D&D 3e (3.0/3.5) Rules
Tylors are huge, wingless land dragons, which are usually born as the result of an evil dragon mating with a hatori. A tylor's head resembles that of a dragon, with two long horns and fins along the side of the skull, but its body more closely resembles that of a crocodile or a hatori, with an extremely long, sharp-edged tail. The tylor's rocky hide changes colour to match the surrounding terrain, as an effective form of camouflage.
Tylors speak Common, Dragonspeak, and often other human languages.
Although always possessing powerful offensive spells, tylors love to destroy their prey with bite, claw, and tail lash attacks. If the prey is escaping or proves too powerful for physical attacks, a tylor moves out of reach and begins casting spells. A tylor inherits none of the breath weapons or spell-like powers of its parent.
Energy Resistance (Ex): A tylor inherits one of the resistances of its draconic ancestor. A tylor descended from a red dragon would be immune to fire damage, for instance, whereas a tylor descended from a blue dragon is immune to electricity.
Elemental Subtype: A tylor inherits the elemental subtype of its draconic ancestor.
Skills: A tylor gains a +8 racial bonus to Hide checks due to their changing skin colouration.
Tylors in the wild form loose, far-flung clans, living far apart due to their tremendous appetites. Tylors that mate with other tylors breed true, but they are unable to produce offspring with other dragons or reptiles. Tylors prefer the boundary of deserts and more fertile lands, and make their lairs in shallow underground lairs. These are often located near frequently traveled trade routes.
Once per century groups of 100 to 500 tylors gather to meet and talk of their lives.
Training a Tylor
Tylor eggs are worth 5,000 stl each on the open market, while wyrmlings are worth 8,000 stl per head. Tylors mature as quickly as normal dragons, and undergo a striking transformation as they reach a new age category: the creature sheds its skin in a two-day process, and devours a large amount of food as it rapidly increases in size. Tylors never live to be much older than 600 years, however.
Training a tylor requires a successful handle Animal check (DC 21 for a wyrmling, +3 DC for each additional age category). This takes a full year. A tylor makes an excellent mount, entering into any battle and fighting with its rider. A tylor can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds in a Ride check (see Ride, page 72 of the Player's Handbook). Unfortunately, a tylor always longs to be free, and if its rider becomes incapacitated, it will often eat him and rush off into the wilderness.
Carrying Capacity: A light load for a tylor depends upon its Strength and size. See Table 9-1 and "Bigger and Smaller Creatures" on page 142 of the Player's Handbook.
This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.