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    Dec 2007
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    Default Re: 30+ New Dragons (more true dragons than the draconomicon)

    Coin Dragon

    Type: Construct (dragonforged construct)
    Environment: Any
    Organization: Wyrmling, very young, young, juvenile, and young adult, adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary
    Challenge Rating: Wyrmling 2; very young 3; young 5; juvenile 7; young adult 10; adult 13; mature adult 16; old 19; very old 21; ancient 23; wyrm 24; great wyrm 26
    Treasure: None or triple standard
    Alignment: Any
    Advancement:

    Coin dragons are monstrous constructs created to protect vast hoards of treasure. Or rather, they are created so that vast hoards can protect themselves. Originally invented by an ancient and clever red dragon, the coin dragon was intended so that he could leave his nest (in search for more treasure) without worrying about some conniving adventurer stealing anything. Ashardalon has claimed on several occasions to be this rumored dragon, but records indicate that the rituals involved predate the fearsome red. Since their creation they have protected treasure and accumulated a great deal more, evolving as many different magics are incorporated into their bodies. As their owners have fallen, coin dragons continued to protect the horde as that is their original purpose in life, but without a master to own them, they become fearsome dragons in their own right, and some of the most greedy and avaricious of all dragons, being the very embodiment of a dragonís hoard.

    No matter where they are now, coin dragons are all created to protect the treasure that forms their bodies. They are intelligent and aware, but completely subservient to their creator. They can be of any alignment, but will always reflect their creator in alignment, temperament, and desire. If their master is slain a coin dragon will not instantly understand what has occurred and will continue to act as it has since creation (creating a nasty surprise for any dragon-looter who thinks the hard part is over). It takes several days for a coin dragon to understand what has happened, and to determine itís course of action now that it is free. If the creator of the coin dragon is resurrected, the coin dragon remains itís own agent, as the magics that once held it in thrall are irreparably destroyed.

    Unlike normal dragons, coin dragons donít advance by age in the most literal sense. They increase in size and power depending on how large the hoard that they are composed of is. See page 282 of the Draconomicon for an idea of how large a hoard is for the appropriate HD; the CR of the hoard is roughly equal to the HD of the coin dragon. Because of this, successful coin dragons can grow at an extremely fast rate, but they are always in danger of shrinking should some enterprising adventurer manage to steal some of the hoard. The hoard dragon always contains a huge number of coins, enough that a dragon of similar size would have no problem lounging upon the inert coin dragon as a bed. Magical items of variable bonuses, such as weapons and armor, are always found in appropriately sized hoards.

    Table: Coin Dragons by Age
    {table=head]Age|Size|
    Hit Dice (HP)
    |Str|Dex|Con|Int|Wis|Cha|BAB/Grp|Atk|Fort|Ref|Will|
    Breath[br]Weapon (DC)
    |
    Frightful[br]Presence DC

    Wyrmling|
    S
    |
    3d10+3 (19)
    |11|10|13|14|11|6|
    +3/-1
    |+4|+4|+3|+1|
    1d8 (12)
    |
    --

    Very Young|
    S
    |
    6d10+6 (39)
    |13|10|13|14|11|6|
    +6/+3
    |+8|+6|+5|+2|
    2d8 (14)
    |
    --

    Young|
    M
    |
    9d10+18 (67)
    |17|12|15|16|13|8|
    +9/+12
    |+12|+8|+7|+4|
    4d8 (16)
    |
    --

    Juvenile|
    M
    |
    12d10+36 (102)
    |19|12|17|16|13|8|
    +12/+16
    |+16|+11|+9|+5|
    5d8 (19)
    |
    --

    Young Adult|
    M
    |
    15d10+60 (142)
    |21|14|19|18|15|10|
    +15/+20
    |+20|+13|+11|+7|
    6d8 (21)
    |
    17

    Adult|
    L
    |
    18d10+90 (189)
    |25|14|21|18|15|10|
    +18/+29
    |+24|+16|+13|+8|
    8d8 (24)
    |
    19

    Mature Adult|
    L
    |21d10+105 (220)|27|16|21|20|17|12|
    +21/+33
    |+28|+17|+15|+10|
    9d8 (25)
    |
    21

    Old|
    L
    |24d10+144 (276)|29|16|23|20|17|12|
    +24/+37
    |+32|+20|+17|+11|
    10d8 (28)
    |
    23

    Very Old|
    H
    |27d10+189 (337)|33|18|25|22|19|14|
    +27/+46
    |+36|+22|+19|+13|
    12d8 (30)
    |
    25

    Ancient|
    H
    |30d10+210 (375)|35|18|25|22|19|14|
    +30/+50
    |+40|+24|+21|+14|
    13d8 (32)
    |
    27

    Wyrm|
    H
    |33d10+264 (445)|37|20|27|24|21|16|
    +33/+54
    |+44|+26|+23|+16|
    14d8 (34)
    |
    29

    Great Wyrm|
    G
    |36d10+288 (486)|41|20|27|26|23|18|
    +36/+63
    |+47|+28|+25|+18|
    16d8 (36)
    |
    32
    [/table]

    Table: Coin Dragon Abilities by Age
    {table=head]Age|Speed|Init|AC|Special Abilities|Infuser Level|SR

    Wyrmling|60 ft., fly 100 ft. (average)|+0|15 (+1 size, +4 natural), touch 11, flat-footed 14|Absorption, light fortification|--|--

    Very Young|60 ft., fly 100 ft. (average)|+0|18 (+1 size, +7 natural), touch 11, flat-footed 17|Body of useful items|--|--

    Young|60 ft., fly 150 ft. (poor)|+1|21 (+1 Dex, +10 natural), touch 11, flat-footed 20|Medium fortification|--|--

    Juvenile|60 ft., fly 150 ft. (poor)|+1|24 (+1 Dex, +13 natural), touch 11, flat-footed 23|Suggestion|1st|--

    Young Adult|60 ft., fly 150 ft. (poor)|+2|28 (+2 Dex, +16 natural), touch 12, flat-footed 26|DR 5/bludgeoning|3rd|17

    Adult|60 ft., fly 150 ft. (poor)|+2|30 (-1 Size, +2 Dex, +19 natural), touch 11, flat-footed 28|Construct body|5th|20

    Mature Adult|60 ft., fly 150 ft. (poor)|+3|34 (-1 Size, +3 Dex, +22 natural), touch 12, flat-footed 31|DR 10/bludgeoning|7th|23

    Old|60 ft., fly 150 ft. (poor)|+3|37 (-1 Size, +3 Dex, +25 natural), touch 12, flat-footed 34|Mass suggestion|9th|26

    Very Old|60 ft., fly 200 ft. (clumsy)|+4|40 (-2 Size, +4 Dex, +28 natural), touch 12, flat-footed 36|DR 15/bludgeoning|11th|28

    Ancient|60 ft., fly 200 ft. (clumsy)|+4|43 (-2 Size, +4 Dex, +31 natural), touch 12, flat-footed 39|Mass charm monster|13th|30

    Wyrm|60 ft., fly 200 ft. (clumsy)|+5|47 (-2 Size, +5 Dex, +34 natural), touch 13, flat-footed 42|DR 20/bludgeoning|15th|31

    Great Wyrm|60 ft., fly 200 ft. (clumsy)|+5|48 (-4 Size, +5 Dex, +37 natural), touch 11, flat-footed 43|Dominate monster|17th|33[/table]

    Combat
    Preferring to surprise intruders, coin dragons will lie still, looking like nothing more than an unguarded pile of treasure, until their prey has come within their reach. a coin dragon will take time to use suggestion on intruders (mass suggestion or mass charm monster for older coin dragons), usually to calm any wariness, and perhaps to put down their weapons while they look at all the shining treasure. It may try to pickpocket items from the particularly unobservant. A coin dragon will always take itís prey by surprise if it can, opening itís surprise round with either itís breath weapon or a particularly relevant magic item. If things are looking grim, the coin dragon will try to absorb any close items before fleeing.

    DM Note: A coin dragon is it's own treasure. All the coins and items used to make it in the Living Horde ritual spill into a pile upon the coin dragon's death, and are retrievable. This includes any items it has absorbed.

    Breath Weapon (Su)
    A coin dragon has one type of breath weapon, a bludgeoning cone of coins. Creatures on the gound that fail their save against the breath weapon are knocked prone.

    Absorption (Ex)
    As a standard action, a coin dragon can absorb one unattended magical item in itís space into itself, gaining full use of the item.

    Body of Useful Items (Ex)
    Any magical items that are part of the hoard are a part of the coin dragon. A very young coin dragon or older has full access to any magical item that makes up their body and can use or activate the item without issue. Any magical weapons add their enhancement bonus to the coin dragonís attacks and any special abilities apply to all the dragonís natural weapons. Any magical armor adds itís enhancement bonus to the coin dragonís AC and the dragon benefits from any special abilities of the armor. Enhancement bonuses donít stack, so only the highest bonus would apply.

    A creature may take a full-round action to attempt to pull an item free of the dragonís body. The creature must make a successful grapple attempt against the coin dragon to pull the specified item from the coin dragon. If the coin dragon contains multiple items, there is a 30% chance that the wrong item will be retrieved.

    Construct Body (Ex)
    An adult or older coin dragon is no longer subject to critical hits, subdual damage, death from massive damage, necromancy effects, or any spell or spell-like ability which allows a Fort save and does not also affect objects.

    Other Spell-Like Abilities
    3/day - suggestion (juvenile or older); 1/day - mass suggestion (old or older), mass charm monster (ancient or older), dominate monster (great wyrm)

    Skills
    Disguise, Move Silently, and Sleight of Hand are considered class skills for coin dragons.

    Dragonforged Construct Subtype
    Spoiler
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    A dragonforged construct is a new subtype of construct, a created being that captures the awesome might of dragons in an artificial form, the construct given sentience and free will through powerful and complex creation enchantments. Dragonforged constructs combine aspects of both constucts and dragons, as detailed below:

    Features: A dragonforged construct has the following features.
    • 10-sided Hit Dice.
    • Base attack bonus equal to Hit Dice (as fighter).
    • Good Fortitude and Reflex saves.
    • Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.


    Traits: A dragonforged construct possesses the following traits (unless otherwise noted in a creatureís entry).
    • Dragonforged constructs are considered true dragons for all intents and purposes.
    • Unlike other constructs, a dragonforged construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
    • Keen Senses, as the true dragon ability.
    • Blindsense out to 60 feet.
    • Unlike other constructs, a dragonforged construct is not immune to mind-influencing effects.
    • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
    • A dragonforged construct cannot heal damage naturally.
    • Unlike other constructs, dragonforged constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
    • Unlike other constructs, a dragonforged construct can use the run action.
    • Dragonforged constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a dragonforged construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a dragonforged construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a dragonforged construct.
    • A dragonforged construct responds slightly differently from other living creatures when reduced to 0 hit points. A dragonforged construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When it's hit points are less than 0 and greater than -10, a dragonforged construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert dragonforged construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable.
    • Can be raised or resurrected.
    • Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
    • Does not need to sleep, but must rest for 8 hours before preparing spells.
    Last edited by MammonAzrael; 2011-03-25 at 02:24 PM.
    My homebrew - If you use it, please let me know how it goes!

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