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Half-Dragon Template

Rewritten by: Jason Orman <valdier@valdier.com> Contributions by: <Credit removed at writers request> Dragons' magical nature allows them to crossbreed with virtually any creature. This usually occurs while the dragon has changed its shape; it then abandons the crossbreed young. Half-dragon creatures are always more formidable than their fellows, and their appearance betrays their nature--scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings. Dragon Type Book Locations: Monster Manual: Black, Blue, Green, Red, White, Brass, Bronze, Copper, Gold, Silver Monster Manual 2: Amethyst, Crystal, Emerald, Sapphire, Topaz Epic Level Handbook: Force, Prismatic Monsters of Faern: Brown, Deep, Fang, Shadow, Song Oriental Adventures: Yu Lung (Carp Dragon) Dragon Magazine #300: Howling, Pyroclastic, Rust, Styx, Tarterian

Creating a Half-Dragon
"Half-dragon" is a template that can be added to any corporeal creature (referred to hereafter as the "base creature"). The creature's type becomes "dragon." It uses all the base creature's statistics and special abilities except as noted here. Size: Same as base creature. Hit Dice: Increase by one die type, to a maximum of d12. Speed: Half-dragons of Large or larger size have wings and can fly at their normal speed (average maneuverability). Similar specimens have wings only if the base creature does. Brown & Styx Half-Dragons gain the ability to burrow at their normal speed instead of wings for flight. Of the Oriental Half-Dragons only the Half-Li Lung Dragon can have wings. Half-Chaing Lung and Half-Lung Wang swim twice as fast as their base speed. Half-Li Lung can burrow at 2/3 of their base speed. Half-Lung Wang loses 10 off their base speed. Natural Armor: Natural Armor improves by an amount according the dragon variety in the table below. (Based on a wyrmling of the appropriate color) Dragon Variety Bonus Dragon Variety Bonus Dragon Variety Bonus Amethyst +5 Fang +2 Sapphire +? Black +3 Force +19 Shadow +7 Blue +5 Gold +7 Silver +6 Brass +3 Green +4 Song +4 Bronze +5 Howling +8 Styx +4 Brown +3 Prismatic +22 Tarterian +7 Copper +4 Pyroclastic +6 Topaz +6 Crystal +4 Red +6 Yu Lung +5

Deep Emerald

+8 +4

Rust

+?

White

+2

Damage: Half-dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature's damage, whichever is greater. Size Bite Damage Claw Damage Fine 1 Diminutive 1d2 1 Tiny 1d3 1d2 Small 1d4 1d3 Medium-size 1d6 1d4 Large 1d8 1d6 Huge 2d6 1d8 Gargantuan 2d8 2d6 Colossal 4d6 2d8 Colossal+ 4d8 4d6 Special Attacks: A half-dragon retains all the special attacks of the base creature and also gains a breath weapon based on the dragon variety, usable only once per day. Use all rules for dragon breath (see the Dragon entry) except as specified in the table below. Damage is 1 die per hit die of the base creature with a save DC of 10 + HD + Con modifier Dragon Variety Breath Weapon Die Type / DC* Amethyst Line** of Concussive Force d8 Black Line of Acid d4 Blue Line of Lighting d8 Brass Line of Fire d6 Bronze Line of Lighting d6 Brown Line of Acid d6 Copper Line of Acid d4 Crystal Cone*** of Brilliant Light1 d6 Deep Cone of Flesh Corrosive Gas d8 Emerald Cone of Keening Sonic Energy2 d6 Fang Temporary Con Draining Bite d4 Force Cone of Force d12 Gold Cone of Fire d10 Green Cone of Corrosive (Acid) Gas d6 Howling Cone of Howling Sound d10 Prismatic Cone (Prismatic Spray)3 Special Pyroclastic Cone of Superheated Ash & Crushing Waves of Sonic Force d6 Red Cone of Fire d10 Rust Cone of Reddish-Brown Liquid (Causes Rust)4 d4 (?) Sapphire Cone of Keening Sonic Energy2 d4 Cone of billowing, smoky negative Shadow See Below energy level inflicting shadow Silver Cone of Cold d8 Song Cone of Electrically Charged Gas d6

Styx Line of Acid5 d6 Tarterian Line of Force d8 Topaz Cone of Dehydration6 d8 Yu Lung None White Cone of Cold d6 * Force Half-Dragons do 4 dice + Level (or Hit Dice) in damage. Force & Prismatic Half-Dragon's breath weapons have a save DC of 20 + HD + Con modifier. All other types do 1 die of damage per hit dice, and Shadow Half Dragons drain 1 level, per every 2 levels (or hit dice) with a save DC of 10 + HD + Con modifier ** A line is always 5 ft high, 5 ft wide and 60 ft long *** A cone is always 30 ft long 1 Failing to save vs. damage also results in 1d4 rounds of blindness. 2 Failing to save vs. damage also results in 1d4 rounds of deafness. 3 Effect is as per the prismatic spray spell with the cone size listed here, and not the size in the spell. 4 Instantly rusts and destroys unattended metals that it touches. Attended and magical metals receive a save to avoid this effect, and any metal is susceptible. Creatures caught in the cone take the listed damage from the acidic liquid. 5 Damages over an additional two rounds beyond the first; for a total of three rounds of damage. Damage on the second round is , and on the third round. 6 Against aqueous liquids, one cubic foot of water evaporates per hit point of damage dealt. Special Qualities: A half-dragon has all the special qualities of the base creature, plus low-light vision and darkvision with a range of 60 feet. Half-dragons are immune to sleep and paralysis effects, and have additional immunities based on their dragon variety. Half Dragons have the energy template of the parent dragon type such as Fire and Cold. Dragon Variety Immunity Additional Special Quality* Alignment Choose One: Amethyst Poison Neutral +2 vs. Force saves or Stomp 1/day or Body equilibrium 1/day Black Acid Water Breathing Chaotic Evil Blue Electricity Create/Destroy Water 1/day Lawful Evil Brass Fire Speak with Animals (at will) Chaotic Good Choose One: Bronze Electricity Lawful Good Water Breathing or Speak with Animals (at will) Brown Acid Tremorsense to 250 feet Neutral Evil Copper Acid Spider Climb Chaotic Good Choose One: Crystal Cold Chaotic Neutral Charm Person 1/day or Color Spray 1/day Cold & Acid Choose One: Deep Chaotic Evil Resistance 10 True Seeing(30 ft), Detect Magic (at will), or Charm Immunity Emerald Sonic Object Read (at will) Lawful Neutral Choose One: Fang None Increased Damage, Trip, Read Magic (at will), Chaotic Neutral Sound Imitation, or Detect Magic (at will) Choose One: Force Force DR 15/+2 or Deflecting Force (Cha Mod to AC), Neutral or Immune to Force spells. Choose One: Gold Fire Lawful Good Water Breathing or Polymorph Self 1/day Green Acid Water Breathing Lawful Evil Choose One: Chaotic Evil Howling Sonic Shatter 1/day or Sound Burst 1/day or

Chaotic Neutral Prismatic Light & Blindness Choose One: DR 15/+3, Hypnotic Pattern (at will) or Deflecting Force (Cha Mod to AC), immune to light and blindness Pyrotechnics 1/day Neutral Lawful Evil or Neutral Evil Chaotic Evil Lawful Evil or Lawful Neutral Lawful Neutral Chaotic Evil

Pyroclastic Red

Fire & Sonic Fire

Cause Fear 1/day Choose One: Rust Acid Metal Immunity (has DR 5/+1 against metal weapons) or Rusting Bite (treat Save DC the breath weapon DC) Sapphire Electricity Spider Climb Shadow Energy Drain +10 Racial Bonus to Move Silently Choose One: Silver Cold Lawful Good Cloud Walking or Polymorph Self 1/day Choose One: Chaotic Good Song** Electricity & Poison Alternate Form, True Seeing (5 ft), Tongues, or Light (once/2 hours), or Darkness (once/2 hours) Chaotic Neutral Choose One: Styx Acid, Poison & Disease Neutral Evil Disease or Styx Adaptation Choose One: Neutral Evil Tarterian None Force Resistant (+2 vs Force Effects), Strength of Will, or or Freedom of Movement Chaotic Evil Yu Lung Breathe water only1 Usually Neutral Topaz Cold Water Breathing Chaotic Neutral White Cold (Fire Vulnerability) Icewalking Chaotic Evil * See the specific dragon entries in the Monster Manual, the PsiHB Web Enhancement, the Epic Level Handbook, Monsters of Faern, or Oriental Adventures for more explicit details on these special abilities. Unless noted otherwise use the values listed here for any given ability. Where a caster level is needed for a spell-like ability use the creatures total hit dice or level as caster level, and the save DC is 10 + Spell Level + Cha Mod. Use ranges or uses per day listed here; if there are no uses per day given it is assumed to be constant or always in effect. ** Song Half-Dragons are almost always female. 1 Yu lung do not have the ability to breathe air normally. Saves: Same as the base creature. Abilities: Increase from the base creature by dragon type. (Based on a very young dragon of the same type) Dragon Variety Str Dex Con Int Wis Cha Dragon Variety Amethyst +4 +2 +4 +0 +0 +0 Howling Black +2 +0 +2 -2 +0 -2 Prismatic Blue +2 +0 +2 -4 +0 -4 Pyroclastic Brass +2 +0 +2 +0 +0 +0 Red Bronze +4 +0 +4 +4 +4 +4 Rust Brown +8 +0 +6 +2 +2 +2 Sapphire Copper +2 +0 +2 +2 +2 +2 Shadow Crystal +2 +0 +2 +0 +0 +0 Silver

Str +10 +22 +10 +10 +4 +2 +2 +4

Dex +0 +0 +0 +0 +0 +2 +0 +0

Con +6 +14 +4 +6 +4 +2 +2 +4

Int +4 +14 +0 +2 -4 +2 +6 +4

Wis -2 +14 +0 +2 +0 +2 +6 +4

Cha +4 +14 +0 +2 -4 +2 +6 +4

Deep Emerald Fang Force Gold Green

+2 +4 +2 +24 +10 +4

+0 +0 +0 +0 +0 +0

+2 +4 +2 +12 +6 +4

+4 +4 -2 +12 +6 +0

+2 +4 +2 +12 +6 +0

+2 +4 -2 +12 +6 +0

Song Styx Tarterian Yu Lung Topaz White

+0 +4 +10 +2 +2 +2

+0 +0 +0 +2 +0 +0

+2 +4 +6 +2 +2 +2

+4 +2 +4 -4 +4 -4

+4 +2 +4 -2 +4 +0

+6 +2 +4 -2 +4 -4

Skills: A half-dragon has 6 skill points, plus its Intelligence modifier, per Hit Die. Treat skills from the base creature's list as class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally. Feats: Half-dragons have one feat for every four levels or the base creature's total feats, whichever is greater. Half-dragons have access to, and usually favor, the dragon feats. Climate/Terrain: Same as either the base creature or the dragon variety. Organization: Same as base creature. Challenge Rating: Same as base creature +x. (have to calculate through testing) Level Adjustment Modifiers: See table below. Dragon Variety Modifier Dragon Variety Amethyst +2 Fang Black +1 Force Blue +1 Gold Brass +2 Green Bronze +4 Howling Brown +4 Prismatic Copper +2 Pyroclastic Crystal +2 Red Deep +4 Rust Emerald +4 Treasure: Same as base creature. Alignment: Same as dragon variety. Advancement: Same as base creature. Modifier +1 +12 +6 +2 +5 +13 +5 +5 +3 Dragon Variety Sapphire Shadow Silver Song Styx Tarterian Topaz Yu Lung White Modifier +2 +5 +4 +4 +3 +5 +4 +1 +0

HALF-DRAGON CHARACTERS
Half-Dragons with a Charisma of 12 or higher are often Sorcerers. Half-Gem Dragons are often Psions/Wilders.

SAMPLE HALF-DRAGON

Here is an example of a red half-dragon using an ogre as the base creature.

Half-Dragon (Red)/Half-Ogre/Fighter 4 Large Dragon (Fire) Hit Dice: 4d10+4d12+43 (91 hp) Initiative: -1 (Dex) Speed: 30 ft. in hide armor (6 squares); base speed 40 ft., fly 30 ft. (average) AC: 22 (-1 Size, -1 Dex, +3 hide armor, +11 Natural Armor) Base Attack/Grapple: +7/+16 Attacks: Greatclub +17 melee (2d8+17) or javelin +1 ranged (1d8+10) Full Attack: Greatclub +17 melee (2d8+17) or javelin +1 ranged (1d8+10) Face/Reach: 10 ft / 10 ft Special Attacks: Breath Weapon (8d10 - DC 19), Fear 1/day Special Qualities: Darkvision 60 ft., low-light vision, Immunity to Fire Saves: Fort +9, Ref +0, Will +2 Abilities: Str 31, Dex 8, Con 21, Int 12, Wis 12, Cha 9 Skills: Climb +13, Listen +4, Spot +4 Feats: Cleave, Power Attack, Toughness, Weapon Focus (greatclub), Weapon Specialization (greatclub) Climate/Terrain: Temperate Hills Organization: Solitary, Pair, Gang (3 4), Band (5 8) Challenge Rating: 8 (?) Treasure: Standard Alignment: Chaotic Evil Advancement: By character class ECL: 13

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