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{
Date: 17 Mar 90 23:57:45 GMT  \\
From: allanm@esther.uucp (Allan J. Mikkola)  \\
Subject: New Monsters  \\
}
\begin{center}
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{\large \sf \copyright \ 1990 by Allan J Mikkola.  All Rights Reserved. \\}
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{
\bf DRAGON, TITANIUM   \\
}
\parindent=50pt
\begin{tabular}{l l}
Climate/Terrain: &  Any mountains            \\
Frequency:       &  Very rare            \\
Organization:    &  Solitary or clan            \\
Activity Cycle:  &  Any            \\
Diet:            &  Special            \\
Intelligence:    &  Supra-genius (19-20)            \\
Treasure:        &  Special            \\
Alignment:       &  Lawful Good            \\
No. Appearing:   &  1 (2-5)            \\
Armor Class:     &  -5 (base)            \\
Movement:        &  12, Fl 45 (C), Jp 3            \\
Hit Dice:        &  18 (base)            \\
THAC0:           &  3 (base)            \\
No. of Attacks:  &  3 + special            \\
Damage/Attack:   &  2-12/2-12/5-50 (5d10)            \\
Special Attacks: &  Special            \\
Special Defenses:&  Variable            \\
Magic Resistance:&  Variable            \\
Size:            &  G (58' base)            \\
Morale:          &  Fearless (19-20)            \\
XP Value:        &  Variable            \\
\end{tabular}           

\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,Tx2&18,000 \\
 9 &140-162&128-147&-10&36d8+9 &6 5 4 3 2 1/2 2            &65\%& H,W,Tx2&19,000 \\
10 &162-170&147-158&-11&40d8+10&7 6 5 4 3 2 1/2 2 2        &70\%& H,W,Tx2&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,Tx3&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,Tx3&22,000 \\
\hline
\end{tabular}
\end{center}
{
\indent 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 en-
countered 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 a 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 on one like the silver, and they also have two
smaller "fins on the sides of their necks; otherwise, they are nearly identi-
cal to silver dragons.  \\
\indent  Titanium dragons speak their own language, 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
5\% per age category of the dragon.  \\
\\

\underline{Combat}:  Because of their great strength, few intelligent creatures willingly
attack a titanium dragon; those that do, usually meet with a swift death. A
titanium dragon will attack unprovoked only if it witnesses acts of great
evil.  In combat, they use \_prayer\_ and \_luck bonus\_; they also make heavy use
of spells (if the situation warrants), especially those of the evocation and
conjuration schools.  Creatures summoned via spells will always be of good
alignment.  \\
\\
\underline{Breath Weapon/Special Abilities}:  A titanium dragon has two breath weapons,
each of which may be used once every three combat rounds.  The first type is
similar to a 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 receives 1/2 normal damage (save vs.
breath weapon for 1/4 damage).  The burst radius is of any size the dragon
wishes up to 10' per age category of the dragon.  Creatures caught in the
area of effect may save vs. breath weapon for 1/2 damage.  \\
\indent The second breath weapon is a 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 vs. breath weapon for 1/2 damage);
the possible number of affected targets is equal to the number of hit dice of
the breath attack; each additional arc loses 1d8 of damage.  Thus, a juvenile
titanium dragon can affect up to 16 targets with this breath weapon.  The
first target hit suffers 16d8+4 points of 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 to the originating dragon, or to any
other lawful good dragon, and there is only a 50% chance that the chain will
arc to a creature with immunity to electricity.  If a chain gets out of hand,
the originating dragon can end it at will. \\
\indent 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. \\
\indent At birth, titanium dragons are immune to fire and electricity.  They may
also \_polymorph self\_ four times per day as a gold dragon can.  As they age,
they gain the following additional powers:  Young:  \_wall of fire\_ three times
per day.  Juvenile:  \_prayer\_ two times per day.  Adult:  \_luck bonus\_ once a
day (this is identical to the gold dragon's \_luck bonus\_ except the bonus is
+2 instead of +1).  Mature Adult:  \_true seeing\_ (priest version); the
duration of this ability is permanent.  Very old:  \_monster summoning VII\_
once per day (summoned monsters will always be of good alignment).  Venerable:
\_prismatic sphere\_ once per day. \\
\\
\underline{Habitat/Society}:  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). \\
\indent 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.  \\
\\
\underline{Ecology}:  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
{
OK, so I admit it; the titanium dragon, as originally presented is too strong.
Therefore, I am reworking it to put it more in line with other *2nd ed.* type
dragons.  My original goal was to make the titanium dragon a step above the
gold, and (IMHO) I did this, for the most part.  However, I *did* go a bit
overboard on spells (as you will see, they have been *seriously* reduced) and
I suppose :) breath weapon damage.  These (and other flaws) have been corrected
and I think the result is more in line with what I had in mind in the first
place.  Of course, if you think it is still too powerful, don't use it! \\
\\
}
\parindent=0pt
{\bf DRAGON, TITANIUM (Mark II) \\ } 
\parindent=50pt
\begin{tabular}{l l}
Climate/Terrain: &  Any mountains           \\
Frequency:       &  Very rare           \\
Organization:    &  Solitary or clan           \\
Activity Cycle:  &  Any           \\
Diet:            &  Special           \\
Intelligence:    &  Supra-genius (19-20)           \\
Treasure:        &  Special           \\
Alignment:       &  Lawful Good           \\
No. Appearing:   &  1 (2-5)           \\
Armor Class:     &  -4 (base)           \\
Movement:        &  12, Fl 45 (C), Jp 3           \\
Hit Dice:        &  18 (base)           \\
THAC0:           &  5 (base)           \\
No. of Attacks:  &  3 + special           \\
Damage/Attack:   &  2-12/2-12/5-50 (5d10)           \\
Special Attacks: &  Special           \\
Special Defenses:&  Variable           \\
Magic Resistance:&  Variable           \\
Size:            &  G (58' base)           \\
Morale:          &  Fearless (19-20)           \\
XP Value:        &  Variable           \\
\end{tabular}           

\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,Tx2&  18,000   \\
 9& 140-162& 128-147&  -9& 36d6+9 & 2 2 2 2 2 1/1           &  55\% &  H,W,Tx2&  19,000   \\
10& 162-170& 147-158& -10& 40d6+10& 3 2 2 2 2 2 1/1 1       &  60\% &  H,W,Tx2&  20,000   \\
11& 170-178& 158-166& -11& 44d6+11& 3 2 2 2 2 2 2 1/2 1 1   &  65\% &  H,W,Tx3&  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,Tx3&  22,000   \\
\hline
\end{tabular}
\end{center}

\parindent=0pt
{
\underline{Breath Weapon/Special Abilities}:  \\
$>$A titanium dragon has two breath weapons,\\
$>$each of which may be used once every three combat rounds.  \\
\\
If you don't like this (which is what the 2nd ed. gold has) change it to:
A titanium dragon has two breath weapons; one breath attack (regardless of
composition) may be made every three rounds, as long as the same type is not
used more than three times in a 10-round period.
Personally, I'll keep it the way it is. \\
\\
$>$    The second breath weapon is a 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 vs. breath weapon for 1/2 damage); \\
$>$the possible number of affected targets is equal to the number of hit dice of \\
$>$the breath attack; each additional arc loses 1d8 of damage.  Thus, a juvenile \\
$>$titanium dragon can affect up to 16 targets with this breath weapon.  The \\
$>$first target hit suffers 16d8+4 points of damage, the second 15d8+4, the third \\
$>$14d8+4, etc.   \\
\\
change all those references of "d8" to "d6" and that should do it. \\
\\
Oh yeah, one last thing:  concerning that "rumor" about the ancient T-dragon
killing 5 reds w/ one breath attack; now that the potency of the breath attack
has been reduced, I think it's safe to say that this is a totally unfounded
rumor with little or no basis in fact.  'Nuff said! \\
\\
I now think that the titanium dragon fits *much* better with others of its
kind, but just so you don't believe me, here's a quick comparison vs. the 2nd 
ed. gold dragon:  AC is now identical; HD:  titanium is 2 better (but I don't 
think a 26 HD creature is that bad - after all, the strongest elemtals are 24 
HD); THAC0: same (only because the DMG says 5 is the best THAC0 a monster can 
have); claw \& bite damage:  titanium is somewhat better; Breath Weapon: 
identical on the high side, titanium is better on the low side - each has two 
types; Spells (@ Great Wyrm stage): titanium has an extra 1st, 2nd, 8th, and 
9th wizard, but gold has an extra 3rd and 4th priest; MR: identical (except at 
stage 4); special abilites:  gold: 8 (counting \_water breathing\_, \_speak with 
animals\_, and \_polymorph\_), titanium: 7 (including \_polymorph\_); immunities: 2 
each.  As far as the titanium not having enough treasure, it is identical to 
the gold (@ Great Wyrm stage) except is has type W instead of type R.  Oh yeah,
one last thing, XP (@ Great Wyrm stage):  gold 20K, titanium 22K.  Personally,
I think all dragons are under-rated in terms of XP Value. \\

OK, so now what do you think? Better? I hope so.  Addtional comments welcome. \\


\newpage

{ \bf DRAGON, WAR \\ }
\begin{tabular}{l l}
Climate/Terrain: &  Any  \\
Frequency:       &  Rare  \\
Organization:    &  Renegade:  solitary or clan; Normal:  pairs or groups   \\
Activity Cycle:  &  Any  \\
Diet:            &  Special (Carnivore)  \\
Intelligence:    &  Low (5-7)  \\
Treasure:        &  Special  \\
Alignment:       &  CG (25\%), CN (50\%), CE (25\%)  \\
No. Appearing:   &  Renegade:  1 (2-5); Normal:  2-20  \\
Armor Class:     &  -2 (base)  \\
Movement:        &  14, Fl 38 (C)  \\
Hit Dice:        &  13 (base)  \\
THAC0:           &  7 (base)  \\
No. of Attacks:  &  3 + special  \\
Damage/Attack:   &  2-12/1-12/4-40 (4d10)  \\
Special Attacks: &  Special  \\
Special Defenses:&  Variable  \\
Magic Resistance:&  Variable  \\
Size:            &  G (44' base)  \\
Morale:          &  Champion (15-16)  \\
XP Value:        &  Variable  \\
\end{tabular}
\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,Vx2 & 11,000 \\
 7 &  93-106 & 82-96  &  -5 & 14d10+7  & Nil & 65\% &  E,Y,Vx2 & 13,000 \\
 8 & 106-126 & 96-116 &  -6 & 16d10+8  & Nil & 70\% &  E,Y,Vx2 & 15,000 \\
 9 & 126-144 &116-134 &  -7 & 18d10+9  & Nil & 75\% &  E,Y,Vx3 & 16,000 \\
10 & 144-152 &134-142 &  -8 & 20d10+10 & Nil & 80\% &  E,Y,Vx3 & 18,000 \\
11 & 152-164 &142-150 &  -9 & 22d10+11 & Nil & 85\% &  E,Y,Vx3 & 19,000 \\
12 & 164-170 &150-156 & -10 & 24d10+12 & Nil & 90\% &  E,Y,Vx4 & 20,000 \\
\hline
\end{tabular}
{\\ \tiny *  renegades only; see below \\ }
\end{center}
\parindent=0pt
{
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 align-
ment has a unique head, as well as minor differences in colorations.  All
three types have black bodies and heads.  CG types have a silver neck, tail,
and wings; their heads are similar in shape to a silver dragon's.  CN war
dragons have a gray neck, tail, and wings, and heads similar to that of a 
brass dragon.  CE 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. \\
\\
\underline{Combat}:  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. \\
    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 some-
times caught in a tough fight with no remaining breath attacks. \\
\\
\underline{Breath Weapon/Special Abilities}:  Each of the three types of war dragons have
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:  cone
of fire/frost:  80' long, 5' wide at the mouth, and 30' wide at the end; gas
cloud:  50' long, 50' wide, and 40' high; lightning bolt:  100' long and 5'
wide; acid stream:  75' long and 5' wide.  CG war dragons may breathe (and are
immune to) fire, lightning, and gas; CNs may employ (and are immune to) fire,
gas, and frost; CE types 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:  Young:
\_protection from normal missiles\_ three times per day.  Young adult:  \_minor
globe of invulnerability\_ twice per day.  Mature adult:  \_globe of invulnera-
bility\_ once per day.  Old:  \_anti-magic shell\_ once per day.  Very old:
\_spell turning\_ three times per week.  Wyrm:  \_prismatic wall\_ twice per week. \\
    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 \_prismatic wall\_, which will obviously
cover only one side of it.  Being immobile, the \_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).  \\
\\
\underline{Habitat/Society}:  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 h.p. 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. \\
    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. \\
\\
\underline{Ecology}:  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. CE 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. \\
}
\newpage
{ \bf DRAGON, SKUNK \\ }
\begin{tabular}{l l}
Climate/Terrain: &  Temperate mountain valleys and subterranean \\
Frequency:       &  Very Rare \\
Organization:    &  Solitary or clan \\
Activity Cycle:  &  Any \\
Diet:            &  Special \\
Intelligence:    &  Average (8-10) \\
Treasure:        &  Special \\
Alignment:       &  Chaotic Evil \\
No. Appearing:   &  1 (2-5) \\
Armor Class:     &  1 (base) \\
Movement:        &  12, Fl 35 (C), Sw 12 \\
Hit Dice:        &  12 (base) \\
THAC0:           &  9 (base) \\
No. of Attacks:  &  3 + special \\
Damage/Attack:   &  1-6/1-6/2-16 + 1 \\
Special Attacks: &  Special \\
Special Defenses:&  Variable \\
Magic Resistance:&  Variable \\
Size:            &  G (28' base) \\
Morale:          &  Fanatic (17-18) \\
XP Value:        &  Variable \\
\end{tabular}
      
\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,Ox2,X   &  8,000 \\
 6 &  41-51 &  36-44  &  -1 &  12d6+6  & 2   &  15\% &  G,Ox3,Xx2  &  9,000 \\
 7 &  51-60 &  44-52  &  -2 &  14d6+7  & 3   &  20\% &  G,Ox3,Xx2  & 11,000 \\
 8 &  60-68 &  52-60  &  -3 &  16d6+8  & 4   &  25\% & Gx2,Ox3,Xx3 & 12,000 \\
 9 &  68-78 &  60-68  &  -4 &  18d6+9  & 5   &  30\% & Gx2,Ox3,Xx3 & 14,000 \\
10 &  78-86 &  68-75  &  -5 &  20d6+10 & 6   &  35\% & Gx3,Ox4,Xx3 & 15,000 \\
11 &  86-96 &  75-82  &  -6 &  22d6+11 & 7   &  40\% & Gx3,Ox4,Xx4 & 17,000 \\
12 &  96-105&  82-90  &  -7 &  24d6+12 & 8   &  45\% & Gx3,Ox4,Xx4 & 18,000 \\
\hline
\end{tabular}
\end{center}
{
\indent 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 dra-
gons, 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. \\
\\
\underline{Combat}:  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 tech-
niques.  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. \\
\\
\underline{Breath Weapon/Special Abilities}:  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 cone of acidic frost 80' long, 5' wide
at the dragon's mouth, and 30' wide at the base; the second is a 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-
tended period of time (5 minutes per age category of the dragon).  As they 
age, they gain the following additional powers:  Juvenile:  \_darkness\_ three
times per day in a 10' radius per age category of the dragon.  Adult: \_corrupt
water\_ (as per black dragon).  Very old:  \_acid rain\_ once per day:  an acidic
rain falls for 2 rounds per age category of the dragon (radius of 10' per age
category); opponents caught in this rain suffer 1d10 points of damage per 
round (save vs. spell for 1/2 damage); additionally, every 5 rounds, each 
victim must make saves vs. acid for all possessions.  Wyrm:  \_ice storm\_ once
per day.  A skunk dragon casts its spells and uses its special abilities at
5th level, plus its combat modifier. \\
\\
\underline{Habitat/Society}:  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. \\
\\
\underline{Ecology}:  Skunk dragons can eat nearly anything, but prefer fish, aquatic
animals, and other medium-sized creatures that can be found in their 
territory.  \\
}

\newpage
{ \bf DRAGON, CRESTED  \\ }
\begin{tabular}{l l}
Climate/Terrain: & Temperate wooded hills and mountains and subterranean \\
Frequency:       & Very rare \\
Organization:    & Solitary or clan \\
Activity Cycle:  & Any \\
Diet:            & Special \\
Intelligence:    & High (13-14) \\
Treasure:        & Special \\
Alignment:       & Neutral Evil \\
No. Appearing:   & 1 (2-5) \\
Armor Class:     & -2 (base) \\
Movement:        & 9, Fl 30 (C), Sw 9, Jp 3 \\
Hit Dice:        & 13 (base) \\
THAC0:           & 7 (base) \\
No. of Attacks:  & 3 + special \\
Damage/Attack:   & 1-8/1-8/3-30 (3d10) \\
Special Attacks: & Special \\
Special Defenses:& Variable \\
Magic Resistance:& Variable \\
Size:            & G (42' base) \\
Morale:          & Fanatic (17-18) \\
XP Value:        & Variable \\
\end{tabular}

\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,Tx2  &17,000 \\
10 &116-124& 78-82 & -8 &20d10+10& 2 2 2 2   & 60\% & H,S,Tx2  &18,000 \\
11 &124-132& 82-90 & -9 &22d10+11& 3 2 2 2/1 & 65\% &Hx2,S,Tx2 &19,000 \\
12 &132-142& 90-98 &-10 &24d10+12& 3 3 2 2/2 & 70\% &Hx3,S,Tx2 &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 dGwn 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. \\
\\
\underline{Combat}:  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 +laws 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. \\
\\
\underline{Breath Weapon/Special Abilities}:  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.  As they
age, they gain the following additional powers:  Young:  \_affect normal fires\_
three times per day.  Juvenile:  \_water breathing\_.  Adult: \_suggestion\_ once
per day.  Old:  \_wall of fire\_ once per day.  Venerable:  \_hypnotism\_ once per
day.  Great Wyrm:  \_pass without trace\_ three times per day.  Crested dragons
cast spells and use their special abilites at 8th level, plus their combat 
modifier. \\
\\
\underline{Habitat/Society}:  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. \\
\\
\underline{Ecology}:  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
{ \bf DRAGON, CRIMSON \\ }
\begin{tabular}{l l}
Climate/Terrain: & Subtropical and temperate hills and mountains  \\
Frequency:       & Very rare  \\
Organization:    & Solitary or clan  \\
Activity Cycle:  & Any  \\
Diet:            & Special  \\
Intelligence:    & Exceptional (15-16)  \\
Treasure:        & Special  \\
Alignment:       & Neutral (5\% each with LN and CN tendancies)  \\
No. Appearing:   & 1 (2-5)  \\
Armor Class:     &  -1 (base)  \\
Movement:        & 12, Fl 36 (C), Jp 3  \\
Hit Dice:        & 12 (base)  \\
THAC0:           & 9 (base)  \\
No. of Attacks:  & 3 + special  \\
Damage/Attack:   & 1-8/1-8/3-30  \\
Special Attacks: & Special  \\
Special Defenses:& Variable  \\
Magic Resistance:& Variable  \\
Size:            & G (42' base)  \\
Morale:          & Fanatic (17-18)  \\
XP Value:        & Variable  \\
\end{tabular}
 
\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,Zx2 &19,000 \\
12 &158-166&130-142 & -9 & 36d6+12& 2 2 2 2 2/2 & 60\% &G,S,X,Zx3 &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 LN tendancies, and the other half are
neutral with CN 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. \\

\underline{Combat}:  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. \\

\underline{Breath Weapon/Special Abilities}:  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 follow-
ing 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 dis-
perse it.  Any fire (such as torches carried by victims) will set the cloud 
ablaze immediately and any damage caused (such as from a \_fireball\_) will be
cumulative with the breath weapon damage.  A favorite tactic of the crimson
dragon is to cast a \_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:  Juvenile:  \_flaming sphere\_ three times per day.
Adult:  \_wall of fire\_ twice per day.  Old:  \_telekinesis\_ twice per day.
Venerable:  \_reverse gravity\_ once per day.  Wyrm:  \_incendiary cloud\_ twice
per week.  Crimson dragons cast spells and use their special abilities at 8th
level, plus their combat modifier. \\

\underline{Habitat/Society}:  Like red dragons, crimsons can be found in hilly or moun-
tainous 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-
quently.  This is due mainly to the fact they are often mistaken for red dra-
gons 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. \\

\underline{Ecology}:  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


{\bf DRAGON, SCARLET \\ }
\begin{tabular}{ll}
Climate/Terrain: & Temperate hills and mountains  \\
Frequency:       & Very rare  \\
Organization:    & Solitary or clan  \\
Activity Cycle:  & Any  \\
Diet:            & Special  \\
Intelligence:    & Genius (17-18)  \\
Treasure:        & Special  \\
Alignment:       & Lawful Good  \\
No. Appearing:   & 1 (2-5)  \\
Armor Class:     & -3 (base)  \\
Movement:        & 10, Fl 32 (C), Jp 3  \\
Hit Dice:        & 15 (base)  \\
THAC0:           & 5 (base)  \\
No. of Attacks:  & 3 + special  \\
Damage/Attack:   & 1-12/1-12/3-36  \\
Special Attacks: & Special  \\
Special Defenses:& Variable  \\
Magic Resistance:& Variable  \\
Size:            & G (46' base)  \\
Morale:          & Fanatic (17-18)  \\
XP Value:        & Variable  \\
\end{tabular}

\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,Tx2,Z &15,000 \\
 9&132-150&120-138& -8&18d12+9  ( 9,4)&2 2 2 2/2      &55\%& H,Tx2,Z &17,000 \\
10&150-160&138-146& -9&20d12+10 (10,5)&2 2 2 2 1/2 1  &60\%&H,Tx2,Zx2&18,000 \\
11&160-170&146-156&-10&22d12+11 (11,5)&2 2 2 2 2/2 2  &65\%&H,Tx2,Zx2&19,000 \\
12&170-178&156-164&-11&24d12+12 (12,6)&3 2 2 2 2/2 2 1&70\%&H,Tx2,Zx3&20,000 \\
\hline
\end{tabular}
\end{center}

{
Scarlet dragons are related to red and crimson dragons; in appearance, a scar-
let dragon is nearly identical to a crimson dragon, with the following excep-
tions:  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 dra-
gons, 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. \\
\\
\underline{Combat}:  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. \\

\underline{Breath Weapon/Special Abilities}:  A scarlet dragon's breath weapon is a 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:  Very
Young:  \_faerie fire\_ three times per day.  Juvenile:  \_flaming sphere\_ three
times per day.  Adult:  \_wall of force\_ twice per day.  Old:  \_moonbeam\_ twice
per day.  Mature adult: \_flame strike\_ once per day.  Wyrm: \_prismatic sphere\_
three times per week. \\

\underline{Habitat/Society}:  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 ex-
plain 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. \\

\underline{Ecology}:  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
\begin{center}
{*****************************************************************************}
\parbox{5.5in}
{ 
	Hello Fellow Gamers, 
 
		To take the edge off of the most bodaciously powerful dragons 
        that have been presented thus far (that would take out anything but a 
        bogus dose of biological warfare) we proudly present dragons that wouldn't
	involve Thor on an overdose of testosterone or Zeus hooked up to an
	antimatter/matter reactor to defeat.              
}

{ \large \em Presenting, \\ }
{ \huge \bf The Dragons of the Reef: \\ }
\vspace{0.12in}	
{\bf DRAGON, REEF (like surf's up, dude!) \\ }
\vspace{0.12in}
\begin{tabular}{ll} 
Climate/Terrain: & Surf, Sand, and Water on small tropical islands, \\
                 & as well as anywhere Dragon-Babes can be found.    \\
Frequency:       & Very Rare    \\
Organization:    & hangin' loose                \\
Activity Cycle:  & about 2pm (wake up) to 6am (last pinapple beer)    \\
Diet:            & Pineapple beer, roast wild boar, bananas    \\
Intelligence:    & Questionable, definitely alien    \\
Treasure:        & Sun Tan lotion, RADICAL magical surf boards, golden tan \\
Alignment:       & Chaotic Good (CHILLIN' RADICAL)\\
No. Appearing:   & 1-100(Depending on availability of Beer, Babes, Waves)  \\
Armor Class:     & 4 (10 without board)    \\
Movement:        & 12 without board, 100 with board (on water)    \\
Hit Dice:        & 3                              \\
THAC0:           & all really depends on who we want to hit on, 'mon.    \\
No. of Attacks:  & "why attack, it hurts my karma, man?"    \\
Damage/Attack:   & (see No. of Attacks)                        \\
Special Attacks: & 1:58am belch.    \\
Special Defenses:& dat rad board, dude    \\
Magic Resistance:& would depend on the magic, 'mon    \\
Size:            & S (15 cm)        \\
Morale:          & depends on how hardy we are partying, Ace!    \\
XP Value:        & depends on how much you party with us, dude!    \\
\end{tabular}  
\end{center} 

{
	Dragons of the Reef are small dragons that inhabit the Isle of Four
Winds in the middle of the Sargo Sea.  The dragons are a mutation from the
orginals and have been isolated from normal dragon culture and have not picked
up the nuances that say "Kill, main, destroy and pick up treasure".  They will
greet adventures with a lei and personalized boards for the adventures.  This
odd behavior (and the odd size of the dragon) will come as some shock to your typical
party, as will the fact the dragons have almost no treasure.  The breath weapon
of the dragons of the reef is a belch that can be delivered at any time, but
1:58am happens to be the most effective time.  The belch can be resisted with
a save vs posion at +5.  Those that don't save decide to take up surfing as
a permanant lifestyle.  Those affected eventually mutate into a Dragon of the
Reef, to PARTY ON, dude.   \\
\\ 
	A person affected by the belch can be shocked out of the trance by
being read either econometrics or biochemical metabolism, either one will
be heinously painfull enough to remove the compulsion, man. \\
 
 
 
{ Thanks to A. J. Mikkola for all the dragons.  Satire is known as a compliment.  PLEASE NO SPELLING FLAMES (I know my spelink isn't so hot) \\ }
\parindent=300pt
{
\\ 
\indent -with fried software in Riverside \\
 
\indent	Aaron Miaullis (cyborg@ucrmath.ucr.edu)  \\
}
}
}
\end{document}

