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Deathfog                            Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Old battlefields, haunted and cursed lands
FREQUENCY:          Very Rade
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Night
DIET:               Life energy
INTELLIGENCE:       Very to High (11-14)
TREASURE:           Nil
ALIGNMENT:          Neutral Evil
------------------------------------------------------------------------------
NO. APPEARING:      1
ARMOR CLASS:        -8, see below
MOVEMENT:           24
HIT DICE:           7+1
THAC0:              5
NO. ATTACKS:        4
DAMAGE/ATTACK:      Special
SPECIAL ATTACKS:    Energy drain, fear envelopment
SPECIAL DEFENCES:   Magic weapons to hit, immune to mental attack.
MAGIC RESISTANCE:   20%
SIZE:               M to L
MORALE:             Champion
XP VALUE:           3,000

The Deathfog is a glowing, sickly greenish cloud of intelligent, malevolent
energy.  It thrives on the life force of its victims which it persues
mercilessly and with great cunning.  Deathfogs are most commonly found on old
battlefields, unwholsome swamps inhabited by evil beings, or otherwise cursed
lands.  They are relatively common on the plane of Ravensloft, especially in
the Mists.

COMBAT:  Deathfogs feed on the life forces of living, and preferably
intelligent beings.  All living creatures of less than 3 hit dice flee from
deathfogs on sight.  Those with 3 to 6 hit dice suffer the effects of a fear
spell.  All higher level creatures are free to act as they see fit.  Deathfogs
are immune to mental attacks and are only hit by magical weapons (see below).

Deathfogs attack by lashing their victims with vaporous pseudopods inflicting
1d6 points of rotting damage and forcing the victim to save vs. paralyzation
or lose 1d6 strength points (they return at a rate of 1 per day).  The rotting
damage must heal naturally at 1/4 the normal rate.  If the victim's strength
is reduced to less than 3, he is too weak to move.  At zero, the victim falls
unconscious.

Deathfogs have another, more fearsome form of attack: envelopment.  If a
deathfog envelopes, that is the only attack it may make that round.  Enveloped
victims must save vs. death magic or be killed outright, their life forces
devoured by the fog.  If the save is made, the victim loses one level, 1d6
strength points and sustains 1d6 points of rotting damage.

As the fog has little real substance, the creature must make an envelopment
attack each round to keep its victim inside.  A typical deathfog tactic is to
lash all foes in its vicinity until they are too weak to resist.  It can then
devour them at its leisure.

A deathfog's sadism knows no bounds.  Against weak or helpless victims it can,
and usually does, envelope and attack less vigorously, thereby prolonging its
victim's agony; often, a death that should be nearly instantanious can take
hours.  Deathfogs may also release a weakened victim, allowing him to think he
has escaped, then hunt him down later, much like a cat plays with a mouse
before eating it.  To make matters worse, since deathfogs are telepathic, they
taunt their victims mercilessly.

As powerful as they may seem, deathfogs are not invulnerable.  Fire-based
attacks inflict double damage, and they can be harmed by many spells.  While
most normal weapons are useless against deathfogs, there are exceptions.
Flaming oil inflicts double damage, and weapons dipped in burning oil will do
normal damage.  Against flaming oil, a deathfog has armor class 7, against
dipped weapons, it has an armor class of 0.  Fire elementals are immune to
deathfog attacks, and can destroy them with ease.

Perhaps the deathfog's greatest vulnerability is to sunlight.  Spells which
produce sunlight, such as the various sunrays, will usually kill it instantly,
permanantly stripping 2 hit dice per die inflicted.  In normal sunlight, a
deathfog looses one hit die per round permanently (see ecology).

Deathfogs have ESP and empathy and are difficult to surprise.  Furthermore, if
things get too dangerous, they can seep into the ground, into timbers, etc.
Deathfogs are extremely good at hiding in this way, and will often ambush
potential victims from underground.

HABITAT:  As was stated before, deathfogs inhabit cursed, evil places.  They
are solitary creatures and have no real culture.

ECOLOGY: Deathfogs are clouds of congealed malevolent energy.  They do not
reproduce per se, but rather they condense.  They tend to form in places where
great acts of evil were committed, or any place else that is sufficiently
suffused with evil.  They seek to expand their evil realms by feeding on
victims in bordering areas.

For every 1,001 levels drained, the deathfog gains one hit die.  Victims
killed by deathfogs do not become undead because all that remains is dust.
Deathfogs by their very nature destroy living things, and have a disasterous
effect on the local ecology.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Deer, Silver-horned               Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Temperate plains and forest
FREQUENCY:          Rare
ORGANIZATION:       Herds
ACTIVITY CYCLE:     Day
DIET:               Herbivore
INTELLIGENCE:       Animal (1)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   2-24
ARMOR CLASS:        6 (7 for does, 10 for fawns)
MOVE:               24
HIT DICE:           3+1 (2 for does, 1/2 for fawns)
THAC0:              17 (19 for does, 20 for fawns)
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d6
SPECIAL ATTACKS:    Buck (1d4/1d4)
SPECIAL DEFENSES:   None
MAGIC RESISTANCE:   Nil
SIZE:               L
MORALE:             Average (8-10)
XP VALUE:           120
   Does              65
   Fawns              7

These look like normal deers except that their horns look to be silver.  In
fact the horns are made up of 5% silver.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Demonette, Bijou                        Luan Dalgari (chx38@seq1.keele.ac.uk)
==============================================================================

CLIMATE/TERRAIN:    The Abyss
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Omnivore
INTELLIGENCE:       Very (11-12)
TREASURE:           Special
ALIGNMENT:          Chaotic evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2 (50 known to exist)
ARMOR CLASS:        -10
MOVE:               15
HIT DICE:           330 hit points
THAC0:              -5
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1-12/1-12/1-12 (+20)
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   75%
SIZE:               M (6' tall)
MORALE:             Fearless (19-20)
XP VALUE:           26,150

Bijou demonettes are onyx black in colour.  They are humanoid in appearance,
they have very short black hair.  Their faces are all exactly alike.  The only
manner of distinguishing them is to examine their short canine teeth, which
on each individual demonette have different pits and scars.

Bijou demonettes have limited spell use, which is:

            ** Polymorph self **   1/day
            ** Darkness **         1/day
            ** Fireball 20d6 **    1/day

When they enter combat they wield magical onyx hammers, which have a magical
bonus of +6, the hammers can be wielded by anyone if a proficiency slot is
expended.  The hammers do 1-12 points of damage on small and medium sized
targets, and 2-16 points on large sized targets, although in the hands of a
non-demonette the weapon has only a +3 magical bonus.

Bijou demonettes are unaffected by any sort of psionic attack or discipline.

Bijou demonettes are often found leading legions of lower ranked demonettes
(Blad, Forn, and Crand) into battle on behalf of any major demonette lord.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
                    
Demonette, Lesser                       Luan Dalgari (chx38@seq1.keele.ac.uk)
==============================================================================

                    Blad                Forn                Crand
CLIMATE/TERRAIN:    The Abyss           The Abyss           The Abyss
FREQUENCY:          Common              Uncommon            Rare
ORGANIZATION:       Bands               Bands               Band
ACTIVITY CYCLE:     Any                 Any                 Any
DIET:               Omnivore            Omnivore            Omnivore
INTELLIGENCE:       Low (5-7)           Low (5-7)           Low (5-7)
TREASURE:           Nil                 Nil                 Nil
ALIGNMENT:          Chaotic evil        Chaotic evil        Chaotic evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-20                1-10                1-8
ARMOR CLASS:        6                   4                   0
MOVE:               6                   9                   12
HIT DICE:           2                   4                   6
THAC0:              16                  15                  13
NO. OF ATTACKS:     2                   3                   4
DAMAGE/ATTACK:      1-6/1-6             1-8/1-8/1-12        1-10/1-10/2-16
SPECIAL ATTACKS:    See below           See below           See below
SPECIAL DEFENSES:   See below           See below           See below
MAGIC RESISTANCE:   Nil                 Nil                 Nil
SIZE:               M                   L                   H
MORALE:             Elite (13-14)       Champion (15-16)    Fanatic (17-18)
XP VALUE:           120                 270                 2,000

BLAD DEMONETTE
These are the weakest of all demonette kind.  They are man-sized, although
their torsos are oversized in relation to their arms and legs.  They are a
dull green in colour, each appearing identical to all others.  Blad's are what
usually form the main ranks of any demonette army.  Although the weakest of
demonette kind, they have a strength equivalent to 18/75.

FORN DEMONETTE
These are the next weakest of demonette kind.  They are of a large size,
almost equal to that of an ogre.  They are a mottled brown colour, each
individual appearing different because of the mottling.  They are physically
quite strong, having a 19 strength.  They are generally used as reserve units
in demonette armies.

CRAND DEMONETTES:
These are the strongest so far known of non-master demonettes.  They are
large, towering over all save titans.  Their mere presence causes fear in any
creature of less than 1 hit die.  They are all of individual colours owing to
their battle tradition of painting themselves.  They have never been seen out
of battle situations.  They are only affected by silver or magical weapons.
Holy water cause 2d20 points of damage.  They typically form the task of path
clearing, and rank breaking which enables other demonettes to enter the fray.
They are front rank troops.  They regenerate 1 hit point per round.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Demonette, Or-ren                       Luan Dalgari (chx38@seq1.keele.ac.uk)
==============================================================================

CLIMATE/TERRAIN:    The Abyss
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Omnivore
INTELLIGENCE:       Very (11-12)
TREASURE:           Special (see below)
ALIGNMENT:          Chaotic evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2
ARMOR CLASS:        -14
MOVE:               21
HIT DICE:           500 hit points
THAC0:              -10
NO. OF ATTACKS:     5
DAMAGE/ATTACK:      1-12/1-12/1-12/1-12/1-12 (+25)
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   95%
SIZE:               M (6' tall)
MORALE:             Fearless (19-20)
XP VALUE:           55,000

Or-ren demonettes are about 6' tall, completely gold in colour.  Their skin is
completely light absorbant, in that they cast no shadow.  They are humanoid,
and very thickly muscled (giving a strength equivalent to 25), and they are
totally hairless.

They have quite extensive magic use and may use any magic-user spell up to and
including 7th level may be cast twice a day.

In combat they wield +6 golden hammers (damage 1-12/2-16).  When using these
hammers a to hit roll in excess of 15 (i.e., if a to hit roll of 3 is needed,
then a 19 or greater) causes the loss of 1-4 energy levels.  This power of the
hammer is lost in the hands of a non-demonette.  In the hands of a
non-demonette, the hammer has only a +4 magical bonus.

They are completely immune to any form of psionic attack or discipline.

If a successful vorpal attack is used on the demonette, then they will not
lose any limbs, but rather their current hit points will be halved.

They regenerate 1/4 of their current hit points a round.  They can only be
affected by +5 or better magical weapons.

They can summon other demonettes to their aid:
         1-4 Steren Demonettes
         1-8 Bijou Demonettes

They also have the ability to blink at will up to 120' from their current
location. This ability can also be used if they lose initiative to avoid being
damaged.  If this is the case then there is only a 5% chance of the blinking
before each attack.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Demonette, Orth-Non                     Luan Dalgari (chx38@seq1.keele.ac.uk)
==============================================================================

CLIMATE/TERRAIN:    The Abyss
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Omnivore
INTELLIGENCE:       Very (11-12)
TREASURE:           Special (see below)
ALIGNMENT:          Chaotic evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-4
ARMOR CLASS:        -8
MOVE:               21
HIT DICE:           250 hit points
THAC0:              5
NO. OF ATTACKS:     4
DAMAGE/ATTACK:      1-12/1-12/1-12/1-12 (+12)
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   60%
SIZE:               M (6' tall)
MORALE:             Fearless (19-20)
XP VALUE:           40,000

Orth-Non demonettes are the muscle of an army, they are used for removing
solid objects such as gates, boulders and barriers.  These solid beasts can
attack twice per round with each hand, or stand toe to base with an object and
pound at it until it breaks.

In combat orth-nons use a small hammer in each hand which does 1-12 damage
plus a further 12 points per attack, this bonus is the result of strength and
style.  If no weapon is used the damage is 12 per attack.  The hammers are
silver, and worth about 800 gold pieces each, to use the hammer a strength of
at least 22 is required.

Orth-Non demonettes are humanoid creatures about 6.5' tall.  They are a shiny
green in colour and covered in rippling muscles.  They have thick black hair
covering their bodies from the lower chest down, their torso is covered in a
thick green slime, and the visible flesh appears very lumpy.

The lumpy flesh with the slime makes the orth-non immune to all missiles
except those from catapults and ballistae, this enables them to pummel castle
walls without fear of archers.

Their strength is equivalent to 23.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Demonette, Steren                       Luan Dalgari (chx38@seq1.keele.ac.uk)
==============================================================================

CLIMATE/TERRAIN:    The Abyss
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Omnivore
INTELLIGENCE:       Very (11-12)
TREASURE:           Special (see below)
ALIGNMENT:          Chaotic evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2 (25 known to exist)
ARMOR CLASS:        -12
MOVE:               18
HIT DICE:           400 hit points
THAC0:              -6
NO. OF ATTACKS:     4
DAMAGE/ATTACK:      1-10/1-10/1-10/1-10 (+25)
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   85%
SIZE:               M (6' tall)
MORALE:             Fearless (19-20)
XP VALUE:           44,000

Steren demonettes are white in colour.  They are humanoid in form with long
powerful arms and legs.  They have pronounced short canine teeth, which are a
golden colour.  They have short black hair which covers their entire body.  It
is impossible to tell different members of the species apart because of their
uniform appearance.

Steren demonettes have limited spell use, which is:
             
             ** Polymorph self **        1/day
             ** Polymorph other **       1/day
             ** Fireball 15d6 **         1/day
             ** Lightning bolt 15d6 **   1/day

When steren demonettes enter combat they wield magical white hammers, which
have a magical bonus of +6, the hammers can be wielded by anyone expending a
proficiency slot.  They do 1-10 points of damage on small and medium sized
targets, and 2-16 points on large targets.  In the hands of a non-demonette,
the hammer is only of +3 value, although it will still hit and damage other
beings that need +4, +5 or +6 weapons to be hit.  The weapon also loses its
other magical properties.

Steren demonettes are unaffected by any sort of psionic attack or discipline.

When a Steren demonette is using a white hammer a roll of 20 on the to hit
rolls results in an energy level loss.  (This is a function of the hammer.)

Steren demonettes are only hit by magical weapons of +3 or greater value.
They also regenerate 3 hit points per round.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Den-ul-dia (Those of the gods)          Luan Dalgari (chx38@seq1.keele.ac.uk)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Uncommon
ORGANIZATION:       Bands
ACTIVITY CYCLE:     Any
DIET:               None
INTELLIGENCE:       Non to Semi- (0-4)
TREASURE:           Varies
ALIGNMENT:
------------------------------------------------------------------------------
NO. OF APPEARING:   6 / 10-40
ARMOR CLASS:        -1 to -15
MOVE:               24
HIT DICE:           8-16
THAC0:                8 to 9 HD : 6
                    10 to 11 HD : 4
                    12 to 13 HD : 3
                          14 HD : 2
                    15 to 16 HD : 1
NO. OF ATTACKS:     1d8 (check each round)
DAMAGE/ATTACK:      1d8 each (+12 + weapon)
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   Nil
SIZE:               M
MORAL:              Fanatic (17-18)
XP VALUE:
   8 hit dice       14,000              13 hit dice       18,000
   9 hit dice       15,000              14 hit dice       19,000
  10 hit dice       16,000              15 hit dice       20,000
  11 hit dice       17,000              16 hit dice       21,000
  12 hit dice       18,000

Den-ul-dia look like bald, mouthless humans.  They have no neck thus rendering
vorpal attacks useless.  Their arms are very muscled giving a 24 strength.

Den-ul-dia also have limited magic use:
     ** Invisiblity **                                                 1/turn
     ** Anti-magic shell **                                            1/day
     ** Fireball ** (equal to the number of hit dice of the creature)  2/day

A roll of 20 on their to hit roll causes a soul stealing effect.  If the
character is wearing a scarab of protection this drains 3 charges.  The
character is allowed a save vs spells at -10, a fail indicates death.

Den-ul-dia use swords, and there is a 50% chance of one using a magical sword,
and then a 25% chance of having two.  If a sword is magical it is:

	      	01-25   +1
        	26-50   +2
                51-75   +3
                76-90   +4
                91-00   Vorpal (1% +4)

A den-ul-dia never drops its weapons, and is only affected by +3 or better
weapons.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Desert Rave                       Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Desert sands
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Day
DIET:               Carnivore
INTELLIGENCE:       Average
TREASURE:           D
ALIGNMENT:          Chaotic Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-6
ARMOR CLASS:        6 (-1 to armor class per 4 hit points absorbed)
MOVE:               9, Fl 36
HIT DICE:           6 (base, see below)
THAC0:              15
NO. OF ATTACKS:     3 (2 claws, 1 bite)
DAMAGE/ATTACK:      1d4 (per 3 HD) / 1d4 (per 3 HD) / 1d6 (per 3 HD)
SPECIAL ATTACKS:    Hit point absorbtion, see below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   Nil
SIZE:               L (7' tall)
MORALE:             Elite (13)
XP VALUE:           2,000


A desert rave looks much like a hiercosphinx.  They are immune to hold spells
andand charm spells will cause them to attack the chamer after everything else
is dead.  Desert Rave are insane.  They will attack any living being (or
anything that would appear to be living to a dumb creature as possibly alive,
including undead).  They were created magically and are quite willing to
attack their own kind.

A desert rave gains one hit point for each point of damage it inflicts.

For each 4 hit points it gains, its armor class decreases by one.  For every
eight hit points gained it goes up on hit dice.  This can affect the creatures
THACO and damage it does per attack.  For every three hit dice the creature
does 1d4 points of damage for its claw attacks and for every 3 hit dice of
damage it does 1d6 points of damage for its bite attack.  Thus, initially the
creature does 2d4/2d4/2d6 points of damage for each of its attacks.  At 9
hit dice it would do 3d4/3d4/3d6 and at 12 hit dice, 4d4/4d4/4d6, and so on.

Cure spells do geniune damage to the creature.  The injury done by cures will
whittle the hit dice of a desert rave bace down to its basic 6 hit dice.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Desert Shark                                John M. Martz (UMARTZ@UNC.bitnet)
==============================================================================
        (based on After Man: A Zoology of the Future by Dougal Dixon)

CLIMATE/TERRAIN:    Sandy wastelands
FREQUENCY:          Uncommon
ORGANIZATION:       Schools
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Animal (1)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   10-38 (4d8+6)
ARMOR CLASS:        7
MOVE:               Sw 9 (18)
HIT DICE:           4
THAC0:              17
NO. OF ATTACKS:     1 (2)
DAMAGE/ATTACK:      2d6
SPECIAL ATTACKS:    Surprise bonus, feeding frenzy
SPECIAL DEFENSES:   Submersion
MAGIC RESISTANCE:   Nil
SIZE:               M (5' long)
MORAL:              Average (8-10) / Fanatic (17-18)
XP VALUE:           650

The desert shark appears a docile mammal (it has evolved from rodents not
fish).  Short sparse hairs cover its wrinkled pink skin along the entire
length of its sausage-shaped body, from broad nose to long rat-like tail.  A
closer look reveals a blunt, strong head, four powerful shovel-like feet, and
a mouth filled with razor-like teeth.  Its teeth curve inward and are all of
equal length.

Desert sharks commonly rest just below the surface of the sand with only their
eyes and nostrils protruding.  When on the hunt, they swim through the sand
using sensory pits at the end of their noses to detect prey, which is anything
that the school can kill.

COMBAT:  A hunting school of desert sharks is a fearsome killing machine.
Victims have a -3 penalty to their surprise rolls as the sharks swim
underneath them.  During an attack, desert sharks remain mostly submerged
beneath the sand, imposing a -2 to their victims' attack rolls (effectively
making them armor class 5).

Desert sharks bite and thrash their heads for 2d6 points of damage.  When
first blood is drawn, the sharks go into a feeding frenzy; treat as if under
influence of ** haste **.  While in a frenzy, each shark moves at double speed
(18) and receives 2 attacks per round as it attacks wildly.  In addition, its
morale increases to fanatical.  The nature of this frenzy is such that the
sharks will even attack and kill wounded members of their own school.  A
frenzy lasts for 6d4 rounds even if all the original victims are killed; if
there are no wounded victims left alive, the sharks will simply tear the
remains to pieces.

HABITAT:  Desert sharks live in schools where most of the members are related.
A school does not define a territory, rather it wanders in search of prey.
Members from other schools are treated with indifference if hunting is good;
otherwise, a school aggressively attacks rivals as prey.

Males are slightly larger than females, but both are equally aggressive.  They
breed at irregular intervals, usually when food is plenty or the school's
numbers have fallen to low levels.  Each successful mating produces 1 pup.  In
2 out of 10 encounters, 10% of the school will be immature with the same
abilities as the adults except for the following:  2 hit dice; THAC0 19; does
1d6 points of damage per attack; size S (less than 3' long).

ECOLOGY:  Desert sharks range throughout Athas, but they appear to be
particularly common in the Great Alluvial Sand Wastes.  While few species
(e.g., magapedes and sink worms) are natural preditors of desert sharks,
sharks prey on almost anything, including the young of these larger preditors.

Although generally considered a hazard, desert sharks' teeth are often used
for small weapons and decoration.  A rare shark (5%) will have something of
value in its stomach, such gems, coins, or a small magic item (e.g., ring).

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dinosaur, Jurassic               Aardy R. DeVarque (jah7955@exodus.valpo.edu)
==============================================================================
                         (inspired by Jurrasic Park)

                    DILOPHOSAURUS       VELOCIRAPTOR        GALLIMIMUS
CLIMATE/TERRAIN:    Tropical            Tropical            Plains, Forest
FREQUENCY:          Very rare           Very rare           Very rare
ORGANIZATION:       Solitary            Pack                Flock
ACTIVITY CYCLE:     Any                 Any                 Day
DIET:               Carnivore           Carnivore           Herbivore
INTELLIGENCE:       Semi- (2-4)         Semi- (2-4)         Non- (0)
TREASURE:           Nil                 Nil                 Nil
ALIGNMENT:          Neutral             Neutral             Nil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2                 2-5                 6-60
ARMOR CLASS:        4                   3                   6
MOVE:               12                  21, sprint 45       18
HIT DICE:           1+2                 5+2                 3
THAC0:              19                  15                  17
NO. OF ATTACKS:     3                   3                   1
DAMAGE/ATTACK:      2-5/2-5/1-4         2-7/2-7/2-5         1d3
SPECIAL ATTACKS:    Spits poison        Rear claw, ambush   Nil
SPECIAL DEFENSES:   Nil                 Nil                 Nil
MAGIC RESISTANCE:   Nil                 Nil                 Nil
SIZE:               L (9' long)         L (12' long)        L (8+' tall)
MORAL:              Steady (11-12)      Elite (13-14)       Unsteady (5-7)
XP VALUE:           120                                     65

DILOPHOSAURUS
The Dilophosaurus is a small dinosaur who is about 4' tall, has a retractable
neck frill, can spit poison at its enemies, and has a strong enough jaw to be
a hunter instead of a scavenger.  The brightly colored neck frill is usually
laid back on the neck, but it is flared out just prior to an attack, when it
feels threatened, and possibly to attract mates.  Dilophosaurs can spit a mild
neurotoxin up to 15' away, which causes paralysis (save vs. paralyzation is
applicable) in 1-4 rounds.  If the spittle hits the eyes of a creature (which
happens on an unmodified roll of 20, or if the victim critically fails its
save), blindness results in 1-3 rounds.

VELOCIRAPTOR
Velociraptor is a descendant of Deinonychus.  The velociraptor's tail, like
Dienonychus's, is completely rigid, to help it balance like a long pole helps
a tightrope walker.  The raptor is especially vicious, easily overpowering
human-sized opponents and repeatedly gutting its victim with its 6" rear claws
for 2d6 each.  It is also smarter than Deinonychus, with good pack attack
tactics and good problem-solving abilities.  Raptors can jump up to 15' either
forward or straight up.

GALLIMIMUS
Gallimimus has a loud honking voice.  It is a herd animal which would rather
run than fight, but it will fight, if necessary, with strong kicks from its
rear legs.  They are a favorite meal of large predators.

PARASOUROLOPHUS
Parasourolophus, like Lambeosaurus, is a hadrosaur ("duck-billed" dinosaur).
The Parasaurolophus, however, has a single hollow crest curving back from the
top-rear of its head.  It is thought that this crest is used for making
hooting sounds.  (Use the same statistics as the Gallimimus.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dinosaur, Raptor                   Johanna Tunon (tunon@ALPHA.ACAST.NOVA.EDU)
==============================================================================
                         (inspired by Jurrasic Park)

CLIMATE/TERRAIN:    Any warm climate
FREQUENCY:          Uncommon
ORGANIZATION:       Pack
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Average (8-10)
TREASURE:           Nil
ALIGNMENT:          Chaotic neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   4-16
ARMOR CLASS:        5
MOVE:               18
HIT DICE:           5+5
THAC0:              15
NO. OF ATTACKS:     3 or 5
DAMAGE/ATTACK:      1-8/1-8/1-8 or 2-16/2-16/1-8/2-20/2-20
SPECIAL ATTACKS:    Pounce
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               M (6' tall)
MORAL:              Elite (13-14)
XP VALUE:
   Slave            1,400
   Leader           2,000

Psionic Summary:
Level    Dis/Sci/Dev         Attack/Defense       Score    PSPs
2        2/1/6               II/IF                15       40

Clairsentient Sciences: Clairvoyance;
Devotions: All-Round Vision, Combat Mind, Danger Sense.

PsychoMetabolic Sciences: none;
Devotions: Chameleon Power, Lend Health.

These large lizard like creatures have evolved from the lizard, but are
distinctly diiferent in that they are intellegent.  This intellegence
shows in all they do.  These large creatures have proven to be very worthy
opponents.

COMBAT:  Each of these creatures, has it wicked claws, and teeth to use as
weapons.  They can either bite and use thier claws twice.  Or they can pounce
on thier opponents (they can jump up to 5 yards, or 15 feet) using their claws
on thier feet as well as the claws on thier hands and thier bite.

These animals have survived this long through well planned and executed
fights.  The leader (leaders generally have more psionic powers, double the
PSPs, a power score one higher, and always have mindlink as a power)
cooridinates the battles using his mindlink.  These creature are intellegent and
use this to search out weakness in opponents and expliot them.  A common
tactic is to have a large group use chameleon power and hide, one will walk
around and make alot of noise, when you go to kill the one making the noise
then the trap is sprung with you not ready.

Though they can survive in nearly anywhere (on Athas you do not find many cold
climates) they prefer to live in ruins where they can use the element of
suprise as a weapon.  They will attempt to use all terrain to their
advantage and will sacrifce thei own lives if it will save another.  These
reptiles do not use many psionic powers but the ones they have they have
learned to use well and to their advantage.

HABITAT: These beasts have a very primitive society, the tribe is ruled by the
raptor who proves to be the strongest.  All other follow it's will with out
question, acting as its slaves. (there are cases of both males and of females
leadding tribes of raptors)  Along with any tribe of raptors you will always
find one leader (never more or if one comes there will be a fight to the death
the the survivor becoming the leader).

ECOLOGY: The raptors are alot like the thri-kreen in the sense that they live
to hunt, and that they have evoled not needing to sleep (hunting all day).
Once you have been found there are two ways to free yourself either teleport
out of the; the other is to kill the entire tribe.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Disabiliter                                   F. Menneteau (mennetea@acri.fr)
==============================================================================

CLIMATE/TERRAIN:    Subterranean
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Unknown
INTELLIGENCE:       Very (12)
TREASURE:           Nil
ALIGNMENT:          Chaotic neutral (evil tendencies)
------------------------------------------------------------------------------
NO. OF APPEARING:   1-6
ARMOR CLASS:        0 (base)
MOVE:               18
HIT DICE:           12 (base, 72 hit points)
THAC0:              10
NO. OF ATTACKS:     4 (claw/claw/bite/tail)
DAMAGE/ATTACK:      1d6/1d6/2d6/3d18 (special)
SPECIAL ATTACKS:    Surpise, ability drain
SPECIAL DEFENSES:   Hide in shadows, increasing stats
MAGIC RESISTANCE:   6% (base)
SIZE:               S (3' tall)
MORALE:             Fanatic (18)
XP VALUE:           12,000

These creatures are three feet tall and really look like a quasit.  However,
they are covered in a ink black fur from head to foot and tail.  Because of
their predominantly black colour disabiliters are very hard to detect when
hiding in shadows (66% chance of success).  This blackness, combined to their
high speed, grants them a 66% chance to surprise any opponent.

COMBAT: Disabiliters attack with a claw/claw/bite/tail routine.  However, the
tail piercing attack is a dreadful one: roll a six-sided die and select the
corresponding effect.  This effect (but not the damages) is avoided if a save
versus spell with the specified modifiers is succeeded.

     1. Drain Strength: 1d6 points (save at -2).  For each point of Strength
        drained, the disabilitier gains +1 to damage (up to a maximum of +6).

     2. Drain Intelligence: 1d6 points.  For each point of Intelligence
        drained, the disabilitier adds 6% to its magic resistance (up to a
        maximum of 66%).

     3. Drain Wisodom: 1d6 points.  For each point drained, the creature adds
        6% its immunity versus psionic attacks (to maximum of 66%).

     4. Drain Dexterity: 1d6 points (save at -1).  For each point of Deterity
        drained, the creatures armor class is lowered by 1 (to a maximum of
        -6).

     5. Drain Constitution: 1d6 points (save at +1).  The creature gains 1
        hit die with 6 hit points per die for each point of constitution
        drained, (up to a maximum of 6 extra hit dice).

     6. No special attack.

These effects last only for one day, however there is always a 6% chance they
will remain permanent.  If and ability score reaches 3 or less, the creature
becomes comatose (a ** heal ** spell or greater magic removes this state). If
the ability score drops below 0, the creature dies.  Lost abilities are
regained at the rate of 7 per day.  A ** restoration ** spell triples the rate
of recovery.

HABITAT: Disabiliters are found exclusively underground.  Although they are
generally solitary in nature, they gather in small groups to hunt for preys,
because of the infamous 6\% rule... the disabiliter with the higher stats
becomes the leader of the group (at least until someone else in the group
gains higher stats).

ECOLOGY: There are rumours about a mad wizard (he used to play with the
number of the beast) who wanted to create deadly creatures that could drain
the abilities of his opponents and transfert them to him.  However, if the
disabiliter's draining feature worked perfectly, the mad wizard was (to his
great displeasure) the first creature that suffers this awful and in that case
fatal effects!

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dog, Demon                        Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any non-arctic
FREQUENCY:          Very rare
ORGANIZATION:       Packs
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Animal (1)
TREASURE:           Nil
ALIGNMENT:          Neutral Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   2-12
ARMOR CLASS:        3
MOVE:               18
HIT DICE:           3
THAC0:              17
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1d4/1d4/2d4
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   See invisible (50% chance)
MAGIC RESISTANCE:   Nil
SIZE:               S to M (4' to 6')
MORALE:             Elite (13-14)
XP VALUE:           120

Demon dogs look like hell hounds, but are relatively weak monsters.  They can
see invisible 50% of the time when they think to try.  They also track as a
6th level ranger.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dog, Kaurken                      Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Pack
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Semi (2-4)
TREASURE:           Nil
ALIGNMENT:          Chaotic Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   2-24
ARMOR CLASS:        1
MOVE:               15
HIT DICE:           5
THAC0:              15
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d6
SPECIAL ATTACKS:    Acid (1d4 points of damage unti washed away)
SPECIAL DEFENSES:   Immune to mind-effecting spells
MAGIC RESISTANCE:   Nil
SIZE:               M (4' to 6' tall)
MORALE:             Steady (11-12)
XP VALUE:           420

A kaurken is a large dog built along the lines of a german shepard (ie,
wolf-like).  They are fearless and are immune to mental influence effects
and very viscious.  They will continue an attack until reduced to -10 hit
points.  When a kaurken bites, an acid is left on the attacker that will do
1d4 points of damage per round until the acid is washed off the victim.  This
acid takes 1 round to wash of with holy water but takes 4 rounds to wash off
with fresh or salt water.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Draconian, Rosak                   Todd M. Helfter (tmh@expert.cc.purdue.edu)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Special
INTELLIGENCE:       Exceptional (15-16)
TREASURE:           Varies
ALIGNMENT:          Chaotic Good
------------------------------------------------------------------------------
NO. APPEARING:      1-2
ARMOR CLASS:        1
MOVEMENT:           6, Run 15*, Glide 18
HIT DICE:           8
THAC0:              13
NO. OF ATTACKS:     3 or 1
DAMAGE/ATTACK:      1d4/1d4/1d6 or by weapon
SPECIAL ATTACKS:    Spell and breath
SPECIAL DEFENSES:   +3 bonus to saves
MAGIC RESISTANCE:   20%
SIZE:               M (7' tall)
MORALE:	            Champion (15)
XP VALUE:           6,000

* This movement rate applies when the dragconian is running on all fours,
flapping its wings.

Rosaks are draconians that have been created from evil dragon eggs.  They are
derived from the eggs of red dragons.  They are soft spoken and warm hearted
toward their friends, but savage and cunning when it comes to combat.

Rosaks average six-feet-tall and have trim torsos and long limbs.  Their
scales are a dark rosy color tinged with bright red.  Small gray spines grow
from the backs of their heads.  They have long sharp teeth and recessed eyes
that give them a look of intense cunning and ferocity.  They speak with a deep
authoratative voice that is both soft and forceful.

Rosaks often outfit themselves in heavy armor, prefering to wear plate mail.
If plate mail cannot be obtained then they will settle on chain mail.

COMBAT:  Rosaks gain great satisfaction in bringing about the defeat of evil
opponents of any race, but this feeling is the most intense when defeating
evil draconians and dragons.  They prefer to be in the front lines of combat,
where they hope to find the greatest excitement.  Unlike a vast majority of
the draconians, who relish the suffering of others above other things, Rosaks
live for the excitement of battle and can be the fiercest of fighters.  Like
the red dragons that they were derived from, Rosaks have a natural immunity to
fire, both magical and mundane.  Once per day, they can cast obscure
alignment, and twice per day they can polymorph into any other draconian that
they have ever seen.  The heightened senses of the Rosaks give them
infravision to 60 feet, and the ability to detect hidden and invisible
creatures within 40 feet.

Rosaks have three modes of attacks.  First they can use any weapon appropriate
to their class following the rules of that class.  Second, they can exhale a
fiery blast of breath that is ten feet long and one foot wide, three times per
day.  Any victims caught in the blast suffer 8d4 points of damage (a
successful saving throw means half-damage).  Third, Rosaks can attack with
claws and fangs (1d4/1d4/1d6), though such attacks are rarely used.

Once per day, Rosaks can cast two wizard spells of 1st to 3rd level.
Preferred fire based spells that include but are not limited to;
Burning Hands, Flaming Sphere, and Fireball.

Rosaks gain a +3 bonus to all saving throws.

When a Rosak reaches 0 hit points, its body turns into a pool of clear fresh
water ten feet in diameter which lasts for three rounds before evaporating.
This transformation takes one complete round.  Anyone touching the water has
1d4 hit points restored to them from the waters healing properties.  Anyone
drinking the water has 1d8 hit points restored.  The water will evaporate even
if it is placed in a sealed container.

HABITAT/SOCIETY:  Because of their superior abilities, Rosaks are easily
adaptable to all environments, thought they may seek to keep their true nature
hidden for their own protection.  They love all treasure, especially magical
weapons and platinum coins.

ECOLOGY:  Rosaks have a cumpulsive need to bring about the destruction of
their evil cousins.  There is no restriction to what a Rosak will eat, though
most prefer meat and wine.  They will consume other alcohols if they must, to
keep up appearances, but will avoid them at other times.  The use of a Rosak
scale in addition to the regular components of any fire based spell will
increase the effectiveness of the spell by one level (i.e. a 5th level wizard
could cast a 6 die fireball).  The scale is consumed even if the other
components are not.

HISTORY:  The existence of the Rosak draconians went largely unnoticed until
very recently.  According to the great historian, Astinius of Palanthas, they
were created by Sorian, a renegade magic-user and the Brass Dragon Brillianta,
during the War of the Lance as an attempt to turn the tide against the armies
of the evil dragons.  No one is sure just how many were created, but the
number couldn't have been many for Sorian was killed during the war defending
his homeland from invaders.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Adamantite               Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any mountains
FREQUENCY:          Very rare
ORGANIZATION:       Solitary or clan
ACTIVITY CYCLE:     Any
DIET:               Special
INTELLIGENCE:       Genius (17-18)
TREASURE:           Special
ALIGNMENT:          Neutral Good
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (2-5)
ARMOR CLASS:        -4 (base)
MOVE:               12, Fl 38 (C), Jp 3
HIT DICE:           16 (base)
THAC0:              5 (base)
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      2-12/2-12/4-40 (4d10)
SPECIAL ATTACKS:    Special
SPECIAL DEFENSES:   Variable
MAGIC RESISTANCE:   Variable
SIZE:               G (54' base)
MORAL:              Fanatic (17-18)
XP VALUE:           Variable

      BODY    TAIL       BREATH     SPELLS                   TREASURE     XP
AGE  LENGTH  LENGTH  AC  WEAPON  WIZARD/PRIEST          MR     TYPE      VALUE
 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, Tx2  15,000
 9  128-140  76-82   -9 18d12+9  2 2 2 2 2    /2        60%  H, Z, Tx2  17,000
10  140-150  82-90  -10 20d12+10 2 2 2 2 2 1  /2 2      65%  H, Z, Tx2  18,000
11  150-160  90-96  -11 22d12+11 2 2 2 2 2 2  /2 2 2    70%  H, Z, Tx3  19,000
12  160-166  96-102 -12 24d12+12 2 2 2 2 2 2 1/2 2 2 2  75%  H, Z, Tx3  20,000

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.

COMBAT: 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.

BREATH WEAPON: 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 ** 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 ** 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
** polymorph self ** three times per day.  As they age, they gain the
following additional powers:

AGE             SPECIAL ABILITY
Young 		** Magic missile ** (three times per day)
Juvenile 	** Slow ** (three times per day)
Adult 		** Fireball ** (twice per day)
Mature Adult    ** Cone of cold ** (twice per day)
Old		** Forcecage ** (once per day)
Very Old	** Polymorph any object ** (once per day)

HABITAT: Adamantite dragons live deep within the highest mountain ranges they
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.

ECOLOGY: 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.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Brown                                      (jaydee@oak.circa.ufl.edu)
==============================================================================

CLIMATE/TERRAIN:    Urban
FREQUENCY:          Very rare
ORGANIZATION:       Solitary or family
ACTIVITY CYCLE:     Any, but prefer night
DIET:               Well prepared cuisine
INTELLIGENCE:       Genius to supra-genius (17-20)
TREASURE:           See below
ALIGNMENT:          Any lawful
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        2 (base)
MOVE:               12, Fl 35 (C)
HIT DICE:           8 (base)
THAC0:              13 (base)
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      1-5/1-6/2-16
SPECIAL ATTACKS:    Spells
SPECIAL DEFENSES:   Spells
MAGIC RESISTANCE:   See below
SIZE:               G (30' base)
MORALE:             Fanatic (16-17)
XP VALUE:           See below

      BODY    TAIL       BREATH   WIZARD                   TREASURE    XP
AGE  LENGTH  LENGTH  AC  WEAPON   SPELLS             MR      TYPE     VALUE
 1    2-5     3-6     5   2d8+1   1                  10%     Nil      1,000
 2    5-10    6-11    4   3d8+2   2 1                15%     Nil      2,000
 3   10-16   11-17    3   5d8+3   2 1 1              20%     *        3,500
 4   16-25   17-27    2   6d8+4   2 2 1 1            25%     *        4,750
 5   25-35   27-38    1   8d8+5   3 2 2 1 1          30%     *        6,000
 6   35-46   38-49    0   9d8+6   3 2 2 2 1 1        35%     *        7,500
 7   46-55   49-58   -1  11d8+7   3 3 2 2 2 1 1      40%     *        9,000
 8   55-64   58-68   -2  12d8+8   3 3 3 2 2 2 1 1    45%     *       10,500
 9   64-70   68-77   -3  14d8+9   4 3 3 3 2 2 2 1 1  50%     *       12,000
10   70-76   77-85   -4  15d8+10  4 4 3 3 3 2 2 2 1  55%     *       14,000
11   76-82   85-92   -5  17d8+11  4 4 4 3 3 3 2 2 1  60%     *       16,000
12   82-90   92-100  -6  18d8+12  4 4 4 4 3 3 3 2 2  65%     *       18,000
* see description below

Brown dragons are urban.  They love to spend time in human or humanoid cities
and have been known to spend a large portion of their entire lives occupied in
the power struggles of a single city.  Older lawful good ones can often be
found in the company of the hierarchies of cities.  They are extremely
sociable, and seek human(oid) contact often.

The size and color of a brown dragon's scales hardly change as they age, but
become harder and thicker.  They are born with a dull born color to them, but
this soon changes to a rich, chestnut brown, almost auburn.  It is thought
that brown dragons evolved in deciduous forests.  However, they have left the
forests to come to the cities, because of their great love of company.  Once
in the cities, the brown dragons found they had a great affinity for the
profession of wizardry.  They spend a large portion of their lives with
mortals in mortal form.

Brown dragons have their own tongue, speak either the good or evil dragon
tongue, and 20% of hatchlings have the ability to communicate with any
intelligent creature.  The chance to possess this ability increase 5% per age
category.  They are taught common soon after they are born.

COMBAT: Brown dragons have one obsession, they love magic.  This love of magic
often manifests itself in combat, as they will use spells and magic items to
deceive and destroy opponents.  While they do not seek combat, they will
defend their possessions with utmost ferocity.  Often when they are in combat,
their opponents have no idea what they're fighting, only that it's a powerful
magic-user.  The brown dragon will revert to its dragon form only when use of
its breath weapon becomes absolutely necessary.  Since browns often spend many
decades establishing personalities, they dislike revealing their true form.
As they get older, browns become extremely good researchers into the nature of
magic; they always have a few unique magic items and spells around.  (Hell,
what would you do with 1400 years?)  At least one of these items will lower
its armor class.  It will make heavy use of these items in combat.  Due to
their intelligence browns love illusions and will spend months perfecting one.
They tend to use illusions and mind effecting spells in combat.

BREATH WEAPON: The brown dragon has one single breath weapon, a cloud of
caustic gas, similar to mustard gas 50'long, 40' wide, and 30' high, save for
half.  This cloud is heavier than air so it takes 2d4 rounds to dissipate and
will seek lower ground.  Any creature exposed to the gas for more than 1 round
will continue to take damage from it.  In addition, more than a single round
of exposure requires an additional save versus paralyzation, or be paralyzed
(and continue to take damage).

The brown dragon casts spells and uses its special abilities at 12th level
plus its combat modifier (A great worm is a 24th level spell caster).  Like
the gold dragon, the brown will seek formal training in magic (obviously) and
will maintain spell books, libraries, etc.  They always have useful spells,
although they favor mind effecting ones.  At birth brown dragons have several
abilities, the first and most important is a form of non-detection.  This
non-detection allow them to move freely around town without fear of someone
with ** true seeing ** spotting them.  Brown dragons in human form are
virtually undetectable by normal or magical means.  They can polymorph self
three times per day and changes back to natural form are not counted.  They
are immune to gas and acid, and will almost always have some form of
protection from other types of elemental attack.  As they age they gain the
following powers:

AGE CATEGORY     POWER

Young            ** Detect magic ** (3 times per day)
Juvenile         ** Faerie fore ** (3 times per day)
Adult            ** Phantasmal force ** (once per day)
Mature adult     ** Spectral force ** (once per day)
Old              ** Teleport ** (once per day)

HABITAT: Now here's where it get's interesting brown dragons are magic-users
and like to live in cities.  What does this mean as a species?  Well, they do
not accumulate treasure and lie in it like most dragons do.  Most brown
dragons will have a period of adventuring (might be interesting to let a
player play one of these, eh?) that they use to accumulate wealth and items
and spells.  They will often be apprenticed by their parents to a well known
magic-user of the area for training.  The evil members of the species have
been know for killing their master after they have finished learning from
them.  The greatest of these evil dragons are said to have been pupils of the
great liches including Vecna.  However, most mages never find out that some of
their most promising pupils have been dragons.

The family life of brown dragons is interesting.  A pair will mate for life,
yet be apart from each other for long, long periods seeking knowledge and
adventure.  However, when a pair has a child they usually go to a town and set
themselves up as rich merchants to offer their child the best of human
training, this training is supplemented by the parents themselves, of course.
The parents will usually have a large estate for the dragon to roam, protected
by the wealth and power that these dragons usually command in cities.  Most
good browns will usually have several favors owed to him by a large portion of
the populace as they tend to be most helpful.  The young dragon will quickly
become acclimated to the dual life it leads and are usually very successful
young members of their adopted societies.  (Imagine one of these joining a
gang, many adventuring possibilities here).  After the mated pair have seen
their child educated to the point where they think it can take care of itself,
they separate, to continue their researches and adventures.  These dragons
while being very studious also have an adventuresome streak in them that makes
them excellent, if cautious, party members.

The individual brown, when not with a mate, will seek to establish itself as a
leading citizen of the city its in.  They will often be known as playboys,
taking human lovers.  They maintain most of their wealth in the form of gems
and jewelry, and will go out of their way to acquire magic items.  They will
seek to establish someplace safe in the cities, as well protected as they can
make it, either themselves or with help.  They will know if another brown is
in town, and will meet them.  If enough browns are in town they will have a
convention to discuss the latest news and discoveries.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Crested                  Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Temperate wooded hills, montains and subterranean
FREQUENCY:          Very rare
ORGANIZATION:       Solitary or clan
ACTIVITY CYCLE:     Any
DIET:               Special
INTELLIGENCE:       High (13-14)
TREASURE:           Special
ALIGNMENT:          Neutral Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (2-5)
ARMOR CLASS:        -2 (base)
MOVE:               9, Fl 30 (C), Sw 9, Jp 3
HIT DICE:           13 (base)
THAC0:              7 (base)
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      2-12/2-12/3-30 (3d10)
SPECIAL ATTACKS:    Special
SPECIAL DEFENSES:   Variable
MAGIC RESISTANCE:   Variable
SIZE:               G (42' base)
MORAL:              Fanatic (17-18)
XP VALUE:           Variable

      BODY    TAIL        BREATH      SPELLS           TREASURE        XP
AGE  LENGTH  LENGTH  AC   WEAPON   WIZARD/PRIEST  MR     TYPE         VALUE
 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%  Hx2, S, Tx2   20,000

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.

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 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.

BREATH WEAPON: A crested dragon's breath weapon is a cloud of flaming 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:

AGE             SPECIAL ABILITY
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 wrym 	** Pass without trace ** (three times per day)

HABITAT: 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.

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.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Crimson                  Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Subtropical and temperate hills and montains
FREQUENCY:          Very rare
ORGANIZATION:       Solitary or clan
ACTIVITY CYCLE:     Any
DIET:               Special
INTELLIGENCE:       Exceptional (15-16)
TREASURE:           Special
ALIGNMENT:          Neutral (5% lawful or chaotic)
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (2-5)
ARMOR CLASS:        -1 (base)
MOVE:               12, Fl 36 (C), Jp 3
HIT DICE:           12 (base)
THAC0:              9 (base)
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      2-12/2-12/3-30 (3d10)
SPECIAL ATTACKS:    Special
SPECIAL DEFENSES:   Variable
MAGIC RESISTANCE:   Variable
SIZE:               G (42' base)
MORAL:              Fanatic (17-18)
XP VALUE:           Variable

      BODY    TAIL        BREATH      SPELLS           TREASURE        XP
AGE  LENGTH  LENGTH  AC   WEAPON   WIZARD/PRIEST  MR     TYPE         VALUE
 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, Zx2  20,000

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.

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.

BREATH WEAPON: 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 ** 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:

AGE             SPECIAL ABILITY
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)
Wrym 		** Incendiary cloud ** (twice per week)

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

HABITAT: 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 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.

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 between the two types are
relatively common, and, assuming the combatants are of roughly the same age,
these fights are usually quite evenly matched.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Deathwyrm                   Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Any ruins, mountains, Plane of Shadow,
                    Negative Material Plane and quasi-planes.
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Night
DIET:               Special
INTELLIGENCE:       Supra-genius (19-20)
TREASURE:           Special
ALIGNMENT:          Neutral evil
------------------------------------------------------------------------------
NO. APPEARING:      1
ARMOR CLASS:        -5 (base)
MOVEMENT:           18, Fl 30
HIT DICE:           16 (base)
THAC0:              7 (base)
NO. ATTACKS:        3 + special
DAMAGE/ATTACK:      1-10/1-10/3-30
SPECIAL ATTACKS:    Energy drain, breath weapon
SPECIAL DEFENCES:   Special
MAGIC RESISTANCE:   Special
SIZE:               H
MORALE:             Fanatic (18)
XP VALUE:           See below

       BODY     TAIL         BREATH   SPELLS AS A       TREASURE     XP
AGE   LENGTH   LENGTH   AC   WEAPON  WIZARD/PRIEST  MR    TYPE      VALUE
 1     2-8      2-6     -2   1d6+1        Nil       15%   Nil       8,000
 2     8-22     6-16    -3   2d6+1        Nil       20%   Nil      12,000
 3    22-36    16-26    -4   3d6+1        Nil       25%   Nil      16,000
 4    36-46    26-36    -5   4d6+2     2nd / Nil    30%   H/2      20,000
 5    46-58    36-46    -6   5d6+2     3rd / Nil    35%    H       22,000
 6    58-72    46-56    -7   6d6+2     4th / Nil    40%   Hx2      25,000
 7    72-84    56-66    -8   7d6+3     6th / 2nd    45%   Hx3      32,000
 8    84-96    66-76    -9   8d6+3     8th / 3rd    50%   Hx4      40,000
 9    96-110   76-86   -10   9d6+3    10th / 4th    55%   Hx5      44,000
10   110-122   86-96   -11  10d6+4    12th / 6th    60%   Hx6      50,000
11   122-134   96-106  -12  11d6+4    14th / 8th    65%   Hx7      60,000
12   134-148  106-116  -13  12d6+4    16th / 10th   75%   Hx8      70,000

The dreaded deathwyrm is one of the most powerful evil dragons in existance.
It is a more powerful cousin of the shadow dragon, as it is larger and
contains a far greater percentage of negative matter in its essance.
Deathwyrms speak the tongue of shadow dragons, and the language of all evil
dragons.  In addition, 25% of all hatchlings can speak with any intelligent
creature, an ability that increases by 5% per age level.

COMBAT: Deathwyrms are terrifying in combat, as their breath weapon and
physical attacks are far more insidious than those of the shadow dragon.  
Older deathwyrms command armies of undead, and nearly all great wyrms
eventually become dracoliches.

BREATH WEAPON: A deathwyrm's breath weapon is a cone of negative energy 20
feet per age level long, and 5 feet wide per age level inflicting 1d6 per age
level of damage, and draining 1 level per three age levels from all affected.
A successful save vs. breath weapons halves the damage and level loss.

A deathwyrm's vampiric bite, aside from physical damage, drains as many levels
from its victim as the breath weapon, except that no save is permitted against
the drain.

Both the deathwyrm's bite and claw attacks are vampiric (the claw is not
strong enough to drain levels).  If the dragon has sustained damage, half the
damage inflicted by bites, and a quarter by claws is transfered to the dragon
as healing.  All creatures killed by the dragons breath, bite or claws become
undead of half their original level (or first level).

Deathwyrms of adult age and older radiate a powerful aura of negative energy
that is harmful to living things in the long run.  When a mature deathwyrm
lairs in an area for more than 6 months, changes start to take place in the
environment.  For a radius of 2 miles per age level, plant life starts to die.
The sky becomes unnaturaly dark, even on the brightest day.  Normal animals
become hard to find, and the territory becomes a bleak landscape of twisted,
dead trees, hardy weeds, and undead, mutated or otherwise unnatural animals.
It becomes obvious that something is horribly wrong, much like one finds in
the terrritory of a banshee.  All plant life within a deathwyrm's fear aura
withers as the beast passes.

Negative matter attacks heal deathwyrms, and they are immune to cold based
attacks.  Deathwyrms suffer double damage from light based attacks and save
versus fire at -2.  Deathwyrms receive the following abilities as they age:

     Young:         Darkness 3/day.
     Juvinile:      Mirror image 3/day.
     Young Adult:   Dimension door, 3/day.
     Adult:         Create shadows 3/day.
     Mature Adult:  Plane shift, 3/day.
     Old:           Death spell, 3/day.
     Very Old:      Animate dead, level at hit dice, 3/day.
     Venerable:     Monster summoning VII, undead, 3/day.
     Wyrm:          Control undead at will.
     Great Wyrm:    Control weather 1/day as 24th level druid.


HABITAT: Deathwyrms hate light; they thrive in the deep, inky and unnatural
darkness of their lairs and the negative material plane.  They can function
normally in their territories, but can only venture further under cover of
night or clouds.  Sunlight inflicts 1d8 hp per round.

ECOLOGY: Deathwyrms are a scourge to the lands they inhabit, despoiling all
they touch.  When a deathwyrm flies low to the ground, all plant life under
its foul wings withers.  Needless to say, alchemists and necromancers can find
many uses for a deathwyrm carcass.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Electrum                 Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Temperate and subtropical forest
FREQUENCY:          Very rare
ORGANIZATION:       Solitary or clan
ACTIVITY CYCLE:     Any
DIET:               Special
INTELLIGENCE:       High (13-14)
TREASURE:           Special
ALIGNMENT:          Neutral Good
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (2-5)
ARMOR CLASS:        -1 (base)
MOVE:               14, Fl 40 (C), Jp 3
HIT DICE:           13 (base)
THAC0:              7 (base)
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      1-8/1-8/6-24 (6d4)
SPECIAL ATTACKS:    Special
SPECIAL DEFENSES:   Variable
MAGIC RESISTANCE:   Variable
SIZE:               G (32' base)
MORAL:              Champion (15-16)
XP VALUE:           Variable

      BODY    TAIL        BREATH      SPELLS           TREASURE        XP
AGE  LENGTH  LENGTH  AC   WEAPON   WIZARD/PRIEST  MR     TYPE         VALUE
 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, Tx2     14,000
 9   75-86   66-72   -6   9d20+9   2 2 2          40%  F, S, Tx2     16,000
10   86-94   72-78   -7  10d20+10  2 2 2 1        45%  F, S, Tx2     18,000
11   94-100  78-84   -8  11d20+11  2 2 2 2        50%  F, S, Tx3     19,000
12  100-108  84-88   -9  12d20+12  3 2 2 2 1      55%  F, S, Tx3     20,000

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.

COMBAT: 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 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.

BREATH WEAPON: 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:

AGE             SPECIAL ABILITY
Young		** Shocking grasp ** (three times per day)
Young Adult	** Lightning bolt ** (twice per day)
Mature adult 	** Call lightning ** (twice per day)
Very Old        ** Thunderlance ** (once per day) +
Wrym 		** Chain lightning ** (twice per week)

+ see Forgotten Realms Adventures (TM)

HABITAT: 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.

ECOLOGY: 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.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Elemental                Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Special
FREQUENCY:          Rare (native plane)
                    Very rare (prime plane)
ORGANIZATION:       Solitary 
ACTIVITY CYCLE:     Any
DIET:               Special
INTELLIGENCE:       Average (8-10)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2
ARMOR CLASS:        0 (base)
MOVE:               Air:   10, Fl 40 (A)
                    Earth: 10, Fl 20 (D), Br 10
                    Fire:  12, Fl 28 (C)
                    Water:  6, Fl 18 (D), Sw 20
HIT DICE:           14 (base)
THAC0:              7 (base)
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      2-20/2-20/2-20 (2d10)
SPECIAL ATTACKS:    Special
SPECIAL DEFENSES:   Variable
MAGIC RESISTANCE:   Variable
SIZE:               H (24' base)
MORAL:              Fanatic (17-18)
XP VALUE:           Variable

      BODY    TAIL        BREATH      SPELLS           TREASURE        XP
AGE  LENGTH  LENGTH  AC   WEAPON   WIZARD/PRIEST  MR     TYPE         VALUE
 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

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 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.

COMBAT: 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.

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

ELEMENT  BREATH WEAPON                          DIMENSIONS
Air      ** Blast of compressed air**           90' long x 5' wide x 30' wide
Earth    ** Cone of rocks and debris**          85' long x 5' wide x 30' wide
Fire     ** Cone of flames**                    90' long x 5' wide x 30' wide
Water    ** Cone of scalding water and steam**  80' long x 5' wide x 35' wide

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.)

HABITAT: 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.

ECOLOGY: 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.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Indigo                   Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Temperate, sub-tropical, and sub-arctic lakes and rivers
FREQUENCY:          Very rare
ORGANIZATION:       Solitary or clan 
ACTIVITY CYCLE:     Any
DIET:               Special
INTELLIGENCE:       Exceptional (15-16)
TREASURE:           Special
ALIGNMENT:          Lawful evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (2-5)
ARMOR CLASS:        -2 (base)
MOVE:               6, Fl 30 (C), Sw 14
HIT DICE:           14 (base)
THAC0:              7 (base)
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      1-10/1-10/4-32 (4d8)
SPECIAL ATTACKS:    Special
SPECIAL DEFENSES:   Variable
MAGIC RESISTANCE:   Variable
SIZE:               G (36' base)
MORAL:              Fanatic (17-18)
XP VALUE:           Variable

      BODY    TAIL        BREATH        SPELLS           TREASURE        XP
AGE  LENGTH  LENGTH  AC   WEAPON     WIZARD/PRIEST  MR     TYPE         VALUE
 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, Tx2     13,000
 8   84-92   60-68   -6   8d8+8d10   2 2 1          40%  H, Z, Tx2     15,000
 9   92-102  68-74   -7   9d8+9d10   2 2 1     / 1  45%  H, Z, Tx3     16,000
10  102-110  74-80   -8  10d8+10d10  2 2 2     / 1  50%  H, Z, Tx3     18,000
11  110-120  80-86   -9  11d8+11d10  2 2 2 1   / 2  55%  H, Zx2, Tx3   19,000
12  120-130  86-92  -10  12d8+12d10  2 2 2 1 1 / 2  60%  H, Zx2, Tx3   20,000

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.

COMBAT: 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 ** 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.

BREATH WEAPON: 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.

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

AGE             SPECIAL ABILITY
Very young 	** Wall of fog ** (three times per day)
Juvenile 	** Fog cloud ** (three times per day)
Adult 		** Water walk ** (twice per day)
Very old	** Part water ** (once per day)
Great wrym      ** Summon water elemental ** (once per week)

HABITAT: 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.

ECOLOGY: 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.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Mithril                  Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any mountains and hills
FREQUENCY:          Very rare
ORGANIZATION:       Solitary or clan 
ACTIVITY CYCLE:     Any
DIET:               Special
INTELLIGENCE:       Genius (17-18)
TREASURE:           Special
ALIGNMENT:          Neutral good
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (2-5)
ARMOR CLASS:        -3 (base)
MOVE:               10, Fl 35 (C), Jp 3
HIT DICE:           16 (base)
THAC0:              5 (base)
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      2-8/2-8/6-36 (6d6)
SPECIAL ATTACKS:    Special
SPECIAL DEFENSES:   Variable
MAGIC RESISTANCE:   Variable
SIZE:               G (52' base)
MORAL:              Fanatic (17-18)
XP VALUE:           Variable

      BODY    TAIL          BREATH        SPELLS           
AGE  LENGTH  LENGTH  AC     WEAPON     WIZARD/PRIEST     
 1    6-20    3-8     0  disintegrate  Nil
 2   20-30    8-16   -1  disintegrate  Nil
 3   30-40   16-22   -2  disintegrate  Nil
 4   40-54   22-28   -3  disintegrate  2
 5   54-68   28-32   -4  disintegrate  2 2
 6   68-78   32-40   -5  disintegrate  2 2 2
 7   78-86   40-48   -6  disintegrate  2 2 2 1
 8   86-100  48-54   -7  disintegrate  2 2 2 2     / 1
 9  100-114  54-60   -8  disintegrate  2 2 2 2 1   / 2
10  114-124  60-66   -9  disintegrate  2 2 2 2 2   / 2 2
11  124-138  66-74  -10  disintegrate  2 2 2 2 2 1 / 2 2 2
12  138-150  74-80  -11  disintegrate  2 2 2 2 2 2 / 2 2 2 1

       MAGIC     TREASURE     XP
AGE  RESISTANCE    TYPE      VALUE
 1      Nil      Nil         3,000
 2      Nil      Nil         4,000
 3      Nil      Nil         6,000
 4      Nil      E, R, T     8,000
 5      30%      H, R, T    11,000
 6      35%      H, R, T    13,000
 7      40%      H, R, T    14,000
 8      45%      H, R, Tx2  16,000
 9      50%      H, R, Tx2  17,000
10      55%      H, R, Tx2  18,000
11      60%      H, R, Tx3  19,000
12      65%      H, R, Tx3  20,000

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.

COMBAT: 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.

BREATH WEAPON: A mithril dragon has two breath weapons.  The first is a
** 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 ** 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 ** death magic ** (that is, any magic that kills outright such as
** power word, kill **, ** disintegrate **, etc.; this does not include magic
attacks that due to excessive damage such as ** fireball **, ** lightning
bolt **, etc..)  They are also able to ** polymorph self ** three times per
day.  As they age, they gain the following additional powers:

AGE             SPECIAL ABILITY
Young	 	** Gaze reflection ** (three times per day)
Young adult 	** Blink ** (three times per day)
Adult 		** Feeblemind ** (twice per day)
Mature adult 	** Mass suggestion ** (once per day)
Old 		** Spell turning ** (once per day)
Venerable       ** Maze ** (three times per week)

HABITAT: 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 even though 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.

ECOLOGY: 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.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Orange                   Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Temperate woods and hills
FREQUENCY:          Very rare
ORGANIZATION:       Solitary or clan 
ACTIVITY CYCLE:     Any
DIET:               Special
INTELLIGENCE:       Genius (17-18)
TREASURE:           Special
ALIGNMENT:          Lawful Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (2-5)
ARMOR CLASS:        -3 (base)
MOVE:               10, Fl 35 (C), Jp 3
HIT DICE:           15 (base)
THAC0:              5 (base)
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      1-10/1-10/4-40 (4d10)
SPECIAL ATTACKS:    Special
SPECIAL DEFENSES:   Variable
MAGIC RESISTANCE:   Variable
SIZE:               G (50' base)
MORAL:              Fanatic (17-18)
XP VALUE:           Variable

      BODY    TAIL           BREATH          SPELLS
AGE  LENGTH  LENGTH   AC     WEAPON       WIZARD/PRIEST
 1    2-12    3-10     0   1d12+1d10+1    Nil
 2   12-24   10-20    -1   2d12+2d10+2    Nil
 3   24-44   20-30    -2   3d12+3d10+3    Nil
 4   44-63   30-50    -3   4d12+4d10+4    1
 5   63-84   50-69    -4   5d12+5d10+5    2
 6   84-104  69-88    -5   6d12+6d10+6    2 1
 7  104-120  88-108   -6   7d12+7d10+7    2 2
 8  120-140  108-126  -7   8d12+8d10+8    2 2 2
 9  140-157  126-148  -8   9d12+9d10+9    2 2 2 2     / 1
10  157-166  148-154  -9  10d12+10d10+10  2 2 2 2 1   / 2
11  166-178  154-164 -10  11d12+11d10+11  2 2 2 2 2   / 2 2
12  178-186  164-174 -11  12d12+12d10+12  2 2 2 2 2 1 / 2 2 2

       MAGIC    TREASURE        XP
AGE  RESITANCE    TYPE         VALUE
 1      Nil     Nil            3,000
 2      Nil     Nil            4,000
 3      Nil     Nil            6,000
 4      Nil     H, Z, U        8,000
 5      30%     H, Z, U       10,000
 6      35%     H, Z, U       12,000
 7      40%     H, Z, Ux2     13,000
 8      45%     H, Z, Ux2     15,000
 9      50%     H, Z, Ux3     17,000
10      55%     H, Z, Ux3     18,000
11      60%     H, Z, T, Ux3  19,000
12      65%     H, Z, T, Ux3  20,000

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.

COMBAT: 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.

BREATH WEAPON: An orange dragon's breath weapon is a ** 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:

AGE             SPECIAL ABILITY
Very young	** Burning hands ** (three times per day)
Juvenile 	** Flaming sphere ** (three times per day)
Mature adult 	** Wall of fire ** (twice per day)
Very old 	** Teleport ** (once per day)
Wrym 		** Maze ** (three times per week)

HABITAT: 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.

ECOLOGY: 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.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Prismatic                Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any plains or hills
FREQUENCY:          Very rare
ORGANIZATION:       Solitary or clan 
ACTIVITY CYCLE:     Any
DIET:               Special
INTELLIGENCE:       Genius (17-18)
TREASURE:           Special
ALIGNMENT:          Neutral Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (2-5)
ARMOR CLASS:        -4 (base)
MOVE:               12, Fl 36 (C), Jp 3
HIT DICE:           16 (base)
THAC0:              5 (base)
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      2-12/1-12/3-36 (3d12)
SPECIAL ATTACKS:    Special
SPECIAL DEFENSES:   Variable
MAGIC RESISTANCE:   Variable
SIZE:               G (52' base)
MORAL:              Fanatic (17-18)
XP VALUE:           Variable

      BODY    TAIL        BREATH      SPELLS
AGE  LENGTH  LENGTH  AC   WEAPON   WIZARD/PRIEST
 1   4-14    3-10   -1   red       Nil
 2   14-26   10-20   -2   red      Nil
 3   26-46   20-32   -3   orange   Nil
 4   46-64   32-50   -4   orange   1
 5   64-84   50-70   -5   yellow   2
 6   84-106  70-90   -6   yellow   2 2
 7  106-120  90-108  -7   green    2 2 2
 8  120-142 108-125  -8   green    2 2 2 2
 9  142-160 125-145  -9   blue     2 2 2 2 1     / 2
10  160-170 145-152 -10   indigo   2 2 2 2 2 1   / 2 2
11  170-180 152-160 -11   violet   2 2 2 2 2 2 1 / 2 2 2
12  180-190 160-168 -12   violet   3 2 2 2 2 2 2 / 2 2 2 1

        MAGIC    TREASURE        XP
AGE  RESISTANCE    TYPE         VALUE
 1       Nil     Nil            3,000
 2       Nil     Nil            4,000
 3       Nil     Nil            6,000
 4       Nil     H, R, T        9,000
 5       35%     H, R, T       10,000
 6       40%     H, R, T       12,000
 7       45%     H, R, Tx2     13,000
 8       50%     H, R, Tx2     15,000
 9       55%     H, R, Tx3     17,000
10       60%     H, R, Tx3     18,000
11       65%     H, R, V, Tx3  19,000
12       70%     H, R, V, Tx3  20,000

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%n per age
category of the dragon.

COMBAT: 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.

BREATH WEAPON: The breath weapon of a prismatic dragon is a ** 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 ** 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:

AGE             SPECIAL ABILITY
Young		** Color spray ** (three times per day)
Juvenile 	** Chromatic orb ** (three times per day) +
Adult 		** Rainbow pattern ** (twice per day)
Old	 	** Otiluke's radiant screen ** (once per day) ++
Very old 	** Nystul's radiant arch ** (once per day) ++
Wrym 		** Prismatic wall ** (three times per week)
Great wrym 	** Prismatic sphere ** (twice per week)

+  see The Complete Wizard's Handbook (TM)
++ see The Greyhawk Adventures Sourcebook (TM)

HABITAT: 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.

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

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Scarlet                  Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

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. OF APPEARING:   1 (2-5)
ARMOR CLASS:        -3 (base)
MOVE:               10, Fl 32 (C), Jp 3
HIT DICE:           15 (base)
THAC0:              5 (base)
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      2-12/2-12/3-36 (3d12)
SPECIAL ATTACKS:    Special
SPECIAL DEFENSES:   Variable
MAGIC RESISTANCE:   Variable
SIZE:               G (46' base)
MORAL:              Fanatic (17-18)
XP VALUE:           Variable

      BODY    TAIL         BREATH WEAPON        SPELLS
AGE  LENGTH  LENGTH  AC  (2nd, 3rd rounds)   WIZARD/PRIEST
 1    3-10    3-10    0    2d12+1    (1,1)   Nil
 2   10-21   10-19   -1    4d12+2    (2,1)   Nil
 3   21-40   19-28   -2    6d12+3    (3,1)   Nil
 4   40-58   28-47   -3    8d12+4    (4,2)   2
 5   58-77   47-66   -4   10d12+5    (5,2)   2 2
 6   77-96   66-85   -5   12d12+6    (6,3)   2 2 1
 7   96-115  85-100  -6   14d12+7    (7,3)   2 2 2     / 1
 8  115-132 100-120  -7   16d12+8    (8,4)   2 2 2 1   / 1
 9  132-150 120-138  -8   18d12+9    (9,4)   2 2 2 2   / 2
10  150-160 138-146  -9   20d12+10  (10,5)   2 2 2 2 1 / 2 1
11  160-170 146-156 -10   22d12+11  (11,5)   2 2 2 2 2 / 2 2
12  170-178 156-164 -11   24d12+12  (12,6)   3 2 2 2 2 / 2 2

       MAGIC     TREASURE       XP
AGE  RESISTANCE    TYPE        VALUE
 1      Nil      Nil           3,000
 2      Nil      Nil           4,000
 3      Nil      Nil           6,000
 4      Nil      H             8,000
 5      35%      H, T         10,000
 6      40%      H, T         12,000
 7      45%      H, T, Z      13,000
 8      50%      H, Tx2, Z    15,000
 9      55%      H, Tx2, Z    17,000
10      60%      H, Tx2, Zx2  18,000
11      65%      H, Tx2, Zx2  19,000
12      70%      H, Tx2, Zx3  20,000

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.

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.

BREATH WEAPON: 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:

AGE             SPECIAL ABILITY
Very young	** Faerie fire ** (three times per day)
Juvenile 	** Flaming Sphere ** (three times per day)
Adult 		** Wall of force ** (twice per day)
Mature adult 	** Flame strike ** (once per day)
Old 		** Moonbeam ** (twice per day)
Wrym 		** Prismatic sphere ** (three times per week)

HABITAT: Scarlet dragons inhabit temperate hills and mountains (they prefer
hills, however.)  Their lairs are most often deep within a hilly area, in a
well 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.

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.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Skunk                    Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    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. OF APPEARING:   1 (2-5)
ARMOR CLASS:        1 (base)
MOVE:               12, Fl 35 (C), Sw 12
HIT DICE:           12 (base)
THAC0:              9 (base)
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      2-12/2-12/2-16+1
SPECIAL ATTACKS:    Special
SPECIAL DEFENSES:   Variable
MAGIC RESISTANCE:   Variable
SIZE:               G (28' base)
MORAL:              Fanatic (17-18)
XP VALUE:           Variable

      BODY    TAIL        BREATH      SPELLS           TREASURE         XP
AGE  LENGTH  LENGTH  AC   WEAPON   WIZARD/PRIEST  MR     TYPE          VALUE
 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%  Gx1/2, 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

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.

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 
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.

BREATH WEAPON: 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 breath
under water as black dragons can, but they may hold their breath for an
extended period of time (5 minutes per age category of the dragon.)  As they
age, they gain the following additional powers:

AGE             SPECIAL ABILITY
Juvenile        ** Darkness ** (three times per day,
                                10' radius per age category)
Adult 		** Corrupt water ** (as per black dragons)
Mature adult 	** True seeing ** (priest version, permanent duration)
Very old 	** Acid rain ** (once per day, see below)
Wrym 		** Ice storm ** (once per day)

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

** 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.

HABITAT: 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.

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

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Titanium                 Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

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. OF APPEARING:   1 (2-5)
ARMOR CLASS:        -5 (base)
MOVE:               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)
MORAL:              Fearless (19-20)
XP VALUE:           Variable

      BODY    TAIL        BREATH      SPELLS
AGE  LENGTH  LENGTH  AC   WEAPON   WIZARD/PRIEST
 1    8-20    4-14   -2    4d8+1   Nil
 2   20-34   14-28   -3    8d8+2   Nil
 3   34-48   28-38   -4   12d8+3   Nil
 4   48-64   38-51   -5   16d8+4   1
 5   64-82   51-70   -6   20d8+5   2 1
 6   82-100  70-88   -7   24d8+6   3 2 1
 7  100-120  88-110  -8   28d8+7   4 3 2 1
 8  120-140 110-128  -9   32d8+8   5 4 3 2 1         / 2
 9  140-162 128-147 -10   36d8+9   6 5 4 3 2 1       / 2 2
10  162-170 147-158 -11   40d8+10  7 6 5 4 3 2 1     / 2 2 2
11  170-178 158-166 -12   44d8+11  8 7 6 5 4 3 2 1   / 2 2 2 2
12  178-190 166-175 -13   48d8+12  9 8 7 6 5 4 3 2 1 / 2 2 2 2 2

       MAGIC     TREASURE     XP
AGE  RESISTANCE    TYPE      VALUE
 1      Nil      Nil         5,000
 2      Nil      Nil         6,000
 3      Nil      Nil         8,000
 4      Nil      H, W, T    10,000
 5      45%      H, W, T    12,000
 6      50%      H, W, T    15,000
 7      55%      H, W, T    16,000
 8      60%      H, W, Tx2  18,000
 9      65%      H, W, Tx2  19,000
10      70%      H, W, Tx2  20,000
11      75%      H, W, Tx3  21,000
12      80%      H, W, Tx3  22,000

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.

COMBAT: 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.

BREATH WEAPON: 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 ** 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 half 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 ** 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, and so on.  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
** polymorph self ** four times per day as a gold dragon can.  As they age,
they gain the following additional powers:

AGE             SPECIAL ABILITY
Young 		** Wall of fire ** (three times per day)
Juvenile 	** Prayer ** (twice a day)
Adult           ** Luck bonus ** (same as gold dragon's except +2
                                  instead of +1)
Mature adult 	** True seeing ** (priest version, permanent duration)
Very old        ** Monster summoning VII ** (once per day,
                                             good creatures only)
Venerable 	** Prismatic sphere ** (once per day)

HABITAT: 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.

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.


::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Titanium                 Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

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. OF APPEARING:   1 (2-5)
ARMOR CLASS:        -4 (base)
MOVE:               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)
MORAL:              Fearless (19-20)
XP VALUE:           Variable

      BODY    TAIL        BREATH      SPELLS
AGE  LENGTH  LENGTH  AC   WEAPON   WIZARD/PRIEST
 1    8-20    4-14   -1    4d8+1   Nil
 2   20-34   14-28   -2    8d8+2   Nil
 3   34-48   28-38   -3   12d8+3   Nil
 4   48-64   38-51   -4   16d8+4   1
 5   64-82   51-70   -5   20d8+5   2 1
 6   82-100  70-88   -6   24d8+6   2 2 1
 7  100-120  88-110  -7   28d8+7   2 2 2 1
 8  120-140 110-128  -8   32d8+8   2 2 2 2 1
 9  140-162 128-147  -9   36d8+9   2 2 2 2 2 1       / 1
10  162-170 147-158 -10   40d8+10  3 2 2 2 2 2 1     / 1 1
11  170-178 158-166 -11   44d8+11  3 2 2 2 2 2 2 1   / 2 1 1
12  178-190 166-175 -12   48d8+12  3 2 2 2 2 2 2 2 1 / 2 2 1 1

       MAGIC     TREASURE     XP
AGE  RESISTANCE    TYPE      VALUE
 1      Nil      Nil         5,000
 2      Nil      Nil         6,000
 3      Nil      Nil         8,000
 4      Nil      H, W, T    10,000
 5      35%      H, W, T    12,000
 6      40%      H, W, T    15,000
 7      45%      H, W, T    16,000
 8      50%      H, W, Tx2  18,000
 9      55%      H, W, Tx2  19,000
10      60%      H, W, Tx2  20,000
11      65%      H, W, Tx3  21,000
12      70%      H, W, Tx3  22,000

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.

COMBAT: 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.

BREATH WEAPON: 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 ** 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 half 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 ** 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, and so on.  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
** polymorph self ** four times per day as a gold dragon can.  As they age,
they gain the following additional powers:

AGE             SPECIAL ABILITY
Young 		** Wall of fire ** (three times per day)
Juvenile 	** Prayer ** (twice a day)
Adult           ** Luck bonus ** (same as gold dragon's except +2
                                  instead of +1)
Mature adult 	** True seeing ** (priest version, permanent duration)
Very old        ** Monster summoning VII ** (once per day,
                                             good creatures only)
Venerable 	** Prismatic sphere ** (once per day)

HABITAT: 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.

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.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Violet                      Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Mountains, ruins and special
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore and special
INTELLIGENCE:       Exceptional (15-16)
TREASURE:           Special
ALIGNMENT:          Lawful Evil
----------------------------------------------------------------
NO. APPEARING:      1 (2-5)
ARMOR CLASS:        -1 (base)
MOVEMENT:           18, Fl 30
HIT DICE:           14 (base)
THAC0:              9 (base)
NO. ATTACKS:        3 + special
DAMAGE/ATTACK:      1-8/1-8/4-32
SPECIAL ATTACKS:    Breath weapon
SPECIAL DEFENCES:   See below
MAGIC RESISTANCE:   Special
SIZE:               H
MORALE:             Fanatic (18)
XP VALUE:           See below

      BODY     TAIL         BREATH   SPELLS AS A         TREASURE     XP
AGE  LENGTH   LENGTH   AC   WEAPON  WIZARD/PRIEST  MR      TYPE      VALUE
 1    2-6      2-4      2   2d10+2       Nil        5%     Nil       1,000
 2    6-20     4-12     1   4d10+4       Nil       10%     Nil       2,000
 3   20-30    16-22     0   6d10+6       Nil       15%     Nil       4,000
 4   30-40    22-32    -1   8d10+8       Nil       20%     H/2       8,000
 5   40-50    32-42    -2  10d10+10   2nd / 1st    25%      H       12,000
 6   50-70    42-52    -3  12d10+12   4th / 2nd    30%     Hx2      15,000
 7   70-80    52-62    -4  14d10+14   6th / 3rd    35%     Hx3      20,000
 8   80-90    62-72    -5  16d10+16   8th / 4th    40%     Hx4      25,000
 9   90-110   72-82    -6  18d10+18  10th / 6th    45%     Hx5      30,000
10  110-120   82-92    -7  20d10+20  12th / 8th    50%     Hx6      35,000
11  120-130   92-102   -8  22d10+22  14th / 10th   55%     Hx7      45,000
12  130-140  102-112   -9  24d10+24  16th / 12th   65%     Hx8      55,000

The rare violet dragon (not to be confused with the purple dragon which is a
crossbreed) is much feared for its insidious breath weapon (see below).  They
are reclusive creatures who prefer to fight at their convenience, and become
exceptionally irate (and dangerous) when disturbed, especially by humans and
other beings they consider to be lessers.

The scales of a violet dragon are a vibrant purple, and glow slightly in the
dark.  About 15% of hatchlings posess the ability to communicate with any
intelligent creature.  The chance to posess this ability increases by 5% per
age category.

COMBAT: The violet dragon's reclusive tendancies should not be confused with
cowardice, nor lack of desire to pad their hoards.  They wish to be in control
of the time, place and victim; adventurers who disturb these dragons had
better be able to talk fast or fight hard (preferably both).

Violet dragons are extremely fond of physical combat, and enjoy rending their
victims before eating them.  Whenever possible, violet dragons will (like most
dragons) fight from the air.  When faced with an obviously powerful or
numerous foe, they will "soften them up" with a blast or two from their
powerful breath weapon.

BREATH WEAPON: The violet dragon's breath weapon consists of a deadly cone of
nuclear radiation.  The blast itself is invisible and totally silent, though
sparks and phosphorescent effects are often seen on objects in the area of
effect.   The cone is as long as the dragon's body, and its terminating
diameter is 1/5th its length.

Two saving throws are required against this weapon: one verses death magic to
avoid being slain outright, and a breath save for half damage.  Anyone caught
in the breath weapon is aflicted with radiation sickness, losing 1d4
constitution points per day until dead.  Only a cure disease and a remove
curse followed by 1 months rest per lost constitution point will reverse 
the effects.  Even those cured of this dread disease may show signs of it for
years to come.

Violet dragons gain the following abilities as they mature.

     Young:         Ultravision, as normal visual range.
     Juvinile:      X-Ray vision at will.
     Young Adult:   Metal/Mineral detection at will
     Adult:         Polymorph self at will.
     Mature Adult:  Move earth, 3/day.
     Old:           Death spell, 3/day.
     Very Old:      Call lightning 12th level 3/day.
     Venerable:     Monster summoning VII, 3/day.
     Wyrm:          Lightning bolt, 6d6 at will.
     Great Wyrm:    Disintegrate 3/day.

HABITAT: Violet dragons prefer isolated mountaintops and ruins near deposits
of radioactive minerals.  They are solitary creatures who associate with other
dragons only to mate and rear young.  After the young are strong enough to
fend for themselves, the parents go their seperate ways.

ECOLOGY: These dragons must suppliment their diets with radioactive minerals.
They greatly value dwarven slaves to help them mine the minerals they need.
Since turnover is rather high, they will pay handsomely for suitably "tamed"
dwarves.  Needless to say, dwarves particularly despise violet dragons.

Though they do not engage in the sort of wide spread destruction reds so
enjoy, (they are much more measured and calculating in their use of force) the
area within a mile of a violet dragon's lair is filled with bizzard plant and
animal mutations.

Violet dragon flesh is highly toxic, inflicting immediate radiation sickness
on anyone eating it (no save).  Their eyes are useful in potions of X-ray
vision, and as is the case with any dragon, virtually every body part has
magical characteristics.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, War                      Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Rare
ORGANIZATION:       Pairs or groups
ACTIVITY CYCLE:     Any
DIET:               Special (Carnivore)
INTELLIGENCE:       Low (5-7)
TREASURE:           Special
ALIGNMENT:          Any chaotic 
------------------------------------------------------------------------------
NO. OF APPEARING:   2-20
ARMOR CLASS:        -2 (base)
MOVE:               14, Fl 38 (C)
HIT DICE:           13 (base)
THAC0:              7 (base)
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      2-12/2-12/4-40 (4d10)
SPECIAL ATTACKS:    Special
SPECIAL DEFENSES:   Variable
MAGIC RESISTANCE:   Variable
SIZE:               G (44' base)
MORAL:              Champion (15-16)
XP VALUE:           Variable

      BODY    TAIL        BREATH      SPELLS           TREASURE     XP
AGE  LENGTH  LENGTH  AC   WEAPON   WIZARD/PRIEST  MR     TYPE      VALUE
 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

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.

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.

BREATH WEAPON: 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:

** cone of fire/frost **: 80' long, 5' wide (mouth), and 30' wide (end)
** gas cloud **:          50' long, 50' wide, and 40' high;
** lightning bolt **:    100' long and 5' wide;
** 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:

AGE             SPECIAL ABILITY
Young 		** Protection from normal missiles ** (three times per day)
Young Adult 	** Minor globe of invunerability ** (twice per day)
Mature adult 	** Glode of invunerability ** (twice per day)
Old 		** Anti-magic shell ** (once per day)
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.)

HABITAT: 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.

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.
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.

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.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon, Yellow                   Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Temperate and subtropical plains and subterranean
FREQUENCY:          Very rare
ORGANIZATION:       Solitary or clan
ACTIVITY CYCLE:     Any
DIET:               Special 
INTELLIGENCE:       High (13-15)
TREASURE:           Special
ALIGNMENT:          Neutral evil 
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (2-5)
ARMOR CLASS:        -1 (base)
MOVE:               12, Fl 38 (C), Br 6
HIT DICE:           13 (base)
THAC0:              7 (base)
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      1-6/1-6/5-50 (5d10)
SPECIAL ATTACKS:    Special
SPECIAL DEFENSES:   Variable
MAGIC RESISTANCE:   Variable
SIZE:               G (42' base)
MORAL:              Champion (15-16)
XP VALUE:           Variable

      BODY    TAIL         BREATH       SPELLS          TREASURE         XP
AGE  LENGTH  LENGTH  AC    WEAPON     WIZARD/PRIEST MR    TYPE          VALUE
 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 Hx1/2           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, Tx2, U      13,000
10  100-110  84-88   -7 10d10+10d8+10 3 2 2 1 / 1   50% H, Tx2, U, X   15,000
11  110-120  88-96   -8 11d10+11d8+11 3 2 2 2 / 2   55% H, Tx2, U, Xx2 17,000
12  120-128  96-106  -9 12d10+12d8+12 3 3 2 2 / 2   60% H, Tx2, U, Xx2 18,000

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.

COMBAT: 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.

BREATH WEAPON: A yellow dragon's breath weapon is a ** 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.

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 ** invisibility **, ** blur **, and the like.)  As they age,
they gain the following additional powers:

AGE             SPECIAL ABILITY
Young 		** Blindness ** (three times per day)
Juvenile 	** Hypnotic pattern ** (three times per day)
Adult 		** Shout ** (twice per day)
Old		** Eyebite ** (once per day)
Wrym	 	** Forcecage ** (three times per week)

HABITAT: 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.

ECOLOGY: 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.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Dragon Fisher
==============================================================================

CLIMATE/TERRAIN:    Mountain cliffs
FREQUENCY:          Common 
ORGANIZATION:       Flocks 
ACTIVITY CYCLE:     Any 
DIET:               Canivore 
INTELLIGENCE:       Low (5-7)
TREASURE:           E
ALIGNMENT:          Neutral (Evil)
------------------------------------------------------------------------------
NO. OF APPEARING:   1 - 20
ARMOR CLASS:        2
MOVE:               12, Fl 24 (B)
HIT DICE:           8
THAC0:              13
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      2-12/2-12
SPECIAL ATTACKS:    Poison/Breath weapon 
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               L (20' long)
MORAL:              Steady (11-12)
XP VALUE:           2,000
 

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

COMBAT: 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 "** fish breath **".
Target must make save or be sick for 1d6 rounds.

HABITAT: 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.

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Dream Assassin                                   Warren Hack (hack@stsci.edu)
==============================================================================
                (based in part on The Nightmare on Elm Street)

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Night
DIET:               Omnivore
INTELLIGENCE:       High (13-14)
TREASURE:           P, R, (B)
ALIGNMENT:          Chaotic evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-4
ARMOR CLASS:        4 (0, in dream)
MOVE:               15
HIT DICE:           7
THAC0:              13
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      1d4/1d4
SPECIAL ATTACKS:    Surprises on 1-3, see below
SPECIAL DEFENSES:   Sleep gas, camoflauge (75% undetectable)
MAGIC RESISTANCE:   Nil
SIZE:               M
MORAL:              Fanatic (17-18)
XP VALUE:           3,000

The dream assasins are notorious for catching adventurers off guard at night.
They generally insure that all are asleep with a gas they expel.  Those who
might be awake initially must save against the gas or fall asleep (-4 vs.
paralyzation).  The assasin then chooses who looks to be a powerful
fighter-type who is asleep as its 'victim' and invades the 'victims' dreams.
They fight the 'victim' in a nightmare wielding a wicked sword (2d4+4 damage,
3/2 attacks) while having an armor class of 0.  All damage sustained in the
battle counts against the 'victims' combined scores of intelligence and
wisdom.  The 'victim' fights as a fighter of their level wielding a club (1d6
damage).  The 'victim' has an armor class of 10.  This is modified down by one
for each 3.6 points of intellience and wisdom the 'victim' has.  (I.e., armor
class = 10 - (INT + WIS) / 3.6) rounded up.  The damage the assasin takes
counts against his maximum hit points.

If the assasin loses, he loses control of the 'victim' and the 'victim' wakes
up with a terrible start.  If the 'victim' loses, he/she become an extension
of the assasin who will animate them to attack the party while they sleep.
The animated victim will be armor class 10 wielding their favorite weapon.
When the victim is wounded for 75% of their maximum hit points, they are no
longer under the assasins powers.  The assasin will remain 75% undetectable
(camoflauge) during this battle.  When the assasin loses their 'victim', they
will make one attack at the 'victim' to finish them off before fleeing.  If
cornered, they can expel sleep gas twice a night and fight with their claws.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Durath                            Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Marine Coastlines
FREQUENCY:          Rare
ORGANIZATION:       Mating Groups
ACTIVITY CYCLE:     Any
DIET:               Carnivores
INTELLIGENCE:       Low to Genius (3-18)
TREASURE:           K, M, N (B)
ALIGNMENT:          Neutral (or Neutral varients)
------------------------------------------------------------------------------
NO. OF APPEARING:   5-50
ARMOR CLASS:        8 (4 with armor)
MOVE:               9, Sw 6
HIT DICE:           3
THAC0:              17
NO. OF ATTACKS:     2 or 1
DAMAGE/ATTACK:      1d4/1d4 or 1d8
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               M (5' tall)
MORALE:             Average (8-10)
XP VALUE:           120

Durath are an amphibious, humanoid race.  They are scaled and covered with an
outer coat of slime (immune to web, entangles, and ordinary grips).
Their charisma ranges from 2 to 10.  They walk on two feet to fight.

Preferred weapons are hooks, scimitars, and assorted thrown barbs.  They can
also bite for 1d8 or claw for 1d4 (2 claws).  Adults are typically 3 hit dice
monsters.  Exceptional individuals do exist:

           mages    -- 1 per 50, level 1 to 6
           shamen   -- 1 per 30, level 1 to 6
           fighters -- 1 per 20, level 4 to 8

Slime infects wounds of mammals causing a local paralysis of the limb/area in
2-4 rounds (ie, cause serious wound).  Durath take advantage of this property
and make nets that will paralyze those traps (each round, save vs paralysis
until either escape the net or fail the save).

Durath live in mating groups of 1 senior male, 1 junior male, 2-8 wives of the
senior male, 1-4 wives of the junior male.  Expect 0-3 children per wife.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
