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Lodoss recognizes four types of dragons: Greater, Great, Wyvern, and Sea Serpents. In effect Greater Dragons are simply great wyrms and are considered to have all the abilities available to a great wyrm. Great dragons are "normal" dragons. The other two are not truly dragons in the traditional D & D sense, but are included hear because, on Lodoss, they are called dragons.


Gargantuan Dragon

Hit Dice: 13d10+26 (106 hp)

Initiative: +8 (DEX) (improved initiate)

Speed: swim 60 ft

AC: 18 (-3 size, +3 dex, +8 natural)

ATTACK: +16 melee

DAMAGE: 1d8+13

Face/reach: 20 ft x 60 ft

Special attacks: Swallow Whole, Breath Weapon

Special Qualities: Scent

Saves: Fort +11, Ref +11, Will +4

Abilities: Strength 30, Dex 19, Con 14, Int. 10, Wisd. 12, Cha 7

SKILLS: Swim +18, Spot +10, move silently +10

FEATS: Improved Initiative, Great Fortitude

Languages: draconic, common

Climate: Oceans

Organization: Solitary or mating pair

CR: 9

Treasure: standard

Alignment: NE

This is the sea serpent of yore. A sleek, silent eating machine roaming the ocean depths in search of both food and treasure. Sea Serpents are aggressive creatures that with attack boats even when not hungry looking for sport and treasure to take back to its lair. The creatures are extremely territorial, and only tolerate each other long enough to mate. Female sea serpents lay one to two eggs in underground lairs. The couple will normally stay together until the hatchling is born. They will take turns hunting for food and protecting the eggs. Once the hatchling emerges from its shell (about 4-6 weeks after being laid), it is on its own and the parents resume their solitary ways.


    1. Swallow Whole: On a natural attack roll of 20, the creature swallows whole any opponent less than huge size. Opponents suffer 2d8 points of acid damage from the digestive juices per round caught in the creatures stomach. A swallowed opponent can try to cut himself out (Interior AC 14) by doing 20 points of damage to the interior lining.
    2. Breath Weapon: Once every turn, the sea serpent can use its breath weapon. The breath weapon is a cone of searing stream. It can use this attack underwater as well. When used underwater, the area of effect is doubled due to the heating of water surrounding the cone of steam. Regardless of used against a boat above water or an underwater adversary, the cone does 13d6 damage.


Huge Dragon

Hit Dice: 7d12+14 (59 hp)

Initiative: +8 (DEX) (improved initiate)

Speed: 20 ft, fly 80 ft (good)

AC: 18 (-2 size, +3 dex, +8 natural)

ATTACK: bite +10 melee, 2 claws +6

DAMAGE: bite: 2d8+3, claws: 1d6+3/1d6+3

Face/reach: 10 ft x 20 ft/10 ft

Special attacks:

Special Qualities: Scent

Saves: Fort +8, Ref +11, Will +6

Abilities: Strength 20, Dex 19, Con 14, Int. 7, Wisd. 14, Cha 10

SKILLS: Spot +13, listen +10, move silently +8

FEATS: Alertness, Flyby attack, improved grab, improved initiative

Languages: draconic, common, moss

Climate: temperate and warm forest, hills, mountains

Organization: Solitary or squadron (2d10+1)

CR: 7

Treasure: 1/3

Alignment: N

Wyverns are native to the kingdom of Moss on Lodoss. They are the only variant of dragon that has ever been domesticated. They are used by the Moss army for transportation and attacking. Wyverns are swift and extraordinarily agile for their immense size.

Improved Grab (ex): if the wyvern hits with both claw attacks, it has grabbed the opponent.

Orcs, Goblins, Ogres, and Kobolds---You Think You Know Them, heh?

These critters are a lot tougher on Lodoss (must be something in the water). Here are the revised stats for these perennial favorites.


Large Humanoid

Hit Dice: 3d10+4 (18 hp)

Initiative: -1

Speed: 30

AC: 12 (+3 natural Armor, -1 Dex) or 17 (+4 scale mail)

Attack: +8 melee

Damage: (per weapon type) +6

Face/reach: 5 ft by 5ft/5ft

Special qualities: darkvision 60 ft, light sensitivity

Saves: Fort. 7, Ref. 0, Will -1

Abilities: Strength 23, Dex 8, Con 15, Int 9, Wisd. 8, Cha 8

Skills: Listen +3, Spot +4

Feats: Alertness, power attack, cleave

CR: 2

Treasure: standard

Alignment: CE

Advancement: by character class


Medium Size Humanoid

Hit Dice: 2d8+1 (11 hp)

Initiative: +0

Speed: 30 ft

AC: 12 (+2 natural armor) or 15 (+3 studded leather)

Attacks: +5 melee

Damage: Per weapon +3 damage

Face/reach: 5 ft by 5 ft/5ft

Special qualities: darkvision 60 ft, scent

Saves: Fort 5, Ref: +1, Will +0

Abilities: Strength 16, Dex 10, Con +15, Int. 12, Wis 11, Cha 10

Skills: +9 hide, +4 Listen, +4 move silently, +6 spot

Feats: Alertness

CR: 1

Treasure: Standard

Alignment: NE

Advancement: by character class


Huge Giant

Hit Dice: 5d10+20 (45 hit points)

Initiative: -2 (dex)

AC: 18 (+12 natural armor, -2 size, -2 dex)

Attacks: +18/+18 (two fists)

Damage: 1d6+9/1d6+9

Face/reach: 10 ft x 10ft/10ft

Special Qualities: DR 10/+1, immune to poison, disease, mind- affecting spells or spell-like effects

Saves: Fort. +11, Ref. +0, Will +1

Abilities: Str. 29, Dex. 6, Con 19, Int 5, Wisd. 10, Cha 6

Treasure: standard

Alignment: CE

Advancement: 6-8 hit dice (gargantuan)

CR: 6


Kobolds don't really exist per se in Lodoss. What they call a Kobold is actually a Gnoll. Use Gnoll stats for Kobolds.

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