Were-Dragon, Gold (3.5e Race)

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Gold Were-Dragons[edit]

Dragons are beings of great power and lycanthrope is a contracted disease that attunes the infected (or naturally occuring) towards the phases of lunar alignment. The mad transmogrifier known as Klaisman dur Voldest wanted to create an amalgam of these two life forms; the belief that the end product would be nearly unstoppable and easy to control were key components of his flights of fancy. Toiling for nearly five years the Klaisman finally created a mostly stable union and had it infect a dozen individuals, as the process rendered the human-dragon fusion mad. To his elation the truth that they were nearly unstoppable indeed was accurate; to his disappointment (and later demise) he found that controlling them due to the dragons heritage was also nearly impossible.

The dragon enclaves consider were-dragons as an affront to nature. While this union gave individuals many advantages the corruption of the original form has lead to dragon kind viewing these creatures as unclean, revolting and abominations. Since their first encounter with dragon kind the were-dragons have been hunted; while their numbers are low they do not face extinction at this point. The oldest known were-dragon is barely old enough to be considered a young adult.

Personality[edit]

As with other dragons the were-dragon is closely aligned to their dragon form albeit they can deviate a single ethos away from it. In this example the gold were-dragon can be LG, LN or NG depending on the characters discretion. If the alignment for the character deviates more than one upon the next willful change to any alternate forms the characters alignment matches the base dragon (in this case LG.)

Were-dragons are naturally suspicious of those around them due to their heritage; no one in any society accepts them once they find out the true nature of these individuals. Due to the prevalence of other hostile were-creatures humans are uneasy around them even if they are obviously good. Dragons are offended by their very existence and seek to wipe them out where ever they spring up.

Physical Description[edit]

There are three forms that a were-dragon has and each will be addressed: the normal form, the hybrid form and the dragon form.

The normal form is just that, the normal appearance and ability of the base race. Outwardly there is no difference from the humanoid creature or giant than any other individual of that society.

The hybrid form is a combination of both the dragon and the base creature. This results in a dragon looking 8 to 9 foot tall humanoid shape. It possesses a long serpentine neck, wings that span twice its height, cat-like eyes and solidly built. This shape looks extremely different to the half-dragon form and would only be mistaken for one if the individual has only heard a rough description and never has seen one (even at a difference this form looks remarkably different.)

The dragon form resembles that of a normal dragon; however the were-dragon would have a different social interaction compared to other dragons. Overall the dragon would just seem odd, as his behaviors would be different than any of the regular dragon personalities.

Relations[edit]

Relations for were-dragons are often strained for a number of reasons. The first and foremost is almost every were-dragon that is encountered will be female - the race practices patricide which is the killing of all male individuals. Second dragons will kill them on sight and even if they get solid rumors will occasionally hunt for these individuals to remove them from the world. Finally whenever the individual resorts to a form that is not common the community he is in for regular people will shun him under the belief that he is dangerous.

Alignment[edit]

Alignment is commonly LG, LN or NG. Any other alignments shift to LG upon a willful change to any other form (hybrid or dragon.)

Lands[edit]

[As base creature]

Religion[edit]

[As base creature or class]

Language[edit]

The base creatures plus draconic.

Names[edit]

[As base creature.]

Racial Traits[edit]

Unlike normal shape changers these abilities and adjustments affect all forms not just the hybrid and dragon forms. Due to the alternate form class feature this may seem pointless, however this dragon was created first because it was easier to transmute something that already changed form on a regular basis instead of one of the lower dragons without this ability.

Gold Were-Dragon Wyrmling

  • Stat Adjustment: +6 Strength +4 Constitution +4 Intelligence +6 Wisdom +4 Charisma
  • Race: ShapeChanger, Humanoid, Draconic
  • Size: Medium
  • Racial Hit Dice: A were-dragon begins with eight levels of dragon, which provide 8d12 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +6, Ref +6, and Will +6.
  • Were-Dragons base land speed is as base creature; in hybrid and dragon form the creature has a movement speed of 60 ft and a flight speed of 200 ft. (clumsy), swim speed is 60 ft.
  • Low-light vision in any form.
  • Scent in any form.
  • Darkvision of 120ft
  • Blind Sense 60 Ft
  • Special Qualities: Immunity to Fire, Vulnerability to Cold, Water Breathing, Immune to Magic Sleep and Paralysis, Alternate Form
  • Alternate Form (Su): A were-dragon can assume human form, hybrid form and dragon form with a control shape skill test.
  • Immunity to Fire (Ex): The creature takes no damage from any fire source.
  • Vulnerability to Cold (Ex): The creature takes 50% more damage from cold sources.
  • Water Breathing (Ex): A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
  • Breath Weapon (Su): A gold dragon has two types of breath weapon, a cone of fire (2d10 DC 16) and a cone of weakening gas (DC16). Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage.
  • Luck Bonus (Sp): Once per day an adult or older gold were-dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.
  • Detect Gems (Sp): An old or older were-gold dragon can use this ability three times per day. This is a Divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2ndlevel spell.
  • +9 natural armor bonus.
  • Natural lycanthrope: damage reduction 10/silver (in dragon or hybrid form only).
  • Automatic Languages: Base creature plus draconic Bonus Languages: Same as base creatures.
  • Favored Class: Sorcerer.
  • Level Adjustment:+7.


Young Gold Were-Dragon

  • Stat Adjustment: +10 Strength +6 Constitution +6 Intelligence +8 Wisdom +6 Charisma
  • Race: ShapeChanger, Humanoid, Draconic
  • Size: Medium
  • Racial Hit Dice: A were-dragon begins with eight levels of dragon, which provide 11d12 Hit Dice, a base attack bonus of +11, and base saving throw bonuses of Fort +7, Ref +7, and Will +7.
  • Were-Dragons base land speed is as base creature; in hybrid and dragon form the creature has a movement speed of 60 ft and a flight speed of 200 ft. (clumsy), swim speed is 60 ft.
  • Low-light vision in any form.
  • Scent in any form.
  • Darkvision of 120ft
  • Blind Sense 60 Ft
  • Special Qualities: Immunity to Fire, Vulnerability to Cold, Water Breathing, Immune to Magic Sleep and Paralysis, Alternate Form
  • Alternate Form (Su): A were-dragon can assume human form, hybrid form and dragon form with a control shape skill test.
  • Immunity to Fire (Ex): The creature takes no damage from any fire source.
  • Vulnerability to Cold (Ex): The creature takes 50% more damage from cold sources.
  • Water Breathing (Ex): A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
  • Breath Weapon (Su): A gold dragon has two types of breath weapon, a cone of fire (4d10 DC 18) and a cone of weakening gas (DC18). Creatures within a cone of weakening gas must succeed on a Fortitude save or take 2 points of Strength damage.
  • Luck Bonus (Sp): Once per day an adult or older gold were-dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.
  • Detect Gems (Sp): An old or older were-gold dragon can use this ability three times per day. This is a Divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2ndlevel spell.
  • +12 natural armor bonus, -1 size modifier to armor class.
  • Natural lycanthrope: damage reduction 10/silver (in dragon or hybrid form only).
  • Automatic Languages: Base creature plus draconic Bonus Languages: Same as base creatures.
  • Favored Class: Sorcerer.
  • Level Adjustment: +8.


Gold Were-Dragon Wyrmling as a level progression[edit]

Table: Gold Were-Dragon Wyrmling

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Hit Dice
Fort Ref Will
1st +1 +2 +2 +2 Alternate Form, Water Breathing, Feat, +2 Strength, +2 Charisma, +2 Constitution, +1 Natural Armor 1d12
2nd +1 +2 +2 +2 Darkvision 30 ft., +1 Natural Armor 1d12
3rd +2 +3 +3 +3 Low Light Vision, Scent 2d12
4th +2 +3 +3 +3 +1 Natural Armor 2d12
5th +3 +3 +3 +3 Immune to Fire, Weakness to Cold, Breath Weapon (Fire), Feat, +1 Natural Armor 3d12
6th +3 +3 +3 +3 Darkvision 60 ft., +2 Intelligence, +2 Charisma 3d12
7th +4 +4 +4 +4 +1 Natural Armor 4d12
8th +4 +4 +4 +4 +2 Strength, +2 Charisma, Damage Reduction 5/Silver, +1 Natural Armor 4d12
9th +5 +4 +4 +4 +2 Constitution 5d12
10th +5 +4 +4 +4 +1 Natural Armor 5d12
11th +6 +5 +5 +5 Breath Weapon (Gas), Feat, +1 Natural Armor 6d12
12th +6 +5 +5 +5 Darkvision 90 ft. 6d12
13th +7 +5 +5 +5 +1 Natural Armor 7d12
14th +7 +5 +5 +5 +2 Intelligence, +2 Charisma 7d12
15th +8 +6 +6 +6 Darkvision 120 ft., Damage Reduction 10/Silver, Blindsense 8d12

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Concentration, Diplomacy, Disguise, Escape Artist, Heal, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot, Swim and Use Magic Device.



Vital Statistics[edit]

Table: Gold Were-Dragon Random Starting Ages
Adulthood Simple Moderate Complex
19 years +2d4 +5d4 +5d8

Height is same as base creature.


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