Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the Good metallic dragons and the Evil chromatic dragons, are intelligent and some possess innate magic.
When directly engaged, most dragons know to stay away from fighters’ swords and archers’ arrows. By moving carefully and using intervening terrain, the dragon achieves partial cover or higher ground advantages. Dragons are rarely surprised. Their longevity, various abilities, and general paranoia make them keenly curious about everything going on around them.
Size. Each dragon type has a range of three hit dice. These correspond to the dragon's size (d8): 1-2: Small, 3-7: Average, or 8: Huge.
Age. Each dragon encountered will be of a particular age. The age in years will determine the dragon's age category and this has bearing on a number of statistics, most prominently, the dragon's hit points:
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
Encounters. If more than one dragon is encountered outside the lair, it will be a mated pair (if two) or a group of sub-adult dragons if more than two. If more than one dragon is encountered in its lair, it will be a mated pair plus their young (if more than two). Mated pairs are always Adult or older. Young are either Very Young or Young and there is a chance that these will be instead eggs (90% or 10% respectively). If the young or eggs are threatened, the older dragons will become enranged, gaining a +2 bonus to attack rolls and +1 bonus to damage rolls for claw attacks and +3 bonus to damage rolls for bite attacks. This bonus also extends to one mate defending another.
Treasure. The dragons type sets a base treasure type and this is modified by the dragon's age category. This is listed as a base value (a percentage of the base treasure type) and then the chance to have a portion or more of the base treasure type (ex. 0.25 = 1 quarter; 1.00 = a full share; 2.00 = a full share times two). A 0% base value means a dragon of that age won't normally have treasure. The chances are: Very Young (0%/10% for 0.25); Young (0%/25% for 0.25); Sub-adult (0%/50% for 0.50); Young Adult/Adult/Old (100%/100% for 1.00); Very Old (100%/50% for 1.50); Ancient (100%/75% for 2.00).
Languages. All dragons speak the language of all dragons as well as a vernacular specific to their type. Many also speak Common as well as 1d6 other languages. The chance of this knowledge is given in the creature's stat block under Languages.
Dragon Spells. If a specific dragon speaks languages other than Draconic, there will be a chance for that dragon to have access to Dragon Spells which are cast as spell-like abilities. Dragon Spells are typically determined randomly and usable once per day (duplicates are possible if the dice fall that way). The chance of a "speaking" dragon having access to spells is listed in the parenthesis under the Dragon Spells ability. A few dragon types can assume humanoid form and have higher Intelligence ratings such that they can access a greater repertoire of spells than they can cast each day by using a proper spell book (preparing them as would a mage).
Attack Vulnerability. Each metallic/chromatic dragon type has a vulnerability to certain effects or natural weapons from creatures native to a particular elemental plane. Against the types listed, the dragon suffers a -1 penalty to saves and such creatures gain a +1 bonus to attack rolls and damage rolls.
Breath Weapon. 3/day [innate] (major) A dragon can use a breath weapon as a major action. All in the area of effect must make a Dexterity save vs. Breath or take the dragon's maximum hit points in damage of the type listed (save for half). A dragon typically requires one round between breath weapon attacks to recharge. If flying, including executing a dive attack, a dragon can breathe as an immediate action (but cannot bite that round). In situations where the dragon can either breathe on foes or attack with natural weapons, the GM may roll for the dragon's choice (d%)— 01-50: Attack with claws and bite or 51-00: Use breath weapon.
Dive Attack. [charge] Dragons can dive attack if they have 50 ft. of diving distance. A diving dragon gains a +4 bonus to attack rolls at the end of the charge and can attack with both claws or a bite (but not both). Damage is doubled. The dragon must land after a dive attack.
Elemental Resistance. Each chromatic dragon type has a resistance to certain effects or natural weapons from creatures native to a particular elemental plane. Against the types listed, the dragon gains a +1 bonus to saves and such creatures suffer a -1 penalty to attack rolls and damage rolls.
Fear Aura. [fear] Adult and older dragons radiate a fear aura if the dragon charges (including dive or fly-by attack) or flies overhead (within range of sight). If a saving throw is offered, dragons younger than ancient will grant a save bonus (listed in parenthesis). The effect on other creatures is a factor of hit dice or training:
Untrained non-carnivorous creatures. The creatures are panicked for 4d6 x 10 rounds (no save). Such creatures that are noted as being "aggressive" or "fearless" and are 1 HD or more are affected based on their hit dice.
Under 1 HD. The creatures are panicked for 4d6 x 10 rounds (no save).
1 HD to 2+ HD. These creatures must make a Wisdom save vs Spell or (d%; 01-50) become paralyzed with fear or (51-00) become panicked for 4d6 x 10 rounds (save negates for 1 hour).
3 HD to 5+ HD. These creatures become frightened. Once the dragon leaves the area, the effect wears off after 30 rounds.
6 HD or above. These creatures are immune to the dragon's fear aura.
Fly-by Attack. [charge] A dragon can execute a fly-by attack either biting or attacking with both claws. This allows the dragon to move (fly), then attack, and then continue to move. Movement rate is not doubled but follows flying movement rules. This manuever does not grant free attacks to opponents due to movement but all other charging rules are observed (immediate attacks, AC penalties, charging attack bonuses; weapon length for the dragon's attacks is 4-ft. plus the dragon's length divided by 6). The dragon's attacks do not do double damage unless executing a dive attack.
Immunities. Dragons are immune to effect of the same type as their breath weapon.
Saving Throws. Adult and older dragons calculate the hit dice for saving throws by dividing their hit points by 4. Spell casting dragons take the better of their save through hit dice or magic-user saves (at a level equal to their actual hit dice; the calculation does not apply in this case).
See Invisible. All dragons has such keen senses that they can effectively see invisible out to a range of 30-ft. per age category.
Subdual. Dragons are subject to subdual attacks but only if such attacks are used by all foes exclusively at the inception of hostilities. At the end of each round where the dragon is subject to subdual damage, the GM will roll percentile dice and compare against the percent of subdual damage taken (inclusive of lethal and non-lethal) against the dragon's current hit points. Any result equal to or lower than the percentage means the dragon is subdued and surrenders. A subdued dragon will allow itself to be ridden and may be sold (in a major metropolis) for some 1d8 x 100 gp per hit point (using maximum hit points). The length of time a dragon allows itself to be subject to subdual is per the GM. Subdued dragons require significant treasure, flattery, and constant catering to the dragon's needs. If the dragon can escape, it will or if the "masters" let down their guard, the dragon may turn hostile. Evil dragons will become hostile towards Good masters as soon as they detect an opening while Good dragons will do the same or seek to escape Neutral masters (d%; 01-50: The dragon acts).
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.
BLACK DRAGON (Draco Causticus Sputem)
Chaotic Evil Large dragon (aquatic, reptile) (30 ft. long)
FREQUENCY: Uncommon
NO. APPEARING: 1-4
SURPRISE: 10%
SENSES infravision; see invisible
ARMOR CLASS: 2 (AD 3)
SPEED: 120 ft.; fly 240-ft. (Class E)
HIT DICE: 6-8
% IN LAIR: 30%
TREASURE TYPE: H
MELEE: 2 claws (1d4/1d4) and bite (3d6)
SPECIAL ATTACKS: breath weapon (acid), dive attack, fly-by attack, spells
SPECIAL DEFENSES: immune to acid
WEAKNESS: attack vulnerability (earth, water), subdual
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
LANGUAGES: Draconic (black), (Other 30%)
Breath Weapon. 3/day [innate, acid] (major) A dragon can use a breath weapon as a major action. A black dragon breathes a stream of acid, up to 60-ft. long and 5-ft. wide (diameter). All in the area of effect must make a Dexterity save vs. Breath or take the dragon's maximum hit points in acid damage (save for half). A dragon typically requires one round between breath weapon attacks. If flying, including executing a dive attack, a dragon can breathe as an immediate action (but cannot bite at the end of the dive). The acid becomes inert at the end of the round (those touching it take 1 point of acid damage per hit die).
Dragon Spells (10%). If a black dragon can cast dragon spells, it gains one 1st level magic-user spell per age category.
Elemental Vulnerability. A black dragon suffers a -1 penalty to saves and takes +1 per die of damage from earth or water spells or effects.
BLACK DRAGON, Average Young Adult
Chaotic Evil Large dragon (aquatic, reptile) (30 ft. long)
NO. APPEARING: 1-4 (V. 1)
SURPRISE: 10%
SENSES infravision; see invisible (120-ft.; excellent senses [all])
ARMOR CLASS: 2 (AD 3)
SPEED: 120 ft.; fly 240-ft. (Class E; 14/7 hp)
HIT DICE: 7 (hp 28)
% IN LAIR: 30%
TREASURE TYPE: H (100%)
ATTACK AC 0: 13
MELEE: 2 claws (1d4/1d4) and bite (3d6)
SPECIAL ATTACKS: breath weapon (acid), dive attack, fly-by attack, spells; Hits As: +2
SPECIAL DEFENSES: immune to acid
WEAKNESS: attack vulnerability (earth, water), subdual
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +35%
SAVES*: Poison 10; Petrify 11; Wand 12 (9); Breath 12; Spell 13 (10)
LANGUAGES: Draconic (black), (Other 30%)
LEVEL: V
* Save values in parenthesis are for spell casting dragons.
WHITE DRAGON (Draco Rigidus Frigidus)
Chaotic Evil Large dragon (reptile) (24 ft. long)
FREQUENCY: Uncommon
NO. APPEARING: 1-4
SURPRISE: 10%
SENSES infravision; see invisible
ARMOR CLASS: 3 (AD 3)
SPEED: 120 ft.; fly 300-ft. (Class E)
HIT DICE: 5-7
% IN LAIR: 20%
TREASURE TYPE: E, O, S
MELEE: 2 claws (1d4/1d4) and bite (2d8)
SPECIAL ATTACKS: breath weapon (cold), dive attack, fly-by attack, spells
SPECIAL DEFENSES: elemental resistance (earth, water), immune to cold
WEAKNESS: attack vulnerability (electricity, fire), subdual
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-9)
LANGUAGES: Draconic (white), (Other 20%)
Breath Weapon. 3/day [innate, cold] (major) A dragon can use a breath weapon as a major action. A white dragon breathes a cone of frost, up to 70-ft. long and 25-ft. wide (diameter). All in the area of effect must make a Dexterity save vs. Breath or take the dragon's maximum hit points in acid damage (save for half). A dragon typically requires one round between breath weapon attacks. If flying, including executing a dive attack, a dragon can breathe as an immediate action (but cannot bite at the end of the dive).
Dragon Spells (5%). If a white dragon can cast dragon spells, it gains one 1st level magic-user spell per 2 age categories (2, 4, 6, 8 to a maximum of four).
Elemental Resistance. A white dragon gains a +1 bonus to saves and takes -1 per die of damage from earth or water spells or effects.
Elemental Vulnerability. A white dragon suffers a -1 penalty to saves and takes +1 per die of damage from electricity or fire spells or effects.
WHITE DRAGON, Huge Ancient
Chaotic Evil Large dragon (reptile) (24 ft. long)
FREQUENCY: Uncommon
NO. APPEARING: 1-4 (VIII. 1)
SURPRISE: 10%
SENSES infravision; see invisible (240-ft.; excellent senses [all])
ARMOR CLASS: 2 (AD 3)
SPEED: 120 ft.; fly 240-ft. (Class E; 28/14 hp)
HIT DICE: 7 (hp 56)
TREASURE TYPE: H (100%/75% for 2.00)
ATTACK AC 0: 13
MELEE: 2 claws (1d4/1d4) and bite (2d8)
SPECIAL ATTACKS: breath weapon (cold), dive attack, fly-by attack, spells; Hits As: +2
SPECIAL DEFENSES: elemental resistance (earth, water); immune to cold
WEAKNESS: attack vulnerability (electricity, fire), subdual
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-9)
MORALE: +35%
SAVES: Poison 5; Petrify 6; Wand 7; Breath 5; Spell 8
LANGUAGES: Draconic (white), (Other 20%)
LEVEL: VIII
Chaotic Good Small dragon (reptile) (1-ft to 1½-ft long)
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