The Nexus is a member of the Associates program of Amazon. Graphics kynn representational only. This website is not published, endorsed, or specifically approved by Paizo Publishing. Shaun rated it liked it Jun 27, Want to Read saving…. Also included are encounter tables and the rules for racial acceptance. Thomas Zriny rated it it was amazing Jul 31, Mrynn rated it it was amazing Jan 11, Trivia About Bestiary of Krynn Brandon rated it liked it Jun 12, Jeffery rated it liked it Mar 14, Mustafa Kemal rated it it was amazing Oct 15, Vodkaboy rated it really liked it Mar 05, The original artwork that won awards is back, along with creatures useful for Dragonlance campaigns but could be easily ported to other d20 System campaign worlds.
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Refresh and try again. Hollie rated it it was amazing Feb 09, To ask other readers questions about Bestiary of Krynn Revisedplease sign up. The dragons can have a CR of up to It is a beautiful book and at the very least if given bfstiary chance everyone should thumb through it to just appreciate the art. The creatures in here are from Dragonlance. Wednesday, 18th December, The cover is by Jeff Easley. My one complaint about the art is that many of the pictures need to be bigger, they are that good.
Each is presented in the standard twelve age categories of the traditional dragons. This fatigue lasts for an hour, after which point he can transform himself again. This check will not necessarily reveal true information, as much of the time Turim heard it from someone who heard it from a friend, who heard it from a guy, etc.
He may not take 10 or 20 on this check; this sort of knowledge is essentially random. Turim is a tall, dark-skinned man with large eyes and slightly pointed ears. He could be mistaken for a halfelf, though his features are far from comely. He bears the scars of many battles; a struggle with a sea dragon left one half of his body horribly burned and blistered. Turim is the child of a sirine and an Ergothian sailor, whose mother was killed when he was an infant.
Strategies and Tactics Turim usually joins a battle in his normal human form, saving his wrathful accantus transformation for when he is certain he can spare a round to make the change. His crew are used to his abilities and take their cue from him, surrounding opponents to keep them from reaching Turim as he changes.
The accantus can only maintain this form for as many rounds as its Constitution score before it becomes fatigued and must revert to its natural state. This fatigue lasts for an hour, after which point it can transform itself again. Daemonlord This is a brutish giant with demonic features clad in thick, blackened leather armor.
Its head is bald and ringed with black horns. If a daemonlord loses a limb or body part, the missing portion regrows in 3d6 minutes. A daemonlord can reattach a severed limb instantly by holding it to the stump. Roar Su A daemonlord can roar once every 1d4 rounds. Each roar releases a blast in a 60 ft. Summon Wretch Sp Three times a day, a daemonlord can automatically summon 4d10 carrion wretches, 3d8 cedar wretches, or 3d6 sand wretches, providing it has the raw materials present corpses, trees, and sand respectively.
The daemonlord can also summon them at great range in combination with its meteor swarm ability see above. This ability is the equivalent of an 8th-level spell. Unnatural Aura Su Animals, whether wild or domesticated, can sense the unnatural presence of a daemonlord at a distance of ft. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within range. A daemonlord is a powerful emissary of Chaos, a brutish member of a vile race long trapped in the bowels of the Abyss.
Charged with chaotic energies and summoned through blasphemous rituals, the appearance of a daemonlord on Krynn always heralds a period of disaster, catastrophe, and ruin. Its black teeth, horns, and claws are all incredibly hard and sharp. Daemonlords have individual tastes and desires, all of them obscene and tending toward the violent.
Because they are summoned and do not naturally appear on Krynn, their presence is usually marked by foul weather, spoiled food and drink, and random occurances. They do not make a point of learning many other languages, as their sole purpose is to cause widespread destruction and chaos.
Strategies and Tactics A daemonlord is a frightening opponent that delights in clawing and biting its foes. Daemonlords typically summon aid in the form of chaos wretches to deal with any minor opponents, singling out tougher opponents for melee combat.
A daemonlord encountered at longer range will use call lightning storm or chaos hammer from a distance, but usually chooses to close in.
It will immediately attempt to kill all who witnessed the event, as they will be the only individuals who can seriously harm it. Daemon Warrior This is a seven-foot tall humanoid creature with a nightmarish face like that of a gargoyle. It is dressed from head to toe in glossy black plate armor, with spikes and barbs at the joints and shoulders and ringing its open-faced helmet. It carries an enormous two-handed sword. Its eyes shine with a reddish-orange light. This blast also destroys the weapon used to deal the killing blow, if any.
Smite Law Su Twice a day, a daemon warrior can make a normal melee attack against a lawful foe. The daemon warrior adds its Charisma bonus to its attack roll and deals an additional point of damage per Hit Die. Daemon warriors are the soldiers of Chaos, created by the mad god from the souls of the dead trapped in torment within the Abyss. However, when seen, they tend to shift and change, acquiring certain features out of the minds of those who look upon them.
Daemon warriors speak Common and Infernal. Though usually found in groups, they abhor organization and order and have little to no tactical discipline. Daemon warriors rush in to combat, slaying anyone they come across, often disengaging at random to deal a blow to another foe.
The critical multiplier of the weapon improves by one x2 becomes x3, x3 becomes x4, etc. Aligned weapons with the axiomatic, holy, or unholy qualities are also considered blessed weapons for these purposes. Holy Water: Holy water deals twice as many points of damage to a daemon warrior as it does to standard undead 4d4 on a direct hit or 2 points if within 5 feet. If a cleric with a medallion of faith is in favor with her deity does not need atonement, gains spells, etc. A successful attack deals 1d6 points of damage per cleric level, bypassing damage reduction.
If the attack was a critical hit, this damage is doubled. The medallion of faith is destroyed in the process. Sword knights, Skull knights, and other characters with clerical powers who possess medallions of faith may also attempt this attack. If a raise dead spell is cast on a daemon warrior, it acts as a slay living spell on the creature, either killing it or dealing damage.
Dark Thrall of Onysablet The dark thralls are twisted, diseased minions of the great black dragon Onysablet. Her dark thralls arose when the dragon decided to devise an alternate method for creating spawn, one that did not require the constant use of magic to propagate the transformation. Turning to science, Sable decided to create a highly infectious disease that would accomplish this goal.
The experiment failed in that Sable was unable to create any magical disease that would carry on the spawning. His mad eyes have turned a milky white color.
This sample uses a 1st-level Silvanesti elf warrior as the base creature. Any female elf, human, or ogre who contracts the disease ignores the standard rules for infection and cannot pass the disease on to anyone else. Should she become pregnant, however, the disease causes the fetus to mutate horribly.
Attack: A dark thrall gains two claw attacks as its primary natural weapons. Full Attack: Dark thralls prefer to use their claw attacks instead of arming themselves with weapons, as this allows them to spread the foul disease that creates more dark thralls.
At the end of this period, any male creature that has contracted the disease must succeed at another saving throw or automatically transform into a dark thrall of Onysablet. To eliminate thrall fever, remove disease requiring a DC 15 caster level check or heal must be cast on the victim. Creatures already transformed cannot be changed back, except by spells such as limited wish, wish, and miracle. Special Qualities: A dark thrall retains all the special qualities of the base creature and gains the following special qualities: —Darkvision 60 feet.
Environment: New Swamp. Organization: Solitary, pack , or plague Alignment: Always chaotic evil. Master Thralls Master thralls have all the same abilities as regular dark thralls of Onysablet, save that the black dragon can directly issue telepathic orders to any master thrall within the boundaries of New Swamp.
Similarly, the master thralls can also issue telepathic orders to any dark thrall within one mile of them.
Master thralls are typically the initial carriers of thrall fever—those infected directly by Sable and later released to spread the disease. Unlike standard thralls, master thralls cannot be reverted to their normal forms. Demon, Malrauthin This four-legged monster is covered in a thick and scaly maroon hide, and the lower halves of its clawed forelegs have a volcanic appearance.
A sickly yellow-white mane runs down its back, and a long spiny tail extends from its haunches. Opponents reduced to 0 Constitution by this breath weapon rise as bodaks on the next round.
Success negates all damage. A creature reduced to 0 Constitution rises as a bodak on the next round. Malrauthins are foul creatures of the Abyss who thrive on spreading undeath, a trait which has led many to suspect Chemosh having a hand in their creation. A malrauthin resembles an overgrown demonic attack dog. This bestial and feral appearance hides an intelligence that, though rudimentary for such a powerful demon, is well above that of the average human.
A malrauthin is about 20 feet long and weighs about 6, pounds. It is rare a malrauthin is seen on the material plane, though powerful dark spellcasters will use them on occasion through a gate or greater planar ally spell. Malrauthins speak Abyssal, Celestial, and Draconic. Strategies and Tactics Malrauthins start battle by targeting the creature that appears to be the most well-armed and biting at it in an attempt to snatch it up.
Once believed to be native to the continent of Taladas, their reach apparently extends much further. So far, they have only been able to produce slowwitted tyin children, but the disir are a patient if fanatical race.
Their time is coming. Disir mature through both a male and female phase throughout their lives. They hatch from eggs as larva-like young, develop into males, and within ten years are grown adults. Half of these adult males will then transition into females, either entering into a breeding cycle or becoming queens. Queens typically live for up to 60 years, males and brood females for 30 years. The pores of its body ooze a green jellylike substance polluted with black specks of dirt.
It stands hunched over, arms raised before it like that of a praying mantis, displaying wicked claws. Its lower jaw juts out from its skull with tusks and a long, rasp-like tongue. Resistance to Fire Ex True disir exude a coating of slime and ooze. The true disir make up the bulk of their race, the unmutated members of the species. This is something of a misnomer, as even the true disir show signs of mutation. Their bodies are partially covered in a scaly carapace through which loose, oozing sections of rubbery skin are visible, and the size and shape of these plates varies from individual to individual.
What the true disir originally were, in the distant past, can no longer be determined, though an insectile origin is evident. True disir are feet tall and weigh around pounds. True disir speak the language of their race, Dis, as well as Common. Many also speak Dwarf, Goblin, or Ogre. Strategies and Tactics True disir are armed with razor-sharp claws and a vicious bite. They often plan any attack so as to avoid being outnumbered or ambushed.
Tyin This creature is almost nine-feet-tall and has a long spiked tail. It seems to be constantly molting or shedding its scaly gray skin in loose, tattered folds. Its features are something of a cross between insect and reptile, and it has sharp claws and fangs.
This attack has a range of 10 feet and has no range increment. Resistance to Fire Ex Tyin exude a coating of slime and ooze. The tyin is the result of a disir queen mutating a disir larva. It is a relatively unintelligent, violent predator which only barely responds to commands given by its disir handlers.
Tyin are better able to stand the light of the surface world than the disir, making them especially dangerous. A tyin is taller than a true disir, though very similar in appearance. Tyin understand Dis, the disir language, but very little else. They are taught to obey simple verbal commands from disir handlers. Strategies and Tactics Tyin are armed with razor-sharp claws and a vicious bite.
They cannot use manufactured weapons, but they do have a tail attack and an acidic spit. Disir Queen The queen of a disir tribe is usually a noble of at least 8th level. She has all the traits of a true disir except as follows. Space 10 ft. Speed 20 ft. Racial Skills: Heal is also a class skill for disir queens.
The queen can attempt to enhance the potential of the larva to become a tyin, have enhanced ability scores, or acquire a template. Templates applied to the larva can vary, but most require portions of the goal creature or similar components in order to be successful. Favor Ex Four times a week, the disir queen can call in favors from those she knows. Light Sensitivity Ex Disir queens are dazzled in bright sunlight or in the radius of a daylight spell.
Disir Soceity The disir form tribal communities in tunnel complexes deep underground. They usually acquire these locations by driving out the original inhabitants, such as dwarves or kobolds, which has made them the enemy of any other race they come into contact with. Disir tribes are led by a queen who is protected by a number of elite disir males. Because this is as much a skill as it is a racial talent, some queens are more successful than others in directing the progress of their tribes.
Disir are the favored of Morgion, the god of pestilence and disease. Some tribes produce clerics, who are almost universally males.
It is possible that the spread of the disir is in some large part the desire of Morgion to undermine the dwarves and other races, for they have the potential to become a scourge. These queens are often more driven to succeed in their attempts at racial mutation, the better to serve the Black Wind.
Tyin are usually too dimwitted or feral to have class levels, although extraordinary specimens may become barbarians. Disir clerics and rare disir druids revere Morgion. Disir do not practice or condone the use of arcane magic. Draconian, Noble Noble draconians were created in act of desperation by the Dragonarmies during the latter days of the War of the Lance.
When the good dragon eggs the source of the original draconian types were liberated from the temples in Sanction, Lord Ariakas commanded the draconian creation ritual be performed on the eggs of evil dragons. What the highlord did not understand was the laws of balance that govern Krynn, mandated when the world was forged. Most noble draconians were destroyed while still very young, but some managed to liberate themselves during the chaotic last days of the war. After that, the survivors went into hiding, helping others when possible, but generally just staying out of the way.
Their numbers thinned even more during the Chaos War, and there are only a handful left by the War of Souls. Noble draconians do not, as a general rule, get along with other draconian types. Most have a deep hatred of dragonspawn, feeling they are abominations of evil. Most try to help others in need and render aid when asked.
Noble Draconian Traits Noble draconians share the following traits. Inspired by Dragons Ex Noble draconians are drawn to good dragons and revere them.
They have darkvision foot range and low-light vision. Disease Immunity Ex Draconians are immune to all diseases. Glide Ex Winged draconians can use their wings to glide, negating any damage from a fall of any height. They can also travel horizontally up to four times the vertical distance they descend. Low Metabolism Ex Draconians can survive on one-tenth the food and water it takes to sustain a human.
Draconian, Flame The draconic humanoid stands over seven feet tall and has deep red scales, large wings, and charcoal-colored eyes. Breath Weapon Su 30 ft.
The DC is Charisma-based. Flame draconians believe the tools of battle are often a very personal and natural extension of the combatant himself. Its wings are folded upon its back, and it has two small horns growing above its pale blue eyes. An eerie aura of frosty mist wraps around its body. It then immediately explodes into small icy shards, dealing 1d6 points of damage to all creatures within a 10foot radius. Frost draconians are derivations of white dragons. Because they are so rare, frost draconians are rarely found in groups or even pairs.
Despite this, they are actually quite social creatures and will associate freely with those who accept them as good. When companionship of this sort cannot be found, frost draconians are known to live near communities for a time, acting as a sort of unseen guardian. While they enjoy companionship, these draconians tend to wander, most often migrating southward to colder climes. They think of themselves as unique creatures and would not advocate the creation of more draconians of any type.
A frost draconian who obtains a frostreaver would be a happy one indeed. Draconian, Lightning The blue-scaled draconian stands well over seven feet tall, almost completely covered in heavy plate armor. Electricity crackles from its claws while a large tail whips from side to side. Paladin Abilities A lightning draconian has the aura of courage, aura of good, divine grace, divine health, lay on hands, smite evil, spells, and turn undead abilities of a 6thlevel paladin.
Trip Ex A lightning draconian who hits with his tail attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the lightning draconian. When necessary, they use heavy armor and magic if possible to disguise their identity and battle for the gods of good, whom they revere.
The blue draconians are highly social creatures who are discouraged daily by their lack of acceptance among other races. They are painfully aware that most of their kind were slaughtered by the metallic draconians and usually show them no mercy. Lightning draconians revere the gods of good and have an instinctive link to the divine. Each chooses a deity to serve, often Kiri-Jolith. Strategies and Tactics Lightning draconians are skilled combatants, but they use their size and strength to their advantage—cleaving opponents in two with a greatsword or crushing them with a bludgeoning weapon.
Though ferocious, they will grant mercy to an enemy who asks for it, though they will take steps to make sure a foe is disabled and no longer a threat. It can race forward on all fours, silently glide from a height, or attack from the air.
In any era in which the gods are absent from the world, a lightning draconian loses all spells, spell-like abilities, and supernatural abilities—except for its death throes, immunity to electricity, and shocking grasp.
When a lightning draconian advances in levels as a paladin, it adds its paladin levels to its innate spellcasting ability and in the advancement of all paladin special abilities as if it were already a 6th-level paladin—with the exception of special mount.
For example, a lightning draconian 3rdlevel paladin has the spells per day, caster level, and special powers of a 9th-level mystic. Draconian, Vapor The draconian has emerald green scales and stands six feet tall with wings cresting a full foot higher. Its body is surrounded by an aura of green mist. Mystic Abilities: A vapor draconian has the domain and spells of a 4th-level mystic. A vapor draconian who takes additional levels in mystic adds its innate mystic level to its class level to determine its spellcasting ability.
Vapor draconians prefer the Plant domain. Vapor draconians derive from green dragons, who make use of impressive combat skills and inborn divine spellcasting ability to battle enemies and defend those under their protection.
Both intelligent and wise, vapor draconians are drawn to nature and usually live in green, woodland settings. They instinctively understand the balance of nature and only take violent action against those who disturb that balance—or evildoers who they feel must be stopped for the greater good. Vapor draconians enjoy company in small groups but do not care for civilization or its trappings.
They are most comfortable when in the wilderness. Vapor: Your body explodes in a ft. Anyone who fails their save to take half damage is also stunned for one round. They are unpredictable, forgoing any plan in order to surprise opponents with their ferocity.
Vapor Draconian Characters Most advanced NPC vapor draconians are mystics, who sometimes take levels in barbarian or ranger. When a vapor draconian advances in levels as a mystic, it adds its mystic levels to its innate spellcasting ability.
For example, a vapor draconian 8th-level mystic has the spells per day, spells known, and caster level of a 12th-level mystic. Two curved, sharp horns frame its serpentine face. The acid evaporates in 1d6 rounds.
A venom draconian is immune to its own poison. Venom draconians were created from the eggs of black dragons. Though often bitter and reclusive, most use their skills to defend others and battle evil. Venom draconians are extremely rare and, when encountered, will usually be alone or in the company of one or two other noble draconians. They are generally solitary by nature, only staying with others when necessary—though they can actually be quite engaging when befriended.
Strategies and Tactics Like a snake in the grass, a venom draconian prefers to use stealth and swift strikes to eliminate its opponents. If possible, he will stalk an enemy to learn its weaknesses and strike at the moment of greatest opportunity. Venom draconians see no honor in combat of any form and will use any trick possible to ensure victory. Most advanced NPC venom draconians are rogues. Small vestigial wings grow from its back, and bony ridges protrude above its eyes and down its spine.
Its long, clawed feet are powerful and webbed, aiding it in underwater movement. A newly hatched amphi dragon looks somewhat like an enormous tadpole with smooth green skin, wing stumps, and ridges along its back. An adult amphi dragon is ungainly and squat with none of the noble features of other dragons. Amphi dragons prefer to live solitary lives, making lairs out of shipwrecks or sea caves. Most other forms of aquatic life avoid them, as they are aggressive and prone to unprovoked assaults, even on each other.
Amphi dragons speak Aquan, Common, and Draconic. Will Breath Save Weapon DC Frightful Presence DC Strategies and Tactics Amphi dragons prefer to lie in wait for their prey, hiding just under the surface of the water in coastal or swamp areas and striking without warning. Their initial attack is almost always with their breath weapon, followed by closing with bite and claw attacks. They can more than make up for this with prudent use of their improved grab ability, spell-like abilities, and a welltimed ambush.
Unlike other dragons, amphi dragons do not have an increased reach with their bite attacks. They do, however, have long tongues, which have reach of the next size category larger, in place of the increased reach of their bite attack. They use this tongue attack against smaller, solitary targets, as well as obvious spellcasters or weaker individuals.
Young and older amphi dragons produce enough acid to cause damage to anything coming in contact with them. Organic creatures or weapons that strike an amphi dragon including unarmed strikes, claws, and slam attacks take 2d4 points of acid damage.
Metallic creatures or weapons take 2d6 points of acid damage, and creatures and weapons of stone take 1d6 points of acid damage. A gallon or more of water is required to wash away this acid. Like other aquatic creatures, amphi dragons can freely use all of their abilities while underwater. Breath Weapon Su An amphi dragon has only one breath weapon, a line of acid. Improved Grab Ex To use this ability, an amphi dragon must hit an opponent of up to one size smaller with its bite attack.
If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round. An amphi dragon can also use its improved grab ability on a tongue attack. If it wins the grapple check, it establishes a hold, retracts its tongue, and transfers the opponent to its mouth as a free action, automatically dealing bite damage.
A swallowed creature can climb out of the stomach with a successful grapple check. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Skills: Hide, Jump, and Swim are considered class skills for amphi dragons.
It can always choose to take 10 on a Swim check, even if distracted or endangered. Along its body, brightly-hued fringe sways gently in the water, while its webbed foreclaws enable it to propel itself gracefully through the depths. The scales are small and layered to provides the dragon with protection from the crushing depths of the deep ocean canyons they prefer to lair in. Their coloration provides the aquatic dragons with some ability to blend in to their Dragon, Aquatic The strange dragon appears to be as much serpentine as it is draconic, with a long, slender body striated in blues and greens.
However, their breath weapon enables them to conceal themselves as an octopus does, creating a cloud of inky darkness to blind their enemies, giving the dragon enough time to escape. Strategies and Tactics Typically, aquatic dragons try and avoid combat whenever possible, using their breath weapon to provide cover and give them enough time to escape.
Alternate Form Su An aquatic dragon can assume the form of any animal or humanoid, Medium size or smaller, of which it has knowledge as a standard action three times per day. The dragon can remain in the animal or humanoid form until it chooses to either assume a new form or return to its natural state. Underwater, the breath weapon manifests as an inky spread covering the same area given for a coneshaped breath weapon of chilling darkness.
Creatures caught within the spread must make a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon. The cloud lasts for 1d6 minutes plus 1 round per age category before dissipating. Constrict Ex An aquatic dragon deals Size Constrict Damage damage on a successful Large 1d8 grapple check according 2d6 Huge to the following table.
Improved Grab Ex Aquatic dragons do not possess wings, thus they cannot utilize the 2 wing attacks most dragons are capable of performing. Instead, at young adult and older, they gain improved grab. On any successful hit to an opponent with a tail slap or tail sweep, the aquatic dragon can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Wall of Water Sp Twice per day, an old or older aquatic dragon can create a wall of solid water. Spike-like shards of stone run along its spine, and the back of its head draws into jagged horns.
As the dragon ages, its scales become increasingly large and hewn with ragged chips, and the cracks between scales grow larger, allowing more of the magma beneath to be seen. Fire dragons usually lair in volcanic caverns such as the Lords of Doom, and often bathe in magma.
Presented here is a feat that allows members of the dragonrider class to fully utilize the abilities provided by the class at earlier levels and, in addition, can be used beyond just this single application.
Normal: A creature without this feat can only carry creatures one size category smaller than its actual size and can carry less weight. This theory tends to be dismissed, as few red dragons would voluntarily give up so much of their cunning and spellcasting ability and would likely be wary of any such deals. A more likely explanation is that Chaos simply completed his task too well, and over time, his creations have gained a sort of true dragonhood, something that continues to perplex many intrepid scholars.
Strategies and Tactics Fire dragons are weak in terms of spellcasting, so they rely on brute force. Its head is wide and wedgeshaped with long backward-sweeping horns forming a crown of icy spurs, and barbs around its jawline and down its spine to the tail.
Frost dragons are a breed of extremely rare and dangerous servants of Chaos, willingly transformed into icy engines of oblivion. A frost dragon looks like a glacier carved into the form of a dragon. As they grow older, the cracks widen, and large thick scales of rock-hard ice form, giving them a somewhat craggy appearance.
Very old and older frost dragons are like living icebergs with wings, their teeth resembling huge icicles and eyes as black and empty as the Abyss.
Frost dragons were created by the mad god Chaos during the Chaos War. They came out of hiding, fearing the wrath of Takhisis and seeking power from their patron.
Chaos completed their transformation, bestowing upon them the nullifying traits of his frost wights and forever altering their kind. Those few who exist now on Krynn are rare in the extreme and bent on the preservation of their race. Frost dragons speak Abyssal, Draconic and Common. Strategies and Tactics Frost dragons are competent spellcasters and always prepare spells before closing for combat. On the second round, frost dragons use their breath weapon against as many targets as possible and close the distance on the third round.
Frost dragons make good use of their natural attacks, and once they commit to a melee engagement, they will usually pursue it until their opponent is dead or at least softened up enough to become the target of a second use of their breath weapon. Breath Weapon Su A frost dragon has one breath weapon—a cone of cold charged with negative energy.
A wyrmling frost dragon deals an extra 1d4 points of cold damage, increasing to 1d6 at young adult, and 1d8 at ancient. Creatures attacking a frost dragon unarmed or with natural weapons take this same cold damage each time one of their attacks hits. Icewalking Ex This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. All memory of the victim similarly vanishes from the minds of those who knew of or met him as if he had never existed.
He may not be raised, resurrected, or otherwise restored, even by means of a wish. Skills: Climb, Hide, and Survival are class skills for frost dragons. Gray dragons were transformed into a more intelligent, if smaller, breed by the passing of the Graygem in the Age of Dreams. Takhisis turned from them, and while they heard the call of their Queen in the Age of Despair, they did not heed it.
A gray dragon has the same statistics as a white dragon of its age category with the following changes. Challenge Rating Wyrmling 2; very young 3; young 4; juvenile 7; young adult 9; adult 11; mature adult 13; old 16; very old 18; ancient 19; wyrm 20; great wyrm Creatures who hit the dragon with unarmed or natural attacks take 1d6 cold damage. Unfortunately for the vassal, once the scale is embedded, to remove it means death, for the scale is tied into their life source.
Dhamon Grimwulf and T gains the ability to use detect thoughts on the vassal at will. The ability functions over any distance, although it does not extend beyond the physical plane it does not reach the Astral, Ethereal, or other planes of existence.
The vassal cannot hide his mind from the Overlord, even through the use of such magical means as mind block. Only removal of the scale, which could result in the death of the character, will sever this connection. The Dragon Overlord has a number of other abilities they can use upon the vassal through the scale. First, the Dragon Overlord can use dominate person at will on the vassal.
The Overlord can see anything the vassal sees or hear anything that the vassal hears, but the Overlord must be concentrating in order to do so full-round actions. The vassal can always sense when the Overlord is doing this. Romogar was a mercenary and bandit who sought to bargain with the Green and instead became her scale-bound servant.
The backlash killed him. Strategies and Tactics Romogar is a straight-forward combatant, preferring to use his bastard sword to take out weaker opponents while his followers and henchmen swarm the larger foes. Size and Type Size remains unchanged. Hit Dice Increase racial hit dice by one die type, to a maximum of d Hit dice from class levels remain unchanged. Special Qualities Dragon vassals retain the abilities of the base character, plus the following special qualities: Darkvision Ex Dragon vassals gain darkvision 60 feet.
Fast Healing Su Dragon vassals have a fast healing of 5. Feats Same as the base creature. Organization Same as the base creature. Treasure Same as the base creature. Alignment Same as the dragon variety Any. Advancement By character class. Dragonspawn Dragonspawn are the twisted creations of the Dragon Overlords who ruled the land of Ansalon in the years following the Chaos War.
The features shared by all are wings, claws, scales, and a tail. Sample Sea Dragonspawn This reptilian creature is covered in mottled green and brown thick scales. Death Throes Su 10 ft. Do not recalculate base attack bonus or saves. Small 1d3 Claws: Two claw attacks are made at the 1d4 Medium base attack bonus —5.
Other lesser sea dragonspawn did not present as much of a worthwhile investment. Strategies and Tactics This sea dragonspawn prefers to wait and lurk near his prey, hiding among kelp and seaweed fronds. A cone is always 30 ft. Special Attacks: Dragonspawn retain all the special attacks of the base creature and also gain new abilities as listed below. Breath Weapon Su The dragonspawn gains a breath weapon, based on the dragon variety of its creator, useable once every 2d4 rounds.
Death Throes Su All dragonspawn have a death throes. Spellcasting Su All spawn gain the ability to cast spells as 1st level sorcerers. Special Qualities: Dragonspawn have all the special qualities of the base creature plus low-light vision and darkvision with a range of 60 feet. Sea dragonspawn in particular gain the following special quality. Abilities: Adjust the abilities of the base creature as follows according to dragon type.
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