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Immunity to Poison (Ex): All copper <strong>dragon</strong>s of this lineage<br />
have the ability to ignore the harmful effects of poisons of any<br />
kind. This replaces the <strong>dragon</strong>’s normal immunity to acid.<br />
Neutralize Poison (Sp): Three times per day, an adult or<br />
older copper <strong>dragon</strong> can use neutralize poison as a spell-like<br />
ability. This replaces the <strong>dragon</strong>’s normal stone shape spell-like<br />
ability.<br />
Poison (Ex): Injury, Fortitude DC equals the <strong>dragon</strong>’s<br />
breath weapon save DC, initial and secondary damage 1d10<br />
Con. The save DC is Constitution-based.<br />
Three times per day, a great wyrm copper <strong>dragon</strong> can<br />
deliver this poison through its tail slap attack (which is actually<br />
a sting attack but otherwise deals the same damage). This<br />
replaces the <strong>dragon</strong>’s normal move earth spell-like ability.<br />
Copper Dragon Variant Special Abilities<br />
Age<br />
Ability<br />
Wyrmling Immunity to poison<br />
Adult Neutralize poison<br />
Great wyrm Poison<br />
Gold Dragon<br />
Few creatures epitomize the concepts of goodness and justice<br />
as do gold <strong>dragon</strong>s. They innately seek out injustice and<br />
evil, bringing their awesome power to bear to rid the land of<br />
wickedness. Among the gold <strong>dragon</strong>s, a select few long ago<br />
devoted themselves to the pursuit of divinity and the worship<br />
of <strong>dragon</strong> gods, seeking to bring their influence to even the<br />
humanoid races. According to this particular group, <strong>dragon</strong><br />
deities are to humanoid gods as <strong>dragon</strong>s are to humanoids:<br />
far superior. These gold <strong>dragon</strong>s pledged their lives and their<br />
lineage to the service of good <strong>dragon</strong> deities, hoping to spread<br />
their influence across the world. After many generations of<br />
service, a celestial <strong>dragon</strong> from the angelic host of Bahamut<br />
delivered a message and a blessing to these gold <strong>dragon</strong>s:<br />
continue toiling for the cause of good, and their descendants<br />
would receive a boon from Bahamut. The result is a divergent<br />
bloodline of gold <strong>dragon</strong>s imbued with the divine power of<br />
Bahamut and tasked with the destruction of evil.<br />
Bonus Domains: Adult and older gold <strong>dragon</strong>s of this<br />
bloodline begin to realize the full extent of the divine influence<br />
in their history, learning to channel spell power much<br />
as clerics do. Upon reaching adulthood, gold <strong>dragon</strong>s gain<br />
the ability to cast spells from the Air and Protection domains<br />
as arcane spells. This replaces the <strong>dragon</strong>’s normal luck bonus<br />
spell-like ability.<br />
Detect Evil (Sp): Old and older gold <strong>dragon</strong>s become<br />
acutely attuned to the flow of good and evil in the world,<br />
allowing them to sense the presence of evil in much the same<br />
way that paladins and clerics do. Three times per day, the<br />
<strong>dragon</strong> can use detect evil as a spell-like ability. This replaces<br />
the <strong>dragon</strong>’s normal detect gems special ability.<br />
Summon Monster VIII (Sp): Ancient and older gold<br />
<strong>dragon</strong>s of this lineage eventually gain the full benefit of<br />
Bahamut’s blessing, learning to call to the good <strong>dragon</strong> deities<br />
for assistance in times of dire need. Once per day, the<br />
<strong>dragon</strong> can use summon monster VIII as a spell-like ability,<br />
but can only summon good-aligned creatures. This replaces<br />
the <strong>dragon</strong>’s normal sunburst spell-like ability.<br />
Gold Dragon Variant Special Abilities<br />
Age<br />
Ability<br />
Adult Bonus domains<br />
Old<br />
Detect evil<br />
Ancient Summon monster VIII<br />
Green Dragon<br />
Though elves are often touted as the creatures most in tune<br />
with the forest and its whims, green <strong>dragon</strong>s enjoy similar<br />
mastery over arboreal domains. None are more acutely<br />
in touch with this strength and <strong>magic</strong> than a particular<br />
group of green <strong>dragon</strong>s native to the oldest and most primal<br />
forests. Deep within the heart of unexplored forests and<br />
jungles, venerable green <strong>dragon</strong>s learn great secrets from<br />
the untamed ecosystem. The lure of such power is great, and<br />
many <strong>dragon</strong>s tempted by the promise of this connection<br />
to the natural world have gone in search of these secrets of<br />
existence, never to be seen or heard from again. Those that<br />
do emerge from the dark heart of the first forests bring with<br />
them knowledge of how all plant and animal life interacts,<br />
which grants them the ability to fight off intruders into their<br />
domain as the primal forest would.<br />
Entangle (Sp): Three times per day, an adult or older green<br />
<strong>dragon</strong> can use entangle as a spell-like ability. This replaces<br />
the <strong>dragon</strong>’s normal suggestion ability.<br />
Commune with Nature (Sp): Old and older green <strong>dragon</strong>s<br />
of this bloodline can use commune with nature as a spell-like<br />
ability once per day, but only while within a forest or jungle<br />
environment. This replaces the <strong>dragon</strong>’s normal plant growth<br />
spell-like ability.<br />
Acid Fog (Sp): Once per day, an ancient or older green<br />
<strong>dragon</strong> can use acid fog as a spell-like ability. This replaces<br />
the <strong>dragon</strong>’s normal dominate person spell-like ability.<br />
Green Dragon Variant Special Abilities<br />
Age<br />
Ability<br />
Adult Entangle<br />
Old<br />
Commune with nature<br />
Ancient Acid fog<br />
Red Dragon<br />
In ancient days, when <strong>dragon</strong>s were among the only sentient<br />
creatures roaming the world, a tribe of red <strong>dragon</strong>s rose to<br />
power over all others. Among them were extremely powerful<br />
sorcerers that learned to pierce the minds of allies, enemies,<br />
and minions alike, turning them into mere servants to the<br />
sorcerers’ greed. As their first act using this knowledge,<br />
they created the <strong>dragon</strong> princes, a bloodline of red <strong>dragon</strong>s<br />
destined to rule the draconic empire. However, their first act<br />
also turned out to be their last. Shortly after the sorcerers<br />
created the first red princes, their fellow <strong>dragon</strong>s—fearing<br />
that the sorcerers would eventually tamper with other <strong>dragon</strong><br />
types—slaughtered them and destroyed all evidence of their<br />
CHAPTER 4<br />
DRACONIC<br />
BEASTS<br />
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