Site hosted by Angelfire.com: Build your free website today!

Emerald Dragon

 

Dragon (Air)

Climate/Terrain: Inner Planes, underground

Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, great wyrm: solitary, pair, or family (1-2 plus 2-5 offspring)

Challenge Ratings: Wyrmling 2; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24

Treasure: Double standard

Alignment: Always lawful neutral

Advancement: Wyrmling 7-8 HD (Small); very young 10-11 HD (Medium-size); young 13-14 HD (Medium-size); juvenile 16-17 HD (Large); young adult 19-20 HD (Large); adult 22-23 HD (Huge); mature adult 25-26 HD (Huge); old 28-29 HD (Huge); very old 31-32 HD (Huge); ancient 34-35 HD (Gargantuan); wyrm 37-38 HD (Gargantuan); great wyrm 40+ HD (Gargantuan)

 

Age

Size

Hit Dice (hp)

Str

Dex

Con

Int

Wis

Cha

Wyrmling

S

6d12+6 (45)

13

10

13

14

15

14

Very young

M

9d12+18 (76)

15

10

15

14

15

14

Young

M

12d12+24 (102)

17

10

15

16

17

16

Juvenile

L

15d12+45 (142)

19

10

17

18

19

18

Young adult

L

18d12+72 (189)

23

10

19

18

19

18

Adult

H

21d12+105 (241)

27

10

21

20

21

20

Mature adult

H

24d12+120 (276)

29

10

21

20

21

20

Old

H

27d12+162 (337)

31

10

23

22

23

22

Very old

H

30d12+180 (375)

33

10

23

22

23

22

Ancient

G

33d12+231 (445)

35

10

25

24

25

24

Wyrm

G

36d12+288 (522)

37

10

27

26

27

26

Great wyrm

G

39d12+312 (565)

39

10

27

26

27

26

 

Age

Attack Bonus

Fort Save

Ref Save

Will Save

Breath Weapon (DC)

Frightful
Presence

DC

Wyrmling

+8

+6

+5

+7

2d6 (14)

--

Very young

+11

+8

+6

+8

4d6 (16)

--

Young

+15

+10

+8

+11

6d6 (18)

--

Juvenile

+18

+12

+9

+13

8d6 (20)

--

Young adult

+23

+15

+11

+15

10d6 (23)

23

Adult

+27

+17

+12

+17

12d6 (25)

25

Mature adult

+31

+19

+14

+19

14d6 (27)

27

Old

+35

+21

+15

+21

16d6 (29)

29

Very old

+39

+23

+17

+23

18d6 (31)

31

Ancient

+41

+25

+18

+25

20d6 (33)

33

Wyrm

+45

+28

+20

+28

22d6 (36)

36

Great wyrm

+49

+29

+21

+29

24d6 (37)

37

 

Age

Speed

Initiative

AC

Special
Abilities

Caster
Level

SR

Wyrmling

40 ft., fly 100 ft. (average), burrow 5 ft., swim 60 ft.

+0

16 (+1 size, +5 natural), touch 11, flat-footed 16

Object reading, planar travel, sonic immunity

--

--

Very young

40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft.

+0

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

 

--

--

Young

40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft.

+0

21 (+11 natural), touch 10, flat-footed 21

Improved invisibility

1st

--

Juvenile

40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft.

+0

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

Fog cloud

3rd

--

Young adult

40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft.

+0

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

DR 5/+1

5th

20

Adult

40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft.

+0

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

Legend lore

7th

22

Mature adult

40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft.

+0

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

DR 10/+1

9th

23

Old

40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft.

+0

34 (-2 size, +26 natural), touch 8, flat-footed 34

Clairaudience/ clairvoyance, nondirection

11th

25

Very old

40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft.

+0

37 (-2 size, +29 natural), touch 8, flat-footed 37

DR 15/+2

13th

26

Ancient

40 ft., fly 200 ft. (clumsy), burrow 5 ft., swim 60 ft.

+0

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

Sculpt sound

15th

28

Wyrm

40 ft., fly 200 ft. (clumsy), burrow 5 ft., swim 60 ft.

+0

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

DR 20/+3

17th

29

Great wyrm

40 ft., fly 200 ft. (clumsy), burrow 5 ft., swim 60 ft.

+0

44 (-4 size, +38 natural), touch 6, flat-footed 44

Shield of prudence

19th

31

 

Emerald dragons are inquisitive, particularly about local history and customs. Often, their knowledge of particular areas surpasses that of the best sage. However, these dragons are also rather paranoid, so developing even a passing acquaintance with one can be quite difficult.

The scales of a wyrmling emerald dragon are translucent and sea-green. As it ages, its scales harden and take on every shade of green from deep emerald to mint, and they scintillate in even the dimmest light. An emerald dragon's pupils fade as it ages, so by the time it becomes a great wyrm, its eyes are featureless, glowing, green orbs.

The typical emerald dragon likes to settle near an area that is at lease partly inhabited by civilized beings (of any type), but not so near that its presence becomes generally known. On the Material Plane, such dragons make their lairs in the cones of extinct (or seldom active) volcanoes. While on the Inner Planes, these dragons still watch their favored Material Plane spots.

Emerald dragons nurture their wyrmlings, so any given lair of a young adult or older dragon is likely to include at least one wyrmling.

 

Combat

Emerald dragons are quite distrustful of visitors, and their lairs bristle with hidden traps and both magic and mundane alarms. Should these measures fail to deter visitors, an emerald dragon first hides (with improved invisibility, if available), but reveals its presence if its treasure or its hatchlings are discovered.

When attacking, an emerald dragon prefers to blind its opponents with fog cloud, and then charge (or if it is flying, snatch up its opponents). These dragons are the least reluctant of all the gem dragons to engage foes in melee before thoroughly softening them up from a distance.

Against seafaring opponents, an emerald dragon usually either conjures up a storm or uses its tail to smash all the vessels it can reach (first the masts, then the hulls). If the creature is inclined toward leniency, it might merely becalm the ships, leave them fogbound, or snap some of their masts before allowing them to limp to safety. Alternatively, an emerald dragon might simply herd the nearly helpless ships to a location of its choice, thoroughly examining the crew and cargo, then either loot the vessel or hold the ship and its contents for ransom.

Breath Weapon (Su): An emerald dragon breathes a cone of keening sonic energy. In addition to making a Reflex saving throw against sonic damage, each creature within the cone must succeed at a Fortitude save (same DC) or be deafened for 1d4 rounds plus 1 round per age category of the dragon.

Spell-Like Abilities: At will -- legend lore; 3/day -- fog cloud, improved invisibility, sculpt sound. (When using the Psionics Handbook, replace legend lore with the object reading psionic power, replace sculpt sound with the control sound psionic power, and replace improved invisibility with the augmented invisibility psionic power.) Caster level varies with age; save DC 10 + dragon's Charisma modifier + spell level.

Psionics (Sp): 3/day -- nondetection, clairaudience/clairvoyance. Caster (or manifester) level varies by age; save DC 10 + dragon's Charisma modifier + spell (or power) level.

Attack/Defense Modes: id insinuation, psychic crush/thought shield, tower of iron will. An emerald dragon manifests powers, and gains additional attack and defense modes, as if it were a psion with Clairsentience as its primary discipline.

Shield of Prudence (Sp):  A great wyrm emerald dragon can extend its awareness a few fractions of a second into the future. This ability gives it a +6 insight bonus to AC for 6 hours. If it is caught flat-footed, it still gains a +4 insight bonus to AC. Shield of prudence is usable three times per day. (When using the Psionics Handbook, replace this with the shield of prudence psionic power.)