Racial Ability Requirements Strength 7 / 23 Dexterity 3 / 15 Constitution 4 / 19 Intelligence 3 / 18 Wisdom 3 / 18 Charisma 6 / 20 Racial Ability Adjustments +5 Strength, -3 Dexterity, +1 Constitution, +1 Charisma Dragon Information by Age (General) Level Age Age Hit Dice Combat Fear Fears Save Category (in Years) Modifier Modifier Radius Modifier 1 Hatchling 0 - 5 -6 +1 Nil Nil 2 Very Young 6 - 15 -4 +2 Nil Nil 3 Young 16 - 25 -2 +3 Nil Nil 4 Juvenile 26 - 50 Nil +4 Nil Nil 5 Young Adult 51 - 100 +1 +5 15 yards +3 (+7) 6 Adult 101 - 200 +2 +6 20 yards +2 (+6) 7 Mature Adult 201 - 400 +3 +7 25 yards +1 (+5) 8 Old 401 - 600 +4 +8 30 yards 0 (+4) 9 Very Old 601 - 800 +5 +9 35 yards -1 (+3) 10 Venerable 801 - 1000 +6 +10 40 yards -2 (+2) 11 Wyrm 1001 - 1200 +7 +11 45 yards -3 (+1) 12 Great Wyrm 1200+ +8 +12 50 yards -4 (0) *Parenthetical values in the Fear Save Modifier column apply to gem dragon only. Dragon Information by Age (Type Specific) Blue Dragon, Lawful Evil Age Body Lgt. (feet) Tail Lgt. (feet) AC Breath Wpn. Spell (W/P) MR 1 1 - 12 3 - 12 0 2d10+1 Nil Nil 2 12 - 23 12 - 21 -1 4d10+2 Nil Nil 3 23 - 42 21 - 30 -2 6d10+3 Nil Nil 4 42 - 61 30 - 49 -3 8d10+4 1 Nil 5 61 - 80 49 - 68 -4 10d10+5 2 20% 6 80 - 99 68 - 87 -5 12d10+6 2 1 25% 7 99 - 118 87 - 106 -6 14d10+7 2 2 30% 8 118 - 137 106 - 125 -7 16d10+8 2 2 1 35% 9 137 - 156 125 - 144 -8 18d10+9 2 2 2 40% 10 156 - 165 144 - 153 -9 20d10+10 2 2 2 1/1 55% 11 165 - 174 153 - 162 -10 22d10+11 2 2 2 2/2 50% 12 174 - 183 162 - 171 -11 24d10+12 2 2 2 2 1/2 1 55% General Information The arid deserts of Io's Blood's central islands are home to the blue dragon clans. These voracious and possessive creatures are consummate thinkers and planners. They spend long periods of time contemplating and preparing ambushes for prey, intruders, and other unwary travelers entering their territory. When not engaged in such activity, blue dragons reflect upon their prosperity and achievements. They can sit for days at a time watching their domains and admiring all their have accomplished. A blue dragon's scales change very little throughout its long life. The only noticeable alteration is that the scales thicken and harden. The color, which range from an iridescent azure to deep indigo, retains its glossy finish from hatchling to death. Everything within a blue dragon's domain is considered the creature's property. From the castlelike lair that rises above the windswept plains to the vassals to the burning land itself, all that the dragon sees belongs to it. These gigantic creatures are extremely territorial and very vigilant. They watch for the trespassers, spie and thieves, eager to test their latest ambushes and strategies on those who dare invade their domains. Most combat tactics devised by blue dragons involve surprise and distance. They love to fly and use their powerful breath weapon, dropping out of the hot sky just far away enough to instill fear in their opponents before they strike. Talk and retreat is for cowards, and blue dragons will resort to these options only in extreme situations. They see themselves as cavaliers, ready to issue and accept great thinkers, they recognize the moment when action is called for - and they leap to any such challenge. Blue dragons store their treasures underground, usually in protected caverns beneath their castles. most of the items in a hoard will be gems, especially sapphires, which blue dragons have a particular fondness for. They will eat anything, but prefer herd animals (which they cook to perfection with their breath weapons before dining). They are usually in conflict with the neighboring brass dragon clans. Special and Innate Abilities Special Abilities: Can communicate with any intelligent creature (12% chance at hatchling, 5% increase at each new age category); spell and magical abilities at 7th level plus combat modifier; immune to electricity. Innate Abilities: Young: create or destroy water three times per day; Juvenile: sound imitation at will; Adult: dust devil once per day; Old: ventriloquism once per day; Venerable: control winds once per day; Great Wyrm; hallucinatory terrain once per day. Dragon Tactics and Attacks Typical Tactics: Blue dragons like to attack from distance, making full use of their breath weapon and reducing their own risk to harm. They prefer to attack from directly above, and employ their special abilities as needed. Physical Attacks: A blue dragon's claws cause 1d8 damage, plus combat modifier. Its bite cause 3d8 damage, plus modifier. Breath Weapon: A blue dragon's breath weapon is a 5 feet wide bolt of lightning that streaks 100 feet in a straight line from the dragon mouth. Creatures in the path of the bolt can save vs. breath weapon for half damage. Base Movement: 9, Fl 30 (C), Br 4. Mating Chromatic dragons tend to be greedy and selfish when choosing their mates, sometimes regardless of consequences. Red dragons enjoy the company of strong-willed, lusty dragon partners, though because of their greedy natures they rarely share lairs. They tend to have frequent love affairs of short duration. Blue dragons, being territorial in nature, do join with a single mate for a time - sometimes for as long as three or four age levels - before moving on to new conquests. Green dragon tend to build intricate living arrangements with multiple partners, whom they move among as desire directs. Their societies tend to be either polygamous or polyandrous, and there is no prevalence of one over the other. Black dragons and white dragons have the least formal arrangements, mating whenever the mood strikes, almost on the level of animals. They have no regard for love, nor do they care (or even understand) the problems inherent with inbreeding. Dragon of all type tend to mate with members of their own type. Gold dragons mate with golds, red dragon mate with reds, and so on. Sometimes they will go against their natural tendencies and mate with dragons of other types. The mixted-appeareance crossbreeds, however, are considered abominations. The chromatic dragon tend to kill these hatchlings immediately. Metallic dragon simply banish them from their domains (rumors abound that these crossbreeds are sent to other worlds, but this has yet to be proven). The gem dragon, however, believe that something as majestic as a dragon can never be an abomination. In the rare instances when a gem dragon produces a mixed hatchling, the newborn is allowed to remain a member of the clan. Dragon Experience Levels Blue Dragon Level XP Hit Dice H 0 8 1 125,000 8 2 500,000 10 3 1,000,000 12 4 1,500,000 14 5 1,750,000 15 6 2,000,000 16 7 2,250,000 17 8 2,500,000 18 9 2,750,000 19 10 3,000,000 20 11 3,250,000 21 12 3,500,000 22 Dragon Proficiency Slots Dragon _________Combat Proficiencies_______ Noncombat Proficiencies Race Initial #/level Penalty Initial #/Level Blue 4 2 / 3 -3 2 1 Bonus Proficiencies Dragon Type Bonus Proficiency Blue Tracking Preferred Kindred Elf Dwarf Gnome Blue R P N P: Preferred as a kindred; R: Rarely selected as a kindred; N: Never selected as kindred. However, even demihuman marked N can sometimes be found as kindred to PC dragons, with the DM's permission. |