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Adamantine Dragon

 

Dragon (Extraplanar)

Environment: Twin Paradises of Bytopia

Organization: Solitary (1 dragon, any age), clutch (2-5 wyrmlings, very young, young, or juveniles), family (1-2 mature adults and 2-5 offspring)

Challenge Ratings: Wyrmling 6; very young 8; young 10; juvenile 12; young adult 15; adult 16; mature adult 19; old 20; very old 21; ancient 22; wyrm 23; great wyrm 24

Treasure: Triple standard

Alignment: Always neutral good

Advancement: Wyrmling 10-11 HD (Medium); very young 13-1r HD (Large); young 16-17 HD (Large); juvenile 19-20 HD (Large); young adult 22-23 HD (Huge); adult 25-26 HD (Huge); mature adult 28-29 HD (Huge); old 31-32 HD (Gargantuan); very old 34-35 HD (Gargantuan); ancient 37-38 HD (Gargantuan); wyrm 40-41 HD (Colossal); great wyrm 43+ HD (Colossal)

Level Adjustment: Wyrmling +4; very young +5; others --

   

Age

Size

Hit Dice (hp)

Str

Dex

Con

Int

Wis

Cha

Wyrmling

M

9d12+18 (76 hp)

19

10

15

12

15

12

Very young

L

12d12+36 (114 hp)

23

10

17

14

17

14

Young

L

15d12+45 (142 hp)

27

10

17

14

17

14

Juvenile

L

18d12+72 (189 hp)

31

10

19

16

19

16

Young adult

H

21d12+105 (241 hp)

33

10

21

16

19

16

Adult

H

24d12+120 (276 hp)

35

10

21

18

21

18

Mature adult

H

27d12+162 (337 hp)

37

10

23

18

21

18

Old

G

30d12+210 (405 hp)

41

10

25

20

23

20

Very old

G

33d12+264 (478 hp)

43

10

27

20

23

20

Ancient

G

36d12+324 (558 hp)

45

10

29

22

25

22

Wyrm

C

39d12+390 (643 hp)

47

10

31

22

25

22

Great wyrm

C

42d12+462 (735 hp)

49

10

33

24

27

24

 

Age

Base Attack/Grapple

Attack

Fort Save

Ref Save

Will Save

Breath Weapon (DC)

Frightful
Presence

DC

Wyrmling

+9/+13

+13

+8

+8

+8

2d8 (16)

--

Very young

+12/+22

+17

+11

+8

+11

4d8 (19)

--

Young

+15/+27

+22

+15

+12

+9

6d8 (20)

--

Juvenile

+18/+32

+27

+15

+11

+15

8d8 (23)

--

Young adult

+21/+40

+30

+17

+12

+16

10d8 (25)

23

Adult

+24/+44

+34

+19

+14

+19

12d8 (27)

26

Mature adult

+27/+48

+38

+21

+15

+20

14d8 (29)

27

Old

+30/+57

+41

+24

+17

+23

16d8 (32)

30

Very old

+33/+61

+45

+26

+18

+24

18d8 (34)

31

Ancient

+36/+65

+49

+29

+20

+27

20d8 (37)

34

Wyrm

+39/+73

+49

+31

+21

+28

22d8 (39)

35

Great wyrm

+42/+77

+53

+34

+23

+31

24d8 (42)

38

 

Age

Speed

Initiative

AC

Special
Abilities

SR

Wyrmling

60 ft., fly 100 ft. (good), swim 40 ft.

+0

18 (+8 natural), touch 10, flat-footed 18

Immunity to fire, adamantine touch, increased damage, Improved Sunder

--

Very young

60 ft., fly 150 ft. (average), swim 40 ft.

+0

20 (size -1, +11 natural), touch 9, flat-footed 20

Mirror image

--

Young

60 ft., fly 150 ft. (average), swim 40 ft.

+0

23 (size -1, +14 natural), touch 9, flat-footed 23

Damage reduction 5/magic

--

Juvenile

60 ft., fly 150 ft. (average), swim 40 ft.

+0

26 (size -1, +17 natural), touch 9, flat-footed 26

Dimension door

--

Young adult

60 ft., fly 150 ft. (average), swim 40 ft.

+0

28 (size -2, +20 natural), touch 8, flat-footed 28

Damage reduction 10/magic

16

Adult

60 ft., fly 150 ft. (average), swim 40 ft.

+0

31 (size -2, +23 natural), touch 8, flat-footed 31

Alternate form, dispel evil

18

Mature adult

60 ft., fly 150 ft. (average), swim 40 ft.

+0

34 (size -2, +26 natural), touch 6, flat-footed 34

Damage reduction 15/magic

20

Old

60 ft., fly 200 ft. (poor), swim 40 ft.

+0

35 (size -4, +29 natural), touch 6, flat-footed 35

Banishment

22

Very old

60 ft., fly 200 ft. (poor), swim 40 ft.

+0

38 (size -4, +32 natural), touch 6, flat-footed 38

Damage reduction 15/magic and 5/adamantine

24

Ancient

60 ft., fly 200 ft. (poor), swim 40 ft.

+0

41 (size -4, +35 natural), touch 6, flat-footed 41

Power word stun

26

Wyrm

60 ft., fly 250 ft. (clumsy), swim 40 ft.

+0

40 (size -8, +38 natural), touch 2, flat-footed 40

Damage reduction 20/magic and 10/adamantine

28

Great wyrm

60 ft., fly 250 ft. (clumsy), swim 40 ft.

+0

43 (size -8, +41 natural), touch 2, flat-footed

Reverse gravity

30

 

Adamantine dragons patrol Bytopia, ever on alert for invading fiends, spying rilmani, and other unwanted intrusions. These self-appointed guardians of the Twin Paradises take the security of their home plane seriously, rarely visiting other planes. Adamantine dragons are widely regarded as exemplars of basic goodness. They are helpful to a fault, never failing to aid good beings in times of need.

An adamantine dragon's body is small in comparison to its disproportionately large claws, wings, and tail. It has a smooth hide that gleams like a silvery metal coated in diamond dust. Sweeping horns fan back from the dragon's snout, forming a radiant, crownlike crest.

Gnome petitioners of Bytopia, the closest allies of adamantine dragons, often build them magnificent castles to use as lairs. These castles are usually built near gnome towns the adamantine dragons have sworn to protect. Occasionally, an adamantine dragon lairs in uncivilized Shurrock, in order to watch over travelers to that layer.

Adamantine dragons speak Celestial, Draconic, and Gnome.

 

 

Combat

Adamanite dragons favor using their hold monster breath at the start of combat, then they wade into battle swinging their massive claws and trying to destroy any equipment their enemies might have. They have no compassion for evil creatures and banish evil threats they cannot slay outright.

Breath Weapon (Su): An adamantine dragon has two types of breath weapon, a line of searing white hot fire and a cone of hold monster gas. Living creatures within the hold monster gas must succeed on a Will save or be held, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Increased Damage (Ex): Because of their oversized limbs and natural weapons, adamantine dragons deal damage as if they were one size category larger than they really are. The adamantine dragon doesn't gain the additional attacks of the larger size, only the greater damage.

Adamantine Touch (Ex): An adamantine dragon's natural weapons are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Improved Sunder: An adamantine dragon has the Improved Sunder feat as a bonus feat, and it frequently attempts to destroy its opponents' weapons and armor.

Alternate Form (Su): An adult or older adamantine dragon can assume any animal or humanoid for of Medium size or smaller as a standard action three times per day. This ability functions as the polymorph spell cast by a 10th-level caster, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Spell-Like Abilities: 3/day--mirror image (very young or older), dimension door (juvenile or older), dispel evil (adult or older), banishment (old or older); 1/day--antipathy (old or older), power word stun (ancient or older), reverse gravity (great wyrm).

Skills: Heal and Tumble are considered class skills for adamantine dragons.