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Blood Dragon

Epic Dragon (Evil)

Climate / Terrain
Upper Planes, Mountains, Forests.

Challenge Rating
?

Treasure
Double Standard

Alignment
Lawful Evil

The most terrifying of epic dragons without a doubt is the Blood Dragon. With scales that glisten like newly drawn blood as wyrmlings, the eldest are made completely of a dark almost clotted blood that contains magical force and makes them almost impossible to either corner or destroy.

These wyrms are fully the equal of a mithril or prismatic dragon in sorcery and have almost the strength of a lava dragon. Their higher intelligence however tends to lead them to prefer long plans and strategy to the brute force favoured by their lesser brethren. When a blood dragon does decide to use battle they are a force to be feared indeed.

Blood dragons are frequently the masters of their worlds and, with age, gain many abilities that draw upon the power of Vile magic – the magic of pure destruction and evil. This can be attested to by the handful of adventurers who have survived an encounter with a blood dragon. They are, as they will all attest, a fortunate few.

Powers:

Breath Weapon
The Blood Dragon’s breath weapon is a cone of the blood it is composed of heated to a scalding temperature and breathed as a noxious, corrosive alkali gas.

Blood Body
As the dragon ages its body becomes more and more composed entirely of blood held together by its terrific power. From hatching, although a huge creature, it can always get through spaces that should only take large creatures due to the slickness and fluidity of its body. Although it becomes far larger to this the smallest it can get through never goes up. In fact when it becomes Old it can get through the gap left for a medium creature, when ancient it can get through small gaps, when a Wyrm it can get through tiny gaps and when it is a Great Wyrm it has no solid structures left and can, eventually, get through the finest gap that blood could trickle through (under great pressure). The one corollary to this is that it often takes a blood dragon a long time to do this as the volume must flow through.
As the dragon gets older his skin, always slick with blood, disappears and he becomes totally fluid. His blood also becomes more alkaline and dangerous to touch. Anyone or anything touching the dragon takes 1d8 points of alkali damage per age category of the dragon (Fort. Save for half) to a maximum of 12d8. Pouring acid on the dragon will not harm it at all but will make it safe to touch for a number of rounds equal to the amount of damage the acid would have done.
As the dragon gets older, more and more of his sentience is spread through his blood. If the dragon is not killed any blood that is not utterly destroyed has a 40% + 5%/age category to eventually regenerate itself - Dragon is not fully restored until it is completely regenerated and become the dragon once more. This process is draining and some memory is always lost. The dragon loses one age category every time this happens (which returns normally with more age). Most blood dragons do keep a vial or two of blood hidden away. Finally anyone that it has bloodlinked too is automatically counted as having a little of their blood in them (unless it is somehow magically purged) and must be destroyed to fully destroy the dragon.
Blood Linking
Anyone who drinks of the dragon’s blood is automatically linked to the dragon (although if they are unwilling they can make a fortitude save (DC 40 + Age Category of Dragon + Charisma modifier) to vomit the blood up – causes incapacitation for 10 rounds). The blood slowly takes over until a week later all the blood in the victim’s body is technically made of the Blood Dragon’s own blood. The blood dragon can at this point physically dominate the body to make it perform any action, with a simple concentration check (DC 15). It can transfer its consciousness to the blood and possess the body completely with more difficulty (Concentration check DC 40, victim gets a will save to resist (DC 40 + Age Category of Dragon + Charisma modifier). A blood dragon is immune to this. Natural shapeshifters or those who have control over their own blood may be given bonuses to their saving throw.
Vile Spell-like Abilities
Not detectable as Psionics, Magic or Evil (only through specialised spells detecting Vile Magic)

Special Qualities
Regeneration 1, Immune to gases, poison, unholy energy and alkali (take double damage from holy energy).
Acid Resistance.

Spells
A blood dragon can learn all sorcerer spells, cleric spells and those from the law, evil, tyranny and destruction domains.
Breath
Age Size HD HP AC Weapon DC
Wyrmling H 25 25d12+175 28 (-2 size, +20 natural) 5d12 30
Very Young G 30 30d12+270 31 (-4 size, +25 natural) 10d12 34
Young G 35 35d12+350 36 (- 4 size, +30 natural) 15d12 37
Juvenile G 40 40d12+440 41 (- 4 size, +35 natural) 20d12 42
Young Adult G 45 45d12+630 46 (- 4 size, +40 natural) 25d12 46
Adult G 50 50d12+800 51 (- 4 size, +45 natural) 30d12 51
Mature Adult C 55 55d12+990 52 (- 8 size, +50 natural) 35d12 55
Old C 60 60d12+1,200 57 (- 8 size, +55 natural) 40d12 60
Very Old C 65 65d12+1,430 62 (- 8 size, +60 natural) 45d12 64
Ancient C+ 70 70d12+1,680 67 (- 8 size, +65 natural) 50d12 69
Wyrm C+ 75 75d12+1,950 72 (- 8 size, +70 natural) 55d12 73
Great Wyrm C+ 80 80d12+2,240 77 (- 8 size, +75 natural) 60d12 78

Caster
Age Str Dex Con Int Wis Cha Level
Wyrmling 32 10 25 18 19 20 5th
Very Young 36 10 28 22 23 24 8th
Young 40 10 30 26 27 28 11th
Juvenile 44 10 34 30 31 32 13th
Young Adult 47 10 38 34 35 36 17th
Adult 52 10 42 38 39 40 20th
Mature Adult 56 10 46 42 43 44 23rd
Old 60 10 50 46 47 48 26th
Very Old 64 10 54 50 51 52 29th
Ancient 67 10 58 54 55 56 32nd
Wyrm 72 10 62 58 59 60 35th
Great Wyrm 76 10 66 62 63 64 38th

Base Attack Saves* Fear
Age Attack + Str Fort Ref Will DC SR
Wyrmling 22 33 14 14 14 27 24
Very Young 25 38 17 17 17 32 30
Young 27 42 19 19 19 36 36
Juvenile 30 47 22 22 22 41 42
Young Adult 32 50 24 24 24 45 48
Adult 35 56 27 27 27 50 54
Mature Adult 37 60 29 29 29 54 60
Old 40 65 32 32 32 59 66
Very Old 42 69 34 34 34 63 68
Ancient 45 73 37 37 37 68 74
Wyrm 47 78 39 39 39 72 80
Great Wyrm 50 83 42 42 42 77 86
*(No Stat Adj.)

Age Speed Special Abilities
1 Wyrmling 60ft, fly 250 (average) Regeneration 1, Immune to gases, poison unholy & alkali, Acid Resistance: 15, Damage Reduction 10/magic, Invisibility, Blood Body
2 Very Young 60ft, fly 300 (poor) Dispel Power
3 Young 60ft, fly 300 (poor) Damage Reduction 15/magic; Acid Resistance: 20, Polymorph Self
4 Juvenile 60ft, fly 300 (poor) Charm Monster
5 Young Adult 60ft, fly 300 (poor) Damage Reduction 15/epic; Acid Resistance: 30, Dominate Monster
6 Adult 60ft, fly 300 (poor) Scry
7 Mature Adult 60ft, fly 350 (clumsy) Damage Reduction 20/epic; Acid Resistance: 40, Sending
8 Old 60ft, fly 350 (clumsy) Discern Location
9 Very Old 60ft, fly 350 (clumsy) Damage Reduction 25/epic; Acid Resistance: 50, Horrid Wilting
10 Ancient 60ft, fly 350 (clumsy) Demand
11 Wyrm 60ft, fly 350 (clumsy) 30/epic; Acid Resistance: 60; Modify Memory
12 Great Wyrm 60ft, fly 350 (clumsy) Gate

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Edited March 29, 2012 9:52 am (diff)
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