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tongues; 4th—cure critical wounds, crushing despair, enervation, solid fog; 5th—Bigby’s interposing hand, cloudkill, greater command, hold monster; 6th—chain lightning, greater dispel magic, heal; 7th—Bigby’s grasping hand, power word stun, prismatic spray; 8th—mass charm monster, sunburst, whirlwind; 9th— foresight, summon monster IX.
SAMPLE DRAGONS
CHAPTER 5:
SAMPLE WHITE DRAGONS Detailed below are twelve sample white dragons, one of each age category. The descriptions include basic personality and encounter notes that the DM can flesh out for his campaign, along with a set of statistics that make the dragon ready to play. Icewalking (Ex): All white dragons can move on icy surfaces as though using spider climb (as the spell). Skills: A white dragon can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. The dragon can always can choose to take 10 on a Swim check, even if distracted or endangered. The dragon can use the run action while swimming, provided it swims in a straight line. Rime Wyrmling White Dragon Rime takes savage joy in hunting and is happiest when closing in for a kill. He delights in harrying and killing creatures larger than himself. His favorite prey includes polar bears and the occasional whale, provided he can catch the creature in shallow water where it cannot readily escape. When Rime is hungry, he’s not picky about what he hunts. Rime: Male wyrmling white dragon; CR 2; Tiny dragon (cold); HD 3d12+3; hp 22; Init +4; Spd 60 ft., burrow 30 ft., swim 60 ft., fly 150 ft. (average); AC 14, touch 12, flat-footed 14; Base Atk +3; Grp –5; Atk +5 melee (1d4, bite); Full Atk +5 melee (1d4, bite), +0 melee (1d3, 2 claws); Space/Reach 21/2 ft./0 ft. (5 ft. with bite); SA breath weapon; SQ blindsense 60 ft., darkvision 120 ft., icewalking, immunity to cold, magic sleep effects, and paralysis, low-light vision, vulnerability to fire; AL CE; SV Fort +4, Ref +3, Will +3; Str 11, Dex 10, Con 13, Int 6, Wis 11, Cha 6. Skills and Feats: Hide +22, Listen +3, Search +1, Sense Motive +3, Spot +3, Swim +19; Improved Initiative, Power Attack. Breath Weapon (Su): 15-ft. cone, 1d6 cold, Reflex DC 12 half. Hrymgird Very Young White Dragon Hrymgird is equally at home in the air or the water. She loves foggy stretches of water, especially if they also have floating ice, protruding rocks, or other hazards. In such places, she alternately swims on the surface or flies just above it on silent wings, looking for prey. Hrymgird attacks just about anything she meets, except dragons bigger than herself. She has a pugnacious nature
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and becomes ever more angry as a fight progresses. She screeches insults in Draconic whenever she attacks. Hrymgird: Female very young white dragon; CR 3; Small dragon (cold); HD 6d12+6; hp 45; Init +0; Spd 60 ft., burrow 30 ft., swim 60 ft., fly 150 ft. (average); AC 16, touch 11, flat-footed 16; Base Atk +6; Grp +3; Atk +8 melee (1d6+1, bite); Full Atk +8 melee (1d6+1, bite), +3 melee (1d4, 2 claws); Space/Reach 5 ft./5 ft.; SA breath weapon; SQ blindsense 60 ft., darkvision 120 ft., icewalking, immunity to cold, magic sleep effects, and paralysis, low-light vision, vulnerability to fire; AL CE; SV Fort +6, Ref +5, Will +5; Str 13, Dex 10, Con 13, Int 6, Wis 11, Cha 6. Skills and Feats: Hide +8, Listen +6, Move Silently +3, Search +4, Spot +9, Swim +17; Flyby Attack, Hover, Power Attack. Breath Weapon (Su): 20-ft. cone, 2d6 cold, Reflex DC 14 half. Kalkol Young White Dragon Kalkol often takes to the water, skulking under ice floes and other places where ice meets open water. A tireless hunter, Kalkol also keeps a wary eye out for a band of frost giants that have been entering his territory and stalking him for months, The giants hope to capture Kalkol and force him to serve them as a guard. Kalkol fears and hates the giants. He resents their great strength and their immunity to his breath weapon. Still, he is too stubborn to abandon his territory to the giants, so he remains in the area, avoiding the giants as much as he can. Kalkol: Male young white dragon; CR 4; Medium dragon (cold); HD 9d12+18; hp 76; Init +4; Spd 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.; AC 18, touch 10, flat-footed 18; Base Atk +9; Grp +11; Atk +11 melee (1d8+2, bite); Full Atk +11 melee (1d8+2, bite), +6 melee (1d6+1, 2 claws), +6 melee (1d4+1, 2 wings); Space/Reach 5 ft./5 ft.; SA breath weapon; SQ blindsense 60 ft., darkvision 120 ft., icewalking, immunity to cold, magic sleep effects, and paralysis, low-light vision, vulnerability to fire; AL CE; SV Fort +8, Ref +6, Will +6; Str 15, Dex 10, Con 15, Int 6, Wis 11, Cha 6. Skills and Feats: Hide +7, Listen +12, Spot +12, Swim +22; Flyby Attack, Hover, Improved Initiative, Wingover. Breath Weapon (Su): 30-ft. cone, 3d6 cold, Reflex DC 16 half. Haaldisath Juvenile White Dragon Brutal and direct, Haaldisath has survived for this long due primarily to her extreme cowardice. She has just enough wit to avoid capture or death at the hands of more powerful opponents and avoids protracted combat with any foe. If an enemy survives Haaldisath’s powerful breath and fends off a pass or two from the air, she flees. She may return, if she has reason to believe her foes have sustained significant damage—or if they approach her lair—but she