Homebrew DesignRoll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
Re: 30+ New Dragons (more true dragons than the draconomicon)
Peanut Dragon:
Dragon (Wood) Environment: Warm and temperate plains, forests, and underground. Organization: Solitary, pair, family (2-5 young and 1-2 adults), clutch (2-5). Challenge Rating: Wyrmling 2; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 20; ancient 21; wyrm 23; great wyrm 25 Treasure: Triple standard. Alignment: Always Neutral Evil.
"I was given a mirror labeled Erutnevda recently by an anonymous benefactor. While investigating said mirror I accidentally passed through it and into a world filled with marvelous creatures. I saw: beings like fanciful chess knights, the upper bodies of men grafted onto the heads of magnificent alabaster horses; a golem maid of the finest porcelain, with whom I shared exquisite tea; a flower, who argued that objects were all colors but those they appeared; to list but a paltry few. These creatures are not the beings I will discuss here, this is a tome of dragons and within I will tell of the dragon I found in this land of Erutnevda.
"The dragon had pale orange-brown scales and a hard outer shell with the distinct squares and shape of a peanut. A foul plotter the beast struck me as singularly arrogant as we begun our game of Dur'vkel'varesh'dolor, or Draconic Speed Chess. At first we chatted lightly, each trying to thus size up our opposition and perhaps even make them relax and lower their guard, but such small talk soon fell away as we were both forced to concentrate on the game ahead. When I had captured boards 3 and 6, sealing his korgik onto boards 4 and 5 with my jrulshrith and mate was inevitable within twelve turns, instead of surrendering as honor would demand my opponent instead blasted both me and the board with his acidic breath, destroying the fine crystal set. The very plants of the place, dozens of floral monsters, came to the dragon's aid and for a moment I thought I might prove overwhelmed. In the end, though, I was able to force the dragon to beat a hasty retreat.
"Peanut dragons are without honor, motivated only by their own egomania and desire for control. Despicable creatures they build empires of plant creatures within which they sit like a spider in its web. Peanut dragons have hard outer shells giving them resistance to weapons and many attacks, as well as skill with druidic magic. They are capable of creating plant horrors, and their acidic breath can slow foes and even turn those it kills into their new floral servitors."
Breath Weapon (Su): A peanut dragon’s breath weapon is a cone of acid which deals the listed damage (reflex half). Any creature which fails its saving throw against this breath weapon are also entangle for 2d4 rounds.
Lessened Arsenal: A peanut dragon's natural weapons are weaker compared to other comparatively sized dragons. For determining what natural weapons a peanut dragon has access to, and their damage, a peanut dragon is treated as one size category smaller. A tiny peanut dragon has no claw attacks and its bite deals 1d3 damage.
Caster Level: A peanut dragon casts spells as a sorcerer of the listed level, with the following exceptions. First they may select Druid spells and cleric spells from the Evil, Plant, and Knowledge domains as sorcerer spells. Second their bonus spells, maximum spell level, and save DCs are all determined by Intelligence instead of Charisma.
Reviving Breath (Su): A medium or small sized creature killed by an old or older peanut dragon's breath weapon is transformed into a vine horror (Fiend Folio) and revived 1d4 rounds later. This vine horror is under the control of the peanut dragon. As long as the vine horror is alive the creature cannot be revived and should the vine horror be killed a limited wish spell is required to restore the body to allow resurrection to function, and raise dead simply will not. If the vine horror is dead then a true resurrection will still work normally.
Create Plant Monster (Su): By spending 1 day performing a mystical ritual a great wyrm peanut dragon may create a plant creature with a CR of 15 or less.
Skills: In addition to the class skills for all dragons a peanut dragon has Bluff, Spellcraft, and Survival as class skills. A peanut dragon gains a racial bonus to Craft (Alchemy), Knowledge (Nature), Profession (Herbalist), and Survival checks equal to the number of age categories it has obtained.[/quote]
__________________
Peanut Dracolich avatar by Emperor Ing.
Re: 30+ New Dragons (more true dragons than the draconomicon)
Choice for Poll #3: Decided to use an actual post for this so I'll have more room. Also wanted to do something a little different so the options this time are; as a general note I reserve the right to choose which specific kind of dragon to work with for any given option, but requests will be considered (this is in part to reduce the chance of a tie):
A 20 level class in the vein of the community monster classes for playing one of the dragons I've made.
Stats for 3 specific true dragons, including name, personality, feats, spells, and equipment. One will be CR 4 to 8, one CR 9 to 14 and one CR 15+.
Stats for 2 specific dragons which are half-breeds of two true dragons. Include name, personality, feats, spells, and equipment.
A dragon lair intended for a party near level 15 (might end up higher or lower) with a boss being a dragon with a CR = to party level and minions to bring the EL up to 2 higher.
A prestige class made for true dragons.
Voting will be open till the 5th of August at 4 PM GMT. Please vote via PM.
__________________
Peanut Dracolich avatar by Emperor Ing.
Re: 30+ New Dragons (more true dragons than the draconomicon)
I love your peanut dragon as a sort of lesser dragon. Just a few things. Your chart has the information for Breath Weapon DC in with the Breath weapon damage (which is fine in itself), but the information for the Frightful Presence is in where the BW DC is, and thus the FP column is blank.
This is worded a bit oddly: "Create Plant Monster (Su): By spending 1 day a great wyrm peanut dragon may create a plant creature with a CR of 15 or less."
By spending a 1 day doing what? Also, Plant creatures aren't generally created, they can be summoned though. I suggest that you change this to the following:
Summon Plant Creature (Sp): Once a day as a Standard Action, a great wyrm peanut dragon may summon a Plant creature with a CR 15 or less as summon monster IX.
Debby
__________________
P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.
Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
Re: 30+ New Dragons (more true dragons than the draconomicon)
Quote:
Originally Posted by Debihuman
This is worded a bit oddly: "Create Plant Monster (Su): By spending 1 day a great wyrm peanut dragon may create a plant creature with a CR of 15 or less."
By spending a 1 day doing what?
I'd say its warping a seed into an evil tree for that day, or weaving vines into a humanoid form.
Quote:
Also, Plant creatures aren't generally created, they can be summoned though. I suggest that you change this to the following: Summon Plant Creature (Sp): Once a day as a Standard Action, a great wyrm peanut dragon may summon a Plant creature with a CR 15 or less as summon monster IX.
I don't think he wants it to be a summoned creature. I think the Peanut Dragon creates a plant monster, regardless of whether or not it has been done before.
__________________ My Homebrew (180+ and still counting)
Quote:
Originally Posted by Crasical
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
Re: 30+ New Dragons (more true dragons than the draconomicon)
Clockwork Dragon
Monster Class/Racial Progression Class
Homebrew Monster
Class:
Spoiler
HD: D10
Level
BAB
Fort
Ref
Will
Special
1st
+0
+2
+0
+2
Meta Dragon Body, Clockwork Technomancy
2nd
+1
+3
+0
+3
Light Fortification, Steam Breath, Keen Senses +1 Str, +1 Con
3rd
+2
+3
+1
+3
Least Overclock +1 Int
4th
+3
+4
+1
+4
Wings, Bonus Feat
5th
+3
+4
+1
+4
Growth, +1 Str
6th
+4
+5
+2
+5
Grinding Gears, Shift Gears +1 Int
7th
+5
+5
+2
+5
Miasma, Exhaust
8th
+6
+6
+2
+6
Medium Fortification, Overclock +1 Str, +1 Con
9th
+6
+6
+3
+6
Cold Logic, +1 Int
10th
+7
+7
+3
+7
Tail Slap, Growth, Shifting Plates
11th
+8
+7
+3
+7
Enchanted Chassis, +1 Str, +1 Con
12th
+9
+8
+4
+8
Ironsides, +1 Int
13th
+9
+8
+4
+8
Clockwork Mind, Crush
14th
+10
+9
+4
+9
Greater Overclock, Bonus Feat, +1 Str
15th
+11
+9
+5
+9
Heavy Fortification, Crush, Growth, +1 Int, +1 Con
16th
+12
+10
+5
+10
Machine Spirits
17th
+12
+10
+5
+10
Clockwork Body, +1 Str
18th
+13
+11
+6
+11
Wall of Gears +1 Int
19th
+14
+11
+6
+11
Tail Sweep
20th
+15
+12
+6
+12
Growth, Perfect Overclock, Ultimate Fortification, +1 Str, +1 Con
Skill Points: (4 + Int modifier) per level, x4 at first level. Class Skills: Appraise, Bluff, Concentration, Craft (any), Hide, Intimidate, Jump, Knowledge (Any), Listen, Search, Spellcraft, Spot, Use Magic Device
Proficiencies: The Clockwork Dragon gains proficiency with its natural weapons only.
Meta Dragon Body: The Clockwork Dragon loses all other racial bonuses and becomes a [Living Construct, Dragonforged.] The character gains Darkvision 60 ft and Immunity to Sleep and Paralysis. Clockwork Dragons are initially Small sized creatures with a base land speed of 40, possessing Claw/Bite attacks that deal 1d8/1d6 + Str modifier respectively, the bite attack dealing 1d8 + 1.5 damage with a reach as if the dragon were one size category larger. The dragon has a Natural Armor equal to their Con modifier +2. A Clockwork Dragon has Draconic and Common as a starting language, with additional languages for a high Int score as normal. The Clockwork Dragon has wings, but they are too weak to do anything yet.
Clockwork Technomancy The Clockwork Dragon gains infusions and Artificer Craft Reserve equal to an Artificer of the appropriate level according to the following table.
If the Clockwork Dragon Dragon multiclasses to Artificer, he is already treated as having levels in Artificer according to the table. Furthermore, the Clockwork Dragon's caster level is treated as being equal to his levels in Clockwork Dragon.
Dragon level
Virtual Artificer Casting
1
-
2
1
3
2
4
3
5
4
6
5
7
6
8
6
9
7
10
8
11
8
12
9
13
10
14
10
15
11
16
12
17
12
18
13
19
13
20
13
Aside from Infusions and Craft Reserve, the dragon does not gain the class features of an Artificer from Virtual Artificer Levels.
Attribute Bonus: Ability scores increase according to the following table
(Bonuses shown on the table are cumilative to the Dragon's level)
Dragon level
Attribute Bonuses
2
+1 Str, +1 Con
3
+1 Str, +1 Con, +1 Int
5
+2 Str, +1 Con, +1 Int
6
+2 Str, +2 Con, +2 Int
8
+3 Str, +2 Con, +2 Int
9
+3 Str, +2 Con, +3 Int
11
+4 Str, +3 Con, +3 Int
12
+4 Str, +3 Con, +4 Int
14
+5 Str, +3 Con, +4 Int
15
+5 Str, +4 Con, +5 Int
17
+6 Str, +4 Con, +5 Int
18
+6 Str, +4 Con, +6 Int
20
+7 Str, +5 Con, +6 Int
Steam Breath: [Su] At 2nd level A Clockwork Dragon can fire a 30 ft cone of scalding steam dealing 1d6 Fire damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. The cone increases by 5 feet per HD.
Fortification: [Ex] At 2nd level the Clockwork Dragon gains resistance to Precision Damage attacks like Sneak Attack, Skirmish, and Critical hits. At 2nd level, 25% of attacks that deal critical, or precision damage don't deal any additional damage. At 8th level this increased to 50%. At 15th level this increases to 100%. At 20th level the Clockwork Dragon cannot be dealt additional damage from precision attacks, even if class features and/or equipment gives the creature the ability to normally bypass fortification effects.
Keen Senses: [Ex] At 2nd level the Clockwork Dragon's senses become more refined and more attuned, granting them extraordinary sensory ability. They can see four times as well as a human in low light and twice as well in bright light. In addition he gains Darkvision 120-ft.
Least Overclock: [Su] At 3rd level a Clockwork Dragon can set the machinery within into overdrive. Once per day per 5 HD plus one or by voluntarily accepting 2 points of Constitution damage to himself, he gains an extra move action a round. This damage cannot be reduced and bypasses any immunity, although it can be restored as normal. Activating Least Overclock is a Swift Action.
Bonus Feats: At 4th, and 14th level, the Clockwork Dragon may gain any item creation or other Artificer Bonus Feat he meets the prerequisites for as a Bonus Feat.
Wings: At 4th level the Clockwork Dragon's Dragon's wings grant the dragon a flight speed of 10 ft per HD at Average maneuverability. The Clockwork Dragon also gains two secondary Wing attacks that deal 1d4 + Str modifier.
Growth: At 5th level, the Clockwork Dragon grows to Medium size. At 10th level, the Clockwork Dragon grows to Large Size. At 15th level the dragon grows to Huge size, and at 20th level the Clockwork Dragon becomes Gargantuan. Each progressive increase also grants the Clockwork Dragon +1 to Natural Armor.
Grinding Gears: [Ex] The churning machinery that makes up a Clockwork Dragon makes one dangerous to stand next to, let alone actively attack you. At 5th level the Clockwork Dragon's natural weapons are treated as being one size category larger. This stacks with any other effects that increases weapon damage in steps such as the Improved Natural Attack feat. Furthermore, they are treated as Manufatured for the purposes of applying Infusions to them.
In addition, the Clockwork Dragon no longer needs to eat, sleep, or breathe.
Shift Gears: [Ex] At 6th level the Clockwork Dragon gains a +1 per 3 HD Racial bonus to a single skill of the Clockwork Dragon's choice. As a full-round-action the Clockwork Dragon can elect to move the skill bonus to any other single skill, even if it is a cross-class skill. A Clockwork Dragon cannot use Shift to move any bonus if the GM declares a skill check must be made.
Miasma: [Su] Clockwork Dragons can breathe two additional alternate forms of gas in lieu of their steam breath. At 6th level the Clockwork Dragon can breathe a cone of gas with the effect of Haste or Slow, whichever the character's choice. It is treated as a Cone with the same range and DC for Will Save (negates) as the Steam Breath attack. This is considered a use of the dragon's breath attack.
Exhaust: [Su] At 7th level the Clockwork Dragon gains the use of Solid Fog as an SLA Once per day per 2 HD
Overlock: [Su] At 8th level Clockwork Dragons are able to shift their gears into more extreme forms of quickness and mobility. They can, once per day per 8 HD or else by voluntarily dealing 4 points of Constitution damage to himself, he gains an extra Standard Action per round. This damage cannot be reduced and bypasses any immunity, although it can be restored. Activating Overclock is a Swift Action.
Cold Logic: [Ex] At 9th level Clockwork Dragons add their Intelligence bonus as Insight bonuses to Charisma based skills.
Tail Slap: [Ex] At 10th level, the Clockwork Dragon gains the ability to use a Tail Slap secondary attack for 1d10 + str damage (indexed for Large size and Grinding Gears)
Shifting Plating [Su] At 10th level the body of the Dragon is developed enough that it is not only a miniature factory producing its own components but additional outer plating as well. By concentrating for one minute, the Clockwork Dragon can now produce for himself a free set of nonmagical Masterwork armor of the Dragon's choice. It cannot be of a material besides Steel. The Dragon must still suffer penalties incurred by wearing armor as normal where applicable, and the armor cannot be removed by anything short of a Limited Wish spell or by removing it from a Clockwork Dragon corpse at the GM's discretion. A Clockwork Dragon can switch between armors after concentrating for one minute as well, and even while unarmored the dragon's hide is now treated as Manufactured for the purposes of applying Infusions as well as enchanting. The Clockwork Dragon may enchant this armor or have it enchanted, though they must pay gold and xp costs as normal when applicable. In addition, special materials may be added in this manner. The Clockwork Dragon is considered to be Proficient in this armor.
Enchanted Chassis [Ex] At 11th level, the Clockwork Dragon gains Spell Resistance equal to his HD + 11
Ironsides: [Ex] At 12th level, the Clockwork Dragon Dragon gains Damage Reduction/Magic equal to the dragon's HD/2. The Clockwork Dragon also gains Damage Reduction/Adamantine equal to the dragon's HD/4
Clockwork Mind: [Ex] At 13th level the Clockwork Dragon becomes immune to Mind-Affecting effects.
Frightful Presence: [Ex] At 14th level, enemies within a radius of 30 feet × HD/2 are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Int modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead.
Greater Overclock [Su] At 14th level the Clockwork Dragon can drive itself to unnatural levels of energy. Once per day per 10 HD else by voluntarily taking 6 points of Constitution damage the Clockwork Dragon can grant himself an additional Move and Standard Action. The Constitution damage bypasses immunities and cannot be mitigated, although it can be restored once inflicted as normal. Greater Overclock is a Swift Action
Crush: [Ex] At 15th level, the Clockwork Dragon can make a crush attack dealing 4d6 damage base (Indexed for Huge Size and Grinding Gears)
This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents.)
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus.
Machine Spirits: [Su] At 16th level a Clockwork Dragon may interact and converse with normally mindless Constructs. When the dragon attempts to communicate with the Construct, it is considered to have an Intelligence score of 10 for all intents and purposes, and an attitude of Indifferent. This may cause normally hostile constructs to become hesitant to attack the Dragon or his allies, or other effects at the GM's discretion. When in conversation the construct always speaks a language the dragon can understand, however only the dragon can hear it, and the Construct is treated as being under a tongues spell. The Clockwork Dragon also gains a +5 bonus in interaction skill tests when interacting with non-mindless constructs, including living constructs.
Clockwork Body [Ex] At 17th level the Clockwork Dragon becomes immune to Ability Damage (except when applied via Overlock effects,) Necromantic and Death effects, and spells that require a fortitude save except where it applies to objects. For the purposes of determining bonus hit points as well as fortitude save against spells that require fortitude saves that target objects such as Disintegrate the Clockwork Dragon retains their Constitution score.
Wall of Gears [Su] At 18th level the Clockwork Dragon can use Wall of Gears as an SLA once per day per 4 HD
Tail Sweep: [Ex] At 19th level a Clockwork Dragon can sweep his tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are three or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 + 1.5 str (indexed for Huge size and Grinding Gears.) Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).
Perfect Overclock: [Su] At 20th level the overdrive systems in the meta-dragon have reached their pinnacle. He may now duplicate the effects of Time Stop as per the spell once per day per 10 hd minus one or else by taking 8 points of Constitution damage. During the Time Stop effect the Clockwork Dragon may not make use of any of its Overclock abilities including Perfect Overclock, and must wait 1d4+1 rounds before using Perfect Overclock again, however he is free to use any of the other Overclock abilities. Perfect Overclock is a Swift Action to activate.
So here's another attempt by me to make a racial progression class.
Re: 30+ New Dragons (more true dragons than the draconomicon)
[quote=Milo v3;13596425]I'd say its warping a seed into an evil tree for that day, or weaving vines into a humanoid form.[quote] Possibly. I'm still skeptical as to how to incorporate this as a Supernatural Ability. It doesn't seem to have an requirements that usually go with creating things.
Quote:
I don't think he wants it to be a summoned creature. I think the Peanut Dragon creates a plant monster, regardless of whether or not it has been done before.
The problem that I have with Plant creatures being created is that they aren't constructs. So how do you "create" one? Handwaving it as "magic" doesn't work for me because it has no creation costs and no material components. As a DM, I don't like it because it messes up the CR of the creature. How many assassin vines could such a dragon have protecting its lair for example. They are permanent fixtures rather than temporary ones. That means the party has to deal with them and so should get the experience for them Here are the rules on Summon as a Special Ability: I want to bold important differences between summoning a creature and creating one:
Quote:
Summon
A creature with the summon ability can summon specific other creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature that has just been summoned cannot use its own summon ability for 1 hour. Most creatures with the ability to summon do not use it lightly, since it leaves them beholden to the summoned creature. In general, they use it only when necessary to save their own lives. An appropriate spell level is given for each summoning ability for purposes of Concentration checks and attempts to dispel the summoned creature. No experience points are awarded for summoned monsters.
Created creatures don't disappear after and hour and experience points should be awarded for defeating them since there can be so many. A great wyrm could have several years' worth of plant creatures (and their offspring) guarding it's lair. This is just too easy to abuse.
Debby
__________________
P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.
Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
Re: 30+ New Dragons (more true dragons than the draconomicon)
Without further wait the winner of poll #3:
A racial progression class...
Death Dragon Monster Class/Racial Progression Class
Class:
Spoiler
HD: D12
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+0
+2
Dragon Body, Arcane Blood
2nd
+2
+3
+0
+3
Enervating Breath, Keen Senses
3rd
+3
+3
+1
+3
Rebuke Undead, +1 Con, +1 Cha
4th
+4
+4
+1
+4
Growth, Wings
5th
+5
+4
+1
+4
Unflappable
6th
+6
+5
+2
+5
Animate Dead, +1 Str
7th
+7
+5
+2
+5
Deadly Arcana, +1 Cha
8th
+8
+6
+2
+6
Mastery of the Undead +1, +1 Con
9th
+9
+6
+3
+6
Death’s Child, +1 Str
10th
+10
+7
+3
+7
Tail Slap, Growth, +1 Cha
11th
+11
+7
+3
+7
Arcane Hide, Legions of the Dead, Mastery of the Undead +2
12th
+12
+8
+4
+8
Profane Scales, +1 Con
13th
+13
+8
+4
+8
Frightful Presence, Create Undead, +1 Str, +1 Cha
14th
+14
+9
+4
+9
Life Draining Bite, Legions of the Dead, Mastery of the Undead +3
15th
+15
+9
+5
+9
Greater Deathly Arcana, +1 Con
16th
+16
+10
+5
+10
Growth, Crush, +1 Str, +1 Cha
17th
+17
+10
+5
+10
Life Draining Claws, Mastery of the Undead +4, +1 Con
18th
+18
+11
+6
+11
Bring Forth the Dead, +1 Str, +1 Cha
19th
+19
+11
+6
+11
Awaken Undead, +1 Con
20th
+20
+12
+6
+12
Embodiment of Death
Skill Points: (4 + Int modifier) per level, x4 at first level. Class Skills: Concentration (Con), Intimidate (Cha), Knowledge (each skill taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha).
Proficiencies: The Death Dragon gains proficiency with its natural weapons only.
Dragon Body: The death dragon loses all other racial bonuses, and gains the Dragon type and dragon traits, a bite dealing 1d6 damage, 2 claws which act as secondary natural weapons dealing 1d4 damage each and 40 base speed which increases by +5 for every 5 HD it has. The death dragon has wings, but they're too weak to do anything for now. Its claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do. The Death Dragon is small sized, and gains immunity to Death effects, energy drain, and charm effects.
The death dragon also gets a natural armor bonus equal to its Con modifier -1. Whenever the dragon dragon grows one size category, his natural armor increases by a further 1.
Arcane Blood: A Death Dragon receives spells per day as a bard of same level, but it casts as a dread necromancer and knows all spells of every level it has access to from the dread necromancer list.
If it multi-classes as a dread necromancer it counts as already having dread necromancer casting depending on its dragon level, as shown on the following table.
Dragon level
Virtual Dread Necromancer Casting
1
-
2
1
3
2
4
3
5
4
6
5
7
6
8
6
9
7
10
8
11
8
12
9
13
10
14
10
15
11
16
12
17
12
18
13
19
13
20
13
So for example a dragon 2 who takes a level of dread necromancer would count as already having 1 level of dread necromancer and gains the spell slots and spells known that a dread necromancer gains when leveling from level 1 to 2, but not the spell slots and spells known from the 1st level of dread necromancer. He would get the familiar ability, but dragon levels wouldn't count for it.
A dragon 18 who takes a level of dread necromancer would count as having 14 levels of dread necromancer(13+1) and gain the spell slots and spells known that a dread necromancer gains when leveling from level 13 to 14, but not the spell slots and spells known that a dread necromancer gets from level 1 to 13. He would get the familiar ability, but dragon levels wouldn't count for it.
His Caster level remains equal to his full HD when multiclassing to dread necromancer.
If a dragon takes a casting Prestige Class, it may choose to advance his casting as that of a dread necromancer. So a Dragon 10/Loremaster 10 would cast as a 18th level dread necromancer (he would still receive spell slots and spells known from a bard 10 from the first 10 dragon levels and then the spell slots and spells known from a dread necromancer 11-18 for the loremaster levels).
Attribute Bonus: Ability scores increase according to the following table
(Bonuses shown on the table are cumulative to the Dragon's level)
Dragon level
Attribute Bonuses
3
+1 Con, +1 Cha
6
+1 Str, +1 Con, +1 Cha
7
+1 Str, +1 Con, +2 Cha
8
+1 Str, +2 Con, +2 Cha
9
+2 Str, +2 Con, +2 Cha
10
+2 Str, +2 Con, +3 Cha
12
+2 Str, +3 Con, +3 Cha
13
+3 Str, +3 Con, +4 Cha
15
+3 Str, +4 Con, +4 Cha
16
+4 Str, +4 Con, +5 Cha
17
+4 Str, +5 Con, +5 Cha
18
+5 Str, +5 Con, +6 Cha
19
+6 Str, +6 Con, +6 Cha
Note these are total modifiers at those levels, you do not add those of multiple levels only the highest level you have obtained.
Enervating Breath: [Su] At 2nd level a Death Dragon can exhale a cone of brownish gray gas. The breath weapon is a 30 foot cone inflicting 1 negative level + 1 per 3 HD of the Death Dragon on all creatures caught within, with a reflex save DC of 10+1/2 HD+Constitution modifier for half and takes 1d4 rounds to recharge. The cone increases by 5 feet for every extra hit die the dragon gains. At 8th level creatures which fail their saves are also sickened for 1 minute. At 14th level creatures which fail are killed by this breath weapon immediately reanimate as wights with a friendly attitude towards the Death Dragon. At 20th level a Death Dragon may choose to have its victims reanimate as wraiths instead.
Keen Senses: [Ex] At 2nd level the Death Dragon’s sense sharpen. It can see four times as well as a human in low-light and twice as well in bright light. In addition it gains Darkvision 120-ft.
Rebuke Undead: [Su] At 3rd level a Death Dragon can rebuke undead as a cleric of its class level. If it takes level in Cleric or another class which grants Rebuke Undead the two classes stack for determining effective cleric level.
Aura of Desecration (Su): At 3rd level a Death Dragon is continuously surrounded by a field of negative energy. This functions as a Desecrate spell centered on the Death Dragon.
Growth: At 4th level the Death Dragon grows to Medium size, its natural weapon damage increasing by 1 die size and its natural armor increasing by 1 as noted in Dragon Body. At 10th level the Death Dragon grows further increasing to Large size, its natural weapon damage increasing by 1 die size and its natural armor increasing by 1 as noted in Dragon Body. At 16th level the Death Dragon grows to Huge size, its natural weapon damage increasing by 1 die size and its natural armor increasing by 1 as noted in Dragon Body.
Wings: At 4th level the Death Dragon's wings grant the dragon a flight speed of 10 ft per HD at Average maneuverability. The Death Dragon also gains two secondary natural weapon Wing attacks that deal 1d4 + Str modifier damage (this is already taking into account medium size).
Unflappable (Ex): At 5th level, the Death Dragon grows disaffected with the hopes and fears of the world. They gain a permanent immunity to morale bonuses and penalties as well as fear effects.
Animate Dead (Sp): At 6th level the Death Dragon gains the ability to use Animate Dead as a spell-like ability 1/week per 3 HD. Your caster level for this effect equals your hit dice.
Deathly Arcana: At 7th level the Death Dragon’s dark magic improves. Choose one necromancy spell of level 4 or less from the Cleric, Sor/Wiz, or Dread Necromancer spell list which does not have a costly material component. You may use this spell as a spell-like ability 1/day per 3 hit dice. Your caster level for this effect equals your hit dice.
Mastery of the Undead (Ex): At 8th level, the Death Dragon’s growing powers over the dead grants it a +1 bonus to its effective cleric level, it gains a +1 untyped bonus on attack and weapon damage rolls against the undead, and on saving throws against spells or effects of undead creatures. At level 11, and every 3rd level thereafter, these bonuses increase by +1.
Death’s Child: At level 9 a Death Dragon becomes immune to damage from negative energy, and if they would suffer Constitution damage or drain they suffer 2 less.
Tail Slap: At 10th level the Death Dragon’s tail has grown large and powerful enough that it may use it to attack its foes. This gives them a tail slap secondary natural weapon which deals 1d8 damage (already taking into account large size).
Arcane Hide (Ex): At 11th level the Death Dragon’s magical nature has spilled forth protecting it from the sorcerer of others. The Death Dragon gains SR 11 + Hit Dice.
Legions of the Dead (Ex): At 11th level the Death Dragon’s mastery over the dead has grown to a point where it can control far more undead than normal. A Death Dragon can control 4+Charisma modifier HD of undead created with Animate Dead per caster level.
Profane Scales (Su): At 12th level the Death Dragon’s scales have thickened and grown giving it DR X/magic where X is equal to one half its hit dice.
Frightful Presence (Ex): At 13th level the presence of a Death Dragon has grown so dread that those which near it cannot help but feel fear. This ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Opponents within a radius of 30 feet per dragon levels must make a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier). On a failure, opponents with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. On success the creature is immune to the Death Dragon’s frightful presence for 24 hours. A creature cannot be subject to the same Death Dragon’s frightful presence twice in the same encounter, and creatures with at least as many Hit Dice as the Death Dragon are unaffected by this ability. Dragons ignore the frightful presence of other dragons.
Create Undead (Sp): At 13th level the Death Dragon gains the ability to create undead with a touch. 1/week per 6 HD, the Death Dragon may use Create Undead as a Spell-like Ability. Your caster level for this effect equals your hit dice.
Life Draining Bite: At 14th level the Death Dragon’s bite attack becomes charged with its necromantic powers. Any creature struck by a Death Dragon’s bite takes 2 negative levels, a successful Fortitude save (DC 10 + ½ the dragon’s AC + the dragon’s Constitution modifier) reduces this to only one negative level.
Unbreakable Legions: At 14th level the undead serving a Death Dragon grow more powerful. All undead created by you or controlled through the use of Rebuke Undead gain a +4 untyped bonus to their Strength score and +2 hp per Hit Die.
Greater Deathly Arcana: At 15th level the Death Dragon’s dark magic improves. Choose one necromancy spell of level 8 or less from the Cleric, Sor/Wiz, or Dread Necromancer spell list which does not have a costly material component. You may use this spell as a spell-like ability 1/day per 6 hit dice. Your caster level for this effect equals your hit dice.
Crush: At 16th level the Death Dragon’s size is such to allow it to crush opponents under it’s sheer bulk. It gains a Crush attack dealing 2d8.
Spoiler
This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).
Life Draining Claws (Su): At 17th level a Death Dragon’s claws are infused with the same deadly energy as their teeth. A Death Dragon’s claw attacks now inflict 1 negative level per hit, a Fort save (DC 10 + ½ the dragon’s HD + the dragon’s Con) negates this negative level.
Bring Forth the Dead (Sp): At 18th level a Death Dragon has become a conduit for bringing forth the undead into the world. 1/day a Death Dragon can, as a standard action, summon a Deathshrieker (MMIII) or 1d3+1 atropal scions for 1 round per class level. These summoned undead gain benefits from any feats or abilities which improve undead you create.
Awaken Undead (Sp): At 19th level a Death Dragon gains the ability to infuse an undead creature with a bit of malign sentience. 1/day they may use Awaken Undead as a spell-like ability. Your caster level for this effect equals your hit dice.
Embodiment of Death (Su): You are now considered an unholy altar for the purposes of the Desecrate spell. In addition Death Ward and similar effects (spells or magic items for example) do nothing to protect against spells or abilities you possess, although it still functions against magic items you use (including spell trigger and spell completion items). 1/day per 10 HD you may use Wail of the Banshee as a spell-like ability. Finally your presence raises legions of the dead, gathering skeletons and zombies about you. These undead follow you unhesitatingly, and are considered to have been created by you. You attract a number of skeletons and zombies as you would attract followers with the Leadership feat ignoring special modifiers such as reputation or those for followers only; use skeleton or zombie CRs for their level as followers.
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Peanut Dracolich avatar by Emperor Ing.
Re: 30+ New Dragons (more true dragons than the draconomicon)
Now onto the fourth poll; as usual I prefer PM'd votes though you can post them here and I'll still count them.
Options:
Gravedirge Dragon: A bardic dragon of the graveyard.
Abyssal Dragon: A planar dragon for the Abyss because... well I am not satisfied by the Dragon Magazine one which was really only applicable to a very uninteresting layer.
Vapor Dragon: A dragon capable of assuming a semi-gaseous form.
Sei Lung: A lung dragon charged with the task of maintaining the stars in their rightful positions.
Vacuum Dragon: A dragon of the quasielemental plane of vacuum.
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And because I forgot to mention it before; the use of creation instead of summoning on the peanut dragon was intentional. One because it falls under the part in, well it was in the 3.0 DMG, where it talks about how minions that don't take resources from the creator/summoner in this battle (such as spell slots) should be included in XP and ECL, and placing it on a creature with more than 36 RHD puts it squarely in the DM only zone until at least epic levels where such a feat can already be performed (Origin of Species epic spell). It gives the DM an excuse to populate the lair with plant monsters or the surrounding area and mostly acts as a fluff ability. The lack of description on what kind of action this takes, I could defend with something about leaving it up to the DM so that they can weave it into their own world, but was really just sloppy writing on my part.
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Peanut Dracolich avatar by Emperor Ing.
Re: 30+ New Dragons (more true dragons than the draconomicon)
I'm officially suggesting:
The Obdurium Dragon
Quote:
Originally Posted by Stronghold builder's Guidebook
An incredibly rare and hard metal that represents the pinnacle of nonmagical strength. Even dwarven metallurgists speak of obdurium as more legend than fact. Devices crafted from obdurium are treated as though they were adamantine, except that their hardness is 30, they have 60 hit points per inch of thickness (or twice as many hit points as a typical item, whichever is greater), and their price is twice that of adamantine.
I propose this dragon would be an Epic Dragon, with no particular alignment leaning, with a high Damage Reduction (of the X/- variety.)