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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 />

129

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