Minor Dragon Overlords of the Fifth

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Minor Dragon Overlords of the Fifth ® Minor Dragon Overlords of the Fifth Age A Web Enhancement for the ® DRAGONLANCE Campaign Setting CREDITS Designers: Margaret Weis, Cam Banks, and André La Roche Editing: Penny Williams Typesetting: Nancy Walker Web Production: Julia Martin Web Development: Mark A. Jindra Graphic Design: Yasuyo Dunnett, Dawn Murin Based on the original DUNGEONS & DRAGONS® rules created by Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. U.S., CANADA, EUROPEAN HEADQUARTERS ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. T Hofveld 6d P.O. Box 707 1702 Groot-Bijgaarden Renton WA 98057-0707 Belgium (Questions?) 1-800-324-6496 +32-70-23-32-77 DRAGONLANCE, DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, the d20 System logo, and the WIZARDS OF THE COAST logo are registered trademarks of Wizards of the Coast, Inc. d20 is a trademark of Wizards of the Coast. Inc. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. ©2003 Wizards of the Coast, Inc. Printed in the U.S.A. Visit our website at www.wizards.com/dnd The people of Krynn are breathing a bit easier opponents, then fly in for a savage assault on any these days, since several of the most deadly who remain alive. Freeze, on the other hand, is dragon Overlords are now dead. But the danger more deliberate and resolute, and she is keenly has not ended—many minor Overlords remain aware of the value of focusing on a goal. Once she alive and are very likely plotting to extend their fixates on something (or someone), she drives realms during the turmoil and confusion follow- relentlessly and purposefully toward that goal, ing the return of the gods. Two intrepid adventur- displaying an implacable endurance uncommon ers have risked their lives to provide us with new even among dragons. In combat, she tends to information on these dragons, so that those who single out one opponent and dispatch it with effi- encounter them will have some idea what they ciency and speed, usually from afar and with are up against. magic. These are not the only powerful dragons now The Wyrms of Icereach have few real oppo- present in Krynn, of course—many dragons went nents, having already subjugated the Icewall into hiding during the reign of the Overlords. Glacier and most of the region’s inhabitants. Since then, some of them have been sleeping Their primary foes are undead—particularly the safely in concealed caverns, while others have fled frostwights that plague the area. Since these crea- to different parts of the world. But now that the tures are unaffected by the dragons’ abilities, Ice news of the Overlords’ destruction has begun to and Freeze are constantly seeking a means to rid spread, many of these dragons have awakened themselves of these enemies. Holy weapons are and begun to plot their return. No information on said to be effective against frostwights, so any them is available at the moment, but we will dis- word of such an item is quickly investigated by seminate it as it comes to us. the twins, their thanoi servants, or their draconian agents at Icewall Castle. Foremost of these last is Cryonisis & Frisindia, the sivak commander Franatik (LE male sivak draconian Ranger 11), who considers it his pri- the Wyrms of Icereach mary duty to direct his sivak troops toward find- Known as Ice and Freeze to mortals, the white ing blessed relics and weapons for his masters. dragon sisters who lay claim to the entire Icewall The only other major foe the Cold Sisters Glacier are said to have hatched from a single have is the White Dragon Overlord known as egg. Certainly, they are more loyal to and sup- Gellidus (“Frost”). The twins have been trying to portive of one another than any other pair of evil create their own skull totem, which would give dragons has ever been—a fact that draws the them even greater power over their realm and attention and suspicion of the Dragon Overlords perhaps even allow them to rise to Frost’s level and lesser wyrms nearby. Whatever their exact (together, if not singularly). All they need to com- origin, they work together quite effectively. plete the totem are the skulls of some metallic Fierce, territorial, and cunning, Ice and Freeze dragons, but such raw materials are difficult to have jointly carved out one of the largest dragon come by where the twins hold sway. Rumors of realms on Ansalon, and they aim to hold it. their plans have reached the ears of Gellidus, so Natives of the region, Ice and Freeze realized the White Overlord and the Cold Sisters are in 400 AC (17 SC) that their chances of survival almost certain to come into conflict eventually, would improve significantly if they continued to but when and where have yet to be revealed. work together as a team. In so doing, they killed or dominated all the white dragons in Icereach, D Cryonisis (Ice): Female wyrm white dragon; including Terrasleetix (“Sleet”)—the most likely CR 19; Gargantuan dragon (cold); HD challenger to their power. As a pair, they proved 33d12+231; hp 445; Init +4; Spd 60 ft., burrow 30 more than capable of handling any threat, and ft., swim 60 ft., fly 250 ft. (clumsy); AC 39, touch 6, they divided the spoils from their victories evenly. flat-footed 39; Base Atk +33; Grp +58; Atk +42 By the time Malystryx called an end to the melee (4d6+13, bite); Full Atk +42 melee (4d6+13, Dragon Purge, Ice and Freeze had successfully bite) and +40 melee (2d8+6, 2 claws) and +40 taken over all the lands south of the Plains of melee (2d6+6, 2 wings) and +40 melee (2d8+19, Dust, using both magic and physical threats to tail slap); Space/Reach 20 ft./15 ft. (20 ft. with enforce the borders of their realm. bite); SA breath weapon (60-ft. cone of cold), crush Though by all appearances the Cold Sisters 4d6+19, freezing fog, frightful presence, spell-like are identical, each has her own personality and abilities, spells, tail sweep 2d6+19; SQ blindsense mannerisms. Ice is the more brutal and aggressive 60 ft., cold subtype, damage reduction 20/magic, of the pair, and she generally prefers to solve darkvision 120 ft., icewalking, immunities (cold, problems with her claws and fangs instead of paralysis, sleep), keen senses, spell resistance 29; using elaborate tactics. Her usual approach to AL N; SV Fort +25, Ref +20, Will +20; Str 36, Dex combat is to deliver a frigid blast of cold to her 10, Con 25, Int 15, Wis 15, Cha 16. 2 Minor Dragon Overlords of the Fifth Age Skills and Feats: Concentration +42, Diplo- Cold Subtype: Cryonisis is immune to cold macy +7, Escape Artist +35, Hide –12, Intimidate damage, but she takes double damage from fire +38, Knowledge (arcana) +14, Listen +39, Search unless a saving throw for half damage is allowed. +37, Sense Motive +32, Spellcraft +14, Spot +39, In that case, she takes half damage on a success Swim +37; Ability Focus (breath weapon), Alert- and double damage on a failure. ness, Cleave, Flyby Attack, Flyby Breath*, Hover, Icewalking (Ex): This ability is always in Improved Initiative, Improved Natural Armor, effect. It works like the spider climb spell, but the Lightning Reflexes, Multiattack, Power Attack, surface Cryonisis climbs must be icy. Wingover. Keen Senses (Ex): Cryonisis sees four Breath Weapon (Su): Once every 1d4 times as well as a human in shadowy illumination rounds, Cryonisis can breathe a 60-foot cone of and twice as well in normal light. cold. Each creature within the cone must make a Sorcerer Spells Known (6/7/7/7/6/4; successful Reflex save (DC 35) or take 11d6 save DC 13 + spell level): 0—dancing lights, detect points of cold damage. magic, detect poison, ghost sound, mage hand, mend- Crush (Ex): When flying or jumping, Cry- ing, open/close, read magic, resistance; 1st—enlarge, onisis can land on Medium or smaller opponents expeditious retreat, mage armor, shield, true strike; as a standard action, using her whole body to 2nd—bear’s endurance, bull’s strength, cat’s grace, fog crush them. Her crush attack affects a 20-foot-by- cloud, shatter; 3rd—dispel magic, haste, protection 20-foot area. Each creature in the affected area from energy, sleet storm; 4th—detect scrying, dimension must succeed on a Reflex save (DC 33) or be door, ice storm; 5th—cloudkill, dominate person. pinned, automatically taking 4d6+19 points of *From the DRAGONLANCE Campaign Setting. bludgeoning damage each round that it remains pinned. D Frisindia (Freeze): Female wyrm white Freezing Fog (Sp): Three times per day, dragon; CR 19; Gargantuan dragon (cold); HD Cryonisis can create a cloud of freezing fog. This 33d12+231; hp 445; Init +4; Spd 60 ft., burrow 30 effect is similar to that of a solid fog spell, except ft., swim 60 ft., fly 250 ft.
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