Racial Ability Requirements Strength 5 / 21 Dexterity 5 / 16 Constitution 3 / 18 Intelligence 5 / 20 Wisdom 3 / 19 Charisma 3 / 17 Racial Ability Adjustments +3 Strength, -2 Dexterity, +2 Intelligence, +1 Wisdom, -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) Emerald Dragon, Lawful Neutral Age Body Lgt. (feet) Tail Lgt. (feet) AC Breath Wpn. Spell (W/P) MR 1 3 - 9 2 - 7 1 2d4+1 Nil Nil 2 9 - 18 7 - 14 0 4d4+2 Nil Nil 3 18 - 27 14 - 21 -1 6d4+3 Nil Nil 4 27 - 36 21 - 28 -2 8d4+4 1 Nil 5 36 - 45 28 - 35 -3 10d4+5 1/1 15% 6 45 - 54 35 - 42 -4 12d4+6 1 1/1 20% 7 54 - 63 42 - 49 -5 14d4+7 1 1/1 1 25% 8 63 - 72 49 - 56 -6 16d4+8 1 1 1/2 1 30% 9 72 - 81 56 - 63 -7 18d4+9 2 1 1/2 1 1 35% 10 81 - 90 63 - 70 -8 20d4+10 2 2 1/2 2 1 40% 11 90 - 99 70 - 77 -9 22d4+11 2 2 1 1/2 2 1 1 45% 12 99 - 108 77 - 84 -10 24d4+12 2 2 1 1 1/2 2 2 1 50% General Information Emerald dragons live among the tropical islands in the Io's Blood chain's southern waters. They are a curious species, taken to keeping track of history, lore and customs. They tend to be very reclusive, suspicious that others covet their treasure hoards and territory. Hatchlings have translucent green scales, which harden and take on many shades of green as they age. These scales are scintillate in the light, giving an emerald dragon's hide the appearance of being in constant motion. A desire for privacy runs through the emerald clans, going so far as to determine where the dragon lords and their spawn establish lairs. In the southern islands, emerald dragons built their domains around the inactive volcano range that stretches across the tropical isles. Only their most trusted vassals are permitted to serve them within the main lairs. The other tend to duties throughout the rest of the domain. The primary lairs consist of traps and alarms designed to warn of visitor and other threats. Emerald dragons prefer to quietly observe intruders and rarely emerge from hiding. If parlay is called for, they send their kindred or chief vassals to handle such duties while they watch, hidden, from cover. When forced into combat, emerald dragons prefer to attack by ambush, using stealth and surprise attacks to quickly disable their enemies. If the threat prove to be too great to handle, an emerald dragon will not hesitate to retreat. However, it will plan revenge, and its patience can last for centuries if need be. Emerald dragons have no compunctions about what they eat. They prefer lizards and giants, but they will eat anything in a pinch. Of all the other type of dragonkind, emerald dragons get along best with the sapphire dragons, often controlling parallel domains (emerald dragons taking the surface, sapphire dragon the subterranean areas below). They fear the red dragon clans because of their well-known greed, and they are usually in open conflict with the fire giants from beyond the Burning Sea. Special and Innate Abilities Special Abilities: Can communicate with any intelligent creature (14% chance at hatchling, 5% increase at each new age category); spell and magical abilities at 6th level plus combat modifier; immune to sound-based attacks. Innate Abilities: Hatchling: flame walk; Young: audible glamer three time per day; Juvenile: hypnotism three times per day; Adult: Melf's minute meteors three times per day; Mature Adult: hold person three times per day; Venerable: animate rock once per day; Great Wyrm: geas once per day. An emerald dragon uses the rippling movement of its scales to simulate hypnotism and geas. Psionic Abilities: Emerald dragons have psionic powers. These begin to manifest at young adult age (5th level) and increase from that point on as detailed below. The total number of disciplines, sciences, devotions, and defense modes never rises above the listed limits, though the psionic strenght points continue to increase until the maximum limit is reached. Dragons using the psionicist kit gain psionic powers as psionicist PCs of the same level. Age Total Total Total Def Total Cat. Dis. Sci. Dev. Modes PSPs 5 1 1 1 1 45 6 2 1 2 1 90 7 2 2 3 2 180 Available Powers: Clairsentience - Sciences: aura sight, object reading, precognition; Devotions: all-around vision, combat mind, danger sense; Telepathy - Science: ejection, mindlink, probe; Devotions: contact, ESP, life detection, sight link, sound link. Dragon Tactics and Attacks Typical Tactics: Emerald dragons prefer to start out in hiding while the traps they set work against their foes. When forced to take direct action, an emerald dragon seeks to surprise its opponents. Then it attacks with breath weapon and claws to disable as many foes as possible. Emerald dragons are not above retreating if the odds are not in their favor - but they have long memories for revenge. Physical Attacks: An emerald dragon's claws cause 1d8 points of damage, plus its combat modifier. Its bite cause 3d6 damage, plus combat modifier. Breath Weapon: An emerald dragon's breath weapon is a loud, keening wail that causes a sonic vibration that stretches 120 feet from the dragon's mouth. Any creatures in range suffer damage from the painful vibrations, though saving throws vs. breath weapon reduce the damage by half. A second saving throw vs. breath weapon is needed to keep from being stunned. Those stunned cannot attack of defend for 3 rounds per age category of the dragon, plus 1d4 rounds. Those who save are instead deafened and disoriented for a similar length of time, suffering a -1 penalty to attack rolls. Deafness does not prevent damage, but does offer protection against stunning and further deafness. Base Movement: 9, Fl 30 (C), Br 3. Mating Gem Dragons, meanwhile, fall somewhere between the other two families. Amethyst dragons approach mating in a very logical manner, seeking the optimum partner to produce the best offspring. Love and pleasure rarely, if ever, enter the equation. Emerald and sapphire dragon take a single mate for long periods of time, though each for a different reason. Emeralds like the security and protection offered by a trusted partner, while sapphires seek to possess a mate to enhance their prestige and status. Topaz and crystal dragons are irresponsible and chaotic, and their societies reflect this. They mate with willing partners whenever they want, as desire and need move them. Fortunately, however, they are more selective than the black and white dragons. 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 Emerald Dragon Level XP Hit Dice H 0 6 1 32,000 6 2 125,000 8 3 500,000 10 4 1,000,000 12 5 1,250,000 13 6 1,500,000 14 7 1,750,000 15 8 2,000,000 16 9 2,250,000 17 10 2,500,000 18 11 2,750,000 19 12 3,000,000 20 Dragon Proficiency Slots Dragon _________Combat Proficiencies_______ Noncombat Proficiencies Race Initial #/level Penalty Initial #/Level Emerald 4 2 / 3 -4 3 3 / 2 Bonus Proficiencies Dragon Type Bonus Proficiency Emerald Set Traps Preferred Kindred Elf Dwarf Gnome Emerald R P R 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. |