In celebration of my 1000th post, I present...
True Dragons
Wyrmling Dragon
Size/Type: Tiny Magical Beast (Draconic)
Hit Dice: 2d12+4 (20hp)
Initiative: +2
Speed: 20ft. Fly 40ft. (Good)
Armor Class: 16 (+2 dex, +2 size, +2 natural)
Base Attack/Grapple: +2/-5
Attack: Bite +3 (1d6-1) or Claw +3 (1d4-1)
Full Attack: Bite +3 (1d6-1) and 2 Claws +3 (1d4-1)
Space/Reach: 2.5ft./5ft
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +5 Reflex +5 Will +3
Abilities: Str 8 Dex 14 Con 14 Int 10 Wis 10 Cha 12
Skills:
Feats:
Challenge Rating: 2
Treasure: Double Standard
Very Young Dragon
Size/Type: Small Magical Beast (Draconic)
Hit Dice: 3d12+9 (35hp)
Initiative: +1
Speed: 30ft. Fly: 60ft.
Armor Class: 18 (+1 dex, +1 size, +6 natural
Base Attack/Grapple: +3/+0
Attack: Bite +5 (1d8+1) or Claw +5 (1d6+1)
Full Attack: Bite +5 (1d8+1) and 2 Claws +5 (1d6+1)
Space/Reach: 5ft./5ft.
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +6 Reflex +4 Will +4
Abilities: Str 12 Dex 12 Con 16 Int 12 Wis 12 Cha 14
Skills:
Feats:
Challenge Rating: 3
Treasure: Triple Standard
Young Dragon
Size/Type: Small Magical Beast (Draconic)
Hit Dice: 4d12+16 (45hp)
Initiative: +1
Speed: 30ft. Fly: 60ft. (Average)
Armor Class: 20 (+1 dex, +1 size, +8 natural)
Base Attack/Grapple: +4/+2
Attack: Bite +7 (1d8+1) or Claw +7 (1d6+1)
Full Attack: Bite +7 (1d8+1) and 2 Claws +7 (1d6+1)
Space/Reach: 5ft./5ft.
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +7 Reflex +4 Will +5
Abilities: Str 14 Dex 12 Con 18 Int 12 Wis 14 Cha 16
Skills:
Feats:
Challenge Rating: 4
Treasure: Triple Standard
Juvenile Dragon
Size/Type: Medium Magical Beast (Draconic)
Hit Dice: 5d12 (80hp)
Initiative: +0
Speed: 30ft. Fly 60ft. (Poor)
Armor Class: 22 (+12 natural)
Base Attack/Grapple: +5/+10
Attack: Bite +10 (2d6+7) or 2 Claws +10 (1d8+5)
Full Attack: Bite +10 (2d6+7) or 2 Claws +10 (1d8+5)
Space/Reach: 5ft./5ft.
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +9 Reflex +4 Will +7
Abilities: Str 20 Dex 10 Con 20 Int 15 Wis 16 Cha 20
Skills:
Feats:
Challenge Rating: 5
Treasure: Triple Standard
Young Adult Dragon
Size/Type: Large Magical Beast (Draconic)
Hit Dice: 7d12+49 (100hp)
Initiative: +0
Speed: 40ft. Fly: 80ft (Poor)
Armor Class: 23 (14 natural, -1 size)
Base Attack/Grapple: +7/+18
Attack: Bite +13 (3d6+10) or 2 Claws +13 (2d6+7) or Tail +13 (3d6+10)
Full Attack: Bite +13 (3d6+10) and 2 Claws +13 (2d6+7) and Tail +13 (2d6+10)
Space/Reach: 10ft./10ft. (15ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +12 Reflex +5 Will +9
Abilities: Str 24 Dex 10 Con 24 Int 17 Wis 19 Cha 22
Skills:
Feats:
Challenge Rating: 7
Treasure: Triple Standard
Adult Dragon
Size/Type: Large Magical Beast (Draconic)
Hit Dice: 8d12+64 (130hp)
Initiative: +0
Speed: 40ft. Fly 80ft. (Poor)
Armor Class: 24 (+15 natural, -1 size)
Base Attack/Grapple: +8/+20
Attack: Bite +15 (3d6+10) or 2 Claws +15 (2d6+7) or Tail +15 (3d6+10)
Full Attack: Bite +15 (3d6+10) and 2 Claws +15 (2d6+7) and Tail +15 (2d6+10)
Space/Reach: 10ft./10ft. (15ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +14 Reflex +6 Will +11
Abilities: Str 26 Dex 10 Con 26 Int 18 Wis 20 Cha 22
Skills:
Feats:
Challenge Rating: 8
Treasure: Triple Standard
Mature Adult Dragon
Size/Type: Huge Magical Beast (Draconic)
Hit Dice: 10d12+90 (180hp)
Initiative: +0
Speed: 50ft. Fly: 100ft. (Clumsy)
Armor Class: 25 (+17 natural, -2 size)
Base Attack/Grapple: +10/+
Attack: Bite +18 (4d6+15) or 2 Claws +18 (3d6+10) or 2 Wings +18 (3d6+10) or Tail +18 (4d6+15)
Full Attack: Bite +18 (4d6+15) and 2 Claws +18 (3d6+10) and 2 Wings +18 (3d6+10) and Tail +18 (4d6+15)
Space/Reach: 15ft./15ft. (20ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +16 Reflex +7 Will +13
Abilities: Str 30 Dex 10 Con 28 Int 20 Wis 22 Cha 26
Skills:
Feats:
Challenge Rating: 10
Treasure: Triple Standard
Old Dragon
Size/Type: Huge Magical Beast (Draconic)
Hit Dice: 12d12+132 (240hp)
Initiative: +0
Speed: 50ft. Fly: 100ft. (Clumsy)
Armor Class: 28 (+20 natural, -2 size)
Base Attack/Grapple: +12/+32
Attack: Bite +22 (4d6+15) or 2 Claws +22 (3d6+10) or 2 Wings +22 (3d6+10) or Tail +22 (4d6+15)
Full Attack: Bite +22 (4d6+15) and 2 Claws +22 (3d6+10) and 2 Wings +22 (3d6+10) and Tail +22 (4d6+15)
Space/Reach: 15ft./15ft. (20ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +20 Reflex +8 Will +16
Abilities: Str 34 Dex 10 Con 32 Int 22 Wis 26 Cha 30
Skills:
Feats:
Challenge Rating: 12
Treasure: Triple Standard
Very Old Dragon
Size/Type: Gargantuan Magical Beast (Draconic)
Hit Dice: 14d12+182 (300hp)
Initiative: +0
Speed: 100ft. Fly: 200ft (Clumsy)
Armor Class: 33 (+27 natural, -4 size)
Base Attack/Grapple: +14/+40
Attack: Bite +24 (6d6+21) or 2 Claws +24 (4d6+14) or 2 Wings +24 (4d6+14) or Tail +24 (6d6+21)
Full Attack: Bite +24 (6d6+21) or 2 Claws +24 (4d6+14) or 2 Wings +24 (4d6+14) or Tail +24 (6d6+21)
Space/Reach: 20ft./20ft. (30ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +22 Reflex +9 Will +18
Abilities: Str 38 Dex 10 Con 37 Int 26 Wis 28 Cha 33
Skills:
Feats:
Challenge Rating: 14
Treasure: Quadruple Standard
Ancient Dragon
Size/Type: Gargantuan Magical Beast (Draconic)
Hit Dice: 16d12+240 (400hp)
Initiative: +0
Speed: 100ft. Fly 300ft. (Clumsy)
Armor Class: 36 (+30 natural, -4 size)
Base Attack/Grapple: +16/+44
Attack: Bite +28 (6d6+21) or 2 Claws +28 (4d6+14) or 2 Wings +28 (4d6+14) or Tail +28 (6d6+21)
Full Attack: Bite +28 (6d6+21) or 2 Claws +28 (4d6+14) or 2 Wings +28 (4d6+14) or Tail +28 (6d6+21)
Space/Reach: 20ft./20ft. (30ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +25 Reflex +10 Will +21
Abilities: Str 42 Dex 10 Con 40 Int 30 Wis 32 Cha 36
Skills:
Feats:
Challenge Rating: 16
Treasure: Quadruple Standard
Wyrm Dragon
Size/Type: Colossal Magical Beast (Draconic)
Hit Dice: 18d12+324 (500hp)
Initiative: +0
Speed: 100ft. Fly: 500ft. (Clumsy)
Armor Class: 40 (+38 natural, -8 size)
Base Attack/Grapple: +18/+54
Attack: Bite +30 (8d6+30) or 2 Claws +30 (6d6+20) or 2 Wings +30 (6d6+20) or Tail +30 (8d6+30)
Full Attack: Bite +30 (8d6+30) and 2 Claws +30 (6d6+20) and 2 Wings +30 (6d6+20) and Tail +30 (8d6+30)
Space/Reach: 30ft./30ft. (40ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +29 Reflex +11 Will +24
Abilities: Str 50 Dex 10 Con 46 Int 34 Wis 36 Cha 38
Skills:
Feats:
Challenge Rating: 18
Treasure: Quadruple Standard
Great Wyrm Dragon
Size/Type: Titanic Magical Beast (Draconic)
Hit Dice: 20d12+400 (600hp)
Initiative: +0
Speed: 100ft. Fly: 1000ft. (Clumsy)
Armor Class: 45 (+51 natural, -16 size)
Base Attack/Grapple: +20/+70
Attack: Bite +34 (12d6+45) or 2 Claws (8d6+30) or 2 Wings (8d6+30) or Tail (12d6+45)
Full Attack: Bite +34 (12d6+45) or 2 Claws +34 (8d6+30) or 2 Wings +34 (8d6+30) or Tail +34 (12d6+45)
Space/Reach: 60ft./60ft. (75 ft with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +32 Reflex +12 Will +25
Abilities: Str 70 Dex 10 Con 50 Int 36 Wis 38 Cha 40
Skills:
Feats:
Challenge Rating: 20
Treasure: Yes
Dragons are creatures of of legend both wondrous and horrifying. They are the focus of myths and fables, and are the most famous of monsters who inspire awe and dread wherever they go. Dragons grow larger and more powerful as they age, and have a natural lifespan of around 5000 years (though there are rare reports of dragons growing larger over the course of series of adventures instead of age...).
Dragon Abilties:
Draconic abilities vary by type, thought there are several that are universal.
Alternate Form (Su): As a standard action, a dragon can transform into a Humanoid, Monstrous Humanoid, Giant, Animal, or Native Outsider with a CR no higher than it's own as if through alter self. It retains all it's ability scores in this form.
Breath Weapon: A dragon is most famous for it's breath weapon. This typically deals 1d10/CR damage in a type specified in it's entry with a reflex save for half damage. Any saving throws are DC10+1/2CR+Cha. Some dragons have special or unique breath weapons, and will also be indicated in it's entry. Once used, a dragon must wait 1d4 rounds before using it again. For breath weapons that deal damage, a dragon of mature adult or older ignores resistance and deals half damage to creatures with immunity. A dragon's breath weapon comes in the following shapes.
Cone: Close range. Doubled for dragons of mature adult or older. Medium range for ancient and older dragons.
Line: 5ft. wide. Double close range. Medium Range for mature adult or older. Doubled for ancient and older.
Burst: 20ft. out to medium range. May be increased by up to double for both range and area for mature adult. Long range for Ancient or older.
Damage Reduction (Ex): A dragon has DR/- equal to it's CR.
Dragonfear: Whenever of Dragon of at least large size charges, attacks, roars or flies overhead, all non-draconic creatures within medium range must make a will save (DC10+1/2CR+Cha) or become shaken. This stacks in to frightened and panicked. Creatures who are already panicked who fail a save can be made to cower if the dragon wishes. Should a creature succeed on it's save it is immune to this ability from all dragons of it's age and younger for 24 hours. Creatures 5 or more CR lower than the dragon who fail their saves instead immediately become panicked or cowering (dragon's choice). This ability extends out to long range for an Ancient or older dragon. The dragon can exclude creatures from this effect if it is aware of them.
Immunities: A dragon is immune to Sleep and Paralysis effects.
Master of Wealth (Ex): Dragons are masters of the domain of wealth. A dragon automatically knows the value of anything it can see, knowing what price it would fetch buying or selling with any vendor and currency it is aware of. (In essence, automatically succeeding on it's appraise check.) A dragon automatically identifies any magic item and it's effects, as if through
Analyze Dweomer. A dragon of Adult or older automatically receives the effects of a
Scan on any creature it can see. This ability does not function on Artifacts or on creatures of CR20 or higher.
Senses (Ex): Dragons possess low-light vision, darkvision out to 120ft. and blindsight out to close range. A dragon of old or older has blindsight out to medium range and darkvision out to 500ft. A wyrm or older has blindsight out to long range and darkvision out to 1 mile.
Spellcasting: A Dragon casts spells as a Sorcerer of it's CR-2. It may learn spells from the cleric list as well. A dragon ignores all components of the spell save XP costs.
Spell-Like Abilities: As a dragon ages, it gains spell-like abilities. These are at will unless stated otherwise.
Spell Resistance: A Dragon of very young or older has SR10+CR.
Dragon Types
Metallic Dragons:
[spoiler]
Gold Dragons
Gold Dragons reside in a variety of environments, from distant peaks, to coastal caves, to forests, cities, deserts, undersea, or even the underdark. They are associated with light, prosperity, and luck.
Gold dragons have the [Fire] subtype.
Breath Weapon (Su): A Gold Dragons first breath weapon deals fire damage. It's second breath weapon deals strength damage equal to it's CR and causes the subjects to become fatigued (fort negates).
Burn (Su): A gold dragon may add 1d6/4CR (round up) fire damage to any melee attack it makes, or it may make a melee touch attack to deal just the fire damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action. An Old or older gold dragon ignores hardness and deals full damage to objects with this ability.
Detect Gems (Su): A young or older gold dragon can detect gems at will. This functions like
Locate Object but only for gems.
Fire Aura (Su): A young adult or older gold dragon may surround itself with an aura of fire out to 10 feet that deals 1d6/5CR (round up) fire damage. This may be activated or suppressed as a swift action.
Immunities: A gold dragon is immune to harmful [Light] effects, light damage, and luck penalties.
Luck Gem (Su): An adult or older Gold Dragon may 1/day enchant a touched gem, giving a +1/4 CR (round up) luck bonus to attacks, damage, AC, checks and saves to the dragon, and any creature the dragon wishes within long range. In addition, these creatures may reroll any die roll they make 1/round, and force another creature to reroll a roll they make 1/minute. The gem may be given to another creature, but in that case the benefits only apply to the bearer. The enchantment lasts for 1 week.
Miracle (Su): 1/day, a Great Wyrm may create a
Miracle as the spell.
Spell-Like Abilities: As a gold dragon ages, it gains spell like abilities. These are at will unless stated otherwise.
Very Young: Cheat, Flare, Divine Favor
Juvenile: Bless, Doom,
Sasha's Searing Light
Young Adult: Daylight,
Solar Flare, Plant Growth (enrichment only), Diminish Plants (stunt growth only),
Adult:
Boomshine, Prayer, Unluck
Old: Geas/Quest, Sunburst,
Very Old: Sunbeam,
Greater Bolster Spirit 1/day,
Wyrm:
Orbital Laser 1/day
Great Wyrm: Foresight 1/day,
Supernova 1/day,
Spells: A gold dragon may also learn spells from the Fire, Sun, and Luck domains.
Swift Flight (Ex): A gold dragon gains the fly speed (but not maneuverability) of a gold dragon one age category older. For Great Wyrms their fly speed becomes 2000ft. (clumsy).
Swim (Ex): A gold dragon has a swim speed equal to it's land speed and can breath water.
Silver Dragon
Silver dragons typically reside in mountainous areas, though they are also known for residing near or in cities as well, typically taking on a form resembling the locals. They are associated with weather.
Silver dragons have the [Cold] subtype.
Breath Weapon (Su): A silver dragon breath weapon deals cold damage. It has a secondary breath weapon that causes paralysis for 10 minutes (fort negates).
Cloudwalking (Su): A silver dragon can tread on clouds or fog as if it was solid ground.
Cold Aura (Su): A young adult or older silver dragon may surround itself with an aura of cold out to 10 feet that deals 1d6/5CR (round up) cold damage. This may be activated or suppressed as a swift action.
Cold to the Touch (Su): A silver dragon may add 1d6/5CR (round up) cold damage to any melee attack it makes, or it may make a melee touch attack to deal just the cold damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.
Fog Vision (Ex): A Silver dragon can see through fog, smoke, and clouds as if they weren't there.
Graceful Flight (Ex): A silver dragon's flight maneuverability is always 2 steps better.
Immunities: A silver dragon is immune to acid and wind/weather effects.
Reflective Scales: Any spell that fails to overcome a Very Old or older silver dragons spell resistance may be reflected back at it's caster as if by spell turning.
Snow Movement: A Silver Dragon's movement is not impeded by snow, ice or anything similar.
Snowsight (Ex): As the spell.
Spell-Like Abilities:
Very Young: Sleet Storm, Detect Alignment
Juvenile: Fog Cloud, Featherfall
Adult: Ice Storm, Wall of Ice, Sleet Storm,
Mature Adult: Control Winds, Control Weather (x10 area)
Old: Frostfell 1/day
Very Old: Control Weather (x25 area),
Ancient: Reverse Gravity
Great Wyrm:
White Incantation
Spells: A silver dragon may also learn spells from the Air, Cold, and Magic domains.
Bronze Dragons
Bronze dragons tend to reside in coastal and tropical regions. Some like to lair near port cities. They are associated with the ocean.
Bronze Dragons have the [Water] subtype and a swim speed equal to their fly speed.
Breath Weapon (Su): A Bronze dragon's breath weapon deals electricity damage. It's second breath weapon breathes out a cloud that forces all in the area to make a will save or fall asleep for 1 hour per age category of the dragon.
Electric Aura (Su): A young adult or older may Bronze Dragon may as a swift action activate or suppress an aura of electricity out to ten feet. This deals 1d6/5CR (round up) electricty damage.
Immunities: A Bronze dragon is immune to electricty, and any damage that comes from water sources.
Shock Touch (Su): A bronze dragon may add 1d6/5CR (round up) electrical damage to any melee attack it makes, or it may make a melee touch attack to deal just the electric damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.
Spell-Like Abilities: A bronze dragon gains the following spell like abilities as it ages. All are at will unless stated otherwise.
Very Young: Speak With Animals, Purify Food and Drink
Juvenile: Waterball, Control Water, Create Water
Adult: Ur Lightning Bolt, Detect Thoughts
Mature Adult: Wall of Water, Poison, Control Weather (x5 area)
Ancient: Storm of Vengence, Maelstrom
Great Wyrm:
Monsoon
Spells: A Bronze dragon may also learn spells from the Water, Storm, and Ocean domains.
Tidemaster (Su): As a standard action, an Old or older bronze dragon may create a control water effect at a caster level equal to it's CR, with 10x the area.
Tsunami (Su): As a full round action 1/day a very old bronze dragon can create a massive flood, causing the land or sea up to 5 miles (or less if the dragon wishes) to become flooded. On land a flash flood happens. Creatures must make a DC20 fort save. Large and smaller creatures who fail the save are swept away, taking 1d6 nonlethal damage every round (halved on a successful DC20 swim check). Huge creatures are knocked down. Gargantuan and Colossal creatures are checked. Titanic and larger creatures are unaffected. This wave destroys wooden buildings and 25% of stone buildings. At sea, ships are capsized.
Vortex (Su): A bronze dragon of Old or older can create a vortex that functions like the elder water elemental ability of the same name, anywhere within Long range. This takes a standard action to activate, and a swift action on subsequent turns to maintain, as long as the dragon is within range.
Copper Dragons
Copper Dragons usually reside in deserts, though they are no stranger to other regions (anywhere they can make people laugh.
Anywhere.) They are associated with mischief and deceit.
Copper Dragons have the [Earth] subtype, and a burrow speed equal to half their land speed.
Breath Weapon: Deals acid damage. Secondary breath weapon forces a fort save (cha based) or be slowed for a number of rounds equal to the dragon's CR.
Immunities: A Copper Dragon is immune to slow effects, acid damage, and the confused condition.
Joker Venom (Su): A Copper Dragon of Mature Adult or older gains a third breath weapon. Any creature in the area must make a fort save (cha based) or suffer the effects of Tasha's Hideous Laughter at a caster level equal to the dragon's CR. They do not get a bonus to their save for being a different type from the dragon.
Killing Joke (Ex): 1/day an Ancient or older Copper Dragon can tell a joke so hilarious that whoever hears it dies. Any creatures within close range of the dragon who hear the joke must make a will save (cha based) or die. This is not a [Death] effect, but instead a [Language Dependant] effect.
Slow Aura (Su): A Copper Dragon of Young Adult or older is surrounded by an aura of slowness, warping time itself. All creatures within close range must make will save at the beginning of each of their turns or be slowed until the start of their next turn. The Copper Dragon can suppress or reactivate this ability as a free action.
Spell-Like Abilities: A copper dragon gains spell like abilities as it grows. All abilites are at will unless stated otherwise.
Very Young: Grease, Create Trap, Detect Traps and Snares
Young: Major Image, Hideous Laughter, Glitterdust
Young Adult: Persistent Image, Deep Slumber, Dream
Mature Adult: Stone Shape, Transmute Rock to Mud, Transmute Mud to Rock, Move Earth, Wall of Stone
Very Old: Summon Natures Ally VII, Flesh to Stone 1/day, Stone to Flesh 1/day
Ancient: Earthquake, Irresistible Dance 1/day
Great Wyrm: Time Stop 1/day
Spells: A Copper Dragon can also learn spells from the Trickery, Travel and Earth domains.
Trap Master (Ex): A Copper Dragon has a +1 racial bonus per CR to any checks create and find traps.
Uncanny Dodge (Ex): As a rogue equal to their CR.
Brass Dragon
Brass Dragons tend to reside near populated area, and often become friends with the residents, picking up on all the latest gossip. They are associated with interaction.
A brass dragon has the [Air] subtype.
Breath Weapon (Su): A Brass dragon has two breath weapons. The first deals sonic damage (reflex half). The second is a cloud of deadly poison that causes all creatures in it's area to take con damage equal to the dragons age category (fort negates) if the dragon is at least adult age those who fail their saves are also fatigued for 1 hour. At mature adult and older, a Brass dragon ignores resistance or immunity to poison, though a creature with immunity instead gets a +3 bonus to their save (this can't be ignored).
Gossip (Ex): A Brass dragon has a +1 racial bonus per CR to Knowledge (Local).
Immunities: A Brass dragon is immune to sonic damage and the deafened condition.
Never Shuts Up (Ex): An Adult or older Brass Dragon can always keep talking. Even in situations where it might seem impossible for them to do so. The brass dragon is always able to speak and use any ability the requires one to speak, and nothing short of unconsciousness or death can stop them from doing so (and even then they'll probably start annoying the denizens of whatever afterlife they end up in). They can even speak and be heard in environments where that might be thought impossible, like a vacuum or silence effect. The dragon also ignores any immunity or resistance to non damaging sonic effects.
Prattle (Ex): A brass dragon can prattle on endlessly about altogether trivial and annoying topics, driving everyone nearby into a state of agitation. This ability takes a swift action to activate, and another swift action on subsequent rounds to maintain. All creatures who can hear the dragon suffer a -3 penalty to attack rolls against it, and in order to perform any action that requires concentration they must make a concentration check (DC10+1/2CR+Cha).
Call Djinni (Su): 1/day a Wyrm Brass Dragon can call a Noble Djinni as per the spell Greater Planar Ally.
Spell-Like Abillties:
Wyrmling: Ghost Sound
Very Young: Magic Mouth
Juvenile: Whispering Wind, Eagles Splendor 3/day
Adult: Shout, Gust of Wind, Sending, Whirlwind 1/day
Old: Control Winds
Ancient: Greater Shout. Greater Whirlwind
Great Wyrm: Weird[/spoiler]
Chromatic Dragons:
[spoiler]
Red Dragon
Red Dragons typically inhabit mountainous or volcanic regions. They are reputed as fierce, proud and intimidating. They are associated with fire and volcanoes.
Red Dragons have the [Fire] subtype.
Breath Weapon (Su): A Red Dragon's first breath weapon deals fire damage (reflex half). It's second breath weapon creates a cloud of smoke in it's area, obscuring sight and being dispersed like a fog cloud and forcing all in the area make a fort save or be nauseated for 1 round. The cloud lasts for 1 round per level.
Burn (Su): A red dragon may add 1d6/5CR (round up) fire damage to any melee attack it makes, or it may make a melee touch attack to deal just the fire damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.
Fire Aura (Su): A young adult or older red dragon may surround itself with an aura of fire out to 10 feet that deals 1d6/5CR (round up) fire damage. This may be activated or suppressed as a swift action.
Ignite (Ex): Anything a juvenile or older Red dragon deals fire damage to must make a reflex save or catch fire, taking the dragons burn damage every round until the flames are extinguished (a full-round action that provokes an attack of opportunity).
Melt (Su): Any stone an old or older red dragon deals fire damage to transforms into lava.
No Escape (Ex): A Red Dragon is an excellent tracker. It recieves track as a bonus feat, and gains a racial bonus to survival checks equal to it's CR. It may move at normal speed when tracking and may track through any environment without penalty. If the target teleports or uses a similar effect, then upon reaching the location where it teleported from, it knows the destination of it's target (as if it had used trace teleport) and may follow if it has teleportation abilites.
Smoke Sight (Ex): A Red Dragon's sight is not blocked by smoke.
Spell-Like Abilites:
Very Young: Continual Flame, Burning Hands, Produce Flame
Juvenile: Fireball, Scorching Ray
Adult: Wall of Fire, Locate Object, Locate Creature
Mature Adult: Delayed Blast Fireball
Very Old: Meteor Swarm
Ancient:
Meteor Strike 1/day, Discern Location 1/day
Wyrm:
Meteor Span 1/day
Great Wyrm:
Meteor (X10 area) 1/day
Spells: A Red Dragon can also learn spells from the Destruction, Fire, and Summer domains.
Green Dragon
Green dragons almost universally reside in forest or jungles, where they watch over area. Plants tend to become attache to them over time, so elder green dragons often resemble moving landscape. They are associated with the forests they reside in.
Green Dragons have the [Earth] subtype.
Beastmaster: All non-hostile animals and plants are treated as one step friendlier to a Green Dragon, to a maximum of fanatic. A Green Dragon has a racial bonus to it's Handle Animal and Knowledge (Nature) checks equal to it's CR.
Breath Weapon: A green dragon's first breath weapon is a cloud of deadly poison that causes all creatures in it's area to take con damage equal to the dragons age category (fort negates). If the dragon is at least adult age those who fail their saves are also fatigued for 1 hour. A Green Dragon of mature adult or older ignores any resistance or immunity to poison, though creatures with immunity instead get a +3 bonus to their save that can't be ignored. It's second breath weapon is a wave of life energy, seeds, and growth. All creatures in the area must make a reflex save or become entangled and anchored. Creatures in the air become entangled and slowed. In the next round they must make a reflex save or escape artist check (same DC) or be treated as pinned. In the third round, they must make a reflex save or escape artist check (same DC) or become helpless until freed. The entire area of the breath weapon is also subject to a
Plant Growth effect.
Immunities: A green dragon is immune to poison and acid.
Master of Nature: A green dragon of Juvenile age or older radiates an aura of either plant growth or diminish plants (controlled and shaped as desired) out to close range. This can be activated or suppressed as a free action.
Nature Stride: A green dragon's movement is not hindered by natural plants in any way.
Plant Control: A green dragon of Mature Adult age or older has very precise control over plantlife. As a standard action, it may manipulate plants with fine control and shape. They can cause plants within close range to grow in any shape they desire, filling up to 2 5ft. cubes per CR with vines, wood, flowers or leaves as plants grow, wither, blossom, and/or bear fruit as the dragon desires.
Spell-Like Abilites
Wyrmling: Speak with Animals
Very Young: Entangle, Goodberry,
Welcome to the Jungle.
Juvenile: Speak with Plants
Adult: Poison, Tree Shape, Black Tentacles 1/day
Mature Adult: Tree Stride Wall of Thorns, Heal 1/day
Old: Animal Growth, Control Plants,
Very Old:
Reticulating Splines
Ancient:
Entmoot 1/day
Great Wyrm:
Sow the Seeds 1/day
Spells: A Green Dragon may learn spells from the Earth, Plant, and Animal domains. Additionally, it learns spells from the Druid list, instead of the cleric list.
Trackless Step: As a druid.
Wild Empathy: As a druid.
Black Dragon
Black dragons heavily favor swampland. They often form agreements with the natives (lizardfolk, swamp giants, ooze elementals, ect.) of protection and/or "protection" in exchange for a steady supply of treasure. Their lairs are usually only accessible through water. They are associated with swamps, acid, and death.
A Black Dragon has the [Water] subtype and a swim speed equal to it's fly speed.
Acid Pools: A mature adult or older Black Dragon may cause it's acidic breath to linger in the ground of area as a pool of acid for 1 hour per age category before it becomes neutralized.
Breath Weapon (Su): A black dragon's first breath weapon deals acid damage. It's secondary breath weapon exhales a swarm of biting stinging bugs. All creatures in the area take 1d6/2CR swarm damage. 1 swarm per age category of the dragon linger behind in the area (enough of the swarm dies after 24 hours to no longer qualify as a swarm). A wyrmling may create spider swarms. A young dragon may create locust swarms. An adult dragon may create centipede swarms. An Old dragon may create hellwasp swarms. The swarms created may be any mixture of the available swarms.
Charm Reptiles (Su): A young or older black dragon may create a Mass Charm Monster effect on reptilian animals as a standard action 1/hour.
Immunity (Su): A black dragon is immune to Acid damage and poisons.
Spell-Like Abilites
Very Young: Acid Arrow
Juvenile: Vitriolic Sphere
Young Adult: Ooze Puppet
Mature Adult:
Io's Tears, Acid Fog 1/day
Old:
Maggot Swarm,
Swamp of the Underworld
Very Old:
Reticulating Splines
Ancient: Shadow Landscape
Great Wyrm:
Maleficent Poison
Spells: A Black dragon can learn spells from the Water, Plant, and Death domains.
Swamp Stride (Ex): A black dragon ignores difficult terrain if it is created by swampland.
Toxic Aura (Su): All creatures within 10 feet of an Adult or older black dragon are treated as if being adjacent to an acid pool (Save DC based on dragons).
Blue Dragon
Blue dragons reside in desert regions, and may form friendships with copper and brass dragons. They love to fly during storms and are associated with plains, deserts, and the skies above them.
A blue dragon has the [Air] subtype.
Breath Weapon: A blue dragons breath weapon deals electricity damage. It's second breath weapon is a blast of sand that deals 1d6/CR damage reflex half. Creatures who fail their saves suffer a penalty to attack rolls and spot checks equal to the dragon's age category for 1 minute.
Desert Thirst: A Blue dragon of young adult or older can create water at will. Alternatively it can despoil an equal amount of water, transforming it into sand or rendering it unsuitable to drink. Liquids in a creatures possession receive a will save to negate this effect.
Electric Aura (Su): A young adult or older Blue Dragon may as a swift action activate or suppress an aura of electricity out to ten feet. This deals 1d6/5CR (round up) electricity damage.
Graceful Flight (Ex): A Blue Dragons flight maneuverability is always two steps better than normal.
Immunities: A Blue dragon is immune to electricity and the negative effects of wind and weather. It is not affected by sand storms nor is it's movement impeded by difficult terrain created by sand.
Shock Touch (Su): A bronze dragon may add 1d6/5CR (round up) electrical damage to any melee attack it makes, or it may make a melee touch attack to deal just the electric damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.
Spell-Like Abilities
Wyrmling: Electric Jolt
Young: Gust of Wind
Juvenile: Move Sand
Adult: Control Winds, Sandstorm, Control Sand
Mature Adult: Scintilating Sphere, Ur Lightning Bolt
Old: Hallucinatory Terrain, Control Weather (10 mile radius, not limited by season)
Ancient: Veil, Horrid Wilting
Great Wyrm:
Dessicate 1/day
Spells: A Blue Dragon may learn spells from the Air, Storm, and Weather Domains
Voice Mimicry (Su): A blue dragon can mimic any voice or sound it has heard. It takes a listen check (DC equals DC of the dragon's saves) to notice the ruse.
White Dragon
White dragons reside almost entirely in the cold remote regions of the world, such as tundras, glaciers, polar ice caps, frozen asteroids, ice caves and so forth. They are reputed as reclusive and vicious, though this is not always the case. They prefer their meals frozen solid, where they can keep for ages before being consumed. They are associated with tundra, glaciers, sleep, and winter.
A White Dragon has the [Cold] subtype. They possess a swim speed equal to their fly speed.
Breath Weapon: A white dragons first breath weapon deals cold damage. It's second breath weapon creates a
Calm Emotions effect in it's area at a caster level equal to the dragons CR.
Cold Aura (Su): A young adult or older silver dragon may surround itself with an aura of cold out to 10 feet that deals 1d6/5CR (round up) cold damage. This may be activated or suppressed as a swift action.
Cold to the Touch (Su): A silver dragon may add 1d6/5CR (round up) cold damage to any melee attack it makes, or it may make a melee touch attack to deal just the cold damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.
Frostbite (Ex): A White Dragon of Adult age or older is so cold that it's freezes part of it's enemies. If an enemy takes cold damage from the dragon, they must make a Fort Save or be frostbitten (treat as fatigued if you don't have It's Cold Outside) and entangled. If an enemy who his already frostbitten fails a save against this ability again, it contracts hypothermia (again, you can treat this as exhausted) and is slowed.
Snow Movement: A Silver Dragon's movement is not impeded by snow, ice or anything similar.
Snowsight (Ex): As the spell.
Spell-Like Abilities:
Wyrmling: Ray of Frost
Young: Polar Ray, Obscuring Snow, Deep Slumber
Juvenile: Sleet Storm
Adult: Wall of Ice
Mature Adult:
Ur Cone of Cold, Dream
Old: Whiteout, Hiss of Sleep 1/day
Very Old:
Blizzard, Frostfell 1/day
Great Wyrm:
Fimbulvetr 1/day
Spells: A white dragon can learn spells from the Cold, Winter, and Dream domains.[/spoiler]
Planar Dragons:
[spoiler]Coming Soon![/spoiler]
Gem Dragons:
[spoiler]Coming Soon![/spoiler]
Elemental Dragons:
[spoiler]
Cloud Dragon
Cloud Dragons reside in skies, making their lairs on floating islands and solid clouds. They are associated with the weather and the sky.
Cloud Dragons have the [Air] subtype.
Breath Weapon: A Cloud Dragons breath weapon deals electricity damage. It's secondary breath weapon creates a thundercloud in it's area, dealing 1d6/level damage that is half electricity, half sonic damage. This cloud lingers in the affected area for a number of rounds equal to the dragons CR and creates the effect of a Fog Cloud. After the first round, the damage is reduced to half.
Cloudwalking (Su): A Cloud Dragon can tread on clouds or fog as if it was solid ground.
Electric Aura (Su): A young adult or older may Cloud Dragon may as a swift action activate or suppress an aura of electricity out to ten feet. This deals 1d6/5CR (round up) electricty damage.
Immunities: Cloud Dragons are immune to electricity and negative weather and wind effects. It is unaffected by Solid Fog effects or similar. It possesses cold and sonic resistance 30.
Fog Vision (Ex): A Cloud dragon can see through fog, smoke, and clouds as if they weren't there.
Shock Touch (Su): A bronze dragon may add 1d6/5CR (round up) electrical damage to any melee attack it makes, or it may make a melee touch attack to deal just the electric damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.
Snowsight (Ex): As the spell.
Solid Storm: A Cloud Dragon of Old or older's secondary breath weapon may now function as a Solid Fog effect in it's area. If the dragon chooses to do this, add 3 rounds to it's recharge time.
Spell-Like Abilities: All Abilities are at will unless stated otherwise.
Wyrmling: Electric Jolt, Obscuring Mist 1/day
Very Young: Obscuring Mist,
Young: Fog Cloud, Shocking Grasp 1/day
Juvenile: Call Lightning (Constant), Control Weather (ignores season), Gale Force
Young Adult: Shocking Grasp, Ur Lightning Bolt, Control Winds
Adult: Solid Fog 1/day, Control Weather (x10 area, ignores season), Great Thunderclap,
Mature Adult: Call Lightning Storm (Constant), Whirlwind, Constant Lightning (Constant),
Old: Lightning Strikes Twice, Control Weather (x25 area, ignores season)
Ancient: Control Weather (x50 area, ignores season), Hurricane Force,
Wyrm: Greater Whirlwind 1/day
Great Wyrm: Atmospheric Press 1/day, Mighty Thunderbolt 1/day,
Spells: A Cloud Dragon may also learn spells from the Air, Storm, and Travel domains.
[/spoiler]
Lung Dragons:
[spoiler]Coming Soon![/spoiler]
Linnorm Dragons:
[spoiler]Coming Soon![/spoiler]
Other Dragons:
[spoiler]Coming Soon![/spoiler]
Playing a Dragon
A dragon can easily function advancing by HD. When it's HD reaches that of a new age category of dragon, the dragon effectively becomes that age category. For example, say an adult dragon levels up. It now has 9 HD and is still an adult. It's breath weapon, spellcasting, and other effects increase in power. Should it hit 10HD it grows to become a mature adult dragon, gaining the size increase and potentially new abilities.