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Dragon, Orichalcum

Dragon Mythology Greek Line Art  - GDJ / Pixabay, Orichalcum
GDJ / Pixabay

Orichalcum dragons, named for a mysterious coppery-red metal used by the ancients, are obsessed with rooting out the secrets of the past and rebuilding the glory of fallen empires. They seek out ruined cities and temples to uncover ancient knowledge and magic. An orichalcum dragon’s hoard is more than just gold and gems – its home is its hoard.

Originally posted on THE CREATURE CHRONICLE

Orichalcum dragons were far more numerous in ancient times, and many bloodlines were sworn to the service of great empires, such as Azlant, the primeval elves, or the empires of the serpentfolk and cyclopes. Around the time of the rise of Thassilon, orichalcum dragons across the globe fell victim to plague, decimating their numbers.

In any case, orichalcum dragons today are a dying breed, obsessed with their race’s past glories. More than anything, they wish to rebuild their standing in the world, and to do so they reconstruct ancient sites and build new (if petty) kingdoms on the ruins of the old. Because they were most closely associated with Atlantis and the serpentfolk, orichalcum dragons are found in the greatest numbers in dark jungles, where those two empires abutted one another, but individual dragons have staked out claims to ruins all over the world.

Once an orichalcum dragon claims a ruin as its own, driving off or killing any previous squatters, it sets about attracting new followers, typically humans, lizardfolk, goblins, or even gnolls, depending on what are closest at hand. Kobolds in particular are drawn to orichalcum dragons, and a kobold tribe under one’s protection tends to be less vicious and more sophisticated. The dragon’s followers may treat it as anything from a benign feudal lord to a violent god-king depending on the dragon’s temperament. Orichalcum dragons may be either a friend or an enemy to adventurers – some eagerly recruit mercenaries to help clean out the deepest corners of its new home, while others viciously kill any intruders in their lairs.

Orichalcum dragons are vaguely feline in build, with clawed feet shaped more like a lion’s paws than a lizard’s talon. Their scales are dull brown at hatching, but take on a lustrous coppery-red shine as they age. Older orichalcum dragons enjoy embedding jewels in their scales in designs inspired by the art of their home ruins.

LN dragon (earth)
Base Statistics
CR: 6; Size: Small; Hit Dice: 7d12
Speed: 40 ft.
Natural Armor: +6; Breath Weapon: Line, 2d8 acid
Str 13, Dex 14, Con 13, Int 12, Wis 13, Cha 12
Environment: Warm forests (ruins)
Organization: Solitary
Treasure: Triple
Corrosive Aura (Su): An old or older orichalcum dragon is surrounded by an aura of corrosive fumes. All creatures within 5 feet of the dragon take 1d6 points of acid damage at the beginning of the dragon’s turn. An ancient dragon’s aura extends to 10 feet. A great wyrm’s aura damage increases to 2d6. An orichalcum dragon can suppress or activate this aura at will as a free action.
Animate Breath (Su): The acidic bile breathed by an orichalcum dragon does not simply disperse. Rather, it collapses in on itself, creating a serpent of magic vapor that attacks the dragon’s enemies. The vaporous serpent appears in any unoccupied square (or squares for Large or larger serpents) in the area affected by the breath weapon and acts just after the dragon in the initiative order. See below for vaporous serpent statistics.
An orichalcum dragon can will its vaporous serpent to dissolve into nothing at will; otherwise it lasts until reduced to 0 hit points. An orichalcum dragon can have only one vaporous serpent in existence at a time.
Constrict (Ex): An ancient or older orichalcum dragon gains the grab special attack with its tail slap. It can constrict for an amount of damage equal to its tail slap.
Long Tail (Ex): A young or older orichalcum dragon’s reach with its tail slap is 5 feet longer. An orichalcum dragon can affect a radius of 40 feet with its tail sweep if Gargantuan or 50 feet if Colossal.
Spell-Like Abilities (Sp): An orichalcum dragon gains the following spell-like abilities, usable at will upon reaching the listed age category. Its caster level for these effects is equal to its Hit Dice, and any save DCs are Charisma-based. An orichalcum dragon can use these abilities at will. Very young – detect magic; juvenile – fire trap; adult – explosive runes; old – legend lore; ancient – teleport trap; great wyrm – maze.
Summon Ruin Elemental (Sp): This ability, usable by a great wyrm orichalcum dragon once per day, works like a summon monster spell, except that it summons one ruin elemental. This ability is the equivalent of a 9th-level spell.

Wyrmling: Special Abilities: 
Animate breath, immune to acid; Caster Level: â€“
Very Young: Special Abilities: Detect magicCaster Level: â€“
Young: Special Abilities: Long tail; Caster Level: 1st.
Juvenile: Special Abilities: Fire trapCaster Level: 3rd.
Young Adult: Special Abilities: DR 5/magic, spell resistance; Caster Level: 5th.
Adult: Special Abilities: Frightful presence, explosive runesCaster Level: 7th
Mature Adult: Special Abilities: DR 10/magic; Caster Level: 9th.
Old: Special Abilities: Corrosive aura, legend loreCaster Level: 11th.
Very Old: Special Abilities: DR 15/magic; Caster Level: 13th.
Ancient: Special Abilities: Constrict, teleport trapCaster Level: 15th.
Wyrm: Special Abilities: DR 20/magic; Caster Level: 17th.
Great Wyrm: Special Abilities: Summon ruin elemental, mazeCaster Level: 19th.

An orichalcum dragon’s animated breath, referred to as a vaporous serpent, has the following statistics.
Type: Construct (earth).
Size: One size smaller than the orichalcum dragon.
Initiative: The vaporous serpent always acts immediately after the orichalcum dragon’s initiative count.
Hit Dice: The vaporous serpent has 1/10 the orichalcum dragon’s total hit points, plus bonus hit points based on its size (see Bestiary, pg. 307). For purposes of determining its saves and base attack bonus, its Hit Dice are equal to the number of dice of damage the orichalcum dragon’s breath weapon deals.
Senses: The vaporous serpent has darkvision 60 ft. and low-light vision.
Speed: 30 ft.
AC: The vaporous serpent’s natural armor bonus varies by size:
Tiny: +2
Small or Medium: +3
Large: +4
Huge: +8
Gargantuan: +10
Defensive Qualities: The vaporous serpent has construct traits and immunity to acid. It gains the following defensive quality.
Acid Body (Ex): Creatures that strike the vaporous serpent with natural weapons or unarmed attacks take 1d8 acid damage.
Attacks: The vaporous serpent has a bite attack that deals damage based on its size (see Bestiary, pg. 302) plus 1-½ its Strength modifier. This damage is half piercing and half acid.
Saves: The vaporous serpent has no good saving throws.
Abilities: The vaporous serpent’s Strength and Dexterity scores are equal to the orichalcum dragon’s. It has no Constitution or Intelligence score, its Wisdom score is 10, and its Charisma score is 1.
Alignment: Neutral.

CR: 10
XP: 9,600
LN Large dragon (earth)
Init: +5; Senses: Dragon senses; Perception +16
AC: 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, -1 size)
hp: 104 (11 HD)
Fort +10, Ref +10, Will +9
Immune: Acid, paralysis, sleep
Speed: 40 ft., fly 200 ft. (poor)
Melee: Bite +15 (2d6+7), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), tail slap +13 (1d8+7)
Space: 10 ft.; Reach: 5 ft. (10 ft. with bite or tail slap)
Special Attacks: Animate breath, breath weapon (80-ft. line, 6d8 acid damage, Reflex DC 18 for half, usable every 1d4 rounds)
Spell-Like Abilities (CL 11th, concentration +13):
At will – Detect magic
Spells Known (CL 1st, concentration +3):
1st (4/day) – Identifyshield
0 (at will) – Dancing lightsmage handmessageread magic
Str 21, Dex 12, Con 17, Int 14, Wis 15, Cha 14
Base Atk: +11; CMB: +17; CMD: 28 (32 vs. trip)
Feats: Hover, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Vital Strike
Skills: Appraise +16, Diplomacy +16, Fly +11, Intimidate +16, Knowledge (engineering, history) +16, Perception +16, Spellcraft +16
Languages: Common, Draconic, one ancient language

N Medium construct (earth)
Init: as dragon; Senses: Darkvision 60 ft., low-light vision; Perception +0
AC: 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp: 30 (6 HD)
Fort +2, Ref +4, Will +2
Defensive Abilities: Acid body (1d8 acid); Immune: Acid, construct traits
Speed: 30 ft.
Melee: Bite +11 (1d6+8 acid)
Str 21, Dex 12, Con â€“, Int â€“, Wis 10, Cha 1
Base Atk: +6; CMB: +11; CMD: 22 (can’t be tripped)

CR: 14
XP: 38,400
LN Huge dragon (earth)
Init: +4; Senses: Dragon senses; Perception +21
Aura: Frightful presence (180 ft., DC 22)
AC: 29, touch 8, flat-footed 29 (+21 natural, -2 size)
hp: 195 (17 HD)
Fort +15, Ref +12, Will +16
DR 5/magic; Immune: Acid, paralysis, sleep; SR 25
Speed: 40 ft., 200 ft. (poor)
Melee: Bite +23 (2d8+12), 2 claws +23 (2d6+8), 2 wings +18 (1d8+4), tail slap +19 (2d6+12/19-20)
Space: 15 ft.; Reach: 10 ft. (15 ft. with bite or tail slap)
Special Attacks: Animate breath, breath weapon (100-ft. line, 12d6 acid damage, Reflex DC 23 for half, usable every 1d4 rounds), crush (2d8+12, DC 23)
Spell-Like Abilities (CL 17th, concentration +21):
At will – Detect magicexplosive runesfire trap
Spells Known (CL 7th, concentration +11, +15 ranged touch):
3rd (5/day) – Dispel magichaste
2nd (7/day) – Make wholescorching raysee invisibility
1st (7/day) – Identifymage armormagic missileshieldtrue strike
0 (at will) – Dancing lightsflare (DC 14), mage handmessageopen/closeprestidigitationread magic
Str 27, Dex 10, Con 21, Int 18, Wis 19, Cha 18
Base Atk: +17; CMB: +27; CMD: 37 (41 vs. trip)
Feats: Hover, Improved Critical (tail slap), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Vital Strike, Weapon Focus (tail slap)
Skills: Appraise +21, Diplomacy +21, Fly +11, Intimidate +21, Knowledge (engineering, history, nobility) +21, Perception +21, Spellcraft +21, Use Magic Device +21
Languages: Common, Draconic, Elven, two ancient languages

N Large construct (earth)
Init: as dragon; Senses: Darkvision 60 ft., low-light vision; Perception +0
AC: 14, touch 10, flat-footed (+4 natural)
hp: 49 (12 HD)
Fort +4, Ref +4, Will +4
Defensive Abilities: Acid body (1d8 acid); Immune: Acid, construct traits
Speed: 30 ft.
Melee: Bite +19 (1d8+12 acid)
Space: 10 ft.; Reach: 5 ft.
Str 27, Dex 10, Con â€“, Int â€“, Wis 10, Cha 1
Base Atk: +12; CMB: +21; CMD: 31 (can’t be tripped)

CR: 19
XP: 204,800
LN Gargantuan dragon (earth)
Init: +3; Senses: Dragon senses; Perception +31
Aura: Corrosive (10 ft., 1d6 acid damage), frightful presence (300 ft., DC 28)
AC: 42, touch 9, flat-footed 42 (-1 Dex, +33 natural)
hp: 340 (25 HD)
Fort +21, Ref +15, Will +22
DR 15/magic; Immune: Acid, paralysis, sleep; SR 21
Speed: 40 ft., fly 250 ft. (clumsy)
Melee: Bite +33 (4d6+18/19-20), 2 claws +33 (2d8+12), 2 wings +31 (2d6+6), tail slap +31 (2d8+18 plus grab)
Space: 20 ft.; Reach: 15 ft. (20 ft. with bite or tail slap)
Special Attacks: Animate breath, breath weapon (120 ft. line, 20d8 acid damage, Reflex DC 29 for half, usable every 1d4 rounds), constrict (2d8+18), crush (4d6+18, DC 29), tail sweep (2d6+18, DC 29)
Spell-Like Abilities (CL 25th, concentration +31):
At will – Detect magicexplosive runesfire traplegend loreteleport trap
Spells Known (CL 15th, concentration +21):
7th (4/day) – Delayed blast fireball (DC 23), vision
6th (6/day) – Acid fogantimagic fieldguards and wards (DC 22)
5th (6/day) – Cone of cold (DC 21), polymorphtelekinesis (DC 21), waves of fatigue (DC 21)
4th (6/day) – Detect scryingenervation (DC 20), hallucinatory terrain (DC 20), mass enlarge person
3rd (6/day) – Dispel magicgaseous formhasteslow (DC 19)
2nd (6/day) – Make wholescorching raysee invisibilityshatter (DC 18), web
1st (6/day) – Identifymage armormagic missileshieldtrue strike
0 (at will) – Arcane markbleed (DC 16), dancing lightsflare (DC 16), mage handmessageopen/closeprestidigitationread magic
Str 35, Dex 8, Con 25, Int 22, Wis 23, Cha 22
Base Atk: +25; CMB: +41; CMD: 50 (54 vs. trip)
Feats: Critical Focus, Flyby Attack, Hover, Improved Critical (bite, tail slap), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Vital Strike, Weapon Focus (tail slap)
Skills: Appraise +31, Diplomacy +31, Fly +14, Intimidate +31, Knowledge (arcana, engineering, history, nobility, planes) +31, Perception +31, Spellcraft +31, Use Magic Device +31
Languages: Common, Draconic, Dwarven, Elven, three ancient languages

N Huge construct (earth)
Init: as dragon; Senses: Darkvision 60 ft., low-light vision; Perception +0
AC: 19, touch 9, flat-footed 19 (-1 Dex, +10 natural)
hp: 74 (20 HD)
Fort +6, Ref +5, Will +6
Defensive Abilities: Acid body; Immune: Acid, construct traits
Speed: 30 ft.
Melee: Bite +32 (2d8+18)
Space: 20 ft.; Reach: 15 ft.
Str 35, Dex 8, Con â€“, Int â€“, Wis 10, Cha 1
Base Atk: +20; CMB: +34; CMD: 43 (can’t be tripped)

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