Showing posts with label Dragons. Show all posts
Showing posts with label Dragons. Show all posts

Sunday, November 07, 2010

AD&D Monster Manual part 12

Bronze Dragon: Also known as Draco Gerus Bronzo. We know from their first appearance in Supplement I that they live near the sea and can polymorph into animals. This book adds that they are beneficent, and take animal form to observe humans. They still get the same breath weapons: a lightning bolt and a cloud of repulsion gas that forces the targets away from the dragon. Their alignment could previously be Lawful or Neutral (with a greater likelihood of the former) but now they are Lawful Good. Their damage has been tweaked from 1-4/1-4/3-24 to 1-6/1-6/4-24. There’s less chance you’ll find one in its lair than before, but they now have more treasure. It’s slightly more likely that they are able to talk, less chance you’ll find one sleeping, and more likely that they can cast spells.

Chromatic Dragon: Or Tiamat, for those of you more familiar with the D&D cartoon. The queen of dragons is a gigantic creature with five heads, one for each colour of evil dragon. She first appeared in Supplement I. She still has 16 hit dice, but also a fixed total of 128 hit points. She’s almost always in her lair, and she gets four different treasure types all at 100% of the possible totals – that is a hell of a lot of treasure. She gets five bite attacks, each one doing the damage listed under the appropriate dragon type. Disappointingly though, she can now be encountered while asleep, whereas before she never slept at all. In Supplement I her lair was said to be a stupendous cavern beneath the earth, but here she rules the first plane of the Nine Hells. She is also said to spawn all of evil dragonkind, which is an origin I’ve never seen before. I like it, though – it makes Tiamat that much more important. She can also now travel Astrally or Ethereally, which I suppose is necessary for her occasional forays into the Prime Material Plane. The rules for her breath weapons are clarified – she doesn’t do damage based on her own hit points, but on the maximum total for a huge ancient dragon of the appropriate type. She can also only use each breath weapon once per day. I understand not wanting to make Tiamat too powerful, but the monster lover in me sighs with disapproval. It’s frickin’ Tiamat, you know? That’s not the monster to be pulling your punches on. There are also now rules for disabling each head, with a mere 16 hit points required to put each one out of commission.

Copper Dragon (Draco Comes Stabuli): These guys first appeared in Supplement I. Their stats haven’t really changed, except that they now have a smaller chance of being able to speak, a greater chance of being able to cast spells, and a smaller chance to be found asleep. In OD&D they could be Lawful or Neutral, but now they are Chaotic Good. Their breath weapons remain unchanged: they can breathe a line of acid or a cloud of gas that slows the targets. In OD&D we learned that Copper Dragons live in arid rocky places, and that is still true. We now learn that they are rather selfish, and tend towards neutrality where personal gain is concerned.

Gold Dragon (Draco Orientalus Sino Dux): Gold Dragons first appeared in OD&D. Their damagr ange has increased, with claws going from 1-4 to 1-8, and bite going from 3-36 to 6-36. They have less chance of being able to speak, but their chances of spellcasting and being found asleep have not changed. They were Lawful in OD&D, and now they are Lawful Good. They still have breath weapons of fire and chlorine gas, and they can still polymorph themselves. The only other thing we learn about them is that they use jewels and pearls as nourishment. So they eat gems? That’s cool.

Green Dragon (Draco Chlorinus Nauseous Respiratorus): These Latin names are starting to get ridiculous. I’m imagining them as something that might pop up under the dragon when the action pauses, as in the Road Runner cartoons.

Their stats have changed very little. Their claw damage has gone up from 1-4 to 1-6. They were previously Neutral of Chaotic, but now they are Lawful Evil. They have less chance of being able to speak, and a greater chance to be able to cast spells. Otherwise they’ve changed very little, and still employ a breath weapon of chlorine gas. The note that they are evil and nasty tempered is all we learn about them.

Platinum Dragon: The Platinum Dragon is named as Bahamut for the first time. He now has a fixed hit point total of 168. He gets some stats that were not provided in Supplement I, such as his damage range. There’s a small chance now that you can find him asleep, whereas before the likelihood was 0%. He is still said to dwell in a palace behind the east wind, but now there is some speculation that this could be in the Elemental Plane of Air, or in another plane between it and the Seven Heavens or the Twin Paradises. He can now travel astrally or ethereally. His breath weapons (one that causes gaseous form and another that disintegrates) are now better clarified, and impose a penalty to the target’s saving throw. His spellcasting is slightly less powerful, as he is now limited to 7th level spells when before he could cast up to 8th. Although I just noticed that he can cast cleric and magic-user spells, which evens things out a bit. The entry finishes with an amusing story about Bahamut’s seven gold dragon advisors, and how he once disguised them as canaries while posing himself as an old man. Now there’s an encounter to spring on your players…

Red Dragon (Draco Conflagratio Horriblis): This dragon’s Armor Class has improved from 2 to -1. It’s claw damage has increased from 1-4 to 1-8. It was previously Chaotic, but is now Chaotic Evil. It has less chance of being able to talk, and a much greater chance of being able to cast spells. They can now cast up to 4th level spells, when before they were restricted to 3rd. Otherwise they haven’t been changed. No sense messing with the classics, is there?

Silver Dragon (Draco Nobilis Argentum): Their damage range has increased from 1-4/1-4/3-30 to 1-6/1-6/5-30. They could previously be Lawful or Neutral, bit now they are Lawful Good. They have slightly less chance to be able to speak. They are otherwise unchanged, except for the one thing no other dragon has: there’s a chance that they may have a spell book, which will grant them a greater range of spells to use.

White Dragon (Draco Rigidus Frigidus): Their Armor Class has worsened from 2 to 3. They were previously Neutral or Chaotic, but are now Chaotic Evil. Their chances of speaking are less, and they now have a slight chance to be able to cast spells (in OD&D, they had no spellcasting abilities). There are no other changes from OD&D.

Yeah, I got lazy with this near the end. I’m kind of sick of dragons at this point, you know?

Sunday, October 31, 2010

AD&D Monster Manual part 11

Dragons: I have to be honest here: I’ve been dreading this entry. It’s big. Part of what makes writing this blog so easy is that I can tackle it in fairly manageable chunks, but this entry is a daunting sucker. I’m going to try and get it out of the way in one go, but don’t be surprised if I bomb out halfway through.

There are still ten varieties of dragon: White, Black, Blue, Green, Red, Gold (all of which debuted in OD&D), Bronze, Brass, Copper and Silver (which first appeared in Supplement I). Tiamat and Bahamut are included as well.

A dragon’s Hit Dice is still linked to its size, which is determined randomly. In OD&D a dragon had a 20% chance of being small, and the same chance to be large. In AD&D the chance is 2-in-8 to be small, and 1-in-8 to be large.

Two new age categories have been introduced as a matter of necessity. In OD&D, the number of hit points a dragon had per hit dice was determined by its age category. Since OD&D used six-sided dice for hit points, there were six categories. Now that the default dice for hit points is eight-sided (and has been since Supplement I), there needs to be eight categories. They are: Very Young, Young, Sub-Adult, Young Adult, Adult, Old, Very Old, and Ancient. Young Adult and Ancient are the two new categories. Note that dragons also have longer life spans now, with the categories from Adult onwards each spanning a greater number of years than they did before.

Dragons have now been explicitly given the ability to detect hidden and invisible creatures due to their keen senses. This was an ability they had from Chainmail that was not mentioned in the D&D rules.

Likewise, the dragon’s fear aura described here is something they had in Chainmail. Any dragon of Adult age or older will cause weaker creatures to flee or be otherwise shaken, with saving throws granted to those of 1 hit dice or above. Creatures over 6 hit dice are immune.

Sleeping dragons are briefly described. They’re always in their lair, will awaken if attacked or if there is a loud noise, and have a 1-in-6 chance to wake up besides that. It seems to me like a party has one round to get their licks in before the dragon wakes up and retaliates, so they’d better make it count.

The chart that lists the resistances of various dragons to certain attack methods is still present, and mostly unchanged. The only difference is that earth-based attacks now get a +1 bonus against Red Dragons instead of a -1 penalty. It’s possible the original was a typo, I guess (or a bad scan on my PDF). Air attacks have been expanded to include attacks from Aerial Servants and Invisible Stalker. Earth now includes Xorn and Umber Hulks. Fire now includes Salamanders. And Water now includes Tritons and Water Elementals.

Dragons still can only use their breath weapon three times a day, but the random chance they will do so has slightly decreased. In OD&D dragons breathed on a roll of 7 or better on 2d6, but now it’s flat 50/50 chance.

Subduing dragons is still a viable tactic. Gary gets on my wrong side almost instantly, though, by saying that silver and gold dragons can’t be subdued. Curse your bias towards good! You also can’t subdue if your intelligence is less than average. I wonder if this applies to PCs as well? I guess it’s rare that a party will be made up completely of characters of Int 8 or less, but you never know.

In OD&D, not more than eight people could attack a dragon at any time, but now that number is based on the dragon’s size, so it could be less or (more probably) greater.  It looks as though the average value of a subdued dragon has gone down. In OD&D they were fetching from 500 to 1,000 gold pieces per hit point, but now they go for 100 to 800 per hit point.

Dragons encountered in multiples are now handled differently based on whether they’re in their lair or not. The make-up is still usually a mated pair of Adults with some Very Young dragons, or eggs if in the lair. The biggest change here is that dragons get a ferocity bonus to hit and damage if defending their mate. In OD&D, they attacked at double value. If the Aerial Servant entry I talked about earlier is anything to go by, this meant that they fought with double hit dice and damage, which is just nasty. The new rule is much more lenient for those fighting multiple dragons, for sure.

In OD&D, there were some vague guidelines about altering the amount of treasure a dragon has based on its age (with younger dragons having less and older ones having more). Those guidelines have now been given concrete values.

There’s a brief bit about dragon weaknesses. They’re generally cowardly (as shown by the subdual rules), egotistical, and greedy. Except for 40% of silver dragons and 80% of gold, who aren’t at all greedy despite the shit-tons of treasure they’re likely to be sleeping on.

Dragon saving throws are weird. Or more accurately, Gary’s wording is a little hard to decipher. If I’m interpreting this correctly, Adult dragons and older (those with 5 or more hit points per hit die) have better than usual saving throws. They divide their total hit points by 4, and that gives the level they save at. So an Adult Black Dragon with 8 hit dice, and thus 40 hit points, would save as if he had 10 hit dice. Sounds reasonable. An Ancient Red Dragon with 11 hit dice, and thus 88 hit points, would save as if he had 22 hit dice. That’s powerful, but not inappropriate for something of that level. Good rule, Gary!

Black Dragon: They’re still swamp-dwellers with an acidic breath weapon. Their Armour Class has lessened from 2 to 3, but their movement rate on land has increased from 9 to 12. There’s only half the chance now that you’ll find one in its lair. Their alignment has changed from Chaotic to Chaotic Evil, but there’s an intriguing note that says they tend towards the mid-point between Chaos and Law – an early indication of the Neutral Evil alignment that will appear when Gary creates the nine-point alignment system. They now have a slightly smaller chance to be able to speak, but a slightly higher chance of being able to cast spells. Spell casting for dragons is clarified, in that it is said to only require the spoken components. Black Dragons can still only cast first level spells, but they now get one for each stage of maturity, rolled randomly, and they can only cast a given spell once per day.

The only other bit of info we get about them is the name Draco Causticus Sputem. The Red Dragon was the only one who got a latin-style name in OD&D, but now all the dragon types get one.

Blue Dragon: They still live in deserts and breathe lightning, and are now identified as Draco Electricus. They’re slightly less likely to be caught in their lair, but they now get more treasure. Their melee damage output has slightly increased, from 1-4/1-4/2-24 to 1-6/1-6/3-24. Neutral or Chaotic in OD&D, they are now Lawful Evil. They have a slightly smaller chance to be able to speak, but a greater chance to be able to cast spells. Previously limited to 1st or 2nd level spells, they can now cast 3rd level spells at the highest age categories.

Brass Dragon: All we know about Brass Dragons from OD&D is that they live in the desert. Here they are described as being quite forward and officious, with a love of conversation. They are selfish, though, which explains their alignment a little bit. Their land speed has increased from 9 to 12. In OD&D they were either Lawful or Neutral, but now they are Chaotic Good with Neutral tendencies. There’s less chance you’re going to find one asleep. Their chances of being able to speak have slightly decreased, but they have more chance to be able to cast spells. They still have two breath weapons: a cone of sleep gas and a cloud of fear gas. It’s now easier to save against the breath weapons of small brass dragons, and harder against the large kinds.

Aaaaand I’m out. I should be able to tackle the rest in my next post, then it’s one more and I’m done with the letter D. It’s all smooth sailing from there!