RACE: Astral Dragon
CLIMATE/TERRAIN: Any ruins, mountains, and the astral plane.
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Special
INTELLIGENCE: Supra-genius (19-20)
TREASURE: Special
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: -5 (base)
MOVEMENT: 18, Fl 30
HIT DICE: 16 (base)
THAC0: 7 (base)
NO. ATTACKS: 3 + special
DAMAGE/ATTACK: 1-10/1-10/3-30
SPECIAL ATTACKS: Force ball
SPECIAL DEFENCES: Special
MAGIC RESISTANCE: Special
SIZE: H
MORALE: Fanatic (18)
XP VALUE: See below
BODY
TAIL BREATH
SPELLS AS A TREASURE
XP
AGE LENGTH LENGTH
AC WEAPON WIZARD/PRIEST MR TYPE
VALUE
1 2-8
2-6 -2 1d6+1
Nil 15% Nil
8,000
2 8-22
6-16 -3 2d6+1
Nil 20% Nil
12,000
3 22-36
16-26 -4 3d6+1
Nil 25% Nil
16,000
4 36-46
26-36 -5 4d6+2 2nd
/ Nil 30% H/2
20,000
5 46-58
36-46 -6 5d6+2 3rd
/ Nil 35% H
22,000
6 58-72
46-56 -7 6d6+2 4th
/ Nil 40% Hx2
25,000
7 72-84
56-66 -8 7d6+3 6th
/ 2nd 45% Hx3
32,000
8 84-96
66-76 -9 8d6+3 8th
/ 3rd 50% Hx4
40,000
9 96-110
76-86 -10 9d6+3 10th / 4th
55% Hx5 44,000
10 110-122 86-96
-11 10d6+4 12th / 6th 60%
Hx6 50,000
11 122-134 96-106
-12 11d6+4 14th / 8th 65%
Hx7 60,000
12 134-148 106-116
-13 12d6+4 16th / 10th 75%
Hx8 70,000 |
The dreaded astral dragon is one of the most powerful
dragons in existance. It is a more powerful cousin of
the ethreal dragon, as it is larger and the dragon is
semi-invisible, but ignores all physical barriers to
attack. Astrals speak their own tongue of all border
dragons, and the language of all . In addition, 25% of all
hatchlings can speak with any intelligent
creature, an ability that increases by 5%
per age level.
COMBAT: Astrals are terrifying in combat, as
their invisible breath weapon and physical attacks
are far more insidious than those of the his cousin.
Older astrals will hide, and play little games with
unknowing travelers nearly. It'll do his breath weopon
dracoliches.
BREATH WEAPON: A astral's breath weapon is
invisible and ignores all physical barriers to
attack. Meaning it can go through a wall and hit a
PC with an invisible ** Force Ball **. It can cut a
creature's silver cord on a natural 20. It does double
damage to creatures from the astral plane. A normal
creature isn't able to heal from its wounds unless
magically healed (as the damage is to the being's
aura). (It's 5' width at the most and can go as far
as he wishes)
Astral attacks heal, and they are immune to vacuum
based attacks. Astrals suffer double damage from
light based attacks and save versus fire at -2.
Astrals receive the following abilities as they age:
Young: Darkness 3/day.
Juvinile: Mirror image 3/day.
Young Adult: Dimension door, 3/day.
Adult: Create stars 3/day.
Mature Adult: Plane shift, 3/day.
Venerable: Astral monster summoning VII, 3/day.
Wyrm: Control moon at will.
Great Wyrm: Control sun 1/day as 24th level druid.
HABITAT: Astrals hate light; they thrive in the
deep, inky and unnatural darkness of their lairs
and the astral plane. They can function
normally in their territories, but can only
venture further under cover of night or clouds.
Sunlight inflicts 1d2 hp per round. (temparary
blindness)
ECOLOGY: Because they're totally neutal, astrals
are a scourge to the lands they inhabit, despoiling
all they touch. When a astral flies low to the
ground, all plant life under its wings mutate.
Needless to say, they don't mean to, inosents can
berden when he hunts cattle or fly over a field
off a farm, alchemists and necromancers can find
many uses for mutated plants.
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