| Dragon Variants |
| Dragons should be awe inspiring and frightening. While the new edition has done that quite well, they still are fairly predictable. Aside from some obvious ways to fix that (class levels and templates) here are some abilities that can be added to dragons to make them much less predictable. A note on CR: any one of these abilities other than the curse of the hydra shouldn�t alter a dragon�s CR, but for every two raise CR by one. 1. Acidic Blood-The dragon�s blood is caustic and any successful melee attack on the dragon sprays a gout of acidic blood at the wielder. This does 1d10 acid damage unless a reflex save is made (DC =10+ � dragon�s hit dice). The weapon that deals the blow take 20 points of acid damage per strike, which will destroy most weapons (magical or not) in one to two hits. 2. Glowing Eyes-The dragon�s eyes glow and can flash with blinding brilliance. When a dragon invokes this effect (as a free action), treat it as the blinding portion of the glitterdust spell cast by a sorcerer of the dragon�s HD. 3. Great Roar-The dragon can let loose a deafening roar, equivalent to a horn of blasting. 4. Eyes of Confusion-The dragon has a gaze attack with a range of 30 feet that causes confusion (DC = 14 + Charisma modifier). 5. Fog Breath-At will the dragon can breath a heavy fog as per a horn of fog. 6. Chameleon Scales-At will, the dragon can change the coloration of its scales to blend into its surroundings gaining a +10 racial bonus to Hide checks. 7. Cursed Hoard-The dragon�s hoard is cursed. This might mean that all magic items in the hoard are cursed or that all who loot the hoard suffer a curse akin to that caused by the bestow curse spell. 8. Revolting Stench-The dragon is so foul and dirty that all who are within its fear radius must make a Fortitude save (DC=fear DC) or suffer nausea, suffering a �2 circumstance penalty to all attacks, saves, and skill checks while in its presence. A foe that is bitten might contract a disease. 9. Quills-The dragon possesses 20 to 30 quills, which it can shoot from its body. It can throw up to � of its HD in quills per round with ranged attacks, dealing 1d6 plus strength bonus per quill. 10. Viscous Entrapment-The dragon can spit a glob of viscous mucus, which acts as a web spell cast by a sorcerer of the dragon�s HD (save DC=12 + charisma modifier). The glob effects an area of 10 feet square and has a range of 10 feet per age category. 11. Tongue Lash-The dragon�s tongue can lash out 10 feet per size category above Medium-size (minimum 5 feet). It acts as a whip doing 1d6 base damage (add strength modifier to damage as normal). It gains a +2 modifier to trip attacks and can be used to grapple if the dragon has the Improved Grapple feat. 12. Curse of the Hydra-The dragon has two or more heads. These may be of the same species or of different species. Each head has a bite attack and breathes the appropriate breath weapon (subject to the restrictions talked about in Substitute Breath Weapon below). 13. Illusion Immunity-Most dragons are already highly resistant to illusions due to their Blindsight ability, but this dragon is completely immune to all figments, glamers, phantasms, and patterns. It also is always aware of the illusionary nature of shadow magic. 14. Prodigy-The dragon gains one of its spell-like abilities at an earlier age. 15. Substitute Breath Weapon-The dragon has the breath weapon of anther dragon type, such as a white dragon with a cone of fire. Use the base damage and save DC of the original dragon (i.e. the white) but otherwise the new breath weapon is that of another dragon (such as the red�s cone of fire). 16. Multiple Breath Weapons-This is as above except that the dragon also has its original breath weapon. |