ARACK (Drogas amagia) | SCINTILLATING DRAGON (Drogas radiatas) | NIGHT DRAGON (Drogas retinosis) | Dragon 74 |
Taxonomically, dragons have
always been considered an isolated
group. According to the
Monster Manual, they are all
members of the same genus
(Draco) and, apparently, only distantly
related to the reptiles.
However, from faraway Drogasia
comes word of a form that
is obviously related to the Draconian
dragons, but also merits
distinction as a separate group.
The Drogasian land dragons,
or ?landragons,? as they are
called by the natives, have
breath-weapon abilities like their
cousins do, but they lack
the ability to fly. However, they have
stunted wing appendages
(often put to use for purposes other
than flight) that serve
as evidence of the strong evolutionary link
between the two groups.
Other noteworthy differences between
the types include the bulkier
build of the Drogasians, the shorter,
thicker tail, often used
as a defensive weapon, and a different
growth pattern from that
of all flying dragons. Also, few of these
flightless dragons show
the intelligence associated with their
better-known counterparts.
These differences have led
sages to place the three documented
species of ?landragons?
of Drogasia in a separate genus, that
being Drogas. Dragons of
this genus have the same fear aura
ability as their flying
cousins, but they never possess any magical
ability. All three species
have developed strong physical abilities,
of both offensive and defensive
nature, to offset their lack of
flight and magic, and overall
they can be at least as formidable as
the Draconians.
A land dragon found outside
its lair will not be asleep. One (or
more) will be asleep whenever
encountered inside a lair (usually
a cave or an old dungeon),
unless the party awakens the
dweller(s) of the lair in
its approach.
Q: Concerning landragons
(issue #74): Do
they have any claw attacks,
and do they
like water?
A: Landragons do not
use their feet to
claw at opponents in melee;
they have
developed their own special
attack routines,
and while their claws might
be
effective weapons, they
are rarely if ever
employed. Their experience
with water is
limited to shallow wading,
though they
can swim for short distances.
(79.14)
ARACK
(Drogas amagia)
FREQUENCY: Rare
NO. APPEARING: 1-4 (50%:
1 only)
ARMOR CLASS: 1
MOVE: 15? (climbing: 9?)
HIT DICE: 1-10
% IN LAIR: 50%
TREASURE TYPE: B
NO. OF ATTACKS: 3
DAMAGE PER ATTACK: up to
1-8/1-8/5-30
SPECIAL ATTACKS: Breath
weapon, tail
SPECIAL DEFENSES: Breath
weapon
MAGIC RESISTANCE: See below
INTELLIGENCE: Semi- to low
ALIGNMENT: Neutral
SIZE: L (up to 40? long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
The appearance of the arack
dragon, and its use of a breath
weapon, make it an obvious
relative of the Draconian (?true?)
dragons. Its lizard-like
body with slightly stunted wing appendages
is somewhat bulkier than
the bodies of the flying dragons,
but its size and mobility
on land make it a formidable opponent.
This species has blue-grey
scales and a deep red underside
matched in color by the
crest on the head and neck and the
membranous ligatures on
the malformed wings. The wings have
three slender ?fingers?
of unequal length, one with a long nail.
These are the ?wing spears?
the beast uses as a secondary weapon
in melee.
Arack dragons are found
in rocky areas on the outskirts of civilization.
They feed on domesticated
cattle, sheep, and goats that
stray into their area, as
well as wild prey. In their encounters
with humanoids, they will
be very territorial and defensive. The
arack will bluff and charge
?half-heartedly,? with crest and
wings expanded, trumpeting
the call that gives the beast its
name, attempting to drive
off anyone who comes within its
domain. If the intruders
run away, the dragon(s) will generally
not pursue, unless especially
hungry (1 in 6 chance). If cornered
or the target of a charge,
these beasts will attack at once, using
the breath weapon in the
defensive mode while doing so.
These great ?lizards? grow
fairly slowly but continually
throughout their lives.
Newly hatched young average 4? in
length (nose to tail) and
thereafter they grow at a rate of about 3?
every 10 years until they
are 120 years old. Beyond that, during
old age, no further growth
occurs.
Dragons of this species can
live to be about 150 years old. As
they grow, they gain hit
points and earn increases in their melee
attack ability. They are
hatched with 1d10 hit points and gain
ARACK DRAGON GROWTH TABLE
Age (yrs.) | Hit Dice | Damage: Wing Spears | Damage: Bite | Length |
0-9 | 1d10 | none | 1-6 | 4'-6' |
10-12 | 1d10 | 1-3 | 1-6 | 7' * |
13-26 | 2d10 | 1-3 | 1-6 | 8'-11' |
27-39 | 3d10 | 1-3 | 2-12 | 12'-15' |
40-52 | 4d10 | 1-4 | 2-12 | 16'-19' |
53-66 | 5d10 | 1-4 | 3-18 | 20'-23' |
67-79 | 6d10 | 1-4 | 3-18 | 24'-27' |
80-92 | 7d10 | 1-6 | 4-24 | 28'-31' |
93-106 | 8d10 | 1-6 | 4-24 | 32'-35' |
107-119 | 9d10 | 1-6 | 5-30 | 36'-39' |
120-150 | 10d10 | 1-8 | 5-30 | 40' |
* ? Breath weapon capability gained at age 10.
The breath weapon of the
arack dragon is a gaseous cloud,
nearly transparent but faintly
visible in daylight (but not under
torchlight, moonlight or
magical light short of a continual light
spell). The size (area of
effect) of the breath weapon, as mentioned
above, is a direct function
of the dragon?s size. The height
of the cloud is equal to
the length of the dragon?s body, and the
radius it covers is equal
to twice that number.
The breath weapon is usable
only twice per day but does not
dissipate quickly; the cloud
normally persists for 10 turns. Living
creatures (except for the
arack) within the gas will notice a
sticky dampness and a stifling
lack of oxygen (described by the
DM as ?stuffiness?). This
causes the loss of 1 additional hit
point, cumulative, for each
round that a victim is in the gas
cloud: 1 point for the first
round, +2 points in the second round
(for a total of 3), +3 points
in the third (total of 6), and so on.
If a victim retreats out
of the cloud and remains out of its area
of effect for a number of
rounds equal to the time he or she was
inside, then the cumulative
effect is ?reset? (to 1 point) if the
cloud is re-entered. If
the ?time out? is not as long as the last
period of ?time in,? then
the cumulative damage will continue
to increase, counting upward
from where the count left off, if the
cloud and the victim again
come into contact. A character who
retreats out of the cloud
and stays out long enough to ?reset? the
cumulative damage receives
a saving throw (vs. poison), success
indicating only half (of
the total accumulated) damage was taken
from the character?s last
time in the cloud.
The other effect of the
arack?s breath weapon is a damping
effect that it has on magic.
The gas reduces the combat effectiveness
(?to hit? and damage figures)
of all magical weapons by 2,
and has an adverse effect
on certain spells. A +1 or +2 weapon
becomes, in effect, a +0
weapon, still magical in nature (with its
other special properties
intact) but having no enhanced combat
usefulness at the moment.
A +3 weapon becomes ?worth? only
+1, and so forth. Cantrips
and first-level spells will fail automatically
in the casting, or cease
to operate ? regardless of the level
of the caster ? if their
area of effect coincides, in whole or in
part, with the gas cloud.
A character attempting to cast a spell of
higher than first level
must make a saving throw, using the
proper row of the following
chart, for the casting to succeed ?
but this save is only necessary
if the spell is targeted into or
through the breath cloud.
(This is in addition to all other rolls
that might be necessary
to determine spell success or failure.)
If a magic item having charges
is within the area of the breath,
the DM may (optionally)
secretly roll a saving throw for each
charge remaining in the
item, assuming in this case that the gas
dissipates charges from
the item upon exposure of the item to the
gas, but does not prevent
it the item from operating (except, possibly,
by dissipating all of its
charges). Artifacts and relics will
not be affected in any case,
their spells work normally within the
gas, and they may not be
discharged while in the gas.
Spell saving throws
Spell level | Saving throw |
Cantrips | Fail automatically |
1st | Fail automatically |
2nd | 20 |
3rd | 17 |
4th | 15 |
5th | 12 |
6th | 9 |
7th | 5 |
8th | 1 |
9th | Succeed automatically |
Rings | 7 |
Rods | 15 |
Staves | 14 |
Wands | 16 |
In melee, the arack can be
a formidable opponent. If a fight is
imminent, the beast will
use its breath weapon to create a cloud
of gas in a convenient area,
then step into the cloud to fight the
humanoids threatening it.
The gas does not dissipate or spread
under normal conditions
(short of a gust of wind spell or the
like), so anyone trying
to fight it must suffer the effects of the
breath unless it can be
blown away. The effects are not always
obvious, however, since
the gas is nearly invisible, even in daylight.
Meanwhile, the arack will
attack with its mouth and wing
spears against anyone in
front or alongside it (on three separate
targets). The neck is supple,
able to attack on either flank, and
the beast is quick about
turning to face those who think they are
behind it. In battle, it
sweeps its tail back and forth continually
and with some velocity.
Anyone to the rear of the dragon will
have to contend with the
tail as they attack; a successful hit by
the tail (rolled as for
any other ?to hit? chance) knocks the
opponent down, does no damage,
but causes the victim to take a
round to get back to his
or her feet.
SCINTILLATING
DRAGON (Drogas radiatas)
FREQUENCY: Very rare
NO. APPEARING: 1 (10%: 1-6,
family group)
ARMOR CLASS: 1
MOVE: 12?
HIT DICE: 2-12
% IN LAIR: 20%
TREASURE TYPE: D
NO. OF ATTACKS: 2
DAMAGE/ATTACK: up to 1-8/6-36
SPECIAL ATTACKS: Breath
weapon
SPECIAL DEFENSES: Fear at
?3 (see below)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to average
ALIGNMENT: Neutral
SIZE: L (up to 45? long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
This land dragon has a more
muscular body than the flying
types, with an agile, snake-like
neck and a short, thick tail. The
dragon?s scales are luminescent
and iridescent; its body is colored
in rainbow tones that sometimes
seem to ripple across the scaly
surface. The scales have
a soft glow of their own, which intensifies
the ?moving rainbow? effect
and actually turns the dragon?s
appearance into a sort of
natural weapon.
The dragon?s strange appearance
will entrance some adventurers.
Upon sighting the dragon,
all humanoids must attempt to
save by rolling their intelligence
or less on d20, with a ?3 modifier
to the die roll. Those failing
this roll will either run away in
panic (if the roll would
have failed without the adjustment) or
stand entranced by the flashing
colors. Those thus enraptured
will continue to watch the
dragon until they are attacked or until
the dragon moves out of
view.
The entrancing effect will
be negated if victims are forcibly
turned to face away from
the dragon or blinded in some way (a
hood, for instance) and
kept from viewing the dragon for one
round. Likewise, it takes
one round for characters to ?snap out
of it? after the dragon
leaves their viewing area. But if an
entranced character is attacked,
the trance is broken immediately.
The entrancing effects of
the dragon?s scintillating hide can only
?charm? a character upon
first glance (when the saving throws
are rolled). Those who make
this saving throw will not be
affected as long as the
dragon remains in viewing range. However,
a new round of saving throws
would be required if the
dragon moved out of, and
then back into, viewing range.
This land dragon is not
unintelligent and will usually attempt
to eat or disable immobile,
entranced victims (attacking at +4
against such defenseless
creatures). The scintillating dragon sees
humans as a good source
of protein as well as a threat to its own
existence, and will attack
a human-dominated group with virtually
no provocation, unless the
dragon senses itself to be vastly
outclassed. The beast seldom
seeks out civilized areas for its
depredations, but will if
its normal sources of food are depleted.
Anyone who ventures into
the home ground of a scintillating
dragon is considered, literally,
fair game.
As with other members of
this genus, the growth of this species
is slow but sustained. At
the time of hatching, a young
dragon is only 6? long (including
the tail). Growth for the first
60 years of the dragon?s
life is at the rate of 1 foot every 2 years, to
a length of 36? at age 60.
Then the dragon?s growth slows to 1
foot every 10 years, to
a maximum length of 46? attained at 160
years of age. Individuals
of the species have reportedly lived to
age 200.
The scintillating dragon?s
abilities in all respects are reflected
by its size, with damage,
hit dice, and hit probability increasing
as body length increases.
A newly hatched dragon has 2d10 hit
points, a bite that does
1-6 points of damage, and a tail that does
no damage. As the dragon
grows, it gains 1 hit die for every 4 feet
of growth.
At 16 years of age (14?
in length), the dragon?s bite damage
increases to 2-12 points
and the bludgeon-like tail is strong
enough to do 1-2 points
of damage. This is also the age when the
dragon acquires its breath
weapon capability. With every 8 feet
of additional growth, the
bite damage increases in damage by
1d6 and the tail by 1 point
of damage at the maximum (skipping
the ranges of 1-5 and 1-7).
The beast?s breath weapon ability
increases as a function of
hit points, in the manner described following
the table.
SCINTILLATING DRAGON GROWTH
TABLE
Age (yrs.) | Hit Dice | Damage: Wing Spears | Damage: Bite | Length |
0-7 | 2d10 | 1-6 | 0 | 6-9' |
8-15 | 3d10 | 1-6 | 0 | 10-13' |
16-23 | 4d10 | 2-12 | 1-2 | 14-17' * |
24-31 | 5d10 | 2-12 | 1-2 | 18-21' |
32-39 | 6d10 | 3-18 | 1-3 | 22-25' |
40-47 | 7d10 | 3-18 | 1-3 | 26-29' |
48-55 | 8d10 | 4-24 | 1-4 | 30-33' |
56-79 | 9d10 | 4-24 | 1-4 | 34-37' |
80-119 | 10d10 | 5-30 | 1-6 | 38-41' |
120-159 | 11d10 | 5-30 | 1-6 | 42-45' |
160-200 | 12d10 | 6-36 | 1-8 | 46' |
* ? Breath weapon capability gained at age 16.
The breath weapon of the
scintillating dragon is a shimmering
beam of energy, 10 feet
wide and with length equal to five
times the length of the
dragon (up to a maximum of 230 feet).
The presence of the beam
is practically undetectable; the beam
itself is invisible, but
when it is in use the affected area resembles
thousands of glinting dust
particles in a strong beam of light.
Damage is computed by rolling
one d6 for each hit die the
dragon has (up to 12d6),
with a saving throw vs. breath weapon
for half damage. The dragon
can use this breath weapon up to 3
times per day.
The damage from this breath
manifests itself in an unusual
form. Only half the damage
is felt immediately (round down), as
?burn damage.? The remainder
appears over the course of the
next two days (half of the
remainder each day) as the victim
gradually weakens (losing
1-3 strength points each day) and
breaks out in large burns.
Non-magical healing from these
wounds doesn?t begin until
the fourth day after infection and
proceeds at only half the
usual rate. Magical healing applied on
the day of the attack heals
only half the damage rolled for at the
time of the healing, but
the remaining half of regained hit points
will be applied against
the delayed damage.
Only after the victim?s healing
is completed (by magic, time or
a combination of the two),
the victim may become aware of the
worst effect of this insidious
ray: Short of the use of regeneration
or a limited wish spell,
not all of the damage done by the breath
weapon will heal. Permanent
damage to a victim is reflected in a
reduction in the victim?s
number of recoverable hit points.
To compute the amount of
permanent damage, roll percentile
dice and multiply the result,
as a percentage, times the amount
of delayed damage incurred
by the victim (round down). This
gives the number of hit
points that may not be recovered thereafter
without the use of high-level
magic. If the hit points or
strength points of a victim
drop below zero at any time during
the ?delayed damage? process,
he is dead.
The loss of strength points
is independent of the amount of
damage taken, even if more
than one breath attack is used on the
same figure. The lost strength
points will be recovered at the
same rate as lost hit points
(one every 2 days), and magical cures
will not help this (except
for regeneration). When a healing/curing
spell is used on a character
who has also suffered damage of
another sort, the other
damage is recovered first, before applying
any of the healing power
to the breath damage.
Example: Kasanati the Unwise,
sixth level fighter, and his
party are involved in a
melee with a scintillating dragon 39 feet
long. During the fight,
the dragon breathes on Kasanati, doing
10d6 of damage. Kasanati
successfully rolls his saving throw, cutting
the damage in half, but
still suffers 14 points of damage.
Seven points are applied
immediately. The party?s cleric casts a
cure light wounds spell,
expecting to heal about 4 points of
damage, and is puzzled when
only 2 points are cured. (The spell
actually did heal 4 points
of damage, but only half of the healing
points are applied immediately.)
The next day, as they travel,
Kasanati feels weak (he has lost 1
strength point) and, by day?s
end, he has lost another 3 hit points
(4 minus 1 of the ?healing
points?) and large blemished areas are
appearing on his skin.
The next day, Kasanati loses
another d3 of strength (2 points
this time) and 2 more points
of damage (3 minus the last ?healing
point?).
Kasanati does not die, since
his original hit-point total and
strength score were high
enough to stand these losses. The DM
now rolls percentile dice
for permanent damage, getting a 68.
This means that the unlucky
fighter will be unable to recover
68% of the hit points he
lost to the ?delayed damage? effect of the
dragon breath. The delayed
loss was 7 hit points (simply half of
the total damage; the effect
of the cure spell does not enter into
this calculation).
So, of the hit points Kasanati
lost to delayed damage, four are
lost forever (68% of 7 =
4.76, rounded down to 4) and the other
three can be recovered.
The maximum number of hit points
Kasanati can have when at
full strength is now four less than it
was before he decided to
engage the scintillating dragon (as if he
had never rolled those four
hit points in the first place). This
reduction can only be offset
by regeneration, limited wish, or
alter reality spells.
Since the effect of its
breath is so damaging and long-lasting,
the scintillating dragon
is usually treated with great respect by
all creatures that live within
its area, and the dragon moves
about with self-assurance.
It expects most of those it meets to flee
(either by being panicked
by the ?scintillation? attack, or
through real fear of what
it can do), or be chewed up if they are
unlucky enough to be entranced.
If several characters attempt
to fight it together, the dragon
will be offended ? not afraid
? and if attackers are clustered it
will use its breath weapon
(if possible) to ?burn? all who stand
in its way, hoping to garner
one or two to satisfy its nearly constant
hunger. If forced into melee,
it will use its large mouth to
bite (again, bringing its
breath weapon into play if several
opponents are within a potential
area of effect), while beating its
tail back and forth to cover
its rear. Anyone hit by the tail must
make a saving throw vs.
breath weapon or be knocked to the
ground and unable to attack
in the next round.
If more than one scintillating
dragon is encountered, it will be
a family group consisting
of a female and her brood. The hatchlings
of this species remain with
their mother for protection
until they are capable of
using their breath weapon and fending
for themselves. The female
will be at least 30? long and the juveniles
all 15? or less. (Sometimes
one of the young will remain
with the mother for a year
or so after acquiring use of the breath
weapon at 14?.) The mother
will be very defensive and will attack
at the slightest provocation
in an encounter.
The scintillating dragon sees humans as
a good source of protein as well as a
threat to its own existence, and will
attack a human-dominated group with
virtually no provocation, unless the
dragon senses itself to be vastly outclassed.
Anyone who ventures into the
home ground of a scintillating dragon is
considered, literally, fair game.
NIGHT
DRAGON (Drogas retinosis)
FREQUENCY: Rare
NO. APPEARING: 1-6 (20%:
family groups of 2-8)
ARMOR CLASS: 2
MOVE: 15?
HIT DICE: 2-8 (d8)
% IN LAIR: 60% (100% in
daylight hours, 20% at night)
TREASURE TYPE: Dx2
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Up to 4.32
SPECIAL ATTACKS: Breath
weapon
SPECIAL DEFENSES: Hide in
darkness
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to
high
ALIGNMENT: Neutral evil
SIZE: L (up to 32? long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
The night dragon gets its
name from its nocturnal hunting
habits and is well adapted
for this style of attack. Its scales are
black with grey streaks,
camouflaging the creature in any underground
or after-dark environment.
Night dragons are almost
never encountered in daylight,
spending their days in their caves.
or other dark lairs. For
this reason their range of vision includes
both infravision and ultravision,
but their vision is rather weak
in the normal spectrum.
The beast?s quiet movement
and the ability to stand perfectly
still when approached provide
it excellent cover. In any encounter
in the dark, a night dragon
will be 90% undetectable at a
range of over 3? unless
it is backlighted or within the radius of a
light spell (or faerie fire,
etc.). When within 3? of a party, a night
dragon will attack, usually
with surprise, unless the dragon has
already been detected. If
strong light is used by its opponent(s),
the dragon will be at a
slight disadvantage (?1 ?to hit? on all of
its attacks, including its
breath weapon).
Night dragons are quite
intelligent and sometimes hunt in
groups of 2 or more. These
hunting packs are especially fearsome
since they will act in concert,
to the maximum disadvantage
of their prey. Such tactics
as baiting an enemy into an
ambush (with ambushers hidden
in the dark), attacks from the
rear, and group breath attacks
are not unknown.
This species of dragon exhibits
increasingly powerful capabilities
with age, as do others of
this genus (see the Growth Table
below). Hatchlings are 3?
long including the short, thick tail,
with 2d8 for hit points and
a bite that does only 1-4 points of
damage. The night dragon
grows at the rate of 1 foot every 4
years. At the age of 20
years (8? in length), the dragon gains the
use of its breath weapon,
and the damage from its bite increases
to 1-8 points. The dragon
gains one hit die for every 20 years of
age thereafter, and an additional
1-8 points of damage for its bite
every 40 years, to a maximum
of 8 hit dice at age 120 and 4-32
points of bite damage at
age 140. The dragon does not grow or
experience an increase in
power beyond age 140; individuals
have been reported as old
as 160 years.
Night Dragon Growth Table
Age (yrs.) | Hit Dice | Bite Damage | Length |
0-19 | 2d8 | 1-4 | 3-7? |
20-39 | 3d8 | 1-8 | 8-12?* |
40-59 | 4d8 | 1-8 | 13-17? |
60-79 | 5d8 | 2-16 | 18-22? |
80-99 | 6d8 | 2-16 | 23-27? |
100-119 | 7d8 | 3-24 | 28-32? |
120-139 | 8d8 | 3-24 | 33-37? |
140-160 | 8d8 | 4-32 | 38? |
* ? Breath weapon capability gained at age 20.
The breath weapon of the
night dragon is an extremely bright
beam of light only ½?
in width, effective out to a length equal to
the length of the dragon
converted to scale ?inches.? Hence, a
25-foot-long dragon can
use his breath weapon to a distance of
25?, converting to 250 feet
indoors or 250 yards outside). When
the breath weapon hits an
enemy, the light causes damage equal
to the dragon?s number of
hit dice, except that damage is rolled
with d6?s instead of the
d8?s used for hit dice; thus, the breath
weapon of a 120-year-old
night dragon will do 8d6 damage. A
successful saving throw
vs. breath weapon allows half damage.
In addition ? only if the
saving throw is failed ? the breath
weapon will cause blindness
in victims by damaging their eyes.
A character blinded by a
night dragon will remain sightless for 2
days, unless magical aid
(such as cure blindness) is used to restore
vision. At the end of the
2 days, the victim can regain his or
her lost sight by making
a save vs. poison. Failing this saving
throw means that the victim
is permanently blind unless magical
aid is employed.
Family groups of these dragons
will typically have 1-4 adults
(60+ years old) and 1-4
juveniles (each less than 40 years old).
The juveniles will only
attack if directly threatened, preferring to
remain motionless so that
they may go undetected while the
adults lead the threat away
from them.