Posted on

5e: Ancient Solar Dragon

Last week was the first preview of our upcoming 5e adventure Deadly Delves: Temple of Luminescence by showing off the greater fire elemental. While that is great and all, that is hardly something amazing. Sure it is really good for wizards and druids that want to conjure one of these bad boys up 17th level or if they get their hands on a 9th level scroll of conjure elemental. Otherwise, a fire elemental is not exactly a terribly exciting monster.

Well how about a new type of dragon. Deadly Delves: Temple of Luminescence features two new dragon types that Fifth Edition fans have never seen before. These dragons are from the stars and have abilities that reflect their extraterrestrial origins. Today we are sharing with the ancient solar dragon. This dragon is here because the Temple of Luminescence is an immense temple to a sun deity and a solar dragon is a living representative of the sun deity. Naturally, it would want to feel the warmth of the sun more and sharing that warmth with everyone on the planet would not seem reasonable to it, yes? That may just be the case in this adventure.

Download Deadly Delves: Temple of Luminescence today at the JBE Shop. You can also find this adventure at DriveThruRPG/RPGNow, Paizo, and coming soon to the Open Gaming Store.  

Ancient Solar Dragon

Gargantuan dragon, lawful neutral

Ancient Solar Dragon by Brian Brinlee


Armor Class 17 (natural armor)
Hit Points 261 (16d20 + 96)
Speed 40 ft., fly 80 ft.


STR 26 (+8) DEX 10(+0) CON 22 (+6)
INT 21 (+5) WIS 18(+4) CHA 26 (+8)


Skills Perception +12, Persuasion +21
Saving Throws Dex +6, Con +12, Wis +10, Cha +14
Damage Vulnerabilities cold
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Auran, Celestial, Common, Draconic, Elvish, Gnomish, Ignan, Sylvan, Terran
Challenge 17 (18,000 XP)


Channel Radiation. When the dragon uses its action to Channel Life, it can instead release a wave of radiation. Creatures other than the dragon within the corona must make a DC 18 Constitution save, taking 10 (3d6) radiant damage and 10 (3d6) poison damage. Constructs are immune to this ability.
Intergalactic. In outer space, the dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. The dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space.
Primal Fire. The dragon’s breath weapon ignores a target’s resistance to fire; targets who are immune to fire instead only resist the dragon’s breath weapon.

Actions


Multiattack. The dragon can use its Alien Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Alien Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and can see it must succeed on a DC 22 Wisdom saving throw or become blinded for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Alien Presence for the next 24 hours.
Solar Breath (Recharge 5–6). The dragon exhales a solar flare in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 31 (9d6) radiant damage and 31 (9d6) fire damage on a failed save, or half as much damage on a successful one.
Channel Life (3/Day). The dragon creates a corona of sunlight in a 90-foot radius centered on the dragon. All living creatures within the corona regain 31 (7d8) hit points. Undead within the corona must make a DC 18 Constitution saving throw or take an equal amount of radiant damage and become blinded for 1 minute. On a successful save, an undead creature takes half as much damage and isn’t blinded.

Legendary Actions


The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The solar dragon regains spent legendary actions at the start of its turn.
Detect. The solar dragon makes a Wisdom (Perception) check.
Tail Attack. The solar dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions


  • On initiative count 20 (losing initiative ties), a solar dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
  • A searing beam of light strikes a creature within 120 feet of the dragon that it can see. The dragon makes one ranged attack roll (+6 to hit) against the target. On a hit, the target takes 3 (1d6) radiant damage and 3 (1d6) fire damage and is blinded until the end of its next turn.
  • A solar wind rushes through the lair in a 90-foot line that is 15-feet wide originating from a point within 120 feet of the dragon that it can see. Each creature in the solar wind’s area must succeed a DC 15 Strength saving throw or be pushed 15 feet following the direction of the line and take 3 (1d6) radiant and 3 (1d6) fire damage on a failed save, or half as much damage and isn’t pushed on a successful one. The solar wind disperses gas or vapors.
  • The moisture in the air rapidly dries out in a 60-foot radius centered on the dragon. Each creature within the area is overcome with an unquenchable thirst and must make a DC 15 Constitution saving throw, suffering a level of exhaustion on a failed save. Constructs and creatures immune to fire damage are immune to this ability.

Posted on

Pathfinder: Very Old Solar Dragon

The Pathfinder Bestiaries present dragons in 3 age categories—young, adult, and ancient—and give you enough information so that you can make it change age categories (and thus, change CR) up or down with only a little work. The thing is, “with only a little work” is more than opening up the Bestiaries and using what is there. So when Mike Welham wanted to include the full stats for a solar dragon that was of a different age category than the normal three, I was thrilled. This can be used by GMs everywhere, even if they do not run the adventure Deadly Delves: Temple of Luminescence. You already know how a solar dragon should look and act while still giving you stats for an age you didn’t previously have.

I am not saying what this particular dragon’s name is nor am I saying if this dragon’s alignment is the alignment in the adventure. I’m not saying whether I modified the skills, feats or sorcerer spells to be more in in line with the typical solar dragon. Dragons are individuals; they are all different. This dragon, however is exactly what you would expect from a a typical very old solar dragon.

Download Deadly Delves: Temple of Luminescence for your Pathfinder game at the JBE Shop. You can also find this 15th-level adventure at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Very Old Solar Dragon CR 17

XP 102,400
LN Gargantuan dragon (fire)
Init +4; Senses dragon senses see in darkness; Perception +30
Aura alien presence (300 ft., DC 29)


Defenses


AC 34, touch 6, flat-footed 34 (+28 natural, –4 size)
hp 310 (23d12+161)
Fort +19, Ref +15, Will +19
DR 15/magic; Immune fire, paralysis, sleep; SR 28


Offense


Speed 50 ft., fly 250 ft. (clumsy)
Melee bite +31 (4d6+18), 2 claws +31 (2d8+12), tail slap +29 (2d8+18), 2 wings +29 (2d6+6)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120-ft. line, 18d10 fire, Reflex DC 27 half), channel life (9/day), channel radiation (DC 27), crush, primal fire, tailsweep
Spell-Like Abilities (CL 23rd; concentration +29)
At will—blight (DC 21), cup of dust APG (DC 19), detect magic, searing light
Sorcerer Spells Known (CL 13th; concentration +19)
6th (5/day)—contagious flame APG, disintegrate (DC 22)
5th (7/day)—break enchantment, dominate person (DC 22), wall of force
4th (7/day)—charm monster (DC 21), dimension door, fear (DC 20), greater invisibility
3rd (7/day)—dispel magic, fireball (DC 19), lightning bolt (DC 19), protection from energy
2nd (8/day)—continual flame, resist energy, scorching ray, see invisibility, shatter (DC 18)
1st (8/day)—charm person (DC 18), color spray (DC 17), mage armor, magic missile, shield
0 (at will)—bleed (DC 16), dancing lights, detect magic, detect poison, flare (DC 16), light, mage hand, read magic, touch of fatigue


Statistics


Str 34, Dex 11, Con 22, Int 21, Wis 18, Cha 23
Base Atk +23; CMB +39; CMD 49 (53 vs. trip)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Maximize Spell, Multiattack, Power Attack, Quick Channel UM, Quicken Spell, Selective Channeling, Silent Spell, Spell Focus (enchantment), Toughness
Skills Diplomacy +32, Fly +12, Heal +28, Knowledge (arcana, geography, history, nature, planes, religion) +31, Linguistics +10, Perception +30, Sense Motive +30
Languages Auran, Celestial, Common, Draconic, Elven, Ignan, Sylvan, Terran
SQ no breath, starflight


Special Abilities


Alien Presence (Su) A creature that fails its saving throw against a very old solar dragon’s alien presence is blinded for 5d6 rounds (or permanently if it has 4 Hit Dice or fewer).
Channel Life (Su) A very old solar dragon can channel positive energy a number of times per day equal to 3 + its Charisma modifier as a cleric of 11th level. This energy can be used only to heal living creatures.
Channel Radiation (Su) A very old solar dragon can use its channel life ability to instead channel radiation that deals an equal amount of damage to living creatures. A living creature that succeeds at a Fortitude save takes half damage.
Primal Fire (Su) A very old solar dragon’s breath weapon can affect creatures normally immune or resistant to fire damage. A creature immune to fire damage still takes half damage from the breath weapon (no damage with a successful saving throw). A resistant creature’s fire resistance is treated as 10 less than normal.

Posted on

Pathfinder RPG: Dare to Enter the Dragon’s Dream

Enter the Dragon’s Dream!

When workers on an archaeological expedition unearth a dragon’s skull, the entire dig crew disappears soon thereafter. Their patron Count Larom seeks adventurers to find out what happened to his employees. Since the workers’ disappearance, strange and terrible songs have been heard coming from the vicinity of the excavation. What dangerous magic has their tampering unleashed—and why have guardians of the realm of the dead suddenly taken such an interest in this site?

Deadly Delves: The Dragon’s Dream is an exciting deluxe adventure for 16th-level characters, and includes in its 47 action-packed pages:

  • 5 Fully-Statted New and Variant Monsters, keeping your players on their toes by giving them a new take on classic monsters as well as unique challenges they’ve never seen before
  • A New Haunt and A New Trap
  • 2 Beautiful Maps, with a GM’s version included in the adventure and a separate PDF that includes player-friendly versions of each map—perfect for play on your favorite VTT!
  • 4 New Magic Items, ideally suited to high-level characters
  • Enough content to get your group of 16th-level PCs to 17th level, heading towards the level beyond

Dangers Unknown. Treasures Untold. Adventure Awaits.

Download Deadly Delves: The Dragon’s Dream, a level 16 Pathfinder adventure, today at the JBE Shop. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Posted on

Pathfinder: Maps to the Dragons Dream

On Tuesday, Deadly Delves: The Dragon’s Dream will be available for download and we couldn’t be more excited. This 16th level adventure is the perfect jumping off point to a planar adventure as you enter a demiplane composed of an old crypt dragon’s dream. Naturally, you start off with a normal enough location in the material plane, but the players find their way to a more exotic location.

That exotic location is what we are showing off today. The image at the top of this post is of the two maps included in this adventure. The one in the left is excavation of a lost site of powerful magic. The adventurers explore that location and find much more than they expected. Among the things they find is a gate way into the dream, taking them to the map on the right. There the mad dreams if such a power hungry creature twisted anything recognizable about reality that they will have a whole new realm to investigate.

Each of these maps are highly detailed in the adventure and are labeled with numbers for each encounter you find (as seen above). In a separate PDF, we included the player versions of these maps that lacks the numbers and lacks any spoilers that the GM’s version may have as well as a gridless version for VTT gaming.

We hope that this adventure will be memorable for you and your players. Download Deadly Delves: The Dragon’s Dream, a level 16 Pathfinder adventure, today at the JBE Shop. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Posted on

Pathfinder: Book of Magic: Dragon Spells and Archetypes

Are You a Sheep? No. You’re a Dragon. Be a Dragon!

Dragons should be terrifying with their thick scales and their huge jaws and their deadly breath weapons. The draconic ability to cast spells should be just as iconic and fear-inducing, which really cannot be done with the same spells any wizard can learn. At the same time, those that hunt down dragons need specialized spells to counteract the deadly abilities dragons possess. Arm yourself with these spells and archetypes and take down these deadly beasts.

Book of Magic: Dragon Spells and Archetypes is a great resource for any spellcasting character in the Pathfinder Roleplaying Game. This short supplement features:

  • 20 New Spells—Some for the dragon hunter, some for the dragon
  • 5 New Class Options—theme your character to associate your character more like a dragon or to hunt these wyrms

Make Your Dragons Terrifying or Tremble With Fear!

Download Book of Magic: Dragon Spells and Archetypes today at the JBE Shop, DriveThruRPG/RPGNow, the Open Gaming Store and Paizo.

Posted on

13th Age: More Metallic Dragons

Book of Beasts: Monsters of the Great Druid (13th Age)Last month, we posted a pair of metallic dragons. After discussing the direction on the 13th Age forums, we have several new ideas that we would like to share with you.

Medium Lead Dragon

3rd level blocker [DRAGON]
Initiative: +8

Claws and bite +7 vs. AC (2 attacks)—4 damage
Natural 16+: The lead dragon can make an acid breath attack as a free action.

[Special trigger] C: Acid breath +7 vs. PD (1d3 nearby enemies)—2 acid damage
Natural odd hit: The target cannot cannot take a move action on its next turn.
Natural even hit: The target takes damage from poison lead breath.

Burrow: Unlike other dragons, a lead dragon has no wings and cannot fly. However, it can burrow. See the “Burrow” section in Chapter 7 of the 13th Age Roleplaying Game Core Rulebook.

Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC 19
PD 17
MD 13
HP 45

Nastier Specials
[Special Trigger]Poison Lead Breath: The target also takes 2 ongoing poison damage.

Resist weapon 12+: When an attack that targets this creature is made with a physical weapon, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. Damage from other sources, such as spells, are treated as normal. Magic weapon ignore this.


Medium Iron Dragon

1st level troop [DRAGON]
Initiative: +4

Claws and bite +5 vs. AC (2 attacks)—2 damage
Natural even hit: The iron dragon can make a cold breath attack as a free action.

[Special trigger] C: Cold breath +5 vs. PD (1d3 nearby enemies)—1 cold damage
Natural 18+: The target is dazed until the end of its next turn.
Natural even hit: The target wearing heavy armor suffer from magnetic armor as an ongoing effect.

Resist cold 12+: When a cold attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC 16
PD 15
MD 11
HP 27

Nastier Specials
[Special Trigger]Magnetic Armor: The target’s armor attracts metal, making it easier to be hit. The armor itself grants all attacks from metallic sources, such as swords, axes, and any attack from a metallic dragon, a +2 bonus. A hard save end this effect.

Download Book of Beasts: Monsters of the Great Druid for your 13th Age/Archmage game today at DriveThruRPG/RPGNow.com and d20PFSRD.com

Posted on

13th Age: Metallic Dragons

Book of Beasts: Monsters of the Great Druid (13th Age)
Book of Beasts: Monsters of the Great Druid (13th Age)
We at Jon Brazer Enterprises are hard at work on new releases for 13th Age. Recently, however, it was asked on the 13th Age Forums about metallic dragons. I thought it would be fun to take a few moments to state up a few. So here goes:

Medium Silver Dragon
1st level caster [DRAGON]
Initiative: +5
Vulnerability: fire

Claws and bite +6 vs. AC (2 attacks)—2 damage
Natural 16+: The silver dragon can make a freezing breath attack as a free action.

[Special trigger]C: Freezing breath +5 vs PD (1d3 nearby enemies)—2 cold damage
Natural even hit: Targets cannot pop free for 1 round

Resist cold 12+: When a cold attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

Forced honesty: All nearby creatures that wish to lie to the silver dragon must roll a d20 and add their level vs. this creature’s MD.

AC 17
PD 14
MD 11
HP 27


Medium Copper Dragon
2nd level wrecker [DRAGON]
Initiative: +4

Claws and bite +7 vs. AC (3 attacks)—3 damage

C: Conductive breath +7 vs PD (1d3 nearby enemies)—2 lightning damage
Natural 18+: The copper dragon may make a conductive breath attack as a free action that targets 1d3 enemies that are nearby this target.

Intermittent breath: A medium copper dragon can use conductive breath 1d4 times per battle, but never two turns in a row.

Resist lightning 12+: When a lightning attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC 18
PD 16
MD 12
HP 35

Download Book of Beasts: Monsters of the Great Druid for your 13th Age/Archmage game today at DriveThruRPG/RPGNow.com and d20PFSRD.com

Posted on

Legend: Looking for a Smaller Dragon?

One of the monsters more commonly I see requested is some type of dragon that does not require the players to be super humans to take on. Well, ask and you shall receive. This smaller dragon, we’re calling a wyvernling is usable in your campaign today. It is far less powerful than the legendary dragons which means that it your players will be far less likely to be digested in the dragon’s stomach. And today we even have a small piece of artwork for it. Enjoy.

As always, Legendary Factions: Common Factions 1 is available at DriveThruRPG.com. These factions will add new flavor to your game as well as provide plot hooks that you can enhance your world. Pick this up today.


Wyvernling

Frequently described as being highly aggressive and tiny when compared to dragons, wyvernlings have far fewer similarities than most humans assume. Wyvernlings must walk along the ground or climb trees as they do not have wings. They are also far less powerful. On average, wyvernlings are as smart as humans but they are far less intelligent and magically gifted as their larger brethren. One thing they have in common with dragons is their mutual love for gold and riches. Wyvernlings, however, are far more aggressive in their persuit of wealth.

STR 5d6 (18) CON 4d6 (14) SIZ 2d6+6 (13) INT 2d6+6 (13) POW 3d6 (11) DEX 2d6+2 (9) CHA 3d6+2 (13)

1d20     Hit Location     AP/HP
1-2        Tail                   6/8
3-4        Right Hind Leg   6/6
5-6        Left Hind Leg     6/6
7-9        Hindquarters      6/7
10-12    Forequarters      6/8
13-15    Right Front Leg  6/6
16-18    Left Front Leg    6/6
19-20    Head                 6/6

Combat Actions             2
Damage Modifier            +1d4
Magic Points     11
Movement         9m/6m (climb)
Strike Rank       +11

Typical Armor: Scales (AP 6). No Armor Penalty
Traits: Breathe Flame (1d6, 1/hour), Dark Sight, Formidable Natural Weapons, Night Sight

Skills: Athletics 70%, Brawn 50%, Evade 60%, Evaluate 40%, Lore (Regional) 40%, Persistence 43%, Resilience 60%, Stealth 55%
Common Magic: Demoralize, Detect Gold

Combat Styles
Bite 60%, Claw 50%, Tail Bash 60%

Weapons
Type          Size     Reach        Damage     AP/HP        Range
Bite            M         L                1d6+1d4      As for Head –
Claw           S          S                1d6+1d4      As for Leg   –
Tail Bash     M         L                1d4+1d4      As for Tail    –