Draconomicon

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Draconomicon Prestige Classes

PrClassDraconomicon1

Requirements
Race: "Any nondragon." Must not be Dragon type.
Feats: FeatDraconomicon16, ‡Toughness*.
Skill Ranks: Concentration 8, Diplomacy 4, Draconic 1, KS(Arcana) 4, KS(Religion) 8
Spellcasting: Able to cast 2nd Level Divine Spells.

Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Heal (Wis), Jump (Str), KS(Arcana) (Int), KS(Religion) (Int), Spellcraft (Int).

Skills: 2+
Hit Die:
BAB: 7/10
Spellcasting: 10/10
Saves: Fort & Will.
Weapon and Armor Proficiency (Ex): None.

Specials

Prestige Domain (Su): At 1st level, the character gains access to a prestige domain based on alignment. Good-aligned characters (and neutral clerics that channel positive energy) gain access to the Glory prestige class domain (and its granted power), while evil characters (and neutral clerics who channel negative energy) gain access to the Domination prestige domain (and its granted power). Characters who are niether good nor evil (and who don't channel positive or negative energy) can select either of these domains, but once made, the choice can never be altered.
The spells associated with the prestige domain can be selected to fill any domain spell slots the PrClassNecronomicon1 has available. If the prestige domain is the character's only domain, he gains the ability to cast a domain spell of each level to which he has access once per day, in addition to those spells he already casts.
‡Alertness (Ex):* At 3rd level the character gains Alertness as a bonus feat.
Foster Dragon (Ex): At 5th level, the character is entrusted with the care of a wyrmling dragon. The dragon's alignment must match the character's. The wyrmling dragon follows the character loyally, and will even accompany the character on adventures.
If the wyrmling dies, the character cannot gain any additional levels in this prestige class until he recieves an atonement spell from another character who worships dragons or a draconic diety.
Immunities (Ex): At 7th level, a the character gains immunity to magic sleep and paralysis.
Keen Senses (Ex): At 9th level the character gains darkvision out to 60 feet and low-light vision.
Summon Dragon (Sp): A 10th level the character can, as a full-round action, summon a dragon one per day. This ability is similar to a summon monster spell, except that the character summons an adult dragon of the same kind as the wyrmling entrusted to his care.

DragonPrClassDraconomicon1

Requirements
Race: Any dragon.
Alignment: Any chaotic.
Base Attack Bonus: +22.
Feats: **Power Attack, **Shock Wave, **Windstorm.
Skill Ranks: Intimidation 14.
Special: The Rage(Ex) ability or class feature at least 3 times per day, and the Frightful Presence(Ex) ability.

Class Skills: Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Swim (Str), Spot (Wis), and Survival (Wis).

Skills: 2 + Int
Hit Die: d12
BAB: 12/12
Spellcasting: 12/0
Saves: Fort
Weapon and Armor Proficiency (Ex): None.
Specials
Fearsome Presence (Ex): The saving throw DC to resist the ability is increased by the dragon's class level. Creatures with Hit Dice equal to or less than 1/2 the dragon's class level + 4 are panicked if they fail their saving throws, while creatures with more Hit Dice are shaken. Both feat effects last for 6d6 rounds (rather than the usual 4d6).
Draconic Fury (Ex): At 2nd level, 6th level, and again at 10th, while raging, Strength and Constitution scores increase by an additional 2 points and the dragon gains an additional +1 morale bonus on its Will saves.
Scales of Blood (Su): Beginning at 3rd level, when the dragon enters a rage, small quantities of blood ooze out around its scales, lining their edges and adding to the dragon's fearsome appearance. The blood supernaturally wards the dragon from spells and weapon damage. For the duration of the dragon's rage, its spell resistance increases by this class level, and its damage reduction improves as well. The number before the slash in the dragon's damage reduction increases by 5 at 3rd level. IN addition, at 7th level the dragon's damage reduction can be overcome only by magic cold iron weapons, and at 11th level only by epic cold iron weapons.
Rend (Ex): At 4th level, the dragon gains **Rend as a bonus **feat via this class.
Extend Fury (Ex) At 5th level, the dragon can remain in a rage for a number of rounds equal to 6 + its Con modifier.
Incite Rage (Ex): At 8th level, the dragon gains the ability to incite rage in its allies whenever it enters a rage. The dragon can affect all willing allies
within 60 ft, Granting them a + 4 morale bonus to Strength, a +4 morale bonus to Constitution, a +2 morale bonus to Will saves, and -2 penalty to Armor Class for as long as the dragon remains raging. This ability is otherwise identical to normal rage, including the fatigue at the of the rage.
Tireless Fury (Ex): At 9th level, the dragon no longer becomes fatigued at the end of its rage.
Blinding Speed (Ex): At 12th-level, the dragon can act as if under the effects of a haste spell for a total of 12 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.

Class Loss: If the dragon becomes lawful they loose all class features and cannot gain more levels in this class.

DragonPrClassDraconomicon2

Requirements
Race: Any dragon.
Alignment: Any evil.
Base Attack Bonus: +18.
Feats: **Iron Will, **Quicken Spell-Like Ability.
Skill Ranks: KS(R) 18. KS(Planes) 18.
Special:
Initiation: Perform a ritual of initiation that must include the loss of 1 point of Constitution.

Class Skills: Concentration (Con), Hide (Dex), Intimidate( Cha), KS(Arcana) (Int), KS(Planes) (Int), KS(Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

Skills: 4+
Hit Die: d8
BAB: 12/12
Spellcasting: 12/0
Saves: Fort and Will
Weapon and Armor Proficiency (Ex): None.
Specials
Fiendbond (Su): As part of it initiation the dragon binds a demonic spirit to itself. The dragons alignment turns to evil if it is not already. The dragon gains bonus sorcerer spells as if its Charisma score were 2 points higher than actual.
Resistance (Ex) The dragon gains resistance to acid, cold, electricity, and fire. This resistance is 5 at at 1st level and every four lvels thereafter (10 at 4th level at 4th level, 15 at 8th level, and 20 at 12th level).
Spell-Like Abilities: The dragon gains spell-like as it increases in level. Its caster level is equal to this class level, and its saving throw DCs are 10 + its Cha modifier + spell level. Once an ability is gained, the disciple can use it a certain number of times per day, as follows: 3/day — darkness, poison, unholy aura; 1/day — blasphemy, contagion, desecrate, destruction, horrid wilting, unhallow, unholy aura, unholy blight.
Skill Point Increase: At 2nd level, and again at 10th level, the dragon gains a pool of bonus skill points equal to the number of dragon Hit Dice it possesses. This pool represents a gradual transition from being a creature of the dragon type (with 6 skill points per HD) to being an outsider (with 8 skill points per HD). These bonus skill points are in addition to the skill points gained at every level, and are not modified by the dragon;s Intelligence score.
Ability Increase: Every three levels the dragon's ability scores increase automatically. At 3rd, 6th, 8th, and 12th level. its Strength, Dexterity, and Intelligence all increase by one point. At 6th level and 12th level, the dragons Constitution and Charisma also increase by 1 point. By 12 the level, the dragon has the ability score adjustment of the half-fiend template**.
Poison Immunity (Ex) The dragon gains immunity to all forms of poison at 6th level or higher.
Natural Armor Increase (Ex): At 7th level, the dragon's natural armor bonus improves by 1.
Fiendish Perfection (Ex): At 12th level, the dragon's bond with its demonic spirit is complete and perfect. The dragon now has the half-fiend template and becomes an outsider rather than a dragon.

DragonPrClassDraconomicon3

Requirements
Race: Any dragon.
Alignment: Any neutral.
Feats:
Skill Ranks: KS(Any) 20, KS(Any) 20
Spellcasting: Domain Knowledge (or able to cast at least three spells from the Knowledge Domain list as arcane spells).

Class Skills: Concentration (Int), Decipher Script (Int), KS(Knowledge) (Int), and Spellcraft (Int).

Skills: 2 +
Hit Die: d6
BAB: 12/9
Spellcasting: 12/11 (1st none)
Saves: Fort and Will
Weapon and Armor Proficiency (Ex): None.
Specials
Divine Conversion: At 1st level, the dragon loses any effective sorcerer level it had previously gained by virtue of its age and draconic variety. Its effective divine spellcasting level increases by the number of sorcerer levels lost. These effective levels apply only to the dragon's spellcasting, not to other class abilities (such as turning undead).
Calming Aura (Su): At 1st level the dragon loses its frightful presence ability **(if it ever had one)
, gaining instead an infectious aura of calm detachment. This aura has the same radius and Will save DC as the dragon's frightful presence ability, if it had one. If it did not possess frightful presence, the radius is equal to 5 feet per 2 HD the dragon possesses (counting only its base dragon Hit Dice, not any class levels). The Will saving throw to resist the effect has a DC of 10 + 1/2 dragon's base HD + its calm emotions spell, but it lasts as long as the dispassionate watcher does does not attack.
**Draconic Knowledge: The dragon gains the feat and uses this class's level as a bonus on the check.
Spellcasting: From 2nd level on, when the dragon gains a level of this class the dragon gains new spells per day as if it had also gained a level in one divine spellcasting class it belonged to before taking this class. It does not however gain any other benefits a character of that class would have gained.
If a dragon advances an age category after taking levels in this class, the added levels of spellcasting ability are added to its effective divine spellcasting level.
Comprehend Languages (Sp): At 2nd level, the dragon watcher gains the ability to use comprehend languages at will.
Stunning Rebuke (Su) At 4th-level the dragon can deliver a thunderclap rebuke that stuns one creature of its choice within 100 feet. If the target creature fails a Will saving throw (DC 10 + this class level + 1/2 its Cha modifier), it is stunned for 1d4+1 rounds. This is a sonic effect, but is not language dependent.
Tongue (Sp): At 5th-level the dragon can use tongues at will.
Discern Lies (Su): At 6th level, the dragon knows when anyone (other than a deity) is deliberately lying. This ability is like the discern lies spell, except that it works continuously and applies to any creature the dragon can perceive.
Clearsight (Ex): At 8th level, the dragon can see illusions, transmuted creatures and objects, and disguised creatures and objects for what they really are, provided they are within 30 feet of the dragon. This ability is simiar to the true seeing spell, except that it also foils mundane disguises.
Vision (Sp) At 10th level, the dragon gains the ability to use vision three times per day. Using this ability is only a standard action for the dragon.
Analyse Dweomer (Sp): At 12th level the dragon can use analyse dweomer at will.

DragonPrClassDraconomicon4

Requirements
Race: Any true dragon.
Base Attack Bonus: +30
Feats: Draconic Knowledge, Fast Healing, Great Fortitude, Improved Speed, Iron Will, Lightning Reflexes
Special
Consume Hoard: Must participate in a ritual that involves devouring a hoard. The hoard must have a value of at least 100,000 gp, but the dragon cannot choose to eat just 100,000 gp and leave the rest alone — it must consume the entire hoard.

Class Skills: Concentration (Con), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), KS(Arcana) (Int), KS(Planes) (Int), KS(Religion) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis)

Skills: 6 +
Hit Die: d12
BAB: 12/12
Spellcasting: 12/0
Saves: All
Weapon and Armor Proficiency (Ex): None.
Specials
Awesome Aura (Ex): The dragon loses its innate frightful presence, replacing it with a special fear aura. This aura surrounds the dragon at any radius it chooses up to the extent of its frightful presence (30 feet X the dragon's age category), and is always active unless the dragon chooses to deactivate it. The dragon can choose to exclude its own allies from the effect of its aura. Creatures within the aura must make a Will save (DC equal to the dragon's frightful presence DC plus 1/2 of the level of this class). Creatures that fail their saving throw are shaken, while those that succeed are immune to the effect of the dragon's aura for 24 hours/ If the dragon attacks or charges, shaken creatures must attempt a second Will save (same DC) or become frightened.
When a the dragon reaches 5th level, it can choose to modify its aura to inspire resolve in its allies and dread in its enemies. All allies of the dragon within the radius of its aura receive a +4 morale bonus on atack rolls, saves, and checks. The dragon's foes must succeed on a Will saving throw or take a - 4 penalty on attack rolls, saves, and checks.
When the dragon reaches 10th level it gains a gains a third option for its aura. The dragon can cause affected creatures to become dazed, simply at the dragon in fascinated awe, if they fail their Will saves. As with the fear aspect of the aura, the dragon can choose to exclude its allies from the effects of the aura.
All uses of a dragon's aura are mind-effecting effects.
Hit Point Increase (Ex): At 2nd level, and every two levels thereafter, the dragon gains 1 hit point per Hit Die it possesses, including all its dragon Hit Dice and those gained from all class levels. The benefit can never increase a dragon's hit points above the maximum for its Hit Dice and Constitution bonus.
At 12th level, the dragon's hit points are equal to the maximum for its Hit Dice and Constitution bonus.
Transmutation Immunity (Ex): At 3rd level, the dragon gains immunity to plymorphing, petrification, and any other attack that would alter its form. Any shape-altering powers or spells the dragon has work normally on itself.
Increased Damage Reduction (Su): At 4th level, the dragon's damage reduction can be overcome only by epic weapons. At 8th level, the amount of the dragon's damage reduction (the number before the slash) is increased by 6.
Lifewarding (Ex): At 6th level, the dragon is no longer vulnerable to attacks that cause energy drain, ability drain, or ability dmage.
Deflection Bonus (Su_: At 7th level, the dragon gains a deflection bonus to its Armor Class equal to its Charisma bonus, if any.
Iron Mind (Ex): At 9th level, the dragon gains resistance to fire 20, if it does not already posses immunity to fire.
Spell Resistance (Ex): At 11th level, the dragon's spell resistance increases by to 33.
Immortality (Ex) At 12th-level, the dragon is actually a quasi-deity, and can no longer die from natural causes. It does not need to eat, sleep, or breathe. It can still be slain in physical or magical combat, and it is still subject to death from massive damage.

Code of Conduct: The dragon must be absolutely true to the principles of its alignment, whatever they may be. The dragon loses its awesome aura if it ever willingly commits an act opposed to its alignment (and it does not regain its frightful presence), and it cannot gain more levels in this class. The dragon can regain its awesome aura and once more advance in this class if it atones for its violations with an atonement spell.

DragonPrClassDraconomicon5

Requirements
Race: Any dragon.
Base Attack Bonus: +20
Feats: Any three metabreath feats.
Spellcasting: Able to cast arcane spells.
Special
Elemental Attunement: The dragon must have an energy or elemental subtype, such as air, cold, earth, electricity, fire, or water.
Breath Weapon: The dragon must have a breath weapon that deals energy damage.

Class Skills: Concentration (Con), KS(Arcana) (Int), KS(Geography) (Int), Knowledge (Nature) (Int), Knowledge (Plances) (Int), Spellcraft (Int), and Survival (Wis).

Skills: 2 +
Hit Die: d12
BAB: 12/12
Spellcasting: 12/0
Saves: All
Weapon and Armor Proficiency (Ex): None.
Specials
Elemental Mastery (Ex): At 1st level, the dragon gains an additional attunement to the lemental type that coresponds to its subtype.
Dragons with air or electricity subtype (including emerald, green, crystal fang, and song dragons)** gain air mastery. Any airborn creature takes a - 1 penalty on attack and damages rolls made against the dragon.
Dragons with the earth subtype (including blue, copper, amethyst, brown, deep, and sapphite dragons) gain earth mastery. The dragon gains a +1 on attack and damage rolls if both it and its foe are touching the ground.
Dragons with the fire subtype (including red, gold, brass, and hellfire wyrms) gain fire mastery. The dragon gains a + 1 bonus on attack and damage rolls if both it and its foe are touching fire or using weapons with the flaming or flaming burst special abilities. **
Dragons with the water subtype (including black, bronze, and topaz dragons) gain water mastery. The dragon gains a +1 bonus on its attack and damage rolls if both it and its opponent are touching water.
Dragons with the cold subtype (silver and white dragons) gain cold mastery. The dragon gains a +1 bonus on attack and damage rolls if both it and its foe are touching ice or using weapons with the frost or icy burst special abilities.
Elemental Command (Su): The dragon can turn or destroy creatures of the elemental subtype opposed to its own subtype, just as a good cleric turns undead. It can rebuke or command creatures of its own elemental subtype, as an evil cleric rebukes undead. The dragon can use these abilities a total number of times per day equal to 3 + its Charisma modifier.
Air and earth are opposed elemental subtypes; fire and water are opposed. Dragons with the cold subtype cn rebuke cold creatures and turn fire creatures.
Energy Attunement (Ex): The dragon is attuned to the energy type that powers its breath weapon. Dragons with more than one breath weapon gain attunement to the that deals energy damage, usually acid, cold, electricity, fire, or sonic energy. A dragon with multiple energy breath weapons can choose a single energy type it is attuned to. This ability grants the dragon no special powers, but determines the form of powers it gains later, including energy substitution, energy focus, energy burst, and energy storm.
Energy Substitution (Ex): At 2nd level, the dragon gains the ability to modify its spells that have an energy discriptor so that they use the dragon's attuned energy instead. The substitution spell works normally in all respects except the type of damage dealt.
Summon Elemental (Sp): Once per day, starting at 2nd level, the dragon can use its breath weapon to summon a Medium elemental corresponding to its elemental subtype. The dragon breathes as normal, but in the wake of its breath the elemental appears, attacking in the next round. If it chooses, the dragon can instead summon an adult arrowhawk (air or cold), average slamander (fire), adult tojanida (water), or average xorn (earth). This ability works like the summon nature's ally V spell, with the level of this class as the Caster Level. A dragon with the cold subtype can summon a Medium water eloemental or an adult tojanida.
At 5th level, the dragon can summon one large elemental or two Medium elementals. This ability works like the summon natures ally VI spell.
At 8th level, the dragon can summon one Huge elemental, two Large elementals, or four Medium elementals. Instead the dragon can summon one elder arrowhak, noble slamander, elder tojanida, or elder xorn, or four Medium creatures of the appropriate kind. This ability works like the summon nature's ally VII spell.
At 11th level, the dragon can summon one greater elemental, two Huge elementals, or four Large or Medium elementals. This ability works like the summon nature's ally VIII spell.
Evergy Focus (Ex): At 3rd level, an elemental master adds 1 to the save DC of spells it casts with an energy descriptor corresponding to the dragon's attuned energy type.
This bonus increases by +1 for every additional three levels in this class (+2 at 6th, +3 at 9th, and +4 at 12th level), and it stacks with the bonus from the Spell Focus feat.
Energy Storm (Su): A 7th-level, the dragon can surround itself with a vortex of swirling energy corresponding to the dragon's attuned energy type. The vortex extends from the dragon in an emanation with a radius of 5 feet per class level. The effect attacks with thrown weapons and projectiles. Such attacks fail if made by creatures inside the area, or if targeted at creatures within the area, or if their paths take them through the area. The storm deals 2 points of damage per class level to every protected creature within its area each round. The storm lasts for 1 round per level of this class (though the dragon can dismiss it as a move action), and counts as two uses of the dragon's breath weapon. The dragon cannot use its breath weapon (or its energy burst ability) while the storm is in place and for 2d4 rounds after it subsides.
Spell-Like Ability: at 10th level, the dragon gains a spell=like ability associated with its elemental subtype. An air dragon can use whirlwind, an earth dragon earthquake, a fire dragon incendiary cloud, a water dragon horrid wilting, and a cold dragon polar ray. The dragon can use this ability three times per day, with a caster level of 20th.

DragonPrClassDraconomicon6

Requirements
Race: Any dragon.
Alignment: Any lawful.
Natural Armor Bonus: +20
Base Save Bonus: Will +12
Feats: **Iron Will.

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), KS(Arcana) (Int), KS(Religion) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skills: 4 +
Hit Die: d10
BAB: 12/12
Spellcasting: 12/0
Saves: All
Weapon and Armor Proficiency (Ex): None.
Specials
Increased Spell Resistance (Ex): The dragon adds their level in this class to its natural spell resistance. Dragons without natural spell resistance do not gain spell resistance when they adopt this class. However, if the dragon ages to the point where it gains spell resistance, it adds its level in this class to the natural spell resistance it gains at its new age category.
Suppress Weakness: At 2nd level the dragon gains ** as a bonus feat.
Poison Resistance (Ex): At 2nd level, the dragon gains a +4 bonus on saving throws against poison.
Energy Resistance (Ex): At 3rd level, the dragon gains resistance 10 to two energy types it is not already immune, vulnerable, or resistant to. The dragon can choose from , resistance to acid, cold, electricity, fire, or sonic energy.
Still Mind (ES): At 4th level, the dragon gains a +2 bonus on saving throws against spell's and effects from the enchantment school.
Natural Armor (Ex): At 4th level, the dragon's natural armor bonus increases by +2. At 8th level the increase becomes +4, and at 12th level, it becomes +6.
Increase Damage Reduction (Su): At 5th level, the amount of the dragon's natural damage reduction (the number before the slash) increases by 5, and its damage reduction can be overcome only by chaotic magic weapons.
Extra Energy Imuunity (Ex): At 6th level, the dragon gains immunity to an energy type it was already resistant to. Its resistance to one other energy type it has resistance 10 against increases to 20, and it gains resistance 10 against a third energy type. For this third energy type, a dragon with a fire subtype cannot choose cold, and a dragon with a cold subtype cannot choose fire. At 12th level, the dragon's energy resistances and immunities improve again. Its resistance 20 becomes immunity, its resistance 10 becomes resistance 20, and it gains resistance 10 to all other energy types (acid, cold, electricity, fire, or sonic) that it is not already immune or resistant to.
Overcome Weakness
: At 7th level, the dragon gains ** as a bonus feat.
Death Ward (Sp): At 7th level, the dragon gains the ability to use death ward on itself once per day as a cleric of equal level to the dragon's level in this class.
Wholeness of Body (Su): At 9th level, the dragon can cure its own wounds. It can cure up to three times its level in this class in hit points in each day and can spread this healing out among several uses.
Poison Immunity (Ex): At 10th level, the dragon gains immunity to poison of all kinds.
Superior Damage Reduction (Su): At 11th level, the dragon's damage reduction can be overcome only by epic chaotic weapons.

DragonPrClassDraconomicon7

Requirements
Race: Any dragon.
Alignment: Lawful good or neutral good.
Feats: **Endure Blows, **Power Attack.
Natural Armor Bonus: +15.
Spellcasting: Domain Protection, able to cast divine spells.
Special
Damage reduction 5/magic.

Class Skills: Concentration (Con), Diplomacy (Cha), Heal (Wis), KS(Religion) (Int), and Sense Motive (Wis).

Skills: 2 +
Hit Die: d10
BAB: 12/12
Spellcasting: 12/11 (1st none)
Saves: Fort and Will
Weapon and Armor Proficiency (Ex): None.
Specials
Divine Conversion: At 1st level, the dragon loses any effective sorcerer level it had previously gained by virtue of its age and draconic variety. Its effective divine spellcasting level increases by the number of sorcerer effective sorcerer levels lost, allowing the dragon to cast cleric spells much more effectively. These effective levels apply only to the dragon's spellcasting, not to other class abilities (such as turning undead or wild shape).
Smite Evil Dragons (Su): After second level the dragon may attempt to smite an evil dragon with one normal melee attack once per day. The dragon adds its Charisma bonus to its attack roll and deals 1 extra point of damage per class level. If the dragon accidentally smites a dragon that is not evil, or a creature that is not a dragon, the smite has no effect but it is still used up for that day. The dragon can smite any creature of the dragon type that has an evil alignment.
At 6th level, the dragon may smite evil dragons twice per day, and at 10th level it can do so three times per day.
Spellcasting: From 2nd level on ***
Aura of Courage (Ex): At 3rd level, the dragon becomes immune to fear effects. In addition, the dragons frightful presence ability alters so that it inspires allies as well as striking terror into enemies. Allies within the radius of the dragon's aura (30 feet X its age category) are unaffected by the dragon's frightful presence and receive a morale bonus on their saving throws against fear equal to the dragon's levels in this class + its Cha modifier. Allies within the aura cannot be panicked by an evil dragon's frightful presence, regardless of their Hit Dice.
Enemies within the aura are affected by the dragon's frightful presence.
Sacred Shield (Su): At 7th level, the dragon gains the ability to surround itself with a protective aura that lasts 10 minutes and protects the dragon's body and equipment from attacks. The shield absorbs 10 points of damage per level in this class. Once the shield absorbs that much damage, it collapses. The damage can be from any source — weapons, spells, any energy type, and so on. Damage the dragon would not take anyway (through energy resistance or damage reduction) does not count against the damage absorbed by the shield. The dragon can use this ability three times per day.
Area Sacred Shield (Su): At 12th level, the dragon can extend its sacred shield to protect an area with a radius of 30 feet. The dragon can place the barrier anywhere within its line of sight, and can choose to make it mobile with respect to an unattended object or willing creature (including the dragon itself). The shield blocks incoming attacks, but creatures inside the shield can still attack out through the shield.

DragonPrClassDraconomicon8 "Unholy Ravager of Tiamat"

Requirements
Race: Any dragon.
Alignment: Lawful evil or neutral evil.
Feats: Maximize Breath, Recover Breath, Tempest Breath**.
Spellcasting: Domain Destruction, able to cast divine spells.

Class Skills: Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), KS(Arcana) (Int), KS(Religion) (Int), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skills: 2 +
Hit Die: d10
BAB:
Spellcasting:
Saves:
Weapon and Armor Proficiency (Ex): None.
Specials
Divine Conversion: * convert all effective sorcerer levels from dragon heritage into effective divine spellcaster levels *
Smite: The dragon adds its levels in this class to its cleric levels to determine its bonus on damage when using the smite ability granted by the Destruction domain.
Spellcasting * from 2nd level on *
Breath Weapon Substitution (Sp): At 2nd level, the dragon can use **breath weapon substitution at will. However using this ability increases the number of rounds the dragon must wait before using its breath weapon again by 1 round, as if it were using a metabreath feat.
Aura of Despair (Su): At 3rd level, the dragon's frightful presence alters slightly. In addition to the fear effect, creatures within the radius of the dragon's frightful presence takes a - 2 penalty on all saving throws against the frightful presence effect itself.
Profane Blast (Su): At 7th level, the dragon can unleash a narrow blast of raw profane energy from its mouth three times per day. The blast is a ray, requiring a ranged attack, with a range of 400 feet + 40 feet per class level. The blast looks and feels like energy of the same type as the dragon's breath weapon. If it hits a target, it deals the same number of dice worth of damage as the dragon's breath weapon, but uses d12s. The damage it deals results directly from divine power and is therefore not subject to being reduced by protection from energy and similar magic. Each use of this ability counts as a use of the dragon's breath weapon, so it cannot use its breath weapon for 1d4 rounds after issuing a profane blast.
The dragon can target a creature behind a wall of force, prismatic wall, or prismatic sphere with its profane blast the dragon makes a special dispel check, rolling 1d20 + its age category + its level in this class against a DC of 11 + the effects caster level. If the check is successful, the effect is instantly negated (all layers in a prismatic effect are destroyed) and the ray goes on to strike the intended target (if the ranged touch attack roll is successful). A profane blast is stopped normally by a **DragonPrClassDraconomicon7 * sacred shield **
Mass Profane Blast (Su): At 12th level, the dragon's profane blast occupies the same area as its breath weapon and affects all creatures within that area. The dragon can choose whether to use a ray profane blast or a mass profane blast and can use both abilities combined no more than a total of three times per day.
If the area of the profane blast encounters a wall of force, prismatic wall, or prismatic sphere the dragon makes a special dispel check, rolling 1d20 + its age category + its level in this class against a DC of 11 + the effects caster level. If the check is successful, the effect is instantly negated (all layers in a prismatic effect are destroyed) and the blast goes on to strike anyone in the area normally. A profane blast is stopped normally by a **DragonPrClassDraconomicon7 * sacred shield **

Feats

FeatDraconomicon1
Prerequisites: Improved Unarmed Strike, size Small or Medium.
Benefit: When your opponent is larger than Medium, you gain a circumstance bonus on your grapple check to escape a grapple or pin. The size of the bonus depends on your opponent's size: vs Colossal it is a +8 bonus. Vs Gargantuan it is +6, Huge +4, and vs Large it is a +2 bonus.

FeatDraconomicon3
Prerequisite: Base attack bonus +3.
Benefit: You can make an attack of opportunity when someone tries to grapple you, provided that you are not flat-footed or already grappled, even if the attacker has the improved grab ability.
Any damage you deal with your attack of opportunity applies as a bonus to the ensuing grapple check you make to avoid becoming grappled. This feat does not grant you an additional attack of opportunity in a round.
Normal: A creature with the improved grab ability does not provoke an attack of opportunity when beginning a grapple.

FeatDraconomicon2
Prerequisites: Improved Unarmed Strike, Clever Wrestling**, size Small or Medium.
Benefit: When your opponent is larger than Medium you gain a circumstance bonus on any opposed check you make to avoid being bull rushed, tripped, knocked down, or pushed. The size of the bonus depends on your opponent's size: Colossal +8, Gargantuan +6, Huge +4, and Large +2.
Special: This feat is effective against the Large and in Charge feat. The bonus from this feat does not stack with the **Clever Wrestling feat.

FeatDraconomicon4
Prerequisites: Close-Quarters Fighting, Power Attack, base attack bonus +6.
Benefit: You can use a slashing or piercing weapon to make an attack of opportunity against a foe using an atack designed to batter you from above, such as an overrun, trample, power dive, or dragon crush attack. You cannot use this feat if you are flat-footed or already grappled. This feat does not grant you additional attacks of opportunity in a round, so the feat does not help you if you have no attacks of opportunity available.
You gain a special attack modifier based on your opponent's size, as shown below. If you attack hits, you deal triple damage.
Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0

FeatDraconomicon5
Prerequisites: Int 13, Combat Expertise, Spot 10 ranks, sneak attack +1d6.
Benefit: As a standard action, you can attempt to find a weak point in a visible target's armor. This requires a Spot check against a DC equal to your target's Armor Class. If you succeed, your next attack against that target (which must be made no later than the end of your next turn) ignores the target's armor bonus and natural armor bonus to AC (including any enhancement bonuses to armor or natural armor). Other AC bonuses still apply normally.
If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefir from this feat.

FeatDraconomicon6
Prerequisites: Character level 9th, Speak Language (Draconic).
Benefit: You gain a cohort selected from "Table 3-14: Dragon Cohorts" ** , just as you would by selecting the Leadership feat. However, you may treat the dragon's ECL as if were 3 lower than indicated.

FeatDraconomicon7
Prerequisites: Cha 13, Speak Language (Draconic), arcane spellcaster level 7th, ability to acquire a new familiar, compatible alignment.
Benefit: When acquiring a new familiar, you can choose a wyrmling dragon. See Dragons as Familiars, page 141, for more information.

FeatDraconomicon8
Prerequisite: Wis 13.
Benefit: You gain a +2 dodge bonus to Armor Class against attacks made by dragons and a +2 competence bonus on saving throws against the spells, attacks, and special abilities of dragons. Likewise, you gain a +2 competence bonus on any opposed check (such as a bull rush attempt or a grapple check) you can make against a dragon.

FeatDraconomicon9
General -
Prerequisites: Wis 13, Dragon Hunter.**
Benefit: You and all allies within 30 feet who can see you are treated as having +4 HD for the purpose of determining your resistance to the frightful presence of dragons. All creatures affected also gain a +4 morale bonus on Will saves made to resist a dragon's frightful presence.
Your animal companion, familiar, or special mount automatically succeeds on its Will save to resist the dragon's frightful presence if you succeed on yours (or if your effective Hit Dice total makes you immune).

FeatDraconomicon10
General -
Prerequisites: Wis 13, Dragon Hunter.**
Benefit: You gain the evasion ability against the breath weapons of dragons. (If a dragon's breath weapon allows a Reflex save for half damage, a successful save indicates that you take no damage.)
Also, you gain a bonus equal to 1/2 your character level on all saving throws you make against the supernatural or spell like abilities of dragons.

FeatDraconomicon11
General -
Prerequisites: Cha 13, Ride 8 ranks, Speak Language (Draconic).
Benefit: You gain the service of a dragonnel (see monster ** ) as a steed. It serves loyally as long as you treat if fairly, much like a cohort.
Special: If you have a special mount (such as from the paladin class feature), this dragonnel replaces you special mount. See Dragons as Special Mounts, page **, for details.

FeatDraconomicon12
General -
Prerequisite: Wis 19, Knowledge (nature) 15 ranks, wild shape ability.
Benefit: You can use your wild shape ability to change into a Small or Medium dragon. You gain all the extraordinary and supernatural abilities of the dragon whose form you take, but not any spell-like abilities or spellcasting powers.

FeatDraconomicon13
General -
Prerequisite: Knowledge (arcana) 2 ranks.
Benefit: You can create any dragoncraft itm whose prerequisites you meet. Creating a dragoncraft item follows the normal rules for the craft skill.
See dragon craft items.

FeatDraconomicon14
General -
Prerequisite: Int 13.
Benefit: You gain a +2 bonus on attack rolls against dragons and a +2 bonus on caster level checks made to overcome a dragon's spell resistance. Also, dragons take a -2 penalty on saving throws against youspells, spell=like abilities, and supernatural abilities.

FeatDraconomicon15
General -
Prerequisites: Int 13, Dragonbane, Dragonfoe, base attack bonus +10
Benefit: When you attack a dragon, the critical multiplier of your weapon improves as noted below. an x2, x3, and x4 multiplier becomes a x3, x5, and x7 respectively.
Special: The benefit of this feat does not stack with any other ability or effect that alters a weapon's critical multiplier.

FeatDraconomicon16
General -
Prerequisite: Cha 11, Speak Language (draconic).
Benefit: You gain a +4 bonus on Diplomacy checks made to adjust the attitude of a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon.
In addition, you gain a +4 bonus on saves against the frightful presence of good dragons.
Special: You can't select this feat if you have already taken the ** Dragonthrall feat.

FeatDraconomicon17
General -
Prerequisites: Cha 13, Knowledge (arcana) 4 ranks, Perform 6 ranks, Speak Language (Draconic).
Benefit: You gain a +2 bonus on Perform checks involving song, poetics, or any other verbal or spoken form of performance.
In addition, the DC of any saving throw required by mind-affecting effects based on your song or poetics (such as bardic music) is increased by + 2.

FeatDraconomicon18
General -
Prerequisite: Speak Language (Draconic).
Benefit: You gain a +4 bonus on any Bluff check made against a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon.
You gain a + bonus on saves against the frightful presence of evil dragons.
You take a -2 penalty on saves against enchantment spell effects cast by dragons.
Special: You can't select this feat if you have already taken the Dragonfriend** feat.

FeatDraconomicon19
General -
Prerequisites: Cha 15, Intimidate 9 ranks.
Benefit: You gain the use of the frightful presence ability. Whenever you attack or charge, all opponents within a radius of 30 feet who have fewer levels or Hit Dice than you become shaken for a number of rounds equal to 1d6 + your Cha modifier. The effect is negated by a Will save (DC 10 + 1/2 your character level + your Cha modifier).
A successful save indicates that the opponent is immune to your frightful presence for 24 hours. This ability can't affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons.

FeatDraconomicon20
General -
Prerequisites: Int 13, Combat Expertise, Weapon Focus.
Benefit: Whenever you attack with a weapon with which you have selected the Weapon Focus feat, you may ignore up to 5 hit points of the target's damage reduction (regardless of the material or enhancement bonus of your weapon) or hardness. This benefit can't reduce the effective damage reduction or hardness of a target to less than 0.

FeatDraconomicon21
General -
Prerequisites: Int 13, Dragonfoe, base attack bonus +6
Benefit: You may use a full-round action to make a single attack (melee or ranged) against a dragon with a +4 bonus on the attack roll. Such an attack deals an extra 2d5 points of damage if it hits. For a ranged attack, the dragon must be within 30 feet to gain the bonus to hit and the extra damage.
Special: The bonus on the attack roll and the extra damage stack with the benefits provided by a weapon with the bane (dragons) special ability.
In the case of a critical hit, the extra damage dice aren't multiplied.

Dragon Feats

DragonFeatDraconomicon1
General Feat - Allows Flyby attacks without provoking an Attack of Opportunity from target.
Prerequisites: Fly speed 90, ‡Flyby Attack*, Hover or Wingover*
Benefit: When flying and making an attack you can move both before and after the attack provided the total distance moved is not greater than your fly speed. Your flying movement does not provoke an attack of opportunity from the creatures you attack during the round when you use this feat, but the movement does provoke an attack of opportunity from creatures you do not attack.

DragonFeatDraconomicon2
Monstrous Feat - Gives a character the frightful presence ability.
Prerequisites: Cha 11, dragon type.
Benefit: The character gains the frightful presence special ability with a radius in feet equal to 5 x 1/2 your racial Hit Dice. Te ability takes effect automatically whenever you attack, charge, or fly overhead. Creatures within the radius are subject to the effect if they can see you and have fewer Hit Dice than your racial Hit Dice. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 your racial HD + your Cha modifier) remains immune to your frightful presence for 24 hours. On a failure, creatures with 4 or fewer Hit Dice become panicked for 4d6 rounds and those with 5 or more Hit Dice become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Special: If you have both this feat and you have (or later gain) the frightful presence ability, your frightful presence radius either increases by 50% or increases to 5 feet x 1/2 your racial Hit Dice, whichever is higher. The save DC against your frightful presence also increases by 2.

DragonFeatDraconomicon3
Monstrous Feat - Gives a character spell resistance.
Prerequisite: Con 13, dragon type.
Benefit: You gain innate spell resistance equal to your racial Hit Dice.
Special: If your racial Hit Dice increase after you gain this feat, your spell resistance increases as well. If you have this feat and you also have (or later gain) spell resistance as a racial ability, your spell resistance is wqual to your new Hit Dice total or your racial spell resistance +2, whichever is higher. You can take this feat multiple times. Each time you take the feat, your innate spell resistance increases by 2.

DragonFeatDraconomicon4
Metabreath Feat - Breath weapon damage is applied to targets on subsequent rounds.
Prerequisites: Con 13, breath weapon.
Benefit: Your breath weapon has its normal effect, but also clings to anything caught in its area. A clinging breath weapon lasts for 1 round. In the round after you breath, the clinging breath weapon deals half of the damage it dealt in the previous round. Creatures that avoid the damage from the breath weapon (such as creatures with the evasion ability or incorporeal creatures) do not take the extra damage. A foe can take a full round action to remove the clinging breath weapon before taking any additional damage. It takes a successful Reflex saving throw (same DC as your normal breath weapon) to remove the effect. Rolling around on the ground grants a +2 bonus on the saving throw, but leave the foe prone. A clinging breath weapon cannot be removed or smothered by jumping into water. A clinging breath weapon can be magically dispelled (DC equal to your breath weapon save DC). This feat only works on a breath weapon that has instantaneous duration and that deals some kind of damage, such as energy damage (acid, cold, electricity, fire, sonic), ability damage, or negative levels. When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.
Special: You can apply this feat more than once to the same breath weapon. Each time you do, the clinging breath weapon lasts an additional round.

DragonFeatDraconomicon5
Epic Feat - Improve the critical effect of selected melee attack fort save or die.
Prerequisite: Str 25, ‡Cleave*, Greater Cleave*, Improve Critical (chosen weapon)*, Overwhelming Critical (chosen weapon)*, Power Attack*, Weapon Focus (chosen weapon)*.
Benefit: Whenever you score a critical hit with the weapon you have chosen the target must make a Fortitude save (DC 10 + 1/2 your HD + your character level +your Str modifier) or die instantly. (Creature immune to critical hits can't be affected by this feat).
Special: You gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.

DragonFeatDraconomicon5
Epic Feat - Improves the charge action made during first round of combat.
Prerequisite: ‡Improved Initiative*.
Benefit: If you charge a foe during the first round of combat (or surprise round, if you are allowed to act in it), you can make a full attack against the opponent you charge.
Normal: Without this feat, you may only make a single attack as part of a charge.

DragonFeatDraconomicon6
Monstrous Feat - Gain a special "general knowledge" check with DCs based on cultural impact.
Prerequisites: Int 19, true dragon, any three Knowledge skills.
Benefit: This feat works much like the bard's bardic knowledge class feature, except it relies on the scale and impact of past events rather on how many people already share the information. You may make a special check (d20 + your age category + your Int modifier) to see whether you know some relevant information about an item, event, or locale. This check will not reveal the powers of a magic item but may give a hint about its general function. You may not take 10 or 20 on this check; this sort of information is essentially random. If you have a Knowledge skill that is related to or applicable to the information you seek, you receive a +1 bonus on the special knowledge check for every 5 ranks you have in that Knowledge skill. Example DCs are as follows.

DC 10 Something with worldwide or planetwide significance.
DC 15 Something with a regional significance, but long-lasting or with long-term impact.
DC 20 Something with a regional significance, but relatively short-lived effects.
DC 25 Something with local significance, but long-lasting or with a long-term impact.
DC 30 Something with local significance and relatively short-lived effects.

DC Modifiers:
- 1 per 10,000 gp of items value, if an object
- 5 Individual is a dragon, dragonslayer, or dragon friend.
- 5 Dragon has a lair in the area affected

DragonFeatDraconomicon7
Monstrous Feat - Place a number of spell focuses into your body based on your Constitution.
Prerequisites: Con 13, dragon type, ability to cast spells.
Benefit: You can embed the focus for a spell you know how to cast into your skin or hide and use the embedded focus anytime you cast the spell. You can embed a number of focuses equal to your Constitution score.
Special: The total value of expensive spell focuses a dragon has embedded in its hide should be considered part of the dragon's treasure.

DragonFeatDraconomicon8
Monstrous Feat - gives damage reduction.
Prerequisites: Con 19, dragon type, ‡Toughness*
Benefit: You gain damage reduction 2/-. This stacks with any damage reduction you have from other sources. Damage reduction cannot reduce damage below 0.

DragonFeatDraconomicon9
Metabreath Feat - increase the area of the character's breath weapon.
Prerequisites: Con 13, breath weapon.
Benefit: The length of your breath weapon increases by 50% (round down to the nearest multiple of 5). When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

DragonFeatDraconomicon10
Epic Feat - Bonus to fortitude saves.
Benefit: Character gains a +4 bonus on all Fortitude saving throws.

DragonFeatDraconomicon11
Epic Feat - Bonus to reflex saves.
Benefit: Character gains a +4 bonus on all Reflex saving throws.

DragonFeatDraconomicon12
Epic Feat - Bonus to willpower saves.
Benefit: Character gains a +4 bonus on all Willpower saving throws.

DragonFeatDraconomicon13
Metabreath Feat - improves the ability to alter breath weapon shape from **.
Prerequisites: Con 15, breath weapon, ‡Shape Breath*, ‡Spreading Breath*, size Small or larger.
Benefit: Breath weapon may be modified so that it fills a spread centered anywhere within a short distance of the wielder's head. The range and size of the spread depends on the wielder's size; Small (radius 10, range 40), Medium (radius 15, range 60), Large (radius 20, range 80), Huge (radius 25, range 100), Gargantuan (radius 30, range 120), Colossal (radius 35, range 140). When you use this feat add +2 to the number of rounds you must wait before using your breath weapon again.

DragonFeatDraconomicon14
Epic Feat - Give fast healing.
Prerequisites: Con 25.
Benefit: You gain fast healing 3, or your existing fast healing improves by 3. The benefit of this feat does not stack with fast healing granted by magic items or nonpermanent magical effects.
Special: This feat may be taken multiple times. Its effects stack.

DragonFeatsDraconomicon15
Metabreath Feat - Increase the save DC of a breath weapon in exchange for longer wait to use breath weapon again.
Prerequisites: Con 13, breath weapon.
Benefit: Increase the save DC of breath weapon by any number up to a maximum equal the creature's Con modifier. For each point the save is increased add +1 to the number of rounds you must wait before using your breath weapon again.

DragonFeatDraconomicon16
General Feat - Improves flight maneuverability.
Prerequisites: Fly speed 150 feet, Hover or Wingover.
Benefit: Your maneuverability improves by one category.
Special: You can take this feat multiple times. Each time you take the feat, your maneuverability improves by one category (but never becomes better than good).

DragonFeatDraconomicon17
Prerequisites: Three or more natural weapons, ‡Multiattack*.
Benefit: Your secondary attacks with natural weapons have no penalty on the attack roll. You still add only 1/2 your Strength bonus, if any to damage dealt.
Normal: Without this feat, your secondary natural attacks are made at a -5 penalty (or a -2 penalty if you have the Multiattack feat).

DragonFeatDraconomicon18
Monstrous Feat - Increase the number of attacks made with natural weapons.
Prerequisites: Dex 9, one or more pairs of natural weapons, aberration, dragon, elemental, magical beast, or plant type, base attack bonus of 15, ‡Rapidstrike*.
Benefit: If you have a pair of natural weapons, such as two claws, two wings, or two slams, you can make two or more extra attacks with one of those weapons, the first at a - 5 penalty and the second and subsequent attacks at an additional - 5, but never more than four extra attacks. Creatures with multiple limbs qualify for this feat as well, so a creature with three arms and three claw attacks qualifies for this feat.
Normal: Without this feat, you attack once with each natural weapon.
Special: You can take this feat once for each pair of natural weapons you have.

DragonFeatDraconomicon19
General Feat - Improves the Snatch* ability.
Prerequisites: ‡Snatch*.
Benefit: As the ‡Snatch* feat, except that you can grab a creature two size categories smaler than you with your bite or claw attack.

DragonFeatDraconomicon20
Monstrous Feat - Improves fly speed by 20 and other speeds by 10.
Prerequisites: Str 13, dragon type.
Benefit: Your fly speed (if you have one) improves by 20 feet. All other speeds you have improve by 10 feet.

DragonFeatDraconomicon21
Epic Feat - Gives you an additional spell slot fi you have maxed the class.
Prerequisites: Ability to cast spells of the normal maximum spell level in at least spellcasting class.
Benefit: When you select this feat you gain one spell slot per day of any level up to one level higher than the highest level spell you can already cast in a particular class. You must still have the requisite ability score (10 +spell level) to cast any spell stored in this slot. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, you also gain the bonus spell for this spell level. You must use the spell slot as a member of the class in which you can already cast spells of the normal maximum spell level.
Special: You can gain this feat multiple times.

DragonFeatDraconomicon22
Epic Feat - Push as part of a melee attack of opportunity.
Prerequisites: Natural reach of 10 feet or more, size Large or larger.
Benefit: When you make a successful attack of opportunity against an opponent that is moving inside your threatened area, you can force the opponent back to the 5-foot space it was in before it provoked the attack of opportunity. After you hit with your attack of opportunity, make an opposed Strength check against your opponent. You gain a +4 bonus for each size category larger than your opponent you are, and an additional +1 bonus for every 5 points of damage you dealt with your attack of opportunity. If you win the opposed check, your opponent is pushed back 5 feet into the space it just left. An opponent you push cannot move any farther in this round.

DragonFeatDraconomicon23
Metabreath Feat - Causes breath weapon to effect an area for extended rounds.
Prerequisites: Con 15, breath weapon, DragonFeatDraconomicon4
Benefit: Your breath weapon has its normal effects, but also remains as a lingering cloud of the same shape and size as the original breath weapon. This cloud lasts 1 round. Foes caught in the breath weapon's area when you breath take no additional damage from the lingering breath weapon, provided they leave the cloud by the shortest available route on their next turn. Otherwise, anyone who touches or enters the cloud while it lasts takes one-half of the breath weapons' normal effects; any saving throw the breath weapon normally allows still applies. Damaging breath weapons deal one-half their normal damage, and breath weapons with effects that have durations last for half the normal time. If a creature is affected by the same non-damaging breath weapon twice, the effects do not stack. When you use this feat, add +2 to the number of rounds you must wait before using your breath weapon again.
Special: You can apply this feat more than once to the same breath weapon. Each time you do, the lingering breath lasts an additional round. Combining the effects of DragonFeatDraconomicon23 with DragonFeatDraconomicon4 is possible however the effects of DragonFeatDraconomicon4 only apply to the targets caught in the initial round of the breath attack.

DragonFeatDraconomicon24
Metabreath - As the maximize metamagic applied to breath weapons.
Prerequisites: Con 17, breath weapon.
Benefit: If you use your breath weapon as a full-round action, all variable, numeric effects of the attack are maximized. A maximized breath weapon deals maximum damage, lasts for the maximum time, or the like. The DCs for saving throws against your breath weapon are not affected. When you use this feat, add +3 to the number of round you must wait before using your breath weapon again. This feat stacks with the effects of breath weapons enhanced with other meta-breath feats, but does not maximize them.
Special: You cannot use this feat and DragonFeatDraconomiconX* (Quicken Breath) on the same breath weapon at the same time.

DragonFeatDraconomicon25
General - Improves the snatch* ability.
Prerequisites: Str 17, Snatch*
Benefit: When grappling an opponent with only the part of your body that made the attack you take only a - 10 penalty on grapple checks to maintain the hold.
Normal: Without this feat, you take a - 20 penalty on grapple checks to maintain a hold with only one part of your body.

DragonFeatDraconomicon26
Monstrous - Prevent extra damage from energy vulnerability.
Prerequisites: Vulnerability to energy, Iron Will, Suppress Weakness*
Benefit: You can completely suppress your vulnerability to a type of energy. When subjected to an attack based on that type of energy, you take no extra damage.
Normal: A creature vulnerable to a type of energy takes half again as much (+50%) damage as normal from that energy type, regardless of whether a saving throw is allowed or if the save is a success or failure.

DragonFeatDraconomicon27
Epic - Apply extra damage with focused weapon.
Prerequisites: Str 23, Cleave*, Great Cleave*, Improved Critical (chosen weapon)*, Power Attack, Weapon Focus (chosen weapon)*.
Benefit: When using the weapon you have selected, you deal +1d6 points of extra damage on a successful critical hit. If the weapon's critical multiplier is X3, add +2d6 points of extra damage instead, and if the multiplier is X4, add +3d6 points of extra damage instead. Creatures immune to critical hits can't be affected by this feat).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat it applies to a new weapon.

DragonFeatDraconomicon28
General - Improves Tactical Aerial Movement.
Prerequisites: Str 15, fly speed (average maneuverability).
Benefit: When flying, you can gain altitude and still move your full speed provided you fly in a strait line.
Normal: Without this feat, you must move at half speed to gain altitude.

DragonFeatDraconomicon29
General - Improve flying overrun attack.
Prerequisites: Str 15, fly speed (average maneuverability).
Benefit: When flying, you can dive and land on an opponent to deal extra damage. This is a standard action that can only affect creatures that are smaller than you. You make an overrun attack, but the opponent cannot choose to avoid you. If you knock down the target, you may make an additional slam attack, dealing the indicated damage plus 1-1/2 times your strength bonus (round down). This attack is at the usual +4 bonus against prone opponents.

Slam attack damage by size; Fine 1d2, Diminutive 1d3, Tiny 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.

Normal: Without this feat, you can attack with just one natural weapon and do not have a chance to knock down the opponent.
Special: If you fail in the overrun attempt and are tripped in turn, you are instead knocked down and deal the indicated slam damage to yourself.

DragonFeatDraconomicon30
Metabreath - As the quicken metamagic for breath weapons.
Prerequisites: Con 19, breath weapon.
Benefit: Using your breath weapon is a free action. When you use this feat, add +4 to the number of rounds you must wait before using your breath weapon again.
Special: You cannot use this feat and the DragonFeatDraconomicon24 on the same breath weapon at the same time.

DragonFeatDraconomicon31
Monstrous - Grants additional attack with natural weapons.
Prerequisites: Dex 9, one or more pairs of natural weapons, aberration, dragon, elemental, magical beast, or plant type, base attack bonus +10.
Benefit: If you have a pair of natural weapon, such as two claws, two wings, or two slams, you can make one extra attack with one of those weapons for this feat as well, such as a creature with three arms and three claw attacks.
Normal: Without this feat, you attack once with each natural weapon.
Special: You can take this feat once for each pair of natural weapons you have.

DragonFeatDraconomicon32
Metabreath - reduce the delay between breath weapon uses.
Prerequisites: Con 17, breath weapon.
Benefit: You reduce the interval between uses of your breath weapon. You wait 1 round less than usual before breathing again, but always at least 1 round. The feat stacks with the effects of metabreath feats, reducing the total time you must wait to use your breath weapon again by 1 round.
Special: If you have multiple heads with breath weapons, all breath weapons use the reduced interval.

DragonFeatDraconomicon33
Monstrous - Gain the rend ability.
Prerequisites: Two claw attacks, Str 13, Power Attack*, Snatch*, size Huge or larger.
Benefit: If you strike the same opponent with two claw attacks, you automatically deal extra damage equal to that of two claw attacks plus 1-1/2 times your Strength bonus. You cannot grab an opponent at the same time you rend that opponent.

DragonFeatDraconomicon34
Metabreath - Alternate breath weapon shape from line or cone.
Prerequisites: Con 13, breath weapon, size Small or larger.
Benefit: If you have a line-shaped breath weapon, you can opt to shape it into a cone. Likewise, if you have a cone shaped breath weapon, you can shape it into a line. When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.
Normal: Without this feat, the shape of your breath weapon is fixed.

DragonFeatDraconomicon35
Monstrous - Area burst knockdown attack.
Prerequisites: Str 13, dragon, size Large or larger, Power Attack*
Benefit: You may, as a full-round action, strike a solid surface with your tail and create shock wave that radiates out from your space and continues for a number of feet equal to 5 X your racial Hit Dice. Make a bull rush attack by rolling once regardless of how many creatures are in the radius. Every creature in the radius makes a Strength check and compare it to your roll. Those who fail their opposed checks are knocked down.
Special: Structures and unattended objects at least partially within the shock wave take damage equal to 1d6 + your Strength bonus.

DragonFeatDraconomicon36
Monstrous - Gives you a swallow attack.
Prerequisites: Con 19, dragon, Snatch*, Improved Snatch*, size Huge or larger.
Benefit: If you begin your turn with an opponent held in your mouth, you can attempt a new grapple check (as though attempting to pin the opponent). If you succeed your opponent takes bite damage and is swallowed. A swallowed creature is considered grappled, while you are not. A swallowed creature can try to cut its way free with any light piercing or slashing weapon (the amount of damage required to get free is noted on the table below), or it can just try to escape the grapple. If the swallowed creature chooses the latter course, success puts it back in your mouth. Any damage a swallowed creature deals is deducted from your hit points. If a creature cuts itself free, muscular action closes the hole, so that if you swallow someone again, that creature must cut itself free again. Swallowed creatures take damage in each round they remain swallowed, as follows.

A Huge dragon can swallow up to a medium sized creature, and it deals 1d8 bludgeoning damage and 2d8 breath weapon damage per round. A Gargantuan dragon can swallow a Large sized creature, and it deals 2d6 bludgeoning damage and 4d6 breath weapon damage. A Colossal dragon can swallow up to a Huge sized creature, and it deals 2d8 bludgeoning damage and 4d8 breath weapon damage per round.

DragonFeatDraconomicon37
Epic - Casting defensively provokes an attack of opportunity from character.
Prerequisites: Combat Reflexes*
Benefit: Any spellcaster you threaten in melee provokes an attack of opportunity if he or she tries to cast defensively. You get a +4 bonus on this attack roll.

DragonFeatDraconomicon38
Metabreath - Change breath weapon into a spread area centered on your head.
Prerequisites: Con 15, breath weapon, Shape Breath, size Small or larger.
Benefit: You can modify your breath weapon so that it fills a spread centered on your head instead of taking its normal shape. The radius of the spread depends on your size; Small 10 ft, Medium 15 ft, Large 20 ft, Huge 25 ft, Gargantuan 30 ft, Colossal 35 ft. When you use this feat, add +2 to the number of rounds you must wait before using your breath weapon again.

DragonFeatDraconomicon39
Metabreath - Split breath weapon in to two cones, lines, or etc.
Prerequisites: Con 13, breath weapon, DragonFeatDraconomicon34, size Small or larger.
Benefit: Your breath weapon retains its size and shape, but splits into two areas that you aim separately. Each portion deals half the damage the breath weapon normally deals or lasts half as long as the effect normally lasts. You can aim the split breath effects so that their areas overlap. Creatures caught in the area of overlap are struck by both weapon and are affected twice, subject to all the normal rules for stacking magical effects. When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

DragonFeatDraconomicon40
Monstrous - Reduce effects of energy vulnerability by half.
Prerequisites: Voulnerability to energy, Iron Will*
Benefit: You can partially suppress your vulnerability to a type of element or energy. When subjected to an attack based on that type of energy, you take one-quarter again as much (+25%) damage, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Normal: A creature vulnerable to an element or energy type takes half again as much (+50%) damage as normal from that energy type.

DragonFeatDraconomicon41
Monstrous - Gain constriction attack with tail only.
Prerequisites: Dragon*, Snatch*, Improved Snatch*.
Benefit: You can grab and constrict creatures you hit with your tail slap attack. This works just like a snatch attack, except that it can be used against any creature smaller than you. If you successfully grab an opponent with your tail, you deal bludgeoning damage equal to your tail slap damage plus 1-1/2 times your Strength modifier. Each round you hold your opponent, you deal constriction damage. You cannot make tail slap or tail sweep attacks while constricting an opponent with your tail.

DragonFeatDraconomicon42
Monstrous - Tail attack also causes knockdown.
Prerequisites: Tail sweep attack.
Benefit: Creatures who fail their saving throws against your tail sweep attack are knocked prone in addition to taking full damage.

DragonFeatDraconomicon43
Metabreath - Add wind effect to your breath weapon attack.
Prerequisites: Str 13, breath weapon, Power Attack*, size Large or larger.
Benefit: When you use your breath weapon, in addition to its normal effects, creatures in the area are affected as though struck by wind effects. The force of the wind depends on you size; Large Severe, Huge Windstorm, Gargantuan Hurricane, Colossal Tornado. Because your breath weapon has an instantaneous duration creatures ignore the checked effect unless they are airborne (in which case they are blown back 1d6X5 feet). When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

DragonFeatDraconomicon44
Monstrous - Doubles affected area of tail sweep attack.
Prerequisite: Tail sweep attack.
Benefit: Your tail sweep attack affects a circle with a radius equal to your tail slap's reach.
Normal: Your tail sweep attack affects a semicircle.

DragonFeatDraconomicon45
Monstrous - Create wind attack while hovering.
Prerequisites: Str 13, dragon, fly speed 20, Hover, Power Attack, size Larger or larger.
Benefit: As a full-round action, you can hover in place and use your wings to create a blast of air in a cylinder with a radius and height of 10 feet times your age category. The wind blows from the center of your body toward the outside edge at the bottom of the cylinder. The force of the wind depends on your size; Large Severe, Huge Windstorm, Gargantuan Hurricane, Colossal Tornado. Because the blast of air only lasts for your turn, creatures ignore the checked effect unless they are airborne (in which case they are blown back 1d6X5 feet).
Special: You can elect to keep the wind on effect for longer than your current turn. If you do the wind lasts until your next turn (and you can opt to continue the effect during your next turn). Anyone in or entering the cylinder is affected. Because you are producing a continuous blast of air, the checked effect works normally while the wind lasts (checked creatures cannot move forward against the force of the wind, or they are blown back 1d6X5 feet if airborne).

Spells

SpellsDraconomicon1
Abjuration
Level: Clr 4, Sor/wiz 4
Components: V, S, M, DF
Casting Time: 1 standar action
Range: Close
Targets: 1 creature / two levels., no two of which can be more than 30 ft apart.
Duration: 1 minute / level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

All targets gain a +2 luck bonus to Armor Class and on saving throws against the attacks, spells, and special attacks (extraordinary, supernatural, and spell-like) of dragons. This bonus increases by a +1 for every four caster levels above 7th (to +3 at 11th, +4 at 15th, and a maximum of +5 at 19th).
Material Component: A chunk of platinum worth at least 25 gp (slightly less than 1 ounce… ** half?)

SpellsDraconomicon2
Abjuration
Level: Sor/Wiz 7
Component: V, S, M
Casting Time: 1 standard action
Range: Close
Target: One creature or object
Duration: 1 round / level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object).

An invisible ray projects from your fingers. You must succeed on a ranged touch attack with the ray to strike a target. The target, if struck, functions as if it were inside an antimagic field.
If this spell is used against a creature, the target can't cast spells or can't use supernatural or spell-like abilities, nor do such abilities have any effect on the creature. However, the creature can still use spell completion items (such as scrolls or spell trigger items (such as wands), even though it can't cast the spells required.
If this spell is used against an object, that object's magical powers are suppressed—including any spells previously cast and currently in effect on the item, as well as any spells or magical effects targeted on the object durring the antimagic ray's duration. Remeber than an object struck by the ray only recieves a savng throw if it is attended or if it is a magic item. An unattended item, even if currently under the effect of a spell (such as a totch with continual flame cast upon it), recieves no save.
The spell doesn't affect any objects other than the target itself, even if those objects are worn, carried by, or in contact with the target. Equipment carried by the target is not affected by this spell.
Material Component: A pinch of iron filings mixed with ruby dust worth 100 gp.

SpellsDraconomicon3
Abjuration
Level: Clr 5, Sor/Wiz 6
Components: V, S, M, DF
Casting Time: 1 standard action
Area: 10-ft radius emanation centered on you
Duration: 1 minute/level
Saving Throw: No
Spell Resistance: No

You and all creatures within 10 feet of you gain evasion, but only against breath weapons. (If a breath weapon would normally allow a Reflex saving throw for half damage, a creature within an aura of evasion that successfully saves takes no damage instead.)
The effect of this spell doesn't stack with any existing evasion or improved evasion abilities.
Material Component: Powdered emerald worth 500 gp.

SpellsDraconomicon4
Evocation (Good)
Level: Glory 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Close
Effect: Ray
Duration: Instantaneous
Saving Throw: None
SPell Resistance: Yes

You project a bolt of positive energy at a single creature. You must make a successful ranged touch attack to strike your target. The bolt deals 1d6 points of damage per two caster levels (maximum 7d6). Against undead, evil outsides, and creatures native to the negative energy plane, the bolt intead deals 1d6 points of damage per caster level (maximum 15d6). The bolt deals no damage to good outsiders or creatures native to the Positive Energy Plane.

SpellsDraconomicon1 "Antidragon Aura"
SpellsDraconomicon2 "Antimagic Ray"
SpellsDraconomicon3 "Aura of Evasion"
SpellsDraconomicon4 "Bolt of Glory"
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DragonSpellsDraconomicon1
Transmutation
Level: Sor/Wiz 7
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You imbue the energy of your breath weapon with coherence, mobility, and semblance of life. The animated breath then attacks whomever or whatever you designate. The spell works only on breath weapons that deal energy (acid, cold, electricity, fire, or sonic) damage. The animated breath has the following characteristics.
Type: Construct.
Subtype: The same as yours, or the energy type of your breath weapon if you do not have a subtype.
Size: One size smaller than you.
Hit Dice: Equal to the number of dice of damage your breath weapon deals. The Hit Dice are 10-sided. Constructs also receive bonus hit points based on size:
Diminutive, Tiny: —
Small: 10
Medium: 20
Large: 30
Huge: 40
Gargantuan: 60
Colossal: 80
Speed: Varies by breath type:
Acid: 20 ft., swim 90 ft.
Cold: 30 ft.
Electricity: Fly 100 ft. (perfect)
Fire: 50 ft.
Sonic: Fly 100 ft. (perfect)
AC: The animated breath's natural armor bonus varies by size:
Diminutive or Tiny: +2
Small or Medium: +3
Large: +4
Huge: +8
Gargantuan: +10
If your breath weapon uses force energy, this bonus is an armor bonus composed of force (like that granted by mage armor) rather than a natural armor bonus.
Attacks: The animated breath makes slam attacks according to its Hit Dice.
Damage: Each successful hit deals bludgeoning damage (varies by size of the animated breath; see below) plus energy damage equal to one die of the same size as your breath weapon damage.
Diminutive: 1d2
Tiny: 1d3
Small: 1d4
Medium: 1d6
Large: 1d8
Huge: 2d6
Gargantuan: 2d8
Special Qualities: Creatures that hit the animated breath with natural weapons or unarmed attacks take energy damage as though hit by the breath's attack.
Construct Traits: The animated breath is immune to mind-affecting effects, and to poison, magic sleep effects, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The breath is not subject to critical hits, non-lethal damage, ability damage, ability drain, energy drain, or death from massive damage.
Saves: The animated breath has no good saves. All of its save bonuses are 1/3 of its Hit Dice plus the appropriate ability modifier.
Abilities: The animated breath has no Constitution or Intelligence score. Its Wisdom and Charisma scores are both 1. Its Strength and Dexterity vary by size:
Diminutive: Str 6, Dex 16
Tiny: Str 8, Dex 14
Small: Str 10, Dex 10
Large: Str 16, Dex 10
Huge: Str 20, Dex 8
Gargantuan: Str 24, Dex 6
Alignment: Always neutral.
Casting the spell requires a standard action, which includes using your breath weapon. When you use your breath weapon, it immediately takes animated form and attacks. It does not form as a cone or a line, and does not deal damage when it is used to cast this spell.

DragonSpellsDraconomicon2
Necromancy [Fear, Mind-Affecting]
Level: Sor/Wiz 6
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You become surrounded by an aura of fear. Whenever you charge or attack, you inspire fear in all creatures within 30 feet that have fewer Hit Dice than your caster level. Each potentially affected opponent must succeed on a Will save or become shaken—a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to your frightful presence for 24 hours. If you cast this spell when you already have the frightful presence ability or a fear aura, the existing ability becomes more effective in the following ways: The radius of the area affected by the ability increases by 10 feet. The Will saving throw to resist the fear effect has a DC equal to your normal frightful presence DC or this spell's save DC whichever is higher. Creatures that would normally be shaken by your fear aura are frightened instead, and creature that would normally be frightened are panicked.

DragonSpellsDraconomicon3
Transmutation [Light]
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
If your breath weapon uses fire or electricity, it is suffused with bright light. In addition to taking the normal fire or electricity damage, creatures that fail their saving throws against the breath weapon are dazzled for 1 minute per caster level. Sightless creatures are not affected by the spell. The modification applies only to the breath produced as part of casting.

DragonSpellsDraconomicon4
Transmutation [Light]
Level Sor/Wiz 1
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
If your breath weapon uses fire or electricity, it is suffused with bright light. In addition to taking the normal fire or electricity damage, creatures that fail their saving throws against the breath weapon are dazzled for 1 minute per caster level. Sightless creatures are not affected by breath flare. The modification applies only to the breath produced as part of casting.

DragonSpellsDraconomicon5
Transmutation (see text)
Level: Sor/Wiz 8
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
Choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire. You can modify your breath weapon to add an equal amount of the energy you choose. Even opposed types of energy, such as fire and cold, can be combined using this spell. The modification applies only to the breath produced as part of the casting. When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type.

DragonSpellsDraconomicon6
Transmutation (see text)
Level: Sor/Wiz 4
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
Choose one type of energy other than that normally associated with your breath weapon: acid, cold electricity, or fire. You can modify your breath weapon to use the selected energy type instead of its normal energy type. The modification applies only to the breath produced as part of the casting. When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type.

DragonSpellsDraconomicon7
Transmutation [see text]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Your blood becomes suffused with the same energy type that powers your breath weapon. (You must have a breath weapon that deals acid, cold, electricity, or fire damage to cast this spell.) Whenever you take damage from a natural or manufactured weapon, a spurt of blood erupts in a 5-foot-radius burst from the wound, dealing energy damage to creatures in its area. The energy-charged blood deals a number of points of damage equal to your caster level. When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type.

DragonSpellsDraconomicon8
Transmutation [Sonic]
Level Sor/Wiz 9
As breath weapon admixture, but you add sonic energy to your breath weapon. In addition to dealing extra damage, you permanently deafen creatures that fail their saving throws against your breath. This spell has no effect within an area of magical silence such as that created by the silence spell.

DragonSpellsDraconomicon9
Abjuration
Level: Sor/Wiz 4
Component S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
Your breath weapon acts as a targeted dispel magic, possibly dispelling magical effects affecting creatures caught in its area. The modification applies only to the breath produced as part of the casting. For each creature or object that fails its saving throw against your breath weapon and that is the target of one or more spells, you make a dispel check against each ongoing spell currently in effect on the object or creature. A dispel check is 1s20 + 1 per caster level (maximum +15) against a DC of 11 + the spell's caster level. A creature's magic items are not affected, and creatures and objects that rolled successful saving throws against your breath weapon are like-wise not affected. If a creature is the effect of an ongoing spell, such as a monster summoned by monster summoning, it is in the area and fails its saving throw against your breath weapon, you can also make a dispel check to end the spell that conjured the creature. For ongoing area or effect spell centred within the area of your breath weapon, you make a dispel check to dispel the spell. You may choose to automatically succeed on dispel checks against any spell that you have cast.

DragonSpellsDraconomicon10
Transmutation
Level: Sor/Wiz 5
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
As polymorph, except as follows: The assumed form can have no more Hit Dice than you have, to a maximum of 20 Hit Dice. Your Strength and Constitution in the new form are above the average for the race or species into which you transform: your Strength is the average for the creature +8, and your Constitution is the average for the creature +2.

DragonSpellsDraconomicon11
Necromancy
Level: Sor/Wiz 8
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
You can modify your breath weapon so that it is laced with negative energy. In addition to the normal energy damage negative energy. In addition to the normal energy damage your breath weapon deals, creatures that fail their saving throws against the breath weapon gain 24 negative levels. The modification applies only to the breath produced as part of the casting. If the subject gains at least as many negative levels as it has Hit Dice, it dies. Each negative level gives a creature the following penalties: - 1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective levels (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from her highest available level. Negative levels stack. Assuming the subjects survive, they regain lost levels after a number of hours equal to your caster level. Ordinarily, negative levels have a chance of permanently draining the subject's level, but the negative levels from enervating breath don't last long enough to do so. If an undead creature is caught within the breath weapon, it gains 2d4X5 temporary hit points before taking damage from the breath weapon. If not immediately lost, these temporary hit points last for 1 hour.

DragonSpellsDraconomicon12
Transmutation
Level: Sor/Wiz 5
Components: S. B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
You can modify your breath weapon to manifest on the Ethereal Plane instead of on the Material Plane. (You must be on the Material Plane, or on another plane with a coexistent Ethereal Plane, for this spell to function.) Your breath weapon affects ethereal creatures in its area. The modification applies only to the breath produced as part of the casting.

DragonSpellsDraconomicon13
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7
Components: V
Casting Time: 1 round
Range: Close (25 ft. +5 ft. / 2 levels)
Targets: One creature / level
Duration: 1 round / level
Saving Throw: Will negates
Spell Resistance: No
Hissing and whispering softly, you lull the targets into a comatose slumber. Sleeping creatures are helpless. Slapping or wounding awakens affected creatures, but normal noise does not. Awakening a creature is a standard action (an application of the aid other action). The spell effect on creatures that can see you, creatures that have already rolled saving throws against your frightful presence, or unconscious creatures.

DragonSpellsDraconomicon14
Necromancy [Fear, Mind-Affecting]
Level: Sor/Wiz 6
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 levels)
Targets: One living creature/level, no two of which may be more than 30 ft. apart
Duration: 1 round / level
Saving Throw: Will negates (see text)
Spell Resistance: Yes
Directing your gaze toward the target creatures, you instill terror and awe in their hearts. The targets must make successful Will saves or cower. The saving throw DC to resist this effect is either the normal save DC for the spell or the save DC for your natural frightful presence ability, whichever is higher. You cannot cast this spell if you do not have frightful presence ability, either natural or magically bestowed.

DragonSpellsDraconomicon15
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Component: V
Casting Time: 1 round
Range: Close
Targets: One creature / level
Duration: 1 round / level
Saving Throw: Will negates
Spell Resistance: Yes
Hissing and whispering softly, you stir feeling of confusion and madness in the targets' minds. You can choose to inflict one of the following conditions upon any creatures that fail their saving throws.
Hysteria: The subjects fall into fits of uncontrollable laughing or crying. Hysterical creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
Panic: The subject become panicked. If cornered, a panicked creature cowers.
Violent Hallucination: The subject perceive any nearby creatures as dangerous enemies, attacking the nearest ones and fighting until the subjects are slain or until no more creatures are in sight.
Stupor: The subjects curl up on the floor and remain oblivious to events around them. Characters in a stupor are effectively stunned and prone.
The spell has no effect upon creatures that can see you, creatures that have already rolled saving throws against your frightful presence, or unconscious creatures.

DragonSpellsDraconomicon16
Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level
Every natural weapon you possess gains an enhancement bonus on attack and damage rolls equal to + 1 per four caster levels (maximum +5 at 20th level).

DragonSpellsDraconomicon17
Enchantment (Compulsion) [Mind Affecting]
Level: Sor/Wiz 2
Casting Time: 1 standard action
Range: Close
Targets: One living creature / level, no two of which may be more than 30 ft. apart
Duration: 1 round / level
Saving Throw: Will negates
Spell Resistance: Yes
Directing your gaze toward the target creatures, you cause them to stop and stare blankly at you, mesmerized. Creatures that fail their saving throws gaze at your eyes, heedless of all else. Affected creatures are dazed. Any potential threat allows the creature a new saving throw. Any obvious threat, such as casting a spell, drawing a sword, or aiming an arrow, automatically breaks the effect, as does shaking or slapping the creature. A mesmerized creature's ally may shake it free of the spell as a standard action.

DragonSpellsDraconomicon18
Tansmutation
Level: Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level
Choose one of your natural weapons that deals slashing or piercing damage (your bite or a single claw). That natural weapon's threat range doubles (in most cases, becoming 19-20). This spell does not stack with any other effects that increase a weapon's threat range. This spell's name derives from a marked preference among dragons for improving their bite attack with this spell, but it works equally well on a claw attack.

DragonSpellsDraconomicon19
Necromancy
Level: Sor/Wiz 4
Components: S, B
Duration: Instantaneous
You imbue your breath weapon with negative energy that rebukes undead in its area. Undead within the area of your breath weapon that fail their saving throws against it are rebuked, and cower as if in awe for 10 rounds. The modification that applies only to the breath produced as part of the casting.

DragonSpellsDraconomicon20
Abjuration
Level: Sor/Wiz 2
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level
Your hide glistens and shimmers with a protective magical aura, granting you a deflection bonus to your Armor Class equal to your Constitution modifier. Your natural armor bonus decreases by an amount equal to your Constitution modifier X 1/2.

DragonSpellsDraconomicon21
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level
Choose one of your natural weapons (your bite, a single claw, a wing, a crush, a tail slap, or a tail sweep). For the duration of the the spell, that natural weapon deals damage as though you were one size larfer that your actual size. You cannot gain additional attack forms (such as a tail slap) by using this spell; you can only improve attacks you already possess. This spell does not stack with itself.
This spell's name derives from a marked preference among dragons for improving their bite attacks with this spell, but it works equally well on claw, wing, tail, and crush attacks.

DragonSpellsDraconomicon22
Transmutaion
Level: Sor/Wiz 4
Components: S. B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
You imbue your damaging breath weapons with concussive force that can stun those caught in its area. Creatures that take damage from the breath weapon must make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round. The modification applies only to the breath produced as part of the casting.

DragonSpellsDraconomicon23
Transmutation
Level: Sor/Wiz 7
Components: S. B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
You imbue your damaging breath weapons with concussive force that can stun those caught in its area. Creatures that take damage from the breath weapon must make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round. The modification applies only to the breath produced as part of the casting.

DragonSpellsDraconomicon24
Evocation [Force]
Level: Sorc/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: One creature
Duration: 1 round / level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
A web of force surrounds the target, entangling like a net. If the target fails its saving throws, it is entangled. Perhaps most important, the creature cannot use winfs to fly—hence the common name of this spell. A creatures flying with wings fails immediately if it is entangled by the spell. An entangled creature can escape with a successful Escape Artist check against a DC equal to the saving throw DC of the spell. Like a wall of force, the web of force is impervious to most attacks: It is immune to damage of all kinds, cannot be burst with a Strength check, and is unaffected by most spells, including dispel magic. Also like wall of force, the web is immediately destroyed by disintegrate, a rod cancellation, a sphere of annihilation, or mage's disjunction.

DragonSpellsDraconomicon25
Transmutation
Level: Sor/Wiz 2
Component: V
Casting Time: 1 standard action
Range: Touch
Target: Winged creature touched
Duration: 1 minute / level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
The creature you touch becomes more agile in the air, able to make quicker turns, and more manoeuvrability when flying. The target must be capable of flight using wings. The creature's manoeuvrability improves by one step—from clumsy to poor, poor to average to good, or good to perfect. A single creature cannot benefit from multiple applications of this spell at one time.

DragonSpellsDraconomicon26
Transmutation
Level Sor/Wiz 5
Component: V
Casting Time: 1 standard action
Range: Touch
Target: Winged creature touched
Duration: 1 minute / level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
The creature you touch becomes more agile in the air, able to make quicker turns, and more manoeuvrability when flying. The target must be capable of flight using wings. The creature's manoeuvrability improves by one step—from clumsy to poor, poor to average to good, or good to perfect. A single creature cannot benefit from multiple applications of this spell at one time.

Monsters

Advanced Red Great Wyrm: Male great wyrm red dragon; CD 40; Colossal+ dragon (fire); HD 61d12+1,037, HP 1,433; Init +3; Spd 40 ft., fly 200 ft. (clumsy); AC 70, touch 5, flat-footed 67; Base Atk +77; Grp +101; Atk +77 melee (6d6+24, 2 claws); Full Atk +77 melee (6d6+24, bite), +72 melee (4d8+12, 2 claws), +72 melee (4d6+12, 2 wings), +72 melee (4d8+36, tail slap); Space/Reach 30ft./30 ft.; SA breath weapon, crush, frightful presence, snatch, spell-like abilities, spells, tail sweep, SQ blindsense 60 ft., damage reduction 20/epic, darkvision 120 ft., immunity to fire, magic sleep effects, and paralysis, low-light vision, spell resistance 46, vulnerability to cold; AL CE; SV Fort +49, Ref +35, Will +43; Str 59, Dex 16 (with gloves), Con 45, Int 32, Wis 33, Cha 32.
Skills and Feats: Appraise +44, Balance +33, Bluff +75, Climb +54, Concentration +81, Diplomacy +79, Escape Artist +36, Heal +41, Intimidate +77, Jump +92, KS(Arcana) +75, KS(History) +72, KS)Local) +72, KS(Nature) +72, Listen +72, Search +72, Sense Motive +72, Spellcraft +74, Spot +72, Survival +26, Swim +39; Blind-fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Hover, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improves Spell Capacity (12th), Improved Spell Capacity (13th), Mobility, Power Attack, Quicken Spell, Quicken Spell-Like Ability, Rend, Snatch, Spell Opportunity, Spellcasting Harrier, Wingover.
Breath Weapon (Su): 80-ft. cone, 38d10 fire, Reflex DC 57.
Crush (Ex): Area 30 ft. by 30 ft.; Huge or smaller opponents take 6d6+36 points of bludgeoning damage, and must succeed on a DC 57 reflex save or be pinned.
Frightful Presence (Ex): 570-ft. radius, HD 60 or fewer, Will DC 51 negates.
Rend (Ex): Extra damage 8d8+36.
Snatch (Ex): Against Huge or smaller creatures, bite for 6d6+24/round or claws for 4d8+12/round.
Spell-Like Abilities: 19/day — locate object; 3/day — suggestion; 1/day — discern location. Caster level 33rd DC 21 + spell level.
Spells: As 33rd-level sorcerer.
Tail Sweep (Ex): Half-circle 40 ft. in diameter, Large or smaller opponents take 4d6+36 points of bludgeoning damage, Reflex DC 57 half.
Sorcerer Spells Known (6/9/9/9/8/8/8/8/7/7/2/2/1/1; save DC 21 + spell level): 0arcane mark, daze, detect magic, ghost sound, mage hand, prestidigitation, ray of frost, read magic, resistance; 1stcause fear, expeditious retereat, megic missile, shield, ventriloquism; 2nddarkness, detect thoughts, mirror image, see invisibility, web; 3rdfireball, fly, haste, wind wall; 4thconfusion, polymorph, stoneskin; 5thmagic jar, pass-wall, teleport, wall of force; 6thgreater dispel magic, flesh to stone, true seeing; 7thcontrol undead, delayed blast fireball, prismatic spray; 8thetherealness, horrid wilting, symbol of death; 9thmeteor swarm, power word kill, wish.
Possessions: Braces of armor +5, gloves of Dexterity +6, ring of spell turning, major ring of elemental resistance (cold), chaos diamond, 2,000 gp.

Major Mechanics

Jump DCs to Crush
Small Creatures Minimum Jump Height 4 ft. Speed 40 standing DC 18 running DC 14 Speed 60 standing DC 10 running DC 10
Medium Creatures (must be Gargantuan) Minimum Jump Height 8 ft. Speed 40 standing DC 34 running DC 26 Speed 60 standing DC 26 running DC 18
Larger Creatures (must be Colossal) Minimum Jump 16 ft. Speed 40 standing 90 running DC 50 Speed standing DC 58 running DC 34

Epic Feats

Dragons of at least old age can chose these feats even if they have no class levels.

Metabreath Feats
Creatures with a round based breath weapon refresh are eligible. Creatures with a breath weapon that refreshes at 1 minute or more are not eligible.

Black Dragon sizes
Tiny: Overall Length 4 ft. Body Length 1 ft. Neck Length 1 ft. Tail Length 2 ft. Body Width 1 ft. Standing Height 1 ft. Maximum Wingspan 8 ft. Minimum Wingspan 4 ft. Weight 5 lb.
Small: Overall Length 8 ft. Body Length 2-1/2 ft. Neck Length 2 ft. Tail Length 3-1/2 ft. Body Width 2 ft. Standing Height 2 ft. Maximum Wingspan 16 ft. Minimum Wingspan 8 ft. Weight 40 lb.
Medium: Overall Length 16 ft. Body Length 5 ft. Neck Length 5 ft. Tail Length 6 ft. Body Width 3 ft. Standing Height 4 ft. Maximum Wingspan 24 ft. Minimum Wingspan 12 ft. 320 lb.
Large: Overall Length 31 ft. Body Length 9 ft. Neck Length 9 ft. Tail Length 13 ft. Body Width 5 ft. Standing Height 7 ft. Maximum Wingspan 36 ft. Minimum Wingspan 18 ft. 2,500 lb.
Huge Overall Length 55 ft. Body Length 16 ft. Neck Length15 ft. Tail Length 24 ft. Body Width 8 ft. Standing Height 12 ft. Maximum Wingspan 60 ft. Minimum Wingspan 30 ft. Weight 20, 000 lb.
Gargantuan Overall Length 85 ft. Body Length 24 ft. Neck Length 23 ft. Tail Length 38 ft. Body Width 10 ft. Standing Height 16 ft. Maximum Wingspan 80 ft. Minimum Wingspan 40 ft. 160,000 lb.

Blue dragon sizes
Small: Overall Length 8 ft. Body Length 3-1/2 ft. Neck Length 1-1/2 ft. Tail Length 3 ft. Body Width 2 ft. Standing Height 2 ft. Maximum Wingspan 16 ft. Minimum Wingspan 8 ft. Weight 40 lb.
Medium: Overall Length 16 ft. Body Length 7 ft. Neck Length 4 ft. Tail Length 5 ft. Body Width 3 ft. Standing Height 4 ft. Maximum Wingspan 24 ft. Minimum Wingspan 12 ft. 320 lb.
Large: Overall Length 31 ft. Body Length 13 ft. Neck Length 7 ft. Tail Length 11 ft. Body Width 5 ft. Standing Height 7 ft. Maximum Wingspan 36 ft. Minimum Wingspan 18 ft. 2,500 lb.
Huge Overall Length 55 ft. Body Length 20 ft. Neck Length14 ft. Tail Length 21 ft. Body Width 8 ft. Standing Height 12 ft. Maximum Wingspan 60 ft. Minimum Wingspan 30 ft. Weight 20, 000 lb.
Gargantuan Overall Length 85 ft. Body Length 28 ft. Neck Length 22 ft. Tail Length 35 ft. Body Width 10 ft. Standing Height 16 ft. Maximum Wingspan 80 ft. Minimum Wingspan 40 ft. 160,000 lb.

Brass Dragons sizes

Tiny: Overall Length 4 ft. Body Length 1-1/2 ft. Neck Length 1 ft. Tail Length 1-1/2 ft. Body Width 1 ft. Standing Height 1 ft. Maximum Wingspan 6 ft. Minimum Wingspan 4 ft. Weight 5 lb.
Small: Overall Length 8 ft. Body Length 3-1/2 ft. Neck Length 1-1/2 ft. Tail Length 3 ft. Body Width 2 ft. Standing Height 2 ft. Maximum Wingspan 12 ft. Minimum Wingspan 8 ft. Weight 40 lb.
Medium: Overall Length 16 ft. Body Length 7 ft. Neck Length 4 ft. Tail Length 5 ft. Body Width 3 ft. Standing Height 4 ft. Maximum Wingspan 18 ft. Minimum Wingspan 12 ft. 320 lb.
Large: Overall Length 31 ft. Body Length 13 ft. Neck Length 7 ft. Tail Length 11 ft. Body Width 5 ft. Standing Height 7 ft. Maximum Wingspan 27 ft. Minimum Wingspan 18 ft. 2,500 lb.
Huge Overall Length 55 ft. Body Length 16 ft. Neck Length15 ft. Tail Length 24 ft. Body Width 8 ft. Standing Height 12 ft. Maximum Wingspan 45 ft. Minimum Wingspan 30 ft. Weight 20, 000 lb.
Gargantuan Overall Length 85 ft. Body Length 29 ft. Neck Length 21 ft. Tail Length 35 ft. Body Width 10 ft. Standing Height 16 ft. Maximum Wingspan 60 ft. Minimum Wingspan 40 ft. 160,000 lb.

Bronze Dragons

Small: Overall Length 8 ft. Body Length 2 ft. Neck Length 2 ft. Tail Length 4 ft. Body Width 2 ft. Standing Height 2 ft. Maximum Wingspan 16 ft. Minimum Wingspan 8 ft. Weight 40 lb.
Medium: Overall Length 16 ft. Body Length 5 ft. Neck Length 5 ft. Tail Length 6 ft. Body Width 3 ft. Standing Height 4 ft. Maximum Wingspan 24 ft. Minimum Wingspan 12 ft. 320 lb.
Large: Overall Length 31 ft. Body Length 9 ft. Neck Length 9 ft. Tail Length 13 ft. Body Width 5 ft. Standing Height 7 ft. Maximum Wingspan 36 ft. Minimum Wingspan 18 ft. 2,500 lb.
Huge Overall Length 55 ft. Body Length 16 ft. Neck Length 15 ft. Tail Length 24 ft. Body Width 8 ft. Standing Height 12 ft. Maximum Wingspan 60 ft. Minimum Wingspan 30 ft. Weight 20, 000 lb.
Gargantuan Overall Length 85 ft. Body Length 24 ft. Neck Length 23 ft. Tail Length 38 ft. Body Width 10 ft. Standing Height 16 ft. Maximum Wingspan 80 ft. Minimum Wingspan 40 ft. 160,000 lb.

Copper Dragons

Tiny: Overall Length 4 ft. Body Length 1-1/2 ft. Neck Length 1 ft. Tail Length 1-1/2 ft. Body Width 1 ft. Standing Height 1 ft. Maximum Wingspan 8 ft. Minimum Wingspan 4 ft. Weight 5 lb.
Small: Overall Length 8 ft. Body Length 3 ft. Neck Length 2 ft. Tail Length 3 ft. Body Width 2 ft. Standing Height 2 ft. Maximum Wingspan 16 ft. Minimum Wingspan 8 ft. Weight 40 lb.
Medium: Overall Length 16 ft. Body Length 6 ft. Neck Length 5 ft. Tail Length 5 ft. Body Width 3 ft. Standing Height 4 ft. Maximum Wingspan 24 ft. Minimum Wingspan 12 ft. 320 lb.
Large: Overall Length 31 ft. Body Length 11 ft. Neck Length 9 ft. Tail Length 11 ft. Body Width 5 ft. Standing Height 7 ft. Maximum Wingspan 36 ft. Minimum Wingspan 18 ft. 2,500 lb.
Huge Overall Length 55 ft. Body Length 18 ft. Neck Length16 ft. Tail Length 21 ft. Body Width 8 ft. Standing Height 12 ft. Maximum Wingspan 60 ft. Minimum Wingspan 30 ft. Weight 20, 000 lb.
Gargantuan Overall Length 85 ft. Body Length 25 ft. Neck Length 25 ft. Tail Length 35 ft. Body Width 10 ft. Standing Height 16 ft. Maximum Wingspan 80 ft. Minimum Wingspan 40 ft. 160,000 lb.

Gold Dragons

Medium: Overall Length 16 ft. Body Length 5 ft. Neck Length 5 ft. Tail Length 6 ft. Body Width 3 ft. Standing Height 4 ft. Maximum Wingspan 27 ft. Minimum Wingspan 12 ft. 320 lb.
Large: Overall Length 31 ft. Body Length 9 ft. Neck Length 9 ft. Tail Length 13 ft. Body Width 5 ft. Standing Height 7 ft. Maximum Wingspan 40 ft. Minimum Wingspan 18 ft. 2,500 lb.
Huge Overall Length 55 ft. Body Length 16 ft. Neck Length15 ft. Tail Length 24 ft. Body Width 8 ft. Standing Height 12 ft. Maximum Wingspan 68 ft. Minimum Wingspan 30 ft. Weight 20, 000 lb.
Gargantuan Overall Length 90 ft. Body Length 24 ft. Neck Length 23 ft. Tail Length 38 ft. Body Width 10 ft. Standing Height 16 ft. Maximum Wingspan 80 ft. Minimum Wingspan 40 ft. 160,000 lb.
Colossal Overall Length 120 ft. Body Length 22 ft. Neck Length 33 ft. Tail Length 54 ft. Body Width 15 ft. Standing Height 22 ft. Maximum Wingspan 145 ft. Minimum Wingspan 68 ft. 1,280,000 lb.

Green Dragons Size

Small: Overall Length 8 ft. Body Length 2-1/2 ft. Neck Length 2-1/2 ft. Tail Length 3 ft. Body Width 2 ft. Standing Height 21-/2 ft. Maximum Wingspan 16 ft. Minimum Wingspan 8 ft. Weight 40 lb.
Medium: Overall Length 16 ft. Body Length 5=1/2 ft. Neck Length 6 ft. Tail Length 4-1/2 ft. Body Width 3 ft. Standing Height 5 ft. Maximum Wingspan 24 ft. Minimum Wingspan 12 ft. 320 lb.
Large: Overall Length 31 ft. Body Length 10 ft. Neck Length 13 ft. Tail Length 10 ft. Body Width 5 ft. Standing Height 9 ft. Maximum Wingspan 36 ft. Minimum Wingspan 18 ft. 2,500 lb.
Huge Overall Length 55 ft. Body Length 18 ft. Neck Length 18 ft. Tail Length 20 ft. Body Width 8 ft. Standing Height 15 ft. Maximum Wingspan 60 ft. Minimum Wingspan 30 ft. Weight 20, 000 lb.
Gargantuan Overall Length 85 ft. Body Length 24 ft. Neck Length 28 ft. Tail Length 33 ft. Body Width 10 ft. Standing Height 20 ft. Maximum Wingspan 80 ft. Minimum Wingspan 40 ft. 160,000 lb.

Red Dragons Size

Small: Overall Length 8 ft. Body Length 3 ft. Neck Length 2 ft. Tail Length 3 ft. Body Width 2 ft. Standing Height 2 ft. Maximum Wingspan 20 ft. Minimum Wingspan 8 ft. Weight 40 lb.
Medium: Overall Length 16 ft. Body Length 6 ft. Neck Length 5 ft. Tail Length 5 ft. Body Width 3 ft. Standing Height 4 ft. Maximum Wingspan 30 ft. Minimum Wingspan 12 ft. 320 lb.
Large: Overall Length 31 ft. Body Length 11 ft. Neck Length 9 ft. Tail Length 11 ft. Body Width 5 ft. Standing Height 7 ft. Maximum Wingspan 45 ft. Minimum Wingspan 18 ft. 2,500 lb.
Huge Overall Length 55 ft. Body Length 18 ft. Neck Length 16 ft. Tail Length 21 ft. Body Width 10 ft. Standing Height 16 ft. Maximum Wingspan 75 ft. Minimum Wingspan 30 ft. Weight 20, 000 lb.
Gargantuan Overall Length 85 ft. Body Length 25 ft. Neck Length 25 ft. Tail Length 35 ft. Body Width 10 ft. Standing Height 16 ft. Maximum Wingspan 100 ft. Minimum Wingspan 40 ft. 160,000 lb.
Colossal: Overall Length 120 ft. Body Length 35 ft. Neck Length 35 ft. Tail Length 50 ft. Body Width 15 ft. Standing Height 27 22 ft. Maximum Wingspan 150 ft. Minimum Wingspan 60 ft. 1,280,000 lb.

Silver Dragons Size

Small: Overall Length 8 ft. Body Length 3 ft. Neck Length 2 ft. Tail Length 3 ft. Body Width 2 ft. Standing Height 2 ft. Maximum Wingspan 20 ft. Minimum Wingspan 8 ft. Weight 40 lb.
Medium: Overall Length 16 ft. Body Length 6 ft. Neck Length 5 ft. Tail Length 5 ft. Body Width 3 ft. Standing Height 4 ft. Maximum Wingspan 30 ft. Minimum Wingspan 12 ft. 320 lb.
Large: Overall Length 31 ft. Body Length 11 ft. Neck Length 9 ft. Tail Length 11 ft. Body Width 5 ft. Standing Height 7 ft. Maximum Wingspan 45 ft. Minimum Wingspan 18 ft. 2,500 lb.
Huge Overall Length 55 ft. Body Length 18 ft. Neck Length 16 ft. Tail Length 21 ft. Body Width 8 ft. Standing Height 12 ft. Maximum Wingspan 75 ft. Minimum Wingspan 30 ft. Weight 20, 000 lb.
Gargantuan Overall Length 85 ft. Body Length 25 ft. Neck Length 25 ft. Tail Length 35 ft. Body Width 10 ft. Standing Height 16 ft. Maximum Wingspan 100 ft. Minimum Wingspan 40 ft. 160,000 lb.
Colossal Overall Length 120 ft. Body Length 35 ft. Neck Length 35 ft. Tail Length 50 ft. Body Width 15 ft. Standing Heigth 22 ft. Maximum Wingspan 150 ft. Minimum Wingspan 50 ft. 1,280,000 lb.

White Dragons Size

Tiny: Overall Length 4 ft. Body Length 1-1/2 ft. Neck Length 1 ft. Tail Length 1=1/2 ft. Body Width 1 ft. Standing Height 1 ft. Maximum Wingspan 7 ft. Minimum Wingspan 4 ft. Weight 5 lb.
Small: Overall Length 8 ft. Body Length 3-1/2 ft. Neck Length 1-1/2 ft. Tail Length 3 ft. Body Width 2 ft. Standing Height 2 ft. Maximum Wingspan 14 ft. Minimum Wingspan 8 ft. Weight 40 lb.
Medium: Overall Length 16 ft. Body Length 7 ft. Neck Length 4 ft. Tail Length 5 ft. Body Width 3 ft. Standing Height 4 ft. Maximum Wingspan 21 ft. Minimum Wingspan 12 ft. 320 lb.
Large: Overall Length 31 ft. Body Length 7 ft. Neck Length 7 ft. Tail Length 11 ft. Body Width 5 ft. Standing Height 7 ft. Maximum Wingspan 32 ft. Minimum Wingspan 18 ft. 2,500 lb.
Huge Overall Length 55 ft. Body Length 13 ft. Neck Length 14 ft. Tail Length 21 ft. Body Width 8 ft. Standing Height 12 ft. Maximum Wingspan 55 ft. Minimum Wingspan 30 ft. Weight 20, 000 lb.
Gargantuan Overall Length 85 ft. Body Length 22 ft. Neck Length 22 ft. Tail Length 35 ft. Body Width 10 ft. Standing Height 16 ft. Maximum Wingspan 72 ft. Minimum Wingspan 40 ft. 160,000 lb.

Dragon space and reach variations
Blue: A blue dragon's relatively short neck decreases its bite reach at certain sizes, to 10 feet for a Huge dragon and 15 feet for a Gargantuan dragon.
Brass: A brass dragon's relatively short neck decreases its bite reach at certain sizes, to 10 feet for a Huge dragon and 15 feet for a Gargantuan dragon.
*Deep: A deep dragon's extremely long neck increases its bite reach to 10 feet for a medium dragon, 15 feet for a Large dragon, 20 feet for a Hue dragon, and 25 feet for a Gargantuan dragon.
*Fang: a fang dragon's extremely long tail increases its tail slap reach and tail sweep radius by 50%, to 15 feet for a Large dragon, 30 feet for a Huge dragon, and 45 feet for a Gargantuan dragon.
Gold: A gold dragon's extremely long tail increases its tail slap reach and tail sweep radius by 50%, to 15 feet for a Large dragon, 30 feet for a Huge dragon, 45 feet for a Gargantuan dragon, and 60 feet for a Colossal dragon.
Green: A green dragon has a long neck and front claws. A Medium green dragon has a reach of 10 feet with its bite attack. A Large green dragon has a reach of 15 feet with its bite attack and 10 feet with its claw attacks. A Huge green dragon has a reach 10 feet with its claw attacks. A Huge green dragon has a reach of 20 feet with its bite attacks. A Huge green dragon has a reach of 20 feet with its bite attack and 15 feet with its claw attacks. A Gargantuan green dragon has a reach of 25 feet with its bite attack and 20 feet with its claw attacks.
White: A white dragon's extremely long tail increases its tail slap reach and tail sweep radius by 50%, to 15 feet for a Large dragon, 30 feet for a Huge dragon, and 45 feet for a Gargantuan dragon.

Tiny: Space 2-1/2 ft. Bite 5 ft. Claw 0 ft. Wing - Tail Slap - Tail Sweep Radius -
Small: Space 5 ft. Bite 5 ft. Claw 5 ft. Wing - Tail Slap - Tail Sweep Radius -
Medium: Space 5 ft. Bite ft. Claw 5 ft. Wing 5 ft. Tail Slap - Tail Sweep Radius —
Large: Space 10 ft. Bite 10 ft. Claw 5 ft. Wing 10 ft. Tail Slap 10 ft. Tail Sweep Radius -
Huge: Space 15 ft. Bite 15 ft. Claw 10 ft. Wing 15 ft. Tail Slap 20 ft. Tail Sweep Radius -
Gargantuan: Space 20 ft. Bite 20 ft. Claw 15 ft. Wing 20 ft. Tail Slap 30 ft. Tail Sweep Radius 30 ft.
Colossal: Space 30 ft. Bite 30 ft. Claw 20 ft. Wing 30 ft. Tail Slap 40 ft. Tail Sweep Radius 40 ft.
Colossal+: Space 30 ft. Bite 40 ft. Claw 30 ft. Wing 40 ft. Tail Slap 60 ft. Tail Sweep Radius 60 ft.

Dragon Size Reach Diagrams
Cone-Shaped Breath Weapons Diagrams

Lair Wards
Lair wards are a special kind of wondrous item that dragons often use to protect their lairs and hoards. They are identical to certain kinds of wondrous architecture used in humanoid-build strongholds and dungeons, as detailed *elsewhere. Essentially, lair wards are immobile (or practically immobile) magic items, and they follow all the normal rules for the use of magic items. See *elsewhere for information on creating these items and determining the market price for new items.
Most lair wards affect an area defined as a "single cavern" this need not be an actual cavern; such an effect wards an area of approximately 400 square feet.
As a stationary magic item, a lair ward is essentially identical to a magic trap (even though some have beneficial rather than harmful effects). A character with the trapfinding ability (including rogues and character affected by a find trap spell) can use Search to find lair wards and Disable Device to deactivate them. The DC for both checks is 25 + the spell level of the highest-level spell used in the lair ward's construction. A successful Disable Device check suppresses the ward's magical properties for 1d4 rounds, just as if the character had cat dispel magic on it. If the character beats the DC by 10 or more, she suppresses its magical properties for 1d4 minutes instead.

Advanced Dragons

Age Category: A standard dragon gains one "virtual age category" for every 3 Hit Dice it gains beyond the great wyrm stage. Abilities that function once per day per age category or otherwise use the dragon's age category as part of a calculation use this adjusted number.

Size: When advancing a dragon, consider its basic size group: smaller (black, brass, copper, and white), normal (blue, bronze, and green), or larger (gold, red, and silver). A dragon that is Tiny as a wyrmling is in the smaller group, a dragon that is Small as a wyrmling and never reaches Colossal size is in the normal group, and a dragon that is Small to Large as a wyrmling and reaches Colossal by the great wyrm stage is in the larger group. A smaller-sized dragon becomes Colossal when it gains two age categories (+ HD) beyond great wyrm. It increases to Colossal+ when it gains an additional four age categories (+18 HD total). Thus, the white great wyrm reaches Colossal size at 42 HD and Colossal+ at 54 HD, while the brass great wyrm becomes Colossal at 43 HD and Colossal+ at 55 HD. A normal-sized dragon becomes Colossal when it gains one age category (3 Hit Dice) beyond great wyrm, It increases to Colossal+ when it gains an additional four age categories (+15 HD total). Thus, the green great wyrm reaches Colossal size at 41 HD and Colossal+ size at 53 HD, while the bronze dragon becomes Colossal at 42 HD and Colossal+ at 54 HD. A large-sized dragon becomes Colossal+ when it gains four age categories (12 HD) more than it needed to reach Colossal size. Thus, the silver or red dragon becomes Colossal+ at 52 HD, and the gold dragon becomes Colossal+ at 53 HD.

Colossal+ Size: Although there is no size category larger than Colossal, the largest advanced dragons have a greater reach and deal more damage with their attacks than other Colossal dragons. These dragons are considered Colossal+ size. A Colossal+ dragon has a space of 30 feet, like any other Colossal dragon, but its reach is 10 feet longer than normal with each attack form, and it has a proportionately longer tail slap and tail sweep. A Colossal+ dragon deals 6d6 points of damage with its bite attack, 4d6 with its claws, 4d6 with its wings, 4d8 with its tail slap, 6d6 with its crush, and 4d6 with its tail sweep. A Colossal+ dragon's line-shaped breath weapon extends 160 feet (5 feet high and 5 feet wide, as normal). A Colossal+ dragon's cone-shaped breath weapon is 80 feet long, 80 feet high, and 80 feet wide. The size modifier for these dragons remains -8.

Armor Class: An advanced dragon's natural armor bonus increases by +1 for every Hit Die it gains beyond the great wyrm stage. (You can use this rule for lesser dragon advancement as well, since natural armor and Hit Dace always increase at the same rate.)

Breath Weapon: If an advanced dragon's breath weapon deals damage, the damage typically increases by 2 dice for every virtual age category the dragon gains. Two exceptions are the brass and the white dragons, whose breath weapon damage increases by only 1 die per age category. The saving throw DC against the breath weapon remains 10 + 1/2 the dragon's HD + its Con modifier.

Spell Resistance: An advanced dragon's spell resistance increases by 2 per age category.

Speed: An advanced dragon's fly speed, manoeuvrability, land speed, and other special movement types (swim, burrow, and so on) do not change.

Ability Scores: A great wyrm's Strength and Constitution scores both increase by 2 points for every virtual age category the dragon gains. Its Dexterity remains unchanged. Its Intelligence, Wisdom, and Charisma increases by 2 points for every two virtual age categories the dragon gains.

Special Abilities: Dragons do not gain additional spell-like abilities. When a dragon gains one virtual age category beyond the great wyrm stage, its damage reduction improves to 20/epic.

Caster Level: A great wyrm's sorcerer caster level increases by 2 for every virtual age category the dragon gains.

Feats: Like ordinary dragons. advanced dragons receive one feat for every 4 Hit Dice they have. Any feats gained after the dragon reaches old age can be epic feats (see the descriptions earlier in this chapter).

Challenge Rating:An advanced dragon's Challenge Rating increases by 2 per additional virtual age category.

Dragon Eggs

A dragon egg is an inanimate object. A dragon egg ha a maximum diameter equal to about 1/2 its length.
A female dragon can produce eggs beginning at her young adult stage and remains fertile through the very old stage.
A male dragon is capable of fertilizing eggs beginning at the young adult sate and remains fertile through the wyrm stage.
The eggs are fertilized inside the body and are ready for laying approximately a quarter of the way through incubation.
Dragon eggs are lain in clutches of two to five as often as once a year.
Ovulation begins with mating and a female can produce eggs much less often if she wishes.

Tiny Dragon Egg: 1 ft long, Hardness 8, 10 Hit Points Break DC 12, 1 lb.
Small Dragon Egg: 2 ft long, Hardness 10, 15 Hit Points Break DC 13, 8 lb.
Medium Dragon Egg: 4ft long, Hardness 10, 20 Hit Points, Break DC 15, 60 lb.

Black:Ready to lay 120 days, Total Incubation 480 days Size Tiny
Blue: Ready to lay 150 days, Total Incubation 600 days, Size Small
Brass: Ready to lay 120 days, Total Incubation 480 days, Size Tiny
Bronze: Ready to lay 150 days, Total Incubation 600 days, Size Small
Copper: Ready to lay 135 days, Total Incubation 540 days, Size Tiny
Gold: Ready to lay 180 days, Total Incubation 720, Size Medium
Green: Ready to lay 120 days, Total Incubation 480 days, Size Small
Red: Ready to lay 165 days, Total Incubation 660 days, Size Medium
Silver: Ready to lay 165 days, Total Incubation 660 days, Size Small
White: Ready to lay 105 days, Total Incubation 420 days, Size Tiny

Incubation
Once laid, a dragon egg requires suitable incubation conditions if it is to hatch. The basic requirements depend on the kind of dragon. The embryonic wyrmling inside a dragon egg can survive under inadequate incubation conditions, but not for long. For every hour during which incubation conditions are not met, the wyrmling must make a Constitution check (DC 15 + 1 per previous check; an embryonic wrymling has the same Constitution score as a hatched wrymling) to survive.
An embryonic wyrmling inside a dragon egg becomes sentient as it enters the final quarter of the incubation period.
Dragon egg incubation conditions are as follows:
Black: The egg must be immersed in acid strong enough to deal at least 1d4 points of damage per round, or sunk in a swamp, bog, or marsh.
Blue: For half of each day, the egg must be kept in a temperature of 90 degrees F to 120 degree F, followed by a half day at 40 degree F to 60 degrees F.
Brass: The egg must be kept in an open flame or in a temperature of at least 140 degrees F.
Bronze: The egg must be immersed in a sea or ocean or someplace where tidewaters flow over it at least twice a day.
Copper: The egg must be immersed in acid strong enough to deal at least 1d4 points of damage per round of exposure, or packed in cool sand or clay (40 degrees F to 60 degrees F).
Gold: The egg must be kept in an open flame or in a temperature of at least 140 degrees F.
Green: The egg must be immersed in acid strong enough to deal at least 1d4 points of damage per round, or buried in leaves moistened with rainwater.
Red: The egg must be kept in an open flame or in a temperature of at least 140 degrees F.
Silver: The egg must be buried in snow, encased in ice, or kept in a temperature below 0 degrees F.
White The egg must be buried in snow, encased in ice, or kept in a temperature below 0 degrees F.

Hatching
To hatch, a wyrmling needs to break out of its shell. From its position inside the egg, the wyrmling cannot bite the eggshell, and the wyrmling's claws are too weak to overcome the shell's hardness. To escape the egg, the wyrmling must break the shell by making a DC 20 Strength check. Fortunately for the wyrmling it can simply take a 20 on this check, breaking the shell in about 2 minutes.
To determine the day on which the eggs in a clutch hatch, roll 1d10. On an odd number, the eggs hatch 1d10 days earlier than the norm. On an even number, the eggs hatch 1d10 days later than the norm.
If the egg has been tended by at least one of the wyrmling's parents, it needs to make no further checks to survive.
If incubation conditions have been less than ideal, however, the wyrmling must make a Constitution check to survive. The table below provides a list of circumstances and the DC of the Constitution check to survive despite the bad conditions.
In the case of a disturbed nest or an egg removed from a nest, the creature tending the egg may make a Heal check, with a +1 bonus if the creature has 5 or more ranks in KS(Arcana). The wyrmling can use either its own COnstitution check result or the Heal check result, whichever is higher.
Opening an egg before the final quarter of the incubation period causes the wyrmling inside to die. If the egg is opened during the final quarter of the incubation period, the wrymling can make a check to survive, but if successful it takes nonlethal damage equal to its current hit points. This damage cannot be healed until the wyrmling's normal incubation period passes, and the wyrmling remains staggered for the entire period. DUring the period, a prematurely hatched wyrmling must be tended in the same manner as an unhatched egg in order to survive.

A newly hatched wrymling cannot fly, takes a -2 penalty on Dexterity, and has a -2 penalty on attack rolls. These penalties disappear after an hour. The wyrmling otherwise has all the abilities noted for wyrmlings of its kind, including skills and feats. Its slelection of skills and feats is similar to that of its parents.

Undisturbed nest DC NA
Nest disturbed, but restored by parent DC 15
Nest disturbed, but restored by dragon other than parent DC 15
Nest disturbed, but restored by nondragon DC 20
Removed from nest, tended by dragon DC 20
Removed from nest, rended by nondragon DC 25
Egg opened prematurely DC +5.

Rearing a Dragon
A character seeking to rear a newly hatched wyrmling must begin with a Diplomacy or Intimidate check to persuade the dragon to accept the character's guidance; 5 or more ranks of KS(Arcana) gives the character a +2 bonus on the check. The character's Diplomacy or Intimidation check is opposed by a Sense Motive check by the dragon. The dragon has a +15 racial bonus on its check. If the character tended the dragon's egg while it was incubating the DC is reduced by 2. If the character was present at the dragon's hatching the DC is reduced by 5. If the character shares an alignment with the dragon reduce the DC by 5, and if the character and the dragon's alignments are identical the DC is reduced by 10. If the character fails this check it cannot be retried.
The rearing process takes 5 years, but once the rearing period begins, the character need only devote one day a week to the dragon's training. Throughout the rearing period, however, the dragon must be fed and housed at a cost of 10 gp per day.
When rthe rearing period has run its course, the character attempts a Handle Animal check (DC 20 + the dragon's Hit Dice at the very young stage). Only one check is made. A failed check cannot be retried. If the character's Handle Animal check fails, the dragon is not successfully reared and seeks to leave. If the check succeeds, the character can begin to train the dragon to perform tasks (the most common of which is serving as a mount).
For many character, the ultimate purpose of rearing a dragon is to make it available to the character as a cohort. To rear a dragon for this reason, the character must have taken the ‡Leadership* feat by the time the rearing period expires, and must have a sufficiently high Leadership score to attract the dragon as a cohort at that time (using the dragon's Hit Dice at the very young stage as its cohort level). Also, the dragon's alignment must not be opposed to the character's alignment on either the law-vs.-chaos or the good-vs.-evil axis (for example, a lawful good character cannot attempt to rear a chaotic evil wyrmling).

Onset of the Twilight and Death

Twilight
A dragon's maximum age is a function of its Charisma score. For a chromatic dragon, multiply the dragon's Charisma score by 50 and add the result to 1,200. This is the age when the twilight period begins for that kind of dragon. For a metallic dragon, multiply the dragon's Charisma score by 100 and add the result to 1,200. This difference reflects the fact that metallic dragons are longer-lived than chromatic dragons. Maximum ages for the base 10 true dragons before entering twilight are: Black 2,200, Blue 2,300, Green 2,300, Red 2,500, White 2,100, Brass 3,200, Bronze 3,800, Copper 3,400, Gold 4,400, and Silver 4,200 years. When a dragon's twilight period begins, the dragon must make a DC 20 Constitution check. The dragon dies if the check fails. If the check succeeds, the dragon survives, but its Constitution score drops by 1. Each year thereafter, the dragon must succeed on another Constitution check in order to stay alive.

Avoiding Twilight
Any dragon that has reached the old age category or higher can depart, become a guardian, or become a dracolich.
To depart or become a guardian, a dragon must consume at least 135,000 gp worth of treasure—or at least 90% of its hoard, if the dragon possesses treasure worth more than 150,000 gp. All treasure must be consumed in the same day, and at least 120,000 gp of this treasure must have been part of the dragon's hoard for at least 200 years.
After consuming the required amount of treasure, the dragon must find a dragon graveyard or suitable site to guard. Once it is at the graveyard or site, the dragon completes the process instantly simply by willing it to happen.
When a dragon departs, its body dies. When a dragon becomes a guardian, its body melds into the landscape. Once it has consumed the treasure, a dragon can delay departing or become a guardian for no more than 1 day per point of Charisma it has. If the dragon exceeds this time limit, the opportunity is lost, and the dragon cannot make another attempt to depart until it again consumes the required amount of treasure.

Dragon Graveyards
A dragon graveyard presents a macabre landscape of blasted earth littered with ossified dragon bones and fresher dragon remains.
Every dragon graveyard has at least one ghostly guardian, charged with protecting the place. The graveyards's guardian is exactly like a ghostly dragon or a great wyrm dragon, usually a gold or other dragon of lawful alignment. The guardian exists only to guard the graveyard, not to recover a lost hoard. The guardian cannot be put to rest by offering it treasure. If it is defeated in combat, the guardian reforms in 1 day.
Other ghostly dragons might be present also. These additional spirits are normal ghostly dragons.
Supernatural hazards abound in a dragon graveyard. Periodic storms of elemental energy rage through the area. These storms are similar to fire storm spells cast by a 20th level characters (Reflex DC 23 half), except that they can be composed of acid, cold, electricity, or fire, and they cover the whole graveyard. They typically strike every 1d4 hours, but the frequency can vary widely.
Dragon graveyard also contain areas in which the fabric of the cosmos is weakened. Thee unstable areas can be anywhere from 5 feet to 50 feet across. Every 1d4 hours, such an area is equally likely to expel a horde of elementals (treat as an elemental swarm spell cast by a 20th level character) or draw everything within the unstable area into a vortex leading to an elemental plane. These vortex last for 1d4 minutes. Creatures that touch or enter the unstable area during the period of the disturbance are whisked to an elemental place.
A weak spot always has a lingering aura of conjuration magic (aura strength is overwhelming when it is active).
A dragon graveyard also has an ever-changing population of dragon skeletons and dragon zombies that have become animated by the supernatural forces in the graveyard. The creatures attack any living creature they meet, except for dragons that have come to the graveyard to die.
The legends about treasure in dragon graveyards are true. A dragon graveyard typically contains triple standard treasure for the guardian's Challenge Rating. Through ghostly dragons normally do not have any treasure, a dragon graveyard accumulate bits and pieces of treasure that departing dragons have left behind and equipment from would-be looters who weren't up to the challenge.

Guarded Sites
When a dragon becomes a guardian, it creates a geographical feature with an area about 1 square mile per 5 points of Constitution the dragon had.
The feature created always resembles a dragon in some subtle manner. The contours of a hill might suggest a sleeping dragon, for example, or a lake might have the shape of a dragon's head or footprint.
Dragon eggs laid in a guarded area become hidden by non-detection and mirage arcana effects, provided the female laying them is of the same kind as the guardian. Both effects last until the eggs hatch, and neither effect has a magical aura, but otherwise they function as the spells cast by a 20th level caster.
Any dragon of the same kind as the guardian and of the juvenile age or younger can visit the area once a month and receive the benefits of a commune spell. Older dragons of the same kind as the guardian get the same benefit, but only once a year. The heart of a guarded site may indeed contain a small amount of treasure left over from the guardian's transformation (hidden near the heart of the site). Such a treasure contains coins and goods only and is of a level equal to one quarter of the guardian's Challenge Rating at the time of transformation. Removal of the treasure does not harm the guarded site, but most dragons take a dim view of such activity.

Dragon Sight

In normal light, a dragon sees twice as well as a human. In game terms, this means that a dragon can detect the presence of a potential encounter twice the standard distance. Also, when a dragon makes a Spot check, it takes only half the penalty for distance: a -1 penalty per 20 feet of distance rather than the standard -1 per 10 feet of distance.
In dim light, a dragon sees four times as well as a human. The dragon's low-light vision is exactly like that of other creatures with the low-light ability, except that the dragon sees four times as far when using artificial illumination. For example, from a dragon's point of view a light spell produces bright illumination in a 40-ft radius around the affected object and dim light for an additional 40 ft.
In complete darkness, a dragon relies on darkvision and blindsense. Both are exactly like the standard abilities, except for the dragon's exceptional range: 120 feet for darkvision and 60 feet for blindsense.
In addition to their superior visual apparatus, dragons commonly have ranks in the Spot skill.

Dragon Scent

Despite their excellent sense of smell, dragons do not have the scent special ability and do not gain the benefits of that ability, except to the extent that this sense contributes to their blindsense.

Dragon Hearing

A dragon's ability to preceive ultrasonic or subsonic frequencies is no better than a human's. Dragons commonly have ranks in the Listen skill, and given their enormous number of skill points many hear much better than typical humans.

Hover and Wingover

Hovering is a move action, which means a dragon also can use its breath weapon, cast a spell, use a spell-like ability, or make a melee attack while hovering (but not with a wing or its tail).
If a dragon does not attack during a round when it hovers, it can instead move at half speed in any direction it likes, including straight up, straight down, or backward, no matter what its maneuverability rating is. When a dragon stops hovering, it can turn in place and resume ordinary flight in any direction n which it could normally fly. For example, if a dragon were flying north when it stopped to hover, it could turn around and fly south afterward. It still could not fly straight up or down or fly in any other manner that its maneuverability rating does not allow.
A dragon can perform a wingover as a free action while flying. Performing a wingover consumes 10 feet of flying movement. A dragon cannot hover or gain altitude in the same round that it performs a wingover.

Swimming Dragons

If a dragon has a swim speed, it can swim on the surface or below it without difficulty. It moves through water at the listed speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming while swimming, provided it swims in a straight line.
A dragon that does not have a swim speed still can swim, but it must make Swim checks to move, and is subject to all the rules governing swimming, including taking nonlethal damage from fatigue when it swims for extended periods.
A dragon swimming underwater must hold its breath unless it has the water breathing ability. A dragon with the water breathing ability can do anything in the water that it can do out of the water, including using its breath weapon.
A dragon holding its breath underwater must obey all the normal rules for doing so. Most dragons can hold their breathes without difficulty for quite long periods, thanks to their impressive Constitution scores. A dragon holding its breath can use its breath weapon underwater. If the breath weapon uses fire, the dragon must succeed on a DC 20 Spellcraft check to make it function properly. If the check fails, the fiery breath merely creates a few harmless bubbles of steam. No matter what kind of breath the dragon used, it stops holding its breath when it uses its breath weapon and begins to drown.

Burrowing Dragons

Burrowing dragons can move only through fairly soft material such as sand, loamy soil, snow, or ice. The material also must be fairly dry. A burrowing dragon cannot dig through mud.

Breath Weapons

A dragon's breath weapon its a supernatural ability. It does not work in antimagic areas. Using a breath weapon is a standard action. When a dragon uses a breath weapon, it must wait 1d4 rounds before it can breathe again. In this case, a round lasts until the dragon's next turn begins. For example if a dragon breathes in the first round of combat, and the die roll for when the breath weapon can next be used is a 1, the dragon can breathe again in round 2. If the die roll is a 4, the dragon could not breathe again until round 5.
If a dragon has more than one type of breathe weapon, if still can breathe only once every 1d4 rounds. The Recover Breath feat can shorten the time a dragon has to wait between uses of its breath weapon.
The size, shape, and effect of a breath weapon depends on the kind of dragon and its size and age.

Frightful Presence

A dragon's frightful presence is an extraordinary ability. It works even in antimagic areas.
Frightful presence is a mind-affecting fear ability that takes effect whenever a dragon attacks, charges, or merely flies over head. A dragon can inspire fear by flying overhead at an altitude low enough to place foes with the radius of the effect, which is 30 feet X the dragon's age category (usually at least 150 feet, since most dragon's gain this ability at the young adult stage). A dragon's frightful presence also takes effect whenever the dragon charges or attacks in any way (with natural weapons, spells, or a breath weapon).
Using frightful presence is a part of whatever action triggers it. A dragon does not have to take a seperate action to use the power; however, a dragon can suppress its frightful presence ability as a free action.
A creature must be able to see the dragon for its frightful presence ability to take effect. If the dragon is invisible or has total concealment, the ability does not work. Once the ability takes effect, however, the consequences persist for the full duration, even if the dragon later passes from sight. Creatures within the ability's radius are not affected if they have more Hit Dice than the dragon, or if they are dragons themselves.
A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. (This temporary immunity occurs only on a successful save. If a creature doesn't have to make a save because it cannot see the dragon, it is not immune and must make a save when it does see the dragon.) On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds, and those with 5 or more HD become shaken for 4d6 rounds.
As an extraordinary ability, frightful presence remains effective even when the dragon assumes a different form. Bronze, gold, and silver dragons, which have the ability to assume an alternate form, usually suppress their frightful presence ability when using assumed forms, to avoid compromising their disguises. If they wish to avoid fighting, however, they can use their frightful presence ability if they are challenged when in their assumed forms.

Dragon Immunities

Every kind of true dragon has immunity to at least one type of energy.
A true dragon ignores the detrimental effects of extreme heat (110 F to 140 F) and of extreme cold (0 F to -40 F). A true dragon in these conditions does not have to make a Fortitude save every 10 minutes to avoid taking nonlethal damage.
All creatures of the dragon type are immune to magic sleep and paralysis effects.
True dragons develop damage reduction as they age. Damage reduction is a super-natural ability and is ineffective in an antimagic field.
True dragons also develop spell resistance as they age.

Magical Abilities

Creatures with innate spell-casting abilities, such as dragons, do not require material components to cast their spells. If a spell has a focus, however, a dragon or other innate spellcaster must have the focus on its person. Dragons can use the Embed Spell Focus feat to satisfy this requirement.
Except for not needing consumable material components, dragons cast their spells in the same way other arcane spellcasters do. They are subject to arcane spell failure if they wear armor. (Their own natural armor does not impose an arcane spell failure chance.) They must provide any verbal and somatic components the spell has, and they must pay any XP cost the spell entails. A dragon typically has a cushion of 100 to 600 XP times its spellcaster level. It can use these XP in spellcasting without risking the loss of a level.
A dragon's caster level for its spell-like abilities is equal to its age category or its sorcerer level, whichever is higher.
Although dragons cast spells as sorcerers, they are not members of the sorcerer class and receive none of that class's benefits (except for spellcasting). A dragon gains bonus spells each day for a high Charisma score. A dragon that become a member of the sorcerer class adds any actual sorcerer levels it has to its effective sorcerer level to determine its spellcasting ability, but uses its actual sorcerer level and character level to determine its other class abilities. For example, an old silver dragon casts spells as an 11th-level sorcerer. If the dragon becomes a 1st-level sorcerer, it casts spells as a 12th-level sorcerer, but its familiar (if it has one) has the abilities of a familiar with a 1st-level master.
Most of a dragon's spell-like abilities function as the spells of the same name cast at a level equal to the dragon's sorcerer level or its age category, whichever is higher.
A dragon with the alternate form racial ability is proficient with all simple weapons. Other kinds of dragons have no weapon proficiencies unless they actually have levels in a character class or they use feats to become proficient.

Dragons and Magic Items

Being both very smart and very wealthy, dragons often employ magic items.
A younger dragon without any spellcasting abilityeven if it has one or more spell-like abilitiescannot use spell completion items or spell trigger items.
An older dragon casts spell as a sorcerer and is an arcane spellcaster; it cannot cast a divine spell from a scroll unless it has levels in a divine spellcasting class.
Because a dragon can cast spells as a sorcerer, it can use any spell trigger item that produces the effect of a sorcerer/wizard spell. If the dragon also can cast cleric spells as arcane spells, it can use any spell trigger item that produces the effect of a spell from the cleric spell list or a spell from a domain to which the dragon has access.
A dragon usually lacks weapon proficiencies and fully prehensile appendages, so it cannot employ weapons. If a dragon assumes a form with prehensile appendages, it can wield weapons while in that form, but it remains nonproficient unless it has levels in a class or feat that makes it proficient.
Any dragon is capable of using potions. In most circumstances, a dragon doesn't even bother opening a potion container; it simply swallows it or chews it up. Because a dragon can eat just about anything, this doesn't cause any problems for the dragon, nor does it change the effect of the potion in any way.
Because magic items that must be worn will fit users of any size, a dragon can use any magic item a humanoid character can.
A dragon can use a headband, hat, or helmet normally. In some cases, an item of this kind can be specially made for a dragon in the the form of a crown, diadem, or skullcap. For example, a dragon's helm of telepathy may be in the form of a skullcap of telepathy.
Goggles and lenses made for dragons usually come in the form of cusps that fit over the dragon's eyes, or lenses that the dragon places directly on its eyes, much like modern contact lenses. A humanoid character can use any special dragon item of this kind without difficulty.
A dragon wears amulets, brooches, medallions, necklaces, and periapts around its neck, just as a humanoid does.
A dragon is not proficient with any kind of armor and usually does not bother wearing armor. In any case, armor crafted for a humanoid does not fit a dragon's body. Armor created for a dragon resembles barding and will not fit a humanoid, but will fit a quadruped of the same size as the dragon.
A dragon can wear a robe over its shoulders and upper chest. In some cases, a item of this kind can be specially made for a dragon in the form of a collar or epaulette. A humanoid can wear such an item without difficulty.
A dragon can wear a vest, vestment, or a shirt draped around its wings and lower chest. In some cases, a item of kind can be specially made for a dragon in the form of a pectoral stud or a belly stud. A humanoid can wear a magical dragon pectoral stud as though it were a vest. It can wear a belly stud in its navel.
A dragon can fit bracers or bracelets over its lower forelimbs.
A dragon can wear gloves or gauntlets on its forefeet. Specially made dragon gauntlets usually have no fingers, just holes for the dragon's claws. A humanoid can wear magical gauntlets without difficulty.
A dragon can wear rings on its front claws.
A dragon can wear a belt around its midsection. Some-times, items of this kind take the form of bands the dragon wears on its hips. A humanoid can wear such items without difficulty.
A dragon can wear boots on its hind feet. Specially made dragon boots usually resemble a dragon's gauntlets, but are shaped for the hind foot. These magic items also fit humanoid feet.
None of thee items interferes with a dragon's movement including flight.

Dragon Weaknesses

A dragon is vulnerable to the type of energy that opposes its elemental subtype. A dragon takes half again as much damage (+50%) damage as normal from attacks involving its opposing energy type, regardless of whether a saving throw is allowed, or if the save is a success or failure. The feats Overcome Weakness and Suppress Weakness ** reduce this vulnerability.
Clerics with access to the air, earth, fire, or water domains can turn, destroy, rebuke, or command dragons of the appropriate elemental subtype. Since the effectiveness of these abilities is based on the defending creature's Hit Dice, older and larger dragons seldom fall prey to them, but they can be effective against smaller and younger dragons.

Dragons and the Appraise Skill

Though most dragons do not have the appraise items readily, thanks to their high Intelligence scores. A dragon gains a +2 competence bonus on any Appraise check (or Intelligence check made to appraise an item) that involves studying physical aspects of the appraised item (such as fine details or weight).

Lair Ward's

TrapsDraconomicon1
This 3-foot-wide steel half-orb shreds darkness in a 20-foot radius itself. Not even creatures who can normally see in the dark can see through it, and it cancels out any normal light, as well as magical light of 1st level or lower. If magical light of 2nd level (such as continual flame) is brought into or cast in the area, it and the item cancel each other out until the light spell expires or is removed from the area. Higher-level light spells, such as the daylight spell, are unaffected by the item's darkness. The orb has a shutter that enables a person standing beneath a ceiling mounted orb to conceal or reveal the item (and the resulting darkness) with a move action.
Faint evocation; CL 3rd; Craft Wondrous Item, darkness; Price 6,000 gp

TrapsDraconomicon2
This 4-foot-wide steel half-orb sheds deeper darkness in a 60-foot radius around itself. Not even creatures that can normally see in the dark can see in this dakness, and it cancels out any normal light as well as any magical light of 2nd level or lower. If a daylight spell is brought into or cast in the area, it and the item cancel each other out until the light spell expires or is removed from the area. The orb has a shutter that enables a person standing beneath the ceiling-mounted orb to conceal or reveal the item (and the resulting darkness) with a move action.
Faint evocation; CL 5th; Craft Wondrous Item, deeper darkness; Price 15,000 gp

TrapsDraconomicon3
This 4-foot-wide steel half-orb sheds daylight in a 60-foot radius around itself. Creatures affected by normal daylight are affected by the item as well. If magical darkness is brought into or cast in the area, it and the item cancel each other out until the magical darkness expires or is removed from the area.
The orb has a shutter that enables a person standing beneath the ceiling-mounted orb to conceal or reveal the item with a move action.
Faint evocation; CL 5th; Craft Wondrous Item, daylight; Price 15,000 gp.

TrapsDraconomicon4
Within the walls of this cavern, the fly spell does not function. Characters who are flying when they enter the cavern float to the ground as if the spell's duration had expired. When they leave the cavern, any fly spell whose durations have not expired return to normal efficacy.
Moderate abjuration; CL 7th; Craft Wondrous Item; spell immunity; price 14,000 gp.

TrapsDraconomicon5
This 4-foot-wide crystal orb keeps the weather nasty (thunderstorms in spring, torrential rain in summer, sleet in autumn, and blizzards in winter) around a lair for a 2-mile radius. Anyone attempting to magically alter the weather in this area must make an opposed caster level check against the item's power to succeed. β*See weather effects.
Moderate transmutation; CL 11th; Craft Wondrous Item, control weather; Price 33, 000 gp.

TrapsDraconomicon6
Anyone who enters this cavern must make a DC 14 Will save or have any words that she speaks come out as unintelligible gibberish. The exact nature of the transmuted sounds is determined by the creator of this magic item at the time of creation. This effect makes it impossible for anyone in the cavern to communicate verbally with anyone else. Additionally, it prevents a spellcaster from casting a spell that requires a verbal component.
Faint transmutation; CL 5th; Craft Wondrous Item, **sculpt sound; Price 7,500 gp.

TrapsDraconomicon7
All sounds made within this cavern are negated (as if by a silence spell(. Making a DC 13 Will save allows a character to speak normally (including casting spells with vocal components), though other sounds remain dampened. This property doesn't affect sounds created outside the cavern.
Faint illusion; CL 3rd; Craft Wondrous Item, silence; Price 3,000 gp.

TrapsDraconomicon8
This 5-foot-wide crystal orb maintains hurricane-force winds around the outside of the lair at all times. The effect is a cylinder with a diameter of up to 80 feet. If the lair larger than this, multiple orbs can be linked together by overlapping the items. Any section that is surrounded by the items effect on all sides automatically become a part of the effect, turning the whole region into one massive, continuously operating effect, keeping the raging winds of the effect entirely outside of the affected regions. The winds circle the eye in a clockwise or counterclockwise fashion, as you prefer. However, if there are more orbs than one, they must all force the wind to circle in the same direction. If you join this item up with a **tornado's eye or **windstorm's eye, they can each only function at the level of the weakest item.
Strong transmutation; CL 15th; Craft Wondrous Item; control winds; Price 75,000 gp.

TrapsDraconomicon9
This form of wondrous architecture places arcane sigils throughout the walls and ceiling of a tavern. They can be as subtle or outlandish as the creator likes. However, when anyone tries to spy upon anyone in the cavern by means of a clairaudience/clairvoyance or scrying or a crystal ball or any other magic scrying the inscritptions glow softly. If the scrying attempts originate from within the cavern, the preson making the attempt begins glowing as well.
Anyone scried upon can attempt an opposed caster level check (using the caster level of the item). If the target of the scrying attempt wins the opposed check they immediatly get a mental image of the scrier, along with a sense of the direction and distance of the scrier, accuratele to within one-tenth of the distance.
Moderate divination: CL 7th; Craft Wonderous Item, detect scrying Price 14,00 gp.

TrapsDraconomicon10
Everyone whithin a cavern adorned with these inscriptions becomes undetectable to scrying. In fact, to someone casting a scrying spell it appears as if the cavern is entirely empty of people and devoid of activity, no matter how many people are in it or what they are doing.
Moderate illusion: CL 9th; Craft Wonderous Item, false vision Price 22,500 gp.

TrapsDraconomicon11
This cavernand everyone and everything inside itis difficult to detect by divination spells and detection spells and magic items. For such a spell or item to work, the caster or users must succeed on a caster level check (1d20 + caster level) against DC 16.
Faint abjuration; CL 5th; Craft Wondrous Item, nondetection, Price 7,500 gp.

TrapsDraconomicon12
This 4-foot wide crystal orb keeps the weather in a 2-mile radius around the last mild and pleasant no matter the tome of year. Anyone attempting to magically alter the weather in this area must make are opposed caster level check against the orbs power to succeed.
Moderate transmutation; CL 11th; Craft Wondrous Item, control weather, Price 33,000 gp.

TrapsDraconomicon13
Any time an injured creature is placed on this 10-foot-round platformswhich is affixed to the floorthe creature recieves the benefit of a heal spell.
If an undead creature somehow ends up on the platform, treat it as if a harm spell had been cast upon it instead.
Strong conjuration; CL 17th; Craft Wondrous Item, mass heal; Price 76,500 gp.

TrapsDraconomicon14
This shallow pool forms a reflective surface in which the user can scry on others. This works just like the standard scrying spell. Spellcasters can cast certain spells through the pool of scrying at creatures or things they are scrying upon, as per the scrying spell.
While the pool can be shallow, must be at least 2 feet by 5 feet. It can be formed into the top of a large pedestal, but these items are just as often found in a room floor. If the water is ever entirely emptied from the pool, the item loses its magic.
Faint divination; CL 5th; Craft Wondrous Item, scrying; Price 7,500 gp.

TrapsDraconomicon15
This shallow pool forms a reflective surface in which the user can scry on others. This works just like the standard scrying spell. Spellcasters can cast certain spells through the pool of scrying at creatures or things they are scrying upon, as per the scrying spell. You can cast any spells through it that you could use with the greater scrying spell.
While the pool can be shallow, must be at least 2 feet by 5 feet. It can be formed into the top of a large pedestal, but these items are just as often found in a room floor. If the water is ever entirely emptied from the pool, the item loses its magic.
Moderate divination; CL 11th; Craft Wondrous Item, greater scrying; Price 33,000 gp.

TrapsDraconomicon16
The entire cavern is affected by a mind blank spell. No one in the cavern can be affected by devices and spells that detect, influence, or read emotions and thoughts, up to and including miracle or wish. Even a scrying attempt that scans an area does not work.
Strong abjuration; CL 15th; Craft Wondrous Item, mind blank; Price 69,000 gp.

TrapsDraconomicon17
A globe of invulnerability fills the entire cavern, as represented by the arcane sigils that are inscribed upon the walls. No spell effect of 4th level or lower functions within this cavern. Such spells cannot be cast within the cavern, nor can their effects extend to within the cavern.
A targeted dispel magic can temporarily suppress the items effects, just like any other magic item.
Moderation abjuration; CL 11th; Craft Wondrous Item, globe of invulnerability; Price 33,000 gp.

TrapsDraconomicon18
A globe of invulnerability fills the entire cavern, as represented by the arcane sigils that are inscribed upon the walls. No spell effect of 3rd level or lower functions within this cavern. Such spells cannot be cast within the cavern, nor can their effects extend to within the cavern.
A targeted dispel magic can temporarily suppress the items effects, just like any other magic item.
Moderate abjuration; CL 7th; Craft Wondrous Item, lesser globe of invulnerability; Price 14,000 gp.

TrapsDraconomicon19
This 6-foot-wide crystal orb maintains tornado-force winds around the outside of the lair at all times. The effect is a cylinder with a diameter of up to 80 feet. If the lair larger than this, multiple orbs can be linked together by overlapping the items. Any section that is surrounded by the items effect on all sides automatically become a part of the effect, turning the whole region into one massive, continuously operating effect, keeping the raging winds of the effect entirely outside of the affected regions. The winds circle the eye in a clockwise or counterclockwise fashion, as you prefer. However, if there are more orbs than one, they must all force the wind to circle in the same direction. If you join this item up with a **hurrican's eye or **windstorm's eye, they can each only function at the level of the weakest item.

TrapsDraconomicon20
This lair ward disguises up to 8,000 contiguous square feet of caverns with a mirage arcana effect, making the lair appear as something other than it is. It includes audible, visual, tactile, and olfactory elements, though it can't disguise, conceal, or add creatures.
Moderate illusion; CL 10th; Craft Wondrous Item, mirage arcana, Price 25,000 gp.

TrapsDraconomicon21 This 4-foot crystal orb maintains windstorm force winds around the outside of the lair at all times. The effect is a cylinder with a diameter of up to 80 feet. If the lair larger than this, multiple orbs can be linked together by overlapping the items. Any section that is surrounded by the items effect on all sides automatically become a part of the effect, turning the whole region into one massive, continuously operating effect, keeping the raging winds of the effect entirely outside of the affected regions. The winds circle the eye in a clockwise or counterclockwise fashion, as you prefer. However, if there are more orbs than one, they must all force the wind to circle in the same direction. If you join this item up with a **tornado's eye or **hurricane's eye, they can each only function at the level of the weakest item.
Moderate transmutation; CL 12th; Craft Wondrous Item, control winds; Price 60,000 gp.

TrapsDraconomicon22
This ward conceals all magical auras in a single cavern, just as if mage's magic aura had been cast.
Faint Illusion; CL 3rd; Craft Wondrous item, mage's magic aura; Price 3,000

Magic Items

ItemsDraconomicon1
This stunning piece of jewellery is virtually priceless based simply on its artistic quality quality and the value of precious metal and gemstones it contains, but its magical abilities are even more valuable to a dragon. When worn by a dragon, the articaft confers the benefits of the **Maximize Breath feat on the dragon's breath weapon, and applies the effects of the **<aximize spell feat to the dragon's spells and spell-like abilities. These benefits come at no cost to the dragon: it need not wait extra rounds between uses of its breath weapom, and its **maximized spells do not use higher-level spell slots. The item bestows two negative levels on any nondragon that wears it. In addition, when a non-dragon first dons the item it immediately targets the nondragon with a disintegrate effect (caster level 20th, Fortitude DC 19 partial).
Strong (no school); CL 17th

ItemsDraconomicon2
These metal, scythe like blades are designed to fit over one set of a dragon's claws, and they resize to fit any dragon of Large size or bigger. A dragon wearing the item cannot also make use of a magic ring on that claw. WHen worn, the item increases the damage dealt by the dragon's claws on a critical hit, giving them a X4 multiplier (like that of a scythe).
Faint transmutation; CL 6th; Craft Ring; Price 2,000 gp; Weight 10 lb.

ItemsDraconomicon3
This is a set of +5 half-plate armor (barding) designed to fit a dragon of a specific size. It adjusts to fit any individual dragon within a specific size category, size Medium or bigger. In addition to its +12 armor bonus, the armor is fitted with spikes and blades designed to enhance the dragon's attacks, granting a + 5 enhancement bonus to each of the dragon's natural weapon attacks.
Strong Transmutation: CL 15th; Craft Magic Arms and Armor; Craft Epic Magic Arms and Armor; **superior magic fang; Price 276,350 gp (Medium), 165050 gp + 13,000 XP (Large), 192450 gp + 15,000 XP (Huge), 222,250 gp + 17,000 XP (Gargantuan), 231,850 gp + 17,000 XP (Colossal); Weight 50 lb. (Large), 250 lb. (Huge), 500 lb. (Gargantuan), 1,000 lb. (Colossal).

ItemsDraconomicon4
These draughts are thick liquids, similar to potions, that bestow magical effects on a creature drinking them. The magical effects duplicate metabreath spells, but the drinker must supply the breath component for the effect to take place. Drinking a draught is a standard action, effects to take place. Drinking a draught is a standard action, and activates the magic of the draught for just over 1 round. After drinking, the drinker must use its breath weapon before the end of the next round. This use of the drinker's breath weapon is enhanced as if the drinker had cast the appropriate metabreath spell on itself. The draughts come in a number of different varieties.
Varies (no school); Craft Wondrous Item; appropriate metabreath spell; Weight 1/2 lb.
1st level 50 gp
5th level 750 gp
7th level 1,400 gp
9th level 2,250 gp
13th level 4,550 gp
15th level 6,000 gp
17th level 7,650 gp

ItemsDraconomicon5
This liquid comes in five varieties, corresponding to the five kinds of metallic dragons, and their color is the same: brass, bronze, copper, gold, and siver. When drunk, this draught alters the drinker;s next use of its breath weapon, as long as that use occurs before the end of the next round. The breath weapon works just like the nondamaging effects of a metallic dragon. A brass daught creates a cone of sleep, a bronze draught creates a cone of slow gas, a gold draught creates a cone of weakening gas, and a silver draught creates a cone of paralyzing gas. The saving throw against the metallic breath weapon has the same DC as the drinker's natural breath weapon, and the effects are the same as if the drinker used the breath weapon normally. A character with a breath weapon from a spell or similar effect can use a draught to alter the fiery blasts from that potion using the caster level as the effective age category. A creature with no breath weapon ability is unaffected by drinking the draught.
Moderate transmutation; CL 7th; Craft Wondrous Item, **breath weapon substitution, and one of the following: sleep, repulsion, slow, ray of enfeeblement, or hold person; Price 2,100 gp; Weight 1 / 2 lb.

ItemsDraconomicon6 β
This large, faceted stone must be embedded in a creature's hide to function. True dragons can accomplish this with ease, since routinely embed gems in among the scales of their bellies. Other creatures have a more difficult time of it, requiring at least a limited wish, γ*at the** DM's discretion. When properly embedded, the item protects the wearer's vital areas from lethal damage. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. The item has a 25% chance to negate a critical hit or sneak attack, the item has a 75% chance, and the item has a 199% chance.
Strong universal or evocation; CL 13th ; Craft Wondrous Item, Tempest Breath; Price 10,000 gp; Weight 10 lb.

ItemsDraconomicon7
This metal collar bestows the benefit of the **Tempest Breath feat upon its wearer. A creature wearing the gorget cannot also make use of a magic robe.
Strong (no school); CL 13th; Craft Wondrous Item, **Tempest Breath; Price 10,000 gp; Weight 10 lb.

ItemsDraconomicon8
This complex metal device is worn in the mouth, fitting over the teeth while allowing them to protrude. A row of metal teeth is set into the item behind where the dragon's teeth emerge, increasing the damage dealt by the dragon's bite. The dragon gains the benefit of the **sharptooth spell while the jaws are worn. The device resizes to fit any creature as normal for a magic item, but the creatures with no natural bite attack gain no benefit from wearing it.
Moderate transmutation; CL 7th; Craft Wondrous Item, **sharptooth; Price 40,000 gp; Weight 8 lb.

ItemsDraconomicon9
This metal disk has straps that fo over a dragon's forelimbs to hold the pectoral in place over its chest. A winged creature wearing the item has its flying maneuverability improved by one step. The greater **β improves maneuverability by two steps. A humanoid can wear a pectoral as if it were a vest.
Feint (ordinary) or moderate (greater) transmutation; CL 3rd (ordinary) or 9th (greater); Craft Wondrous Item, ** wings of air (ordinary) or greater wings of air (greater); Price 12,000 gp (ordinary) or 90,000 (greater); Weight 5 gp.

Draconomicon Legal Statement

PrClassDraconomicon1 "Dracolyte"

DragonPrClassDraconomicon1 "Bloodscalled Fury"
DragonPrClassDraconomicon2 "Disciple of Ashardalon"
DragonPrClassDraconomicon3 "Dispassionate Watcher of Chronepsis"
DragonPrClassDraconomicon4 "Dragon Ascendant"
DragonPrClassDraconomicon5 "Elemental Master"
DragonPrClassDraconomicon6 "Hidecarved Dragon"
DragonPrClassDraconomicon7 "Sacred Warder of Bahamut"
DragonPrClassDraconomicon8 "Unholy Ravager of Tiamat"

FeatDraconomicon1 "Clever Wrestling"
FeatDraconomicon2 "Cunning Sidestep"
FeatDraconomicon3 "Close-Quarters Fighting"
FeatDraconomicon4 "Overhead Thrust"
FeatDraconomicon5 "Deft Strike"
FeatDraconomicon6 "Dragon Cohort"
FeatDraconomicon7 "Dragon Familiar"
FeatDraconomicon8 "Dragon Hunter"
FeatDraconomicon9 "Dragon Hunter Bravery"
FeatDraconomicon10 "Dragon Hunter Defense"
FeatDraconomicon11 "Dragon Steed"
FeatDraconomicon12 "Dragon Wild Shape"
FeatDraconomicon13 "Dragoncraft"
FeatDraconomicon14 "Dragonfoe"
FeatDraconomicon15 "Dragondoom"
FeatDraconomicon16 "Dragonfriend"
FeatDraconomicon17 "Dragonsong"
FeatDraconomicon18 "Dragonthrall"
FeatDraconomicon19 "Frightful Presence"
FeatDraconomicon20 "Sense Weakness"
FeatDraconomicon21 "Dragonbane"

DragonFeatDraconomicon1 "Adroit Flyby Attack"
DragonFeatDraconomicon2 "Awaken Frightful Presence"
DragonFeatDraconomicon3 "Awaken Spell Resistance"
DragonFeatDraconomicon4 "Clinging Breath"
DragonFeatDraconomicon5 "Devastating Critical"
DragonFeatDraconomicon6 "Dire Charge"
DragonFeatDraconomicon6 "Draconic Knowledge"
DragonFeatDraconomicon7 "Embed Spell Focus"
DragonFeatDraconomicon8 "Endure Blows"
DragonFeatDraconomicon9 "Enlarge Breath"
DragonFeatDraconomicon10 "Epic Fortitude"
DragonFeatDraconomicon11 "Epic Reflexes"
DragonFeatDraconomicon12 "Epic Will"
DragonFeatDraconomicon13 "Extend Spreading Breath"
DragonFeatDraconomicon14 "Fast Healing"
DragonFeatDraconomicon15 "Heighten Breath"
DragonFeatDraconomicon16 "Improved Maneuverability"
DragonFeatDraconomicon17 "Improved Multiattack"
DragonFeatDraconomicon18 "Improved Rapidstrike"
DragonFeatDraconomicon19 "Improved Snatch"
DragonFeatDraconomicon20 "Improved Speed"
DragonFeatDraconomicon21 "Improved Spell Capacity"
DragonFeatDraconomicon22 "Large and in Charge"
DragonFeatDraconomicon23 "Lingering Breath"
DragonFeatDraconomicon24 "Maximize Breath"
DragonFeatDraconomicon25 "Multisnatch"
DragonFeatDraconomicon26 "Overcome Weakness"
DragonFeatDraconomicon27 "Overwhelming Critical"
DragonFeatDraconomicon28 "Power Climb"
DragonFeatDraconomicon29 "Power Dive"
DragonFeatDraconomicon30 "Quicken Breath"
DragonFeatDraconomicon31 "Rapidstrike"
DragonFeatDraconomicon32 "Recover Breath"
DragonFeatDraconomicon33 "Rend"
DragonFeatDraconomicon34 "Shape Breath"
DragonFeatDraconomicon35 "Shock Wave"
DragonFeatDraconomicon36 "Snatch and Swallow"
DragonFeatDraconomicon37 "Spellcasting Harrier"
DragonFeatDraconomicon38 "Spreading Breath"
DragonFeatDraconomicon39 "Split Breath"
DragonFeatDraconomicon40 "Suppress Weakness"
DragonFeatDraconomicon41 "Tail Constrict"
DragonFeatDraconomicon42 "Tail Sweep Knockdown"
DragonFeatDraconomicon43 "Tempest Breath"
DragonFeatDraconomicon44 "Whirlwind Tail Sweep"
DragonFeatDraconomicon45 "Wingstorm"

DragonSpellsDraconomicon1 "Animate Breath"
DragonSpellsDraconomicon2 "Aura of Terror"
DragonSpellsDraconomicon3 "Blinding Breath"
DragonSpellsDraconomicon4 "Breath Flare"
DragonSpellsDraconomicon5 "Breath Weapon Admixture"
DragonSpellsDraconomicon6 "Breath Weapon Substitution"
DragonSpellsDraconomicon7 "Burning Blood"
DragonSpellsDraconomicon8 "Deafening Breath"
DragonSpellsDraconomicon9 "Dispelling Breath"
DragonSpellsDraconomicon10 "Draconic Polymorph"
DragonSpellsDraconomicon11 "Enervating Breath"
DragonSpellsDraconomicon12 "Ethereal Breath"
DragonSpellsDraconomicon13 "Hiss of Sleep"
DragonSpellsDraconomicon14 "Imperious Glare"
DragonSpellsDraconomicon15 "Maddening Whispers"
DragonSpellsDraconomicon16 "Magic Fang, Superior"
DragonSpellsDraconomicon17 "Mesmerizing Glare"
DragonSpellsDraconomicon18 "Razorfangs"
DragonSpellsDraconomicon19 "Rebuking Breath"
DragonSpellsDraconomicon20 "Scintillating Scales"
DragonSpellsDraconomicon21 "Sharptooth"
DragonSpellsDraconomicon22 "Stunning Breath"
DragonSpellsDraconomicon23 "Stunning Breath, Greater"
DragonSpellsDraconomicon24 "Wingbind"
DragonSpellsDraconomicon25 "Wings of Air"
DragonSpellsDraconomicon26 "Wings of Air, Greater"

ItemsDraconomicon1 "Amulet of Supremacy (Minor Artifact)"
ItemsDraconomicon2 "Claws of the Ripper"
ItemsDraconomicon3 "Dragonarmor of Invincibility"
ItemsDraconomicon4 "Draught of Metabreath Magic"
ItemsDraconomicon5 "Draught of Metallic Dragon Breath"
ItemsDraconomicon6 "Gemstone of Fortification"
ItemsDraconomicon7 "Gorget of Tempest Breath"
ItemsDraconomicon8 "Jaws of the Dragon"
ItemsDraconomicon9 "Pectoral of Maneuverability"
ItemsDraconomicon

TrapsDraconomicon1 "Lair Ward: Black Luminary"
TrapsDraconomicon2 "Lair Ward: Black Luminary, Pitch"
TrapsDraconomicon3 "Lair Ward: Bright Luminary"
TrapsDraconomicon4 "Lair Ward: Cavern of the Earthbound"
TrapsDraconomicon5 "Lair Ward: Cloudgathering Orb"
TrapsDraconomicon6 "Lair Ward: Cavern of Babble"
TrapsDraconomicon7 "Lair Ward: Cavern of Silence"
TrapsDraconomicon8 "Lair Ward: Hurricane's Eye"
TrapsDraconomicon9 "Lair Ward: Inscriptions of Privacy"
TrapsDraconomicon10 "Lair Ward: Inscriptions of Vacancy"
TrapsDraconomicon11 "Lair Ward: Missing Chamber"
TrapsDraconomicon12 "Lair Ward: Orb of Pleasant Breezes"
TrapsDraconomicon13 "Lair Ward: Platform of Healing"
TrapsDraconomicon14 "Lair Ward: Pool of Scrying"
TrapsDraconomicon15 "Lair Ward: Pool of Scrying, Greater"
TrapsDraconomicon16 "Lair Ward: Secure Cavern"
TrapsDraconomicon17 "Lair Ward: Sigils of Suppression"
TrapsDraconomicon18 "Lair Ward: Sigils of Suppression, Lesser"
TrapsDraconomicon19 "Lair Ward: Tornado's Eye"
TrapsDraconomicon20 "Lair Ward: Veil of Obscurity"
TrapsDraconomicon21 "Lair Ward: Windstorm's Eye"
TrapsDraconomicon22 "Lair Ward: Wondrous Absence"

Special Types with multiple Meanings.

Keen Senses (Ex):
Hive Mind ():
Telepathy ():
Immunities ():
Alertness ():
Prestiege Domains ():
Weapons and Armor Proficiency ():
Summon () ():

*Search/Find Character for Corrections
‡Improper Name
αSystemic Failure - Languages as Knowledges.
βSystemic Failure - Uneccesary Statement?
γSystemic Failure - DM & XP Reference.

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