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- FLIGHT ALLEGIANCE
- Every dragon bears the marks of the Flight it was born into, and the easiest way to find out what that is would be to look into the creature's eyes, as they will match the colour of their Flight. A Dragon's Breath Weapon and weaknesses or resistances is determined by their flight.
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- EARTH
- *Dragon Gains Tremorsense and a Burrow speed of half its Fly speed.
- *Breath Weapon (standard; recharge 5, 6)
- Close blast 5; +16 vs. Fortitude; 2d8 + 5 damage. The blast creates an area of swirling sand, dirt, and small stones that remains in place until the end of the dragon’s next turn. Any creature that starts its turn adjacent to the area or that moves through the area takes 5 damage. The area blocks line of sight for all creatures except the dragon.
- LIGHTNING
- *Dragon Gains Resist 5 + Half-Level Lightning.
- *Breath Weapon (Lightning) (standard; recharge 5, 6) * Lightning
- The dragon targets up to three creatures with its lightning breath; the first target must be within 10 squares of the dragon, the second target within 10 squares of the first, and the third target within 10 squares of the second; +18 vs. Reflex; 2d12 + 10 lightning damage. Miss: Half damage. This attack does not provoke opportunity attacks.
- NATURE
- *Dragon Gains Resist 5 + Half-Level Poison; +5 to Saving Throws against Poison
- *Breath Weapon (standard; recharge 5, 6 ) * Poison
- Close blast 5; +15 vs. Fortitude; 1d10 + 5 poison damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Aftereffect: The target is slowed (save ends).
- FIRE
- *Dragon Gains Resist 5 + Half-Level Fire
- *Breath Weapon (standard; recharge 5, 6 ) * Fire
- Close blast 5; +20 vs. Reflex; 2d12 + 6 fire damage. Miss: Half damage.
- ICE
- *Dragon Gains Resist 5 + Half-Level Ice
- *Breath Weapon (standard; recharge 5, 6 ) * Cold
- Close blast 5; +18 vs. Reflex; 4d6 + 6 cold damage, and the target is slowed and weakened (save ends both).
- SHADOW
- *Dragon Gains Immune: Blind, and Darkvision
- *Breath Weapon (standard; recharge 5, 6)
- Close blast 10; +18 vs. Fortitude; 2d8 + 7 damage, and the target takes ongoing 10 damage and is dazed (save ends both). Each time the target fails the saving throw against this effect, the Shadow dragon can slide it 3 squares. Miss: Half damage, and the target is not dazed and does not take ongoing damage.
- LIGHT
- *Dragon Gains Resist 5 + Half-Level Radiant
- *Breath Weapon (standard; recharge 5, 6) * Radiant
- Close blast 5; +20 vs. Reflex; 3d8 + 4 radiant damage, and the target is blinded (save ends). Miss: Half damage.
- WIND
- *Dragon Gains Resist 5 + Half-Level Force and + 2 to Fly speed
- *Breath Weapon (standard; recharge 5, 6) * Force
- Close blast 5; +18 vs. Fortitude; 4d6 + 6 force damage, and the target is dazed (save ends). Miss: Half damage
- PLAGUE
- *Dragon Gains Resist 5 + Half-Level Necrotic, + 5 to Saving Throws against Disease
- *Breath Weapon (standard; recharge 5, 6) * Necrotic
- Close blast 9; +19 vs. Reflex; 2d8 + 7 necrotic damage, and the target is stunned until the end of the Plague Dragon’s next turn. Miss: Half damage, and the target is not stunned. Hit or Miss: The target loses any necrotic resistance it has (save ends).
- ARCANE
- *Dragon Gains Resist 5 + Half-Level Psychic, and cannot be Teleported against its will
- *Breath Weapon (standard; recharge 5, 6) * Psychic, Teleportation
- Close blast 5; +18 vs. Reflex; 2d10 + 4 psychic damage, and the target teleports 5 squares to an unoccupied space on solid ground of the dragon’s choosing. Miss: Half damage, and the target does not teleport.
- WATER
- *Dragon gains Aquatic trait
- *Breath Weapon (standard; recharge 5, 6)
- Close blast 5; +19 vs. Fortitude; 2d8 + 7 damage, and the target is encased in water (until escape). While encased, the target is dazed and cannot attack or take any actions other than attempt to escape. It can attempt to escape as a standard action (DC 24 Strength check). An encased target automatically escapes if it takes 20 or more damage.
- *Aquatic - The Dragon can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures.
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