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Table of Contents
Introduction
Amphiptere: winged serpentine dragons
Adult Forest Dragon Amphiptere
Knucker: classic flightless dragons
Ancient Brass Dragon Knucker
Lindorm: wingless bipedal dragons
Young Sea Dragon Lindorm
Lithe Dragon: slim serpentine dragons
Adult Lithe Copper Dragon
Massive Dragon: burly heavily-built dragons
Ancient Massive Gold Dragon
Multi-Headed Dragon: dragons with multiple heads
Ancient Multi-headed Red Dragon
Multi-Limbed Dragon: dragons with many legs
Young Multi-limbed Cloud Dragon
Multi-Tailed Dragon: dragons with more than one tail
Ancient Multi-tailed Green Dragon
Multi-Winged Dragon: dragons with more than two wings
Young Faerie Kin Silver Dragon
Orm: snake-like dragons
Old Magma Dragon Orm
Virulent Dragon: dragons filled with corrosive blood and poison
Wyvern Dragon: dragons with only two limbs
Young Brass Wyvern Dragon
Examples of Combining Templates
Avatar of Dahak
Bruyns Locust Dragon
The Peluda
Orochi
The Tarasque
Appendix

Dragons, although highly varied in bone structure, limbs, wings, scale color, and even head count, could
not conceivably have such bizarre frames.

Dragons: Lexicon Triumvirate by Kenneth Che-Tew Eng

Draconic Templates
This book will give a variety of simple templates usable for any type of dragon. These templates will give
more variety to dragons without the GM needing to concoct yet another species of dragon for his game
world. Pathfinder already suffers from dragon overpopulation so these templates will transform even a
single dragon type into all the forms mentioned in mythology. These templates were created by me and any
similarity to another template located in another source is purely coincidental. All of these templates can be
considered either inherited (the dragon was born that way) or acquired (a wizard did it) depending on your
campaign. .
For simplicities sake the example monsters will use those in the Pathfinder Bestiaries, In this way one can
directly compare the original dragon with the one modified by the template. In all cases I tried to make the
template as manageable as possible to make monster creation as simple as possible for the Game Master.
One difference from the original dragon is that the bonus for the Multiattack feat IS applied to the sample
creature even when it was not applied in the base creature.
All of these templates are open content and may be freely used for any Pathfinder game but I doubt if many
GMs will let you apply them to your Council of Wyrms character.

AMPHIPTERE
Amphipteres are a variety of dragon that has wings but no legs. They tend to be less massive than typical
dragons, appearing to be a winged serpent with draconian features. Amphipteres may have feathered or
leathery wings.

Creating an Amphiptere
Amphiptere is a template that may be added to any winged dragon. The dragons Type and statistics
remain the same except for the following changes...
CR: Same as the base creature minus four, recalculate experience as normal.
Hit Dice: Same as the base creature minus 5 hit dice.
Speed: Same as the base creature -10 for land movement. Increase any flight maneuverability by one step
(good to perfect, average to good, poor to average and clumsy to poor). If the dragon has no flight
movement it gains one (and wings if necessary) at a speed typical of a dragon its size.
Attacks: Same as the base creature but due to the lack of limbs the dragon lacks any attack using claws or
kicking motions. Minus 2 from attack bonus and remove any Multiattack bonuses.
Damage: Same as base creature but no claw damage due to the lack of limbs.
Special Attacks: same as the base creature plus the following abilities:
Improved Grab (Ex) if an amphiptere obtains a successful bite attack on a creature at least one size level
smaller than itself than the dragon not only deals normal damage but can then attempt a Grapple attack as
a free action without triggering an attack of opportunity. The dragon can then choose to constrict or
simply hold its opponent. If the latter than the dragon tales a -20 penalty on grapple checks but is not
considered grappled itself.
Constrict (Ex): with a grapple attack upon a single opponent of at least one size category smaller than itself,
an amphiptere can coil its body around the victim and constrict. Constriction deals an amount of
bludgeoning damage equal to the claw damage dealt by a normal dragon of the amphipteres size. The
dragon can inflict damage in the same round as the initial grapple attack and thereafter the dragon has the
option to conduct the grapple normally inflicting constriction damage each round the victim remains
grappled.
Attributes: Reduce Strength by 4.
Base Attacks: change Base Atk to reflect new Hit Dice. Increase CMB and CMD by +3 to reflect the new
HD and ability scores, amphipteres cannot be tripped.
Feats: Same as the base creature. Feats requiring hands, claws, or feet cannot be taken. Amphipteres cannot
choose Multiattack or snatch as they lack limbs and this feat must be replaced with another. Recommended
replacement feats are Acrobatics, Flyby Attack, Hover, and Wingover. Any Acrobatics bonus will be to the
fly skill only as an amphiptere cannot jump.
Skills: Same as the base creature but if fly is not available than replace one land-based skill with Fly at the
same level

Souring over the jungle ruins is a beautiful sight, a serpentine dragon the color of the forest reflected off
clouds with vast feathered wings that spread like a rainbow.

ADULT SKY DRAGON AMPHIPTERE

CR 9

XP 6,400
LG Huge dragon (air)
Init +4; Senses cloud sight, dragon senses; Perception +30
Aura frightful presence (180 ft., DC 23)
Defense
AC 29, touch 8, flat-footed 29 (+22 natural, 2 size)
Hp 151 (11d12+80)
Fort +15, Ref +12, Will +17
DR 5/magic; Immune electricity, poison, sleep; SR 24
Offence
Speed 30 ft, fly 200 ft. (perfect)
Melee bite +20 (2d8+9/1920), gore
+20 (2d6+9), tail slap +15 (2d6+9)
Space 15 ft.; Reach 10 ft. (15 ft. with
bite and gore)
Special Attacks breath weapon (50ft. cone, 12d8 electricity damage, DC
23), crush (DC 23, 2d8+9), improved
grab, constrict
Spell-Like Abilities (CL 16th;
concentration +21) at willdetect
evil, feather fall, gust of wind (DC
17)
Spells known (CL 7th; concentration
+12) 3rd (5/day)blink, lightning
bolt (DC 18), 2nd (7/day)glitterdust
(DC 17), invisibility, resist energy 1st
(8/day)endure elements,
expeditious retreat, magic missile,
obscuring mist, shocking grasp 0 (at
will)detect magic, disrupt undead,
mage hand, mending, message, ray of
frost, read magic
Statistics
Str 23, Dex 10, Con 21, Int 20, Wis 23, Cha 20
Base Atk +11; CMB +29; CMD 39 (cant be tripped)
Feats Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes,
Multiattack, Skill Focus (Perception)
Skills Acrobatics +19 (+23 when flying), Diplomacy +24, Fly +19, Heal +24, Knowledge (arcana,
geography, religion) +24, Perception +30, Perform (sing) +24, Sense Motive +24, Spellcraft +24
Languages Auran, Celestial, Common, Draconic, Infernal, Sylvan
SQ borne aloft, change shape

KNUCKER
Knuckers, also known as Drakes, are wingless versions of normal quadrupedal dragons. They resemble a
dragon of the usual type in every way except that their limbs are longer and their wings are either absent or
reduced to vestigial fins useless for flight. This template may also be used for dragons that have somehow
injured or lost their wings in some accident.

Creating a knucker
Knucker is a template that may be added to any dragon that normally has four legs and wings. The
dragons Type and statistics remain the same except for the following changes.
Speed: Increase the base creatures land speed by 10 and remove the flight movement rating. For dragons
that have lost their wings in an accident simply leave the creatures land speed as it is.
Attacks: Same as the base creature but remove any associated with wings or flight.
Damage: as the base creature but remove any associated with wings or flight.
Feats: Same as base creature except that feats associated with wings or flight must be replaced. Common
replacements are Improved Natural Armor, Iron Will, Lunge, and Nimble Moves. Any Acrobatics bonus
will be to the jump skill only as a knucker cannot fly.
Skills: remove the Fly Skill and replace with another skill. All Fly acrobatics bonuses become Jump.

The approaching monster is a green dragon but it lacks the wings and has longer limbs than a typical
member of that breed.

ADULT GREEN DRAGON KNUCKER

CR 12

XP 19,200
LE Huge dragon (air)
Init +0; Senses dragon senses; Perception +25
Aura frightful presence (180 ft., DC 20)
Defense
AC 27, touch 8, flat-footed 27; (+19 natural, -2 Size)
hp 172 (15d12+75)
fort +14, Ref +9, Will +14
DR 5/magic; Immune acid, paralysis, sleep; SR 23
Offence
Speed 30 ft., swim 40 ft
Melee bite +21 (2d8+12/1920), 2 claws +21 (2d6+8/1920), tail slap +16 (2d6+12)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 22, 12d6 acid), crush (Small creatures, DC 22, 2d8+12)
Spell-Like Abilities (CL 15th) At willcharm person (DC 14), entangle (DC 14), suggestion (DC 16)
Spells known (CL 5th) 2nd (5/day)alter self, mirror image 1st (7/day)shield, silent image (DC 14),
summon monster I, ventriloquism (DC 14) 0 (at will)dancing lights, detect magic, ghost sound, mage
hand, message, prestidigitation
Statistics
Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Base Atk +15; CMB +25; CMD 35 (39 vs. trip)

Feats Alertness, Cleave, Great Cleave, Improved Critical (bite, claws), Improved Sunder, Iron Will,
Lunge, Power Attack)
Skills Climb +18, Knowledge (arcane) +21, Knowledge (nature) +21, Perception +25, Spellcraft +21,
Stealth +10, Survival +21, Swim +34, Use Magic Device +21
Languages Common, Draconic, Elven, Sylvan
SQ trackless step, water breathing, woodland stride

LINDORM
Lindorms are dragons with two legs and are either wingless or have tiny, useless, fin-like wings. In general
form they can resemble either a wingless wyvern or a monstrous snake with two stubby legs and a dragons
head. Lindorms are particularly common in Norse mythos but many other legends depict dragons of this
type.

Creating a Lindorm
Lindorm is a template that may be added to any dragon with four or two legs and wings (classic or
wyvern type). Dragons that are already built like lindorms such as the Linnorms in Bestiary 3 cannot take
the Lindorm template. The dragons Type and statistics remain the same except for the following changes...
CR: same as the base creature minus one (-1), recalculate experience as normal.
Initiative: minus 1 to account for the new Dexterity modifier.
Armor Class: minus one to account for the new Dexterity modifier.
Saves: minus one from Reflex saves to account for new Dexterity modifier.
Speed: Decrease the base creatures land speed by 10 and remove any flight speed.

Attacks: Same as the base creature but remove any associated with wings or flight. There is only a single
claw attack per round as the dragon must stand on the other foot.
Damage: as the base creature but remove any associated with wings or flight and reduce claw damage by
one dice.
Special Attacks: same as the base creature but remove any associated with wings or flight.
Abilities: Decrease Dex by -2.
Base Attack Bonuses: Reduce CMD by one. Remove any trip bonus for being four legged.
Feats: Same as base creature but any associated with flight must be replaced. Lindorms favor dodge and
improved natural armor instead.

The aquamarine dragon crawls up the beach dragging serpentine hindquarters behind it like some form of
scale covered seal.

YOUNG BRINE DRAGON LINDORM

CR 6

XP 2,400
LN Medium dragon (water) Init +4; Senses dragon senses; Perception +12
Defense
AC 20, touch 10, flat-footed 10; (+10 natural)
hp 68 (8d12+16)
Fort +8, Ref +6, Will +7
Immune acid, paralysis, sleep
Offence
Speed 50 ft., swim 60 ft.
Melee bite +15 (1d8+10), 1 claw +15 (1d4+7)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (60-ft. line, 6d6 acid, DC 16)
Spell-Like Abilities (CL 8th; concentration +9) At willobscuring mist, speak with animals (fish only)
Spells known (CL 1st; concentration +2) 1st (4/day)color spray (DC 12), touch of the sea* 0 (at will)
detect magic, mage hand, open/close, prestidigitation
Statistics
Str 24, Dex 11, Con 15, Int 15, Wis 12, Cha 13
Base Atk +8; CMB +15; CMD 25
Feats Improved Initiative, Improved Natural
Armor, Power Attack, Skill Focus (swim)
Skills Diplomacy +12, Fly +12, Heal +12,
Knowledge (nature) +13, Perception +12, Sense
Motive +12, Survival +12, Swim +29
Languages Aquan, Common, Draconic
SQ water breathing,

LITHE DRAGON
Lithe dragons are slimmer, longer, more serpentine versions of normal dragons. They have longer necks,
short yet delicate limbs, and elongated bodies. If a normal dragon has a feline grace a lithe dragon will
remind onlookers of a serpent when it moves, gliding along with a bounding slithering gait.

Creating a Lithe Dragon


Lithe dragon is a template that may be added to any dragon that does not have the massive template. The
dragons Type and statistics remain the same except for the following changes...
CR: same as the base creature minus one (-1), recalculate experience as normal.
Initiative: add +3 to account for the new dexterity bonus
Armor Class: add +3 to AC to account for the new dexterity bonus. Add Dexterity bonus to Flat Footed
AC (see Special Attacks below).
Hit Dice: Same as the base creature minus 2 hit dice.
Saves: add +3 to Reflex saves to account for the new Dexterity bonus.
Speed: Same as the base creature but increase any flight maneuverability by one step (good to perfect,
average to good, poor to average and clumsy to poor).
Damage: Decrease all damage ratings (except for the breath weapon) by one die type (for example bite 4d6
becomes 4d4) and reduce attack and damage bonuses by 2 to reflect the new strength modifier.
Space: Same as the base creature but due to the lithe dragons relatively longer neck its bite reach is
increased to 10 feet for a Medium dragon, 15 feet for a large dragon, 20 feet for a huge dragon, 30 feet for a
Gargantuan dragon, and 40 feet for a Colossal dragon.
Special Attacks: same as the base creature plus the following special abilities that reflect the dragons
grace, quickness, and lighter mass.
Long Tail (Ex): The lithe dragon has a particularly long tail that increases its tail slap reach to 20 feet in a
Large dragon, 30 feet in a Huge dragon, 40 feet in a Gargantuan dragon, and 60 feet in a Colossal
dragon. The Tail Sweep radius also increased to 40 feet in a Gargantuan dragon and 60 feet in Colossal
ones.
Uncanny Dodge (Ex): because of its flexibility and speed the lithe dragon retains its dexterity bonus to
Armor Class even when Flat Footed.
Abilities: Increase Dex +6 and Decrease Str by -4.
Base Attack Bonuses: change Base Atk to new HD, minus 4 from CMB and minus 3 from CMD to reflect
the new HD, Str and Dex scores.
Skills: Skills remain the same as the base creature but modify skills based on Dexterity by +3 and Strength
by -2 to reflect the new ability modifiers.

10

The copper dragon ridden by the sorceress is sleek and elongated, more like an Imperial dragon from the
East than a metallic dragon from the west.

ADULT COPPER LITHE DRAGON

CR 11

XP 12,800
CG Large dragon (earth)
Init +8; Senses dragon senses; Perception +22
Aura frightful presence (180 ft., DC 21)
Defense
AC 32, touch 10, flat-footed 31; (+4 Dex, +19 natural, -1 Size)
hp 159 (13d12+75)
Fort +14, Ref +13, Will +13
Defensive Abilities uncanny dodge; DR 5/magic; Immune acid, paralysis, sleep; SR 23
Offence
Speed 40 ft., fly 200 ft. (average); climb stone
Melee bite +19 (2d4+8/1920), 2 claws +19 (1d6+5/1920), 2 wings +14 (1d4+1), tail +14 (1d6+8)
Space 10 ft.; Reach 5 ft. (15 ft. with bite)
Special Attacks breath weapon (80-ft. line, DC 22, 12d6 acid), slow breath, long tail.
At willgrease (DC 15), hideous laughter (DC 16), stone shape
Spells known (CL 7th) 3rd (5/day)dispel magic, major image (DC 17) 2nd (7/day)glitterdust (DC 16),
invisibility, phantom trap 1st (7/day)alarm, identify, magic missile, shield, silent image (DC 15) 0 (at
will)detect magic, ghost sound (DC 14), light, message, open/close, prestidigitation, read magic
Statistics
Str 21, Dex 18, Con 21, Int 18, Wis 19,
Cha 18
Base Atk +13; CMB +19; CMD 31 (35 vs.
trip)
Feats Combat Expertise, Greater Trip,
Improved Critical (bite, claw), Improved
Initiative, Improved Trip, Power Attack,
Vital Strike
Skills Bluff +22, Craft (traps) +28,
Diplomacy +22, Fly +16, Perception +22,
Perform (comedy) +19, Sense Motive +22,
Spellcraft +22, Stealth +18, Use Magic
Device +22
Languages Common, Draconic, Elven,
Gnome, Halfling
SQ trap master

11

MASSIVE DRAGON
Massive dragons are larger, tougher, more muscular versions of normal dragons. They have shorter necks,
massive limbs, and heavy bodies. If a normal dragon has a feline grace a massive dragon will remind
onlookers of a bear or rhinoceros when it moves, deliberate and clumsy yet full of power.

Creating a Massive Dragon


Massive dragon is a template that may be added to any dragon that does not have the lithe template. The
dragons Type and statistics remain the same except for the following changes...
CR: Increase CR by one and recalculate experience as normal
Initiative: reduce by 2 due to the new Dexterity bonus.
Hit Dice: Same as the base creature plus 2 hit dice recalculate constitution hp bonus as normal
Saves: add +1 to Fortitude and -2 to Reflex saves to reflect the new Constitution and Dexterity modifiers.
Speed: Same as the base creature but reduce any flight maneuverability by one step (good to average,
average to poor, and poor to clumsy).
Damage: Increase all damage ratings (except for the breath weapon) by one die type (so claw 2d6 becomes
claw 2d8) and increase any attack and damage bonuses by +3 to reflect the new Strength modifier.
Space: Same as the base creature except that because of the dragons relatively short neck its bite reach is
reduced to 5 feet for a Large dragon, 10 feet for a Huge one, 15 feet for a Gargantuan one, and 20 feet for a
Colossal one.
Special Attacks: same as the base creature plus choose one of the following special abilities to reflect the
dragons larger size and mass.
Natural Armor (Ex): The massive dragon has an armored shell like a turtle that gains it a +2 natural
bonus to AC (in additional to all other natural bonuses).
Rend (Ex): (Prerequisite: A dragon must have 2 front claw attacks to have this ability, dragons cannot rend
with their hind talons.) If the dragon hits with both claw attacks, it latches onto the opponents body and
tears the flesh. This automatically deals double the dragons claw damage plus the dragons Strength
bonus.
Swallow Whole (Ex): (Prerequisite: A dragon must be of Huge size or larger to have this ability.) The
dragon can try to swallow a grabbed opponent of Medium or smaller size by making a successful grapple
check. Once inside, the opponent takes 2d6+6 points of crushing damage plus 1d8+4 points of acid
damage per round from the dragons digestive juices. A swallowed creature can cut its way out using claws
or a light slashing weapon by dealing 25 points of damage to the dragons digestive tract (AC 20). Once
the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The dragons gullet can hold two Medium-size, four Small, eight Tiny, sixteen Diminutive, or thirty-two
Fine or smaller opponents.
Abilities: Increase from the base creature as follows: Str +6 and Con by +2. Decrease Dex to -4.
Base Attack Bonus: Change Base Atk to new HD, add +5 to CMB and add +3 CMD to reflect the new
HD, Strength and Dexterity modifiers.
Skills: Same as base creature but modify skill bonuses based on Strength by +3, Constitution by +1, and
Dexterity by -2 to reflect the new attribute bonuses.

12

Feats: Same as base creature. Dragons with Weapon Finesse (natural weapon) lose this feat if their
Strength is higher than their Dexterity.

The dragons golden form is massively muscled, more like a monstrous lizard than a snake, with huge fore
claws and a thick powerful neck...

ADULT GOLD MASSIVE DRAGON

CR 16

XP 76,800
LG Huge dragon (fire)
Init -2; Senses dragon senses; Perception +30
Aura frightful presence (180 ft., DC 24)
Defense
AC 30, touch 8, flat-footed 30; (+22 natural, -2 Size)
hp 270 (20d12+140)
Fort +18, Ref +9, Will +18
DR 5/magic; Immune fire, paralysis, sleep; SR 26
Offence
Speed 60 ft., fly 250 ft. (clumsy); swim 60 ft
Melee bite +29 (2d10+18/1920), 2 claws +29
(2d8+13/1920), 2 wings +27 (1d10+8), tail +27
(2d8+18)
Space 15 ft.; Reach 10 ft. (10 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC
25, 12d10 fire), crush, rend +29 (4d8+13),
weakening breath
Spell-Like Abilities (CL 18th) At willbless,
daylight, detect evil
Spells known (CL 7th) 3rd (5/day)dispel
magic, prayer 2nd (7/day)aid, cure moderate
wounds (DC 17), resist energy 1st (7/day)alarm,
divine favor, mage armor, shield, shield of faith 0
(at will)detect magic, light, mending, stabilize, 3
more
Statistics
Str 37, Dex 6, Con 27, Int 20, Wis 21, Cha 20
Base Atk +20; CMB +35; CMD 43 (47 vs. trip)
Feats Alertness, Critical Focus, Extend Spell,
Improved Critical (bite, claw), Iron Will,
Multiattack, Power Attack, Vital Strike
Skills Diplomacy +26, Fly +13, Heal +26,
Knowledge (arcana, local, nobility, religion) +26,
Perception +30, Sense Motive +30, Spellcraft +26,
Swim +42
Languages Celestial, Common, Draconic, and 3
more
SQ change shape, detect gems, fast flight, luck

13

MULTI-HEADED DRAGON
Multi-headed dragons are dragons that have more than one head. Such dragons may be the spawn of
Tiamat, have hydra blood, or simply be freaks of nature.

Creating a multi-headed dragon


Multi-headed Dragon is a template that may be added to any dragon that normally only has a single
head. The dragons Type and statistics remain the same except for the following changes...
CR: Same as the base creature but add +1 for every two heads and change experience as normal.
AC: As the base creature but natural armor increases by +1.
Attacks: The dragon gains one an extra bite attack per extra head in addition to the base creatures normal
attacks.
Special Attacks: same as the base creature plus the following:
Multiple Attacks (Ex): In addition to its normal attacks, multi-headed dragons may make a single bite
attack with each head per round at any creature within reach; attacks do not have to target the same
opponent. If the base creature has other attacks that are based on the head (such as a gore or breath
attack), it gains the ability to use that attack for each head as well. A multi-headed dragon cannot bite and
use another attack with the same head in a given round.
Multiple Heads (Ex): A multi-headed dragon gains from 1 to 8 heads in addition to its original head. It can
be killed by severing every one of its heads or by slaying its body. To sever a head, an opponent must make
a successful sunder combat maneuver with a slashing weapon. (The player should declare where the attack
is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless
the attacker has the Improved Sunder feat. An opponent can strike at a multi-headed dragons heads from
any position in which he could strike at the dragon itself, since the heads writhe and whip about in combat.
Each of the dragons heads has hit points equal to the creatures full normal hit point total divided by its
total number of heads. Thus, if a six-headed dragon has 135 hp, a single blow dealing 22 or more points of
damage severs a head (135 6 = 22.5, rounded down to 22). Losing a head deals damage to the dragons
body equal to half the heads full normal hit point total. A natural reflex seals the neck shut to prevent
further blood loss. Of course, the dragon can no longer attack with a severed head, but suffers no other
penalties. If all heads are sundered than the dragon instantly dies.
A multi-headed dragons body can be slain just like any other creature and any attack that is not (or cannot
be) an attempt to sunder a head affects the body. For example, area effects deal damage to the body, not to
the heads. Targeted magical effects cannot sever a head (and thus must be directed at the body) unless they
deal slashing damage and could be used to make a sunder attempt. Spells such as finger of death and slay
living kill a multi-headed dragon outright if they succeed.
Wishbone Attack (Ex) if the multi-headed dragon scores two bite attacks on the same target in the same
round than the dragon can perform a wishbone attack. In this attack the dragon will grip the victim with
both sets of jaws and attempt to rip the target in half. If the victim fails a reflex check (same DC as the
dragons breath weapon save) he fails to slip out of the dragons grip and automatically takes an extra
2d6+ the dragons Strength bonus in points of damage from the ripping jaws.
Skills: Same as base creature except that the dragon gains a +2 bonus to Perception checks due to their
multiple heads.

14

Feats: Same as base creature except that the multi-headed dragon must have Combat reflexes and
Multiattack. I they do not already have those feats than they replace other feats. Combat reflexes allows the
dragon to use each of its heads for attacks of opportunity each round, but no more than one attack per opponent
SQ: add multi-headed

The golden-red dragon perches upon the cliff like a horrid eagle, its three heads peering about with
watchful eyes...

ADULT RED THREE-HEADED DRAGON

CR 15

XP 51,200
LE Huge dragon (fire)
Init +0; Senses dragon senses, smoke vision; Perception +25
Aura fire (5 ft., 1d6 fire), frightful presence (180 ft., DC 21)
Defense
AC 30, touch 8, flat-footed 30; (+22 natural, -2 Size)
hp 212 (17d12+102)
Fort +16, Ref +10, Will +15
DR 5/magic; Immune fire, paralysis, sleep; SR 25
Offence
Speed 40 ft., fly 200 ft. (poor)
Melee 3 bites +25 (2d8+15), 2 claws +25 (2d6+10), 2 wings +23 (1d8+5), tail slap +23 (2d6+15)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 24, 12d10 fire), crush, multiple attacks, multiple heads,
wishbone attack (DC 24, 2d6+15)
Spell-Like Abilities (CL 17th) At willdetect magic, pyrotechnics (DC 15), suggestion (DC 16)
Spells known (CL 7th) 3rd (5/day)dispel magic, haste
2nd (7/day)invisibility, resist energy, see invisibility 1st
(7/day)alarm, grease (DC 14), magic missile, shield,
true strike 0 (at will)arcane mark, light, mage hand,
mending, message, prestidigitation, read magic
Statistics
Str 31, Dex 10, Con 23, Int 16, Wis 17, Cha 16
Base Atk +17; CMB +29; CMD 39 (43 vs. trip)
Feats Cleave, Combat Reflexes, Greater Vital Strike,
Improved Iron Will, Improved Vital Strike, Iron Will,
Multiattack, Power Attack, Vital Strike
Skills Appraise +23, Bluff +23, Fly +12, Intimidate +23,
Knowledge(arcana) +23, Perception +25, Sense Motive
+23, Spellcraft +23, Stealth +12
Languages Common, Draconic, Dwarven, Orc
SQ multi-headed

15

MULTI-LIMBED DRAGON
Multi-limbed dragons are dragons that have more than four legs. Such dragons, sometimes called centipede
dragons, can have as many as fourteen limbs (10 extra limbs) of which at least half are fore-feet.

Creating a multi-limbed dragon


Multi-limbed Dragon is a template that may be added to any dragon that normally has limbs. The
dragons Type and statistics remain the same except for the following changes...
CR: same as the base creature but for two additional limbs add +2, for 2-8 extra limbs add +2, and for
more than eight extra limbs add +3, recalculate experience as normal.
Speed: the dragon gains up to four extra hind limbs. To determine the number randomly roll 1d6 for the
number of extra hind-limbs. 1-2 equals no extra back legs, 3-4 equals two extra hind legs and 5-6 equals
four extra rear claws. Each pair of extra legs increases land speed by 10.
Melee: the dragon gains up to six extra front limbs. To determine the number randomly roll 1d6 for the
number of extra fore-limbs. 1-2 equals two extra front claws and 4-5 equals four extra fore-claws, and 6 is
equal to six extra limbs. Each extra front claw can do a claw attack for normal claw damage for a dragon of
its size even if the dragon does not normally have claw attacks.
Feats: centipede dragons always have the Multiattack feat, if the base dragon did not already have this feat
than it replaces another feat.

The colorful sky-blue dragon coils about the thick cliff-side tree holding on with fourteen legs like an
immense centipede...

YOUNG FOURTEEN LEGGED CLOUD DRAGON

CR 12

XP 19,200
N Large dragon (air)
Init +0; Senses dragon senses, mist vision; Perception +16
Defense
AC 20, touch 9, flat-footed 20; (+11 natural, -1 Size)
hp 95 (10d12+30) Fort +10, Ref +7, Will +10
Immune electricity, paralysis, sleep
Offence
Speed 80 ft., fly 200 ft. (poor); swim 40 ft
Melee bite +13 (2d6+6), 4 claws +14 (1d8+4), 2 wings
+11 (1d6+2), tail slap +11 (1d8+6)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (80-ft. line, 6d8
electricity, DC 18)
Spell-Like Abilities (CL 10th; concentration +12) At will
fog cloud, obscuring mist
Statistics
Str 18, Dex 11, Con 17, Int 16, Wis 17, Cha 15
Base Atk +10; CMB +15; CMD 25 (29 vs. trip)
Feats Dazzling Display, Multiattack, Power Attack, Skill Focus (Diplomacy), Weapon Focus (claws)
Skills Appraise +14, Diplomacy +21, Fly +7, Intimidate +15, Knowledge (planes) +14, Perception +16,
Stealth +9, Swim +12 Languages Auran, Draconic

16

MULTI-TAILED DRAGON
Multi-tailed dragons are dragons in which the tail splits into two or more tips. As the dragon grows these
tendrils grow longer until they resemble a nest of withering serpents behind the dragon.

Creating a multi-tailed dragon


Multi-tailed Dragon is a template that may be added to any dragon. a multi-tailed dragons tail splits into
2d6 separate tendrils. The dragons Type and statistics remain the same except for the following changes...
CR: Same as the base creature but add +1 and change experience as normal.
Melee: The dragon has all the normal attacks possessed by the base creature in addition to the following.
Tail Slap (Ex) the dragon gains a tail slap attack even if it does not normally have one or has yet to attain
the proper age to use the attack. Dragons of tiny or small size do 1d4 points of damage while those of
medium size do 1d6 points of damage. Dragons of larger sizes do the amount of damage given under
Dragon in Bestiary one.
The dragon can slap one foe each round with each tendril. A tail slap is a secondary attack that deals the
indicated damage plus 1-1/2 times the dragons Strength bonus (this is an exception to the normal
secondary attack rules).
Special Attacks: The dragon has all the normal attacks possessed by the base creature in addition to the
following.
Improved Grab (Ex) if a multi-tailed dragon obtains a successful tail slap attack on a creature at least one
size level smaller than itself than the dragon not only deals normal damage but can then attempt a Grapple
attack as a free action without triggering an attack of opportunity. The dragon can then choose to inflict
another tail slap, bite or claw the victim. For each tail slap that strikes the victim gets a -1 penalty to
escape the dragons grapple and the dragon has a +1 bonus to bonus to strike for each round the victim
remains grappled.
A multi-tailed dragon can strike a single creature with up to four tails and more than one target can be
grappled at one time, though a bite or claw attack can only be inflicted on one victim at a time. Each tail
can take an amount of damage equal to the dragons strength bonus before being severed and none of this
damage applies the dragons hit point total. Severed tendrils regenerate in about a week.
Feats: If the dragon does not have the feat Multiattack than he gains it and it replaces an already existing
feat.

According to the local legend Zmei Gorynych, son of Baba Yaga, differs from most of his kind in having
twelve tails. If this is sp than the sea green, three headed monstrosity before you is certainly him...

TWELVE-TAILED GORYNYCH

CR 16

XP 76,800
CE Huge dragon
Init +2; Senses darkvision 60 ft., low-light vision, true seeing; Perception +23
Defense
AC 28, touch 10, flat-footed 26; (+2 Dex, +18 natural, -2 Size)

17

hp 212 (17d12+102) regeneration 5 (acid)


Fort +16, Ref +14, Will +15
DR 10/lawful; Immune fire, paralysis, poison, sleep; SR 26
Offence
Speed 30 ft., fly 100 ft. (poor); swim 50 ft
Melee 3 bites +24 (2d8+8), 2 claws +23 (1d8+8), 12 tail slaps +21 (2d6+8)
Space 15 ft.; Reach 10 ft. (20 ft. with bite)
Special Attacks breath weapon (40-ft. cone, 5d6 fire, Reflex DC 24 for half, usable every 1d4 rounds),
Improved Grab
Spell-Like Abilities (CL 15th; concentration +19) Constanttrue seeing At willcharm person (DC 15),
dancing lights, message 3/dayalter self, bestow curse (DC 18), greater dispel magic 1/daylesser geas
(DC 18), limited wish, mislead (DC 20)
Statistics
Str 27, Dex 15, Con 22, Int 12, Wis 17, Cha 18
Base Atk +17; CMB +27; CMD 39
Feats Awesome Blow, Combat Reflexes, Improved Bull Rush, Iron Will, Lightning Reflexes, Multiattack,
Power Attack, Stand Still, Weapon Focus (bite)
Skills Bluff +17, Diplomacy +17, Fly +7, Intimidate +17, Knowledge (arcana) +14, Knowledge (nature)
+14, Perception +23, Sense Motive +16, Spellcraft +14, Stealth +14, Swim +24
Languages Common, Draconic, Sylvan
SQ multi-headed

18

MULTI-WINGED DRAGON
Multi-winged dragons are dragons that have more than two wings. Such dragons are astonishingly fast and
nimble fliers. In mythology both the winged serpents out of Egypt and Chinas singing serpents had
multiple wings.

Creating a multi-winged dragon


Multi-winged Dragon is a template that may be added to any dragon that normally has wings. The
dragons Type and statistics remain the same except for the following changes...
Speed: the dragon gains up to eight extra wings. To randomly determine the number of extra wings
possessed by the dragon roll 1d6. 1-2 equals two extra wings; 3-4 equals four extra wings, a 5 equals six
extra wings, and a 6 equals eight extra wings. For every set of extra wings increase the dragons fl speed by
50 feet and increase maneuverability by one (good to perfect, average to good, poor to average and clumsy
to poor) to represent the dragons aerial prowess.
Melee: the dragon gains an extra wing attacks for each pair of extra wings. Each wing claw can do a claw
attack for normal claw damage to a target positioned near the dragons side.
Feats: these dragons always have the Hover feat, if the base dragon did not already have this feat than it
replaces another feat.
Skills: These dragons always have the fly skill at Dex or better, If the dragon does not have the fly skill
than it replaces another (preferably Dex based) skill at the same level.

YOUNG FOUR-WINGED SILVER DRAGON


XP 9,600
LG Large dragon (cold)
Init +5; Senses dragon senses; Perception +17
Defense
AC 22, touch 10, flat-footed 21; (+1 Dex, +12 natural, 1 size)
hp 104 (11d12+33)
fort +10, Ref +8, Will +12
Immune acid, cold, paralysis, sleep
Weaknesses vulnerability to fire
Offence
Speed 40 ft., fly 250 ft. (good);
cloudwalking, graceful flight
Melee bite +16 (2d6+7), 2 claws +15
(1d8+5), 4 wings +13 (1d6+2), tail +13
(1d8+7)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone,
DC 18, 6d8 cold), paralyzing breath
Spell-Like Abilities (CL 11th)
At willdetect evil
Spells known (CL 1st)
1st (4/day)alarm, true strike
0 (at will)detect magic, light,
message, read magic
Statistics

CR 10

19

Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16
Base Atk +11; CMB +17; CMD 28 (32 vs. trip)
Feats Hover, Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus (bite)
Skills Acrobatics +12, Diplomacy +17, Fly +13, Heal +17, Intimidate +17, Know. (local) +17, Perception
+17, S. Motive +17, Spellcraft +17
Languages Auran, Common, Draconic, Giant
SQ change shape

ORM
Orms are a mutated form variety of dragon with neither wings nor legs. In form almost appears to be a
gigantic slimy snake with draconian features. Orms may be found in all mythologies.

Creating an Orm
Orm is a template that may be added to any dragon. The dragons Type and statistics remain the same
except for the following changes...
Speed: minus -10 on the base creatures land movement and remove any flight movement rate.
Melee: remove all of the base creatures attacks except for Bite, Gore, Tail Slap, and Tail Sweep.
Special Attacks: same as the base creature but minus any involving limbs or wings (see melee) and add on
the following abilities:
Improved Grab (Ex) if an orm obtains a successful bite attack on a creature at least one size level smaller
than itself than the dragon not only deals normal damage but can then attempt a Grapple attack as a free
action without triggering an attack of opportunity. The dragon can then choose to constrict or simply hold
its opponent. If the latter than the dragon tales a -20 penalty on grapple checks but is not considered
grappled itself.
Constrict (Ex): with a grapple attack upon a single opponent of at least one size category smaller than
itself, an orm can coil its body around the victim and constrict. Constriction deals an amount of
bludgeoning damage equal to the claw damage dealt by a normal dragon of the orms size. The dragon can
inflict damage in the same round as the initial grapple attack and thereafter the dragon has the option to
conduct the grapple normally inflicting constriction damage each round the victim remains grappled.
Feats: Same as the base creature. Feats requiring hands, claws, feet, or wings cannot be taken. Orms cannot
choose Multiattack or snatch as they lack limbs. Improved critical using the claws or tail should be changed
to Improved critical (constrict).
Skills: same as the base creature but remove any jump bonus to Acrobatics, and replace Slight of Hand and
Fly with another skill. Orms favor Swim (str) and Stealth (dex) but any skills may be chosen. Consider any
skill already possessed by that dragon type to be Class Skills and all others to be Non-Class skills for
determining new skill levels.

The creature that slithers from the lava resembles a vast limbless serpent with a horned head, it slithers
forward dripping drops of magma and roars...

20

ADULT MAGMA DRAGON ORM

CR 14

XP 19,200
CE large dragon (fire)
Init +2; Senses dragon senses; Perception +22
Aura frightful presence (180 ft., DC 20)
Defense
AC 30, touch 11, flat-footed 28 (++2 Dex, +19 natural, 1 size)
hp 172 (15d12+75)
Fort +16, Ref +10, Will +15
DR 5/magic; Immune fire, paralysis, sleep; SR 23
Weaknesses vulnerable to cold
Offence
Speed 30 ft
Melee bite +22 (2d6+12/1920 plus 6 fire), tail slap +17 (1d8+12)
Space 10 ft, Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 22, 12d6 fire), constrict (medium-sized or smaller,
1d8+8/1920), improved grab
Spell-Like Abilities (CL 15th; concentration
+18) At willburning hands (DC 14),
scorching ray, wall of fire
Spells known CL 7th; concentration +10)
3rd (5/day)dispel magic, fireball (DC 16)
2nd (7/day)dust of twilight*, flaming
sphere (DC 15), glitterdust (DC 15),
scorching ray, 1st (7/day)feather fall, flare
burst* (DC 14), grease (DC 14), shield, true
strike 0 (at will)bleed (DC 13), detect
magic, detect poison, open/ close, read
magic, spark*, touch of fatigue.
Statistics
Str 27, Dex 12, Con 18, Int 18, Wis 18,
Cha 17
Base Atk +25; CMB +24; CMD 35 (39 vs.
trip)
Feats Great Fortitude, Improved Critical
(bite), Improved Critical (constrict),
Improved Initiative, Improved Vital Strike,
Iron Will, Power Attack, Vital Strike
Skills Acrobatics +15, Appraise + 13, Climb
+26, Escape Artist +16, Intimidate +21,
Perception +22, Sense Motive +22, Stealth
+15, Survival +19, Swim +26
Languages Common, Draconic, Dwarven,
Elven, Ignan
SQ superheated

VIRULENT DRAGON
Mother Tiamat, who fashioned all things, contributed an indomitable weapon: she bore giant snakes, sharp
of claw and unsparing of fang. She filled their bodies with venom instead of blood; she cloaked these

21

ferocious dragons with fearsome ways, made them bear mantles of radiance, made them godlike. Now
whoever looks upon them shall collapse in utter terror!
- Enuma Elish (Babylonian Creation Myth)
Many legends tell of dragons with acid slime for blood and poisonous spines, tail stings, or bites. This
template creates just such a dragon.

Creating a Virulent Dragon


Virulent dragon is a template that may be added to any dragon to give it the venomous ichors
mentioned in myth. The dragons Type and statistics remain the same except for the following changes...
CR: Same as the base creature plus one, recalculate experience as normal.
Defensive Abilities: an envenomed dragon has all the defenses of the base creature and gains the following
traits.
Poison Immunity (Ex) Virulent dragons are immune to all poisons.
Toxic Blood (Ex) the dragons blood is acidic and poisonous making it hazardous to other beings. Any
creature that cuts a virulent dragon with a hand-held weapon (such as a sword) must make a reflex save
(DC 10 + the dragons age category) or be splashed with the blood. Any creature that bites the dragon is
automatically poisoned as well. Damage is 1d4 constitution.
Special Attacks: The dragon possesses all the special attacks of the base creature and gains the following...
Poison (Ex) The dragon has a poisonous bite, quills, or scorpion-like sting (choose one). Injury poison;
save as dragons breath weapon (or DC 17 if dragon has no breath); frequency 1/ round for 6 rounds;
effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based
Slimy Poison (Ex) The dragon secretes a snail-like slime that constantly oozes out of the skin. This slime
slowly poisons any plants it touches causing them to wither and die. Virulent dragon lairs thus are easily
identified from the barren soil around the cave or lake the dragon dwells in. If a person or animal touches
this slime (such as with an attack with bare hands) it acts as a contact poison doing an initial amount of
damage equal to 2d4 Str and secondary damage 4d4 Str. The save is constitution based and the Fortitude
DC is equal to the dragons HD.

The black dragon crawls forward, venomous ichors dripping from its flesh...

ADULT VIRULENT BLACK DRAGON

CR 13

XP 25,600
CE Large dragon (water)
Init +5; Senses dragon senses; Perception +24
Aura frightful presence (180 ft., DC 19)
Defense
AC 28, touch 10, flat-footed 27; (+1 Dex, +18 natural, -1 Size)
hp 161 (14d12+70)
Fort +14, Ref +10, Will +12
DR 5/magic; Immune acid, paralysis, poison, sleep; SR 22
Special Defenses: Toxic Blood (reflex DC 16, 1d4 Con damage)
Offence

22

Speed 60 ft., fly 200 ft. (poor); swim 60 ft


Melee bite +21 (2d6+10), 2 claws +20 (1d8+7), 2 wings +15
(1d6+3), tail sting +15 (1d8+10 + poison)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80-ft. line, DC 22, 12d6 acid),
Corrupt Water, Poison (successful tail attack, DC 22, 1/ round for 6
rounds; effect 1d4 Constitution damage; cure 2 consecutive saves),
Slimy Poison (touch with bare flesh only, DC 14, 2d4 Str/4d4 Str).
Spell-Like Abilities (CL 14th) At willdarkness (60-ft. radius
Spells known (CL 3rd) 1st (6/day)alarm, mage armor, obscuring
mist 0 (at will)dancing lights, detect magic, mending, message,
read magic
Statistics
Str 25, Dex 12, Con 21, Int 14, Wis 17, Cha 14
Base Atk +14; CMB +24; CMD 33 (37 vs. trip)
Feats Alertness, Improved Initiative, Improved Vital Strike, Power Attack, Skill Focus (Stealth), Vital
Strike, Weapon Focus (bite)
Skills Fly +12, Handle Animal +16, Intimidate +19, Knowledge (arcana) +19, Perception +24, Spellcraft
+19, Stealth +17, Swim +32
Languages Common, Draconic, Giant
SQ speak with reptiles, swamp stride, water breathing

WYVERN-DRAGON
Wyverns-dragons are a mutated form variety of dragon that has no front claws. In shape it looks like an
immense wyvern with a breath weapon. Wyvern Dragons have specialized tails armed with sharp quills.
Wyverns may be found in all mythologies.

Creating a Wyvern-Dragon
Wyvern-dragon is a template that may be added to any dragon with four legs and two wings. The
dragons Type and statistics remain the same except for the following changes...
Hit Dice: as that of the base creature -1.
Speed: as the base creature but reduce land speed by 10.
Melee: as the base creature but remove claw attacks and add the following ability...
Tail Slap (Ex) the dragon gains a tail slap attack even if it does not normally have one or has yet to attain
the proper age to use the attack. Dragons of tiny or small size do 1d4 points of damage while those of
medium size do 1d6 points of damage. Dragons of larger sizes do the amount of damage given under
Dragon in Bestiary one
Special Attacks: same as the base creature and add the following abilities:
Long Tail (Ex): The wyvern-dragon has a particularly long tail that is so flexible it can strike to the front of
the dragon as well as to the rear and sides.
Tail Spikes (Ex): The wyvern-dragon has a tail that ends in porcupine-like spines. These tail quills do an
extra amount of damage with a tail slap or they may be shot like arrows using the normal tail slap bonus
using the statistics found in the chart below. Shot quills grow back in about a week.

23

Dragons
Size
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal

Range
30
40
60
80
100
120
140

Quill
Damage
1
1d2
1d4
1d6
1d8
1d10
2d6

# of quills shot per


round
1
2
3
4
5
6
7

Total amount of
quills
4
6
8
10
12
14
16

Rake (Ex): a flying wyvern-dragon can rake with both hind claws for normal claw damage. It cannot rake
while standing on the ground as it must balance on both legs to keep from toppling over.
Feats: Same as the base creature but any weapon focusing on the claws should be changed to the tail.

ANCIENT BRASS WYVERN DRAGON

CR 16

XP 76,800
CG Huge dragon (fire)
Init +4; Senses dragon senses; Perception +34
Aura fire (10 ft., 1d6 fire), frightful presence (300 ft., DC 26)
Defense
AC 28, touch 8, flat-footed 38; (+30 natural, -2 Size)
hp 290 (21d12+154)
Fort +20, Ref +13, Will +18
DR 15/magic; Immune fire, paralysis, sleep; SR 27
Weaknesses vulnerability to cold
Offence
Speed 50 ft., burrow 30 ft., fly 200 ft. (poor)
Melee bite +31 (2d8+16), 2 wings +29 (1d8+5), tail slap +29 (2d6+16)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100-ft. line, DC 28, 20d4 fire), crush, desert wind, long tail, rake +31
(2d6+11), sandstorm, sleep breath, tail spikes + 29 (1d8, range 100 ft, 5 quills/round, 12 quills total)
Spell-Like Abilities (CL 22nd) At willcontrol
weather, control winds, endure elements, speak with
animals, suggestion (DC 18)
Spells known (CL 15th) 7th (4/day)g. teleport,
power word blind 6th (6/day)forceful hand, geas,
greater dispel magic, 5th (7/day)contact other
plane, dominate person (DC 22), mirage arcana 4th
(7/day)charm monster (DC 21), confusion (DC
21), dimensional anchor, locate creature 3rd (7/day)
displacement, heroism, hold person (DC 20),
tongues 2nd (7/day)alter self, detect thoughts (DC
17), locate object, resist energy, see invisibility 1st
(8/day)alarm, charm person (DC 18), protection
from evil, shield, ventriloquism 0 (at will)arcane
mark, dancing lights, d. magic, d. poison, ghost
sound (DC 15), mage hand, message, prestidigitation,
r. magic
Statistics
Str 33, Dex 10, Con 25, Int 20, Wis 21, Cha 20
Base Atk +22; CMB +35; CMD 45 (49 vs. trip)

24

Feats Alertness, Flyby Attack, Greater Spell Focus (enchant), Hover, Improved Initiative, Improved Vital
Strike, Multiattack, Power Attack, Quicken Spell, Spell Focus (enchant), Vital Strike
Skills Bluff +30, Diplomacy +30, Fly +17, Heal +30, Knowledge (local, history) +30, Linguistics +30,
Perception +34, Sense Motive +34, Spellcraft +30, Survival +30
Languages Common, Draconic, plus any 22 others
SQ move sand

Examples of Combining Templates


It is pretty simple to combine these templates to create just about any dragon found in mythology. Some
templates contradict each other and should never be applied to the same animal unless circumstances are
very unusual. In any case I recommend combining templates in the following order...
A: Choose your dragons mass template:
None (your dragon is as graceful as a big cat)
Lithe Template (elongated, snake-like dragon)
Massive Template (short-necked, burly, bear-like dragon)
B: Choose a basic body shape template:
None (the dragon remains the same form it originally was, usually a classic dragon)
Amphiptere Template (winged serpent)
Knucker Template (wingless dragon)
Lindorm Template (wingless but with only two legs)
Orm Template (legless and wingless like a huge snake)
Wyvern-Dragon Template (two legs but winged)
These body shapes cannot be mixed; one must only apply one to a single dragon with the exception of the
knucker template which can also be used to depict a winged dragon grounded by injury.
B: choose one or more horrible features Template, most of these can be mixed or matched:
None (what you already got is good enough)
Multi-headed Dragon (two to nine headed dragons)
Multi-limbed Dragons (centipede dragons, can only be normal dragons or knuckers)
Multi-tailed Dragon (up to a dozen tentacle-like tail tips)
Multi-Winged (a dragon with four or more wings, can only be normal dragons, amphipteres, or
wyvern-dragons.
Virulent (dragons full of poisonous blood and slime)
To show the possibilities of using multiple templates to create unique dragons I am going to recreate five
famous dragons from mythology; the avatar of Dahak, Bruyns locust dragon. The Peluda, the Tarasque,
and Japans Orochi.

25

AVATAR OF DAHAK
Standing before you is a three headed monstrosity of a dragon. Black of scale with a scorpions tail and
three heads, the central one shaped like a demonic human face and the others looking more like skulls than
those of a true dragon. From the cut your sword gave its shoulder drips not blood but scorpions, snakes,
and foul poison. In horror you realize you are looking upon Azihi Dahaki the black dragon that acts as the
avatar of Dahak, draconian god of death and destruction!
Azhi Dahaki was the name for Dahak in Persian mythology and is a good example of combining multiple
templates. It is nothing more than an ancient black dragon with the giant, fiendish, many-headed, and
virulent templates added to it in that order.

ANCIENT, GIANT, VIRULENT, FIENDISH, 3-HEADED BLACK DRAGON


CR 20
XP 614,400
CE Gargantuan dragon (water)
Init +4; Senses dragon senses; Perception +36
Aura frightful presence (300 ft., DC 25)
Defense
AC 41, touch 8, flat-footed 40; (+34 natural, -2 Size, -1 Dex)
hp 297 (22d12+154)
Fort +22, Ref +12, Will +18
DR 15/magic, cold, & fire, DR 10/good; Immune acid, paralysis, poison, sleep; SR 27
Special Defenses: Toxic Blood (DC 20, 1d4 Con)
Offence
Speed 60 ft., fly 200 ft. (poor); swim 60 ft
Melee 3 bites +32 (2d10+18 plus 4d6 acid), 2 claws +33 (2d8+11), 2 wings +31 (1d10+5), tail sting +31
(2d8+16)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks acid pool (50-ft. radius), acidic bite, breath weapon (100-ft. line, DC 28, 20d6 acid),
corrupt water, crush, multiple attacks, multiple heads, poison (tail attack, DC 28, 1/round for 6 rounds, 1d4
Con, cure 2 consecutive saves), slimy poison (touch with bare flesh only, DC 22, 2d4 Str/4d4 Str), smite
good 1/day (swift action, +4 to attack rolls, +22 damage), wishbone (DC 28, 2d6 +13)
Spell-Like Abilities (CL 22nd) At willdarkness (100-ft. radius), insect plague, plant growth
Spells known (CL 11th) 5th (4/day)cone of cold (DC 19), wall of force 4th (7/day)arcane eye, black
tentacles, dimension door, 3rd (7/day)dispel magic, heroism, hold person (DC 17), slow (DC 17) 2nd
(7/day)blur, glitterdust (DC 16), invisibility, summon swarm, whispering wind 1st (7/day)alarm, mage
armor, magic missile, obscuring mist, true strike 0 (at will)dancing lights, detect magic, light, mage hand,
mending, message, prestidigitation, read magic, resistance
Statistics
Str 37, Dex 8, Con 29, Int 18, Wis 21, Cha 18
Base Atk +22; CMB +35; CMD 46 (50 vs. trip)
Feats Alertness, Combat Expertise, Combat Reflexes, Greater Vital Strike, Improved Initiative, Improved
Vital Strike, Multiattack, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Fly +16, Handle Animal +26, Intimidate +29, Knowledge (arcana) +29, Knowledge (history) +29,
Knowledge (geography) +29, Perception +36, Spellcraft +29, Stealth +22, Swim +46
Languages Common, Draconic, Giant, Goblin, Orc
SQ multi-headed, speak with reptiles, swamp stride, water breathing

26

BRUYNS LOCUST DRAGON


A tiny, chubby, dragon with a lobster-like carapace, six pairs of moth wings and six legs lands among the
insects that crawl across the forest floor.
The Faerie Dragon of Bestiary 3 is one of the most familiar sights in modern fantasy. However its first
appearance in literature was in an engraving from 1594 by Nicolaes de Bruyn in a series of prints entitled
'Pictures of Flying Creatures of Varied Kinds'. Dubbed the locust dragon; the six winged, six limbed
creature actually has the wings, antennae, and the mouthparts of a moth and the fish-like tail back armor of
a crayfish.

MASSIVE 6 LEGGED, 6 WINGED FAERIE DRAGON

CR 4

XP 1,200
CG Tiny dragon
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8
Defense
AC 19, touch 15, flat-footed 15; (+3 Dex, Dodge +1, +4 natural, +2 Size)
hp 42 (5d12+10)
Fort +5, Ref +4, Will +5
Immune paralysis, sleep; SR 13
Offence
Speed 30 ft., fly 160 ft. (perfect); swim 30 ft
Melee bite +7 (1d4+2), 2 claws + 5 (1d3+2)
Space: 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds
Spell-Like Abilities (CL 3rd; concentration +6) 3/daygreater invisibility (self only)
Spells known (CL 3rd; concentration
+6) 1st (6/day)grease (DC 14), silent
image (DC 14), sleep (DC 14) 0 (at
will)dancing lights, flare (DC 13),
ghost sound (DC 13), mage hand,
open/close.
Statistics
Str 15, Dex 13, Con 15, Int 16, Wis 14,
Cha 16
Base Atk +5; CMB +9; CMD 17 (21
vs. trip)
Feats Acrobatics, Hover, Multiattack
Skills Acrobatics +6 (-2 when jumping),
Bluff +9, Diplomacy +9, Fly +23,
Perception +8, Sense Motive +8, Stealth
+15, Swim +16, Use Magic Device +9
Languages Common, Draconic, Elven,
Sylvan; telepathy 100 ft.

ORICHI, THE DRAGON OF KOSHI


27

A monstrous form slithers from the lake, an albino serpent with eight heads and eight tails that is so huge
that its gigantic body seems to cover the hills and an entire forest grows upon its back.
The Dragon of Koshi is multi-headed and multi-tailed dragon from Japanese mythology. It is most famous
for being the dragon that was tricked into getting drunk upon saki before being slain by the hero Takehaya
Susanowo who found the Imperial Sword of Japan lodged in one of its tails.

ANCIENT EIGHT-HEADED & EIGHT-TAILED FOREST DRAGON ORM


CR 23
XP 819,200
CE Gargantuan dragon (earth)
Init +3;Senses dragon senses, tremorsense 60 ft.; Perception +35
Aura frightful presence (300 ft., DC 29)
Defense
AC 40, touch 5, flat-footed 40; (1 Dex, +35 natural, 4 size)
hp 387 (25d12+225)
Fort +22, Ref +13, Will +21
DR 10/adamantine; Immune paralysis, poison, sleep; SR 30
Offence
Speed 30 ft., burrow 10 ft., climb 30 ft.
Melee 8 bites +36 (4d6+19/1920), gore +34 (2d8+19), tail slap +32 (2d8+19)
Space 20 ft.; Reach 15 ft. (20 ft. with bite and gore)
Special Attacks breath weapon (60-ft. cone, 20d6 piercing damage, DC 32), constrict (on successful
grapple, 2d8+13 bludgeoning damage), crush (DC 32, 2d8+19), destructive crush, improved grab (on
successful tail slap dragon may choose to constrict or do a melee attack at +1 per successful tail slap attack
up to a total of +8, victim is -1 to escape the grapple or each tail holding him to a maximum of -8), multiple
attacks (bite), multiple heads, tail sweep (2d6+19, DC 35), wishbone (DC 32, 2d6+13)
Spell-Like Abilities (CL 25th; concentration +30) At willanimate plants, entangle (DC 16), blight (DC
20), pass without trace, tree stride
Spells known (CL 15th; concentration +20) 7th (4/day)power word blind, waves of exhaustion (DC 22)
6th (6/day)acid fog, disintegrate (DC 21), move earth 5th (7/day)baleful polymorph (DC 20), cloudkill
(DC 20), feeblemind (DC 20), passwall 4th (7/day)bestow curse (DC 19), charm monster (DC 19), solid
fog, stone shape 3rd (7/day)lightning bolt (DC 18), wind wall, slow (DC 18), stinking cloud (DC 18) 2nd
(7/day)fog cloud, glitterdust, hideous laughter, invisibility, touch of idiocy
1st (8/day)hypnotism (DC 16), obscuring mist, magic missile, ray of enfeeblement (DC 16), shield 0 (atwill)dancing lights, daze (DC 15), detect magic, ghost sound, mage hand, mending, read magic,
resistance, touch of fatigue
Statistics
Str 37, Dex 8, Con 26, Int 20, Wis 21, Cha 20
Base Atk +25; CMB +42; CMD 51 (55 vs. trip)
Feats: Combat Reflexes, Deceitful, Greater Weapon Focus (bite), Improved Critical (bite), Improved
Initiative, Improved Natural Armor, Iron Will, Multiattack, Power Attack, Skill Focus (Stealth), Stealthy,
Toughness, Weapon Focus (bite)
Skills Acrobatics +25 (+29 when flying), Bluff +35, Climb +47, Disguise +7, Escape Artist +28, Fly +0,
Intimidate +33, Knowledge (arcana, nature) +31, Perception +35, Spellcraft +33, Stealth +25, Survival +29
Languages Common, Draconic, Elven, Goblin, Sylvan, Terran
SQ change shape, multi-headed, sound imitation, woodland stride

THE PELUDA
28

The dragon crawls forward on four legs, instead of wings its back is covered in needle-like spines that
ripple in the breeze like spring grass and the tail drags behind it oozing a toxic slime...
The Peluda was a French dragon that was a typical green except for its lack of wings and back covered in
poisonous porcupine-like quills. Some stories say it shot its quills but, as porcupines were said to do the
same thing but in reality do not, I omitted that here and just made it an adult green dragon with the knucker
and virulent templates. For a quill shooting version just add the special attack from the wyvern-dragon
template and increase CR by one.

ADULT VIRULENT GREEN KNUCKER DRAGON

CR 13

XP 25,600
LE Huge dragon (air)
Init +0; Senses dragon senses; Perception +25
Aura frightful presence (180 ft., DC 20)
Defense
AC 27, touch 8, flat-footed 27; (+19 natural, -2 Size)
hp 172 (15d12+75)
fort +14, Ref +9, Will +14
DR 5/magic; Immune acid, paralysis, poison, sleep; SR 23
Special Defenses: Toxic Blood (DC 16, 1d4 Con)
Offence
Speed 30 ft., swim 40 ft
Melee bite +21 (2d8+12/1920), 2 claws +21 (2d6+8/1920), tail slap +16 (2d6+12)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 22, 12d6 acid), crush (Small creatures, DC 22, 2d8+12),
poison quills on body (DC 22, 1 round for 6 rounds, 1d4 Con, cure is two consecutive saves), Slimy Poison
(bare skin only, DC 15, 2d4 Str and secondary damage 4d4 Str)
Spell-Like Abilities (CL 15th) At willcharm person
(DC 14), entangle (DC 14), suggestion (DC 16) Spells
known (CL 5th) 2nd (5/day)alter self, mirror image
1st (7/day)shield, silent image (DC 14), summon
monster I, ventriloquism (DC 14) 0 (at will)dancing
lights, detect magic, ghost sound, mage hand,
message, prestidigitation
Statistics
Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Base Atk +15; CMB +25; CMD 35 (39 vs. trip)
Feats Alertness, Cleave, Great Cleave, Improved
Critical (bite, claws), Improved Sunder, Iron Will,
Lunge, Power Attack)
Skills Climb +18, Knowledge (arcane) +21,
Knowledge (nature) +21, Perception +25, Spellcraft
+21, Stealth +10, Survival +21, Swim +34, Use Magic
Device +21
Languages Common, Draconic, Elven, Sylvan
SQ trackless step, water breathing, woodland stride

THE TARASQUE
29

The creature that crawls from the river looks like an immense red turtle with the tawny head of a lion and
six thick clawed legs. As it approaches a torrent of fire erupts from its leonine jaws.
The Tarasque of French lore is a very different beast than the Tarrasque of Pathfinder but shares its
glutinous appetite. An ox-sized tubby beast with six bear-like legs, a leonine mane, and armored like a
turtle, it was subdued and tamed by Saint Martha before being beaten to death by villagers. Here it is
depicted as a young red dragon with the massive, knucker, and multi-limbed templates.

YOUNG MASSIVE SIX-LIMBED RED KNUCKER DRAGON

CR 13

XP 9,600
CE Large dragon (fire)
Init -1; Senses dragon senses, smoke vision; Perception +15
Defense
AC 24, touch 10, flat-footed 21; (+1Dex, +14 natural, -1 Size)
hp 149 (13d12+65)
Fort +12, Ref +6, Will +10
Immune fire, paralysis, sleep
Weaknesses vulnerability to cold
Special Defenses: natural armor +2
Offence
Speed 50 ft.
Melee bite +20 (2d8+13), 4 claws +20 (1d10+10), tail slap +18 (1d10+13)
Space 10 ft.; Reach 5 ft. (5 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 19, 6d10 fire)
Spell-Like Abilities (CL 11th) At willdetect magic
Spells known (CL 1st) 1st (3/day)shield, true strike 0 (at will)mage hand, message, prestidigitation,
read magic
Statistics
Str 31, Dex 8, Con 21, Int 12, Wis 13, Cha 12
Base Atk +13; CMB +24; CMD 33 (37 vs. trip)
Feats Cleave, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
Skills Appraise +15, Bluff +15, Intimidate +15, Perception +15, Sense Motive +15, Stealth +9, Swim +20
Languages Common, Draconic

APPENDIX: EASY DRAGON MODIFIER CHARTS


30

This chapter gives quick charts to easily convert the dragons of the above templates without having to
access several books. Here is a quick ability score chart and a CR to experience chart as well as a short
summary of skills and their relevant attributes.

Quick Ability Score Chart


Ability Score
1
2-3
4-5
6-7
8-9
10-11
12-13
14-15

Modifier
-5
-4
-3
-2
-1
0
+1
+2

Ability Score
16-17
18-19
20-21
22-23
24-15
26-27
28-29
30-31

Modifier
+3
+4
+5
+6
+7
+8
+9
+10

Ability Score Modifier


32-33
+11
34-35
+12
36-37
+13
38-39
+14
40-41
+15
42-43
+16
44-45
+17
etc

Quick Experience Chart


CR

Total Xp

1
2
3
4
5
6
7
8
9
10
11
12

200
400
600
800
1,200
1,600
2,400
3,200
4,800
6,400
9,600
12,800
19,200

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

Total Xp
25,600
38,400
51,200
76,800
102,400
153,600
204,800
614,400
409,600
614,400
819,200
1,228,400
1,638,400

Skills Involving Str & Dex


Strength
Climb
Swim

Dexterity
Acrobatics
Disable Device
Disguise
Escape Artist
Fly
Ride
Slight of Hand
Stealth

31

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Wizards of the Coast, Inc. System Reference Document. 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook,
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Pathfinder RPG Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet,
Monte Cook, and Skip Williams.
Pathfinder RPG Bestiary. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
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33

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