Dragon Age RPG Set 3 introduced statistics for dragons in AGE, but the dragons of Thedas are more bestial than the dragons of Dungeons & Dragons. If you want to use dragons similar to those in D&D while running an AGE game, you can use the High Dragon as a baseline. In order for the High Dragon to serve as a baseline for D&D-like dragons, I would make the following changes:

Intelligent Dragons: Increase a chromatic dragon’s Communication to 2 and Cunning to 3 because chromatic dragons are intelligent and persuasive.

Varied Breath Weapons: Remove the Fire Breath and Fire Gout powers from the baseline chromatic dragon. Each type of chromatic dragon has a unique breath weapon.

Draconic Senses: Chromatic dragons can sense their surroundings out to 10 yards even in complete darkness. In low-light conditions, they can see four times as far as a human.

Black Dragons

Acid Breath: A black dragon can spew a stream of acid (18 yards long and 2 yards wide) as a major action. Those caught in the area take 2d6 penetrating damage or 1d6 penetrating damage if a successful TN 18 Dexterity (Acrobatics) test is made.

Acid Immunity: A black dragon ignores damage from acid.

Darkness: A black dragon can create an area of inky darkness around itself as a major action. The aura of darkness extends to 6 yards from the dragon and lasts for 10 minutes or until the dragon dismisses the effect.

Stealthy: A black dragon gains the Dexterity (Stealth) focus.

Swamp Monster: A black dragon can ignore movement penalties caused by non-magical swamp terrain and can breathe underwater indefinitely.

Blue Dragons

Ball Lightning: A blue dragon can spit a ball of lightning as a ranged attack. The ball lightning has a short range of 12 yards and a long range of 24 yards. On a hit, it deals 2d6 penetrating damage. When making a ball lightning attack, a blue dragon can use the Dual Strike stunt for only 2 SP.

Lightning Breath: A blue dragon can unleash a bolt of lightning (18 yards long and 2 yards wide) from its mouth as a major action. Those caught in the area take 2d6 penetrating damage or 1d6 penetrating damage if a successful TN 18 Dexterity (Acrobatics) test is made.

Lightning Immunity: A blue dragon ignores damage from electricity.

Mirage: A blue dragon can create illusionary sights and sounds within 20 yards of itself as a major action. The illusion can fill up to a 4 yard cube and can make minor sounds. Someone witnessing the illusion can make a TN 14 Perception (Seeing or Hearing) test to detect that it is an illusion.

Shocking Arcs: A blue dragon can cause electricity to arc over its body as a minor action. This deals 1d6 penetrating damage to anyone within 2 yards of the dragon.

Green Dragons

Persuasive: Green dragons are known for their persuasive abilities. Increase their Communication ability by 1 and they gain the Communication (Persuasion) focus.

Poison Breath: A green dragon can exhale a cloud of poisonous gas (6 yards by 6 yards) as a major action. Those caught in the area take 2d6 penetrating damage or 1d6 penetrating damage if a successful TN 18 Constitution (Stamina) test is made. The cloud lingers for 1d6 rounds and anyone beginning their turn in or moving into the cloud take 1d6 penetrating damage unless a successful TN 18 Constitution (Stamina) test is made.

Poison Immunity: A green dragon is immune to all poisons and ignores any damage from poison.

Venomous Bite: When making a bite attack, a green dragon can use a special venomous bite stunt for 3 SP to inject the target with its mind-affecting venom. This stunt deals 1d6 penetrating damage to the target and the target takes a -1 penalty on Perception and Willpower tests for 1 hour.

Red Dragons

Fire Breath: A red dragon can breath a blast of flame (8 yards long and 6 yards wide) as a major action. Those caught in the area take 4d6 damage or 2d6 damage if a successful TN 18 Dexterity (Acrobatics) test is made. Those that fail their tests and have a Dragon Die result of 1 or 2 are lit on fire and take 1d6 penetrating damage each round until the flames are extinguished (dousing with water or a minor action can put out the flames).

Fire Immunity: A red dragon ignores damage from fire.

Greed: A red dragon gains the Cunning (Evaluation) focus.

Inferno: A red dragon can create a fire storm within 16 yards as a major action. The flames fill an area that is 6 yards by 6 yards. Any creature in an inferno takes 2d6 damage or 1d6 damage if a successful TN 18 Dexterity (Acrobatics) test is made.

Wreathing Flames: A red dragon can surround itself in roaring flames as a minor action. The flames deal 2d6 damage to anyone within 2 yards of the dragon.

White Dragons

Arctic Denizen: A white dragon doesn’t suffer any penalties from either snowy or icy terrain as long as it isn’t magical in nature.

Cold Immunity: A white dragon ignores damage from cold.

Freezing Breath: A white dragon can breath a blast of freezing cold (8 yards long and 6 yards wide) as a major action. Those caught in the area take 3d6 damage or 2d6 damage if a successful TN 18 Dexterity (Acrobatics) test is made. Those that fail their tests and have a Dragon Die result of 1, 2, or 3 have their speed halved until the end of their next turn.

Hunter: A white dragon gains the Perception (Tracking) focus.

Ice Fog: A white dragon can surround itself in an icy fog as a major action. This fog extends out 6 yards from the dragon and obscures everything within the billowing white cloud. In addition, the cold fog quickly freezes into a thin layer of ice on anything in the area that gives a -2 penalty on Dexterity (Acrobatics) tests and forces others to move at half their normal speed or need to succeed on a TN 12 Dexterity (Acrobatics) test or fall. The fog cloud and ice persist for 1d6 rounds. A white dragon can see through its own fog cloud and is unaffected by the ice.

Bestial: White dragons are less intelligent than other chromatic dragons. Reduce their Communication and Cunning abilities by 1.

Sorcerous Dragons

Many chromatic dragons are powerful mages. If you want to create a dragon with spell-casting abilities, increase its Magic ability by 1 and give it 2 focuses for schools of magic. A draconic mage has Mana equal to 45 + 10 times its Magic ability and knows 6-10 spells of your choice.

The dragon artwork in this post is from the cover of Pathfinder #15.

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