Dragon — Master Framework #
This entry contains all universal dragon rules. Individual color entries reference this document rather than repeating it. Read this first.
Size Hierarchy #
| Stage | RC Source | Notes |
|---|---|---|
| Hatchling | Table 1 (Dragon #158) | Birth; half Small stats |
| 1 Year Old | Table 1 | First growth step |
| 5 Years Old | Table 1 | Second growth step |
| 10 Years Old | Table 1 | Third step; approaching Small |
| Small | RC “Small” | First full adult tier |
| Regular | RC “Large” | Renamed; mature adult |
| Large | RC “Huge” | Renamed; ancient |
| Huge | Extrapolated + Dragon Rulers as exemplars | Pearl/Diamond/Opal are Huge examples |
| Gargantuan | Extrapolated + The Great One as exemplar | Great One is the Gargantuan exemplar |
All base color dragons can reach Huge and Gargantuan through repeated successful Ceremonies of Sublimation. The Dragon Rulers are simply the most powerful examples of Huge dragons of their alignment; The Great One is the most powerful Gargantuan. A sufficiently ancient, successful red dragon could reach Huge or Gargantuan scale without becoming a ruler.
Ceremony of Sublimation drives progression from Small → Regular → Large → Huge → Gargantuan and potentially to Immortal Guardian. See Ceremony section below.
Universal Physical Statistics #
Armor Class Progression #
AC values ascend as the dragon grows larger and older within each color. See individual color entries for specific values. The framework rule: each size tier within a color improves AC by 2 (descending) = –2 (ascending) per step.
Movement #
| Size | Ground | Flying |
|---|---|---|
| Hatchling | 60 ft (20 ft) | n/a |
| 1 Year Old | 90 ft (30 ft) | n/a |
| 5 Years Old | 90 ft (30 ft) | 120 ft (40 ft) |
| 10 Years Old | 90 ft (30 ft) | 210 ft (70 ft) |
| Small | 90 ft (30 ft) | 240 ft (80 ft) |
| Regular | 120 ft (40 ft) | 300 ft (100 ft) |
| Large | 150 ft (50 ft) | 360 ft (120 ft) |
| Huge | 180 ft (60 ft) | 420 ft (140 ft) |
| Gargantuan | 240 ft (80 ft) | 480 ft (160 ft) |
Hit Dice and Size #
Individual color entries give exact HD per size. The general rule: dragons increase approximately 3–5 HD per size tier. Age modifies HD by up to ±3 HD from the listed value (younger = fewer, older = more). Hatchlings have ½ the HD of a Small dragon.
Attack Bonuses #
- Small dragons: Attack as monsters of their listed HD (no bonus)
- Regular dragons: +2 to all attack rolls
- Large dragons: +4 to all attack rolls
- Huge dragons: +6 to all attack rolls
- Gargantuan dragons: +8 to all attack rolls
Damage Tables #
Bite or Crush Damage #
Huge and Gargantuan values are extrapolated by continuing the established +4 bite / die-step-up pattern from the RC progression. Dragon Ruler stat blocks anchor the Huge column; The Great One anchors Gargantuan.
| Color | Small | Regular | Large | Huge | Gargantuan |
|---|---|---|---|---|---|
| White | 2d8 | 2d8+4 | 2d8+8 | 3d8+4 | 3d8+8 |
| Black | 2d10 | 2d10+4 | 2d10+8 | 3d10+4 | 3d10+8 |
| Green | 3d8 | 3d8+4 | 3d8+8 | 4d8+4 | 4d8+8 |
| Blue | 3d10 | 3d10+4 | 3d10+8 | 4d10+4 | 4d10+8 |
| Red | 4d8 | 4d8+4 | 4d8+8 | 5d8+4 | 5d8+8 |
| Gold | 6d6 | 6d6+4 | 6d6+8 | 6d8+4 | 6d8+8 |
| Dragon Rulers (Huge exemplar) | — | — | — | 6d8 | — |
| Great One (Gargantuan exemplar) | — | — | — | — | 6d10 |
Claw, Kick, Wing, Tail Damage (each) #
| Color | Small | Regular | Large | Huge | Gargantuan |
|---|---|---|---|---|---|
| White | 1d4 | 1d6+1 | 1d8+2 | 1d10+3 | 1d12+4 |
| Black | 1d4+1 | 1d6+2 | 1d8+3 | 1d10+4 | 1d12+5 |
| Green | 1d6 | 1d8+1 | 1d10+2 | 1d12+3 | 2d8+4 |
| Blue | 1d6+1 | 1d8+2 | 1d10+3 | 1d12+4 | 2d8+5 |
| Red | 1d8 | 1d10+1 | 1d12+2 | 2d8+3 | 2d10+4 |
| Gold | 2d4 | 3d4 | 4d4 | 2d8 | 2d8+2 |
| Dragon Rulers (Huge exemplar) | — | — | — | 2d8 | — |
| Great One (Gargantuan exemplar) | — | — | — | — | 3d10 |
Breath Weapons — Complete Rules #
Breath Weapon Damage #
A dragon’s breath weapon deals damage equal to its current HP total — not maximum HP. Every point of damage the dragon has taken reduces its breath weapon damage by the same amount. This is critical: a wounded dragon is less dangerous in every way.
Uses per day: 3 times maximum for all dragons.
Save: Save vs. Dragon Breath for half damage. Breath weapons are not spells and cannot be turned or absorbed by devices or spell effects except those specifically mentioning dragon breath.
Dragon immunities: All dragons are immune to their own breath weapon type. They automatically succeed saves against attacks identical to their breath weapon. A red dragon takes no damage from flaming oil and only half damage from Fireball.
Breath Decision #
Small dragons (random): After the first breath, roll 1d6 each round: 1–3 = claw/bite attacks; 4–6 = breathe again.
Regular and Large dragons (intelligent): Never decide randomly. They choose breath strategically — rarely against single targets, normally against groups. They save remaining breaths for concentrated targets.
Breath Shapes and Sizes #
Cone: Starts 2 ft wide at the mouth, expands to listed width at full range.
Line: 5 ft wide at source, extends in a straight line including downward.
Cloud: Three dimensions listed as width × depth × height. Depth = how far it reaches from the dragon’s mouth forward.
| Color | Shape | Small | Regular | Large | Huge | Gargantuan |
|---|---|---|---|---|---|---|
| White | Cone | 80×30 ft | 80×40 ft | 90×40 ft | 100×50 ft | 120×60 ft |
| Black | Line | 60×5 ft | 90×5 ft | 120×5 ft | 150×5 ft | 180×5 ft |
| Green | Cloud | 50×40×30 ft | 50×40×30 ft | 50×50×30 ft | 60×50×40 ft | 70×60×50 ft |
| Blue | Line | 100×5 ft | 150×5 ft | 200×5 ft | 250×5 ft | 300×5 ft |
| Red | Cone | 90×30 ft | 135×30 ft | 180×30 ft | 210×40 ft | 240×50 ft |
| Gold | Cone | 90×30 ft | 135×30 ft | 180×30 ft | 210×40 ft | 240×50 ft |
| Gold | Cloud | 50×40×30 ft | 50×40×30 ft | 50×50×30 ft | 60×50×40 ft | 70×60×50 ft |
Gold dragons: Choose fire (cone) or gas (cloud) each use. Total of 3 breaths per day regardless of type mix.
Physical Attack Forms #
Standard Attack Routine #
All dragons make 2 claws + 1 bite as their base attack routine regardless of size.
On the ground: May substitute wing, kick, or tail for any of the 3 standard attacks, so long as total attacks do not exceed 3. Example: bite + kick + tail sweep instead of 2 claws + bite.
In the air vs. aerial target: 2 claws + 1 bite only. No wing, kick, or tail.
In the air vs. ground target: Choose ONE of: Crush, Hover, or Swoop. Cannot combine two aerial special attacks.
Crush #
The dragon lands on its victims.
Save vs. Death Ray: Success = complete evasion, no damage. A victim may choose to remain and take full damage — if holding a weapon, may attack at +4 HR for double damage on a hit.
Area:
- Small: 1 victim only
- Regular: All within 10 ft radius
- Large: All within 20 ft radius
Hover #
The dragon pauses in flight directly above targets, wings beating furiously.
Attacks available while hovering: 1 bite + 2 front claws + 2 rear kicks + 1 tail (6 attacks total). No breath weapon while hovering (wind from wings prevents it).
After hovering: Must land immediately. Cannot Crush after hovering.
Swoop #
Silent glide attack. Victims suffer –1 to surprise roll.
If the dragon surprises the victim: each hit deals double damage.
Pick-up thresholds (attack roll needed):
| Size | Attack Roll | Victims Picked Up |
|---|---|---|
| Small | 20 | 1 claw grip |
| Regular | 18–20 | 2 claw grips |
| Large | 16–20 | 2 claws + 1 bite grip |
Held in claw: Victim attacks at –2 HR, minimum damage only. Takes automatic claw damage each round. If victim wins initiative, may act first (cast spell, use item). Dragon may bite a claw-held victim at –2 HR — on success, transfers to bite.
Held in bite: Automatic bite damage each round. Cannot concentrate regardless of initiative. When dead, swallowed.
Kick #
Hit victim must Save vs. Paralysis or be knocked down. Penalty to save = damage dealt. Knocked-down victim auto-loses initiative next round.
Tail #
Hit victim must Save vs. Paralysis or be knocked down AND disarmed. Penalty to save = damage dealt. Disarmed victim spends one round recovering weapon or switching — loses initiative either way.
Only large or huge dragons use tail effectively. Small dragons may use tail for damage only at DM’s option.
Wing #
Range: 3 ft per HD of the dragon. Hit victim must Save vs. Paralysis or be stunned. Penalty to save = damage dealt.
Sleeping Dragons #
The chance of being asleep applies only when the dragon is on the ground — flying dragons are never asleep.
| Color | Chance Asleep |
|---|---|
| White | 50% |
| Black | 40% |
| Green | 30% |
| Blue | 20% |
| Red | 10% |
| Gold | 5% |
Sleeping attack bonus: Attackers gain +2 to all attack rolls during the first round. The dragon wakes at the end of round 1. Combat is normal from round 2.
Pretending to sleep: The RC explicitly notes a dragon may be pretending. A dragon that is pretending has all senses active and may act with full capability on round 1 when the party believes they have surprise.
Talking Dragons and Spells #
| Color | Chance of Talking |
|---|---|
| White | 10% |
| Black | 20% |
| Green | 30% |
| Blue | 40% |
| Red | 50% |
| Gold | 100% (always) |
Talking dragons can also use magical (not clerical) spells. Spell levels available are given in the individual color entries.
Dragon spell-casting rules (from Dragon #158, Serpents and Sorcery):
Dragons do not memorize specific spells daily. Instead they learn spells permanently — once learned, the dragon retains the spell forever and may cast any spell it knows, choosing situationally. Casting tires the dragon; it needs rest to recover spell capacity.
Spell recovery by sleeping (from AC10):
| Color | Hours of Sleep to Recover One Spell Level |
|---|---|
| White | 5 hours |
| Black | 4 hours |
| Green | 3 hours |
| Red | 1 hour |
| Gold | ½ hour |
| Rulers | Recover all next day (no minimum sleep) |
Dragons recover spells from lowest level to highest. If awakened during recovery, only the spell being recovered at that moment is lost.
Caster level: Up to young adult age (4 HP per HD), caster level = HD. From adult age onward, caster level = total HP ÷ 4.
Example: A 15 HD large red dragon with 88 HP casts at 22nd level.
Spell selection by color: See individual color entries. Dragons favor spells related to their environment, breath weapon type, and tactical goals. They do not need spell books — dragon magic is instinctive and cannot be taught to non-dragons.
Material components: Dragons tend to avoid spells requiring small material components (difficult to handle). They may use Polymorph Self or special elemental abilities to handle components when needed.
Dragon Spells Table (Talking Dragons) #
| Color | Size | Spells by Level (1/2/3/4/5) |
|---|---|---|
| White | Small | 3/— /— /— /— |
| White | Regular | 4/— /— /— /— |
| White | Large | 5/— /— /— /— |
| White | Huge | 5/2/— /— /— |
| White | Gargantuan | 5/3/1/— /— |
| Black | Small | 3/2/— /— /— |
| Black | Regular | 4/2/— /— /— |
| Black | Large | 5/3/— /— /— |
| Black | Huge | 5/3/2/— /— |
| Black | Gargantuan | 5/4/2/1/— |
| Green | Small | 3/2/1/— /— |
| Green | Regular | 4/3/2/— /— |
| Green | Large | 5/3/2/— /— |
| Green | Huge | 5/4/3/1/— |
| Green | Gargantuan | 5/4/3/2/1 |
| Blue | Small | 3/3/2/2/— |
| Blue | Regular | 4/3/3/2/— |
| Blue | Large | 5/4/3/2/— |
| Blue | Huge | 5/4/4/3/1 |
| Blue | Gargantuan | 5/5/4/3/2 |
| Red | Small | 3/3/3/2/1 |
| Red | Regular | 4/4/3/3/2 |
| Red | Large | 5/4/3/3/3 |
| Red | Huge | 5/5/4/4/3 |
| Red | Gargantuan | 5/5/5/4/4 |
| Gold | Small | 4/3/3/2/1 |
| Gold | Regular | 5/4/4/3/2 |
| Gold | Large | 5/5/4/3/3 |
| Gold | Huge | 5/5/5/4/4 |
| Gold | Gargantuan | 5/5/5/5/5 |
Dragon Age and Treasure #
Age modifies HD: A dragon may vary ±3 HD from its listed size-tier value based on age (younger = fewer HD, older = more).
Age modifies treasure:
- Younger dragons: 1/4 to 1/2 listed treasure
- Average (listed): standard
- Older dragons: up to double listed treasure
Dragon treasure is found only in the lair. Lairs are rarely left unguarded and are well-hidden.
Dragon Longevity (Table 2, Dragon #158) #
Maximum years of life without magical intervention:
| Color | Years of Life |
|---|---|
| White | 1d20 × 6 |
| Black | 2d12 × 7 |
| Green | 3d10 × 8 |
| Blue | 4d8 × 9 |
| Red | 2d12 × 10 |
| Gold | 3d12 × 11 |
Female dragons live 10% longer (rounded up).
Subduing Dragons #
Intention must be declared before combat begins.
All attacks must be with the flat of the sword — no missile weapons, no spells. Subduing damage is not real damage. The dragon fights normally until reduced to 0 or below subduing HP, at which point it surrenders.
The dragon surrenders because it realizes its attackers could have killed it — they have proven themselves its betters. It submits accordingly.
Subdual does not reduce breath weapon damage (the dragon’s real HP is unchanged).
Post-subdual behavior:
- The dragon constantly looks for escape opportunities
- A reasonable opportunity (unguarded at night, ordered to guard alone) = escape attempt
- Ordered to perform an obviously suicidal task = escape attempt, possibly with violence against captors
- Chaotic dragons are particularly troublesome, undermining their master’s plans at every opportunity
- Commands will be followed to the letter while perverting their intent whenever possible
“Second-hand” dragons (sold after subdual) are more troublesome — they have no reason to fear the new master. This can be alleviated if the new master demonstrates power sufficient to kill the dragon if desired.
Sale price: DM’s discretion, maximum 1,000 gp per HP.
Load and Barding #
Standard load: Full speed at 1,000 cn × HD; half speed at 2,000 cn × HD.
Barding multiplier by size:
- Small dragon: ×3
- Regular dragon: ×5
- Large dragon: ×10
Dragon Parts — Magical Components (AC10) #
When dragons are killed, their parts retain magical properties usable in crafting.
Magical Plus by Size and Color #
| Color | Small | Regular | Large |
|---|---|---|---|
| White | +1 | +1 | +2 |
| Black | +1 | +1 | +2 |
| Green | +1 | +2 | +2 (+3 possible) |
| Blue | +1 | +2 | +3 |
| Red | +1 | +2 | +3 |
| Gold | +1 | +2 | +3 |
| Pearl/Opal/Diamond | +4 | — | — |
| The Great One | +5 | — | — |
Part Applications #
Scales/hide: Protection equal to the plus against that dragon’s breath weapon type. Fabricated into armor or a shield.
Teeth/claws: Weapons with the appropriate plus. Must be melded into the business end by a Magic-User (standard smith cannot do this).
Wings: Grant flight at 1/3 the deceased dragon’s speed for 1d4 rounds plus the magical plus. The character never knows the exact duration.
Eyes: Grant visual acuity or ESP ability (DM’s choice).
Blood/brains: Potions providing breath weapon protection or spell ability.
Gold dragon parts specifically: Teeth, claws, or scales used in potions of treasure finding or wands of metal detection (precious metals).
The Social Consequence #
Base 50% chance any dragon encountered recognizes a PC carrying equipment made from dragon parts.
80% chance if the powers are used within the dragon’s perception.
Recognition does not guarantee immediate action, but the word spreads. All dragons of the same color and alignment will eventually know.
The Ceremony of Sublimation #
The Five Cycles #
Every adult dragon undergoes five cycles before attempting the Ceremony. Each cycle lasts one month per HD plus 1d6 months (except the last cycle and the Ceremony itself, which require one day per HD plus 1d6 days).
Cycle 1 — Hoarding of Wealth: The dragon seeks precious metals, gems, jewelry, and priceless treasures. Must acquire at least 1,000 gp of treasure per HD before moving to the next cycle. Young adults seek coins and gems; older dragons favor jewelry, art pieces, and rarities.
Cycle 2 — Quest for Magic: The dragon seeks magical items. Younger adults look for simpler magical weapons; older dragons prefer arcane items (wands, staves, artifacts). This cycle may end early if the dragon acquires what it desired.
Cycle 3 — Quest for Power: The dragon establishes or expands spiritual territory. Does not affect human nations directly but may physically overlap national boundaries. The dragon seeks out and challenges other dragons in its area. The losing dragon must Save vs. Spells — failure makes it a vassal. This pyramid of dragon might has no limit on layers.
Cycle 4 — Quest for Knowledge: Dragons go dormant while their souls roam the Outer Planes — perceived as vague dreams by younger adults, understood as spiritual vagrancy by older ones. This spiritual vagrancy may increase the dragon’s knowledge of the Ceremony and its relationship with the Immortal world. Waking a dragon during this period is very displeasing — the dragon awakens in frantic anger and enters the next cycle immediately upon waking.
Cycle 5 — Feeding: After the long months of trance, the dragon is starving and physically weak. It may gorge for days or weeks. This is the most destructive and dangerous phase for dragons, especially chaotic ones. When the dragon feels it has recovered from its weakness, it senses it must begin the Ceremony.
The Ceremony Itself #
The dragon calls upon mystical forces to bind together its treasure, magic, power, and physical vitality. Disturbing a dragon during the Ceremony ruins the attempt. The dragon enters frantic anger, seeking to destroy utterly whoever was involved — no matter what their alignment.
Base failure chance: 90%
Failure Chance Modifiers #
Decrease failure by 1% for every 10,000 gp value of the dragon’s hoard, up to 100,000 gp (maximum –10% from this source).
Decrease failure by 1% more for every 100,000 gp beyond that, up to a total 50% decrease from hoard value.
Decrease failure by 1% for every 10 minor magical items (“minor” = DM judgment call).
Decrease failure by 2% for each major magical item (DM judgment call).
Decrease failure by 10% for an artifact (total up to 50% decrease).
Decrease failure by 1% for every 100 HD of dragons under this dragon’s suzerainty — includes all layers of the pyramid of power below the dragon (followers of followers count).
Decrease failure by 1%–10% (roll 1d10) reflecting how well the dragon did during its months of spiritual vagrancy (provided the period was not prematurely ended).
Decrease failure by 2% if the dragon is female and has mated once.
Decrease failure by 4% if female and mated twice. (Females are notoriously stronger than males of the same age.)
Add the dragon’s HD to the failure chance — the more powerful the dragon, the harder it is to improve itself.
Table 3 — Results of Ceremony of Sublimation #
To succeed, the dragon must roll higher than its final failure percentage on d100.
| Failure Score Beaten By | Effect | A | B | C | D |
|---|---|---|---|---|---|
| 1–10% | Dragon gains 1 HD | 1 | |||
| 11–20% | Dragon gains 1 HD and spell-casting ability* | 1 | 1 | ||
| 21–30% | Dragon gains 2 HD | 2 | 2 | 1 | |
| 31–40% | Dragon gains 2 HD and spell-casting ability* | 2 | 3 | 2 | |
| 41–50% | Dragon gains 3 HD | 2 | 4 | 3 | 1 |
| 51–60% | Dragon gains 3 HD + 1 Extra Breath Attack | 2 | 5 | 4 | 2 |
| 61–70% | Dragon gains 4 HD | 3 | 6 | 5 | 3 |
| 71–80% | Dragon gains 4 HD + 1 Extra Breath Attack | 4 | 7 | 6 | 4 |
| 81–90% | Dragon gains 5 HD | 5 | 8 | 7 | 6 |
| 91–99% | Dragon gains 5 HD and a +10% bonus on the next ceremony** | ||||
| 100%+ | Dragon rolls on this table; Dragon becomes an Immortal dragon guardian** |
*If the dragon already has this ability, the dragon gets another 1 HD and speaking ability.
**This means the dragon must reduce its chances of failure to less than zero. Only huge talking dragons may become Immortal dragon guardians.
Natural Abilities Based on Sublimation #
The A/B/C/D columns in Table 3 indicate how many rows deep the dragon reads into each of the four Natural Ability lists below. The number in the column = the number of abilities gained from that list, reading from the top down. Abilities are cumulative across ceremonies.
Column A — 3× per Day (cumulative):
| Row | Ability |
|---|---|
| 1 | Fear Aura: –1 to saves vs. Fear |
| 2 | Fear Aura: –2 to saves vs. Fear |
| 3 | Fear Aura: –3 to saves vs. Fear |
| 4 | Fear Aura: –4 to saves vs. Fear |
| 5 | Fear Aura: –5 to saves vs. Fear |
| 6 | Suggestion: –1 to saves vs. Spells |
| 7 | Suggestion: –2 to saves vs. Spells |
| 8 | Suggestion: –3 to saves vs. Spells |
| 9 | Suggestion: –4 to saves vs. Spells |
| 10 | Suggestion: –5 to saves vs. Spells |
Column B — Always in Effect:
| Row | Ability |
|---|---|
| 1 | Spittle as Breath |
| 2 | Blood as Breath |
| 3 | Claws treated as +1 weapons (max +5) |
| 4 | Teeth treated as +1 weapons (max +5) |
| 5 | Claws of Cancellation |
| 6 | Teeth of Sharpness |
| 7 | (further abilities at DM discretion) |
| 8 | (further abilities at DM discretion) |
Column C — 3× per Day:
| Row | Ability |
|---|---|
| 1 | Hypnotic Gaze |
| 2 | Roar of Blasting |
| 3 | Shout |
| 4 | Shocking Grasp |
| 5 | Shield |
| 6 | Polymorph Self |
| 7 | Polymorph Other |
| 8 | Mirror Image |
| 9 | Invisibility |
| 10 | Hold Person |
| 11 | Burning Hands |
| 12 | Alarm |
| 13 | Charm |
Column D — Always in Effect (While Awake):
| Row | Ability |
|---|---|
| 1 | Immune to 1st level spells |
| 2 | Immune to 2nd level spells |
| 3 | Immune to 3rd level spells |
| 4 | Immune to 4th level spells |
| 5 | Immune to 5th level spells |
| 6 | Immune to 6th level spells |
| 7 | Regenerate 1 HP/round |
| 8 | Regenerate 2 HP/round |
| 9 | Regenerate 3 HP/round |
| 10 | Regenerate 4 HP/round |
| 11 | Regenerate 5 HP/round |
| 12 | Regenerate 6 HP/round |
How to read the columns: A result of “3” in Column A means the dragon gains Fear Aura rows 1, 2, and 3 (–1, –2, and –3 cumulative fear save penalties). A result of “4” in Column D means immunity to 1st, 2nd, 3rd, and 4th level spells. These stack across multiple successful ceremonies — a dragon that has undergone three successful ceremonies accumulates all abilities from all three results.
Extra Breath Attacks: Results at 51–60% and 71–80% grant one additional breath attack per day beyond the standard 3. A dragon that achieves both results in separate ceremonies has 5 breath attacks per day total.
The path to Huge and Gargantuan: The HD gains from Table 3 (1–5 HD per ceremony) combined with the base RC HD create the organic progression to Huge and Gargantuan sizes. A Small black dragon at 7 HD that achieves an 81–90% result gains 5 HD (now 12 HD, entering Regular range). Multiple successful ceremonies over decades or centuries push the dragon to Large, then Huge, then Gargantuan. The Dragon Rulers are simply the most successful examples of this process.
Post-Ceremony #
Once successful, the transformation occurs within 1d6 hours. More spectacular transformations are quite painful — when a dragon gains multiple HD or reaches a new size category, it literally sheds its skin.
After the ceremony, a dragon is more likely to seek a mate (10% chance if it never mated before; 1% otherwise).
If the d100 roll indicates Immortality: The dragon must Save vs. Death Ray or die on the spot, unless it is a huge dragon with maximum HD. If it survives and becomes an Immortal guardian, it leaves for another plane — taking all artifacts it owns. All remaining possessions including magic items and treasure disintegrate during the ceremony.
Omens of Coming #
When a dragon transitions size categories, events occur in the surrounding region.
Chaotic Dragons #
Small → Regular: Devastating earthquake; volcanoes may surge and erupt; wave of terror among chaotic dragons now free from magical bonds.
Regular → Large: More radical changes to the realms of magic and time — anti-magic areas of variable intensity, regions where spell-casting is altered, areas where laws of physics and magic constantly shift. Heaven for wizards; hell for normal people. The region attracts magical gates, ores with strange properties, unexplainable phenomena.
Large → Huge: Wave of terror and destruction inflicted on the region; all chaotic dragons nearby celebrate and potentially war against each other. Regional political upheaval likely.
Huge → Gargantuan / Ceremony → Immortality: Catastrophic regional devastation. Multiple Omens cascade simultaneously across a wide area. If the dragon becomes an Immortal guardian, it departs — leaving a permanent scar on the landscape.
Lawful Dragons #
Small → Regular: Small good events locally — exceptional harvest, great charity from local nobility, departure of an evil monster, curing of a nagging problem.
Regular → Large: Aura of peace and prosperity affects the region for years. The ascension creates a permanent sanctuary for good. The dragon’s lair may become a temple or miraculous place where pilgrims can cure diseases or find greater spiritual understanding.
Large → Huge: A permanent aura of peace and prosperity settles on the region for a generation. Major evil threats in the area are driven back. A new sanctuary or holy site may be established.
Huge → Gargantuan / Ceremony → Immortality: A permanent, miraculous sanctuary with major regional effects. Healing and blessing extend across the entire region. If the dragon becomes an Immortal guardian, the lair becomes a holy site of lasting power.
Neutral Dragons #
Phenomena are totally unlike lawful or chaotic — limited to the domain of alterations, more subtle yet more drastic. Druidical gatherings become much more common. Major shifts in philosophy or religion may occur.
Small → Regular: Minor natural changes — some wildlife or vegetation becomes progressively extinct; other new life becomes more predominant. Minor water springs dry up; minor forest slowly dies while another area becomes more fertile. Strange lack of wildlife and winds in one region; another becomes a new cauldron of activity.
Regular → Large: More radical changes to magic and time. Anti-magic areas, time-altering regions, spell-blocking or spell-enhancing zones.
Large → Huge: Sweeping alterations to magic and the physical landscape across a wide region. Permanent magical anomalies may form. Druids from distant areas are drawn to witness the changes.
Huge → Gargantuan / Ceremony → Immortality: A fundamental shift in the magical nature of the entire region. The area becomes permanently altered — a place where magic works differently, where time flows strangely, or where the natural world has reorganized itself around the event.
Dragon Souls #
When a dragon dies without attaining Immortality, it lives on as a dragon soul.
Dragon soul statistics (Dragon #158):
- AC: 9 (ascending AC 11)
- HD: 1–3*
- Move: 420 ft (140 ft) flying
- Attacks: None
- Damage: None
- No. Appearing: 0 (1–400)
- Save As: F20
- Morale: 6
- Treasure: Nil
- Intelligence: High
- Alignment: Any
- XP: 50
Dragon souls appear as small objects based on their color in life — translucent golden light (gold), flickering red flame (red), crackling blue lightning (blue), throbbing green haze (green), billowing white smoke (white), gloomy shadow (black).
Dragon souls can only be found in the region of their dragon ruler. They have the ability to see and cast spells into the Prime Plane — their primary uses are providing the power for Ceremonies of Sublimation and Omens of Coming.
Every 10 dragon souls can contribute one spell level of effect to a living dragon. Once used this way, a soul must withdraw or be drained and die. Recovery takes approximately 24 hours.
Dragon souls communicate by telepathy.
Dragon Society and Politics #
The Conclave #
Once per century, each dragon species gathers at a specific location for a conclave. The purpose: measuring hoards. Dragons of sufficient size with impressive enough hoards are granted permission by their ruler to undergo the Ceremony of Sublimation.
Conclave locations by type:
- White/Crystal: Center of the coldest land
- Black/Onyx: Center of the oldest swamp
- Blue/Sapphire: Center of the largest desert
- Green/Jade: Deepest heart of the darkest jungle
- Red/Ruby: Pinnacle of the highest mountaintop
- Gold/Brown (Amber): An enchanted valley created by the most magical of their kind
Lying about a hoard at a conclave is instinctively impossible for dragons.
Dragon Might #
When a dragon subdues another, the yielding dragon becomes a vassal. The suzerain can draw a mystical force called dragon might from the yielding dragon regardless of where that dragon may be. This creates a pyramid of power.
A suzerain dragon’s vassals also count toward the suzerain’s total dragon might — including followers of followers to any depth. There is no limit to the number of layers.
The Saving Throw prevents a weak dragon from becoming a vassal of a strong one automatically — only genuine superiority creates the bond.
The bond has no mental or physical effect on the yielding dragon — it merely provides the suzerain with ruling authority and spiritual power.
Mating and Blood Ties #
Mating truce: When two dragons become mates, a truce comes into effect. Chaotic dragons may have mere tolerance; lawful dragons may experience true long-lasting friendship. Mating dragons cannot attempt to establish dominance over each other to gain dragon might.
Blood ties: Female dragons cannot do violence to their children or vice-versa. This limitation does not extend beyond the immediate mother-child level (grandchildren are at risk). Both the truce between mates and the risk of the father turning against his progeny cause the weaker dragon to leave well before the end of the truce. Female dragons are excessively possessive of their progeny and will generally seek weak males.
Dragon Guardians #
Dragon guardians are the archetype of their color and ideal — the statistics and abilities of the largest possible dragon in their category, with maximum HP and spell-casting ability. If a red dragon attained Immortality, it would be a 20 HD creature with 160 HP.
Dragon guardians retain their former appearance with the exception of an aura surrounding the body — comparable to the aura of dragon souls in its service. They are in charge of dragon souls, directing efforts toward furthering the development of living dragons.
A single dragon guardian can call up to 1d4 × 100 dragon souls per day for combat purposes or to effect a major occurrence on the Prime Plane.
Dragon guardians have the same spell immunities as a lesser dragon ruler.
Pocket Dragons #
Some dragons commit grave mistakes during their lives on the Prime Plane. Dragon rulers occasionally allow a dragon a last chance to atone — leading to reincarnation with memories of its previous life intact into a pocket dragon hatchling.
Pocket dragon statistics:
- AC: 8
- HD: 3* (Size: 3 ft)
- Move: 90 ft (30 ft) / 120 ft (40 ft) flying
- Attacks: 1 bite
- Damage: 1d3 + venom
- No. Appearing: 1–6 (2–12)
- Save As: M3
- Morale: 8
- Treasure: K, L
- Intelligence: 4
- Alignment: Neutral
- XP: 50
The bite venom gives victims –2 to Saving Throws and –2 to attack rolls (as Cure Disease negation — Save vs. Poison negates).
If the dragon learns the reasons for its reincarnation and accomplishes a particular mission, it will be accepted as a dragon soul upon its death. Otherwise the soul is forever destroyed.
Aerial Combat Rules (AC10) #
Speed and Initiative #
Air-to-air combat: Subtract slower speed from faster speed to get relative difference. Faster creature gains +1 to initiative for each 30 ft difference in speed.
Air-to-ground / ground-to-air: Standard initiative.
Altitude advantage: Higher creature gains +1 to initiative roll for the round.
Flying Mount Equipment #
Riders of flying creatures must use appropriate saddle and bridle, custom-made for the creature type. Cost: 15 gp per HD of the mount.
Steadiness and Missile Weapons #
A mount must be Steady to allow unrestricted use of missile weapons. Missiles fired from an unsteady position: –4 HR penalty.
Two-handed weapons and shields cannot be used from the back of an unsteady flying creature — at least one hand must hold the reins.
Dragon steadiness:
- Huge dragon: Steady, can carry 2 riders
- All other sizes: Not steady, can carry 1 rider
Swoop: Available to dragons at all sizes.
Training #
Flying creatures must be properly subdued (or raised from young) and trained before accepting riders. Training takes 2d6 months and costs 500 gp per month. A trainer handles up to 6 creatures but is skilled with only one type.
