\mmonster{Aasimon, Scild}
\mname{& {\bf Protector} & {\bf Defender} & {\bf Guardian}}
					  	%%% Subnames
{& Upper Planes & Upper Planes & Upper Planes}	%%% Terrain
{& Very rare    & Very rare    & Very rare}	%%% Frequency
{& Group or Solitary & Solitary & Solitary}	%%% Organization
{& Any          & Any          & Any}		%%% Activity Cycle
{& Omnivore     & Omnivore     & Omnivore}	%%% Diet
{& Exceptional (15--16) & Exceptional (15--16) & Genius (17--18)}
				 		%%% Intelligence
{& Nil          & Nil          & Nil}		%%% Treasure
{& Any good     & Any good     & Any good}	%%% Alignment
\mvstats{& 10--100 or 1 & 1--10 or 1 & 1} 	%%% No. App
{& 0 & -1 & -3}		 			%%% Armour Class
{& 14, Fl 32 (B) & 16, Fl 36 (B) & 20, Fl 42 (B)}
						%%% Movement
{& 6 & 8  & 10}					%%% Hit Dice
{& 13 (see below) & 10 (see below) & 8/6 (see below)}
						%%% THAC0
{& 2 & 2  & 2}					%%% No. of Attacks
{& 1--8/1--12 (+3) & 1--8/1--12 (+4) & see below}
					 	%%% Damage/Attacks
{& Sharpness severing & Fireball, flames & Immolation, flames}
						%%% Special Attacks
{& see below & see below & see below}		%%% Special Defenses
\mfstats{& 30\% & 40\% & 50\%}			%%% Magic Resistance
{& M (6' tall) & M (6' tall) & M (7' tall)   }	%%% Size
{& Champion (15--16) & Fanatic (17--18) & Fearless (19-20)}
						%%% Morale
{& 24,000 & 33,000 & 40,000}			%%% XP Value

Scilds are inhabitants of the good-aligned upper outer planes; like other
aasimon, they are the servants of the powers that reside in those planes.

Scilds have several forms in which they appear, one for each race they deal
with; not surprisingly, their most common forms are that of humans, half-elves,
elves, and dwarves; in addition, scilds may appear as either male or female,
although the male form is more common.  A scild is able to change from one form
to another whenever it wishes; when dealing with more than one race at a time,
scilds usually choose to appear in their human forms.  Scilds always appear as
the most-beautiful example of the chosen race (protectors and defenders have a
charisma of 18, while guardians have a charisma of 19).  Scilds have muscular
bodies, and their eyes appear to glow softly.  Perhaps the feature that sets
them apart most from the race they choose to emulate, is their graceful wings
that extend from their backs.  Scilds in the form of a human male, appear much
the same as a deva.

\Com
While a scild's main duty is the protection of the various good races,
they are still quite capable in combat, although they will normally fight only
in dire circumstances; they prefer to solve problems by more peaceful means.

In addition to those powers available to all aasimon, all scilds can use
the following spell-like abilities, one at a time:

\begin{itemize}
    \item{\em aura of protection }, always active (see below)
    \up
    \item{\em cure critical wounds }, once per day
    \up
    \item{\em protection from evil }, always active
    \up
    \item{\em minor globe of invulnerability }, three times per day
    \up
    \item{\em dismissal }, twice per day
\end{itemize}

The scild's {\em aura of protection } renders them invulnerable to normal,
fire-based attacks, and reduces damage from magical and dragon fire attacks by
half; A {\em magic missile } cannot penetrate the barrier, and it allows a
saving throw vs. spells that do not normally grant one (i.e. {\em power word,
kill }).  The aura will also grant certain protections to those within its
radius as follows:  all friendly creatures within the confines of the aura
receive the equivalent of {\em fire resistance } as per the ring, and receive a
bonus to their AC and magic resistance (see below).  All scilds are immune to
normal, non-magical weapons.

Under normal circumstances, only scilds or other aasimon may use scild
weapons; however, in rare instances, a scild may bestow its weapon on a
high-powered, deserving mortal (it will then forge itself a new weapon).  These
mortals must exibit the utmost devotion to a power of good, and may never use
the weapon in any manner that would threaten the causes of good; if these
guidelines are not followed, the scild will attempt to reclaim the weapon.
These weapons will not maintain their {\em aura of protection } in the hands of
a mortal; this special power will only work when the blade is in the hands of a
scild.

\Hab
On the upper planes, scilds are primarily guards for the good powers and their
places of residence; however, they also have an important role to serve on the 
prime material plane:  scilds are the primary protectors of the intelligent, 
good-aligned races.  While movanic devas also share this responsibility, they
are mostly concerned with the more prominent mortals; scilds are
the guardians of all mortals, be they kings or slaves.  If a lower class mortal
is in dire need, and a movanic deva deems it unworthy of his attention, he will
often send a scild to aid the mortal.

When protecting mortals, scilds will try parleying and defensive spells to
avoid combat, if possible; if this fails, they will use all necessary means to
protect themselves and their charges.

Scilds are organized in a hierarchical manner:  protectors report to the
defenders, while the defenders are under the command of guardians.  Guardian
scilds report directly to the movanic devas.

\Eco
Scilds are on good terms with other aasimon, especially movanic devas.
These devas will often lead groups of scilds on important missions for the
cause of good.

\Var{Protector}
Protector scilds have tan skin, long, dark hair, and amber eyes.

\Com
All protectors carry a +1 longsword that shines with a holy light;
this weapon is believed to be the source of their {\em aura of protection }.
Protectors have a strength of 17, which gives them a +1 to hit and damage.
Their swords deliver normal longsword damage:  1-8/1-12, with a total damage
bonus of +2.  These swords also act as a {\em sword of sharpness }.

A protector's aura of protection has a radius of 10'; it gives all friendly
creatues within its confines +2 to AC, and a +10\% bonus to magic resistance
(in addition to the benefits listed above).  These bonuses are not applied to
the protector itself, as they are already figured into the statistics in the
table above.  A protector's {\em protection from evil } sphere has a radius of
10'.

Protectors are immune to any type of life level loss, and are hit only by
+1 or better weapons.

Protectors are also priests of the 3rd level; they have a wisdom of 18 and
have access to the protection sphere.

\Hab
Protectors are by far the most common type of scild; it is
thought that one exists for every good-aligned mortal who worships a good
power.  On the upper planes, protectors may be encountered in groups of 10-100
where they serve as sentries and guards for the powers of their planes.

If the mortal a protector is assigned to protect is in great trouble, it is
100\% likely to gain the attention of its protector.  However, protectors 
cannot travel to the prime material plane of their own accord; therefore, they
must gain the attention of a greater scild, or a movanic deva.  The protector
has a chance of doing this equal to:  25\%, plus 1\% per level of the creature
in need.
If the protector successfully attracts the attention of a superior, that
superior will allow it to aid the mortal 95\% of the time.  However, only one
protector will be allowed to aid a single group of 50 or less individuals.

If the protector itself is seriously threatened, it may call upon a
defender for aid; this plea has a 30\% chance of being heard and answered.

\Var{Defender}
Defender scilds have white skin, dark hair, and silver eyes.

\Com
Defenders carry a flaming longsword with a +2 combat bonus; the have a
strength of 18 which gives them a +1 bonus to hit, and a +2 damage bonus.
Their swords inflict 1-8/1-12 points of damage, with a total of +4 to damage;
if the same target is struck twice in the same round with this sword, it will
engulf the victim in flames for an additional 2-12 points of damage, with no
save.  Also, twice per day, a defender's sword may emit an 8-die
{\em fireball } as per the spell.

A defender's {\em aura of protection } has a radius of 15' and imparts (among
its other benefits) a +3 bonus to AC and +15\% to magic resistance to all
friendly creatures within its radius.  The defender's {\em protection from
evil } sphere has a radius of 20'.  In addition to the powers available to all
scilds, defenders may also perform the following, one at a time:

\begin{itemize}
    \item{\em anti-magic shield }, twice per day
    \up
    \item{\em globe of invulnerability }, twice per day
    \up
    \item{\em banishment }, once per day
\end{itemize}

Defenders are immune to any form of life level loss, and are hit only by
+1 or better weapons.

Defenders are priests of the 5th level, and have a wisdom of 19; they may
cast spells from the protection and healing spheres.

\Hab
Defenders are far less common than protectors; one defender
exists for approximately every 100 protectors.  Defenders may be encountered in
groups of up to 10 on the upper planes where they serve as elite guards of the
powers' residences.

If a mortal in their protection is in dire need, there is a chance the
defender will notice; this chance is equal to:  20\%, plus 1\% per level of the
mortal in need; if this roll fails, it indicates the defender was attending to
some greater need (this percentile roll should be modified as the DM sees fit).
If the defender notices the mortal in trouble, he may elect to send a protector
to aid the being, or may choose to go himself, as all defenders are fully
capable of travelling directly to the prime material plane on their own.  A
Defender may also be sent to the prime plane at the wish of a guardian or a
movanic deva.  Only one defender may aid a single group of mortals of 500 or
less; groups larger than that may attract the attention of multiple defenders.

If a defender on the prime plane is in great peril, it may either gate in
1-2 protectors, or attempt to summon the aid of a guardian; this summons has
a 30\% chance of being heard.

\Var{Guardian}
Guardian scilds have golden skin, hair, and eyes.

\Com
Guardians carry a mighty blade that is the equivalent of a {\em sun blade }
(+2/+4 vs. evil); they have a strength of 18/50 which gives them a +1 bonus to
hit, and a +3 damage bonus.  A guardian's sword inflicts normal bastard sword
damage (1-8/1-12, one-handed; 2-8/2-16, two-handed) with total strength and
weapon damage bonuses of +5, or +7 vs. evil opponents.  Anyone hit twice in
the same round by a guardian's blade is engulfed in flame and suffers 2-20
points of additional damage, with no save.  Additionally, three times per day,
the blade allows the guardian to immolate itself; this has the affect of a
{\em fire storm } on all unfriendly creatures (area of effect is as per the
spell). This fire storm will last for 1-4 rounds.  Friendly creatures in
the area of effect are not harmed by the fire storm.

A guardian's {\em aura of protection } has a radius of 20' and gives a +4 bonus
to AC and a +20\% bonus to magic resistance to all friendly creatures within
its confines (in addition to those benefits already listed above).  A 
guardian's {\em protection from evil } sphere has a radius of 30'.  Guardians
have all the powers of protectors and defenders; in addition, they are able to
use the following powers, one at a time:

\begin{itemize}
    \item{\em spell turning }, three times per day
    \up
    \item{\em prismatic sphere }, once per day
    \up
    \item{\em blade barrier }, once per day
\end{itemize}

Guardians are immune to all forms of life level loss and death magic, and
are hit only by +2 weapons or better.

Guardians are priests of the 7th level; they have a wisdom of 20, and are
able to access the protection, guardian, and healing spheres.

\Hab
Guardians are the least common type of scild; there exists a
single guardian for approximately every 1000 protectors.  Guardians are almost
always encountered alone, whether it is on the upper planes or on the prime
plane.  On the upper planes, guardians serve as personal bodyguards to the
various powers.

A guardian has a chance of noticing a mortal in trouble equal to:  15\%, plus
1\% per level of the mortal.  If the guardian does in fact notice the being
in trouble, he may elect to send either a protector or defender, or he may
choose to go to the mortal's aid himself; guardians may travel directly to the
prime plane at will.  A guardian may also be sent to the prime plane at the
request of a movanic deva.  Only one guardian may aid groups of up to 5000 in
size; larger groups may gain the attention of additional guardians.

A guardian in great trouble, may gate in 1 defender or 1-4 protectors, or
may attempt to summon a movanic deva to his aid; this summons has a 30\% chance
of being heard.

\newpage

\monster{Adaptoid}
{Any}				%%% Terrain
{Very rare}			%%% Frequency
{Solitary}			%%% Organization
{Any}				%%% Activity Cycle
{Unknown}			%%% Diet
{Genius (17--18)} 		%%% Intelligence
{Nil}				%%% Treasure
{Neutral }			%%% Alignment
\vstats{1 }    			%%% No. App
{6 (see below)}			%%% Armour Class
{12 (see below)}		%%% Movement
{7}				%%% Hit Dice
{13}				%%% THAC0
{1 (see below)}			%%% No. of Attacks
{1--8 (see below)}	 	%%% Damage/Attacks
{Adaptation}			%%% Special Attacks
{Adaptation, Regeneration}	%%% Special Defenses
\fstats{See below}		%%% Magic Resistance
{M (6' tall) (see below)}	%%% Size
{See below}			%%% Morale
{4,000}				%%% XP Value

When they are summoned, adaptoids look like featureless people, made from a 
malleable clay.  However, then they take the appearance of their target.

\Com
Adaptoids are creatures summoned from another plane of existence, and instructed
to assassinate a specific target.  They will not stop until this target is
killed.  The only way to defeat an adaptoid is to return it to it's home plane.
Adaptoids can alter their body to solve any problems they encounter on their
quest to kill their target.  For example, if their target has jumped flown away,
they can create wings, to follow him/her.  If the adaptoid is attacked, it can
change one of it's arms to a shield to protect itself.  If it's target is hiding
behind a locked door, the adaptoid can make itself flat, and slide under the
door.  The only limitation on this power is that it cannot increase it's mass to
more than 500 lbs.  Normally, adaptoids attack by punching, but they can change
themselves to create any weapon they need to combat their target.  Adaptoids
regenerate one hit point per round.  Neither fire nor acid will stop the
regeneration.  A special benefit of their adaptation power is that any spell
cast on adaptoid will only affect it once.  After that, it is immune to that
spell.  When an adaptoid is returned to it's home plane, it loses all of these
immunities, however.

\Hab
Nothing is known about adaptoid society, however, adaptoids will never attack
one another, and also will never cooperate with anyone to kill their target.

\Eco
Adaptoids interact with nature just as a member of their target's race would.

\newpage

\monster{Bandor}
{Temperate and sub-arctic \\
& forest } 			%%% Terrain
{Rare}				%%% Frequency
{Family}			%%% Organization
{Day}				%%% Activity Cycle
{Omnivore}			%%% Diet
{Very (11--12)} 		%%% Intelligence
{Special}			%%% Treasure
{Neutral Evil}			%%% Alignment
\vstats{1--2 (2--6)}		%%% No. App
{Variable}			%%% Armour Class
{12, Fl 30 (C)}			%%% Movement
{Variable}			%%% Hit Dice
{Variable}			%%% THAC0
{3 + special}			%%% No. of Attacks
{1--8/1--8/2--20 }		%%% Damage/Attacks
{Breath Weapon, spell use, hug} %%% Special Attacks
{Nil}				%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{H (16' base)}			%%% Size
{Champion (15--16)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||c|l|l|r|r|r||}
\hline
    & Age      & Age      & Hit  &       & Combat  \\
Age & Category & Modifier & Dice & THAC0 & Modifier \\
\hline \hline
 1  & Very Young   & 0-5 years    &  6 & 14 & +0 \\
 2  & Young 	   & 6-15 years   &  7 & 13 & +1 \\
 3  & Adult        & 16-30 years  &  8 & 12 & +2 \\
 4  & Mature Adult & 31-50 years  &  9 & 11 & +3 \\
 5  & Old 	   & 51-75 years  & 10 & 10 & +4 \\
 6  & Very Old 	   & 76-100 years & 11 &  9 & +5 \\
\hline
\end{tabular}

\medskip
\begin{tabular}{||c|c|c|l|r|l|r|c|r||}
\hline
    & Body   & Tail   & Armor & Breath & Wizard &    & Treasure & XP \\
Age & Lgt(') & Lgt(') & Class & Weapon & Spells & MR & Type & Value \\
\hline  \hline
1 &  2-5  &  1-2  & 5 &  2d6+1 & Nil & Nil  & Nil   & 1,400 \\
2 &  5-10 &  2-4  & 4 &  4d6+2 & Nil & Nil  & Nil   & 2,000 \\
3 & 10-14 &  4-6  & 3 &  6d6+3 & 1   & 10\% & E     & 3,000 \\
4 & 14-18 &  6-8  & 2 &  8d6+4 & 1 1 & 15\% & E, S  & 5,000 \\
5 & 18-22 &  8-10 & 1 & 10d6+5 & 2 1 & 20\% & E, S, T & 8,000 \\
6 & 22-26 & 10-12 & 0 & 12d6+6 & 2 2 & 25\% & E, S, T\x2 & 10,000 \\
\hline
\end{tabular}
\end{center}

  A bandor is the result of ancient genetic experiments by a crazed wizard.
To create a bandor, a cave bear of the largest size was cross-bred with each of
the five types of evil dragons.  Therefore, there are five sub-species of 
bandors:  black, white, blue, green, and red.  A bandor has the head, neck,
tail, and wings of its respective dragon, and the body of a cave bear, although
dragon scales are interspersed throughout the body fur.  These scales grow more
abundant as the bandor ages, but do not generally show through the fur until
the mature adult stage is reached.

    A bandor is wingless at birth; as the wings grow throughout the first two
stages of life, they are too small to enable flight.  A bandor is able to fly
only upon reaching the adult stage (age 16).

    Bandors of all sub-species speak a tongue common to all bandors, a tongue
common to all evil dragons, and 12\% of very young bandors have an ability to
communicate with any intelligent creature.  The chance to possess this ability
increases 5\% per age category of the bandor.

\Com
Bandors are generally aggressive and will attack most anything that is
a threat to their territory.  These creatures are intelligent enough to decide
when bite and claw attacks will be sufficient, or when it is necessary to
employ spells and/or breath attacks; these latter two attack forms are reserved
for very powerful opponents.  If a bandor scores a hit with a paw on an 18 or
better, it also hugs for 2-16 (2d8) points of additional damage.  Bandors will
continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points; at -9
or fewer hit points, they are killed immediately.

\Bre
Each sub-species of bandor has a breath weapon
identical in shape, size, and composition to that of their respective dragon;
however, damage of all types is identical, as per the table above.  Any
creature who makes a successful save vs. breath weapon only suffers 1/2 normal
damage.
    A bandor has no fear aura or other special magical abilities that dragons
do, but they are immune to attacks with the same composition as their breath
weapon.  Bandors cast their spells at 6th level, plus the combat modifier.

\Hab
Bandors live in thick forests in temperate and sub-arctic
regions.  Their lairs are usually in large, well-hidden caves in the center of
their territory.
    Bandors live alone or in families; if two bandors are encountered together,
there is a 20\% chance of there being 1-4 cubs (age category 1 or 2) present as
well.  Bandors are very protective of their young, and will attack anything
attempting to harm them.  Bandors are normally at odds with other 
forest-dwelling creatures due to their aggressive nature.  A green bandor will 
sometimes ally itself with a green dragon, but the other sub-types do not get
along with dragons.

\Eco
Bandors are omnivorous, but prefer to eat meat.  They hunt woodland
animals such as bears and deer, and have even been known to attack centaurs and
elves, the latter of which they consider to be a delicacy.

\newpage

\monster{Black Stranglers}
{Any}				%%% Terrain
{Very rare}			%%% Frequency
{Group of victims}		%%% Organization
{Any}				%%% Activity Cycle
{None}				%%% Diet
{Average (8--10)}		%%% Intelligence
{F}				%%% Treasure
{Chaotic Evil}			%%% Alignment
\vstats{2--5}			%%% No. App
{4}				%%% Armour Class
{12}				%%% Movement
{5+3}				%%% Hit Dice
{12}				%%% THAC0
{1}				%%% No. of Attacks
{1d6 (4 rounds till death)}	%%% Damage/Attacks
{Strangle} 			%%% Special Attacks
{Invisible in darkness}		%%% Special Defenses
\fstats{Nil}			%%% Magic Resistance
{M (4--7')}			%%% Size
{Fanatic (17--18)}		%%% Morale
{350}				%%% XP Value

The strangler are black humanoids, usually of human size.  They are a region
of darkness with sharply defined features, looking like a caracture from
the side with a pointy noise.  They have a dull red glow eminating from their
eyes and mouth.

\Com
Stranglers rely on misdirection.  If need be one of their number will
engage or distract a party from one side while the others sneak up from behind.
If they successfully sneak up behind they get one roll to hit (with normal
bonuses if they apply) with their sole weapon, a length of metallic looking
chain.  Victims who are "hit" successfully will begin to take a 1d6 each round
and in any case will die at the end of the fourth round.  They may attack the
Strangler at -2 until that time.  Stranglers who fail to hit will try to
distract other party members from the stranglers who were successful.  If all
miss and they cannot get behind anyone, they will withdraw.

\Hab
Black stranglers are victims of a curse and are a form of undead.  The victims
of a strangler rise as a strangler after a period of days.  When they rise,
their chain will form at that time as well.
The chains are related and cursed.  Possessing any one of them
will attract all other members of a given strangler pack.  Possessing the
chains will also lead the owner into strangling people in time in a fashion
similar to the manner that the bite of a werewolf results in the victim
becoming a werewolf.  The chains are valuable for they are almost unbreakable.
Removing the curse on any of the chains will remove the curse on all of the
chains from a given pack, however doing so releases a strangler who is
invisible, and immune to normal (non-silver, non-magical) weapons and  who
has armor class of 2 and 8 hit dice.

\Eco
Black Stranglers are undead and have no place in nature.

\newpage

\monster{Blue Goon}
{Subterranean}			%%% Terrain
{Very rare}			%%% Frequency
{Tribal}			%%% Organization
{Night}				%%% Activity Cycle
{Carnivore}			%%% Diet
{Low (5--7)} 			%%% Intelligence
{F}				%%% Treasure
{Lawful Evil}			%%% Alignment
\vstats{4--40}			%%% No. App
{6}				%%% Armour Class
{6}				%%% Movement
{2+2}				%%% Hit Dice
{19}				%%% THAC0
{1}				%%% No. of Attacks
{By weapon }			%%% Damage/Attacks
{Nil} 				%%% Special Attacks
{Nil}				%%% Special Defenses
\fstats{Nil}			%%% Magic Resistance
{M (6' tall)}			%%% Size
{Unsteady (5--7)}		%%% Morale
{65}				%%% XP Value

Blue goons look like humanoids layered with blue pancakes, and fumes coming out
of their mouth.

\Com
Blue goons typically attack with whatever weapons they can make, usually crude
clubs and spears.  The fumes coming out of their mouths are not harmful.  They
are fairly strong, having an average strength of about 16.

\Hab
Blue goons are very warlike.  They kill anything which they can find, except
members of their own tribe.  It is not uncommon to see tribes of Blue goons
fighting with each other.

\Eco
Blue goons kill whatever they see.  Although they have no ``natural'' enemies,
they are constantly at war.  They occasionally raid neighboring tribes for food
and weapons.

\newpage

\monster{Brainstormer}
{Temperate woods and \\
& subterranean}			%%% Terrain
{Uncommon}			%%% Frequency
{Solitary}			%%% Organization
{Day}				%%% Activity Cycle
{Carnivore}			%%% Diet
{Low (5--7)} 			%%% Intelligence
{B, Q\x5, V}			%%% Treasure
{Neutral}			%%% Alignment
\vstats{1--6}			%%% No. App
{4}				%%% Armour Class
{15}				%%% Movement
{8}				%%% Hit Dice
{13}				%%% THAC0
{3 + special}			%%% No. of Attacks
{1--10/1--10/2--16 }		%%% Damage/Attacks
{Psionic mind blast}		%%% Special Attacks
{Nil}				%%% Special Defenses
\fstats{15\%}			%%% Magic Resistance
{M (7')}			%%% Size
{Steady (11--12)}		%%% Morale
{3,000}				%%% XP Value

Brainstormers are a lizard-like creature of about 7' in length.  They are a
dull yellow in color with small green and red speckles.  Hatchlings are light
brown with no speckles.  Brainstormers have a very keen sense of smell and
also have infravision out to 60'.

\Com
Brainstormers can attack with a claw/claw/bite routine.  In times of
need, they can use the special attack that gives these creatures their name:
three times per day, they may employ a psionic mind blast or ``brainstorm'' as
it is also called.  This weapon may be used in one of two ways: it can be used
to inflict 2-16 points of damage on every creature within 30', or it may be
employed against a single target up to 50' away, in which case it causes 3-30
points of damage.  In either case, a successful saving throw vs. spell reduces
the damage by half.  Those who fail their saving throw are also stunned (as
per the {\em power word, stun } spell) for 1d4 rounds.  Brainstormers are 
themselves immune to this weapon.

\Hab
Brainstormers are found in temperate woods, but also love to
live underground.  Although they are generally solitary in nature, they gather
in small groups to hunt.  Larger groups sometimes attack small bands of 
humanoids or adventurers, if there is a good chance of obtaining treasure (they
especially like gems).  Brainstormers usually lair underground.

\Eco
Brainstormers eat small and medium-sized rodents and snakes, but have
also been known to eat the flesh of larger creatures (such as humanoids) they
have killed for treasure.  Brainstormer blood is an ingredient in the ink used
to create a {\em power word, stun } scroll.

\newpage

\monster{Dragon, Adamantite}
{Any mountains}			%%% Terrain
{Very rare}			%%% Frequency
{Solitary or clan}		%%% Organization
{Any}				%%% Activity Cycle
{Special}			%%% Diet
{Genius (17--18)} 		%%% Intelligence
{Special}			%%% Treasure
{Neutral Good}			%%% Alignment
\vstats{1 (2--5)}		%%% No. App
{-4 (base)}			%%% Armour Class
{12, Fl 38 (C), Jp 3}		%%% Movement
{16 (base)}			%%% Hit Dice
{5 (base)}			%%% THAC0
{3 + special}			%%% No. of Attacks
{2--12/2--12/4--40 (4d10)}	%%% Damage/Attacks
{Special}			%%% Special Attacks
{Variable}			%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{G (54' base)}			%%% Size
{Fanatic (17--18)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||r|c|c|r|r|l|r|c|r||}
\hline
   &  Body &  Tail &   & Breath&    Spells                 &   &Treasure&   XP 
\\
Age& Lgt(')& Lgt(')& AC& Weapon&Wizard/Priest              & MR&  Type  & Value
\\
\hline \hline
 1&  2-12 & 3-12 & -1 & 2d12+1 &Nil                  &Nil &  Nil    &3,000 \\
 2& 12-24 &12-20 & -2 & 4d12+2 &Nil                  &Nil &  Nil    &4,000 \\
 3& 24-38 &20-30 & -3 & 6d12+3 &Nil                  &Nil &  Nil    &6,000 \\
 4& 38-56 &30-42 & -4 & 8d12+4 &2                    &Nil &  E,Z,T  &8,000 \\
 5& 56-78 &42-52 & -5 &10d12+5 &2 2                  &40\%&  H,Z,T  &10,000 \\
 6& 78-98 &52-60 & -6 &12d12+6 &2 2 2                &45\%&  H,Z,T  &13,000 \\
 7& 98-115&60-70 & -7 &14d12+7 &2 2 2 2              &50\%&  H,Z,T  &14,000 \\
 8&115-128&70-76 & -8 &16d12+8 &2 2 2 2 1/1          &55\%& H,Z,T\x2 &15,000 \\
 9&128-140&76-82 & -9 &18d12+9 &2 2 2 2 2/2          &60\%& H,Z,T\x2 &17,000 \\
10&140-150&82-90 &-10 &20d12+10&2 2 2 2 2 1/2 2      &65\%& H,Z,T\x2 &18,000 \\
11&150-160&90-96 &-11 &22d12+11&2 2 2 2 2 2/2 2 2    &70\%& H,Z,T\x3 &19,000 \\
12&160-166&96-102&-12 &24d12+12&2 2 2 2 2 2 1/2 2 2 2&75\%& H,Z,T\x3 &20,000 \\
\hline
\end{tabular}
\end{center}

Adamantite dragons are among the most powerful of all good dragons; they are
also one of the rarest species.  An encounter with an adamantite dragon is at
best a once-in-a-lifetime event for all but the most fortunate (or unfortunate)
of individuals.

An adamantite dragon's scales change little in color throughout its life;
they are dark black from birth to old age.  The scales are very small at birth,
but as the dragon grows, they become larger and thicker, and are soon harder
than steel.  Once the mature adult stage is reached, the dragon develops silver
flecks throughout its scales; these flecks grow more abundant as the dragon
ages.

Adamantite dragons speak their own tongue, a tongue common to all good dragons,
and 18\% of hatchling adamantite dragons have an ability to communicate
with any intelligent creature.  The chance to possess this ability increases 5\%
per age category of the dragon.

An adamantite dragon encountered in human form will usually take the shape
of a human wizard or fighter.

\Com
Adamantite dragons will not attack good creatures unless their lives
are in danger, and will not fight most neutral individuals unless attacked
first.  However, they will attack all but the most powerful evil creatures on
sight without a second thought; they have little tolerance for evil beings.

An adamantite dragon will not hesitate to immediately close with most
opponents and fight with claws and bite.  Against extremely powerful foes,
spells, breath attacks, and/or special abilities will be used before entering
melee.  An adamantite dragon has little trouble deciding when an enemy has been
sufficiently weakened by these attacks, so these weapons are rarely wasted on
senseless attacks.

\Bre
An adamantite dragon has two breath weapons.
The first is a cloud of frost with a radius of 50' in all directions.  This
cloud will remain in effect for three rounds; on the first round, damage is
taken as per the table above (save vs. breath weapon for half damage); on the
second and third rounds, the area of effect is hit by an {\em ice storm } as per
the spell (no damage is taken on the above table these two rounds).

The second breath weapon is a cone of fire 100' long, 5' wide at the dragon's
mouth, and 25' wide at the base.  Anyone caught inside the area of effect
must save vs. breath weapon for half damage.  If the dragon breathes its
fire-based breath weapon into an {\em ice storm } previously created by its 
frost-based breath weapon, the area of overlap turns into a driving rainstorm
for the duration of the frost cloud; anyone inside this rainstorm has a -2 to
hit due to poor sight, and missile fire is impossible (this is in addition to
the affects of the fire-based breath attack).  An adamantite dragon casts its 
spells and uses its special abilities at 10th level plus its combat modifier.

At birth, adamantite dragons are immune to fire and cold.  They may also
{\em polymorph self } three times per day.  As they age, they gain the following
additional powers:

\medskip
\begin{center}
\begin{tabular}{|l|l|}
\hline
{\bf Age} &{\bf Special Ability} \\
\hline
Young 		& {\em Magic missile } (three times per day) \\
Juvenile 	& {\em Slow } (three times per day) \\ 
Adult 		& {\em Fireball } (twice per day) \\ 
Mature Adult    & {\em Cone of cold } (twice per day) \\
Old		& {\em Forcecage } (once per day) \\
Very Old	& {\em Polymorph any object } (once per day) \\
\hline
\end{tabular}
\end{center}
\medskip

\Hab
Adamantite dragons live deep within the highest mountain
ranges they can find; they exist in all climates, as long as mountains are
present.  Their lairs are located in well hidden, spacious caves, and are
protected by various magic and mundane traps, as well as faithful guards such
as good giants and even ki-rin.

An adamantite dragon's worst enemies include red dragons and evil cloud
giants; they will attack these foes on sight, and the insuing combat is usually
spectacular and deadly; the adamantite dragon will usually prevail in these
contests, but serious injury to the dragon can still result.

Adamantite dragons are on good terms with most good-aligned creatures in
their territory, including silver dragons and gold dragons.  They also have
close ties with electrum dragons [q.v.], when their territories overlap.  Their
closest allies are mithril dragons [q.v.]; these two species will often work
together, as they share common goals and ideals.


\Eco
Adamantite dragons consume a diet of precious metals; gold, silver,
platinum, and of course adamantite are all part of their diet.  They do not
need much to sustain themselves however, and the majority of metals they find
are added to their treasure hoard.  Adamantite dragons will not hesitate to
help good-aligned creatures in times of need.




\newpage

\monster{Dragon, Crested}
{Temperate wooded hills and \\
& montains and subterranean}	%%% Terrain
{Very rare}			%%% Frequency
{Solitary or clan}		%%% Organization
{Any}				%%% Activity Cycle
{Special}			%%% Diet
{High (13--14)} 		%%% Intelligence
{Special}			%%% Treasure
{Neutral Evil}			%%% Alignment
\vstats{1 (2--5)}		%%% No. App
{-2 (base)}			%%% Armour Class
{9, Fl 30 (C), Sw 9, Jp 3}	%%% Movement
{13 (base)}			%%% Hit Dice
{7 (base)}			%%% THAC0
{3 + special}			%%% No. of Attacks
{2--12/2--12/3--30 (3d10)}	%%% Damage/Attacks
{Special}			%%% Special Attacks
{Variable}			%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{G (42' base)}			%%% Size
{Fanatic (17--18)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||r|c|c|r|r|l|r|c|r||}
\hline
   &  Body &  Tail &   & Breath&    Spells                 &   &Treasure&   XP 
\\
Age& Lgt(')& Lgt(')& AC& Weapon&Wizard/Priest              & MR&  Type  & Value
\\
\hline \hline
 1 &  2-8  &  1-6  &  1 & 2d10+1 & Nil       & Nil  &  Nil     &3,000 \\
 2 &  8-20 &  6-14 &  0 & 4d10+2 & Nil       & Nil  &  Nil     &4,000 \\
 3 & 20-32 & 14-26 & -1 & 6d10+3 & Nil       & Nil  &  Nil     &6,000 \\
 4 & 32-52 & 26-34 & -2 & 8d10+4 & 1         & Nil  &   H      &8,000 \\
 5 & 52-70 & 34-45 & -3 &10d10+5 & 2         & 35\% &    H     &10,000 \\
 6 & 70-88 & 45-52 & -4 &12d10+6 & 2 1       & 40\% &   H,T    &11,000 \\
 7 & 88-96 & 52-62 & -5 &14d10+7 & 2 2 1     & 45\% &  H,S,T   &12,000 \\
 8 & 96-106& 62-70 & -6 &16d10+8 & 2 2 2     & 50\% &  H,S,T   &15,000 \\
 9 &106-116& 70-78 & -7 &18d10+9 & 2 2 2 1   & 55\% & H,S,T\x2  &17,000 \\
10 &116-124& 78-82 & -8 &20d10+10& 2 2 2 2   & 60\% & H,S,T\x2  &18,000 \\
11 &124-132& 82-90 & -9 &22d10+11& 3 2 2 2/1 & 65\% &H\x2,S,T\x2 &19,000 \\
12 &132-142& 90-98 &-10 &24d10+12& 3 3 2 2/2 & 70\% &H\x3,S,T\x2 &20,000 \\
\hline
\end{tabular}
\end{center}

Crested dragons are a cross between red and green dragons; they have the body
of a green dragon (but larger) and the head and tail of a red dragon.  The
distinguishing feature of a crested dragon is the red, cakatoo-like crest that
extends from the top of the head to halfway down the back of the neck.  The
coloration of the crested dragon's scales are similar to those of the green
and red dragons in the repective body parts.  Due to cross-breeding, a crested
dragon's body scales are thicker than those of the green, hence the better
armor class. 
    Crested dragons speak their own tongue, a tongue common to all evil
dragons, and 14\% of hatchling crested dragons have an ability to communicate
with any intelligent creature.  The chance to possess this ability increases
5\% per age category of the dragon.

\Com
Crested dragons will attack most good-aligned and neutral creatures
without a second thought, but have also been known to attack evil creatures
that invade their territory.  Crested dragons will use their spells, breath
weapon, and special abilities against more formidable foes before closing to
fight, but will use claws and bite against weaker opponents.

At times, a crested dragon will attempt to control foes through use of
suggestion and charm.  These controlled creatures will be used as guards,
or as information-gatherers.  Their favorite targets for these tactics are
humans and demi-humans.

\Bre
A crested dragon's breath weapon is a cloud
of flamming gas 70' long, 40' wide, and 30' high.  Creatures caught in this
cloud must make two saving throws vs. breath weapon as follows:  the first is
against gas for 3/4 damage and the second is against fire for 1/2 damage.
This breath weapon is composed mostly of flames; therefore, if a target is
immune to gas, damage is automatically 3/4 normal, save against fire for 1/2.
On the other hand, if a victim is immune to fire, damage is automatically 1/2
normal, save against gas for 1/4 damage.   

From birth, crested dragons are immune to both fire and gasses.  Crested
dragons cast spells and use their special abilities at 8th level, plus
their combat modifier.  As they age, they gain the following additional powers:

\begin{center}
\begin{tabular}[t]{|l|l|}
\hline
{\bf Age} &{\bf Special Ability} \\
\hline
Young 		& {\em Affect normal fires } (three times per day) \\
Juvenile 	& {\em Water Breathing } \\ 
Adult 		& {\em Suggestion } (once per day) \\ 
Old		& {\em Wall of Fire } (once per day) \\
Venerable 	& {\em Hypnotism } (once per day) \\
Great wrym 	& {\em Pass without trace } (three times per day) \\
\hline
\end{tabular}
\end{center}
\medskip

\Hab
Crested dragons are found in temperate hilly and mountainous
regions as long as these areas are heavily forested.  Crested dragons are
solitary creatures (except when mating and child-rearing) and fiercely protect
their territory.  Crested dragon lairs are usually found in large caves well
hidden in deep forests.  Crested dragons are good parents, and will protect
their young to the death if necessary.
 
    Enemies of crested dragons include hill giants and green dragons with whom
they share their territory.  They will attack hill giants on sight, but will
not fight green dragons unless provoked.

\Eco
Although crested dragons can eat nearly anything, they prefer humans
and elves, especially females; they have been known to attack small villages
to obtain food.  They will also eat plants and medium-sized animals if
necessary.

\newpage

\monster{Dragon, Crimson}
{Subtropical and temperate \\
& hills and montains}		%%% Terrain
{Very rare}			%%% Frequency
{Solitary or clan}		%%% Organization
{Any}				%%% Activity Cycle
{Special}			%%% Diet
{Exceptional (15--16)}		%%% Intelligence
{Special}			%%% Treasure
{Neutral (5\% lawful or chaotic)}%%% Alignment
\vstats{1 (2--5)}		%%% No. App
{-1 (base)}			%%% Armour Class
{12, Fl 36 (C), Jp 3}		%%% Movement
{12 (base)}			%%% Hit Dice
{9 (base)}			%%% THAC0
{3 + special}			%%% No. of Attacks
{2--12/2--12/3--30 (3d10)}	%%% Damage/Attacks
{Special}			%%% Special Attacks
{Variable}			%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{G (42' base)}			%%% Size
{Fanatic (17--18)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||r|c|c|r|r|l|r|c|r||}
\hline
   &  Body &  Tail &   & Breath&    Spells                 &   &Treasure&   XP 
\\
Age& Lgt(')& Lgt(')& AC& Weapon&Wizard/Priest              & MR&  Type  & Value
\\
\hline \hline
 1 &  5-15 &  3-10  &  2 &  3d6+1 & Nil         & Nil  &  Nil     &3,000 \\
 2 & 15-26 & 10-16  &  1 &  6d6+2 & Nil         & Nil  &  Nil     &4,000 \\
 3 & 26-36 & 16-24  &  0 &  9d6+3 & Nil         & Nil  &  Nil     &6,000 \\
 4 & 36-46 & 24-38  & -1 & 12d6+4 & 2           & Nil  &   G      &8,000 \\
 5 & 46-62 & 38-50  & -2 & 15d6+5 & 2 1         & 25\% &   G,S    &10,000 \\
 6 & 62-74 & 50-66  & -3 & 18d6+6 & 2 2         & 30\% &   G,S    &11,000 \\
 7 & 74-84 & 66-78  & -4 & 21d6+7 & 2 2 1       & 35\% &  G,S,Z   &12,000 \\
 8 & 84-98 & 78-90  & -5 & 24d6+8 & 2 2 2       & 40\% & G,S,X,Z  &14,000 \\
 9 & 98-120& 90-112 & -6 & 27d6+9 & 2 2 2 1     & 45\% & G,S,X,Z  &16,000 \\
10 &120-140&112-120 & -7 & 30d6+10& 2 2 2 2     & 50\% & G,S,X,Z  &18,000 \\
11 &140-158&120-130 & -8 & 33d6+11& 2 2 2 2 1/1 & 55\% &G,S,X,Z\x2 &19,000 \\
12 &158-166&130-142 & -9 & 36d6+12& 2 2 2 2 2/2 & 60\% &G,S,X,Z\x3 &20,000 \\
\hline
\end{tabular}
\end{center}

Crimson dragons are closely related to red dragons; they are nearly identical
in appearance to reds, although they are smaller in size.  Aside from the
brighter red scales and some minor facial differences, the only appreciable
difference is the black throat and belly of the crimson dragon.  At ranges of
120' or greater, crimson dragons appear identical to red dragons; at closer
distances, the differences are easier to distinguish (a successful Int check
results in the observation of the brighter scales and/or the black belly.  In
any case, the differences are obvious at 60' or less.  Unlike most dragons,
the scales of a crimson dragon change little in color throughout their lives;
they stay a bright crimson red from birth to old age. 

    While crimson dragons resemble red dragons in appearance, their temperment
and outlook on life are quite different.  They are far less vain and greedy
than the red; while they still hoard treasure, it is not the crimson's main
goal in life.  Crimson dragons rarely take sides in conflicts between good and
evil, only doing so to maintain the balance of neutrality, which is their main
concern.  Most (90\%) crimson dragons are stricly neutral in alignment; of the
remaining 10\%, half are neutral with lawful tendancies, and the other half are
neutral with chaotic leanings. 

    Crimson dragons speak their own language, a language common to all neutral
dragons, and 16\% of hatchling crimson dragons have an ability to communicate
with any intelligent creature.  The chance to possess this ability increases
5\% per age category of the dragon.

\Com
Crimson dragons prefer to close with their opponents, engaging them
with every attack mode available; if possible, combat will commence with a
screaming plummet from the sky above in order to gain surprise.  The attack
will then continue with claw, bite, wing buffet, tail slap, etc.  Spells,
breath weapon attacks, and special abilities will not normally be employed;
instead they will saved for truly dangerous encounters.  Crimson dragons are
not above retreating if obviously out-classed.

\Bre
The breath weapon of a crimson dragon is a
cloud of noxious vapors measuring 50' in all dimensions.  Anyone caught in
this cloud must make a saving throw vs. breath weapon or fall unconscious for
1d6 rounds; those who succeed must make a second saving throw vs. poison or
suffer nausea (-2 on all ``to hit'' rolls) for 1d4 rounds.  On the round 
following the breath attack, the cloud bursts into flames, inflicting the 
damage listed on the table above to all still in the area of effect (victims
may save vs. breath weapon for 1/2 damage).  Strong winds or a gust of wind 
spell will move the cloud, but no amount of wind short of hurricane-force will 
disperse it.  Any fire (such as torches carried by victims) will set the cloud
ablaze immediately and any damage caused (such as from a {\em fireball }) will
be cumulative with the breath weapon damage.  A favorite tactic of the crimson
dragon is to cast a {\em fireball } spell into the cloud the following round,
causing tremendous damage.

Crimson dragons are born immune to fire.  As they age, they gain the
following additional powers:

\medskip
\begin{center}
\begin{tabular}{|l|l|}
\hline
{\bf Age} &{\bf Special Ability} \\
\hline
Juvenile 	& {\em Flaming sphere } (three times per day) \\
Adult 		& {\em Wall of Fire } (twice per day) \\ 
Old		& {\em Telekinesis } (twice per day) \\
Venerable	& {\em Reverse gravity } (once per day) \\
Wrym 		& {\em Incendiary cloud } (twice per week) \\
\hline
\end{tabular}
\end{center}
\medskip

Crimson dragons cast spells and use their special abilities at 8th level, plus
their combat modifier.

\Hab
Like red dragons, crimsons can be found in hilly or mountainous
terrain, but unlike their cousins, dislike the tropics.  Their lairs
are usually in large caves in high hills or mountain peaks. 

    Crimson dragons are usually loners; they associate with other crimson
dragons only when mating, and keep company with other creatures even less fre
frequently.  This is due mainly to the fact they are often mistaken for red 
dragons and are therefore mistrusted by most other creatures. 

    These cases of mistaken identity are the most common cause of unwarranted
attacks against crimson dragons, and is also the main reason behind their
neutral alignment - they don't trust others, and rarely form alliances; they
spend most of their efforts furthering the goals of neutrality.

\Eco
Crimson dragons prefer to eat meat, but can eat nearly anything.
When hunting, they rarely will kill an intelligent creature for food, except
in extreme circumstances.

    A crimson dragon's worst enemy is the red dragon, who think their cousins
are inferior and give them a bad reputation.  Combat bewteen the two types
are relatively common, and, assuming the combatants are of roughly the same
age, these fights are usually quite evenly matched.

\newpage

\monster{Dragon, Electrum}
{Temperate and  \\
& subtropical forest}		%%% Terrain
{Very rare}			%%% Frequency
{Solitary or clan}		%%% Organization
{Any}				%%% Activity Cycle
{Special}			%%% Diet
{High (13--14)}			%%% Intelligence
{Special}			%%% Treasure
{Neutral Good}			%%% Alignment
\vstats{1 (2--5)}		%%% No. App
{-1 (base)}			%%% Armour Class
{14, Fl 40 (C), Jp 3}		%%% Movement
{13 (base)}			%%% Hit Dice
{7 (base)}			%%% THAC0
{3 + special}			%%% No. of Attacks
{1--8/1--8/6--24 (6d4)}		%%% Damage/Attacks
{Special}			%%% Special Attacks
{Variable}			%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{G (32' base)}			%%% Size
{Champion (15--16)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||r|c|c|r|r|l|r|c|r||}
\hline
   &  Body &  Tail &   & Breath &    Spells                 &   &Treasure&
   XP \\
Age& Lgt(')& Lgt(')& AC& Weapon &Wizard/Priest              & MR&  Type  &
 Value \\
\hline \hline
 1&  2-6  & 1-5 & 2& 1d20+1  &Nil      &Nil &   Nil   &2,000 \\
 2&  6-15 & 5-10& 1& 2d20+2  &Nil      &Nil &   Nil   &3,000 \\
 3& 15-26 &10-22& 0& 3d20+3  &Nil      &Nil &   Nil   &5,000 \\
 4& 26-38 &22-32&-1& 4d20+4  &1        &Nil &  F,S,T  &7,000 \\
 5& 38-48 &32-40&-2& 5d20+5  &2        &20\%&  F,S,T  &9,000 \\
 6& 38-58 &40-50&-3& 6d20+6  &2 1      &25\%&  F,S,T  &11,000 \\
 7& 58-67 &50-58&-4& 7d20+7  &2 2      &30\%&  F,S,T  &13,000 \\
 8& 67-75 &58-66&-5& 8d20+8  &2 2 1    &35\%& F,S,T\x2 &14,000 \\
 9& 75-86 &66-72&-6& 9d20+9  &2 2 2    &40\%& F,S,T\x2 &16,000 \\
10& 86-94 &72-78&-7&10d20+10 &2 2 2 1  &45\%& F,S,T\x2 &18,000 \\
11& 94-100&78-84&-8&11d20+11 &2 2 2 2  &50\%& F,S,T\x3 &19,000 \\
12&100-108&84-88&-9&12d20+12 &3 2 2 2 1&55\%& F,S,T\x3 &20,000 \\
\hline
\end{tabular}
\end{center}

Electrum dragons are distant relatives of both gold and silver dragons; some
sources report they are a crossbreed of the two types, but this rumor is 
unfounded.  Electrum dragons are basically unagressive and are usually quite
friendly towards any good-aligned creatures; on the other hand, they have
little tolerance for anyone or anything evil.

At birth, an electrum dragon's scales are silver in color; throughout the
young stage, the scales turn yellow and then gold.  Once the adult stage is
reached, the scales obtain a bright amber hue.

Electrum dragons speak their own language, a tongue common to all good
dragons, and 16\% of all hatchling electrum dragons have an ability to 
communicate with any intelligent creature.  The chance to possess this ability
increases 5\% per age category of the dragon.

\Com
Electrum dragons will not normally fight unless provoked; however, if they
witness acts of evil, they may initiate combat, if they feel the need is great
great enough.  If possible, an electrum dragon will attempt to disable or 
confuse opponents with spells or special abilities in order to gain an
advantage before entering melee, or to convince the foe to break off the fight.
If this tactic does not work, breath weapon attacks, more powerful spells, and
all-out attacks with special abilities will all be employed before resorting to 
claw and bite attacks.  Two or more electrum dragons will often work together 
to defeat a common foe, if the need arises.

\Bre
An electrum dragon's breath weapon is a swarm
of lightning when the dragon breathes, a cloud billows forth from the 
dragon's mouth; this cloud has a radius of 5' per age category of the dragon.
Within this cloud, dozens of lightning bolts strike in all directions. 
Anyone caught inside the area of effect suffers the listed damage; a successful
save vs. breath weapon reduces the damage by half.  Electrum dragons cast their
spells and use their special abilities at 7th level plus their combat modifier.
Electrum dragons are born immune to electricity.  As they age they gain the
following abilities:

\newpage % For Formatting Purposes Only

\medskip
\begin{center}
\begin{tabular}[t]{|l|l|}
\hline
{\bf Age} &{\bf Special Ability} \\
\hline
Young		& {\em Shocking grasp } (three times per day) \\
Young Adult	& {\em Lightning bolt } (twice per day) \\
Mature adult 	& {\em Call lightning } (twice per day) \\
Very Old        & {\em Thunderlance } (once per day)\superDag \\
Wrym 		& {\em Chain lightning } (twice per week) \\
\hline
\end{tabular}
\end{center}
{\noindent}\superDag see Forgotten Realms Adventures\TM \\
\medskip

\Hab
Electrum dragons inhabit wooded areas in temperate and subtropical
climates.  They spend the majority of their time deep within the forests,
and venture into the open only rarely.  Electrum dragons live in large
underground caverns; the enterances to their lairs are usually well hidden with
natural vegetation, and are quite difficult to find.

Electrum dragons have good relations with most good-aligned inhabitants of
the forests, as well as with most other good dragons.  Their closest allies are
mithril and adamantite dragons [q.v.], probably due to their identical 
alignments.  These three types of dragons often form alliances in times of 
need.

In the past, electrum dragons were far more common than they presently are;
hundreds of years ago, their numbers began to fade, due to numerous wars with
evil humanoids and dragons.  Today, they are one of the rarest of all dragon
species.

\Eco
Although they are capable of eating nearly anything, electrum dragons prefer
a diet of fruits and shrubs; they appear to require very little nourishment
Electrum dragons are normally very friendly towards good forest creatures,
and will protect or help them in any way they can; they are especially
fond of elves, and will often form close friendships with them.

\newpage

\monster{Dragon, Elemental}
{Special}			%%% Terrain
{Rare (native plane) \\
&Very rare (prime plane)}	%%% Frequency
{Solitary }			%%% Organization
{Any}				%%% Activity Cycle
{Special}			%%% Diet
{Average (8--10)}		%%% Intelligence
{Nil}				%%% Treasure
{Neutral}			%%% Alignment
\vstats{1--2}			%%% No. App
{0 (base)}			%%% Armour Class
{Air: 10, Fl 40 (A) \\
&Earth: 10, Fl 20 (D), Br 10 \\ 
&Fire: 12, Fl 28 (C) \\ 
&Water: 6, Fl 18 (D), Sw 20}	%%% Movement
{14 (base)}			%%% Hit Dice
{7 (base)}			%%% THAC0
{3 + special}			%%% No. of Attacks
{2--20/2--20/2--20 (2d10)}		%%% Damage/Attacks
{Special}			%%% Special Attacks
{Variable}			%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{H (24' base)}			%%% Size
{Fanatic (17--18)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||r|c|c|r|r|l|r|c|r||}
\hline
   &  Body &  Tail &   & Breath &    Spells                 &   &Treasure&
   XP \\
Age& Lgt(')& Lgt(')& AC& Weapon &Wizard/Priest              & MR&  Type  &
 Value \\
\hline \hline
 1&  2-4  &  1-2  & 3& 2d8+1  & Nil & Nil  & Nil &1,400 \\
 2&  4-10 &  2-6  & 2& 4d8+2  & Nil & Nil  & Nil &2,000 \\
 3& 10-18 &  6-12 & 1& 6d8+3  & Nil & Nil  & Nil &3,000 \\
 4& 18-30 & 12-20 & 0& 8d8+4  & Nil & Nil  & Nil &5,000 \\
 5& 30-40 & 20-26 &-1&10d8+5  & Nil & 35\% & Nil &7,000 \\
 6& 40-46 & 26-32 &-2&12d8+6  & Nil & 40\% & Nil &9,000 \\
 7& 46-54 & 32-40 &-3&14d8+7  & Nil & 45\% & Nil &10,000 \\
 8& 54-62 & 40-47 &-4&16d8+8  & Nil & 50\% & Nil &11,000 \\
 9& 62-70 & 47-54 &-5&18d8+9  & Nil & 55\% & Nil &13,000 \\
10& 70-78 & 54-60 &-6&20d8+10 & Nil & 60\% & Nil &14,000 \\
11& 78-85 & 60-64 &-7&22d8+11 & Nil & 65\% & Nil &15,000 \\
12& 85-94 & 64-68 &-8&24d8+12 & Nil & 70\% & Nil &16,000 \\
\hline
\end{tabular}
\end{center}

There are four types of elemental dragons:  fire, water, air, and earth.  Each
sub-species is native to its corresponding elemental plane, and are most often
encountered there.  However, an elemental dragon is capable of travelling to,
and existing on the prime plane as well (see Habitat/Society for more 
information).

Each elemental dragon is made up of the appropriate elemental substance,
and is similar in appearance to the ``common'' elemental, although it takes on
more of a dragon-like appearance instead of a humanoid form.

It is not known if elemental dragons are capable of speaking humanoid 
languages or the tongues of other dragons, but they are able to communicate 
with most other elemental creatures native to their home plane.

\Com
Elemental dragons are quick to anger and will attack with the least
provocation; any perceived threat is a fair target.  These creatures have most
of the combat tactics and behavior of their more common elemental cousins.

While an elemental dragon has attacks that originate from the creature's
``head'' and ``claws,'' these do not actually represent a ``claw/ claw/ bite''
routine; instead, all three attacks are composed of the dragon's native element
(similar to a common elemental's attacks) and therefore deliver identical
damage.

\Bre
Each sub-type of elemental dragon has a breath weapon composed of its 
corresponding element:  

\newpage %% For Formatting Purpose Only

\medskip
\begin{center}
\begin{tabular}[t]{|l|l|c|c|c|}
\hline
{\bf Element} & {\bf Breath Weapon} & {\bf Breath} & {\bf Mouth Width} & 
{\bf Base Width} \\
\hline
Air  &{\em Blast of compressed air}         & 90' long & 5' wide & 30' wide \\ 
Earth&{\em Cone of rocks and debris}        & 85' long & 5' wide & 30' wide \\ 
Fire &{\em Cone of flames}                  & 90' long & 5' wide & 30' wide \\ 
Water&{\em Cone of scalding water and steam}& 80' long & 5' wide & 35' wide \\ 
\hline
\end{tabular}
\end{center}
\medskip

All four types inflict an identical amount of damage, as indicated
on the table above.  A successful saving throw vs. breath weapon reduces the
damage by half (saves are at -2 on the elemental dragon's home plane).

Elemental dragons have no spell-casting capabilities or spell-like powers,
but each has an immunity to attacks composed of their native element.  All
sub-species may be hit only with a weapon of +2 or better enchantment, and a
creature with fewer than 5 hit dice cannot harm an elemental dragon without
some sort of magical assistance.  All elemental dragons earn a +2 to hit and a
+4 to damage when fighting in their native element (not just in their home
plane).

\Hab
While elemental dragons are native to the various elemental
planes, they are able to travel to the prime planes at will.  They may exist
there for one day per age category of the dragon; if this limit is exceeded,
the dragon's material shell is destroyed, forcing it to return to its plane of
origin.  In addition, while on the prime planes, an elemental dragon may not
stray from an area of its native element for more than one hour per age
category of the dragon, as this too will lead to its material demise.  It is
not suprising then, that elemental dragons will most often be encountered in or
near their native element when existing on the prime plane.

An elemental dragon may not be summoned or controlled like a normal elemental,
as there are no known magic devices or spells that will allow this.

\Eco
Elemental dragons do not fit into the normal ecological system, as
they are extra-planar beings.  They sustain themselves on a diet consisting of
their native element.

Elemental dragons of opposing planes are bitter enemies and will attack
each other on sight; these battles usually result in the death of one or both
of the combatants.

\newpage

\monster{Dragon, Indigo}
{Temperate, sub-tropical, and \\
&sub-arctic lakes and rivers}	%%% Terrain
{Very rare}			%%% Frequency
{Solitary or clan }		%%% Organization
{Any}				%%% Activity Cycle
{Special}			%%% Diet
{Exceptional (15--16)}		%%% Intelligence
{Special}			%%% Treasure
{Lawful evil}			%%% Alignment
\vstats{1 (2--5)}		%%% No. App
{-2 (base)}			%%% Armour Class
{6, Fl 30 (C), Sw 14}		%%% Movement
{14 (base)}			%%% Hit Dice
{7 (base)}			%%% THAC0
{3 + special}			%%% No. of Attacks
{1--10/1--10/4--32 (4d8)}	%%% Damage/Attacks
{Special}			%%% Special Attacks
{Variable}			%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{G (36' base)}			%%% Size
{Fanatic (17--18)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||r|c|c|r|r|l|r|c|r||}
\hline
   &  Body &  Tail &   & Breath &    Spells                 &   &Treasure&
   XP \\
Age& Lgt(')& Lgt(')& AC& Weapon &Wizard/Priest              & MR&  Type  &
 Value \\
\hline \hline
 1&  2-6  & 1-5 &  1&  1d8+1d10  &Nil         &Nil &   Nil   &3,000 \\
 2&  6-18 & 5-12&  0&  2d8+2d10  &Nil         &Nil &   Nil   &4,000 \\
 3& 18-28 &12-24& -1&  3d8+3d10  &Nil         &Nil &   Nil   &5,000 \\
 4& 28-42 &24-32& -2&  4d8+4d10  &1           &Nil &  H,Z,T  &7,000 \\
 5& 42-60 &32-42& -3&  5d8+5d10  &2           &25\%&  H,Z,T  &9,000 \\
 6& 60-74 &42-50& -4&  6d8+6d10  &2 1         &30\%&  H,Z,T  &11,000 \\
 7& 74-84 &50-60& -5&  7d8+7d10  &2 2         &35\%& H,Z,T\x2 &13,000 \\
 8& 84-92 &60-68& -6&  8d8+8d10  &2 2 1       &40\%& H,Z,T\x2 &15,000 \\
 9& 92-102&68-74& -7&  9d8+9d10  &2 2 1/1     &45\%& H,Z,T\x3 &16,000 \\
10&102-110&74-80& -8& 10d8+10d10 &2 2 2/1     &50\%& H,Z,T\x3 &18,000 \\
11&110-120&80-86& -9& 11d8+11d10 &2 2 2 1/2   &55\%&H,Z\x2,T\x3&19,000 \\
12&120-130&86-92&-10& 12d8+12d10 &2 2 2 1 1/2 &60\%&H,Z\x2,T\x3&20,000 \\
\hline
\end{tabular}
\end{center}

The indigo dragon is a species of dragon that has adapted to life in the water:
their bodies are smaller and more slender than most other dragons, and their
hind feet are webbed to allow for greater maneuverability when swimming.  They
are able to breathe underwater, which enables them to stay submerged for 
extended periods of time.

At birth, the scales of an indigo dragon are a pale blue; as they age, the
scales become brighter and richer, until they reach a deep indigo color when
the mature adult stage is reached.  This coloration enables indigo dragons to
remain virtually unseen in the depths of lakes and larger rivers.

Indigo dragons speak their own tongue, a tongue common to all evil dragons,
and 16\% of hatchling indigo dragons have an ability to communicate with any
intelligent creature.  The chance to possess this ability increases 5\% per age
category of the dragon.

\Com
During combat, indigo dragons prefer to remain in the water; they will
take to the air only if they require greater mobility, and will rarely, if
ever, fight on land.  An indigo dragon is a fearsome foe when encountered in
its native environment; its swimming ability gives it great mobilty in the
water.  An indigo will attack most creatures with claw and bite, but will not
hesitate to use breath attacks and/or special abilities against more dangerous
foes.  Great indigo wyrms will use their {\em summon water elemental } ability
if greatly threatened.  Indigo dragons' most prized magical possessions are 
those that summon and/or control water-based creatures; these will also be used
in combat, if the situation warrants.

When attacking boats and ships, an indigo dragon will attack from beneath
the waterline, and attempt to capsize the craft (if small enough) or puncture
or weaken the hull.  If this fails, they will surface and use a breath attack
on the crew before closing to fight with claw and bite.

\Bre
The breath weapon of an indigo dragon is a
cloud of super-heated steam measuring 60' long, 50' wide, and 30' high.  Anyone
caught inside this cloud is scalded by the steam for the indicated amount of
damage; a successful saving throw vs. breath weapon reduces the damage by one
half.  The heat of the steam is sufficient to melt most metals (including
armor); if the initial save is failed, all possessions must save vs. magical
fire or melt into uselessness.  This weapon is as effective underwater as it is
in the open air.  An indigo dragon casts its spells and uses its magical
abilities at 8th level, plus the combat modifier.

\newpage % For Formatting Purpose Only

At birth, indigo dragons are immune to all types of heat; in addition, they
may employ {\em water breathing } at will.  As they age, they gain the following
additional powers:

\medskip
\begin{center}
\begin{tabular}{|l|l|}
\hline
{\bf Age} &{\bf Special Ability} \\
\hline
Very young 	& {\em Wall of fog } (three times per day) \\
Juvenile 	& {\em Fog cloud } (three times per day) \\
Adult 		& {\em Water walk } (twice per day) \\ 
Very old	& {\em Part water } (once per day) \\
Great wrym      & {\em Summon water elemental } (once per week) \\
\hline
\end{tabular}
\end{center}
\medskip

\Hab
Indigo dragons can be found swimming in freshwater lakes and
rivers in any climate except topical and arctic.  They spend little time on
dry land, as they are quite clumbsy out of the water; indigo dragons are master
swimmers however, and love to spend long hours swimming about their territory.
Indigo dragons are playful and good-natured, at least as far as evil dragons
are concerned.  However, if threatened, they will not hesitate to fight.

Indigo dragons are good parents, and will protect their young to the death
if necessary; offspring are rarely forced to leave the lair - they will strike
out on their own only when they are ready.

Due to their relatively good demeanor, indigo dragons go rouge more so than
most other types of dragons; most will become lawful neutral in alignment,
while some make the jump to lawful good.  These rogues live in isolation, for
they are persecuted by evil dragons who consider them traitors, and by good
dragons who do not know of their reformation.

The lair of an indigo dragon is always underwater, usually in a large cave
or shipwreck.  The lair itself is usually dry, but will sometimes be completely
filled with water, as is the case with most shipwreck lairs.  Although indigo
dragons will sometimes venture into salt water, they much prefer freshwater
locations; their lairs will always be in an area of freshwater.

An indigo dragon's greatest enemy is the bronze dragon, with whom they
often come into contact.  In close combat, an indigo will usually get the best
of the bronze, but if the battle is fought at a distance, the indigo will be
more hard pressed due to the longer range and superior spell casting abilities
of the bronze.  If the indigo cannot safely come within range of its own breath
weapon, it will use its superior swimming speed to escape.

\Eco
Although indigo dragons can eat nearly anything, they prefer to consume
the fish and other aquatic animals they find all around them.  Their diet
consists of everything from small fish to mammals such as otters.

\newpage

\monster{Dragon, Mithril}
{Any mountains and hills}	%%% Terrain
{Very rare}			%%% Frequency
{Solitary or clan }		%%% Organization
{Any}				%%% Activity Cycle
{Special}			%%% Diet
{Genius (17--18)}		%%% Intelligence
{Special}			%%% Treasure
{Neutral good}			%%% Alignment
\vstats{1 (2--5)}		%%% No. App
{-3 (base)}			%%% Armour Class
{10, Fl 35 (C), Jp 3}		%%% Movement
{16 (base)}			%%% Hit Dice
{5 (base)}			%%% THAC0
{3 + special}			%%% No. of Attacks
{2--8/2--8/6--36 (6d6)}		%%% Damage/Attacks
{Special}			%%% Special Attacks
{Variable}			%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{G (52' base)}			%%% Size
{Fanatic (17--18)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||r|c|c|r|r|l|r|c|r||}
\hline
   &  Body &  Tail &   & Breath &    Spells                 &   &Treasure&
   XP \\
Age& Lgt(')& Lgt(')& AC& Weapon &Wizard/Priest              & MR&  Type  &
 Value \\
\hline \hline
 1&  6-20 & 3-8 &  0& disintegrate & Nil               &Nil &  Nil  &3,000 \\
 2& 20-30 & 8-16& -1& disintegrate & Nil               &Nil &  Nil  &4,000 \\
 3& 30-40 &16-22& -2& disintegrate & Nil               &Nil &  Nil  &6,000 \\
 4& 40-54 &22-28& -3& disintegrate &2                  &Nil & E,R,T &8,000 \\
 5& 54-68 &28-32& -4& disintegrate &2 2                &30\%& H,R,T &11,000 \\
 6& 68-78 &32-40& -5& disintegrate &2 2 2              &35\%& H,R,T &13,000 \\
 7& 78-86 &40-48& -6& disintegrate &2 2 2 1            &40\%& H,R,T &14,000 \\
 8& 86-100&48-54& -7& disintegrate &2 2 2 2/1          &45\%&H,R,T\x2&16,000 \\
 9&100-114&54-60& -8& disintegrate &2 2 2 2 1/2        &50\%&H,R,T\x2&17,000 \\
10&114-124&60-66& -9& disintegrate &2 2 2 2 2/2 2      &55\%&H,R,T\x2&18,000 \\
11&124-138&66-74&-10& disintegrate &2 2 2 2 2 1/2 2 2  &60\%&H,R,T\x3&19,000 \\
12&138-150&74-80&-11& disintegrate &2 2 2 2 2 2/2 2 2 1&65\%&H,R,T\x3&20,000 \\
\hline
\end{tabular}
\end{center}

Mithril dragons are closely related to silver dragons; in appearance, they are
quite similar to their cousins, except a mithril dragon is somewhat larger and
has distinct facial features:  the mithril's head is bigger, and it has two
``fins'' on the top of its head, as opposed to the silver's one.  A mithril 
dragon's scales are also a richer silver in color and have more of a metallic
brilliance than the silver dragon's.

Mithril dragons speak their own tongue, a tongue common to all good dragons,
and 18\% of hatchling mithril dragons have an ability to communicate with
any intelligent creature.  The chance to possess this ability increases 5\% per
age category of the dragon.

\Com
Mithril dragons prefer to avoid combat; instead, they will try to convince
their opponents not to attack.  If combat does ensue, mithril dragons
will fight without hesitation - they will rarely back down from any opponent.
Unless the foe is clearly inferior, a mithril dragon will almost never enter
melee prior to using a special attack form, be it spells, breath attacks, or
special abilities; however, these attacks are not used foolishly - the mithril
dragon's high intelligence gives it the ability to choose the appropriate
attack mode(s) with near-perfect accuracy.  Once the enemy is sufficiently
softened up, the mithril dragon will leap (or plummet) to the attack, using
claws, bite, tail slap, etc. with great efficiency.

\Bre
A mithril dragon has two breath weapons.  The
first is a {\em cloud of paralyzing gas }; this cloud has a radius of 5' per age
category of the dragon.  All creatures caught inside the cloud must save vs.
breath weapon or become paralyzed for 1d10 turns + 1 turn per age category of
the dragon.  This cloud may not be dissipated by anything short of a hurricane
(although it may be moved) and will stay in effect for 1d3 rounds.
    The second breath weapon is a {\em cone of disintegration } 50' long, 
5' wide at the dragon's mouth, and 20' wide at the base.  Anyone/anything
caught inside this cone is disintegrated as per the spell.  A successful save
vs. breath weapon (not spell) negates this affect.

 Mithril dragons cast their spells and use their special abilities at 9th
level plus the combat modifier. At birth, they are immune to paralyzation
and all forms of {\em death magic } (that is, any magic that kills outright such
as {\em power word, kill }, {\em disintegrate }, etc.; this does not include
magic attacks that due to excessive damage such as {\em fireball }, 
{\em lightning bolt }, etc.).  They are also able to {\em polymorph self }
three times per day.  As they age, they gain the following additional powers:

\medskip
\begin{center}
\begin{tabular}[t]{|l|l|}
\hline
{\bf Age} &{\bf Special Ability} \\
\hline
Young	 	& {\em Gaze reflection } (three times per day) \\
Young adult 	& {\em Blink } (three times per day) \\
Adult 		& {\em Feeblemind } (twice per day) \\ 
Mature adult 	& {\em Mass suggestion } (once per day) \\
Old 		& {\em Spell turning } (once per day) \\
Venerable       & {\em Maze } (three times per week) \\
\hline
\end{tabular}
\end{center}
\medskip

\Hab
Mithril dragons reside in any climate; they prefer to inhabit
high mountains, but will sometimes be found travelling in hilly regions.  Their
lairs will almost always be located on the top of the tallest peak in their
territory; the entrances to these lairs are nearly unaccessible, and will 
always be protected by various traps and magics.

Mithril dragons sometimes clash with red dragons, since their territories
often overlap; these fights are fierce and deadly, and eventhough the mithril
dragon will usually get the best of the red, the latter will rarely back down.

Mithril dragons have been known to band together with silver dragons in
order to accomplish a common goal (such as defeating a group of persistent red
dragons), and the bond between the two species is especially close.  Mithril
dragons will also ally themselves with electrum and adamantite dragons [q.v.],
as their goals are usually similar.

\Eco
Mithril dragons prefer a diet of silver; the higher the quality, the
better.  They are able to sustain themselves indefinately on this metal, but
will also eat meat from time to time.  Mithril dragons will sometimes aid good
humanoids in times of trouble, but will usually expect a service in return,
such as a quest to thwart evil or to further the aims of good.

\newpage

\monster{Dragon, Orange}
{Temperate woods and hills}	%%% Terrain
{Very rare}			%%% Frequency
{Solitary or clan }		%%% Organization
{Any}				%%% Activity Cycle
{Special}			%%% Diet
{Genius (17--18)}		%%% Intelligence
{Special}			%%% Treasure
{Lawful Evil}			%%% Alignment
\vstats{1 (2--5)}		%%% No. App
{-3 (base)}			%%% Armour Class
{10, Fl 35 (C), Jp 3}		%%% Movement
{15 (base)}			%%% Hit Dice
{5 (base)}			%%% THAC0
{3 + special}			%%% No. of Attacks
{1--10/1--10/4--40 (4d10)}	%%% Damage/Attacks
{Special}			%%% Special Attacks
{Variable}			%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{G (50' base)}			%%% Size
{Fanatic (17--18)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||r|c|c|r|r|l|r|c|r||}
\hline
   &  Body &  Tail &   & Breath &    Spells                 &   &Treasure&
   XP \\
Age& Lgt(')& Lgt(')& AC& Weapon &Wizard/Priest              & MR&  Type  &
 Value \\
\hline \hline
 1&  2-12 &  3-10 &  0& 1d12+1d10+1 &Nil              &Nil &  Nil    &3,000 \\
 2& 12-24 & 10-20 & -1& 2d12+2d10+2 &Nil              &Nil &  Nil    &4,000 \\
 3& 24-44 & 20-30 & -2& 3d12+3d10+3 &Nil              &Nil &  Nil    &6,000 \\
 4& 44-63 & 30-50 & -3& 4d12+4d10+4 &1                &Nil & H,Z,U   &8,000 \\
 5& 63-84 & 50-69 & -4& 5d12+5d10+5 &2                &30\%& H,Z,U   &10,000 \\
 6& 84-104& 69-88 & -5& 6d12+6d10+6 &2 1              &35\%& H,Z,U   &12,000 \\
 7&104-120& 88-108&-6& 7d12+7d10+7  &2 2              &40\%& H,Z,U\x2 &13,000 \\
 8&120-140&108-126&-7& 8d12+8d10+8  &2 2 2            &45\%& H,Z,U\x2 &15,000 \\
 9&140-157&126-148&-8& 9d12+9d10+9  &2 2 2 2/1        &50\%& H,Z,U\x3 &17,000 \\
10&157-166&148-154&-9&10d12+10d10+10&2 2 2 2 1/2      &55\%& H,Z,U\x3 &18,000 \\
11&166-178&154-164&-10&11d12+11d10+11&2 2 2 2 2/2 2   &60\%&H,Z,T,U\x3&19,000 \\
12&178-186&164-174&-11&12d12+12d10+12&2 2 2 2 2 1/2 2 2&65\%&H,Z,T,U\x3&20,000 \\
\hline
\end{tabular}
\end{center}

Orange dragons are one of the most powerful of all evil dragons.  While they
are not quite as greedy as red dragons, orange dragons still love to hoard
treasure; magic items (especially wands and staves) are their most prized 
possessions.

At birth, an orange dragon's scales are a dull yellow or peach in color;
they turn to a dull orange at the end of the young stage, and reach a bright
orange once the young adult stage is obtained, at which time they also develop
dark black ribbings on both the top and bottom wing surfaces.

Orange dragons speak their own tongue, a tongue common to all evil dragons,
and 18\% of hatchling orange dragons have an ability to communicate with any
intelligent creature.  The chance to possess this ability increases 5\% per age
category of the dragon.

\Com
Orange dragons prefer to make heavy use of magic in combat; this includes
both spells and magical devices.  A young adult orange dragon has a 25\%
chance of possessing at least one magic device when encountered; this chance
increases 10\% for each additional age category.  There is an 80\% chance that
at least one of these magical possesssions will be a wand or staff.

Due to the high intelligence of orange dragons, they realize when magic is
not necessary, so their spells and magic possessions are rarely wasted on 
inferior foes.  Instead, the orange will use the more normal means of attack
such as claw, bite, and, if necessary, breath attacks.

An orange dragon is a fierce opponent and will rarely, if ever, back down
or flee from a flight, unless clearly outnumbered.  If necessary, several
orange dragons will work together to defeat a common foe.

\Bre
An orange dragon's breath weapon is a {\em cone of magma } 
100' long, 5' wide at the dragon's mouth, and 25' wide at the base.  All
creatures caught inside the area of effect must save vs. breath weapon for half
damage.  The magma expelled by the dragon will continue to burn for two 
additional rounds.  Creatures still in the affected area (or those who move 
into it) suffer 1d6 points of damage per age category of the dragon (saves for 
half damage are applicable only to those who move into the area; those already 
in the area of effect are considered to be covered with the burning material,
so saves do not apply).  Orange dragons cast spells and use their special 
abilities at 10th level, plus the combat modifier.

At birth, orange dragons are immune to heat and all forms of fire.  As they
age, they gain the following additional powers:

\medskip
\begin{center}
\begin{tabular}[t]{|l|l|}
\hline
{\bf Age} &{\bf Special Ability} \\
\hline
Very young	& {\em Burning hands } (three times per day) \\
Juvenile 	& {\em Flaming sphere } (three times per day) \\
Mature adult 	& {\em Wall of fire } (twice per day) \\ 
Very old 	& {\em Teleport } (once per day) \\
Wrym 		& {\em Maze } (three times per week) \\
\hline
\end{tabular}
\end{center}
\medskip

\Hab
Orange dragons may be found in both hilly and forested areas
in temperate climates.  Their lairs are usually well-hidden and well protected
with traps, both magical and mundane; these lairs are normally underground and
quite spacious.

Orange dragons prefer to spend the majority of their time outside their
lairs; they enjoy soaring high over their domains, where they may survey their
entire territory and all that takes place therein.

Orange dragons are excellent parents; they will protect their young to the
death if necessary.  Orange dragons are also quite sociable as far as evil 
dragons are concerned.  It is not uncommon for them to work together, or even 
with other types of evil dragons, to further their goals.  The two types of evil
dragons they most often come into contact with, are green and red dragons.  For
the most part, orange and green dragons will cooperate with one another.  As
for the relationship between orange and red dragons, while they tolerate each
other, they will rarely associate with one another; this is due mostly to the
temperment of the red.  Orange dragons will also not hesitate to work with evil
humans when the situation warrants.

\Eco
Orange dragons prefer to eat meat, although they may consume nearly
anything.  They will hunt most medium or large creatures that can be found in
their territory.


\newpage

\monster{Dragon, Prismatic}
{Any plains or hills}		%%% Terrain
{Very rare}			%%% Frequency
{Solitary or clan }		%%% Organization
{Any}				%%% Activity Cycle
{Special}			%%% Diet
{Genius (17--18)}		%%% Intelligence
{Special}			%%% Treasure
{Neutral Evil}			%%% Alignment
\vstats{1 (2--5)}		%%% No. App
{-4 (base)}			%%% Armour Class
{12, Fl 36 (C), Jp 3}		%%% Movement
{16 (base)}			%%% Hit Dice
{5 (base)}			%%% THAC0
{3 + special}			%%% No. of Attacks
{2--12/1--12/3--36 (3d12)}	%%% Damage/Attacks
{Special}			%%% Special Attacks
{Variable}			%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{G (52' base)}			%%% Size
{Fanatic (17--18)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||r|c|c|r|r|l|r|c|r||}
\hline
   &  Body &  Tail &   & Breath &    Spells                 &   &Treasure&
   XP \\
Age& Lgt(')& Lgt(')& AC& Weapon &Wizard/Priest              & MR&  Type  &
 Value \\
\hline \hline
 1&  4-14 &  3-10 & -1&  red   &Nil                  &Nil &   Nil   &3,000 \\
 2& 14-26 & 10-20 & -2&  red   &Nil                  &Nil &   Nil   &4,000 \\
 3& 26-46 & 20-32 & -3& orange &Nil                  &Nil &   Nil   &6,000 \\
 4& 46-64 & 32-50 & -4& orange &1                    &Nil &  H,R,T  &9,000 \\
 5& 64-84 & 50-70 & -5& yellow &2                    &35\%&  H,R,T  &10,000 \\
 6& 84-106& 70-90 & -6& yellow &2 2                  &40\%&  H,R,T  &12,000 \\
 7&106-120& 90-108& -7& green  &2 2 2                &45\%& H,R,T\x2 &13,000 \\
 8&120-142&108-125& -8& green  &2 2 2 2              &50\%& H,R,T\x2 &15,000 \\
 9&142-160&125-145& -9&  blue  &2 2 2 2 1/2          &55\%& H,R,T\x3 &17,000 \\
10&160-170&145-152&-10& indigo &2 2 2 2 2 1/2 2      &60\%& H,R,T\x3 &18,000 \\
11&170-180&152-160&-11& violet &2 2 2 2 2 2 1/2 2 2  &65\%&H,R,V,T\x3&19,000 \\
12&180-190&160-168&-12& violet &3 2 2 2 2 2 2/2 2 2 1&70\%&H,R,V,T\x3&20,000 \\
\hline
\end{tabular}
\end{center}

Prismatic dragons are a very rare, powerful species of evil dragon; they hate
anything good and will attack most good-aligned creatures on sight.  They love
to subjugate weaker creatures, and will often have several slaves within their
lairs.

At birth, a prismatic dragon is white with thin red stripes running the
length of its body from nose to tail; as they age, they slowly gain stripes of
different colors until the wyrm stage, when they are striped with all colors of
the spectrum.  The categories at which a prismatic dragon gains a new color
stripe is listed under the breath weapon category in the table above.  For
example, a very old prismatic dragon is white with red, orange, yellow, green,
and blue stripes.  This unique coloration gives a clue as to the age of a
prismatic dragon; however, illusion magic is often used to alter the pattern
of colors (prismatic dragons have developed spells for this sole application).

Prismatic dragons speak their own tongue, a tongue common to all evil
dragons, and 18\% of hatchling prismatic dragons have an ability to communicate
with any intelligent creature. The chance to possess this ability increases 5\%
per age category of the dragon.

\Com
Since prismatic dragons are highly intelligent, they are quite adept
at choosing the most appropriate attack mode in combat; they will nearly always
use one or more breath attacks against dangerous opponents, such as other
dragons.  Spells and special abilities may also be used in these cases, if the
dragon perceives the threat as great enough.  When closing to fight with other
flying creatures, prismatics will usually employ a grapple attack on their
opponent (see the Forgotten Realms Draconomicon\TM for more details).

When confronted with weaker foes, prismatic dragons will often toy with
their enemies before dispatching them, as they seem to enjoy watching their
opponents die a slow and agonizing death.  When faced with foes of moderate
power, prismatics prefer to employ plummet and snatch attacks; snatched 
creatures will be clawed and bitten nearly to the point of death at which time 
they will be dropped to their doom.

\Bre
The breath weapon of a prismatic dragon is a {\em prismatic spray }
which is in the shape of a cone 90' long, 5' wide at the dragon's 
mouth, and 25' wide at the base.  The effects of the breath weapon are
as per the spell of the same name, except all saves are vs. breath weapon.  In
addition, younger prismatics are not capable of employing all colors of the
spray.  At birth, the breath weapon is only composed of red rays; as the dragon
ages, new color rays are added at the same rate as scale stripes, as listed
under the breath weapon category in the table above (i.e. an old prismatic
dragon has a breath weapon composed of red, orange, yellow, and green rays).
Thus, it is possible to determine the potency of a prismatic dragon's breath
weapon by the stripes on the scales (unless, of course, the dragon has altered
the pattern with illusion magic).  Prismatic dragons cast spells and use their
special abilities at 11th level, plus the combat modifier.

At birth, prismatic dragons are immune to poison, petrification, and all
forms of insanity.  They may also {\em polymorph self } three times per day (a
change to their normal form does not count towards this total).  As they age,
the gain the following powers:

\medskip
\begin{center}
\begin{tabular}{|l|l|}
\hline
{\bf Age} &{\bf Special Ability} \\
\hline
Young		& {\em Color spray } (three times per day) \\
Juvenile 	& {\em Chromatic orb } (three times per day)\superDag \\
Adult 		& {\em Rainbow pattern } (twice per day) \\ 
Old	 	& {\em Otiluke's radiant screen } (once per day)\superDDag \\
Very old 	& {\em Nystul's radiant arch } (once per day)\superDDag \\
Wrym 		& {\em Prismatic wall } (three times per week) \\
Great wrym 	& {\em Prismatic sphere } (twice per week) \\
\hline
\end{tabular}
\end{center}
{\noindent}\superDag see The Complete Wizard's Handbook\TM \\
{\noindent}\superDDag see The Greyhawk Adventures Sourcebook\TM\\
\medskip

\Hab
Prismatic dragons are by nature solitary creatures; on rare
occasions, they have been known to band together with other evil creatures in
order to further their own goals; once this is accomplished, they will more
than likely turn on their former allies.

Under normal circumstances, prismatics will attack most good creatures on
sight and those of other alignments with the slightest provocation - this
includes other evil dragons, whom they consider inferior.  They usually do not
attack their own kind (unless they feel they have something to prove) but do
not enjoy their company either.  In most cases, if more than one prismatic
dragon is encountered, it will be a mated pair with offspring.

Prismatic dragons have adapted to life in any climate, from the frozen
arctic wastes, to the tropics.  They prefer to live in the plains or gently
rolling hills.  The lairs of prismatics are usually located in large, 
underground caverns, that are sometimes excavated with magic.  The entrances 
are well hidden with illusions, and protected with assorted traps and hazards.
Slaves often abound in these lairs, acting as guards and servants.

\Eco
Prismatic dragons are able to eat nearly anthing, but they appear to
sustain themselves almost exclusively from the sun's energy.

\newpage

\monster{Dragon, Scarlet}
{Temperate hills and mountains}	%%% Terrain
{Very rare}			%%% Frequency
{Solitary or clan}		%%% Organization
{Any}				%%% Activity Cycle
{Special}			%%% Diet
{Genius (17--18)}		%%% Intelligence
{Special}			%%% Treasure
{Lawful Good}			%%% Alignment
\vstats{1 (2--5)}		%%% No. App
{-3 (base)}			%%% Armour Class
{10, Fl 32 (C), Jp 3}		%%% Movement
{15 (base)}			%%% Hit Dice
{5 (base)}			%%% THAC0
{3 + special}			%%% No. of Attacks
{2--12/2--12/3--36 (3d12)}		%%% Damage/Attacks
{Special}			%%% Special Attacks
{Variable}			%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{G (46' base)}			%%% Size
{Fanatic (17--18)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||r|c|c|r|r|l|r|c|r||}
\hline
   &  Body &  Tail &   & Breath Weapon&    Spells                 &   &Treasure&
   XP \\
Age& Lgt(')& Lgt(')& AC& rnd:1  (2,3) &Wizard/Priest              & MR&  Type  &
 Value \\
\hline \hline
 1&  3-10 &  3-10 &  0& 2d12+1  ( 1,1)&Nil           &Nil &  Nil     &3,000 \\
 2& 10-21 & 10-19 & -1& 4d12+2  ( 2,1)&Nil           &Nil &  Nil     &4,000 \\
 3& 21-40 & 19-28 & -2& 6d12+3  ( 3,1)&Nil           &Nil &  Nil     &6,000 \\
 4& 40-58 & 28-47 & -3& 8d12+4  ( 4,2)&2             &Nil &   H      &8,000 \\
 5& 58-77 & 47-66 & -4&10d12+5  ( 5,2)&2 2           &35\%&   H,T    &10,000 \\
 6& 77-96 & 66-85 & -5&12d12+6  ( 6,3)&2 2 1         &40\%&   H,T    &12,000 \\
 7& 96-115& 85-100& -6&14d12+7  ( 7,3)&2 2 2/1       &45\%&  H,T,Z   &13,000 \\
 8&115-132&100-120& -7&16d12+8  ( 8,4)&2 2 2 1/1     &50\%& H,T\x2,Z &15,000 \\
 9&132-150&120-138& -8&18d12+9  ( 9,4)&2 2 2 2/2     &55\%& H,T\x2,Z &17,000 \\
10&150-160&138-146& -9&20d12+10 (10,5)&2 2 2 2 1/2 1 &60\%&H,T\x2,Z\x2&18,000 \\
11&160-170&146-156&-10&22d12+11 (11,5)&2 2 2 2 2/2 2 &65\%&H,T\x2,Z\x2&19,000 \\
12&170-178&156-164&-11&24d12+12 (12,6)&3 2 2 2 2/2 2 1&70\%&H,T\x2,Z\x3&20,000 \\
\hline
\end{tabular}
\end{center}

Scarlet dragons are related to red and crimson dragons; in appearance, a 
scarlet dragon is nearly identical to a crimson dragon, with the following
exceptions: it is larger (nearly the size of a red), has different color
scales, and has no black throat and belly; instead it has a black stripe on
the back of the head, body, and tail, and has black wing ribbings on the top
side. 

Like crimson dragons, a scarlet dragon can easily be mistaken for a red
dragon.  If viewed from above, the chances for a mistaken identity are the
same as for a crimson dragon; if only the underside is visible, these chances
are as follows:  at ranges of 80' or more, it is impossible to differentiate a
scarlet from a red; at closer distances, a successful intelligence check is
required to do so (unlike the crimson, there is no minimum distance where the
differences are automatically apparent in this situation). 

Scarlet dragons speak their own tongue, a tongue common to all good dragons
and 18\% of hatchling scarlet dragons have an ability to communicate with
any intelligent creature.  The chance to possess this ability increases 5\% per
age category of the dragon.

\Com
Under normal circumstances, a scarlet dragon will not attack unless
provoked.  If they do fight, their high intelligence allows them to quickly
determine what attack mode to use; they are therefore, very unlikely to use
up spells and breath attacks against weaker foes, and in most circumstances
will have these abilities available for use against dangerous enemies.  If
faced with powerful opponents, they will be softened up with spells and breath
attacks at a distance, before the scarlet dragon closes to fight in melee.
When attacked, a scarlet dragon is a viscous fighter, and once the battle has
been joined, will rarely back down.

\Bre
A scarlet dragon's breath weapon is a {\em cone
of greek fire } 100' long, 5' wide at the dragon's mouth, and 40' wide at the
base.  Anyone caught inside the area of effect may save vs. breath weapon for
1/2 damage.  The flames caused by this attack will continue to burn for two
additional rounds; anyone still in the area of effect suffers the damage given
in the parenthesis (the numbers represent the damage taken in the second and
third rounds, respectively), and is considered to be covered by the flaming
material.  Therefore, these victims do not get a saving throw.  However, all
items carried by these victims must make saves vs. magical fire in these
additional rounds, or be consumed by the fire.  Anyone not initially hit by
the flames, but who moves into the area of effect, gets a normal saving throw
vs. dragon breath for 1/2 damage.

Scarlet dragons cast spells and use their special abilites at 10th level,
plus their combat modifier.  They are born immune to fire and all types of
heat; as they age, scarlet dragons gain the following additional powers:

\medskip
\begin{center}
\begin{tabular}[t]{|l|l|}
\hline
{\bf Age} &{\bf Special Ability} \\
\hline
Very young	& {\em Faerie fire } (three times per day) \\
Juvenile 	& {\em Flaming Sphere } (three times per day) \\
Adult 		& {\em Wall of force } (twice per day) \\ 
Mature adult 	& {\em Flame strike } (once per day) \\
Old 		& {\em Moonbeam } (twice per day) \\
Wrym 		& {\em Prismatic sphere } (three times per week) \\
\hline
\end{tabular}
\end{center}
\medskip

\Hab
Scarlet dragons inhabit temperate hills and mountains (they
prefer hills, however).  Their lairs are most often deep within a hilly area,
in a will hidden cave.  Scarlet dragons will protect their lairs and territory
with various types of traps, both magical and mundane.

Scarlet dragons are very family-oriented; they will protect their young
and mates to the death if necessary.  Even after their offspring have grown
and left the lair, a mated pair of scarlet dragons will stay together more
often than not.  Scarlet dragons also enjoy the company of other good dragons,
such as silver and gold dragons, and will form alliances with them in times of
great need.

 Like crimson dragons, a scarlet dragon will often be mistaken for a red
dragon, and they are therefore, attacked unjustly at times.  This is a source
of great frustration for scarlet dragons, since they are often assailed by
good-aligned creatures and adventurers; in these cases, instead of 
counter-attacking, a scarlet dragon will attempt to disable their attackers and
explain to them their mistake.  If this does not work, the scarlet dragon will
try to fly away.  If attacked by evil creatures, they will retaliate without
mercy.

\Eco
Scarlet dragons prefer to eat meat, but will eat nearly anything if
it is necessary.  Like crimson dragons, the scarlet's prey is almost always
non-intelligent creatures.

Scarlet dragons and red dragons are fierce opponents; because their
territories sometimes overlap, fights between the two types are not uncommon.
The scarlet will usually get the best of these confrontations, but the pure
persistance of the red often pays off with a victory, or at least a draw.

\newpage

\monster{Dragon, Skunk}
{Valleys and subterranean}	%%% Terrain
{Very rare}			%%% Frequency
{Solitary or clan}		%%% Organization
{Any}				%%% Activity Cycle
{Special}			%%% Diet
{Average (8--10)}		%%% Intelligence
{Special}			%%% Treasure
{Chaotic Evil}			%%% Alignment
\vstats{1 (2--5)}		%%% No. App
{1 (base)}			%%% Armour Class
{12, Fl 35 (C), Sw 12}		%%% Movement
{12 (base)}			%%% Hit Dice
{9 (base)}			%%% THAC0
{3 + special}			%%% No. of Attacks
{2--12/2--12/2--16+1}		%%% Damage/Attacks
{Special}			%%% Special Attacks
{Variable}			%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{G (28' base)}			%%% Size
{Fanatic (17--18)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||r|c|c|r|r|l|r|c|r||}
\hline
   &  Body &  Tail &   & Breath&    Spells                 &   &Treasure&   XP 
\\
Age& Lgt(')& Lgt(')& AC& Weapon&Wizard/Priest              & MR&  Type  & Value
\\
\hline \hline
 1 &   2-5  &   1-5   &   4 &   2d6+1  & Nil &  Nil  &     Nil      & 2,000 \\
 2 &   5-14 &   5-12  &   3 &   4d6+2  & Nil &  Nil  &     Nil      & 3,000 \\
 3 &  14-24 &  12-19  &   2 &   6d6+3  & Nil &  Nil  &     Nil      & 4,000 \\
 4 &  24-32 &  19-28  &   1 &   8d6+4  & Nil &   5\% &     1/2G,O   &  6,000 \\
 5 &  32-41 &  28-36  &   0 &  10d6+5  & 1   &  10\% &   G,O\x2,X   &  8,000 \\
 6 &  41-51 &  36-44  &  -1 &  12d6+6  & 2   &  15\% & G,O\x3,X\x2  &  9,000 \\
 7 &  51-60 &  44-52  &  -2 &  14d6+7  & 3   &  20\% & G,O\x3,X\x2  & 11,000 \\
 8 &  60-68 &  52-60  &  -3 &  16d6+8  & 4   &  25\% &G\x2,O\x3,X\x3& 12,000 \\
 9 &  68-78 &  60-68  &  -4 &  18d6+9  & 5   &  30\% &G\x2,O\x3,X\x3& 14,000 \\
10 &  78-86 &  68-75  &  -5 &  20d6+10 & 6   &  35\% &G\x3,O\x4,X\x3& 15,000 \\
11 &  86-96 &  75-82  &  -6 &  22d6+11 & 7   &  40\% &G\x3,O\x4,X\x4& 17,000 \\
12 &  96-105&  82-90  &  -7 &  24d6+12 & 8   &  45\% &G\x3,O\x4,X\x4& 18,000 \\
\hline
\end{tabular}
\end{center}

Skunk dragons are a cross between black and white dragons, and combine the
features and abilities of each type.  They have the head and wings of a white
dragon and the body of a black.  Throughout the first two stages of a skunk
dragon's life, its scales are light to dark gray in color; however, as it
reaches the young stage, a skunk dragon obtains the distinctive coloration
that gives it its name:  white head with a black stripe on top, white wings
with black ribbing, and a black body with a white stripe along the belly from
the throat to the tip of the tail.

Skunk dragons speak their own language, a tongue common to all evil dragons,
and 10\% of hatchling skunk dragons have an ability to communicate with
any intelligent creature.  The chance to possess this ability increases 5\%
per age category of the dragon.

\Com
Against small or clearly inferior foes, a skunk dragon's favorite
tactic is the snatch attack; the prey will be clawed, bitten, or dropped to
its death.  When fighting more numerous or stronger foes, a skunk dragon will
close and melee with the opponent(s) using all of its available combat 
techniques.  Against truly dangerous enemies, the skunk dragon will use its
breath weapons and special abilities at a distance before closing to fight in
melee. An opponent that clearly out-classes a skunk dragon will cause it to
flee; its flying speed allows it to escape from most larger and superior foes.

\Bre
A skunk dragon has two different breath
weapons; only one breath attack (of either type) may be employed every three
rounds, and the same one cannot be used more than three times in a 10-round
period.  The first breath weapon is a {\em cone of acidic frost } 80' long,
5' wide at the dragon's mouth, and 30' wide at the base; the second is a 
{\em stream of near-frozen acid } 70' long, and 10' wide.  Two saving throws are
necessary for these attacks:  the first is against cold for 3/4 damage, and the
second is against acid for 1/2 damage; full damage is suffered if both are
failed.  If a target has immunity to one component, damage is automatically 
halved, save against the other component for 1/4 damage.

    From birth, skunk dragons are immune to acid and cold; they cannot breathe
under water as black dragons can, but they may hold their breath for an ex
extended period of time (5 minutes per age category of the dragon).  As they
age, they gain the following additional powers:

\medskip
\begin{center}
\begin{tabular}[t]{|l|l|}
\hline
{\bf Age} &{\bf Special Ability} \\
\hline
Juvenile & {\em Darkness } (three times per day, 10' radius per age category) \\
Adult 		& {\em Corrupt water } (as per black dragons) \\ 
Mature adult 	& {\em True seeing } (priest version, permanent duration) \\
Very old 	& {\em Acid rain } (once per day, see below) \\
Wrym 		& {\em Ice storm } (once per day) \\
\hline
\end{tabular}
\end{center}
\medskip


A skunk dragon casts its spells and uses its special abilities at 5th level,
plus its combat modifier.

{\em Acid rain } falls for 2 rounds per age category of the dragon.  It has a
radius of 10' per age category and victims caught in it will suffer 1d10 points
of damage per round (save vs. spells for 1/2 damage).  In addition, every 5
rounds items are exposed to acid rain they must make a saving throw vs. acid
or be destroyed.

\Hab
Skunk dragons live in deep mountain valleys in temperate
climates far from civilization.  They lair in large caves or subterranean
caverns, preferrably near lakes and light woods.  Sometimes, these lairs are
reachable only from the water, but they are always dry.  Skunk dragons are
excellent swimmers and can often be found swimming about in lakes, either for
fun or while hunting fish or other aquatic animals.  Skunk dragons are good
parents and will fight to protect their offspring unless their own lives are
threatened.  Both parents rear the young until they strike out on their own
at about 15 years of age. 

Skunk dragon lairs can sometimes be found in the vicinity of copper, and
to a lesser extent, bronze dragons.  Skunk dragons usually avoid the bronze,
using their superior speed to escape; they have been known to attack copper
dragons, however, using their cold-based breath weapon and acid immunity to
weaken the copper before entering melee (if the copper is not sufficiently
softened up by breath attacks, the skunk dragon will usually flee, due to the
superior bite of the copper dragon).
 
Skunk dragons like any kind of treasure, but prefer coins and gems,
especially diamonds and black onyx.

\Eco
Skunk dragons can eat nearly anything, but prefer fish, aquatic
animals, and other medium-sized creatures that can be found in their
territory.

\newpage

\monster{Dragon, Titanium}
{Any mountains}			%%% Terrain
{Very rare}			%%% Frequency
{Solitary or clan}		%%% Organization
{Any}				%%% Activity Cycle
{Special}			%%% Diet
{Supra-genius (19--20)}		%%% Intelligence
{Special}			%%% Treasure
{Lawful Good}			%%% Alignment
\vstats{1 (2--5)}		%%% No. App
{-5 (base)}			%%% Armour Class
{12, Fl 45 (C), Jp 3}		%%% Movement
{18 (base)}			%%% Hit Dice
{3 (base)}			%%% THAC0
{3 + special}			%%% No. of Attacks
{2--12/2--12/5--50 (5d10)}	%%% Damage/Attacks
{Special}			%%% Special Attacks
{Variable}			%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{G (58' base)}			%%% Size
{Fearless (19--20)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||r|c|c|r|r|l|r|c|r||}
\hline
   &  Body &  Tail &   & Breath&    Spells                 &   &Treasure&   XP 
\\
Age& Lgt(')& Lgt(')& AC& Weapon&Wizard/Priest              & MR&  Type  & Value
\\
\hline \hline
 1&  8-20 &  4-14 & -2& 4d8+1 &Nil                        &Nil & Nil & 5,000 \\
 2& 20-34 & 14-28 & -3& 8d8+2 &Nil                        &Nil & Nil & 6,000 \\
 3& 34-48 & 28-38 & -4&12d8+3 &Nil                        &Nil & Nil & 8,000 \\
 4& 48-64 & 38-51 & -5&16d8+4 &1                          &Nil &H,W,T&10,000 \\
 5& 64-82 & 51-70 & -6&20d8+5 &2 1                        &45\%&H,W,T&12,000 \\
 6& 82-100& 70-88 & -7&24d8+6 &3 2 1                      &50\%&H,W,T&15,000 \\
 7&100-120& 88-110& -8&28d8+7 &4 3 2 1                    &55\%&H,W,T&16,000 \\
 8&120-140&110-128& -9&32d8+8 &5 4 3 2 1/2             &60\%&H,W,T\x2&18,000 \\
 9&140-162&128-147&-10&36d8+9 &6 5 4 3 2 1/2 2         &65\%&H,W,T\x2&19,000 \\
10&162-170&147-158&-11&40d8+10&7 6 5 4 3 2 1/2 2 2     &70\%&H,W,T\x2&20,000 \\
11&170-178&158-166&-12&44d8+11&8 7 6 5 4 3 2 1/2 2 2 2 &75\%&H,W,T\x3&21,000 \\
12&178-190&166-175&-13&48d8+12&9 8 7 6 5 4 3 2 1/2 2 2 2 2&80\%&H,W,T\x3&22,000
 \\
\hline
\end{tabular}
\end{center}

Titanium dragons are among the most powerful of all good dragons.  They hate
everything evil and their goal in life is to defeat the forces of evil in any
way they can.  Like gold and silver dragons, titanium dragons are often
encountered in human form.  The two forms they usually choose are paladins
and ancient wizards; females opt to appear as beautiful young maidens.  At
birth, a titanium dragon's scales are dull gray or even white; as they age the
scales become silver, platinum, and finally a deep titanium in color.  Due to
these colorations, and because their appearances are similar, younger titanium
dragons can be mistaken for silver dragons.  A titanium dragon has two ``fins''
on top of its head, instead of one like the silver, and they also have two
smaller ``fins'' on the sides of their necks; otherwise, they are nearly
identical to silver dragons.

Titanium dragons speak their own tongue, a tongue common to all good dragons,
and 20\% of hatchling titanium dragons have an ability to communicate with any
intelligent creature.  The chance to possess this ability increases by 5\% per
age category of the dragon.


\Com
Because of their great strength, few intelligent creatures are willing to 
attack a titanium dragon; those that do, usually meet with a swift death.
A titanium dragon will only attack unprovoked only if it witnesses acts of
great evil.

\Bre
A titanium dragon has two forms of breath weapons, each of which maybe used
once every three combat rounds.  The first type is similar to a {\em fireball }
when used, a two-foot diameter sphere shoots forth from the dragon's mouth
out to any distance the dragon chooses, up to 50 yards, plus 10 yards per
age category of the dragon.  Any creature caught in the straight-line path of
this weapon hslf normal damage (save vs. breath weapons for a quarter of the
damage).  The burst radius is of any size the dragon wishes up to 10' per age
category of the dragon.  Creatures within the burst radius may save versus
breath weapons for half damage.

The second breath weapon is a {\em bolt of chain lightning } which is identical
to the spell of the same name, except for the following: damage is taken as per
the table above (all victims may save versus breath weapons for half damage).
The possible number of targets affected is equal to the number of hit dice of
the breath attack; each additional arc loses 1d8 points of damage.  Thus, a
juvenile dragon can affect up to sixteen targets with this breath weapon.  The
first target will suffer 16d8+4 damage, the second 15d8+4, the third 14d8+4,
etc.  The range is 50 yards plus 10 yards per age category of the dragon.  The
chain will never arc back on the originating dragon, or to any other lawful
good dragon.  There is only a 50\% chance it will arc to acreature that is
immune to lightning (electricity).  If the chain gets out of hand the dragon,
the originating dragon can end it at will. 

A titanium dragon casts its spells and uses its magical abilities at 12th
level, plus its combat modifier.  Like gold dragons, titanium dragons usually
seek formal magical training; they also use spell books which will contain
carefully selected and useful spells.

At birth, titanium dragons are immune to fire and electricity.  They may
also {\em polymorph self } four times per day as a gold dragon can.  As they
age, they gain the following additional powers:

\medskip
\begin{center}
\begin{tabular}{|l|l|}
\hline
{\bf Age} &{\bf Special Ability} \\
\hline
Young 		& {\em Wall of fire } (three times per day) \\
Juvenile 	& {\em Prayer } (twice a day) \\
Adult    & {\em Luck bonus } (same as gold dragon's except +2 instead of +1) \\ 
Mature adult 	& {\em True seeing } (priest version, permanent duration) \\
Very old & {\em Monster summoning VII } (once per day, good creatures only) \\
Venerable 	& {\em Prismatic sphere } (once per day) \\
\hline
\end{tabular}
\end{center}
\medskip

\Hab
Titanium dragons can be found in any mountainous region;
they lair in the tops of the highest mountain peaks in caves or castles.  They
have loyal guards such as storm giants, good cloud giants, ki-rin, and even
gold and silver dragons.  They have been known to help good adventurers in
times of need (they will usually require a service in exchange for their help,
such as a quest to further the goals of good).

Because their territories often overlap, titanium dragons often clash with
red dragons, which are one of the few creatures brave (or foolish) enough to
attack titanium dragons.  Because of their mutual immunity to fire, reds will
usually attack in groups using spells, while titanium dragons use their chain
lightning breath weapon and spells.  The red dragons usually come out on the
short end of such battles; there have been reports of an ancient titanium
dragon killing five reds with a single chain lightning breath attack, but this
remains unproven.  If a red dragon is lucky enough to survive these combats,
it will usually avoid titanium dragons in the future - even red dragons are
not that foolish.

\Eco
 Titanium dragons can eat nearly anything, but they prefer
a diet of metals and gems.  They will always have plenty of this stored in
their treasure hoards, but will gratefully accept more from adventurers; they
consider this a great gift, and will reward the gift-givers, if they are
sincere.


\newpage

\monster{Dragon, Titanium}
{Any mountains}			%%% Terrain
{Very rare}			%%% Frequency
{Solitary or clan}		%%% Organization
{Any}				%%% Activity Cycle
{Special}			%%% Diet
{Supra-genius (19--20)}		%%% Intelligence
{Special}			%%% Treasure
{Lawful Good}			%%% Alignment
\vstats{1 (2--5)}		%%% No. App
{-4 (base)}			%%% Armour Class
{12, Fl 45 (C), Jp 3}		%%% Movement
{18 (base)}			%%% Hit Dice
{5 (base)}			%%% THAC0
{3 + special}			%%% No. of Attacks
{2--12/2--12/5--50 (5d10)}	%%% Damage/Attacks
{Special}			%%% Special Attacks
{Variable}			%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{G (58' base)}			%%% Size
{Fearless (19--20)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||r|c|c|r|r|l|r|c|r||}
\hline
   &  Body &  Tail &   & Breath&    Spells                 &   &Treasure&   XP 
\\
Age& Lgt(')& Lgt(')& AC& Weapon&Wizard/Priest              & MR&  Type  & Value
\\
\hline \hline
 1 &  8-20 &  4-14 & -1& 4d6+1 &Nil                    &Nil&   Nil  & 5,000 \\
 2 & 20-34 & 14-28 & -2& 8d6+2 &Nil                    &Nil&   Nil  & 6,000 \\
 3 & 34-48 & 28-38 & -3&12d6+3 &Nil                    &Nil&   Nil  & 8,000 \\
 4 & 48-64 & 38-51 & -4&16d6+4 &1                      &30\%&  H,W,T &10,000 \\
 5 & 64-82 & 51-70 & -5&20d6+5 &2 1                    &35\%&  H,W,T &12,000 \\
 6 & 82-100& 70-88 & -6&24d6+6 &2 2 1                  &40\%&  H,W,T &15,000 \\
 7 &100-120& 88-110& -7&28d6+7 &2 2 2 1                &45\%&  H,W,T &16,000 \\
 8 &120-140&110-128& -8&32d6+8 &2 2 2 2 1              &50\%& H,W,T\x2&18,000 \\
 9 &140-162&128-147& -9&36d6+9 &2 2 2 2 2 1/1          &55\%& H,W,T\x2&19,000 \\
10 &162-170&147-158&-10&40d6+10&3 2 2 2 2 2 1/1 1      &60\%& H,W,T\x2&20,000 \\
11 &170-178&158-166&-11&44d6+11&3 2 2 2 2 2 2 1/2 1 1  &65\%& H,W,T\x3&21,000 \\
12 &178-190&166-175&-12&48d6+12&3 3 2 2 2 2 2 2 1/2 2 1 1&70\%& H,W,T\x3&22,000
 \\
\hline
\end{tabular}
\end{center}

Titanium dragons are among the most powerful of all good dragons.  They hate
everything evil and their goal in life is to defeat the forces of evil in any
way they can.  Like gold and silver dragons, titanium dragons are often
encountered in human form.  The two forms they usually choose are paladins
and ancient wizards; females opt to appear as beautiful young maidens.  At
birth, a titanium dragon's scales are dull gray or even white; as they age the
scales become silver, platinum, and finally a deep titanium in color.  Due to
these colorations, and because their appearances are similar, younger titanium
dragons can be mistaken for silver dragons.  A titanium dragon has two ``fins''
on top of its head, instead of one like the silver, and they also have two
smaller ``fins'' on the sides of their necks; otherwise, they are nearly
identical to silver dragons.

Titanium dragons speak their own tongue, a tongue common to all good dragons,
and 20\% of hatchling titanium dragons have an ability to communicate with any
intelligent creature.  The chance to possess this ability increases by 5\% per
age category of the dragon.

\Com
Because of their great strength, few intelligent creatures are willing to 
attack a titanium dragon; those that do, usually meet with a swift death.
A titanium dragon will only attack unprovoked only if it witnesses acts of
great evil.

\Bre
A titanium dragon has two forms of breath weapons, each of which maybe used
once every three combat rounds.  The first type is similar to a {\em fireball }
when used, a two-foot diameter sphere shoots forth from the dragon's mouth
out to any distance the dragon chooses, up to 50 yards, plus 10 yards per
age category of the dragon.  Any creature caught in the straight-line path of
this weapon hslf normal damage (save vs. breath weapons for a quarter of the
damage).  The burst radius is of any size the dragon wishes up to 10' per age
category of the dragon.  Creatures within the burst radius may save versus
breath weapons for half damage.

The second breath weapon is a {\em bolt of chain lightning } which is identical
to the spell of the same name, except for the following: damage is taken as per
the table above (all victims may save versus breath weapons for half damage).
The possible number of targets affected is equal to the number of hit dice of
the breath attack; each additional arc loses 1d8 points of damage.  Thus, a
juvenile dragon can affect up to sixteen targets with this breath weapon.  The
first target will suffer 16d8+4 damage, the second 15d8+4, the third 14d8+4,
etc.  The range is 50 yards plus 10 yards per age category of the dragon.  The
chain will never arc back on the originating dragon, or to any other lawful
good dragon.  There is only a 50\% chance it will arc to acreature that is
immune to lightning (electricity).  If the chain gets out of hand the dragon,
the originating dragon can end it at will.

A titanium dragon casts its spells and uses its magical abilities at 12th
level, plus its combat modifier.  Like gold dragons, titanium dragons usually
seek formal magical training; they also use spell books which will contain
carefully selected and useful spells.

At birth, titanium dragons are immune to fire and electricity.  They may
also {\em polymorph self } four times per day as a gold dragon can.  As they
age, they gain the following additional powers:

\medskip
\begin{center}
\begin{tabular}{|l|l|}
\hline
{\bf Age} &{\bf Special Ability} \\
\hline
Young           & {\em Wall of fire } (three times per day) \\
Juvenile        & {\em Prayer } (twice a day) \\
Adult    & {\em Luck bonus } (same as gold dragon's except +2 instead of +1) \\
Mature adult    & {\em True seeing } (priest version, permanent duration) \\
Very old & {\em Monster summoning VII } (once per day, good creatures only) \\
Venerable       & {\em Prismatic sphere } (once per day) \\
\hline
\end{tabular}
\end{center}
\medskip

\Hab
Titanium dragons can be found in any mountainous region;
they lair in the tops of the highest mountain peaks in caves or castles.  They
have loyal guards such as storm giants, good cloud giants, ki-rin, and even
gold and silver dragons.  They have been known to help good adventurers in
times of need (they will usually require a service in exchange for their help,
such as a quest to further the goals of good).

Because their territories often overlap, titanium dragons often clash with
red dragons, which are one of the few creatures brave (or foolish) enough to
attack titanium dragons.  Because of their mutual immunity to fire, reds will
usually attack in groups using spells, while titanium dragons use their chain
lightning breath weapon and spells.  The red dragons usually come out on the
short end of such battles; there have been reports of an ancient titanium
dragon killing five reds with a single chain lightning breath attack, but this
remains unproven.  If a red dragon is lucky enough to survive these combats,
it will usually avoid titanium dragons in the future - even red dragons are
not that foolish.

\Eco
 Titanium dragons can eat nearly anything, but they prefer
a diet of metals and gems.  They will always have plenty of this stored in
their treasure hoards, but will gratefully accept more from adventurers; they
consider this a great gift, and will reward the gift-givers, if they are
sincere.

\newpage

\monster{Dragon, War}
{Any}				%%% Terrain
{Rare}				%%% Frequency	
{Pairs or groups}		%%% Organization
{Any}				%%% Activity Cycle
{Special (Carnivore)}		%%% DIET
{Low (5--7)}			%%% Intelligence
{Special}			%%% Treasure
{Any chaotic }			%%% Alignment
\vstats{2--20}			%%% No. App
{-2 (base)}			%%% Armour Class
{14, Fl 38 (C)} 		%%% Movement
{13 (base)}			%%% Hit Dice
{7 (base)}			%%% THAC0
{3 + special}			%%% No. of Attacks
{2--12/2--12/4--40 (4d10)}	%%% Damage/Attacks
{Special}			%%% Special Attacks
{Variable}			%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{G (44' base)}			%%% Size
{Champion (15--16)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||r|c|c|r|r|l|r|c|r||}
\hline
   &  Body &  Tail &   & Breath&    Spells                 &   &Treasure&   XP 
\\
Age& Lgt(')& Lgt(')& AC& Weapon&Wizard/Priest              & MR&  Type  & Value
 \\
\hline \hline
 1 &   3-10  &  2-10  &   1 &  2d10+1  & Nil & Nil  &    Nil    &  3,000 \\
 2 &  10-20  & 10-16  &   0 &  4d10+2  & Nil & Nil  &    Nil    &  4,000 \\
 3 &  20-38  & 16-26  &  -1 &  6d10+3  & Nil & 45\% &    Nil    &  5,000 \\
 4 &  38-52  & 26-44  &  -2 &  8d10+4  & Nil & 50\% &   E,Y,V   &  7,000 \\
 5 &  52-75  & 44-62  &  -3 & 10d10+5  & Nil & 55\% &   E,Y,V   &  9,000 \\
 6 &  75-93  & 62-82  &  -4 & 12d10+6  & Nil & 60\% &  E,Y,V\x2 & 11,000 \\
 7 &  93-106 & 82-96  &  -5 & 14d10+7  & Nil & 65\% &  E,Y,V\x2 & 13,000 \\
 8 & 106-126 & 96-116 &  -6 & 16d10+8  & Nil & 70\% &  E,Y,V\x2 & 15,000 \\
 9 & 126-144 &116-134 &  -7 & 18d10+9  & Nil & 75\% &  E,Y,V\x3 & 16,000 \\
10 & 144-152 &134-142 &  -8 & 20d10+10 & Nil & 80\% &  E,Y,V\x3 & 18,000 \\
11 & 152-164 &142-150 &  -9 & 22d10+11 & Nil & 85\% &  E,Y,V\x3 & 19,000 \\
12 & 164-170 &150-156 & -10 & 24d10+12 & Nil & 90\% &  E,Y,V\x4 & 20,000 \\
\hline
\end{tabular}
\end{center}

War dragons were bred hundreds of years ago to serve as minions of several
nations' armies.  They were intended to be highly resistant to magic and to
be good fighters; in this role, they excel.

While all war dragons have bodies of similar size and shape, each alignment
has a unique head, as well as minor differences in colorations.  All
three types have black bodies and heads.  Chaotic good  types have a silver
neck, tail, and wings; their heads are similar in shape to a silver dragon's.
Chaotic neutral war dragons have a gray neck, tail, and wings, and heads
similar to that of a brass dragon.  Evil versions have a white neck, tail,
and wings, with heads similar to a blue dragon's in shape.

 War dragons speak their own tongue, a tongue common to their appropriate
type of dragon (good, neutral, or evil), and 7\% of hatchling war dragons have
an ability to communicate with any intelligent creature.  The chance to
possess this ability increases 5\% per age category of the dragon.  A war
dragon will also develop a telepathic link with a single rider; see below.

\Com
War dragons normally fight with a rider who directs the attacks; the 
dragonrider (usaully a fighter, wizard, or fighter/wizard) ensures the breath
weapons and special abilities are used at the right time and against the
proper targets.  Some armies have considerable numbers of war dragons; these
highly organized ``dragoncorps'' are normally found at the forefront of battle,
attacking enemy ground forces from above, or engaging enemy aerial forces.

\Bre
Of the three types of war dragons each has 
three separate breath weapons; one breath attack (regardless of composition)
may be made once every three rounds, as long as the same one is not used more
than three times in a 10-round period.  Each breath weapon does identical
damage, as per the table above (all targets may save vs. breath weapon for 1/2
damage).  The dimensions of the various breath weapons are as follows:
{\em cone of fire/frost }: 80' long, 5' wide at the mouth, and 30' wide at the
end; {\em gas cloud }: 50' long, 50' wide, and 40' high; {\em lightning bolt }:
100' long and 5' wide; {\em acid stream }: 75' long and 5' wide.  Good war
dragons may breathe (and  are immune to) fire, lightning, and gas; neutral ones
may employ (and are immune to) fire, gas, and frost; the evil variety may use
(and are immune to) frost, acid, and gas.

All war dragons use their special abilities at 5th level plus their combat
modifier.  In addition to the immunities mentioned above (which they have from
birth), war dragons gain the following additional powers as they age:

\medskip
\begin{center}
\begin{tabular}[t]{|l|l|}
\hline
{\bf Age} &{\bf Special Ability} \\
\hline
Young 		&{\em Protection from normal missiles } (three times per day) \\
Young Adult 	&{\em Minor globe of invunerability } (twice per day) \\
Mature adult 	&{\em Glode of invunerability } (twice per day) \\
Old 		&{\em Anti-magic shell } (once per day) \\
Wyrm		&{\em Prismatic wall } (twice per week) \\
\hline
\end{tabular}
\end{center}
\medskip

A war dragon's magic resistance may be extended to include one or two
riders at will.  All special abilites will extend to completely envelop the
dragon and its rider(s), except the {\em prismatic wall }, which will obviously
cover only one side of it.  Being immobile, the {\em globes of invulnerabilty }
are not of much use when flying, but will be used in ground melee, or to
protect friendly ground forces (if other creatures are to be protected by a
war dragon's special abilities, then the radius of the effect is as per the
corresponding spell).

\Hab
The majority of war dragons are ``domestic'' dragons, as they
are used and controlled by humans.  They are bred not unlike horses, and the
offspring are trained for war while still in the very young or even hatchling
stage.  Each war dragon is exclusively trained by one dragonrider; after one
year of training per age category of the dragon, a war dragon and its rider
develop a telepathic link which is used to direct the dragon in combat.  Once
this link is established, the war dragon will not willingly leave its rider
until one or the other is killed.  If one of the pair is killed, the survivor
immediately suffers 2-20 hit points of damage with no saving throw.  A war
dragon may not be ridden into combat until it has established a link with
its rider.  If anyone attempts to ride a war dragon without a link to that
dragon, the war dragon will attempt to throw the rider, unless its controlling 
rider is present as well.

\Eco
War dragons are basically carnivores, but are capable of eating other food as
well.  They are either fed by their riders, or are allowed to hunt.  Chaotic
evil war dragons will often feast on the corpses of slain enemies after a
battle has ended. 

War dragons are normally encountered in patrols of 2-4 or in battle groups
of 2-20.  War dragons do not collect hordes of treasure like most dragons
unless they are of the renegade type. 

\medskip
{\bf Renegades} \\
If a war dragon's rider is killed, there is a 5\% chance per age category
of the surviving dragon, that it becomes a renegade, unless it is subdued or
otherwise prevented from doing so.  Renegade war dragons will live in any
climate and terrain, and are usually loners; renegade war dragons will only
rarely mate.  Renegades are the only war dragons that will hoard treasure.
If a war dragon is prevented from becoming a renegade, a new rider may take
control of it, but only after it is retrained and a new link is established
with the new rider.  This new link is established in half the normal time (1/2
year per age category of the dragon).

If a renegade war dragon is encountered in the wild, it may be retrained.
This may only be done by someone with war dragon riding proficiency, and only
after the dragon is subdued.  The retraining of a renegade takes twice the
normal time (2 years per age category of the dragon), and as the dragon will
normally try to resist, it may have to be subdued a number of times throughout
the retraining process.

Renegade war dragons (those that have struck out on their own) usually use
breath weapon attacks at the beginning of any battle; their low intelligence
prevents them from making better use of their abilities, and they are 
sometimes caught in a tough fight with no remaining breath attacks.


\newpage

\monster{Dragon, Yellow}
{Temperate and subtropical \\
&plains and subterranean}	%%% Terrain
{Very rare}			%%% Frequency	
{Solitary or clan}		%%% Organization
{Any}				%%% Activity Cycle
{Special } 			%%% DIET
{High (13--15)}			%%% Intelligence
{Special}			%%% Treasure
{Neutral evil }			%%% Alignment
\vstats{1 (2--5)}		%%% No. App
{-1 (base)}			%%% Armour Class
{12, Fl 38 (C), Br 6} 		%%% Movement
{13 (base)}			%%% Hit Dice
{7 (base)}			%%% THAC0
{3 + special}			%%% No. of Attacks
{1--6/1--6/5--50 (5d10)}	%%% Damage/Attacks
{Special}			%%% Special Attacks
{Variable}			%%% Special Defenses
\fstats{Variable}		%%% Magic Resistance
{G (42' base)}			%%% Size
{Champion (15--16)}		%%% Morale
{Variable}			%%% XP Value

\begin{center}
\begin{tabular}{||r|c|c|r|r|l|r|c|r||}
\hline
   &  Body &  Tail &   & Breath&    Spells                 &   &Treasure&   XP 
\\
Age& Lgt(')& Lgt(')& AC& Weapon&Wizard/Priest              & MR&  Type  & Value
 \\
\hline \hline
 1 &   2-8   &  2-6   & 2& 1d10+1d8+1  & Nil     & Nil&     Nil     &  1,400 \\
 2 &   8-20  &  6-16  & 1& 2d10+2d8+2  & Nil     & Nil&     Nil     &  2,000 \\
 3 &  20-38  & 16-34  & 0& 3d10+3d8+3  & Nil     & Nil&     Nil     &  3,000 \\
 4 &  38-48  & 34-42  &-1& 4d10+4d8+4  &1        & Nil&    1/2 H    &  5,000 \\
 5 &  48-60  & 42-50  &-2& 5d10+5d8+5  &2        &25\%&      H      &  8,000 \\
 6 &  60-72  & 50-58  &-3& 6d10+6d8+6  &3        &30\%&     H,T     & 10,000 \\
 7 &  72-80  & 58-68  &-4& 7d10+7d8+7  &3 1      &35\%&    H,T,U    & 11,000 \\
 8 &  80-89  & 68-76  &-5& 8d10+8d8+8  &3 2      &40\%&    H,T,U    & 12,000 \\
 9 &  89-100 & 76-84  &-6& 9d10+9d8+9  &3 2 1    &45\%&  H,T\x2,U   & 13,000 \\
10 & 100-110 & 84-88  &-7&10d10+10d8+10&3 2 2 1/1&50\%& H,T\x2,U,X  & 15,000 \\
11 & 110-120 & 88-96  &-8&11d10+11d8+11&3 2 2 2/2&55\%&H,T\x3,U,X\x2& 17,000 \\
12 & 120-128 & 96-106 &-9&12d10+12d8+12&3 3 2 2/2&60\%&H,T\x3,U,X\x3& 18,000 \\
\hline
\end{tabular}
\end{center}

Yellow dragons are by nature timid and reclusive; they shun all other creatures
including their own kind.  When two or more yellow dragons are encountered 
together, it is almost always a mated pair with offspring.

At birth, a yellow dragon's scales are ivory or even white in color; as
they age, the scales gain streaks and splotches of yellow.  Once the adult
stage is reached, the scales are a dull yellow, and a black stripe develops
along the back of the dragon.  The scales become a bright yellow once the old
stage is reached.  The most distinguishing feature of a yellow dragon is its
huge head, which appears well out of proportion with the rest of its body.

Yellow dragons speak their own language, a tongue common to all evil dragons,
and 14\% of hatchling yellow dragons have an ability to communicate with
any intelligent creature.  The chance to possess this ability increases 5\% per
age category of the dragon.

\Com
Due to their timid nature, yellow dragons avoid combat whenever possible;
they are not above fleeing, even from equal or slightly inferior foes.
However, if forced to fight, yellow dragons can be viscious opponents - they
will use all available attack modes, including spells and breath weapon attacks.
Because of this, yellow dragons will usually retreat to their lairs for an 
extended period of time after a major battle, in order to rest and recover used
spells and breath attacks.

The yellow dragon's most used attack form is its bite; due to its oversized
head and mouth, a yellow dragon is able to deliver one of the most ferrocious
bites of any dragon species.  Opponents are often snatched or pinned with claws
in order to make the bite more effective.

\Bre
A yellow dragon's breath weapon is a {\em sonic blast }
in the shape of a cone 80' long, 5' wide at the dragon's mouth, and 25' wide
at the base.  Creatures caught in the area of effect suffer the indicated
damage and are deafened for a number of turns equal to the age category of the
dragon.  A successful saving throw vs. breath weapon negates the deafness and
halves the damage.  If a target is already deaf, a +2 bonus is added to the
save, but if this save fails, the target is deafened permanently (until healed).
Exposed glass and crystal items are shattered, and brittle items will break
unless they make a successful save (at -2) vs. crushing blow.  Creatures who
are deafened by this blast suffer a -1 penalty to surprise rolls, and spells
with a verbal component have a 20\% chance of misfiring.  A yellow dragon casts
its spells and uses its magical abilities at 7th level, plus its combat 
modifier.

\newpage % For Formatting Purposes Only

At birth, yellow dragons are immune to any attack that directly affects
the senses such as those that cause blindness or deafness (this does not 
include spells such as {\em invisibility }, {\em blur }, and the like).  As they
age, they gain the following additional powers:

\medskip
\begin{center}
\begin{tabular}{|l|l|}
\hline
{\bf Age} &{\bf Special Ability} \\
\hline
Young 		& {\em Blindness } (three times per day) \\
Juvenile 	& {\em Hypnotic pattern } (three times per day) \\ 
Adult 		& {\em Shout } (twice per day) \\ 
Old		& {\em Eyebite } (once per day) \\
Wrym	 	& {\em Forcecage } (three times per week) \\
\hline
\end{tabular}
\end{center}
\medskip

\Hab
Yellow dragons live in regions of open plains in temperate
and subtropical climates.  They lair in large underground caverns or caves;
some yellow dragons spend much of their lives in old dungeons and will come out
in the open only to hunt or to gather more treasure.

Yellow dragons dislike and distrust most other creatures; they prefer to
spend the majority of their time in solitude.  They rarely associate with other
dragons and almost never form alliances; this behavior has earned them the
hatred of nearly all dragonkind, both good and evil; of course this only serves
to reinforce their policy of isolationism.

\Eco
Yellow dragons may eat nearly anything but prefer to consume meat.
They will usually hunt for creatures that are easy to find and kill; this
allows them to spend as little time as possible out in the open.


\newpage

\monster{Dragon Fisher}
{Mountain cliffs}		%%% Terrain
{Common }			%%% Frequency
{Flocks }			%%% Organization
{Any }				%%% ActivityCycle
{Canivore }			%%% Diet
{Low (5--7) }			%%% Intelligence
{E}				%%% Treasure
{Neutral (Evil)}		%%% Alignment
\vstats{1 -- 20}		%%% No. App
 {2}				%%% Armour Class
 {12, Fl 24 (B)}		%%% MovementS
 {8}				%%% HD
 {13}				%%% THAC0
 {2}				%%% No. ATT
 {2-12/2-12}			%%% Damage/Attack
 {Poison/Breath weapon }        %%% Special Attacks
 {Nil}				%%% Special Defenses
\fstats{Nil}			%%% Magic Resistance
{L (20' long)}                 %%% Size
{Steady (11--12)}		%%% Moral
{2,000}
 

Dragon Fishers are distant relatives to wyvern and dragons.  The look very
similar to a wyvern.

\Com
Their normal attack mode is a diving
attack with both claws.  They can also make a slow pass
and use their tail.  The tail attack does 1-8 points and
the target must save vs poison or lose strength
equivalent to 4d6 minus their constitution for 1d10
turns.  If grounded, these creatures attack with their
bite for 2-20 points of damage.  Their breath weapon is
``{\em fish breath }''.  Target must make save or be sick for 1d6
rounds.

\Hab
They commonly inhabit cliffs overlooking large
water bodies.  Their normal diet consists of fish,
however, they will attack other creatures if they look
like easy prey.

\newpage
