Alcohol Dragon (4e Creature)

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Alcohol dragons are some of the most... interesting... of the draconic species. This is because they are not completely immune to their own breath weapons, and are in fact perpetually tipsy at best, or extremely drunk at worst, resulting in clumsy movement, slurred speech, and lowered inhibitions. Some alcohol dragons are angry and mean drunks, others are reclusive and sad drunks, while others still are happy and silly drunks. All are dangerous and unpredictable.

In general, these dragons are the essence of every drunkard found in any tavern throughout the worlds. They are pranksters, joke tellers, and riddlers (although their riddles and jokes do not always make sense). They often love to talk and are quite the conversationalists to anyone who can understand their slurred speech. They are lovers of stories, jokes and humor, tall tales, epic poems and songs, and especially anything relating to stupid or misguided fools. Furthermore, they tend to love games of all types and appreciate such, but often hate losing by a unordainable amount, and are notorious cheats.

Alcohol dragons are somewhat larger in size than the average dragon of their age category, yet tend to look sickly and perpetually sleepy. Many hapless adventurers have been fatally fooled by these dragons' delicate appearance. They're still dragons, and should not be taken lightly!

The alcohol produced by an alcohol dragon is magical in nature, and actually possesses a higher Alcohol by Volume (ABV) than is physically possible. A wyrmling's breath weapon starts at 150% ABV, while an ancient alcohol dragon can produce significantly higher percentages. This property means that bottled dragon breath, when used as a potion making ingredient, can significantly improve potency or simply multiply the amount of potion produced.

Some bars may serve alcohol dragon breath weapon under the label "O.D.B.", or "Old Dragon's Breath". Connoisseurs consider the potency of the beverage to be a test of constitution and strength worthy of competition, ocassionally even ending in death, but the flavor alone is said to be unremarkable yet painful. When used as a mixer, however, O.D.B. significantly intensifies whatever other flavors are added to it. Used as a medium to make extracts, a skilled chef could create spectacular dishes fit for kings, or even gods.

Alcohol Dragon Wyrmling[edit]

(Statblock: to be created)

Description[edit]

At birth, an alcohol dragon's scales are bright pink with a tint of baby blue, and are easily confused with Pink Dragons. As the dragon gets older, the scales become finer and a soft color of bluish-white sets in.

Young Alcohol Dragon[edit]

(Statblock: to be created)

Description[edit]

When the dragon becomes a young adult, it develops a chameleon-like ability to change its color to any it wishes. This color changing ability is a very slow process, however, and can take days or even weeks to complete. Most alcohol dragons enjoy appearing with bright cheery colors, such as yellow, blue, or pink, but will generally choose a color that matches their demeanor. Some deliberately mimic the colors of other species of dragon as a practical joke, although anyone who can pass a DC 14 arcana check will immediately know that the body shape is wrong.

Adult Alcohol Dragon[edit]

Adult Alcohol Dragon
Level 12 Solo Controller
Huge Natural Magical Beast (Dragon)
XP 3500
HP 620; Bloodied 310 Initiative +9
AC 26; Fortitude 25, Reflex 23, Will 24 Perception +9
Speed 8 (clumsy), fly 12 (hover, clumsy), overland flight 15 (movement loses the clumsy descriptor if the dragon imbibes an Antivenom potion of at least 11th level) Darkvision
Resist 20 Poison
Saving Throws +5; Action Points 2
Traits
Slurred (Poison)
Any creature that is affected by any status condition inflicted by an alcohol dragon has their speech Slurred for the duration. Slurred speech requires either a moderate DC diplomacy check (DC 20) from the speaker to be understood, or a moderate DC Insight check (DC 20) for a listener to understand.
Intoxicating Fumes (Poison)♦ Aura 1
This aura perpetually creates a zone that lingers until the start of the Alcohol Dragon's next turn. Creatures entering the zone, starting their turn within the zone, or who are stated to be attacked with this power by another ability take 5 poison damage and are subjected to an attack of +16 vs Fortitude, and are dazed on hit (save ends).
Lashing Tail ♦ Aura 1
All creatures other than the dragon treat the area within the aura as difficult terrain. The dragon loses this aura while airborne.
Standard Actions
Basicmelee.png Intoxicating Bite (Poison)♦ At-Will
Attack: Reach 3 (one creature); +17 vs AC
Hit: 2d6+5 damage and target is dazed (until end of dragon's next turn) and clumsy (save ends).
Miss: The dragon must save or fall prone.
Effect: The target is attacked by Intoxicating Fumes.
Special: Targets who are immune to poison are not dazed or clumsy.

Targets who resist poison gain a bonus to their saving throw equal to the resistance and will also end the daze effect if clumsy is saved.

Targets who are vulnerable to poison take additional damage and a penalty to their saving throws equal to their vulnerability.

Basicmelee.png Rending Claw (Poison)♦ At-Will
Attack: Reach 2 (one creature); +17 vs AC
Hit: 1d8+5 damage and target gains +5 poison vulnerability (stacking) (save ends each stack of +5 individually).
Miss: The dragon must save or fall prone.
Effect: The target is attacked by Intoxicating Fumes.
Melee.png Full Attack ♦ At-Will
The dragon makes two claw attacks.

Special: If the dragon has not moved this turn, it may also make a bite attack. If it does so, it may not take a move action afterwards. It may not attack while prone.

Close.png Breath Weapon (Poison)♦ Recharge D6 (5).pngD6 (6).png
Attack: Close Blast 5 (creatures in blast); +16 vs Fortitude
Hit: 4d8+5 poison damage, and the target is dazed, slowed, and clumsy (1st save ends slowed, 2nd save ends dazed, 3rd save ends clumsy).
Miss: Half damage, and the target is dazed, slowed, and clumsy (save ends all).
Special: Targets who are immune to poison take half damage on hit and quarter damage on miss, but are not dazed, slowed, or clumsy.

Targets who resist poison gain a bonus to their saving throws equal to their resistance.

Targets who are vulnerable to poison suffer a penalty to their saving throws equal to their vulnerability (in addition to taking extra damage as normal).

Close.png Frightful Presence (Fear)♦ Encounter
Attack: Close burst 5 (enemies in burst); +16 vs Will
Hit: Target is stunned until the end of the dragon's next turn.

Aftereffect: The target takes a -2 penalty to attack rolls (save ends).

Move Actions
Melee.png Crush ♦ Recharge D6 (3).pngD6 (4).pngD6 (5).pngD6 (6).png
Attack: Close burst 0 (creatures in blast); +16 vs Reflex
Hit: 2d8+5 damage, and target is knocked prone, then restrained and loses both line of sight and line of effect to anything but the dragon (ends when dragon is no longer overlapping target).
Miss: Targets are slid to nearest unoccupied square, and attacked with Intoxicating Fumes.
The dragon flies up to 12 squares which must end on the ground and overlapping an opponent's square; this movement does not provoke an opportunity attack from the target(s), and ignores the dragon's clumsy penalty to attacks and armor. The dragon then makes the following attack:
Minor Actions
Close.png Grind ♦ At-Will
Attack: Close burst 0 (creatures restrained by the dragon); Auto-Hit
Hit: 2d8+5 damage
Kip-Up ♦ At-Will
Effect: The dragon stands up from prone.
Triggered Actions
Melee.png Tail Sweep ♦ At-Will; Immediate Reaction
Trigger: an enemy moves to a position where it flanks the red dragon
Attack: Reach 3 (the triggering enemy); +17 vs AC
Hit: 3d8+5 damage and the target falls prone.
Effect: Slide the target 1 square, and attack with Intoxicating Fumes.
Close.png Bloodied Breath ♦ free; encounter
Trigger: When first bloodied
Effect: The dragon's breath weapon recharges, and the dragon uses it immediately.
Skills Bluff +21, Diplomacy +21, Insight +9, Intimidate +9
Str 22 (+12) Dex 16 (+9) Wis 17 (+9)
Con 20 (+11) Int 16 (+9) Cha 20 (+11)
Alignment Unaligned Languages Common (Slurred), Draconic (Slurred); (language loses the slurred descriptor if the dragon imbibes an Antivenom potion of at least 11th level)
Equipment Various potions of up to level 14

Description[edit]

Alcohol dragons like to collect hoards, just like any other dragon, but will also seek out fine wines and liquors to add to its collection. They will prize the vintage as well as the artistry of the bottles they are contained within, and may in some situations actually commission artistic bottles to be made for their collections. They also collect various varieties of potions, as they are able to use their breath weapons to easily expand their stock from a small source to a large quantity.

Typically sought after potions for their hoards include: alchemist's fire, antivenom, giggle gas, goodnight tincture, healing potions, and anything considered valuable or particularly rare.

Combat Tactics[edit]

Adult Alcohol Dragons prefer to exert themselves as little as possible. If combat is started, they will typically begin with Frightful Presence, followed by crushing and grinding as many opponents as it can fit beneath its massive belly at once. Anyone else will be struck with claws, teeth, and breath weapon as appropriate. As long as it does not use a typical move action, or if it imbibes an antivenom potion of at least 11th level, it will not suffer the usual -4 penalty to attacks and defenses from being clumsy.

If the dragon is feeling overwhelmed for whatever reason, it will seek to spread its Intoxicating Fumes aura as widely as possible, ensuring it does so either when using its Crush power, or ending its turn out of reach from its foes, so as not to suffer the -4 penalty to attacks and defense from moving while clumsy.

Elder Alcohol Dragon[edit]

(Statblock: To be created)


Ancient Alcohol Dragon[edit]

(Statblock: To be created)



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