The Beastmaster - 3e custom monsters
Gelatinous Dragon













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By Insanity
















Gelatinous Dragon (Water)

Climate/Terrain: Temperate and warm aquatic and underground
Organization: Wyrmling, very young, young, juvenile and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm or great wyrm: solitary, pair or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 9; young adult 12; adult 14; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Double Standard
Alignment: Always Chaotic Neutral
Advancement: Wyrmling 5-6 HD (Medium), very young 8-9 HD (Medium), young 11-12 HD (Large), juvenile 14-15 HD (Large), young adult 17-18 HD (Large), adult 20-21 HD (Huge), mature adult 23-24 HD (Huge), old 26-27 HD (Huge), very old 29-30 HD (Gargantuan), ancient 32-33 HD (Gargantuan), wyrm 35-36 HD (Colossal), great wyrm 38+ HD (Colossal)

     Gelatinous dragons get their name due to the similarity in appearance with gelatinous cubes, but unlike the cubes, the dragons are very solid in nature. Gelatinous dragons are reclusive, but extremely territorial, attacking intruders without hesitance. Often called "stalker dragons" because of their transparent bodies and the preference to attack by surprise.
     Gelatinous dragons are one of the most unusual types of dragons. Their flesh, bones, internal organs and the rest of the bodies are completely transparent. Although their scales are somewhat pliable, they are still quite strong, providing adequate protection for the dragon. The scales are small in wyrmlings, but grow larger as the dragon ages. Although not readily apparent, the dragon has frills along the neck, and a muscular tail used for swimming.
     Gelatinous dragons make their lairs in large subterranean caves, which always have access to a body of water and usually contains a large pool of water, which typically is slightly acidic due to the dragon's acid. The dragons spend most of their time submerged in water, hunting fish and other aquatic beasts, their favorite food. Given their ability to breathe water and remain invisible underwater, they are extremely well adapted for combat while underwater.

Combat
Due to their transparent bodies, gelatinous dragons typically gain a surprise attack on their opponents. With their ability to remain invisible while underwater, they often attack while submerged, or direct the opponents into water. The usually entangle their opponents with their adhesive slime breath weapon first, then use their acid breath weapon or melee attacks to finish them.

Breath Weapon (Su): The gelatinous dragon has two types of breath weapons, a cone of acid and a cone of adhesive slime similar in effect to the web spell. Creatures caught in the effect of the webbing become entangled. The initial Reflex save is equal to the dragon's breath weapon DC. The webbing is not affected by acid.

Acid (Ex): A gelatinous dragon's skin is constantly secreting an acid, which automatically damages any creature that comes in contact with the dragon. The acid does not damage stone or metal. The acid inflicts 1d8 plus the dragon's age category points of damage.

Transparent (Ex): Gelatinous dragons are difficult to see and it takes a successful Spot check (DC 15) to notice one. Creatures who fail to notice the dragon and walk into it are automatically affected by its acid. At will, the dragon can negate this, in which case its skin becomes a milky white and opaque color.

Invisibility in water (Ex or Su): The gelatinous dragon's transparent body allows it to remain invisible as per the spell improved invisibility so long as it is submerged in water.

Water Breathing (Ex): The gelatinous dragon can breathe indefinitely while under water, and can freely use its breath weapons, spells and other abilities while submerged.

Spell-like abilities: 3/day - acid orb; 2/day - acid fog and control water; 1/day - slime wave.

Immunities (Ex): The dragon has acid immunity and is immune to sleep and paralysis effects.

Age

Size

Hit Dice (hp)

AC

Attack Bonus

Fort Save

Ref Save

Will Save

Breath Weapon (DC)

Fear DC

SR

Wyrmling

M

4d12+4 (30 hp)

13 (+3 natural)

+5

+5

+4

+4

2d8 (13)

-

-

Very Young

M

7d12+7 (52 hp)

16 (+6 natural)

+8

+6

+5

+6

4d8 (14)

-

-

Young

L

10d12+20 (85 hp)

18 (-1 size, +9 natural)

+11

+9

+7

+8

6d8 (17)

-

-

Juvenile

L

13d12+26 (110 hp)

21 (-1 size, +12 natural)

+15

+10

+8

+10

8d8 (18)

-

-

Young Adult

L

16d12+48 (152 hp)

24 (-1 size, +15 natural)

+20

+13

+10

+12

10d8 (21)

22

18

Adult

H

19d12+76 (199 hp)

26 (-2 size, +18 natural)

+24

+15

+11

+15

12d8 (23)

24

20

Mature Adult

H

22d12+110 (253 hp)

29 (-2 size, +21 natural)

+28

+18

+13

+17

14d8 (26)

26

22

Old

H

25d12+125 (287 hp)

32 (-2 size, +24 natural)

+32

+20

+15

+20

16d8 (27)

28

23

Very Old

G

28d12+168 (350 hp)

33 (-4 size, +27 natural)

+34

+22

+16

+22

18d8 (30)

30

25

Ancient

G

31d12+18160 (375 hp)

36 (-4 size, +30 natural)

+39

+24

+18

+25

20d8 (31)

32

26

Wyrm

C

34d12+238 (459 hp)

35 (-8 size, +33 natural)

+39

+26

+19

+26

22d8 (34)

35

28

Great Wyrm

C

37d12+296 (536 hp)

38 (-8 size, +36 natural)

+43

+29

+21

+29

24d8 (36)

36

30

Age

Speed

Str

Dex

Con

Int

Wis

Cha

Special Abilties

Caster Level*

Wyrmling

40 ft, fly 150 ft (poor), swim 60 ft

13

10

13

10

11

14

Acid, transparent, acid immunity, invisibility in water, water breathing

-

Very Young

40 ft, fly 150 ft (poor), swim 60 ft

13

10

13

10

13

14

-

-

Young

40 ft, fly 150 ft (poor), swim 60 ft

15

10

15

12

13

16

-

-

Juvenile

40 ft, fly 150 ft (poor), swim 60 ft

17

10

15

14

15

18

-

1st

Young Adult

40 ft, fly 150 (poor), swim 60 ft

21

10

17

14

15

18

Damage Reduction 5/+1

3rd

Adult

40 ft, fly 150 (poor), swim 60 ft

24

10

19

16

19

20

Acid Orb

5th

Mature Adult

40 ft, fly 150 (poor), swim 60 ft

27

10

21

16

19

20

Damage Reduction 10/+2

7th

Old

40 ft, fly 150 (poor), swim 60 ft

29

10

21

18

21

22

Acid Fog

9th

Very Old

40 ft, fly 200 (poor), swim 60 ft

31

10

23

18

23

22

Damage Reduction 15/+3

11th

Ancient

40 ft, fly 200 (poor), swim 60 ft

33

10

23

20

25

24

Control Water

13th

Wyrm

40 ft, fly 200 (poor), swim 60 ft

36

10

25

20

25

26

Damage Reduction 20/+4

15th

Great Wyrm

40 ft, fly 200 ft (poor), swim 60 ft

39

10

27

22

27

26

Slime Wave

17th


*Can also cast cleric spells and those from the Chaos and Water domains as arcane spells.