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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

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