Liste des dragons Affichage d'un dragon

Gem : Emerald Dragon

Climat/Terrain Tropical and subtropical extinct volcanoes Cycle d'activité Any
Organisation Solitary or clan Diète Special
Fréquence Très rare Trésor Special
Intelligence 15-16 - Intelligence exceptionnelle Dernière photo du monstre
Alignement Loyal Neutre
Nombres 1 (2-5)
Classe d'armure -2 (base)
Mouvement Au sol : 9''
Vol : 30'' - Classe de vol : C
Nage : ''
Enfouissement : 3''
Web : ''
Dés de vie 12 (base)
Thac0 9 (base)
Nbre d'attaques 3
Dommage / attaques 1-8/1-8/3-18
Attaques spéciales Variable
Défenses spéciales Variable
Résistance à la magie Variable
Taille H - huge ( 12+' to 25' )
(20' base)
Morale 17-18 - Fanatique
Valeur en XP Variable
Commentaires : Emerald dragons are very curious, particularly about local history and customs, but prefer to only observe. They are the most paranoid of the gem dragons, and do not like people get too close to their treasure.
Emerald dragons have translucent green scales at birth. As they age, the scales harden and take on many shades of green. They scintillate in light, and the dragon's hide seems to be in constant motion.
Emerald dragons speak their own tongue and the tongue common to all gem dragons, and 14% of hatchling emerald 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 : Emerald dragons usually set up traps and alarms around their lairs to warn them of visitors. They often hide from intruders, using special abilities to observe, and seldom come out to speak. If intruders attack or approach the dragon's treasure, the dragon burrows underneath to surprise its victims, then use breath weapon and claws, seeking to quickly disable as many as it can. If faced with superior forces, the dragon retreats, waiting years for revenge if necessary.
Souffle / Abilités spéciales : An emerald dragon's breath weapon is a loud, keening wail which sets up a sonic vibration affecting all creatures within 120 feet of the dragon's mouth. Those in the area can save vs. breath weapons for half damage from the painful vibrations. Victims must make a second saving throw vs. breath weapon or be stunned, unable to defend or attack, for three rounds per age level of the dragon, plus 1d4 rounds. Those who successfully save are deafened and disoriented instead, for a like amount of time, and at -1 to attack rolls. Deafness does not protect one from vibratory damage, but pre-vents stunning or additional deafness. An emerald dragon casts spells and uses its magical abilities at 6th level, plus its combat modifier.
Emerald dragons are born with an innate flame walk ability and an immunity to sound based attacks. As they age, they gain the following additional powers: Young: audible glamer three times a day. Juvenile: hypnotism three times a day. Adult: Melf's minute meteors three times a day. Mature adult: hold person three times a day. Venerable: animate rock once a day. Great wyrm: geas once a day. Hypnotism and geas are effected by the dragon's skilled rippling movement of its scales.
Capacités psioniques :

Level

Dis/Sci/Dev

Attack/Defense

Score

PSPs

=HD

2/2/3

PB,II/M-,TW = Int

180

Pouvoirs communs : (most emerald dragons prefer telepathic powers):
Clairsentience - Sciences: aura sight, object reading, precognition. Devotions: all around vision, combat mind, danger sense.
Telepathy - Sciences: ejection, mind link, probe. Devotions: contact, ESP, life detection, sight link, sound link.
Habitat / Société : Emerald dragons are reclusive, making lairs in the cones of extinct or seldom active volcanoes. These dragons are protective parents and prefer their young to stay in the lair as long as possible for mutual protection. Emerald dragons sometimes live near sapphire dragons, and they fear the voracious greed of red dragons.
Ecologie : Emerald dragons will eat anything, but prefer lizards and giants. They are actively hostile towards fire giants.
Modifier :

Age

Body Lgt. (')

Tail Lgt. (')

AC

Breath Weapon

Spells Wizard / Priest

MR

Treasure Type

XP Value

1

3-9 2-7 1

2d4+1

Nil

Nil

Nil

2,000

2

9-18 7-14 0

4d4+2

Nil

Nil

Nil

3,000

3

18-27 14-21 -1

6d4+3

Nil

Nil

Nil

5,000

4

27-36 21-28 -2

8d4+4

1

Nil

H, Qx2

7,000

5

36-45 28-35 -3

10d4+5

1 / 1

15%

H, Qx4, T

8,000

6

45-54 35-42 -4

12d4+6

1 1 / 1 20%

H, Qx6, T

10,000

7

54-63 42-49 -5

14d4+7

1 1 / 1 1 25%

H, Qx8, Tx2

12,000

8

63-72 49-56 -6

16d4+8

1 1 1 / 2 1

30%

H, Qx10, Tx2

13,000

9

72-81 56-63 -7

18d4+9

2 1 1 / 2 1 1

35%

Hv, Qx12, Tx2

14,000

10

81-90 63-70 -8

20d4+10

2 2 1 / 2 1 1

40%

Hx2, Qx14, Tx3

16,000

11

90-99 70-77 -9

22d4+11

2 2 1 1 / 2 2 1 1

45%

Hx2, Qx16, Tx3

17,000

12

99-108 77-84 -10

24d4+12

2 2 1 1 1 / 2 2 2 1 2

50%

Hx2, Qx18, Tx3

19,000