As I've been looking into dragons in the D&D game I've found a number of rare ones in the pages of Dragon magazine. Like the Lenard Lakofka's version of the Brown Dragon I found in issue #38 of The Dragons magazine, I've found the Electrum Dragon in Dragon Magazine #74 by none other than Ed Greenwood. Like I did with Len's Brown Dragon, I've entered in a number of stat blocks from different editions as the dragon did not find its way into later editions. Name: Soldrinureth, Electrum Dragon Age: Very Old 600+ Description: To the untrained eye, or those uneducated in the Draco species, an electrum dragon might be mistaken for a gold dragon. Electrum dragons have a golden hue to their scales that can shimmer in bright light. The difference between their coloration and that of an actual gold dragon is that electrum dragons always have a faint hint of green to their scales. Besides the difference in their coloration, electrum dragons usually are smaller than gold dragons as well. Also, while most gold dragons have a regal air about them, electrum dragons have one of learned wisdom. Personality: Soldrinureth is a scholar at heart, like most electrum dragons, and spent the past one hundred and fifty years in a happy partnership with the wizard Olefaris the Wise. Soldrinureth and Olefaris were often referred to as the Old couple of Chalcedor, however, the once jovial Soldrinureth has lost some of his good nature since the passing Olefaris. Despite his recent melancholy, Soldrinureth is still a friendly and respectful dragon that welcomes all visitors to the Dome of the Stars. Soldrinureth tends to speak with big and antiquated words influenced by his studies. Always cordial and polite, Soldrinureth has impeccable manners. Location: Soldrinureth lives at the Dome of Stars, located in the Lortmil Mountains just off the Ulek pass, an extension of the road leading from Barleyton in the Duchy of Ulek to the capital of Celene, Enstad. Lair: The Dome of the Stars is where Soldrinureth makes his home. It is not a traditional lair. The Dome of the Stars is a large museum, library, and, most importantly, an observatory situated on a high peak. The large dome structure is made of simple, undecorated granite blocks, with a small rotating metal cap at its top. A large telescope used for stargazing is located within the metal cap, which is actually a rotating room. The Dome of the Stars' interior is crammed with rows of bookshelves dominate the floor of the massive and open space inside. Sprinkled throughout are alchemy stations and other laboratories for conducting experiments, but the main attraction is the constellations painted on the dome's walls. A spiraling staircase leads to scaffolding at the top of the dome, where the telescope is located within the metal observation room. The illumination inside the dome always resembles twilight allowing the stars painted onto the purplish-blue walls to glow with a soft glow. Staring up at the dome is like looking up at the night sky. In addition to the books within the Dome of the Stars are countless other treasures. Soldrinureth hoard is not one in the traditional sense, but instead, he and Olefaris collected things of beauty. Luxurious rugs cover the floors, and paintings and tapestries cover the lowest section of the dome's walls. Statues and other works of art can be seen throughout the place, including display cases with insect collections from Hepmonaland, to a dizzying array of musical instruments. The library contains hundreds of tomes on astronomy, astrology, and the stars. The most valuable item in the dome is the telescope itself, which is the most powerful one in the Flanaess, according to Soldrinureth. Relations: The Dome of the Stars is where the learned can come to study so long as they were willing to share their research with others. Because of this open-door policy, they receive many visitors from the Ulek states, and Celene looking to do research, especially if they are interested in learning about the stars. Worshipers of the god Celestian often make pilgrimages to the dome to use its telescope, helping them feel closer to their deity. There are even rumors that Celestian himself has visited the dome in disguise to enjoy the comradery of the countless stargazers that visit there. History: Soldrinureth, like most electrum dragons, was always an avid devotee to intellectual pursuits, so when he heard of a wizard named Olefaris erecting an observatory and Sanctorum in the Lortmil Mountains, he hurried there to have a look. Upon arriving, he was greeted with a site still under construction by a small army of constructs. The two instantly hit it off and became quick friends and eventually partners. Soldrinureth gladly offered his vast wealth of knowledge and considerable strength to helping finish the observatory. Once completed, Olefaris invited all of his past associates and friends to use the facility, and over the centuries, Soldrinureth became friends with many of them. Eventually, Olefaris grew old and passed, leaving Soldrinureth the sole curator of the facility. Nowadays, Soldrinureth keeps the staff of constructs that keep the place clean and functioning correctly and in working order and conducting his own research and stargazing. Soldrinureth still mourns the passing of Olefaris, whose mausoleum is at the center of a garden just outside the Dome of the Stars. When not visiting with or helping others, he can be found there have long conversations by himself as if Olefaris was there with him. Adventure Hooks: The fame of the Dome of the Stars is well known throughout the Ulek States, and Celene, and those seeking answers written in the stars, come there. Characters can be looking for those answers themselves or looking for help assistance in research. Soldrinureth questions everyone who comes to the dome, and if their research is deemed harmful or malicious, they will be politely asked to leave or forcefully removed by the domes construct guards and the dragon himself. AD&D Electrum Dragon Frequency: Rare No Appearing: 1 Armor Class: 2 Move: 12”/24” % in Lair: 60% (Soldrinureth 85%) Treasure Type: See Below No. of Attacks: 3 Damage / Attacks: 1-4 / 1-4 / 3-24 (Claw/Claw/Bite) Special Attacks: Breath Weapon and Magic Special Defenses: See below Magic Resistance: Standard Intelligence: Exceptional Alignment: Neutral Good Size: L (36” long) Psionic Ability: Nil Speaking: 100% Magic Use: 100% (Druid Spells Only) Sleeping: 40% Spells: (Taken from the original Ed Greenwood Article) The electrum dragon (Draco Magus electrum) is a rare, solitary creature who dwells far from civilization, usually in mountainous areas, and always lairs in a cavern or stone building. It is usually peaceful and philosophical in nature, but can be a formidable fighter if aroused. Electrum dragons enjoy trading, bargaining, and philosophical debate. They hoard things of beauty (such as finely crafted items) rather than wealth per se; a typical electrum dragon’s hoard might contain statues, a harp or two, tapestries, and gems and jewelry, but few coins of any metal. Electrum dragons mate approximately every 100 years, the female producing 1-4 rubbery, foot-long eggs a year after mating. These eggs are laid and left untended; each egg (if it remains unmolested) is 75% likely to be fertile, and will hatch in a matter of days. Combat: An electrum dragon fights with its breath weapon or by spell casting, in addition to possibly employing its physical (claw/claw/bite) attacks, and may direct these four attacks against multiple targets in any round of combat. Breath Weapon: Its breath weapon is a unique, unstable gas emitted in a cone 4 long by 3 by 3 high, which reacts with air and loses its effectiveness after 1 round. This gas causes enfeeblement (effects last for 1 turn), confusion (for 9 rounds), or both. All creatures in the affected area must save twice vs. breath weapon to avoid both effects. Magical Abilities: An electrum dragon begins life able to detect magic and read magic, gains the ability to identify items on touch without any ill or cursed effects upon growing to Young state, and upon becoming an Adult, gains the power to dispel magic once per day. A Very Old electrum dragon can dispel magic twice per day. These are all natural abilities (the former two usable at will without limitation), rather than spells. In addition to these abilities, an electrum dragon gains the ability to cast spells as follows: Very Young specimens can cast one 1st level magic-user spell each 24 hours; Young ones can cast two 1st level spells a day; Sub-Adults, two 1st and one 2nd level spell per day; Young Adults, 3 1st and 2 2nd; Adults, 4 1st, 2 2nd, and 1 3rd level spell: Old 4, 2, and 2; Very Old: 4, 3, 2, and 1 4th level spell; and Ancient, 4, 3, 3, and 2. These spells are never automatically known. They must be acquired from scrolls or spell books or through training with a magic-user. An electrum dragon must experiment with a written spell for some time in order to successfully modify if for entirely verbal casting. (Refer to the AD&D Monster Manual for aging and other details of dragon nature.) 2nd Edition Electrum Dragon Climate/Terrain: Mountains Frequency: Very Rare Organization: Solitary Activity Cycle: Any Diet: Special Intelligence: Genius (17-18) Treasure: Special Alignment: Neutral Good No. Appearing: 1 Armor Class: -2 Movement: 12, Fl 40 Hit Dice: 14 (base) THAC0: 6 No. of Attacks: 3+special Damage/Attack: 1-6//1-6/6-36 (Claw/Claw/Bite) Special Attacks: Nil Special Defenses: Nil Magic Resistance: Standard Size: G (42' base) Morale: Fanatic (17-18) XP Value: Variable Breath Weapon: Its breath weapon is a unique, unstable gas emitted in a cone 4 long by 3 by 3 high, which reacts with air and loses its effectiveness after 1 round. This gas causes enfeeblement (effects last for 1 turn), confusion (for 9 rounds), or both. All creatures in the affected area must save twice vs. breath weapon to avoid both effects. Spell Like Abilities: Electrum dragons are highly magical and in addition to their natural spell casting abilities they also have a number of natural spell like abilities. *An Electrum dragon can use these abilities at will. **Electrum dragons can identify items on touch without any ill or cursed effect. ***Electrum dragons at this age can use this ability at will. 3rd Edition Electrum Dragon Dragon (Earth) Environment: Mountains Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (1–2); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 1–2 offspring) Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24 Treasure: Triple Standard Alignment: Neutral Good Advancement: Wyrmling 7–8 HD; very young 10–11 HD; young 13–14 HD; juvenile 16–17 HD; young adult 19–20 HD; adult 22–23 HD; mature adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38 HD; great wyrm 40+ HD Level Adjustment: Wyrmling +4; very young +4; young +5; others -- Breath Weapon (Su): Its breath weapon is a unique, unstable gas cone of gas 60ft long, which reacts with air and loses its effectiveness after 1 round. This gas causes enfeeblement as per spell(effects last for 1 turn), or confusion as per spell (for 9 rounds), or both. All creatures in the affected area must make a CON save for both effects separately. Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+12 points of bludgeoning damage, and must succeed on a DC 23 Reflex save or be pinned; grapple bonus +36. Frightful Presence (Ex): 180-ft. radius, HD 19 or less, Will DC 21 negates. Detect and Read Magic: At will. Identify Items on Touch: Electrum dragons can identify items on touch without any ill or cursed effect at the Juvenile age. True Sight: Electrum dragons at the Great Wyrm age can use this ability at will. Spell-Like Abilities: 4/day save DC 16. Spells: As 6th-level Wizard. Typical Wizard Spells Known (6/7/5; save DC 13 + spell level) Skills: Diplomacy, Knowledge Arcana, and Knowledge Nature are considered class skills for Electrum dragons. 5th Edition Electrum Dragon
AC: 19 Hit Points: 243 Speed: 40ft, fly 80ft Alignment: Neutral Good Challenge Rating: 16 STR:25(+7) DEX:10(+0) CON:23(+5) INT:20(+5) WIS:15(+2) CHA: 19(+4) Saving Throws: Dex +5, Con +10, Wis +7, Cha +9, Int +10 Skills: Insight +7, Perception +10, Persuasion +9, Arcana +10 Senses: Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 22 Languages: Common, Draconic Challenge: 16 (15,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (2d6) eletrical damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Detect and Read Magic: Electrum dragons can use these actions at will. Identify Items on Touch: Electrum dragons can identify items on touch without any ill or cursed effect. Enfeeblement and Breath (Recharge 5-6): The Dragon exhales a cloud in a 60-foot cone. Each creature caught in the cloud must make a DC 18 CON saving throw or suffer the effects of an enfeeblement spell. Confusion Breath (Recharge 5-6): The Dragon exhales a cloud in a 60-foot cone. Each creature caught in the cloud must make a DC 18 WIS saving throw or suffer the effects of a confusion spell. Legendary Actions Adult Electrum Dragon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Electrum Dragon regains spent legendary actions at the start of their turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Innate Spell Caster: All Electrum Dragons are innate spell casters using the Variant Rule for Dragons on page 86 of the Monster Manual.
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