Force DragonTable: Force Dragon | HD: d12 |
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| Base Attack Bonus | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 | +13 | +14 | +15 | +16 | +17 | +18 | +19 | +20 |
| Fort Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| Ref Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| Will Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
|
Special | Force Dragon Body, Force Breath, Immune to Force | Arcane Blood, Keen Senses | Blindsense 60’, Deflecting Force, +1 Str | Wings, +1 Cha | Growth, Tail Slap | Least Force Magic, +1 Str | Force Arcana, +1 Con, +1 Cha[ /cell] | Lesser Force Magic, +1 Str | Blur, +1 Cha | Force Lord, +1 Con | Arcane Skin, +1 Str | Advanced Force Magic, Iron Scales, +1 Con, +1 Cha | Crush, Frightful Presence, Growth, +1 Str | Greater Force Magic, +1 Str, +1 Cha | Strong Displacement, +1 Cha | Force Arcana, + Str, +1 Con | Reactive Force, +1 Cha | Master Force Magic, +1 Str, +1 Con | Invisible Force, +1 Str, +1 Cha | Arrogant and Aloof, +1 Str, +1 Con, +1 Cha |
|
Skill Points: 2+Int per level (x4 at 1st level).
Class skills: Appraise, Concentration, Climb, Intimidate, Jump, Knowledge (Any), Listen, Search, Spellcraft, Spot.
Proficiencies: A Force dragon isn't proficient with any armor or weapons, besides his own natural weapons.
Features:Force Dragon Body: The Force dragon loses all other racial bonuses, and gains Dragon traits (60’ Darkvision, low light vision, and immunity to sleep and paralysis), Force subtype, bite 1d8 damage + Str mod, 2 claws attack for 1d6 +1/2 Str mod damage each and 40’ base speed, medium size. The Force dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.
The Force dragon also gets a natural armor bonus equal to his Con modifier. Whenever the Force dragon grows one size category, his natural armor increases by a further 1.
Force Breath: The Force dragon can fire a cone of 30’ dealing 1d6 force damage/HD (Reflex save for half damage, DC = 10+1/2 HD+Con mod) every 1d4 rounds. Cone increases by 5’ for each additional HD.
Immune to Force: A force dragon cannot be harmed by any force effect, including magic missiles, explosive runes, mage’s sword, the sphere spells, or any other spell or effect with the Force descriptor. It can move freely through barriers made of force, such as a wall of force.
Arcane Blood: A Force dragon receives spells known and spells per day as a Sorcerer of 2/3 his level, but he has CL equal to his HD.
If he multiclasses as a Sorcerer, the casting stacks. If a dragon takes a casting prestige class, it may choose to advance his casting as that of a Sorcerer. So a dragon 10/loremaster 10 would cast as a 16th level Sorcerer.
Dragon Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| Sorcerer Casting | - | 1 | 2 | 2 | 3 | 4 | 4 | 5 | 6 | 6 | 7 | 8 | 8 | 9 | 10 | 10 | 11 | 12 | 12 | 13 |
|
Keen Senses: At 2nd level the Force dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120’.
Blindsense: As per the SRD, range 60’.
Deflecting Force: Starting at 3rd level, the Force Dragon is protected by a shield of force that provides a deflection bonus to its AC equal to his Charisma bonus.
Ability Score Increase: The Force dragon ability scores increase by the shown amount.
Level | 3 | 4 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| Total Bonus Gained | +1 Str | +1 Str, +1 Cha | +2 Str, +1 Cha | +2 Str, +1 Con, +2 Cha | +3 Str, +1 Con, +2 Cha | +3 Str, +1 Con, +3 Cha | +3 Str, +2 Con, +3 Cha | +4 Str, +2 Con, +3 Cha | +4 Str, +3 Con, +4 Cha | +5 Str, +3 Con, +4 Cha | +6 Str, +3 Con, +5 Cha | +6 Str, +3 Con, +6 Cha | +7 Str, +4 Con, +6 Cha | +7 Str, +4 Con, +7 Cha | +8 Str, +4 Con, +7 Cha | +9 Str, +5 Con, +8 Cha | +10 Str, +6 Con, +9 Cha |
|
NOTE: This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!Wings: At 4th level the Force dragon becomes able to fly at the speed of 10 feet per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Improved Flight feat, found in Complete Adventurer and Races of the Wild, which increases maneuverability by one step. Each wing can also be now used to deliver a natural attack dealing 1d4+1/2 str mod damage.
Growth:At 5th level the Force dragon grows to large size.
At 13th level the Force dragon grows to huge size.
At 20th level the Force dragon grows to gargantuan size.
His AC, bonus to hit, base damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.
Tail slap:The Force dragon can now make a tail slap attack dealing 1d8 +1.5 x Str modifier damage (already taking in account large size).
Force Magic: At the following levels the Force Dragon becomes able to use SLAs a certain number of times per day. Save DCs are 10+1/2 HD+Cha mod.
- Least- At 6th level Resilient Sphere 1/day per 2 HD.
- Lesser- At 8th level Wall of force 1/day per 3 HD.
- Advanced-At 12th level Forcecage 1/day per 4 HD
- Greater-At 14th level Telekinetic Sphere 1/day per 5 HD.
- Master-At 18th level Maze 1/day per 6 HD.
Force Arcana: At 7th and 16th level the Force dragon adds one spell with the Force descriptor of a level he can cast to his list of spells known.
Blur: At 9th level the force surrounding his body distorts the light around it so that it is hard to discern the Force dragon’s exact location. This functions as a continuous Blur spell, giving the Force dragon 20% miss chance.
Force Lord: At 10th level a Force dragon casts spells with the [Force] descriptor at +2 caster level and ignores any limit on caster level on such spells.
Arcane skin: At 11th level the Force dragon gains SR equal to his HD+11.
Iron Scales: At 12th level the Force dragon gains DR/magic equal to half his HD.
Crush: At 13th level the dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size.
This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).
Frightful Presence: The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Strong Displacement: At 15th level, the Force dragon's deflecting force bends light even more extremely, giving the dragon the benefits of the Displacement spell (50% miss chance). This supersedes its Blur ability, however if the Displacement would be overcome, then the Force Dragon will still benefits from a 20% miss chance that cannot be overcome by any means.
Reactive Force: At 17th level, whenever the Force dragon is damaged or hindered in any way by an opponent, he can as an immediate action either use one of his targeted SLAs against said opponent, or his Wall of Force somewhere directly between the two.
Devastating Force: At 18th level as a free action a number of times per day equal to its Cha mod, the Force Dragon can make his Force Breath tear through everything. Unattended objects take double damage and crumble if left below half HP, while creatures take a -1 penalty to attack and damage rolls, AC and a -5 feet penalty to all movement speeds per 5 points of damage dealt by the breath weapon for 1d12 rounds.
Invisible Force: At 19th level the Force Dragon is under a permanent Greater Invisibility effect. If he's benefiting from invisibility from any other source, like a spell, then this invisibility can only be overcome if the viewer has a True Seeing/See Invisibility/Invisibility Purge or similar and is inside the Force Dragon's melee reach.
Arrogant and Aloof: Dragons are usually prideful creatures, but Force ones take that to a completely new level. At 20th level while above his opponent (or standing on the same level while being bigger than them), the Force Dragon adds his Cha mod as an Insight bonus to Saves, attack rolls and damage rolls against such opponent. It also never takes negative effects on a successful save as long as the origin of the effect was below his position.
Magic Eater(Ex): Many sages theorize how Force Dragons obtain sustenance since information on them is scarce. The truth is however, they become capable of outright devouring raw magic to empower themselves.Beginning at 20th level, whenever the Force Dragon successfully makes a saving throw against a Spell, Sphere Ability, Spell-Like Ability, or a Supernatural Ability that functions as a spell, she suffers no effect and gains one of the following benefits:
- Remove a number of conditions equal to the effects CL/10 rounded down.
- Restore a number of Hit Points equal the effects CLx5
- Gain a number of temporary spell levels equal to the spell level of the effect. The Force Dragon may only possess up to 1/2 of her Hit Dice worth of spell levels at one time. These temporary spell levels maybe substituted for spell slots when casting any spell that they know. These temporary spell levels fade after a Force Dragon recovers their spells.This only may be selected if the effect saved against was a Spell, Spell-like Ability, or a Supernatural Ability that functions as a spell.
- Gain a number of temporary Spell Points equal to the Spell Points used for the sphere Ability. The Force Dragon may only possess up to her HD in these Spell Points at one time. These Spell Points may be used for any Sphere ability she may use. These temporary Spell Points fade after she recovers Spell Points. This may only be selected if the effect saved against was a Sphere Ability and if Spheres of Power is in play.
If the effect was force based(possess the Force descriptor, a force effect, or deals force damage), the Force Dragon may instead choose devour the effect entirely. Choosing to the devour effect in this way treats it the effect as if it was successfully counterspelled, even if it was not a spell to begin with; in addition, the Force Dragon may gain a benefit from above as if she had successfully saved against the spell. A Force Dragon as a Standard action, may gorge themselves on any Force Effect within their reach(such as a wall of force or forcecage). If she does so, treat it as if she devoured a Force effect as above.
This replaces Arrogant and Aloof.
Designer notes
Magic Eater was made as replacement for Arrogant and Aloof since it put my numbers higher than what was desired by my DM. So I asked and I as given permission to make a replacement. I spent some time on the Force Dragon entry and noticed that it mentioned talk of Force Dragons eating magic. So I decided to use that as the basis for this ability. It originally only restore a limited number of spell levels per day, but another player mentioned that Spellthief did something similar to Magic Eater. After looking Spellthief over, I decided for this that I would make the capstone make a Force Dragon act like a mini Spellthief.
Requested by PM, the Force Dragon is one of the highest CR creatures ever printed in D&D.
Or at least with the potential to be, since as all dragons, he comes in a bunch of different age categories.
Like the other dragons, just made the first 20 levels (some day I'll make the epic levels for them).
Now technically most of those abilities should be gained at much older age categories. However none really scream epic. A bunch of SLAs, none of them even 8th level, permanent Blur/Displacement and Greater Invisibility that still all get bypassed by True Seeing, no way this guy is actually worth a CR 59 besides huge numbers.
However they work just fine for a 20 level progression. Component free forcecage is always nice, buffed up the blur/displacement/greater invisibility, add some custom abilities, and done. Thanks wotc for dragons following such a standard mold.
Force Immunity also pretty nice, although situational.
So if you want to play a very young being of fundamental power, the Force Dragon's for you!