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Cover: (c) 1996 by Jane Iwin, Simply Software

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Table of Contents
Introduction
Converting Book One: Rules

4
5
6

Pathfinder General Conversion Rules


Draconic Racial Class Features
Chromatic Dragons

New Race: Half-Dragon

10
11
13
15
17
19
21
22
24
26
28
30
32
33
35
37
39
41
43

Converting Book Two: Campaign

Draconic Classes
Draconic Skills & Feats
Draconic Specific Items
The Dragon Gods
New Prestige Classes

45
46
51
53
54

Converting Book Three: Adventures

Adventure One: Not the Draca


Adventure Two: Color Blind
Adventure Three: The Terrible Alliance
Adventure Four: Stolen Hoards

60
60
65
69

Converting the Appendixes

Appendix One: New Monsters


Appendix Two: Converted NPCs

72
76

Sovereign Dragon

82
84

Black
Blue
Green
Red
White
Metallic Dragons
Brass
Bronze
Copper
Gold
Silver
Primal Dragons
Brine
Cloud
Crystal
Magma
Umbral

Converting Other Dragon Types

OGL

86

And the wild beasts of the islands shall cry in their desolate houses, and dragons in their pleasant
palaces.
-Isaiah 13:22

Introduction
In 1994 Bill Slavicsek published the Council of Wyrms box set which was billed as the first time TSR
game dragons could become player characters1! COW (for short) was popular and became even more so
when it was republished by Wizards of the Coast as a hard bound Players Option book in the year
1999. Unfortunately this was just before WOTC published their own version of the worlds most famous
RPG and no other COW material was ever published.
Despite repeated requests, WOTC declined to publish an updated version of Council of Wyrms because it
was thought to be too unbalancing using the new rules. This did not stop the requests however and this
prompted Dragon magazine to publish official conversions for the metallic and chromatic dragons in
issues 320 and 332. However these conversions stressed making the dragons exactly as in the 3rd edition
core rules and had little of the flavor of the dragons from Ios Blood.
I thus did my own conversion which quickly became obsolete when Hasbro bought out WOTC and
published yet another version of the game that can no longer be named. This version was so disliked that
it divided the fan base of the product and Piazo publishing created their own version of the game in 2009
that quickly out sold all its competition.
This conversion guide is meant for people who wish to use the COW sourcebook with the Pathfinder core
rules. As gem dragons were not made open content they do not exist in the Pathfinder game and have been
replaced with the Primal Dragons found in Bestiary 2. This book uses the Primal Dragons instead of the
gem dragons but the cultures of the original clans can still be used.
To use this book you will need Council of Wyrms, the Pathfinder Core Rulebook, the Pathfinder
Roleplaying Game Bestiary and Bestiary II. The books Psionics Unleashed and the Advanced Players
Guide will also be useful for a few skills and feats. Those who game with a computer may use the
Pathfinder SRD http://www.d20pfsrd.com instead. These books plus this paper should be all that is needed
to make your character ROAR!

Actually Dragons by Cory Glaberson ( 1986, Mayfair Games for the first edition of the game) preceded
COW by eight years and is very similar.

Pathfinder General Conversion Rules


The following rules should be used when converting Council of Wyrms (COW for short) to the Pathfinder
RPG.
Book One: Rules-Ability Scores: use the Pathfinder rules. Ignore COWs minimum and maximum ability scores,
racial adjustments, class restrictions, level limits, and starting dragon strength scores. These rules
are all superseded by the Pathfinder rules and the rules in this volume.
The Races: all of the fluff information contained in this section can be left as is. Gem dragons
have been replaced with Primal dragons and the Draconic and Half-Dragon racial rules given in
this volume replace those in COW. The only game information one needs to keep are the age
category, age in years, and the information on preferred vassals.
Classes and Kits: These rules are replaced by the Pathfinder classes and prestige classes. Now
any dragon can become psionic not just the neutral dragons.
Experience and Advancement: These rules become superseded by the ones in Pathfinder and
this volume.
Proficiencies: These rules are replaced by the Pathfinder skill and feat system. See this volume for
more information on dragon appropriate skills and converted feats.
Special and Innate Abilities and Spells: These are superseded by the Pathfinder abilities given in
this volume.
Book Two: Campaign -Most of this volume is fluff text so can remain as is. One of the few exceptions is the rules for losing ones
hoard. In Table 18 replace THACO reduced by one level with Base Attack Bonus reduced by one
level. The rules for Dragon weapons in Table 20 and the kit rules (now prestige classes) must also be
replaced with the rules in this book.
Book Three: Adventures -Other than converting of the monsters to Pathfinders creatures most of these adventures can be left as is.
What few changes are needed can be found in the chapter on converting the Adventures given in this
volume.

Draconic Racial Class Features


Council of Wyrms features fifteen dragon races divided into three families, the Chromatic (evil) dragons,
the Gem (neutral) dragons, and the Metallic (good) dragons. In the rules below the Gem dragons have been
replaced with the Primal dragons with their cultural equivalent mentioned in the description. The
information given here replaces all the character creation/racial information in COW.
Each dragon type is a racial class that uses the following tables. A dragon cannot multiclass into another
dragon race (obviously) but can multiclass into as many normal Classes or Prestige Classes as he likes as
long as the normal rules for multi classing are followed. In every case the dragon race is always the favored
class.
The special abilities of each dragon type have changed somewhat in Pathfinder and the racial classes below
reflect the new rules. In cases where a dragons power has been changed the old power will be given as a
bonus spell. The stats given below are common to all the dragon racial classes.
Dragon Racial Type: Pathfinder dragons are immune to effects that only affect humanoids, such as charm
person spells. Of course this is less important in a COW campaign than in a typical game world due to the
prevalence of dragon affecting magic during the time period of Ios Blood.
Dragon Senses: all dragons now have darkvision at 120 ft. and blindsense at 60 ft. They see four times as
well as a human in dim light and twice as well in normal light.
Hit Dice: Every level a dragon gains on his racial class allows him to roll 1d12 for hit points.
Base Attack Bonus: The BAB of Pathfinder is equal to the dragons level so a dragon of level 5 would
have a BAB of +5.
Four Legged: Due to being four-legged, dragons receive a +4 racial bonus to their CMD against trip
attacks and their carrying capacity increases by 50%

Attributes: Determine attributes as normal then apply the Racial Ability Adjustments found in the
description for your dragons type in this book. The Dragons strength will increase with each rise in age
category; this increase is in addition to the standard ability score increases that occur at every four levels.
As a dragon ages his dexterity in the use of his fore-claws will decrease due to size. Its hard to pick up a
tiny ring with sword sized talons. As a result a penalty to dexterity is given as the dragon increases in size.
This modifier is only applied to rolls that involve manual dexterity and not to those involving agility (i.e.
jumping, flying, or attacking.) This modifier varies by size and is given in the racial description.
Size Level
T, S, & M
L
H
G
C

Dexterity Penalty
0
-1
-2
-3
-4

AC: The Armor Class given is natural armor and size modifier only. Armor Class increases as the character
rises in level. All Armor class is modified by the characters size category as given in the core rulebook and
is already figured into the dragons racial description. The characters dex modifier may change this
number.

Breath Weapon: Using a breath weapon is a supernatural ability and a standard action. A dragon can use
its breath weapon once every 1d4 rounds. If a breath weapon deals damage, those caught in the area can
attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 the dragons
HD (racial class level) + the dragons Constitution modifier.

Size
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
Attack Bonus
Damage Bonus

Dragon Combat Abilities & Damage Table


Reach in feet Bite Claws Wings Tail Slap Tail Sweep
0 (5 for bite)
1d4
1d3
5
1d6
1d4
5
1d8
1d6
1d4
5 (10 for bite)
2d6
1d8
1d6
1d8
10 (15 for bite) 2d8
2d6
1d8
2d6
15 (20 for bite) 4d6
2d8
2d6
2d8
2d6
20 (30 for bite) 4d8
4d6
2d8
4d6
2d8
Full
1

Full
1

Dragon Breath Dimension (Length in feet)


Size
Line
Cone/Cloud)
Tiny
30
15
Small
40
20
Medium
60
30
Large
80
40
Huge
100
50
Gargantuan
120
60
Colossal
140
70

-5

-5
1

Fly Speed
100
150
150
200
200
250
250

Reflex save
1

Crush
2d8
4d6
2d8
Reflex save
1

Dragon Speed
MC
One Day
Average
120
Average
160
Average
160
Poor
240
Poor
240
Clumsy
320
Clumsy
320

MPH
10
15
15
20
20
25
25

Fear Aura: This ability is now called Frightful Presence. A potentially affected creature resists using
Willpower save at a difficulty equaling the Dragons HD/ racial level + the dragons Charisma modifier.
Those who make the save are immune to the dragons fear aura for 24 hours. Those that fail become
Panicked (if they have less than 4 hit dice) or Shaken (if they have more than 5 HD) for 4d6 rounds.
Dragons are immune to the fear aura of other dragons. Dragons do not gain this ability until Young Adult
Age. A dragons fear aura has a range equal to 30 feet x the dragons age category.
Immunities (ex): All Pathfinder dragons have an immunity to sleep and paralysis effects.

Optional Rule
Dragons are not automatically immune to sleep and charm effects until they reach Juvenile age. This rule is
recommended to increase playability at low levels and to make the Pathfinder dragons more equal in power
to those in the COW setting.

Languages: Dragon characters automatically start out speaking High Draconic and their family language
(chromatic, metallic, or primal) plus one bonus language per Int modifier. Bonus languages include
Abyssal, Aquan, Auran, Dwarfish, Elvin, Giant, Gnomish, Common, Goblin, Ignan, Infernal, Orc, Sylvan,
Terran, and Undercommon. In addition all dragons in this setting have Telepathic Speech. Telepathy allows
a dragon to communicate mentally with any intelligent creature it is able to link its mind with. The base
number for this power differs with each dragon race and increases with age.
Skills: A dragon character gains 6 skill ranks plus Intelligence modifier per level. Common draconic class
skills are Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (Int), Perception
(Wis), Sense Motive (Wis), and Spell craft, and use Magic Device (Cha). Each dragon race will have
additional available class skills that will be listed in that dragons description.

Weapon and Armor Proficiencies: A dragon has no


automatic proficiency in weapons or armor in dragon form
unless they take the appropriate feat. Dragons able to take
human form are proficient with simple weapons.
Damage Reduction: Dragons will eventually receive the
Damage Reduction Powers. This ability works as in the
bestiary and the first number stacks so a dragon with DR
10/magic who gains DR +5/magic upon gaining a new
level will actually have a DR of 15/magic. Note that a
dragons claws and teeth count as magical weapons for the
purposes of overcoming Damage Reduction.
Spell Resistance: Dragons will eventually receive Spell
Resistance. In Spell Resistance (SR) the subsequent
bonuses stack so that a dragon that has SR 10 and receives
SR +1 upon gaining a new level will have a total SR of 11.
Spells: A dragon knows and casts arcane spells as a
sorcerer of the level indicated in its specific description. Its
caster level depends on its age, as shown for each type. In
contrast spell-like abilities are cast at at a level equal the
dragons total racial level/Hit Dice.
Special and Innate Abilities: Due to changes between the
editions some abilities have been renamed or moved to a
different age level. Where ability has been removed from
the current edition I have restored it whenever possible.
Note that when using a dragon from the Bestiary it may
have abilities beyond those of a typical PC dragon of its
level and less feats. Just assume it exchanged feats for
other abilities.
Saving Throws: All dragons have the following class features involving saving throws, placed here instead
of in the class description to save space and prevent repetition.
Level

Saves

1
2
3
4
5
6
7
8
9
10

+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

11
12
13
14
15
16
17
18
19
20
21
22

+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+12
+13

23
24
25
26
27
28
29
30
31
32

+13
+14
+14
+14
+14
+16
+16
+17
+17
+18

Levels: Normal player character races can only rise to 20th level. Due to the unique nature of dragons they
can rise to over that level limit. The reason for this is that dragons have immense numbers of hit dice and if
each hit dice equals a level then a full grown dragon is a very high level indeed.
To raise in level a dragon earns experience points as normal. However whenever she is trying to reach a
new age level (wyrmling, very young, young, juvenile, young adult, adult, mature adult, old, very old,
ancient - also called venerable in some products -, wyrm, great wyrm, and paragon) the dragon must also

have an amount of treasure in its bonded hoard equal to the dragons level x 1,000. The rest of the
advancement rules are the same as in Council of Wyrms.
There is a price for this power, the more powerful the dragon the longer it takes that dragon to grow past
the hatchling stage and eventually into Great Wyrm age. This long maturation alone will keep most players
from choosing a golden powerhouse as a lowly brass will gain great wyrmhood much faster than its
glittering cousin.
To determine the amount of experience needed to raise past level 20 use this chart in addition to the one in
the Pathfinder Core Rules. These epic level ranks can also be used for normal characters in high level
games.
Level
21
22
23
24
25
26
27
28
29
30
31
32

Slow
6,850,000
8,350,000
9,850,000
11,350,000
12,850,000
14,350,000
15,850,000
17,350,000
18,850,000
20,350,000
21,850,000
23,350,000

XP needed
Medium
4,650,000
5,700,000
6,750,000
7,800,000
8,850,000
9,900,000
10,950.000
12,000,000
13,050,000
14,100,000
15,150,000
16,200,000

Fast
3,100,000
3.800,000
4,500,000
5,200,000
5,900,000
6,600,000
7,300,000
8,000,000
8,700,000
9,400,000
10,100,000
10,800,000

Feats

Ability Score Increases

11th

6th
7th
8th

12th
13th
14th
15th
16th

A dragons ultimate goal is to reach Paragon rank. A Paragon is a dragon that has bodily moved on to
become the servant of an avatar of one of the draconic gods. Such a dragon immediately relocates onto the
outer planes and becomes an epic character upon attaining level 32. They are the representatives of the
gods and put in charge of some heavenly (or hellish) duty and so become NPCs in all but the most epic of
games. However few dragons ever attain this rank for they must do so before death overtakes them.

Black, Blue, Green, Red, & White


The chromatic dragons are the stereotypical evil dragons of the Pathfinder game and represent precious
stones. In the core COW rules they are strictly non-player characters.

10

Black Dragons have glossy black scales and live in the southern swamps of Ios Blood. A black dragon
breathes a line shaped blast of acid and all dragons of this race take no damage from acid. Black dragons
are Chaotic Evil in alignment and belong to the Water subtype. The eggs of black dragons are dusky
shelled mottled with onyx. Their additional class skills are: Handle Animal (Cha). Stealth (Dex), and Swim
(Str)
Black Dragons have the following Ability Adjustments: Dexterity +3, Constitution +1, Intelligence -1, and
Charisma -1
Starting Movement: 30 feet, Fly 100 feet (average), and Swim 30 feet
Starting Natural AC: 4 (+0 natural, +4 size)
Black Dragon Special Abilities
Acid Pool (Su) The dragon can use its breath weapon to create a pool of acid as a standard action. This
acid pool has a radius of 5 feet per age category of the dragon. When an acid pool is created, anyone inside
its area takes an amount of damage equal to the dragons breath weapon (Reflex half). Any creature that
starts its turn touching this pool takes damage, but can make a Reflex save for half. Each round, the total
damage dice of the pool is halved until the result would be less than 1d6. The acid pool floats on water, and
deals damage to anything on the surface.
Acidic Bite (Su) the dragons bite deals an additional 2d6 points of acid damage. An ancient dragons
damage increases to 4d6, and a great wryms to 6d6.
Charm Reptiles (Sp) This ability works as a mass charm monster spell that affects only reptilian animals.
It can be used three times per day and is cast as an 8th level spell.
Corrupt Water (Sp) Once per day the dragon can stagnate 10 cubic feet of still water, making it foul and
unable to support water-breathing life. The ability spoils liquids containing water so any liquid-based magic
items (such as potions) and items in a creatures possession must succeed on a Will save (DC equal to the
dragons frightful presence) or become ruined. This ability is the equivalent of a 1st-level spell. Its range is
equal to that of the dragons frightful presence.
Immunity to Acid (Ex) The Dragon takes no damage from Acid attacks.
Speak with Reptiles (Sp) the dragon gains the ability to speak with reptiles. This ability is constant and
functions as the spell speak with animals, but only with reptilian animals.

11

Spell-Like Abilities (Sp) a black dragon gains the following spell-like abilities, usable at will upon
reaching the listed age category. Juvenile: darkness (radius 10 feet per age category); Old: plant growth;
Ancient: insect plague.
Swamp Stride (Ex) the dragon can move through bogs and quicksand without penalty at its normal speed.
Telepathy (Su) the dragon can speak mentally to anyone it can link its mind with. To link minds the
dragon simply rolls percentile dice (2d10, the first dice representing the ones and the second the tens with a
roll of 10 being read as 00) any roll less than the percentage is a success. Telepathic speech causes no
damage it simply allows the dragon to talk with any intelligent creature.
Water Breathing (Ex) The dragon can breathe underwater indefinitely and can freely use its breath
weapon, spells, and other abilities while submerged.
Age
Level

Level
&
HD
1

Age
Category

Size

Caster
Level

Special

Breath
Damage
(Acid)
1d4

Hatchling

Hatchling
Hatchling
Wyrmling
Wyrmling
Very Young

D
D
T
T
S

1d4
1d6
2d6
3d6
4d6

7
8

Very Young
Young

S
M

5d6
6d6

9
10
11
12
13
14

Young
Juvenile
Juvenile
Young Adult
Young Adult
Adult

M
M
M
M
M
L

7d6
8d6
9d6
10d6
11d6
12d6

1st
2nd
3rd

15
16
17
18

Adult
Mature Adult
Mature Adult
Old

L
L
L
L

13d6
14d6
15d6
16d6

4th
5th
6th
7th

19
20
21
22

Old
Very Old
Very Old
Ancient

L
L
L
H

17d6
18d6
19d6
20d6

8th
9th
10th
11th

12

23
24
25
26

Ancient
Wyrm
Wyrm
Great Wyrm

H
H
H
G

21d6
22d6
23d6
24d6

12th
13th
14th
15th

13

27
28
29
30
31
32

Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Paragon

G
G
G
G
G
C

25d6
26d6
27d6
28d6
29d6
30d6

16th
17th
18th
19th
20th
20th

Immunity to Acid, Water Breathing,


Telepathy 10%
AC +1
AC +1
AC +1 size mod +2, Str +1
Speed +30 feet, Swim +30 feet
Str +1, AC +3 size mod +1, Fly +50
feet (average), Telepathy +5%
Swamp Stride
Str +1, AC +3 size mod 0, Telepathy
+5%
Speak with Reptiles
Str +1, AC +3, Telepathy +5%
Darkness
Str +1, AC +3, Telepathy +5%
DR5/magic, SR 18
Str +1, AC +3 size mod -1, Dex -1,
Fly +50 feet (poor), Frightful
Presence, Telepathy +5%
Corrupt Water, SR +1,
Str +1, AC +3, Telepathy +5%
DR+5/Magic, SR +1
Str +1, Acidic Bite, AC +3,
Telepathy +5%
Plat Growth, SR +2
Str +1, , AC +3, Telepathy +5%
DR +5/Magic, SR +1
Str +1, AC +3 size mod -2, Dex -1,
Telepathy +5%
Acid Pool , Insect Plague, SR +1
Str +1, AC +3
DR +5/magic, SR +1
Str +1, AC +3 size mod -4, Dex -1,
Fly +50 feet (clumsy),
SR +1
Charm Reptiles
SR +1
Telepathy +5%
Bonus Feat
Str +1, AC +3 size mod -8, Dex -1,
Telepathy +5%

2
3
4
5
6

4
5
6

7
8

9
10

11

12

Blue Dragons have dark blue scales and live in the southern deserts of Ios Blood. A blue dragon breathes a
line shaped bolt of lightning and all dragons of this race take no damage from electricity. The eggs of blue
dragons are azure shelled with sapphire mottling. Blue dragons are Lawful Evil in alignment and belong to
the Earth subtype. Their additional class skills are: Appraise (Int), Stealth (Dex), and Survival (Wis).
Blue Dragons have the following Ability Adjustments: Strength +1, Dexterity +2, and Constitution +1
Starting Movement: 30 feet, fly 100 feet (average), Burrow 10 feet
Starting AC: 2 (natural +0, size +2)
Blue Dragon Special Abilities
Desert Thirst (Su) A blue dragon can cast create water at will (CL equals its level). Alternatively, it can
destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand.
Liquid-based magic items (such as potions) and items in a creatures possession must succeed on a Will
save (DC equal to the dragons breath weapon) or be destroyed.
Electricity Aura (Su) An adult blue dragon is surrounded by an aura of electricity. Creatures within 5 feet
take 1d6 points of electricity damage at the beginning of the dragons turn. An old dragons aura extends to
10 feet. An ancient dragons damage increases to 2d6. The dragon can suppress this aura at will.
Mirage (Su) An old or older blue dragon can make itself appear to be in two places at once as a free action
for a number of rounds per day equal to its Hit Dice. This ability functions as project image but the dragon
can use its breath weapon through the mirage.
Sandstorm (Su) as a standard action, the dragon can create a sandstorm centered on itself with a radius of
1,200 feet. Creatures other than the dragon inside the storm take 2d6 points of damage per round in
addition to the normal sandstorm penalties (Pathfinder RPG Core Rulebook 431). This sandstorm lasts for
up to 1 hour, but can be dismissed by the dragon as a free action.
Sound Imitation (Ex) A very young or older blue dragon can mimic any voice or sound it has heard by
making a successful Bluff check against a listeners Sense Motive check.
Spell-Like Abilities (Sp) a blue dragon gains the following spell-like abilities, usable at will upon reaching
the listed age category. Young: ghost sound; Juvenile: minor image; Adult: ventriloquism; Old:
hallucinatory terrain; Ancient: veil and control winds; Great wyrm: mirage arcana.
Storm Breath (Su) An ancient or older blue dragon can use its breath weapon to create a storm of
lightning. This functions as call lightning storm, but the damage is equal to the dragons breath weapon.
The dragon can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is equal to the

13

dragons breath weapon DC. Additional uses of this ability extend the duration by an additional 1d6
rounds.
Telepathy (Su) See Black dragon entry for a description of this ability
Age
Level

Age
Category

Size

Breath
Damage

Caster
Level

Hatchling
Hatchling
Hatchling
Hatchling
Hatchling
Wyrmling

T
T
T
T
T
S

1d4
1d4
1d4
1d6
1d8
2d8

Level
&
HD
1
2
3
4
5
6

7
8

Wyrmling
Very Young

S
M

3d8
4d8

9
10

Very Young
Young

M
L

5d8
6d8

11
12

Young
Juvenile

L
L

7d8
8d8

1st

13
14

Juvenile
Young Adult

L
H

9d8
10d8

2nd
3rd

15
16

Young Adult
Adult

H
H

11d8
12d8

4th
5th

17
18
19
20

Adult
Mature Adult
Mature Adult
Old

H
H
H
G

13d8
14d8
15d8
16d8

6th
7th
8th
9th

21
22
23
24

Old
Very Old
Very Old
Ancient

G
G
G
G

17d8
18d8
19d8
20d8

10th
11th
12th
13th

12

25
26
27
28

Ancient
Wyrm
Wyrm
Great Wyrm

G
G
G
C

21d8
22d8
23d8
24d8

14th
15th
16th
17th

13

29
30
31
32

C
C
C
C

25d8
26d8
27d8
28d8

18th
19th
20th
20th

7
8

9
10

11

Great Wyrm
Great Wyrm
Great Wyrm
Paragon

Special
Immune to Electricity, Telepathy 12%
AC+1
AC+1
AC+1
AC+1
Str +1, AC +1 size mod +1, Telepathy
+5%, Speed +10, Fly +50 (average),
Burrow +10
Desert Thirst
Str +1, AC+3 size mod 0, Telepathy
+5%
Sound Imitation
Str +1, AC+3 size mod -1, Dex -1,
Telepathy +5%, Fly +50 (poor)
Ghost Sound
Frightful Presence, Str +1, AC+3,
Telepathy +5%
Minor Image
Str +1, AC+3 size mod -2, Dex -1,
Telepathy +5%
DR 5/magic, SR 24
Electricity Aura, Str +1, AC+3,
Telepathy +5%
Ventriloquism, SR +1
Str +1, AC+3, Telepathy +5%
DR +5/magic , SR +1
Str +1, AC+3 size mod -4, Dex -1,
Telepathy +5%, Fly +50 (clumsy),
Mirage
Hallucinatory Terrain, SR +2
Str +1, AC+3, Telepathy +5%
DR+5/magic, SR +1
Str +1, Storm Breath, Viel, AC+3,
Telepathy +5%,
Control Winds 1/day, SR +1
Str +1, AC+3, Telepathy +5%
DR+5/magic, SR +1
Sandstorm, Str +1, AC+3 size mod -8,
Dex -1
SR +2
Telepathy +5%
Mirage Arcana
Str +1, AC+3, Telepathy +5%, SR +1

14

Green Dragons have bright green scales and live in the temperate woods of Ios Blood. A green dragon
breathes a cone shaped blast of corrosive poison gas and all dragons of this race take no damage from acid.
Green dragons are Lawful Evil in alignment and belong to the Air subtype. Green dragon eggs are grass
green with emerald mottling. Their additional class skills are: Stealth (Dex), Survival (Wis), Swim (Str)
Green Dragons have the following Ability adjustments: Strength +1, Dexterity +2, and Constitution +1
Starting Movement: 30, fly 100 (average), swim 30
Starting AC: 2 (natural +0, size +2)

Green Dragon Special Abilities


Awaken Treants (Su) the dragon can animate up to four trees to protect it. These trees use treant stats and
can be called from any Huge or larger living tree. This is a standard action and the treants remain animated
for 1 hour, at which time they revert to being ordinary trees.
Camouflage (Ex) the dragon can use Stealth to hide in any sort of natural terrain, even if the terrain does
not grant cover or concealment.
Immunity to Acid (Ex) see the entry for the Black Dragon for a full description of this ability.
Miasma (Su) the dragon can use its breath weapon to create a cloud of acid as a standard action. The cloud
moves with the dragon and has a radius of 20 feet. When its created, anyone inside this area takes an
amount of damage equal to half the dragons breath weapon (Reflex save for half damage) and the number
of damage dice rolled is halved each round until the result would be less than 1d6 in which case the gas
disperses. A strong wind, such as that created by a gust of wind, will disperse the cloud in only 1 round.
Spell-Like Abilities (Sp) A green dragon gains the following spell-like abilities, usable at will upon
reaching the listed age category. Young: entangle; Juvenile: charm person; Adult: Suggestion; Mature
Adult: Warp Wood; Old: plant growth; Ancient: dominate person; Great wyrm: command plants.
Telepathy (Su) See Black dragon entry for a description of this ability
Trackless Step (Ex) the dragon using this ability does not leave a trail in natural surroundings and cannot
be tracked.
Water Breathing (Ex) See Black Dragon entry for a description of this ability

15

Woodland Stride (Ex) the dragon can move through foliage at full speed without taking damage or
suffering any impairment. Areas of foliage that have been magically manipulated affect it normally.

Age
Level

Age
Category

Size

Breath
Damage

Caster
Level

Special

Level
&
HD
1
2
3
4
5

Hatchling
Hatchling
Hatchling
Hatchling
Wyrmling

T
T
T
T
S

1d4
1d4
1d4
1d6
2d6

6
7

Wyrmling
Very Young

S
M

3d6
4d6

8
9

Very Young
Young

M
L

5d6
6d6

10
11

Young
Juvenile

L
L

7d6
8d6

1st

12
13

Juvenile
Young Adult

L
H

9d6
10d6

2nd
3rd

14
15

Young Adult
Adult

H
H

11d6
12d6

4th
5th

16
17
18
19

Adult
Mature Adult
Mature Adult
Old

H
H
H
G

13d6
14d6
15d6
16d6

6th
7th
8th
9th

20
21
22
23
24
25
26
27
28
29
30
31
32

Old
Very Old
Very Old
Ancient
Ancient
Wyrm
Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Paragon

G
G
G
G
G
G
G
C
C
C
C
C
C

17d6
18d6
19d6
20d6
21d6
22d6
23d6
24d6
25d6
26d6
27d6
28d6
29d6

10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
20th
20th

Telepathy 10, Immunity to Acid


AC +1
AC +1
AC+1
Str +1, AC +1, Telepathy +5%, Speed
+10, Swim +10, Fly +50
Water Breathing
Str +1, AC +3 size mod 0,Telepathy
+5%
Woodland Stride
Str +1, AC +3 size mod -1, Dex -1,
Telepathy +5%, Fly +50 (poor)
Entangle
Str +1, AC +3, Frightful Presence,
Telepathy +5%
Charm Person
Str +1, AC +3 size mod -2, Dex -1,
Telepathy +5%
DR 5/magic, SR 23
Str +1, AC +3, Telepathy +5%,
Trackless Step
SR +1, Suggestion
Str +1, AC +3, Telepathy +5%
DR +5/magic, SR +1, Warp Wood
Str +1, AC +3 size mod -4, Dex -1,
Camouflage, Telepathy +5%, Fly +50
(clumsy)
Plant Growth, SR +2
Str +1, AC +3, Telepathy +5%
DR +5/magic, SR +1
Str +1, AC +3, Miasma, Telepathy +5%
Dominate Person, SR +1
Str +1, AC +3, Telepathy +5%
DR +5/magic. SR +1
Str +1, AC +3 size mod -8, Dex -1
Command Plants, SR +2
Awaken Treants
Telepathy +5%
Bonus Feat
Str +1, AC +3, Telepathy +5%

7
8

9
10
11
12

13

16

Red Dragons have brilliant red scales and live in the southern and central volcanic mountains of Ios Blood.
A red dragon breathes a cone shaped blast of roaring flame and all dragons of this race take no damage
from fire. Their deep red eggs have ruby mottling. Red dragons are Chaotic Evil in alignment and belong to
the Fire subtype so are vulnerable to cold.
Red Dragon additional class skills are: Appraise (Int), Bluff (Cha), Diplomacy (Cha), and Stealth (Dex),
Red Dragons have the following Ability Adjustments: Strength +3, Dexterity +2, and Constitution +2.

Starting Movement: 30, fly 100 (average)


Starting AC: 2 (natural +0, Size +2)
Red Dragon Special Abilities
Detect Gems (Sp) the dragon can detect gems three times per day. This functions as locate object, but can
only be used to locate gemstones.
Fire Aura (Su) the dragon is surrounded by an aura of flames. All creatures within 5 feet take 1d6 points
of fire damage at the beginning of the dragons turn. An old dragons aura extends to 10 feet. An ancient
dragons damage increases to 2d6. This power can be suppressed or activated at will as a free action.
Incinerate (Su) the dragon can incinerate creatures in its fiery breath. A creature reduced to less than 0 hit
points by its breath weapon must make a Fortitude save (using the breath weapons DC). Failure indicates
that the creature is reduced to ash. Creatures destroyed in this way can only be restored to life through true
resurrection or similar magic.
Manipulate flames (Su) the dragon can control any fire spell within 10 feet per age category of the dragon
as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This
ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed
by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell
cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster,
including canceling the spell if it so desires.
Melt Stone (Su) the dragon can use its breath weapon to melt rock at a range of 100 feet, affecting a 5foot-radius area per age category. The area becomes lava to a depth of 1 foot. Any creature in contact with
the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the
lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

17

Smoke Vision (Ex) the dragon can see perfectly in smoky conditions (such as those created by
pyrotechnics).
Spell-Like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will upon reaching
the listed age category. Young: detect magic; Juvenile: pyrotechnics; Adult: suggestion; Mature Adult:
Heat Metal; Old: wall of fire; Ancient: find the path; Very Old: Hypnotism, Great wyrm: discern location.
Telepathy (Su) See Black dragon entry for a description of this ability
Age
Level

Level
&
HD
1
2
3
4
5
6
7

Age
Category

Size

Breath
Damage

Caster
Level

Special

Hatchling
Hatchling
Hatchling
Hatchling
Hatchling
Hatchling
Wyrmling

T
T
T
T
T
T
S

1d4
1d4
1d4
1d6
1d8
1d10
2d10

8
9
10
11

Wyrmling
Very Young
Very Young
Young

S
M
M
L

3d10
4d10
5d10
6d10

1st

12
13
14
15
16
17
18
19
20
21

Young
Juvenile
Juvenile
Young Adult
Young Adult
Adult
Adult
Mature Adult
Mature Adult
Old

L
L
L
H
H
H
H
H
H
G

7d10
8d10
9d10
10d10
11d10
12d10
13d10
14d10
15d10
16d10

2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th

12

22
23
24
25
26
27
28
29

Old
Very Old
Very Old
Ancient
Ancient
Wyrm
Wyrm
Great Wyrm

G
G
G
G
G
G
G
C

17d10
18d10
19d10
20d10
21d10
22d10
22d10
23d10

12th
13th
14th
15th
16th
17th
18th
19th

13

30
31
32

Great Wyrm
Great Wyrm
Paragon

C
C
C

24d10
25d10
2dd10

20th
20th
20th

Fire subtype, Telepathy 16%


AC +1
AC +1
AC+1
AC+1
AC +1
Str +1, AC +1 size mod +1, Speed 40,
Fly +50 (average), Telepathy 5%
Detect Gems
Str +1, AC +3 size mod 0, Telepathy 5%
Smoke Vision
Str +1, Dex -1. AC +3 size mod -1, Fly
+50 (poor)
Telepathy 5%,
Str +1, AC +3, Frightful Presence
Telepathy 5%, Pyrotechnics
Str +1, Dex -1, AC +3 size mod -2
DR 5/magic. SR 25, Telepathy 5%,
Str +1, AC +3, Fire Aura,, SR +1
Suggestion, Telepathy 5%,
Str +1, AC +3, Telepathy 5%
DR +5/magic. SR +1, Heat Metal
Str +1, SR +1, Dex -1, AC +3 size mod 4 , Manipulate flames, Fly +50 (clumsy)
Wall of fire, Telepathy 5%,
Str +1, AC +3, Hypnotism
DR +5.magic, DR +1, Telepathy 5%,
Str +1, AC +3, SR +1, Melt Stone
Find the path, Telepathy 5%,
Str +1, AC +3,
DR +5/magic, SR +1, Telepathy 5%,
Str +1, Dex -1, AC +3 size mod -8 ,
Telepathy 5%
SR +1, Discern Location
Incinerate
Str +1, AC +3, SR +1, Telepathy 5%

2
3

4
5
6
7
8

9
10
11

18

White Dragons have snow white scales and live in the arctic tundra of the far northern islands of Ios
Blood. A white dragon breathes a cone shaped blast of frigid frost and all dragons of this race take no
damage from cold. Their eggs have shells of pearly white mottled with diamonds. White dragons are
Chaotic Evil in alignment and belong to the Cold subtype so are vulnerable to fire.
White dragon additional class skills are: Stealth (Dex) and Swim (Str).
White Dragons have the following Ability Adjustments: Dexterity +3, Constitution +1, Intelligence -2, and
Charisma -2.
Starting Movement: 40, fly 100 (average), burrow 30
Starting AC: 4 (natural +0, size +4)
White Dragon Special Abilities
Blizzard (Su) the dragon can use its breath weapon to create a blizzard as a standard action. This creates
heavy snow conditions in a 50-foot radius for 1 minute, centered on the dragon. This snow slows
movement (4 squares of movement per square entered) and limits vision as fog does.
Cold Aura (Su) the dragon radiates an aura of cold. All creatures within 5 feet of the dragon take 1d6
points of cold damage at the beginning of the dragons turn. An old dragons aura extends to 10 feet. An
ancient dragons damage increases to 2d6. The dragon can suppress or activate this power as a free action.
Freezing Fog (Sp) the dragon can use this ability three times per day. It is similar to an acid fog spell but
deals cold damage instead of acid damage. It also causes a rime of slippery ice to form on any surface the
fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its
ice walking ability. This ability is the equivalent of a 6th level spell.
Ice Shape (Su) the dragon can shape ice and snow at will. This ability functions as stone shape, but only
targeting ice and snow, not stone. A white dragons caster level for this effect is equal to its Hit Dice.
Ice Tomb (Sp) the dragon can, as a standard action, cause a creature to sink into ice. This works as
imprisonment, but only while the target is touching an icy surface. The dragon can use this ability once per
day (CL equals dragons HD). Targets entombed by this ability can be freed by casting freedom or by
physically freeing the creature from the ice (Hardness 0, 360 hit points). The save DC is Charisma-based.
Ice Walking (Ex) This ability works like a constantly active spider climb spell, but the surfaces the dragon
climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make
Acrobatics checks to run or charge on ice.

19

Snow Vision (Ex) the white dragon learns to see perfectly well in snowy conditions. The does not suffer
any penalties to Perception checks while in snow.
Spell-Like Abilities (Sp) A white dragon gains the following spell-like abilities usable at will upon
reaching the listed age category. Juvenile: fog cloud; Young adult: gust of wind; Ancient: wall of ice; Great
wyrm: control weather.
Telepathy (Su) see Black dragon entry for description.

Age
Level

Level
&
HD
1
2
3
4
5
6
7

Age
Category

Size

Breath
Damage

Caster
Level

Special

Hatchling
Hatchling
Wyrmling
Wyrmling
Very Young
Very Young
Young

D
D
T
T
S
S
M

1d4
1d4
2d4
3d4
4d4
5d4
6d4

8
9
10
11

Young
Juvenile
Juvenile
Young Adult

M
M
M
L

7d4
8d4
9d4
10d4

12

12
13
14
15
16
17
18
19
20
21
22
23
24
25

Young Adult
Adult
Adult
Mature Adult
Mature Adult
Old
Old
Very Old
Very Old
Ancient
Ancient
Wyrm
Wyrm
Great Wyrm

L
L
L
L
L
H
H
H
H
H
H
H
H
G

11d4
12d4
13d4
14d4
15d4
16d4
17d4
18d4
19d4
20d4
21d4
22d4
23d4
25d4

1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th

13

26
27
28
29
30
31
32

Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Paragon

G
G
G
G
G
G
C

26d4
27d4
28d4
29d4
30d4
31d4
32d4

14th
15th
16th
17th
18th
19th
20th

Cold Subtype, Telepathy 7%


AC +1, Speed +30,
Str +1, AC +1 (size mod +2)
Telepathy 5%
Str +1, AC +3 (size mod +1)
Snow Vision, Telepathy 5%
Str +1, AC +3 (size mod +0), Fly +50
(average)
Ice Shape, Telepathy 5%
Str +1, AC +3, Fog Cloud
Telepathy 5%
Str +1, Dex -1, AC +3 (size mod -1),
Fly +50 (poor), Gust of wind
DR 5/magic, SR 20, Telepathy 5%
Str +1, AC +3, Frightful presence
Cold Aura, SR +1, Telepathy 5%
Str +1, AC +3
DR +5/magic, SR +1, Telepathy 5%
Str +1, Dex -1, AC +3 (size mod -2)
SR +2, Freezing Fog, Telepathy 5%
Str +1, AC +3
DR +5/magic SR +1, Telepathy 5%
Str +1, AC +3, Blizzard
SR +1, Wall of ice, Telepathy 5%
Str +1, AC +3
, DR +5/magic, SR +1, Telepathy 5%
Str +1, Dex -1, AC +3 (size mod -4), Fly
+50 (clumsy)
SR +1
Control Weather
SR +1
Ice Tomb
Telepathy 5%
Bonus Feat
Str +1, Dex -1, AC +3 size mod -8), SR
+1, Telepathy 5%

0
1
2
3

4
5

6
7
8
9
10
11

20

Brass, Bronze, Copper, Gold, & Silver


The metallic dragons are the stereotypical good dragons of the Pathfinder game and represent precious
metals. In the core COW rules they are the recommended Player Characters along with the neutral dragons.

21

Brass Dragons have golden brown scales and live in the central deserts of Ios Blood. A brass dragon
breathes a line shaped ray of fire and all dragons of this race take no damage from flames or heat. Their
eggs are dull yellow with dark greenish mottling. Brass dragons are Chaotic Good in alignment and belong
to the Fire subtype so are vulnerable to cold.
Brass Dragon additional class skills are: Bluff (Cha), Heal (Ws), Linguistics (Int), and Survival (Wis)
Brass Dragons have the following Ability Adjustments: Dexterity +3 and Constitution +1.
Starting Movement: 30, fly 100 (average), Burrow 30
Starting AC: 4 (natural +0, Size +4)
Brass Dragon Special Abilities
Desert Thirst (Sp) see Blue dragon entry for description.
Desert Wind (Su) the dragon can call up the desert wind to serve him. This functions as gust of wind, but
any creature in its path must make a Fortitude save or be blinded for 1d4 rounds by the sand. The save DC
for this effect is equal to the dragons breath weapon DC
Fire Aura (Su) the dragon is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6
points of fire damage at the beginning of the dragons turn. An ancient dragons aura extends to 10 feet. An
Great Wyrm dragons damage increases to 2d6. This is a free action that can be suppressed or activated at
will.
Move Sand (Sp) the dragon can move sand to excavate ruins or hide treasure. This functions as a move
earth spell, but it only affects sand. The dragon uses his HD in place of his caster level for this effect. This
is equivalent to a 5th-level spell.
Sandstorm (Su) see the entry on the Blue Dragon for a full description of this entry. .
Sleep Breath (Su) Instead of fire, the dragon can breathe out a cone of sleep gas. Creatures within the cone
must succeed on a Will save or fall asleep for 1d6 rounds plus 1 round per age category of the dragon.
Spell-Like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will upon reaching
the listed age category. Very young: speak with animals; Juvenile: endure elements; Adult: suggestion;
Old: control winds; Ancient: control weather; Great wyrm: whirlwind

22

Summon Djinni (Sp) once per day the dragon can summon a Genie. This works just like works like a 9th
level summon monster spell, except that it always summons one noble djinni.
Telepathy (Su) see Black dragon entry for description. Unlike most draconic breeds brass dragons are not born
telepathic.
Age
Level

Age
Category

Size

Breath
Damage

Caster
Level

Special

Level
&
HD
1
2
3
4

Hatchling
Hatchling
Hatchling
Wyrmling

D
D
D
T

1d4
1d4
1d4
2d4

5
6

Wyrmling
Very Young

T
S

3d4
4d4

7
8

Very Young
Young

S
M

5d4
6d4

1st

9
10
11
12

Young
Juvenile
Juvenile
Young Adult

M
M
M
L

7d4
8d4
9d4
10d4

2nd
3rd
4th
5th

13
14
15
16
17
18

Young Adult
Adult
Adult
Mature Adult
Mature Adult
Old

L
L
L
L
L
H

11d4
12d4
13d4
14d4
15d4
16d4

6th
7th
8th
9th
10th
11th

19
20
21
22
23
24
25
26

Old
Very Old
Very Old
Ancient
Ancient
Wyrm
Wyrm
Great Wyrm

H
H
H
H
H
H
H
G

17d4
18d4
19d4
20d4
21d4
22d4
23d4
25d4

12th
13th
14th
15th
16th
17th
18th
19th

G
G
G
G
G
C

26d4
27d4
28d4
29d4
30d4
31d4

20th
20th
20th
20th
20th
20th

Fire subtype
AC +1
AC +1
Str+1, AC +1 (size mod +2), Sleep
Breath, Speed +30
Telepathy 5%
Str+1, Fly +50 (average), AC +3 (size
mod +1)
Speak with animals, Telepathy +5%
Str+1, AC +3 (Size mod +0), Move
sand
Desert thirst, Telepathy +5%
Str+1, AC +3, AC +3, Desert Wind,
Endure elements, Telepathy +5%
Str+1, Fly +50 (poor), Dex -1, AC +3
(size mod -1)
DR 5/magic , SR 23, Telepathy +5%
Str+1, AC +3, SR +1, Frightful presence
Suggestion, Telepathy +5%
Str+1, AC +3,
DR +5/magic, SR +1, Telepathy +5%
Str+1, Dex -1, AC +3 (size mod -2),
Control winds
SR +2, fire aura, Telepathy +5%
Str+1, AC +3
DR +5/magic, SR +1, Telepathy +5%
Str+1, AC +3, Control weather
SR +1, Sandstorm, Telepathy +5%
Str+1, AC +3
DR +5/magic, SR +1, Telepathy +5%
Str+1, Fly +50 (clumsy), Dex -1, AC +3
(size mod -4)
SR +1
Whirlwind
SR +1
Summon Djinni
Telepathy 5%
Str+1, Dex -1, AC +3 (size mod -8), SR
+1, Telepathy 5%

4
5

7
8
9

10
11
12

13

27
28
29
30
31
32

Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Paragon

23

Bronze Dragons have greenish gold scales mottled with blue. They live in the southern seacoasts of Ios
Blood. A bronze dragon breathes a line shaped blast of lightning and all dragons of this race take no
damage from electricity. Their eggs are yellow green with deep greenish-blue mottling. Bronze dragons are
Lawful Good in alignment and belong to the Water subtype.
Their additional class skills are: Stealth (Dex) and Swim (Str)
Bronze Dragons have the following Ability Adjustments: Strength +1, Dexterity +2, Constitution +1,
Intelligence +2, Wisdom +2, and Charisma +2.
Starting Movement: 30, fly 100 (average), swim 60
Starting AC: 2 (natural +0, size +2)
Bronze Dragon Special Abilities
Airy Water (Su) three times a day the dragon can make an amount of water equal to a 10 foot radius per
age category (centered on the dragon) turn into air. Those within the airy water will seem to be on dry land
(if on the sea floor) or falling (if above the sea floor) with water overhead and to the sides. Those in the airy
water can move, breathe, and speak as normal and neither they nor their possessions will become wet as
long as they are under the airy water.
Change Shape (Su) the dragon can take any animal or humanoid form 3/day as if using polymorph.
Electricity Aura (Su) an old or older bronze dragon has an aura of electricity. All creatures within 5 feet
take 1d6 points of electricity damage at the start of the dragons turn. An ancient dragons aura is 10 feet. A
great wyrms damage increases to 2d6. A bronze dragon can suppress this aura at will
Repulsion Breath (Su) Instead of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets
must make a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus
1 round per age category. This is a mind-affecting compulsion effect.
Spell-Like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will upon reaching
the listed age category. Very young: speak with animals; Juvenile: create food and water; Adult: fog cloud;
Old: detect thoughts; Ancient: control water; Great wyrm: control weather
Tidal Wave (Su) the dragon can cause the sea to rise up and crush his enemies once per day as a standard
action. This affects an area of coastline 120 feet in length and targets all creatures within 40 feet of the
shoretreat the targets as if they were struck by an avalanche (Pathfinder RPG Core Rulebook 429) and

24

are all in the bury zone. The save DC to halve this damage is equal to the dragons breath weapon DC.
Those who fail their saves take full damage and are drawn 60 feet off shore and deposited 20 feet under the
surface on the round after the wave hits.
Vortex (Ex) the dragon can create a vortex as a standard action, just like an elder water elemental l (see page 127 of
the Bestiary). The bronze dragon can maintain this vortex for 1 round per age category.
Water Breathing (Ex) see the Black Dragon entry for description.
Wave Mastery (Su) the dragon, along with creatures or vessels within 50 feet, can move at twice its normal speed in
water for up to 10 minutes per age category per day.
Telepathy (Su) see Black dragon entry for description.

Age
Level

Age
Category

Size

Breath
Damage

Caster
Level

Special

Level
&
HD
1

Hatchling

1d4

2
3
4
5
6

Hatching
Hatching
Hatching
Hatching
Wyrmling

T
T
T
S
S

1d4
1d4
1d4
1d6
2d6

7
8
9
10

Wyrmling
Very Young
Very Young
Young

S
M
M
L

3d6
4d6
5d6
6d6

1st

11
12
13
14
15
16
17
18
19
20

Young
Juvenile
Juvenile
Young Adult
Young Adult
Adult
Adult
Mature Adult
Mature Adult
Old

L
L
L
H
H
H
H
H
H
G

7d6
8d6
9d6
10d6
11d6
12d6
13d6
14d6
15d6
16d6

2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th

21
22
23
24
25
26
27
28
29
30
31
32

Old
Very Old
Very Old
Ancient
Ancient
Wyrm
Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Paragon

G
G
G
G
G
G
G
C
C
C
C
C

17d6
18d6
19d6
20d6
21d6
22d6
23d6
24d6
25d6
26d6
27d6
28d6

12th
13th
14th
15th
16th
17th
18th
19th
20th
20th
20th
20th

Immunity to electricity, water breathing,


Telepathy 16%
AC +1
AC +1
AC +1
AC +1
Str +1, Speed +30, Fly +50 (average),
AC +1, Repulsion breath
Telepathy 5%
AC +3, Speak with animals
Telepathy 5%
Str +1, Dex-1, Fly +50 (poor), AC +3,
Change shape
Telepathy 5%
Str +1, AC +3, create food and water
Wave mastery, Telepathy 5%
Str +1, Dex-1, AC +3
DR 5/magic, SR 24, Telepathy 5%
Str +1, AC +3, frightful presence
SR +1, fog cloud, Telepathy 5%
Str +1, AC +3, Airy Water
DR +5/magic, SR +1, Telepathy 5%
Str +1, Dex-1, Fly +50 (clumsy), AC +3,
Detect Thoughts
Electricity Aura, SR +2, Telepathy 5%
Str +1, AC +3
DR +5/magic, SR +1, Telepathy 5%
Str +1, AC +3, Control Water
SR +1,Telepathy 5%, Vortex
Str +1, AC +3
DR +5/magic, SR +1, Telepathy 5%
Str +1, Dex-1, AC +3
SR +2, Control Weather
Tidal Wave
Telepathy 5%
Str+1, AC +3, SR +1, Telepathy 5%

25

Copper Dragons have reddish orange scales and live in the badlands and foothills of Ios Blood. A copper
dragon breathes a line shaped blast of acid and all dragons of this race take no damage from acid. Their
eggs are orange mottled with dark green. Copper dragons are Chaotic Good in alignment and belong to the
Earth subtype.
Their additional class skills are: Bluff (Cha), Craft (Dex), Perform (Cha), and Stealth (Dex)
Copper Dragons have the following Ability Adjustments: Dexterity +3, Intelligence +1, Wisdom +1, and
Charisma +1.
Starting Movement: 30, fly 100 (average)
Starting AC: 4 (natural +1, Size +4)
Copper Dragon Special Abilities
Climb Stone (Ex) the dragon can climb on stone surfaces as though using the spider climb spell,
Deadly Joke (Sp) Once per day, as a standard action, the dragon can tell a joke that kills. This affects one
target, and functions as power word kill. This is a language-dependent sonic effect.
Mass Laughter (Sp) the dragon can tell a fantastic joke once per day as a standard action. All creatures
within 10 feet per age category must make a Will save or laugh for 1 round per age category, as if affected
by hideous laughter. The save DC is Charisma-based. This is equal to a 6th-level spell.
Neutralize Poison (Sp) the dragon can detoxify any sort of venom in any creature or object it touches as in
the spell Neutralize Poison. This ability can be used up to 3 times per day.
Slow Aura (Su) the dragon is surrounded by an aura of slowness. All creatures within 5 feet of the dragon
must make a Will save or be affected as per slow for 1 round. An ancient dragons aura extends to 10 feet.
For great wyrm copper dragons, those opponents that fail their saves are slowed for 1d4 rounds. The DC of
this save is equal to the dragons breath weapon. A copper dragon can suppress or activate this aura at will
as a free action
Slow Breath (Su) Instead of a line of acid, a copper dragon can breathe a cone of slowing gas. Those in the
cone must make a Fortitude save or be slowed (as per the spell slow) for 1d6 rounds plus 1 round per age
category of the dragon.
Spell-Like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will upon reaching
the listed age category. Very young: grease; Juvenile: hideous laughter; Adult: stone shape; Old: transmute
rock to mud/mud to rock; Ancient: wall of stone; Great wyrm: move earth

26

Telepathy (Su) see Black dragon entry for description.


Trap Master (Ex) the dragon receives a +1 bonus per age category on Craft (traps) and Perception checks
made to locate a trap. Upon becoming a mature adult, he can also use Disable Device to disarm magic traps
as if he is a rogue.
Uncanny Dodge (Ex) the dragon can never be caught flat-footed. This ability functions like the rogue
ability of the same name.
Age
Level

Age
Category

Size

Breath
Damage

Caster
Level

Special

Level
&
HD
1
2
3
4
5

Hatchling
Hatchling
Hatchling
Hatchling
Wyrmling

D
D
D
D
T

1d4
1d4
1d4
1d6
2d6

6
7

Wyrmling
Very Young

T
S

3d6
4d6

8
9

Very Young
Young

S
M

5d6
6d6

1st

10
11
12
13

Young
Juvenile
Juvenile
Young Adult

M
M
M
L

7d6
8d6
9d6
10d6

2nd
3rd
4th
5th

14
15
16
17
18
19

Young Adult
Adult
Adult
Mature Adult
Mature Adult
Old

L
L
L
L
L
H

11d6
12d6
13d6
14d6
15d6
16d6

6th
7th
8th
9th
10th
11th

20

Old

17d6

12th

12

21
22
23
24
25
26
27

Very Old
Very Old
Ancient
Ancient
Wyrm
Wyrm
Great Wyrm

H
H
H
H
H
H
G

18d6
19d6
20d6
21d6
22d6
23d6
24d6

13th
14th
15th
16th
17th
18th
19th

13

28
29
30
31
32

Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Paragon

G
G
G
G
C

25d6
26d6
27d6
28d6
29d6

20th
20th
20th
20th
20th

Immunity to acid, Telepathy 14


AC +1
AC+1, climb stone
AC+1
Str +1, AC +1 (size mod +2), Speed
+10, Slow breath
Telepathy +5 %
Str+1, AC +3, Fly +50 (average),
Grease
Telepathy +5 %
Str +1, AC +3 (size mod +0), Uncanny
Dodge
Neutralize Poison, Telepathy +5%
Str +1, AC +3, Trap Master
Hideous Laughter, Telepathy +5%
Str +1, Dex -1, AC +3 (size mod -1),
Fly +50 (poor)
DR 5/magic, SR 22, Telepathy +5%
Str +1, AC +3, Frightful Presence
SR +1, Stone shape, Telepathy +5%
Str +1, AC +3
DR +5/magic, SR +1, Telepathy +5%
Str +1, Dex-1, AC +3 (size mod -2),
Slow Aura
SR +2, Transmute rock/mud, Telepathy
+5%
Str +1, AC +3
DR +5.magic, SR +1, Telepathy +5%
Str +1, AC +3, Mass Laughter
SR +1, Wall of stone, Telepathy +5%
Str +1, AC +3
DR +5/magic, SR+1. Telepathy +5%
Str +1, Dex -1, AC +3 (size mod -4),
Fly +50 (clumsy)
SR +2
Move Earth
Deadly Joke
Telepathy 5%
Str+1, AC +3 (size mod -8), SR +1,
Telepathy +5%

4
5

6
7
8

9
10
11

27

Gold Dragons have golden yellow scales and live in the temperate mountains of Ios Blood. A gold dragon
breathes a cone shaped blast of flame and all dragons of this race take no damage from fire or heat. Their
eggs are a solid gold in color. Gold dragons are Lawful Good in alignment and belong to the Fire subtype
so are vulnerable to cold.
Their additional class skills are: Appraise (Int), Heal (Wis), and Swim (Str).
Gold Dragons have the following Ability Adjustments: Strength +3, Dexterity +2, Constitution +2,
Intelligence +2, Wisdom +2, and Charisma +2.
Starting Movement: 30, fly 100 (average), swim 30
Starting AC: 2 (natural +0, size +2)
Gold Dragon Special Abilities
Change Shape (Su) the dragon can assume any animal or humanoid form three times per day as if using
polymorph.
Detect Gems (Sp) as in the Red dragon entry.
Detect Lies (SP) three times a day the dragon can tell if someone is lying as in the spell Discern Lies.
Divine Aid (Sp) Once a week the dragon can call upon celestial powers for aid as if using a miracle spell.
Fast Flight (Ex) A young or older gold dragon is treated as one size category larger when determining his
fly speed. This is automatically calculated in the chart below.
Fire Aura (Su) as in the Brass dragon entry
Luck (Sp) Once per day the dragon can touch a gem and enspell it to bring good luck. As long as the
dragon carries the gem, it and every good creature within a given radius of it (10 ft. per age category)
receives a +1 luck bonus on all saving throws. If the dragon gives an enspelled gem to another creature,
only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon. This
ability is the equivalent of a 2nd-level spell.
Spell-Like Abilities (Sp) the gains the following spell-like abilities upon reaching the listed age category.
Its caster level for these effects is equal to its Hit Dice, and any save DCs are Charisma-based. The dragon
can use these abilities at will. Hatchling: Speak with animals; Very young: detect evil; Juvenile: bless;
Adult: daylight; Old: lesser geas; Ancient: sunburst; Great wyrm: foresight.

28

Summon Animals (Sp) once per day the dragon can summon a small animal as in the spell Summon
Natures ally 1.
Telepathy (Su) as in the Black dragon entry
Water Breathing (Sp) as in the Black dragon entry
Weakening Breath (Su) Instead of a cone of fire, a gold dragon can breathe a cone of weakening gas.
Creatures within the cone must succeed on a Fortitude save or take 1 point of Strength damage per age
category (Will save half).
Age
Level

Age
Category

Size

Level
&
HD
1

Hatchling

1d4

2
3
4
5
6
7
8

Hatching
Hatching
Hatching
Hatching
Hatchling
Hatchling
Wyrmling

T
T
T
T
T
T
S

1d4
1d4
1d4
1d6
1d8
1d10
2d10

9
10
11
12

Wyrmling
Very Young
Very Young
Young

S
M
M
L

3d10
4d10
5d10
6d10

1st

13
14
15
16
17
18

Young
Juvenile
Juvenile
Young Adult
Young Adult
Adult

L
L
L
H
H
H

7d10
8d10
9d10
10d10
11d10
12d10

2nd
3rd
4th
5th
6th
7th

19
20
21
22

Adult
Mature Adult
Mature Adult
Old

H
H
H
G

13d10
14d10
15d10
16d10

8th
9th
10th
11th

12

23
24
25
26
27
28
29
30

Old
Very Old
Very Old
Ancient
Ancient
Wyrm
Wyrm
Great Wyrm

G
G
G
G
G
G
G
C

17d10
18d10
19d10
20d10
21d10
22d10
23d10
24d10

12th
13th
14th
15th
16th
17th
18th
19th

13

31
32

Great Wyrm
Paragon

C
C

25d10
26d10

20th
20th

2
3

4
5
6

7
8

9
10
11

Breath
Damage

Caster
Level

Special

Fire subtype, Water breathing, speak with


animals, Telepathy 18%
AC +1
AC +1
AC +1
AC +1
AC +1
AC +1
Str +1, Speed +30, Fly +50 (average), AC
+1 (size mod -1)
Weakening breath, Telepathy 5%
Str +1, AC +3 (size mod 0), Detect evil
Change shape, Telepathy 5%
Str +1, Dex-1, Fast Flight: Fly +100 (poor),
AC +3 (size mod -1)
Detect Gems, Telepathy 5%
Str +1, AC +3, Bless
Discern Lies, Telepathy 5%
Str +1, Dex -1, AC +3 (size mod -2)
SR 25, DR 5/magic, Telepathy 5%
Str +1, AC +3, Frightful presence, Luck,
Daylight
SR +1, Summon animals, Telepathy 5%
Str +1, AC +3
DR +5/magic, SR +1, Telepathy 5%
Str +1, Dex -1, AC +3 (size mod -4), Fly +50
(clumsy), Fire Aura
SR +2, Geas/quest, Telepathy 5%
Str +1, AC +3
DR +5/magic, SR +1, Telepathy 5%
Str +1, AC+3, sunburst
SR +1, Telepathy 5%
Str +1, AC +3
DR+5/magic. SR +1, Telepathy 5%
Str +1, Dex -1, AC +3 (size mod -8),
Foresight, Telepathy 5%
SR +2, Divine Aid
Str +1, AC +3, Telepathy 5%

29

Silver Dragons have silver scales and live in the southern mountains of Ios Blood. A silver dragon
breathes a cone shaped blast of frost and all dragons of this race take no damage from cold. Their eggs are
solid silver in color. Silver dragons are Lawful Good in alignment and belong to the Cold subtype, so are
vulnerable to fire.
Silver dragon additional class skills are: Acrobatics (Dex), Disguise (Cha), and Heal (Wis).
Silver Dragons have the following Ability Adjustments: Strength +1, Dexterity +2, Constitution +1,
Intelligence +2, Wisdom +2, and Charisma +2.
Starting Movement: 30, fly 100 (average)
Starting AC: 2 (natural +0, size mod +2)
Silver Dragon Special Abilities
Change Shape (Su) the dragon can assume any animal or humanoid form three times per day as if using
polymorph.
Cloud walking (Su) the dragon can tread on clouds or fog as though on solid ground.
Cold Aura (Su) the dragon is surrounded by an aura of cold. All creatures within 5 feet of the dragon take
1d6 points of cold damage at the beginning of the dragons turn. An ancient dragons aura extends to 10
feet. A great wyrms aura damage increases to 2d6. The can suppress or activate this aura at will as a free
action.
Fog Vision (Ex) the dragon can see perfectly well in fog and clouds
Graceful Flight (Ex) A young or older silver dragons aerial maneuverability is one step better than
normal, this is already calculated in the chart below.
Paralyzing Breath (Su) Instead of a cone of cold, the dragon can breathe a cone of paralyzing gas.
Creatures within the cone must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per
age category of the dragon.
Reflective Scales (Su) Any spell that targets the dragon and fails to penetrate the dragons spell resistance
might be reflected by the mirror-like hide. If the caster level check to penetrate the dragons spell resistance
is failed by 5 or more, the spell is reflected. If the check fails by 4 or less, the spell is merely wasted. This
otherwise functions as spell turning

30

Spell-Like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will upon reaching
the listed age category. Very young: detect evil; Juvenile: feather fall; Adult: fog cloud; Old: control winds;
Ancient: control weather; Great wyrm: reverse gravity
Telepathy (Su) as in the Black dragon entry
True Courage (Ex) the dragon can fight on through pain and death. When reduced to below 0 hit points, it
remains conscious, automatically stabilizes, and can continue to act (although it is staggered). If it takes
damage or is the target of a spell that causes its death, it remains alive for 1 round and can act normally (it
is not staggered this time) before falling over dead.
Age
Level
0

Level
&
HD
1
2
3
4
5
6
7

Age
Category

Size

Breath
Damage

Caster
Level

Special

Hatchling
Hatching
Hatching
Hatching
Hatching
Hatchling
Wyrmling

T
T
T
T
T
T
S

1d4
1d4
1d4
1d4
1d6
1d8
2d8

8
9

Wyrmling
Very Young

S
M

3d8
4d8

10
11

Very Young
Young

M
L

5d8
6d8

1st

12
13
14
15
16
17
18
19
20
21

Young
Juvenile
Juvenile
Young Adult
Young Adult
Adult
Adult
Mature Adult
Mature Adult
Old

L
L
L
H
H
H
H
H
H
G

7d8
8d8
9d8
10d8
11d8
12d8
13d8
14d8
15d8
16d8

2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th

22
23
24
25
26
27
28
29

Old
Very Old
Very Old
Ancient
Ancient
Wyrm
Wyrm
Great Wyrm

G
G
G
G
G
G
G
C

17d8
18d8
19d8
20d8
21d8
22d8
23d8
24d8

12th
13th
14th
15th
16th
17th
18th
19th

30
31
32

Great Wyrm
Great Wyrm
Paragon

C
C
C

25d8
26d8
27d8

20th
20th
20th

Cold subtype, Telepathy 16%


AC +1
AC +1
AC +1
AC +1
AC +1, Paralyzing Breath
Str +1, AC +1 (size mod +1), Speed
+10, Fly +50 (average)
Change Shape, Telepathy 5%
Str +1, AC +3 (size mod +0),
Cloudwalking
Detect Evil, Telepathy 5%
Str +1, Dex-1, AC +3 (size mod -1),
Graceful Flight: Fly +50 (average)
Telepathy 5%
Str +1, AC +3, Fog Vision
her Fall, Telepathy 5%
Str +1, Dex-1, AC +3 (size mod -2)
DR 5/magic. SR 24, Telepathy 5%
Str +1, AC +3, Frightful presence
SR +1, Fog Cloud, Telepathy 5%
Str +1, AC +3,
DR +5/magic, SR +1, Telepathy 5%
Str +1, Dex -1, AC +3 (size mod -4), Fly
+50 (poor), Cold aura
SR +2, Control winds, Telepathy 5%
Str +1, AC +3
DR 5/magc. SR +1, Telepathy 5%
Str +1, AC +3, AC +3, Reflective scales
SR +1, Control Weather, Telepathy 5%
AC +3, Str +1
DR +5/magic, SR +1, Telepathy 5%
Str +1, Dex-1, AC +3 (size mod -8),
Reverse Gravity
SR +2, Telepathy 5%
True Courage
Str +1, SR +1, AC +3, Telepathy 5%

31

Brine, Cloud, Crystal, Magma, Umbral


The original primal dragons of the Pathfinder game were of multiple alignments and could hold any role in
the game. In this book they will take the place of the COW gem dragons and will be strictly of neutral
alignments. Primal dragons represent the elements and are allowed to be Player Characters.

32

The Brine dragons replace the Topaz dragons of COW and can keep the same clan names, habitat, and
culture of the original species.
Brine Dragons have blue-green scales and live in the tropical seas of Ios Blood. A brine dragons breath
weapon is a line of acid that resembles a jet of water. Naturally these dragons are immune to acid. The eggs
of this dragon resemble large pieces of turquoise. Brine dragons are Lawful Neutral in alignment and
belong to the Water and Extraplanar subtypes.
Brine dragon additional class skills are: Bluff (Cha), Heal (Wis), Survival (Wis), and Swim (Str).
Brine Dragons have the following Ability Adjustments: Strength +3, Dexterity +2, and Intelligence +1.
Starting Movement: 30, fly 100 (average), swim 30
Starting AC: 4 (natural +0, size +4)
Topaz Dragon Special Abilities
Airy Water (Su) see bronze dragon entry for description.
Blink (Sp) three times a day the dragon can teleport in a random sequence as in the Blink spell.
Capsize (Ex) the dragon can capsize a boat or ship by ramming it as a charge attack and making a CMB
check. The DC of this check is 25 or the result of the boat captains Profession (sailor) check, whichever is
higher. For each size category larger the ship is than the brine dragons size, the dragon takes a cumulative
10 penalty on the check.
Desiccating Bite (Su) the dragons bite causes weakness, dealing 1d2 points of Strength drain in addition to
its normal damage. A great wyrms bite deals 1d4 points of Strength drain. A Fortitude save (DC equals the
dragons breath weapon save DC) negates the Strength drain.
Painful strikes (Su) the dragons natural attacks are so laden with salt and acidic crystals that every time it
strikes a creature with one of these attacks, the target must make a Fortitude save (DC equals the dragons
breath weapon save DC) or be stunned for a round from the pain
Protection from Good or Evil (Sp) 3 times a day the dragon can cast either Protection from Good or
Protection from Evil as the spells of the same names.

33

Spell-like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will (unless indicated
otherwise) at the listed age. Very young: speak with animals (fish only); Young: obscuring mist; Juvenile:
water breathing; Adult: control water; Ancient: horrid wilting (3/day); Great wyrm: tsunami* (3/day, this
spell is from the Pathfinder RPG Advanced Players Guide).
Telepathy (Su) see Black dragon entry for description.
Water Breathing (Ex) see the entry on the Black dragon for description.

Age
Level

Age
Category

Size

Breath
Damage

Caster
Level

Special

Level
&
HD
1
2
3
4

Hatchling
Hatching
Hatching
Wyrmling

D
D
D
T

1d4
1d4
1d6
2d6

5
6

Wyrmling
Very Young

T
S

3d6
4d6

--

7
8

Very Young
Young

S
M

5d6
6d6

1st

9
10
11
12

Young
Juvenile
Juvenile
Young Adult

M
M
M
L

7d6
8d6
9d6
10d6

2nd
3rd
4th
5th

13
14
15
16
17
18

Young Adult
Adult
Adult
Mature Adult
Mature Adult
Old

L
L
L
L
L
H

11d6
12d6
13d6
14d6
15d6
16d6

6th
7th
8th
9th
10th
11th

19
20
21
22
23
24
25
26
27
28
29
30
31
32

Old
Very Old
Very Old
Ancient
Ancient
Wyrm
Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Paragon

H
H
H
H
H
H
H
G
G
G
G
G
G
C

17d6
18d6
19d6
20d6
21d6
22d6
23d6
24d6
25d6
26d6
27d6
28d6
29d6
30d6

12th
13th
14th
15th
16th
17th
18th
19th
20th
20th
20th
20th
20th
20th

Water Breathing, Telepathy 12%


AC +1
AC +1
Str +1, AC +1 (size mod +2), Speed
+30, Swim +30
Telepathy 5%
Str +1, AC +3 (size mod +1), Speak
With Animals (sp)
Telepathy 5%
Str +1, AC +3 (size mod +0), Obscuring
Mist
Protection from good/evil, Telepathy 5%
Str +1, AC +3, Water Breathing Spell
Blink , Telepathy 5%
Str +1. Dex -1, AC+3 (size mod -1), Fly
+50 (poor)
Dr 5/magic. SR 21, Telepathy 5%
Str +1, AC +3, Frightful presence
Control Water, SR +1, Telepathy 5%
Str +1, AC +3, Airy Water ,
DR +5/magic, SR +1, Telepathy 5%
Str +1, Dex -1, AC +3 (size mod -2),
Capsize
SR +2, Telepathy 5%
Str +1, AC +3
DR +5/magic, SR +1, Telepathy 5%
Str +1, AC +3, Desiccating bite,
SR +1, Horrid Wilting, Telepathy 5%
Str +1, AC +3
DR +5/Magic, SR +1, Telepathy 5%
Str +1, AC +3 (size mod -4
SR +1
Painful Strikes
SR +1
Telepathy 5%
Tsunami
Str +1, SR +1, Telepathy 5%

4
5

6
7
8

9
10
11
12

13

34

Cloud dragons replace the Amethyst Dragons of Ios blood and can keep the same clan names, habitat, and
culture as that species.
Cloud dragons have pale blue white scales (often with a pearlescent sheen) and live in the north of Ios
Blood. Cloud dragons breathe a cone shaped blast of lightning and all dragons of this race take no damage
from electricity. Cloud dragons are Chaotic Neutral in alignment and belong to the air and extraplanar
subtypes. Cloud dragon eggs resemble giant pearls.
Cloud Dragon additional class skills are: Appraise (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Cloud Dragons have the following Ability Adjustments: Dexterity +1, Constitution +1, Wisdom +2, and
Charisma +1.
Starting Movement: 30, fly 100 (average), Swim 30
Starting AC: 2 (natural +0, size +2)
Cloud Dragon Special Abilities
Change Shape (Su) the dragon can assume any animal or humanoid form three times per day as if using
polymorph.
Cloud form (Su) the dragon can change itself into a cloudy vapor as a swift action for a number of rounds
per day equal to its Hit Dice. This ability functions as gaseous form but the dragons fly speed is
unchanged.
Cloud Breath (Su) the dragons breath weapon creates a cloud that persists in its cone shape for 1d4
rounds. Treat this cloud as a fog cloud that deals electricity damage equal to half the dragons breath
weapon damage to any creature that ends its turn still within the cloud (Reflex save halves the damage-DC
equals the dragons breath weapon save DC).
Cloud Walking (Su) see Silver dragon for a full description of this power.
Mist vision (Su) A cloud dragon can see through fog, clouds, and similar obscuring effects with perfect
clarity.
Spell-like Abilities (Sp) A cloud dragon gains the following spell-like abilities, usable at will (unless
indicated otherwise) on reaching the listed age category. Young: Water Walk , Very young: obscuring mist;
Juvenile: neutralize poison, Young: fog cloud; Adult: solid fog; Old: cloudkill (3/day) and resilient sphere
(3/day); Ancient: control weather (1/day). wind walk; Great wyrm: storm of vengeance (1/day), scrying
(1/day).

35

Telepathy (Su) see Black dragon entry for description


Thundering Bite (Su) the dragons bite makes a thundering crash whenever it attacks, dealing an additional
2d6 points of sonic damage. A great wyrms thundering bite deals an additional 4d6 sonic damage.
Water Breathing (Ex) see Black Dragon entry for description
Age
Level

Age
Category

Size

Breath
Damage

Caster
Level

Special

Level
&
HD
1
2
3
4
5
6

Hatchling
Hatching
Hatching
Hatching
Hatching
Wyrmling

T
T
T
T
T
S

1d4
1d4
1d4
1d6
1d8
2d8

7
8

Wyrmling
Very Young

S
M

3d8
4d8

9
10

Very Young
Young

M
L

5d8
6d8

11
12
13
14
15
16

Young
Juvenile
Juvenile
Young Adult
Young Adult
Adult

L
L
L
H
H
H

7d8
8d8
9d8
10d8
11d8
12d8

1st
2nd
3rd
4th
5th

17
18
19
20

Adult
Mature Adult
Mature Adult
Old

H
H
H
G

13d8
14d8
15d8
16d8

6th
7th
8th
9th

12

21
22
23
24
25
26
27
28

Old
Very Old
Very Old
Ancient
Ancient
Wyrm
Wyrm
Great Wyrm

G
G
G
G
G
G
G
C

17d8
18d8
19d8
20d8
21d8
22d8
23d8
24d8

10th
11th
12th
13th
14th
15th
16th
17th

13

29
30
31
32

Great Wyrm
Great Wyrm
Great Wyrm
Paragon

C
C
C
C

25d8
26d8
27d8
28d8

18th
19th
20th
20th

Telepathy 18%, Cloud walk


AC+1, water breathing
AC+1
AC+1, Mist Vision
AC+1
Str +1, AC+1 (size mod -1), Speed
+10, Swim +10, Fly +50 (average)
Telepathy +5%
Str +1, AC+3 (size mod +0), Obscuring
Mist
Telepathy +5%
Str +1, Dex -1, AC+3 (size mod -1), Fly
+50 (poor), Fog Cloud
Water Walk, Telepathy +5%
Str +1, AC+3, Frightful Presence
Neutralize Poison, Telepathy +5%
Str +1, Dex -1, AC+3 (size mod -2)
DR 5/magic, SR 24, Telepathy +5%
Str +1, AC+3 , SR +1, Cloud form, Solid
fog,
Shape change, Telepathy +5%
Str +1, AC+3
DR +5/magic. SR +1, Telepathy +5%
Str +1, Dex -1, AC+3 (size mod -4), Fly
+50 (clumsy), Cloudkill
SR +2, Resilient sphere, Telepathy +5%
Str +1, AC+3
DR +5/magic, SR +1
Str +1, AC+3 , SR +1, Thundering Bite
Telepathy +5%, Control weather
Str +1, AC+3
DR +5/magic, SR +1, Telepathy +5%
Str +1, AC+3 (size mod -8), Cloud
Breath,
SR +2, Storm of Vengeance
Telepathy +5%
Scrying
Str+1, SR +1, Telepathy +5%

4
5
6

7
8

9
10
11

36

The Primal crystal dragons replace the crystal dragons from COW but otherwise share the same clan
names, habitat, and culture.
Crystal Dragons have pale scales that glitter with color like cut crystal and wings like stained glass. They
live in the northern arctic mountains of Ios Blood and their breath is a deafening cone shaped blast of sonic
force. All dragons of this race take no damage from sonic attacks. Crystal dragons are Lawful neutral in
alignment and belong to the earth and extraplanar subtype. Crystal dragon eggs are mottled in white and
pastel hues making them resemble large opals.
Crystal Dragon additional class skills are: Bluff (Cha), Climb (Str), Disguise (Cha), Stealth (Dex), and
Survival (Wis).
Crystal Dragons have the following Ability Adjustments: Strength -1, Dexterity +3, Constitution +1, and
Charisma +3.
Starting Movement: 30, fly 100 (average), burrow 30, Climb 30
Starting AC: 4 (natural +0, size +4)
Crystal Dragon Special Abilities
.

Luck Scale (Su) Once per day the dragon can remove one of its own scales and enspell it to bring good
luck. As long as the dragon carries the scale, it receives a +1 luck bonus on all saving throws. If the dragon
gives this enspelled scale to another creature, than that bearer gets the bonus The effect lasts one hour per
the age category of the dragon. This ability is the equivalent of a 2nd-level spell.
Razor sharp (Sp) All of the dragons natural attacks deal slashing damage.
Ray Reflection (Ex) the dragons scales reflect ray spells back upon the rays source if the ray fails to
overcome the dragons spell resistance.
Scintillating Aura (Su) the dragon radiates an aura of scintillating color from its jeweled scales to a radius
of 60 feet. All within this area must make a Will save each round to avoid being stunned (if the victim has
15 or fewer Hit Dice) or confused (if the victim has more than 15 Hit Dice) for 1 round. The save DC is
equal to the dragons breath weapon save DC. This is a mind-affecting effect. The dragon can activate or
suppress this aura as a free action.
Spell-like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will (unless indicated
otherwise) upon reaching the listed age category. Wyrmling: charm person, Very young: color spray;

37

Juvenile: glitterdust; Adult: rainbow pattern; Mature Adult: suggestion 3/day, Old: stone to flesh (3/day);
Ancient: prismatic spray (3/day); Great wyrm: imprisonment (1/day) and control winds 3/day).
Telepathy (Su) see Black dragon entry for description.

Tremorsense (Ex) the dragon gains tremorsense to a range of 30 ft. (increases to 60 ft. at adult, and to 120
ft. at old

Age
Level

Age
Category

Size

Breath
Damage

Caster
Level

Special

Level
&
HD
1
2
3

Hatchling
Hatchling
Wyrmling

D
D
T

1d4
1d4
2d4

4
5

Wyrmling
Very Young

T
S

3d4
4d4

6
7

Very Young
Young

S
M

5d4
6d4

8
9
10
11

Young
Juvenile
Juvenile
Young Adult

M
M
M
L

7d4
8d4
9d4
10d4

12
13
14
15
16
17

Young Adult
Adult
Adult
Mature Adult
Mature Adult
Old

L
L
L
L
L
H

11d4
12d4
13d4
14d4
15d4
16d4

12

18
19
20
21
22
23
24
25

Old
Very Old
Very Old
Ancient
Ancient
Wyrm
Wyrm
Great Wyrm

H
H
H
H
H
H
H
G

17d4
18d4
19d4
20d4
21d4
22d4
23d4
25d4

1st
2nd
3rd
4th
5th
6th

13

26
27
28
29
30
31
32

Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Paragon

G
G
G
G
G
G
C

26d4
27d4
28d4
29d4
30d4
31d4
32d4

7th
8th
9th
10th
11th
12th
13th

Telepathy 10%
AC +1, Razor Sharp
Str +1, AC +1 (size mod +2), Speed
+30, Telepathy 5%
Charm Person
Str +1, AC +3 (size mod +1), Fly +50
(average), Color Spray
Telepathy 5%
Str +1, AC +3 (size mod +0),
Tremorsense
Telepathy 5%
Str +1, AC +3, Glitterdust,
Telepathy 5%
Str +1, Dex -1, AC +3 (size mod -1),
Fly +50 (poor)
DR 5/magic, SR 20, Telepathy 5%
Str +1, AC +3, Frightful presence
Rainbow pattern, SR +1, Telepathy 5%
Str +1. AC +3, Suggestion
DR +5/magic, SR +1, Telepathy 5%
Str +1, Dex -1, AC +3 (size mod -2),
Stone to flesh
SR +2, Telepathy 5%
Str +1, AC +3, Luck Scale
DR +5/magic, SR +1, Telepathy 5%
Str +1, AC +3, Ray reflection
Prismatic spray, SR +1, Telepathy 5%
Str +1, AC +3
DR +5/magic, SR +1, Telepathy 5%
Str +1, Dex -1, Fly +50 (clumsy), AC
+3 (size mod -4)
Scintillating aura
Imprisonment
SR +1
Telepathy 5%
SR+1
Control winds
Str +1, Dex -1, AC +3 (size mod -4), SR
+1, Telepathy 5%

4
5

6
7
8

9
10
11

38

Magma dragons replace the Emerald Dragons of Ios Blood and have the same clan names, habitat, and
culture.
Magma dragons have scales of jet black mottled with bright red. They live in the southern mountains and
jungles of Ios Blood and have a cone breath weapon of raging fire. Naturally dragons of this race take no
damage from fire. Magmas are Chaotic Neutral in alignment and belong to the fire and extraplanar
subtypes so are vulnerable to cold. Magma dragon eggs are dark red mottled with black and resemble
bloodstone.
Magma Dragon additional class skills are: Acrobatics (Dex), Climb (Str), Slight of Hand (Dex), Stealth
(Dex), Survival (Wis), and Swim (Str).
Magma Dragons have the following Ability Adjustments: Strength +1, Dexterity +3, Constitution +1,
Intelligence +1, Wisdom +1, and Charisma +1.
Starting Movement: 30, fly 100 (average)
Starting AC: 4 (natural +0, size +4)
Magma Dragon Special Abilities
Flame Walk (Sup) the dragon can walk on molten lava as if it was solid ground and without getting
burned. This works exactly as the spell Water walk except that it works on molten lava and magma only.
Magma tomb (Su) Once per day the dragon can spit lava onto a target within 120 feet, dealing damage
normally for its breath weapon. This magma cools instantly-it does not continue doing damage at this point
but does entrap the victim (see universal monster rules in appendix; DC equals the dragons breath weapon
save DC, 3d6 minutes, hardness 8, hp 45).
Magma Breath (Su) Three times per day the dragon can breathe a cone of lava instead of fire. The
damage is unchanged, but the magma clings to those it damages, dealing half damage each round thereafter
for 1d3 rounds. After this magma cools, it crumbles to dust.
Minute Meteors (Su) 3 times per day the dragon can summon a number of fiery orbs equal to his age
level. These fiery globes are about one foot in radius and hurl towards the target doing 1d4 points of
damage each to the target and one point of damage to any other creature within five feet of the target. One
target can be struck per orb or the dragon can wait and throw one orb per round until they are all used up.
This is equivalent to a 4th level spell.

39

Spell-like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will (unless indicated
otherwise) on reaching the listed age category. Very young: burning hands; Young: ghost sound; Juvenile:
hypnotism 3/day and scorching ray; Adult: wall of fire; Mature: hold person 3/day, Old: fire shield (warm
shield, constant); Very Old: Animate objects (stone objects only, 1/day); Ancient: delayed blast fireball
(3/day); Wyrm: lesser geas 1/day; Great wyrm: wall of lava (this spell is from the Pathfinder RPG
Advanced Players Guide).
Superheated (Su) At young age and older, a magma dragons bite attack deals additional fire damage
equal to its age category.
Telepathy (Su) see Black dragon entry for description.
Age
Level

Level
&
HD

Age
Category

Size

Breath
Damage

Caster
Level

Special

1
2
3
4
5

Hatchling
Hatchling
Hatchling
Hatchling
Wyrmling

D
D
D
D
T

1d4
1d4
1d4
1d6
2d6

6
7
8
9

Wyrmling
Very Young
Very Young
Young

T
S
S
M

3d6
4d6
5d6
6d6

1st
2nd
3rd

10
11
12
13
14
15

Young
Juvenile
Juvenile
Young Adult
Young Adult
Adult

M
M
M
L
L
L

7d6
8d6
9d6
10d6
11d6
12d6

4th
5th
6th
7th
8th
9th

16
17
18
19

Adult
Mature Adult
Mature Adult
Old

L
L
L
H

13d6
14d6
15d6
16d6

10th
11th
12th
13th

20
21
22
23
24

Old
Very Old
Very Old
Ancient
Ancient

H
H
H
H
H

17d6
18d6
19d6
20d6
21d6

14th
15th
16th
17th
18th

25
26
27
28
29
30
31
32

Wyrm
Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Paragon

H
H
G
G
G
G
G
C

22d6
23d6
24d6
25d6
26d6
27d6
28d6
29d6

19th
20th
20th
20th
20th
20th
20th
20th

fire subtype, telepathy 14%


AC +1
AC+1
AC +1
Str +1, Speed +30, speed +10, AC +1
(size mod -2)
flame walk, telepathy 5%
Str +1, AC +3 (size mod -1)
Burning hands, telepathy 5%
Str +1, AC +3 (size mod +0),
superheated
Ghost sound, telepathy 5%
Str +1, AC +3, scorching ray
Hypnotism, telepathy 5%
Str +1, Dex -1, AC +3 (size mod -1)
DR 5/magic, SR 24, telepathy 5%
Str +1, SR +1, AC +3, frightful
presence, wall of fire
Minute meteor, telepathy 5%
Str +1, AC +3, DR +5/magic
SR +1, hold person, telepathy 5%
Str +1, Dex -1, AC +3 (size mod -2), fire
shield,
SR +2, telepathy 5%
Str +1, AC +3, animate objects
DR +5/magic, SR +1
Str +1, AC +3, magma breath
delayed blast fireball, SR +1, telepathy
5%
Str +1, AC +3, lesser geas
DR +5/magic, SR +1, telepathy 5%
Str +1, Dex -1, AC +3 (size mod -4)
SR +2
Wall of Lava
Telepathy 5%
Magma tomb
Str+1, AC +3 (size mod -8), SR +1,
telepathy 5%

2
3

4
5
6

7
8

9
10

11
12

13

40

Umbral dragons replace the Sapphire Dragons of Ios Blood and share the same clan names, habitat, and
culture as that species.
Umbral dragons have dark grey scales and live in underneath the southern jungles of Ios Blood. An
Umbral dragon breathes a cone of negative energy but, although it deals negative energy damage, an
Umbral dragons breath weapon does not heal undead creatures. All dragons of this type are immune to
cold, energy drain, and death effects. Umbrals are Chaotic Neutral in alignment and belong to the
extraplanar subtype. Umbral dragon eggs are black mottled with purple so as to resemble large pieces of
charoite.
An Umbral dragons class skills are: Appraise (Int), Bluff (Cha), Stealth (Dex), and Survival (Wis).
Umbral Dragons have the following Ability Adjustments: Strength +1, Dexterity +3, Constitution +1,
Intelligence +1, and Wisdom +1.
Starting Movement: 30, fly 100 (average)
Starting AC: 2 (natural 0, size +2)
Sapphire Dragon Special Abilities

Create shadows (Su) any creature slain by the dragon rises as a shadow (if 8 HD or less) or greater
shadow (if above 8 HD) under the Umbral dragons control 1d4 rounds later
Energy Drain (Su) the deals 1 negative level with each successful bite or claw attack (1 level, DC 32).
Ghost Bane (Su) the dragons physical attacks deal damage to incorporeal creatures normally.
Shadow Breath (Su) Three times per day the dragon can breathe a cone of shadows. Creatures who fail a
Fortitude save are blinded for 1d4 rounds and take 1 point of Str drain per age category possessed by the
dragon. A successful save negates the blindness and reduces Str drain to 1d4 points
Spell-like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will (unless indicated
otherwise) on reaching the listed age category. Wyrmling: continual flame (3/day); Very Young: darkness;
Young: stone shape (3/day); Juvenile: vampiric touch; Young Adult: antimagic field (1/day); Adult:
shadow walk; Mature Adult: passwall; Old: project image; Ancient: finger of death (3/day), Wyrm: wall of
stone (3/day); Great wyrm: sunbeam (3/day) and shades.
Telepathy (Su) see Black dragon entry for description.

41

Age
Level
0

2
3

4
5

6
7
8

9
10
11
12

13

Level
&
HD
1
2
3
4
5
6
7

Age
Category

Size

Breath
Damage

Caster
Level

Hatchling
Hatchling
Hatchling
Hatchling
Hatchling
Hatchling
Wyrmling

T
T
T
T
T
T
S

1d4
1d4
1d4
1d4
1d6
1d8
2d8

8
9
10
11

Wyrmling
Very Young
Very Young
Young

S
M
M
L

3d8
4d8
5d8
6d8

1st

12
13
14
15

Young
Juvenile
Juvenile
Young Adult

L
L
L
H

7d8
8d8
9d8
10d8

2nd
3rd
4th
5th

16
17
18
19
20
21

Young Adult
Adult
Adult
Mature Adult
Mature Adult
Old

H
H
H
H
H
G

11d8
12d8
13d8
14d8
15d8
16d8

6th
7th
8th
9th
10th
11th

22
23
24
25
26
27
28
29
30
31
32

Old
Very Old
Very Old
Ancient
Ancient
Wyrm
Wyrm
Great Wyrm
Great Wyrm
Great Wyrm
Paragon

G
G
G
G
G
G
G
C
C
C
C

17d8
18d8
19d8
20d8
21d8
22d8
23d8
24d8
25d8
26d8
27d8

12th
13th
14th
15th
16th
17th
18th
19th
20th
20th
20th

Special

Telepathy 16%
AC +1
AC +1
AC +1
AC +1
AC +1
Str +1, AC +1 (size mod +1), Speed
+10, fly +50 (average)
Continual flame, Telepathy 5%
Str +1, AC +3 (size mod +0), darkness
Telepathy 5%
Str +1, Dex -1, AC +3 (size mod -1),
Fly +50 (poor), ghost bane
Stone shape, Telepathy 5%
Str +1, AC +2, frightful presence
vampiric touch, Telepathy 5%
Str +1, Dex -1, AC +3 (size mod -2).
Antimagic field
DR 5/magic, SR 24, Telepathy 5%
Str +1, AC +3, shadow breath
SR +1, shadow walk, Telepathy 5%
Str +1, Dex -1, AC +3, passwall
DR +5/magic, SR +1, Telepathy 5%
Str +1, Dex -1, AC +3 (size mod -4),
Fly +50 (clumsy), project image,
SR +2, Telepathy 5%
Str +1, AC +3
DR +5/magic, SR +1, Telepathy 5%
Str +1, AC +3. create shadow
SR +1, finger of death, Telepathy 5%
Str +1, AC +3, wall of stone
DR +5/magic, SR +1, Telepathy 5%
Str +1, AC +3, energy drain,
SR +2, shades, Telepathy 5%
Sunbeam
Str +1, AC +3, SR +1, Telepathy 5%

42

New Race: Half Dragons


Humanoid half dragons do not exist in Pathfinder but, as the COW half-dragons are totally different than
those of 3rd edition, a new race is prudent. Half-dragons are the result of a male dragon with the change
shape ability mating with a demihuman vassal. They are born resembling their demihuman mother but with
hair and eyes the color of their dragon father. By adolescence they have grown tall and lean with elvish
grace, snake-like eyes and the barest hint of horns upon the brow. Half-dragons have no wings, tails, or
scales. If a half-dragon takes levels in the Sorcerer class it must be in the Draconic Bloodline.

Half-Dragon Racial Traits


+2 to any one ability score: Half dragon characters gain a +2 bonus to one ability score of their choice at
character creation. This should be one of the bonuses possessed by their demihuman parent.
Medium: No matter what the parent demihuman race their half-dragon offspring grow to medium size and
thus have no bonuses or penalties due to size.
Normal Speed: Half-dragons have a base speed of 30 feet.
Demihuman Racial Abilities: Half-dragons start out with all the racial bonuses of their parent race (dwarf,
elf, or gnome) given below...
Dwarf
Darkvision
Greed
Hatred
Stonecutting

Elf
Low-light vision
Elvin immunities
Elvin magic
Keen senses

Gnome
Low-light vision
Defensive training
Hatred
Keen senses

Claws: the half-dragons fingers end in claws that do 1d4 points of damage plus your strength bonus.
These are natural weapons that allow the half-dragon to make two claw attacks on a full attack action using
your full attack bonus. Half-dragons with Sorcerer levels get the damage increase per sorcerer level as in
that class.
Breath Weapon: the half-dragon can breathe the breath weapon of its dragon parent (fire for half golds,
cold for half silvers, and electricity for half bronzes and clouds) twice per day. The breath is a 30 foot cone
(or 60 foot line for bronzes) and does 1d6 points of damage. Those caught in the breath get a reflex save for
half damage. The DC for this save is 10 + your Charisma modifier. Half Dragons with Sorcerer levels gain
an additional use of the breath at 20th level and an increase in damage per level of normal for sorcerers.

43

Weapon Familiarity and Languages: as demihuman parent and Draconic.


Half Dragon Discretionary Abilities: These are now feats rather than racial traits. See the chapter on feats
for details.
Special: Because of the universal distaste that characters in this setting feel for half-dragons they receive a
-2 penalty to encounter reactions when dealing with NPCs.

44

Draconic Classes
In COW each dragon race was a class and every dragon had to choose a kit to determine that dragons
profession. In Pathfinder kits are no longer used. In order to obtain the benefits once contained in the
draconic kits the dragon character can simply multiclass into a Pathfinder base class. This greatly simplifies
dragon classes as converting the dragon to the classes of Pathfinder is simplicity itself as shown in the chart
below
COW Kit
Dragon PC
Dragon Priest
Dragon Psionicist
Dragon Mage
Dragon Sage

=
=
=
=
=

Multiclass into
None, just use racial class
Cleric
Psion
Wizard
Sorcerer (any non-dragon bloodline)

So to make a dragon mage simply multiclass and take a few levels of Wizard for your character. This is
done the same way as any other multiclassed character, so a red dragon with four levels of his racial class
and two of Wizard (Red Dragon 4/ Wizard 2 for a total of 6th level) would roll 1d12 + 1d12 +1d12 +1d12
+1d6 +1d6 for hit points.
In addition to the four core dragon classes, a dragon can also take Fighter (Dragon Warrior), Bard (Dragon
Harper), Druid (Dragon Shaman), Monk, and Ranger. It is unlikely that a dragon will have the singleminded loyalty to a deity needed to become a Paladin or would stoop to such a lowly profession as those
employed by Rouges. As for Barbarians, how utterly uncivilized this is Ios Blood after all not some
realm dominated by humans. On the other hand a dragon who has escaped from captivity in the land of the
fire or frost dragons can choose barbarian to reflect his earlier environment. Other classes, such as those in
the Advanced Players Guide may be allowed depending on the DM.

45

Draconic Skills & Feats


In 1st COW the both skills and feats were included in a category called proficiencies. Most of Council of
Wyrms proficiencies can be included in already listed skills and feats from the core Pathfinder rules. The
few who can not are covered by the Draconomicon published by WOTC. Note that some skills (such as
knowledge) can be represented by a single mechanic and others could only be changed to their closest
equivalent feat. Skills and feats are obtained as normal for characters using the core rules.

Council of Wyrm Proficiencies Conversion Chart


Proficiency
Alertness
Ancient History
Appraising
Aerial Combat
Astrology
Chanting
Claw/Claw & Claw/Claw/Bite
Debate
Direction Sense
Dragon Flight
Endurance
Etiquette
Fishing
Gaming
Harness Subconscious
Healing
Herbalism
Hunting
Hypnosis
Intimidation
Languages (Ancient & Modern)
Local History
Looting
Lore
Meditative Focus
Mining
Navigation
Observation
Plummet
Poetry
Psioncraft
Reading/Writing
Rejuvenation
Religion
Rulership
Set Traps
Singing
Snatch
Spellcraft (P or W)
Stall
Stewardship
Survival
Swimming
Tail mace

Pathfinder Equivalent
Alertness
Knowledge (History)
Appraise
Flyby Attack
Knowledge (new variant)
Perform
Multiattack
Persuasive
Survival
Fly
Endurance
Diplomacy
Survival
Profession
Body Fuel
Heal
Knowledge (nature)
Survival
Autohypnosis
Intimidate
Linguistics
Knowledge (local)
Improved Steal
Knowledge (any)
Psionic Focus
Knowledge (new variant)
Survival
Perception
Fly
Perform
Knowledge (psionics)
Linguistics
Psionic Body
Knowledge (religion)
Leadership
Disable Device
Perform
Snatch
Spellcraft
Hover
Profession (stewardship)
Survival
Swim
Exotic Weapon Proficiency

Type
Feat
Skill
Skill
Feat
Skill
Skill
Feat
Feat
Skill
Skill
Feat
Skill
Skill
Skill
Feat
Skill
Skill
Skill
Skill
Skill
Skill
Skill
Feat
Skill
Feat
Skill
Skill
Skill
Skill
Skill
Skill
Skill
Feat
Skill
Feat
Skill
Skill
Feat
Skill
Feat
Skill
Skill
Skill
Feat

Sourcebook
Core Rulebook
Core Rulebook
Core Rulebook
Bestiary 1
Core Rulebook
Core Rulebook
Bestiary 1
Core Rulebook
Core Rulebook
Core Rulebook
Core Rulebook
Core Rulebook
Core Rulebook
Core Rulebook
Psionics Unleashed
Core Rulebook
Core Rulebook
Core Rulebook
Psionics Unleashed
Core Rulebook
Core Rulebook
Core Rulebook
Advanced Players Guide
Core Rulebook
Psionics Unleashed
Core Rulebook
Core Rulebook
Core Rulebook
Bestiary 1
Core Rulebook
Psionics Unleashed
Core Rulebook
Psionics Unleashed
Core Rulebook
Core Rulebook
Core Rulebook
Core Rulebook
Bestiary 1
Core Rulebook
Bestiary 1
Core Rulebook
Core Rulebook
Core Rulebook
Core Rulebook

Tease
Tracking
Trick
Wing Spur

Bluff
Survival
Bluff
Exotic Weapon Proficiency

Skill
Feat
Skill
Feat

Core Rulebook
Core Rulebook
Core Rulebook
Core Rulebook

Automatic Feats
These Proficiencies are considered automatic skills in Pathfinder. A young dragon can do these maneuvers
instinctively without training. Simply consider them to be additional class abilities. The combat modifiers
are as in the tables on page 6.
Proficiency
Bite
Breath Weapon
Claw
Burrow
Dragon Flight
Roll
Tail Slap
Wing Buffet

Natural Attack
Bite
Breath Weapon
Claw
Burrow
Fly
Crush
Tail Slap
Wings

Notes
Automatic weapon
Automatic weapon
Automatic weapon
Only in dragon types with that form of movement
Only in dragon types with that form of movement
Automatically usable by any dragon of Huge or greater size
Automatically usable by any dragon of Large or greater size
Automatically usable by any dragon of Medium or greater size

For all other COW proficiencies see the section on new feats found below.

New Feats
The feats in this section can be used in addition to those in the Bestiary. All the feats here are adapted from
the combat proficiencies in Council of Wyrms or its predecessor, Dragons by Cory Glaberson. These feats
can be used for other monsters if they fit the requirements, just change the word dragon to that of the new
monster.

Barrel Roll (General)


When in flight you can twist and turn your body so quickly that opponents have trouble striking you.
Prerequisites: fly speed 100 or higher.
Benefit: when using this feat while engaged in aerial combat you gain a +5 bonus to armor class. However,
the elaborate maneuvering required means that the dragon cannot use any physical or magical attacks
including its breath weapon in the same round it uses a barrel roll.

Body Shake (Combat)


You can send a ripple down your entire body, causing any creature on your back to fall off.
Prerequisites: Size Huge or larger with a long (instead of tall) body shape.
Benefit: When using this feat any creature on your back that is not strapped in must make a Reflex save
(Difficulty equal to the dragons Base Attack Bonus) or fall off. A body shake is also good for ejecting
ropes, vines, grappling tentacles, or other non-magical entanglements. If performing this maneuver in the
air a dragon must also make a Reflex save to stay in the air, otherwise he must land for at least one round.

47

Change Breath Weapon (Meta Breath)


You can actually change the chemical composition of your breath weapon. This feat may be taken multiple
times for different breath effects.
Prerequisites: Breath Weapon attack.
Benefit: by eating certain foods and not using your natural breath weapon for a full day you can change it
to another breath type. A dragon can only learn to change its primary breath weapon and only a single type
of breath may be learned each time this feat is taken. When the new breath is activated it takes the place of
your old breath for 24 hours. The new breath does the same amount of damage as the dragon type given
below and a dragon cannot take a breath type he already has naturally (so a bronze dragon cannot take
lightning or repulsion gas). Below is a list of possible variant breath weapons, others are possible with the
GMs approval.
This feat may seem trivial but imagine the horror of a Dragon slayer who has invested in many potions of
fire resistance when the red dragon he is attacking lets loose a blast of freezing frost instead of flame.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Acid (as in a Black dragon of the same level)


Cold (as in a White dragon of the same level)
Fire (as in a Red dragon of the same level)
Lightning (as in a Blue dragon of the same level)
Paralysis Gas (as in a Silver dragon)
Poison Gas (as in a Green dragon of the same level)
Repulsion Gas (as in a Bronze dragon )
Sleep (as in a Brass Dragon)
Slow Breath (as in a Copper dragon)
Weakening Breath (as in a Gold dragon)

Danger Sense (General)


You have a sixth sense that warns you of impending danger.
Prerequisites: Alertness.
Benefit: when a trap or hidden opponent is about you feel a sudden warning tingle and urge to duck or
dodge. This allows you to make an automatic Spot check to detect traps or receive initiative against hidden
or invisible foes before they can attack. This feat does nothing against traps or foes that are out in the open
and if the Spot check is failed you sense nothing out of the ordinary.

Discretionary Abilities (Racial)


You have inherited one of the abilities of your dragon parent.
Prerequisites: Half Dragon.
Benefit: The half dragon gains one of the spell-like or supernatural abilities given below whenever he takes
this feat. These abilities are inherited from the dragon parent. Fearful Presence works the same as in the
Bestiary page 300. Unlike in the original rules these abilities do NOT replace the standard racial ones given
in the half dragon racial description. The abilities you can choose depend on your draconic parent as given
in the list below. This feat may be taken multiple times to gain multiple different abilities.

48

Half Bronze Discretionary


Abilities

Half Cloud Discretionary Abilities

Create food and water (2/day)


Darkvision 60 feet (constant)
Detect Thoughts (1/day)
Dragon fear (1/day)
Immunity to electricity (constant)
Speak with animals (at will)

Cloud walking (as parent dragon, 1 hour per level pr


day)
Darkvision 60 feet (constant)
Dragon fear 1/day
Fog cloud (1/day)
Immunity to electricity (constant)
Obscuring mist (2/day)
Water breathing (at will)

Half Gold Discretionary Abilities

Half Silver Discretionary Abilities

Darkvision 90 feet (constant)


Discern lies 2/day
Dragon fear 1/day
Immunity to fire (constant)
Sleep (2/day)
Speak with animals (at wills)
Water breathing (at will)

Cloud walking (as parent dragon, 1 hour per level pr


day)
Darkvision 90 feet (constant)
Dragon fear 1/day
Feather fall (1/day)
Fog cloud (1/day)
Immunity to cold (constant)

Grab & Drag (Combat)


Instead of carrying your prey aloft when you snatch it from the ground you can drag it along the ground for
extra damage.
Prerequisites: Snatch.
Benefit: if a flying dragon gets two successful claw attacks against a ground dwelling opponent who is at
least three size levels smaller than the dragon than the dragon can opt to perform a Grab & Drag. The
dragon skims the earth, dragging his helpless victim for 1d10 rounds. For each round dragged the victim
takes claw damage plus an additional 1d6 points on damage. In addition when first grabbed the victim must
make a Reflex save (difficulty equal to the dragons Base Attack Bonus) or have his arms trapped and be
unable to strike back at the dragon.
A dragon dragging a victim cannot land or attack with any weapon (other than its breath) until 1d6 rounds
after it has released its victim as the dragon must wheel about and regain height before attacking again.

Horrifying Roar (General)


You can release a roar that causes panic in all who hear it.
Prerequisites: fearful presence, size large or larger.
Benefit: anyone hearing your roar, including other dragons, must make a Will Save (Difficulty 10 + the
roaring dragons Hit Dice + its Charisma Modifier) or immediately lose initiative on the next round after
hearing the roar. In addition creatures with less than four hit dice will immediately flee in panic for 1d6
rounds. A dragon can roar in this fashion a number of times per day equal to his age level before straining
his lungs.

49

Kick (Combat)
You can kick backwards with a rear claw to injure opponents behind you.
Prerequisites: must have a natural claw attack and be size Small or larger.
Benefit: you can kick with your hind claws for normal claw damage. Any opponent struck must make a
Reflex roll (DC 10 + the strength modifier of the Dragon) or be kicked backwards 5 feet per age category
of the dragon. Another Reflex save (same DC) is than made to see if the kicked opponent remains on his
feet or falls down. A dragon cannot use a tail attack while kicking.

Kindredbond (General)
You can bond with a dragon (or if a dragon you can bond with a human, demi-human, or humanoid vassal).
All dragons from Ios Blood must have this Feat by Juvenile Age and only a single creature may be bonded
with at a time.
Prerequisites: The dragon must be less than Juvenile age and a humanoid vassal must be of level 10 or less
to take this feat.
Benefit: The bond establishes an empathic link between a dragon and a chosen vassal. The pair can
communicate through this link in a limited way (they will know when each other is hungry, scared, angry,
etc) and in combat situations the pair also gain a +1 bonus to attacks and Armor Class if the kindred is
actually riding the dragon. This bond is permanent and lasts until the death of one of the parties.

Lair Clairaudience (General)


The dragon with this feat has a connection with his hoard that allows him to know whenever it has been
disturbed.
Prerequisites: Dragon, Intelligence 12 or higher, Hoard worth 2000gp or more.
Benefit: The dragon hears a warning alarm whenever someone other than himself or his kindred touches
his hoard. The ability has a range of one mile per age category. Whilst within that range a Dragon who gets
the warning may focus its mind on the treasure in its lair and hear any noise within a range of twenty per
age category) from that point. To listen the dragon simply makes a Perception roll at difficulty 15.

Raking Kick (Combat)


If you make a successful attack in which the bite and BOTH front claws hit, and the opponent is the same
size or larger than you, than you can rake the opponent with your rear claws as well.
Prerequisites: Natural Claw Attack, Multiattack, and the opponent must be the same size or larger than
you.
Benefit: you slash with your hind claws with a normal attack roll for both hind feet. Each attack that
succeeds does normal claw damage.

50

Ramming (Combat)
Instead of biting, casting a spell, or using your breath you can use your horns to attack a creature (or object)
that is in front of you.
Prerequisites: Horns or an armored skull, size Large or larger.
Benefit: you can attack with your horns for 1d6 points of damage if standing still and 2d6 points of damage
if you have a running (or flying) start of 100 feet or more. Such an attack does bludgeoning damage and has
a -5 attack bonus and a Strength x 1.5 damage bonus. Dragons may also use this attack to break bridges or
smash-down doors.

Smoke Breath (General)


Instead of breathing fire you can breathe out a cloud of blinding smoke.
Prerequisites: Fire breath weapon.
Benefit: any dragon that can breathe fire can also produce smoke when they take this feat. The smoke is
breathed out instead of fire and it is a cone-shaped cloud that obscures vision and causes a severe bout of
coughing (subtracting 4 from all rolls) for 20 rounds plus one round per age level of the dragon.

Weather Sense (General)


You can feel the currents of the wind and the flow of air masses in your vicinity.
Prerequisites: Alertness.
Benefit: you can make a spot check know what the weather will be for the next six hours. This feat can
also be used in flight to check for thermals and wind speed giving a dragon or other flying creature a +1
bonus to all flight or aerial combat checks.

Draconic Specific Items


Weapons
Council of Wyrms introduced a number of dragon specific weapons. It can be concluded that the use of
these weapons are unique to Ios Blood or were lost in later time periods. Like all weapons they may be
enchanted or elaborately decorated. Such magical or ceremonial weapons will cost double or even triple the
price of the simple everyday weapons priced here.
Tail Mace: a heavy metal ball, often spiked, that is worn over the tip of the tail. To use a Tail mace a
dragon must have the Tail Slap attack. A tail mace adds +4 to the damage of a tail slap.
Wing Spurs: a pair of sharp swords worn on the dragons wings. To use a wing spur the dragon must have
one on each wing and have the Wing Buffet attack. The wing spurs add +2 to the damage of the wing
buffet attack.

51

Talon Sheaths: a set of sharpened metal gloves that fit over the claws on a dragons fore-talons. To use
talon sheaths the dragon must have a claw attack. Talon sheaths add a +2 to claw damage.

Weapon

Cost

Dmg

Critical

Tail Mace
Wing Spurs
Talon Sheaths

20 gp
10 gp
30 gp

+4
+2
+2

x2
19-20/x2
X2

Range Weight
-

30 lbs
6 lbs
10 lbs

Type
Bludgeoning
Slashing
Slashing

Orbs of Io
These magical crystal balls are kept by every Lord of every dragon clan and another sits in the council
Aerie. In Pathfinder terms these items have the following game statistics...
Aura: Strong enchantment CL: 20th, Slot: none, Weight: 5 lbs
All Orbs of Io can be used to communicate verbally and visually with the possessors of all the other orbs. It
forms a constant link with all the other orbs once activated. As anyone with one orb can eavesdrop on any
other orb once they are activated they are usually used only for emergencies or to summon the Lords to
council. These orbs are typically kept in special chambers with a guardian that can report when the orb is
activated. They can only be activated by a dragon of wyrm age or older.

52

The Dragon Gods


This chapter gives a brief conversion of the dragon deities of Ios Blood in Pathfinder terms. Some of these
gods are more fully described in the Draconomicon others are unique to the Ios Blood setting. I have also
added a god missing since 1st edition, Sardior, king of the Neutral Dragons as the Primal dragons need a
patron god to round out the duo of Bahamut and Tiamat.
Deity
Aasternian

Io

Portfolio
Goddess of invention, Trickery, &
Luck
Goddess of Magic, Music, and Story
King of the Metallic Dragons
God of the Dead, Fate, & Time
Goddess of the Elements
God of Corruption, Undeath, &
Disease
The Lord of all Dragons

Sardior
Tamara
Tiamat

Prince of the Primal Dragons


Goddess of Mercy & Life
Queen of the Chromatic Dragons

Arcanic
Bahamut
Chronepsis
Elemtia
Falazure

AL
CN

Domains
Chaos, Charm, Liberation, Luck, Trickery

CN
LG
N
CN
NE

Chaos, Knowledge, Magic, Protection, Rune


Good, Glory, Law, Nobility, Protection
Death, Healing, Knowledge, Travel, Repose
Air, Destruction, Earth, Fire, Water
Death, Evil, Darkness, Destruction, War

Community, Knowledge, Magic, Strength,


War
Animal, Earth, Protection, Sun, Trickery
Animal, Good, Healing, Plant, Sun
Destruction, Evil, Law, Trickery, Water

N
NG
LE

53

New Prestige Classes


These prestige classes are translations of non-dragon kits from Council of Wyrms. The fluff text for these
classes can be found at the end of the second book of COW. The prestige classes presented in this volume
are:
Dragon Slayer of Io: an order of human dragon slayers founded by the great dragon god to slay those
dragons that displease him.
Half-Dragon Exile: A half-dragon thrown out of her community simply for being born or for some crime.
Half-Dragon Ward: A half-dragon taken under the wing of a dragon patron.
Kindred Dragon Rider: A demihuman who rides into battle atop his dragon master.

Dragon Slayer of Io
Hit Dice: d10
Requirements: To qualify to become a Dragon Slayer of Io, a character must fulfill all of the following
criteria.
Base Attack Bonus: +3
Attributes: Strength 14, Intelligence 10, and Constitution 12 or better.
Feats: Iron Will, Power Attack
Special: in order to become a dragon slayer of Io a character must be human and know the
Draconic language. He must also have at least one weapon enchanted against dragons.
Class Skills: The Dragon Slayer of Ios class skills (and the key abilities for that skill) are Acrobatics
(Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha) Knowledge: dragons (Int),
Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Intelligence modifier.
Class Features: all of the following are class features of the Dragon Slayer of Io prestige class.
Weapon and Armor Proficiency: All dragon slayers of Io are proficient with all simple and
martial weapons, all shields, and all armor.
Armor of Io (su): Dragon Slayers of Io are presented with a special suit of Dragon Hide Plate
armor (see core rulebook). Once every two levels the armor increases in AC by one.
Attack Bonus (ex): The Dragon Slayer of Io gains a +2 bonus to all attack rolls against all
creatures of the dragon subtype. In addition the player must choose one of the 15 dragon races in
Ios Blood, the character then gains a +4 attack bonus against all members of that dragon race.
Breath Stun (ex): The Dragon slayer of Io can strike a dragon in the throat preventing the use of
its breath weapon. This attack is made at a -4 penalty. If successful the dragon not only takes
damage but cannot use its breath weapon for a number of rounds equal to the points of damage
taken.
Breath Weapon Defense (su): members of this prestige class save against dragon breath at a
higher level than normal. On a successful save they take no damage and on a failed save they take
only half-damage.

54

Dragon Killing Blow (ex): when fighting any creature of the dragon type the dragon slayer of Io
gets to add his level to the damage roll so a 10th level Dragon Slayer has a +10 bonus to damage.
Fear Immunity (su): Dragon Slayers of Io are immune to the effects of a dragons frightful
presence.
Great Blow (ex): The Dragon Slayer if Io puts everything he has into a blow against a creature of
the dragon type. The player states how many hit points he wishes to expend then rolls at attack
with a -4 penalty. On a success the strike causes normal damage plus the additional points of
damage expended by the dragon slayer. These hit points are lost even if the great blow misses.
Heroic Mount (su): The dragon slayer is presented by an unusually gifted steed by his god. This
steed is exactly like a Paladins steed. The bonded mount shares the breath weapon and fear
immunity features of its rider. Should the Dragon Slayer of Io already have a paladins steed than
that steed gains the following bonuses: immunity from frightful presence, breath weapon defense
and a pair of wings allowing flight at twice normal ground movement at average maneuverability.
Wing Attack (ex): The Dragon Slayer of Io can aim a blow at the dragons wings in an attempt to
disable its ability to fly. This attack is made at a -3 penalty and the blow will ground the dragon
for a number of rounds equal to the amount of damage inflicted.

Dragon Slayer of Io
Level

BAB

1
2
3
4
5
6
7
8
9
10

+1
+2
+3
+4
+5
+6
+7
+8
+9
+10

Fort
Saves
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Ref
Saves
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Will
Saves
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Special
Armor of Io, Fear Immunity
Great Blow
Armor of Io: AC +1, Attack Bonus
Breath Weapon Defense
Armor of Io: AC +1, Heroic Mount
Breath Stun
Armor of Io: AC +1
Wing Attack
Armor of Io: AC +1
Dragon Killing Blow

Half-Dragon Exile
Hit Dice: d6
Requirements: To qualify to become a half-dragon exile, a character must fulfill all of the following
criteria.
Base Attack Bonus: +2
Attributes: Constitution 13 or better.
Skills: Heal and Survival
Special: in order to become a half-dragon exile a character must be a half-dragon. In addition, due
to the circumstances of the characters exile the dislike that most NPCs feel for half dragons
increases to a -3 penalty.
Class Skills: The half-dragon exiles class skills (and the key abilities for that skill) are Acrobatics (Dex),
Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha),

55

Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis),
and Swim (Str).
Skill Ranks per Level: 5 + Intelligence modifier.
Class Features: all of the following are class features of the half-dragon exile prestige class.
Weapon and Armor Proficiency: All half-dragon exile is proficient with all simple weapons,
shields, and armor.
Bonus Feats: The half-dragon exile may choose a feat from the following list: Agile Maneuvers,
Alertness, Athletic, Combat Reflexes, Dodge, Endurance, Fleet, Great Fortitude, Quick Draw,
Run, Self-Sufficient, Stealthy, and Toughness. The character must meet all the perquisites of the
feat to select it.
Draconic Terrain (ex): The half dragon exile is skilled at moving in the terrain favored by his
draconic heritage and has learned to use the natural features of this environment to his advantage.
The half-dragon must choose one of the following favored terrains depending on his type:
Aquatic for half-bronze dragons, Desert for half-gold dragons, Forest for half-silver dragons, or
Mountains for half-cloud dragons. When on this favored terrain, the half-dragon exile gains a +2
circumstance bonus to Perception, Stealth, and Survival checks.
Expert Tracker (ex): When making Survival or Perception checks to track any creature, the halfdragon exile may add 1/2 his class levels to his roll as a competence bonus.
Find Shelter (ex): By making a DC 15 Survival check, the half-dragon exile can find someplace
safe to hole up. This may be an abandoned building, a hidden cave, a hollow tree, or a dry spot
under a bridge. Finding the shelter without this ability requires a DC 30 Perception check, so those
within are reasonably safe from accidental discovery, and can take the time needed to mend
wounds, examine artifacts, or otherwise pass a few hours or days in relative safety. The GM
should specify the type of shelter found when this ability is used, and it should be appropriate to
the terrain and the area.
Survivor (ex): The half-dragon exile is skilled at surviving on limited rations and in harsh
conditions. He gains a +4 competence bonus to all checks to avoid the ill effects of starvation,
thirst, or extreme heat and cold. This applies only to environmental effects and not to the effects
of direct exposure to fire, cold-based magical abilities, and so on.
Wilderness Guide (ex): The half-dragon exile can aid others when in his draconic terrain,
granting them one-half his bonuses to Perception and Survival checks.

Half-Dragon Exile
Level

BAB

1
2
3
4
5
6
7
8
9
10

+0
+1
+2
+3
+3
+4
+5
+6
+6
+7

Fort
Saves
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5

Ref
Saves
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5

Will
Saves
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Special
Draconic Terrain
Bonus Feat
Find Shelter
Bonus Feat
Expert Tracker
Bonus Feat
Survivor
Bonus Feat
Wilderness Guide
Bonus Feat

56

Half-Dragon Ward
Hit Dice: d10
Requirements: To qualify to become a Half-dragon ward, a character must fulfill all of the following
criteria.
Skills: Bluff, Diplomacy, Knowledge (nobility), Linguistics, and Perform.
Special: in order to become a half-dragon ward a character must be a half-dragon who has been
chosen as a ward by a dragon of the same alignment. In addition, thanks to the influence of the
characters dragon patron the dislike that most NPCs feel for half dragons decreases to a -1 penalty
Class Skills: The Half-Dragon Wards class skills (and the key abilities for that skill) are Appraise (Int),
Bluff (Cha), Diplomacy (Cha), Heal (Wis), Knowledge (geography, history, and religion all Int),
Linguistics (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and
Swim (Str).
Skill Ranks per Level: 8 + Intelligence modifier.
Class Features: all of the following are class features of the half-dragon ward prestige class.
Weapon and Armor Proficiency: All half-dragon exile is proficient with all simple weapons,
shields, and armor.
Bonus Feats: The half-dragon ward may choose a from the following list: Arcane Armor
Training, Athletic, Iron Will, Magical Aptitude, Master Craftsman, Persuasive, and Skill Focus.
The character must meet all the perquisites of the feat to select it.
Charming Demeanor (Ex): The ward is a master at diplomatic relations with dragons. As a result
mere demihuman have no chance to resist his captivating charm. He may make a Diplomacy or
Bluff check opposed by his targets Sense Motive check. If the ward beats his opponents roll by
10 or more than his target is overwhelmed by the wards charm and acts as if under a Charm
Person spell cast by the ward. This effect lasts 3d6 minutes. The ward can use this ability once per
day plus his Charisma modifier.
Connections (Ex): The half-dragon ward often travels to care for the business of his patron. This
brings him into contact with politicians of all species, criminals, and other shady characters. If
within clan territory the character can always find someone who is willing to sell him information
or illegal goods (such as poisons or potions of dragon control), often at an inflated (1d4 times
normal) prices.
Dragon Patron (Ex): Due to his connection with his patron dragon the half dragon ward can
demand food and shelter from vassals of his patrons clan. In addition he can requisition any
mundane, alchemical, or magical item worth up to 100 gps in total value per month. Once per
year he may receive a more expensive item due to a request from the Patron itself. Furthermore the
ward may demand sanctuary from allied clans as long as he does not abuse their hospitality.
Dragon Sense (Ex): The ward has been around shape-shifted dragons all his life so has come to
easily detect their mannerisms. Whenever the ward encounters a dragon in demihuman form
(either due to natural shape changing or polymorph spells) he may make a Perception check at
Difficulty 10 + the dragons age category to recognize that the person is really a dragon.

57

Dragon Protection (Ex): The character has been around his patron (and other dragons) for so
long that he can resist their abilities easier than most. The half-dragon ward gains a +2 morale
bonus to all saves against a dragons attacks, including its breath weapon, spells and spell-like
abilities.
Immunity to Dragon Fear (Ex): The ward is so used to working around dragons that he has
grown immune to the frightful presence of dragons.

Half-Dragon Ward
Level

BAB

1
2
3
4
5
6
7
8
9
10

+0
+1
+2
+3
+3
+4
+5
+6
+6
+7

Fort
Saves
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Ref
Saves
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Will
Saves
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Special
Draconic Patron
Bonus Feat
Connections
Bonus Feat
Charming Demeanor
Bonus Feat
Immunity to Dragon Fear
Dragon Sense
Dragon Protection
Bonus Feat

Kindred Dragon Rider


Hit Dice: d10
Requirements: To qualify to become a Kindred Dragon Rider, a
character must fulfill all of the following criteria.
Base Attack Bonus: +5
Attributes: Strength 14 and Wisdom 15 or better.
Feats: Kindredbond, Mounted Combat, Weapon Focus
(Heavy Lance)
Special: in order to become a kindred dragon rider a
character must speak Draconic and be the servant of a
dragon who also has the kindredbond feat.
Class Skills: The Kindred dragon riders class skills (and the key
abilities for that skill) are Acrobatics (Dex), Climb (Str), Craft (Int),
Perception (Wis), Profession (Int), Ride (Dex), and Survival (Wis).
Skill Ranks per Level: 2 + Intelligence modifier.
Class Features: all of the following are class features of the
kindred dragon rider prestige class.
Weapon and Armor Proficiency: All kindred dragon
riders are proficient with all simple and martial weapons
and all armor but not shields.
Attack Bonus: The kindred dragon rider becomes so attuned to his master that he gains a +1
bonus to attack rolls and armor class when fighting upon his masters back. In addition he gains a
+2 bonus to all Perception checks made while on his masters back.

58

Bonding: The rider and the dragon can now communicate telepathically at will over any distance.
Once per day, as a free action, the rider can gain Spell Resistance equal to that of the dragon for
1d4+1 rounds.
Bonus Feats: the kindred dragon rider gains a feat drawn from the following list: Mounted
Archery, Ride-By Attack, Spirited Charge, Trample, or Unseat. He must meet all the prerequisites
for this
Kindred Immunity: While mounted on or within 10 feet of his dragon mount, a kindred dragon
rider is immune to the frightful presence of dragons.
Master of Dragons: A kindred dragon rider may add his prestige class level as a bonus to any
Ride checks made when riding his dragon.
Master of the Air: The kindred dragon ridden by a kindred dragon rider enjoys maneuverability
of one grade better than normal (maximum perfect maneuverability). For instance, a dragon with
poor maneuverability will have average maneuverability when being ridded by his kindred.
Perfect Balance: The kindred dragon rider can react instantly to try to avoid falling when his
dragon rears, loops, or dives. If any damage or ability should cause him to be knocked from the
saddle than the kindred dragon rider can instantly roll a Dexterity check with a bonus equal to the
age level of his dragon to avoid falling.

Kindred Dragon Rider


Level

BAB

1
2
3
4
5
6
7
8
9
10

+1
+2
+3
+4
+5
+6
+7
+8
+9
+10

Fort
Saves
+0
+0
+1
+1
+2
+2
+3
+3
+4
+4

Ref
Saves
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Will
Saves
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Special
Perfect Balance
Attack Bonus
Bonus Feat
Kindred Immunity
Master of Dragons
Bonus Feat
Bonding
Bonus Feat
Master of the Air
Bonus Feat

59

Adventures
The adventures in Council of Wyrms need conversion due to the many changes in the rules since 2nd
edition. Most of these changes are character or monster conversions that can easily be solved with the core
rules. As the level progression has also changed reduce all story bonus experience by two zeros, so that a
10,000 xp story bonus becomes a 100 xp story bonus. Any new monsters will be detailed in the Appendix
One.

Adventure One: Not the Draca


Due to the changes in hatchling rules to make them
balanced with other races there needs to be a major
change in this adventure. The hatchlings of 2nd edition
were effectively the wyrmlings of this volume so the
ogre workers need to be changed to something less
powerful, such as orcs. As Krug is a boss encounter
that is presumed to escape in the story it is OK to keep
him an ogre.
Krug Bonebreaker: use Pathfinder Roleplaying Game
Bestiary; Ogre, page 220, 33 hp, Int 10
Ogres (14): use Pathfinder Roleplaying Game Bestiary,
orc, page 222 instead

Adventure Two: Color Blind


Most of the changes in this adventure consist of converting the NPCs and monsters. The only other change
is in the Perception rules that start in event two. In Pathfinder the higher roll is the most successful rather
than the lower. For example a result that says three or less in COW would by Three or more when using the
Pathfinder rules given here.

Monsters
Frost Giant Raiders (12): use Pathfinder Roleplaying Game Bestiary; Giant, Frost, page 149.
Trolls, Marine Scrags (5): use Pathfinder Roleplaying Game Bestiary; Scrag, page 268.

Dragon NPCs
Keryst, Young Adult Cloud Dragon
CR 12; XP: 19,200
N, Huge dragon (air), level 15
Init +3; Senses dragon senses, mist vision; Perception +18, Aura frightful presence (150 ft., DC 18)

DEFENSE
AC: 24; Touch 7, Flat-Footed 24 (natural +17, Size -2, Dex -1)
Hp 122 hp (15d12 + 60)

60

Fort +13, Ref +8, Will +13


DR 5/magic; SR 24
Immune: electricity, paralysis, sleep, sleep, charm effects
OFFENSE
Speed 40ft; swim 40 feet, fly 200 (poor)
Melee bite +19 (2d8 +9), 2 claws +19 (2d6+6), wing buffet +17 (1d8 +3), tail slap +17 (2d6+9), crush +14
(2d8+9, reflex save for half damage)
Special Attacks: breath weapon (50 foot cone, DC 21, 11d8)
STATISTICS
Str 22 (+6), Dex 9 (-1), Con 19 (+4), Int 17 (+3), Wis 18 (+4), Cha 17 (+3)
Base Atk +15, CMB: +19, CMD: +28 (+4 vs. trip attacks)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Feats: Acrobatics, Deceitful, Flyby Attack, Improved Critical (bite), Improved Initiative, Leadership,
Multiattack, Skill Focus (Diplomacy)
Skills: Appraise +18, Bluff +11, Diplomacy +21, Fly +17, Intimidate +15, Perception +18. Sense Motive
+18, Spell Craft +17, Stealth +14, Survival +19, Swim +16
Languages Draconic (High, Primal), Common, Dwarfish, Elfin,
SQ: Telepathy 43%, Spell-Like Abilities (CL 15th), Spells (CL 3rd, concentration +6)
Spell-Like Abilities: CL: 15 At Will - Cloud Walk, Water Breathing, Mist Vision, Obscuring Mist, Fog
Cloud, Water Walk, Neutralize Poison
Spells Known CL: 4th
1st (6/day): charm person (DC 15), shield, true strike
0 (at will): arcane lock, detect poison, light, message, read magic

Snowfire, Very Young White Dragon


CR 4; XP: 1,200
CE Small dragon (cold) level 6
Init +6; Senses dragon senses; snow vision, Perception +5

DEFENSE
AC: 16; Touch 13, Flat-Footed 14 (natural +3, Size +1, Dex +2)
Hp 36 hp currently 14 (6d12+12)
Fort +7, Ref +7, Will +5
Immune cold, paralysis, sleep, charm effects
OFFENSE
Speed 60 ft., burrow 30 ft., swim 60 ft, fly 150 (average).
Melee bite +7 (1d6+3), 2 claws +7 (1d4 +2)
Special Attacks: breath weapon (20 foot cone, DC 15, 5d4 cold)
STATISTICS
Str 15 (+2), Dex 14 (+2), Con 15 (+2), Int 7(-2), Wis 11 (+0), Cha 8 (-1)
Base Atk +6, CMB: +7, CMD: +21 (+4 vs. trip attacks)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Feats: Alertness, Improved Initiative, Kick
Skills: Fly+9, Intimidate +5, Perception +8, Sense Motive +8, Stealth +8, Swim +8, Survival +6
Languages Draconic (Chromatic, High)

61

SQ Telepathy 17%, Spell-like abilities (CL 6th)


Spell-Like Abilities: CL: 6, at will - Icewalking

Dwarf Elder NPCs


Hammerim
CR 7; XP: 3,200
LN, Dwarf, 8th level Fighter
Init +0; Senses darkvision 60 feet, Perception + 3(+2 to notice unusual stonework, secret doors, or traps)

DEFENSE
AC: 14 (+4 against Giants); Touch 10; Flat-Footed 12 (natural +0, Size +0, Dex +2, Chain Shirt +4)
Hp 62 hp (8d10+24)
Fort +9, Ref +2, Will +9 (+11 vs. fear effects)
Immune +2 to save vs. poison, spells, and spell-like abilities
OFFENSE
Speed 20ft.
Melee +12/+7 (1d8+1 battleaxe, critical x3)
Special Attacks: +1 on attack rolls vs. orcs and goblins
STATISTICS
Str 17 (+3), Dex 11 (+0), Con 16 (+3), Int 13(+1), Wis 9 (-1), Cha 14 (+2)
Base Atk +8/+3, CMB: +11, CMD: +22 (+4 to resist bull rush or trip)
Space 5 ft; Reach 5 ft.
Feats: Alertness, Blind-Fight, Catch-Off-Guard, Combat Expertise, Combat Reflexes, Stand Still,
Endurance, Diehard, Leadership
Skills: Appraise +2 (+4 to appraise nonmagical stones), Craft +8, Intimidate +8, Knowledge
(dungeoneering) + 10, Knowledge: engineering +8, Perception +3, Survival +9
Languages Dwarven, Draconic
SQ Armor training 2, Weapon Training 1 (axes)

Malletal
CR 9; XP: 6,400
LN, Dwarf, 10th level Fighter
Init +2; Senses darkvision 60 feet, Perception +2 (+2 to notice unusual stonework, secret doors, or traps)

DEFENSE
AC: 16 (+4 vs. Giants); Touch 12, Flat-Footed 14 (natural +0, Size +0, Dex +2, Chain Shirt +4)
Hp 94 hp (10d10+20)
Fort +9, Ref +5, Will +3 (+6 vs. Fear effects)
Immune +2 to save vs. poison, spells, and spell-like abilities
OFFENSE
Speed 20ft.
Melee 14/9 (1d8+2 magic war hammer, critical x3)
Special Attacks: +1 on attack rolls vs. orcs and goblins
STATISTICS

62

Str 16 (+3), Dex 15 (+2), Con 15 (+2), Int 11(+0), Wis 11 (+0), Cha 10 (+0)
Base Atk +10/+5, CMB: +13, CMD: + 25 (+4 bonus to resist bull rush or trip)
Feats: 11 Blind Fight, Alertness, Catch Off-Guard, Cleave, Combat Reflexes, Critical Focus, Defensive
Combat Training, Diehard, Dodge, Endurance, Power Attack
Skills: Appraise +2 (+4 on appraise checks for nonmagical stones), Climb +8, Craft +5, Diplomacy+6,
Handle Animal +5, Intimidate +5, Profession +5, Sense Motive +2, Survival +5
Languages Dwarven
SQ, Armor Training 2, Weapon Training 2 (axes & hammers)

Naluri
CR 8; XP: 4,800
LE, Dwarf, 9th level Rouge
Init +; Senses darkvision 60 feet, Perception +10 (+2 to notice unusual stonework, secret doors, or traps)

DEFENSE
AC: 13 (+4 vs. giants, +3 vs. traps); Touch 13, Flat-Footed 13 (natural +0, Size +0, Dex +3)
Hp 37 hp (9d8+18)
Fort +5, Ref +9 (+3 to avoid traps), Will +5
Immune +2 to save vs. poison, spells, and spell-like abilities
OFFENSE
Speed 20ft.
Melee +10/+6 (1d6+2 magical short sword, critical 19-20/x2)
Special Attacks: +1 on attack rolls vs. orcs and goblins, Sneak attack 5d6
STATISTICS
Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 16(+3), Wis 14 (+2), Cha 17 (+3)
Base Atk +6/+2, CMB: +9, CMD: +18 (+4 bonus to resist bull rush or trip)
Feats: Agile Maneuvers, Athletic, Blind Fight, Nimble Moves
Skills: Acrobatics +11, Appraise +11 (4 on appraise checks for nonmagical stones), Bluff +11, Craft +11,
Climb +5, Diplomacy +13, Disable Device +13, Disguise +11, Escape Artist +14, Intimidate +11,
Knowledge (Dungeoneering) +11, Profession +10, Perception +10, Sense motive +10, Slight of Hand +11,
Stealth +15, Swim +12, Use Magic Device +11
Rouge Talents: Fast Stealth, Ledge Walker, Quick Disable, Rouge Crawl
Languages Dwarven, Draconic, Giant
SQ, Trapfinding (see skills), Evasion (damage on a successful Reflex save), Uncanny Dodge, Improved
Uncanny Dodge (can no longer be flanked)
Magic Item: potion of cloud dragon control

Other Dwarf NPCs


Mordiak
CR 2; XP: 600
LN, Dwarf, 3rd level Fighter
Init +0; Senses darkvision 60 feet, Perception +1 (+2 to notice unusual stonework, secret doors, or traps)

DEFENSE

63

AC: 13 (+4 against Giants); Touch 10, Flat-Footed 13 (natural +0, Size +0, Dex +0, Studded Leather +3)
Hp 18 hp (3d10+3)
Fort +4, Ref +0, Will +0 (+1 vs. fear effects)
Immune +2 to save vs. poison, spells, and spell-like abilities
OFFENSE
Speed 20 ft.
Melee +7 (1d8 Battle Axe, critical x3)
Special Attacks: +1 on attack rolls vs. orcs and goblins
STATISTICS
Str 18 (+4), Dex 11 (+0), Con 12 (+1), Int 8(-1), Wis 9 (-1), Cha 10 (+0)
Base Atk +3, CMB: +7, CMD: + 17 (+4 bonus to resist bull rush or trip)
Feats: Alertness, Blind Fight, Catch Off-Guard
Skills: Appraise +1 (+2 on appraise checks for nonmagical stones), Climb +8, Profession +3)
Languages Dwarven
SQ Armor Training 1

Torvin
CR 5; XP: 1,600
LG, Dwarf, 6th level Fighter
Init +1; Senses darkvision 60 feet, Perception + (+2 to notice unusual stonework, secret doors, or traps)

DEFENSE
AC: 15 (+4 against giants); Touch 11, Flat-Footed 14 (natural +0, Size +0, Dex +1, Dodge +1, Studded
Leather +3)
Hp 62 hp (6d10+12)
Fort +7, Ref +3, Will +1
Immune +2 to save vs. poison, spells, and spell-like abilities
OFFENSE
Speed 20ft.
Melee +10/+5 (1d8 long spear, critical x3)
Special Attacks: +1 on attack rolls vs. orcs and goblins
STATISTICS
Str 18 (+4), Dex 13 (+1), Con 15 (+2), Int 9(-1), Wis 8 (-1), Cha 12 (+1)
Base Atk +6/+1, CMB: +10, CMD: +21 (+4 bonus to resist bull rush or trip)
Feats: Athletic, Blind-Fight, Cleave, Combat Reflexes, Disruptive, Dodge, Nimble Moves
Skills: Appraise +1 (+2 on appraise checks for nonmagical stones), Climb +7, Knowledge (engineering)
+4, Ride +5, Swim +10
Languages Dwarven
SQ bravery 2, armor training, weapon training 2

64

Adventure Three: The Terrible Alliance


Monsters & Monstrous NPCs
Frost Giants: use Pathfinder Roleplaying Game Bestiary; Giant, Frost; page 149
Frost Giant Chief: Odifal: use Pathfinder Roleplaying Game Bestiary; Giant, Frost, page 149 with the
Advanced Creature Template, page 294; Ring of Energy Resistance (20 points, fire), 2 scrolls of Protection
from Energy (36 points), Battle Axe +3.
Ice Toads: use Pathfinder Roleplaying Game Bestiary II; Toad, Glacier, page 268
Ice Trolls: use Pathfinder Roleplaying Game Bestiary II Troll. Ice, page 271
Ogre Guards: use Pathfinder Roleplaying Game Bestiary; Ogre, page 220
Ogre Females: use Pathfinder Roleplaying Game Bestiary; Ogre, page 220, hp 19, unarmed 1d4
Ogre Leader: Krug Bonebreaker: use Pathfinder Roleplaying Game Bestiary; Ogre, page 220, with the
Advanced Creature Template, page 294; hp 48; Halberd 2d8+7, potion of healing 4d8
Ogre Shaman: use Pathfinder Roleplaying Game
Bestiary; Ogre, page 220, hp 220; potion of fire
breath -as fireball spell 1d6 usable 3 times after
imbibing once every 4 rounds; Spells: Bane, Cure
Light Wounds, Magic Stone
Ogre Warriors: use Pathfinder Roleplaying
Game Bestiary; Ogre, page 220, hp 21; Spear
1d8+7
Ogre Youths: use Pathfinder Roleplaying Game
Bestiary; Ogre, page 220 with the Young
Template page 295
Polar Bears: use Pathfinder Roleplaying Game
Bestiary; Bear, Grizzly 31, with the Advanced
Creature Template, page 294
Remorhaz: Pathfinder Roleplaying Game
Bestiary; Ogre, page 233
White Puddings: use Pathfinder Roleplaying
Game Bestiary; Black Pudding, page 35, cold
subtype
Winter Wolves: use Pathfinder Roleplaying
Game Bestiary; Worg, Winter Wolf, page 280
Yeti: use Pathfinder Roleplaying Game Bestiary; Yeti, page 287

65

Dragon NPCs
Snowfire, Juvenile White Dragon
CR 8; XP: 4,800
CE Medium dragon (cold) level 9
Init +6; Senses dragon senses; snow vision, Perception +5

DEFENSE
AC: 21; Touch 12, Flat-Footed 19 (natural +9, Size +0, Dex +2)
Hp 81 hp (9d12+18)
Fort +8, Ref +8, Will +6
Immune cold, paralysis, sleep, charm effects
OFFENSE
Speed 60 ft., burrow 30 ft., swim 60 ft, fly 200 (average).
Melee bite +12 (1d8+4), 2 claws +12 (1d6 +3), Wings +7 (1d4+1)
Special Attacks: breath weapon (30 foot cone, DC 16, 8d4 cold)
STATISTICS
Str 17 (+3), Dex 14 (+2), Con 15 (+2), Int 7(-2), Wis 11 (+0), Cha 8 (-1)
Base Atk +9, CMB: +12, CMD: +24 (+4 vs. trip attacks)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Feats: Alertness, Flyby Attack, Improved Initiative, Kick, Kindredbond
Skills: Fly +5, Intimidate +7, Knowledge (arcane) + 8, Perception +8, Sense Motive +8, Stealth +11,
Swim +8, Survival +6
Languages Draconic (Chromatic, High)
SQ Telepathy 22%
Spell-Like Abilities: CL: 9, at will - Fog Cloud, Ice Shape, Ice Walking

Two Juvenile White Dragons


CR 7; XP: 3,200
CE Medium dragon (cold)
Init +8; Senses dragon senses; snow vision, Perception +18

DEFENSE
AC: 25; Touch 21, Flat-Footed 14 (natural +11, Size +0, Dex +4)
HP: 100 (9d12 + 36)
Fort +10, Ref +10, Will +7
Immune cold, paralysis, sleep
OFFENSE
Speed 60 ft., burrow 30 ft., swim 60 ft, fly 150 (average).
Melee bite +14 (1d8+7), 2 claws +14 (1d6+5), Wings +9 (1d4 + 2)
Special Attacks: breath weapon 8d4 (30 foot cone, DC18, cold)
STATISTICS
Str 21 (+5), Dex 18 (+4), Con 19 (+4), Int 10 (+0), Wis 13 (+1), Cha 10 (+0)

66

Base Atk +9, CMB: +14, CMD: +18 (+4 vs. trip attacks)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Feats: Alertness, Improved Critical (bite), Improved Initiative, Power Attack
Skills: Fly +13; Intimidate +13, Perception +17, Stealth +17, Swim +13
Languages Draconic (Chromatic, High)
SQ Telepathy 22%
Spell-Like Abilities: CL: 9, at will - Fog Cloud, Ice Shape, Ice Walking

Humanoid NPCs
Daress
CR 11; XP: 12,800
LE, Human, 4th level Fighter, 8th level Dragon Slayer of Io (Total Level 12)
Init +3; Perception +9

DEFENSE
AC: 24 ; Touch 12, Flat-Footed 23 (natural +0, Size +0, Dex +1, Dodge +1, Armor of Io +12 (armor check
-4)
Hp 87 hp (12d10+36)
Fort +13, Ref +10, Will +5 (+1 vs. fear)
Immune Breath Weapon Defense, Fear immunity
OFFENSE
Speed 30ft.
Melee +16 (+19 vs. dragons, +21 vs. gold dragons) includes Attack bonuses vs. dragons & weapon focus
Damage 1d8+3 long sword +1 against dragons, critical 19-20 x2)
Special Attacks: Breath Stun, Great Blow, Wing Attack
STATISTICS
Str 16 (+3), Dex 17 (+3), Con 16 (+3), Int 12(+1), Wis 11 (+0), Cha 14 (+2)
Base Atk +12, CMB: +15, CMD: +28
Feats: Alertness, Blind Fight, Cleave, Combat Reflexes, Critical Focus, Dodge, Iron Will, Power Attack,
Skill Focus (knowledge dragons), Weapon Focus (longsword)
Skills: Acrobatics +10, Climb +10, Craft +8, Handle Animal +9, Intimidate +9, Knowledge (dragons) +15,
Knowledge (dungeoneering) +9, Perception +7, Profession +7, Ride +10, Survival +7, Swim +10
Languages Common, Draconic
SQ Bravery, Armor Training, Heroic Mount (not present), Ring of Energy Resistance (20 points, fire)

Kandoz
CR 11; XP: 12,800
LE, Human, 3rd level Fighter, 8th level Dragon Slayer of Io (Total Level 12)
Init +3; Perception + 7

DEFENSE
AC: 23; Touch 11, Flat-Footed 22 (natural +0, Size +0, Dex +1, Armor of Io +12. armor check penalty 5)

67

Hp 76 hp (12d10+24)
Fort +11, Ref +10, Will +4 (+1 vs. fear)
Immune Breath Weapon Defense, Fear immunity
OFFENSE
Speed 30ft.
Melee +16 (+17 on attack rolls vs. dragons, +20 vs. silver dragons) includes Attack bonuses vs. dragons &
weapon focus
Damage 1d8 +4 long sword (+1 against dragons, critical 19-20 x2)
Special Attacks: Great Blow, Breath Stun, Wing Attack
STATISTICS
Str 18 (+4), Dex 16 (+3), Con 15 (+2), Int 10(+0), Wis 8 (-1), Cha 12 (+1)
Base Atk +11, CMB: +15, CMD: +28
Feats: Alertness, Blind Fight, Cleave, Catch-off Guard, Combat Reflexes, Iron Will, Power Attack,
Weapon Focus (longsword)
Skills: Acrobatics +8, Climb +9, Craft+6, Handle Animal +6, Intimidate 6, Knowledge(dragons) +10,
Knowledge (dungeoneering) +5, Linguistics +1, Perception 7, Profession 5, ride +8, Survival +5, Swim +9
Languages Common, Draconic
SQ Bravery, Armor Training, Heroic Mount (not present), Ring of Energy Resistance (20 points cold)

Nardus
CR 4; XP: 1,200
LG, Half-Dragon (Elf), 5th level Fighter
Init +2; Senses low-light vision, elven senses, Perception +9

DEFENSE
AC: 13; Touch 13, Flat-Footed 11 (natural +0, Size +0, Dex +2, Dodge +1)
Hp 34 hp (5d10+5)
Fort +5, Ref +3, Will +4
Immune to cold and to magic sleep effects, +2 saves vs. enchantment spells/effects
OFFENSE
Speed 30ft.
Melee +7 (claws 1d4 +2)
Special Attacks: breath weapon, 30 ft. cone, 1d6 cold damage, DC 12
STATISTICS
Str 15 (+2), Dex 14 (+2), Con 13 (+1), Int 11(+0), Wis 16 (+3), Cha 15 (+2)
Base Atk +5, CMB: +7, CMD: +19
Feats: Discretionary Abilities (2), Arcane Armor Training, Dodge, Power Attack
Skills: Climb +7, Craft +5, Handle Animal +7, Knowledge (dungeoneering) +4, Perception +7, Profession
+4, Survival +7, Swim +6
Languages Common, Elven, Draconic
SQ +2 racial bonus on caster level checks made to overcome spell resistance, +2 racial bonus to spellcraft
check to identify magic items, bravery, armor training, weapon training (long sword)
Spells: CL 5 - Feather Fall (1/day)

68

Adventure Four: Stolen Hoards


Monsters
Bulettes: use Pathfinder Roleplaying Game Bestiary; Bulette, page 39
Drow Warriors: use Pathfinder Roleplaying Game Bestiary; Drow, page 115
Duergar Warriors: use Pathfinder Roleplaying Game Bestiary; Duergar, page 117
Clay Golems: use Pathfinder Roleplaying Game Bestiary; Golem, Clay, page 159. Dragon punch inflicts 2
hit points plus its strength modifier and a the size modifier given in COW.
Giant Stone Golems: use Pathfinder Roleplaying Game Bestiary; Golem, Stone, page 163 with the
Advanced Creature Template, page 294, hp 104, permanently hasted (as the spell)
Giant Slugs: use Pathfinder Roleplaying Game Bestiary; Slug, Giant, page 254
Iron Golems: use Pathfinder Roleplaying Game Bestiary; Golem, Iron, page 162
Olive Slime (new monster: Olive Slime, see appendix one)
Olive Slime Creature: Juvenile Blue Dragon (new monster: Slime Zombie, see appendix one)

Various NPCs
Hammerim
CR 12; XP: 19,200
LE, Dwarf, 13th level Fighter
Init -1; Senses darkvision 60 feet, Perception +5 (+2 to notice
unusual stonework, secret doors, or traps)

DEFENSE
AC: 20 (+4 against Giants); Touch 9; Flat-Footed 20 (natural
+0, Size +0, Dex -1, Full Mail +9, enchanted+2)
Hp 104 hp (12d10+26)
Fort +10, Ref +3, Will +4 (+3 vs. fear effects)
Immune +2 to save vs. poison, spells, and spell-like abilities
OFFENSE
Speed 20ft.
Melee +16/+11 /+6 (1d8+4 battleaxe, critical x3) +2 to all
attacks and damage when using Potion of Bulls Strength
Special Attacks: +1 on attack rolls vs. orcs and goblins
STATISTICS
Str 15 (+2)/ 19 with potion (+4), Dex 9 (-1), Con 15 (+2), Int 13(+1), Wis 10 (+0), Cha 14 (+2)
Base Atk +13/+8/+3, CMB: +15, CMD: +24 (+4 to resist bull rush or trip)
Space 5 ft; Reach 5 ft.
Feats: Alertness, Blind-Fight, Catch-Off-Guard, Cleave, Combat Expertise, Combat Reflexes, Critical
Focus, Stand Still, Endurance, Diehard, Leadership, Power Attack, Weapon Focus (axe)

69

Skills: Appraise +2 (+4 to appraise nonmagical stones), Craft +8, Climb +7, Handle Animal +4, Intimidate
+8, Knowledge (dungeoneering) + 10, Knowledge: engineering +8, Perception +3, Survival +9, Swim +8
Languages Dwarven, Draconic
SQ Bravery 3, Armor training 3, Weapon Training 3 (axes) , 3 potions of Healing, Potion of Bulls
Strength, 1 Potion of Iron Body (all potions are at a caster level of 12).

Kolar
CR 5; XP: 1,600
LE, Duergar, 6th level Fighter
Init +1; Senses darkvision 120 feet, Perception +1 (dazzled in bright light)

DEFENSE
AC: 17; Touch 11; Flat-Footed 16 (natural +0, Size +0, Dex+1, Chain Mail +6)
Hp 48 hp (6d10+18)
Fort +8, Ref +3, Will +0 (+2 vs. spells and spell-like effects)
Immune to paralysis, phantasms, and poison
OFFENSE
Speed 20ft.
Melee+12/+7 (Short Sword 1d6+6 critical 19-20 x2) or +11/+6 (Warhammer 1d8+4, critical x3)
Special Attacks: +1 on attack rolls vs. orcs and goblins
STATISTICS
Str 17 (+3), Dex 12 (+1), Con 16 (+3), Int 12(+1), Wis 7 (-2), Cha 11 (+0)
Base Atk +6/+1, CMB: +9, CMD: +20 (+4 to resist bull rush or trip)
Space 5 ft; Reach 5 ft.
Feats: Arcane Armor Training, Cleave, Combat Reflexes, Endurance, Power Attack, Cleave, Weapon
Focus (war hammer)
Skills: Climb + 9, Craft +7, Intimidate +6, Diplomacy +3, Knowledge: dungeneering +7, Knowledge:
engineering +4, Perception +3, Profession + 4, Stealth +4, Survival +4, Swim +9
Languages Common, Dwarven, Undercommon, Draconic
SQ bravery 2, Armor training 1, Weapon training 1
Spell-like abilities: enlarge person and invisibility (self only, caster level 6)

Zoberraz
CR 22; XP: 614,400
CE, Drow, 11th level Fighter, 12th level Wizard (total level 23)
Init +4; Senses darkvision 120 feet, Perception +2 (+2 racial bonus, abrupt exposure to bright light blinds
for 1 round)

DEFENSE
AC: 21; Touch 15; Flat-Footed 16 (natural +0, Size +0, Dex +4, Dodge +1, Chain Mail +6)
Hp 53 hp (11d10+11 & 12d6+12)
Fort +12, Ref +11, Will +13 (+2 vs. enchantment spells)
Immune to magic sleep effects. SR 29, never risk poisoning self

70

OFFENSE
Speed 30ft.
Melee +21/11/5 (dagger 1d4+3, critical 19-20 x2)
Special Attacks: hand of the apprentice (to hit +20 + range, max range 30 feet)
STATISTICS
Str 13 (+1), Dex 18 (+4), Con 12 (+1), Int 17 (+3), Wis 14 (+2), Cha 17 (+3)
Base Atk +17/+7/+1, CMB: +15, CMD: +24 (+4 to resist bull rush or trip)
Space 5 ft; Reach 5 ft.
Feats: Agile Maneuvers, Arcane Armor Mastery, Arcane Armor Training, Arcane Strike, Athletic, BlindFight, Brew Potion, Combat Reflexes, Craft Magic Arms & Armor, Craft Wondrous Item, Combat Casting,
Deceitful, Dodge, Eschew Materials, Empower Spell, Quicken Spell, Scribe Scroll, Silent Spell, Stealthy
Skills: Appraise +13, Bluff +6, Climb +16, Craft +13, Disguise +6, Fly +14, Handle Animal +13,
Knowledge: Arcana +15, Knowledge: History +12, Knowledge: Planes +12, Knowledge: Dungeoneering
+13, Linguistics +13, Profession +12, Ride +14, Spellcraft +13, Stealth +15, Survival 12, Swim +15
Languages Dwarven, Draconic, Common, Elven, Undercommon
SQ Arcane bond (Amulet), Armor training 3, Bravery 3, Hand of the Apprentice, Metamagic Mastery,
Weapon Training 2
Spell-like abilities: dancing lights darkness, faerie fire 1/day at a caster level of 23
Spells Known:
6th (2/day): Antimagic Field, Geas/Quest, Mislead
5th (3/day): Cloudkill, Dismissal, Teleport, Wall of Force
4th (3/day): Dimension Door, Ice Storm
3rd (5/day): Dispel Magic, Fireball, Fly, Haste, Vampiric Touch
2nd (5/day): Blur, Bulls Strength, Darkness, Detect Thoughts, Invisibility, Levitate, Mirror Image, Spider
Climb
1st (4/day): Alarm, Burning Hands, Chill Touch, Jump, Summon Monster 1, Feather Fall
0 (at will): but only uses Dancing Lights, Detect Magic, Light, and Read Magic

71

Appendix One: New Monsters


Olive Slime
CR 4 XP 1,200
Hazard, Plant (fungus)
Type infestation; Save Will DC 15
Onset 1 day; Frequency 1/day
Effect 1d6 Con damage
Olive slime is a sticky green growth found in dark, damp underground areas. It clings to ceilings, floors and
walls and consumes any organic matter it contacts. Olive slime can detect prey by vibration to a range of 30
feet and drops from ceilings and walls when it detects movement beneath it.
When a patch of olive slime drops and attaches to a host, it secretes a numbing poison that makes its
presence go almost unnoticed (DC 20 Perception check to notice). A creature standing next to the host can
easily see the slime - further away than five feet, a DC 15 Perception check is required.
An olive slime that has attached itself affects the thinking patterns of its victim, making the hosts main
concern the feeding and protecting the olive slime (including keeping the creature hidden from any
adventuring companions). This effect is similar to a charm monster spell (CL 6th). If a creature attempts to
remove the olive slime from the host, the host either attacks that creature or attempts to flee the area. The
only way to successfully break the link is to destroy the olive slime, destroy the host, or remove the olive
slime from the host.
A single patch of olive slime deals 1d6 points of Constitution damage each day as it devours flesh,
replacing skin and muscle tissue. Additionally, the host must double its normal food intake each day or
sustain an additional 1 point of Constitution damage each day. On days the host does not eat enough food,
it does not heal any damage naturally (including ability damage). When the hosts Constitution reaches 0, it
dies and its body transforms into a slime zombie.
Olive slime can be burned, cut away (dealing an equal amount of damage to the host as well), or frozen.
Anything that deals acid, cold, or fire damage, or a remove disease spell destroys a patch of olive slime.

Slime Zombie
Slime zombies are created when a living creature is slain by a patch of olive slime. The slime zombies sole
purpose for existence is to capture or kill new prey for the olive slime that created it.
A slime zombie resembles the original creature in shape but is composed of olive green slime with no
distinguishing marks or facial features observable as if it was a creature-shaped blob of ooze. It can speak
to others of its kind through telepathy, but otherwise makes no sound or noise.
Creating a Slime Zombie
Slime zombie is an acquired template that can be added to any corporeal creature except undead,
constructs, or elementals (referred to hereafter as the base creature).
CR: See the table below.
AL: Always neutral.

72

Type: The creatures type changes to plant. It loses any subtypes it has, such as alignment subtypes (such
as good) and subtypes that indicate kind (such as augmented or reptilian). It otherwise uses the base
creatures statistics and special abilities except as noted here.
Senses: A slime zombie gains darkvision 60 ft and low-light vision.
Armor Class: Natural armor bonus increases by a number based on the slime zombies Size as in the table
below.
Hit Dice: Drop any Hit Dice from non-racial class levels (to a minimum of 1), double the number of Hit
Dice left, and convert them to d8s.
Saves: A slime zombie has good Fortitude saves and poor Reflex and Will saves.
Defensive Abilities: A slime zombie gains DR based on its Hit Dice: DR 5/-- (if 5 or less HD); DR 10/-- (if
6 to 10 HD); DR 15/-- (if 11 or more HD). It gains immunity to electricity in addition to all of the defensive
abilities granted by the plant type.
Weaknesses: A slime zombie has vulnerability to green slime. It takes 2d6 points of damage per round it
touches green slime. If brought to 0 hit points, the slime zombie does not transform into a patch of olive
slime.
Speed: The base creatures speed decreases by 10 feet (to a minimum of 20 ft.). If the creature had a swim
speed it remains the same. All other types of movement are lost.
Attacks: A slime zombie loses all the attacks of the base creature and gains a slam attack if it did not
already have one. Damage for the slam attack depends on the slime zombies size as in the table below.
Special Attacks: The slime zombie loses all the special attacks of the base creature, but gains the
following:
Death Throes (Ex)
When a slime zombie is brought to 0 hit points, its structure collapses and it transforms in a single round as
a pool of olive slime.
Infestation (Ex)
Any creature hit by the slime zombies slam attack must succeed on a Fortitude save or be infested with
olive slime. This infestation works as described in the olive slime entry. The save DC is Constitution-based.
BAB: A slime zombies save base attack is equal to 3/4 its Hit Dice.
Abilities: Str +2, Dex 2. Its Int changes to 2, its Wis to 10, and its Cha to 1.
Skills: A slime zombie loses all of its skill ranks. It gains Perception as a class skill and can never possess
any skills other than that. It gains skill ranks as a plant.
Feats: A slime zombie retains all of the base creatures feats (but may not be able to use a feat if it loses the
prerequisites).
Special Qualities: The slime zombie loses all of the special qualities of the base creature, but gains the
following:
Mind Link (Su)

73

A slime zombie is linked symbiotically with the patch of olive slime that created it. This link has a
maximum range of 200 miles. Both the slime zombie and olive slime must be on the same plane of
existence.
Telepathic Bond (Su)
Olive slime zombies have a telepathic bond with each other to a range of 100 feet if they were created by
the same olive slime. This bond allows them rudimentary communication with one another

Challenge Rating
Hit Dice
Up to 1
2-3
4-6
7-8
9-11
12-15
16-17
18-19
20

Natural Armor & Damage


CR
1
2
3
4
5
6
7
8
10

Size
Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal

AC
+1
+1
+1
+2
+3
+4
+5
+6
+8

Damage
1
1d2
1d3
1d4
1d6
1d8
2d6
2d8
4d6

Sample Slime Zombie: Juvenile Blue Dragon


CR 6; XP: 2,400
N Huge plant
Init +5; Senses darkvision 60 ft and low-light vision, Perception +51

DEFENSE
AC: 28; Touch 9, Flat-Footed 27 (natural +19, Size -2, Dex +1)
HD 24 HP: 216 (24d8 + 96)
Fort +17, Ref +8, Will +7
Immune electricity, paralysis, sleep, poison, polymorph, all mind-affecting effects (charms, compulsions,
morale effects, patterns, and phantasms), and stunning
DR: 15/-OFFENSE
Speed 30 ft
Melee +26 (slam 2d6+7)
Special Attacks: Death Throws, Infestation (Optional: one fun variant that ties in with the fact that this
slime zombie used to be a dragon is to give it a slime breath. This works the same as infestation but acts as
an 80 foot line. The slime breath can be used once every 4 rounds and the zombie cannot make a slam
attack if it makes a breath attack.)
STATISTICS
Str 25 (+7), Dex 12 (+1), Con 19 (+4), Int 2 (-4), Wis 10 (+0), Cha 1 (-5)
Base Atk +21, CMB: +26, CMD: +37 (+4 vs. trip attacks)
Space 10 ft.; Reach 10 ft. (15 ft. with head)
Feats: Dazzling Display (cannot use), Improved Initiative, Multiattack (cannot use), Shatter Defenses,
Weapon Focus (bite, cannot use)
Skills: Perception +51
Languages Nil
SQ mind link, telepathic bond, weakness to green slime (see slime zombie)

74

Undead Dragon Slayer


These horrors are the animated remains of those human dragon slayers who invaded Ios Blood long ago
during the dragon wars. Brought to terrifying unlife these ghoulish creatures seek to slay any dragon or
those who aid dragonkind. To create an undead dragon slayer use the Skeletal Champion Template
(Pathfinder Bestiary page 252) on any Dragon Slayer of Io with a prestige class of level 3 or higher and a
total level of 9 or higher. In addition increase CR by 1 and give the monster SR 5.

11th level Undead Dragon Slayer


CR 7; XP: 3,200
LE, Undead, 3rd level Fighter, 8th level Dragon Slayer of Io
Init +5; Perception + 7

DEFENSE
AC: 25; Touch 11, Flat-Footed 24 (natural +2, Size +0, Dex +1, Armor of Io +12. armor check penalty 5)
Hp 74 hp (3d8 +8d10 +11)
Fort +11, Ref +10, Will +4 (+1 vs. fear)
Immune Breath Weapon Defense, Fear immunity, cold immunity, undead traits
DR: 5/bludgeoning SR: 5
OFFENSE
Speed 30ft.
Melee +16 (+17 on attack rolls vs. dragons, +20 vs. one specific dragon type) includes Attack bonuses vs.
dragons & weapon focus
Damage 1d4 +4 (claws), 1d8 +4 long sword (+1 against dragons, critical 19-20 x2)
Special Attacks: Great Blow, Breath Stun, Wing Attack
STATISTICS
Str 18 (+4), Dex 16 (+3), Con _ Int 10(+0), Wis 8 (-1), Cha 12 (+1)
Base Atk +11, CMB: +15, CMD: +28
Feats: Alertness, Blind Fight, Cleave, Catch-off Guard, Combat Reflexes, Iron Will, Improved Initiative,
Power Attack, Weapon Focus (longsword)
Skills: Acrobatics +8, Climb +9, Craft+6, Handle Animal +6, Intimidate 6, Knowledge(dragons) +10,
Knowledge (dungeoneering) +5, Linguistics +1, Perception 7, Profession 5, ride +8, Survival +5, Swim +9
Languages Common, Draconic
SQ Bravery, Armor Training, Heroic Mount (not present)

75

Appendix Two: Converted NPCs


This chapter converts the major NPCs detailed in Council of Wyrms boxed set to the Pathfinder system.
Here you will find the Council custodian, Deathstream the Old, and other characters mentioned but not
detailed in the Players Option version.

Deathstream, Old Male Black Dragon


Leader of clan Blackmoon, he has made a deal with Infernis the Dracolich.
CR 18; XP: 153,600
CE Large dragon (water) level 19
Init +4; Senses dragon senses; Perception +16

DEFENSE
AC: 35; Touch 14, Flat-Footed 35 (natural +21, Size +4,
Dex +0)
HP: 94 hp (19d12 +19)
Fort +12, Ref +11, Will +9
Immune: acid, paralysis, sleep, charm effects
DR 10/Magic; SR +20
OFFENSE
Speed 60 ft., burrow 30 ft., swim 60 ft, fly 200 (poor).
Melee bite +26 (2d6+3), 2 claws +25 (1d8+2), wings +23
(1d6+1), tail slap +23 (1d8+3)
Special Attacks: breath weapon (20 foot cone, DC 20, 17d6 acid)
STATISTICS
Str 14 (+2), Dex 11 (+0), Con 12 (+1), Int 11 (-0), Wis 7 (-2), Cha 12 (+1)
Base Atk +19, CMB: +25, CMD: +25 (+4 vs. trip attacks)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Feats: Alertness, Danger Sense, Flyby Attack, Improved Initiative, Kick, Kindredbond, Multiattack, Skill
Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills: Diplomacy +12 Escape Artist +11, Fly +16 Intimidate +12, Handle Animal +12, Knowledge
(Geography) +11, Linguistics +8, Perception +16, Sense Motive +9, Spellcraft +11, Stealth +14, Swim
+13, Use Magic Device +12
Languages: Aquan, Common, Draconic (Chromatic, High, Metallic), Dwarven. Elven, Gnomish, Sylvan,
Undercommon
SQ Frightful Presence (DC: 20, range: 240 feet), Swamp Stride, Speak with reptiles, Telepathy 45%, Water
Breathing
Spell-Like Abilities: CL: 19, at will - darkness (radius 80 feet), plant growth
Spells: CL: 8
4th (3/day): dimension door
3rd (5/day): dispel magic, slow (DC 14)
2nd (6/day): pyrotechnics, summon swarm, whispering wind
1st (6/day): charm person, chill touch, identify, silent image, sleep
0 (at will): dancing lights, detect magic, light, mage hand, mending, message, prestidigitation, read magic

76

Kuniff Dell, Male Gnome Kindred


The Kindred of Deathstream the Old
CR 7; XP: 3,200
NE Fighter 8
Init +1; Senses: low-light vision; Perception + 5

DEFENSE
AC: 12 (+4 against giants); Touch 12, Flat-Footed 11 (natural +0, Size +1,
Dex +1)
Hp 61 hp (8d10+8)
Fort +7, Ref +3, Will +1 (+3 vs. Fear Effects)
Immune: +2 vs. illusion spells & effects
OFFENSE
Speed 30 ft.
Melee +12/+6 (short sword+2; 1d4+5, critical 19-20/x2)
Special Attacks: +1 on attack rolls vs. reptilians and goblins.
STATISTICS
Str 14 (+2), Dex 12 (+1), Con 12 (+1), Int 14 (+2), Wis 8 (-1), Cha 11 (+0)
Base Atk +8/+3, CMB: +11, CMD: +12
Space 5 ft.; Reach 5 ft.
Feats: Alertness, Arcane Armor Training, Athletic, Blind Fight, Catch Off-Guard, Combat Expertise,
Combat Reflexes, Fleet (+2)
Skills: Climb +10, Craft +10 (armor), Handle Animal +6, Intimidate +6, Knowledge (dungeneering) +8,
Knowledge (engineering) +8, Perception +5, Profession +5 (smith), Ride +7, Survival +5, Swim +10
Languages Common, Draconic (Chromatic, High), Gnome, Sylvan
SQ +1 DC to any saving throws vs. any illusion spells cast by the character, Armor training 2, Weapon
Training 1 (blades)

Infernis, Male Red Dracolich


Infernis is an undead dragon who wishes to rule all of Ios
Blood. Infernis was never the strongest of his clutch and when
he found himself deteriorating due to age long before he could
ascend to paragonhood he took the drastic step of lichdom to
attain immortality. He is an ancient red dragon with the lich
template.
CR 21; XP: 409,600
CE undead (fire) level 25
Init +3; Senses dragon senses, smoke vision, Perception +37

DEFENSE
AC: 40; Touch 7, Flat-Footed 39 (natural +33, Size -4, Dex +1)
Hp 25d8+25 (150 hp)
Fort +16, Ref +15, Will +14
Immune: fire, cold, electricity, paralysis, sleep, charm effects, undead immunities
DR 15/bludgening & magic; SR: 30, Channel Resistance +4

77

Weaknesses: vulnerable to cold


OFFENSE
Speed 40 ft., fly 250 (clumsy).
Melee bite +25 (4d6+6), 1 touch +25 (1d8 +12) harms the living and heals the undead, 1 claw +25 (2d
8+4), 2 wings +23 (2d6+2), tail slap +23 (2d8+6)
Special Attacks: breath weapon (60 foot cone, DC 26, 20d10 fire), Fire Aura (2d6, 15 foot radius),
Paralyzing Touch (DC 13), manipulate flames, melt stone (20d6/10d6, 50 foot radius)
STATISTICS
Str 19 (+4), Dex 13 (+1), Con 14 (+2), Int 16(+3), Wis 11 (+0), Cha 13 (+1)
Base Atk +25, CMB: +25, CMD: +36 (+4 vs. trip attacks)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Feats: Cleave, Critical Mastery, Greater Vital Strike, Improved Critical (bite), Improved Initiative,
Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell, Stunning
Critical, Vital Strike
Skills: Appraise +31, Bluff +29, Diplomacy +29, Fly +13, Intimidate +29, Knowledge (arcana) +31,
Knowledge (history) +31, Perception +37, Sense Motive +37, Spellcraft +31, Stealth +25
Languages Abyssal, Draconic (Chromatic and High), Common, Dwarven
SQ Frightful Presence (DC: 26, Range: 300 feet), Telepathy 66%, Rejuvenation
Spell-like Abilities: CL 25 (At Will): detect magic; find the path, heat metal, pyrotechnics (DC 13),
suggestion (DC 14), wall of fire
Spells Known: CL 15
7th (4/day): limited wish, spell turning
6th (6/day): antimagic field, contingency, greater dispel magic
5th (6/day): polymorph, telekinesis (DC 16), teleport, wall of force
4th (6/day): fear (DC 15), greater invisibility, scrying, solid fog
3rd (7/day): dispel magic, lightning bolt, major image, tongues
2nd (7/day): alter self, darkness, mirror image, see invisibility, spider climb
1st (7/day): alarm, grease (DC 12), magic missile, shield, true strike
0 (at will): arcane mark, bleed, light, mage hand, mending, message, open/close, prestidigitation, read
magic

Mykell, Great Wyrm Female Cloud Dragon


The Grand Custodian of the Council of Wyrms
CR 46; XP: 2,048,000
N colossal dragon (air, extraplanar) level 30, Psion level 17 (total 47)
Init +2; Senses dragon senses, mist vision, Perception +19

DEFENSE
AC 46; Touch 8 , Flat-Footed 44 (natural +38, Size -8, Dex +2, Kinetic Aura +4)
Hp 325 hp (30d12 +30 & 17d6+17)
Fort +23, Ref +24, Will +28
Immune electricity, paralysis, sleeps
OFFENSE
Speed 30 ft, swim 30 ft, fly 250 ft (clumsy).

78

Melee bite +33/+28 (4d8+4 plus 4d6 thundering bite), 2 claws +33/+28 (4d6 +4), 2 wings +31/+26
(2d8+1), tail slap +31/+26 (4d6+4), tail sweep (reflex save, 2d8+4), crush (reflex save, 2d8+4)
Special Attacks: breath weapon (70 foot cone, DC: 41, 26d8), cloud breath (13d8 for 2d4 rounds)
STATISTICS
Str 16 (+3), Dex 14 (+2), Con 13 (+1), Int 17 (+3), Wis 13 (+1), Cha 18 (+4)
Base Atk +38/+33, CMB: +33, CMD: +45 (+4 vs. trip attacks)
Space 20 ft.; Reach 20 ft. (30 ft. with bite)
Feats: Brew Potion, Craft Magic Arms & Armor, Craft Wondrous item, Critical Focus, Barrel Roll,
Expanded Knowledge (x3), Dazzling Display, Flyby Attack, Forge Ring, Hover, Improved Critical (bite),
Kindredbond, Leadership, Multiattack, Opportunity Power, Persuasive, Power Attack, Scribe Scroll, Skill
Focus (Diplomacy), Snatch, Stunning Critical, Weapon Focus (bite & claws), Wingover
Skills: Appraise +20, Autohypnosis +18, Craft (jewelry) +20, Craft (books) +20, Diplomacy +29,
Disable Device +19, Escape Artist +19, Fly +21, Heal +17, Intimidate +23, Knowledge (astrology) +20,
Knowledge (history) +20, Knowledge (local) +20, Knowledge (mining) +20, Knowledge (psionics) +20,
Knowledge (religion) +20, Linguistics +17, Perception +19, Profession (custodian) +18, Sense Motive +18,
Spellcraft +20, Stealth +19, Survival +18, Swim +20, Use Magic Device +21
Languages Auran, Common, Draconic (Chromatic,
High, Metallic, Primal), Dwarven, Elvin, Gnomish
SQ change shape (3/day), cloud form (30
rounds/day), frightful presence: range 360 feet, DC
34, telepathy 78%, water breathing,
Spell-Like Abilities: CL: 30, at will - cloudkill, fog
cloud, control weather (1/day), neutralize poison,
obscuring mist, resilient sphere, solid fog, storm of
vengeance, water walk, wind walk
Spells: CL: 19th
9th (3/day): refuge, wail of the banshee
8th (5/day): binding, dimensional lock, mind blank
7th (6/day): banishment, greater teleport, teleport object
6th (6/day): geas/quest, greater dispel magic, true seeing,
5th (6/day): cone of cold, dismissal, polymorph, teleport
4th (7/day): elemental body, geas (lesser), ice storm, locate creature
3rd (7/day): arcane sight, wind wall, stinking cloud, suggestion
2nd (7day): eagles splendor, gust of wind, misdirection, see invisibility, spectral hand
1st (7/day): charm person, detect secret doors, detect undead, unseen servant, grease
0 (at will): arcane mark, detect magic, detect poison, light, mage hand, mending, message, open/close,
resistance
Psionics: Power Points: 275
9th level: tornado blast,
8th level: psychokinetic sphere
7th level: reddopsi,
6th level: dispelling buffer, null psionics field
5th level: energy current, fiery discorporation,
4th level: control body, energy ball, inertial barrier, intellect fortress, telekinetic maneuver,
3rd level: telekinetic barrier, mental barrier, energy cone, eradicate invisibility, telekinetic force,
2nd Level: body equilibrium, concussion blast, control air, control sound, dispel psionics, ego whip, energy
missile

79

1st level: control flames, control light, control object, energy ray, force screen, inertial armor, matter
agitation
Bonus/no cost (at will): detect psionics, far hand, my light (1round/level), telekinetic hurl (up to 5lbs, 30
foot range, damage: 4d4)
Bonus/no cost (1/day): Energetic Recharge

Elmoren, Male Elf Vassal


Head teacher at the Council Aerie
CR 10; XP: 9,600
CG Fighter 6/Wizard 5 (total level: 11)
Init +3; Senses low-light vision; Perception +3

DEFENSE
AC: 13; Touch 13, Flat-Footed 10 (natural +0, Size +0, Dex +3)
Hp 24 hp (6d10 & 5d6)
Fort +6, Ref +6, Will +6
Immune to magic sleep effects, +2 racial bonus against
enchantment & sleep effects, +2 racial bonus on caster level checks
made to overcome SR, +2 vs. fear effects.
OFFENSE
Speed 30 ft.
Melee +11/+4 (Long Sword 1d8+2; critical 19-20/x2)
Special Attacks: hand of the apprentice (+11+ range, max range 30
feet),
STATISTICS
Str 15 (+2), Dex 17 (+3), Con 11 (+0), Int 15(+2), Wis 11 (+0), Cha 16 (+3)
Base Atk +8/+1, CMB: +10, CMD: +23
Space 5 ft.; Reach 5 ft.
Feats: Agile Maneuvers, Alertness, Arcane Armor Training, Arcane Strike, Athletic, Blind Fight, Brew
Potion, Craft Staff, Forge Ring, Scribe Scroll, Vital Strike
Skills: Alertness +4, Appraise +8, Craft +8, Climb +10, Fly +8, Handle Animal +8, Intimidate +8,
Knowledge (dungeneering) +8, Knowledge (engendering) +8, Knowledge +8, Linguistics +7,
Perception+3, Profession +6, Ride +8, Sense Motive +4, Spellcraft +8, Survival +6, Swim +7
Languages: Common, Draconic (Chromatic, High, Primal). Elvin
SQ Arcane Bond (staff), +2 on Spellcraft checks to identify magic items, Armor & Weapon Training 1
Spells: CL: 5th
3rd (1/day): dispel magic, fireball
2nd (3day): levitate, locate object, obscure object
1st (4/day): alarm, arcane lock, erase, feather fall, magic missile, shield, identify, silent image
0 (4/day): all

Fireclaw, Hatchling Female Red Dragon

80

Hatched with the player characters in Adventure one (Not the Draca) and the token evil character of the
party
CR ; XP: 200
CE Tiny dragon (fire) level 1
Init +2; Senses dragon senses; Perception +5

DEFENSE
AC: 14; Touch 14, Flat-Footed 12 (natural +0, Size +2, Dex
+2)
Hp 9 hp (1d12+1)
Fort +3, Ref +4, Will +1
Immune paralysis, sleep, fire, heat (takes double damage
from cold)
OFFENSE
Speed 30 ft., fly 100 (average)
Melee bite +4 (1d4+1), 2 claws +4 (1d 3+1)
Special Attacks: breath weapon (15 foot cone, DC 11, 1d4 fire), frightful presence (DC: +0, range 30 feet),
STATISTICS
Str 12 (+1), Dex 14 (+2), Con 13 (+1), Int 12 (+1), Wis 8 (-1), Cha 9 (-1)
Base Atk +1, CMB: +4, CMD: +16 (+4 vs. trip attacks)
Space 0 ft.; Reach 0 ft. (5 ft. with bite)
Feats: Cleave
Skills:
Appraise +5, Bluff +4, Fly +6, Perception +5, Stealth +6
Languages Common, Draconic (Chromatic and High)
SQ Telepathy 16 %
Upon Gaining Level Two: one level in Red Dragon adds +1 to natural AC, +1 to all saving throws, and 7
skill points.

81

Converting Other Dragon Types


First find (or make) a full Pathfinder description of the dragon type you want to convert, Make sure you
include its elemental subtype (if any) and alignment.
Example: Nora is a fan of Naomi Novaks Temeraire Series so decides to convert the Sovereign Imperial
Dragon (of Bestiary 3) as it is closest to that books Tien Lung. According to the book Sovereign Dragons
have no subtype and are Neutral.

On a copy of the Dragon Racial Chart place all the dragons Age Levels on the appropriate column
depending on the Level/Hit Dice that Age falls upon. This is the main step in the conversion and everything
depends on it.
Now label the 1st level age category Hatchling and the 32nd category as Paragon.
Example: Looking at the stats for a sovereign dragon Nora finds that a Wyrmling of that breed has 8 hit
dice so a Sovereign dragon reaches Wyrmling age at 8th level. The 10 hit dice Very Young Dragon reaches
that stage at level 10, the 12 Hit dice Young dragon reaches young age at level 12, the 14 hit dice Juvenile
reaches that stage at level 14, and so on.

In the columns indicated in the row containing each age level write down the Size, Caster Level, and
Breath Weapon Damage (if any).
In the columns indicated Special at the appropriate age level write down the AC, SR (if any), Size
modifiers, Speed and Special Abilities exactly as found in source entry. Now add the +1 Strength increase
per age level and any Dexterity penalty due to size.
Example: Nora does as indicated and ends up with a partially filled Class chart. Here is the example chart
up to Very Young age:
Age
Level

Level
&
HD
1
2
3
4
5
6
7
8

9
10

Age
Category

Size

Hatchling

T
T
T
T
T
T
T
S

2d6

ST +1, AC 7 size mod +1, Dogmatic Discordance,


Speed 50

S
M

4d6

ST+1, AC 10 size mod +0. Detect Evil/Good

Wyrmling

Very
Young

Breath
Damage

Caster
Level

Special

AC size mod +2

Now fill in the blanks and empty levels in the following ways
1.

In Age everything up to the next Age Category is the same, so a dragon is a Hatchling until it
reaches the level marked Wyrmling and is a Wyrmling until it reaches Young age, and so on.

82

2.

Size is handled the same as age, with a dragon being one size until it reaches another.

3.

Base Attack Bonus: Simply change the given value up or down the scale (as indicated) by one per
category.

4.

Breath Weapon: Simply change the number of dice to be rolled by one per level. For example, if
the breath is 8d4 for a level 12th dragon then it would be 9d4 for a 13th level dragon and 7d4 for a
11th level dragon. If a dragon does not have a breath weapon simply mark with the nil symbol.

5.

Speed: If the speed changes with age simply give that ability as a bonus in the appropriate
Special age in which it manifests. For example, a dragon with a Wyrmling speed of 60, Fly 100
that has its speed increased to 60, fly 150 at Juvenile age will have a Fly +50 in the Special
column under Juvenile.

6.

SR: Spell Resistance is indicated in the Special column. As it changes with age simply give the
changes as a bonus to SR at the appropriate age level. For example, a dragon that gains Spell
Resistance 20 at Adult age will have Gains SR: 20 written in at the appropriate level. This same
dragons SR increases to 25at the Mature Adult stage so it would have SR+5 written in the
appropriate row.

7.

Distribute Special Abilities: Fill up those empty levels with the various items you now have
marked in the Special column under the appropriate age. The first level of an age category
should always contain the +1 Strength Bonus and any AC bonuses that are gained with the
dragons new armored hide. The other features can be distributed as you like - one to three
abilities per level - until all the rows have been used. If necessary give the dragon spell-like
abilities or a bonus feat to round out the list so there are no empty levels.

Nora fills in the blanks on the chart. Distributing abilities fairly. Here is the same example chart given
above, now with the blanks filled in and the Special features distributed evenly throughout the
appropriate age level
Age Level
0

1
2

Level &
HD
1
2
3
4
5
6
7
8
9
10
11

Age
Category
Hatchling
Hatchling
Hatchling
Hatchling
Hatchling
Hatchling
Hatchling
Wyrmling
Wyrmling
Very Young
Very Young

Size
T
T
T
T
T
T
T
S
S
M
M

Breath
Damage
Nil
Nil
Nil
Nil
Nil
1d4
1d6
2d6
3d6
4d6
5d6

Caster
Level

Special
AC +1
AC +1
AC +1
AC +1
AC +1

AC+1
ST +1, AC+1 size mod +1, Speed +20, Fly 50
Dogmatic Discordance
ST +1. AC +3 size mod +0, Fly +50 (poor)
Detect Evil/Good

Now determine the attribute bonuses and penalties and write it out. This can be easily done by looking at
the dragons Wyrmling Attributes. The Target Number of each attribute is 10 and every two attributes
above the target number gets a +1 bonus and every two points below gets a -1 penalty.
Write out a definition of each special ability and you now have another dragon PC to game with.

Example: Nora determines the attributes for a Wyrmling Sovereign Dragon as given in Bestiary 3.

83

Str 17, Dex 14, Con 15, Int 14, Wis 15, Cha 14
Strength 17-10 =7; 7 divided by 2 = 3.5 rounded down to 3 so the dragons Strength bonus is +3. Nora
does the same calculation with the rest of the attributes and writes the results down. She finds that the
Sovereign dragon gets no special ability at level 1 so gives it a bonus feat in that slot.
At last she is finished and here is the result

Sovereign Dragons are golden scaled imperial dragons that live in the mountains of the Far East. A
Sovereign dragon breathes a cone shaped blast ear shattering sound and hurricane force winds and all
dragons of this race take no damage from sonic attacks. Sovereign Dragon class skills are: Appraise Bluff,
Heal, Perform, and Spellcraft. Most Sovereign dragons are Neutral in alignment and have no subtype.

Sovereign Dragons have the following Ability Adjustments: Strength +3, Dexterity +2, Constitution +2,
Intelligence +2, Wisdom +2, and Charisma +2.
Starting Movement: 60
Starting Natural AC: 2 (natural 0, size +2)
Sovereign Dragon Abilities
Change Shape (Su) The dragon can assume any humanoid form three times per day as polymorph.
Dogmatic Discordance (Su) Good or evil creatures take a 2 penalty when making saving throws against
the dragons spells, spell-like abilities, breath weapon, and aura.
Golden Armor (Su) Once per day as a standard action, the dragon can cover its form in golden armor,
granting it a +4 armor bonus to AC and energy resistance 15 to one energy type, chosen at the time the
armor is summoned. This armor lasts for a number of rounds equal to the dragons age category. The
sovereign dragon can dismiss the armor as a free action.
Master Counterspelling (Su) The dragon can counterspell once per round as an immediate action. It need
not know the spell it is countering, but can instead expend any spell that is one level higher to automatically
counter the spell.
Spells: Sovereign dragons gain the spells Detect Evil/Good at very young age, Calm Emotions at Juvenile
age, Tongues at Adult Age, Sympathetic Vibration at Old age, Prismatic Spray at Ancient Age, and
Moment of Presence at Great Wyrm Age.

84

Violent Retort (Ex) When the dragon takes damage from a melee attack critical hit, it can, as an
immediate action, make a claw or tail slap attack against the creature that made the critical hit.
Age
Level

Level
&
HD
1
2
3
4
5
6
7
8

9
10

Wyrmling
Very Young

S
M

3d6
4d6

11
12

Very Young
Young

M
L

5d6
6d6

13
14
15
16

Young
Juvenile
Juvenile
Young Adult

L
L
L
H

7d6
8d6
9d6
10d6

2nd

17
18
19
20
21
22

Young Adult
Adult
Adult
Mature Adult
Mature Adult
Old

H
H
H
H
H
G

11d6
12d6
13d6
14d6
15d6
16d6

6th
7th
9th
10th
11th

23
24
25
26
27
28
29
30

Old
Very Old
Very Old
Ancient
Ancient
Wyrm
Wyrm
Great Wyrm

G
G
G
G
G
G
G
C

17d6
18d6
19d6
20d6
21d6
22d6
23d6
24d6

12th
13th
14th
15th
16th
17th
18th
19th

31
32

Great Wyrm
Paragon

C
C

25d6
26d6

19th
20th

4
5

6
7
8

9
10

Age
Category
Hatchling
Hatchling
Hatchling
Hatchling
Hatchling
Hatchling
Hatchling
Wyrmling

Size

Breath
Damage

T
T
T
T
T
T
T
S

Nil
Nil
Nil
Nil
Nil
1d4
1d6
2d6

Caster
Level

Special
Bonus Feat
AC +1
AC +1
AC +1
AC +1
AC +1

1st
3rd
4th
5th

8th

AC+1
ST +1, , AC+1 size mod +1, Speed +20,
Fly 50
Dogmatic Discordance
ST +1, AC +3 size mod +0, Fly +50
(poor)
Detect Evil/Good
ST +1, , AC +3 size mod -1, Dex -1, Fly
+100 (poor)
Change Shape, Violent Retort
ST +1, AC +3, Calm Emotions
Frightful Presence, SR 24
ST +1, AC +3 size mod -2, Dex -1, , DR
5/magic
Spell Resistance +1
ST +1, AC +3, Tongues
DR 5/magic SR +1
ST +1, AC +3, DR +5/magic,
SR +1
ST +1, AC +3 size mod -4, Dex -1,
Golden Armor.
SR +1, Sympathetic Vibration
ST +1, AC +3, DR +5/magic
SR +1, Fly +50(clumsy)
ST +1, AC +3, Prismatic spray
SR +1
ST +1 ,AC 3, DR +5/magc
SR +1
ST +1, AC +3 size mod -8, Dex -1,
Master Counterspelling,
SR +1, Moment of Prescience
ST +1

85

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15. COPYRIGHT NOTICE
Classic Play Book of Dragons 2003, Mongoose
Publishing
Council of the Wyrms, 1994, Wizards of the Coast, Inc;
Author Bill Slavicsek.

d20 System Conversion of Council of Wyrms


Pathfinder Edition 2002; Laura Tamara Henson.

86

D20 System Conversion of Council of Wyrms 2002;


Author Keith Tovey
Encyclopedia Arcane - Dragon Magic 2003, Mongoose
Publishing, Editor Matthew Sprange.
Wizards of the Coast, Inc. System Reference Document.
2000. Wizards of the Coast, Inc; Authors Jonathan Tweet,
Monte Cook, Skip Williams, based on material by E. Gary
Gygax and Dave Arneson
MARS: A Roleplaying Game of Planetary Romance,
Copyright 2006, Adamant Entertainment. Authors: Lizard,
Gareth-Michael Skarka, Ian Sturrock
Modern System Reference Document 2002, Wizards of
the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
Redman, Charles Ryan, based on material by Jonathan
Tweet, Monte Cook, Skip Williams, Richard Baker, Peter
Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and
JD Wiker.
Pathfinder RPG Core Rulebook. 2009, Paizo Publishing,
LLC; Author: Jason Bulmahn, based on material by Jonathan
Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Advanced Player's Guide.
2010, Paizo Publishing, LLC; Author: Jason Bulmahn

Pathfinder Roleplaying Game Bestiary 2, 2010, Paizo


Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn,
Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost,
Tim Hitchcock, Brandon Hodge, James Jacobs, Steve
Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik
Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F.
Wesley Schneider, Owen K.C. Stephens, James L. Sutter,
Russ Taylor, and Greg A. Vaughan, based on material by
Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 3, 2011, Paizo
Publishing, LLC; Authors Jesse Benner, Jason Bulmahn,
Adam Daigle, James Jacobs, Michael Kenway, Rob
McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider,
James L. Sutter, and Russ Taylor, based on material by
Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 4, 2013, Paizo
Publishing, LLC; Authors: Dennis Baker, Jesse Benner,
Savannah Broadway, Ross Byers, Adam Daigle, Tim
Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob
McCreary, Jason Nelson, Tom Phillips, Stephen
RadneyMacFarland, Sean K Reynolds, F. Wesley Schneider,
Tork Shaw, and Russ Taylor.
Pathfinder Campaign Setting: Artifacts & Legends. (c)
2012, Paizo Publishing, LLC; Author: F. Wesley Schneider.
Psionics Unleashed. 2010, Dreamscarred Press.

Pathfinder Roleplaying Game Advanced Race Guide.


2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse
Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim
Groves, Tim Hitchcock, Hal MacLean, Jason Nelson,
Stephen Radney-MacFarland, Owen K.C. Stephens, Todd
Stewart, and Russ Taylor.
Pathfinder RPG Bestiary. 2009, Paizo Publishing, LLC;
Author: Jason Bulmahn, based on material by Jonathan
Tweet, Monte Cook, and Skip Williams.

Tome of Horrors Complete 2011, Necromancer Games,


Inc; Author Scott Greene
Ultimate Prestige Classes, Volume 1 2002, Mongoose
Publishing. Compiled by Alejandro Melchor.
END OF LICENSE

87