Novus Draco - New Dragons
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Transcript of Novus Draco - New Dragons
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2
Introduction
Optional Rules - Novus Draco
(Aka New Dragon)
Familiarity breeds contempt
Mark Twain
After a while, most players become familiar
with any creature they encounter. If a red
dragon is spotted coming towards the village
you are in, its a good bed its going to use a
fire based breath weapon.
The ideas behind this are to make each
dragon encountered unique and make your
characters question what they know about
these so-called flying lizards.
Similar to the Kits by Ennead Games, this is a
core book in the Novus Draco range. You
wont need to get the whole set, but
supplements will add and build on what is
here.
A note regarding Challenge Ratings (CR)
The CRs listed for various changes and
abilities here can be thought of as guidelines.
Feel free to change them if you want, simply
keep the proportions the same.
Credits Legal
Produced by
Ennead Games
www.enneadgames.com
Go here for free rpg resources, samples
and news about upcoming products
twitter : @enneadgames
Copyright
Ennead Games 2012
Compatibility with the Pathfinder Roleplaying
Game requires the Pathfinder Roleplaying
Game from Paizo Publishing, LLC. See
http://paizo.com/pathfinderRPGfor more
information on the Pathfinder Roleplaying
Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not
endorse this product.
Pathfinder is a registered trademark of PaizoPublishing, LLC, and the Pathfinder
Roleplaying Game and the Pathfinder
Roleplaying Game Compatibility Logo are
trademarks of Paizo Publishing, LLC, and are
used under the Pathfinder Roleplaying Game
Compatibility License.
Seehttp://paizo.com/pathfinderRPG/compati
bilityfor more information on the
compatibility license.
This product uses material from one or moreof the following and are needed to make full
use of this product:
Pathfinder Roleplaying Game Core
Rulebook (PZO1110)
Pathfinder Roleplaying Game
Bestiary (PZO1112)
Pathfinder Roleplaying Game:
Advanced Players Guide (PZO1115)
Pathfinder Roleplaying Game:
Bestiary 2 (PZO1116) Pathfinder Roleplaying Game:
Ultimate Magic (PZO1117)
Pathfinder Roleplaying Game:
Bestiary 3 (PZO1119)
http://www.enneadgames.com/http://www.enneadgames.com/http://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPG/compatibilityhttp://paizo.com/pathfinderRPG/compatibilityhttp://paizo.com/pathfinderRPG/compatibilityhttp://paizo.com/pathfinderRPG/compatibilityhttp://paizo.com/pathfinderRPG/compatibilityhttp://paizo.com/pathfinderRPG/compatibilityhttp://paizo.com/pathfinderRPGhttp://www.enneadgames.com/ -
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Contents
Introduction .................................................... 2
Credits & Legal ................................................ 2
Swapping Abilities ........................................... 4
Colour/Type ................................................ 6
Caster Level ................................................. 6
Wyrmling ..................................................... 6
Very Young .................................................. 7
Young .......................................................... 7
Juvenile ....................................................... 7
Young Adult ................................................. 7
Adult ............................................................ 8
Mature Adult ............................................... 8
Old ............................................................... 8
Very Old ...................................................... 8
Ancient ........................................................ 9
Wyrm........................................................... 9
Great Wyrm ................................................ 9
Unique & Random Dragons .......................... 10
Base Type/Stats ......................................... 10
Age Categories .......................................... 11
CR Changes ............................................... 12
Health/HD ................................................. 13
Alignment .................................................. 13
Base attack bonus ..................................... 13
Breath Weapon ......................................... 13
Class Levels/Abilities ................................. 15
Damage Reduction .................................... 15
Environment ............................................. 16
Feats .......................................................... 17
Flight ......................................................... 19
Immunities ................................................ 19
Languages ................................................. 19
Lore ........................................................... 20
Movement (Non-flight) ............................. 20
Natural Armour ......................................... 20
Saving throws ............................................ 21
Senses ....................................................... 21
Size ............................................................ 21
Skills .......................................................... 22
Spell casting .............................................. 23
Body Details .................................................. 24
Dragon Names & Titles ................................. 30
True Name ................................................ 30
Mortal Name......................................... 30
Titles .......................................................... 31
Lairs ............................................................... 32
Location .................................................... 32
Features .................................................... 32
Dragon Eggs .................................................. 33
Templates ..................................................... 36
Feats .............................................................. 38
Breath Weapon Feats ............................... 38
Dragon Blood ............................................ 39
Appendix 1 Spell Packs ................................. 40
Arcane Spell Packs ................................ 40
Divine Spell Packs .................................. 42
Appendix 2 Physical Size Details ................... 44
Appendix 3 Treasure Hordes ........................ 46
Appendix 4 Handy charts .............................. 55
Appendix 5 Name Components .................... 57
Upcoming Products....................................... 60
OPEN GAME LICENSE............................. 61
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Swapping Abilities
ets face it, adventurers after a while
can get quite cocky and full of them
self. Oh look another red dragon they
say. At this point the smart wizard notices
something a bit off. Namely, the frost around
its mouth. The blast of pure cold coming from
the dragon rather surprised the party who
had just taken potions of fire protection.
This chapter deals with taking dragon abilities
and giving them to other dragons.
This can be done quickly and added to existing
or normal dragons. The easiest way to do
this is work out how many changes have
occurred and what
As the name of this chapter suggests, these
abilities are exchanged on a like-for-like basis.
Breath weapons are swapped for breath
weapons etc.
Age categories are factored in as well.
Wyrmling abilities would be swapped for
wyrmling, young for young etc. For example a
wyrmling black dragon has the ability to be
immune to acid. This could be swapped with a
blue dragons immunity to electricity.
The number of possible changes/swap is
determined by one of the following methods
1. 1d3Handy if you just want to give a
dragon a twist or tweak. This is the
recommended option to go with.
2.
1 change per age category. An old
dragon would have 8 changes. This
may not work for all categories and
can get harder the older the dragon is.
Not always recommended to use.
3. A random amount based on Age
category
Lvl Age # of change(s)
1 Wyrmling 1
2 Very Young 1d2
3 Young 1d3
4 Juvenile 1d4
5 Young Adult 1d4 +1
6 Adult 1d4 +2
7 Mature Adult 1d6
8 Old 1d6 +1
9 Very Old 1d6 +2
10 Ancient 1d8
11 Wyrm 1d8 +1
12 Great Wyrm 1d8 +2
Now you have the # of changes to be made,you need to work out what change has
occurred, remembering that the older
dragons could have changes from
younger/previous categories as well.
D8 Change
1 2 Age Related
3 4 Breath Weapon
5 - 6 Caster Level
7 - 8 Colour change
For Caster level and Breath Weapon, roll on
the colour chart. With the exception of age
related, only one of these types of change
changes can occur per dragon. If caster level is
improved then add +2 to CR, if reduced, then
-2.
Colour change is quite simple. The dragon
looks like one type, say red, but is in factanother, like white. In many ways this can be
the most effective swap to make as you are
only changing their colour, not their stats,
abilities, behaviour etc. Those encountering
these freaks of nature though, may have an
interesting time once they find out.
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Age Based
Roll the dice after the age name to determine
the age-level ability that has been swapped.
Age Range
Wyrmling 1
Very Young 1d2
Young 1d3
Juvenile 1d4
Young Adult 1d5
Adult 1d6
Mature Adult 1d6 + 1d1
Old 1d8
Very Old 1d8 + 1d1
Ancient 1d10
Wyrm 1d10 +1d1Great Wyrm 1d12
A 1d1 is any dice rolled. An even number = 1,
and odd = 0. This allows for odd numbers, like
a 7, 9 or 11 to be rolled easily.
If an age has multiple abilities, randomly
determine which one is replaced.
Multiple Swaps
If your dragon has multiple abilities swappedout, then you have a choice to make or roll
on. Are you swapping from the same colour,
or is each swap possible from another
colour/type?
E.G. you have 3 abilities to change on your
adult red. Do you;
a) Take them all from another colour
b) You randomly determine each one?
If using option A, then roll/pick on theColour/Type chart. If B, then roll on the age
chart for the ability that will be gained. Of
course, you can select instead of rolling.
Skills, feats etc. are not changed from those
listed for the type/age. This is on purpose as
this change is simply to give a spin on existing
creatures, not design new ones, or to make
things much more complex. That is job of thenext chapter.
Example Swap
You have an Adult Red, so youd roll a d6.
Rolling a 4 would mean the ability/feature
replaced would be the one at Juvenile
level/age; in this case either Frightfulpresence or pyrotechnics would be replaced.
Pyrotechnics is randomly picked to be
replaced and is swapped with the Juvenile
ability of a black dragon, namely Darkness.
Duplicated Swap
If you end up with an ability the dragon
already has, then either:
(1) Reroll result
(2)
Make the ability twice as effective.
Saves are harder, duration longer, etcIt could be used twice as many times
per day or other effects. In effect the
dragon has lost one ability, but gained
power in another.
Throughout this and subsequent sections, the
following notes are applicable:
(1)
Found in Pathfinder Roleplaying
Game Bestiary (PZO1112)
(2) Found in Pathfinder Roleplaying
Game: Bestiary 2 (PZO1116)
(3)
Found in Pathfinder Roleplaying
Game: Bestiary 3 (PZO1119)
Some abilities are mentioned twice or more,
in which case the notes indicate the first place
they can be found.
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Very Young
D20
1 Burning Hands (2)
2 - 5 Change shape (1)
6 Cloud Sight (3)
7 Cloud Walking (1)
8 Colour Spray (2)
9 Darkness (2)
10 Detect Evil (1)
11 Detect Good (1)
12 Grease (1)
13 Obscuring Mist (2)
14 Smoke Vision (1)
15 Snow Vision (1)
16 Sound Imitation (1)
17 Speak with animals (1)
18 Swamp Stride (1)
19 Torrent Breath (3)
20 Woodland Stride (1)
Young
D100
01
05 Change Shape (1)06 10 Create Water (3)
11 15 Detect Evil (3)
16 20 Detect Gems (1)
21 25 Detect Magic (1)
26 30 Entangle (1)
31 35 Fast Flight (1)
36 40 Fog Cloud (2)
41 45 Ghost Bane (2)
46 50 Ghost Sound (1)
51 55 Graceful Flight (1)
56 60 Ice Shape (1)
61 65 Move sand (1)
66 70 Obscuring Mist (2)
71 75 Pass without Trace (3)
76 80 Soften Earth and Stone (3)
81 85 Speak With Reptiles (1)
86 90 Superheated (2)
91 95 Tremor Sense (2)
96 98 Uncanny dodge (1)
99 - 00 Violent retort (3)
Juvenile
D100
01 04 Bless (1)
05 - 08 Calm Emotions (3)
09 - 12 Charm Person (1)
13 16 Create food and water (1)
17 20 Darkness (1)
21 24 Desert Wind (1)
25 28 Endure Elements (1)
29 32 Entangle (3)
33 36 Feather Fall (1)
40 44 Fog Cloud (1)
45 48 Fog Vision (1)
49 52 Frightful Presence (1)
53 56 Glitterdust (2)
57 60 Hideous Laughter (1)
61 64 Hydraulic Push (3)
65 68 Minor Image (1)
69 72 Pyrotechnics (1)
73 76 Scorching Ray (2)
77 80 Stone Shape (3)
81 84 Trap Master (1)
85 88 Unfettered swimmer (3)
89 92 Vampiric Touch (2)
93
96 Water Breathing (2)97 - 00 Wave Mastery (1)
Young Adult
D20
01 - 05 DR 2/adamantine (3)
06 10 DR 5/magic (1)
11 15 Gust of wind (1)
16 - 20 Spell resistance (1)
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Adult
D100
01 04 Blight (3)
05 - 08 Call Lightning (3)
09 - 12 Change Shape (3)
13 16 Cloud Form (2)
17 20 Cold Aura (1)
21 24 Control Water (2)
25 28 Corrupt water (1)
29 32 Daylight (1)
33 36 Electricity Aura (1)
40 44 Fire Aura (1)
45 48 Fog Cloud (1)
49 52 Frightful Presence (1)
53 56 Gust of Wind (3)
57 60 Luck (1)
61 64 Rainbow Pattern (2)
65 68 Shadow Breath (2)
69 72 Shadow Walk (2)
73 76 Solid Fog (2)
77 80 Spike Stones (3)
81 84 Stone Shape (1)
85 88 Suggestion (1)
89 92 Tongues (3)
93 - 94 Trackless Step (1)95 - 96 Underworld Burrower (3)
97 - 98 Ventriloquism (1)
99 - 00 Wall of fire (2)
Mature Adult
D20
01 15 DR 10/magic (1)
16 - 20 DR 5/adamantine (3)
Old
D100
01 03 Acidic Bite (1)
04 06 Call Lightning Storm (3)
07 09 Camouflage (1)
10 12 Capsize (2)
13 15 Cloud Kill (2)
16 18 Cold Aura (1)
19 21 Control Water (3)
22 26 Control Winds (1)
27 29 Destructive Crush (3)
30 32 Detect Thoughts (1)
33 35 Electricity Aura (1)
36 40 Fire Aura (1)
41 43 Fire Shield (2)
44 46 Freezing Fog (1)
47 49 Geas/Quest (1)
50 52 Golden Armor (3)
53 55 Hallucinatory Terrain (1)
56 - 60 Manipulate Flames (1)
61 63 Mirage (1)
64 66 Plant Growth (1)
67 69 Primal Lightning (3)
70 - 74 Project Image (2)
75
77 Sea Strider (3)78 80 Slow Aura (1)
81 - 85 Stone to Flesh (2)
86 88 Sympathetic Vibration (3)
89 91 Transmute rock/mud (1)
92 94 Tree Stride (3)
95 97 Wall of Fire (1)
98 - 00 Wall of Stone (3)
Very Old
D20
01 15 DR 15/magic (1)
16 - 20 DR 10/adamantine (3)
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Ancient
D100
01 03 Acid Pool (1)
04 05 Animate Plants (3)
06 - 07 Blizzard (1)
08 09 Control Water (1)
10 12 Control Weather (1)
13 15 Control Winds (3)
16 18 Create Shadows (2)
19 21 Delayed Blast Fireball (2)
22 24 Desiccating bite (2)
25 27 Dominate Person (1)
28 30 Elemental Breath (3)
31 33 Find the Path (1)
34 36 Finger of Death (2)
37 39 Grounding Breath (3)
40 42 Horrid Wilting (2)
43 45 Insect Plague (1)
46 48 Magma Breath (1)
49 - 51 Mass Laughter (1)
52 54 Melt Stone (1)
55 57 Miasma
58 60 Prismatic Spray (2)
61 63 Ray Reflection (2)
64
66 Reflective Scales (1)67 69 Repel Metal or Stone (3)
70 72 Sandstorm (1)
73 - 75 Storm Breath (1)
76 78 Sunburst (1)
79 81 Thundering bite (2)
82 84 Veil (1)
85 87 Vortex (1)
88 90 Wall of Ice (1)
91 93 Wall of Stone (1)
94
96Water Walk (3)
97 - 00 Wind Walk (2)
Wyrm
D20
01 15 DR 20/magic (1)
16 - 20 DR 15/adamantine (3)
Great Wyrm
D100
01 02 Awaken Treants (1)
03 04 Celestial Emissary (3)
05 - 08 Charm Reptiles (1)
09 10 Clashing Rocks (3)
11 - 14 Cloud Breath (2)
15 17 Command Plants (1)
18 19 Control Weather (1)
20 21 Deadly Joke (1)
22 - 25 Discern Location (1)
26 27 Divine Aid (1)
28 29 Earthquake (3)
30 31 Energy Drain (2)
32 - 35 Foresight (1)
36 38 Ice Tomb (1)
39 40 Imprisonment (2)
41 - 44 Incinerate (1)
45 46 Lava Eruption (3)
47 48 Magma Tomb (2)
49 - 52 Master Counterspelling (3)
53 54 Mirage Arcana (1)
55 56 Moment of Prescience (3)
57 58 Move Earth (1)
59
62 Painful Strikes (2)63 64 Reverse Gravity (1)
65 66 Sandstorm (1)
67 - 70 Scintillating aura (2)
71 72 Shades (2)
73 74 Stony Death (3)
75 76 Storm of Vengeance (2)
77 - 80 Stormbolts (3)
81 82 Summon Djinni (1)
83 85 Tidal Wave (3)
86
90True Courage (1)
91 93 Tsunami (2)
94 96 Vortex (3)
97 98 Wall of Lava (2)
99 - 00 Whirlwind (1)
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Unique Random
Dragons
his chapter is to create or design aunique, and hopefully memorable,
dragon.
Be warned, it will take quite a while to work
through and is not designed for on-the-fly
creation, unless you wish to change one or 2
aspects.
Remember though, these creatures of legend
are meant to be unique and memorable. This
chapter assumes that is no species ofdragon and that each one is rare and unique.
One that is red will probably not have the
same looks and abilities as another that is red
(apart from the colour).
Base Type/Stats
To start off with you need a base type to
change and alter. As detailed in the
Pathfinder Roleplaying Game Bestiaryentry on age categories for dragons, an
increase in age increases certain base abilities,
but, you need to know what these are first.
Other dragon types may be substituted for
the base dragon type, but the rules and
changes would apply to them as well.
This is the same chart from earlier that lists
the various known base types or colours,
repeated here for convenience
You will probably find that these creatures
created with the options in this chapter will
be unbalanced and maybe even overpowered.
If this is the case two options present
themselves.
(1)
Give the dragon a few weakness(or
lower the power/effect of existing
abilities) to help the party defeat this
beast
(2)
Leave it as it is. These mortals should
not be able to defeat a being of such
awesome power and majesty, they
should be bowing before it or cowing
in fear!
D100 Base Type
01 05 Black (1)
06 10 Blue (1)
11 15 Brass (1)
16 20 Brine (2)
21 25 Bronze (1)
26 30 Cloud (2)
31 35 Copper (1)
36
40 Crystal (2)41 45 Forest (3)
46 - 50 Gold (1)
51 - 55 Green (1)
56 60 Magma (2)
61 65 Red (1)
66 70 Sea (3)
71 75 Silver (1)
76 80 Sky (3)
81 85 Sovereign (3)
86 90 Umbral (2)
91 95 Underworld (3)
96 - 00 White (1)
1. Found in Pathfinder Roleplaying
Game Bestiary (PZO1112)
2.
Found in Pathfinder Roleplaying
Game: Bestiary 2 (PZO1116)
3. Found in Pathfinder Roleplaying
Game: Bestiary 3 (PZO1119)
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Base Stat Options
You can determine the base stats, if needed
by various methods, just like your normal
characters and NPCs. If you want to simplify
this, then the chart below has 20 pre-donebase stat groups ready for use. Some are
obviously better than others and will increase
CR at the higher end.
D20 Str Dex Con Int Wis Cha
1 9 16 13 10 11 16
2 9 16 13 10 14 13
3 10 11 10 11 16 13
4 10 13 13 10 14 13
5 11 16 13 8 11 8
6 11 16 13 6 9 67 11 16 13 10 11 10
8 11 16 13 12 13 12
9 12 12 11 13 16 13
10 13 14 13 10 11 10
11 13 14 13 14 15 14
12 13 16 13 12 12 11
13 14 13 14 14 15 14
14 14 15 14 17 14 15
15 14 15 16 15 15 16
16 15 14 14 10 11 10
17 15 14 14 15 14 1418 16 15 11 13 10 11
19 17 14 15 10 11 10
20 17 14 15 14 15 14
Age Categories
Next you need to determine how old the
dragon is. You can:
Pick the age you want Use Adult as default. This is the
recommended option.
Roll a d12 and use the value rolled as
the age category, with 1 being
wyrmling and 12 being Great Wyrm.
Optional Rule: Beyond Great Wyrm
4 new age categories beyond Great Wyrm
have been designed. These should be the rare
of the rare. Their existence, even among
dragons should be the stuff of tall-tales,legends and sagas.
13 - Epic Wyrm (8 per world)
14 - Legendary (4 per world)
15 - Mythological (2 per world)
16 - Paragon (max 1 per world)
EpicWyrm
Age: 14001600
CR: Base + 18
Size: Base +5
HD: Base + 24Natural Armour: Base + 35
Breath Weapon: Base x 13
Legendary
Age: 16001800
CR: Base + 20
Size: Base +5
HD: Base + 26
Natural Armour: Base + 37
Breath Weapon: Base x 14
Mythological
Age: 18002000
CR: Base + 22
Size: Base +5
HD: Base + 28
Natural Armour: Base + 38
Breath Weapon: Base x 15
Paragon(minimum stats)
Age: 2000 +
CR: Base + 24Size: Base +6
HD: Base + 30
Natural Armour: Base + 40
Breath Weapon: Base x 16
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Ability Scores
All these ability score changes are added to or
subtracted from the base value.
Epic Wyrm
Str Dex Con Int Wis Cha
+28 -8 +14 +12 +12 +12
Legendary
Str Dex Con Int Wis Cha
+30 -10 +14 +14 +14 +14
Mythological
Str Dex Con Int Wis Cha
+32 -10 +16 +14 +14 +14
Paragon
Str Dex Con Int Wis Cha
+34 -10 +16 +16 +16 +16
To become one of these new age tiers, adragon must not only be of the appropriate
chronological age, but also needs to kill one of
the dragons in the category above. Defeat is
not possible as the heart of the one who loses
must be consumed. This is one of the few
times an alignment conflict will not occur for
good aligned dragons, but only if they are
fighting one who is evil.
The exception to this cannibalisation from
combat rule is if a dragon in one of theextended age categories gets killed by an
outside force. In which case the first dragon to
find and eat the heart takes its place. The
nearest 2d4 dragons are magically made
aware a greater being has fallen and roughly
where it occurred.
These battles are not subtle and can be
dangerous for bystanders and the
environment.
CR Changes
Quite a few of the aspect changes has a CR
cost associated with it. If you wish to add
your own abilities or others you have found,
then the following guidelines are good to use:
Significant Combat Ability/Quality
+2 to CR
Minor Combat Ability
+1 to CR
Trivial Abilities
+0.5 or none to CR
A significant special attack is one that stands agood chance of incapacitating or crippling a
character in one round. A significant special
quality is one that seriously diminishes the
monsters vulnerability to common attacks. If
the special abilities gained are not tied to a
class or Hit Die increase, this CR increase will
stack.
Another method, and is recommended, is to
ignore the CR changes as individual items andsimply increase or decrease as a whole. This
can save on time during creation, but may
need tweaking later.
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Health/HD
Each increase in HD above the base increase
CR by 1, likewise a decrease reduces by same
amount. Remember that HD affects many
other stats, like skill points, feats, savingthrows etc. which is why this is presented
early.
Also, dont forget that age increases the
number of HD rolled.
D20 Base HD
1 2 3d12
3 4 4d12
5 6 5d12
7 8 6d12
9 10 7d12
11 12 8d12
13 - 20 No changes from base
Alignment
A dragons alignment goes a long way to
describing its personality, attitude and ethics.
D10 Alignment
1 Lawful Good
2 - 3 Neutral Good
4 Chaotic Good
5 6 True Neutral
7 Lawful Evil
8 9 Neutral Evil
10 Chaotic Evil
Base attack bonus
The BAB (Base attack bonus) is affected by
HD. Dragons normally use the Fast BAB track,
but as always, using this creation supplement,
exceptions do occur.
D100
01 - 90 Normal/Same as Base/Fast
91 - 95 Med BAB
96 - 00 Slow BAB
See the Pathfinder Roleplaying Game
Bestiaryfor more details on the BAB
Breath Weapon
A dragons breath weapon is one of its most
feared attacks. The sight of a flying beast such
as a dragon breathing fire as it goes; burning
buildings and bodies alike is enough to bringfear into the hearts of the bravest of souls.
Type
D20
1 Acid
2 Cold
3 Electricity
4 Energy
5 Fire6 GasBlinding
7 Gas - Confusion
8 Gas - Hallucinogenic
9 Gas - Laughing
10 Gas - Poison
11 Gas - Sleep
12 GasSlowing
13 MagicDispel
14 Magic - Wild
15 Paralysing
16 Piercing
17 Rust
18 Sonic
19 Stunning
20 Same as Base Dragon/Other
Acid/Cold/Electricity/Fire breath weapons are
the same as normal dragons breath weapons.
Energy has two subtypes Positive and
Negative. Good aligned dragons have Positiveand Evil have Negative. Neutral have either.
Gas breath weapons take effect if they are
breathed in. A successful Reflex save will
negate the effect/damage.
Magic Dispel: if caught in this effect and
failed a saving throw, then any active magic is
negated or dispelled, as if a Dispel Magic
effect was cast by the dragon
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MagicWild: Any spells cast by anyone hit by
this will surge. If you dont have any rules for
dealing with magic surges, then a simple rule
you can use is this: Roll 1 d4
1Nothing happens, spell works as normal
2Spell is wasted, spell not cast3Spell is cast as if user was one level higher
4Spell cast as if user was one level lower
Paralysing breath weapons will, on a failed
reflex save, causes Paralysis, with all the
problems that entails
Piercing ignores 1 point of AC per age
category of the dragon.
Rust causes any metal caught within tocorrode and degrade as if attacked by a
certain monster known for this ability
Sonic breath weapons are basically sound of
some kind, which blasts those caught within,
similar to the effects of a Shout spell.
Stunning gives those affected by the breath
weapon the Stunned effect, as if they was hit
by Power Word:Stun.
Same as Base Dragon/Other is a catch-all for
giving the dragon either the same breath
weapon as its base type, or for using other
more exotic breath types.
Shape of Breath Weapon
D20
01 02 Cone - Normal
03 04 Cone - Wide
05 06 Cone - Long
07 08 Line - Straight
09 Line - Jagged
10 - 20 Same as base
ConeNormal / LineStraight/Same as base
are same as normal types.
For Cone Wide breath weapons, the range
is halved, but makes up for being at 135
degrees instead of the usual 90 degrees.
For Cone Long the range is doubled, but
the width is now at 45 degrees instead of 90.
Line Jagged are a bit more complex and
dangerous. For each 5 feet of range forward
from the dragon it can change its angle. Seeappendix 4 for more details.
This only affects the weapon in a forward
direction away from the dragon, so it cant
loop etc.
Range/Size of Breath Weapon
The base size of the breath weapon is based
on the size of the dragon. The sizes below are
in feet
Line Cone
Tiny 30 15
Small 40 20
Medium 60 30
Large 80 40
Huge 100 50
Gargantuan 120 60
Colossal 140 70
If you wish to have some variation in the
breath weapon size, to keep sneaky heros on
their toes, thinking they are smart by standing
*just* out of range, then give the dragon one
of the breath weapon feats mentioned later.
Base Damage change
Breath weapon base damage is multiplied by
the age categories of the dragon. So a mature
of a type of dragon that had 2d6 as the base
damage, would have 14d6 (2 x 7) and a Great
Wyrm would have 24d6 (2 x 12).
Increasing the base damage changes CR by 1
per step above or below the base.
D20 Base Damage for BW
1 -2 2d4
3 4 2d6
5 6 2d8
7 8 2d109 - 20 Same as base
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Class Levels/Abilities
These rules supplement the ones in the
Pathfinder Roleplaying Game Bestiary for
adding classes to monsters.
This section determines what classes the
dragon may have in addition to its base
details.
Class/Level
D20
1 - 9 No class levels
10 1 class/1 level
11 1 class/1 level per age
12 1 class/1 level per 2 ages
13 1 class/1 level per 3 ages
14 1 class/1 level per 4 ages
15 1 class/1d2 levels
16 1 class/1d4 levels
17 1 class/1d6 levels
18 1 class/1d8 levels
19 1 class/1d10 levels
20 Roll againbut 2 classes
Random Class
D20
1 2 Barbarian
3 4 Bard
5 - 6 Cleric
7 8 Druid
9 - 10 Fighter
11 Monk
12 Paladin
13 Ranger14 Rouge
15 17 Sorcerer
18 19 Wizard
20 Other Class
Damage Reduction
Every 2 points above the normal DR for the
age (marked with a (*)) grants +1 CR. Likewise
every 2 points below is -1 to CR. You only
need to check for the oldest age category thedragon is eligible for. For example, an Old
dragon would only roll on the mature adult
chart.
Damage ReductionYoung Adult
D20
1 - 2 1
3 - 5 3
6 - 15 5 (*)
16 - 18 7
19 - 20 9
Damage ReductionMature Adult
D20
1 - 2 6
3 - 5 8
6 - 15 10 (*)
16 - 18 1219 - 20 14
Damage ReductionVery Old
D20
1 - 2 11
3 - 5 13
6 - 15 15 (*)
16 - 1817
19 - 20 19
Damage ReductionWyrm
D20
1 - 2 16
3 - 5 18
6 - 15 20 (*)
16 - 18 22
19 - 20 24
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Negation
D100 Method of Negation
01 05 Acid
06 10 Aligned - Chaos
11 15 Aligned - Evil
16 20 Aligned - Good
21 25 Aligned - Lawful
26 30 Cold/Ice
31 35 Electricity
36 40 Heat/Fire
41 45 Iron/Steel
46 65 Magic
66 70 Poison
71 75 Silver
76 80 Sonic81 85 Wood
86 90 Star Metal/Other Exotic Metal
91 96 Something Else
97 Double (-1 to CR)
98 Combination Required (+1 CR)
99 None/- (+2 CR)
00 Epic (+2 CR)
Notes:
Double and Combination work similar. If youget one of these results, roll twice again
(ignoring the bottom 4 results).
If the original option was double, then then
the damage is negated if the weapon/attack
has EITHER of these properties.
If the original was Combination, then the
weapon/attack must have BOTH.
As you can imagine, this may present
problems if you have two seemingly
contradictory properties. After all, what
weapon is aligned to both good AND evil at
the same time? But wait, wasnt there a
legend about a weapon that had these very
properties? Use any conflicts as prompts and
seeds for new items or adventures.
Of course nothing is stopping you from simply
re-rolling if you cant think of anything.
Environment
What terrain is this beast often found in or
near? This has not effect on CR, but is more
for role-playing and adventure possibilities.
D100 Terrain Found
01 03 Any
04 06 Air (Temperate)
07 09 Coastline
10 12 Desert (Temperate)
13 15 Desert (Warm)
16 18 Forest (Cold)
19 21 Forest (Temperate)
22 24 Forest (Warm)
25 27 Hills (Cold)28 30 Hills (Temperate)
31 33 Hills (Warm)
34 36 Mountains (Cold)
37 39 Mountains (Temperate)
40 42 Mountains (Warm)
43 45 Ocean (Cold)
46 48 Ocean (Temperate)
49 50 Ocean (Warm)
51 53 Plains (Cold)
54 - 56 Plains (Temperate)57 59 Plains (Warm)
60 62 Planear (elemental plane)
63 65 Planear (other plane)
66 68 Rivers/Lake
69 71 Swamp (Cold)
72 74 Swamp (Temperate)
75 77 Swamp (Warm)
78 80 Underground
81 83 Urban
84 - 00 Same as base
Elemental Plane
D20
01 04 Earth
05 08 Air
09 12 Fire
13 - 16 Water
17 - 18 Quasi-Elemental Plane
19 - 20 Para-Elemental Plane
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Other Planes
D20
1 Abyss
2 Acheron
3 Arborea
4 Arcadia
5 Astral
6 Baator
7 Beastlands
8 Bytopia
9 Carceri
10 Celestia
11 Elysium
12 Gehenna
13 Hades14 Limbo
15 Mechanus
16 Pandemonium
17 Ysgard
18 EnergyPositive
19 Energy - Negative
20 Other Plane/Demi Plane
Being a native of a certain plane does bring its
own advantages and disadvantages
Feats
The number of feats allowed is equal to 1 + 1
for every 2 HD the creature has.
There are many, many feats to choose from,
but if you need some ideas or suggestions a
few are listed here. Just remember that some
feats have certain perquisites, especially if
adding your own or ones others have made.
Feats in this list that have prerequisites have
them listed in the [ ] following the name. If
other feats are listed here, they count
towards the limit. Other prerequisites should
be taken into account as well and re-roll
results or adjust the profile as needed.
If a feat is rolled multiple times and is allowed
to be taken multiple times, then do so,
otherwise re-roll duplicates.
D100
1 Acrobatic
2 Acrobatic Steps [Dex 15,
Nimble Moves]
3 Agile Maneuvers
4 Alertness
5 Arcane Strike [Ability to cast
arcane spells]
6 Augment Summoning [Spell
Focus (conjuration)]
7 Awesome Blow [Str 25, Power
Attack, Improved Bull Rush,
size Large or larger]
8 Bleeding Critical [CriticalFocus, base attack bonus +11]
9 Blind-Fight
10 Blinding Critical [Critical Focus,
base attack bonus +15]
11 Cleave [Str 13, Power Attack,
base attack bonus +1]
12 - 13 Combat Casting
14 Combat Expertise [Int 13]
15 16 Combat Reflexes
17 Critical Focus [Base attack
bonus +9]
18 Dazzling Display [Weapon
Focus, proficiency with the
selected weapon]
19 Deadly Aim [Dex 13, base
attack bonus +1]
20 Deadly Stroke [Dazzling
Display, Greater Weapon
Focus, Shatter Defences,
Weapon Focus, proficiency
with the selected weapon,
base attack bonus +11]
21 - 22 Deceitful
23 Defensive Combat Training
24 Diehard [Endurance]
25 Dodge [Dex 13]
26 Empower Spell
27 Endurance
28 Enlarge Spell
29 Exhausting Critical [Critical
Focus, Tiring Critical, baseattack bonus +15]
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30 Extend Spell
31 - 33 Flyby Attack [Fly speed]
34 Great Cleave [Str 13, Cleave,
Power Attack, base attack
bonus +4]
35 Great Fortitude
36 Greater Disarm [Combat
Expertise, Improved Disarm,
base attack bonus +6, Int 13]
37 Greater Feint [Combat
Expertise, Improved Feint,
base attack bonus +6, Int 13]
38 Greater Overrun [Improved
Overrun, Power Attack, base
attack bonus +6, Str 13]
39Greater Spell Focus (school)[Spell Focus]
40 Greater Spell Penetration
[Spell Penetration]
41 Greater Trip [Combat
Expertise, Improved Trip, base
attack bonus +6, Int 13]
42 Greater Vital Strike [Improved
Vital Strike, Vital Strike, base
attack bonus +16]
43 Greater Weapon Focus
[Proficiency with selected
weapon, Weapon Focus with
selected weapon, base attack
bonus +1, 8th-level fighter/age
category]
44 Heighten Spell
45 - 47 Hover
48 Improved Bull Rush [Str 13,
Power Attack, base attackbonus +1]
49 Improved Critical (bite, claw,
wing or tail) [Proficient with
weapon, base attack bonus
+8]
50 Improved Disarm [Int 13,
Combat Expertise]
51 Improved Feint [Int 13,
Combat Expertise]
52 Improved Great Fortitude
[Great Fortitude]
53 54 Improved Initiative
55 Improved Iron Will [Iron Will]
56 Improved Lightning Reflexes
[Lightning Reflexes]
57 Improved Natural Armor
[Natural armor, Con 13]
58 Improved Overrun [Str 13,
Power Attack, base attack
bonus +1]
59 Improved Sunder [Str 13,
Power Attack, base attack
bonus +1]
60 Improved Trip [Int 13, Combat
Expertise]
61Improved Vital Strike [VitalStrike, base attack bonus +11]
62 64 Intimidating Prowess
65 66 Iron Will
67 - 68 Lightning Reflexes
69 Lightning Stance [Dex 17,
Dodge, Wind Stance, base
attack bonus +11]
70 Lunge [Base attack bonus +6]
71 Maximise Spell
72 Mobility [Dex 13, Dodge]
73 Multiattack [Three or morenatural attacks]
74 Nimble Moves
75 Penetrating Strike [Weapon
Focus, base attack bonus +1,
12th-level fighter, proficiency
with weapon]
76 Persuasive
77 Power Attack [Str 13, base
attack bonus +1]
78 Quicken Spell
79 Shatter Defences [Weapon
Focus, Dazzling Display, base
attack bonus +6, proficiency
with weapon]
80 Sickening Critical [Critical
Focus, base attack bonus +11]
81 Silent Spell
82 Skill Focus (skill)
83 Snatch [Size Huge or larger]
84 Spell Focus (school)85 Spell Penetration
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86 Spring Attack [Dex 13, Dodge,
Mobility, base attack bonus
+4]
87 Staggering Critical [Critical
Focus, base attack bonus +13]
88 Stealthy
89 Step Up
90 Still Spell
91 Strike Back
92 Throw Anything
93 Tiring Critical [Critical Focus,
base attack bonus +13]
94 Toughness
95 Vital Strike [Base attack bonus
+6]
96 Weapon Focus (Bite, claw,wing or tail)
97 Widen Spell
98 Wind Stance
99 Wingover [Fly speed]
100 Other Feat/Crafting Feat/Roll
Again
Flight
Speed
CR +/- 1 per speed change as appropriate.Round to the nearest 5 feet.
D20
1 Slower by 50%
2 Slower by 40%
3 Slower by 30%
5 6 Slower by 20%
7 9 Slower by 10%
10 - 13 No change
14 15 Increase by 10%
16
17 Increase by 20%18 Increase by 30%
19 Increase by 40%
20 Increase by 50%
Maneuvrability
CR +/- 1 per manoeuvrability change. This
replaces what the base flying class is for the
size of the dragon.
D20
1 2 Perfect
3 4 Good
5 12 Average
13 16 Poor
17 - 20 Clumsy
ImmunitiesAll Dragons have at least one immunity, in
addition to being immune to sleep and
paralysis.
D20
1 -2 Acid
3 4 Electricity
5
6 Fire7 8 Cold
9 10 Poison
11 12 Sonic
13 - 20 Same as base
LanguagesThe number of language known is determined
by Intelligence score as normal.
Every dragon knows at least the Draconic and
Common tongue. If they speak either of themaround mortals is another thing.
Some example languages are below if needed.
Feel free to add your own
D20
1 Abyssal
2 Aquan
3 Auran
4 Celestial
5 6 Dwarven
7 8 Elven
9 Giant
10 Gnome
11 Ignan
12 13 Infernal
14 Necril
15 Orc
16 17 Sylvan
18 Tengu
19 Terran
20 Undercommon
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Lore
What is known about this creature of legend?
What can you find out through increasingly
difficult DC Lore tests?
The base chance to identify a monsters
abilities and weaknesses is 10 + dragons CR.
The skill used for finding information about
dragons is Knowledge (Arcana).
Optional Rule:
Some dragons have gone to great lengths to
hide any information about themselves frommortal eyes. Other simply do not care, or even
want others to know what they can do, to
establish fear at hearing their name.
If you wish for the difficulty in discovering the
details of your creation to be randomised,
heres a handy chart for just that purpose.
D20
1 DC is -10
2 DC is -8
3 DC is -6
5 6 DC is -4
7 9 DC is -2
10 - 13 No Change
14 15 DC is +2
16 17 DC is +4
18 DC is +6
19 DC is +8
20 DC is +10
Movement (Non-flight)
For the most part, dragons are most fearsome
when in flight. On the ground they lumber
about. A few though can move deceptively
fast on land, sea, on by a form of burrowing.
Tertiary movement type
D20
01 04 Burrowing
05 10 Jumping
11 20 Swimming
Average Speed
Roll for walking speed and other movement
type
D20
01 05 20 feet
06 15 40 feet
16 18 60 feet
19 - 20 80 feet
Natural Armour
Base Natural Armour (before age factored in)
D20
1 +1
2 +2
3 4 +3
5 6 +4
7 8 +5
9 10 +6
11 12 +7
13 14 +8
15 16 +9
17 - 20 Same as base dragon
If higher than base dragon, add 1 to cr,
otherwise subtract.
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Saving throws
There are two types of saving throws, good
and poor. The vast majority of the time,
dragons will have good saving throws for all 3
categories (Fortitude, Reflex, and Will saves).Occasionally though this dragon is weaker
than others in some regard and has a poor
saving throw in one or more categories.
(See the appropriate section in Pathfinder
Roleplaying Game Bestiary for more details
on poor and good saving throws)
D100
01 All 3 poor
02 04 Poor Fortitude
05 06 Poor Fortitude & Reflex
07 08 Poor Fortitude & Will
09 11 Poor Reflex
12 13 Poor Reflex & Will
14 16 Poor Will
17 - 00 No changes
Suggested CR change
Each poor category gives -1 to CR.
Senses
This is represented as a bonus to the base
Perception Skill. Every 5 points adds 0.5 to CR.
Round to the nearest 5.
D20
1 5d10
2 4d10
3 4 3d10
5 7 2d108 10 1d10
11 - 20 Same as base/Normal
Size
Important things to remember if you decide
to adjust size:
Size cannot be reduced below tiny,
nor increased above colossal
Changes in size change base damage
from natural attacks and breath
weapons etc. Details can be found in
the Pathfinder Roleplaying Game
Bestiary plus a few in this
publication.
Size changes affect base speed etc.
A size increase above the base
increases CR +1
A size decrease below base decreases
CR by 1
Size also determines the length of
wing, neck and other cosmetic details
found in appendix 2
Dragons below Tiny or above Colossal
are not covered.
D100
01 Decreased size by 3
02 - 05 Decreased size by 206 - 20 Decreased size by 1
21 - 70 Same as Base
71 - 94 Increased size by 1
95 - 99 Increased size by 2
00 Increased size by 3
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Skills
How many skill points?
Dragons gain skill points equal to this formula:
6 + Int Mod per hit dice.
So , for example, with an Int mod of say 3 and
with 6d12 HD the number of skill points would
be:
(6 + 3) x 6 = 9 x 6 = 54 skill points to spend.
What to spend them on?
Dragons have the following skills listed in the
chart below as class skills.
D20
1 Appraise
2 Bluff
3 Climb
4 Craft
5 Diplomacy
6 - 7 Fly8 Heal
9 10 Intimidate
11 Knowledge (all)
12 Linguistics
13 14 Perception
15 Sense Motive
16 Spellcraft
17 Stealth
18 Survival
19 Swim
20 Use Magic Device
If they have class levels, then they also gain
the skills from that class
You have several options at this point;
1. Pick the skills you want and assign the
points yourself This is therecommended option. If you are
having trouble deciding what skills to
use, look at stats and other abilities
and pick skills that complement those.
Its a rare dragon that has no skill
points in Fly, but may happen, the
question is why? Have they focused
on their studies (Knowledge) so much
their flying skills have got worse?
2.
For each skill point, randomly
determine which class skill it isassigned to. This will take a while so
could be speed up by using multiple
skill points per determination. The
chart/listing provided can help with
that.
3. The same as (2) but include non-
class skills as well.There should be a
rough ratio of 3 class skill points to
every 1 non-class skills points spent.
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Spell casting
To determine if the dragon can cast spells and
what their CL (Caster level) is, roll on this
chart.
D100
01 - 70 Same as base
71 80 Use column A
81 90 Use column B
91 00 Use column C
This chart is duplicated from chapter one,
with a minor modification. If the caster
progression is better than the base dragonused, then CR +1. If worse, the CR is -1. Of
course if the dragon cant cast spells due to its
age then you can ignore this section.
A B C
Wyrmling - - -
Very
Young
- - -
Young - - 1
Juvenile - 1 3Young
Adult
- 3 5
Adult 1 5 7
Mature
Adult
3 7 9
Old 5 9 11
Very Old 7 11 13
Ancient 9 13 15
Wyrm 11 15 17
Great
Wyrm
13 17 19
Now you know what their CL level is, you can
determine if they are Arcane or Divine casters.
(like Gold or Silver dragons).
Roll a d100 if you get 20 or less, they are
able to cast cleric spells as arcane ones.
Now you have caster level, you have several
options for determining what spells can be
cast/are known;
1.
Pick for each dragon2.
Use random determination
3.
Use a spell package
Pick for each
This is the most time consuming method, but
will result in better, more appropriate spells.
Dragons use the same table as Sorcerers for
determining how many spells per level they
know/can cast, even if they have access to
divine miracles like Gold/Silver dragons do.
This is the recommended option.
Use random determination
Quicker, but spells may be duplicated and not
always complimentary or make sense. Also
there are many, many spells to choose from.
Note from Author:
A future product will deal with random spelldetermination, but for now this is beyond the
scope of this publication. Hence it is not a
recommended option, unless you have you
own method for determining random spells.
Use a spell package
This has the advantage of speeding things up,
but if used all the time, will result in all your
dragons having the same spells.
The spell packages can be found in Appendix
1. To use them, simply go to the appropriate
caster level for your dragon and caster type.
Remember also that spells per day is modified
by Charisma and that the minimum Charisma
score the dragon needs to cast the spell is 10
+ the spell's level.
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Body Details
hese are (mostly) cosmetic features,
designed to give your dragon a unique
look.
By the end of this, if you use all the options,
then hopefully your players will wonder just
what it is they are looking at.
See also appendix 2 for size details on wings,
body etc.
Back
The area found between wings and on top of
the body, covers the neck as well.
D100
01 - 04 Bone - Armour
05 08 Bumpsdouble ridge
09 12 BumpsIrregular pattern
13 16 Bumpssingle ridge
17 20 Carapace
21 24 Feathers - Large
25 28 Feathers - Small29 32 Fin - Double
33 36 Fin - Single
37 40 Flat, with small scales
41 44 Furred/mane
45 48 Grooveddouble groove
49 52 GroovedSingle groove
53 56 Normal/Same as base
57 60 PlatesAlternating
61 64 PlatesDouble row
65
68 PlatesSingle row69 72 Ridged
73 - 76 Segments /Large Scales
77 80 Serrated Spine/Fine
81 84 Small bony protrusions
85 88 Smoothscales very tiny
89 92 Spines like a porcupine
93 96 Thick Scales
97 - 00 Tortoise like shell
EyesColour
D20
1 Amber
2 Black
3 Blue - Navy
4 Blue - Sky
5 Brown
6 Green - Forest
7 Green - Lime
8 GreenOlive
9 Grey
10 Grey - Light
11 Metallic - Gold
12 MetallicSilver13 Orange
14 Pink
15 Purple
16 Red
17 White
18 Yellow
19 Other colour
20 Heterochromia iridium aka
Different Eye Colour
(roll again twice, once for each
eye, re-rolling this result)
EyesQuantity
D20 # of eyes
1 1Natural Cyclops
2 - 16 2
17 18 4
19 6
20 8
EyesType/Style
D20 Eye style
1 IrisNone/solid colour
2 On stalks
3 Compound
4 Glowing
5 IrisCross shaped
6 IrisCircle
7 Iris - Irregular8 - 20 Normal
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Head
What animal does the head of this dragon
resemble? If the head has horns, roll on next
chart as well.
D12
1 Snakeno horns
2 Snakewith horns
4 Turtlewith horns
5 Turtleno horns
6 Lizardno horns
7 Lizardwith horns
8 Ceratopswith horns
9 Crocodileno horns
9 Crocodilewith horns
10 Velociraptorno horns11 Velociraptorwith horns
12 Normal/Same as base/Other
Horns
Any horn sizes are in relation to the head of
the dragon.
D20 Horn type
1 3 Frill
4 6 Nasal
7 9 Brow
10 12 Frill and nasal
13 15 Frill and brow
16 18 Nasal and brow
19 - 20 Frill, nasal and brow
FrillThe area just behind the head.
NasalThe front of the head or snout.
BrowThe sides of the head. Rarely found on
just one side, unless an accident or damagehas occurred.
D8 Horn - Frill
1 Bone
2 Collapsible
3 Long
4 Plumed/Feathered
5 Ridged
6 Short
7 Spikes
8 Wide
D12 Horn - Nasal
1 Double - curved
2 Doublelong and thin
4 Double - ridged
5 Double - smooth
6 Double - twisted
7 Short bony nob
8 Single - curved
9 Singlelong and thin
9 Single - ridged
10 Single - smooth
11 Single - twisted
12 Spike Cluster
D12 Horn - Brow
1 Antlers
2 AntlersFlat/Moose like
4 DoubleRidged
5 Double - Serrated
6 Double - Smooth
7 DoubleTwisted
8 Single - Curved
9 Single - Ridged
9 Single - Serrated
10 SingleSmooth11 SingleTwisted
12 Stubs
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Jaws/Mouth
What special or different quality does the
dragons jaw/mouth have?
D20
1 Beak - Long
2 BeakShort
3 Extendable Jaw
4 FangsDouble (up and down)
5 FangsExtended/large
6 FangsVenom (adds +1 to CR
and gives any bite attack
poison damage)
7 Forked/split tongue
8 Long, prehensile tongue9 Mandibles - Dual
10 Mandibles - Quad
11 Overbite
12 Secondary internal jaw/mouth
13 Snake/Wide open
14 Teeth - Retractable
15 TeethSecond Row
16 Teeth - Serrated (+1 to bite
damage)
17 Tentacleslarge
18 Tentaclessmall & prehensile
19 Under bite
20 Normal/Same as base
Limbs (not including wings)
Limbs are placed equally along the body, in
pairs
D201 2 No Limbs (lose both claw
attacks and -2 CR)
3 6 2
7 - 14 4/Normal/Same as base
15 - 17 6
18 - 19 8
20 10
Limbs details
What are the dragons limbs like? Either make
a roll for all limbs at once, or for each pair.
D20 Limb details
1 Armoured
2 Double Jointed/bend both
ways
3 Muscular - Long
4 Muscular - Short
5 Omni-jointed
(can bend in any direction)
6 Second joint
7 Spider like
8 Thin - Long9 ThinShort
10 Horned /spiked
(roll on HornNasal chart)
11 - 20 Normal
ScalesColour
D20 Colour of scales
1 Aqua
2 Black
3 Blue
4 Brass
5 Bronze
6 Brown
7 Copper
8 Gold
9 Green
10 Grey
11 Olive
12 Orange
13 Purple14 Red
15 Silver
16 White
17 Yellow
18 Same as base
19 Other metal
20 Other colour
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ScalesPattern
D20
1 [colour] dots
2 [colour] geometric shapes
3 [colour] mottling
4 [colour] spots
5 [colour] stripes - horizontal
6 [colour] stripes - vertical
7 Dark [colour] on top of the
body with a light [colour] on
bottom
8 9 Dark shade of main colour on
top, with lighter shade on
bottom
10 Each scale has a [colour] edge11 - 12 Each scale has a darker edge
13 14 Each scale has a lighter edge
15 Random scales of [colour]
16 - 20 Solid Colouration
[colour] means to roll on the colour table or
pick the desired colour.
Tail
What is the nature of the tail of the dragon?
D20
1 Armoured/Thick scales
2 Arrow headed shape tip
3 Axe/blade shaped tip
4 Bone like club on the end
5 Constricting
6 Double spikes (+2 to tail
damage)
7 Eject able spines (like a
manticore)
8 Fin/Fish like
9 Flat end10 Forked end
11 Muscular
12 Normal/Same as base
13 Pointed/sword shaped tip
14 Prehensile
15 Sharp blade like end (+1 tail
damage)
16 Short stub (loses tail attack
and -2 to CR)
17 Spiked (+1 to tail damage)
18 Stiff/Rigid, but useable
19 Stinger (+2 tail damage, poison
type)
20 Whip like (long and thin)
There is a 5% chance (1 on a d20) the dragon
has a secondary tail. If this occurs then roll on
this chart as well.
D20 Second Tail01 10 Same as the main
11 - 20 Different from main (roll on
the chart again)
This second tail grants a second tail attack (+1
to CR) but no bonus may be applied to attack
or damage rolls from stats
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Talon Details
D20
1 2 Long and thin
3 4 Short and thick
5 - 6 Serrated (+1 to damage rolls)
7 8 Retractable
9 10 Sharp (+1 to damage rolls)
11 12 Poison tipped (Injury, DC equal
to 10+ age category, 1d2 from
a random stat for 6 rounds)
13 - 20 Normal
WingsQuantity
D20
1 - 2 0
3 - 15 2
16 - 19 4
20 6
Lack of wings does not stop flight as the
dragon would have some kind of levitation
ability equal to what it would normally have.
However they would lose the wing attack (-2
to CR)
Vestigial wings are small and only really used
for stability, if they are used at all.
Wings are placed in pairs along the body. If a
dragon is missing a wing then this is due to
combat or other damage.
WingsType/Style
The majority of the time, all wings will be the
same type or style on the same creature; only
in about 5% (1 on a d20) will there be
different wing types on the same dragon, inwhich case roll for each wing pair.
D20 Wing type
1 Appear to be large scales
2 Bat
3 Bee liketransparent/clear
4 Beetle (hidden under a shell)
5 Bird/Feathered
6 BonesNo skin
7 Bones - Skin between8 Butterflybland/dark
9 Butterfly - colourful
10 Demonic
11 Dragon - Curved
12 Dragonfly
13 Faerie/Gossamer
14 Fin like
15 Long and thin
16 Muscular
17 Scaled
18 Short and thick
19 Smooth and flat, great for
gliding
20 Normal/Same as base
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Wing Tips/Edges
What can be found at the edge or tips of the
dragons wings (front mostly, but sometimes
the rear)? Often these give a small bonus to
wing damage or a change in speed ormanoeuvrability class. An increase in speed,
damage or manoeuvrability also increase CR
by 0.5
D20
1 Grooves
2 Hollow (+10% speed, -1
damage)
3 Plates/thick scales
4 Serrated edge (+1 damage)
5 Small bumps
6 Small claws
7 Small controllable flaps
(improved manoeuvrability)
8 Smoothed (+10% to speed)
9 Spikes (+1 damage)
10 Tendrils (rear of wing)
11 Armoured (Hits against the
wing take less damage)
12 - 20 Nothing/Normal
Scars & Battle Damage
Has the dragon been damaged in some way?
What gave it those scare all along its lower
flank and why is it missing an eye? Use these
injuries to make the combat interesting.
Change dice rolls or give your players a bonus
to escape if the dragon has a limp for
example.
If creating your own, they should not cause
major combat problems, as they are mostly
for flavour.
Option
If using the Called Shots rule and you hit a
damaged or weakened area, then damage is
increased/max possible for the attack.
D100
01 - 04 A wing has a tear/hole
05 08 Acid burn across the face and
body
09 12 Burnt back
13 16 Deaf on one side
17 20 Has a limp
21 24 Has a odd , rotten smell
25 28 Has to cough loudly before
using its breath weapon, like
something is stuck
29 32 If dragon has horns, one of
them is notably
broken/damaged
33 36 Missing a talon on one random
limb37 40 Missing a tooth
41 44 Missing an eye
45 48 Nose/snout damaged
49 52 One eye is cloudy
53 56 One wing droops
57 60 Scar across face
61 64 Scar along 1/3 of lower flank
65 68 Some scales are broken
69 72 Tail is slow to move
73 76 The remains of weapon/sword
sticking out their side
77 80 Joints make clicking sounds
when it moves
81 84 Has trouble bending its neck
85 88 Looks thin and malnourished
89 92 Coughs a lot
93 96 Internal damage that is visible
by the dragon wincing every
so often for what appears to
be no reason
97 - 00 Nothing (nothing visible atleast)
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Dragon Names Titles
very dragon has 2 names, their true
name and their Mortal name. The true
name is only know to other dragons of
a very, very few trusted mortals. Otherwise
they go by the so-called Mortal or public
name.
True Name
There are many methods to deciding a
dragons true name. One such method is
presented here, by combining name
components (NC) in various ways. Roll to
decide or pick one you like.
Name Components can be found in Appendix
5.
Names can be separated with characters such
as a space ( ), an apostrophe ()or a hyphen (-)
or even have no separation and are just one
long word!
First stage is working out how many NC the
true name has, then after each NC has been
determined, roll or decide how (or if) it is
separated from the one NC before.
D20
1 2 2 NC
3 4 3 NC
5 6 4 NC
7 8 1 + 1d4
9
10 1 + 1d611 12 1 + 1d8
13 14 1 + 1d10
15 -16 1 + 1d12
17 18 1 + 1 per 2 age categories
19 - 20 1 + 1 Per age category
MortalName
The Mortal name often reflects some aspect
of the dragon, giving almost no hint to the
dragons true name. Some are named for
deeds, or their looks. Others for what they doin combat, the options are almost endless.
Some example names, from legends and
mythology that span all across the multiverse,
are listed below.
D100
01 - 04 Azorth
05 -08 Bane
09 12 Chazor
13 16 Cinder
17 20 Deathbringer
21 24 Destro
25 28 Ember
29 32 Emmeraus
33 36 Flamestrike
37 40 Grandsire
41 44 Hellios
45 48 Infernus
49 52 Ishmael
53 56 Janus
57 60 Kelko
61 64 Leviathan
65 68 Magistar
69 72 Ormr
73 76 Pyrite
77 80 Pyro
81 84 Python
85 88 Skrie
89 92 Tiamat
93
96 Yogoth97 - 00 Zeal
If the dragon has the ability to shape itself
into a lesser form, like an elf or dwarf for
example, then the mortal name will often
come from that race.
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Titles
Virtually every dragon love titles. Good
aligned dragons treat them as a sign of
respect from mortals; evil ones demand them,
to show who is boss and who has thepotential to be dinner.
Most titles have no effect (outside of social
situations), but a few do. After all, knowing
the Bane of Grendlera is heading to the
town your players is in, sounds so much
better doesnt it?
Rolling for the title(s) is generally best if you
have yet to decide on the dragons
personality. Otherwise, picking them is better.
A dragon naturally gains a title every 3 ages,
assuming they do nothing else to warrant a
new title
Charts Notes:
1.
[deity] = god or other powerful being
2.
[doom] = death, destruction, pain,
misery etc.
3. [dragon] = name of another dragon
they have killed.4.
[element] = Something like fire,
lightning or other dragon related
element
5. [place] = Town or other settlement
6. [race] = Elf, dwarf, human etc.
7. [x] = place name or important hero
who died fighting them
As with any of the charts in this publication,
feel free to add your own.
Titles can go after the dragonsname;
E.g. Pryix, Lady of Fire or Fallus the Majestic
Or they can go before it;
The Magnificent and Eternal Pyros
Use the title(s) in a logical way, changing them
slightly if needed to fit together. Some titles
are more suitable for certain dragons than
others (e.g. Defender).
Titles
D100
1 - 2 Avatar of [deity]/[element]
3 4 Bane of [x]
5 6 Bringer of [doom]
7 8 Champion of [place]/[race]9 10 Defender of [place]/[race]
11 12 Destroyer of [place]
13 - 14 Exterminator of [race]
15 16 Hunter of [x]/[race]
17 18 Killer of [race]
19 20 Lord/Lady of [element]
21 22 Master of [element]
23 24 Most Holy
25 26 Most Imperial
27 28 Most Wondrous
29
30 Regal31 32 Saviour of [place]/[race]
33 34 Slayer of [dragon]
35 36 The Blessed
37 38 The Brave
39 40 The Chosen
41 42 The Deadly
43 44 The Divine
45 46 The Elder
47 48 The Enduring
49 - 50 The Enigmatic
51
52The Eternal
53 54 The Fierce
55 56 The Gifted
57 58 The Hunter
59 60 The Immortal
61 62 The Inscrutable
63 64 The Legendary
65 66 The Loud
67 68 The Magnificent
69 70 The Majestic
71 72 The Mysterious
73 - 74 The Mystical
75 76 The One & Only
77 78 The Persistent
79 80 The Profound
81 82 The Radiant
83 84 The Renowned
85 86 The Silent
87 88 The Spectacular
89 90 The Strong
91 92 The Sublime
93 94 The Swift
95 96 The Transcendental
97 - 98 The Undying99 - 00 The Untouchable
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Lairs
ragons have to live somewhere. The
stereotype is of the beast sleeping in a
cave, on a hill of gold and treasure,
killing any who dare disturb its slumber exists
for a reason.
This is a quick chapter on the basics of the
dragons lair.
Location
Where does the dragon have its lair, what
place does it call home? This is not the same
as the environment in which its found, as it
may have its hunting grounds in the desert,
but it lives in the nearby mountains.
D20
1 CaveNormal
2 CaveUnderwater
3 Desert
4 Forest
5 Iceberg/Frozen Area6 Island
7 MountainsCrevasse/cave
8 Mountains - Peaks
9 NomadHas hidden stashes
for its horde and food
10 Ocean/Beach
11 River/Lake
12 Ruins
13 Swamp
14 Underground
15 Urban - Ruins
16 UrbanSewers/caverns
17 Valley
18 Volcano
19 Same as home terrain
20 Somewhere Else
Features
All lairs have at least once chamber where the
dragon rests and stores it horde. Sometimes
this chamber is filled with other items, such as
food or prisoners etc. Occasionally the dragonhas other areas or features as part of its lair.
D20 Roll 1d4 times
1 Defences - External
2 Defences - Internal
3 Exercise area
4 False Chambers
5 False Entrance
6 Forge/Smelter
7 Gateway/Entrance chamber8 Guard Room
9 Hidden Entrance
10 Landing chamber/area
11 Mine
12 Pantry
13 Prison
14 Refuse Pit
15 Secondary Entrance
16 Secondary Sleeping chamber
17 Servants chambers
18 Skylight
19 Treasure/Horde chamber
20 Other
For details on the dragons horde size and
what it may contain see appendix 3.
More in-depth details on dragon lairs will be
featured in a future product release, but for arough idea of the size of the lair, take the age
category (as a number) of the dragon
concerned and times it by 1000 to give you
the size in square feet it covers, for a so-called
average size lair. Different sizes will of
course exist, but this gives you something to
start from.
D
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Dragon Eggs
ven the most anti-social dragon at
some point was once an egg. You may
have a dragon who is an expectant
parent and that is why its getting upset about
the miners digging where they are. Whatever
the reason, this section gives you the charts
for random dragon eggs, for any type of flying
serpent, but more suitable for unique/random
dragons
Egg Size
How big is the clutch of eggs and how big are
they?
D20 Size(Clutch Size)
1 5 Tiny (1d5)
6 10 Small (1d4)
11 15 Medium (1d3)
16 - 20 Large (1d2)
L WTiny 1 1
Small 2 8
Medium 3 16
Large 4 32
Length (L) of the egg is in feet.
Diameter of the egg is about half of the length
Weight (W) is in pounds.
Incubation Duration
How long does it take to incubate the egg(s) in
days?
Incubation period
Tiny 200 + 1d100 days
Small 250 + 2d100 days
Medium 300 + 3d100 days
Large 350 + 4d100 days
Incubation Method
What method is used to incubate the egg?
The nature of the parent does not alwayshave a bearing on the method of incubation.
For instance a cold based dragon may have to
keep their eggs in fire or lava. This may cause
problems for locals if the only source of what
the dragon needs for incubation is in their
locality.
D20
1 Always in darkness
2 Always in light
3 Anywhere but never moved
4 Bathed in blood
5 Bathed in fresh blood daily
6 Buried in dirt
7 Constant breeze over it
8 Immersed in acid
9 In fresh running water
10 In sea water
11 In still or fouled water
12 Inside a living host
13 Kept in a bird like nest14 Kept in an open flame
15 Kept in dry sand
16 Never to touch solid ground
17 Snow/Ice or other freezing
temperature liquid
18 Under a pile of gold
19 Warmed by the parents body
20 Other exotic or weird method
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Egg Colouration
D20 Roll once
1 Aqua/Water
2 Black
3 Blue
4 Brown
5 Camouflage pattern
6 Green
7 Grey
8 Orange
9 Purple
10 Red
11 Spotted
12 Translucent
13 Violet
14 White15 Yellow
16 Flame (orange/yellow pattern)
17 Roll again but metallic version
18 Same as terrain/area in which
it is stored (a form of
chameleon. Changes within 24
hours if moved)
19 - 20 Same colour/pattern as parent
Egg Features
D20 Roll once
1 Appears broken/cracked
2 Clear/transparent shell
3 Dimples all over
4 Gem like objects in shell
5 Geometric patterns
6 Glows in dark
7 Illusionlooks like something
else
8 Metallic like shine
9 Radiates Cold
10 Radiates Heat
11 Ridged/groves
12 Scales
13 Secondary outer shell
14 Small horns around crown
15 Small Spines
16 Smooth
17 Stone like covering
18 Vibrates slightly
19 Roll Twice20 Other
Egg Durability
It is a fact that there are those who seek
dragon eggs for various purposes. To stop
them from breeding, as a food source, for
petty revenge or even spell components. Tocounter this, some eggs are harder to break,
take more damage, or have a nasty effect if
they are broken from the outside. A few
dragons even deliberately lay false trap eggs
just for this purpose!
Hardness
D20 HP of the egg
1 8
2 10
3 - 4 12
5 - 6 14
7 10 16
11- 14 18
15 - 16 20
17 - 18 22
19 24
20 26
Break AC
D20 AC1 2
2 4
3 - 4 6
5 - 6 8
7 10 10
11- 14 12
15 - 16 14
17 - 18 16
19 18
20 20
The AC of the egg represents how hard it is for
someone to break the shell from the outside.
But be warned..you may not want to do
that
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Effect if broken
Dragons are creatures of power and magic. It
takes time for that to accumulate. Disrupting
this process by breaking an egg before its
natural hatching time can often result in somedangerous effects, not only for the egg, but
those nearby.
These effects are multiplied by the age
category of the parent dragon when the egg
was laid.
Every 100 days, the damage dice used
increases by one category, starting at 1d4,
then 1d6 at 200, 1d8 at 300, 1d10 at 400 and
1d12 at 500 and 1d20 at 600 or more days.
As you can see, an egg laid by a Great Wyrm
(12) at 600 days would deal 12d20 worth of
damage if broken early!
The range of this effect is 5 feet per age
category of the dragon parent and effects all
things within range as per normal.
If the egg is broken within the last 100 days of
its natural cycle, then there is a chance equalto 100 days remaining, that the hatchling
will be fine and have no complications. A
failure at this point results in a dead baby
dragon.
Certain spells and abilities can stop or reduce
this, and some enterprising being have crated
whole industries around the safe removal and
destruction of dragon eggs.
A few eggs cause no direct damage if openedbefore their time. For these, the damage
represents either the intensity of the effect or
the duration as appropriate
D20 Roll once
1 Acid jet
2 Bright Light (Intense)Blinded
for 1 round PDP
3 Confusion1 round PDP
4 Explosion
5 ForceStunned for 1 round
PDP
6 Hallucinogenic gas1 PDP
7 IllnessSickened for 1 round
PDP
8 Poison
9 Same breath weapon effect as
the parent in all directions,
centred on the egg10 Sleep1 minute PDP
11 Slowthe eggs contents stick
to everything slowing those in
range
12 SonicDeafened for 1 round
PDP
13 StenchAnyone is range is
has the Nauseated status for
PDP
14 Sticky MessEntangled for 1
round PDP15 Tempory Petrifaction
Petrified for 1 round PDP
16 Time stop1 round PDP
17 Wild Zone The area where
the egg was broken becomes a
Wild zone for 1 day PDP
18 BrightnessDazzled for 1
round PDP
19 Fatigued for 1 round PDP
20 Lucky Nothing happens and
the egg is broken without
incident
PDP = Per Damage Point
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Templates
hese can be applied to basic dragons
or even to your own creations. The
basic idea, if you are not familiar with
them, is to take a basic monster and give it
some predetermined changes, but at a cost.
They are a great way to spice things up and
can make encounters more interesting and
memorable.
Some, if not all, of these templates can be
applied to other beings, not just dragons.
Some of them though mention age categories
as a part of working out effects etc. Simply
use half of total class levels rounded down, to
a min of 1 in this case.
All templates are Inherited Templates, which
means that the template is a part of a
creature from the beginning of its existence,
or Acquired. Acquired templates can be
applied to existing creatures at various points
in their life.
Aspect of the Troll (Inherited)
CR +3
Intro
At some point in the past, through magical
means, some aspects of a troll have become
fused with this being, granting them increased
strength and constitution, with a trollsability
to regenerate. Sadly, this comes at a cost to
higher brain functions.
Changes
Str Dex Con Int Wis Cha
+6 +2 +6 -6 -2 -6
Appearance takes on a green tint and any
limbs possessed now are slightly longer and
thinner, but still muscular.
Abilities
Gained: Fast Healing (5), Scent
Chameleon (Inherited)
CR +1
Intro
Able to control and shift the colours on their
scales (within reason), this dragon can be
harder to spot or find when compared to
others of its kind.
Changes
Str Dex Con Int Wis Cha
- - - - - -
+12 to Stealth
Abilities
Halves any penalty to stealth due to size
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Spell Absorber (Inherited)
CR +3
Intro
Over many generations, this dragon has been
bred to allow it to absorb magic from others
giving it a boost to its powers, albeit
temporary. Sometimes though this can
backfire
Changes
Str Dex Con Int Wis Cha
+4 +2 +4 +4 - -
See below
Abilities
If the dragon ever saves against a spell cast on
it (applies to self-cast or spells meant to help,
divine or arcane), then roll a dice
.
1 Strength +4 to Str
2 Toughness +4 to Con
3 Agility +4 to Dex
4 Health Spell level x 4
back in HP
(See notes)
5 Speed Spell level x 5 to
speed
6 Reflexes Spell level to
Initiative rolls
7 Armoured Spell level to
armour class (but
same as reductionto Dex)
8 Fury +1 to all critical
dice rolls
9 Nothing Spell saved as
normal
10 Overloaded See Notes
Spell level here refers to the level of the spell
absorbed or save against.
The duration of these effects last 10 rounds.
These bonuses can stack, but the dragon can
only absorb a maximum of 1 spell per age
category. Any more than that and the oldest
is removed
Notes:
Health
These HP are temporary. Once the duration
ends, these are removed, but the dragon will
always be left with at least 1 HP left per age
category and cant be taken to below 1.
Overloaded
If a Spell Absorber becomes overloaded, thenall bonuses it has acquired are immediately
nullified as if they have ended.
The next roll made to absorb a spell is made
with +1 to the dice roll. This means overloads
now occur on a 9 or 10. If it occurs for a third
time, then the range is now 3 points (8 to 10).
And so on. This effect can stack and is called
the Overload Penalty.
At this point the dragon must also make aFortitude save against a DC (10 + OP). Failing
this save Burns out the template, reducing
Str, Dex etc. and applies a penalty to all dice
rolls, including saving throws equal to the OP.
Passing this saving throw prevents the Burnt
Out effect from occurring this time, but must
be tested for each time there is an Overload.
Whilst this effect is in place the dragon can no
longer absorb spells. The dragon is also
stunned for 1d2 rounds.
The OP count is reduced by 1 per day or 24
hour period that passes with no spell being
absorbed.
Each day, the dragon may make another
Fortitude save to gain back the template if it
has been burnt out.
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Feats
Breath Weapon FeatsAll breath weapon feats can be used
optionally. This must be declared BEFORE
using them(If used by a PC with a breath
weapon).
Breath Range IncreaseIntro
Some dragons know how to push the range of
their breath weapon further without
sacrificing damage potential
Prerequisites
Breath Weapon, adult age categoryBenefit
The range of any breath weapon increases by
5 feet.
Breath Weapon OverloadIntro
By sacrificing the ability to use their mighty
breath weapon for a while, they can push it to
the maximum possible right now.
PrerequisitesBreath weapon, adult age category
Benefit
The breath weapon does the maximum
possible damage for the dice it has assigned
to it
Special
A Fortitude save vs DC 25 must be made
before the dragon can use their breath
weapon again. Each round passed since
Overload was used gives a bonus of +1 to the
dice roll, but, every use of Overload after thefirst adds +5 to the DC check. This resets after
24 hours of no breath weapon use.
Quicken BreathIntro
By breathing the breath weapon faster, the
dragon can use it more often, but it is weaker
than normal
Prerequisites
Breath weapon, Dex 16
Benefit
The breath weapon can be used every other
round
Special
All random damage dice are at the minimum
possible for the age and size.
Recover Breath
IntroThe dragon can recover from using its breath
weapon quickly.
Prerequisites
Breath weapon, Con 16
Benefit
Can be taken multiple times. Each time this
feat is taken, the time the dragon needs
before it can cast it breath weapon again is
reduced by 1, to a minimum of one round.
Shape BreathIntro
The dragon can decide how it wants it breath
weapon to be shaped.
Prerequisites
Breath weapon, adult age
Benefit
Each use of the breath weapon, the dragon
can determine how it wants it breath weapon
to be shaped (cloud, line etc)
Special
The dragon must roll a 2d4 instead of 1d4 todetermine number of rounds between breath
weapons uses.
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Dragon Blood
The blood of a dragon can have curious
properties. These all require having dragon
blood as a perquisite.
Only one type of Dragon Blood feat may be
taken, but the same feat may be taken
multiple times.
Benefits
Some of these feats only take effect if the
dragon suffers damage from anything that
would cause it to bleed. This is true
regardless of what form the dragon may be in.
Range is up to range is 5 feet per 3 agecategories of the dragon.
Area of splash is in a line towards the one
who did the damage.
Damage amount: 1 point per age category
A Reflex save vs DC (15) avoids this damage.
Any species that feeds on blood will be in for a
nasty surprise if they attack a being with oneof these blood types.
Unless stated, all Dragon Blood feats share
this special note:
This feat also affects the one who has the
feat. This may sound odd, but, using Dragon
Blood Acidic as an example, the creatures
body only protects against the acid while it is
on the inside. However, each type of dragon
blood does also grant a -1 reduction to any die
rolls of that type, which if the attack is only 1point, then it is negated. This may sound
redundant, but if two or more dragons have
the same feat and one damages the other,
they are not fully immune to the effects, but it
is reduced.
Optional Rule:
Those who have dragon blood within them,
like half-dragons or sorcerers, may take these
feats but they are only half as effective.
Dragon Blood - AcidicIntro
The blood of the dragon has rather acidic
qualities. Although not a true acid, it can
cause a bit of damage to those exposed to it.
Prerequisites
Dragon Blood, Con 16
Benefit
Acid damage to attackers.
Special
Acid damage to the dragon is at -1.
Dragon Blood - ArcaneIntro
Sometimes the sheer power of a dragon
infuses their blood with arcane forcesPrerequisites
Dragon Blood, Con 14, spell casting ability
Benefit
Magic/arcane damage to attackers
Special
Magic/arcane damage is reduced by 1
Dragon Blood - ElectricIntro
The blood of the dragon has rather electrical
quality to it. Although not true electricity, it
can cause a bit of damage to those exposed to
it.
Prerequisites
Dragon Blood, Con 16
Benefit
Electrical damage to attackers. +1 to total
damage if they have metal armour or struck
with a metal weapon (like iron etc.) or
anything that conducts electricity.
Special
Electrical attacks to the dragon are at -1.
More Dragon Blood feats (and other feats)
will be featured in a future supplement
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Appendix 1
Spell Packs
Remember that spells per day is modified by
stat bonuses, which for dragons is normally
Cha (Charisma).
Arcane Spell Packs
For dragons with normal spell casting
abilities.
Caster Level 1
0 (at will)4 Arcane Mark; Detect Magic;Flare; Read Magic
1 (3/day)2 Expeditious Retreat; Ray of
Enfeeblement
Caster Level 3
0 (at will)5 Arcane Mark; Ghost Sound;
Prestidigitation; Ray of Frost;
Resistance
1 (5/day)3 Animate Rope; Mount; Sleep
Caster Level 5
0 (at will)6 Daze; Detect Magic; Light; Mage
Hand; Open/Close; Touch of
Fatigue
1 (6/day)4 Chill Touch; Detect Secret Doors;
Expeditious Retreat; Magic
Missile
2 (4/day)2 Leomund's Trap; Scorching Ray
Caste