Showing posts with label dragons. Show all posts
Showing posts with label dragons. Show all posts

Saturday 6 August 2022

Dragons...! (Part Four)

Here is another in my series that describes chitinous dragons (previous posts can be found here):

CHITINOUS DRAGON (Weaver)


FREQUENCY: Very Rare
NO. APPEARING: 1-2
ARMOR CLASS: 0
MOVE: 12"/36"/*20
HIT DICE: 6-8
% IN LAIR: 30%
TREASURE TYPE:  G, S, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12, 2-12, 3-18
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT: Neutral Good
SIZE: L (12' long)
PSIONIC ABILITY: Nil
                Attack/Defense Modes: Nil
CHANCE OF:
                Speaking: 70%
                Magic Use: 30%
                Sleeping: 30%


Weaver Dragons prefer lonely mountains and other high, remote places. Their lairs are made up of a large, dense web-like structure spun between two high points or within a crevasse, with their treasure kept in numerous (2-20), hard to reach nests.

As they spend much of their time on the wing, their attacks will predominantly come from above. Its breath weapon is a mass of sticky, web-like material 6" long, 4" wide and 5" high that rapidly contracts around a victim, inflicting 1-8 points of damage per round. This can be removed with sharp instruments or by those possessing a Strength of 17 or more. It can also bite or strike out its powerful rear legs, whose talons inflict 2-12 points of damage. If the dragon can speak and employ magic, they will know 1-3 Druid spells of 3rd to 5th level.
 
Weaver Dragons prefer to shun any form of contact and, despite their somewhat fearsome appearance, are generally quite aloof and distant in their mannerisms. However, they are generally amiable to dwarves and gnomes and might converse with any they encounter in an adventuring party. Even then, they will stay airborne unless they are met in their lair. They will have an intimate knowledge of the landscape around this lair, out to a distance of 100 miles, and thus could be a source of useful information. On very rare occasions, should decide or be convinced to assist in some way, a Weaver Dragon might offer to carry one or two individuals no further than 100 miles. They speak Common, Dwarven and Gnomish, as well as having their own language. If two are encountered, it will be a mating pair.
 
The web-like material from which their lairs are woven can be worked and formed into armour or a shield, although artificers who can perform such a task are rare and very expensive. These items are treated as if they were magical, a complete set of armour (weighing 50 gp) being +5 and shields (weighing 10 gp) +3 respectively. Unless painted, this armour is always whitish-grey. Alternatively, every 100 years a dragon will weave a suit of personalised armour or a shield for an individual who has provided them with some great service or act of friendship (it is left to the Dungeon Master to decide how this might occur). 
 
Description: Weaver Dragons are generally a rusty-red colour with patches of dark yellow. The tips of their wings and limbs are blue-green. As they reach the end of their lifespan (approximately 400 years), they become whitish-yellow.

Sunday 23 August 2015

'Hic sunt dracones...', part 3

After a bit of a hiatus, and further to my previous posts about sea dragons (here and here), it's time for... another sea dragon. For this post, I've gone for a bit of a 'weird' design, and will include details of it's crew. As always, there are sketches to give you some idea of what things look like...

SEA HORROR (Greater Sea Dragon)


FREQUENCY: Rare
NO. APPEARING: 1 
ARMOR CLASS: 0
MOVE: 24" 
HIT DICE: 9-11
% IN LAIR: 0%
TREASURE TYPE:  See below
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 6-36 beak, 4-40 bite
SPECIAL ATTACKS: Some magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic Evil
SIZE: L (100' long) 
PSIONIC ABILITY: Nil 
      Attack/Defense Modes: Nil

It's not known if the Sea Horror owes its existence to magic or some quirk of adaption to the sea. The spines and scales common to other dragons have become odd masses resembling the various details of a sea-going vessel. The dragon also has a symbiotic relationship with creatures that live on it, the Kereb (see below). Both creatures roam the sea, attacking any ships they find by ramming and boarding.

Propelled by its powerful tail, the Sea Horror attacks by moving at high speed and ramming its target. Its long prow-like nose can easily pierce the side of most ships and it will also use its massive teeth to chew away below the waterline. During this time, the Kereb will seek to board the stricken vessel. The Sea Horror will also employ the spell Chaos as part of its attack, casting as a 5th Level Illusionist.

The dragon is very keen on acquiring treasure in any form. This will be stashed 'on-board', being made up of a great variety of booty acquired by the Kereb.


Description: the greater part of the dragon will always be below the water. That seen above will resemble brownish tarred wood and will appear to be a ship from all but close range. Bony plates extend up from it's back to form the sides, and a long spine will have all the appearance of a mast. Behind the creature's head and upper sides is a flattish area where the Kereb live and keep their treasure. The Kereb will often festoon the body of the dragon with various objects in order to make it more resemble a ship - including sails, anchors, rigging, ropes, etc.

KEREB


FREQUENCY: Rare
NO. APPEARING: 8-64
ARMOR CLASS: 4
MOVE: 9"/6" (in water)
HIT DICE: 3
% IN LAIR: 100%
TREASURE TYPE:  F
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 1-12, 3-18
SPECIAL ATTACKS: Paralysis
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to average
ALIGNMENT: Chaotic Evil
SIZE: M (6' tall) 
PSIONIC ABILITY: Nil 
      Attack/Defense Modes: Nil

The Kereb are a race of aquatic creatures that are usually found in the company and as the 'crew' of a Sea Horror. They may also be encountered in subterranean places, as long as they are connected to the sea.

They will attack using their long sharp claw, inflicting 1-12 hit points of damage, or with their club-like arm, inflicting 3-18 hit points of damage. They can also sting with three of their feelers during any attack, which will paralyze opponents (save versus paralyzation or it takes effect).

Individual creatures do not carry treasure, but will they collectively have a hoard of Type F objects and coins.

Description: the Kereb have hard shell-like bodies, usually with pale undersides covered with darker mottles in various shades of blue, green, purple and red. These colours vary in predominance from one individual creature to another.

Sunday 31 May 2015

'Hic sunt dracones', part 2...

Following on from my previous blog post, here's another sea-based dragon for 1E D&D and similar systems:

SEA SPEAR (Greater Sea Dragon)


FREQUENCY: Rare
NO. APPEARING: 1 
ARMOR CLASS: 1
MOVE: 24" 
HIT DICE: 9-11
% IN LAIR: 10%
TREASURE TYPE:  See below
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12 wings, 3-18 tail, 6-36 beak
SPECIAL ATTACKS: Magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Lawful Evil
SIZE: L (60' long) 
PSIONIC ABILITY: Nil 
      Attack/Defense Modes: Nil

The Sea Spear is a rare but terrible threat to any vessel traversing the oceans. These dragons despise sentient creatures and always seek to clear them from the sea, a domain which they claim is theirs only.

The Sea Spear attacks by gliding at high speed just above the surface of the water, hoping to avoid the notice of any lookouts. It's long beak will act like a spear point and will be driven into the side of the vessel under attack. It will then pull itself free using its wings and by lashing its great tail. If the dragon instead suspects that treasure is aboard, it will fly at the sails and cut them to ribbons using the sharp edges of its wings. It will then wrap itself around the mainmast and attack using the spell Lightning Bolt, which it can cast as a 6th level magic-user, as well as striking out with its wings and beak. Once the crew has been disposed of, the dragon will devour any treasure it finds and regurgitate it later when it returns to its lair. Sea Spear lairs are caves cut into cliff faces, usually on some remote shoreline. Any treasure found here will vary greatly - some Sea Spears covet jewels, others gold and precious metals.

Although primarily an air-breathing creature, the Sea Spear can spend prolonged periods underwater, propelled by its sinous body and powerful tail.

Description: the upper part of its body is a mottling of dark and pale blues, which allow it to blend very effectively with the surface of the sea. Its beak and wings have streaks of ivory-like hues. When fully spread, the tail has patches of bright crimson and magenta.

Sunday 19 April 2015

'Hic sunt dracones'...

The gist of my approach to dragons is to try and design new versions that are perhaps not your usual dragon fare (i.e. flying reptiles). Partly because it's always good to try and catch your D&D players out and mess with their presumptions, and mostly because I think it's interesting to go that extra mile with monsters just to add some colour and variety to your world. And, at the end of the day, just because something is a dragon that doesn't necessarily mean that it has to follow the default setting (i.e. flying reptiles).

Having previously delved into the world of dragons with my series on chitinous varieties, I thought I'd now have a try at designing a few that reside in the depths of the oceans. This is mostly inspired by the sorts of creatures one can see on reproductions of various old maps, following on from a prevous blog post of mine a few years ago. So, here's the first in a short series on such beasties for 1E D&D which, as usual, is accompanied by a sketch to give you an idea of what it looks like:

'SHIP EATER' (Greater Sea Dragon)


FREQUENCY: Very rare
NO. APPEARING: 1 
ARMOR CLASS: 2
MOVE: 14" 
HIT DICE: 160 hit points
% IN LAIR: 10%
TREASURE TYPE:  See below
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12 claws, 2-12 horns, 6-36 bite
SPECIAL ATTACKS: Blinding
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Lawful Evil
SIZE: L (150' long) 
PSIONIC ABILITY: Nil 
      Attack/Defense Modes: Nil

This dragon haunts the darkest depths of the ocean and only rises close to the surface at the approach of twilight. The name 'Ship Eater' is a loose translation of a title given to it by sea elves and is noted with fear in several age-old stories and legends. The creature's lair is rumoured to be a cave somewhere on the ocean floor containing the vast treasure it has hoarded from dragging many ships to their doom. It is also said that the lair is guarded by numourous evil sea-dwelling creatures who worship the dragon as a god. It is not known if there is more than one of these creatures in existence.

The dragon will usually appear to sea-farers in a variety of ways. It will sometimes raise it's huge spiny back back from the sea and remain stationary in this guise, having all the appearance of a small rocky island. It will also use a spell equivalent to a 10th level Hallucinatory Terrain in order to complete this illusion, which will also effect anyone looking into the water around this 'island'. Should any ship or boat moor there for a time, the dragon will rise up and attempt to devour any crew who may have attempted to explore it. The dragon will sometimes capture one or more vessels in this way and attempt to lure more by using them as bait. 

If the dragon suspects that a vessel carries gold and other precious items, it may attack it using its huge bite and gulp down anything that falls into its maw. It will regurgitate all of this treasure upon returning to its lair. Otherwise it may lure the crew of the treasure ship in the manner described above, and then later drag this ship beneath the waves and back to its lair.

During storms, fogs and other similarly dangerous weather the dragon will raise its head above the water if it senses the approach of any ship. Ordinarily, it's eyes are flat, dark and dead like those of  shark but if it so chooses it can cause one of them to glow, appearing at a distance to be a shore-based light. If a ship is lured towards it in such a way, it will then attack. 

At night it can use both eyes cause a blinding light during its attack, if it so wishes. Anyone within 50' of this light must save (as against wands) or be blinded for 6-36 turns. Anyone with infravision within this range must save at -3.

Description: the spine and upper back of the dragon's body appears to be rock-like ridge that may offer some shelter. The rest of its body in covered in numerous streaks and patches of various blue-black hues.

Sunday 17 August 2014

Dragons...! (Part Three)

Following on from my previous posts (here and here), this week's dragon is the...

CHITINOUS DRAGONLING


FREQUENCY: Very Rare 
NO. APPEARING: 1 
ARMOR CLASS: 1 
MOVE: 6"/12" 
HIT DICE: 4-6 
% IN LAIR: 50% 
TREASURE TYPE:  D, S, T 
NO. OF ATTACKS: 3 
DAMAGE/ATTACK: 1-4, 1-12, 1-12 
SPECIAL ATTACKS: Spit acidic glue, poison sting 
SPECIAL DEFENSES: Nil 
MAGIC RESISTANCE: Standard 
INTELLIGENCE: High 
ALIGNMENT: Lawful/Chaotic Neutral 
SIZE: L (8' long) 
PSIONIC ABILITY: Nil 
        Attack/Defense Modes: Nil 
CHANCE OF:
Speaking: 50% 
Magic Use: 20% 
Sleeping: 20%

These Dragonlings are the juvenile form of the Greater or Lesser Chitinous Dragon. At birth they are a pearl-like egg 2' in diameter, which is concreted on some part of their parents' lair. Within a few hours, this egg grows into a pupa-like form from which the Dragonling emerges after one day. From that point onwards, it has the capabilities given above. Over the next 200 years, the Dragonling travels from place to place, during which time its alignment and temperment will slowly evolve down one particular path until it changes into its Greater or Lesser form. The route of this path will be steered by what the creature experiences and observes, and by how it is treated by other creatures. Those Dragonlings that can talk will be keen to converse with other creatures, and will seem particularly interested in treasure and magic. Their manner will seem somewhat abrupt and jump from subject to subject, and they speak with a curious wheezing tone.

Although they may appear ungainly, Dragonlings can move quickly and will engage in combat defensively or if provoked. It can opt to fight with either a pair of small, sharp claws and a bite, a poisonous sting in its two-pronged tail, or by spitting an acidic glue. Its tail attacks with +1 to hit, and any creature struck by it must save versus poison or be paralysed for 1-4 rounds. When spitting, its range is 3" and is aimed at a single creature. The victim will be trapped for 2-12 rounds unless the glue is burnt or frozen away, during which time a highly corrosive acid will eat into clothing, armour and flesh. If the dragon can speak and employ magic, they will know 1-3 spells up to 2nd level. Roll randomly to determine which spells they know.

Description: The Chitinous Dragonling resembles a large blubbery mass with a forked tail and three pairs of opaque wings. Its skin is tough and partially covered by layers of jagged chitinous scales. Dragonlings favour a wide variety of colours and markings which they can change at will, depending on their mood and environment.

Saturday 9 August 2014

Dragons...! (Part Two)

Following on from last week's post and details, this week's dragon is the...

CHITINOUS DRAGON (Lesser)


FREQUENCY: Very Rare 
NO. APPEARING: 1-2 
ARMOR CLASS: 0 
MOVE: 9"/18" 
HIT DICE: 7-9 
% IN LAIR: 50% 
TREASURE TYPE:  H, R, S, T 
NO. OF ATTACKS: 4 
DAMAGE/ATTACK: 1-4, 1-4, 2-12, 1-12 
SPECIAL ATTACKS: Breath weapon, poison sting 
SPECIAL DEFENSES: Nil 
MAGIC RESISTANCE: Standard 
INTELLIGENCE: High 
ALIGNMENT: Lawful Good 
SIZE: L (14' long) 
PSIONIC ABILITY: Nil
       Attack/Defense Modes: Nil
CHANCE OF:                Speaking: 70%
                Magic Use: 40%
                Sleeping: 20%

These dragons prefer to live in high places or high points in the landscape. Their lair is usually some remote place which is particularly hard to access. They are very interested in the world around them, with some travelling from high point to high point closely observing what they see en-route. Others prefer to hunker down at one particular high point and watch whatever passes by - in fact, some can easily be mistaken for mossy rocks or similar features if they have been observing for a prolonged period of time. They have a faultless memory, and can effortlessly recall minute details about anything that they have seen. Because of this, they are very useful sources of information about their locale but will ask many and varied questions in exchange. Any creature that tries to lie to the dragon will never be able to speak with it again, and the conversation will come to an abrupt halt.

Lesser Chitinous Dragons are usually loathe to engage in combat, but if need be the dragon can opt to fight with either a pair of small, sharp claws and a stabbing beak, a breath weapon, or with a poisonous sting. Its breath weapon is an acidic gas 5" long, 3" wide and 3" high that will blind any creature for 2-12 rounds. A barb in it's short flexible tail attacks with +2 to hit, and any creature struck by it must save versus poison at -2 or be paralysed for 1-8 rounds. If the dragon can speak and employ magic, they will know 1-6 spells up to 5th level. Roll randomly to determine which spells they know.

Description: The Lesser Chitinous Dragon resembles a large beetle or tortoise with a short hooked tail and long pointed head. It flies using a pair of opaque wings which fold backwards and lie flat against its carapace when not in use. Their chitin can be made up of a wide variety of colours, although those that prefer a more sedentary lifestyle chose colours that best blend with their environment. Those that can speak do so with a soft, melodious tone and will be very keen to converse and exchange information with any creature that engages them in conversation. If two are encountered, they will be a mating pair.

Sunday 3 August 2014

Dragons...! (Part One)

Much as I like dragons, I do sometimes wonder whether there might be other choices aside from the 'big scaly lizard with wings' default. With that in mind, I've rustled up a few interrelated designs that I'll add to this blog over the next few weeks, along with an accompanying scribble. As with my 'Edible Monsters' series, these have been written out in a 1E AD&D format, and for fun I've started off with the 'baddie' version.

Chitinous Dragons

These dragons differ slightly from their better-known bretheren by having a tough chitinous hide rather than scales and leathery skin. They exist in three forms, all of which are very rarely encountered: Dragonling, Lesser and Greater. The Lesser and Greater Chitinous Dragons are both forms of the Chitinous Dragonling. The Dragonling lives for around 200 years, during which time it explores and learns about the world and about magic. After this period, depending on what it has experienced and how it has been treated by other creatures, it chooses either the Lawful Good Lesser form, or the Chaotic Evil Greater form. Note that the terms 'Greater' and 'Lesser' only refer to the dragon's size and not its capabilities, and either lives on for 201-400 years.

After death, the carapace of any form of Chitinous Dragon is greatly prized as a source of +1 to +3 armour, when worked by a suitably skilled individual. Similarly, their wings can be included in the construction of +1 to +3 composite bows.

Unusually for dragon-kind, Chitinous Dragons do not make lairs in caves or similar underground dwellings; rather, they prefer somewhat inaccessible places above ground.

Note to Dungeon Masters: Chitinous Dragons do not pass through ages in the same way as other dragons. Aside from that, their other powers and capabilities are as stated in the section dealing with dragons in the Monster Manual.

CHITINOUS DRAGON (Greater)


FREQUENCY: Very Rare
NO. APPEARING: 1-2
ARMOR CLASS: 0
MOVE: 12"/36"
HIT DICE: 8-10
% IN LAIR: 50%
TREASURE TYPE:  H, R, S, T
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 1-8, 1-8, 2-20, 2-16
SPECIAL ATTACKS: Breath weapon, poison sting
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT: Chaotic Evil
SIZE: L (24' long)
PSIONIC ABILITY: Nil
                Attack/Defense Modes: Nil
CHANCE OF:
                Speaking: 50%
                Magic Use: 30%
                Sleeping: 30%

Greater Chitinous Dragons prefer remote forests and woodland, preferably within reach of a lake or similar body of water. Their lairs are usually atop some large ancient tree, with their treasure kept in numerous (2-20), hard to reach nests in the canopy.

Its breath weapon is an acidic gas 6" long, 4" wide and 5" high that attacks organic matter (such as wood, leather, wool, linen, etc) and thus quickly destroys shields, belts, fittings, rope and other such items. A barb in it's very flexible tail attacks with +3 to hit, and any creature struck by it must save versus poison or be paralysed for 2-12 rounds. If the dragon can speak and employ magic, they will know 1-3 Druid spells of 3rd to 5th level.
When attacking, the dragon can opt to fight with a pair of hook-like claws and a bite, a breath weapon, or with a poisonous sting.

Description: The Greater Chitinous Dragon resembles a giant cranefly (albeit one with a long, whip-like tail), covered in a multitude of thorny barbs, and carried aloft via two pairs of opaque wings. Their chitin can be made up of a wide variety of colours, as some of their kind prefer subtle camouflage whilst others employ garish, pie-bald patterns of several hues. Those that can speak do so with a harsh, buzzing tone. If two are encountered, it will be a mating pair.