Author Topic: Book of Dragons  (Read 17758 times)

Offline Braininthejar

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Re: Book of Dragons
« Reply #20 on: December 27, 2015, 07:55:43 PM »
Thunderdrum (large, Tidal)



A large aquatic predator, a thunderdrum hunts in pods, spending most of its life underwater. When swimming, it usually keeps its mouth closed to minimize water resistance, giving it an appearance of an oversized manta ray. When preparing for a fight, it usually flies into the air and opens its mouth until it's perfectly round - making it look like a living fog horn.

A thunderdrum's egg explodes in a destructive sonic blast when hatching.

While most thunderdrums are large, they can vary greatly in size, with some of the open sea specimen reaching all the way to colossal.

Thunderdrums are assertive and social, which, combined with them being almost deaf (a side-effect of their innate sonic resistance) means they are prone to shouting at each other a lot, often using their breath weapon to show dominance. This is mostly harmless to other thunderdrums, but can be dangerous if a thunderdrum treats another creature in the same manner.

Thunderdrums have great physical strength - even a standard-sized one can pull a viking ship at a decent speed. They are capable of both deep diving and high altitude flight.

                      <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 thunderdrum will usually fight by using its breath weapon - very few things in its environment have any sonic resistance.
If forced to fight in close combat, it uses a bite and a tail slap.

Breath weapon:(6 shots) A shockwave roar cone, hitting the targets with sonic damage, with a chance to stun/deafen them, as well as a pressure wave that creates a bullrush effect. A thunderdrum can rip sails on a ship by roaring at it, and up close the effect is lethal to humans - even a small-sized shortwing thunderdrum can create a blast strong enough to send a human flying.

The pressure wave can also be used defensively, to dissipate incoming breath weapons or projectiles, and a pod of thunderdrums can work in concert to combine their blasts against a powerful foe. A thunderdrum can voluntarily reduce the power and area of its breath attack ( such as when a parent uses it to discipline an unruly hatchling)

A thunderdrum is also capable of creating an explosive fire projectile as a full round action, but while powerful, the attack is quite draining to use and most thunderdrums rarely resort to it. (looking to verify this one)

tail slap - a thunderdrum's tail is prehensile, and can be used to trip a foe and drag him along, possibly into deep water.

white noise aura - a thunderdrum instinctively generates a defense against sonic attacks. This gives it enough sonic resistance to make its breathren's roars harmless (unless they are strong enough to throw it against an obstacle) as well as making it immune to all 'subtle' sonic effects, such as bard's music or other sonic based fascinate effects. However, it also imposes a severe racial penalty on hearing checks.

Training:

A thunderdrum is tricky to train, being prone to causing injuries, and also having problems with understanding human speech, due to its hearing impediment. If properly trained however, it is a great way to travel in style, whether carrying the raider on its back, or pulling sea vessels.
« Last Edit: July 01, 2016, 08:45:29 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #21 on: January 03, 2016, 03:27:26 PM »
Changewing (large, Mystery)


A changewing is an elusive, mystery class dragon, usually living in temperate forests, in small packs with others of its own kind. It uses its camouflage abilities to hide from enemies and to surprise its prey. They are great climbers and often lurk in unexpected places, camouflaged against cliff walls or trees.

A changewing is a curious dragon prone to mimicking behaviour it observes. It is also very smart and capable of complex pack tactics.
 
Changewing eggs are opalescent green and sometimes get mistaken for oversized gemstones - bringing the wrath of the pack on any adventurers foolish enough to take them as loot. (However, changewings will prioritize recovering the eggs, including those of their packmates, over hurting the transgressors.)

                      <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 changewing will play pranks on the victim to try to lure it away from any help, before striking. Outside of hunting, changewings avoid direct confrontations - while their breath weapons make them very dangerous, they aren't particularly strong, and their camouflage ability comes at the cost of leaving their skin quite soft, with very little to show in terms of natural armor.

Camouflage: a changewing can change the color and texture of its skin on the fly, giving it a camouflage ability that is just short of invisibility. Depending on the creativity of a particular dragon, it can have other uses - there have been stories of a changwing who, when cornered, used its ability to make itself more physically imposing by disguising itself as a monstrous nightmare. A changewing's camouflage ability gets disrupted if it becomes shaken. Also, it cannot hide its eyes except by closing them.

Breath attack: (10 shots limit) a glob of powerful, green acid (ranged touch?), capable of dissolving flesh, metal and even stone. A changewing can also breathe a short-ranged blast of fire.

tail whip: a changewing's tail is semi-prehensile and can be used to grab or trip opponents.

hypnotic gaze: by locking eyes with the target, a changewing can put it in a trance. This is their favourite method of taking down prey after isolating it from companions - a hiding changewing will suddenly reveal its eyes to the target, and then prepare to strike while the victim is incapacitated.

Training tips: despite their elusiveness, changewings are highly social. They have been known to 'adopt' creatures of other species, including adult humans.
« Last Edit: July 01, 2016, 08:45:45 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #22 on: January 03, 2016, 05:58:43 PM »
Boneknapper (huge, Mystery)

Thought by many to be just a myth, a boneknapper dragon has developed a unique defense mechanism. To compensate for its poor natural armor, it has a power to attach bones, especially dragon bones to its body, creating an ablative armor.

The bones are magically bound to the dragon's body, granting them supernatural hardness, enough to be used as weapon and armor. A boneknapper will spend a large part of its time searching for places such as dragon graveyards or battlefields, trying to get the best pieces to complete its shell, shedding the broken and inferior ones annually. If the armor is incomplete, such as a crucial bone getting shattered, with no suitable replacement in sight, a boneknapper becomes frustrated and more agressive (it is normally as docile as it is possible for a huge predator) - such predicament also renders it temporarily mute.

                      <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 boneknapper will fight using its breath attack, followed by a bite, claws and a tail club.

Breath attack:(6 shots) a cone of flame, capable of covering a fair area, but not particularly potent.

Training tips: boneknappers are prone to obsessing over any piece of bone they consider for their armor - supplying one is the best way to get on their good side. Due to their scavenging habits, they are not very popular with other dragons.
« Last Edit: July 01, 2016, 08:46:15 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #23 on: January 03, 2016, 06:18:07 PM »
Rumblehorn (huge, Tracker)

Rumblehorn is a rarely seen dragon. Though it is one of the smartest dragon species, it is mostly known for its robust build, as well as for its ability to follow targets by scent. Despite their fersome appearance, they have a lot of empathy towards anything that isn't their next meal.

Tracker class: a rumblehorn has near supernatural sense of smell, enough to follow a flying target by scent over long distances (which normally requires epic tracking feat)

                      <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 rumblehorn is one of the toughest dragons outside of the boulder class, with its armor plating granting it superior protection against blows, as well as allowing it to ram through obstacles in its way - a typical rumblehorn has no problems whatsoever going through a brick wall (or smashing into a foolhardy opponent). They also have a wicked tail club, and a very effective breath weapon. However, their greatest strength in combat lies in their natural intelligence and cunning - a rumblehorn is smart enough to trick opponents, moving out of sight and luring them into traps while using its scent ability to keep track of their positions - they can be surprisingly stealthy for their size.

Despite its stubby legs, a rumblehorn has a fair running speed, allowing it to charge like a rhino while using the tail to strike at potential flankers.

Breath attack: (4 shots) an explosive fire projectile (roll for a ranged attack - a target that suffers a direct hit is denied the reflex save against the explosion)
« Last Edit: July 01, 2016, 08:46:31 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #24 on: January 04, 2016, 03:33:41 PM »
Windstriker (huge, Sharp)

Windstriker is a relatively common sharp class dragon. Like many of its cousins, it has bladed edges on its wings, allowing it to cut objects and enemies in a fly-by attack.

                      <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 Windstriker fights using its breath weapon, or in close combat, using its teeth, bladed wings and hind legs.

Breath attack: a line of superheated air, causing fire damage and setting flammable objects on fire. A Windstriker is also capable of maintaining a stable flame in its mouth for short periods of time, if it needs a light source.
« Last Edit: July 01, 2016, 08:46:47 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #25 on: January 04, 2016, 04:26:24 PM »
Razorwhip (large/huge, Sharp)


The razorwhip is a sharp class dragon, possibly related to the windstriker. One of the most dangerous sharp class dragons, it boasts a tough metallic shell, that offers it superior protection without limiting its mobility in any visible way. Its wings are sharp and tough enough to slice through stone without disrupting its flight.

                      <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 razorwhip is a very agile flier, capable of both difficult maneuvers and complex strategies, such as using its tail to grab an object it's just cut, to throw it in the way of a flying opponent. Its body provides a whole arsenal of weapons for both air and ground combat, from claws and teeth, through bladed wings, to a very versatile tail.

Breath attack: (10 shots) long range fire attack (probably explosive projectile, possibly line)

Bladed wings: these are mostly used in fly-by attacks. A razorwhip is powerful enough to cut down a stone pillar three feet thick without breaking its flight.

Prehensile tail: a razorwip's eponymous tail is a very versatile weapon, capable of doing cutting, piercing or bludgeoning damage, depending on how the spikes are positioned. It seems to be slightly telescopic, granting greater reach than the dragon's size implies, and can be used for trip attacks. It can also shoot spikes at the enemies.

Improved grab: a razorwhip that strikes a medium sized opponent with its tail (either with a normal attack or a trip) can follow up with a grapple attempt. If it succeeds, it can then constrict (either actually constricting the target or slamming it repeatedly against the nearest surface). The dragon is not considered grappled, and can even use the victim as an improvised bludgeon against other opponents.

Training tips:

The razorwip loves sea slugs - it can be found swimming in areas where they are plentiful.

Razorwhip tears are a lethal poison, though they're rarely purposefully used by the dragon.

Swordstealer: there is a Mystery class dragon that seems to be closely related(although bipedal) , called sword stealer. While it lacks the razorwhip's deadly tail, it instead has an ability to magnetize its shell, reinforcing its armor with a collection of metal objects taken from its opponents - the cling effect is strong enough to disarm an attacker who strikes the dragon with a metal weapon.
« Last Edit: July 01, 2016, 08:47:05 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #26 on: January 04, 2016, 04:26:51 PM »
Stormcutter (huge, Sharp)


A very rare sharp class dragon, a stormcutter is instantly recognisable by its double wings. It is a curious creature - a horrible thing for humans who try to hide from one, only to have it pry open their house.

A stormcutter can fold its lower wings to use as front legs. Despite its size, it is not only able to hover, but also a great climber, capable of hanging from cave ceilings like a bat. Its neck allows it to turn its head over 180 degrees.

                      <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 stormcutter in flight relies on its breath weapon. When on the ground, it mostly uses its clawed wings.

Breath attack: a line of flame (sustained enough to cover a cone area if needed)

Rend: a stormcutter has a single large claw on each wing and can rend the target it has hit with at least two. They mostly use the ability on inanimate objects, to tear down obstacles in their way.
« Last Edit: July 01, 2016, 08:47:26 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #27 on: January 05, 2016, 07:18:47 AM »
Night Terror: (small, Stoker swarm)


The night terror is another, after smothering smokebreath, species of small dragons that forms large packs for protection. However, their defense mechanism is quite different - Instead of building sturdy nests like smokebreaths do, night terrors are masters of synchronised flying. If their colony is discovered, they form around the swarm's alpha, making a shape of a much larger dragon to scare away the predator. Since the ruse is more effective in poor visibility, night terrors are mostly nocturnal.

                      <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:



Night terrors will avoid combat if possible, trying to scare away intruders.  If forced to fight, they will coordinate their breath attacks, to make their fake dragon breathe fire.

Breath attack: (10 shots) ranged touch attack (fire) from a single dragon, or cone if combining their efforts.

The biggest weak spot of the swarm is the alpha, which is distinguishible by its white scales (another reason why night terrors favour night conditions) - if it is separated from the swarm, they can no longer fly in a coordinated manner, and are easy to scatter.

Training tips:

 thanks to their small size, stealthiness, large numbers and great night vision, a loyal night terror swarm can be an excelent sentry.
« Last Edit: July 01, 2016, 08:48:17 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #28 on: January 05, 2016, 08:03:06 AM »
Moldruffle (large, Stoker)


The moldruffle is a solitary desert predator. Unusual for dragons, it feeds almost entirely on land, preferring large mammals to fish. It locates prey with its excellent eyesight and then dives at it from the sky.

A moldruffle's horns are empty, and make a clear sound when tapped on a hard surface. Moldruffles can hear the sound over great distances and use it to communicate.

                      <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 moldruffle has two modes of attack. It can either hit its target with its breath weapon, or dive at its prey to overcome it in close combat, using its teeth, hind legs and clawed wings.

breath attack: a large explosive fireball

Ignite: like many stokers, a moldruffle can ignite its body - the effect is limited to wings and tail fin, and moldruffles use it mostly for effect, trying to panic the prey they fall upon.

Training tips: A moldruffle is rarely trained - not only do humans fit the criteria of its usual food, but a moldruffle is generally very cat-like in behaviour, with a big ego and a very short attention span.
« Last Edit: July 01, 2016, 08:48:35 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #29 on: January 05, 2016, 08:24:55 AM »
Fireworm queen (huge, Stoker)



A fireworm is a reclusive cave dragon, unusual by its extreme sex dymorphism. The female is huge, while the male can be measured in inches.

A typical colony consists of a single female accompenied by a swarm of males. They are usually agressively territorial, though they might learn to tolerate other dragons, particularly other stokers. If another female is hatched, the colony will usually split as soon as the new queen can take care of herself.

The queen's own heat heats up the cave she lives in. These dragons hate cold and only emerge during the hottest days.

                      <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: true to its name, a fireworm queen is an epitome of the stoker class, almost constantly on fire, and with a breath weapon as hot as that of the deadly nadder. Being a rather clumsy flier, it prefers fighting on land, possibly usning its climbing ability to get into a favourable position. The queen is smart and capable of complex tactics.

Breath weapon: (6 shots) line of flammable liquid.

flaming body: the fireworm queen seems capable of keeping her fire up indefinitely.

fireworm venom: a fireworm queen can secret a flammable chemical from her tongue. It can add potency to her bite, but it can also be drunk by a stoker class dragon to recharge its fire - when food is plentiful, the queen creates honeycomb-like containers and fills them with venom to act as emergency reserve.

Training tips: I honestly have no idea what it eats. Training one is not recommended, as the males swarming around her are a constant fire hazard over a large area.

Fireworm (fine, Stoker swarm)


Male fireworms live in swarms accompanying their queen. A single one could be killed by stepping on it hard enough, but you are unlikely to ever see just one.

Combat: a fireworm has one mode of attack - fly at enemy, cling to it, set itself on fire. Though calling them "as hot as the sun" is typical viking exaggeration, even a single one can cause a nasty burn, and getting swarmed by them is very dangerous.

While they are obviously fireproof, they can be driven away by another dragon's breath attack.

Fireworm migration: Sometimes, for reasons unknown, the fireworms will start a migration, looking for a new place to settle in. Such swarm does not seem to be accompanied by a queen, but can grow to enormous sizes. When single fireworms start popping up suddenly, the locals know that they only have days to evacuate - a fireworm migration is a disaster comparable to a swarm of locust - that is also on fire.





 
« Last Edit: July 01, 2016, 08:48:53 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #30 on: January 05, 2016, 11:22:16 AM »
Someone is changing something on the Internet... several of the pictures have shrunk by half since I linked them.

Offline Garryl

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Re: Book of Dragons
« Reply #31 on: January 05, 2016, 01:10:55 PM »
Are the images themselves smaller or are they just displaying smaller on the boards? There was a board-wide problem that got solved last week that, among other things, made the formatting of text in tables and board lists too large (among other issues). If it was also affecting images, you might have been looking at images made larger than expected and are now seeing them at the "correct" size?

Offline Braininthejar

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Re: Book of Dragons
« Reply #32 on: January 05, 2016, 11:36:35 PM »
It looks more like someone is changing the source images - I checked the size before linking them here...

By the way, some of the pictures I would like to shrink. Do you remember what the trick was?
« Last Edit: January 06, 2016, 04:07:16 AM by Braininthejar »

Offline Braininthejar

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Re: Book of Dragons
« Reply #33 on: January 06, 2016, 04:34:12 AM »
Groncicle (large, Boulder, cold subtype)


Groncicle is hard to classify. Although it has been assigned to boulder class, due to its obvious similarities with the groncle, it has very little to do with rocks, spending all of its life among icebergs, hunting for polar fish. Its body is so cold that it leaves ice behind when swimming. There are also stories of groncicles getting trapped in ice and frozen - in such a case the groncicle hibertanes; it can spend centuries in ice like this, suffering no worse side effects than being discolored purple.

                      <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 groncicle fight similarly to a gronkle, besides the difference in breath attack

Breath attack: (6 shots) a stream of liquid nitrogen. Groncicle's breath is said to be the coldest among the cold subtype dragons.

« Last Edit: July 01, 2016, 08:49:18 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #34 on: January 06, 2016, 04:47:02 AM »
Grapple grounder (large/huge, Boulder)



Grapple grounder is a cave dragon, using its serpentine body to fit into spaces unaccessable to other dragons of similar size. It can contort its limbs to fit through any hole its head gets through, which causes it to show up in unexpected places - often a lethal surprise to would be explorers.

While it is rather rare, a grapple grounder's striking appearance makes it a common subject of viking artwork, especially sculpture.

                      <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 grapple grounder favours close combat, grabbing the enemy in an attempt to wrap around him and constrict

Breath attack: (6 shots) plasma blasts (not as powerful as the night fury's but fearsome enough)
« Last Edit: July 01, 2016, 08:49:36 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #35 on: January 06, 2016, 05:01:25 AM »
Shovelhelm (large, Boulder)

A close relative to snafflefang, a shovelhelm is a sociable dragon, commonly living alongside other dragon species. They use their heads and paddle-shaped tails to dig and move earth, and can help their kin in things like nest building.

                      <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 shovelhelm is not an agressive dragon, but will spit fire and headbutt if provoked.

Breath attack: (6 shots) fire (either explosive fireball, or line) A shovelhelm can maintain a flame in its mouth to provide illumination.

Training tips:
Thanks to their sociable nature, shovelhelms are quite easy to befriend and train. They are a boon to anyone who expects to do heavy work, but has no access to heavy equipment, from serving as living excavators, to using their bony face as a pile driver.
« Last Edit: July 01, 2016, 08:49:49 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #36 on: January 06, 2016, 05:19:10 AM »
Catastrophic Quaken (huge/gargantuan, Boulder)


The catastrophic quaken is the largest known relative of the gronkle. It is a solitary dragon, sharing many similarities with its smaller kin. Its diet is mostly rock - depending on its exact diet, a quaken's back can be covered with beautiful crystal growths instead of plain spikes.

Most quakens are unfriendly and will try to chase away other dragons approaching their territory. One exception is prickleboggles, small dragons who sometimes enter symbiotic relationship with it, offering their healing abilities in return for protection.

                      <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 quaken is a very physical combatant. If the intruders can't be scared away, it will try to crush them, with no subtelty at all.

Bite: a quaken's split jaw allows it to grab and crush surprisingly large objects - strong enough to crush rock with ease, it makes short work of almost anything.

Roll up: a quaken can roll into a ball, either to roll over opponents or for defensive purposes (protection from critical hits? increased AC/damage reduction?)

Quake: much like a stone dragon style practitioner, a catastrophic quaken can create a powerful shockwave by leaping into the air and slamming into the ground in ball form. The quake knocks down nearby creatures, even flying ones if they are close enough.

Breath attack: (6 shots) a line of lava, which stays as a burning trail on the ground.

« Last Edit: July 01, 2016, 08:50:05 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #37 on: January 21, 2016, 07:44:29 AM »
Speedstinger (medium, Sharp)

The speedstinger is a flightless, nocturnal dragon living in packs. The pack moves from place to place in search of food, swimming between islands if the distance allows. They always follow an alpha, bigger, and differently colored than the others.

Physiology: While flightless, speedstingers are very mobile - very fast runners, and strong climbers capable of hanging from cave ceilings like bats, or jumping many times their height to move up cliffs like mountain goats. They also take reduced damage from falling if they do slip up. Being nocturnal, they have great night vision.

As their internal energy goes into powering their legs, speedstingers lack a breath attack, instead relying on their tail stingers.

                      <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 pack of speedstingers will use stealth to avoid powerful enemies, but otherwise, they are fairly agressive, attacking potential competition on principle. They will usually zip around the target to confuse it until one of them gets in a position to use the flanking bonus and strike. Curiously, speedstingers seem to lose interest in the targets they incapacitate - if they aren't hungry, they might move on, leaving the victims alive, but paralyzed stiff like living statues.

Stinger: even a juvenile speedstinger possesses venom potent enough to numb a limb it strikes. An adult speedstinger is much more dangerous, its venom capable of instantly paralysing a creature much larger than itself. The target is turned stiff, immobilised except for shallow breathing and limited eyeball movement - this state can persist for many hour or even days.

(note: I'm not sure berk dragons would fully qualify as dragons by D&D standards - they seem to have weak fortitude and will saves)

Training tips: an adult speedstinger is not trainable. A juvenile (hatched from an egg or separated from the pack and found by humans) might be, and it will be fiercely loyal to anyone it considers to be a part of its pack, even against other speedstingers.
« Last Edit: July 01, 2016, 08:50:21 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #38 on: February 23, 2016, 07:20:56 PM »
SNIFFLEHUNCH (Large, Tracker)



A snifflehunch is an unremarkable dragon of the tracker class. While it lacks the long range tracking ability of the proper trackers, (it can be trained to follow a trail on land, but not in the air), it is friendly and easily trainable. A friendly snifflehunch will behave like a large dog, getting into people's personal space to get a good whiff of their smell.

                      <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 snifflehunch will use a breath weapon, ane then bite and claw with hind legs if the enemy is still present.

Breath attack: a 'sneeze' of superheated gas (line, fire, quite a bit of damage, actually)

Training tips: a snifflehunch is nothing to write home about (unless you need an oversized tracking dog) , but quite easy to train, and higly decorative.
« Last Edit: July 01, 2016, 08:50:39 PM by bhu »

Offline Braininthejar

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Re: Book of Dragons
« Reply #39 on: February 23, 2016, 07:23:58 PM »
THUNDERCLAW (large, tracker)



Thunderclaws are pack dragons, who spend a fair part of their lives on land. They have a great sense of smell, (possibly enough to follow a target in the air, like nadders and rumblehorns). Their name seems to come from the noise a large group can make when running - though gifted with an arsenal of natural weapons, threatened thunderclaws have been known to stampede instead, simply trampling anything in their way.

                      <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 thunderclaw has a bite, and two claw attacks (hind legs), as well as an option to trample, and two modes of breath weapon.

Breath weapon: fire - a choice of either a short ranged line/cone, or a long ranged explosive projectile (ranged touch attack)

Training tips: Though unremarkable at first glance, thunderclaws make excellent war beasts. They may not be the best mounts (the sail on their backs makes it awkward to mount a saddle on them), but they can be trained for team effort, make excellent trackers and sentries, are quite sturdy, and can provide short and long range fire support thanks to their versatile breath weapon. Though they aren't the most graceful fliers, they can fly while wearing barding without significantly affecting their performance.

A thunderclaw used for warfare can usually be recognized by its coloration - they tend to darken under prolonged stress, turning very dark shades of grey or navy blue.
« Last Edit: July 01, 2016, 08:50:58 PM by bhu »