
This Cursed Dragon Is Sneaky Beyond Belief
这条咒龙阴到没边了
- Status
- Ongoing
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- 168k Words
- Genre
- Western Fantasy
- Subgenre
- Alternative Fantasy
- Updated
- 1d ago
- Source
- Qidian
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Today's dragon novels are all about beasts covered in dragon skin. From birth, they are in the primitive jungle eating eggshells, hunting wild beasts, sleeping and upgrading... Dragons are a higher intelligent race in the setting. Can you write the feeling of dragons as intelligent creatures 😭
Although I have never heard of or seen someone write about Dragon, and it seems to be relatively average in strength, the author's writing is okay, and the author is also very active and answers questions. In an era when Longwen is the only one, but in fact the whole is in decline, I still want to support it and recommend it.
3R Cursed Dragon Data (the content is slightly different from the novel, so it won't affect your reading if you don't read it)
From Dragon Magazine Issue 343 Hex dargon Dragon (Earth) Environment: Forest, swamp, or underground Organization: Whelpling, hatchling, juvenile, adolescent, and young adult: alone or in a litter (2–5); adult, mature, old, very old, ancient Old, Elder, or Great Dragon: Alone Challenge Rating: Whelp 3; Young Dragon 4; Young Dragon 6; Teen Dragon 8; Young Dragon 10; Adult Dragon 12; Mature Dragon 15; Elder Dragon 17; Very Old Dragon 19; Elder Dragon 20; Elder Dragon 21; Great Dragon 24 Treasure: Triple Standard Faction: Pass Always Neutral Evil Evolutions: Whelp 5-6 HD; Young Dragon 8-9 HD; Young Dragon 11-12 HD; Adolescent Dragon 14-15 HD; Young Dragon 17-18 HD; Adult Dragon 20-21 HD; Mature Dragon 23-24 HD; Elder Dragon 26-27 HD; Very Old Dragon 2 9-30 HD; Elder Dragon 32-33 HD; Elder Dragon 35-36 HD; Great Elder Dragon 38+ HD Level adjustment: Hatchling: +4, Young Dragon: +5, Young Dragon: +5, Teen Dragon: +6, Others: - The dragon's scales ripple with the power of magic, and flickering runes pulse with time. There is a pair of cunning emerald eyes under the deep purple dragon horns. Spelldragons are cruel manipulators, notorious for their love of corruption, betrayal, and decay. Many curse dragons conspire with the undead, either as allies or as lords. From the depths of caves, dark forests, and fetid swamps, they weave webs of deception and seduction, seducing the unsuspecting with the promise of magical knowledge and power. Few of their pieces survive such encounters, and even fewer suspect that a dragon is behind their dark dealings. The Cursed Dragon has a long, segmented body and many small, pointed teeth. A pair of sky-blue eyes peered out from a hollow in their head, topped by spiraling horns. When young, their bodies are as pale and fleshy as maggots, but as they age, their skin darkens, their fat gives way to muscle, and by adulthood, they are lean and muscular. Shortly after hatching, hex dragons begin to develop their markings, with dozens of small runes appearing on their scales. These runes grow brighter with age, burning with a strange fire in their later years. Their voices are high-pitched, melodious, and as sweet as poisonous honey. The young spell dragons took refuge in large huts in the remote wilderness built by bewitched or forced servants, and despite their remote location, were lavishly furnished and decorated with images of death. As the dragons grew, they either enslaved more labor to build ever grander palaces (some eventually developing into something akin to small, remote cities), or they found huge natural caves underground and had their slaves carve appropriately showy murals and pilasters on the walls. Either way, the dragon's lair is a hellish place, full of strange smells, smoking vats and braziers, pickled jars and mummified corpses. Like most true dragons, Cursed Dragons can eat almost anything. However, when they have a choice, they are very picky about their food - even ritualistically, with some even eating specific organs of specific creatures only during specific phases of the moon. Combat A Spell Dragon may attempt to weaken an enemy by sending allies or a wave of controlled undead, then fly in and bombard the survivors from the air with poison and spells. Another spell dragon may use magic to trick enemies into attacking each other, through the use of his enchantment spells and shapeshifting abilities. A third spell dragon might disguise itself as a harmless animal, follow a group of people for weeks, and then ambush its prey at the perfect moment, using innocent crowd control to force some to look on helplessly while the rest are slaughtered by him at his leisure. Even when wounded or dead, curses are dangerous foes, and the curses they cast when enraged or killed are the stuff of legend. Breath Weapon (Su): The cursed dragon's breath weapon is a form of putrid venom. Everyone within the area takes Constitution damage as listed on the table below on a failed Fortitude save. As with normal poison, another save against the same DC is required after one minute to avoid taking the same Constitution damage again. Evil Resistance (Ex): +4 bonus on saving throws against death effects, enchantment spells, and spells and effects that deal negative energy damage. A curse dragon is immune to disease and poison. Curse of Revenge (Su): Cursed dragons have learned to channel their pain and rage into horrific spells of revenge; many enemies who succeed in harming a dragon find themselves wishing they could take back the blow. On any turn, when a curse dragon is wounded (by hit point or ability damage), the dragon can curse one of the opponents that injured it as a free action. The effects of this curse increase as the dragon ages: Nausea: The target is sickened for 1d4 rounds. Pain: The target suffers for 1d4 rounds (counted as nausea). Blindness: The target is permanently blinded. Insanity: The target is permanently affected as if by the spell insanity. Annihilation: The target is annihilated (as if affected by a black hole of destruction). A successful Will save negates the effect. If the curse dragon wishes, it can impose a curse of younger age. The save DC for this curse is 10 + 1/2 the cursed dragon's HD + the cursed dragon's Charisma modifier. If a curse dragon is killed or mortally wounded (reduced to negative hit points), it reflexively casts a death curse on all creatures within a 10-foot radius of each age category. All creatures in the area must save as above or suffer the effects of this vengeful curse. Other Spell-Like Abilities (Sp): At will—deathwatch (young dragon or older); 3/day—suggestion (young dragon or older); 1/day—geas/quest (younger or older), hold person, mass (older or older), wail of the banshee (ancient or older). The various values of the cursed dragon are based on the age table Age Size Hit Dice (hp) Strength Agility Constitution Intelligence Sense Knowledge Charisma BAB/Grapple Attack Fortitude Reflex Will Breath Weapon DC Presence DC Hatchling Small 4d12(26) 9 10 11 10 14 15 +4/-1 +4 +4 +4 +6 1d4(12) - Dragon Medium 7d12(45) 11 10 11 12 16 17 +7/+7 +7 +5 +5 +8 1d 6(13) - Juvenile Medium 10d12+10(75) 11 10 13 12 16 17 +10/+10 +10 +8 +7 +10 1d6(16) - Youth Large 13d12+13(110) 13 10 1 3 14 18 19 +13/+18 +13 +9 +8 +12 1d8(17) - Youth Large 1 6d12+32(136) 15 10 15 14 18 19 +16/+22 +17 +12 +10 +14 1d8(20) 22 Adult Extra Large 19d12+57(180) 17 10 17 16 20 21 + 19/+30 +20 +14 +11 +16 1d10(23) 24 Maturity Super Large 22d12+88(231) 19 10 19 18 22 23 +22/+34 +24 +17 +13 +19 1d10(25) 27 Elderly Super Large 25d12+100(262) 21 10 19 20 24 25 +25/+38 +28 +18 +14 +21 2d6(26) 29 Extremely Old Huge 28d12+140(322) 23 10 21 22 26 27 +28/+42 +32 +21 +16 +24 2d6(29) 32 Elder Dragon Giant 31d12+155(356) 25 10 21 24 28 29 +31/+50 +34 +22 +17 +2 6 2d8(30) 34 Elder Dragon Huge 34d12+204(425) 27 10 23 26 30 31 +34/+54 +38 +25 +19 +29 2d8(33) 37 Great Dragon Huge 37d12+259(499) 29 10 25 28 32 33 +37/+58 +42 +27 +20 +31 4d6(35) 39 The cursed dragon's abilities are based on age table Age Speed Initiation Defense Level (AC) Special Abilities CL* SR Whelp 20 ft., Fly 60 ft. (Good), burrow 20 ft. +0 13 (+1 Size, +2 natural), touch 11, flat-footed 13 fortune telling, curse of revenge (evil) Heart), Evil Resistance - - Dragon 30 ft., Fly 60 ft. (Good), burrow 30 ft. +0 15 (+5 Natural), touch 10, flat-footed 15 hints Spells 1 - Youth 30 ft., Fly 80 ft. (Good), burrow 30 ft. +0 18 (+8 Natural), touch 10, flat-footed 18 Revenge Curse (pain) 3 12 Juvenile 40 ft., Fly 80 ft. (Good), burrow 40 ft. +0 20 (-1 Size +11 natural), touch 9, flat-footed 20 DR5/magic Spell 5 14 Youth 40 ft., Fly 80 ft. (Good), burrow 40 ft. +0 23 (-1 Size, +14 natural), touch 9, flat-footed 23 Command 7 16 Adult 40 ft., Fly 80 ft. (Good), burrow 40 ft. +0 25 (-2 Size, +17 natural), touch 9, flat-footed 25 Revenge curse Curse (blindness) 9 18 Man 40 ft., Fly 100 ft. (Good), burrow 40 ft. +0 28 (-2 Size, +20 natural), touch 8, flat-footed 28 DR10/Magic 11 20 Old 40 ft., Fly 100 ft. (Good), burrow 40 ft. +0 31 (-2 Size, +23 natural), touch 8, flat-footed Less than 31 Hold Human Group 13 22 Extremely old 40 ft., Fly 100 ft. (Good), burrow 40 ft. +0 34 (-2 Size, +26 natural), continue Touch 8, flat-footed 34 Curse of Revenge (madness) 15 24 Elder Dragon 40 ft., Fly 100 ft. (Good), burrow 40 ft. +0 35 (-4 Size, +2 9 natural), touch 8, flat-footed 35 DR15/Magic 17 26 Elder Dragon 40 ft., Fly 120 ft. (Good), burrow 40 ft. +0 38(- 4 Size, +32 natural), touch 6, flat-footed 38 Banshee's Wail 19 28 Great Dragon 40 ft., Fly 120 ft. (Good), burrow 40 ft. +0 4 1 (-4 Size, +35 natural), touch 6, flat-footed 41 Curse of Vengeance (Annihilation) 21** 30 *The curse dragon automatically knows all necromancy and enchantment spells on the sorcerer's spell list. They can also cast spells from the Knowledge realm as sorcerer spells. **Does not gain more known or spells than a 20th-level sorcerer, but does increase the effectiveness of spells based on caster level.
Many dragons have stated preferences, habits, and what they like to do in their official settings. Unfortunately, many authors do not have the writing power to write these things out.
Is this an original dragon species or an official dragon species?
Who said that Longwen should not become a human being? Longwen is said to be a branch of Alien Beasts. In fact, if you become an immutable person, you are still in the grave. It is better to be innovative and ask you to become a human without asking you to change all the time. The protagonist: "I became a human not because I was a talent in my previous life, but because I am willing to change and like to change. From ordinary creatures to extraordinary lives, I like to observe the joys, sorrows, joys, joys and pleasures of ordinary people without affecting my own growth process. If I am very affectionate, I can be a knight who protects the princess, an adventurer, and the dragon-born ancestor of a noble family." To give a similar analogy, when I was a child, I observed and played with ants. From time to time, I would feed and drop a few stones to block them as dependent variables to see their reactions. Even people with subjective initiative are mostly the protagonists of the world. Isn't it a good idea to use modern thinking to create some industrial revolution? Wouldn't it be fun to go straight to the mysterious Victorian steampunk style? The recorded history of mankind is only a few thousand years old. Is it difficult to use the Internet from the feudal era to modern society? Of course, you have to conquer demons in order to develop technology. The best style behind it is cool-toned cruel magic and science fiction. The life of dragons is so long, but few people realize that most of them have been immortal for a long time, and they don't have hundreds of years of planning and accumulation. Now think about it, dragons are magical creatures no matter what the world is, why did you only let you write Clash of Clans
I feel like the writing is off-kilter. The baby dragon doesn't develop honestly and participates in some kind of conspiracy.
A template of a strange disaster dragon that I scribbled before
🧬 Calamity Halo · Complete Template (Final Version) Not all Calamity Dragons grow step by step. Some individuals have been saturated with the power of the original curse when they hatched - their eggshells are covered with strange gray-blue lines, and the moment they break out of the shell, all the surrounding flowers and plants wither. They are the source of the curse, mutated from childhood, born into the living core of radiation-dead. Template Overview Disaster Halo is an innate template that can be applied to Disaster Dragons of any age. A dragon possessing this template is deeply fused with the energy of the curse from birth, and its very existence is a source of radiation from the curse. It no longer needs to deliberately cast a curse - its breath, its gaze, every damage it receives will automatically trigger a frenzy of curses. This template also incorporates the full power of the Charmed Wither feat, making it the ultimate in charisma, exuding a sinking, corrupt beauty in every move. Prerequisites · Basic creature: Calamity Dragon (any age) · How to obtain: mutation at birth (heritable), or exposure to original cursed energy in childhood (such as straying into the cursed rift, being blessed by the ancient cursed dragon, etc.) Attribute adjustment · Charm +6 (the dragon gains ultimate Charisma) · Wisdom +2 · Constitution +2 · Hit Points: 2 points added per Hit Die (included in final hit points) · Curse Power Cap: adjusted to Charisma modifier + 2 (e. G. Charisma 30 modifier is +10, power cap 12) Defense Class and Saving Throws · Spell Resistance: Increased by 5 points (superimposed with original SR) · All saving throws: +2 bonus Curse Duration Description The curse effects of the Catastrophic Dragon (including the charm drain of the aura, the revenge curse status, attribute damage, curse mark, etc.) Are permanent unless otherwise stated, but can be lifted by: · Magical means: removing curses, breaking barriers, advanced restoration techniques, medical techniques, prayer techniques, etc. · Special transformation: Creatures charmed by eternal slavery will transform all curses into permanent buffs at the moment of slavery (see ability 9). ·Natural elimination: Some curses (such as temporary charm absorption) can be restored under certain conditions, but most curse effects in this template require magical intervention. Special Abilities All abilities below are based on your cursed energy system (power limit = Charisma modifier + 2). Energy is gained in the following ways: · When a creature successfully saves against any of your curse effects (including Charisma saves for auras, Bane Pulse, Withering Breath, etc.), You gain 1 point of curse energy. · When any creature (including minions) is damaged by your curse, you gain 1 point of curse power. · Each time a minion with which you are psychically linked takes damage, you gain 1 point of Cursed Energy (maximum once per minion per round). 0. Aura of Subjugation [Supernatural ability] - Daily Charm You continue to exude a vague charming aura, as invisible but omnipresent as the power of a dragon. This aura is always in effect outside of combat. You cannot turn it off voluntarily, but you can suppress its effect (like suppressing an aura). Range: Centered on you, the radius is 10 feet per age group (for example, 350 feet for an adult dragon, covering the entire lair and its surroundings). Effect: Any creature with Intelligence ≥3 that remains within the aura for more than 10 minutes must make a Charisma saving throw (DC = 10 + 1/2 HD + Charisma modifier + 2). This saving throw is made only once when the creature first enters the aura, and does not need to be repeated as long as it does not leave the aura. · Failed Saving Throw: The creature develops a favorable attitude towards you (as a weaker version of Charm Human), viewing you as a trustworthy friend and willing to provide you with reasonable assistance, but will not carry out suicidal or obviously self-destructive orders. This effect lasts forever until it is removed by magic or until you terminate it voluntarily. · Save successful: The creature is immune to this aura for 24 hours. Immunity and Protection: · Creatures charmed by you in this way will not take any damage from your other abilities (including disaster halo, withering breath, curse damage, etc.). Your energy automatically recognizes them as "affiliates" and all curse effects bypass them. · If you actively cast an offensive ability on them, the charm effect ends immediately, and the creature is permanently immune to your Sinking Aura. Quantity and removal: · No limit on number: You can charm any number of creatures as long as they are within the aura range long enough. · Disenchant at any time: As a free action, you can disenchant any creature you have charmed in this way. The creature will be aware that it is being manipulated, but will not be immediately hostile (the attitude depends on the previous interaction). · Remote Disenchantment: Even if the creature leaves the aura's range, you can still sense its presence and can disenchant it as a free action at any distance. Relationship with the charm of eternal service: The aura of sinking is a superficial daily charm, which is used to accumulate servants and build nests; the charm of eternal service is to completely conquer the enemy into a permanent slave in battle. The two can coexist on the same creature (the aura of sinking as a daily relationship, the charm of eternal service as a combat enslavement), but if the creature is charmed by eternal service, the effect of the aura of sinking will be overridden. 1. Bale Aura [Supernatural ability] You continue to emit a cursed radiation aura with a radius that expands with age. This aura does not need to be activated and is always in effect. It combines the dual powers of Vengeful Curse and Charming Decay. Any hostile creature within the aura's range is affected at the following times: Basic Radiation (Curse of Vengeance): · At the beginning of each round: Automatically suffers one of your Karma Dragon's Vengeance Curses (a random choice from your pool of curses, or one you actively choose). · When entering the aura: Automatically receive one of your revenge curses (also selected from the curse pool). · When damage is dealt to you: Immediately suffer an enhanced Curse of Vengeance (see ability 2). Charm Wither: · At the beginning of each round: The creature must make a Charisma saving throw (DC = 10 + 1/2 HD + Charisma modifier + 2). · Failure: Absorbed by the charm of the corresponding age group. If Charisma drops to 0, Charm of Perpetual Service is triggered immediately (see ability 9). · Success: The creature is immune to this effect this turn, and you gain 1 point of curse energy. Note: The two triggers of the aura (curse of vengeance and Charisma save) are independent, and a creature may suffer both at the same time. Familiar who are charmed by the Sinking Aura are considered "non-hostile" by this aura and will not be affected. 2. Radiant Backlash [Supernatural ability] Whenever a creature causes damage to any of your attacks or effects, the creature will immediately suffer an enhanced version of the Vengeance Curse, triggering all of the following effects at the same time: ·Double Curse: The creature will suffer two independent Curse of Vengeance effects (choose two different curses from your curse pool, and repeat if there are not enough). · Curse damage: additional necrotic damage corresponding to the age group (see table below). · Energy Burst: You gain 2 points of Cursed Energy. Saving Savings: Enhanced Curse's saving throw DC = Aura DC + 2. Curse damage cannot be reduced (unless immune to necrotic damage). 3. Curse Pool [Special Ability] The types of curses you master far exceed those of ordinary disaster dragons, forming a huge curse pool. · Initial Curse Pool: Contains the karma dragon revenge curses (disease, pain, blindness, confusion, elimination, etc.) Corresponding to all your age groups. · Inscribed Curse: The curse obtained through Rune Devouring is automatically added to your curse pool and becomes a revenge curse option that you can call at any time. · How to use: · When you trigger any effect that requires casting a revenge curse (including aura, radiation backlash, instant curse, etc.), You can choose any curse from the curse pool to cast, instead of being limited to the effects of the current age group. · You can decide which curse to use instantly before casting it; no additional action is required. · Quantity limit: There is no upper limit on the types of curses that can be contained in the curse pool, but only one can be cast at a time (unless the double curse of radiation backlash allows two). This ability comes with the template and no additional selection is required. 4. Curse Coexistence [Special Ability] The mutated curse energy in your body breaks the conventional rules, allowing different curses to exist at the same time without overwriting each other. · When you apply multiple different curse effects to the same target (including different states of Vengeful Curse, charm drain, attribute damage, curse mark, curse vulnerability, etc.), These effects coexist independently of each other, and each calculates duration and saving throw. · Any subsequent curse applied will not replace or remove an existing curse of the same type on the target (for example, blindness will not override blindness, both can be effective at the same time). · This ability applies to all curse effects you inflict, whether the source is an aura, breath, mark, or other ability. · This ability comes with the template, no additional selection is required. 5. Rune Devouring – Curse Engraving [Supernatural ability] The runes naturally emerging on your scales are not just decorations, they are living containers of curses. When you encounter other curses, you can consume them and inscribe them on your scales, permanently mastering the power of those curses and adding them to your pool of curses. Consumption Conditions: · You must encounter a curse effect (including spells, spell-like abilities, supernatural curses, etc.) In combat or during a special ritual. · You must witness the curse take effect (or suffer its effects) and spend a full-round action trying to understand its runic structure. · Make a Charisma check (DC = 10 + the curse's caster level/original HD). If you succeed, you understand the rune of the curse; if you fail, you cannot swallow it, and you cannot try to swallow the same curse again within 24 hours. Engrave: · You can permanently inscribe the cursed runes you have learned onto your scales during a long rest. Each inscribed curse occupies an area of the scale, and the maximum number of curses you can inscribe at one time is equal to your Charisma modifier (at least 1). · Once inscribed, the curse becomes a permanent ability that you have mastered and is automatically added to your curse pool, allowing you to use it like your own Curse of Vengeance. How to use: · The Engraved Curse can be freely chosen to be used in situations such as halo triggering, radiation backlash, instant curse, etc., Just like your native Vengeance Curse. · These curses are also affected by your Curse Coexistence, Curse Resonance, and Curse Mapping feats (if you have them). · The saving throw DC for inscribed curse = 10 + 1/2 your HD + your Charisma modifier (replaces the original DC). Special Effects: · When you consume a curse, you immediately gain 2 points of curse power (regardless of success or failure). · If you are devouring a curse ability from a creature (such as a blood curser, a curse monk, etc.), You can also choose to spend an additional 1 point of energy to copy the creature's curse ability (such as a certain blood curse of the blood curser) and engrave it when you swallow it, but it requires DM's decision. Optional Rules: Rune Replacement · You can spend a long rest to replace an inscribed curse with another curse that you have devoured (the original inscription disappears).
Common characteristics of 3r arcane dragons (including curse dragon, scroll dragon)
DRAGON, ARCANE Sages have long postulated a connection between the magic of dragons and the development of spells. They note the ease with which dragons can learn even the most obscure magics, as well as the close connection between dragon blood and magical abilities. But dragons are still notoriously secretive, keeping secrets about the shorter-lived race. Why spoil a perfect legend about your own magic? However, some people find it strange that those who are considered to be the creators of occult magic, the first teachers of occult knowledge, were only beginners in its use. Only the most powerful metallic dragons, gold and silver, have access to spells that some humanoids have learned in less than a century, over thousands of years of life. Compared with the dragon's fangs, claws, and terrifying breath weapon, dragon magic seems to be just dabbling. The truth of this incident reinforces a lesson that adventurers have learned and relearned countless times over the years: never underestimate dragons, ever. Most dragons gain their power through physical means: their minds are quick, and their spells are powerful, but nowhere near as powerful as their natural attacks and deadly breaths. However, a few breeds of dragons emphasize the power of the mind. These arcane dragons can subdue an elven magician just as easily as a red or bronze dragon can subdue a human knight. Arcane dragons are more mysterious than other types of dragons and are rarely seen, but their impact on the magical world is enormous. Combat Arcane dragons prefer magical combat to physical combat because their minds are powerful but their bodies are relatively weak. Even the youngest arcane dragons possess near-genius intelligence, so they make good use of their strengths (spells and mobility), never missing an opportunity to exploit the terrain around them in combat. Most arcane dragons prefer to weaken their enemies with a barrage of spells and breath weapons before engaging in any form of melee combat. Arcane dragons have all the standard true dragon qualities (see Monster Manual page 68), plus they gain the following special qualities: Alternate Form (Su): An arcane dragon can change form six times per day as a standard action. Each arcane dragon can take the form of any Medium or smaller animal or humanoid. Graceful Flight (Ex): Arcane dragons have thin, fragile wings, but they soar through the air with ease and grace. Although arcane dragons fly slower than other dragons, they fly with good maneuverability regardless of their size. Physical Frailty (Ex): Arcane dragons have shorter limbs and weaker natural weapons than other dragon species, making them less suited to hand-to-hand combat. When determining the arcane dragon's natural weapon type and damage dealt, treat the arcane dragon as one size category smaller than it actually is (minimum is Tiny), and subtract 5 feet from the attack range of all claw and wing strikes (10 feet or more).
Will Cursed Dragon have the ability to fight Nuo Continent?
I think it would be interesting to add spell return settings and abilities 🙂