Advanced Aquatic Dragon

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    Summon Energon

    Psychoportation [see below]Level: Psion/wilder 3Display: Auditory and visual; see textManifesting Time: 1 roundRange: Close (25 ft. + 5 ft./2 levels)Effect: One summoned creature

    Duration: 1 round/level (D)Saving Throw: NonePower Resistance: NoPower Points: 5You summon an energon. It appears whereyou designate and acts immediately, on yourturn. It attacks your opponents to the best ofits ability. If you can communicate with theenergon, you can direct it not to attack, toattack particular enemies, or to performother actions. The power summons one of

    the five energons listed in the PlanarHandbook: xac-yel (fire), xac-yij (acid), xap- yaup (electricity), xong-yong (sonic), andxor-yost (cold). You choose which kind ofenergon to summon each time you manifestthe power. This powers descriptor is thesame as the nature of the energon youmanifest.Augment: For every 2 additional power

    points you spend, you summon an energonwith 1 additional hit die (maximum 15 HD).

    Note: The energons summoned by thispower reside not in the planes indicated intheir Planar Handbook entries. They hailfrom a separate population of energons thatdwell in the Ethereal Plane. If yourcampaign does not have the Ethereal Plane,assign a different plane for these energons.Powers and effects that block access to theEthereal Plane cause this power to fail.

    ADVANCED AQUATIC

    DRAGONAs with their terrestrial relatives, true aquaticdragons can advanced in age and powerbeyond the great wyrm age. The rules foraquatic dragon advancement are the same asthose for terrestrial dragons, with minordifferences as noted below.

    Size: Aquatic dragons fall into three sizegroups: smaller (rubidium, vermilion, andzircon dragons), normal (cesium, sepia, and

    tourmaline dragons), and larger (aquamarine,quicksilver, and ultramarine dragons).

    Colossal+ Size: A Colossal+ aquaticdragon deals 4d6 points of damage with its finattacks and 4d8 with its flipper slaps.

    Caster Level: A great wyrms cleric casterlevel increases by two for every virtual agecategory the dragon gains. (By analogy, agem dragons psion manifester level increases

    by two as well.)

    HALF-AQUATIC DRAGONAquatic dragons are just as virile as theirterrestrial cousins, and half-aquatic dragonoffspring are not unheard of. Such creaturesinherit certain draconic abilities as do half-dragons with terrestrial dragon parents, butthere are noticeable differences.

    SAMPLE HALF-DRAGONHere is an example of a half-sepia dragon

    using a sahuagin as the base creature.

    Half-Sepia Dragon/Half-SahuaginMedium-sized Dragon (aquatic)

    Hit Dice: 2d10+4 (15 hp)Initiative: +1Speed: 30 ft. (6 squares), swim 60 ft.Armor Class: 20 (+1 Dex, +9 natural),

    touch 11, flat-footed 15Base Attack/Grapple: +2/+4Attack: Talon +4 melee (1d4+2) or trident

    +4 melee (1d8+3) or heavy crossbow +3ranged (1d10/1920)

    Full Attack: Trident +4 melee (1d8+3) andbite +2 melee (1d6); or 2 talons +4 melee(1d4+2) and bite +2 melee (1d6); or heavycrossbow +3 ranged (1d10/1920)

    Space/Reach: 5 ft./5 ft.Special Attacks: Blood frenzy, breath

    weapon, rake 1d4+1Special Qualities: Blindsense 30 ft.,

    darkvision 60 ft., freshwater sensitivity,immunities (acid, paralysis, sleep), lightblindness, low-light vision, speak with sharks,water dependent

    Saves: Fort +3, Ref +4, Will +4

    Abilities: Str 22, Dex 13, Con 14, Int 16, Wis13, Cha 11

    Skills: Handle Animal +4*, Hide +6*,Intimidate +5, Knowledge (dragon) +6, Listen+6*, Profession (hunter) +4*, Ride +3, Spot+6*, Survival +5*

    Feats: Great Fortitude, MultiattackB

    Environment: Warm aquaticOrganization: Team (58)Challenge Rating:4Treasure: StandardAlignment: Always lawful evil

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    Advancement: By character classLevel Adjustment: +5

    This half-sepia dragon/half-sahuagin leads itsown team of sahuagin hunters, effectivelydirecting them in combat against their aquaticelf enemies and rival teams.

    CombatA half-sepia dragon/half-sahuagin is even

    more dangerous in combat than a full-bloodedsahuagin. Its increased strength, breathweapon, and immunities to acid, paralysis,sleep effects, and spells that affect onlyhumanoids emboldens it to wade into thethick of battle where it can unleash its bloodfrenzy.

    Breath Weapon (Su): Once per day a half-sepia dragon/half-sahuagin can breath a 60-foot line of acid that deals 6d8 damage (ReflexDC 13 for half damage).

    Blindsense (Ex): A half-sepia dragon/half-sahuagin can locate creatures underwater

    within a 30-foot radius. This ability works onlywhen it is underwater.

    Blood Frenzy (Ex): Once per day a half-sepia dragon/half-sahuagin that takes damagein combat can fly into a frenzy in the followinground, clawing and biting madly until either itor its opponent is dead. It gains +2Constitution and +2 Strength, and takes a 2penalty to Armor Class. It cannot end itsfrenzy voluntarily.

    Rake (Ex): Attack bonus +2 melee, damage1d4+1. A half-sepia dragon/half-sahuagin alsogains two rake attacks when it attacks while

    swimming.Freshwater Sensitivity (Ex): A half-sepia

    dragon/half-sahuagin fully immersed in freshwater must succeed on a DC 15 Fortitude saveor become fatigued. Even on a success, itmust repeat the save attempt every 10minutes it remains immersed.

    Light Blindness (Ex): Abrupt exposure tobright light (such as sunlight or a daylightspell) blinds a half-sepia dragon/half-sahuaginfor 1 round. On subsequent rounds, it isdazzled while operating in bright light.

    Speak with Sharks (Ex): A half-sepia

    dragon/half-sahuagin can communicatetelepathically with sharks up to 150 feet away.The communication is limited to fairly simpleconcepts such as food, danger, andenemy. It can use the Handle Animal skill tobefriend and train sharks.

    Water Dependent (Ex): A half-sepiadragon/half-sahuagin can survive out of thewater for 1 hour per 2 points of Constitution(after that, refer to the drowning rules on page304 of the Dungeon Master s Guide).

    Skills: A half-sepia dragon/half-sahuaginhas a +8 racial bonus on any Swim check toperform some special action or avoid ahazard. It can always choose to take 10 on aSwim check, even if distracted or endangered.It can use the run action while swimming,provided it swims in a straight line.

    *Underwater, a half-sepia dragon/half-sahuagin has a +4 racial bonus on Hide,

    Listen, and Spot checks.*A half-sepia dragon/half-sahuagin has a +4

    racial bonus on Survival and Profession(hunter) checks within 50 miles of its home.

    *A half-sepia dragon/half-sahuagin has a +4racial bonus on Handle Animal checks whenworking with sharks.

    CREATING A HALF-AQUATICDRAGON

    Half-aquatic dragon is an inherited templatethat can be added to any living, corporeal

    creature (referred to hereafter as the basecreature).A half-aquatic dragon uses all the base

    creatures statistics and special abilitiesexcept as noted here.

    Size and Type: The creatures typechanges to dragon. Size is unchanged. Do notrecalculate base attack bonus or saves.

    Hit Dice: Increase base creatures racial HDby one die size, to a maximum of d12. Do notincrease class HD.

    Speed: A half-aquatic dragon that is Largeor larger has fins and can swim at its base

    land speed (if any), unless it already has aswim speed, in which case it uses whicheverspeed is faster. A half-aquatic dragon that isMedium or smaller does not have fins.i

    Armor Class: Natural armor improves by+4.

    Attack: A half-aquatic dragon has two clawattacks and a bite attack, and the claws arethe primary natural weapon. If the basecreature can use weapons, the half-aquaticdragon retains this ability. A half-aquaticdragon fighting without weapons uses a clawwhen making an attack action. When it has aweapon, it usually uses the weapon instead.

    Full Attack: A half-aquatic dragon fightingwithout weapons uses both claws and its bitewhen making a full attack. If armed with aweapon, it usually uses the weapon as itsprimary attack and its bite as a naturalsecondary attack. If it has a hand free, it usesa claw as an additional natural secondaryattack.

    Damage: Half-aquatic dragons have biteand claw attacks. If the base creature does nothave these attack forms, use the damage

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    values in the table below. Otherwise, use thevalues below or the base creatures damagevalues, whichever are greater.

    Size Bite Damage Claw Damage

    Fine 1

    Diminutive 1d2 1

    Tiny 1d3 1d2

    Small 1d4 1d3

    Medium 1d6 1d4

    Large 1d8 1d6Huge 2d6 1d8

    Gargantuan 3d6 2d6

    Colossal 4d6 3d6

    Special Attacks: A half-aquatic dragonretains all the special attacks of the basecreature and gains a breath weapon based onthe dragon variety (see the table below),usable once per day. A half-aquatic dragonsbreath weapon deals 6d8 points of damage. Asuccessful Reflex save (DC 10 + 1/2 half-aquatic dragons racial HD + half-aquatic

    dragons Con modifier) reduces damage byhalf.

    Dragon Variety Breath Weapon*

    Sepia line of acid

    Ultramarine cone of cold

    Vermilion cone of steam (fire)

    Cesium line of electricity

    Quicksilver line of poison*

    Rubidium cone of steam (fire)

    Aquamarine cone of sonic

    Tourmaline line of electricity

    Zircon cone of light

    *A line is 5 feet high, 5 feet wide, and 60-feet long. A cone is 30

    feet long.

    **Contact, initial damage 6d8 hp, Fortitude save for half damage

    Special Qualities: A half-aquatic dragon hasall the special qualities of the base creature,plus darkvision out to 60 feet and low-lightvision. A half-aquatic dragon has immunity tosleep and paralysis effects, and an additionalimmunity based on its dragon variety.

    Dragon Variety Immunity

    Sepia Acid

    Ultramarine Cold

    Vermilion Fire

    Cesium Electricity

    Quicksilver PoisonRubidium Fire

    Aquamarine Sonic

    Tourmaline Electricity

    Zircon Light

    Abilities: Increase from the base creature asfollows: Str +8, Con +2, Int +2, Cha +2.

    Skills: A half-aquatic dragon gains skillpoints as a dragon and has skill points equalto (6 + Int modifier) (HD + 3). Do notinclude Hit Dice from class levels in thiscalculationthe half-aquatic dragon gains

    dragon skill points only for its racial Hit Dice,and gains the normal amount of skill points forits class levels. Treat skills from the basecreatures list as class skills, and other skillsas cross-class. Swim becomes a class skill.

    Environment: Same as either the basecreature or the dragon variety.

    Challenge Rating: Same as the basecreature + 2 (minimum 3).

    Alignment: Same as the dragon variety.Level Adjustment: Same as base creature

    +3.

    AQUATIC DRAGONDISCIPLE

    Characters who have traces of aquatic dragonancestry can take levels in the dragon discipleprestige class to emulate their dragonancestor. Because most of the requirementsand class features of the aquatic dragon

    disciple are identical to those presented in theDUNGEON MASTERs Guide, only the differencesare listed here.

    REQUIREMENTSSkills: Knowledge (religion) 8 ranks.Spellcasting: Ability to cast divine spells

    from the cleric spell list.

    CLASS FEATUREBreath Weapon (Su): The dragon

    disciples breath weapon follows the size andtype as indicated in the table for half-dragon

    breath weapons.Fins (Ex): At 9th level, a dragon disciple

    grows a set of draconic fins. He may now swimat a speed equal to his normal land speedunless he already has a faster swim speed.

    EPIC AQUATIC DRAGONDISCIPLE

    Bonus Feats: The following feats are notincluded in the bonus feat list: Epic Skill Focus(Knowledge [arcana]), Flyby Attack, Wingover.

    The following feat is included: Epic Skill Focus(Knowledge [religion]).

    Variant Rule: Aquatic Dragon DiscipleEpic Progression

    The Epic Insights Compilation by AndyCollins and Mark Jindra presents a variantepic progression for the dragon disciple,based on the original prestige class aspresented in Tome and Blood. If you preferthat progression, make the followingchanges.

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    At 12th level substitute fin slam for wing

    slam.

    Instead of a tail slap, at 17th level the the

    dragon disciples forelimbs developwebbing between the digits which enable it

    to make two slaps. It cannot simultaneously

    deliver a claw attack.

    ABOUT THE AUTHORRaymond Thaddeus C. Ancog is apaleontologist who dreams of worlds whereevolution has taken divergent courses. Hisfirst exposure to the world of D&D is with theDragonlance Chronicles trilogy by MargaretWeis and Tracy Hickman. When he is notdreaming, he reads anything from fantasy toreligion to science and likes to sing, watchcartoons, racewalk, swim, and play with hispet dogs. Check out his website at

    www.geocities.com/originalravinray .

    http://www.geocities.com/originalravinrayhttp://www.geocities.com/originalravinray
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    i I did not give the half-aquatic dragon template the water breathing ability in order to balance it with the standard half-

    dragon template. After all, an aquatic half-terrestrial dragon does not become amphibious unless the base creature already

    was amphibious.