Dungeon Crawl Classics doesn’t use the chromatic and metallic scheme of devising dragons which is prevalent in Dungeons & Dragons as well as in the original Monster Manual. When converting materials from D&D to DCC, I have found that completely reworking dragons into their DCC versions is the best policy. Sometimes, however, you might want to retain the original version more closely to match an environment, the dragon’s allies, or the tone of a module or module series.
Therefore, I am presenting average specimens of the chromatic dragons in DCC terms, to be followed by the metallic and named dragons in later posts. Of course, I am intentionally modifying these creatures to be more in line with their source, while trying to make the resultant dragon work within its revised form. Regardless of alignment, all chromatic dragons are thoroughly evil.
The dragon generator at Purple Sorcerer Games is highly recommended in this regard.
Black
Dragon: Init +9; Atk claw +10 melee (1d8) or bite +10 melee (1d12)
or breath weapon; AC 19; HD 9d12; MV 50’ or fly 100’; Act 3d20; SP breath
weapon (3/day, 60’ line of acid, damage equal to hp, DC 19 Reflex for half),
charm reptiles (DC 19 Will negates), amphibious; SV Fort +9, Ref +9, Will +9;
AL C.
Although they sometimes inhabit deep, dark caves, black dragons prefer locations where their reptilian allies and ability to breathe water as well as air lend them a tactical advantage. Fortunately, they are no smarter than the average human.
Blue Dragon: Init +10;
Atk claw +11 melee (1d8) or bite +11 melee (1d12) or tail slap +11 melee (1d20)
or dust cloud or breath weapon or spell; AC 20; HD 10d12; MV 50’ or fly 100’;
Act 4d20 plus 1d20 (spells); SP breath weapon (3/day, 1d4 forks of electricity
3d6x 10’ long, damage equal to hp, DC 20 Reflex for half), dust cloud (1/turn),
immunity to electrical and force damage, spellcasting (1d20+4, spells: magic shield, sleep, and ward portal); SV
Fort +10, Ref +10, Will +10; AL L.
When flying where sand or grit makes it possible, a blue dragon is capable of using two action dice to stir up a cloud of dust and sand 50’ wide at base and up to 10’ tall. Targets within suffocate (DC 20 Fort save or 1d4 Stamina loss per round), lasting 1d4+1 rounds.
Green
Dragon: Init +6; Atk claw +7 melee (1d8) or bite +7 melee (1d12) or
poisoned barbed tail +7 melee (1d20 plus poison) or breath weapon; AC 16; HD 6d12;
MV 50’ or fly 100’; Act 4d20; SP breath weapon (3/day, poison cloud up to
90’away, 1d3 x 10’ radius, 1d3 Stamina damage plus DC 16 Fort or additional 1d6
Stamina damage), poison (DC 16 Fort or 2d4Stamina damage), clear passage; SV
Fort +6, Ref +6, Will +6; AL L.
Green dragons prefer underground lairs in or near wild, bleak forests of the bleaker wilder sort if possible. They are very nasty tempered, thoroughly evil, and resentful of any intrusion into their privacy. They can pass through vegetation without leaving any trace at will.
Red Dragon: Init +12;
Atk claw +13 melee (1d8 plus snatch) or bite +13 melee (1d12) or tail slap +13
melee (1d20) or wing buffer +13 melee (2d12) or breath weapon or spell; AC 22;
HD 12d12; MV 50’ or fly 100’; Act 6d20 plus 1d20 (spells); SP breath weapon
(3/day, 90’ cone of fire with 30’ base, damage equal to hp, DC 22 Reflex for
half), snatch, hypnotic stare (DC 22 Will negates), immunity to fire,
spellcasting (1d20+6, spells: charm
person, detect magic, detect invisible, and shatter); SV Fort +12, Ref +12, Will +12;
AL C.
On a successful claw attack, a red dragon snatches its target and automatically delivers 1d6 crushing damage each round. If flying, the dragon can drop the grabbed target from any height, causing 1d6 damage per 10’ fallen. Snatched creatures can attempt to escape with a DC 22 Strength check. While a creature is snatched, the dragon cannot use that claw or its associated action die.
Red dragons can also hypnotize targets with their gaze. A red dragon can gaze into the eyes of one target per round by using one action die to do so. A creature that meets the dragon’s gaze must make a DC 22 Will save or stand stupefied as long as the dragon holds its gaze.
White
Dragon: Init +5; Atk claw +6 melee (1d8) or bite +6 melee (1d12) or
breath weapon; AC 15; HD 5d12; MV 50’ or fly 100’; Act 3d20; SP breath weapon
(3/day, 1d6 x 10’ cone of cold with 1d4 x 10’ bade, damage equal to hp, DC 15 Fort
for half), ice-walking, immunity to cold; SV Fort +5, Ref +5, Will +5; AL C.
Relatively small and stupid, white dragons (draco rigidus frigidus) spend much of their time sleeping (60%) and only 20% are even capable of speech. They favor chilly regions, lairing in icy caves or deep subterranean places. Although not as intelligent as most other dragons, they are as evil and greedy as any. White dragons can move along icy floors and surfaces without fear of slipping.
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