0% found this document useful (0 votes)
21 views4 pages

Deep Dragon Overview and Attributes

Deep doc

Uploaded by

RyanSchoff
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
21 views4 pages

Deep Dragon Overview and Attributes

Deep doc

Uploaded by

RyanSchoff
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd

The Deep Dragon

Climate / Terrain: Hill and mountain caverns, subterranean


Frequency: Rare
Organization: Solitary or clan
Activity Cycle: Any
Diet: Carnivorous
Intelligence: Exceptional (15-16)
Alignment: Chaotic evil
Armor class: 0 (base)
Movement: 12, Fl 30 (C), Br 6, Sw 9
Hit Dice: 14 (base)
THAC0: 7 (base)
No. of Attacks: 3 + special
Damage / Attack: 3-12 / 3-12 / 3-24
Size: H (24' base)
Morale: Fanatic (17-18)

Racial Ability Requirements*


Strength 7 / 23
Dexterity 3 / 15
Constitution 5 / 18
Intelligence 5 / 20
Wisdom 3 / 18
Charisma 5 / 19

Racial Ability Adjustments*


+5 Strength, -3 Dexterity, +2 Intelligence, +1 Charisma

Dragon Information by Age (General)


Age Age Hit Die Combat Fear Fear Save
Level Category (in years) Modifier Modifier Radius Modifier*
1 Hatchling 0–5 -6 +1 Nil Nil
2 Very Young 6 – 15 -4 +2 Nil Nil
3 Young 16 – 25 -2 +3 Nil Nil
4 Juvenile 26 – 50 Nil +4 Nil Nil
5 Young Adult 51 – 100 +1 +5 15 yards +3 (+7)
6 Adult 101 – 200 +2 +6 20 yards +2 (+6)
7 Mature Adult 201 – 400 +3 +7 25 yards +1 (+5)
8 Old 401 – 600 +4 +8 30 yards 0 (+4)
9 Very Old 601 – 800 +5 +9 35 yards -1 (+3)
10 Venerable 801 – 1000 +6 +10 40 yards -2 (+2)
11 Wyrm 1001 – 1200 +7 +11 45 yards -3 (+1)
12 Great Wyrm 1200+ +8 +12 50 yards -4 (0)
* Parenthetical values in the Fear Save Modifier column apply to gem dragons only.

Dragon Information by Age (Type Specific)


Deep Dragon, Chaotic Evil
Age Body Length (ft) Tail Length (ft) AC Breath Wpn. Spell (W/P) MR
1 1–5 1–4 3 2d8+1 Nil Nil
2 5 – 14 4 – 12 2 4d8+2 Nil Nil
3 14 – 23 12 – 21 1 6d8+3 Nil Nil
4 23 – 32 21 – 28 0 8d8+4 1 Nil
5 32 – 41 28 – 36 -1 10d8+5 2 25%
6 41 – 50 36 – 45 -2 12d8+6 21 30%
7 50 – 59 45 – 54 -3 14d8+7 32 35%
8 59 – 68 54 – 62 -4 16d8+8 421/1 40%
9 68 – 77 62 – 70 -5 18d8+9 422/2 45%
10 77 – 86 70 – 78 -6 20d8+10 4321/21 50%
11 86 – 95 78 – 85 -7 22d8+11 4332/32 55%
12 95 – 104 85 – 94 -8 24d8+12 43321/331 60%

General Information
Deep dragons are little known on the surface world. They are the hunters of the Underdark.
Cunning and patient, they place their survival, followed by their joy of hunting, above all else. Deep
dragons carefully amass and hide treasure in various caches, guarded with traps and magic. They are
able to use most magical items.
Deep dragons are an iridescent maroon when they hatch, soft-scaled, and unable to change
form. They keep to their birth-lair until they have mastered both of their other forms-a giant winged
worm or snake and a human (or drow) form.
Deep dragons roam the Underdark and are great explorers. Most often deep dragons are
found in well-defended lairs in the Underdark. They often use their powers to reach caverns
inaccessible to most creatures. Deep dragons often work with drow.
Deep dragons have been known to eat almost anything, but they particularly prize the flesh of
clams, fish, kuo-toa, and aboleth. They view cloakers and mind flayers as dangerous rivals in the
Underdark. Deep dragons avoid confrontations with other dragons and never fight or steal from others
of their own kind.

Special and Innate Abilities


Special Abilities: Deep dragons cast spells at 9th level, adjusted by their combat modifiers. They are
born with infravision, true seeing, and unerring detect magic abilities, and immunities to charm, sleep,
and hold magic. Deep dragons are immune to extremes of heat and cold (-3 on each die of damage
taken, to a minimum of 1 hp per die).
Innate Abilities: Very Young: assume snakeform 3 times/day; Young: assume "human" form 3
times/day; Juvenile: one more form change/day (each), regen. 1d4 hp/turn; Adult: regenerate 1d4
hp/6 rounds, free action at will; Mature Adult: regenerate 1d4 hp/4 rounds, levitate 3 times/day;
Old: transmute rock to mud and telekinesis 3 times/day; Very old: move earth 3 times/day;
Venerable: passwall and disintegrate 2 times/day; Wyrm: one additional use/day of powers gained
since old age, stone shape 2 times/day, tongues once/day; Great Wyrm: repulsion 3 times/day,
affecting all except dragons, one additional use/day of stone shape and tongues.

Dragon Tactics and Attacks


Typical Tactics: Deep dragons burrow and fight with powerful, stone-rending claws. They love to fight
and hunt prey through the lightless caverns of the Underdark, employing their various forms. In snake
form, they are AC 6, MV 9, Fl 4(D), Sw 11, losing claw attacks, but gaining a constriction attack (attack
roll required, inflicts 3d8 points of damage per round, hampers movement, spellcasting, and causes -1
on attack rolls and a 1 point AC penalty).
In human form, a deep dragon is AC 10, MV 12, Sw 12, and causes damage by spell or weapon type.
Armor can be worn, but it is always destroyed (inflicting 2d4 points of damage to the dragon) in any
transformation of shape. A deep dragon can alter its features to resemble any humanoid of roughly
human size. It is 66% likely to copy a specific being well enough to be mistaken for the actual
creature.
Physical Attacks: A deep dragon's claws cause 3d4 damage, plus its combat modifier. Its bite
causes 3d8 damage, plus combat modifier.
Breath Weapon: A deep dragon's breath weapon is a cone of flesh-corrosive gas 50 feet long, 40 feet
wide, and 30 feet high. Creatures in the cloud can save vs. breath weapon for half damage (if they
have dry, exposed skin, they save against the flesh-eating gas at -2). Cloth, metal, and wood are not
affected. Leather is treated as dry, exposed skin.
Base Movement: 12, Fl 30 (C), Br 6, Sw 9

Mating
Chromatic dragons tend to be greedy and selfish when choosing their mates, sometimes
regardless of consequences. Red dragons enjoy the company of strong-willed, lusty dragon partners,
though because of their greedy natures they rarely share lairs. They tend to have frequent love affairs
of short duration.
Blue dragons, being territorial in nature, do join with a single mate for a time - sometimes for as
long as three or four age levels - before moving on to new conquests. Green dragons tend to build
intricate living arrangements with multiple partners, whom they move among as desire directs. Their
societies tend to be either polygamous or polyandrous, and there is no prevalence of one over the
other. Black dragons and white dragons have the least formal of all arrangements, mating whenever
the mood strikes, almost on the level of animals. They have no regard for love, nor do they care (or
even understand) the problems inherent with inbreeding.
Dragons of all types tend to mate with members of their own type. Gold dragons mate with
golds, red dragons mate with reds, and so on. Sometimes they will go against their natural tendencies
and mate with dragons of other types.
The mixed-appearance crossbreeds, however, are considered abominations. The chromatic
dragons tend to kill these hatchlings immediately. Metallic dragons simply banish them from their
domains (rumors abound that these crossbreeds are sent to other worlds, but this has yet to be
proven). The gem dragons, however, believe that something as majestic as a dragon can never be an
abomination. In the rare instances when a gem dragon produces a mixed hatchling, the newborn is
allowed to remain a member of the clan.

Dragon Experience Levels*


Deep Dragon
Level XP Hit Dice
H 0 8
1 125,000 8
2 500,000 10
3 1,000,000 12
4 1,500,000 14
5 1,750,000 15
6 2,000,000 16
7 2,250,000 17
8 2,500,000 18
9 2,750,000 19
10 3,000,000 20
11 3,250,000 21
12 3,500,000 22
Dragon Proficiency Slots*
Dragon Combat Proficiencies Noncombat Proficiencies
Race Initial # / Level Penalty Initial # / Level
Deep 5 2/3 -4 3 1

Bonus Proficiencies*
Dragon Type Bonus Proficiency
Deep Direction Sense

Preferred Kindred*
Elf Dwarf Gnome
Deep N P R
P: Preferred as a kindred; R: Rarely selected as a kindred; N: Never selected as kindred. However, even demihuman
marked N can sometimes be found as kindred to PC dragons, with the DM's permission.

* This information was found in the Dragon Magazine #263 and is not officially part of the Council of
Wyrms setting. When it contradicts the dragon’s characteristics detailed in the Monstrous Manual (ex:
Hit Dice), the Monstrous Manual was assumed to be correct and this document was adapted
accordingly.

Common questions

Powered by AI

Deep dragons have the innate ability to assume a snake form and a humanoid form, which grants them significant tactical advantages. In snake form, they gain a constriction attack that inflicts 3d8 damage per round and hampers the movement and spellcasting of their prey . This form is advantageous for ambushing prey in the tight confines of the Underdark. The humanoid form allows deep dragons to disguise themselves as specific humanoids, which makes them effective spies and enables them to gather intelligence or infiltrate enemy ranks unnoticed . These abilities help them maintain dominance and avoid direct confrontations, especially with dangerous rivals like mind flayers and cloakers .

Deep dragons exhibit exceptional intelligence, with an Intelligence score of 15-16, and are aligned as chaotic evil . This high level of intelligence allows them to strategize and plan, placing a strong emphasis on survival and hunting . Their chaotic evil alignment suggests a self-serving nature, reflected in their solitary or clan organization, where survival and hunting joy are prioritized over cooperation or alliances. When interactions with other races occur, such as working with drow, it is likely for mutual benefit rather than loyalty or commitment .

Deep dragons play a significant role in maintaining the delicate balance of the Underdark's ecosystem by being apex predators. Their diet includes clams, fish, kuo-toa, and aboleth, indicating control over aquatic and amphibious populations, which can affect the food chains involving these species . They cooperate with drow, suggesting an ecological symbiosis where deep dragons might provide muscle or magic in exchange for intelligence or resources . Confrontations with mind flayers and cloakers, considered dangerous rivals, highlight their influence in controlling the population and distribution of competing top predators, ensuring no single species monopolizes resources .

Deep dragons' innate abilities, including infravision, true seeing, and unerring detect magic, significantly bolster their predatory role . These abilities allow them to hunt effectively in the darkness of the Underdark, spotting prey and avoiding traps. Their magical prowess at casting spells at a 9th level, combined with their special immunity to charm, sleep, hold magic, and extreme temperatures, makes them formidable adversaries . The ability to change forms further aids their hunting strategies by providing versatility in approaching prey stealthily, attacking, or escaping when necessary, maintaining their status as top predators within this environment .

The deep dragon's breath weapon, a cone of flesh-corrosive gas, is particularly effective in the confined spaces of the Underdark, proving lethal against species with vulnerable skin like kuo-toa and aboleth . In combat, this weapon can instantly incapacitate or deter enemy advancement, making it an ideal tool for controlling encounters in winding caverns. The breath weapon's specificity against 'dry, exposed skin,' make it devastating against certain species, setting a deterrence against frequent unwanted interactions. This strategic use of breath attacks highlights deep dragons' adaptation to their environment, enabling them to hunt and defend effectively .

Deep dragons employ a number of strategies to avoid conflicts while maintaining dominance. Their preference for hiding treasures and living in well-defended lairs minimizes the incentive for direct confrontations over resources . Their ability to shift forms provides an effective method for espionage, allowing them to gather intelligence on potential rivals without direct engagement. Additionally, their magical abilities, like transmuting rock to mud and telekinesis, can create geographical barriers or distractions, discouraging rival species from intrusion . By cooperating selectively with species like drow, deep dragons ensure alliances that can offer protection or support without aggressive expansion into their territories, thus maintaining dominance without overt conflict .

Deep dragons have preferred kindred relationships with elves but rarely select dwarves or gnomes as kindred . These relationships likely influence their integration into the Underdark by aligning them with groups that share similar intelligence and cunning traits, facilitating mutual cooperation in trade or information exchange. Preference for elves might enable deep dragons to leverage the elven knowledge and magical prowess as strategic advantages within the Underdark. Conversely, rarity with dwarven and gnomish kindred could mean limited interaction with these races, potentially avoiding conflicts over territory or resources .

Deep dragons enhance their survivability by meticulously placing traps and magical wards around their treasure caches, ensuring these hoards remain secure from intruders . This practice not only deters theft but serves as a safeguard, allowing deep dragons to focus on hunting and exploring without concern for their accumulated wealth. Their exceptional intelligence supports intricate trap designs, and their magical capabilities allow them to place wards that can detect and respond to unauthorized access attempts. This protective measure illustrates a strategic blend of physical and magical defense that ensures their financial viability and power .

As deep dragons mature, their combat effectiveness increases due to positive combat modifiers and an enhanced fear aura. For example, a hatchling has a combat modifier of +1, while a great wyrm possesses a +12 combat modifier . These modifiers improve their attack capabilities significantly with age. Additionally, their fear radius expands, starting at 15 yards as a young adult and reaching 50 yards for a great wyrm, instilling terror in their opponents and potentially causing them to flee or fight less effectively . The growing fear effectiveness enhances deep dragons' control over confrontations as they age, reducing resistance from potential threats and allowing for easier triumphs in battles.

Despite having low dexterity (modified by -3) and a chaotic evil nature, deep dragons excel in territorial defense through strategic use of their environment and abilities. They hide treasures in caches protected by traps and magic . Their innate spellcasting abilities, such as infravision, true seeing, and detect magic, enhance their defensive strategies, making it difficult for intruders to approach unnoticed . Additionally, their ability to assume multiple forms and the immunities to various spells and environmental hazards enable them to adapt quickly and efficiently defend their domains, often avoiding direct confrontations unless absolutely necessary .

You might also like