Post by Maelthras on Feb 7, 2017 7:49:28 GMT -8
Mercury Dragon
Dragon (Fire)
Climate/Terrain: Temperate and subtropical/Mountains
Frequency: Very rare
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21
Activity Cycle: Any
Diet: Omnivore
Intelligence: Highly (13-14)
Treasure: Triple standard
Alignment: Chaotic good
No. Appearing: 1 (2-5)
Advancement: Wyrmling 4-5 HD (Tiny); very young 7-8 HD (Small); young 10-11 HD (Medium); juvenile 13-14 HD (Medium); young adult 16-17 HD (Large); adult 19-20 HD (Large); mature adult 22-23 HD (Huge); old 25-26 HD (Huge); very old 28-29 HD (Huge); ancient 31-32 HD (Huge); wyrm 34-35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan)
Armor Class: -1 (base)
Movement: 15, Fl 36 (C), Jp 3
Hit Dice: 11 (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: See below
Size: H (25' base)
Morale: Fanatic (17-18 )
XP Value: Variable
Mercury dragons are fast, highly-maneuverable creatures with relatively small bodies and long tails. Although good in alignment, they are very whimsical, making and changing decisions frequently.
At birth, a mercury dragon's scales are dull silver. As it ages, the scales become brighter and brighter, until at adult age they gain a brilliant mirror finish. Sunlight or other sources of light reflecting off the scales and wings of a mercury dragon can be blinding.
Mercuries speak the language of good dragons, but at high speed, so there's only a 75% chance of understanding a mercury dragon.
Combat: Mercury dragons are as unpredictable when it comes to combat, as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They never attack good-aligned creatures unless sorely provoked.
Mercury 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, mercury dragons can curve the mirror-bright 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 mercury dragon's breath weapon is a beam of brilliant, yellow 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). The heat of the beam is intense enough to ignite flammable objects that fail saving throws vs. magical fire.
A mercury dragon casts spells and uses magical abilities at the 10th level, plus its combat modifier. At birth, mercury dragons are immune to fire and all magical forms of blindness.
They also receive a +3 bonus to saving throws against light-based attacks. As they age, they gain the following additional powers:
Age Ability
Young gaze reflection at will
Juvenile mirror image three times per day
Adult polymorph self twice per day
Old telekinesis twice per day
Wyrm project image once per day
Habitat/Society: Mercury 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. Mercuries are very protective of their offspring, and will give their lives to save them. Offspring usually stay with their parents until they reach the juvenile age category.
Because of their unpredictable, sometimes almost irrational nature, mercuries very rarely have close relationships with other creatures in the area. For this reason, mercuries have to depend on magical and mechanical traps and guards to protect their lairs when they are away.
Ecology: Mercury dragons eat anything, but they prefer to feed on metal ores. Although they have no venom attacks, the flesh of mercury dragons is highly poisonous.
Brilliance (Ex): As a standard action, a mercury dragon can use the mirror-bright membranes of its wings to reflect and concentrate available light into a beam of dazzling brightness. To use this power, the dragon needs light as bright as an overcast day or clear, moonlight night. Torchlight or candle light is insufficient.
The power creates a thin beam the dragon can aim at a single target within 30 feet per age category of the dragon. The target is blinded for 1d4+1 rounds unless it makes a Reflex save (DC 10 + 1/2 the dragon's Hit Dice, + the dragon's Dexterity modifier). If not using this technique as a weapon, the dragon can create a cone of light as bright as a daylight spell up to 60 feet long per age category of the dragon. The cone lasts 3 rounds.
Alternate Form (Su): A mercury dragon of adult age or older can assume any animal or humanoid form of Medium size or smaller as a standard action three times a day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can assume only the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its normal form.
Fire Subtype (Ex): Fire immunity, +50% damage from cold.
Protected Sight (Ex): A mercury dragon is immune to any effect that would blind or dazzle it. It also gains +3 racial bonus on saving throws against any light or pattern effect.
Spell-Like Abilities: At will -- gaze screen*; 3/day -- mirror image;
2/day -- telekinesis;
1/day -- project image.
*This spell is available below and in Tome and Blood.
Skills: These skills are available to mercury dragons at 1 skill point per rank: Bluff, Disguise, Sense Motive, and Survival. Mercury dragons have the Jump skill for free at 1 rank per Hit Die .These are in addition to the skills noted in the dragon entry in the Monster Manual.
Gaze Screen
Abjuration
Level: Clr 2, Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Duration: 10 minutes/level
Range: Touch
Target: 1 living creature
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You create a shimmering, mirrorlike area in the air before the recipient's eyes. The area moves with the recipient, and does not affect the recipient's vision. If the recipient is subjected to a gaze attack while the spell lasts, there is a 50% chance that recipient does not need to make saving throw against the attack (just as if the recipient had averted his eyes). The foe with the gaze attack does not have concealment from the recipient (see Gaze Attacks on page 294 of the Dungeon Master's Guide). The recipient gets no additional protection from averting his eyes while the spell lasts, though he can shut his eyes and entirely avoid the gaze.
Age) Body Lgt. (')/Tail Lgt. (')
1 Hatchling 3-6 3-6
2 Very Young 6-11 6-11
3 Young 11-17 11-20
4 Juvenile 17-21 20-25
5 Young Adult 21-24 26-30
6 Adult 24-27 30-33
7 Mature Adult 27-30 33-36
8 Old 30-33 36-39
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
Mercury Dragons by Age
Age Hit Dice (hp)// Str Dex Con Int Wis Cha// Base Attack/Grapple
Wyrmling 3d12+3 (22)// 11 14 13 10 11 10// +3/-5
Very young 6d12+6 (45)// 13 14 13 10 11 10// +6/+3
Young 9d12+18 (76)// 15 14 15 12 13 12// +9/+11
Juvenile 12d12+24 (102)// 17 16 15 12 13 12// +12/+15
Young adult 15d12+45 (142)// 19 16 17 14 15 14// +15/+23
Adult 18d12+72 (189)// 23 16 19 14 15 14// +18/+28// +15 +14 +13
Mature adult 21d12+105 (241)// 27 18 21 16 17 16// +21/+37// +17 +16 +15
Old 24d12+120 (276)// 29 18 21 16 17 16// +24/+41// +19 +18 +17
Very old 27d12+162 (337)// 31 18 23 18 19 18// +27/+45// +21 +19 +19
Ancient 30d12+180 (375)// 33 18 23 18 19 18// +30/+49// +23 +21 +21
Wyrm 33d12+231 (445)// 35 18 25 20 21 20// +33/+57// +25 +22 +23
Great wyrm 36d12+288 (522)// 37 18 27 20 21 20// +36/+61/ +28 +24 +25
Age Fort Ref Will// BW(DC)// Frightful Presence
Wyrmling +3/-5// +4 +5 +3// 1d8 (12) --
Very young +6/+3// +6 +7 +5// 2d8 (14) --
Young +8 +8 +7// 3d8 (16) --
Juvenile +10 +11 +9// 4d8 (18) --
Young adult +12 +12 +11// 5d8 (20)// 19
Adult +15 +14 +13// 6d8 (23)// 21
Mature adult +17 +16 +15// 7d8 (25)// 23
Old +19 +18 +17// 8d8 (27) // 25
Very old +21 +19 +19// 9d8 (29)// 27
Ancient +23 +21 +21// 10d8 (31)// 29
Wyrm +25 +22 +23// 11d8 (33)// 31
Great wyrm +28 +24 +25// 12d8 (36)// 33
Mercury Dragon Abilities by Age
Age Speed// Initiative// AC
Wyrmling 60 ft., fly 150 ft.// +2// 16 (+2 size, +2 natural, +2Dex), touch 14, flat-footed 14
Very young 60 ft., fly 150 ft.// +2// 18 (+1 size, +5 natural, +2 Dex), touch 13, flat-footed 16
Young 60 ft., fly 200 ft. // +2// 20 (+8 natural, +2 Dex), touch 12, flat-footed 18
Juvenile 60 ft., fly 200 ft.// +3// 24 (+11 natural, +3 Dex), touch 13, flat-footed 21
Young adult 60 ft., fly 200 ft. // +3// 26 (-1 size, +14 natural, +3 Dex), touch 12, flat-footed 23
Adult 60 ft., fly 200 ft. //+3// 29 (-1 size, +17 natural, +3 Dex), touch 12, flat-footed 26
Mature adult 60 ft.,) fly 200 ft. // +4// 32 (-2 size, +20 natural, +4 Dex), touch 12, flat-footed 28
Old 60 ft., fly 200 ft. //+4// 35 (-2 size, +23 natural, +4 Dex ), touch 12, flat-footed 31
Very old 60 ft., fly 200 ft.// +4// 38 (-2 size, +26 natural, +4 Dex), touch 12, flat-footed 34
Ancient 60 ft., fly 200 ft.// +4// 41 (-2 size, +29 natural, +4 Dex), touch 12, flat-footed 37
Wyrm 60 ft., fly 250 ft.// +4// 42 (-4 size, +32 natural, +4 Dex), touch 10, flat-footed 38
Great wyrm 60 ft., fly 250 ft.// +4// 45 (-4 size, +35 natural, +4 Dex), touch 10, flat-footed 41
Age Speed// Initiative// AC// Special Abilities// Caster Level// SR
Wyrmling Fire subtype, brilliance, -- --
Very young -- --
Young gaze screen// 1st --
Juvenile mirror image// 3rd --
Young DR 5/magic// 5th// 17
Adult Alternate form// 7th// 19
Mature adult DR 10/magic// 9th// 21
Old telekinesis// 11th// 22
Very old DR 15/magic// 13th// 24
Ancient - // 15th// 25
Wyrm DR 20/magic, project image// 17th// 26
Great wyrm - // 19th// 28
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
Dragon (Fire)
Climate/Terrain: Temperate and subtropical/Mountains
Frequency: Very rare
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21
Activity Cycle: Any
Diet: Omnivore
Intelligence: Highly (13-14)
Treasure: Triple standard
Alignment: Chaotic good
No. Appearing: 1 (2-5)
Advancement: Wyrmling 4-5 HD (Tiny); very young 7-8 HD (Small); young 10-11 HD (Medium); juvenile 13-14 HD (Medium); young adult 16-17 HD (Large); adult 19-20 HD (Large); mature adult 22-23 HD (Huge); old 25-26 HD (Huge); very old 28-29 HD (Huge); ancient 31-32 HD (Huge); wyrm 34-35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan)
Armor Class: -1 (base)
Movement: 15, Fl 36 (C), Jp 3
Hit Dice: 11 (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: See below
Size: H (25' base)
Morale: Fanatic (17-18 )
XP Value: Variable
Mercury dragons are fast, highly-maneuverable creatures with relatively small bodies and long tails. Although good in alignment, they are very whimsical, making and changing decisions frequently.
At birth, a mercury dragon's scales are dull silver. As it ages, the scales become brighter and brighter, until at adult age they gain a brilliant mirror finish. Sunlight or other sources of light reflecting off the scales and wings of a mercury dragon can be blinding.
Mercuries speak the language of good dragons, but at high speed, so there's only a 75% chance of understanding a mercury dragon.
Combat: Mercury dragons are as unpredictable when it comes to combat, as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They never attack good-aligned creatures unless sorely provoked.
Mercury 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, mercury dragons can curve the mirror-bright 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 mercury dragon's breath weapon is a beam of brilliant, yellow 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). The heat of the beam is intense enough to ignite flammable objects that fail saving throws vs. magical fire.
A mercury dragon casts spells and uses magical abilities at the 10th level, plus its combat modifier. At birth, mercury dragons are immune to fire and all magical forms of blindness.
They also receive a +3 bonus to saving throws against light-based attacks. As they age, they gain the following additional powers:
Age Ability
Young gaze reflection at will
Juvenile mirror image three times per day
Adult polymorph self twice per day
Old telekinesis twice per day
Wyrm project image once per day
Habitat/Society: Mercury 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. Mercuries are very protective of their offspring, and will give their lives to save them. Offspring usually stay with their parents until they reach the juvenile age category.
Because of their unpredictable, sometimes almost irrational nature, mercuries very rarely have close relationships with other creatures in the area. For this reason, mercuries have to depend on magical and mechanical traps and guards to protect their lairs when they are away.
Ecology: Mercury dragons eat anything, but they prefer to feed on metal ores. Although they have no venom attacks, the flesh of mercury dragons is highly poisonous.
Brilliance (Ex): As a standard action, a mercury dragon can use the mirror-bright membranes of its wings to reflect and concentrate available light into a beam of dazzling brightness. To use this power, the dragon needs light as bright as an overcast day or clear, moonlight night. Torchlight or candle light is insufficient.
The power creates a thin beam the dragon can aim at a single target within 30 feet per age category of the dragon. The target is blinded for 1d4+1 rounds unless it makes a Reflex save (DC 10 + 1/2 the dragon's Hit Dice, + the dragon's Dexterity modifier). If not using this technique as a weapon, the dragon can create a cone of light as bright as a daylight spell up to 60 feet long per age category of the dragon. The cone lasts 3 rounds.
Alternate Form (Su): A mercury dragon of adult age or older can assume any animal or humanoid form of Medium size or smaller as a standard action three times a day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can assume only the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its normal form.
Fire Subtype (Ex): Fire immunity, +50% damage from cold.
Protected Sight (Ex): A mercury dragon is immune to any effect that would blind or dazzle it. It also gains +3 racial bonus on saving throws against any light or pattern effect.
Spell-Like Abilities: At will -- gaze screen*; 3/day -- mirror image;
2/day -- telekinesis;
1/day -- project image.
*This spell is available below and in Tome and Blood.
Skills: These skills are available to mercury dragons at 1 skill point per rank: Bluff, Disguise, Sense Motive, and Survival. Mercury dragons have the Jump skill for free at 1 rank per Hit Die .These are in addition to the skills noted in the dragon entry in the Monster Manual.
Gaze Screen
Abjuration
Level: Clr 2, Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Duration: 10 minutes/level
Range: Touch
Target: 1 living creature
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You create a shimmering, mirrorlike area in the air before the recipient's eyes. The area moves with the recipient, and does not affect the recipient's vision. If the recipient is subjected to a gaze attack while the spell lasts, there is a 50% chance that recipient does not need to make saving throw against the attack (just as if the recipient had averted his eyes). The foe with the gaze attack does not have concealment from the recipient (see Gaze Attacks on page 294 of the Dungeon Master's Guide). The recipient gets no additional protection from averting his eyes while the spell lasts, though he can shut his eyes and entirely avoid the gaze.
Age) Body Lgt. (')/Tail Lgt. (')
1 Hatchling 3-6 3-6
2 Very Young 6-11 6-11
3 Young 11-17 11-20
4 Juvenile 17-21 20-25
5 Young Adult 21-24 26-30
6 Adult 24-27 30-33
7 Mature Adult 27-30 33-36
8 Old 30-33 36-39
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
Mercury Dragons by Age
Age Hit Dice (hp)// Str Dex Con Int Wis Cha// Base Attack/Grapple
Wyrmling 3d12+3 (22)// 11 14 13 10 11 10// +3/-5
Very young 6d12+6 (45)// 13 14 13 10 11 10// +6/+3
Young 9d12+18 (76)// 15 14 15 12 13 12// +9/+11
Juvenile 12d12+24 (102)// 17 16 15 12 13 12// +12/+15
Young adult 15d12+45 (142)// 19 16 17 14 15 14// +15/+23
Adult 18d12+72 (189)// 23 16 19 14 15 14// +18/+28// +15 +14 +13
Mature adult 21d12+105 (241)// 27 18 21 16 17 16// +21/+37// +17 +16 +15
Old 24d12+120 (276)// 29 18 21 16 17 16// +24/+41// +19 +18 +17
Very old 27d12+162 (337)// 31 18 23 18 19 18// +27/+45// +21 +19 +19
Ancient 30d12+180 (375)// 33 18 23 18 19 18// +30/+49// +23 +21 +21
Wyrm 33d12+231 (445)// 35 18 25 20 21 20// +33/+57// +25 +22 +23
Great wyrm 36d12+288 (522)// 37 18 27 20 21 20// +36/+61/ +28 +24 +25
Age Fort Ref Will// BW(DC)// Frightful Presence
Wyrmling +3/-5// +4 +5 +3// 1d8 (12) --
Very young +6/+3// +6 +7 +5// 2d8 (14) --
Young +8 +8 +7// 3d8 (16) --
Juvenile +10 +11 +9// 4d8 (18) --
Young adult +12 +12 +11// 5d8 (20)// 19
Adult +15 +14 +13// 6d8 (23)// 21
Mature adult +17 +16 +15// 7d8 (25)// 23
Old +19 +18 +17// 8d8 (27) // 25
Very old +21 +19 +19// 9d8 (29)// 27
Ancient +23 +21 +21// 10d8 (31)// 29
Wyrm +25 +22 +23// 11d8 (33)// 31
Great wyrm +28 +24 +25// 12d8 (36)// 33
Mercury Dragon Abilities by Age
Age Speed// Initiative// AC
Wyrmling 60 ft., fly 150 ft.// +2// 16 (+2 size, +2 natural, +2Dex), touch 14, flat-footed 14
Very young 60 ft., fly 150 ft.// +2// 18 (+1 size, +5 natural, +2 Dex), touch 13, flat-footed 16
Young 60 ft., fly 200 ft. // +2// 20 (+8 natural, +2 Dex), touch 12, flat-footed 18
Juvenile 60 ft., fly 200 ft.// +3// 24 (+11 natural, +3 Dex), touch 13, flat-footed 21
Young adult 60 ft., fly 200 ft. // +3// 26 (-1 size, +14 natural, +3 Dex), touch 12, flat-footed 23
Adult 60 ft., fly 200 ft. //+3// 29 (-1 size, +17 natural, +3 Dex), touch 12, flat-footed 26
Mature adult 60 ft.,) fly 200 ft. // +4// 32 (-2 size, +20 natural, +4 Dex), touch 12, flat-footed 28
Old 60 ft., fly 200 ft. //+4// 35 (-2 size, +23 natural, +4 Dex ), touch 12, flat-footed 31
Very old 60 ft., fly 200 ft.// +4// 38 (-2 size, +26 natural, +4 Dex), touch 12, flat-footed 34
Ancient 60 ft., fly 200 ft.// +4// 41 (-2 size, +29 natural, +4 Dex), touch 12, flat-footed 37
Wyrm 60 ft., fly 250 ft.// +4// 42 (-4 size, +32 natural, +4 Dex), touch 10, flat-footed 38
Great wyrm 60 ft., fly 250 ft.// +4// 45 (-4 size, +35 natural, +4 Dex), touch 10, flat-footed 41
Age Speed// Initiative// AC// Special Abilities// Caster Level// SR
Wyrmling Fire subtype, brilliance, -- --
Very young -- --
Young gaze screen// 1st --
Juvenile mirror image// 3rd --
Young DR 5/magic// 5th// 17
Adult Alternate form// 7th// 19
Mature adult DR 10/magic// 9th// 21
Old telekinesis// 11th// 22
Very old DR 15/magic// 13th// 24
Ancient - // 15th// 25
Wyrm DR 20/magic, project image// 17th// 26
Great wyrm - // 19th// 28
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