Post by Maelthras on Feb 2, 2017 1:49:45 GMT -8
Shade Dragon
Climate/Terrain: plane of Shadow
Frequency: Very rare
Organization: Solitary or clan
Activity Cycle: Nocturnal (any on the plane of Shadow)
Diet: Omnivore
Intelligence: Genius (17-18 )
Treasure: See below
Alignment: Chaotic neutral
No. Appearing: 1 (2-5)
Armor Class: -4 (base)
Movement: 18, Fl 36 (C), Jp 3
Hit Dice: 12 (base)
THAC0: 9 (base)
No. of Attacks: 3+special
Damage/Attack: 2-8/2-8/2-20
Special Attacks: See below
Special Defenses: Variable
Magic Resistance: Variable
Size: H (21' base)
Morale: Fanatic (17-18 )
XP Value: Variable
Shade dragons are fast, highly-maneuverable creatures with relatively small bodies and long tails. They are instinctively cunning and are not prone to taking risks.
At birth, a Shade dragon's scales are dull silver. As it ages, the scales become translucent, until at adult age they gain a dull mirror finish. Sunlight or other sources of light reflecting off the scales and wings of a Shade dragon.
Shades speak the language of their own tongue, but at high speed, so there's only a 75% chance of understanding a Shade dragon.
Combat: Shade dragons are as unpredictable when it comes to combat, as they are in any other situation. They may parley, they might attack instantly, but most times prefer to attack from hiding, usually employing invisibility or hiding in shadows. They use illusion/phantasm spells to confuse and misdirect foes. Older dragons are especially fond of their non-detection ability. Shade dragons always use spells in combat, if possible. They are very creative, and can always figure out some innovative way of using virtually any spell to advantage in combat.
In addition to the breath weapon and the attack modes shared by all dragons, Shade dragons can curve the mirror-dulled membranes of their wings to reflect and concentrate available light (as dim as full moonlight) into a beam of dazzling brightness. They can aim the beam at one enemy per round-at the expense of not being able to use their wing buffet, and the enemy must roll a successful saving throw vs. spell or be blinded for 1d4+1 rounds. If not using this technique as a weapon, they can use the beam much like a search-light.
A Shade dragon's breath weapon is a beam of clouded, grayish light. The beam is 5 feet wide and extends 60 feet from the creature's mouth. Any creature caught in the beam receives damage from heat (saving throw for half damage) then that of Life Draining affects. The heat of the beam is intense enough to ignite flammable objects that fail saving throws vs. magical fire. Life Draining saving throws vs. spell life drain.
A Shade dragon casts spells and uses magical abilities at the 10th level, plus its combat modifier. At birth, Shade dragons are immune to fire and all magical forms of blindness, as well as energy draining .
They also receive a +3 bonus to saving throws against light-based attacks. As they age, they gain the following additional powers:
Habitat/Society: Shade dragons are loners by nature. Their mating behavior is free-wheeling, fun loving, and generally irresponsible. If a female becomes impregnated, however, the male's protective instincts take over. Shades are very protective of their offspring, and will give their lives to save them.
Because of their unpredictable, sometimes almost irrational nature, Shades very rarely have close relationships with other creatures in the area. For this reason, Shades have to depend on magical and mechanical traps and guards to protect their lairs when they are away.
Ecology: Shade dragons eat anything, but they prefer to feed on metal ores. Although they have no venom attacks, the flesh of Shade dragons is highly poisonous.
Age Special Abilities
Wyrmling Energy drain immunity
Very young Shadow blend
Juvenile Mirror image
Young adult DR 5/magic, gaze reflection at will
Adult Dimension door, polymorph self
Mature adult DR 10/magic
Old Nondetection, telekinesis
Very old DR 15/magic
Ancient Shadow walk
Wyrm DR 20/magic, project image
Great wyrm Create shadows
Age Hit Dice (hp)
Wyrmling 3d12+3 (22)
Very young 6d12+6 (45)
Young 9d12+18 (76)
Juvenile 12d12+24 (102)
Young adult 15d12+45 (142)
Adult 18d12+72 (189)
Mature adult 21d12+105 (241)
Old 24d12+120 (276)
Very old 27d12+162 (337)
Ancient 30d12+180 (375)
Wyrm 33d12+231 (445)
Great wyrm 36d12+288 (522)
Age Str Dex Con Int Wis Cha
Wyrmling 11 14 13 14 14 15
Very young 13 14 13 16 16 17
Young 15 14 15 16 16 17
Juvenile 17 16 15 18 18 19
Young adult 19 16 17 18 18 19
Adult 23 16 19 20 20 21
Mature adult 27 18 21 20 20 21
Old 29 18 21 24 24 25
Very old 31 18 23 26 26 27
Ancient 33 18 23 28 28 29
Wyrm 35 18 25 30 30 31
Great wyrm 37 18 27 32 32 33
Age Base Attack/Grapple Attack Fort Ref Will
Wyrmling +4/-4 +6 +5 +4 +6
Very young +7/+4 +9 +6 +7 +8
Young +10/+11 +12 +8 +8 +10
Juvenile +13/+15 +15 +10 +11 +12
Young adult +16/+23 +19 +12 +12 +14
Adult +19/+28 +22 +14 +14 +16
Mature adult +22/+37 +27 +17 +16 +18
Old +25/+41 +31 +19 +18 +21
Very old +28/+45 +35 +21 +19 +24
Ancient +31/+49 +39 +22 +21 +26
Wyrm +34/+57 +41 +26 +22 +29
Great wyrm +37/+61 +45 +29 +24 +32
Age Speed Initiative
Wyrmling 80 ft., fly 150 ft. +2
Very young 80 ft., fly 150 ft. +2
Young 80 ft., fly 200 ft. +2
Juvenile 80 ft., fly 150 ft. +3
Young adult 80 ft., fly 200ft. +3
Adult 80 ft., fly 200 ft. +3
Mature adult 80 ft., fly 200 ft. +4
Old 80 ft., fly 200 ft. +4
Very old 80 ft., fly 200 ft. +4
Ancient 80 ft., fly 200 ft. +4
Wyrm 80 ft., fly 250 ft. +4
Great wyrm 80 ft., fly 250 ft. +4
Age) Body Lgt. (')/Tail Lgt. (')
1 Hatchling 1-4 1-3
2 Very Young 4-11 3-8
3 Young 11-17 8-13
4 Juvenile 17-21 13-18
5 Young Adult 21-24 18-23
6 Adult 24-27 23-28
7 Mature Adult 27-30 28-33
8 Old 30-33 33-38
9 Very Old 33-36 39-42
10 Venerable 36-39 42-45
11 Wyrm 39-41 45-48
12 Great Wyrm 41-44 48-51
Age) AC/Breath Weapon
1 Hatchling 19 (+2 size, +7 natural +2Dex), touch 14, flat-footed 14/ 2d8+1
2 Very Young 21 (+1 size, +10 natural +2 Dex), touch 13, flat-footed 16/ 4d8+2
3 Young 24 (+1 size, +13 natural, +2 Dex), touch 12, flat-footed 18/ 6d8+3
4 Juvenile 26 (+16 natural, +3 Dex), touch 13, flat-footed 21/ 8d8+4
5 Young Adult 29 (-1 size, +19 natural, +3 Dex), touch 12, flat-footed 23/ 10d8+5
6 Adult 31 (–1 size, +22 natural, +3 Dex), touch 12, flat-footed 26/ 12d8+6
7 Mature Adult 34 (–2 size, +25 natural, +4 Dex), touch 12, flat-footed 28/ 14d8+7
8 Old 36 (–2 size, +28 natural, +4 Dex ), touch 12, flat-footed 31/ 16d8+8
9 Very Old 39 (–2 size, +31 natural, +4 Dex), touch 12, flat-footed 34/ 18d8+9
10 Venerable 42 (–2 size, +34 natural, +4 Dex), touch 12, flat-footed 37/ 20d8+10
11 Wyrm 43 (–4 size, +37 natural, +4 Dex), touch 10, flat-footed 38/ 22d8+11
12 Great Wyrm 46 (–4 size, +40 natural, +4 Dex), touch 10, flat-footed 41/ 24d8+12
Age) Spells(Wizard/Priest)/MR
1 Hatchling Nil 5%
2 Very Young Nil 10%
3 Young Nil 15%
4 Juvenile 2 20%
5 Young Adult 2 2 25%
6 Adult 2 2 2 30%
7 Mature Adult 2 2 2 2 / 1 35%
8 Old 2 2 2 2 2 / 2 40%
9 Very Old 2 2 2 2 2 2 / 3 45%
10 Venerable 4 2 2 2 2 2 / 3 1 50%
11 Wyrm 4 4 2 2 2 2 / 3 2 55%
12 Great Wyrm 4 4 4 2 2 2 / 3 3 60%
Age) Treas. Type/XP Value
1 Hatchling Nil 1,400
2 Very Young Nil 3,000
3 Young Nil 5,000
4 Juvenile ½H 8,000
5 Young H 10,000
6 Adult H 11,000
7 Mature H 12,000
8 Old H, I 14,000
9 Very Old H, I 15,000
10 Venerable Hx2, I 16,000
11 Wyrm Hx2, I, X 17,000
12 Great Wyrm Hx3, I, T, X 18,000
Chaos Domain Spells
Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shatter: Sonic vibration damages objects or crystalline creatures.
Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
Chaos Hammer: Damages and staggers lawful creatures.
Dispel Law: +4 bonus against attacks by lawful creatures.
Animate Objects: Objects attack your foes.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
Cloak of Chaos F: +4 to AC, +4 resistance, SR 25 against lawful spells.
Summon Monster IX*: Calls extraplanar creature to fight for you.
======================================================================
Trickery Domain Spells
Disguise Self: Disguise own appearance.
Invisibility: Subject invisible 1 min./level or until it attacks.
Nondetection M: Hides subject from divination, scrying.
Confusion: Subjects behave oddly for 1 round/level.
False Vision M: Fools scrying with an illusion.
Mislead: Turns you invisible and creates illusory double.
Screen: Illusion hides area from vision, scrying.
Polymorph Any Object: Changes any subject into anything else.
Time Stop: You act freely for 1d4+1 rounds.
Climate/Terrain: plane of Shadow
Frequency: Very rare
Organization: Solitary or clan
Activity Cycle: Nocturnal (any on the plane of Shadow)
Diet: Omnivore
Intelligence: Genius (17-18 )
Treasure: See below
Alignment: Chaotic neutral
No. Appearing: 1 (2-5)
Armor Class: -4 (base)
Movement: 18, Fl 36 (C), Jp 3
Hit Dice: 12 (base)
THAC0: 9 (base)
No. of Attacks: 3+special
Damage/Attack: 2-8/2-8/2-20
Special Attacks: See below
Special Defenses: Variable
Magic Resistance: Variable
Size: H (21' base)
Morale: Fanatic (17-18 )
XP Value: Variable
Shade dragons are fast, highly-maneuverable creatures with relatively small bodies and long tails. They are instinctively cunning and are not prone to taking risks.
At birth, a Shade dragon's scales are dull silver. As it ages, the scales become translucent, until at adult age they gain a dull mirror finish. Sunlight or other sources of light reflecting off the scales and wings of a Shade dragon.
Shades speak the language of their own tongue, but at high speed, so there's only a 75% chance of understanding a Shade dragon.
Combat: Shade dragons are as unpredictable when it comes to combat, as they are in any other situation. They may parley, they might attack instantly, but most times prefer to attack from hiding, usually employing invisibility or hiding in shadows. They use illusion/phantasm spells to confuse and misdirect foes. Older dragons are especially fond of their non-detection ability. Shade dragons always use spells in combat, if possible. They are very creative, and can always figure out some innovative way of using virtually any spell to advantage in combat.
In addition to the breath weapon and the attack modes shared by all dragons, Shade dragons can curve the mirror-dulled membranes of their wings to reflect and concentrate available light (as dim as full moonlight) into a beam of dazzling brightness. They can aim the beam at one enemy per round-at the expense of not being able to use their wing buffet, and the enemy must roll a successful saving throw vs. spell or be blinded for 1d4+1 rounds. If not using this technique as a weapon, they can use the beam much like a search-light.
A Shade dragon's breath weapon is a beam of clouded, grayish light. The beam is 5 feet wide and extends 60 feet from the creature's mouth. Any creature caught in the beam receives damage from heat (saving throw for half damage) then that of Life Draining affects. The heat of the beam is intense enough to ignite flammable objects that fail saving throws vs. magical fire. Life Draining saving throws vs. spell life drain.
A Shade dragon casts spells and uses magical abilities at the 10th level, plus its combat modifier. At birth, Shade dragons are immune to fire and all magical forms of blindness, as well as energy draining .
They also receive a +3 bonus to saving throws against light-based attacks. As they age, they gain the following additional powers:
Habitat/Society: Shade dragons are loners by nature. Their mating behavior is free-wheeling, fun loving, and generally irresponsible. If a female becomes impregnated, however, the male's protective instincts take over. Shades are very protective of their offspring, and will give their lives to save them.
Because of their unpredictable, sometimes almost irrational nature, Shades very rarely have close relationships with other creatures in the area. For this reason, Shades have to depend on magical and mechanical traps and guards to protect their lairs when they are away.
Ecology: Shade dragons eat anything, but they prefer to feed on metal ores. Although they have no venom attacks, the flesh of Shade dragons is highly poisonous.
Age Special Abilities
Wyrmling Energy drain immunity
Very young Shadow blend
Juvenile Mirror image
Young adult DR 5/magic, gaze reflection at will
Adult Dimension door, polymorph self
Mature adult DR 10/magic
Old Nondetection, telekinesis
Very old DR 15/magic
Ancient Shadow walk
Wyrm DR 20/magic, project image
Great wyrm Create shadows
Age Hit Dice (hp)
Wyrmling 3d12+3 (22)
Very young 6d12+6 (45)
Young 9d12+18 (76)
Juvenile 12d12+24 (102)
Young adult 15d12+45 (142)
Adult 18d12+72 (189)
Mature adult 21d12+105 (241)
Old 24d12+120 (276)
Very old 27d12+162 (337)
Ancient 30d12+180 (375)
Wyrm 33d12+231 (445)
Great wyrm 36d12+288 (522)
Age Str Dex Con Int Wis Cha
Wyrmling 11 14 13 14 14 15
Very young 13 14 13 16 16 17
Young 15 14 15 16 16 17
Juvenile 17 16 15 18 18 19
Young adult 19 16 17 18 18 19
Adult 23 16 19 20 20 21
Mature adult 27 18 21 20 20 21
Old 29 18 21 24 24 25
Very old 31 18 23 26 26 27
Ancient 33 18 23 28 28 29
Wyrm 35 18 25 30 30 31
Great wyrm 37 18 27 32 32 33
Age Base Attack/Grapple Attack Fort Ref Will
Wyrmling +4/-4 +6 +5 +4 +6
Very young +7/+4 +9 +6 +7 +8
Young +10/+11 +12 +8 +8 +10
Juvenile +13/+15 +15 +10 +11 +12
Young adult +16/+23 +19 +12 +12 +14
Adult +19/+28 +22 +14 +14 +16
Mature adult +22/+37 +27 +17 +16 +18
Old +25/+41 +31 +19 +18 +21
Very old +28/+45 +35 +21 +19 +24
Ancient +31/+49 +39 +22 +21 +26
Wyrm +34/+57 +41 +26 +22 +29
Great wyrm +37/+61 +45 +29 +24 +32
Age Speed Initiative
Wyrmling 80 ft., fly 150 ft. +2
Very young 80 ft., fly 150 ft. +2
Young 80 ft., fly 200 ft. +2
Juvenile 80 ft., fly 150 ft. +3
Young adult 80 ft., fly 200ft. +3
Adult 80 ft., fly 200 ft. +3
Mature adult 80 ft., fly 200 ft. +4
Old 80 ft., fly 200 ft. +4
Very old 80 ft., fly 200 ft. +4
Ancient 80 ft., fly 200 ft. +4
Wyrm 80 ft., fly 250 ft. +4
Great wyrm 80 ft., fly 250 ft. +4
Age) Body Lgt. (')/Tail Lgt. (')
1 Hatchling 1-4 1-3
2 Very Young 4-11 3-8
3 Young 11-17 8-13
4 Juvenile 17-21 13-18
5 Young Adult 21-24 18-23
6 Adult 24-27 23-28
7 Mature Adult 27-30 28-33
8 Old 30-33 33-38
9 Very Old 33-36 39-42
10 Venerable 36-39 42-45
11 Wyrm 39-41 45-48
12 Great Wyrm 41-44 48-51
Age) AC/Breath Weapon
1 Hatchling 19 (+2 size, +7 natural +2Dex), touch 14, flat-footed 14/ 2d8+1
2 Very Young 21 (+1 size, +10 natural +2 Dex), touch 13, flat-footed 16/ 4d8+2
3 Young 24 (+1 size, +13 natural, +2 Dex), touch 12, flat-footed 18/ 6d8+3
4 Juvenile 26 (+16 natural, +3 Dex), touch 13, flat-footed 21/ 8d8+4
5 Young Adult 29 (-1 size, +19 natural, +3 Dex), touch 12, flat-footed 23/ 10d8+5
6 Adult 31 (–1 size, +22 natural, +3 Dex), touch 12, flat-footed 26/ 12d8+6
7 Mature Adult 34 (–2 size, +25 natural, +4 Dex), touch 12, flat-footed 28/ 14d8+7
8 Old 36 (–2 size, +28 natural, +4 Dex ), touch 12, flat-footed 31/ 16d8+8
9 Very Old 39 (–2 size, +31 natural, +4 Dex), touch 12, flat-footed 34/ 18d8+9
10 Venerable 42 (–2 size, +34 natural, +4 Dex), touch 12, flat-footed 37/ 20d8+10
11 Wyrm 43 (–4 size, +37 natural, +4 Dex), touch 10, flat-footed 38/ 22d8+11
12 Great Wyrm 46 (–4 size, +40 natural, +4 Dex), touch 10, flat-footed 41/ 24d8+12
Age) Spells(Wizard/Priest)/MR
1 Hatchling Nil 5%
2 Very Young Nil 10%
3 Young Nil 15%
4 Juvenile 2 20%
5 Young Adult 2 2 25%
6 Adult 2 2 2 30%
7 Mature Adult 2 2 2 2 / 1 35%
8 Old 2 2 2 2 2 / 2 40%
9 Very Old 2 2 2 2 2 2 / 3 45%
10 Venerable 4 2 2 2 2 2 / 3 1 50%
11 Wyrm 4 4 2 2 2 2 / 3 2 55%
12 Great Wyrm 4 4 4 2 2 2 / 3 3 60%
Age) Treas. Type/XP Value
1 Hatchling Nil 1,400
2 Very Young Nil 3,000
3 Young Nil 5,000
4 Juvenile ½H 8,000
5 Young H 10,000
6 Adult H 11,000
7 Mature H 12,000
8 Old H, I 14,000
9 Very Old H, I 15,000
10 Venerable Hx2, I 16,000
11 Wyrm Hx2, I, X 17,000
12 Great Wyrm Hx3, I, T, X 18,000
Chaos Domain Spells
Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shatter: Sonic vibration damages objects or crystalline creatures.
Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
Chaos Hammer: Damages and staggers lawful creatures.
Dispel Law: +4 bonus against attacks by lawful creatures.
Animate Objects: Objects attack your foes.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
Cloak of Chaos F: +4 to AC, +4 resistance, SR 25 against lawful spells.
Summon Monster IX*: Calls extraplanar creature to fight for you.
======================================================================
Trickery Domain Spells
Disguise Self: Disguise own appearance.
Invisibility: Subject invisible 1 min./level or until it attacks.
Nondetection M: Hides subject from divination, scrying.
Confusion: Subjects behave oddly for 1 round/level.
False Vision M: Fools scrying with an illusion.
Mislead: Turns you invisible and creates illusory double.
Screen: Illusion hides area from vision, scrying.
Polymorph Any Object: Changes any subject into anything else.
Time Stop: You act freely for 1d4+1 rounds.