Dragon, Great Wyrm


 * Dragon
 * Size: Massive


 * Str - 32 (+21 damage)
 * Dex - 14
 * Fort - 17
 * M.A. - 16
 * L.S. - 19 (32 CPD)


 * HP - 2200
 * AC - 13 (wyrm scales)
 * Dodge - 30%
 * Magic Resistance - 40%
 * 6 attacks - 2 bites 6d8+21, 4 claws 5d8+21

Special: +20 ft. ground speed, Flight at ground speed +50 ft., Tail Sweep: once per round, the dragon can swing its tail in a 180 degree rear arc within 30 ft. of it that counts as an automatic hit unless anyone in the affected area dodges; those struck take 3d8+21 damage, Breath Weapon: 60d6 energy damage usable after 3 rounds of "cooldown" as a main action (see templating, below), Special Perception (see templating). A dragon cannot hit the same area with its tail sweep and its breath weapon in the same round.

Caster Level: 50. Spell List: Choose 20 to 40 Mage spells the dragon could cast within its CPD limit.

Templating: This is a special property that each age category of dragons have; essentially, each color and/or type of dragon is slightly different and has varying properties, which is applied to the base dragon as a template. When a template mentions a type of damage as a breath weapon, that dragon is immune to that damage type (which sometimes requires creative interpretation, such as green dragons being immune to air damage). Read each template carefully, as some templates may even remove existing qualities for specific varieties of dragon. Here are just a few examples to get you started.

Chromatic
 * Black Dragon template: +2 Str, +1 Dex, +4 M.A., +1 L.S., +8 CPD, +540 HP, +2 AC, +20% Magic Resistance, +5 caster level, breath weapon deals fire damage in a 50 ft. cone, black dragons gain aethersight perception, allowing them to see magical auras (including magical creatures, spells and items) within 600 ft. +3 suggested level range.
 * Red Dragon template: +4 Str, +1 Dex, +2 M.A., +4 CPD, +900 HP, +3 AC, upgrade bite to 5d12, claw to 6d8, tail sweep to 4d8, breath weapon deals fire in a 60 ft. cone, red dragons gain infravision within 720 ft. +2 suggested level range.
 * Green Dragon template: +3 Fort, +1350 HP, +1 AC, breath weapon does not deal damage. Instead, it creates a cloud of mist in a 120 ft. radius that only green dragons can see through, causing others within the cloud to be blinded until they exit.  The cloud persists for 10 rounds if left undisturbed.  The mist cannot be dispelled, but a stiff wind can disperse it over the course of 2 rounds.  They must wait 7 rounds between uses of their breath weapon instead of 3.  Green dragons possess keen scent, able to sniff out foes within 720 ft.  +1 suggested level range.

Metallic
 * Platinum Dragon template: +4 Str, +1 Dex, +3 M.A., +7 CPD, +720 HP, +3 AC, +15% Magic Resistance, +2 caster level, may choose cleric spells as well as mage spells, breath weapon deals light and holy damage in a 120 ft. line and can be used after 2 rounds instead of 3, platinum dragons gain lifesense out to 720 ft. +4 suggested level range.
 * Gold Dragon template: +6 Str, +3 M.A., +540 HP, +2 AC, breath weapon deals acid damage with an extra 20d6 in a 60 ft. cone, gold dragons gain infravision out to 720 ft. +2 suggested level range.
 * Silver Dragon template: +2 Str, +1 Dex, +6 M.A., +6 CPD, +1 AC, breath weapon deals electricity damage in a 180 ft. line, silver dragons gain echolocation out to 720 ft. Silver dragons in this age category can turn into a self-specific humanoid form, usually human or elven, and back to dragon form by using a main action, which gives them -10 Str, -6 AC, no natural attacks, no flight, and no breath weapon.  +1 suggested level range.

Suggested Level Range: 50 to 60 before templating

Great wyrms are some of the most powerful creatures in a fantasy world; indeed, they may top the list. The greatest and oldest of dragons, great wyrms have a vast hoard and may have multitudes of servants and followers. A great wyrm's territory tends to encompass whatever he/she feels like claiming, although he/she may not care enough to exert his or her dominion over every village and barony they consider to be their turf, or even to inform the residents of his or her territorial boundaries. A great wyrm never quite stops growing until the day it dies, although the growth slows down markedly after it reaches the Elder category. Subsequently, body (and tail) lengths of 30 to 60 feet have been reported, with potential wingspans double that amount. Great wyrms often have to expand their lair to accomodate their great size.

A great wyrm's hoard is the stuff of legend, and the estimates made here are wild speculation. Coin currency may be anywhere from 40,000 to 200,000 gp! A dozen or more major magic items could be resting there, with as many minor magic items as the GM cares to list. Precious gems and priceless artwork will be present, and it is even likely to have a minor artifact, if not a major one. It all depends on the campaign storyline and the individual dragon.

Despite their power, these are the waning years of a dragon's age cycle. A great wyrm's scales will eventually grow rough and hoary, and finally the burden of its bulk will begin to outweigh its strength. While a great wyrm is formidable even to the moment it dies, its power will wane and its behavior may change during the final centuries. Dragons this old grow enigmatic in their final years, often waxing prophetic and philosophical. What happens when they die a natural death remains a mystery.