Over the years, I've played a lot of D&D, and thought more about D&D. I wanted to take a real run at making a version of classic monsters that takes what I know about how encounters with these guys tend to play out (both the theorycrafted encounters GMs imagine when they decide to place a dragon on the map, and the actual ones that players have in real games) and using that to apply a rigorous lens to monster design.
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| Source: Samantha Mash, I think. |
Dragons
HD: 8-12
AC: 20
Movement: Flight as a B-17 Flying Fortress with VTOL capabilities. On land, like a Tyrannosaurus Rex—a bit lumbering, but with long strides.
Attacks: Two claws and a bite or a tail whip, depending on orientation. Saber-sharp claws deal 2d8 damage each; a bite does 3d6 damage, inflicting an elemental effect on hit if a breath attack was used in the previous rounds. The dragon can forego damage with either of these attacks to initiate a grapple; they can deal damage without fail until the grapple is broken. A tail whip does 1d10 damage.
Special: Breath attack deals 1d6 damage of the appropriate element per HD, Save for half, usable 3-5 times, depending on type, before needing to eat to refuel—roll 1d4-1 or 1d6-1 to determine remaining uses if encountered outside of lair. Dragonhide is particularly magic-resistant, giving a +4 to Saves vs. Spells—tanned and turned into armor, it is as leather or maille +1 and gives a lesser +2 bonus. A dragon is totally immune to their associated element.
Behavior: When hunting or battling non-dragons, they will fly and strafe using their breath weapon. They will not land and will always attempt to remain at standoff range—this applies regardless of the dragon's intelligence, as they are canny apex predators and do not put themselves in harm's way when unnecessary.
Against other dragons of the same color, they will land, perform a one-round threat display, and then pounce to display prowess with their claws and teeth. Exposure to elemental phenomena of breath-weapon proportion can trigger those instincts; dragons who have cultivated advanced intelligence may test Morale to master their impulses, but even the coolest mind can be tickled by the right blend of hormones.
They will generally publicly defer to dragons of superior color, since a fight between dragons who are not immune to one another's breath weapons is a brief and terrible thing. Amongst intelligent dragons, the rare interchromatic disputes will typically be settled by a ritualized display of claw-and-tail combat, with heavy iron muzzle-helms used to prevent breath weapon release; dragons are very sore losers, mostly because of how infrequently they tend to lose.
Dragons, like humans, can advance their destiny by collecting loot from dungeons. This is why you see them in there—most often sables and blues, since they've got the sinuous form-factor necessary to squeeze through narrow corridors. While it's believed that their looting mediates their progression through the chroma, in truth, the vast majority of their XP goes to developing sentience. Rich dragons are also wise dragons—though whether they bend that wisdom to good or ill is just as much left to karma as it in humans.
Colors
They change color as they age, or perhaps as they collect treasure or consume enriched flesh and occulted minerals. Color determines their HD, size, and elemental affinity.
White dragons are the least of their kin - they have HD 8 and prefer subarctic climes, where it is easier to cool the ferocious internal heat generated by firing their breath weapon. Their breath is a Cone of Cold with 3 uses which strikes in a 30' wide, 80' long cone—roughly 20°. They are chunky and padded, with almost leopard-seal-like heads.
Black dragons are the ugly ducklings - they have HD 9 and wallow in bogs. Their breath is an Acid Arrow with 3 uses which strikes in a 5' wide and 120' long line, penetrating unproofed solids. Somewhat uniquely, their breath-effect is reversible, like some spells—fen-dwelling specimens have been recorded using Alkaline Arrows instead. They are coal-dark and sleek, fronds of external gills flapping at the edges of their long, dripping, crocodilian maws.
Green dragons are the first "mature" stage, preferring to dwell in forests and plains - though, in truth, at HD 10 their superiority over their lesser cousins is only a hair's-breadth. Their breath is a Cloudkill with 5 uses which creates a cloud 50'x50' wide and 20' tall. The cloud can drift up to 10' forward per round in absence of wind; it may only damage any particular target once. They are raptorial and fierce like a long-limbed dinosaurus. Their scales finally acquire a more familiar reptilian quality, along with a subtle jadeite luster that make this beast's hide a kingly gift.
Blue dragons are the most esoteric, and most perplexing to draconologists - they have HD 11 and prefer environments conducive to the accumulation of static electricity - they love dusts, sands, clouds, and odd meteorological phenomena. Their breath is a Lightning Bolt with 5 uses which strikes in a 60' line between two points within 180'. "How can this be," you may ask, noticing that their "breath" doesn't have to actually come from their mouth. Well, it's a bit of a misnomer - they actually grow spiraling coppery horns, each serving to designate the origin of one end of the bolt. Besides this, their bodies are indigo and aventurescent.
Red dragons are HD 12 and shoot Fireballs.
An Aside
I decided to unify the dragon breaths with the standard range of 3rd-level M-U scaling damage options, taking some liberties of course. Cone of Cold and Acid Arrow are conceptually taken from AD&D; Cloudkill is an existing spell that fulfills a similar purpose (AoE massacre) but with a different mechanic. I don't see any reason why they can't all be unified under a standard Xd6 system.
Incidentally, I'm very focused on these spells because, with some close examination, it becomes apparent that Fireball and Lightning Bolt are some of the only sources of pure level-scaling damage in some of the old D&Ds. Being able to do 5d6 damage in a B/X type context the moment you get the spell is pretty insane—that kind of damage roll is usually monster territory, and high level at that. I don't think it's bad that magicians get this kind of firepower, but I think this should kind of maybe be the pinnacle of what an offense-oriented mage should be able to bust out at a moment's notice. I also think there's a strong argument to be made that Fireball is much stronger than Wall of Fire in the text, making the latter's traditional higher level perplexing. In any case, if they're already getting that kind of firepower, you might as well give them more spells to choose from so that you're not just seeing the same two big blasts over and over.
There's a lot of oddities around this kind of stuff that is traditionally ignored on the basis that "balance" is for corporate shills and losers or whatever, but I like to think of it more as refinement. It's nice for the system to make sense, and decisions made by the original creators are not always better than the ones we make with the benefit of retrospect.
That isn't to say that I endorse the whig history narrative of D&D where each subsequent edition is "more evolved"; far from it. I am not saying that Monte Cook or Jeremy Whatever can improve on D&D, I'm saying I can improve on D&D. My sin is hubris, not teleological historiography.
In any case, were I to use these dragons, I'd also define the spells Fireball, Cone of Cold, Acid Arrow, Lightning Bolt, and Cloudkill as creating an instance of the dragon's breath.
Other Stuff
Thanks to my childhood playing Runescape and the ubiquity of the dragonfire-resistant shield in that game (though in that case it was because you could get it for free from the Dragon Slayer quest giver and, unlike most shields available to low-level players, had no penalties to missile and magic combat), I tend to think the idea of such a specialty defense is pretty neat.
Food for thought, and maybe the next post - Minecraft and Dwarf Fortress have proven that games where you fuck around with tunnel-type environments on a square grid are pretty fun. We tend to design dungeons on a square grid. What would a game with more abundant access to map-manipulation look like; it could be as simple as making Passwall and Wall of Stone lower-level spells than they presently are. Honestly, this whole spell levels thing is kind of stupid. I have been applying a similarly critical eye to the spellcasters available in your standard D&Doid thing, and am cooking. Watch this space, I guess.

