Advanced Aquatic Dragon

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Summon Energon

Psychoportation [see below] Level: Psion/wilder 3 Display: Auditory and visual; see text Manifesting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level (D) Saving Throw: None Power Resistance: No Power Points: 5 You summon an energon. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the energon, you can direct it not to attack, to attack particular enemies, or to perform other actions. The power summons one of the five energons listed in the Planar Handbook: xac-yel (fire), xac-yij (acid), xapyaup (electricity), xong-yong (sonic), and xor-yost (cold). You choose which kind of energon to summon each time you manifest the power. This powers descriptor is the same as the nature of the energon you manifest. Augment: For every 2 additional power points you spend, you summon an energon with 1 additional hit die (maximum 15 HD). Note: The energons summoned by this power reside not in the planes indicated in their Planar Handbook entries. They hail from a separate population of energons that dwell in the Ethereal Plane. If your campaign does not have the Ethereal Plane, assign a different plane for these energons. Powers and effects that block access to the Ethereal Plane cause this power to fail.

tourmaline dragons), and larger (aquamarine, quicksilver, and ultramarine dragons). Colossal+ Size: A Colossal+ aquatic dragon deals 4d6 points of damage with its fin attacks and 4d8 with its flipper slaps. Caster Level: A great wyrms cleric caster level increases by two for every virtual age category the dragon gains. (By analogy, a gem dragons psion manifester level increases by two as well.)

HALF-AQUATIC DRAGON
Aquatic dragons are just as virile as their terrestrial cousins, and half-aquatic dragon offspring are not unheard of. Such creatures inherit certain draconic abilities as do halfdragons with terrestrial dragon parents, but there are noticeable differences.

SAMPLE HALF-DRAGON
Here is an example of a half-sepia dragon using a sahuagin as the base creature. Half-Sepia Dragon/Half-Sahuagin Medium-sized Dragon (aquatic) Hit Dice: 2d10+4 (15 hp) Initiative: +1 Speed: 30 ft. (6 squares), swim 60 ft. Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 15 Base Attack/Grapple: +2/+4 Attack: Talon +4 melee (1d4+2) or trident +4 melee (1d8+3) or heavy crossbow +3 ranged (1d10/1920) Full Attack: Trident +4 melee (1d8+3) and bite +2 melee (1d6); or 2 talons +4 melee (1d4+2) and bite +2 melee (1d6); or heavy crossbow +3 ranged (1d10/1920) Space/Reach: 5 ft./5 ft. Special Attacks: Blood frenzy, breath weapon, rake 1d4+1 Special Qualities: Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, immunities (acid, paralysis, sleep), light blindness, low-light vision, speak with sharks, water dependent Saves: Fort +3, Ref +4, Will +4 Abilities: Str 22, Dex 13, Con 14, Int 16, Wis 13, Cha 11 Skills: Handle Animal +4*, Hide +6*, Intimidate +5, Knowledge (dragon) +6, Listen +6*, Profession (hunter) +4*, Ride +3, Spot +6*, Survival +5* Feats: Great Fortitude, MultiattackB Environment: Warm aquatic Organization: Team (58) Challenge Rating: 4 Treasure: Standard Alignment: Always lawful evil

ADVANCED AQUATIC DRAGON


As with their terrestrial relatives, true aquatic dragons can advanced in age and power beyond the great wyrm age. The rules for aquatic dragon advancement are the same as those for terrestrial dragons, with minor differences as noted below. Size: Aquatic dragons fall into three size groups: smaller (rubidium, vermilion, and zircon dragons), normal (cesium, sepia, and

Advancement: By character class Level Adjustment: +5 This half-sepia dragon/half-sahuagin leads its own team of sahuagin hunters, effectively directing them in combat against their aquatic elf enemies and rival teams. Combat A half-sepia dragon/half-sahuagin is even more dangerous in combat than a full-blooded sahuagin. Its increased strength, breath weapon, and immunities to acid, paralysis, sleep effects, and spells that affect only humanoids emboldens it to wade into the thick of battle where it can unleash its blood frenzy. Breath Weapon (Su): Once per day a halfsepia dragon/half-sahuagin can breath a 60foot line of acid that deals 6d8 damage (Reflex DC 13 for half damage). Blindsense (Ex): A half-sepia dragon/halfsahuagin can locate creatures underwater within a 30-foot radius. This ability works only when it is underwater. Blood Frenzy (Ex): Once per day a halfsepia dragon/half-sahuagin that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a 2 penalty to Armor Class. It cannot end its frenzy voluntarily. Rake (Ex): Attack bonus +2 melee, damage 1d4+1. A half-sepia dragon/half-sahuagin also gains two rake attacks when it attacks while swimming. Freshwater Sensitivity (Ex): A half-sepia dragon/half-sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed. Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a half-sepia dragon/half-sahuagin for 1 round. On subsequent rounds, it is dazzled while operating in bright light. Speak with Sharks (Ex): A half-sepia dragon/half-sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as food, danger, and enemy. It can use the Handle Animal skill to befriend and train sharks. Water Dependent (Ex): A half-sepia dragon/half-sahuagin can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master s Guide).

Skills: A half-sepia dragon/half-sahuagin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Underwater, a half-sepia dragon/halfsahuagin has a +4 racial bonus on Hide, Listen, and Spot checks. *A half-sepia dragon/half-sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of its home. *A half-sepia dragon/half-sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks.

CREATING A HALF-AQUATIC DRAGON


Half-aquatic dragon is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A half-aquatic dragon uses all the base creatures statistics and special abilities except as noted here. Size and Type: The creatures type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves. Hit Dice: Increase base creatures racial HD by one die size, to a maximum of d12. Do not increase class HD. Speed: A half-aquatic dragon that is Large or larger has fins and can swim at its base land speed (if any), unless it already has a swim speed, in which case it uses whichever speed is faster. A half-aquatic dragon that is Medium or smaller does not have fins.i Armor Class: Natural armor improves by +4. Attack: A half-aquatic dragon has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-aquatic dragon retains this ability. A half-aquatic dragon fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead. Full Attack: A half-aquatic dragon fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack. Damage: Half-aquatic dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage

values in the table below. Otherwise, use the values below or the base creatures damage values, whichever are greater.
Size Bite Damage Claw Damage Fine 1 Diminutive 1d2 1 Tiny 1d3 1d2 Small 1d4 1d3 Medium 1d6 1d4 Large 1d8 1d6 Huge 2d6 1d8 Gargantuan 3d6 2d6 Colossal 4d6 3d6

dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creatures list as class skills, and other skills as cross-class. Swim becomes a class skill. Environment: Same as either the base creature or the dragon variety. Challenge Rating: Same as the base creature + 2 (minimum 3). Alignment: Same as the dragon variety. Level Adjustment: Same as base creature +3.

Special Attacks: A half-aquatic dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon variety (see the table below), usable once per day. A half-aquatic dragons breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 halfaquatic dragons racial HD + half-aquatic dragons Con modifier) reduces damage by half.
Dragon Variety Breath Weapon* Sepia line of acid Ultramarine cone of cold Vermilion cone of steam (fire) Cesium line of electricity Quicksilver line of poison* Rubidium cone of steam (fire) Aquamarine cone of sonic Tourmaline line of electricity Zircon cone of light *A line is 5 feet high, 5 feet wide, and 60-feet long. A cone is 30 feet long. **Contact, initial damage 6d8 hp, Fortitude save for half damage

AQUATIC DRAGON DISCIPLE


Characters who have traces of aquatic dragon ancestry can take levels in the dragon disciple prestige class to emulate their dragon ancestor. Because most of the requirements and class features of the aquatic dragon disciple are identical to those presented in the DUNGEON MASTERs Guide, only the differences are listed here.

REQUIREMENTS
Skills: Knowledge (religion) 8 ranks. Spellcasting: Ability to cast divine spells from the cleric spell list.

CLASS FEATURE
Breath Weapon (Su): The dragon disciples breath weapon follows the size and type as indicated in the table for half-dragon breath weapons. Fins (Ex): At 9th level, a dragon disciple grows a set of draconic fins. He may now swim at a speed equal to his normal land speed unless he already has a faster swim speed.

Special Qualities: A half-aquatic dragon has all the special qualities of the base creature, plus darkvision out to 60 feet and low-light vision. A half-aquatic dragon has immunity to sleep and paralysis effects, and an additional immunity based on its dragon variety.
Dragon Variety Sepia Ultramarine Vermilion Cesium Quicksilver Rubidium Aquamarine Tourmaline Zircon Immunity Acid Cold Fire Electricity Poison Fire Sonic Electricity Light

EPIC AQUATIC DRAGON DISCIPLE


Bonus Feats: The following feats are not included in the bonus feat list: Epic Skill Focus (Knowledge [arcana]), Flyby Attack, Wingover. The following feat is included: Epic Skill Focus (Knowledge [religion]). Variant Rule: Aquatic Dragon Disciple Epic Progression The Epic Insights Compilation by Andy Collins and Mark Jindra presents a variant epic progression for the dragon disciple, based on the original prestige class as presented in Tome and Blood. If you prefer that progression, make the following changes.

Abilities: Increase from the base creature as follows: Str +8, Con +2, Int +2, Cha +2. Skills: A half-aquatic dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) (HD + 3). Do not include Hit Dice from class levels in this calculationthe half-aquatic dragon gains

At 12th level substitute fin slam for wing slam. Instead of a tail slap, at 17th level the the dragon disciples forelimbs develop webbing between the digits which enable it to make two slaps. It cannot simultaneously deliver a claw attack.

ABOUT THE AUTHOR


Raymond Thaddeus C. Ancog is a paleontologist who dreams of worlds where evolution has taken divergent courses. His first exposure to the world of D&D is with the Dragonlance Chronicles trilogy by Margaret Weis and Tracy Hickman. When he is not dreaming, he reads anything from fantasy to religion to science and likes to sing, watch cartoons, racewalk, swim, and play with his pet dogs. Check out his website at www.geocities.com/originalravinray.

I did not give the half-aquatic dragon template the water breathing ability in order to balance it with the standard halfdragon template. After all, an aquatic half-terrestrial dragon does not become amphibious unless the base creature already was amphibious.

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