Monday, 11 August 2025

Let’s Convert the Monster Manual: Tiamat, the Chromatic Dragon

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. In converting the “name” dragons, players and judges should remember that DCC dragons are not the same as D&D dragons.

I do not believe that I ever used Tiamat as a DM, but I did encounter her once as a player. A friend of mine wanted to try DMing, and he wanted to start with a high-level game, giving us an XP budget to purchase levels and magic items, and allowing us to choose our own spells. I cautioned him against this, as the complexity of such a game and understanding just what high-powered 1e character could do (especially using Unearthed Arcana), but he forged ahead. In his mind, we would go on a grand campaign to defeat Tiamat. In reality, we went directly to her lair where, before she could act her consorts were all dead and she was nearly so. The combat, as I recall it, lasted one round, culminating in a retributive strike that killed Tiamat but which my wizard survived.

Good times. It was fun, but the DM was left stunned.

The dragon generator at Purple Sorcerer Games is highly recommended in this regard.

Tiamat, the Chromatic Dragon: Init +19; Atk claw +20 melee (1d8) or bite +20 melee (1d12) or tail slap +20 melee (1d20) or breath weapon or spell; AC 29; HD 19d12 (128 hp); MV 80’ or fly 160’; Act 8d20; SP breath weapon (1/day, cone of acid 40’ long with 20’ base, damage equal to Tiamat’s hit points, Fort DC 29 half), breath weapon (1/day, electricity, 1d4 line arcs 3d6 x 10’ long, damage equal to Tiamat’s hit points, Ref DC 29 half), breath weapon (1/day, cloud of poison gas 30’ radius up to 90’ away, Fort DC 29 or die), breath weapon (1/day, line of fire 120’ long and 10’ wide, damage equal to Tiamat’s hit points, Ref DC 29 half), breath weapon (1/day, cone of cold 60’ long with 20’ base, damage equal to Tiamat’s hit points, Fort DC 29 half), independent heads, retinue, frightful presence (Will DC 29 or flee in terror 1d4 turns), planar travel, devilish regeneration; SV Fort +19, Ref +19, Will +19; AL C.

Spells (+12 to spell check): (black) choking cloud, color spray, (blue) detect invisible, detect magic, (green) dispel magic, gust of wind, (red) lightning bolt, magic shield, (white) mirror image, and planar step.

Tiamat lairs upon a hell-plane which it is said she rules, and there she spawns evil chromatic dragons with her constant paramours – one of each chromatic dragon type, each of whom are among the most powerful of their kind. Tiamat has five heads, one for each type of evil chromatic dragon, each with its own breath weapon. The color of each head runs the length of their respective necks and into the forepart of Tiamat’s body as stripes, gradually blending over her back.

Tiamat’s heads can act or be targeted independently, taking 26 hit points of damage each before being put out of commission, but this damage does not affect her body. Each of Tiamat’s heads can cast two spells, as indicated above. When a given head is out of commission, she can no longer cast the associated spells. Because of this, Tiamat does not have an additional action die for spells, but must give up a bite attack for each spell she wishes to cast.

Tiamat can travel the planes noncorporeally at will, but if all heads are put out of commission, or her body is reduced to 50 hp or less, she is banished back to her own plane. While in this hell-plane, she regenerates all damage within 24 hours. Only if reduced to 0 hp in her own lair can Tiamat be truly destroyed.

Tiamat exemplifies the arrogance and greed of the worst of dragonkind. She hates all good as fiercely as she loves cruelty, and those who wish to obtain a patron bond with her must first convince an evil chromatic dragon to tutor them in the specifics of the ceremony. Both the dragon tutor and Tiamat will demand much treasure for this consideration, and none may bond with the chromatic dragon without undertaking 1d4+1 quests on her behalf. For her part, Tiamat hopes the weak and foolish will destroy themselves, leaving only the strongest to toil on her behalf.

Invoke Patron check results:

12-13     The insignificance of the caster causes Tiamat to barely pay attention to the invocation. She restores one lost spell to the caster’s mind before turning her attention elsewhere.

14-17     The caster breathes a cone of cold 40’ long with a 10’ base, causing 1d6 + CL damage to all creatures caught within it (Fort save DC 15 for half).

18-19     The caster breathes lightning in 1d4 lines, each 2d6 x 10’ long and 2’ wide. Any creature caught by these lines takes 2d7 + CL damage (Reflex DC 15 for half).

20-23     The caster spits a gout of acid in a 60’ cone with a 30’ base. All creatures in this area take 3d8 + CL damage (Fort DC 20 for half). Worse, any creature that fails this save takes an additional 1d8 damage each round for 1d6 rounds, as the acid eats into their flesh.

24-27     The caster breathes a 20’ diameter cloud of poisonous gas up to 20’ away. Any creature caught within this cloud, which persists 1d6 rounds, must succeed in a DC 20 Fort save or die.

28-29     The caster feels fire inside their lungs, and gains the ability to breathe fire in a 60’ cone with a 20’ base. The caster gains 1d5 +CL d10 for damage, and can divide those up however they desire, so long as at least 1d10 damage is done. The caster can breathe fire so long as they have any dice left for damage. When all the dice are used, the burning sensation is gone, and the caster can no longer use this ability. Every creature caught by the cones of fire takes damage (Reflex DC 25 for half).

30-31     The caster gains a pool of 5d5 +CL d12 which can be used to harness breath weapons. Each time  the caster decides to use a breath weapon, they must decide how many dice from the pool to use for damage, and then roll 1d5 to determine the form that the breath weapon takes. Every creature caught in the breath weapon is affected. When all the dice are used, the caster can no longer use this ability.

To determine the form of the breath weapon, roll 1d5: (1) cone of acid 40’ long with 20’ base, Fort DC 30 for half damage, (2), 1d4 line arcs of electricity, 1d6 x 10’ long each, Reflex DC 30 for half damage, (3), cloud of poison gas 20’ radius up to 10’ away, no damage (dice committed are lost) but Fort DC 30 or die, (4), line of fire 60’ long and 10’ wide, Reflex DC 30 for half damage, or (5) cone of cold 60’ long with 20’ base, Fort DC 30 for half damage.

32+         Tiamat transforms the caster instantly into a chromatic dragon. Roll 1d6 for type: (1) black, (2) blue, (3) green, (4) red, (5) white, or (6) allows caster to choose. The caster gains the attacks (including the action dice needed to use them, but not attack modifiers), AC, movement, save Reflex and Fortitude save modifiers, and breath weapon of the dragon type, but no additional abilities. The caster may still use spells as normal.

                This transformation lasts until the caster wills it to cease. Within the first CL hours, the caster may simply choose to end the transformation. Thereafter, the caster must succeed in a Will save to do so (DC 5 + full days spent in draconic form). Failure means that the caster cannot end the transformation that day.

If the caster ever rolls a natural “1” on this save, or if the DC is allowed to rise to 35, the caster completes transformation into a dragon of that type. Their old life and memories fall away and they become NPC monsters under the control of the judge. Should the caster’s companions be present when this occurs, things will probably take a turn for the worse.

No comments:

Post a Comment