The Dragonlance Nexus

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Dragon, Astral (Mature)

D&D 3e (3.0/3.5) Rules

by James O'Rance


Gargantuan Dragon
Hit Dice: 40d12+480 (740 hp)
Initiative: +5 (Dex, Improved Initiative)
Speed: 40 ft., fly 120 ft. (good)
AC: 47 (-4 size, +1 Dex, +30 natural)
Attacks: 2 claws +55 melee, bite +50 melee
Damage: Claws 2d12+19, bite 2d20+9
Face/Reach: 20 ft. by 50 ft./15 ft.
Special Attacks: Frightful presence, spells
Special Qualities: Blindsight, immortality, immunities, keen senses, SR 30
Saves: Fort +36, Ref +25, Will +35
Abilities: Str 49, Dex 12, Con 35, Int 35, Wis 32, Cha 35
Skills: Alchemy +55, Balance +44, Climb +62, Concentration +55, Decipher Script +55, Diplomacy +55, Intimidate +55, Intuit Direction +54, Jump +62, Knowledge (religion) +55, Listen +54, Scry +55, Search +55, Sense Motive +54, Spellcraft +55, Spot +54
Feats: Cleave, Combat Reflexes, Empower Spell, Enlarge Spell, Heighten Spell, Improved Initiative, Maximise Spell, Power Attack, Quicken Spell, Silent Spell, Still Spell
Climate/Terrain: Any
Organisation: Mated pair (2)
Challenge Rating: *
Treasure: None
Alignment: Always neutral
Advancement:

* Characters are unable to defeat a mature astral dragon in combat except in very unusual circumstances; the DM may award experience at his discretion in these special cases.

The immortal astral dragons are a race of ancient beings to whom all the dragons of Krynn can trace a common ancestry. They are the personification of neutrality.

Mature astral dragons appear similar to ancient gold wyrms, fifty feet in length and enveloped in a permanent aura of golden light. They exist in bonded pairs, connected with a 100-ft. golden chain forged by the gods of neutrality to link them for all eternity. If this chain were to be sundered, the astral dragons would revert to an immature state; however, only the power of a god (such as the miracle spell) or a wish could accomplish this.

Astral dragons dwell in immense otherworldly keeps of black crystal built for them by the gods, living lives of seclusion. They never voluntarily leave their plane, and have no interest in treasure or the affairs of Krynn.

Astral dragons speak Abyssal, Celestial, Dragonspeak, and Infernal, and possess the ability to communicate with any intelligent creature.

Combat

Mature astral dragons attack as a unit, Though capable of performing normal dragon attacks (page 61 of the Monster Manual), they prefer to use spells to frighten away enemies and ensure their privacy. They are essentially immortal, although powerful death magic might possibly be able to destroy them.

Frightful Presence (Ex): A pair of astral dragons unsettles foes with their presence, affecting creatures within a radius of 500 feet if they have fewer HD than the dragons.

A potentially affected creature that succeeds at a Will save (DC 42) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Astral dragons ignore the frightful presence of other dragons.

Spells: Astral dragons cast divine spells, and act as 20th-level clerics, with access to the domains of Knowledge, Magic, and Protection. The DC for an astral dragon's spells is 21 + the spell's level.

Blindsight (Ex): Astral dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental cues) with a range of 300 feet.

Immortality (Ex): Astral dragons are immune to poison and disease, and do not age. Astral dragons can take a free action to immediately recover all lost hit points and ability points, as well as removing any negative levels inflicted.

Immunities (Ex): Astral dragons are immune to sleep and paralysis effects.

Keen Senses (Ex): Astral dragons see four times as well as a human in low-light conditions and twice as well in normal light. They also have darkvision at a range of 1,000 feet.

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