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Dragon Baseline

This is the baseline for a dragon in its egg, all the modifications from the following tables will apply to this baseline.
AC: 2, HD: 1D8+8, THAC0: as per HD, MV: GR 0 FL 0 BR 0 SW 0
Creature THAC0 by HD
1-1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
20 20 19 19 17 17 15 15 13 13 11 11 9 9 7 7 5 5 3 3 1 1 -1 -1 -3 -3 -5
31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57
-11 -11 -13 -13 -15 -15 -17 -17 -19 -19 -20 -20 -20 -20 -20 -20 -20 -20 -20 -20 -20 -20 -20 -20 -20 -20 -20

26
-5
58
-20

27
-7
59
-20

28
-7
60
-20

29
-9
61
-20

30
-9
62
-20

Common Features
Age Category
1 Hatchling
2 Very Young
3 Young
4 Juvenile
5 Young Adult
6 Adult
7 Mature Adult
8 Old

Age in Years
0-5
6-15
16-25
26-50
51-100
101-200
201-400
401-600

Hit Die Mod


-6
-4
-2
Nil
+1
+2
+3
+4

Combat Mod
+1
+2
+3
+4
+5
+6
+7
+8

Fear Radius*
Nil
Nil
Nil
Nil
15 yards
20 yards
25 yards
30 yards

Fear Save Mod*


Nil
Nil
Nil
Nil
+3 (+7)
+2 (+6)
+1 (+5)
0 (+4)

Movement
GR 12 FL 15 BR 9 SW 9
GR 14 FL 18 BR 10 SW 12
GR 16 FL 22 BR 11 SW 15
GR 18 FL 32 BR 12 SW 18
GR 20 FL 34 BR 14 SW 21
GR 22 FL 36 BR 16 SW 24
GR 24 FL 38 BR 18 SW 24
GR 22 FL 40 BR 20 SW 22

9 Very Old

601-800

+5

+9

35 yards

-1 (+3)

GR 20 FL 40 BR 22 SW 20

10 Venerable

801-1,000

+6

+10

40 yards

-2 (+2)

GR 18 FL 38 BR 21 SW 18

11 Wyrm

1,001-1,200

+7

+11

45 yards

-3 (+1)

GR 16 FL 36 BR 20 SW 16

12 Ancient Wyrm 1,201-1,500+ +8

+12

50 yards

-4 (0)

GR 14 FL 34 BR 18 SW 14

Treasure
Nil
Nil
Nil
E, H, Qx2, R, S, T, U, Y, Z
E, H, O, Qx4, R, S, T, Ux2, Y, Z
E, Hx2, O, Qx6, R, S, Tx2, Ux3, Y, Z
E, Hx2, O, Qx8, R, S, Tx2, Ux4, Y, Z
E, Hx3, I, O, Qx10, Rx2, Sx2, Tx3, Ux6, X, Y,
Zx2
E, Hx3, I, O, Qx13, Rx2, Sx2, Tx3, Ux8, X, Y,
Zx2
E, Hx3, I, O, Qx16, Rx2, Sx2, Tx4, Ux10, X, Y,
Zx2
E, Hx4, I, O, Qx20, Rx3, Sx3, Tx4, Ux13, V, X, Y,
Zx3
E, Hx4, I, O, Qx24, Rx3, Sx4, Tx5, Ux16, V, X, Y,
Zx3

*Any non-carnivorous or non-aggressive creature/being of 1 HD/level or less automatically flees when in the range of dragon fear. Some
dragon types do not cause as much fear as others the save mod for these is listed in ().
Age in Years: Dragons are extremely long lived, possibly even immortal, while there are no further age category titles beyond Ancient Wyrm
dragons continue to gain in power for every 500 years they gain an additional +1 HD Mod AND +1 Combat Mod AND -1 Fear Save Mod
AND +5 yards to fear radius. The fear radius maxes out at 300 yards however.
Hit Die Mod: This is NOT a bonus number of Hit Points per die rolled but rather a bonus number of Hit Dice to be rolled. Remember that
unlike most other creatures dragons roll D10 for hit points instead of D8.
Combat Mod: This is more than simply a bonus to dice rolls to hit and damage in combat; this number also applies as bonus Hit Points per Hit
Die rolled, as a general bonus to ALL saving throws, if the DM decides the dragon actually knows non-weapon proficiencies this applies as a
bonus to the dragons level of skill with its known NWPs.
Treasure Types: Optional: For every year of a dragons age it collects type Z treasure, items are on a per decade basis.
Dragon Combat
All dragons are capable of performing the Claw/Claw/Bite/Tail attack and the Breath Weapon attack. Most but not all dragons are capable of
adding the Wing Buffet/Wing Buffet attack and a great many also have a Horn/Horn attack they can use as well. The specific damage of
these attack types varies from one dragon to the next.
Dragon Appearance
Instead of using the tired and worn out classic Chromatic, Metallic, Gem etc. types of dragons as defined in AD&D, while good in the short
term are rather rigid and inflexible and become boring over time, the following tables will attempt to offer greater flexibility in dragon
creation and a wider range of variety so players and their characters wont know from one dragon to the next simply by color what to expect
and how best to fight it.
These tables may seem a bit long but dragons are not your standard run-of-the-mill encounter and deserve a little depth when designing them.
Dragon Skin
The skin of the dragon sets the tone for its feel and initial impact of its appearance. DMs can roll randomly or select, while random rolls are
good to determine a random encounter they might not work so well for a planned encounter (a lavender dragon with yellow cheetah spots
most likely will not inspire fear simply from its description of color and probably should be recolored if intended to be the big bad at the end
of an adventure).
Dragon skin is broken down into 3 categories: Color, Texture and Pattern. Color is simply the color of the skin. The initial roll is to determine
the base color the pattern table will indicate if additional rolls on the color table are required. Texture will help to determine the look and feel
of the dragon skin; texture also has a minor bearing on the dragons final AC score. The pattern simply indicates how, for lack of a better
term, decorative the dragon appears. Is it a simple single color or does it possess stripes of a different hue? Maybe the dragon is tri-toned
with its back primarily one color but highlighted by a second color while having a third color for its underbelly.

Skin Color (1D20)


Skin Texture (1D10)
Skin Pattern (1D10)
Roll
Color*
Roll Texture
Roll Pattern
1
Blue
1
Smooth (like skin, -1 AC)
1
Stripes (1 extra color)
2
Green
2
Rough (like sandpaper, +0 AC)
2
Leopard Spots (1 extra color)
3
Purple
3
Scaly (like a lizard, +1 AC)
3
Jaguar Rosettes (1 or 2 extra colors)
4
Red
4
Spikey (like a horned toad, +2 AC)
4
Irregular Shaped Spots (1 extra color)
5
Yellow
5
Shell (like a turtle, +3 AC)
5
Two Tone (1 extra color)
6
Orange
6
Plate (like an armadillo, +2 AC)
6
Tri-Tone (2 extra colors)
7
Black
7
Furry (like a mammoth, +1 AC)
7
Solid (no extra colors)
8
White
8
Feathered (like a bird, +0 AC)
8
Mottling (1D4 extra colors)
9
Brown
9
Skeletal (like a dracolich, +2 AC)
9
Chameleon (controls coloration at will)
10
Gray
unless gained on a combo roll color is bone
10
Roll twice and combine
11
Gold
10
Roll twice and combine
12
Silver
13
Platinum
14
Copper
15
Brass
16
Bronze
17
Electrum
18
Pearlescent
19
Steel
20
Orichalcum (orange-gold)
*If desired the DM can use a shade variant of the rolled color. Like maroon for red or lavender for purple or sky blue for blue etc.
Dragon Body Shape
Equally important to a dragons color is the shape of its body. This category is broken into two sections: Shape and Size. Shape will determine
how the dragon body appears, will it be reptilian or canid or something else? Size is a general statement of how large the dragon is in the
eyes of other dragons; all dragons are large to human eyes. A dragons Hit Dice are also adjusted equally to the dragons relevant size.
Shape (1D8)
Size (1D6)
Roll Shape
Roll Size
1
Elephantine (thick and stocky)
1
Tiny ( normal size & HD)
2
Hippo-like (rotund, possibly fat)
2
Small ( normal size & HD)
3
Felinid (sleek & graceful)
3
Average (normal size & HD)
4
Serpentine (lithe & slender)
4
Big (normal size & HD x 1.5)
5
Canid (large chest slim abdomen)
5
Huge (normal size & HD x2)
6
Equine (powerful yet graceful)
6
Behemoth (normal size & HD x4)**
7
Reptillian (classic* dragon)
8
Ursine (muscles hidden by
a thin layer of fat, almost plain looking)
*Really there is no true thing as a classic in this authors opinion but words failed me for a simple short description, sorry.
**A dragon that classes as a behemoth in the eyes of other dragons is truly an epic monster to be feared. Not only does it have incredibly
massive size, when determining the damage it inflicts with all its attacks including its breath weapon double the indicated damage dice and
damage bonus as well as doubling the number of targets simultaneously affected.
The actual average dragon size is a factor of its age as shown below. A note on wingspan: The span of the wings from tip to tip is twice the
length of the dragons body, the wings can however be folded up completely against the body.
Age Category
Body Length
Tail Length Neck Length Weight
Eats per Day
1 Hatchling
1-12
3-12
2-2
90 pounds
9 pounds
2 Very Young
12-23
12-21
2-4
700 pounds
70 pounds
3 Young
23-42
21-30
4-8
5,000 pounds
500 pounds
4 Juvenile
42-61
30-49
8-12
20,000 pounds
1,000 pounds
5 Young Adult
61-80
49-68
12-16
35,000 pounds
1,750 pounds
6 Adult
80-102
68-87
16-20
65,000 pounds
3,250 pounds
7 Mature Adult
102-117
87-106
20-23
82,000 pounds
4,100 pounds
8 Old
117-132
106-125
23-26
100,000 pounds 5,000 pounds
9 Very Old
132-148
125-144
26-29
150,000 pounds 1,500 pounds
10 Venerable
148-165
144-153
29-33
200,000 pounds 2,000 pounds
11 Wyrm
165-184
153-162
33-36
250,000 pounds 2,500 pounds
12 Ancient Wyrm 184-203
162-171
36-40
300,000 pounds 3,000 pounds
Per 500 extra years +10
+10
+2
+10,000 pounds +100 pounds
Maximum
500
400
100
600,000 pounds 6,000 pounds

Head/Mouth Shape
While the body shape above gives us an idea of what the dragons body looks like its head can be an entirely different appearance. The type of
head also has a bearing on the amount of damage inflicted with the dragons bite. Damage is listed according to age brackets in groups of 4
(ie. age 1-4/5-8/9-12). The head has a 1% per HD of the dragon chance of developing a special attack see special table below.
Roll (1D10) Head Shape
Damage
1
Canine
1D4/2D6/4D8
2
Feline
1D6/2D6/4D8
3
Crocodile/Alligator
1D8/2D8/2D10
4
Dinosaur, Carnivorus (T-Rex)
1D10/2D12/4D12
5
Dinosaur, Herbivorous (Brontosaurus) 1D6/1D8/2D10
6
Turtle/Tortoise
1D6/1D8/2D10
7
Bird of Prey (Eagle or Falcon)
1D4/1D6/2D8
8
Reptillian
1D8/2D8/2D10
9
Equine
1D6/2D6/3D8
10
Bison
1D6/2D6/3D6
Number of Heads
At this time it is also important to determine the actual number of heads the dragon possesses. Hydra are in fact close kin to dragons, close
enough that they appear on the family tree if one were to perform a genealogy of the dragon species as a whole. Each head is capable of
performing either a bite or breath weapon attack individually & separately from the other heads gaining an additional attack for each
additional head.
Roll (1D20) Number
1
12
2
10
3
8
4
6
5
4
6
2
7-15
1
16
3
17
5
18
7
19
9
20
11
Claw Type
While the appearance of the legs are a factor of the Body Shape above the look of the feet and claws are another matter. Even the possible
number of legs is not a given for any particular dragon until it has been seen visually in all its glory. Again damage will be listed by age
similar to the bite above. In the event the dragon has more than 2 pairs of legs each extra pair increases its MV on the ground or swimming
by +2 and +1 for burrowing. Each additional pair of legs beyond 4 pair also increases the body length by 10% per pair.
Foot Type & Claw Damage (1D8)
Number of Legs
Roll Type
Damage
Roll
Number of Pairs
1
Reptillian
1D6/2D8/2D10
1
12
2
Bird
1D4/2D4/3D6
2
10
3
Hooved
1D6/2D6/3D6
3
8
4
Ape-like (opposable thumbs) 1D4/2D6/2D8
4
6
5
Canine
1D4/2D6/3D6
5
4
6
Feline
1D6/2D8/2D10
7-14
2
7
Fins (aquatic dragon)
1D6/2D8/3D8
15
0
8
Special*
n/a
16
3
*Roll again for actual type, ignoring 7 & 8, then roll on the special
17
5
table below.
18
7
19
9
20
11
Special (1D10): Any potential extra damage will equal that of the dragons breath weapon.
Roll
Feature
Roll
Feature
**Choose one
1
Poison
7
Vorpal*
Hit Points: Vampiric Touch
2
Disease
8
Wounding*
Hit Dice/Level: 1D4 roll once set & fixed
3
Acid
9
Piercing*
Attribute: Select 2 attributes drained as per
4
Sharpness*
10
Draining**
HD above.
5
Heat
*As per the magic weapon effect of the same Spell Knowledge: Drains 1 spell per hit.
6
Cold
name.

Wing Type
The appearance of the dragons wings, if any, is a separate feature and is NOT determined by the Body Shape above, neither are the potential
number of pairs of wings though it is very rare for a dragon to possess more than 1 pair and practically unheard of to possess more than 2
pair. As noted earlier a dragons wingspan is equal to twice its body length. In combat a dragon of age 4 Juvenile or higher can perform a
wing buffet this can hit a number of targets equal to the dragons HD per wing if that many are close enough together and in a position to
be hit by the wings. Damage as usual is listed by age category.
Wing Type (1D6)
Number of Pairs of Wings (1D6)
Roll
Type
Damage
Roll Number
1-2
Feathered 1D4/2D6/2D8
1
3 pair
3-4
Leather 1D6/2D8/2D10
2
2 pair
5
Insect*
n/a / n/a / n/a
3-6 1 pair
6
None
n/a / n/a / n/a
*Insect wings are too fragile to be used to buffet opponents.
Tail Type
A dragons tail is more than something used to help steer while in flight, it is a weapon and next to its teeth and claws the most effective
weapon a dragon possess for dealing with swarms of lesser would be attackers. A dragon, of age 4 Juvenile or higher, can hit a number of
targets, simultaneously, equal to its HD with no restriction as to the flank the targets are on as long as they are in no more than 2 adjoining
flanks. Possible attacks are: Front, Front + Left, Front + Right, Left, Left + Rear, Right, Right + Rear or Rear. Damage is listed by age.
Tail Type (1D8)
Roll Type
Damage
1
Combat, Mace
1D8/2D10/2D12
2
Prehensile
1D4/2D6/2D8
3
Combat, Spikes
1D8/2D10/2D12
4
Whiplash, x2 length 1D6/1D8/1D10
5
Combat, Blades
1D8/2D10/2D12
6
Constrictor
1D6/1D8/1D10
7
Stinger*
1D4/1D6/1D8
8
Tail Special**
*The real damage comes from the poison which is equal to the dragons HD.
**Re-roll on the table to determine tail type than roll on the Tail Special table for additional information.
Tail Special (1D6)
Roll Ability
1
Elemental Discharge: Roll for type on the Breath Weapon table but does Breath Weapon damage
2
Thundering: On a natural 20 the tail inflicts x3 damage and unleashes a crack of thunder deafening all within the dragons HD in yards
unless a save vs. Breath Weapon is made than the deafness lasts for only 1D4 rounds
3
Sharpness: As per the magic weapon, tail must be bladed.
4
Piercing: As per the magic weapon, tail must be spiked or have a stinger
5
Spell-like Abilities: Select one spell for every 5 HD of the dragon that the tail can mimic. Each ability can only be used a number of
times per day (24 hours) equal to the dragons combat modifier. Selecting the same spell multiple times for additional uses is possible.
6
Vorpal: As per the magic weapon, tail must be bladed.
Horns
As one can tell the appearance of a dragon varies widely from one dragon to the next. The possession of horns is by no means an exception to
this. Some dragons are completely smooth aka do not possess horns while others look like walking spike factories and the remaining dragons
fill the gap between these extremes. Given just how much variety that can be had when dealing with horns it will be left up to the DM to
decide on the actual appearance of the horns should a dragon possess them. The following table will help the DM determine if the dragon has
horns and just how heavily covered it may be, damage is fairly even across the various types with the only difference being blunt (ram-like)
or piercing (normal horns & tusks) or slashing (more akin to bone blades or razors) for method of damage (again left up to the DM).
Possession (1D2) Coverage (1D4)
Damage
1 Yes
1 Light (head, maybe a spinal ridge, potentially spurs & elbow spikes) 1D6/1D10/1D12
2 No
2 Moderate (Head, spinal ridge, and other possible areas)
3 Heavy (+1 AC bonus, melee attackers missing the strike roll by 5+ take damage from the horns)
4 Severe (+2 AC bonus, even on a successful melee hit attackers still take damage from the horns)
Breath Weapon
The breath weapon is probably a dragons most feared and well know means of attack. In AD&D dragons breath is restricted to 1 of 3 forms:
Line, Cone or Cloud and this was made even more inflexible by associating specific forms to specific breaths. Fire & Cold were always
going to be a cone while lightning will always be a line and gas would always be a cloud. In this write up for giving dragons variety the
dragon is being given control over which form its breath comes in each time it is used. A dragon breathing fire could open up with a cone as
it approaches then switch to a line once it has landed and lastly engulf the main entry room of the keep it is attacking with a cloud. The
dragon now has control over how its breath is expelled.

Additionally the method or form of expulsion will have a direct bearing on the breath itself as follows:
Line: When a breath is condensed into a line or coherent beam it becomes intensified, increase the damage by 50% & x2 range.
Cone: A conical breath can be used to wash an area hitting up to twice the dragons HD in targets for normal damage & range.
Cloud: This is for covering retreats or filling a large area to hit multiple targets (up to HD x4) but the damage & range is reduced by 50%.
The area filled by a cloud is spherical equal to the normal range of the breath weapon.
Breath Weapons come in many varieties, there is potentially even variety within a single weapon. Take Acid for example, does the dragon
breath forth an acidic gas or is it in a liquid state? That fire breather over yonder is its breath simply flames or is it more like napalm and
sticks to anything hit by it continuing to burn for a number of rounds after it has been expelled by the dragon? Is lightning expelled as a
single stroke, multiple branches from a single stroke, multiple strokes or could it be ball lightning that explodes after it hits its target area
affecting an area centered from point of impact? These questions and others like them will be left for the DM to decide, they were merely
mentioned to aid the DM with putting just a little more thought into his dragon. Remember a dragon is a special encounter, heck its in the
name of the game and deserves to be something more than a big, rich lizard. Dragon encounters deserve to be remembered and bragged
about in feasting halls or lamented over around a campfire due to loss of comrades in arms and not a case of Oh yeah we killed a dragon last
week, that made our 12th this year. At this rate I can afford to build my castle by next spring. Now what were you needing?. This author has
encountered this kind of frivolous disregard for dragons too often in gaming communities and so this document is the result of years of trying
to make dragons something to be feared again.
Breath Weapon Type
Different dragons possess different types of breath weapons, some possess more than one kind of weapon even here we arm the dragon with its
coup-de-grace. Range is presented as a % of the dragons total body length (body + tail + neck)
Breath Weapon (1D8)
Number of Breath Weapons (1D8)
Roll Type
Range
Roll
Number
1
Acid
75%
1
3
2
Lightning 200%
2-3
2
3
Gas
50%
4-8
1
4
Fire
100%
5
Frost
100%
6
Explosive* 150%
7
Sonic
75%
8
Heat
75%
*Roll again ignoring 6 to determine the actual weapon. Explosive breath weapons have a blast area in yards equal to the dragons HD.
Breath Weapon Damage*
Age Category
Acid
Lightning Gas** Fire
Frost Explosive Sonic Heat
1 Hatchling
2D6
2D8
n/a
2D12 2D10 2D8
2D4
2D6
2 Very Young
4D6
4D8
n/a
4D12 4D10 4D8
4D4
4D6
3 Young
6D6
6D8
n/a
6D12 6D10 6D8
6D4
6D6
4 Juvenile
8D6
8D8
n/a
8D12 8D10 8D8
8D4
8D6
5 Young Adult
10D6 10D8
n/a
10D12 10D10 10D8
10D4 10D6
6 Adult
12D6 12D8
n/a
12D12 12D10 12D8
12D4 12D6
7 Mature Adult
14D6 14D8
n/a
14D12 14D10 14D8
14D4 14D6
8 Old
16D6 16D8
n/a
16D12 16D10 16D8
16D4 16D6
9 Very Old
18D6 18D8
n/a
18D12 18D10 18D8
18D4 18D6
10 Venerable
20D6 20D8
n/a
20D12 20D10 20D8
20D4 20D6
11 Wyrm
22D6 22D8
n/a
22D12 22D10 22D8
22D4 22D6
12 Ancient Wyrm
24D6 24D8
n/a
24D12 24D10 24D8
24D4 24D6
Per 500 extra years +2D6 +2D8
n/a
+2D12 +2D10 +2D8
+2D4 +2D6
Maximum
for all dragons stop once maximum size has been reached
*Dont forget to add in the dragons Combat Mod to the damage rolled.
**Gas damage depends on the specific type of gas used
Gas Breath Weapons
Gas weapons are usually but not always a non-lethal breath weapon. To determine the specific type of gas roll on the table below.
Gas (1D8)
Roll
Type
1
Sleep: Save or sleep for 1 turn per age bracket.
2
Paralytic: Save or be paralyzed for 1D8 minutes +1 minute per age bracket.
3
Repulsion: Save or flee for 1D6 minutes +2 minutes per age bracket.
4
Slow: Save or be slowed for 3 minutes per age bracket.
5
Chlorine: Does damage equal to the dragons other breath weapon or equal to Acid if no other weapon is present.
6
*Drain: Attribute: Save or lose 1 point per round exposed
7
*Drain: HD/Level: Save or lose the dragons combat mod in HD or Levels, this if the save is successful
8
Euphoria: Save or wander around aimlessly in a state of bliss for 3D4 minutes +1 minute per age bracket.
*Temporary Loss. Drainage is recovered 1 point or level per hour of complete rest.

Magic
Dragons, in most cases, are NOT just big dumb lizards they have intelligence and a link with magic that mere mortals can only dream of
possessing. The following tables will help to determine if the dragon can cast magic, what kind of magic it possesses, and address the
potential for the ever popular and hated Magic Resistance dragons are known for possessing.
Knowledge (1D10)
Roll Area
Magic Resistance
1
None (big dumb lizard) 2% per HD + combat mod as a percentage
2-4 Arcane
as above with an extra +1% per spell per level capable of being cast (3 1st + 2 2nd + 1 3rd = +6%) 100% max
5-6 Divine
as above with an extra +2% per spell per level capable of being cast (3 1st + 2 2nd + 1 3rd = +12%) 100% max
7-10 Both
as above with an extra +3% per spell per level capable of being cast (3 1st + 2 2nd + 1 3rd = +18%) 100% max
If the dragon possesses magical knowledge treat their HD as levels and use the mage and/or priest spell progression tables to determine the
number and level of spells known.
A note on magic resistance, when a spell, any spell, is cast at a dragon roll its Magic Resistance (MR) FIRST before rolling its saving throw. If
the percent rolled comes up equal to or less than the MR the spell fails completely and no save needs to be made.
Alignment
Dragons are intelligent creatures just like humans, no offense, and as such they have their own personalities and codes of conduct which gives
them alignments just like any other character. It is strongly recommended that for planned encounters the DM select the alignment of the
dragon.
Roll 1D10
Roll Alignment
Roll Alignment
Roll Alignment
Roll Alignment
1
Lawful Good
4
Neutral Good 7
Chaotic Good
10
DMs Choice
2
Lawful Neutral 5
True Neutral 8
Chaotic Neutral
3
Lawful Evil
6
Neutral Evil 9
Chaotic Evil
Attributes
Generally speaking dragons being considered monsters for PCs to encounter and most likely kill its not necessary to determine the actual
attributes of the dragon. However in special situations it might need to be known what the dragon possesses for a particular attribute so the
following should help. Use the same tables as used by PCs for determining special functions of the attributes ignoring direct bonuses like hit,
damage, hit point and magic save as the dragon gets to use its combat mod to replace these bonuses. If the DM wants to make a dragon truly
challenging the combat mod can be combined with these bonuses for a tougher dragon, but be careful.
Strength: Roll 3D6+7, additionally on a successful Bend Bars roll the dragon can do its listed physical damage on structure scale when
attacking such targets as castles or farm houses. Carry weight is x3 and max press is x7 dragon musculature, as well as their sheer size,
allows them to carry far greater capacities than a normal being. The bonus to hit is used when facing creatures that possess the +x to be
hit notation, the dragon does not gain this ability until it is age bracket 4.
Dexterity: 3D6+4, with a Dex of 11+ the dragon has human level manual dexterity and can use objects and devices easily.
Constitution: 3D6+7, double the regeneration amount per turn, note: the regeneration, if any, while superior to most mortals is NOT the
equal of trolls and will cease when the dragon has been laid low.
Intelligence: 3D6+4, since dragons magically know all languages the bonus languages is used to provide extra arcane spell knowledge. Each
language gained from a high Int is 1 extra spell the dragon can cast selected from any level of spells the dragon has access to. Ignore the %
chance to learn spells dragons have a natural connection to magic and as such they automatically know spells when they gain access to a
new level of magic. Also dragons have no need for spell books they cast spells on a more intimate level treating them almost as special or
natural abilities.
Wisdom: 3D6+4, the bonus to save is added to the MR% instead of being used as a bonus to save, dragons automatically possess a 0%
chance of spell failure.
Charisma: 3D6+3, the reaction modifier can be used to augment the save mod vs. dragon fear
Comeliness: 3D6+3, the reaction modifier can be used to augment the save mod vs. dragon fear

Dragon Names
What good is it to make a unique dragon for a planned encounter without giving the dragon an equally
memorable name? Dragons are more than just another monster for the PCs to fight, they are, in essence,
the DMs character or at least should be seen that way so they deserve to have a name. The following 2
tables will give the chance to name your dragon properly.

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