Professional Documents
Culture Documents
Draconic Lore
Credits
LEAD DEVELOPER
Kevin Wilson
MANAGING DEVELOPER
Greg Benage
WRITING
Michael Ferguson, Lysle Kapp, Lizard, John W. Mangrum, Wil Upchurch
INTERIOR ILLUSTRATIONS
Michael Clarke, Cris Dornaus, Britt Martin, Patricio Soler, Blaine Taggart
GRAPHIC DESIGN
Brian Schomburg
‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by
COVER DESIGN Wizards of the Coast and are used according to the terms of the d20
System License version 1.0. A copy of this License can be found at
Brian Schomburg
www.wizards.com.
EDITING Dungeons & Dragons® and Wizards of the Coast® are Registered
Greg Benage, Jennifer Kalish, Trademarks of Wizards of the Coast and are used with permission.
Kevin Wilson
Copyright © 2002 Fantasy Flight Publishing Inc. Legends and Lairs is
ART DIRECTION a trademark of Fantasy Flight Publishing Inc. All rights reserved.
Kevin Wilson
LAYOUT
Brian Schomburg
PUBLISHER
Christian T. Petersen
PRINTING
Bang Printing, Inc.
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Courier
Guardian 25
26 Whipwing
Wild dragon 56
57
Planar 28 Wind lizard 60
Scout 29 Wooly dragon 61
Watcher 30
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Welcome!
ment, drawing the party’s attention. Skulking
dragons move into a city and begin feeding on
the populace in secret, while revenant dragons
N can be used whenever a dragon is mistreated by
O
I
Fantasy Flight Games is pleased to pre- the party, rising from the dead to teach them a
T sent Draconic Lore, the first softcover book in lesson.
C our Legends & Lairs line of sourcebooks for
U The next category of creatures can great-
D
O the d20 System. Draconic Lore is a collection ly change the flavor of a campaign or setting,
R of draconic creatures suited for even the most depending on how you use them. Often, these
T jaded DM.
N
I
“flavor creatures” can fill niches traditionally
In this book, you’ll find monsters to fill occupied by ordinary animals. You could
many roles in your game. Each was designed choose to replace horses with waste runners in
for a specific purpose, explained below. your campaign, for example. Blast lizards can
Since this is a tome of dragons, many of make an interesting substitution for any bur-
the monsters in these pages are designed to be rowing creature found in the plains, such as
exceptionally challenging encounters. These prairie dogs or rabbits. Lastly, you might also
“grudge monsters” can inflict permanent harm consider swapping out a bird of prey for the
to a party of adventurers and should be used whipwing, which uses a sticky breath weapon
with care. The grudge monsters in this book to capture food on the wing and often shares a
include the chthonian dragon, diamondback lair with larger dragons.
dragon, dire dragon, entropic dragon, null drag- Finally, one species in this book is intend-
on, rot dragon, vermin dragon, and watch ed for use as PCs and NPCs. The three dragoth
wyrm. In particular, the chthonian, entropic, castes offer abilities and character hooks that
and rot dragons are potentially lethal encoun- should prove popular with your players, pro-
ters for an unprepared party. vided you have an unexplored area to trans-
The next largest category of creatures in form into the Dragoth Barrens.
this book are those that have adapted to fit a
particular environment. These “terrain crea-
tures” give you, as the DM, some extra alterna- The Open Game License
tives when placing encounters in unusual Draconic Lore is published under the
locales. The cavern dragon is best suited for terms of the Open Game License and d20
life in lightless underground caverns, while the System Trademark License. The OGL allows
molten dragon is found in bubbling volcanoes
and the wooly dragon roams the frozen moun- us to use the d20 System core rules and to pub-
lish gaming material derived from those rules.
tains of the arctic. The largest group of terrain In fact, material that is strictly rules relat-
creatures in the book is adapted to life under- ed is Open Content. You can use this material
water, however, including the dragonshark, in your own works, as long as you follow the
oceanic dragon, reef dragon, and rift dragon. conditions of the Open Game License. You can
These creatures are extremely deadly when the copy the material to your website or even put it
party is traveling by boat, particularly if they in a book that you publish and sell.
have no means of breathing water. Not everything in this book is Open
A category often overlooked in bestiaries Content, however. The names of creatures and
is comprised of creatures that players wish to the game statistics, mechanics, and rules
chase down and either tame or kill. These derived from the d20 SRD are designated as
“chase creatures” may possess particularly Open Content. The descriptions of the crea-
valuable
suited fortreasure, or theyAll
domestication. mayof be
the especially
drakes in tures are closed content and cannot be repub-
lished, copied, or distributed without the con-
this book are chase creatures, as are the tome sent of Fantasy Flight Games.
and wind lizards. The drakes make good com- All illustrations, pictures, and diagrams in
panions for any character, and the lizards are this book are Product Identity and the property
well suited to become familiars. of Fantasy Flight Games, © 2002.
A few of the monsters in this book bring The Open Game License is printed in its
a plot with them when introduced into a cam- entirety at the end of this book. For further
paign. You can easily create an adventure information, please visit the Open Gaming
around one of these “plot creatures” when Foundation website at www.opengamingfoun-
short on ideas. The bile wyrm and wild dation.org.
4
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(2–5); adult, mature adult, old, very old, their domain. Even worse, the toxic fluids end-
ancient, wyrm, or great wyrm: solitary, pair, lessly seeping from the bile wyrm slowly poi-
or family (1–2 plus 2–5 offspring) son the region’s waterways, leaving the crea-
Challenge Ratings: Wyrmling 2; very young ture’s hunting grounds a stagnant, lifeless mire.
3; young 5; juvenile 8; young adult 11; adult Bile wyrms speak Draconic.
13; mature adult 16; old 18; very old 19;
ancient 21; wyrm 22; ancient wyrm 24 Combat
Treasure: Double standard
Alignment: Always neutral evil Bile wyrms are hateful creatures; only their
Advancement: Wyrmling 5 HD (Tiny); very sluggish nature limits their ravenous appetite.
young 7–8 HD (Small); young 10–11 HD They viciously attack any creatures they
(Medium-size); juvenile 13–15 HD (Large); encounter, seeking to devour them. Bile wyrms
young adult 17–20 HD (Large); adult 22 HD are canny enough to use the terrain of their
(Huge); mature adult 24–25 HD (Huge); old blasted swamps to their advantage, hiding their
27–28 HD (Huge); very old 30–32 HD (Gar- bulk in deep waters.
gantuan); ancient 34–36 HD A bile wyrm makes bite and tail slap
(Gargantuan); wyrm 38–39 attacks as a true dragon of the same size.
HD (Gargantuan); great Very old or older bile wyrms can also
wyrm 41+ HD (Colossal) make tail sweep attacks. Lacking
limbs, a bile wyrm has no claw
Bile wyrms are serpentine hor- or wing attacks and cannot
rors reputed to be primitive jump to make crushing
kindred to true dragons. attacks.
Their bloated, limbless Breath Weapon (Su):
bodies are covered in A bile wyrm has one type of
breath weapon, a line of acidic
jagged, greenish-yellow
scales. This coloration toxins. Half of the damage
fades to a sickly lime green this torrent inflicts is consid-
around their reptilian maws. ered poison damage, and
Long ropes of sizzling, acrid half of it is considered acid
saliva continually drool from damage. Once the wyrm
their jaws, hinting at the true breathes, it must wait
threat lurking within the crea- 1d4 rounds before using
ture's belly. Vile digestive juices its breath weapon again.
pulse through a bile Acid Spray (Ex):
wyrm's body under When a bile wyrm's
intense pressure. A bile hide is cut, lethal acid
wyrm can vomit forth sprays forth in the sec-
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Improved Grab (Ex): If a bile wyrm ple check, dealing bludgeoning damage (see
bites an opponent at least one size category above) against beings its own size or smaller.
smaller than itself, it deals normal damage and Fast Healing (Ex): A bile wyrm heals
attempts to start a grapple as a free action with- damage each round so long as it is alive (see
out
gets provoking
a hold, an
it attack of opportunity.
automatically If it
constricts. above).
lost fromFast healing does
starvation, thirst,not
orrestore hit points
suffocation, and
Thereafter, the bile wyrm can either conduct it does not allow the bile wyrm to regrow or
the grapple normally, or use its jaws to hold the reattach lost body parts.
opponent (–20 penalty on grapple check, but Water Breathing (Ex): A bile wyrm can
the bile wyrm is not considered grappled). In breathe underwater indefinitely and can freely
either case, each successful grapple check it use its breath weapon and other abilities while
makes during successive rounds automatically submerged.
deals bite damage. Skills: A bile wyrm gains skills as a true
Constrict (Ex): A young or older bile dragon. It gains a +8 racial bonus to Balance
wyrm can constrict with a successful grap- checks but it cannot jump.
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fice inBlast
its forehead.
lizards are small, grayish-red crea-
tures slightly less than half the size of a man.
They are carnivorous, possessing large claws
for burrowing and powerful jaws for cracking
bones. However, their fierce appearance belies
their typically inoffensive demeanor. Blast
lizards dwell in harsh lands where few
humanoids choose to live.
Wasteland-dwelling races often hunt blast
lizards for their thick hide, which makes good
armor, and for their meat, which is tasty when
thoroughly boiled. Visitors to the wastelands
sometimes attempt to hunt the creature as well,
but unless a native has warned them about the
blast lizard beforehand, they may be in for a
surprise.
The head of the blast lizard is marked by
a small orifice set above and between the eyes.
The uninformed often conclude that the crea-
ture breathes through this opening, which it
regularly opens and closes using a thin mem-
brane. This assumption is dangerously wrong,
however, as those familiar with the blast lizard
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To create one of these horrors, the mind Chthonian dragons uneasily combine the
flayers must first capture and immobilize a true pride and greed of their draconic parent with
dragon. The dragon can be of any variety, but it the scheming, manipulative nature of their
must be alive and at least Medium-size. They mind flayer creators. Chthonian dragons detest
then implant a modified specimen of one of all forms of life other than themselves and
B
e
their own tadpoles in the dragon’s brain. Over spend much of their existence torn between the
s
t
i
the next few days, the tadpole devours the desire to subjugate the creatures inhabiting the a
r
dragons brain and adapts to the physiology of deep caverns near their lairs and the urge to
y
its host, mimicking the draconic form just as simply devour them.
mind flayers mock the humanoid frame. The hoard of a chthonian dragon is often
Eventually, the newborn bursts from its host’s guarded by creatures that the dragon has per-
skull as a new chthonian dragon. suaded into service with its charm monster
A chthonian dragon resembles its dragon ability. The dragons typically don’t keep the
“parent” only in its basic shape. Rather than same guards for too long, however, as they
being covered in scales, the creature’s purplish inevitably give into the urge to devour them.
hide is slick and rubbery, marbled with throb- The mind flayers themselves are not
bing veins and coated in oily slime. Its fangs exempt from the chthonian dragons’ contempt.
and talons are black chitin, and its wings Perhaps for this reason, the mind flayers strict-
resemble great sheets of fungus, not leather. Its ly limit chthonian dragons’ numbers. These
beady eyes, lacking pupils and entirely white, unnatural horrors cannot reproduce without the
peer out from the horror that is the creature’s captive dragons and modified tadpoles pre-
snout. Four trunklike tentacles ring a set of pared by the mind flayers. However, some-
interlocking, insectile jaws. This maw conceals where deep beneath the surface, the chthonian
two additional, longer, thinner tentacles that dragons are surely working to overcome this
can shoot out without warning. Each of these limitation.
“extractor” tentacles ends in four clutching ten- Chthonian dragons speak Undercommon,
drils, designed to rip the brains from the drag- but usually prefer to communicate telepathical-
on’s hapless prey after it has paralyzed them ly with other beings. Only rarely do they deign
with its psionic blast. to learn Draconic.
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agers,Diamondback dragons
burrowing into are nomadic
the sand for-
to surprise
unsuspecting desert travelers. Their poisonous
fangs and magical abilities make them among
the most feared creatures in the desert.
A diamondback’s patience is legendary.
They have been known to lie in wait for prey
for weeks on end, never moving an inch until
they strike.
Diamondback dragons make their lairs in
cool, underground caverns, usually in canyons
or mountains near a desert. However, they are
restless creatures and generally only occupy
their lairs when hibernating or raising young.
As such, they are not usually around to guard
their own lairs, which tend to be filled with
gold coins and items. Because of this, dia-
mondback dragon lairs have become notorious
for the number and the complexity of mechan-
ical traps that act as guardians against unwant-
ed intruders. A few enterprising diamondback
dragons have been known to employ other
creatures to guard their lairs, such as bugbears
and hobgoblins. However, these arrangements
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tend to be short-lived and lead to bloodshed themselves; however, they generally dislike
due to the diamondback’s suspicious nature. combat, and are not too proud to retreat when
Diamondback dragons fear and mistrust faced with a more powerful foe.
most humanoid races, mostly because assassins Breath Weapon (Su): A diamondback
covet the poison contained in a diamondback dragon has one type of breath weapon, a cone
dragon's fangs and have been known to send of acidic gas. This acidic gas also contains a
hunting parties to kill young diamondbacks and debilitating contact poison called dragon bile
collect their poisonous fluids. (see DMG, Chapter 3, Poison), which affects
Diamondback dragons speak Draconic. all victims struck by the breath weapon unless
a successful Fort save (same DC as that made
Combat to avoid the breath weapon) is made.
Immunities (Ex): A diamondback drag-
When possible, diamondback dragons prefer to
on is immune to poison and acid damage.
attack from the ground, burying themselves in
Poison (Ex): A diamondback dragon’s
sand or loose rock near desert paths and then bite injects its victim with a powerful neuro-
ambushing unsuspecting travelers.
toxin. In addition to standard bite damage, any
Some older diamondbacks lay traps using creature bitten by a diamondback dragon must
their spell-like abilities. They create a false
make a successful Fortitude save (as per age
spring to attract prey, surging up out of the sand category) or suffer initial damage of 2d6 tem-
next to the illusionary oasis when the time is
porary points of Constitution, and secondary
right. damage of 3d6 points of Constitution.
When attacking from the air, diamond-
Rattle (Sp): A diamondback dragon uses
back dragons prefer to keep the sun at their its other spell-like abilities by rattling its tail. If
backs, making themselves difficult to spot and
the tail is silenced or removed, the dragon is
keeping the sun in their opponents’ eyes. unable to utilize any of its spell-like abilities.
When encountering a single victim, dia- The rattle can be severed with a single attack
mondback dragons often try to use their hypno-
(–5 to the attack bonus) that deals damage
sis and suggestion abilities to pacify their prey equal to the dragon’s Hit Dice or more.
before attacking. However, they will not hesi-
Other Spell-Like Abilities: 3/day— cre-
tate to use their breath weapons and fearsome
ate water , hypnotism, suggestion, hold per-
natural attacks to destroy their enemies.
son, hallucinatory terrain; 1/day— hold
Diamondback dragons are known to be
monster , mirage arcana
cruel and to pick on victims far weaker than
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y
r
a
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t
s
e
B
(Medium-size); Wyrmling
Advancement: very young 11–12
14–15 HDHD with age. The scales of older dire dragons are
incredibly thick and tough, turning aside blows
(Large); young 17–18 HD (Large); juvenile from even potent magical weapons.
20–21 HD (Huge); young adult 23–24 HD Dire dragons are born with small bony
(Huge); adult 26–27 HD (Huge); mature nubs on each joint and a row of ridges along the
adult 29–30 HD (Gargantuan); old 32–33 back, all of which quickly grow into sharp
HD (Gargantuan); very old 35–36 HD spikes and horns. The back ridges arch back-
(Gargantuan); ancient 38–39 HD (Colossal); ward like serrated scimitars, and the tail ends in
wyrm 41–42 HD (Colossal); great wyrm several painful barbs. Close examination of any
44+ HD (Colossal) of the bony portions reveal that all of them are
covered with small hooks and spines. Finally, a
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dire dragon’s skeleton is greatly reinforced, Mated pairs only stay together during the
granting it extraordinary strength, toughness, courtship and mating rituals and do not hunt or
and power. lair together.
Dire dragons can live anywhere other These brutish creatures lack the desire for
dragons can survive and often have slight wealth so common to other dragons. At most,
traces of the adaptations possessed by their they exhibit an urge to collect shiny objects and
more modern counterparts. Swamp-dwelling often drag reflective items such as polished
dire dragons, for example, can hold their breath armor or glistening gems back to their lairs.
for prolonged periods and might have a crude The lack of a valuable hoard of gold and mag-
variation of the distinctive horn patterns of ical items can be problematic for those who
black dragons. Desert-dwelling dire dragons dwell within the hunting territory of a dire
often have a slight blue sheen, and so forth. dragon. Such unfortunates find that they can
Dire dragons have no culture or society— only attract a dragonslayer by appealing to the
they mate when the urge comes upon them, hunter’s sense of nobility or by raising a suit-
which happens every few decades or so. The able reward themselves. For most adventur-
mother cares for the eggs until they hatch, then ers, the creature’s rather paltry hoard is
raises the wyrmlings for six months to a year simply not worth the risk of confronting
until they are capable of feeding themselves. it in combat.
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Combat
Dragonshark
Dire dragons in combat have no strategy
beyond raw force—but that’s typically all they Colossal Dragon (Aquatic)
y
r
need. Almost all dire dragons take Combat Hit Dice: 40d12+360 (620 hp)
a
i Reflexes as their first feat (to allow them to Initiative: +4
t
s take better advantage of their impaling ability), Speed: 30 ft., swim 90 ft.
e AC: 31 (–8 size, +29 natural), touch 2, flat-
B and follow up with Improved Critical (vorpal
bite), Weapon Focus (vorpal bite), Power footed 31
Attack, Cleave, and Great Cleave. Attacks: Bite +41 melee
Impaling (Ex): In addition to the natural Damage: Bite 4d6+13
attacks common to all dragons, dire dragons Face/Reach: 40 ft. by 80 ft./15ft.
may use their various horns, spines, and spikes Special Attacks: Improved grab, swallow
to make exceptionally vicious attacks of oppor- whole, capsize
tunity. Whenever a dire dragon has an attack of Special Qualities: Blood frenzy, keen scent
opportunity against a creature within 5 ft., it Saves: Fort +33, Ref +24, Will +27
may attempt to impale the creature on its Abilities: Str 42, Dex 11,Con 28, Int 6, Wis 16,
jagged spikes (–5 to the attack bonus), doing Cha 11
damage as per its age category. Skills: Swim +47, Wilderness Lore +40, Spot
Vorpal Bite (Ex): The dire dragon’s teeth +30, Move Silently +15, Hide +15,
are extraordinarily sharp, and its jaw muscles Intimidate +20, Listen +30
are among the strongest of any living creature. Feats: Alertness, Cleave, Great Fortitude,
When a very young or older dire dragon scores Greater Cleave, Improved Critical,
a successful critical hit, the opponent’s head, if Improved Initiative, Iron Will, Lightning
it has one, is severed. Reflexes, Power Attack, Snatch, Track
Rage (Ex): At will, a dire dragon may fly
into a wild rage during battle. When the dragon Climate/Terrain: Any aquatic
does this, it temporarily gains +4 to Strength, Organization: Solitary or mated pair
+4 to Constitution, and a +2 morale bonus on Challenge Rating: 19
Will saves but suffers a –2 penalty to AC. This Treasure: None
rage lasts for a number of rounds equal to 3 Alignment: Always neutral evil
plus its (modified) Con bonus. The bonus to Advancement: 41+ HD (Colossal)
Constitution increases the dragon’s hit points
by
end2 of
perthe
HD,rage
but these
whenhit
itspoints go away score
Constitution at the Dragonsharks are
machines—half enormous,
shark, savage
half dragon. Theirkilling
hunt-
drops back to normal. ing skills are legendary, and a dragonshark that
At the end of this time, the dragon is catches the scent of wounded prey never gives
fatigued (–2 to Strength, –2 to Dexterity, can’t up the chase.
charge or run) for the rest of the encounter. A dragonshark resembles a wingless
However, given the dire dragon’s high dragon with webbed claws, a serpentine head,
Constitution, its rage is likely to last for the and a long, finned tail. Its skin is rough like a
entire combat. shark’s, and its dorsal fin contains a number of
A dire dragon can only enter a rage once hard, bony spines. The dragonshark’s eyes are
per encounter. Entering a rage takes no time soulless and cruel, revealing only its endless
itself, but the dragon can only do this during its appetite and barely suppressed fury.
action, not in response to someone else’s Dragonsharks do not have a culture. They
action. occasionally gather to mate and lay eggs, but
Greater Rage (Ex): An Old or older dire the resulting hatchlings are expected to fend for
dragon’s rage bonuses become +6 to Strength, themselves, and the stronger hatchlings will
+6 to Constitution, and a +3 morale bonus to typically make a meal of their younger siblings
Will saves. The –2 penalty to the dragon’s AC and any unhatched eggs.
remains the same. The improved bonus to Some evil undersea societies have man-
Constitution now increases the dragon’s hit aged to tame dragonsharks while they are still
points by 3 per HD, though these hit points still young. Tame dragonsharks are rare, however,
go away at the end of the rage. and only the rulers of such societies are privi-
leged enough to ride one into battle.
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ing frenzy and devours anyone within reach. nent in its maw (see Improved Grab). Once
Blood Frenzy (Ex): Once 40 or more inside the dragonshark, the opponent takes
total points of damage have been inflicted dur- 4d6+13 points of bludgeoning damage plus
ing an encounter (either to or by the dragon- 1d8+4 points of acid damage per round from
shark), the creature enters a feeding frenzy for the shark’s stomach. A successful grapple
the remainder of the fight. During this time, its check allows the swallowed creature to climb
Intelligence score drops to 2, and it is affected out of the stomach and return to the dragon-
as though by a haste spell. shark’s mouth, where another successful grap-
Capsize (Ex): A submerged dragonshark ple check is needed to get free. Alternatively, a
that surfaces under a vessel less than 40 feet swallowed creature can try to cut its way out
long capsizes the vessel 95% of the time. It has with either claws or a light piercing or slashing
a 50% chance to capsize a vessel from 40 feet weapon. Dealing at least 50 points of damage
to 120 feet long and a 20% chance to capsize to the stomach (AC 31) in this way creates an
one over 120 feet long. opening large enough to permit escape. Once a
Improved Grab (Ex): If a dragonshark single swallowed creature exits, muscular
bites a Huge or smaller opponent, it deals nor- action closes the hole, forcing other swallowed
mal damage and attempts to start a grapple as a opponents to cut their own way out. A dragon-
free action without provoking an attack of shark’s stomach can hold up to 2 Gargantuan, 8
opportunity (grapple bonus +65). If it gets a Huge, 32 Large, 128 Medium-size, or 512
hold, it can try to swallow in the next round. Small or smaller opponents.
Thereafter, the dragonshark can either conduct Keen Scent (Ex): A dragonshark can
the grapple normally or use its jaws to hold the sense other creatures by scent in a 180-foot
opponent (–20 penalty on grapple check, but radius and smell blood up to a mile away.
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Dragoth
Worker Knight Adept
Medium-Size Dragon Medium-Size Dragon Medium-Size Dragon
y
r Hit Dice: 3d12+6 (25 hp) 4d12+4 (30 hp)
5d12+5 (37 hp)
a
i
t Initiative:
s Speed:
+0 +5 +1
e 30 ft. 30 ft. 30 ft.
B
AC: 11
10,(+1 natural),11
flat-footed touch 22 (+1 Dex, +1 natural, 12 (+111,
Dex, +1 natural),
+10 draconic plate), touch flat-footed 11
touch 11, flat-footed 21
Attacks: Bite +4 melee and 2 Masterwork longsword Masterwork ranseur +5
claws –1 melee +8/+3 melee, or bite +7 melee, or bite +4 melee
melee and 2 claws +2 and 2 claws –1 melee
melee
Damage: Bite 1d8+1, claws 1d6 Masterwork longsword Masterwork ranseur 2d4
1d8+2 and special, bite and special, bite 1d8,
1d8+2, claws 1d6+1 claws 1d6
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. (15 ft.
with ranseur)
Special Attacks: — Breath weapon focus Breath weapon focus,
spells
Special Qualities: Resistances Resistances, SR 14 Resistances, SR 18
Saves: Fort +5, Ref +3, Will +3 Fort +5, Ref +5, Will +4 Fort +5, Ref +5, Will +4
Abilities: Str 12, Dex 10, Con 14, Str 14, Dex 12, Con 12, Str 10, Dex 12, Con 12,
Int 8, Wis 10, Cha 10 Int 10, Wis 10, Cha 10 Int 14, Wis 10, Cha 10
Skills: Craft (any one) +5 Concentration +5, Craft Concentration +7, Craft
Listen +7, Spot +7 (any two) or Knowledge (any two) or Knowledge
(any two) +5, Listen (any two) +5, Listen +7,
+10, Spot +10 Scry +7, Spellcraft +7,
Spot +7
Feats: Alertness Alertness, Improved Alertness, Expertise
Initiative
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Dragoth Barrens for them to so much as touch Dragoth knights wear draconic plate,
a martial weapon or learn to read. which is made of a lightweight material found
only in the Barrens. In addition, they typically
Combat wear garish cloaks that display their house
insignia. Knights rarely walk, preferring
Most attacks on a dragoth tribe are handled by instead to ride waste runners.
the knights, who are far more capable fighters The knights are the only dragoth that trav-
than a dragoth worker could ever hope to be. el beyond the borders of the Dragoth Barrens
Workers are only expected to fight in large on legitimate business. They wear closed hel-
numbers, where they are handed a crude mets and drape themselves with heavy robes
weapon along with a hundred other workers, when leaving the Barrens, not wishing to be
and expected to wade into the front lines of bat- viewed by creatures they believe to be inferior
tle situations and die. The only thing propelling to themselves.
these workers into combat is the knowledge Dragoth knights believe themselves to be
that if they retreat, their dragoth knight com- honorable warriors. This is certainly the case
manders will certainly cut them down as they when they are among other dragoth. However,
try to escape from the fight. they believe creatures of other races, such as
Resistances (Ex): Dragoth workers have humans and elves, to be little better than clever
resistances of 10 to the following damage animals. Given to another dragoth, a knight's
types, depending upon their scale coloration: word is his bond; given to any other being it is
black or green: acid; blue: electricity; red: fire; meaningless.
white: cold. All dragoth knights speak Draconic, and a
few (25%) are also versed in the Elven and
Common tongues.
Combat
Dragoth knights can be intelligent, strategic
fighters. However, their impulsive natures tend
to get the better of them in the heat of battle.
They have no taste for ranged combat, seeing it
as a coward’s tactic. They first attack their
opponents using their breath weapon focus
ability, and then turn to face whatever foes
remain, in order from strongest to weakest.
Dragoth knights refuse to accept defeat—they
almost never retreat and often enter combat sit-
uations of which they have little realistic
chancepursued
being of survival.
does Only when become
discretion a greaterthe
goal is
bet-
ter part of valor, and only then will a dragoth
knight consider fleeing from battle.
Breath Weapon Focus (Su): Like all
dragoth, members of the knight caste have
some sort of chromatic dragon blood coursing
through their veins—black, blue, green, red, or
white. The color of a dragoth’s scales
reflect its nature and powers. A select few
(5%) are called chromatic knights—they
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Adept
Introspective and scholarly, dragoth
adepts are the sorcerous leaders of the dragoth.
y
r
They use their powerful magical abilities to
a
i keep the remnants of the Dragoth Barrens
t
s intact.
e
B Shunning physical conflict, dragoth
adepts rarely wear armor or wield weapons
other than an ornate staff or ranseur. They wear
simple robes through which their scale col-
oration can be clearly seen. Adepts are almost
never encountered beyond the realms of the
Dragoth Barrens.
While a dragoth knight often leaps head-
long in battle without thought, adepts, as the
political leaders of their race, analyze a situa-
tion from every possible angle, refusing to take
any sort of action until they believe they know
for certain the best possible course of action.
Dragoth adepts are fluent in many lan-
guages: Draconic, Elven, Common, and
Dwarven are among those known to adepts.
Combat
Dragoth adepts rarely find themselves in com-
have the scale coloration of all five chromatic bat situations. If they believe combat is immi-
dragons and are more powerful than the aver- nent, adepts generally send dragoth knights to
age dragoth knight. do their fighting for them or use dragoth work-
While they do not have breath weapons, ers to delay their attackers while they escape.
dragoth knights can channel magical energies Adepts that are forced into combat typically
through a chosen weapon once per day. This cast powerful offensive spells enhanced by
weapon must be at least masterwork caliber, their breath weapon focus ability until they can
typically a longsword. When the knight men- escape.
tally summons forth the focused energy, it sur- Spells: A dragoth adept casts spells as a
rounds the weapon for a number of rounds 5th-level sorcerer.
equal to the knight’s Hit Dice. This energy Breath Weapon Focus (Su): As with the
causes the weapon to add +1d6 points of bonus dragoth knights, members of the adept caste
damage of a type determined by the dragoth’s have some chromatic dragon blood coursing
heritage, as shown below. through their veins—black, blue, green, red, or
white. These colors represent the adept’s inner
Dragoth Variety Damage Type nature and powers. Also, as with the dragoth
Black/Green Acid knights, a select few adepts (5%) are called
Blue Electricity chromatic adepts and have the scale colorations
Red Fire of all five chromatic dragons, making them
White Cold
Chromatic Any of the above more Dragoth
powerfuladepts
than their
havebrethren.
the ability to channel
magical forces through their spells up to three
Resistances (Ex): Dragoth knights have times per day. When an adept mentally sum-
resistances of 10 to the following damage mons the focused energy and casts a spell, the
types, depending upon their scale coloration: spell is amplified as though the adept was using
black or green: acid; blue: electricity; red: fire; the Empower Spell metamagic feat. This only
white: cold. Chromatic knights have resistance works if the spell’s damage type is compatible
10 to all these damage types. with the adept’s draconic heritage, as shown on
the next page.
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Drakes
Drakes are smaller cousins of the true dragons.
They are less intelligent and lack most of the B
e
magical abilities possessed by their larger rela- s
t
tives, but they are incredibly adaptable, often
i
a
r
forming symbiotic relationships with other y
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Large
Huge 2d6
2d8 1d8
2d6 2d6
2d8 1d6
1d8 Drake Mental Bond Strength
Age Telepathy Skill
Bite: Bite attacks deal the listed damage
Category Range (feet) Bonus
plus the drake’s Strength bonus. Unlike drag-
Hatchling 500 +2
ons, drakes are not powerful enough to snatch
Adult 1,000 +4
opponents. Bite attacks use the full attack
Old 2,000 +6
bonus.
Elder Drake 1 mile +8
Claw: Claw attacks deal the listed dam-
age plus half the drake's Strength bonus (round
An individual can only bond with one
down). Claw attacks are at –5 to the attack
drake of any type at a time.
bonus.
Skills: All drakes start with (6 + Int mod)
Rake: Rake attacks deal the listed dam-
skill points per Hit Die and purchase the fol-
age plus half the drake’s Strength bonus (round lowing skills at 1 rank per Hit Die: Climb,
down). Before a drake can use its rake attacks
Jump, Listen, Search, and Spot. Remaining
against an opponent, it must first hit that oppo-
points are typically spent on physical skills,
nent with both of its claw attacks that round.
like Swim, rather than skills like Diplomacy.
Rake attacks are at –5 to the attack bonus.
Feats: All drakes have one feat, plus an
Tail Slap: The drake can slap one oppo-
additional feat per 4 HD. Drakes favor the fol-
nent each round with its tail. A tail slap deals
lowing feats: Alertness, Combat Reflexes,
the listed damage plus 1 1/2 times the drake’s
Improved Initiative, and Weapon Focus (claw
Strength bonus (round down). Tail slaps are at
or bite). Drakes can also choose from the fol-
–5 to the attack bonus.
lowing dragon feats (see MM, Dragons): Flyby
Grappling: If grappled by another crea-
Attack, Hover, and Wingover.
ture, a drake can retaliate with its bite, claw,
and rake attacks. The claws do not need to hit
for it to use its rake attack in this instance. Drake Overland Movement
Immunities (Ex): All drakes are immune Drakes have been bred for incredible
to sleep and paralysis effects. Some drakes may endurance and suitability as pack animals and
be immune to other forms of attack as well, as steeds. As a result, drakes only check for subd-
listed in their descriptions. ual damage once every two hours when
Keen Senses (Ex): A drake sees twice as attempting a hustle or forced march (see PHB,
well as a human in low-light or normal lighting Chapter 9, Movement). In addition, they
conditions. It also has darkvision with a range receive a +4 Strength bonus for purposes of
of 50 feet per age category of the drake. computing carrying capacity (see PHB,
Mental Bond (Su): Drakes possess a Chapter 9, Carrying Capacity).
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Combat
Drake, Courier
Courier drakes will fight only in self-defense or
Dragon to protect their bonded companion. In combat,
Climate/Terrain: Any land an elder drake will use its memory overload
Organization: Solitary, pack (2–4) ability first, following up with claw and bite
Challenge Ratings: Hatchling 1; adult 2; old attacks while its opponent is still stunned and
3; elder drake 4 reeling. Younger courier drakes simply attack
Treasure: None with their claws and teeth from the air, taking
Alignment: Neutral advantage of their maneuverability and small
Advancement: Hatchling 4 HD (Tiny); adult 6 size to harass their opponents in much the same
HD (Small); old 8 HD (Small); elder drake way as a falcon might.
10 HD (Medium-size)
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guardian drake will give its life for its compan- guardian drake’s full fury. The drake abandons
ion without a second thought. Because of this, its current activity to attack that enemy to the
they are greatly treasured as bodyguards for exclusion of all else until one or the other is
young or sheltered nobility who lack the skills dead. While this ability is active, the drake
to defend themselves. receives a +2 bonus to attack rolls against the
Guardian drakes have a limited form of targeted enemy and a –2 penalty to its AC. The
empathy that they can use to sense when other drake may only be called off by its bonded
creatures mean to do harm to their companion. companion, and then only if the companion
This can be awkward in tense political situa- succeeds at a Handle Animal check (DC 18).
tions, however, and a mistaken guardian drake Sense Emotions (Ex): A guardian drake
attack has led to more than one war. Because of can detect the basic drives and emotions of any
this, most countries ban guardian drakes from creature within 30 feet that it can see. It can
critical diplomatic meetings. only sense a vague impression of what the crea-
In the wild, unbonded guardians form ture is feeling—it cannot detect thoughts. An
hunting packs, using their empathic abilities to unwilling target may make a Will save (DC 10
detect enemies that could threaten them or their + twice the guardian drake’s age category) to
hatchlings. Often, hunters will attempt to cap- shield his or her emotions from the guardian
ture such packs, only to find that the drakes drake for 24 hours.
sensed them coming and have already left the Fearless (Ex): A guardian drake is
area. immune to all fear effects, both magical and
non-magical.
Combat Project Fear (Su): Once per round, as a
free action, a guardian drake can project a
A guardian drake always acts to protect its
strong feeling of terror onto another creature
bonded companion in combat, even at the cost within 30 feet that it can see. The target must
of its own life. Commonly, it first uses its pro- succeed at a Will save (DC 10 + twice the
ject fear ability to frighten off weaker foes that guardian drake’s age category) or become pan-
threaten its companion, then moves to intercept
any enemies that have not panicked. icked for 3d4
succeeds, the rounds. Whether immune
target becomes or not thetosave
the
Bonded Skill (Su): Guardian drakes
guardian drake’s project fear ability for 24
grant a competence bonus to their bonded com-
hours.
panion’s Sense Motive checks equal to twice Future Sense (Su): Elder drake guardian
their age category. Guardian drakes also drakes have a form of sixth sense that warns
receive this as a racial bonus to their own Sense them when their companion is about to be
Motive checks. placed in danger. This ability works like the
Fury (Ex): Any enemy that scores a crit-
foresight spell with the drake’s bonded
ical hit on the drake’s bonded companion companion as the object of the spell,
immediately finds itself the recipient of the except that it is always active.
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Drake, Planar
Dragon
y
r
Climate/Terrain: Any land
a
i Organization: Solitary, pack (2–4)
t
s Challenge Rating: Hatchling 6; adult 9; old
e 12; elder drake 15
B
Treasure: None
Alignment: Neutral
Advancement: Hatchling 10 HD (Medium-
size); adult 12 HD (Medium-size); old 14
HD (Large); elder drake 16-18 HD (Large)
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Combat
Drake, Scout
Unless they or their bonded companion are in
Dragon mortal danger, scout drakes prefer to avoid
Climate/Terrain: Any land combat as much as possible. If forced into it,
Organization: Solitary, pack (2–4) they generally begin by using their haste abili-
Challenge Ratings: Hatchlings 1; adult 3; old ty, then attack with their bite and claw attacks.
5; elder drake 7 Ultimately, scout drakes are best used for hit
Treasure: None and run assaults that rely on the enemy being
Alignment: Neutral too confused to put up much defense. Scout
Advancement: Hatchling 3 HD (Small); adult drakes are simply too fragile for a full scale
5 HD (Small); old 7 HD (Small); elder drake frontal assault.
9–10 HD (Small)
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ulate objects with the dexterity of a human. Long Range Bond (Su): The maximum
Their scales are a dull mottled gray, allowing range on a watcher drake’s bond with its com-
them to blend into many different types of panion is twice the normal range for its age cat-
scenery. egory.
These drakes mostly see use as spies and Relay Sight (Su): If a watcher drake is in
B
e
observers. Since an entire clutch of eggs (any- range to use its mental bond, the drake’s bond-
s
t
i
where from three to seven) typically bonds ed companion may choose to look through the a
r
with a single companion, it isn’t unusual for drake’s eyes. This ability acts like a clairaudi-
y
such an individual to rise to become the local ence/clairvoyance spell, transmitting what the
spymaster or head thief. There have even been drake sees to its companion, except that the
instances of blind or deaf companions using effect lasts as long as the companion maintains
their bond with the drakes to overcome their concentration and lacks the ability to send
handicap. sound.
Spot checks can be made through the link
Combat using the drake’s skill, allowing the companion
to benefit from its darkvision and keen senses.
Watcher drakes only fight in self defense or to Relay Sound (Su): The watcher drake
protect their companion. When forced to do so, can send sound as well as sight when using its
they use their bite and claw attacks. relay sight ability.
Bonded Skill (Su): Watcher drakes grant
Listen checks can be made through the
a competence bonus to their bonded compan-
link using the drake’s skill, allowing the com-
ion’s Gather Information checks equal to twice panion to benefit from its keen senses.
their age category. Watcher drakes also receive
Perfect Bond (Su): The maximum range
this as a racial bonus to their own Gather on the watcher drake’s mental bond with its
Information checks. companion increases to four times the normal
Group Bond (Su): Unlike other drakes,
range for its age category. In addition, most
multiple watcher drakes can bond to a single things that would block a clairaudience/clair-
companion. Only watcher drakes from the voyance spell (such as lead sheeting or a non-
same clutch of eggs can share a bond in this
detection spell) do not block the drake’s relay
fashion, so no one has bonded to more than
sight and relay sound abilities. They can still be
seven watcher drakes at once. suppressed and dispelled as usual.
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y
r
a
i
t
s
e
B
HD (Small);Advancement:
Advancement: very youngWyrmling 7–8
10–11 HD dragons.
An entropic dragon’s breath weapon is
(Medium-size); young 11–12 HD (Medium- designed to rejuvenate the creature. Whereas
size); juvenile 16–17 (Large); young adult most animals eat and drink to replace vital
19–20 HD (Large); adult 22–23 HD (Large); nutrients and to help their cells regenerate, the
mature 25–26 HD (Huge); old 28–29 HD entropic dragon simply collects all of the
(Huge); very old 31–32 HD (Huge); degenerative influences on its body and expels
ancient 34–35 (Gargantuan); wyrm them through its mouth. As a result of this odd
37–38 (Gargantuan); great wyrm metabolic process entropic dragons do not need
40+ HD (Colossal) to eat or drink, though they may still do so if
they wish.
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7
8 40 ft.,
40 ft., fly 150
fly 150 ft.
ft. (poor)
(poor) 29
31 10
10 21
23 16
18 17
19 16
18 Damage reduction 10/+1
Contagion 7th
9th
9 40 ft., fly 150 ft. (poor) 33 10 23 18 19 18 Damage reduction 15/+2 11th
10 40 ft., fly 200 ft. (clumsy) 35 10 25 20 21 20 Move earth 13th
11 40 ft., fly 200 ft. (clumsy) 37 10 27 20 21 20 Damage reduction 20/+3 15th
12 40 ft., fly 200 ft. (clumsy) 39 10 27 22 23 22 Horrid wilting 17th
The lair of an entropic dragon is filled as gold or gems. Most entropic dragons create
with decayed, rotting material, thick layers of special niches within their lairs to store the
dust, and other detritus. Entropic dragons pre- magic items they acquire.
fer to lair in caves or stone structures, since Entropic dragons speak Draconic.
these are immune to their breath weapon, but
they often stay close to large forests or other Combat
areas that they can target with their decaying
blasts on a regular basis. Their lairs often har- Entropic dragons must regularly use their fear-
some breath weapon in order to survive. As
bor ghouls and ghasts that act as servants to the
creature. Undead make perfect minions for the such, any living creatures that enter their
entropic dragon, as they can engage its enemies domain will find themselves quickly under
attack. Because of this, entropic dragons have
in hand-to-hand combat without being
destroyed by their master’s breath weapon. acquired a reputation for being ferocious pro-
tectors of their territory and lairs. These drag-
Entropic dragons keep treasure like other
breeds of dragon, but they are especially fond ons almost always open combat by breathing
on as many opponents as possible, finish-
of collecting magic items and other objects that
exhibit resistance to the dragon’s breath, such ing off any surviving opponents with
their other destructive abilities.
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Wyrmling molten dragons look like chains, which often contain many volcanoes,
small, dragon-shaped rivulets of brilliant are among their most common habitats. Some
white-yellow lava. As they age, their fires dim molten dragons have set themselves up as gods
somewhat and the outer rock becomes more on such islands, claiming to be “volcano spir-
visible. A great wyrm molten dragon resembles its” and demanding sacrifices.
nothing so much as a congealed lump of lava or Molten dragons are poor flyers, so any
a rock outcropping that random natural forces specimens seen on the wing are probably close
gave a slightly draconic shape—until it moves. to their lair. A molten dragon spotted with no
Then the massive armor plates split and blind- volcano nearby is either very lost, fleeing a
ing orange flame flares through the cracks. powerful foe, or an omen of an impending vol-
Finally, streams of liquid rock flow along its canic eruption.
body, revealing its true form as it begins its Underground, molten dragons can travel
attack. for hundreds of miles through buried lava
Molten dragons are slightly smaller than flows, emerging from the subterranean realms
most of their kin but possess extraordinary to raid and feed before retreating. These hit and
strength and toughness. They are poor spell- run tactics can make them an extremely diffi-
casters, learning no magic until very late in life, cult enemy to pin down for a fight.
and even then considering it to be unreliable Molten dragons love treasure as much as
and unfit for common use. any dragon, but the nature of their lair makes
Sadistic and vicious, molten dragons take the accumulation of such items very difficult.
a special delight in destroying any settlements Most prefer jewels, which are extremely heat-
near their mountains—after they've allowed resistant, while others seek out fireproof magi-
them to grow to a suitable size. Like the volca- cal items. Scrolls and potions are never found
noes in which they dwell, a molten dragon may in a molten dragon’s lair.
go “dormant” for years at a time, causing those
nearby to believe the dragon has gone away or Combat
died. Decades or even centuries later, the drag-
on emerges from its liquid nest, spewing fiery Molten dragons use their breath weapon first,
spraying a gout of lava in a cone at any targets
destruction across the land.
These dragons make their lairs in active before landing and attacking with tooth
and claw. Molten dragons with spellcast-
volcanoes or underground lava flows. Island
ing levels tend to focus on defensive
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Treasure: Double standard; no magic drained. The creature can only gain hit points
Alignment: Usually neutral evil in this manner once per day, although it can use
Advancement Range: 22–27 HD (Huge), the drain magic ability up to once per round.
28–38 HD (Gargantuan), 39+ HD (Colossal) Nullification (Su): Any time the null
dragon successfully makes a spell resistance
B
e
Null dragons are horrible creatures who wan- check, it absorbs the essence of the spell that it
s
t
i
der the world in search of magical items to feed resisted. The creature stores this power within a
r
their insatiable appetite for mystic energy. itself, and once every 1d4 rounds it can expel it
y
Null dragons have a very bad reputation in a cone of raw magical force that deals 1d6
among mages, who fear their ability to destroy points of damage per spell level expended. The
that which they work so hard to create. dragon can expend a maximum number of spell
Powerful wizards often hire parties of adven- levels per use equal to its HD/2.
turers to destroy such creatures when they wan- Should the null dragon ever absorb more
der to close to the spellcaster’s home. than 30 levels of spells, it is immediately
Null dragons are squat and stout, bearing affected as if by a slow spell until it can release
a faint resemblance to armadillos. They have some of the energy. The slow effect lingers for
powerful claws for digging, a hide thick 1d4 rounds after it expels enough magical ener-
enough to turn aside powerful physical attacks, gy to bring its total below 30 levels of spells.
and a long prehensile tongue. Although the Resistance to Magic Weapons (Ex): The
creatures possess wings, these are far too small null dragon’s hide is protected against the dam-
to allow the null dragons to fly. age caused by magical weapons, but it does rel-
Typically, null dragons are only found in atively little against the ordinary variety. The
areas of high magic levels, such as elven creature gains damage reduction based on the
forests or near schools of wizardry. However, if power of the weapon that strikes it, as shown
they sense a large enough cache of magic, null below. This damage reduction goes away
dragons have been known to stalk prey for up immediately after the attack.
to two weeks without resting.
Null dragons speak Draconic and a few Weapon Bonus Damage Reduction
speak Common. +1 5/+2
+2 10/+3
Combat +3 15/+4
+4 20/+5
Null dragons use their sense magic ability to +5 or greater 25/—
determine the greatest concentration of magic
in their vicinity (usually the character with the Sense Magic (Su): As a free action, the
most active magic items) and attack it with null dragon can sense magic in a radius of 300
their nullifying tongue. They generally only
ft., as per the detect magic spell. This ability
resort to physical attacks if they are confronted can be used at will.
by a foe that can damage them, or if they run
out of available magic to drain.
Drain Magic (Su): In place of its
normal attacks, the null dragon can
attempt to drain the magic from any
magic item within 10 feet The
creature attacks the item with its
tongue, which drains the magic
from anything
est base it hits at
attack bonus. If its
thehigh-
null
dragon succeeds at a melee
touch attack against the item,
the object must make a Will save
(DC 19) or be completely drained
of magic. Drained items are only
restorable by wish or miracle.
The null dragon gains a num-
ber of temporary hit points equal to
five times the caster level of the item
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Combat
Oceanic dragons tend to carefully size up their
their prey before striking. Once a dragon has
chosen its victim, its incredible speed usually
allows
dragon itis to take to
unable itsseize
preyits
bytarget
surprise.
on itsIf first
the
pass, or it is seeking two or more smaller prey,
it will usually rely upon its vortex breath
weapon to pull its prey towards its mouth.
Although it is capable of moving on land,
it prefers to take its battles into the water. When
dealing with opponents on the surface of the
water, its favorite tactic is to dive deep and then
swim towards the surface at a high speed. The
dragon then breaches in order to use its claws
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9 H 30d12+180 (375) 37 (–2 size, +29 natural) +39 +23 +17 +21 18d6 (31) 29 25
touch 8, flat-footed 37
10 G 33d12+231 (445) 38 (–4 size, +32 natural) +41 +25 +18 +23 20d6 (33) 31 27
touch 6, flat-footed 38
11 G 36d12+288 (522) 41 (–4 size, +35 natural) +45 +28 +20 +25 22d6 (36) 33 29
touch 6, flat-footed 41
12 G 39d12+312 (565) 44 (–4 size, +38 natural) +49 +29 +21 +27 24d6 (37) 35 31
touch 6, flat-footed 44
*Damage dealt by the vortex breath weapon is halved.
before crashing down on top of its opponent the surface of the water in a straight line for a
and dragging it underwater. minimum of 50 feet. Once the dragon reaches
Breath Weapon (Su): An oceanic dragon the surface of the water, it continues to travel
has two forms of breath weapon, a cone of through the air a distance equal to one-fifth of
superheated steam or a cone of vortex. the distance that it swam. For instance, if an
Creatures one or more sizes smaller than oceanic dragon swam 150 feet toward the sur-
the oceanic dragon take damage when caught face, it would breach the surface of the water
in the vortex and may be swept up by it. An and leap 30 feet through the air. The dragon
affected creature must make another Reflex may use a run action while breaching, provided
save each round to escape the vortex (DC equal it swims in a straight line. An oceanic dragon
to the breath weapon’s original DC). If the may take one partial action either before or
creature fails its save, it is immediately pulled after breaking the surface of the water as part of
five feet closer to the oceanic dragon’s mouth. the breach action. Once the dragon has
The creature still takes damage, but can leave breached and is in the air, it continues in the
the area of the vortex if the save is successful. same general direction that it was traveling
The vortex lasts one round for every three age when it breached. The dragon has no control
categories of the dragon, but always lasts for at over its direction or orientation.
least one round. The oceanic dragon uses the The dragon can only make claw attacks
cone of steam breath weapon when above while in midair, but these deal double damage.
water, and the cone of vortex when below it. Immunities (Ex): Oceanic dragons are
Breach (Ex): The dragon can breach the immune to all electricity-based attacks.
surface of the water and leap into the air. A Capsize (Ex): An oceanic dragon surfac-
breach is like a charge, but the swimming crea- ing under a boat may capsize the vessel
ture must move a minimum of 50 feet under- depending upon the size of both the vessel
water before it can breach. and the dragon. Dragons that are Large or
To breach, the dragon must swim towards smaller cannot capsize a vessel.
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ons never learn at all—cooperation. While their well with others remain. Reef dragons are
food needs tend to require that older reef drag- among the most gregarious of the draconic
ons stake out territory that will not be shared, species and often form stable, mutually benefi-
their early lessons in the benefits of working cial relationships with merfolk or reef elf com-
munities. (More details on these cultures can be
found in the Seafarer’s Handbook ).
Upon hatching, reef dragons resemble
pallid white worms with a flowing dorsal fin
that resembles a mane. They have large, pink-
ish eyes. As they age, they begin to grow an
outer shell of coral, granting them a consider-
able defensive mechanism against sea preda-
tors. An ancient or older reef dragon can easily
be mistaken for part of the reef until it chooses
to reveal itself. The coral that encrusts the reef
dragon is alive, and it supports a number of
other creatures as well.
Reef dragons usually strike out in search
of their own territory by the time they are juve-
niles. At this point, about three-fourths of their
littermates are dead, and the survivors are
strong enough to swim through strange waters
in search of a home. Reef dragons will settle in
reefs that are not inhabited by other intelligent
beings but prefer to find those with thriving sea
elf, merfolk, or triton colonies. They avoid
sahuagin and deal with locathah only if there
are no better options. When such a reef is
found, the dragon will offer its protection
and support to the inhabitants in return for
a large area of the reef declared to be his
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territory. These requests are usually honored, see it as their duty to attend to threats to their
since most undersea races greatly respect reef home reef personally. To do otherwise is a
dragons and enjoy having one nearby. shameful show of weakness in front of the very
Reef dragons are very much in-tune with creatures the reef dragon has agreed to protect.
their homes and the surrounding waters. They Breath Weapon (Ex): Reef dragons
are keenly aware of the complex machinery of breathe a cone of grit—a mix of ground coral,
nature and strive to live as a part of the sur- sand, bone, shell shards, and other hard matter,
rounding world, rather than (as most dragons) which is filtered out of the water by the dragon
the undisputed overlord of it. This is not to say and then stored until needed. In addition to
that reef dragons are unwilling to use their dealing piercing damage, all those caught with-
powers when needed or that they are totally in the cone must make a Fort save or be blind-
free of draconic arrogance. Rather, that arro- ed for 1d6 rounds as the countless tiny particles
gance tends to take other forms than pure self- tear into their eyes. Creatures that are wearing
aggrandizement; a reef dragon is likely, as it protective eye gear or who lack eyes automati-
ages, to become the self-elected protector of its cally succeed at this save. The reef dragon can
territory, controlling the spread of local under- use this breath weapon both below and above
sea communities, harassing or even attacking water.
fishing boats, and otherwise asserting its dom- Symbiote (Ex): Reef dragons have
inance in this fashion. Many reef dragons take countless living creatures inhabiting the coral
class levels in druid. that grows on their bodies. Most of these are
Reef dragons can speak Aquatic and innocuous and inoffensive creatures—tiny fish,
Draconic. small, brightly colored worms, and so on. A
small number, though, are of considerably
Combat greater power. These creatures often enter into
a mutually beneficial relationship with their
Reef dragons will initiate combat only against host. Once per day, a reef dragon can cast sum-
those perceived as threats to themselves or the mon nature’s ally II as a druid of 3rd level,
balance of their home. They will also attack though only aquatic animals can be summoned
evil subsurface races, especially sahuagin, on
sight. in thisSymbiote
fashion. II (Ex): As symbiote, except
If they have decided to attack and are as that the reef dragon can cast summon nature’s
yet undetected (or not yet perceived to be a ally IV as a druid of 9th level.
threat), they will use their considerable magical
Symbiote III (Ex): As symbiote, except
powers to enhance their speed and to confuse that the reef dragon can cast summon nature’s
and disable their foes, then use their most
ally VIII as a druid of 17th level.
potent offensive spell before moving in to
Tsunami : One time per day, the reef drag-
melee range. Reef dragons typically do not call on can cast tsunami as a 19th-level sorcerer.
upon their allies for assistance unless they
truly find themselves in dire straits. They
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Revenant Dragon
Dragons are among the most powerful and
resilient creatures in existence. They have no B
e
natural predators and generally die only at the s
t
hands of adventurers or other dragons. Often
i
a
r
this comes in the form of a retributive strike, y
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9 H 30d12+240 (435) 35 (–2 size, +27 natural) +40 +25 +17 +23 18d6 (33) 30 27
touch 8, flat-footed 35
10 G 33d12+297 (511) 37 (–2 size, +29 natural) +45 +27 +18 +24 20d6 (35) 32 29
touch 8, flat-footed 37
11 G 36d12+360 (594) 37 (–4 size, +31 natural) +47 +30 +20 +27 22d6 (38) 34 31
touch 6, flat-footed 37
12 G 39d12+429 (682) 39 (–4 size, +33 natural) +52 +32 +21 +29 24d6 (40) 36 33
touch 6, flat-footed 39
rift dragon’s home, the two often come to some opponents. At other times, they will attack
accommodation where the dragon accepts reg- obviously superior foes with savage fury, ask-
ular tribute, but the chaotic nature of the rift ing and giving no quarter. It is best when deal-
dragon means such bargains are tenuous at ing with a rift dragon to assume it will attack at
best. any moment, but not to strike pre-emptively
unless victory is absolutely assured. In combat,
Combat rift dragons will use their breath to weaken or
kill as many foes as possible, then tear at a
Rift dragons sometimes go to great lengths to single target with teeth and claws.
avoid conflict, even against clearly inferior
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damage of the of
age categories appropriate type
the dragon for every
(minimum three
2d6). dragon.
of theseAccording to draconic legend,
undead monstrosities was the first
created
Elemental Spawn I (Su): The rift dragon countless millennia ago, when an ancient drag-
is a living elemental vortex. Once per day, it on spellcaster attempted to transform itself into
can summon 1d4 Medium-size fire or water an undead creature not unlike a lich. The ritual
elementals. failed. Rather than grant the dragon a measure
Confusion (Sp): Talking to a rift dragon of immortality, the magic called into being a
can be mind-boggling. Three times a day, a rift mass of writhing, spectral parasites that bur-
dragon can say or do something so unexpected rowed into the old wyrm’s flesh and made his
and strange that it confuses all witnesses as a will their own. The plague has slowly spread
confusion spell cast by an 8th-level sorcerer. from dragon to dragon since that day.
Elemental Spawn II (Su): As elemental The shape of a rot dragon’s horns or the
spawn I, except that the elementals are Large. hue of its scales may hint at what the dragon’s
Elemental Spawn III (Su): As elemental species may have been in life, but the dragon’s
spawn I, except that the elementals are Huge. body invariably shrivels and warps in the vio-
Feeblemind (Sp): The rift dragon can lent passage to undeath. Its wings lie in tatters
turn the force of its own bizarre world view on and its decomposing flesh hangs limp from its
a target, casting feeblemind once per day as a bones. Rents in the rot dragon’s hide reveal
10th-level sorcerer. bloated, leaking entrails that continually writhe
Elemental Swarm (Sp): The rift dragon and pulsate with the motion of the luminous,
may cast elemental swarm as an 18th-level spectral worms that drive it ever onward.
druid. Only water or fire elementals may be A rot dragon knows nothing but misery
summoned. and pain. In the end, it exists solely to spread its
otherworldly parasites to new hosts. Even
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worse, most rot dragons retain the malign cun- Create Spawn (Su): The corpse of any
ning they need to successfully pursue this goal. true dragon slain by a rot dragon’s breath
Rot dragons no longer grow in size once weapon shrivels and warps as the spectral
they pass into undeath; the age categories worms spread throughout their new host. The
below reflect dragons that were of different corpse rises as a new rot dragon after 1d4 days
ages when transformed. unless dispel evil is cast on the corpse before
Rot dragons seldom speak, but they the transformation is complete. The new rot
understand both Abyssal and Draconic. dragon uses the slain dragon’s age category, but
the transformation is so destructive that the
Combat creature does not otherwise possess any of the
abilities it had in life. Spawn are under the
A rot dragon’s first priority is to spread its command of the rot dragon that created them
hideous parasites, always focusing its attacks and remain enslaved until its death.
on living dragons before moving on to any
Fear Aura (Su): Rot dragons can radiate
other foes. Rot dragons have all the natural an aura of fear as a free action. All living crea-
attacks of true dragons, inflicting damage as a tures within a radius of 30 feet × the rot drag-
dragon of their size. Although a rot dragon’s on’s age category are subject to the effect. A
wings are too degraded to sustain flight, the rot potentially affected creature that succeeds at a
dragon can still use them to slam foes. Will save remains immune to that rot dragon’s
Breath Weapon (Su): A rot dragon has
fear aura for one day. On a failure, creatures
one kind of breath weapon, vomiting forth a with 4 or fewer HD become panicked for 4d6
cone of the parasitic worms that riddle its flesh. rounds and those with 5 or more HD become
These worms are semi-corporeal, passing shaken for 4d6 rounds.
through all armor, cover, and non-living matter Spells: A rot dragon knows and casts
but burrowing into the flesh of any living crea- arcane spells as a sorcerer of the level indicat-
tures they contact. The worms deal a number of ed, gaining bonus spells for a high Charisma
points of Constitution drain as determined by score. Most of a rot dragon’s spells are drawn
the rot dragon’s age category. Opponents can from the school of Necromancy.
make a Fortitude save to suffer only half this Stench (Ex): Rot dragons are contin-
drain. The spectral worms can exist outside of ually awash in a putrescent stench. All
a suitable host only for a few seconds, usually living creatures within (10 feet per age
dissolving moments after inflicting their drain.
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Tome Lizard
Tiny Dragon
y
r
Hit Dice: 3d12+4 (23 hp)
a
i Speed: 30 ft., fly 60 ft., climb 15 ft.
t
s Initiative: +2
e AC: 17 (+2 size, +2 Dex, +3 natural), touch 12,
B
flat-footed 15
Attacks: Bite +7 melee, 2 claws +0 melee
Damage: Bite 1d4, claw 1d3
Face/Reach: 2 1/2 ft. by 2 1/2 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Fire immunity, scent
Saves: Fort +3, Reflex +5, Will +5
Abilities: Str 11, Dex 15, Con 12, Int 2, Wis
14, Cha 8
Skills: Balance +5, Escape Artist +5, Hide +5,
Listen +7, Move Silently +5, Spot +7
Feats: Alertness, Weapon Finesse (bite)
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Once a tome lizard has chosen a collection in wyrm or great wyrm: solitary, pair, or fami-
which to nest, it becomes quite protective of ly (1–2 and 2–5 offspring)
the surrounding books. Any creature that Challenge Ratings: Wyrmling 2; very young
appears to be a vandal or a thief makes a suit- 3; young 4; juvenile 7; young adult 10; adult
able target. The tome lizard moves to a high 12; mature 15; old 17; very old 18; ancient
vantage point and waits in ambush. It tries to 20 wyrm 21; great wyrm 23.
blind its target with its ink breath weapon Treasure: Double standard.
before driving its opponent away with its bite Alignment: Usually neutral evil.
or fiery breath. Tome lizards are careful not to Advancement: Advancement: Wyrmling 6–7
harm the books they have chosen to protect HD (Small); very young 9–10 HD
with their breath weapons. (Medium-size); young 12–13 HD (Medium-
Breath Weapon (Su): A tome lizard has size); juvenile 15–16 (Large); young adult
two forms of breath weapon, a line of fire or a 18–19 HD (Large); adult 21–22 HD (Large);
line of ink. The line of fire does 1d6 points of mature 24–25 HD (Huge); old 27–28 HD
fire damage and is 15 feet long, five feet wide, (Huge); very old 30–31 HD (Huge);
and five feet high. Creatures within the line of ancient 33–34 (Gargantuan); wyrm
fire may make a Reflex save (DC 13) for half 36–37 (Gargantuan); great wyrm 39+
damage. The line of ink is 15 feet long, five HD (Gargantuan).
feet wide, and five feet high. Creatures within
the line of ink must make a Reflex save (DC Vermin dragons are a brutish hybrid of a
13) or be blinded for 1d4 rounds. Anything hit blue dragon and several species of arachnid.
with the ink breath weapon is covered in a thick These dragons share the traits of a num-
black substance. Scrolls, books, or other writ- ber of vermin, including scorpions and spiders,
ten materials that are covered with this ink are leading many sages to suggest that they are not
rendered illegible. The tome lizard’s ink can dragons at all. Adventurers that have faced the
only be removed by fire or through the use of
magic, though it will fade from flesh over the creatures
ever. Theyinpoint
combat refute
to the thisthat
traits argument, how-
vermin drag-
course of one week. ons share with other dragons, such as breath
Books or scrolls written in tome lizard ink weapons, innate magical ability, and vicious
receive a +2 circumstance bonus to any saves natural attacks. To date, the issue remains unre-
they make. The ink is extremely durable and solved.
hard to obscure, even using magic. Vermin dragons hunt much like a spider,
Skills: Tome lizards receive a +8 racial finding a suitable target and capturing it in
bonus to Hide checks. thick layers of webbing before injecting it with
venom so it can be eaten. Even the smallest of
Tome Lizards as Familiars these creatures hunt sheep, deer, and humans,
In spite of its destructive nature, a tome lizard with larger species often attacking whole cara-
can make a good familiar. Tome lizards will vans or large creatures such as griffons or even
only accept a wizard as their master, since they other dragons. They spend most of their time
share the lizard’s love and respect for books. hunting, as the electrical energy their bodies
A tome lizard familiar grants its master no generates is a constant drain on their resources.
special ability, but it adopts the wizard’s spell- The lair of a vermin dragon is filled with
book as a favored tome and protects it jealous- the bones of its victims and old bits of web-
ly from thieves. However, each time a new bing. The floor is often stained by the crea-
spell is added to the book after character cre- ture’s poison and webbing, both of which light-
ation, there is a 5% chance that the tome lizard ly sear the stone of its cave. The creatures try
takes a strong dislike to it and destroys the to lair near a forest or other area with an
pages it is on. abundant food source, and they have
been known to make their homes near
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large settlements where they can pick off must make a Reflex save or be stuck as if
domesticated animals and travelers at will. trapped by a web spell. Movement in or
Vermin dragons have no real love for any through an area of webbing is similar to the
specific treasure, and they generally arrange it spell as well. The dragon’s webbing lasts for
in an enticing way so as to lure potential meals one minute before falling to the ground, dry
into their lair. Clever vermin dragons will even and brittle. Like a spider, a vermin dragon can
place treasure outside of their cave in order to move through its web at its climb speed and
catch the attention of passersby, hoping that can determine the exact location of any crea-
their prey’s natural curiosity and greed will ture touching the web.
lead them into the dragon’s clutches. A vermin dragon’s webbing is an excel-
Vermin dragons speak Draconic and lent conductor of electricity. Any electrical
Common. damage directed into the webbing is dealt to all
creatures within 5 feet of its point of origin for
Combat each die of damage dealt.
Improved Grab (Ex): If the dragon hits
Vermin dragons prefer to begin combat
an opponent with a pincer attack it may attempt
by trapping as many opponents as possible in to start a grapple as a free action without pro-
their web, and then using their electric stinger
voking an attack of opportunity. The vermin
to damage multiple targets. If its opponents dragon may only use its bite and stinger against
seem resistant to this attack or manage to free
grappled creatures, but it gains a +4 circum-
themselves from the webbing, then the creature stance bonus to its attack rolls against such
charges
attacks tointo combat
disable using itsVermin
its enemies. fearsome claw
dragons foes. In addition, grappled foes automatically
suffer damage from the vermin dragon’s shock
have a different array of attacks than standard shield each round if that ability is active.
dragons, as shown on the vermin dragon attack
Electric Stinger (Ex): Three times per
table on the next page.
day as a free action, the vermin dragon can
Breath Weapon (Su): Vermin dragons
cause its stinger to deliver a powerful jolt of
breathe a cone of sticky webbing that they use electricity. It may decide to use this ability after
to trap their enemies before closing into melee.
it strikes a foe with its stinger, in which case the
The dragon itself is unaffected by the web- target takes an additional 1d4 points of elec-
bing and may move through it normally. All
tricity damage per age category. The target is
creatures caught within the area of effect
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not allowed a saving throw to reduce this dam- Shock Shield (Sp): Three times per day
age. as a standard action, the vermin dragon can
A vermin dragon will often touch its cause its body to audibly buzz with electricity
stinger to its webbing and discharge this abili- (+4 circumstance bonus to all Listen checks to
ty, causing damage to several creatures instead detect the dragon’s presence). Any creature that
of just one. This still counts as one use of the touches the dragon with a metallic weapon or
dragon’s electric stinger ability, and affects who is wearing metallic armor while touching
creatures within 5 feet per dragon age category. the creature suffers 1d4 points of electricity
damage per age category of the dragon. A suc-
cessful Reflex save (DC 10 + the dragon’s age
category) halves this damage. This ability lasts
for one minute when activated.
If the dragon has its shock shield active
when it enters its webbing, water, or another
electrically conductive substance, the ability is
completely discharged, expending one of the
dragon’s three uses for the day. When this hap-
pens, all creatures within 5 feet per age catego-
ry of the dragon are affected as if they touched
the dragon while wearing metallic armor.
Poison (Ex): A vermin dragon’s powerful
bite also carries a potent poison that erodes a
target’s ability to control his muscles. Often, a
vermin will bite an opponent until it is helpless,
and then leave it hanging in its web to be eaten
later. The effects of the poison are outlined on
the vermin dragon attack table.
Immunities (Ex): The vermin dragon is
immune to electricity.
Other Spell-Like Abilities: 3/day—
lightning bolt , obscuring mist ; 1/day—
giant vermin.
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Combat
Watch Wyrm
Watch wyrms are highly aggressive hunters.
Huge Dragon When a watch wyrm detects prey or an inter-
Hit Dice: 6d12+6 (45 hp) loper, it races to intercept, tackling its victim
B
e
Initiative: +1 (Dex) before jabbing the hapless creature with its
s
t
Speed: 50 ft.
i
stingers. Each of a watch wyrm’s two stingers a
r
AC: 15 (–2 size, +1 Dex, +6 natural) produces distinctly different poisons. Each is y
Attacks: 2 stings +8 melee, 2 bites +6 melee, 2 dangerous enough alone, but when both poi-
wings +6 melee; or 2 claws +8 melee sons meet in a single creature’s heart, they
Damage: Sting 1d4+2 and poison, bite 2d6+1, combine to form a lethal venom that can
wing 1d6+1; or claw 1d4+2 instantly congeal the doomed victim’s blood.
Face/Reach: 5 ft. by 10 ft./5 ft. After making a quick meal of its prey, the
Special Attacks: Poison, catalytic poison watch wyrm returns to the high ground and its
Special Qualities: Keen senses, scent vigil begins anew.
Saves: Fort +6, Ref +6, Will +9 Poisons (Ex): Each of a watch wyrm’s
Abilities: Str 15, Dex 12, Con 13, Int 9, Wis stingers secretes a different poison.
18, Cha 12 Left stinger: Sting, Fortitude save (DC
Skills: Hide +4, Listen +14*, Search +6, Spot 15); initial and secondary damage 2d6 tempo-
+14* rary Strength.
Feats: Alertness, Multiattack Right stinger: Sting, Fortitude save (DC
15); initial and secondary damage 2d6 tempo-
Climate/Terrain: Temperate and warm desert, rary Dexterity.
hill, and mountains Catalytic Poison (Ex): If a creature that
Organization: Solitary or pair has already been injected with one of a watch
Challenge Rating: 7 wyrm’s poisons is also injected with the second
Treasure: Standard before the first poison’s secondary damage has
Alignment: Usually neutral been resolved (in other words, while both poi-
Advancement: 7–9 HD (Huge); 10–18 HD sons are active), then in addition to the effects of
(Gargantuan) the separate poisons, the victim must succeed at
an extra Fortitude save (DC 15) or its blood con-
Watch wyrms are a strange offshoot of the geals. This instantly kills any living creature
wyvern, most easily distinguished from their with a circulatory system.
more common
heads, and two kin byscorpion-like
long, their lack of wings,
tails. twin
Watch wyrms have dappled scales that are
usually the color of rust, allowing them to blend
in with the arid desert peaks and ridges they call
home. Watch wyrms are fierce hunters and
extremely territorial. When not actively hunt-
ing, a watch wyrm perches motionless on top of
a tall sand dune, relying on its extraordinarily
sharp senses to monitor the valleys and plains
below. It tirelessly searches for the slightest
noise or motion, its heads sleeping in shifts to
ensure that nothing escapes its attention.
Watch wyrms are slightly smaller and
more slender than the common breed of
wyvern, but they are considerably more intelli-
gent as well. Most watch wyrms speak
Draconic. When they can actually be persuad-
ed to speak, they bark out brief threats and
phrases, with the heads finishing each other’s
statements. Some canny desert inhabitants are
rumored to have bargained with watch wyrms
to recruit one of the violent creatures as an
invaluable sentry for their stronghold.
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Whipwings
can areofsmall,
spit globs lithe
a sticky winged reptiles
mucus-like that
substance.
They are considered by most sages to be a dis-
tant relative of the wyvern.
A whipwing’s head features a narrow
snout filled with needlelike teeth and sits atop
a slender, flexible neck. The neck swells just
behind the jaws, where large sacs produce the
globs of mucus a whipwing uses to down aeri-
al prey. A whipwing has two legs, a barrel
chest, and a leathery hide covered in fine gray
scales, ranging from the hue of a cloudy sky
along its belly to a charcoal gray along its
spine.These creatures seldom grow any larger
than a halfling or kobold, but a long, whiplike
tail more than doubles their total length.
Despite their graceful appearance, whip-
wings exist primarily as scavengers in the
mountain lairs of much larger dragons. The
whipwings hunt for prey in the cramped fis-
sures and passages their dragon master cannot
access, effectively patrolling for intruders, and
they add whatever shiny trinkets they find to
the dragon’s hoard. In return, the dragon allows
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wilds against defilers and the intrusions of civ- with druids, clerics of nature gods, and the fey.
ilization. However, they despise all those who would
A wild dragon has a blunt snout and a desecrate their woodlands, be they a bile wyrm
stocky, muscular build, carrying its frame low or simply a group of commoners toppling trees
to the ground. They lack wings, but elaborate, to expand their fields.
antler-like horns sprout from their heads. Wild Wild dragons speak Draconic and Sylvan.
dragons have a thick hide of mottled brown and Many older wild dragons also learn Druidic.
gray.
dense,Soil gathers
pebbly scales,ingiving
the gaps
thembetween their
a rich, loamy Combat
scent and allowing numerous tiny plants to take
root. Older wild dragons are often draped in a Wild dragons prefer to attack from con-
shroud of mosses, lichens, and toadstools. cealment, literally turning the woods against
When wild dragons rest, they curl themselves their foes before closing in to finish them off.
against ancient trees or natural formations and They begin their assaults by using entangle or
are often mistaken for stony, overgrown plant growth to trap their foes, then switch to
mounds of earth, with only their antlers and their breath weapon. Although a wild dragon’s
dark orange eyes betraying their presence. breath weapon makes its foes more physically
Wild dragons are usually content to rest dangerous, they rapidly devolve into simple
out in the open within their wooded homes, but beasts that the dragon can control. Wild dragons
when they decide to retreat from view, they use also use their breath weapon to increase the size
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luminous green vapor. The primal magic in this before the breath weapon takes effect.
mist causes living creatures to regress into more Str Gained: When a subject of the listed
savage and primitive shapes. Any aberration, ani- current size gains this many effective points of
mal, beast, dragon, giant, humanoid, magical Strength, it moves up to the next size category.
beast, monstrous humanoid, shapechanger, or A subject’s gear does not change; worn clothing
vermin caught in the dragon’s breath weapon and armor is ruined when the subject grows.
suffers the effective Intelligence decrease deter- New Size: The subject’s new size catego-
mined by the wild dragon’s age category. ry once its effective Strength increase has been
Creatures that succeed at their Reflex save suffer added. Remember to adjust the creature’s size
only half the listed damage. For every 2 points of modifier for AC and attack rolls to reflect its
Intelligence
tive increasethe
ofcreature
1 pointloses, it gains rounding
of Strength, an effec- new dimensions.
Dex Modifier: When a subject reaches the
down. (Thus, a creature that loses 5 points of listed new size, apply this effective decrease to
Intelligence gains 2 points of Strength.) its Dexterity score.
Affected creatures grow larger and more Con Modifier: When a subject reaches the
feral, soon resembling dire versions of their listed new size, apply this effective increase to
original forms. As an affected creature’s effec- its Constitution score.
tive Strength rises, use the table above to Natural Armor Modifier: When a subject
determine the transformation’s additional reaches the listed new size, apply this
effects. effective increase to its natural armor
Current Size: The subject’s size category bonus.
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dragon and
presence are the
unless notdragon
affected by its
wishes frightful
them to be. tures The windskin
are thin lizard’s most prominent
membranes fea-
that run along
They can, however, be magically compelled to the sides of its body. Although it cannot truly
attack a wild dragon, and the creatures can fly, these membranes allow the lizard to glide
defend themselves if the dragon attacks them through the air on even the slightest wind cur-
as usual. rents. The average wind lizard grows to about
Charm Creature (Sp): The dragon can two and a half feet in length from nose to tail
use this ability at will. A wild dragon can and often smells of ozone.
charm any aberration, animal, beast, dragon, Wind lizards primarily use their gliding
giant, humanoid, magical beast, monstrous abilities to move from tree to tree or from stone
humanoid, shapechanger, or vermin with an to stone when seeking food. There they feed on
Intelligence score less than 3. tiny mammals and vermin, killing them with
Other Spell-like Abilities: At will— their claws or bite. Should the wind become too
pass without trace , plant growth, 3/day— weak to allow the lizard to glide, it cab fall
entangle, freedom of movement , 1/day— con- back upon its considerable climbing and jump-
trol weather . ing skills.
Spells: A wild dragon casts divine spells Naturally curious and outgoing creatures,
as a druid of the level indicated, gaining bonus wind lizards are generally friendly to those
spells for a high Wisdom score. who intrude on their territory. However, if pro-
Skills: *A motionless wild dragon gains voked, electric sparks begin to form around
a +8 racial bonus to Hide checks in forested their mouths. An antagonist that is foolish
terrain. enough to persist soon learns the nature of its
mistake when struck by the wind lizard’s
breath weapon, a bolt of lighting.
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Combat
Unless threatened or starving, a wind lizard
will not attack a target larger than itself. Often,
a wind lizard emits electric sparks from its
mouth in an attempt to warn off a predator.
However, if the predator continues to approach
the wind lizard, it will use its breath weapon
and then attempt to glide or climb to a safe
spot. A wind lizard guarding a nest will only
retreat in the face of impossible odds. Wooly Dragon
Breath Weapon (Su): The wind lizard
Dragon (Cold)
has a single breath weapon, a line of lightning
Climate/Terrain: Any cold land and underground
30 feet in length. This breath weapon deals 1d6
Organization: Wyrmling, very young, young,
points of electrical damage. Once a wind lizard
juvenile, and young adult: solitary or clutch
breathes, it can’t breathe again until 1d4 rounds
later. Creatures caught in the area of the wind (2–3); adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary,
lizard’s breath can attempt a Reflex save (DC
mated pair, or family (1–2 and 1-3 offspring)
12) to take half damage.
Challenge Rating: Wyrmling 2; very young 3;
Nesting Gel (Su): When nesting, the
young 4; juvenile 6; young adult 8; adult 10;
wind lizard secretes a fluid that stores a one-
mature adult 13; old 15; very old 17; ancient
time electrical charge. The energy in the fluid is
18; wyrm 20; great wyrm 22
discharged whenever a creature comes into
Treasure: Double standard
contact with it, inflicting 1d6 points of electri-
Alignment: Always lawful evil
cal damage. A wind lizard can secrete this sub-
Advancement: Wyrmling 5–6 HD (Medium-
stance up to three times a day.
size); very young 8–9 HD (Large); young
Electricity immunity (Ex): Wind lizards
11–12 HD (Large); juvenile 14–15 HD
are immune to all electricity-based attacks.
(Large); young adult 17–18 HD (Huge);
bonusSkills:
to JumpWind lizards
and Hide receive a +8 racial
checks. adult 20–21 HD (Huge); mature adult 23–24
HD (Huge); old 26–27 HD (Huge); very old
29–30 (Gargantuan); ancient 32-33
Wind Lizards as Familiars (Gargantuan); wyrm 35–36 (Gargantuan);
Young wind lizards are often sought after as great wyrm 38+(Colossal)
familiars. A character of 5th level or higher can
acquire a wind lizard using the summon famil- While physically resembling their white dragon
iar ability, following the normal restrictions. cousins, most wooly dragons are stronger,
The wind lizard grants its master electricity smarter, and far more cunning than their
resistance 5 as a special ability. more common icy draconian relatives.
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y
r
a
i
t
s
e
B
Young wooly dragons have bright sil- their leisure before devouring it.
very-white scales, as well as thick tufts of light Wooly dragons have only one natural
gray fur at the base of their necks and their enemy—the white dragon. The two dragon
claws. As wooly dragons grow older, the scales species despise one another and usually attack
lose their shine, although they still retain their each other on sight. Wooly dragons have been
bright white coloring. Their fur, however, grad- known to form alliances with frost giants or
ually grows darker and longer, becoming a human settlements for the sole reason of rid-
chestnut brown for most adults and finally ding themselves of a rival white dragon.
becoming pitch black for the most ancient
wooly dragons. Adult wooly dragons also grow Combat
a large set of long, vicious tusks, which extend
out from their lower jaws. Unless confronted directly, wooly dragons
Wooly dragons often feign dumb brutali- scheme constantly to attack opponents in a
ty, but in fact they are highly intelligent preda- planned, deliberate manner and rarely fight
tors that enjoy a good hunt, and kill as much for opponents that they have not first scouted to
pleasure as for survival. learn strengths and weaknesses. Wooly dragons
Typically despising the confines of an attempt to separate and isolate their intended
underground lair, wooly dragons prefer to victims when fighting a group of creatures,
make their homes near the tops of high snow- seeking to pick off the weaker members of that
covered cliffs or mountains. While their vesti- group one by one. They lead off combat
gial wings are too small to allow wooly drag- encounters with their breath weapon and fol-
ons to fly, their exceptional climbing abilities low up with their other attacks, including a
still allow them to live in high locations that are gore attack using their tusks.
Breath Weapon (Su): Wooly dragons
virtually inaccessible to other creatures.
Wooly dragons take sadistic pleasure in have a breath weapon known as cold fire,
killing their food slowly. They attempt when- which resembles a cone of bluish-purple flame.
ever possible to freeze or trap their prey Cold fire causes cold damage; however, due to
alive, so that they can toy with their prey at its strange properties, magical resistances and
immunities to cold-based attacks have no effect
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7
8 60 ft.,
60 ft., burrow 60
burrow 60 ft.
ft. 29
31 10
10 21
23 16
18 17
19 16
18 Damage
Fog cloudreduction 10/+1 3rd
5th
9 60 ft., burrow 60 ft. 33 10 23 18 19 18 Damage reduction 15/+2 7th
10 60 ft., burrow 60 ft. 35 10 25 20 21 20 Gust of wind 9th
11 60 ft., burrow 60 ft. 37 10 27 20 21 20 Damage reduction 20/+3 11th
12 60 ft., burrow 60 ft. 39 10 27 22 23 22 Control weather 13th
against it. Also, when a creature rolls a ‘nat- charge allows a wooly dragon to make a single
ural 1’ on its Reflex save against the breath goring attack as per its age category.
weapon, it must make a successful Fort save Ice Walking (Ex): This ability resembles
(DC 18) or be frozen solid, unable to attack, the spider climb spell, except it only works on
move, or take any form of physical action. If icy surfaces. This ability is always in effect for
the frozen target does not receive some form of the wooly dragon.
magical healing (cure light wounds, heal , etc.) Cold Immunity (Ex): Wooly dragons are
within 1d6+6 rounds of being frozen, the target completely immune to all magical and non-
begins to lose 1 point of Constitution per round magical cold-based attacks.
until healed or until Constitution is reduced to Locate Object (Sp): A wooly dragon can
zero, at which point the target dies. use this magical ability as per the spell of the
Gore (Ex): When possible, wooly drag- same name, once per day per age category.
ons prefer to charge their opponents when Other Spell-Like Abilities (Sp):
entering melee combat, lowering their tusks 3/day— feather fall , fog cloud , gust of wind ;
and goring their opponents with a devastating 1/day— control weather .
blow. In addition to the standard benefits and Skills: Wooly dragons have the
penalties associated with a charging attack, the Jump skill for free at 1/2 rank per Hit Die.
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OPEN GAME LICENSE Version 1.0a 7. Use of Product Identity: You agree not to Use any Product Identity,
The following text is the property of Wizards of the Coast, Inc. and is including as an indication as to compatibility, except as expressly
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights licensed in another, independent Agreement with the owner of each ele-
Reserved. ment of that Product Identity. You agree not to indicate compatibility or
co-adaptability with any Trademark or Registered Trademark in con-
1. Definitions: (a)"Contributors" means the copyright and/or trademark junction with a work containing Open Game Content except as express-
owners who have contributed Open Game Content; (b)"Derivative ly licensed in another, independent Agreement with the owner of such
Material" means copyrighted material including derivative works and Trademark or Registered Trademark. The use of any Product Identity in
translations (including into other computer languages), potation, modi- Open Game Content does not constitute a challenge to the ownership of
fication, correction, addition, extension, upgrade, improvement, compi- that Product Identity. The owner of any Product Identity used in Open
lation, abridgment
recast, transformed or or other form(c)
adapted; in "Distribute"
which an existing
means work may be
to reproduce, Game Content
Product Identity.shall retain all rights, title and interest in and to that
license, rent, lease, sell, broadcast, publicly display, transmit or other-
wise distribute; (d)"Open Game Content" means the game mechanic 8. Identification: If you distribute Open Game Content You must clear-
and includes the methods, procedures, processes and routines to the ly indicate which portions of the work that you are distributing are Open
extent such content does not embody the Product Identity and is an Game Content.
enhancement over the prior art and any additional content clearly iden-
tified as Open Game Content by the Contributor, and means any work 9. Updating the License: Wizards or its designated Agents may publish
covered by this License, including translations and derivative works updated versions of this License. You may use any authorized version
under copyright law, but specifically excludes Product Identity. (e) of this License to copy, modify and distribute any Open Game Content
"Product Identity" means product and product line names, logos and originally distributed under any version of this License.
identifying marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue, incidents, lan- 10. Copy of this License: You MUST include a copy of this License
guage, artwork, symbols, designs, depictions, likenesses, formats, with every copy of the Open Game Content You Distribute.
poses, concepts, themes and graphic, photographic and other visual or
audio representations; names and descriptions of characters, spells, 11. Use of Contributor Credits: You may not market or advertise the
enchantments, personalities, teams, personas, likenesses and special Open Game Content using the name of any Contributor unless You have
abilities; places, locations, environments, creatures, equipment, magical written permission from the Contributor to do so.
or supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified as 12. Inability to Comply: If it is impossible for You to comply with any
Product identity by the owner of the Product Identity, and which specif- of the terms of this License with respect to some or all of the Open
ically excludes the Open Game Content; (f) "Trademark" means the Game Content due to statute, judicial order, or governmental regulation
logos, names, mark, sign, motto, designs that are used by a Contributor then You may not Use any Open Game Material so affected.
to identify itself or its products or the associated products contributed to
the Open Game License by the Contributor (g) "Use", "Used" or 13. Termination: This License will terminate automatically if You fail to
"Using" means to use, Distribute, copy, edit, format, modify, translate comply with all terms herein and fail to cure such breach within 30 days
and otherwise create Derivative Material of Open Game Content. (h) of becoming aware of the breach. All sublicenses shall survive the ter-
"You" or "Your" means the licensee in terms of this agreement. mination of this License.
2. The License: This License applies to any Open Game Content that 14. Reformation: If any provision of this License is held to be unen-
contains a notice indicating that the Open Game Content may only be forceable, such provision shall be reformed only to the extent necessary
Used under and in terms of this License. You must affix such a notice to make it enforceable.
to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. 15. COPYRIGHT NOTICE
No other terms or conditions may be applied to any Open Game Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Content distributed using this License.
System Reference Document Copyright 2000, Wizards of the Coast,
3. Offer and Acceptance: By Using the Open Game Content You indi- Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
cate Your acceptance of the terms of this License. original material by E. Gary Gygax and Dave Arneson.
4. Grant and Consideration: In consideration for agreeing to use this Draconic Lore Copyright 2002, Fantasy Flight, Inc.
License, the Contributors grant You a perpetual, worldwide, royalty-
free, non-exclusive license with the exact terms of this License to Use,
the Open Game Content.
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This book of
species contains
dragonmore
with than
whichthirty new
to torment,
tempt, and delight your players. Will they
face the awe-inspiring might of the dire
dragon or cower before the mind-
destroying horror of the chthonian
dragon? Perhaps one of them will be
lucky enough to acquire the loyal
and fearless guardian drake as a
bodyguard, or ride across the
planes of existence on the back of
the regal planar drake.
The dragons in this bestiary were
created to fill specific roles in your
campaign. Whether you need a
particularly challenging encounter
to spring on your players or just
want to add a touch of exotic flair to
your world, Draconic Lore has just
the dragon you need.
ISBN 1-58994-077-6
FANTASY
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