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Introduction

Optional Rules - Novus Draco


(Aka New Dragon)
Familiarity breeds contempt
Mark Twain

Compatibility with the Pathfinder Roleplaying


Game requires the Pathfinder Roleplaying
Game from Paizo Publishing, LLC. See
more
http://paizo.com/pathfinderRPG for
information on the Pathfinder Roleplaying
Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not
endorse this product.

After a while, most players become familiar


with any creature they encounter. If a red
dragon is spotted coming towards the village
you are in, its a good bed its going to use a
fire based breath weapon.
The ideas behind this are to make each
dragon encountered unique and make your
characters question what they know about
these so-called flying lizards.

Pathfinder is a registered trademark of Paizo


Publishing, LLC, and the Pathfinder
Roleplaying Game and the Pathfinder
Roleplaying Game Compatibility Logo are
trademarks of Paizo Publishing, LLC, and are
used under the Pathfinder Roleplaying Game
Compatibility
License.
See http://paizo.com/pathfinderRPG/compati
bility for
more
information
on
the
compatibility license.

Similar to the Kits by Ennead Games, this is a


core book in the Novus Draco range. You
wont need to get the whole set, but
supplements will add and build on what is
here.

A note regarding Challenge Ratings (CR)


The CRs listed for various changes and
abilities here can be thought of as guidelines.
Feel free to change them if you want, simply
keep the proportions the same.

This product uses material from one or more


of the following and are needed to make full
use of this product:

Credits & Legal

Produced by
Ennead Games
www.enneadgames.com

Go here for free rpg resources, samples


and news about upcoming products
twitter : @enneadgames
Copyright
Ennead Games 2012
2

Pathfinder Roleplaying Game Core


Rulebook (PZO1110)
Pathfinder
Roleplaying
Game
Bestiary (PZO1112)
Pathfinder
Roleplaying
Game:
Advanced Players Guide (PZO1115)
Pathfinder
Roleplaying
Game:
Bestiary 2 (PZO1116)
Pathfinder
Roleplaying
Game:
Ultimate Magic (PZO1117)
Pathfinder
Roleplaying
Game:
Bestiary 3 (PZO1119)

Contents

Saving throws............................................ 21

Introduction .................................................... 2

Size ............................................................ 21

Credits & Legal ................................................ 2

Skills .......................................................... 22

Swapping Abilities ........................................... 4

Spell casting .............................................. 23

Colour/Type ................................................ 6

Body Details .................................................. 24

Caster Level ................................................. 6

Dragon Names & Titles ................................. 30

Wyrmling ..................................................... 6

True Name ................................................ 30

Very Young .................................................. 7

Mortal Name ......................................... 30

Young .......................................................... 7

Titles.......................................................... 31

Juvenile ....................................................... 7

Lairs ............................................................... 32

Young Adult ................................................. 7

Location .................................................... 32

Adult ............................................................ 8

Features .................................................... 32

Mature Adult ............................................... 8

Dragon Eggs .................................................. 33

Old ............................................................... 8

Templates ..................................................... 36

Very Old ...................................................... 8

Feats.............................................................. 38

Ancient ........................................................ 9

Breath Weapon Feats ............................... 38

Wyrm........................................................... 9

Dragon Blood ............................................ 39

Great Wyrm ................................................ 9

Appendix 1 Spell Packs ................................. 40

Unique & Random Dragons .......................... 10

Arcane Spell Packs ................................ 40

Base Type/Stats......................................... 10

Divine Spell Packs.................................. 42

Age Categories .......................................... 11

Appendix 2 Physical Size Details ................... 44

CR Changes ............................................... 12

Appendix 3 Treasure Hordes ........................ 46

Health/HD ................................................. 13

Appendix 4 Handy charts .............................. 55

Alignment .................................................. 13

Appendix 5 Name Components .................... 57

Base attack bonus ..................................... 13

Upcoming Products....................................... 60

Breath Weapon ......................................... 13

OPEN GAME LICENSE ............................. 61

Senses ....................................................... 21

Class Levels/Abilities ................................. 15


Damage Reduction .................................... 15
Environment ............................................. 16
Feats .......................................................... 17
Flight ......................................................... 19
Immunities ................................................ 19
Languages ................................................. 19
Lore ........................................................... 20
Movement (Non-flight) ............................. 20
Natural Armour ......................................... 20
3

Swapping Abilities

Lvl
1
2
3
4
5
6
7
8
9
10
11
12

ets face it, adventurers after a while


can get quite cocky and full of them
self. Oh look another red dragon they
say. At this point the smart wizard notices
something a bit off. Namely, the frost around
its mouth. The blast of pure cold coming from
the dragon rather surprised the party who
had just taken potions of fire protection.
This chapter deals with taking dragon abilities
and giving them to other dragons.
This can be done quickly and added to existing
or normal dragons. The easiest way to do
this is work out how many changes have
occurred and what

Age
Wyrmling
Very Young
Young
Juvenile
Young Adult
Adult
Mature Adult
Old
Very Old
Ancient
Wyrm
Great Wyrm

# of change(s)
1
1d2
1d3
1d4
1d4 +1
1d4 +2
1d6
1d6 +1
1d6 +2
1d8
1d8 +1
1d8 +2

Now you have the # of changes to be made,


you need to work out what change has
occurred, remembering that the older
dragons
could
have
changes
from
younger/previous categories as well.

As the name of this chapter suggests, these


abilities are exchanged on a like-for-like basis.
Breath weapons are swapped for breath
weapons etc.

D8
12
34
5- 6
7-8

Age categories are factored in as well.


Wyrmling abilities would be swapped for
wyrmling, young for young etc. For example a
wyrmling black dragon has the ability to be
immune to acid. This could be swapped with a
blue dragons immunity to electricity.

Change
Age Related
Breath Weapon
Caster Level
Colour change

For Caster level and Breath Weapon, roll on


the colour chart. With the exception of age
related, only one of these types of change
changes can occur per dragon. If caster level is
improved then add +2 to CR, if reduced, then
-2.

The number of possible changes/swap is


determined by one of the following methods
1. 1d3 Handy if you just want to give a
dragon a twist or tweak. This is the
recommended option to go with.
2. 1 change per age category. An old
dragon would have 8 changes. This
may not work for all categories and
can get harder the older the dragon is.
Not always recommended to use.
3. A random amount based on Age
category

Colour change is quite simple. The dragon


looks like one type, say red, but is in fact
another, like white. In many ways this can be
the most effective swap to make as you are
only changing their colour, not their stats,
abilities, behaviour etc. Those encountering
these freaks of nature though, may have an
interesting time once they find out.

Example Swap

Age Based
Roll the dice after the age name to determine
the age-level ability that has been swapped.
Age
Wyrmling
Very Young
Young
Juvenile
Young Adult
Adult
Mature Adult
Old
Very Old
Ancient
Wyrm
Great Wyrm

You have an Adult Red, so youd roll a d6.


Rolling a 4 would mean the ability/feature
replaced would be the one at Juvenile
level/age; in this case either Frightful
presence or pyrotechnics would be replaced.
Pyrotechnics is randomly picked to be
replaced and is swapped with the Juvenile
ability of a black dragon, namely Darkness.

Range
1
1d2
1d3
1d4
1d5
1d6
1d6 + 1d1
1d8
1d8 + 1d1
1d10
1d10 +1d1
1d12

Duplicated Swap
If you end up with an ability the dragon
already has, then either:
(1) Reroll result
(2) Make the ability twice as effective.
Saves are harder, duration longer, etc
It could be used twice as many times
per day or other effects. In effect the
dragon has lost one ability, but gained
power in another.

A 1d1 is any dice rolled. An even number = 1,


and odd = 0. This allows for odd numbers, like
a 7, 9 or 11 to be rolled easily.

Throughout this and subsequent sections, the


following notes are applicable:

If an age has multiple abilities, randomly


determine which one is replaced.

(1) Found in Pathfinder Roleplaying


Game Bestiary (PZO1112)

Multiple Swaps
If your dragon has multiple abilities swapped
out, then you have a choice to make or roll
on. Are you swapping from the same colour,
or is each swap possible from another
colour/type?

(2) Found in Pathfinder Roleplaying


Game: Bestiary 2 (PZO1116)
(3) Found in Pathfinder Roleplaying
Game: Bestiary 3 (PZO1119)

E.G. you have 3 abilities to change on your


adult red. Do you;
a) Take them all from another colour
b) You randomly determine each one?

Some abilities are mentioned twice or more,


in which case the notes indicate the first place
they can be found.

If using option A, then roll/pick on the


Colour/Type chart. If B, then roll on the age
chart for the ability that will be gained. Of
course, you can select instead of rolling.

Skills, feats etc. are not changed from those


listed for the type/age. This is on purpose as
this change is simply to give a spin on existing
creatures, not design new ones, or to make
things much more complex. That is job of the
next chapter.
5

Colour/Type

Wyrmling

D100
01 05
06 10
11 15
16 20
21 25
26 30
31 35
36 40
41 45
46 - 50
51 - 55
56 60
61 65
66 70
71 75
76 80
81 85
86 90
91 95
96 - 00

Base Type
Black (1)
Blue (1)
Brass (1)
Brine (2)
Bronze (1)
Cloud (2)
Copper (1)
Crystal (2)
Forest (3)
Gold (1)
Green (1)
Magma (2)
Red (1)
Sea (3)
Silver (1)
Sky (3)
Sovereign (3)
Umbral (2)
Underworld (3)
White (1)

D100
01 - 04
05 08
09 12
13 16
17 20
21 24
25 28
29 32
33 36
37 40
41 44
45 48
49 52
53 56
57 60
61 64
65 68
69 72
73 76
77 80
81 84
85 88
89 92
93 96
97 - 00

Caster Level
Roll a d6 and check against the age category
to determine new caster level.

Wyrmling
Very
Young
Young
Juvenile
Young
Adult
Adult
Mature
Adult
Old
Very Old
Ancient
Wyrm
Great
Wyrm

1-2
-

3-4
-

5-6
-

1
3

1
3
5

1
3

5
7

7
9

5
7
9
11
13

9
11
13
15
17

11
13
15
17
19

Adamantine claws (3)


Bourne Aloft (3)
Change Shape (1)
Climb Stone (1)
Cold Subtype (1)
Desert thirst (1)
Dogmatic discordance (3)
Fire Subtype (1)
Ice Walking (1)
Immune to cold (2)
Immune to electricity (1)
Immunity to acid (1)
Immunity to Fire (2)
Immunity to Poison (3)
Immunity to Sonic (2)
Mist Vision (2)
Paralysing Breath (1)
Razor Sharp (2)
Repulsion breath (1)
Sleep breath (1)
Slow breath (1)
Umbral Scion (2)
Water breathing (1)
Weakening breath (1)
Woodland Stride (3)

Very Young
D20
1
2-5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Juvenile
D100
01 04
05 - 08
09 - 12
13 16
17 20
21 24
25 28
29 32
33 36
40 44
45 48
49 52
53 56
57 60
61 64
65 68
69 72
73 76
77 80
81 84
85 88
89 92
93 96
97 - 00

Burning Hands (2)


Change shape (1)
Cloud Sight (3)
Cloud Walking (1)
Colour Spray (2)
Darkness (2)
Detect Evil (1)
Detect Good (1)
Grease (1)
Obscuring Mist (2)
Smoke Vision (1)
Snow Vision (1)
Sound Imitation (1)
Speak with animals (1)
Swamp Stride (1)
Torrent Breath (3)
Woodland Stride (1)

Young
D100
01 05
06 10
11 15
16 20
21 25
26 30
31 35
36 40
41 45
46 50
51 55
56 60
61 65
66 70
71 75
76 80
81 85
86 90
91 95
96 98
99 - 00

Change Shape (1)


Create Water (3)
Detect Evil (3)
Detect Gems (1)
Detect Magic (1)
Entangle (1)
Fast Flight (1)
Fog Cloud (2)
Ghost Bane (2)
Ghost Sound (1)
Graceful Flight (1)
Ice Shape (1)
Move sand (1)
Obscuring Mist (2)
Pass without Trace (3)
Soften Earth and Stone (3)
Speak With Reptiles (1)
Superheated (2)
Tremor Sense (2)
Uncanny dodge (1)
Violent retort (3)

Bless (1)
Calm Emotions (3)
Charm Person (1)
Create food and water (1)
Darkness (1)
Desert Wind (1)
Endure Elements (1)
Entangle (3)
Feather Fall (1)
Fog Cloud (1)
Fog Vision (1)
Frightful Presence (1)
Glitterdust (2)
Hideous Laughter (1)
Hydraulic Push (3)
Minor Image (1)
Pyrotechnics (1)
Scorching Ray (2)
Stone Shape (3)
Trap Master (1)
Unfettered swimmer (3)
Vampiric Touch (2)
Water Breathing (2)
Wave Mastery (1)

Young Adult
D20
01 - 05
06 10
11 15
16 - 20

DR 2/adamantine (3)
DR 5/magic (1)
Gust of wind (1)
Spell resistance (1)

Adult
D100
01 04
05 - 08
09 - 12
13 16
17 20
21 24
25 28
29 32
33 36
40 44
45 48
49 52
53 56
57 60
61 64
65 68
69 72
73 76
77 80
81 84
85 88
89 92
93 - 94
95 - 96
97 - 98
99 - 00

Old
D100
01 03
04 06
07 09
10 12
13 15
16 18
19 21
22 26
27 29
30 32
33 35
36 40
41 43
44 46
47 49
50 52
53 55
56 - 60
61 63
64 66
67 69
70 - 74
75 77
78 80
81 - 85
86 88
89 91
92 94
95 97
98 - 00

Blight (3)
Call Lightning (3)
Change Shape (3)
Cloud Form (2)
Cold Aura (1)
Control Water (2)
Corrupt water (1)
Daylight (1)
Electricity Aura (1)
Fire Aura (1)
Fog Cloud (1)
Frightful Presence (1)
Gust of Wind (3)
Luck (1)
Rainbow Pattern (2)
Shadow Breath (2)
Shadow Walk (2)
Solid Fog (2)
Spike Stones (3)
Stone Shape (1)
Suggestion (1)
Tongues (3)
Trackless Step (1)
Underworld Burrower (3)
Ventriloquism (1)
Wall of fire (2)

Mature Adult
D20
01 15
16 - 20

DR 10/magic (1)
DR 5/adamantine (3)

Acidic Bite (1)


Call Lightning Storm (3)
Camouflage (1)
Capsize (2)
Cloud Kill (2)
Cold Aura (1)
Control Water (3)
Control Winds (1)
Destructive Crush (3)
Detect Thoughts (1)
Electricity Aura (1)
Fire Aura (1)
Fire Shield (2)
Freezing Fog (1)
Geas/Quest (1)
Golden Armor (3)
Hallucinatory Terrain (1)
Manipulate Flames (1)
Mirage (1)
Plant Growth (1)
Primal Lightning (3)
Project Image (2)
Sea Strider (3)
Slow Aura (1)
Stone to Flesh (2)
Sympathetic Vibration (3)
Transmute rock/mud (1)
Tree Stride (3)
Wall of Fire (1)
Wall of Stone (3)

Very Old
D20
01 15
16 - 20

DR 15/magic (1)
DR 10/adamantine (3)

Ancient
D100
01 03
04 05
06 - 07
08 09
10 12
13 15
16 18
19 21
22 24
25 27
28 30
31 33
34 36
37 39
40 42
43 45
46 48
49 - 51
52 54
55 57
58 60
61 63
64 66
67 69
70 72
73 - 75
76 78
79 81
82 84
85 87
88 90
91 93
94 96
97 - 00

Great Wyrm
D100
01 02
03 04
05 - 08
09 10
11 - 14
15 17
18 19
20 21
22 - 25
26 27
28 29
30 31
32 - 35
36 38
39 40
41 - 44
45 46
47 48
49 - 52
53 54
55 56
57 58
59 62
63 64
65 66
67 - 70
71 72
73 74
75 76
77 - 80
81 82
83 85
86 90
91 93
94 96
97 98
99 - 00

Acid Pool (1)


Animate Plants (3)
Blizzard (1)
Control Water (1)
Control Weather (1)
Control Winds (3)
Create Shadows (2)
Delayed Blast Fireball (2)
Desiccating bite (2)
Dominate Person (1)
Elemental Breath (3)
Find the Path (1)
Finger of Death (2)
Grounding Breath (3)
Horrid Wilting (2)
Insect Plague (1)
Magma Breath (1)
Mass Laughter (1)
Melt Stone (1)
Miasma
Prismatic Spray (2)
Ray Reflection (2)
Reflective Scales (1)
Repel Metal or Stone (3)
Sandstorm (1)
Storm Breath (1)
Sunburst (1)
Thundering bite (2)
Veil (1)
Vortex (1)
Wall of Ice (1)
Wall of Stone (1)
Water Walk (3)
Wind Walk (2)

Wyrm
D20
01 15
16 - 20

DR 20/magic (1)
DR 15/adamantine (3)

Awaken Treants (1)


Celestial Emissary (3)
Charm Reptiles (1)
Clashing Rocks (3)
Cloud Breath (2)
Command Plants (1)
Control Weather (1)
Deadly Joke (1)
Discern Location (1)
Divine Aid (1)
Earthquake (3)
Energy Drain (2)
Foresight (1)
Ice Tomb (1)
Imprisonment (2)
Incinerate (1)
Lava Eruption (3)
Magma Tomb (2)
Master Counterspelling (3)
Mirage Arcana (1)
Moment of Prescience (3)
Move Earth (1)
Painful Strikes (2)
Reverse Gravity (1)
Sandstorm (1)
Scintillating aura (2)
Shades (2)
Stony Death (3)
Storm of Vengeance (2)
Stormbolts (3)
Summon Djinni (1)
Tidal Wave (3)
True Courage (1)
Tsunami (2)
Vortex (3)
Wall of Lava (2)
Whirlwind (1)

Unique & Random


Dragons

You will probably find that these creatures


created with the options in this chapter will
be unbalanced and maybe even overpowered.

If this is the case two options present


themselves.

his chapter is to create or design a


unique, and hopefully memorable,
dragon.

(1) Give the dragon a few weakness(or


lower the power/effect of existing
abilities) to help the party defeat this
beast

Be warned, it will take quite a while to work


through and is not designed for on-the-fly
creation, unless you wish to change one or 2
aspects.

(2) Leave it as it is. These mortals should


not be able to defeat a being of such
awesome power and majesty, they
should be bowing before it or cowing
in fear!

Remember though, these creatures of legend


are meant to be unique and memorable. This
chapter assumes that is no species of
dragon and that each one is rare and unique.
One that is red will probably not have the
same looks and abilities as another that is red
(apart from the colour).

D100
01 05
06 10
11 15
16 20
21 25
26 30
31 35
36 40
41 45
46 - 50
51 - 55
56 60
61 65
66 70
71 75
76 80
81 85
86 90
91 95
96 - 00

Base Type/Stats
To start off with you need a base type to
change and alter. As detailed in the
Pathfinder Roleplaying Game Bestiary
entry on age categories for dragons, an
increase in age increases certain base abilities,
but, you need to know what these are first.
Other dragon types may be substituted for
the base dragon type, but the rules and
changes would apply to them as well.
This is the same chart from earlier that lists
the various known base types or colours,
repeated here for convenience

Base Type
Black (1)
Blue (1)
Brass (1)
Brine (2)
Bronze (1)
Cloud (2)
Copper (1)
Crystal (2)
Forest (3)
Gold (1)
Green (1)
Magma (2)
Red (1)
Sea (3)
Silver (1)
Sky (3)
Sovereign (3)
Umbral (2)
Underworld (3)
White (1)

1. Found in Pathfinder Roleplaying


Game Bestiary (PZO1112)
2. Found in Pathfinder Roleplaying
Game: Bestiary 2 (PZO1116)
3. Found in Pathfinder Roleplaying
Game: Bestiary 3 (PZO1119)
10

Base Stat Options

Optional Rule: Beyond Great Wyrm

You can determine the base stats, if needed


by various methods, just like your normal
characters and NPCs. If you want to simplify
this, then the chart below has 20 pre-done
base stat groups ready for use. Some are
obviously better than others and will increase
CR at the higher end.

4 new age categories beyond Great Wyrm


have been designed. These should be the rare
of the rare. Their existence, even among
dragons should be the stuff of tall-tales,
legends and sagas.
13 - Epic Wyrm (8 per world)
14 - Legendary (4 per world)
15 - Mythological (2 per world)
16 - Paragon (max 1 per world)

D20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Str
9
9
10
10
11
11
11
11
12
13
13
13
14
14
14
15
15
16
17
17

Dex
16
16
11
13
16
16
16
16
12
14
14
16
13
15
15
14
14
15
14
14

Con
13
13
10
13
13
13
13
13
11
13
13
13
14
14
16
14
14
11
15
15

Int
10
10
11
10
8
6
10
12
13
10
14
12
14
17
15
10
15
13
10
14

Wis
11
14
16
14
11
9
11
13
16
11
15
12
15
14
15
11
14
10
11
15

Cha
16
13
13
13
8
6
10
12
13
10
14
11
14
15
16
10
14
11
10
14

Epic Wyrm
Age: 1400 1600
CR: Base + 18
Size: Base +5
HD: Base + 24
Natural Armour: Base + 35
Breath Weapon: Base x 13
Legendary
Age: 1600 1800
CR: Base + 20
Size: Base +5
HD: Base + 26
Natural Armour: Base + 37
Breath Weapon: Base x 14
Mythological
Age: 1800 2000
CR: Base + 22
Size: Base +5
HD: Base + 28
Natural Armour: Base + 38
Breath Weapon: Base x 15

Age Categories
Next you need to determine how old the
dragon is. You can:

Paragon(minimum stats)
Age: 2000 +
CR: Base + 24
Size: Base +6
HD: Base + 30
Natural Armour: Base + 40
Breath Weapon: Base x 16

Pick the age you want


Use Adult as default. This is the
recommended option.
Roll a d12 and use the value rolled as
the age category, with 1 being
wyrmling and 12 being Great Wyrm.

11

Ability Scores

CR Changes

All these ability score changes are added to or


subtracted from the base value.

Quite a few of the aspect changes has a CR


cost associated with it. If you wish to add
your own abilities or others you have found,
then the following guidelines are good to use:

Epic Wyrm
Str
Dex
-8
+28

Legendary
Str
Dex
-10
+30

Con
+14

Int
+12

Wis
+12

Cha
+12

Significant Combat Ability/Quality


+2 to CR
Minor Combat Ability
+1 to CR

Con
+14

Int
+14

Wis
+14

Cha
+14

Mythological
Str
Dex
-10
+32

Con
+16

Int
+14

Wis
+14

Cha
+14

Paragon
Str
Dex
-10
+34

Con
+16

Int
+16

Wis
+16

Cha
+16

Trivial Abilities
+0.5 or none to CR
A significant special attack is one that stands a
good chance of incapacitating or crippling a
character in one round. A significant special
quality is one that seriously diminishes the
monsters vulnerability to common attacks. If
the special abilities gained are not tied to a
class or Hit Die increase, this CR increase will
stack.

Another method, and is recommended, is to


ignore the CR changes as individual items and
simply increase or decrease as a whole. This
can save on time during creation, but may
need tweaking later.

To become one of these new age tiers, a


dragon must not only be of the appropriate
chronological age, but also needs to kill one of
the dragons in the category above. Defeat is
not possible as the heart of the one who loses
must be consumed. This is one of the few
times an alignment conflict will not occur for
good aligned dragons, but only if they are
fighting one who is evil.
The exception to this cannibalisation from
combat rule is if a dragon in one of the
extended age categories gets killed by an
outside force. In which case the first dragon to
find and eat the heart takes its place. The
nearest 2d4 dragons are magically made
aware a greater being has fallen and roughly
where it occurred.
These battles are not subtle and can be
dangerous
for
bystanders
and
the
environment.

12

Health/HD

Breath Weapon

Each increase in HD above the base increase


CR by 1, likewise a decrease reduces by same
amount. Remember that HD affects many
other stats, like skill points, feats, saving
throws etc. which is why this is presented
early.

A dragons breath weapon is one of its most


feared attacks. The sight of a flying beast such
as a dragon breathing fire as it goes; burning
buildings and bodies alike is enough to bring
fear into the hearts of the bravest of souls.
Type

Also, dont forget that age increases the


number of HD rolled.
D20
12
34
56
78
9 10
11 12
13 - 20

D20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Base HD
3d12
4d12
5d12
6d12
7d12
8d12
No changes from base

Alignment
A dragons alignment goes a long way to
describing its personality, attitude and ethics.
D10
1
2-3
4
56
7
89
10

Alignment
Lawful Good
Neutral Good
Chaotic Good
True Neutral
Lawful Evil
Neutral Evil
Chaotic Evil

Acid/Cold/Electricity/Fire breath weapons are


the same as normal dragons breath weapons.
Energy has two subtypes Positive and
Negative. Good aligned dragons have Positive
and Evil have Negative. Neutral have either.

Base attack bonus


The BAB (Base attack bonus) is affected by
HD. Dragons normally use the Fast BAB track,
but as always, using this creation supplement,
exceptions do occur.
D100
Normal/Same as Base/Fast
01 - 90
Med BAB
91 - 95
Slow BAB
96 - 00
See the Pathfinder Roleplaying
Bestiary for more details on the BAB

Acid
Cold
Electricity
Energy
Fire
Gas Blinding
Gas - Confusion
Gas - Hallucinogenic
Gas - Laughing
Gas - Poison
Gas - Sleep
Gas Slowing
Magic Dispel
Magic - Wild
Paralysing
Piercing
Rust
Sonic
Stunning
Same as Base Dragon/Other

Gas breath weapons take effect if they are


breathed in. A successful Reflex save will
negate the effect/damage.
Magic Dispel: if caught in this effect and
failed a saving throw, then any active magic is
negated or dispelled, as if a Dispel Magic
effect was cast by the dragon

Game
13

For Cone Long the range is doubled, but


the width is now at 45 degrees instead of 90.

Magic Wild: Any spells cast by anyone hit by


this will surge. If you dont have any rules for
dealing with magic surges, then a simple rule
you can use is this: Roll 1 d4
1 Nothing happens, spell works as normal
2 Spell is wasted, spell not cast
3 Spell is cast as if user was one level higher
4 Spell cast as if user was one level lower

Line Jagged are a bit more complex and


dangerous. For each 5 feet of range forward
from the dragon it can change its angle. See
appendix 4 for more details.
This only affects the weapon in a forward
direction away from the dragon, so it cant
loop etc.

Paralysing breath weapons will, on a failed


reflex save, causes Paralysis, with all the
problems that entails

Range/Size of Breath Weapon


Piercing ignores 1 point of AC per age
category of the dragon.

The base size of the breath weapon is based


on the size of the dragon. The sizes below are
in feet

Rust causes any metal caught within to


corrode and degrade as if attacked by a
certain monster known for this ability

Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal

Sonic breath weapons are basically sound of


some kind, which blasts those caught within,
similar to the effects of a Shout spell.
Stunning gives those affected by the breath
weapon the Stunned effect, as if they was hit
by Power Word:Stun.

Cone
15
20
30
40
50
60
70

If you wish to have some variation in the


breath weapon size, to keep sneaky heros on
their toes, thinking they are smart by standing
*just* out of range, then give the dragon one
of the breath weapon feats mentioned later.

Same as Base Dragon/Other is a catch-all for


giving the dragon either the same breath
weapon as its base type, or for using other
more exotic breath types.
Shape of Breath Weapon
D20
01 02
03 04
05 06
07 08
09
10 - 20

Line
30
40
60
80
100
120
140

Base Damage change


Breath weapon base damage is multiplied by
the age categories of the dragon. So a mature
of a type of dragon that had 2d6 as the base
damage, would have 14d6 (2 x 7) and a Great
Wyrm would have 24d6 (2 x 12).

Cone - Normal
Cone - Wide
Cone - Long
Line - Straight
Line - Jagged
Same as base

Increasing the base damage changes CR by 1


per step above or below the base.

Cone Normal / Line Straight/Same as base


are same as normal types.

D20
1 -2
34
56
78
9 - 20

For Cone Wide breath weapons, the range


is halved, but makes up for being at 135
degrees instead of the usual 90 degrees.
14

Base Damage for BW


2d4
2d6
2d8
2d10
Same as base

Class Levels/Abilities

Damage Reduction

These rules supplement the ones in the


Pathfinder Roleplaying Game Bestiary for
adding classes to monsters.
This section determines what classes the
dragon may have in addition to its base
details.

Every 2 points above the normal DR for the


age (marked with a (*)) grants +1 CR. Likewise
every 2 points below is -1 to CR. You only
need to check for the oldest age category the
dragon is eligible for. For example, an Old
dragon would only roll on the mature adult
chart.

Class/Level

Damage Reduction Young Adult

D20
1-9
10
11
12
13
14
15
16
17
18
19
20

D20
1-2
3-5
6 - 15
16 - 18
19 - 20

No class levels
1 class/1 level
1 class/1 level per age
1 class/1 level per 2 ages
1 class/1 level per 3 ages
1 class/1 level per 4 ages
1 class/1d2 levels
1 class/1d4 levels
1 class/1d6 levels
1 class/1d8 levels
1 class/1d10 levels
Roll again but 2 classes

Damage Reduction Mature Adult


D20
1-2
3-5
6 - 15
16 - 18
19 - 20

Random Class
D20
12
34
5- 6
78
9 - 10
11
12
13
14
15 17
18 19
20

1
3
5 (*)
7
9

Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rouge
Sorcerer
Wizard
Other Class

6
8
10 (*)
12
14

Damage Reduction Very Old


D20
1-2
3-5
6 - 15
16 - 18
19 - 20

11
13
15 (*)
17
19

Damage Reduction Wyrm


D20
1-2
3-5
6 - 15
16 - 18
19 - 20
15

16
18
20 (*)
22
24

Environment

Negation
D100
01 05
06 10
11 15
16 20
21 25
26 30
31 35
36 40
41 45
46 65
66 70
71 75
76 80
81 85
86 90
91 96
97
98
99
00

Method of Negation
Acid
Aligned - Chaos
Aligned - Evil
Aligned - Good
Aligned - Lawful
Cold/Ice
Electricity
Heat/Fire
Iron/Steel
Magic
Poison
Silver
Sonic
Wood
Star Metal/Other Exotic Metal
Something Else
Double (-1 to CR)
Combination Required (+1 CR)
None/- (+2 CR)
Epic (+2 CR)

What terrain is this beast often found in or


near? This has not effect on CR, but is more
for role-playing and adventure possibilities.
D100
01 03
04 06
07 09
10 12
13 15
16 18
19 21
22 24
25 27
28 30
31 33
34 36
37 39
40 42
43 45
46 48
49 50
51 53
54 - 56
57 59
60 62
63 65
66 68
69 71
72 74
75 77
78 80
81 83
84 - 00

Notes:
Double and Combination work similar. If you
get one of these results, roll twice again
(ignoring the bottom 4 results).
If the original option was double, then then
the damage is negated if the weapon/attack
has EITHER of these properties.
If the original was Combination, then the
weapon/attack must have BOTH.
As you can imagine, this may present
problems if you have two seemingly
contradictory properties. After all, what
weapon is aligned to both good AND evil at
the same time? But wait, wasnt there a
legend about a weapon that had these very
properties? Use any conflicts as prompts and
seeds for new items or adventures.

Terrain Found
Any
Air (Temperate)
Coastline
Desert (Temperate)
Desert (Warm)
Forest (Cold)
Forest (Temperate)
Forest (Warm)
Hills (Cold)
Hills (Temperate)
Hills (Warm)
Mountains (Cold)
Mountains (Temperate)
Mountains (Warm)
Ocean (Cold)
Ocean (Temperate)
Ocean (Warm)
Plains (Cold)
Plains (Temperate)
Plains (Warm)
Planear (elemental plane)
Planear (other plane)
Rivers/Lake
Swamp (Cold)
Swamp (Temperate)
Swamp (Warm)
Underground
Urban
Same as base

Elemental Plane
D20
Earth
01 04
Air
05 08
Fire
09 12
Water
13 - 16
Quasi-Elemental Plane
17 - 18
Para-Elemental Plane
19 - 20

Of course nothing is stopping you from simply


re-rolling if you cant think of anything.

16

Other Planes
D20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

D100
1
2

Abyss
Acheron
Arborea
Arcadia
Astral
Baator
Beastlands
Bytopia
Carceri
Celestia
Elysium
Gehenna
Hades
Limbo
Mechanus
Pandemonium
Ysgard
Energy Positive
Energy - Negative
Other Plane/Demi Plane

3
4
5
6
7

8
9
10
11
12 - 13
14
15 16
17

Being a native of a certain plane does bring its


own advantages and disadvantages

Feats

18

The number of feats allowed is equal to 1 + 1


for every 2 HD the creature has.

19

There are many, many feats to choose from,


but if you need some ideas or suggestions a
few are listed here. Just remember that some
feats have certain perquisites, especially if
adding your own or ones others have made.

20

Feats in this list that have prerequisites have


them listed in the [ ] following the name. If
other feats are listed here, they count
towards the limit. Other prerequisites should
be taken into account as well and re-roll
results or adjust the profile as needed.

21 - 22
23
24
25
26
27
28
29

If a feat is rolled multiple times and is allowed


to be taken multiple times, then do so,
otherwise re-roll duplicates.
17

Acrobatic
Acrobatic Steps [Dex 15,
Nimble Moves]
Agile Maneuvers
Alertness
Arcane Strike [Ability to cast
arcane spells]
Augment Summoning [Spell
Focus (conjuration)]
Awesome Blow [Str 25, Power
Attack, Improved Bull Rush,
size Large or larger]
Bleeding
Critical
[Critical
Focus, base attack bonus +11]
Blind-Fight
Blinding Critical [Critical Focus,
base attack bonus +15]
Cleave [Str 13, Power Attack,
base attack bonus +1]
Combat Casting
Combat Expertise [Int 13]
Combat Reflexes
Critical Focus [Base attack
bonus +9]
Dazzling Display [Weapon
Focus, proficiency with the
selected weapon]
Deadly Aim [Dex 13, base
attack bonus +1]
Deadly
Stroke
[Dazzling
Display, Greater Weapon
Focus,
Shatter
Defences,
Weapon Focus, proficiency
with the selected weapon,
base attack bonus +11]
Deceitful
Defensive Combat Training
Diehard [Endurance]
Dodge [Dex 13]
Empower Spell
Endurance
Enlarge Spell
Exhausting Critical [Critical
Focus, Tiring Critical, base
attack bonus +15]

30
31 - 33
34

35
36

37

38

39
40
41

42

43

44
45 - 47
48

49

50
51
52

Extend Spell
Flyby Attack [Fly speed]
Great Cleave [Str 13, Cleave,
Power Attack, base attack
bonus +4]
Great Fortitude
Greater
Disarm
[Combat
Expertise, Improved Disarm,
base attack bonus +6, Int 13]
Greater
Feint
[Combat
Expertise, Improved Feint,
base attack bonus +6, Int 13]
Greater Overrun [Improved
Overrun, Power Attack, base
attack bonus +6, Str 13]
Greater Spell Focus (school)
[Spell Focus]
Greater Spell Penetration
[Spell Penetration]
Greater
Trip
[Combat
Expertise, Improved Trip, base
attack bonus +6, Int 13]
Greater Vital Strike [Improved
Vital Strike, Vital Strike, base
attack bonus +16]

53 54
55
56

Improved Initiative
Improved Iron Will [Iron Will]
Improved Lightning Reflexes
[Lightning Reflexes]

57

Improved
Natural
Armor
[Natural armor, Con 13]
Improved Overrun [Str 13,
Power Attack, base attack
bonus +1]
Improved Sunder [Str 13,
Power Attack, base attack
bonus +1]
Improved Trip [Int 13, Combat
Expertise]
Improved Vital Strike [Vital
Strike, base attack bonus +11]
Intimidating Prowess
Iron Will
Lightning Reflexes
Lightning Stance [Dex 17,
Dodge, Wind Stance, base
attack bonus +11]
Lunge [Base attack bonus +6]
Maximise Spell
Mobility [Dex 13, Dodge]
Multiattack [Three or more
natural attacks]

58

59

60
61
62 64
65 66
67 - 68
69

70
71
72
73

Greater
Weapon
Focus
[Proficiency with selected
weapon, Weapon Focus with
selected weapon, base attack
bonus +1, 8th-level fighter/age
category]
Heighten Spell
Hover
Improved Bull Rush [Str 13,
Power Attack, base attack
bonus +1]
Improved Critical (bite, claw,
wing or tail) [Proficient with
weapon, base attack bonus
+8]
Improved Disarm [Int 13,
Combat Expertise]
Improved Feint [Int 13,
Combat Expertise]
Improved Great Fortitude
[Great Fortitude]

74
75

76
77
78
79

80
81
82
83
84
85

18

Nimble Moves
Penetrating Strike [Weapon
Focus, base attack bonus +1,
12th-level fighter, proficiency
with weapon]
Persuasive
Power Attack [Str 13, base
attack bonus +1]
Quicken Spell
Shatter Defences [Weapon
Focus, Dazzling Display, base
attack bonus +6, proficiency
with weapon]
Sickening Critical [Critical
Focus, base attack bonus +11]
Silent Spell
Skill Focus (skill)
Snatch [Size Huge or larger]
Spell Focus (school)
Spell Penetration

86

87
88
89
90
91
92
93
94
95
96
97
98
99
100

D20
12
34
5 12
13 16
17 - 20

Spring Attack [Dex 13, Dodge,


Mobility, base attack bonus
+4]
Staggering Critical [Critical
Focus, base attack bonus +13]
Stealthy
Step Up
Still Spell
Strike Back
Throw Anything
Tiring Critical [Critical Focus,
base attack bonus +13]
Toughness
Vital Strike [Base attack bonus
+6]
Weapon Focus (Bite, claw,
wing or tail)
Widen Spell
Wind Stance
Wingover [Fly speed]
Other Feat/Crafting Feat/Roll
Again

Perfect
Good
Average
Poor
Clumsy

Immunities
All Dragons have at least one immunity, in
addition to being immune to sleep and
paralysis.
D20
1 -2
34
56
78
9 10
11 12
13 - 20

Acid
Electricity
Fire
Cold
Poison
Sonic
Same as base

Languages

Flight

The number of language known is determined


by Intelligence score as normal.
Every dragon knows at least the Draconic and
Common tongue. If they speak either of them
around mortals is another thing.
Some example languages are below if needed.
Feel free to add your own

Speed
CR +/- 1 per speed change as appropriate.
Round to the nearest 5 feet.
D20
Slower by 50%
1
Slower by 40%
2
Slower by 30%
3
Slower by 20%
56
Slower by 10%
79
No change
10 - 13
Increase by 10%
14 15
Increase by 20%
16 17
Increase by 30%
18
Increase by 40%
19
Increase by 50%
20

D20
1
2
3
4
56
78
9
10
11
12 13
14
15
16 17
18
19
20

Maneuvrability
CR +/- 1 per manoeuvrability change. This
replaces what the base flying class is for the
size of the dragon.

19

Abyssal
Aquan
Auran
Celestial
Dwarven
Elven
Giant
Gnome
Ignan
Infernal
Necril
Orc
Sylvan
Tengu
Terran
Undercommon

Lore

Movement (Non-flight)

What is known about this creature of legend?


What can you find out through increasingly
difficult DC Lore tests?

For the most part, dragons are most fearsome


when in flight. On the ground they lumber
about. A few though can move deceptively
fast on land, sea, on by a form of burrowing.

The base chance to identify a monsters


abilities and weaknesses is 10 + dragons CR.
Tertiary movement type
The skill used for finding information about
dragons is Knowledge (Arcana).

D20
01 04
05 10
11 20

Optional Rule:
Some dragons have gone to great lengths to
hide any information about themselves from
mortal eyes. Other simply do not care, or even
want others to know what they can do, to
establish fear at hearing their name.

Average Speed
Roll for walking speed and other movement
type
D20
20 feet
01 05
40 feet
06 15
60 feet
16 18
80 feet
19 - 20

If you wish for the difficulty in discovering the


details of your creation to be randomised,
heres a handy chart for just that purpose.
D20
1
2
3
56
79
10 - 13
14 15
16 17
18
19
20

Burrowing
Jumping
Swimming

DC is -10
DC is -8
DC is -6
DC is -4
DC is -2
No Change
DC is +2
DC is +4
DC is +6
DC is +8
DC is +10

Natural Armour
Base Natural Armour (before age factored in)
D20
1
2
34
56
78
9 10
11 12
13 14
15 16
17 - 20

+1
+2
+3
+4
+5
+6
+7
+8
+9
Same as base dragon

If higher than base dragon, add 1 to cr,


otherwise subtract.

20

Saving throws

Size

There are two types of saving throws, good


and poor. The vast majority of the time,
dragons will have good saving throws for all 3
categories (Fortitude, Reflex, and Will saves).
Occasionally though this dragon is weaker
than others in some regard and has a poor
saving throw in one or more categories.

Important things to remember if you decide


to adjust size:
Size cannot be reduced below tiny,
nor increased above colossal
Changes in size change base damage
from natural attacks and breath
weapons etc. Details can be found in
the Pathfinder Roleplaying Game
Bestiary plus a few in this
publication.
Size changes affect base speed etc.
A size increase above the base
increases CR +1
A size decrease below base decreases
CR by 1
Size also determines the length of
wing, neck and other cosmetic details
found in appendix 2
Dragons below Tiny or above Colossal
are not covered.

(See the appropriate section in Pathfinder


Roleplaying Game Bestiary for more details
on poor and good saving throws)
D100
01
02 04
05 06
07 08
09 11
12 13
14 16
17 - 00

All 3 poor
Poor Fortitude
Poor Fortitude & Reflex
Poor Fortitude & Will
Poor Reflex
Poor Reflex & Will
Poor Will
No changes

D100
01
02 - 05
06 - 20
21 - 70
71 - 94
95 - 99
00

Suggested CR change
Each poor category gives -1 to CR.

Senses
This is represented as a bonus to the base
Perception Skill. Every 5 points adds 0.5 to CR.
Round to the nearest 5.
D20
1
2
34
57
8 10
11 - 20

5d10
4d10
3d10
2d10
1d10
Same as base/Normal

21

Decreased size by 3
Decreased size by 2
Decreased size by 1
Same as Base
Increased size by 1
Increased size by 2
Increased size by 3

Skills
You have several options at this point;

How many skill points?

1. Pick the skills you want and assign the


points yourself This is the
recommended option. If you are
having trouble deciding what skills to
use, look at stats and other abilities
and pick skills that complement those.
Its a rare dragon that has no skill
points in Fly, but may happen, the
question is why? Have they focused
on their studies (Knowledge) so much
their flying skills have got worse?
2. For each skill point, randomly
determine which class skill it is
assigned to. This will take a while so
could be speed up by using multiple
skill points per determination. The
chart/listing provided can help with
that.
3. The same as (2) but include nonclass skills as well. There should be a
rough ratio of 3 class skill points to
every 1 non-class skills points spent.

Dragons gain skill points equal to this formula:


6 + Int Mod per hit dice.
So , for example, with an Int mod of say 3 and
with 6d12 HD the number of skill points would
be:
(6 + 3) x 6 = 9 x 6 = 54 skill points to spend.

What to spend them on?


Dragons have the following skills listed in the
chart below as class skills.
D20
1
2
3
4
5
6-7
8
9 10
11
12
13 14
15
16
17
18
19
20

Appraise
Bluff
Climb
Craft
Diplomacy
Fly
Heal
Intimidate
Knowledge (all)
Linguistics
Perception
Sense Motive
Spellcraft
Stealth
Survival
Swim
Use Magic Device

If they have class levels, then they also gain


the skills from that class

22

Spell casting
Now you have caster level, you have several
options for determining what spells can be
cast/are known;

To determine if the dragon can cast spells and


what their CL (Caster level) is, roll on this
chart.
D100
01 - 70
71 80
81 90
91 00

1. Pick for each dragon


2. Use random determination
3. Use a spell package

Same as base
Use column A
Use column B
Use column C

Pick for each


This is the most time consuming method, but
will result in better, more appropriate spells.
Dragons use the same table as Sorcerers for
determining how many spells per level they
know/can cast, even if they have access to
divine miracles like Gold/Silver dragons do.

This chart is duplicated from chapter one,


with a minor modification. If the caster
progression is better than the base dragon
used, then CR +1. If worse, the CR is -1. Of
course if the dragon cant cast spells due to its
age then you can ignore this section.

This is the recommended option.


Use random determination

Wyrmling
Very
Young
Young
Juvenile
Young
Adult
Adult
Mature
Adult
Old
Very Old
Ancient
Wyrm
Great
Wyrm

A
-

B
-

C
-

1
3

1
3
5

1
3

5
7

7
9

5
7
9
11
13

9
11
13
15
17

11
13
15
17
19

Quicker, but spells may be duplicated and not


always complimentary or make sense. Also
there are many, many spells to choose from.
Note from Author:
A future product will deal with random spell
determination, but for now this is beyond the
scope of this publication. Hence it is not a
recommended option, unless you have you
own method for determining random spells.

Use a spell package


This has the advantage of speeding things up,
but if used all the time, will result in all your
dragons having the same spells.
The spell packages can be found in Appendix
1. To use them, simply go to the appropriate
caster level for your dragon and caster type.

Now you know what their CL level is, you can


determine if they are Arcane or Divine casters.
(like Gold or Silver dragons).

Remember also that spells per day is modified


by Charisma and that the minimum Charisma
score the dragon needs to cast the spell is 10
+ the spell's level.

Roll a d100 if you get 20 or less, they are


able to cast cleric spells as arcane ones.

23

Body Details

Eyes Colour

D20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

hese are (mostly) cosmetic features,


designed to give your dragon a unique
look.

By the end of this, if you use all the options,


then hopefully your players will wonder just
what it is they are looking at.
See also appendix 2 for size details on wings,
body etc.

Back
The area found between wings and on top of
the body, covers the neck as well.
D100
01 - 04
05 08
09 12
13 16
17 20
21 24
25 28
29 32
33 36
37 40
41 44
45 48
49 52
53 56
57 60
61 64
65 68
69 72
73 - 76
77 80
81 84
85 88
89 92
93 96
97 - 00

Bone - Armour
Bumps double ridge
Bumps Irregular pattern
Bumps single ridge
Carapace
Feathers - Large
Feathers - Small
Fin - Double
Fin - Single
Flat, with small scales
Furred/mane
Grooved double groove
Grooved Single groove
Normal/Same as base
Plates Alternating
Plates Double row
Plates Single row
Ridged
Segments /Large Scales
Serrated Spine/Fine
Small bony protrusions
Smooth scales very tiny
Spines like a porcupine
Thick Scales
Tortoise like shell

Amber
Black
Blue - Navy
Blue - Sky
Brown
Green - Forest
Green - Lime
Green Olive
Grey
Grey - Light
Metallic - Gold
Metallic Silver
Orange
Pink
Purple
Red
White
Yellow
Other colour
Heterochromia iridium aka
Different Eye Colour
(roll again twice, once for each
eye, re-rolling this result)

Eyes Quantity
D20
1
2 - 16
17 18
19
20

# of eyes
1 Natural Cyclops
2
4
6
8

Eyes Type/Style
D20
1
2
3
4
5
6
7
8 - 20
24

Eye style
Iris None/solid colour
On stalks
Compound
Glowing
Iris Cross shaped
Iris Circle
Iris - Irregular
Normal

Head
What animal does the head of this dragon
resemble? If the head has horns, roll on next
chart as well.
D12
1
2
4
5
6
7
8
9
9
10
11
12

Snake no horns
Snake with horns
Turtle with horns
Turtle no horns
Lizard no horns
Lizard with horns
Ceratops with horns
Crocodile no horns
Crocodile with horns
Velociraptor no horns
Velociraptor with horns
Normal/Same as base/Other

Horns
Any horn sizes are in relation to the head of
the dragon.
D20
13
46
79
10 12
13 15
16 18
19 - 20

Horn type
Frill
Nasal
Brow
Frill and nasal
Frill and brow
Nasal and brow
Frill, nasal and brow

Frill The area just behind the head.


Nasal The front of the head or snout.
Brow The sides of the head. Rarely found on
just one side, unless an accident or damage
has occurred.
D8
1
2
3
4
5
6
7
8

Horn - Frill
Bone
Collapsible
Long
Plumed/Feathered
Ridged
Short
Spikes
Wide
25

D12
1
2
4
5
6
7
8
9
9
10
11
12

Horn - Nasal
Double - curved
Double long and thin
Double - ridged
Double - smooth
Double - twisted
Short bony nob
Single - curved
Single long and thin
Single - ridged
Single - smooth
Single - twisted
Spike Cluster

D12
1
2
4
5
6
7
8
9
9
10
11
12

Horn - Brow
Antlers
Antlers Flat/Moose like
Double Ridged
Double - Serrated
Double - Smooth
Double Twisted
Single - Curved
Single - Ridged
Single - Serrated
Single Smooth
Single Twisted
Stubs

Jaws/Mouth

Limbs details

What special or different quality does the


dragons jaw/mouth have?

What are the dragons limbs like? Either make


a roll for all limbs at once, or for each pair.

D20
1
2
3
4
5
6

7
8
9
10
11
12
13
14
15
16
17
18
19
20

D20
1
2

Beak - Long
Beak Short
Extendable Jaw
Fangs Double (up and down)
Fangs Extended/large
Fangs Venom (adds +1 to CR
and gives any bite attack
poison damage)
Forked/split tongue
Long, prehensile tongue
Mandibles - Dual
Mandibles - Quad
Overbite
Secondary internal jaw/mouth
Snake/Wide open
Teeth - Retractable
Teeth Second Row
Teeth - Serrated (+1 to bite
damage)
Tentacles large
Tentacles small & prehensile
Under bite
Normal/Same as base

3
4
5
6
7
8
9
10
11 - 20
Scales Colour
D20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Limbs (not including wings)


Limbs are placed equally along the body, in
pairs
D20
12
36
7 - 14
15 - 17
18 - 19
20

Limb details
Armoured
Double Jointed/bend both
ways
Muscular - Long
Muscular - Short
Omni-jointed
(can bend in any direction)
Second joint
Spider like
Thin - Long
Thin Short
Horned /spiked
(roll on Horn Nasal chart)
Normal

No Limbs (lose both claw


attacks and -2 CR)
2
4/Normal/Same as base
6
8
10

26

Colour of scales
Aqua
Black
Blue
Brass
Bronze
Brown
Copper
Gold
Green
Grey
Olive
Orange
Purple
Red
Silver
White
Yellow
Same as base
Other metal
Other colour

Scales Pattern
D20
1
2
3
4
5
6
7

89

10
11 - 12
13 14
15
16 - 20

Tail
What is the nature of the tail of the dragon?

[colour] dots
[colour] geometric shapes
[colour] mottling
[colour] spots
[colour] stripes - horizontal
[colour] stripes - vertical
Dark [colour] on top of the
body with a light [colour] on
bottom
Dark shade of main colour on
top, with lighter shade on
bottom
Each scale has a [colour] edge
Each scale has a darker edge
Each scale has a lighter edge
Random scales of [colour]
Solid Colouration

D20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

[colour] means to roll on the colour table or


pick the desired colour.

16
17
18
19
20

Armoured/Thick scales
Arrow headed shape tip
Axe/blade shaped tip
Bone like club on the end
Constricting
Double spikes (+2 to tail
damage)
Eject able spines (like a
manticore)
Fin/Fish like
Flat end
Forked end
Muscular
Normal/Same as base
Pointed/sword shaped tip
Prehensile
Sharp blade like end (+1 tail
damage)
Short stub (loses tail attack
and -2 to CR)
Spiked (+1 to tail damage)
Stiff/Rigid, but useable
Stinger (+2 tail damage, poison
type)
Whip like (long and thin)

There is a 5% chance (1 on a d20) the dragon


has a secondary tail. If this occurs then roll on
this chart as well.
D20
01 10
11 - 20

Second Tail
Same as the main
Different from main (roll on
the chart again)

This second tail grants a second tail attack (+1


to CR) but no bonus may be applied to attack
or damage rolls from stats

27

Wings Type/Style

Talon Details
D20
12
34
5-6
78
9 10
11 12

13 - 20

The majority of the time, all wings will be the


same type or style on the same creature; only
in about 5% (1 on a d20) will there be
different wing types on the same dragon, in
which case roll for each wing pair.

Long and thin


Short and thick
Serrated (+1 to damage rolls)
Retractable
Sharp (+1 to damage rolls)
Poison tipped (Injury, DC equal
to 10+ age category, 1d2 from
a random stat for 6 rounds)
Normal

D20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19

Wings Quantity
D20
1-2
3 - 15
16 - 19
20

0
2
4
6

Lack of wings does not stop flight as the


dragon would have some kind of levitation
ability equal to what it would normally have.
However they would lose the wing attack (-2
to CR)
Vestigial wings are small and only really used
for stability, if they are used at all.

20

Wings are placed in pairs along the body. If a


dragon is missing a wing then this is due to
combat or other damage.

28

Wing type
Appear to be large scales
Bat
Bee like transparent/clear
Beetle (hidden under a shell)
Bird/Feathered
Bones No skin
Bones - Skin between
Butterfly bland/dark
Butterfly - colourful
Demonic
Dragon - Curved
Dragonfly
Faerie/Gossamer
Fin like
Long and thin
Muscular
Scaled
Short and thick
Smooth and flat, great for
gliding
Normal/Same as base

D100
01 - 04
05 08

Wing Tips/Edges
What can be found at the edge or tips of the
dragons wings (front mostly, but sometimes
the rear)? Often these give a small bonus to
wing damage or a change in speed or
manoeuvrability class. An increase in speed,
damage or manoeuvrability also increase CR
by 0.5
D20
1
2
3
4
5
6
7
8
9
10
11
12 - 20

09 12
13 16
17 20
21 24
25 28

Grooves
Hollow (+10% speed, -1
damage)
Plates/thick scales
Serrated edge (+1 damage)
Small bumps
Small claws
Small controllable flaps
(improved manoeuvrability)
Smoothed (+10% to speed)
Spikes (+1 damage)
Tendrils (rear of wing)
Armoured (Hits against the
wing take less damage)
Nothing/Normal

29 32

33 36
37 40
41 44
45 48
49 52
53 56
57 60
61 64
65 68
69 72
73 76
77 80

Scars & Battle Damage

81 84
85 88
89 92
93 96

Has the dragon been damaged in some way?


What gave it those scare all along its lower
flank and why is it missing an eye? Use these
injuries to make the combat interesting.
Change dice rolls or give your players a bonus
to escape if the dragon has a limp for
example.

97 - 00

If creating your own, they should not cause


major combat problems, as they are mostly
for flavour.
Option
If using the Called Shots rule and you hit a
damaged or weakened area, then damage is
increased/max possible for the attack.

29

A wing has a tear/hole


Acid burn across the face and
body
Burnt back
Deaf on one side
Has a limp
Has a odd , rotten smell
Has to cough loudly before
using its breath weapon, like
something is stuck
If dragon has horns, one of
them is notably
broken/damaged
Missing a talon on one random
limb
Missing a tooth
Missing an eye
Nose/snout damaged
One eye is cloudy
One wing droops
Scar across face
Scar along 1/3 of lower flank
Some scales are broken
Tail is slow to move
The remains of weapon/sword
sticking out their side
Joints make clicking sounds
when it moves
Has trouble bending its neck
Looks thin and malnourished
Coughs a lot
Internal damage that is visible
by the dragon wincing every
so often for what appears to
be no reason
Nothing (nothing visible at
least)

Mortal Name

Dragon Names & Titles

The Mortal name often reflects some aspect


of the dragon, giving almost no hint to the
dragons true name. Some are named for
deeds, or their looks. Others for what they do
in combat, the options are almost endless.

True Name

Some example names, from legends and


mythology that span all across the multiverse,
are listed below.

very dragon has 2 names, their true


name and their Mortal name. The true
name is only know to other dragons of
a very, very few trusted mortals. Otherwise
they go by the so-called Mortal or public
name.

D100
01 - 04
05 -08
09 12
13 16
17 20
21 24
25 28
29 32
33 36
37 40
41 44
45 48
49 52
53 56
57 60
61 64
65 68
69 72
73 76
77 80
81 84
85 88
89 92
93 96
97 - 00

There are many methods to deciding a


dragons true name. One such method is
presented here, by combining name
components (NC) in various ways. Roll to
decide or pick one you like.
Name Components can be found in Appendix
5.
Names can be separated with characters such
as a space ( ), an apostrophe () or a hyphen (-)
or even have no separation and are just one
long word!
First stage is working out how many NC the
true name has, then after each NC has been
determined, roll or decide how (or if) it is
separated from the one NC before.

D20
12
34
56
78
9 10
11 12
13 14
15 -16
17 18
19 - 20

2 NC
3 NC
4 NC
1 + 1d4
1 + 1d6
1 + 1d8
1 + 1d10
1 + 1d12
1 + 1 per 2 age categories
1 + 1 Per age category

Azorth
Bane
Chazor
Cinder
Deathbringer
Destro
Ember
Emmeraus
Flamestrike
Grandsire
Hellios
Infernus
Ishmael
Janus
Kelko
Leviathan
Magistar
Ormr
Pyrite
Pyro
Python
Skrie
Tiamat
Yogoth
Zeal

If the dragon has the ability to shape itself


into a lesser form, like an elf or dwarf for
example, then the mortal name will often
come from that race.

30

Titles

Titles
D100
1-2
34
56
78
9 10
11 12
13 - 14
15 16
17 18
19 20
21 22
23 24
25 26
27 28
29 30
31 32
33 34
35 36
37 38
39 40
41 42
43 44
45 46
47 48
49 - 50
51 52
53 54
55 56
57 58
59 60
61 62
63 64
65 66
67 68
69 70
71 72
73 - 74
75 76
77 78
79 80
81 82
83 84
85 86
87 88
89 90
91 92
93 94
95 96
97 - 98
99 - 00

Virtually every dragon love titles. Good


aligned dragons treat them as a sign of
respect from mortals; evil ones demand them,
to show who is boss and who has the
potential to be dinner.
Most titles have no effect (outside of social
situations), but a few do. After all, knowing
the Bane of Grendlera is heading to the
town your players is in, sounds so much
better doesnt it?
Rolling for the title(s) is generally best if you
have yet to decide on the dragons
personality. Otherwise, picking them is better.
A dragon naturally gains a title every 3 ages,
assuming they do nothing else to warrant a
new title
Charts Notes:
1. [deity] = god or other powerful being
2. [doom] = death, destruction, pain,
misery etc.
3. [dragon] = name of another dragon
they have killed.
4. [element] = Something like fire,
lightning or other dragon related
element
5. [place] = Town or other settlement
6. [race] = Elf, dwarf, human etc.
7. [x] = place name or important hero
who died fighting them

As with any of the charts in this publication,


feel free to add your own.
Titles can go after the dragons name;
E.g. Pryix, Lady of Fire or Fallus the Majestic
Or they can go before it;
The Magnificent and Eternal Pyros
Use the title(s) in a logical way, changing them
slightly if needed to fit together. Some titles
are more suitable for certain dragons than
others (e.g. Defender).
31

Avatar of [deity]/[element]
Bane of [x]
Bringer of [doom]
Champion of [place]/[race]
Defender of [place]/[race]
Destroyer of [place]
Exterminator of [race]
Hunter of [x]/[race]
Killer of [race]
Lord/Lady of [element]
Master of [element]
Most Holy
Most Imperial
Most Wondrous
Regal
Saviour of [place]/[race]
Slayer of [dragon]
The Blessed
The Brave
The Chosen
The Deadly
The Divine
The Elder
The Enduring
The Enigmatic
The Eternal
The Fierce
The Gifted
The Hunter
The Immortal
The Inscrutable
The Legendary
The Loud
The Magnificent
The Majestic
The Mysterious
The Mystical
The One & Only
The Persistent
The Profound
The Radiant
The Renowned
The Silent
The Spectacular
The Strong
The Sublime
The Swift
The Transcendental
The Undying
The Untouchable

Features

Lairs

All lairs have at least once chamber where the


dragon rests and stores it horde. Sometimes
this chamber is filled with other items, such as
food or prisoners etc. Occasionally the dragon
has other areas or features as part of its lair.

ragons have to live somewhere. The


stereotype is of the beast sleeping in a
cave, on a hill of gold and treasure,
killing any who dare disturb its slumber exists
for a reason.

D20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

This is a quick chapter on the basics of the


dragons lair.

Location
Where does the dragon have its lair, what
place does it call home? This is not the same
as the environment in which its found, as it
may have its hunting grounds in the desert,
but it lives in the nearby mountains.
D20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Cave Normal
Cave Underwater
Desert
Forest
Iceberg/Frozen Area
Island
Mountains Crevasse/cave
Mountains - Peaks
Nomad Has hidden stashes
for its horde and food
Ocean/Beach
River/Lake
Ruins
Swamp
Underground
Urban - Ruins
Urban Sewers/caverns
Valley
Volcano
Same as home terrain
Somewhere Else

Roll 1d4 times


Defences - External
Defences - Internal
Exercise area
False Chambers
False Entrance
Forge/Smelter
Gateway/Entrance chamber
Guard Room
Hidden Entrance
Landing chamber/area
Mine
Pantry
Prison
Refuse Pit
Secondary Entrance
Secondary Sleeping chamber
Servants chambers
Skylight
Treasure/Horde chamber
Other

For details on the dragons horde size and


what it may contain see appendix 3.
More in-depth details on dragon lairs will be
featured in a future product release, but for a
rough idea of the size of the lair, take the age
category (as a number) of the dragon
concerned and times it by 1000 to give you
the size in square feet it covers, for a so-called
average size lair. Different sizes will of
course exist, but this gives you something to
start from.

32

Dragon Eggs

Incubation Method

ven the most anti-social dragon at


some point was once an egg. You may
have a dragon who is an expectant
parent and that is why its getting upset about
the miners digging where they are. Whatever
the reason, this section gives you the charts
for random dragon eggs, for any type of flying
serpent, but more suitable for unique/random
dragons

What method is used to incubate the egg?


The nature of the parent does not always
have a bearing on the method of incubation.
For instance a cold based dragon may have to
keep their eggs in fire or lava. This may cause
problems for locals if the only source of what
the dragon needs for incubation is in their
locality.
D20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17

Egg Size
How big is the clutch of eggs and how big are
they?
D20
15
6 10
11 15
16 - 20

Tiny
Small
Medium
Large

Size(Clutch Size)
Tiny (1d5)
Small (1d4)
Medium (1d3)
Large (1d2)

L
1
2
3
4

W
1
8
16
32

18
19
20

Length (L) of the egg is in feet.


Diameter of the egg is about half of the length
Weight (W) is in pounds.
Incubation Duration
How long does it take to incubate the egg(s) in
days?

Tiny
Small
Medium
Large

Incubation period
200 + 1d100 days
250 + 2d100 days
300 + 3d100 days
350 + 4d100 days

33

Always in darkness
Always in light
Anywhere but never moved
Bathed in blood
Bathed in fresh blood daily
Buried in dirt
Constant breeze over it
Immersed in acid
In fresh running water
In sea water
In still or fouled water
Inside a living host
Kept in a bird like nest
Kept in an open flame
Kept in dry sand
Never to touch solid ground
Snow/Ice or other freezing
temperature liquid
Under a pile of gold
Warmed by the parents body
Other exotic or weird method

Egg Durability

Egg Colouration
D20
Roll once
Aqua/Water
1
Black
2
Blue
3
Brown
4
Camouflage pattern
5
Green
6
Grey
7
Orange
8
Purple
9
Red
10
Spotted
11
Translucent
12
Violet
13
White
14
Yellow
15
Flame (orange/yellow pattern)
16
Roll again but metallic version
17
Same as terrain/area in which
18
it is stored (a form of
chameleon. Changes within 24
hours if moved)
Same colour/pattern as parent
19 - 20
Egg Features
D20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

It is a fact that there are those who seek


dragon eggs for various purposes. To stop
them from breeding, as a food source, for
petty revenge or even spell components. To
counter this, some eggs are harder to break,
take more damage, or have a nasty effect if
they are broken from the outside. A few
dragons even deliberately lay false trap eggs
just for this purpose!

Roll once
Appears broken/cracked
Clear/transparent shell
Dimples all over
Gem like objects in shell
Geometric patterns
Glows in dark
Illusion looks like something
else
Metallic like shine
Radiates Cold
Radiates Heat
Ridged/groves
Scales
Secondary outer shell
Small horns around crown
Small Spines
Smooth
Stone like covering
Vibrates slightly
Roll Twice
Other

Hardness
D20
1
2
3-4
5-6
7 10
11- 14
15 - 16
17 - 18
19
20

HP of the egg
8
10
12
14
16
18
20
22
24
26

Break AC
D20
1
2
3-4
5-6
7 10
11- 14
15 - 16
17 - 18
19
20

AC
2
4
6
8
10
12
14
16
18
20

The AC of the egg represents how hard it is for


someone to break the shell from the outside.
But be warned..you may not want to do
that

34

Effect if broken
D20
1
2

Dragons are creatures of power and magic. It


takes time for that to accumulate. Disrupting
this process by breaking an egg before its
natural hatching time can often result in some
dangerous effects, not only for the egg, but
those nearby.

3
4
5

These effects are multiplied by the age


category of the parent dragon when the egg
was laid.

6
7
8
9

Every 100 days, the damage dice used


increases by one category, starting at 1d4,
then 1d6 at 200, 1d8 at 300, 1d10 at 400 and
1d12 at 500 and 1d20 at 600 or more days.

10
11

As you can see, an egg laid by a Great Wyrm


(12) at 600 days would deal 12d20 worth of
damage if broken early!

12
The range of this effect is 5 feet per age
category of the dragon parent and effects all
things within range as per normal.

13

If the egg is broken within the last 100 days of


its natural cycle, then there is a chance equal
to 100 days remaining, that the hatchling
will be fine and have no complications. A
failure at this point results in a dead baby
dragon.

14
15
16
17

Certain spells and abilities can stop or reduce


this, and some enterprising being have crated
whole industries around the safe removal and
destruction of dragon eggs.

18
19
20

A few eggs cause no direct damage if opened


before their time. For these, the damage
represents either the intensity of the effect or
the duration as appropriate

Roll once
Acid jet
Bright Light (Intense) Blinded
for 1 round PDP
Confusion 1 round PDP
Explosion
Force Stunned for 1 round
PDP
Hallucinogenic gas 1 PDP
Illness Sickened for 1 round
PDP
Poison
Same breath weapon effect as
the parent in all directions,
centred on the egg
Sleep 1 minute PDP
Slow the eggs contents stick
to everything slowing those in
range
Sonic Deafened for 1 round
PDP
Stench Anyone is range is
has the Nauseated status for
PDP
Sticky Mess Entangled for 1
round PDP
Tempory Petrifaction
Petrified for 1 round PDP
Time stop 1 round PDP
Wild Zone The area where
the egg was broken becomes a
Wild zone for 1 day PDP
Brightness Dazzled for 1
round PDP
Fatigued for 1 round PDP
Lucky Nothing happens and
the egg is broken without
incident

PDP = Per Damage Point

35

Templates

Aspect of the Troll (Inherited)


CR +3

hese can be applied to basic dragons


or even to your own creations. The
basic idea, if you are not familiar with
them, is to take a basic monster and give it
some predetermined changes, but at a cost.
They are a great way to spice things up and
can make encounters more interesting and
memorable.

Intro
At some point in the past, through magical
means, some aspects of a troll have become
fused with this being, granting them increased
strength and constitution, with a trolls ability
to regenerate. Sadly, this comes at a cost to
higher brain functions.

Some, if not all, of these templates can be


applied to other beings, not just dragons.
Some of them though mention age categories
as a part of working out effects etc. Simply
use half of total class levels rounded down, to
a min of 1 in this case.

Changes
Str
+6

Dex
+2

Con
+6

Int
-6

Wis
-2

Cha
-6

Appearance takes on a green tint and any


limbs possessed now are slightly longer and
thinner, but still muscular.

All templates are Inherited Templates, which


means that the template is a part of a
creature from the beginning of its existence,
or Acquired. Acquired templates can be
applied to existing creatures at various points
in their life.

Abilities
Gained: Fast Healing (5), Scent

Chameleon (Inherited)
CR +1
Intro
Able to control and shift the colours on their
scales (within reason), this dragon can be
harder to spot or find when compared to
others of its kind.
Changes
Str
Dex
+12 to Stealth

Con
-

Int
-

Wis
-

Abilities
Halves any penalty to stealth due to size

36

Cha
-

Spell Absorber (Inherited)


CR +3

The duration of these effects last 10 rounds.


These bonuses can stack, but the dragon can
only absorb a maximum of 1 spell per age
category. Any more than that and the oldest
is removed

Intro
Over many generations, this dragon has been
bred to allow it to absorb magic from others
giving it a boost to its powers, albeit
temporary. Sometimes though this can
backfire

Notes:
Health
These HP are temporary. Once the duration
ends, these are removed, but the dragon will
always be left with at least 1 HP left per age
category and cant be taken to below 1.

Changes
Str
Dex
+2
+4
See below

Con
+4

Int
+4

Wis
-

Cha
-

Overloaded
If a Spell Absorber becomes overloaded, then
all bonuses it has acquired are immediately
nullified as if they have ended.

Abilities

The next roll made to absorb a spell is made


with +1 to the dice roll. This means overloads
now occur on a 9 or 10. If it occurs for a third
time, then the range is now 3 points (8 to 10).
And so on. This effect can stack and is called
the Overload Penalty.

If the dragon ever saves against a spell cast on


it (applies to self-cast or spells meant to help,
divine or arcane), then roll a dice
.
1
2
3
4

Strength
Toughness
Agility
Health

Speed

Reflexes

Armoured

Fury

Nothing

10

Overloaded

+4 to Str
+4 to Con
+4 to Dex
Spell level x 4
back in HP
(See notes)
Spell level x 5 to
speed
Spell level to
Initiative rolls
Spell level to
armour class (but
same as reduction
to Dex)
+1 to all critical
dice rolls
Spell saved as
normal
See Notes

At this point the dragon must also make a


Fortitude save against a DC (10 + OP). Failing
this save Burns out the template, reducing
Str, Dex etc. and applies a penalty to all dice
rolls, including saving throws equal to the OP.
Passing this saving throw prevents the Burnt
Out effect from occurring this time, but must
be tested for each time there is an Overload.
Whilst this effect is in place the dragon can no
longer absorb spells. The dragon is also
stunned for 1d2 rounds.
The OP count is reduced by 1 per day or 24
hour period that passes with no spell being
absorbed.
Each day, the dragon may make another
Fortitude save to gain back the template if it
has been burnt out.

Spell level here refers to the level of the spell


absorbed or save against.

37

Feats

Quicken Breath
Intro
By breathing the breath weapon faster, the
dragon can use it more often, but it is weaker
than normal
Prerequisites
Breath weapon, Dex 16
Benefit
The breath weapon can be used every other
round
Special
All random damage dice are at the minimum
possible for the age and size.

Breath Weapon Feats


All breath weapon feats can be used
optionally. This must be declared BEFORE
using them(If used by a PC with a breath
weapon).

Breath Range Increase


Intro
Some dragons know how to push the range of
their breath weapon further without
sacrificing damage potential
Prerequisites
Breath Weapon, adult age category
Benefit
The range of any breath weapon increases by
5 feet.

Recover Breath
Intro
The dragon can recover from using its breath
weapon quickly.
Prerequisites
Breath weapon, Con 16
Benefit
Can be taken multiple times. Each time this
feat is taken, the time the dragon needs
before it can cast it breath weapon again is
reduced by 1, to a minimum of one round.

Breath Weapon Overload


Intro
By sacrificing the ability to use their mighty
breath weapon for a while, they can push it to
the maximum possible right now.
Prerequisites
Breath weapon, adult age category
Benefit
The breath weapon does the maximum
possible damage for the dice it has assigned
to it
Special
A Fortitude save vs DC 25 must be made
before the dragon can use their breath
weapon again. Each round passed since
Overload was used gives a bonus of +1 to the
dice roll, but, every use of Overload after the
first adds +5 to the DC check. This resets after
24 hours of no breath weapon use.

Shape Breath
Intro
The dragon can decide how it wants it breath
weapon to be shaped.
Prerequisites
Breath weapon, adult age
Benefit
Each use of the breath weapon, the dragon
can determine how it wants it breath weapon
to be shaped (cloud, line etc)
Special
The dragon must roll a 2d4 instead of 1d4 to
determine number of rounds between breath
weapons uses.

38

Dragon Blood

Dragon Blood - Acidic


Intro
The blood of the dragon has rather acidic
qualities. Although not a true acid, it can
cause a bit of damage to those exposed to it.
Prerequisites
Dragon Blood, Con 16
Benefit
Acid damage to attackers.
Special
Acid damage to the dragon is at -1.

The blood of a dragon can have curious


properties. These all require having dragon
blood as a perquisite.
Only one type of Dragon Blood feat may be
taken, but the same feat may be taken
multiple times.
Benefits
Some of these feats only take effect if the
dragon suffers damage from anything that
would cause it to bleed.
This is true
regardless of what form the dragon may be in.

Dragon Blood - Arcane

Damage amount: 1 point per age category

Intro
Sometimes the sheer power of a dragon
infuses their blood with arcane forces
Prerequisites
Dragon Blood, Con 14, spell casting ability
Benefit
Magic/arcane damage to attackers
Special
Magic/arcane damage is reduced by 1

A Reflex save vs DC (15) avoids this damage.

Dragon Blood - Electric

Range is up to range is 5 feet per 3 age


categories of the dragon.
Area of splash is in a line towards the one
who did the damage.

Intro
The blood of the dragon has rather electrical
quality to it. Although not true electricity, it
can cause a bit of damage to those exposed to
it.
Prerequisites
Dragon Blood, Con 16
Benefit
Electrical damage to attackers. +1 to total
damage if they have metal armour or struck
with a metal weapon (like iron etc.) or
anything that conducts electricity.
Special
Electrical attacks to the dragon are at -1.

Any species that feeds on blood will be in for a


nasty surprise if they attack a being with one
of these blood types.
Unless stated, all Dragon Blood feats share
this special note:
This feat also affects the one who has the
feat. This may sound odd, but, using Dragon
Blood Acidic as an example, the creatures
body only protects against the acid while it is
on the inside. However, each type of dragon
blood does also grant a -1 reduction to any die
rolls of that type, which if the attack is only 1
point, then it is negated. This may sound
redundant, but if two or more dragons have
the same feat and one damages the other,
they are not fully immune to the effects, but it
is reduced.

More Dragon Blood feats (and other feats)


will be featured in a future supplement

Optional Rule:
Those who have dragon blood within them,
like half-dragons or sorcerers, may take these
feats but they are only half as effective.

39

Appendix 1
Spell Packs

Caster Level 9
0 (at will)8

1 (6/ day)5

Remember that spells per day is modified by


stat bonuses, which for dragons is normally
Cha (Charisma).
Arcane Spell Packs
For dragons with normal spell casting
abilities.

2 (6/ day)4

Caster Level 1

3 (6/ day)3

0 (at will)4
1 (3/day)2

Arcane Mark; Detect Magic;


Flare; Read Magic
Expeditious Retreat; Ray of
Enfeeblement

4 (4/ day)2

Caster Level 11
0 (at will)9

Caster Level 3
0 (at will)5

1 (5/day)3

Arcane Mark; Ghost Sound;


Prestidigitation; Ray of Frost;
Resistance
Animate Rope; Mount; Sleep

1 (6/ day)5
2 (6/ day)5
3 (6/ day)4

Caster Level 5
4 (6/ day)3
0 (at will)6

1 (6/day)4

2 (4/day)2

Daze; Detect Magic; Light; Mage


Hand; Open/Close; Touch of
Fatigue
Chill Touch; Detect Secret Doors;
Expeditious
Retreat;
Magic
Missile
Leomund's Trap; Scorching Ray

5 (4/ day)2

Caster Level 7
0 (at will)7

1 (6/day)5
2 (6/ day)3
3 (4/ day)2

Daze; Detect Magic; Detect


Poison; Disrupt Undead; Ghost
Sound; Light; Ray of Frost; Touch
of Fatigue
Detect Undead; Magic Weapon;
Obscuring Mist; Summon Monster
I (fiendish monstrous centipede,
Medium (NE)); Tenser's Floating
Disk
Darkness;
Fox's
Cunning;
Leomund's
Trap;
Summon
Monster II (2 fiendish octopus
(aquatic) (CE));
Dispel Magic; Keen Edge;
Nondetection
Arcane Eye; Rainbow Pattern

Acid Splash; Arcane Mark; Detect


Magic; Detect Poison; Light;
Open/Close; Ray of Frost
Chill Touch; Disguise Self; Erase;
Mage Armour; Magic Weapon
Invisibility;
Leomund's
Trap;
Protection from Arrows
Explosive Runes; Lightning Bolt

40

Acid Splash; Detect Magic; Detect


Poison; Flare; Ghost Sound;
Mending; Message; Read Magic;
Touch of Fatigue
Disguise Self; Identify; Nystul's
Magic Aura; Reduce Person; Sleep
Cat's Grace; Invisibility; Owl's
Wisdom; Resist Energy; Scare
Daylight; Explosive Runes; Halt
Undead; Major Image
Charm
Monster;
Contagion;
Crushing Despair
Contact other Plane; Feeblemind

Caster Level 13
0 (at will)9

1 (6/ day)5

2 (6/ day)5

3 (6/ day)4
4 (6/ day)4
5 (6/ day)3
6 (4/ day)2

Caster Level 17
0 (at will)9

Acid Splash; Dancing Lights;


Detect Magic; Flare; Ghost Sound;
Light; Prestidigitation; Ray of
Frost; Resistance
Comprehend Languages; Mage
Armour; Shocking Grasp; Silent
Image; Ventriloquism
Fog
Cloud;
Ghoul
Touch;
Misdirection; Protection from
Arrows; Shatter
Flame Arrow; Gentle Repose;
Protection from Energy; Tongues
Polymorph; Scrying; Solid Fog;
Wall of Ice
Break
Enchantment;
Major
Creation; Nightmare
Globe of Invulnerability; Veil

1 (6/ day)5

2 (6/ day)5

3 (6/ day)4
4 (6/ day)4

5 (6/ day)4
6 (6/ day)3
7 (6/ day)3
8 (4/ day)2

Caster Level 15
0 (at will)9

1 (6/ day)5

2 (6/ day)5

3 (6/ day)4
4 (6/ day)4

5 (6/ day)4
6 (6/ day)3
7 (4/ day)2

Acid Splash; Detect Magic; Detect


Poison; Disrupt Undead; Light;
Mage Hand; Open/Close; Ray of
Frost; Touch of Fatigue
Enlarge Person; Identify; Mage
Armour; Nystul's Magic Aura;
Summon Monster I (celestial giant
fire beetle (NG))
Command
Undead;
Flaming
Sphere;
Owl's
Wisdom;
Pyrotechnics; Web
Dispel Magic; Fly; Hold Person;
Protection from Energy
Minor Creation; Phantasmal
Killer; Rary's Mnemonic Enhancer
(W); Wall of Ice
Fabricate; Major Creation; Mirage
Arcana; Rary's Telepathic Bond
Antimagic Field; True Seeing; Veil
Grasping Hand; Drawmij's Instant
Summons

Daze; Flare; Light; Mending;


Message; Open/Close; Ray of
Frost; Read Magic; Touch of
Fatigue
Cause
Fear;
Comprehend
Languages; Shocking Grasp; Silent
Image; True Strike
Daze Monster; Locate Object;
Minor Image; Owl's Wisdom;
Touch of Idiocy
Displacement; Gaseous Form;
Heroism; Phantom Steed
Charm
Monster;
Crushing
Despair; Reduce Person-Mass;
Solid Fog
Feeblemind; Mind Fog; Persistent
Image; Waves of Fatigue
Acid Fog; Circle of Death;
Programmed Image
Banishment; Phase Door; Vision
Power Word Stun; Symbol of
Insanity

Caster Level 19
0 (at will)9

1 (6/ day)5

2 (6/ day)5
3 (6/ day)4
4 (6/ day)4
5 (6/ day)4

6 (6/ day)3

7 (6/ day)3
8 (6/ day)3
9 (4/ day)2

41

Acid Splash; Daze; Detect Magic;


Flare; Light; Mending; Message;
Open/Close; Resistance
Chill Touch; Enlarge Person;
Expeditious Retreat; Mage Armor;
Tenser's Floating Disk
False Life; Invisibility; Minor
Image; Misdirection; Spider Climb
Daylight; Halt Undead; Protection
from Energy; Sleet Storm
Arcane Eye; Charm Monster; Fear;
Shadow Conjuration
Animal Growth; False Vision;
Mordenkainen's Faithful Hound;
Prying Eyes
Mordenkainen's
Lucubration;
Otiluke's Freezing Sphere; Symbol
of Fear
Ethereal Jaunt; Finger of Death;
Statue
Antipathy;
Binding;
Otto's
Irresistible Dance
Dominate Monster; Energy Drain

Divine Spell Packs

Caster Level 9

For those dragons who, like Gold and Silver,


can cast divine spells as arcane ones. There
will be some cross over between these and
the arcane packs.

0 (at will)8

1 (6/ day)5

Caster Level 1
0 (at will)4
1 (3/day)2

2 (6/ day)4

Acid Splash; Arcane Mark; Ghost


Sound; Message
Detect Undead; Obscuring Mist

3 (6/ day)3
4 (4/ day)2

Caster Level 3
0 (at will)5
1 (5/day)3

Caster Level 11
Acid Splash; Arcane Mark; Ghost
Sound; Message
Reduce Person; Silent Image;
Unseen Servant

0 (at will)9

1 (6/ day)5

Caster Level 5
0 (at will)6

1 (6/day)4
2 (4/day)2

2 (6/ day)5
Acid Splash; Disrupt Undead;
Ghost Sound; Prestidigitation;
Read Magic; Resistance
Chill Touch; Erase; Magic Missile;
Sleep
Invisibility; Locate Object

3 (6/ day)4
4 (6/ day)3
5 (4/ day)2

Caster Level 7
0 (at will)7

1 (6/day)5
2 (6/ day)3
3 (4/ day)2

Arcane Mark; Dancing Lights;


Detect Poison; Disrupt Undead;
Ghost Sound; Light; Mending; Ray
of Frost
Comprehend Languages; Jump;
Mage Armour; Nystul's Magic
Aura; Reduce Person
Invisibility;
Misdirection;
Scorching Ray; Whispering Wind
Haste; Shrink Item; Sleet Storm
Arcane Eye; Fire Trap

Arcane Mark; Disrupt Undead;


Ghost Sound; Light; Mage Hand;
Message;
Open/Close;
Prestidigitation; Resistance
Charm Person; Disguise Self;
Magic Weapon; Mount; Sleep
Detect Thoughts; Levitate; Melf's
Acid Arrow; Shatter; Spectral
Hand
Illusory Script; Lightning Bolt;
Nondetection; Vampiric Touch
Animate
Dead;
Dimensional
Anchor; Fire Trap
Prying Eyes; Transmute Mud to
Rock

Caster Level 13

Acid Splash; Daze; Detect Magic;


Mage
Hand;
Message;
Prestidigitation; Touch of Fatigue
Charm Person; Enlarge Person;
Erase; Reduce Person; True Strike
Flaming Sphere; See Invisibility;
Shatter
Fly; Illusory Script

0 (at will)9

1 (6/ day)5

2 (6/ day)5

3 (6/ day)4
4 (6/ day)4
5 (6/ day)3
6 (4/ day)2

42

Acid Splash; Dancing Lights;


Detect Magic; Detect Poison;
Disrupt Undead; Message; Ray of
Frost; Resistance; Touch of
Fatigue
Expeditious Retreat; Grease;
Magic Missile; True Strike;
Unseen Servant
Bear's Endurance; Command
Undead;
Daze
Monster;
Glitterdust; Summon Monster II
(celestial eagle (CG))
Illusory Script; Lightning Bolt;
Phantom Steed; Sepia Snake Sigil
Phantasmal
Killer;
Rainbow
Pattern; Solid Fog; Wall of Ice
Cloudkill; Cone of Cold; Contact
other Plane
Chain Lightning; Disintegrate

Caster Level 19

Caster Level 15

0 (at will)9

1 (6/ day)5

2 (6/ day)5

3 (6/ day)4
4 (6/ day)4
5 (6/ day)4
6 (6/ day)3
7 (4/ day)2

0 (at will)9

Daze; Detect Magic; Flare; Ghost


Sound; Mage Hand; Message;
Open/Close; Ray of Frost;
Resistance
Cause Fear; Detect Secret Doors;
Erase;
Expeditious
Retreat;
Unseen Servant
Eagle's Splendour; Glitterdust;
Obscure Object; Shatter; Tasha's
Hideous Laughter
Arcane Sight; Hold Person; Major
Image; Nondetection
Contagion; Detect Scrying; Fire
Shield; Leomund's Secure Shelter
Hold Monster; Prying Eyes;
Symbol of Pain; Wall of Force
Chain Lightning; Dispel Magic,
Greater; Repulsion
Control Weather; Plane Shift

1 (6/ day)5

2 (6/ day)5

3 (6/ day)4
4 (6/ day)4
5 (6/ day)4
6 (6/ day)3
7 (6/ day)3
8 (6/ day)3

Caster Level 17

9 (4/ day)2
0 (at will)9

1 (6/ day)5

2 (6/ day)5

3 (6/ day)4

4 (6/ day)4
5 (6/ day)4
6 (6/ day)3

7 (6/ day)3
8 (4/ day)2

Daze; Detect Magic; Flare;


Mending;
Message;
Prestidigitation; Ray of Frost;
Read Magic; Resistance
Animate Rope; Color Spray;
Expeditious
Retreat;
Jump;
Reduce Person
Cat's Grace; Ghoul Touch; Magic
Mouth; Protection from Arrows;
Whispering Wind
Clairaudience/Clairvoyance;
Explosive Runes; Halt Undead;
Suggestion
Hallucinatory Terrain; Illusory
Wall; Stoneskin; Wall of Ice
Dominate Person; Feeblemind;
Mind Fog; Permanency
Bigby's
Forceful
Hand;
Mordenkainen's
Lucubration;
Shadow Walk
Banishment; Control Undead;
Sequester
Binding; Moment of Prescience

43

Dancing Lights; Ghost Sound;


Mage
Hand;
Mending;
Open/Close; Prestidigitation; Ray
of Frost; Read Magic; Touch of
Fatigue
Animate Rope; Detect Undead;
Disguise Self; Magic Missile;
Shocking Grasp
Eagle's
Splendour;
Hypnotic
Pattern;
Invisibility;
See
Invisibility; Whispering Wind
Displacement; Explosive Runes;
Halt Undead; Ray of Exhaustion
Contagion; Dimension Door; Fear;
Wall of Fire
Cloudkill; Major Creation; Prying
Eyes; Wall of Force
Analyse
Dweomer;
Create
Undead; Repulsion
Ethereal
Jaunt;
Sequester;
Teleport Object
Dimensional Lock; Mind Blank;
Moment of Prescience
Energy Drain; Gate

Appendix 2
Physical Size Details
Find the size of the dragon and roll.
Sizes are in feet, weight in pounds

Max Wingspan is furthest wings can stretch.


Min wingspan is minimum wingspan needed
for flight.

Tiny
D6
1
2
3
4
5
6

Overall
Length
4
4
4
3
5
5

Body

Neck

Tail

1
1.5
1
1
2
2

1
1
2
1
2
1

2
1.5
1
1
1
2

Overall
Length
8
8
8
8
8
10

Body

Neck

Tail

2.5
3.5
3.5
2
3
3

2
1.5
1.5
2
2
2

3.5
3
3
4
3
4

Overall
Length
16
16
16
16
16
18

Body

Neck

Tail

5
7
7
5
6
6

5
4
4
5
5
6

6
5
5
6
5
6

Body
Width
1
1
1
1
2
2

Max
Min
Wingspan Wingspan
8
4
6
4
8
4
6
4
8
4
8
4

Weight

Body
Width
2
2
2
2
2
3

Max
Min
Wingspan Wingspan
16
8
16
8
12
8
16
8
16
8
18
8

Weight

Body
Width
3
2
3
3
3
4

Max
Min
Wingspan Wingspan
24
12
24
12
18
12
24
12
24
12
24
10

Weight

5
5
7
4
6
7

Small
D6
1
2
3
4
5
6

40
40
40
40
40
50

Medium
D6
1
2
3
4
5
6

44

320
320
320
320
320
340

Large
D6
1
2
3
4
5
6

Overall
Length
31
31
31
31
31
33

Body

Neck

Tail

9
13
13
9
11
11

9
7
7
9
9
11

13
11
11
13
11
11

Overall
Length
55
55
55
55
60
60

Body

Neck

Tail

16
20
21
18
25
20

15
14
13
16
10
20

24
21
21
21
25
20

Overall
Length
85
85
85
85
90
90

Body

Neck

Tail

24
28
29
23
30
35

23
22
21
23
30
25

38
35
35
39
30
30

Overall
Length
100
100
100
110
110
120

Body

Neck

Tail

30
30
40
35
30
40

30
40
30
35
30
40

40
30
30
40
50
40

Body
Width
5
5
7
5
6
8

Max
Min
Wingspan Wingspan
36
18
36
18
27
18
36
18
36
18
38
14

Weight

Body
Width
8
8
8
9
10
10

Max
Min
Wingspan Wingspan
60
30
60
30
45
30
60
30
60
24
60
32

Weight

Body
Width
10
10
10
10
11
12

Max
Min
Wingspan Wingspan
80
40
80
40
60
40
80
40
80
40
85
35

Weight

Body
Width
15
15
16
16
17
17

Max
Min
Wingspan Wingspan
90
30
90
30
100
40
100
40
100
30
110
40

2,500
2,500
2,500
2,500
2,500
2,750

Huge
D6
1
2
3
4
5
6

20,000
20,000
20,000
20,000
22,000
21,000

Gargantuan
D6
1
2
3
4
5
6

160,000
160,000
160,000
160,000
180,000
190,000

Colossal
D6
1
2
3
4
5
6

45

Weight
200,000
200,000
210,000
210,000
220,000
220,000

Appendix 3
Treasure Hordes

2
Type
Coins
Gems

Notes:
Dragon treasure hordes are triple
normal
For the purposes of this appendix a
horde is the treasure a dragon has
collected, even if its just a few coins.
Mundane items, such as clothing or
tools are not included
A Medium level of advancement for
determination was used
The treasure hordes are based off the
CR/APL, so range from 1 to 20
If gems are listed as [Gem (a/b/c)],
then there are several gems of that
types at the various values presented.
E.G. Rock Quartz (8/12 gp) would
mean there are 2 Rock Quartz, one
worth 8gp and another worth 12 gp.
Gems also cover various precious
materials, like ivory etc.
Art/Objects are as the name suggests,
object and/or artwork.
Masterwork items are items of a
superior quality
Magic items, covers potions, scrolls
etc.
Details on items can be found in
Pathfinder Roleplaying Game Core
Rulebook (blank or cr), Pathfinder
Roleplaying Game: Advanced Players
Guide (apg), Pathfinder Roleplaying
Game: Ultimate Magic (um)

Art/Objects

Masterwork
Items
Magic Items
Total

3
Type
Coins
Gems

Art/Objects

Masterwork
Items
Magic Items
Total

1
Type
Coins
Gems
Art/Objects
Masterwork
Items
Magic Items
Total

Details
77 gp, 114 sp, 1306 cp
Jasper (50 gp)
Rock Quartz (8/12 gp)
Sard (60 gp)
Crystal skull (80 gp)
Decorated silver plate (60 gp)
Gold cup with royal crest
(550 gp)
Set of six silver dice (75 gp)
Silver hand mirror (75 gp)
Silver sceptre with eagle
symbols (125 gp)
Masterwork Light Crossbow
(335 gp)
Potion of Stabilize (25 gp)
Scroll of Bless (25 gp)
1581 gp 4 sp 6 cp

Details
63 gp, 79 sp, 1047 cp
Onyx (45 gp)
Masterwork Sling
(300 gp)
Potion of Jump (cr, 50 gp)
Scroll of Hypnotism (cr, 25 gp)
501 gp 3 sp 7 cp

46

Details
131 gp
Aquamarine (400 gp)
Chrysoprase (45 gp)
Jade (70 gp)
Jasper (60 gp)
Moonstone (35 gp)
Sardonyx (50 gp)
Topaz (350 gp)
Tourmaline (110 gp)
Gold and silver chess set (100
gp)
Gold statue of a lion (110 gp)
Platinum holy symbol (500 gp)
Porcelain doll with silk clothing
(40 gp)
Silver hand mirror (75 gp)
Silver statue of a dragon (65 gp)
2141 gp

4
Type
Coins
Gems
Art/Objects

Masterwork
Items
Magic

Total

Details
29 pp, 343 gp, 264 sp, 1855 cp
Jasper (35 gp): Smoky Quartz
(55 gp)
2 x Bronze statuette of a
warrior (15 gp); Carved jade idol
(80 gp); Copper brazier with
religious markings (50 gp);
Copper sceptre (50 gp);
Decorated electrum plate (110
gp); Engraved Mithril scarab
(400 gp); Gold cauldron with
alchemical symbols (750 gp)
Gold statue of a lion (110 gp)
Ivory bowl with animal carvings
(40 gp); Porcelain mask (40 gp)
Set of six silver dice (75 gp)
Masterwork Quarterstaff
(600 gp)
Masterwork Shortbow (330 gp)
Oil of Arcane Mark (cr, 25 gp)
Potion of Stabilize (cr, 25 gp)
Scroll of Glitterdust (cr, 150 gp)
Scroll of Spark (apg, 12 gp 5 sp)
3645 gp 4 sp 5 cp

Type
Coins
Gems

Art/Objects

Masterwork
Items
Magic

Total

5
Type
Coins
Gems

Art/Objects

Masterwork
Items
Magic Items
Total

Details
18 pp, 402 gp, 2284 sp, 5944 cp
Amber (130 gp)
Amethyst
(90/100/120 gp)
Jade (100 gp)
Carved stone idol (30 gp)
Decorated electrum plate (110
gp)
Decorated silver plate (60 gp)
Gold chess set (500 gp)
Gold puzzle box (500 gp)
Ivory drinking horn with copper
ends (60 gp)
Ivory drinking horn with silver
ends (110 gp)
Painting of a noblewoman (50
gp)
Mithril Shirt (1100 gp)
Wand of Remove Fear (cr, 750
gp)
4679 gp 8 sp 4 cp

7
Details
38 pp, 353 gp
Aquamarine (500 gp); Black
Pearl (450 gp); Carnelian (40 gp)
Chrysoprase (40 gp); Coral (100
gp); Jasper (60 gp); Moonstone
(50 gp); Onyx (60 gp); Topaz
(450 gp); Tourmaline (100/110
gp); Zircon (45 gp)
Carved ivory scroll case (60 gp)
Copper and glass decanter (25
gp); Copper brazier with
religious markings (50 gp)
Copper sceptre with gold inlay
(50 gp); Gold baby rattle (100
gp); Gold chess set (500 gp)
2 x Gold holy symbol (100 gp)
Ivory drinking horn with silver
ends (110 gp); Marble idol (300
gp); Painting of a noblewoman
(50 gp); Polished darkwood
chalice (50 gp)
-

Type
Coins
Gems

4233 gp

Total

Art/Objects

Masterwork
Items
Magic

47

Details
12 pp, 190 gp, 567 sp, 3688 cp
Agate (11 gp)
Lapis Lazuli (9 gp)
Gold and silver hand mirror
(120 gp)
Marble idol (300 gp)
Painting of a noblewoman
(50 gp)
Silver baby rattle (50 gp)
Silver holy symbol (25 gp)
Silver sceptre with eagle
symbols (125 gp)
Masterwork Sling (300 gp)
Potion of Protection from Cold
(5th) (cr, 750 gp)
Ring of Ferocious Action
(3000 gp)
Scroll of Magic Circle against
Chaos
(cr, 375 gp)
Wand of Cure Light Wounds (cr,
750 gp)
6268 gp 5 sp 8 cp

8
Type
Coins
Gems

Art/Objects

Masterwork
Items
Magic

Total

10
Details
15 pp, 165 gp
Bloodstone (55 gp); Coral (100
gp); Deep Blue Spinel (110 gp)
Garnet (110 gp); Opal (600 gp)
Red Spinel (50 gp)
Copper and glass decanter
(25 gp); Copper sceptre with
gold inlay (50 gp); Gold chess
set (500 gp); Silver and glass
decanter (75 gp); Silver holy
symbol (25 gp); Silver mask (75
gp)
-

Type
Coins
Gems

Art/Objects

Greater Hushing Arrow


(1047 gp)
Potion of Bear's Endurance
(cr, 300 gp)
Potion of Greater Magic Fang
(cr, 750 gp)
Rope of Climbing
(3000 gp)
Wand of Detect Animals or
Plants (cr, 750 gp)
7937 gp

Masterwork
Items
Magic Items

Total

9
Type
Coins
Gems
Art/Objects
Masterwork
Items
Magic Items

Total

Details
410 pp, 1561 gp, 100 sp, 813 cp
Amber (90 gp)
Tourmaline (100 gp)
Crystal egg with silver stand
(50 gp)
Beneficial Bandolier
(1000 gp)
Light Crossbow (+1 weapon)
(sheds light) (2335 gp)
Potion of Aid
(cr, 300 gp)
Potion of Protection from Good
(cr, 50 gp)
Wand of Scorching Ray
(cr, 4500 gp)
14104 gp 1 sp 3 cp

48

Details
180 pp, 1913 gp, 109 sp, 1001
cp
Aquamarine (400 gp)
Bloodstone (60 gp)
Citrine (45 gp)
Green Spinel (55 gp)
Jet (90 gp)
Crystal egg with silver stand (50
gp)
Engraved platinum scarab (700
gp)
Glowing metallic meteor (6500
gp)
Gold flute (1000 gp)
Gold statue of a dragon (110 gp)
Ivory drinking horn with copper
ends (60 gp)
Painted paper fan with silver
slats (20 gp)
2 x Platinum holy symbol (500
gp)
Silver brazier with religious
markings (80 gp)
Masterwork Light Flail (308 gp)
Potion of Feather Step (apg, 50
gp)
Scroll of Hypnotism (cr, 25 gp)
14286 gp 9 sp 1 cp

11
Type
Coins
Gems

Art/Objects

Masterwork
Items
Magic Items

Total

12
Details
76 pp, 1377 gp, 4987 sp, 21066
cp
Amber (110 gp)
Amethyst (70 gp)
Black Pearl (650 gp)
Carnelian (50 gp)
Coral (90 gp)
Deep
Blue
Spinel
(80/110/110/130 gp)
Freshwater Pearl (10 gp)
Garnet (70 gp)
Green Spinel (45 gp)
Jet (120/130 gp)
Obsidian (11 gp)
Rose Quartz (40 gp)
Saltwater Pearl (130 gp)
Sardonyx (45/60 gp)
Topaz (550 gp)
Tourmaline (100 gp)
Elaborate copper wind chimes
(20 gp)
Elaborate silver wind chimes (60
gp)
Engraved gold scarab (75 gp)
Gold and platinum statuette of
a deity
(750 gp)
Gold chalice with griffon
carvings (600 gp)
Helm carved from a pit fiend
skull (5000 gp)
Mithril sceptre with gold inlay
(600 gp)
Platinum chalice with angel
carvings (1250 gp)
Platinum flagon with religious
markings (1100 gp)
Platinum holy symbol (500 gp)
Porcelain mask
(40 gp)
Silver holy symbol (25 gp)
-

Type
Coins
Gems

Art/Objects

Masterwork
Items
Magic Items

Total

Breastplate (+1 armour) (1350


gp)
Mithril Shirt (1100 gp)
Wand of Detect Animals or
Plants (cr, 750 gp)
Wand of Magic Weapon (cr, 750
gp)
19527 gp 3 sp 6 cp

49

Details
323 pp, 1975 gp, 2185 sp, 9648
cp
Amber (80 gp)
Amethyst (90 gp)
Black Pearl (650 gp)
Chrysoberyl (110 gp)
Garnet (100 gp)
Ivory (50 gp)
Jet (90/110 gp)
Onyx (50 gp)
Saltwater Pearl (90/100 gp)
Bronze flagon with warrior
images (50 gp)
Gold and silver hand mirror
(120 gp)
Gold flute (1000 gp)
Gold holy symbol (100 gp)
Gold mask (450 gp)
Painting of a queen (750 gp)
Painting of a queen by a master
(1500 gp)
Platinum holy symbol (500 gp)
Platinum idol with mysterious
markings (5000 gp)
Silver chess set (50 gp)
Silver hand mirror (75 gp)
Silver statue of a dragon (65 gp)
Buckler (+1 shield) (1155 gp)
Cap of Light (900 gp)
Lesser Burrowing Bullet (1722
gp) (sheds light)
Oil of Shrink Item
(cr, 750 gp)
Potion of Protection from Cold
(5th) (cr, 750 gp)
Wand of Chill touch (cr, 750 gp)
Wand
of
Undetectable
Alignment (cr, 750 gp)
23476 gp 9 sp 8 cp

14

13
Type
Coins
Gems

Art/Objects

Masterwork
Items
Magic Items

Total

Details
289 pp, 3288 gp, 2304 sp,
11428 cp
Amber (110 gp)
Aquamarine (600 gp)
2 x Black Pearl (450 gp)
Citrine (50 gp)
Deep Blue Spinel (110 gp)
Garnet (100 gp)
Hematite (7 gp)
Ivory (60 gp)
Jade (70/80/90 gp)
Jet (90 gp)
Lapis Lazuli (8 gp)
Moonstone (65 gp)
Sard (55 gp)
Smoky Quartz (55 gp)
Tigereye (10 gp)
Tourmaline (70 gp)
Zircon (50 gp)
Engraved Mithril scarab (400
gp)
Engraved platinum scarab (700
gp)
Gold and Mithril chess set (1000
gp)
Gold chalice with griffon
carvings (600 gp)
2 x Gold decanter with grape
vine patterns (850 gp)
Helm carved from a pit fiend
skull (5000 gp)
Holy text penned by a saint
(5000 gp)
Painting of a queen by a master
(1500 gp)
Platinum chalice blessed by a
saint (6000 gp)
2 x Platinum holy symbol (500
gp)
Platinum statuette of a deity
(1300 gp)
-

Type
Coins
Gems

Art/Objects

Masterwork
Items
Magic Items

Heavy Wooden Shield (+1


shield) (1157 gp)
Wand of Heat Metal (cr, 4500
gp)
38959 gp 6 sp 8 cp

Total

50

Details
117 pp, 1786 gp, 6538 sp,
36000 cp
Amber (90/110 gp); Amethyst
(110/130 gp); Black Pearl (450
gp); Bloodstone (50 gp)
Coral (80/100/110/110 gp)
Deep Blue Spinel (80 gp);
Garnet (80/110 gp); Jade
(70/130 gp); Jet (110/120 gp)
Onyx (60 gp); Saltwater Pearl
(80/90/100/110 gp); Smoky
Quartz (60 gp)
Tourmaline (110 gp)
Gold and ivory decanter (400
gp); Gold bejewelled royal orb
(7000 gp); Gold chess set (500
gp); Gold flute (1000 gp)
Painting of a queen (750 gp)
Platinum holy symbol (500 gp)
Platinum mask (900 gp)
Masterwork Glaive (308 gp)
Masterwork Light Crossbow
(335 gp)
Dwarven Waraxe (+1 weapon)
(2330 gp); Equestrian Belt (3200
gp) (inscription provides clue to
function); Eyes of the Eagle
(2500 gp)
Heavy Mace (+1 weapon) (2312
gp); Leather Armour (+1
armour) (1160 gp)
Oil of Bless Weapon (cr, 50 gp)
Padded Armour (+1 armour)
(1155 gp); Potion of Darkvision
(cr, 300 gp)
Potion of Delay Poison (cr, 300
gp); Potion of Displacement (cr,
750 gp); Potion of Guidance (cr,
25 gp); Potion of Tongues (cr,
750 gp); Ring of Protection +1
(2000 gp); Scroll of Blink (cr, 375
gp); Scroll of Cause Fear (cr, 25
gp); Tower Shield (+1 shield)
(1180 gp)
Wand of Expeditious Retreat
(cr, 750 gp); Wand of Faerie Fire
(cr, 750 gp); Wand of Feather
Step (apg, 750 gp)
Wand of Mirror Image (cr, 4500
gp)
Wand
of
Ray
of
Enfeeblement (cr, 750 gp)
Wand of Shatter (cr, 4500 gp)
48724 gp 8 sp

15
Type
Coins
Gems

Art/Objects

Masterwork
Items
Magic Items

Details
138 pp, 1975 gp, 6055 sp,
34466 cp
Amber (70/80/100 gp)
Amethyst (100/100/130/10 gp)
Black Pearl (500 gp)
Chrysoberyl
(90/100/110 gp)
Chrysoprase
(50/60/65 gp)
2 x Coral (100 gp)
Deep Blue Spinel (100/120 gp)
Garnet (100/100/100/110 gp)
Green Spinel (50 gp)
Jade (130 gp); Jet (130 gp)
Opal (650 gp)
Saltwater Pearl
(80/80/100 gp)
Sardonyx (65 gp); Smoky Quartz
(65 gp); Topaz (550 gp)
Bejewelled sword of state (6000
gp)
Engraved Mithril scarab (400
gp)
Gold
bowl
with
dragon
engravings (400 gp)
Gold mask (450 gp)
Helm carved from a pit fiend
skull (5000 gp)
Marble idol (300 gp)
2 x Painting of a queen by a
master (1500 gp)
Platinum holy symbol (500 gp)
2 x Platinum statuette of a deity
(1300 gp)
-

Total

Potion of Draconic Reservoir


(apg, 750 gp)
Potion of Feather Step (apg, 50
gp)
Potion of Vanish (apg, 50 gp)
Robe of Infinite Twine (1000 gp)
Short sword (+1 weapon) (2310
gp)
Wand of Aspect of the Falcon
(apg, 750 gp)
Wand of Calm Emotions (cr,
4500 gp)
Wand of Protection from Good
(cr, 750 gp)
Wand of Shillelagh (cr, 750 gp)
Wand of Summon Swarm (cr,
4500 gp)
Wand of Weapon of Awe (apg,
4500 gp)
58776 gp 1 sp 6 cp

16
Type
Coins
Gems

Art/Objects

Armbands of the Brawler (500


gp)
Cap of Human Guise (800 gp)
Chain Shirt (+1 armour) (1250
gp)
Composite Shortbow (+1 Str
bonus) (+1 weapon) (2450 gp)
Light Wooden Shield (+1 shield)
(1153 gp)
Mithril Shirt (1100 gp)
Morningstar (+1 weapon) (2308
gp)
Oil of Fire Trap (cr, 775 gp)
Potion of Cure Moderate
Wounds (cr, 300 gp)
Potion of Cure Serious Wounds
(cr, 750 gp)

51

Details
61 pp, 1172 gp, 25988 sp,
67427 cp
Agate (10 gp); Amber (120 gp)
Amethyst (80 gp); Black Pearl
(450 gp); Chrysoprase (45 gp)
Freshwater Pearl (10/10 gp)
Ivory (40 gp); Lapis Lazuli (9 gp)
Moonstone (50 gp); Obsidian
(10 gp); Sard (65 gp); Small
Ruby (1100 gp); Tigereye (10
gp)
Tourmaline (100 gp)
Book of lost songs by a famous
bard (3000 gp)
Carved jade idol (80 gp)
Decorated silver plate (60 gp)
Engraved Mithril scarab (400
gp)
Engraved platinum scarab (700
gp)
Gold and silver chess set (100
gp)
Gold
bowl
with
dragon
engravings (400 gp)
Gold chess set (500 gp)
2 x Gold flute (1000 gp)
Ivory bowl with animal carvings
(40 gp)
Ivory drinking horn with silver
ends (110 gp)

Masterwork
Items
Magic Items

Total

17

Painting of a beloved queen by


a master (5000 gp)
Painting of a queen (750 gp)
Platinum flagon with religious
markings (1100 gp)
Polished darkwood chalice (50
gp)
2 x Silver comb with ornate
handle (75 gp)
Silver noble family seal (60 gp)
Silver sceptre with eagle
symbols (125 gp)
-

Type
Coins
Gems

Buckler (+1 shield, Fortification


(light)) (4155 gp)
Cassock of the Clergy (4600 gp)
Club (+1 weapon) (2300 gp)
Greataxe (+1 weapon) (sheds
light) (2320 gp)
Heavy Crossbow (+1 weapon,
Seeking)
(8350 gp)
Potion of Bullet Shield (uc, 300
gp)
Potion of Burrow (um, 750 gp)
Scabbard of Vigor (1800 gp)
Staff of Size Alteration (26150
gp)
Wand of Bless (cr, 750 gp)
73264 gp 7 cp

Art/Objects

Masterwork
Items
Magic Items

Total

52

Details
119 pp, 1578 gp, 2309 sp,
9778 cp
Alabaster (8 gp); Amber
(100/130 gp); Black Pearl (550
gp); Bloodstone (40 gp)
Chrysoberyl (110 gp); Coral
(90 gp)
Deep Blue Spinel (90 gp)
Ivory (50 gp); Jet (100 gp)
Saltwater Pearl (100 gp)
Sard (55 gp)
Small Ruby (1100 gp)
Tourmaline (70 gp)
Turquoise (13 gp)
Glowing metallic meteor
(6500 gp)
Gold and platinum statuette
of a deity (750 gp)
Gold bowl with dragon
engravings (400 gp)
Gold decanter with grape vine
patterns (850 gp)
Painting of a queen by a
master (1500 gp)
Bracers of Armor +1 (1000 gp)
Buckler (+1 shield) (1155 gp)
Falchion
(+1
weapon,
Conductive) (8375 gp)
Greataxe (+1 weapon) (sheds
light) (2320 gp)
Minor Ring of Spell Storing
(18000 gp)
Oil of Magic Vestment (cr, 750
gp)
Potion of Darkvision (cr, 300
gp)
Potion of Displacement (cr,
750 gp)
Potion of Haste (cr, 750 gp)
Potion of Protection from
Electricity (5th) (cr, 750 gp)
Scroll of Symbol of Death (cr,
8000 gp)
Staff of Courage (19200 gp)
Wand of Confusion (cr, 21000
gp)
Wand of Enlarge Person (cr,
750 gp)
Wand of Ill Omen (apg, 750
gp)
99552 gp 6 sp 8 cp

18
Type
Coins
Gems

Art/Objects

Masterwork
Items
Magic Items

Details
124 pp, 1257 gp, 4550 sp,
44164 cp
Black Pearl (450 gp)
Brilliant Green Emerald (5500
gp)
2 x Citrine (50 gp)
Coral (110 gp)
Deep Blue Spinel
(80/90 gp)
Ivory (55 gp)
Jade (110 gp)
Jet (100 gp)
Moonstone
(40/45/45 gp)
Opal (450 gp)
Peridot (45 gp)
Rhodochrosite (9 gp)
Saltwater Pearl (110/130 gp)
Sard (50 gp)
Shell (9 gp)
Topaz (550 gp)
Tourmaline (90/110 gp)
Bejewelled sword of state
(6000 gp)
Carved saint's femur (6000 gp)
Gilded demon skull (300 gp)
Gold chess set (500 gp)
Gold flute (1000 gp)
Mithril
hourglass
with
diamond dust (4000 gp)
Painting of a queen by a
master (1500 gp)
Platinum bowl with arcane
engravings (800 gp)
Platinum holy symbol (500 gp)
Platinum mask (900 gp)
Platinum sceptre with gold
inlay (1200 gp)
2 x Platinum statuette of a
deity (1300 gp)
Silver holy symbol (25 gp)
-

Total

Potion of Disguise Other (um,


300 gp)
Potion of Gaseous Form (cr,
750 gp)
Potion of Haste (cr, 750 gp)
Potion of Resist Fire (3rd) (cr,
300 gp)
Quarterstaff (+1 weapon)
(2600 gp)
Ring of Invisibility (20000 gp)
Scale Mail (+4 armour) (16200
gp)
Screaming Bolt (267 gp)
Staff of Blessed Relief (7200
gp)
Wand of Bear's Endurance (cr,
4500 gp)
Wand of Daylight (cr, 11250
gp)
Wand of Mage Armour (cr,
750 gp)
Wand of Magic Fang (cr, 750
gp)
111717 gp 6 sp 4 cp

19
Type
Coins
Gems

Art/Objects
Masterwork Items
Magic Items

Apple of Eternal Sleep (2500


gp)
Bracers of Armour +1 (1000
gp)
Elemental Gem (2250 gp)
Light Pick (+1 weapon) (2304
gp)
Oil of Continual Flame (cr, 300
gp)
Oil of Stone Shape (cr, 750 gp)

Total

53

Details
13615 pp, 22572 gp
Black Pearl
(450/600 gp)
Citrine (50 gp)
Jade (130 gp)
Moonstone (40/45 gp)
Opal (350 gp)
Red Spinel (50 gp)
Rose Quartz (60 gp)
Saltwater
Pearl
(110/110 gp)
Smoky Quartz (65 gp)
Masterwork Longspear
(305 gp)
Potion of Protection
from Electricity (5th)
(cr, 750 gp)
Ring of Protection +1
(2000 gp)
Scroll of Volcanic Storm
(um, 700 gp)
Wand of Enlarge Person
(cr, 750 gp)
165287 gp

20
Type
Coins
Gems

Art/Objects

Details
1514 pp, 9435 gp, 9367
sp, 92068 cp
Amber (90 gp)
Black Pearl (450 gp)
Chrysoberyl (110 gp)
Chrysoprase (50/55 gp)
Coral (70/100 gp)
Deep Blue Spinel
(100/120 gp)
Ivory (55 gp)
Jade (90 gp)
Jasper (65 gp)
Jet (70 gp)
Large Diamond (6000
gp)
Milky Quartz (40 gp)
Opal (450 gp)
Red Spinel (55 gp)
Sard (45 gp)
Smoky Quartz (50 gp)
Star Sapphire (5000 gp)
Topaz (450/500 gp)
Bronze statuette of a
warrior (15 gp)
Carved stone idol (30
gp)
Electrum censer with
silver filigree (70 gp)
Gold candelabra with
holy symbol (200 gp)
Gold
chalice
with
griffon carvings (600 gp)
Gold decanter with
grape vine patterns
(850 gp)
Gold statue of a dragon
(110 gp)
Marble idol (300 gp)
Mithral hourglass with
diamond dust (4000 gp)
Painted paper fan with
silver slats (20 gp)
2 x Painting of a queen
(750 gp)
Painting of a queen by a
master (1500 gp)
2 x Platinum bowl with
arcane engravings (800
gp)
Polished
darkwood
chalice (50 gp)
Preserved beast head
on a plaque (75 gp)

Masterwork Items
Magic Items

Total

54

Silver bowl with lion


engravings (75 gp)
2 x Silver candelabra
with holy symbol (75
gp)
Silver chess set (50 gp)
Silver cup with royal
crest (100 gp)
Silver statue of a
dragon (65 gp)
Masterwork lyre (100
gp)
Elixir of Dragon Breath
(1400 gp)
Light Wooden Shield
(+1 shield, Animated)
(9153 gp)
2 x Longbow (+1
weapon) (2375 gp)
Oil of Dispel Magic (cr,
750 gp)
Oil of Remove Paralysis
(cr, 300 gp)
Potion
of
Disguise
Other (um, 300 gp)
Potion of Gaseous Form
(cr, 750 gp)
Ring of X-ray Vision
(25000 gp)
Sleeves
of
Many
Garments (200 gp)
Staff of Blessed Relief
(7200 gp)
Staff of the Scout (9600
gp)
Studded Leather Armor
(+4 armor) (16175 gp)
Superior
Ring
of
Revelation (24000 gp)
Wand
of
Cure
Moderate Wounds (cr,
4500 gp)
Wand of Expeditious
Retreat (cr, 750 gp)
Wand of Lightning Bolt
(cr, 11250 gp)
Wand
of
Vampiric
Touch (cr, 11250 gp)
179235 gp 3 sp 8 cp

Appendix 4
Handy charts
These charts are to provide a handy visual
guide for breath weapons.
Breath weapons cone/line
DD represents the squares the dragon would
be occupying. Each square covers 5 feet. For
breath weapons with a larger range, continue
the pattern below

D
D

D
D

15
15

15
15
15
15

20
20
15
15
20
20

30
30
30
20
20
30
30
30

40
40
30
30
30
30
30
30
40
40

50
40
40
40
40
30
30
40
40
40
40
50

50
50
50
50
40
40
40
40
40
40
50
50
50
50

60
60
60
50
50
50
50
40
40
50
50
50
50
60
60
60

55

70
70
60
60
60
60
50
50
50
50
50
50
60
60
60
60
70
70

80
70
70
70
70
60
60
60
60
50
50
60
60
60
60
70
70
70
70
80

80
80
80
80
70
70
70
70
60
60
60
60
60
60
70
70
70
70
80
80
80
80

80
80
80
80
70
70
70
70
60
60
70
70
70
70
80
80
80
80

80
80
80
80
70
70
70
70
70
70
80
80
80
80

80
80
80
80
70
70
80
80
80
80

80
80
80
80
80
80

80
80

Breath Weapon - jagged line


At first reading, the idea behind a jagged
seems complicated, but is quite simple.

This time a 4 is rolled Straight ahead

In this example the dragon has a jagged line


breath weapon (electricity for example) with a
range of 40 feet.

Dragon

Breath

10

15

Breath

Breath

First the dragon breaths out this go straight


forward 5 feet.

Dragon

The process continues, every 5 feet, rolling for


the curve or direction (if any) the weapon
bends in.

Breath

0
Next, you roll a d6. If a 1 or 2 is rolled, you go
forward & left one square, 3 or 4 means
straight ahead, 5 or 6 means forward-right.
0 feet

5 feet

Dragon (D)

Breath (B)

10 feet
1-2
34
5- 6

5 feet

Dragon

Breath

10 feet
Breath

10
Breath

Dragon

Breath

15

20

Breath

Breath
Breath

10

15

10

15

20

25

20

25

30

You now repeat the process for the next


square/5 feet.
0

Lets assume you rolled a 1. The breath path


would now look like this:

10

Breath

You always go forward (direction, from the


dragons point of view.

0 feet

10

15

20

25

30

35

B
B

15
12
34
5-6

10

15

20

25

30

56

35

40

Appendix 5 Name
Components
D1000
1-4
5-8
9 - 12
13 - 16
17 - 20
21 - 24
25 - 28
29 - 32
33 - 36
37 - 40
41 - 44
45 - 48
49 - 52
53 - 56
57 - 60
61 - 64
65 - 68
69 - 72
73 - 76
77 - 80
81 - 84
85 - 88
89 - 92
93 - 96
97 - 100
101 - 104
105 - 108
109 - 112
113 - 116
117 - 120
121 - 124
125 - 128
129 - 132
133 - 136
137 - 140
141 - 144
145 - 148
149 - 152
153 - 156
157 - 160
161 - 164
165 - 168

169 - 172
173 - 176
177 - 180
181 - 184
185 - 188
189 - 192
193 - 196
197 - 200
201 - 204
205 - 208
209 - 212
213 - 216
217 - 220
221 - 224
225 - 228
229 - 232
233 - 236
237 - 240
241 - 244
245 - 248
249 - 252
253 - 256
257 - 260
261 - 264
265 - 268
269 - 272
273 - 276
277 - 280
281 - 284
285 - 288
289 - 292
293 - 296
297 - 300
301 - 304
305 - 308
309 - 312
313 - 316
317 - 320
321 - 324
325 - 328
329 - 332
333 - 336
337 - 340
341 - 344
345 - 348
349 - 352
353 - 356

aaros
aeros
agha
agham
aghe
aghi
agyrt
airos
akkan
alae
alaerth
aly
alymm
andra
andre
andusk
angkar
anthar
aradace
arauth
ardu
arveia
arydun
aryxon
aryz
atar
atir
ator
atrux
atur
auntyr
aurak
aurus
aurux
auth
autha
bahor
bahr
bala
ballax
bane
bine
57

bone
calaun
ciym
claug
claux
cligh
clugh
daerev
dalagh
dalah
darrath
darrh
daurgo
deregh
deszeld
durg
eir
elden
endeem
endor
eor
eroese
ethar
fel
fex
fix
fux
gahl
galad
gaul
gaulir
gehl
gihl
gohl
golos
gos
guhl
guth
guthi
gyrtu
harn
hern
hirn
hoon
horn
hornx
ikkan

357 - 360
361 - 364
365 - 368
369 - 372
373 - 376
377 - 380
381 - 384
385 - 388
389 - 392
393 - 396
397 - 400
401 - 404
405 - 408
409 - 412
413 - 416
417 - 420
421 - 424
425 - 428
429 - 432
433 - 436
437 - 440
441 - 444
445 - 448
449 - 452
453 - 456
457 - 460
461 - 464
465 - 468
469 - 472
473 - 476
477 - 480
481 - 484
485 - 488
489 - 492
493 - 496
497 - 500
501 - 504
505 - 508
509 - 512
513 - 516
517 - 520
521 - 524
525 - 528
529 - 532
533 - 536
537 - 540
541 - 544

inator
ingeir
irden
irfel
irralux
irrelux
irrolux
irrulux
ix
ixu
iyliam
iym
jalan
jhar
karrious
kerin
kerrar
kerrax
kirrer
klauth
kleuth
lerath
lham
lotho
lothtor
lrath
majeir
mal
malae
marun
marux
maugh
melox
mere
meriak
miir
miirym
morn
mornaug
murh
nabal
nar
nir
nunn
nur
nym
nyth

545 - 548
549 - 552
553 - 556
557 - 560
561 - 564
565 - 568
569 - 572
573 - 576
577 - 580
581 - 584
585 - 588
589 - 592
593 - 596
597 - 600
601 - 604
605 - 608
609 - 612
613 - 616
617 - 620
621 - 624
625 - 628
629 - 632
633 - 636
637 - 640
641 - 644
645 - 648
649 - 652
653 - 656
657 - 660
661 - 664
665 - 668
669 - 672
673 - 676
677 - 680
681 - 684
685 - 688
689 - 692
693 - 696
697 - 700
701 - 704
705 - 708
709 - 712
713 - 716
717 - 720
721 - 724
725 - 728
729 - 732
58

nytrix
oloth
ontor
ontrix
osk
othim
ottherix
palar
palax
parrail
quirin
quitu
quran
quren
qurotan
qutux
ra
raali
ragoth
rappil
raul
rax
razylym
re
reoz
ri
rio
rith
rithux
rix
riylm
rox
ru
rukk
rurr
rux
rya
ryo
rysear
ryx
saryn
saryx
ser
seyr
skad
skarr
surp

733 - 736
737 - 740
741 - 744
745 - 748
749 - 752
753 - 756
757 - 760
761 - 764
765 - 768
769 - 772
773 - 776
777 - 780
781 - 784
785 - 788
789 - 792
793 - 796
797 - 800
801 - 804
805 - 808
809 - 812
813 - 816
817 - 820
821 - 824
825 - 828
829 - 832
833 - 836
837 - 840
841 - 844
845 - 848
849 - 852
853 - 856
857 - 860
861 - 864
865 - 868
869 - 872
873 - 876
877 - 880
881 - 884
885 - 888
889 - 892
893 - 896
897 - 900
901 - 904
905 - 908
909 - 912
913 - 916
917 - 920

surr
sygax
tanarg
thal
thalu
thanach
thargar
tharur
thot
thoth
thrax
thriin
thriina
tostyn
tosz
traint
tratain
treori
treoris
turac
turace
ua
ualin
ujhar
ulham
umer
umerus
untryr
unur
uraka
uryte
uthrax
uxin
vaer
vaeros
vala
valam
vale
vali
valos
valu
vanc
veiar
velam
vene
vilam
vinc

921 - 924
925 - 928
929 - 932
933 - 936
937 - 940
941 - 944
945 - 948
949 - 952
953 - 956
957 - 960
961 - 964
965 - 968
969 - 972
973 - 976
977 - 980
981 - 984
985 - 988
989 - 992
993 - 996
997 - 1000

vincix
voar
voarex
vonc
vulam
vunc
vureem
waer
waur
wyr
xan
xin
xon
xun
zandae
zendae
zindae
zundae
zygax
zyreph

Name Separators
D20
14
58
9 12
13 - 20

59

Space [ ]
Hyphen [ - ]
Apostrophe * +
Nothing/Combined with
previous

Upcoming Products

Treasure Hordes
[PFRPG/D20]
More pre-generated treasure hordes &
collections for various levels of play.

Keep an eye out for


these forthcoming
planned releases

Other Planned Products


Books & Libraries Kit
[Generic]

Related to this product

Every fantasy world and wizard worth their


salt needs a library. But details are needed,
such as what it contains, its layout and what
secret tomes are hiding in its vaults

Breath Weapons
[PFRPG/d20]
Not just for dragons, breath weapons add a
new level of danger to existing creatures
Featuring:
Breath Weapon Template (to give
creatures breath weapons)
At least 40 Breath Weapon types
(some old, some new)

Backgrounds & Details Kit


Volume 2
Sci-Fi
[Generic]
The sequel to Backgrounds and Details Kit
deals with characters (and NPCs) from a sci-fi
setting. Some of the basic options from
Background and Details Kit Volume 1 will be
present, modified and with options for a sci-fi
(or even modern style) setting.

Dragon Lairs
[Generic]
Your dragon will need a place to stay, to
horde their treasure, to sleep and to store
food

Easthalen
(Game World Core Book)
[Pathfinder/D20]

Dragon Related Equipment and Items


[PFRPG/d20]

A prison designed to trap a mad god and you


are stuck in here with him. Reality in certain
places is getting weaker and in some places
starting to fall apart
Featuring:
- A world where everyone can use
magicbut you may not want to
- A cold war between the forces of
the arcane and the technologists
- Areas that never stay the same,
including the great city of Franner,
known for being the home of the
Powers That Be and forever changing

Some dragons use equipment, other use


magic items against these flying beasts.

Dragon Spells & Feats


[PFRPG/d20]
New spells to be used by and against dragons,
plus more feats.

Dragon Types
[PFRPG/d20]
New types of dragons & templates
60

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