Dragon | - | Monsters | - | Dragon #38 |
Preparing dragon hide | Brown Dragon | Orange Dragon | Yellow Dragon | Bahamut |
- | - | Tiamat | - | - |
-
Dragons are probably one of the most interesting
types of monsters for the Dungeon Master to play, but I feel the rules
for their play
are too sparse and in places could use
some change and alteration. I
would like to discuss the rules for Subduing
dragons, possible
speech and magic use, their Magic Resistance,
the damage they do
from their Breath Weapon(s), how they
attack with spells, breath
and bite, and modifications to some of
the existing dragons?
especially the suggestion that Tiamat
and Bahamut be elevated to
the rank of Deity. As with all of the
material in this column, this is not
?official? Advanced
Dungeons and Dragons but is given for your
consideration and possible use. If you
do decide to agree with me, be
sure your players are aware of the CHANGES!
Have you even had your little band of characters
stumble upon a
sleeping dragon and subdue the ancient
fellow because the dice call
for it? Here is this giant monster with
fabulous wealth and, let?s say,
80 hit points. The band comes in and scores
12 points of damage for
a ratio of 12/80, or 15%; you roll the
dice, and sure enough a 12
comes up and the dragon gives up without
a fight! Now, friends, this
does not make for good AD&D!
I suggest to you the following rule:
The dragon?s subdual percent can not be
less than the product of
his/her hit dice and age. Thus, this dragon
mentioned would have a
minimum chance of 80% to NOT be subdued,
so that a chance to
subdue could not exist until the monster
takes 80% of 80, or 64
points of damage.
You can go further and say that magic-using
dragons add 1% for
every spell level they can cast, so that
if this fellow could cast 4 1st
and 4 2nd-level spells his percent chance
would be 80 + 4(×1) +
4(×2) = 92%. Naturally, a dragon
which takes 100% of its hit points
in subdual damage is automatically subdued.
Note further that subdual is NOT accomplished
with Fireballs,
Cones of Cold, Lightning bolts, etc.!
Those forms do real damage to
the monster and must be used in an attempt
to kill. If the party
decides to subdue, but sees that they
will lose, and chooses to revert
to actual damage, then subdual points
can be counted at 1/3 their
value as real damage.
Almost every dragon I?ve ever placed in
my world can speak, and
most of them can cast spells. Having any
non-speaking dragons,
save for those produced by summons or
as part of a family group, is
reducing the monster from a playability
point of view. It is a lot more
fun to play a speaking, gullible dragon
or a powerful, spell-casting
one than some dull fellow who can only
bite and breathe. Thus I
suggest to you that the percentage chances
of speaking and spell use
be dramatically increased! The percentages
I use follow?and remember that if you want the dragon to speak/cast spells
don?t let the
dice change your mind?however, summoned
dragons or the lesser
dragons (younger) ones in a family group
do use the percentages
given in the Monster Manual.
Color | Speaking | Magic Use | Sleeping |
Black | 65% | 45% | 30% |
Blue | 85% | 65% | 20% |
Brass | 70% | 50% | 25% |
Bronze | 75% | 55% | 20% |
Copper | 75% | 55% | 20% |
Gold | 95% | 100% | 5% |
Green | 75% | 55% | 25% |
Red | 95% | 75% | 15% |
Silver | 85% | 85% | 15% |
White | 55% | 35% | 35% |
Brown* | 60% | 65% | 20% |
Orange* | 50% | 75% | 20% |
Yellow* | 50% | 75% | 20% |
*The latter three types, of my creation,
will be outlined at the end
of the article.
I have also increased the chance of the
dragon being awake, i.e.
not asleep. If more than 3 are encountered,
1 will always be awake!
What spells can a dragon cast? From reading
the Monster Manual, it would appear that any
spell is allowed. I have reduced the list
significantly and allowed some colors
to cast other than Magic-User
spells!
Color | Magic-User | Clerical | Druidic | Illusionist |
Black | 85% | 15% | 0 | 0 |
Blue | 85% | 15% | 0 | 0 |
Brass | 80% | 15% | 5% | 0 |
Bronze | 75% | 25% | 0 | 0 |
Copper | 95% | 5% | 0 | 0 |
Gold | 75% | 25% | 0 | 0 |
Green | 95% | 0 | 0 | 5% |
Red | 100% | 0 | 0 | 0 |
Silver | 75% | 25% | 0 | 0 |
White | 85% | 15% | 0 | 0 |
Brown | 0 | 0 | 100% | 0 |
Orange | 20% | 0 | 0 | 80% |
Yellow | 10% | 70% | 0 | 20% |
This percentage means that any particular
dragon casts ALL
spells of the type given; it is not a
mixture in those percents!
Here is the list of spells I would allow
for a dragon divided by class
and level:
MAGIC-USER
First | Second | Third | Fourth | Fifth | Sixth |
Affect Normal Fires | Audible Glamer | Clairvoyance | Confusion | Distance Distortion | Geas |
Charm Person | Continual Light | Dispel Magic | Fear | Magic Jar | Legend Lore |
Comprehend Languages | Detect Evil | Feign Death | Fire Charm | Wall of Force | Project Image |
Detect Magic | Detect Invisibility | Haste | Fumble | Teleport | - |
Enlarge | ESP | Slow | Polymorph Self | - | - |
Light | Invisibility | Tongues | Remove Curse | - | - |
Magic Missile | Locate Object | - | - | - | - |
Shocking Grasp | Mirror Image | - | - | - | - |
Sleep | Pyrotechnics | - | - | - | - |
Unseen Servant | Ray of Enfeeblement | - | - | - | - |
CLERICAL
(Evil dragons cast the opposite spell
in all cases except Cure
Light Wounds)
First | Second | Third | Fourth | Fifth | Sixth |
Bless | Augury | Continual L | Cure Ser. W. | Commune | Blade Barrier |
Command | Find Traps | Create F & W | Detect Lie | Plane Sh. | Heal |
Cure Light W. | Hold Person | Dispel M. | Tongues | True See. | Speak w, Monst. |
Detect M. | Know Alignment | Feign D. | - | - | - |
Light | Silence 15' r. | Glyph Ward. | - | - | - |
Resist Cold | Resist Fire | Locate Obj. | - | - | - |
Remove Fear | Speak w anim. | Remove Curse | - | - | - |
Note that Neutralize Poison, Cure Blindness,
Cure Disease and
Raise Dead are specifically excluded.
However, see the courts of
Tiamat and Bahamut.
DRUIDIC
First | Second | Third | Fourth |
Detect Magic | Charm Person/Mam. | Hold Animal | Cure Serious W. |
Detect S&P | Cure Light Wounds | Protection fire | Dispel Magic |
Faerie Fire | Fire Trap | Pyrotechnics | Protection Lightning |
Pass w/o trace | Obscurement | Tree | - |
ILLUSIONIST
First | Second | Third |
Audible Glamer | Blur | Continual Light |
Change Self | Detect Magic | Fear |
Detect Invisibility | Hynotic Pattern | Paralyzation |
Light | Invisibility | Suggestion |
Phantasmal Force | Mirror Images | - |
Wall of Fog | Misdirection | - |
The number and type of spells are as per
the Monster Manual.
The dragon casts the spells at the level
of proficiency needed to gain
the spell as if the dragon were a human
of the class indicated. A
dragon that can cast a 2nd-level Magic-User
spell does so at 3rd
level, since a human MU must be 3rd level
to cast a 2nd-level spell;
5th level proficiency for a 3rd-level
spell, 7th for 4th, 9th for 5th and
12th for 6th respectively for dragons
using Magic-User Spells,
I have omitted almost every major attack
spell (i.e. Fireball,
Color Spray, Ice Storm, Cone of Cold,
Slay the Living, Call Lightning, etc.), since that would give a dragon
too much power. (See,
everything is not in the monster?s favor!)
Dragons have an innate Magic Resistance
measured by dividing
their age level by 4 and rounding down.
Yet this does not, in my
opinion, go quite far enough. I give some
dragons an actual Magic
Resistance depending upon their age level.
Again, this makes them
tougher and less likely for a party to
stumble into and walk over. The
vast amounts of treasure dragons guard
makes this rule acceptable.
If you can blow them away too easily,
the gain outweighs the
potential hazard. Cheer up, the resistance
isn?t too great.
Color | Adult | Old | Very Old | Ancient |
Black | 0 | 0 | 5% | 10% |
Blue | 5% | 10% | 15% | 20% |
Brass | 0 | 0 | 0 | 5% |
Bronze | 0 | 5% | 10% | 15% |
Copper | 0 | 0 | 5% | 10% |
Gold | 10% | 15% | 20% | 25% |
Green | 0 | 5% | 10% | 15% |
Red | 10% | 15% | 20% | 25% |
Silver | 5% | 10% | 15% | 20% |
White | 0 | 0 | 0 | 5% |
Brown | 0 | 0 | 5% | 10% |
Orange | 0 | 0 | 5% | 10% |
Yellow | 0 | 0 | 5% | 10% |
Tiamat | - | - | - | 75% |
Bahamut | - | - | - | 85% |
If you are wondering about Tiamat and Bahamut,
remember that
I consider them deities, not just powerful
monsters. They are both
emissaries of powerful Lawful gods.
If you read the Monster Manual
word for word, it says that all
breath weapons of dragons do damage equal
to the product of Age
and Hit Dice. Yet I am sure that you have
noticed that some of the
metallic dragons have breath weapons that
do not seem harmful, i.e.
Fear, Sleep, Repulsion, Slow, Gaseous
Form and Paralyzation.
Since it must be remembered that Hit Points
are partially theoretical
in nature when applied to characters,
it is quite logical that some
damage does occur from these attacks.
I use the sum of Age and Hit
Dice, however, and not the product in
such case, with no damage if
the saving throw is successfully made.
Thus a 4th Age dragon with 6
H.D. would do 10 points of damage with
one of these weapons if the
s.t. fails, and no damage otherwise.
Dragons are for the most part highly intelligent
and at the very
least very cunning. Thus they are not
so stupid as to land and fight it
out on the ground if they do not have
to! If they can Enlarge
themselves, create Mirror Images, etc.,
they will do so. If they are
Slowed, they will try to back off until
the Slow wears off! While the
book calls for a choice between bite and
breath, controlled by the
dice, it is essential that the DM use
the monster?s best attack once the
monster has received damage. The right
to let the dice choose for the
first attack is usually all well and good,
but once the dragon has been
hit it will opt for its most powerful
attack?usually its breath?the
next chance it gets. Give the monster
an even break here. If the
monster is losing, it very well might
try to fly away or go to the
ethereal or astral plane if it can (Tiamat
and Bahamut are geniuses,
not fools!). A dragon is very likely to
fly over once or twice and
breathe on its opponents before deciding
to enter a normal melee.
Remember too that dragons have been flying
all of their lives and
they can cast a spell if in uninterrupted
flight! A dragon that can use a
touch spell like Shocking Grasp or Cause
Serious Wounds will do
damage for the spell and its claw, if
it hits.
Preparing dragon
hide
Following are the special properties and
use of a piece of dragon
hide:
Once a dragon has been killed, the section
of hide over the heart
(about a 2?x2? piece) can be carefully
removed for further use. It
must be dried and tanned within 7 days.
If it has been damaged
during a melee
(about a 25% chance, which could vary depending
on what killed/damaged the dragon), it
is of no value. The properly
prepared hide must then have the spell
Enchant an Item cast upon it
successfully (see that spell for details);
failure negates the use of that
particular piece of hide. Once it is properly
enchanted, a Magic-User
or Illusionist can scribe a spell upon
the hide (NOTE: the spell Write
can never be used for this purpose!).
The spell?s maximum level is
equal to the Dragon?s age level. The chance
of success is a base
100% minus 3% for each level
of the spell being written. Remember
that spells written by hand take 1 week
per level and there can be no
other activity save for normal eating,
sleeping, etc. Once successfully
scribed, that piece of dragon hide will
retain the spell forever?
unless the hide is destroyed, of course?just
as if it were a MagicUser?s book. Further, the hide gains the s.t. of the
dragon in life,
including any magic resistance the dragon
may have had, versus all
forms of attack. Only one spell per piece
of hide is allowed in all
cases. Tiamat and Bahamut?s body
will never remain on the prime
material plane if killed.
Now, on to the three new dragons I have
proposed and the
elevation of Tiamat and Bahamut to the
rank of deity.
Brown Dragon | - | Orange Dragon | - | Yellow Dragon |
- | Bahamut | - | Tiamat | - |