DRAGONS: Seeing as dragons are rare, there aren’t too many of them around, but there are lots of species. None of them are playable. They are, however, slayable.
Blue Drake: A fully grown, adult blue dragon is basically a sea-serpent with wings. It can breathe a torrent of ultra-powerful water than has drowned many sailors that are expecting attacks from the seas, not the skies. Their slash deals 2d20 and has a 1d12 chance (roll 8 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack drowns out all those who are not awesome, making them pass out. You must have an awesomeness level of 25 or above to not skip your turn.
Blue Wyrm: A half-way grown, teenage blue dragon is still a monster to be reckoned with, though not quite as dangerous as a Drake. Their slash deals 1d20 and has a 1d20 chance (roll 14 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack drowns out all those who are not mildly awesome, making them pass out. You must have an awesomeness level of 15 or above to not skip your turn.
Red Drake: A fully grown, adult red dragon is the most common of all dragons, and one of the less dangerous ones. It can breathe fire, like most people’s common perspective of dragons is. Their slash deals 2d20 and has a 1d12 chance (roll 8 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack burns their target for a scalding 1d20 and then continues to burn the target for the next three turns for 10 damage each turn.
Red Wyrm: A half-way grown, teenage red dragon is still fairly dangerous, but can still usually be survived by all but the most weak. Their slash deals 1d20 and has a 1d20 chance (roll 10 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack burns their target for 1d10 and then continues to burn the target for the next three turns for 3 damage. If you have flameproof armor you cannot be hurt by its breath attack.
Black Drake: A fully grown, adult black dragon is incredibly dangerous, and breathes Holy Doom out of its mouth itself. Their slash deals 2d20 and has a 1d12 chance (roll 5 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack throws the mysterious Holy Doom out of its mouth, and either does 2d20 x 5, and has a 1d10 chance (roll 10 exactly) to automatically kill the targeted player.
Black Wyrm: A half-way grown, teenage black dragon is about as dangerous as a red drake (when it’s not feeling emo). It can, like its parents, breathe Holy Doom. Their slash deals 1d20 and has a 1d20 chance (roll 8 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack propels flaming Holy Doom out of its mouth, and does 1d20 x 4, and has a 1d12 chance (roll 12) to automatically kill the targeted player.
Storm Drake: A fully grown, adult storm dragon is somewhere between the difficulty of a Black Drake and a Blue Drake. The thing is, it breathes lightning. Their slash deals 2d20 and has a 1d12 chance (roll 7 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack electrifies everything it breathes on, dealing 2d20 x 3, and it can be carried through water. For instance, if the group is swimming and the dragon breathes on the water, 2d20 x 5 is dealt to all of them.
Storm Wyrm: A half-way grown, teenage storm dragon cannot use its breath attack to spread through water, but what it can do is shock the target, making them skip their next attack. Their slash deals 1d20 and has a 1d20 chance (roll 8 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack deals 2d20 + 10, and has a 1d20 chance (roll an even number) to shock the opponent, making them skip their next turn. The shock thing can only be used twice.
Frost Drake: A fully grown, adult frost dragon is a powerful menace to all those tons of people who live in negative 100 degrees areas (just kidding). It literally breathes frostbite, and can be found in the Dwarflands. Their slash deals 2d20 and has a 1d12 chance (roll 7 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack has a 1d10 chance (roll 7 or higher) to prevent all the enemies in a three by three square area in front of it from moving, though they can still attack; this lasts for three of the Frost Drake’s turns. They can only use their breath attack twice, and it does 2d20 even if the freezing part doesn’t work.
Frost Wyrm: A half-way grown, teenage frost dragon cannot use its breath abilities to in such a big area, but they are still powerful. Their slash deals 1d20 and has a 1d20 chance (roll 8 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack has a 1d12 chance (roll 10 or higher) to prevent all the enemies in a two wide by three long area in front of it from moving, though they can still attack; this lasts for two of the Frost Wyrm’s turns. They can only use their breath attack twice, and it does 2d20 even if the freezing part doesn’t work.
Swamp Hydra: This creature starts out with three heads, and every person it eats makes it grow another head. That is an actual ability, by the way, so keep in mind that whenever it kills one of the party characters it will grow another head. Every single head needs to be killed in order for it to die. It’s Lunge attack moves its heads forwards, dealing 1d20 + 5 for every head it has. Its Roar ability has a 1d12 chance (roll 6 or higher) that makes you temporarily cower in fear, reducing your awesomeness by 5 until the Swamp Hydra is dead. Their breath attack drowns out all those who are not awesome, making them pass out. You must have an awesomeness level of 25 or above to not skip your turn.
Fjord Hydra: This creature starts out with three heads, and every person it eats makes it grow another head. That is an actual ability, by the way, so remember that whenever it kills one of the party characters it will grow another head. Every single head needs to be killed in order for it to die. Also, keep in mind that it lives only in cold places, such as fjords. It’s Lunge attack moves its heads forwards, dealing 1d20 + 5 for every head it has. Its Roar ability has a 1d12 chance (roll 6 or higher) that makes you temporarily cower in fear, reducing your awesomeness by 5 until the Fjord Hydra is dead. Their breath attack has a 1d10 chance (roll 7 or higher) to prevent all the enemies in a three by three square area in front of it from moving, though they can still attack; this lasts for three of the Fjord Hydra’s turns. They can only use their breath attack twice, and it does 2d20 even if the freezing part doesn’t work.
Savannah Wyvern: Wyverns are dragons except they don’t have breath attacks, they don’t have four legs and have two instead, and they are a bit bigger. The Savannah Wyvern lives in Southern Eporu and usually starts the attack by swooping down on its prey. Their swoop attack is used at the beginning of an encounter where it seems to come out of nowhere and attack the tank, knocking the tank to the ground, preventing him for doing anything for a turn and dealing 2d20 to him. The Savannah Wyvern will then continue to attack the tank, and once he’s dead the Savannah Wyvern will work its way down from the highest health players to the lowest health players using Slash, which deals 2d20 + 10. (if there is no tank, just replace it with the highest health player [if there are 2 tanks, the one with the highest health is the one it attacks]).
Desert Wyvern: Wyverns are dragons except they don’t have breath attacks, they don’t have four legs and have two instead, and they are a bit bigger. The Desert Wyvern lives across the Arahos desert and always starts the attack by swooping down on its prey. Their swoop attack is used at the beginning of an encounter where it seems to come out of nowhere and attack the tank, knocking the tank to the ground, preventing him for doing anything for a turn and dealing 2d20 to him. The Desert Wyvern will then turn to the player with the least health, and then work its way up the line from least health players to most health players using Slash, which deals 2d20 + 15.
Sea Serpent: An incredibly rare Dragon, this thing only appears in the bay of Vazalon Isle, and in the open Southern Seas. It looks like a giant snake only with fins. It is highly aggressive, breathes about 500 gallons of water per second, and has destroyed many, many ships. In its Pound attack, it slams its tail down on its enemy, dealing 3d20 x 2. If its target has a quickness of 25 or more, its target may roll a saving throw. The speedy character must roll 12 or higher on the d20. Their breath attack drowns out all those who are not awesome, making them pass out. You must have an awesomeness level of 35 or above to not skip your turn. Their breath attack also deals 3d20 x 4.
Blue Drake: A fully grown, adult blue dragon is basically a sea-serpent with wings. It can breathe a torrent of ultra-powerful water than has drowned many sailors that are expecting attacks from the seas, not the skies. Their slash deals 2d20 and has a 1d12 chance (roll 8 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack drowns out all those who are not awesome, making them pass out. You must have an awesomeness level of 25 or above to not skip your turn.
Blue Wyrm: A half-way grown, teenage blue dragon is still a monster to be reckoned with, though not quite as dangerous as a Drake. Their slash deals 1d20 and has a 1d20 chance (roll 14 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack drowns out all those who are not mildly awesome, making them pass out. You must have an awesomeness level of 15 or above to not skip your turn.
Red Drake: A fully grown, adult red dragon is the most common of all dragons, and one of the less dangerous ones. It can breathe fire, like most people’s common perspective of dragons is. Their slash deals 2d20 and has a 1d12 chance (roll 8 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack burns their target for a scalding 1d20 and then continues to burn the target for the next three turns for 10 damage each turn.
Red Wyrm: A half-way grown, teenage red dragon is still fairly dangerous, but can still usually be survived by all but the most weak. Their slash deals 1d20 and has a 1d20 chance (roll 10 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack burns their target for 1d10 and then continues to burn the target for the next three turns for 3 damage. If you have flameproof armor you cannot be hurt by its breath attack.
Black Drake: A fully grown, adult black dragon is incredibly dangerous, and breathes Holy Doom out of its mouth itself. Their slash deals 2d20 and has a 1d12 chance (roll 5 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack throws the mysterious Holy Doom out of its mouth, and either does 2d20 x 5, and has a 1d10 chance (roll 10 exactly) to automatically kill the targeted player.
Black Wyrm: A half-way grown, teenage black dragon is about as dangerous as a red drake (when it’s not feeling emo). It can, like its parents, breathe Holy Doom. Their slash deals 1d20 and has a 1d20 chance (roll 8 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack propels flaming Holy Doom out of its mouth, and does 1d20 x 4, and has a 1d12 chance (roll 12) to automatically kill the targeted player.
Storm Drake: A fully grown, adult storm dragon is somewhere between the difficulty of a Black Drake and a Blue Drake. The thing is, it breathes lightning. Their slash deals 2d20 and has a 1d12 chance (roll 7 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack electrifies everything it breathes on, dealing 2d20 x 3, and it can be carried through water. For instance, if the group is swimming and the dragon breathes on the water, 2d20 x 5 is dealt to all of them.
Storm Wyrm: A half-way grown, teenage storm dragon cannot use its breath attack to spread through water, but what it can do is shock the target, making them skip their next attack. Their slash deals 1d20 and has a 1d20 chance (roll 8 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack deals 2d20 + 10, and has a 1d20 chance (roll an even number) to shock the opponent, making them skip their next turn. The shock thing can only be used twice.
Frost Drake: A fully grown, adult frost dragon is a powerful menace to all those tons of people who live in negative 100 degrees areas (just kidding). It literally breathes frostbite, and can be found in the Dwarflands. Their slash deals 2d20 and has a 1d12 chance (roll 7 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack has a 1d10 chance (roll 7 or higher) to prevent all the enemies in a three by three square area in front of it from moving, though they can still attack; this lasts for three of the Frost Drake’s turns. They can only use their breath attack twice, and it does 2d20 even if the freezing part doesn’t work.
Frost Wyrm: A half-way grown, teenage frost dragon cannot use its breath abilities to in such a big area, but they are still powerful. Their slash deals 1d20 and has a 1d20 chance (roll 8 or higher) to throw the target into the nearest other enemy, dealing 2d20 to both of them. Their breath attack has a 1d12 chance (roll 10 or higher) to prevent all the enemies in a two wide by three long area in front of it from moving, though they can still attack; this lasts for two of the Frost Wyrm’s turns. They can only use their breath attack twice, and it does 2d20 even if the freezing part doesn’t work.
Swamp Hydra: This creature starts out with three heads, and every person it eats makes it grow another head. That is an actual ability, by the way, so keep in mind that whenever it kills one of the party characters it will grow another head. Every single head needs to be killed in order for it to die. It’s Lunge attack moves its heads forwards, dealing 1d20 + 5 for every head it has. Its Roar ability has a 1d12 chance (roll 6 or higher) that makes you temporarily cower in fear, reducing your awesomeness by 5 until the Swamp Hydra is dead. Their breath attack drowns out all those who are not awesome, making them pass out. You must have an awesomeness level of 25 or above to not skip your turn.
Fjord Hydra: This creature starts out with three heads, and every person it eats makes it grow another head. That is an actual ability, by the way, so remember that whenever it kills one of the party characters it will grow another head. Every single head needs to be killed in order for it to die. Also, keep in mind that it lives only in cold places, such as fjords. It’s Lunge attack moves its heads forwards, dealing 1d20 + 5 for every head it has. Its Roar ability has a 1d12 chance (roll 6 or higher) that makes you temporarily cower in fear, reducing your awesomeness by 5 until the Fjord Hydra is dead. Their breath attack has a 1d10 chance (roll 7 or higher) to prevent all the enemies in a three by three square area in front of it from moving, though they can still attack; this lasts for three of the Fjord Hydra’s turns. They can only use their breath attack twice, and it does 2d20 even if the freezing part doesn’t work.
Savannah Wyvern: Wyverns are dragons except they don’t have breath attacks, they don’t have four legs and have two instead, and they are a bit bigger. The Savannah Wyvern lives in Southern Eporu and usually starts the attack by swooping down on its prey. Their swoop attack is used at the beginning of an encounter where it seems to come out of nowhere and attack the tank, knocking the tank to the ground, preventing him for doing anything for a turn and dealing 2d20 to him. The Savannah Wyvern will then continue to attack the tank, and once he’s dead the Savannah Wyvern will work its way down from the highest health players to the lowest health players using Slash, which deals 2d20 + 10. (if there is no tank, just replace it with the highest health player [if there are 2 tanks, the one with the highest health is the one it attacks]).
Desert Wyvern: Wyverns are dragons except they don’t have breath attacks, they don’t have four legs and have two instead, and they are a bit bigger. The Desert Wyvern lives across the Arahos desert and always starts the attack by swooping down on its prey. Their swoop attack is used at the beginning of an encounter where it seems to come out of nowhere and attack the tank, knocking the tank to the ground, preventing him for doing anything for a turn and dealing 2d20 to him. The Desert Wyvern will then turn to the player with the least health, and then work its way up the line from least health players to most health players using Slash, which deals 2d20 + 15.
Sea Serpent: An incredibly rare Dragon, this thing only appears in the bay of Vazalon Isle, and in the open Southern Seas. It looks like a giant snake only with fins. It is highly aggressive, breathes about 500 gallons of water per second, and has destroyed many, many ships. In its Pound attack, it slams its tail down on its enemy, dealing 3d20 x 2. If its target has a quickness of 25 or more, its target may roll a saving throw. The speedy character must roll 12 or higher on the d20. Their breath attack drowns out all those who are not awesome, making them pass out. You must have an awesomeness level of 35 or above to not skip your turn. Their breath attack also deals 3d20 x 4.