Dragons (Bestiary)

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Dragons are the most ferocious creatures in the DragonQuest worlds. They have a long, thin, tapering body (about 25 feet long). They are generally reptilian in form, with sharp claws, a pointed tail, leathery wings, large fangs, a long neck, and spiked ridges along their backs. Their eyes glow with a shine of intelligence inherent in no ordinary reptile, however. Dragons are seven-hex monsters.

Armour
Dragons have heavy scales all over their bodies, with the exception of their undersides, which are generally softer. As some dragons age, however, they accumulate and sleep on a hoard of gem stones that will become embedded in them, making them as nearly invulnerable from below as from above. A dragon's Armour Protection will be between 10 and 12 from the top, and will be between 2 and 15 on the bottom, depending on the level of encrustation.
Personality
All dragons are highly intelligent. Most dragons will be able to speak 1-5 human tongues at Rank 10, and 10-15 other human and humanoid languages at Rank 6-8. The least intelligent of dragons will be as bright as an average human, and most will be ultra-intelligent by human standards. With the exception of golden dragons, dragons are highly malicious, loving to cause as much pain and destruction as they can. They enjoy playing with humans, manipulating and outwitting them. Their intelligence, however, gives them a sense of caution, and a dragon will not hesitate to fly away from or attempt to verbally conciliate a more powerful opponent. In times of rage, however, they sometimes become reckless, and it is at these times that they are the most vulnerable. Dragons love puzzles and word games and anything else that challenges their intellect. They love riddles and trick questions. They also enjoy flattery, although they will see through it almost all the time. Nevertheless, they will be better disposed toward a flatterer than to one who is insolent. In general, dragons are very hot-tempered and quick to respond to insult.
Assistance
All dragons except the black dragon can occasionally be persuaded to reveal information or perform a service for a character if enough wealth is offered. All save the golden dragon will attempt merely to steal the treasure offered, if possible, unless it is well guarded or the character protects themselves well in some other way, for dragons hate servitude. Dragons can occasionally be coerced into service if they see that there is otherwise a good chance that they will be killed. They will never submit gladly, and will try to rebel and kill their "master" at the earliest safe opportunity.
Lair
Dragons of all types generally prefer to live in caves, narrow at their open ends, but gradually widening into long, deep caverns. The mouth of the cavern will usually just be large enough for the dragon to pass with folded wings, while the main cavern will be spacious enough for the dragon to turn easily. A dragon's lair will usually contain a number of wards to snare the unwary before they can approach the dragon. Dragons have a fierce territorial imperative, attacking any creature that intrudes upon the area surrounding their lair. The area around a dragon's lair will often be a wasteland, devastated by the creature. Dragon lairs themselves will reek horribly, with solid rock floors melted and scarred by the creature's acidic excretions. The air surrounding a dragon is noxious; a dragon's breath is foul, and its aroma sickening. Because of their smell, all creatures fight with 5 taken off their Base Chance to hit the dragon. Golden dragons are the exception to the above, with pleasant-smelling lairs surrounded by normal countryside.
Hoard
Most dragons are greedy, and as they age they will accumulate a tremendous hoard within their lair. Their treasure will usually be gold, gems, and other items on which the dragon will make its bed.
Movement
Dragons can fly, and they can crawl, although comparatively slowly. They can also hover motionless in the air.
Numbers
Dragons are usually encountered alone, although rarely a lair will be occupied by a female with [D – 6] young dragons or [D – 2] eggs.
Dragon Blood
Dragon blood is highly corrosive; any time a weapon penetrates a dragon's armour and does damage to the creature itself there is a 30% chance that any weapon will be rendered useless, -10% per magical Rank inherent in the weapon. In addition there is a 30% chance that some of the blood will splatter onto the wielder of the weapon if the weapon was used in Melee or Close Combat, doing [D + 2] damage. Armour will absorb this type of damage, but the Armour Protection is reduced by 1 each time it is hit by the blood.
Dragon Gaze
A dragon's gaze is transfixing, and any creature that looks into a dragon's eyes must roll 3 × Willpower or remain paralysed until the dragon removes their gaze.
Dragon Fear
All dragons may induce fear at will in those confronting them. Characters must roll 3 × Willpower or run away in panic, dropping weapons and packs in headlong flight. Once a character has successfully resisted panic, they will not have to check again for that encounter.
Dragon Senses
There is an 80% chance that any dragon encountered in its lair will be sleeping, but dragons are very easily awakened. If any character is wearing metallic armour or makes a noise exceeding a whisper they will awaken instantly. Even if a party is completely silent, there is a 50% chance that their scent will be enough to awaken the dragon. Dragons have incredibly acute senses of hearing, smell and sight. They can see perfectly in the dark, and they have a 90% chance per pulse of detecting physically hidden characters. They have a 75% chance per pulse of detecting the presence of invisible or otherwise magically hidden creatures. They will not know the exact location of invisible creatures, although they will be able to guess well enough to hit the character with their breath weapon (if they have one and want to use it).
Names
All dragons know the generic true name of everything, profiting from such knowledge in the ways described in the Namer College. Powerful dragons also make it a point to learn the ITNs of the most important people around them in case they should be needed at some future date.
College Magic
All dragons are spell casters in addition to their many racial talents. All dragon magic functions exactly as the human magic of the same name except that it can affect larger creatures. For range purposes, all spells are assumed to emanate from the dragon's head. Dragons can teach their spells to humans, but they will only do so for vast amounts of treasure or in exchange for some highly valuable bit of knowledge. Dragons can cast while flying or hovering. All dragons know all special knowledge and general knowledge counterspells for all colleges at Rank 15, unless noted otherwise. If a dragon is slain, it can cast a death curse (typically Rank 10) on its treasure.
Dragon Fire
The most deadly physical weapon of most dragons is their ability to breathe fire. The breath will emerge as a cone stretching from the dragon's mouth. In combat, the cone of fire is considered to be present until the dragon's next action after breathing, with all creatures entering the cone taking damage as if breathed upon. To breathe fire while in combat a dragon must execute a Fire action. Damage from a dragon's fire depends on the type of dragon, but all dragon fire will ignite anything flammable within the cone. Non-magical weapons or armour have a 10% chance of being rendered useless if caught by dragon's fire. Dragon fire cannot be absorbed by armour.
Wind storms
Dragons can create windstorms with their wings (as a Pass action) if they are in an area large enough for their wings to reach their full span (30 feet). Any creature in front of or beneath a dragon creating a windstorm and within 25 feet of the dragon must roll 2 × Physical Strength or be blown [D100 - 10] feet. All creatures will fall prone after being blown, and any creature which is blown a distance of 10 or more feet will take [D – 4] damage.
Age
All characteristics given are for mature dragons. Young dragons will have half the ranks of mature dragons in all spells, talents, and rituals. They will breathe with a cone of half the width, depth, and damage of fully-grown dragons, and cannot produce windstorms. In combat, subtract 15 from all Base Chances and 4 from the damage of immature dragons. Very old dragons will have the same spell capacity as mature dragons, but their cone of flame will be 20 feet longer and 10 feet wider and will do 2 additional points of damage. The windstorm from a very old dragon will do 2 additional points of damage, and all characters add 20 to their D100 rolls to see if they blow away. In combat, very old dragons add 15 to their Base Chance and 4 points to all damage rolls.

Black Dragon

Known Black Dragons

Natural Habitat 
Anywhere (prefers Caverns)
Frequency 
Very Rare
Number 
1
Description
Black dragons have reflective scales of a solid black colour.
Comments
Black dragons are questers for knowledge, and they will occasionally release those in their grasp if they can give them rare or valuable bits of knowledge.
Abilities
General abilities for all dragons, as noted above. A black dragon can also use all magic of the College of Ensorcelments and Enchantments or Illusions at Rank 20 and all counterspells at Rank 20.
Movement Rates 
Flying 850; Running: 300
PS: 220-240 MD: 20-22 AG: 20-22 MA: 30-35 EN: 70-80 FT: 100-120
WP: 30-34 PC: 28-32 PB:

2-4

TMR: 17/6 NA: Top scales absorb 10 DP
Weapons
At Range, a black dragon may use its transfixing gaze or fear, in addition to its dragons-fire or windstorm. They may breathe a cone of fire 40 feet long by 20 feet wide as a Fire action [D – 6] times per day.
In Melee, a black dragon can attack with two claws, a bite and a tail swipe without penalty. In Close, a dragon may roll on all opponents in its hexes.
Breath: BC auto, [D + 15], Ranged, Melee & Close.
Bite: BC 50%, [D + 12], Melee & Close, Rank ?.
Claw: BC 40%, [D + 10], Melee & Close, Rank ?.
Tail: BC 50%, [D + 6], Melee Rear, Rank ?. Trip.
Roll: BC 80%, [D + 12], Close, Rank ?.

Blue Dragon

Natural Habitat 
Anywhere (prefers Caverns)
Frequency 
Very Rare
Number 
1
Description
Blue dragons are sky blue, making them difficult to spot against a clear sky.
Comments
Blue dragons are more cunning than some of their brethren and if they capture a character they will often let them live in exchange for service in the outside world. Rumours, contact with others, transport of goods, etc., will be expected of any released, and if they attempt to evade service, the dragon's wrath will be great.
Abilities
General abilities for all dragons as noted above. A blue dragon can also use all magic of the College of Illusions or of the Mind at Rank 18. A blue dragon cannot breathe fire.
Movement Rates 
Flying: 700; Running: 250
PS: 230-250 MD: 16-18 AG: 15-17 MA: 30-35 EN: 75-85 FT: 100-120
WP: 30-34 PC: 28-32 PB: 2-4 TMR: 14/5 NA: Top scales absorb 11 DP
Weapons
At Range, a blue dragon may use its transfixing gaze or fear, in addition to its windstorm. In Melee, a blue dragon can attack with two claws, a bite and a tail swipe without penalty. In Close, a dragon may roll on all opponents in its hexes.
Bite: BC 50%, [D + 10], Melee & Close, Rank ?.
Claw: BC 45%, [D + 8], Melee & Close, Rank ?.
Tail: BC 55%, [D + 6], Melee Rear, Rank ?. Trip.
Roll: BC 80%, [D + 12], Close, Rank ?.

Golden Dragon

Natural Habitat 
Anywhere (prefers Caverns)
Frequency 
Very Rare
Number 
1
Description
Golden dragons are bright gold in colour, shining from a distance in a dazzling display. For one unfamiliar with dragons, however, there is a 50% chance that a golden dragon will be mistaken for a yellow dragon. Note that golden dragons do not have the stench of other dragons.
Comments
Golden dragons are the only dragons that can be described as just. They will not attack unless provoked, and can be bargained with more readily than other dragons. They generally despise evil dragons, and will frequently attack them.
Abilities
General abilities for all dragons as noted above. In addition golden dragons can use all magics of the College of the Mind or the College of Illusions at Rank 20, and all counterspells at Rank 20. Golden dragons cannot breathe fire.
Movement Rates 
Flying: 850; Running: 300
PS: 300-320 MD: 20-24 AG: 18-20 MA: 32-37 EN: 90-100 FT: 140-160
WP: 32-37 PC: 30-35 PB: 5-7 TMR: 17/6 NA: Top scales absorb 12 DP
Weapons
At Range, a golden dragon may use its transfixing gaze or fear, in addition to its windstorm. In Melee, a golden dragon can attack with two claws, a bite and a tail swipe without penalty. In Close, a dragon may roll on all opponents in its hexes.
Bite: BC 65%, [D + 11], Melee & Close, Rank ?.
Claw: BC 50%, [D + 7], Melee & Close, Rank ?.
Tail: BC 70%, [D + 4], Melee Rear, Rank ?. Trip.
Roll: BC 80%, [D + 16], Close, Rank ?.

Green Dragon

Natural Habitat 
Anywhere (prefers Caverns)
Frequency 
Very rare
Number 
1
Description
Green dragons have outer scales the colour of dark pine needles.
Comments
Green dragons are quite evil, although they are curious and will question captives thoroughly before disposing of them. After a green dragon dies, for the next hour or so a sip of its blood will allow permanent comprehension and ability to speak with any normal animal or avian without damage to the drinker.
Abilities
General abilities for all dragons, as noted above. Green dragons can also use all magic of the College of the Mind or the College of Illusions at Rank 12.
Movement Rates 
Flying: 700; Running: 250
PS: 300-350 MD: 19-21 AG: 17-19 MA: 22-25 EN: 85-95 FT: 120-150
WP: 27-33 PC: 27-30 PB:

2-4

TMR: 14/5 NA: Top scales absorb 12 DP
Weapons
At Range, a green dragon may use its transfixing gaze or fear, in addition to its dragons-fire or windstorm. They may breathe a cone of fire 60 feet long by 30 feet wide as a Fire action [D] times per day. In Melee, a green dragon can attack with two claws, a bite and a tail swipe without penalty. In Close, a dragon may roll on all opponents in its hexes.
Breath: BC auto, [D + 12], Ranged, Melee & Close.
Bite: BC 60%, [D + 12], Melee & Close, Rank ?.
Claw: BC 50%, [D + 6], Melee & Close, Rank ?.
Tail: BC 70%, [D + 4], Melee Rear, Rank ?. Trip.
Roll: BC 80%, [D + 17], Close, Rank ?.

Red Dragon

Natural Habitat 
Anywhere (prefers Caverns)
Frequency 
Very Rare
Number 
1
Description
Red dragons are fiery coloured dragons, with flecks of gold along their scales.
Comments
Red dragons will play games with those they encounter until they tire of their pitiful struggles and then slowly kill them and take all their treasure. If a character somehow impresses a red dragon, there is a 40% chance they will be left alive.
Abilities
General abilities for dragons, as noted above. They can also use all magic of the College of the Mind at Rank 17.
Movement Rates 
Flying: 750;Running: 250
PS: 250-300 MD: 18-20 AG: 16-18 MA: 25-30 EN: 10-90 FT: 110-140
WP: 30-35 PC: 21-30 PB:

2-4

TMR: 15/5 NA: Top scales absorb 12 DP
Weapons
At Range, a red dragon may use its transfixing gaze or fear, in addition to its dragons-fire or windstorm. They may breathe a cone of fire 80 feet long by 40 feet wide as a Fire action [D + 3] times per day. In Melee, a red dragon can attack with two claws, a bite and a tail swipe without penalty. In Close, a dragon may roll on all opponents in its hexes.
Breath: BC auto, [D + 15], Ranged, Melee & Close.
Bite: BC 70%, [D + 10], Melee & Close, Rank ?.
Claw: BC 50%, [D + 4], Melee & Close, Rank ?.
Tail: BC 60%, [D + 2], Melee Rear, Rank ?. Trip.
Roll: BC 80%, [D + 14], Close, Rank ?.

Yellow Dragon

Natural Habitat 
Anywhere (prefers Caverns)
Frequency 
Very Rare
Number 
1
Description
Yellow dragons have yellowish scales. Note that when seen from distances of 100 feet or more there is a 50% chance that this dragon will be mistaken for a golden dragon, and vice-versa.
Comments
Yellow dragons have a particular fondness for gold over gems and other items of value
Abilities
General abilities for all dragons, as noted above. Yellow dragons also use all magic of the College of the Mind or the College of Illusions at Rank 15 and all counterspells at Rank 12.
Movement Rates 
Flying: 700, Running: 300
PS: 280-320 MD: 20-22 AG: 18-20 MA: 24-27 EN: 80-90 FT: 110-140
WP: 26-32 PC: 27-30 PB: 14/6 TMR: 2-4 NA: Top scales absorb 11 DP
Weapons
At Range, a yellow dragon may use its transfixing gaze or fear, in addition to its dragons-fire or windstorm. They may breathe a cone of fire 60 feet long by 30 feet wide as a Fire action [D + 1] times per day.
In Melee, a yellow dragon can attack with two claws, a bite and a tail swipe without penalty. In Close, a dragon may roll on all opponents in its hexes.
Breath: BC auto, [D + 12], Ranged, Melee & Close.
Bite: BC 60%, [D + 10], Melee & Close, Rank ?.
Claw: BC 45%, [D + 5], Melee & Close, Rank ?.
Tail: BC 65%, [D + 3], Melee Rear, Rank ?. Trip.
Roll: BC 80%, [D + 15], Close, Rank ?.

Iron Dragon

Natural Habitat 
Anywhere (prefers Caverns)
Frequency 
Very Rare
Number 
1
Description
Iron dragons are dark, metallic dragons with flecks of reddish-brown along their scales.
Comments
Iron dragons are reclusive left to their own devices. They are fiercely loyal once they have found someone they trust. They are not murderous as most dragons are but neither do they see much value in a single mortal life.
Abilities
General abilities for dragons, as noted above. Often they cannot cast spells, but their Magic Resistance is increased by the value of their Natural Armour, a function of their iron scales, no doubt. Anyone casting at an Iron Dragon adds 10 to their die roll.
Aside from their Natural Armour, they have 30 points of armour versus spells and reduce the damage of blows directly to EN by 16.
Although iron dragons can fly, they are clumsy at it. While their movement rate is quite high, their inability to manoeuvre well leads them to avoid flying in combat unless essential.
Movement Rates 
Flying: 750;Running: 250
PS: 250-300 MD: 18-20 AG: 16-18 MA: 25-30 EN: 10-90 FT: 110-140
WP: 30-35 PC: 21-30 PB: 2-4 TMR: 17/6 NA: Top scales absorb 20 DP
Weapons
At Range, an iron dragon may use its transfixing gaze or fear.
They may breathe a cone of coruscation which extends 15 ft from their maw. However, they can swing their head in an arc sufficient to cover 8 contiguous hexes of their front facing. This inflicts D+5 damage to all who are caught within the area, but anyone wearing metal armour suffers 3 D10 + 15. This damage may not be resisted. Neither is it fiery in nature. Anyone under the effects of a Light Resistance spell can avoid 1 + 1 per 4 Ranks of this damage, however.
It may attack up to four opponents on its flank who are within 7 hexes by slashing its bladed wing at them. This attack can deliver B Class Specific Grievous Injuries.
In Melee, an iron dragon can attack with two claws, a bite and a tail swipe without penalty. In Close, a dragon may roll on all opponents in its hexes.
If an iron dragon occupies more than twice as many hexes as their opponent, and their PS is 100 or more greater, then they may tear limbs and heads off instead of inflicting damage. This requires the use of two of their normal attacks.
Breath: BC auto, [D + 5], Extended, Melee & Close.
Bite: BC 70%, [D + 10], Melee & Close, Rank 10.
Claw: BC 50%, [D + 4], Melee & Close, Rank 10.
Wing: BC 50%, [3D + 12], Extended & Melee, Rank 8.
Tail: BC 60%, [D + 2], Melee Rear, Rank 8. Trip.
Roll: BC 80%, [D + 14], Close, Rank 8.

Sand Dragon

Natural Habitat 
Anywhere (prefers Deserts and Arid Wastes)
Frequency 
Very Rare
Number 
1
Description
Sand dragons are buff coloured with scales that thin to wickedly sharp, transparent, curved edges. They are slightly smaller than other dragons, being six hex creatures.
Comments
Sand dragons are vindictive and impetuous as a desert storm. They are as duplicitous as a mirage, and can never be trusted unless some kind of hold can be established over them.
Abilities
General abilities for dragons, as noted above. They are often Adepts of the College of Air or Earth magics. Their General Knowledge magic will be around Rank 15, Special Knowledge, about Rank 10. On rare occasions, more masterful Adepts may be encountered who will know both Colleges, and all magic will be Rank 15 or higher.
Their scales deflect 12 point of physical damage, provide 6 points of armour against damage to Endurance and 10 points of spell armour. Aside from this, they may shift damage around their body, to some degree. Each of their hexes is damaged discretely, and if at the beginning of a Pulse, they are not dead, then the least damage, only, is applied. The hexes are Head, Left Forequarter (includes the wing), Right Forequarter (includes the wing), Left Rear leg, Right Rear leg, Tail. At the beginning of each Pulse, the hex that has taken the least damage is consulted and this is applied. If a hex has taken no damage, then none is taken. A Specific Grievous Injury is only applied on the hex if it is legal. In other words, a wound to the hip can not be applied unless the damage is inflicted in one of the rear leg hexes. In the case of the wings, Specific Grievous Injuries to the leg, foot, arm or hand may be applied at the DM's discretion. The special damage of a Specific Grievous Injury may not be shed, although the damage to EN or FT may be.
When a sand dragon launches into the air, or upon landing, they may raise a sand storm which will be as wide as its wingspan (15 hexes, usually). The storm will extend 10 hexes behind them on take off, or 10 hexes before them if landing. Anyone caught in the area of effect must roll roll under 2 x their MD or be blinded. A D10 is rolled if the result is 1 - 4, then the duration of the blindess effect is for 1 Pulse. If 5 - 7 is rolled, then it is 2 Pulses, if 8 or 9 is rolled, the duration is 3 Pulses, and if 10, 4 Pulses.
Although they have the usual movement rate in the air, sand dragons are not amongst the best flyers. They can never climb more than a couple of hundred feet above the ground, and have an absolute flight ceiling of 1,000 ft above sea level.
By spending 10 FT and a Free Act, they may assume a form similar to that caused by the spell, Wind Walking. This doubles their TMR while running or stone running. They may make the transformation without cost if they are in the area of effect of a Windstorm, the target of a Whirlwind Vortex or similar magics.
Movement Rates 
Flying: 750;Running: 250:Stone Running: 250: Burrowing: 150:
PS: 250-300 MD: 20-25 AG: 18-22 MA: 25-30 EN: 10-60 FT: 110-140
WP: 30-35 PC: 21-30 PB: 2-4 TMR: 17/6 NA: Top scales absorb 12 DP
Weapons
At Range, a sand dragon may use its transfixing gaze or fear.
They may breathe a flesh-stripping cone of wind-borne sand which extends 60 ft from their maw, spreading to 20 ft wide at maximum range. Any creature of flesh caught in the volume must resist or be sand-blasted to death. If they successfully resist, they take D+15 damage.
It may attack up to four opponents on its flank who are within 7 hexes by slashing its wing at them. This attack can deliver C Class Specific Grievous Injuries.
In Melee, a sand dragon can attack with two claws, a bite and a tail swipe without penalty. In Close, a dragon may roll on all opponents in its hexes.
A sand dragon gains the Penetration ability with natural attacks that inflict A or B Class injuries. Penetration inflicts no damage, instead, only reducing the Protection value of armour. The dragon gains 1 point of Penetration for every D10 of damage rolled. This means that if the attack generates 2 D10 damage, it also inflicts 2 points of Penetration. In the event where rollup D10 are generated, these also add to Penetration.
The head is 8 feet long and 4 feet wide. If the dragon rolls 15% of its modified Strike Chance when it bites an opponent who is less than 5 ft tall, then they are swallowed. Each round they are swallowed, they add 1 to their die rolls, doubling each Pulse, and reduce their damage by 1 D10 per Pulse, then 1 point per Pulse when they have no dice left.
If a sand dragon occupies more than twice as many hexes as their opponent, and their PS is 100 or more greater, then they may tear limbs and heads off instead of inflicting damage. This requires the use of two of their normal attacks.
Breath: BC auto, [Special], Ranged, Melee & Close.
Bite: BC 70%, [4 rollup D10], Melee & Close, B Class Rank 10.
Claw: BC 50%, [3 rollup D10], Melee & Close, B Class Rank 10.
Wing: BC 50%, [3D + 12], Extended & Melee, C Class Rank 8.
Tail: BC 60%, [2D + 2], Melee Rear, C Class, Trip, Rank 8.
Roll: BC 80%, [D + 14], Close, C Class, Rank 8.