The Dragonlance Nexus

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Malachite (trade) Dragons

D&D 3e (3.0/3.5) Rules

by Clive Squire

Malachite Dragon [Trade Dragon] (Earth)

This great draconic beast stands before you, its moss green scales rippling slightly with each enormous footstep it takes towards you. It's unnerving gaze, from deep liquid green pools of glass-like eyes, stare unblinkingly at you as it appraises your worth.

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 4; Very Young 6; Young 9; Juvenile 11; Young Adult 13; Adult 15; Mature Adult 18; Old 20; Very Old 22; Ancient 24; Wyrm 27; Great Wyrm 29.
Advancement: Wyrmling 7 – 8 HD; Very Young 9 – 11 HD; Young 12 – 14 HD; Juvenile 15 – 17 HD; Young Adult 18 – 20 HD; Adult 21 – 23 HD; Mature Adult 24 – 26 HD; Old 27 – 29 HD; Very Old 30 – 32 HD; Ancient 33 – 35 HD; Wyrm 36 – 38 HD; Great Wyrm 39+ HD.

Table 4 - 1: Malachite (trade) 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 6d12 (45) 12 10 12 10 13 15 +6/+3 +6 +5 +6 2d6 (14) -
Very young M 9d12 (76) 16 10 14 12 15 17 +12/+17 +8 +6 +8 4d6 (15) -
Young M 12d12 (102) 20 10 14 12 15 17 +12/+17 +10 +8 +10 6d6 (18) -
Juvenile L 15d12 (142) 24 10 16 14 17 19 +15/+26 +13 +9 +13 8d6 (20) -
Young adult L 18d12 (189) 26 10 18 14 17 19 +18/+30 +15 +11 +14 10d6 (23) 23
Adult H 21d12 (220) 28 10 18 16 19 21 +21/+37 +16 +12 +16 12d6 (24) 25
Mature adult H 24d12 (276) 28 10 20 18 19 23 +24/+41 +19 +14 +18 14d6 (27) 28
Old H 27d12 (337) 30 10 22 20 21 25 +27/+45 +21 +15 +20 16d6 (29) 30
Very old H 30d12 (405) 32 10 24 22 23 27 +30/+49 +24 +17 +23 18d6 (32) 33
Ancient G 33d12 (478) 33 10 26 24 25 29 +33/+56 +26 +18 +25 20d6 (34) 35
Wyrm G 36d12 (558) 35 10 28 24 25 29 +36/+60 +29 +20 +27 22d6 (37) 37
Great wyrm G 39d12 (604) 39 10 28 26 27 31 +39/+65 +30 +21 +29 24d6 (38) 39
Table 4 - 2: Malachite (trade) Dragons Abilities by Age
Age Speed Initiative AC Special Abilities SR Caster Level
Wyrmling 40ft., burrow 20ft., climb 20ft. +0 16 (+1 size, +5 natural) touch 11, flat footed 16 Alternate form -
Very young 40ft., burrow 30ft., climb 30ft. +0 18 (+8 natural) touch 10, flat footed 18 - - -
Young 40ft., burrow 30ft., climb 30ft. +0 21 (+11 natural) touch 10, flat footed 21 - - -
Juvenile 40ft., burrow 40ft., climb 40ft. +0 23 (–1 size, +14 natural) touch 9, flat footed 23 Alternate form (elemental) - -
Young adult 40ft., burrow 40ft., climb 40ft. +0 26 (–1 size, +17 natural) touch 9, flat footed 26 DR 5/magic 20 -
Adult 40ft., burrow 50ft., climb 50ft. +0 28 (–2 size, +20 natural) touch 8, flat footed 28 Fabricate 22 1st
Mature adult 40ft., burrow 50ft., climb 50ft. +0 30 (–2 size, +22 natural) touch 8, flat footed 30 DR 10/magic 23 3rd
Old 40ft., burrow 50ft., climb 50ft. +0 32 (–2 size, +24 natural) touch 8, flat footed 32 Transmute metal to wood 25 5th
Very old 40ft., burrow 60ft., climb 60ft. +0 34 (–2 size, +26 natural) touch 8, flat footed 34 DR 15/magic 26 7th
Ancient 40ft., burrow 60ft., climb 60ft. +0 35 (–4 size, +29 natural) touch 6, flat footed 35 Polymorph any object 28 9th
Wyrm 40ft., burrow 60ft., climb 60ft. +0 38 (–4 size, +32 natural) touch 6, flat footed 38 DR 20/magic 29 11th
Great wyrm 40ft., burrow 60ft., climb 60ft. +0 41 (–4 size, +35 natural) touch 6, flat footed 41 - 31 13th
Table 4 - 3: Malachite (trade) Dragons by Size
Size Overall Length Body Length Neck Length Tail Length Body Width Standing Height Weight
Small 8ft. 2ft. 2ft. 4ft. 2ft. 2ft. 40Ibs.
Medium 16ft. 5ft. 5ft. 6ft. 3ft. 4ft. 320Ibs.
Large 31ft. 9ft. 9ft. 13ft. 5ft. 7ft. 2,500Ibs.
Huge 55ft. 16ft. 15ft. 24ft. 8ft. 12ft. 20,000Ibs.
Gargantuan 85ft. 23ft. 23ft. 39ft. 10ft. 16ft. 160,000Ibs.

Alternate Form (Su): A malachite dragon can assume any humanoid form (usually kaemererite dragons assume the form of a dwarf or gnome) 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.
Malachite dragons of juvenile or older can use their alternate form ability to assume the form of any elemental type creature with the earth subtype of Large size or smaller once per day, otherwise this functions as noted above.
Breath Weapon (Su): The malachite dragon, like the other gemstone dragons has two distinct forms of breath weapon. The first is a scorching cone of molten precious metal which deals the above noted damage. Half of this damage is physical (and thus not subject to resist energy and like effects) and half of it is fire damage. Creatures caught within the cone are allowed a Reflex saving throw to halve the damage. The cone of precious metal can cover a creature one size category smaller than the dragon. Creatures covered by metal find that it hardens within one round around them. such entrapped creatures can make a Strength check against the standard DC for the breath weapon to break free of the casing as a full-round action. After 3 rounds the metal falls away naturally, freeing any entrapped creatures. The second breath weapon of the malachite dragon is a line of gemstones, shot out from the dragons mouth. These gemstones deal the above damage and targets are allowed a Reflex saving throw to halve the damage. Both forms of breath weapons leave behind a tangible object which can be collected (see typical treasure, below).
Skills: Appraise, Bluff, Forgery and Profession are class skills for the malachite dragon.
Spell-Like Abilities: 3/day – fabricate (Adult or older); 1/day – transmute metal to wood (Old or older), polymorph any object (Ancient or older).
Spells: Malachite dragons can also cast spells from the domains of Commerce, Law, Luck and Travel as arcane spells.

Strategies and Tactics

As much as malachite dragons enjoy company (in whatever form), they are by no means complacent. Their lairs bristle with hidden traps and magical alarms (should any of their guests wander). Should these measures fails, the malachite dragon sends minions to watch prying visitors. Should they enter the malachite dragons treasury or enter a hatchery, the malachite attacks the now unwelcome guest. The dragon uses its magic to confound and confuse opponents as much as possible, before charging in to the fray.


Environment: Malachite dragons can normally be found in their assumed forms, held up in great and stately homes built of the finest materials available to them. Malachite dragons often travel in assumed guises to other mountainous races and teach their crafts and savvy to them, in exchange for the rights to ply their trade within the creatures territory. As with the kaemererite dragons, malachite dragons enjoy being sociable, throwing impromptu feasts for unexpected guest, as much to impress them as to show such guests the wealth and therefore the status of the malachite dragon.
Diet: Malachite dragons, just like other dragons, can eat almost anything, although they prize ancient wood (either still living or cut down and turned into another object).
Eggs & Incubation: Malachite dragons lay their precious eggs within deep caverns and abandoned mines surrounded by multiple uses from the mother dragons breath (both kinds). The eggs incubate within the deep darkness for a period of about 480 days. Once the egg hatches, the wyrmling is feasts on the precious metals and gemstones left by its parent. 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 chunks of unrefined gold ore.
Identifiers: A malachite dragon can be recognised by its curved jaw line and fluted frills which sprout from its chin. The malachite has no outward signs of ears, just small openings to each side of its temples. The faint smell of incense wafts about this dragon. A wyrmling malachite dragons scales are sea green, as the dragon ages, the scales seem to become smaller and a richer shade or green. When the dragon reaches adulthood, the dragons individual scales are nearly impossible to see.
Habits: Malachite dragons love to barter with any sentient creature. many sages theorise that most malachite hoards are actually from the same hoard, which has been bartered, traded, and other lent or borrowed between the various families of malachite dragons down through the ages. Malachite dragons work tirelessly within some profession, be it re-scribing ancient tomes to being the perfect butler. They see the process of interaction just as important as any other facet of life. Many a kender tale has it that a wealthy lord was shocked to discover that the vizier or aide-de-camp that he had been relying on turned out to be a malachite dragon in an assumed form, unfortunately, most other races dismiss such fanciful tales as kender lore, and therefore unreliable. Although most other dragons balk at the thought of doing such menial tasks for the lesser races, the malachite dragon is not afraid to dig its claws in and get dirty. The malachite dragons are lead by a Grand Caliph, a malachite dragon with great wealth and connections to many places and races.
Religion: As industrious creatures, malachite dragons favour worshiping deities that reflect their serious and hardworking natures. Naturally their hearts are truly open to worshipping the one power of the heavens who mirrors them, Shinare the Silver Mistress. Malachite dragons see themselves as reflections of the Silver Mistress.
Alignment: Malachite dragons pursue their individual tasks and pursuits with single-minded efficiency. They are always lawful neutral.


Characters with ranks in Knowledge (arcana) can learn about malachite dragons. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC's.
Knowledge (arcana)
DC 16: This creature is a gemstone dragon, one of the neutral dragons of Krynn. This result reveals all dragon traits.
DC 21: Malachite dragons are immune to paralysis and sleep. They have two deadly forms of breath weapons, the first a cone of molten metal and the second a cone of gemstones.
DC 26: Malachite dragons have innate links to the Elemental Plane of Earth.

Typical Treasure

The malachite dragon is unique among dragonkind. It is the only dragon that does not hoard coins and precious materials plundered from other races. The bulk of the hoard of a malachite dragon is gemstones, with the remainder (about 1/3rd in total) being small items that the dragon has bartered or traded for. A malachite dragon has triple the standard treasure (adjusted as noted above) for its Challenge Rating, as follows – Wyrmling 2,700stl.; Very Young 3,600stl.; Young 6,000stl.; Juvenile 10,200stl.; Young Adult 22,500stl.; Adult 51,000stl.; Mature Adult 84,000stl.; Old 141,000stl.; Very Old 183,000stl.; Ancient 261,000stl.; Wyrm 318,000stl.; Great Wyrm 384,000stl.

Malachite Dragons with Classes

Malachite dragons spend most of their time working in some way or fashion. Many take levels of master (professional) or master (craftsman) to aid them. The master is the malachite dragon's favoured class.
Level Adjustment: Wyrmling +4; Very Young +4; Young +6; all others –.

Malachite Dragons on Krynn

Malachite dragons can often be found by those with some knowledge in the depths of many of Krynn's mountain ranges, especially where dwarves or gnomes are found. The largest concentration of malachite dragons can be found in Heart's Delve, a massive forge-foundry miles beneath the halls of Thorbardin. The Heart's Delve is both home and workshop to the dragons, with each dragon having it's own lair within the Delve.

Sample Malachite Dragon

Glint CR 15
Male Adult Malachite Dragon
LN Huge Dragon (earth)
Init: +0; Senses: Blindsense 60ft., darkvision 120ft., keen senses, low-light vision; Listen +29, Spot +29.
Aura frightful presence (180ft., DC 25).
Language: Common, Draconic, Dwarven, Ignan, Terran.

AC 28, touch 8, flat-footed 28. (–2 size, +20 natural)
Hp: 220 (21 HD); DR 5/magic
SR 22
Immune sleep, paralysis.
Fort: +16, Ref: +12, Will: +16.

Speed: 40ft., burrow 50ft., climb 50ft.
Melee: Bite +29 (2d8+9) and 2 claws +27 (2d6+4) and tail slap +26 (2d6+13)
Space: 15ft.; Reach: 10ft. (15ft. with bite)
Base Atk: +21; Grp: +37.
Attack Options: Power Attack.
Special Actions: Breath Weapon (100ft. line, once every 1d4 rounds, 12d4 gemstones, Reflex DC 24 half; or 50ft. cone, once every 1d4 rounds, 6d4 fire & physical Reflex DC 24 half), Crush (2d8+13, Reflex DC 24 negates).
Sorcerer Spells Prepared: (CL 1st, spell penetration 1d20+1)
1st – (4/day) comprehend languages, feather fall
0 – (5/day) acid splash, light, mending, message
Spell-like Abilities (CL 21st)
3/day – fabricate

Abilities: Str 28, Dex 10, Con 18, Int 16, Wis 16, Cha 19.
SQ: Alternate Form, Improved Alternate Form.
Feats: Alertness, Improved Initiative, Multi-attack, Power Attack, Skill Focus (bluff), Skill Focus (sense motive), Weapon Focus (bite), Weapon Focus (claw).
Skills: Bluff +31, Diplomacy +32, Intimidate +30, Knowledge (dungeoneering) +15, Knowledge (nature) +17, Listen +29, Profession (guide) +27, Search +27, Sense Motive 30, Spot +29, Survival +3 (+5 below ground).


Multi-attack (Monster Manual)

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