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I wanted a dragon that was, I dunno, sort of likeable without being the imperious gold dragon. Something big and powerful but in a way potentially relatable. A potential ally but not necessarily one that can dominate a campaign. A dragon that might be horrified to be offered a princess sacrifice, freeing her and probably losing a game of chess against her.

Dragon, Infrared (Garnet)

by Cab Davidson

Dragon, Infrared (Garnet)
Stat Small Large Huge
AC: -3 -5 -7
HD: 12** 17*** 24****
Move: 90’(30’) 120’(40’) 150’(50’)
Move (Flying): 240’(40’) 300’(100’) 360’(120’)
Attacks: 2/1 or up to 6 &nbs; &nbs;
Damage: 2d6/6d8 2d8/6d8+4 4d6/6d8+8
No. Appearing: 1d4 1d3 1d2
Save As: F12 F34 F36
Morale: 9 10 11
Treasure Type: H Hx2,I Hx3,Ix2
Intelligence: 8 10 12
Alignment: Lawful (Ultraviolet), Neutral (Zircon) &nbs; &nbs;
XP Value: 2950 5450 14250

Breath Weapon (Infrared): Infrared Cone (shape as per gold dragon), (Garnet) Infrared Cone and Vitrify

Infrared dragons are among the largest of all dragonkind. They are rarely aggressive, in fact they may be considered gentle giants, rarely interest in conflict or hunting sentient beings. They are somewhat slower witted than most other dragons, not dullards but certainly not among the greatest draconic intellects. They retain the sharp senses and keen instincts of a hunter that typify all dragons.

They appear (to those without infravision) as massive, stocky, near black dragons with just a tinge of red to their skins. Those who possess infravision invariably see them as glowing, radiant creatures of immense energy. An infrared dragon cannot surprise any creature capable of infravision, something they are aware of, explaining their reticence to make lairs in or even hunt in caverns and caves. Their preference is always to make their homes in hilly lands, ideally the patchwork of human and demi-human farmlands, where they hunt other predators and invaders who would bring harm to their idylls.

They are the least magically capable of all dragons, being incapable of fathoming the very concept of spellcasting. They are always literate and able to speak, but their minds cannot contain the magical forces required of magic. They are also somewhat magically inert, being immune to first and second level spells.

The bright infrared light given off by all parts of an infrared dragon makes it hard for any creature with infravision to look at them close up, and all attack rolls made by such creatures are made at a -2 penalty. The breath weapon of an infrared dragon is a cone of infrared energy, which doesn’t immediately cause fires but causes everything within its area to heat up, causing damage as per the dragons hit points in the same way as the breath weapon of other dragons.

Garnet dragons are almost indistinguishable from infrared dragons, having dully translucent skin giving off only slight reflection. They are so similar in behaviour that many who meet never realise that they’re different at all – the only behavioural difference is that garnet dragons act with less remorse if forced to kill a human or demi-human. In addition to damage, those who fail a saving throw vs. dragon breath will suffer a vitrification effect, with the ground beneath them and all belongings becoming melted to a form of glass. Vitrified subjects will find all organic materials they carry will be burned away, while inorganic items will become stuck together in a strange, glassy matrix. Their shoes, if worn, will be burned off with only the nails left stuck to the glassy ground below them. An open doors roll is required to break an object out of the glass, although all items can be restored by casting a stone to flesh spell. A further open doors roll is required for the character to break off from the glassy slag upon which they stand.