
Emperor Golden Dragon: Lord of All Realms
帝金龙:万界之主
- Status
- Ongoing
- Length
- 107k Words
- Genre
- Western Fantasy
- Audience
- Male
- Subgenre
- Epic Fantasy
- Updated
- 4mo ago
- Source
- Qidian
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25Fans
52Chapters
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The protagonist's extraordinary birth is his advantage. But this is not the average author's advantage. Why are dragons mostly written with five-color dragons, and metal dragons are also written with extreme dragons such as bronze dragons? This is because this can naturally create conflicts, and then the plot can begin. As for lawful metal dragons, especially dragons like the protagonist who have divinity, unless the author forcibly instructs the protagonist to go out and wander around, there is basically nothing to write about. Because of his birth, he was destined to die when he went out to wander around, and his development into a 10-mile slope sword god was nothing to look at.
Transport: PF Trailblazer Monster Collection Emperor Dragon Forest Dragon
The huge, sinuous, wingless creature has emerald scales and antlers and makes a sound like the scraping of stones as it moves forward. They are fickle and vicious dragons that live deep in the rugged sea of trees. Even when an earth dragon learns to fly, it still prefers to meander along the ground, flying only when it pursues its target in anger. The forest dragon is the guardian of the balance between the wilderness and the forest. It has a fierce temperament and is unwilling to communicate with mortals. And as mortals began to encroach on the natural world, the hostility of these dragons grew. Its hair is like moss, and its scales are like bark. Small creatures are often sheltered among them, allowing them to move around and hide in the fertile soil of the forest canopy without leaving any trace. The places where these giant beasts hide often have lush green vegetation, fluorescent mushrooms, hundreds of insects chirping, and all things competing. Most of the people in Varashmai Jungle, Naga Country, Shehui, Minata and Tangmai also know that they should not provoke these guards who are bound to retaliate, otherwise they will be expelled from the forest at least, or even the villages will be razed together. But now, the primeval forests where the forest dragons nest are gradually shrinking. Because their habitat is gradually disappearing due to the activities of the Tianzhou people, the forest dragons are planning to take revenge on the mortals, uprooting the Tianzhou people's settlements and allowing the vast forests to grow in their territory again. FOREST DRAGON—Dragon, Forest/Jungle, temperate Chaotic evil CE dragon (earth) Base Attributes CR 6; Size Small; HD 7d12 Speed 40 ft, burrow 20 ft., Climb 30 ft. Natural armor +6; breath weapon cone, 2d6 Piercing Strength 15, Dex 14, Con 14, Intelligence 10, Wisdom 11, Charisma 10 Breath type: Piercing (according to PF2, it releases a swarm of insects to cause piercing damage). Ecology Environment Any Forest Organization Solo Treasure Triple Standard Special Abilities: Change Form (Su) An adult or older earth dragon can transform into any humanoid form three times per day as if using polymorph. Destroying Crush (Su) When an ancient earth dragon or above makes a crushing attack, debris from the impact scatters in a 20-foot-radius burst for 1d6 rounds. Debris affects the visibility of creatures in its area and acts as a concealment for them. Earth dragons can see normally as if they were in an area free of debris. Elemental Breath (Su) Once per day, an ancient earth dragon or older can use its breath weapon to summon a greater earth elemental in a cone. The caster level for this effect is equal to the dragon's caster level. Imitate Sounds (Ex) Starting as a young dragon, an earth dragon can imitate any voice or sound it hears, making a Bluff check opposed by the listener's Sense Motive check. Deadly Petrification (Su) Any creature reduced to 0 or fewer hit points by an ancient earth dragon's breath weapon must make a Fortitude save (DC equal to the earth dragon's breath weapon DC) or be turned to stone as the petrify spell. This is a death effect. Through the Forest (Ex) As the druid ability of the same name. Five Elements: Wood. Conquered by Metal If the Forest Dragon is harmed by an incoming metal object, they will lose Woodland Walking and Invisibility until the end of their next turn. Born from Water: (Healing, Necromantic) The original energy frequency is once an hour, triggering the dragon to become the target of a water spell or effect, and the effect of the dragon will gain 30 temporary points. Caster Level Whelp, forest walk, immune to poison – Whelp, imitate sounds, – Youngster, elusive, 1st level Youngster, fierce, entangle, 3rd level Youth, DR 2/adamantine, 5th level Adult, change form, blight, 7 Maturity DR 5/adamantine, 9 Level Old age, crushing destruction, passing through the forest, level 11 Extremely old, DR 10/adamantine, level 13 Elder dragon, elemental breath, animated plants, level 15 Elder dragon, DR 15/adamantine level 17 Great dragon, deadly petrification, earthquake, level 19 Young Forest Dragon CR 10 XP 9,600 Chaotic Evil (CE) Large Dragon (Earth) Initiation: +5; Senses: Dragon Senses, Tremor Perception 60 Feet; Perception: +15 Defense AC: 22; Touch: 10; Flat-footed: 21 (+1 Dex, +12 natural, -1 size) HP: 126 (11d12+55); Fort: +11; Reflex: +8; Will: +8; Immunities: paralysis, poison, sleep; Attack Speed: 40 ft., Burrow: 20 ft., Climb: 30 ft., Fly: 200 ft. (Poor mobility) Melee: Bite +17 (2 d6+9), 2 claws +16 (1d8+6), gores +16 (1d8+9), tail sweep +14 (1d8+9) Occupy: 10 feet; reach: 5 feet (bite and gore 10 feet). Special Attacks: Breath weapon (40-foot cone, 6d6 points of piercing damage, DC 19 Reflex half, usable every 1d4 rounds); Spell-like abilities: (CL 11th; Concentration +12) At will—Eviscerate Spells Known: (CL 7th; Concentration +10) 1st level (4 times/day)—Invisible Mist, Shield 0th level (at will)—Phantom Sound, Read Magic, Increased Resistance, Touch of Fatigue Attributes Strength: 23 ; Agility: 12; Constitution: 18; Intelligence: 12; Perception: 13; Charisma: 12; Basic Attack: +11; CMB: +18; CMD: +29 (vs. Trip 33) Feats: Mastery Initiative, Multiple Attacks Attack, Power Attack, Skill Focus (Stealth), Strength, Weapon Focus (Bite); Skills: Acrobatics +7 (+11 when jumping), Bluff +15, Climb +28, Escape Artist +2, Fly -5, Intimidate +15, Knowledge (Arcana) , Nature) +9, Perception +15, Stealth +17, Survival +10; Language: Common Language, Draconic; SQ: Imitate sounds, walk through the forest Adult Earth Dragon (Adult Forest Dragon CR 14 21) Defense AC: 30; Touch: 8; Flat-footed: 30 (+22 natural, -2 size) HP: 229 (17d12+119); Fortitude: +16; Reflex: +10; Will: +15; DR: 2/adamantine; Immunity: paralysis, poison, sleep; SR: 25; Attack Speed: 40 ft., Burrow: 20 ft., Climb: 30 ft., Fly: 200 ft. (Not Good mobility) Melee: bite +25 (2d8+13), claws +24 (2d6+9), gores +24 (2d6+13), tail slap) +22 (2d6+13) Occupy: 15 feet; Reach: 10 feet (bite and gore 15 feet). Special Attacks: Breath weapon (50-foot cone, 12d6 piercing damage, DC 24 Reflex half, usable every 1d4 rounds), crush (DC 24 Reflex, 2d8 + 13); Spell-like abilities: (CL 17th; Concentration +20) At will—entangle (DC 18), blight (DC) 14), Escape Spells Known: (CL 7th; Concentration +10) 3rd level (5/day)—wall of wind, stinking cloud 2nd level (7/day)—cloud, laughter (DC 15), touch of fool 1st level (7/day)—hypnotize (DC 14), concealing mist, magic missile, ray of enfeeblement (DC 14), Shield Level 0 (at will) - stun, detect magic, phantom sound, mage's hand, read magic, increase resistance, touch of fatigue Attributes Strength: 29; Agility: 10; Physical Quality: 22; Intelligence: 16; Perception: 17; Charisma: 16; Basic Attack: +17; CMB: +28; CMD: +38 (vs. Trip 42) Feats: Improved Initiative, Improved Natural Armor , Iron Will, Multiattack, Power Attack, Skill Focus (Stealth), Stealth, Toughness, Weapon Focus (Bite); Skills: Acrobatics +8 (+11 when jumping), Bluff +23, Climb +37, Escape +2, Fly + 12, Intimidate +23, Knowledge (Arcana, Nature) +14, Perception +23, Spellcraft +23, Stealth +22, Survival +16; Language: Common, Draconic, Wood; SQ: Change appearance, imitate voice , through the forest Ancient Forest Dragon CR 19 XP 204,800 Chaotic Evil (CE) Giant dragon (earth) Init: +3; Senses: dragon senses, tremorsense 60 ft. Ft); Perception: +33 Aura: Ferocious Presence (300 ft., DC 29) Defense AC: 39; Touch: 5; Flat-footed: 39 (-1 Dex, +34 natural, -4 size) HP: 387 (25d12+225); Fortitude: +22; Reflex: +13; Will: +21; DR: 10/adamantine; Immunities: paralysis, poison, sleep; SR: 30; Attack Speed: 40 ft., Burrow: 20 ft., Climb: 30 ft. , Flight: 250 ft. (Clumsy maneuverability) Melee: bite +35 (4d6+19/19–20), 2 claws +35 (2d8+13), gore +34 (2d8+19), tail slap) +32 (2d8+19) Occupy: 20 feet; reach: 15 feet (bite and gore 20 feet). Special Attacks: Breath weapon (60-foot cone, 20d6 piercing damage, DC 32 Reflex half, usable every 1d4 rounds), crush (DC 32 Reflex, 2d8+19), destructive crush, tail sweep (2d6+19, DC 35 Reflex half); Spell-like abilities: (CL 25th; Concentration +30) At will: Animate plants, entangle (DC 16), blight (DC 20) (blight), disappear without a trace, blend into the forest Spells Known: (CL 15th; Concentration +20) 7th level (4/day): power word blind, exhaustion wave (DC 22) 6th level (6/day): acid mist, disintegrate (DC) 21), earth movement 5th level (7 times/day): malevolent polymorph (DC 20), dead cloud (DC 20), feeblemindedness (DC 20), wall penetration 4th level (7 times/day): cast spell (DC 19), charm monster (DC 19), heavy mist, stone shaping 3rd level (7 times/day): lightning beam (DC 18), wind wall (wind) wall), slowness (DC 18), stink cloud (DC 18) 2nd level (7/day): cloud, glitter dust (DC 17), laughter (DC 17), invisibility, touch of fool 1st level (8/day): hypnotism (DC 16) (, concealing mist, magic missile, ray of enfeeblement (DC) 16) (, Shield 0 level (at will): Dancing Lights, Stun (DC 15), detect magic, phantom sound, mage hand, repair, read magic, increase resistance, touch of fatigue Attributes Strength: 37; Agility: 8; Constitution: 26; Intelligence: 20; Perception: 21; Charisma: 20; Basic attack: +25; CMB: +42; CMD: +51 (against trip 55) Feats: Combat Casting, Deceiver (Deceitful), Improved Critical (Bite), Improved Initiative, Improved Natural Armor, Iron Will, Multiattack, Power Attack, Skill Focus (Stealth), Stealth, Toughness, Weapon Focus (Bite), Weapon Focus (Claws); Skills: Acrobatics +24 (+28 when jumping), Bluff +35, Climb +47, Disguise +7, Escape +28, Fly +0, Intimidate +33, Knowledge (arcana, nature) +31, Perception +33, Spellcraft +33, Stealth +25, Survival +29; Languages: Common, Draconic, Elvish, Goblin, Wooden, Earthen; SQ : Change appearance, imitate sounds, walk through the forest {"TopicId":"972634557290184704","TopicName":"DND"}{"TopicId":"972634671757066240","TopicName":"Dungeons and Dragons"}
Portal: PF Pioneer, Introduction to Dilong
The following translation of PF2 Emperor Dragon from Orchard Translator Emperor Dragon, named after the Dragon Empires, was the guardian of Tianxia before the arrival of the humanoid race, the embodiment of five powerful and opposing forces. Unlike other true dragons, emperor dragons are deeply involved in human affairs. Some remain mysterious and act like hermits, while others maintain a high profile and openly rule over certain forces. Tianxia culture accordingly revered dragons, depicting them as gods or their ancestors. But not all dragons are worshiped, as most of these creatures act evil. The Five Elements of Dragon The five elements are the cornerstone of the emperor dragon's magic, affecting their relationship with everything, especially the different types of relationships among them. These elements are interconnected in two cycles. In the first cycle, each element generates each other in pairs: wood generates fire, fire generates earth, earth generates metal, metal generates water, and water generates wood. In the second cycle, two elements are in conflict with each other: wood conquers earth, earth restrains water, water restrains fire, fire restrains metal, and metal restrains wood. Each emperor dragon represents an element and has four abilities related to mutual generation and mutual restraint. For example, the forest dragon - connected to wood - creates fire, which is born from water and controls earth, which is controlled by metal. Five Elements: Wood. Bound by Metal: If they take damage from a metal object, they lose Woodland Walking and Invisibility until the end of their next turn. Born of Water (Healing, Necromancy, Primordial): Frequency Once per hour; Trigger The forest dragon becomes the target of a water spell or effect; the effect gains 30 temporary HP. Five Elements: Water. Trapped by Earth: If a dragon is targeted by an earth spell or petrification spell, they lose liquefaction until the end of their next turn. Born of Metal (Arcane, Transmutation): When a dragon is hit by a weapon made primarily of metal, or affected by a spell that uses metal, most of the dragon's scales become as metallic. This gives the dragon a +1 item modifier to AC until the start of their next turn. Dragon Shape The Imperial Dragon is the dragon most likely (and most willing) to assume humanoid form among the dragons of Golarion. Most of them have the following abilities as traditional traits that match the dragon's inherent spellcasting abilities (referring to the innate ability to shapeshift into humanoid creatures). Five Elements: Gold. Conquered by Fire: If a dragon is harmed by fire, the metallic magic within them is neutralized. Until the end of their next turn, they suffer a -1 circumstance modifier to attack rolls and AC, and their jaw attacks no longer deal electricity damage. The restriction ends if the dragon uses breath. Born from Earth (Abjuration, Divine): If a dragon is targeted by an earth spell or effect, they leave a swirling cloud of sand and gravel in their path. Lasts for 1 minute. The dragon gains concealment while flying. Five Elements: Fire. Suppressed by Water: If a dragon is harmed by a spell with cold or water characteristics, the fire magic in their body will be temporarily suppressed. Until the end of their next turn, they suffer a -1 circumstance penalty to attack rolls, and their jaw attacks no longer deal fire damage. The restriction ends if the dragon uses breath. Born of Wood: When a dragon is attacked by a wooden weapon or affected by a spell with plant characteristics, the dragon's inner fire essence will flourish as it gains fuel. Their breath becomes charged, and the fire damage from the dragon's jaw bite increases by one damage die until the end of the dragon's next turn. Emperor Dragons of Golarion Emperor dragons are rarely found outside of Tianxia, some of them occupy territory in Tianxia to build up their strength, while others follow their natural affinities and seek a home. Rumors of Mortal Enemies Some Tianxia philosophers, especially followers of Qi Zhong, Tianxia's god of magic, medicine, and knowledge, speculate that each type of emperor dragon is a mortal enemy of every other kind. Asking an emperor dragon whether this hypothesis is true will only elicit a roar of laughter or a puff of dragon's breath in the face. In fact, the relationship between the emperors and dragons is complicated, and they are far from simple friends or enemies. Painting Dragon Laws In some parts of the old empire of Lung Wa, it was illegal - even sacrilegious - to paint a five-clawed dragon on items not used by the emperor or royal family. Officials may be allowed to wear the python robes of a "four-clawed snake," while ordinary people are only allowed to draw three-clawed dragons, even in temples. These laws explain why portraits of young king dragons passed around by wealthy people often have the foreground scrawled on them, blocking their claws. One Dragon with Ten Thousand Names Classifying dragons is as difficult as asking for their names. Species names and classifications are historically based on characteristics such as origin, behaviour, color and other characteristics. It is therefore not uncommon for the same dragon to be depicted as different types of dragons throughout their lives. For example, scholars speculate that the Panlong, Yuelong, and Feilong recorded in ancient Tianxia books are all records of Tianlong.
The protagonist, a lawful dragon with the blood of a golden dragon, is actually difficult to write. After all, as a righteous metal dragon, it is difficult to do many evil things. In particular, the protagonist is not visible due to divinity in the author's setting, which makes it even harder to write. Forcibly causing conflict is an act of debasement, and it would be boring if you just let it grow naturally.
It's rare that someone writes about the emperor dragon species, but why not the mirage dragon? I remember in the text description, isn't the mirage stronger?
Transport: PF Pioneer, Monster Collection, Emperor Dragon Seed Tianlong (Air System)
Although it has no wings, the dragon still gracefully cuts a curved flight path in the sky, and its scales reflect the ever-changing colors like heaven. Hovering in the high sky, with wisdom like the abyss of the sea, this is the heavenly dragon. The people of Tianzhou regard them as prophets, and they will not hesitate to cross thousands of mountains and rivers, and go through wind, frost, rain and snow to seek the enlightenment of Tianlong. Although these dragons are compassionate, seekers need to remember that the dragon's revelations are always hidden in hints and mysteries. Tianlong also likes mountainous terrain, making approaching them even more difficult. Tianlong does not seek political status, but is willing to protect the sacred on the throne of mortals. The Dragon Wings are not real wings, but more like slender fins on the forearms. Their scales also grow slowly. Young dragons cling to their nests to absorb minerals, making their scales hard and bright. Even adult dragons still maintain the habit of rolling up pillars. Some Tianlong did not choose to engage in religious studies. These curious individuals desire to explore arcane arts and hone their mastery of thunder and lightning. Other heavenly dragons drew the original power from wind, rain, thunder and lightning, and together with the sea dragons, they brought storms to impose heavenly punishment on the evildoers. SKY DRAGON—dragon, sky, temperate Lawful Good Dragon (air) Base Ability Scores CR 5; Size Small; HD 6d12 Speed 40 ft. Natural Armor +6; breath weapon cone, 2d8 electricity Str 13, Dex 14, Con 13, Intelligence 14, Wis. 15. Charm 14 Breath type: Lightning (cone lightning in PF1, turned into an electric ball in PF2, similar to a fireball like the sea dragon above). Ecology Environment Temperate or warm mountains Organization Alone Treasure Triple Standard Special Abilities Sky (Su) The maneuverability of an old dragon or younger when flying is good, and the mobility of a dragon of above age is perfect. Celestial Envoy (Su) Three times per day, the ancient celestial dragon can use the divine art Divine Vein* to transform into a celestial form, but it can only be released on another willing creature of the good alignment. Change Form (Su) A celestial dragon of young age or older can transform into any humanoid form three times per day as if using the polymorph spell. Cloud Vision (Ex) Starting at a young age, a celestial dragon's vision is not affected by clouds or fog, including areas of cloud and fog caused by spells. Clearing Breath (Su) Any flying creature damaged by the breath weapon of an ancient celestial dragon or above must make a Fortitude saving throw with a DC equal to the celestial dragon's breath weapon or lose the ability to fly for 1d4 rounds. Innate Tribulation Thunder (Su) The breath weapon of an old dragon or older can affect creatures that are normally immune or resistant to electrical damage. Creatures immune to electricity still take half damage (no damage on a successful saving throw). A resistant creature has its resistance to electricity treated as normal minus 10. Five Elements: Gold. Conquered by Fire: If a Celestial Dragon is harmed by fire, the metallic magic in their bodies will be neutralized. Until the end of their next turn, they suffer a -1 circumstance modifier to attack rolls and AC, and their jaw attacks no longer deal electricity damage. The restriction ends if the dragon uses breath. Born from Earth (Abjuration, Divine): If a Celestial Dragon is targeted by an earth spell or effect, they will leave a swirling cloud of sand and gravel in their path. Lasts for 1 minute. The dragon gains concealment while flying. Caster Level Dragon Immune to shock Dragon Cloudvision Youngster Change form, detect evil, 1st level Youngster Featherfall, ferocious power, 3rd level Younger 5/Magic, Spell Resistance, 5th level Adult Wind 7th level Maturity 10/Magic, 9th level Old Summon thunderstorm, innate thunder, 11th level Extremely old DR 15/Magic Level 13 Elder Dragon Manipulate the wind, clear the field with breath, Level 15 Elder Dragon DR 20/Magic Level 17 Great Ancient Dragon Celestial Envoy, Storm Bomb Level 19 Young Sky Dragon CR 9 XP 6,400 Orderful Good (LG) Large Dragon (Air) Initiative: +1; Senses: Cloudvision, draconic senses; Perception: +22 Defense AC: 22; Touch: 10; Flat-footed: 21 (+1 Dex, +12 Natural, -1 Size) HP: 95 (10d12+30); Fortitude: +10; Reflex: +10; Will: +10; Immunities: lightning, paralysis, sleep; Attack Speed: 40 ft., Fly: 200 ft. (Good maneuverability) Melee: bite +14 (2d6+7), 2 claws +14 (1d8+5), gores +14 (1d8+7), tail slap) +12 (1d8+7) Occupy: 10 feet; Reach: 5 feet (bite and gore 10 feet). Special Attacks: Breath weapon (40-foot cone, 6d6 points of lightning damage, DC 18 Reflex half, usable every 1d4 rounds); Spell-like abilities: (CL 10th; Concentration +13) At will—detect evil Spells Known: (CL 1th; Concentration +4) 1st level (4/day)—obscuring mist), shocking grasp 0 level (at will)—disrupt undead, mending, message, read magic) Attributes Strength: 21; Dex: 12; Constitution: 17; Intelligence: 16; Perception: 17; Charisma: 16; Reflexes), Multiattack (Multiattack), Skill Focus (Perception); Skills: Diplomacy +16, Fly +16, Heal +16, Knowledge (arcana, religion) +16, Perception +22, Perform (singing) +13, Observation Speech and color +16, spell recognition +16; Language: Wind language, common language, dragon language; SQ: flying in the sky, changing appearance Adult Tianlong (Adult Sky Dragon) CR 13 23) Defense AC: 29; Touch: 8; Flat-footed: 29 (+21 natural, -2 size) HP: 184 (16d12+80); Fortitude: +15; Reflex: +12; Will: +17; DR: 5/magic; Immunities: lightning, paralysis, sleep; SR: 24; Attack Speed: 40 feet, fly: 200 Foot (good mobility) Melee: bite +22 (2d8+12/19–20), 2 claws +22 (2d6+8), gores +22 (2d6+12), tail slap) +20 (2d6+12) Occupy: 15 feet; Reach: 10 feet (bite and gore 15 feet). Special Attacks: Breath weapon (50-foot cone, 12d6 lightning damage, DC 23 Reflex half, usable every 1d4 rounds), crush (DC 23 Reflex, 2d8 + 12); Spell-like abilities: (CL 16th; Concentration +21) At will—detect evil, feather fall, create wind (DC 17) Spells Known: (CL 7th; Concentration +12) 3rd level (5/day)—flash, lightning bolt (DC 18) 2nd level (7/day)—glitter dust (DC 17), invisibility, resistance to energy damage 1st level (8 times/day) - endure the environment, oil on soles of feet, magic missile, hidden mist, electric claw 0th level (at will) - detect magic, smite undead, mage's hand, repair, communication, freezing ray, read magic Attributes Sex Strength: 27; Dex: 10; Constitution: 21; Intelligence: 20; Wisdom: 21; Charisma: 20; Base Attack: +16; CMB: +26; CMD: +36 (vs. Trip 40) Feats: Flyby Attack, Hover, Improved Critical (Bite) , Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Skill Focus (Perception); Skills: Acrobatics +16 (+20 when jumping), Diplomacy +24, Fly +19, Heal +24, Knowledge (Arcana, Geography, Religion) +24, Perception +30, Perform (Singing) +2 1. Sense Motive +24, Spell Discrimination +24; Language: Wind Language, Celestial Language, Common Language, Dragon Language, Purgatory Language, Wood Language; SQ: Soar in the sky, change appearance Gu Tianlong (Ancient Sky Dragon) CR 18 XP 153,600 Lawful Good (LG) Giant Dragon (Air) Initiation: +3; Senses: cloud sight, dragon sense senses); Perception: +39 Defense AC: 38; Touch: 5; Flat-footed: 38 (-1 Dex, +33 natural, -4 size) HP: 348 (24d12+192); Fortitude: +21; Reflex: +15; Will: +23; DR: 15/magic; Immunities: electricity, paralysis, sleep; SR: 29; Attack Speed: 40 feet, Flying: 250 feet (perfect mobility) Melee: bite +33 (4d6+18/19–20), 2 claws +32 (2d8+12), gores +32 (2d8+18), tail slap) +30 (2d8+18) Occupy: 20 feet; Reach: 15 feet (bite and gore 20 feet). Special Attacks: Breath weapon (60-foot cone, 20d6 lightning damage, DC 29 Reflex half, usable every 1d4 rounds), crush (DC 29 Reflex, 4d6+18), grounding breath, primal lightning, tail sweep (2d6+18, DC 29 Reflex half); Spell-like abilities: (CL 24th; Concentration +31) At will—Call thunderstorm (DC 22), control winds (DC 22), detect evil, feather fall, create wind (DC 19) Spells Known: (CL 15th; Concentration +22) 7th level (5/day)—Force prison (DC 24), hold group (DC 19) 24) 6th level (7/day)—acid mist, chain lightning (DC 23), knowledge of legends 5th level (7/day)—break wards, dead cloud (DC 22), dream, teleportation 4th level (7/day)—any door, greater invisibility, ice storm, iridescent pattern (DC 21) 3rd level (8/day)—flash, lightning beam (DC) 20), snowstorm (DC 20), wall of wind 2nd level (8/day)—dazzle monster (DC 19), mist, flash dust (DC 19), invisibility, resist energy damage 1st level (8/day)—endure, oil on soles of feet, magic missile, hidden mist, electric claw 0th level (at will)—dancing lights, daze (DC) 17), detect magic, fight undead, mage's hand, repair, communication, freezing ray, read magic Attributes Strength: 35; Agility: 8; Constitution: 25; Intelligence: 24; Perception: 25; Charisma: 24; Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Multiattack, Skill Focus (Perception), Toughness, Vital Strike, Weapon Focus, bite); Skills: Acrobatics +22 (+26 when jumping), Valuation +33, Diplomacy +33, Flying +27, Healing +33, Knowledge (Arcana, Geography, Plane, Sect) Teaching) +33, Perception +39, Performance (Singing) +30, Sense Motive +33, Spellcraft +33, Use Magic Device +23; Languages: Wind, Celestial, Common, Draconic, Elven Spirit language, gnome language, purgatory language, wood language; SQ: flying in the sky, changing appearance {"TopicId":"972634557290184704","Topic Name":"DND"}{"TopicId":"972634671757066240","TopicName":"Dungeons and Dragons"}
5E Golden Dragon
The Dragon of Hope and Majesty "The modrons have an incredible phenomenon, that is, they mistake the golden dragon for their leader, the Singularity. The dragon doesn't care, the modron doesn't care. But I always find it offensive." - Fei Capital (Bahamut) Habitat: Forest, grassland; Treasure: Mystery The golden dragon is committed to making the world a better place. They are the most powerful of the metallic dragons, these majestic dragons guard good and guide destiny to the path of light. Although golden dragons are kind-hearted, they will also join the fight when necessary, defeating their enemies with brilliant fire and weakening magic. Golden dragons prefer grasslands and primeval forests, and often live near the wonders created by nature's miraculous craftsmanship; they may also guard the remains of ancient civilizations. Gold dragons hoard coins and gems in their lairs, but they often invest these treasures into larger goals; gold dragons use their money to purchase precious tomes, hire informants, and fund ambitious adventurers. Golden Dragon's Lair Golden dragons' homes are often located in beautiful wonders, whether they were born from the power of nature or the secrets of magic. The area where the adult golden dragon and ancient golden dragon's lair is located will be transformed by its presence, producing the following effects: Dream Messenger: If the golden dragon is in the lair, it can cast the dream spell without requiring material components and using charm as the casting attribute. When casting this spell in this manner, the golden dragon can target any creature within 6 miles. The fog shadow reflecting the future: The area within 1 mile of the nest is slightly obscured by gray-white clouds and fog. The swirling currents in the mist will reflect the coming danger, preventing creatures in the area from being surprised. If the golden dragon dies or moves its lair elsewhere, these effects end immediately. Golden Dragon Lair Features Waterfall Cave: A rushing river pours down from the cliff, forming a shining waterfall that covers the entrance to the Dragon Cave. Through this thunderous curtain, you can see the hole leading to the hall. Hall: Six luminous crystal pillars support the ceiling of this cave. The colors of the columns reflect the dragon's mood and can also be activated to defend the lair. Art Gallery: A passage extending to the left from the hall, lined with busts of the dragon's past allies and opponents. This area holds the Water Mirror, a magical glass chest filled with water that overflows from the river above, which dragons can use to scry across time and space. Bedroom: At the end of the gallery passage is the dragon's bedroom, with shelves on the walls stocked with books and useful magic items. Treasure Hall: The armored door in the bedroom leads to the dragon's treasure hall. Before going to view the treasure, you have to pass an 80-foot-high cliff. Treasure House and Vault: The room on the right side of the treasure hall is filled with dragon's treasures, which can distract potential thieves, because the secret vault opposite the treasure house contains dangerous corrupted artifacts. Pantry: There is a rough room on the right side of the hall that serves as the dragon's pantry, with pearls and other gems on the shelves. Apartment. In the upper right corner of the hall, there is an artificial groove leading to the residence of the humanoid creature to accommodate the dragon's most noble comrades and the dragon himself in human form. Pavilion: Outside the lair, climbing up the cliff, there is a weathered pavilion overlooking the waterfall and pool, providing the dragon with a good place to entertain visitors. Beyond the pavilion, a path leads to a self-pruning garden, before ending abruptly in a pathless wilderness. Additional Lair Actions At your will, a legendary (adult or ancient) gold dragon can use one or more of the following lair actions in its lair: Charming Light: Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in the area must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until its next initiative turn 20. Area Effects In addition to or instead of the effects described in the Monster Manual, any of the following effects may appear in the area around the golden dragon's lair: Trails of Mercy: Within 10 miles of the dragon's lair, small runes in the shape of golden dragons will appear on creatures in urgent need, marking a subtle clue leading to the golden dragon's lair. Radical Justice: Creatures that have lived within 6 miles of a dragon's lair for more than a year will value fairness and justice over their personal feelings. Expose the Liar: Any creature within 6 miles of a dragon's lair that attempts to intentionally lie must succeed on a DC 15 Charisma saving throw or find itself inadvertently telling the truth it was trying to conceal. The creature is immune to this effect for 24 hours after the first failed save. Golden Dragon Artwork d10 1 An exquisite tapestry describing the family tree of several generations of royal blood and surprising revelations. 2 An orrery marking the world's position in the solar system and many planets made of precious stones. 3 A scroll filled with surreal images titled "Through the Land of Dreams". 4 A black dragon skull with a crack in the middle and eye sockets filled with gems; a sign at the bottom reads "So will you". 5 A metal wheel with various holy symbols attached to the edge; the thin arm in the center of the wheel seems to be holding a spherical object, but it can't be found. 6 A series of nested metal cylinders, each engraved with a different proverb or paradox; the central cylinder also features this golden dragon scale. 7 An atlas bound in wolf skin, with several remote areas marked in secret words and labeled. 8A delicate clockwork music box that sings the modron's prophecies when shaken. 9 A set of carefully designed tea sets, each teacup is themed after a different plane of existence. 10 A set of ingenious calendar clocks, one of which was burned and cracked, while the other two are still counting down to predict future uncertain events, one of which has less than a month left. {"TopicId":"972634671757066240","TopicName":"Dungeons and Dragons"}{"TopicId":"972634557290184704","TopicName":"DND"}
Is Chaos the name of Heaven in Greek mythology?
I don't believe the author doesn't know this, just like in fantasy novels there is a person named Li Er. It can be seen from the name that he was born as a supreme being.
There is actually no "Have you ever been a dragon" in the comment area for writing about dragons? Take it for granted" quote?
Why do you think so? Can't you write a good book? Others can write dragon articles that reach the top ten in the monthly voting list. Can't you work hard?
I want to write about whether dragons can be united and have emotional equality (the protagonist is a bit crazy). It needs to be a group portrait, not the protagonist who is crazy from beginning to end (the dragon seems to be a kind dragon, but is actually a powerful, cruel and uncompromising tyrant)
Transport: PF Pioneer, Monster Collection, Emperor Dragon King Dragon
The noble dragon is covered in gorgeous golden scales, and its horns wrap around its head in the shape of a crown. As the guardian of balance, the Sovereign Dragon, or Dragon King, was placed in the sky by the gods to maintain world harmony. Most emperor dragons must participate in heavenly affairs whether they are willing or not. Only Junlong, thanks to the grace of the goddess Jingru, can rule the mortal world on behalf of heaven, hence its name. Junlong ushered in a glorious era of peace and prosperity for the entire Tianxia, and was revered for his thunderous methods, neutral stance and unshakable tongue. Although these dragons have received instructions to return power to mortals, those who already hold high positions of power often ignore this instruction, intentionally or unintentionally. Almost all king dragons are golden. Their fur ranges from the most common colors found in humans to bright reds, greens and blues. They are the only dragon with five toes on each claw, a sign of great status. The other imperial dragons objected to this assertion of status, instead mocking the king's need to wear armor even in dragon form. SOVEREIGN DRAGON—dragon, mountain, temperate Absolutely neutral Dragon Base Ability Scores CR 7; Size Small; HD 8d12 Speed 50 ft. Natural Armor +7; breath weapon cone, 2d6 sonic Str 17, Dex 14, Con 15, Intelligence 14, Wis 15, Cha 14 Breath type: sonic wave (changed to spiritual level psychic damage in PF2). Ecology Environment Any Mountain Organization Solo Treasure Triple Standard Special Abilities Change Form (Su) A young dragon or older can transform into any humanoid form three times per day as if using polymorph. Conflict of Faith (Su) Good or evil creatures take a –2 penalty on saving throws against the dragon's spells, spell-like abilities, breath weapons, and auras. Golden Armor (Su) Once per day, an old dragon or older can cover its body in golden armor as a standard action, gaining a +4 bonus to AC and an energy type resistance 15 chosen when summoning the armor. The armor lasts for a number of rounds equal to the dragon's age level. The dragon can disarm the armor as a free action. Countermaster (Su) The ancient dragon can counterspell as an immediate action once per round. He does not need to know the specific spell he is countering, but he can use any spell of one level higher instead, automatically countering the targeted spell. Tit for Tat (Ex) When a young dragon or older takes critical damage from a melee attack, it can use an immediate action to make a claw or tail slap attack against the person who caused the critical hit. Five Elements: Earth. The ability to manifest its elements in PF2: None. Caster Level Whelp, Conflict of Faith, – Whelp, Detect Evil/Good, – Juvenile, change form, tit for tat, 1st level Teen, calm, ferocious, 3rd level Youth, DR 5/magic, spell resistance, 5th level Adult, glib, 7th level Male, DR 10/magic, 9th level Old Age Golden Armor, Resonance, level 11 Extremely old, DR 15/magic, level 13 Elder Dragon, iridescent spray, level 15 Elder Dragon, DR 20/magic, level 17 Great Dragon Master of Countermeasures, momentary precognition, level 19 Young Sovereign Dragon CR 11 XP 12,800 Absolute Neutral (N) Large Dragon (Water) Initiation: +5; Senses: Dragon Senses; Perception: +18 Defense AC: 23; Touch: 10; Flat-footed: 22 (+1 Dex, +13 Natural, -1 Size) HP: 126 (12d12+48); Fortitude: +12; Reflex: +11; Will: +13; Immunities: paralysis, sleep; Attack Speed: 50 ft., Fly: 200 ft. (Poor maneuverability) Melee: bite +19 (2d6+ 10), 2 claws +18 (1d8 + 7), gore +18 (1d8 + 10), tail sweep +16 (1d8 + 10) Occupy: 10 ft.; Reach: 5 ft. (Bite and gore 10 ft.). Special Attacks: Breath weapon (40-foot cone, 6d6 points of sonic damage, DC 20 Reflex half, usable every 1d4 rounds), tit for tat; Spell-like abilities: (CL 12th; Concentration +15) At will—detect evil, detect good Spells Known: (CL 1th; Concentration +4) 1st level (4/day)—Charm person (DC 14), colorful jet (DC 14) 0 (at will)—stun (DC 13), detect magic, read magic , improve resistance Attributes Strength: 25; Agility: 12; Constitution: 19; Intelligence: 16; Perception: 17; Charisma: 16; Reflexes), Multiattack (Multiattack), Persuasive (Persuasive), Weapon Focus (Bite); Skills: Valuation +18, Bluff +18, Diplomacy +22, Flying -3 , Intimidate +22, Knowledge (Arcana, History) +18, Perception +18, Sense Motive +18, Spellcraft +18; Languages: Celestial, Common, Draconic, Infernal; SQ: Change Appearance (change shape), dogmatic discordance Adult Sovereign Dragon CR 15 XP 51,200 Absolute Neutral (N) Huge Dragon (Water) Init: +4; Senses: Dragon sense; Perception: +26 Aura: Ferocious Presence (180 ft., DC 24) Defense AC: 30; Touch: 8; Flat-footed: 30 (+22 natural, -2 size) HP: 225 (18d12+108); Fortitude: +17; Reflex: +13; Will: +18; DR: 5/magic; Immunities: paralysis, sleep; SR: 26; Attack Speed: 50 feet, fly: 200 feet ( Poor mobility) Melee: bite +27 (2d8+15/19–20), 2 claws +26 (2d6+10), gores +26 (2d6+15), tail slap) +24 (2d6+15) Occupy: 15 feet; Reach: 10 feet (bite and gore 15 feet). Special Attacks: Breath weapon (50-foot cone, 12d6 sonic damage, DC 25 Reflex half, usable every 1d4 rounds), crush (DC 25 Reflex, 2d8+15), violent retort; Spell-like abilities: (CL 18th; Concentration +22) At will—calm emotions, detect evil evil), detect good, tongues Spells Known: (CL 7th; concentration +12) 3rd level (5/day)—lightning bolt (DC 18), suggestion (DC 18) 2nd level (7/day)—detect thoughts (DC 17), hideous laughter (DC 17) laughter, scorching ray 1st level (8/day)—charm person (DC 16), chill touch (DC 16), color spray (DC 16), endure elements, true strike 0th level (at will)—daze (DC 15), detect magic (detect) magic), flash (DC 15) (flare), phantom voice, message, read magic, increased resistance Attributes Strength: 31; Dex: 10; Constitution: 23; Intelligence: 20; Wisdom: 21; Charisma: 20; Base Attack: +18; CMB: +30; CMD: +40 (vs. Trip 44) Feats: Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Persuasive, Weapon Focus (bite) Focus, bite); Skills: Valuation +26, Bluff +26, Diplomacy +30, Flying -8, Healing +26, Intimidate +30, Knowledge (arcana, history, nobility) +26, Perception +26, Sense Motive +26, Spellcraft +26; Languages: Abyssal, WindClan, Celestial, Common, Draconic, Infernal; SQ: change appearance (change) shape), dogmatic discordance Ancient Sovereign Dragon CR 20 XP 307,200 Absolute Neutral (N) Huge Dragon (Water) Init: +3; Senses: dragon senses; Perception: +42 Aura: Ferocious Presence (300 ft., DC) 30) Defense AC: 39; Touch: 5; Flat-footed: 39 (-1 Dex, +34 Natural, -4 Size) HP: 377 (26d12+208); Fortitude: +23; Reflex: +16; Will: +24; DR: 15/magic; Immunities: paralysis, sleep; SR: 31; Attack Speed: 50 feet, fly: 250 feet (clumsy machine Mobility) Melee: bite +37 (4d6+21/19–20), 2 claws +37 (2d8+14/19–20), gore +36 (2d8+21), tail slap) +34 (2d8+21) Occupy: 20 feet; reach: 15 feet (bite and gore 20 feet). Special Attacks: Breath weapon (60-foot cone, 20d6 points of sonic damage, DC 31 Reflex half, usable every 1d4 rounds), crush (DC 31 Reflex, 4d6+21), tail sweep (2d6+21, DC 31 Reflex half), violent retort; Spell-like abilities: (CL 26th; Concentration +33) At will—calm emotions, detect evil, detect good, prismatic spray, sympathetic vibration, tongues Spells Known: (CL 15th; Concentration +22) 7th level (5/day)—greater teleport), limited wish 6th level (7/day)—eyebite (DC 23), mass suggestion (DC 23), transformation 5th level (7/day)—break enchantment, banishment (DC 22), dominate person (DC 22), feeblemindedness (DC) 22) (feeblemind) 4th level (7/day)—confusion (DC 21), lesser geas (DC 21), locate creature, rainbow pattern (DC 21) 3rd level (8/day)—gaseous form, DC 20 (hold) person, lightning bolt (DC 20), suggestion (DC 20) 2 levels (8/day)—detect thoughts (DC 19), fog cloud, hideous laughter (DC 19), scorching ray, touch of fool idiocy) 1st level (8 times/day)—charm person (DC 18), chill touch (DC 18), color spray (DC 18), endure elements, true strike 0th level (at will)—daze (DC 17), detect magic, flash (DC) 17) (flare), ghost sound, mage hand, mending, message, read magic), increase resistance (resistance) Attributes Strength: 39; Agility: 8; Constitution: 27; Intelligence: 24; Perception: 25; Charisma: 24; Basic attack: +26; CMB: +44; CMD: +53 (vs trip 57) Feats: flyby attack, hover (Hover), improved critical strike (bite, claw), improved initiative (Improved) Initiative, Improved Iron Will, Iron Will, Lightning Reflexes Reflexes), Multiattack (Multiattack), Persuasive (Persuasive), Skill Focus (Perception), Weapon Focus (Bite, Claw); Skills: Valuation +36, Bluff +3 6. Diplomacy +40, Flying -15, Healing +36, Intimidate +40, Knowledge (arcana, history, nobility, planes) +36, Perception +42, Performance (recitation) +33, Sense Motive +36, Spellcraft +36; Language : Abyssal language, Wind language, Celestial language, Common language, Dragon language, Fire language, Infernal language, Earth language; SQ: Change appearance, conflict of beliefs, golden armor {"TopicId":"972634557290184 704","TopicName":"DND"}{"TopicId":"972634671757066240","TopicName":"Dungeons and Dragons"}
It's you🫵🏻
It's definitely you, Ruixue, you two have the same IP!
After all, I gave up the Eastern dragon and welcomed the Western dragon.
I really like your setting. Can you polish this work? There are still many readers of dragon essays. Other people's essays on dragons can reach the top ten in the monthly popular list. You can also polish a work well. Most importantly, stop cutting up books, okay?
5Th and 3rd edition chromatic dragons
Red Dragon Blue Dragon Green Dragon Black Dragon White Dragon {"To picId":"972634557290184704","TopicName":"DND"}{"TopicId":"972634671757066240","TopicName":"Dungeons and Dragons"}
Alas, another long novel is cool.
Transport: PF Pioneer, Monster Collection, Emperor Dragon Species, Sea Dragon
The long and narrow dragon body is curved and undulating, and its scales are the same color as the waves. The sea dragon, or dragon in many places, contains the power of waves and storms and is the dragon-shaped protector of the ocean and its creatures. Due to their frenzied nature, dragons roam vast areas, sometimes claiming thousands of miles of sea and coastline as their territory. For those who rely on the sky and the sea for their livelihood, sea dragons are unpredictable natural disasters. Although some astronomical and nautical scholars were able to find safe passages, most chose to appease the sea dragons. In addition, there may also be young or smaller sea dragons swimming in areas ranging from pine and cypress floodplains to water sources diverted by certain agricultural settlements to change the landscape. Hailong once had direct contact with the ancestors of the Shidao sea people, and was revered as a protector or guardian. Perhaps because of the expansion of the Aya-Maru Trench, perhaps because of the increase in plundering of Shidao, or perhaps because of the appearance of Kraken in Wanshou, they finally chose to retreat and only serve as mediators for the city-states. Those who live close to the sea, or those who wish to trade with the people of the sea through the spire, will make offerings to the sea dragon - usually gold, silver and jewelry - in the hope of smooth sailing and safe voyages. However, in recent years the storms around the country have become more violent, and the dangers of access to the islands have become more unpredictable for all sailors and travelers. Sea dragons have saucer-shaped scales like fish, webbed claws and equally huge dorsal and caudal fins to facilitate swimming. They have bright and eye-catching colors, just like aquatic animals. Older sea dragons will also have benthic plants and animals on their bodies, and the horns of ancient sea dragons are often surrounded by coral heads, like a crown dragon SEA DRAGON——dragon, water, temperate zone Chaotic good dragon (water) Base attributes: CR 4; Size Small; HD 5d12 Speed 40 feet, swim 60 ft. Natural Armor +5; Breath Weapon Cone, 2d6 Fire Strength 13, Dex 14, Con 13, Intelligence 14, Wisdom 15, Charisma 14 Breath Type: Fire (in the form of high-heat steam. This was greatly changed in PF2, from cone to shooting a ball of water with a burst radius of bludgeoning damage, similar to a fireball). Ecology: Environment Any Water Organization Solo Treasure Triple Standard Special Abilities: Change Form (Su) A dragon of youth or older can transform into any humanoid form three times per day as if using polymorph. Crossing the Sea (Su) Three times per day, an old dragon or older can move from one body of water to another as a standard action, as if using the teleport spell (self only). Wave (Su) The ancient dragon can create huge waves once per day. This ability is the same as the bronze dragon's ability of the same name (Monster Book, page 104). Turbulent Breath (Su) A young dragon or above can spit out a linear stream of high-pressure water, twice as long as the dragon's breath weapon, in place of a cone of high-heat steam. This linear effect deals bludgeoning damage. Swim Unimpeded (Su) A juvenile dragon gains a 10-foot increase in swimming speed. The dragon's swimming speed increases by an additional 10 feet for every 2 years thereafter. Additionally, while swimming, the dragon is treated as if it were under the effects of the freedom of movement spell. Unexpected Home: Sea dragons, although friendly, do not like to share their territory. The youngest and skinniest sea dragons are often driven out of even the smallest ponds by their older and stronger rivals. In desperation, these sea dragons sometimes take up residence in wells or cisterns, seriously shocking unsuspecting villagers (Well Dragon King) Five Elements: Water. Trapped by Earth: If a sea dragon is targeted by an earth spell or petrification spell, they lose Liquefy until the end of their next turn. Born of Metal (Arcane, Transmutation): When a sea dragon is struck by a weapon made primarily of metal, or affected by a spell that uses metal, most of the sea dragon's scales become as metallic. This gives the dragon a +1 item modifier to AC until the start of their next turn. Caster Level Whelp, immunity to electricity, water breathing, – Drake, turbulent breath, – Youngster, change form, create water, 1st level Teen, fierce, water surge*, swim unimpeded 3rd level Young man, DR 5/magic, spell resistance, 5th level Adult, shape change, summon thunder 7th level Male, DR 10/magic, 9th level Level Old age, manipulate water level, cross sea, level 11 Very old, DR 15/magic level 13 Elder dragon, water walking level 15 Elder dragon, DR 20/magic, level 17 Great dragon, wave, whirlpool, level 19 Young Sea Dragon CR 8 XP 4,800 Chaotic Good (CG) Large Dragon (Water) Initiation: +5; Senses: dragon senses; Perception: +5 Defense AC: 21; Touch: 10; Flat-footed: 20 (+1 Dex, +11 natural, -1 size) HP: 85 (9d12+27); Fortitude: +11; Reflex: +7; Will: +9; Immunities: electricity, paralysis, sleep; Attack Speed: 40 feet, fly: 200 feet (poor mobility), Swim: 60 ft. Melee: bite +13 (2d6+7), 2 claws +13 (1d8+5), gores +13 (1d8+7), tail slap) +11 (1d8+7) Occupy: 10 feet; Reach: 5 feet (bite and gore 10 feet). Special Attacks: breath weapon (40-foot cone, 6d6 points of fire damage, DC 17 Reflex half, usable every 1d4 rounds), torrent breath; Spell-like abilities: (CL 9th; Concentration +12) At will—create water Spells Known: (CL 1th; Concentration +4) 1st level (4/day): color spray (DC 14), sleep (DC 14) 0th level (at will): acid splash, mage hand, ray of freezing frost), increase resistance Attributes Strength: 21; Agility: 12; Constitution: 17; Intelligence: 16; Perception: 17; Charisma: 16; Basic Attack: +9; CMB: +15; CMD: +26 (vs. Trip 30) Feats: Alertness, Fortitude Enhanced, Improved Initiative, Lunge, Multiple Attack; br>Skills: Diplomacy +15, Fly +7, Intimidate +15, Knowledge (arcana, nature) +15, Perception +5, Sense Motive +17, Stealth +9, Survival +15, Swim +25; Speech Language: Aquatic language, Common language, Dragon language; SQ: Change appearance, breathe underwater Adult dragon (Adult Sea Dragon CR 12 22) Defense AC: 28; Touch: 8; Flat-footed: 28 (+20 natural, -2 size) HP: 172 (15d12+75); Fortitude: +16; Reflex: +11; Will: +14; DR: 5/magic; Immunities: electricity, paralysis, sleep; SR: 23; Attack Speed: 40 feet, Fly: 200 ft. (Poor maneuverability), Swim: 80 ft. Melee: bite +22 (2d8+12), 2 claws +22 (2d6+8), gores +21 (2d6+12), tail slap) +19 (2d6+12) Occupy: 15 feet; Reach: 10 feet (bite and gore 15 feet). Special Attacks: Breath weapon (50-foot cone, 12d6 fire damage, DC 22 Reflex half, usable every 1d4 rounds), crush (DC 22 Reflex, 2d8 + 12), torrent breath; Spell-like abilities: (CL 15th; Concentration +20) At will—call lightning (DC 18), create water), hydraulic push Spells Known: (CL 7th; Concentration +12) 3rd level (5/day): hold person (DC 20), sleep storm 2nd level (7/day): gust of wind (DC 17), mirror image, see invisibility (see invisibility) 1st level (8/day): charm person (DC 16), cold touch, color spray (DC 16), expeditious retreat, sleep (DC 16) 0th level (at will): acid splash (DC 15), daze (DC 15), detect magic (detect) magic, mage hand, ray of frost, read magic magic), increase resistance Attributes Strength: 27; Agility: 10; Constitution: 21; Intelligence: 20; Perception: 21; Charm: 20; Basic attack Attack: +15; CMB: +25; CMD: +35 (vs. Trip 39) Feats: Alertness, Improved Fortitude, Improved Initiative, Lightning Reflexes, Lunge, Multiattack, Weapon Focus (Bite, Claw) Skills: Cross Wade +23, Fly +10, Intimidate +23, Knowledge (arcana, geography, nature) +23, Perception +27, Observation +27, Stealth +10, Survival +23, Swim +34; Languages: Water Tribe, Wind Tribe, Celestial Language, common language, dragon language, elvish language; SQ: change appearance, swim unimpeded, breathe underwater Ancient Dragon (Ancient Sea Dragon) CR 17 XP 102,400 Chaotic Good (CG) Giant Dragon (Water) Init: +3; Senses: dragon senses; Perception: +37 Aura: Ferocious Presence (300 ft., DC 28) Defense AC: 37; Touch: 5; Flat-footed: 37 (-1 Dex, +32 Natural, -4 Size) HP: 310 (23d12+161); Fortitude: +22; Reflex: +14; Will: +20; DR: 15/magic; Immunities: electricity, paralysis, sleep; SR: 28; Attack Speed: 40 feet, fly Row: 250 ft. (Clumsy maneuverability), Swim: 100 ft. Melee: bite +32 (4d6+18), 2 claws +32 (2d8+12), gores +32 (2d8+18), tail slap) +29 (2d8+18) Occupy: 20 feet; reach: 15 feet (bite and gore 20 feet). Special Attacks: Breath weapon (60-foot cone, 20d6 fire damage, DC 28 Reflex half, usable every 1d4 rounds), crush (DC 28 Reflex, 4d6+18), tail sweep (2d6+18, DC 28 Reflex half), torrent breath; Spell-like abilities: (CL 23rd; Concentration +30) At will—control water, call lightning (DC 20), create water, hydraulic push, water walk Spells Known: (CL 15th; Concentration +22) 7th level (5/day): insanity (DC 24), teleportation (DC) 24) (plane shift) 6th level (7 times/day): chain lightning (DC 23), freezing sphere (DC 23), powerful hand 5th level (7 times/day): cone of cold (DC 22), cone of cold, dream, mind fog (DC 22), permanent phantom (DC) 22) (persistent image) 4th level (7/day): black tentacles, confusion (DC 21), lesser geas, rainbow pattern (DC 21) 3rd level (8/day): haste, hold person (DC 20), lightning beam (DC) 20), Snowstorm 2nd level (8/day): wind (DC 19), mirror image, obscure object, intimidate (DC 19), see invisibility 1st level (8/day): charm person (DC 18), cold touch, colorful jet (DC 18), oil on soles, sleep 0th level (at will): acid splash, daze (DC) 17), detect magic, phantom sound, mage's hand, communication, freezing ray, read magic, increase resistance Attributes Strength: 35; Agility: 8; Constitution: 25; Intelligence: 24; Perception: 25; Charisma: 24; Basic attack: +23; CMB: +39; CM D: +48 (52 vs. Trip) Feats: Alertness, flyby attack, Fortitude, Improved Initiative, Lightning Reflexes, Lunge, Multiattack, Power Attack, Grab, Weapon Focus (bite, claw, gore); Skills: Bluff +33, Diplomacy +33, Fly +11, Intimidate +33, Knowledge ( Arcana, Geography, History, Nature) +33, Perception +37, Sense Motive +37, Stealth +13, Survival +33, Swim +46; Languages: Aqua, Wind, Celestial, Common, Draconic, Elvish, Gnome, Wood; SQ: Change appearance, cross seas, swim unimpeded, underwater Breathe {"TopicId":"972634671757066240","TopicName":"Dungeons and Dragons"}{"TopicId":"972634557290184704","TopicName":"DND"}
Transport: PF Pioneer, Monster Collection, Emperor Dragon Seed Terminus Dragon
The color of the dragon's trunk is like the volcanic rock deep underground, with huge claws and jagged stone horns and scales. The Hidden Dragon - also known as the Hidden Dragon - is shrewd and greedy, digging vast mazes of tunnels underground to guard its hidden treasures. Terma embodies the pressure between tectonic plates, the heat behind hydrothermal vents, and the fire that ignites the world as it takes shape. As natural alchemists, they have an innate understanding of reactants and catalysts. They prefer the underground to the world above, and are able to communicate the fire of the core within their twisted stone bodies, spouting flames so hot that they can reduce granite to ashes. The hidden dragon is unpredictable and dangerous, just like sulfur ignited by it. They travel beneath the surface, causing geysers to erupt, plates to collide, volcanoes to erupt, and the earth to roar. Termon dragons often come into conflict with treasure hunters and the countries that store treasures. They seek large amounts of rare minerals and seal them in deep trenches and caves. Although Pixiu is famous for devouring treasures, because of its ability to smell gold, it is often hired by Terton Dragon to find treasures. There is a famous hidden dragon named Li Xian near the Thieves' Cliff in Bachuan, who has established a lifelong treasure trading relationship with Hao Jin. There are rumors that this sorcerer once brought him a huge wealth and also caused him to owe enough debt to the enemy. Recently, many countries have been able to feel the increasingly frequent activities of Termonasaurus from the shaking earth - volcanic activity has become active, unprecedented earthquakes and plate movements. In Ziha, the young dragons of Terton breathed out their breath, and the mountains continued to rise at an unprecedented speed. In Shehui, a deep and complex network of caves continues to extend into the earth's core. In many volcanic belts, including Minghai and Minata, rising volcanic pressure causes lava to foam and boil. UNDERWORLD DRAGON—dragon, underground, temperate Lawful evil Dragon (fire) Base Ability Scores CR 3; Size Small; HD 4d12 Speed 40 ft., Burrow 30 ft. Natural Armor +4; breath weapon linear, 2d6 fire Str 13, Dex 14, Constitution 13, Intelligence 10, Perception 11, Charisma 10 Breath type: Flame (linear flame in PF1, changed to fireball in PF2). Ecology Environment Any Underground Organization Alone Treasure Triple Standard Special Abilities Adamantine Claws (Ex) A Terton Dragon's claws are made of adamantine and possess the properties of weapons made from this material. Change Form (Su) A terton of youth or older can transform into any humanoid form three times per day as if using the polymorph spell. Lava Eruption (Su) As a full-round action, a Terton can burrow underground at up to twice its burrowing speed. At the end of this move, if the Terton can use its breath weapon, it can cause a lava eruption in a 30-foot radius on the surface, dealing damage equal to its breath weapon. Smoke Vision (Ex) Starting as a young dragon, a Terton can see perfectly through smoke-filled conditions (such as those created by pyrotechnics). Burrowing (Ex) An adult Terton gains a 10-foot increase in burrowing speed. Upon reaching old age and every two ages thereafter, the burrowing speed increases by 10 feet. Five Elements: Fire. Suppressed by Water: If a Terton Dragon is harmed by a spell with cold or water characteristics, the fire zodiac magic in their body will be temporarily suppressed. Until the end of their next turn, they suffer a -1 circumstance penalty to attack rolls, and their jaw attacks no longer deal fire damage. The restriction ends if the dragon uses breath. Born of Wood: When a terma dragon is attacked by a wooden weapon or affected by a spell with plant characteristics, the dragon's inner fire essence will flourish as it gains fuel. Their breath becomes charged, and the fire damage from the dragon's jaw bite increases by one damage die until the end of the dragon's next turn. Caster Level Whelp, adamantine claws, fire immunity, – Whelp Smoke Vision – Youngster Change form, Rock Softness – Youngster Featherfall, menace, 1st level Younger DR 5/magic, spell resistance 3rd level Adult, stone stabbing, burrow, 5th level Mature DR 10/magic, 7th level Old, stonewall 9 Level Very old, DR 15/magic, level 11 Elder dragon, banish gold and stone, level 13 Elder dragon, DR 20/magic, level 15 Great dragon, rock impact*, lava eruption, level 17 Young Underworld Dragon CR 7 XP 3,200 Ordered Evil (LE) Medium dragon (fire) Initiation: +5; Senses: dragon senses, smoke vision; Perception: +12 Defense AC: 21; Touch: 11; Flat-footed: 20 (+1 Dex, +10 natural) HP: 76 (8d12+24); Fortitude: +9; Reflex: +7; Will: +7; Immunities: Fire, paralysis, sleep (sleep); Weaknesses: Vulnerable to cold; Attack Speed: 40 feet, Burrow: 30 feet, Flying: 150 feet (normal mobility) Melee: bite +14 (1d8+7), 2 claws +13 (1d6+5/19–20), gore +13 (1d6+7) Occupy: 5 feet; reach: 5 feet (bite and gore 10 feet). Special Attacks: Adamantite claws, breath weapon (60-foot line, 6d6 fire damage, DC 17 Reflex half, usable every 1d4 rounds); Spell-like abilities: (CL 8th; Concentration +9) At will—Smooth Stone Attributes Strength: 21; Dex: 12; Constitution: 17; Intelligence: 12; Wisdom: 13; Charisma: 12; Critical, claws), Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite); Skills: Valuation +12, Climb +16, Intimidate +12, Knowledge (dungeon, geography) +12, Perception +12, Stealth +15; Language: Common, Draconic; SQ: change shape) Adult Underworld Dragon CR 11 XP 12,800 Ordered Evil (LE) Large Dragon (Fire) Init: +4; Senses: dragon senses, smoke vision vision); Perception: +20 Aura: Fierce Presence (180 ft., DC 20) Defense AC: 29; Touch: 9; Flat-footed: 29 (+20 natural, -1 size) HP: 161 (14d12+70); Fortitude: +14; Reflex: +9; Will: +12; DR: 5/magic; Immunity: fire, paralysis, sleep; SR: 22; Weakness: vulnerability to cold cold); Attack Speed: 40 ft., Burrow: 40 ft., Fly: 200 ft. (Poor maneuverability) Melee: bite +22 (2d6+12), 2 claws +22 (1d8+8/19–20), gores +21 (1d8+12), tail slap) +16 (1d8+12) Occupy: 10 feet; reach: 5 feet (bite and gore 10 feet). Special Attacks: adamantine claws, breath weapon (80-foot line, 12d6 fire damage, DC 22 Reflex half, usable every 1d4 rounds); Spell-like abilities: (CL 14th; Concentration +17) At will—soften earth and stone, DC 17 spike stones, stone shape) Spells Known: (CL 5th; concentration +8) 2nd level (5/day)—flaming sphere (DC 15), scorching ray 1st level (7/day)—burning hands (DC 14), fright (DC 14) (cause fear), magic missile, scorching ray (DC) 14) (ray of enfeeblement) 0 (at will)—acid splash, bleed (DC 13), detect magic, DC 13 (flare), read magic (DC 13) magic), increase resistance (resistance) Attributes Strength: 27; Agility: 10; Constitution: 21; Intelligence: 16; Perception: 17; Charisma: 16; Basic Attack: +14; CMB: +23; CMD: +33 (vs. Trip 37) Feats: Improved Critical (claws), Improved Initiative (Improved) Initiative), Improved Natural Armor, Lunge, Skill Focus (Stealth), Weapon Focus (Bite, Claw) (Weapon Focus, bite, claws); Skills: Appraise +20, Bluff +20, Climb +25, Fly +11, Intimidate +20, Knowledge (dungeon, geography) +20, Perception +20, Stealth +19; Languages: Common, Draconic, Fire, Earth; SQ: change shape, underworld burrower) Ancient Underworld Dragon CR 16 XP 76,800 Ordered Evil (LE) Huge Dragon (Fire) Init: +3; Senses: dragon senses, smoke vision vision); Perception: +30 Aura: Fierce Presence (300 ft., DC 26) Defense AC: 39; Touch: 7; Flat-footed: 39 (-1 Dex, +32 natural, -2 size) HP: 297 (22d12+154); Fortitude: +20; Reflex: +12; Will: +18; DR: 15/magic; Immunity: fire, paralysis, sleep; SR: 27; Weakness: cold vulnerability to cold); Attack Speed: 40 ft., Burrow: 60 ft., Fly: 200 ft. (Poor maneuverability) Melee: bite +33 (2d8+18/19–20), 2 claws +33 (2d6+12/19–20), gores +32 (2d6+18), tail slap) +27 (2d6+18) Occupy: 15 feet; Reach: 10 feet (bite 15 feet). Special Attacks: adamantine claws, breath weapon (100-foot line, 20d6 fire damage, DC 28 Reflex half, usable every 1d4 rounds), crush (DC 28 Reflex, 2d8 + 12); Spell-like abilities: (CL 22th; Concentration +27) At will—repel metal or stone), soften earth and stone, spike stones (DC 19), stone shape, wall of stone Spells Known: (CL 13th; Concentration +18) 6th level (4/day)—disintegrate (DC 21), flesh to stone (DC 21) stone) 5th level (7/day)—passwall, transmute rock to mud, waves of fatigue 4th level (7/day)—enervation, shout (DC 19) (shout), solid fog, shape stone 3rd level (7/day)—translocation, fireball (DC) 18), protection from good, rage, slowness 2nd level (7 times/day)—acid arrow, stun monster (DC 17), flaming orb (DC 17), searing ray 1st level (8 times/day)—burning hands (DC 16), fright (DC 16), magic missile, ray of enfeeblement (DC 16), defeat the enemy first 0 level (at will): acid splash, bleeding (DC 15) (b, detect magic, flash (DC 15) (flare), phantom sound, mage's hand, read magic, increased resistance, touch of fatigue (DC 15) Attributes Strength: 35; Agility: 8; Constitution: 25; Intelligence: 20; Perception: 21; Charisma: 20; Basic attack: +22; CMB: + 36; CMD: +45 (vs. Trip 49) Feats: Critical Focus, Improved Bull Rush, Improved Critical (bite, claw), Improved Initiative, Improved Natural Armor, Lunge, Power Attack, Skill Focus (Stealth), Weapon Focus (bite, claw); Skills: Acrobatics +21 (+25 when jumping), Valuation +30, Bluff +30, Climb +37, Fly +16, Intimidate +30, Knowledge Knowledge (Dungeon, Geography, Plane) +30, Perception +30, Stealth +22; Languages: Common, Draconic, Dwarven, Giant, Fire Tribe, Earth Tribe; SQ: Change Appearance, Burrow
I guess it's Ruixue's No. 3 Reincarnation vest 🤓
Levels and settings of this book (revised edition)
The various settings of dnd are quite suitable for a board game, but when used in novels, I was a bit shocked when I saw them, so I reset them. Level setting Level 1~10 Black Iron Apprentice Level 11~30, Enlightenment Bronze Level 31~50, Order Silver Level 51~70, Brilliant Gold Level 71~90, Domain Ultimate 90+, Legend Six-dimensional attribute settings Strength: muscles, explosive power, weight-bearing, hand-to-hand brute force Physique: vitality, endurance, poison resistance, injury resistance, recovery, beating level Agility: physical coordination, reaction speed, flexibility, balance, manual dexterity Intelligence: memory, logical reasoning, learning ability, knowledge Knowledge reserve Perception: intuition, insight, concentration, willpower, true feelings about the world Charm: soul strength, ability to influence, control, persuade, intimidate, lead, charm others/spirits Attributes = (initial attributes + creature level attributes) * (1 + bloodline increase\professional increase\divine blessing\divinity) Any living thing has initial attributes, but the difference is more or less. Even a newborn baby has six dimensions. As the age increases, the six-dimensional attributes will increase in different ways. This is the biological level attribute This book does not set a professional level. The purpose of the extraordinary profession is to make a fundamental transformation in the level of one's life and jump to a higher level, that is, the biological level growth. The protagonist is the basic reference. Every time you level up, the six-dimensional basic attributes increase a little (to facilitate my writing). Most of the supporting characters do not have this growth ability, and at most only three to four attributes can be close to it. Without the blessing of special bloodline and profession, the highest single attribute value of a mortal cannot exceed his own level, and cannot exceed 100 points. The average value of various attributes of ordinary mortals is used as the basic reference for attribute points, which is 5 points Take strength as an example 5 points of strength, a strong adult man, without exercise, punches seriously, the impact force is about 120~150kg 9 Point strength, boxing champion level, about 450kg 12 o'clock, adult South China tiger, about 850kg 16 o'clock, Northeastern big orange, about 1550kg 20 o'clock, 2459kg After 20 o'clock, it is calculated by another formula 30 points, 8299kg, 40 points, 19672kg 50 points, 38422kg (38.42 Tons) After 50 points, change the calculation formula 60 points, 95.6 Tons, 80 points, 402 tons 100 points, 1229.5 Tons Replacement formula 120 points, 4569.145 Tons 150 points, 22789.674 Tons/22,800 tons 180 points, 84,700 tons
This way of writing is definitely Ruixue vest
Have you ever been a dragon? I just write some things randomly if I don't know them.
Isn't this well written? Why did you kneel down? What are you trying to do?
Let's see if we can get the next one by fate.
What, no, so decisive?
I just scanned it and this book is gone.
Dear writer, your new book is very good. I have joined the new book investment group. Please update~