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Page 1: AEG - Dragons
Page 2: AEG - Dragons

DRAGONS

Beyond the world of man lie secrets of a swirling,ever-growing universe and an enigma older than the gods.

© 2001 by Alderac Entertainment Group, Inc. All rights reserved.

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CREDITS

WRITING: A. A. Acevedo, J.Darby Douglas III,Peter Flanagan, Andrew Getting, Mike Leader,Mike Mearls, j im pinto, Ree Soesbee,and Douglas Sun.

ART DIRECTION : j i m p in to

COVER DESIGN: Steve Hough and Mark Jelfo

COVER ILLUSTRATION: Luis Vazquez

INTERIOR ARTWORK: Cris Dornaus, CarlFrank, Daerick Gross, Sr., Lisa Hunt, Scott James,Lim Guo Liang, Daniel Moenster, MichaelPhillippi, Mike Sellers, and Ethan Slayton

MAPS: Cris Dornaus

EDITING: Andrew Getting, Dave Lepore,jim pinto, DJ Trindle and Katie Yates.

INTERIOR DESIGN AND LAYOUT:Steve Hough and Mark Jelfo

PROJECT MANAGER: j im pinto

SPECIAL THANKS

jim pinto would like to thank the writersand artists that worked so hard on thisbook (Doug, Ethan and Mike — youcontinue to amaze me). The followingpeople are MVPs: James "Sparky" Sparling for his11th hour assist, Katie Yates for her open net assist,Mike Leader for cookies, Steve Hough for lovinggaming as much as I do, Mary Valles for still smiling,Matt Janulewicz (just because), and Eric Steiger forbeing the biggest monkey I know. Nothing but love.

DEDICATIONThis one is for our moms, the true matriarchs.

Thanks all of you for not eating us when we weretiny hatchlings.

Ree and jim would especially like to thank ouradopted mom, Mary Zinser who welcomed us into herlair.

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TABLE OF CONTENTS

INTRODUCTION 4

SECTION ONE: FROM WHENCE LEGENDS COME 5END OF EONS 5

THE PAST 8

PLAYING DURING THE DRAGON WARS 12

DRACONIC LEGENDS 14

FROM THE HEAVENS 17

DRAGON CULTS 21

SECTION TWO: TO TOUCH THE SKY 26NEW USES FOR OLD SKILLS 26

NEW FEATS 28

PRESTIGE CLASSES 32

TOOLS OF THE TRADE 44

DRAGON ALLIES 46

DRACONIC FAMILIARS AND MOUNTS 47

DRAGON ALCHEMY 49

FROM THE BELLY OF THE DRAGON 62

DRACONIC ARTIFACTS 68

DRAGON MAGIC 69

AERIAL COMBAT RULES 78

SECTION THREE: WHAT LIES BEYOND 80NEW DRAGONS 80

UNDEAD DRAGONS 86

OTHER DRACONIC SPECIES 95

DRAGONS OF WHISPERS / DRAGON OF MISRULE 98

DRAGON TACTICS 100

DRAGON LAIRS 108

NEW MONSTERS 124

PLAYING DRAGON CHARACTERS 127

A WORLD LIT ONLY BY DRAGON FIRE 145

SECTION FOUR: FROM BONE TO SINEW 150POSSIBILITIES 151

PHYSIOLOGY 152

SOCIETY 165

CHROMATIC DRAGONS 171

METALLIC DRAGONS . 190

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INTRODUCTIONNo creature has more mystified man than

dragons. No creature has had more books writtenabout it, more fables or more legends detailing itsmythic past. For a beast that never existed, this isquite a feat.

Stories of dragons exist in every culture. Aroundthe world, dragons are beasts to be feared, the myth-ical extensions of some powerful or vile emotion. Inthe West, dragons are the embodiment of greed,destruction, and power. In the East, they are wis-dom, luck, and fortune. In fantasy gaming they areforces of nature, malevolent and terrifying.

But you knew that, didn't you?You knew that because you've read all about

dragons. Again and again. So much effort has beenspent defining these beasts and their habits that wecouldn't possibly break new ground.

Could we?Well, if you're reading this book, then you know

it's big. You must know we're talking aboutsomething here, right?

What you hold in your hands is a handbook; helpfor understanding the greatest myth of our time.

But.We didn't talk about the myth. We didn't spend

page after on the underlying symbolism and themythic subconscious. Oh sure, it's in here. But wewanted a new approach.

So we wrote a handbook for hunters.This book details the possibilities within the

cosmologies of dragons, the myth, the history, andthe world that once existed when dragons ruled. Wedidn't want to presume that dragons can only existone way in your campaigns. History is not mal-leable, but the truths can be distorted in such a waythat the facts are far from true. This book illus-trates the possibilities and sets nothing instone.

But it is first and foremost a rulebook,and we didn't want to forget that. We wantedto provide players and GMs with a book they coulduse. Inside you'll find out what to use a dragon's

eyes for and the best time to remove them from thedragons head. You'll read about their huntingpatterns and what distinguishes a Brass from aBronze. Lastly, you'll read about new prestige class-es, new feats, and new magic tohelp fight against the greatestof foes.

We hope this bookinstills your playerswith a sense ofdread and yourcampaigns witha new level ofexcitement.

Enjoy.

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SECTION ONE:

FROM WHENCE LEGENDS COMEEND OF EONS

I'm flying.The sky is endless. There's nothing but blue above and

below, with occasional wisps of white. The sun breathesits warmth upon me as I soar through the heavens.

I realize, suddenly, that I am dreaming. It has beenuncounted millennia since any of my kind could simplyfrolic like this, without fear of attack from each other orinferior races, underfoot and unimportant. I embrace thedream, chasing the clouds and dancing within the infiniteazure.

Dreams are rare beasts these days, and I savor eachprecious moment.

I am ascending quickly, fluidly, when I catch a wiff ofa scent. I recognize it. I try to ignore it. Too quickly, theskies fade and I open my eye.

The world is hazy, colors smeared upon one another asI awake from my slumber. I curse my luck — only a fewmonths of sleep. I'll be lucky to drowse off again foranother few years. The stench fills my nostrils.

Men.I blink away the sleepiness. I did not get to be this age

by underestimating these soft things. I quietly chant thepreparatory magicks, all the while listening to their idiotstumblings. They always think they're so quiet.

I hear the scraping of stones, and a cry as someonefalls. Really, to fall for a simple pitfall? Why would chil-dren enter my cave?

Magic, glows, lighting my lair. The light is magnifiedthrough glittering piles of coins and a shimmering kalei-doscopes of gemstones. My trophies still hang along thewall (good, I think, at least this time I didn't wake up tofind myself robbed blind like I did two decades ago).Closer, now, I can hear them fighting their reanimatedpredecessors. I smell blood and smile, only to hear the

unmistakable sound of skeletons collapsing under theirown weight.

They have a cleric.Hmm. Clerics are always tricky; easy enough to face

on their own, but when they hide in the rear ranks, theyheal their companions, drawing out the battle. Theinevitable.

As they tread nearer to my lair, I hear one chanting tounlock the seals on my doors. Sorcerer or Wizard? Oh,how I love to destroy my bastard cousins.

From the sounds and the scents, they have six left. Onecleric, one spellcaster, probably a rogue, to disarm thetraps I've placed upon my treasures, leaving three war-riors of some sort. A well-rounded group.

I didn't get to my age by underestimating thesesubraces, but these mammals will not live the night fordisturbing my sleep.

The door opens, and a belch of flame sears one. He'sstill alive — barely — but he won't be helping his fellowsfor some time. The others rush over his charred form,hoping to press some imagined advantage, while thecleric remains behind to heal their fallen comrade.

Two of their warriors flank me, slashing at my under-side with enchanted blades. The blades dig deep. I feel atwinge of pain, but not as much as they'd hoped, and asingle magic missile spell is all that it takes to remindtheir wizard that I've faced better tactics than this. Theirwizard felled, the fighters press the attack further.

Wait.Two fighters, one dead mage, one other maimed, and

one cleric... Where is the rogue?My distraction costs me. One of the fighters cuts deeply

into my hide, and 1 can no longer afford this fight. I swathim aside, stunning him, and again blast the door with agout of flame, killing both the cleric and her charge.

I lean down to eye level with the remaining fighter.

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"So, you would dare to do combat with your betters,then? Very well, I will sport with you. Make your strike,little fleshling,"

I rear up, expanding my wings to fill the whole of thelair. His eyes grow wide, and his mouth opens and shutsunintelligibly. He drops his sword and runs.

I smile and strike, gently catching him with my jaws.I toss my neck hack, throwing him upwards, and open mymouth as he falls, swallowing him quickly.

My amusement over, I turn to the remaining fighter.He is still heaving harshly, trying to regain his feet, whenI place my hand over his chest, and press down slightly.He screams well, as though born to it. I release the pres-sure, and glance around the room.

"Your companions are dead, little rogue, and even nowmy traps reset and my servants slink closer. Your ineptgambit is over now, and was done before you ever evendreamed of robbing me of my treasure. Step out, now, oryour friend will not die until I bore."

I imagine the little man is considering his options —on whether I shall keep my promise. He should know bet-ter. His escape will certainly fail. Lacking an alternative,the human steps forth from the shadows to my right

flankWith a simple slap of my tail, he is gone, and I turn to

my remaining captive."You woke me up."The man peeks out at me between my fingers, con-

fused. "What?""You woke me up. I won't get to sleep for years,

because of you. I'm desperate for some entertainmentnow. Tell me, what made you and these corpses decidethat you could best me?" 1 relax my grip slightly, hopingthat the creature will calm enough to talk.

"We... we heard of a reward,""What reward could possibly match the riches your

friends died amidst?""There was more... Haragon, the wizard... he said

that if we killed you, we'd he heroes.""Did he mention what you would be if you did not kill

me, or did that thought escape your small pitiful minds?"Sweat creases his forehead. A sickly, dirty scent raises

in my nostrils."No. We knew we might die here. But we knew we'd

die for a. good cause — the destruction of your kind.""Oh, heavens. Is that what you thought? No. Your

tiny weapons have harmed me. But, it will take only afew hours to recover."

"Finish me, then, beast. I tire of your gloating. Sendme on to my re-"

"You're a paladin, aren't you?""What?""Knight of the church, defender of the people, support-

er of truth and courage. Paladin. You are one, are younot?"

"Yes, and my brother knights will avenge me.""How frightening. How many are they, and how much

more skilled than you?"His lips shut. He won't talk now. No paladin order

with any real skill would let such a weak member attacka dragon, so they are young and probably few. Still, I tireof this... this constant droning, this endless series ofincompetent attackers.

I remove my claw."Go. Tell them to leave, and not to return here again.

You will not be welcomed here, and the treasure is not foryou. Do this quickly."

The paladin does not hesitate. He drags his friends off,and once he is out of my sight, I ignore the scraping oftheir remains against the floors of my lair. Already, mybones feel heavy, and my eyes weary... sleep beckons, butnot the mere slumber 1 endured before.

Not yet, though. 1 must ensure that everything fallsinto place.

1 look out over my hoard. Endless glistening coins andgems. Perfect works of art elder than the humans them-selves. Magical trophies, some so powerful that they alonecould have bested my invaders,

Whatever did I collect all this junk for?I shake my head, and fly upward, through the ceiling

of my mountain lair. The resulting avalanche will burymy treasure, and the distortion of the mountain will hideits location still further. I do not care.

I raise myself to the heavens, and gaze upon the worldas it is. Broken. Warped by my ancestors and the menwho overthrew them.

Such a waste...

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I take wing to the castle, to the golden one, my ancientfoe. It is only right that he know.

The stone castle rises implausibly from the cloudsthemselves. It is surrounded by storm giants and otherservitors. All are trained to die before letting me pass.

They fulfill their training, and I all but collapse thedoor with my first knock.

He rises from behind the walls, perching on a towerand glowering down at me. Myishtul spilled forth fromhis egg when I was still young, but we've faced each otheroften since. He slew my last clutch of hatchlings and theonly mate I've ever had. I do not blame him; it is a.vengeance I gave him twice.

"What do you want, evil one?""Nothing. I'm leaving.""What?""I'm done. I'm tired."There is silence. I see I must explain."I'm tired of fending off stupid humans. I'm tired of

waging an endless war with you that neither of us canwin. And I'm tired of pretending that any of it matters.

"Those human vermin will undo everything we've everdone with our lives. Whether I will it or no, thesehumans will never stop breeding, never stop coming."

My old foe raises an eyebrow. "So that's it, then? Yougive up?"

"Something like that. I'm ready to move on."He looks at me now, as if I were a gentle thing he'd

harmed."You want to go to the bone orchard then?" he asks

with a sigh. I can hear the finality of his wordsand I know he wants to know more. I also knowthat the thought has engaged him, too.

"I do. You told me that you'd gone there oncebefore, to gaze upon the bones of our forefathers.Where is it?"

He looks out over the bodies of his ser-vants.

"All you had to do was ask. Was this reallynecessary?"

"No." I snarl and plums of smoke escape mythroat. "Answer the question."

He closes his eyes, either from fury or resigna-tion.

"Fly into the heavens. Give in to your despair, you willfall where your fathers did."

"Should I assume that you won't be joining me?""No. There is much left to be done.""And less than you think. Good morrow, cousin. I wish

I could say that it has been interesting."Again, I climb, leaving the world below. I aim towards

the heavens, and flap my wings so hard that I feel mybones creak in protest. I climb higher, and the clouds arefar below me now. The air is cold and thin, and I knowthat, were I to exhale my flames now, they would fail tolight.

Still I climb.The blue of the sky darkens, and I see the tiny pin-

points of the stars. Higher, and the sky itself peels awayinto night. I extend my limbs into the darkness, baskingin its glory, and for a single, beautiful moment, the cos-mos embraces me as its lost child.

And then I let go.I fold my wings tightly about my body as the wind

whips my face and tail, and I look down and see the val-ley. It is perfectly circular, and overflowing with bones.

How far have I flown?How old are we?What will happen to me now?I close my eyes, and curl about myself. Any moment now.My flesh peels away from heat so great that not even I

can withstand it. The wind wipes my bones of gore, andmy bones collapse among those of all the dragons before.

And in my dreams, I fly.

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THE PASTFrom the dawn of time, they come. Before the

human cities, before the wandering orcish tribes,before the great dwarven halls, before even theelven forest kingdoms, they were old, these truerulers of the world. They are the first living thingsand some say they are older than the gods.

Dragons.They are the eldest race known, predating even

the strange, alien Outsiders from other planes. Theyare greater in size than the giants, more powerfulthan nations, and wiser still than some gods. Greatheroes quest to overthrow them or gain their wis-dom, while great villains plot with or against them.

They are dragons, and they are the heart of magic.They are terrifying, these great, powerful mon-

sters. To the lowliest peasant or the greatest mastermage, a dragon is no mere quest, but a colossal force,whether ally or enemy. All men fear the day thesemighty beasts will band together and conquer all.

Little do they know...

THE DRAGON WARSIt was a mere ten thousand years ago that the

dragon armies raised their heads as one. Thestrange, alien deities of that era stood back to watchas metallic dragons fought against their chromaticbrethren, staining land, sea, and sky alike withblood. The dragons had slain the other old raceswith ease, or else driven them to other planes, andturned upon each other. Already, there were rumorsthat the chromatic dragons had slain the neutral,elemental dragons to the last, as well as tales thatthe metallics had bred with the furred races to pro-duce new warriors. In the shadows of their terriblelords, the subraces gathered and plotted.

Nearly fifteen thousand years have passed sincethe dragons first united as a force. Theirs was thefirst true empire, with metallics and chromatics per-forming duties befitting their caste. Even the oft-forgotten neutral dragons held sway, guiding alltowards their common destinies and soothing thenatural friction between their brethren. With their

combined might, they banished or destroyed allmajor threats to their power, and reigned supremefor an eon.

What changed is a matter of conjecture. Fewscholars are even aware of the Dragon Wars, andfewer still have the resources to study them. Eventhose rare dragons who speak regularly with theyounger races confess (or feign) ignorance.

The theory with the widest acceptance is this: thedragons were not alone in either power or ambi-tion. A legendary dragon known as the IvoryEmperor led both chromatics and metallics againstany who could challenge the dragons' supremacy.Those races which did not flee before the draconichorde died. Even now, there are cruel, old thingssleeping in the far planes, awaiting a day when thedragons will be few and fractious enough to diebeneath the heels of their defeated enemies.

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At last, however, the dragons were alone. Nothingremained but barely-intelligent subspecies and sim-ple beasts. The dragons had won the realm, but notwithout cost — the Ivory Emperor had fallen, mor-tally wounded, during the final battle. The metallicdragons had claimed that a chromatic had attackedhim from behind; both sides petitioned the elemen-tal dragons, and the verdict was that neither sidewas worthy — only the neutrals.

The Draconic Empire split, with Ysthine theGold, Hth of Flame, and Sraug the Red leading thefactions. The first casualty was the neutral armies,whom Sraug blamed for blocking his ascension, andany remaining elemental dragons have long sincehidden themselves away from the wrath of theirbrethren. Soon after, both remaining sides lostwhole breeds of kin, and the chromatics withdrewto plan.

That was when the metallics struck their greatestblow. They had secretly bred with the young racesin attempt to create large armies for fodder. Thoughthe half-dragons led the armies, they were rare andeasily discovered by the chromatics. The chromaticsattempted to match their foes with their own breed-ing plans, but found themselves outdone by cen-turies of hidden effort. Rather than face extermina-tion, they surrendered, all the while quietly plottingtheir foes' eventual destruction.

To discuss the terms of surrender, each caste ofmetallic and chromatic dispatched their greatestchampion to a range of mountains. There, even thedefeated chromatics found themselves bathed in thepampering of the metallics' servants, the very sub-creatures they had bred with. Lulled by their ownpride, the dragons met to discuss the division oftheir world, and never once guessed that the slaveswould be the masters. The half-dragons combinedtheir talents with their less-gifted kin, and trappedthe lords of each dragon caste in powerful artifacts.Prior to this, not even the half-dragons had revealedtheir skill at magic; the knowledge that mortalscould wield such powers cowed even the dragons,who took centuries to grow in magical might equalto what their children learned in a mere decade.

Still more shocking was that even the non-sorcer-ous humans could learn magic, and eventually sur-pass the might of the dragons themselves.

Forced into submission by this singular act ofmagical might, the Draconic Empire fell, with eachdragon departing to their own ends. The metallicdragons, shamed by their actions, vowed to aid theyoung races in the future, while the chromatic drag-ons vowed revenge for their usurped power. Manyof the eldest dragons departed, whether longing foratonement, disgusted by a world ruled by mortals,or simply tired of the conflicts. These elders flew tothe farthest realms of the world, and simply died —the earliest beginnings of the famed dragon grave-yards.

DRAGON DEITIES

With time, Dragons grow in might. Powers in thedragon wars were great, but those that survivedgrew to the power of deities. Dragon lords are muchlike the dragons themselves — greedy, insular, andrelatively contemptuous of or amused by lessercreatures. The favored weapons of all dragon deitiesare inherent, natural weapons; PCs find these to beunarmed strikes. Dragon deities expect little otherthan offerings of gold and other treasures, as well asobeisance when addressing the cleric or other wor-shipper. Clerics and other servitors of dragondeities are rare in the PC races, and are most com-monly found as draconic cults near chromatic lands,Summoners often worship these deities, however,and there are more draconic clerics who are sum-moners than who are not. There is one prominentdragon deity for each major draconic alignment;there may be others than those mentioned here, butfew deign to speak to mere mortals. No known dra-conic deity shows favor to a neutral worshipper; assuch, the worshippers of each of these deities sharetheir masters' alignments.

Linial the AdamantinePatron of gold, silver and bronze dragons, and

those allied with them, Linial is unique among thedraconic deities, favoring paladins more than sum-

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THE LEGEND OF GRELIG SHEVIK450 years ago I slew the last great Brass Dragon,

Myul'Alishtor Karakan. From its eyes I made soup andfrom its heart a stew. From its tongue I wrote this legend.From its blood, I made a bath that I would always be clean.From its hide I cut armor fit for a king. And its brain... itsbrain I boiled down into an oil, soaking my new mail in itsfluid.

I, Grelig Shevik of Bak'nishgar, feasted upon the great-est treasure of my time and none can take this from me.

Years passed and I was seen as a hero and a warlord; aprince and a champion. My reputation was greater than I,and everywhere I went, people flocked to hear tales of mydeeds.

Great they were. Very great.Time passed simply. Easily. No challenges remained.

All that mattered was my glory.Until one fateful day when everything changed.I woke. Donned my armor, as I did each day, and

strolled out upon the earth.Something stirred inside me. Something was different.

My body called out to me. Pulling me, driving me north.Over mountains and rivers, forests and valleys. The jour-

ney carried me and I, like a child, followed the call. I neverquestioned what drove me; never questioned where I went.

Cresting a mountain, my eyes filled with a vision Iwill never forget. My prison lay before me, but I was toonaive, too innocent to know any different. A valley sodeep, so vast, I could not see it all at once.

Bones.Dragon bones.The rumored graveyard. And there I stood gazing with

the eyes of a child. All of my glory and pomp did not com-pare to the sight before me. I, for all I knew, was the onlyhuman to ever witness this — standing on the vista of animpossible legend. I choked back the tears to no avail.

But it did not take long for the fears to set in. Whywas I drawn here? And what awaits?

An answer came quick enough as I was greeted by thegraveyard's guardian, a Brass Dragon, twice the size ofthe one I killed. His gaze struck me numb and I was par-alyzed with a fear I cannot describe. Smoke filled my faceand tears, my eyes.

I will not bore you with the details of my decade-longdiscussion with the previous guardian of the graveyard,but my curse for destroying Myul'Alishtor Karakan andfeasting upon his heart was to take his place.

It has been 450 years now, sitting upon a great pile ofbones, guarding the dead from an unknown enemy andan unseen hate.

I am weary and my body yearns for rest.It will be another 600 years before another dragon

comes to take my place, so that I might rest among thedead.

moners. Often depicted as a steely dragon coiledaround a fortress, Linial is also the least active of thedraconic pantheon. Supplicants must seek her out,and in so doing prove their worth both in thoughtand deed. Her realms are Good, Law, Magic, andProtection.

Sennin the WildPrimarily favoring brass and copper dragons,

Sennin was the first of the draconic deities to real-ize that the mortal races were something other thanfodder. Sennin attempted to protect them from themachinations of his sister, Linial, but was drivenmad in the process. Though Linial has since recant-ed her ways, she still blames herself for Sennin'sfragile mind. Sennin's worshippers view him as atiny dragon, barely larger than a hatchling, with asingle, pure ruby that he guards with his life. Hisrealms are Chaos, Good, Luck, and Magic.

Artios the AscendantThe absolute lord of blue and green dragons,

Artios still wishes for nothing more than absolutemastery over all creation. He blames Aairisis for thedestruction of the neutral dragons, whom hebelieves would have eventually backed the chromat-ics. Though his servants are fewer than any of theseother deities, made up almost solely of the descen-dants of his dragons, he rewards loyalty well andfreely. His holy symbols depict him as an enormousblue dragon whose wings and arms enfold theworld. His realms are Evil, Law, Magic, and War.

Aairisis the DestroyerThe most commonly-worshipped of the draconic

pantheon, Aairisis was the lady of the red, black, andwhite dragons, the dragons who led the chargesduring the Dragon Wars. It was through her willthat the Ivory Emperor died, and it was she whogave the command to destroy the upstart neutraldragons. She freely gives her favor to anyone whotruly fears her and her kin, and her cults are nearlyuniversal. Drawn as a dragon bathing in the bloodof the world, Aairisis' realms are Chaos, Evil, Magic,and Trickery.

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Sorcerers and DragonsThough the dragons were surprised by the sor-

cerous members of the younger races, it was notnecessarily because of the simple existence of sor-cerers, though that is the theory many scholarsfavor. Mostly, those distrustful of sorcerers suggestthat if dragons were capable of breeding with theyoung races to produce sorcerous offspring, otherraces of similar power and age, such as Outsiders,could do likewise. Still others point out that that forevery sorcerer who claims draconic heritage, thereare five others born to families with no history ofthe art whatsoever.

NEUTRAL DRAGONSThe dragons of the elements did not completely

die out, despite what the others think. Several leftfor the elemental planes, or sequestered themselvesfar from their kin, either in the eastern and south-ern lands or in the remotest areas of the world. Suchsurvivors are quite likely still alive, having no com-punction to allow themselves to die, and no impe-tus to war on their brethren — not because of anypeaceful tendencies, but rather lack of care. Thoughthey departed the battlefield personally, they didnot wholly abandon it. When the metallic dragonsbred with the young races, so, too, did the neutrals.Unlike either the metallics or the dragons, however,the neutral dragons paid close attention to their off-spring, carefully slaying those with ambition, andbreeding them for specific results.

When the Dragon Wars ended, the neutrals qui-etly carried these plans through their intermedi-aries. The dragons of the elements quickly decidedthat evil subraces would best sabotage the youngraces' empires without revealing their hand. Hydrasare unquestionably powerful, kobolds andtroglodytes prey upon theedges of civilizations inevery realm, and thelizardmen druids quietlyawait the day when theirmasters will call uponthem to restore the balance.

THE TIME OF MYTHThough the young races were successful in seiz-

ing power, it was not without cost. At first, the half-dragons and sorcerers ruled side by side, before thesorcerers eventually decided that their half-dragonkin were too much like their ancestors. Soon after,the sorcerers and wizards turned upon each other,then were themselves overthrown by mundanes.Finally, the young races drew ever more insular, dis-daining the others and eventually abandoning thealliance in favor of keeping their own company.Through several small wars, most of the knowledgeshared among the young races was lost. The elveswere the first to realize the value of the lost lore,and desperately used their greatest magic inattempt to excavate it, only to find that not even awish or miracle could conjure up these mysteries.From the fall of the dragons to the distant past, theAge of Myth is a period known primarily throughretold legends and occasional scraps of millennia-old scrolls. Not even their most faithful subjectsknew anything but the vaguest truths from thistime.

AFTER THE WARSFollowing the loss of the greatest of their number,

many elder dragons quietly turned their attentionaway from the worldly realms, and allowed them-selves to die in peace — the earliest basis for thefamed dragon boneyards. Others, particularly thefavored of Artios, attempted to rally the dragonsonce more, only to fall to either their brethren or topowerful mortal heroes.

Among the metallic dragons, the quiet consensus(primarily backed by the gold and silver dragons,perhaps feeling some guilt about their previousmanipulations) was either to quietly observe themortals, or to actively aid the worthy in the ascen-sion of the young races. Many paladins and rangersfound allies among these dragons, particularlywhen the chromatic dragons reared their heads.Others, particularly the silver and copper varieties,grew still closer to the mortals, breeding with themon occasion. Many powerful sorcerers use this leg-

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end not only as "proof" of their superiority to oth-ers, but as claims to nigh-divine rights to leader-ship.

The chromatic dragons, having lost first to theirmetallic foes, and still more gallingly to uprightbeasts, were less enthusiastic about their retire-ment. Almost all of the chromatic dragons decidedto settle upon outright rule of their personal terri-tories, while others did their best to bedevil mortaland dragon alike.

No dragon has led an army of its fellows in mil-lennia.

YOUNG RACES

For ease of description, the term "young races"applies to any of the PC races, as well as humanoids.This term is not exclusive to dragons; immortal orlong-lived races such as Outsiders and exceptional-ly old undead also refer to any race younger thanten thousand years as young. Campaigns set duringthe Dragon Wars will likely be short, furtive affairs.PC race technologies are low, roughly equivalent tothe Bronze Age, and there are no major settlements

PLAYING DURING THEDRAGON WARS

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other than the Draconic Empire's outposts. Someclasses, most notably wizards and fighters, are rare(if even available), and sorcerers openly displayingtheir abilities risk exposing the plot to overthrowthe dragons.

Some player races are dramatically different —the elves would not have lost the Drow yet, forinstance, and the stigma associated with half-oresmight be nonexistent. For issues of balance, dis-courage half-dragon PCs.

RULES

Banned Classes: None, though DMs may wish torestrict the number of Fighters, Wizards, andSorcerers to one per party, as these classes are newto the younger races at this time. Sorcerers are like-ly second- or third-generation descendants of drag-ons, and few in number, while wizards must surviveon the rare copies of spellbooks or scrolls at the time(though they may, of course, choose to plunderdragons' lairs for such items). Fighters represent anarmed, organized, well-trained force in a timewhere barbarians are far more common, and as sucheither serve hidden outposts, or the dragons them-selves. DMs should encourage multiclassing overinto the wizard and fighter classes, however, as thestory progresses.

New Classes: None, but Draconic Gods are avail-able to clerics.

Technology: Bronze Age.Weapons have a -2 attack and damage penalty

(minimum of 1 damage), and armor which relies onmetal (studded leather or better quality) has -1 ACbonus. Objects made of inferior materials have -2Hardness, -3 hit points, and -5 to their Break DC.Literacy is rare in these times, and the only writtenlanguages are Abyssal, Celestial, Draconic, andInfernal.

The rebels employ a rudimentary code based ondouble entendres, homonyms, and bastardized wordsfrom the above languages; at present, the humansteach this "common" tongue to the young races' pop-ulations, and it may convey simple, written com-mands (no longer than a four-word sentence).

ANTHEMOn the furthest edge of the Kingdom of Dra'al, in

neutral territory, lies the largest outpost humanhands have ever made; it is called Anthem, ft wasmade with the hopes of extending the hands offriendship to the other races, and avoiding furtherbloodshed amongst all. While primarily funded bythe human kingdom of Dra'al, the other races haveall donated funds. Even the Urandak (dark elves)and the Gorig (dwarves), who have fought manyvicious wars in the past, put aside their differencesto contribute to Anthem. The large outpost holds500 civilians and soldiers, growing each day fromnew arrivals looking for a new and better future.Sadly, this has created poor living conditions in theshantytowns that surround the outpost, and thosewho cannot find legitimate work turn to crime.

Since the outpost is in neutral territory, it wasdecided by all involved to allow each non-humanrace to have an embassy there, with Anthem'sCommander Maven acting as the human representa-tive. An advisory council was formed to settle anydisputes between any of the races before theybecame violent. Since the last Urandak-Gorig war 8years ago, when the dwarves managed to drive backthe powerful Urandak spellcasters, tensions havebeen high between the two nations. Currently theirtwo ambassadors have been at each other's throats,both literally and figuratively, while the lesser racescower from their wrath, afraid to be caught in thecrossfire. The ancient Malwyrn (high elves), afternearly defeating the humans in a brief war 4 yearsago, provided the most funding to Anthem, They, inturn, hold an important seat on it's advisory council,and all seek their ancient knowledge for guidance.Then the dragons came. A contingent of half drag-ons, known as the Anal'lishak, came to Anthem lastyear, and left an ambassador of their own. He is amysterious one, always wearing a mask over his faceand keeping to himself. He only consults withthe Commander and other ambassadors on rareoccasions.

As of late, Commander Maven has had terribledreams of something dark and sinister just on thehorizon. All he can see is an evil yellow eye, andgreat wings flapping in the night. Cold sweats and asleepless night always follow these dreams. All thatMaven knows is that a war is coming. A war to endall wars. Some call it a day of judgment.

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Though many argue that any dragon of even fivehundred years is a legend in its own right, dragonsdisagree. Though there are powerful dragons, wisedragons, and cunning dragons, a dragon's firstinstinct is to hide its true level of power, the betterto trick its foes into underestimating it. Some espe-cially crafty dragons use the reverse strategy, draw-ing upon illusory or polymorphing magics to pre-tend to a greater age. Furthermore, the relativeseclusion that most dragons prefer prohibits theirgreatest from being truly legendary,

Even legends have their own heroes to admire.

GLACIARUM MAGNUS

White dragons are the runts of the litter.Everyone knows that.

Everyone except Glaciarum Magnus, that is.Ancient beyond reckoning, Glaciarum lies in the

heart of a mountain far to the north, frozen from baseto peak. So far as anyone knows, he emerges onlyonce every few years to fill his belly (feeding often onthe frost giants that hound his children) and spendsthe rest of his time in quiet contemplation.

Alas for the world, his contemplation is on howto raise his kind to supremacy over all creatures ofthe globe. He has lured more than one eager youngred to its doom, carefully enticing them to make areputation by killing the 'king of the whelps.'Glaciarum has made his reputation on their bodies.

Canny and careful, Glaciarum doesn't trust to hispower alone to protect him. The gods know how,but Glaciarum has enchanted two frost worms(with average statistics) into guarding his moun-tain at all times. He also has a number of warningwards at each possible entrance, each with its ownnasty side effect when triggered. Worse, he seems tohave used his enormous magical knowledge toenhance his own breath weapon by experimentingon (and in one case, eating) the worms. All peoplewithin his territory live in dread of his occasionalforaging trips... and in utter terror of what hemight be planning.

Finding out what Glaciarum is up to is anothermatter. His arsenal of anti-scrying spells is impres-sive, and he's savvy enough not to leave many cluesto his more immediate intentions. So far, he's con-tented himself with killing enemies of white drag-ons, terrorizing the local humanoids into obedience,and watching the antics of the short-lived races.

So far.(Statistics can be found in chapter 4)

MORPHUS AGUARAN

Dragons patrol the sky, people the land, but underthe waves, a different story is told. The oceans werecompletely unprepared for an ambitious, imagina-tive dragon. With a combination of cunning, diplo-macy and raw power, Morphus Aguaran rallied anarmy of kuo-toas and overran a merfolk city. Overthe next year, her power grew, and merfolk,locathah, and sea elves fell before her. For the pastcentury, however, she's been content to rule whatshe's taken and the kuo-toas satisfy her needs anddesire so in turn she defends their kingdom.Morphus is happy to indulge their delusions most ofthe time, but occasionally one decides that bowingto a dragon is sacrilege and must be dealt with.

Despite the fact that Morphus remained contentwith her holdings for so long, the other underseanations don't trust the 'mercy' of something so ruth-less and powerful. Many attempted to kill" Aguaranand free her legions of slaves, with locathah, seaelves and merfolk all staging their own attacks.None returned, and several of these attempts result-ed in Morphus teaching the appropriate borderingnation a "lesson in manners." Their desperationeven led to an alliance, as several of the greatestheroes of all three races banded together to bringMorphus down.

(Statistics can be found in chapter 4)

APERTIS

About forty years ago, a dragon from distant desertsattacked the greatest of the human kingdoms. Roaringin fury about how mere humans had driven him off(apparently with magic beyond that known else-

DRACONIC LEGENDS

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where), he attacked the capital mercilessly. He even-tually fled from the nation's heroes, but not beforekidnapping the king's youngest daughter.

Since then, this sadistic monster has struck againand again at outlying villages and nearbyelven outposts. It seems that he destroysfor no reason other than to striketerror into weaker beings, and hekidnaps beautiful women fromboth human and elven com-munities. But worse still,Apertis chooses thesewomen not merely for theirbodies, but their hearts —he always seeks out themost courageous, or the mostkind-hearted, or the most artisti-cally gifted. His victims arealways good of spirit and mildof nature.

Despite this, his caution out-weighed his greed. He nearly diedtaking the princess forty yearsago, and now avoids the centerof the kingdom.

Today, the current monarchsare terrified. Their eldest daugh-ter has become renowned far andwide for her noble heart, her grace andbeauty, and her gift in all things musical.She is beloved by the people and thechampions of the realm would gladlygive their lives for her. Apertis could notwant a more perfect prize.

The royal family offers a reward of100,000 gold pieces in treasure andmagic to the heroes who slay the mon-strous beast. Already, the smell of sulfurgrows increasingly common in the capital,and sudden gusts of wind arise mysteriously oncloudy nights. Apertis' hunger will soon overridehis cowardice, and the kingdom refuses to sacrificeanother princess to his appetite.

(Statistics can be found in chapter 4)

KAHSTYLLAN

There are some names that even heroes speak inwhispered, awe-struck tones. Some legends crossgenerations and even the ages. For as long as anyonecan remember, as far back as all known records go,one such legend is known to heroes in direst need.

That legend goes by a single name:Kahstyllan.

Kahstyllan is a magnificent bronze greatwyrm the size of a small keep. He haswatched the humanoid races since hisyouth, as the elves first coaxed magic

from the land and humans turnedsticks into spears. He saw them reach

heights of nobility previously unimag-ined to dragonkind, and depths of deprav-

ity that could turn a red's stomach. Heobserved as they formed societies, cul-tures, and civilizations, eventually remak-

ing the world in their image.When evil forces began to threaten all that

their courage had built,Kahstyllan knew that he hadwatched for long enough. Anuncertain group of heroes gath-

ered to stop a pit fiend with anarmy of undead monsters, and he

appeared to them in many guises.Kahstyllan carefully guided them, aidingthem in their quest, albeit with knowl-edge and hope only. Soon the fiendrevealed its blue dragon ally, andKahstyllan knew the time had come to act.As the gathered heroes battled the fiendand sent his army to its rest, he fought the

blue for a day and a night, finally driving heroff to the south. He admitted to the rolehe had played, making a point to remind

them that the real triumphs were their own. Aftergiving them his name, he flew home. Though henever saw any of them again, he remembered theheroes and their courage with reverence.

That reverence returned manyfold. Kahstyllan'sname joined the legend with the names of those

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other heroes. And when a wizard-king with theShadowstaff began a quest to conquer all beforehim, the adventurers who opposed him sought outKahstyllan again. Again he aided the younger races,evil fell and legend grew.

Today, heroes revere Kahstyllan like a god. Thoughhe rarely appears more than once in a century, he hasbeen advising heroes for so long that collections of hisadvice and the tales of his own adventures fill vol-umes. Mysterious yet approachable,supremely draconic but surprisinglyhuman, Kahstyllan is a bedrockof reliability in the eternallyuncertain world of theadventurer.

Kahstyllan is a guideand teacher, not some-thing for adventurersto kill for treasure. Ifapproached withrespect, he providesquestioners with(cryptic) advice onnearly any subject.If they threatenhim, he simplyteleports them away.Anyone insane enough toattack him tastes repulsiongas before being spiritedaway, if injured his light-ning breath reduces thestrongest warrior to noth-ing. It is foolhardy to engage inmilitary tactics with Kahstyllan.Every civilization owes its existence to him at leasttwice over.

Kahstyllan also tries to avoid providing his allieswith anything more than information, but if hefeels the necessity he can provide nearly any minormagic item. He may cast spells on them (rarely any-thing more than a cure spell) and otherwise providesmall advantages that he feels are appropriate.

MARITI BRIGHTBLADE

Not all legendary dragons can challenge thepower of the gods. The fame of some spreads far andwide due to courage, charm, luck and quick wits,Mariti Brightblade, a heroine with a laugh as readyas her elven identity's blade, is one such legend.

Though she's formidable in her natural form,she's become quite an impressive fighter in herelven shape as well. Gifted with mithril armor that

melds into her scales (enchanted to do so if usingthe optional "armor bursting" rules), she also

wields a falchion that grows with her,which she uses to deadly effect in elven

or draconic form. Mariti is very brave,sometimes to the point of recklessnesseven by draconic standards. She rel-ishes combat in her elven form,

though she has no love of death andwill allow an enemy to surrenderin nearly any circumstance.

More than anything else,though, Mariti loves adventure!Like many, she's become nearly

addicted to the excitement,the rush of victory, andthe grateful smiles ofthose she's helped. Hercombination of courageand enthusiasm has con-tributed to her growing

reputation nearly asmuch as her many

devastating victories.Mariti, it turns out,

is one of the deadliestwarriors in the world. Her dra-

conic fighting abilities have beenenhanced by her martial training, and

the combination is daunting to anything short of anelder dragon. Her minor magics don't hurt, either,considering that she can use a wide variety ofdivine spells along with her arcane arsenal.

However, this eager young lady has accumulateda lot of enemies in a short time, although to date her

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skill and raw power have been enough. Sooner orlater, though, one of her many powerful enemieswill catch up with her.

(Statistics can be found in chapter 4)

FROM THE HEAVENSThe power of dragons is not checked by the

ephemeral world. Powers beyond the flesh lie at thecorners of the universe. Ancient energies, olderthan thought are known only by those aged enoughto understand their value. Some dragons havetapped this power, drawing spirits into the mortalrealm, widening their sphere of influence. Otherscommand respect and worship is expected, if notdemanded. Across the world, mortals worship themost powerful and ancient of beasts hoping tosomeday claim a small piece of their power.

VER1TAS

Dragons are an ancient race, with perhaps theoldest culture in the known world. Dragons sym-bolize power, magic, and mystery, so it should notbe difficult to imagine that they do not worship asother cultures do. Dragons hold three beings aboveall others — three divinities of terrible might andglorious beauty. Some whisper that these three arethe first of the draconic race, the embodiment of thegreat beasts who worship them. Others believe thatthey are merely legends of a time long past.Whatever the truth is, let us proceed with what thescholars and sages tell us, and then move on intothe realm of speculation and extrapolation.

DRAGON COSMOLOGY

When the world was young, before humanity andthe other mortal races existed, primordial waterscovered much the world. There were three beings ofimmeasurable beauty and vast power: theLeviathan, a powerful creature that stirred the seaswith his every movement; the Oracle, who flew theskies with a myriad of sparkling colors radiatingfrom her beautiful wings; and the Behemoth, a mas-sive creature fueled by a feral rage. It is believed

that the Leviathan spawned the aquatic dragonsand dragon kin, creating generation after genera-tion of creatures in his constant trek through thedepths of the sea. The Oracle and the Behemoth metat the edge of the sky, upon a great mountain thatlong ago vanished from history. From their unioncame the metallic and chromatic dragons, the firstgeneration of the dragons we know today.

Dragons, ancient and young, rarely speak of theirmyths and legends to those of what they considerthe lesser races. This could explain why so little isknown about their roots and culture. As long as thedragons believe that they are the superior race,keeping their secrets hidden from the lesser beasts,we may never fully learn their secrets.

THE DRAGON TRIUMVIRATE

Arym-Ahya, the Queen of the Sky, the starry Oracle,the Mother of Dragons, is the embodiment of all thatis good among dragon-kind. She soars the skies withunwavering endurance, her massive wings carryingher countless miles with a single, mighty beat.

Arym-Ahya is the most forgiving of the threedeities. She wishes well for all mortals, and takes stepsto ensure that the good dragons coexist peacefullywith other races. It is her goal to eliminate the threatevil dragons bring to this peace, and to foil Ragoth-Rhyx's schemes of domination and terror.

All metallic dragons pay homage to Arym-Ahya, inone way or another. All dragons hold her in highregard, believed to be the Mother of the race. Evenchromatic dragons are forced to show begrudgingrespect for her power and wisdom.

In her natural form, Arym-Ahya resembles amammoth, feathered serpent. Her scales glimmer inthe sunlight, reflecting bits of platinum, gold, silver,and bronze. Her feathers form a massive rainbow ofcolors — reds, greens, blues, and yellows — a daz-zling array of the entire spectrum. Arym-Ahya'seyes are perhaps her most spectacular features.Their depths reflect an agglomeration of powerwhich gives them an iridescence of allure and supe-riority.

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Nhym-Nadaal, the King of the Sea, the Leviathan,is the undisputed ruler of the depths. A colossalmass of scaled flesh, he endlessly prowls the darkwaters of the Seas, lording over his territory withimmeasurable power. It is said that Nhym-Nadaal isa force of nature — amoral as the tidal waves orhurricanes at his command,

Nhym-Nadaal is content with his watery domain.His worshipers come to him in search of knowledgeand wisdom, but find that their lord remains dis-tant. Nhym-Nadaal's designs, if he has any, remaina mystery.

TYPICAL CLERIC OF ARYM-AHYA

Gold Dragon Female (Old): CR 20; SZ G;HD 29d12+203; hp 391; Init +0; Spd 60 ft.,fly 250 ft., swim 60 ft.; AC 34 (+4 size,+28 natural); Atks Bite +39 melee (4d6+14); 2claws +39 melee (2d8+14); 2 wings, +39 melee(2d6+14); tail slap +39 melee (2d8+14);Crush +39 melee (4d6+14); tail sweep +39 melee(2d6 +14); Face/Reach 20 ft., by 40ft., by 15 ft.;SA Fire Subtype, water breathing, polymorph self,;SQ: Bless, damage reduction 10/+1 , luck bonus,geas/quest, detect gems; SV Fort +23, Ref +16,Will 23; Str 39, Dex 10, Con 25, Int 24, Wis 25,Cha 25; AL LG. Skills: Alchemy +22, Bluff +23,Concentration +22, Diplomacy +23, GatherInformation +23, Intimidate +23, Intuit Direction+23, Knowledge (arcana) +23, Knowledge (drag-onkind) +23, Knowledge (history) +23, Listen +23,Scry +23, Search +23, Sense Motive +23, Spellcraft+23, Spot +23, Wilderness Lore +23. Feats: Dodge,Mobility. Sorcerer Spells (6/7/7/7/7/4):0 level: arcane mark, dancing lights, daze, detectmagic, disrupt undead, ghost sound, light, mage hand,read magic, 1st level: charm person, jump, magic mis-sile, shield, silent image; 2nd level: alter self, blind-ness/deafness, melf's acid arrow, mirror image, see invis-ibility; 3rd level: dispel magic, fly, haste, water breath-ing; 4th level: charm monster, illusory wall, poly-morph self; 5th level: cloudkill, teleport. Cleric Spells:6/6+1/5+1/4+1/4+1/3+1.

Ragoth-Rhyx, the Behemoth, the Mad Prophet,the Father of Dragons is the embodiment of thedark, bestial nature of dragons — feral cunning,potent strength, and iniquitous rage. He lies withinthe belly of the earth, a hateful, mad creature benton destruction. From his mouth spew dark tidings,whispered truths best left unheard.

Ragoth-Rhyx has a dark soul. In his mad, seem-ingly mindless rages, he threatens his followers andenemies alike. He is a true beast whose taste fordestruction in unparalleled. The dragon priests whodo his bidding seem infected by at least a hint of hisinsanity. Those who devote their lives to himbecome increasingly mad over their years of service,and ultimately lose their minds. If Ragoth-Rhyx hasa grand scheme, even he does not know it fully.

Scholars believe that while these three deitieshave interests in many domains, they are aloof andseldom interact with divine beings of other pan-theons. The dragon gods take interest in, and tosome extent govern, the lives and realms of theirfollowers. They seem content to allow the humanpantheon to deal with humanity, the elven pan-theon to deal with the elves, and so on. Dragons area solitary race and this is reflected in the divinitiesthey worship. The dragon triumvirate rarely inter-relates as each has its own agenda, one shared onlywith their most devout followers.

DRACONIC PRIESTS

Dragon priests usually worship one of the mem-bers of the Triumvirate; rare exceptions worshipother sources of divine power. Dragon clerics andpriests are few, and usually unrecognized as such.They usually are not members of an officiallyordained order or structured religion; there is noformal hierarchy or structure for worshiping theTriumvirate. They wear no elaborate holy symbolsor badges of office; they simply channel their divin-ity's will through their prayers, each practicingtheir faith in a highly individualized and personalmanner.

For example, the chromatic dragons show respectfor the Behemoth with great displays of strength

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and viciousness. Metallic dragons often seek insightfrom the Oracle with offerings of wealth and beau-ty. The spawn simply live their lives as they believethe Leviathan would, offering little in way of trib-ute or praise. Dragon priests live their lives howev-er they wish, as long as they uphold the ideals oftheir chosen divinity.

All of the deities require some sort of service fromtheir spiritual servants, even the Triumvirate.Whether it is providing wisdom, settling disputes,or simply providing a cultural example for others tofollow, deities expect something from their mosttrusted followers for granting them their powers.

When creating a Dragon Priest for your cam-paign, you must first choose a deity (presumablyArym-Ahya, Nhym-Nadaal, or Ragoth-Rhyx), andan alignment (usually mirroring your choice ofdeity). Once you have done this, select two from thefollowing list of domains.

Arym-Ahya's Domains: Air, Good, Healing,Law, Protection, and Sun.

Duties of the Priesthood: Clerics are a centraland vitally important part of any society, even drag-on society. Although these great beasts are solitary,the clerics of Arym-Ahya are the closest thing tospiritual leaders they have. Arym-Ahya's priests areexpected to uphold the tenants of Good and lead byexample. They are prime examples of the virtuesand strengths of dragonkind. These priests tend tomediate disputes among their people, and pro-nounce judgment in many cases.

Nhym-Nadaal's Domains: Animal, Chaos,Magic, Strength, Water, and Travel.

Duties of the Priesthood: Nhym-Nadaal'spriests are rare. No two are alike, nor are theirduties. They tend to be utterly unpredictable,spreading the word of their faith as they travel theseas like nomads. When including one of these cler-ics in a campaign, detail the beliefs of the individ-ual cleric and assign his duties in support of thosebeliefs. Nhym-Nadaal is the most lenient (or uncar-ing) of the Triumvirate.

Ragoth-Rhyx's Domains: Death, Destruction,Evil, Fire, Trickery, and War.

Duties of the Priesthood: Ragoth-Rhyx'spriests revel in their dark ways. They live for thechance to sow the seeds of war and destruction,meting out death simply because it is within theirpower to do so. These clerics can be counted amongthe most violent of dragonkind. They lead harsh,unforgiving lives, usually burning out long beforetheir prime.

TYPICAL CLERIC OF NHYM-NADAALDragon Turtle Male: CR 13; SZ H (aquatic);HD 12d12+60; hp 138; Init +0; Spd 20 ft.,swim 30 ft.; AC 20 (-2 size, +12 natural);Atks Bite +18 melee (4d6+8 damage),2 claws +13 melee (2d8+4 damage);SA Breath Weapon, snatch, capsize; SQ: Scent,fire immunity; SV Fort+13, Ref+8, Wil l +9; Str 27,Dex 10, Con 21, Int 12, Wis 20, Cha 12; AL N. Skills:Hide +7, Intimidate +16, Intuit Direction +12,Listen +18, Search +6; Spot +18. Feats: Alertness,Blind-fight, Cleave, Power Attack. Cleric Spells:6/6+1/5+1/4+1/4+1/3+1.

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DRAGONS AND SPELL DOMAINSIt has been noted that many of the most powerful

dragons are but one step short of the gods.That one step could be hurdled with one addi-

tional element — worship.In many fantasy worlds (including virtually all

such worlds played using the d20 System™), gods cangrant their worshippers power. While the clericclass covers this basic ground, 3rd Edition now usesone primary method to distinguish between clerics

TYPICAL CLERIC OF RAGOTH-RHYXRed Dragon Male (Old): CR 20; SZ C;HD 28d12+196; hp 378; Init +0; Spd 40 ft.,fly 200 ft.; AC 33 (+4 size, +27 natural);Atks Bite +36 melee (4d6+10), 2 claws +36 melee(2d8+10), 2 wings +36 melee (2d6+10), tail slap+36 melee (2d8+10), crush +36 melee (4d6+10),tail sweep +36 melee (2d6 +10 damage);Face/Reach 20 ft., by 40 ft., by 15 ft.; SA FireSubtype, locate object, suggestion; SQ DamageReduction 10/+1; SV Fort +23, Ref+16, Will + 21;Str 31, Dex 10, Con 23, Int 18, Wis 19, Cha 18;AL CE. Skills: Alchemy +20, Bluff+18,Concentration +21, Diplomacy +23,Gather Information +23, Intimidate +23,Intuit Direction +21, Knowledge (arcana) +20,Knowledge (dragonkind) +23, Knowledge (history)+20, Listen +23, Scry +21, Search +23,Sense Motive +23, Spellcraft +23, Spot +23,Wilderness Lore +23; Feats: Dodge, Mobility;Sorcerer Spells (6/7/7/7/7/4): 0 level: dancingtights, detect magic, ghost sound, light, mage hand,mending, prestidigitation, ray of frost, read magic,1st level: change self, charm person, color spray, magearmor, summon monster I; 2nd level: arcane lock, levi-tate, mirror image, see invisibility, web; 3rd level://);haste, invisibility sphere, protection from elements;4th level: dimension door, lesser geas, polymorph other,polymorph self, 5th level: cone of cold, dominateperson, permanency; 6th level: antimagic field,flesh to stone. Cleric Spells:6+1/5+1/4+1/4+1/3+1.

of different gods — spell domains. There's everyreason that dragon gods should be able to grantthese powers, since the majority of spellcastingdragons can also cast divine spells, and all suchdragons have access to domains appropriate to theiralignment, element and natural tendencies.

The most obvious method for designing a mythosand determining spell domains for a dragon thathas reached god hood is to decide which type ofdragon it was before ascension. In the case of black,green or white dragons, use the dragon's alignmentand powers as a basis. For example, if GlaciarumMagnus (see the Legendary Dragons section) were toreach divinity, his clerics might have access toChaos, Evil, Knowledge and Water domains.

If a desired domain doesn't exist, it's possible tocreate one. Designing a spell domain requires somecare, but the spell levels are an inherently balanced.The granted power shouldn't be more beneficialthan other domain types. Returning to our example,Glaciarum's powers are better suited to ice thanwater, so his clerics can cast spells from the new Icedomain.

Ice DomainSample Deity: Glaciarum MagnusGranted Powers: Immunity to natural cold.

+2 to all saves against magical cold and ice effects,and the supernatural ability of evasion againstthose same effects,

Ice Domain Spells1 Ray of Frost.2 Endure Elements. Endure cold or fire only.3 Resist Elements. Resist cold or fire only.4 Wall of Ice.5 Ice Storm.6 Cone of Cold.7 Otiluke's Freezing Sphere.8 Finger of Death.9 Summon Monster IX. Summons a mature

adult white dragon.

There's also the possibility of truly primal dra-conic gods, celestial creators who formed the cos-

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mos from their divine breath and so on. These celes-tial dragons would have vast, cosmic domains.

DRAGON CULTSGiven the power and majesty of these magnifi-

cent beings, it is easy to understand why humanityand many other mortal races have come to worshipthem. Dragon cults usually develop around particu-larly powerful beasts that have settled in a particu-lar region. Chromatic dragons attract ores, goblins,kobolds, and other dark-natured races. Metallicdragons attract more kindly races like humans,elves, and dwarves. The spawn of the Leviathanattracts widely varied creatures, almost exclusivelyof an aquatic nature. These cults tend to be asdiverse and individual as the magnificent beingsthey center on.

When making a Dragon Cult for your campaign,begin by choosing or creating a legendary dragon, acreature so powerful he lacks only the belief of asingle mortal to elevate him to demigod status.Several options are described in the LegendaryDragons section of this book and in thefollowing Dragon Cult.

Next choose the being's first wor-shiper, most likely a loyal servant. Inmany cases this servant becomes thehigh priest of his newfound deity,and spreads the word, recruitingmore followers wherever he goes.

Once these elements are described,select a setting for the lair or temple,the number of current followers,alignment of worshipers, and thedomains of the new divinity. Makenew domains if necessary or draw fromany published in Evil or elsewhere. Putthese items together with an interestinghistory and you have created a functionalcult like the one found in the following exam-ple.

THE OBSIDIAN BROTHERHOODThe following section details a dragon cult cen-

tered on an ancient black dragon. It can be adaptedeasily to most any fantasy setting.

HistoryThousands of years ago, a battle raged over the

peaks of the Jorru Mountains. Fehl-Ikkan, theObsidian Death, challenged Saryn-Serrus, anancient Silver dragon whose domain lay just beyondthe boundary of his own. It was a fierce battle, onethat took a heavy toll from the two legendary com-batants. In the end Saryn-Serrus, wounded near todeath, shattered one of Fehl-Ikkan's wings. TheObsidian Death plummeted to the ground and wasburied deep within the Jorru Mountains. So strongwas the force of impact, part of the range collapsedand covered the crash site with an avalanche ofstone. The body of Fehl-Ikkan was lost.

Many years passed, and Fehl-Ikkan's followers

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VOGUL ARGOS, THE VOICEOF THE DRAGON

Male Human Ftr7/Clrll: CR 18; Size M(humanoid); HD 7d10+14 + 11 d8+22; hp 115;Init +4 (Dex); Spd 30 ft.; AC 14 {+4 Dex); Atks+19/+14/+9 melee, or+19/+14/+9 ranged; SVFort +14, Ref+9, Will +14; Str 18, Dex 18, Con 15,Int 14, Wis 20, Cha 14; AL CE. Skills: Alchemy +3,Appraise +3, Climb +13, Concentration +14, Craft+14, Handle animal +11, Hide +4, Innuendo +7,Intuit direction+12, Jump+14, Knowledge (nature)+3, Knowledge (religion) +9, Listen +7,Move Silently +4, Open Lock +7, Profession +17,Scry +16. Sense Motive +6, Spot +7. Feats:Alertness, Combat Reflexes, Enlarge Spell, Expertise,Extend Spell, Extra Turning, Point Blank Shot, PowerAttack, Skil l Focus (intuit direction), Weapon Finesse(lance, light), Weapon Focus (longsword), WeaponFocus (warhammer). Spells: 6/7+1/5+1/5+1/4+1/3+1/1+1.

lost heart, one by one. Eventually, only oneremained, a dark-souled blackguard named VogulArgos. Vogul remained loyal and searched for a wayto find his master. He eventually found it, deepwithin the underearth. Following a long-forgottenunderground highway, Vogul discovered that hismaster had fallen upon an ancient ruin.

Vogul underwent the pilgrimage alone, answer-ing the silent call of his master. He battled his waythrough the underearth and the ancient ruin, untilhe discovered his master's presence. Buried beneatha mountain of stone, the Obsidian Death lived. Atthe back of a large cavern was the exposed eye of thegreat beast and in another, its massive chest, and yetanother a wicked claw. Over the years, while in adeep torpor, the great beast remained trappedbeneath the Jorru Mountains.

With his religious fervor renewed, Vogul wentin search of others to share in the pilgrimage.He single-handedly resurrected the ObsidianBrotherhood, swelling the cults numbers withoutcasts from other underearth societies. His belief

and charisma were intense; he was able to recruit asizable group. Once gathered, they returned to theruin to witness the Sleeping God and begin rebuild-ing.

Today, the ruins have been restored and fortified.The Brotherhood expanded in size and branchedout. They take a strong lead in the local underearthpolitics and extending their influence daily.

HierarchyThe Obsidian Brotherhood is tripartite, with

guards and warriors in the lowest level, spies anddiplomats in the middle, and priests and black-guards in the uppermost level. These levels are anindication of status rather than social class, and arenot a direct indication of rank. For example, a high-ranking diplomat has more influence and politicalpower than a newly initiated priest, despite belong-ing to the second tier,

The Voice of the Dragon leads the Brotherhood inall things. Vogul currently holds this title andspeaks with his master's voice. The two have devel-oped a telepathic rapport, similar to that of a wizardand his familiar. Through this link, the two arealways in contact.

The Voice of the Dragon directly controls one ofthe three branches of the cult. All of the black-guards and priests report directly to the Voice. Theyare charged with protecting their master and pro-viding the cult with spiritual guidance.

Daius Rou, a renegade drow wizard and the firstsupplicant recruited by Vogul, leads The Eyes of theDragon. This branch is dedicated to information andmisinformation; its members are spies, thieves,scouts, and diplomats.

The Eyes of the Dragon provide the temple withinformation about neighboring politics and activi-ties. They rarely act directly or reveal their affilia-tion to the Brotherhood; instead they relay infor-mation back to the Voice and misdirect any investi-gations or queries about the cult.

The Blood of the Dragon is comprised of fighting menand women of all sorts, warriors, former mercenaries,and soldiers. This branch is controlled by Kellus, a

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brutal Minotaur warrior, and makes up the standingarmy of the order. It is patrols the perimeter of theirstronghold and assaults any targeted domains.

The Ruins of Terre Dour and environsThe Hithermane Empire was buried in a cata-

clysm event thousands of years ago, but pieces of itscivilization remain. Deep beneath the JorrusMountains lie the remains of Terre Dour, a long-for-gotten Hithermane stronghold. Today, it is thehome of the Obsidian Brotherhood, and the templeof their faith.

Once a bustling city, Terre Dour now serves a sin-gle function, to protect the Sleeping God. Most ofthe city remains unused. Only the few blocks sur-rounding the Temple proper have been returned toworking order. The temple guards heavily patrolthese areas, for the ruin is home to any number ofdark creatures and subterranean beasts. Further,they are aware that the drow have taken notice oftheir activities, after interrogating several captureddrow scouts. The guards are openly hostile to any-one who does not belong to the cult, and are alertfor any signs of attack against their people.

The surrounding area is comprised of hundreds ofnatural caves, caverns, and passages. Some passagesextend away for miles. An ancient highway controlsthe primary access to the Temple area; this widecavern is heavily fortified, especially near thepalace. Temple guards patrol the surrounding areasin search of enemies, and in order to protect work-ers who are excavating more and more of the cityeach day. The high priest has ordered workers tocontinue searching for new paths to the dragon'sresting form. No new sites have been found as ofyet, but the high priest remains hopeful, so thework continues.

While the workers have been unsuccessful infinding new paths to their master, they have uncov-ered several treasure deposits; presumably ancientreserves left from the time of the HithermaneEmpire. These reserves have proved invaluable tothe growth of the cult, allowing the Brotherhood toestablish a foothold in the underearth markets.

DAIUS ROU, THE EYES OF THE DRAGONMale Drow Wiz12: CR 13; Size M (humanoid);HD 12d4+36; hp 65; lnit+2 (Dex); Spd 30 ft.;AC 12 (+2 Dex); Atks +8/+3 melee, or +8/+3

ranged; SV Fort +7, Ref+6, Will +11; Str 14,

Dex 14, Con 17, Int 22, Wis 17, Cha 10; AL CE.Skills: Balance +6, Craft +20, Forgery +7, Hide +2,Intimidate +4, Knowledge +16, Knowledge (arcana)+20. Listen +5, Move Silently +2, Open lock +7,

Perform +6, Profession +15, Scry +7, Search +14,Sense Motive +4, Spot +11. Feats: Brew Potion,

Heighten Spell, Scribe Scroll, Silent Spell, SpeltMastery (invisibility, mirror image, ghoul touch), Spell

Penetration, Still Spell. Spells: (4/6/6/5/4/4/3):0 level: arcane mark, dancing lights, daze, detectmagic, detect poison, disrupt undead, flare, ghostsound, fight, mage hand, mending, open/close,prestidigitation, ray of frost, read magic, resistance;1st level: charm person, chill touch, feather fall,identify, mage armor, magic missile, tenser's floatingdisk; 2nd level: alter self, blindness/deafness, bull'sstrength, flaming sphere, ghoul touch, hypnotic pattern,invisibility, knock, mirror image, summon monster II,tasha's hideous laughter, 3rd level: fireball, lightningbolt, sepia snake sigil, slow, summon monster III;4th level: charm monster, dimension door, fire shield,fire trap, scrying, summon monster IV; 5th level: coneof cold, greater shadow conjuration, hold monster, per-manency, teleport; 6th level: analyze dweomer, chainlightning, disintegrate, eyebite, programmed image.

Vogul believes that they have uncovered only a smallportion of the treasure buried in the ruins, but hekeeps this fact secret from all but his most trustedadvisors. One of the excavations uncovered severalartifacts from the Hithermane royal dynasty, whichleads Vogul to believe that the royal treasury is yet tobe uncovered.

The Temple has been built within an old palace.Many of the rooms retain their lofty ceilings and mar-ble pillars. It is within one of these halls that the mas-sive chest of the dragon lies exposed, and also wherethe Obsidian Altar is kept. It is upon this altar that

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KELLUS, THE BLOOD OF THE DRAGON

Male Minotaur Bbn6/Ftr6: CR 16; Size L;HD 6d8+36 + 6d12+36 + 6dlO+36; hp 200;Init +1 (Dex); Spd 40 ft.; AC 15 (+1 Dex, +4Chainshirt); Atks Battleaxe +26/+21 /+16/+11melee (1 d8+9), or +18/+13/+8/+3 ranged; SARage 2/day, fast movement, uncanny dodge (can'tbe flanked); SV Fort+18, Ref+10, Wil l +12; Str 28,Dex 12, Con 22, Int 10, Wis 16, Cha 16; AL CE.Skills: Craft +9, Handle animal +11, Hide -3,Intimidate +9, Intuit direction +11, Jump +13,Listen +11, Move silently +1, Open lock +5,Search +8, Spot+11, Swim +17, Wilderness Lore+ 11. Feats: Blind-fight, Cleave, Endurance, ImprovedCritical (greataxe), Improved Critical (quarterstaff),Improved Critical (dagger), Improved Critical (flail,heavy), Power Attack, Toughness, Two-weapon fight-ing.

initiates fully join the cult, with a bizarre offering rit-ual and a sacrifice to the Sleeping God, 2d6 templeguards and 2d4 clerics protect this area at all times.

The Voice of the Dragon, Vogul Argos, maintainshis personal quarters in a spacious hall. In the back ofthe room, where the ceiling has collapsed, a small tun-nel winds its way up to Fehl-lkkan's exposed eye. Thepriest's daily meditation involves communing withhis deity, by sitting beside the exposed eye and chant-ing in ritual prayer. It is here that he is granted hisspells, and given visions of the Sleeping God's goalsand plans. ld4 temple guards and ld4 clerics protectthis area at all times, and only invited guests ever getto visit this holy place.

The final exposed portion of Fehl-lkkan lies justoutside the palace wall. One of the creature's hindclaws has pierced the ceiling crust, appearing to theuninitiated eye as a massive stalactite hanging downfrom the roof. This is considered a holy place, one thatis used by clerics for reflection and meditation. Thisplace is a site of pilgrimage for new initiates and fullbrothers alike. Guards and clerics protect this area atall times, and acolytes and other clerics are usually inprayer.

While not outright warlike or aggressive, theObsidian Brotherhood does have a reputation fordishing out swift, harsh punishment to their ene-mies. They maintain a primarily defensive posturein underearth politics, but are currently focusingtheir attention on expanding their borders beyondthe walls of Terre Dour. The cult has made severalkey alliances that will allow it to extend its sphereof influence well into neighboring territories.

One such territory is the Deep Gnome settlementof Glitterhome. This settlement houses over 5,000gnomes, and has been their ancestral home for gen-erations. The cult wants access to the gnome minesand their wealth of precious gemstones.

Another nearby territory belongs to the darkelves. This openly hostile nation has dominated theregion for many centuries; they have systematicallyremoved all potential threats to their dominanceover the last century. While the cult is small, it doesnot represent a threat to the dark elf city. If thecultist population continues to grow as it has in thelast few years, however, it could pose a significantthreat in the foreseeable future. The drow havestarted to watch the cultists closely, perhaps consid-ering the best time to declare all out war.

Adventure SeedsThere are many methods for introducing PCs to

the Obsidian Brotherhood. A single cult memberdropped into a storyline or an adventuring partydiscovering the ruins of Terre Dour while travelingthe underearth.

• An old friend of the PCs visits them unexpect-edly one day. He nervously watches over hisshoulder, out the window, etc. When askedabout it, he replies that he woke the sleepinggod. The next morning they discover their manin his room, murdered by one of the ObsidianBrotherhood assassins.

• The PCs learn their oldest enemy has come outof hiding allied to a mysterious dragon cult.

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The PCs discover an ancient shrine dedicated toSaryn-Serrus, an ancient silver dragon whosesworn enemy is rumored to be living in anunderground temple, hoarding a vast treasury.

The PCs are approach by a wizened old sage.He believes he has discovered the location ofan ancient ruin, one that has been lost for overa thousand years — Terre Dour.

One of the PCs is kidnapped and held for ran-som. The Obsidian Brotherhood has mistakenhim for an enemy operative, and is using himto gain the upper hand on their competition.The PCs must rescue their friend before thecultists realize they have the wrong person.

One of the PCs has been cursed or geased bya powerful spellcaster and ordered to find theheadquarters of a new rival, a member of theObsidian Brotherhood. The Player charactersmust track the cultists back to Terre Dour andthen reveal the location to the mage.

The PCs find an ancient map that depicts anunderground highway and an ancient treasuretrove. They mistakenly follow the highway thatleads to Terre Dour, and must deal with whatthey find there,

The PCs become entranced by a mysteriouspublic speaker using mind-altering magic togain more followers for Fehl-Ikkan. The PCsmust discover the ruse and break out of herspell before completing their initiationritual and become permanent members ofthe cult.

One of the PCs meets a fascinating womanwho becomes inexplicably involved in his lifeand then vanishes suddenly. As he investigatesher disappearance he discovers that she becameinvolved with a mysterious underworld cult —The Obsidian Brotherhood.

The PCs discover an ancient Hithermaneartifact that teleports them deep into the ruinsof Terre Dour. Not only must they escape thenotice of the cult, but they also have to survivethe traps and pitfalls left behind by theHithermanen.

TERRE DOUR (TEMPLE)Alignment: CE1,500 gp limitPopulation: 500.Authority Figure: The Voice of the Dragon,Vogul Argos.Important Characters: The Eyes of the Dragon,Daius Rou and The Blood of the Dragon, Kellus.Others: Brothers, Clr6 (148), Acolytes, Clr2(x 200); Temple Guards, War8 (x 2), War6 (x 50),War4 (x 100).

Philosophy: Fehl-Ikkan is obsessed withwealth, power, and control, sentiments he chan-nels through Vogul and the entire brotherhood.The cultists are expected to dominate their sur-roundings - through subterfuge, cunning, ordirect physical confrontation — until there is nolonger any resistance. Within his megalomania-cal mind, Fehl-Ikkan wants nothing less thanworld domination.

Goals: The Obsidian Brotherhood is takingsteps to control the underearth and from therelaunch a campaign against the lands above. Theyare not content taking the outcasts and refugeesof other societies. Fehl-Ikkan wishes to supplantany other faith with his own and become theonly true divinity.

On a smaller scale, Fehl-Ikkan ordered thecultists to discover the whereabouts of hisarchenemy, Saryn-Serrus. His orders are to findthe legendary silver dragon, destroy him, andreturn with the treasure from the creature's lair.Vogul Argos has dedicated his time to this, hop-ing to impress his master and gain even morefavor.

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SECTION TWO:

To TOUCH THE SKYNEW USES FOR OLD SKILLSDragon hunting requires a specialized set of

abilities. Dragons are, after all, some of the mostpowerful foes adventurers face. Few creaturesmatch a dragon not only in terms of power but alsoin the flexibility and range of abilities that a dragonpossesses. To deal with a dragon, an adventurermust push his skills and abilities to their limit.

This section details new uses for some of the cored20 skills. Most of these rules are designed to showyou how a skill can be best put to use against adragon, but a few simply increase the range ofoptions and utility offered by skills.

ALCHEMY (INT; TRAINED ONLY)

Normal Use: You can concoct powerfulsubstances by combining strange, often magical,ingredients into carefully prepared mixtures. Youhave a strong knowledge of various exoticsubstances and have the training and toolsnecessary to learn the properties of those withwhich you are unfamiliar.

New Use: Organ harvesting. Your knowledge ofalchemy covers not only the properties and uses ofvarious magical substances, plants, and animals, butalso how to properly gather and prepare them. Youmay make an Alchemy check (DC 20) to removeuseful glands, organs, and other substances from thecorpse of a magical creature. If you later attempt tocreate an alchemical or magical item incorporatingthe parts you gathered, you may deduct 10% fromthe gp cost to make the item. You may also sell theingredients you collect at a price set by the GM.

For more uses of Alchemy, see the Dragon Alchemysection on page 49.

BLUFF (CHA)

Normal Use: You have a gift for making theunlikely or even unbelievable sound perfectlyplausible. Rational explanations for suspiciousactions come to your mind quickly, and you havethe oratory skills necessary to deliver your excuse ina calm manner that avoids arousing suspicion.

New Use: Flattery. You not only know how tomake yourself look good in sensitive situations, butyou also have the ability to make others feel goodabout themselves and about you. You may use Bluffto heap praise and compliments on someone,winning their trust and earning a temporary placein their good graces. You may use flattery totemporarily improve a person's reaction to you asper the Diplomacy skill. However, flattery onlyworks in small doses and for short amounts of time.After ld6 minutes, the target of your false praisereverts to his original attitude towards you, unlessyou successfully sway him with a Diplomacy check.

CLIMB (STR; ARMOR CHECK PENALTY)Normal Use: You can scale cliffs, navigate steep

mountain slopes, and scramble up a length of rope.With the proper tools and enough time, there aren'tmany obstacles that you can't overcome.

New Use: Swarm huge monster. Walls, ropes, andcliffs aren't the only things you can scale. Whenfacing a monster that is two size categories or morelarger than you, you can find purchase on thecreature and scramble up its side for a better shot atit. Using the Climb skill in this manner counts as afull-round action. Your Climb check is opposed bythe monster's strength check as it tries to buck youoff. To remain on top of the creature, you must win

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an opposed Balance versus Strength check eachround. If you fail, you tumble from the creature onits action, taking ld6 points of damage and losingyour action for that round. While atop the creature,all of your attacks against it count as if you caughtthe creature flat-footed.

CRAFT (INT)

Normal Use: You are skilledin a particular trade or art, suchas blacksmithing, candlemaking,fletchery, or weaving. You haveenough training to make a fairto prosperous living off yourskill, and often during youradventuring career you findyourself using your mundaneskills to work your way out ofa dangerous or precarioussituation.

New Use: Dragonsmithing.Dragons are such legendaryand potent threats, and theircorpses are so large and oftencomposed of so many piecesvaluable to wizards andalchemists, that an entiretrade has grown around thedisposal, preservation, andsale of dragon parts.Dragonsmithing is the art ofpreserving dragon body partsrefining organs and tanning hides forfuture use in alchemical and magicalresearch. Using this form of Craft, a charactercan use any craft skill if it revolves around craftingitems from a dragon's corpse. A character with 5 ormore ranks of Craft (dragonsmithing) gains a +2synergy bonus when using any other Craft skill towork with materials gathered from a dragon. Acharacter with 5 or more ranks in a Craft skillrelevant to what he attempts to do withDragonsmithing gains a +2 synergy bonus on hisCraft (dragonsmithing) check.

DECIPHER SCRIPT (INT; TRAINED ONLY;BARD, ROGUE ONLY)

Normal Use: You can break codes, translateancient writings and forgotten runes, and puzzleout the meaning of a letter written in language ofwhich you have no knowledge.

New Use: Create cipher. You can create codes andsimple methods for encrypting written

messages. You must be able to speakthe language that you wish to

encrypt. You can create asimple system to decode themessage with which anyoneliterate in the encoded

language can use totranslate the missive.Anyone with theDecipher Script skill canattempt to crack thecode. The DC to do thisis equal to the result ofyour Decipher Scriptcheck when creatingthe code,

DIPLOMACY(CHA)

Normal Use: Youhave the tact andcharm necessary to

win the trust ofothers. You also are

trained in various formsof protocol and know all sorts

of trivia that can be extremelyimportant in certain social situations. You'velearned the proper way to address the duke, thecorrect mode of dress for a reception dinner withthe local constable, and which fork to use wheneating the salad and which one to save for the maincourse.

New Use: Draconic protocol. Your knowledge ofetiquette does not end with your native species. Youhave learned the basic modes of conduct and

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address that dragons express from what they viewas the lesser species. You know how to presentyourself to a dragon and what it expects from you interms of social obligations.

JUMP (STR; ARMOR CHECK PENALTY)Normal Use: Through exercise and training,

you've managed to increase the distance and heightthat you can leap through the air. This skill coversnot only raw strength, but the balance, flexibility,and agility necessary to make lengthy jumps.

New Use: Leap into the saddle. With a successfuljump check, you can leap onto the back of aquadrupedal creature and maintain this position.Your Jump check must allow you to leap highenough to clear the creature. Each round, if thecreature attempts to throw you from its back youmust beat its Strength check with your Balancecheck. While on the creature's back, all attacks youmake against it count as if you caught the creatureflat footed.

PICK POCKET (DEX; TRAINED ONLY;ARMOR CHECK PENALTY)

Normal Use: You can steal items from others'belt pouches or pockets and hide them on yourselfwith drawing notice. You can also palm objects thatare left out in the open without others' taking noteof your action.

New Use: Plant object. Just as you can secretlylift an object from someone's person, you can alsodrop a small item no larger than a your hand andweighing no more than a 5 pounds. On a successfulcheck, your victim is completely unaware that henow carries the item that you have placed on him.On a failed check, he notices the item and realizesthat you tried to place it in his pocket.

SEARCH (INT)

Normal Use: This skill allows you to find secretdoors, hidden treasure caches, and trickcompartments. You know the telltale signs of ahollow space, and have some experience with thetypical construction used in creating hidden

features. You have developed your eye for detail andare good at picking out slight irregularities in wallsand other structures that often indicate a hiddencatch or door.

New Use: Stash item. Search allows you not onlyto find hidden items, but it gives you the ability tosecret your own possessions out of plain sight.When you attempt to hide an item, make a Searchcheck. The result of the skill check is the DC of theSearch check needed to find the item.

SPEAK LANGUAGE (NONE; TRAINED ONLY)

Normal Use: You are fluent in a language, andunless you are a barbarian you can read and write.

New Use: Speak dialect. You have a workingknowledge of the particular usage and slang of alanguage common in a specific region or timeperiod. In order to gain this knowledge, you must beable to speak the base language from which thedialect is derived and you must spend 1 skill point

NEW FEATS

ANIMAL FRIEND [GENERAL]

You quickly form an empathic relationship withunintelligent animals, relying on your naturaltalent and charisma to form tight bonds with them.In particular, you are extremely adept at handlingand training newborn creatures of all types, fromdogs to dragons.

Prerequisite: Cha 13+Benefit: You gain a +2 competence bonus to

Animal Empathy and Handle Animal checks.

AREA OF EXPERTISE [GENERAL]

You have done tremendous amounts of researchinto a single area. Not only have you poured a lot ofenergy into the academic study of the subject, butyou are also well-connected to the current rumorsand news concerning that topic.

Prerequisite: Int 13+Benefit: You gain a +2 competence bonus to

Knowledge checks in your chosen field. In addition,

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when using Gather Information to uncover rumorsconnected to your area you gain a +2 competencebonus.

Special: You can gain this feat multiple times. Itseffects do not stack. Each time you choose this feat,you gain it in a new area of study. You may chooseany topic covered by a Knowledge skill for this feat.

CONCEAL WEAPON [GENERAL]You are adept at keeping a weapon hidden on

your person in such a way that you can draw itwithout any undue trouble. You often have to gointo areas where openly wearing weapons isfrowned, or you have often hidden a weapon in easyreach in order to get the drop on an opponent.

Prerequisite: Int 13+Benefit: You gain a +2 competence bonus to

Bluff checks to convince someone that you areunarmed or to hide a weapon on your person. Youmay draw a hidden weapon as a move-equivalentaction rather than retrieving it as a stored item.

Normal: Pulling out a hidden weapon normallycounts as a retrieving a stored item, which draws anattack of opportunity. This feat makes that actionthe equivalent of drawing a weapon, which doesnot provoke an attack of opportunity.

Special: If you have theQuick Draw feat, drawinga hidden weapon is afree action and you gaina +2 bonus for the firstattack. In addition, if yousucceed at a Bluff checkduring this first attack,your opponent it caughtflat-footed. This Bluffcheck is a free action.

CONTORTIONIST[GENERAL]

You are adept at contortingyourself in order to escape thegrasp of others.

Prerequisite: Dex 13+

Benefit: You gain a +4 competence bonus to allEscape Artist checks made to escape a grapple attackor to avoid being swallowed whole by a largemonster.

DRAGON FRIEND [GENERAL]You, your ancestors, your relatives, or an ally has

a strong, friendly relationship with a dragon. Whilethe dragon is not at your beck and call, you'vegrown up around a dragon and are used to dealingwith them. Their unique psychology andmotivations are familiar to you, and you considerthem to be as familiar as the adventuring races.

Prerequisite: Cha 13+, Int 13+, Ability to SpeakDraconic

Benefit: When confronted by a dragon, you gaina +2 competence bonus to Diplomacy checks andsaves against the dragon's frightful presence. Inaddition, you can consult with your allied dragon

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for aid. It is capable of casting spells for you at thenormal gp rate charged by NPC spell casters. Thedragon never aids you in your adventures, but itmay offer advice and other support. The dragonlikes you, but it does not risk its life for you.

Special: You must take this feat at 1st level. Youmay take it at later levels only if the GM rules thatyou've earned a dragon's friendship through play.

DRAGONSMITH [ITEMCREATION]

You are a master ofdraconic anatomy and haveacquired a comprehensiveknowledge of the variety ofmagical weapons, armor, and otheritems that can be created from a dragon'sbody.

Prerequisite: Caster level 3rd+, andItem Creation feat.

Benefit: If you have access to a recentlyslain dragon, you can produce magical itemsfor 25% less than the standard gp costfor creating the item. In addition,you gain a +2 competencebonus to any Craft checksnecessary to complete theitem. However, if a dragon isaware of your chosen craft, itimmediately treats you as hostile,

Special: This book details agreat number of items andalchemical concoctionsthat can be created withdragon parts. See page 49for more details.

EMISSARY [GENERAL]

You readily make an empathic bond with strangeanimals and alien, magical creatures. Your bearingand actions set them at ease, and you often findalien creatures warming up to you with little efforton your part.

Prerequisite: Cha 13+

Benefit: You gain a +2 competence bonus toDiplomacy and Charisma checks made whendealing with non-humanoid creatures. Of course,you must have some way to communicate with the

creature in order for this bonus to be effective.

FEARLESS [GENERAL]

You have a strong grip on your nervesand are very difficult to terrify. Whether

it's through experience or sheerstubbornness, you shrug off fear and

continue you on your way,uneffected by even the mostfearsome beasts.

Prerequisite: Iron WillBenefit: You gain a -f-3

competence bonus to allsaves versus fear effects.

GREEDY EYES [GENERAL]

You have an extraordinary skill forrapidly assessing the value of antiques,heirlooms, and other potentiallyvaluable items. While your rapidestimate is not as reliable as a carefullyconsidered inspection of an item, itdoes well enough in a pinch, such aswhen you've sneaked into a dragon'slair and need to quickly figure outwhich of its treasures are the mostvaluable.

Benefit: You need only 1 round,rather than a minute, to make an

estimate of an item'svalue. However, when

appraising a value thisquickly, you suffer a-2 penalty to your

Appraise check. In addition, you do not gain abonus for using a magnifying glass or merchant'sscale to assess an item.

Normal: It takes 1 minute to judge an object'svalue with the Appraise skill.

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GRIM DETERMINATION [GENERAL]When others turn and flee in the face of

overwhelming odds or an unearthly horror, you'veonly just begun to fight When exposed to magicalfear, something inside you snaps and fills you withan even greater determination to overcome yourfoes.

Prerequisite: Fearless, Iron WillBenefit: When you make a successful save

against any fear effect, you gain a +2 competencebonus to hit against the source of the fear. Thisbonus lasts until the encounter ends or until youmiss another saving throw against fear. Aftermissing a fear save, you cannot use this feat for 24hours as your self-confidence is too rattled for youto focus yourself,

HAMSTRING [GENERAL]Choose one type of weapon. You have acquired

specialized training in fighting large creatures withthat weapon, either imparted to you by anaccomplished weapon master or gained on thebattlefield through first hand experience. You arefamiliar with the vulnerable portions of a largecreature's lower body and can injure its legs in away that leave it crippled.

Prerequisites: Str 13+, Power AttackBenefit: When you score a critical hit against a

large creature, you may choose to cut its movementin half instead of dealing extra damage to it. Youslash the creature's leg tendons and muscles, badlyhobbling it. This penalty lasts until the creature ishealed back up to its maximum hit points. Thisattack violates a paladin's code.

INVINCIBLE [GENERAL]When things are at their worst, you are at your

best. You have a core of mental toughness thatallows you to ignore pain that normally woulddisrupt your concentration and leave you reeling. Infact, pain helps you focus on the task at hand andimproves your performance.

Prerequisite: Iron Will, ToughnessBenefit: When you are reduced to half your

maximum hit points or less, you gain a +1 moralebonus to attacks and skill checks and a +2 moralebonus to damage.

LIGHT FOOTED [GENERAL]You are extremely light on your feet. While you

aren't any stealthier than the average person, yourfootsteps are much more difficult for creatures withthe tremorsense special ability or who rely onvibrations and other subtle hints to detect acreatures presence.

Prerequisite: Dex 13+Benefit: Against creatures with the tremorsense

ability, you are allowed to make a Move Silentlycheck to avoid being detected.

Normal: Tremorsense allows a creature toautomatically detect all movement within range ofits ability.

Special: Against dragons or other creatureswhich rely on their keen sense of their environmentto detect enemies, you gain a +2 competence bonusto Move Silently checks.

NON-THREATENING [GENERAL]You have a timid, harmless manner that causes

large, powerful creatures (such as dragons) tounderestimate the threat that you pose. They lookon you as an easily crushed victim not worth theeffort,

Prerequisite: Size small or lowerBenefit: When dealing with intelligent creatures

of size large or higher, you gain a +2 competencebonus to all Bluff and Diplomacy checks. Inaddition, if you have no weapon drawn and havemade no hostile moves against such a creature, itignores you in favor of other targets in combat. Notethat if the creature has some reason to suspect thatyou are more powerful than you seem (perhaps ithas heard rumors of your prowess) you lose thebenefit of this feat. For example, if in battle youchoose to move into flanking position, the creatureassumes that you are merely a coward who's tryingto avoid direct combat. In order to avoid thecreature's attention, you must make a Bluff check

Page 33: AEG - Dragons

opposed by its Sense Motive check. This ability canbackfire, however, if the target enjoys bullyingsmaller, weaker foes.

RESOURCEFUL [GENERAL]

You have a peculiar sort of luck: whenever youreach into your backpack, a sack full of gear, or anyother crowded collection of junk, you always manageto pull out exactly the item you are looking for.

Benefit: You may pull one item out of yourbackpack, belt pouches, or any other easilyaccessible container as a free action. If the containeris tightly closed, you must use a move-equivalentaction in order to retrieve any item from it.

Normal: Pulling an item out of a sack, pouch, orother container is a move-equivalent action.

SOCIAL SCOURGE [GENERAL]You are the master of the subtle put-down. With

a few words, you can leave a rival sputtering andflushed with embarrassment, and onlookers amusedby your cutting remarks.

Prerequisite: Cha 13+Benefit: When someone attempts a Diplomacy

check in your presence, you may use this feat toimpose a -5 morale penalty to that check. To inflictthe penalty, you must beat your opponent'sDiplomacy check with your own.

SUNDER NATURAL WEAPON [GENERAL]

You have experienced many battles against wildanimals and vicious monsters that fight with clawsand fangs. You've learned a few special moves thatallow you to cripple a creature's natural attacks.

Prerequisite: SunderBenefit: When fighting a creature of large or

greater that fights with natural weapons, such asclaws, a bite attack, or a bludgeoning tail, you maychoose to partially cripple one of those attacks.When you score a critical hit against such acreature, you may choose to inflict a -2 penalty toone of the creature's natural attacks rather thandeal extra damage. This penalty lasts until thecreature is healed to its maximum hit points.

TAUNT [GENERAL]Your have a wicked sense of humor and can create

scathing, incisive jibes at the drop of a hat. Mostpeople are leery of getting on your bad side, thoughsometimes you have to hold your tongue in order toavoid getting in trouble with those in power.

Prerequisite: Charisma 13+Benefit: In combat, you can throw off your

opponent's guard by delivering a devastating insultthat enrages him. Make a Charisma check opposedby your opponent's Wisdom check. If you succeed,your opponent gains a +1 morale bonus to hit and a-1 morale penalty to his armor class as he wildlyattacks you. If you are not in melee with youropponent, he ignores all other targets to attack you.This ability counts as a mind-influencing effect. Youmust speak in a language that your targetunderstands for this to work.

PRESTIGE CLASSESAIR LORD

Air lords are warriors, wizards, and others whohave chosen to specialize in fighting from the backof a flying creature. While many nations have anelite unit of flying cavalry, air lords are the best ofthe best. They form a deep bond with their mounts,often choosing to team up with an intelligent,flying creature such as a dragon or a sphinx. Airlords also learn not only the tactics and skillsnecessary to fight in the sky, but also a few mysticalsecrets that allow them to become much moreeffective in their chosen vocation.

Adjusting to a fight in the air can be a tryingexperience for a warrior used to looking for foes inonly two dimensions. Many rookie fliers movethrough the air, oblivious to threats from below orabove. Air lords specialize in mastering thesetactics, honing their senses to detect enemies beforethey are a threat and mastering the combatmaneuvers necessary for victory in the air.

Air lords often gather together in knightly orders,passing along their secrets from generation togeneration. Evil organizations act as mercenary

Page 34: AEG - Dragons

bands, serving the highest bidder and swoopingfrom the skies to raid and pillage when work isscarce. Those orders dedicated to good serve asprotectors of the skies, seeking to purge them of eviland striking at the forces of darkness from above.

Not all air lords come from a martial background.Spell casters, especially those who revel in battle,often take to the air in order to place themselves outof harm's way while still being able to rain theirspells upon the enemy.

Hit Die: d10

RequirementsTo become an air lord, a character must meet the

following requirements:Balance: 4 ranksRide: 8 ranksFeat: Mounted CombatSpecial: To become an air lord, you must subdue

a flying monster in single combat. The monstermust be at least CR 5.

Class SkillsThe air lord class skills (and the key ability for

each) are Balance (Dex), Climb (Str), Craft (Int),Handle Animal (Cha), Intuit Direction (Wis), Jump(Str), Ride (Dex), Spot (Wis), and Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Class FeaturesAll of the following are class features of the air

lord prestige class.

Weapon and Armor Proficiency: Air lords gainproficiency with light and medium armor, simpleand martial weapons, and all shields.

Aerial Mount: An air lord must, of course,acquire a flying mount in order to maximize hisabilities. An air lord forms a bond with the flyingcreature that serves as his mount. Though this bondis non-magical in nature, many flying creatureshave near-human intelligence. Intelligent flyingcreatures see themselves as the air lord's partner.They are formed in a team to maximize each other'scombat abilities.

At 2nd level, the air lord may choose any flying,non-dragon creature of CR 3 or less to serve as hismount. The creature must be large enough to bearthe air lord, and it cannot have an alignmentcomponent opposite from the air lords. A lawfulgood air lord cannot select a chaotic or evil mount,nor can a chaotic evil air lord choose a good orlawful one.

At 5th level, the air lord's fame attracts a morepowerful mount, should he choose to accept its offerof alliance or service. The air lord may choose amount that is CR 6 or lower. The same restrictionsapply.

At 10th level, the air lord attracts a still morepowerful mount. He may select a mount that is CR10 or lower, and he may now choose to ally with adragon that is compatible with his alignment.

AIR LORD ADVANCEMENT TABLELevel123456

78910

Attack+1+2+3+4+5+6+7+8+9+10

Fort+2+3+3+4+4+5+5+6+6+7

Ref+2+3+3+4+4+5+5+6+6+7

Will+0+0+1+1+1+2+2+2+3+3

SpecialImproved aerial rider, Bonus featAerial mountSwoop attackFeather fallImproved aerial rider, improved mountBonus featAerial awarenessSummon air elementalImproved aerial riderBonus feat, improved mount

Page 35: AEG - Dragons

The air lord must take proper care of his mount.If the mount suffers ill treatment or is treated as adisposable asset by the air lord, it leaves his service.If an air lord loses his mount, he may not acquire anew one until he gains a new level. At that point,he must make a Charisma check (DC 15) or attracta mount with a CR Id4 less than his old one. If theCR is below 0, the air lord fails to attract a newmount. If the air lord is part of a military order, hissuperiors refuse to entrust a valuable flying creatureto his care. If he is an independent, no flyingcreature chooses to ally with someone who treatshis followers badly. After failing one check, the airlord automatically gains a new mount with a CR nogreater than half his old mount's when he gains hisnext level.

At the DM's option, the air lord mayautomatically gain a new mount with a CR equal tohis old one if it died in the line of duty or fell victimto circumstances beyond the air lord's control.

The air lord's mount is a fully independentNPC. While some mounts, such as griffonsor wyverns, are no more intelligent thana horse, the more powerful flyingcreatures such as dragons orsphinxes treat their riders asfriends and allies, not masters,

Improved Aerial Rider:The air lord mastersthe art of

handling airborne mounts such as griffons, pegasi,or dragons. When using the Ride skill to handle aflying mount, the air lord gains a +3 competencebonus to all skill checks while riding a flyingcreature. This bonus increases to +5 at 5th level and+8 at 9th.

Bonus Feats: Much like the fighter class, the airlord gains bonus feats as he gains levels. At thelevels indicated, the air lord may choose a bonusfeat from the following list: Alertness, ImprovedCritical* Improved Initiative, Mounted Combat(Mounted Archery, Trample, Ride-By Attack,Spirited Charge), Point Blank Shot (Far Shot,Precise Shot, Rapid Shot, Shot on the Run), PowerAttack (Cleave, Improved Bull Rush, Sunder, GreatCleave), Quick Draw, Skill Focus, Weapon Finesse,*Weapon Focus,* Weapon Specialization.*

An air lord faces a few restrictions on how he canchoose his bonus feats. Any feat marked with an

Page 36: AEG - Dragons

asterisk (*) must be chosen for use with the lance.The Skill Focus feat may only be chosen for the airlord's class skills.

Swoop Attack: At 3rd level, the air lord mastersthe ability to make a devastating attack aerial strikeagainst ground targets. The air lord's mount isconsidered to have the Flyby Attack feat as long asthe air lord controls the mount 's movement. Whenthe mount uses Flyby Attack against a target, the airlord scores double damage with any attacks hemakes against that same target. This bonus damagestacks with the Spirited Charge feat,

Feather Fall: Air lords learn not only the martialskills necessary to fight in the sky, but also a fewmagical secrets to help protect themselves andothers. At 4th level, an air lord acquires apermanent feather fall effect. No matter whatheight he falls from, the air lord gently drifts to theground.

Aerial Awareness: While airborne, the air lordhas an almost intuitive feel for the area around him.He constantly scans in all directions, including upand down, for potential enemies. While airborne,the air lord gains a +2 competence bonus to allListen checks and a +4 bonus to all Spot checks.

Summon Air Elemental: Once per day, the airlord may summon a small allied air elemental as perthe Summon Monster spell cast by a 8th-levelsorcerer.

DRAGON SLAYER

Where men and dragons have crossed paths,dragon slayers emerged. A combination ofdevastating martial prowess and insane bravery, adragon slayer dares to stand against dragons andother titanic beasts that threaten to single-handedlydestroy towns and level fortresses.

A dragon slayer focuses on dealing massiveamounts of damage in as short a time as possible.Unlike other specialized fighters, such as dwarvenshock troops, dragon slayers willingly placethemselves in dangerous situations merely to improvetheir chance of getting in that one lucky blowFighting wyrms is a nasty, brutish business. A singleflick of a dragon's claw can disembowel even thestoutest warrior. A dragon slayer concentrates onmaximizing his opportunities, trying to deal acrippling wound before the dragon can finish him off.

The fame and fortune that accompany the victoryof the slayer are often enough to provide for acomfortable living, but soon enough news spreadsof a new draconic threat, and the dragon slayer,whether he relishes his role or not, finds all eyesturning expectantly towards him.

Hit Die: d10

RequirementsTo become a dragon slayer, a character must meet

the following requirements:Base Attack Bonus: +5Feats: Iron Will, Power Attack

Level12345678910

Attack+1+2+3+4+5+6+7+8+9+10

Fort+2+3+3+4+4+5+5+6+6+7

Ref+2+3+3+4+4+5+5+6+6+7

Will+0+0+1+1+1+2+2+2+3+3

SpecialImproved power attackLatch attackFearless (+4 save)Penetrating blowImproved critical vs. dragonsAura of invincibilityRelentless attackFearless (immune)Spot vulnerabilityImproved penetrating blow

DRAGON SLAYER ADVANCEMENT TABLE

Page 37: AEG - Dragons

Special: In order to become a dragon slayer youmust help defeat a dragon in combat. This dragoncan be any size, but it must be a chromatic ormetallic dragon.

Class SkillsThe dragon slayer class skills (and the key ability

for each) are Climb (Str), Craft (Int), HandleAnimal (Cha), Intimidate (Cha), Jump (Str), Listen(Wis), Ride (Dex), Spot (Wis), and Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Class FeaturesAll of the following are class features of the

dragon slayer prestige class.Weapon and Armor Proficiency: A dragon

slayer is proficient with all simple and martialweapons, all shields, and all armor.

Improved Power Attack: The first lesson adragon slayer learns is how to make each blowcount. When using the Power Attack feat, thedragon slayer doubles the damage bonus he receivesfrom that feat.

Latch Attack: Dragon slayers perfect the artof turning a disadvantage into an advantage.

When a huge or larger creatures hits them witha claw, bite, or other physical attack, the dragon

slayer grabs hold of the attacking limb, latches ontight with one hand, and uses theother to deliver a devastating seriesof blows against his opponent.

When a dragon slayer is attacked by ahuge or larger creature, he may use a held

action to attempt a touch attack on the creature. Ifthe attack is successful, the dragon slayer finds afoothold on the creature's limb. For all subsequentattacks against the creature, he gains a +4 bonus tohit and damage. However, the dragon slayer loses allDexterity and Dodge bonuses to his AC. Thecreature may shake the dragon slayer free byspending a full round action and winning anopposed Strength check against the dragon slayer. Ifthe dragon slayer loses this check, he immediately

tumbles to the ground and takes falling damageas normal.

Fearless: Facing down several tons of scales,claws, fangs, and fiery death requires a bit morethan a hero's normal dose of courage and discipline.Dragon slayers gradually lose their sense of self-preservation, having become so experienced atrisking life and limb against titanic foes that theyacquire an almost casual indifference towardsdeath. At third level, a dragon slayer gains a +4bonus to all fear effects. At eighth level, dragonslayers become completely immune to fear.

Page 38: AEG - Dragons

Penetrating Blow: Creatures as big as dragonsliterally have several feet of scales, muscles, bones,and tendons between a dragon slayer's blade and avital organ. Dragon slayers learn not only how toinjure their enemies, but how to follow up on awound in such a way as to maximize the pain anddamage they inflict. Whenever a dragon slayer rollsthe maximum possible value on a damage die witha melee or missile weapon against a huge or largeropponent, he may immediately re-roll that die andadd the result of the second roll to the first. Unlikecritical hits, the dragon slayer does not double anyStrength, magic, or other bonuses to his damageroll, if the dragon slayer wields a weapon that usestwo or more dice for damage, re-roll and add eachindividual die that yields a maximum value. Forexample, a dragon slayer armed with a greatsword(2d6 damage) re-rolls and adds each time either orboth dice come up a six. If the dragon slayer rolleda 2 and a 6, he would re-roll the 6 and add the resultto the 8 he initially rolled. If he rolled two 6s, hewould re-roll both dice and add them to the 12 herolled.

Aura of Invincibility: A dragon slayer becomesso sure of himself and his purpose that his limitlessreserves of confidence spill over to those aroundhim. His reputation as a dragon killer andunbeatable warrior serves to inspire confidence inhis allies. If the dragon slayer spends a free actioneach round encouraging his allies and taunting hisfoes, his allies gain a +1 morale bonus to all attacksand saves. Against dragons, this bonus increases to+2.

Relentless Attack: Dragon slayers become sofocussed on the task at hand that not even deathitself can slow them down. When a dragon slayer isreduced to 0 or fewer hit points in combat, he maymake a Fortitude save (DC 25) each round tocontinue fighting as normal. The DC of this saveincreases by 2 for each round that the dragon slayerspends below 0 hit points. As soon as the dragonslayer spends a combat round without making anattack, he collapses as per the standard rules forcharacters at or below 0 hit points.

Spot Vulnerability: At 9th level, the dragon slayerhas completed the study of dragonkind and hasmastered the art of picking out vulnerable points in adragon's body. With a successful Spot check (DC 20)a dragon slayer can pick out a single unarmored pointon a dragon's body. Striking at that point incurs a ~4penalty to hit, but the dragon does not receive thebenefit of its natural armor for that attack. If thedragon slayer can attack more than once per round,only one of his attacks incurs this bonus.

Improved Penetrating Blow: The dragon slayermay now continue to roll and add damage dice solong as he rolls the maximum result on the die. Heno longer is limited to a single bonus die roll. Thisability otherwise functions as per the penetratingblow ability

STUDENT OF THE DRAGONLegend has it that in isolated monasteries

dragons take the form of men and practice themartial arts amongst the unwitting monks intraining. The draconic form does not lend itself tothe fighting style practiced by most monks, butwhile in human form dragons can attain the samelevel of skill as the most renowned masters ofunarmed combat. Over time, the dragon monksdeveloped their own form of martial arts, drawingupon what they learned during their time in themonasteries and combining it with ancient dragonmagic and the secrets of draconic fighting styles.

Some of these dragons were not content merelyto develop these new forms of martial arts inisolation and yearned to pass their teachings alongto human students. Thus, the Students of theDragon were born. Students of the Dragon learn tomodel their lives and fighting style after thedraconic founders of their schools. They seekinsights into the dragon mind that allow them totap into their own potential. Like standard monks,they focus their ki energy to perform amazingphysical feats that are normally impossible withoutthe aid of magic. However, Students of the Dragonlearn to focus their ki to duplicate the abilities andskills mastered by dragons.

Page 39: AEG - Dragons

Some monasteries the follow the path of thedragon pass along knowledge first given to themcenturies ago by a dragon sensei (master) of themartial arts who has long since left the humanmonks to their own devices. Other schools remainin contact with the dragons that originally impartedtheir teachings to the monastery. Evil dragons oftenuse allied monasteries as recruiting grounds forhumanoid lieutenants to serve in their dark hosts,while good dragons see the monasteries theyhelped create as important bulwarks against thegrowth of evil. The hatred between good andevil schools of the dragon is as deep as it isancient.

Hit Die: d8

RequirementsTo become a Student of the Dragon, a character

must meet the following requirements:Base Attack Bonus: +7Knowledge (arcana): 13 ranksFeat: Improved Unarmed StrikeLanguage: Draconic

Class SkillsThe Student of the Dragon class skills (and

the key ability for each) are Balance (Dex),Climb (Str), Concentration (Con), Craft(Int), Diplomacy (Cha), Escape Artist (Dex),Hide (Dex), Jump (Str), Knowledge (arcana)

(Int), Listen (Wis), Move Silently (Dex),Profession (Int), Swim (Str), Tumble (Dex).

Skill Points at Each Level: 4 + Intmodifier.

Class FeaturesAll of the following are class features of the

Student of the Dragon prestige class.Weapon and Armor Proficiency:

Students of the Dragon gain no additionalproficiencies with armor, weapons, or shields.Wings of the Dragon: As a dragon

effortlessly glides through the air, the studentlearns to stride through the skies, raining blows

upon his helpless enemies trapped on the groundbelow. The student of the dragon'sjumping distance is no longer limitedby his height. In addition, the student

may move as if he had perfect airmaneuverability while jumping, allowing him

to move around corners or hover in place. Thestudent must still land at the end of his movement,although the surface area need be no larger than 4ft. wide. Running across water is also possible aslong as the student does not stop on water.

Strength of the Dragon: The dragon's claws areas hard as steel and as sharp as any blade. Thestudent learns to make his fists and feet into amatch for any metal weapon. When using his barehands to attack an object of any sort, the student ofthe dragon rolls double damage and doubles all

Page 40: AEG - Dragons

damage modifiers. In the event of a critical hit, thismultiplier stacks with the crit's multiplier.

Eyes of the Dragon: The student is at home inboth night and day, light and dark. At third level,the Student of the Dragon gains Darkvision with arange of 60 ft..

Fist of the Dragon: The dragon's inner strengthis reflected in his mighty breath weapon. As thedragon focuses his inner strength and transforms itinto pure energy, so too does the Student of theDragon focus his ki into his fists. When the Studentof the Dragon gains this ability, he must choose oneof the following energy types: acid, cold, fire, orlightning. When making a barehanded attack, theStudent of the Dragon may elect to deal damage ofhis chosen type.

Tactics of the Dragon: One of a dragon's mostfearsome attacks is to swoop down on its enemiesand attack them from above. The student of thedragon learns to soar through the air and rain blowson his opponents from above. When using theWings of the Dragon ability, the student may, at anypoint in his movement, us a standard attack actionto make a melee attack.

Roar of the Dragon: A dragon's majestic,overwhelming presence inspires terror in itsenemies. The student of the dragon learns to focushis ki and unleash it in a 60 ft. cone of energy thathas the same effect as a cause fear spell to all caughtwithin the cone. The DC to save against this effect

is equal to 10 + the student of the dragon's level.The student of the dragon may use this ability threetimes per day.

Fury of the Dragon: Once a student hasmastered the ways of the dragon, he has finallyproven that he possesses the strength of mind anddedication to the martial arts to be entrusted withthe final secret of the dragon. While the dragon is abrilliant strategist who relies on foresight andwisdom to defeat his foes, his raw physical fury isunmatched by any living creature. The Student ofthe Dragon learns how to tap into his primal angerand manifest the true fury of the dragon. This abilityallows a Student of the Dragon to increase thecritical multiplier of his open handed attacks to x3.

Thunder of the Dragon: This devastating attack isthe natural progression of the student's emulation ofa dragon's ability to strike from the heavens. Thestudent of the dragon leaps straight up into the airand plummets back towards the earth, delivering acrippling kick to a single opponent as he drives hisfoot into his foe. The student must have enoughspace to leap 20 ft. into the air, and may only use thisattack against an opponent who is within 5 ft. of hisstarting spot. The student attacks with the fullattack action, gaining multiple attacks if applicableagainst his single target. The student gains a +4bonus to hit and deals double normal damage. Inaddition, the student's impact generates a wave ofthunderous energy that acts as a sound burst spell

Level12345678910

Attack+1+2+3+4+5+6+7+8+9+10

Fort+2+3+3+4+4+5+5+6+6+7

Ref+2+3+3+4+4+5+5+6+6+7

Will+2+3+3+4+4+5+5+6+6+7

Damd8d10d10d10d12d12d12d20d20d20

SpecialWings of the dragonStrength of the dragonEyes of the dragonFist of the dragonTactics of the dragon, ki strike +2Roar of the dragonFury of the dragonKi strike +3Thunder of the dragonSpirit of the dragon

STUDENT OF THE DRAGON ADVANCEMENT TABLE

Page 41: AEG - Dragons

cast as a cleric of the student's level, centered on thestudent's point of impact. A student of the dragonmay use this ability three times per day

Spirit of the Dragon: The student of the dragonhas mastered the air. He may now fly at his standardmovement rate with perfect maneuverability. Whileflying, he may use his tactics and thunder of thedragon abilities as normal.

Note: The Student of the Dragon's base attackbonus is added to both his armed and unarmedattack bonuses.

WYRMFOEMagic flows through a dragon's body, permeating

its blood and soul. Dragons practice magic with anatural ease. Even the most dimwitted dragon canproduce magical effects that human mages mustspend years working to perfect. So powerful are adragon's natural enchantments that after breedingwith humanoids, their legacy lingers on forgenerations afterward, shining through therelatively mundane blood of humans, elves,dwarves, and other races.

In ages past, a secretive cabal of human wizardsworked to unlock the secret of their counterparts,the sorcerers. The wizards theorized that bycombining the natural potential of a sorcerer withthe understanding and craftsmanship of their ownwizardly art, they could produce a new school ofmagic more powerful than either path. After yearsof work, the cabal created a series of rituals bywhich they could improve their own powers. Theserituals were not without their price. First, theycaused the slow degradation of their practitioner'sform, though they did boost his magical skills.Second, the rituals required them to consume theblood of a freshly killed dragon. Undaunted, thecabal named themselves the wyrmfoes andproceeded to master their new strain of magic.

Today, few wyrmfoes walk the earth. Their brandof magic requires them to defeat and kill dragons ata steady pace. The inherent dangers in thatenterprise keep their numbers rather low. However,the rituals perfected by the wyrmfoes take a terrible

toll on their bodies, leaving many of them wastedhusks or raving madmen. Still, enough ambitious,would-be archmages are drawn to path to ensurethat it never completely dies out. The siren call ofmagical power is as tempting now as it was in theancient past when the wyrmfoes first set downtheir theories.

Beginning wyrmfoes show few side effects forthis school of magic, but over time they slowlybegin to lose their hair, develop a variety of chronicillnesses, and lose their physical strength andstamina. The power of dragon blood is too great fora mere mortal vessel to contain.

Most sages believe that wyrmfoes are simply mageswho seek out and battle dragons, operating much likea dragon slayer but favoring magic over swords andarmor. Few sages know that wyrmfoes hunt dragonsfor often less than noble reasons and fewer stillsuspect the true nature and source of their magic.

Hit Die: d4

RequirementsTo become a wyrmfoe, a character must meet the

following requirements:Special: Ingest two pints of blood collected from

a dragon that is either still alive or that died nomore than 8 hours before ingesting the blood.

Special: Find a copy of the Book of Dragon'sBlood. This tome is a series of cured dragonskinpages bound in dragon hide that contain the ritualsdetailing how to purify and consume dragon bloodin order to draw upon its magical power.

Special: Once a year, the wyrmfoe must kill adragon and ingest at least two pints of its blood. Ifthe wyrmfoe fails to do this, he loses his wyrmfoeabilities at the rate of one special ability per week,starting with his highest level ability and workingdownward. The wyrmfoe retains any hit points,spell caster levels, base attack bonuses, or savingthrow bonuses gained from the wyrmfoe prestigeclass.

Page 42: AEG - Dragons

Class SkillsThe wyrmfoe class skills (and the key ability for

each) are Alchemy (Int), Concentration (Con),Craft (Int), Knowledge (all skills, takenindividually) (Int), Profession (Wis), Scry (Int,exclusive skill), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class FeaturesAll of the following are class features of the

wyrmfoe prestige class.Weapon and Armor Proficiency: Wyrmfoes

gain no additional proficiency with armor,weapons, or shields.

Spells: A character gains a level of spell castingin any of his previous classes when he gains a levelin wyrmfoe. If the character had no previous spellcasting ability, he gains a level of sorcerer spellcasting ability. Thus, a 9th-IeveI rogue/4th-levelwyrmfoe would have the spell selection and spellsper day of a 4th-level sorcerer.

Dragon Magic: Imbued with the blood ofdragons, a wyrmfoe can wield magic with muchmore skill than a normal spell caster. At first level,the wyrmfoe may subtract 1 from the number oflevels a metamagic feat adds to a spell for purposesof preparing it. The wyrmfoe may also cast all spellsas if he were one level higher in the appropriatecasting class. The wyrmfoe may choose to eitherreduce the cost of a metamagic feat or make a spellmore effective; he may not choose to do both for a

single spell. Note that this improved casting leveldoes not grant him extra spells per day. It onlymakes the spells he casts more effective. Example: A6th-level wizard/1st-level wyrmfoe has the spellcasting ability of a 7th-level wizard, but forpurposes of determining the effects of his spells,such as range, damage, or duration, he counts as an8th-level wizard.

This ability becomes more powerful as thewyrmfoe gains levels. At 4th level, he may subtracttwo from the levels a metamagic feat adds to a spelland add two to his effective casting level fordetermining the effects of a spell. This modifierrises to three at 7th level and four at 10th. Use ofthis ability may not reduce the level of a spell belowits printed level.

Dragon magic does not come w i t h o u t a price.First, the wyrmfoe must drink two pints of dragonblood from a living wyrm or a dragon that has beendead for no more than 8 hours once per year. Inaddition, this ability degrades the wyrmfoe'sphysical form while enhancing his mental abilities.At each odd-numbered wyrmfoe level, the characterloses two from the highest of his Strength,Dexterity, or Constitution attributes. If two scoresare tied, randomly determine which of the twodecreases. At 4th and 8th level, the wyrmfoe gainstwo points in Intelligence, Wisdom, or Charisma(player's choice.)

WYRMFOE ADVANCEMENT TABLELevel12345678910

Attack

+0+1+1+2+2+3+3+4+4+5

Fort

+0+0+1+1+1+2+2+2+3+3

Ref+2+3+3+4+4+5+5+6+6+7

Will+2+3+3+4+4+5+5+6+6+7

SpecialDragon magicDragon clawsDamage resistanceDragon magicDragon creature typeDamage resistanceDragon magicDamage resistanceDragon breathDragon magic

Page 43: AEG - Dragons

Dragon Claws: Over time, the mutating effect ofthe wyrmfoe's rituals and the dragon blood he hasconsumed subtly change his physical form. Hedevelops sharp claws on his hands that allow him todeal ld6 points of lethal damage with his barehands. A monk who gains this ability receives a +1bonus to his open handed damage.

Damage Resistance: At third level, thewyrmfoe's body begins to adapt to the presence ofdragon blood and develops a resistance to aparticular form of energy. This supernatural abilitygrants the wyrmfoe 10 points of damage resistanceto fire, acid, or cold. The wyrmfoe must choose theenergy type upon attaining third level and cannotchange to a different type after making his choice.At sixth level, the DR increases to 15 points and ateighth it increases to 20.

Dragon Creature Type: The steady ingestion ofdragon blood has a subtle effect on the wyrmfoe'snature. A wyrmfoe's creature type becomes dragonfor the purposes of resolving all spells and othermagical effects, such as hold person.

Dragon Breath: At ninth level, the continuedingestion of dragon blood and the rituals used toenhance the wyrmfoe's magic leave their final markon his physical form. In addition to losing twopoints from a stat, as listed above under DragonMagic, the wyrmfoe loses two points ofConstitution as his digestive tract undergoes aradical change that grants him two additionalabilities. First, the wyrmfoe can now digest gems,drawing one week's worth of sustenance per gp ofgems swallowed. Second, the wyrmfoe can nowbreathe a 30' cone of fire that deals 8d6 points ofdamage, Reflex save (DC 10 + wyrmfoe level +

wyrmfoe's Dex modifier) for half damage. Thewyrmfoe may use this ability 3 times per day.

WYRM SPAWNSome are born from the breath of a dragon.

Others, from a single thought.There are rumors of those born with an

insatiable thirst and a penchant forimmortality. Those who owe their verylineage to the titanic power of draconicblood.

Someone in the Wyrm Spawn's pastmade a pact with a dragon. Worse yet,one's own mother may have laid downwith the beast or merely tasted his blood.Whatever the cause, whatever the reason,

there are those sorcerers born with apower unlike any other mages in the world.

To know a wyrm spawn is to look upon thegrandeur of the heavens.

Hit Die: d8

RequirementsNone. It is ultimately up to the DM whether or

not you can take this prestige class. It isrecommended that a PC attain 3rd level (at least)

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before deciding to become a wyrm spawn. However,as you will soon see, it does not matter at what levelone becomes a wyrm spawn.

Class SkillsAs there is no training involved with being a

wyrm spawn, the wyrm spawn has no class skills.Al l skills are considered cross-class skills.

Skill Points at Each Level: 4 + Int modifier.

Class FeaturesWeapon and Armor Proficiency: A wyrm

spawn gains no additional weapon, armor or shieldproficiencies.

Draconic Blood: A wyrm spawn may wield anymagic item as though he were a member of any raceor class. In addition, a wyrm spawn may be fromany class without risk of loss of class abilities or theinability to go up a level in the original class.Because the wyrm spawn is not really a class at all,but a manifestation of one's latent powers at birth,this prestige class offers no training or increase infighting ability,

A PC that gains a level and chooses to increase hiswyrm spawn level rather than his core class level(or levels) is not actually training, but coming toterms with his draconic past and tapping intountempered inner strength. This and all abilities ofthe wyrm spawn are considered supernatural.

Resist Elements: At 2nd level, a wyrm spawn canresist elements against one form (chosen at time of

level increase) at all times. This power only worksfor the wyrm spawn and does not confer any bonusto wield the intended element.

Scent: At 3rd level, the wyrm spawn may use theextraordinary Scent ability of monsters. This abilityallows the PC to track with scent and otherwise usethe ability as it appears in the MM.™

Flight: The wyrm spawn may fly at will per thespell of the same name, as if cast at the wyrmspawn's level.

Immune to Dragon Fear: At 5th level a dragon'smagical fear aura no longer applies to the wyrmspawn. He is considered immune to a dragon'sfrightful presence extraordinary ability but otherfear effects still affect the wyrm spawn.

Innate Magic: At 6th level, the wyrm spawnmay choose any single 4th level sorcerer spell (orlower) as an innate ability that can be cast anumber times per day equal to his Wyrm Spawnlevel. The spell is cast at a level equal to the WyrmSpawn level.

Draconic Hide: At 7th level a wyrm spawngains a +4 natural armor bonus. This bonusincreases to +6 at 10th level. This bonus is notactive at all times. It takes a partial action, for theWyrm Spawn to activate the hide, which isconsidered a spell-like ability. However, it cannot bedeactivated short of a wish spell and dispel magiconly deactivate the armor for 2d4 rounds.

This hide causes the PC to suffer a -6

Level123456

7

8910

Attack+0+0+0+0+0+0+0+0+0+0

Fort+2+3+3+4+4+5+5+6+6+7

Ref+2+3+3+4+4+5+5+6+6+7

Will+2+2+3+4+4+5+5+6+6+7

SpecialDraconic BloodResist ElementsScent, Constitution +1FlightImmune to dragon fear, Wisdom +2Innate MagicDraconic Hide +4, Strength +2Longevity, Intelligence 42PolymorphBreath Weapon

WYRM SPAWN ADVANCEMENT TABLE

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enhancement penalty to Charisma whenever it is"on" and most people view the wyrm spawn asscary to look upon.

Longevity: At 8th level, your Wyrm ancestryconsumes your blood to the point that you now liveas long as a dragon. Although Longevity does notkeep you safe from harm, it does allow you to livefor hundreds of years. For game purposes, take thevenerable age of your race and multiply it by 5. Thisis how many years you will live.

Polymorph: At 9th level, the wyrm spawn isnearing his true destiny. Growing more draconic,the wyrm spawn may now take shape like hispowerful cousins. He may now polymorph per thespell, at will, as a 9th level spell caster. The WyrmSpawn may not change shape more than once perhour.

Breath Weapon: At 10th level the wyrm spawnmay now breathe fire as a dragon of a single type.When the wyrm spawn gains this ability a form ofBreath Weapon must be chosen. A line of acid, acone of acid, a cone of cold, a line of fire, a cone offire, a line of lightning, a cone of repulsion, a coneof sleep, a cone of slow, or a cone of weakening gasare all acceptable. Refer the proper dragon type inthe MM. The DC of any spell-like effects or damageof the attack is the same as a Juvenile Dragon of thecorrect color. Like a dragon the wyrm spawn mayonly use his breath weapon once every 1d4 rounds.

TOOLS OF THE TRADEARROW, W1NGRIPPER

These broad-headed arrows are designed to tearthrough the tough membranes of a dragon's wings,hampering the beast's ability to fly. Wingripperarrows function as normal arrows with oneimportant difference. On a critical hit with awingripper against a creature that uses wings to fly,the arrows cause the target to lose ld6 ft. from itsflying movement rate in addition to standard arrowdamage. If the target's move is reduced to half orless of its maximum value, the target is incapable offlying and immediately crashes if it is in midair. An

archer has the option to inflict regular criticaldamage against a dragon rather than damage itsability to fly. Against other creatures, a critical hitinflicts standard critical damage. The arrow inflictsstandard, not critical, damage when used to damagea creature's flying ability.

Cost: 3 gp/10; Weight: 1.5 lb/10

KANEGOR'S BITTER PILL

The wily adventuring wizard Kanegor inventedthis nauseating alchemical item. On one expedition,Kanegor and his companions came under attack bya fierce red dragon. The dragon attempted to bitethe wizard but ended up getting a mouthful of hisbackpack, including the acid, lamp oil, glass beakers,and several cuts of rotting meat the wizard carriedas part of an elaborate plan to penetrate the lair ofa wealthy goblin king. The dragon gagged on thebackpack's contents, giving Kanegor and hiscompanions time enough to flee from the dragon.Inspired by this turn of events, Kanegor inventedhis bitter pill, a small cloth bundle that holds aspecially formulated mixture of chemicals thatalmost every living creatures finds hideous to bothtaste and smell. When the victim of a bite attackfrom a large or bigger creature, the bearer of a bitterpill may attempt to toss it into the attacker's mouthusing a standard ranged attack. On a hit, thecreature must make a Fortitude save (DC 25) or loseone round to gagging and suffer a -2 penalty to allbite attacks for the next 10 minutes. Anyonecarrying Kanegor's bitter pill takes a -4 penalty tohis Charisma for the purposes of skill and statchecks due to the strong, putrid odor exuded by thepill. Additionally, some undead find the scent of thisirresistible, and will stop combat to devour it.

Cost: 65 gp; Weight: 1 lb.

JAW TRAPPER

This ingenious device was invented by a dwarvenwizard who came a little too close to meeting hisend in a dragon's toothy maw. The jaw trapper is a2 foot long iron rod with a 2 inch diameter. A pairof metal studs are set at the rod's midpoint. One

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stud causes the rod to expand to 8 feet in length,while the second causes it to collapse back down to2 feet. Against creatures with a bite attack, the rodmay be used to lock a creature's jaws open,eliminating its bite attack for a few rounds as thecreature struggles to break the jaw trapper. To usethe trapper in this way, the trapper's usermust either be the target of the biteattack from a huge or largercreature or the grapple to swallowattack of any creature. The attackingcreature must make a Reflex save, DC15+ the jaw trapper's user'sDexterity modifier. On a successfulsave, the jaw trapper fails to catchin creature's jaws and falls to thefloor. On a failedsave, the creature'sjaws are forced open,leaving the creatureunable to attempt biteor swallow attacks.Resolve the jaw trapperattack before the attempt toswallow but after any biteattacks. To free itself of thejaw trapper, the creaturemust make a Strength check(DC 20) as a standard action. Asuccessful check indicates thatthe trapper has beensnapped in two and thecreature is free. A dragonmay still use its breathweapon despite a locked jaw, and doing so mayweaken or even destroy the trap.

Cost: 75 gp; Weight: 10 lb.

RAM SPEAR

This extremely long, heavy weapon was designedfor use against creatures such as dragons, purpleworms, giants, and other gigantic monstrosities. Aram spear, as its name suggests, is simply a portablebattering ram fitted with a large, steel spearhead at

its end. While it can be used to demolish doors andgates, its primary use is against large monsters. Theram spear requires two people to use properly. Toattack with a ram spear, initiate a bull rush attack,though the defender does not get an attack ofopportunity. The defender then has the option toimmediately make a 5 ft. movement to the right orleft of the attackers in an attempt to dodge out ofthe way. If the attackers and the defender s t i l l

occupy the same space, the attackers may attackthe defender with the ram spear. The

attackers do not use their base attackbonuses with the ram spear. Instead,

they receive a flat +10 bonus plusthe higher of their two Strengthmodifiers against the defender'sAC. On a miss, immediatelyeither move the attackers back

5 ft. as the ram spear reboundsoff the defender's tough hide

or move the defender 5 ft.away from the attackers asit dodges out of the way.The defender chooseswhich result to apply.

Cost: 50 gp Damage 3d6Critical x2; Weight: 30 lbs.Type: Piercing

TANGLEBOMB

This larger version of atanglefoot bag is designed

for use against gigantic creatures such as dragons orgiants. A tanglefoot bomb is a one-foot diameterwooden sphere filled with viscous alchemical goo.When thrown at a creature (resolve as a rangedtouch attack), the bomb's wooden shell shatters,spraying the mixture over a ten-foot radius centeredon its impact point. All creatures within this areamust make a Reflex save (DC 15) or become trappedin the extremely sticky goo. The goo acts exactly likea tanglefoot bag with one important exception:large or bigger creatures that occupy more than a 5ft. square are particularly vulnerable to this attack.

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If more than one square that such a creatureoccupies is covered by the tanglebomb goo, thatcreature suffers a -2 circumstance penalty to itsStrength check for each 5 ft. square beyond the firstit occupies that is covered in goo.

Cost: 100 gp; Weight: 2 lb.

WINGBLADE

Wingblades are light bladesstrapped to the outside of acreature's wings. The creaturemay use wingblades to slash at anopponent, even while flying, andreplace a buffetting attack. Thewingblades have reach equalto half the creature'swingspan.

The Wingblade isconsidered an exotic weapon.

Cost: 15-150gp depending onsize,damage: 1d6-1dl0, critical x2,weight: 2-20 lb., slashing

DRAGON ALLIESWho wouldn't want a dragon

for a friend?Powerful, magical, and

possessed of ancientknowledge, alliances withdragons are sought byeveryone from historians to fightersto wizards. The thought of riding a soaring draconicsteed into battle or sharing the wonders of ancientdragons' magic is enough to quicken the blood ofthe most jaded adventurer.

It's also enough to make a hard-working DM gogray early. Most of the things that make dragonspowerful, magical, and fearsome also make a dragonally seem enormously unbalancing. And certainly,this can be true. But a careful DM can allow playersto have allies, or even followers, among dragonkind.

MINIATURE DRAGONS

The easiest dragon ally to add to a party ofadventurers is the pseudodragon, which actuallylooks for companionship on rare occasions.Pseudodragons are a wonderful way for a DM tointroduce players to the "joys" of a draconic friend,albeit in miniature. While pseudodragons' bodiesmay be small, their egos are every bit as enormous

as their larger counterparts. Of course, they'llhelp out when their pets are in danger —

after all, good help is hard to find, andwho better to get rid of pests than the

real power in the group, namely thepseudodragon?

But attempts to get their newlittle friend to do things like

taking watches at night or"scouting ahead" are metwith scorn, at the very least.Glorious battle is anhonorable pursuit (so longas the odds are remotelyreasonable), but drudgework is for lesser beings,like the characters. Dragonsinsist on choice cuts of anykill, including suitablyshiny objects. In addition,most dragons (particularly

pseudodragons) areunlikely to settle for

the rations that mostadventurers eat. Fortunately,

pseudodragons are small enough that qualityfood can be packed along in sufficient quantities tosatisfy them. They can forage for themselves, aswell, but if they have to do that, then what do theyneed the characters for?

KINGS OF THE SKY

Full-sized dragons add a whole plethora of newissues, largely involving their size and intimidatingpower. A wizard with a pseudodragon or otherunusual (but tiny) lizard with wings elicits curious

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stares and a wide berth when strangers see himcoming. If a paladin lands in the center of town anddismounts a silver dragon the size of an inn, peopleare going to notice. Some of them are likely to panic.If the town guards are particularly ignorant, theymight even attempt to arrest paladin and dragonalike. This could easily turn into a debacle.

Fortunately, a dragon doesn't have to be muchbigger than a horse to be able to carry a human(even one in armor) and other races tend to be evenlighter. This also means less panicky locals,although the dragon is still likely to get stares.

On the other hand, a dragon is going to need anexceptional reason to tolerate being somehumanoid's ride. In some cases, the dragon maylook on the smaller companion much the same waya humanoid looks at a pet cat — or pseudodragon,for that matter. Plenty of spellcasters allow theirfamiliars to ride on their shoulders, after all. So longas the dragon and the rider have similar goals, theissue of who's in control can be avoided. Indeed, themost likely situation to result in such unions is awar important to dragons and humanoids alike,where each strengthens the other in battle.

Of course, a dragon can ally with others withoutbeing a steed. The lawful good dragons, inparticular, are fond of using their polymorph selfability to accompany other heroic creatures in theirtravels. This avoids the usual difficulties in having adraconic ally — but is entirely at the whim of thedragon. Heroes don't go looking for birds thathappen to be bronze dragons in disguise, after all.Of course, if the heroes are on a quest so importantand dangerous that they're attracting the attentionof these mighty beings, they need all the help theycan get!

Having your dragon companion travel in theform of a doddering sage or a perky bluebird alsoremoves some of the majesty of having a draconically... but don't tell them that!

DRACONIC FAMILIARSAND MOUNTS

Obviously, fully-grown dragons are too powerfulfor paladins' mounts, let alone a wizard's familiar, inany but the most epic-scale adventures. However,there are a number of options available to playersand DMs who want to explore the idea of dragonmounts or familiars, while keeping the power levelunder control.

FAMILIARSDraconic familiars are highly problematic, as

most familiars are tiny creatures with little power oftheir own. However, with a little work andcompromise, it's possible. Refer to page 51 of the PHBfor the official rules on familiars.

The easiest choice for a draconic familiar is apseudodragon. They already provide many of thebenefits of a regular familiar, with their telepathicpower and their ability to see invisibility. Theseabilities should replace the empathic link and speakwith master abilities of other familiars.Pseudodragons can already communicate with theirown kind, and since they're members of the dragonfamily, there really aren't any "animals of its type."

The other option for a draconic familiar is anewly-hatched brass or copper wyrmling. Theseinfant dragons are born with a certain amount ofintelligence, and are small enough to function aspractical familiars. Other dragons couldtheoretically be used, but the other types are eitherevil, considerably larger than a standard familiarfrom birth, or both. The biggest problem is thateven the tiniest dragons have their breath weapon;the DM might want to rule that some of the benefitsof being a familiar magically replace the breathweapon while the dragon is bonded to thespellcaster. On the other hand, a brass or copperwyrmling doesn't do any more damage with itsbreath weapon than an arrow, and its availability isunreliable.

In all circumstances, humanoids should realizethat the dragon never thinks of the bonded

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spellcaster as a 'master.' Wyrmlings may view thecharacter as a parental figure as long as they aretreated lovingly and well. On the other hand, it'sextremely unlikely that such an unusual bondingwould have occurred if the spellcaster wereunworthy in the first place. The humanoid has toprotect the wyrmling carefully, as well, since itwon't gain the level of protection that mostfamiliars do. For example, wyrmlings, being youngand awkward, shouldn't be granted the improvedevasion ability of most familiars.Also, it is strongly recommendedthat a spellcaster learn Draconic,because there is no guaranteethat the dragon is tocommunicate otherwise. Thisis especially important forsorcerers, who may not beotherwise inclined to learnthe language.

Whether the familiar is a realdragon or one of theirminiature cousins, certainfactors should remain inplace. Unlike other familiars,they should retain their ownHit Dice, hit points, attackrolls, saving throws, andskills except in the most high-powered campaigns. If thewizard or sorcerer is 15th level orhigher, the familiar should use the spellcaster'ssaving throws, and pseudodragons should have halftheir spellcaster's hp if that total is higher thantheir usual hit point value. The natural armor bonusshould be allowed, but only at half its usual value(rounded up). All dragons retain their ownintelligence levels, being intelligent creaturesthemselves. The spellcaster gains no Alertnessbonus, since the bond isn't as strong. (A generousDM might waive this restriction for pseudodragonfamiliars in more epic campaigns.) Sharing spells isallowed, but a dragon familiar won't act as anextension of the spellcaster's touch. Finally, while

powerful spellcasters can provide spell resistance,the familiar can't return the favor with scryingpowers.

While a pseudodragon might bond with a wizardor sorcerer for life, a true dragon never does. Thebond is never as strong as with other familiars, andas the infant wyrmling ages it fades until thedragon reaches "very young" and is no longer thespellcaster's familiar (of course, this presents fewproblems to masters who do not live so long).However, if the character treated the dragon well

and cared for it with love, the bond never fadesentirely. Even if the dragon leaves, there

is always a connection between thetwo. Indeed, an elder elven wizard

might find that the wyrmlingcompanion of her recklessyouth is now several tons ofrighteous wrath should herhome ever be attacked. If the

bond fades in a natural manner (asopposed to the violent snap of the

familiar's death), the spellcaster mayseek another familiar immediately. Infact, the acquisition of another special

familiar is more likely for one whohas successfully cared for and raised

a wyrmling.

MOUNTSA wizard's familiar is a

boon companion, but a paladin's mount can bethe difference between life and death in battle. Suchmounts are meant for combat, so a draconicpaladin's mount isn't as problematic as a draconicfamiliar. On the other hand, the combination isgoing to be a lot more devastating in a fight.

Again, the most balanced variation is a creaturethat's almost, but not quite, a dragon — in this case,a dragonne or wyvern. Not quite as intelligent as a"real" dragon, dragonnes are nonetheless unlikelymounts, being highly independent creatures.However, the call could easily choose a dragonne ifit is an appropriate steed. Wyverns, being both

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more vicious and temperamental, are considerablyless likely. They'll also be much harder to train andride, since they only have two legs. On the otherhand, they're not as powerful as dragonnes and soare no more problematic as paladins' mounts. (Thenagain, they aren't nearly as majestic as other steeds.)

Dragonnes and wyverns receive most of thebenefits of being a paladin's mount. The exceptionsare the bonus Hit Dice and natural armor, which arehalved, and the command ability which is notavailable. It is worth noting that the Intelligencescore of a dragonne or wyvern increases as thepaladin becomes more powerful. A dragonne is ableto fly for as long as it could run at an equivalentpace, carrying the paladin with relative ease. Eithercreature, when serving as a paladin's mount, has (ordevelops) an alignment of lawful good. However, itis more finicky than a similar warhorse. A dragonnepreens itself like a cat and demands a considerableamount of attention from the paladin, while awyvern behaves much like a proud hunting falcon.In exchange, the mount is an utterly fearless ally,expecting like loyalty from the paladin.

Perhaps the best choices for a paladin's mountamong true dragonkind are the traditionally morepowerful metallics, especially gold dragons. Theyreach a size capable of carrying a humanoid at ayounger age than other dragons, so they won't havethe range of powers that an older dragon will. Golddragons reach Large size while very young, and canmake enthusiastic (if naive) mounts. For Smallpaladins, bronze and silver dragons reach Mediumsize at the same age.

In fact, a dragon that answers a paladin's calllooks upon the opportunity the way a wizard withreacts when a pseudodragon answers the summonsfor a familiar. Young and excitable, the dragonpampers its new "pet," fights evil in all forms, andgenerally behaves like an overeager child. Theopportunities for driving the paladin crazy areendless, without ever having to resort to the"demanding dragon" stereotype.

Even more interesting is the potential in aslightly older mount. A silver dragon reaches Large

size at the juvenile stage — which is well into"consenting adult" age by human standards. Notonly can the mount now fall in love with thepaladin (and even take the appropriate shape),should the paladin actually return the emotion, anentirely new dynamic is introduced.

Dragon mounts don't receive nearly as manyadvantages as other paladins' mounts. They receiveno extra Hit Dice, Strength adjustment, savingthrow bonus, improved evasion or command, theirIntelligence is unaffected, and they only receive halfthe natural armor bonus. They gain the share spellsability, the empathic link and spell resistance,however. Their natural abilities should more thanmake up for the drawbacks.

DRAGON ALCHEMYAh, yes, the subject that always brings a gleam to the

eyes of novice spellcasters. The many parts of a dragon'sanatomy are indeed powerful components for alchemicaland magical processes. A single dragon's claw can meanthe difference between a tremor and an earthquake, anda handful of scales in the right potion can render awizard nearly indestructible. However, the acquisition ofsuch items is extremely hazardous and usually immoral.Dragons are intelligent, patient, and powerful, find theydo not suffer fools gladly. Even in the rare case wherekilling a dragon is justified and successful, other dragonsare somewhat disturbed to see pieces of one of theirbrethren used by mortals. Imagine how humans feel whenwe see zombies animated to do a necromancer's bidding,or ores playing drums made from the skins of theirvictims.

- Liserra the Kind

Dragons are among the most powerful magicalbeings in creation. Even a newborn dragon has itsbreath weapon, and the most ancient of their kindare but one step below the gods in their might. As aresult, there are few creatures whose remains aremore potent for magical experimentation.

Obviously, the dangers of acquiring draconicorgans are enormous. No living creature is

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particularly eager to provide its body parts to agreedy wizard, and dragons are quite capable ofexpressing their displeasure with ruthless finality.Even in cases where a dragon has been killed out ofnecessity (for example, to save a kingdom from theevil of a tyrannical red), other dragons of all typeswon't be particularly happy with magic items madefrom draconic components. If a dragon was hunteddown and killed specifically for the power its bodycould provide, other dragons will look for themurderer and make an example. The results won'tbe pretty.

"Donations" from the anatomy of living dragonsare another matter. The sort of deep friendshipnecessary to bring a dragon to consider this isextremely rare, but possible for the noblest of theirkind. More likely is the possibility of a bargain, inwhich case the dragon will want reassurances thatwhatever is given won't be used for malevolentsympathetic magic. Most dragons who will considerthis sort of bargain have the magic to enforce theagreement. In this sort of situation, other dragonswill accept the existence of the item much morereadily. On the other hand, a dragon's demands willmost likely be exorbitant, requiring an impressiveadventure to satisfy them.

Although the risks are great, so are the rewards.Using draconic components to create a magic itemusually increases its potency. This increase is inrelation to the body part's relevance to the spell, theage and type of the dragon, and how important tothe dragon the part is. As a general rule, using anappropriate part should add +1 to the effect,weapon bonus, Armor Class or caster level. Partsfrom a dragon with 20 or more Hit Dice should addanother +1 if the dragon is of an appropriate type,30 or more Hit Dice should add +1 from any dragon(or +2 for a dragon of a suitable type), and using avital organ (lungs, heart, backbone, brain, or largeamounts of blood) should increase the bonus by +1.Vital organs from a dragon of 40 HD or more couldtheoretically be used to make minor artifacts. Thestaff of the magi is an especially appropriateexample of such an artifact.

CHOICE CUTS

To forge weapons and armor from the bodyparts of a dragon, the smith must have Craft(weaponsmith) or Craft (armorsmith) of at least 8or Craft (dragonsmith) at 5, and have masterworktools. To brew potions or craft wondrous items froma dragon's organs, the creator must have theappropriate feats and access to a well-stockedlaboratory. When hiring someone to create theseitems, bear in mind that few wish to be known forsuch talents, lest they invoke a dragon's wrath; mostsmithies and alchemists demand secrecy in thetransaction, and may double or even triple the pricefor the object's manufacture.

In addition to dragonhide's merits in making hideor banded scale and better armors (see M M ) , adragon's wings can be used to make a set ofmasterwork leather or studded leather armor for acreature three sizes smaller; armorsmiths typicallyuse the wings to reinforce the armor on mailarmors, however, so this is typically a moot point. Inaddition to its other properties, dragonhide armorsreadily accept enchantments similar to the dragon'snature (i.e. acid resistance for black dragons,glamered for silver, etc.). The process is so simple, infact, that casters of levels two lower than thosedescribed in the DMG may enchant the items,assuming that they meet all other requirements.

Draconic weapons are nearly as common asdragonhide armors, being made from the bones,claws, and teeth of a dragon. Dragons of medium sizehave large enough teeth, talons, and bones to carveinto several (ld6) tiny weapons. Dragons of largesize can similarly produce ld8 small weapons (or2d6 tiny). Dragons of huge size can produce ld8medium weapons (or 2d8 small or tiny). Dragons ofgargantuan or colossal sizes can produce 1d10 largeweapons (or 2d8 medium, or 3d8 small or tiny). Aswith armors, some enchantments work readily withdraconic weapons, primarily those with effectssimilar to the dragon's breath weapons, thoughdragon teeth and talons, respectively, are favored inthe creation of vorpal and wounding weapons. Asabove, a caster of two levels lower than required may

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enchant a draconic weapon in such a manner.For the truly dedicated dragonslayer, however, the

other organs show great potential. Bodily fluidsreadily brew into potions (fire breath and longevitypotions primarily); eyes are sometimes drained,preserved, and remade as crystal balls; someadventurers have even reported naturally occurringioun stones found, bezoar-like, in a dragon'sstomach. The juices of the stomach itself stronglyresemble a universal solvent. The wings of anappropriately-sized dragon also make for fine wingsof flying.

Others have reshaped a dead dragon's parts intosomething wholly new, such as with the some of theitems found on page 52.

BLOODThe power of dragon's blood is legendary. Even

tasting it can sometimes imbue a humanoid withone of the dragon's minor powers (a blue dragon'sblood, for example, might give a dragonslayer itsSound Imitation power). Further, its potence inalchemy and for magical scribing is impressive.Using dragon blood for such an item should replacethe XP cost for a potion or scroll as the minimumbenefit. However, using blood from a dragon of agrossly inappropriate variety for a potion or scrollresults in a 10% chance of arcane failure, (Whitedragon's blood, for example, would be an unlikelychoice for a fire breath potion or a meteor swarmscroll.) Dragon blood should always be considered

appropriate to potion and scroll making, though alarge quantity should require distilling an amountof blood equal to ten times the volume of the potionor ink to receive a bonus for using vital portions. Ifcarefully collected, a large amount of dragons' bloodcan be gathered from older dragons, but this is agruesome process.

At the DM's discretion, the benefits of dragon'sblood might also apply to flaming, frost or shockweapons if the dragon's breath is of that type.Finally, the blood of a dragon, especially if givenfreely, can be used for protective items and spells,increasing the caster's effective level by the value ofthe dragon's age category (divide by three if theblood wasn't given freely). This can allow the casterto exceed the maximum bonus allowed to aparticular item or spell, but the type of bonus canonly be either circumstance, deflection, or luck.

BONESThe bones of a dragon are among the most

dangerous parts to use, since most dragons knowthem on sight and they are the sort of thing that nocreature parts with willingly. However, their poweroften entices wizards to take the risk. An axe, mace,or pole arm made with a dragon bone shaft isconsidered a masterwork, and adds a +1 to +3 bonusto enchantments as explained above. The bonus forusing an appropriate part applies if the bone is ofthe right size. Bones can also be used in the creationof rods, staffs and wands, reducing the cost in gp by

DRAGON BLOOD TABLEUnrefinedBlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Potiondarknesssound imitationwater breathingresist elements (fire)icewalkingspeak with animalswetter breathingspider climbfire subtype (1 hr.)cloudwalking

Other Enchantmentuniversal solventlightning bolt scrollneutralize poisonfire breathingcone of cold scrollglibnessheroismstone salveluck bonusalter self

Page 53: AEG - Dragons

two-thirds and providing a bonus to the effectivecaster level. As with weapon shafts, a bone of theright size provides the bonus for a suitable part.Powdered dragon bones can add to the effectivenessof potions used for necromancy or endurance, suchas oil of timelessness in the latter case. By makingan Alchemy check with a DC of 30, a wizard withthe Brew Potions feat and limited wish can create apotion that slows aging to the same rate that an oilof timelessness provides. No expenditure of XP isnecessary, but the limited wish spell is stillexpended and must be memorized before it can beused again. Any dragon who looks at the drinker ofthe potion will know instantly of the beneficiary'sslowed aging — and its source.

BRAINA dragon's brain is a formidable weapon while it

is still in the skull of the mighty beast. For all of adragon's impressive abilities, it is its cunning thatmakes it the most dangerous of creatures. In somagical a being, that makes the brain extremelypowerful. The most obvious method of using adragon's brain is in the creation of a headband ofintellect or tome of clear thought, though potionscan be made with the same effect by use of thedragon's brain. In both cases, the cost in gp is halvedand the XP cost is negated. The creator must still beable to cast the necessary spell, though actuallycasting the spell is not required.

This is hardly the only use of the brain, however.It is perhaps the most magical portion of a dragon'sanatomy, with only the heart rivalling its power.Any spell the dragon knew can be learned by eatingcarefully prepared portions of the dragon's brain(requires an Alchemy check with a DC of 32 foreach spell). The subject must be a spellcaster of highenough level to be able to cast the spell, butknowledge of the spell is automatic. In addition, thebrain is appropriate for items incorporating spellsof knowledge and mind control, including but notlimited to charm spells, detect thoughts, most spellsfrom the Illusion school, mind blank, scrying,suggestion, and similar effects.

DRAGON BONE TABLEDragon TypeBlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item Enchantmentring of mind shieldingtome of clear thoughtheadband of intellecttome of leadership and influencescarlet or blue ioun stoneincense of meditationperiapt of wisdommedallion of thoughtsvacuous grimoiremedallion of thought projection

Dragon TypeBlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Weapon Enchantmentwoundingthunderinglife-drinkerflaming burstfrostsleep arrowshockchaoticholyicy burst

DRAGON BRAIN TABLE

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CLAWSClaws make excellent weapons without altering

them in the slightest; a single claw does the damageof a dragon one size smaller than the one it was takenfrom. (A single claw from a Tiny dragon does 1d2damage.) It's also considered an exotic weapon onesize smaller than the dragon it came from, however,and unless fitted with a handle is wielded at -4 tohit. On the plus side, it ignores damage reduction asif it had a magical bonus equal to the one required tobypass the damage reduction of the dragon (if any).

When ground, claws can be used as part of theprocess in making magical weapons, especiallyblades of any type, removing the XP cost to make anenchanted sword or dagger, or half the XP cost tomake an axe or bladed pole arm. It may beappropriate to some potions depending on thedragon type; white dragon claws might be useful ina spider climb potion, while black and green dragonclaws help with a swimming potion, for example.Finally, items with spell effects that do damage,such as a wand of magic missiles, might benefit fromthe use of dragon claws in their creation.

CREST(S)Some dragons have one or two odd fins running

down their backs, apparently of a substance similarto their wings. In some rare cases, these crests maymerge with the wings. Scholars speculate that thesecrests aid a dragon in maneuverability while flying,

but observation has not shown any such advantagein crested dragons. They have little value for corpselooters, but a wizard with an eye for experimentationmay find some use for them. In particular, unusualitems like an apparatus of Kwalish, a cloak ofetherealness, or a wind fan might benefit from usingpieces of a dragon's crest. (An apparatus of Kwalishcould have controls enhanced with crest fibers, whilea wind fan made from a dragon's crest might beusable five times in a day without breakage.)

EARSLike most reptilian creatures, most dragon's ears

are relatively small, being only pinpricks in theskull with eardrums inside. However, there are afew exceptions, most notably the flamboyant frillsof the blue dragons. Regardless of their appearance,dragons' hearing is notoriously acute. Anyenchantment that enhances hearing (evenmetaphorically, such as detect thoughts) or affectssound could benefit from draconic eardrums, from ahorn of blasting to a crystal ball with telepathy. Inaddition, blue dragons' ears can be used in theconstruction of any musical instrument of a magicalnature, such as the lyre of building or pipes ofsounding. Drums of panic receive an extra +1 bonusfor being appropriate if the blue dragon had anysort of fear rating.

Dragon TypeBlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item Enchantment

cloak of the hatN/Aapparatus of Kwalishwind fanhoots of the winterlandswind fanboat, foldingN/Aunusablecloak of etherealness

Dragon TypeBlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Weapon Enchantmentwoundingshocking burstdagger of venomflaming burstfrostflamingshockchaoticsun bladeicy burst

DRAGON CLAW TABLE DRAGON CREST TABLE

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EGGS

Perhaps the easiest draconic "organ" to acquire isthe broken shell of a hatchling. While dragons areas highly protective of their graveyards as anyintelligent species in a world of magic, theirbirthing places are another matter. In fact, thereseems to be something of a symbiotic relationshipbetween dragons and lesser creatures in this matter.Dragon eggshells are useful medicine for nearly allmundane diseases when properly cleaned. Thisresults in a clean nesting area for the next dragonwho wishes to use the cavern for that purpose.(Creatures who leave a mess will result in a veryunhappy mother dragon.)

Acquiring whole, unhatched eggs is anothermatter entirely. Dragon eggs are highly prized for anumber of reasons, but as it has been said, "dragonsand frightened mothers are the two most dangerouscreatures in the world, and you don't want to face alady who's both." A dragon protecting its youngshould receive +1 to +5 for all rolls, depending onhow willing it is to fight to the death. Consideringthat eating an entire, properly prepared dragon egg(shell and all) can provide various abilities,including but not limited to dragon wings, a breathweapon, sorcery, draconic armor and spell resistance,or virtual immortality, there are many willing totake the risk. In a magical sense, such a being iseating the entire dragon, thus gaining vast power. It

Dragon Type

BlackBlueGreen

RedWhiteBrassBronzeCopperGoldSilver

Item Enchantment

pipes of soundingdrums of panichelm of comprehending languagesand reading magichelm of telepathyhorn of fogharp of charmingcrystal ball with detect thoughtshorn of blastingcrystal ball with telepathylyre of building

cannot be emphasized enough that the devourer ofa dragon egg will be reviled above all others bydragons of every type, from the noblest gold to themost self-centered white.

The DM should set an Alchemy difficultyappropriate to the power desired and the conditionof the egg, though the recommended minimum DCis 30. Each additional power taken from the sameegg should require a separate check at a cumulative+1 difficulty. A limited wish, wish, or miracle spell isalso required. Eating an egg that has beenimproperly prepared should be... a memorableexperience.

Dragon Type

BlackBlueGreenRedWhiteBrassBronzeCopper

GoldSilver

Item Enchantment

sphere of annihilationtome of clear thought +5robe of the archmagi (double bonuses)staff of the magiorb of storms (triple number of uses)tome of leadership and influence +5talisman of pure goodstone of controlling earth elementals(summons 1d4 Elders)philosopher's stonearmor of invulnerability (20/+3)

DRAGON EGG TABLEDRAGON EAR TABLE

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An egg can also be divided, with a commensuratedivision of power. Dragon eggshells (whether acquiredthrough villainous or honorable means) can be used inhealing and curative magics and armor enchantmentsof any variety, while yolks and egg whites can be usedfor various body-altering effects, from polymorph spellsto regeneration and beyond. Yolks can also be used forvarious unpleasant necromantic rituals, such as thecreation of a dracolich, but this will gain the attentionof every dragon with any sorcery levels for dozens ofmiles around.

EYESWith the keenest vision of any beings short of the

gods, dragons have the most powerful eyes on theworld. Simply by cutting the film around the eyeballinto small lenses and putting them through arelatively simple alchemical process (DC 20), eyesof the eagle can be made without any spells beingnecessary. One eye can make up to half the dragon'sage category in lenses. They add a +2 bonus (inaddition to any other appropriate bonuses) toeffective caster level to anyone making lenses foreyes of charming, doom, petrifaction, or similarwondrous items. The eyes themselves can be usedfor crystal balls, gems of seeing and mirrors of mentalprowess, of course, but can also aid in the creation ofitems related to perception in general, such as aperiapt of wisdom or a. robe of eyes.

GLANDSThere are parts of a dragon's body that most

scholars just don't know what to do with, or evenwhat they do while the dragon is alive. Modernscience would recognize these organs as glands, theparts of the anatomy that secrete various chemicalsnecessary to different bodily functions. Glands arerarely collected from dragons, as they tend to besomewhat volatile and are one of the first parts todecay.

When they are collected, however, these nodesand sacs fascinate wizard and scholar alike. Otherthan a vague tendency to favor the dragon'selemental affinity, these glands could end up beingbeneficial to nearly any item. They can also blow upin an experimenter's face, literally in the case offire-breathers. Anyone toying with a dragon'sglands should have to make a Spellcraft orKnowledge (dragons) check with a DC of 30+ld10,or take damage equal to the dragon's breath weaponvalue while alive. Collateral damage will also bebased on the dragon's type. Success, however, willallow an expert to get a general idea of what thegland did or a wizard the ability to use the gland inmagical experimentation safely.

HEART

The mother lode. Magical power beyond thewildest dreams of most wizards. Source of dragons'

Dragon Type Item EnchantmentBlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

any darkness itemrobe of eyeseyes of petrifactioneyes of doomminor of mental prowesseyes of the eagleperiapt of wisdomeyes of charminggem of seeingcrystal ball

Dragon TypeBlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item Enchantmentpearl of the Sirinesiron bands of Bilarronecklace of adaptationnecklace of fireballsorb of stormscirclet of blastingiridescent ioun stonestaff of earth and stonemantle of spell resistancehat of disguise

DRAGON EYE TABLE DRAGON GLAND TABLE

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might. A beat in time with the gods. Even the mostacademic spellcaster will wax poetic about thepower of the dragon's heart. Though difficult toclaim, the power to be gained from a dragon's heartis immense. Many cultures believe that eating theheart of a slain enemy gives the conqueror some ofthe enemy's power. With many dragons, this is theliteral truth. If eaten immediately upon the death ofthe dragon (twice the dragon's age category inrounds at the most), the heart will confer on itsdevourers a Constitution bonus equal to the(dragon's age value -4) divided by two. If thedragon had any fear rating at all, the heart grantsimmunity to all fear effects. Spellcasters gain +1 totheir effective caster level if the dragon could castspells of 3rd level or higher. Such a tasty morselcommands a high price, however. For yearsafterwards, dragons will notice a peculiar odorabout the adventurer.

If preserved in that same time period, however(requires a spell or a prepared potion), a dragon'sheart can provide even greater benefits. Much like adragon's egg, the heart is the seat of a livingdragon's power and can provide any number ofbenefits, just like an egg, A heart can also be used inthe creation of any magical item, though howappropriate it is will vary. Expending a quarter of

the heart can negate the XP cost for any spell oritem creation. Using the entire heart in the creationof a potion renders the effects permanent unlessextremely inappropriate. (In the case of potion offire breath, all hearts are appropriate and damageremains unchanged, but the breath becomes that ofthe dragon whose heart was used. Unlike gainingthe full breath weapon of the dragon, this use of theheart entails no risk. The breath can be used every1d4 rounds.)

For all the power a heart can provide whencarved from the chest of a slain dragon, it has evenmore when given freely. Legend has it that a dragoncan grant a wish of great power — even exceedingthe normal limits of a wish — by removing a pieceof its own heart. This is an excruciating ritualrequiring a full day and night, and is utterly uselessif the dragon is being coerced. The gift must be,literally, "from the heart." Surprisingly, chromaticdragons are relatively eager to perform this ritual —but be wary of what an evil dragon offers.

Perhaps the greatest legend of all is the result ofthis ritual when done with one's true love's heart.The stories say, a warrior queen with a will of ironand the soul of a celestial freed an entire world fromevil. Her greatest ally was a silver dragon who lovedher with all the power his kind are capable of.

Dragon TypeBlackBlueGreenRed

WhiteBrassBronze

CopperGold

Silver

Item Enchantmentmanual of bodily health +6ring of three wishesamulet of the planesany manual or tome +6,except quickness of actionmanual of gainful exercise +6talisman of zagydamage reduction and SpellResistance equal to dragon'sdeck of many thingscauses critical failure (10d10 firedamage) in any experimenttalisman of pure good

Dragon TypeBlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item Enchantmentring of the ram (see text)dust of drynessN/AN/AN/Adust of tracelessnesstrident of warningdust of disappearanceholy avengerdust of appearance

DRAGON HORN TABLEDRAGON HEART TABLE

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When she lay mortally wounded after slaying thenecromancer whose evil she'd fought, he enactedthe ritual of the dragon's heart. When he used theheart shard to heal her, she became a dragon. Thistale has never been written down, and mostscholars think it romantic nonsense. But thekeepers of folk wisdom have laughing eyes whenthey tell the tale, and sometimes, when the story isending, twin dragons' hearts can be heard beatingin the distance.

Dragons may only perform this ritual once.

HORN(S)

A few dragons have horns of one sort or another,including the blue dragon's prominent rhinoceros-like horn and the monstrosities on either side of ablack dragon's head. Ironically, dragon's horns can'tbe made into magic horn items. However, if anentire dragon's horn is used to create a ring of theram, it has essentially limitless charges, and can beused five times a day (at a strength equivalent tousing one charge). If two horns are used, the ringhas a strength equivalent to two charges, and so on.The number of uses a day never changes. Such ringsare ridiculously expensive, of course, fetching pricesthat would make kings weep.

Curiously, horns can also be ground down tomake magical dust of any sort. Sages are still baffledas to the reasons for this.

KIDNEYS/LIVERThese parts of a dragon's anatomy are rather

specialized, and as such have limited use. However,that use can be a literal lifesaver. Using parts of akidney or liver increases the potency of a potionthat affects poison (delay poison becomes neutralizepoison, and a neutralize poison potion also healsdamage done by the poison). One kidney or livercan make a number of potions equal to the dragon'sage value.

If the dragon was capable of sorcery, the kidneysor liver can also be used to pay the XP cost for agreater restoration spell or to make a potion ofrestoration (cost 100 gp plus the kidney or liver).

LIGAMENTS/SINEWUnsurprisingly, the sinew of a dragon is

extremely tough. While removing it is anunpleasant chore, with a sharp blade (especially amagical one) it isn't much more than that. For theadventurer with a practical mindset, the stringyportions of a dragon's anatomy are most obviouslyusable for magical bowstrings, ropes, and nets.(While most adventurers won't be overly excited bythe thought of making a net +1, the possibilities ofa net, flaming should be obvious quickly.) A magicalbow can be given distance, flaming, frost, or shockat no additional cost when made from the sinew ofa dragon of the appropriate type. (Distance is

Dragon TypeBlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item Enchantmentpotion of neutralize poisonpotion of restorationwand of poisonpotion of greater restorationpotion of delay poisonwand of cure serious woundsKeoghtom's ointment (50 applications)wand of neutralize poisonstaff of lifescroll of resurrection

Dragon TypeBlack

BlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item enchantmentbow, distance (fires Melf's acid arrows;see text)Shockrope of entanglementoathbowrope of climbingharp of charmingnet +5, shocking burstlyre of buildingflamingfrost

DRAGON KIDNEY/LIVER TABLE DRAGON LIGAMENT/SINEW TABLE

Page 59: AEG - Dragons

always considered appropriate.) In the case of acid-breathing dragons, the bow can fire a Melf's acidarrow a number of times per day equal to thedragon's age value, as if cast by a 6th level sorcerer.

For more artistically inclined heroes, the value ofdraconic sinew in making stringed musicalinstruments should be clear. A harp of charmingreceives an additional +2 bonus to caster level if thedragon had a Charisma of 20 or higher.

LUNGSThe lungs of a dragon are powerful weapons in

their own right, perhaps the most powerful weapona dragon has. Some may argue that the dragon'sgenius and magic are deadlier in the long run, butas any who have survived dragon fire can attest,there are few forces in the world more devastating.As such, they can make powerful magic items.

The lungs of a Tiny dragon can make two potionsof fire breath, each with five uses and no time limiton how long they can be used (although the actualtype of breath is determined by the dragon used).Each increase in size doubles the number of potionsthat can be made, or the number of uses per potion.Alternately, they can be used for creating a bottle ofair or the summoning device appropriate to theirelement (for example, a brazier of commanding fireelementals from a red's lungs). Finally, items thatallow a character to breathe underwater areappropriate for lungs of dragons with that power.

MUSCLESDragon muscles are good for exactly one thing:

strength. A bit of dragon muscle at least as big as agold piece doubles the bonus and duration of abull's strength spell, and items that increasestrength are enhanced by +1 (cumulative withother draconic modifiers) by using dragon musclein their creation. Alternately, by using all themuscle from a dragon of at least Huge size, theeffects of a potion of bull's strength can be madepermanent. Each size above Huge adds +2 to thebonus provided by the potion.

If the dragon had a natural bonus to the Jumpskill, that dragon's leg muscles can be used for itemsthat magically enhance jumping, or allow aspellcaster who can cast jump to cast the spell atwill, replacing the material component as long asthe cured leg muscle is carried.

NECK/TONGUEWhen adventurers are mentally carving up a

dragon for parts, the neck isn't often what comes tomind first. Once the hide's been removed, it doesn'tseem particularly useful, except perhaps for itemswith resistance to the element the dragon breathed.

However, the neck also holds the dragon's tongueand vocal cords. As all who have survived meetingone can attest, the older dragons are among themost beguiling, glib creatures on all the planes.Even a white who's lived long enough will be a

Dragon TypeBlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item Enchantmentpotions of water breathingcenser of controlling air elementalswand of stinking cloudpotions of fire breathwand of solid fogbottle of airhelm of underwater actionnecklace of adaptationpotions of fire breathring of elemental command (air)

Dragon TypeBlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item Enchantmentpotions of bull's strengthgauntlets of ogre powermace of smitingbelt of giant strength (+6)boots of the winterlandsmaul of the titansbelt of giant strength (+4)boots of striding and springingmanual of gainful exercisedisruption

DRAGON LUNG TABLE DRAGON MUSCLE TABLE

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charming devil. The tongue or voice box of a dragonwith a Charisma of 18 or higher can be used for anyitem that grants a bonus to Charisma or thefollowing skills: Bluff, Diplomacy, GatherInformation, Intimidate or Perform. Any item thatuses charm or suggestion effects can also benefitfrom a dragon's voice box.

SCALES/HIDEAs mentioned in the MM,™ armor and shields can

be made of dragon hide. For specifics on the basicsof dragon armor creation, see that listing.

However, there can easily be more to makingdragon armor than simply crafting the hide. Anumber of enchantments can be easily added toarmor made of dragon scales. Some of the mostappropriate are any resistant types, glamered fordragons with polymorph self or sorcery,invulnerability (can be cast multiple times, stackingto a maximum value of the dragon's damagereduction), and spell resistance with a maximumvalue of the dragon's resistance. Other magic itemscan also be incorporated into the armor by usingparts from the same dragon, such as wings of flyingmade from the dragon's wings.

Much like armor, items that provide protectioncould also benefit from being made of dragon scales.Amulets of natural armor, bracers of armor andrings of protection can be made from dragon scalesof the right size, as can staffs of defense.

However, using dragon hide for armor has becomeso well known that the other possibilities are oftenoverlooked. A scroll made from dragon hide (which,aside from emanating necromantic energies toanyone remotely capable of sensing them, requires aProfession [leatherworking] check at DC 20) isn'texpended when read, but is instead usable once perday. A book or tome bound in dragon leather(leatherworking DC 25) isn't exhausted when read.However, no one person can benefit from a magicalbook or tome more than once. No such item thatrequires that the creator be of good alignment can bemade from any sort of skin or hide.

STOMACHNot every part of a dragon can be useful for

making +24 swords of ultimate hacking. Thestomach, while important to the dragon (and thelast thing many heroes and villains ever see), isn't asource of phenomenal power. It can be useful to thepractical spellcaster who isn't squeamish, however.

Any item that generates food or water (such asthe decanter of endless water or Murlynd's spoon) canbenefit from being created with a dragon's stomach.It can also be used to create universal solvent or a ringof sustenance.

Any sort of magical bag (other than a bag ofdevouring) can also created from a dragon's stomach.A dragon's bladder can be used for the same purpose.

Dragon TypeBlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item Enchantmentdecanter of endless waterring of elemental resistance (electricity)cloak of poisonousnesscloak of charismacube of frost resistancering of animal friendshipMurlynd's spoonpotions of glibnesstome of leadership and influencecirclet of persuasion

Dragon TypeBlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item Enchantmentgrants any item the power of shadowamulet of natural armorcloak of resistancebracers of armorcold resistancespined shieldstaff of defensescrolls, anyinvulnerabilityring of protection

DRAGON NECK/TONGUE TABLE DRAGON SCALES/HIDE TABLE

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TAIL

A dragon's tail, while powerful, doesn't seem tohave any qualities that would make it any differentfrom parts found throughout the body. It has scales,muscle and bone, and that's about it. But the tail ofa Large (or larger) dragon is an enormouslypowerful weapon while the monster is alive, capableof smashing through entire platoons. This gives thetail of such a dragon a few unique properties.

The meat of such a tail, when properly used, cangive armor, weapons and especially shields anumber of useful qualities. Shields made from adragon's tail gain a free additional quality whenenchanted, including animated, arrow deflection,bashing, resistance of the appropriate type, spellresistance, and spined. By adding small pieces fromthe dragon's wings (which doesn't preclude usingthe wings for other items), a winged shield can alsobe made. Armor made from the tail can create a suitfunctionally identical to rhino hide. Weapons madefrom a tail are especially suited for gaining dancing,defending, mighty cleaving, or thundering.

TEETH

Much like claws, the fearsome teeth of a dragonare powerful and deadly. A single dragon's toothdoes damage equal to a dragon one size smaller thanit, as with a dragon's claw, and is considered to be aweapon one size smaller than the dragon it wastaken from, as with a claw. (A tooth taken from a

Tiny dragon does Id3 damage.) Like a claw, adragon's tooth is an exotic weapon, and without ahandle has a -4 penalty when wielded.

Moreso than claws, teeth are the embodiment ofthe dragon's sheer deadliness. They are appropriateto any weapon enchantment, and aside fromremoving the XP creation cost for all weapons,using the teeth from a dragon with 20 HD or moreadds an automatic additional +1 to the weapon'smagical bonus.

Teeth can also be used for some of the morebizarre items, such as the mask of the skull and thebag of devouring. Normally, making a bag ofdevouring is impossible. But with a complete set ofjaws from a dragon that is size Large or better, it ispossible for a 20th level spellcaster with craft armsand armor, craft wondrous items, and summonmonster IX to create one. Why so powerful a wizardor sorcerer would do so, however, is anyone's guess.

"WHISKERS"

A few dragons have thick, hair-like filamentsaround their faces. These "whiskers" seem to bemerely decorative, but some scholars consider itpossible that, like cat's whiskers, these filaments aidthe dragon in sensing its surroundings. Since theycan be used for magic that enhances the senses(anything that provides a bonus to Listen, Search,Sense Motive, or Spot), there seems to be sometruth to the theories.

Dragon Type

BlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item Enchantment

shadowamulet of natural armorcloak of resistancebracers of armorcold resistancespined shieldstaff of defensescrolls, anyinvulnerabilityring of protection

DRAGON STOMACH TABLEDragon Type

BlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item Enchantment

portable holerod of securityhag of holdingbrazier of commanding fire elementalsring of sustenancebag of tricksdecanter of endless waterMurlynd's spoonrobe of useful itemscloak of etherealness

DRAGON SCALE/HIDE TABLE

Page 62: AEG - Dragons

Some spellcasters have had great success scribingspells and tomes with dragon-whisker quills.Though they provide no discount to the experiencecost of such an item's creation, the cost of thematerials involved is reduced to three-quarters theoriginal price. Using such a quill also gives a +2competence bonus to all Craft (Calligraphy),Forgery, and Profession (Scribe) rolls; at DM'sdiscretion, this may extend to other rolls based onthe written word.

WINGS

Though the dragon's heart holds more raw powerand the brain has greater potential, few thingsevoke more wonder than the magnificent wings ofthe dragon. Soaring through the sky, seeminglyinvincible and free, the dragon's flight is theultimate expression of its glory. Is it any wonderthat tiny, insignificant humanity should want toemulate this glory?

The most obvious benefit from dragon's wings isflight, whether from a winged shield, boots, winged,a broom of flying or wings of flying. In all cases, thedraconic influence is evident, whether as subtle as abroom's exhaust reminiscent of the dragon's breathor wings identical to the true wings of their origin.

However, no matter the dragon's element, wingscommand the air, and effects that move air are alsoappropriate to such items. (If the dragon was ofthe air element, then the wings are doubly

appropriate.) Rings of elemental command (air) andwind fans are good examples of such items. A windfan made from a dragon's wing should receive thesame benefits of one built from a crest.

Some seafaring vessels have experimented withusing dragonwing sails, and their captains claim thewind always shows them favor.

Finally, as symbols of freedom, wings can also beused tangentially to create items that set theirwielder free or aid travel, such as the chime ofopening or a cubic gate. Curiously, boots other thanboots, winged gain no benefit from beingconstructed out of dragon wings.

DRAGON TAIL TABLEDragon TypeBlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item Enchantmentdancingspined shieldrod of flailingmighty cleavingring of elemental command (water)baskingspell resistanceblindingrod of lordly mightreflection

Dragon TypeBlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item Enchantmentbag of devouringlawfulghost touchflaming burst (additional +1 to weapon)mask of the skullspeedshocking burst (additional +1 to weapon)chaoticholyicy burst (additional +1 to weapon)

DRAGON TEETH TABLE

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FROM THE BELLYOF THE DRAGON

Several of the items presented have variableabilities that are determined by the type of dragonfrom which the item was created. Generallyspeaking, most of these effects cover the type ofdamage the item deals or the effects that it is mosteffective against. The table below summarizes thevariety of effects that each dragon type bestows onan item:

gains a +2 morale bonus to all saves against feareffects and the ability to cause a frightful presenceeffect in every creature with fewer hit dice than thewearer within a 60 ft. radius. Creatures subject tothis effect must make a Will save (DC 15) or becomepanicked for 4d6 rounds if they have 4 or fewer HD.Creatures with 5 or more HD are shaken for 4d6rounds on a failed save.

Caster level: 7th; Prerequisites: Craft WondrousItem, mending, fear, Market Price: 22,000 gp.

CLOAK OF THE WYRM

A cloak of the wyrm is fashioned from a piece offresh dragon hide. It glitters with dragon scales, andretains the color and strength of the dragon fromwhich it was taken. The cloak offers several benefitsto its wearer. First, its wearer gains 15 points ofdamage reduction per round against the form ofenergy associated with the cloak. Second, the cloakgives its wearer a +2 armor bonus to his AC. Third,the cloak has a set of special abilities tied to thenature of the dragon from which it was made:

Acid: A cloak attuned to this effect allows itswearer to cast acid arrow as a 3rd-level sorcerertwice per day. The cloak has mildly acidicproperties. Anyone attempting to grapple its wearermust make a Fortitude save (DC 15) or take Id4+lpoints of acid damage.

Air: The cloak allows the wearer to cast stinkingcloud as a 5th-level sorcerer once per day. In

Dragon Type

GoldSilver

Item Enchantmentmirror of mental prowesscrystal ball (any)

Ultimately, it is up to the GM whether or notthese items can be found in the campaign world.

CLOAK OP DRAGON FEAR

This plain leather cloak is in fact made from thetanned hide of a dragon. The cloak contains theessence of a dragon's frightful presence. Its wearer

Dragon Type

BlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item Enchantment

acidelectricityairfirecoldfireelectricityacidfirecold

Dragon Type

BlackBlueGreenRedWhiteBrassBronzeCopperGoldSilver

Item Enchantment

cloak of the hathorseshoes of a zephyrwinged shieldwings of flyingcubic gatecarpet of flyingboots, wingedbroom of flyingcape of the mountebankstaff of passage

DRAGON "WHISKERS" TABLE DRAGON WING TABLE

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addition, the wearer gains the ability to speakAuran and a +2 resistance bonus to all saves againstpoison so long as he wears the cloak,

Cold: A cloak of the white wyrm grants itswearer the ability to cast sleet storm as a 5th-levelsorcerer once per day. The cloak also gives its wearera 44 competence bonus on Hide checks made in asnowy environment.

Electricity: This type of cloak grants its wearerthe ability to cast lightning bolt as a 5th-levelsorcerer once per day. Its wearer gains the ability tocast create water as a 1st-level cleric twice per day.

Fire: This version of the cloak of the wyrm grantsits wearer the ability to cast fireball as a 5th-levelsorcerer once per day and burning hands as a 1st-level sorcerer twice per day.

Cloaks made from the hides of metallic dragonstend to draw hostile responses from paladins, goodclerics, and others who normally ally with gooddragons. Cloaks made from evil dragons, on theother hand, are just as likely to show up on theshoulders of a blackguard as on a crusading paladin.

Caster level: 7th; Prerequisites: Craft WondrousItem, mending, minor creation, resist elements; MarketPrice: 28,000 gp.

DARK LANTERNThough this curious item appears to be an

ordinary iron lantern, when filled with oil and lit,the lantern casts darkness, centering on itself.

Caster level: 3rd; Prerequisites: Craft WondrousItem, darkness or four drops of Black Dragon's blood;Market Price: 100 gp; Weight: 5 lb.

DRAGON BONE FLUTEThis intricately constructed musical instrument

is carved from a large chunk of dragon bone. Theflute is infused with a powerful set of enchantmentsthat make it a powerful weapon in the hands of abard. When a bard uses the dragon bone flute incombination with his bardic music ability, he gainsa +2 competence bonus to all Perform checks and tothe DC of any bardic music effect. Note that if aPerform check yields the DC of a bardic music

ability, such as fascinate, the two bonuses do notstack. In addition, the flute is particularly effectiveagainst dragons. The flute's bonus increases to +4when used against a dragon of any type. The bardmay also attempt to lull a dragon to sleep with theflute's music, but this effect only works againstneutral or friendly dragons, or unsuspectingdragons. The dragon may make a Will save with aDC equal to the bard's Perform check to remainawake. The bard must play uninterrupted for 1minute for the sleep effect to function.

Caster level: 5th; Prerequisites: Craft WondrousItem, hypnotic pattern, suggestion, sleep; Market Price:12,000 gp.

DRAGON BONE HORNMuch like the dragon bone flute, this magical

horn is carved from pure dragon bone. Unlike theflute, its magic is far from subtle. The dragon bonehorn lets loose a thunderous dragon roar whensounded. Every dragon within a 1 mile radius of thehorn must make a Will save (DC 25) orimmediately move at its fastest speed possibletoward the point where the horn sounded. Thehorn's tone is that of a bellowed challenge thatdragons find irresistible. A dragon compelled toheed the horn's call suffers a -4 competence bonusto all Listen and Spot checks. The horn is typicallyused to flush dragons out of their lairs and into theopen, though the wisdom of calling a dragon out toa fight is left for the reader to judge. Dragon hunterssometimes use the horn to trap hatchlings,vulnerable, or injured dragons, though paladinsview it as an offering of respect before a fight.

Caster level; 7th; Prerequisites: Craft WondrousItem, emotion, suggestion; Market Price: 6,000 gp.

DRAGON CLAW GAUNTLETS

This pair of magical gauntlets is made from thehide of a slain dragon. The dragon's claws areattached to the tips of the gauntlet's fingers,allowing them to function as +3 spiked gauntlets.The gauntlets' wearer may focus their magicalpower into small darts of energy that function as a

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magic missile cast by a 3rd-level sorcerer. This abilitymay be used three times per day.

Caster level: 3rd; Prerequisites: Craft Magic Armsand Armor, magic missile; Market Price: 32,000 gp.

DRAGON CLAWS

Usually cut from the teeth or talons, these twin+4 punching daggers are truly frightening tobehold, and are often the favored weapons ofexceptional assassins. Not only isthe damage of these weaponssignificantly greater thannormal, but the clawsthemselves are unbelievablysharp; if the wielder of a set ofDragon's Claws misses incombat, roll for damageanyway. If the total damage isgreater than what the roll tohit failed by, subtract thedifference from the damageand inflict the remainder.Weapons coated in a poisonreadily deliver the toxinin this manner.

Caster Level: 13th;Prerequisites: Craft Magical Armsand Armor, greater magic fang,greater magic weapon, a set ofmatching dragon talons or teeth;Market Price: 25,000 gp;Weight: 2 lbs. (each).

DRAGON TOOTH CHOKER

This magical necklace appears as a series ofcarved fangs, dyed in the color of the dragon theywere taken from, and linked with fine gold chain.Once per day, the wearer may speak a commandword and cast breath of the great wyrm as though hewere a 9th level sorcerer.

Caster level: 9th; Prerequisites: Craft WondrousItem, breath of the great wyrm, eight pieces ofmasterwork-level carved dragontooth; Market Price:15,000 gp; Weight: I lb.

DRAGONSHADOW CLOAK

Often mistaken for a simple cloak of resistance+1, this cloak is actually formed from the minglingof a dragon's shadow and potent illusory magic.Formed entirely of shadowstuff made solid, thiscloak grants the wearer a +6 competence bonus toHide checks, as well as the ability to mimic dragonfear. While the user is casting a shadow over at leastone person, the wearer invokes dragon fear as

though he were a dragon of a number ofhit dice equal to his level. This affectsall who stand in the wearer's shadow,and is automatic. While wearingthis cloak, the caster's shadowappears to be that of a wyrmlingdragon's.

Caster level: 12th; Prerequisites:Craft Wondrous Item, greatershadow evocation, resistance, accessto a dragon's shadow for anextended period of time (thedragon need not be alive); MarketPrice: 25,000 gp; Weight: -.

DRAGONTOOTH

This enchanted +2 dagger is carvedfrom the fang of a dragon. The entireweapon, both blade and handle, iscomposed entirely of the tooth and

nothing else. A dragontooth isimbued with the essence of the dragonfrom which the fang was taken. When

used in battle, the dagger inflicts damage of a typethat corresponds to the dragon from which it wasmade (see page 62) In addition, the dagger is apowerful thrown weapon. It has twice the rangeincrement of a standard dagger, and it inflicts 2d4damage on a successful hit. Against dragons, thedagger is exceptionally effective dealing 2d4damage when used in melee and 4d4 when thrown.

Caster level: 5th; Prerequisites: Craft Magic Armsand Armor, fly, magic fang, keen edge; Market Price:18,500 gp.

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LENS OF MEMORY

This device is a thick piece of featureless glasswith no obvious magical qualities. When a creaturepasses before it, however, the lens records allactivity immediately before it, until five minutesafter all creatures before it leave. When a torch orother source of light is placed behind the lens, itreplays the scene from its perspective.

Caster level: 6th; Prerequisites: Craft WondrousItem, major image; Market Price: 2,000 gp; Weight:10 lb.

LINKS OF LOYALTY

These fine lengths of silvery chain mimic theappearance of jewelry. In fact, they render thewearer little more than a slave. When created, themaker binds the links with a task; people who wearor touch the links find that the chain clasps itselfabout the person's neck. Thereafter, the linkscompel the person to complete the assigned task, asper a geas placed upon the wearer. The wearerknows the task assigned to him, and also knows theimplicit threat should he ignore his newfound duty.Once the task is completed, the links dissolve intomercury. The links may be handled safely byconstructs, undead, the caster, or with a set of tongsor similar tools.

Caster level: 12th; Prerequisites: Craft WondrousItem, geas; Market Price: 18,000 gp; Weight: 1 lb.

LINKS OF TRESPASS

These thin, silvery chains are often confused forrazorwire or simple trip wires. Strung along thefloors and walls of a corridor, they gleam in even thebarest light. When set in place and a commandword is spoken, the links of trespass will, at theslightest touch of a living being, not only trip anAlarm but will also reveal to the caster the preciselocation of the creature which tripped it. Afterfulfilling their function, the links break and becomeuseless.

Caster level: 8th; Prerequisites: Craft WondrousObject, alarm, locate creature; Market Price: 100 gp perfoot; Weight: --.

MANACLES OF HUNGER

Though disguised as a set of rusty, decrepitmanacles, this trap seeks out and attacks any nearbyhumanoid. The manacles make a grappling check ofa +15 attack bonus (including +8 from its StrengthScore of 26). The manacles then enervate theirvictim, as per the spell. The manacles are immune topiercing weapons and take half damage fromslashing weapons; sheer strength and blunt traumaare the most reliable ways to break them. Themanacles have an AC of 25, 18 hit points, and ahardness of 14. Damage repairs itself at 1 hit pointper hour, but if the manacles are broken (all 18 hitpoints lost to damage), they are destroyed.

Caster level 12th; Prerequisites: Craft WondrousObject, animate objects, enervation; Market Price:26,000 gp; Weight: 20 lb.

MERCURIAN WEAPONSThese items resemble a silvery substance which

twists and shifts of its own accord. When grasped,their form becomes marginally more stable, takingthe shape of a random weapon (DM's decision; noranged weapons other than thrown) for ten roundsbefore shifting form again. Mercurian weaponshave the chaotic special ability in addition to this;(see DMG page 186 for details). The person wieldinga mercurian weapon may make a Will check (DC:20) to force it to assume a specific form; if the checkfails, the mercurian weapon is useless for theduration of combat.

Caster level: 16th; Prerequisites: Craft Magic Armsand Armor, chaos hammer, polymorph any object,creator must be chaotic; Market Price: 30,000 gp;Weight: varies.

OIL OF DRAGON'S BLOODThis disturbing concoction is a severely addictive

potion (Will save to resist, DC 18 +1 per use of theoil) which transforms even the weakest man into amurderous, rampaging force. The user smears theoil upon himself as an action, upon which he gainsthe benefits of both haste and Tenser's transformation,while the user's Intelligence and Wisdom are

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reduced by six. These effects last for ten rounds oruntil the oil is washed off, whichever comes first.Afterward, the user's Strength, Dexterity, andConstitution are reduced by one perprevious use of the oil, for a period of oneday. If any of the user's attributes arereduced to zero in either case, or if theoil is taken internally, the user dies ashis body metabolizes itself tooquickly.

Caster level: 14th; Prerequisites: Brew Potion,haste, Tenser's transformation, one quart of dragon'sblood mixed with a potion of strength;Market Price: 10,000 gp per use, thoughprice gouging is relatively common.

ORB OF SEEING

Dragons have exceptionally keeneyesight, and with the proper magicaltreatment a dragon eye may be transformedinto an orb of seeing. This magic itemappears as a large eyeball suspendedwithin a sealed, fist-sized glass spherefilled with a clear, viscous fluid.Attached to the glass sphere is adragon skin mask. The mask isconnected to the eye by a set of thintubes that run from the mask,through the sphere, and into theeyeball. These tubes are actuallycarefully preserved veins taken from a dragon.The wearer of the mask gains the eyesight andother senses of a dragon, which translates intoa +4 competence bonus to all Listen, Search,and Spot checks and 60 ft. darkvision. Whilethe orb's user wears its mask, the veins thatrun from the eyeball bore into the user'stemples, inflicting 1 point of damage whenthe mask is put on and 1d4 damage if themask is removed in haste. Otherwise the usertakes 1 point if he spends 5 minutes carefullyremoving the mask.

Caster level: 3rd; Prerequisites: Craft WondrousItem, darkvision; Market Price: 10,000 gp.

POTION OF DRACONIC MIGHT

Distilled from pure dragon's blood, thismagical concoction grants its drinker

improved speed, strength, andendurance. After drinking the potion,a character gains +4 Strength, +4Constitution, and +10 ft. of

movement per round. This effect lastsfor 1 hour.

Caster level: 3rd; Prerequisites; BrewPotion, bull's strength, cat's grace; Market

Price: 1,200 gp.

RAZORWIRE

Appearing from a distance as thinthread commonly used as tripwire, uponclose inspection this material is actuallya very thin, very flexible blade. Casuallybrushing up against it inflicts one pointof damage to objects or people; runningor falling into a field of razorwire riskscrippling injury. For every strand ofrazorwire touched forcefully (such as by a

fall or by being grabbed in a net of thestuff), the victim takes two hits. If entangled,

the damage continues every round until thevictim escapes or dies. Razorwire may be cut bymagical weapons, or melted by magical flameor acid, and may be safely stored in anymagical container.

Caster level: 10th; Prerequisites: CraftWondrous Object, Mordenkainen's Sword; MarketPrice: 1,000 gp per foot; Weight: -.

SPHERE OF CALTROPS

In its inert form, a sphere of caltrops is afeatureless globe about the size of a human fist.

When rapped sharply against an object(normally by throwing it), it explodes into ahundred caltrops.

Caster level: 5th; Prerequisites: Craft WondrousObject, shrink object; Market Price: 600 gp; Weight:

6 lb. in sphere form.

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TENT OF DRAGON WINGS

This 20 ft. radius, circular tent is constructed ofcured dragon wings. The tent of dragon wings iswaterproof and provides 25 points of damagereduction per round against the effect associatedwith the dragon from which it was made. Inaddition, the tent retains a vestige of the dragon'sflying ability. The tent can rise up to 20 ft. above theground, as per the levitate spell. The tent can remainat this height for up 12 hours total per day. Whennot in use, the tent can be folded up into a 2 inchcube. Any items within the tent when it is collapsedin this manner are unharmed and intact when thetent is returned to normal size. However, the tentcannot collapse if any living creature is within it.

The tent is exceptionally tough. It has hardness10, 20 hit points, and a break DC of 25.

Caster level: 7th; Prerequisites: Craft WondrousItem, mending, minor creation, resist elements; MarketPrice: 28,000 gp.

THUNDERBELCHER

This oddly named contraption is one of the mostdevastating tools developed by the dwarven weaponsmiths. The thunderbelcher incorporates parts of adragon's upper digestive tracts and the highlyunstable glands that produce a dragon's breathweapon. A large metal backpack wrapped in fireproofmagical cloth contains the dragon's magicallypreserved guts, while a steel nozzle connected to thebackpack by a dragonhide tube contains portions ofits inner throat and breath weapon producing organs.In combat, the user dons the backpack and blasts hisenemies with bursts of raw magical energy from thenozzle. The thunderbelcher creates a 30 ft. cone of theenergy type associated with the dragon from which itwas made. In the case of a green dragon, thethunderbelcher produces a cone of acidic gas thatquickly dissipates after dealing its initial damage. Thethunderbelcher deals 6d4 points of damage. Targetshit by it may make a Reflex save (DC 15) to take halfdamage. The thunderbelcher carries enough energyfor 50 shots, after which its power is drained.

The thunderbelcher is a rather unstable magical

item. If its backpack portion is ruptured in combatit immediately detonates, dealing 12d4 damage ofthe type the thunderbelcher normally generates ina 60 ft. radius. The backpack has Hardness 10, 10hit points, and a break DC of 26.

Caster level: 9th; Prerequisites: Craft Magical Armsand Armor, Craft Wondrous Item, fabricate, flamearrow; Market Price: 12,500 gp.

TOME OF HISTORY

While few would notice yet another thick,leatherbound book on a bookshelf, scholars andhistorians everywhere covet these rare finds.During the enchantment, the creator names aperson, place, or (very rarely) thing to be thesubject of the book; thereafter, the book continuallywrites on that subject's activities, with moredetailed analysis for more specific subjects (i.e. aTome of the History of the Planes will cover onlymajor shifts in power and interplanar conflicts,while a Tome of High King Hazil will detail theking's every waking moment). While opened andread, the books stop writing, and will not cover anyevents which happen during that time. The bookmagically adds pages as time progresses, and stopswriting when its subject is irrevocably destroyed.

Caster level: 12th; Prerequisites: Craft WondrousObject, legend lore, secret page; Market Price: varies,depending on age and subject; Weight: — varies,depending on age, up to 50 lb.

VESSEL OF PUREST ESSENCE

This insidious device appears as a potion of somesort, but its true function is far more malevolent.This small crystal device is designed to contain asingle soul. When first made, the vessel is emptyand worthless. By placing its spigot over the lips ofa living creature, the vessel fogs up as it absorbs thecreature's soul over the course of five minutes. Oncethe soul is absorbed, the creature's body becomescomatose; its soul is trapped in the vessel. Souls heldin this manner may not be communicated with(except by the holder of the vessel), and mayneither reincarnate or be raised from the dead in

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any form, even with the use of a miracle or wish. Thevessel may store its soul indefinitely, but the soulescapes the moment the vessel is opened or broken,either rejoining its body or passing on to itsafterlife. If a soul escapes the vessel, the vessel isruined and may not take another soul. Souls held inthis manner may be consumed by others, gaining aportion of that soul's skill or knowledge (one skillor feat of the user's choice), or may be used to powermagical items (replenishing charges, or making anintelligent magical item). The manipulation of soulsis widely held to be an evil act.

Caster level: 18th; Prerequisites: Craft WondrousItem, greater planar binding, magic jar, soul bind;Market Price: 50,000 gp; Weight 1 lb.

WEAPONS OF ACCORD

These potent magical items are favored by lawfulcreatures, not simply because of the weapons'special lawful ability (see DMG, page 186), butbecause the weapons' very existence begets greaterorder. Any promise made while touching theweapon becomes a geas, and no one touching theweapon may lie. These powerful artifacts areespecially popular among paladins too young oridealistic to believe that their own oaths mayprevent them from halting a greater tragedy...

Caster level: 12th; Prerequisites: Craft Magic Armsand Armor, discern lies, geas, order's wrath, creatormust be lawful; Market Price: -1-4 bonus.

WELL OF FORGETTING

A terrible oubliette employed by many potentcreatures, wells of forgetting are terrible devicesused to imprison threats too powerful or toovaluable to kill. The well is a bottomless pit whichexpands into a pocket plane, where its prisonersspend their days in stasis. Any creature which fallsinto the pit is imprisoned; with a command word,the owner can reach into the pit and remove any orall of its inhabitants. Placing a portable hole or hag ofholding within the well will destroy the hole or bag,and banish the prisoners to random planes. Ifsomeone attempts to communicate with a prisoner

of the well through magic or shouting into the pit,the prisoner can communicate back, but does so asthough confused and sleepy.

Caster level: 18th; Prerequisites: Craft WondrousObject, imprisonment, Mordenkainen's magnificentmansion; Market Price: 100,000 gp (but immovable);Weight: not applicable.

DRACONIC ARTIFACTSEven among dragons, there are items so fearfully

potent that none know how or why they weremade. What follows is a list of major artifacts, anyof which a DM may structure a whole campaignaround. These artifacts provoke fear and awe fromeven the dragons; PCs who use them capriciouslywill get what they deserve.

THE CROWN OF THE IVORY EMPEROR

This artifact has actually crossed the path of severaladventurers who had no idea what it was. From adragon's perspective, the crown is a series of large,granite stones linked together to form a helm for anespecially large dragon. For the paltry adventurerswho found it, it was simply a mind-bogglingly largeseries of rocks standing inexplicably in a circle.Though no dragon has grown to this size in millennia,anyone who stands in the center of the crown may callupon the fealty of all dragons. This is not merely apolitical ability; while within the crown, the user cancommand all dragons. The difficulty of course is thatchromatic dragons (and even chaotic metallic dragons)chafe under such control, and take every opportunityto unseat the upstart. Furthermore, the magicalenergies coursing through the crown are potent evenfor a great wyrm — mere dragons suffer headachesfrom use of the crown. Mortals of lower levels findthemselves torn apart by the magic of the crown.

NEMESIS BLADES

These are a paired set of two enchanted +5scimitars, one Holy and one Unholy, originallycrafted by Ysthine the Gold and Sraug the Red fortheir human and orcish generals, though their

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current whereabouts are unknown. Each sword ishighly intelligent and fanatically loyal to theircreators' causes, tending to easily dominate theirwielders. The Holy sword grants its owner theability to summon a gold dragon mount into battle,while the unholy sword does likewise with a reddragon. In theory, the blades also grant theirwielder the right to command whole groups ofdragons; in reality, metallic dragons will demand areason to be loyal, while chromatic dragons willoften attempt to dominate the wielder of the evilnemesis blade. Both weapons grant the userimmunity to the breath weapons of the oppositedragon types. Finally, by grasping the hilt of theirweapon, the wielder may find the location of theother blade, and status of its wielder, if any. It isrumored that the neutral dragons also had a blade,but that it was destroyed by Sraug's champion,suggesting in turn that the nemesis blades maydestroy each other.

DRAGON MAGICWhile most young dragons rely almost

exclusively on their sheer physical prowess andtheir terrible breath weapons for combat andsurvival, they do so at a cost — magic is as naturalto these creatures as hoarding treasure, and adragon who does not learn to use this power willsuffer for their laziness. With rare exception, thereexists in draconic lore an example of every magicalspell or item written of by the young races' record-keepers. Though mortals may eventually be able toeclipse a dragon's natural talents in the magical arts,it is not without extreme effort or sacrifice. Manymen and women would kill to plunder a dragon'ssecrets, and many more have died trying. Even thesimplest cantrip or crudest artifact can fetchthousands of gold pieces on an open market —provided, of course, that the seller is willing to riskhis life by revealing the secrets of the wyrmsthemselves.

DRAGON SPELLSThough the political might of the dragons as a

race passed with the fall of their empire, theirtalents with magic are innate and unwavering.With centuries to master their sorceries, a dragon'smagic grows as reflexive as a flap of its wings, andas powerful as its very soul. Even their sorcerousdescendants have tapped into this reservoir ofpower, and used it for their own ends.

Of course, with such power comes opposition,and many spellcasters have developed their ownmethods of dealing with dragons... gently orotherwise.

What follows is a listing of new spells, eitherused by or against dragons. While several of thesespells are more common among sorcerers thanwizards, only a handful of sorcerers have ever usedthese spells, much less written them down for awizard's use. As such, a scroll of these spells fetchesas much as ten times the normal cost, but thesorcerers must first scribe them.

Become DragonTransmutationLevel: Wiz/Sor 9Components: V, S, FCasting Time: 1 roundRange: PersonalTarget: YouDuration: 10 minutes/levelAs polymorph other, restricted to a draconic form.

However, unlike polymorph spells, this spell grantsthe caster all of the supernatural and spell-likeabilities of a dragon. The caster gains the breathweapon and powers of a dragon with a number ofHit Dice (and the closest effective age category)equal to the caster's level.

Arcane focus: A scale or tear from the type ofdragon you wish to become.

Blessing of the AgesEnchantmentLevel: Pal 4, Protection 5, Sor/Wiz 6Components: V, S, XP*Casting Time: Five minutes

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Range: TouchTargets: One, specialDuration: SpecialSaving Throw: NoneSpell Resistance: NoBy placing a talon over the heart of a favored ally

and making a quiet incantation, a dragon gives up atiny portion of its essence to any future descendantsof its friend. The dragon permanently gives up toone of its attribute points per level of the target, tothat target's heirs. The target himself gains nothingdirectly, but this blessing is often enough to topplegovernments in favor of the target.

Thereafter, every descendant ofthe target gains extra attributepoints equal to those sacrificed bythe dragon. These children are

marked with a refined, elegant mystique and goldeneyes (or other color dependent upon the dragon),which are sometimes used as a means of provingbirth ties to the favored ancestor. The benefits lastwhile the dragon lives, or until such time as thedragon removes its favor, which it may do as a freeaction.

* Mortals may use this spell, but the effect is muchmore draining, costing them one thousand experience perattribute point transferred. The effects are otherwiseidentical.

Breath of the Great WyrmEvocation [As per breath weapon; see below]Level: Sor/Wiz 4Components: S, MCasting Time: 1 roundRange: Close (25 feet + 5 feet/2 levels)Targets: OneDuration: InstantaneousSaving Throw: Ref (for half damage)Spell Resistance: YesA dragon's body is so attuned to its elemental

makeup that even the tiniest scale rings with itspower. Some spellcasters may take advantage ofthis, and mimic the most fearsome ability of thedragon: its breath weapon.

By biting down on a scale and spitting a piece ofit at an opponent, the spellcaster belches forth a

breath weapon similar to that of thescale's former owner. Unlikewith a dragon's breath weapon,this only affects one target. For

damage, roll ld8 per level of thespellcaster, up to a maximum of

15d8.

Burden of the Father's SinsEnchantment

Level: Destruction 5, Sor/Wiz 6Components: V, S, XP*Casting Time: Five minutesRange: SpecialTargets: One, specialDuration: Special

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Saving Throw: NoneSpell Resistance: Yes, but only for the initial

targetBy wounding a foe in combat who previously

wounded the dragon, the dragon sacrifices a tinyportion of its essence to curse future descendants ofits opponent. The dragon permanently gives up toone of its attribute points per level of the target, topenalize that target's heirs. The target himselfsuffers no ill effects, but should the curse becomecommon knowledge, he and his children can expectostracism.

Thereafter, every descendant of the target bornloses attribute points equal to those sacrificed bythe dragon. These children are marked with a sicklypallor and sunken eyes. The penalties last while thedragon lives, or until such time as the dragonrescinds the curse, which it may do as a free action.

* Mortals may use this spell, but the effect is muchmore draining, costing them one thousand experience perattribute point removed. The effects are otherwiseidentical.

Death CurseNecromancyLevel: Brd: 2, Death 2, Sor/Wiz 4Components: V, SCasting Time: One actionRange: 400 feet +Targets: OneDuration: SpecialSaving Throw: NoneSpell Resistance: NoneMany old tales tell of a great hero slaying a foe in

combat, only to find themselves undone by a cursefrom the dying man's lips. This spell works onlywhen the caster is dying — if the caster isunconscious or utterly destroyed rather than merelyslain, he cannot cast the spell.

The caster may choose the person mostresponsible for his death (inflicted the mostdamage, or engineered the situation which led tothe caster's death), who struck the killing blow, orthe leader of the group responsible for the caster's

death. The caster points to the target, cries out thereason for the curse, pronounces the curse, and thendies. If the caster's grievance is false, nothinghappens. If the caster's words are true, however, thecurse takes effect, and lasts until the target is thesubject of an atonement spell or dies.

The curse is quite potent: the target receivesmaximum damage from one attack (DM's choice)once per combat, has no spell resistance againstoffensive spells and fails any saving throws excepton a natural 20. When the target of beneficial magicsuch as protection or healing (but not the aboveatonement spell), the target is considered to have aspell resistance of 25.

Casting this spell is an evil act.

Dragon MarkAbjurationLevel: Magic 3, Travel 3, Sor/Wiz 2 (0 forDragons)Components: SCasting Time: 1 hourRange: TouchEffect: One personal mark or rune, which mustfit within a 50 foot radius visible from the skyDuration: PermanentSaving Throw: NoneSpell Resistance: NonePowerful, insular, or boastful dragons sometimes

visibly mark their territory in a variation of arcanemark. The dragon mark is large enough to be visiblefrom above, and may be inscribed into any surface,even shifting sands, waters, or clouds, which gain asense of permanence from this. Once cast, a simpleglance from above (or below, in the case of clouds)displays the mark of ownership by a dragon, whosename, age, and subrace are also inscribed. Metallicdragons sometimes use this to mark the borders ofan allied nation, while chromatics enjoy casting itover a site they have recently razed.

While mortals can cast this spell, dragonsconsider it a mark of abject foolishness or arrogance.Some might even be offended that a human dareinvoke such power.

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DragonshieldAbjurationLevel: Clc 4, Pal 3, Protection 3Components: S, FCasting Time: InstantaneousRange: SpecialTargets: NoneDuration: InstantaneousSaving Throw: NoneSpell Resistance: NoneAs lesser dragonshield, but cancels the breath

weapon entirely.

Drought of Eternity's WellNecromancyLevel: Evil 7, Sor/Wiz 9Components: V, SCasting Time: 15 minutesRange: touchTargets: one creatureDuration: PermanentSaving Throw: NoneSpell Resistance: NoneA dragon's soul is an all but infinite magical

resource, itself capable of empowering all thedragon's magic, as well as its virtual immortality.

Mortals covet immortality and power.The spellcaster targets a mortally wounded

dragon and either himself or another person, bothof whom the spellcaster must remain in physicalcontact with for the duration of the casting. Thedragon's soul is consumed by the other target, whowill not age for one thousand years. If the othertarget is a wizard, he gains a free Spell Mastery feat.If the second target is any other kind of spellcaster,they permanently gain one free additional spell perday, per level. Once a year, the second target mustmake a Will save (DC: 18) or permanently moveone alignment step closer to that of the slaindragon.

Should the spellcaster not maintain physicalcontact with the dragon throughout the casting, thedragon's soul escapes unmolested. Should thespellcaster not maintain contact with the second

target, the dragon's soul dissipates through thecaster, driving him irrevocably insane (permanentlyswitch alignment to Chaotic Neutral).

Willfully participating in this spell is an evil act,and no dragon will ever fully trust a spellcaster whoknows it. Dragons value their souls highly, and willnot willingly participate in this spell under anysituation short of an apocalyptic battle.

EstivationTransmutationLevel: Drd 1, Sor/Wiz 3, Travel 2Components: V, S, MCasting Time: 30 minutesRange: SelfTargets: SelfDuration: Up to three monthsSaving Throw: NoneSpell Resistance: NoneDuring periods of extreme heat, the body slowly

dehydrates, leading to eventual death. By hidingfrom the direct environment, whether throughburying oneself in the sand or taking shelter in asmall cave, the caster can survive up to threemonths by shut t ing down all but the most basicbodily functions, requiring neither food nor waterduring this time. The caster suffers no ill effectsfrom the environment, but may not take any actionduring this time. The caster is vaguely conscious ofthe environment around him, and awakensimmediately if addressed personally, or if attacked.If three months pass without rescue or anenvironmental change, the caster dies ofdehydration.

Focus: A handful of sand, which slowly tricklesout of the caster's hand over three months.

Find LairDivinationLevel: Sor/Wiz 1 (0 for Dragons), Travel 3Components: V, FCasting Time: Four minutesRange: 100 milesTargets: One, see belowDuration: Concentration

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Saving Throw: NoneSpell Resistance: NoneThere are three things which a newly-hatched

wyrmling needs to survive: food, water, and alair. This spell provides the third. The casterconcentrates, meditating upon the properenvironment for a dragon (Knowledge: Arcana, DC:15; if the caster is familiar with the dragon type, oris itself a dragon, he gains a +5 competence bonus),and the focus points unerringly to the closestsatisfactory environment. This spell does not revealwhether the lair is inhabited, nor does it reveal anybut the most direct means to the lair.

Focus: A small metal needle.

Greater DragonshieldAbjurationLevel: Clr 5, Pal 4, Protection 4 Components: S, FCasting Time: InstantaneousRange: SpecialTargets: NoneDuration: InstantaneousSaving Throw: NoneSpell Resistance: NoneAs per dragonshield, but affects all dragons' breath

weapons of an age equal to or younger than that ofthe scale's dragon.

HibernationTransmutationLevel: Drd 1, Sor/Wiz 3, Travel 2Components: V, S, MCasting Time: 30 minutesRange: SelfTargets: SelfDuration: Up to three monthsSaving Throw: NoneSpell Resistance: NoneDuring periods of extreme cold, the body slowly

freezes, leading to eventual death. By hiding fromthe direct environment, normally by making orfinding a shelter, the caster can survive up to threemonths by shutting down all but the most basicbodily functions, not even requiring food or water.The caster suffers no ill effects from the

environment, but may not take any action duringthis time. The caster is vaguely conscious of theenvironment around him, and awakens ifaddressed, or attacked. If three months pass withoutrescue or an environmental change, the caster diesof frostbite.

Focus: A handful of snow, which slowly meltsover three months.

Lesser DragonshieldAbjurationLevel: Clr 3, Paladin 2, Protection 2Components: S, FCasting Time: InstantaneousRange: SpecialTargets: NoneDuration: InstantaneousSaving Throw: NoneSpell Resistance: NoneAs the snake is immune to its own venom, so is a

dragon immune to its own breath weapon. Bycalling upon a scale's inherent resistance, the casterhimself may ignore one use of the breath weaponwith this ability. Lesser dragonshield only protectsthe caster from the breath weapon, and only againststream or cone variants; the rest of the party and/orcloud weapons pass the dragonshield.

Focus: One healthy dragon scale, of the attackingdragon's type. Lesser dragonshield is ineffective ifthe attacking dragon is older than the dragon thescale was taken from.

Lock DragonAbjuration [Evil]Level: Wiz/Sor 7, Evil 7Components: V, S, F/DFCasting Time: 1 actionRange: 60 ft.Target: One polymorphed dragonDuration: 10 minutes/levelSaving Throw: Will negates (see text)Spell Resistance: Yes (but see text)This abjuration prevents a polymorphed dragon

from returning to its natural (or any other) state.The dragon receives both its usual spell resistance

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(if any) and a saving throw, but this spell gives thecaster a +10 bonus for both checks.

As the spell's primary use is in capturingpolymorphed metallic dragons, it is invariably evil.If used against an evil dragon using the polymorphself spell with its sorcery, it might not be consideredan evil spell. However, this has never beenattempted.

Arcane focus: An ivory figurine (minimumvalue 100 gp) of either a dragon or a humanoid,wrapped in chains.

Manacles of dragon binding keep a dragon fromchanging shape; this magic item requires the CraftWondrous Items feat, this spell, and limited wish ormiracle. The item has a default caster level of 14thand a DC both to break and against Escape Artistof 40.

Magical HusbandryAlterationLevel: Dr: 9, Magic 9, Sor/Wiz 9Components: V, S, XPCasting Time: SpecialRange: TouchTargets: Up to the caster's level in specimens.Duration: PermanentSaving Throw: NoneSpell Resistance: NoneAn insidious spell that can alter whole bloodlines

with ease, magical husbandry allows for cross-breeding of wildly different races. This is neither asubtle nor a fast process, often taking severalgenerations, but it is reliable. So long as the racesinvolved are not of certain types (Aberration,Construct, Ooze, Outsider, or Undead), the spellproduces at least one surviving offspring perhundred attempts (roll 1d100; if the result is lessthan the number of offspring produced, the numberis also the amount of surviving offspring). To createan entirely new species requires no fewer thanthree generations; to create halfbreeds (see theDMG's templates section for examples) requires onlyone.

This spell must be cast over all survivingoffspring once per year; if a year passes without thespell, the subject dies as its body rejects itself. Thismust be done every generation until the desiredresult is achieved.

Use of this spell is an evil act if performed onunwilling, intelligent subjects.

This spell costs 1,000 XP per year of regularupkeep.

Retain Natural ArmorTransmutationLevel: Dragon/Sor 7Components: V, SCasting Time: 1 actionRange: PersonalTarget: CasterDuration: Duration of single, alternate

polymorph formBy using this spell before using the polymorph self

spell or spell-like effect, a creature can maintain itsnatural armor bonus while in another shape. Thereis no visible sign of the armor, though it may (at theDM's discretion) leave some tactile trace, such asunusually rough or thick skin.

The spell lasts until the character assumesanother shape or until dispelled.

Retain Supernatural PowersTransmutationLevel: Dragon/Sor 8Components: V, SCasting Time: 1 actionRange: PersonalTarget: CasterDuration: Duration of single, alternate

polymorph formBy using this spell before using the polymorph self

spell or spell-like effect, a creature can retain itssupernatural powers while in another shape. Thereare no negative physical side-effects to this spell,though shooting fire from one's mouth tends to bean indication of unusual origins.

The spell lasts until the character assumesanother shape or until dispelled.

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Scour the EarthDivinationLevel: Protection 6, Sor/Wiz 4, Travel 5Components: V, S, FCasting Time: Ten minutes.Range: Within the plane.Targets: OneDuration: ConcentrationSaving Throw: NoneSpell Resistance: NoneBy concentrating upon a familiar object or

person, the caster may unerringly track that target'sdirection from the caster's location. The castermakes a Scry skill check (DC 18), with bonuses orpenalties assigned by the DM depending upon howfamiliar the caster is with the target (+5competence for a close relative or an ancestralheirloom; -5 for a stranger once spotted in a crowdor a single copper piece once owned).

Focus: A drawn representation of the object,which the caster must carry with him for theduration of the spell.

Secret of the GraveDivination, NecromancyLevel: Death 4, Knowledge 4, Sor/Wiz 5Components: V, SCasting Time: InstantaneousRange: Self or touchTargets: OneDuration: PermanentSaving Throw: NoneSpell Resistance: NoneDeath is not always the obstacle to the truth that

some would like. By casting this spell over a corpseor mortally wounded target, or while the spellcasterhimself is dying, the caster may choose one — andonly one — piece of the target's knowledge.

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Thereafter, nothing short of a miracle or wish willreveal that knowledge, at least with regards to thatperson (i.e. the location of a buried treasure, whichis known only to the dead, will be lost forever; thelocation of the local thieves' guild, known to a deadthief, cannot be traced in any way from the thief'sbody or spirit, as the spirit itself forgets).

Set TrapsEvocationLevel: Brd 1, Sor/Wiz 0, Trickery 1Components: V, SCasting Time: Two minutesRange: TouchTargets: OneDuration: PermanentSaving Throw: NoneSpell Resistance: NoneBy chanting during the physical act of resetting a

basic mechanical device, the device resets itselfautomatically five minutes after being triggered.This does not work if trie device is in any waymagical, if the device runs out of ammunition, or ifthe device is damaged or physically blocked fromresetting.

Shape of the True SoulTransmutationLevel: Sor 8Components: V, S, M, XPCasting Time: 1 round or 1 hourRange: SelfTargets: SelfDuration: 1 round/level, or permanent (see below)Saving Throw: NoneSpell Resistance: NonePerhaps the spell rarest among sorcerers, shape of the

true soul is only found among those sorcerers actuallydescended from dragons, and cannot be cast as awizard spell. Upon completion of the casting, thesorcerer polymorphs into the form of a half-dragon ofa type of his draconic ancestor's (if multiple ancestors,the DM may choose one to be dominant), and remainsin this form for the duration of the spell. This use ofthe spell costs the user 1,000 XP.

This spell may be rendered permanent throughthe use of the permanency spell. This use costs theuser 20,000 XP.

The material component of this spell is theeggtooth of a wyrmling of the type of thespellcaster's draconic ancestor.

Sharing the Ancient LoreAlteration, DivinationLevel: Bard 0, Knowledge 2, Sor/Wiz 3Components: V, SCasting Time: Twenty minutesRange: TouchTargets: OneDuration: PermanentSaving Throw: NoneSpell Resistance: NoneThis spell transfers a single memory from the

caster to a target. The memory can be no longerthan twenty minutes in length, and the target mustbe willing. Upon successful casting, the targetremembers the incident as clearly as the caster does,complete with any magical tampering of theoriginal memory.

When bards cast this spell, it has an area effect ofa 10 ft. radius, and may affect all who listen,

Smother MagicAbjurationLevel: Brd 5, Clr 5, Drd 6, Magic 5, Pal 5, Sor/Wiz 5Components: SCasting Time: 1 actionRange: Twenty feetTargets: 1 targetDuration: 1 round/levelSaving Throw: NoneSpell Resistance: NoneBy clapping his hands or flapping his wings

loudly, the spellcaster generates a strong breeze overa single target. For the duration of this spell's effect,the target may not cast spells or use spell-likeabilities. Spell effects in current effect on the targetimmediately end, and any magical items on thetarget's person cease to work. No new spells mayaffect the target directly.

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Soul of the SlayerTransmutationLevel: Pal 4Components: V, SCasting Time: 1 ActionRange: SelfTargets: SelfDuration: One round/levelSaving Throw: NoneSpell Resistance: NoneBy raising his weapon and issuing a direct

challenge to a dragon, the paladin calls upon thepaladins who faced and slew dragons in the DragonWars. For the duration of this spell, neither thepaladin nor the target dragon may cast spells orengage other opponents in melee. This effect endsimmediately if any third party interferes in theduel.

Twist the LandTransmutationLevel: Destruction 5, Drd 6, Evil 5, Sor/Wiz 6Components: V, SCasting Time: VaryingRange: SpecialTargets: SpecialDuration: PermanentSaving Throw: NoneSpell Resistance: NoneDuring the casting of this spell, the caster

physically travels over a piece of earth of any single,continuous size. Upon completion of the spell, thecaster poisons all lands that fell beneath his shadowduring the casting. Forevermore, the earth is sour,and the plants that grow from it are sickly, theirfruits poisonous. This spell's duration ends with thecaster's death. Use of this spell is considered an evilact.

Wisdom of the Ivory EmperorDivinationLevel: Bard 0, Knowledge 1, Sor/Wiz 1Components: V, S, MCasting Time: One hourRange: Special

Targets: SpecialDuration: InstantaneousSaving Throw: NoneSpell Resistance: NoneThis spell must be cast within the confines of a

dragon graveyard.Upon completion, the caster may ask the spirit of

the Ivory Emperor exactly one question. If the spiritof the emperor finds the sacrifice worthy of thequestion, it will answer the caster. No spellcastermay disturb the Ivory Emperor's spirit twice.

The material component of this spell is a sizabletreasure fit for the greatest dragon ever to live. DMsdecide whether the Ivory Emperor believes thesacrifice is worthy; regardless of its worth, the IvoryEmperor's spirit consumes the entire hoard laidbefore him.

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AERIAL COMBAT RULESCombat in the air is a nasty, brutish, and short

affair. One devastating hit can send a combatanttumbling from the sky. A single, telling blow thatmay stagger a warrior on the ground can be thestrike that ends an aerial battle.

These rules expand the options available to aerialcombatants and also provide guidelines for usingstandard combat actions in aerial combat. Youshould be familiar with the standard rules for aerialmovement, as these rules use them as the basicfoundation for maneuver and combat.

AERIAL INITIATIVE

Initiative works in aerial combat much the sameway it does in standard combat, with one importantdifference. Flying creatures with an Intelligence of8 or more roll initiative and take all their actionsseparately from their riders. Otherwise, the riderrolls initiative both for himself and his mount.

PACING

Unlike standard combat, the direction in which aflying creature points is often extremely important,It determines which direction it must move anddictates its options for maneuvers for flyers withaverage, poor, or clumsy maneuverability. A flyingcreature can only attack a creature in its front arc. Acreature's front arc extends in a straight line to theright and left of its current position and all areasextending out from that line in the direction of thecreature's current facing. The remaining areabehind the creature is its rear arc. These flierscannot simply turn around to confront an enemythat approaches from the rear, as per the standardflight maneuverability rules.

Creatures with perfect and good flightmaneuverability may hover in place. Thesecreatures have neither a front or rear arc. Much likeground combatants, they can respond to threats anddirect their attacks in any direction.

A creature that attacks an enemy while in its reararc is considered to have flanked its target.

Creatures with levels in barbarian or rogue do notgain the benefit of their uncanny dodge abilitywhen attacked from their rear arc in aerial combat.

ABSTRACT MOVEMENT

The aerial movement rules work best withminiatures and a map. However, if you gamewithout these tools you may prefer an abstract.Each flying creature makes a Dexterity check or itsrider makes a Ride check at the start of each round.These checks are modified as per the table below:

ManeuverabilityPerfectGoodAveragePoorClumsy

Modifier+8+4+0-4-8

When a creature takes its action, it may choose togain the benefit of attacking from the rear arc of anyopponent who rolled lower on its Dexterity or Ridecheck.

While this rule removes some of the realism andtactical options from aerial combat, it does allowyou to quickly resolve combats in the sky withoutignoring the rather large advantage an agile flyerhas over a ponderous opponent.

AERIAL COMBAT OPTIONS

This section covers modifications to the specialattack and damage modes. If an attack mode is notmentioned here, assume that it works withoutmodification in air combat.

Aid Another: In addition to making an attackroll against AC 10, a flying creature may attempt tobuzz around an opponent, distracting it anddisrupting its concentration. To do this, theattacking flyer makes a Dex check (DC 10), or itsrider may attempt a Ride check (DC 10) to gain thebenefits of this action. This form of aid another isonly effective against creatures with average, poor,or clumsy maneuverability. Creatures with perfect orgood maneuverability gain a +2 competence bonusto Dex checks made to attempt an aid another action.

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Bull Rush: While on the ground a bull rush is anattempt to push back an opponent, in the air it ismuch riskier, and more lethal, attack. The bullrushing creature rams its target, attempting toknock it from the sky. Use the rules for initiating abull rush as normal. If the attacker beats thedefender, both the attacker and defender take onedie of damage for every full 10 ft. of movement thatthe attacker normally has for flying. The die type ofthis attack is determined from the table below.

Both the attacker and defender must make Reflexsaves (DC 15) to avoid crashing. If the attacker anddefender are not the same size, the larger of the twogains a +4 bonus to this save for each unit of size itis larger than its opponent. If the attacker fails tobeat the defender, continue the attacker's movementforward until it is past the defender.

Grapple: While it may seem odd, grappling is agood way to knock an opponent from the sky.The grappling rules work as normal, with oneexception. If the attacker manages to grapple itsopponent, any combatant that cannot hover inplace (maneuverability average or worse) crashes tothe ground. If both combatants can hover, resolvethe grapple as normal. If only one can hover, thehovering grappler may choose to hold the non-hovering flyer aloft if it can bear the load ofcarrying it. Otherwise, the non-hovering grapplercrashes to the ground if it loses the grapple.

Overrun: This combat option is not available inaerial combat. A flying creature can simply adjustits altitude to fly over or below an opponent.

Subdual Damage: Subdual damage works asnormal. A staggered creature must use its partialaction to move. Otherwise, it begins to fall from the

sky (see Crashing, below). Obviously, an unconsciouscreature crashes to the ground.

ATTACKS OF OPPORTUNITYWhile ground-based creatures maintain their

relative position long enough for both to makeattacks of opportunity, flying creatures soar andswoop through the air, constantly shiftingpositions, Attacks of opportunity are not used inaerial combat. Optionally, if for all intents andpurposes a group of aerial creatures can fight as ifthey were on the ground — perhaps they are allhovering in place or are under the effects of levitate— then use attacks of opportunity as normal.

CRASHINGAll creatures that lose the ability to fly

immediately plummet to the ground. A fallingcreature accelerates at a rate of 10 feet per second.Thus, a creature falls 10 feet the first second, 20 feetthe second second, 30 feet the third second, and soon. To keep things simple, assume a falling creaturereaches terminal velocity after three rounds.

Falling creatures take ld6 points of damage forevery 10 feet that they fall. While falling, a creaturethat still possesses the ability to fly, such as acreature knocked from the air by a bull rush attack,may make a Reflex save (DC 20) to pull out of thedive. If the creature is being used as a mount, therider may make a Ride check (DC 20) in place of themount's Reflex check to pull up.

Creatures with perfect maneuverability mayautomatically break out of a fall if they areconscious and still able to fly. Those with goodmaneuverability gain a +5 bonus to their save.

BULL RUSH ATTACK TABLEAttacker is:3 or more sizes smaller1 or 2 sizes smallerSame size as defender1 or 2 sizes larger3 or more sizes larger

Defender's Damage1 point

d4d6d8

d10

Attacker's Damage

d10d8d6d4

1 point

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SECTION THREE:

WHAT LIES BEYONDNEW DRAGONS

ELEMENTAL DRAGONS

I cannot now, or ever, verify the existence of dragonsfrom other planes. That such a thing would be thought, or

wished, is unconscionable. We can only pray that, in duetime, no living mortal discovers a means to open the

gateways between here and there, in short, finding thatwhich should not be, to be all along.

— Murghin of the Everfire Watch, Scholar of Beyhlos,and Seeker of the Sacred Eyes

That dragons exist on the elemental planes haslong been theorized by scholars. So, too, has thetheoretical understanding of how to bring them intothe Material Plane — but making practical use ofthat knowledge is another matter entirely. Potentmagic is necessary to compel these majestic beings tocross over into our world. Like their material cousins,elemental dragons are proud and reclusive. Theyrarely leave their own dimensions unless summoned.

Elemental dragons are compounds of the primalelements of existence, and do not grow or age thesame way as dragons in the Material Plane.Therefore, there is no need to differentiate them byage group. They come into being fully formed as olddragons and stay so until the energy of their beingis dispersed.

Elemental dragons also differ from dragons of theMaterial Plane in that they are always solitary andhave no social organization to speak of. Also, theyhave no hide that may be reworked into armor.

CombatOnce summoned, elemental dragons are difficult

to control. They fight until they are destroyed; until

they are forcibly returned to their elemental plane;or until there is no one left for them to attack(including their summoner). A dragon recognizesno master, and usually does not take kindly to beingsummoned from its native element.

All elemental dragons can perform the full rangeof physical attacks available to dragons ofthe Material Plane, except for crush, which is onlyavailable to dragons of elemental earth. In addition,like their material cousins, they possess the specialability frightful presence.

Elemental dragons are immune to poison, sleep,paralysis and stunning. Like all elementals, they arenot subject to critical hits.

DRAGON OP PRIMAL AIR

Type: Huge Dragon Elemental (Air)Hit Dice: 23d12+60 (209 hp)Initiative: + 4 Dex, +4 Improved InitiativeSpeed: Fly 200 feet (perfect)AC: 37 (-2 size, +4 Dex, +25 natural)Attacks: Bite +28 melee, 2 claws +23 melee,

2 wings +23 melee, tail slap +23 meleeDamage: Bite 2d8+7, claws 2d6+3, wings 1 d8+3,

tail slap 2d6+10Face/Reach: 10 feet by 20 feet/ 10 feetSpecial Attacks: Breath weapon, spell-like

abilities as 9th level caster, frightful presenceSpecial Qualities: Dragon, Elemental, damage

reduction 10/+1Saves: Fort+13 Ref+12 Will+11Abilities: Str 24, Dex 19, Con 20, Int 16, Wis 17,

Cha 14Skills: Listen +43. Search +34, Spot +43,

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Concentration +36, Diplomacy +33,Escape Artist +35m Scry +35

Feats: Improved Initiative, Dodge, Flyby Attack,Hover, Wingover, Power Attack

Climate/Terrain: AnyOrganization: SolitaryChallenge Rating: 15Treasure: NoneAlignment: Always neutralAdvancement: 24-25 HD

Dragons of primal air look more or less like acloud of draconic shape. Their roar sounds like apeal of thunder. If they speak, they do so in Auranor Draconic. Their natural voice resembles thepiercing shriek of a whirlwind.

CombatAir Mastery (Ex): Dragons of primal air share

this ability with other air elementals. Airbornecreatures attacking it suffer a -1 penalty to attackand damage rolls.

Breath Weapon (Su):Dragons of primal air candraw on their elementalpower and project it as abreath weapon. It comesout as a whirlwind, extendingfrom the dragon's mouth in a cone 50feet long and 30 feet in diameter at its base,and lasting for 11 rounds. Any creatureof large size or smaller caught in thiswhirlwind must make a successful Reflexsaving throw (DC 20) or take 2d8 damage.At the beginning of the following round,it must make a second Reflex saving throw,and if it fails that, the vortex snatches it upand automatically inflict another 2d8 damageper round until the vortex dissipates. Thecreature is virtually suspended in mid-air,buoyed up by the force of the whirlwind.Creatures that can fly may attempt a new Reflex savefor each round that it remains trapped in the

whirlwind; if it succeeds, it still take the prescribeddamage, but may escape. This ability also worksunderwater.

Protection from Air (Sp): As many as threetimes per day, dragons of primal air may invokeprotection from air as a spell-like ability. Thisfunctions more or less as a protection from elementsspell, and grants the casting dragon a barrier againstall attacks in which the element of air causesdamage, including attacks by other air elementalsand the spells lightning boh and chain lightning. Theprotective barrier lasts until it absorbs 108 points ofdamage or for 90 minutes.

Wind Wall (Sp): Dragons of primal air may usethis ability three times per day. It functions exactlylike the spell wind wall.

Control Weather (Sp): Dragons of primal airmay use this ability once per day. It functionsexactly like the spell control weather.

Chain Lightning (Sp): Dragons of primal airmay use this ability once per day. It functionsexactly like the spell chain lightning.

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DRAGON OF PRIMAL EARTH

Type: Huge Dragon Elemental (Earth)Hit Dice: 24d12 + 60 (216 hp)Initiative: +0 Dex, +4 Improved InitiativeSpeed: 30 feet, fly/bound 100 feet (clumsy)AC: 37 (-2 size, +29 natural)Attacks: Bite +31 melee, crush +31 melee,

2 claws +26 melee, 2 wings +26 melee, tail slap+26 melee

Damage: Bite 2d8+9, crush 2d8+ 13, claws2d6+4, wings 1d8+4, tail slap 2d6+13

Face/Reach: 10 feet by 20 feet/ 10 feetSpecial Attacks: Breath weapon, spell-like abilities

as 9th level caster, frightful presenceSpecial Qualities: Dragon, Elemental, damage

reduction 10/+1Saves: Fort+13, Ref+8, Will +11Abilities: Str 29, Dex 9, Con 21, Int 16, Wis 17,

Cha 15Skills: Listen +44, Search +35, Spot +45,

Concentration +37, Diplomacy +34, Escape Artist+32, Scry +34

Feats: Improved Initiative, Snatch, Quicken Spell-LikeAbility, Cleave, Power Attack, Sunder

Climate/Terrain; Any landOrganization: SolitaryChallenge Rating: 15Treasure: NoneAlignment: Always neutralAdvancement: 25-26 HD

At first glance, one may easily mistake a dragon ofprimal earth for a dragon of the Material Plane. Trueto the essence from which it birthed, it has a solidform and it also takes on a familiar draconic shape,but a closer look reveals that what appeared to beirregular scales are really rocks fitted together, andthe sparkle of its eyes often comes from gemstoneslodged in the sockets.

Since they have no affinity with air, dragons ofprimal earth possess only a very limited ability tofly. In fact, they do not so much fly as bound. Whendragons of primal earth make use of flying

movement, they never elevate more than 25 feet,and must end their movement on the ground.

Dragons of primal earth speak Terran andDraconic. Their roar sounds like the fearsomerumble of an earthquake, and their normal speakingvoices strike listeners as an ear-splitting grinding ofstone against stone.

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CombatCrush: If a dragon of primal earth chooses to fly,

it may attempt to damage creatures by landing onthem with their full body weight This form ofattack only works against small or tiny creatures. Itaffects as many creatures as can fit under thedragon's body. Creatures so affected must make asuccessful Reflex saving throw (DC 29), or else theyare pinned, automatically taking damage at the startof the next round unless the dragon moves.

Earth Mastery (Ex); Dragons of primal earthshare this ability with other earth elementals. Itgains a +1 attack and damage bonus against anyopponent in direct contact with solid ground. Itsuffers a -4 attack and damage penalty againstairborne or waterborne opponents.

Breath Weapon (Su): Dragons of primal earthcan draw on their elemental nature and spew fortha breath of stones, which shoot out from the mouthand form a cone of projectiles that is 50 feet longand 30 feet in diameter at its base. Any creaturecaught within this cone must make a successfulReflex saving throw (DC 30), or take 3d6 damage.

Protection from Earth (Sp): Three times perday, dragons of primal earth may invoke protectionfrom earth as a spell-like ability. This functions moreor less as a protection from elements spell, and grantsthe casting dragon a barrier against all attacks inwhich the element of earth causes damage. Thisincludes attacks with projectiles made of rock (suchas pebbles used as sling pellets, stone axes, etc.),attacks by other earth elementals and spells suchas earthquake. The protective barrier lasts until itabsorbs 108 points of damage or for 90 minutes.

Transmute Rock to Mud (Sp): Dragons of primalearth may use this ability three times per day. Itfunctions exactly like the spell transmute rock to mud.

Wall of Stone (Sp): Dragons of primal earth mayuse this ability three times per day. It functionsexactly like the spell wall of stone.

Fear (Sp): Dragons of primal earth may use thisability once per day. It functions exactly like the spellfear.

DRAGON OF ELEMENTAL FIRE

Type: Huge Dragon Elemental (Fire)Hit Dice: 25dl2 + 75 (237 hp)Initiative: +4 Dex, +4 Improved InitiativeSpeed: 50 feet, fly 150 feet (poor)AC: 38 (~2 size, +4 Dex, +26 natural)Attacks: Bite +31 melee, 2 claws +26 melee,

2 wings +26 melee, tail slap +26 meleeDamage: Bite 2d8+8, claws 2d6+4, wings ld8+4,

tail slap 2d6+12Face/Reach: 10 feet by 20 feet/ 10 feetSpecial Attacks: Breath weapon, spell-like abilities

as 9th level caster, frightful presenceSpecial Qualities: Dragon, Elemental, damage

reduction 10/+1Saves: Fort+14, Ref+13, Will+13Abilities: Str 26, Dex 18, Con 21, Int 18, Wis 19,

Cha 15Skills: Listen +46, Search +37, Spot +46,

Concentration +38, Diplomacy +35, EscapeArtist +37 Scry +35

Feats: Improved Initiative, Dodge, Flyby Attack,Hover, Wingover, Power Attack

Climate/Terrain: Any temperate and warm landOrganization: SolitaryChallenge Rating: 17Treasure: NoneAlignment: Always neutralAdvancement: 26-27 HD

Some dragons of the Material Plane inspire fearby breathing fire; dragons of elemental fire strikefear because they are made of fire. They appear asflickering masses of flame, formed into a body, tail,wings, claws and head. Their only distinguishablefeature is a pair of soulless, coal-black eyes set intothe dancing fire of their heads.

Like all fire elementals, dragons of elemental firecannot enter water or any other nonflammableliquid. Unlike other fire elementals, however, theycan fly over water barriers.

Dragons of elemental fire speak Ignan andDraconic. Their normal speaking voice resembles

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the crackle and pop of burning hard wood, and theirroar sounds like an explosion.

CombatBurn (Ex): Any creature struck by a dragon

of elemental fire in combat or striking it with anatural weapon or unarmed attack risks catchingfire. It must make a successful Reflex saving throw(DC 20), or else it burns for 1d4 rounds. For everyround that it is on fire, the afflicted creature mustmake a successful Reflex saving throw (DC 15) ortake ld6 damage. It may always put out the fire bytaking a move-equivalent action.

Breath Weapon (Su): What else would a dragonof elemental fire breathe, but fire? It can project acone of flame 50 feet long and 30 feet in diameterat its base. Any creature caught within this conemust make a successful Reflex saving throw (DC30) or else it catches fire, with consequences asdescribed above.

Protection from Fire (Sp): As many as threetimes per day, dragons of elemental fire may invokeprotection from fire as a spell-like ability. Thisfunctions more or less as a protection from elementsspell, and grants the casting dragon a barrier againstall attacks in which the element of fire causesdamage. This includes attacks with magical andnon-magical flaming weapons (in the case ofmagical weapons with effects like/tame tongue onlythe flame damage is affected), attacks by other fireelementals and spells such as fireball andmeteor swarm. The protective barrier lasts until itabsorbs 108 points of damage or for 90 minutes.

Flaming Sphere (Sp): Dragons of elemental firemay use this ability three times per day. It functionsexactly like the spell flaming sphere.

Fireball (Sp): Dragons of elemental fire may usethis ability three times per day. It functions exactlylike the spell fireball.

Fear (Sp): Dragons of elemental fire may use thisability once per day. It functions exactly like the spellfear.

Sunburst (Sp): Dragons of elemental fire mayuse this ability once per day. It functions exactly likethe spell sunburst.

DRAGON OF ELEMENTAL WATER

Type: Huge Dragon Elemental (Water)Hit Dice: 22dl2 + 55 (198 hp)Initiative: +2 Dex, +4 Improved InitiativeSpeed: Swim 60 feet, fly 150 feet (poor)AC: 36 (-2 size, +2 Dex, +26 natural)Attacks: Bite +27 melee, 2 claws +22 melee, 2

wings +22 melee, tail slap +22 meleeDamage: Bite 2d8+7, claws 2d6+3, wings 1 d8+3,

tail slap 2d6+10Face/Reach; 10 feet by 20 feet/ 10 feetSpecial Attacks: Breath weapon, spell-tike abilities

as 9th level caster, frightful presenceSpecial Qualities: Dragon, Elemental, damage

reduction 10/+1Saves: fort +13 Ref+10 Will +10Abilities: Str 25, Dex 14, Con 21, Int 14, Wis 15,

Cha 13Skills: Listen +41, Search +32, Spot +41,

Concentration +35, Diplomacy +31,Escape Artist +32, Scry +32

Feats: Improved Initiative, Dodge, Flyby Attack,Hover, Wingover, Power Attack

Climate/Terrain: Any waterOrganization: SolitaryChallenge Rating: 13Treasure: NoneAlignment: Always neutralAdvancement: 23-24 HD

Dragons of elemental water appear from outof the deep as an immense wave with a crestresembling a head, and the appearance of wings anda tail extending out from it. Unlike other waterelementals, they are not prohibited from venturingmore than 180 feet from the body of water fromwhich they were conjured, but in practice, they areexceedingly reluctant to have much to do with dryland.

They speak Aquan and Draconic. Their normalspeaking voice sounds like the crash of a waterfall,and their roar is like a wave sweeping over a boat.

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CombatWater Mastery (Ex): Like other water

elementals, dragons of elemental water gain a +1attack and damage bonus if both it and its opponenttouch water. If either it or its opponent touches dryland, however, the dragon suffers a -4 penalty to itsattack and damage.

Another ability that it shares with other waterelementals is the knack for causing havoc formariners, who, after all, are land-based creatureswho dare to violate their sacred element.

Drench (Ex): Dragons of elemental water canalso douse non-magical fires of large size or smallerby simply touching them, and dispel any magical fireit touches as dispel magic cast by a sorcerer of 9thlevel.

Breath Weapon (Su): Dragons of primal watercan draw on their elemental nature to spout a

vortex of water like a miniature typhoon, extendingin a cone 50 feet long and 30 feet in diameter at itsbase. Any creature caught in this storm must makea successful Fortitude check (DC 25) or take 2d6damage to reflect both the effects of drowning andthe physical trauma of being struck by so muchwater with such force.

Protection from Water (Sp): As many as threetimes per day, dragons of elemental water mayinvoke protection from water as a spell-like ability.This functions more or less as a protection fromelements spell, and grants the casting dragon abarrier against all attacks in which the element ofwater causes damage. This includes attacks by otherwater elementals and spells such as fireball andmeteor swarm. The protective barrier lasts for 90minutes or until it absorbs 108 points of damage.

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Control Water (Sp): Dragons of elementalwater may use this ability three times per day. Itfunctions exactly like the spell control water.

Sleet Storm (Sp): Dragons of elemental watermay use this ability three times per day. It functionsexactly like the spell sleet storm.

Rainbow Pattern (Sp): Once per day, dragons ofelemental water may alter the water droplets in theair to dazzle their enemies. This ability functionsexactly like the spell rainbow pattern.

Solid Fog (Sp); Once per day, dragons ofelemental water may chill the water droplets in theair in an attempt to stifle their enemies. This abilityfunctions exactly like the spell solid fog.

UNDEAD DRAGONSAll things are subject to the terrible fate of

lingering between being and non-being. Even beastsas powerful as dragons cannot escape it. Dragonundead are rare, for the circumstances that createthem are too maddening to ponder, but it may be thatfew who encounter them live to tell about it.

Undead dragons possess all standard undeadimmunities, plus special abilities, qualities andmodifiers given to the appropriate undead type. Inaddition, all undead dragons except dragon ghostspossess the fearsome presence special ability.

The rotten hide of an undead dragon has no value.It is so loathsome to behold that none would go nearit and no armorsmith would dare touch it.

SKELETAL DRAGON

Type: Dragon UndeadClimate/Terrain: Any land and undergroundOrganization: AnyChallenge Ratings: Tiny 2; small 4; medium 7;

large 12; huge 18; gargantuan 23; colossal 25Treasure: NoneAlignment: Always neutralAdvancement: Tiny 6-8 HD; small 9-10 HD;

medium 13-17 HD; large 19-25 HD; huge 27-35HD; gargantuan 37-39 HD; colossal 41 -42 HD

Even if one has the uncommon luck of findingenough dragon bones to make a skeleton, it takesrare and powerful magic to animate them. An evilspellcaster of exceptional ability may, however, usethe equivalent of a mostly-complete skeletonof dragon bones to create an undead servant ofexceptional ferocity.

Skeletal dragons look like skeletons of dragons,although some of the less important bones may bemissing. The only outward sign that the bones havebeen animated is an eerie red glow in the eyesockets. Skeletal dragons have no scales, but anyoneclever enough to create one may also collect scalesand assemble them by hand into partial or evenfull-body "armor," thus giving it a modicum of theprotection that they afforded in life.

The table presented above lists statisticalinformation for generic skeletal dragons by size.That is, if a skeletal dragon is composed of bonestaken from an assortment of dragon breeds (forexample bones from red dragon mixed with bonesfrom a copper dragon and a blue dragon) use thestatistical information provided in the chart above.However, if it is composed solely of bones takenfrom a single breed, like red dragons, use theappropriate dragon statistics found in the MM.

A spellcaster of 18th level or higher may create anundead dragon by assembling a proper assortmentof dragon bones (all must be of the same size) andcasting the spell create greater undead.

CombatSince a skeletal dragon amounts to little more

than an assemblage of bones, it retains little of a livedragon's prowess in combat except for the strengthof its physical attacks. It may, however, use the fullrange of physical attacks available to living dragons,except for crush (any creature small enough to beaffected by a crush attack are also small enough toslip through the gaps between individual ribs). Itpossesses no spell-like abilities.

However, if it was formed exclusively from thebones of a single dragon, enough of that dragon'sessence may remain to allow it to use the breath

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weapon that it possessed in life. If it was a greendragon, it may breathe a weakened formof its former acid cloud; if it was a red dragon, itmay breathe a tepid cone of fire, and so on. Such askeletal dragon may use its former breath weaponwith its range, damage, duration of effects andattendant saving throws all halved, rounded down.

A skeletal dragon formed from the bones ofdifferent dragons, whether they be of the same orvarious species, have no such residual breath weapon.

SKELETAL DRAGON STATS BY SIZE

GHOUL DRAGONType: Dragon Undead

Climate/Terrain: Any land and undergroundOrganization: Any

Challenge Ratings: Same as base dragon

Treasure: NoneAlignment: Always chaotic evilAdvancement: Same as base dragon

As with other ghouls, the origin of ghoul dragonsis subject to conjecture, some more reasonable thanothers. The popular notion that the conditionof ghoulishness is punishment for committingunusual wickedness in life, such as cannibalism,may not apply to dragonkind, as dragonsthemselves are so much elevated above othercreatures that human standards of ethics andmorality seem to scarcely touch them. Furthermore,scholars find the notion that the noble dragonwould ever savor the taste of another dragon's flesh

SizeT

SM

L

H

C

C

Hit Dice (hp)5d12+5 (35)8d12+8 (54)

12d12+18 (90)

18d12+48 (156)26d12+78 (234)36d12+180 (396)40d12+200 (480)

AC16 (+2 size, +4 natural)18 (+1 size, +7 natural)

21 (+11 natural)

26 (-1 size, +17 natural)33 (-2 size, +25 natural)41 (-4 size, +35 natural)41 (-8 size, +39 natural)

Attack+5

+9

+15

+23

+34

+45

+47

Fort+2

+3

+4

+6

+9

+12

+14

Ref

+2

+3

+4

+6

+9

+12

+14

Will+3

+4

+5

+7

+10

+13

Fear DC-

-

-

22

28

34

+15 40

SR-

-

-

20

25

30

32

SKELETAL DRAGON ABILITIES BY SIZE

Size

T

S

M

L

H

C

C

Speed

40 ft., fly 100 ft. (average)

40 ft., fly 100 ft. (average)

40 ft., fly 150 ft. (poor)

40 ft., fly 150 ft. (poor)

40 ft., fly 150 ft. (poor)

40 ft., fly 200 ft. (clumsy)

40 ft., fly 200 ft. (clumsy)

Str

11

13

16

21

30

36

40

Dex

10

10

10

10

10

10

10

Con

-

-

-

-

-_

-

Int

-

-

-

-

-

-

-

Wis

13

13

13

13

13

13

13

Cha

12

12

14

16

19

22

25

Special Abilities

-

-

-

Damage reduction 5/+1

Damage reduction 10/+1

Damage reduction 15/+2

Damage reduction 20/+3

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so absurd that they believe it to beunworthy of consideration.

And yet ghoul dragons doexist. They make their lairs inhidden places near graveyards,old battlefields, desertedvillages that were visited bygreat calamity — anywherethat bodies of the dead may befound en masse. For this reason,they are sometimes confusedwith carrion dragons (see below),but the two species are not in theleast bit related, Ghoul dragonslack the carrion dragon's subtleintelligence and occasionalcompassion, and carrion dragonsabhor all undead dragons.

To those unfortunateenough to have seen one,ghoul dragons look likedecayed remnants of theirl iving selves. They have no scales,since their morbid flesh is nolonger able to support the weight oftheir natural armor. The hideunderneath is in a state of perpetualdecay, drawn taut across the bonesunderneath but oozing and mottledin the greens, purples, blacks, greysand yellows of putrescence.

Ghoul dragons speak the samelanguages they spoke in life.

Statistics and abilities for ghouldragons vary according to age group(i.e., the age at which their livingpredecessors died) and the species towhich they belonged in life.

CombatGhoul dragons may use the full

range of physical attacks available toliving dragons.

Paralysis (Ex): Anycreature struck by a ghoul dragon's

physical attack must make asuccessful Fortitude saving throw

(DC 20), or else it is paralyzed for3d4 minutes.

Breath Weapon (Su):Ghoul dragons do not have

the breath weapon that theyused in life. Instead, the breath

of the ghoul dragon can spreadcorruption and disease to anyliving creature it touches.Anyone caught within the cone

of a ghoul dragon's breath mustmake a successful Fortitudesaving throw, or else suffer Id6damage from decay of the flesh. Acreature that fails that initial save

attempt must make a Fortitudesaving throw at the beginning of

each round; if it fails again it remainsafflicted and takes another ld6damage. If it passes, it has shaken offthe affliction and need make no moresave attempts (unless it is caught inanother exhalation of the ghouldragon's breath).

In addition, any creature that takesdamage from the ghoul dragon's breathmust make another Fortitude savingthrow one day after the encounter. If itfails, it contracts a disease that mottlesthe skin with green, black and yellowpatches and reduces Constitution byld6 per day. Each day, the afflictedcreature makes a Fortitude saving throw,and if it succeeds, it is cured; itsConstitution returns to normal and itneed not check again. If its Constitutionis reduced to 0, however, it dies.

Stinking Cloud (Sp): Three timesper day, ghoul dragons may surroundthemselves in a putrid cloud like the

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spell stinking cloud. This cloud reaches 20 feet inheight and extends in a 30 ft. radius around theghoul dragon. All living creatures within it mustmake a successful Fortitude saving throw (DC 20),or else they are crippled with nausea, renderingthem unable to make physical attacks, cast spells, oreven concentrate on spells. The only action that anauseated creature may take in a round is a singlemove (or move-equivalent action). The nauseapersists for as long as the creature remains withinthe cloud, and for ld6 rounds thereafter. Characterwho make successful saves against the cloud'seffects must make Fortitude checks at the beginningof each round in which they remain within thecloud.

Protection from Good (Sp): Once per day, ghouldragons may summon a remnant of the power theypossessed in life to protect them goodness and thevital energy of the living. This ability functions muchlike the spell protection from good, in that it createsa magical barrier that extends for 1 foot all aroundthe ghoul dragon that lasts for 1 minute per castinglevel. As long as it is in force, it gives the ghouldragon a 4-2 deflection bonus to its AC against allattacks by creatures of good alignment and a +2bonus to all saving throws against spells cast againstit by creatures of good alignment.

Fear (Sp): Ghoul dragons may use this abilityonce per day. It functions exactly like the spell fear.

Mass Insanity (Sp): Once per day, ghouldragons can gather themselves to create a dreadfulpresence so intense that it can drive anyone insane.This ability functions like the spell insanity, exceptthat everyone within a 20 ft. radius of the ghouldragon must make a successful Will saving throw orsuffer its effects.

DRAGON GHOSTSType: Dragon UndeadClimate/Terrain: Any land or undergroundOrganization: SolitaryChallenge Ratings: Same as base dragon +1Treasure: NoneAlignment: Any, usually same as base dragonAdvancement: Same as base dragon

It may happen to any intelligent being for any of anumber of reasons. Whatever the cause, it cannot resteasily in its grave, so it takes on the form of a ghost.Dragons are no exception. Dragon ghosts retain manyof the characteristics and powers that they possessedin life, and their behavior and demeanor usuallymatches the way in which they bore themselves inlife. In other words, if a dragon ghost was a red dragonin life, the statistics and powers belonging to reddragons apply. Dragon ghosts also take on the statisticsappropriate to the age group to which they belongedwhen their living form died.

Dragon ghosts are most often encountered inabandoned dragon lairs.

CombatA dragon ghost has the same number of hit points

and hit dice that it possessed in life at the time of itsdeath, as well as the same movement allowance,saving throw target numbers, and feats. It possessesthe same attribute scores, except that it has noConstitution and its Charisma increases by+4. It hasthe same skills, except that, like all ghosts, it receives+8 racial bonuses to Hide, Listen, Search and Spot.

AC: In the Ethereal Plane, a dragon ghost has thesame armor class that it did in life at the time of itsdeath. When it manifests itself in the Material Plane,it gains a deflection bonus equal to its Charismamodifier.

Attacks: Dragon ghosts can make any physicalattack that it could perform in life at the time of itsdeath, but they only affect other ethereal creatures,causing the same base damage (do not use attack anddamage modifiers). These attacks generally have noeffect against nonethereal creatures, however.

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Breath Weapon: Dragon ghosts can also use theirbreath weapons, which retain their full, normal effectsagainst other ethereal creatures. Against nonetherealcreatures, however, their effectiveness is largely amatter of the ghost dragon's opponents' willingness tobelieve in them. Once the targets of a ghost dragon'sbreath attack have been determined, each may make aWill saving throw. If the saving throw is successful,the target creature negates the dragon's breath bydisbelieving in it. If the saving throw is unsuccessful,the breath attack is resolved normally.

Special Attacks: In addition to any special attacks,spells and spell-like abilities that it had in life (exceptfor frightful presence), dragon ghosts also gainmanifestation, horrific appearance and ld3 of any ofthe other special attacks listed below.

Manifestation (Su): Like all ghosts, dragon ghosts arecreatures of the Ethereal Plane and under normalcircumstances they cannot be affected by anythingthat happens in the Material Plane. However, theymay appear in the Material Plane by manifestingthemselves, in which case they become visible, butremain incorporeal (see MM,1" for a definition of theincorporeal state). When manifested, they remain inthe Ethereal Plane and can be attacked by opponentsin both the Material and Ethereal Planes.

Horrific Appearance (Su): Any living creaturethat views the ghost dragon from a distance of 60 feetor less must make a successful a Fortitude savingthrow, or else immediately lose Id4 points ofpermanent Strength, ld4 points of permanentDexterity and ld4 points of permanent Constitution.If the saving throw is successful, that creature is notaffected by that dragon ghost's horrific appearance forthe remainder of the day.

Corrupting Touch (Su): This is the mainexception to the rule that a dragon ghost's physicalattacks cannot affect creatures on the Material Plane.If it has this ability, physical attacks against livingcreatures on the Material Plane strike for ld4 damage.This ability also allows the dragon ghost to add itsStrength modifier to attack and damage rolls againstopponents on the Ethereal Plane.

Frightful Roar (Su): To hear the roar of a living

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dragon is frightening enough, but that of a dragonghost can devastate the psyches of all but the hardiest.This is a sonic, necromantic, fear effect that can beused as a standard action. All living creatures withina 30 ft. radius of the dragon ghost must make asuccessful Will saving throw, or else they becomepanicked for 2d4 rounds. If the saving throw issuccessful, that creature is not affected by that dragonghost's frightful roar for the remainder of the day.

Corrupting Gaze (Su): If a dragon ghostpossesses this ability, any creature that looks into itseyes from a distance of 30 feet or less must make asuccessful Fortitude saving throw or else suffer 2dlOpoints of damage and ld4 points of permanentCharisma drain.

Malevolence (Su): Once per round, a ghostdragon may attempt, as a full-round action, to mergeits body with that of a creature on the Material Plane.The target creature must make a Will saving throw(DC 15 + dragon ghost's Charisma modifier). If it fails,the ghost dragon's body appears to vanish into thehost's body; it then supplants the host's life force andcontrols the actions of the host body. If the host bodyis killed, the ghost dragon simply abandons it. If thetarget of the attack makes a successful saving throw, itis immune to this ability for the remainder of the day.

Telekinesis (Su): The ghost dragon may usetelekinesis once per round as a free action, as if cast bya spellcaster of the appropriate level.

Special QualitiesIn addition to the special qualities that it possessed

in life at the time of its death, dragon ghosts alsopossess those belonging to the undead andincorporeal subtypes, as well as the following:

Rejuvenation (Su): As with all ghosts,permanently destroying a dragon ghost presents aunique set of difficulties. If a dragon ghost is killed, itrestores itself within 2d4 days if it can make asuccessful level check (ld20 + dragon ghost's HDagainst DC 16).

Turn Resistance (Su): If an attempt to turn adragon ghost is made, it adds a 44 bonus to its HDlevel for purposes of resolving the attempt.

MUMMIFIED DRAGONType: Huge Undead

Hit Dice: 26d12+150 (319 hp)

Initiative: +1Speed: 30 ft., fly 120 ft. (poor), burrow 20 ft.

Armor Class: 34 (-2 size,+1 Dex, +25 natural)

Attacks: Bite +34 melee, claw(2) +34 melee,

crush +34 melee, tail slap +34 melee

Damage: Bite 2d10 +12, claw 2d8+6, crush 2d10

+18, tail slap 2d6+18

Face/Reach: 10 ft. by 20 ft./10 ft.

Special Attacks: Breath weapon, Dragon fear,

mummy rot

Special Qualities: Electricity immunity, Undead,

resistant to blows, damage reduction 10/+1,

fire vulnerability

Saves: Fort +25, Ref+18, Will +23

Abilities: Str 35, Dex 12, Con -, Int 17, Wis 18,

Cha 19

Skills: Listen +17, Spot +19, Hide +10

Feats: Power Attack, alertness, flyby attack

Climate/terrain: Any underground or lair

Organization: Solitary or guardians (1 -2)

Challenge Rating: 17

Treasure: Double standard

Alignment: Usually Lawful Evil

Advancement: 27-30 HD (Huge), 31-35 HD

(Gargantuan)

Mummified dragons are monstrous creationsdeveloped by ultra-secretive dragon cults. Thesecults worship evil colored dragons in general andthe great Chromatic Mother foremost. They almostexclusively use mature adult or old dragons in thecreation process. Younger dragons are not powerfulenough to survive the process, and older wyrms aremuch too rare for this guardian task.

Dragon cults always investigate the deaths ofevil dragons, searching out the remains wheneverpossible. If the body is salvageable, the cult moves itto a hidden temple or dungeon that they want toprotect. The High Priests of the cult then take yearsto prepare the body of the deceased dragon for the

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ordeal. The body is drained of all fluids, andthe vital organs are removed and stored in hugecanopic jars as large as wine barrels. Long, elaboratecleansing rituals are required and the finalceremonies take weeks. If the Great Mother ispleased, the dragon returns from the grave toprotect unholy temples or ancient dragon lairs thathold some special significance to the cult or it'sQueen.

The huge leathered body is then lowered into aspecial pit filled with riches and its canopic jars tokeep it company in the afterlife. A hulking stone lidis placed over the pit to seal in the eternal guardian,and inscribed on the lid are warnings and curses toall who come near it. So far only Blue mummifieddragons have been documented.

CombatThe sight of a mummified dragon erupting out of

its pit is perhaps one of the most frighteningencounters possible. This is not some egotisticaldragon that can be shamelessly complemented orbargained with. It strikes with ferocity and powerfrom beyond the grave.

Though leathered and entombed for years,perhaps centuries, the mummified dragon isinconceivably strong, and surprisingly agile. Its witsand intellect are razor sharp. The only tactic lostbecause of its undead state is the wing slam. Thewing membranes of the creature are fragile anddecayed. They do, however, help in its magical flight.Even without its wing buffets, the mummifieddragon has an impressive arsenal of melee attacks. Itcan bite, claw (twice), tail slap and slam itsopponents every round. It can also cast sorceressspells equivalent to twentieth level.

The breath weapon of a mummified dragon isdrastically different, but no less formidable. Since allof it's internal organs are removed, any normalbreath weapon is replaced by a blast of super-heatedsand. This breath weapon causes 18d8 points ofdamage, DC 30. The blast is cone shaped 60 feetlong, as wide as the mouth at its tip, with a radius oftwenty feet at its base.

Special qualitiesElectricity immunity: Since all known

mummified dragons were once living blue dragons,they all are impervious to electricity damage.

Undead: Like all undead, these creatures areimmune to mind affecting spells, poison, sleep,paralysis, stunning, disease, critical hits, subdualdamage, energy drain, and death from massivedamage.

Improved senses: Mummified dragons havedarkvision of one thousand feet, and can seeinvisible, ethereal, and astral creatures.

Dragon fear: As per normal dragon rules.Mummy rot: If stuck by a mummified dragon in

melee combat the victim must make a fortitude saveversus DC 23 or start to loss one constitution pointper day Upon reaching zero, the victim dries away todust. Only a wish spell, or a combination of removedisease and raise dead can return the victim to life. Aremove disease spell halts the process and constitutionreturns one point per week.

Resistant to blows: All physical blows to thecreature deal only half damage. This is calculatedbefore damage reduction.

Fire vulnerability: All fire damage incurred bythe mummified dragon that has a saving throw maybe doubled if that save is failed. In other words, the

VAMPIRIC DRAGON

Type: Dragon UndeadClimate/Terrain: Any land and underground

Organization: AnyChallenge Ratings: Same as base dragon

Treasure: Double standardAlignment: Always chaotic evilAdvancement: Same as base dragon +2

beast takes either half damage or double damage.As unlikely as it may seem, it does happen that a

creature afflicted with vampirism occasionally getsthe better of a member of dragonkind and transmitits curse to this most magnificent of creatures.Somewhere between vampires and vampire spawn,

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vampire dragons shun the vanities and finery thatcommonly characterize human vampires, but searchout victims with just as much cruelty and cunning.Vampire dragons cast no shadow and show noreflection in mirrors. Physically, they aredistinguished by their pale, translucent hides andthe dullness in their eyes.

Vampire dragons speak the same languages theyspoke in life. Vampire dragon statistics varyaccording to the species to which the dragonbelonged in life.

CombatBreath Weapon (Su): Vampire dragons do not

have the breath weapon that they used in life.Instead, the breath of the vampire dragon nowcauses life draining damage similar to the vampiretemplate. However, the vampire dragon is not"draining" the target, but rather washing the spiritof the target away. Any creature caught in the lineof the its breath weapon must make a successfulWill saving throw, or suffer 2 negative levels.Anyone reduced to 0 levels or less by the attack,dies.

Hold Person (Sp): Vampire dragons find ithelpful to paralyze their victims before moving infor the kill. As many as three times per day, theymay attempt to incapacitate an opponent as ifcasting a hold person spell.

Unholy Aura (Sp): Once per day, vampiredragons may envelop themselves in a protectivebubble of malevolent darkness, as if casting anunholy aura, spell. This unholy aura affects only thevampire dragon, and it also prevents the dragonfrom being turned by a cleric of good alignment. Inall other respects, it functions as the spell does.

Create Undead (Sp): In addition to spawningmore vampiric creatures, vampire dragons may alsocreate other types of undead once per day as ifcasting the create undead spell. Of course, there mustbe a corpse readily at hand for the spell to have anyeffect.

Unhallow (Sp): Once per day, vampire dragonsmay profane any individual site by physically

occupying it and making use of this ability, which issimilar to the unhallow spell. The effects last unti lthe vampire dragon that did the profaning is kilted.A place unhallowed by a vampire dragon isimmediately guarded by magic circle against good.Also, all turning attempts made within this locationsuffer a -4 profane penalty and turning checks torebuke undead gain a +4 profane bonus. Spellresistance does not apply to this effect.

It is a dead certainty (or rather, an undeadcertainty) that a vampire dragon's lair is anunhallowed place.

DRAGON GOLEM

Type: Dragon ConstructClimate/Terrain: Any land and undergroundOrganization: SolitaryChallenge Ratings: Same as base dragonTreasure: NoneAlignment: Always neutralAdvancement: Tiny 6-7 HD, small 9-11 HD,

medium 13-17 HD, targe 19-25 HD, huge 27-35HD, gargantuan 37-39 HD, colossal 40+ HD

Scholars have long considered it theoreticallypossible to construct a golem, very much like a fleshgolem, from body parts of dragons that have notundergone significant deterioration. Actually doingso is no mean feat, and would require a creator oftruly exceptional power and resources. No instance ofan actual dragon golem has ever been documented,although it is certainly possible that discreet attemptshave been made, and perhaps even succeeded.

A treatise on how to construct them wascompiled by Akerius the Sage, composed of bits andpieces of legend, folklore and serious scholarshiptied together with his own inferences. Akeriusargues that a dragon golem may be created much asone would construct any flesh golem (see MM'" formore info). The dragon golem may be of any size, aslong as all the body parts come from source dragonsno more than one size smaller or larger than thetarget size. Also, nine source dragons are needed

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instead of the six requiredfor a humanoid flesh golem —one for each wing and the tail, as wellas one for each limb, one for the torso andone for the brain.

Dragon golems cost 5,000 gp per HD tocreate. Assembling the body requires asuccessful Craft (leatherworking) or Healcheck (DC 20). The creator must be able tocast arcane spells and possess no less than2 levels/HD of the projected dragongolem. You must be at least10th level to create a tinydragon golem, 16th level tocreate a small one, etc. Completingthe ritual drains 200 XP/HD of theprojected dragon golem from the creator, and requirescasting bull's strength, geas/quest, limited wish,polymorph any object and protection from arrows.

CombatDragon golems do not possess spells or most of a

dragon's spell-like abilities, but they do make use ofthe special abilities that characterize flesh golems.

Immunities (Ex): Like all golems, dragon golemsare immune to mind-influencing effects, poison,disease and similar effects. They are not subject tocritical hits, subdual damage, ability damage, energydrain or death from massive damage. In addition,they possess a flesh golem's immunity to spell, spell-like abilities and supernatural effects.

Berserk (Ex): Dragon golems may go berserk incombat, a phenomenon that results when the golem'selemental spirit breaks free of its creator's will. Treatdragon golems as flesh golems for determining if theygo berserk, and what happens if they do.

Breath Weapons (Su): Dragon golems dopossess a breath weapon, but because they arecompounds of different dragons, and most likely, ofdifferent dragon species, it has no distinctivecharacter. Instead, their breath has a traumatic effecton creatures that feels like a hard blow to the body,but is otherwise hard to characterize. It also does lessdamage than the breath weapon of a typical livingdragon.

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OTHER DRACONIC SPECIESAll of the dragon species listed below follow the

general rules regarding dragons, except as noted.

CARRION DRAGON

Type: DragonClimate/Terrain: Any land and undergroundOrganization: Wyrmling, very young, young, juvenile

and young adult: solitary or clutch (2-5); adult,mature adult, old, very old, ancient, wyrm, orgreat wyrm: solitary, pair, or family (1 -2 and 2-5offspring)

Challenge Ratings: Wyrmling 2, very young 4,young 6, juvenile 8, young adult 11, adult 14,mature adult 16, old 18, very old 19, ancient 21,wyrm 22, great wyrm 24

Breath Weapon: As a black dragonTreasure: Double standardAlignment: Always lawful neutralAdvancement: Wyrmling 7-8 HD (Small), very

young 10-11 HD (Medium-size), young 13-14HD (Medium-size), juvenile 16-17 HD (Large),young adult 19-20 (Large), adult 22-23 (large),mature adult 25-26 HD (Huge), old 28-29 HD(Huge), very old 31 -32 HD (Huge), ancient34-35 HD (Gargantuan), wyrm 37-38(Gargantuan), great wyrm 40+ HD (Gargantuan)

Dragons are notorious for maintaining wide-ranging diets, but there are those for whomscavenging on dying or recently dead flesh is alwaysthe first option. Because of their choice of foodsources, carrion dragons make their lairs near flatwilderness areas like vultures or near frequently-usedbattlefields. Anywhere dead or dying creatures lie inthe open a carrion dragon can be found.

Carrion dragons have a mottled black and purplecoloration, and those who have survived encounterswith them report a hard, unyielding glint in theireyes. As they age, however, they become lessimpressive to the eye, as their hide loses its luster.Very old carrion dragons take on a curiouslydisheveled and mangy appearance.

Scholars consider carrion dragons to be lessavaricious than their draconic cousins in that theyare less aggressive in seeking out material wealth.This is, however, a mistaken impression, for theyvalue gems and precious metals very much; theymerely do not have to work as hard to get them.Feeding on the bodies of the dead can bring themvaluable personal possessions as well as food.Chasing the survivors off of a battlefield before theyloot the bodies can by itself provide a bonanza.

Carrion dragons also share a special bond,somewhere between worship and servitude, withcarrion birds such as crows and vultures. Such creaturescongregate in great numbers around a carrion dragon'slair, and some swear that they are paying homage to thedragon, as if to a king or even a god.

Because of their unusually intimate relationshipwith death and dying, carrion dragons havedeveloped strong, hard-and-fast feelings about theboundaries that surround mortal existence. Theyrespect death as the source of their own continuedlife, and while they do not love and revel in it as evilbeings are wont to do, they believe in it as anabsolute. This respect for death inspires their hatredof the undead, and they especially regard ghoulsand ghoul dragons as abominations. The notion ofresurrection is also abhorrent to them; they regardit as a sacrilegious refusal to let the dead stay dead.

Carrion dragons are anything but cruel, however.They have been known to show compassion andpity when they encounter a being suffering morethan it can bear. It has a limited spell-like ability toheal, and on rare occasions, when it is especiallymoved, it uses this power. On other occasions,however, a carrion dragon that encounters acreature in terrible distress may decide that themost appropriate course is to put it out of its misery.

CombatCarrion dragons do not like to fight, and they are

not aggressive unless threatened or in the presenceof undead. Any carrion birds in the vicinityinstinctively rally to the dragon's defense if itengages in combat.

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Favored Enemy (undead): Carrion dragons'intense antipathy for the undead can be comparedto the way in which rangers have favored racialenemies. Carrion dragons always attack undead inpreference to any living foe, even if the undead arenot aggressive. It also attacks ghoul dragons inpreference to other ghouls, and ghouls inpreference to any other type of undead.

Carrion dragons gain a +5 bonus to Listen, SenseMotive, Spot and Wilderness Lore checks whenusing these skills against undead. They also gain a+5 attack bonus in physical combat against undead,

Breath Weapons (Su): Carrion dragons canexhale a corrupting stench at opponents. Thisbreath weapon takes a linear shape. Anyone in itspath must make a successful Fortitude save or elsetake full damage from degradation of the flesh.

Inflict Serious Wounds (Sp): Three times perday, carrion dragons may summon the energy of theirbeing to inflict damage on another creature. This abilityfunctions exactly like an inflict serious wounds spell.

Cure Moderate Wounds (Sp): When theychoose to succor creature in distress, carriondragons may choose to reverse the flow of its ownenergy as if casting a cure moderate wounds spell.This occurs so rarely that they have not developedthe capacity to do so more than once per day.

Halt Undead (Sp): Their antipathy to theundead gives carrion dragons a limited ability tocope with them through means other than physicalattacks. As many as three times per day, they mayattempt to stop undead creatures in their tracks asif casting the spell hah undead.

Stinking Cloud (Sp): Their constant contactwith dead and dying things gives carrion dragonsthe ability to overpower living opponents with amiasma as if casting the spell stinking cloud. Theymay use this ability up to three times per day.

Slay Living (Sp): Once per day, carrion dragonsmay attempt to bring death to a living creature as ifcasting slay living. As carrion dragons do not like tothink of themselves as killers, however, they only usethis ability in situations in which they feel cornered.

DRAGON OF BENEVOLENT WISDOM

Type: Gargantuan Dragon OutsiderHit Dice: 3Sd12 + 315 (542 hp)Initiative: +0

Speed: 60 feet, fly 250 feet (poor), swim 60 feetAC: 40 (-4 size, +34 natural)Attacks: Bite +43 melee, 2 claws +38 melee,

2 wings +38 melee, tail slap +38 melee,tail sweep +43 melee

Damage: Bite 2d8+16, claws 2d6+8, wings 1 d8+8,tail slap 2d6+24, tail sweep 2d6+24

Face/Reach: 10 feet by 20 feet/ 10 feetSpecial Attacks: Breath weapon, spell-like abilities

as 15th level caster, frightful presenceSpecial Qualities: Dragon, CelestialSaves: Fort +28, Ref+19, Will +28Abilities: Str 43, Dex 10, Con 29, Int 28,

Wis 29, Cha 28Climate/Terrain: Any land or undergroundOrganization: SolitaryChallenge Rating: 25Treasure: Triple standardAlignment: Usually lawful goodAdvancement: 36-37 HD

Some scholars doubt the very existence ofdragons of benevolent wisdom, while others arguethat they are so rarely and unreliably spottedbecause they are celestial beings who manifest inthe Material Plane only when it pleases them to doso. This latter group is also at a loss to explain withany certainty why these creatures choose to haveanything to do with the material world at all.

But legends of these exalted beings persist andmany place faith in them. The gist of these storiesdescribes dragons of benevolent wisdom as not onlygood, but also fountainheads of wisdom andknowledge. It is said that they can answer virtuallyany question put to them, be it small or great, and thatthey are always pleased to be of assistance. Also,because of their celestial nature, they do not vary bysize and age. They always manifest as ancient dragons.

Their supposedly outgoing and helpful temperament

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makes them appear quite undraconic, and the legendsdo not explain why, if dragons of benevolent wisdomare so eager to help, they are also nigh impossible tofind. They are also quiet on why these dragons live inremote caves or on inaccessible aeries.

All of the legends agree, however; on their physicalappearance. Dragons of benevolentwisdom have long, serpentinebodies, with thin, sinewy wings.Their eyes are unusually largeand round, with deep, dark pupils,and their mouth isalso disproportionately largeconsidering the size of its face.Long whiskers extend frombeneath the jaw, givingthem die appearance of athin, straggly beard.

In addition to the specialabilities granted to dragons,dragons of benevolent wisdomalso possess those granted tothe celestials known asarchons, except that theirspellcaster level is 15th.

CombatDragons of benevolent wisdom

do not like to fight unless provoked byevil beings. Unless they are seriouslythreatened or very angry, they prefer notto kill opponents; when possible they sleep,charm or evade them. Even so, they are skilledand ferocious when it comes to combat, and theiroutward show of good nature should not fool anyone.

Breath Weapons (Su): The breath of the dragonof benevolent wisdom encourages sleep. It extendsin a cone, and otherwise behaves as a sleep spell,except that the DC is 36.

True Seeing (Sp): Among the dragon ofbenevolent wisdom's legendary powers is theability to grant supplicants absolute clarity ofperception, as if casting the spell true seeing. Thisability also reveals auras and creatures' alignments.

Dragons of benevolent wisdom may grant thisability (or make use of it themselves) as many asthree times per day.

Commune (Sp): As many as three times per day,dragons of benevolent wisdom may attempt todivine the answer to a question. This abilityfunctions like the spell commune.

Mind Blank (Sp): Dragons of benevolentwisdom also have the ability todefend themselves against psychicintrusion. As many as three times

a day, they may raise an invisiblebarrier around themselves thatfunctions like the spell mind

blank.Geas (Sp): Another defense that

these dragons possess against thosewho might try to manipulate them intoacting against their better judgment isto turn the tables on the offendingbeing and send it on a quest that is, atworst, harmless to the dragon. Thisquest may also benefit the dragon, or

work against the interests of theoffending creature, short of causing itgrave physical harm. This abilityfunctions like the spell geas/quest, anddragons of benevolent wisdom may useit once per day.

Mass Charm (Sp): If a dragon ofbenevolent wisdom wishes to bend or

deflect the will of a group of beings, it may alsoattempt to charm them, as if casting the spell masscharm. It may use this ability once per day.

Contact Other Plane (Sp): Their powers ofdivination allow dragons of benevolent wisdom toseek knowledge on other planes of existence. Onceper day, they may project their minds as if casting thespell contact other plane. As celestials, however, theyneed not use this ability to contact the planes of Good.

Wish (Sp): The legends surrounding dragons ofbenevolent wisdom seem to reserve the most awe fortheir power to alter material reality in an eyeblink.This ability functions as if casting the spell wish.

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DRAGON OF WHISPERS /DRAGON OF MISRULE

Scholars tend to regard dragons of whispers anddragons of misrule as two subtypes of the samespecies. They look almost identical, but differences intheir behaviors are so distinct as to prove crucial tothe well-being of anyone who encounters them.

According to legends compiled by Akerius the Sage,dragons of whispers and dragons of misrule aredescended from a lost species known as dragons oftemperance. These legends refer to the dragons oftemperance as "dragon-fathers". They describedragons of temperance as reclusive and, compared toother dragon species, not terribly covetous. They werecontent to live in isolation and refrain from meddlingin the affairs of other creatures.

Their descendants, however, were clever andexceedingly fond of gold and other beautiful things.But the dragons of temperance forbade them fromtraveling the world in search of wealth, saying thatthey would only interfere with the fates of otherbeings. The wyrmlings then decided to evade thewatchful gaze of their dragon-fathers by changingtheir shape. Disguised as humans, elves, dwarves andother intelligent races, they went into diverse lands,raising hatred against dragonkind, and the dragons oftemperance in particular. Soon, the dragon-fathersfound great armies raised against them, making warwith implacable fury; in time, they were driven intothe farthest reaches of the world.

The rebellious wyrmlings then fell out with eachother, however, split between those who regretted thedestruction of their dragon-fathers (for they hadnever intended the actual consequences of theiractions) and those who did not. The former becameknown as dragons of whispers, the latter as dragons ofmisrule. Akerius' sources also say that otherdragons shunned them, and that the gods both cursedand feared them for their patricide. As a result,neither dragon ever stays in any one place for verylong, and their lairs never become very elaborate.Thus, for all their greed, they are never able toaccumulate hordes as large as other dragons.

Both dragons of whispers and dragons of misruleare characterized by tan-colored hides and scales,which lighten or darken to help them blend in withtheir environment. Dragons of misrule, however, arealso distinguished by their red eyes and blackmarkings underneath their jowls.

DRAGON OF WHISPERSType: DragonClimate/Terrain: Any land or undergroundOrganization: Wyrmling, very young, young, juvenile

and young adult: solitary or clutch (2-5); adult,mature adult, old, very old, ancient, wyrm, orgreat wyrm: solitary, pair, or family (1 -2 and 2-5offspring).

Challenge Ratings: Wyrmling 2, very young 3,young 5, juvenile 7, young adult 9, adult 11,mature adult 14, old 16, very old 18, ancient 19,wyrm 20, great wyrm 22

Treasure: StandardAlignment: Usually chaotic goodAdvancement: Wyrmling 5-6 HD (Small),

very young 8-9 HD (Small), young 11 -12 HD(Medium-size), juvenile 14-15 HD (Medium-size),young adult 17-18 (Large), adult 20-21 (Large),mature adult 23-24 HD (Huge), old 26-27 HD(Huge), very old 29-30 HD (Huge), ancient32-33 HD (Huge), wyrm 35-36 (Gargantuan),great wyrm 38+ HD (Gargantuan)

Whimsy and mischief characterize dragons ofwhispers, who seem to enjoy nothing more thanpulling harmless pranks on other creatures.Whether their sense of humor and definition of"harmless" agrees with their victims' way ofthinking, however, is another matter.

When a dragon of whispers encounters a party, itmay steal items and hide them (intending to returnthem later, or leave them where they may be found),or spread false information to encourage pettydisagreements within the ranks. It may cut packanimals loose and disperse them, or give the partyfaulty directions. But the one constant in their

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behavior is that they never mean any genuine harm,regardless of whether or not their pranks actuallycause any.

CombatBreath Weapons (Su): The breath of dragons of

whispers works on the minds of those who areexposed to it, causing an effect like that of aconfusion spell. It spreads out, so that its area ofeffect should be considered a cone. A dragon ofwhispers uses its breath weapon as a toy, watchingwhat happens to its prey.

Tongues (Sp): Understanding and speakinglanguages other than common and draconic is oneof the dragon of whispers' most basic abilities, andit can grant itself this power as many as three timesper day, as if casting a tongues spell.

Clairvoyance/Clairaudience (Sp): As many asthree times per day, dragons of whispers mayattempt to hear or see things at a substantialdistance, as if casting a clairvoyance/clairaudiencespell on itself.

Unseen Servant (Sp): Most of the dragonwhispers' spell-like abilities are geared towardcreating deceptions that are not, in and ofthemselves, harmful. It can, for instance,manipulate objects without touching them, as ifcasting the spell unseen servant.

Mirage Arcana (Sp): Once per day, dragons ofwhispers may change the appearance of theirsurroundings as if casting the spell, mirage arcana. Ifa party infiltrated by a dragon whispers allows it totake the last watch of the night, it may wake up tofind itself in a place that looks quite unlike the onein which it went to sleep.

Mislead (Sp): Another ability that dragons ofwhispers use to deceive other beings allows them tocreate an illusory double of themselves as if castingthe spell mislead. They may use this ability whileshapeshifted, to create illusory doubles of an imagethat is itself an illusion (see below).

Shapeshift (Sp): The most important tool in itskit of deception, dragons of whispers can changetheir own form. This ability works like the spell

polymorph self, except that the duration of the effect is90 minutes/level. It must return to its true form inorder to make any physical attack or use its breathweapon.

Irresistible Dance (Sp): Once per day, it mayattempt to force a victim to dance without anyintent to do so on its part, as if casting the spellOtto's Irresistible Dance. One of the dragon ofwhisper's favorite amusements is to join a party ofadventurers and then compel a victim to performsome harmlessly outlandish or inappropriate actionat the most embarrassing moment

DRAGON OF MISRULE

Type: DragonClimate/Terrain: Any land or undergroundOrganization: Wyrmling, very young, young, juvenile

and young adult: solitary or clutch (2-5); adult,mature adult, old, very old, ancient, wyrm, orgreat wyrm: solitary, pair, or family (1 -2 and 2-5offspring).

Challenge Ratings: Wyrmling 2, very young 3,young 5, juvenile 7, young adult 9, adult 11,mature adult 14, old 16, very old 18, ancient 19,wyrm 20, great wyrm 22

Treasure: StandardAlignment: Usually chaotic evilAdvancement: Wyrmling 5-6 HD (Small), very

young S-9HD (Small), young 11-12 HD(Medium-size), juvenile 14-15 HD (Medium-size),young adult 17-18 (Large), adult 20-21 (Large),mature adult 23-24 HD (Huge), old 26-27 HD(Huge), very old 29-30 HD (Huge), ancient32-33 HD (Huge), wyrm 35-36 (Gargantuan),great wyrm 38+ HD (Gargantuan)

Evil twins to dragons of whispers, dragons ofmisrule also like to play elaborate tricks on otherliving creatures, but their pranks speak of malicerather than whimsy. Dragons of misrule takepleasure in causing genuine harm, and if somebodyor something gets killed in the process, so much thebetter. Rather than steal pack animals, they would

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rather kill and eat them. Instead of leading a partyoff of their desired path, dragons of misrule wouldderive much greater enjoyment in leading them totheir destruction.

CombatBreath Weapons (Su): The breath of dragons of

misrule works on the minds of those who areexposed to it, sowing panic as if casting a fear spell.It spreads out, so that its area of effect should beconsidered a cone. A dragon of misrule tends to useits breath weapon to cripple a party indanger (often a danger into which ithas deliberately led them), or toescape from a tight spot.

Tongues (Sp): Understandingand speaking languages otherthan common and draconic is one ofthe dragon of whispers' most basicabilities, and it can grant itself thispower as many as three times perday, as if casting a tongues spell.

Clairvoyance/Clairaudience(Sp): As many as three times per day,dragons of misrule may attempt tohear or see things at a substantialdistance, as if casting aclairvoyance/clairaudience spell on itself.

Sleep (Sp): Dragons of misrule take acruel delight in putting other beings to sleep,for they enjoy few things quite as much ashaving others at their mercy, yet unaware of it. Asmany as three times per day, they may use thisability as if casting a sleep spell.

Insanity (Sp): Once per day, dragons of misrulemay induce confusion in another being, and theyenjoy doing so at times when it would hurt its victimthe most. This ability functions like the spell insanity.

Trap the Soul (Sp): One of the crueler tricksthat the dragon of misrule enjoys playing is to forcea creature's soul into a small material object. Thisability functions like the spell (rap soul, except thatthe object used need not be a gem; a rock or anyother natural earth object will do. Dragons of

misrule may use this ability once per day.Disintegrate (Sp): Where their less malicious

cousins delight in hiding things--that is, making thedisappear temporarily--dragons of misrule enjoydestroying them, and the more valuable or usefulthe item dissolved into nonexistence, the better fortheir amusement. This ability functions like thespell disintegrate.

Shapeshift (Sp): The most important tool in itskit of deception, dragons of misrule can change theirown form. This ability works like the spell polymorph self,

except that the duration of the effect is 90minutes/level. It must return to itstrue form in order to make any

physical attack or use its breathweapon.

DRAGON TACTICSMAGIC

Even the basest white dragon isan inherently magical beast, withenough power to destroy most foesit meets. Though some dragonsprefer physical force and their

powerful breath weapons, magiccomes as naturally to a dragon as

hunting for treasure. As dragons age,they often find new uses for spells, and

may even be inclined (or, more often, bribed)into teaching worthy mortals their variations.

Acid FogA particular favorite of black dragons, acid fog not

only obscures its victims' vision, but also provides apowerful deterrent. Younger black dragonsespecially favor using this spell to flee powerfulfoes, and to hide their lairs' entrances. Againstweaker foes, the fog destroys the unfortunateinvaders while leaving much of their gear intact.

AlarmRare indeed is the dragon without an alarm cast

upon its treasures, but this spell has another, moresubtle use among the metallic dragons. Many

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mortals have so impressed these dragons that, as asign of their favor, the dragon casts a alarm spell(followed, of course, by permanency) on somepersonal effect, often a horn, drum, or other loudmusical instrument. The mortal (or, just as often,the mortal's descendants) may then use the item tocall upon the dragon in a time of need. Elderdragons (mature adult or older) often slumber forwhole decades, awakening only to the mentalsummons of their charges. More than one poor thiefhas pilfered a king's sacred relics, only to findhimself answering to an angry dragon'squeries.

Animate DeadSeveral chromatic dragons find

themselves beset by would-beheroes, often as some strangemortal quest of vengeance orgreed; indeed, the lairs ofelder chromatics arevirtual graveyardsthemselves, with the remains ofancient heroes still slowly decaying. Acommon tactic among thesedragons is to place an alarmspell at the entrance totheir lair. Once the alarmhas been triggered, thedragon can cast arcane eye orclairvoyance to spot the adventurers and thenraise the corpses of previous intruders with animatedead or its more powerful variants, create undead andcreate greater undead. Though few parties areseriously threatened by such weak undead, thissimple test often reveals to the dragon the nature ofa party's talents.

Antimagic FieldThough rarely used by most dragons (it

suppresses their own power far too much), thisspell is commonly used during draconic feuds — tocancel the effects of permanent spells in and aboutanother's lair. When pressed, dragons do use this todefend themselves. A party overrelying on a magical

trinket to resist the dragon's firebreath may findthemselves unprotected at a key moment. Dragonsof sufficient age prefer Mordenkainen's Disjunction.

BlinkThough rare, some dragons do find themselves

traveling in groups or allied against a threat. In suchsituations, copper and brass dragons often use thisspell to conceal their numbers, and especially favorthis tactic against chromatics who could easilyoverpower any one of them.

Circle of DeathThough most chromatic dragonsprefer to pillage randomly or have

their foes come to them, sometimesthey must prove their power for

an audience. For every fourcreatures slain with this spell insuch a spectacle, the dragongets a +1 competence bonus tosubsequent Intimidation rollsagainst witnesses. For everycreature in the area of effectwho survives, however, theyreceive a -1 penalty.

CloneSurprisingly few dragons

use this spell, viewing thesubsequent weakness of the cloneto be unworthy of their majesty.Cunning dragons use it on others,

however — as a bargaining chip.Even the most loyal paladin has a friend or lovedone, and the possibility of a cloned copy of a deadally is a temptation few can pass upon.

CloudkillCloudkill spells are especially popular among

dragons who lair in the sky or underground, as thespell sinks to lowest area subject to its effect. Withlittle room to maneuver on mountainsides or incaves, whole parties may fall to this relativelysimple spell.

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ConfusionYoung dragons faced with multiple foes often

engage confusion to even their odds. The dragonignores the victims of the spell, attacking theirluckier or more competent partners.

ContagionWhile most seasoned adventurers know better,

particularly unlucky adventurers are often "spared"by chromatic dragons, and told to return to theirrealms bearing a warning not to interfere with thedragon again. Few settlements survive suchwarnings.

Detect MagicOnce alerted to an intruder in their lair, this

cantrip is almost always a dragon's first reaction.Few intruders can threaten the dragon between thetime of their arrival and thefinal round of this spell'spotency, and the

information gained advises the dragon of thenumber and relative power levels of any magicitems coming near them — and consequently, thenumber and power of the intruders.

Dimension DoorDragons who are capable of changing their shape

often use dimension doors to disguise their truenatures, assuming their alternate formsimmediately after they allow others to see themdepart.

Discern LocationDragons are known for many things, but

forgiveness is not one of them. A creature whowrongs a dragon and survives is fortunate; acreature who wrongs a dragon potent enough todiscern location and lives is in for trouble. Dragonsoften "overlook" a foe feigning death, only to castthis spell once the target has returned to a

base camp.

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Metallic dragons use this spell in conjunctionwith a/arm, as described above.

EnlargeA dragon casting enlarge on itself appears older to

all eyes save those familiar with dragons. Anydragon foolish enough to use this spell in crampedquarters however, is likely to kill itself.

FabricatePerhaps the most common spell among dragons,

virtually every dragon uses this to shape their lairmore to their liking. Common alterations to lairsinclude reinforced arches, flying buttresses,oubliettes, sealed vaults, and breakaway wallswhich lead to escape routes.

FeeblemindDragons employ this spell as their opening attack

during an ambush or raid, particularly against otherdragons.

Finger of DeathAs with circle of death (see page 101), dragons

sometimes use finger of death more to create animpression. If the dragon publicly slays a people'schampion or defender using this spell, the deathcows the populace into acceding its demands (or, ifno demands are made, fleeing in chaos). Militantgroups are less effected, and merely have to make amorale check after a leader dies. Cowed populacesremain so until a new force rallies them against thedragon.

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FireballThough primarily used for attacks, fireballs and

delayed fireballs can scour a collapsing tunnel, fusingthe stone and briefly stabilizing it. Parties who hopeto use earthquakes to flush out dragons may onlysucceed in angering their foes.

FireshieldSurprisingly, fireshields are almost exclusively used

by white dragons, who enjoy the irony. Over-confidentadventurers often burn to death where they wereexpecting to encounter only ice.

Flesh to StoneAs do others who possess this spell, dragons tend

to use flesh to stone not only for its offensive ability,but also to collect trophies. Statues of forgottenheroes sometimes line the lairs of elder dragons. Inthe rare instances that adventurers bearing potentartifacts approach a dragon, the dragon may counterwith flesh to stone to negate the artifact's unforeseenadvantage; the dragon only reverses the spell whenit feels properly prepared,

ForcecageTypically favored by metallic dragons, forcecage

imprisons its subjects, rather than slaying them.This allows the dragon ample time to interrogateprisoners.

GeasMetallic dragons who are unsure of the

in ten t ions of a party tend to favor a geas spell as atest; if the party succeeds with the geas (usually atask of ethics rather than skill), the dragon parlays.Otherwise, the party had best not disturb thedragon further.

Guards and WardsVirtually every dragon lair has guards and wards

placed within it, if the dragon is of suitable power.This is, in fact, one of the easiest (if moredangerous) ways to discover a lair, as most dragonsprefer to maintain the appearance of naturalformations in their lairs.

Horrid WiltingA favored spell of dragons in the deserts, the

victims of horrid wilting do not betray evidence ofany magical death, but rather simple dehydration,

Legend LoreThough several have tried to use legend lore spells

to ascertain several events surrounding the DragonWars, none have admitted success. Dragons, fortheir part, tend to use legend lore less for uncoveringthe past than for discovering the nature of theirnewer treasures. As territorial beings, dragonsrarely leave their homes for something so trivial.

Limited WishDragons are loathe to use limited wish and wish

spells, mistrustful of magic so far beyond even theirken. In emergencies, however, they are willing to doso, and a dragon's wish is far less likely to backfiredue to their tendencies to high Wisdom.

Locate CreatureThe rare dragon who takes mortal companions is

unlikely to journey with them often, butoccasionally reviews the mortal's location with acombination of locate creature and scrying. Similarly,a dragon who loses sight of a thief quickly employsthis spell to track its prey.

Locate ObjectWith the exception of relatively common items in

a dragon's hoard, such as coins, normal gemstones,and lesser magical items, a dragon is thoroughlyfamiliar with its hoard's contents, and will castlocate object the moment it realizes one of itstreasures is missing.

Magic JarSome dragons are fond of toying with their prey,

and magic jar allows for this. Casting magic jar uponany gem in their hoard, the dragon's physical formwill appear to be simply slumbering, while thedragon possesses an adventurer in a party. It maythen sow discord amongst the party, as well aspotentially slaying several adventurers beforeeventually being discovered.

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Major ImageLike most spells of the illusion school, major image

is primarily employed by brass and copper dragons.Often these illusions interview the party, anddepending on the party's reaction, the dragon thenparlays in person.

Mind FogA favored tool of the metallic dragons, mind fog

renders its victims more prone to suggestion, aswell as less likely to notice details such as theentrance to a dragon's lair.

PasswallSome dragons disguise their lairs by making the

entrance too small for their form; others enjoy theprivate joke of creating man-sized corridors, andpasswalling through them after foolish adventurers.

Polymorph Any ObjectThis spell, along with its lesser versions, polymorph

other and polymorph self, are tricks in many dragons'arsenals. Dragons with polymorph any object orpolymorph other spells frequently make their lairs nearsettlements, unbeknownst to any but the foolishcockroaches-to-be who stumble across the dragon'spath. Dragons with polymorph self, on the other hand,frequently infiltrate nearby civilizations, and elderdragons have twisted whole nations to their needs inmuch the same way the eastern peoples sculpt tinytrees.

Prying EyesWhenever a dragon of young age leaves (or, more

commonly, is told to leave) its former territory fornew lands, it often employs prying eyes to scout outsuitable locations. Though hardly reliable, the eyesoften provide enough basic information that thedragon knows the area well enough to defend italmost immediately.

ReduceDragons typically use this spell either on

themselves or foes of similar or greater size. Whenreducing themselves, dragons appear at least two agesteps younger, to a minimum of wyrmling age.

RefugeAmong dragons powerful enough to cast this

spell, they almost always have at least one itemprepared with this spell while traveling abroad.More rarely, gold and silver dragons give an itemenchanted with refuge to a trusted ally, to summonthe dragon in time of need.

RepulsionOn the rare occasion that metallic dragons make

a public appearance, they sometimes cast repulsionto ensure that the audience observes the proper,respectful distance owed to such great creatures.

ScryingWhen not abroad, asleep, or fighting off

incursions of adventurers, many dragons scry theoutside world, preferring this to physicalobservation. Nearby nations are favored subjects,and dragons often know more about the innerworkings of powerful cities than do its masters.

Summon Monster IThis spell, and its more potent variants, typically

produce raw fodder for a dragon's opponents, butoccasionally chromatic dragons use these spellsfrom afar, to test would-be allies. If the dragon isimpressed, it might be willing to enter into analliance. If the target of the summonings fails orflees, the dragon either destroys the offendingcreature, or simply abandons it, according to itswhim.

SymbolMany dragons riddle their lairs with symbols,

wildly varying the trigger mechanisms. The mostcommon place for a symbol is on a pedestal face,beneath a treasured bit of the dragon's hoard;removing the item triggers the symbol. Somedragons animate golems, and place symbols on thegolem's brow or chest.

TeleportTeleport its variant, teleport without error, normally

see use by impatient dragons, or by dragons wishingto rid themselves of a pest. Dragons ready to attack

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a foe, however, prefer to scry that foe, waiting for amoment of weakness, and then teleporting to dobattle; if combat goes against the dragon, it simplyteleports back to its lair. If the dragon's lair is secret,dragons can effectively besiege any location orperson in the world in this manner.

Transmute Mud to RockA favorite spell of black and green dragons,

whose lairs typically boast mud in quantities largeenough to bury small parties in, transmute mud torock also allows for a secret trove of treasure, justbeneath the feet of any observer.

MAGIC ITEMSThough incomparably magical, only rarely does a

dragon find an item of a usable size. Unlesspolymorphed or otherwise found in a humanoidform, dragons do not employ any armor, weapons,potions, staves, or wands. Among the other magicalitems, dragons remain stingy with their treasures,but occasionally resort to these tools. What followsare the rare magical items dragons use, andtherefore more likely own.

Amulet of Proof AgainstDetection and Location

Few dragons reach even young adult age withoutcollecting a range of enemies, and rarer still is thedragon who does not anger its professional rivals.Though most dragons would scoff at the absurdnotion that they would need an amulet of proofagainst detection and location, such a trinket is thefirst line of protection against the scrying eyes ofthese foes. By the time dragons reach old age, onlythe most vicious or arrogant dragon would abandonthe company of these items.

Candle of TruthThough some dragons make due with the less

expensive and effective alternatives, the potions oftruth, lawful dragons parlaying with strangersprefer a candle of truth to even their own instincts.Within the resultant zone of truth, the dragon paysclose attention to the words of others; people who

evade the truth or speak from outside the zone will,at best, anger the dragon into leaving. Lawful evildragons make examples of those who attempt todeceive them in this manner.

Crystal BallSometimes resized to a dragon's proportions (or

around ten feet across for gargantuan dragons; theseare more expensive, but also much harder to moveabout, weighing around two tons including thebase), crystal balls are perhaps the most commonmagical item in a dragon's hoard. Even reclusivedragons watch the outside world through a crystalball, but many an adventuring party has had anunknown audience the moment they first set footnear the dragon's lair. When making alliances withdragons, the pragmatic assume that dragons watchtheir "allies" from afar.

Hand of GloryThough rarely worn by dragons (who consider its

use around men marginally more polite than amortal wearing dragonskin around dragons), theseitems allow access to a wide range of rings useful toeven a wyrm. Rings of animal friendship or chameleonhelp a dragon prepare an appropriate welcome fortrespassers, while rings of counterspells, mindshielding, regeneration, and wizardry have obviousimplications in combat. Dragons who deign to wearan hand of glory tend to sport a bracelet rather thana necklace, and attackers may cut the hand's cord(negating its benefits to the dragon, while keepingthe hand and its rings intact) by making a roll tostrike a weapon (the hand's cord is considered ofsmall size, and the dragon's dexterity bonus adds toits AC; a single strike cuts the hand free).

Immovable RodPerhaps the most flexible magical item, dragons

tend to use immovable rods to reinforce the structureof their lairs, form makeshift shelves, and, in thecase of particularly crafty dragons, form an all-but-impenetrable barrier by simply hanging several ofthem closely together in one small room, eachstrung with a tripwire.

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Iron Band of BilarroWhile no dragon welcomes uninvited guests,

even the chromatic dragons sometimes delay thekill to interrogate. The iron bands of bilarro imprisonone foe without harm, allowing the dragon to queryor torture its prisoner at length, with little fear ofescape. The iron bands also allow for a hostage toremain relatively safe, but immobile and utterlydependent upon the dragon's mercies.

the dragon is ever healed back to full health, orheals a large portion of their wounds (25% of theirhit points or more), this Bluff check automaticallyfails, as the dragon's wounds visibly close beneaththe "onslaught" of the cursed item.

Oil of TimelessnessWhile gold pieces and most magic items age well,

carpets, tapestries, and paintings weather timequite poorly. Though dragons prefer more robusttreasures in their hoard, judicious use of an oil oftimelessness can give these pieces of art a life spanlonger than most dragons. Given the ease ofbrewing these potions, few but the least patient ofdragons would mind the minor upkeep.

Item of Inverse IntentThough dragons expecting visitors sometimes

pepper their treasure hoards with cursed items,items of inverse intent are a particular favorite. With asuccessful Bluff check versus its foes' Sense Motive,the dragon may feign wounds received from aweapon or wand which normally inflicts damage. If

Orb of StormsThough the orb of

storms has an obvious,potent use, in harrying foes

traveling overland, dragons withlightning or cold breath weapons may use orb

to greater effect by disguising their presenceduring an attack — few would investigate furtherinto an electrocution death during a lightningstorm, or frozen adventures in a blizzard.Fortunately, orbs of storms are rarer even thandragons, and only the unluckiest of souls wouldencounter the two in tandem.

Stone of AlarmThese small, innocuous items have proven the

downfall of many a would-be dragonslayer. In anyeven mildly rocky environment, they are almostimpossible to notice (Spot skill check at DC 20 to

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notice a cube-shaped rock hidden in such a clime;DC 25, or even 30 if the rock is hidden as part of apile). Worse still, if hidden among paving stones astone of alarm is totally imperceptible withoutmagical means (no Spot check; detect magic orsimilar automatically locates a paved stone ofalarm). Not only does this alert the dragon, it alsodraws the attention of any of its allied forces nearby.Unwary adventures in mountainous regions mayalso find themselves running from an avalanchetriggered by a stone of alarm, or worse, forced intothe dragon's lair with no hope of escape until aspring thaw or an unlikely rescue.

DRAGON LAIRSElandar, exhausted from his climb up the unforgiving

crags of the Gendmarr Mountains, paused to allow hiserstwhile companions a chance to close the gap betweenthey and he. A native of this range, he had scaled all thelesser peaks in his exuberant youth. Towering pinnaclessuch as this one, Gehnt's peak, were forbidden to all butthe most seasoned mountaineer. Now, perched on ajutting boulder, he allowed himself a grin. Yes, forElandar, scourge of ogres, hero of the Plains War, thiswas his own private glory. Elandar caught his breath,swung his wiry legs over the side of his meager ledge,leaned over, and took a peek at his struggling party.

The two humans, Targath and Jenalia, were fightingwith their ropes and had managed to entanglethemselves. Borint, the dwarf, had nearly caught up tohim, barely ten feet away. The unfortunate elf, Reastran,seemed frozen to the side of the cliff face, unmoving, anddeep in contemplation, trying to decide where his nexthandhold should be. The whole scene was infinitelycomical. These people had faced countless foes withunblinking steadfastness. To see them in this positionamused Elandar to no end. Only the thought of theircurrent mission sobered him enough to avoid chucklingaloud. To find Incindarias' lair and vanquish the Wyrm.That brought a shiver to him as if it were deepcoldseason, not early changetime as it was.

The sudden sensation of movement filled his peripheralvision. Elandar sucked a hissing breath through his

clenched teeth as his sharp eyes pinpointed the source ofthe disturbance. The outstretched leathery wings pivotedmid-flight as the long serpentine neck craned around togaze upon him and his band. The deep crimson scalesgleamed dully in the early morning light as the massivedragon banked and headed directly for them. Elandar feltheavy, as if made of lead. His blue orbs, no longer underhis control, followed the almost lazy flight of the hugereptile.

Incindarias flapped to within a few hundred yards andpulled up, nearly hovering, gazing upon the doomedadventures. They had nearly reached his lair. His lair!That would never do. He nearly spoke to the beardedhuman on the ledge, the one gawking slack-jawed at hismajesty, but then thought better of it. The last time hehad allowed one of these... mortals to gaze on hismagnificent countenance for a few moments, the fool hadlaunched a magical barrage that nearly stunned him.Best to just be rid of the pests and return to his home,perhaps to lovingly sift through his hoard one more time.As Incendarias drew in a voluminous breath of air, henoticed the human began to scream and draw a pitifulweapon. Too late... insect. The dragon loosed his fierybreath.

ECOLOGY AND LOCATION

A remote mountain range, a deep undergroundlabyrinth, a pocket dimension. All are examples ofpossible locations for a dragon's lair. Dragons aresupremely solitary creatures. For this, we may thankthe gods. The thought of a community of these neargodlike beings is disturbing to the extreme. Thethought processes of most of these creatures are ofselfishness and greed. Thus remote and inhospitablelocations are the domain of the dragon lair.

The first rule of creating a lair for such a beast isto take into account the nature of your dragon.What are its affinities and its powers? Does itbreath fire, crave the open sky, or require swampywater to caress its scales? Such are the questionsyou should ask yourself when designing a lair.

Avoid cliches when deciding on a suitablelocation for your monster's abode: for example thefollowing obvious associations — volcano =

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firebreather, ice cavern - frost breather. How manyof these exist already? Probably thousands.Consider a glacier, a geyser field, or maybe a pocketdimension within a magic item or artifact? Take thecliche and twist it. Make the location so bizarre,your players will be unable to place it eithergeographically or cosmologically.

In a classical fantasy realm, there is no limit orboundary to styles of locations for your lair.However, because humans populate thesecampaigns, basic terrain types dominate most of theworld. Most lairs are based around aerial, desert,plains, underwater, underground, mountainous,swampy, forested, jungle, arctic terrain, or ruins inthe aforementioned terrain types.

Aerial lairs are not as easily conceptualizedbecause of a lack of existing models, but they can bemuch more exciting to imagine. The lair could bebased on a solid cloud structure lazily floatingaround your world, cities and towns below wouldhave no inkling of the threat that looms abovethem. Or the lair could be placed in the remnants ofa mountain civilization crumbled for eons.

New dangers arise in aerial lairs such as thegenuine possibility of falling. Every step must betaken with care. Particularly savvy opponents usetheir familiarity with the terrain to unbalance andpush PCs from their perches. Combat maneuverssuch as trips and bull rushes can be deadly.

The desert lair could be tunneled from shiftingsands reinforced with fire or magic, melting thewalls into glass, entrances elaborately obscured by aconstant dust storm. And of course being sodesolate, the lair could be completely exposed,bordering an oasis.

Environmental concerns such as waterconsumption and heat stroke are real threats.Anyone wearing metal armor finds it difficult tooperate in such hot climes. The DM should not makelight of the effect of withering heat on the PCs.

A plains based lair is challenging, but notimpossible. The lair could be with a nomadic tribeof humans or humanoids that worship the dragonas a god. The dragon f i n d s them food, water, and

conquests. The nomads serve it and help amass itshoard that they also care for. What you would haveis the perfect symbiotic relationship.

Underwater lairs lend themselves to manypossibilities. The first problem the PC encounter is anenvironment they are unable to adapt to easily. Unlessyou are running an underwater campaign, justfunctioning in an aquatic environment is a majorhurdle for the adventurers. Breathing for startersmust be addressed. Magic is the best answer, but evenif they can breathe, that still doesn't mean the PCs canfight well. Try swinging a sword in a pool sometime!

The DM has all the advantages in such anenvironment, because you know the dragon is in itsown element and is surrounded by creatures ormonsters native to water.

Location for the lair is nearly as wide open as onland. A lair hidden among the caves of coral reefcould he very interesting. Coral is delicate, butsharp! It can be inside thermal vents of a volcanicisland. The hollowed out underside of an icebergwould make an intriguing location. Perhaps even atthe bottom of an oceanic trench where the pressureis a major concern for the PCs.

An underwater environment is a threedimensional one. Tactics that work on the surfacedon't succeed here and vice versa. The DM needs tokeep that in mind when planning out encounters.Make sure to keep the PCs off balance in suchenvirons. They are in a completely alien world, tryto describe the precariousness of the situation.

Probably the most traditional of dragon lairs isthe subterranean or cavernous lair. Something is tobe said for classic adventuring. Underground lairsare sturdy, defensible and difficult to find. If you aregoing to build a lair in the classic environment,throw in a couple of curves. Classic doesn't have tomean hackneyed.

Mountainous terrain can be similar to an aerialone, from the standpoint of difficulty. Altitude, coldertemperatures and thinner air combine to give thecharacters fits. And don't forget those defenseless PCsclimbing the bare cliff face. They'll wish they had putmore effort into that climbing skill.

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Swamps can be immensely entertaining as a sitefor a lair. The dense foliage, standing water, andquicksand inherant in the swamp ecosystem aremore complex than they first appear. Movement ishighly limited and footing extremely unsteady.Most creatures that live in swamps are well adaptedto swimming as well as walking, giving them greatadvantage in melee.

Possibilities for lairs in a swamp range fromabandoned temples to a few scattered patches of dryland hidden beneath a thick canopy of trees. Don'tforget to add the difficulties of stinging insects,waterlogged clothing, rusting armor and mysteriousslithering things under the surface of the murkywater. Imagine the surprise of an adventurerwaking up with some sort of unknown reptilecreeping up his body!

Forests can be in many types of climates, but mostcommon is the temperate. The lair itself could beamongst the leaves and branches of immensesequoia like trees, or within the sharp brambles ofthe forest undergrowth. Perhaps it could even be ina large sinkhole hidden by the fallen trees thedragon placed around the entrance. PC parties mayfeel at home in a forest lair like this one, but haveno fear; the dragon can have sylvan allies too.

Jungle terrain is similar to both the swamp andforest. The key environmental factor in a jungle isthe dense vegetation and muggy air. Movement andvision are both affected. An entire city can hidebeneath the foliage and you could easily pass withina few feet and not detect anything.

If you decide on an arctic abode for your wyrm,there are several options open to you. You couldmake a lair deep inside a glacier, the dragon diggingdeeper inside it as the glacier moves further out tosea. Perhaps the dragon has inhabited in an area ofice caves where melting and re-freezing tacticscreate one giant slippery smooth ice trap, with alltunnels leading into a killing zone.

Once you've decided on where, then you need abelievable ecology. Obviously the dragon is the topof the local food chain. That's the easy part. Howhas such a creature's presence altered the local flora

and fauna? Has it wiped out all other predators, orhas it allowed some to survive to help protect itslair? Does the dragon like a particular plant becauseit smells pleasant or has it cleared all vegetation formiles? Develop a microenvironment based aroundyour dragon and its choice of lair. The beast'spersonality should come into play for many parts ofthis process.

Most dragons are of genius or godlikeintelligence. The ecology surrounding its lairshould reflect this. The creatures that remain are ofsome benefit to your wyrm or why did it allow themto survive? Be it defense, hunger, or justamusement, have the animals or monsters living inand around the lair serve a purpose.

The same goes for the plant life. An abundance ofvegetation can be an advantage when attempting tohide a lair. Poisonous or carnivorous flora can be thedragon's passive defense, softening intruders upbefore the might of the true danger, your dragon.The reverse can also be effective, a complete lack ofplant life gives the dragon abundant room forobserving or mounting an attack.

Do not overlook the materials the lair is made outof. Although stone is the strongest naturally foundmaterial, many other substances can be used for lairconstruction. If an exotic, but structurally weakmaterial is desired, remember that a dragon hassuperior access to magic. Reinforcing the lair issometimes necessary.

Whatever you decide for the location and ecologyof your lair, your mission has only just begun. Thenext step is designing the layout of the lair.

LAYOUT

This part of designing a dragon's lair is easierthan you think. Unless your wyrm is of belowhuman intelligence, there is no limit to thestructure of your layout. These creatures have somany resources available to them: knowledge,magic, and power. All these things combine to givethe GM a feast of options.

The first thing to remember when designing theinterior of the lair is the size of the inhabitant.

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Remember, you have a dragon living there,proportions must be thought of throughout the den.If your beast can shape-change, this limitation isnot as important. Entrances and exits are going tobe huge and difficult to conceal. Use naturalfeatures to solve this problem. Snow drifts,boulders, brush, and other easily obtainablematerials are efficient. If all else fails, there's magic.

A dragon has several things on its mind whenmaking a lair: Functionality, defensibility, comfortand logistics. Functionality means can the dragonenter, exit, fight within and store its hoard. We'vecovered the coming and going. Now what about thefighting.

The nature of fantasy adventuring and havingcreatures such as dragons existing eventually pits thePCs versus your carefully prepared reptile in hisprivate abode. If it cannot effectively battle in its ownlair, what was the point? A creature as intelligent oras cunning (as the case with the lesser wyrms) as

dragons design or pick their lairs with there naturalattacks in mind. The breath weapon is usually themain consideration in the layout, A portion of thelair should take full advantage of the dragon's breathweapon type. The most common strategy is to have afunneling area leading to a confined location. Thebenefits of such a layout are obvious.

If your wyrm has a lingering weapon such as acidor poison gas, perhaps it should have a chamber thatcan be sealed after it breathes on the PCs.Instantaneous effects such as lightning or fire canbe more devastating in a long narrow approach tolimit the ability of the PCs to dodge out of the way.Also, they might have second thoughts aboutadvancing down that long tunnel, bringingsuspense to the situation.

Once the breath weapon is loosed, the dragon hasmany other options left open to it. First of all itusually has a variety of brutal physical attacks. Itneeds a great deal of room to make use of these

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formidable offenses. However, this should be a lastresort for a dragon. The PCs hope for theopportunity to launch into an area where the beefof the party can unleash its steel and sinew on yourbaby. It shouldn't be that easy. Soften those tanks upa bit with a few well-placed items or spells.

Design your lair to be PC unfriendly, keepingthem off balance while your dragon remains themaster of its surroundings. Remember that retreat isan option. The PCs have to journey back out of thelair sometime. Don't they?

The most important part of the lair to the dragon isthe hoard chamber. It is unknown why dragons hoardtreasure as fervently as they do. Perhaps it is the self-centeredness or the absence of a communal livingaesthetic that sparks the desire for accumulation ofmaterial possessions. No matter the reason, the locationof the hoard chamber is the most carefully chosen areaof its lair. Therefore, the DM must put a great deal ofthought into the position and design of this area.

Usually, the hoard is placed in a central location,deep within the defenses the dragon so carefullydesigned. However, sometimes deception is asimportant as power. If placed in an out of theseeming logical areas, the hoard can remainundetected to the unwary.

Logistics must figure into the initial design phase.Is the lair close to a food source or elements vital tothe survival of your dragon? Can it enter and exitwithout scrutiny? Can the structure surroundingthe wyrm stand up to the rigors of a draconianlifestyle? Is it in close proximity to civilization,giving too many opportunities for unwanted foraysby adventurers? These questions must be answeredin the initial stages of lair design.

The least important factor of lair design iscomfort, although it is not to be ignored. After all,a dragon can live for centuries perhaps millennia,it shouldn't have to suffer through endlessly.Temperature, humidity, space and other such factorsare either maintained magically or arranged beforehand. As was mentioned, these creatures haveunfathomable resources.

DEFENSESDefending the dragon's lair covers a variety of

territory. First of all, if the lair cannot be located, itcannot be trespassed upon. Therefore, manydragons that are magically inclined cloak their denswith non-detection magic. Some use carefullyresearched spells, others rely on items or artifactsthat perform the same function, Some even searchout areas of intense magical interference, relying onfluxes and vortices of great power to mask theirpresence.

Along with non-detection magic, dragons makeuse of natural camouflage to hide their preciousabodes. Even if a PC group can find the general areain which a lair is located, a carefully camouflagedone can frustrate even the most savvy party. Somedragons even place decoys relatively close to thereal lair, hopefully drawing enough attention awaythat outsiders become satisfied with theirinvestigations and determine there is no threat.

Once a lair is discovered, it's far from vulnerable.Again with the formidable resources of dragons, alocated lair is still a very dangerous thing in and ofitself. Magical wards are definitely within therepertoire of most dragons. Physical traps are oftenset intermingled with magical ones.

Although traditional traps are effective, you mustkeep in mind the size and strength of the inhabitantof the lair. Large and elaborate physical obstacles arewell within your dragon's capability. Placing hugeheavy objects in passageways present no impedimentto the wyrm. The PCs can not as easily get around ormove such things. Dragons can set up massivecrushing traps with ease.

The location of the lair can be a deterrent toadventurers. If the area is in a magma tube, thebottom of an oceanic trench, or on an elementalplane, the very nature of the environment acts as adefense.

After all that, sometimes those pesky PCs stillmake it to the entrance of your favorite dragon'shome. That leads us to some dragon's choice fordefense and other tasks. I'm talking about minions.

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MINIONS

Though most dragons tend to be solitarycreatures, some wish to have servants andworshipers. These are few and far between to besure, but the ones that crave companionship only doso out of utter conceit. A dragon that demandsworship is an unstable and fickle thing.

Many dragons that have minions use the varioushumanoid races as stock. These creatures respectpower above all else and dragons seethe with it.Most humanoids are weak-willed and easily cowed.Dragons can use these minions for variouspurposes. Chief among the uses are as servants.Being a creature of near godlike energies and an egoto match, there are some tasks deemed unworthy ofthe wyrms attention. Maintenance of their lair,apart from the hoard chamber, never interestsdragons. If some pitiful humanoid wishes toworship its might, the dragon is more than willingto allow those thralls to clean organize and defendits domicile. If the wretches anger the powerfulbeast, the dragon can have a quick snack.

On even rarer occasions, it has been known for awyrm to take in other intelligent monsters forminions. Since some of these creatures have abilitiesand powers in their own right, a dragon that takespowerful monsters into its lair usually has ulteriormotives for having such beings in their presence.Perhaps it has a pact with some creature that ismutually beneficial to both parties. Would you sayno to a partnership with a dragon?

And finally some wyrm that are well versed inmagic create their own minions throughexperimentation. Such creatures usually take onsome sort of draconian form. To create in their ownimage pleases these dragon "gods."

Minions can also serve another role for theprideful dragon, the role of worshipper. There havebeen many reports of dragon cults on many worlds.Some particularly mighty worms are said to haveimparted gifts on their devoted priests, thoughmostly these humans, demi-humans and humanoidstoil for there draconian masters longing for the daythey are rewarded for their service. Most often their

"reward" is satisfying the dragons voracious hunger.Only those dragons of great age can reach the

pinnacle of dragon-kind by granting spells to theirfaithful. Most sages believe this ability to be a seriesof highly involved draconian rituals, requiringpainful sacrifices of the ascending wyrm. Only themost farsighted of dragons ever dare to study theserituals, let alone actually perform them. It is saidthis is how the pantheon of draconian gods wasborn. If mortal dragons receive enough spiritualenergy to ascend to the level of deity, they achievethe ultimate goal of egocentricity,

HOARDSDragons excel at hoarding treasure. It is

unknown the exact reason or reasons why they do,for they do not need wealth. Most magic items arenot made for their massive bodies. So why is it forsome an all consuming obsession?

There are several theories sages speak of whendiscussing these powerful reptiles. Some say thedesire is in their very essence. Its an unconsciousdrive to nest and collect objects of wealth, a primalinstinct imparted to the first of the dragon-kind bythe creator god of their race, a purpose whichmortals can't fathom.

Another theory is that die gods created such apowerful being by accident, only at the last momentinstilling within them a flaw that would keep themfrom conquering all they surveyed. With the desire tobe solitary and hoard away treasure, the godsguaranteed die survival of the other races on the world.

Perhaps even more tempting is the belief thatdragons are a test for the lowly mortals. A challengeonly the most sophisticated races could hope toovercome. Those that defeated dragons would becomethe heroes of legend, a testament to the potential formortals to rise above their meager existence.

Whatever the reason, the dragon's hoard is thestuff of legends. A goal unmatched in potentialrewards, but of equal danger. The hoard is thecentral concern mainly of the evil dragons althougha few goodly wyrms have been known to indulge instockpiling.

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A dragons hoard should be a reflection of itspersona] taste. The art, jewelry, coins and magic arecollected and arranged based on the personality ofthe dragon that procured it. A lawful evil wyrm mayhave an obsessive pattern to its hoard, perhaps onlyamassing items made of specific materials, or artdesigned by one craftsman or group of artisans. Itwould organize the hoard into types and styles oftreasure, having nearly limitless time for itscategorizing.

Chaotic evil dragons may have a theme, butorganization wouldn't be considered one of them.Sheer mass would be how they measure the successof their hoard, piling it up higher and higher. Thejoy is in the gaining of things not the actual pride ofownership of individual items. Evil dragons are theembodiment of avarice.

For dragons of a neutral evil bent, it is themaliciousness of the acquisition that causes such

joy. Whatever the pain and terror it can inflictwhile obtaining each piece becomes pure glee. Thistype of dragon relishes in every piece in its hoard,slowly remembering each morsel of wickedness as itinventories its cache.

True neutral dragon's hoard because of instinct,not through any great satisfaction of amassing thewealth, but doing so satisfies them in some waythey cannot pinpoint or explain. If PCs shouldapproach them with a valid enough reason, aneutral dragon has been known to relinquish selectitems to the group. This is not always the case for ifthe dragon feels it is being manipulated or slightedin some way, they may turn violent much to theparty's chagrin.

LEGENDARY LAIRS

Now that your lair is created, you should choosea unique fact, mystery or legend surrounding this

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lair. The point of this exercise is to give an easybackground for the PCs to contemplate.

It's not very exciting to tell the party they'retraveling to the desert lair of a blue dragon.However, if you tell the group that the blue dragonthey seek reportedly inhabits a glass walled lairmade from fused sand that the dragon hadconstructed by an effreet lord which is hidden bypowerful illusions. The only way to gain entrance tothe glass palace is through an oasis that onlyappears during a lunar eclipse. This may evoke amore dramatic response from the PCs.

The MeteorA thousand years ago, a fiery chunk of metal

struck a peak in a remote mountain range. Severallocal rangers went to investigate and were neverheard from again. It was rumored that one of theirhenchmen saw the meteor pulse with a strangegreen light just before the mountain men vanished.

About three and a half centuries from that time,a young but powerful dragon named Coglistrothmoved into the area to establish his lair in thosesame peaks. Not long after, adventurers that madeforays to Coglistroth's lair spoke of the wyrmhaving a green glowing scepter that gives Kimcontrol over time and space. Many feel they aremaking excuses for their failures, but the eldersremember the stories of the green meteorite.

The IcebergReports from several ports along the coast claim

ships that have wandered too far out into deep seashave spotted a gargantuan iceberg floating inwaters far too warm to have survived. Even moredisturbing is that some of the sailors that viewedthis anomaly also claim to have observed severaldragons circling around the floating chunk of ice.Last sightings have put it on a direct course to thekingdom's capital on the southeastern coast.

The WandererStories from the west tell of a strange nomad

walking from town to town carrying a small, butrather ornately designed box. The stranger comes

into a village and demands food, lodging andtribute, for he claims to be master of a great wyrmthat resides in the box. Needless to say, the villagerslaugh at him and usually drive him away. However,recently several towns to the west have beendiscovered completely destroyed, with no sign of anarmy or struggle.

The Northern RuinsA decade ago a mighty band of adventurers drove

the infamous Gorath, an adult dragon of burgeoningpower, from its lair in the hills of a local kingdom.The wyrm vowed he would bring low the kingdomand the adventurers upon his return.

Within the last five years the northern tribes ofhumanoids have been disappearing. Stories havebeen filtering down to the more civilized lands thatmost all the northern tribes are answering a callfrom the ancient city of Ottocan on the shores ofThe Frozen Sea. Ottocan remains an enigma tomodern sages for no one has been able to unlock thesecrets of the writings adventurers have broughtback from there.

The rumors are that Gorath succeeded intranslating the ancient language and is using thesecrets of the ancient city to build and equip anarmy to march on the southern kingdoms.

The City LairA city-state in The Southern Reaches has made a

pact with a dragon. In exchange for a palace withinthe walled city, a large quantity of gold and itemsand an unlimited supply of food, the wyrm hasagreed to aid the cities armies to conquer thesurrounding lands. If the city and its dragon are notstopped, all of the southern kingdoms may fall. Theonly hope is for the PCs to sneak into the city andassassinate the dragon from within its palace lair. Atask easier imagined than accomplished.

These are just a few of the possible story lines youcan attribute to your lairs. Just a few bits of colorhere and there are enough to bring life into a stale"been there, done that" dragon adventure.

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CRYOSRYX'S ICEBERG LAIRSeveral centuries ago a young white dragon

known as Cryosryx roamed the Northlands causinghardships and devastation amongst the nativebarbarian tribes. This white terror was especiallydangerous for it was far more intelligent thanothers of its kind. When Cryosryx matured, itsettled in a lone mountain in the lands of the greatJarl Beorn Magnusson.

Cryosryx had supreme confidence that thehuman barbarians would sway before its might justas all the other tribes before. It was mistaken.

Jarl Magnusson rallied the greatest of his people'swarriors and dared confront Cryosryx in its ownlair. The battle was legendary. The mountain shookwith the throws of combat. The dragon's pride hadled to its overconfidence, leaving it surprised anddefenseless. Even then the barbarians needed everysword and axe they wielded to wound the greatbeast. With all their advantages, the tribesmen andthe jarl began to lose the battle. In one final berserkfury, Jarl Magnusson plunged his magical axe, Skull-cleaver, into Cryosryx's left eye.

In pain and fury, Cryosryx abandoned its lair.The dragon retreated away from civilization,recuperating and contemplating its mistakes. Itvowed to never be caught unaware again.

Recently through magical contact with anotherplane, Cryosryx summoned and made a deal with arenegade ice mephit called Sliver. The elementalcreature absconded with an item of power from itshome dimension, a shard of pure elemental ice.Cryosryx used the shard to create the ultimate lair.The dragon broke a gargantuan piece of ice off aglacier, imbedding the elemental ice deep withinthe chunk. Then with its pet ice worm, formed a lairfrom the newly created iceberg. The magic of theshard keeps the iceberg from melting no matterhow warm the waters surrounding it.

Cryosryx began moving up and down the coastwith its mobile lair wreaking revenge to the peoplethat had brought it so much pain. Even with theloss of its eye, the ancient white is a terrible sight tobehold, swooping down on remote villages and

towns, destroying and moving on. Even worse, thedragon has apparently enlisted the aid of a pack ofscrags that are more than willing to help attack thebarbarians.

The PCs could have heard of the dragon fromtraders from the north, or they could be from one ofthe villages that have been attacked. Whatever thereason, the CM should find a way to entice theplayers to investigate this mysterious iceberg thatnever melts.

1. The Tip of the IcebergThe exposed piece of ice that inexplicably floats toward

the south is shrouded in mist. The top rises 300ft. into thesky, but is barely visible due to the fog bank. The bardswere right, it moves against the current. The iceberg at thewater level is at least 600 feet in diameter, covered in snow.

The top of Cryosryx's iceberg is barren. A fewseals and other arctic animals live on the surface,bred for the dragon's pet frost worm. If the PCsburrow into the ice, they eventually reach the hoardchamber of Cryosryx. However, this is a timeconsuming for the ice is from 50 to 200 feet thick inmost areas. The GM must rule on the exactthickness based on the map. If the party starts toreach the chamber below, Cryosryx sends itsminions to deal with the PCs.

The only entrance is beneath the waves. See area #1.

2. Underwater EntranceAs you inspect the submerged portion of the iceberg, a

dark opening becomes visible near the bottom of themassive chunk of ice. The opening looks like a cave but itis obviously not natural. It is too round not to beintentional.

Upon entering the gigantic underwater cavern, younotice forms moving out of the darkness toward your party!

The forms in the water are a large force of 12scrags (hp 63 each) (sea-going trolls).

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Scrags (12): CR 5; SZ L (giant); HD 6d8+36;hp 63; Init +2 (Dex); Spd 20 ft. (land), 40 ft.(water); AC 18 (-1 size, +2 Dex, +7 natural);Atks 2 Claws +9 melee (1 d6+6), bite +4 melee{1 d6+3); Face/Reach 5 ft. by 5 ft/10 ft;SA Rend 2d6+9; SQ Regeneration 5, scent,darkvision 90 ft; SV Fort +11, Ref+4, Will +3;Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6;AL CE. Skills: Listen +5, Spot +5. Feats: Alertness,Iron Will. SA: Rend (Ex): If a scrag hits with bothclaw attacks, it latches onto the opponent's bodyand tears the flesh. This attack automaticallydeals an additional 2d6+9 points of damage.SQ: Regeneration (Ex): Fire and acid deal normaldamage to a scrag.

If a scrag loses a limb or body part, the lostportion regrows in 3d6 minutes. The creature canreattach the severed member instantly by holding itto the stump. This regeneration only works for thescrag if it is mostly immersed in water.

This group is a preliminary patrol that guards thelair entrance. The leader of the patrol alwayspossesses a gem of seeing and takes care to look forinvisible trespassers. Remember this is a threedimensional environment, the scrags are wellaware of this and use appropriate tactics.

Unless some form of free action magic is used,only handheld piercing weapons are of anyeffectiveness in harming these creatures. The scrags,completely at home in the water, are unhindered.

If the patrol does not return to area 3 within 10minutes of the attack, the remaining warriors fromarea #3 swim immediately to area #2 to assist.

3. Scrag VillageScattered throughout this chamber, there appears to be

dozens of smaller recesses in the ice. The cavern itself hasan upper part that raises out of the water in two separateareas. One near the middle of the cave and the other at

the rear.

This is where the scrag minions live. If the PCsare able to dispatch the guardians in area #2

without making much noise, the rest of the clanremains in this area. There are a total of 30 scragwarriors (hp 63 each) in this area, 25 scragfemales (hp 40 each) and 40 scrag children (hp20 each). The warriors attack on sight. The femalesfight if the children are threatened or they arecornered. The children only attack if cornered.

The smaller caves are scrag homes and are verysparse.

The middle part of the cavern has an air pocket atthe top and a ledge that is described in area #4.

The rear of the cavern is a passage burrowed inthe ice by the frost worm from area #9. There is a 1in 10 chance at any one time the frost worm isslithering through this passage hunting for food.See creature description in area #9 if encountered.

If any scrag warriors are left alive, they attempt tocontact the dragon by any means necessary.

4. Scrags' LarderThis ledge is strewn with debris and bones. Pieces of

small boats and the skeletal remains of what appears tobe humanoid litter the ice shelf. Here and there you canmake out the glint of metal.

This ice ledge is where the scrags keep their foodbefore they eat. They usually attack lone ships awayfrom port, so many of the corpses are sailors. Thereare a few sahaguin and aquatic elf skeletons as well.Every so often Cryosryx helps feed his scragminions by attacking ships and bringing the wholecrew here to feed the growing clan. Any capturedPCs are taken to this area, stripped of all items andarmor for future meals. The temperature is freezingso PCs not protected from the elements take ld6 hpof damage per turn of exposure.

The ledge and all flat surfaces in the iceberg areof course, ice. Therefore, without some sort of spikeson their boots, the PCs can't move faster than awalk without making a Dex check at a DC 15 everyround or fall prone. If in combat the check is DC 25.

If the PCs take 20 and search the ledge, they canfind 450 gp and 980 sp in coin, three gems worth 50gp each and a suit of leather armor +2 (human sized).There are two bodies that are intact. Both human,

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but they are both dead from exposure. If questionedwith speak with dead or similar magic, they canreveal the existence of the frost worm and Cryosryx.

5. Frost Worm TunnelThis huge tunnel rises up through the iceberg. This

looks like the only way up into the massive piece of ice.The sides of the tunnel are smooth and appear nearlyimpossible to climb. The tunnel is 20 f t . in diameter andis perfectly symmetrical.

This is one of the frost worm tunnels that riddlethe iceberg. They are all the same size and if any PCfrom a cold climate makes a wilderness lore check(DC 20), he or she knows what made the tunnel.The frost worm has a 1 in 10 chance of appearingevery turn in one of these tunnels.

The tunnels are extremely slippery and even withproper climbing gear, the check is DC 30. The PCsbest bet is to fly or levitate through the tunnels.This particular one connects all 4 levels ofCryosryx's lair.

If a PC falls, they take the usual 1d6 fallingdamage and in addition, they plummet into the icy

water in area three. If any scrags remain or haveregenerated from a previous combat, they attack assoon as the character hits the water.

6. Empty ChamberThis huge chamber appears empty. Two other tunnels

exit this area. One about mid-chamber on the north sideand one through the ceiling near the east wall.

This chamber is empty 90% of the time, but thefrost worm does travel through here on occasion.Again on a roll of a 10 on a d10, the frost wormappears and attacks.

7. Frost Worm TunnelThis tunnel runs into the north side of the chamber

then turns up and seems to turn back south about 100feet up. It appears to he the same exact size as the others.

This tunnel is treated the same as area #5 exceptthis one connects area #6 with area #9 on the northside of the chambers. Any PC that falls lands in area#6.

8. Frost Worm TunnelThis tunnel goes directly up approximately 100 feet

into another chamber. It appears to be the same exact sizeas the others.

This tunnel is treated the same as area #5 exceptthis one connects area #6 with area #9 on theceiling of the east end of the chamber. Any PC thatfalls lands in area #6.

9. Frost Worm LairThis chamber seems to be filled with piles of snow and

ice. Three tunnels converge on this chamber. In the pilesof snow, there appears to be large oval ice formationsstrewn about.

This chamber is the abode of Cryosryx's pet frostworm (hp 147). It has buried itself in the moundof ice and snow. When the PCs come forward toexamine the chamber, the worm uses its trill attack.The worm then uses its breath weapon on anyopponents not stunned by the sonic attack. Afterthe first two rounds of combat the frost wormengages any remaining ambient prey.

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Frost Worm: CR 12; SZ H (magical beast, cold);HD 14dlO+70; hp 147; Init +4 (Imp Init);Spd 30 ft., burrow 10 ft.; AC 18 (-2 size, +10natural); Atks Bite +20 melee (2d6+12 and 1 d8cold); Face/Reach 5 ft. by 40 ft/10 ft.; SA Trill,cold, breath weapon; SQ Cold Subtype, deaththroes; SV Fort +14, Ref+9, Will +6; Str 26, Dex 10,Con 20, Int 3, Wis 11, Cha 5; AL N. Skills: Hide +3*,Listen +5, Spot +4. SA: Trill (Su): The frost wormcan emit a noise that forces its prey to standmotionless. This sonic, mind affecting compulsionaffects all creatures other than frost worms within a100 ft. spread. Creatures must succeed at a Will save(DC 17) or be stunned for as long as the worm wills,even if they are attacked. However, if attacked orviolently shaken (a full-round action), a victim isallowed another saving throw. Once a creature hasresisted or broken the effect, it cannot be affectedagain by that frost worm for one day. The effect'scaster level is 14. Cold (Ex): Frost worms' bodiesgenerate intense cold, dealing 1 d8 points of damagewith their touch. Creatures attacking a frost wormunarmed or with natural weapons take cold damageeach time their attacks hit. Breath Weapon (Su): Caneof cold, 30 feet long, once per hour; damage 15d6(Reflex half, DC 22). Opponents held motionless bythe frost worm's trill get no saving throw.SQ: Cold Subtype (Ex): Cold immunity; doubledamage from fire except on a successful save. DeathThroes (Ex): When killed, a frost worm turns to iceand shatters in an explosion that deals 12d6 pointsof cold damage and 8d6 points of piercing damageto everything within 100 ft. (Reflex half, DC 22).Skills: *A frost worm, due to its coloration and itsaffinity for burying itself in the snow, receives a +10racial bonus to Hide checks in its native environment.Feats: Alertness, Improved initiative, Iron Will.

This area is directly below Cryosryx's hoardchamber. Any prolonged battle here alerts Cryosryxto the PCs presence. It prepares for the party'sarrival and waits.

The pile of snow and ice is filled with skeletons

of various creatures that have been meals for thefrost worm. The oval ice formations are its eggs(14). If a PC (from a cold climate) makes awilderness lore check (DC 20) they know this fact.The eggs, if kept frozen, can be sold on the openmarket for 1,000 gp each.

10. Razor Ice FieldThe tunnel opens up into a massive 600 feet long by

400 feet wide cavern. The ceiling reaches at least 100feet high in some spots. The open area before the tunnelopening is inundated with huge shards of razor sharp ice.Some of the pieces are over 15 feet tall.

This open area protects Cryosryx's hoard in area12. The shards are created and maintained by thepiece of elemental ice that is embedded in theiceberg just below this area. If any of the jaggedshards are destroyed, they regenerate in one hour.The razor sharp edges cause no damage if travelingat less than 10 feet a round. They do ld4 hp ofdamage per 10 feet if moving at 20 feet a round andId6 hp per 10 feet if moving up to 30 feet perround. It's impossible to move faster than thatunless your Str is over 25 or size is huge or greater.

Of course Cryosryx uses the ice field to itsadvantage by using its breath weapon when the PCsare deep within the area. It uses its freezing fogability after the first breath and follows with a wallof ice to separate the party further. Cryosryx dealswith flying threats first then waits for the groundtroops to slog their way through the ice field.

If Cryosryx is unaware of the intrusion, it rests inarea 12 on its hoard.

Sliver, the ice mephit (see #11 below for stats), onlyjoins in if it sees an opening for a flat footed attackon an isolated PC. If it cannot help, Sliver stays inarea 11 watching the battle.

11. Sliver's ChamberThis area is filled with intricately formed ice

sculptures. In the hack of the chamber near a pile of snow,a 4 ft. tall winged figure appears to be working onanother sculpture.

Sliver is an ice mephit (hp 13) and this is his

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private chamber. Since Sliver made the pact withCryosryx, it has gleefully resided in the icebergwithout a care in the world. No longer a pawn ofmore powerful elemental lords, the little mephit hasbeen enjoying his time with the dragon. Cryosryxonly calls on Sliver infrequently for some minorerrands. The mephit spends most of its timeenjoying its hobby, sculpting.

Ice Mephit (1): CR 3; SZ S (outsider, air, cold);HD 3d8; hp 13; lnit+7 {+3 Dex, +4 Imp Init);Spd 30 ft., fly 50 ft. (perfect); AC 18 (+1 size,+3 Dex, +4 natural); Atks 2 Claws +4 melee(1 d3 and 2 cold); SA Breath Weapon, spell-likeabilities, summon mephit; SQ Cold Subtype,fast healing 2, damage reduction 5/-H ;SV Fort +3, Ref+6, Will +3; Abl: Str 10, Dex 17,Con 10, Int 12, Wis 11, Cha 15; AL NE.SA: Breath weapon (Su): Cone of ice shards, 10feet; damage 1 d4, Reflex half DC 12. Livingcreatures that fail their saves are tormented byfrostbitten skin and frozen eyes unless they areimmune to or protected from cold. This imposes a-4 morale penalty to AC and a -2 morale penaltyto attack rolls for 3 rounds. This ability can beused once every 1 d4 rounds as a standard action.Spell-like Abilities: 1 /hour-Magic missile as the spellcast by a 3rd level sorcerer; 1 /day-chill metal asthe spell cast by a 6th level sorcerer.SQ: Cold Subtype (Ex.): Cold immunity; doubledamage from fire except on a successful save FastHealing (Ex): An ice mephit heals only if it istouching a piece of ice of at least Tiny size or ifthe ambient temperature is freezing or below.Skills:Bluff+6, Hide +12, Listen +6, Move Silently +9,Spot +6. Feats: Improved Initiative.

If surprised, Sliver attempts to parley with thePCs, trying to get into a position to warn Cryosryx.If all else fails, Sliver uses his breath weapon tosurprise the PCs, then escape.

Sliver likes to collect diamonds. In the pile of

snow (its bed) there are 20 diamonds. A successfulsearch (DC 20) reveals 10 of 50gp value, 5 of 250 gpvalue, 4 worth 500 gp and 1 worth 10,000 gp. Thisis all the treasure Sliver owns.

12. Cryosryx's HoardThe voluminous cavern slopes downward into &

depression dominated by a mound of snow and ice littered

with gems, coins, and many other objects. Lying atop thismound is a. white dragon of immense size. The wyrmturns to regard your party. A gaping hole stares at you

where its left eye used to be. It smiles a toothy smile and

inhales...

This is Cryosryx's hoard chamber. If the partymanages to get this far without alerting the whitedragon (hp 375), there is a chance they can defeatit. The best chance they have is if they can surroundCryosryx before it can get off its breath weapon.Even then they have the dragon's potent physicalattacks to contend with. The loss of its eye was solong ago, its other senses have compensated for theloss of some sight.

Cryosryx Ancient White Dragon: CR 18; SZ H(magical beast cold); HD 30dl2+180; hp 375;Init +4 (Imp Init); Spd 60 ft, fly 200 ft. (poor),swim 60 ft., burrow 30 ft.; AC 37 (-2 size,+29 natural); Atks Bite +50 melee (2d8+l), 2claws +45 melee (2d6+5), 2 wings +45 melee(1 d8+5), tail slap +45 melee (2d6+16), crush+45 melee (2d6+16); Face/Reach 10 ft. by 20ft./10 ft.; SA Trill, cold, breath weapon; SQ ColdSubtype, death throes; SV Fort+14, Ref+9,Will +6; Str 26, Dex 10, Con 20, Int 3F Wis 11,Cha S; AL N. Skills: Hide +3*, Listen +5, Spot +4.Feats: Alertness, Improved Initiative, Iron Will.SA: Trill (Su): Cryosryx can emit a noise that forceshis prey to stand motionless. This sonic, mindaffecting compulsion affects all creatures otherthan frost worms within a 100 ft, spread. Creaturesmust succeed at a Will save (DC 17) or be stunnedfor as long as the worm wills, even if they areattacked. However, if attacked or violently shaken

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(a full-round action), a victim is allowed anothersaving throw. Once a creature has resisted orbroken the effect, it cannot be affected again byCryosryx for one day. The caster level is 14.Cold (Ex): Cryosryx's body generates intense cold,dealing 1 d8 points of damage with a touch.Anyone attacking Cryosryx unarmed or with naturalweapons takes cold damage each round.Breath Weapon (Su): Cone of cold, 30 feet long,damage 15d6, Ref save, half (DC 26). Opponentsheld motionless by Cryosryx's trill get no savingthrow. Cold Subtype (Ex): Cold immunity; doubledamage from fire except on a successful save,Death Throes (Ex): When killed, Cryosryx turns toice and shatters in an explosion that deals 12d6points of cold damage and 8d6 points of piercingdamage to everything within 100 feet (Ref save,half DC 22). Skills: *Cryosryx receives a +10 racialbonus to Hide checks in his native environment.

The hoard chamber is set in a depression.Cryosryx keeps the slope smooth as a defensivemeasure. When the PCs come out of the razor icefield in area 10, they immediately have to make aDex check (DC 25) or slide down to the foot of thehoard mound prone.

Of course, if the PCs look like they are going todefeat Cryosryx, the DM should have it breakthrough the top of the chamber to the surface of theiceberg, burying the party under tons of snow andice. The PCs should make Ref save (DC 25) or take10d8 hp of damage. If the players make the savethey only take half.

Cryosryx is a canny opponent, if he sees that theparty is vulnerable, he remounts the attack.However, to drive the dragon away is nearly asimpressive as killing it. Besides they do get thehoard.

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NEW MONSTERS

COIN CREATUREType: Large AberrationHit Dice: 7d8+28 (91 hp)Initiative: +0Speed: 30 ft.Armor Class: 20 (-1 size, +11 natural)Attacks: Slam +10 melee, bite +10 meleeDamage: Slam 2dlO+10, bite 2dl2+8Face/Reach: 5 ft. by 5 ft./10 ft.Special Attacks: Improved Grab (bite only)Special Qualities: Unique Characteristics (see

below), damage reduction 10/+1Saves: Fort +9, Ref+2, Will +2Abilities: Str 23, Dex 11, Con 19, Int 9,

Wis 12, Cha 11Skills: Listen +11, Spot +11Feats: Power Attack, AlertnessClimate/terrain: Any underground or lairOrganization: Solitary or pairChallenge Rating: 7Treasure: x2 coins (only of same type as

creature)Alignment: Usually neutralAdvancement: 5-8 HD (large), 9-11 HD

(huge)

Coin creatures are truly unique creatures. Partearth elemental, part construct, part watch dog.Centuries ago, a cabal of powerful wizardsattempted to create a guardian or watch-creature toprotect their treasure and magical artifacts. Theirstrategy was simple: make the creature look like thetreasure it was designed to protect. The coincreature's appearance is of a huge pile of coins,numbering in the hundreds or even thousands.There are three distinct types of coin creatures;silver, gold, and platinum. These are the onlyknown species to exist. Not wishing to duplicate theenormous task of creating more, the wizards gavethese creatures the ability to procreate, somehowfusing some type of earth elemental with their

design. This somehow gave a rudimentaryintelligence and cunning to the construct. Yearspassed and the creatures developed a society and adesire to be free. Many escaped captivity and wentinto the wild. Over the years these creatures havedeveloped a system of survival. One or two find apowerful creatures lair (like a Purple Worm orDragon) and strike a bargain. In exchange for aplace to live and hide (a huge pile of coins in theforest would be very strange indeed), the coincreature will guard any treasure by hiding amongstit. Once a coin creature finds a "master" it is veryprotective and will guard treasure to the very bestof its ability.

Coin creatures have an odd language that soundslike jingling coins. It is not spoken with theirmouths, but with the wiggling and shaking of theirbodies. It cannot be learned. Coin creatures dounderstand the common tongue and Terran, butcannot speak either.

Although there are three different species, eachare practically identical in form and function.

CombatCoin creatures strike with stealth and guile,

belaying their bulk. They can be extremely silentwhen stalking their prey. They will always attempta surprise attack first, and then attack savagely.

Slam: The coin creature literally hurls itself at itsenemies. Its coin-like body flails against its opponent,with great strength and razor sharpness. This attackdoes not provoke an attack of opportunity.

Bite: A coin creature can create a mouth-likeorifice anywhere on its body, using it to strike at itsopponents from unexpected directions. Thecreature can use this mouth to grapple with its prey.

Unique coin creature qualities: A coincreature can never be flanked, they are immune tocritical hits, poison, electricity, and cold attacks. Acoin creature receives a +8 bonus against all mind-affecting spells directed at it unless the caster isfamiliar with coin creature physiology. They canbreathe and function normally underwater.

Skills: Hide +13, Move Silently +12,

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DRACONIC STALKERType: Gargantuan aberrationHit Dice: 52d8+520 (754 hp)Initiative: +10 (+6 Dex, +4 Improved

Initiative)Speed: Fly 60 ft. (clumsy)Armor Class: 36 (-6 size, +6 Dex, +26

natural)Attacks: Bite +55 melee, 2 talons +55 melee,

4 tentacles +55 melee, 2 wings +55 meleeDamage: Bite 4dlO+16, talons 2dlO+8,

tentacle 3d8+8, wing 2d8+8Face/Reach: 30 ft. by 30 ft./30 ft.Special Attacks: Augmented Criticals,

constrict frightful presence, shriekSpecial Qualities: Blindsight, damage

reduction, regeneration, resistance to energySaves: Fort +30, Ref+24, Will +32Abilities: Str 42, Dex 16, Con 30, Int 10,

Wis 20, Cha 13Skills: Knowledge (dragons) +18, Listen +20,

Spot +22Feats: Blind-fight, Flyby Attack, Improved

Initiative, Iron will, Multiattack, Multidexterity,Power Attack, Cleave, Great Cleave

Climate/terrain: Any landOrganization: SolitaryChallenge Rating: 20Treasure: NoneAlignment: Always neutralAdvancement: 53-60 HD (Gargantuan),

61-70 HD (Colossal)

The Draconic Stalker is a whispered legend. Onlythe most knowledgeable sages have ever heard ofthis aberration. Tales have been passed down manygenerations of the elusive creature. It is said the godscreated the stalker to keep the dragons in check.Even the great wyrms dare not speak of its existence.

The Draconic Stalker is nearly 50 ft. long and 40ft. tall. It has thick course fur of a mammal, but ithas a long hooked beak like a raptor. It has twopowerful wings that stretch over 60 feet across. It

sits on two talon-like feet that it uses to grab andrend its opponents. The Draconic Stalker's mostfrightening and unusual features are its four 20 footlong tentacles that extend from the front of its torsoin two rows of two. Its two large eyes sit aside itsnarrow head giving it 360-degree vision. Thecombination of all these bizarre features make theStalker terrifying to behold. Thank the gods for itsunquenchable obsession for hunting and devouringdragons. Those that are unfortunate enough to be inthe general vicinity or who actually ally themselveswith dragons have been attacked as well.

There have been no sightings of The DraconicStalker in centuries, sparking the speculation that acoalition of dragons formed to destroy or banishthis killing machine. The Stalker hunts all forms ofdragons, alignment is of no consequence to it. It isalso rumored that the gods have held it in stasis fora great reckoning for all dragon-kind.

CombatThe Draconic Stalker has no known equal in

combat except perhaps the oldest and largest of thedragons. The fury in which unleashes its physicalattacks is unmatched garnering respect if not fearfrom all dragon-kind.

It usually tracks a dragon to its lair using its vastknowledge of the species, leading the assault withits sonic shriek attack. With the dragon disoriented,it grasps it with its tentacles and begins tearingscales from the wyrm with its wickedly sharp beak.

Augmented Criticals (Ex): The DraconicStalker threatens a critical hit on a natural attack rollof 18-20 dealing double damage on a successful hit.

Constrict (Ex): If The Draconic Stalker hits withall four of its tentacle attacks in one round, itconstricts automatically for 4dlO+16 points ofdamage per round until the victim makes asuccessful opposed Strength check.

Frightful Presence (Su): The Draconic Stalkercan inspire terror by charging or attacking. Affectedcreatures must succeed at a Will save (DC 27 non-dragons, DC 37 dragons) or suffer the effects ofparalysis for ld6 rounds.

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Shriek (Su): The Draconic Stalker has an ear-splitting sonic shriek capable of renderingopponents disoriented. Those caught in its area ofeffect (follow the rules for cones, 60 ft.) must makea Will save (DC 25) or be stunned for 2d4 rounds,unable to do anything requiring conscious thought.

Blindsight (Ex): The creature uses its sonicabilities in another useful way. It "chirps" and uses itssuperior hearing to echo-locate its foes.

Damage Reduction (Su): 20/44Regeneration (Ex): The Draconic Stalker has

super-natural regenerative abilities, recovering 5hp/round.

Resistance to Energy (Ex): The forces that madethis Aberration gave it the ability to shrug off thebreath weapons of its chosen prey. It has a resistanceof 20 to all acid, cold, fire and electricity attacks.

HOARD BEETLEType: Small verminHit Dice: 2d8 (9 hp)Initiative: +2 (+2 Dex)Speed: 50 ftArmor Class: 19 (+1 size, +2 Dex,

+6 natural)Attacks: noneDamage: n/aFace/Reach: 5 ft. by 5 ft/5 ft.Special Attacks: Acid SpraySpecial Qualities: noneSaves: Fort +3, Ref+2, Will + 0Abilities: Str 10, Dex 14, Con 11, Int - ,

Wis 10, Cha 7Skills: Climb 44, Hide 4-3, Listen 4-3, Spot 4-3Feats: noneClimate/terrain: Any, undergroundOrganization: Cluster (2-5) or swarm

(6-11)Challenge Rating: 2Treasure: noneAlignment: always neutralAdvancement: 3-4 HD (Small), 5-6 HD

(Medium-size)

Hoard beetles are named such because of their useby dragons to keep their hoards tidy. The 2 to 4 footlong black to brown insect has a one foot longproboscis that it uses to deliver its acid spray and alsosuck up its nourishment.

The hoard beetle is mostly a scavenger, but willattack creatures invading its territory.

CombatThe hoard beetle has no melee attack, but uses its

acid spray to reduce an opponents flesh to goo thensuck it up through its proboscis.

Acid spray (Ex): The hoard beetle has a gland inits abdomen that produces an enzyme that breaksdown flesh on contact, A strong diaphram-likemuscle propels this acid up to 20 feet out from thebeetle's proboscis once every ld4 rounds. The acidinflicts 2d8 points of damage if it contacts exposedskin. A successful Ref save (DC 15) reduces thisdamage by half. Damage from multiple attacks iscumulative.

HOARD SENTINELType: Medium plantHit Dice: ld8+5(10hp)Initiative: NASpeed: NAArmor Class: 20 (+10 natural)Attacks: NADamage: NAFace/Reach: NASpecial Attacks: noneSpecial Qualities: Limited telepathySaves: Fort +7, Ref NA, Will 4-2Abilities: Str 10, Dex - , Con 20, Int 3,

Wis 10, Cha 1Skills: NAFeats: NAClimate/terrain: AnyOrganization: SolitaryChallenge Rating: NATreasure: NoneAlignment: Always neutralAdvancement: 2-4 HD (medium)

Page 128: AEG - Dragons

The fungus known as a hoard sentinel wasdeveloped by the drow as an early warning systemfor their underground cities. They are much betterknown for standing vigil on the edges of dragonshoard chambers.

The sentinels range from 4-6 ft, in diameter,looking like a large boulder or mound of earth. Thefungus travels imperceptibly across whatever earthor stone surface they are placed on as a spore. Theyabsorb nutrients and some of the surface they areon. The earth or stone they absorb is releasedthrough pores on there dome shaped body crustingover to become a tough outer covering, hence theirgood AC.

For some unknown reason, perhaps the drowcould explain, the sentinel mentally binds with theclosest creature to them as they begin to grow.When they get to full size, if any creature comesnear, within approximately 60 ft., they send atelepathic warning to the being they imprinted on.Many adventurers thought that dragons havesharper senses in their hoard chamber. Not really,they just have a chamber full of hoard sentinels.

CombatHoard sentinels do not engage in combat,

PLAYING DRAGONCHARACTERS

First, a caveat. This entire section is optional. It isnot a collection of official rules by any stretch of theimagination. Your DM is not, repeat not required tolet players create dragon characters. It isn't evenrecommended for most campaigns. This section isfor the benefit of those gaming groups who wish toexperiment with playing dragons.

However, it is possible to play dragons withoutcharacters becoming completely overbalanced. Thenew "unified field theory" used in Dungeon andDragons allows players and DMs to design nearlyany sort of character or monster, and easilydetermine its relative power compared to othercreatures.

There are two basic ways to handle this. The firstand most character-balanced method is to make"dragon" a character class of sorts. Using thismethod, dragons start as 1 Hit Die characters, usinga dl2 as usual for dragons. The attack bonus andsaves should be reduced to levels comparable tothose of other starting characters (perhaps a +2attack bonus, with Fortitude saves being favored).Starting dragon characters should either get only afew bonuses to their abilities (Strength and Wisdomin particular), or be forced to use the beginningstatistics of an average wyrmling of their kind. Inthe latter case, abilities should be reduced by a pointor two each if a wyrmling normally starts out withhigh values and a relatively large number of HitDice. The damage value of the breath weapon shouldalso be reduced accordingly. The advantage of thismethod is that it balances the dragon with "regular"characters. The primary disadvantage is that itdrastically alters the normal draconic progression,and creates an artificial ceiling that prevents thecharacter from developing beyond a certain "level"until the appropriate age has been reached.

The second is only usable in campaigns thatbegin with characters above first level. This uses avariant of the "Monsters as Races" rules in theDMG.™ Dragons are unquestionably very difficult tointegrate into anything resembling a standardcampaign. A dragon PC should be considered tohave a level equivalent of (class levels + dragon HitDice + 1). Use the guidelines found there todetermine modifiers for ability scores. Evenwyrmlings are dangerous, and the magical powersplus the high bonuses to abilities will result informidable characters. While such characters arewell out of reach in a beginning campaign, thismore accurately portrays dragons in the settingwhile keeping them within the same power scale ofother PCs. It also allows the dragon to advance inother ways while the slow development of itspowers continues.

It bears noting that under no circumstancesshould levels earned in character classes be added toa dragon character's Hit Dice level when

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determining its age. This will be extremelyunbalancing, allowing a dragon to use powers farbeyond what it should be capable of.

Generally, dragon characters should be restricted tothe metallic breeds, with very narrow alignmentchoices. If the DM allows the player to deviate at allfrom the dragon's natural alignment, it should be onlyslightly, and even then the dragon should tend towardits usual behavior. Brass and copper dragon PCs can beonly be chaotic good, chaotic neutral, or neutral good,while bronze, silver and gold dragon PCs can only belawful good or neutral good. This should be theabsolute maximum amount of flexibility in alignmentchoice for dragon characters. In some cases, if a playerseems to be deviating too heavily from the dragon'snatural behavior, the DM can say that a dragon of thattype wouldn't behave in such a manner, and that theaction should be reconsidered.

Chromatic dragons are considerably moreproblematic. Barring powerful magic or a trulybizarre background, they will be vicious, covetous,and self-centered in the extreme. In the unlikelyevent that a Dungeon Master allows such acharacter, the dragon should either be lawful orchaotic neutral (depending on whether it waslawful or chaotic in the first place), or it should bethe exact opposite alignment of the rest of its kind.The latter case would be the result of a helm ofopposite alignment or similarly powerful magic.

DRAGON ADVENTURING

Once the actual rules for balancing dragons havebeen determined, the real challenge begins — creatingadventures that can survive first contact with a dragonPC (or an entire group of them, for that matter).Unless playing one of the lawful good dragons, or adragon old and powerful enough to learn polymorphself, the character will be extremely obvious at alltimes. Everything from buying supplies to justwalking down the street will become a challenge.People will gawk and stare. Some will scream and callthe watch; others will wonder just how much pain adragon can take before revealing the location of itshoard. The local leaders will want some explanations.

And even if the dragon is accepted, other, moremundane problems will arise. In some towns, thestreets will be too small for the bigger dragons. Innsaren't designed to hold dragons. Human beds werenever meant for the comfort of a walking arsenal,and most dragons would rather sleep on rocks thanin a stable.

Once the actual adventuring begins, othercomplications can arise. Most dungeons aredesigned around the humanoid form. Smallerdragons will have fewer problems, but many oftheir attacks will be impractical (if not impossible)in the relatively narrow corridors. Flying will beutterly impossible in all but the largest rooms orcaverns. In battle, the dragon will attract a greatdeal of attention, sometimes beyond proportion toits actual threat. As for equipment, good luckfinding anything designed to fit a dragon. Whilemost have no need for weapons or armor, it's a safebet that the dragon will not feel so all-powerfulwhen the humanoids start dividing the magicaltreasures between them. Of course, most dragonswill not mind too much when they end up with anextra share of gold and gems as a result.

Many of these problems vanish if the dragon is asilver or gold, or an old enough bronze. The innatepolymorph self ability of these dragons allows themto travel among humanoids without difficulty. Theyrun into an entirely different set of problems,however. In humanoid form, they lose most of theirattacks as well as their natural armor. Apolymorphed dragon acquires the natural armor ofthe humanoid form, which is to say, none. ItsStrength and Constitution drop drastically as well,though Dexterity may increase depending on therace of humanoid chosen. (To determine thereduction in Strength and Constitution, determinewhat the ability score bonus would be if designingthe dragon as a PC, as described in the DMG. Thenapply that value as a penalty to the Strength andConstitution of the human form.)

The dragon's breath weapon and damagereduction, as supernatural abilities, are also lost.While the dragon retains its high number of hit

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points, impressive attack bonus, skills, saves,sorcery (if any), and its spell-like and extraordinaryabilities, from a draconic perspective it has becomehorribly vulnerable. Dragons that intend to remainin humanoid form for extended periods would bewell advised to pick up a standard class level or twoand some humanoid equipment. According to therules of polymorph self, this equipment will simplymerge with the dragon's form when it leaves itshumanoid guise, so armor and weaponry are likelyoptions for a dragon with at least one fighter orcleric level. DM concerned about the potentialabuse of such an option may wish to rule that armoris not transformed by the dragon's variant ofpolymorph self. This makes changing from anarmored warrior into full draconic form...expensive. Getting a suitable set of armorenchanted to avoid this problem could be anadventure in itself.

Once the dragon's statistics have beendetermined one way or another, there's the questionof why it's bothering to adventure like a... a...human. Dragons are usually above such things, afterall. On the other hand, for all that they'resupposedly alien, unfathomable creatures, dragonshave many of the same needs and desires ashumanoids. For example, it's entirely possible that adragon has discovered how lucrative dungeondelving can be. The hoarding instinct could enticeany sort of dragon into adventuring in its unalloyedform — looting the fortresses of villains for gold!Also, the lawful good dragons (particularly golds)often go on heroic quests as a part of their nature.

Of course, the sort of quest that could challengemost humans will be simplicity itself for a dragon.As creatures of legend, the opposition they facemust also be legendary. Of considerable importancein determining the sort of threats the DM shouldprepare is whether the party is mixed (somedragons, some humanoids) or entirely made up ofdragons.

The mixed party is, while more difficult tobalance in terms of equal character power, far easierto prepare for as a whole. In this case, the dragon

can be taken into account much the way a powerfulfighter would be (particularly one with a few extraclasses and several magic items). Tactically, thedragon fills the same role, going claw-to-toe withthe most physically impressive opponents while therogues move to flank and the spellcasters strikefrom a distance. Whichever rules are being used forcreating PC dragons, it's highly unlikely that onewill be old enough to use special abilities that itisn't born with. The breath weapon is formidable,but a wizard of equivalent level will be able to doconsiderably more damage. Spell resistance doesn'tdevelop until the dragon has been around for quitea while, so creatures like beholders, mind flayersand wraiths will be every bit as dangerous to adragon PC as they are to the other characters. Byvarying the threats to the group and ensuring thatthe difficulties of the dragon's nature balance itsadvantages, a dragon character can be allowed withmore ease than one might anticipate.

Ultimately, the dragon shouldn't be much moredifficult to handle than another character withequivalent levels. If 30th level epic fighters,sorcerers and druids are being allowed in anespecially high-powered campaign, an old silverdragon shouldn't be much more of a challenge toincorporate.

An entire party of dragons is another issueentirely. With younger dragons, this will result inmany of the same problems that a group composedentirely of fighters would face. A group of olderdragons won't have this problem. Of course, theywon't have many other problems, either. Anythingcapable of facing four to six dragons of adult age orolder can probably threaten entire planes.

Of course, getting such a party of ardentindividualists together would be a coup.

On the other hand, that sort of threat is aboutwhat it would take to force a group of dragonstogether for the duration of an entire campaign.While one dragon in a party of otherwise humanoidadventurers is plausible enough in a fantasy world,a group of dragons doing the same thing at any ageis improbable at best. If the players and Dungeon

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Master want to try such a campaign, however, itisn't discouraged. In this case, balancing thedragons with humanoid characters is unnecessary— playing dragons, with all the power and majestythat entails, is the point. The threat should beenormous enough to challenge several dragons — amighty balor wizard that has gained control of thetarrasque, for example, or a black great wyrmleading an army of nightshades. The adventureshould allow the dragons to unleash their vastmight at times while forcing them to use cunning atothers. While it is unlikely that the dragons willinvade dungeons, there should be plenty of battlesto win, puzzles to solve, and villains to thwart. Inthe most basic ways, it is still a fantasy adventure.The major adjustment for dragons is that the scalemust be... grander.

Inside the Dragon's SkinFor all the headaches possible trying to maintain

a balanced game with dragon characters, thegreatest challenge they present may be portrayingsuch a creature in a satisfying manner over time.While there isn't anything wrong with playing adragon with human attitudes (and indeed, silverdragons seem to prefer humanity to dragonkindwhen they are young), capturing the majesty of thedragon for an evening might be plenty.

First and foremost, dragons are quite literallyextraordinary. They are magic and power givenform, their very existence is proof of wondersbeyond the "normal" world. A dragon is thefantastic made real, the impossible given flight.Even good-aligned dragons sometimes feel thatmerely presenting themselves to less fortunatecreatures is something of a gift,

It explains quite a bit of their ego, doesn't it?Of course, dragons aren't perfect, either. Most are

vain in the extreme, but as mentioned, they areusually justified in their high opinions ofthemselves. They are also quite covetous, andthough the noblest dragons will help those in needwhether rich or penniless, they expect to be wellrewarded by those who can afford it. When playing

a dragon, however, it should be remembered thatthe character is unlikely to see this as greed. At leastyou don't pluck the feathers off some unfortunatebird or strip the hair (or hide!) from an animal foryour comfort!

As for the territorial nature of dragons; it'sunquestioned. What intelligent creature isn'tterritorial, when you get right down to it?Humanoids fight big, ugly, hateful wars over piecesof land too small for a dragon to claim for foraging,let alone as its domain. For younger dragons,particularly good ones adventuring withhumanoids, they're likely to be (over)protective oftheir companions. Overbearing guards, officiousquill-pushers, unruly thugs and cruel monsters willquickly face the character's wrath, though mostdragons will have some sense of proportion. Such adragon's domain is its adventuring party ratherthan the area surrounding a lair.

Finally, remember this — you fear nothing.Dragons aren't stupid, and are perfectly capable ofretreating if the odds are too great. But it is a simplematter of tactics. You are a dragon, a member of themightiest, most gifted race in the world. No matterwhat happens, dragons will always triumph.

(And ignore any similar human attitudes.They've got good hearts, but serious delusions ofgrandeur.)

Draconic ClassesDragons are as varied a species as humanity. Some

dragons specialize in perfecting their skill at arms,while others devote their considerable life spans tomagical research and experimentation. Topigeonhole all dragons as little more than extremelypowerful monsters with little variation in theirabilities sells their potential short. You wouldn'texpect every 10th-level human fighter to have thesame skills, feats, and abilities, and you shouldn'tdesign your dragons simply by copying their statsout of an almanac. The following rules present aseries of special prestige classes designed exclusivelyfor dragons. Each class parallels a standard characterclass in its general design and the role it fills.

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Unlike standard characterclasses, the dragonclasses presented heredo not simply add newabilities to dragons.Instead, they alterdragon's basic abilitiesin a manner thatreflects the class'sfocus and theme.

Where the draconicclass gives an ability that is similaror identical to an ability granted by acore class, the two abilities stack. Forexample, both the barbarian anddraconic barbarian class grant thebarbarian rage ability. A dragonwith levels in both classes would beable to use the rage ability granted bythe draconic barbarian class in addition to thosegranted by the standard barbarian class. Eachseparate ability operates according to the rulesgiven under each class's entry. For abilities thatwork identically between a draconic and normalclass, such as the paladin's smite evil, the ability'suses stack between the two classes. Thus, apaladin/draconic paladin gains two separate poolsof lay on hands healing and combines the totaldaily uses of smite evil granted by both classes.

If a dragon gains levels in a spell casting class inwhich it automatically gains levels because of itsdragon type and age, the levels stack. However, adragon cannot currently gain spell casting abilityabove 20th level. You may wish to integrate rulesfor characters above 20th-level to handle dragonsthat have more than 20th-level spell casting ability.

Using Draconic ClassesGenerally speaking, dragons are powerful

enough that the lower class levels don't offer themtoo much in the way of extra ability, yet still causetheir CR to inch upward. The classes presentedhere are ideally suited for adult and older dragons.The abilities granted by each class are meant to

help individualize your dragons and to inject anelement of surprise into your game. It's best toavoid mixing the draconic classes with standardclasses, though the guidelines above can help guideyou to mixing the two with a minimum ofheadaches. The draconic classes are meant toenhance the standard classes for dragons, reflectingtheir highly magical natures and their place in theworld better than the standard d20™ classes.

A dragon may select one draconic class and itsassociated standard class as its favored class. Theseclasses do not count when determining whether adragon suffers an XP penalty for multiclassing.

DRACONIC BARBARIANWhile dragons are typically seen as intelligent

and wise creatures, not all of them are civilizedcreatures. Some dragons dwell deep in wildernessareas, far not only from humanoid civilization butother dragons. These wyrms develop a feraldemeanor, and often carry themselves as nothingless than the most powerful predator in its region.Much like humanoid barbarians, a barbaric dragondraws upon its inner rage to destroy its foes withbrief but terrible bouts of berserk fury.

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Evil draconic barbarians are fearsome raiders andunrelenting hunters. They swoop open isolatedoutposts and raze them to the ground, only rarelyleaving survivors to report on the beast's ferociousattack. While gold, jewels, and other treasures holdtremendous appeal for them, these dragons oftenhunt either to satisfy their unrelenting hunger, toprove themselves against worthy foes such as giantsor other monstrosities, or simply out of ablackhearted destructive lust.

Good draconic barbarians are much like theirhumanoid counterparts. They battle evil with wildabandon, overcoming their foes with their sheerenergy and bravery. These dragons often strike upfriendships with human barbarians, charging intobattle with them and singing and drinking in theirfest halls afterward. While they lack tacticalcunning and often prefer to batter down their foeswith brute force, the heroic barbaric wyrms haveoften spelled the difference between victory anddefeat in countless battles between good and evil.

Hit Die: dl2

RequirementsTo become a draconic barbarian, a dragon must

have any non-lawful alignment.

Class SkillsThe draconic barbarian class skills (and the key

ability for each) are: Climb (Str), Craft (Int),Handle Animal (Cha), Intimidate (Cha), IntuitDirection (Wis), Jump (Str), Listen (Wis), Ride(Dex), Swim (Str), and Wilderness Lore (Wis).

Skill Points at Each Level: 4 + Int modifier.

Level12345

Attack+1+2+3+4+5

Fort+2+3+3+4+4

Ref+0+0+1+1+1

Will+0+0+1+1+1

SpecialRage 1/dayUncanny dodgeFocused rageRage 2/dayFiery rage

Class FeaturesAll of the following are class features of the

draconic barbarian dragon class.Rage: This ability functions much like the barbarian

rage ability, except for die following changes: a draconicbarbarian gains a +8 bonus to Strength andConstitution and suffers a -4 penalty to AC.

Uncanny Dodge: A draconic barbarian has anintuitive feel for his environment and often sensesthe presence of foes before they can launch anambush. At 2nd level, a draconic barbarian does notlose his Dexterity bonus to his AC when caughtflatfooted. In addition, his keen senses and wildfighting style prevent him from being flanked.

Focused Rage: At 3rd level, a draconicbarbarian's rage becomes so great that it cantemporarily produce far more powerful breathweapon effects than it is normally capable ofcreating. While raging, a draconic barbarian gains a4-2 bonus to each die rolled for breath weapondamage. A dragon that uses a non-damaging breathweapon increase the DC to resist its effect by +2.

Fiery Rage: At 5th level, the draconic barbarianreaches the pinnacle of his rage abilities. When thebarbarian goes into a rage, he fuels his breath weaponwith the furious energy that drives his attacks. Whileraging, the draconic barbarian gains a +2 bonus toeach die rolled for breath weapon damage. Inaddition, energy courses through the dragon's veins.When an attacker hits the dragon in melee combat, hemust make a Reflex save (DC 15) or take ld8 pointsof damage of the same energy type as the dragon'sdamaging breath weapon. The furious energieswithin the dragon are just barely contained withinthe beast. A successful melee attack causes energy toburst from the dragon and strike his opponents.

Draconic Barbarian

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DRACONIC BARDMusic is an important part of dragon culture.

Dragons often live isolated from one another,making it difficult for such long-lived creatures tokeep a comprehensive record of their racial history.Thus, the draconic bards were born. These dragonslearn not only the art of music, but also magicalskills that allow them to impart images of the pastto assembled listeners. A draconic bard's listenerdoesn't simply hear a song, he experiences it asvisions of ancient events flood his mind.

Evil draconic bards are not necessarily the mostterrifying dragons, but their appearance invariablyheralds bad tidings for a region. These bearers of illtidings serve to rally the chromatic dragons. Theyuse their music to convey plans of conquest andoffers of alliance against the forces of good. Whenevil draconic bards are busy, the forces of evil areinvariably soon to go on the march.

Good draconic bards serve as record keepers andhistorians. Many of them spend their daysrecording the history of the metallic dragon racesand compiling records of draconic family trees. Atgatherings of metallic dragons, the draconic bardscan serve as emissaries and arbiters, using theirmusic to help unite the different dragon speciesbeneath a single banner.

Hit Die: d6

RequirementsTo become a draconic bard, a dragon must have a

non-lawful alignment.

Class SkillsThe draconic bard class skills (and the key ability

for each) are Alchemy (Int), Appraise (Int), Balance

(Dex), Bluff (Cha), Climb (Str), Concentration(Con), Craft (Int), Decipher Script (Int, exclusiveskill), Diplomacy (Cha), Disguise (Cha), EscapeArtist (Dex), Gather Information (Cha), Hide(Dex), Intuit Direction (Wis), Jump (Str),Knowledge (all skills, taken individually) (Int),Listen (Wis), Move Silently (Dex), Perform (Cha),Pick Pocket (Dex), Profession (Wis), Scry (Int,exclusive skill), Sense Motive (Wis), SpeakLanguage (Int), Spellcraft (Int), Swim (Str), Tumble(Dex), and Use Magic Device (Cha, exclusive skill).

Skill Points at Each Level: 4 + Int modifier.

Class FeaturesAll of the following are class features of the

draconic bard dragon class.Spells: A draconic bard gains a level of bard spell

casting ability with each level.Draconic Music: Amongst dragons, music is a

rare but potent art. Dragons do not play instrumentswhile in their natural form, they have developed theart of singing to the point that they are veritabledivas. Dragon music is suffused with magical energy,and often the effects a draconic bard can producewith his music are indistinguishable from magicalspells. While normal bardic music inspires and aidsa bard's allies, dragon music is a potent form ofmagic in its own right, on par with theenchantments wielded by both sorcerers andwizards. While singing, the draconic bard may fightbut cannot use his breath weapon or cast spells. Hemay, however, use spell-like abilities.

Inspire Courage: The first song of power thatdraconic bards learn inspires energy and hope intheir allies. Any ally that hears the draconic bardgains a +1 morale bonus to attack and damage rolls

Draconic BardLevel12345

Attack+0+1+2+3+3

Fort+0+0+1+1+1

Ref+2+3+3+4+4

Will+2+3+3+4+4

SpecialDragon music 1/dayDragon music 2/dayInspire terrorDragon music 3/dayDeafening roar

Page 135: AEG - Dragons

and a +2 morale bonus to saving throws againstcharm and fear effects. The dragon's allies must hearthe song for one full round before gaining thebonuses. This effect lasts for five rounds after thebard stops singing. Draconic bards learn this song at1st level.

Inspire Dreams: One of the draconic bard's mostimportant tasks is to record the history ofdragonkind. When dragons gather, the bard's songsinduce dreams of past events in dragons, allowingthem to see history firsthand. When used againstopponents, this song forces them into a dreamlikestate of half-consciousness. While a dragon'senemies hear this song, they suffer a -1 moralepenalty to hit and damage unless they can resist thesong with a Will save (DC 10 4 dragon's HD).Draconic bards learn this song at 1st level.

Inspire Terror: This song enhances the dragon'saura of fear, playing upon the natural fear ofdragons that all creatures fear when confronted byan angry wyrm. All creatures within hearing rangeof the dragon suffer a -2 morale penalty to theirsave against the dragon's fear aura.

Deafening Roar: Draconic bards learn to focustheir voices and channel the energy normally usedto power their breath weapon into a tremendous,deafening roar. Everything within 500 feet of thedragon must make a Fortitude save with a DC equalto the Reflex save DC needed to avoid the dragon'sbreath weapon. Those who fail this save suffer fromthe effects of a deafness spell. In addition, allcreatures within that range take 4d6 points of sonicdamage. Draconic bards learn this devastating songat 5th level.

Draconic Cleric

DRACONIC CLERIC

Just as humans, dwarves, orcs, and other racesworship their deities, build churches, and formhighly structured religious faiths, so too do dragonsacknowledge the power of the gods. Clerics amongstdragons gain several special abilities not normallyavailable to the cleric class. A dragon's highly magicalnature interacts with the divine magic that clericschannel in strange and often wondrous ways.

Evil draconic clerics share much with theirhumanoid counterparts. They scheme to advancenot only their patron deity's faith but also theirown power and prestige. Often, the two paths areequitable, as a cleric who curries his god's favor isoften rewarded with blessings from the divine, butthis is not always the case. Some evil deities treattheir mortal followers as little more than disposablepawns in the endless struggles they wage toadvance their plans in the mortal realm,Furthermore, evil clerics often worship their godnot out of a sense of duty or religious faith, butbecause that god offered the surest, safest, or mostattractive path to personal power and wealth.

Good draconic clerics tend to serve out of a personalfaith in a god and its church's mission rather than asense of greed or opportunistic ambition. However,problems can arise when a dragon chooses to becomepart of a church typically associated with humanity orsome other humanoid race. In such a case, a dragonmay have problems accepting the "lesser" race asequals. Dragons are known for their vanity, and amongdraconic clerics this trait is no less common. Many ofthem see themselves as the gods' special chosenservants, deserving of better treatment and moreprivileges than other worshippers. On the whole,though, draconic clerics are no less ardent than their

Level1234S

Attack

+0+1+2+3+3

Fort Ref+2+3+3+4+4

Will

+0+0+1+1+1

Special

+2+3+3+4+4

Paragon of the faith

Spontaneous spell use

Breath of life

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human counterparts. They simply have trouble seeingthemselves as on an equal or even lesser level than anyhuman, even one who heads the clergy in which adragon is a mere novice.

Hit Die: d8

RequirementsAny dragon may elect to become a draconic cleric.

Class SkillsThe draconic cleric class skills (and the key

ability for each) are Concentration (Con), Craft(Int), Diplomacy (Cha), Heal (Wis), Knowledge(arcana) (Int), Knowledge (religion) (Int),Profession (Wis), Scry (Int, exclusive skill), andSpellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class FeaturesAll of the following are class features of the

draconic cleric class.Spell Use: For each, level a dragon gains in

draconic cleric, it gains +1 level of clerical spellcasting ability. A 3rd-level cleric/5th-level draconiccleric has the spell casting ability of an 8th-levelcleric. A 1st-level draconic cleric has the spellcasting ability of a 1st-level cleric, while a 1st-levelcleric/1st-level draconic cleric has the spell castingability of a 2nd-level cleric.

Paragon of the Faith: Dragons are deeplyconnected to their alignment, as their magicalnature combines with their natural tendencies tomake them shining examples of their ethos. Becauseof this strong connection to their alignment,draconic clerics gain a bonus when casting spellsrelated to their alignment, Draconic clerics maychoose one aspect of their alignment. They castspells of that type at +1 caster level. For example, alawful good dragon may choose to gain this bonusfor law or good spells. This ability does not stackwith any domain-granted bonuses.

Spontaneous Spell Use: Draconic clerics learnto channel the magical power that naturally flowsthrough them and convert it into divine magic. Adraconic cleric may spontaneously swap its spell-

like abilities for cure or inflict spells as per the clericclass ability spontaneous casting. The spell level ofthe ability is equal to its corresponding arcane ordivine spell. The following table summarizes thespell-like abilities that a dragon may use forspontaneous casting.

Black: Darkness, insect plague, plant growth.Blue: Ventriloquism, hallucinatory terrain, veil,

mirage arcana.Green: Suggestion, dominate person, plant growth,

command plants.Red: Suggestion, eyebite, discern location.White: Gust of wind, fog cloud, wall of ice, control

weather.Brass: Endure elements, suggestion, control winds,

control weather.Bronze: Create food and water, polymorph self, fog

cloud, detect thoughts, control water, control weather.Copper: Stone shape, transmute rock to mud, wall of

stone, move earth.Gold: Polymorph self, bless, geas/quest, sunburst,

foresight.Silver: Polymorph self, fog cloud, control winds,

feather fall, control weather, reverse gravity.Breath of Life: As a dragon progresses in divine

spell casting ability, the divine energies that itmastered leave their final mark on it. A draconiccleric may choose to cast any cure or inflict spell asa ranged touch attack with a range equal to themaximum extent of its breath weapon. Using thisability does not count as a use of the dragon's breathweapon, as the dragon channel divine energy to usethis power, not the energy used for its breath attack.A dragon may combine this ability withspontaneous casting and the spontaneous spell usedraconic cleric ability.

DRACONIC DRUID

Just as a human or elf druid may declare himselfthe protector of a tract of wilderness, so too can adragon look upon the territory around its lair as aresource that must be carefully shepherded andcared for. Draconic druids become one with the land,existing within nature rather than dominating it.

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Evil draconic druids see the land as a resourcethat they own and control. While most druids maypreserve wilderness areas, evil draconic druids seekto destroy those who neighbor its domain andexpand the wilderness and, by extension, the rangeof its control. To an evil dragon, nature is a resourceto be exploited and used to the dragon's bestadvantage. Nature shouldn't be destroyed. It mustbe harnessed and used.

Good and neutral draconic druids care for theland much like a parent tends to a child. Whileneutral druids tend to be uncaring and oftensubscribe to a Darwinian view of nature, gooddruids see to it that each creature has an equalchance to grow and prosper. These draconic druidsare often peaceful and benevolent, but whenaroused by those who threaten their domains theycan be more terrible and fearsome than even themost rapacious red dragon.

Hit Die: d8

RequirementsTo become a draconic druid, a dragon must have a

neutral component to his alignment. Thus, draconicdruids may by neutral good, neutral, neutral evil,lawful neutral, or chaotic neutral.

Class SkillsThe draconic druid class skills (and the key ability

for each) are Animal Empathy (Cha, exclusive skill),Concentration (Con), Craft (Int), Diplomacy (Cha),Handle Animal (Cha), Heal (Wis), Intuit Direction(Wis), Knowledge (nature) (Int), Profession (Wis),Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str),and Wilderness Lore (Wis).

Skill Points at Each Level: 4 + Int modifier.

Class FeaturesAll of the following are class features of the

draconic druid dragon class.Spell Use: For each level a dragon gains in

draconic druid, it gains +1 level of druid spellcasting ability. A 3rd-level druid/5th-level draconicdruid has the spell casting ability of an 8th-leveldruid. A 1st-level draconic druid has the spellcasting ability of a 1st-level druid, while a 1st-leveldruid/1st-level draconic druid has the spell castingability of a 2nd-level druid.

Bonus Languages: A draconic druid gainsproficiency in the Sylvan tongue and the secretDruidic language.

Nature Sense: This ability is identical to thedruid class ability.

Wild Shape: A draconic druid gains the ability toshift its form in a manner similar to a druid. Unlikea regular druid, the draconic druid can transforminto one different animal of each size type from tinyup to its current size. As the dragon ages and grows,it gains a new animal form for each new size class itgrows into. Otherwise, this ability operates exactlylike the druid wild shape ability.

1,000 Eyes of the Wood: At 3rd level, thedraconic druid develops a far-ranging network ofallied animal observers and spies. Good and neutraldruids develop friendly relationships with varioustiny animals such as squirrels and field mice, whileevil draconic druids intimidate animals into helpingthem. The draconic druids learns of any unusualactivity within ten miles of its lair within ld6 + 6minutes.

Dragon Shape: At 5th level, the draconic druidmasters the ultimate expression of its shapechanging ability. This ability allows a draconic

Draconic DruidLevel12345

Attack

+0+1+2+3+3

Fort

+2+3+3+4+4

Ref+0+0+1+1+1

Will

+2+3+3+4+4

Special

Bonus languages, nature sense, wild shape (1/day)1,000 eyes of the woodWild shape (2/day)

Dragon shape

Page 138: AEG - Dragons

druid to transform into any dragon type with a CRless than or equal to the draconic druid's CR minusany modifiers for class levels or templates. Thisability otherwise functions identically to the druidclass's wild shape ability.

DRACONIC FIGHTERDragons are no strangers to war. Many of them

willingly throw their lot in with one side of aconflict or another, driven by their moral outlook orthe promise of hefty amounts of loot in return fortheir cooperation. Dragons are simply too powerfulfor competing factions to overlook, and often adragon may find others bringing a fight to it simplybecause none dare leave a potential foe as powerfulas a dragon within striking range. Many humanrealms see dragons as enemies that cause troublesooner or later, and more than a few rulers decide toproactively take down a dragon before it can causeany damage. Thus, all dragons develop some skill incombat, whether they relish it or not.

Evil dragons are naturally predatory, striking outat those around them in an effort to establish theirdominance in a region. These evil draconic fightersrely on their raw strength to topple those whooppose them, developing skills and talents tomaximize their inborn abilities. Draconic fightersmake terrible foes in battle, but their tactical andstrategic skills are what often make them trulyfrightening opponents.

Good draconic fighters train to better defendtheir realms and aid those in need. Sometimes, adragon may develop a relationship with a knightlyorder, drilling with the warriors to better developboth their combat skills. These dragons tend to beaggressive foes of evil, actively hunting down and

Level

12345

Attack

+1+2+3+4+5

Fort

+2+3+3+4+4

Ref+0+0+1+1+1

Will

+0+0+1+1+1

Special

Bonus featBonus featBonus featBonus featBonus feat

destroying opponents before they have a chance toattack. Of all the draconic class types, draconicfighters are the most likely to closely work withhumans and other humanoid races. Draconicfighters tend to take up leadership positionsamongst the good dragons during times of war, andthey more than other dragons appreciate the aidand support humans can lend in battle.

Hit Die: d10

RequirementsAny dragon may elect to become a draconic

fighter.

Class SkillsThe draconic fighter class skills (and the key

ability for each) are Climb (Str), Craft (Int), HandleAnimal (Cha), Jump (Str), Ride (Dex), and Swim(Str).

Skill Points at Each Level: 2 + Int modifier.

Class FeaturesAll of the following are class features of the

draconic fighter dragon class.Bonus Feat: A draconic fighter is an unparalleled

master of combat. He perfects combat skills andlearns tricky maneuvers far quicker than otherdragons. For every level of draconic fighter gained,a dragon may choose to gain a feat from thefollowing list: Flyby Attack, Hover, Snatch,Wingover, Ambidexterity, Blind-Fight, CombatReflexes, Dodge (Mobility, Spring Attack), ExoticWeapon Proficiency, Expertise (Improved Disarm,Improved Trip, Whirlwind Attack), ImprovedCritical, Improved Initiative, Improved UnarmedStrike (Deflect Arrows, Stunning Fist), MountedCombat (Mounted Archery, Trample, Ride-By

Draconic Fighter

Page 139: AEG - Dragons

Attack, Spirited Charge), Point Blank Shot (FarShot, Precise Shot, Rapid Shot, Shot on the Run),Power Attack (Cleave, Improved Bull Rush, Sunder,Great Cleave), Quick Draw, Two- Weapon Fighting(Improved Two-Weapon Fighting), WeaponFinesse, Weapon Focus, Weapon Specialization.

DRACONIC PALADINAmongst the various humanoid races, paladins

serve as sterling examples of bravery and strengthin the face of evil. Similarly, amongst the gooddragons there occasionally arises a heroic championwho chooses to leave behind the traditionaltrappings of dragonkind, such as a secure lair or asprawling hoard, in favor of seeking out andbattling the forces of evil. Draconic paladins areamongst the most fearsome warriors of good,combining the raw power of a dragon with thecourage and motivation of a power. Sometimes adraconic paladin may ally with a human ruler orgeneral of sufficient moral character, forming adevastating combination that few evil warlords canwithstand.

Hit Die: d10

RequirementsTo become a draconic paladin, a dragon must be

lawful good.

Class SkillsThe draconic paladin class skills (and the key

ability for each) are Concentration (Con), Craft(Int), Diplomacy (Cha), Handle Animal (Cha), Heal(Wis), Knowledge (religion) (Int), Profession(Wis), and Ride (Dex).

Skill Points at Each Level: 2 + Int modifier.

Class FeaturesAll of the following are class features of the

draconic paladin class,Detect Evil: The draconic paladin may use detect

evil as per the paladin character class.Lay on Hands: This ability is similar to the

paladin class ability, with on important exception.The draconic paladin may heal or deal to undead atotal number of hit points equal to his hit dice timeshis Charisma bonus.

Repel Undead: The draconic paladin's fear auraeffects all undead creatures normally, even thoughundead are normally immune to mind-influencingeffects such as fear. The dragon's aura is saturatedwith positive energy, making it effective againstundead.

Aura of Glory: When the draconic paladinreaches 3rd level, his fear aura is so saturated withpositive energy that the draconic paladin can nolonger cause fear in good-aligned creatures.However, while such creatures are ^vithin thedragon's fear aura radius, they are completelyimmune to all fear effects. The dragon's soothingaura cancels out any magical fear.

Smite Evil: This special ability works much likethe paladin class's feature, the draconic paladin mayuse it with any of his physical melee attacks.

At 5th level, the draconic paladin has harnessedthe positive energy that suffuses his being to such adegree that he may replace his normal damagingbreath weapon attack with a positive energy breathweapon. This attack functions exactly like thedragon's normal damaging breath weapon with thefollowing exceptions. Evil creatures suffer a -2penalty on their save versus the breath weapon,while undead creatures suffer a -4 penalty The

Level12345

Attack+1+2+3+4+5

Fort Ref+2+3+3+4+4

Will+0+0+1+1+1

Special+0+0+1+1+1

Detect evil, lay on handsRepel undeadAura of glorySmite evilPositive energy burst

Draconic Paladin

Page 140: AEG - Dragons

dragon also gains a +1 bonus to each die of damageagainst evil creatures, +2 against undead creatures.

DRACONIC RANGERWhile most dragons quickly find a safe and

hospitable location for a lair soon after striking outon their own, not every dragon is content with thesettled life of quiet reflection or infernal scheming.Some dragons choose to wander the world, takingin the sights and sounds across the globe. Whilemany of these dragons quickly find a place to settledown and begin a proper draconic existence, somefind the life of a wanderer too exciting andunpredictable to surrender. These dragons areknown as draconic rangers. Like their humanoidcounterparts, they are adapted to roughing it in theoutdoors. However, to a dragon a bustling humankingdom is just as much a wilderness as a desolatetundra. In fact, civilization is even more threateningto a dragon than an empty wilderness, as ambitiousor simply frightened humans may target the dragonfor destruction. The draconic ranger learns to blendwith all environments, from a bustling city street toa parched desert, with equal ease. The lure of theroad is too much for these dragons to resist, evenwith its inherent dangers.

Evil draconic rangers see themselves aswandering pillagers, taking what they wish anddestroying those that cross them at a whim. Thesedragons are often bored with the predictable life ofa making a lair and accumulating a hoard. Rather,they prefer to travel and actively spread evil, ratherthan content themselves with dominating onecorner of the world. Evil draconic rangers oftenleave a swathe of destruction in their path, but theranger skills can allow them to go unpunished for

their misdeeds. It is not uncommon for a draconicranger to level a small town just to distract himselffrom some trouble he faces or to break up anotherwise dull day.

Good draconic rangers are hidden champions ofgood, often venturing into unholy or evil lands inorder to do what they can to bring justice to theinnocent and succor to the helpless. They oftenprefer to render aid to the oppressed in subtle ways,ferrying those in danger to safety and helping laythe foundation for a revolution or uprising. In otherareas, draconic rangers work to weed out hidden orsubtle evils, using their own skill at stealth to defeatfoes of whom the local populace is unaware. Thepeasants may notice that fewer sheep have gonemissing lately, while the draconic ranger knows thisis so because he rooted out and destroyed thewerewolf pack that was biding its time, preparing tostrike the town when its guard was down.

Hit Die: d10

RequirementsAny dragon may elect to become a draconic

ranger.

Class SkillsThe draconic ranger class skills (and the key

ability for each) are Animal Empathy (Cha,exclusive skill), Climb (Str), Concentration (Con),Craft (Int), Handle Animal (Cha), Heal (Wis), Hide(Dex), Intuit Direction (Wis), Jump (Str),Knowledge (nature) (Int), Listen (Wis), MoveSilently (Dex), Profession (Wis), Ride (Dex), Search(Int), Spot (Wis), Swim(Str), Use Rope (Dex), andWilderness Lore (Wis).

Skill Points at Each Level: 4 + Int modifier.

Level

12345

Attack

+1+2+3+4+5

Fort+2+3+3+4+4

Ref

+0+0+1+1+1

will+0+0+1+1+1

SpecialFavored draconic enemy, trackingMantle of stealthPolymorph selfSniper breath weapon2nd favored draconic enemy

Draconic Ranger

Page 141: AEG - Dragons

Class FeaturesAll of the following are class features of the

draconic ranger class.Favored Draconic Enemy: The draconic ranger

gains one specific dragon type, such as red or golddragon, as a favored enemy as per the ranger class.This favored enemy is in addition to any otherfavored enemies a dragon may have from thestandard ranger class. The bonus a draconic dragongains against its selected enemy increases by 1 eachtime the draconic ranger gains a new favored enemyeither from the draconic ranger or standard rangerclass. At 5th level, the draconic ranger may select a2nd dragon type as a favored enemy.

Tracking: At 1st level, the draconic ranger gainsthe Track feat,

Mantle of Stealth: Draconic rangers develop theability to blend in with the environment, allowingthem to hide out of sight despite their great size.The draconic ranger's scales take on a chameleon-like quality, allowing it to seamlessly blend in withits surroundings. This ability gives the draconicranger a +4 competence bonus to Hide checks.

Polymorph Self: At 3rd level, the draconicranger masters the ability to shift its shape,allowing it to better make its way through theworld without arousing suspicion. This abilityfunctions exactly as the spell polymorph self exceptthat the dragon may remain in its polymorphedform for as long as it wishes. The dragon may usethis ability to change form once per day, thoughshifting back into dragon form does not count asthe draconic ranger's use of this ability.

Sniper Breath Weapon: Draconic rangers oftenfind themselves in a situation where they wish tostrike at an enemy while remaining hidden. At 4thlevel, a draconic ranger develops the ability to strikea single foe with its breath weapon attack. Ratherthan unleash the full fury of its breath weapon, thedraconic ranger launches a small sphere of theappropriate energy type at its opponent. Thedraconic ranger can target a single opponent withthis ability and must make a ranged touch attack tohit. If this attack hits, it deals full breath weapon

damage. This ability only works with breathweapon types that cause physical damage. A golddragon may use this ability with its cone of fire butnot with its cone of weakening gas. The mostpowerful feature of this ability is that a dragon mayuse it while remaining hidden. If a dragon uses thisability while hiding, its opponents must make aSpot check to notice the dragon's location.

DRACONIC ROGUE

Most dragons have an irresistible urge to acquireand guard a tremendous hoard of magical andmonetary treasures. It should come as no surprise,then, that some dragons take up the delicate art ofrobbery in order to help grow their stashes of goldand magic. At first glance, dragons would appear tomake terrible thieves. They are tremendously hugecreatures that would have trouble fitting into mosttreasure vaults, never mind sneaking into them.Dragons are also powerful enough that they cansimply take what they want without resorting tostealth and planning. Not every treasure is so easilycaptured, and the most powerful and attractivevaluables are often guarded by forces too powerfulto directly confront or are hidden in dungeons andcrypts deep beneath the earth where thepassageways and corridors are far too small for adragon to navigate.

Evil draconic rogues steal to satisfy their ownpersonal greed. Gold, jewels, and magical items areall attractive to evil rogues solely for their economicworth. Some of these dragons steal not only tosatisfy their lust for treasure but to harm and hinderthose whom they hate, plundering temples tobenevolent deities or the treasuries of humankingdoms. The misery and suffering left in theaftermath of a robbery are often just as satisfying asthe value of the treasure stolen to these fiends.

While a good draconic rogue may seem like acontradiction in terms, this is not the case. Gooddragons who prefer stealth and guile to raw combatability or magical power may turn to the rogue'sarts. These stealthy dragons often, like their evilrelatives, steal to satisfy their own lust for treasure.

Page 142: AEG - Dragons

The key difference between them is that gooddraconic rogues target the evil and corrupt forrobbery, stealing from those whom they feel don'tdeserve the wealthy they enjoy. Some draconicrogues operate more like elite commandos thanthieves, penetrating the lair of an evil dragon tosteal the artifact it uses to tyrannize a region orbreaking into an evil overlord's lair to eliminatehim and end his reign.

Hit Die: d6

RequirementsAny dragon may elect to become a draconic

rogue.

Class SkillsThe draconic rogue class skills (and the key

ability for each) are Appraise (Int), Balance (Dex),Bluff (Cha), Climb (Str), Craft (Int), DecipherScript (Int, exclusive skill), Diplomacy (Cha),Disable Device (Int), Disguise (Cha), Escape Artist(Dex), Forgery (Int), Gather Information (Cha),Hide (Dex), Innuendo (Wis), Intimidate (Cha),Intuit Direction (Wis)Jump (Str), Listen (Wis),Move Silently (Dex), Open Lock (Dex), Perform(Cha), Pick Pocket (Dex), Profession (Wis), ReadLips (Int, exclusive skill), Search (Int), Sense Motive(Wis), Spot (Wis), Swim (Str), Tumble (Dex), UseMagic Device (Cha, exclusive skill), and Use Rope(Dex).

Skill Points at Each Level: 8 + Int modifier.

Class FeaturesAll of the following are class features of the

draconic rogue class.Treasure Sense: Draconic rogues are renowned

amongst dragons for their greed, which is quite a

Draconic Rogue

statement considering how much dragons love toaccumulate and hoard treasure. Draconic roguesdevelop the ability to smell gold. They candetermine the relative amount and direction of astash of gold within a 100 foot radius.

Diminution: Robbery requires stealth, which issomewhat difficult for the ordinarily quite largedragons. At 2nd level, a draconic rogue acquires theability to shrink down to medium size. The dragonloses the size penalty to skills and AC, but itsnatural AC bonus decreases by 3 for each size unitthat the dragon shrinks. This ability is usable at willas many times per day as the dragon wishes.

Sneak Attack: Draconic rogues gain bonus sneakattack damage, as per the rogue character class.

Silent Flight: Draconic rogues hone their abilityto silently glide through the air, often using it toquietly swoop down and pluck a treasure from themidst of a traveling caravan or fortified strongpoint. While flying, a draconic rogue gains a +2competence bonus to Move Silently checks madewhile flying.

DRACONIC SORCERERIt is said by many, sorcerers chief among them,

that only those with draconic blood in their veinscan spontaneously wield magical power withoutthe vast magical training required by the wizardclass. While the link between sorcerers and dragonscan sometimes be overplayed, there is a nugget oftruth at the heart of the story. Dragons are anintensely magical race. Their mastery of the air,their breath weapon, the very essence of theirbeing, all of these traits are rich with the raw stuffof arcane power. Even the most dull-witted dragonlearns to naturally manifest powerful spells such as

Level12345

Attack+0+1+2+3+3

Fort Ref+0+0+1+1+1

Will+2+3+3+4+4

Special+0+0+1+1+1

Treasure senseDiminutionSneak attack +ld6Silent flightSneak attack +2d6

Page 143: AEG - Dragons

eyebite or polymorph self, depending on his breed.Draconic sorcerers take the inbred magical abilitiesof dragons one step beyond the inherent talentsthat dragons develop, learning to focus and directtheir inherent magical abilities in new and uniqueways.

Evil draconic sorcerers exalt in their abilities asfurther proof of their inherent superiority over allother creatures. Of all the chromatic dragons,draconic sorcerers tend to be the most vain anddangerous. Spurred on by their deep-seeded belieftheir natural place is atop other species, evildraconic sorcerers are aggressive and prone toconquest. Many of them are eager to topplekingdoms and fortresses to establish themselves asthe most powerful being in a region. Draconicsorcerers often wield their awesome abilities todominate less powerful creatures, creating armiesforged by the sheer strength of their conviction.

Good draconic sorcerers are often as vain as theirevil counterparts, but their vanity is turned inwardrather than used to fuel ambition or conquest,These spellcasters often focus on developingwondrous magical talents, such as the ability toteleport across great distances or to journey toanother plane of existence. When draconicsorcerers cross paths, a magical duel is sure toensue. This duel doesn't revolve around the twoparties trying to blast each other to pieces. Rather,the two duelists display the spells they've masteredand attempt to top the effect they can each produce,These spectacles of power are often quite impressiveto witness, and crowds of observers often overcometheir fear to watch, much to the gratification of bothdragons' egos.

Hit Die: d4

Draconic Sorcerer

RequirementsAny dragon may elect to become a draconic

sorcerer.

Class SkillsThe draconic sorcerer class skills (and the key

ability for each) are Alchemy (Int), Concentration(Con), Craft (Int), Knowledge (arcana) (Int),Profession (Wis), Scry (Int, exclusive skill), andSpellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class FeaturesAll of the following are class features of the

draconic sorcerer class.Spell Use: For each level a dragon gains in

draconic sorcerer, it gains +1 level of sorcerer spellcasting ability. A 3rd-level sorcerer/5th-leveldraconic sorcerer has the spell casting ability of an8th-level sorcerer. A 1st-level draconic sorcerer hasthe spell casting ability of a 1st-level sorcerer, whilea 1st-level sorcerer/1st-level draconic sorcerer hasthe spell casting ability of a 2nd-level sorcerer.

Bonus Spells Known: All dragons have theinborn ability to work a select number of magicalspells. Draconic sorcerers master these spellsquickly in their training. The table belowsummarizes the spells that each dragon typeautomatically has access to. These spells are gainedin addition to the spells a sorcerer normally gainsaccess to and do not take up space in the draconicsorcerer's allocation of spells known. The draconicsorcerer may cast these spells using his sorcererabilities in addition to the normal number of timesit may use them as spell-like abilities. Of course, adraconic sorcerer cannot use spells that are too highin level for it to cast yet.

Level12345

Attack+0+1+2+3+3

Fort Ref+0+0+1+1+1

Will+0+0+1+1+1

Special+2+3+3+4+4

Bonus spells known

Bonus spell casting I

Bonus spell casting II

Page 144: AEG - Dragons

If a spell-like ability lists several different classspell levels, use the corresponding sorcerer/wizardlevel as its level. If it has no sorcerer/wizard levellisted, it counts as the highest level listed.

Example: A green dragon who takes a level indraconic sorcerer automatically adds suggestion,dominate person, plant growth, and commandplants to his list of spells known. The green dragoncannot cast dominate person as a sorcerer spell untilhe gains access to 5th-level sorcerer spells. Whenthe green dragon does gain 5th-level spells at the10th level of sorcerer ability, he may choose the 5th-level spell he normally gains at the level and he alsogains access to dominate person.

Black: Darkness, insect plague., plant growth.Blue: Ventriloquism, hallucinatory terrain, veil,

mirage arcana.Green: Suggestion, dominate person, plant growth,

command plants.Red: Suggestion, eyebite, discern location.White: Gust of wind, fog cloud, wall of ice, control

weather,Brass: Endure elements, suggestion, control winds,

control weather.Bronze: Create food and water, polymorph self, fog

cloud, detect thoughts, control water, control weather.Copper: Stone shape, transmute rock to mud, wall of

stone, move earth.Gold: Polymorph self, bless, geas/quest, sunburst,

foresight.Silver: Polymorph self, fog cloud, control winds,

feather fall, control weather, reverse gravity,Bonus Spell Casting: A draconic sorcerer may

convert his spell-like abilities into sorcerer spellslots. Each spell-like ability converts into an arcanespell slot of a level equal to its arcane or divine spelllevel. At 3rd level, the draconic sorcerer mayconvert spell-like abilities of 4th or lower level intosorcerer spell slots. At 5th level, the draconicsorcerer may convert a!l of his spell-like abilitiesinto sorcerer spell slots. A draconic sorcerer onlygains the use of these slots if he can cast sorcererspells of the slot's level. Otherwise, his spell-likeabilities work as normal.

If a spell-like ability lists several different classspell levels, use the corresponding sorcerer/wizardlevel as its level. If it has no sorcerer/wizard levellisted, it counts as the lowest level listed.

Example: A white dragon may use gust of wind,fog cloud, and wall of ice three times per day eachand control weather once per day. Gust of wind is a3rd-level spell, fog cloud a 2nd-level one, and wallof ice a 4th-level enchantment. Control weather is a6th-level spell. A 3rd-level white dragon draconicsorcerer gains 3 bonus spells slots for 2nd, 3rd, and4th level spells. At 5th level, it gains a bonus 6thlevel slot. The white dragon doesn't gain the bonus2nd-level spells until he casts spells as a 4th-levelsorcerer, and so on.

DRACONIC WIZARDMagic courses through a dragon's body,

saturating its life and forming the foundation of itsexistence. Much rarer than their sorcerer brothers,however, the Dragon seeking knowledge of magicsbeyond his own, can be found in very few circles.Those Draconic wizards that do exist specialize inmagic that enhances their already considerabletalents. To some draconic wizards, a fireball orlightning bolt is merely a pale imitation of adragon's natural breath weapon. Other draconicwizards see all magic as merely an outgrowth oftheir own fundamental nature and consider amagical artifact that can teleport a being across theplanet to be no more unnatural than a bird in flight.Draconic wizards often look down on draconicsorcerers as undisciplined dilettantes who wantonlypiddle away their natural talent for cheap, easily-produced effects. To the draconic wizard, disciplineand careful study of the arcane arts are necessaryfor true mastery of magic.

Evil draconic wizards pursue their studies notsimply for the sake of knowledge or to improvetheir own grasp of magic, but to further their ownaims and grow their personal power. Magic to thesedragons is merely another tool to use againstenemies and to hold over allies. The theory of magicmay interest them to a degree, and many are

Page 145: AEG - Dragons

theoreticians of the first order, but when all is saidand done an evil draconic wizard is more concernedwith what magic can do for him, rather than how itdoes it. When an evil draconic wizard firstencounters some new magical phenomenon, hestudies it solely to learn how to bend it to his use.

Good draconic wizards are the diametric oppositeof evil ones. They see the study of magic as its ownreward, enjoying the thrill of uncovering neweffects and formulating new spells as a vindicationof their skill and knowledge, not merely as newtools to use against others. These dragons often feelquite at home in the wizard academies and magicalguilds of human lands, and of all the dragon classtypes they are the most likely to establish a long-term relationship with humans. Draconic wizardsoften have the same hubris of any other dragon, butthey appreciate the talents and ideas of humanoidspellcasters, though often in a patronizing manner.A draconic wizard may visit a wizards' guild, but heoften does so to lecture on his own theories anddiscoveries, and can be often aggravatinglydismissive of others' ideas.

Hit Die: d4

RequirementsAny dragon may elect to become a draconic

wizard.

Class SkillsThe draconic wizard class skills (and the key

ability for each) are Alchemy (Int), Concentration(Con), Craft (Int), Knowledge (all skills, takenindividually) (Int), Profession (Wis), Scry (Int,exclusive skill), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class FeaturesAll of the following are class features of the

draconic wizard class.Spell Use: For each level a dragon gains in

draconic wizard, it gains +1 level of wizard spellcasting ability, A 3rd-Ievel wizard/5th-leveldraconic wizard has the spell casting ability of an8th-level wizard. A 1st-level draconic wizard hasthe spell casting ability of a 1st-level wizard, whilea 1st-level wizard/1st-level draconic wizard has thespell casting ability of a 2nd-level wizard.

Spell Focus: When a draconic wizard uses a spellthat is the same type as the dragon's type, it gains a +2bonus to the spell's save DC, This bonus stacks withthe Spell Focus feat. Example: A red dragon's creaturetype is dragon (fire). When a red draconic wizardcasts any spell noted as a fire spell, such as fireball orincendiary cloud, the spell's save DC is increased by 2.

Enlarge or Extend Spell: At 3rd level, a draconicwizard may choose to gain the benefit of the EnlargeSpell or Extend Spell metamagic feat whenever itcasts a spell of the same type as its dragon type. Thedraconic wizard must decide whether to takeEnlarge or Extend at third level; it does not gainboth and cannot freely change between the twofeats. The draconic wizard memorizes and castsspells as per the spell level. Using these feats doesnot increase the level of the spell. However, thedraconic wizard must still decide when preparing aspell whether to prepare it as the normal spell or toboost it with a metamagic feat.

Empower Spell: At 5th level, a draconic wizardgains free use of the Empower Spell metamagic featwhen casting spells that are of the same type as itsdragon type. Using these feats does not increase thelevel of the spell.

Draconic WizardLevel

12345

Attack

+0+1+1+2+2

Fort Ref

+0+0+1+1+1

Will+0+0+1+1+1

Special

+2+3+3+4+4

Spell focus (dragon type)

Enlarge or extend spell (dragon type)

Empower spell (dragon type)

Page 146: AEG - Dragons

They came out of the sky like the wrath of the gods,They took five nations in a matter of days, and wouldhave easily conquered the rest had other dragons notstood against them.

There were ten of them. Only ten dragons to conquerthe world. . .

— Alys Rebilard, Chronicler for the Court of theFour Cities

The only thing standing between dragons andabsolute control of most worlds they inhabit iscooperation. Dragons, even lawful ones, only rarelyfunction well in groups.

But as is so often the case, all it takes is onepowerful and charismatic leader to change history.Even dragons can be persuaded to follow the rightleader. A dragon with the vision, force of

personality, and cunning to create an army led byother dragons would be all but unstoppable... and aperfect enemy for a truly epic quest.

LIFE UNDER THE TALONS

Dragons, being exceptionally intelligent andextremely long-lived, make canny rulers. They arecapable of "long-term" policies that humans canbarely imagine, and can see through most plotsagainst their rule well in advance. Dragons thatactually control people's lives are far more involvedin a culture than those that merely bully a villageinto sacrificing maidens. The tactics of the clevermonarch or tyrant are well known to them, and adragon-king will have favored servants among itssubjects. Gangs of thugs will be given extra rightsand the dragon's protection in exchange for keepingthe populace in line. Those with smooth tonguesand flexible morality can expect good positions ifthey can convince the people that the dragon's rule

A WORLD LIT ONLY BYDRAGON FIRE

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is better than the alternatives. Spies will be well-rewarded for rooting out rebellious subjects.

The greatest weapon of dragons ruling overhumanoids, however, is time. By carefullyindoctrinating the subjugated race, in a fewgenerations the very idea of defying their nigh-omnipotent masters will be alien. Even if aband of wandering meddlers tries to stir uptrouble, the dragon will be informed of themlong before they can face it. Indeed, they'relikely to be overwhelmed by hordes offanatic worshippers before they ever getto see their adversary.

Controlling the culture is onlyone method by which dragonrulers keep their domainsunder their talons.Dragons are ancientmasters of controllingpower, as well. Anysort of advancementin understanding thephysical world isheavily discouraged,and dangerousinventions (like gunsand catapults) aredestroyed outright,along with theirinventors. Magicis suppressed aswell unless itcomes from thedragons themselves,in which case theygrant powers to theirmost faithful servants. On such a world, spells willprobably either all be arcane or all divine,depending on how the dragons grant magic to theirservants. There will most likely only be one 'spelllist,' as the source is the same for all magic. Ifpsionics exist, it will be treated like another form ofmagic — tolerated if dragons are the only source ofpsionic energy (unlikely), or brutally suppressed.

Dragons and PsionicsSince a psion's power comes from within, it will

be one of the few things that a dragon can't control.It will also be one of the few things a dragon won'tunderstand. On any world, that will mean a dislikefor psions and psychic warriors. In a world ruled bydragons, it will mean that anyone with psionic

powers will be hunted down and killed. If thetalent is at all common, this will

result in a nightmare usuallyseen only in comic booksabout mutants. Psions willhave to flee from the draconicmasters, their hateful magic-using servants and the

fearful villagers who facedragon fire if a psion escapes.

Even if a dragon's full SpellResistance applies to psionicpowers, however, the merenature of the power (innateto the psion and alien todraconic beings) will makeit anathema to mostdragons. The only

exceptions will bedragons who havepsionic powers

} themselves, andtherefore canunderstand andoppose them.

COURT OF THEFOUR CITIES

In a world of ancient magicand modern advancement, the humanoid races werenear a pinnacle previously undreamt of. Wizardryhad reached fantastic heights, and wondrous itemscould be found in the bazaars of the most advancedcities. Amazing devices were coming from the hallsof scholars, like exploding powder that could driveoff all but the most fearsome monsters. Explorationhad led to discoveries of two other continents.

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Peaceful trade had been established with culturesthat knew little of wizardry or science, but hadmuch to share about the nature of divine magic. Itappeared that civilization was about to take a grandstep forward.

That was ten years ago.Today, most of the continent of Aropeia is ruled

by the forces of the Dragon Queen and her allies.Two kingdoms hold out, but only because gooddragons moved into the power vacuum left by thedeaths of their kings. The knowledge gained by athousand years of study has been lost to wizardsand inventors alike, and the only hope for freedomamong the four surviving humanoid races lies withthe hidden, legendary Court of the Four Cities.

There are seven kingdoms in Aropeia; five of themare under die nearly-complete control of the DragonQueen, Azane (ah-ZAH-neigh). This blue dragonwyrm was roused to terrible fury when one of herdaughters was killed by humans with their absurdthunder powder. But unlike most of her kind, shewasn't going to seek revenge by herself. Azane hadalways been clever, and the humans and dwarves haddeveloped some dangerous weapons. Seeing that thedays of the chromatic dragons were numbered unlessthey came together, she sought out other dragons asallies. She gathered her mate and their children whowere old enough to resist the humans' weapons, and afew others who seemed reliable and intelligent enoughto trust with the plan. Together, they were seven bluedragons, two greens, a black and a red. All werepowerful and respected (except the red, who was youngand arrogant). United, they would conquer the world.

The red laughed at Azane, calling her a mad fool.She snapped his neck with one bite (as she'dintended from the start) and asked if anyone elsewanted to insult her. When the other dragonsdecided to hear her out, she explained her plan.Humans, in particular, are willing to follow anyonewho will promise them comfort and/or revenge. Shewould provide both by using a power never beforeseen in the world... an entire squadron of dragons,working together to lay waste to all enemies setagainst them. Azane told them that nothing could

stand against them if they remained united.She knew what she was talking aboutWizards' towers and universities alike were

devastated, and what small pockets of learningremained hidden from the dragons could not escapetheir greedy allies. Dragon-led armies swept asideall resistance. The priesthood had never been large,worshipping a general, all-encompassing divinepower. The temples were obliterated in weeks. Onthe other two continents, she simply and easilykilled the shamans and ambassadors, which has leftthe societies sinking into barbarism. Once sheplaced her allies in control of the kingdoms she'dconquered (save the largest, which she ruleddirectly), the last threat to Azane's power was sweptaway. She ruled the entire known world.

Only the resistance of a brave gold dragon and afew of her allies among the silvers repulsed Azanefrom the two smallest kingdoms she had conquered.There, the dragons took the place of the kingswho'd been slain and restored order. Beloved almostto the point of fanaticism by the populace, theGolden Queen and her Shining Consort rule withwisdom and a light claw. Truth be told, neitherwants to be ruler for a bunch of desperate, short-lived and fragile refugees, but dragons created thismess and, they feel, it's up to dragons to clean it up.

While Azane concentrates on destroying theGolden Queen, one other resistance force isbuilding. Hidden in mountains no mortal should beable to scale, bordering the Golden Queen's realmand the kingdom ruled by Azane herself, are fourcities, each haven to the last survivors of the armiesthat fought the Dragon Queen's forces. This is theonly place left in the known world wherehumanoids rule themselves. One city is left to eachof the four surviving races; one fortress of humans,one grove of elves, one dwarfhold and one halflingburrow. The central court — the Court of the FourCities — is the last real bastion of resistance againstdragon rule. While they have no illusions ofdisplacing the Golden Queen, Azane is anothermatter — and they intend to overthrow her, nomatter the cost to themselves. Each city has its own

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internal policies, while the Court runs the resistanceas a whole. On occasion, tensions mount when theCourt asks that a city provide more of a particularresource, but in general, they're all in it together.

The gnomes, like the elves, initially retainedsome magic — but not enough to save them fromAzane. A few gnome survivors do roam the world,shattered and alone and without their illusionpowers, but the tiniest handful still fights on. Theores, goblins and other degenerate humanoids werewiped out utterly — by Azane's human allies.Azane kept her end of the deal, after all.

MAGIC IN AROPEIAAzane learned a great deal about magic during

her systematic destruction of humanoid wizardry.She didn't simply incinerate it all; she kept what shecould learn from and destroyed the rest. In theprocess, she came to a deep understanding abouthow magical energy flowed; a great deal of it comesfrom dragons themselves. Through a series of ritualsthat coincided with their continued destruction ofwizardly learning, Azane did somethingunprecedented — she consolidated all magicalpower within dragonkind. The only way to usemagical power in Aropeia is to get it from a dragon.

Fortunately, she hadn't been able to consolidatemagic within chromatic dragons. Metallic dragons,particularly those ruled by the Golden Queen andher Shining Consort, help humanoids to once againharness the power of magic.

The only fully magical character class in theworld is that of the sorcerer. Sorcerers can chooseany spells they wish from the PHB, but they areotherwise subject to their usual restrictions. Inaddition, ignore all material component and focusrequirements. There is only one focus for magic inAropeia... a pendant made from a dragon's scale,freely given by a dragon. It is required for allspellcasting, and only works for as long as thedragon lives. There are still a few rangers andpaladins, but they too require a dragon's scale tocast their spells, and they can't choose the spellsthey know — their magic is imparted by the dragon

they must swear fealty to for their powers. On theother hand, they are no longer limited to the spellslisted for them in the PHB; their dragon lords canchoose any spells for them. Bards, clerics, druids andwizards simply no longer exist.

The dragon who provided the scale that channelssorcery can remove that magical power at any time,at will, as a free action. Other dragons can suppressthe sorcery of another dragon's ally as a free actionif the sorcerer is within line of sight of the dragon,but the dragon who provided the scale can blockthis effort if the offending dragon is within line ofsight to it.

The one exception to the dragons' magicalsupremacy is elvenkind. Though Azane'sdevastation lost them millennia of study inwizardry, elves are inherently magical. However,they are still limited to the rules created by Azane,The favored class for elves is now sorcerer, whichthey use in the same manner as the other races.They can use a preserved leaf or a magically-craftedwooden wand in place of the dragon's scale. Elveswho do this, however, get two less spells per spelllevel per day than those using dragon magic,minimum of zero — their innate power is farweaker than that of the dragons.

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SECTION FOUR:

FROM BONE TO SINEW"For ten thousand years, man has dreamed of

Dragons... but who can say for how long Dragons havedreamt of men?"

— Akerikus the Sage

Dragons.Since we were children, the very name has been

synonymous with power, greed, strength, longevity.Place a human concept or -ism on a dragon and youare likely to have found something beyond measure,something that only a dragon can represent. Thevery word brings images of fear and flame, ofwinged lizards roaring through the sky anddevastating all in their path. They are forces ofnature: in some places worshiped as gods, in others,hunted as demons. As a creature of myth, the snakeis a fearful and spiritual being. To primitivecultures, it symbolizes the unconscious. Dragons arecold-blooded vertebrate, distinct and alien from allforms of life upon the land. Dragons lay eggs,control magic, breath fire and maintain an intellectsuperior to even the brightest human. As a psychicrepresentation of the unconscious, the dragon is acreature we do not and cannot understand. Yet, theyunderstand us. They are infinitely powerful, in ourestimation, and by extension infinitely mysterious.

To some cultures, the dragon is infinity. Themoebius strip can be traced back to the snake andthe dragon is the greatest of all serpents, living inand out time all at once. Some believe the dragonswere born at the inception of the world, alongsidethe Gods. Some believe they will endure until theearth is destroyed by fire at the end of time. Theirpower has not grown nor changed; they do notevolve nor are they mutable,

They are constant and unwavering.

But some believe that dragons grow withhumans, providing leadership and fostering thespiritual quest of human life. Not all descriptions ofthese creatures are benevolent; most are distinctlypredatory. But a few have grown to protect andnurture where possible. In the end, however, theyare predators; beasts stronger than anythingknown. Dragons not only symbolize our evolvedhigher selves, but also our lesser selves preying onweakness.

Because of their spiritual link to the humanpsyche and their presence within human myth,many cultures seek out these great creatures, todraw them into the world. Some dragons appreciatethis worship, and actively seek followers to do theirbidding. Others do not wish to be disturbed, seeingthese visitations as hostile acts. Questing fordragons started with the first shaman whoworshiped the fire from the mountain top; itcontinued with the birth of the first cavalier tobring back a dragonet's head. It remains today withthe promise of glory, treasure and the promise ofsecrets unknown to man. Our hunt remains, so longas dragons remain.

FABLES

Much of humanity's mythic history withdragonkind evolved through a dualmentor/opponent ideal of the dragon. Primitivehumanity idealized dragons as both intelligentcreatures with great wisdom, and as beasts thatbreathe fire and slay with claw and fang. Mythsevolved from the first meetings with thesecreatures, and from those myths come ourunderstanding of dragonkind.

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"Once, long ago, the great dragon Whitefang breathedupon the spark within the void, and it became the sun.His breath wove through the heavens, and the sparksgrew into stars, the winds became air and clouds.Beneath it, he wove his scales into the earth, poured histears into the oceans, and created the earth upon whichwe live."

"...and so the Gods fought against the terribleDragon, forcing him into the bowels of the earth. There,he churns and bites at the roots of the world, burning hisfire from the depths into our mountains when he is mostangry. One day, he will eat through the roots of the Treeof the World, and the land will fall to pieces beneath hisclaws..."

"Ten dragons, chained together by Hrothian theUnwavering, stand ever-watchful by the side of theGodsforge. They keep the everflame burning with theirterrible breath, and in all things, they serve the Gods.Even now, their children roam the world, seeking thosewho are worthy of the Gods in order to raise them intoheaven on wings of fury and of honor."

Even societies that existed without seeing truedragons (those in remote areas, or with ecologicalbarriers) have myths of them. Even in the Far East,dragons are an integral part of societal myth. Easilyrecognizable for their serpentine appearance andthe fear they invoke, it is no wonder that even raresightings spur tales that linger for many hundredyears.

Stories and legends say that eating a dragons'heart gives the consumer the power to understandbirds. Other tales relate great strength that is givento anyone who eats of a dragon's flesh, or cunninggained from eating the brain. Eating the dragons'tongue is said to enable a person to win anyargument, and rubbing dragons' blood on skinprotects against stab wounds. The teeth of certaindragons is thought to spring up, when planted, intofully armed warriors. The tales are endless.

Alchemists and potion-makers write tomesdetailing dragon anatomy, going so far as to detailsthat a blue dragon's wings provide slightly differentpowers from a black dragon's (see Dragon Alchemy

page 49). Weaponsmiths with dragon scales orbones create weapons and armor which provideconsiderable protection against both mundane andmagical attacks.

POSSIBILITIES"You speak with terror of the dragon that stalks the

night. But there is nothing to fear. We have more thanempty legends and primitive superstition to mark his trail— we can we find the footprint of his passing."

— Lady Caladria, Dragonhunter

Throughout history, there have been manydocumented sightings of dragons, and even acertain number of face-to-face visitations. Thisprovides us a wealth of information about their rareand unique species, accessible to sages and seekersof knowledge.

Dragons are a cold-blooded species, similar to thegreat lizards of the southern islands. They are bornwithin an egg, live independently of their parents,and eventually seek out their own lairs as they growinto maturity and old age. Their size, even as a smalldragonet, is huge. Full grown, they are immense.There are ten types of dragon, easily separated bycolor and size, each with distinct patterns, habitat,intelligence, and cultural habits. They have wings,and most have the ability to speak.

Few Dragons live very near civilization. Evenelven cities, existing in total harmony with the landare too 'busy' to entice a dragon to live nearby. As awhole, they prefer solitude to companionship.Questing for a dragon usually takes the adventurerinto strange, unmapped territory, and certainlyleads away from most cities and inhabited regions.

History mentions tales of several groups ofwould-be 'dragonhunters' traipsing off into thewilderness. Few of these adventuring parties arementioned as actually returning, and even fewer arerecorded to have brought back treasure or the headof the dragon. Ambition is greater than reason, insuch matters. Those who would blindly seek out adragon in order to gain a vast hoard of treasure are

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going to be sadly disappointed to learn that saidtreasure is guarded by more than brute force; spells,traps, and all manner of intelligent devices are alsounder the dragon's control, as are many forms ofphysical and magical servants.

Accounts of dragons in human history imply thatthe great creatures are descended from a single rootsource, though the true nature of that source isshrouded in myth and legend. We do know thatdragons rarely feed on human flesh, other than todestroy an enemy, and that their nature prohibitsforming an intricate 'civilized' society of cities orcomplexes such as more humanoid races tend tocreate.

Most of our histories are more detailed when theydescribe a singular creature, particularly if thatdragon has chosen to reside within a certainterritory for a long period of time (several hundredyears). Searching through human history for asingle dragon can lead to an understanding of the

culture of dragons; certainly more so thanattempting to piece together every account of aknown 'dragon' ever recorded by sages. From thosehistories, and from personal accounts ofadventurers lucky enough to encounter dragons intheir natural habitat, we have been able to piecetogether the following tome of information.

PHYSIOLOGY

Most dragons are cold-blooded, or have someneed for an external source of heat. Even thosedragons which prefer to live in frigid regions areequipped with thick scales to keep out thetemperature so that their physiology does not reactto the cold. Some 'typical' standards of dragonappearance include: thick necks; long bodiescovered in massive scales; four legs rather like a cat;two bat-like or spined wings; wedge-shaped, platedheads; and tremendous teeth and claws shaped likethe blades of a dagger.

SKELETAL STRUCTURE

Most dragons have roughly similar speciesqualities, such as bone structure, musculature, andinner organs. In general, dragons have a sturdy

skeleton structure, with solid bones and thick,clawed metacarpal fingers on each foot.

Their bones grow rapidly andefficiently from an early age,

gaining rings like trees, as themarrow hardens and expands

within the bone itself. Thisprocess produces anextremely sturdy skeletalstructure, capable ofwithstanding immensepressures. A dragon'sspinal column isextremely flexible, yetable to lock together witha certain flexing of

muscle and tendon. This provides both excellentmaneuverability and a thick layer of bone covering

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to protect the spinal column. The skull of a dragonis much like that of a monitor lizard, but inexceptionally large scale.

Their teeth form in single rows of long, sharpprotrusions, and fall out when they grow worn. Theselost teeth are replaced within a week with newer,exceptionally sharp incisors, molars and fangs. Mostdragons are not poisonous, and therefore have solidteeth. Those few which can to convey poison throughtheir bite have space in their skull for poison sacs, andfangs which are hollow, allowing the poison to betransmitted through the bite. Typical non-viperousdragons have two primary types of teeth, both molarsand canines, in order to eat an omnivorous diet. Somefew dragons are singularly predatory or singularlyvegetarian — those dragons choose their food on anindividual basis, and their diets do not have an impacton the species as a whole. The majority of their teethare large, curved and serrated and tear flesh with theefficiency of a plow parting soil.

A dragon's jaw is large, its bones strong and canproduce an incredible amount of pressure. Mostspecies of dragons are able to actively dislocate theirjaws in a manner similar to a snake. This allows thedragon to feed upon large animals such as cows andhorses, as well as provides a devastating bite attackto their enemies.

MUSCULATURE

All dragons have incredibly dense muscles,formed in tight-knit packs of deltoids and tricepsthroughout their upper and lower limbs, Theirchest and shoulder muscles are tough, as well,giving them the raw strength needed to carry theirmassive bodies into flight. Although a dragon'sflight is partially magic-assisted, they are quitecapable of performing aerial acrobatics through theuse of muscle and air capacity circulating throughtheir wings. Further, a dragon's tail is primarilymuscle, allowing them to have a rudder in order tosteer their flight. On the ground, this tail canprovide an additional attack, and some dragonshave been recorded to knock entire towers to theground with a single arching sweep of their tails.

GLACIARUM MAGNUSGargantuan White Great Wyrm: CR 20; HD45dl2+288; hp 600; Init +5 (Dex, Imp Init);Spd 60 ft., fly 250 ft. (clumsy), swim 60 ft.,burrow 30 ft.; AC 42 (-4 size, +1 Dex, +35natural); Atks 1 bite +48 melee (4d6+15), 2 claws+42 melee (2d8+7); 2 wings+42 melee (2d6+7),1 tail slap +42 melee (2d8+22), 1 tail sweep +42melee (2d8+22), Face/Reach 20 ft. by 40 ft/15 ft.;SA Breath Weapon 18d6 (DC 38), crush 4d6+22;SQ SR 30, fear DC 34, damage reduction 20/+3,cold subtype, icewalking, freezing fog, 18th levelsorcerer, 3/day — gust of wind, fog cloud, wall of ice,1 /day — control weather, SV Fort +30, Ref +29,Will +26; Str 40, Dex 12, Con 30, Int 21, Wis 22,Cha 19; AL CE, Skills: Alchemy +50, Bluff+49,Concentration +55, Diplomacy +49, Escape Artist+46, Knowledge (arcana) +50, Listen +51, Scry+50, Search +50, Sense Motive +51, Spellcraft +50,Spot +S1. Feats: Brew Potion, Enlarge Spell, ExtendSpell, Flyby Attack, Hover, Improved Initiative,Maximize Spell, Quicken Spell, Silent Spell,Snatch, Weapon Focus (bite), Wingover. Spells(6/7/7/7/7/6/6/6/5/3) 0: resistance, ray of frost,dancing lights, ghost sound, mage hand, arcane mark,detect magic, prestidigitation, read magic; 1st: alarm,protection from good, mage armor, true strike,expeditious retreat; 2nd; resist elements, glitterdust,darkness, invisibility, misdirection; 3rd: dispel magic,nondetection, displacement, haste; 4th: detectscrying, scrying, improved invisibility, polymorph self; 5th:dismissal, hold monster, false vision, permanency; 6th:true seeing, mislead, project image; 7th: greater scrying,finger of death, teleport without error, 8th: mind blank,symbol; 9th: dominate monster.

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MORPHUS AGUARANBlack Dragon Huge, (Very Old): CR 17; SZ H(dragon, water); HD 29d12+168; hp 360 hp;Init +4 (Imp Ink); Spd 60 ft, fly 150 ft. (poor),swim 60 ft.; AC 35 (-2 size, +27 natural); Atks1 Bite+37 melee (2d8+10); 2 claws+31 melee(2d6+5), 2 wings +31 melee (1 d8+5), 1 tail slap+31 melee (2d6+12); Face/Reach: 10 ft. by 20ft./10 ft.; SA Breath Weapon (18d4, DC 30),crush (2d8); SQ SR 23, fear DC 27, damagereduction 15/+2, water breathing, corrupt water,3/day — darkness, insect plague, 1/day — plantgrowth, Spells (9th level sorcerer); SV Fort+22, Ref+16, Will +19; Str 31, Dex 10, Con 23, Int 16, Wis 17,Cha 18; AL CE. Skills: Bluff+33, Concentration +35,Diplomacy +33, Knowledge (local) +32, Listen +32,Search +32, Sense Motive +32, Spellcraft +32,Spot +32. Feats: Cleave, Flyby Attack, Great Cleave,Improved Initiative, Hover, Power Attack, WeaponFocus (bite), Wingover. Spells (6/7/7/7/5)0: resistance, daze, flare, light, ghost sound, magehand, detect magic, prestidigitation; 1st: protectionfrom good, mage armor, charm person, enlarge, reduce;2nd: summon monster II, blur, hypnotic pattern; 3rd:suggestion, vampiric touch; 4th: emotion.

The massive flight muscles used in a dragon'smaneuvering through the air are known to scholarsas the subspinatus, supraspinatus and deltoid major.A majority of the motion of a dragon's wings occursthrough the chest and shoulder muscles of thebeast, and the wings themselves are designed to beas lightweight and durable as possible. Theextenders of the wing (light bones that spread andcontract the wingsail) have only a few muscles, butthese muscles are extremely dense — some fifteentimes as dense as a proportional human muscle.

The large rear thighs of a dragon contains a seriesof muscles known as the deuterium glutum, capableof creating a single massive thrust. With thisstrength, a dragon is able to lift off from a standingposition. Dragons prefer to take flight from a highposition, using the downdraft and altitude of a cliffto propel their initial flight, but they arenevertheless capable of direct takeoff from theground.

The actual force of flight is granted by acontinuous down sweep of powerful wings scoopingair beneath thick membranes that stretch fromwingtip, over the auxillar bone, down to theshoulder muscles and tendons of the chest. Thedowndraft of air provides a propulsion force suitableto thrust the body upwards, as both wingtip and tailprovide a rudder for directional guidance. Immaturedragons typically choose havens near higher cliffs orstrong wind channels in order to use the heatupdrafts in order to augment their initial takeoff andhelp them control their landings.

TEMPERAMENTIt is a fallacy, at best, to believe that dragons are

warm-blooded creatures. Simply because theirbodies do not react to temperature changes as dolizards and snakes does not mean that they aremammalian. Dragons lay eggs; their circulatorysystem is rendered into hibernation by excessivecold, and their digestion is aided by heat. Dragonsalso give birth through egg gestation, rather thanmammalian internal processes. In this, they areindeed cold-blooded creatures.

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Dragon eggs are initially soft-shelled, hardeningover months of gestation until the shell is thick andbrittle. When this occurs, the young dragonet mustfight its way out, shattering the shell with beak ortooth. Most dragons watch over a clutch of eggsuntil they hatch, but few deign to raise thedragonets after the eggs have shattered. In anygiven clutch, there are typically from one to twentyeggs laid, of which only two to eight actually hatch.Young dragonets differ in temperament andbehavior from birth; black dragonets often eat theirsiblings, while bronze dragonets change formsimmediately upon hatching. Bronze dragonets areextremely interesting this way, as they instinctivelyseek other creatures to rear them — includinghumans.

Dragons are not easily susceptible to hibernation.Unlike a snake or lizard, simply being in frigidtemperatures does not force the dragon into torpor.Dragons who are used to such cold climates(primarily white and silver) choose to lair nearsources of heat such as volcanic springs. Theirbodies are so efficient at storing heat that they maygo as long as a month without returning to warmth,but they must have such a source in order tosurvive.

SCALES AND ARMOR

When a young dragonet is born, they are coveredin thin scales that glisten with a sticky wetnessfrom the inner shell of their egg. Their scales, at thistime, are very soft and pliable, and may be easilytorn with a dagger or similar weapon. As the dragonages, however, their scales harden to a toughnessgreater than steel, turning or even breaking swordblades.

A dragon's scales are made of tough protein,formed against their skin as they develop. Dragonsdo not shed their skins wholesale as they grow, butmust tear the dead scales from their back byscratching against a tree, cliff, or similar structure inorder to allow the scales beneath to replace thosewhich have become damaged or outgrown.

Iron from the blood, and a keratin compound inthe dragon's system mixes with natural enamelsimilar to that of a human's bone or tooth in orderto compose the thickness of each scale. Some scalesfrom mature dragons are large enough to be used asshields or even tabletops, and are frequently asthick as a man's arm. A dragon's scales continue togrow for approximately six months. After they ceaseto grow, the scales remain flexible but tough. Whenthey grow rigid, the scale must be replaced, which

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APERTISGargantuan, Ancient Red Dragon: CR 22; SZ G(dragon, fire); HD 34dl2-f306; hp 530 hp; Init +4(Imp Init); Spd 40 ft., fly 200 ft. (clumsy); AC 39(-4 size, +33 natural); Atks 1 Bite +45 melee(4d6+14), 2 claws +39 melee (2d8+7), 2 wings+39 melee (2d6+7), 1 tail slap+39 melee(2d8+21); tail sweep+39 melee (2d8+21);Face/Reach: 20 ft. by 40 ft./15 ft.; SA Breathweapon 20d10 (DC 35), crush 4d6+21: SQ SR 28,fear DC 34, damage reduction 15/+2, fire subtype,locate object, 15th level sorcerer, 3/day —suggestion, 1/day — eyebite, discern location; SV Fort+28, Ref+19, Wi l l+25;St r39 , Dex 10, Con 29,Int 24, Wis 22, Cha 24; AL CE. Skills: Appraise +41,Bluff+41, Concentration+43, Escape Artist+34,Intimidate+43, Jump+48, Knowledge (geography)+41, Knowledge (history) +41, Listen +40,Scry +41, Search +41, Sense Motive +40,Spellcraft +41, Spot +40, Use Rope +34,Wilderness Lore +40. Feats: Cleave, Flyby Attack,Great Cleave, Improved Initiative, Power Attack,Sunder, Snatch, Weapon Focus (bite), Wingover.Spells (6/8/8/8/7/7/7/5) 0: resistance, detectpoison, mage hand, arcane mark, detect magic,prestidigitation, read magic, 1st: alarm, protection fromgood, grease, animate rope, Jump; 2nd: resist elements,fog cloud, detect thoughts, see invisibility, pyrotechnics;3rd: dispel magic, stinking cloud, gust of wind, haste;4th: solid fog, summon monster IV, wall of fire,polymorph self; 5th: feeblemind, hold monster, stoneshape, telekinesis; 6th: circle of death, disintegrate,flesh to stone; 7th: summon monster VII, ethereal jaunt.

occurs approximately every five years. Scales alsofall from a dragon's body if severely injured,allowing the dragon's flesh to heal and be coveredwith a new, stronger layer of protective armor. Thisprocess is similar to lizards shedding their skins,and occurs numerous times in a dragon's existence.

A typical adult dragon has three layers ofteardrop shaped scales covering its body. Thepattern of the body scales varies according todragon size and nature, but typically is a flat,rotating design that causes each scale to thicklyoverlap each those to either side and below. Thisdesign allows the dragon to have free range ofmovement, as well as ample protection even onextended muscles, while the scales still have thecapacity to lie evenly when flat against the body.

The largest scales on a dragon are confused withplates: thick bone ridges on a dragon's shoulders,head, or spine. These plates are made of bone matter,and not keratin, but are the same color and pattern asthe surrounding scales. The scales on a dragon's chestarea are the largest; those covering joints or delicateregions such as eyes or ears are the smallest. Thepattern of the chest scales differs from the all-overrotating pattern, overlapping in a single-direction,flat design that runs from the soft flesh of the throatbeneath the jaw, under the belly of the dragon's body,and ends at the point of the massive tail.

An interesting and little-known fact aboutdragons is that they control the movement of theirscales, lifting them away from the flesh of theirbody through muscle control. This is useful forwashing, and also in order to remove irritants thatmay slip beneath the scales. Similar to a somespecies of bird, a dragon can actually spread itsscales in order to appear larger than the dragon'sactual girth. This is useful when attempting toattract a mate, and also when engaging in territorialdispute. It has been further used, according tocertain folklore, to dislodge an unwanted rider afterthe dragon has attained high altitude.

In desert regions, the draconic ability to lift theirscales also serves as an effective heat reducingelement. Making the scales stand on end allows the

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skin underneath to release heat, thus cooling anoverheated dragon down quickly, A favorite past-time of dragons is to stand the scales up and go intoa cool pool of water to allow it to run in betweenthe scales and onto the sensitive skin.

SENSORY INPUT

Most dragons can see objects as far away as 3,000yards, and their exceptional vision plays a role inhunting. Protected from wind and temperature byclear, nictating lids, dragon eyes are better atpicking up movement than at discerning stationaryobjects. Their retinas possess only cones, so they candistinguish color but have poor vision in dim light;a fact that is compensated for by the internal glowof a dragon's eyes — illuminating their cones sothat the dragon can pick up movement even indimly lit conditions.

Although their vision is exceptional, mostdragons have a rather average sense of hearing.Within their ears, there is but a single bone, thestapes, to transfer vibrations and translate soundwithin the inner ear. Mammals have two otherbones working with the stapes to amplify soundand transmit vibrations accurately. The result is ananimal that is insentient to extremes of sound, suchas an exceptionally low-pitched voice or a veryhigh-pitched scream.

Vision and hearing are useful, but a dragon'ssense of smell is its primary food detector. A long,forked tongue samples the air, after which the twotongue tips retreat to the roof of the mouth, wherethey make contact with internal organs in the roofof their mouth . These chemical analyzers "smell"their prey, and can sense location and distance up to40 miles away when the wind is right.

ECOLOGY

Dragon ecology, the study of how, where, andwhy dragons choose their living conditions, isdeeply ingrained in the study of these regalcreatures. Even those dragons who prefer more'civilized' living conditions must accept thelimitations of their physical form; this allows us to

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classify and study the dragon on its home territory.Beyond a dragon's physiological makeup, there arenumerous other aspects of their physical life thatdeserve to be recorded. Learning about a dragon'sgestation, breeding and territorial habits, deathrituals, and intellectual capacity are all integral tounderstanding this most private and rare creature.

LIFE CYCLEAlthough no scholar has ever concretely dated a

dragon's full life expanse, the stages of growth areclear and easily distinguishable. Dragons live formuch more than a thousand years, and some havebeen recorded as claiming to have lived as much asthree times that length. If draconic histories are tobe believed, certain ancient dragons have existed fornearly seven thousand years or longer. Mosthistorians believe that a dragon truly dies onlywhen killed by enemies or when it chooses to passbeyond this material world.

YOUTH

A Dragon's gestation begins within a soft-shelledegg, and the period between egg-lay ing andhatching takes several months. Typically duringthis time, the female and male pair that bredthe eggs remain in the area, protecting theeggs and keeping a careful eye on theirprogress. Once the eggs havehatched, the adult pair usuallyleaves the dragonets to their owndevices; the parental instinct indragons is extraordinarily low.

Dragon eggs are notoriously fragile in theirincipiency, and risk cracking.

A young dragonet is forced to survive on its own,and must seek and hunt food for itself from themoment of its birth. Never reliant on any othercreature promotes a fierce independence in thedragon, a trait that leads captive dragons to commitsuicide rather than be locked into slavery. The firsttwo things that an infant dragon must acquire arefood and shelter. Some wyrmlings prefer to workwith their siblings, others refuse any aid and evenattack other dragonets of their birth-clutch.

Once the dragonet has fulfilled its most basicneeds, it must master its physical form and begin tounderstand its place in the world. A very young orjuvenile dragonet must locate territory in which itcan establish a haven, hunting grounds, andpossible hoard. Although a juvenile dragon is weakcompared to its adult predecessors, they are stillextremely dangerous. Many times, a dragon in this

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stage of life turns to other races in order to provideeducation, slave labor, and protection. By charmingor intimidating small village or primitive culture,the dragon establishes its territory and acquiresallies in order to build its hoard.

ADULTHOOD

An established dragonet grows into adulthoodapproximately 1-200 years after its hatching.Adulthood is established by a full flower ofhormones and the urge to mate with others of itsclan. By the time a dragon considers mating, theyhave typically established a full lair, complete withsafeguards, hoard, and hunting territories. All otherdragons in the area have been subjugated anddriven out, or killed. How, then, can this solitarycreature find and seduce a mate?

Male dragons' hormonal urges force them to leavetheir territories and search the world for anappropriate mate, remaining absent from their ownterrain for as much as 50 years. Human populationsrefer to the dragon's movement as a 'ravaging',named for the expansive hunting the adult dragonrequires in order to sustain itself as it travelsthrough unfamiliar areas. Of course, many dragonsdo not survive this search for a mate, as theirmovement and hunting practices bring them to theattention of would-be dragon hunters, large areas ofcivilization, or most dangerous of all — otherdragons. The territorial instinct in dragonkindcauses these mate-hunting adults to wander intothe territories of other dragons. This causesterritorial disputes and dominance challenges toarise. In many cases, the young adult is faced with alarger, more dangerous dragon, and must flee or bedestroyed — another factor which tends to lowerthe population.

When an appropriate mate is discovered, theseeking male must prove himself and win thefemale's affections. This can be done in a number ofways, from offering tribute of gold, slaves orterritory to actual romantic wooing such as humansare familiar with (typically the province of silver orgreen dragons). Specifics vary according to species,

MARITI BRIGHTBLADE

Juvenile Silver Dragon, Ftr5: CR 14; SZ M (dragon,air);HD 16dl2+48 + 5d10+15; hp 212 hp;lnit+4(Imp I nit); Spd 40 ft., fly 150 ft. (poor); AC 24(-1 size, +15 natural), or 20 (+1 Dex, +9 armor —+4 elven chain, invulnerability); Atks 1 Bite +24melee (2d6+4), 2 claws +19 melee (1 d8+2),+3 falchion +28 melee (2d6+7), 2 wings +19 melee(1 d6+2), 1 tail slap +19 melee (1 d8+6);Face/Reach 5 ft. by 10 ft./10 ft. (or as elf);SA Breath Weapon (8d8, DC 21); SQ DamageReduction 5/+1 from enchanted armor (elven formonly), cloudwalking, 3rd level sorcerer, 3/day —polymorph self, fog cloud, control winds, 2/day —feather fall, I/day — control weather, reverse gravity;SV Fort+17, Ref +11, Will +15; Dragon, Str 19, Dex11, Con 17, Int 18, Wis 19, Cha 18; Elf, Str 15, Dex13, Con 11, Int 18, Wis 19, Cha 18; AL LG. Skills:Bluff+16, Climb +5, Craft (musical instruments) +5,Concentration +3, Diplomacy +16, HandleAnimal +5, Intimidate +2, Jump +16, Knowledge(arms and armor) +2, Knowledge (history) +13,Knowledge (nobility) +16, Listen +16, Perform +16,Ride +5, Search +16, Sense Motive +16, SpeakLanguage (all except Druid), Spellcraft +16, Spot+16. Feats: Cleave, Expertise, Flyby Attack, GreatCleave. Hover, Improved Initiative, Power Attack,Quick Draw, Weapon Focus (falchion), Wingover.Spells (6/6)0: resistance, mage hand, detect magic, prestidigitation,

read magic, 1st: protection from evil, shield, color spray.

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as does the permanency of the mated pair'saffections. Most dragons, particularly the gold andblack sub-races, rarely keep a single mate for morethan a season (a season lasting approximately oneclutch of eggs, or ten years). Others return to their"beloved" on occasion, renewing their attentionsand producing further clutches of eggs.

The oldest dragon known to clutch eggs was alarge red, recorded to be over 1,200 years at thetime. Red dragons mate only once in their lifetimes,maintaining fertilized eggs within the female'sbody so that she may clutch at any time in her life.Typically, females cease to accept mates after theyhave passed 800 years, and late clutches are highlyuncommon.

WYRMS

Few dragons live to be known as wyrms, a title ofdistinction among their race that is granted only tothose who have survived over a thousand years.Wyrms do not have the need to hunt as often astheir younger brethren, and may only leave theirlairs once every 4 to 5 years in order to seek and eatan entire herd of game. They are astonishinglypowerful, and incredibly intelligent — suchdragons did not achieve their tremendous agesimply by luck.

Wyrms are typically more motivated byknowledge and magic than by hormonal urges,territorial disputes or rivalry. Having accumulatedvast hoards of gold and jewels, they seek to'complete' collections of artifacts, powerful magicitems, or knowledge. Although they are capable ofgreat destructive force, such wyrms are reclusive,and lazy. They rarely seek items for themselves, butrather use intermediaries. An adventurer willing tobrave extreme danger might find such a dragonwilling to trade for an item or book that it has beenseeking. This is not advised, as dragons arenotoriously greedy, and even good-aligned dragonstrick or use charm spells in order to get anadventurer to hand over treasure without cost tothe dragon. Evil dragons lie, cheat, and use force inorder to get an adventurer to turn over their

treasures, and anyone who considers making such adeal with a Wyrm had best spend a great deal oftime thinking it over before they approach adragon's lair.

DEATH

"Death is a choice. It should be approached withdignity and trust... an old friend, offering its hand to theweary traveler."

— Kalioth the Blue, Marauder of Viteard

Dragons die under two instances: they are killedby violent forces, or they choose to leave this life.They are immune to most poisons, all naturaldiseases, and rarely fall prey to natural disasters.When a dragon is killed by adventurers, predators,or other dangers, their killers typically use theirbodies for magical components, armor, andweapons. However, when a dragon simply decidesto leave this life, they abandon their lairs, and diefar from the eyes of men. So, then, what do dragonsdo when they choose to die?

In a handful of incredibly secluded and isolatedvalleys throughout the world, the ground isscattered with the bones of dragons. Corpses of allcolors rest here, their bones polished clean byvultures and blowing sands. These dragongraveyards are ancient, and have existed since thebeginning of time. They are impassable by foot,circled by high, jagged cliffs and protected byancient magics set down by the most powerful ofGreat Wyrms. These places are hallowed, and thebodies of those who have come to die are consideredto be protected by the gods themselves.

Dragon graveyards typically have keepers,normally Brass or Blue dragons (most often theformer). While dragons are fractious creatures — ateach others throats and willing to kill overterritorial disputes or matters of good and evil —the one thing that all dragons agree upon is thesanctity of their graveyards. Any dragon in the arearesponds to the call of a keeper, and fights to thedeath to protect the bones of their ancestors.

It isn't known how dragons discover the locations

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of these graveyards, or why brass dragonsfrequently find themselves called to become keepersjust as the previous keeper of the graveyard settlesinto death. Such instinctive or psionic urges haveeluded humanity's attempts to study, and may notbe quantifiable. Whatever it is, dragons of allspecies apparently have this natural understandingand locator, and can find the dragon graveyardwithout difficulty when the time is right.

SPECIESThe variation in dragon species is divided along the

lines of pigmentation, further subdivided alongchromatic (colourus) or metallic (brillantus) strata.Dragons can be easily categorized along the lines ofcolor, and the majority of dragons of a certain colorhave similar physical and intellectual characteristics.This is clearer with notice of the preference forgood and evil inherent in the colors ofdragons — although most dragonets arenot raised by any parent figure or rolemodel, they nevertheless seem toshow clear views on evil andgood from the time theyhatch from their egg.Further, they retainsuch moral divisionsthrough theirextremely longlifetimes.

This has led historians and sages to believe that adragon's preference for good and evil is hormonal,rather than ethical, and that individual dragons aresimply incapable of altering or converting from onebelief system to another. Other scholars disagree,believing that a dragon learns its ethics from anearly age, as it interacts with its environment. Inthis way, a white dragon would learn to become evilsimply because of the harsh winter terrain that itmust overcome in order to survive. With no respitefrom the need for sheer survival, they learn toapproach other races with an attitude of greed andoverwhelming force rather than attempt to parlay.Red dragons, as well, maintain an attitude ofsuperiority from a very young age — when you cansolve all arguments with a gout of flame, why makeallies?

Similarly, metallic dragons are more likelyto have the ability to change their shapeand interact with other sentient raceswithout betraying their true form. Asthey come to understand the natureand worth of other civilizations, theyare less likely to rampage andslaughter those races. Metallic

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FEHL-IKKAN, THE OBSIDIAN DEATHGreat Wyrm, Gargantuan Black Dragon: CR 21;SZ G (dragon, water); HD 37d12+296; hp 536;Init +0; Spd 60 ft., fly 200 ft. (clumsy), swim 60 ft.;AC 42 (-4 size, +36 natural); Atks Bite +46 melee(4d6+13), 2 claws +46 melee (2d8+13), 2 wings+46 melee (2d6+13), tail slap +46 melee(2d8+13), tail sweep +46 melee (2d6); Face/Reach20 ft by 40 ft/15 ft.; SA Breath Weapon (24d4,DC 36), crush +46 melee (4d6+13); SQ SR 28,scent, fear (DC 33), damage reduction 20/+3, waterbreathing, corrupt water, charm reptiles, 3/day —darkness, insect plague, 1/day — plant growth, spells(15th level sorcerer); 5V Fort +28, Ref +20, Wil l+25; Str 37, Dex10, Con 27, Int 20, Wis 21,Cha 20; AL CE. Skills: Alchemy +35, Bluff+25,Concentration +33, Diplomacy +25, GatherInformation+2S, Intimidate+25, Intuit Direction+25, Knowledge (arcana) +30, Knowledge(dragonkind) +25, Knowledge (history) +25,Knowledge (undead) +30, Knowledge (the planes)+25, Knowledge (underearth) +25, Listen +25, Scry+27, Search +25, Sense Motive +25, Spellcraft +42,Spot +25, Wilderness Lore +25. Feats: Alertness,Blind-fight, Combat Casting, Expertise, Fly-ByAttack, Hover, Improved Critical (Bite), Power Attack,Snatch, Wingover. Spells: (15th Level Sorcerer)(6/8/7/7/7/7/6/4) 0: arcane mark, dancing lights,daze, detect magic, ghost sound, light, mage hand, rayof frost, read magic; 1st: charm person, mage armor,magic missile, sleep, summon monster I; 2nd:darkvision, melf's acid arrow, summon monster 11,summon swarm, web; 3rd: blink, haste, lightning bolt,summon monster lit, 4th: improved invisibility, lessergeas, polymorph self, summon monster IV, 5th: cloudkill,hold monster, summon monster V, wall of iron;6th: chain lightning, eyebite, repulsion, 7th: delayedblast fireball, mass invisibility. (15th Level Cleric)(6/7+1 /6+1 /6+1 /5+1 /5+1 /3+1 /2+1/1 +1)

dragons typically have more attentive parents, aswell, and are raised in more nurturingenvironments rather than being left to the kill-or-be-ldlled wyrmling years of a chromatic dragonet.

CROSS-BREEDINGThe question of crossbreeding species of dragons

occurred to many sages, but has only been attemptedwith unpredictable results. Scholars lucky enough todiscover means to get the creatures to mate outsidecolor stratifications have been the exception (most oftheir experiments resulted in the two dragonsdestroying each other). The results of theseexperiments have varied from sterile eggs containingtwisted and mutated corpses to bizarre beasts that hadthe qualities of neither dragon parent. Creatures suchas the chimera, dragonne, dragon turtle and others arethe result of forced magical experimentation oncrossbred eggs. The lucky wyrmlings were simplyunchanged, emerging from their eggs as normalmembers of the species, possessing either their fatheror mother's coloration and qualities.

For the most part, dragons only mate within theircolor. It is a rare exception that a mated pair consist oftwo dragons of differing colors, and such mated pairsnever reproduce. This occurrence is almost unheardof, and typically happens when two dragons meetwithin other settings, having polymorphedthemselves into humans, elves, or other such races.

GENETIC ABERRATIONSA note must be made here about the bizarre

offspring of dragons mating outside their color.Such creatures are rare, having been the result ofsorcerous experimentation and magical coercion,and they are rarely able to produce offspring oftheir own. A notable exception is the Dragonne, alion-like beast said to be distantly related to brassdragons. Their species has existed for severalhundred years, breeding within their own kind andproducing viable reproductive offspring. No wizardhas claimed credit for this obviously successfulexperiment. Which may, of course, be a matter ofself-preservation.

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Throughout history, spellcasters have createdhybrid creatures from dragons, although notthrough means as direct as breeding. Using dragonflesh, bones, and blood, necromancers and othersorcerers have been able to create golemic animalswith traits and abilities of their (albeit unwilling)dragon ancestor. Chimera are an obvious example ofsuch a 'created' beast, as their abilities and one oftheir heads is obviously formed from dragon stock.Alchemists are eager to purchase the corpses ofdragons, so that they can replicate this experimentand create other such creatures. Infrequently, theseanimals are created with the ability to mateand reproduce; the offspring is rarely viable,and typically dies from mutations and deformitieslong before it reaches maturity.

HIBERNATIONA mature dragon has two cycles: awareness

and hibernation. For 75% of their lives,dragons are aware. In this state, theyhave little need of sleep, a greatdesire to hunt and feed, and theoccasional urge to mate. On theother hand, when a dragonenters hibernation, theyremain completely unaware oftheir surroundings unless anintrusion awakens them fromtheir slumber.

Dragons do sleep, but verylightly. Scholars liken dragonsleep during their 'aware'periods to human napping, alight slumber easily disturbedby even the lightest noise.Dragons do not experiencedreams in this state, and areaware of all smells, sounds anddisturbances around them.

The other twenty-five per-cent of their lives, dragonsslumber in a deep hibernation,similar to that of a bear in winter.

They can be awakened, and do emerge from sleepimmediately if any harm comes to them or anyoneapproaches within the range of their acute smell.However, during this period, the dragon does notrange through its territory, preferring to slumberupon its hoard for as long as twenty years or more.During this time, the dragon has no need for food orwater, but upon awakening, is ravenous.

A dragon can feel the pull of hibernation whenit approaches its adult years, and enters its firstsleeping cycle during the end of its adult phase,approximately 2-300 years into its life. When itdoes, it begins to create an impregnable laircomplete with traps, enchanted protections, andother safeguards. No longer is a simple cave withroom to store its hoard a sufficient lair; the dragonnow must prepare a fortress.

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During their youngeryears, wyrmlings and juvenile dragonets areprimarily interested in shelter and security. Later, asthey begin to develop a significant hoard, thedragon establishes a larger lair, possibly with theassistance of a slave or allied race of humanoids whoare far more capable stone masons than themonstrous serpent.

When a dragon reaches the stage where it feelsthe first pull of hibernation, they scour the area fora more suitable long-term haven. This can includecave complexes, empty volcanoes (depending on thedragon, lava activity within the volcano can be aplus), fortresses, ruins, and large bodies of water.Once completed, these lairs are virtuallyimpenetrable, protecting the dragon and its hoardduring the long years of inactivity. The countrysideis certainly aware of when dragon wakes, as severalherds of livestock go missing and acres of forest aredestroyed in its passing.

HUNTING AND TERRITORYThe hunting habits of dragons vary according to

species and habitat, but all dragons are completelyomnivorous. Some prefer to eat only meat, whileothers subsist on a fare of vegetable or even mineralmatter. While few dragons enjoy feasting upontheir own hoards, some Great Wyrms spend theirfinal centuries eating only the finest gems, pearls,and magical items.

A mature adult dragon requires several thousandmiles of territory — the size of a modest nation —to provide sufficient food and water for theirpermanent needs. This figure can vary according to

several factors — productivity and fertility of theregion, other inhabitants, and preference of the

dragon, to start. Frigidwastelands have less

to offer than lushforests, and thus a white

dragon's terrain may besignificantly larger 'without any

appreciable gain in food production.Those dragons that reside in forested or

tropical regions balance their diet withvegetative as well as carnivorous matter, while

those dragons who choose to reside in deserts andother wastelands prefer hunting and mineral fare.All dragons must have water to survive, thoughdesert-dwellers can go for as long as a period ofmonths without a drink.

A dragon's territory may be smaller if it continuesto provide for their needs, particularly if that areahas some other resource that the dragon considersvaluable. A willing and loyal breed of ores, forexample, or a particularly rich gold mine mightcause a dragon to reside in a significantly tinierregion rather than searching out a larger, lessprofitable area. Still, it is not unheard of for adragon to demand that his servitor race follow himinto another area, either to escape another dragoncoming into the original territory or because thedragon requires some resource foreign to his initialterrain.

Certain species of dragon choose their territorieswith specific requirements of terrain and climate inmind. Green dragons are more suited to forest orjungle lairs, where their emerald skins blend withthe surroundings, while white dragons have thephysical endurance and insulation to survive ineven the most frigid regions. Silver and bronzedragons prefer to remain near human or elvencivilizations, but blue dragons are notoriouslysolitary, choosing desolate wastelands in which tobuild their havens.

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SOCIETY

"Those who are beneath us shall be destroyed."— Dukat Flamebringer, Red Wyrm

"All others are beneath us."— Denmar Flamebringer, son of Dukat

Despite the fact that dragons are solitarycreatures, there exists an intelligent and rationalsociety within their race. They ponder difficultiesfor decades at a time, rarely moving from theirhoard except to feed. They are vastly intelligent, yetconsider the collection of gold and precious items tobe equal in worth to their own life. Their ancestryis filled with ancient histories and traditions,passed down from adult to the newly bloodeddragonet and from Wyrm to the young, seekingtheir first mates.

A dragon's wrath matches its patience, however,and those who injure or anger such a creature mustnever think themselves 'safe1 so long as the dragonsurvives. Their thoughts span centuries, and theirplans do the same. So, too, is their system of justiceand rulership which is based on tradition as well ascunning and strength. Dragons rarely come intocontact with one another except when seekingmates or when attempting to claim territory, butcertain societal safeguards exist to impose draconicjustice on those dragons who break the ancientcommandments of their race.

Dragons spend much of their time in thought,pondering riddles, puzzles, and plans. They are arace of dominators, seeking to extend their will overtheir territory and all those who fall within it. Agreedy race, even dragons of good and lawfulalignments fight to capture rich territory, oustopponents, or claim victory in a puzzle of wit orstrength. And the most challenging opponent to acreature who believes dragons to be supreme beingsis, of course, another dragon.

GOVERNMENTDragons are not bound by the governmental laws

of lesser species, but neither do they easily acceptthe yoke of another dragon's superiority. The moststraightforward way for two dragons to settle anargument is to seek out one of the Wyrms and askfor their intercession. This task is given by honor tothose ancient creatures, and they accept it as part oftheir duty to their race. The dragon arbiter collectspayments from portions of the hoards of the twodisputants; for this reason, dragons use this systemonly when it is absolutely necessary to preserve life.

Issues that involve more than two dragons (suchas a new human settlement springing up indisputed territory claimed by multiple dragonregents) require a council meeting of all thedragons involved. Dragon councils may be called byany dragon of Adult age or greater, but must bepresided over by a dragon of greater age than any ofthose directly involved. Again, the arbiter mustreceive payment of portions of the hoards of thoseinvolved, and this system is used infrequently.

Although arbitration is an infrequent form ofdispute resolution, it is never contested. Once adragon has stepped in as arbiter, they are honorbound by tradition and dragon law to render whatthey see as a "fair" judgment. To an ancient reddragon, this may mean demanding a fight to thedeath in order to determine the winner. To anancient gold, it may require a decade of debate andargument before one point emerges as strongerthan the other. It is the duty of the arbiter to decidehow the dispute will be handled; once those rulesare made, no dragon will disobey them. If they do,risk being hunted and destroyed by the rest of theirrace, regardless of species.

It is said that all of dragonkind is ruled by acouncil formed of the eldest member of eachdraconic species. This council is said to interprettradition and custom, halt and arbitrate warsbetween species of dragon, and actively commandall dragons in order to prevent the genocide of theirrace by other beings. Most dragons believe that thecouncil is a myth, created by the eldest dragons in

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order to further some cunning plan of dominationover the younger wyrms, but others claim that it isas real as the sun, and far more powerful thananyone would believe.

CUSTOMSDraconic customs are ancient and hidebound,

unchanged for centuries. Their rituals of formalgreetings, of claiming territory, and accepting amate differ from species to species, but arestrikingly similar in content and execution. Ingeneral, a scholar that has taken the time to learnbasic dragon customs is well-received by a draconichost, no matter what their color or breed. Awarning, however, that the distinct "patterns" anddialects of the various species are clear to the others;a scholar learned in the salutations of the copperdragons might not receive as warm a receptionwhen he uses those words and rituals to greet a red.

Bigotry is rampant among dragons, and it shouldbe noted that they have a clear pecking order.Depending on whether the dragons are chromaticor metallic, dragons see the rank structure of theirrace as a means of determining honor, respect oreven fear. In general, red and gold dragons are mostrevered, while copper and white dragons are seen asthe least worthy races. Notably, these distinctionsseem to follow the general size ratio of dragonkind,offering greater status to those species which tendto grow larger than the rest. Of course, age is thepredetermining factor, and a dragon whose age classis greater than his fellows is always be treated withmore respect, no matter what his color and species.

INTRODUCTIONSRoaring and flight patterns are important

gestures when dragons first meet, allowing anintruder to show his host what the intruder'spurpose is in passing though the territory. Thegreeting and response flights, provides a chance forboth dragons to show off their talents. Once theinitial greetings are over, the two dragons meet onneutral territory (determined by the current ownerof the territory) in order to parlay.

When the dragons first meet, the eldest speaksfirst. In cases of a tie in age, the host dragon has thehonor of speaking first. A dragon recites his lineageand territory, spending time on each of his victoriesof cunning and strength and his great feats. Whenhe has finished, the other dragon does the same.This process can takes days, and in the case of twowyrms, months. Once introductions have beencompleted, the intruding dragon is required to statea purpose for their visit, and if there is anychallenge to the host's territory, the intruder isrequired to offer it immediately. Thus, if theintruding dragon is seeking a new territory, or toforcibly take some of the host's hoard, the challengeis put forth directly rather than hidden beneathlayers of intrigue or subterfuge.

This is not to say that dragons cannot be subtle.Once the challenge is made, a dragon is notrequired to act upon it immediately. Some dragonsoffer challenge as much as a century before theyactually make any move toward their opponent. Thechallenge is as much an invitation to the game as adirect test of the other dragon's strength or ability.Dragons prefer to dominate each other throughindirect means rather than simply battling in grandaerial combat. Although such fights are not unheardof, they are usually the result of many decades ofplanning and machination, and come as a result ofthe loser's wrath at being outwitted by a mentallysuperior opponent.

Still, on rare occasions dragons choose to simplyfight in order to resolve territorial or matingdisputes, rather than spending the years required inorder to outwit and destroy their opponent. This ismore common among less intelligent and youngerdragons, as those beasts have not yet realized theirintellectual potential.

MATE SEEKINGWhen a dragon searches for an appropriate mate,

he is taking a number of risks. First, he must leavehis established territory, hoping that no otherdragon notices his absence and poaches his hoard orhis feeding grounds. Secondly, he must interact

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with a variety of dragons, seeking information onan appropriate female of his color and species.When he does find a female, he must woo her (if heis a metallic dragon) or dominate her by displays ofstrength and force (if he is chromatic). This cantake many years, and endanger the dragon's ownlife in the process.

Once, it was traditional that a dragon seeking amate was protected by the laws of the council, andno other was allowed to cause him harm. Thispractice has gone in and out of style, and is rarelyenforced in the present day.

When a dragon meets a female of the species, heundergoes the formal practice of introduction, as hewould when entering any other dragon's territory.The reciting of lineage is particularly important, asdragons, by nature, do not mate with close siblings,or those from the same clutch. Generally, a clutchdoes not produce more than one adult offspring,so this clause is rarely an issue.

How a female determines if a male is anadequate mate is entirely her owndecision. Some require tithe, othersdemand increases in territory orpower. Many silver and bronze females,who have spent much of their time amonghumans, wish to be wooed with poetry andlove songs. These matters differaccording to the desires of the femaleand the capacity of the male.

Normal mated partnershipslast no more than a single'season,' or less than tenyears. A single clutch hasbeen laid, preferably in anarea unclaimed by any other dragon, and theeggs are watched over by the female, orby both parents until the clutch hashatched. At the end of that time(often, sooner), the malereturns to his own territoryand the couple parts. Dragonsreturn to the same mate whenthe instinct to mate comes upon

them, and a female is usually more willing to accepta male that has mated with her in the past.

In rare cases, a mated couple maintain apermanent association, forsaking any other matesfor their one true love. Even in this case, however,the two live apart for most of their lives, preferringsolitude to "wedded bliss."

DRAGON GODS

Do dragons have gods? The answer is yes — butnot all dragons worship them, or even believe inthem. Similar to the diverse deities of demi-humanand human pantheons, dragon divinities areworshiped in many ways by the many species ofcreature. Dragons priests are faithful beings, they donot pray nor offer supplication to their gods. Likethe dragons themselves, their divinities respectstrength and cunning rather than abject worship,and reward a follower based on his merit rather

than his, as one dragon put it, "bootlicking."Most dragons develop priestly

spellcasting abilities at somepoint in their long

lives, offereddirectly to them

from their godsfor some

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feat of skill or courage. Theabilities are permanent, andmay be used as the dragonsees fit. Some few dragonshave such an interest inclerical lore and myth thatthey do actually become'priests' of a sort, but theirnature and abilities differfrom any such priest ofanother pantheon. Theyhave no formalorganization, no temples orsacred spots, and onlycommune with their deitiesthrough silent prayer Theydo not offer sacrifices ortithes, keeping theirtreasure to themselves, andinstead revere their godthrough the selection ofcertain types of acquisitionswithin their own hoard. Adragon who was a 'priest' ofhis god of War mightspecialize in the acquisitionof swords, armor, and othermilitary accouterments,particularly those which arerare and powerful. A priestof knowledge may collecttomes and spells, while adragon priest of love mighthave hoards of beautifulslaves of all sexes and races,as well as his material hoard.

LESSER SPECIES

Although dragons aresolitary creatures, many ofthem turn to 'lesser' races inorder to create alliances,capture slaves, and generally

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get things done that the dragons isn't inclined to doherself. These lesser races are coerced using anumber of methods, and may actually be willingaides of the powerful creature. Depending on thedragon, the region, and their abilities, entirecivilizations may arise around serving the dragon.The three most practiced alliances between dragonsand other races are slavery, allied cooperation, andinfiltration. Each of these has its merits and flaws,and are chosen for different reasons by differentmembers of dragonkind.

SLAVERY

Chromatic dragons turn to slavery in order toacquire a humanoid servitor race. They enforcetheir will upon the strongest members of the localhumanoids through threat of death, destruction, orby taking women and children as hostages .

Primitive creatures, such as goblins or kobolds,easily adapt to the idea of a dragon as their master.Their cultures evolve with respect for strength andbrute cunning, and to them, a dragon is simply thehighest creature on the food chain. Serving such a"king," provided that they are not abused, followsnaturally along the lines of their establishedculture. Dragons do not only seek to subjugatehumanoid beings. They also make servants ofshambling mounds, dungeon dwelling monsters,and semi-intelligent animals, depending on theresources of their territory, and the dragon's needs.

Orcs, hobgoblins, or more advanced cultures needmore convincing before turning themselves over tobe ruled by a dragon. Occasionally, a simple show ofstrength serves as enough threat to enforce thedragons' wishes. More often, the dragon must usecreative means to enslave his chosen servitor race.Keeping hostages, such as women and children, canprovide leverage. After a generation or two, the raceis used to the domination of their new master, andcontinues to serve without further pressures.

Some servitor races do not realize that they existas slaves, instead worshipping the dragon as a god,or an avatar of their own gods. They offer thedragon tribute of herd beasts or treasures, and

enforce the dragons' will within their territory.They are happy to serve, as the dragon's patronagegives that particular tribe a great deal of respect inthe area. One of the first commands given to such atribe is usually 'conquer and subjugate yourneighbors' (with the dragon's help, of course), sothat the tribe gains strength rapidly.

ALLIANCES

Civilized alliances with intelligent races can alsobe engineered, but require a dragon that is willingto be open to negotiation with their intended allies.This sort of agreement is more common to lawfullyaligned dragons, both chromatic and metallic, andusually covers a great deal of territory. Entire cities,even nations, may ally themselves with a dragon inorder to reach a state of peaceful coexistence. Suchraces cannot truly be called 'servitor', butnegotiations can provide the dragon with food andtithe from the cities, as well as offering the sharedcompany of other sages and the potential forintelligent discourse.

Elves, humans, dwarves and even evil races suchas lawful ores and lizardmen are known to make theoccasional alliance with a nearby dragon. Sometimesthis arrangement is as simple as establishingterritorial boundaries, and on other occasions it cantake the form of tithe of treasure or slaves in order tokeep the dragon from marauding. When an allianceis established peacefully, exchanges of knowledgecan be beneficial for both sides. If a third partythreatens war against either side, a prearrangedalliance can prove very reasonable.

INFILTRATION

Sometimes, a dragon chooses and recruits allieswithout letting them know the dragon's truenature. Such alliances are made while polymorphed,of course, and can be put into jeopardy if the otherparty discovers that they do not know the truthabout their supposed 'ally.' Infiltrating othersocieties is most commonly done by silver, bronzeand red dragons, who have the intelligence to keeptheir false identities from being discovered.

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Sometimes the dragon's ploy is deliberate; byinsinuating himself into a guild of powerful wizardsor fighters, he can call upon their 'unity' when thesituation is dire. Other dragons genuinely intendonly the best, and find themselves needing to callupon their unwitting allies because there is noother option available.

INDENTUREDragons delight in showing off their power,

conquering others and proving their superiority.But what happens when they fail in these power-contests, and find themselves trapped at the serviceof another being?

Dragons do not do well as servants or as slaves.They constantly chafe at such restraints. Inherently,all dragons, whether 'good' or 'evil', are self-servingcreatures that prize their freedom and superiority.Stripped of such, they wither, and eventually die.Even when a dragon has chosen to become a servantin order to serve a greater purpose — to serve a god,or to save their wyrmlings from death — they do notenjoy it, and spend all of their energy seeking a wayto be free. The only lasting alliance with a dragon isone that is entered into as equals, or one in whichthe dragon is clearly superior. All other bonds aredestined for failure in the long run.

Even dragons that are raised as servants directlyout of the egg experience cravingsfor freedom, and constantly

question their place in the world. Escape attemptsare frequent, no matter how well treated a dragonis. Dragons simply aren't capable of living their livesat the beck and call of another being, or of not beingin charge of their own lives. Without freedom andthe guarantee of their own power, a dragon is a veryweak shadow of himself. Sage studies have proventhat dragons reared in captivity, given all thebenefits of mortal magic and medicines, and offeredhuge hoards of gold for their own use grow to besmaller than their wild counterparts. Frequently,these wyrmlings become 'runts', growing to besignificantly smaller and less ferocious than thosedragons allowed to live their lives entirely free.

Once or twice in history there have been knowninstances of dragons born into human form (mostlikely, bronzes) and raised with no knowledge oftheir true nature. Those individuals live their livesalways seeking something, unable to find their trueplace in society or the world. They are creatures tobe pitied, for unless they realize their true draconicnature, they will certainly die from sorrow longbefore reaching maturity. If enslaved, they fight to

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the death, or find themselves seeking the mostdirect means of suicide. Yet, such traumaticinstances can be the catalyst for sudden self-realization — imagine the guard's surprise whenthe once-meek prisoner suddenly transforms into agigantic dragon and lays waste to those whoimprisoned him!

CHROMATIC DRAGONS

BLACKBlack dragons are one of the most common

(figuratively) of dragon breeds. They are swamp-dwellers, prone to evil deeds and consider cunningand imagination to be among the most valued oftraits. Although they rarely keep their bargains,black dragons respect a greater intellect, andoccasionally band together when a leader proves hisworth.

Physical CharacteristicsBlack dragons are among the smaller dragons that

exist, measuring approximately 40 ft. long from tipof nose to tip of tail when they reach adulthood.Their socketed eyes are deeply inset, and have anadditional lid to protect them when they open theireyes underwater. Their scales are dull, matte-colored and not reflective, and they become more sowith age.

Their heads have distinctive, forward-curvinghorns made of extremely thick bone — capable ofshattering rock with a stern head-butt. Rather thanhaving any form of bone ridges down their neck,black dragons have a spinal fin, made of amembranous material similar to that on theirwings. This fin serves to push aside materials thenunderwater, as the dragon has a particular style ofswimming that pushes its head down, and its neckforward.

A black dragon's wings are thinner than those ofother dragons, made equally for flying andswimming. Because black dragons prefer to live inswamps and fetid bogs, they are commonly found in

N'ZILL DRAA silver dragon who died centuries ago, N'Zill

Dra was a scholar and companion to many a sage.Her researches into magic and dragonkind wereunparalleled, and several scholarly institutionsregularly offered her access to their resources justto read one of her works. Many young sorcerersand wizards attempted to apprentice themselves toher, but spurned them all. To her, research was ofthe primal importance, and little could persuadeher otherwise.

What eventually aroused her wrath was a thiefattempting to steal her tomes tor use in a mortalwar. Enraged, N'Zill Dra questioned the thief, andthen laid siege to the nation which dared to stealfrom her. The country's despot, believing N'Zill tobe a wizened scholar, learned all too well that thescholar was still a dragon. Under her tendermercies, the nation lost all trading allies andquickly fell into ruin; within a century, nonewould remember its name.

As the years drew on, N'Zill Dra's research intodragonkind and draconic history. During this time,discovered several ancient tomes of historyconcerning the Dragon Wars. Sequestering herselfin her heavenly lair, she poured over the manuals.Disturbed by their contents, she went forth a secondtime to war, slaying a great wyrm of each of thechromatic species and dragging their carcasseshome. For another three hundred years, she didnothing but dissect and study the remains of herfoes. She then emerged from her lair holding a slimbook, her findings, and set fire to all her belongings.

N'Zill Dra presented her last work to anuniversity professor, and then departed for adragon graveyard. The professor poured over thebook, reading and rereading it for nearly twoyears, before deciding that N'Zill Dra's conclusionswere valid.

Upon repeated and close studies, N'Zill Dra hadtheorized that dragon morality was a constant bysubspecies for one simple reason: dragons lackedfree will. N'Zill Dra, like all of her kind, wasnaught but either a fleshy construct set in motionby nature, or worse still, the puppet of some alienmind. The professor kept the findings to himself,but many scholars — human and otherwise —seek N'Zill Dra's final words to this very day...

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underwater lairs, using flooded subterraneanpassageways as entrances and exits to their lairs.Their tail and body is also more slender than anormal dragons, and their scales are made to becompressed tightly against the body, to easemovement in small or tight corridors.

Their feet are webbed — for swimming, and forwalking on soft ground without sinking into thebog. Typically, a black dragon marks its territory byimprinting a webbed footprint into the marsh at theedge of its territory, allowing that footprint to growhard as the ground solidifies. The age of a dragon'sterritory can be determined by checking the 'rings'within such footprints, as the dragon returns everyfew years to once more mark the edge of its claimedterrain. Each time, the dragon is larger, imprintinga bit more ground around the initial mark — andwith time, the footprints become immense, oneinside the other like the rings of a tree.

A black dragon's breath weapon is a tremendousjet of acid, capable of eating through even magicalmetals and stone within seconds. It is extremelydangerous, and no known substance can withstandits toxic touch for long. Scholars and alchemists paylarge quantities of gold for a sample of such acid,but it is so difficult to obtain and transport that fewadventurers take their offers seriously,

HabitatBlack dragons prefer to live in swamps, lowland

marshes, and brine ocean bays, where the silt isvery thick and the water is cloudy. They areextremely territorial, and consider any change inthe swamp's habitat to be a direct assault on theirlairs. A black dragon has been known to destroyentire villages of peasants that attempted to redirectsome of the streams within the dragon's swamp;also to eradicate logging attempts, eat fishermen,and obliterate those with ideas for draining thewaters of the bog and turning it into farmland.

Black dragons are amphibious, able to live equallywell above and below water. Because of this, theyfrequently hide their eggs in deep trenches beneathsilt-laden pools, trusting to the fetid water and

swirling filth to keep them safe from predators.Beyond that, the black dragon cares little for itsyoung, rarely even returning to see if the eggs havehatched.

Although they are considered 'evil', these dragonsare extremely interested in the welfare of theirswamps. They fight and kill to keep the bog 'pure',driving off any invaders or animal predators thatwould disrupt the natural order within the swamp.In rare cases, swamp-oriented druids have beenknown to make passable alliances with blackdragons, working together to protect the naturalhabitat and keep the swamp from being drained bynatural or unnatural forces.

Black Dragon SocietyBlack dragon society does exist, but only in the

most cursory form. A black dragons is considered tobe more or less respected in their society accordingto the age and well being of their swamp. In manycases, when an ancient or old black dragon dies,many other black dragons swarm to the swamp,fighting over what they consider to be a prize pieceof land. Tremendous swamps and those withancient ruins are prestigious places for blackdragons to live; their brethren look with enviouseyes upon the black dragon that controls large bogs,or prime pieces of marshland.

Black dragons occasionally fight over a swamp orbog. They are extremely territorial, and considerany intrusion to be an assault on their reputation.The few times that black dragons meet equitablymust occur within the mating season, or throughdistant communication, carried via magical means,or through servitors.

Black dragons are an egalitarian society, withfemales of the species garnering no more respectthan their male counterparts. The females tend togrow larger than the males by several feet, allowingfor greater combat superiority. As if nature intendedto balance this, sages have noted that the males areslightly more intelligent. As black dragons respectcunning and intellect over strength, males are givenslightly greater positions in their society.

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Black dragons are solitary creatures, rarelymating for life, and almost never leaving theirswamps. They occasionally follow a leader, if theyare convinced that the cause is good (their ownswamp is in danger, for example), and if that leaderproves that they are more cunning andmore capable. Even under thesecircumstances, however, a blackdragon continues to force theirleader to prove themselves,constantly testing to see ifthey are still capable ofcommanding the respect ofthe other dragons. In casessuch as these, it is notuncommon to see as many asfour black dragons workingtogether for a common goal, ledby a single leader — for as longas he commands the fear andrespect of the others.

Combat TacticsBlack dragons prefer to use

intellect and cunning intheir fights, arrangingambushes and traps fortheir opponents. They areexceptionally familiarwith their own territories,and certainly prepare adevastating ambush there ifgiven even a small amount oftime. When fighting in heavily forested areas, a blackdragon herds its opponents into water, quicksand, orother dangerous terrain, hoping to use theirunfamiliarity with the surroundings to its advantage.

They are also comfortable fighting underwater;the three-dimensional combat style is equally suitedto such contests, and their speed is not lessenedsignificantly by the water's pull. Further, becausethe dragons know exactly how to utilize theirdevastating breath weapons, they use the waterysurroundings to spread out their toxic jet of acid,

trapping opponents in a cloud of death. Even aboveground, a dragon uses the water of its swamp tospread its breath weapon over a large area, sprayingit upon the box streams and pools of standing waterin the hopes of flushing out quarry that is hiding

beneath the trees.

Interaction With Other DragonsDragonkind, as a whole, is comprisedof solitary creatures. However, even

among them, black dragons tendto be the most isolated. Theydislike interruptions of anysort, and prefer to spend theirdays tending to theirterritories, gathering wealth,and relaxing in the lushgreenery of their bogs andmarshes. When they are

disturbed, the naturally lazyblack dragon is typically

unwilling to raise a claw inassistance to its own kind.

However, if offeredgreater territory, items

for its hoard, orsomething thatbenefits its prized

swampland, thedragon is willing to

listen and makebargains. Pay first,though, as black

dragons are notorious for failing to honor deals thatthey feel has no continuing benefit to them.

Black dragons are lazy, indifferent, and violentwhen aroused. Their sense of pride is centered ontheir territory, their intellect and their hoard, ratherthan in their combat abilities or their outwardappearance. Flattery does not work to gain a blackdragon's interest, and gifts that benefit theirterritory are more welcome than knowledge orinformation of things occurring outside the bordersof their territories.

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They rarely serve as priests, or have clerics amongtheir number, and black dragons rarely bother tolearn the spells that would allow them to passunnoticed among the other races of the world.Other dragons consider them to be self-centeredand xenophobic, rarely approaching them foranything and even more rarely disturbing theirterritories — marshes are not considered 'primeground' for any dragon other than black, and sothese lands are rarely contested.

DifferencesBecause black dragons rarely fight for any reason

than to protect their territory, they are alwaysextremely vicious. They do not typically contestsimply to prove their strength, as strength andmartial prowess means less to a black dragon thanthe condition of their swamp or the cunning intellectthey display. However, this means that when they dofight, they are fighting for their territory, and theyfight like trapped and cornered animals.

Black dragons are more used to underwaterdwelling than other dragons, and therefore they

have keener senses of depth and pressure, andtheir bodies are more suited to deep pockets

of ocean brine and evading swift currents.They are difficult to capture; easily

flattening their bodies and twistingtheir joints in order to wrigglethrough small corridors, such as

those in which they tend to buildtheir underwater lairs.

Further, as they are veryprotective of their swamps, black

dragons have excellent relationswith the creatures of their

territories. It is not unheard offor a black dragon to

'employ' a band of marshtrolls or swamp goblins,allowing the lower racesto dwell within thedragon's swamp so longas they assist the dragonin caring for the bog andprotecting its borders.

Black dragons usesuch species asalarm systemsand border guards,ready to alert thedragon if anythingdangerous shouldapproach.

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The feeding preferences of black dragons are alsodifferent than most. Unlike any of their cousins,black dragons do not enjoy eating fresh meat, butrather, like their food spoiled. Occasionally, theyleave a cow or other meat source in the deep watersof their bog for days at a time, coming back to claimit only when the meat is appropriately rotted andpungent from the swamp gases.

BLUE

Extremely rare and difficult to find, blue dragonsare long-lived creatures even for dragons. Theirlifespans are nearly double that of white or copperdragons, and despite the harsh terrain of theirenvironment, blue dragons tend to be the hardiestof creatures. Prone to respect law and regulation,if approached properly, a blue dragon can be bothfair and honorable to deal with, despite theirproclivity for evil works.

Physical CharacteristicsBlue dragons tend to be rather large, reaching

more than 80 ft. from tip of nose to tip of tail whenthey have reached full adulthood. Their wings areextremely wide, as well, and when extended, covera space more than five times the size of the dragon'sbody. Blue dragons rarely unfurl their wings to theirentire span, not needing the extra wing flaps forflight. Instead, the wings are only opened fullyfor battle, where they are useful as batteringappendages, or for throwing huge clumps of sandinto the air and creating a massive sandstorm. Evenwhen a blue dragon's wings are quite damaged, theycan use the extra furls to fly, and unless they aremore than 80% injured, a blue dragon can still flyat maximum capacity.

Blue dragons have smooth scales that are moreflexible than regular dragon hide. Their bodies arecovered with interlocking patches of scales, ratherthan the standard overlapping pattern, thus keep-ing out errant bits of sand that would chafe or dam-age their more delicate under skin. The scales of ablue dragon aren't completely blue — rather, theyare shaded in variations of the color blue, but also

incandescent, picking up the color that surroundsthem. The scales reflect backlight, altering theirshade slightly with their surroundings. Becausethey live in desert areas, the colors that a bluedragon's scales reflects are most commonly yellow(on the underbelly) and blue (above). A bluedragon cannot entirely change color (if placed in aforest, they would not turn green), but their scaleswould gather a greenish tinge over the natural blueshading, helping them to camouflage themselves inany surrounding.

Blue dragons also have large ear-flaps, capable ofclosing entirely over their fragile earlobes in orderto protect them from the blowing sand. Further,their eyelids contain a very thick nictitatingmembrane, to keep sharp sand from damaging theireyes. Their skulls are very thick, topped by a singlemassive horn that points forward from a bone platebetween their eyes. Their nostrils can close entirely,and their jaws are designed to seal tightly and lockaround their prey. Once locked in such a fashion,the dragon's entire lower jaw must be broken toforce open their mouths.

A blue dragon's tail is flat and chitinous,comprised almost entirely of vertebrae-like bonespurs that spread out from the central tailbone.This tail is an excellent bludgeoning weapon, and isalso capable of scooping great trenches of sand.Their feet are created specifically for digging, withlong, thick claws and double-jointed front elbowsdesigned to easily move aside difficult earth andstone as well as large amounts of sand. All of theseare requirements for a dragon species that spends asmuch time buried in the cool earth as it does flyingthrough the air.

Blue dragons have extremely efficient digestivesystems, utilizing every bone and morsel of foodthat they are able to consume. Because of thisadaptation, a blue dragon needs to eat only abouthalf as much as their cousins of other species,making it possible for them to live in isolated andbarren regions of the world.

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HabitatBlue dragons live in the deepest deserts and most

barren terrains, preferring soft, sandy earth thatis dotted with tall plateaus and high vistas. Theirpreferred climate is hot, and occasionally one can befound to reside within a volcano or other heat sourcethat is located near such a desert or barren plains.

Blue dragons are not isolationists, but they doprefer a quiet environment without distractions.They rarely use any sort of servitor, preferring tolive alone and not maintain a single have or lair.Although they have a single location for thepurposes of treasure-hoarding, a blue dragon rarelysleeps in the same spot for more than a few nights,moving on as the urge strikes them to seek newground within a large and expansive territory. Bluedragons are never content with a small patch ofground — in relation to other dragon species, a bluerequires more than three times the normal huntingground and lair territory. This requirement alsotakes into account the dragon's huntingpreferences, as finding food in such desolate wastescan be extremely difficult.

Blue dragons tend to dig shallow trenches in theearth of their territories, lying within a trench andsleeping a hot day away while covered with a thinlayer of sand. When necessary, they utilize theirnatural ability to create hallucinatory terrain(a mirage-like effect common in the areas theyprefer). This terrain is designed to ensure that theydo not draw attention to themselves, and maypeacefully pass hours, days, and even weeks whiledrowsing in the earth. Cunning adventurers may beable to spot a sleeping blue dragon thus concealedby locating the distinct 'horn' in the dragon'sforehead, poking slightly above the ground.

Blue Dragon SocietyOften chosen as arbiters by dragons of all other

colors, both good and evil, blue dragons are knownto be extremely lawful, though not necessarily just.Their nature is evil, but their primary drive is touphold and maintain a sense of law — no matterwhat it requires. They are good listeners, hearing all

sides of a debate and capable of holding massiveamounts of information within their memories.When taking on the position of arbiter, bluedragons refuse bribes, and consider such offeringsinsults. This is one of their greatest feats; andsomething extremely important to remember for anadventurer that plans to trick one.

Blue dragons are compulsive information-gatherers, and tend to hoard items with longhistories or significant historical value as well assimple trinkets of gold and monetary value. Bluedragons are not interested in fictional tales, orstories of derring-do, but are willing to sit for hoursand listen to historical debates, factual tales ofpolitics and legal inquiries, and other such drymaterials. They are always willing to entertainsages of all sorts, and share knowledge of history forinformation of current events and areas far away —so long as the stories are intensely factual, detailed,and documented.

Blue dragons gather in a central location knownas the Spire once every 150 years, in order to sharetheir information and recite the histories of theirrace (as well as the histories of many other races,even a few which are now extinct). This meeting isone of the high points of their species, and it is anevent which blue dragons look forward towith anticipation. Many blue dragons use thisopportunity to expand their own knowledge andinformation, and to trade resources of historicaldocumentation with others of their kind. This isalso their most common method of discovering amate, wooing each other by reciting histories andoffering extremely selective information to thosethat they favor.

This is in no means intended to suggest that bluedragons are dry, dusty, or boring. In fact, whenaroused, they can be extremely efficient killers,using tactics gathered from their immenseknowledge of strategic history and warfare. Theymake excellent generals, capable of retainingfigures, troop movements, and detailed battle plansin their expansive memories. They are also strongfighters, with tremendous physical strength gained

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from their habits of digging through the sand inorder to create their lairs.

Combat TacticsBlue dragons are equipped to stand within the

center of a raging sandstorm and not beinconvenienced by it at all; few adventurers can saythe same. Therefore, one of their favorite combattactics when on their home ground is to usesweeping motions of their tail and massive wings tocreate a hurling, towering sandstorm in which theycan stand, daring opponents to enter and take themdirectly. If their opponents remain outside thesandstorm, they are unable to see the dragon withinthe whirling wind, while the blue dragon,(unhampered by such restrictions) uses itsterrifying lightning breath to char its enemies tocinder.

Blue dragons are capable strategists and excellentcommanders. They have the power to alter terrainvia use of their illusory skills, and they are capableof taking advantage of every flaw in their enemies'battle plans. When they choose to use troops (suchas human bandits, or desert-dwelling humanoids),the armies under their command are certain to bewell trained and excellently managed.

Blue dragons typically attack from above orbelow, depending on the situation, using theirlightning breath and their spellcraft abilities toutmost advantage. They view retreat as cowardly,and honor all "rules of warfare," including thetaking of prisoners, hostages, and treatinghonorably surrendered enemies with respect.However, they are evil, and rarely are willing tonegotiate anything other than an unconditionalsurrender from defeated opponents.

Interaction With Other DragonsAs previously mentioned, other dragons respect

the blue dragon's ability to interpret law and createbinding contracts. They are natural choices asarbiters for nearby disputes, and occasionally askedto oversee the conviction and punishment for adragon that has failed in some great task or brokenthe laws of the overarching dragon society (though

there are few). Blue dragons see such tasks asopportunities to increase their hoards and also todefine and interpret law and create legal history.When a blue dragon speaks on an issue or creates anew interpretation of law for one of these disputes,the word is carried to all other blue dragons in theregion, informing them of the changes made or thearbitration rendered. This is supposedly done to'keep history and law consistent,' but is actually aploy by the blue dragons to make themselves seemmore important within their own society.

DifferencesBlue dragons are not truly isolationist,

welcoming the occasional visit from humanoidscholars and sages, particularly when they canexchange for some particularly interesting orobscure fact of history or legal precedent.Occasionally, a blue dragon keeps a small "stable" ofhumanoid sages, working at its behest throughouthuman lands in order to dig up some fact or item

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before the next meeting of blue dragons at theSpire. Blue dragons rarely deign to enter humanoidsociety even in the best of times, preferring towatch from afar and record events as history ismade.

Blue dragons occasionally fight over territory orother concerns, using violent methods to settledisputes. However, when possible, they prefer forsuch contests to be an equal test of strategy as theyare of combat prowess, and devise tests of militarymight and warfare. One common tactic requires foreach dragon to find a band of adventurers, and forceor coerce both 'sides' to fight each other while thedragons give orders from above and engage in theirown battle in order to distract their opponent fromcorrectly marshaling and commanding his troops.The winner is the dragon whose troops arevictorious, as determined by the completeannihilation of the other side.

GREENThe forest-dwelling green dragons are both

intelligent and curious, spending the majority oftheir time in travel through their domains. They arequite evil, though they keep to their bargains, andgreen dragons tend to be among the greediest of alldragon species. They are also known for theirimmense psionic and mental abilities, and for theirpride in their own accomplishments. Despite theirproclivity to be swayed by gifts and flattery, greendragons are disciplined and dedicated. They areprone to follow the constraints of their own culture,as well as the dictates of their word.

Physical CharacteristicsGreen dragons are of moderate size, and males

tend to be significantly larger than females. Ingeneral, green dragons are much thinner, moresupple and less bulky than many other dragonspecies, but even in their slender forms one can seesigns of the tremendous muscular strength ripplingbeneath the surface of their scaled skin. A greendragon has a distinctive 'crest* from his forehead tothe nape of his long neck, which rises in ire as thedragon is aroused. When they fight, these crestsstand up stiffly, affirming the dragon's ferocity.

The wings of a green dragon are compact andmuscular, and are relatively short and stiff. Green

dragons are never very acrobatic or competentfliers, and usually prefer to glide. Although born

with wings, they rarely achieve flight beforephysical maturity, using their wings to escapecombat by leaping from high ledges or thetreetops of the forest.

Green dragons are intensely intelligent,voraciously devouring any and all knowledgethat comes into their region. As lizardlings, theylisten to conversations of travelers, picking uplanguages at a phenomenal rate. By the t ime they

are an adult, most green dragons speak upwardsof twenty languages fluently, and can communicatewith varying degrees of fluency in twice as manytongues.

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Part of a green dragon's repertoire of skills comesfrom their mental powers, which even at birth, areconsiderable. They are empathic, telepathic, and candominate and control the minds of others. Whenthey are young, they use these skills (plus theirnatural coloring) to survive in the deepest forestsand to learn skills from passing travelers.Occasionally, young green dragons lair near favoredcamping sites in deep woodland passes, "listening"to the conversations and dreams of all that pass by.

A green dragon has very light scales, mottled andbrownish as a wyrmling, but growing into a richemerald green when they are adults. Their scalesare thin, and extremely flexible, more like a snake'sskin than typical armored scales.

Their feet are strong and flexible, and both foreand aft limbs can be used for grasping and holding.Long, thick claws extend from every finger, and anadditional ridge of spikes extends up the back oreach leg (presumably, to deter those who wouldseek to climb to the great lizard's back).

Green dragons are poisonous, and have anichorous bite as well as a thin coating of poison thatoils their flexible hides. They can secrete this poisonat will from beneath their scale layer, and do sowith regularity. The dragon finds it to be soothing— it eases the rough and scaly patches where thedragon's skin is shedding. Of course, it also providesa hefty deterrent to most predators when thedragon is young, and a danger to those who wouldtry to subdue and ride the dragon when it is older.

Female green dragons tend to be lighter shaded,with mottled colorings of white and yellow alongtheir backs and tails. Their faces are more fanged,and less lizard-like, where the males have a morethickly jawed skull.

Green dragons do not have horns or otheradornments beyond their crests, nor do their wingsbear a fighting claw. Their greatest weapons are notmuscular, but mental. Their greatest attack strengthother than their mental capabilities lies with theirbreath weapon. When angered, a green dragonreleases a tremendous cloud of thick chlorine gasthat is fatal to those who are caught by its vapors. It

is known that green dragons have three stomachsfor the digestion of their food; scholars theorize thatthis noxious breath is the result of a natural processby which the food spoils and rots within thedragon's body. Then, the gas is collected and storedin the dragon's third stomach, and is ready to burstforth whenever the dragon needs the noxious fumesto survive a particular situation.

HabitatGreen dragons live in forested regions — the older

and thicker the forest, the more they prefer it. Greendragons are capable of living in a variety of altitudes,and underwater, and as such they look for sprawlingwildernesses to inhabit. They are not xenophobic (farfrom it), but they like to have areas that can be firmlycontrolled and which are not likely to be upset by asudden encroaching of civilization.

These dragons do not mind sharing their forestswith other creatures, but consider it a challenge tobring the other societies within the forest under theircontrol. They play a delicate game with even the good-aligned creatures in the forest, attempting to establishdominance over all the cultures and civilizations thatmake their home in the dragon's chosen demesne.

When a green takes home in cliffs or caves abovethe forest, their lairs are occasionally mistaken forvolcanoes — thick puffs of chlorine gas frequentlypuff up from the dragon's innermost chambers, andother residents must have many ventilationpassages in order to prevent accidental suffocationby their master's presence. The stinging odor ofchlorine permeates the wind in such locations, andin cases of extremely large and powerful greendragons this scent may even extend through theentire forest, warning intruders before they set footinto the region.

Green dragons are good hunters, and make theirdiet primarily on animals and forest beasts that theycapture and kill with their breath, They are alsocapable of living on plant matter, feeding ongrasses, bushes and trees during particularly hardtimes or when the dragon is simply interested in achange of pace.

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Green Dragon SocietyAs young dragons, they are raised by a single

parent, which allows the young wyrmlings free reinwithin their territory. When two green dragonsmate, they remain together until an entire clutch isspawned (as many as eight at a time), and thendivide the resulting offspring. The male returns tohis province with one half of the brood, and thefemale keeps the rest within her territories.

Young dragons have free roam of the forest,choosing their own small lairs within the olderdragon's territory. They return to their parent,

exchanging stories and questions about the thingsthat they have seen, and to practice their ever-growing mental powers. During this time, they gainan innate empathic ability with the forest itself,learning to identify every tree and shrub withintheir local region. Green dragons can learn fromthese plants much the way other creatures speak toanimals — although the amount of informationprovided is less specific, and plants are much lesserudite. Still, this can prove an invaluable resourcefor protection to the young wyrmling.

As the green dragons grow, they use theirparent's forest as a trainingground, attacking each other aswell as practicing theirhunting skills on localbeasts, travelers, and nearbycivilizations. At any giventime, there may be as many asten green dragons within amajor forest region — rangingfrom the adult or older parent,to as many as three separatelitters of 1-4 wyrmlings. Thenumber varies, as their youngare brought down by predators,or even by each other.

Once green dragons reachthe beginning of their youngadult stage, they must formallycontest with their parent forcontrol of the forest domain. Itis not expected that the youngdragon win the contest, noreven that it perform well. It isonly a formality that proceedsthe green's exile from theirparent's home. However, if theyoung does well in theircontest, the parent may decideto release a small 'dowry' oftheir hoard to the child, to helpthem establish their own lairwhen the time comes. With

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that small tithe, the young green dragon must maketheir way outside the forest, and seek their owndomain within the wide world.

Discovering a forest realm that has not alreadybeen chosen by other powerful races — elves,unicorns, or other magical creatures — is the firstdifficulty facing a young green. Some green dragonschoose to ally with these races, accepting a smallportion of a larger forest in exchange for theirservices from time to time. Because green dragonsare known for keeping their word, and because theyfight with great fervor to keep the forest untouchedby those who would defile it, even good-alignedelves accept this bargain, though not blindly norwithout misgivings. Then, as the green dragongrows older, it uses every advantage to increase itsholdings within the forest until it possesses theentire region. This can game can take centuries —won through patience more than strength.

Green dragons also make use of undergroundlairs, and are comfortable taking up residence inforest lakes or mountain caverns surrounded bylush tree lined hills. They like to have at least onemain vantage point from which to survey their'holdings', and use this point to lift off into flightwhenever possible. They tend to keep their hoardsburied in these caves, protected by traps, waterycaverns, or servitor races.

Many dragons have servitor races — typicallyprimitive humanoids such as goblins or ores.However, because green dragons have such superbmental control, they keep more advanced races asallies and slaves. Their lairs can take the form ofgreat carved caverns housing an entire societywithin the forest depths. In these cases, you canbe sure that all of the residents are mentallydominated or persuaded to offer their unceasingloyalty to the dragon and are willing to give theirlives to defend his hoard. The young wyrmlings, aswell, live near their parent's home. As such, makingthe decision to invade or destroy a green dragon isa perilous undertaking not often survived.

Combat TacticsNotorious bullies, green dragons use their mental

abilities to humiliate and demoralize theiropponents long before they choose to fight withtooth and claw. Actually, a green dragon does notenjoy physical combat, although they are certainlycapable of it. They prefer to use subtlety andpowerful mental powers, as well as their allies andminions within the forest to destroy interloperslong before they can threaten the dragon directly.

Because the dragon's chlorine breath does notdestroy the forest itself, a green has no impunitiesabout strafing runs, covering its own forest with thedeadly gas in order to catch a particularly elusiveenemy. The forest may wilt, with many of thesmaller creatures dying —- but it will alwaysregenerate within the dragon's lifetime.

Green dragons enjoy watching fights, andoccasionally test interlopers by setting them against thedragon's strongest defender. If the enemy wins, they areset free (a green dragon keeps its word). In this manner,they keep their own defenders battle-ready, and showno mercy to those that defy their domain.

Interaction With Other DragonsGreen dragons are closer to their forest minions

than to other dragons, and rarely know much aboutthe society outside their own. They are aware of thelaws and traditions, hut do not take advantage ofthem, nor do they challenge other dragons tocontests other than for the purpose of taking a ripeforest domain. They do, however, hate copperdragons with all their hearts (a feud said to havebegun at the birth of time) and take up arms againstcopper dragons at every opportunity.

If a green dragon is disturbed and must gatherwith other dragons for any reason, it travels with anentourage of its most powerful servants — typicallya wizard or other spellcaster — and leave the restbehind to guard the demesne. Green dragons do notlike to be away from their forests for very long.They make certain that such occasions areinfrequent, and they likely return home as quicklyas possible.

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If chosen as arbiter by another dragon, or ifforced to involve themselves in disputes or otherdraconic affairs, green dragons are impatient andgrumpy but just in their decisions. They do have ahabit of cruelty, and rarely set terms for adisagreement that are simply won, preferring bothsides to experience loss before the contest is settled.

DifferencesMany dragons are xenophobic, keeping to

themselves and fighting any intruders into theirdomains, no matter what species the visitors maybe. Green dragons do not defend their territories sorigorously, and allow travelers to pass throughunmolested. They see visitors as an opportunity togather new 'recruits', after molding the minds oftheir opponents. Adventuring parties may be morethan a little surprised to see their own armies comemarching after them, once the green dragon has hada chance to slip thoughts into their dreams andmanipulate their subconscious minds.

Green dragons take careful note of usefulindividuals, and occasionally propose a permanentalliance with someone they respect. It is notunknown for a green dragon to take a rider, seeingthe long-term benefit of acquiring more treasureand more territory as a greater cause. Nevertheless,such an arrangement never results in servitude —the green may be choosing to carry a lesser mortalwhile in flight — but he is not a servant in any way.Green dragons are prideful and spiteful, and canmake powerful enemies if crossed or disrespectedeven by the most powerful of allies or companions.Green dragons prefer to make such bargains withpowerful fighters or lesser spellcasters, and arewary of any magic-user that is not under theircontrol. Wizards have very powerful minds,difficult to control, and most green dragons are notwilling to take the risk involved in sharing thesecrets of haven and hoard with someone they cannot mentally dominate if the need arises.

RED

Among the largest of all dragons, the proud raceof red dragons can certainly be termed the mostdangerous. Bold, arrogant, and nearly unstoppableby mortal methods, red dragons are the scourge ofcivilization, a force of nature to be feared andavoided at all costs. The home territories of a reddragon never contain habitats that are notcompletely subjugated by the will of the draconicOverlord.

Physical CharacteristicsEven at a young age, red dragons are much larger

than other dragon species. When first born, theclutch of hatchlings competes immediately for food.Only the strongest rise from the clutch of eggs aftereating its siblings. The child or last two childrenthat survive are immediately adopted as rightfulheirs by the parent (only one parent remains toguard the clutch of eggs, determined by thecomparative ages of the mated pair — the youngeraccedes to the will of the older).

Wyrmling red dragons are already prepared forcombat, with iron-hard scales and thick, sharpclaws and teeth. From the moment they hatch fromthe egg, they must prove themselves to bephysically superior, or they will die at the claws oftheir siblings. Their scales are a bright, glossyscarlet, with small but functional wings that enablethem to fly short distances. They are voraciousmeat-eaters, and spend most of their first yearseating anything they can catch and kill. Theirparent may spend some time amusing itself byfinding appropriate food for their child to tormentand feed upon — any sentient being will do, thoughelves are preferred.

As young red dragons mature, they grow rapidly.Their wings expand and become capable of longerflights, and the proud crown of horns that risesabove their heads grows longer and moredistinctive. Their scales deepen into true red,striped lightly with a shading of black andhighlights of burnished yellow. Their wingspanbecomes truly mammoth, and their tails thicken

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into powerful weapons. The spikes of a red dragon'sback and tail are mildly poisonous, preventingriders from easily climbing aboard, and thedragon is mobile enough to lash mostinterlopers from its back with swiftstrikes of its massive tail.

A red dragon has a crest up thelength of their neck, spreading thisridge wide when attempting toestablish its dominance overanother creature. When thedragon breathes flame,these ridges flatten backagainst the neck — offeringthe truly wary anopportunity to duckbefore the flameerupts from thedragon's mouth.Because of their fieryinternal digestive tract,red dragons have a bodytemperature hot enoughto sear flesh at a touch, andby passing nearby, a red dragonis capable of setting drywood on fire. They thinkthat this proves theirsuperiority to forest-dwelling creatures suchas green dragons, anddelight in walkingthrough grasslandsand thin drywoodforests, setting firesand eradicating allvegetable life inthe area.

When they aremature, red dragons aregigantic, reaching an average length of more than80 feet from nose to tail tip, and occasionally aslong as 100 feet in particularly large specimens. Atfull maturity, they range in color from a dark scarlet

to a burnished coppery red, with bluish ash-coloredwings and ridges. Older specimens may have more

intense coloration, and wings andridges that darken toward jet-

black. Their eyes are theyellow color of flame, or ofwhirling pools of moltenlava that glow in the darklike beacons.

HabitatRed dragons prefer

plains with highmountains, and searchfor years to find aterritory with an

adequate heat source fortheir needs. Desert

plateaus, volcanic regions, orabundant hot springs are a

requirement for inhabitation, andif necessary the dragon digs deep into

the crust of an inactive volcano inorder to release the molten lava

beneath and restore themountain's flame.

Red dragons are proneto areas with smallpopulations that can besubjugated. They rulethrough fear, and are notunwilling to accept tithein exchange for theircontinued good will.Most cities with a reddragon in the area titheheavily of gold and jewels,as well as with cartloadsof peasants to feed the

dragon's hunger. Red dragons usetheir innate scrying abilities to study such areas,keeping an eye on any possible rebellion or thoughtof refusal. If they suspect that such is occurring, ajudicious flame of farmland and herd usually proves

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to reinforce the dragon's superiority and reeducatethe masses that their Overlord is not to be trifledwith.

Intelligent and capable, red dragons are excellentsorcerers, sometimes deliberately attacking andcapturing wizards' holds or scholarly academies inorder to gain their libraries and spells. Theyconsider magic to be one of the most powerfulweapons at their command; the only way that acommon mortal could challenge the dragon'sauthority. Therefore, they keep apprised on anymagical advancements or new spells, and are awareof any and all powerful wizards within their chosenterritories.

Red Dragon SocietyYoung red dragons are raised either singly or in a

pair by a single parent. They are not treated aschildren, but used as slaves in exchange for food,education, and other amenities of the parent'sterritory. This leads to resentment and bitterness —and the requisite desire to kill their elder when theyreach an age of majority. Although they may betreated fairly well, their tenure with the olderdragon is invariably one in which the elder dragonmocks the youngling's ferocity and battle-prowessin order to foster a greater desire to learn and totorture those that it can dominate. From thebeginning, red dragons are taught that they are thegreatest, most powerful, most capable species in theworld, and that all other races (even draconic)should bow before their clearly superior might.

Red dragons are taught to hunt the prisoners ofolder dragons, sometimes captured for this verypurpose. When they are old enough, they acquirepersonal targets, slowly becoming proficient inmagic and physical combat as they mature. Theyoccasionally create a small hoard of their own fromtheir frequent kills, hiding it far from its parent, andhoping that the elder red dragon does not use itsclairvoyance to discover the treasure andappropriate it for its own interests.

When a juvenile red dragon reaches its fullmaturity, it invariably attacks its parent, hoping to

kill the older red and seize control of its lair andhoard. Assuming that the young red fails (althoughthat is certainly not always the case, as red dragonspossess superior mental ability as well as physicalstrength), the red is exiled from the local territory,and must make its way out, injured and vulnerable.Once it has found a safe place to heal from thecombat with its parent, the red undoubtedly seeks anew location to make its own territory — or finds aweaker dragon and seizes the region, killing theoriginal inhabitants with impunity

Only after the red has established its ownterritory and effectively cowed its inhabitants willthe dragon seek out any others in the region. Thered does not come to parlay or discuss territorialboundaries, but to kill and usurp local areas that itfinds attractive. Once it discovers the absolute edgeof its region, and has killed other dragons in the areathat prove weaker than itself the dragon is content.

Red dragons are fiercely territorial, and do notallow intrusion except for the purpose of mating.Even then, they prefer to have the business done asswiftly as possible, encouraging the other partner toleave as soon as a successful clutch has been formed.They rarely maintain any connections with eachother, but are always intimately aware of other reddragons within a thousand miles or more. Reddragons are secretive, as they use their clairvoyantabilities to spy on each other whenever possible,hoping to discover some flaw that allows them todestroy their neighbor and steal his territory andhoard.

Combat TacticsRed dragons are ferocious and brutal, using both

physical strength and magical prowess to defendtheir territories and to seize what they considerrightfully theirs — namely, everything. They areconfident, and while that could be considered a flawin any lesser creature, red dragons have every reasonto be confident of their awe-inspiring abilities. Fewcan stand against the wrath of a mature red, and noother dragon has the sheer combat capacity of afully grown Wyrm of the red species.

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SARYN-SERRUS, THE SILVER DEFENDERGreat Wyrm, Colossal Silver Dragon: CR 25; SZ C(dragon, air); HD 40d12+400; hp 660 hp; Init +0:Spd 40ft., fly 200 ft. (clumsy); AC 41 (-8 size,+39 natural); Atks Bite +48 melee (4d6+13), 2 claws+48 melee (2d8+13), 2 wings+48 melee (2d6+13),tail slap +48 melee, tail sweep +48 melee (2d6);Face/Reach: 20 ft. by 40 ft/15 ft.; SA Breath Weapon(24d8, DC 39), crush (4d6+13); SQ 5R 32, damagereduction (20/+3), fear (DC 40), scent, spells, waterbreathing, cloudwalking, 3/day — polymorph self, fogcloud, control winds, 2/day — feather fa l l , 1/day —control weather, reverse gravity; SV Fort +32, Ref +22,Will +32; Str 43, Dex10, Con 31, Int 30, Wis 31,Cha 30; AL LG. Skills: Alchemy+35, Bluff+25,Concentration +38, Diplomacy +25, GatherInformation +25, Intimidate +25, Intuit Direction +30,Knowledge (arcana) +25, Knowledge (dragonkind) +25,Knowledge (history) +25, Knowledge (religion) +30,Knowledge (the planes) +25, Knowledge (underearth)+25, Listen +25, Scry +22, Search +25, Sense Motive+25, Spellcraft +32, Spot +35, Wilderness Lore +25.Feats: Alertness, Blind-fight, Combat Casting, Hover,Improved Critical (Bite), Improved Initiative, Expertise,Fly-By Attack, Power Attack, Snatch, Wingover. Spells(15th Level Sorcerer) (6/8/7/7/7/7/6/6/6/4)0: dancing lights, daze, detect magic, ghost sound, light,

mage hand, mending, ray of frost, read magic; 1st: mage

armor, magic missile, shocking grasp, silent image, spider

climb; 2nd: alter self, invisibility, melf's acid arrow, see

invisibility, web; 3rd: dispel magic, fly, hold person, lightning

bolt; 4th: charm monster, fire shield, fire trap, polymorph

self; 5th: cone of cold, hold monster, permanency, teleport;

6th: add fog, chain lightning, contingency; 7th: delayed blast

fireball, power word, stun, teleport without error, 8th: horrid

witting, mass charm, symbol; 9th: shapechange, summon

monster IX. (15th Level Cleric) 6/7+1 /6+1 / 6+1 /5+1 /5+1/3+1/2+1/1+1

When possible, a red dragon uses a simpleclaw/claw/bite routine on its enemies so as not todestroy any treasure that the adventurers may havebrought with them. Red dragons do not fear theiropponents, so they escalate their capacity only asthey feel is necessary to defeat their opponentsquickly and with a minimum loss of valuables.However, if the dragon feels threatened, it employsevery method possible for destroying its enemies inthe most cruel and vicious fashion imaginable.

Red dragons are sadistic, and genuinely enjoy thesuffering of others. The purpose of fighting is bothto reinforce their superiority and to enjoy the terrorand pain of their small, squirming opponents. Reddragons linger over a particularly satisfying death,using healing spells and other "gifts" in order toprolong the torment of an enemy.

Interaction With Other DragonsRed dragons wish to subjugate and dominate

anything they can come into contact with,including other dragons. In fact, their speciesconsiders it to be a mark of prestige to make slavesof the other dragon races, and red dragonsoccasionally grant an enemy's surrender if theconquered dragon submits to slavery andrelinquishes his hoard.

Red dragons use their clairvoyant abilities tolocate weaker dragons, and usurp their eggs. Whenthey can, they enslave the wyrmlings as soon asthey are born (to create a more docile servant) andthen the red destroys the parent. These youngdragons are fitted with a thick steel collar by the reddragons' servitors, and are used as beasts of burdenfor the first few years of their life in order to grindthe will and spirit out of their young flesh.Although red dragons never willingly accept a riderthemselves, they encourage their servitors to ridethese young wyrmlings, teaching the dragonservitors further that they are completelysubservient.

Chaotic in nature and completely untrustworthy,they are almost never invoked as arbiters in the

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disagreements of other dragons. Still, the otherspecies cannot totally ignore the red, for it is one ofthe most powerful of the subraces. Gaining theirdispleasure would be dangerous, indeed — reddragons have frequently suggested an all-out waragainst the other colors of dragon. Only their innateschismatic nature makes such a widespread ventureunlikely.

DifferencesWhere other evil dragons are innately lazy except

for their rampant greed, red dragons do not sufferfrom sloth. They are industrious and eager to learn,studying everything they can acquire, particularlymagic tomes. They create separate hoards for thepurpose of protecting particularly valuable itemsapart from their main hoard.

A red dragon does not typically conform to thestereotype of collecting a large pile of gold coins,leaving them scattered about a ruined keep or greatcavern, On the contrary — a red dragon uses itsgold for a very practical purpose. Bathing. Inside thevolcano where the red dragon lives, there is usuallyat least one tremendous bowl that the dragonattempts to fill with raw gold, silver, and otherprecious metals. Then, by releasing the mountain'sheat or by creating a furnace with its own breath,the dragon superheats the metal into a boilingfroth. This thick, lava-like substance becomes thedragon's preferred resting place, as it boils aroundthe heated scales of the red as they repose incontemplation or send their thoughts to distantplaces in search of a particular treasure or conquest.

Lastly, red dragons never allow themselves to betaken prisoner or subjugated by lesser races.Universally, they resort to suicide before beingtaken captive, and they never surrender except inthe hopes of achieving a future victory (especiallyafter its enemy has relaxed his guard). Red dragonsare vengeful and vicious, hunting those who seek todominate their race in such a manner. Any tales of'red dragons flying with riders' or of a red beingtaken captive certainly stirs the anger of the olderbeasts. If that happens, the red dragons hunt downthe "traitor" to their racial pride, destroying the red,his erstwhile "conqueror" and a radius many milesin diameter as a way to express their extremedispleasure.

WHITEThe smallest and most agile of all dragons, white

dragons live in frigid polar regions and arctictundra. They are not extraordinarily intelligent,feeding on anything they can catch, and avoidingpolitics where possible. Because few other dragonshave any interest in their frozen domains, they tendto be ignored. On those few occasions when whitedragons come out of their polar environments, theyare bullied and scoffed at by their larger kin. Thebottom of the feeding chain among dragons, whitedragons tend to be vicious and bitter about their lotin life.

Physical characteristics?White dragons are the smallest of all dragon

subraces, and the largest tend to reach only 35 feet

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long in their adult state. Their scales are covered ina fine fur-like growth similar to moss, which helpsto insulate and protect them from the intense coldof their habitat. Their feet are broad and furredbetween their thick pads, and their claws can besheathed to prevent ice from forming between thetoes.

White dragons have only a small crest at the rearof their cranium, and it is not retractable. It remainsextended, the single horn jutting from the rear oftheir skull, and can be used to attack creatures thatclimb upon the dragon's neck and back. As whitedragons are smaller than other species, they are alsomore supple, and have no problem spearinghumanoids that climb aboard hoping for a ride.

The wings of a white dragon are noticeablytattered and worn about the edges. This is a resultof the freezing ice that collects on the dragon'swings in flight. The edges of their wings freeze andbreak off, leaving the edge of the wing as a tattered-looking line. Fortunately, they are constantlyregrowing new, young membrane (similar to ahuman's fingernails) to replace the parts whichbreak off due to weather.

The scales of a white dragon are extremely thick,and do not make good armor. In particular, the bellyand upper neck ridges of the white are as solid assteel, and ridged in unusual patterns. The dragon'smuscles are hard-packed in order to retain agilitydespite this thick coating, and both muscle andscale are difficult to cut through with normalweapons.

White dragons have short, stubby tails that areuseful as rudders in aerial maneuvers. When theyare young, their tails can break off and regrow,allowing them to escape from predators who have agrip on the young white. Their wings have similarregenerative properties, and the young dragonknows how to fly from the beginning of its life.White dragons are extraordinarily healthy,recovering from injury and disease in a fraction ofthe time one would expect.

The muzzle of a white dragon is pointed, muchlike the beak of a bird. Their teeth are sharp, but

small, and they rely on the beak's cutting edge tobreak large pieces from their prey. Because of this,they prefer their meat to be frozen — easier to cutaway with the beak of their jaw, and find it simplerto shatter smaller bones within their mouths. Theirjaw is incredibly strong, able to snap a man in halfeasily, despite his armor or other defensiveprotections,

HabitatWhite dragons live in frigid areas, from polar ice

caps to frozen tundra. They prefer the coldest andmost arctic parts of the world, happily shunning heatwherever possible. In fact, white dragons have beenknown to artificially cool down an area by sealingvolcanoes, carrying strips of glacier-like ice to coatlakes, and using their frozen breath to create snowand ice in their territory.

Deep subterranean caverns are appropriate lairs,provided that there is no geothermal activity in thearea. The lair of a white dragon is always icy, coatedwith layer upon layer of frozen mist and thicksnowbanks. Their personal resting place is sub-arctic, frozen beneath layers of ice, constantlycooled by the dragon's breath and icy presence.What gold and gems they possess are likewisefrozen beneath super-cooled water, shining dimlyin the faint light escaping through the passages ofthe dragon's lair. Of course, no torches, lanterns, orother sources of heat are allowed near the dragon'shoard, lest their presence ruin the sculptures of iceand gold that the dragon labored to create.

White dragons do not appreciate water, but theyadore ice. They spend a great deal of time in a lakewhen they are bored, freezing the water completelysolid from top to bottom. This causes seriousdroughts farther down the river, as the water fromthe lake no longer flows downstream. It also tendsto back up the water system, creating new riversand breeches beneath the ground where the wateris forced to break through.

A white dragon's lair also contains one room thatmost other dragons do not think to create: a prison,and one that also serves as a food repository. When a

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white dragon takes prey from a hunting expedition,they leave it to freeze in a particularly cold portion ofits lair. Whether alive or dead, these creatures arefrozen in place, usually hanging from the ceiling ofthe ice cavern so their blood trickles down into themeat. Prisoners left in this fashion do not survive forlong before their bodies succumb to hypothermia.

White Dragon SocietyWhite dragon society can best be described as a

group of barking dogs, marking the territory thatthey consider "theirs" and defending it to the deathagainst any interlopers. White dragons, asmentioned earlier, are not extremely bright. Theyhave been known to kill each other in the midst ofsearching for a mate, unable to recognize the signsof mating procedures before their territorial instinct

drives them into combat. When they do mate, whitedragons leave their eggs scattered on frozen cliffs oracross broad wastelands, and do not recognize theiroffspring. White dragon eggs appear to be largegray boulders covered with snow. When they havehardened (subjected to freezing temperatures) andthe gestation is complete, the wyrmling whitedragons hatch. When white dragons lay eggs, theydrop as many as thirty, but only about half to two-thirds of the eggs actually hatch.

If they can catch them, white dragons eat theirown young. Specialists are unsure if this is becausewhite dragons do not recognize the wyrmlings astheir kin, or if the white dragons feel that the youngones could be a threat, and are protecting theirterritory. In any case, wyrmlings hide and stay awayfrom the larger dragons, occasionally hunting andeating each other. Not differentiating betweenfriends and enemies, they kill everything they can.

If there can be said to be a white dragon "society"at all, it is almost entirely within their patterns.White dragons mark their territories with strangeglaciers of ice, shaped into twisting patterns thatstand as much as 20 feet high. Each year, the whitecircles its area, checking for intruders andthickening the ice pillar with its breath and packedsnow. The larger the pillar, the older and morepowerful the white dragon that lives in the region.Each dragon has a particular pattern to itssculpture, and all of the dragon's pillars lookidentical. Yet, somehow, no white dragon uses thesame patterns upon its pillar that another whitecreates. This may be some deep-seated culturalinstinct or mere random chance, but white dragonsare capable of recognizing each other through thesepatterns as easily as humans can read a signpost orunderstand a trail-marker.

Combat TacticsWhere white dragons are concerned, simple

tactics are the best. They use a standard routine ofattacking with their claws, lifting opponents highinto the air and then dropping them, or bitingthrough with their powerful jaws. Where possible,

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a white dragon drives its opponents into a boxcanyon or glacier rift, sealing them in with forcefulblasts of its wintry breath. When the prey has hadtime to die and freeze, the white dragon returns,digging them up again for food.

White dragons have limited spell-like abilities,most of which are closely identified with nature.Their ability to control wind and storms is veryuseful when attacking ships that sail up the frozencoastline. Their control of fog and ice makeexcellent resources when they choose to prey upona shipping train burdened with furs and meat. Ifthey are fighting other dragons, white dragons usetheir superior speed and agility to avoid combat,fleeing into the hills and glaciers and leavingbehind sheets of ice and fog to cover their retreat.White dragons are not stupid enough to believethat they can best a dragon twice their size inphysical combat, and will abandon their territory ifthey believe that they are obviously outmatched.

Occasionally, small packs of white dragons attacka larger dragon of differing color, driving theinterloper out of the frozen wastes. This is the onlyrecorded instance of white dragons workingtogether to solve any problem. Still, after they havesuccessfully killed their enemy, the white dragonsusually turn upon each other and fight until theydispersed or killed by the strongest of the pack.These pack tendencies only occur when a large areais threatened, and is likely to be comprised of anumber of young white dragons, and only one oldermember of the species.

Interaction With Other DragonsOther dragons see white dragons as ravening

beasts with hardly the sentience to be called dragonsat all. Although white dragons are perfectly capableof speech and sentient thought, their intellect isbelow-average for dragon culture. They are treatedas second-rate cousins, at best, and their frozenterritories are the laughingstock of draconic society.

More intelligent dragons seek to capture youngwhite wyrmlings to use as slaves or serfs withintheir own demesnes, using them as beasts of burden

or as watchdogs over the larger dragon's hoards.This rarely works as a permanent arrangement, asthe white dragon's greediness and violenttendencies eventually lead to the white seeking itsfreedom or rebelling viciously against its "owner."Even if the white dragon is treated well and given ahoard of its own (however small or meaningless tothe larger wyrm), the white invariably bites thehand that feeds it.

Occasionally, a white dragon is raised by a gold orother metallic dragon as a sort of an experiment incultural intricacies. The gold dragons haveexpressed this interest as a sociological experimentto see if the beasts can be taught morals andintelligence. It has not yet created a "superior"species of white dragon, although occasionalspecimens have been able to overcome their humblebeginnings and learn magic or primitive moralqualities. Some of these exceptional white dragonsbecome good-aligned, so long as their mentor doesnot leave them to their own devices for long. If leftalone, the white always return to its barbaricnature, unable to break the codes of behaviorimprinted into its genetic origins.

DifferencesMost dragon hoards contain expensive works of art,

elaborate magical items or antiques. White dragonsdo not have any such sense of selectiveness, andcollect the most eclectic collage of items within theirhoard. Most of them cannot distinguish betweencunningly artificed glass and real jewels, and theirhoards are as likely to contain one as the other.

If a white dragon's hoard contains any magicalitems, it is probably a fluke. They collect whateverthey find on their kills, so if a warrior happened tobring along his magical sword or armor, it is goingto end up in the dragon's hoard (assuming, ofcourse, that the sword had gems in its hilt). Beyondthat, the white dragon is not likely to collectparticular items of historical or magical note. Theyare not really capable of controlling mortalservitors, so neither do they keep libraries or otherhumanoid possessions.

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METALLIC DRAGONS

BRASS

Brass dragons are gregarious and friendly,preferring discussion to combat. They are relativelycommon, but few specimens of advanced age can befound. They are the only species of dragon thatwillingly and enthusiastically invite anothersentient being to sit on their backs and ride throughthe air. They also tend to be our primary source ofinformation about dragonkind, as they are morethan willing to gossip about others of their race,species aside.

Physical CharacteristicsAs dragonets, brass dragons are at base

unimpressive, and can pass for several varieties oflarge lizard. Their scales are a mottled dull brown,lightly pattered with diamond-like geometricshapes. They are tiny creatures at first, the size oflarge housecats, but they rapidly grow through theiradolescent years. As they get larger and spend moretime in the sun (a favorite past time of the brass),their scales become more shiny and reflective.

A brass dragon's wings do not sprout until theyhave reached young adulthood, and are considereda sign of pubescence and burgeoning maturity.Until then, they are unable to fly, and must make dowith land-based strategies rather than the three-dimensional terrain of the air. When they do grow,however, a brass dragon's wings are most beautifulto behold. Spread at all times and held up onmonstrously large "spokes" like the wings of somefantastic butterfly, they are more darkly coloredthan the scales of the dragon, and provide contrast.

The wings of a brass dragon grow from the sidesof its back scales, and the riffs of the wings extenddown to cover the entire tail like a mane ofmembrane and sharp spokes. If cut significantly, thebrass dragon is unable to fly, but their uniquedesign still allows them to make tremendousleaping jumps, relying on the sturdy design to carrythem in a sort of hang-glide maneuver.

As with most other dragons, the brass has large

head-plates that rise from either of its cheekbonesand sweep out to cover and protect the rear of itsskull. These plates are made of brassy bone,hardened in layers as the dragon grows. Theseplates are extremely defensive, and allow thedragon to make butting attacks with its head inaddition to other combat maneuvers.

Although their wings are extremely large andthick, one of a brass dragon's greatest weaknesses isits small, delicate feet. Once the brass dragonreaches the age of maturity and can fly, their feet donot seem to strengthen or thicken, as with thedevelopment of other dragons. On the contrary,their feet continue to be a brass dragon's greatestsore spot for the rest of their existences, and theycomplain bitterly about the pain if forced to trek onfoot for long distances.

Male brass dragons have spike-like protrusionsfrom the back of their gracefully arched necks.Spread between these spikes are glorious scarletmembranes that contrast beautifully with theirwings and scales. When a brass dragon male islooking for a mate, he extends these spikes and keepthe scarlet membranes on display, hoping that aneligible female notices his interest and return it.This is the simplest way to tell a male brass from hisfemale counterparts.

HabitatBrass dragons prefer to live in arid, rugged climates

such as open plains or grassy wastes. They very muchenjoy basking in a hot sun, and choose habitats thatinclude at least one raised, rocky area fit forsunbathing.

Although they do not live near civilized regions ormajor cities, brass dragons prefer to have at least onemajor trade route that travels through their region.They enjoy watching human society evolve, andchoose to make conversation with those travelersunlucky enough to stray from the beaten path.Because brass dragons can eat literally anything(including some types of stone and metal), they needrarely worry about hunting,so long as their need forcommunication is met from time to time.

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Brass Dragon SocietyBrass dragon society is full of celebrations,

gatherings, and holiday parties. They meet severaltimes a year in small groups, using the opportunityto acquaint themselves with one another, to passstories, and to share company. If a brass dragon doesnot attend some of these functions for several years,it sinks into a state of depression and weariness.Brass dragons are known for their need for societyand companionship, and therefore encourage eachother to visit often.

Young brass dragons tend to stay together inpacks of two to four, using group strategies to findfood enough to feed them all. While in this stage,they develop close relationships with their siblings,keeping those friendships throughout life.Although brass dragons do not attend to their eggsonce laid, young adult brass dragonsoccasionally adopt smallpacks of brass dragonets

and assist them in learning the lessons they mustabsorb in order to survive.

However, there is the occasional brass dragonthat does not seek the company of their friends asoften as them might like to. These brass dragons,known collectively as the "Keepers" are responsiblefor a very important task in the dragon world. Theirduties are to guard and protect dragon graveyards— those enigmatic sites where dragons go to spendtheir final hours, and to leave behind their mortalshell. Dragon graveyards are home to potentprotection magics, and not even the most evil anddeceitful of dragons would dare violate these mostholy of dragon sites. The brass dragons who protectthem are anomalies among their kind — they prefer

to listen, rather than totalk.

These graveyards arelocated in extremely

isolated regions, typicallywithin the bowl of a large crater, or

in some deep valley hidden within animpenetrable mountain range. As it is

typically a brass dragon that ischosen to guard these sites,

certain of the brassdragons rarely attend

the gatherings put onby other members

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VENATOR ROSA

This blue dragon existed for centuries on theoutskirts of a colossal human empire, and initiallychose to keep its borders relatively small. As theempire's soldiery grew more skilled, the emperordispatched a champion to destroy the blue dragonvexing his men. The dragon had never faced such amighty or loyal foe and, impressed, slew thechampion and took both his name and form."Venator Rosa" returned a great hero with thedragon's hoard, which filled the emperor's personalcoffers. When the emperor died in a freak lightningstorm, Venator Rosa seized the throne, and renamedthe empire in the name of the army he so favored:the Legio Draconis. Within a decade, Legio Draconishad claimed over half the continent, and evenrecruited those rare chromatic dragons who wouldspeak to Rosa in private.

Though his rule was strong, it was notunchallenged. The emperor's heir had fled thecountry to drum up support from his father's tradingpartners, all the while warning that Rosa would notbe satisfied with one land. Back home, several

loyalists repeatedly attempted to assassinate Rosa,only to find that the man could not only survivevirtually any wound, but also had no compunctionsagainst slaughtering his political foes and theirfamilies. Driven to the underground, the imperialloyalists found themselves unlikely allies with thecriminals of the empire, whom Rosa had decimated.

Eventually, Rosa fully conquered the continent,and set about solidifying his rule before pressingforward. By this point, a decade had passed withoutRosa noticeably aging, and the church had declaredhim a god. Sacrifices were held in his honor, and thetithes from foreign lands swelled the coffers so thatan entire fortress was built just to house them. Forfive years, Venator Rosa moved through the shadowsof Legio Draconis, slaying all his foes and breedingloyalty.

(Continued)

of their kind. These dragons are a solitary group,unusual among their kind, and are usually lonelyand desperate for company.

Combat TacticsIn combat, brass dragons prefer to outnumber

their opponents if at all possible. As one of the fewdragon species that actively maintains ties andrelationships with other members of their kind, thebrass dragons usually live close enough to eachother to be able to respond to a cry for help or a callto arms. Although they spend most of theirchildhood on the ground, brass dragons prefer tofight from the air, using distance weapons such astheir breath attacks rather than engaging in tooth &nail tactics.

If angered, brass dragons use their spell abilitiesto dominate an opponent's mind and force him toflee. Their control over others allows them to breakup military formations by sending large formationsof their enemy running home, while their sleepcloud breath weapon causes confusion anddisorientation in small parties as well as largearmies.

Because they share similar habitats, brass dragonsand blue dragons are mortal enemies. When facedwith such an opponent, brass dragons rally theirfellows and attack the blue en masse, using speedrather than strength to outwit the larger dragon.However, blue dragons are dangerous strategists,often outwitting brass dragons and killing significantnumbers before fleeing the area. Such battles areuncommon, but when they occur, they are always putdown in brass dragon legend so that the dead maylive on in the memories of their species.

Interaction with Other DragonsBrass dragons would love to interact with other

dragons — all the time! However, most otherdragons are far more xenophobic than the chattybrass, and take territorial trespassing as a challengeto combat. Therefore, brass dragons tend to remainamong their kind, visiting a few gold or greendragons, as those are the two species least likely tomind an occasional visitor.

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However, the one brass dragon that is respectedwidely among all dragonkind is the Keeper. When adragon goes to die in the graveyards, they spendtheir last days in the company of the brass Keepers,telling their life stories to the only other living soulfor miles around. The Keepers remember theirstories, ensuring that they liveon — but they are not freewith their information.Getting a story out of a Keeperis akin to pulling teeth — theydo not lightly betray thetrust of the manyancient dragons whohave committed mortalbodies to their care.

With the exceptionof the Keepers, brassdragons are seen asannoying pranksters,chatty sycophantsand naive socialbutterflies. Fewdragons genuinely likethe brass species, and fewerstill respect the averagemember of their sub-race.

BRONZEThe master shape-

changers ofdragonkind, bronzedragons spend nearly aquarter of their life inanother form,occasionally livingan entire mortallifetime without everrevealing their truenature. Called by somethe "magpies" of dragonsociety, the often-misunderstood bronzedragon is a fearless and loyalfriend to those in need.

Physical CharacteristicsIn their natural form, bronze dragons are

exceptionally large, reaching 80 ft, from nose to tailby the time they reach adulthood. Their scales,rather dull and yellowish-green when they are

young, turn into a splendidly reflective metallicbronze that sparkles in the sunlight with

magnificent greenish flares.Their scales are larger thanthose of most otherdragons, and make

exceptional shields andbreastplates; on occasion, abronze dragon offers an

outgrown scale to a comrade or someonethat has done a particularly brave deed, as a

token of respect.Their wings are broad, and

thicker than normal, forbronze dragons rarelychoose to fly. Their wingsare surmounted by large,a g g r e s s i v e - l o o k i n gspikes that are usefulfor impaling anopponent — one of thebronze dragon'sfavorite tactics. Theirforelegs are also winged,

with membranous flapssimilar to those found onflying squirrels. Theseflaps are used to aid thedragon when swimmingagainst deepwater

currents, and the large,spiked and membranousfrills down its tail is used

as a rudder inexceptionally choppy water.

A bronze dragon's claws on theirfore and rear feet are small and not very useful forclawing attacks. Their forepaws, however, are welldesigned for gripping things, and their shortened

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VENATOR ROSA (CONTINUED)Fifteen years to the day since he seized power,

Venator Rosa attacked the foreign land now home tothe emperor's whelp. These battles were different;for fifteen years, the rightful emperor had beenmarshalling his forces, and the Legio Draconis facedsoldiers of equal skill. Worse still, the opposinglegions had draconic allies of their own, these themetallic dragons of good, whose kin Rosa had skinin bis own lands. Rosa's own forces suffered defeatafter defeat, and so he personally took to thebattlefield once more.

The metallic dragons were ready.As one, a full fifty metallic dragons took to the

battlefield when Rosa arrived. Thirty fell destroyingRosa's own dragons, and another nineteen diedfacing his mortal troops. The remaining dragon, anaged gold, met Rosa in personal combat. Accordingto the legends, the duel between the two was sospectacular, such a finely-met test of skill, that botharmies laid down their arms to watch. The dragontook blow after mighty blow from Rosa, but Rosahimself took several serious wounds. Finally, in anact of desperation, Venator Rosa let slip his secretand took his true form. Though his opponent hadsuspected something unusual about Rosa's skill atarms and resistance to harm, the dragon did notexpect to face another such foe, and died quickly.Venator Rosa tore out the gold dragon's throat withhis teeth, and howled his triumph over thebattlefield.

And then bis own men attacked him. Rosa'sgenerals had long believed that they fought for thegreater glory of their people, but realized that Rosaduped them into aiding him in his personalambitions. Venator Rosa fell in battle that day, thelast dragon to attempt to rebuild the DraconicEmpire.

'thumb' allows them to have nearly prehensile useof their forelimbs. Gripping and using magicalitems such as staves and wands is not unheard of,and most bronze dragons deliberately choose suchitems for inclusion in their hoards.

A bronze dragon's head is protected by a massivehead-plate, fanning out to either side of thecheekbones, and tipped with extremely sharp, smallhorns. These head plates serve to protect thedragon's sensitive eyes and narrow ear-slits, both ofwhich are shielded by ridges of solid plate. Theirlower jaw extends from beneath this plate, whichacts as a beak-like mouth for the purpose of tearingand chewing food. Although bronze dragons arecapable of eating flesh, most of them have too greata respect for sentient life to simply devour humanoidraces or their herd beasts. Thus, a bronze dragonsurvives on a diet of plant matter, sporadicallyingesting wild animals or other errant beasts.

HabitatBronze dragons prefer to live near civilization, in

populated areas, and use their abilities to foster thenearby races. As bronze dragons prefer to liveunderwater, they choose large lakes or inland seasas their lairs, traveling throughout the region butalways returning to their home and hoard.

Able to breathe freely underwater, the bronzedragon uses its innate ability to live and exist in thedeepest ocean terrain to its advantage. They canignore the effects of massive water pressure, andtheir wings and rudder-like tail allow it tomaneuver easily in even the swiftest or mostdangerous currents. Sailors occasionally tell tales ofbronze dragons surfacing from storm-whipped seasin order to save an entire vessel from certaindestruction, lifting the ship and carrying it tocalmer seas.

When appropriate underwater housing isn'tpossible, bronze dragons live underground, or insunken ruins with access to waterways. Equallycomfortable in their humanoid form as they are inthe body of a dragon, a bronze has no difficultyliving in quarters that are built to house

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humanoids. The largest rooms of such a cavern orkeep are reserved for the dragon's hoard, and thebronze maintains only minimal living space,decorated in the manner of his foster race.

Bronze Dragon SocietyBronze dragons give birth to eggs that rapidly

mature and hatch. These eggs, often left (hidden bymagical protections) near civilization, take less thana few months to grow and harden. The bronzemother leaves a solitary egg in random areas,hidden from the dangers of predators. Once theeggs are placed, the bronze mother will not returnfor them, or even acknowledge that the dragonet isher own. When the bronze wyrmling comes out ofits egg, it looks about in its new surroundings, andfixates upon the first significant being that it spies.Whether that creature is human, ore, or some otherform of sentient creature, the bronze dragonetimmediately assumes that it is a creature of that

kind. Without realizing what it is doing, thedragonet uses its innate polymorphic skills to alteritself into the form of a typical infant of thatspecies. It then wanders out of its hiding place,innocently seeking shelter and companionship.

Thus, bronze dragons grow up in the care of aculture other than their own — usually a humanoidof some form, but not exclusively. They age andgrow as if they were normal members of thatculture, not retaining their original form, or evenrecognizing its existence. Unless something occursthat reverts the bronze dragonet to its original form,or unless the dragonet has some reason to suspectits true nature, it lives fully enclosed within itsadoptive society until it reaches maturity. Thiscould take less than thirty years for a bronze livingwith humans or ores, or as many as 300 if thebronze dragon is in the company of elves or otherlong-lived species.

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Once some event happens that awakens theknowledge of the bronze dragon's true form, thedragonet has a choice to make: continue living as amember of its adoptive species, or revert to itsnative form and attempt to discover the truth of itsexistence. Luckily, the awakening of a bronzedragonet has a psychic resonance through theirspecies, and when such an event occurs, and bronzedragons in a wide vicinity are aware of theyoungling's emotional plight. One of themunerringly finds its way to the polymorpheddragonet, offering to serve as a mentor and rolemodel to help with the young bronze's integrationinto draconic society.

If the young bronze dragon decides to join dragonsociety, they must leave with their mentor and notreturn to their original adoptive society for a long

period of time. The transition from humanoid todragon is a difficult one, and confusing the issuewith dreams of friends, family and home make iteven more so. Most mentors forbid their apprenticefrom returning to their adoptive homeland for atleast 100 years — and thus, with most societies, allof the dragonet's friends and companions haveaged, and possibly died, before the bronze canreturn to see them once more. This separationperiod is extremely difficult for the dragonet, butnecessary, if they are to understand their truenature as a dragon without confusing it with theintricacies of their former lives.

Bronze dragon society is a complex one, but onthe whole, the dragons are more friendly to eachother than most dragons tend to be. Perhaps theyrealize that they share being "outcasts" from their

adoptive societies, and this bands them togetherin a form of kinship. Perhaps, and more likely,bronze dragons learn emotions and societalstructure from their adoptive families and theirprevious lives, and they use that information tobuild their personal infrastructure of relations.For whatever reasons, a bronze dragon thatappears on the territory of another bronzedragon is met with cautious friendliness and apleasant greeting, rather than assuming thattheir arrival is a battle-challenge or territorialdispute.

Bronze dragons aid one other, making friendsand allies among their own species. They alsolive near civilized regions (preferably thoseinhabited by members of their original 'adoptive'species, as they feel kinship and a certain debt totheir foster parent race). They foster peace andlaw, and encourage nearby creatures to do thesame. Using their innate polymorph ability, thebronze dragon walks through his territory indisguise, helping travelers or adventurers. Theyadopt temporary but long-term aliases withinnearby cities, taking the form of a travelingmerchant or a roving bard in order to keepabreast of political and social situations as theyoccur within the area.

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They study humanoid society, learn magic andwarfare from humanoid teachers, and continue todevelop interests that linger from their humanoidlife. Many times, a bronze dragon's hoard containssome rather valueless odd items — souvenirs oftheir time among mortal society, or useful trinketsto wear for their next visit.

Combat TacticsBronze dragons prefer to fight while

polymorphed, using their learned magical andmartial arts rather than fighting in their naturaldraconic form. This habit comes from their years oftraining and their discomfort with their truenature, as well as their obvious talent with humanmagic and arms.

When a bronze dragon does fight from its nativeform, it prefers ground battles. A common tactic isto viciously cut an opposing dragon's wings in orderto force it to the ground, and then finish it off withtheir lightning breath. Bronze dragons only usetheir repulsion gas attack when they feel that afight isn't fair, or when they do not wish to harmtheir opponents. Many times, a bronze dragonrepels invaders, only to rejoin them in human formas a nearby 'sage of draconic species', in order toinform them of their error. In this form, the bronzedragon parlays between the invaders and the'terrible dragon', creating peace between thefactions if at all possible.

When they do fight, bronze dragons are valiantand noble, offering surrender on equitable terms totheir opponents, and refusing to take advantage ofan opponent's weakness unless that opponent hasproven himself to be dishonorable or blatantly evil.Bronze dragons are obsessed with "saving" evilbeings, and insist that a creature chooses the side ofevil simply because of misunderstandings, badbeginnings, or other solvable problems. They preferto take their opponent hostage, educate them, andrelease them once more when the dragon isconvinced that the evil in their opponent's soul hasbeen healed. One more soul, saved and released todo some good.

Interaction with other DragonsBronze dragons are very shy when they must

interact with other dragon species. Deep down, theybelieve (as they are told by the others) that theirunorthodox upbringing makes them somehow lessnobly draconic then the other dragon sub-races.Other dragons tend to chide them for theirignorance of dragon culture, or commentinsufferably about the bronze dragon's humanmannerisms.

Because of this, bronze dragons remain veryisolated from other dragon species, although theyare very gregarious with their own kind. Whenfound in the company of other dragons, theytypically remain silent, not volunteering anyinformation and rarely speaking unless asked adirect question. In this way, they protect themselvesfrom further assaults against their strength, andattempt to remain unnoticed in the press of other,more violent dragons who are seeking to affirmtheir draconic reputations.

Bronze dragons are seen to be among the lowestof dragon species, even by other good-aligneddragons. They are considered backwards andabsorbed with insignificant things, such as thecurrent state of human affairs and commondrudgery such as running kingdoms and otherhuman goings-on. Many times, another dragonoffers to educate a bronze in how to properly act likea civilized dragon — at an exorbitant cost, of course.Although the 'country dragons' may be naive, theycertainly aren't stupid, and few of those offersreceive a positive response.

DifferencesAvid adventurers, bronze dragons occasionally

choose a humanoid form and join parties oftravelers. As they are familiar with humanoidcultures, such an infiltration is rarely observed, andthe dragon has the opportunity to make genuinefriendships as well as to go on wonderfuladventures. Sometimes, a bronze dragon falls inlove with a humanoid, occasionally attempting tocreate progeny (one in three of all 'dragon

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crossbreeds' are bronze) or live a human life withtheir 'mate.' When their mate dies, the dragonresumes its native form, retiring to its underwatercaverns to mourn the passing of their beloved for aslong as several hundred years.

Bronze dragons are loyal companions anddevoted friends, both to other dragons and tohumanoid traveling or adventuring compatriots.They consider nobility and courage to be among thegreatest of virtues, and make every attempt to haveboth. Rarely violent, a bronze dragon only gets trulyangry when someone they care deeply about isthreatened, or when their hoard is stolen ordestroyed.

COPPERCopper dragons are the smallest and least

intelligent of the good-aligned dragon species. Good-natured and friendly, copper dragons live in smallfamily-oriented packs, rarely choosing to inhabit aterritory alone. Their small size makes them less likelyto initiate combat, but their organized structure andgenuine loyalty to their families makes them powerfulenemies and respected allies.

Physical CharacteristicsCopper dragons are small and lithe, with

butterfly-like wings that extend from theirshoulders to the tips of their long tails. They rarelygrow beyond 30 feet from nose to tail at adulthood,although the oldest of their kind can become a'respectable' 60 feet at their largest.

Their front limbs can grip like human fingers,and their rear paws have an impressive ability tograsp and manipulate objects. Although their tailsand necks are long and sinuous, the copper dragonis not a particularly agile flier, and relies on speedrather than acrobatics. They have exceptionallystrong shoulder muscles, and the membrane of theirwings is thick and supple. Their wings shine in acoppery color, tinged by green and red striations asif the color of the metal has rusted and becometarnished with age. As the copper grows older, theirwings darken to a solid greenish tone,

A copper dragon's scales are small and regeneratethroughout their lives. Their neck-ridges extend outfrom the largest of these scales, falling off and beingreplaced every 5-7 years of the dragon's life. Theirscales are warm to the touch, though not hot, and athick coat covers the bottom and side of thedragon's bed and lair.

Copper dragons have two large horns that extendto wither side of their skull, directed back over theupper neck to form protection against enemies andthe elements. Their ears are tucked beneath thesebone protrusions, and two small green eyes peer outfrom underneath a thick ridge of bone and plate. Thehead and jaw of a copper dragon is small andflattened, with less jaw space and a shorter muzzlethan most dragons. Their foreheads are large andextremely durable, suitable for direct attacks againsttheir opponents in a head-butting, ramming style.

Copper dragons are equally adept in water as inair, using their great wings to provide thrust in eventhe stormiest seas. When they do live in water, theyprefer lairs deep in the ocean's depths. Their sturdybone structure withstands such pressures easily,and the dragon's amphibious lungs are suited togather oxygen from water as well as air.

The skin of a copper dragon is particularly oily, andtheir scales glisten with a sticky wetness. Unlikegreen dragons, this resin is not in any way toxic,although it may serve as a bluff to warn predatorsfamiliar with poisons away from a young copperwyrmling. The oil of their skin and scales makesexcellent coating for items easily damaged by water.(For more on Dragon Alchemy see page 49.)

HabitatCopper dragons have two preferred habitats. The

most probably area in which to find a of a copperdragon would be mountainous, rugged regions withplenty of traffic but little in the way of actualcivilization or large cities. The second would beunder water, in a large bay or small inland sea wherestorms do not unsettle the water. They prefer saltwater to fresh, and lair in caverns deep in the oceanif there are suitable island chains on which to find

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alternative sources of food. Copper dragons eat fishas well as red meat, but enjoy a varied diet. They donot keep to a single food supply for very long.

Copper dragons are gregarious, and althoughthey do not directly interact with others in theirterritories, they enjoy watching the traffic ofhumanoids, keeping tabs on their movements. Theirhabitats include several high areas on which to sunthemselves (suitable for a small pack of dragons),and must have a wide variety of animals and plantlife on which to feed. They cannot tolerate barrenareas, and will not live in the midst of scarcity.

The lair of a copper dragon pack has a well-traveled entrance, packed down by the tread of manyheavy feet. Their scales litter the region and insidetheir chosen home, the detritus is thick. Humanoidchildren occasionally dare each other to sneak into acopper dragon pack's lair and steal one of the loosescales. Copper dragons find this amusing and makegreat sport of crying to catch or drive off innocentinterlopers. They do not hurt the children, of course,but enjoy the reputation and amusement of such agame.

Copper Dragon SocietyUnlike other, more solitary dragons, copper

dragons always live in packs. These packs are often,but not exclusively, families of copper dragonsgathered together by a single dominant male. Thepacks range in size according to the strength andintelligence of the alpha male — an older and morecunning copper may gather a harem of as many assix females, while a very young male keeps only asingle female for company (or none at all).

Very young copper dragons are born in clutchesof two to three, and remain with their parents'pack. They are raised in a communal society withtheir half-siblings, and taught as if in a schoolenvironment. Because copper dragons are notparticularly intelligent, the young ones usually onlylearn a single language other than their nativetongue, and magic is not typically a class in whichthe wyrmlings are educated. The homeenvironment of the copper dragons is friendly and

caring, and each of the adult females gives parentalcare to all wyrmlings; not just her own offspring.Copper dragons are polygamous and the children ofthe packs eventually leave the family home to seekout their own lairs and join another pack.

Young males are typically driven out beforeyoung females, as the young male is expected to goand become strong enough to protect and care forhis own pack. Young females choose when they willleave their family lairs, and usually do so only whenan eligible copper male is in the area, wooing theyoung females away from their families and into anew pack with the young alpha. Occasionally, ayoung female leaves the lair before she has met amale to care for her, seeking her own path andlooking for a pack on her own. Enterprising youngfemale copper dragons may find established packsto join, wooing the elder alpha male with both looksand ingenuity and being accepted into the pack of astronger, more dominant male.

When copper dragons fight, it is almost alwaysover an eligible female or over pack territory. If acopper dragon kills an alpha with a pack, it is theresponsibility of the victor to care for the losingdragons' pack and family. This may mean that thevanquished pack joins with the pack of the winningmale, or it may mean that the victor seeks anothermale alpha to take over the vanquished pack. In anycase, it is established law among copper dragonsthat no pack may be left without an alpha to carefor them.

A female that is unhappy in her pack may leaveat any time, but she may not take any of the packtreasures, nor her own offspring, with her when shegoes. The hoard gathered by the pack belongs to theentire group, and no single dragon (other than thealpha) may decide where that hoard is spent or if itis separated. Typically, one of the eldest females inthe pack takes the responsibility of organizing andcataloguing the hoard so that the alpha knows whatis in the pack's treasury. Dividing the hoard for anyreason must be agreed upon by all of the packfemales and the eldest male, although the alpha hasa stronger voice in the decision than does any single

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member of the pack. Offspring are not consulted forsuch deliberations; the hoard is not considered to betheir 'property' in any way.

Copper dragon packs are not like wolf packs. Thealpha male, while moderately in charge, is not adomineering ruler. Rather, he is the guide in acommunity where each has a voice. Copper dragonsare communistic, not tyrannical, and share theirlairs with others because they are comfortable withthe company and enjoy the safety and communityof a family-pack structure.

Combat TacticsCopper dragons fight in

with all of the adult membersthe pack gathering together toovercome a single, superiorfoe. Their tactics consist ofhit-and-run guerrillawarfare, as well asharrying and strafingruns to either side oftheir opponent. They usetheir natural ability toshape stone and createmud in order to slowdown ground-basedopponents. Whenfaced with anairborne orseagoing enemy,copper dragons relyon their innate speedto escape. Despitetheir small size, theircoordinated effortsoften bring victory.Although they arenot feared by otherdragons in one-on-one situations, eventhe largest reddragons considercarefully before

assaulting a large pack of copper dragons in theirhome territory.

If caught alone by a superior opponent, a copperdragon heads for gorges and other narrow areas,where its small size is advantageous. They use theirsuperior speed and gas breath to evade an enemy, ifpossible. They resort to claws and crushing, head-butting attacks only if absolutely necessary. Copperdragons are not extraordinarily intelligent, but theyare also not foolhardy.

Interaction With Other DragonsCopper dragons share fair relations with

both brass and green dragons, and maintaincommunication with members of either color so

long as their territories do not overlap.They sometimes allow silver dragons to livewithin their territorial boundaries, and enjoy avisit from an educated dragon of any color, solong as the visitor is not threatening theirpack or their territory. They do not like reddragons at all, however, and brutally attackany red interloper that comes onto their

territory. They know from experiencethat red dragons are incapable of

respecting treaties or lines ofterritorial division, and donot give larger dragonsany opportunity to poachwhat they feel to berightfully theirs.

They are friendly, andapproach any (non-red)traveling dragon thatpasses through their area.

They are eager to exchangejokes, amusing anecdotes, or

news of the region, andgladly trade passage for suchinformation. Although copper

dragons are genial, they are notfoolish, and approach visitors

with caution and reservationuntil they know that the other

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dragon's purpose is neither conquest nor poaching.Because of this caution, the alpha male of the packinitially approaches the interloper alone, as the restof his pack awaits in the cloud cover above orhidden (using stone shape) within nearby caveformations.

DifferencesAs they are less intelligent than most other

draconic sub-races, copper dragons do not valueitems of great historical or artistic significance asmuch as they desire raw gold and other metals fortheir hoards. They prefer unworked metal to mintedcoins, and can be found digging in mountain passesto draw out a vein of rare metal for their lairs. Signsof a copper pack's inhabitation of an area caninclude obvious signs of such endeavors; greatscored areas on high canyon walls where a massivecreature has dug at the rock with steel claws.

Copper dragon packs occasionally trade withdwarves, exchanging the metal they have dug fromthe area for rarer ores found only deep within theground. Such exchanges can be profitable on bothsides, and are occasionally long-term arrangements(although the forgetful copper must sometimes bereminded that it has already made such a deal).Copper dragons sometimes work with humanoidminers to dig out difficult areas — so long as thedragon gets the lion's share of the ores found.

GOLDGold dragons are the largest of all species, ranging

over 100 feet long at their maturity. They considerthemselves to be the rulers of all dragon-kind, goodand evil, and see it as their duty to promotecivilization, culture, and most of all law, between thevarious draconic sub-races. Extraordinarily powerful,gold dragons are powerful sorcerers from an earlyage, and claim to be the inventors of magic as well asthe creators of most concepts of civilized law.

Physical CharacteristicsGold dragons are large from birth, and are

extremely intelligent. Gold eggs are quite large, and

very rare — one wyrmling is born to a parent coupleevery 200 years or less. When a clutch is created,there is always a single egg, and never more. Golddragons are extremely rare, for all that they arepowerful.

A young gold dragon seems to be a creature forgedof solid plates of brilliant gold, pale and shining. Theymove like supple snakes more than lizards, and theirwings are little more than small, membranous ridgesto either side of its ribcage.

Their fore and rear legs are very small, used only topull the gold wyrmling's otherwise snakelike bodyacross the ground. Their necks are long, and theirheads appear almost viper-like, with distendable jawand a pair of upper fangs. There is a small crest behindtheir cranium, which is considered one of thedistinguishing features of a gold dragon in this form.

As the young gold matures and grows, their wingsextend from the sides of their bodies. They areconnected to the dragon's shoulders, but aremembranous and have no forward wing-bone. Thelong ridge of membrane spur continues down thedragon's ribcage, and to the tip of its tail.

A gold dragons' fore and rear limbs never grow tobe particularly strong, and even as an adult it isdifficult for them to lift heavy objects with theirclawed fingers and 'arms'. Their bodies remain verysnakelike, long and thin, and their movements aresinuous rather than burly. Their muscle density is nothigh; they are flexible but not physically strong.

However, a gold dragon's main strength is in theirspellcraft and mental abilities, and when those areinvoked the gold becomes a fearsome creature,indeed. Their mental capacity — and brain size —is much larger than other dragons, and they havehighly developed psionic and spellcraft capabilities.Their arms are easily competent to perform themovements required of spell casting, and their largewings are thick and capable of deflecting arrows aswell as common steel.

A gold dragon's scales are molten rather thanhard, and seem to shift and change patterns alongthe creature as it moves. They are extremely tough,though supple as silk, and do not seem to remain

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still along the dragons' body as scales should. Wheninjured, a gold dragon's blood seems to shine with asilvery, metallic light, and the scales rapidly reformto prevent further bleeding after the initialwounding. Even when a gold dragon is seriouslyinjured, their bodies recover and deny any trace ofwound or injury. Only when a gold is on the vergeof death does its form show more than lightdamage. When a gold dragon nears the verge ofdeath, it is certain that no force beyond divineintervention can heal the wounds or save thecreature from its final end.

HabitatGold dragons are capable of living in any climate,

but they prefer to reside on top of high, cloud-capped mountains with plenty of access and a wideview of the surrounding terrain. Whether that areais desert, plain, or snow-covered tundra matterslittle to the gold. They are masters of the air, of thecurrents that move above the clouds — the earthblow holds little interest for them other than in itsintellectual capacity.

When gold dragons are young, they masqueradeas a variety of different races, inserting themselvesinto humanoid society and utilizing the resources ofthe 'lesser life forms' to increase their knowledge ofthe region, history, culture, and other interests.During such periods in their lives, gold dragonsdeign to live in human society — but only in themost luxurious accommodations, as befits membersof their royal blood. Even when pretending to be ahuman, gold dragons never lower their standards ofacceptable behavior or of decorum.

Gold Dragon SocietyAs they first awaken from their shells, the young

gold wyrmling initiates an immediate telepathiclink with its parent. Through this telepathic link,they learn everything they need to know about theworld, their place within it, and theirresponsibilities as a newly fledged gold dragon. Thelink, initiated by the parent, is brief. After only afew minutes, the wyrmling has become completelyaware and educated in most simple subjects such as

speech, linguistics and writing, basic law, andspellcraft. They are immediately able to controltheir form and shift freely into others. Further, theyoung gold can discern lies and tell the differencebetween creatures of good and evil alignment.

Gold dragons are extremely protective andnurturing to their young. They believe that they arenobility, nearly divine in their existence, and everyyoung gold is a prize given by the adoring gods. Anygold dragon will treat a wyrmling with respect andadoration; the 'young prince' ready to begin hisjourney through life.

Gold dragon society is noble and regal. Theycommunicate through message-spells or scryingdevices, and they form a council from which to rulethe other draconic types. Of course, most otherdragons do not particularly want to be ruled, but itis common knowledge that the society which isprovided by the gold dragon council lends stabilityand peace to otherwise warring factions. Despitetheir differences, all dragons agree that they wouldprefer to be alive and scheming rather than dead ona draconic battlefield. Although not all dragonsagree that the gold's version of society — or theirvaunted 'laws' are best for the individual, alldragons have formally agreed to respect the basiccode of behavior that the gold dragons impose.

Gold dragon society is very striated, withintellectual achievements recognized rather thanbattle-prowess. They have a system of rulership thatprovides each gold with titles and accolades due hisrank, intellect, and age. This system is inviolate tothe gold dragons, and far more restrictive than therules of the Council. The gold dragons believethemselves to be better than any other dragon, andtherefore they hold themselves to a higher standardof conduct. Their society resembles the noble rulingclasses of elves and humans, and expects atremendous amount of protocol and formality fromtheir members. Those humanoids which visit thesociety of the gold dragons had best be prepared toshow their finest manners and most respectfulbehavior, or they will no doubt come to a poor end.

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Combat TacticsAs they are not strong physical warriors, gold

dragons rely almost entirely on their psionic andmagical abilities in combat. Typically, these aremore than enough to defend them against even thethreat of another dragon, but on occasion, a goldmust rely on magical items and aides to ensure itssafety. Gold dragons' havens are stalwart, protectedby many layers of magical warding and illusion.When necessary, a gold dragon leaves its fortress tojoin in direct battle — but if possible, they prefer tofight from a distance, using their magical abilitiesthrough scrying and psionic conveyance.

Gold dragons parleys when possible, using theirimmeasurable knowledge of law and reason topersuade their opponents not to fight. When thatfails, they use all of their skills to defeat theiropponent without killing. Only as a last resort dothey take a life — and never an innocent one.

Interaction With Other DragonsGold dragons only interact with other dragons in

an attempt to rule them. They are insistent upontheir superiority, and proud to a fault. Still, they arerespected for their magical prowess, and many ofthe other species of dragon prefer to hide or obeyrather than attempt to fight the gold dragons. Reddragons are an outstanding exception. Red dragonsare as physically powerful as gold dragons aremagical, and they have abilities of their own withwhich to combat and destroy the golddragons. The only reason that golddragons have more strength than reddragons is the fact that red dragonsare too lazy and self-centered to pooltheir resources and their strengths;the gold dragon society unites todefend itself against the more chaoticred.

Gold dragons impose law upon thenormally chaotic interactions of otherdragons. While they obviously cannot overseeevery draconic interaction, gold dragons holdopen court in order to allow other colors to

express their differences and peacefully seeksolutions. In order to keep such disagreements fair,an arbiter is chosen by the 'challenged' party. Thearbiter makes the final decision on the matter, andmust justify his choice of victor and punishment (ifany) to the Council.

Because they are self-absorbed and prideful, golddragons are easy to flatter. This weakness is usedfrequently by smaller, weaker dragon types in orderto sway a more powerful gold's opinion. Golddragons like to see themselves as regal and in-command, and the most effective means of dealingwith them is to rely on their (rather inflated, somesay) sense of self-importance.

DifferencesGold dragons remain very sinuous throughout

their lives, and are capable of fitting throughnarrow apertures that most other full-sized dragonsare unable to consider. Not that this is of particularconcern to a creature that shapechanges as easily as

gold dragons do, but it bearsmentioning.

Gold dragons havemyth that they

hold very dear. Theybelieve that when

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an ancient gold dragon has learned all that there isto know about the world, the gods of the multiversejoin together and raise that gold dragon up to theirheight. In this way, a new god is born. Gold dragonsbelieve that this is the way all good-aligned deitiescame into existence, and therefore view clerics ofgood-aligned deities as de facto worshippers of adraconic divinity. This leads the gold dragons to bemore tolerant of clerics and holy parishioners.However, the gold still holds that the humanoidserve a dragon, but is too naive or ill-informed torecognize the true nature of their patron deity.

SILVERSilver dragons are communal and gregarious,

eager to learn about the world around them.Considered the greatest artists and philosophers ofdragonkind, they are often involved in matters ofdiplomacy. Their predilection for art and culturecauses them to be heavily involved with humanoidcivilizations of all sorts, and they can be foundinfiltrating local human and elven cities rather thanholding their own territories.

Physical CharacteristicsSilver dragons are small and compact, though

they can grow to tremendous lengths with greatage. They are bulky and sturdy, capable of carryingheavy burdens and lifting great weights even inflight. When born, a young silver dragonet appearsto be the same as any other rock-gray lizard, save foran intense intelligence that remains in their silveryeyes. Born with the innate ability to control theirform, young silver dragons must be watched closelyby their adoring parents so that they remembertheir true nature despite frequent changes in form.

Silver dragons have thick, muscular necks andwide jaws concealing a great number of shark-liketeeth. Long hairs grow from their chins as they age,and are considered a mark of maturity. Their wingsare wide and sturdy, shaped like those of a batrather than possessing the frilled wings of mostmetallic dragons. Silver dragons have no crest, butinstead grow stiff hair that raises from the back of

their heads and down their long necks like themane of a lion. This mane is dense and stiff, and hasthe strength of steel wire.

Two long steel horns extend from the rear of thedragon's skull, covering their delicate ear passages.These horns are rarely used in combat, and aredecoration more than defense. Similar steel clawsextend from the dragon's fore and rear feet, and aremuch more appropriate for physical contests.

The silver dragon's tail is stubby and not veryflexible. It, too, is covered with a mane-ridge ofdense hair, and thick scales that cover the dragon'sentire body. These scales do not change color fromthe top to the chest of the dragon, but remain aconsistent shade throughout the dragon's entirebody. As they mature, these scales become more andmore shiny, reflecting light in brilliant patterns. Oldand ancient silver dragons appear to be formed of asingle piece of metal, which expands in a flexibleand molten manner as they move. Manymastersmiths have attempted to reproduce thiseffect on golemic prototypes created in the form ofdragons; none have been successful.

HabitatBecause of their proclivity for changing forms,

silver dragons can be found almost anywhere in theworld. Unlike other dragons, they rarely claim asingle territory as their own or create a holding forthemselves in a cave or abandoned keep. Instead,they prefer to purchase towers, keeps, or manorhouses and live normal humanoid lives incontemplation and study outside major cities andcivilizations. When necessary, they return to theiroriginal draconic form, but in all, they are contentto use their form-changing powers to makethemselves able to fit inside scholarly academiesand museums.

Silver dragons adore art in all its forms, and seekto patronize new artists that they believe to beparticularly talented. In this manner, they take theform of rich investors or "godmothers" to youngartists in need, giving them money and encouragingtheir talent.

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Because they have no territories, silver dragonslive within the regions claimed by other dragons.They keep their identities and residence secret, orthe local dragon assumes that their imposition is achallenge to the owner's territory. To keepthemselves as hidden as possible, silver dragonsmaintain extremely well-developed personas aselves or humans, spanning generations that neverwere — they play their own sons and daughters,changing form as the need arises and renewingtheir claim on the 'family's ancestral home' witheach new appearance.

Other dragons liken the silver dragons to apestilence of rats, or to an infestation. Some allowthe residency so long as the silver dragon does nothunt in the area, and pays a tithe to the true ownerof the region. Occasionally this bargain is struck,particularly if the silver believes that the otherdragon will keep their word and can be trusted.

Silver Dragon SocietySilver dragons mature rapidly, ever eager for more

information about the world around them. As theyare raised in small clutches of 4-6 siblings at a time,the parent pair have their hands full keeping upwith their brood. Young dragons are encouraged tolearn many forms and go out into the world tostudy. Some are even enrolled in human and elvenschools, given false names and identities. Theyreturn to their parents between semesters and sharethe knowledge they are gaining with their family.

When the silver has matured fully, he must leavehis parent's abode and seek his own fortune. Someprefer to immerse themselves fully in society, whileothers go to find other dragons and learn moreabout their own kind. Apt students of any kind oflore, still others spend time adventuring (alone orin pairs) and uncovering lost artifacts andknowledge suited for their slowly growing hoards.Silver dragons are naturally close, and maintainbonds of kinship with their family and with moredistant relatives — aunts, uncles, grandparents andthe like. This convention no doubt stems from thesilver dragon's tendency to mimic human behavior

and live within societies that consider kinship andfamily to be very important, rather than fromdraconic society.

As silver dragons mature, they begin to form closeacquaintances with others of their species in thehopes of finding a mate and raising a family of theirown. Silver dragons live in pairs, and are known tomate for life. Even after the clutches are raised andgo out to find their own life, a mated pair remaintogether, sharing their hoards and information untilthe end of their lives.

Silver dragons hold "showings" of valuableartworks, allowing others of their kind to come andrevel in a restored piece once thought lost Theyencourage each other in friendly rivalries of art, andoccasionally two silver dragons challenge eachother to a 'duel of art' in which they both sponsortwo similar mortal artists. The victor is the onewhose protege becomes the most famous within100 years.

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Combat TacticsSilver dragons are pacifists and do not enjoy

combat no matter the reason. This is a major causeof their willingness to negotiate for the right to liveon another dragon's territory — they simply do notwish to engage in combat to seize the region forthemselves. They are not greedy, except wheninformation or arcane lore is concerned, and theyare possessive about either land or mating rights.They duel one another, if necessary, to win a femalesilver's regard, but such fights are never to thedeath, and rarely result in injury of any sort.

Of course, this means that silver dragons are

called cowards by the other species of dragon. Thisis patently untrue. They are courageous souls, butwill employ all means to prevent bloodshed.Combat is a last resort for these noble beasts, to beavoided at all costs. However, once the risk of loss istoo high to be ignored — for example, if the otherdragon is directly threatening a silver's mate, hisfamily, or a large civilization of innocent creatures,the silver dragon rises to fight.

Silver dragons do not fight with claw or tooth,and prefer to use their devastating cold and gasbreath weapons to gain an advantage. Further, asthey have significantly keener sight than many

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other dragons, they use their innate abilities to raisefog or cloud cover in which to fight, trusting thattheir vision is better than their foe's.

They fight by darting in and out of cover, usingmagical abilities and spells to damage theiropponent while they use the fog to protectthemselves. With this tactic, and judicious use ofReverse Gravity, a silver dragon can so confuse itsopponent that the other beast is unable to fly andcrashes into the ground, cliff walls, or otherstructures.

Interaction With Other DragonsAs mentioned earlier, most other dragons consider

silver dragons flighty, cowardly, and self-important,detesting their apparent absorption with humanoidculture and ethics. Although silver dragons areknown for their nobility and intellect, they are alsoseen as being naive and physically weak.

Many dragons think they are "getting away withsomething" when they seek to deal with the politeand courteous silver dragons. The silver dragons donot seek territory nor vast amounts of gold andsilver, and are willing to part with either — so longas their families and collections of art are notthreatened. Other species cannot understand thesilver dragon's interest in such things, and believesthat the silver dragons are simply too societallydense to recognize the value of the things that theygive away.

Silver dragons do not care if other species don'tunderstand or value their interests. They havecomplex family ties within their own color, andthey maintain friendships outside their species —they only need other dragons for long-termalliances and as sources of information. Whenpressed, silver dragons can become quite stubbornand unrelenting, but so long as their true interestsare not disturbed, they are not willing to fight forthings they do not value.

Silver dragons are not effeminate, nor are theynaive. They are a bit reclusive, although notxenophobic, and they welcome visitors whoappreciate their sense of culture and pride in their

artistic achievements and collections. They arecourteous and polite even to genuinely evil dragons.Such things do not concern them. Silver dragonsabhor malicious killing and do not agree withrampant b ru ta l i ty , but unless such things impingeon their area or their loved ones, they typically donot interfere in the business of other dragons.

DifferencesSilver dragons are magnificent artists, spending a

great amount of their leisure time exploring artisticmedia such as painting, sculpting and writing.Their scholarly studies only enhance their beliefthat beauty must be willfully created, and theirsearches through old texts and ancient caverns arecalculated to return some lost piece of art. They areinterested in, and often give patronage to, up-and-coming human and elven artists. Such artists may ormay not know that their benefactor is a dragon, butthey receive great amounts of money and educationin the arts as the dragon attempts to further theirtalents as much as possible.

Their hoards reflect this innate interest, and arecomprised of art and sculpture rather than simplepiles of gold. Silver dragons are not as interested inthe material used to create the item so much as in theartistic form and value of the piece. Where a paintingof extreme age might be overlooked and junked by agreedier dragon, silver dragons are the connoisseursof such artifacts and enjoy taking ancient pieces andrestoring them to their former glory

In extremely unusual circumstances, silverdragons have been known to give their lives for apiece of art that they feel is irreplaceable. They fightto keep masterpieces from being destroyed, andsome would rather die than allow a precious pieceof art to be desecrated. This predilection extendsfrom paintings and literature to massive works ofarchitecture, and also causes these magnificentdragons to protect the artists of such notable pieces.

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