Dragonomicon - 3.5e

Page 84

620_17668_DraconomiconA.qxd 9/8/03 11:15 AM Page 84

CHAPTER 2:

A DM’S GUIDE TO DRAGONS

LAIR WARDS Lair wards are a special kind of wondrous item that dragons often use to protect their lairs and hoards. They are identical to certain kinds of wondrous architecture used in humanoid-built strongholds and dungeons, as detailed in the Stronghold Builder’s Guidebook. Essentially, lair wards are immobile (or practically immobile) magic items, and they follow all the normal rules for the use of magic items. See the Stronghold Builder’s Guidebook for information on creating these items and determining the market price for new items. Most lair wards affect an area defined as a “single cavern.” This need not be an actual cavern; such an effect wards an area of approximately 400 square feet. Disabling a Lair Ward: As a stationary magic item, a lair ward is essentially identical to a magic trap (even though some have beneficial rather than harmful effects). A character with the trapfinding ability (including rogues and characters affected by a find traps spell) can use Search to find lair wards and Disable Device to deactivate them. The DC for both checks is 25 + the spell level of the highest-level spell used in the lair ward’s construction. A successful Disable Device check suppresses the ward’s magical properties for 1d4 rounds, just as if the character had cast dispel magic on it. If the character beats the DC by 10 or more, she suppresses its magical properties for 1d4 minutes instead. Black Luminary: This 3-foot-wide steel half-orb sheds darkness in a 20-foot radius around itself. Not even creatures who can normally see in the dark can see through it, and it cancels out any normal light, as well as magical light of 1st level or lower. If magical light of 2nd level (such as continual flame) is brought into or cast in the area, it and the black luminary cancel each other out until the light spell expires or is removed from the area. Higher-level light spells, such as the daylight spell, are unaffected by a black luminary’s darkness. The orb has a shutter that enables a person standing beneath a ceiling-mounted black luminary to conceal or reveal the item (and the resulting darkness) with a move action. Faint evocation; CL 3rd; Craft Wondrous Item, darkness; Price 6,000 gp. Black Luminary, Pitch: This 4-foot-wide steel half-orb sheds deeper darkness in a 60-foot radius around itself. Not even creatures that can normally see in the dark can see in this darkness, and it cancels out any normal light as well as any magical light of 2nd level or lower. If a daylight spell is brought into or cast in the area, it and the pitch black luminary cancel each other out until the light spell expires or is removed from the area. The orb has a shutter that enables a person standing beneath a ceiling-mounted pitch black luminary to conceal or reveal the item (and the resulting darkness) with a move action. Faint evocation; CL 5th; Craft Wondrous Item, deeper darkness; Price 15,000 gp.

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Bright Luminary: This 4-foot-wide steel half-orb sheds daylight in a 60-foot radius around itself. Creatures affected by normal daylight are affected by a bright luminary as well. If magical darkness is brought into or cast in the area, it and the bright luminary cancel each other out until the magical darkness expires or is removed from the area. The orb has a shutter that enables a person standing beneath a ceiling-mounted bright luminary to conceal or reveal the item with a move action. Faint evocation; CL 5th; Craft Wondrous Item, daylight; Price 15,000 gp. Cavern of the Earthbound: Within the walls of this cavern, the fly spell does not function. Characters who are flying when they enter the cavern float to the ground as if the spell’s duration had expired. When they leave the cavern, any fly spells whose durations have not expired return to normal efficacy. Moderate abjuration; CL 7th; Craft Wondrous Item, spell immunity; Price 14,000 gp. Cloudgathering Orb: This 4-foot-wide crystal orb keeps the weather nasty (thunderstorms in spring, torrential rain in summer, sleet in autumn, and blizzards in winter) around a lair for a 2-mile radius. Anyone attempting to magically alter the weather in this area must make an opposed caster level check against the cloudgathering orb’s power to succeed. See pages 93–95 of the Dungeon Master’s Guide for information on weather effects. Moderate transmutation; CL 11th; Craft Wondrous Item, control weather; Price 33,000 gp. Cavern of Babble: Anyone who enters this cavern must make a DC 14 Will save or have any words that she speaks come out as unintelligible gibberish. The exact nature of the transmuted sounds is determined by the creator of this magic item at the time of creation. This effect makes it impossible for anyone in the cavern to communicate verbally with anyone else. Additionally, it prevents a spellcaster from casting a spell that requires a verbal component. Faint transmutation; CL 5th; Craft Wondrous Item, sculpt sound; Price 7,500 gp. Cavern of Silence: All sounds made within this cavern are negated (as if by a silence spell). Making a DC 13 Will save allows a character to speak normally (including casting spells with vocal components), though other sounds remain dampened. This property doesn’t affect sounds created outside this cavern. Faint illusion; CL 3rd; Craft Wondrous Item, silence; Price 3,000 gp. Hurricane’s Eye: This 5-foot-wide crystal orb maintains hurricane-force winds (see page 95 of the Dungeon Master’s Guide) around the outside of the lair at all times. The eye of the hurricane (the safe, calm part) is a cylinder with a diameter of up to 80 feet. If the lair is larger than this, multiple orbs can be linked together by overlapping the eyes. Any section that is surrounded by eyes on all sides automatically becomes a part of the eye, turning the whole


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Sample White Dragons

23min
pages 270-276

Appendix 1: The Dragon’s Hoard

36min
pages 277-285

Sample Gold Dragons

28min
pages 239-246

Sample Silver Dragons

23min
pages 263-269

Sample Copper Dragons

24min
pages 233-238

Sample Green Dragons

23min
pages 247-253

Sample Red Dragons

32min
pages 254-262

Sample Bronze Dragons

33min
pages 223-232

Sample Brass Dragons

23min
pages 216-222

Sample Black Dragons

23min
pages 201-206

Zombie Dragon

8min
pages 197-198

Tarterian Dragon

6min
pages 189-190

Squamous Spewer

3min
page 193

Skeletal Dragon

3min
page 192

Vampiric Dragon

7min
pages 195-196

Storm Drake

3min
page 194

Styx Dragon

7min
pages 187-188

Radiant Dragon

2min
page 185

Pyroclastic Dragon

10min
pages 182-184

Tundra Landwyrm

2min
page 174

Ethereal Dragon

4min
page 179

Underdark Landwyrm

3min
page 175

Swamp Landwyrm

1min
page 173

Jungle Landwyrm

4min
page 171

Oceanus Dragon

3min
page 181

Howling Dragon

3min
page 180

Landwyrm

3min
page 168

Ghostly Dragon

7min
pages 161-162

Ironwyrm Golem

1min
page 165

Golem

4min
page 163

Half-Dragon

3min
page 166

Hoard Scarab

3min
page 167

Fang Dragon

3min
page 159

Faerie Dragon

3min
page 158

Ooze Drake

2min
page 156

Draconic Creature

4min
page 149

Earth Drake

4min
page 153

Magma Drake

4min
page 155

Dragons as Cohorts

5min
page 138

Dragons as Special Mounts

8min
pages 139-140

Talon of Tiamat

8min
pages 134-135

Platinum Knight

3min
page 133

Mysteries

7min
pages 131-132

Dragoncraft Items

6min
pages 116-117

Dragonkith

3min
page 123

Dragonsong Lyrist

2min
page 127

Dragonrider

4min
page 124

Minor Artifact

4min
page 121

Dragonstalker

8min
pages 128-129

Hoardstealer Initiate of the Draconic

2min
page 130

Sample Advanced Dragon

4min
page 100

Advanced Dragons

4min
page 99

Elemental Master

7min
pages 92-93

Sacred Warder of Bahamut

4min
page 96

Unholy Ravager of Tiamat

7min
pages 97-98

Hidecarved Dragon

7min
pages 94-95

Dragon Ascendant

7min
pages 90-91

of Chronepsis

3min
page 89

Disciple of Ashardalon Dispassionate Watcher

7min
pages 87-88

Feat Descriptions

30min
pages 67-74

Dragons as Spellcasters

5min
page 65

Dragon Magic Items

8min
pages 82-83

Lair Wards

9min
pages 84-85

Dragon Feats

4min
page 66

White Dragons

5min
pages 55-56

Using Special Attack Forms

3min
page 64

Silver Dragons

6min
pages 53-54

Red Dragons

9min
pages 50-52

Bronze Dragons

5min
pages 42-43

Gold Dragons

3min
pages 46-47

Copper Dragons

6min
pages 44-45

Blue Dragons

6min
pages 38-39

Green Dragons

8min
pages 48-49

Brass Dragons

6min
pages 40-41

Black Dragons

2min
page 37

Religion

20min
pages 30-35

Language

4min
pages 28-29

Dragon Senses

4min
page 17

Other Modes of Movement

2min
page 19

Dragon Society

8min
pages 26-27

Combat Abilities

16min
pages 21-24

Flight

3min
page 18

Nest disturbed, but restored by dragon other than parent

7min
pages 15-16

Introduction

4min
page 4

Dragon Physiology

2min
page 9
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