True Dragons:
Revamping the monster from head to claw

by Lewis Pulsipher

Luis Royo - Visions, image 33
 
 
Age and related characteristics Size Movement Attacks Magic Resistance
Saving Throws Perceptions Shapechanging Terror Special Powers
Breath Weapon Dragon Ability Numbers Spell Ability Diet Habitat
Color Family Interests Lair Treasure
Sleep A Dragon's True Name Dragon's Curse Dragon's Body Miscellaneous
Meredragons Dragons - MM (Dragon) Dragon Magazine

If we believe our fantasy traditions, dragons and demons are
the most dangerous creatures alive, except for men. Unfortunately,
this is only half true in the DUNGEONS & DRAGONS®
and ADVANCED DUNGEONS & DRAGONS™ games. A large
dragon is fearsome, no doubt about it, but a high-level magicuser
or two can usually defeat one — not only defeat it, but gain
control of it. This rarely happens to demons, and as much as I
enjoy riding a charmed or magic-jarred dragon, I don’t think
such a thing should happen to them, either.
A simple solution would be to give dragons magic resistance,
say 10% per age category up to 80% for Ancient. Unfortunately,
this makes dragons too formidable, for their large numbers of hit
points and especially their fearsome breath weapons make
them almost unbeatable physically unless one is found asleep.
We could reduce the damage caused by dragon’s breath, but
that’s still far from perfect. Not only do dragons seem too tough
physically and not tough enough magically, the D&D® and
AD&D™ dragons lack character. The dragon of fantasy is almost
always rare, each one unique, each with a distinctive personality.

Too often, D&D and AD&D dragons are faceless monsters
from the assembly line, sometimes found in amazingly large
numbers.

There’s nothing for it but to keep the old dragon as is, for it is a
useful monster, and make up a new type of monster which is the
equal of demons and devils, as dragons ought to be. One such
version of “true dragons” follows.

Age and related characteristics
Each dragon has several unique characteristics — no two
dragons are ever the same. However, there are common physiological
characteristics which depend on the dragon’s age. Roll
percentile dice and consult the following table to determine
them. A dragon grows throughout its natural life. Hit points and
magic resistance increase, armor class improves, size and the
damage inflicted by teeth and claws also increase. Other characteristics
change as shown on the table. (Note: When HP are rolled for a dragon any die result of 1 is disregarded and that die is rolled again.)
 
Dice roll Age HD AC Magic to hit Move Bite/Claws % Sleep chance
01-09 1-10 1 7 - 6/12 1-6/1/1 25
10-16 11-20 2 6 - 6/15 1-8/1/1 20
17-23 21-30 3 5 - 9/18 1-10/1/1 15
24-30 31-40 4 4 - 9/21 2-12/1-3/1-3 10
31-37 41-50 5 3 - 12/24 2-12/1-3/1-3 10
38-44 51-60 6 2 +1 12/27 2-12/1-3/1-3 10
45-51 61-70 7 1 +1 12/30 3-18/1-4/1-4 10
52-58 71-80 8 0 +1 12/30 3-18/1-4/1-4 10
59-65 81-90 9 -1 +1 12/33 3-18/1-4/1-4 10
66-72 91-100 10 -2 +2 12/33 4-24/1-6/1-6 5
73-90 101-200 11 -3 +2 12/36 4-24/1-6/1-6 5
91-97 201-300 12 -4 +3 12/36 5-30/1-6/1-6 10
98-99 301-400 13 -5 +3 12/30 6-36/1-8/1-8 15
00 401+ 14 -6 +4 12/30 7-42/1-8/1-8 20

John Justice - Dragonsun
 
 

Size. Although a dragon’s number of HD is a direct consequence
of its age, its physical size varies somewhat within each
age group. Its wingspan and total length (head to tail) are roughly
equal to each other. Its length is roughly 5-10 centimeters
(d6+4) per year of age; but even a newborn dragon is at least a
meter (100 cm) long, so very young ones are larger than this
calculation indicates. The length of the tail is about one fifth of
the total length, giving dragons long, sinuous bodies. The legs
are short, so the height isn’t much greater than the diameter of
the body cavity. The head may be carried up to three times body
height. Any dragon more than two meters long is treated as
larger than man-size.

For example, a percentile dice roll of 54 indicates a dragon
71-80 years old. A d10 roll yields a 6, so the dragon is 76. A d6 roll
yields a 2, so the dragon is 6 cm long per year, or roughly 4½
meters (c. 15 feet). The wingspan is the same. The tail is 90 cm
(c.3 feet) long. The maximum body diameter is 90 cm, the height
about 110-120 cm, and the maximum height of the head when
raised is about 3-3½ meters.

John Justice - Dragonmoon
 
 

Movement. Dragons, like large birds, soar during most of their
flights, consequently preferring country where thermals and
other updrafts are common — in mountains, near large lakes,
and so on. Their ungainly bodies usually make them slow afoot,
even when (as often happens) they have more than two pairs of
legs.

John Justice - Apple
Attacks. A dragon’s physical attack capability improves as it
grows, of course. Values are indicated on the table above.

In addition, one dragon in 10 can attack with its tail. This
attack is equal in effect to a claw attack. The tail’s attack comes
from directly over the dragon’s head; the tail cannot be used for
this purpose while the dragon flies.

One dragon in 100 can also launch spines from its tail. Treat the creature as a manticore for this purpose.


 

Magic Resistance. Every dragon has some magic resistance,
as defined in the Monster Manual — that is, resistance varies
with the spell caster’s level. Magic resistance increases with age,
equaling 10% per hit die up to 90% for dragons of nine or more
hit dice. Even a one-hit-die dragon (10% MR) is unlikely to be
susceptible to a spell cast by a first-level magic-user, since the
magic-resistance calculations yield an effective resistance of
60% to spells cast by a character of that level.
Dragons are not affected by the Sleep spell, nor in any way by
the Magic Jar spell. They cannot be Charmed or Held unless the
spell-caster speaks the dragon’s True Name as he casts the
spell. The same applies to any other control device except
dragon-control potions. if the user of a dragon-control potion
knows the dragon’s True Name, the beast gets no saving throw.
Don’t forget the dragon’s magic resistance, however.

Martin B. - Storm Dragon
 
 

Saving throws. Dragons make saving throws as fighters or magic-users, whichever is most favorable, with hit dice equating to level.
They are allowed two saving throws against poison, and
a massive dose of any poison must be administered to have any
chance of affecting the dragon.

Mark Zug - Lord of the Defile
 
 

Perceptions. An older dragon’s sense perceptions are much
stronger than a human’s. It is difficult to express this quantitatively.
Roughly, senses are as follows:
Age 1-20: Sight, smell, taste, hearing roughly human
equivalent.
Age 21-50: Sight and hearing roughly equivalent, smell two
times human sensitivity, taste acute; detects foreign addition to
food (such as poison) 10% better than a human could.
Age 51-100: Sight two times human sensitivity (for both
distance and detail), hearing two times human, smell three times
human, taste 20% better than human at detecting foreign material.
Can detect hidden or invisible enemies 25% of the time.
Age 101 or above: Sight and hearing three times human,
smell five times human, taste 50% better than human, detects
hidden or invisible enemies 50% of the time. (At age 201 this
increases to 75%.)
Dragons see equally well in darkness and in light, but shadows
can confuse them — consequently, thieves may hide in shadows.

Mark Ferrari - Bookwyrn
 
 

Shapechanging. Few dragons can actually change shape, but
many can seem to do so. The “shapechanging” power increases
with age.
At age 1-20 the dragon may create an immobile phantasmal
force around itself, appearing as some other creature. If the
dragon moves the phantasm will be broken, of course, and the
creature so portrayed must be approximately as large, or larger
than, the dragon itself.
At age 22-50 the dragon can move the force along with itself,
but if it attacks the illusion is broken.
At age 51-100 the dragon can create an illusion (similar to that
projected by a wand) to cover its true form. The illusionary
creature may be as small as half the dragon’s size.
At age 101-250 the dragon can create a similar illusion but
with components of smell, touch, and sound—to normal tests it
will seem real. At the same time, the dragon’s own scent will be
undetectable. Of course, the dragon must still keep its own bulk
out of the way, yet still contiguous with the illusion — not an
easy task. If the dragon attacks, the illusion is dispelled.
At age 251-400 the dragon can also polymorph, itself into
human or near-human form. Old men and beautiful women are
most favored.
Finally, at age 401 or more the dragon can shapechange, as
the ninth-level magic-user spell.

These powers may be used once per day each. The older
dragons have all the powers of the younger ones, of course. The
dragon must devote much of its attention to the phantasmal or
illusionary powers, so it cannot attack or use other special
powers while masking its true shape. These innate powers are
not magic spells, but Dispel Magic may affect or dispel them.


 

Terror. A dragon is a fearsome creature of lejend, not a
familiar commonplace. People react to the proximity of a dragon
with fear and awe. Reaction depends on whether the dragon <semantic: awe>
is ignoring or unaware of the character, regarding him with
hostility, or acting hostilely (charging, for example). A dragon
flying overhead, even if it is unaware of the character reacting, is
treated as hostile or, if flying very high, as regarding with hostility.
Record the saving throw result for each character, since a
number sufficient to save in one case may be insufficient in a
more serious case, and the same number is used throughout.
The number needed to save is derived from the dragon’s hit
dice (HD).

Terror Save Table (D20)

                                    Dragon’s Attitude
Character
Level
Ignoring/Unware Regarding Hostile
0 level/
normal
HD+2  HD+4  20
1-2 HD-2  HD  HD+4
3-5 HD-7  HD-3  HD+2
6-9 HD-10  HD-5  HD

Characters of 10th level and above are unaffected. A 20 is
always a save, but in some cases even a 1 is enough to save—for

example, an “unaware” dragon of 7 hit dice yields a “need to
save” number of zero for third-to fifth-level characters, so even a
1 would be a save.

When more than one dragon is present, use the largest dragon’s
number of hit dice as a base for calculation, and subtract
one from the saving throw for each additional dragon present
(or, add one to the number needed to save).
If a character fails to save he will (75% of the time) flee in terror
or (25%) stand paralyzed with fear for 1-4 rounds, then flee.
Fleeing continues until two rounds after the dragon is out of
sight. If the dragon is flying above the frightened character, he
may flee to a place of hiding.

In addition to being terrified; characters may be so awestruck
that they will not attack the dragon unless attacked first, and
even then the dragon will have the initiative. A character is
awestruck if a roll of d20 is greater than half the sum of his
intelligence, wisdom, and experience level.

Lynn W Perkins - Windswept Dragon
 
 

Special powers. The genes for most of a dragon’s unusual
powers are present in every dragon. Chromosomes may fit together
in several ways, and few traits of this type are definitely
dominant or recessive, so almost any power may show up in a
newborn dragon, regardless of its parents’ powers.
Each dragon possesses a distinctive special power which,
however, it rarely uses. Roll on the Miscellaneous Magic Item tables in the DMG and derive the dragon’s <UA>
power from the magic item which results. For example, if you
roll Stone Controlling Earth Elementals, then the dragon is able
automatically to take control of any earth elemental in its
presence.

Some dragons also have more common special powers. Roll
percentile dice for each dragon and consult the following table:
 
Dragon Special Power
01-55 None
56-65 Awareness
66-68 Immortality
69-73 Magic resistance
74-83 Mesmerize
84-88 The Pearl
89-93 Speed
94-98 Water
99-00 Two heads

A description of each power follows.

Awareness. The dragon is never surprised. Its perceptions are
two categories higher than normal for its age. At age 101 it
always detects hidden or invisible enemies.

Immortality. The dragon will never die by natural means. (Of
course, few dragons live long enough to die naturally anyway.)

Magic resistance. The dragon’s magic resistance is twice standard for its age.

Mesmerize. By modulations of its speaking voice the dragon
can lull a listener — even (or especially) one who thinks he is
hidden — until the dragon can make Suggestions(as the third-level
magic-user spell). A save vs. magic is permitted. Any
number of victims may be affected at the same time.

The Pearl. The dragon’s “life essense,” or soul, is housed in a
large pearl. If the dragon is killed it reappears, at age 1, beside its
pearl two weeks after its death, with its memories intact. On the
other hand, if the pearl is crushed the dragon dies. Consequently,
someone who holds a dragon’s pearl can force it into servitude,
though it is wiser to require a single task of the dragon in
return for the pearl.

SPEED. The dragon moves on the ground twice as fast as normal for its age.

Water. The dragon likes water and swims in it at half its flying
speed; breathing is similar to a whale’s. (Normal dragons hate to
submerge themselves.)

Two heads.
The dragon has two heads, each with special powers, breath weapons, and separate rolls for intelligence, wisdom, ego, and interest in human affairs.

 

Breath weapon. Every dragon has at least one breath weapon,
and 10% of all dragons have two, but in 90% of these cases the
second does not manifest itself until the dragon reaches maturity
(11 hit dice). A dragon may use each breath weapon 1-6 times
a day, but the total number of times cannot exceed the number
of its hit dice. Breath weapons are not magical. All saves are vs.
breath weapon unless otherwise specified.

Roll percentile dice to determine the breath type(s). After
each one is listed the shape of the resulting effect.
 
 
- Dragon breath
01-10 Acid — line
11-16 Chlorine gas — cloud
17-18 Cloudkill — cloud
19-28 Cold — cone
29-48 Fire — cone
49-51 Hallucinogen — cloud
51-61 Lightning — line
62-63 Negate magic - area
64-65 Paralysis gas — cloud
66-68 Polymorph — line
69-70 Radiation — area
71-72 Repulsion - cone
73-77 Slow gas — cloud
78-80 Sound — area
81-95 Stinking cloud — cloud
96-98 Stoning — cone
99-00 Windstorm — area

The size of the AREA affected by a breath weapon depends on
the hit dice of the dragon plus or minus 1d6 (50-50 chance of
addition or subtraction), referred to in the following charts as
“Modified hit dice number.”

Cone. The breath expands forward from the dragon’s mouth
in a cone shape. Roll once for length and once for both
diameters:

                                                Modified hit dice number
- 1 or less 2-3 4-5 6-7 8-9 10-11 12-13 14+
Initial diameter (width) 1/8  1/8  1/4  1/4  1/2  1/2  1/2  1/2
Final diameter (width) 1½  3½  4
Length 4  5 8½  9

(All distances are in “inches.”)

Area. A spherical area centered on the dragon’s mouth is affected.
 
- 1 or less 2-3  4-5  6-7  8-9  10-11  12-13 14+
Radius 1½  2½  6


 

Line. The breath moves straight forward from the dragon’s
mouth in a line of width and length as shown. Roll separately for
each dimension.
 
- 1 or less  2-3  4-5  6-7  8-9  10-11  12-13  14+
Length 5½  6½  10
Width 1/8  1/8  1/4  1/4  1/2  1/2  1/2  3/4

Cloud. A cloud forms at and moves away from the dragon’s
mouth. In most cases it dissipates in the next melee round but in
a few cases it drifts with the wind (if any); see explanations
below. The number given below is surface diameter; height is
half as great.
 
 
- 1 or less 2-3 4-5  6-7  8-9  10-11  12-13  14+
Diameter 2½  3½  4½ 

Explanation of breath effects
Acid. Does 1d4 points of damage per hit die of the dragon to
all within the area affected — half damage if save is made. If acid
hits a large body directly it may splatter, but it won’t move
further to the full length of the line; in other words, it may be
blocked or intercepted by a large solid mass.
Chlorine. Those failing to save vs. poison take 8d6 poison
damage, regardless of the dragon’s size, at a rate of 2d6 per
melee round.
Cloudkill. Effect and duration is equivalent to a Cloudkill spell
(fifth-level M-U spell).
Cold. Does 1d4 of damage per hit die of the dragon to each
victim — half damage if save is made. Add one point to each
damage die vs. fire-using creatures and subtract one point per
die (lowest) value is 1) vs. cold users.
Fire. Does 1d4 of damage per hit die of the dragon to each
victim — half damage if save is made. Add one point to each
damage die vs. cold-using creatures and subtract one per die
(lowest value is 1) vs. fire users.
Hallucinogen. Those failing to save experience multiple hallucinations
for the next 1-6 turns. The victim may hear voices or
see things which don’t exist. He may even think the damage is
something else. In general, he is unable to undertake rational,
purposeful action.
Lightning. Does 1d4 of damage per hit die of the dragon to all
in the line — half damage if save is made.
Negate magic. No magic spell or spell-like power can work in
or traverse the area of effect for the next five rounds.
Paralysis. Those failing to save are paralyzed for the next 1-6
turns
Polymorph. Those failing to save are polymorphed into frogs
(or another harmless creature).

Radiation.

Those failing to roll a d20 lower than their constitution
become unconscious and will die of a wasting “disease” in
1-4 days. The “disease” is cured by Cure disease and Remove
curse. Effects of the disease are only slowly repaired by the
body after the cure. A victim might look ravaged five years after
his cure if he was near death, and this may affect his charisma.

Repulsion. No save allowed. All struck are forced away from
the dragon to the maximum range of the cone of breath. The
dragon will probably try to pin its victims against a wall or knock
them over a cliff.
Slow. Those failing to save move at 50% speed and can attack
and cast spells only every other round for the next 1-6 turns.
Sound. A massive thunderclap deafens all within the affected
area for 1-6 turns. Those failing to save take damage points
equal to four times the dragon’s hit dice minus the victim’s own
CON. A four-dice dragon, then, would do no damage to
someone with a 16 or higher constitution. Those failing to save
twice are deafened permanently, as their eardrums and inner
ears break.
Stinking cloud. Effect and duration are equivalent to the
second-level magic-user Stinking cloud spell.
Stoning. Those failing to save are turned to stone.
Windstorm. This is equivalent to an air elemental’s whirlwind.

Matthew Stawicki - The Dragons Lair
Dragon ability numbers. Roll one d10 each for the INT && WIS of the dragon, adding one for each hit die.
Thus, both abilities increase with age. Also roll 3d8 for the dragon’s
ego, adding one per hit die. Defining the human ego range as
from 3 to 18, this result indicates how egotistical dragons can be
a meek and mild dragon is truly rare.

Michael Komarck - Dragonwood
Spell Ability. A dragon’s INT determines the number
and Ievel of spells it can use, as shown on the accompanying

table. However, a dragon can never know more spells than the
number of its hit dice. In some cases a dragon may even forget a
lower-level spell as it grows and gains higher spells. Thus, a
10-dice dragon with 20 intelligence will have 3-3-3-1 spells, even
though when he had 9 dice (and 19 intelligence) his spells were
3-4-2.

Dragons do not use spell books; their spells are randomly
selected from the list below, and they may know only one spell
per spell-use capability. For example, a dragon of 12 intelligence
knows exactly three first-level spells and one secondlevel
spell, and no others.

For purposes of dispelling dragon spells or defining spell
duration and power, the level of magic use equals the dragon’s
hit dice.

Dragons are unable to use most magic items. Generally only
those items which duplicate spells which the particular dragon
can cast, and which present no physical difficulties (a helm
won’t fit, for example) may be used.
In addition to any other spells, any dragon can detect magic
(as the clerical spell) as many times per day as its hit dice.

Dragon Spell Table
                        Spell Level
IQ  II  Ill  IV  V
1-7  0 - - - -
8-9 1 - - - -
10-11  2 - - - -
12-13  1 - - -
14-15  2 - - -
16-17 1 - -
18-19  2 - -
20-21  3 - -
22-24  1

In the spell lists below, a number and letter in parentheses
refers to the spell level and type the dragon spell corresponds to:
C = cleric, D = druid, M = magic-user, I = illusionist. “S” indicates
a special dragon spell, explained in the notes.

First Level
01-02 Animal friendship (1-D)
03-07 Audible glamer (2-M)
08-10 Charm avian (S)
11-15 Charm person (1-M)
16-25 Command (1-C)
26-33 Comprehend languages (1-M)
34-43 Detect illusion (1-I)
44-53 Detect invisible (2-M)
54-63 Detect lie (4-C)
64-66 Faerie fire (1-D)
67-73 Hypnotism (1-I)
74-76 Identify (1-M)
77-79 Magic missile (1-M)
80-82 Protection (1-M)
83-87 Read magic (1-M)
88-94 Ventriloquism (1-M)
95-97 Wall of fog (1-I)
98-00 Water to wine (S)

Second Level
01-15 Alarm (S)
16-18 Blindness (1-I)
19-21 Blur (2-l)
22-28 Darkness 15” radius (2-M)
29-31 Deafness (2-l)
32-41 Dispel illusion (3-I)
42-56 ESP (2-M)
57-61 Fog cloud (2-l)
62-75 Hold person (3-M)
76-80 Hold portal (1-M)
81-95 Hypnotic pattern (2-I)
96-00 Speak with animals (2-C)


 

Third Level
01-15 Clairaudience (3-M)
16-30 Clairvoyance (3-M)
31-33 Cure disease (3-C)
34-41 Curse (3-C)
42-56 Dispel magic (3-M)
57-59 Feign death (3-C)
60-62 Gust of wind (3-I)
63-65 Non-detection (3-I)
66-70 Slow (3-M)
71-85 Suggestion (3-M)
86-00 Tongues (4-C)


 

Fourth Level
01-05 Confusion (4-M)
06-10 Control winds (5-D)
11-20 Fear (4-M)
21-30 Find the path (6-C)
31-34 Minor globe of invulnerability (4-M)
35-36 Polymorph other (4-M)
37-55 Seek (S)
56-74 True seeing (5-C)
75-78 Wail of fire/ice (4-M)
79-82 Wizard eye (4-M)
83-00 Legend lore (6-M)

Fifth Level
01-10 Contact other plane (5-M)
11-30 Globe of invulnerability (6-M)
31-35 Plane shift (5-C)
36-45 Precognition (S)
46-55 Repulsion (6-M)
56-65 See other planes (S)
66-70 Stoneshape (5-M)
71-80 Telekinesis (5-M)
81-90 Wall of force (5-M)
91-00 Wall of stone (5-M)

Michael Waters - Autumn Maple Leaf Dragon
 

Notes
In general, dragons do not need material components to cast
spells, and any somatic component of a spell is modified or
deleted for dragon use.

First Level. Animal friendship can seldom be used by a highly
egotistical dragon, for such creatures are too self-centered to
wish to be friends with anyone, especially not with mere
animals.
65

Charm avian is similar to Charm person except that birds are
affected and speech is not necessary for communication between
caster and charmee. Like Animal friendship, Charm avian
is rarely used by highly egotistical dragons.

Use of the Identify spell has no adverse affect on the dragon.
Dragons may use this spell even though they can use virtually
no magic items.

Dragons which can Read magic can cast spells from scrolls as
a master thief.

The Water to wine spell enables the dragon to turn one barrel
of water into wine. A dragon able to do this gains much status in
the eyes of other dragons.

Second Level. By means of the Alarm spell a dragon can
enchant two large stones which, when placed no more than 20
feet apart, act as an alarm system. if any creature of higher than
animal intelligence moves between the stones, a telepathic
warning sounds in the dragon’s mind, waking it if it is asleep.
The spell must then be renewed. Duration is seven days if the
alarm is undisturbed for that length of time.

Fourth Level. When Wall of fire/ice is rolled, choose the alternative
which is more appropriate considering the dragon‘s
breath weapon and habitat.

The Seek spell enables the dragon to track down those who
have wronged it. The spell cannot operate unless one of the
following three conditions is fulfilled:
1) The dragon possesses an object previously held or carried
for at least one hour by the creature it is seeking.
2) The dragon knows the true full name of the creature it is
seeking.
3) The dragon can remember the appearance and sound of
voice (if any) of the creature it is seeking.
The spell then indicates the approximate direction (within 10
degrees of the compass) and distance (within 20%) of the creature
from the dragon’s location. The spell must be cast again
each time another approximation is desired.

Fifth Level. Precognition gives the dragon the ability to vaguely
see a possible future, exactly as a psionic uses the precognition ability (see Players Handbook).
One use of the spell allows one “look” into the future.

See other planes enables the dragon to look for one hour
upon events in some plane other than the prime material. The
dragon may direct its gaze at a location it has visited or which
has been described to the dragon in detail by someone who has
seen it. Otherwise a random area is seen. While gazing at other
planes the dragon is in a trancelike state.

Diet. Dragons tend to eat large amounts at infrequent, irregular
intervals, and nothing in between. Their biggest meals come
soon after long flights or long sleeps.
When desperate for food, a dragon will eat almost anything,
but the table below is used to determine the preferred diet of
each dragon. Naturally, plant eaters tend to be less hostile to
humans and humanoids than meat eaters.

01-55 Fresh meat only
56-65 Meat (including carrion) only
66-95 Meat or plants (large bushes, trees)
96-00 Plants only

Habitat (optional). Dragons may be found virtually anywhere.
There are seven ranges of conditions of habitation. Roll d6,
counting a 6 as a 3, for each range on a 1-5 scale. For example, a
1 on the hot/cold scale is very hot — tropical or desert; a 3 is
temperate; a 5 is very cold — arctic or Scandinavian. Roll for
each range separately. Seeming contradictions can usually be
reconciled. For example, you may get very hot, very dry, and
living on a seacoast. Deserts do exist adjacent to the sea, however,
for example in Pakistan.
Ranges:
1. hot/cold
2. wet/dry
3. seacoast/inland
4. trees/treeless
5. flat/craggy
6. high altitude/low altitude
7. soil/rocky

Color. For unknown reasons dragons bear an exaggerated,
almost mystical belief in the importance of color. Only age is as
important in determining the dragon “pecking order” or hierarchy
of respect and deference. There is a definite preference
of color, in the order listed on the table — every dragon wants a
golden offspring, every one dreads a gray.

Dragons choose their kings simply. In most cases, the oldest
dragon of the color of highest priority is king. Occasionally an
older dragon of less prominent color is chosen. It is also possible
that a stupid king will be replaced by a more intelligent
dragon of nearly similar age and color. In any case, only lawful
dragons pay much attention to their kings. For the neutral and
chaotic dragons, kingship is merely honorific.

Color:
01-05  Gold
06-10  Silver
11-15  Bronze
16-35  Black
36-55  Red
56-60  White
61-65  Orange
66-75  Green
76-80  Purple
81-90  Brown
91-00  Gray

Family. Dragons are not prolific — only dragons of exactly 11
hit dice (101-200 years old) may conceive young. The female is
in heat during only one week of each year, so if she has no mate
or the mate is absent or asleep at that time (dragons awaken one
another only when danger threatens), the chance for conception
is lost. When a male is available to participate, the chance of
conception during the week is only 5%. Each litter is but a single
large egg which soon hatches, bringing into the world a one-meter-
long baby dragon.

A dragon is protective of its offspring and its mate, the latter
largely because he or she helps protect the young. (Most dragons
are too self-centered to “love” any other.) When offspring or
mate is in serious danger, a dragon attacks at +4 to hit and adds 1
to each damage die for a maximum of four melee rounds.
Interests. Dragons are very fond of stories and of wine; they
fancy epic poetry in particular. Dragons have been known to
keep storytellers or minstrels as pets to entertain them. But most
of all, dragons like — they lust for — gold. A dragon keeps the
location of its treasure hoard secret against all blandishments,
even when charmed, and anyone found therein is a fair target
even for the most lawful good dragon. A dragon will pursue with
fanatical determination anyone who steals from its hoard, provided
the remainder of the hoard is safely re-hidden. Dragons
never forget a wrong (nor a right) done to them.

As dragons age, they become less curious about and interested
in human affairs. Roll 3d6 for each dragon to determine its
basic interest and subtract its number of hit dice. A zero or
negative result means that the dragon will ignore humans except
in the most extraordinary circumstances — for example,
when humans endanger the dragon’s life or lair.
Dragons vary in alignment, just as men do. Use the table on <Alignment>
page 100 of the Dungeon Masters Guide to determine dragon
alignment. Usually, parents will beget young of the same alignment;
cross-alignment matings are rare. In any case, remember
that dragon-nature is stronger than alignment in determining a
dragon’s actions. Alignment is a much weaker force in a dragon
than in a human.


 

Lair. A dragon is found in its lair 80% of the time. The lair is
usually a spacious series of caves with many twists, crevices,
and dead ends. Somewhere within lies the dragon’s treasure
hoard, hidden with extreme care. When in its lair, and only at
such times, a dragon can move silently as a thief of a level equal
to the dragon’s hit dice (e.g. 5 dice = fifth-level thief).
The closer a dragon is to its lair, the more likely it is to be
hostile to anyone it meets in the vicinity thereof. If the dragon is
disturbed while it sleeps in its lair, it will almost certainly “shoot
first and ask questions later.” Dragons have a highly developed
homing instinct. Regardless of where it may be or how it got
there, the dragon knows in which direction its treasure hoard
and lair lie.


01-501 Bronze Dragon of Pern
(Ral Partha)
 

Treasure. The size of a dragon’s treasure hoard depends on its
hit dice. Several dragons in a lair will each have their own
treasures hidden from the others. No more than two dragons of
11 or more hit dice — a mated pair — will be found in a single lair,
but there may be any number of younger dragons, each with its
own treasure.

Dragon Treasure Table (HD = dragon’s hit dice)
Copper  10 x HD% 1-100 thousand, max. 10HD thousand
Silver  10 x HD% 1-100 thousand, max. 10HD thousand
Electrum  5 x HD% 1-20 thousand, max. 3HD thousand
Gold  100% 1-10 thousand, max. 3HD thousand
Gems 5 x HD% 1-6 (see below), max. 5HD gems
Jewelry 4 x HD% 1(see below), max. HD jewelry
Magic items  3 x HD% 1 (see below), max. ½HD items

For gems, jewelry, and magic, keep rolling until a negative
result (no further treasure in that category) is rolled, or until the
maximum amount of treasure possible for that category is
achieved. For example, a seven-dice dragon has a 35% chance
of possessing 1-6 gems. Keep rolling percentile dice until you
get a 36 or higher. The dragon has 1-6 gems for each roll of 35 or
less, up to a maximum total of 35 gems.

Sleep. The percentage chance that a dragon will be asleep
when encountered is given on the table at the beginning of this
article. Any disturbance will awaken a dragon 8% of the time per
hit die. Some dragons aware of approaching intruders will feign
sleep or pretend not to notice until an opportune moment to
attack or capture the interloper.

A Dragon’s True Name. A dragon’s True Name is its most
prized possession. A dragon will never reveal its True Name in
response to any threat. When its True Name is spoken, there is a
5% chance that it will “hear” the Name (even if the speaker is far
outside of normal hearing distance) and know the direction and
distance from the dragon of the place where it was spoken -- and
being protective of its Name, the dragon may decide to investigate.
Some dragons have been known to entrust the knowledge
of their Name to a friend, to be spoken in a time of danger or
need; in such cases the dragon will always hear and investigate,
for it will recognize its friend’s voice. But dragon-friends are few
— you might not meet one in decades of wandering, for only
those who do a great service for a dragon of similar alignment to
them may become dragon-friends, and an evil dragon rarely
entrusts its Name to anyone, regardless of friendship.
A dragon cannot be charmed or held except by one who
speaks the dragon’s True Name as he casts the spell. If someone
says a dragon’s True Name directly to the dragon within its
sight, the beast must grant one favor or service to the speaker if
the speaker requests such. The dragon will be thus coerced with
ill grace, and will later do all in its power to avenge itself in
proportion to the nature of the favor and the alignments of
dragon and speaker. For example, if the speaker asks for the
dragon’s most precious treasure it must oblige. But it will set out
24 hours later on the speaker’s trail with fury and murder in
mind.

(Note: there are limits to what the dragon will grant — it will
not risk its life, for example — and the DM must be careful. If the
speaker does not immediately leave after his favor has been
granted, the dragon is no longer under compulsion to let him
leave peacefully. In other words, push the dragon too far and it
may attack, True Name or no.)

Occasionally a dragon adopts a whimsical “public” name
such as “Nose” or “Fiver,” but more often they prefer to be
known only as “The Dragon” (“of such-and such,” perhaps).


 

Dragon’s Curse. Dragons cling tenaciously to life, as would
anyone who can live 500 years or more. When a dragon receives
a death-blow, it lives long enough to curse any one creature
which has contributed to its death. Usually this will be the
creature which dealt the final blow. This curse is similar to the
third-level clerical Curse but with no range limitation and no
saving throw. The victim momentarily feels as though a large,
cold hand has gripped his heart. A Dispel magic spell may
remove the curse, but double the dragon’s hit dice to determine
the efficiency level of the curse. For example, if a sixth-level
cleric tries to dispel the dying curse of a 12-dice dragon, he has a
14% chance (50 minus ( (24 -6) x 2) = 50 - 36 = 14%). Each person
is allowed but one try to dispel the curse. A Remove curse spell
works in the same way as Dispel magic for this curse.

A Dragon’s body. Stories abound of heroes who have gained
courage, great strength, or invulnerability through consuming a
dragon’s blood, heart, eyes, or other parts. Certain sages, given
enough information, are able to work out with reasonable accuracy
what parts of a particular dragon will convey some virtue.
The part must be used within an hour of the dragon’s death, for
thereafter the body dries into powder or melts away. Those
without benefit of a sage’s analysis may use body parts and take
their chances, but detrimental effects are more common than
virtues. In any case, effects become apparent only several hours
after consumption.

If a part is incorrectly used — for example, if someone eats
bone powder — it either has no effect or a harmful effect. “Eat”
means eat raw, not cooked. 10% of the time a part will confer
some virtue on the “users,” 60% of the time it will have no major
effect (though illness or discomfort may result), and 30% of the
time it will cause harm.

Parts conferring virtue include scales/hide (wear), bone
(powder and “bathe” in), eyes (eat), blood (drink), blood (bathe
in), tongue (eat), guts (eat or bathe in), heart (eat), and teeth
(powder and eat). The DM may, of course, devise other methods
of use to confuse players, such as making a stew with the heart.

Miscellaneous. All dragons are able to speak dragonish. They <note that each species has it's own language, in the DMG>
are able to learn one additional language for each intelligence
point above 7.
All dragons are magical and consequently register on Detect magic spells and items. Dispel magic does not disturb them,
however.
Dragons never become diseased.
A highly egotistical dragon may be enticed or deceived into
revealing the location of its mortal spot. This is usually somewhere
on the belly. The spot is armor class 10; if hits equal to
10% or more of the dragon’s hit-point total are inflicted on the
spot, the dragon dies immediately.
The less egotistical sort of dragon often becomes a loremaster.
Astute humans sometimes consult such creatures about
mysterious and ancient matters.

Meredragons. A meredragon resembles a true dragon in appearance.
However, it is greatly inferior in power, and it knows
and resents that fact. It may pretend to be a true dragon, but will
never do so in the presence of one.

Mere dragons have low intelligence and wisdom and are but
half the size of a true dragon; moreover, they die when they
reach about 150 years of age. They cast no spells, have no
special powers or breath weapon, and no magic resistance.
They do have large egos, however, and are often hostile because
they are annoyed that they aren’t true dragons -- “unfair,”
they say, but never to a true dragon’s face.


100 True Dragons

AGE:
TERROR:
SPECIAL POWER:
BREATH WEAPON:
SPELLS:
HABITAT:
COLOR:
 

35.

 

34.

33.

32.

31.

 

30.

29.

28. <20th anniversary: switch with 20>

27.

26.

25.

24.

 

23.

22.

21.

19.-20.

 

18.

17.

 
 

16.

15.

Edormira


Edormira

14.

 

13.

11.-12.

9-10.

7-8.

 
 

6.

 

5.

 

4.

 

3.

 

2.

1.


Original source = ?