dragon may blink to a different location it has line of effect to, up to the maximum distance listed in the table below. In the process of doing so, the dragon leaves a lightning bolt behind that travels the path it blinked in a straight line. Any creature or object caught in the path takes 2d6 points of electricity damage per age category and is allowed a Reflex save for half. The save DC is equal to the dragon's breath weapon DC).

This is not a teleportation effect but rather a transformation into electricity and propagation by electric current. As such, it is not stopped by dimensional anchor or similar teleportation-sealing spells. However, if some phenomenon blocks electricity from traveling into a certain area, that area also cannot be blinked to.

Table: Tempest Dragon's Lightning Blink

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

Storm Baptism (Su): Any time a creature or object hits, is hit by, or otherwise touches a tempest dragon in or out of combat, it is dealt 1d6 points of electricity damage per 2 age categories. This damage also adds to the dragon's own melee attacks. Furthermore, any of the tempest dragon's electric spell-like abilities automatically gain the Superconducting Spell metamagic.

Furthermore, any creature that takes electricity damage from a tempest dragon's attacks, spells or abilities becomes shocked (as per bolt of Indra) for 2 rounds (save DC equal to breath weapon DC).

Immunities: Electricity, wind effects and spells with the air descriptor.

Spells: Tempest dragons cast spells as a druid of their effective caster level. They can spontaneously convert spell slots to any known spell with the Electricity descriptor.



Back to Main Page3.5e HomebrewMonsters

AlignmentOften lawful neutral +, Always chaotic neutral +, Always neutral +, Always neutral evil +, Usually neutral +, Always neutral good + and Chaotic good +
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 +, 40 +, 17 +, 21 +, 24 +, 42 +, 9 +, 11 +, 14 + and 41 +
EnvironmentVolcanic areas +, Deep forests, marshes and jungles +, Arctic reaches and high mountain tops. +, Negative energy dominant planes, underworlds, infernal realms, long-forgotten gravesites or battlegrounds, etc. +, Outer space, the far realm, and strongly positive energy aligned planes. +, Positive energy dominant plains, the celestial spheres, etc. +, Inhospitable mountain ranges and ancient battlegrounds. +, Oceans, desolate coastal regions, planes associated with water. + and Skies, high altitudes and air-aligned planes +
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 +, Psionic +, Xenotheric +, Good + and Water +
TitlePrimeval Dragons +
TypeDragon +