Wednesday, April 1, 2015

B is for Breath Weapons

Everyone loves fighting dragons, it is, after all, what D&D was named for, but sometimes, dragon-fighting can become boring. Every PC knows that green dragons always breath clouds of poison gas or that red dragons always breath fire. Dragon hunting in D&D can quickly turn into an only-slightly more complicated version of rock-paper-scissors as the PCs gear up with all the obligatory protections against the dragon's known breath weapon(s).


So...change it up!


Below is a tabled, culled from the breath weapons of every dragon officially published for the AD&D 2nd edition game (so far as I can deduce). Need your dragon to do something special and different? Just roll 3d30 (because d30s) and give them whole new ways to vex your players. If you do it ahead of time, maybe you can be slightly nice and let them research what makes this particular red dragon they are hunting different from the norm. 

If you are feeling really-chaotic, roll randomly every time the dragon breathes, to really keep your party on their toes.




Roll (3d30) Damage Type Breath Weapon
3 Force A faceted, violet lozenge, which it can spit into the midst of enemies, up to 75 feet away. The lozenge explodes with concussive force, causing the indicated damage to all creatures within 60’ of the impact (save vs. breath weapon for half damage). In addition, all creatures size huge and smaller must save vs. paralyzation or be knocked down. Any creature taking damage from the blast has a 50% chance of being knocked unconscious for one round per age level of the dragon, plus 1d8 rounds.
4 Fire A cone of flame 110’ long, 10’ wide at the dragon’s mouth, and 45’ wide at the end. This is a magical flame and will ignite even nonflammable materials.
5 special An area of time stop, 110’ long, 10’ wide at the dragon’s mouth, and 45’ wide at the end. Anyone caught in the area must save vs. spells or be affected as if by a time stop spell cast at 20th level of magic use.
6 Fire A spray of scalding, sticky sap. The scalding sap sprays out in a cone 1 foot wide at the base, 30 feet long, and 50 feet wide at the terminus. The sap’s effect is to soak the amber dragon’s opponent, who will find that the sap hardens rapidly (in 1d4 rounds) into an immobilizing resin shell. Characters who successfully save vs. breath weapon can shatter the resin shell on a successful Strength check. Those failing their check are solidly encased; only one chance is allowed thereafter, using the bend bars roll at -15% to shatter the hard resin shell and escape.
7 Fire A cone of superheated sand 5’ wide at its base, 50’ long, and 100’ in diameter at the far end.
8 Acid A stream of acid 60 feet long and three feet wide.The breath weapon is equally effective underwater and in the open air
9 Lightning A 5’ wide bolt of lightning that streaks 100’ in a straight line from the dragon’s mouth.
10 Acid A 5’ wide stream of acid that extends 60’ in a straight line from the dragon’s head.
11 special A cloud of repulsion gas 20’ long, 30’ wide, and 30’ high. Creatures caught in the gas must save vs. breath weapon or move away from the dragon for two minutes per age level of the dragon, plus 1-6 minutes.
12 special A cone of sleep gas 70’ long, 5’ wide at the dragon’s mouth, and 20’ wide at its end. Creatures caught in the gas, regardless of Hit Dice or level, must save vs. breath weapon or fall asleep.
13 Fire A cloud of blistering desert heat 50’ long, 40’ wide, and 20’ high.
14 Acid A salt and alkaline-based spray that functions like acid. This breath is in the form of a cloud that is 90 feet long, 45 feet wide, and 45 feet high. The breath weapon can be used underwater or at a target in the air, with no change in its effectiveness.
15 Force Glowing pulses of force that resemble magic missiles. They can breathe a single pulse of their listed damage, or any number of smaller pulses in the same round, provided that no pulse inflicts less than one die of damage. Each pulse can strike a separate target. These pulses are unerring in their attacks, and will hit unless the victim makes a saving throw vs. breath weapon. If the victim makes its saving throw, it has dodged that pulse, which then evaporates.
16 Acid The dragons grabs its prey, holding it in its jaws, and snorts 5-foot wide spray of acid out between its teeth, that extends in a straight line from the dragon’s head up to 60 feet.
17 Acid & Fire A stream of acid and fire. It affects a line up to 60 feet long and 5 feet wide.
18 Fire A searing cone of fire 90’ long, 5’ wide at the dragon’s mouth and 30’ at the base.
19 Cold A come of frost 70’ long, 5’ wide at the dragon’s mouth, and 25’ wide at the base.
20 Cold A cloud of freezing crystals 50’ long, 40’ wide, and 20’ high. A creature caught in the freezing cloud must save vs. breath weapon or have his dexterity cut to 3, suffer a -4 penalty on all attack rolls, and a -4 penalty on all saving throws due to numbing. A successful save prevents the dexterity loss and reduces both penalties to -2.
21 Cold & Piercing A bolt of solid ice 20’ long and 5’ wide, firing out to 100’ from the dragon’s mouth.
22 Cold & Piercing An icy blast of air that is 140 feet long, 30 feet high, and 30 feet wide. Creatures caught in the blast suffer damage from cold and flying ice crystals. Furthermore, all creatures three size classes or more smaller than the dragon are blown head over heels for 2d12 feet, plus 3 feet per age category of the dragon. Characters who can grab solid objects won’t be carried away unless they fail Strength checks; creatures with claws, suction cups, etc., can avoid the effect if they have a suitable surface to cling to.
23 Force A pulse of pure magnetic energy 100’ long and 5’ wide. Creatures caught in the path of the pulse suffer damage from impact, flying debris, and tumbling. All creatures caught in the pulse are allowed a save vs. breath weapon for half damage. Creatures wearing ferrous armor save at a -4 penalty regardless of size. Furthermore, creatures caught in the pulse that are at most two sizes smaller than the dragon are hurled back 2-5’ per age category of the dragon (double this distance for those wearing ferrous armor). Those creatures that strike solid objects on their way back take additional damage as if they had fallen half the distance they were thrown back. Creatures too large to be thrown back must make a save vs. breath weapon to remain standing; failure results in the creature falling down and rolling 1-10’ backwards.
24 special A cloud of slow gas 30’ long, 20’ wide, and 20’ high Creatures caught in the gas must save vs breath weapon or be slowed for three minutes per age level of the dragon.
25 special A cone of paralyzing gas 10’ wide at the mouth, 300’ long, and 50’ wide at its apex. Gassed creatures with less than 4 HD are automatically paralyzed for 4d4 turns, but those with more than 4 HD are allowed a saving throw vs. breath weapon to avoid the effects.
26 special A cloud 100’ long, 80’ wide, and 80’ thick. Victims are subjected to a magical disease that manifests within 1d6 rounds, cutting a victim’s Strength score in half. Then, every three turns, the Strength score is halved again, until the creature’s Strength drops to 1. A cure disease spell stops the strength loss, but a wish or limited wish is needed to restore lost Strength points.
27 Cold A magical cone of chilling wind that is 3 feet wide at the mouth, 120 feet long, and 60 feet wide at its terminus; this breath knocks victims back 2 feet per point of damage suffered.
28 Fire A cloud of hot dust 80 feet long, 50 feet wide, and 30 feet high.
29 Acid A cone of flesh-corrosive gas 50 feet long, 40 feet wide, and 30 feet high. Creatures that have dry, exposed skin, they save against the flesh-eating gas at -2. Cloth, metal, and wood are not affected. Leather is treated as dry, exposed skin.
30 Necrotic A cone of vampiric life-draining 60 feet long, 1 foot wide at the mouth, and 20 feet wide at the base. All creatures within the area of the cone must make a saving throw vs. breath weapon or be drained one energy level. Hit points, spells, and combat ability are lost immediately. Levels drained by the dragon are added to its own in the form of additional hit dice, one die for each level drained. The additional hit dice do not alter the THAC0, damage, age, or size of the creature. Once it has drained levels equal to its hit dice, the creature cannot use it breath weapon until the drained energy dissipates. Damage suffered by the dragon is taken from these hit points first. Those drained regain their levels 1-4 hours after the attack. Hit points, combat ability, and spells known are returned to normal, unless, of course, the character was slain. Memorized spells that were lost are not regained, however. At the same time, the dragon loses the additional hit dice it had gained. It also regains the use of its breath weapon.
31 special A cone of unique gas, 40 feet long by 30 feet in diameter (5 feet across at the dragon’s mouth). It causes enfeeblement (as the spell ray of enfeeblement) for one turn and/or confusion (as the spell) for nine rounds (all victims save twice – once to avoid each effect).
32 Sonic A loud, keening wail which sets up a sonic vibration affecting all creatures within 120 feet of the dragon’s mouth. Those in the area can save vs. breath weapons for half damage from the painful vibrations. Victims must make a second saving throw vs. breath weapon or be stunned, unable to defend or attack, for three rounds per age level of the dragon, plus 1d4 rounds. Those who successfully save are deafened and disoriented instead, for a like amount of time, and at -1 to attack rolls. Deafness does not protect one from vibratory damage, but pre-vents stunning or additional deafness.
33 Force A cloud of pure energy 40 feet long, 30 feet wide and 20 feet high. The energy’s sudden brilliance is eye-searing, causing anything within a 120 degree arc in front of the dragon’s head to be struck blind. During daylight, blindness lasts two melee rounds per age category of the dragon. In twilight or by torchlight, three rounds per age category, and if the dragon is encountered at night, four rounds per age category.
34 Force A cone of pure energy 75 feet long, 5 feet wide at the dragon’s mouth and 25 feet wide at the base. The energy’s sudden brilliance is eye-searing, causing anything within a 120 degree arc in front of the dragon’s head to be struck blind. During daylight, blindness lasts two melee rounds per age category of the dragon. In twilight or by torchlight, three rounds per age category, and if the dragon is encountered at night, four rounds per age category.
35 Force A tightly-focused blade of energy, 2’6 inches wide by one foot high for its entire length, up to 100 feet. The victim must save vs. dragon breath at -4 to suffer half damage instead of full damage. Moreover, the searing hole burned straight through the target will not heal by normal means, so badly has the body around the wound been burned and shocked. Cure disease must be cast upon each wound before natural healing may begin. A natural roll of 20 on 1d20 by the attacking dragon indicates an opponent’s limb has been severed, as if struck by a sword of sharpness.
36 special A 2-foot-diameter cloud of euphoria gas. A victim failing a saving throw vs. breath weapon will wander around aimlessly in a state of bliss for the next 3d4 minutes, during which time he is unable to attack and his Armor Class is decreased by 2. Even though he is unable to attack, the victim can keep his mind on the situation if he succeeds on an Intelligence check each round; if he fails an Intelligence check, he completely loses interest in the matters at hand for the duration of the breath weapon’s effect.
37 Fire A jet of boiling water from its mouth, forming a cone 50’ long and 10’ in diameter at the far end.
38 special A sharp percussion of sound that stuns all creatures within 15’ unless those creatures make a successful saving throw vs. breath weapon. Affected creatures cannot act for 2d4 rounds.
39 Necrotic Has no breath weapon, but its bite permanently drains hit points if the victim fails to save vs. Breath weapon; drained hit ponts are gained by the dragon. If the dragon is slain within two rounds per experience level of the drained victim, and the victim ingests or comes into skin contact with some of the dragon’s gore or cranial fluids, the stolen hit points are regained.
40 special A cloud of sleep gas 60’ long, 50’ wide, and 40’ high. Creatures caught in the gas must save vs. breath weapon or fall asleep regardless of hit dice.
41 Fire & Lightning A cone of superheated sparks 100’ long, 5’ wide at the dragon’s mouth, and 40’ wide at the end.
42 Piercing A bolt of solid stone 30’ long and 5’ wide, fired out to a 120’ from the dragon’s mouth.
43 Acid A cloud of acidic vapors 30’ long, 20’ wide, and 20’ high.
44 Physical A cone of blasting sand 70’ long, 5’ wide at the dragon’s mouth, and 20’ wide at the base.
45 Fire A cloud of hot ashes 90 feet long, 70 feet wide, and 40 feet deep.
46 Fire A 5-foot-wide, 110-foot-long stream of flame.
47 Acid A 1-foot-wide gout of heavy, acidic liquid extending in a straight line 6 feet per age category. The liquid inflicts damage and acts as a wither spell upon a randomly selected limb (no save).
48 Radiant A cone of glowing shards; the cone is 60 feet long, 5 feet wide at the dragon’s mouth, and 25 feet wide at the base. Creatures caught in the blast can save vs. breath weapon for half damage, and must make a second saving throw vs. breath weapon or be blinded by the dazzling shards for one turn per age level of the dragon. The shards shine as bright as daylight, and can be seen for miles. Creatures within 60 feet must save vs. breath weapon or be dazzled, incurring a penalty of -2 to attack rolls for one turn per age level of the dragon.
49 Cold A cone of scintillating particles, like brilliant shards of ice. A victim who fails the saving throw not only takes full damage, but all his nonliving carried items must save vs. disintegration or turn to crystal. If the victim makes his saving throw, the victim takes only half damage and his items are unaffected. Any weapon, tooth or claw turned to crystal can still be used to attack, but will probably (1 to 5 on 1d6) shatter with a successful hit.
50 Cold A cloud of ice particles 80 feet long, 60 feet wide, and 40 feet high.
51 Sonic A cone of high-pitched, almost inaudible sound, 75 feet long, 5 feet wide at the dragon’s mouth, and 25 feet wide at the base. Creatures caught by the blast can save vs. breath weapon for half damage from the sound’s disruption, and must make a second saving throw vs. breath weapon or be affected by fear, fleeing the dragon in panic for two rounds per age level of the dragon, plus 1d6 rounds. This is a metabolic effect, and creatures unaffected by magical fear still suffer from the effects if they fail their save. Deafness does not protect one from the breath weapon’s damage, though it prevents fear effects.
52 Dessication A cone of dehydration, 70 feet long, 5 feet wide at the dragon’s mouth and 25 feet wide at the base. When directed against liquids, a cubic foot of water dries up per hit point of damage. Creatures caught by the cone can make a saving throw vs. breath weapon for half damage from water loss. Those who fail to save lose 1d6+6 Strength points; those who succeed lose only 1d6 Strength points. Curative spells less powerful than heal or regeneration are ineffective against Strength loss, though victims who are carefully nursed back to health recover one Strength point per day. Any creature reduced to a Strength of zero or less dies instantly.
53 special A cloud of gray mist 50-feet long, 40-feet wide, and 30-feet high that ages any creature caught in it as follows: humans, halflings, half-elves, most humanoids 1d100 years; dwarves 3d10×10 years; gnomes 6d10×10 years; and elves 1d100×10 years.
54 Poison A cloud of potent chlorine gas 50’ long, 40’ wide and 30’ high.
55 Acid A jet of black slime 3 feet wide and 60 feet long. It is a caustic substance that corrodes metal in 3d4 rounds unless it’s washed off; the metal is allowed a save vs. acid to avoid this effect.
56 Poison A cloud of poisonous chlorine gas that is 50’ long, 40’ wide, and 30 feet high
57 Poison A cube of toxic gas. The dragon can monitor the amount of gas released so closely that it can make the cube as small as 5’ on a side, or as large as 10’ plus 5’ per age category. Creatures caught in the gas must roll successful saving throws vs. poison, with a -2 penalty, or die instantly. The gas is quickly absorbed through the skin and is just as lethal if inhaled. Coating all exposed skin with lard or grease offers some protection (saving throw penalty negated). In still air, the gas stays active for two melee rounds.
58 Sonic A powerful sonic wail. All those within a 90-foot radius suffer damage and must successfully save vs. Breath weapon or be deafened for 1d6 × 10 rounds. Even if the save is successful, the victim is deafened for 2d6 rounds. In addition, all victims must make a successful system shock check in order to avoid being knocked unconscious for 5d4 rounds.
59 Fire A cone of scalding air 1 foot wide at the mouth, 50 feet long, and 20 feet wide at its terminus, igniting easily combustible materials (e.g., paper, oil, and cloth) unless they successfully save vs. normal fire.
60 Poison A putrid cloud of gas, swirling brown and yellow and green. It inflicts damage based on the age of the dragon; and the damage is reduced by half if a save vs. breath weapon is successful. If the first saving throw is missed. The victim must make a saving throw vs. poison or he will become infected with a rotting disease. A living victim cannot be helped by any healing spell or healing item except a cure disease spell. The disease also inflicts 1 point of damage per turn. This disease also causes all nonmetal items in the victim’s possession to rot away (magic items get a save vs. acid) in 1d6 turns unless a cure disease spell is cast on them during that time.
61 Cold & Sonic The dragon makes a distinctive rattling hiss the moment before loosing its chilling breath. The breath weapon inflicts damage; it also destroys objects that fail an item saving throw vs. cold.
62 Fire A blast of heat 120 feet long, 5 feet wide at the mouth and 40 feet wide at its terminus; save vs. breath weapon for half damage. The searing heat instantly fatigues victims, even if the save succeeds, and Strength scores are reduced by half (round down).
63 special A ten-foot-diameter cloud of shrinking gas. The shrinking gas reduces its victims to 5% of their original size. A successful saving throw vs. breath weapon means that the victim leapt out of the way in time.
64 Fire A spray of boiling water 10’ wide and 200’ long. Struck creatures with fewer than 4 HD drown unless they can breathe water; creatures of 5-7 HD drown if they fail to save (those with more than 7 HD aren’t subject to drowning). All victims suffer damage (save for half) and are thrust back 100’.
65 Physical A cloud of dust 200’ long, 80’ wide, and 60’ deep that inflicts damage (save for half). Those who fail to save are affected as if subjected to dust of sneezing and choking.
66 Physical A cone of wind 20’ wide at the mouth, 200’ long, and 50’ wide at the base, inflicting damage (save for half) and pushing victims back 200’.
67 Fire A stream of boiling water 3 feet wide and 90 feet long.
68 Fire A cloud of water vapor 90’ long, 30’ wide, and 30’ high. The cloud may be scalding steam, doing damage, or cool fog which does no damage. Either form lasts for 1d4 + 4 rounds, obscuring vision as does normal darkness.
69 Cold & Slashing A cone of ice crystals 75’ long, 5’ wide at the mouth, and 25’ wide at the base. Damage indicated is caused half by cold and half by abrasion.
70 Acid A cloud of caustic acid droplets 60 feet long, 60 feet wide, and 30 feet high. This weapon cannot be employed underwater.
71 special Instead of a breath weapon, the dragon can curve the mirror-bright membranes of their wings to reflect and concentrate available light (as dim as full moonlight) into a beam of dazzling brightness. They can aim the beam at one enemy per round – at the expense of not being able to use their wing buffet, and the enemy must roll a successful saving throw vs. spell or be blinded for 1d4+1 rounds. If not using this technique as a weapon, they can use the beam much like a search-light.
72 Radiant A beam of brilliant, yellow light. The beam is 5 feet wide and extends 60 feet from the creature’s mouth. Any creature caught in the beam receives damage from heat (saving throw for half damage). The heat of the beam is intense enough to ignite flammable objects that fail saving throws vs. magical fire.
73 Fire A cloud of scalding vapor that is 90 feet long, 30 feet wide, and 30 feet high. Creatures caught in vapor suffer can roll saving throws vs. breath weapon for half damage. In still air, the vapor persists for 1d4+4 rounds; on the second round, it condenses into a clammy, smothering for that blinds air-breathing creatures for 1d4 rounds and inflicts 3d4 points of drowning damage per round for as long as the creature remains in the cloud (a successful saving throw vs. breath weapon negates both effects).
74 special A billow of light motes, in a cloud 30 feet long, 30 feet wide, and 20 feet tall. All magical spell and potion effects in the cloud end, save those required for the life of creatures in the area (e.g., under water, a water breathing spell affecting air-breathers is not ended). Those who fail to save vs. breath weapon sleep for 2d4 turns, even if normally immune to sleep. On waking, affected creatures have only fleeting memories of the dragon.
75 Cold A cone of black frost 160’ long, 40’ wide at the base, and 10’ wide at the dragon’s mouth. Besides causing damage, the black frost hardens rapidly. Those who fail to save vs. breath weapon are encased in a tomb of black ice, with only enough air for 1d4+1 rounds. After that time, the victim suffocates. Breaking the ice from the inside requires the victim to make a Strength ability check at -2 (allowed once per round).
76 Acid A cloud of inky black acid, all foulness and corruption (half damage if a saving throw vs. breath weapon is successful). If the first saving throw is missed: the victim must make a saving throw vs. spell or a darkness spell effect (15-foot radius) appears, centered on the victim. It moves as he moves. It can be countered by a light spell, or removed by dispel magic (use the dragon’s age category as the opposing caster level); otherwise, it remains for 1 round per Hit Die of the dragon. This darkness is a special type through which the dragon can easily see; it otherwise functions exactly as a normal darkness spell. If the second saving throw is successful, the darkness remains, but is not tied to the target; the victim can move and escape it.
77 Fire A wave of incredible fiery, melting heat (save vs. breath weapon for half). If the first saving throw is missed, the victim must make a saving throw vs. magical fire for all nonliving items he is carrying. A failed save means these items start to burn or melt. Paper items are destroyed instantly; leather items in one round; all other nonmetal items in two rounds; nonmagical metal items in three rounds; and magical items of all sorts in four or more rounds. If the item has a bonus (“pluses”) add one round to the four-round period for each plus. Items that give immunity or resistance to fire also melt, but in double the normal time. The burning or melting items may be saved if immersed in water before they are destroyed.
78 Fire A cloud of scalding steam, measuring 90 feet long, 30 feet wide, and 20 feet high.
79 special A ten-foot-diameter cloud of gas that has the same effect as a potion of healing (restores 2d4+1 hit points) on all those within its area of effect.
80 Fire A cone of steam 100’ long, 5’ wide at the dragon’s mouth, and 50’ wide at the base. The breath weapon is as effective underwater as it is in the open air.
81 special A cone spray of oxidants and reddish-brown liquid that instantly rusts any material it touches. The cone is 5 feet wide, extends 75 feet, and is 30 feet wide at the base. Anything metal caught in it must save versus disintegration or immediately disappear into a cloud of rusty brown dust motes.
82 special A cloud of gas, 10 feet high and 30 feet in diameter, that rolls forward 10 feet per round, dispersing in a number of rounds equal to the dragon’s age category. This cloud contains swirling patterns of sparkling particles and bright, interweaving colors. In illumination of torch brightness or better, those who view the cloud must save vs. spell or be affected as if by a rainbow pattern spell. Even the dragon itself can be affected by the hypnotic properties of the cloud. The breath weapon itself transmutes water into a milky, luminous solid similar to mother-of-pearl. It does not melt, but will evaporate under the same conditions as liquid water. While solid, the water has the same saving throws as wood of the same thickness. When the gas cloud contacts a stream, river, lake, or similar body of water, the water solidifies to a depth of one-half inch per age category of the dragon. Water-based creatures such as elementals must save vs. breath weapon or die. A surviving creature suffers damage and is slowed for 1d4 turns. The creature’s physical attack damage is increased by 50% for as long as it is slowed. Creatures with a high water content (such as humans) are also vulnerable to the breath weapon. A successful saving throw vs. breath weapon halves the initial damage and duration of the slow effect.
83 Fire A 60’ long stream of pure liquid sodium, five feet wide at the dragon’s mouth. Creatures hit by this sodium stream are drenched, and within two melee rounds the sodium bursts into engulfing flame. Creatures saving vs. breath weapon suffer half damage. Sodium explodes when it comes in contact with water. If well-meaning comrades of the victims try to wash off the sodium before it ignites, it instead explodes. The resulting blast causes damage to everything within a 15’ radius. The only practical way to prevent a victim from catching fire is immediately to drench him or her in oil to prevent the sodium from contacting the air. All clothing and armor must be removed and carefully cleaned of sodium while still oil-covered, requiring 1d8+8 turns.
84 special A cloud of blackness that is 40 feet long, 30 feet wide, and 20 feet high. Creatures caught in the cloud are blinded for one melee round and lose ¾ (round up) of their life energy (levels or Hit Dice); a successful saving throw vs. breath weapon reduces the loss to ½ (round up). The life energy loss persists for 1d4 turns per 2 age categories of the dragon. Negative plane protection spells prevent this life energy loss. A character who is reduced to 0 or fewer levels lapses into a coma for the duration of the cloud’s effect.
85 Acid A gout of sticky, corrosive spittle 30 feet long and 3 feet wide. If the victim makes her saving throw, she takes half the listed damage. If she fails, the corrosive goo causes full damage in the first round, half damage in the next round, and one-quarter damage in the third round. Leather, bone, or wood armor’s destroyed by one round of contact; metal chain or scale is destroyed in two rounds; and metal plate is ruined in three rounds. (Magical armor or equipment gains an item saving roll versus acid to avoid the effect.
86 Fire The dragon can “spit” fireballs with a range of 240’ and an explosion radius of 5’ per age category of the dragon. The dragon can also coat the fiery wad with its special saliva, delaying the blast for up to ten rounds. The dragon can control the detonation time exactly.
87 special A bubble cloud similar to that produced by a horn of bubbles. This cloud is 60’ long, 50’ wide, and 20’ high, and it lasts 2-12 rounds. Anyone trapped in this cloud is painfully blinded for 4-16 rounds due to soap in his eyes, making magic virtually impossible to cast; this places a -6 penalty on all attack rolls, saving throws, and damage (1 hp damage minimum), and negates dexterity bonuses to armor class. Movement is random as the affected person stumbles around. A successful save vs. breath weapon indicates that the character closed his eyes before the soap affected them, in which case only the normal penalties for fighting blind apply, without the distraction caused by the pain of the soap in the eyes. If the victim?s eyes are protected, as by goggles, the obscuring effects alone are operative, giving only a -2 modifier to hit for as long as the bubbles last. There is no saving throw against the obscurement effect, as the cloud also affects infravision and ultravision.
88 Lightning A cloud of supercharged, arcing gas 30 feet long, 20 feet wide, and 20 feet high.
89 special A 70’ long cone of salt crystals, two feet wide at the dragon’s mouth and 15 feet at the base. Creatures caught in the salt spray must save vs. breath weapon or have their bodies (especially eyes, ears, nose and mouth encrusted with salt). Victims are blinded, in terrible pain, and left choking for six melee rounds per age category of the dragon (half duraction on a successful save). During this time, the victim suffers a 4 penalty to attacks and a +4 penalty to AC. Prompt immersion in fresh water, or fresh water forcefully applied, limits the effects to one melee round per age category.
90 Fire & Slashing A high-velocity blast of scorching air mixed with sand. This affects an area 50 feet long, 40 feet wide, and 20 feet high. Creatures caught within this blast must roll successful saving throws vs. breath weapon for half damage. Regardless of the outcome of this roll, they must make another saving throw vs. breath weapon. Failure means that the abrasive sand in the breath blast has damaged their eyes, blinding them for 1d4+1 rounds.

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