TEXT: 1
  
  2
  New Forms oF DragoNkiND
  siNister serpeNts
  CreDits
  Writers: Derek Holland
  Editor: Troy Daniels
  Artists: Rick Hershey,
  Design and Layout: Rick Hershey and Troy Daniels
  Fat Goblin Games Team: Eric Hindley, J Gray, Jeffrey Swank, John Bennett, Justice Mora, Kalyna Conrad, Kiel 
  Howell, Lucus Palosaari, Rick Hershey, Troy Daniels, Michael Ritter, Tony Petrecca
  Sinister Serpents: New Forms of Dragonkind © Derek Holland
  Labyrinth LordTM is copyright 2007-2011, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth LordTM are trademarks of Daniel 
  Proctor. These trademarks are used under the Labyrinth LordTM Trademark License 1.2, available at www.goblinoidgames.com.
  Open Game Content: All material — including but not limited to art, place and character names, character and setting 
  descriptions, background, and new class descriptions—is Product Identity. All other content is considered Open Game Content.
  This cover art titled Rostam is licensed under the Creative Commons Attribution-Share Alike 3.0 Unported license. 
  Attribution: Adel Adili
  about Fat gobliN games
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  a creative environment for our writers, Fat Goblin Games has quickly become a recognized force in the 
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  themselves. 
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  3
  table oF CoNteNts
  iNtroDuCtioN 
  4
  armory DragoN 
  4
  ash DragoN 
  5
  blaCk VeiN 
  5
  braNCh walker 
  6
  CrimsoN stalk 
  7
  DiamoNDsCale 
  7
  Dream DragoN 
  9
  eClipse DragoN 
  9
  embryoNiC DragoN 
  10
  Fort DragoN 
  10
  iroNiCe DragoN 
  11
  laND wyrm 
  11
  luNar DragoN 
  12
  maD brewer 
  13
  miNe wyrm 
  13
  moss DragoN 
  14
  Net breaker 
  15
  oasis lorD 
  15
  pit DragoN 
  16
  port DragoN 
  16
  prism DragoN 
  17
  puzzle master 
  17
  pyramiD DragoN 
  18
  sCulptor wyrm 
  18
  slime DragoN 
  19
  smoke DragoN 
  20
  spirit talker 
  20
  star eater 
  21
  steNCh sCale 
  21
  suN DragoN 
  22
  tiDe DragoN 
  22
  twig DragoN 
  24
  worD DragoNs 
  25
  sigil DragoN 
  25
  st y x DragoN 
  25
  aViaN DragoNs 
  26
  FiNCh DragoN 
  26
  hawk DragoN 
  26
  owl DragoN 
  26
  Vulture DragoN 
  27
  
  4
  iNtroDuCtioN
  Dragons are the iconic creatures for most fantasy 
  games. They come in all shapes and sizes, can fill almost 
  every niche that a game master can imagine and are 
  usually highly magical. They can be monstrous fiends, 
  wise oracles, sources of insanity or keys to reality. Here 
  are 38 new species using Labyrinth Lord statistic blocks. 
  They can be used in most other OSR games with little 
  difficulty in conversion.
   
  armory DragoN
  No. Enc.  
  1d2 (1d6)
  Alignment 
  Lawful
  Movement 
  120’ (40’)
   
   
  fly 180’ (60’)
  AC 
   
  3
  HD 
   
  8
  Attacks  
  3 or 1 (claws and bite or breath  
   
    
   
  weapon)
  Damage 
  1d6+6/1d6+6/2d12
  Save 
   
  F8
  Morale  
  10
  Hoard Class 
  XXV X5
  Habitat  
  Urban
  % Sleep  
  10%
  % Speech 
  100%
  Breath Weapon  80’ long X 20’ wide cone
  Range/Shape 
  Breath Weapon Type 
  magnetic pulse
  Spells  
  1 
  2 
  3
   
   
  5 
  5 
  2
  Armory 
  dragons are 
  specialists in 
  metalworking. Though 
  a few make tools or 
  art, the majority 
  make weapons 
  and armor. 
  They have a 
  thin lair of steel over their yellow 
  scales and augment their claws and 
  fangs with blades. Their breath 
  weapon is a magnetic pulse that 
  pushes, pulls or magnetizes at the 
  dragon’s whim. In fact, that is how they shape metal- 
  with magnetic fields.
  Armory dragons are wealthy even by dragon 
  standards. Their lairs are massive buildings that have 
  cavernous basements. Room after room is filled  with 
  trophies, art, coins, pets, servants, and ingots of iron, 
  steel and more valuable magnetic metals. The center 
  room in each lair is the foundry, filled with magic items 
  that the dragon uses to speed its shaping. The youngest 
  armory dragons and those outside their foundries can 
  make five swords or a suit of armor per week. The most 
  powerful dragons can do that per round. High quality 
  objects take five times as long and cost five times as 
  much. Magical items take a day or longer to create, are 
  twice as tough, and cost ten times the standard.
  Most servants of armory dragons are sellers . They 
  take the worked good and hawk them in the building, 
  throughout the city and in nearby cities . The farther 
  away, the more powerful and trusted the servant is. 
  Governments are the biggest buyers and trade magic 
  or raw materials for finished weapons and armor. No 
  city, much less nation, with an armory dragon family 
  can be sieged successfully. If the people start to starve, 
  the dragons will send out some of their own to break 
  the blockade. Their lifeblood isn’t so much their work, 
  but the results thereof. They pick the people they want 
  to not only survive, but also conquer and spread their 
  culture beyond their borders.
  
  5
  ash DragoN
  No. Enc.  
  1 (1d4)
  Alignment 
  Chaotic
  Movement 
  60’ (20’)
   
   
  fly 210’ (70’)
  AC 
   
  -2
  HD 
   
  12
  Attacks  
  3 or 1 (claws and bite or breath   
          
     
   
  weapon) 
  Damage 
  1d8+1/1d8+1/4d8+8
  Save 
   
  F12
  Morale  
  10
  Hoard Class 
  XXV
  Habitat  
  Volcanoes
  % Sleep  
  20%
  % Speech 
  5%
  Breath Weapon  80’ long X 60’ wide cloud 
  Range/Shape 
   
   
   
  Breath Weapon Type 
  ash
  Spells  
  1 
  2 
  3
   
   
  3 
  3 
  -
  Some dragon hunters targeting red dragons 
  have a nasty surprise waiting for them. These are 
  environmental morphs, dragons that have been warped 
  by substances or energies they encounter. The most 
  common for red dragons is the ash dragon. These 
  creatures are larger, have grey tinge to their scales and 
  are much less intelligent than the typical red. Their 
  breath weapon is a cloud of hot ash that does half 
  normal damage (save for a quarter) per round for d4+1 
  rounds. Those in the cloud also need to save versus 
  poison or be blinded for 3d6 rounds. Being larger and 
  less intelligent, these dragons may find themselves 
  stuck in their lairs and do foolish things to escape, such 
  as bring the roof down when burrowing out.
  Ash dragons are the result of reds inhaling volcanic 
  ash rich in yellow granite. This is a magical mineral that 
  brain lashers use to decrease slave intelligence while 
  increasing their body (and brain) mass. The dragons 
  need three days of exposure before transforming and 
  two weeks free of the ash to revert. Some reds like the 
  change and use stored ash as a drug. Others find the 
  loss of intelligence appalling and use a first level spell 
  of their own design to filter the ash out of the air they 
  breathe.
  blaCk VeiN
  No. Enc.  
  1d4 (1d8)
  Alignment 
  Neutral
  Movement 
  60’ (20’)
   
   
  fly 180’ (60’)
  AC 
   
  2
  HD 
   
  15
  Attacks  
  2 or 1 (claws or breath weapon)
  Damage 
  1d8+1/1d8+1
  Save 
   
  F15
  Morale 10
  Hoard Class 
  XV
  Habitat  
  Any except Underwater
  % Sleep  
  10%
  % Speech 
  25%
  Breath Weapon  80’ long by 30’ wide/ Cone
  Range/Shape 
  Breath Weapon Type 
  spore blast
  Spells  
  1 
  2 
  3
   
   
  4 
  2 
  -
  Black veins are massive dragons that feed on the 
  ever-present fungal spores found in the air. They are 
  dull white with large veins of black covering their heads, 
  torsos, and wings. Instead of a mouth, they have large 
  pores covering the bottom half of their face. These are 
  used to inhale their food as well as exhale the altered 
  spores that make up their breath weapon. Anything 
  killed by the altered spores becomes a fungal mass that 
  releases yet more spores that are toxic (though only 
  for 24 hours). Any living creature coming within 50’ of 
  an active mass must save versus poison or suffer 3d12 
  points of damage. This save must be made every round 
  the creature is within the spore cloud. Those characters 
  and creatures that die from these spores rot away in 
  a few minutes (2d4). The only way to preserve such a 
  corpse is with a Cure Disease spell.
  If well fed, black veins can be very powerful, if 
  reluctant, allies. They lair underground where the 
  high humidity and spore content makes breathing 
  difficult for most living creatures. Those failing a save 
  versus poison die of suffocation within 1d6 rounds. The 
  exception in most lairs is a single chamber meant to 
  allow surface dwellers to communicate with the great 
  serpents. Getting the dragons to leave their lairs is 
  difficult. New kinds of fungi or alchemy to provide new 
  “tastes” are pretty much the only way to do so. When 
  roused to anger, black veins can be horrific opponents, 
  as they prefer to capture opponents rather than kill 
  them and drag them down into the lair for use as 
  fertilizer (some GMs might want to use the subdual rules 
  on those the dragons attack). Apparently living flesh 
  provides a different taste from dead flesh. Those that 
  can use magic do so to confuse and immobilize enemies 
  rather than make a kill.
  
  6
  The one thing that makes them so dangerous is that 
  black veins can be found just about anywhere and 
  will ally with just about anyone. They don’t like cold 
  conditions but their lairs can be heated, nor do they not 
  like dry conditions so they are always humid. A group 
  of adventurers can attack an orc tribe in the middle of 
  a mountain range or mantis warriors in some badlands 
  and suddenly find themselves under attack from their 
  draconic ally.
  braNCh walker
  No. Enc.  
  1d4 (1d4)
  Alignment 
  Neutral
  Movement 
  150’ (50’)
   
   
  climb 120’ (40’)
  AC 
   
  4
  HD 
   
  4
  Attacks  
  3 or 1 (claws and bite or breath   
      
   
   
  weapon)
  Damage 
  1d3/1d3/2d4
  Save 
   
  F4
  Morale  
  10
  Hoard Class 
  XVIII
  Habitat  
  Temperate and Tropical Forests
  % Sleep  
  30%
  % Speech 
  70%
  Breath Weapon  50’ long X 40’ wide / Cloud
  Range/Shape 
  Breath Weapon Type plant growth 
  Spells  
  1 
  2 
  3
   
   
  4 
  4 
  2
  Branch walkers are small dragons, rarely getting over 
  20’ long. Their scales look like bark and this allows them 
  to hide in plain sight while on a tree (surprises 1-7 on 
  a d8). They have no wings but can climb and phase 
  through wood. In fact they keep their treasure hoards 
  within trees. Anyone killing and removing such a tree 
  earns the wrath of the dragon. Its morale increases to 
  12 and it does not stop until it retrieves all of the stolen 
  goods and coins.
  Their breath weapon causes normal plants to grow 
  out of control. It does not affect magical or monstrous 
  plants such as treants. Anything in the cloud that fails 
  a save versus breath weapon is captured by the quickly 
  growing vegetation. Only those who are free can cut the 
  entangled out. This requires 25 points of damage with 
  a bladed weapon per captured person. Otherwise they 
  can wait as the extra vegetation will die back in an hour. 
  This leaves a short lived dead spot in the forest, and thus 
  a clear sign of a nearby branch walker. The dead spot 
  will take a month to return to normal.
  Branch walkers are intelligent and assist treants and 
  others who defend their forest homes. They fear green 
  dragons and hide within trees whenever a green is 
  sighted. Some take adventurers under their wing and 
  can be the source of new and unusual spells. This magic 
  will have a cost, one that will increase the dragon’s 
  hoard. The typical price is 500 gold piece per spell level 
  if coins or goods are accepted or 300 gp if other magic 
  (potions, wands and other stuff the dragon can use) is 
  the payment.
  
  7
  CrimsoN stalk
  No. Enc.  
  1d4 (1d4)
  Alignment 
  Chaotic
  Movement 
  90’ (30’)
   
   
  “swim” 480’ (160’)
  AC 
   
  1
  HD 
   
  9
  Attacks  
  3 or 1 (claws and bite or breath   
   
   
   
  weapon)
  Damage 
  1d6/1d6/3d6
  Save 
   
  F9
  Morale  
  10
  Hoard Class 
  XV
  Habitat  
  Grasslands
  % Sleep  
  10%
  % Speech 
  5%
  Breath Weapon 100’ long X 5’ wide / Line
  Range/Shape 
  Breath Weapon Type 
  flesh acid
  Spells  
  1 
  2 
  3
   
   
  3 
  - 
  -
  Crimson stalkers are huge dragons that “swim” in 
  seas of grass at astounding speeds. They are shaped 
  like snakes with horns and crests, have no wings and 
  can not fly above the stalks of grass. They are so named 
  because of their feral nature- they attack everything 
  that remotely seems like food and leave large blood 
  sprays on the grass. Even red and green dragons avoid 
  their territories, as crimson stalks hate other dragons 
  above all other creatures. Their morale increases to 
  12 when they detect another dragon or dragonkin. 
  Their breath weapon is an acid that only burns flesh. 
  If a crimson stalk encounters a creature made of other 
  material, its morale is reduced to 5.
  These dragons lair underground within a small 
  complex of tunnels and chambers. They cover the 
  entrance with a mat of dead grass, though there are 
  usually an assortment of traps to protect their hoard 
  if intruders find the entrance. They use multiple false 
  lairs, each with an alarm and some traps, to keep 
  thieves confused and give the dragon time to find and 
  slay them.
  DiamoNDsCale
  No. Enc.  
  1 (1)
  Alignment 
  Chaotic
  Movement 
  90’ (30’)
  AC 
   
  -6
  HD 
   
  8
  Attacks  
  3 or 1 (claws and bite or breath   
   
   
   
  weapon)
  Damage 
  1d6/1d6/5d4
  Save 
   
  F8
  Morale  
  12
  Hoard Class 
  XV (special)
  Habitat  
  Any
  % Sleep  
  10%
  % Speech 
  0%
  Breath Weapon 100’ long X 40’ wide / Cone
  Range/Shape 
  Breath Weapon Type 
  polymorph
  Spells  
  1 
  2 
  3
   
   
  - 
  - 
  -
  Diamondscales are alchemical dragons and walking 
  disasters. They have an aura that transforms things near 
  them. Any specific object or creature weighing between 
  5 and 1000 pounds within 20’ of the dragon has a 1% 
  chance per round of being altered into a random object 
  or creature (50/50 chance, and see chart below). A save 
  versus breath weapon negates this. The only substance 
  that is immune to this aura is diamond. Creatures and 
  objects over 500 tons are also immune.
  Diamondscales were the result of a magical accident 
  involving a nest of black dragon hatchlings. They 
  lost their wings but gained scales that provide them 
  protection from the aura. If a diamondscale is reduced 
  to less than 5 hit points by physical damage, it must 
  make a save itself or be polymorphed into a random 
  object or creature. As much as the aura is a hazard, it is 
  the dragon’s breath weapon that makes it horrendously 
  dangerous. Every item and creature in the cone must 
  save versus breath weapon or be polymorphed into 
  d8 insane, random creatures (use chart below). These 
  monsters are not loyal to the dragon but usually don’t 
  attack it until everything else is slain.
  These dragons are extremely rare as they reproduce 
  through their aura or the occasional wizard who thinks 
  he can control one (he can’t by the way). They simply 
  walk around and eat anything they want. They do create 
  lairs, but their aura makes these lairs uninhabitable 
  sooner or later. What treasure they do have is more from 
  their aura than anything the dragons steal.
  For those creatures and objects that are transformed, 
  roll on the following charts to discover what they 
  become. The GM is encouraged to alter this chart to fit 
  his or her campaign.
  
  8
  table 01 -  objeCts
  1
   lump of
   1) coal, 2) clay, 3) granite, 4) sugar, 5) glass or 6) tar
  2 
  metal statue of creature or object, 
  metal is
   1) common, 2) valuable, 3) rare or 4) magical
  3 
  puddle of
   1) water, 2) acid, 3) manna, 4) random potion, 5) water elemental or 
  6) alcohol
  4 
  cloud of 
  1) smoke, 2) poisonous gas, 3) healing energy, 4) aging gas, 5) 
  paralytic gas or 6) brightly colored gas
  5 
  pile of 
  1) pebbles, 2) gravel, 3) candy, 4) twigs, 5) coins, 6) gemstones, 7) 
  metal ingots, or 8) vials or other glassware
  6 
  plant
   1) tree, 2) shrub, 3) vine, 4) succulent, 5) herb, 6) grass, 7) medicinal or 
  8) magical
  7
   paper 
  1) false map, 2) magical map, 3) newspaper, 4) spellbook, 5) death 
  notice or 6) glowing sign
  8
   animal parts 
  1) teeth, 2) eyes, 3) hide, 4) hair, 5) claws, 6) fish scales, 7) reptile scales 
  or 8) bones
  9
   magical item 
  1) weapon, 2) armor, 3) wonderous item, 4) staff, 5) wand, 6) rod, 7) 
  vehicle, 8) artifact or relic
  10 
  alien 
  1) flying sphere with spikes, 2) painting of Cthulhu, 3) laser sword, 4) 
  red flight suit, 5) ringing cell phone or 6) flashlight
  table 02 - Creatures
  1 
  humanoid 
  1) orc, 2) dog kobold, 3) lizard person, 4) winged dwarf, 5) short gnoll 
  or 6) drow
  2 
  baby dragon 
  1) blue, 2) black, 3) green, 4) gold, 5) red, 6) white, 7) diamondscale or 
  8) other
  3 
  fish 
  1) pike, 2) carp, 3) shark, 4) oarfish, 5) orca, 6) eel, 7) lamprey or 8) 
  catfish
  4
   giant insect
   1) bumble bee, 2) ant, 3) termite, 4) cockroach, 5) robber fly, 6) 
  dragonfly, 7) centipede or 8) spider
  5 
  vertebrate 
  1) see fish, 2) amphibian, 3) see reptile, 4) bird, 5) mammal or 6) 
  magical beast
  6 
  reptile
   1) lizard, 2) venomous snake, 3) non-venomous snake), 4) turtle, 5) 
  tortoise, 6) scaly kobold, 7) toad or 8) basilisk
  7 
  monster 
  1) chimera, 2) manticore, 3) hydra, 5) demon boar, 6) gray worm, 7) 
  ooze, 8) gorgon, 9) phase tiger or 10) giant rat
  8
   elemental
   1) fire, 2) earth, 3) air, 4) water, 5) heart, 6) color, 7) death , 8) city, 9) 
  moon or 10) dragon
  
  9
  Dream DragoN
  No. Enc.  
  1 (0)
  Alignment 
  Variable
  Movement 
  90’ (30’)
   
   
  fly 210’ (70’)
  AC 
   
  6
  HD 
   
  12
  Attacks  
  3 or 1 (claws and bite or breath  
   
   
   
  weapon)
  Damage 
  1d8/1d8/3d8 or variable
  Save 
   
  F12
  Morale  
  12
  Hoard Class 
  none
  Habitat  
  Any
  % Sleep  
  0%
  % Speech 
  special
  Breath Weapon 80’ long X 20’ wide cone
  Range/Shape 
  Breath Weapon Type 
  sleep
  Spells  
  1 
  2 
  3
   
   
  - 
  - 
  -
  Dream dragons are the creation of the sleeping mind 
  of other dragons. They are obvious as they constantly 
  change color and form from moment to moment. It is 
  unknown what creates them, but their creator sets their 
  behavior and if the dream that spawned them was a 
  nightmare, the results are usually destructive to life and 
  property the dream dragon encounters. The exact stats 
  vary from dream dragon to dream dragon, but they 
  tend to be larger and more powerful than the dreamer. 
  If the dream dragon is slain, its creator is unharmed but 
  can never again make another dream dragon.
  Their existence is a mystery, but the results can be 
  spectacular. Good and neutral dream dragons create 
  and evil dream dragons destroy. They can not make, 
  or affect, living creatures with this ability. The size and 
  value of the objects created or destroyed is dependant 
  on the power of the creator and the dream (i.e. GM fiat). 
  Some powerful dreamers build entire cities or destroy 
  nations over a matter of weeks.
  Combat is rare for a dream dragon- most creatures 
  either avoid or embrace them. If needed, their breath 
  weapon causes all those who fail their save to fall asleep 
  for 1d8 +10 hours. Those asleep create dream versions 
  of themselves (use same stats) that serve the dragon 
  without reservation.
  eClipse DragoN
  No. Enc.  
  1d6 (0)
  Alignment 
  Chaotic
  Movement 
  - 
   
   
  fly 240’ (80’)
  AC 
   
  3
  HD 
   
  6
  Attacks  
  1 (bite)
  Damage 
  2d10
  Save 
   
  F6
  Morale  
  12
  Hoard Class 
  none
  Habitat  
  Aboveground
  % Sleep  
  0%
  % Speech 
  0%
  Breath Weapon 50’ long X 5’ wide line
  Range/Shape 
  Breath Weapon Type 
  blackfire
  Spells  
  1 
  2 
  3
   
   
  - 
  - 
  -
  In some worlds, eclipses are a sign of disaster in part 
  due to the monsters that result from spontaneously 
  generate or lured from other planes of existence. This 
  variety of eclipse dragon (there are several) is small, only 
  15-20’ long, has no legs or wings and flies magically. Its 
  breath weapon is blackfire, a form of flame that corrodes 
  metal and stone as well as burns flesh. Immunity or 
  resistance to normal flames provides no protection, but 
  wizards can study blackfire to create new spells, magic 
  items and alchemical substances that will.
  Eclipse dragons form in mid air the moment the 
  eclipse starts, 1d6 of them for every ten square miles 
  (this includes over the oceans). They then rampage until 
  slain or the next eclipse occurs, when they fade away 
  and are replaced by the next flight.
  Eclipse dragon carcasses are filled with magical 
  substances. If used for casting a spell, a carcass replaces 
  the material trapping for 2d4 spells. If used in making a 
  magical item, a carcass reduces the cost by half. Other 
  dragons find eclipses tasty and will pay good money 
  for their flesh. The downside to all of this is the subtle 
  taint the flesh imparts. Well, subtle when it is gained. 
  This taint lures horrific monsters, such as aberrant 
  hydras or demonic chimeras, from another plane of 
  existence. Every 1d4 months one of these creatures will 
  appear and attempt to slay those using such material 
  components, wielding a magic item created with eclipse 
  dragon flesh or has consumed such. As these monsters 
  take home their kill, the occasional adventurer, wizard or 
  dragon vanishes without a trace. Only a Limited Wish or 
  stronger magic removes this taint.
  
  10
  embryoNiC DragoN
  No. Enc.  
  1 (1d10)
  Alignment 
  Variable
  Movement 
  30’ (10’)
  AC 
   
  7
  HD 
   
  2
  Attacks  
  1 or 1 (bite or breath weapon)
  Damage 
  1d4 +special
  Save 
   
  F2
  Morale  
  4
  Hoard Class 
  special
  Habitat  
  Urban
  % Sleep  
  5%
  % Speech 
  100%
  Breath Weapon 20’ long X 10’ wide cone
  Range/Shape 
  Breath Weapon Type 
  sleep
  Spells  
  1 
  2 
  3
   
   
  5 
  5 
  5
  The result of a curse, embryonic dragons are parasitic 
  creatures that fuse with and control human(oids). 
  Their original species is unknown as they appear as 
  unhatched dragons. To capture a host, the dragon uses 
  its breath weapon. Those failing their save fall (at -4) 
  into a deep sleep for 2d4 hours. The bonding process 
  takes 4d6 +30 minutes and the dragon moves into the 
  cavity below the ribcage, giving the host a potbelly. The 
  host’s mind is suppressed (but can still use the body’s 
  senses) and the dragon takes over and has access to 
  the host’s memories. They do not have access to their 
  breath weapon when bonded but can cast their spells. 
  If the host dies, the dragon can hide in the body for 1d6 
  days before it has to leave and find another. Though 
  embryonic dragons prefer to be in a host, they can 
  survive on their own for centuries. What they can not 
  do is take non-humanoid hosts, a result of the magic 
  that created them. If an embryonic dragon attempts 
  to take an animal or monstrous host, even something 
  like a centaur or brain lasher (i.e. those with humanoid 
  features but are not true humanoids) will cause their 
  own and their would be hosts deaths, no save allowed.
  Each embryonic dragon has its own personality 
  and desires. After fusing with a host, it finds others, 
  no matter their race, that share its goals and work 
  together to complete their objectives. Some are known 
  to destroy orc and ogre bands from the inside (or elven 
  or human cities), others want to learn more magic and 
  then there are those who champion Law or Chaos.
  Fort DragoN
  No. Enc.  
  1d10 (1d10)
  Alignment 
  Neutral
  Movement 
  90’ (30’)
   
   
  fly 240’ (80’)
  AC 
   
  -1
  HD 
   
  8
  Attacks  
  3 or 1 (claws and bite or breath  
   
   
   
  weapon)
  Damage 
  1d4+1/1d4+1/3d6
  Save 
   
  F8
  Morale  
  8
  Hoard Class 
  XV
  Habitat  
  Any
  % Sleep  
  99%
  % Speech 
  40%
  Breath Weapon 50’ long X 40’ wide / Cloud
  Range/Shape 
  Breath Weapon Type poison gas
  Spells  
  1 
  2 
  3
   
   
  5 
  4 
  -
  Fort dragons are odd beasts that lure prey by 
  shapeshifting into stone ruins. They can combine 
  themselves and the more dragons, the larger and 
  more elaborate the structures. A few times per century, 
  the dragons awake, revert to their normal forms and 
  consume any inhabitants of their building(s). If there is 
  no one, the fort dragons go on a rampage until they are 
  full. They will also revert if the ruin is damaged or major 
  improvements are attempted. A family of fort dragons 
  bury their hoard near their prefered resting spot.
  In dragon form, a fort dragon looks like a green 
  dragon but has brown and grey scales. Like the green 
  dragon, its ancestral species, it has a poisonous gas 
  breath weapon.
  Fort dragons will also revert when they detect 
  another dragon. Any time any kind of dragon, including 
  other fort dragons, comes within 10 miles, the whole 
  family attempt to slay it. The exception is when a family 
  splits but this protection only lasts for a few months, 
  enough time for the new family to find another place 
  to rest outside the old family’s territory. As dragon 
  families break up every 300 years (when their numbers 
  get higher than 10), this is a time when fort dragons 
  from different families encounter each other and select 
  mates to start new forts. Their numbers are culled as 
  well by infighting over mates and new territories. Even 
  old families can be slain if the amount of land is slim and 
  the new families have an advantage in numbers.
  
  11
  iroNiCe DragoN
  No. Enc.  
  1d4 (1d6)
  Alignment 
  Lawful
  Movement 
  60’ (20’)
   
   
  burrow 90’ (30’)
  AC 
   
  2
  HD 
   
  8
  Attacks  
  3 or 1 (claws and bite or breath  
   
   
   
  weapon)
  Damage 
  1d10/1d10/3d6
  Save 
   
  F8
  Morale  
  10
  Hoard Class 
  XV (special)
  Habitat  
  Glaciers
  % Sleep  
  5%
  % Speech 
  100%
  Breath Weapon 150’ long X 10’ wide line
  Range/Shape 
  Breath Weapon Type 
  flame
  Spells  
  1 
  2 
  3
   
   
  5 
  5 
  5
  Found on ice worlds or in lands covered in glaciers, 
  these dragons create tunnels and chambers that are 
  colonized by many creatures and races. These wingless 
  dragons are dull black and have massive forepaws 
  and claws for burrowing. In addition to their paws, the 
  dragons use their flame when carving through ice. 
  The fire melts ice and the surface left behind gains the 
  physical characteristics of iron (strength, melting point, 
  conductivity, etc.) thought it still looks like ice.
  The complexes created by ironice dragons tend 
  to be simple- long corridors and immense square 
  or rectangular rooms. As people move in (or the 
  population expands), their additions are what give the 
  complexes character. These colonists pay in goods and 
  services. The closer one’s home is to the dragons’ lair, the 
  higher the payment. Young dragons leave the nest after 
  a couple decades (and they are hatched every century 
  or so) and move several miles away to build their own 
  lairs. Some of the people follow them and others arrive 
  from other kinds of communities in or on the ice.
  When ironice dragons die out, their homes are slowly 
  abandoned as the walls fracture and the ice fills in 
  the chambers and tunnels. This process takes years to 
  decades unless the dragon was slain with fire magic. In 
  that case, the walls melt immediately and everything 
  within the complex will most likely drown and then 
  freeze solid.
  laND wyrm
  No. Enc.  
  1d8 (10d4) 
  Alignment 
  Lawful
  Movement 
  90’ (30’)
   
   
  fly 240’ (80’)
  AC 
   
  0
  HD 
   
  10
  Attacks  
  3 or 1 (claws and bite or breath  
   
   
   
  weapon)
  Damage 
  1d8/1d8/2d10+12
  Save 
   
  F10
  Morale  
  12
  Hoard Class 
  XV (X20)
  Habitat  
  Any Land
  % Sleep  
  30%
  % Speech 
  50%
  Breath Weapon 90’ long X 30’ wide cone
  Range/Shape 
  Breath Weapon Type 
  special
  Spells  
  1 
  2 
  3
   
   
  5 
  4 
  -
  Land wyrms make land. They are large, very social 
  creatures that are driven to build mountains. Over time, 
  these stony edifices erode into the sea and extend 
  deltas. Worlds with many land wyrm colonies grow 
  larger in diameter as the eons roll on. After a mountain 
  reaches a certain size, usually large enough to have its 
  peak within the clouds, the dragons start a new one 
  nearby. Over time, they form a plateau that expands 
  outward that can “pave over” lakes and rivers and even 
  work slowly out into the sea. When there is a new, 
  higher sea level because of the building, the dragons 
  start anew on their old mountains.
  There are three vital resources in stone creation- soil, 
  flesh and sunlight. The power in sunlight provides 
  most of the mass but soil is needed for its “pattern” 
  and flesh some how acts as an adhesive that keeps the 
  stone solid. Each active dragon (i.e. not sleeping) can 
  produce 100 tons of stone per 8 hours of sunlight and 
  500 pounds of meat. Their breath weapon is used in the 
  process and those creatures within the cone that fail 
  their save are incorporated into the stone. Only a Wish 
  can restore them to life. The creatures that make the 
  save end up on top of the new rock and are otherwise 
  unharmed. If the ingredients for stone are not present, 
  which is rare, then those who are struck by a land 
  wyrms’ breath weapon are petrified if they fail their 
  saving throw.
  To keep up with production, land wyrms need a lot of 
  animals. Instead of hunting, they pay people to ranch 
  near mountains being constructed. After their herds 
  or flocks have been converted, the ranchers buy new 
  animals from nearby cities or nations. Usually these 
  
  12
  animals have been magically enhanced (by the wyrms) 
  to grow faster on smaller amounts of food. The constant 
  consumption (or destruction if you prefer) of meat does 
  have an impact on the local food supply. The poor either 
  eat rats, rabbits or veggies as livestock is too expensive. 
  Even the average merchant eats beef or swine only once 
  or twice a year.
  As for the wyrms themselves, they eat stone, the 
  fresher the better. As they make so much of it, the 
  dragons can’t eat themselves out of house and home. 
  Which is a good thing for them as their wealth is tied 
  to their mountains. Older stone, over 500 years, slowly 
  turns into valuable minerals such as jade and marble. 
  Very old stone, minerals over 1000 years, turns to 
  gemstone such as sapphire and emerald. The wyrms do 
  not have any interest in purified metals such as silver 
  and gold.
  luNar DragoN
  No. Enc.  
  1d4 (1d8)
  Alignment 
  Lawful
  Movement 
  90’ (30’)
   
   
  teleport unlimited
  AC 
   
  2
  HD 
   
  9
  Attacks  
  3 or 1 (claws and bite or breath  
   
   
   
  weapon)
  Damage 
  1d6/1d6/4d6
  Save 
   
  F9
  Morale  
  9
  Hoard Class 
  XV
  Habitat  
  Urban
  % Sleep  
  25%
  % Speech 
  100%
  Breath Weapon 80’ long X 25’ wide cone
  Range/Shape 
  Breath Weapon Type 
  teleportation
  Spells  
  1 
  2 
  3 
  4 
  5
   
   
  5 
  5 
  5 
  5 
  4
  The vanguard of an invasion, lunar dragons bring 
  not conquest, but rather knowledge of the stars. They 
  arrive in meteorites, get a lay of the land and learn the 
  local languages. After making contact with the most 
  peaceful locals, the dragons offer travel to other worlds. 
  They are obviously aliens as they have eyestalks, three 
  rows of serrated spines along their bellies, ovoid wings 
  (which are useless in the terrestrial atmosphere) and a 
  metallic voice. Their breath weapon, which can be used 
  once per hour, teleports all those within the cone to 
  anywhere the dragon wishes (save to negate). Usually 
  this is another planet but troublemakers may discover 
  themselves on a nearby star or floating in space. The 
  dragon can also teleport itself and up to 12 human sized 
  creatures once per turn (10 rounds).
  Lunar dragons work in a network to move people 
  from world to world. After they are accepted on the 
  PCs’ homeworld they will bring tourists as well as allow 
  the locals access to other worlds. When strong ties are 
  made, then refugees from wars and dying worlds are 
  introduced to the unsettled parts of the world (the 
  invasion mentioned above). When the PCs’ world dies or 
  suffers a great catastrophe, the dragons will try to save 
  as many people as possible, taking them anywhere they 
  might find refuge.
  
  13
  maD brewer
  No. Enc.  
  1 (1d6)
  Alignment 
  Chaotic
  Movement 
  90’ (30’)
   
   
  fly 180’ (60’)
  AC 
   
  3
  HD 
   
  7
  Attacks  
  3 or 1 (claws and bite or breath  
   
   
   
  weapon)
  Damage 
  1d6/1d6/4d4+2
  Save 
   
  F7
  Morale  
  8
  Hoard Class 
  special
  Habitat  
  Urban
  % Sleep  
  10%
  % Speech 
  100%
  Breath Weapon 60’ long X 20’ wide cone 
  Range/Shape 
  Breath Weapon Type 
  adhesive
  Spells  
  1 
  2 
  3 
  4
   
   
  5 
  5 
  4 
  4
  Mad brewers are dragons that master alchemy. They 
  create potions, dusts, oils, etc. and some varieties of 
  booze that can knock a dwarf flat with a single mug. 
  They are known as mad brewers because all of their 
  creations have side effects. None of them are lethal in 
  most situations, just annoying. GMs are encouraged to 
  be creative in designing said side effects.
  Brewers are brick red and spit an adhesive that 
  immobilizes those who fail their save for 1d4 rounds per 
  age category of the dragon. It then evaporates. Those 
  who make the save are reduced to half their movement 
  rate, suffer -2 to hit and have a +4 to their armor class 
  until they can clean off in water, this takes 2d4 rounds, 
  or until the substance evaporates.
  Even though there are side effects to their creations, 
  mad brewers are very popular with adventurers. They 
  may be the only source of powerful potions, dusts, 
  elixirs, oils, etc.- those that can replicate up to 8th level 
  magic user and 6th level cleric spells. As much as they 
  try, the dragons can not pass along their secrets, as the 
  knowledge and ability is innate to the brewers.
  miNe wyrm
  No. Enc.  
  0 (1)
  Alignment 
  Neutral
  Movement 
  -
   
   
  burrow 180’ (60’)
  AC 
   
  -5
  HD 
   
  10
  Attacks  
  1 or 1 (bite or breath weapon)
  Damage 
  4d8
  Save 
   
  F10
  Morale  
  12
  Hoard Class 
  special
  Habitat  
  Underground
  % Sleep  
  0%
  % Speech 
  10%
  Breath Weapon 80’ diameter / Circle
  Range/Shape 
  Breath Weapon Type 
  sonic pulse
  Spells  
  1 
  2 
  3
   
   
  2 
  - 
  -
  Dwarves know the secret 
  of where many valuable 
  metal veins come from- mine 
  wyrms. These worm like 
  dragons burrow deep in 
  the earth and all the stone 
  they come into contact 
  with changes into metal 
  ore. Every wyrm produces 
  a specific metal and can 
  not change it. See the chart 
  below to determine which 
  metal a specific mine wyrm 
  will produce.
  A mine wyrm looks like an 
  overgrown earthworm with 
  scales. It does not have eyes, 
  legs, external ears or wings. 
  It moves like an earthworm, 
  expanding and contracting 
  segements of its body.
  If disturbed, a mine wyrm will use its sonic pulse to 
  drive away or kill whatever is bothering it. All ceramic 
  and glass items in the affected area shatter. Those 
  holding such items can save versus breath weapon at -6 
  to negate this effect.
  Those few mine wyrms that can talk are less defensive 
  and can be bribed into converting provided stone into 
  their ore. They must be paid in meat (a rare meal for 
  them) and few will do it for very long. Subdued wyrms 
  are the source of several dwarven clans’ wealth.
  table 03 - metal ore 
  1 
  copper
  2 
  silver
  3 
  gold
  4 
  platnum
  5 
  palladium
  6 
  iron
  7 
  tin
  8 
  aluminium
  9 
  mithril
  10 
  random gemstone
  
  14
  moss DragoN
  No. Enc.  
  2d3 (0)
  Alignment 
  Neutral
  Movement 
  150’ (50’)
  AC 
   
  6
  HD 
   
  15
  Attacks  
  1 (grab)
  Damage 
   
  1d8
  Save 
   
  F15
  Morale  
  12
  Hoard Class 
  VII
  Habitat  
  Temperate and Tropical Forests and   
   
   
  Swamps
  % Sleep  
  0%
  % Speech 
  100%
  Breath Weapon  none
  Range/Shape 
  Breath Weapon Type 
  none
  Spells  
  1 
  2 
  3
   
   
  4 
  3 
  -
  A green dragon looking for a form of immortality 
  that did not turn it into a lich is the ancestor of all moss 
  dragons. The creature found a way to transfer its soul 
  and much of its power into Spanish moss. It is still alive 
  after many thousands of years and has spawned several 
  times. Its offspring likewise reproduced, but not very 
  often as they do not want to cover the world in their 
  own kind, providing competition for themselves.
  A moss dragon is much larger than even a gold 
  (though they weight less than 300 pounds) and is more 
  dangerous even though it has no claws, jaws or breath 
  weapon. Instead it is almost indestructible- only +2 or 
  better slashing weapons can harm it, regenerates 15 hit 
  points per round, is immune to fire, cold, acid and sonic 
  attacks and can appear dead when dropped below 10 
  hit points. In the last case, the dragon can consciously 
  inhibit its regeneration to keep up the appearance of 
  death. The dragon is also immune to spells (or psionics) 
  that detect animal life or intelligence and death magic. 
  The original dragon stole a bit of shambling mound 
  genetic material and so when a moss dragon is struck 
  by lightning or other electrical attack, it gains one hit 
  die per three dice of damage. These extra hit dice fade 
  over time at a rate of one per day.
  When attacking, a moss dragon has three options. 
  It can envelop and suffocate its prey (though this 
  immobilizes the dragon until the prey dies). It can release 
  a 100’ diameter cloud of spores that do 5d8 points of 
  damage (save versus poison for half). Those slain by the 
  spores are turned into vegetable zombies. These have the 
  standard zombie statistics but clerics can’t turn or destroy 
  them. And the dragon can also release the swarms of 
  insects that inhabit its body. These swarms are slain if the 
  dragon is struck by lightning or any electrical spell over 
  2nd level. Treat these swarms as a double strength Insect 
  Plague spell (i.e. it is 120’ in diameter and drives off those 
  with up to 4 hit dice). The insects can not harm their host 
  (they aren’t +2 or better weapons) and moss dragons 
  don’t care one way or another if they are filled with scads 
  of bugs.
  Moss dragons are predators but feed rarely and 
  usually on wildlife. They do not rampage or even raid 
  as they have lost their need for gold and other treasure. 
  What they do have is left over from dragon slayers and 
  unfortunate scouts that disturbed the dragons (which 
  is difficult) or destroyed part of the forest. Green and 
  black dragons and treants find them disturbing and 
  avoid moss dragons when possible. Some wizards look 
  to duplicate their immortality but the offspring dragons 
  don’t know how it was done. And the first moss has 
  hidden itself very well. The thing to remember about 
  moss dragons is they are plants and only a loss of the 
  things that plants care about will get their attention.
  
  15
  Net breaker
  No. Enc.  
  1d4 (1d4)
  Alignment 
  Neutral
  Movement 
  30’ (10’)
   
   
  swim 180’ (60’)
  AC 
   
  2
  HD 
   
  10
  Attacks  
  3 or 1 (claws and bite or breath   
   
   
   
  weapon)
  Damage 
  1d4/1d4/3d8
  Save 
   
  F10
  Morale  
  8
  Hoard Class 
  XV
  Habitat  
  Lakes
  % Sleep  
  5%
  % Speech 
  25%
  Breath Weapon  100’ long X 5’ wide / Line
  Range/Shape 
  Breath Weapon Type 
  acid
  Spells  
  1 
  2 
  3
   
   
  4 
  - 
  -
  Net breakers are snake shaped dragons found in large 
  lakes and the occasional river. Normally they live on the 
  bottom eating fish and shellfish. They lair in burrows 
  dug into the bottom of the body of water and keep their 
  treasure in mounds on the mud.
  There are only two reasons the dragons come to 
  the surface. They occasionally raid ships and demand 
  tribute from coastal communities. The rest of the time 
  is when pollution or overfishing impact their food 
  supply. They have a very good sense of smell and can 
  follow fresh, dead fish or chemicals to the source. As 
  they are slow on land, net breakers attempt to catch the 
  perpetrators in the act on the water. Then they use their 
  acidic breath weapon to stop the problem permanently.
  They have very small claws and large jaws and 
  swallow human sized creatures whole on an 18+. Only 
  acid immune creatures can survive this for more than 
  3 rounds. All others lose 25% of their total hit points 
  per round (and thus die in the fourth round). This acid 
  makes an effective breath weapon above water but is 
  useless below.
  oasis lorD
  No. Enc.  
  1 (1d6)
  Alignment 
  Lawful
  Movement 
  90’ (30’)
   
   
  fly 240’ (80’)
  AC 
   
  -1
  HD 
   
  9
  Attacks  
  3 or 1 (claws and bite or breath   
   
    
   
  weapon)
  Damage 
  1d6+1/1d6+1/2d8
  Save 
   
  F9
  Morale  
  10
  Hoard Class 
  XV plus special
  Habitat  
  Deserts
  % Sleep  
  10%
  % Speech 
  100%
  Breath Weapon  50’ long X 40’ wide / Cloud
  Range/Shape 
  Breath Weapon Type 
  paralysis gas, poison gas
  Spells  
  1 
  2 
  3
   
   
  5 
  5 
  5
  One of the most social dragons, oasis lords bring life 
  to the deserts. They will water into existance and use 
  this power to create green patches in the seas of brown. 
  The resulting arable locations draw humans and other 
  people and they create communities under the control 
  of the dragons. Oasis lords work together to create trade 
  routes that crisscross the wastes and lead from one 
  edge to the others.
  Living in such an oasis is not free. The dragon charges 
  everyone that uses even a drop of water or stays a night 
  in his or her domain. But unlike most dragons, oasis 
  lords use their hoards. In this case they hire soldiers to 
  guard the dragon, people and infrastructure (usually 
  in that order). As they will the water into existence, 
  subduing an oasis lord is pointless. Those just leaving 
  their parents can be convinced of a suitable location as 
  long as it has contact with other oasis lords.
  In combat, these dragons have two breath weapons. 
  The first is a paralysis gas meant to stop opponents cold. 
  It is usually reserved for taxing riots and invasions. The 
  second is poison gas. Anyone failing the save versus 
  breath weapon dies within d6 rounds. But it is rare that 
  an oasis lord has to enter combat- their armies are strong, 
  very well equiped and the army leaders have access to 
  lesser magic items from the dragon’s hoard. If the army 
  is routed and the dragon is in serious danger, it will 
  escape and ask nearby lords for assistance in regaining its 
  holdings. It takes a very powerful foe to drive out an oasis 
  lord for good. If the dragon is slain, no others will claim 
  the location for 10 generations (a very long time) as a way 
  to punish those who would dare harm the dragon as well 
  as encourage others to defend it.
  
  16
  pit DragoN
  No. Enc.  
  1d4 (4d6)
  Alignment 
  Neutral
  Movement 
  150’ (50’)
   
   
  burrow 120’ (40’)
  AC 
   
  2
  HD 
   
  7
  Attacks  
  3 (claws and bite or breath weapon)
  Damage 
  1d8/1d8/2d6
  Save 
   
  F7
  Morale  
  9
  Hoard Class 
  XX
  Habitat  
  Temperate and Tropical Plains and  
   
   
  Deserts
  % Sleep  
  25%
  % Speech 
  50%
  Breath Weapon 40’ long X 10’ wide cone 
  Range/Shape 
  Breath Weapon Type 
  fire
  Spells  
  1 
  2 
  3
   
   
  2 
  1 
  -
  Also known as boilers and sinkhole wyrms, pit 
  dragons dig massive holes to ambush prey. The size of 
  white dragons, these beasts have no capacity for flight 
  and use their oversized claws to burrow through soil 
  and soft rock. Their breath weapon is a short cone of fire 
  and is used to roast prey and enemies alike. Pit dragons 
  live in large families, up to six generations in the same 
  lair. They can survive in such large numbers because 
  they can hibernate for decades, waiting for something 
  to fall into their trap.
  The pits are 30-50 feet in diameter and 50-100 feet 
  deep. The dragons tap the water table and fill the 
  bottom 10-20’ of the pit- this makes it harder for food to 
  escape. The pits are covered with soil and grass over a 
  magical frame of force. When something that weights at 
  least 500 pounds steps on to the center of the covering, 
  the field collapses and everything and one falls in. 
  Those within 5’ of the edge can save versus breath 
  weapon to avoid falling as well. Half the dragons deal 
  with whatever fell in and the other half erupt onto the 
  surface to capture any stragglers or escaping food.
  Pit dragons are intelligent and do interact with nearby 
  towns on occasion. Usually this is the people paying 
  the dragons to eat umber hulks, ankhegs and other 
  burrowing creatures attacking their citizens. The rest 
  of the time it is the dragons paying the people to draw 
  prey to them (bandits, disliked merchants, lion prides, 
  whatever). The rest of the dragons’ hoard comes from 
  caravans they have destroyed.
  port DragoN
  No. Enc.  
  1 (1)
  Alignment 
  Neutral
  Movement 
  -
   
   
  swim 240’ (80’)
  AC 
   
  4
  HD 
   
  8
  Attacks 1 (bite)
  Damage 
  3d8
  Save 
   
  F8
  Morale  
  11
  Hoard Class 
  XXV (special)
  Habitat  
  Shallow Water
  % Sleep  
  80%
  % Speech 
  0%
  Breath Weapon  100’ long X 5’ wide line
  Range/Shape 
  Breath Weapon Type 
  acid
  Spells  
  1 
  2 
  3
   
   
  - 
  - 
  -
  Port dragons are not true dragons, but rather the 
  result of alchemically treated sea serpent eggs. They 
  are protectors of port cities on salt and freshwater and 
  attack all those who would do it harm. They can detect 
  such intentions from a mile away.
  Long and slender, port dragons have no limbs and 
  small horns. Their tail is powerful and allows them 
  to chase down all but the fastest ships. Port dragons’ 
  breath weapon is acidic and does double damage to 
  wooden objects, such as ship hulls. They never speak 
  or cast spells but can understand the local language(s). 
  And they can breathe both air and water, though they 
  can not move on land except for flopping.
  When not resting on a wreck, port dragons usually 
  come to the docks to be fed. Children delight in 
  throwing the dragon dead sea birds or fish they 
  caught themselves. The bulk of the food comes from 
  slaughterhouses and, in some cultures or cities, funerals 
  or prisons.
  Divers for the local government usually bring up the 
  treasure of the ships they sink but some is left for the 
  dragon. This is pointless, as port dragons do not have the 
  innate greed of true dragons. They allow divers to take 
  everything they want and will assist those in danger, such 
  as those trapped in ship hull, those who are overweighed 
  and drowning or those being attacked by a large 
  predator. Port dragons are not cheap to create or feed, 
  but almost all port cities are willing to pay the price.
  
  17
  prism DragoN
  No. Enc.  
  1d4 (1d6)
  Alignment 
  Neutral
  Movement 
  90’ (30’)
   
   
  fly 270’ (90’)
  AC 
   
  5
  HD 
   
  4
  Attacks  
  3 (claws and bite or breath weapon)
  Damage 
  1d3/1d3/1d8
  Save 
   
  F4
  Morale  
  10
  Hoard Class 
  XX
  Habitat  
  Sandy Deserts
  % Sleep  
  40%
  % Speech 
  25%
  Breath Weapon  50’ long X 20’ wide cone
  Range/Shape 
  Breath Weapon Type 
  flame
  Spells  
  1 
  2 
  3
   
   
  5 
  3
  Masters of light, prism dragons use illusions to hide 
  the fact they are small for dragons, the size of horses. 
  They are mostly transparent- only their eyes and claws 
  are opaque. Their breath weapon is a blinding flame. 
  Those within the cone who fail their save are blinded 
  for 3d6 rounds. They can also redirect, concentrate 
  and filter light with their wings and torso. In direct 
  sun, they can cast any purely visual illusion spell at will 
  (this is beyond their normal spell casting ability). In the 
  dark they have to rely on their stored light, the breath 
  weapon. If needed, they can convert one use of the 
  breath weapon into an illusion that lasts for one hour. 
  These illusions are much more powerful than normal 
  and no save is allowed to see through them as long as 
  there is no physical interaction between the viewer and 
  the illusion.
  Prism dragons rarely interact with humans. They 
  have no need for water and their lairs are in the middle 
  of the most brutal wastes. Their presence allows the 
  germination of seeds of plants from the elemental 
  planes of Earth and Air. Why this happens, they do 
  not know. Their diet is mostly giant arthropods, fire 
  elementals and cactus monsters. Those people who 
  do search for them include illusionists wanting to buy 
  knowledge, sun clerics looking for enlightenment and 
  nomads hunting elemental plants. It is these visitors 
  that provide the bulk of the dragons’ hoards, though 
  usually in the form of payments rather than remains.
  Blue dragons and prism dragons fear and hate each 
  other. An adult blue can wipe out a family of prisms with 
  ease and so prisms retaliate by eating blue eggs and 
  hatchlings. The prisms can sneak into (and out of) blue 
  lairs by using illusions.
  puzzle master
  No. Enc.  
  1 (1d4)
  Alignment 
  Neutral
  Movement 
  60’ (20’)
   
   
  fly 180’ (60’)
  AC 
   
  4
  HD 
   
  10
  Attacks  
  3 or 1 (claws and bite or breath  
   
   
   
  weapon)
  Damage 
  1d6/1d6/3d6
  Save 
   
  F10
  Morale  
  10
  Hoard Class 
  4d6 magic items
  Habitat  
  Any
  % Sleep  
  25%
  % Speech 
  100%
  Breath Weapon  60’ long X 40’ wide cloud
  Range/Shape 
  Breath Weapon Type 
  special
  Spells  
  1 
  2 
  3 
  4
   
   
  5 
  5 
  5 
  5
  This dragon species looks for the underlying truth 
  by studying patterns in reality. Its scales are grey 
  and covered in constantly changing patterns (like a 
  kaleidoscope). Most are driven to find or create patterns 
  from which they can discern some vital fact. A few allow 
  others to study their scales, in exchange for magic items, 
  and try to learn from those oracle’s discoveries. Oracles 
  who fail constantly (i.e their predictions are false) are 
  eaten.
  The patterns studied by puzzle masters vary from 
  dragon to dragon. Some fields include cracks, ripples, 
  behavior, distribution, variation (living and non-living) 
  and flow. A puzzle master can sit for weeks studying the 
  changes in a creek or follow a cloud from its formation 
  until it evaporates. The result of this work, so far, is 
  access to spells more powerful than most dragons can 
  cast. Some older puzzle masters can cast 5th and 6th 
  level magic-user spells.
  Their breath weapon is a cloud that changes the 
  innate nature and behavior of those creatures it affects 
  (i.e. fails their save). In other words, it randomly alters 
  the victim’s alignment for d8 days.
  
  18
  pyramiD DragoN
  No. Enc.  
  1 (1d4)
  Alignment 
  Lawful
  Movement 
  90’ (30’)
   
   
  fly 240’ (80’)
  AC 
   
  1
  HD 
   
  10
  Attacks  
  1 (bite)
  Damage 
  4d6
  Save 
   
  C10
  Morale  
  12
  Hoard Class 
  none
  Habitat  
  Tropical Jungles and Deserts
  % Sleep  
  0%
  % Speech 
  100%
  Breath Weapon  50’ long X 15’ wide cone
  Range/Shape 
  Breath Weapon Type 
  special
  Spells  
  1 
  2 
  3 
  4 
  5
   
   
  5 
  5 
  5 
  5 
  3
  Pyramid dragons are stony guardians sent by the 
  gods to defend temples and tombs. They are large 
  dragons that appear to be statues adorning their 
  pyramid when not moving. They cast cleric spells, all in 
  the defense of their lairs. Temple protectors also protect 
  the faithful within the nearby community.
  In addition to a savage bite, pyramid dragons have a 
  powerful breath weapon to deal with intruders. It is a 
  form of energy that bypasses resistance or immunity to 
  fire and those who die are turned to stone. Even a Wish 
  can not restore these dead. Only the temple’s high priest 
  can. Those who are restored are subjected to a Quest 
  spell that makes them serve the temple and its god(s) 
  until the day they die. This is not done lightly as other 
  gods do not like seeing their worshippers enslaved to 
  someone else. Faithful are immune to the energy. Unlike 
  most dragon breath weapons, this divine energy can be 
  used three times per hour.
  Normally there is only one pyramid dragon per 
  location. Those places of great importance can have as 
  many as four. For tombs they are a sign of greatness, 
  vast wealth or a powerful darkness that must not be 
  released. Pyramid dragons slain in the defense of their 
  lairs are brought back to life 24 hours later. Rarely a 
  pyramid dragon will fall from grace, the result being a 
  red dragon that appears to be made of stone.
  sCulptor wyrm
  No. Enc.  
  1 (1d6)
  Alignment 
  Neutral
  Movement 
  90’ (30’)
   
   
  fly 240’ (80’)
   
   
  burrow 60’ (20’)
  AC 
   
  -2
  HD 
   
  8
  Attacks  
  3 or 1 (claws and bite or breath  
   
   
   
  weapon)
  Damage 
  1d6/1d6/3d8
  Save 
   
  F8
  Morale  
  6
  Hoard Class 
  special
  Habitat  
  Temperate and Tropical Plains and  
   
   
  Deserts
  % Sleep  
  5%
  % Speech 
  90%
  Breath Weapon 60’ long X 40’ wide cloud 
  Range/Shape 
  Breath Weapon Type 
  conversion
  Spells  
  1 
  2 
  3
   
   
  5 
  5 
  5
  Sculptor wyrms are artistic dragons that use carbon 
  compounds as their medium. They use their breath 
  weapon to convert dead organic matter into a tar. Living 
  creatures and undead must save versus breath weapon 
  or be likewise converted. Only a Wish spell can bring 
  them back from this horrific death. To prevent allies 
  from dying, the wyrms create amulets containing their 
  scales. One scale can be used to create ten amulets. 
  These amulets provide protection only from the 
  dragons that create them. The few sculptor wyrms that 
  can not use magic are treated as slave labor by their 
  speaking family members. They are forced to hunt and 
  prevented from doing much else.
  The tar is shaped with the dragon’s claws and turned 
  into a jet-like mineral with a second application of its 
  breath. Individual sculptures take weeks to decades 
  and can be as small as a human or as large as a village. 
  Sculptor wyrms do not collect a hoard; they simply 
  make their art and then move on. Their lairs are simple 
  affairs dug into the soil where the dragons nap. When 
  they are awake, the dragons are either hunting or 
  working. Their preferred prey are large animals, but 
  humans and other humanoids will do in a pinch. 
  They are driven and few pay much attention to their 
  surroundings when sculpting. They are surprised on 1-9 
  on a d10.
  It may seem odd that the dragons are not found in 
  forests with all the raw material about, but there is a 
  good reason. As soon as one even flies over trees, the 
  local forest creatures come out in force. Everything from 
  
  19
  sprites to green dragons combines their forces to slay 
  the wyrm before it can cause any damage. As the wyrms 
  are intelligent, they got the message a long time ago 
  and stay far away from any standing forest.
  slime DragoN
  No. Enc.  
  1 (1d4)
  Alignment 
  Chaotic
  Movement 
  60’ (20’)
   
   
  swim 180’ (60’)
  AC 
   
  4
  HD 
   
  10
  Attacks  
  2 (bite and tail)
  Damage 
  1d10/1d12
  Save 
   
  F10
  Morale  
  9
  Hoard Class 
  XII
  Habitat  
  Swamp
  % Sleep  
  40%
  % Speech 
  10%
  Breath Weapon  40’ long X 30’ wide cloud
  Range/Shape 
  Breath Weapon Type 
  acid
  Spells  
  1 
  2 
  3 
  4
   
   
  3 
  3 
  3 
  3
  Slime dragons were black dragons that took the 
  demonic patron of slimes and jellies as their own lord 
  and master. Their wings fell off, their legs atrophied, 
  their scales turned green and slimy and their tails 
  grew and flattened like a fish’s. Their breath weapon is 
  a cloud of acid tainted with evil. Lawful clerics within 
  the cloud must save versus spells at -4 or lose access 
  to all of their spells and ability to turn undead for 
  1d6+4 rounds. Creatures slain by the acid are turned 
  into undead skeletons and shadows (so two monsters 
  per slain victim). The dragon does not control the 
  undead but don’t attack it either. The most intelligent 
  slime dragons have access to powerful magics granted 
  by their demon lord. All of these spells have a slime 
  theme- they use the normal spell mechanics but have 
  a different description for the players (i.e. reskinning 
  if you are familiar with that term). The dragons are 
  immune to acids and poisons.
  Slime dragons are allies of oozes, slimes and fungi 
  and are immune to their attacks. The dragons carry 
  spores and oozelets and leave a trail of monsters in their 
  wake. They also created fetid water and, over time, turn 
  forest and field into fungi and ooze controlled swamps. 
  Black and green dragons avoid them out of fear as they 
  can be harmed by the slime dragon’s breath weapon 
  whereas the blacks’ and greens’ breath weapons are 
  harmless to the slime dragons.
  
  20
  smoke DragoN
  No. Enc.  
  1 (1)
  Alignment 
  Chaotic
  Movement 
  90’ (30’)
   
   
  fly 180’ (60’)
  AC 
   
  -4
  HD 
   
  7
  Attacks  
  3 or 1 (claws and bite or breath  
   
   
   
  weapon)
  Damage 
  1d4+1/1d4+1/3d4+4
  Save 
   
  F7
  Morale  
  10
  Hoard Class 
  none
  Habitat  
  Forests
  % Sleep  
  10%
  % Speech 
  35%
  Breath Weapon  40’ long X 30’ wide cloud
  Range/Shape 
  Breath Weapon Type 
  smoke
  Spells  
  1 
  2 
  3
   
   
  5 
  3 
  -
  Smoke dragons are the result of blue light drought. 
  On the worlds where they are found, the composition of 
  sunlight changes through out the year. It is rarely a pure 
  color (one of the rainbow) but there is weakened or 
  absent colors most of the time. When red is dominated 
  because of a blue light drought, some vegetation very 
  slowly smolders and releases a small amount of smoke. 
  This smoke collects and spontaneously generates 
  the 1d6 smoke dragons per 100-250 square miles, 
  depending on the amount of smoke produced.
  The dragons are semisolid clouds of ash and smoke 
  about the size of white dragons. Their claws and teeth 
  are solid and this prevents the monsters from passing 
  through cracks and small holes (minimum size of a gap 
  for them to pass is 3’ in diameter). The dragons can be 
  harmed only with +3 or better weapons and spells that 
  inflict cold damage. Their breath weapon is a cloud 
  of ash that does no hit point damage. Those within 
  the cloud must save versus poison. Failure results in 
  paralysis and suffocation in 2d4 rounds.
  Intelligent smoke dragons are fortunately rare 
  because they are, at least to humanoids, insane. Their 
  spells are warped versions of those commonly known 
  and there is two themes the dragons’ use- fire and 
  water. Characters suffering the dragon’s magic suffer 
  a –4 penalty to their saving throws, the result of the 
  strange nature of the magic.
  The residue smoke dragons leave behind warps 
  bats. The resulting massive creatures, which use griffon 
  statistics, pillage the land day and night until slain. As 
  smoke dragons are almost always found above ground, 
  the bats they typically affect are tropical fruit eaters 
  and those who nest in buildings. GMs may want to 
  change this to birds, rats, cats, dogs or other common 
  animals in populated areas. In any case, the animals can 
  be returned to normal with Dispel Magic, which works 
  automatically.
  spirit talker
  No. Enc.  
  1 (1d4) 
  Alignment 
  Neutral
  Movement 
  90’ (30’)
   
   
  fly 180’ (60’)
  AC 
   
  4
  HD 
   
  6
  Attacks  
  3 or 1 (claws and bite or breath  
   
   
   
  weapon)
  Damage 
  1d4/1d4/3d4+2
  Save 
   
  F6
  Morale  
  7
  Hoard Class 
  XII, XIII
  Habitat  
  Graveyards and Battlefields
  % Sleep  
  25%
  % Speech 
  100%
  Breath Weapon  40’ long X 10’ wide cone
  Range/Shape 
  Breath Weapon Type 
  memories
  Spells  
  1 
  2 
  3
   
   
  4 
  4 
  4
  Spirit talkers are small dragons that act as conduits 
  between the living and the dead. They are a dull, dark 
  grey that fades with age until they become bone white. 
  It is thought they are green dragons corrupted by 
  necromancers to tap innate dragon magic to access the 
  knowledge of the dead. 
  To do so, the speaker must consume some of the 
  remains (which can include grave soil hundreds or 
  thousands of years old). Then the dragon has access to 
  all of the being’s memories. This can include magic-user 
  and other non-divine spells. What a spirit talker does 
  with that information is dependant on the individual 
  dragon. Some sell it, some trade it, and some give it to 
  the worthy and the rest use it for their own means.
  Their breath weapon holds the jumbled memories of 
  the dead. Those failing their save are Confused for 1d4 
  rounds per age category of the spirit talker.
  
  21
  star eater
  No. Enc.  
  1 (1d6)
  Alignment 
  Lawful 
  Movement 
  90’ (30’)
   
   
  fly 240’ (80’)
  AC 
   
  3
  HD 
   
  9
  Attacks  
  3 or 1 (claws and bite or breath  
   
   
   
  weapon)
  Damage 
  1d8/1d8/4d6
  Save 
   
  F9
  Morale  
  11
  Hoard Class 
  special
  Habitat  
  Aboveground
  % Sleep  
  35%
  % Speech 
  100%
  Breath Weapon  60’ long X 5’ wide line
  Range/Shape 
  Breath Weapon Type 
  acid
  Spells  
  1 
  2 
  3
   
   
  5 
  4 
  -
  Star eaters protect the world from an invasion from 
  the sky. They find and consume meteorites that contain 
  spores that germinate into oozes sent to wipe all life off 
  the world (use black pudding stats). The dragons were 
  created by the Earth Mother to protect her children. Star 
  eaters are silver and can be seen for miles on a bright, 
  sunny day. Pure star eaters emit a field that keeps most 
  creatures from attacking them (save versus spells at -6 
  to ignore). Though most creatures have no desire in the 
  first place- they understand how important the dragons 
  are to their survival. Oozes and aberrations are immune 
  to the field’s effects but also take double damage from 
  the eaters’ acidic spit. Though they are dragons, star 
  eaters do not have hoards per se. Rather they collect 
  treasure in the form of meteoric metals and distribute 
  them to their allies.
  Some of the meteors are cursed and corrupt the star 
  eaters that consume them. Their scales turn black and 
  they join the invader’s attempts to extinguish all life. 
  Their acid doesn’t harm aberrations and oozes and does 
  double damage to all natural creatures.
  steNCh sCale
  No. Enc.  
  1 (1d4)
  Alignment 
  Chaotic
  Movement 
  -
   
   
  swim 90’ (30’)
  AC 
   
  3
  HD 
   
  7
  Attacks  
  3 or 1 (claws and bite or breath  
   
   
   
  weapon)
  Damage 
  1d4/1d4/2d6
  Save 
   
  F7
  Morale  
  9
  Hoard Class 
  XV
  Habitat  
  Swamps
  % Sleep  
  20%
  % Speech 
  10%
  Breath Weapon  80’ long X 30’ wide / Cone
  Range/Shape 
  Breath Weapon Type 
  brine
  Spells  
  1 
  2 
  3
   
   
  4 
  4 
  -
  Stench scales are dragons that look like rotting logs 
  with branches. They are fairly small dragons and usually 
  stay just under the surface of the water. When they do 
  come up, their name becomes very apparent. Everyone 
  within 100’ must save versus poison or retch for 2d6 
  rounds.
  Stench scales lair underwater and hide their stolen 
  treasures in the muck. They do not steal things that will 
  rot, as such material does not survive this treatment for 
  very long. Finding a stench scale’s hoard can be very 
  difficult as they do drop a few coins here and there to 
  confuse thieves.
  The swamps where stench scales dwell do not survive 
  their presence for very long. Their breath weapon is a 
  cone of brine that kills aquatic creatures very quickly 
  (double damage), including black dragons. It is also 
  very effective above the surface as it dehydrates living 
  things. After the trees die off and the animals leave, the 
  stench scales collect their hoards and find new swamps 
  to inhabit. The old swamps either become salt marshes 
  or wastelands until the salt is flushed out over decades 
  or centuries.
  
  22
  suN DragoN
  No. Enc.  
  1d4 (1d4)
  Alignment 
  Lawful
  Movement 
  90’ (30’)
   
   
  fly 240’ (80’)
  AC 
   
  0
  HD 
   
  8
  Attacks  
  3 or 1 (claws and bite or breath  
   
   
   
  weapon)
  Damage 
  1d4+2/1d4+2/3d6
  Save 
   
  F8
  Morale  
  10 or 12
  Hoard Class 
  XV
  Habitat  
  Any
  % Sleep  
  15%
  % Speech 
  100%
  Breath Weapon 100’ long X 40’ wide / Cone 
  Range/Shape 
  Breath Weapon Type 
  heat and light
  Spells  
  1 
  2 
  3
   
   
  5 
  5 
  5
  Sun dragons are a mixed blessing. They attack undead 
  and evil temples with a hatred few can comprehend. But 
  they also destroy graveyards, battlefields and anywhere 
  else that undead may form. They are yellow and glow at 
  night.
  Only against powerful undead do sun dragons use 
  their breath weapon. Vampires and others that are 
  weakened by sunlight are destroyed if they fail the save 
  versus breath weapon or take more than their hit points 
  in damage. The dragons are very creative with their 
  spells in destroying corpses and living opponents.
  Most sun dragons lair near cities as the high 
  population almost ensures more undead. Their 
  hoards are the result of “payment” by the locals for the 
  protection the dragons provide.
  Sadly some necromancers have developed a spell that 
  makes the living appear as undead to sun dragons. The 
  resulting rampages have sullied the species in many 
  peoples’ eyes. Even so, when undead appear, few do not 
  run to the closest sun dragon for assistance.
  tiDe DragoN
  No. Enc.  
  1d4 (1d8)
  Alignment 
  Lawful
  Movement 
  90’ (30’)
   
   
  swim 180’ (60’)
  AC 
   
  4
  HD 
   
  9
  Attacks  
  3 or 1 (claws and bite or breath  
   
   
   
  weapon)
  Damage 
  1d6/1d6/2d8
  Save 
   
  F9
  Morale  
  4
  Hoard Class 
  XXV
  Habitat  
  Shallow Ocean
  % Sleep  
  5%
  % Speech 
  100%
  Breath Weapon  90’ long X 30’ wide cone
  Range/Shape 
  Breath Weapon Type object animation
  Spells  
  1 
  2 
  3 
  4
   
   
  5 
  5 
  4 
  3
  Tide dragons lair where the land is exposed to the air 
  for part of the day. They are the size of blue dragons and 
  have blue-green scales. Their feet are large and webbed 
  but are not very strong (i.e. they have low claw damage). 
  They have no wings but their tail is prehensile and very 
  dexterous. It is used in place of hands and allows the 
  dragon to do fine work, almost to the level of humans. 
  Tide dragons can breathe both air and water. Some prefer 
  to sleep at high tide and others at low- it all depends on 
  where its supplicants come from. Their breath weapon 
  animates 1 object per age category per use. These 
  objects are permanently animated, have an animal level 
  of intelligence and obey the dragon until they break.
  Tide dragons are highly magical and can cast 4th level 
  spells, unlike most dragon races. It is their specialty, 
  golem creation, which draws wizards from around 
  the world. They come with gifts and hope to learn the 
  secrets of crafting golems or improvements on their 
  forms. Few pass the tests the tide dragons provide, but 
  only the annoying are eaten.
  Tide dragon lairs are carved from rock or coral and 
  sit beyond the shore of high tide. The do have hoards 
  but the coins do not stay long. The dragon spends its 
  money on art used as models, magic and raw materials 
  for golem creation. Its existing golems, and occasional 
  animated object, bring up wealth from the depths and 
  supplicants usually pay by the cartful of coins so the 
  dragon is rarely without some coin based bedding.
  In addition to amber, bone and wood golems 
  (Labyrinth Lord p. 78), tide dragons make a huge variety 
  of constructs. Here are but a few examples.
  
  23
  kelp golem
  No. Enc.  
  0 (1)
  Alignment 
  Neutral
  Movement 
  swim 90’ (30’)
  AC 
   
  8
  HD 
   
  10
  Attacks  
  1 (leaf)
  Damage 
  1d8 + grapple
  Save 
   
  F5
  Morale  
  12
  Hoard Class 
  special
  Kelp golems are handy defensive constructs in 
  that they can hide easily (surprise on 1-7 on 1d8) and 
  can capture rather than kill. Ogre-sized and smaller 
  creatures struck by a kelp golem are automatically 
  grappled and the golem can then do lethal or non-lethal 
  damage to its victim. Only those with natural weapons 
  or knive-sized weapons can defend themselves against 
  kelp golems while grappled. Most tide dragons have 
  their kelp golems bring in unconscious intruders to 
  make their own decision on their fates.
  sharkFlesh golem
  No. Enc.  
  1 (1)
  Alignment 
  Neutral
  Movement 
  swim 240’ (80’)
  AC 
   
  5
  HD 
   
  15
  Attacks  
  1 (bite)
  Damage 
  1d4 + swallow whole
  Save 
   
  F8
  Morale  
  12
  Hoard Class 
  special
  Sharkflesh golems are rare creations of tide dragons 
  and are more likely controlled by other races. They are 
  not meant to kill, but rather capture a specific person 
  or creature or group. A sample of blood is needed and 
  the golem can smell the targets from 250 miles away. As 
  sharkflesh golems are the size of small whales (45’ long), 
  they can swallow a few dozen human sized creatures at 
  one time. Those swallowed must save versus spells or be 
  paralyzed until disgorged (and those paralyzed do not 
  have to worry about breathing until they get out). The 
  save must be made every round until it is failed or the 
  creature escapes. The inner lining of the golem is AC 5 
  and it takes 50 hit points to cut a way out. The golem’s 
  creator usually repairs the damage after it returns. 
  It takes scores of sharks to make a sharkflesh golem 
  and sahuagin (or marine druids) will hunt down those 
  responsible for the deaths of so many predators.
  shell golem
  No. Enc.  
  0 (1)
  Alignment 
  Neutral
  Movement 
  60’ (20’)
  AC 
   
  2
  HD 
   
  8
  Attacks  
  1 (slash)
  Damage 
  3d6
  Save 
   
  F4
  Morale  
  12
  Hoard Class 
  special
  Shells are a very common marine resource and there 
  are several forms of shell golems. These are massive 
  humanoid or crab shaped constructs that use razor 
  edged shells to slash creatures to death. Shell golems 
  are not popular with tide dragons in tropical waters 
  as they tend to collect corals, clams and sponges- too 
  many of them eventually bore into the golem and 
  destroy it. In colder waters, they make up the protective 
  force in deeper waters to keep predators away from the 
  dragon’s lair and preying on its hatchlings and visitors.
  shipwooD golem
  No. Enc.  
  4d4 (4d4)
  Alignment 
  Neutral
  Movement 
  150’ (50’)
  AC 
   
  6
  HD 
   
  5
  Attacks  
  1 (slam)
  Damage 
  2d4
  Save 
   
  F3
  Morale  
  12
  Hoard Class 
  special
  Sunken ships are another common resource. 
  Shipwood golems are magically reinforced and do not 
  rot or crumble when exposed to air. They walk along 
  the ocean bottom and can sense sunken ships by their 
  wood to a range of 50 miles. They are the most common 
  construct used for salvage and will take everything from 
  a wreck back to their creator. Each has six arms and can 
  haul 1000 pounds- so it takes several trips for all but the 
  smallest wrecks. Shipwood golems are cheap because 
  they are weak compared with other golem types. A tide 
  dragon can have several groups of them searching over 
  a very large territory (hundreds of square miles).
  
  24
  twig DragoN
  No. Enc.  
  swarm
  Alignment 
  Neutral
  Movement 
  30’ (10’)
   
   
  fly 150’ (50’)
  AC 
   
  6
  HD 
   
  15
  Attacks  
  1 (engulfing swarm attack)
  Damage 
  3d8
  Save 
   
  F5
  Morale  
  10
  Hoard Class 
  XX
  Habitat  
  Temperate and Subarctic Forests
  % Sleep  
  60%
  % Speech 
  10%
  Breath Weapon  none
  Range/Shape 
  Breath Weapon Type 
  none
  Spells  
  1 
  2 
  3
   
   
  2 
  - 
  -
  One of the few creatures that can terrify a green 
  dragon is a much smaller cousin, the twig dragon. It is 
  only three feet long as an adult but lives in swarms of 
  thousands. Twig dragons are brown with green heads. 
  When resting, a swarm can hide in plain sight (surprises 
  on 1-5 on d6). The lair of a twig dragon swarm is within 
  a hollow tree and the soil surrounding it. They protect 
  the trees, other flora and animals of their forest with a 
  vengeance and will tear apart pests, loggers and other 
  destructive creatures.
  Instead of a breath weapon, twig dragons spin a 
  chilling silk from their tails. Those within a swarm are 
  either bitten for the listed damage or must save versus 
  poison. Those who fail are captured in a cocoon of silk. 
  They are in a form of stasis and will not be harmed by 
  poison, curses, etc. for 3d4 days. Those who are not cut 
  out before they awakened suffocate. Druids occasionally 
  ask twigs to do this to someone with a disease or curse 
  they, the priest, can not cure in time.
  Twig dragon hoards are kept underground and 
  are made up of the coins and other small treasures 
  carried by their victims as well as anything they find 
  unattended. They are the worst pack rats and don’t care 
  about condition, just quantity of loot to look at and 
  sleep on. A few swarms do have the capacity to speak 
  and cast a few spells. They are known to take and use 
  magic items, unlike most twig dragon swarms.
  
  25
  worD DragoNs
  sigil DragoN
  No. Enc.  
  1 (1)
  Alignment 
  Lawful
  Movement 
  60’ (20’)
   
   
  fly 180’ (60’)
  AC 
   
  3
  HD 
   
  9
  Attacks  
  3 (claws and bite)
  Damage 
  1d4/1d4/3d4+2
  Save 
   
  F9
  Morale  
  12
  Hoard Class 
  none
  Habitat  
  Urban
  % Sleep  
  10%
  % Speech 
  100%
  Breath Weapon  none
  Range/Shape 
  Breath Weapon Type 
  none
  Spells  
  1     2     3     4     5     6
   
   
  5     5     5     5     5     5
  Sigil dragons are living ceramic etched with 
  languages from the past, present and future. Gods 
  created the first before the intelligent races came 
  about. Now they reproduce by sculpting clay and 
  magically convert it into living ceramic. When they do 
  this, the parents add some of the languages they are 
  infused with to the offspring. This leaves space for the 
  young Sigil dragon to add other tongues from other 
  Sigil dragons they encounter during their long lives. A 
  rare few are made of glass or gemstones and are the 
  protectors of magical languages- those of dragonkind, 
  elementals, angels and demons. If all the Sigil dragons 
  with a specific language on their scales are slain, the 
  language fades from existence. Only divine intervention 
  can bring Sigil dragons back from destruction.
  Sigils rarely enter combat. Those forced to fight use a 
  wide array of spells. If badly pressed, a Sigil can drain all 
  language from one creature’s mind per round (range 
  500’). There is no save and the victim enters a coma 
  that lasts for 1d6 months. After awakening, they 
  have to learn everything anew. Sigils 
  don’t like doing this as it corrupts them 
  physically. The memories drained may 
  have small effects on the languages 
  the dragon carries. This will not 
  be obvious to native speakers 
  but others who are learning the 
  language when it is corrupted may do so.
  st y x DragoN
  No. Enc.  
  1 (1)
  Alignment 
  Chaotic
  Movement 
  90’ (30’)
   
   
  fly 240’ (80’)
  AC 
   
  4
  HD 
   
  10
  Attacks  
  1 (bite)
  Damage 
  4d6
  Save 
   
  F10
  Morale  
  12
  Hoard Class 
  none
  Habitat  
  Any
  % Sleep  
  15%
  % Speech 
  100%
  Breath Weapon none  
  Range/Shape 
  Breath Weapon Type 
  none
  Spells  
  1     2     3     4     5     6
   
   
  5    5     5    5    5    5
  The opposite of the sigil dragon, the Styx dragon is 
  a creature of living, dark flame- they burn knowledge 
  from the universe. Every intelligent creature can sense 
  their presence and avoids them instinctively, even chaos 
  entities and demons. Styx dragons exist to destroy 
  minds and are very good at it. Their attack is similar to 
  the sigil dragons but has a save and those who fail die 
  (their bodies turned to ash). If they are brought 
  back to life, their minds are blanks. The 
  dragons use their spells to lure intelligent 
  beings to them, with spell casters 
  being preferred. After destroying 
  a mind, a Styx retains a few 
  memories, especially unique 
  spells if the target knew any.
  
  26
  aViaN DragoNs
  FiNCh DragoN
  No. Enc.  
  1d6 (1d10)
  Alignment 
  Neutral
  Movement 
  60’ (20’)
   
   
  fly 240’ (80’)
  AC 
   
  5
  HD 
   
  5
  Attacks  
  3 or 1 (claws and bite or breath  
   
   
   
  weapon)
  Damage 
  1d3/1d3/1d10
  Save 
   
  F5
  Morale  
  8
  Hoard Class 
  XII
  Habitat  
  Temperate and Tropical Forests
  % Sleep  
  35%
  % Speech 
  10%
  Breath Weapon  30’ long X 5’ wide line
  Range/Shape 
  Breath Weapon Type 
  acid
  Spells  
  1 
  2 
  3
   
   
  2 
  1 
  -
  The smallest of the elven avian dragons, finches look 
  very much like griffins and the average person easily 
  can mistake one for the other. They were created a very 
  long time ago to protect the elven food supply. To the 
  outside world, elves are tree hugging, leaf eaters. The 
  truth is a bit different. They consume hallucinogenic 
  fungus- that is why and how they trance. The fungus 
  grows on and in leaves and roots, thus the leaf eater 
  image.
  Finch dragons are rarely used as mounts because 
  they are driven by instinct to protect their grove and 
  not roam very far. The only time this is broken is when 
  the grove is destroyed. The resulting feral finch dragons 
  leave and find a new grove to protect. Something in 
  their minds break, bringing up some of their draconic 
  greed. The result is these feral dragons collect a hoard 
  from raiding nearby villages and caravans. The hoard is 
  buried within the grove somewhere access is difficult for 
  non-dragons.
  Their breath weapon is an acid that is harmless to 
  plants and fungi. The few who can cast spells use magic 
  to make traps that ignore those with elven blood. Prides 
  of finch dragons ambush intruders and drive them into 
  areas that the invaders can be boxed in and then slain.
  hawk DragoN
  No. Enc.  
  1d6 (1d10)
  Alignment 
  Lawful
  Movement 
  120’ (40’)
   
   
  fly 300’ (100’)
  AC 
   
  4
  HD 
   
  8
  Attacks  
  1 (bite)
  Damage 
  3d8
  Save 
   
  F8
  Morale  
  11
  Hoard Class 
  none
  Habitat  
  Temperate and Tropical Forests
  % Sleep  
  15%
  % Speech 
  30%
  Breath Weapon  40’ long X 10’ wide cone
  Range/Shape 
  Breath Weapon Type 
  aging
  Spells  
  1 
  2 
  3
   
   
  3 
  - 
  -
  Elven military leaders use hawk dragons as mounts, 
  guards and, for those who can talk, advisors. They also 
  look like griffins or sphinxes but are much too large to 
  mistake for those creatures. In fact they are so large that 
  some are used to carry squads into combat. There are no 
  feral hawk dragons as they fight to the death or commit 
  suicide after the death of their bonded elven companion.
  Their breath weapon ages those within its area of 
  effect. Those who save age 1d4 months. Those who 
  fail age 1d12 years. As elven life spans are very long, 
  the dragons have no qualms about using the breath 
  weapon when elves might be affected. Those that have 
  the capacity to use magic tend to cast defensive spells 
  on their companion.
  owl DragoN
  No. Enc.  
  1 (1d4)
  Alignment 
  Lawful
  Movement 
  30’ (10’)
   
   
  fly 150’ (50’)
  AC 
   
  5
  HD 
   
  7
  Attacks  
  2 (claws)
  Damage 
  1d8/1d8
  Save 
   
  F7
  Morale  
  9
  Hoard Class 
  none
  Habitat  
  Temperate and Tropical Forests
  % Sleep  
  25%
  % Speech 
  100%
  Breath Weapon  50’ long X 40’ wide cloud
  
  27
  Range/Shape 
  Breath Weapon Type 
  special
  Spells  
  1 
  2 
  3 
  4 
  5
   
   
  5 
  5 
  5 
  5 
  5
  The rarest of the avian dragons, owls are a source of 
  wisdom. Elven leaders use owl dragons as advisors and 
  those lucky nations who have them tend to be the most 
  peaceful and long lasting.
  The breath weapon of the owl dragon gives or takes 
  wisdom. Those who succeed gain 5d10 X their current 
  level in experience points. Those who fail lose twice that 
  amount. It functions only once per year on a specific 
  individual.
  In combat, owl dragons are ruthless opponents that 
  typically use indirect magical attacks, such as rock to 
  mud under an enemy or to collapse a wall on him, as 
  well as their claws. Their enhanced senses give them 
  +4 to hit with their claws and they ignore concealment 
  when casting ranged spells.
  Vulture DragoN
  No. Enc.  
  1d6 (1d6)
  Alignment 
  Neutral
  Movement 
  90’ (30’)
   
   
  fly 210’ (70’)
  AC 
   
  3
  HD 
   
  10
  Attacks  
  3 (claws and bite or breath weapon)
  Damage 
  1d6/1d6/3d8
  Save 
   
  F10
  Morale  
  12
  Hoard Class 
  none
  Habitat  
  Temperate and Tropical Lands
  % Sleep  
  5%
  % Speech 
  0%
  Breath Weapon  80’ long X 30’ wide cone
  Range/Shape 
  Breath Weapon Type 
  special
  Spells  
  1 
  2 
  3
   
   
  - 
  - 
  -
  The largest and most powerful of the avian dragons, 
  vultures were created to destroy the undead. They 
  radiate positive energy and their claws do double 
  damage to creatures infused with negative energy, 
  such as undead. In place of spells, vultures have several 
  magical powers- they sense undead from 10 miles 
  away, are immune to level draining and death effects, 
  are invisible to mindless undead and their breath 
  weapon drains 1d4 hit dice from undead (save for half). 
  Everything else is immune to the breath weapon.
  Vultures are almost never found in elven communities 
  (or other humanoid cities). Their appearance is 
  unsettling and their diet revolting. But those are minor 
  concerns as the presence of a vulture dragon means 
  there are undead nearby. A whole family of vultures can 
  panic a city and cause mass exodus.
  
  28
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  29
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Monster Manuals/LL - Sinister Serpents New Forms of Dragonkind.pdf