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CHAPTER 4<br />

DRACONIC<br />

BEASTS<br />

126<br />

Upper Planes; see the Draconomicon), but any good-aligned<br />

<strong>dragon</strong> can have it.<br />

Corrupting Presence (Ex): Waves of sickness emanate<br />

from the <strong>dragon</strong>, mirroring the corruption in its heart. Whenever<br />

the <strong>dragon</strong> attacks, charges, or flies overhead, creatures<br />

within range that have fewer Hit Dice than the <strong>dragon</strong> become<br />

sickened for 2d6 rounds. Creatures with 4 or fewer Hit Dice<br />

instead become nauseated for 2d6 rounds. A successful Fortitude<br />

save negates this effect and renders the creature immune<br />

to that <strong>dragon</strong>’s corrupting presence for 24 hours. Dragons<br />

ignore the corrupting presence of other <strong>dragon</strong>s.<br />

This variant presence is most common among black<br />

<strong>dragon</strong>s, though any evil <strong>dragon</strong> can have it.<br />

Dissolving Presence (Su): The air around the <strong>dragon</strong><br />

becomes caustic, burning the flesh of all those nearby.<br />

Each creature within 30 feet of the <strong>dragon</strong> at the start of<br />

the <strong>dragon</strong>’s turn takes a number of points of acid damage<br />

equal to one-half the <strong>dragon</strong>’s age category (Reflex negates).<br />

Creatures with 4 or fewer Hit Dice that take damage from this<br />

effect are also nauseated for 1 round. A <strong>dragon</strong> can render this<br />

presence inactive (or reactivate it again) as a swift action.<br />

Only <strong>dragon</strong>s whose breath weapon deals acid damage can<br />

have this variant presence.<br />

Fatiguing Presence (Ex): The shock of the <strong>dragon</strong>’s presence<br />

saps the strength of onlookers. Whenever the <strong>dragon</strong><br />

attacks, charges, or flies overhead, creatures within range<br />

that have fewer Hit Dice than the <strong>dragon</strong> become fatigued<br />

for 2d6 rounds. Creatures with 4 or fewer Hit Dice instead<br />

become exhausted for 2d6 rounds. A successful Fortitude<br />

save negates this effect and renders the creature immune to<br />

that <strong>dragon</strong>’s fatiguing presence for 24 hours. Dragons ignore<br />

the fatiguing presence of other <strong>dragon</strong>s.<br />

Fiendish Presence (Su): The profane horror within the<br />

<strong>dragon</strong>’s soul permeates its surroundings, warping those<br />

who don’t share its evil nature. Whenever the <strong>dragon</strong> attacks,<br />

charges, or flies overhead, non-evil creatures within range<br />

that have fewer Hit Dice than the <strong>dragon</strong> take a number of<br />

points of damage equal to the <strong>dragon</strong>’s age category and are<br />

sickened for 1 round. Non-evil creatures with 4 or fewer Hit<br />

Dice instead become sickened for 2d4 rounds. A successful<br />

Fortitude save halves the damage, negates the sickened effect,<br />

and renders the creature immune to that <strong>dragon</strong>’s fiendish<br />

presence for 24 hours.<br />

This variant presence is most common among fiendish<br />

and half-fiend <strong>dragon</strong>s (as well as planar <strong>dragon</strong>s native to<br />

the Lower Planes; see the Draconomicon), but any evil-aligned<br />

<strong>dragon</strong> can have it.<br />

Freezing Presence (Su): An aura of unearthly cold surrounds<br />

the <strong>dragon</strong>, turning the blood of its enemies to ice.<br />

Each creature within 30 feet of the <strong>dragon</strong> at the start of the<br />

<strong>dragon</strong>’s turn takes a number of points of cold damage equal<br />

to one-half the <strong>dragon</strong>’s age category (Fortitude negates).<br />

Creatures with 4 or fewer Hit Dice that take damage from this<br />

effect are also stunned for 1 round. A <strong>dragon</strong> can render this<br />

presence inactive (or reactivate it again) as a swift action.<br />

Only <strong>dragon</strong>s of the cold subtype, or whose breath weapon<br />

deals cold damage, can have this variant presence.<br />

Necrotic Presence (Ex): The <strong>dragon</strong> clutches to unlife so<br />

strongly that its presence instills nearby undead creatures<br />

with vigor. Each undead creature (other than the <strong>dragon</strong><br />

itself) within 30 feet of the <strong>dragon</strong> at the start of the <strong>dragon</strong>’s<br />

turn regains a number of hit points equal to one-half the<br />

<strong>dragon</strong>’s age category (similar to the effect of an inflict spell).<br />

A <strong>dragon</strong> can render this presence inactive (or reactivate it<br />

again) as a swift action.<br />

Only undead <strong>dragon</strong>s (such as dracoliches, ghostly <strong>dragon</strong>s,<br />

and vampiric <strong>dragon</strong>s; see the Draconomicon) can have this<br />

presence. Upon becoming undead, a <strong>dragon</strong> that would<br />

normally retain its frightful presence can choose instead to<br />

replace it with necrotic presence.<br />

Shocking Presence (Su): The air around the <strong>dragon</strong><br />

crackles with tiny bolts of blue-white lightning. Each creature<br />

within 60 feet of the <strong>dragon</strong> at the start of the <strong>dragon</strong>’s<br />

turn takes a number of points of electricity damage equal to<br />

one-half the <strong>dragon</strong>’s age category (Reflex negates). Creatures<br />

with 4 or fewer Hit Dice that take damage from this effect<br />

are also dazed for 1 round. A <strong>dragon</strong> can render this presence<br />

inactive (or reactivate it again) as a swift action.<br />

Only <strong>dragon</strong>s whose breath weapon deals electricity<br />

damage can have this variant presence.<br />

Thundering Presence (Su): The <strong>dragon</strong>’s voice, its mighty<br />

wingbeats, and the creaking of its scales produce an earsplitting<br />

tumult. Each creature within 60 feet of the <strong>dragon</strong> at the<br />

start of the <strong>dragon</strong>’s turn takes a number of points of sonic<br />

damage equal to one-half the <strong>dragon</strong>’s age category (Fortitude<br />

negates). Creatures with 4 or fewer Hit Dice that take damage<br />

from this effect are also deafened for 5 rounds. Creatures in<br />

the area of a silence spell (or similar effect) are immune to<br />

thundering presence, and a <strong>dragon</strong> entirely within such an<br />

area does not gain the benefit of its thundering presence.<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 with a roar or similar special ability—such<br />

as the li lung (see Oriental Adventures) or the mountain landwyrm<br />

(see the Draconomicon)—or whose breath weapon deals<br />

sonic damage can have this variant presence.<br />

VARIANT DRAGON<br />

SPECIAL ABILITIES<br />

The Monster Manual describes special or spell-like abilities<br />

for each kind of <strong>dragon</strong>, but many of these are hard to use in<br />

a typical encounter or just aren’t very interesting. To make<br />

a <strong>dragon</strong> encounter run more smoothly or to put a twist on<br />

the predictable array of special abilities, consider using the<br />

variant special abilities below. Each offers a story-based reason<br />

for including it in your campaign, but those details aren’t necessary.<br />

It’s enough just to say, “This green <strong>dragon</strong> is unusual,”<br />

without creating an elaborate excuse to justify its existence<br />

(though such reasons can add flavor to the game).

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