By Owen K. C. Stephens and Rodney Thompson
The material you'll find in Dragon Magic changes the way dragons you can use dragons in a D&D campaign by suggesting a stronger connection between them and the various humanoid races. Find out more about this book, which can help you allow dragons openly share their magical secrets with humans and the other core races. The excerpts below include a list of feats, the dragonfire adept (and breath effects), draconic soulmelds, and statistics for the blazewyrm.
A fire tumbles and crackles through the air before you, and as the whirling slows, you realize that it is a living creature. A dragonlike head of flame becomes apparent above a sinuous tail of burning air.
Blazewyrm CR 5
Always CE Large elemental (fire)
Init +7; Senses darkvision 60 ft. , Listen +2, Spot +2
Languages Draconic, Ignan
AC 17, touch 12, flat-footed 14
(-1 size, +3 Dex, +5 natural)
hp 67 (9 HD); DR 5/magic
Immune critical hits, fire, flanking, paralysis, poison, sleep, stunning
Fort +6, Ref +11, Will +3
Weakness vulnerability to cold
Speed 40 ft. (8 squares), fly 60 ft. (perfect)
Melee bite +10 (1d8+7 plus 1d6 fire)
Space 10 ft. ; Reach 5 ft.
Base Atk +6; Grp +16
Special Actions tumbling flame
Abilities Str 20, Dex 17, Con 16, Int 4, Wis 11, Cha 10
SQ fiery body
Feats Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (Tumble)
Skills Balance +5, Jump +11, Listen +2, Spot +2, Tumble +18
Advancement see text
Vulnerability to Cold (Ex) A blazewyrm takes +50% normal damage from cold attacks.
Tumbling Flame (Ex) Whenever a blazewyrm uses the Tumble skill to successfully move through an opponent's square, that creature takes 6d6 points of fire damage (Reflex DC 17 half). A creature can take this damage only once during the blazewyrm's turn.
Fiery Body (Ex) A blazewyrm's body is made of solid flame. Any creature that strikes or touches a blazewyrm with its body or that grapples a blazewyrm automatically takes 1d6 points of fire damage. A creature can take this damage only once per round.
The chaotic blazewyrms delight in burning anything that can be set alight, especially other creatures. Tumbling through the air like balls of fire, they move among their enemies with impunity, leaving smoldering corpses behind.
Strategies and Tactics
A blazewyrm attacks foes by tumbling through their squares. Although it can bite enemies, the creature rarely stands and fights, preferring to damage multiple opponents by burning through them.
Characters with ranks in Knowledge (the planes) can learn more about blazewyrms. When a character makes a skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (the planes)
15 Blazewyrms look something like dragons, but they are elementals from the Elemental Plane of Fire.
20 A blazewyrm's main attack is to tumble through foes, burning them with its body.
25 Left alone, blazewyrms are as wild and uncontrollable as a forest fire, but they are somewhat intelligent, and a more powerful creature can enforce its will upon them.
Left to their own devices, blazewyrms rage uncontrollably, burning everything in sight and cavorting amid the flames and smoke. Yet just as the wild beasts of the Material Plane can be captured and trained, so too can blazewyrms be brought under control by those of strong will.
Fire Knights (EL10): Three average salamanders have trained blazewyrms to be their mounts; together, they fly through the air to raid a dwarven mine for its metal. In combat, the salamanders leap from their mounts to constrict foes so the blazewyrms can tumble through the grapplers with impunity.
Like the Material Plane, the Elemental Planes host countless types of creatures. In the ecology of the Elemental Plane of Fire, blazewyrms are like wyverns. Although they do not require sustenance, they delight in waylaying travelers, especially those who are not native to the plane.
Environment: Elemental Plane of Fire.
Typical Physical Characteristics: Blazewyrms can be up to 14 feet in length, but they weigh very little for their size, averaging only 200 pounds.
Blazewyrms often travel in small family groups of three or four members. Once every two years, these groups join with others in huge mating moots. Eventually, this vast conglomeration of writhing fire splits up back into family groups, with half again as many full-sized blazewyrms now among the throng.
Blazewyrms carry little or no treasure because few items can withstand the constant heat of their bodies. They do not hoard treasure on the Elemental Plane of Fire, so they have no concept of accumulating wealth when summoned to the Material Plane. Even so, some who call the elementals to do their bidding outfit them with items that the blazewyrms submit to carrying or wearing.
Blazewyrms of up to 15 Hit Dice are large, while those of 16 to 20 Hit Dice assume Huge size. Blazewyrms rarely advance in Hit Dice on the Elemental Plane of Fire, but those brought to the Material Plane can grow more powerful at an astonishing rate, leading sages to believe that blazewyrms increase in power based on what they burn.