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Draconomicon, Part 2
Half-Dragons: Twice as Much Fun



Draconomicon is the ultimate D&D game accessory about the legendary creatures that give the game its name. The versatility provided by the half-dragon template in the Monster Manual allows the development of some imaginative and intriguing opponents based on these awe-inspiring creatures and the rules and options presented in Draconomicon. Designer Andy Collins presents ten sample half-dragons, one spawned from each of the ten true dragons presented in the Monster Manual. Each description includes a brief personality profile and some background notes, plus a full statistics block for the creature and sample treasure appropriate for the encounter. Drop one of these half-dragons into your campaign today, and punch up the excitement.

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Tibulliax, Half-Copper Dragon/Half-Androsphinx

Copper dragons and androsphinxes share the same terrain options and alignment. Thus, it comes as no surprise that an androsphinx tired of dealing with troublesome gynosphinxes might turn to an adult copper dragon for companionship instead, resulting in offspring such as Tibulliax.

Tibulliax lives in warm, hilly terrain, enjoying a life of comfort. Perhaps ironically, he seeks a gynosphinx as a mate because he appreciates riddles more than his father ever did.

Tibulliax: Male half-copper dragon/half-androsphinx; CR 11; Large dragon; HD 12d12+60; hp 138; Init +0; Spd 50 ft., fly 100 ft. (average); AC 26, touch 9, flat-footed 26; Base Atk +12; Grp +27; Atk +22 melee (2d4+11, claw); Full Atk +22 melee (2d4+11, 2 claws) and +17 melee (1d8+5, bite); Space/Reach 10 ft./5 ft.; SA breath weapon (60-ft. line of acid), pounce, rake 2d4+5, roar, spells; SQ darkvision 60 ft., immunities (acid, paralysis, sleep), low-light vision; AL CG; SV Fort +13, Ref +8, Will +7; Str 33, Dex 10, Con 21, Int 18, Wis 17, Cha 19.

Skills and Feats: Appraise +10, Diplomacy +13, Hide -4, Intimidate +19, Jump +17, Knowledge (geography) +11, Knowledge (history) +5, Knowledge (local) +19, Listen +20, Search +10, Sense Motive +9, Spot +20, Survival +15, Alertness, Cleave, Flyby Attack, Great Cleave, Power Attack.

Breath Weapon (Su): Once per day, Tibulliax can breathe a 60-foot line of acid. Each creature in the area takes 6d8 points of acid damage (Reflex DC 21 half).

Pounce (Ex): When Tibulliax charges a foe, he can follow with a full attack, including two rake attacks.

Rake (Ex): If Tibulliax pounces on an opponent, he can make two rake attacks with his hind legs (+22 melee, damage 2d4+5).

Roar (Su): Three times per day, Tibulliax can loose a mighty roar. The first time he does so, each creature within 500 feet must succeed on a DC 20 Will save or be affected as though by a fear spell for 12 rounds.

If Tibulliax roars a second time during the same encounter, every creature within 250 feet must succeed on a DC 20 Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save).

If Tibulliax roars a third time during the same encounter, every creature within 250 feet must succeed on a DC 20 Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC 20 Fortitude save or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. A magic item or a held or carried item can avoid damage with a successful DC 20 Reflex save.

Androsphinxes are immune to Tibulliax's roar.

Spells: Tibulliax can cast divine spells as a 6th-level cleric from the cleric spell list and the Good, Healing, and Protection domains.

Cleric Spells Prepared (5/4/4/3; save DC 13 + spell level): 0 -- cure minor wounds, detect magic, mending, purify food and drink, read magic; 1st -- comprehend languages, cure light wounds, divine favor, sanctuary; 2nd -- bear's endurance, bull's strength, cure moderate wounds, zone of truth; 3rd -- cure serious wounds, dispel magic, protection from energy.

Sample Treasure: 237 gp, 11 gold trade bars (50 gp each), three pieces of hematite (10 gp each), one zircon (50 gp), two amethysts (100 gp each), two golden-yellow topazes (500 gp each), potion of lesser restoration, scroll of arcane lock, scroll of color spray and silent image.

About the Author

By day, Andy Collins works as a senior designer in the Roleplaying R&D department at Wizards of the Coast, Inc. His credits include the Player's Handbook v.3.5 and the Epic Level Handbook. By night, however, he fights crime as a masked vigilante. Or maybe not.

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