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VELROCS IN FAERÛN<br />
Velrocs are less common in Faerûn due to their aggressive<br />
natures, which has prompted many <strong>dragon</strong>slayers to seek<br />
them out and drive them away. The Dalelands still have a<br />
relatively large number of velrocs, and some are rumored to<br />
live in Anauroch, using the vast waste as a secluded home<br />
away from those who would challenge their domains.<br />
VARIANT<br />
DRAGON ABILITIES<br />
Most <strong>dragon</strong>s possess several commonly known special<br />
abilities, ranging from potent breath weapons to the ability<br />
to exude powerful <strong>magic</strong>al auras. However, like the humanoid<br />
races, no two <strong>dragon</strong>s are the same; they have their own<br />
unique personalities, preferences, and bloodlines. Ancient red<br />
<strong>dragon</strong> princes might have passed on their special abilities<br />
to their offspring, creating a line of “noble” red <strong>dragon</strong>s that<br />
dominate their brethren. Similarly, a gold <strong>dragon</strong> blessed by<br />
a celestial ally of her deity might bestow upon its children<br />
an aptitude for the divine, creating a line of <strong>dragon</strong>-priests<br />
that serve as religious leaders across the world. Regardless of<br />
their origins, these alternative powers separate some <strong>dragon</strong>s<br />
from others of their type in remarkable ways.<br />
In game terms, these differences manifest as variant<br />
special abilities. Like alternative class features (see Chapter<br />
1), these new abilities replace the standard abilities gained<br />
by <strong>dragon</strong>s as they grow older. Dungeon Masters wishing<br />
to throw a unique challenge at players or simply represent<br />
different bloodlines and evolutionary paths for the <strong>dragon</strong>s<br />
in their world should consider these variants as a means of<br />
representing common differences. A <strong>dragon</strong> that receives a<br />
variant special ability when it reaches the appropriate age<br />
category does not gain the normal special ability at that age<br />
category, but no other changes at that age category are affected<br />
by this substitution.<br />
Typically, a <strong>dragon</strong> doesn’t choose a variant special ability;<br />
such abilities manifest more or less randomly as the <strong>dragon</strong><br />
grows older. In the case of a <strong>dragon</strong> PC, the DM determines<br />
whether a variant special ability manifests, with input from<br />
the player as appropriate.<br />
DRACONIC PRESENCE VARIANTS<br />
Ask any adventurer how he knows when he’s fighting a true<br />
<strong>dragon</strong>, and one of the most common answers you’ll hear<br />
is, “I feel scared.” Typically, the wave of fear created by a<br />
<strong>dragon</strong>’s frightful presence follows mere moments after the<br />
first sight of the creature. In most cases, this renders the<br />
would-be <strong>dragon</strong>slayers shaken but has little other effect.<br />
For a change of pace, consider replacing a <strong>dragon</strong>’s traditional<br />
frightful presence with one of the new draconic presence<br />
effects below.<br />
A <strong>dragon</strong> gains a variant presence at the same age category<br />
it would normally gain frightful presence. Unless a specific<br />
range is given, these effects have the same range as the<br />
<strong>dragon</strong>’s frightful presence. If the presence allows a save to<br />
reduce the effect, use the same DC as the <strong>dragon</strong>’s frightful<br />
presence (10 + 1/2 <strong>dragon</strong>’s HD + <strong>dragon</strong>’s Cha modifier).<br />
Some presences affect only creatures with fewer Hit Dice<br />
than the <strong>dragon</strong>, while others affect all creatures in range.<br />
Some presences take effect when the <strong>dragon</strong> attacks, charges,<br />
or flies overhead, while others take effect each round at the<br />
start of the <strong>dragon</strong>’s turn.<br />
Some effects are based on the <strong>dragon</strong>’s age category. For<br />
<strong>dragon</strong>s with frightful presence but no age categories (such<br />
as the landwyrms in Draconomicon), treat the <strong>dragon</strong>’s age<br />
category as 1/4 its Hit Dice (maximum 12).<br />
Dragons with a variant presence retain their same<br />
Challenge Rating.<br />
Draconic Presence Effects<br />
A draconic presence effect is either extraordinary or supernatural,<br />
as indicated below.<br />
Awesome Presence (Ex): The mere sight of the <strong>dragon</strong><br />
overwhelms weak minds. Whenever the <strong>dragon</strong> attacks,<br />
charges, or flies overhead, creatures within range that see<br />
the <strong>dragon</strong> and have fewer Hit Dice than it take a –5 penalty<br />
on Will saves against the <strong>dragon</strong>’s spells and other abilities<br />
for 4d6 rounds. Creatures with 4 or fewer Hit Dice are also<br />
dazed for 1 round. A successful Will save negates this effect<br />
and renders the creature immune to that <strong>dragon</strong>’s awesome<br />
presence for 24 hours. Creatures with an Intelligence of 2 or<br />
less are immune to this effect.<br />
Only Huge or larger <strong>dragon</strong>s can have this variant presence.<br />
Large <strong>dragon</strong>s that become Huge as they grow older<br />
can choose to replace their frightful presence with awesome<br />
presence.<br />
Burning Presence (Su): The inner fire of the <strong>dragon</strong><br />
radiates forth as pure heat. Each creature within 30 feet of<br />
the <strong>dragon</strong> at the start of the <strong>dragon</strong>’s turn takes a number<br />
of points of fire damage equal to one-half the <strong>dragon</strong>’s age<br />
category (Reflex negates). Creatures with 4 or fewer Hit Dice<br />
that take damage from this effect are also blinded for 1 round.<br />
A <strong>dragon</strong> can render this presence inactive (or reactivate it<br />
again) as a swift action.<br />
Only <strong>dragon</strong>s of the fire subtype, or whose breath weapon<br />
deals fire damage, can have this variant presence.<br />
Celestial Presence (Su): The <strong>dragon</strong>’s sacred energy pours<br />
forth from its body like sunlight, searing those who don’t<br />
share its morality. Whenever the <strong>dragon</strong> attacks, charges, or<br />
flies overhead, non-good creatures within range that have<br />
fewer Hit Dice than the <strong>dragon</strong> take a number of points of<br />
damage equal to the <strong>dragon</strong>’s age category and are blinded<br />
for 1 round. Non-good creatures with 4 or fewer Hit Dice are<br />
instead blinded for 2d4 rounds. A successful Fortitude save<br />
halves the damage, negates the blinding effect, and renders<br />
the creature immune to that <strong>dragon</strong>’s celestial presence for<br />
24 hours.<br />
This variant presence is most common among celestial and<br />
half-celestial <strong>dragon</strong>s (as well as planar <strong>dragon</strong>s native to the<br />
CHAPTER 4<br />
DRACONIC<br />
BEASTS<br />
125