The Dragonlance Nexus

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Tyuyamunite (ember) Dragons

D&D 3e (3.0/3.5) Rules

by Clive Squire

Tyuyamunite Dragon [Ember Dragon] (Fire)

This dragon has a squat face with two large, golden coloured frilled ears. The scales of the dragon constantly shimmer with each movement of its powerful muscles.

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 5; Very Young 7; Young 9; Juvenile 12; Young Adult 14; Adult 16; Mature Adult 18; Old 21; Very Old 23; Ancient 25; Wyrm 27; Great Wyrm 30.
Advancement: Wyrmling 8 – 9 HD; Very Young 10 – 12 HD; Young 13 – 15 HD; Juvenile 16 – 18 HD; Young Adult 19 – 21 HD; Adult 22 – 24 HD; Mature Adult 25 – 27 HD; Old 28 – 30 HD; Very Old 31 – 33 HD; Ancient 34 – 36 HD; Wyrm 37 – 39 HD; Great Wyrm 40+ HD.

Table 6 - 1: Tyuyamunite (ember) 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 7d12 (52) 12 10 12 12 12 14 +7/+4 +6 +5 +6 1d4 (14) -
Very young M 10d12 (85) 16 10 14 14 14 16 +10/+13 +9 +7 +9 2d4 (17) -
Young M 13d12 (110) 20 10 14 14 14 16 +13/+18 +10 +8 +10 3d4 (18) -
Juvenile L 16d12 (152) 24 10 16 16 16 18 +16/+27 +13 +10 +13 4d4 (21) -
Young adult L 19d12 (202) 26 10 18 16 16 18 +19/+31 +15 +11 +14 5d4 (23) 23
Adult H 22d12 (231) 28 10 18 18 20 20 +22/+39 +17 +13 +18 6d4 (25) 26
Mature adult H 25d12 (287) 28 10 20 20 20 22 +25/+42 +19 +14 +19 7d4 (27) 28
Old H 28d12 (350) 30 10 22 22 22 24 +28/+46 +22 +16 +22 8d4 (30) 31
Very old H 31d12 (418) 32 10 24 24 24 26 +31/+50 +24 +17 +24 9d4 (32) 33
Ancient G 34d12 (493) 34 10 26 26 26 28 +34/+58 +27 +19 +27 10d4 (35) 35
Wyrm G 37d12 (536) 36 10 28 26 26 28 +37/+62 +29 +20 +28 11d4 (37) 37
Great wyrm C 40d12 (620) 40 10 28 28 28 30 +40/+71 +31 +22 +31 12d4 (39) 40
Table 6 - 2: Tyuyamunite (ember) Dragons Abilities by Age
Age Speed Initiative AC Special Abilities SR Caster Level
Wyrmling 40ft., burrow 20ft., climb 20ft., swim 20ft.* +0 16 (+1 size, +5 natural) touch 11, flat footed 16 Alternate form, immunity to fire, vulnerability to cold, quench -
Very young 40ft., burrow 20ft., climb 30ft., swim 20ft.* +0 18 (+8 natural) touch 10, flat footed 18 - - -
Young 40ft., burrow 20ft., climb 30ft., swim 20ft.* +0 21 (+11 natural) touch 10, flat footed 21 Dazzling burst - -
Juvenile 40ft., burrow 20ft., climb 40ft., swim 20ft.* +0 23 (–1 size, +14 natural) touch 9, flat footed 23 Alternate form (elemental) - -
Young adult 40ft., burrow 20ft., climb 40ft., swim 20ft.* +0 26 (–1 size, +17 natural) touch 9, flat footed 26 DR 5/magic 20 -
Adult 40ft., burrow 20ft., climb 40ft., swim 20ft.* +0 28 (–2 size, +20 natural) touch 8, flat footed 28 Wall of fire 22 5th
Mature adult 40ft., burrow 20ft., climb 40ft., swim 20ft.* +0 30 (–2 size, +22 natural) touch 8, flat footed 30 DR 10/magic 24 7th
Old 40ft., burrow 20ft., climb 40ft., swim 20ft.* +0 32 (–2 size, +24 natural) touch 8, flat footed 32 Flame strike 26 9th
Very old 40ft., burrow 20ft., climb 40ft., swim 20ft.* +0 34 (–2 size, +26 natural) touch 8, flat footed 34 DR 15/magic 27 11th
Ancient 40ft., burrow 20ft., climb 40ft., swim 20ft.* +0 35 (–4 size, +29 natural) touch 6, flat footed 35 Elemental swarm (fire elementals) 29 13th
Wyrm 40ft., burrow 20ft., climb 40ft., swim 20ft.* +0 38 (–4 size, +32 natural) touch 6, flat footed 38 DR 20/magic 30 15th
Great wyrm 40ft., burrow 20ft., climb 40ft., swim 20ft.* +0 41 (–4 size, +35 natural) touch 6, flat footed 41 Reincarnation 32 17th

* applies to swimming in molten lava only

Table 6 - 3: Tyuyamunite (ember) Dragons by Size
Size Overall Length Body Length Neck Length Tail Length Body Width Standing Height Weight
Small 8ft. 2-1/2ft. 2-1/2ft. 3ft. 2ft. 2ft. 40Ibs.
Medium 16ft. 5ft. 5ft. 6ft. 3ft. 4ft. 320Ibs.
Large 31ft. 10ft. 9ft. 12ft. 5ft. 7ft. 2,500Ibs.
Huge 55ft. 16ft. 15ft. 24ft. 8ft. 12ft. 20,000Ibs.
Gargantuan 85ft. 23ft. 23ft. 39ft. 10ft. 16ft. 160,000Ibs.
Colossal 120ft. 33ft. 33ft. 54ft. 15ft. 22ft. 1,280,000Ibs.

Alternate Form (Su): A tyuyamunite dragon can assume any humanoid form (usually tyuyamunite dragons assume the form of a kenders or half-kenders) 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.
Ember dragons of juvenile or older can use their alternate form ability to assume the form of any elemental type creature with the earth or fire subtype of Large size or smaller once per day, otherwise this functions as noted above.
Breath Weapon (Su): The ember dragon has two breath weapons. The first is a cone of immolating fire. Creatures caught within the cone are allowed tom make a Fortitude saving throw to negate the damage. For each round thereafter to a maximum number of rounds equal to the dragon's age category, the creature suffers an equal amount of damage. The creature is allowed a Fortitude saving throw to negate the damage dealt to it on that round. The effect ends when either the number of rounds the dragon's immolating breath effect lasts or the creature succeeds on two Fortitude saving throws consecutively. The second form of breath weapon a ember dragon has is a cone of euphoric gas. Creatures caught within the cone are allowed a Willpower save or suffer a –1 penalty to their attack rolls, damage rolls, armour class, skill checks and ability checks for 1 round per age category of the dragon.
Dazzling Burst (Sp): Up to three times per day, as a free action, an ember dragon can cause its scales to shift, creating a dazzling strobe-like effect within a 60ft. radius. Creatures within this area are allowed to make a Willpower save (DC 10 + 1/2 the ember dragon's Hit Dice + the ember dragon's Charisma modifier) or become dazzled (suffering a –1 penalty to attack rolls, Search and Spot skill check) for 1d4 rounds. Creatures that succeed their Willpower saves are distracted for 1 round, they suffer no penalty to attack rolls or skill checks, but any creature can use the distraction effect to make a Hide skill check (as if they had succeeded on a Bluff skill check to create a diversion) and all distracted creatures are considered flat-footed for 1 round.
Skills: Bluff, Craft (alchemy), Gather Information and Perform are class skills for the ember dragon.
Spell-Like Abilities: At will – quench (Wyrmling or older); 3/day – wall of fire (Adult or older); 1/day – flame strike (Old or older), elemental swarm (Ancient or older), reincarnation (Great Wyrm).
Spells: Ember dragons can also cast spells from the domains of Chaos, Charm, Fire and Passion as arcane spells.

Strategies and Tactics

Tyuyamunite dragons are some of the more generally likeable dragons, enjoying the company of other creatures. They prefer to talk their way out of dangerous situations whenever possible, although if cornered they are relentless enemies.

If pushed to defend itself, ember dragons unleash their formidable immolating breath weapon on opponents, seeking to use the multi-round effect to close into melee range against the opponent and finish it off with its claws and other natural attacks.

If the tyuyamunite dragon finds that its immolating breath weapon is insufficient, it uses its euphoria breath weapon to make the opponent reckless in combat.


Environment: Although tyuyamunite dragons can be found wandering all over Krynn, they take particular delight in spending time within hot, dry and arid environments, such as that now found within the Desolation.
Diet: Tyuyamunite dragons, much like other true dragons, can eat almost anything, however, ember dragons have some of the most unusual dining habits of dragondom. The tyuyamunite dragon loves the taste of fire and heat, whether they are magically occurring or natural. Many tyuyamunite dragons travel through the inhospitable areas of Krynn solely to enjoy the overbearing heat of the sun (in fact, many sages speculate that these dragons should have been called the sunbathing dragon rather than the ember dragon).
Eggs & Incubation: The egg of a ember dragon looks to be a finely crafted golden egg, upon looking more closely at the egg, distinct veins can be seen pulsating slightly, creating an air of discordant, weaving illumination around the shell. The egg is Small-sized, standing roughly 2ft. in height and weighs no more than 8Ibs. (hardness 20, hp 20, Break DC 15). The egg takes 750 days to incubate.
Identifiers: Tyuyamunite dragons have broad, multi-layered plating, which stretches from their pug-like snout to sweep back above their heads in an extending frill. The dragon has two small ear openings, carefully protected behind the frill. The tyuyamunite dragons have the short necks, so common among the gemstone dragons.
Habits: Tyuyamunite dragons are gregarious and talkative, they love to recite long tales of legendary events, as well as hear about the tales and folklore of any area they currently are in.
Religion: Tyuyamunite dragons take their collective queue from their divine patron, Sirrion of the Flowing Flame. They are charged by his to bring about change and transformation, whether that is through arts, or through other, more physical means.
Alignment: Tyuyamunite dragons are concerned with transforming the world around them. Although they are not intentionally destructive or malicious, they are erratic. They are always chaotic neutral.


Characters with ranks in Knowledge (arcana) can learn about azurite 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: Ember dragons are immune to fire, paralysis and sleep. They have two deadly forms of breath weapons, the first a cone of immolating fire which continues to harm creatures after the dragon has breathed and the second a cone of euphoric gas.
DC 26: Ember dragons have an innate link to the Elemental Plane of Fire, and can issue forth flame and fire effects, including summoning creatures from that plane to attack opponents.

Typical Treasure

Ember dragons hoard items, usually taken from various parts and places within time by the dragon as it explores the mysteries of the River. An Ember dragon has treasure equal to double the normal for its Challenge Rating, as follows – Wyrmling 1,200stl.; Very Young 1,800stl.; Young 2,400stl.; Juvenile 5,200stl.; Young Adult 11,600stl.; Adult 14,600stl.; Mature Adult 44,000stl.; Old 72,000stl.; Very Old 94,000stl.; Ancient 160,000stl.; Wyrm 174,000stl.; Great Wyrm 212,000stl.

Dragons with Class levels

Ember dragons are more carefree than any of the other forms of gemstone dragons. They enjoy wandering from land to land (although they are known to get stuck within hot and arid lands, which they prefer), working endlessly to bring out change and transformation. Many take levels in classes that allow them skills or abilities to aid them. Ember dragon bards, clerics, druids, master (craftsmen) and wizards are not unheard of. The bard if a ember dragons favoured class.
Level Adjustment: Wyrmling +4; Very Young +5; Young +6; all others –.

Tyuyamunite Dragons on Krynn

Tyuyamunite, or flame dragons can be encountered literally anywhere you could encounter a kender or half-kender. Currently the Desolation has a number of ember dragons within it, each is seeking a means to burn away the foul corruption wrought by the lands transformation by the Great Red, and return it to the way it should be.

Sample Tyuyamunite Dragon

Sunstone CR 9
Male Young Tyuyamunite Dragon
CN Medium Dragon (fire)
Init: +4; Senses: Blindsense 60ft., darkvision 120ft., low-light vision, scent; Listen +20, Spot +20.
Language: Common, Draconic, Ignan, Kenderspeak.

AC 21, touch 10, flat-footed 21. (+11 natural)
Hp: 110 (13 HD)
Immune fire, sleep, paralysis.
Fort: +10, Ref: +8, Will: +10.
Weakness vulnerability to cold.

Speed: 40ft., burrow 20ft., climb 30ft., swim (lava only) 20ft.
Melee: Bite +19 (1d8+5) and 2 claws each +13 (1d6+2)
Space: 5ft.; Reach: 5ft.
Base Atk: +13; Grp: +18.
Attack Options: Power Attack.
Special Actions: Breath Weapon (30ft. line, once every 1d4 rounds, 3d6 immolating fire, Fortitude DC 18 negates or 3d6 immolating fire for 3 rounds, Fortitude negates damage for that round only; or 15ft. cone, once every 1d4 rounds, euphoric gas, 3 rounds, Willpower DC 18 negates).
Spell-like Abilities: (CL 13th)
At will – quench

Abilities: Str 20, Dex 10, Con 14, Int 14, Wis 14, Cha 16.
SQ: Dazzling Burst.
Feats: Alertness, Charming, Improved Initiative, Power Attack, Weapon Focus (bite).
Skills: Bluff +21, Diplomacy +25, Gather Information +21, Knowledge (local) +18, Listen +20, Search +18, Sense Motive +18, Spot +20.

Dazzling Burst (Sp): 3/day, as free action, 60ft. radius, Willpower DC 19 or dazzled for 1d4 rounds.


Awesome Blow (Monster Manual)
Charming (War of the Lance)

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