Amber Dragon (Keran Creature)

From D&D Wiki
Jump to navigation Jump to search
Type: Dragon (Wood)
Environment: Cylcon, Estikar and North & South Karma (Warm & Temperate Forests)
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary, or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (2-5)
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23
Treasure: Double Standard
Alignment: Usually True Neutral
Advancement: Wyrmling 5-6 HD; very young 8-9 HD; young 11-12 HD; juvenile 14-15 HD; young adult 17-18 HD; adult 20-21 HD; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38-39 HD
Level Adjustment: -
Amber Dragon Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling T 4d12+4 (30) 11 10 13 8 13 8 +4/-4 +6 +5 +4 +5 — (13) -
Very young S 7d12+7 (52) 13 10 13 8 13 8 +7/+4 +9 +6 +5 +6 — (14) -
Young M 10d12+20 (85) 15 10 15 10 15 10 +10/+12 +12 +9 +7 +9 — (17) -
Juvenile M 13d12+42 (110) 17 10 15 10 15 10 +13/+16 +16 +10 +8 +10 — (18) -
Young adult L 16d12+48 (152) 19 10 17 12 17 12 +16/+24 +19 +13 +10 +13 — (21) 19
Adult L 19d12+76 (199) 23 10 19 12 17 12 +19/+29 +24 +15 +11 +14 — (23) 20
Mature adult H 22d12+110 (253) 27 10 21 14 19 14 +22/+38 +28 +18 +13 +17 — (26) 23
Old H 25d12+125 (287) 29 10 21 14 19 14 +25/+42 +32 +19 +14 +18 — (27) 24
Very old H 28d12+168 (350) 31 10 21 16 21 16 +28/+46 +36 +22 +16 +21 — (30) 27
Ancient H 31d12+186 (387) 33 10 23 16 21 16 +31/+50 +40 +23 +17 +22 — (31) 28
Wyrm G 34d12+238 (459) 35 10 23 18 23 18 +35/+58 +42 +26 +19 +25 — (34) 31
Great wyrm G 37d12+296 (536) 37 10 25 20 25 20 +37/+62 +46 +28 +20 +27 — (36) 33


Amber Dragon Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 60-ft, fly 150-ft (average) +0 {{{ac1}}}, touch 12,
flat-footed 15
Wild Shape (small) - -
Very young 60-ft, fly 150-ft (average) +0 17 (+1 size, +6 natural), touch 11,
flat-footed 17
Blink 1st -
Young 60-ft, fly 200-ft (poor) +0 19 (+9 natural), touch 10,
flat-footed 19
Wild Shape (medium) 3rd -
Juvenile 60-ft, fly 200-ft (poor) +0 22 (+12 natural), touch 10,
flat-footed 22
Wild Shape (tiny, or large) 5th -
Young adult 60-ft, fly 200-ft (poor) +0 24 (-1 size, +15 natural), touch 9,
flat-footed 24
DR 5/magic 37th 18
Adult 60-ft, fly 200-ft (poor) +0 27 (-1 size, +18 natural, touch 11,
flat-footed 27
Magnetize 9th 20
Mature adult 60-ft, fly 200-ft (poor) +0 29 (-2 size, +21 natural), touch 8,
flat-footed 29
DR 10/magic 11th 22
Old 60-ft, fly 200-ft (poor) +0 32 (-2 size, +24 natural), touch 8,
flat-footed 32
Wild Shape (Huge or Plant) 13th 24
Very old 60-ft, fly 200-ft (poor) +0 35 (-2 size, +27 natural), touch 8,
flat-footed 35
DR 15/magic 15th 26
Ancient 60-ft, fly 200-ft (poor) +0 38 (-2 size, +30 natural), touch 8,
flat-footed 38
Wild Shape (Elemental, Gargantuan, or Diminutive) 17th 27
Wyrm 60-ft, fly 250-ft (clumsy) +0 39 (-4 size, +33 natural), touch 9,
flat-footed 39
DR 20/magic 19th 28
Great wyrm 60-ft, fly 250-ft (clumsy) +0 42 (-4 size, +36 natural), touch 6,
flat-footed 42
Wild Shape (Colossal or Fine) 21st 30

’’Found in ancient forests. Amber dragons have wooden barky skin which is a brown-grey like those of the trees with which they surround themselves. As capricious as nature itself, they do not form a single permanent lair but instead move throughout a range upwards of 900 square miles.

They have a flat, spade-like horn upon their heads reaching up to a foot in length which they use to stab into conifers to drink their sap.’’

Combat[edit]

Breath Weapon (Su): An amber dragon's breath weapon is a cone of sap. This sap hardens around any creature within the area. A Reflex save is allowed to avoid total immobilization. Those creatures which succeed their save are immobilized (unable to move) for 1d6 + 1 round per age category but need simply make a DC 10 Strength check (as a standard action) to break themselves free, 5 damage dealt to the sap covering them (hardness of 5) will also break them free; if they have evasion they ignore this sap completely. Those creatures which fail are immobilized for 2d6 + 2 rounds per age category and cannot even speak. They may make one attempt to break free as a full round action requiring a DC 15 + age category of the dragon Strength check to succeed, on a failure they cannot try again and are unable to move until the duration has elapsed or the sap covering them has been dealt 15 damage per age category of the dragon (hardness 5 + 1 per age category of the dragon). Note that Suffocation rules are in effect to all trapped.

Wild Shape (Su): 1/day per age category an amber dragon may use wild shape as a druid of its hit dice. It begins with access only to small animals, but eventually gains access to animals, plants, and elementals of all sizes. When it uses wild shape to assume an elemental form it follows the rules for wild shaping into an elemental as a normal druid except that such uses still come from their normal wild shape pool.

Spellcasting: An amber dragon casts spells as a druid of the listed level.

Blink (Sp): An amber dragon may use Blink as an SLA 1/day per two age categories.

Magnetise(Su): 3 times per day an adult or older amber dragon may magnetize a target creature. The target may make a Will save (same DC as their frightful presence) to resist this effect. If they fail they are magnetized. If they are wearing metal armor or a metal shield their armor check penalty increases by 2 (to a minimum of -2), or to double their existing armor check penalty (whichever is worse) and suffer a -10-ft speed reduction if wearing medium armor and a -20-ft speed reduction if wearing heavy (this cannot reduce their speed below 5-ft), their arcane spell failure also increases by 20% or doubles (whichever is worse). They suffer a -2 to attack rolls with metal weapons, and cannot use ranged weapons with metal ammunition. In addition if they are near a metal wall or floor they are Slowed as per the spell.

Skills: Handle Animal, Hide, and Survival are class skills for amber dragons. An Amber Dragon gains +1 per two age categories to Hide checks made to hide while in a forest.


Back to Main Page3.5e HomebrewCreaturesCR 3
Back to Main Page3.5e HomebrewCreaturesCR 4
Back to Main Page3.5e HomebrewCreaturesCR 6
Back to Main Page3.5e HomebrewCreaturesCR 8
Back to Main Page3.5e HomebrewCreaturesCR 10
Back to Main Page3.5e HomebrewCreaturesCR 12
Back to Main Page3.5e HomebrewCreaturesCR 15
Back to Main Page3.5e HomebrewCreaturesCR 17
Back to Main Page3.5e HomebrewCreaturesCR 19
Back to Main Page3.5e HomebrewCreaturesCR 20
Back to Main Page3.5e HomebrewCreaturesCR 21
Back to Main Page3.5e HomebrewCreaturesCR 23
Back to Main Page3.5e HomebrewCampaign SettingsBlades Of Keran Campaign Setting