Dragons come in many colors, sizes, shapes, and alignments. Two sorts of dragons (the Chromatic Dragon and the Platinum Dragon) are singular individuals, and there are no others of their type. Each dragon sort will be treated individually herafter.
General information and common characteristics will be given here.
The ten species of dragons have three general size categories (Small, Average, and Huge) according to the size typical of each. This categorization is determined by die roll.
An 8-sided die is rolled: 1-2 = Small, 3-7 = Average, 8 = Huge.
This size determination indicates the number of hit dice a dragon has.
Dragons pass through eight ages in their lives. These growth stages are:
Very Young (1-5 yrs): 1 hp per hit die
Young (6-15 yrs): 2 hp per hit die
Sub-adult (16-25 yrs): 3 hp per hit die
Young Adult (26-50 yrs): 4 hp per hit die
Adult (51-100 yrs): 5 hp per hit die
Old (101-200 yrs): 6 hp per hit die
Very Old (201-400 yrs): 7 hp per hit die
Ancient (401+ yrs): 8 hp per hit die
To determine the age (and thus the number of hit points per die a dragon has) simply roll an 8-sided die, the number rolled indicating the age as shown above.
All dragons see equally well in daylight or darkness (infravision, 60-ft).
They have excellent sight, smell, and hearing.
Because of these keen senses, all dragons are able to detect hidden or invisible creatures within 1" per age level.
Dragons also develop the power to panic enemies as they mature. At adult age and older they radiate a powerful aura which causes a fear reaction, when a dragon flies overhead or charges, as follows:
All creatures under 1 hit die, as well as non-carnivorous creatures of any sort which are not trained for warfare or basically not fearless or aggressive will flee in panic. Such rout will be made at fastest speed possible, and it will continue for 4-24 turns.
Creatures with fewer than 3 hit dice must save versus magic or be paralyzed with fear (50%) or panic as above (50%).
Creatures with 3 or more hit dice will fight at a penalty of -1 on their hit dice unless they also save versus magic.
Creatures with 6 or more hit dice automatically disregard the aura affect.
The aura of adult, old, and very old dragons is not as powerful as that of ancient dragons, so saving throws applicable to their auras are at +5, +3, and +1 respectively. Thus, a 2nd level fighter, normally having to score 16 [...] or better to save against magic (the dragon's aura in this case), would gain a bonus of +5 on his saving throw versus an adult dragon's aura; so any score of 11 or more would save him from panic.
A considerable percentage of dragons have the ability to speak one or more human languages in addition to the language of their species.
Similarly, a fair number of dragons which can speak are able to employ magical spells.
The chances for either of these abilities occurring in any given individual dragon are shown under the specific treatment by species.
The chance that any given dragon will be asleep will likewise be so given.
Sleeping Dragon. A sleeping dragon is only found in its lair, and it will always awaken upon hearing loud noise such as talking, shouting, forcing a door, etc. if it is within 30-ft to 120-ft (depending on baffling factors; walls, doors, etc.) and the volume of sound. It will awaken if attacked. It will also awaken on a roll of 6 on a 6-sided die. If a sleeping dragon is attacked, its opponents get a bonus of +3 to strike it, but as soon as the dragon is awake, the bonus is lost.
Attacking a Dragon. Dragons may be attacked two ways: to kill or to subdue.
The attack form must be announced prior to combat or it will automatically take the killing form. Once selected, attack form cannot be changed with respect to any given dragon.
Certain weapons will be more or less effective than others against the various types of dragons. This is indicated on the following chart, the number indicating the addition or subtraction for the probability of hitting as well as the amount of damage done.
Breath Type
Cold
Acid
Gas
Electricity
Fire
Multiple types
Air
—
—
+1
—
-1
—
Earth
-1
+1
—
—
+1
—
Fire
+1
—
—
+1
-1
—
Water
-1
+1
—
-1
+1
—
Electricity
+1
—
—
-1
—
—
— Air: Includes attack by aerial servant, air elemental, djinni, invisible stalker, or "whirlwind".
— Earth: Includes attack by earth elemental, xorn, or umber hulk.
— Fire: Includes attack by efreet, fire elemental, or salamander.
— Water: Includes attack by triton or water elemental.
Dragons can attack by claw/bite or breath weapon.
Breath Weapon. The latter can be used but three times per day, maximum. If a choice is possible roll percentile dice. Any score above 50% indicates the dragon will breathe.
The breath weapon causes damage equal to the dragon's hit points (half that amount if a saving throw is made) on each and every creature hit by the breath weapon. Cone shaped breath weapons are ½" diameter at point of origin.
Polyhedron #5; Dispel Confusion, p.10: Q: Does dragon breath do damage equal to the dragon's current hit points, or its original (undamaged) hit points?
A: In the AD&D system, dragon breath damage is always equal to the dragon's original hit points — even if it's currently down to 1 hp. In the D&D BASIC Set, it's the other way around; the current hit points determine the damage done.
Dragon Saving Throws. When a dragon attains 5 or more hit points per die, its saving throw is calculated by dividing its total hit points by 4, thus giving a higher number of hit dice than it actually has.
This reflects the magic resistance and general toughness of this creature. Conversely, even a very young dragon gains the benefit of the actual number of its hit dice, even though the hit points/die are but 1 each, for determining scores required. This reflects the same nature of dragonkind, i.e. magic resistance and toughness.
Weaknesses of Dragons. The innate cowardice of dragonkind is shown by the fact most can be subdued. Dragons' egoistic nature makes them subject to flattery, and it also makes the more stupid of them prone to attack other powerful creatures whom they view as disputing their dominating position. Greed and avarice are major motivating factors in all but the loftiest of dragons (40% of silver, 80% of gold, and the platinum dragon), so they are subject to manipulation by very clever persons or the prospect of actual treasure and the promise of more forthcoming.
[See below for Subdual rules.]
Encountering Multiple Dragons. If two or more dragons are encountered outside their lair it will be a mated pair if two are encountered and subadults if three or more are encountered. If two or more dragons are encountered in their lair it will be a mated pair — with their young if applicable. Mated pairs are always 5th through 8th age categories. Any young in lair are eggs (10%) or very young (90%). If young dragons are attacked both adults will automatically breathe and then melee to bite, gaining a ferocity bonus of +2 to hit and +1/+3 in clawing/biting damage. If either of the mated pair is attacked the other dragon will rush to its defense, gaining the ferocity bonuses stated above, unless it is attacked simultaneously.
Treasure. Very young dragons will usually have no treasure, but there is a 10% chance that they will have one-quarter the possible listed treasure. Young dragons have 25% chance for one-quarter the possible listed treasure. Sub-adults have a 50% chance for one-half the possible listed treasure. Young adults, and Old dragons have normal treasure. Very old and Ancient dragons are 50% and 75% likely to have 150% and 200% respectively of the listed treasure.
Chaotic (Neutral) Evil Large dragon (aquatic, reptile) (30-ft, 5,000-lbs)
FREQUENCY: Uncommon
NO. APPEARING: 1-4
SURPRISE: 10%
SENSES infravision, see invisible, exceptional eyesight, exceptional hearing, scent
ARMOR CLASS: 3 (AR 3)
MOVE: 12" — fly 24" (Class E)
HIT DICE: 6-8 (Young Adult 6 HD, hp 24)
% IN LAIR: 30%
TREASURE TYPE: H
THAC0: 13
MELEE: 2 claws (1d4 each) and bite (3d6)
SPECIAL ATTACKS: breath weapon, dive attack, fly-by attack, spells -
Hits as: +1
SPECIAL DEFENSES: immune to acid, poison resistance
WEAKNESS: attack vulnerability (earth, water), subdual
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +30%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: VI
CHANCE OF: Speaking (30%), Magic use (10%), Sleeping (50%)
The black dragon attacks with a claw/claw/bite or breathes — in this case spitting acid in a ½" wide stream which extends 6" in a straight line beginning at the height of the dragon's head and traveling in the direction and at the angle which the monster's head was facing at the time of discharging the acid.
Black dragons which can speak and are capable of using magic can employ one first level spell for each stage of their maturity, i.e. 1-8 spells. Roll randomly to determine which spells they know.
The spells known are a special form of the ordinary spells which require only a spoken component, but each can be employed but once per day. Repeat spells are possible if random rolls so indicate.
The black dragon is typically found in miasmal swamps or marshes, although they also inhabit subterranean lairs as well, for black dragons always seek to lair in deep, dark caves. They tend towards the mid point between law and chaos in their evil.
Lawful Evil Large dragon (reptile) (42-ft, 18,000-lbs)
FREQUENCY: Rare
NO. APPEARING: 1-4
SURPRISE: 10%
SENSES infravision, see invisible, exceptional eyesight, exceptional hearing, scent
ARMOR CLASS: 2 (AR 2)
MOVE: 9" — fly 24" (Class E)
HIT DICE: 8-10 (Young Adult 8 HD, hp 32)
% IN LAIR: 50%
TREASURE TYPE: H, S
THAC0: 12
MELEE: 2 claws (1d6 each) and bite (3d8)
SPECIAL ATTACKS: breath weapon, dive attack, fly-by attack, spells -
Hits as: +2
SPECIAL DEFENSES: elemental resistance (earth, water), immune to electricity, poison resistance
WEAKNESS: attack vulnerability (fire), subdual
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +40%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: VII
CHANCE OF: Speaking (60%), Magic use (30%), Sleeping (30%)
The attack of a blue dragon is a claw/claw/bite or use of its breath weapon.
A blue dragon is capable of discharging a bolt of electricity (lightning) in a straight line ½" wide by 10" long. This discharge is always of the stated proportion.
Speaking blue dragons which are able to use spells do so as follows: For each stage of maturity from Ist through 3rd they gain a 1st level spell. From the 4th through 6th stages they gain a second level. At the 7th and 8th brackets they gain a 3rd level spell. Thus, an Ancient blue dragon would have 3 x 1st level, 3 x 2nd level, and 2 x 3rd level spells. Determine all such spells randomly; if the same spell is rolled twice the dragon is able to use the spell twice per day.
Blue dragons typically prefer deserts and arid lands; like others of their kind their lair is always some vast cave or underground cavern.
Lawful Evil Large dragon (reptile) (36-ft, 12,000-lbs)
FREQUENCY: Rare
NO. APPEARING: 1-4
SURPRISE: 10%
SENSES infravision, see invisible, exceptional eyesight, exceptional hearing, scent
ARMOR CLASS: 2 (AR 2)
MOVE: 9" — fly 24" (Class E)
HIT DICE: 7-9 (Young Adult 7 HD, hp 28)
% IN LAIR: 40%
TREASURE TYPE: H
THAC0: 13
MELEE: 2 claws (1d6 each) and bite (2d10)
SPECIAL ATTACKS: breath weapon, dive attack, fly-by attack, spells -
Hits as: +2
SPECIAL DEFENSES: immune to poison
WEAKNESS: attack vulnerability (air), subdual
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to Very (8-12)
MORALE: +35%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: VII
CHANCE OF: Speaking (45%), Magic use (20%), Sleeping (40%)
A green dragon can attack by a claw/claw/bite routine or by breathing a cloud of poisonous chlorine gas. The gas cloud is 5" long, 4" wide, and 3" high.
Those talking green dragons able to use magic gain a 1st level spell for each of their first four ages, and a 2nd level spell for each of the successive ages, until a maximum of 4 x 1st and 4 x 2nd level spells are known. Select these spells by random determination.
The race of green dragons prefer to locate their underground lairs in or near woods or forests of the bleaker wilder sort if possible. They are very nasty tempered and thoroughly evil.
Chaotic Evil Large dragon (reptile) (48-ft, 32,000-lbs)
FREQUENCY: Rare
NO. APPEARING: 1-4
SURPRISE: 10%
SENSES infravision, see invisible, exceptional eyesight, exceptional hearing, scent
ARMOR CLASS: -1 (AR 2)
MOVE: 9" — fly 24" (Class E)
HIT DICE: 9-11 (Young Adult 9 HD, hp 36)
% IN LAIR: 60%
TREASURE TYPE: H, S, T
THAC0: 12
MELEE: 2 claws (1d8 each) and bite (3d10)
SPECIAL ATTACKS: breath weapon, dive attack, fly-by attack, spells -
Hits as: +3
SPECIAL DEFENSES: elemental resistance (air), immune to fire, poison resistance
WEAKNESS: attack vulnerability (earth, water), subdual
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional (16-17)
MORALE: +45%
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LEVEL: VIII
CHANCE OF: Speaking (75%), Magic use (40%), Sleeping (20%)
A red dragon is able to attack by means of a claw/claw/bite routine or by breathing a cone of fire, 9"' long by 3" base diameter.
Speaking red dragons are 40% likely to be able to employ spells. For each age bracket the dragon has attained it is able to use an additional spell. At the first two ages, the red dragon gains a 1st level spell, at the next two a 2nd level spell is gained, at the fifth and sixth ages a 3rd level spell is gained, and at the last two ages a 4th level spell is gained. Thus, an ancient red dragon would be able to employ two spells each of spell levels 1 through 4.
The red dragon is usually found dwelling in great hills or mountainous regions. As with most others of this species, they make their lairs in subterranean caves and similar places. They are very greedy and avaricious. Of all Evil dragons, this sort is the worst, save for Tiamat herself.
Chaotic Evil Large dragon (reptile) (24-ft, 4,000-lbs)
FREQUENCY: Uncommon
NO. APPEARING: 1-4
SURPRISE: 10%
SENSES infravision, see invisible, exceptional eyesight, exceptional hearing, scent
ARMOR CLASS: 3 (AR 3)
MOVE: 12" — fly 30" (Class E)
HIT DICE: 5-7 (Young Adult 5 HD, hp 20)
% IN LAIR: 20%
TREASURE TYPE: E, O, S
MELEE: 2 claws (1d4/1d4) and bite (2d8)
SPECIAL ATTACKS: breath weapon, dive attack, fly-by attack, spells - Hits as: normal
SPECIAL DEFENSES: elemental resistance (earth, water), immune to cold, poison resistance
WEAKNESS: attack vulnerability (electricity, fire), subdual
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +20%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: V
CHANCE OF: Speaking (20%), Magic use (5%), Sleeping (60%)
The white dragon is able to attack with a claw/claw/bite or with its breath weapon — a cone of cold (frost) 7" long with a base diameter of 2½".
Rare magic-using white dragons are able to employ a maximum of four 1st level spells, gaining one at each even-numbered (2nd, 4th, 6th, 8th) age bracket, i.e. one spell at young age, a second at young adult stage, a third at old age, and the fourth at ancient status. To determine spells usable, select randomly from the 1st level spell list. Duplication is possible, merely indicating that the dragon can use the same spell twice, thrice, or even four times.
White dragons favor chilly or cold regions in which to dwell. They lair in icy caves or deep subterranean places. Although not as intelligent as most other dragons, they are as evil and greedy as any.
Chaotic Good Small dragon (reptile) (1-ft, 4-lbs)
FREQUENCY: Very Rare
NO. APPEARING: 1-6
SURPRISE: 33% — Others +20% (invisible)
SENSES infravision, see invisible (1" to 8")
ARMOR CLASS: 5
MOVE: 6" — fly 24" (Class A)
HIT DICE: 4
% IN LAIR: 25%
TREASURE TYPE: S, T, U
THAC0: 15
MELEE: bite (1d2)
SPECIAL ATTACKS: breath weapon, magic use - Hits As: normal
SPECIAL DEFENSES: invisibility
MAGIC RESISTANCE: 67% to 151%
INTELLIGENCE: High to Genius (13-18)
MORALE: +20%
SAVES: Poison 10/14*, Petrify 13, Wand 11, Breath 15, Spell 12
LANGUAGES: Chaotic Good, Dragon (faerie), Elven, Pixie, and Sprite. Can communicate with birds and animals in their region. Can use telepathy with any faerie dragons within 2 miles.
LEVEL: V (280 + 4 per hp)
* Save is 14 if the dragon casts magic-user spells.
This chaotic offshoot of the pseudodragon lives in peaceful, tangled forests in all climes, often with a group of sprites or pixies.
Faerie dragons can become invisible at will. They are able to attack or employ magic or breath weapons when invisible.
They attack as 4 hit dice monsters, biting for 1-2 points of damage.
However, the faerie dragon is much more likely to use its breath weapon of "euphoria" gas.
The creature expels the gas in a 2-foot diameter spherical cloud-just enough to give the target a good dose!
A victim failing to make his or her saving throw vs. breath weapon will wander blissfully about for 3-12 rounds, during which time he or she will be unable to attack and will have an effective armor class 10% worse than normal. The victim will be able to keep his or her mind on the situation and surroundings only as long as he or she makes a saving throw of Intelligence or less on 1d20 during each round the effect of the gas lasts. As soon as a victim fails an intelligence saving throw, he or she will completely lose interest in the matters at hand, indicating that the gas has had its maximum euphoric effect.
The faerie dragon will never attack directly by any means unless cornered or defending its lair. However, the faerie dragon will use its magic at any opportunity to wreak mischief on passersby.
Most (65%) faerie dragons will employ magic-user spells as per a magic-user of the level indicated on the accompanying chart; 35% will use druid spells.
All their spells are chosen solely for their mischief potential. Offensive or defensive spells will never be learned unless the particular faerie dragon has thought up an exquisite prank using some such spell. All faerie dragons will learn water breathing and legend lore at the first opportunity. Though many faerie dragon pranks are spur-of-the-moment affairs, months of preparation often go into a single grand practical joke.
Faerie dragons enjoy swimming and diving. They can hover and are maneuverability class A. They eat fruit, roots, tubers, nuts, honey, and grains and may go to great lengths to get a fresh apple pie.
All faerie dragons can communicate telepathically with one another at a distance of up to 2 miles. They speak their own language and their alignment tongue plus the languages of sprites, pixies, elves, and the birds and animals in their area. They frequently use forest creatures to help them in their pranks.
Faerie dragons appear as thin, miniature dragons with long, prehensile tails, butterfly wings, and huge smiles. Their colors range through the spectrum from red for the very young to purple for ancient individuals, as shown on the accompanying chart. Females' hides shine with a bright golden tinge in the sunlight, while males have a silver tinge.
Suggested spells for faerie dragons are given below. The DM should keep in mind that spell choice is bounded only by imagination and that a faerie dragon will never have damage to the victim as its aim.
1st level—dancing lights, message, sleep, unseen servant, ventriloquism
2nd level—audible glamer, forget, levitate, magic mouth, pyrotechnics
3rd level—fly, phantasmal force, slow, suggestion, water breathing
4th level—fire charm, fumble, hallucinatory terrain, polymorph other, polymorph self
5th level—distance distortion, Mordenkainen's faithful hound, telekinesis, transmute rock to mud, wall of force
6th level—control weather, legend lore, project image
7th level—limited wish, simulacrum
8th level—Otto's irresistible dance
1st level—animal friendship, entangle, faerie fire, pass without trace, speak with animals
2nd level—charm person or mammal, create water, obscurement, trip, warp wood
3rd level—plant growth, pyrotechnics, stone shape, water breathing
4th level—summon animal I, call woodland beings, control temperature (10-foot radius), speak with plants
5th level—animal growth, control winds, transmute rock to mud
6th level—transport via plants, weather summoning
7th level—animate rock
An attack on a dragon to subdue, and thus capture it may be opted for if such intent is announced in advance of combat. Silver, gold, Chromatic, and Platinum dragons cannot be subdued. Note that it is impossible for creatures with less than Average Intelligence to attack to subdue. Subdual is accomplished as follows:
Upon announcement of intent to strike to subdue, all hit points of damage scored by attacks upon the dragon are considered non-fatal battering/bruising damage. The total number of hit points scored each melee round is stated as a ratio; hit points scored are ratioed over the number of hit points the dragon has, and this ratio is converted to a percentage chance; this percentage chance is the chance that the dragon will be subdued by the hit points of subduing damage it has received at the end of any given melee round. This percentage could be 0%, 1%, 35%, 99% or whatever.
Percentile dice are then rolled, and if the number they show is equal to or less than the percentage ratio the dragon is subdued. It is always subdued when the ratio of subduing damage to hit points equals or exceeds 1:1 (100% or greater).
A maximum of one human-sized attacker per 3 linear feet of exposed dragon (excluding tail) is possible. Thus, a dragon with a 15-ft long body, fully exposed, would offer opportunity for a maximum of 11 humans to attack it (5 per flank plus one at its head).
Example of Subduing a Dragon. Two 8th level fighters, a 7th level dwarven fighter, an elven 4th level fighter/6th level magic-user, and a halfling thief of 9th level stumble upon a huge red dragon peacefully asleep upon a veritable mountain of treasure. After a hurried, whispered debate the party opts to strike to subdue as that will a) give them a dragon to use or sell, b) save treasure from destruction by avoiding the fireworks of a general melee, and c) the subdued dragon will have to point out and help carry out the choicest treasure items. The smaller, quiet party members circle the dragon. None stand at the beast's head. With a shout the party strikes with a general bonus of +3 to hit. They all succeed, and the halfling thief gains quadruple damage bonus of striking from behind! They score a total of 44 hit points of subduing damage. The first melee round is over. As the dragon is ancient, it has 8 hit points per die, as it is huge it has 11 dice, for a total of 88 hit points. The referee rolls percentile dice, any score of 1% to 50% indicates subdual; a 61% is rolled. Combat goes to round two. As the dragon has just awakened, the party again strikes first. Four of them hit, and another 23 hit points subduing damage is scored. The dragon chooses to breathe (dice score 99%), so he turns his head and fires right where the elf, dwarf and halfling are attacking. Saving throws indicate that each takes 44, 88, and 44 hit points damage respectively. All three char and die. The round is over, and the referee ratios 67 over 88 - 76% is the chance for subdual, but a 92 is rolled. The dragon fights on. Initiative dice are rolled, the dragon wins, decides to bite, and scores a hit doing 23 hit points of damage to the second 8th level fighter. The two fighters strike, one hits, and the dragon takes another 10 hit points of subdual. The third round is over, and the chance for the dragon being subdued is 77:88 (7/8) or 87.5% (treat as 88%). The referee rolls an 89. The fighters win initiative, strike, and score 12 hit points, so the dragon is subdued automatically before it can attack. The garnering of loot now begins.
Value of a Subdued Dragon. Larger towns and cities will usually have a market for dragons. If a dragon is sold, it usually goes out of the game, although the referee may wish to assign it to some one of his special non-playing characters whom he runs for encounter in the town/city. The selling price of a subdued dragon ranges from 100 to 800 gold pieces per hit point. This price is subject to adjustment by the referee. Offers are typically determined by rolling an 8-sided die. Subdued dragons can be ridden.
Length of Subdual. A dragon remains subdued for an indefinite period but if the creature is not strongly held, well treated, given ample treasure, and allowed ample freedom, it will seek to kill its captor and/or escape.
The older and more powerful the dragon, the less the likelihood of it remaining subdued. Likewise, an intelligent, spell-using dragon is not likely to remain subdued. In fact, the latter sort of dragon is likely to attempt to take over its captor and rule his holdings.
Evil dragons will never serve a Good master for long, and Good dragons are 50% more likely to kill/escape from a Neutral captor as opposed to one whose alignment is the same as their own.
Players may always opt to sell or give a dragon to any other player or keep the monster in their own service. Note that dragons cannot be re-subdued unless they actually regain their freedom.