Lost Islands Of Fate
Half-Blue Dragon Bugbear, General of Stormcloud Company
Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance betrays their nature—scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings.
Creating a Half-Dragon
“Half-dragon” is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A half-dragon uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves.
Hit Dice: Increase base creature’s racial HD by one die size, to a maximum of d12. Do not increase class HD.
Speed: A half-dragon that is Large or larger has wings and can fly at twice its base land speed (maximum 120 ft.) with average maneuverability. A half-dragon that is Medium or smaller does not have wings.
Armor Class: Natural armor improves by +4.
Attack: A half-dragon has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-dragon retains this ability. A half-dragon fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack: A half-dragon fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
Damage: Half-dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
Size Bite Damage Claw Damage
Fine 1 —
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6
Huge 2d6 1d8
Gargantuan 3d6 2d6
Colossal 4d6 3d6
Special Attacks: A half-dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon variety (see the table below), usable once per day. A half-dragon’s breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 half-dragon’s racial HD + half-dragon’s Con modifier) reduces damage by half.
Dragon Variety Breath Weapon
Black 60-foot line of acid
Blue 60-foot line of lightning
Green 30-foot cone of corrosive (acid) gas
Red 30-foot cone of fire
White 30-foot cone of cold
Brass 60-foot line of fire
Bronze 60-foot line of lightning
Copper 60-foot line of acid
Gold 30-foot cone of fire
Silver 30-foot cone of cold
Special Qualities: A half-dragon has all the special qualities of the base creature, plus darkvision out to 60 feet and low-light vision. A half-dragon has immunity to sleep and paralysis effects, and an additional immunity based on its dragon variety.
Dragon Variety Immunity Dragon Variety Immunity
Black Acid Brass Fire
Blue Electricity Bronze Electricity
Green Acid Copper Acid
Red Fire Gold Fire
White Cold Silver Cold
Size/Type: Medium Humanoid (Goblinoid)
Hit Dice: 3d8+3 (16 hp)
Speed: 30 ft. (6 squares)
Armor Class: 17 (1 Dex, 3 natural, 2 leather armor, 1 light wooden shield), touch 11, flat-footed 16
Base Attack/Grapple: 2/4
Attack: Morningstar 5 melee (1d8+2) or javelin 3 ranged (1d6+2)
Full Attack: Morningstar 5 melee (1d8+2) or javelin 3 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Darkvision 60 ft., scent
Saves: Fort 2, Ref 4, Will 1
Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Skills: Climb 3, Hide 4, Listen 4, Move Silently 6, Spot 4
Feats: Alertness, Weapon Focus (morningstar)
Environment: Temperate mountains
Organization: Solitary, gang (2–4), or band (11–20 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd–5th level)
Challenge Rating: 2
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +1
Bugbears speak Goblin and Common.
Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements. Bugbear attacks are coordinated, and their tactics are sound if not brilliant.
Skills: Bugbears have a +4 racial bonus on Move Silently checks.
Bugbears as Characters
Bugbear characters possess the following racial traits.
+4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.
A bugbear’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
Racial Feats: A bugbear’s humanoid levels give it two feats.
+3 natural armor bonus.
+4 racial bonus on Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.
Level adjustment +1.
Abilities: Increase from the base creature as follows: Str +8, Con +2, Int +2, Cha +2.
Skills: A half-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) x (HD + 3). Do not include Hit Dice from class levels in this calculation—the half-dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Environment: Same as either the base creature or the dragon variety.
Challenge Rating: Same as the base creature + 2 (minimum 3).
Alignment: Same as the dragon variety.
Level Adjustment: Same as base creature +3.