Dragon Generator for Wolves Upon The Coast
I'm writing a small dragon riders thing for Luke's Wolves Upon The Coast and so logically I started with a dragon generator.
Dragon Generation Tables
Roll on each table in order to generate a dragon.
Table 1 - Age, HD & Breath Weapon Damage
The † denotes supernatural HP.
| 2d6 | Age | HD | Damage | Breath Damage |
|---|---|---|---|---|
| 2 | Hatchling | 1 | 1d6 | 1d6-1 |
| 3 | Young | 2 | 1d6+1 | 1d6 |
| 4-5 | Juvenile | 4 | 2d6 | 2d6 |
| 6-8 | Adult | 6† | 2d6 | 3d6 |
| 9-10 | Mature | 8† | 2d6+2 | 4d6 |
| 11 | Elder | 10† | 3d6+3 | 5d6 |
| 12 | Ancient | 12† | 3d6+3 | 6d6 |
Table 2 - Environment & AC
All dragons are unharmed by normal missiles.
| 2d6 | Environment | AC | Innate Trait |
|---|---|---|---|
| 2 | Deep Ocean | As Plate & Shield | Never encountered at the surface. Amphibious. Can see in absolute darkness. Attacks against them above water are made at +2 to hit - they are unused to air. |
| 3 | Cave/Subterranean | As Plate & Shield | Blind. Hunts by sound and vibration. Immune to surprise. Those attempting to hide from them must Save or be found. |
| 4 | Mountain | As Plate | Immune to cold. Sure-footed on any surface - cannot be knocked prone. |
| 5 | Tundra/Ice | As Maille | Immune to cold. Those struck by their claws or tail must Save vs Physique or be numbed, losing their next action. |
| 6-8 | Cliff/Coastal | As Plate | - |
| 9 | Open Sea | As Maille | Amphibious. Pursues prey across water at double speed. Cannot be outrun at sea. |
| 10 | Mountain | As Plate | Never lands. If grounded, AC as Leather and all attacks are made at -4. |
| 11 | Cave/Subterranean | As Plate & Shield | Lightless for so long they have become something else. Unharmed by normal weapons. Presence extinguishes all non-magical light sources within 30'. |
| 12 | Deep Ocean | As Plate & Shield | Has not breached the surface in living memory. Amphibious. Immune to all environmental damage. Those who look upon it must Save vs Warding or be struck senseless for 1d6 rounds. |
Table 3 - Breath Weapon
All breath weapons are used every other round. Damage is determined by Table 1.
| 2d6 | Breath Weapon | Effect |
|---|---|---|
| 2 | None | - |
| 3 | Darkness | No damage. All in the cone are blinded for 1d6 rounds. |
| 4 | Rocks | Xd6 damage to a single target. Ignores AC. |
| 5 | Ash | Xd6 damage to all in the cone. Those struck must Save vs Physique or suffer -4 to hit for 1d6 rounds. Those who Save suffer -2. |
| 6 | Ice | Xd6 damage to all in the cone. Those struck must Save vs Physique or lose their next action. |
| 7-8 | Fire | Xd6 damage to all in the cone. |
| 9 | Steam | Xd6 damage to all in the cone. Armour provides no protection. |
| 10 | Poison | Xd6 damage to all in the cone. Those struck must Save vs Physique or die over 1d6 rounds. |
| 11 | Lightning | Xd6 damage in a line. Strikes all targets in its path. |
| 12 | Acid | Xd6 damage to all in the cone. Continues dealing 1d6 per round until washed off. |
Table 4 - Special Abilities
| 1d6+HD | Special Ability |
|---|---|
| 1-7 | None |
| 8 | Armoured tail strikes all in a radius as a separate attack each round. Those struck must Save vs Physique or be knocked prone. |
| 9 | All within 30' must Save vs Warding upon first sight or flee for 1d6 rounds. |
| 10 | Unharmed by magic. Spells cast within 60' of it must Save vs Warding or fail entirely. |
| 11 | Speaks all languages. May issue a single Command per round as a free action - as the spell. |
| 12 | When reduced to 0HP, the dragon does not die. Instead it retreats and returns in 1d6 days fully healed. It may only be killed in a specific way, determined by the referee. |
| 13 | Those struck by the dragon are marked and hunted by it across any distance until one of them is dead. |
| 14 | Once per round may slam the ground - all within 30' must Save vs Physique or fall prone and lose their next action. |
| 15 | Unharmed by normal weapons in addition to normal missiles. |
| 16 | Once per day may attempt to dominate a single creature. Save vs Warding or serve the dragon for 1d6 weeks. |
| 17 | Roll twice and combine. |
| 18 | Roll twice and combine. |
Table 5 - Flight
All dragons roll on this table.
| 2d6 | Flight |
|---|---|
| 2-4 | Flightless -- roll on sub-table |
| 5-12 | Flies |
Flightless Sub-Table
| d6 | Reason |
|---|---|
| 1 | Born without wings |
| 2 | Wings torn off |
| 3 | Wings stunted and vestigial |
| 4 | Self-grounded, by choice or curse |
| 5 | Bound - wings pinioned by an outside working, old but effective |
| 6 | Moulting. Between wing-sets |