The Dragonlance Nexus

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Astral Dragons (Deion & Procene)

D&D 3e (3.0/3.5) Rules

by Clive Squire


Before you, gently flapping their wings, floats two great golden dragons, with twin horns sweeping away form their noble brows. Golden-edge frills and whiskers adorn their benevolent faces. A great link chain wraps around each of their necks and to each other, forming an eternal bond.

Deion, CR 33

N Huge Young Adult Male Gold Outsider Greater Aspect (Knowledge, Planning, Rune) Sorcerer 14 (Extraplanar, Fire)
Init: +2; Senses: Blindsense 60 ft., Low-Light Vision, Darkvision 120 ft., Keen Senses; Listen +22, Spot +22.
Aura Frightful Presence (150 ft., DC 36).
Languages: Draconic, Common, Magius, Elven, Ogre, Ergot.

AC 38, touch 17, flat-footed 36 (–2 size, +2 Dex, +19 natural, +9 deflection).
HP: 534 (34 HD); DR 10/magic.
Immune fire, paralysis, sleep, ability damage, ability drain, disease, energy drain, petrification, poison, polymorph, mind-affecting effects, immortality.
Resist acid, cold, electricity, fire 20; SR 30.
Fort: +26, Ref: +21, Will: +23.
Weakness cold.

Speed: 60 ft., fly 200 ft. (poor), swim 60 ft., Fly-by Attack, Hover.
Melee: Bite +37 (2d8+12) and
  2 claws +35 (3d6+6) and
  2 wings +35 (1d8+6) and
  tail slap +35 (2d6+18)
Space: 15 ft; Reach: 10 ft (15 ft with bite).
Base Atk: +27; Grp: +47.
Attack Options: Cleave, Power Attack.
Special Actions: Breath weapon.
Spells Prepared: (CL 19th, CL 20th w/divinations, +39 melee touch, +29 ranged touch; DC 19 + spell level)
  9th – (3/day) gate, time stop.
  8th – (4/day) mass charm monster, protection from spells, summon monster VIII.
  7th – (4/day) mass hold person, power word blind, project image.
  6th – (4/day) greater dispel magic, legend lore, mass suggestion.
  5th – (6/day) break enchantment, hold monster, mind fog, symbol of sleep.
  4th – (6/day) arcane eye, polymorph, remove curse, summon monster IV.
  3rd – (6/day) dispel magic, hold person, slow, suggestion.
  2nd – (6/day) resist energy, scorching ray, shocking spark(DLCS), touch of idiocy, web.
  1st – (9/day) identify, magic missile, ray of enfeeblement, shocking grasp, sleep.
  0 – (6/day) acid splash, dancing lights, daze, detect magic, flare, message, ray of frost, read magic, resistance.
Spell-like Abilities: (CL 5th)
  1/day – bless.
Domain Mastery: (CL 34th, 35th w/divination, +39 melee touch, +29 ranged touch; DC 19 + spell level)
  At Will – augury, clairaudience/clairvoyance, deathwatch, detect secret doors, detect thoughts, divination, erase, explosive runes, glyph of warding, imbue with spell ability, secret page.
  3/day – detect scrying, find the path, [Drawmij's] instant summons, heroes' feast, greater scrying, greater glyph of warding, legend lore, lesser planar binding, true seeing.
  1/day – discern location, foresight, greater planar binding, teleportation circle, time stop.

Abilities: Str 35, Dex 14, Con 25, Int 26, Wis 27, Cha 28.
SQ: Alternate form.
Feats: Ability Focus (breath weapon), Cleave, Combat Casting, Draconic Knowledge, Extend Spell(B), Fly-by Attack, Great Cleave, Hover, Improved Natural Attack (bite), Magical Aptitude, Multi-Attack, Power Attack, Scribe Scroll(B), Spellcasting Prodigy.
Skills: Bluff +35, Concentration +39 (+43 when fighting defensively), Diplomacy +28, Intimidate 26, Listen +22, Knowledge (arcana) +40, Knowledge (history) +31, Knowledge (the planes) +38, Search +28, Sense Motive +28, Spellcraft +42 (+44 with scrolls), Spot +22, Use Magic Device +35 (+37 with scrolls).

Alternate Form (Su): Deion 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 5th level, except that he does not regain hit points for changing form and can only assume the form of an animal or humanoid. Deion can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Breath Weapon (Su): Cone of fire, 60 feet long, every 1d4 rounds; damage 10d10, Reflex half DC 33. This dragon can use a cone of weakening gas instead, forcing subjects who fail a Fortitude save to take 5 points of temporary Strength damage.

Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+18 points of bludgeoning damage and must succeed on a DC 31 Reflex save or be pined.

Frightful Presence (Ex): Deion can inspire terror by charging, attacking, or flying overhead. Creatures within 150 ft. of him that have 34 HD or fewer must attempt a DC 36 Will save. Success indicates the target is immune to Deion's frightful presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds. Those with 5 or more HD become shaken for 4d6 rounds.

Water Breathing (Ex): Deion can breath underwater indefinitely and can as a free action use his breath weapon, spells and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Procene, CR 26

N Huge Young Adult Female Gold Outsider Greater Aspect (Knowledge, Liberation, Protection) Mystic of Planning 14 (Extraplanar, Fire).
Init: +2; Senses: Blindsense 60 ft., Low-Light Vision, Darkvision 120 ft., Keen Senses; Listen +26, Spot +26.
Aura Frightful Presence (150 ft., DC 35).
Languages: Draconic, Common, Magius, Elven, Ogre, Ergot.

AC 38, touch 18, flat-footed 36 (–2 size, +2 dex, +20 natural, +8 deflection)
HP: 590 (34 HD); DR 10/magic
Immune to fire, paralysis, sleep, ability damage, ability drain, disease, energy drain, petrification, poison, polymorph, mind-affecting effects, immortality.
Resist acid, cold, electricity, fire 20; SR 30
Fort: +26, Ref: +21, Will: +23; +2 vs. enchantment effects
Weakness cold

Speed: 60 ft., fly 200 ft. (poor), swim 60 ft., Fly-by Attack, Hover
Melee: Bite +37 (2d8+12) and
  2 claws +35 (2d6+6) and
  2 wings +35 (1d8+6) and
  tail slap +35 (2d6+18)
Space: 15 ft.; Reach: 10 ft. (15 ft. with bite)
Base Atk: +27; Grp: +47
Special Actions: Breath weapon
Spells Prepared: (CL 14, CL 15 w/divinations, +39 melee touch, +29 ranged touch; DC 18 + spell level).
  7th – (4/day) greater restoration, greater scrying*.
  6th – (6/day) greater dispel magic, heal, heroes' feast*.
  5th – (8/day) atonement, detect scrying*, dispel chaos, dispel law.
  4th – (8/day) cure critical wounds, discern lies, imbue with spell ability*, lesser planar ally, restoration.
  3rd – (8/day) create food & drink, clairaudience/clairvoyance*, cure serious wounds, protection from energy, remove disease.
  2nd – (8/day) augury*, consecrate, cure moderate wounds, delay poison, lesser restoration, zone of truth.
  1st – (9/day) bless, cure light wounds, deathwatch*, divine favour, shield of faith, summon monster I.
  0 – (6/day) create water, cure minor wounds, detect magic, detect poison, guidance, mending, purify food & drink, read magic, resistance.
*: Domain spell. Domain: Planning.
Sorcerer Spells: (CL 5, CL 15 w/divinations, +39 melee touch, +29 ranged touch; DC 18 + spell level)
  2nd – (6/day) detect thoughts, web.
  1st – (8/day) identify, protection from chaos, unseen servant.
  0 – (6/day) detect poison, disrupt undead, light, mending, message, open/close.
Spell-like Abilities: (CL 5th)
  1/day – bless.
Domain Mastery: (CL 34th, CL 35th w/divinations, +39 melee touch, +29 ranged touch; DC 18 + spell level).
  At Will – detect secret doors, detect thoughts, clairaudience/clairvoyance, divination, freedom of movement, protection from energy, remove fear, remove paralysis, remove curse, sanctuary, shield other, spell immunity.
  3/day – antimagic field, break enchantment, greater dispel magic, true seeing, find the path, legend lore, refuge, repulsion, spell resistance.
  1/day – discern location, foresight, mind blank, prismatic sphere, unbinding.

Abilities: Str 34, Dex 14, Con 25, Int 26, Wis 29, Cha 26.
SQ: Alternate form
Feats: Empower Spell, Extend Spell(B), Fly-by Attack, Hover, Improved Natural Armour, Magical Aptitude, Maximise Spell, Multi-Attack, Skill Focus (concentration), Skill Focus (heal), Skill Focus (sense motive), Spellcasting Prodigy, Spell Focus (conjuration).
Skills: Concentration +42, Diplomacy +42, Heal +44, Intimidate +20, Listen +26, Knowledge (arcana) +22, Knowledge (religion) +40, Knowledge (the planes) +28, Search +23, Sense Motive +40, Spellcraft +32 (34 with scrolls), Spot +26, Use Magic Device +24 (+26 with scrolls).

Alternate Form (Su): Procene 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 5th level, except that she does not regain hit points for changing form and can only assume the form of an animal or humanoid. Procene can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Breath Weapon (Su): Cone of fire, 60 feet long, every 1d4 rounds; damage 10d10, Reflex half DC 34. This dragon can use a cone of weakening gas instead, forcing subjects who fail a Fortitude save to take 5 points of temporary Strength damage.

Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+18 points of bludgeoning damage and must succeed on a DC 31 Reflex save or be pinned.

Chain of Union (Su): Deion and Procene are linked by an extendable length of magical link chain. This chain is totally impervious to magical effects. The chain can extend up to 100 ft. and stays with the pair, even when they have assumed an alternate form. Due to the nature of the chain, any affect that Deion or Procene casts that targets themselves, automatically affects the other (if desired). Deion and Procene can use the chain (which is solid) to make trip attacks against opponents, gaining a +4 bonus to the check. When they flank a target, they gain a +3 bonus to the attack rolls against the flanked opponent, instead of the normal +2.

Frightful Presence (Ex): Procene can inspire terror by charging, attacking, or flying overhead. Creatures within 150 ft. of her that have 34 HD or fewer must attempt a DC 35 Will save. Success indicates the target is immune to Procene's frightful presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds. Those with 5 or more HD become shaken for 4d6 rounds.

Protective Ward (Su): Once per day as a standard action, Procene can grant someone she touches a +14 resistance bonus on their next saving throw. This is an abjuration effect with a duration of 1 hour (or until used).

Water Breathing (Ex): Deion can breathe underwater indefinitely and can as a free action use his breath weapon, spells and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

The astral dragons are a small clan of gold dragons that have migrated into the heavens in eons past. Common myth has it that all of the astral dragons are immortal and extremely powerful creatures, a belief that those who come across members of the clan never dismiss. At this time, the dragons of Krynn were more mutable in their alignments than they are now, able to shift within the boundaries of good or evil as they pleased; some even chose neutrality.

It was a couple of these neutral dragons, Deion and Procene, that created the neutral dragons of Krynn. Tiring of the constant strife between the metallic clans or dragons and the chromatic clans of dragons, beseeched Gilean to grant them to be released from concerns on Krynn so they could bring their off-spring up securely.

Gilean accepted this and opened a portal into a demi-plane deep within the Abyss, modelled in detail on the lands of Krynn. Gilean's price for their removal was that he would infuse Deion and Procene with his godly essence and they would stand guard in and over the demi-plane and keep the clan of neutral dragons there.

Strategy and Tactics for Deion & Procene

The two astral dragons, Deion and Procene are infused with the godly power of Gilean are a power foe. When normally encountered, the pair of dragons remain aloof from the doings of mortals. They can be asked to act as a mediator in a given dispute, but otherwise they distant. Should any creatures be actively in combat around them, they will tend to fly out of range until the battle has moved on or they must act to maintain the balance.

If they are forced to act, Deion will volley spells at opponents while Procene uses her breath weapon, shifting two Deion's breath next while Procene casts spells. Deion will attempt to use his spells to blind, confuse and control opponents. Should the pair enter a melee battle, they attempt to flank opponents as often as possible. Should the battle go against them, Deion will use his gate spell to summon gold planar dragons to aid them.

Servants, Enemies, and Goals

As greater aspects of Gilean, the two astral dragons have no immediate enemies. Those few mortals that even know of their existence pose little threat to these majestic creatures. Other servants of the gods that dwell in the heavens instinctively sense the presence of a god and avoid them unless sent by their immortal masters to interact with them.

The main servants of the astral dragons are the clan of gold dragons that dwells on the demi-plane with them. These dragons are basically the same as gold dragons found on Krynn, except that they age far slower and have subtle differences. The other main servants to the astral dragons are the kodragons.

These furry dragons flit from plan to plane, gathering information for the astral dragons and the clan of gold dragons. Deion and Procene are charged to ensure that the clan of golden dragons that they originally took into the Abyss remains distant and does not interfere within the lives of mortals.

Ecology

Astral dragons consume only liquids, preferring mercury to all others, although they can consume anything. The clan of the astral dragons consume anything, with each individual taking a liking to a specific material or substance, as they desire.

The clan of the astral dragons dwell on a demi-plane within the Abyss, modelled after Krynn. The dragons remains free to roam over the demi-plane but are incapable of leaving it unless they wish to give up living in that peaceful haven.

Should a dragon choose to accept that price, they enter the Abyss and can make their way to whatever destination they choose, but can never return back inside the demi-plane.

Environment: The clan of astral dragons can only be found by those adventurous enough to brave the horrors of the Abyss and enter their demi-plane. Those members of the clan of astral dragons encountered outside that demi-plane are exiles and can be found in any environment. The two astral dragons, Deion and Procene can only be encountered around the borders of the demi-plane. They won't stop bold creatures from entering the plane unless they pose a dire threat to those within.

Typical Physical Characteristics: The two aspects of Gilean are exactly as described above. Normal members of the clan of astral dragons physical characteristics depend on whether they are seen inside the demi-plane or outside it. Those inside can be of any dragon type (including those that are not found on Krynn, such as song dragons (found in Monsters of Faerun)). All dragons within the demi-plane are always of the juvenile or younger age category. Those astral dragons found outside have been made to change to become more like a typical Krynnish dragon. The dragon gains all the benefits of a dragon of twice its normal age category.

The dragon gains the standard abilities of the type of dragon that it choose to become (normally only metallic or chromatic, but in the wake of the Chaos War and the War of Souls, others may be selected [see the Bestiary of Krynn]). The only difference between a normal Krynnish dragon and an exiled astral clan dragon is that the astral clan dragon retains its alignment, regardless of what form it now wears (a historic note, there are several accounts of evil dragons performing noble deeds and righteous dragons performing callous and vile deeds, all of them are exiled astral dragons).

Society

Astral dragons are clannish, usually answering to a reigning matriarch (the oldest female dragon) or, to the two astral dragons, Deion and Procene, if they enter the demi-plane.

The dragons within the demi-plane are practically fearless, having no predators or superior foe to battle them other then themselves.

Monster Lore

Characters with ranks in Knowledge (the planes) can learn about the clan of astral dragons. With a successfully skill check, the following is revealed. Characters who have no ranks in Knowledge (the planes) can make Knowledge (arcana) or Knowledge (religion) or Knowledge (history) skill checks in place of the Knowledge (the planes) skill check, however, the DC is increased +5.
  DC 15 – astral dragons are a reclusive clan of dragons that dwells in the outer planes.
  DC 20 – astral dragons dwell in a demi-plane, those within cannot come out and those without cannot re-enter.
  DC 25 – the demi-plan of the astral dragons is guarded by a pair of powerful and immortal spellcasting dragons.

Typical Treasure

Astral dragons don't covert material objects the same way that other Krynnish dragons do. Like the kodragon messengers, astral dragons prize information and knowledge.

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