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Tiamat was formed in the beginning with the other old gods. She was a single, solitary dragon.

The gods feuded and fought each other, the first head split, and the second fought against the
first. The demigods walked the material plane, following the whims of their patrons, again
Tiamat’s heads split, again and again, each of a different color, and becoming an aspect of
consciousness.

Curiosity - Amethyst dragon - Amethyst dragons were considered wise even by dragon
standards. They tended to be poor flyers but could burrow underground. Most Amethyst dragons
lived in the Elemental Plane of Earth. Adult Amethyst dragons preferred to use invisibility to
catch their opponents off-guard. Their breath weapon was a blast of concussive force.
Additionally, once per day, amethyst dragons could spit a crystalline lozenge which exploded on
impact. – Purple Gem.
Madness – Mercury Dragon - Mercury dragons were whimsical, impulsive creatures. They
delighted in unpredictability and were reputed to be mentally unstable as well.
Compassion – Crystal Dragon - Crystal dragons were among the friendliest of the gem dragons
and enjoyed conversing with other creatures. Dragons of this type who dwelt on the Prime
Material Plane preferred to live atop high mountains. They sometimes came into conflict with
White dragons and had been known to steal white dragon wyrmlings in order to raise them in a
friendlier environment. Crystal dragons were non-aggressive and would rarely start a fight
without a good reason. A Crystal dragon's breath weapon was a cone of white light which
damaged and blinded an opponent. - Clear
Goodness - Platinum Dragons - The rarest, largest, and most powerful of the metallic dragons,
platinum dragons represented the epitome of the metallic dragons. Many believed that only one
ever existed.
Cunning - Sapphire Dragon - Sapphire dragons tended to be territorial and antisocial although
they loved to discuss military matters and strategy. They preferred to lair in deep, rocky caves
and often kept large spiders in their home as a food source. Sapphire dragons breathed a cone of
sonic energy which harmed opponents and caused them to panic. – Blue Gem
Selfishness - Topaz Dragon - Topaz dragons were selfish and had an erratic personality which
made them dangerous to deal with. Topaz dragons were most commonly found in the Elemental
Chaos but sometimes live in lairs on secluded beaches on the Prime Material Plane. Topaz
dragons breathed a cone of dehydration. – Any color, mostly blue, yellowish?
Knowledge - Emerald Dragon - Emerald dragons were gem dragons who were inquisitive and
often more knowledgeable than most sages. They tended to be paranoid and distrustful of
visitors, and their lairs often had many traps. Emerald dragons could breath a cone of sonic
energy. They might also generate a cloud of fog to blind opponents. Emerald dragons preferred
to live underground in areas close to civilization, although they seldom made their presence
known, making cones of inactive volcanoes the favored spot for their lairs. – Green
Creativity – Bašmu - Obsidian dragons - Obsidian dragons were the most intelligent of the
gem dragons, but also the most dangerous. They had smooth, black, glass-like scales that had
razor edges and could breathe a cone of fire. They preferred to lair near volcanoes, and were
notable for their psionic abilities.
Fear / Self Preservation - Red dragons - Ugallu - Red dragons were greedy, chaotic evil
creatures, interested only in their own well-being, vanity, and the extension of their treasure
hoards. They were supremely confident, being the largest and most powerful of the chromatic
dragons. Typically found living in mountainous regions, they breathed a cone of fire.
Hate - Black dragons - Black dragons, or skull dragons, were the most vile-tempered and cruel
of all chromatic dragons. Excellent swimmers who normally lived in swamps and marshes, they
preferred ambush attacks. They had a corrosive acid breath weapon.
Cruelty - Blue dragons - Umū dabrūtu - Blue dragons were manipulative, lawful evil
chromatics who were infamous for their skill at creating hallucinations, and their cruel use of
such things. They preferred aerial combat, which allowed them to use their electrical breath
weapon most efficiently. Blue dragons most often lived in arid wastelands and deserts.
Greed - Green dragons - Green dragons were highly territorial, forest-dwelling creatures who
loved secrets and intrigue. Although lawful evil, they were duplicitous and cunning foes who
loved combat. Their breath weapon was a cone of poisonous green gas.
Impulse - White dragons - White dragons, also called ice dragons or glacial wyrms, were the
smallest and weakest of the classic chromatic dragons. However, they were by no means
harmless. White dragons were extremely well-suited to their arctic habitat and had excellent
memories. They were more feral than other dragons, though, and always chaotic evil. They
breathed a cone of ice or frost.
Ferocity - Brown Dragons - Brown dragons, also called great desert dragons, were wingless,
neutral evil dragons who laired in deserts. They preferred ambushes to straightforward combat,
burying themselves in the sand.
Conscious - Purple Dragons - Purple dragons, also called deep dragons, were slender, agile
dragons who patiently stalked their prey. They lived in the Underdark and were rarely found on
the surface. Purple dragons often allied with drow, and considered themselves rivals of cloakers
and mind flayers. They were chaotic evil and had a psychic "breath weapon" that confused and
disoriented the target.
Obedience - Gray Dragons - Gray dragons, also called fang dragons, were rapacious, violent
dragons that were good at physical combat but poor at flying. Some gray dragons possessed an
acid breath weapon.
Justice - Gold Dragons - Gold dragons were the most powerful and majestic of the classic
metallic dragons. They are wise, lawful good foes of evil and injustice. Gold dragons were very
knowledgeable and reclusive. They preferred stone lairs and had a cone of fire as a breath
weapon.
Patience - Silver Dragons - Silver dragons were regal, lawful good creatures who often took a
humanoid form and lived among humans and elves. Their breath weapon was a cone of freezing
cold, and they normally laired in mountains. They were very smart and preferred not to fight
unless necessary.
Calculative - Bronze Dragons - Bronze dragons were inquisitive dragons with a fierce
appearance and a fascination for warfare. They would often seek to fight evil, and would join
good-aligned armies in a humanoid form. They were lawful good, lived in coastal areas, and had
an electrical breath weapon.
Joy - Copper Dragons - Copper dragons were born pranksters, jokesters, and riddlers. They
were chaotic good and lived in rocky mountains. Copper dragons had an acid breath weapon but
preferred to avoid combat altogether, instead taunting and teasing foes until they left.
Community - Brass Dragons - Brass dragons were extremely talkative and loved the intense
heat of deserts. They often engaged foes and friends alike in hours of long-winded conversation.
They avoided combat if possible, but would use their breath weapon, a cone of sleeping gas, to
subdue foes if threatened. They were the weakest of the classic metallic dragons, but still chaotic
good.
Strength - Iron Dragons - Iron dragons were powerful, dangerous predators. While most had a
neutral alignment, some were actually evil.
Resolve - Steel Dragons - Steel dragons were sociable, clever, and curious, and they preferred
the company of humanoids rather than dragons. They often clandestinely lived in humanoid
cities, and spent much of their time in a humanoid form. They were either lawful neutral or
lawful good, and breathed a cone of poison gas.
Compassion - Aqua Dragon - Aqua dragons are small, curious dragons that live in caves that
are close to large bodies of water, though they prefer to live close to the sea. They are able
swimmers that can fire a scalding breath, but they can also emit healing energy that soothes and
dispels curses, sickness, and poison. Aqua dragons resemble fish, though they have four cat-like
legs that they tuck close to their bodies when swimming or in flight, which they do not with
wings, but by manipulating magical energy, the same that they use in their healing breath. Aqua
dragons sometimes adopt new forms to explore and meet humanoids, which they see as deeply
intriguing and somewhat odd, and they love making friends with them, though they always view
humanoids that seek them out with an air of suspicion.
Continuity - Adamantine Dragons - Arguably the wisest, noblest and more powerful dragons,
Adamantine Dragons (above) have the ability to breathe Time Stop. That is to say, they
somehow shoot something out of their mouths — something from inside their bodies — that
disrupts the fourth dimension, but only in a 70-foot-long cone shape emitting from its mouth.

Gluttony - Elysian Dragons - Hailing from the plan of Elysium, which is basically paradise,
Elysian Dragons and good-hearted and kind and hilariously hedonistic. They're inevitably fat,
lazy, and drunk, because they loooove getting soused. About the only they like more than booze
is having unprotected sex with each other, as paradise is severely overpopulated with these
dragons. These fat, drunk dragons. By the way, their breath weapon? "Inebriation Gas," of
course.

Death – Thanatos - Gloom Dragon - These giant dragons wander Hades, which is different
from the Abysss in that it's "the battlefield for the eternal Blood War," whatever that means.
Whenever a Gloom Dragon kills a foe, a tombstone-like plates grows out of its back, making
them look like a giant, ambulatory cemetery (with a beak).

Superiority - Cobalt dragons are a diabolical breed of ferrous dragon and are generally
shunned by others of their kind. They have no goals other than to dominate anyone and anything
they come in contact with. At birth, a cobalt dragon’s scales are a deep, dark blue with odd
patches of both lighter and darker blues. These colors remain throughout the dragon’s life,
hanging only in respect to the sizes of the various patches as the dragon grows. Cobalt dragons
speak their own tongue and a tongue common to all ferrous dragons, and 15% of all hatchling
cobalt dragons have an ability to communicate by telepathy with any intelligent creature. The
chance to possess this ability increases 5% per age category of the dragon. They use Traps and
Ambush, Magnetic breath 100 long, 5 wide and anything metallic is pulled forward, DC 16.

Tenacity - Nickel dragons - Nickel dragons are the weakest of the ferrous dragons. They make
up for their smaller size and lesser power with a tenacity and viciousness that would make even
the boldest adventurers think twice about wanting to face one a second time. However, they are
also somewhat unpredictable in nature and could well gulp down a poor adventurer in a party
and then decide the others are not worth its time. The scales of the nickel dragon are a charcoal
gray at birth, changing to a more metallic gray as adults. As the dragon continues to age, the
metallic gray begins to show white until, as a great wyrm, no traces of the gray remain, and the
dragon is a bright metallic white. A nickel dragon usually tries to overwhelm its opponents
through the sheer unpredictability of its attacks. It usually attacks first with its breath weapon,
then follows with fang and claw, saving at least one breath for a retreat, but nothing is certain
when dealing with the nickel dragon. A nickel dragon’s breath weapon is a cloud of acidic
vapors 30′ long, 20′ wide, and 20′ high. Creatures caught in the cloud must save vs. breath
weapon for half damage.

Sacrifice - Tungsten Dragon - Tungsten Dragons are unique amongst the Ferrous Dragons for
having a racial alignment of Good. However, it's not exactly a nice form of good. In a nutshell,
Tungsten Dragons believe the adage "the ends justify the means"; after all, if evil will stop at
nothing to win, then good must stop at nothing to defeat evil. This is why they are Neutral Good
in AD&D, and Lawful Good in 3e. Of course, in a typical display of draconic
hypocrisy/incompetence, that dedication to preserving and expanding good typically ends at the
borders of a Tungsten Dragon's territory. Furthermore, they deal harshly with intruders, unless
somehow convinced that their potential victims are actually working for the side of good.
Fortunately, Tungsten Dragons aren't common, as they prefer arid regions with warm climates.
This also brings them into frequent conflict with both Blue and Brass Dragons; the evil nature of
the Blues means that Tungstens will readily gang up on them, whilst Brass Dragons are merely
looked down upon as being "boorish, irresponsible, and generally not deserving to be considered
one of the good guys". Impervious to flame, Tungsten Dragons produce blasts of high-velocity,
scorching hot sand as their breath weapon, and have a versatile array of spell-like and magical
abilities. In AD&D, they can detect the presence of good and/or evil thrice per day after reaching
the Young stage, and detect a lie once per day after reaching the Young Adult stage. In 3e,
Young Tungsten Dragons can cast Discern Lies 1/day, Old ones can cast Dispel Evil 1/day, and
Ancient ones can cast Plant Growth 2/day. In both editions, adult Tungsten Dragons can conjure
up a Sand Cloud (a variant of the Fog Cloud effect) twice per day, whilst Great Wyrms can cause
a victim to spontaneously combust once per day. Tungsten Dragons stand out in their usually
brownish environments, as their scales are green; deep forest with brown flecks at hatching, they
become gleaming and metallic green with no flecks by adulthood, then dull as the dragon ages.

AIR DRAGON - Writhing in midair, its head darting this way and that, the creature resembles a
snake, but with a vast pair of cloudy-white feathered wings. A crest of bright plumes rises on the
back of its head. A fragrance of mingled rain and snow wafts towards you. Air dragons have no
claws, but use the other attack forms listed for dragons in the Monster Manual. Breath Weapon
(Su): An air dragon has one type of breath weapon, a line of scouring wind. In addition to
dealing the damage listed, the dragon's breath weapon acts as the spell gust of wind, creating a
blast of severe wind always directed away from the dragon. A Huge air dragon's breath weapon
creates a windstorm; a Gargantuan or Colossal air dragon's breath weapon creates a hurricane.
Immune to Wind Effects (Su): Regardless of size, an air dragon's movement is never affected by
wind of any strength unless it so chooses. Cloud Movement (Su): An air dragon can slither on
clouds or fog as though on solid ground. The ability functions continuously but can be negated or
resumed at will.

Protection - EARTH DRAGON - Earth dragons have no claws, wings, or breath weapon, but
use the other attack forms listed for dragons in the Monster Manual. Blindsight (Su): An earth
dragon can sense all creatures and objects in contact with the earth as a sighted creature would
— including foes in indirect contact, such as in a tree. Earth dragons are blind to all airborne
creatures and objects. If an earth dragon is lifted out of contact with the ground (say by a levitate
spell), it becomes completely blind for the duration. Earth dragons are immune to gaze attacks,
visual effects, visual illusions, and other attack forms that rely on sight. Earthquake Immunity
(Su): Earth dragons are never harmed by an earthquake, whether its origin is natural or magical.
If an earthquake collapses a cavern around an earth dragon, it is merely inconvenienced by
having to dig its way out — it suffers no damage from the falling stone.

Encircle (Su): Once per week a juvenile or older earth dragon can crawl around a creature
smaller than itself and complete the circle by biting its own tail. This is a full-round action which
draws an attack of opportunity from creatures outside the circle; a creature inside the circle can
make a reflex save (DC 10+dragon's base attack bonus) to escape. If the attack of opportunity
deals damage, or if all creatures within the circle escape, the ability fails. The dragon's bite does
not damage its tail. The circle can hold 2 creatures 2 sizes smaller than the dragon, 8 creatures 3
sizes smaller, 32 creatures 4 sizes smaller, 128 creatures 5 sizes smaller, or 512 creatures 6 or
more sizes smaller than the dragon. All encircled creatures are effectively trapped as if by an
inward-focused magic circle against their own alignment. Meanwhile the dragon itself receives
the benefits of an outward-focused magic circle against chaos. It can make no physical attacks
while encircling another creature, but it gains effective caster level +2 for each multiple of its
own HD trapped within the circle. Thus, an adult dragon with 22 HD encircling six creatures
with a total of 54 HD would add +4 to its effective caster level.
Those encircled can attempt to break out by dealing damage equal to 1/8 of the dragon's normal
hp (the dragon is denied any Dexterity bonus against them); but they must first succeed on a Will
save (DC equals the dragon's Frightful Presence DC, or 18 for a juvenile dragon), or they cannot
attack. This is a mind-affecting compulsion effect. An opponent outside the circle can attack the
dragon as normal; if it feels seriously threatened, it will break the circle voluntarily in order to
counterattack. If the dragon breaks the circle for any reason, all effects end immediately.

An old or older earth dragon's encircle ability creates an effect similar to Mordenkainen's private
sanctum, except that the privacy effect works in both directions, in addition to the magic circle
against the encircled creatures. A great wyrm's encircle ability creates a sequester effect against
the encircled creatures in addition to the magic circle and private sanctum.

Improved Grab (Ex): To use this ability, an earth dragon must hit with its bite attack. It can then
attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins
the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Swallow Whole (Ex): An earth dragon can try to swallow a grabbed opponent of a smaller size
than itself by making a successful grapple check. Once inside, the opponent takes crushing and
acid damage as indicated in the table. A swallowed creature can cut its way out by using a light
slashing or piercing weapon to deal damage equal to 1/8 of the dragon's normal hp to the gizzard
(AC equals the dragon's flat-footed AC -2). Once the creature exits, muscular action closes the
hole; another swallowed opponent must cut its own way out. An earth dragon's interior can hold
2 creatures 2 sizes smaller than itself, 8 creatures 3 sizes smaller, 32 creatures 4 sizes smaller,
128 creatures 5 sizes smaller, or 512 creatures 6 or more sizes smaller than itself.

Tunnelling (Ex):Earth dragons can burrow through solid stone at a speed of 5 feet. When moving
through such hard materials an earth dragon leaves behind a usable tunnel of a diameter
indicated in the table.

Intellegence – Mušmaḫḫū (Mush-ma-hue) - brainstealer dragon dragon was a mix of illithid


and dragon. They sometimes ruled illithid settlements that did not have an elder brain

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