Abishai
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Post by Abishai on Oct 19, 2004 10:53:13 GMT -5
Just a list that I'm going to get a jump on. Creatures that might possibly make their way into a rpg sometime. Feel free to add to the list.
Vampire, Werewolf, Werebear, Werecat (lion, tiger. . . ), snotling, goblin, orc, half-orc, ogre, giant (several subspecies), half-giant, pegasus, manticore, ghul, cockatrice, basilisk, roc, adaro (think mermaid, but shoots flying fish at humans), amadan (faeries whose touch causes paralysis), skeleton, ghost, banshee, liche, zombie, hell hound, dragon (various), griffen, wyrm, wyvern, brownie, pixie, dryad, imp, centaur, cerberus, chimera, cyclops (yeah, I know it's a giant), elementals, satyre, golem, gnome, gorgon, harpy, hydra, kobold, leprechaun, minataur. . . .
I'll keep adding to the list later.
siren, troll, opinicus, gargoyle, constucts, howlers, hob goblins. . . . I'll have to break down the ones that have several different types I know.
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Post by BugHunter on Oct 19, 2004 14:19:15 GMT -5
ya, I'm sure the others will want you do the list in description form
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Abishai
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Post by Abishai on Oct 19, 2004 15:25:45 GMT -5
I'll go more in depth a little at a time when I have the extra time.
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Post by Cobra5 on Oct 19, 2004 15:44:08 GMT -5
Out of memory, in Soul Saber we've met Flesh golems, Hill Ogres, Goblins, Zombies. And of course, a Baatezu.
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Abishai
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Post by Abishai on Oct 19, 2004 16:14:04 GMT -5
Snotlings:
Wherever there are Orcs or Goblins there are tiny greenskin Snotlings. It is a common belief amongst humans that Snotlings grow into Goblins and Orcs. Given that all greenskin settlements are overrun with the things this does seem a perfectly reasonable assumption. Another equally likely explanation is that Snotlings are just the smallest of a whole range of very variably sized and shaped creatures. No Orc or Goblin would draw a distinction between a largish Snotling and a smallish Goblin. To an Orc, anything smaller than him is a 'Grot' to be kicked and abused, whilst anything bigger is a 'Boss' to be avoided as much as possible.
Snotlings are the smallest of the greened skinned races. Orcs & Goblins use them as slaves for simple tasks as they are not intelligent creatures at about the same size of a Gnome. They are not a threat on their own to other creatures. They realise this so they form gangs that again can attack a target with numbers.
Vampires I'm not going to write anything on. Duh, what is there to know that you don't know already?
Werewolves are the same thing.
Werebears are also creatures of the moon and affected by silver and fire like a werewolf.
Werecats are creatures of the sun and are affected by GOLD and fire.
Goblins are the scourge of the lands. While many other races loathe the Goblin, they underestimate their capabilities. In history Goblins have always been seen as hoarding attackers who were only strong in numbers, however that has changed as the Goblins have begun to grow in strength and capabilities. Goblins are almost as short as a Dwarf, and have green skin and black hair. They are extremely war-like and have a very chaotic lifestyle and history. Very talented with small bladed weapons, they can also bite their prey and attack with their long nails. Their tougher than average skin gives them an advantage over many races, and the fact that they're extremely fast makes them lethal to the inexperienced victim. Goblins aren't too bright, but they have a very good sense of danger to them. However due to this lack of high intelligence, it is very hard for a Goblin to become a proficient magic user, however experienced Goblin mages usually surprise their victims to such an extent that the battle is very short. Goblins are very close to their counterparts, the Orcs, and are quite often found living together. However they often fight amongst themselves. Goblins are also very sneaky, and love to steal things. Honor means nothing to them.
Gnomes-- Gnomes, or Tendenarruk as they call themselves, are akin to dwarves. They are slightly shorter and weaker than dwarves, with shorter beards and larger, bulbous noses. Most gnomes have dark tan skin and white hair. They are the second most long lived race, living close to 600 years. Gnomes prefer to live under wooded hills or small mountains. They tend to speak very quickly, running their words together. The typical gnomish name is 100+ letters long, as it tells the gnome's life history. It will increase with age. Gnomes tend to be very inquisitive and intelligent. Since the dark times, they have retreated deep under ground, and are more rare than hoblitan. Gnomes live in extensive underground, burrow-like homes. They are clannish, with friendly rivalries occurring between neighboring clans. They spend their lives mining, crafting fine jewelry, and enjoying the fruits of their labor. They observe many festivities and holidays, which often involve nose-measuring contests. Their society is well organized, although not as regimented as Dwarven society. It has many levels of responsibility, culminating in a single Chief who is advised by a directorate of clerics.
Halflings, or hositan as they call themselves, resemble humans except they are half as tall. They tend to be slightly rotund and they always go barefooted. Their feet are leather-like with hair on the upper parts. Halflings eat often, and they hate adventures, as a rule. They can, however, be very stealthy. There are three types of Halflings: Tallfellows, Stout and Hairfoot, the latter being the most common of a rare race. Tallfellows add +1 inch to height determination. Stouts have skill with direction and infravision out to 60' (15% chance to be stout, 20% chance to be tallfellow, 25% chance stout hairfoot mix, the rest hairfoot). In Farland, Halflings have been in hiding since the dark times, and have become rare. Shires almost do not exist, only small villages. Nevertheless, halflings have been known to accomplish great deeds. Halfling communities and shires have their own independent style of government. A common form is the office of Thain and the office of Sheriff. Halflings dislike armed conflict and will avoid it at all costs. As a rule, they are conservative and conformist among themselves, following rules and laws, but have been known to enjoy causing a little mischief every now and then among the "big people."
Half-orcs-- Orcs as a race are short-lived, but they can breed with any race besides elves. The result is a half-orc. There are half-orc goblins, half-orc hobgoblins, etc. Most of these cross breeds look orcish, but 1/10 are sufficiently like the other race to pass for one, although there are tell-tale characteristics of half-orcs. Half-orcs of human stock are slightly shorter then humans, but stockier and stronger. They tend to have squinting eyes, sallow faces, slightly enlarged lower canines, and unmistakable ugliness. They are valuable to an evil ruler, as they are more intelligent than orcs and tend toward evil
Orcs-- Because of their penchant to crossbreed with other races and to live in isolated tribes, Orcs vary widely in appearance. They are rarely shorter than 4'5" or taller than 6", but they range everywhere in between and the shape of their bodies varies widely. Their skin ranges from green, to brown, to gray and shades in between. Most orcs do have fangs or tusks of some sort, lupine ears, red eyes, claw hands, and an aggressive temperament. They are generally very disorganized and destructive, reveling in cruelty and suffering. Their society is patriarchal, and might makes right on an individual scale and a social one. The only laws that are enforced are done so through direct displays of power and fear. Orcs hate bright light and the sun and can see quite well in darkness.
Hobgoblins-- Hobgoblins look like large, muscular goblins. The larger males have blue or red noses. Hobgoblins are both orderly and warlike by nature and thus make feared opponents. They employ strategy and tactics effectively. Their society is dictated by laws, although assasination is not uncommon.
Kobolds-- Kobolds, are small reptilian goblinoids. They are both cowards and sadists. They have scaley skin which ranges from rust-brown to black, red eyes, small horns, and a tail. Kobolds are known to be proficient and indeed very clever with traps, and they also attack in large numbers. Kobolds hate sunlight.
I couldn't find info on specific types of goblins just yet. I'm still looking.
All the tribes are composed of the same types of warriors and the design of their armor and weapons is fairly consistent, though the color and markings of this armor differs greatly. In centuries past the Goblins made use of the body parts from the giant insects in the jungle but now, even though they follow traditional designs, they forge newer armaments from copper, gold and steel. Their skillful blacksmiths impregnate the steel with pigments from the crushed carapaces of the giant insects found throughout the Fallen Lands. This process gives the arms and armor of the Swamp Goblins a glazed iridescence that is both beautiful and distinctive to each tribe. More recently the weapons makers have begun using calcified gourd rinds for armor and weaponry. Being incredibly rigid and strong, the gourd armor offers protection from fire as well as being a potent weapon in and of itself. Considering its light weight, the gourd rinds are highly preferred over metal by the majority of the tribes.
The main body of their armies is made up of spearmen. The light spearmen tend to be young warriors, newly conscripted into their ranks, while the heavy spearmen are older veterans who have survived many a campaign. They attack in concerted groups and use their chitin spears and shields with amazing skill. While most outsiders consider the Swamp Goblin military to be pale copies of the swarming Stygian hordes, they are far from that. They know that their natural chitin weaponry is not as tough as steel, but they also know that the best metal armor has joints and weaknesses. They strive to exploit these weaknesses the best way they can and their seemingly wild attacks actually mask their measured precision.
The Headhunters fight for the glory of the tribe and often for the glory of self, though this is somewhat frowned upon in Swamp Goblin society. They take trophies from the battles in which they fight and no trophy is more highly prized than the head of your enemy. These fanatical warriors have a ferocious reputation and are often given a wide berth even by their own people.
Supporting these troops are two types of Swamp Goblin Hunters that also fight in their armies, the Blowpipe Warriors and the Webmasters. The Blowpipe Warriors coat their needle sharp darts in various toxins and are deadly accurate at short range, their skill allowing them to find the smallest gap in an enemy’s defense. The Webmasters are a unique and savage bunch. They tend to the various arachnids that make their homes high up in the Gourd Cities and fashion their nets from the webbing they cultivate. This gossamer filament is collected and woven by the webmasters into a deceptively strong net which they use to capture both game and enemies.
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Abishai
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Post by Abishai on Oct 19, 2004 16:43:51 GMT -5
Desert goblins are simply orcs who have adapted (culturally, not physically) to life in the deserts of Africa. In physical characteristics they conform to orcish norms. Desert goblins prefer blundgeoning weapons (their language is particularly graphic with respect to death by this means) such as clubs, maces, hammers, quarterstaffs, and greatclubs. They typically wear scale or hide armor, but some better- or worse-armored members may be found among a group.
Desert goblins, perhaps more than most other orcs, are skilled at tactics. Their long years of warfare have been successful, and the necessity of surviving in the desert has made them fierce and very hardy.
Forest Goblins are adept at concocting potions and powerful mixtures from the venom of spiders. They have become more immune to the poison of these creatures and so use venom, that would be deadly to most other species, on a regular basis. Some Goblins drink whole mugs of the stuff before going into battle. This has two effects; firstly it makes the goblins go completely mad and attack the enemy with amazing courage and ferocity (for a goblin) and secondly it has the unfortunate effect of slowly poisoning the Goblins until they die from it. Luckily this takes quite a while, and the Goblins don't really care, accepting it as a part of life.
Hill giants are selfish, cunning brutes who survive through hunting and by terrorizing and raiding nearby communities. Despite their low intelligence, they are capable fighters.
Hill giants are oddly simian and barbaric in appearance, with overly long arms, stooped shoulders, and low foreheads. Even though they are the smallest of the giants, their limbs are more muscular and massive than those of the other giant races. The average hill giant is 16 feet tall and weighs about 4,500 pounds. Females have the same builds as males. Their skin color ranges from a light tan to a deep ruddy brown. Their hair is brown or black, and their eyes are black. Hill giants can live to be 200 years old.
Hill giants' wear crudely-sewn animal hides, which are the equivalent of leather armor. Nearly all hill giants wear these hides, which are a symbol of esteem in some hill giant communities, the more hides a giant has, the more large kills to his credit. Only a few (5%) of the giants fashion metal armor from the armor of men they have defeated. Like other races of giants, hill giants carry their belongings with them in huge hide sacks. A typical hill giant's bag will contain 2-8 throwing rocks, the giant's wealth, and 1-8 additional common items.
Hill giants speak their own language and a tongue common to all giants. In addition, 50% also speak ogre.
Combat: Hill giants prefer to fight their opponents from high rocky outcroppings where they can pelt their targets with rocks and boulders while limiting the risks posed to themselves.
Hill giants' favorite weapons are oversized clubs. They hurl rocks. Their targets for such attacks must be between 3 and 200 yards away from the giant. They can catch rocks or other similar missiles 30% of the time
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Saknicep
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Post by Saknicep on Oct 20, 2004 8:45:03 GMT -5
Just a suggestion, well, I realized that you forgot nymphs, or did you not want them....
Other the that, thats a great detailed list. I was starting to wonder when I was RPGing in Soul Saber if there where any specific monster types, or something
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Post by Tassatul on Oct 20, 2004 10:01:49 GMT -5
thats a lot of information. Are getting all of this from the top of youre head, or researching online? If its online, where, cause this is awesome stuff
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Abishai
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Post by Abishai on Oct 20, 2004 10:45:05 GMT -5
A lot of it is from my head, but the majority of the information is from online. To get the creatures I just searched under mythical creatures. There are several "encyclopedias" on line dedicated to mythical creatures.
As far as the nymphs, I just forgot to add them is all.
Ogres are thought to share a common ancestor with humans, but the intervening years have seperated the two races. They look like large, ugly humans, heavy set with large jaws and low brows. Head shaving is a common practise, and many ogres are scarred or tattooed. Their diet is largely omnivorous, and they are quite happy to eat members of other races without a second thought.
This infrequently encountered race, although secretive, has been known to be mischievous and playful, sometimes in an apparently malicious way. Banshees are tall and lithe with flowing dark blue hair, and gaunt yet lively faces. Their large yellow cat-like eyes form a prominant feature on their faces, contrasting with their dark blue lips concealing dagger-like teeth. Their pallid, ghost-like skin has fooled many a traveller into believing them to be the undead, their tattered loose clothing adding to the supernatural effect. Although lacking in strength, many a foe has been overcome by their keening wail. When cornered or caught unawares, the banshee may tear and scratch using its long, talon-like fingernails. Their harsh high-pitched voices make them awkward conversationalists, putting an end to many a dispute!
Minotaur
It is popularly rumoured that Minotaurs are the favoured children of Nthydarak himself. Certainly, these huge and terrifying creatures are possessed of physical strength, devout faith, and an almost insatiable lust for blood. Standing well over six feet tall on average, and heavy set for that height, Minotaurs are characterised by muscular human bodies and the heads of great bulls.
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Abishai
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Post by Abishai on Oct 26, 2004 15:27:22 GMT -5
Black:
Black dragons are abusive, quick to anger, and resent intrusions of any kind. They like dismal surroundings, heavy vegetation, and prefer darkness to daylight. Although not as intelligent as other dragons, black dragons are instinctively cunning and malevolent. At birth, a black dragon's scales are thin, small, and glossy. But as the dragon ages, its scales become larger, thicker, and duller, which helps it camouflage itself in swamps and marshes.
Black dragons prefer to ambush their targets, using their surroundings as cover. Their favorite targets are men, who they will sometimes stalk for several minutes in an attempt to gauge their strength and wealth before attacking. Against a band of men or a formidable creature, of the marsh can weaken the targets before the dragon joins the fight. Black dragons will also use their breath weapon before closing in melee. When fighting in heavily vegetated swamps and marshes, black dragons attempt to stay in the water or along the ground; the numerous trees and leafy canopies limit their flying maneuverability. When faced with an opponent which poses too much of a threat, a black dragon will attempt to fly out of sight, so it will not leave tracks, and hide in a deep pond or bog.
A black dragon's breath weapon is a 5' wide stream of acid that extends 60' in a straight line from the dragon's head.
Black dragons are found in swamps, marshes, rain forests, and jungles. They revel in a steamy environment where canopies of trees filter out most of the sunlight, swarms of insects fill the air, and stagnant moss-covered ponds lie in abundance. Black dragons are excellent swimmers and enjoy lurking in the gloomy depths of swamps and bogs. They also are graceful in flight; however, they prefer to fly at night when their great forms are hidden by the darkness of the sky. Black dragons are extremely selfish, and the majority of those encountered will be alone. When a family of black dragons is encountered, the adults will protect their young. However, if it appears the adults' lives are in jeopardy they will abandon their young to save themselves. They lair in large, damp caves and multi-chambered subterranean caverns. Older dragons are able to hide the entrance to their lairs with their plant growth ability. Black dragons are especially fond of coins. Older black dragons sometimes capture and question humans, before killing them, to find out where stockpiles of gold, silver, and platinum coins are kept.
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Post by Abishai on Oct 26, 2004 15:33:39 GMT -5
Brass dragons are great talkers, but not particularly good conversationalists. They are egotistical and often boorish. They oftern have useful information, but will divulge it only after drifting off the subject many times and after hints that a gift would be appreciated. At birth, a brass dragon's scales are dull. Their color is a brassy, mottled brown. As the dragon gets older, the scales become more brassy, until they reach a warm burnished appearance.
Combat: Brass dragons would rather talk than fight. If an intelligent creature tries to take its leave of a brass dragon without talking to it at length, the dragon might have a fit of pique and try to force a conversation with suggestion or by giving the a dose of sleep gas. If the victim falls asleep it will awaken to find itself pinned under the dragon or buried to the neck in the sand until the dragon's thirst for small talk is slaked. Before melee, brass dragons create a cloud of dust with dust devil or control winds, then charge or snatch. Brass dragons often use control temperature to create heat to discomfort their opponents. When faced with real danger, younger brass dragons will fly out of sight, then hide by burrowing. Older dragons spurn this ploy.
A brass dragon has two breath weapons: a cone of sleep gas 70' long, 5' wide at the dragon's mouth, and 20' wide at its end; or a cloud of blistering desert heat 50' long, 40' wide, and 20' high.
At birth, brass dragons can speak with animals freely, and are immune to fire and heat.
Brass dragons are found in arid, warm climates; ranging from sandy deserts to dry steppes. They love intense, dry heat and spend most of their time basking in the sun. They lair in high caves, preferably facing east where the sun can warm the rocks, and their territories always contain several spots where they can bask and trap unwary travelers into conversation. Brass dragons are very social. They usually are on good terms with neighboring brass dragons and sphinxes. Brass dragons are dedicated parents. If their young are attacked they will try to slay the enemy, using their heat breath weapons and taking full advantage of their own immunity. Because they share the same habitat, blue dragons are brass dragons' worst enemies. Brass dragons usually get the worst of a one-on-one confrontation, mostly because of the longer reach of the blue dragon's breath weapon. Because of this, brass dragons usually try to evade blue dragons until they can rally their neighbors for a mass attack.
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Abishai
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Post by Abishai on Oct 26, 2004 18:01:59 GMT -5
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Post by Abishai on Oct 27, 2004 11:11:08 GMT -5
Blue dragons are extremely territorial and voracious. They love to spend long hours preparing ambushes for herd animals and unwary travelers, and they spend equally long hours dwelling on their success and admiring their trophies. The size of a blue dragon's scales increases little as the dragon ages, although they do become thicker and harder. The scales vary in color from an iridescent azure to a deep indigo, retaining a glossy finish through all of the dragon's stages because the blowing desert sands polish them. This makes blue dragons easy to spot in barren desert surroundings. However, the dragons often conceal themselves, burrowing into the sand so only part of their heads are exposed.
Blue dragons love to soar in the hot desert air; usually flying in the daytime when temperatures are the highest. Some blue dragons nearly match the color of the desert sky and use this coloration to their advantage in combat.
Blue dragons speak their own tongue, a tongue common to all evil dragons, and 12% of hatchling blue dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat: Blue dragons prefer to fight from a distance so their opponents can clearly witness the full force of their breath weapon and so little or no threat is posed to themselves. Often blue dragons will attack from directly above or will burrow beneath the sands until opponents come within 100 feet. Older blue dragons will use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and aid in their chances to surprise. Blue dragons will only run from a fight if they are severely damaged, since they view retreat as cowardly.
Breath weapon/special abilities: A blue dragon's breath weapon is a 5' wide bolt of lightning that streaks 100' in a straight line from the dragon's mouth. All creatures caught in this stream must save vs. breath weapon for half damage. Blue dragons cast spells and use their magical abilities at 7th level, adjusted by their combat modifier.
Blue dragons are born with an immunity to electricity. As they age, they gain the following additional powers: Young: create or destroy water three times per day. Juvenile: sound imitation at will. Adult: dust devil once a day. Old: ventriloquism once a day. Venerable: hallucinatory terrain once a day.
Habit/Society: Blue dragons are found in deserts; arid, windswept plains; and hot humid badlands. They enjoy the bleak terrain because there are few obstacles-only an occasional rock outcropping or dune-to interrupt the view of their territories. They spend hours looking out over their domains, watching for trespassers and admiring their property. Most of the blue dragons encountered will be alone because they do not want to share their territories with others. However, when a family is encountered the male dragon will attack ferociously, protecting his property-his mate and young. The female dragon also will join in the attack if the threat proves significant.
Blue dragons' enemies are men, who kill the dragons for their skin and treasure, and brass dragons, which share the same environment. If a blue dragon discovers a brass dragon in the same region, it will not rest until the trespassing dragon is killed or driven away.
Blue dragons lair in vast underground caverns in which they store their treasure. Although blue dragons will collect anything which looks valuable, they are fond of gems-especially sapphires.
Ecology: Blue dragons are able to consume nearly anything, and sometimes are forced to eat snakes, lizards, and desert plants to help sate their great hunger. However, they are particularly fond of herd animals, such as camels, and they will gorge themselves on caravans of the creatures which they cook with a lightning bolt.
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Post by Abishai on Oct 27, 2004 11:14:14 GMT -5
Bronze dragons are inquisitive and fond of humans and demi-humans. They enjoy polymorphing into small, friendly animals so they can unobtrusively observe humans and demi-humans, especially adventurers. Bronze dragons thrive on simple challenges such as riddles and harmless contests. They are fascinated by warfare and will eagerly join an army if the cause is just and the pay is good. At birth, a bronze dragon's scales are yellow tinged with green, showing only a hint of bronze. As the dragon approached adulthood, its color deepens slowly changing to a rich bronze tone that gets darker as the dragon ages. Dragons from the very old stage on develop a blue-black tint to the edges of their scales, similar to a patina on ancient bronze armor or statues.
Bronze dragons speak their own tongue, a tongue common to all good dragons, and 16% of hatchling bronze dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat: Bronze dragons dislike killing creatures with animal intelligence and would rather bribe them (perhaps with food), or force them away with repulsion. When confronted with intelligent opponents bronze dragons use their ESP ability to learn their opponents' intentions. When attacking they blind their opponents with wall of fog, then charge. Or, if they are flying they will snatch opponents. When fighting under water, they use airy water to maintain the effectiveness of their breath weapons, and to keep away purely aquatic opponents. Against boats or ship they summon a storm or use their tail slap to smash the vessels' hulls. If the dragon is inclined to be lenient, seafaring opponents might merely find themselves becalmed, fog bound, or with broken masts.
Breath weapon/special abilities: A bronze dragon has two breath weapons: a stroke of lightning 100' long and 5' side or a cloud of repulsion gas 20' long, 30' wide, and 30' high. Creatures caught in the gas must save vs. breath weapon or move away from the dragon for two minutes per age level of the dragon, plus 1-6 minutes. Creature caught in the lightning take damage, save vs. breath weapon for half. A bronze dragon casts its spells and uses its magical abilities at 8th level, plus its combat modifier.
At birth, bronze dragons have a water breathing ability, can speak with animals at will, and are immune to electricity. As they age, they gain the following additional powers: Young: create food and water and polymorph self three times a day. (Each change in form lasts until the dragon chooses a different form. Reverting to the dragon's normal form does not count as a change.) Juvenile: wall of fog once a day. Adult: ESP three times a day. Mature adult: airy water three times a day in a 10' radius per age category of the dragon. Old: weather summoning once a day.
Habitat/Society: Bronze dragons like to be near deep fresh or salt water. They are good swimmers and often visit the depths to cool off or to hunt for pearls or treasure from sunken ships. They prefer caves that are accessible only from the water, but their lairs are always dry--they do not lay eggs, sleep, or store treasure under water.
Bronze dragons are fond of sea mammals, especially dolphins and whales. These animals provide the dragons with a wealth of information on shipwrecks, which the dragons love to plunder, and detail the haunts of large sharks. Bronze dragons detest pirates, disabling or destroying their ships.
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Abishai
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Post by Abishai on Oct 27, 2004 11:17:36 GMT -5
loud dragons are reclusive creatures that dislike intrusions. They rarely converse, but if persuaded to do so they tend to be taciturn and aloof. They have no respect whatsoever for creatures that cannot fly without assistance from spells or devices. At birth, cloud dragons have silver-white scales tinged with red at the edges. As they grow, the red spreads and lightens to sunset orange. At the mature adult stage and above, the red-orange color deepens to red gold and almost entirely replaces the silver. Cloud dragons speak their own tongue and a tongue common to all neutral dragons. Also 17% of hatchling cloud dragons can speak with any intelligent creature. The chance to possess this ability increases 5% per age category. Combat: Cloud dragons are as likely to avoid combat (by assuming cloud form) as they are to attack. When attacking, they use their breath weapon to scatter foes, then cast solid fog and use their manipulation abilities to blind and disorient their foes. When very angry, they conjure storms with control weather spells, then they call lightning. They like to use stinking cloud and control winds spells against flying opponents. Breath Weapon/Special Abilities: A cloud dragon's breath weapon is an icy blast of air that is 140 feet long, 30 feet high, and 30 feet wide. Creatures caught in the blast suffer damage from cold and flying ice crystals. Furthermore, all creatures three size classes or more smaller than the dragon are blown head over heels for 2d12 feet, plus 3 feet per age category of the dragon. Characters who can grab solid objects won't be carried away unless they fail. Strength checks; creatures with claws, suction cups, etc., can avoid the effect if they have a suitable surface to cling to. A cloud dragon casts its spells and uses its magical abilities at 6th level plus its combat modifier. Cloud dragons are immune to cold. They can assume (or leave) a cohesive, cloud-like form at will, once per round. In this form, they are 75% unlikely to be distinguished from normal clouds; when in cloud form, their Armor Class improves by -3 and their magic resistance increases by 15%. Cloud dragons can use their spells and innate abilities while in cloud form, but they cannot attack physically or use their breath weapon. In cloud form, cloud dragons fly at a speed of 12 (MC:A). As they age, cloud dragons gain the following additional powers. Very young: solid fog twice a day. Young: stinking cloud twice a day. Juvenile: creature water twice a day (affects a maximum of three cubic yards [81 cubic feet]). Adult: obscurement three times a day. Mature adult: call lightning twice a day. Old: weather summoning twice a day. Very old: control weather twice a day. Ancient: control winds twice a day. Habitat/Society:Cloud dragons lair in magical cloud islands where there is at least a small, solid floor laying eggs and storing treasure. Very rarely, they occupy cloud-shrouded mountain peaks. Cloud dragons are solitary 95% of the time. If more than one is encountered it is a single parent with offspring. Ecology: Like all dragons, cloud dragons can eat just about anything. They seem to subsist primarily on rain water, hailstones, and the occasional bit of silver. Because they inhabit in similar territories, cloud dragons come into conflict with silver dragons. Despite their higher intelligence, cloud dragons usually lose confrontation because of the silver dragons' secondary breath weapons and ability to muster allies.
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