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Fluorite (river) Dragons

D&D 3e (3.0/3.5) Rules

by Clive Squire

Fluorite Dragon [River Dragon] (Extraplanar, Water)

Organisation: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2 – 5); adult, mature adult, old, very old, ancient wyrm, or great wyrm: solitary, pair or family (1 – 2 plus 2 – 5 offspring).
Challenge Rating: Wyrmling 3; Very Young 6; Young 8; Juvenile 10; Young Adult 12; Adult 15; Mature Adult 17; Old 19; Very Old 21; Ancient 24; Wyrm 26; Great Wyrm 28.
Advancement: Wyrmling 6 – 7 HD; Very Young 8 – 10 HD; Young 11 – 13 HD; Juvenile 14 – 16 HD; Young Adult 17 – 19 HD; Adult 20 – 22 HD; Mature Adult 23 – 25 HD; Old 26 – 28 HD; Very Old 29 – 31 HD; Ancient 32 – 34 HD; Wyrm 35 – 37 HD; Great Wyrm 38+ HD.

This dragon looks like a shimmering mass of light and luminescence. The dragon has two great fluted frills, which sweep away from its nostrils, arching high over its head and running down its wingless back.

Table 3 - 1: Fluorite (river) Dragons by Age
Age Size HD (hp) Str Dex Con Int Wis Cha Attack Bonus/Grapple Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence
Wyrmling S 5d12 (32) 10 12 10 19 19 13 +5/+1 +4 +5 +8 see text (12) -
Very young M 8d12 (60) 14 12 12 21 21 15 +8/+10 +7 +7 +11 See Text (15) -
Young M 11d12 (82) 18 12 12 21 21 15 +11/+15 +8 +8 +12 See Text (16) -
Juvenile L 14d12 (119) 22 12 14 23 23 17 +14/+24 +11 +10 +15 See Text (19) -
Young adult L 17d12 (161) 23 12 16 23 23 17 +17/+27 +13 +11 +16 See Text (21) 21
Adult H 20d12 (190) 25 12 16 25 27 19 +20/+35 +15 +13 +20 See Text (23) 24
Mature adult H 23d12 (241) 25 12 18 27 27 21 +23/+38 +17 +14 +21 See Text (25) 26
Old H 26d12 (299) 26 12 20 29 29 23 +27/+43 +20 +16 +24 See Text (28) 28
Very old H 29d12 (362) 28 12 22 31 31 25 +30/+47 +23 +18 +27 See Text (30) 31
Ancient G 32d12 (432) 30 12 24 33 33 27 +33/+56 +25 +19 +29 See Text (33) 34
Wyrm G 35d12 (507) 32 12 26 33 33 27 +36/+60 +28 +21 +31 See Text (35) 35
Great wyrm G 38d12 (589) 36 12 28 35 35 29 +39/+65 +30 +22 +33 See Text (38) 38
Table 3 - 2: Fluorite (river) Dragons Abilities by Age
Age Speed Initiative AC Special Abilities SR Caster Level
Wyrmling 40ft., swim 60ft. +1 16 (+1 size, +1 dex, +4 natural) touch 12, flat footed 15 Alternate form, immunity to time/aging, water breathing - -
Very young 50ft, swim 70ft. +1 18 (+1 dex, +7 natural) touch 11, flat footed 17 - - -
Young 50ft., swim 70ft. +1 21 (+1 dex, +10 natural) touch 11, flat footed 20 - - 1st
Juvenile 60ft., swim 80ft. +1 23 (–1 size, +1 dex, +13 natural) touch 10, flat footed 22 Historic vision - 3rd
Young adult 60ft., swim 80ft. +1 27 (–1 size, +1 dex, +17 natural) touch 10, flat footed 26 DR 5/magic 19 5th
Adult 70ft., swim 90ft. +1 29 (–2 size, +1 dex, +20 natural) touch 9, flat footed 28 Timeheal 21 7th
Mature adult 70ft., swim 90ft. +1 32 (–2 size, +1 dex, +23 natural) touch 9, flat footed 31 DR 10/magic 22 9th
Old 70ft., swim 90ft. +1 35 (–2 size, +1 dex, +26 natural) touch 9, flat footed 34 Improved breath 24 11th
Very old 70ft., swim 90ft. +1 38 (–2 size, +1 dex, +29 natural) touch 9, flat footed 37 DR 15/magic 25 13th
Ancient 80ft., swim 100ft. +1 39 (–4 size, +1dex, +32 natural) touch 7, flat footed 38 Time Stop 27 15th
Wyrm 80ft., swim 100ft. +1 42 (–4 size, +1 dex, +35 natural) touch 6, flat footed 41 DR 20/magic 28 17th
Great wyrm 80ft., swim 100ft. +1 45 (–4 size, +1 dex, +38 natural) touch 6, flat footed 44 Timereaver 30 19th
Table 3 - 3: Fluorite (river) Dragons by Size
Size Overall Length Body Length Neck Length Tail Length Body Width Standing Height Weight
Small 8ft. 3ft. 2ft. 3ft. 2ft. 2ft. 40Ibs.
Medium 16ft. 6ft. 5ft. 5ft. 3ft. 4ft. 320Ibs.
Large 31ft. 11ft. 9ft. 11ft. 5ft. 7ft. 2,500Ibs.
Huge 55ft. 18ft. 16ft. 21ft. 8ft. 12ft. 20,000Ibs.
Gargantuan 85ft. 25ft. 25ft. 35ft. 10ft. 16ft. 160,000Ibs.

Alternate Form (Su): A fluorite dragon can assume any humanoid form (usually kaemererite dragons assume the form of a elves or half-elves) of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at a caster level equal to it's Hit Dice, except that the dragon does not regain hit points for changing form and can only assume the form of a humanoid. The dragon can remain in the humanoid form until it chooses to return to adopt another humanoid form or its natural form.
Breath Weapon (Su): The fluorite dragon has two types of breath weapon. The first is a cone of temporal energy which ages targets caught within it by 2 years per age category. Targets caught within the cone are allowed a Fort save to negate the aging effect. The aging effects last for 1 round per the fluorite dragon's age category. This aging effect cannot age a target creature beyond its maximum age. The second breath weapon of the fluorite dragon is cone of temporal energy which immobilises targets caught within it for a number of rounds equal to the fluorite dragons age category if they fail a Willpower save.
Improved Breath: When a fluorite dragon reaches old age, the effects from it's aging breath weapon become permanent and can only be reversed through the application of wish or miracle.
Spells: Fluorite dragons can cast spells from the domains of Insight, Knowledge, Meditation and Time as arcane spells.
Spell-like Abilities: 3/day – historic vision (Juvenile or older); 1/day – timeheal (Adult or older), time stop (Ancient), timereaver (Great Wyrm).
Skills: Disguise, Heal, and Spellcraft are considered a fluorite dragons class skills.

Strategies and Tactics

Fluorite dragons make full use out of their innate connections to the River of Time, using it to quickly escape a more powerful opponent and return later (as far as the fluorite dragon is concerned, but could be momentarily for the opponent).

River dragons rarely instigate conflicts, and never without due cause. If attacked, the river dragon does not hesitate to use its magical abilities to hold, opponents, granting it extra time to put forward a better offensive strike, or granting it time to escape should the battle turn against the river dragon.


Environment: Fluorite dragons live deep within untouched forests or other natural wildernesses when they are on Krynn. Outside Krynn, fluorite dragons can be encountered anywhere within the River of Time, the Astral Plane or the Ethereal Plane.
Diet: Like most dragons, fluorite dragons can eat almost anything, although the prize creatures that have a link to the River of Time (either naturally occurring or through such means as travel through it or such effects as lichdom, which stops the passage of the River's effects on a creature). Fluorite dragons rarely go out of their way to find such delicacies, preferring to savour such morsels whenever they stumbling into the path of the dragon.
Eggs & Incubation: Fluorite dragons lay their precious eggs within small eddies within the River of Time. The eggs incubate within the rolling currents of time for a period of about 540 days (although sages are unsure whether this time is actually correct, given the dragons use of the River of Time). Once the egg hatches, the wyrmling is expelled from the River into the Material Plane where it must fend for itself. The eggs themselves are Small sized, roughly 2-foot in length and weighing in at about 8Ibs (hardness 10, hp 15, Break DC 13). They look like large faceted diamonds.
Identifiers: Fluorite dragons are supple and lithe, having one of the most serpentine of draconic forms found among the true dragons. The fluorite dragon has a short face with no beak, elongated frills sweep back from its face and run down its length. At birth, a fluorite dragon is coloured a dazzling opalescence, which as the dragon ages turn more translucent (a feature which causes them to illuminate when they appear in moonlight and starlight. Fluorite dragons have a faint, musty odour around them.
Habits: Fluorite dragons are by nature more solitary than even other kinds of dragons. They spend years floating through the eddies of the River of Time, sometimes never even meeting another fluorite dragon for centuries. When they do eventually meet, fluorite dragons are coolly polite to each other and spend their time together sharing the insights and knowledge that they have acquired through their journeys. As mostly solitary creatures, fluorite dragons form no functioning hierarchy. Most fluorite dragons will attempt to deal with situations by themselves first, and if the threat is sufficient enough, call in the aid of other fluorite dragons (a task which itself can take up to 3d6 weeks to accomplish). Fluorite dragons often seem ephemeral to lesser races, and even to some other kinds of dragons.
Religion: As with the other gemstone dragons, fluorite dragons hold all of the Pantheon of Neutrality in great favour, although they only truly worship one of them – Zivilyn, Guardian of the River. Fluorite dragons are some of the most favoured servants of Zivilyn, highly prized for their ability to enter the River of Time. By the time a fluorite dragon reaches adulthood, he easily qualifies for the Alluvial Oracle of Zivilyn prestige class.
Alignment: Fluorite dragons are solely concerned with exploring, guarding, and understanding the River of Time. They are always neutral.


Characters with ranks in Knowledge (arcana) can learn about fluorite dragons. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC's.
Knowledge (arcana)
DC 15: This creature is a gemstone dragon, one of the neutral dragons of Krynn. This result reveals all dragon traits.
DC 20: Fluorite dragons are immune to aging, time effects, paralysis and sleep. They have two deadly forms of breath weapons, the first a cone of aging and the second a cone which holds target frozen in time for a limited time.
DC 25: Fluorite dragons are connected to the River of Time, as can freely enter and leave the river.

Typical Treasure

Fluorite dragons hoard items, usually taken from various parts and places within time by the dragon as it explores the mysteries of the River. A fluorite dragon has treasure equal to four times the normal for its Challenge Rating, as follows – Wyrmling 2,400stl.; Very Young 3,600stl.; Young 4,800stl.; Juvenile 10,400stl.; Young Adult 23,200stl.; Adult 39,200stl.; Mature Adult 88,000stl.; Old 144,000stl.; Very Old 188,000stl.; Ancient 320,000stl.; Wyrm 348,000stl.; Great Wyrm 424,000stl.

Fluorite Dragons with Class Levels

Fluorite dragons are constantly seeking to understand the world and the nature of it within the River of Time. Many fluorite dragons take up levels of ranger, master (sage), psion and wizard or other classes that allow the dragon to explore the mysteries of the River of Time. The favoured class for a fluorite dragon is that of psion.
Level Adjustment: Wyrmling +3; Very Young +5; Young +5; Juvenile +6; all other –.

Fluorite Dragons on Krynn

Fluorite dragons can be found in many of the wild places of Krynn, if you know what to look for, that is. They are known to frequent the places of natural beauty in order to contemplate the mysteries that they have discovered and their presence can be felt in many of the glades of both Silvanesti and Qualinesti (before they were conquered or fell into ruin that is).

Sample Fluorite Dragon

Tomewatcher CR 26
Male Wyrm Fluorite Dragon
N Gargantuan Dragon (air, extraplanar)
Init: +7; Senses: Blindsense 60ft., darkvision 120ft., low-light vision, scent; Listen +51, Spot +53.
Aura frightful presence (320ft., DC 35)
Language: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Ignan, Infernal, Gnome, Kender, Magius, Sylvan.

AC 42, touch 7, flat-footed 41. (–4 size, +1 Dex, +35 natural)
Hp: 507 (35 HD); DR 20/magic
Immune aging, sleep, paralysis.
SR 28
Fort: +28, Ref: +21, Will: +31.

Speed: 80ft., swim 100ft.
Melee: Bite +44 (4d6+11) and 2 claws +39 (2d8+5) and tail slap +38 (2d8+16) and tail sweep +38 (2d6+16)
Space: 20ft.; Reach: 15ft. (20ft. with bite).
Base Atk: +36; Grp: +60.
Attack Options: Cleave, Great Cleave, Improved Bull Rush, Power Attack.
Special Actions: Breath Weapon (60ft. cone, once every 1d4 rounds, 22 years of aging, Fortitude DC 35 negates; or 60ft. cone, once every 1d4 rounds, immobilisation, 11 rounds, Willpower DC 35 negates), Crush (4d616, Reflex 35 negates).
Sorcerer Spells Known: (CL 17th, spell penetration 1d20+17)
8th – (5/day) foresight, mass charm monster
7th – (7/day) greater teleport, moment of prescience, project image
6th – (7/day) antimagic field, greater dispel magic, find the path
5th – (7/day) commune, contact other plane, feeblemind, sending
4th – (8/day) confusion, divination, freedom of movement, greater invisibility
3rd – (8/day) fly, haste, hold person, locate object 2nd – (8/day) augury, detect thoughts, resist energy, see invisible, invisibility
1st – (8/day) identify, silent image, sleep, true strike, ventriloquism
0 – (6/day) detect magic, flare, ghost sound, light, mage hand, mending, message, read magic, resistance
Spell-like Abilities: (CL 35th)
3/day – historic vision
1/day – timeheal, time stop

Abilities: Str 32, Dex 12, Con 26, Int 33, Wis 33, Cha 27.
SQ: Alternate Form, Improved Breath, Water Breathing.
Feats: Ability Focus (breath weapon), Alertness, Cleave, Combat Casting, Great Cleave, Improved Bull Rush, Improved Initiative, Magical Aptitude, Power Attack, Quick-Thinking, Weapon Focus (bite), Weapon Focus (claw).
Skills: Bluff +27, Concentration +46 (+50 casting defensively), Decipher Script +40, Diplomacy +50, Disguise +46, Escape Artist +39, Heal +49, Intimidate +48, Knowledge (arcana) +49, Knowledge (history) +49, Knowledge (the planes) +49, Listen +51, Search +49, Sense Motive +49, Spellcraft +53 (+55 with scrolls), Spot +53, Use Magic Device +48 (+52 with scrolls).


Quick-thinking (Legends of the Twin)
Ability focus (Monster Manual)

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