Author Topic: Book of Dragons  (Read 17756 times)

Offline bhu

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« Last Edit: December 23, 2015, 10:58:08 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #1 on: November 03, 2015, 07:12:24 PM »
INTRODUCTION: DRAGONS OF BERK

(They will be referred to simply as 'dragons' in the rest of the thread. "Dragons of Berk" is by no means a genus name, but it will have to suffice unless someone comes up with something better)

GENERAL FEATURES

Dragons are a large group of species of winged reptiles. They all have the dragon subtype, although they seem to lack the racial immunity to sleep and paralysis. Indeed, some poisons can affect them despite their size.

They have breath attack, usually limited to uses per day, though they can replenish their ammo through feeding.

Nearly all of them are great swimmers, and fish constitutes the major part of their diet.

They seem to have a wider hearing spectrum than humans. This probably plays a part in how they communicate, as they don't otherwise exhibit overly acute sense of hearing - but loud noises can hamper them, potentially dazing them on a failed save.

They have five general stages of growth and develop quickly, growing at the rate of large mammals, or faster (some growing to huge or even gargantuan size in a matter of a year). They are also said to shed some of their scales and claws periodically, but those grow back very quickly - some species develop it into a weapon, growing disposible spines that can be launched at opponents.

Nearly all dragons have an ability to fly, often despite their wings being undersized for their weight. However, whatever extraordinary power allows that flight is insufficient on its own - a dragon won't be able to fly with its wings injured.

DRAGON GROWTH STAGES

Egg - Notable in that some of the eggs (confirmed for two species) explode when hatching, causing damage apropriate for the dragon's breath attack in several feet radius.

Tinytooth (hatchling)

Shortwing (juvenile)

Broadwing (mature)

Titanwing (advanced - very rare, these dragons are typically a size category larger than typical for their species. They often become alphas of their lesser kin. They are often of a radically different color than the rest of their species.)

SOCIAL BEHAVIOUR

While some dragon species are territorial loners, most enjoy the company of other dragons, sometimes forming large mixed colonies. This tolerance extends to any creature that can exhibit draconic properties, such as producing or resisting fire, a fact that can be exploited by would-be dragon trainers.

A colony will answer to a single alpha, established either by physical might or some other quality, such as supernatural control powers that some of the bigger dragons exhibit. Beyond that the pecking order is established through (usually non-violent) shows of dominance - any creature that the dragons treat as one of them can establish dominance by beating a dragon in an opposed intimidate check.

Dragons are naturally curious creatures, often attracted by unusual objects or bright lights. Though they don't speak, they do have a complex system of communication among each other and they can be trained to understand spoken language to an extent.

A dragon is treated as a magical beast for the purpose of skills and feats related to training.

DRAGON TYPOLOGY

Dragon typology has been written down by vikings. As the result it is all but precise, with dragons classified by common features rather than any actual genealogy, with some dragons assigned to different classes by different authors.

* Stoker: your typical, fire-breathing dragons
* Boulder: dragons with rocky composition, rock in their diet or both
* Sharp: dragons who rely on sharp wings or spines as their primary means of attack
* Tidal: primarily aquatic dragons
* Strike: agile fliers especialy ones gifted with precise breath attacks
* Tracker: dragons known for following prey over long distances, gifted with acute sense of smell.
* Mystery: a mixed bag of really weird cases.

* Fear: disused since the vikings started training dragons, this class used to cover stealth hunters. These are now divided between Tracker and Mystery class.

INTERACTION WITH ENVIRONMENT

Dragon Nip: Dragon nip is a kind of grass common in the area where the dragons live. It has a very calming effect on them, affecting them like catnip does cats.

Dragon Root: a thick root plant local to the area attracts dragons with its smell, but unlike dragon nip, it makes them unusually agitated, causing them to become agressive and even attack each other unless kept under control by an appropriate handle animal check.

Seawater eel: the local species of eel contains a substance that dragons are violently allergic to - they will not apprach eels if they can help it, and if they accidentally consume one, they become very sick: the symptoms include high fever, hallucinations and delusional behaviour. Most dangerously, the fever messes up the dragon's breath weapon, causing it to fire randomly, even above the normal shots limit (the discolored flame is the most easily recognisable symptom.)

Curiously, the eel is used as an ingredient for a remedy used to cure an infectious disease that causes very similar symptoms in humans.

Blue Oleander: a local flower, highly poisonous to all reptiles (and by extension dragons), except for scauldrons, who enjoy the taste and merely turn blue from overeating on it. While the scauldron is blue, its venom briefly becomes an antidote to blue oleander instead of a deadly poison it usually is
« Last Edit: November 05, 2015, 06:33:02 PM by Braininthejar »

Offline Braininthejar

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Re: Book of Dragons
« Reply #2 on: November 03, 2015, 09:15:48 PM »
I'll drop the extra info for the already described dragons here.

Almost all dragons have a natural swim speed.

Also, I have included special trained abilities for some. Should they be feats perhaps?

Gronkle  (large, Boulder class)

Gronkle eggs explode when hatching. Though gronkles are fireproof, they usually push the eggs into water as they start to hatch, to minimise the shrapnel. (the hatchlings have no problem hatching underwater and swimming to the surface)

Gronkles are immune to the effects of dragon root.

A properly trained gronkle of sufficient level can use its hummingbird flight ability to spin rapidly on the spot, delivering multiple tail slap attacks. However it leaves him dazed the round after and the rider (if any) may be nauseated by the vertigo on a failed save.

A gronkle can also create a burst of shrapnel by inhaling rapidly and shooting off the bumps on its skin, (harmless to other gronkles and other creatures with sufficient natural armor, but relatively dangerous to humans)

A trained gronkle can be used to eat and regurgitate ore and minerals, for use in specialised metalworking.

Don't feed gronkles beans. Their flatulence is quite litarally explosive

Deadly Nadder (large, Tracker, formerly Sharp)

Deadly Nadder is great at tracking by scent. (Even though it is an extraordinary ability, it seems like magic - while a nadder isn't stellar about pinpointing targets by smell, it can easily detect enemy presence, but more astonishingly, it is apparently capable of tracking a flying target by scent, something that normally requires epic skill levels)

A Deadly Nadder of sufficient level can be trained to hit specific targets in the attacked area when launching its spike salvo, and is eligible for any archery related feats, including ranged pin.

Terrible Terror (tiny, stoker)

Though they usually appear in small groups, they can possibly appear as a swarm.

According to some sources, they are venomous.

Hideous Zippleback (huge, Mystery, formerly Fear)

Burning overrun - a trained zippleback can make a special overrun attack by flying at its target and then coiling into a ball and rolling forward, engulfed in the flames of its breath weapon. For obvious reasons, it is never done while carrying a rider.

Monstrous Nightmare (huge, Stoker)

Seeing the first movie, it might have a climb speed.

Monstrous Nightmare's saliva is flammable (probably they coat themselves with it while grooming?) and can be acquired from a trained dragon to produce long-burning alchemical items.

Night Fury (large, Strike)

back spines: all the night furies have them, but they are usually hidden in the back and need some help (presumably through careful massaging by a parent) to emerge for the first time. Once a night fury learns to pop them up, they aid in airial maneuvers (adding a racial bonus to dexterity related checks in flight) as well as serving as an additional conduit for the night fury's energy, unlocking its two high level abilities:

Concussive blast: Instead of making a breath attack, a Nighfury can channel its power through the spikes along its back, projecting a concussive blast around itself. It is rarely used, mostly to break out of confines/grapples if the dragon is somehow forced to fight on the ground. A Nightfury can spend several rounds charging up, to increase the resulting force.

Enrage: once per day, an angry night fury of sufficient level can enrage, charging its back spines to enter a state similar to a psion's wild surge. For the next minute its breath attacks are effectively empowered, and don't count against the daily limit. It also counts as two size categories larger for the purpose of intimidate checks.

Red Death (Colossal/Colossal+, stoker)

keening - red deaths are natural alphas, capable of creating a sound at the edge of human hearing range that other dragons recognize as the voice of the leader. 

sources contradict on whether it has a daily limit to its breath attack. (also, some sources call it Green Death)
« Last Edit: January 03, 2016, 02:20:51 PM by Braininthejar »

Offline Braininthejar

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Re: Book of Dragons
« Reply #3 on: November 04, 2015, 11:55:38 AM »
SCAULDRON (huge/gargantuan, Tidal)



Scauldrons are gargantuan aquatic dragons living in pods with others of their own kind. They are the local equivalent of cachalot whales, hunting together and eating mostly fish, though they will attack other potentially edible targets, up to and including other dragons.

They can emerge on land, but the short limbs make them rather clumsy.

                      <Creature>, <Class level> <Class>
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>


Combat:

Scauldrons prefer fighting in the water, where they don't expose their wings to damage, and have an option of diving to escape danger. They usually open with their breath weapon and then bite (Despite the size, they don't seem to employ swallow whole as a tactic - the long neck isn't well suited to struggling prey. Though it should be possible for a scauldron to cook a target in its mouth)

When fighting ships, a scauldron will use its breath attack and tail sweep to try to knock opponents into water.

Breath attack: A line of boiling water. A Scauldron uses its stomach as a giant boiler, heating up sea water. When attacking, it pumps some of it into its stretchy mouth and then spits it forth at high pressure (enough to do damage by impact alone against fireproof targets). A scauldron has ammo for over a dozen shots, and its current supply can be judged by how much the belly is bulged.

Poison: (bite) Scouldron's poison does both strength and constitution damage over an extended period and is said to be lethal for humans within 24 hours.

Electricity sense: Scauldrons can detect strong electric discharges over a large area. It doesn't allow them to pinpoint targets like sharks do (they only register strong charges) but alerts them to the presence of any dragons that use lightning, some of which are their natural prey.

Training tips:

Scauldrons can only stray away from the water for a couple hours before their skin starts turning grey and drying up.

When out of water, a scauldron will be attracted to anything wet - so drenching yourself before approaching can improve your chances of positive reception.

They are immune to blue oleander - eating large quantities of it briefly turns their venom into a blue oleander antidote.
« Last Edit: July 01, 2016, 08:41:10 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #4 on: November 05, 2015, 06:30:26 PM »
HOTBURPLE (large, Boulder)



Hotburple is a larger and heavier cousin of gronkles. Like gronkles, it eats rock, which it can later spit out as lava blasts. However, hotburples are particularly attracted to metal ores.

Hotburples prefer to live in caves, but are capable of long distance flight - they have an ability to continue flying while asleep.

                      <Creature>, <Class level> <Class>
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>

Combat:

A Hotburple will typically start a fight by using its breath weapon, then bite with its powerful rock-crushing jaws, or simply ram into the opponent to overwhelm him with its weight.  Not quite as maneurvable in flight as a gronkle, it rarely employs a tail slap attack, instead using the heavy tip while flying over opponents.

Breath Attack: a glob of lava. (maximum 6 shots) Hotburples are also capable of a more traditional, short ranged flame.

flying overrun: a hotburple can take a full round action to attack in a line, flying over a group of enemies and using its tail like a wrecking ball against all who fail to duck aside.

rock-crushing jaws: although bite isn't a hotburple's first choice in combat, they do eat rocks - their jaws ignore hardness up to "stone".

Training tips:

Thanks to their diet and their flame, hotburples can be very useful in metal work - they can be trained to provide fire to the forge or to create alloys when fed the right combination of ores.

They have a reputation for cat-like laziness and tend to sleep a lot.
« Last Edit: July 01, 2016, 08:41:39 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #5 on: November 06, 2015, 10:04:32 AM »
SNOW WRAITH (large, Strike, cold subtype)



Snow wraith is a rarely seen lonely predator, native to polar regions. It is a reclusive creature and even its prey rarely gets to see it until the last moment.

Snow wraiths see almost entirely in infrared, leaving them nearly blind outside their chosen environment, but allowing them to easily find their prey in snow - their favourite time to hunt is during snow storms, when they can make surprise attacks against creatures trying to find their way in the blizzard.

the snow wraith's clawed legs and wings allow it to climb glaciers with relative ease.

                      <Creature>, <Class level> <Class>
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>


combat:

A snow wraith's default tactic is to locate likely targets in the blizzard and approach from the air, all but invisible in the swirling snow while being able to see its targets in infrared. It then makes a fly-by attack, trying to snatch a single victim and disappear from sight. Since food is scarce in the polar regions, it is common for a snow wraith to make repeated runs against a group of targets until it can wipe them all out.

When forced to fight on the ground, a snow wraith will bite, use breath weapon and lash attackers with its spiked tail.

Breath attack: a cone of ice shards. (10 shots limit) Some sources credit it with an ability to target the shards at specific targets

Snatch: Snow wraith has improved grab (bite). The oversized jaw allows it to grab targets up to one size category smaller than itself during a fly-by attack.
« Last Edit: July 01, 2016, 08:41:59 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #6 on: November 06, 2015, 10:22:00 AM »
SNAPTRAPPER (gargantuan, Mystery)



A snaptrapper is a forest predator who hunts from ambush, hiding among the local plant life and luring its prey by emitting a sweet smell. It spends a large part of its life motionless with its mouths open, resembling a giant plant - until something bite-worthy wanders within the range of its necks.

                      <Creature>, <Class level> <Class>
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>


Combat:

Swallow whole: A snaptrapper can grab and swallow prey three categories smaller than itself - even though its throats are quite stretchy, the heads are small compared to the body

Smell: the default smell coming from a snaptrapper's mouths is that of chocolate - they use it to lure potencial prey. However, when threatened, they can switch to a disgusting stench to ward off potential predators.

Breath attack: either a cloud of flammable gas, or a ranged touch attack acid spit. Either way, a snaptrapper is limited to just one shot per head.

Training tips:

Perhaps due to their emulation of plants, snaptrappers love rain. They enjoy splashing in the mud.
« Last Edit: July 01, 2016, 08:42:20 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #7 on: November 14, 2015, 11:30:00 PM »
HOBBLEGRUNT (large, Stoker)



A hobblegrunt is a stoker class dragon with a personality of a curious bird. It is known for being able to change color, but does not use the ability to camouflage. Instead it changes according to its mood, from yellowish green (usually associated with being content, but also a default color when it doesn't bother to use the ability) through purple (curiosity) to red (anger).

The hobblegrunt's other ability comes from its head frill, a sensory organ reacting to minute changes in heat and pressure. It makes hobblegrunts very perceptive of things a human could miss, and the more experienced ones seem borderline precognitive.

                      <Creature>, <Class level> <Class>
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>


Combat:

A hobblegrunt will usually fight like a bird, flying up to bite and claw at the enemy with its hind legs (the forelegs are too short to make an effective weapon). It has a short ranged breath weapon (line of burning liquid), but prefers agressive close combat.

Thanks to its frill, a hobblegrunt is almost impossible to sneak upon ( blindsense? uncanny dodge? perhaps "never surprised" for high level ones)

Training tips:

A well trained hobblegrunt is a boon to a trainer who expects to interact with other dragons. Outside of combat its sensitivity allows it to easily read the emotions of other creatures, as well as notice unnatural behaviour or health problems, while its ability to change colors gives it an expanded choice of body language cues of its own - effectively giving it a 'dragon empathy' skill that can be used to diffuse hostile situations.



 
« Last Edit: July 01, 2016, 08:42:39 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #8 on: November 16, 2015, 01:30:14 PM »
TIMBERJACK (gargantuan, Sharp)



Timberjack is one of the bigger dragon species, notable for having no limbs beside the giant wings. That makes it rather clumsy on land, despite the otherwise high dexterity - a timberjack is able to rear up to attack with its wings, or even take off into the air despite not being able to make a running start.

A relatively peaceful creature for such a big meat-eater, a timberjack mostly keeps to itself although it can be firece if provoked. Nevertheless it does have a lot of impact on the local environment, with all the cutting it does as it flies by.

Timberjacks like warmth and often collect wood to warm themselves. Surprisingly, they rarely cause forest fires with their behaviour, as they use the most efficient way possible to do it - folding their wings around the resulting pyre into a tent-like shape, keeping all the heat in for themselves.

                      <Creature>, <Class level> <Class>
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>


Combat: the wings of a timberjack are way sturdier than they look, remaining flight-worthy despite being used as its primary weapon. The edges are sharp enough that a flying timberjack can cut down a tree without disrupting its movement - a useful feature which prevents it from crashing while flying in wooded areas.

A grounded timberjack will flail and turn, trying to sweep its wings through as many opponents as possible, while using its breath weapon on opponents staying out of range. They've also been known to fling burning logs at enemies.

In flight a timberjack will mostly use its breath weapon, or make fly-by sweeps as long as it doesn't expose him to the risk of getting grounded by the counter attacks.

breath weapon: a cone of flammable liquid.

Training tips: folding the wings into a dome is a timberjack's default sleeping position. It makes for a good improvised tent and doesn't mind having a campfire lit inside.  Also, despite its flexibility, a timberjack's shape means it has some spots it cannot reach. So once you establish some initial trust, a good back scratching is an easy way to get on its good side.
« Last Edit: July 01, 2016, 08:43:02 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #9 on: November 16, 2015, 02:48:24 PM »
How am I doing so far?

Offline bhu

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Re: Book of Dragons
« Reply #10 on: November 22, 2015, 03:07:57 AM »
I like it  :D

Offline Braininthejar

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Re: Book of Dragons
« Reply #11 on: November 22, 2015, 06:22:08 AM »
I hope I manage to stay true to stuff. For example I'm not sure about hobblegrunt's combat info (seen one fighting, but it was against another dragon - so at least it is smart enough not to breathe at fireproof things)

Where does the distinction run between colossal and colossal+? I'm still not quite sure about the Red Death.

Offline Braininthejar

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Re: Book of Dragons
« Reply #12 on: November 22, 2015, 06:47:37 AM »
SMOTHERING SMOKEBREATH (small, Mystery)



Smothering Smokebreath is a rarely seen dragon, living in large groups in secluded locations. Secretive to the point that they are considered a legend by many, they stay away from larger dragons to protect themselves, but ocassionally become a nuisance for local humans.

In their natural habitat, smokebreaths would build sturdy nests by gathering whatever they could find and melting it together with their breath. Once they encounter humans, the dragons learned that man-made metal objects make a great building material - and now they take them in preference to anything else. A typical nest looks like a heap of junk that cannot be disconnected, with small holes leading inside.

Carry: smokebreath has an unusually high carrying capacity for its size, enough to pick a small human into the air. Large swarms have been known to coordinate their efforts to move large objects, up to and including whole viking ships.

Smokescreen: a smokebreath can create a cloud of grey smoke, either secreting it through the skin or using its breath weapon to rapidly exhale a cloud. Due to their coloration, smokebreaths gain hide bonuses in the areas of their smoke - in dense smoke they gain full concealment when other creatures would get concealment.

                      <Creature>, <Class level> <Class>
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>

Combat:

Being small dragons, smokebreaths tend to avoid direct combat. Even though their fire breath (ranged touch attack - fire ) is hot enough to melt steel, they mostly use it to build nests, while using their smokescreen to avoid other creatures.

One exception is when smokebreaths encounter large quantities of metal, such as in a human village. If that happens, they can become frantically active, taking what they can, though they still avoid actual combat - they will create dense smoke to deny their targets the chance for opportunity attacks, and then fly through the area, grabbing any metal objects within reach; a well-coordinated swarm can strip a viking warband of their weapons and armor without giving them a chance to strike back.

Smokebreaths can cause major damage to large structures such as ships and buildings by ripping out key components, if they are made of metal.

Training Tips:

Obviously they could be very useful in a number of fields - if one could get them to cooperate.
« Last Edit: July 01, 2016, 08:43:24 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #13 on: December 22, 2015, 08:19:13 AM »
SNAFFLEFANG (large, Boulder)



A very common dragon, a snafflefang is a staple of the boulder class alongside the gronkle. More active than a gronkle, it is usually found in the areas where mineral deposits are common - for reasons that aren't entirely clear, snafflefangs love chewing on geodes.

                      <Creature>, <Class level> <Class>
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>


Combat: an angered snafflefang can attack from the air with its breath weapon, or use its bite and tail bludgeon in close combat. Some sources claim that snafflefangs are venomous, but their jaws, strong enough to crush crystals, are usually damaging enough to make it irrelevant.

breath attack: explosive projectile (6 shots)

Training Tips: apart from searching for minerals, a snafflefang can also be trained to provide illumination, maintaining a sustained flame in its open mouth. Its teeth are extremely hard and as such could be useful for making tools. Finaly, snafflefang's varied coloring makes it quite decorative.
« Last Edit: July 01, 2016, 08:43:41 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #14 on: December 22, 2015, 09:30:56 AM »
Typhoomerang (gargantuan, Stoker)

 Typhoomerang is one of the largest in the stoker class. It is only as big as a terrible terror when it hatches, but grows very rapidly in the months after, reaching its full size in about a year. This is helped by typhoomerangs having a part of the potential food supply all to themselves - unlike other dragons, they suffer no ill effects from eating sea eel. Indeed, they often choose a roosting spot in areas where these fish are common, feeding by flying over the water and scooping whole schools of fish with their bill-like mouths.

Despite their size, typhoomerangs are surprisingly agile, able to twist and turn in the air, folding their wings to rapidly change directions. They are also among the fastest dragons when flying. They can often be seen flying in tight circles to show off - either to impress rivals or as part of a mating display - surrounded by a shower of sparks shooting from their bodies.

It is easy to recognize a typhoomerang territory, since they make an effort to mark them, using their breath weapons to burn giant spiral shapes in the ground.

An adult typhoomerang's coloring can range anywhere from sea green to orange, with a pale, skull-like head.

                      <Creature>, <Class level> <Class>
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>


COMBAT: A typhoomerang will fight from the air if at all able, using its superior flight speed and breath weapon to control the battle.

Breath weapon: shapable cone of flame (a typhoomerang breathes a line of fire, but it can sustain it long enough to cover almost any arc it desires) (10 shots)

eating sea eels provides a brief boost to a typhoomerang's breath weapon, making their feeding grounds a favourite spot to fight in.

typhoon blast: as a full round action, a typhoomerang may fold its wings around its body, spinning like a drill while flying at high speed, before unfolding them to stop rapidly and launch a powerful breath attack in a long, narrow cone straight ahead.

spark shower: a typhoomerang lacks the flammable saliva to coat itself in, so it cannot set itself on fire like some other stokers, but it can emit a shower of sparks from its skin to make itself more intimidating.

Giant wings: a typhoomerang can use its giant wings to emulate gust of wind at will.

Training tips: a typhoomerang is a temperamental dragon, quick to anger and territorial. Even when friendly, it has a big ego and demands constant attention. As such, it is a difficult dragon to train.

If someone can handle the logistics of keeping a gargantuan, voracious fire hazard near their home, a typhoomerang provides superior transportation capacity - thanks to its strength and flying speed. It can even be trained to carry other dragons on its back.

Thanks to the chemical composition of its breath weapon, the ashes from a typhoomerang's marking circles make good fertiliser.

Some trainers might also find creative uses for the wind a typhoomerang is capable of generating.
« Last Edit: July 01, 2016, 08:44:06 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #15 on: December 25, 2015, 09:51:20 PM »
Whispering Death (huge, Boulder)


Named after the noise it makes when tunnelling, a whispering death is a ferocious underground predator. It creates vast networks of tunnels to nest in, and will attack anything that approaches its territory, with the exception of its closest kin. As quick as a viper and strong enough to bore through solid rock, it is one of the most feared dragons.

Tunneling: a whispering death possesses a unique mouth, with rows of teeth capable of rotating independently, grinding down anything it bites onto that isn't made of metal. It can tunnel through rock faster than most people can run. It leaves a usable (though not nesesserily stable) tunnel behind. This is another factor that makes whispering deaths a problem, as in addition to eating cattle or attacking people, they have been known to disrupt foundations of buildings, or redirect ground water with their tunneling.

Senses: a whispering death can detect creatures touching the ground, and use it to emerge directly underneath its prey. However, this seems to be an active detection, as the dragon does not automatically detect creatures - it is possible to sneak upon one. Unlike most dragons, a whispering death will not be attracted by bright lights, as its eyes are built for seeing in the darkness, and it is easily dazzled. Reflecting light into its eyes can be used to drive it away for a while.

Pressure: By mechanism unknown, a whispering death can partially control the flow of air around it - it can accelerate in flight by moving its tail in a spiralling motion, inhale sharply enough to help it in catching prey with its mouth, or fly through its tunnel and create a pressure wave strong enough to send an intruder flying through the nearest exit.  A whispering death can also bullrush opponents with its breath attack.

Diet: a whispering death eats a mix of rock and meat. It is capable of diving for fish if red meat is not available.


                      <Creature>, <Class level> <Class>
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>


COMBAT:
  When hunting, a whispering death pops out right underneath its prey, trying to end the fight with a single bite attack. When disturbed in its tunnels, it will start with trying to blow the intruder out of the tunnel, and if that isn't enough, becomes an angry whirlwind of spikes and teeth. It will usually attack from the air, using ranged attacks to weaken opponents, before lunging at the primary target with all its weight, preferrably catching it against a hard surface.

Swallow whole: a whispering death doesn't have a gullet large enough to swallow enemies whole, but it is fully capable of blending them to a paste if it can trap them in its mouth. Escaping requires breaking the dragon's front teeth, or prying the jaw open, provided one can survive the initial damage. (the damage can be mitigated by wearing a breatsplate or heavier armor, or ramming some large metal item, like a tower shield, against the teeth)

Breath attack: a short, but intense line of fire. A whispering death can use it to bullrush opponents it would rather not touch.

Spike salvo: a whispering death can launch a salvo of spikes, by lashing with its tail in the general direction of the targets. The spikes are slightly venomous.

Thick skinned: thanks to its rocky skin and a lifestyle that involves grinding through rock, a whispering death has some sonic resistance, as well as being highly resistant to being dazed or stunned by physical attacks.

TRAINING TIPS:

Due to its agressive nature, a whispering death is hard to train. If it does bond to a human, it will likely be a strong willed individual with a violent nature to match its own.  Despite that, they love having their teeth brushed. Who knew?

Whispering death is immune to the effects of dragon nip.

JUVENILE WHISPERING DEATHS:


Whispering deaths hatch in pods of about half a dozen, growing to large size within days of hatching and digging their first tunnel network together. Although smaller than adults, they are considered very dangerous as they attack together and also have poor impulse control - they fight with frantic intensity, and when shooting, launch more spikes than they need, hitting things beside the intended targets (fortunately, this quickly depletes their ammo)

SCREAMING DEATH (Colossal, Boulder)

An extremely rare mutation of a whispering death, a screaming death appears less than once a century. Hatched from a slightly larger, red egg, it is the fastest growing of the known dragons, gorging itself upon rock to reach titanwing status in a matter of days.

Tunnelling: While it lacks the rotating teeth of its lesser kin, a screaming death can tunnel just like whispering deaths can - an angry screaming death can devastate the landscape by purposefully causing massive cave-ins with its tunneling.

Natural alpha: by right and by might, a screaming death commands instinctive loyalty of nearby whispering deaths.

Senses: a screaming death lacks the light sensitivity of whispering deaths - it is attracted to bright lights like most dragons are.

COMBAT: a screaming death is a fearless combatant, nearly imprevious to even most dragon attacks, while boasting massive firepower of its own.

A screaming death's tactic is very straightforward - it will try to chase down and swallow its main opponent, while using ranged attacks against more elusive targets. It is s surprisingly fast flier, and though it might lack the agility for precise flying, it can usually ram its way through any obstacles it fails to avoid.

Roar: the reason for the screaming death's name, its roar is loud enough to daze lesser dragons.

Swallow Whole: a screaming death's mouth if full of multiple rows of teeth, which make short work of anything trapped within.

Spike Salvo: a screaming death can launch spikes, just as a whispering death can, except they get over six feet long, making poison largely irrelevant.

Juggernaut: extremely thick skinned, a screaming death can shake off even things like a gronkle lava spew with little to no visible injury. Only the wings are slightly more vulnerable and can be damaged to ground the dragon.

Breath attack: a big, explosive fireball.

Barrage: instead of launching a single, big fireball, a screaming death can launch over a dozen smaller fireballs as a full round action. It can aim them all in the same direction, or pivot while firing to cover a larger area or follow a moving target.
« Last Edit: July 01, 2016, 08:44:32 PM by bhu »

Offline Garryl

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Re: Book of Dragons
« Reply #16 on: December 25, 2015, 11:18:45 PM »
How did I not notice this until now?

Offline Braininthejar

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Re: Book of Dragons
« Reply #17 on: December 26, 2015, 03:39:38 PM »
All fluff until now, Bhu said he'd do the crunch when/if he has the time  :tongue

Offline bhu

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Re: Book of Dragons
« Reply #18 on: December 26, 2015, 05:48:32 PM »
All fluff until now, Bhu said he'd do the crunch when/if he has the time  :tongue

I was gonna wait till you had all the critters uploaded

Offline Braininthejar

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Re: Book of Dragons
« Reply #19 on: December 27, 2015, 03:10:47 AM »
Hard to say what 'all' is. The computer games add new dragons to collect every season, but many of them don't feel different enough to be fun statting. I don't thionk I will describe all available dragons here, just all the interesting ones - and you'll never know when I suddenly remember something new.