D&D 3e (3.0/3.5) Rules
by Clive Squire
Aurum, The Faithful Gold
Gargantuan Ancient Male Gold Dragon (Fire) (935 years old)
This dragon is an immense size, from tip to tail it reaches for more than 230 feet long and has small, glossy golden scales, appearing almost scaleless. Its head has numerous tiny horns alongside its more conspicuous ones.
Aurum rarely gets angry, and even when provoked in to combat he will still pity the aggressor rather then be truly angry. His favored tactic is to infuriate opponents, particularly chromatic dragons. Even after being attacked, Aurum will often heal his enemies and censure them to rehabilitate themselves.
Alternate Form: Aurum can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast at his caster level, except that he does not regain hit points for changing form and can only assume the form of an animal or humanoid. Aurum can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. His favoured form is that of a powerful white horse.
Breath Weapon (Su): Cone of fire, 60 feet long, every 1d4 rounds; damage 20d10, Reflex half DC 36. This dragon can use a cone of weakening gas instead, forcing subjects who fail a Fortitude save to take 10 points of temporary Strength damage. Aurum can increase the DC for his breath weapons by as much as +9, but each additional +1 he adds to the DC he must wait an additional 1 round before he can reuse his breath weapon.
Crush: Area 20ft by 15ft, Medium or smaller opponents take 4d6+24 of bludgeoning damage and must make a Reflex saving throw (DC 36) or be pinned; grapple bonus +63.
Detect Gems (Sp): Similar to detect magic, this spell finds only gems 3/day. Studying for one round reveals presence or absence of gems, 2 rounds reveal exact number of gems, and 3 rounds reveal exact location, type, and value.
Frightful Presence (Ex): 300ft radius, HD 35 or fewer, Will DC 36 negates.
Luck Bonus (Sp): Once per day, Aurum can touch one gem (usually embedded in his hide) and enchant it to bring good luck. As long as Aurum carries the gem, it and every good creature in a 100 foot radius receives a +1 luck bonus as per stone of good luck. If Aurum gives the gem to another creature, only the bearer gets the bonus. The enchantment lasts 1d3+30 hours but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.
Spell-Like Abilities: 3/day-bless; 1/day-geas/quest, sunburst.
Spells: As a 15th level sorcerer.
Sorcerer Spells Known (6/9/8/8/8/8/7/5; save DC 19 + spell level): 0-level: dancing lights, detect magic, detect poison, ghost sound, mage hand, mending, open/close, read magic, resistance; 1st: cure light wounds, divine favour, endure elements, mage armor, shield; 2nd: bear's endurance, blur, bull's strength, cat's grace, fog cloud; 3rd: dispel magic, haste, protection from energy, slow; 4th: detect scrying, dimension door, greater invisibility, spell immunity; 5th: cloudkill, dominate person, righteous might, teleport; 6th: greater dispelling, harm, heal; 7th: destruction, spell turning.
Tail Sweep: As a standard action, Aurum can sweep his tail in a half-circle with a radius of 30 feet. Small or smaller creatures take 2d6+24 points of bludgeoning damage and are allowed a Reflex saving throw (DC 36) for half damage.
Click on this link to see Aurum's background on the Dragonlance Lexicon.
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